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Comparing deliantra/server/common/object.C (file contents):
Revision 1.19 by root, Fri Sep 8 17:14:07 2006 UTC vs.
Revision 1.54 by root, Fri Nov 17 19:40:53 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.19 2006/09/08 17:14:07 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
34
42int nrofallocobjects = 0; 35int nrofallocobjects = 0;
36static UUID uuid;
37const uint64 UUID_SKIP = 1<<19;
43 38
44object *objects; /* Pointer to the list of used objects */
45object *active_objects; /* List of active objects that need to be processed */ 39object *active_objects; /* List of active objects that need to be processed */
46 40
47short freearr_x[SIZEOFFREE]= 41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
49 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50short freearr_y[SIZEOFFREE]= 43};
51 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 45 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53int maxfree[SIZEOFFREE]= 46};
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 47int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 48 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
49};
56int freedir[SIZEOFFREE]= { 50int freedir[SIZEOFFREE] = {
57 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 51 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 52 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
53};
59 54
55static void
56write_uuid (void)
57{
58 char filename1[MAX_BUF], filename2[MAX_BUF];
59
60 sprintf (filename1, "%s/uuid", settings.localdir);
61 sprintf (filename2, "%s/uuid~", settings.localdir);
62
63 FILE *fp;
64
65 if (!(fp = fopen (filename2, "w")))
66 {
67 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
68 return;
69 }
70
71 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
72 fclose (fp);
73 rename (filename2, filename1);
74}
75
76static void
77read_uuid (void)
78{
79 char filename[MAX_BUF];
80
81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 FILE *fp;
84
85 if (!(fp = fopen (filename, "r")))
86 {
87 if (errno == ENOENT)
88 {
89 LOG (llevInfo, "RESET uid to 1\n");
90 uuid.seq = 0;
91 write_uuid ();
92 return;
93 }
94
95 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
96 _exit (1);
97 }
98
99 int version;
100 unsigned long long uid;
101 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
102 {
103 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
104 _exit (1);
105 }
106
107 uuid.seq = uid;
108 write_uuid ();
109 LOG (llevDebug, "read UID: %lld\n", uid);
110 fclose (fp);
111}
112
113UUID
114gen_uuid ()
115{
116 UUID uid;
117
118 uid.seq = ++uuid.seq;
119
120 if (!(uuid.seq & (UUID_SKIP - 1)))
121 write_uuid ();
122
123 return uid;
124}
125
126void
127init_uuid ()
128{
129 read_uuid ();
130}
60 131
61/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 132/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
133static int
62static int compare_ob_value_lists_one(const object * wants, const object * has) { 134compare_ob_value_lists_one (const object *wants, const object *has)
135{
63 key_value * wants_field; 136 key_value *wants_field;
64 137
65 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 138 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
66 * objects with lists are rare, and lists stay short. If not, use a 139 * objects with lists are rare, and lists stay short. If not, use a
67 * different structure or at least keep the lists sorted... 140 * different structure or at least keep the lists sorted...
68 */ 141 */
69 142
70 /* For each field in wants, */ 143 /* For each field in wants, */
71 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
145 {
72 key_value * has_field; 146 key_value *has_field;
73 147
74 /* Look for a field in has with the same key. */ 148 /* Look for a field in has with the same key. */
75 has_field = get_ob_key_link(has, wants_field->key); 149 has_field = get_ob_key_link (has, wants_field->key);
150
151 if (has_field == NULL)
76 152 {
77 if (has_field == NULL) {
78 /* No field with that name. */ 153 /* No field with that name. */
79 return FALSE; 154 return FALSE;
80 }
81 155 }
156
82 /* Found the matching field. */ 157 /* Found the matching field. */
83 if (has_field->value != wants_field->value) { 158 if (has_field->value != wants_field->value)
159 {
84 /* Values don't match, so this half of the comparison is false. */ 160 /* Values don't match, so this half of the comparison is false. */
85 return FALSE; 161 return FALSE;
86 } 162 }
87 163
88 /* If we get here, we found a match. Now for the next field in wants. */ 164 /* If we get here, we found a match. Now for the next field in wants. */
89 }
90 165 }
166
91 /* If we get here, every field in wants has a matching field in has. */ 167 /* If we get here, every field in wants has a matching field in has. */
92 return TRUE; 168 return TRUE;
93} 169}
94 170
95/* Returns TRUE if ob1 has the same key_values as ob2. */ 171/* Returns TRUE if ob1 has the same key_values as ob2. */
172static int
96static int compare_ob_value_lists(const object * ob1, const object * ob2) { 173compare_ob_value_lists (const object *ob1, const object *ob2)
174{
97 /* However, there may be fields in has which aren't partnered in wants, 175 /* However, there may be fields in has which aren't partnered in wants,
98 * so we need to run the comparison *twice*. :( 176 * so we need to run the comparison *twice*. :(
99 */ 177 */
100 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 178 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
101} 179}
102 180
103/* Function examines the 2 objects given to it, and returns true if 181/* Function examines the 2 objects given to it, and returns true if
104 * they can be merged together. 182 * they can be merged together.
105 * 183 *
111 * 189 *
112 * Improvements made with merge: Better checking on potion, and also 190 * Improvements made with merge: Better checking on potion, and also
113 * check weight 191 * check weight
114 */ 192 */
115 193
116bool
117object::can_merge (object *ob1, object *ob2) 194bool object::can_merge (object *ob1, object *ob2)
118{ 195{
119 /* A couple quicksanity checks */ 196 /* A couple quicksanity checks */
120 if ((ob1 == ob2) || (ob1->type != ob2->type)) 197 if ((ob1 == ob2) || (ob1->type != ob2->type))
121 return 0; 198 return 0;
122 199
170 (ob1->subtype != ob2->subtype) || 247 (ob1->subtype != ob2->subtype) ||
171 (ob1->move_type != ob2->move_type) || 248 (ob1->move_type != ob2->move_type) ||
172 (ob1->move_block != ob2->move_block) || 249 (ob1->move_block != ob2->move_block) ||
173 (ob1->move_allow != ob2->move_allow) || 250 (ob1->move_allow != ob2->move_allow) ||
174 (ob1->move_on != ob2->move_on) || 251 (ob1->move_on != ob2->move_on) ||
175 (ob1->move_off != ob2->move_off) || 252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty))
176 (ob1->move_slow != ob2->move_slow) ||
177 (ob1->move_slow_penalty != ob2->move_slow_penalty))
178 return 0; 253 return 0;
179 254
180 /* This is really a spellbook check - really, we should 255 /* This is really a spellbook check - really, we should
181 * check all objects in the inventory. 256 * check all objects in the inventory.
182 */ 257 */
183 if (ob1->inv || ob2->inv) 258 if (ob1->inv || ob2->inv)
184 { 259 {
185 /* if one object has inventory but the other doesn't, not equiv */ 260 /* if one object has inventory but the other doesn't, not equiv */
186 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
187 return 0; 262 return 0;
188 263
189 /* Now check to see if the two inventory objects could merge */ 264 /* Now check to see if the two inventory objects could merge */
190 if (!CAN_MERGE (ob1->inv, ob2->inv)) 265 if (!CAN_MERGE (ob1->inv, ob2->inv))
191 return 0; 266 return 0;
192 267
193 /* inventory ok - still need to check rest of this object to see 268 /* inventory ok - still need to check rest of this object to see
194 * if it is valid. 269 * if it is valid.
195 */ 270 */
196 } 271 }
204 279
205 /* Note sure why the following is the case - either the object has to 280 /* Note sure why the following is the case - either the object has to
206 * be animated or have a very low speed. Is this an attempted monster 281 * be animated or have a very low speed. Is this an attempted monster
207 * check? 282 * check?
208 */ 283 */
209 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
210 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
211 return 0; 285 return 0;
212 286
213 switch (ob1->type) 287 switch (ob1->type)
214 { 288 {
215 case SCROLL: 289 case SCROLL:
216 if (ob1->level != ob2->level) 290 if (ob1->level != ob2->level)
217 return 0; 291 return 0;
218 break; 292 break;
219 } 293 }
220 294
221 if (ob1->key_values != NULL || ob2->key_values != NULL) 295 if (ob1->key_values != NULL || ob2->key_values != NULL)
222 { 296 {
223 /* At least one of these has key_values. */ 297 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
225 /* One has fields, but the other one doesn't. */ 299 /* One has fields, but the other one doesn't. */
226 return 0; 300 return 0;
227 else if (!compare_ob_value_lists (ob1, ob2)) 301 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 302 return 0;
229 } 303 }
230 304
231 //TODO: generate an event or call into perl for additional checks 305 //TODO: generate an event or call into perl for additional checks
232 if (ob1->self || ob2->self) 306 if (ob1->self || ob2->self)
233 { 307 {
234 ob1->optimise (); 308 ob1->optimise ();
235 ob2->optimise (); 309 ob2->optimise ();
236 310
237 if (ob1->self || ob2->self) 311 if (ob1->self || ob2->self)
238 return 0; 312 return 0;
239 } 313 }
240 314
241 /* Everything passes, must be OK. */ 315 /* Everything passes, must be OK. */
242 return 1; 316 return 1;
243} 317}
318
244/* 319/*
245 * sum_weight() is a recursive function which calculates the weight 320 * sum_weight() is a recursive function which calculates the weight
246 * an object is carrying. It goes through in figures out how much 321 * an object is carrying. It goes through in figures out how much
247 * containers are carrying, and sums it up. 322 * containers are carrying, and sums it up.
248 */ 323 */
249signed long sum_weight(object *op) { 324long
325sum_weight (object *op)
326{
250 signed long sum; 327 long sum;
251 object *inv; 328 object *inv;
329
252 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
331 {
253 if (inv->inv) 332 if (inv->inv)
254 sum_weight(inv); 333 sum_weight (inv);
255 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
256 } 335 }
336
257 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
258 sum = (sum * (100 - op->stats.Str))/100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
339
259 if(op->carrying != sum) 340 if (op->carrying != sum)
260 op->carrying = sum; 341 op->carrying = sum;
342
261 return sum; 343 return sum;
262} 344}
263 345
264/** 346/**
265 * Return the outermost environment object for a given object. 347 * Return the outermost environment object for a given object.
266 */ 348 */
267 349
350object *
268object *object_get_env_recursive (object *op) { 351object_get_env_recursive (object *op)
352{
269 while (op->env != NULL) 353 while (op->env != NULL)
270 op = op->env; 354 op = op->env;
271 return op; 355 return op;
272} 356}
273 357
274/* 358/*
275 * Eneq(@csd.uu.se): Since we can have items buried in a character we need 359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
276 * a better check. We basically keeping traversing up until we can't 360 * a better check. We basically keeping traversing up until we can't
277 * or find a player. 361 * or find a player.
278 */ 362 */
279 363
364object *
280object *is_player_inv (object *op) { 365is_player_inv (object *op)
366{
281 for (;op!=NULL&&op->type!=PLAYER; op=op->env) 367 for (; op != NULL && op->type != PLAYER; op = op->env)
282 if (op->env==op) 368 if (op->env == op)
283 op->env = NULL; 369 op->env = NULL;
284 return op; 370 return op;
285} 371}
286 372
287/* 373/*
288 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
289 * Some error messages. 375 * Some error messages.
290 * The result of the dump is stored in the static global errmsg array. 376 * The result of the dump is stored in the static global errmsg array.
291 */ 377 */
292 378
293void dump_object2(object *op) { 379char *
294errmsg[0] = 0;
295return;
296 //TODO//D#d#
297#if 0
298 char *cp;
299/* object *tmp;*/
300
301 if(op->arch!=NULL) {
302 strcat(errmsg,"arch ");
303 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
304 strcat(errmsg,"\n");
305 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
306 strcat(errmsg,cp);
307#if 0
308 /* Don't dump player diffs - they are too long, mostly meaningless, and
309 * will overflow the buffer.
310 * Changed so that we don't dump inventory either. This may
311 * also overflow the buffer.
312 */
313 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
314 strcat(errmsg,cp);
315 for (tmp=op->inv; tmp; tmp=tmp->below)
316 dump_object2(tmp);
317#endif
318 strcat(errmsg,"end\n");
319 } else {
320 strcat(errmsg,"Object ");
321 if (op->name==NULL) strcat(errmsg, "(null)");
322 else strcat(errmsg,op->name);
323 strcat(errmsg,"\n");
324#if 0
325 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
326 strcat(errmsg,cp);
327 for (tmp=op->inv; tmp; tmp=tmp->below)
328 dump_object2(tmp);
329#endif
330 strcat(errmsg,"end\n");
331 }
332#endif
333}
334
335/*
336 * Dumps an object. Returns output in the static global errmsg array.
337 */
338
339void dump_object(object *op) { 380dump_object (object *op)
340 if(op==NULL) { 381{
341 strcpy(errmsg,"[NULL pointer]"); 382 if (!op)
342 return; 383 return strdup ("[NULLOBJ]");
343 }
344 errmsg[0]='\0';
345 dump_object2(op);
346}
347 384
348void dump_all_objects(void) { 385 object_freezer freezer;
349 object *op; 386 save_object (freezer, op, 3);
350 for(op=objects;op!=NULL;op=op->next) { 387 return freezer.as_string ();
351 dump_object(op);
352 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
353 }
354} 388}
355 389
356/* 390/*
357 * get_nearest_part(multi-object, object 2) returns the part of the 391 * get_nearest_part(multi-object, object 2) returns the part of the
358 * multi-object 1 which is closest to the second object. 392 * multi-object 1 which is closest to the second object.
359 * If it's not a multi-object, it is returned. 393 * If it's not a multi-object, it is returned.
360 */ 394 */
361 395
396object *
362object *get_nearest_part(object *op, const object *pl) { 397get_nearest_part (object *op, const object *pl)
398{
363 object *tmp,*closest; 399 object *tmp, *closest;
364 int last_dist,i; 400 int last_dist, i;
401
365 if(op->more==NULL) 402 if (op->more == NULL)
366 return op; 403 return op;
367 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 404 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
368 if((i=distance(tmp,pl))<last_dist) 405 if ((i = distance (tmp, pl)) < last_dist)
369 closest=tmp,last_dist=i; 406 closest = tmp, last_dist = i;
370 return closest; 407 return closest;
371} 408}
372 409
373/* 410/*
374 * Returns the object which has the count-variable equal to the argument. 411 * Returns the object which has the count-variable equal to the argument.
375 */ 412 */
376 413
414object *
377object *find_object(tag_t i) { 415find_object (tag_t i)
378 object *op; 416{
379 for(op=objects;op!=NULL;op=op->next) 417 for (object *op = object::first; op; op = op->next)
380 if(op->count==i) 418 if (op->count == i)
381 break; 419 return op;
420
382 return op; 421 return 0;
383} 422}
384 423
385/* 424/*
386 * Returns the first object which has a name equal to the argument. 425 * Returns the first object which has a name equal to the argument.
387 * Used only by the patch command, but not all that useful. 426 * Used only by the patch command, but not all that useful.
388 * Enables features like "patch <name-of-other-player> food 999" 427 * Enables features like "patch <name-of-other-player> food 999"
389 */ 428 */
390 429
430object *
391object *find_object_name(const char *str) { 431find_object_name (const char *str)
392 const char *name = shstr::find (str); 432{
433 shstr_cmp str_ (str);
393 object *op; 434 object *op;
435
394 for(op=objects;op!=NULL;op=op->next) 436 for (op = object::first; op != NULL; op = op->next)
395 if(&op->name == name) 437 if (op->name == str_)
396 break; 438 break;
397 439
398 return op; 440 return op;
399} 441}
400 442
443void
401void free_all_object_data () 444free_all_object_data ()
402{ 445{
403 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 446 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
404}
405
406/*
407 * Returns the object which this object marks as being the owner.
408 * A id-scheme is used to avoid pointing to objects which have been
409 * freed and are now reused. If this is detected, the owner is
410 * set to NULL, and NULL is returned.
411 * Changed 2004-02-12 - if the player is setting at the play again
412 * prompt, he is removed, and we don't want to treat him as an owner of
413 * anything, so check removed flag. I don't expect that this should break
414 * anything - once an object is removed, it is basically dead anyways.
