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Comparing deliantra/server/common/object.C (file contents):
Revision 1.18 by root, Fri Sep 8 16:51:42 2006 UTC vs.
Revision 1.52 by root, Wed Sep 27 00:36:08 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.18 2006/09/08 16:51:42 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
379void
293void dump_object2(object *op) { 380dump_object2 (object *op)
381{
294errmsg[0] = 0; 382 errmsg[0] = 0;
295return; 383 return;
296 //TODO//D#d# 384 //TODO//D#d#
297#if 0 385#if 0
298 char *cp; 386 char *cp;
387
299/* object *tmp;*/ 388/* object *tmp;*/
300 389
301 if(op->arch!=NULL) { 390 if (op->arch != NULL)
391 {
302 strcat(errmsg,"arch "); 392 strcat (errmsg, "arch ");
303 strcat(errmsg,op->arch->name?op->arch->name:"(null)"); 393 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
304 strcat(errmsg,"\n"); 394 strcat (errmsg, "\n");
305 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL) 395 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
306 strcat(errmsg,cp); 396 strcat (errmsg, cp);
307#if 0 397# if 0
308 /* Don't dump player diffs - they are too long, mostly meaningless, and 398 /* Don't dump player diffs - they are too long, mostly meaningless, and
309 * will overflow the buffer. 399 * will overflow the buffer.
310 * Changed so that we don't dump inventory either. This may 400 * Changed so that we don't dump inventory either. This may
311 * also overflow the buffer. 401 * also overflow the buffer.
312 */ 402 */
313 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL) 403 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
314 strcat(errmsg,cp); 404 strcat (errmsg, cp);
315 for (tmp=op->inv; tmp; tmp=tmp->below) 405 for (tmp = op->inv; tmp; tmp = tmp->below)
316 dump_object2(tmp); 406 dump_object2 (tmp);
407# endif
408 strcat (errmsg, "end\n");
409 }
410 else
411 {
412 strcat (errmsg, "Object ");
413 if (op->name == NULL)
414 strcat (errmsg, "(null)");
415 else
416 strcat (errmsg, op->name);
417 strcat (errmsg, "\n");
418# if 0
419 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
420 strcat (errmsg, cp);
421 for (tmp = op->inv; tmp; tmp = tmp->below)
422 dump_object2 (tmp);
423# endif
424 strcat (errmsg, "end\n");
425 }
317#endif 426#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} 427}
334 428
335/* 429/*
336 * Dumps an object. Returns output in the static global errmsg array. 430 * Dumps an object. Returns output in the static global errmsg array.
337 */ 431 */
338 432
433void
339void dump_object(object *op) { 434dump_object (object *op)
435{
340 if(op==NULL) { 436 if (op == NULL)
437 {
341 strcpy(errmsg,"[NULL pointer]"); 438 strcpy (errmsg, "[NULL pointer]");
342 return; 439 return;
343 } 440 }
344 errmsg[0]='\0'; 441 errmsg[0] = '\0';
345 dump_object2(op); 442 dump_object2 (op);
346} 443}
347 444
445void
348void dump_all_objects(void) { 446dump_all_objects (void)
447{
349 object *op; 448 object *op;
449
350 for(op=objects;op!=NULL;op=op->next) { 450 for (op = object::first; op != NULL; op = op->next)
451 {
351 dump_object(op); 452 dump_object (op);
352 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg); 453 fprintf (logfile, "Object %s\n", errmsg);
353 } 454 }
354} 455}
355 456
356/* 457/*
357 * get_nearest_part(multi-object, object 2) returns the part of the 458 * get_nearest_part(multi-object, object 2) returns the part of the
358 * multi-object 1 which is closest to the second object. 459 * multi-object 1 which is closest to the second object.
359 * If it's not a multi-object, it is returned. 460 * If it's not a multi-object, it is returned.
360 */ 461 */
361 462
463object *
362object *get_nearest_part(object *op, const object *pl) { 464get_nearest_part (object *op, const object *pl)
465{
363 object *tmp,*closest; 466 object *tmp, *closest;
364 int last_dist,i; 467 int last_dist, i;
468
365 if(op->more==NULL) 469 if (op->more == NULL)
366 return op; 470 return op;
367 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 471 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
368 if((i=distance(tmp,pl))<last_dist) 472 if ((i = distance (tmp, pl)) < last_dist)
369 closest=tmp,last_dist=i; 473 closest = tmp, last_dist = i;
370 return closest; 474 return closest;
371} 475}
372 476
373/* 477/*
374 * Returns the object which has the count-variable equal to the argument. 478 * Returns the object which has the count-variable equal to the argument.
375 */ 479 */
376 480
481object *
377object *find_object(tag_t i) { 482find_object (tag_t i)
483{
378 object *op; 484 object *op;
485
379 for(op=objects;op!=NULL;op=op->next) 486 for (op = object::first; op != NULL; op = op->next)
380 if(op->count==i) 487 if (op->count == i)
381 break; 488 break;
489
382 return op; 490 return op;
383} 491}
384 492
385/* 493/*
386 * Returns the first object which has a name equal to the argument. 494 * Returns the first object which has a name equal to the argument.
387 * Used only by the patch command, but not all that useful. 495 * Used only by the patch command, but not all that useful.
388 * Enables features like "patch <name-of-other-player> food 999" 496 * Enables features like "patch <name-of-other-player> food 999"
389 */ 497 */
390 498
499object *
391object *find_object_name(const char *str) { 500find_object_name (const char *str)
392 const char *name = shstr::find (str); 501{
502 shstr_cmp str_ (str);
393 object *op; 503 object *op;
504
394 for(op=objects;op!=NULL;op=op->next) 505 for (op = object::first; op != NULL; op = op->next)
395 if(&op->name == name) 506 if (op->name == str_)
396 break; 507 break;
397 508
398 return op; 509 return op;
399} 510}
400 511
512void
401void free_all_object_data () 513free_all_object_data ()
402{ 514{
403 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 515 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} 516}
440 517
441/* 518/*
442 * Sets the owner and sets the skill and exp pointers to owner's current 519 * Sets the owner and sets the skill and exp pointers to owner's current
443 * skill and experience objects. 520 * skill and experience objects.
444 */ 521 */
445void set_owner (object *op, object *owner) 522void
523object::set_owner (object *owner)
446{ 524{
447 if(owner==NULL||op==NULL) 525 if (!owner)
448 return; 526 return;
449 527
450 /* next line added to allow objects which own objects */ 528 /* next line added to allow objects which own objects */
451 /* Add a check for ownercounts in here, as I got into an endless loop 529 /* 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 530 * with the fireball owning a poison cloud which then owned the
453 * fireball. I believe that was caused by one of the objects getting 531 * fireball. I believe that was caused by one of the objects getting
454 * freed and then another object replacing it. Since the ownercounts 532 * 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. 533 * didn't match, this check is valid and I believe that cause is valid.
456 */ 534 */
457 while (owner->owner && owner!=owner->owner && 535 while (owner->owner)
458 owner->ownercount==owner->owner->count) owner=owner->owner; 536 owner = owner->owner;
459 537
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; 538 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} 539}
495 540
496/* Zero the key_values on op, decrementing the shared-string 541/* Zero the key_values on op, decrementing the shared-string
497 * refcounts and freeing the links. 542 * refcounts and freeing the links.
498 */ 543 */
544static void
499static void free_key_values(object * op) 545free_key_values (object *op)
500{ 546{
501 for (key_value *i = op->key_values; i != 0; ) 547 for (key_value *i = op->key_values; i != 0;)
502 { 548 {
503 key_value *next = i->next; 549 key_value *next = i->next;
504 delete i; 550 delete i;
551
505 i = next; 552 i = next;
506 } 553 }
507 554
508 op->key_values = 0; 555 op->key_values = 0;
509} 556}
510 557
511void object::clear () 558void object::clear ()
512{ 559{
513 attachable_base::clear (); 560 attachable_base::clear ();
514 561
515 free_key_values (this); 562 free_key_values (this);
516 563
517 name = 0; 564 owner = 0;
565 name = 0;
518 name_pl = 0; 566 name_pl = 0;
519 title = 0; 567 title = 0;
520 race = 0; 568 race = 0;
521 slaying = 0; 569 slaying = 0;
522 skill = 0; 570 skill = 0;
523 msg = 0; 571 msg = 0;
524 lore = 0; 572 lore = 0;
525 custom_name = 0; 573 custom_name = 0;
526 materialname = 0; 574 materialname = 0;
575 contr = 0;
576 below = 0;
577 above = 0;
578 inv = 0;
579 container = 0;
580 env = 0;
581 more = 0;
582 head = 0;
583 map = 0;
584 active_next = 0;
585 active_prev = 0;
527 586
528 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod)); 587 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
529 588
530 SET_FLAG (this, FLAG_REMOVED); 589 SET_FLAG (this, FLAG_REMOVED);
590
591 /* What is not cleared is next, prev, and count */
592
593 expmul = 1.0;
594 face = blank_face;
595
596 if (settings.casting_time)
597 casting_time = -1;
531} 598}
532 599
533void object::clone (object *destination) 600void object::clone (object *destination)
534{ 601{
535 *(object_copy *)destination = *(object_copy *)this; 602 *(object_copy *)destination = *this;
536 *(object_pod *)destination = *(object_pod *)this; 603 *(object_pod *)destination = *this;
537 604
538 if (self || cb) 605 if (self || cb)
539 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination)); 606 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} 607}
572 608
573/* 609/*
574 * copy object first frees everything allocated by the second object, 610 * copy object first frees everything allocated by the second object,
575 * and then copies the contends of the first object into the second 611 * and then copies the contends of the first object into the second
576 * object, allocating what needs to be allocated. Basically, any 612 * object, allocating what needs to be allocated. Basically, any
577 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 613 * 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 614 * if the first object is freed, the pointers in the new object
579 * will point at garbage. 615 * will point at garbage.
580 */ 616 */
581 617void
582void copy_object (object *op2, object *op) 618copy_object (object *op2, object *op)
583{ 619{
584 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 620 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
585 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 621 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
586 622
587 op2->clone (op); 623 op2->clone (op);
588 624
625 if (is_freed)
589 if (is_freed) SET_FLAG (op, FLAG_FREED); 626 SET_FLAG (op, FLAG_FREED);
627 if (is_removed)
590 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 628 SET_FLAG (op, FLAG_REMOVED);
591 629
592 if (op2->speed < 0) 630 if (op2->speed < 0)
593 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 631 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
594 632
595 /* Copy over key_values, if any. */ 633 /* Copy over key_values, if any. */
596 if (op2->key_values != NULL) 634 if (op2->key_values)
597 { 635 {
598 key_value *tail = NULL; 636 key_value *tail = 0;
599 key_value *i; 637 key_value *i;
600 638
601 op->key_values = NULL; 639 op->key_values = 0;
602 640
603 for (i = op2->key_values; i != NULL; i = i->next) 641 for (i = op2->key_values; i; i = i->next)
604 { 642 {
605 key_value *new_link = new key_value; 643 key_value *new_link = new key_value;
606 644
607 new_link->next = NULL; 645 new_link->next = 0;
608 new_link->key = i->key; 646 new_link->key = i->key;
609 new_link->value = i->value; 647 new_link->value = i->value;
610 648
611 /* Try and be clever here, too. */ 649 /* Try and be clever here, too. */
612 if (op->key_values == NULL) 650 if (!op->key_values)
613 { 651 {
614 op->key_values = new_link; 652 op->key_values = new_link;
615 tail = new_link; 653 tail = new_link;
616 } 654 }
617 else 655 else
624 662
625 update_ob_speed (op); 663 update_ob_speed (op);
626} 664}
627 665
628/* 666/*
629 * get_object() grabs an object from the list of unused objects, makes
630 * sure it is initialised, and returns it.
631 * If there are no free objects, expand_objects() is called to get more.
632 */
633
634object *get_object ()
635{
636 object *op = new object;
637
638 op->count = ++ob_count;
639
640 op->next = objects;
641
642 if (objects)
643 objects->prev = op;
644
645 objects = op;
646
647 SET_FLAG (op, FLAG_REMOVED);
648
649 op->expmul = 1.0;
650 op->face = blank_face;
651 op->attacked_by_count = -1;
652
653 return op;
654}
655
656/*
657 * If an object with the IS_TURNABLE() flag needs to be turned due 667 * If an object with the IS_TURNABLE() flag needs to be turned due
658 * to the closest player being on the other side, this function can 668 * to the closest player being on the other side, this function can
659 * be called to update the face variable, _and_ how it looks on the map. 669 * be called to update the face variable, _and_ how it looks on the map.
660 */ 670 */
661 671
672void
662void update_turn_face(object *op) { 673update_turn_face (object *op)
674{
663 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 675 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
664 return; 676 return;
665 SET_ANIMATION(op, op->direction); 677 SET_ANIMATION (op, op->direction);
666 update_object(op,UP_OBJ_FACE); 678 update_object (op, UP_OBJ_FACE);
667} 679}
668 680
669/* 681/*
670 * Updates the speed of an object. If the speed changes from 0 to another 682 * Updates the speed of an object. If the speed changes from 0 to another
671 * value, or vice versa, then add/remove the object from the active list. 683 * value, or vice versa, then add/remove the object from the active list.
672 * This function needs to be called whenever the speed of an object changes. 684 * This function needs to be called whenever the speed of an object changes.
673 */ 685 */
674 686void
675void update_ob_speed(object *op) { 687update_ob_speed (object *op)
688{
676 extern int arch_init; 689 extern int arch_init;
677 690
678 /* No reason putting the archetypes objects on the speed list, 691 /* No reason putting the archetypes objects on the speed list,
679 * since they never really need to be updated. 692 * since they never really need to be updated.
680 */ 693 */
681 694
682 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 695 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
696 {
683 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 697 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
684#ifdef MANY_CORES 698#ifdef MANY_CORES
685 abort(); 699 abort ();
686#else 700#else
687 op->speed = 0; 701 op->speed = 0;
688#endif 702#endif
689 } 703 }
704
690 if (arch_init) { 705 if (arch_init)
706 return;
707
708 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
709 {
710 /* If already on active list, don't do anything */
711 if (op->active_next || op->active_prev || op == active_objects)
691 return; 712 return;
692 }
693 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
694 /* If already on active list, don't do anything */
695 if (op->active_next || op->active_prev || op==active_objects)
696 return;
697 713
698 /* process_events() expects us to insert the object at the beginning 714 /* process_events() expects us to insert the object at the beginning
699 * of the list. */ 715 * of the list. */
700 op->active_next = active_objects; 716 op->active_next = active_objects;
717
701 if (op->active_next!=NULL) 718 if (op->active_next != NULL)
702 op->active_next->active_prev = op; 719 op->active_next->active_prev = op;
720
703 active_objects = op; 721 active_objects = op;
722 }
723 else
704 } 724 {
705 else {
706 /* If not on the active list, nothing needs to be done */ 725 /* If not on the active list, nothing needs to be done */
707 if (!op->active_next && !op->active_prev && op!=active_objects) 726 if (!op->active_next && !op->active_prev && op != active_objects)
708 return; 727 return;
709 728
710 if (op->active_prev==NULL) { 729 if (op->active_prev == NULL)
730 {
711 active_objects = op->active_next; 731 active_objects = op->active_next;
732
712 if (op->active_next!=NULL) 733 if (op->active_next != NULL)
713 op->active_next->active_prev = NULL; 734 op->active_next->active_prev = NULL;
735 }
736 else
714 } 737 {
715 else {
716 op->active_prev->active_next = op->active_next; 738 op->active_prev->active_next = op->active_next;
739
717 if (op->active_next) 740 if (op->active_next)
718 op->active_next->active_prev = op->active_prev; 741 op->active_next->active_prev = op->active_prev;
719 } 742 }
743
720 op->active_next = NULL; 744 op->active_next = NULL;
721 op->active_prev = NULL; 745 op->active_prev = NULL;
722 } 746 }
723} 747}
724 748
725/* This function removes object 'op' from the list of active 749/* This function removes object 'op' from the list of active
726 * objects. 750 * objects.
