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Comparing deliantra/server/common/object.C (file contents):
Revision 1.23 by root, Sun Sep 10 14:54:02 2006 UTC vs.
Revision 1.55 by root, Sun Dec 3 00:41:33 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.23 2006/09/10 14:54:02 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};
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}
59 131
60/* 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
61static int compare_ob_value_lists_one(const object * wants, const object * has) { 134compare_ob_value_lists_one (const object *wants, const object *has)
135{
62 key_value * wants_field; 136 key_value *wants_field;
63 137
64 /* 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
65 * 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
66 * different structure or at least keep the lists sorted... 140 * different structure or at least keep the lists sorted...
67 */ 141 */
68 142
69 /* For each field in wants, */ 143 /* For each field in wants, */
70 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 {
71 key_value * has_field; 146 key_value *has_field;
72 147
73 /* Look for a field in has with the same key. */ 148 /* Look for a field in has with the same key. */
74 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)
75 152 {
76 if (has_field == NULL) {
77 /* No field with that name. */ 153 /* No field with that name. */
78 return FALSE; 154 return FALSE;
79 }
80 155 }
156
81 /* Found the matching field. */ 157 /* Found the matching field. */
82 if (has_field->value != wants_field->value) { 158 if (has_field->value != wants_field->value)
159 {
83 /* 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. */
84 return FALSE; 161 return FALSE;
85 } 162 }
86 163
87 /* 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. */
88 }
89 165 }
166
90 /* 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. */
91 return TRUE; 168 return TRUE;
92} 169}
93 170
94/* 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
95static int compare_ob_value_lists(const object * ob1, const object * ob2) { 173compare_ob_value_lists (const object *ob1, const object *ob2)
174{
96 /* 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,
97 * so we need to run the comparison *twice*. :( 176 * so we need to run the comparison *twice*. :(
98 */ 177 */
99 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);
100} 179}
101 180
102/* 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
103 * they can be merged together. 182 * they can be merged together.
104 * 183 *
110 * 189 *
111 * Improvements made with merge: Better checking on potion, and also 190 * Improvements made with merge: Better checking on potion, and also
112 * check weight 191 * check weight
113 */ 192 */
114 193
115bool
116object::can_merge (object *ob1, object *ob2) 194bool object::can_merge (object *ob1, object *ob2)
117{ 195{
118 /* A couple quicksanity checks */ 196 /* A couple quicksanity checks */
119 if ((ob1 == ob2) || (ob1->type != ob2->type)) 197 if ((ob1 == ob2) || (ob1->type != ob2->type))
120 return 0; 198 return 0;
121 199
169 (ob1->subtype != ob2->subtype) || 247 (ob1->subtype != ob2->subtype) ||
170 (ob1->move_type != ob2->move_type) || 248 (ob1->move_type != ob2->move_type) ||
171 (ob1->move_block != ob2->move_block) || 249 (ob1->move_block != ob2->move_block) ||
172 (ob1->move_allow != ob2->move_allow) || 250 (ob1->move_allow != ob2->move_allow) ||
173 (ob1->move_on != ob2->move_on) || 251 (ob1->move_on != ob2->move_on) ||
174 (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))
175 (ob1->move_slow != ob2->move_slow) ||
176 (ob1->move_slow_penalty != ob2->move_slow_penalty))
177 return 0; 253 return 0;
178 254
179 /* This is really a spellbook check - really, we should 255 /* This is really a spellbook check - really, we should
180 * check all objects in the inventory. 256 * check all objects in the inventory.
181 */ 257 */
182 if (ob1->inv || ob2->inv) 258 if (ob1->inv || ob2->inv)
183 { 259 {
184 /* 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 */
185 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
186 return 0; 262 return 0;
187 263
188 /* Now check to see if the two inventory objects could merge */ 264 /* Now check to see if the two inventory objects could merge */
189 if (!CAN_MERGE (ob1->inv, ob2->inv)) 265 if (!CAN_MERGE (ob1->inv, ob2->inv))
190 return 0; 266 return 0;
191 267
192 /* 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
193 * if it is valid. 269 * if it is valid.
194 */ 270 */
195 } 271 }
203 279
204 /* 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
205 * 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
206 * check? 282 * check?
207 */ 283 */
208 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
209 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
210 return 0; 285 return 0;
211 286
212 switch (ob1->type) 287 switch (ob1->type)
213 { 288 {
214 case SCROLL: 289 case SCROLL:
215 if (ob1->level != ob2->level) 290 if (ob1->level != ob2->level)
216 return 0; 291 return 0;
217 break; 292 break;
218 } 293 }
219 294
220 if (ob1->key_values != NULL || ob2->key_values != NULL) 295 if (ob1->key_values != NULL || ob2->key_values != NULL)
221 { 296 {
222 /* At least one of these has key_values. */ 297 /* At least one of these has key_values. */
223 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
224 /* One has fields, but the other one doesn't. */ 299 /* One has fields, but the other one doesn't. */
225 return 0; 300 return 0;
226 else if (!compare_ob_value_lists (ob1, ob2)) 301 else if (!compare_ob_value_lists (ob1, ob2))
227 return 0; 302 return 0;
228 } 303 }
229 304
230 //TODO: generate an event or call into perl for additional checks 305 //TODO: generate an event or call into perl for additional checks
231 if (ob1->self || ob2->self) 306 if (ob1->self || ob2->self)
232 { 307 {
233 ob1->optimise (); 308 ob1->optimise ();
234 ob2->optimise (); 309 ob2->optimise ();
235 310
236 if (ob1->self || ob2->self) 311 if (ob1->self || ob2->self)
237 return 0; 312 return 0;
238 } 313 }
239 314
240 /* Everything passes, must be OK. */ 315 /* Everything passes, must be OK. */
241 return 1; 316 return 1;
242} 317}
318
243/* 319/*
244 * sum_weight() is a recursive function which calculates the weight 320 * sum_weight() is a recursive function which calculates the weight
245 * 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
246 * containers are carrying, and sums it up. 322 * containers are carrying, and sums it up.
247 */ 323 */
248signed long sum_weight(object *op) { 324long
325sum_weight (object *op)
326{
249 signed long sum; 327 long sum;
250 object *inv; 328 object *inv;
329
251 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
331 {
252 if (inv->inv) 332 if (inv->inv)
253 sum_weight(inv); 333 sum_weight (inv);
254 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
255 } 335 }
336
256 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
257 sum = (sum * (100 - op->stats.Str))/100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
339
258 if(op->carrying != sum) 340 if (op->carrying != sum)
259 op->carrying = sum; 341 op->carrying = sum;
342
260 return sum; 343 return sum;
261} 344}
262 345
263/** 346/**
264 * Return the outermost environment object for a given object. 347 * Return the outermost environment object for a given object.
265 */ 348 */
266 349
350object *
267object *object_get_env_recursive (object *op) { 351object_get_env_recursive (object *op)
352{
268 while (op->env != NULL) 353 while (op->env != NULL)
269 op = op->env; 354 op = op->env;
270 return op; 355 return op;
271} 356}
272 357
273/* 358/*
274 * 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
275 * 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
276 * or find a player. 361 * or find a player.
277 */ 362 */
278 363
364object *
279object *is_player_inv (object *op) { 365is_player_inv (object *op)
366{
280 for (;op!=NULL&&op->type!=PLAYER; op=op->env) 367 for (; op != NULL && op->type != PLAYER; op = op->env)
281 if (op->env==op) 368 if (op->env == op)
282 op->env = NULL; 369 op->env = NULL;
283 return op; 370 return op;
284} 371}
285 372
286/* 373/*
287 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
288 * Some error messages. 375 * Some error messages.
289 * 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.
290 */ 377 */
291 378
292void dump_object2(object *op) { 379char *
293errmsg[0] = 0;
294return;
295 //TODO//D#d#
296#if 0
297 char *cp;
298/* object *tmp;*/
299
300 if(op->arch!=NULL) {
301 strcat(errmsg,"arch ");
302 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
303 strcat(errmsg,"\n");
304 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
305 strcat(errmsg,cp);
306#if 0
307 /* Don't dump player diffs - they are too long, mostly meaningless, and
308 * will overflow the buffer.
309 * Changed so that we don't dump inventory either. This may
310 * also overflow the buffer.
311 */
312 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
313 strcat(errmsg,cp);
314 for (tmp=op->inv; tmp; tmp=tmp->below)
315 dump_object2(tmp);
316#endif
317 strcat(errmsg,"end\n");
318 } else {
319 strcat(errmsg,"Object ");
320 if (op->name==NULL) strcat(errmsg, "(null)");
321 else strcat(errmsg,op->name);
322 strcat(errmsg,"\n");
323#if 0
324 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
325 strcat(errmsg,cp);
326 for (tmp=op->inv; tmp; tmp=tmp->below)
327 dump_object2(tmp);
328#endif
329 strcat(errmsg,"end\n");
330 }
331#endif
332}
333
334/*
335 * Dumps an object. Returns output in the static global errmsg array.
336 */
337
338void dump_object(object *op) { 380dump_object (object *op)
339 if(op==NULL) { 381{
340 strcpy(errmsg,"[NULL pointer]"); 382 if (!op)
341 return; 383 return strdup ("[NULLOBJ]");
342 }
343 errmsg[0]='\0';
344 dump_object2(op);
345}
346 384
347void dump_all_objects(void) { 385 object_freezer freezer;
348 object *op; 386 save_object (freezer, op, 3);
349 for(op=objects;op!=NULL;op=op->next) { 387 return freezer.as_string ();
350 dump_object(op);
351 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
352 }
353} 388}
354 389
355/* 390/*
356 * get_nearest_part(multi-object, object 2) returns the part of the 391 * get_nearest_part(multi-object, object 2) returns the part of the
357 * multi-object 1 which is closest to the second object. 392 * multi-object 1 which is closest to the second object.
358 * If it's not a multi-object, it is returned. 393 * If it's not a multi-object, it is returned.
359 */ 394 */
360 395
396object *
361object *get_nearest_part(object *op, const object *pl) { 397get_nearest_part (object *op, const object *pl)
398{
362 object *tmp,*closest; 399 object *tmp, *closest;
363 int last_dist,i; 400 int last_dist, i;
401
364 if(op->more==NULL) 402 if (op->more == NULL)
365 return op; 403 return op;
366 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 404 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
367 if((i=distance(tmp,pl))<last_dist) 405 if ((i = distance (tmp, pl)) < last_dist)
368 closest=tmp,last_dist=i; 406 closest = tmp, last_dist = i;
369 return closest; 407 return closest;
370} 408}
371 409
372/* 410/*
373 * Returns the object which has the count-variable equal to the argument. 411 * Returns the object which has the count-variable equal to the argument.
374 */ 412 */
375 413
414object *
376object *find_object(tag_t i) { 415find_object (tag_t i)
377 object *op; 416{
378 for(op=objects;op!=NULL;op=op->next) 417 for (object *op = object::first; op; op = op->next)
379 if(op->count==i) 418 if (op->count == i)
380 break; 419 return op;
420
381 return op; 421 return 0;
382} 422}
383 423
384/* 424/*
385 * Returns the first object which has a name equal to the argument. 425 * Returns the first object which has a name equal to the argument.
386 * Used only by the patch command, but not all that useful. 426 * Used only by the patch command, but not all that useful.
387 * Enables features like "patch <name-of-other-player> food 999" 427 * Enables features like "patch <name-of-other-player> food 999"
388 */ 428 */
389 429
430object *
390object *find_object_name(const char *str) { 431find_object_name (const char *str)
391 const char *name = shstr::find (str); 432{
433 shstr_cmp str_ (str);
392 object *op; 434 object *op;
435
393 for(op=objects;op!=NULL;op=op->next) 436 for (op = object::first; op != NULL; op = op->next)
394 if(&op->name == name) 437 if (op->name == str_)
395 break; 438 break;
396 439
397 return op; 440 return op;
398} 441}
399 442
443void
400void free_all_object_data () 444free_all_object_data ()
401{ 445{
402 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 446 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
403}
404
405/*
406 * Returns the object which this object marks as being the owner.
407 * A id-scheme is used to avoid pointing to objects which have been
408 * freed and are now reused. If this is detected, the owner is
409 * set to NULL, and NULL is returned.
410 * Changed 2004-02-12 - if the player is setting at the play again
411 * prompt, he is removed, and we don't want to treat him as an owner of
412 * anything, so check removed flag. I don't expect that this should break
413 * anything - once an object is removed, it is basically dead anyways.
414 */
415
416object *get_owner(object *op) {
417 if(op->owner==NULL)
418 return NULL;
419
420 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
421 op->owner->count==op->ownercount)
422 return op->owner;
423
424 op->owner=NULL;
425 op->ownercount=0;
426 return NULL;
427}
428
429void clear_owner(object *op)
430{
431 if (!op) return;
432
433 if (op->owner && op->ownercount == op->owner->count)
434 op->owner->refcount--;
435
436 op->owner = NULL;
437 op->ownercount = 0;
438} 447}
439 448
440/* 449/*
441 * Sets the owner and sets the skill and exp pointers to owner's current 450 * Sets the owner and sets the skill and exp pointers to owner's current
442 * skill and experience objects. 451 * skill and experience objects.
443 */ 452 */
444void set_owner (object *op, object *owner) 453void
454object::set_owner (object *owner)
445{ 455{
446 if(owner==NULL||op==NULL) 456 if (!owner)
447 return; 457 return;
448 458
449 /* next line added to allow objects which own objects */ 459 /* next line added to allow objects which own objects */
450 /* Add a check for ownercounts in here, as I got into an endless loop 460 /* Add a check for ownercounts in here, as I got into an endless loop
451 * with the fireball owning a poison cloud which then owned the 461 * with the fireball owning a poison cloud which then owned the
452 * fireball. I believe that was caused by one of the objects getting 462 * fireball. I believe that was caused by one of the objects getting
453 * freed and then another object replacing it. Since the ownercounts 463 * freed and then another object replacing it. Since the ownercounts
454 * didn't match, this check is valid and I believe that cause is valid. 464 * didn't match, this check is valid and I believe that cause is valid.