415 */
416
417object *get_owner(object *op) {
418 if(op->owner==NULL)
419 return NULL;
420
421 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
422 op->owner->count==op->ownercount)
423 return op->owner;
424
425 op->owner=NULL;
426 op->ownercount=0;
427 return NULL;
428}
429
430void clear_owner(object *op)
431{
432 if (!op) return;
433
434 if (op->owner && op->ownercount == op->owner->count)
435 op->owner->refcount--;
436
437 op->owner = NULL;
438 op->ownercount = 0;
439} 447}
440 448
441/* 449/*
442 * Sets the owner and sets the skill and exp pointers to owner's current 450 * Sets the owner and sets the skill and exp pointers to owner's current
443 * skill and experience objects. 451 * skill and experience objects.
444 */ 452 */
445void set_owner (object *op, object *owner) 453void
454object::set_owner (object *owner)
446{ 455{
447 if(owner==NULL||op==NULL) 456 if (!owner)
448 return; 457 return;
449 458
450 /* next line added to allow objects which own objects */ 459 /* next line added to allow objects which own objects */
451 /* Add a check for ownercounts in here, as I got into an endless loop 460 /* Add a check for ownercounts in here, as I got into an endless loop
452 * with the fireball owning a poison cloud which then owned the 461 * with the fireball owning a poison cloud which then owned the
453 * fireball. I believe that was caused by one of the objects getting 462 * fireball. I believe that was caused by one of the objects getting
454 * freed and then another object replacing it. Since the ownercounts 463 * freed and then another object replacing it. Since the ownercounts
455 * didn't match, this check is valid and I believe that cause is valid. 464 * didn't match, this check is valid and I believe that cause is valid.
456 */ 465 */
457 while (owner->owner && owner!=owner->owner && 466 while (owner->owner)
458 owner->ownercount==owner->owner->count) owner=owner->owner; 467 owner = owner->owner;
459 468
460 /* IF the owner still has an owner, we did not resolve to a final owner.
461 * so lets not add to that.
462 */
463 if (owner->owner) return;
464
465 op->owner=owner; 469 this->owner = owner;
466
467 op->ownercount=owner->count;
468 owner->refcount++;
469
470}
471
472/* Set the owner to clone's current owner and set the skill and experience
473 * objects to clone's objects (typically those objects that where the owner's
474 * current skill and experience objects at the time when clone's owner was
475 * set - not the owner's current skill and experience objects).
476 *
477 * Use this function if player created an object (e.g. fire bullet, swarm
478 * spell), and this object creates further objects whose kills should be
479 * accounted for the player's original skill, even if player has changed
480 * skills meanwhile.
481 */
482void copy_owner (object *op, object *clone)
483{
484 object *owner = get_owner (clone);
485 if (owner == NULL) {
486 /* players don't have owners - they own themselves. Update
487 * as appropriate.
488 */
489 if (clone->type == PLAYER) owner=clone;
490 else return;
491 }
492 set_owner(op, owner);
493
494} 470}
495 471
496/* Zero the key_values on op, decrementing the shared-string 472/* Zero the key_values on op, decrementing the shared-string
497 * refcounts and freeing the links. 473 * refcounts and freeing the links.
498 */ 474 */
475static void
499static void free_key_values(object * op) 476free_key_values (object *op)
500{ 477{
501 for (key_value *i = op->key_values; i != 0; ) 478 for (key_value *i = op->key_values; i != 0;)
502 { 479 {
503 key_value *next = i->next; 480 key_value *next = i->next;
504 delete i; 481 delete i;
482
505 i = next; 483 i = next;
506 } 484 }
507 485
508 op->key_values = 0; 486 op->key_values = 0;
509} 487}
510 488
511void object::clear () 489void object::clear ()
512{ 490{
513 attachable_base::clear (); 491 attachable_base::clear ();
514 492
515 free_key_values (this); 493 free_key_values (this);
516 494
517 name = 0; 495 owner = 0;
496 name = 0;
518 name_pl = 0; 497 name_pl = 0;
519 title = 0; 498 title = 0;
520 race = 0; 499 race = 0;
521 slaying = 0; 500 slaying = 0;
522 skill = 0; 501 skill = 0;
523 msg = 0; 502 msg = 0;
524 lore = 0; 503 lore = 0;
525 custom_name = 0; 504 custom_name = 0;
526 materialname = 0; 505 materialname = 0;
506 contr = 0;
507 below = 0;
508 above = 0;
509 inv = 0;
510 container = 0;
511 env = 0;
512 more = 0;
513 head = 0;
514 map = 0;
515 active_next = 0;
516 active_prev = 0;
527 517
528 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod)); 518 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
529 519
530 SET_FLAG (this, FLAG_REMOVED); 520 SET_FLAG (this, FLAG_REMOVED);
521
522 /* What is not cleared is next, prev, and count */
523
524 expmul = 1.0;
525 face = blank_face;
526
527 if (settings.casting_time)
528 casting_time = -1;
531} 529}
532 530
533void object::clone (object *destination) 531void object::clone (object *destination)
534{ 532{
535 *(object_copy *)destination = *(object_copy *)this; 533 *(object_copy *)destination = *this;
536 *(object_pod *)destination = *(object_pod *)this; 534 *(object_pod *)destination = *this;
537 535
538 if (self || cb) 536 if (self || cb)
539 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination)); 537 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
540}
541
542/*
543 * clear_object() frees everything allocated by an object, and also
544 * clears all variables and flags to default settings.
545 */
546
547void clear_object (object *op)
548{
549 op->clear ();
550
551 op->contr = NULL;
552 op->below = NULL;
553 op->above = NULL;
554 op->inv = NULL;
555 op->container=NULL;
556 op->env=NULL;
557 op->more=NULL;
558 op->head=NULL;
559 op->map=NULL;
560 op->refcount=0;
561 op->active_next = NULL;
562 op->active_prev = NULL;
563 /* What is not cleared is next, prev, and count */
564
565 op->expmul = 1.0;
566 op->face = blank_face;
567 op->attacked_by_count = -1;
568
569 if (settings.casting_time)
570 op->casting_time = -1;
571} 538}
572 539
573/* 540/*
574 * copy object first frees everything allocated by the second object, 541 * copy object first frees everything allocated by the second object,
575 * and then copies the contends of the first object into the second 542 * and then copies the contends of the first object into the second
576 * object, allocating what needs to be allocated. Basically, any 543 * object, allocating what needs to be allocated. Basically, any
577 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 544 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
578 * if the first object is freed, the pointers in the new object 545 * if the first object is freed, the pointers in the new object
579 * will point at garbage. 546 * will point at garbage.
580 */ 547 */
581 548void
582void copy_object (object *op2, object *op) 549copy_object (object *op2, object *op)
583{ 550{
584 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 551 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
585 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 552 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
586 553
587 op2->clone (op); 554 op2->clone (op);
588 555
556 if (is_freed)
589 if (is_freed) SET_FLAG (op, FLAG_FREED); 557 SET_FLAG (op, FLAG_FREED);
558 if (is_removed)
590 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 559 SET_FLAG (op, FLAG_REMOVED);
591 560
592 if (op2->speed < 0) 561 if (op2->speed < 0)
593 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 562 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
594 563
595 /* Copy over key_values, if any. */ 564 /* Copy over key_values, if any. */
596 if (op2->key_values != NULL) 565 if (op2->key_values)
597 { 566 {
598 key_value *tail = NULL; 567 key_value *tail = 0;
599 key_value *i; 568 key_value *i;
600 569
601 op->key_values = NULL; 570 op->key_values = 0;
602 571
603 for (i = op2->key_values; i != NULL; i = i->next) 572 for (i = op2->key_values; i; i = i->next)
604 { 573 {
605 key_value *new_link = new key_value; 574 key_value *new_link = new key_value;
606 575
607 new_link->next = NULL; 576 new_link->next = 0;
608 new_link->key = i->key; 577 new_link->key = i->key;
609 new_link->value = i->value; 578 new_link->value = i->value;
610 579
611 /* Try and be clever here, too. */ 580 /* Try and be clever here, too. */
612 if (op->key_values == NULL) 581 if (!op->key_values)
613 { 582 {
614 op->key_values = new_link; 583 op->key_values = new_link;
615 tail = new_link; 584 tail = new_link;
616 } 585 }
617 else 586 else
623 } 592 }
624 593
625 update_ob_speed (op); 594 update_ob_speed (op);
626} 595}
627 596
628object::object ()
629{
630 count = ++ob_count;
631
632 next = objects;
633
634 if (objects)
635 objects->prev = this;
636
637 objects = this;
638
639 SET_FLAG (this, FLAG_REMOVED);
640
641 expmul = 1.0;
642 face = blank_face;
643 attacked_by_count = -1;
644}
645
646object::~object ()
647{
648}
649
650/* 597/*
651 * If an object with the IS_TURNABLE() flag needs to be turned due 598 * If an object with the IS_TURNABLE() flag needs to be turned due
652 * to the closest player being on the other side, this function can 599 * to the closest player being on the other side, this function can
653 * be called to update the face variable, _and_ how it looks on the map. 600 * be called to update the face variable, _and_ how it looks on the map.
654 */ 601 */
655 602
603void
656void update_turn_face(object *op) { 604update_turn_face (object *op)
605{
657 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 606 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
658 return; 607 return;
659 SET_ANIMATION(op, op->direction); 608 SET_ANIMATION (op, op->direction);
660 update_object(op,UP_OBJ_FACE); 609 update_object (op, UP_OBJ_FACE);
661} 610}
662 611
663/* 612/*
664 * Updates the speed of an object. If the speed changes from 0 to another 613 * Updates the speed of an object. If the speed changes from 0 to another
665 * value, or vice versa, then add/remove the object from the active list. 614 * value, or vice versa, then add/remove the object from the active list.
666 * This function needs to be called whenever the speed of an object changes. 615 * This function needs to be called whenever the speed of an object changes.
667 */ 616 */
668 617void
669void update_ob_speed(object *op) { 618update_ob_speed (object *op)
619{
670 extern int arch_init; 620 extern int arch_init;
671 621
672 /* No reason putting the archetypes objects on the speed list, 622 /* No reason putting the archetypes objects on the speed list,
673 * since they never really need to be updated. 623 * since they never really need to be updated.
674 */ 624 */
675 625
676 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 626 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
627 {
677 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 628 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
678#ifdef MANY_CORES 629#ifdef MANY_CORES
679 abort(); 630 abort ();
680#else 631#else
681 op->speed = 0; 632 op->speed = 0;
682#endif 633#endif
683 } 634 }
635
684 if (arch_init) { 636 if (arch_init)
637 return;
638
639 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
640 {
641 /* If already on active list, don't do anything */
642 if (op->active_next || op->active_prev || op == active_objects)
685 return; 643 return;
686 }
687 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
688 /* If already on active list, don't do anything */
689 if (op->active_next || op->active_prev || op==active_objects)
690 return;
691 644
692 /* process_events() expects us to insert the object at the beginning 645 /* process_events() expects us to insert the object at the beginning
693 * of the list. */ 646 * of the list. */
694 op->active_next = active_objects; 647 op->active_next = active_objects;
648
695 if (op->active_next!=NULL) 649 if (op->active_next != NULL)
696 op->active_next->active_prev = op; 650 op->active_next->active_prev = op;
651
697 active_objects = op; 652 active_objects = op;
653 }
654 else
698 } 655 {
699 else {
700 /* If not on the active list, nothing needs to be done */ 656 /* If not on the active list, nothing needs to be done */
701 if (!op->active_next && !op->active_prev && op!=active_objects) 657 if (!op->active_next && !op->active_prev && op != active_objects)
702 return; 658 return;
703 659
704 if (op->active_prev==NULL) { 660 if (op->active_prev == NULL)
661 {
705 active_objects = op->active_next; 662 active_objects = op->active_next;
663
706 if (op->active_next!=NULL) 664 if (op->active_next != NULL)
707 op->active_next->active_prev = NULL; 665 op->active_next->active_prev = NULL;
666 }
667 else
708 } 668 {
709 else {
710 op->active_prev->active_next = op->active_next; 669 op->active_prev->active_next = op->active_next;
670
711 if (op->active_next) 671 if (op->active_next)
712 op->active_next->active_prev = op->active_prev; 672 op->active_next->active_prev = op->active_prev;
713 } 673 }
674
714 op->active_next = NULL; 675 op->active_next = NULL;
715 op->active_prev = NULL; 676 op->active_prev = NULL;
716 } 677 }
717} 678}
718 679
719/* This function removes object 'op' from the list of active 680/* This function removes object 'op' from the list of active
720 * objects. 681 * objects.
722 * reference maps where you don't want an object that isn't 683 * reference maps where you don't want an object that isn't
723 * in play chewing up cpu time getting processed. 684 * in play chewing up cpu time getting processed.
724 * The reverse of this is to call update_ob_speed, which 685 * The reverse of this is to call update_ob_speed, which
725 * will do the right thing based on the speed of the object. 686 * will do the right thing based on the speed of the object.
726 */ 687 */
688void
727void remove_from_active_list(object *op) 689remove_from_active_list (object *op)
728{ 690{
729 /* If not on the active list, nothing needs to be done */ 691 /* If not on the active list, nothing needs to be done */
730 if (!op->active_next && !op->active_prev && op!=active_objects) 692 if (!op->active_next && !op->active_prev && op != active_objects)
731 return; 693 return;
732 694
733 if (op->active_prev==NULL) { 695 if (op->active_prev == NULL)
696 {
734 active_objects = op->active_next; 697 active_objects = op->active_next;
735 if (op->active_next!=NULL) 698 if (op->active_next != NULL)
736 op->active_next->active_prev = NULL; 699 op->active_next->active_prev = NULL;
700 }
701 else
737 } 702 {
738 else {
739 op->active_prev->active_next = op->active_next; 703 op->active_prev->active_next = op->active_next;
740 if (op->active_next) 704 if (op->active_next)
741 op->active_next->active_prev = op->active_prev; 705 op->active_next->active_prev = op->active_prev;
742 } 706 }
743 op->active_next = NULL; 707 op->active_next = NULL;
744 op->active_prev = NULL; 708 op->active_prev = NULL;
745} 709}
746 710
747/* 711/*
748 * update_object() updates the array which represents the map. 712 * update_object() updates the array which represents the map.
749 * It takes into account invisible objects (and represent squares covered 713 * It takes into account invisible objects (and represent squares covered
764 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 728 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
765 * as that is easier than trying to look at what may have changed. 729 * as that is easier than trying to look at what may have changed.
766 * UP_OBJ_FACE: only the objects face has changed. 730 * UP_OBJ_FACE: only the objects face has changed.
767 */ 731 */
768 732
733void
769void update_object(object *op, int action) { 734update_object (object *op, int action)
735{
770 int update_now=0, flags; 736 int update_now = 0, flags;
771 MoveType move_on, move_off, move_block, move_slow; 737 MoveType move_on, move_off, move_block, move_slow;
772 738
773 if (op == NULL) { 739 if (op == NULL)
740 {
774 /* this should never happen */ 741 /* this should never happen */
775 LOG(llevDebug,"update_object() called for NULL object.\n"); 742 LOG (llevDebug, "update_object() called for NULL object.\n");
776 return; 743 return;
777 }
778 744 }
745
779 if(op->env!=NULL) { 746 if (op->env != NULL)
747 {
780 /* Animation is currently handled by client, so nothing 748 /* Animation is currently handled by client, so nothing
781 * to do in this case. 749 * to do in this case.
782 */ 750 */
783 return; 751 return;
784 } 752 }
785 753
786 /* If the map is saving, don't do anything as everything is 754 /* If the map is saving, don't do anything as everything is
787 * going to get freed anyways. 755 * going to get freed anyways.
788 */ 756 */
789 if (!op->map || op->map->in_memory == MAP_SAVING) return; 757 if (!op->map || op->map->in_memory == MAP_SAVING)
790 758 return;
759
791 /* make sure the object is within map boundaries */ 760 /* make sure the object is within map boundaries */
792 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 761 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
793 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 762 {
794 LOG(llevError,"update_object() called for object out of map!\n"); 763 LOG (llevError, "update_object() called for object out of map!\n");
795#ifdef MANY_CORES 764#ifdef MANY_CORES
796 abort(); 765 abort ();
797#endif 766#endif
798 return; 767 return;
799 }
800 768 }
769
801 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 770 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
802 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 771 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
803 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 772 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
804 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 773 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
805 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 774 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
806 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y); 775 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
807 776
808 if (action == UP_OBJ_INSERT) { 777 if (action == UP_OBJ_INSERT)
778 {
809 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 779 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
810 update_now=1; 780 update_now = 1;
811 781
812 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 782 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
813 update_now=1; 783 update_now = 1;
814 784
815 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 785 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
816 update_now=1; 786 update_now = 1;
817 787
818 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 788 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
819 update_now=1; 789 update_now = 1;
820 790
791 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
792 update_now = 1;
793
821 if ((move_on | op->move_on) != move_on) update_now=1; 794 if ((move_on | op->move_on) != move_on)
795 update_now = 1;
796
822 if ((move_off | op->move_off) != move_off) update_now=1; 797 if ((move_off | op->move_off) != move_off)
798 update_now = 1;
799
823 /* This isn't perfect, but I don't expect a lot of objects to 800 /* This isn't perfect, but I don't expect a lot of objects to
824 * to have move_allow right now. 801 * to have move_allow right now.