728 * reference maps where you don't want an object that isn't 752 * reference maps where you don't want an object that isn't
729 * in play chewing up cpu time getting processed. 753 * in play chewing up cpu time getting processed.
730 * The reverse of this is to call update_ob_speed, which 754 * The reverse of this is to call update_ob_speed, which
731 * will do the right thing based on the speed of the object. 755 * will do the right thing based on the speed of the object.
732 */ 756 */
757void
733void remove_from_active_list(object *op) 758remove_from_active_list (object *op)
734{ 759{
735 /* If not on the active list, nothing needs to be done */ 760 /* If not on the active list, nothing needs to be done */
736 if (!op->active_next && !op->active_prev && op!=active_objects) 761 if (!op->active_next && !op->active_prev && op != active_objects)
737 return; 762 return;
738 763
739 if (op->active_prev==NULL) { 764 if (op->active_prev == NULL)
765 {
740 active_objects = op->active_next; 766 active_objects = op->active_next;
741 if (op->active_next!=NULL) 767 if (op->active_next != NULL)
742 op->active_next->active_prev = NULL; 768 op->active_next->active_prev = NULL;
769 }
770 else
743 } 771 {
744 else {
745 op->active_prev->active_next = op->active_next; 772 op->active_prev->active_next = op->active_next;
746 if (op->active_next) 773 if (op->active_next)
747 op->active_next->active_prev = op->active_prev; 774 op->active_next->active_prev = op->active_prev;
748 } 775 }
749 op->active_next = NULL; 776 op->active_next = NULL;
750 op->active_prev = NULL; 777 op->active_prev = NULL;
751} 778}
752 779
753/* 780/*
754 * update_object() updates the array which represents the map. 781 * update_object() updates the array which represents the map.
755 * It takes into account invisible objects (and represent squares covered 782 * It takes into account invisible objects (and represent squares covered
770 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 797 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
771 * as that is easier than trying to look at what may have changed. 798 * as that is easier than trying to look at what may have changed.
772 * UP_OBJ_FACE: only the objects face has changed. 799 * UP_OBJ_FACE: only the objects face has changed.
773 */ 800 */
774 801
802void
775void update_object(object *op, int action) { 803update_object (object *op, int action)
804{
776 int update_now=0, flags; 805 int update_now = 0, flags;
777 MoveType move_on, move_off, move_block, move_slow; 806 MoveType move_on, move_off, move_block, move_slow;
778 807
779 if (op == NULL) { 808 if (op == NULL)
809 {
780 /* this should never happen */ 810 /* this should never happen */
781 LOG(llevDebug,"update_object() called for NULL object.\n"); 811 LOG (llevDebug, "update_object() called for NULL object.\n");
782 return; 812 return;
783 }
784 813 }
814
785 if(op->env!=NULL) { 815 if (op->env != NULL)
816 {
786 /* Animation is currently handled by client, so nothing 817 /* Animation is currently handled by client, so nothing
787 * to do in this case. 818 * to do in this case.
788 */ 819 */
789 return; 820 return;
790 } 821 }
791 822
792 /* If the map is saving, don't do anything as everything is 823 /* If the map is saving, don't do anything as everything is
793 * going to get freed anyways. 824 * going to get freed anyways.
794 */ 825 */
795 if (!op->map || op->map->in_memory == MAP_SAVING) return; 826 if (!op->map || op->map->in_memory == MAP_SAVING)
796 827 return;
828
797 /* make sure the object is within map boundaries */ 829 /* make sure the object is within map boundaries */
798 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 830 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
799 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 831 {
800 LOG(llevError,"update_object() called for object out of map!\n"); 832 LOG (llevError, "update_object() called for object out of map!\n");
801#ifdef MANY_CORES 833#ifdef MANY_CORES
802 abort(); 834 abort ();
803#endif 835#endif
804 return; 836 return;
805 }
806 837 }
838
807 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 839 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
808 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 840 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
809 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 841 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
810 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 842 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
811 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 843 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
812 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y); 844 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
813 845
814 if (action == UP_OBJ_INSERT) { 846 if (action == UP_OBJ_INSERT)
847 {
815 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 848 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
816 update_now=1; 849 update_now = 1;
817 850
818 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 851 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
819 update_now=1; 852 update_now = 1;
820 853
821 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 854 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
822 update_now=1; 855 update_now = 1;
823 856
824 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 857 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
825 update_now=1; 858 update_now = 1;
826 859
860 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
861 update_now = 1;
862
827 if ((move_on | op->move_on) != move_on) update_now=1; 863 if ((move_on | op->move_on) != move_on)
864 update_now = 1;
865
828 if ((move_off | op->move_off) != move_off) update_now=1; 866 if ((move_off | op->move_off) != move_off)
867 update_now = 1;
868
829 /* This isn't perfect, but I don't expect a lot of objects to 869 /* This isn't perfect, but I don't expect a lot of objects to
830 * to have move_allow right now. 870 * to have move_allow right now.
831 */ 871 */
832 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 872 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
833 update_now=1; 873 update_now = 1;
874
834 if ((move_slow | op->move_slow) != move_slow) update_now=1; 875 if ((move_slow | op->move_slow) != move_slow)
876 update_now = 1;
835 } 877 }
836 /* if the object is being removed, we can't make intelligent 878 /* if the object is being removed, we can't make intelligent
837 * decisions, because remove_ob can't really pass the object 879 * decisions, because remove_ob can't really pass the object
838 * that is being removed. 880 * that is being removed.
839 */ 881 */
840 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 882 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
841 update_now=1; 883 update_now = 1;
842 } else if (action == UP_OBJ_FACE) { 884 else if (action == UP_OBJ_FACE)
843 /* Nothing to do for that case */ 885 /* Nothing to do for that case */ ;
844 }
845 else { 886 else
846 LOG(llevError,"update_object called with invalid action: %d\n", action); 887 LOG (llevError, "update_object called with invalid action: %d\n", action);
847 }
848 888
849 if (update_now) { 889 if (update_now)
890 {
850 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 891 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
851 update_position(op->map, op->x, op->y); 892 update_position (op->map, op->x, op->y);
852 } 893 }
853 894
854 if(op->more!=NULL) 895 if (op->more != NULL)
855 update_object(op->more, action); 896 update_object (op->more, action);
856} 897}
857 898
899object::vector object::mortals;
900object::vector object::objects; // not yet used
901object *object::first;
902
903void object::free_mortals ()
904{
905 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
906 if ((*i)->refcnt)
907 ++i; // further delay freeing
908 else
909 {
910 delete *i;
911 mortals.erase (i);
912 }
913
914 static int lastmortals = 0;//D
915
916 if (mortals.size() != lastmortals && lastmortals > 100)//D
917 {
918 lastmortals = mortals.size ();//D
919 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
920 }
921}
922
923object::object ()
924{
925 SET_FLAG (this, FLAG_REMOVED);
926
927 expmul = 1.0;
928 face = blank_face;
929}
930
931object::~object ()
932{
933 free_key_values (this);
934}
935
936void object::link ()
937{
938 count = ++ob_count;
939 uuid = gen_uuid ();
940
941 prev = 0;
942 next = object::first;
943
944 if (object::first)
945 object::first->prev = this;
946
947 object::first = this;
948}
949
950void object::unlink ()
951{
952 if (this == object::first)
953 object::first = next;
954
955 /* Remove this object from the list of used objects */
956 if (prev) prev->next = next;
957 if (next) next->prev = prev;
958
959 prev = 0;
960 next = 0;
961}
962
963object *object::create ()
964{
965 object *op = new object;
966 op->link ();
967 return op;
968}
858 969
859/* 970/*
860 * free_object() frees everything allocated by an object, removes 971 * free_object() frees everything allocated by an object, removes
861 * it from the list of used objects, and puts it on the list of 972 * it from the list of used objects, and puts it on the list of
862 * free objects. The IS_FREED() flag is set in the object. 973 * free objects. The IS_FREED() flag is set in the object.
863 * The object must have been removed by remove_ob() first for 974 * The object must have been removed by remove_ob() first for
864 * this function to succeed. 975 * this function to succeed.
865 * 976 *
866 * If free_inventory is set, free inventory as well. Else drop items in 977 * If destroy_inventory is set, free inventory as well. Else drop items in
867 * inventory to the ground. 978 * inventory to the ground.
868 */ 979 */
869 980void object::destroy (bool destroy_inventory)
870void
871free_object (object * ob)
872{ 981{
873 free_object2 (ob, 0);
874}
875
876void
877free_object2 (object * ob, int free_inventory)
878{
879 object *tmp, *op;
880
881 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 982 if (QUERY_FLAG (this, FLAG_FREED))
882 { 983 return;
883 LOG (llevDebug, "Free object called with non removed object\n");
884 dump_object (ob);
885#ifdef MANY_CORES
886 abort ();
887#endif
888 }
889 984
890 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 985 if (QUERY_FLAG (this, FLAG_FRIENDLY))
891 {
892 LOG (llevMonster, "Warning: tried to free friendly object.\n");
893 remove_friendly_object (ob); 986 remove_friendly_object (this);
894 }
895 987
896 if (QUERY_FLAG (ob, FLAG_FREED)) 988 if (!QUERY_FLAG (this, FLAG_REMOVED))
897 { 989 remove_ob (this);
898 dump_object (ob); 990
899 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 991 SET_FLAG (this, FLAG_FREED);
900 return; 992
993 if (more)
901 } 994 {
902 995 more->destroy (destroy_inventory);
903 if (ob->more != NULL) 996 more = 0;
904 { 997 }
905 free_object2 (ob->more, free_inventory);
906 ob->more = NULL;
907 }
908 998
909 if (ob->inv) 999 if (inv)
910 { 1000 {
911 /* Only if the space blocks everything do we not process - 1001 /* Only if the space blocks everything do we not process -
912 * if some form of movement is allowed, let objects 1002 * if some form of movement is allowed, let objects
913 * drop on that space. 1003 * drop on that space.
914 */ 1004 */
915 if (free_inventory || ob->map == NULL 1005 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
916 || ob->map->in_memory != MAP_IN_MEMORY 1006 {
917 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL)) 1007 object *op = inv;
918 {
919 op = ob->inv;
920 1008
921 while (op != NULL) 1009 while (op)
922 { 1010 {
923 tmp = op->below; 1011 object *tmp = op->below;
924 remove_ob (op); 1012 op->destroy (destroy_inventory);
925 free_object2 (op, free_inventory);
926 op = tmp; 1013 op = tmp;
927 } 1014 }
928 } 1015 }
929 else 1016 else
930 { /* Put objects in inventory onto this space */ 1017 { /* Put objects in inventory onto this space */
931 op = ob->inv; 1018 object *op = inv;
932 1019
933 while (op != NULL) 1020 while (op)
934 { 1021 {
935 tmp = op->below; 1022 object *tmp = op->below;
1023
936 remove_ob (op); 1024 remove_ob (op);
937 1025
938 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 1026 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
939 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE 1027 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
940 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1028 free_object (op);
941 free_object (op); 1029 else
942 else 1030 {
943 { 1031 op->x = x;
944 op->x = ob->x; 1032 op->y = y;
945 op->y = ob->y;
946 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */ 1033 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
947 } 1034 }
948 1035
949 op = tmp; 1036 op = tmp;
1037 }
1038 }
950 } 1039 }
951 } 1040
952 } 1041 // clear those pointers that likely might have circular references to us
1042 owner = 0;
1043 enemy = 0;
1044 attacked_by = 0;
1045
1046 // only relevant for players(?), but make sure of it anyways
1047 contr = 0;
953 1048
954 /* Remove object from the active list */ 1049 /* Remove object from the active list */
955 ob->speed = 0; 1050 speed = 0;
956 update_ob_speed (ob); 1051 update_ob_speed (this);
957 1052
958 SET_FLAG (ob, FLAG_FREED); 1053 unlink ();
959 ob->count = 0;
960 1054
961 /* Remove this object from the list of used objects */ 1055 mortals.push_back (this);
962 if (ob->prev == NULL)
963 {
964 objects = ob->next;
965
966 if (objects != NULL)
967 objects->prev = NULL;
968 }
969 else
970 {
971 ob->prev->next = ob->next;
972
973 if (ob->next != NULL)
974 ob->next->prev = ob->prev;
975 }
976
977 free_key_values (ob);
978
979 /* Now link it with the free_objects list: */
980 ob->prev = 0;
981 ob->next = 0;
982
983 delete ob;
984} 1056}
985 1057
986/* 1058/*
987 * sub_weight() recursively (outwards) subtracts a number from the 1059 * sub_weight() recursively (outwards) subtracts a number from the
988 * weight of an object (and what is carried by it's environment(s)). 1060 * weight of an object (and what is carried by it's environment(s)).
989 */ 1061 */
990 1062
1063void
991void sub_weight (object *op, signed long weight) { 1064sub_weight (object *op, signed long weight)
1065{
992 while (op != NULL) { 1066 while (op != NULL)
1067 {
993 if (op->type == CONTAINER) { 1068 if (op->type == CONTAINER)
994 weight=(signed long)(weight*(100-op->stats.Str)/100); 1069 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
995 } 1070
996 op->carrying-=weight; 1071 op->carrying -= weight;
997 op = op->env; 1072 op = op->env;
998 } 1073 }
999} 1074}
1000 1075
1001/* remove_ob(op): 1076/* remove_ob(op):
1002 * This function removes the object op from the linked list of objects 1077 * This function removes the object op from the linked list of objects
1003 * which it is currently tied to. When this function is done, the 1078 * which it is currently tied to. When this function is done, the
1005 * environment, the x and y coordinates will be updated to 1080 * environment, the x and y coordinates will be updated to
1006 * the previous environment. 1081 * the previous environment.
1007 * Beware: This function is called from the editor as well! 1082 * Beware: This function is called from the editor as well!