455 */ 465 */
456 while (owner->owner && owner!=owner->owner && 466 while (owner->owner)
457 owner->ownercount==owner->owner->count) owner=owner->owner; 467 owner = owner->owner;
458 468
459 /* IF the owner still has an owner, we did not resolve to a final owner.
460 * so lets not add to that.
461 */
462 if (owner->owner) return;
463
464 op->owner=owner; 469 this->owner = owner;
465
466 op->ownercount=owner->count;
467 owner->refcount++;
468
469}
470
471/* Set the owner to clone's current owner and set the skill and experience
472 * objects to clone's objects (typically those objects that where the owner's
473 * current skill and experience objects at the time when clone's owner was
474 * set - not the owner's current skill and experience objects).
475 *
476 * Use this function if player created an object (e.g. fire bullet, swarm
477 * spell), and this object creates further objects whose kills should be
478 * accounted for the player's original skill, even if player has changed
479 * skills meanwhile.
480 */
481void copy_owner (object *op, object *clone)
482{
483 object *owner = get_owner (clone);
484 if (owner == NULL) {
485 /* players don't have owners - they own themselves. Update
486 * as appropriate.
487 */
488 if (clone->type == PLAYER) owner=clone;
489 else return;
490 }
491 set_owner(op, owner);
492
493} 470}
494 471
495/* Zero the key_values on op, decrementing the shared-string 472/* Zero the key_values on op, decrementing the shared-string
496 * refcounts and freeing the links. 473 * refcounts and freeing the links.
497 */ 474 */
475static void
498static void free_key_values(object * op) 476free_key_values (object *op)
499{ 477{
500 for (key_value *i = op->key_values; i != 0; ) 478 for (key_value *i = op->key_values; i != 0;)
501 { 479 {
502 key_value *next = i->next; 480 key_value *next = i->next;
503 delete i; 481 delete i;
482
504 i = next; 483 i = next;
505 } 484 }
506 485
507 op->key_values = 0; 486 op->key_values = 0;
508} 487}
509 488
510void object::clear () 489void object::clear ()
511{ 490{
512 attachable_base::clear (); 491 attachable_base::clear ();
513 492
514 free_key_values (this); 493 free_key_values (this);
515 494
516 name = 0; 495 owner = 0;
496 name = 0;
517 name_pl = 0; 497 name_pl = 0;
518 title = 0; 498 title = 0;
519 race = 0; 499 race = 0;
520 slaying = 0; 500 slaying = 0;
521 skill = 0; 501 skill = 0;
522 msg = 0; 502 msg = 0;
523 lore = 0; 503 lore = 0;
524 custom_name = 0; 504 custom_name = 0;
525 materialname = 0; 505 materialname = 0;
506 contr = 0;
507 below = 0;
508 above = 0;
509 inv = 0;
510 container = 0;
511 env = 0;
512 more = 0;
513 head = 0;
514 map = 0;
515 active_next = 0;
516 active_prev = 0;
526 517
527 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod)); 518 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
528 519
529 SET_FLAG (this, FLAG_REMOVED); 520 SET_FLAG (this, FLAG_REMOVED);
521
522 /* What is not cleared is next, prev, and count */
523
524 expmul = 1.0;
525 face = blank_face;
526
527 if (settings.casting_time)
528 casting_time = -1;
530} 529}
531 530
532void object::clone (object *destination) 531void object::clone (object *destination)
533{ 532{
534 *(object_copy *)destination = *this; 533 *(object_copy *)destination = *this;
535 *(object_pod *)destination = *this; 534 *(object_pod *)destination = *this;
536 535
537 if (self || cb) 536 if (self || cb)
538 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination)); 537 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
539}
540
541/*
542 * clear_object() frees everything allocated by an object, and also
543 * clears all variables and flags to default settings.
544 */
545
546void clear_object (object *op)
547{
548 op->clear ();
549
550 op->contr = NULL;
551 op->below = NULL;
552 op->above = NULL;
553 op->inv = NULL;
554 op->container=NULL;
555 op->env=NULL;
556 op->more=NULL;
557 op->head=NULL;
558 op->map=NULL;
559 op->refcount=0;
560 op->active_next = NULL;
561 op->active_prev = NULL;
562 /* What is not cleared is next, prev, and count */
563
564 op->expmul = 1.0;
565 op->face = blank_face;
566 op->attacked_by_count = -1;
567
568 if (settings.casting_time)
569 op->casting_time = -1;
570} 538}
571 539
572/* 540/*
573 * copy object first frees everything allocated by the second object, 541 * copy object first frees everything allocated by the second object,
574 * and then copies the contends of the first object into the second 542 * and then copies the contends of the first object into the second
575 * object, allocating what needs to be allocated. Basically, any 543 * object, allocating what needs to be allocated. Basically, any
576 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 544 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
577 * if the first object is freed, the pointers in the new object 545 * if the first object is freed, the pointers in the new object
578 * will point at garbage. 546 * will point at garbage.
579 */ 547 */
580 548void
581void copy_object (object *op2, object *op) 549copy_object (object *op2, object *op)
582{ 550{
583 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 551 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
584 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 552 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
585 553
586 op2->clone (op); 554 op2->clone (op);
587 555
556 if (is_freed)
588 if (is_freed) SET_FLAG (op, FLAG_FREED); 557 SET_FLAG (op, FLAG_FREED);
558 if (is_removed)
589 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 559 SET_FLAG (op, FLAG_REMOVED);
590 560
591 if (op2->speed < 0) 561 if (op2->speed < 0)
592 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 562 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
593 563
594 /* Copy over key_values, if any. */ 564 /* Copy over key_values, if any. */
595 if (op2->key_values) 565 if (op2->key_values)
596 { 566 {
597 key_value *tail = 0; 567 key_value *tail = 0;
601 571
602 for (i = op2->key_values; i; i = i->next) 572 for (i = op2->key_values; i; i = i->next)
603 { 573 {
604 key_value *new_link = new key_value; 574 key_value *new_link = new key_value;
605 575
606 new_link->next = 0; 576 new_link->next = 0;
607 new_link->key = i->key; 577 new_link->key = i->key;
608 new_link->value = i->value; 578 new_link->value = i->value;
609 579
610 /* Try and be clever here, too. */ 580 /* Try and be clever here, too. */
611 if (!op->key_values) 581 if (!op->key_values)
612 { 582 {
628 * If an object with the IS_TURNABLE() flag needs to be turned due 598 * If an object with the IS_TURNABLE() flag needs to be turned due
629 * to the closest player being on the other side, this function can 599 * to the closest player being on the other side, this function can
630 * be called to update the face variable, _and_ how it looks on the map. 600 * be called to update the face variable, _and_ how it looks on the map.
631 */ 601 */
632 602
603void
633void update_turn_face(object *op) { 604update_turn_face (object *op)
605{
634 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 606 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
635 return; 607 return;
636 SET_ANIMATION(op, op->direction); 608 SET_ANIMATION (op, op->direction);
637 update_object(op,UP_OBJ_FACE); 609 update_object (op, UP_OBJ_FACE);
638} 610}
639 611
640/* 612/*
641 * Updates the speed of an object. If the speed changes from 0 to another 613 * Updates the speed of an object. If the speed changes from 0 to another
642 * value, or vice versa, then add/remove the object from the active list. 614 * value, or vice versa, then add/remove the object from the active list.
643 * This function needs to be called whenever the speed of an object changes. 615 * This function needs to be called whenever the speed of an object changes.
644 */ 616 */
645 617void
646void update_ob_speed(object *op) { 618update_ob_speed (object *op)
619{
647 extern int arch_init; 620 extern int arch_init;
648 621
649 /* No reason putting the archetypes objects on the speed list, 622 /* No reason putting the archetypes objects on the speed list,
650 * since they never really need to be updated. 623 * since they never really need to be updated.
651 */ 624 */
652 625
653 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 626 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
627 {
654 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 628 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
655#ifdef MANY_CORES 629#ifdef MANY_CORES
656 abort(); 630 abort ();
657#else 631#else
658 op->speed = 0; 632 op->speed = 0;
659#endif 633#endif
660 } 634 }
635
661 if (arch_init) { 636 if (arch_init)
637 return;
638
639 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
640 {
641 /* If already on active list, don't do anything */
642 if (op->active_next || op->active_prev || op == active_objects)
662 return; 643 return;
663 }
664 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
665 /* If already on active list, don't do anything */
666 if (op->active_next || op->active_prev || op==active_objects)
667 return;
668 644
669 /* process_events() expects us to insert the object at the beginning 645 /* process_events() expects us to insert the object at the beginning
670 * of the list. */ 646 * of the list. */
671 op->active_next = active_objects; 647 op->active_next = active_objects;
648
672 if (op->active_next!=NULL) 649 if (op->active_next != NULL)
673 op->active_next->active_prev = op; 650 op->active_next->active_prev = op;
651
674 active_objects = op; 652 active_objects = op;
653 }
654 else
675 } 655 {
676 else {
677 /* If not on the active list, nothing needs to be done */ 656 /* If not on the active list, nothing needs to be done */
678 if (!op->active_next && !op->active_prev && op!=active_objects) 657 if (!op->active_next && !op->active_prev && op != active_objects)
679 return; 658 return;
680 659
681 if (op->active_prev==NULL) { 660 if (op->active_prev == NULL)
661 {
682 active_objects = op->active_next; 662 active_objects = op->active_next;
663
683 if (op->active_next!=NULL) 664 if (op->active_next != NULL)
684 op->active_next->active_prev = NULL; 665 op->active_next->active_prev = NULL;
666 }
667 else
685 } 668 {
686 else {
687 op->active_prev->active_next = op->active_next; 669 op->active_prev->active_next = op->active_next;
670
688 if (op->active_next) 671 if (op->active_next)
689 op->active_next->active_prev = op->active_prev; 672 op->active_next->active_prev = op->active_prev;
690 } 673 }
674
691 op->active_next = NULL; 675 op->active_next = NULL;
692 op->active_prev = NULL; 676 op->active_prev = NULL;
693 } 677 }
694} 678}
695 679
696/* This function removes object 'op' from the list of active 680/* This function removes object 'op' from the list of active
697 * objects. 681 * objects.
699 * reference maps where you don't want an object that isn't 683 * reference maps where you don't want an object that isn't
700 * in play chewing up cpu time getting processed. 684 * in play chewing up cpu time getting processed.
701 * The reverse of this is to call update_ob_speed, which 685 * The reverse of this is to call update_ob_speed, which
702 * will do the right thing based on the speed of the object. 686 * will do the right thing based on the speed of the object.
703 */ 687 */
688void
704void remove_from_active_list(object *op) 689remove_from_active_list (object *op)
705{ 690{
706 /* If not on the active list, nothing needs to be done */ 691 /* If not on the active list, nothing needs to be done */
707 if (!op->active_next && !op->active_prev && op!=active_objects) 692 if (!op->active_next && !op->active_prev && op != active_objects)
708 return; 693 return;
709 694
710 if (op->active_prev==NULL) { 695 if (op->active_prev == NULL)
696 {
711 active_objects = op->active_next; 697 active_objects = op->active_next;
712 if (op->active_next!=NULL) 698 if (op->active_next != NULL)
713 op->active_next->active_prev = NULL; 699 op->active_next->active_prev = NULL;
700 }
701 else
714 } 702 {
715 else {
716 op->active_prev->active_next = op->active_next; 703 op->active_prev->active_next = op->active_next;
717 if (op->active_next) 704 if (op->active_next)
718 op->active_next->active_prev = op->active_prev; 705 op->active_next->active_prev = op->active_prev;
719 } 706 }
720 op->active_next = NULL; 707 op->active_next = NULL;
721 op->active_prev = NULL; 708 op->active_prev = NULL;
722} 709}
723 710
724/* 711/*
725 * update_object() updates the array which represents the map. 712 * update_object() updates the array which represents the map.
726 * It takes into account invisible objects (and represent squares covered 713 * It takes into account invisible objects (and represent squares covered
741 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 728 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
742 * as that is easier than trying to look at what may have changed. 729 * as that is easier than trying to look at what may have changed.
743 * UP_OBJ_FACE: only the objects face has changed. 730 * UP_OBJ_FACE: only the objects face has changed.
744 */ 731 */
745 732
733void
746void update_object(object *op, int action) { 734update_object (object *op, int action)
735{
747 int update_now=0, flags; 736 int update_now = 0, flags;
748 MoveType move_on, move_off, move_block, move_slow; 737 MoveType move_on, move_off, move_block, move_slow;
749 738
750 if (op == NULL) { 739 if (op == NULL)
740 {
751 /* this should never happen */ 741 /* this should never happen */
752 LOG(llevDebug,"update_object() called for NULL object.\n"); 742 LOG (llevDebug, "update_object() called for NULL object.\n");
753 return; 743 return;
754 }
755 744 }
745
756 if(op->env!=NULL) { 746 if (op->env != NULL)
747 {
757 /* Animation is currently handled by client, so nothing 748 /* Animation is currently handled by client, so nothing
758 * to do in this case. 749 * to do in this case.
759 */ 750 */
760 return; 751 return;
761 } 752 }
762 753
763 /* If the map is saving, don't do anything as everything is 754 /* If the map is saving, don't do anything as everything is
764 * going to get freed anyways. 755 * going to get freed anyways.