825 */ 802 */
826 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 803 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
827 update_now=1; 804 update_now = 1;
805
828 if ((move_slow | op->move_slow) != move_slow) update_now=1; 806 if ((move_slow | op->move_slow) != move_slow)
807 update_now = 1;
829 } 808 }
830 /* if the object is being removed, we can't make intelligent 809 /* if the object is being removed, we can't make intelligent
831 * decisions, because remove_ob can't really pass the object 810 * decisions, because remove_ob can't really pass the object
832 * that is being removed. 811 * that is being removed.
833 */ 812 */
834 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 813 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
835 update_now=1; 814 update_now = 1;
836 } else if (action == UP_OBJ_FACE) { 815 else if (action == UP_OBJ_FACE)
837 /* Nothing to do for that case */ 816 /* Nothing to do for that case */ ;
838 }
839 else { 817 else
840 LOG(llevError,"update_object called with invalid action: %d\n", action); 818 LOG (llevError, "update_object called with invalid action: %d\n", action);
841 }
842 819
843 if (update_now) { 820 if (update_now)
821 {
844 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 822 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
845 update_position(op->map, op->x, op->y); 823 update_position (op->map, op->x, op->y);
846 } 824 }
847 825
848 if(op->more!=NULL) 826 if (op->more != NULL)
849 update_object(op->more, action); 827 update_object (op->more, action);
850} 828}
851 829
830object::vector object::mortals;
831object::vector object::objects; // not yet used
832object *object::first;
833
834void object::free_mortals ()
835{
836 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
837 if ((*i)->refcnt)
838 ++i; // further delay freeing
839 else
840 {
841 delete *i;
842 mortals.erase (i);
843 }
844
845 static int lastmortals = 0;//D
846
847 if (mortals.size() != lastmortals && lastmortals > 100)//D
848 {
849 lastmortals = mortals.size ();//D
850 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
851 }
852}
853
854object::object ()
855{
856 SET_FLAG (this, FLAG_REMOVED);
857
858 expmul = 1.0;
859 face = blank_face;
860}
861
862object::~object ()
863{
864 free_key_values (this);
865}
866
867void object::link ()
868{
869 count = ++ob_count;
870 uuid = gen_uuid ();
871
872 prev = 0;
873 next = object::first;
874
875 if (object::first)
876 object::first->prev = this;
877
878 object::first = this;
879}
880
881void object::unlink ()
882{
883 if (this == object::first)
884 object::first = next;
885
886 /* Remove this object from the list of used objects */
887 if (prev) prev->next = next;
888 if (next) next->prev = prev;
889
890 prev = 0;
891 next = 0;
892}
893
894object *object::create ()
895{
896 object *op = new object;
897 op->link ();
898 return op;
899}
852 900
853/* 901/*
854 * free_object() frees everything allocated by an object, removes 902 * free_object() frees everything allocated by an object, removes
855 * it from the list of used objects, and puts it on the list of 903 * it from the list of used objects, and puts it on the list of
856 * free objects. The IS_FREED() flag is set in the object. 904 * free objects. The IS_FREED() flag is set in the object.
857 * The object must have been removed by remove_ob() first for 905 * The object must have been removed by remove_ob() first for
858 * this function to succeed. 906 * this function to succeed.
859 * 907 *
860 * If free_inventory is set, free inventory as well. Else drop items in 908 * If destroy_inventory is set, free inventory as well. Else drop items in
861 * inventory to the ground. 909 * inventory to the ground.
862 */ 910 */
863 911void object::destroy (bool destroy_inventory)
864void
865free_object (object * ob)
866{ 912{
867 free_object2 (ob, 0);
868}
869
870void
871free_object2 (object * ob, int free_inventory)
872{
873 object *tmp, *op;
874
875 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 913 if (QUERY_FLAG (this, FLAG_FREED))
876 { 914 return;
877 LOG (llevDebug, "Free object called with non removed object\n");
878 dump_object (ob);
879#ifdef MANY_CORES
880 abort ();
881#endif
882 }
883 915
884 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 916 if (QUERY_FLAG (this, FLAG_FRIENDLY))
885 {
886 LOG (llevMonster, "Warning: tried to free friendly object.\n");
887 remove_friendly_object (ob); 917 remove_friendly_object (this);
888 }
889 918
890 if (QUERY_FLAG (ob, FLAG_FREED)) 919 if (!QUERY_FLAG (this, FLAG_REMOVED))
891 { 920 remove_ob (this);
892 dump_object (ob); 921
893 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 922 SET_FLAG (this, FLAG_FREED);
894 return; 923
924 if (more)
895 } 925 {
896 926 more->destroy (destroy_inventory);
897 if (ob->more != NULL) 927 more = 0;
898 { 928 }
899 free_object2 (ob->more, free_inventory);
900 ob->more = NULL;
901 }
902 929
903 if (ob->inv) 930 if (inv)
904 { 931 {
905 /* Only if the space blocks everything do we not process - 932 /* Only if the space blocks everything do we not process -
906 * if some form of movement is allowed, let objects 933 * if some form of movement is allowed, let objects
907 * drop on that space. 934 * drop on that space.
908 */ 935 */
909 if (free_inventory || ob->map == NULL 936 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
910 || ob->map->in_memory != MAP_IN_MEMORY 937 {
911 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL)) 938 object *op = inv;
912 {
913 op = ob->inv;
914 939
915 while (op != NULL) 940 while (op)
916 { 941 {
917 tmp = op->below; 942 object *tmp = op->below;
918 remove_ob (op); 943 op->destroy (destroy_inventory);
919 free_object2 (op, free_inventory);
920 op = tmp; 944 op = tmp;
921 } 945 }
922 } 946 }
923 else 947 else
924 { /* Put objects in inventory onto this space */ 948 { /* Put objects in inventory onto this space */
925 op = ob->inv; 949 object *op = inv;
926 950
927 while (op != NULL) 951 while (op)
928 { 952 {
929 tmp = op->below; 953 object *tmp = op->below;
954
930 remove_ob (op); 955 remove_ob (op);
931 956
932 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 957 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
933 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE 958 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
934 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 959 free_object (op);
935 free_object (op); 960 else
936 else 961 {
937 { 962 op->x = x;
938 op->x = ob->x; 963 op->y = y;
939 op->y = ob->y;
940 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */ 964 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
941 } 965 }
942 966
943 op = tmp; 967 op = tmp;
968 }
969 }
944 } 970 }
945 } 971
946 } 972 // clear those pointers that likely might have circular references to us
973 owner = 0;
974 enemy = 0;
975 attacked_by = 0;
976
977 // only relevant for players(?), but make sure of it anyways
978 contr = 0;
947 979
948 /* Remove object from the active list */ 980 /* Remove object from the active list */
949 ob->speed = 0; 981 speed = 0;
950 update_ob_speed (ob); 982 update_ob_speed (this);
951 983
952 SET_FLAG (ob, FLAG_FREED); 984 unlink ();
953 ob->count = 0;
954 985
955 /* Remove this object from the list of used objects */ 986 mortals.push_back (this);
956 if (ob->prev == NULL)
957 {
958 objects = ob->next;
959
960 if (objects != NULL)
961 objects->prev = NULL;
962 }
963 else
964 {
965 ob->prev->next = ob->next;
966
967 if (ob->next != NULL)
968 ob->next->prev = ob->prev;
969 }
970
971 free_key_values (ob);
972
973 /* Now link it with the free_objects list: */
974 ob->prev = 0;
975 ob->next = 0;
976
977 delete ob;
978} 987}
979 988
980/* 989/*
981 * sub_weight() recursively (outwards) subtracts a number from the 990 * sub_weight() recursively (outwards) subtracts a number from the
982 * weight of an object (and what is carried by it's environment(s)). 991 * weight of an object (and what is carried by it's environment(s)).
983 */ 992 */
984 993
994void
985void sub_weight (object *op, signed long weight) { 995sub_weight (object *op, signed long weight)
996{
986 while (op != NULL) { 997 while (op != NULL)
998 {
987 if (op->type == CONTAINER) { 999 if (op->type == CONTAINER)
988 weight=(signed long)(weight*(100-op->stats.Str)/100); 1000 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
989 } 1001
990 op->carrying-=weight; 1002 op->carrying -= weight;
991 op = op->env; 1003 op = op->env;
992 } 1004 }
993} 1005}
994 1006
995/* remove_ob(op): 1007/* remove_ob(op):
996 * This function removes the object op from the linked list of objects 1008 * This function removes the object op from the linked list of objects
997 * which it is currently tied to. When this function is done, the 1009 * which it is currently tied to. When this function is done, the
999 * environment, the x and y coordinates will be updated to 1011 * environment, the x and y coordinates will be updated to
1000 * the previous environment. 1012 * the previous environment.
1001 * Beware: This function is called from the editor as well! 1013 * Beware: This function is called from the editor as well!
1002 */ 1014 */
1003 1015
1016void
1004void remove_ob(object *op) { 1017remove_ob (object *op)
1018{
1005 object *tmp,*last=NULL; 1019 object *tmp, *last = 0;
1006 object *otmp; 1020 object *otmp;
1007 tag_t tag; 1021
1008 int check_walk_off; 1022 int check_walk_off;
1009 mapstruct *m; 1023 maptile *m;
1024
1010 sint16 x,y; 1025 sint16 x, y;
1011
1012 1026
1013 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1027 if (QUERY_FLAG (op, FLAG_REMOVED))
1014 dump_object(op); 1028 return;
1015 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1016 1029
1017 /* Changed it to always dump core in this case. As has been learned
1018 * in the past, trying to recover from errors almost always
1019 * make things worse, and this is a real error here - something
1020 * that should not happen.
1021 * Yes, if this was a mission critical app, trying to do something
1022 * to recover may make sense, but that is because failure of the app
1023 * may have other disastrous problems. Cf runs out of a script
1024 * so is easily enough restarted without any real problems.
1025 * MSW 2001-07-01
1026 */
1027 abort();
1028 }
1029 if(op->more!=NULL)
1030 remove_ob(op->more);
1031
1032 SET_FLAG(op, FLAG_REMOVED); 1030 SET_FLAG (op, FLAG_REMOVED);
1033 1031
1032 if (op->more != NULL)
1033 remove_ob (op->more);
1034
1034 /* 1035 /*
1035 * In this case, the object to be removed is in someones 1036 * In this case, the object to be removed is in someones
1036 * inventory. 1037 * inventory.
1037 */ 1038 */
1038 if(op->env!=NULL) { 1039 if (op->env != NULL)
1040 {
1039 if(op->nrof) 1041 if (op->nrof)
1040 sub_weight(op->env, op->weight*op->nrof); 1042 sub_weight (op->env, op->weight * op->nrof);
1041 else 1043 else
1042 sub_weight(op->env, op->weight+op->carrying); 1044 sub_weight (op->env, op->weight + op->carrying);
1043 1045
1044 /* NO_FIX_PLAYER is set when a great many changes are being 1046 /* NO_FIX_PLAYER is set when a great many changes are being
1045 * made to players inventory. If set, avoiding the call 1047 * made to players inventory. If set, avoiding the call
1046 * to save cpu time. 1048 * to save cpu time.
1047 */ 1049 */
1048 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1050 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1049 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1050 fix_player(otmp); 1051 fix_player (otmp);
1051 1052
1052 if(op->above!=NULL) 1053 if (op->above != NULL)
1053 op->above->below=op->below; 1054 op->above->below = op->below;
1054 else 1055 else
1055 op->env->inv=op->below; 1056 op->env->inv = op->below;
1056 1057
1057 if(op->below!=NULL) 1058 if (op->below != NULL)
1058 op->below->above=op->above; 1059 op->below->above = op->above;
1059 1060
1060 /* we set up values so that it could be inserted into 1061 /* we set up values so that it could be inserted into
1061 * the map, but we don't actually do that - it is up 1062 * the map, but we don't actually do that - it is up
1062 * to the caller to decide what we want to do. 1063 * to the caller to decide what we want to do.
1063 */ 1064 */
1064 op->x=op->env->x,op->y=op->env->y; 1065 op->x = op->env->x, op->y = op->env->y;
1065 op->map=op->env->map; 1066 op->map = op->env->map;
1066 op->above=NULL,op->below=NULL; 1067 op->above = NULL, op->below = NULL;
1067 op->env=NULL; 1068 op->env = NULL;
1069 }
1070 else if (op->map)
1071 {
1072 x = op->x;
1073 y = op->y;
1074 m = get_map_from_coord (op->map, &x, &y);
1075
1076 if (!m)
1077 {
1078 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1079 op->map->path, op->x, op->y);
1080 /* in old days, we used to set x and y to 0 and continue.
1081 * it seems if we get into this case, something is probablye
1082 * screwed up and should be fixed.
1083 */
1084 abort ();
1085 }
1086
1087 if (op->map != m)
1088 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1089 op->map->path, m->path, op->x, op->y, x, y);
1090
1091 /* Re did the following section of code - it looks like it had
1092 * lots of logic for things we no longer care about
1093 */
1094
1095 /* link the object above us */
1096 if (op->above)
1097 op->above->below = op->below;
1098 else
1099 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1100
1101 /* Relink the object below us, if there is one */
1102 if (op->below)
1103 op->below->above = op->above;
1104 else
1105 {
1106 /* Nothing below, which means we need to relink map object for this space
1107 * use translated coordinates in case some oddness with map tiling is
1108 * evident
1109 */
1110 if (GET_MAP_OB (m, x, y) != op)
1111 {
1112 char *dump = dump_object (op);
1113 LOG (llevError,
1114 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1115 free (dump);
1116 dump = dump_object (GET_MAP_OB (m, x, y));
1117 LOG (llevError, "%s\n", dump);
1118 free (dump);
1119 }
1120
1121 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1122 }
1123
1124 op->above = 0;
1125 op->below = 0;
1126
1127 if (op->map->in_memory == MAP_SAVING)
1068 return; 1128 return;
1069 }
1070 1129
1071 /* If we get here, we are removing it from a map */
1072 if (op->map == NULL) return;
1073
1074 x = op->x;
1075 y = op->y;
1076 m = get_map_from_coord(op->map, &x, &y);
1077
1078 if (!m) {
1079 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1080 op->map->path, op->x, op->y);
1081 /* in old days, we used to set x and y to 0 and continue.
1082 * it seems if we get into this case, something is probablye
1083 * screwed up and should be fixed.
1084 */
1085 abort();
1086 }
1087 if (op->map != m) {
1088 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1089 op->map->path, m->path, op->x, op->y, x, y);
1090 }
1091
1092 /* Re did the following section of code - it looks like it had
1093 * lots of logic for things we no longer care about
1094 */
1095
1096 /* link the object above us */
1097 if (op->above)
1098 op->above->below=op->below;
1099 else
1100 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1101
1102 /* Relink the object below us, if there is one */
1103 if(op->below) {
1104 op->below->above=op->above;
1105 } else {
1106 /* Nothing below, which means we need to relink map object for this space
1107 * use translated coordinates in case some oddness with map tiling is
1108 * evident
1109 */
1110 if(GET_MAP_OB(m,x,y)!=op) {
1111 dump_object(op);
1112 LOG(llevError,"remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg);
1113 dump_object(GET_MAP_OB(m,x,y));
1114 LOG(llevError,"%s\n",errmsg);
1115 }
1116 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1117 }
1118 op->above=NULL;
1119 op->below=NULL;
1120
1121 if (op->map->in_memory == MAP_SAVING)
1122 return;
1123
1124 tag = op->count;
1125 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1130 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1131
1126 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1132 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1133 {
1127 /* No point updating the players look faces if he is the object 1134 /* No point updating the players look faces if he is the object
1128 * being removed. 1135 * being removed.
1129 */ 1136 */
1130 1137
1131 if(tmp->type==PLAYER && tmp!=op) { 1138 if (tmp->type == PLAYER && tmp != op)
1139 {
1132 /* If a container that the player is currently using somehow gets 1140 /* If a container that the player is currently using somehow gets
1133 * removed (most likely destroyed), update the player view 1141 * removed (most likely destroyed), update the player view
1134 * appropriately. 1142 * appropriately.