1008 */ 1083 */
1009 1084
1085void
1010void remove_ob(object *op) { 1086remove_ob (object *op)
1087{
1011 object *tmp,*last=NULL; 1088 object *tmp, *last = 0;
1012 object *otmp; 1089 object *otmp;
1013 tag_t tag; 1090
1014 int check_walk_off; 1091 int check_walk_off;
1015 mapstruct *m; 1092 maptile *m;
1093
1016 sint16 x,y; 1094 sint16 x, y;
1017
1018 1095
1019 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1096 if (QUERY_FLAG (op, FLAG_REMOVED))
1020 dump_object(op); 1097 return;
1021 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1022 1098
1023 /* Changed it to always dump core in this case. As has been learned
1024 * in the past, trying to recover from errors almost always
1025 * make things worse, and this is a real error here - something
1026 * that should not happen.
1027 * Yes, if this was a mission critical app, trying to do something
1028 * to recover may make sense, but that is because failure of the app
1029 * may have other disastrous problems. Cf runs out of a script
1030 * so is easily enough restarted without any real problems.
1031 * MSW 2001-07-01
1032 */
1033 abort();
1034 }
1035 if(op->more!=NULL)
1036 remove_ob(op->more);
1037
1038 SET_FLAG(op, FLAG_REMOVED); 1099 SET_FLAG (op, FLAG_REMOVED);
1039 1100
1101 if (op->more != NULL)
1102 remove_ob (op->more);
1103
1040 /* 1104 /*
1041 * In this case, the object to be removed is in someones 1105 * In this case, the object to be removed is in someones
1042 * inventory. 1106 * inventory.
1043 */ 1107 */
1044 if(op->env!=NULL) { 1108 if (op->env != NULL)
1109 {
1045 if(op->nrof) 1110 if (op->nrof)
1046 sub_weight(op->env, op->weight*op->nrof); 1111 sub_weight (op->env, op->weight * op->nrof);
1047 else 1112 else
1048 sub_weight(op->env, op->weight+op->carrying); 1113 sub_weight (op->env, op->weight + op->carrying);
1049 1114
1050 /* NO_FIX_PLAYER is set when a great many changes are being 1115 /* NO_FIX_PLAYER is set when a great many changes are being
1051 * made to players inventory. If set, avoiding the call 1116 * made to players inventory. If set, avoiding the call
1052 * to save cpu time. 1117 * to save cpu time.
1053 */ 1118 */
1054 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1119 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1055 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1056 fix_player(otmp); 1120 fix_player (otmp);
1057 1121
1058 if(op->above!=NULL) 1122 if (op->above != NULL)
1059 op->above->below=op->below; 1123 op->above->below = op->below;
1060 else 1124 else
1061 op->env->inv=op->below; 1125 op->env->inv = op->below;
1062 1126
1063 if(op->below!=NULL) 1127 if (op->below != NULL)
1064 op->below->above=op->above; 1128 op->below->above = op->above;
1065 1129
1066 /* we set up values so that it could be inserted into 1130 /* we set up values so that it could be inserted into
1067 * the map, but we don't actually do that - it is up 1131 * the map, but we don't actually do that - it is up
1068 * to the caller to decide what we want to do. 1132 * to the caller to decide what we want to do.
1069 */ 1133 */
1070 op->x=op->env->x,op->y=op->env->y; 1134 op->x = op->env->x, op->y = op->env->y;
1071 op->map=op->env->map; 1135 op->map = op->env->map;
1072 op->above=NULL,op->below=NULL; 1136 op->above = NULL, op->below = NULL;
1073 op->env=NULL; 1137 op->env = NULL;
1138 }
1139 else if (op->map)
1140 {
1141 x = op->x;
1142 y = op->y;
1143 m = get_map_from_coord (op->map, &x, &y);
1144
1145 if (!m)
1146 {
1147 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1148 op->map->path, op->x, op->y);
1149 /* in old days, we used to set x and y to 0 and continue.
1150 * it seems if we get into this case, something is probablye
1151 * screwed up and should be fixed.
1152 */
1153 abort ();
1154 }
1155
1156 if (op->map != m)
1157 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1158 op->map->path, m->path, op->x, op->y, x, y);
1159
1160 /* Re did the following section of code - it looks like it had
1161 * lots of logic for things we no longer care about
1162 */
1163
1164 /* link the object above us */
1165 if (op->above)
1166 op->above->below = op->below;
1167 else
1168 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1169
1170 /* Relink the object below us, if there is one */
1171 if (op->below)
1172 op->below->above = op->above;
1173 else
1174 {
1175 /* Nothing below, which means we need to relink map object for this space
1176 * use translated coordinates in case some oddness with map tiling is
1177 * evident
1178 */
1179 if (GET_MAP_OB (m, x, y) != op)
1180 {
1181 dump_object (op);
1182 LOG (llevError,
1183 "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);
1184 dump_object (GET_MAP_OB (m, x, y));
1185 LOG (llevError, "%s\n", errmsg);
1186 }
1187
1188 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1189 }
1190
1191 op->above = 0;
1192 op->below = 0;
1193
1194 if (op->map->in_memory == MAP_SAVING)
1074 return; 1195 return;
1075 }
1076 1196
1077 /* If we get here, we are removing it from a map */
1078 if (op->map == NULL) return;
1079
1080 x = op->x;
1081 y = op->y;
1082 m = get_map_from_coord(op->map, &x, &y);
1083
1084 if (!m) {
1085 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1086 op->map->path, op->x, op->y);
1087 /* in old days, we used to set x and y to 0 and continue.
1088 * it seems if we get into this case, something is probablye
1089 * screwed up and should be fixed.
1090 */
1091 abort();
1092 }
1093 if (op->map != m) {
1094 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1095 op->map->path, m->path, op->x, op->y, x, y);
1096 }
1097
1098 /* Re did the following section of code - it looks like it had
1099 * lots of logic for things we no longer care about
1100 */
1101
1102 /* link the object above us */
1103 if (op->above)
1104 op->above->below=op->below;
1105 else
1106 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1107
1108 /* Relink the object below us, if there is one */
1109 if(op->below) {
1110 op->below->above=op->above;
1111 } else {
1112 /* Nothing below, which means we need to relink map object for this space
1113 * use translated coordinates in case some oddness with map tiling is
1114 * evident
1115 */
1116 if(GET_MAP_OB(m,x,y)!=op) {
1117 dump_object(op);
1118 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);
1119 dump_object(GET_MAP_OB(m,x,y));
1120 LOG(llevError,"%s\n",errmsg);
1121 }
1122 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1123 }
1124 op->above=NULL;
1125 op->below=NULL;
1126
1127 if (op->map->in_memory == MAP_SAVING)
1128 return;
1129
1130 tag = op->count;
1131 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1197 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1198
1132 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1199 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1200 {
1133 /* No point updating the players look faces if he is the object 1201 /* No point updating the players look faces if he is the object
1134 * being removed. 1202 * being removed.
1135 */ 1203 */
1136 1204
1137 if(tmp->type==PLAYER && tmp!=op) { 1205 if (tmp->type == PLAYER && tmp != op)
1206 {
1138 /* If a container that the player is currently using somehow gets 1207 /* If a container that the player is currently using somehow gets
1139 * removed (most likely destroyed), update the player view 1208 * removed (most likely destroyed), update the player view
1140 * appropriately. 1209 * appropriately.
1141 */ 1210 */
1142 if (tmp->container==op) { 1211 if (tmp->container == op)
1212 {
1143 CLEAR_FLAG(op, FLAG_APPLIED); 1213 CLEAR_FLAG (op, FLAG_APPLIED);
1144 tmp->container=NULL; 1214 tmp->container = NULL;
1215 }
1216
1217 tmp->contr->socket.update_look = 1;
1145 } 1218 }
1146 tmp->contr->socket.update_look=1; 1219
1147 }
1148 /* See if player moving off should effect something */ 1220 /* See if player moving off should effect something */
1221 if (check_walk_off
1149 if (check_walk_off && ((op->move_type & tmp->move_off) && 1222 && ((op->move_type & tmp->move_off)
1150 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1223 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1151 1224 {
1152 move_apply(tmp, op, NULL); 1225 move_apply (tmp, op, NULL);
1226
1153 if (was_destroyed (op, tag)) { 1227 if (op->destroyed ())
1154 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1228 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1155 "leaving object\n", &tmp->name, &tmp->arch->name);
1156 } 1229 }
1157 }
1158 1230
1159 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1231 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1160 1232
1161 if(tmp->above == tmp) 1233 if (tmp->above == tmp)
1162 tmp->above = NULL; 1234 tmp->above = NULL;
1235
1163 last=tmp; 1236 last = tmp;
1164 } 1237 }
1238
1165 /* last == NULL of there are no objects on this space */ 1239 /* last == NULL of there are no objects on this space */
1166 if (last==NULL) { 1240 if (last == NULL)
1241 {
1167 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1242 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1168 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1243 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1169 * those out anyways, and if there are any flags set right now, they won't 1244 * those out anyways, and if there are any flags set right now, they won't
1170 * be correct anyways. 1245 * be correct anyways.
1171 */ 1246 */
1172 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1247 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1173 update_position(op->map, op->x, op->y); 1248 update_position (op->map, op->x, op->y);
1174 } 1249 }
1175 else 1250 else
1176 update_object(last, UP_OBJ_REMOVE); 1251 update_object (last, UP_OBJ_REMOVE);
1177 1252
1178 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1253 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1179 update_all_los(op->map, op->x, op->y); 1254 update_all_los (op->map, op->x, op->y);
1180 1255 }
1181} 1256}
1182 1257
1183/* 1258/*
1184 * merge_ob(op,top): 1259 * merge_ob(op,top):
1185 * 1260 *
1186 * This function goes through all objects below and including top, and 1261 * This function goes through all objects below and including top, and
1187 * merges op to the first matching object. 1262 * merges op to the first matching object.
1188 * If top is NULL, it is calculated. 1263 * If top is NULL, it is calculated.
1189 * Returns pointer to object if it succeded in the merge, otherwise NULL 1264 * Returns pointer to object if it succeded in the merge, otherwise NULL
1190 */ 1265 */
1191 1266object *
1192object *merge_ob(object *op, object *top) { 1267merge_ob (object *op, object *top)
1268{
1193 if(!op->nrof) 1269 if (!op->nrof)
1194 return 0; 1270 return 0;
1271
1195 if(top==NULL) 1272 if (top == NULL)
1196 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1273 for (top = op; top != NULL && top->above != NULL; top = top->above);
1274
1197 for(;top!=NULL;top=top->below) { 1275 for (; top != NULL; top = top->below)
1276 {
1198 if(top==op) 1277 if (top == op)
1199 continue; 1278 continue;
1200 if (CAN_MERGE(op,top)) 1279 if (CAN_MERGE (op, top))
1201 { 1280 {
1202 top->nrof+=op->nrof; 1281 top->nrof += op->nrof;
1282
1203/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1283/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1204 op->weight = 0; /* Don't want any adjustements now */ 1284 op->weight = 0; /* Don't want any adjustements now */
1205 remove_ob(op); 1285 remove_ob (op);
1206 free_object(op); 1286 free_object (op);
1207 return top; 1287 return top;
1208 } 1288 }
1209 } 1289 }
1290
1210 return NULL; 1291 return 0;
1211} 1292}
1212 1293
1213/* 1294/*
1214 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1295 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1215 * job preparing multi-part monsters 1296 * job preparing multi-part monsters
1216 */ 1297 */
1298object *
1217object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1299insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1300{
1218 object* tmp; 1301 object *tmp;
1302
1219 if (op->head) 1303 if (op->head)
1220 op=op->head; 1304 op = op->head;
1305
1221 for (tmp=op;tmp;tmp=tmp->more){ 1306 for (tmp = op; tmp; tmp = tmp->more)
1307 {
1222 tmp->x=x+tmp->arch->clone.x; 1308 tmp->x = x + tmp->arch->clone.x;
1223 tmp->y=y+tmp->arch->clone.y; 1309 tmp->y = y + tmp->arch->clone.y;
1224 } 1310 }
1311
1225 return insert_ob_in_map (op, m, originator, flag); 1312 return insert_ob_in_map (op, m, originator, flag);
1226} 1313}
1227 1314
1228/* 1315/*
1229 * insert_ob_in_map (op, map, originator, flag): 1316 * insert_ob_in_map (op, map, originator, flag):
1230 * This function inserts the object in the two-way linked list 1317 * This function inserts the object in the two-way linked list
1244 * new object if 'op' was merged with other object 1331 * new object if 'op' was merged with other object
1245 * NULL if 'op' was destroyed 1332 * NULL if 'op' was destroyed
1246 * just 'op' otherwise 1333 * just 'op' otherwise
1247 */ 1334 */
1248 1335
1336object *
1249object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1337insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1250{ 1338{
1251 object *tmp, *top, *floor=NULL; 1339 object *tmp, *top, *floor = NULL;
1252 sint16 x,y; 1340 sint16 x, y;
1253 1341
1254 if (QUERY_FLAG (op, FLAG_FREED)) { 1342 if (QUERY_FLAG (op, FLAG_FREED))
1343 {
1255 LOG (llevError, "Trying to insert freed object!\n"); 1344 LOG (llevError, "Trying to insert freed object!\n");
1345 return NULL;
1346 }
1347
1348 if (m == NULL)
1349 {
1350 dump_object (op);
1351 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1352 return op;
1353 }
1354
1355 if (out_of_map (m, op->x, op->y))
1356 {
1357 dump_object (op);
1358 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1359#ifdef MANY_CORES
1360 /* Better to catch this here, as otherwise the next use of this object
1361 * is likely to cause a crash. Better to find out where it is getting
1362 * improperly inserted.
1363 */
1364 abort ();
1365#endif
1366 return op;
1367 }
1368
1369 if (!QUERY_FLAG (op, FLAG_REMOVED))
1370 {
1371 dump_object (op);
1372 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1373 return op;
1374 }
1375
1376 if (op->more != NULL)
1377 {
1378 /* The part may be on a different map. */
1379
1380 object *more = op->more;
1381
1382 /* We really need the caller to normalize coordinates - if
1383 * we set the map, that doesn't work if the location is within
1384 * a map and this is straddling an edge. So only if coordinate
1385 * is clear wrong do we normalize it.
1386 */
1387 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1388 more->map = get_map_from_coord (m, &more->x, &more->y);
1389 else if (!more->map)
1390 {
1391 /* For backwards compatibility - when not dealing with tiled maps,
1392 * more->map should always point to the parent.
1393 */
1394 more->map = m;
1395 }
1396
1397 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1398 {
1399 if (!op->head)
1400 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1401
1402 return NULL;
1403 }
1404 }
1405
1406 CLEAR_FLAG (op, FLAG_REMOVED);
1407
1408 /* Ideally, the caller figures this out. However, it complicates a lot
1409 * of areas of callers (eg, anything that uses find_free_spot would now
1410 * need extra work
1411 */
1412 op->map = get_map_from_coord (m, &op->x, &op->y);
1413 x = op->x;
1414 y = op->y;
1415
1416 /* this has to be done after we translate the coordinates.