765 */ 756 */
766 if (!op->map || op->map->in_memory == MAP_SAVING) return; 757 if (!op->map || op->map->in_memory == MAP_SAVING)
767 758 return;
759
768 /* make sure the object is within map boundaries */ 760 /* make sure the object is within map boundaries */
769 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 761 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
770 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 762 {
771 LOG(llevError,"update_object() called for object out of map!\n"); 763 LOG (llevError, "update_object() called for object out of map!\n");
772#ifdef MANY_CORES 764#ifdef MANY_CORES
773 abort(); 765 abort ();
774#endif 766#endif
775 return; 767 return;
776 }
777 768 }
769
778 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 770 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
779 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 771 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
780 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 772 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
781 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 773 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
782 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 774 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
783 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y); 775 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
784 776
785 if (action == UP_OBJ_INSERT) { 777 if (action == UP_OBJ_INSERT)
778 {
786 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 779 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
787 update_now=1; 780 update_now = 1;
788 781
789 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 782 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
790 update_now=1; 783 update_now = 1;
791 784
792 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 785 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
793 update_now=1; 786 update_now = 1;
794 787
795 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 788 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
796 update_now=1; 789 update_now = 1;
797 790
798 if (op->type == SAFE_GROUND && !(flags & P_SAFE)) 791 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
799 update_now=1; 792 update_now = 1;
800 793
801 if ((move_on | op->move_on) != move_on) update_now=1; 794 if ((move_on | op->move_on) != move_on)
795 update_now = 1;
802 796
803 if ((move_off | op->move_off) != move_off) update_now=1; 797 if ((move_off | op->move_off) != move_off)
798 update_now = 1;
804 799
805 /* This isn't perfect, but I don't expect a lot of objects to 800 /* This isn't perfect, but I don't expect a lot of objects to
806 * to have move_allow right now. 801 * to have move_allow right now.
807 */ 802 */
808 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 803 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
809 update_now=1; 804 update_now = 1;
810 805
811 if ((move_slow | op->move_slow) != move_slow) 806 if ((move_slow | op->move_slow) != move_slow)
812 update_now=1; 807 update_now = 1;
813 } 808 }
814 /* if the object is being removed, we can't make intelligent 809 /* if the object is being removed, we can't make intelligent
815 * decisions, because remove_ob can't really pass the object 810 * decisions, because remove_ob can't really pass the object
816 * that is being removed. 811 * that is being removed.
817 */ 812 */
818 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 813 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
819 update_now=1; 814 update_now = 1;
820 } else if (action == UP_OBJ_FACE) { 815 else if (action == UP_OBJ_FACE)
821 /* Nothing to do for that case */ 816 /* Nothing to do for that case */ ;
822 }
823 else { 817 else
824 LOG(llevError,"update_object called with invalid action: %d\n", action); 818 LOG (llevError, "update_object called with invalid action: %d\n", action);
825 }
826 819
827 if (update_now) { 820 if (update_now)
821 {
828 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 822 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
829 update_position(op->map, op->x, op->y); 823 update_position (op->map, op->x, op->y);
830 } 824 }
831 825
832 if(op->more!=NULL) 826 if (op->more != NULL)
833 update_object(op->more, action); 827 update_object (op->more, action);
834} 828}
835 829
836static std::vector<object *> mortals; 830object::vector object::mortals;
831object::vector object::objects; // not yet used
832object *object::first;
837 833
838void object::free_mortals () 834void object::free_mortals ()
839{ 835{
840 for (std::vector<object *>::iterator i = mortals.begin (); i != mortals.end (); ++i) 836 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
837 if ((*i)->refcnt)
838 ++i; // further delay freeing
839 else
840 {
841 delete *i; 841 delete *i;
842 mortals.erase (i);
843 }
842 844
843 mortals.clear (); 845 static int lastmortals = 0;//D
846
847 if (mortals.size() != lastmortals && lastmortals > 100)//D
848 {
849 lastmortals = mortals.size ();//D
850 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
851 }
844} 852}
845 853
846object::object () 854object::object ()
847{ 855{
848 SET_FLAG (this, FLAG_REMOVED); 856 SET_FLAG (this, FLAG_REMOVED);
849 857
850 expmul = 1.0; 858 expmul = 1.0;
851 face = blank_face; 859 face = blank_face;
852 attacked_by_count = -1;
853} 860}
854 861
855object::~object () 862object::~object ()
856{ 863{
857 free_key_values (this); 864 free_key_values (this);
858} 865}
859 866
860void
861object::link () 867void object::link ()
862{ 868{
863 count = ++ob_count; 869 count = ++ob_count;
870 uuid = gen_uuid ();
864 871
865 prev = 0; 872 prev = 0;
866 next = objects; 873 next = object::first;
867 874
868 if (objects) 875 if (object::first)
869 objects->prev = this; 876 object::first->prev = this;
870 877
871 objects = this; 878 object::first = this;
872} 879}
873 880
874void
875object::unlink () 881void object::unlink ()
876{ 882{
877 count = 0; 883 if (this == object::first)
884 object::first = next;
878 885
879 /* Remove this object from the list of used objects */ 886 /* Remove this object from the list of used objects */
880 if (prev) prev->next = next; 887 if (prev) prev->next = next;
881 if (next) next->prev = prev; 888 if (next) next->prev = prev;
882 if (this == objects) objects = next; 889
883} 890 prev = 0;
891 next = 0;
892}
884 893
885object *object::create () 894object *object::create ()
886{ 895{
887 object *op = new object; 896 object *op = new object;
888 op->link (); 897 op->link ();
894 * it from the list of used objects, and puts it on the list of 903 * it from the list of used objects, and puts it on the list of
895 * free objects. The IS_FREED() flag is set in the object. 904 * free objects. The IS_FREED() flag is set in the object.
896 * The object must have been removed by remove_ob() first for 905 * The object must have been removed by remove_ob() first for
897 * this function to succeed. 906 * this function to succeed.
898 * 907 *
899 * If free_inventory is set, free inventory as well. Else drop items in 908 * If destroy_inventory is set, free inventory as well. Else drop items in
900 * inventory to the ground. 909 * inventory to the ground.
901 */ 910 */
902void 911void object::destroy (bool destroy_inventory)
903object::free (bool free_inventory)
904{ 912{
913 if (QUERY_FLAG (this, FLAG_FREED))
914 return;
915
916 if (QUERY_FLAG (this, FLAG_FRIENDLY))
917 remove_friendly_object (this);
918
905 if (!QUERY_FLAG (this, FLAG_REMOVED)) 919 if (!QUERY_FLAG (this, FLAG_REMOVED))
920 remove_ob (this);
921
922 SET_FLAG (this, FLAG_FREED);
923
924 // hack to ensure that freed objects still have a valid map
925 {
926 static maptile *freed_map; // freed objects are moved here to avoid crashes
927
928 if (!freed_map)
906 { 929 {
907 LOG (llevDebug, "Free object called with non removed object\n"); 930 freed_map = get_empty_map (3, 3);
908 dump_object (this); 931 freed_map->name = "freed objects map";
909#ifdef MANY_CORES 932 allocate_map (freed_map);
910 abort ();
911#endif
912 } 933 }
913 934
914 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 935 map = freed_map;
915 { 936 x = 1;
916 LOG (llevMonster, "Warning: tried to free friendly object.\n"); 937 y = 1;
917 remove_friendly_object (this);
918 } 938 }
919
920 if (QUERY_FLAG (this, FLAG_FREED))
921 {
922 dump_object (this);
923 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg);
924 return;
925 }
926 939
927 if (more) 940 if (more)
928 { 941 {
929 more->free (free_inventory); 942 more->destroy (destroy_inventory);
930 more = 0; 943 more = 0;
931 } 944 }
932 945
933 if (inv) 946 if (inv)
934 { 947 {
935 /* Only if the space blocks everything do we not process - 948 /* Only if the space blocks everything do we not process -
936 * if some form of movement is allowed, let objects 949 * if some form of movement is allowed, let objects
937 * drop on that space. 950 * drop on that space.
938 */ 951 */
939 if (free_inventory || !map 952 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
940 || map->in_memory != MAP_IN_MEMORY 953 {
941 || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
942 {
943 object *op = inv; 954 object *op = inv;
944 955
945 while (op) 956 while (op)
946 { 957 {
947 object *tmp = op->below; 958 object *tmp = op->below;
948 remove_ob (op);
949 op->free (free_inventory); 959 op->destroy (destroy_inventory);
950 op = tmp; 960 op = tmp;
951 } 961 }
952 } 962 }
953 else 963 else
954 { /* Put objects in inventory onto this space */ 964 { /* Put objects in inventory onto this space */
955 object *op = inv; 965 object *op = inv;
956 966
957 while (op) 967 while (op)
958 { 968 {
959 object *tmp = op->below; 969 object *tmp = op->below;
970
960 remove_ob (op); 971 remove_ob (op);
961 972
962 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 973 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
963 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE 974 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
964 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 975 free_object (op);
965 free_object (op); 976 else
966 else 977 {
967 { 978 op->x = x;
968 op->x = x; 979 op->y = y;
969 op->y = y;
970 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */ 980 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
971 } 981 }
972 982
973 op = tmp; 983 op = tmp;
984 }
985 }
974 } 986 }
975 } 987
976 } 988 // clear those pointers that likely might have circular references to us
989 owner = 0;
990 enemy = 0;
991 attacked_by = 0;
992
993 // only relevant for players(?), but make sure of it anyways
994 contr = 0;
977 995
978 /* Remove object from the active list */ 996 /* Remove object from the active list */
979 speed = 0; 997 speed = 0;
980 update_ob_speed (this); 998 update_ob_speed (this);
981 999
982 unlink (); 1000 unlink ();
983 1001
984 SET_FLAG (this, FLAG_FREED);
985
986 mortals.push_back (this); 1002 mortals.push_back (this);
987} 1003}
988 1004
989/* 1005/*
990 * sub_weight() recursively (outwards) subtracts a number from the 1006 * sub_weight() recursively (outwards) subtracts a number from the
991 * weight of an object (and what is carried by it's environment(s)). 1007 * weight of an object (and what is carried by it's environment(s)).
992 */ 1008 */
993 1009
1010void
994void sub_weight (object *op, signed long weight) { 1011sub_weight (object *op, signed long weight)
1012{
995 while (op != NULL) { 1013 while (op != NULL)
1014 {
996 if (op->type == CONTAINER) { 1015 if (op->type == CONTAINER)
997 weight=(signed long)(weight*(100-op->stats.Str)/100); 1016 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
998 } 1017
999 op->carrying-=weight; 1018 op->carrying -= weight;
1000 op = op->env; 1019 op = op->env;
1001 } 1020 }
1002} 1021}
1003 1022
1004/* remove_ob(op): 1023/* remove_ob(op):
1005 * This function removes the object op from the linked list of objects 1024 * This function removes the object op from the linked list of objects
1006 * which it is currently tied to. When this function is done, the 1025 * which it is currently tied to. When this function is done, the
1008 * environment, the x and y coordinates will be updated to 1027 * environment, the x and y coordinates will be updated to
1009 * the previous environment. 1028 * the previous environment.
1010 * Beware: This function is called from the editor as well! 1029 * Beware: This function is called from the editor as well!
1011 */ 1030 */
1012 1031
1032void
1013void remove_ob(object *op) { 1033remove_ob (object *op)
1034{
1014 object *tmp,*last=NULL; 1035 object *tmp, *last = 0;
1015 object *otmp; 1036 object *otmp;
1016 tag_t tag; 1037
1017 int check_walk_off; 1038 int check_walk_off;
1018 mapstruct *m; 1039 maptile *m;
1040
1019 sint16 x,y; 1041 sint16 x, y;
1020
1021 1042
1022 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1043 if (QUERY_FLAG (op, FLAG_REMOVED))
1023 dump_object(op); 1044 return;
1024 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1025 1045
1026 /* Changed it to always dump core in this case. As has been learned
1027 * in the past, trying to recover from errors almost always
1028 * make things worse, and this is a real error here - something
1029 * that should not happen.
1030 * Yes, if this was a mission critical app, trying to do something
1031 * to recover may make sense, but that is because failure of the app
1032 * may have other disastrous problems. Cf runs out of a script
1033 * so is easily enough restarted without any real problems.
1034 * MSW 2001-07-01
1035 */
1036 abort();
1037 }
1038 if(op->more!=NULL)
1039 remove_ob(op->more);
1040
1041 SET_FLAG(op, FLAG_REMOVED); 1046 SET_FLAG (op, FLAG_REMOVED);
1042 1047
1048 if (op->more != NULL)
1049 remove_ob (op->more);
1050
1043 /* 1051 /*
1044 * In this case, the object to be removed is in someones 1052 * In this case, the object to be removed is in someones
1045 * inventory. 1053 * inventory.
1046 */ 1054 */
1047 if(op->env!=NULL) { 1055 if (op->env != NULL)
1056 {
1048 if(op->nrof) 1057 if (op->nrof)
1049 sub_weight(op->env, op->weight*op->nrof); 1058 sub_weight (op->env, op->weight * op->nrof);
1050 else 1059 else
1051 sub_weight(op->env, op->weight+op->carrying); 1060 sub_weight (op->env, op->weight + op->carrying);
1052 1061
1053 /* NO_FIX_PLAYER is set when a great many changes are being 1062 /* NO_FIX_PLAYER is set when a great many changes are being
1054 * made to players inventory. If set, avoiding the call 1063 * made to players inventory. If set, avoiding the call
1055 * to save cpu time. 1064 * to save cpu time.