1135 */ 1143 */
1136 if (tmp->container==op) { 1144 if (tmp->container == op)
1145 {
1137 CLEAR_FLAG(op, FLAG_APPLIED); 1146 CLEAR_FLAG (op, FLAG_APPLIED);
1138 tmp->container=NULL; 1147 tmp->container = NULL;
1148 }
1149
1150 tmp->contr->socket.update_look = 1;
1139 } 1151 }
1140 tmp->contr->socket.update_look=1; 1152
1141 }
1142 /* See if player moving off should effect something */ 1153 /* See if player moving off should effect something */
1154 if (check_walk_off
1143 if (check_walk_off && ((op->move_type & tmp->move_off) && 1155 && ((op->move_type & tmp->move_off)
1144 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1156 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1145 1157 {
1146 move_apply(tmp, op, NULL); 1158 move_apply (tmp, op, NULL);
1159
1147 if (was_destroyed (op, tag)) { 1160 if (op->destroyed ())
1148 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1161 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1149 "leaving object\n", &tmp->name, &tmp->arch->name);
1150 } 1162 }
1151 }
1152 1163
1153 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1164 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1154 1165
1155 if(tmp->above == tmp) 1166 if (tmp->above == tmp)
1156 tmp->above = NULL; 1167 tmp->above = NULL;
1168
1157 last=tmp; 1169 last = tmp;
1158 } 1170 }
1171
1159 /* last == NULL of there are no objects on this space */ 1172 /* last == NULL of there are no objects on this space */
1160 if (last==NULL) { 1173 if (last == NULL)
1174 {
1161 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1175 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1162 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1176 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1163 * those out anyways, and if there are any flags set right now, they won't 1177 * those out anyways, and if there are any flags set right now, they won't
1164 * be correct anyways. 1178 * be correct anyways.
1165 */ 1179 */
1166 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1180 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1167 update_position(op->map, op->x, op->y); 1181 update_position (op->map, op->x, op->y);
1168 } 1182 }
1169 else 1183 else
1170 update_object(last, UP_OBJ_REMOVE); 1184 update_object (last, UP_OBJ_REMOVE);
1171 1185
1172 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1186 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1173 update_all_los(op->map, op->x, op->y); 1187 update_all_los (op->map, op->x, op->y);
1174 1188 }
1175} 1189}
1176 1190
1177/* 1191/*
1178 * merge_ob(op,top): 1192 * merge_ob(op,top):
1179 * 1193 *
1180 * This function goes through all objects below and including top, and 1194 * This function goes through all objects below and including top, and
1181 * merges op to the first matching object. 1195 * merges op to the first matching object.
1182 * If top is NULL, it is calculated. 1196 * If top is NULL, it is calculated.
1183 * Returns pointer to object if it succeded in the merge, otherwise NULL 1197 * Returns pointer to object if it succeded in the merge, otherwise NULL
1184 */ 1198 */
1185 1199object *
1186object *merge_ob(object *op, object *top) { 1200merge_ob (object *op, object *top)
1201{
1187 if(!op->nrof) 1202 if (!op->nrof)
1188 return 0; 1203 return 0;
1204
1189 if(top==NULL) 1205 if (top == NULL)
1190 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1206 for (top = op; top != NULL && top->above != NULL; top = top->above);
1207
1191 for(;top!=NULL;top=top->below) { 1208 for (; top != NULL; top = top->below)
1209 {
1192 if(top==op) 1210 if (top == op)
1193 continue; 1211 continue;
1194 if (CAN_MERGE(op,top)) 1212 if (CAN_MERGE (op, top))
1195 { 1213 {
1196 top->nrof+=op->nrof; 1214 top->nrof += op->nrof;
1215
1197/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1216/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1198 op->weight = 0; /* Don't want any adjustements now */ 1217 op->weight = 0; /* Don't want any adjustements now */
1199 remove_ob(op); 1218 remove_ob (op);
1200 free_object(op); 1219 free_object (op);
1201 return top; 1220 return top;
1202 } 1221 }
1203 } 1222 }
1223
1204 return NULL; 1224 return 0;
1205} 1225}
1206 1226
1207/* 1227/*
1208 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1228 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1209 * job preparing multi-part monsters 1229 * job preparing multi-part monsters
1210 */ 1230 */
1231object *
1211object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1232insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1233{
1212 object* tmp; 1234 object *tmp;
1235
1213 if (op->head) 1236 if (op->head)
1214 op=op->head; 1237 op = op->head;
1238
1215 for (tmp=op;tmp;tmp=tmp->more){ 1239 for (tmp = op; tmp; tmp = tmp->more)
1240 {
1216 tmp->x=x+tmp->arch->clone.x; 1241 tmp->x = x + tmp->arch->clone.x;
1217 tmp->y=y+tmp->arch->clone.y; 1242 tmp->y = y + tmp->arch->clone.y;
1218 } 1243 }
1244
1219 return insert_ob_in_map (op, m, originator, flag); 1245 return insert_ob_in_map (op, m, originator, flag);
1220} 1246}
1221 1247
1222/* 1248/*
1223 * insert_ob_in_map (op, map, originator, flag): 1249 * insert_ob_in_map (op, map, originator, flag):
1224 * This function inserts the object in the two-way linked list 1250 * This function inserts the object in the two-way linked list
1238 * new object if 'op' was merged with other object 1264 * new object if 'op' was merged with other object
1239 * NULL if 'op' was destroyed 1265 * NULL if 'op' was destroyed
1240 * just 'op' otherwise 1266 * just 'op' otherwise
1241 */ 1267 */
1242 1268
1269object *
1243object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1270insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1244{ 1271{
1245 object *tmp, *top, *floor=NULL; 1272 object *tmp, *top, *floor = NULL;
1246 sint16 x,y; 1273 sint16 x, y;
1247 1274
1248 if (QUERY_FLAG (op, FLAG_FREED)) { 1275 if (QUERY_FLAG (op, FLAG_FREED))
1276 {
1249 LOG (llevError, "Trying to insert freed object!\n"); 1277 LOG (llevError, "Trying to insert freed object!\n");
1278 return NULL;
1279 }
1280
1281 if (m == NULL)
1282 {
1283 char *dump = dump_object (op);
1284 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1285 free (dump);
1286 return op;
1287 }
1288
1289 if (out_of_map (m, op->x, op->y))
1290 {
1291 char *dump = dump_object (op);
1292 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1293#ifdef MANY_CORES
1294 /* Better to catch this here, as otherwise the next use of this object
1295 * is likely to cause a crash. Better to find out where it is getting
1296 * improperly inserted.
1297 */
1298 abort ();
1299#endif
1300 free (dump);
1301 return op;
1302 }
1303
1304 if (!QUERY_FLAG (op, FLAG_REMOVED))
1305 {
1306 char *dump = dump_object (op);
1307 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1308 free (dump);
1309 return op;
1310 }
1311
1312 if (op->more != NULL)
1313 {
1314 /* The part may be on a different map. */
1315
1316 object *more = op->more;
1317
1318 /* We really need the caller to normalize coordinates - if
1319 * we set the map, that doesn't work if the location is within
1320 * a map and this is straddling an edge. So only if coordinate
1321 * is clear wrong do we normalize it.
1322 */
1323 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1324 more->map = get_map_from_coord (m, &more->x, &more->y);
1325 else if (!more->map)
1326 {
1327 /* For backwards compatibility - when not dealing with tiled maps,
1328 * more->map should always point to the parent.
1329 */
1330 more->map = m;
1331 }
1332
1333 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1334 {
1335 if (!op->head)
1336 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1337
1338 return NULL;
1339 }
1340 }
1341
1342 CLEAR_FLAG (op, FLAG_REMOVED);
1343
1344 /* Ideally, the caller figures this out. However, it complicates a lot
1345 * of areas of callers (eg, anything that uses find_free_spot would now
1346 * need extra work
1347 */
1348 op->map = get_map_from_coord (m, &op->x, &op->y);
1349 x = op->x;
1350 y = op->y;
1351
1352 /* this has to be done after we translate the coordinates.
1353 */
1354 if (op->nrof && !(flag & INS_NO_MERGE))
1355 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1356 if (CAN_MERGE (op, tmp))
1357 {
1358 op->nrof += tmp->nrof;
1359 remove_ob (tmp);
1360 free_object (tmp);
1361 }
1362
1363 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1364 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1365
1366 if (!QUERY_FLAG (op, FLAG_ALIVE))
1367 CLEAR_FLAG (op, FLAG_NO_STEAL);
1368
1369 if (flag & INS_BELOW_ORIGINATOR)
1370 {
1371 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1372 {
1373 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1374 abort ();
1375 }
1376
1377 op->above = originator;
1378 op->below = originator->below;
1379
1380 if (op->below)
1381 op->below->above = op;
1382 else
1383 SET_MAP_OB (op->map, op->x, op->y, op);
1384
1385 /* since *below* originator, no need to update top */
1386 originator->below = op;
1387 }
1388 else
1389 {
1390 /* If there are other objects, then */
1391 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1392 {
1393 object *last = NULL;
1394
1395 /*
1396 * If there are multiple objects on this space, we do some trickier handling.
1397 * We've already dealt with merging if appropriate.
1398 * Generally, we want to put the new object on top. But if
1399 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1400 * floor, we want to insert above that and no further.
1401 * Also, if there are spell objects on this space, we stop processing
1402 * once we get to them. This reduces the need to traverse over all of
1403 * them when adding another one - this saves quite a bit of cpu time
1404 * when lots of spells are cast in one area. Currently, it is presumed
1405 * that flying non pickable objects are spell objects.
1406 */
1407
1408 while (top != NULL)
1409 {
1410 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1411 floor = top;
1412
1413 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1414 {
1415 /* We insert above top, so we want this object below this */
1416 top = top->below;
1417 break;
1418 }
1419
1420 last = top;
1421 top = top->above;
1422 }
1423
1424 /* Don't want top to be NULL, so set it to the last valid object */
1425 top = last;
1426
1427 /* We let update_position deal with figuring out what the space
1428 * looks like instead of lots of conditions here.
1429 * makes things faster, and effectively the same result.
1430 */
1431
1432 /* Have object 'fall below' other objects that block view.
1433 * Unless those objects are exits, type 66
1434 * If INS_ON_TOP is used, don't do this processing
1435 * Need to find the object that in fact blocks view, otherwise
1436 * stacking is a bit odd.
1437 */
1438 if (!(flag & INS_ON_TOP) &&
1439 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1440 {
1441 for (last = top; last != floor; last = last->below)
1442 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1443 break;
1444 /* Check to see if we found the object that blocks view,
1445 * and make sure we have a below pointer for it so that
1446 * we can get inserted below this one, which requires we
1447 * set top to the object below us.
1448 */
1449 if (last && last->below && last != floor)
1450 top = last->below;
1451 }
1452 } /* If objects on this space */
1453
1454 if (flag & INS_MAP_LOAD)
1455 top = GET_MAP_TOP (op->map, op->x, op->y);
1456
1457 if (flag & INS_ABOVE_FLOOR_ONLY)
1458 top = floor;
1459
1460 /* Top is the object that our object (op) is going to get inserted above.
1461 */
1462
1463 /* First object on this space */
1464 if (!top)
1465 {
1466 op->above = GET_MAP_OB (op->map, op->x, op->y);
1467
1468 if (op->above)
1469 op->above->below = op;
1470
1471 op->below = NULL;
1472 SET_MAP_OB (op->map, op->x, op->y, op);
1473 }
1474 else
1475 { /* get inserted into the stack above top */
1476 op->above = top->above;
1477
1478 if (op->above)
1479 op->above->below = op;
1480
1481 op->below = top;
1482 top->above = op;
1483 }
1484
1485 if (op->above == NULL)
1486 SET_MAP_TOP (op->map, op->x, op->y, op);
1487 } /* else not INS_BELOW_ORIGINATOR */
1488
1489 if (op->type == PLAYER)
1490 op->contr->do_los = 1;
1491
1492 /* If we have a floor, we know the player, if any, will be above
1493 * it, so save a few ticks and start from there.
1494 */
1495 if (!(flag & INS_MAP_LOAD))
1496 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1497 if (tmp->type == PLAYER)
1498 tmp->contr->socket.update_look = 1;
1499
1500 /* If this object glows, it may affect lighting conditions that are
1501 * visible to others on this map. But update_all_los is really
1502 * an inefficient way to do this, as it means los for all players
1503 * on the map will get recalculated. The players could very well
1504 * be far away from this change and not affected in any way -
1505 * this should get redone to only look for players within range,
1506 * or just updating the P_NEED_UPDATE for spaces within this area
1507 * of effect may be sufficient.
1508 */
1509 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1510 update_all_los (op->map, op->x, op->y);
1511
1512 /* updates flags (blocked, alive, no magic, etc) for this map space */
1513 update_object (op, UP_OBJ_INSERT);
1514
1515 /* Don't know if moving this to the end will break anything. However,
1516 * we want to have update_look set above before calling this.
1517 *
1518 * check_move_on() must be after this because code called from
1519 * check_move_on() depends on correct map flags (so functions like
1520 * blocked() and wall() work properly), and these flags are updated by
1521 * update_object().
1522 */
1523
1524 /* if this is not the head or flag has been passed, don't check walk on status */
1525 if (!(flag & INS_NO_WALK_ON) && !op->head)
1526 {
1527 if (check_move_on (op, originator))
1250 return NULL; 1528 return NULL;
1251 }
1252 if(m==NULL) {
1253 dump_object(op);
1254 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1255 return op;
1256 }
1257 if(out_of_map(m,op->x,op->y)) {
1258 dump_object(op);
1259 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1260#ifdef MANY_CORES
1261 /* Better to catch this here, as otherwise the next use of this object
1262 * is likely to cause a crash. Better to find out where it is getting
1263 * improperly inserted.
1264 */
1265 abort();
1266#endif
1267 return op;
1268 }
1269 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1270 dump_object(op);
1271 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1272 return op;
1273 }
1274 if(op->more!=NULL) {
1275 /* The part may be on a different map. */
1276 1529
1277 object *more = op->more;
1278
1279 /* We really need the caller to normalize coordinates - if
1280 * we set the map, that doesn't work if the location is within
1281 * a map and this is straddling an edge. So only if coordinate
1282 * is clear wrong do we normalize it.
1283 */
1284 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1285 more->map = get_map_from_coord(m, &more->x, &more->y);
1286 } else if (!more->map) {
1287 /* For backwards compatibility - when not dealing with tiled maps,
1288 * more->map should always point to the parent.
1289 */
1290 more->map = m;
1291 }
1292
1293 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1294 if ( ! op->head)
1295 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1296 return NULL;
1297 }
1298 }
1299 CLEAR_FLAG(op,FLAG_REMOVED);
1300
1301 /* Ideally, the caller figures this out. However, it complicates a lot
1302 * of areas of callers (eg, anything that uses find_free_spot would now
1303 * need extra work
1304 */
1305 op->map=get_map_from_coord(m, &op->x, &op->y);
1306 x = op->x;
1307 y = op->y;
1308
1309 /* this has to be done after we translate the coordinates.
1310 */
1311 if(op->nrof && !(flag & INS_NO_MERGE)) {
1312 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1313 if (CAN_MERGE(op,tmp)) {
1314 op->nrof+=tmp->nrof;
1315 remove_ob(tmp);
1316 free_object(tmp);
1317 }
1318 }
1319
1320 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1321 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1322 if (!QUERY_FLAG(op, FLAG_ALIVE))
1323 CLEAR_FLAG(op, FLAG_NO_STEAL);
1324
1325 if (flag & INS_BELOW_ORIGINATOR) {
1326 if (originator->map != op->map || originator->x != op->x ||
1327 originator->y != op->y) {
1328 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1329 abort();
1330 }
1331 op->above = originator;
1332 op->below = originator->below;
1333 if (op->below) op->below->above = op;
1334 else SET_MAP_OB(op->map, op->x, op->y, op);
1335 /* since *below* originator, no need to update top */
1336 originator->below = op;
1337 } else {
1338 /* If there are other objects, then */
1339 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1340 object *last=NULL;
1341 /*
1342 * If there are multiple objects on this space, we do some trickier handling.
1343 * We've already dealt with merging if appropriate.
1344 * Generally, we want to put the new object on top. But if
1345 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1346 * floor, we want to insert above that and no further.