1417 */
1418 if (op->nrof && !(flag & INS_NO_MERGE))
1419 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1420 if (CAN_MERGE (op, tmp))
1421 {
1422 op->nrof += tmp->nrof;
1423 remove_ob (tmp);
1424 free_object (tmp);
1425 }
1426
1427 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1428 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1429
1430 if (!QUERY_FLAG (op, FLAG_ALIVE))
1431 CLEAR_FLAG (op, FLAG_NO_STEAL);
1432
1433 if (flag & INS_BELOW_ORIGINATOR)
1434 {
1435 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1436 {
1437 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1438 abort ();
1439 }
1440
1441 op->above = originator;
1442 op->below = originator->below;
1443
1444 if (op->below)
1445 op->below->above = op;
1446 else
1447 SET_MAP_OB (op->map, op->x, op->y, op);
1448
1449 /* since *below* originator, no need to update top */
1450 originator->below = op;
1451 }
1452 else
1453 {
1454 /* If there are other objects, then */
1455 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1456 {
1457 object *last = NULL;
1458
1459 /*
1460 * If there are multiple objects on this space, we do some trickier handling.
1461 * We've already dealt with merging if appropriate.
1462 * Generally, we want to put the new object on top. But if
1463 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1464 * floor, we want to insert above that and no further.
1465 * Also, if there are spell objects on this space, we stop processing
1466 * once we get to them. This reduces the need to traverse over all of
1467 * them when adding another one - this saves quite a bit of cpu time
1468 * when lots of spells are cast in one area. Currently, it is presumed
1469 * that flying non pickable objects are spell objects.
1470 */
1471
1472 while (top != NULL)
1473 {
1474 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1475 floor = top;
1476
1477 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1478 {
1479 /* We insert above top, so we want this object below this */
1480 top = top->below;
1481 break;
1482 }
1483
1484 last = top;
1485 top = top->above;
1486 }
1487
1488 /* Don't want top to be NULL, so set it to the last valid object */
1489 top = last;
1490
1491 /* We let update_position deal with figuring out what the space
1492 * looks like instead of lots of conditions here.
1493 * makes things faster, and effectively the same result.
1494 */
1495
1496 /* Have object 'fall below' other objects that block view.
1497 * Unless those objects are exits, type 66
1498 * If INS_ON_TOP is used, don't do this processing
1499 * Need to find the object that in fact blocks view, otherwise
1500 * stacking is a bit odd.
1501 */
1502 if (!(flag & INS_ON_TOP) &&
1503 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1504 {
1505 for (last = top; last != floor; last = last->below)
1506 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1507 break;
1508 /* Check to see if we found the object that blocks view,
1509 * and make sure we have a below pointer for it so that
1510 * we can get inserted below this one, which requires we
1511 * set top to the object below us.
1512 */
1513 if (last && last->below && last != floor)
1514 top = last->below;
1515 }
1516 } /* If objects on this space */
1517
1518 if (flag & INS_MAP_LOAD)
1519 top = GET_MAP_TOP (op->map, op->x, op->y);
1520
1521 if (flag & INS_ABOVE_FLOOR_ONLY)
1522 top = floor;
1523
1524 /* Top is the object that our object (op) is going to get inserted above.
1525 */
1526
1527 /* First object on this space */
1528 if (!top)
1529 {
1530 op->above = GET_MAP_OB (op->map, op->x, op->y);
1531
1532 if (op->above)
1533 op->above->below = op;
1534
1535 op->below = NULL;
1536 SET_MAP_OB (op->map, op->x, op->y, op);
1537 }
1538 else
1539 { /* get inserted into the stack above top */
1540 op->above = top->above;
1541
1542 if (op->above)
1543 op->above->below = op;
1544
1545 op->below = top;
1546 top->above = op;
1547 }
1548
1549 if (op->above == NULL)
1550 SET_MAP_TOP (op->map, op->x, op->y, op);
1551 } /* else not INS_BELOW_ORIGINATOR */
1552
1553 if (op->type == PLAYER)
1554 op->contr->do_los = 1;
1555
1556 /* If we have a floor, we know the player, if any, will be above
1557 * it, so save a few ticks and start from there.
1558 */
1559 if (!(flag & INS_MAP_LOAD))
1560 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1561 if (tmp->type == PLAYER)
1562 tmp->contr->socket.update_look = 1;
1563
1564 /* If this object glows, it may affect lighting conditions that are
1565 * visible to others on this map. But update_all_los is really
1566 * an inefficient way to do this, as it means los for all players
1567 * on the map will get recalculated. The players could very well
1568 * be far away from this change and not affected in any way -
1569 * this should get redone to only look for players within range,
1570 * or just updating the P_NEED_UPDATE for spaces within this area
1571 * of effect may be sufficient.
1572 */
1573 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1574 update_all_los (op->map, op->x, op->y);
1575
1576 /* updates flags (blocked, alive, no magic, etc) for this map space */
1577 update_object (op, UP_OBJ_INSERT);
1578
1579 /* Don't know if moving this to the end will break anything. However,
1580 * we want to have update_look set above before calling this.
1581 *
1582 * check_move_on() must be after this because code called from
1583 * check_move_on() depends on correct map flags (so functions like
1584 * blocked() and wall() work properly), and these flags are updated by
1585 * update_object().
1586 */
1587
1588 /* if this is not the head or flag has been passed, don't check walk on status */
1589 if (!(flag & INS_NO_WALK_ON) && !op->head)
1590 {
1591 if (check_move_on (op, originator))
1256 return NULL; 1592 return NULL;
1257 }
1258 if(m==NULL) {
1259 dump_object(op);
1260 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1261 return op;
1262 }
1263 if(out_of_map(m,op->x,op->y)) {
1264 dump_object(op);
1265 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1266#ifdef MANY_CORES
1267 /* Better to catch this here, as otherwise the next use of this object
1268 * is likely to cause a crash. Better to find out where it is getting
1269 * improperly inserted.
1270 */
1271 abort();
1272#endif
1273 return op;
1274 }
1275 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1276 dump_object(op);
1277 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1278 return op;
1279 }
1280 if(op->more!=NULL) {
1281 /* The part may be on a different map. */
1282 1593
1283 object *more = op->more;
1284
1285 /* We really need the caller to normalize coordinates - if
1286 * we set the map, that doesn't work if the location is within
1287 * a map and this is straddling an edge. So only if coordinate
1288 * is clear wrong do we normalize it.
1289 */
1290 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1291 more->map = get_map_from_coord(m, &more->x, &more->y);
1292 } else if (!more->map) {
1293 /* For backwards compatibility - when not dealing with tiled maps,
1294 * more->map should always point to the parent.
1295 */
1296 more->map = m;
1297 }
1298
1299 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1300 if ( ! op->head)
1301 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1302 return NULL;
1303 }
1304 }
1305 CLEAR_FLAG(op,FLAG_REMOVED);
1306
1307 /* Ideally, the caller figures this out. However, it complicates a lot
1308 * of areas of callers (eg, anything that uses find_free_spot would now
1309 * need extra work
1310 */
1311 op->map=get_map_from_coord(m, &op->x, &op->y);
1312 x = op->x;
1313 y = op->y;
1314
1315 /* this has to be done after we translate the coordinates.
1316 */
1317 if(op->nrof && !(flag & INS_NO_MERGE)) {
1318 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1319 if (CAN_MERGE(op,tmp)) {
1320 op->nrof+=tmp->nrof;
1321 remove_ob(tmp);
1322 free_object(tmp);
1323 }
1324 }
1325
1326 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1327 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1328 if (!QUERY_FLAG(op, FLAG_ALIVE))
1329 CLEAR_FLAG(op, FLAG_NO_STEAL);
1330
1331 if (flag & INS_BELOW_ORIGINATOR) {
1332 if (originator->map != op->map || originator->x != op->x ||
1333 originator->y != op->y) {
1334 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1335 abort();
1336 }
1337 op->above = originator;
1338 op->below = originator->below;
1339 if (op->below) op->below->above = op;
1340 else SET_MAP_OB(op->map, op->x, op->y, op);
1341 /* since *below* originator, no need to update top */
1342 originator->below = op;
1343 } else {
1344 /* If there are other objects, then */
1345 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1346 object *last=NULL;
1347 /*
1348 * If there are multiple objects on this space, we do some trickier handling.
1349 * We've already dealt with merging if appropriate.
1350 * Generally, we want to put the new object on top. But if
1351 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1352 * floor, we want to insert above that and no further.
1353 * Also, if there are spell objects on this space, we stop processing
1354 * once we get to them. This reduces the need to traverse over all of
1355 * them when adding another one - this saves quite a bit of cpu time
1356 * when lots of spells are cast in one area. Currently, it is presumed
1357 * that flying non pickable objects are spell objects.
1358 */
1359
1360 while (top != NULL) {
1361 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1362 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1363 if (QUERY_FLAG(top, FLAG_NO_PICK)
1364 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1365 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1366 {
1367 /* We insert above top, so we want this object below this */
1368 top=top->below;
1369 break;
1370 }
1371 last = top;
1372 top = top->above;
1373 }
1374 /* Don't want top to be NULL, so set it to the last valid object */
1375 top = last;
1376
1377 /* We let update_position deal with figuring out what the space
1378 * looks like instead of lots of conditions here.
1379 * makes things faster, and effectively the same result.
1380 */
1381
1382 /* Have object 'fall below' other objects that block view.
1383 * Unless those objects are exits, type 66
1384 * If INS_ON_TOP is used, don't do this processing
1385 * Need to find the object that in fact blocks view, otherwise
1386 * stacking is a bit odd.
1387 */
1388 if (!(flag & INS_ON_TOP) &&
1389 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1390 (op->face && !op->face->visibility)) {
1391 for (last=top; last != floor; last=last->below)
1392 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1393 /* Check to see if we found the object that blocks view,
1394 * and make sure we have a below pointer for it so that
1395 * we can get inserted below this one, which requires we
1396 * set top to the object below us.
1397 */
1398 if (last && last->below && last != floor) top=last->below;
1399 }
1400 } /* If objects on this space */
1401 if (flag & INS_MAP_LOAD)
1402 top = GET_MAP_TOP(op->map,op->x,op->y);
1403 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1404
1405 /* Top is the object that our object (op) is going to get inserted above.
1406 */
1407
1408 /* First object on this space */
1409 if (!top) {
1410 op->above = GET_MAP_OB(op->map, op->x, op->y);
1411 if (op->above) op->above->below = op;
1412 op->below = NULL;
1413 SET_MAP_OB(op->map, op->x, op->y, op);
1414 } else { /* get inserted into the stack above top */
1415 op->above = top->above;
1416 if (op->above) op->above->below = op;
1417 op->below = top;
1418 top->above = op;
1419 }
1420 if (op->above==NULL)
1421 SET_MAP_TOP(op->map,op->x, op->y, op);
1422 } /* else not INS_BELOW_ORIGINATOR */
1423
1424 if(op->type==PLAYER)
1425 op->contr->do_los=1;
1426
1427 /* If we have a floor, we know the player, if any, will be above
1428 * it, so save a few ticks and start from there.
1429 */
1430 if (!(flag & INS_MAP_LOAD))
1431 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1432 if (tmp->type == PLAYER)
1433 tmp->contr->socket.update_look=1;
1434 }
1435
1436 /* If this object glows, it may affect lighting conditions that are
1437 * visible to others on this map. But update_all_los is really
1438 * an inefficient way to do this, as it means los for all players
1439 * on the map will get recalculated. The players could very well
1440 * be far away from this change and not affected in any way -
1441 * this should get redone to only look for players within range,
1442 * or just updating the P_NEED_UPDATE for spaces within this area
1443 * of effect may be sufficient.
1444 */
1445 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1446 update_all_los(op->map, op->x, op->y);
1447
1448
1449 /* updates flags (blocked, alive, no magic, etc) for this map space */
1450 update_object(op,UP_OBJ_INSERT);
1451
1452
1453 /* Don't know if moving this to the end will break anything. However,
1454 * we want to have update_look set above before calling this.
1455 *
1456 * check_move_on() must be after this because code called from
1457 * check_move_on() depends on correct map flags (so functions like
1458 * blocked() and wall() work properly), and these flags are updated by
1459 * update_object().
1460 */
1461
1462 /* if this is not the head or flag has been passed, don't check walk on status */
1463
1464 if (!(flag & INS_NO_WALK_ON) && !op->head) {
1465 if (check_move_on(op, originator))
1466 return NULL;
1467
1468 /* If we are a multi part object, lets work our way through the check 1594 /* If we are a multi part object, lets work our way through the check
1469 * walk on's. 1595 * walk on's.
1470 */ 1596 */
1471 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1597 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1472 if (check_move_on (tmp, originator)) 1598 if (check_move_on (tmp, originator))
1473 return NULL; 1599 return NULL;
1474 } 1600 }
1601
1475 return op; 1602 return op;
1476} 1603}
1477 1604
1478/* this function inserts an object in the map, but if it 1605/* this function inserts an object in the map, but if it
1479 * finds an object of its own type, it'll remove that one first. 1606 * finds an object of its own type, it'll remove that one first.
1480 * op is the object to insert it under: supplies x and the map. 1607 * op is the object to insert it under: supplies x and the map.
1481 */ 1608 */
1609void
1482void replace_insert_ob_in_map(const char *arch_string, object *op) { 1610replace_insert_ob_in_map (const char *arch_string, object *op)
1611{
1483 object *tmp; 1612 object *
1484 object *tmp1; 1613 tmp;
1614 object *
1615 tmp1;
1485 1616
1486 /* first search for itself and remove any old instances */ 1617 /* first search for itself and remove any old instances */
1487 1618
1488 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1619 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1620 {
1489 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1621 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1622 {
1490 remove_ob(tmp); 1623 remove_ob (tmp);
1491 free_object(tmp); 1624 free_object (tmp);
1492 } 1625 }
1493 } 1626 }
1494 1627
1495 tmp1=arch_to_object(find_archetype(arch_string)); 1628 tmp1 = arch_to_object (archetype::find (arch_string));
1496 1629
1497 1630 tmp1->x = op->x;
1498 tmp1->x = op->x; tmp1->y = op->y; 1631 tmp1->y = op->y;
1499 insert_ob_in_map(tmp1,op->map,op,0); 1632 insert_ob_in_map (tmp1, op->map, op, 0);
1500} 1633}
1501 1634
1502/* 1635/*
1503 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1636 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1504 * is returned contains nr objects, and the remaining parts contains 1637 * is returned contains nr objects, and the remaining parts contains
1505 * the rest (or is removed and freed if that number is 0). 1638 * the rest (or is removed and freed if that number is 0).
1506 * On failure, NULL is returned, and the reason put into the 1639 * On failure, NULL is returned, and the reason put into the
1507 * global static errmsg array. 1640 * global static errmsg array.