1056 */ 1065 */
1057 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1066 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1058 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1059 fix_player(otmp); 1067 fix_player (otmp);
1060 1068
1061 if(op->above!=NULL) 1069 if (op->above != NULL)
1062 op->above->below=op->below; 1070 op->above->below = op->below;
1063 else 1071 else
1064 op->env->inv=op->below; 1072 op->env->inv = op->below;
1065 1073
1066 if(op->below!=NULL) 1074 if (op->below != NULL)
1067 op->below->above=op->above; 1075 op->below->above = op->above;
1068 1076
1069 /* we set up values so that it could be inserted into 1077 /* we set up values so that it could be inserted into
1070 * the map, but we don't actually do that - it is up 1078 * the map, but we don't actually do that - it is up
1071 * to the caller to decide what we want to do. 1079 * to the caller to decide what we want to do.
1072 */ 1080 */
1073 op->x=op->env->x,op->y=op->env->y; 1081 op->x = op->env->x, op->y = op->env->y;
1074 op->map=op->env->map; 1082 op->map = op->env->map;
1075 op->above=NULL,op->below=NULL; 1083 op->above = NULL, op->below = NULL;
1076 op->env=NULL; 1084 op->env = NULL;
1085 }
1086 else if (op->map)
1087 {
1088 x = op->x;
1089 y = op->y;
1090 m = get_map_from_coord (op->map, &x, &y);
1091
1092 if (!m)
1093 {
1094 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1095 op->map->path, op->x, op->y);
1096 /* in old days, we used to set x and y to 0 and continue.
1097 * it seems if we get into this case, something is probablye
1098 * screwed up and should be fixed.
1099 */
1100 abort ();
1101 }
1102
1103 if (op->map != m)
1104 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1105 op->map->path, m->path, op->x, op->y, x, y);
1106
1107 /* Re did the following section of code - it looks like it had
1108 * lots of logic for things we no longer care about
1109 */
1110
1111 /* link the object above us */
1112 if (op->above)
1113 op->above->below = op->below;
1114 else
1115 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1116
1117 /* Relink the object below us, if there is one */
1118 if (op->below)
1119 op->below->above = op->above;
1120 else
1121 {
1122 /* Nothing below, which means we need to relink map object for this space
1123 * use translated coordinates in case some oddness with map tiling is
1124 * evident
1125 */
1126 if (GET_MAP_OB (m, x, y) != op)
1127 {
1128 char *dump = dump_object (op);
1129 LOG (llevError,
1130 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1131 free (dump);
1132 dump = dump_object (GET_MAP_OB (m, x, y));
1133 LOG (llevError, "%s\n", dump);
1134 free (dump);
1135 }
1136
1137 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1138 }
1139
1140 op->above = 0;
1141 op->below = 0;
1142
1143 if (op->map->in_memory == MAP_SAVING)
1077 return; 1144 return;
1078 }
1079 1145
1080 /* If we get here, we are removing it from a map */
1081 if (op->map == NULL) return;
1082
1083 x = op->x;
1084 y = op->y;
1085 m = get_map_from_coord(op->map, &x, &y);
1086
1087 if (!m) {
1088 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1089 op->map->path, op->x, op->y);
1090 /* in old days, we used to set x and y to 0 and continue.
1091 * it seems if we get into this case, something is probablye
1092 * screwed up and should be fixed.
1093 */
1094 abort();
1095 }
1096 if (op->map != m) {
1097 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1098 op->map->path, m->path, op->x, op->y, x, y);
1099 }
1100
1101 /* Re did the following section of code - it looks like it had
1102 * lots of logic for things we no longer care about
1103 */
1104
1105 /* link the object above us */
1106 if (op->above)
1107 op->above->below=op->below;
1108 else
1109 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1110
1111 /* Relink the object below us, if there is one */
1112 if(op->below) {
1113 op->below->above=op->above;
1114 } else {
1115 /* Nothing below, which means we need to relink map object for this space
1116 * use translated coordinates in case some oddness with map tiling is
1117 * evident
1118 */
1119 if(GET_MAP_OB(m,x,y)!=op) {
1120 dump_object(op);
1121 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);
1122 dump_object(GET_MAP_OB(m,x,y));
1123 LOG(llevError,"%s\n",errmsg);
1124 }
1125 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1126 }
1127 op->above=NULL;
1128 op->below=NULL;
1129
1130 if (op->map->in_memory == MAP_SAVING)
1131 return;
1132
1133 tag = op->count;
1134 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1146 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1147
1135 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1148 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1149 {
1136 /* No point updating the players look faces if he is the object 1150 /* No point updating the players look faces if he is the object
1137 * being removed. 1151 * being removed.
1138 */ 1152 */
1139 1153
1140 if(tmp->type==PLAYER && tmp!=op) { 1154 if (tmp->type == PLAYER && tmp != op)
1155 {
1141 /* If a container that the player is currently using somehow gets 1156 /* If a container that the player is currently using somehow gets
1142 * removed (most likely destroyed), update the player view 1157 * removed (most likely destroyed), update the player view
1143 * appropriately. 1158 * appropriately.
1144 */ 1159 */
1145 if (tmp->container==op) { 1160 if (tmp->container == op)
1161 {
1146 CLEAR_FLAG(op, FLAG_APPLIED); 1162 CLEAR_FLAG (op, FLAG_APPLIED);
1147 tmp->container=NULL; 1163 tmp->container = NULL;
1164 }
1165
1166 tmp->contr->socket.update_look = 1;
1148 } 1167 }
1149 tmp->contr->socket.update_look=1; 1168
1150 }
1151 /* See if player moving off should effect something */ 1169 /* See if player moving off should effect something */
1170 if (check_walk_off
1152 if (check_walk_off && ((op->move_type & tmp->move_off) && 1171 && ((op->move_type & tmp->move_off)
1153 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1172 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1154 1173 {
1155 move_apply(tmp, op, NULL); 1174 move_apply (tmp, op, NULL);
1175
1156 if (was_destroyed (op, tag)) { 1176 if (op->destroyed ())
1157 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1177 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1158 "leaving object\n", &tmp->name, &tmp->arch->name);
1159 } 1178 }
1160 }
1161 1179
1162 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1180 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1163 1181
1164 if(tmp->above == tmp) 1182 if (tmp->above == tmp)
1165 tmp->above = NULL; 1183 tmp->above = NULL;
1184
1166 last=tmp; 1185 last = tmp;
1167 } 1186 }
1187
1168 /* last == NULL of there are no objects on this space */ 1188 /* last == NULL of there are no objects on this space */
1169 if (last==NULL) { 1189 if (last == NULL)
1190 {
1170 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1191 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1171 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1192 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1172 * those out anyways, and if there are any flags set right now, they won't 1193 * those out anyways, and if there are any flags set right now, they won't
1173 * be correct anyways. 1194 * be correct anyways.
1174 */ 1195 */
1175 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1196 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1176 update_position(op->map, op->x, op->y); 1197 update_position (op->map, op->x, op->y);
1177 } 1198 }
1178 else 1199 else
1179 update_object(last, UP_OBJ_REMOVE); 1200 update_object (last, UP_OBJ_REMOVE);
1180 1201
1181 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1202 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1182 update_all_los(op->map, op->x, op->y); 1203 update_all_los (op->map, op->x, op->y);
1183 1204 }
1184} 1205}
1185 1206
1186/* 1207/*
1187 * merge_ob(op,top): 1208 * merge_ob(op,top):
1188 * 1209 *
1189 * This function goes through all objects below and including top, and 1210 * This function goes through all objects below and including top, and
1190 * merges op to the first matching object. 1211 * merges op to the first matching object.
1191 * If top is NULL, it is calculated. 1212 * If top is NULL, it is calculated.
1192 * Returns pointer to object if it succeded in the merge, otherwise NULL 1213 * Returns pointer to object if it succeded in the merge, otherwise NULL
1193 */ 1214 */
1194 1215object *
1195object *merge_ob(object *op, object *top) { 1216merge_ob (object *op, object *top)
1217{
1196 if(!op->nrof) 1218 if (!op->nrof)
1197 return 0; 1219 return 0;
1220
1198 if(top==NULL) 1221 if (top == NULL)
1199 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1222 for (top = op; top != NULL && top->above != NULL; top = top->above);
1223
1200 for(;top!=NULL;top=top->below) { 1224 for (; top != NULL; top = top->below)
1225 {
1201 if(top==op) 1226 if (top == op)
1202 continue; 1227 continue;
1203 if (CAN_MERGE(op,top)) 1228 if (CAN_MERGE (op, top))
1204 { 1229 {
1205 top->nrof+=op->nrof; 1230 top->nrof += op->nrof;
1231
1206/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1232/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1207 op->weight = 0; /* Don't want any adjustements now */ 1233 op->weight = 0; /* Don't want any adjustements now */
1208 remove_ob(op); 1234 remove_ob (op);
1209 free_object(op); 1235 free_object (op);
1210 return top; 1236 return top;
1211 } 1237 }
1212 } 1238 }
1239
1213 return NULL; 1240 return 0;
1214} 1241}
1215 1242
1216/* 1243/*
1217 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1244 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1218 * job preparing multi-part monsters 1245 * job preparing multi-part monsters
1219 */ 1246 */
1247object *
1220object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1248insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1249{
1221 object* tmp; 1250 object *tmp;
1251
1222 if (op->head) 1252 if (op->head)
1223 op=op->head; 1253 op = op->head;
1254
1224 for (tmp=op;tmp;tmp=tmp->more){ 1255 for (tmp = op; tmp; tmp = tmp->more)
1256 {
1225 tmp->x=x+tmp->arch->clone.x; 1257 tmp->x = x + tmp->arch->clone.x;
1226 tmp->y=y+tmp->arch->clone.y; 1258 tmp->y = y + tmp->arch->clone.y;
1227 } 1259 }
1260
1228 return insert_ob_in_map (op, m, originator, flag); 1261 return insert_ob_in_map (op, m, originator, flag);
1229} 1262}
1230 1263
1231/* 1264/*
1232 * insert_ob_in_map (op, map, originator, flag): 1265 * insert_ob_in_map (op, map, originator, flag):
1233 * This function inserts the object in the two-way linked list 1266 * This function inserts the object in the two-way linked list
1247 * new object if 'op' was merged with other object 1280 * new object if 'op' was merged with other object
1248 * NULL if 'op' was destroyed 1281 * NULL if 'op' was destroyed
1249 * just 'op' otherwise 1282 * just 'op' otherwise
1250 */ 1283 */
1251 1284
1285object *
1252object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1286insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1253{ 1287{
1254 object *tmp, *top, *floor=NULL; 1288 object *tmp, *top, *floor = NULL;
1255 sint16 x,y; 1289 sint16 x, y;
1256 1290
1257 if (QUERY_FLAG (op, FLAG_FREED)) { 1291 if (QUERY_FLAG (op, FLAG_FREED))
1292 {
1258 LOG (llevError, "Trying to insert freed object!\n"); 1293 LOG (llevError, "Trying to insert freed object!\n");
1294 return NULL;
1295 }
1296
1297 if (m == NULL)
1298 {
1299 char *dump = dump_object (op);
1300 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1301 free (dump);
1302 return op;
1303 }
1304
1305 if (out_of_map (m, op->x, op->y))
1306 {
1307 char *dump = dump_object (op);
1308 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1309#ifdef MANY_CORES
1310 /* Better to catch this here, as otherwise the next use of this object
1311 * is likely to cause a crash. Better to find out where it is getting
1312 * improperly inserted.
1313 */
1314 abort ();
1315#endif
1316 free (dump);
1317 return op;
1318 }
1319
1320 if (!QUERY_FLAG (op, FLAG_REMOVED))
1321 {
1322 char *dump = dump_object (op);
1323 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1324 free (dump);
1325 return op;
1326 }
1327
1328 if (op->more != NULL)
1329 {
1330 /* The part may be on a different map. */
1331
1332 object *more = op->more;
1333
1334 /* We really need the caller to normalize coordinates - if
1335 * we set the map, that doesn't work if the location is within
1336 * a map and this is straddling an edge. So only if coordinate
1337 * is clear wrong do we normalize it.
1338 */
1339 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1340 more->map = get_map_from_coord (m, &more->x, &more->y);
1341 else if (!more->map)
1342 {
1343 /* For backwards compatibility - when not dealing with tiled maps,
1344 * more->map should always point to the parent.
1345 */
1346 more->map = m;
1347 }
1348
1349 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1350 {
1351 if (!op->head)
1352 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1353
1354 return NULL;
1355 }
1356 }
1357
1358 CLEAR_FLAG (op, FLAG_REMOVED);
1359
1360 /* Ideally, the caller figures this out. However, it complicates a lot
1361 * of areas of callers (eg, anything that uses find_free_spot would now
1362 * need extra work
1363 */
1364 op->map = get_map_from_coord (m, &op->x, &op->y);
1365 x = op->x;
1366 y = op->y;
1367
1368 /* this has to be done after we translate the coordinates.
1369 */
1370 if (op->nrof && !(flag & INS_NO_MERGE))
1371 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1372 if (CAN_MERGE (op, tmp))
1373 {
1374 op->nrof += tmp->nrof;
1375 remove_ob (tmp);
1376 free_object (tmp);
1377 }
1378
1379 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1380 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1381
1382 if (!QUERY_FLAG (op, FLAG_ALIVE))
1383 CLEAR_FLAG (op, FLAG_NO_STEAL);
1384
1385 if (flag & INS_BELOW_ORIGINATOR)
1386 {
1387 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1388 {
1389 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1390 abort ();
1391 }
1392
1393 op->above = originator;
1394 op->below = originator->below;
1395
1396 if (op->below)
1397 op->below->above = op;
1398 else
1399 SET_MAP_OB (op->map, op->x, op->y, op);
1400
1401 /* since *below* originator, no need to update top */
1402 originator->below = op;
1403 }
1404 else
1405 {
1406 /* If there are other objects, then */
1407 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1408 {
1409 object *last = NULL;
1410
1411 /*
1412 * If there are multiple objects on this space, we do some trickier handling.