1347 * Also, if there are spell objects on this space, we stop processing
1348 * once we get to them. This reduces the need to traverse over all of
1349 * them when adding another one - this saves quite a bit of cpu time
1350 * when lots of spells are cast in one area. Currently, it is presumed
1351 * that flying non pickable objects are spell objects.
1352 */
1353
1354 while (top != NULL) {
1355 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1356 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1357 if (QUERY_FLAG(top, FLAG_NO_PICK)
1358 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1359 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1360 {
1361 /* We insert above top, so we want this object below this */
1362 top=top->below;
1363 break;
1364 }
1365 last = top;
1366 top = top->above;
1367 }
1368 /* Don't want top to be NULL, so set it to the last valid object */
1369 top = last;
1370
1371 /* We let update_position deal with figuring out what the space
1372 * looks like instead of lots of conditions here.
1373 * makes things faster, and effectively the same result.
1374 */
1375
1376 /* Have object 'fall below' other objects that block view.
1377 * Unless those objects are exits, type 66
1378 * If INS_ON_TOP is used, don't do this processing
1379 * Need to find the object that in fact blocks view, otherwise
1380 * stacking is a bit odd.
1381 */
1382 if (!(flag & INS_ON_TOP) &&
1383 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1384 (op->face && !op->face->visibility)) {
1385 for (last=top; last != floor; last=last->below)
1386 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1387 /* Check to see if we found the object that blocks view,
1388 * and make sure we have a below pointer for it so that
1389 * we can get inserted below this one, which requires we
1390 * set top to the object below us.
1391 */
1392 if (last && last->below && last != floor) top=last->below;
1393 }
1394 } /* If objects on this space */
1395 if (flag & INS_MAP_LOAD)
1396 top = GET_MAP_TOP(op->map,op->x,op->y);
1397 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1398
1399 /* Top is the object that our object (op) is going to get inserted above.
1400 */
1401
1402 /* First object on this space */
1403 if (!top) {
1404 op->above = GET_MAP_OB(op->map, op->x, op->y);
1405 if (op->above) op->above->below = op;
1406 op->below = NULL;
1407 SET_MAP_OB(op->map, op->x, op->y, op);
1408 } else { /* get inserted into the stack above top */
1409 op->above = top->above;
1410 if (op->above) op->above->below = op;
1411 op->below = top;
1412 top->above = op;
1413 }
1414 if (op->above==NULL)
1415 SET_MAP_TOP(op->map,op->x, op->y, op);
1416 } /* else not INS_BELOW_ORIGINATOR */
1417
1418 if(op->type==PLAYER)
1419 op->contr->do_los=1;
1420
1421 /* If we have a floor, we know the player, if any, will be above
1422 * it, so save a few ticks and start from there.
1423 */
1424 if (!(flag & INS_MAP_LOAD))
1425 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1426 if (tmp->type == PLAYER)
1427 tmp->contr->socket.update_look=1;
1428 }
1429
1430 /* If this object glows, it may affect lighting conditions that are
1431 * visible to others on this map. But update_all_los is really
1432 * an inefficient way to do this, as it means los for all players
1433 * on the map will get recalculated. The players could very well
1434 * be far away from this change and not affected in any way -
1435 * this should get redone to only look for players within range,
1436 * or just updating the P_NEED_UPDATE for spaces within this area
1437 * of effect may be sufficient.
1438 */
1439 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1440 update_all_los(op->map, op->x, op->y);
1441
1442
1443 /* updates flags (blocked, alive, no magic, etc) for this map space */
1444 update_object(op,UP_OBJ_INSERT);
1445
1446
1447 /* Don't know if moving this to the end will break anything. However,
1448 * we want to have update_look set above before calling this.
1449 *
1450 * check_move_on() must be after this because code called from
1451 * check_move_on() depends on correct map flags (so functions like
1452 * blocked() and wall() work properly), and these flags are updated by
1453 * update_object().
1454 */
1455
1456 /* if this is not the head or flag has been passed, don't check walk on status */
1457
1458 if (!(flag & INS_NO_WALK_ON) && !op->head) {
1459 if (check_move_on(op, originator))
1460 return NULL;
1461
1462 /* If we are a multi part object, lets work our way through the check 1530 /* If we are a multi part object, lets work our way through the check
1463 * walk on's. 1531 * walk on's.
1464 */ 1532 */
1465 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1533 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1466 if (check_move_on (tmp, originator)) 1534 if (check_move_on (tmp, originator))
1467 return NULL; 1535 return NULL;
1468 } 1536 }
1537
1469 return op; 1538 return op;
1470} 1539}
1471 1540
1472/* this function inserts an object in the map, but if it 1541/* this function inserts an object in the map, but if it
1473 * finds an object of its own type, it'll remove that one first. 1542 * finds an object of its own type, it'll remove that one first.
1474 * op is the object to insert it under: supplies x and the map. 1543 * op is the object to insert it under: supplies x and the map.
1475 */ 1544 */
1545void
1476void replace_insert_ob_in_map(const char *arch_string, object *op) { 1546replace_insert_ob_in_map (const char *arch_string, object *op)
1547{
1477 object *tmp; 1548 object *
1478 object *tmp1; 1549 tmp;
1550 object *
1551 tmp1;
1479 1552
1480 /* first search for itself and remove any old instances */ 1553 /* first search for itself and remove any old instances */
1481 1554
1482 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1555 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1556 {
1483 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1557 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1558 {
1484 remove_ob(tmp); 1559 remove_ob (tmp);
1485 free_object(tmp); 1560 free_object (tmp);
1486 } 1561 }
1487 } 1562 }
1488 1563
1489 tmp1=arch_to_object(find_archetype(arch_string)); 1564 tmp1 = arch_to_object (archetype::find (arch_string));
1490 1565
1491 1566 tmp1->x = op->x;
1492 tmp1->x = op->x; tmp1->y = op->y; 1567 tmp1->y = op->y;
1493 insert_ob_in_map(tmp1,op->map,op,0); 1568 insert_ob_in_map (tmp1, op->map, op, 0);
1494} 1569}
1495 1570
1496/* 1571/*
1497 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1572 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1498 * is returned contains nr objects, and the remaining parts contains 1573 * is returned contains nr objects, and the remaining parts contains
1499 * the rest (or is removed and freed if that number is 0). 1574 * the rest (or is removed and freed if that number is 0).
1500 * On failure, NULL is returned, and the reason put into the 1575 * On failure, NULL is returned, and the reason put into the
1501 * global static errmsg array. 1576 * global static errmsg array.
1502 */ 1577 */
1503 1578
1579object *
1504object *get_split_ob(object *orig_ob, uint32 nr) { 1580get_split_ob (object *orig_ob, uint32 nr)
1505 object *newob; 1581{
1582 object *
1583 newob;
1584 int
1506 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1585 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1507 1586
1508 if(orig_ob->nrof<nr) { 1587 if (orig_ob->nrof < nr)
1509 sprintf(errmsg,"There are only %d %ss.", 1588 {
1510 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1589 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1511 return NULL; 1590 return NULL;
1512 } 1591 }
1592
1513 newob = object_create_clone(orig_ob); 1593 newob = object_create_clone (orig_ob);
1594
1514 if((orig_ob->nrof-=nr)<1) { 1595 if ((orig_ob->nrof -= nr) < 1)
1596 {
1515 if ( ! is_removed) 1597 if (!is_removed)
1516 remove_ob(orig_ob); 1598 remove_ob (orig_ob);
1517 free_object2(orig_ob, 1); 1599 free_object2 (orig_ob, 1);
1518 } 1600 }
1519 else if ( ! is_removed) { 1601 else if (!is_removed)
1602 {
1520 if(orig_ob->env!=NULL) 1603 if (orig_ob->env != NULL)
1521 sub_weight (orig_ob->env,orig_ob->weight*nr); 1604 sub_weight (orig_ob->env, orig_ob->weight * nr);
1522 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1605 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1606 {
1523 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1607 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1524 LOG(llevDebug,
1525 "Error, Tried to split object whose map is not in memory.\n"); 1608 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1526 return NULL; 1609 return NULL;
1527 } 1610 }
1528 } 1611 }
1612
1529 newob->nrof=nr; 1613 newob->nrof = nr;
1530 1614
1531 return newob; 1615 return newob;
1532} 1616}
1533 1617
1534/* 1618/*
1535 * decrease_ob_nr(object, number) decreases a specified number from 1619 * decrease_ob_nr(object, number) decreases a specified number from
1536 * the amount of an object. If the amount reaches 0, the object 1620 * the amount of an object. If the amount reaches 0, the object
1537 * is subsequently removed and freed. 1621 * is subsequently removed and freed.
1538 * 1622 *
1539 * Return value: 'op' if something is left, NULL if the amount reached 0 1623 * Return value: 'op' if something is left, NULL if the amount reached 0
1540 */ 1624 */
1541 1625
1626object *
1542object *decrease_ob_nr (object *op, uint32 i) 1627decrease_ob_nr (object *op, uint32 i)
1543{ 1628{
1544 object *tmp; 1629 object *tmp;
1545 player *pl; 1630 player *pl;
1546 1631
1547 if (i == 0) /* objects with op->nrof require this check */ 1632 if (i == 0) /* objects with op->nrof require this check */
1548 return op; 1633 return op;
1549 1634
1550 if (i > op->nrof) 1635 if (i > op->nrof)
1551 i = op->nrof; 1636 i = op->nrof;
1552 1637
1553 if (QUERY_FLAG (op, FLAG_REMOVED)) 1638 if (QUERY_FLAG (op, FLAG_REMOVED))
1639 op->nrof -= i;
1640 else if (op->env != NULL)
1641 {
1642 /* is this object in the players inventory, or sub container
1643 * therein?
1644 */
1645 tmp = is_player_inv (op->env);
1646 /* nope. Is this a container the player has opened?
1647 * If so, set tmp to that player.
1648 * IMO, searching through all the players will mostly
1649 * likely be quicker than following op->env to the map,
1650 * and then searching the map for a player.
1651 */
1652 if (!tmp)
1653 {
1654 for (pl = first_player; pl; pl = pl->next)
1655 if (pl->ob->container == op->env)
1656 break;
1657 if (pl)
1658 tmp = pl->ob;
1659 else
1660 tmp = NULL;
1661 }
1662
1663 if (i < op->nrof)
1664 {
1665 sub_weight (op->env, op->weight * i);
1666 op->nrof -= i;
1667 if (tmp)
1668 {
1669 esrv_send_item (tmp, op);
1670 }
1671 }
1672 else
1673 {
1674 remove_ob (op);
1675 op->nrof = 0;
1676 if (tmp)
1677 {
1678 esrv_del_item (tmp->contr, op->count);
1679 }
1680 }
1554 { 1681 }
1682 else
1683 {
1684 object *above = op->above;
1685
1686 if (i < op->nrof)
1555 op->nrof -= i; 1687 op->nrof -= i;
1556 } 1688 else
1557 else if (op->env != NULL)
1558 {
1559 /* is this object in the players inventory, or sub container
1560 * therein?
1561 */
1562 tmp = is_player_inv (op->env);
1563 /* nope. Is this a container the player has opened?
1564 * If so, set tmp to that player.
1565 * IMO, searching through all the players will mostly
1566 * likely be quicker than following op->env to the map,
1567 * and then searching the map for a player.
1568 */
1569 if (!tmp) {
1570 for (pl=first_player; pl; pl=pl->next)
1571 if (pl->ob->container == op->env) break;
1572 if (pl) tmp=pl->ob;
1573 else tmp=NULL;
1574 } 1689 {
1575
1576 if (i < op->nrof) {
1577 sub_weight (op->env, op->weight * i);
1578 op->nrof -= i;
1579 if (tmp) {
1580 esrv_send_item(tmp, op);
1581 }
1582 } else {
1583 remove_ob (op); 1690 remove_ob (op);
1584 op->nrof = 0; 1691 op->nrof = 0;
1585 if (tmp) {
1586 esrv_del_item(tmp->contr, op->count);
1587 } 1692 }
1588 }
1589 }
1590 else
1591 {
1592 object *above = op->above;
1593 1693
1594 if (i < op->nrof) {
1595 op->nrof -= i;
1596 } else {
1597 remove_ob (op);
1598 op->nrof = 0;
1599 }
1600 /* Since we just removed op, op->above is null */ 1694 /* Since we just removed op, op->above is null */
1601 for (tmp = above; tmp != NULL; tmp = tmp->above) 1695 for (tmp = above; tmp != NULL; tmp = tmp->above)
1602 if (tmp->type == PLAYER) { 1696 if (tmp->type == PLAYER)
1697 {
1603 if (op->nrof) 1698 if (op->nrof)
1604 esrv_send_item(tmp, op); 1699 esrv_send_item (tmp, op);
1605 else 1700 else
1606 esrv_del_item(tmp->contr, op->count); 1701 esrv_del_item (tmp->contr, op->count);
1607 } 1702 }
1608 } 1703 }
1609 1704
1610 if (op->nrof) { 1705 if (op->nrof)
1611 return op; 1706 return op;
1612 } else { 1707 else
1708 {
1613 free_object (op); 1709 free_object (op);
1614 return NULL; 1710 return NULL;
1615 } 1711 }
1616} 1712}
1617 1713
1618/* 1714/*
1619 * add_weight(object, weight) adds the specified weight to an object, 1715 * add_weight(object, weight) adds the specified weight to an object,
1620 * and also updates how much the environment(s) is/are carrying. 1716 * and also updates how much the environment(s) is/are carrying.
1621 */ 1717 */
1622 1718
1719void
1623void add_weight (object *op, signed long weight) { 1720add_weight (object *op, signed long weight)
1721{
1624 while (op!=NULL) { 1722 while (op != NULL)
1723 {
1625 if (op->type == CONTAINER) { 1724 if (op->type == CONTAINER)
1626 weight=(signed long)(weight*(100-op->stats.Str)/100); 1725 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1627 } 1726
1628 op->carrying+=weight; 1727 op->carrying += weight;
1629 op=op->env; 1728 op = op->env;
1630 } 1729 }
1631} 1730}
1632 1731
1633/* 1732/*
1634 * insert_ob_in_ob(op,environment): 1733 * insert_ob_in_ob(op,environment):
1635 * This function inserts the object op in the linked list 1734 * This function inserts the object op in the linked list
1642 * 1741 *
1643 * The function returns now pointer to inserted item, and return value can 1742 * The function returns now pointer to inserted item, and return value can
1644 * be != op, if items are merged. -Tero 1743 * be != op, if items are merged. -Tero
1645 */ 1744 */
1646 1745
1746object *
1647object *insert_ob_in_ob(object *op,object *where) { 1747insert_ob_in_ob (object *op, object *where)
1648 object *tmp, *otmp; 1748{
1749 object *
1750 tmp, *
1751 otmp;
1649 1752
1650 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1753 if (!QUERY_FLAG (op, FLAG_REMOVED))
1651 dump_object(op); 1754 {
1755 char *dump = dump_object (op);
1652 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1756 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", dump);
1757 free (dump);
1653 return op; 1758 return op;
1654 } 1759 }
1760
1655 if(where==NULL) { 1761 if (where == NULL)
1656 dump_object(op); 1762 {
1763 char *dump = dump_object (op);
1657 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg); 1764 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1765 free (dump);
1658 return op; 1766 return op;
1659 } 1767 }
1768
1660 if (where->head) { 1769 if (where->head)
1661 LOG(llevDebug, 1770 {
1662 "Warning: Tried to insert object wrong part of multipart object.\n"); 1771 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1663 where = where->head; 1772 where = where->head;
1664 } 1773 }
1774
1665 if (op->more) { 1775 if (op->more)
1776 {
1666 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1777 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1667 &op->name, op->count);
1668 return op; 1778 return op;
1669 } 1779 }
1780
1670 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1781 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1671 CLEAR_FLAG(op, FLAG_REMOVED); 1782 CLEAR_FLAG (op, FLAG_REMOVED);
1672 if(op->nrof) { 1783 if (op->nrof)
1784 {
1673 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1785 for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1674 if ( CAN_MERGE(tmp,op) ) { 1786 if (CAN_MERGE (tmp, op))
1787 {
1675 /* return the original object and remove inserted object 1788 /* return the original object and remove inserted object
1676 (client needs the original object) */ 1789 (client needs the original object) */
1677 tmp->nrof += op->nrof; 1790 tmp->nrof += op->nrof;
1678 /* Weight handling gets pretty funky. Since we are adding to 1791 /* Weight handling gets pretty funky. Since we are adding to
1679 * tmp->nrof, we need to increase the weight. 1792 * tmp->nrof, we need to increase the weight.