1508 */ 1641 */
1509 1642
1643object *
1510object *get_split_ob(object *orig_ob, uint32 nr) { 1644get_split_ob (object *orig_ob, uint32 nr)
1511 object *newob; 1645{
1646 object *
1647 newob;
1648 int
1512 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1649 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1513 1650
1514 if(orig_ob->nrof<nr) { 1651 if (orig_ob->nrof < nr)
1515 sprintf(errmsg,"There are only %d %ss.", 1652 {
1516 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1653 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1517 return NULL; 1654 return NULL;
1518 } 1655 }
1656
1519 newob = object_create_clone(orig_ob); 1657 newob = object_create_clone (orig_ob);
1658
1520 if((orig_ob->nrof-=nr)<1) { 1659 if ((orig_ob->nrof -= nr) < 1)
1660 {
1521 if ( ! is_removed) 1661 if (!is_removed)
1522 remove_ob(orig_ob); 1662 remove_ob (orig_ob);
1523 free_object2(orig_ob, 1); 1663 free_object2 (orig_ob, 1);
1524 } 1664 }
1525 else if ( ! is_removed) { 1665 else if (!is_removed)
1666 {
1526 if(orig_ob->env!=NULL) 1667 if (orig_ob->env != NULL)
1527 sub_weight (orig_ob->env,orig_ob->weight*nr); 1668 sub_weight (orig_ob->env, orig_ob->weight * nr);
1528 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1669 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1670 {
1529 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1671 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1530 LOG(llevDebug,
1531 "Error, Tried to split object whose map is not in memory.\n"); 1672 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1532 return NULL; 1673 return NULL;
1533 } 1674 }
1534 } 1675 }
1676
1535 newob->nrof=nr; 1677 newob->nrof = nr;
1536 1678
1537 return newob; 1679 return newob;
1538} 1680}
1539 1681
1540/* 1682/*
1541 * decrease_ob_nr(object, number) decreases a specified number from 1683 * decrease_ob_nr(object, number) decreases a specified number from
1542 * the amount of an object. If the amount reaches 0, the object 1684 * the amount of an object. If the amount reaches 0, the object
1543 * is subsequently removed and freed. 1685 * is subsequently removed and freed.
1544 * 1686 *
1545 * Return value: 'op' if something is left, NULL if the amount reached 0 1687 * Return value: 'op' if something is left, NULL if the amount reached 0
1546 */ 1688 */
1547 1689
1690object *
1548object *decrease_ob_nr (object *op, uint32 i) 1691decrease_ob_nr (object *op, uint32 i)
1549{ 1692{
1550 object *tmp; 1693 object *tmp;
1551 player *pl; 1694 player *pl;
1552 1695
1553 if (i == 0) /* objects with op->nrof require this check */ 1696 if (i == 0) /* objects with op->nrof require this check */
1554 return op; 1697 return op;
1555 1698
1556 if (i > op->nrof) 1699 if (i > op->nrof)
1557 i = op->nrof; 1700 i = op->nrof;
1558 1701
1559 if (QUERY_FLAG (op, FLAG_REMOVED)) 1702 if (QUERY_FLAG (op, FLAG_REMOVED))
1703 op->nrof -= i;
1704 else if (op->env != NULL)
1705 {
1706 /* is this object in the players inventory, or sub container
1707 * therein?
1708 */
1709 tmp = is_player_inv (op->env);
1710 /* nope. Is this a container the player has opened?
1711 * If so, set tmp to that player.
1712 * IMO, searching through all the players will mostly
1713 * likely be quicker than following op->env to the map,
1714 * and then searching the map for a player.
1715 */
1716 if (!tmp)
1717 {
1718 for (pl = first_player; pl; pl = pl->next)
1719 if (pl->ob->container == op->env)
1720 break;
1721 if (pl)
1722 tmp = pl->ob;
1723 else
1724 tmp = NULL;
1725 }
1726
1727 if (i < op->nrof)
1728 {
1729 sub_weight (op->env, op->weight * i);
1730 op->nrof -= i;
1731 if (tmp)
1732 {
1733 esrv_send_item (tmp, op);
1734 }
1735 }
1736 else
1737 {
1738 remove_ob (op);
1739 op->nrof = 0;
1740 if (tmp)
1741 {
1742 esrv_del_item (tmp->contr, op->count);
1743 }
1744 }
1560 { 1745 }
1746 else
1747 {
1748 object *above = op->above;
1749
1750 if (i < op->nrof)
1561 op->nrof -= i; 1751 op->nrof -= i;
1562 } 1752 else
1563 else if (op->env != NULL)
1564 {
1565 /* is this object in the players inventory, or sub container
1566 * therein?
1567 */
1568 tmp = is_player_inv (op->env);
1569 /* nope. Is this a container the player has opened?
1570 * If so, set tmp to that player.
1571 * IMO, searching through all the players will mostly
1572 * likely be quicker than following op->env to the map,
1573 * and then searching the map for a player.
1574 */
1575 if (!tmp) {
1576 for (pl=first_player; pl; pl=pl->next)
1577 if (pl->ob->container == op->env) break;
1578 if (pl) tmp=pl->ob;
1579 else tmp=NULL;
1580 } 1753 {
1581
1582 if (i < op->nrof) {
1583 sub_weight (op->env, op->weight * i);
1584 op->nrof -= i;
1585 if (tmp) {
1586 esrv_send_item(tmp, op);
1587 }
1588 } else {
1589 remove_ob (op); 1754 remove_ob (op);
1590 op->nrof = 0; 1755 op->nrof = 0;
1591 if (tmp) {
1592 esrv_del_item(tmp->contr, op->count);
1593 } 1756 }
1594 }
1595 }
1596 else
1597 {
1598 object *above = op->above;
1599 1757
1600 if (i < op->nrof) {
1601 op->nrof -= i;
1602 } else {
1603 remove_ob (op);
1604 op->nrof = 0;
1605 }
1606 /* Since we just removed op, op->above is null */ 1758 /* Since we just removed op, op->above is null */
1607 for (tmp = above; tmp != NULL; tmp = tmp->above) 1759 for (tmp = above; tmp != NULL; tmp = tmp->above)
1608 if (tmp->type == PLAYER) { 1760 if (tmp->type == PLAYER)
1761 {
1609 if (op->nrof) 1762 if (op->nrof)
1610 esrv_send_item(tmp, op); 1763 esrv_send_item (tmp, op);
1611 else 1764 else
1612 esrv_del_item(tmp->contr, op->count); 1765 esrv_del_item (tmp->contr, op->count);
1613 } 1766 }
1614 } 1767 }
1615 1768
1616 if (op->nrof) { 1769 if (op->nrof)
1617 return op; 1770 return op;
1618 } else { 1771 else
1772 {
1619 free_object (op); 1773 free_object (op);
1620 return NULL; 1774 return NULL;
1621 } 1775 }
1622} 1776}
1623 1777
1624/* 1778/*
1625 * add_weight(object, weight) adds the specified weight to an object, 1779 * add_weight(object, weight) adds the specified weight to an object,
1626 * and also updates how much the environment(s) is/are carrying. 1780 * and also updates how much the environment(s) is/are carrying.
1627 */ 1781 */
1628 1782
1783void
1629void add_weight (object *op, signed long weight) { 1784add_weight (object *op, signed long weight)
1785{
1630 while (op!=NULL) { 1786 while (op != NULL)
1787 {
1631 if (op->type == CONTAINER) { 1788 if (op->type == CONTAINER)
1632 weight=(signed long)(weight*(100-op->stats.Str)/100); 1789 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1633 } 1790
1634 op->carrying+=weight; 1791 op->carrying += weight;
1635 op=op->env; 1792 op = op->env;
1636 } 1793 }
1637} 1794}
1638 1795
1639/* 1796/*
1640 * insert_ob_in_ob(op,environment): 1797 * insert_ob_in_ob(op,environment):
1641 * This function inserts the object op in the linked list 1798 * This function inserts the object op in the linked list
1648 * 1805 *
1649 * The function returns now pointer to inserted item, and return value can 1806 * The function returns now pointer to inserted item, and return value can
1650 * be != op, if items are merged. -Tero 1807 * be != op, if items are merged. -Tero
1651 */ 1808 */
1652 1809
1810object *
1653object *insert_ob_in_ob(object *op,object *where) { 1811insert_ob_in_ob (object *op, object *where)
1654 object *tmp, *otmp; 1812{
1813 object *
1814 tmp, *
1815 otmp;
1655 1816
1656 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1817 if (!QUERY_FLAG (op, FLAG_REMOVED))
1818 {
1657 dump_object(op); 1819 dump_object (op);
1658 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1820 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1659 return op; 1821 return op;
1660 } 1822 }
1823
1661 if(where==NULL) { 1824 if (where == NULL)
1825 {
1662 dump_object(op); 1826 dump_object (op);
1663 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg); 1827 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1664 return op; 1828 return op;
1665 } 1829 }
1830
1666 if (where->head) { 1831 if (where->head)
1667 LOG(llevDebug, 1832 {
1668 "Warning: Tried to insert object wrong part of multipart object.\n"); 1833 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1669 where = where->head; 1834 where = where->head;
1670 } 1835 }
1836
1671 if (op->more) { 1837 if (op->more)
1838 {
1672 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1839 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1673 &op->name, op->count);
1674 return op; 1840 return op;
1675 } 1841 }
1842
1676 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1843 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1677 CLEAR_FLAG(op, FLAG_REMOVED); 1844 CLEAR_FLAG (op, FLAG_REMOVED);
1678 if(op->nrof) { 1845 if (op->nrof)
1846 {
1679 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1847 for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1680 if ( CAN_MERGE(tmp,op) ) { 1848 if (CAN_MERGE (tmp, op))
1849 {
1681 /* return the original object and remove inserted object 1850 /* return the original object and remove inserted object
1682 (client needs the original object) */ 1851 (client needs the original object) */
1683 tmp->nrof += op->nrof; 1852 tmp->nrof += op->nrof;
1684 /* Weight handling gets pretty funky. Since we are adding to 1853 /* Weight handling gets pretty funky. Since we are adding to
1685 * tmp->nrof, we need to increase the weight. 1854 * tmp->nrof, we need to increase the weight.
1686 */ 1855 */
1687 add_weight (where, op->weight*op->nrof); 1856 add_weight (where, op->weight * op->nrof);
1688 SET_FLAG(op, FLAG_REMOVED); 1857 SET_FLAG (op, FLAG_REMOVED);
1689 free_object(op); /* free the inserted object */ 1858 free_object (op); /* free the inserted object */
1690 op = tmp; 1859 op = tmp;
1691 remove_ob (op); /* and fix old object's links */ 1860 remove_ob (op); /* and fix old object's links */
1692 CLEAR_FLAG(op, FLAG_REMOVED); 1861 CLEAR_FLAG (op, FLAG_REMOVED);
1693 break; 1862 break;
1694 } 1863 }
1695 1864
1696 /* I assume combined objects have no inventory 1865 /* I assume combined objects have no inventory
1697 * We add the weight - this object could have just been removed 1866 * We add the weight - this object could have just been removed
1698 * (if it was possible to merge). calling remove_ob will subtract 1867 * (if it was possible to merge). calling remove_ob will subtract
1699 * the weight, so we need to add it in again, since we actually do 1868 * the weight, so we need to add it in again, since we actually do
1700 * the linking below 1869 * the linking below
1701 */ 1870 */
1702 add_weight (where, op->weight*op->nrof); 1871 add_weight (where, op->weight * op->nrof);
1872 }
1703 } else 1873 else
1704 add_weight (where, (op->weight+op->carrying)); 1874 add_weight (where, (op->weight + op->carrying));
1705 1875
1706 otmp=is_player_inv(where); 1876 otmp = is_player_inv (where);
1707 if (otmp&&otmp->contr!=NULL) { 1877 if (otmp && otmp->contr != NULL)
1878 {
1708 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1879 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1709 fix_player(otmp); 1880 fix_player (otmp);
1710 } 1881 }
1711 1882
1712 op->map=NULL; 1883 op->map = NULL;
1713 op->env=where; 1884 op->env = where;
1714 op->above=NULL; 1885 op->above = NULL;
1715 op->below=NULL; 1886 op->below = NULL;
1716 op->x=0,op->y=0; 1887 op->x = 0, op->y = 0;
1717 1888
1718 /* reset the light list and los of the players on the map */ 1889 /* reset the light list and los of the players on the map */
1719 if((op->glow_radius!=0)&&where->map) 1890 if ((op->glow_radius != 0) && where->map)
1720 { 1891 {
1721#ifdef DEBUG_LIGHTS 1892#ifdef DEBUG_LIGHTS
1722 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1893 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1723 op->name);
1724#endif /* DEBUG_LIGHTS */ 1894#endif /* DEBUG_LIGHTS */
1895 if (MAP_DARKNESS (where->map))
1725 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1896 update_all_los (where->map, where->x, where->y);
1726 } 1897 }
1727 1898
1728 /* Client has no idea of ordering so lets not bother ordering it here. 1899 /* Client has no idea of ordering so lets not bother ordering it here.
1729 * It sure simplifies this function... 1900 * It sure simplifies this function...
1730 */ 1901 */
1731 if (where->inv==NULL) 1902 if (where->inv == NULL)
1732 where->inv=op; 1903 where->inv = op;
1733 else { 1904 else
1905 {
1734 op->below = where->inv; 1906 op->below = where->inv;
1735 op->below->above = op; 1907 op->below->above = op;
1736 where->inv = op; 1908 where->inv = op;
1737 } 1909 }
1738 return op; 1910 return op;
1739} 1911}
1740 1912
1741/* 1913/*
1742 * Checks if any objects has a move_type that matches objects 1914 * Checks if any objects has a move_type that matches objects
1757 * MSW 2001-07-08: Check all objects on space, not just those below 1929 * MSW 2001-07-08: Check all objects on space, not just those below
1758 * object being inserted. insert_ob_in_map may not put new objects 1930 * object being inserted. insert_ob_in_map may not put new objects
1759 * on top. 1931 * on top.
1760 */ 1932 */
1761 1933
1934int
1762int check_move_on (object *op, object *originator) 1935check_move_on (object *op, object *originator)
1763{ 1936{
1764 object *tmp; 1937 object *tmp;
1765 tag_t tag;
1766 mapstruct *m=op->map; 1938 maptile *m = op->map;
1767 int x=op->x, y=op->y; 1939 int x = op->x, y = op->y;
1940
1768 MoveType move_on, move_slow, move_block; 1941 MoveType move_on, move_slow, move_block;
1769 1942
1770 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1943 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1771 return 0; 1944 return 0;
1772 1945
1773 tag = op->count;
1774
1775 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1946 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1776 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1947 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1777 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1948 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1778 1949
1779 /* if nothing on this space will slow op down or be applied, 1950 /* if nothing on this space will slow op down or be applied,
1780 * no need to do checking below. have to make sure move_type 1951 * no need to do checking below. have to make sure move_type
1781 * is set, as lots of objects don't have it set - we treat that 1952 * is set, as lots of objects don't have it set - we treat that
1782 * as walking. 1953 * as walking.