1413 * We've already dealt with merging if appropriate.
1414 * Generally, we want to put the new object on top. But if
1415 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1416 * floor, we want to insert above that and no further.
1417 * Also, if there are spell objects on this space, we stop processing
1418 * once we get to them. This reduces the need to traverse over all of
1419 * them when adding another one - this saves quite a bit of cpu time
1420 * when lots of spells are cast in one area. Currently, it is presumed
1421 * that flying non pickable objects are spell objects.
1422 */
1423
1424 while (top != NULL)
1425 {
1426 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1427 floor = top;
1428
1429 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1430 {
1431 /* We insert above top, so we want this object below this */
1432 top = top->below;
1433 break;
1434 }
1435
1436 last = top;
1437 top = top->above;
1438 }
1439
1440 /* Don't want top to be NULL, so set it to the last valid object */
1441 top = last;
1442
1443 /* We let update_position deal with figuring out what the space
1444 * looks like instead of lots of conditions here.
1445 * makes things faster, and effectively the same result.
1446 */
1447
1448 /* Have object 'fall below' other objects that block view.
1449 * Unless those objects are exits, type 66
1450 * If INS_ON_TOP is used, don't do this processing
1451 * Need to find the object that in fact blocks view, otherwise
1452 * stacking is a bit odd.
1453 */
1454 if (!(flag & INS_ON_TOP) &&
1455 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1456 {
1457 for (last = top; last != floor; last = last->below)
1458 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1459 break;
1460 /* Check to see if we found the object that blocks view,
1461 * and make sure we have a below pointer for it so that
1462 * we can get inserted below this one, which requires we
1463 * set top to the object below us.
1464 */
1465 if (last && last->below && last != floor)
1466 top = last->below;
1467 }
1468 } /* If objects on this space */
1469
1470 if (flag & INS_MAP_LOAD)
1471 top = GET_MAP_TOP (op->map, op->x, op->y);
1472
1473 if (flag & INS_ABOVE_FLOOR_ONLY)
1474 top = floor;
1475
1476 /* Top is the object that our object (op) is going to get inserted above.
1477 */
1478
1479 /* First object on this space */
1480 if (!top)
1481 {
1482 op->above = GET_MAP_OB (op->map, op->x, op->y);
1483
1484 if (op->above)
1485 op->above->below = op;
1486
1487 op->below = NULL;
1488 SET_MAP_OB (op->map, op->x, op->y, op);
1489 }
1490 else
1491 { /* get inserted into the stack above top */
1492 op->above = top->above;
1493
1494 if (op->above)
1495 op->above->below = op;
1496
1497 op->below = top;
1498 top->above = op;
1499 }
1500
1501 if (op->above == NULL)
1502 SET_MAP_TOP (op->map, op->x, op->y, op);
1503 } /* else not INS_BELOW_ORIGINATOR */
1504
1505 if (op->type == PLAYER)
1506 op->contr->do_los = 1;
1507
1508 /* If we have a floor, we know the player, if any, will be above
1509 * it, so save a few ticks and start from there.
1510 */
1511 if (!(flag & INS_MAP_LOAD))
1512 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1513 if (tmp->type == PLAYER)
1514 tmp->contr->socket.update_look = 1;
1515
1516 /* If this object glows, it may affect lighting conditions that are
1517 * visible to others on this map. But update_all_los is really
1518 * an inefficient way to do this, as it means los for all players
1519 * on the map will get recalculated. The players could very well
1520 * be far away from this change and not affected in any way -
1521 * this should get redone to only look for players within range,
1522 * or just updating the P_NEED_UPDATE for spaces within this area
1523 * of effect may be sufficient.
1524 */
1525 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1526 update_all_los (op->map, op->x, op->y);
1527
1528 /* updates flags (blocked, alive, no magic, etc) for this map space */
1529 update_object (op, UP_OBJ_INSERT);
1530
1531 /* Don't know if moving this to the end will break anything. However,
1532 * we want to have update_look set above before calling this.
1533 *
1534 * check_move_on() must be after this because code called from
1535 * check_move_on() depends on correct map flags (so functions like
1536 * blocked() and wall() work properly), and these flags are updated by
1537 * update_object().
1538 */
1539
1540 /* if this is not the head or flag has been passed, don't check walk on status */
1541 if (!(flag & INS_NO_WALK_ON) && !op->head)
1542 {
1543 if (check_move_on (op, originator))
1259 return NULL; 1544 return NULL;
1260 }
1261 if(m==NULL) {
1262 dump_object(op);
1263 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1264 return op;
1265 }
1266 if(out_of_map(m,op->x,op->y)) {
1267 dump_object(op);
1268 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1269#ifdef MANY_CORES
1270 /* Better to catch this here, as otherwise the next use of this object
1271 * is likely to cause a crash. Better to find out where it is getting
1272 * improperly inserted.
1273 */
1274 abort();
1275#endif
1276 return op;
1277 }
1278 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1279 dump_object(op);
1280 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1281 return op;
1282 }
1283 if(op->more!=NULL) {
1284 /* The part may be on a different map. */
1285 1545
1286 object *more = op->more;
1287
1288 /* We really need the caller to normalize coordinates - if
1289 * we set the map, that doesn't work if the location is within
1290 * a map and this is straddling an edge. So only if coordinate
1291 * is clear wrong do we normalize it.
1292 */
1293 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1294 more->map = get_map_from_coord(m, &more->x, &more->y);
1295 } else if (!more->map) {
1296 /* For backwards compatibility - when not dealing with tiled maps,
1297 * more->map should always point to the parent.
1298 */
1299 more->map = m;
1300 }
1301
1302 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1303 if ( ! op->head)
1304 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1305 return NULL;
1306 }
1307 }
1308 CLEAR_FLAG(op,FLAG_REMOVED);
1309
1310 /* Ideally, the caller figures this out. However, it complicates a lot
1311 * of areas of callers (eg, anything that uses find_free_spot would now
1312 * need extra work
1313 */
1314 op->map=get_map_from_coord(m, &op->x, &op->y);
1315 x = op->x;
1316 y = op->y;
1317
1318 /* this has to be done after we translate the coordinates.
1319 */
1320 if(op->nrof && !(flag & INS_NO_MERGE)) {
1321 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1322 if (CAN_MERGE(op,tmp)) {
1323 op->nrof+=tmp->nrof;
1324 remove_ob(tmp);
1325 free_object(tmp);
1326 }
1327 }
1328
1329 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1330 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1331 if (!QUERY_FLAG(op, FLAG_ALIVE))
1332 CLEAR_FLAG(op, FLAG_NO_STEAL);
1333
1334 if (flag & INS_BELOW_ORIGINATOR) {
1335 if (originator->map != op->map || originator->x != op->x ||
1336 originator->y != op->y) {
1337 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1338 abort();
1339 }
1340 op->above = originator;
1341 op->below = originator->below;
1342 if (op->below) op->below->above = op;
1343 else SET_MAP_OB(op->map, op->x, op->y, op);
1344 /* since *below* originator, no need to update top */
1345 originator->below = op;
1346 } else {
1347 /* If there are other objects, then */
1348 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1349 object *last=NULL;
1350 /*
1351 * If there are multiple objects on this space, we do some trickier handling.
1352 * We've already dealt with merging if appropriate.
1353 * Generally, we want to put the new object on top. But if
1354 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1355 * floor, we want to insert above that and no further.
1356 * Also, if there are spell objects on this space, we stop processing
1357 * once we get to them. This reduces the need to traverse over all of
1358 * them when adding another one - this saves quite a bit of cpu time
1359 * when lots of spells are cast in one area. Currently, it is presumed
1360 * that flying non pickable objects are spell objects.
1361 */
1362
1363 while (top != NULL) {
1364 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1365 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1366 if (QUERY_FLAG(top, FLAG_NO_PICK)
1367 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1368 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1369 {
1370 /* We insert above top, so we want this object below this */
1371 top=top->below;
1372 break;
1373 }
1374 last = top;
1375 top = top->above;
1376 }
1377 /* Don't want top to be NULL, so set it to the last valid object */
1378 top = last;
1379
1380 /* We let update_position deal with figuring out what the space
1381 * looks like instead of lots of conditions here.
1382 * makes things faster, and effectively the same result.
1383 */
1384
1385 /* Have object 'fall below' other objects that block view.
1386 * Unless those objects are exits, type 66
1387 * If INS_ON_TOP is used, don't do this processing
1388 * Need to find the object that in fact blocks view, otherwise
1389 * stacking is a bit odd.
1390 */
1391 if (!(flag & INS_ON_TOP) &&
1392 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1393 (op->face && !op->face->visibility)) {
1394 for (last=top; last != floor; last=last->below)
1395 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1396 /* Check to see if we found the object that blocks view,
1397 * and make sure we have a below pointer for it so that
1398 * we can get inserted below this one, which requires we
1399 * set top to the object below us.
1400 */
1401 if (last && last->below && last != floor) top=last->below;
1402 }
1403 } /* If objects on this space */
1404 if (flag & INS_MAP_LOAD)
1405 top = GET_MAP_TOP(op->map,op->x,op->y);
1406 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1407
1408 /* Top is the object that our object (op) is going to get inserted above.
1409 */
1410
1411 /* First object on this space */
1412 if (!top) {
1413 op->above = GET_MAP_OB(op->map, op->x, op->y);
1414 if (op->above) op->above->below = op;
1415 op->below = NULL;
1416 SET_MAP_OB(op->map, op->x, op->y, op);
1417 } else { /* get inserted into the stack above top */
1418 op->above = top->above;
1419 if (op->above) op->above->below = op;
1420 op->below = top;
1421 top->above = op;
1422 }
1423 if (op->above==NULL)
1424 SET_MAP_TOP(op->map,op->x, op->y, op);
1425 } /* else not INS_BELOW_ORIGINATOR */
1426
1427 if(op->type==PLAYER)
1428 op->contr->do_los=1;
1429
1430 /* If we have a floor, we know the player, if any, will be above
1431 * it, so save a few ticks and start from there.
1432 */
1433 if (!(flag & INS_MAP_LOAD))
1434 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1435 if (tmp->type == PLAYER)
1436 tmp->contr->socket.update_look=1;
1437 }
1438
1439 /* If this object glows, it may affect lighting conditions that are
1440 * visible to others on this map. But update_all_los is really
1441 * an inefficient way to do this, as it means los for all players
1442 * on the map will get recalculated. The players could very well
1443 * be far away from this change and not affected in any way -
1444 * this should get redone to only look for players within range,
1445 * or just updating the P_NEED_UPDATE for spaces within this area
1446 * of effect may be sufficient.
1447 */
1448 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1449 update_all_los(op->map, op->x, op->y);
1450
1451
1452 /* updates flags (blocked, alive, no magic, etc) for this map space */
1453 update_object(op,UP_OBJ_INSERT);
1454
1455
1456 /* Don't know if moving this to the end will break anything. However,
1457 * we want to have update_look set above before calling this.
1458 *
1459 * check_move_on() must be after this because code called from
1460 * check_move_on() depends on correct map flags (so functions like
1461 * blocked() and wall() work properly), and these flags are updated by
1462 * update_object().
1463 */
1464
1465 /* if this is not the head or flag has been passed, don't check walk on status */
1466
1467 if (!(flag & INS_NO_WALK_ON) && !op->head) {
1468 if (check_move_on(op, originator))
1469 return NULL;
1470
1471 /* If we are a multi part object, lets work our way through the check 1546 /* If we are a multi part object, lets work our way through the check
1472 * walk on's. 1547 * walk on's.
1473 */ 1548 */
1474 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1549 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1475 if (check_move_on (tmp, originator)) 1550 if (check_move_on (tmp, originator))
1476 return NULL; 1551 return NULL;
1477 } 1552 }
1553
1478 return op; 1554 return op;
1479} 1555}
1480 1556
1481/* this function inserts an object in the map, but if it 1557/* this function inserts an object in the map, but if it
1482 * finds an object of its own type, it'll remove that one first. 1558 * finds an object of its own type, it'll remove that one first.
1483 * op is the object to insert it under: supplies x and the map. 1559 * op is the object to insert it under: supplies x and the map.
1484 */ 1560 */
1561void
1485void replace_insert_ob_in_map(const char *arch_string, object *op) { 1562replace_insert_ob_in_map (const char *arch_string, object *op)
1563{
1486 object *tmp; 1564 object *
1487 object *tmp1; 1565 tmp;
1566 object *
1567 tmp1;
1488 1568
1489 /* first search for itself and remove any old instances */ 1569 /* first search for itself and remove any old instances */
1490 1570
1491 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1571 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1572 {
1492 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1573 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1574 {
1493 remove_ob(tmp); 1575 remove_ob (tmp);
1494 free_object(tmp); 1576 free_object (tmp);
1495 } 1577 }
1496 } 1578 }
1497 1579
1498 tmp1=arch_to_object(find_archetype(arch_string)); 1580 tmp1 = arch_to_object (archetype::find (arch_string));
1499 1581
1500 1582 tmp1->x = op->x;
1501 tmp1->x = op->x; tmp1->y = op->y; 1583 tmp1->y = op->y;
1502 insert_ob_in_map(tmp1,op->map,op,0); 1584 insert_ob_in_map (tmp1, op->map, op, 0);
1503} 1585}
1504 1586
1505/* 1587/*
1506 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1588 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1507 * is returned contains nr objects, and the remaining parts contains 1589 * is returned contains nr objects, and the remaining parts contains
1508 * the rest (or is removed and freed if that number is 0). 1590 * the rest (or is removed and freed if that number is 0).