1680 */ 1793 */
1681 add_weight (where, op->weight*op->nrof); 1794 add_weight (where, op->weight * op->nrof);
1682 SET_FLAG(op, FLAG_REMOVED); 1795 SET_FLAG (op, FLAG_REMOVED);
1683 free_object(op); /* free the inserted object */ 1796 free_object (op); /* free the inserted object */
1684 op = tmp; 1797 op = tmp;
1685 remove_ob (op); /* and fix old object's links */ 1798 remove_ob (op); /* and fix old object's links */
1686 CLEAR_FLAG(op, FLAG_REMOVED); 1799 CLEAR_FLAG (op, FLAG_REMOVED);
1687 break; 1800 break;
1688 } 1801 }
1689 1802
1690 /* I assume combined objects have no inventory 1803 /* I assume combined objects have no inventory
1691 * We add the weight - this object could have just been removed 1804 * We add the weight - this object could have just been removed
1692 * (if it was possible to merge). calling remove_ob will subtract 1805 * (if it was possible to merge). calling remove_ob will subtract
1693 * the weight, so we need to add it in again, since we actually do 1806 * the weight, so we need to add it in again, since we actually do
1694 * the linking below 1807 * the linking below
1695 */ 1808 */
1696 add_weight (where, op->weight*op->nrof); 1809 add_weight (where, op->weight * op->nrof);
1810 }
1697 } else 1811 else
1698 add_weight (where, (op->weight+op->carrying)); 1812 add_weight (where, (op->weight + op->carrying));
1699 1813
1700 otmp=is_player_inv(where); 1814 otmp = is_player_inv (where);
1701 if (otmp&&otmp->contr!=NULL) { 1815 if (otmp && otmp->contr != NULL)
1816 {
1702 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1817 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1703 fix_player(otmp); 1818 fix_player (otmp);
1704 } 1819 }
1705 1820
1706 op->map=NULL; 1821 op->map = NULL;
1707 op->env=where; 1822 op->env = where;
1708 op->above=NULL; 1823 op->above = NULL;
1709 op->below=NULL; 1824 op->below = NULL;
1710 op->x=0,op->y=0; 1825 op->x = 0, op->y = 0;
1711 1826
1712 /* reset the light list and los of the players on the map */ 1827 /* reset the light list and los of the players on the map */
1713 if((op->glow_radius!=0)&&where->map) 1828 if ((op->glow_radius != 0) && where->map)
1714 { 1829 {
1715#ifdef DEBUG_LIGHTS 1830#ifdef DEBUG_LIGHTS
1716 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1831 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1717 op->name);
1718#endif /* DEBUG_LIGHTS */ 1832#endif /* DEBUG_LIGHTS */
1833 if (MAP_DARKNESS (where->map))
1719 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1834 update_all_los (where->map, where->x, where->y);
1720 } 1835 }
1721 1836
1722 /* Client has no idea of ordering so lets not bother ordering it here. 1837 /* Client has no idea of ordering so lets not bother ordering it here.
1723 * It sure simplifies this function... 1838 * It sure simplifies this function...
1724 */ 1839 */
1725 if (where->inv==NULL) 1840 if (where->inv == NULL)
1726 where->inv=op; 1841 where->inv = op;
1727 else { 1842 else
1843 {
1728 op->below = where->inv; 1844 op->below = where->inv;
1729 op->below->above = op; 1845 op->below->above = op;
1730 where->inv = op; 1846 where->inv = op;
1731 } 1847 }
1732 return op; 1848 return op;
1733} 1849}
1734 1850
1735/* 1851/*
1736 * Checks if any objects has a move_type that matches objects 1852 * Checks if any objects has a move_type that matches objects
1751 * MSW 2001-07-08: Check all objects on space, not just those below 1867 * MSW 2001-07-08: Check all objects on space, not just those below
1752 * object being inserted. insert_ob_in_map may not put new objects 1868 * object being inserted. insert_ob_in_map may not put new objects
1753 * on top. 1869 * on top.
1754 */ 1870 */
1755 1871
1872int
1756int check_move_on (object *op, object *originator) 1873check_move_on (object *op, object *originator)
1757{ 1874{
1758 object *tmp; 1875 object *tmp;
1759 tag_t tag;
1760 mapstruct *m=op->map; 1876 maptile *m = op->map;
1761 int x=op->x, y=op->y; 1877 int x = op->x, y = op->y;
1878
1762 MoveType move_on, move_slow, move_block; 1879 MoveType move_on, move_slow, move_block;
1763 1880
1764 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1881 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1765 return 0; 1882 return 0;
1766 1883
1767 tag = op->count;
1768
1769 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1884 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1770 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1885 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1771 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1886 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1772 1887
1773 /* if nothing on this space will slow op down or be applied, 1888 /* if nothing on this space will slow op down or be applied,
1774 * no need to do checking below. have to make sure move_type 1889 * no need to do checking below. have to make sure move_type
1775 * is set, as lots of objects don't have it set - we treat that 1890 * is set, as lots of objects don't have it set - we treat that
1776 * as walking. 1891 * as walking.
1777 */ 1892 */
1778 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1893 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1779 return 0; 1894 return 0;
1780 1895
1781 /* This is basically inverse logic of that below - basically, 1896 /* This is basically inverse logic of that below - basically,
1782 * if the object can avoid the move on or slow move, they do so, 1897 * if the object can avoid the move on or slow move, they do so,
1783 * but can't do it if the alternate movement they are using is 1898 * but can't do it if the alternate movement they are using is
1784 * blocked. Logic on this seems confusing, but does seem correct. 1899 * blocked. Logic on this seems confusing, but does seem correct.
1785 */ 1900 */
1786 if ((op->move_type & ~move_on & ~move_block) != 0 && 1901 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1787 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1902 return 0;
1788 1903
1789 /* The objects have to be checked from top to bottom. 1904 /* The objects have to be checked from top to bottom.
1790 * Hence, we first go to the top: 1905 * Hence, we first go to the top:
1791 */ 1906 */
1792 1907
1793 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1908 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1794 tmp->above!=NULL; tmp=tmp->above) { 1909 {
1795 /* Trim the search when we find the first other spell effect 1910 /* Trim the search when we find the first other spell effect
1796 * this helps performance so that if a space has 50 spell objects, 1911 * this helps performance so that if a space has 50 spell objects,
1797 * we don't need to check all of them. 1912 * we don't need to check all of them.
1798 */ 1913 */
1799 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1914 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1915 break;
1916 }
1917
1918 for (; tmp; tmp = tmp->below)
1800 } 1919 {
1801 for(;tmp!=NULL; tmp=tmp->below) { 1920 if (tmp == op)
1802 if (tmp == op) continue; /* Can't apply yourself */ 1921 continue; /* Can't apply yourself */
1803 1922
1804 /* Check to see if one of the movement types should be slowed down. 1923 /* Check to see if one of the movement types should be slowed down.
1805 * Second check makes sure that the movement types not being slowed 1924 * Second check makes sure that the movement types not being slowed
1806 * (~slow_move) is not blocked on this space - just because the 1925 * (~slow_move) is not blocked on this space - just because the
1807 * space doesn't slow down swimming (for example), if you can't actually 1926 * space doesn't slow down swimming (for example), if you can't actually
1808 * swim on that space, can't use it to avoid the penalty. 1927 * swim on that space, can't use it to avoid the penalty.
1809 */ 1928 */
1810 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1929 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1930 {
1811 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1931 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1812 ((op->move_type & tmp->move_slow) &&
1813 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1932 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1933 {
1814 1934
1815 float diff; 1935 float
1816
1817 diff = tmp->move_slow_penalty*FABS(op->speed); 1936 diff = tmp->move_slow_penalty * FABS (op->speed);
1937
1818 if (op->type == PLAYER) { 1938 if (op->type == PLAYER)
1819 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1939 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1820 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1940 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1821 diff /= 4.0; 1941 diff /= 4.0;
1822 } 1942
1823 }
1824 op->speed_left -= diff; 1943 op->speed_left -= diff;
1825 } 1944 }
1826 } 1945 }
1827 1946
1828 /* Basically same logic as above, except now for actual apply. */ 1947 /* Basically same logic as above, except now for actual apply. */
1829 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1948 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1830 ((op->move_type & tmp->move_on) &&
1831 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1949 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1832 1950 {
1833 move_apply(tmp, op, originator); 1951 move_apply (tmp, op, originator);
1952
1834 if (was_destroyed (op, tag)) 1953 if (op->destroyed ())
1835 return 1; 1954 return 1;
1836 1955
1837 /* what the person/creature stepped onto has moved the object 1956 /* what the person/creature stepped onto has moved the object
1838 * someplace new. Don't process any further - if we did, 1957 * someplace new. Don't process any further - if we did,
1839 * have a feeling strange problems would result. 1958 * have a feeling strange problems would result.
1840 */ 1959 */
1841 if (op->map != m || op->x != x || op->y != y) return 0; 1960 if (op->map != m || op->x != x || op->y != y)
1961 return 0;
1842 } 1962 }
1843 } 1963 }
1964
1844 return 0; 1965 return 0;
1845} 1966}
1846 1967
1847/* 1968/*
1848 * present_arch(arch, map, x, y) searches for any objects with 1969 * present_arch(arch, map, x, y) searches for any objects with
1849 * a matching archetype at the given map and coordinates. 1970 * a matching archetype at the given map and coordinates.
1850 * The first matching object is returned, or NULL if none. 1971 * The first matching object is returned, or NULL if none.
1851 */ 1972 */
1852 1973
1974object *
1853object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1975present_arch (const archetype *at, maptile *m, int x, int y)
1976{
1854 object *tmp; 1977 object *
1978 tmp;
1979
1855 if(m==NULL || out_of_map(m,x,y)) { 1980 if (m == NULL || out_of_map (m, x, y))
1981 {
1856 LOG(llevError,"Present_arch called outside map.\n"); 1982 LOG (llevError, "Present_arch called outside map.\n");
1857 return NULL; 1983 return NULL;
1858 } 1984 }
1859 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1985 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1860 if(tmp->arch == at) 1986 if (tmp->arch == at)
1861 return tmp; 1987 return tmp;
1862 return NULL; 1988 return NULL;
1863} 1989}
1864 1990
1865/* 1991/*
1866 * present(type, map, x, y) searches for any objects with 1992 * present(type, map, x, y) searches for any objects with
1867 * a matching type variable at the given map and coordinates. 1993 * a matching type variable at the given map and coordinates.
1868 * The first matching object is returned, or NULL if none. 1994 * The first matching object is returned, or NULL if none.
1869 */ 1995 */
1870 1996
1997object *
1871object *present(unsigned char type,mapstruct *m, int x,int y) { 1998present (unsigned char type, maptile *m, int x, int y)
1999{
1872 object *tmp; 2000 object *
2001 tmp;
2002
1873 if(out_of_map(m,x,y)) { 2003 if (out_of_map (m, x, y))
2004 {
1874 LOG(llevError,"Present called outside map.\n"); 2005 LOG (llevError, "Present called outside map.\n");
1875 return NULL; 2006 return NULL;
1876 } 2007 }
1877 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 2008 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1878 if(tmp->type==type) 2009 if (tmp->type == type)
1879 return tmp; 2010 return tmp;
1880 return NULL; 2011 return NULL;
1881} 2012}
1882 2013
1883/* 2014/*
1884 * present_in_ob(type, object) searches for any objects with 2015 * present_in_ob(type, object) searches for any objects with
1885 * a matching type variable in the inventory of the given object. 2016 * a matching type variable in the inventory of the given object.
1886 * The first matching object is returned, or NULL if none. 2017 * The first matching object is returned, or NULL if none.
1887 */ 2018 */
1888 2019
2020object *
1889object *present_in_ob(unsigned char type, const object *op) { 2021present_in_ob (unsigned char type, const object *op)
2022{
1890 object *tmp; 2023 object *
2024 tmp;
2025
1891 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2026 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1892 if(tmp->type==type) 2027 if (tmp->type == type)
1893 return tmp; 2028 return tmp;
1894 return NULL; 2029 return NULL;
1895} 2030}
1896 2031
1897/* 2032/*
1907 * the object name, not the archetype name. this is so that the 2042 * the object name, not the archetype name. this is so that the
1908 * spell code can use one object type (force), but change it's name 2043 * spell code can use one object type (force), but change it's name
1909 * to be unique. 2044 * to be unique.
1910 */ 2045 */
1911 2046
2047object *
1912object *present_in_ob_by_name(int type, const char *str, const object *op) { 2048present_in_ob_by_name (int type, const char *str, const object *op)
2049{
1913 object *tmp; 2050 object *
2051 tmp;
1914 2052
1915 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2053 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2054 {
1916 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2055 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1917 return tmp; 2056 return tmp;
1918 } 2057 }
1919 return NULL; 2058 return NULL;
1920} 2059}
1921 2060
1922/* 2061/*
1923 * present_arch_in_ob(archetype, object) searches for any objects with 2062 * present_arch_in_ob(archetype, object) searches for any objects with
1924 * a matching archetype in the inventory of the given object. 2063 * a matching archetype in the inventory of the given object.
1925 * The first matching object is returned, or NULL if none. 2064 * The first matching object is returned, or NULL if none.
1926 */ 2065 */
1927 2066
2067object *
1928object *present_arch_in_ob(const archetype *at, const object *op) { 2068present_arch_in_ob (const archetype *at, const object *op)
2069{
1929 object *tmp; 2070 object *
2071 tmp;
2072
1930 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2073 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1931 if( tmp->arch == at) 2074 if (tmp->arch == at)
1932 return tmp; 2075 return tmp;
1933 return NULL; 2076 return NULL;
1934} 2077}
1935 2078
1936/* 2079/*
1937 * activate recursively a flag on an object inventory 2080 * activate recursively a flag on an object inventory
1938 */ 2081 */
2082void
1939void flag_inv(object*op, int flag){ 2083flag_inv (object *op, int flag)
2084{
1940 object *tmp; 2085 object *
2086 tmp;
2087
1941 if(op->inv) 2088 if (op->inv)
1942 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2089 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2090 {
1943 SET_FLAG(tmp, flag); 2091 SET_FLAG (tmp, flag);
1944 flag_inv(tmp,flag); 2092 flag_inv (tmp, flag);
1945 } 2093 }
1946}/* 2094} /*
1947 * desactivate recursively a flag on an object inventory 2095 * desactivate recursively a flag on an object inventory
1948 */ 2096 */
2097void
1949void unflag_inv(object*op, int flag){ 2098unflag_inv (object *op, int flag)
2099{
1950 object *tmp; 2100 object *
2101 tmp;
2102
1951 if(op->inv) 2103 if (op->inv)
1952 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2104 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2105 {
1953 CLEAR_FLAG(tmp, flag); 2106 CLEAR_FLAG (tmp, flag);
1954 unflag_inv(tmp,flag); 2107 unflag_inv (tmp, flag);
1955 } 2108 }
1956} 2109}
1957 2110
1958/* 2111/*
1959 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2112 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1960 * all it's inventory (recursively). 2113 * all it's inventory (recursively).
1961 * If checksums are used, a player will get set_cheat called for 2114 * If checksums are used, a player will get set_cheat called for
1962 * him/her-self and all object carried by a call to this function. 2115 * him/her-self and all object carried by a call to this function.
1963 */ 2116 */
1964 2117
2118void
1965void set_cheat(object *op) { 2119set_cheat (object *op)
2120{
1966 SET_FLAG(op, FLAG_WAS_WIZ); 2121 SET_FLAG (op, FLAG_WAS_WIZ);
1967 flag_inv(op, FLAG_WAS_WIZ); 2122 flag_inv (op, FLAG_WAS_WIZ);
1968} 2123}
1969 2124
1970/* 2125/*
1971 * find_free_spot(object, map, x, y, start, stop) will search for 2126 * find_free_spot(object, map, x, y, start, stop) will search for
1972 * a spot at the given map and coordinates which will be able to contain 2127 * a spot at the given map and coordinates which will be able to contain
1987 * to know if the space in question will block the object. We can't use 2142 * to know if the space in question will block the object. We can't use
1988 * the archetype because that isn't correct if the monster has been 2143 * the archetype because that isn't correct if the monster has been
1989 * customized, changed states, etc. 2144 * customized, changed states, etc.