1783 */ 1954 */
1784 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1955 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1785 return 0; 1956 return 0;
1786 1957
1787 /* This is basically inverse logic of that below - basically, 1958 /* This is basically inverse logic of that below - basically,
1788 * if the object can avoid the move on or slow move, they do so, 1959 * if the object can avoid the move on or slow move, they do so,
1789 * but can't do it if the alternate movement they are using is 1960 * but can't do it if the alternate movement they are using is
1790 * blocked. Logic on this seems confusing, but does seem correct. 1961 * blocked. Logic on this seems confusing, but does seem correct.
1791 */ 1962 */
1792 if ((op->move_type & ~move_on & ~move_block) != 0 && 1963 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1793 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1964 return 0;
1794 1965
1795 /* The objects have to be checked from top to bottom. 1966 /* The objects have to be checked from top to bottom.
1796 * Hence, we first go to the top: 1967 * Hence, we first go to the top:
1797 */ 1968 */
1798 1969
1799 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1970 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1800 tmp->above!=NULL; tmp=tmp->above) { 1971 {
1801 /* Trim the search when we find the first other spell effect 1972 /* Trim the search when we find the first other spell effect
1802 * this helps performance so that if a space has 50 spell objects, 1973 * this helps performance so that if a space has 50 spell objects,
1803 * we don't need to check all of them. 1974 * we don't need to check all of them.
1804 */ 1975 */
1805 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1976 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1977 break;
1978 }
1979
1980 for (; tmp; tmp = tmp->below)
1806 } 1981 {
1807 for(;tmp!=NULL; tmp=tmp->below) { 1982 if (tmp == op)
1808 if (tmp == op) continue; /* Can't apply yourself */ 1983 continue; /* Can't apply yourself */
1809 1984
1810 /* Check to see if one of the movement types should be slowed down. 1985 /* Check to see if one of the movement types should be slowed down.
1811 * Second check makes sure that the movement types not being slowed 1986 * Second check makes sure that the movement types not being slowed
1812 * (~slow_move) is not blocked on this space - just because the 1987 * (~slow_move) is not blocked on this space - just because the
1813 * space doesn't slow down swimming (for example), if you can't actually 1988 * space doesn't slow down swimming (for example), if you can't actually
1814 * swim on that space, can't use it to avoid the penalty. 1989 * swim on that space, can't use it to avoid the penalty.
1815 */ 1990 */
1816 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1991 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1992 {
1817 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1993 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1818 ((op->move_type & tmp->move_slow) &&
1819 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1994 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1995 {
1820 1996
1821 float diff; 1997 float
1822
1823 diff = tmp->move_slow_penalty*FABS(op->speed); 1998 diff = tmp->move_slow_penalty * FABS (op->speed);
1999
1824 if (op->type == PLAYER) { 2000 if (op->type == PLAYER)
1825 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 2001 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1826 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 2002 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1827 diff /= 4.0; 2003 diff /= 4.0;
1828 } 2004
1829 }
1830 op->speed_left -= diff; 2005 op->speed_left -= diff;
1831 } 2006 }
1832 } 2007 }
1833 2008
1834 /* Basically same logic as above, except now for actual apply. */ 2009 /* Basically same logic as above, except now for actual apply. */
1835 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 2010 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1836 ((op->move_type & tmp->move_on) &&
1837 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 2011 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1838 2012 {
1839 move_apply(tmp, op, originator); 2013 move_apply (tmp, op, originator);
2014
1840 if (was_destroyed (op, tag)) 2015 if (op->destroyed ())
1841 return 1; 2016 return 1;
1842 2017
1843 /* what the person/creature stepped onto has moved the object 2018 /* what the person/creature stepped onto has moved the object
1844 * someplace new. Don't process any further - if we did, 2019 * someplace new. Don't process any further - if we did,
1845 * have a feeling strange problems would result. 2020 * have a feeling strange problems would result.
1846 */ 2021 */
1847 if (op->map != m || op->x != x || op->y != y) return 0; 2022 if (op->map != m || op->x != x || op->y != y)
2023 return 0;
1848 } 2024 }
1849 } 2025 }
2026
1850 return 0; 2027 return 0;
1851} 2028}
1852 2029
1853/* 2030/*
1854 * present_arch(arch, map, x, y) searches for any objects with 2031 * present_arch(arch, map, x, y) searches for any objects with
1855 * a matching archetype at the given map and coordinates. 2032 * a matching archetype at the given map and coordinates.
1856 * The first matching object is returned, or NULL if none. 2033 * The first matching object is returned, or NULL if none.
1857 */ 2034 */
1858 2035
2036object *
1859object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 2037present_arch (const archetype *at, maptile *m, int x, int y)
2038{
1860 object *tmp; 2039 object *
2040 tmp;
2041
1861 if(m==NULL || out_of_map(m,x,y)) { 2042 if (m == NULL || out_of_map (m, x, y))
2043 {
1862 LOG(llevError,"Present_arch called outside map.\n"); 2044 LOG (llevError, "Present_arch called outside map.\n");
1863 return NULL; 2045 return NULL;
1864 } 2046 }
1865 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 2047 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1866 if(tmp->arch == at) 2048 if (tmp->arch == at)
1867 return tmp; 2049 return tmp;
1868 return NULL; 2050 return NULL;
1869} 2051}
1870 2052
1871/* 2053/*
1872 * present(type, map, x, y) searches for any objects with 2054 * present(type, map, x, y) searches for any objects with
1873 * a matching type variable at the given map and coordinates. 2055 * a matching type variable at the given map and coordinates.
1874 * The first matching object is returned, or NULL if none. 2056 * The first matching object is returned, or NULL if none.
1875 */ 2057 */
1876 2058
2059object *
1877object *present(unsigned char type,mapstruct *m, int x,int y) { 2060present (unsigned char type, maptile *m, int x, int y)
2061{
1878 object *tmp; 2062 object *
2063 tmp;
2064
1879 if(out_of_map(m,x,y)) { 2065 if (out_of_map (m, x, y))
2066 {
1880 LOG(llevError,"Present called outside map.\n"); 2067 LOG (llevError, "Present called outside map.\n");
1881 return NULL; 2068 return NULL;
1882 } 2069 }
1883 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 2070 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1884 if(tmp->type==type) 2071 if (tmp->type == type)
1885 return tmp; 2072 return tmp;
1886 return NULL; 2073 return NULL;
1887} 2074}
1888 2075
1889/* 2076/*
1890 * present_in_ob(type, object) searches for any objects with 2077 * present_in_ob(type, object) searches for any objects with
1891 * a matching type variable in the inventory of the given object. 2078 * a matching type variable in the inventory of the given object.
1892 * The first matching object is returned, or NULL if none. 2079 * The first matching object is returned, or NULL if none.
1893 */ 2080 */
1894 2081
2082object *
1895object *present_in_ob(unsigned char type, const object *op) { 2083present_in_ob (unsigned char type, const object *op)
2084{
1896 object *tmp; 2085 object *
2086 tmp;
2087
1897 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2088 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1898 if(tmp->type==type) 2089 if (tmp->type == type)
1899 return tmp; 2090 return tmp;
1900 return NULL; 2091 return NULL;
1901} 2092}
1902 2093
1903/* 2094/*
1913 * the object name, not the archetype name. this is so that the 2104 * the object name, not the archetype name. this is so that the
1914 * spell code can use one object type (force), but change it's name 2105 * spell code can use one object type (force), but change it's name
1915 * to be unique. 2106 * to be unique.
1916 */ 2107 */
1917 2108
2109object *
1918object *present_in_ob_by_name(int type, const char *str, const object *op) { 2110present_in_ob_by_name (int type, const char *str, const object *op)
2111{
1919 object *tmp; 2112 object *
2113 tmp;
1920 2114
1921 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2115 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2116 {
1922 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2117 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1923 return tmp; 2118 return tmp;
1924 } 2119 }
1925 return NULL; 2120 return NULL;
1926} 2121}
1927 2122
1928/* 2123/*
1929 * present_arch_in_ob(archetype, object) searches for any objects with 2124 * present_arch_in_ob(archetype, object) searches for any objects with
1930 * a matching archetype in the inventory of the given object. 2125 * a matching archetype in the inventory of the given object.
1931 * The first matching object is returned, or NULL if none. 2126 * The first matching object is returned, or NULL if none.
1932 */ 2127 */
1933 2128
2129object *
1934object *present_arch_in_ob(const archetype *at, const object *op) { 2130present_arch_in_ob (const archetype *at, const object *op)
2131{
1935 object *tmp; 2132 object *
2133 tmp;
2134
1936 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2135 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1937 if( tmp->arch == at) 2136 if (tmp->arch == at)
1938 return tmp; 2137 return tmp;
1939 return NULL; 2138 return NULL;
1940} 2139}
1941 2140
1942/* 2141/*
1943 * activate recursively a flag on an object inventory 2142 * activate recursively a flag on an object inventory
1944 */ 2143 */
2144void
1945void flag_inv(object*op, int flag){ 2145flag_inv (object *op, int flag)
2146{
1946 object *tmp; 2147 object *
2148 tmp;
2149
1947 if(op->inv) 2150 if (op->inv)
1948 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2151 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2152 {
1949 SET_FLAG(tmp, flag); 2153 SET_FLAG (tmp, flag);
1950 flag_inv(tmp,flag); 2154 flag_inv (tmp, flag);
1951 } 2155 }
1952}/* 2156} /*
1953 * desactivate recursively a flag on an object inventory 2157 * desactivate recursively a flag on an object inventory
1954 */ 2158 */
2159void
1955void unflag_inv(object*op, int flag){ 2160unflag_inv (object *op, int flag)
2161{
1956 object *tmp; 2162 object *
2163 tmp;
2164
1957 if(op->inv) 2165 if (op->inv)
1958 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2166 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2167 {
1959 CLEAR_FLAG(tmp, flag); 2168 CLEAR_FLAG (tmp, flag);
1960 unflag_inv(tmp,flag); 2169 unflag_inv (tmp, flag);
1961 } 2170 }
1962} 2171}
1963 2172
1964/* 2173/*
1965 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2174 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1966 * all it's inventory (recursively). 2175 * all it's inventory (recursively).
1967 * If checksums are used, a player will get set_cheat called for 2176 * If checksums are used, a player will get set_cheat called for
1968 * him/her-self and all object carried by a call to this function. 2177 * him/her-self and all object carried by a call to this function.
1969 */ 2178 */
1970 2179
2180void
1971void set_cheat(object *op) { 2181set_cheat (object *op)
2182{
1972 SET_FLAG(op, FLAG_WAS_WIZ); 2183 SET_FLAG (op, FLAG_WAS_WIZ);
1973 flag_inv(op, FLAG_WAS_WIZ); 2184 flag_inv (op, FLAG_WAS_WIZ);
1974} 2185}
1975 2186
1976/* 2187/*
1977 * find_free_spot(object, map, x, y, start, stop) will search for 2188 * find_free_spot(object, map, x, y, start, stop) will search for
1978 * a spot at the given map and coordinates which will be able to contain 2189 * a spot at the given map and coordinates which will be able to contain
1993 * to know if the space in question will block the object. We can't use 2204 * to know if the space in question will block the object. We can't use
1994 * the archetype because that isn't correct if the monster has been 2205 * the archetype because that isn't correct if the monster has been
1995 * customized, changed states, etc. 2206 * customized, changed states, etc.
1996 */ 2207 */
1997 2208
2209int
1998int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2210find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2211{
2212 int
2213 i,
1999 int i,index=0, flag; 2214 index = 0, flag;
2215 static int
2000 static int altern[SIZEOFFREE]; 2216 altern[SIZEOFFREE];
2001 2217
2002 for(i=start;i<stop;i++) { 2218 for (i = start; i < stop; i++)
2219 {
2003 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2220 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2004 if(!flag) 2221 if (!flag)
2005 altern[index++]=i; 2222 altern[index++] = i;
2006 2223
2007 /* Basically, if we find a wall on a space, we cut down the search size. 2224 /* Basically, if we find a wall on a space, we cut down the search size.
2008 * In this way, we won't return spaces that are on another side of a wall. 2225 * In this way, we won't return spaces that are on another side of a wall.
2009 * This mostly work, but it cuts down the search size in all directions - 2226 * This mostly work, but it cuts down the search size in all directions -
2010 * if the space being examined only has a wall to the north and empty 2227 * if the space being examined only has a wall to the north and empty
2011 * spaces in all the other directions, this will reduce the search space 2228 * spaces in all the other directions, this will reduce the search space
2012 * to only the spaces immediately surrounding the target area, and 2229 * to only the spaces immediately surrounding the target area, and
2013 * won't look 2 spaces south of the target space. 2230 * won't look 2 spaces south of the target space.
2014 */ 2231 */
2015 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2232 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2016 stop=maxfree[i]; 2233 stop = maxfree[i];
2017 } 2234 }
2018 if(!index) return -1; 2235 if (!index)
2236 return -1;
2019 return altern[RANDOM()%index]; 2237 return altern[RANDOM () % index];
2020} 2238}
2021 2239
2022/* 2240/*
2023 * find_first_free_spot(archetype, mapstruct, x, y) works like 2241 * find_first_free_spot(archetype, maptile, x, y) works like
2024 * find_free_spot(), but it will search max number of squares. 2242 * find_free_spot(), but it will search max number of squares.
2025 * But it will return the first available spot, not a random choice. 2243 * But it will return the first available spot, not a random choice.
2026 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2244 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2027 */ 2245 */
2028 2246
2247int
2029int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2248find_first_free_spot (const object *ob, maptile *m, int x, int y)
2249{
2250 int
2030 int i; 2251 i;
2252
2031 for(i=0;i<SIZEOFFREE;i++) { 2253 for (i = 0; i < SIZEOFFREE; i++)
2254 {
2032 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2255 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2033 return i; 2256 return i;
2034 } 2257 }
2035 return -1; 2258 return -1;
2036} 2259}
2037 2260
2038/* 2261/*
2039 * The function permute(arr, begin, end) randomly reorders the array 2262 * The function permute(arr, begin, end) randomly reorders the array
2040 * arr[begin..end-1]. 2263 * arr[begin..end-1].
2041 */ 2264 */
2265static void
2042static void permute(int *arr, int begin, int end) 2266permute (int *arr, int begin, int end)
2043{ 2267{
2044 int i, j, tmp, len; 2268 int
2269 i,
2270 j,
2271 tmp,
2272 len;
2045 2273
2046 len = end-begin; 2274 len = end - begin;
2047 for(i = begin; i < end; i++) 2275 for (i = begin; i < end; i++)
2048 { 2276 {
2049 j = begin+RANDOM()%len; 2277 j = begin + RANDOM () % len;
2050 2278
2051 tmp = arr[i]; 2279 tmp = arr[i];
2052 arr[i] = arr[j]; 2280 arr[i] = arr[j];
2053 arr[j] = tmp; 2281 arr[j] = tmp;
2054 } 2282 }
2055} 2283}
2056 2284
2057/* new function to make monster searching more efficient, and effective! 2285/* new function to make monster searching more efficient, and effective!