1509 * On failure, NULL is returned, and the reason put into the 1591 * On failure, NULL is returned, and the reason put into the
1510 * global static errmsg array. 1592 * global static errmsg array.
1511 */ 1593 */
1512 1594
1595object *
1513object *get_split_ob(object *orig_ob, uint32 nr) { 1596get_split_ob (object *orig_ob, uint32 nr)
1514 object *newob; 1597{
1598 object *
1599 newob;
1600 int
1515 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1601 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1516 1602
1517 if(orig_ob->nrof<nr) { 1603 if (orig_ob->nrof < nr)
1518 sprintf(errmsg,"There are only %d %ss.", 1604 {
1519 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1605 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1520 return NULL; 1606 return NULL;
1521 } 1607 }
1608
1522 newob = object_create_clone(orig_ob); 1609 newob = object_create_clone (orig_ob);
1610
1523 if((orig_ob->nrof-=nr)<1) { 1611 if ((orig_ob->nrof -= nr) < 1)
1612 {
1524 if ( ! is_removed) 1613 if (!is_removed)
1525 remove_ob(orig_ob); 1614 remove_ob (orig_ob);
1526 free_object2(orig_ob, 1); 1615 free_object2 (orig_ob, 1);
1527 } 1616 }
1528 else if ( ! is_removed) { 1617 else if (!is_removed)
1618 {
1529 if(orig_ob->env!=NULL) 1619 if (orig_ob->env != NULL)
1530 sub_weight (orig_ob->env,orig_ob->weight*nr); 1620 sub_weight (orig_ob->env, orig_ob->weight * nr);
1531 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1621 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1622 {
1532 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1623 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1533 LOG(llevDebug,
1534 "Error, Tried to split object whose map is not in memory.\n"); 1624 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1535 return NULL; 1625 return NULL;
1536 } 1626 }
1537 } 1627 }
1628
1538 newob->nrof=nr; 1629 newob->nrof = nr;
1539 1630
1540 return newob; 1631 return newob;
1541} 1632}
1542 1633
1543/* 1634/*
1544 * decrease_ob_nr(object, number) decreases a specified number from 1635 * decrease_ob_nr(object, number) decreases a specified number from
1545 * the amount of an object. If the amount reaches 0, the object 1636 * the amount of an object. If the amount reaches 0, the object
1546 * is subsequently removed and freed. 1637 * is subsequently removed and freed.
1547 * 1638 *
1548 * Return value: 'op' if something is left, NULL if the amount reached 0 1639 * Return value: 'op' if something is left, NULL if the amount reached 0
1549 */ 1640 */
1550 1641
1642object *
1551object *decrease_ob_nr (object *op, uint32 i) 1643decrease_ob_nr (object *op, uint32 i)
1552{ 1644{
1553 object *tmp; 1645 object *tmp;
1554 player *pl; 1646 player *pl;
1555 1647
1556 if (i == 0) /* objects with op->nrof require this check */ 1648 if (i == 0) /* objects with op->nrof require this check */
1557 return op; 1649 return op;
1558 1650
1559 if (i > op->nrof) 1651 if (i > op->nrof)
1560 i = op->nrof; 1652 i = op->nrof;
1561 1653
1562 if (QUERY_FLAG (op, FLAG_REMOVED)) 1654 if (QUERY_FLAG (op, FLAG_REMOVED))
1655 op->nrof -= i;
1656 else if (op->env != NULL)
1657 {
1658 /* is this object in the players inventory, or sub container
1659 * therein?
1660 */
1661 tmp = is_player_inv (op->env);
1662 /* nope. Is this a container the player has opened?
1663 * If so, set tmp to that player.
1664 * IMO, searching through all the players will mostly
1665 * likely be quicker than following op->env to the map,
1666 * and then searching the map for a player.
1667 */
1668 if (!tmp)
1669 {
1670 for (pl = first_player; pl; pl = pl->next)
1671 if (pl->ob->container == op->env)
1672 break;
1673 if (pl)
1674 tmp = pl->ob;
1675 else
1676 tmp = NULL;
1677 }
1678
1679 if (i < op->nrof)
1680 {
1681 sub_weight (op->env, op->weight * i);
1682 op->nrof -= i;
1683 if (tmp)
1684 {
1685 esrv_send_item (tmp, op);
1686 }
1687 }
1688 else
1689 {
1690 remove_ob (op);
1691 op->nrof = 0;
1692 if (tmp)
1693 {
1694 esrv_del_item (tmp->contr, op->count);
1695 }
1696 }
1563 { 1697 }
1698 else
1699 {
1700 object *above = op->above;
1701
1702 if (i < op->nrof)
1564 op->nrof -= i; 1703 op->nrof -= i;
1565 } 1704 else
1566 else if (op->env != NULL)
1567 {
1568 /* is this object in the players inventory, or sub container
1569 * therein?
1570 */
1571 tmp = is_player_inv (op->env);
1572 /* nope. Is this a container the player has opened?
1573 * If so, set tmp to that player.
1574 * IMO, searching through all the players will mostly
1575 * likely be quicker than following op->env to the map,
1576 * and then searching the map for a player.
1577 */
1578 if (!tmp) {
1579 for (pl=first_player; pl; pl=pl->next)
1580 if (pl->ob->container == op->env) break;
1581 if (pl) tmp=pl->ob;
1582 else tmp=NULL;
1583 } 1705 {
1584
1585 if (i < op->nrof) {
1586 sub_weight (op->env, op->weight * i);
1587 op->nrof -= i;
1588 if (tmp) {
1589 esrv_send_item(tmp, op);
1590 }
1591 } else {
1592 remove_ob (op); 1706 remove_ob (op);
1593 op->nrof = 0; 1707 op->nrof = 0;
1594 if (tmp) {
1595 esrv_del_item(tmp->contr, op->count);
1596 } 1708 }
1597 }
1598 }
1599 else
1600 {
1601 object *above = op->above;
1602 1709
1603 if (i < op->nrof) {
1604 op->nrof -= i;
1605 } else {
1606 remove_ob (op);
1607 op->nrof = 0;
1608 }
1609 /* Since we just removed op, op->above is null */ 1710 /* Since we just removed op, op->above is null */
1610 for (tmp = above; tmp != NULL; tmp = tmp->above) 1711 for (tmp = above; tmp != NULL; tmp = tmp->above)
1611 if (tmp->type == PLAYER) { 1712 if (tmp->type == PLAYER)
1713 {
1612 if (op->nrof) 1714 if (op->nrof)
1613 esrv_send_item(tmp, op); 1715 esrv_send_item (tmp, op);
1614 else 1716 else
1615 esrv_del_item(tmp->contr, op->count); 1717 esrv_del_item (tmp->contr, op->count);
1616 } 1718 }
1617 } 1719 }
1618 1720
1619 if (op->nrof) { 1721 if (op->nrof)
1620 return op; 1722 return op;
1621 } else { 1723 else
1724 {
1622 free_object (op); 1725 free_object (op);
1623 return NULL; 1726 return NULL;
1624 } 1727 }
1625} 1728}
1626 1729
1627/* 1730/*
1628 * add_weight(object, weight) adds the specified weight to an object, 1731 * add_weight(object, weight) adds the specified weight to an object,
1629 * and also updates how much the environment(s) is/are carrying. 1732 * and also updates how much the environment(s) is/are carrying.
1630 */ 1733 */
1631 1734
1735void
1632void add_weight (object *op, signed long weight) { 1736add_weight (object *op, signed long weight)
1737{
1633 while (op!=NULL) { 1738 while (op != NULL)
1739 {
1634 if (op->type == CONTAINER) { 1740 if (op->type == CONTAINER)
1635 weight=(signed long)(weight*(100-op->stats.Str)/100); 1741 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1636 } 1742
1637 op->carrying+=weight; 1743 op->carrying += weight;
1638 op=op->env; 1744 op = op->env;
1639 } 1745 }
1640} 1746}
1641 1747
1642/* 1748/*
1643 * insert_ob_in_ob(op,environment): 1749 * insert_ob_in_ob(op,environment):
1644 * This function inserts the object op in the linked list 1750 * This function inserts the object op in the linked list
1651 * 1757 *
1652 * The function returns now pointer to inserted item, and return value can 1758 * The function returns now pointer to inserted item, and return value can
1653 * be != op, if items are merged. -Tero 1759 * be != op, if items are merged. -Tero
1654 */ 1760 */
1655 1761
1762object *
1656object *insert_ob_in_ob(object *op,object *where) { 1763insert_ob_in_ob (object *op, object *where)
1657 object *tmp, *otmp; 1764{
1765 object *
1766 tmp, *
1767 otmp;
1658 1768
1659 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1769 if (!QUERY_FLAG (op, FLAG_REMOVED))
1660 dump_object(op); 1770 {
1771 char *dump = dump_object (op);
1661 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1772 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", dump);
1773 free (dump);
1662 return op; 1774 return op;
1663 } 1775 }
1776
1664 if(where==NULL) { 1777 if (where == NULL)
1665 dump_object(op); 1778 {
1779 char *dump = dump_object (op);
1666 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg); 1780 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1781 free (dump);
1667 return op; 1782 return op;
1668 } 1783 }
1784
1669 if (where->head) { 1785 if (where->head)
1670 LOG(llevDebug, 1786 {
1671 "Warning: Tried to insert object wrong part of multipart object.\n"); 1787 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1672 where = where->head; 1788 where = where->head;
1673 } 1789 }
1790
1674 if (op->more) { 1791 if (op->more)
1792 {
1675 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1793 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1676 &op->name, op->count);
1677 return op; 1794 return op;
1678 } 1795 }
1796
1679 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1797 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1680 CLEAR_FLAG(op, FLAG_REMOVED); 1798 CLEAR_FLAG (op, FLAG_REMOVED);
1681 if(op->nrof) { 1799 if (op->nrof)
1800 {
1682 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1801 for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1683 if ( CAN_MERGE(tmp,op) ) { 1802 if (CAN_MERGE (tmp, op))
1803 {
1684 /* return the original object and remove inserted object 1804 /* return the original object and remove inserted object
1685 (client needs the original object) */ 1805 (client needs the original object) */
1686 tmp->nrof += op->nrof; 1806 tmp->nrof += op->nrof;
1687 /* Weight handling gets pretty funky. Since we are adding to 1807 /* Weight handling gets pretty funky. Since we are adding to
1688 * tmp->nrof, we need to increase the weight. 1808 * tmp->nrof, we need to increase the weight.
1689 */ 1809 */
1690 add_weight (where, op->weight*op->nrof); 1810 add_weight (where, op->weight * op->nrof);
1691 SET_FLAG(op, FLAG_REMOVED); 1811 SET_FLAG (op, FLAG_REMOVED);
1692 free_object(op); /* free the inserted object */ 1812 free_object (op); /* free the inserted object */
1693 op = tmp; 1813 op = tmp;
1694 remove_ob (op); /* and fix old object's links */ 1814 remove_ob (op); /* and fix old object's links */
1695 CLEAR_FLAG(op, FLAG_REMOVED); 1815 CLEAR_FLAG (op, FLAG_REMOVED);
1696 break; 1816 break;
1697 } 1817 }
1698 1818
1699 /* I assume combined objects have no inventory 1819 /* I assume combined objects have no inventory
1700 * We add the weight - this object could have just been removed 1820 * We add the weight - this object could have just been removed
1701 * (if it was possible to merge). calling remove_ob will subtract 1821 * (if it was possible to merge). calling remove_ob will subtract
1702 * the weight, so we need to add it in again, since we actually do 1822 * the weight, so we need to add it in again, since we actually do
1703 * the linking below 1823 * the linking below
1704 */ 1824 */
1705 add_weight (where, op->weight*op->nrof); 1825 add_weight (where, op->weight * op->nrof);
1826 }
1706 } else 1827 else
1707 add_weight (where, (op->weight+op->carrying)); 1828 add_weight (where, (op->weight + op->carrying));
1708 1829
1709 otmp=is_player_inv(where); 1830 otmp = is_player_inv (where);
1710 if (otmp&&otmp->contr!=NULL) { 1831 if (otmp && otmp->contr != NULL)
1832 {
1711 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1833 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1712 fix_player(otmp); 1834 fix_player (otmp);
1713 } 1835 }
1714 1836
1715 op->map=NULL; 1837 op->map = NULL;
1716 op->env=where; 1838 op->env = where;
1717 op->above=NULL; 1839 op->above = NULL;
1718 op->below=NULL; 1840 op->below = NULL;
1719 op->x=0,op->y=0; 1841 op->x = 0, op->y = 0;
1720 1842
1721 /* reset the light list and los of the players on the map */ 1843 /* reset the light list and los of the players on the map */
1722 if((op->glow_radius!=0)&&where->map) 1844 if ((op->glow_radius != 0) && where->map)
1723 { 1845 {
1724#ifdef DEBUG_LIGHTS 1846#ifdef DEBUG_LIGHTS
1725 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1847 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1726 op->name);
1727#endif /* DEBUG_LIGHTS */ 1848#endif /* DEBUG_LIGHTS */
1849 if (MAP_DARKNESS (where->map))
1728 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1850 update_all_los (where->map, where->x, where->y);
1729 } 1851 }
1730 1852
1731 /* Client has no idea of ordering so lets not bother ordering it here. 1853 /* Client has no idea of ordering so lets not bother ordering it here.
1732 * It sure simplifies this function... 1854 * It sure simplifies this function...