1990 */ 2145 */
1991 2146
2147int
1992int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2148find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2149{
2150 int
2151 i,
1993 int i,index=0, flag; 2152 index = 0, flag;
2153 static int
1994 static int altern[SIZEOFFREE]; 2154 altern[SIZEOFFREE];
1995 2155
1996 for(i=start;i<stop;i++) { 2156 for (i = start; i < stop; i++)
2157 {
1997 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2158 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
1998 if(!flag) 2159 if (!flag)
1999 altern[index++]=i; 2160 altern[index++] = i;
2000 2161
2001 /* Basically, if we find a wall on a space, we cut down the search size. 2162 /* Basically, if we find a wall on a space, we cut down the search size.
2002 * In this way, we won't return spaces that are on another side of a wall. 2163 * In this way, we won't return spaces that are on another side of a wall.
2003 * This mostly work, but it cuts down the search size in all directions - 2164 * This mostly work, but it cuts down the search size in all directions -
2004 * if the space being examined only has a wall to the north and empty 2165 * if the space being examined only has a wall to the north and empty
2005 * spaces in all the other directions, this will reduce the search space 2166 * spaces in all the other directions, this will reduce the search space
2006 * to only the spaces immediately surrounding the target area, and 2167 * to only the spaces immediately surrounding the target area, and
2007 * won't look 2 spaces south of the target space. 2168 * won't look 2 spaces south of the target space.
2008 */ 2169 */
2009 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2170 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2010 stop=maxfree[i]; 2171 stop = maxfree[i];
2011 } 2172 }
2012 if(!index) return -1; 2173 if (!index)
2174 return -1;
2013 return altern[RANDOM()%index]; 2175 return altern[RANDOM () % index];
2014} 2176}
2015 2177
2016/* 2178/*
2017 * find_first_free_spot(archetype, mapstruct, x, y) works like 2179 * find_first_free_spot(archetype, maptile, x, y) works like
2018 * find_free_spot(), but it will search max number of squares. 2180 * find_free_spot(), but it will search max number of squares.
2019 * But it will return the first available spot, not a random choice. 2181 * But it will return the first available spot, not a random choice.
2020 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2182 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2021 */ 2183 */
2022 2184
2185int
2023int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2186find_first_free_spot (const object *ob, maptile *m, int x, int y)
2187{
2188 int
2024 int i; 2189 i;
2190
2025 for(i=0;i<SIZEOFFREE;i++) { 2191 for (i = 0; i < SIZEOFFREE; i++)
2192 {
2026 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2193 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2027 return i; 2194 return i;
2028 } 2195 }
2029 return -1; 2196 return -1;
2030} 2197}
2031 2198
2032/* 2199/*
2033 * The function permute(arr, begin, end) randomly reorders the array 2200 * The function permute(arr, begin, end) randomly reorders the array
2034 * arr[begin..end-1]. 2201 * arr[begin..end-1].
2035 */ 2202 */
2203static void
2036static void permute(int *arr, int begin, int end) 2204permute (int *arr, int begin, int end)
2037{ 2205{
2038 int i, j, tmp, len; 2206 int
2207 i,
2208 j,
2209 tmp,
2210 len;
2039 2211
2040 len = end-begin; 2212 len = end - begin;
2041 for(i = begin; i < end; i++) 2213 for (i = begin; i < end; i++)
2042 { 2214 {
2043 j = begin+RANDOM()%len; 2215 j = begin + RANDOM () % len;
2044 2216
2045 tmp = arr[i]; 2217 tmp = arr[i];
2046 arr[i] = arr[j]; 2218 arr[i] = arr[j];
2047 arr[j] = tmp; 2219 arr[j] = tmp;
2048 } 2220 }
2049} 2221}
2050 2222
2051/* new function to make monster searching more efficient, and effective! 2223/* new function to make monster searching more efficient, and effective!
2052 * This basically returns a randomized array (in the passed pointer) of 2224 * This basically returns a randomized array (in the passed pointer) of
2053 * the spaces to find monsters. In this way, it won't always look for 2225 * the spaces to find monsters. In this way, it won't always look for
2054 * monsters to the north first. However, the size of the array passed 2226 * monsters to the north first. However, the size of the array passed
2055 * covers all the spaces, so within that size, all the spaces within 2227 * covers all the spaces, so within that size, all the spaces within
2056 * the 3x3 area will be searched, just not in a predictable order. 2228 * the 3x3 area will be searched, just not in a predictable order.
2057 */ 2229 */
2230void
2058void get_search_arr(int *search_arr) 2231get_search_arr (int *search_arr)
2059{ 2232{
2233 int
2060 int i; 2234 i;
2061 2235
2062 for(i = 0; i < SIZEOFFREE; i++) 2236 for (i = 0; i < SIZEOFFREE; i++)
2063 { 2237 {
2064 search_arr[i] = i; 2238 search_arr[i] = i;
2065 } 2239 }
2066 2240
2067 permute(search_arr, 1, SIZEOFFREE1+1); 2241 permute (search_arr, 1, SIZEOFFREE1 + 1);
2068 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2242 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2069 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2243 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2070} 2244}
2071 2245
2072/* 2246/*
2073 * find_dir(map, x, y, exclude) will search some close squares in the 2247 * find_dir(map, x, y, exclude) will search some close squares in the
2074 * given map at the given coordinates for live objects. 2248 * given map at the given coordinates for live objects.
2080 * is actually want is going to try and move there. We need this info 2254 * is actually want is going to try and move there. We need this info
2081 * because we have to know what movement the thing looking to move 2255 * because we have to know what movement the thing looking to move
2082 * there is capable of. 2256 * there is capable of.
2083 */ 2257 */
2084 2258
2259int
2085int find_dir(mapstruct *m, int x, int y, object *exclude) { 2260find_dir (maptile *m, int x, int y, object *exclude)
2261{
2262 int
2263 i,
2086 int i,max=SIZEOFFREE, mflags; 2264 max = SIZEOFFREE, mflags;
2265
2087 sint16 nx, ny; 2266 sint16 nx, ny;
2088 object *tmp; 2267 object *
2089 mapstruct *mp; 2268 tmp;
2269 maptile *
2270 mp;
2271
2090 MoveType blocked, move_type; 2272 MoveType blocked, move_type;
2091 2273
2092 if (exclude && exclude->head) { 2274 if (exclude && exclude->head)
2275 {
2093 exclude = exclude->head; 2276 exclude = exclude->head;
2094 move_type = exclude->move_type; 2277 move_type = exclude->move_type;
2095 } else { 2278 }
2279 else
2280 {
2096 /* If we don't have anything, presume it can use all movement types. */ 2281 /* If we don't have anything, presume it can use all movement types. */
2097 move_type=MOVE_ALL; 2282 move_type = MOVE_ALL;
2283 }
2284
2285 for (i = 1; i < max; i++)
2098 } 2286 {
2099
2100 for(i=1;i<max;i++) {
2101 mp = m; 2287 mp = m;
2102 nx = x + freearr_x[i]; 2288 nx = x + freearr_x[i];
2103 ny = y + freearr_y[i]; 2289 ny = y + freearr_y[i];
2104 2290
2105 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2291 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2106 if (mflags & P_OUT_OF_MAP) { 2292 if (mflags & P_OUT_OF_MAP)
2293 {
2107 max = maxfree[i]; 2294 max = maxfree[i];
2295 }
2108 } else { 2296 else
2297 {
2109 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2298 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2110 2299
2111 if ((move_type & blocked) == move_type) { 2300 if ((move_type & blocked) == move_type)
2301 {
2112 max=maxfree[i]; 2302 max = maxfree[i];
2303 }
2113 } else if (mflags & P_IS_ALIVE) { 2304 else if (mflags & P_IS_ALIVE)
2305 {
2114 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2306 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2115 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2307 {
2116 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2308 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2309 {
2117 break; 2310 break;
2118 } 2311 }
2119 } 2312 }
2120 if(tmp) { 2313 if (tmp)
2314 {
2121 return freedir[i]; 2315 return freedir[i];
2122 } 2316 }
2123 } 2317 }
2124 } 2318 }
2125 } 2319 }
2126 return 0; 2320 return 0;
2127} 2321}
2128 2322
2129/* 2323/*
2130 * distance(object 1, object 2) will return the square of the 2324 * distance(object 1, object 2) will return the square of the
2131 * distance between the two given objects. 2325 * distance between the two given objects.
2132 */ 2326 */
2133 2327
2328int
2134int distance(const object *ob1, const object *ob2) { 2329distance (const object *ob1, const object *ob2)
2330{
2135 int i; 2331 int
2136 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2332 i;
2137 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2333
2334 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2138 return i; 2335 return i;
2139} 2336}
2140 2337
2141/* 2338/*
2142 * find_dir_2(delta-x,delta-y) will return a direction in which 2339 * find_dir_2(delta-x,delta-y) will return a direction in which
2143 * an object which has subtracted the x and y coordinates of another 2340 * an object which has subtracted the x and y coordinates of another
2144 * object, needs to travel toward it. 2341 * object, needs to travel toward it.
2145 */ 2342 */
2146 2343
2344int
2147int find_dir_2(int x, int y) { 2345find_dir_2 (int x, int y)
2346{
2148 int q; 2347 int
2348 q;
2149 2349
2150 if(y) 2350 if (y)
2151 q=x*100/y; 2351 q = x * 100 / y;
2152 else if (x) 2352 else if (x)
2153 q= -300*x; 2353 q = -300 * x;
2154 else 2354 else
2155 return 0; 2355 return 0;
2156 2356
2157 if(y>0) { 2357 if (y > 0)
2358 {
2158 if(q < -242) 2359 if (q < -242)
2159 return 3 ; 2360 return 3;
2160 if (q < -41) 2361 if (q < -41)
2161 return 2 ; 2362 return 2;
2162 if (q < 41) 2363 if (q < 41)
2163 return 1 ; 2364 return 1;
2164 if (q < 242) 2365 if (q < 242)
2165 return 8 ; 2366 return 8;
2166 return 7 ; 2367 return 7;
2167 } 2368 }
2168 2369
2169 if (q < -242) 2370 if (q < -242)
2170 return 7 ; 2371 return 7;
2171 if (q < -41) 2372 if (q < -41)
2172 return 6 ; 2373 return 6;
2173 if (q < 41) 2374 if (q < 41)
2174 return 5 ; 2375 return 5;
2175 if (q < 242) 2376 if (q < 242)
2176 return 4 ; 2377 return 4;
2177 2378
2178 return 3 ; 2379 return 3;
2179} 2380}
2180 2381
2181/* 2382/*
2182 * absdir(int): Returns a number between 1 and 8, which represent 2383 * absdir(int): Returns a number between 1 and 8, which represent
2183 * the "absolute" direction of a number (it actually takes care of 2384 * the "absolute" direction of a number (it actually takes care of
2184 * "overflow" in previous calculations of a direction). 2385 * "overflow" in previous calculations of a direction).
2185 */ 2386 */
2186 2387
2388int
2187int absdir(int d) { 2389absdir (int d)
2188 while(d<1) d+=8; 2390{
2189 while(d>8) d-=8; 2391 while (d < 1)
2392 d += 8;
2393 while (d > 8)
2394 d -= 8;
2190 return d; 2395 return d;
2191} 2396}
2192 2397
2193/* 2398/*
2194 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2399 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2195 * between two directions (which are expected to be absolute (see absdir()) 2400 * between two directions (which are expected to be absolute (see absdir())
2196 */ 2401 */
2197 2402
2403int
2198int dirdiff(int dir1, int dir2) { 2404dirdiff (int dir1, int dir2)
2405{
2199 int d; 2406 int
2407 d;
2408
2200 d = abs(dir1 - dir2); 2409 d = abs (dir1 - dir2);
2201 if(d>4) 2410 if (d > 4)
2202 d = 8 - d; 2411 d = 8 - d;
2203 return d; 2412 return d;
2204} 2413}
2205 2414
2206/* peterm: 2415/* peterm:
2211 * direction 4, 14, or 16 to get back to where we are. 2420 * direction 4, 14, or 16 to get back to where we are.
2212 * Moved from spell_util.c to object.c with the other related direction 2421 * Moved from spell_util.c to object.c with the other related direction
2213 * functions. 2422 * functions.
2214 */ 2423 */
2215 2424
2425int
2216int reduction_dir[SIZEOFFREE][3] = { 2426 reduction_dir[SIZEOFFREE][3] = {
2217 {0,0,0}, /* 0 */ 2427 {0, 0, 0}, /* 0 */
2218 {0,0,0}, /* 1 */ 2428 {0, 0, 0}, /* 1 */
2219 {0,0,0}, /* 2 */ 2429 {0, 0, 0}, /* 2 */
2220 {0,0,0}, /* 3 */ 2430 {0, 0, 0}, /* 3 */
2221 {0,0,0}, /* 4 */ 2431 {0, 0, 0}, /* 4 */
2222 {0,0,0}, /* 5 */ 2432 {0, 0, 0}, /* 5 */
2223 {0,0,0}, /* 6 */ 2433 {0, 0, 0}, /* 6 */
2224 {0,0,0}, /* 7 */ 2434 {0, 0, 0}, /* 7 */
2225 {0,0,0}, /* 8 */ 2435 {0, 0, 0}, /* 8 */
2226 {8,1,2}, /* 9 */ 2436 {8, 1, 2}, /* 9 */
2227 {1,2,-1}, /* 10 */ 2437 {1, 2, -1}, /* 10 */
2228 {2,10,12}, /* 11 */ 2438 {2, 10, 12}, /* 11 */
2229 {2,3,-1}, /* 12 */ 2439 {2, 3, -1}, /* 12 */
2230 {2,3,4}, /* 13 */ 2440 {2, 3, 4}, /* 13 */
2231 {3,4,-1}, /* 14 */ 2441 {3, 4, -1}, /* 14 */
2232 {4,14,16}, /* 15 */ 2442 {4, 14, 16}, /* 15 */
2233 {5,4,-1}, /* 16 */ 2443 {5, 4, -1}, /* 16 */
2234 {4,5,6}, /* 17 */ 2444 {4, 5, 6}, /* 17 */
2235 {6,5,-1}, /* 18 */ 2445 {6, 5, -1}, /* 18 */
2236 {6,20,18}, /* 19 */ 2446 {6, 20, 18}, /* 19 */
2237 {7,6,-1}, /* 20 */ 2447 {7, 6, -1}, /* 20 */
2238 {6,7,8}, /* 21 */ 2448 {6, 7, 8}, /* 21 */
2239 {7,8,-1}, /* 22 */ 2449 {7, 8, -1}, /* 22 */
2240 {8,22,24}, /* 23 */ 2450 {8, 22, 24}, /* 23 */
2241 {8,1,-1}, /* 24 */ 2451 {8, 1, -1}, /* 24 */
2242 {24,9,10}, /* 25 */ 2452 {24, 9, 10}, /* 25 */
2243 {9,10,-1}, /* 26 */ 2453 {9, 10, -1}, /* 26 */
2244 {10,11,-1}, /* 27 */ 2454 {10, 11, -1}, /* 27 */
2245 {27,11,29}, /* 28 */ 2455 {27, 11, 29}, /* 28 */
2246 {11,12,-1}, /* 29 */ 2456 {11, 12, -1}, /* 29 */
2247 {12,13,-1}, /* 30 */ 2457 {12, 13, -1}, /* 30 */
2248 {12,13,14}, /* 31 */ 2458 {12, 13, 14}, /* 31 */
2249 {13,14,-1}, /* 32 */ 2459 {13, 14, -1}, /* 32 */
2250 {14,15,-1}, /* 33 */ 2460 {14, 15, -1}, /* 33 */
2251 {33,15,35}, /* 34 */ 2461 {33, 15, 35}, /* 34 */
2252 {16,15,-1}, /* 35 */ 2462 {16, 15, -1}, /* 35 */
2253 {17,16,-1}, /* 36 */ 2463 {17, 16, -1}, /* 36 */
2254 {18,17,16}, /* 37 */ 2464 {18, 17, 16}, /* 37 */
2255 {18,17,-1}, /* 38 */ 2465 {18, 17, -1}, /* 38 */
2256 {18,19,-1}, /* 39 */ 2466 {18, 19, -1}, /* 39 */
2257 {41,19,39}, /* 40 */ 2467 {41, 19, 39}, /* 40 */
2258 {19,20,-1}, /* 41 */ 2468 {19, 20, -1}, /* 41 */
2259 {20,21,-1}, /* 42 */ 2469 {20, 21, -1}, /* 42 */
2260 {20,21,22}, /* 43 */ 2470 {20, 21, 22}, /* 43 */
2261 {21,22,-1}, /* 44 */ 2471 {21, 22, -1}, /* 44 */
2262 {23,22,-1}, /* 45 */ 2472 {23, 22, -1}, /* 45 */
2263 {45,47,23}, /* 46 */ 2473 {45, 47, 23}, /* 46 */
2264 {23,24,-1}, /* 47 */ 2474 {23, 24, -1}, /* 47 */
2265 {24,9,-1}}; /* 48 */ 2475 {24, 9, -1}
2476}; /* 48 */
2266 2477
2267/* Recursive routine to step back and see if we can 2478/* Recursive routine to step back and see if we can
2268 * find a path to that monster that we found. If not, 2479 * find a path to that monster that we found. If not,
2269 * we don't bother going toward it. Returns 1 if we 2480 * we don't bother going toward it. Returns 1 if we
2270 * can see a direct way to get it 2481 * can see a direct way to get it
2271 * Modified to be map tile aware -.MSW 2482 * Modified to be map tile aware -.MSW
2272 */ 2483 */
2273
2274 2484
2485
2486int
2275int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2487can_see_monsterP (maptile *m, int x, int y, int dir)
2488{
2276 sint16 dx, dy; 2489 sint16 dx, dy;
2490 int
2277 int mflags; 2491 mflags;
2278 2492
2493 if (dir < 0)
2279 if(dir<0) return 0; /* exit condition: invalid direction */ 2494 return 0; /* exit condition: invalid direction */
2280 2495
2281 dx = x + freearr_x[dir]; 2496 dx = x + freearr_x[dir];
2282 dy = y + freearr_y[dir]; 2497 dy = y + freearr_y[dir];
2283 2498
2284 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2499 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2285 2500
2286 /* This functional arguably was incorrect before - it was 2501 /* This functional arguably was incorrect before - it was
2287 * checking for P_WALL - that was basically seeing if 2502 * checking for P_WALL - that was basically seeing if
2288 * we could move to the monster - this is being more 2503 * we could move to the monster - this is being more
2289 * literal on if we can see it. To know if we can actually 2504 * literal on if we can see it. To know if we can actually
2290 * move to the monster, we'd need the monster passed in or 2505 * move to the monster, we'd need the monster passed in or
2291 * at least its move type. 2506 * at least its move type.