2058 * This basically returns a randomized array (in the passed pointer) of 2286 * This basically returns a randomized array (in the passed pointer) of
2059 * the spaces to find monsters. In this way, it won't always look for 2287 * the spaces to find monsters. In this way, it won't always look for
2060 * monsters to the north first. However, the size of the array passed 2288 * monsters to the north first. However, the size of the array passed
2061 * covers all the spaces, so within that size, all the spaces within 2289 * covers all the spaces, so within that size, all the spaces within
2062 * the 3x3 area will be searched, just not in a predictable order. 2290 * the 3x3 area will be searched, just not in a predictable order.
2063 */ 2291 */
2292void
2064void get_search_arr(int *search_arr) 2293get_search_arr (int *search_arr)
2065{ 2294{
2295 int
2066 int i; 2296 i;
2067 2297
2068 for(i = 0; i < SIZEOFFREE; i++) 2298 for (i = 0; i < SIZEOFFREE; i++)
2069 { 2299 {
2070 search_arr[i] = i; 2300 search_arr[i] = i;
2071 } 2301 }
2072 2302
2073 permute(search_arr, 1, SIZEOFFREE1+1); 2303 permute (search_arr, 1, SIZEOFFREE1 + 1);
2074 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2304 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2075 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2305 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2076} 2306}
2077 2307
2078/* 2308/*
2079 * find_dir(map, x, y, exclude) will search some close squares in the 2309 * find_dir(map, x, y, exclude) will search some close squares in the
2080 * given map at the given coordinates for live objects. 2310 * given map at the given coordinates for live objects.
2086 * is actually want is going to try and move there. We need this info 2316 * is actually want is going to try and move there. We need this info
2087 * because we have to know what movement the thing looking to move 2317 * because we have to know what movement the thing looking to move
2088 * there is capable of. 2318 * there is capable of.
2089 */ 2319 */
2090 2320
2321int
2091int find_dir(mapstruct *m, int x, int y, object *exclude) { 2322find_dir (maptile *m, int x, int y, object *exclude)
2323{
2324 int
2325 i,
2092 int i,max=SIZEOFFREE, mflags; 2326 max = SIZEOFFREE, mflags;
2327
2093 sint16 nx, ny; 2328 sint16 nx, ny;
2094 object *tmp; 2329 object *
2095 mapstruct *mp; 2330 tmp;
2331 maptile *
2332 mp;
2333
2096 MoveType blocked, move_type; 2334 MoveType blocked, move_type;
2097 2335
2098 if (exclude && exclude->head) { 2336 if (exclude && exclude->head)
2337 {
2099 exclude = exclude->head; 2338 exclude = exclude->head;
2100 move_type = exclude->move_type; 2339 move_type = exclude->move_type;
2101 } else { 2340 }
2341 else
2342 {
2102 /* If we don't have anything, presume it can use all movement types. */ 2343 /* If we don't have anything, presume it can use all movement types. */
2103 move_type=MOVE_ALL; 2344 move_type = MOVE_ALL;
2345 }
2346
2347 for (i = 1; i < max; i++)
2104 } 2348 {
2105
2106 for(i=1;i<max;i++) {
2107 mp = m; 2349 mp = m;
2108 nx = x + freearr_x[i]; 2350 nx = x + freearr_x[i];
2109 ny = y + freearr_y[i]; 2351 ny = y + freearr_y[i];
2110 2352
2111 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2353 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2112 if (mflags & P_OUT_OF_MAP) { 2354 if (mflags & P_OUT_OF_MAP)
2355 {
2113 max = maxfree[i]; 2356 max = maxfree[i];
2357 }
2114 } else { 2358 else
2359 {
2115 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2360 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2116 2361
2117 if ((move_type & blocked) == move_type) { 2362 if ((move_type & blocked) == move_type)
2363 {
2118 max=maxfree[i]; 2364 max = maxfree[i];
2365 }
2119 } else if (mflags & P_IS_ALIVE) { 2366 else if (mflags & P_IS_ALIVE)
2367 {
2120 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2368 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2121 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2369 {
2122 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2370 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2371 {
2123 break; 2372 break;
2124 } 2373 }
2125 } 2374 }
2126 if(tmp) { 2375 if (tmp)
2376 {
2127 return freedir[i]; 2377 return freedir[i];
2128 } 2378 }
2129 } 2379 }
2130 } 2380 }
2131 } 2381 }
2132 return 0; 2382 return 0;
2133} 2383}
2134 2384
2135/* 2385/*
2136 * distance(object 1, object 2) will return the square of the 2386 * distance(object 1, object 2) will return the square of the
2137 * distance between the two given objects. 2387 * distance between the two given objects.
2138 */ 2388 */
2139 2389
2390int
2140int distance(const object *ob1, const object *ob2) { 2391distance (const object *ob1, const object *ob2)
2392{
2141 int i; 2393 int
2142 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2394 i;
2143 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2395
2396 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2144 return i; 2397 return i;
2145} 2398}
2146 2399
2147/* 2400/*
2148 * find_dir_2(delta-x,delta-y) will return a direction in which 2401 * find_dir_2(delta-x,delta-y) will return a direction in which
2149 * an object which has subtracted the x and y coordinates of another 2402 * an object which has subtracted the x and y coordinates of another
2150 * object, needs to travel toward it. 2403 * object, needs to travel toward it.
2151 */ 2404 */
2152 2405
2406int
2153int find_dir_2(int x, int y) { 2407find_dir_2 (int x, int y)
2408{
2154 int q; 2409 int
2410 q;
2155 2411
2156 if(y) 2412 if (y)
2157 q=x*100/y; 2413 q = x * 100 / y;
2158 else if (x) 2414 else if (x)
2159 q= -300*x; 2415 q = -300 * x;
2160 else 2416 else
2161 return 0; 2417 return 0;
2162 2418
2163 if(y>0) { 2419 if (y > 0)
2420 {
2164 if(q < -242) 2421 if (q < -242)
2165 return 3 ; 2422 return 3;
2166 if (q < -41) 2423 if (q < -41)
2167 return 2 ; 2424 return 2;
2168 if (q < 41) 2425 if (q < 41)
2169 return 1 ; 2426 return 1;
2170 if (q < 242) 2427 if (q < 242)
2171 return 8 ; 2428 return 8;
2172 return 7 ; 2429 return 7;
2173 } 2430 }
2174 2431
2175 if (q < -242) 2432 if (q < -242)
2176 return 7 ; 2433 return 7;
2177 if (q < -41) 2434 if (q < -41)
2178 return 6 ; 2435 return 6;
2179 if (q < 41) 2436 if (q < 41)
2180 return 5 ; 2437 return 5;
2181 if (q < 242) 2438 if (q < 242)
2182 return 4 ; 2439 return 4;
2183 2440
2184 return 3 ; 2441 return 3;
2185} 2442}
2186 2443
2187/* 2444/*
2188 * absdir(int): Returns a number between 1 and 8, which represent 2445 * absdir(int): Returns a number between 1 and 8, which represent
2189 * the "absolute" direction of a number (it actually takes care of 2446 * the "absolute" direction of a number (it actually takes care of
2190 * "overflow" in previous calculations of a direction). 2447 * "overflow" in previous calculations of a direction).
2191 */ 2448 */
2192 2449
2450int
2193int absdir(int d) { 2451absdir (int d)
2194 while(d<1) d+=8; 2452{
2195 while(d>8) d-=8; 2453 while (d < 1)
2454 d += 8;
2455 while (d > 8)
2456 d -= 8;
2196 return d; 2457 return d;
2197} 2458}
2198 2459
2199/* 2460/*
2200 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2461 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2201 * between two directions (which are expected to be absolute (see absdir()) 2462 * between two directions (which are expected to be absolute (see absdir())
2202 */ 2463 */
2203 2464
2465int
2204int dirdiff(int dir1, int dir2) { 2466dirdiff (int dir1, int dir2)
2467{
2205 int d; 2468 int
2469 d;
2470
2206 d = abs(dir1 - dir2); 2471 d = abs (dir1 - dir2);
2207 if(d>4) 2472 if (d > 4)
2208 d = 8 - d; 2473 d = 8 - d;
2209 return d; 2474 return d;
2210} 2475}
2211 2476
2212/* peterm: 2477/* peterm:
2217 * direction 4, 14, or 16 to get back to where we are. 2482 * direction 4, 14, or 16 to get back to where we are.
2218 * Moved from spell_util.c to object.c with the other related direction 2483 * Moved from spell_util.c to object.c with the other related direction
2219 * functions. 2484 * functions.
2220 */ 2485 */
2221 2486
2487int
2222int reduction_dir[SIZEOFFREE][3] = { 2488 reduction_dir[SIZEOFFREE][3] = {
2223 {0,0,0}, /* 0 */ 2489 {0, 0, 0}, /* 0 */
2224 {0,0,0}, /* 1 */ 2490 {0, 0, 0}, /* 1 */
2225 {0,0,0}, /* 2 */ 2491 {0, 0, 0}, /* 2 */
2226 {0,0,0}, /* 3 */ 2492 {0, 0, 0}, /* 3 */
2227 {0,0,0}, /* 4 */ 2493 {0, 0, 0}, /* 4 */
2228 {0,0,0}, /* 5 */ 2494 {0, 0, 0}, /* 5 */
2229 {0,0,0}, /* 6 */ 2495 {0, 0, 0}, /* 6 */
2230 {0,0,0}, /* 7 */ 2496 {0, 0, 0}, /* 7 */
2231 {0,0,0}, /* 8 */ 2497 {0, 0, 0}, /* 8 */
2232 {8,1,2}, /* 9 */ 2498 {8, 1, 2}, /* 9 */
2233 {1,2,-1}, /* 10 */ 2499 {1, 2, -1}, /* 10 */
2234 {2,10,12}, /* 11 */ 2500 {2, 10, 12}, /* 11 */
2235 {2,3,-1}, /* 12 */ 2501 {2, 3, -1}, /* 12 */
2236 {2,3,4}, /* 13 */ 2502 {2, 3, 4}, /* 13 */
2237 {3,4,-1}, /* 14 */ 2503 {3, 4, -1}, /* 14 */
2238 {4,14,16}, /* 15 */ 2504 {4, 14, 16}, /* 15 */
2239 {5,4,-1}, /* 16 */ 2505 {5, 4, -1}, /* 16 */
2240 {4,5,6}, /* 17 */ 2506 {4, 5, 6}, /* 17 */
2241 {6,5,-1}, /* 18 */ 2507 {6, 5, -1}, /* 18 */
2242 {6,20,18}, /* 19 */ 2508 {6, 20, 18}, /* 19 */
2243 {7,6,-1}, /* 20 */ 2509 {7, 6, -1}, /* 20 */
2244 {6,7,8}, /* 21 */ 2510 {6, 7, 8}, /* 21 */
2245 {7,8,-1}, /* 22 */ 2511 {7, 8, -1}, /* 22 */
2246 {8,22,24}, /* 23 */ 2512 {8, 22, 24}, /* 23 */
2247 {8,1,-1}, /* 24 */ 2513 {8, 1, -1}, /* 24 */
2248 {24,9,10}, /* 25 */ 2514 {24, 9, 10}, /* 25 */
2249 {9,10,-1}, /* 26 */ 2515 {9, 10, -1}, /* 26 */
2250 {10,11,-1}, /* 27 */ 2516 {10, 11, -1}, /* 27 */
2251 {27,11,29}, /* 28 */ 2517 {27, 11, 29}, /* 28 */
2252 {11,12,-1}, /* 29 */ 2518 {11, 12, -1}, /* 29 */
2253 {12,13,-1}, /* 30 */ 2519 {12, 13, -1}, /* 30 */
2254 {12,13,14}, /* 31 */ 2520 {12, 13, 14}, /* 31 */
2255 {13,14,-1}, /* 32 */ 2521 {13, 14, -1}, /* 32 */
2256 {14,15,-1}, /* 33 */ 2522 {14, 15, -1}, /* 33 */
2257 {33,15,35}, /* 34 */ 2523 {33, 15, 35}, /* 34 */
2258 {16,15,-1}, /* 35 */ 2524 {16, 15, -1}, /* 35 */
2259 {17,16,-1}, /* 36 */ 2525 {17, 16, -1}, /* 36 */
2260 {18,17,16}, /* 37 */ 2526 {18, 17, 16}, /* 37 */
2261 {18,17,-1}, /* 38 */ 2527 {18, 17, -1}, /* 38 */
2262 {18,19,-1}, /* 39 */ 2528 {18, 19, -1}, /* 39 */
2263 {41,19,39}, /* 40 */ 2529 {41, 19, 39}, /* 40 */
2264 {19,20,-1}, /* 41 */ 2530 {19, 20, -1}, /* 41 */
2265 {20,21,-1}, /* 42 */ 2531 {20, 21, -1}, /* 42 */
2266 {20,21,22}, /* 43 */ 2532 {20, 21, 22}, /* 43 */
2267 {21,22,-1}, /* 44 */ 2533 {21, 22, -1}, /* 44 */
2268 {23,22,-1}, /* 45 */ 2534 {23, 22, -1}, /* 45 */
2269 {45,47,23}, /* 46 */ 2535 {45, 47, 23}, /* 46 */
2270 {23,24,-1}, /* 47 */ 2536 {23, 24, -1}, /* 47 */
2271 {24,9,-1}}; /* 48 */ 2537 {24, 9, -1}
2538}; /* 48 */
2272 2539
2273/* Recursive routine to step back and see if we can 2540/* Recursive routine to step back and see if we can
2274 * find a path to that monster that we found. If not, 2541 * find a path to that monster that we found. If not,
2275 * we don't bother going toward it. Returns 1 if we 2542 * we don't bother going toward it. Returns 1 if we
2276 * can see a direct way to get it 2543 * can see a direct way to get it
2277 * Modified to be map tile aware -.MSW 2544 * Modified to be map tile aware -.MSW
2278 */ 2545 */
2279
2280 2546
2547
2548int
2281int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2549can_see_monsterP (maptile *m, int x, int y, int dir)
2550{
2282 sint16 dx, dy; 2551 sint16 dx, dy;
2552 int
2283 int mflags; 2553 mflags;
2284 2554
2555 if (dir < 0)
2285 if(dir<0) return 0; /* exit condition: invalid direction */ 2556 return 0; /* exit condition: invalid direction */
2286 2557
2287 dx = x + freearr_x[dir]; 2558 dx = x + freearr_x[dir];
2288 dy = y + freearr_y[dir]; 2559 dy = y + freearr_y[dir];
2289 2560
2290 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2561 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2291 2562
2292 /* This functional arguably was incorrect before - it was 2563 /* This functional arguably was incorrect before - it was
2293 * checking for P_WALL - that was basically seeing if 2564 * checking for P_WALL - that was basically seeing if
2294 * we could move to the monster - this is being more 2565 * we could move to the monster - this is being more
2295 * literal on if we can see it. To know if we can actually 2566 * literal on if we can see it. To know if we can actually
2296 * move to the monster, we'd need the monster passed in or 2567 * move to the monster, we'd need the monster passed in or
2297 * at least its move type. 2568 * at least its move type.