1733 */ 1855 */
1734 if (where->inv==NULL) 1856 if (where->inv == NULL)
1735 where->inv=op; 1857 where->inv = op;
1736 else { 1858 else
1859 {
1737 op->below = where->inv; 1860 op->below = where->inv;
1738 op->below->above = op; 1861 op->below->above = op;
1739 where->inv = op; 1862 where->inv = op;
1740 } 1863 }
1741 return op; 1864 return op;
1742} 1865}
1743 1866
1744/* 1867/*
1745 * Checks if any objects has a move_type that matches objects 1868 * Checks if any objects has a move_type that matches objects
1760 * MSW 2001-07-08: Check all objects on space, not just those below 1883 * MSW 2001-07-08: Check all objects on space, not just those below
1761 * object being inserted. insert_ob_in_map may not put new objects 1884 * object being inserted. insert_ob_in_map may not put new objects
1762 * on top. 1885 * on top.
1763 */ 1886 */
1764 1887
1888int
1765int check_move_on (object *op, object *originator) 1889check_move_on (object *op, object *originator)
1766{ 1890{
1767 object *tmp; 1891 object *tmp;
1768 tag_t tag;
1769 mapstruct *m=op->map; 1892 maptile *m = op->map;
1770 int x=op->x, y=op->y; 1893 int x = op->x, y = op->y;
1894
1771 MoveType move_on, move_slow, move_block; 1895 MoveType move_on, move_slow, move_block;
1772 1896
1773 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1897 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1774 return 0; 1898 return 0;
1775 1899
1776 tag = op->count;
1777
1778 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1900 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1779 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1901 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1780 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1902 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1781 1903
1782 /* if nothing on this space will slow op down or be applied, 1904 /* if nothing on this space will slow op down or be applied,
1783 * no need to do checking below. have to make sure move_type 1905 * no need to do checking below. have to make sure move_type
1784 * is set, as lots of objects don't have it set - we treat that 1906 * is set, as lots of objects don't have it set - we treat that
1785 * as walking. 1907 * as walking.
1786 */ 1908 */
1787 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1909 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1788 return 0; 1910 return 0;
1789 1911
1790 /* This is basically inverse logic of that below - basically, 1912 /* This is basically inverse logic of that below - basically,
1791 * if the object can avoid the move on or slow move, they do so, 1913 * if the object can avoid the move on or slow move, they do so,
1792 * but can't do it if the alternate movement they are using is 1914 * but can't do it if the alternate movement they are using is
1793 * blocked. Logic on this seems confusing, but does seem correct. 1915 * blocked. Logic on this seems confusing, but does seem correct.
1794 */ 1916 */
1795 if ((op->move_type & ~move_on & ~move_block) != 0 && 1917 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1796 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1918 return 0;
1797 1919
1798 /* The objects have to be checked from top to bottom. 1920 /* The objects have to be checked from top to bottom.
1799 * Hence, we first go to the top: 1921 * Hence, we first go to the top:
1800 */ 1922 */
1801 1923
1802 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1924 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1803 tmp->above!=NULL; tmp=tmp->above) { 1925 {
1804 /* Trim the search when we find the first other spell effect 1926 /* Trim the search when we find the first other spell effect
1805 * this helps performance so that if a space has 50 spell objects, 1927 * this helps performance so that if a space has 50 spell objects,
1806 * we don't need to check all of them. 1928 * we don't need to check all of them.
1807 */ 1929 */
1808 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1930 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1931 break;
1932 }
1933
1934 for (; tmp; tmp = tmp->below)
1809 } 1935 {
1810 for(;tmp!=NULL; tmp=tmp->below) { 1936 if (tmp == op)
1811 if (tmp == op) continue; /* Can't apply yourself */ 1937 continue; /* Can't apply yourself */
1812 1938
1813 /* Check to see if one of the movement types should be slowed down. 1939 /* Check to see if one of the movement types should be slowed down.
1814 * Second check makes sure that the movement types not being slowed 1940 * Second check makes sure that the movement types not being slowed
1815 * (~slow_move) is not blocked on this space - just because the 1941 * (~slow_move) is not blocked on this space - just because the
1816 * space doesn't slow down swimming (for example), if you can't actually 1942 * space doesn't slow down swimming (for example), if you can't actually
1817 * swim on that space, can't use it to avoid the penalty. 1943 * swim on that space, can't use it to avoid the penalty.
1818 */ 1944 */
1819 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1945 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1946 {
1820 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1947 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1821 ((op->move_type & tmp->move_slow) &&
1822 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1948 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1949 {
1823 1950
1824 float diff; 1951 float
1825
1826 diff = tmp->move_slow_penalty*FABS(op->speed); 1952 diff = tmp->move_slow_penalty * FABS (op->speed);
1953
1827 if (op->type == PLAYER) { 1954 if (op->type == PLAYER)
1828 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1955 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1829 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1956 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1830 diff /= 4.0; 1957 diff /= 4.0;
1831 } 1958
1832 }
1833 op->speed_left -= diff; 1959 op->speed_left -= diff;
1834 } 1960 }
1835 } 1961 }
1836 1962
1837 /* Basically same logic as above, except now for actual apply. */ 1963 /* Basically same logic as above, except now for actual apply. */
1838 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1964 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1839 ((op->move_type & tmp->move_on) &&
1840 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1965 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1841 1966 {
1842 move_apply(tmp, op, originator); 1967 move_apply (tmp, op, originator);
1968
1843 if (was_destroyed (op, tag)) 1969 if (op->destroyed ())
1844 return 1; 1970 return 1;
1845 1971
1846 /* what the person/creature stepped onto has moved the object 1972 /* what the person/creature stepped onto has moved the object
1847 * someplace new. Don't process any further - if we did, 1973 * someplace new. Don't process any further - if we did,
1848 * have a feeling strange problems would result. 1974 * have a feeling strange problems would result.
1849 */ 1975 */
1850 if (op->map != m || op->x != x || op->y != y) return 0; 1976 if (op->map != m || op->x != x || op->y != y)
1977 return 0;
1851 } 1978 }
1852 } 1979 }
1980
1853 return 0; 1981 return 0;
1854} 1982}
1855 1983
1856/* 1984/*
1857 * present_arch(arch, map, x, y) searches for any objects with 1985 * present_arch(arch, map, x, y) searches for any objects with
1858 * a matching archetype at the given map and coordinates. 1986 * a matching archetype at the given map and coordinates.
1859 * The first matching object is returned, or NULL if none. 1987 * The first matching object is returned, or NULL if none.
1860 */ 1988 */
1861 1989
1990object *
1862object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1991present_arch (const archetype *at, maptile *m, int x, int y)
1992{
1863 object *tmp; 1993 object *
1994 tmp;
1995
1864 if(m==NULL || out_of_map(m,x,y)) { 1996 if (m == NULL || out_of_map (m, x, y))
1997 {
1865 LOG(llevError,"Present_arch called outside map.\n"); 1998 LOG (llevError, "Present_arch called outside map.\n");
1866 return NULL; 1999 return NULL;
1867 } 2000 }
1868 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 2001 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1869 if(tmp->arch == at) 2002 if (tmp->arch == at)
1870 return tmp; 2003 return tmp;
1871 return NULL; 2004 return NULL;
1872} 2005}
1873 2006
1874/* 2007/*
1875 * present(type, map, x, y) searches for any objects with 2008 * present(type, map, x, y) searches for any objects with
1876 * a matching type variable at the given map and coordinates. 2009 * a matching type variable at the given map and coordinates.
1877 * The first matching object is returned, or NULL if none. 2010 * The first matching object is returned, or NULL if none.
1878 */ 2011 */
1879 2012
2013object *
1880object *present(unsigned char type,mapstruct *m, int x,int y) { 2014present (unsigned char type, maptile *m, int x, int y)
2015{
1881 object *tmp; 2016 object *
2017 tmp;
2018
1882 if(out_of_map(m,x,y)) { 2019 if (out_of_map (m, x, y))
2020 {
1883 LOG(llevError,"Present called outside map.\n"); 2021 LOG (llevError, "Present called outside map.\n");
1884 return NULL; 2022 return NULL;
1885 } 2023 }
1886 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 2024 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1887 if(tmp->type==type) 2025 if (tmp->type == type)
1888 return tmp; 2026 return tmp;
1889 return NULL; 2027 return NULL;
1890} 2028}
1891 2029
1892/* 2030/*
1893 * present_in_ob(type, object) searches for any objects with 2031 * present_in_ob(type, object) searches for any objects with
1894 * a matching type variable in the inventory of the given object. 2032 * a matching type variable in the inventory of the given object.
1895 * The first matching object is returned, or NULL if none. 2033 * The first matching object is returned, or NULL if none.
1896 */ 2034 */
1897 2035
2036object *
1898object *present_in_ob(unsigned char type, const object *op) { 2037present_in_ob (unsigned char type, const object *op)
2038{
1899 object *tmp; 2039 object *
2040 tmp;
2041
1900 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2042 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1901 if(tmp->type==type) 2043 if (tmp->type == type)
1902 return tmp; 2044 return tmp;
1903 return NULL; 2045 return NULL;
1904} 2046}
1905 2047
1906/* 2048/*
1916 * the object name, not the archetype name. this is so that the 2058 * the object name, not the archetype name. this is so that the
1917 * spell code can use one object type (force), but change it's name 2059 * spell code can use one object type (force), but change it's name
1918 * to be unique. 2060 * to be unique.
1919 */ 2061 */
1920 2062
2063object *
1921object *present_in_ob_by_name(int type, const char *str, const object *op) { 2064present_in_ob_by_name (int type, const char *str, const object *op)
2065{
1922 object *tmp; 2066 object *
2067 tmp;
1923 2068
1924 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2069 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2070 {
1925 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2071 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1926 return tmp; 2072 return tmp;
1927 } 2073 }
1928 return NULL; 2074 return NULL;
1929} 2075}
1930 2076
1931/* 2077/*
1932 * present_arch_in_ob(archetype, object) searches for any objects with 2078 * present_arch_in_ob(archetype, object) searches for any objects with
1933 * a matching archetype in the inventory of the given object. 2079 * a matching archetype in the inventory of the given object.
1934 * The first matching object is returned, or NULL if none. 2080 * The first matching object is returned, or NULL if none.
1935 */ 2081 */
1936 2082
2083object *
1937object *present_arch_in_ob(const archetype *at, const object *op) { 2084present_arch_in_ob (const archetype *at, const object *op)
2085{
1938 object *tmp; 2086 object *
2087 tmp;
2088
1939 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2089 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1940 if( tmp->arch == at) 2090 if (tmp->arch == at)
1941 return tmp; 2091 return tmp;
1942 return NULL; 2092 return NULL;
1943} 2093}
1944 2094
1945/* 2095/*
1946 * activate recursively a flag on an object inventory 2096 * activate recursively a flag on an object inventory
1947 */ 2097 */
2098void
1948void flag_inv(object*op, int flag){ 2099flag_inv (object *op, int flag)
2100{
1949 object *tmp; 2101 object *
2102 tmp;
2103
1950 if(op->inv) 2104 if (op->inv)
1951 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2105 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2106 {
1952 SET_FLAG(tmp, flag); 2107 SET_FLAG (tmp, flag);
1953 flag_inv(tmp,flag); 2108 flag_inv (tmp, flag);
1954 } 2109 }
1955}/* 2110} /*
1956 * desactivate recursively a flag on an object inventory 2111 * desactivate recursively a flag on an object inventory
1957 */ 2112 */
2113void
1958void unflag_inv(object*op, int flag){ 2114unflag_inv (object *op, int flag)
2115{
1959 object *tmp; 2116 object *
2117 tmp;
2118
1960 if(op->inv) 2119 if (op->inv)
1961 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2120 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2121 {
1962 CLEAR_FLAG(tmp, flag); 2122 CLEAR_FLAG (tmp, flag);
1963 unflag_inv(tmp,flag); 2123 unflag_inv (tmp, flag);
1964 } 2124 }
1965} 2125}
1966 2126
1967/* 2127/*
1968 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2128 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1969 * all it's inventory (recursively). 2129 * all it's inventory (recursively).
1970 * If checksums are used, a player will get set_cheat called for 2130 * If checksums are used, a player will get set_cheat called for
1971 * him/her-self and all object carried by a call to this function. 2131 * him/her-self and all object carried by a call to this function.
1972 */ 2132 */
1973 2133
2134void
1974void set_cheat(object *op) { 2135set_cheat (object *op)
2136{
1975 SET_FLAG(op, FLAG_WAS_WIZ); 2137 SET_FLAG (op, FLAG_WAS_WIZ);
1976 flag_inv(op, FLAG_WAS_WIZ); 2138 flag_inv (op, FLAG_WAS_WIZ);
1977} 2139}
1978 2140
1979/* 2141/*
1980 * find_free_spot(object, map, x, y, start, stop) will search for 2142 * find_free_spot(object, map, x, y, start, stop) will search for
1981 * a spot at the given map and coordinates which will be able to contain 2143 * a spot at the given map and coordinates which will be able to contain
1996 * to know if the space in question will block the object. We can't use 2158 * to know if the space in question will block the object. We can't use
1997 * the archetype because that isn't correct if the monster has been 2159 * the archetype because that isn't correct if the monster has been
1998 * customized, changed states, etc. 2160 * customized, changed states, etc.
1999 */ 2161 */
2000 2162
2163int
2001int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2164find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2165{
2166 int
2167 i,
2002 int i,index=0, flag; 2168 index = 0, flag;
2169 static int
2003 static int altern[SIZEOFFREE]; 2170 altern[SIZEOFFREE];
2004 2171
2005 for(i=start;i<stop;i++) { 2172 for (i = start; i < stop; i++)
2173 {
2006 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2174 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2007 if(!flag) 2175 if (!flag)
2008 altern[index++]=i; 2176 altern[index++] = i;
2009 2177
2010 /* Basically, if we find a wall on a space, we cut down the search size. 2178 /* Basically, if we find a wall on a space, we cut down the search size.