2292 */ 2507 */
2293 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2508 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2509 return 0;
2294 2510
2295 /* yes, can see. */ 2511 /* yes, can see. */
2296 if(dir < 9) return 1; 2512 if (dir < 9)
2513 return 1;
2297 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2514 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2298 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2515 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2299 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2300} 2516}
2301 2517
2302 2518
2303 2519
2304/* 2520/*
2305 * can_pick(picker, item): finds out if an object is possible to be 2521 * can_pick(picker, item): finds out if an object is possible to be
2306 * picked up by the picker. Returnes 1 if it can be 2522 * picked up by the picker. Returnes 1 if it can be
2307 * picked up, otherwise 0. 2523 * picked up, otherwise 0.
2308 * 2524 *
2310 * core dumps if they do. 2526 * core dumps if they do.
2311 * 2527 *
2312 * Add a check so we can't pick up invisible objects (0.93.8) 2528 * Add a check so we can't pick up invisible objects (0.93.8)
2313 */ 2529 */
2314 2530
2531int
2315int can_pick(const object *who, const object *item) { 2532can_pick (const object *who, const object *item)
2533{
2316 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2534 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2317 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2535 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2318 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2536 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2319 (who->type==PLAYER||item->weight<who->weight/3));
2320} 2537}
2321 2538
2322 2539
2323/* 2540/*
2324 * create clone from object to another 2541 * create clone from object to another
2325 */ 2542 */
2543object *
2326object *object_create_clone (object *asrc) { 2544object_create_clone (object *asrc)
2545{
2546 object *
2327 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2547 dst = NULL, *tmp, *src, *part, *prev, *item;
2328 2548
2549 if (!asrc)
2329 if(!asrc) return NULL; 2550 return NULL;
2330 src = asrc; 2551 src = asrc;
2331 if(src->head) 2552 if (src->head)
2332 src = src->head; 2553 src = src->head;
2333 2554
2334 prev = NULL; 2555 prev = NULL;
2335 for(part = src; part; part = part->more) { 2556 for (part = src; part; part = part->more)
2557 {
2336 tmp = get_object(); 2558 tmp = get_object ();
2337 copy_object(part,tmp); 2559 copy_object (part, tmp);
2338 tmp->x -= src->x; 2560 tmp->x -= src->x;
2339 tmp->y -= src->y; 2561 tmp->y -= src->y;
2340 if(!part->head) { 2562 if (!part->head)
2563 {
2341 dst = tmp; 2564 dst = tmp;
2342 tmp->head = NULL; 2565 tmp->head = NULL;
2566 }
2343 } else { 2567 else
2568 {
2344 tmp->head = dst; 2569 tmp->head = dst;
2345 } 2570 }
2346 tmp->more = NULL; 2571 tmp->more = NULL;
2347 if(prev) 2572 if (prev)
2348 prev->more = tmp; 2573 prev->more = tmp;
2349 prev = tmp; 2574 prev = tmp;
2350 } 2575 }
2351 /*** copy inventory ***/ 2576
2352 for(item = src->inv; item; item = item->below) { 2577 for (item = src->inv; item; item = item->below)
2353 (void) insert_ob_in_ob(object_create_clone(item),dst); 2578 insert_ob_in_ob (object_create_clone (item), dst);
2354 }
2355 2579
2356 return dst; 2580 return dst;
2357}
2358
2359/* return true if the object was destroyed, 0 otherwise */
2360int was_destroyed (const object *op, tag_t old_tag)
2361{
2362 /* checking for FLAG_FREED isn't necessary, but makes this function more
2363 * robust */
2364 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2365} 2581}
2366 2582
2367/* GROS - Creates an object using a string representing its content. */ 2583/* GROS - Creates an object using a string representing its content. */
2368/* Basically, we save the content of the string to a temp file, then call */ 2584/* Basically, we save the content of the string to a temp file, then call */
2369/* load_object on it. I admit it is a highly inefficient way to make things, */ 2585/* load_object on it. I admit it is a highly inefficient way to make things, */
2370/* but it was simple to make and allows reusing the load_object function. */ 2586/* but it was simple to make and allows reusing the load_object function. */
2371/* Remember not to use load_object_str in a time-critical situation. */ 2587/* Remember not to use load_object_str in a time-critical situation. */
2372/* Also remember that multiparts objects are not supported for now. */ 2588/* Also remember that multiparts objects are not supported for now. */
2373 2589
2590object *
2374object* load_object_str(const char *obstr) 2591load_object_str (const char *obstr)
2375{ 2592{
2376 object *op; 2593 object *op;
2377 char filename[MAX_BUF]; 2594 char filename[MAX_BUF];
2595
2378 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2596 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2379 2597
2380 FILE *tempfile=fopen(filename,"w"); 2598 FILE *tempfile = fopen (filename, "w");
2599
2381 if (tempfile == NULL) 2600 if (tempfile == NULL)
2382 { 2601 {
2383 LOG(llevError,"Error - Unable to access load object temp file\n"); 2602 LOG (llevError, "Error - Unable to access load object temp file\n");
2384 return NULL; 2603 return NULL;
2385 }; 2604 }
2605
2386 fprintf(tempfile,obstr); 2606 fprintf (tempfile, obstr);
2387 fclose(tempfile); 2607 fclose (tempfile);
2388 2608
2389 op=get_object(); 2609 op = get_object ();
2390 2610
2391 object_thawer thawer (filename); 2611 object_thawer thawer (filename);
2392 2612
2393 if (thawer) 2613 if (thawer)
2394 load_object(thawer,op,0); 2614 load_object (thawer, op, 0);
2395 2615
2396 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2616 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2397 CLEAR_FLAG(op,FLAG_REMOVED); 2617 CLEAR_FLAG (op, FLAG_REMOVED);
2398 2618
2399 return op; 2619 return op;
2400} 2620}
2401 2621
2402/* This returns the first object in who's inventory that 2622/* This returns the first object in who's inventory that
2403 * has the same type and subtype match. 2623 * has the same type and subtype match.
2404 * returns NULL if no match. 2624 * returns NULL if no match.
2405 */ 2625 */
2626object *
2406object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2627find_obj_by_type_subtype (const object *who, int type, int subtype)
2407{ 2628{
2408 object *tmp; 2629 object *tmp;
2409 2630
2410 for (tmp=who->inv; tmp; tmp=tmp->below) 2631 for (tmp = who->inv; tmp; tmp = tmp->below)
2411 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2632 if (tmp->type == type && tmp->subtype == subtype)
2633 return tmp;
2412 2634
2413 return NULL; 2635 return NULL;
2414} 2636}
2415 2637
2416/* If ob has a field named key, return the link from the list, 2638/* If ob has a field named key, return the link from the list,
2417 * otherwise return NULL. 2639 * otherwise return NULL.
2418 * 2640 *
2419 * key must be a passed in shared string - otherwise, this won't 2641 * key must be a passed in shared string - otherwise, this won't
2420 * do the desired thing. 2642 * do the desired thing.
2421 */ 2643 */
2644key_value *
2422key_value * get_ob_key_link(const object * ob, const char * key) { 2645get_ob_key_link (const object *ob, const char *key)
2646{
2423 key_value * link; 2647 key_value *link;
2424 2648
2425 for (link = ob->key_values; link != NULL; link = link->next) { 2649 for (link = ob->key_values; link != NULL; link = link->next)
2426 if (link->key == key) { 2650 if (link->key == key)
2427 return link; 2651 return link;
2428 } 2652
2429 }
2430
2431 return NULL; 2653 return NULL;
2432} 2654}
2433 2655
2434/* 2656/*
2435 * Returns the value of op has an extra_field for key, or NULL. 2657 * Returns the value of op has an extra_field for key, or NULL.
2436 * 2658 *
2437 * The argument doesn't need to be a shared string. 2659 * The argument doesn't need to be a shared string.
2438 * 2660 *
2439 * The returned string is shared. 2661 * The returned string is shared.
2440 */ 2662 */
2663const char *
2441const char * get_ob_key_value(const object * op, const char * const key) { 2664get_ob_key_value (const object *op, const char *const key)
2665{
2442 key_value * link; 2666 key_value *link;
2443 const char * canonical_key; 2667 shstr_cmp canonical_key (key);
2668
2669 if (!canonical_key)
2444 2670 {
2445 canonical_key = shstr::find (key);
2446
2447 if (canonical_key == NULL) {
2448 /* 1. There being a field named key on any object 2671 /* 1. There being a field named key on any object
2449 * implies there'd be a shared string to find. 2672 * implies there'd be a shared string to find.
2450 * 2. Since there isn't, no object has this field. 2673 * 2. Since there isn't, no object has this field.
2451 * 3. Therefore, *this* object doesn't have this field. 2674 * 3. Therefore, *this* object doesn't have this field.
2452 */ 2675 */
2453 return NULL; 2676 return 0;
2454 } 2677 }
2455 2678
2456 /* This is copied from get_ob_key_link() above - 2679 /* This is copied from get_ob_key_link() above -
2457 * only 4 lines, and saves the function call overhead. 2680 * only 4 lines, and saves the function call overhead.
2458 */ 2681 */
2459 for (link = op->key_values; link != NULL; link = link->next) { 2682 for (link = op->key_values; link; link = link->next)
2460 if (link->key == canonical_key) { 2683 if (link->key == canonical_key)
2461 return link->value; 2684 return link->value;
2462 } 2685
2463 } 2686 return 0;
2464 return NULL;
2465} 2687}
2466 2688
2467 2689
2468/* 2690/*
2469 * Updates the canonical_key in op to value. 2691 * Updates the canonical_key in op to value.
2473 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2695 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2474 * keys. 2696 * keys.
2475 * 2697 *
2476 * Returns TRUE on success. 2698 * Returns TRUE on success.
2477 */ 2699 */
2700int
2478int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2701set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2702{
2703 key_value *
2479 key_value * field = NULL, *last=NULL; 2704 field = NULL, *last = NULL;
2480 2705
2481 for (field=op->key_values; field != NULL; field=field->next) { 2706 for (field = op->key_values; field != NULL; field = field->next)
2707 {
2482 if (field->key != canonical_key) { 2708 if (field->key != canonical_key)
2709 {
2483 last = field; 2710 last = field;
2484 continue; 2711 continue;
2485 } 2712 }
2486 2713
2487 if (value) 2714 if (value)
2488 field->value = value; 2715 field->value = value;
2489 else { 2716 else
2717 {
2490 /* Basically, if the archetype has this key set, 2718 /* Basically, if the archetype has this key set,
2491 * we need to store the null value so when we save 2719 * we need to store the null value so when we save
2492 * it, we save the empty value so that when we load, 2720 * it, we save the empty value so that when we load,
2493 * we get this value back again. 2721 * we get this value back again.
2494 */ 2722 */
2495 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2723 if (get_ob_key_link (&op->arch->clone, canonical_key))
2496 field->value = 0; 2724 field->value = 0;
2725 else
2726 {
2727 if (last)
2728 last->next = field->next;
2497 else 2729 else
2498 {
2499 if (last) last->next = field->next;
2500 else op->key_values = field->next; 2730 op->key_values = field->next;
2501 2731
2502 delete field; 2732 delete field;
2503 } 2733 }
2504 } 2734 }
2505 return TRUE; 2735 return TRUE;
2506 } 2736 }
2507 /* IF we get here, key doesn't exist */ 2737 /* IF we get here, key doesn't exist */
2508 2738
2509 /* No field, we'll have to add it. */ 2739 /* No field, we'll have to add it. */
2740
2741 if (!add_key)
2510 2742 {
2511 if (!add_key) {
2512 return FALSE; 2743 return FALSE;
2513 } 2744 }
2514 /* There isn't any good reason to store a null 2745 /* There isn't any good reason to store a null
2515 * value in the key/value list. If the archetype has 2746 * value in the key/value list. If the archetype has
2516 * this key, then we should also have it, so shouldn't 2747 * this key, then we should also have it, so shouldn't
2517 * be here. If user wants to store empty strings, 2748 * be here. If user wants to store empty strings,
2518 * should pass in "" 2749 * should pass in ""
2519 */ 2750 */
2520 if (value == NULL) return TRUE; 2751 if (value == NULL)
2521
2522 field = new key_value;
2523
2524 field->key = canonical_key;
2525 field->value = value;
2526 /* Usual prepend-addition. */
2527 field->next = op->key_values;
2528 op->key_values = field;
2529
2530 return TRUE; 2752 return TRUE;
2753
2754 field = new key_value;
2755
2756 field->key = canonical_key;
2757 field->value = value;
2758 /* Usual prepend-addition. */
2759 field->next = op->key_values;
2760 op->key_values = field;
2761
2762 return TRUE;
2531} 2763}
2532 2764
2533/* 2765/*
2534 * Updates the key in op to value. 2766 * Updates the key in op to value.
2535 * 2767 *
2537 * and not add new ones. 2769 * and not add new ones.
2538 * In general, should be little reason FALSE is ever passed in for add_key 2770 * In general, should be little reason FALSE is ever passed in for add_key
2539 * 2771 *
2540 * Returns TRUE on success. 2772 * Returns TRUE on success.
2541 */ 2773 */
2774int
2542int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2775set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2543{ 2776{
2544 shstr key_ (key); 2777 shstr key_ (key);
2778
2545 return set_ob_key_value_s (op, key_, value, add_key); 2779 return set_ob_key_value_s (op, key_, value, add_key);
2546} 2780}
2781
2782object::depth_iterator::depth_iterator (object *container)
2783: iterator_base (container)
2784{
2785 while (item->inv)
2786 item = item->inv;
2787}
2788
2789void
2790object::depth_iterator::next ()
2791{
2792 if (item->below)
2793 {
2794 item = item->below;
2795
2796 while (item->inv)
2797 item = item->inv;
2798 }
2799 else
2800 item = item->env;
2801}
2802
2803// return a suitable string describing an objetc in enough detail to find it
2804const char *
2805object::debug_desc (char *info) const
2806{
2807 char info2[256 * 3];
2808 char *p = info;
2809
2810 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2811 count,
2812 &name,
2813 title ? " " : "",
2814 title ? (const char *)title : "");
2815
2816 if (env)
2817 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2818
2819 if (map)
2820 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2821
2822 return info;
2823}
2824
2825const char *
2826object::debug_desc () const
2827{
2828 static char info[256 * 3];
2829 return debug_desc (info);
2830}
2831

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