2298 */ 2569 */
2299 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2570 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2571 return 0;
2300 2572
2301 /* yes, can see. */ 2573 /* yes, can see. */
2302 if(dir < 9) return 1; 2574 if (dir < 9)
2575 return 1;
2303 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2576 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2304 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2577 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2305 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2306} 2578}
2307 2579
2308 2580
2309 2581
2310/* 2582/*
2311 * can_pick(picker, item): finds out if an object is possible to be 2583 * can_pick(picker, item): finds out if an object is possible to be
2312 * picked up by the picker. Returnes 1 if it can be 2584 * picked up by the picker. Returnes 1 if it can be
2313 * picked up, otherwise 0. 2585 * picked up, otherwise 0.
2314 * 2586 *
2316 * core dumps if they do. 2588 * core dumps if they do.
2317 * 2589 *
2318 * Add a check so we can't pick up invisible objects (0.93.8) 2590 * Add a check so we can't pick up invisible objects (0.93.8)
2319 */ 2591 */
2320 2592
2593int
2321int can_pick(const object *who, const object *item) { 2594can_pick (const object *who, const object *item)
2595{
2322 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2596 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2323 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2597 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2324 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2598 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2325 (who->type==PLAYER||item->weight<who->weight/3));
2326} 2599}
2327 2600
2328 2601
2329/* 2602/*
2330 * create clone from object to another 2603 * create clone from object to another
2331 */ 2604 */
2605object *
2332object *object_create_clone (object *asrc) { 2606object_create_clone (object *asrc)
2607{
2608 object *
2333 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2609 dst = NULL, *tmp, *src, *part, *prev, *item;
2334 2610
2611 if (!asrc)
2335 if(!asrc) return NULL; 2612 return NULL;
2336 src = asrc; 2613 src = asrc;
2337 if(src->head) 2614 if (src->head)
2338 src = src->head; 2615 src = src->head;
2339 2616
2340 prev = NULL; 2617 prev = NULL;
2341 for(part = src; part; part = part->more) { 2618 for (part = src; part; part = part->more)
2619 {
2342 tmp = get_object(); 2620 tmp = get_object ();
2343 copy_object(part,tmp); 2621 copy_object (part, tmp);
2344 tmp->x -= src->x; 2622 tmp->x -= src->x;
2345 tmp->y -= src->y; 2623 tmp->y -= src->y;
2346 if(!part->head) { 2624 if (!part->head)
2625 {
2347 dst = tmp; 2626 dst = tmp;
2348 tmp->head = NULL; 2627 tmp->head = NULL;
2628 }
2349 } else { 2629 else
2630 {
2350 tmp->head = dst; 2631 tmp->head = dst;
2351 } 2632 }
2352 tmp->more = NULL; 2633 tmp->more = NULL;
2353 if(prev) 2634 if (prev)
2354 prev->more = tmp; 2635 prev->more = tmp;
2355 prev = tmp; 2636 prev = tmp;
2356 } 2637 }
2357 /*** copy inventory ***/ 2638
2358 for(item = src->inv; item; item = item->below) { 2639 for (item = src->inv; item; item = item->below)
2359 (void) insert_ob_in_ob(object_create_clone(item),dst); 2640 insert_ob_in_ob (object_create_clone (item), dst);
2360 }
2361 2641
2362 return dst; 2642 return dst;
2363}
2364
2365/* return true if the object was destroyed, 0 otherwise */
2366int was_destroyed (const object *op, tag_t old_tag)
2367{
2368 /* checking for FLAG_FREED isn't necessary, but makes this function more
2369 * robust */
2370 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2371} 2643}
2372 2644
2373/* GROS - Creates an object using a string representing its content. */ 2645/* GROS - Creates an object using a string representing its content. */
2374/* Basically, we save the content of the string to a temp file, then call */ 2646/* Basically, we save the content of the string to a temp file, then call */
2375/* load_object on it. I admit it is a highly inefficient way to make things, */ 2647/* load_object on it. I admit it is a highly inefficient way to make things, */
2376/* but it was simple to make and allows reusing the load_object function. */ 2648/* but it was simple to make and allows reusing the load_object function. */
2377/* Remember not to use load_object_str in a time-critical situation. */ 2649/* Remember not to use load_object_str in a time-critical situation. */
2378/* Also remember that multiparts objects are not supported for now. */ 2650/* Also remember that multiparts objects are not supported for now. */
2379 2651
2652object *
2380object* load_object_str(const char *obstr) 2653load_object_str (const char *obstr)
2381{ 2654{
2382 object *op; 2655 object *op;
2383 char filename[MAX_BUF]; 2656 char filename[MAX_BUF];
2657
2384 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2658 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2385 2659
2386 FILE *tempfile=fopen(filename,"w"); 2660 FILE *tempfile = fopen (filename, "w");
2661
2387 if (tempfile == NULL) 2662 if (tempfile == NULL)
2388 { 2663 {
2389 LOG(llevError,"Error - Unable to access load object temp file\n"); 2664 LOG (llevError, "Error - Unable to access load object temp file\n");
2390 return NULL; 2665 return NULL;
2391 }; 2666 }
2667
2392 fprintf(tempfile,obstr); 2668 fprintf (tempfile, obstr);
2393 fclose(tempfile); 2669 fclose (tempfile);
2394 2670
2395 op=get_object(); 2671 op = get_object ();
2396 2672
2397 object_thawer thawer (filename); 2673 object_thawer thawer (filename);
2398 2674
2399 if (thawer) 2675 if (thawer)
2400 load_object(thawer,op,0); 2676 load_object (thawer, op, 0);
2401 2677
2402 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2678 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2403 CLEAR_FLAG(op,FLAG_REMOVED); 2679 CLEAR_FLAG (op, FLAG_REMOVED);
2404 2680
2405 return op; 2681 return op;
2406} 2682}
2407 2683
2408/* This returns the first object in who's inventory that 2684/* This returns the first object in who's inventory that
2409 * has the same type and subtype match. 2685 * has the same type and subtype match.
2410 * returns NULL if no match. 2686 * returns NULL if no match.
2411 */ 2687 */
2688object *
2412object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2689find_obj_by_type_subtype (const object *who, int type, int subtype)
2413{ 2690{
2414 object *tmp; 2691 object *tmp;
2415 2692
2416 for (tmp=who->inv; tmp; tmp=tmp->below) 2693 for (tmp = who->inv; tmp; tmp = tmp->below)
2417 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2694 if (tmp->type == type && tmp->subtype == subtype)
2695 return tmp;
2418 2696
2419 return NULL; 2697 return NULL;
2420} 2698}
2421 2699
2422/* If ob has a field named key, return the link from the list, 2700/* If ob has a field named key, return the link from the list,
2423 * otherwise return NULL. 2701 * otherwise return NULL.
2424 * 2702 *
2425 * key must be a passed in shared string - otherwise, this won't 2703 * key must be a passed in shared string - otherwise, this won't
2426 * do the desired thing. 2704 * do the desired thing.
2427 */ 2705 */
2706key_value *
2428key_value * get_ob_key_link(const object * ob, const char * key) { 2707get_ob_key_link (const object *ob, const char *key)
2708{
2429 key_value * link; 2709 key_value *link;
2430 2710
2431 for (link = ob->key_values; link != NULL; link = link->next) { 2711 for (link = ob->key_values; link != NULL; link = link->next)
2432 if (link->key == key) { 2712 if (link->key == key)
2433 return link; 2713 return link;
2434 } 2714
2435 }
2436
2437 return NULL; 2715 return NULL;
2438} 2716}
2439 2717
2440/* 2718/*
2441 * Returns the value of op has an extra_field for key, or NULL. 2719 * Returns the value of op has an extra_field for key, or NULL.
2442 * 2720 *
2443 * The argument doesn't need to be a shared string. 2721 * The argument doesn't need to be a shared string.
2444 * 2722 *
2445 * The returned string is shared. 2723 * The returned string is shared.
2446 */ 2724 */
2725const char *
2447const char * get_ob_key_value(const object * op, const char * const key) { 2726get_ob_key_value (const object *op, const char *const key)
2727{
2448 key_value * link; 2728 key_value *link;
2449 const char * canonical_key; 2729 shstr_cmp canonical_key (key);
2730
2731 if (!canonical_key)
2450 2732 {
2451 canonical_key = shstr::find (key);
2452
2453 if (canonical_key == NULL) {
2454 /* 1. There being a field named key on any object 2733 /* 1. There being a field named key on any object
2455 * implies there'd be a shared string to find. 2734 * implies there'd be a shared string to find.
2456 * 2. Since there isn't, no object has this field. 2735 * 2. Since there isn't, no object has this field.
2457 * 3. Therefore, *this* object doesn't have this field. 2736 * 3. Therefore, *this* object doesn't have this field.
2458 */ 2737 */
2459 return NULL; 2738 return 0;
2460 } 2739 }
2461 2740
2462 /* This is copied from get_ob_key_link() above - 2741 /* This is copied from get_ob_key_link() above -
2463 * only 4 lines, and saves the function call overhead. 2742 * only 4 lines, and saves the function call overhead.
2464 */ 2743 */
2465 for (link = op->key_values; link != NULL; link = link->next) { 2744 for (link = op->key_values; link; link = link->next)
2466 if (link->key == canonical_key) { 2745 if (link->key == canonical_key)
2467 return link->value; 2746 return link->value;
2468 } 2747
2469 } 2748 return 0;
2470 return NULL;
2471} 2749}
2472 2750
2473 2751
2474/* 2752/*
2475 * Updates the canonical_key in op to value. 2753 * Updates the canonical_key in op to value.
2479 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2757 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2480 * keys. 2758 * keys.
2481 * 2759 *
2482 * Returns TRUE on success. 2760 * Returns TRUE on success.
2483 */ 2761 */
2762int
2484int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2763set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2764{
2765 key_value *
2485 key_value * field = NULL, *last=NULL; 2766 field = NULL, *last = NULL;
2486 2767
2487 for (field=op->key_values; field != NULL; field=field->next) { 2768 for (field = op->key_values; field != NULL; field = field->next)
2769 {
2488 if (field->key != canonical_key) { 2770 if (field->key != canonical_key)
2771 {
2489 last = field; 2772 last = field;
2490 continue; 2773 continue;
2491 } 2774 }
2492 2775
2493 if (value) 2776 if (value)
2494 field->value = value; 2777 field->value = value;
2495 else { 2778 else
2779 {
2496 /* Basically, if the archetype has this key set, 2780 /* Basically, if the archetype has this key set,
2497 * we need to store the null value so when we save 2781 * we need to store the null value so when we save
2498 * it, we save the empty value so that when we load, 2782 * it, we save the empty value so that when we load,
2499 * we get this value back again. 2783 * we get this value back again.
2500 */ 2784 */
2501 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2785 if (get_ob_key_link (&op->arch->clone, canonical_key))
2502 field->value = 0; 2786 field->value = 0;
2787 else
2788 {
2789 if (last)
2790 last->next = field->next;
2503 else 2791 else
2504 {
2505 if (last) last->next = field->next;
2506 else op->key_values = field->next; 2792 op->key_values = field->next;
2507 2793
2508 delete field; 2794 delete field;
2509 } 2795 }
2510 } 2796 }
2511 return TRUE; 2797 return TRUE;
2512 } 2798 }
2513 /* IF we get here, key doesn't exist */ 2799 /* IF we get here, key doesn't exist */
2514 2800
2515 /* No field, we'll have to add it. */ 2801 /* No field, we'll have to add it. */
2802
2803 if (!add_key)
2516 2804 {
2517 if (!add_key) {
2518 return FALSE; 2805 return FALSE;
2519 } 2806 }
2520 /* There isn't any good reason to store a null 2807 /* There isn't any good reason to store a null
2521 * value in the key/value list. If the archetype has 2808 * value in the key/value list. If the archetype has
2522 * this key, then we should also have it, so shouldn't 2809 * this key, then we should also have it, so shouldn't
2523 * be here. If user wants to store empty strings, 2810 * be here. If user wants to store empty strings,
2524 * should pass in "" 2811 * should pass in ""
2525 */ 2812 */
2526 if (value == NULL) return TRUE; 2813 if (value == NULL)
2527
2528 field = new key_value;
2529
2530 field->key = canonical_key;
2531 field->value = value;
2532 /* Usual prepend-addition. */
2533 field->next = op->key_values;
2534 op->key_values = field;
2535
2536 return TRUE; 2814 return TRUE;
2815
2816 field = new key_value;
2817
2818 field->key = canonical_key;
2819 field->value = value;
2820 /* Usual prepend-addition. */
2821 field->next = op->key_values;
2822 op->key_values = field;
2823
2824 return TRUE;
2537} 2825}
2538 2826
2539/* 2827/*
2540 * Updates the key in op to value. 2828 * Updates the key in op to value.
2541 * 2829 *
2543 * and not add new ones. 2831 * and not add new ones.
2544 * In general, should be little reason FALSE is ever passed in for add_key 2832 * In general, should be little reason FALSE is ever passed in for add_key
2545 * 2833 *
2546 * Returns TRUE on success. 2834 * Returns TRUE on success.
2547 */ 2835 */
2836int
2548int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2837set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2549{ 2838{
2550 shstr key_ (key); 2839 shstr key_ (key);
2840
2551 return set_ob_key_value_s (op, key_, value, add_key); 2841 return set_ob_key_value_s (op, key_, value, add_key);
2552} 2842}
2843
2844object::depth_iterator::depth_iterator (object *container)
2845: iterator_base (container)
2846{
2847 while (item->inv)
2848 item = item->inv;
2849}
2850
2851void
2852object::depth_iterator::next ()
2853{
2854 if (item->below)
2855 {
2856 item = item->below;
2857
2858 while (item->inv)
2859 item = item->inv;
2860 }
2861 else
2862 item = item->env;
2863}
2864
2865// return a suitable string describing an objetc in enough detail to find it
2866const char *
2867object::debug_desc (char *info) const
2868{
2869 char info2[256 * 3];
2870 char *p = info;
2871
2872 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2873 count,
2874 &name,
2875 title ? " " : "",
2876 title ? (const char *)title : "");
2877
2878 if (env)
2879 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2880
2881 if (map)
2882 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2883
2884 return info;
2885}
2886
2887const char *
2888object::debug_desc () const
2889{
2890 static char info[256 * 3];
2891 return debug_desc (info);
2892}
2893

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