2011 * In this way, we won't return spaces that are on another side of a wall. 2179 * In this way, we won't return spaces that are on another side of a wall.
2012 * This mostly work, but it cuts down the search size in all directions - 2180 * This mostly work, but it cuts down the search size in all directions -
2013 * if the space being examined only has a wall to the north and empty 2181 * if the space being examined only has a wall to the north and empty
2014 * spaces in all the other directions, this will reduce the search space 2182 * spaces in all the other directions, this will reduce the search space
2015 * to only the spaces immediately surrounding the target area, and 2183 * to only the spaces immediately surrounding the target area, and
2016 * won't look 2 spaces south of the target space. 2184 * won't look 2 spaces south of the target space.
2017 */ 2185 */
2018 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2186 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2019 stop=maxfree[i]; 2187 stop = maxfree[i];
2020 } 2188 }
2021 if(!index) return -1; 2189 if (!index)
2190 return -1;
2022 return altern[RANDOM()%index]; 2191 return altern[RANDOM () % index];
2023} 2192}
2024 2193
2025/* 2194/*
2026 * find_first_free_spot(archetype, mapstruct, x, y) works like 2195 * find_first_free_spot(archetype, maptile, x, y) works like
2027 * find_free_spot(), but it will search max number of squares. 2196 * find_free_spot(), but it will search max number of squares.
2028 * But it will return the first available spot, not a random choice. 2197 * But it will return the first available spot, not a random choice.
2029 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2198 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2030 */ 2199 */
2031 2200
2201int
2032int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2202find_first_free_spot (const object *ob, maptile *m, int x, int y)
2203{
2204 int
2033 int i; 2205 i;
2206
2034 for(i=0;i<SIZEOFFREE;i++) { 2207 for (i = 0; i < SIZEOFFREE; i++)
2208 {
2035 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2209 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2036 return i; 2210 return i;
2037 } 2211 }
2038 return -1; 2212 return -1;
2039} 2213}
2040 2214
2041/* 2215/*
2042 * The function permute(arr, begin, end) randomly reorders the array 2216 * The function permute(arr, begin, end) randomly reorders the array
2043 * arr[begin..end-1]. 2217 * arr[begin..end-1].
2044 */ 2218 */
2219static void
2045static void permute(int *arr, int begin, int end) 2220permute (int *arr, int begin, int end)
2046{ 2221{
2047 int i, j, tmp, len; 2222 int
2223 i,
2224 j,
2225 tmp,
2226 len;
2048 2227
2049 len = end-begin; 2228 len = end - begin;
2050 for(i = begin; i < end; i++) 2229 for (i = begin; i < end; i++)
2051 { 2230 {
2052 j = begin+RANDOM()%len; 2231 j = begin + RANDOM () % len;
2053 2232
2054 tmp = arr[i]; 2233 tmp = arr[i];
2055 arr[i] = arr[j]; 2234 arr[i] = arr[j];
2056 arr[j] = tmp; 2235 arr[j] = tmp;
2057 } 2236 }
2058} 2237}
2059 2238
2060/* new function to make monster searching more efficient, and effective! 2239/* new function to make monster searching more efficient, and effective!
2061 * This basically returns a randomized array (in the passed pointer) of 2240 * This basically returns a randomized array (in the passed pointer) of
2062 * the spaces to find monsters. In this way, it won't always look for 2241 * the spaces to find monsters. In this way, it won't always look for
2063 * monsters to the north first. However, the size of the array passed 2242 * monsters to the north first. However, the size of the array passed
2064 * covers all the spaces, so within that size, all the spaces within 2243 * covers all the spaces, so within that size, all the spaces within
2065 * the 3x3 area will be searched, just not in a predictable order. 2244 * the 3x3 area will be searched, just not in a predictable order.
2066 */ 2245 */
2246void
2067void get_search_arr(int *search_arr) 2247get_search_arr (int *search_arr)
2068{ 2248{
2249 int
2069 int i; 2250 i;
2070 2251
2071 for(i = 0; i < SIZEOFFREE; i++) 2252 for (i = 0; i < SIZEOFFREE; i++)
2072 { 2253 {
2073 search_arr[i] = i; 2254 search_arr[i] = i;
2074 } 2255 }
2075 2256
2076 permute(search_arr, 1, SIZEOFFREE1+1); 2257 permute (search_arr, 1, SIZEOFFREE1 + 1);
2077 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2258 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2078 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2259 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2079} 2260}
2080 2261
2081/* 2262/*
2082 * find_dir(map, x, y, exclude) will search some close squares in the 2263 * find_dir(map, x, y, exclude) will search some close squares in the
2083 * given map at the given coordinates for live objects. 2264 * given map at the given coordinates for live objects.
2089 * is actually want is going to try and move there. We need this info 2270 * is actually want is going to try and move there. We need this info
2090 * because we have to know what movement the thing looking to move 2271 * because we have to know what movement the thing looking to move
2091 * there is capable of. 2272 * there is capable of.
2092 */ 2273 */
2093 2274
2275int
2094int find_dir(mapstruct *m, int x, int y, object *exclude) { 2276find_dir (maptile *m, int x, int y, object *exclude)
2277{
2278 int
2279 i,
2095 int i,max=SIZEOFFREE, mflags; 2280 max = SIZEOFFREE, mflags;
2281
2096 sint16 nx, ny; 2282 sint16 nx, ny;
2097 object *tmp; 2283 object *
2098 mapstruct *mp; 2284 tmp;
2285 maptile *
2286 mp;
2287
2099 MoveType blocked, move_type; 2288 MoveType blocked, move_type;
2100 2289
2101 if (exclude && exclude->head) { 2290 if (exclude && exclude->head)
2291 {
2102 exclude = exclude->head; 2292 exclude = exclude->head;
2103 move_type = exclude->move_type; 2293 move_type = exclude->move_type;
2104 } else { 2294 }
2295 else
2296 {
2105 /* If we don't have anything, presume it can use all movement types. */ 2297 /* If we don't have anything, presume it can use all movement types. */
2106 move_type=MOVE_ALL; 2298 move_type = MOVE_ALL;
2299 }
2300
2301 for (i = 1; i < max; i++)
2107 } 2302 {
2108
2109 for(i=1;i<max;i++) {
2110 mp = m; 2303 mp = m;
2111 nx = x + freearr_x[i]; 2304 nx = x + freearr_x[i];
2112 ny = y + freearr_y[i]; 2305 ny = y + freearr_y[i];
2113 2306
2114 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2307 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2115 if (mflags & P_OUT_OF_MAP) { 2308 if (mflags & P_OUT_OF_MAP)
2309 {
2116 max = maxfree[i]; 2310 max = maxfree[i];
2311 }
2117 } else { 2312 else
2313 {
2118 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2314 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2119 2315
2120 if ((move_type & blocked) == move_type) { 2316 if ((move_type & blocked) == move_type)
2317 {
2121 max=maxfree[i]; 2318 max = maxfree[i];
2319 }
2122 } else if (mflags & P_IS_ALIVE) { 2320 else if (mflags & P_IS_ALIVE)
2321 {
2123 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2322 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2124 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2323 {
2125 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2324 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2325 {
2126 break; 2326 break;
2127 } 2327 }
2128 } 2328 }
2129 if(tmp) { 2329 if (tmp)
2330 {
2130 return freedir[i]; 2331 return freedir[i];
2131 } 2332 }
2132 } 2333 }
2133 } 2334 }
2134 } 2335 }
2135 return 0; 2336 return 0;
2136} 2337}
2137 2338
2138/* 2339/*
2139 * distance(object 1, object 2) will return the square of the 2340 * distance(object 1, object 2) will return the square of the
2140 * distance between the two given objects. 2341 * distance between the two given objects.
2141 */ 2342 */
2142 2343
2344int
2143int distance(const object *ob1, const object *ob2) { 2345distance (const object *ob1, const object *ob2)
2346{
2144 int i; 2347 int
2145 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2348 i;
2146 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2349
2350 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2147 return i; 2351 return i;
2148} 2352}
2149 2353
2150/* 2354/*
2151 * find_dir_2(delta-x,delta-y) will return a direction in which 2355 * find_dir_2(delta-x,delta-y) will return a direction in which
2152 * an object which has subtracted the x and y coordinates of another 2356 * an object which has subtracted the x and y coordinates of another
2153 * object, needs to travel toward it. 2357 * object, needs to travel toward it.
2154 */ 2358 */
2155 2359
2360int
2156int find_dir_2(int x, int y) { 2361find_dir_2 (int x, int y)
2362{
2157 int q; 2363 int
2364 q;
2158 2365
2159 if(y) 2366 if (y)
2160 q=x*100/y; 2367 q = x * 100 / y;
2161 else if (x) 2368 else if (x)
2162 q= -300*x; 2369 q = -300 * x;
2163 else 2370 else
2164 return 0; 2371 return 0;
2165 2372
2166 if(y>0) { 2373 if (y > 0)
2374 {
2167 if(q < -242) 2375 if (q < -242)
2168 return 3 ; 2376 return 3;
2169 if (q < -41) 2377 if (q < -41)
2170 return 2 ; 2378 return 2;
2171 if (q < 41) 2379 if (q < 41)
2172 return 1 ; 2380 return 1;
2173 if (q < 242) 2381 if (q < 242)
2174 return 8 ; 2382 return 8;
2175 return 7 ; 2383 return 7;
2176 } 2384 }
2177 2385
2178 if (q < -242) 2386 if (q < -242)
2179 return 7 ; 2387 return 7;
2180 if (q < -41) 2388 if (q < -41)
2181 return 6 ; 2389 return 6;
2182 if (q < 41) 2390 if (q < 41)
2183 return 5 ; 2391 return 5;
2184 if (q < 242) 2392 if (q < 242)
2185 return 4 ; 2393 return 4;
2186 2394
2187 return 3 ; 2395 return 3;
2188} 2396}
2189 2397
2190/* 2398/*
2191 * absdir(int): Returns a number between 1 and 8, which represent 2399 * absdir(int): Returns a number between 1 and 8, which represent
2192 * the "absolute" direction of a number (it actually takes care of 2400 * the "absolute" direction of a number (it actually takes care of
2193 * "overflow" in previous calculations of a direction). 2401 * "overflow" in previous calculations of a direction).
2194 */ 2402 */
2195 2403
2404int
2196int absdir(int d) { 2405absdir (int d)
2197 while(d<1) d+=8; 2406{
2198 while(d>8) d-=8; 2407 while (d < 1)
2408 d += 8;
2409 while (d > 8)
2410 d -= 8;
2199 return d; 2411 return d;
2200} 2412}
2201 2413
2202/* 2414/*
2203 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2415 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2204 * between two directions (which are expected to be absolute (see absdir()) 2416 * between two directions (which are expected to be absolute (see absdir())
2205 */ 2417 */
2206 2418
2419int
2207int dirdiff(int dir1, int dir2) { 2420dirdiff (int dir1, int dir2)
2421{
2208 int d; 2422 int
2423 d;
2424
2209 d = abs(dir1 - dir2); 2425 d = abs (dir1 - dir2);
2210 if(d>4) 2426 if (d > 4)
2211 d = 8 - d; 2427 d = 8 - d;
2212 return d; 2428 return d;
2213} 2429}
2214 2430
2215/* peterm: 2431/* peterm:
2220 * direction 4, 14, or 16 to get back to where we are. 2436 * direction 4, 14, or 16 to get back to where we are.
2221 * Moved from spell_util.c to object.c with the other related direction 2437 * Moved from spell_util.c to object.c with the other related direction
2222 * functions. 2438 * functions.
2223 */ 2439 */
2224 2440
2441int
2225int reduction_dir[SIZEOFFREE][3] = { 2442 reduction_dir[SIZEOFFREE][3] = {
2226 {0,0,0}, /* 0 */ 2443 {0, 0, 0}, /* 0 */
2227 {0,0,0}, /* 1 */ 2444 {0, 0, 0}, /* 1 */
2228 {0,0,0}, /* 2 */ 2445 {0, 0, 0}, /* 2 */
2229 {0,0,0}, /* 3 */ 2446 {0, 0, 0}, /* 3 */
2230 {0,0,0}, /* 4 */ 2447 {0, 0, 0}, /* 4 */
2231 {0,0,0}, /* 5 */ 2448 {0, 0, 0}, /* 5 */
2232 {0,0,0}, /* 6 */ 2449 {0, 0, 0}, /* 6 */
2233 {0,0,0}, /* 7 */ 2450 {0, 0, 0}, /* 7 */
2234 {0,0,0}, /* 8 */ 2451 {0, 0, 0}, /* 8 */
2235 {8,1,2}, /* 9 */ 2452 {8, 1, 2}, /* 9 */
2236 {1,2,-1}, /* 10 */ 2453 {1, 2, -1}, /* 10 */
2237 {2,10,12}, /* 11 */ 2454 {2, 10, 12}, /* 11 */
2238 {2,3,-1}, /* 12 */ 2455 {2, 3, -1}, /* 12 */
2239 {2,3,4}, /* 13 */ 2456 {2, 3, 4}, /* 13 */
2240 {3,4,-1}, /* 14 */ 2457 {3, 4, -1}, /* 14 */
2241 {4,14,16}, /* 15 */ 2458 {4, 14, 16}, /* 15 */
2242 {5,4,-1}, /* 16 */ 2459 {5, 4, -1}, /* 16 */
2243 {4,5,6}, /* 17 */ 2460 {4, 5, 6}, /* 17 */
2244 {6,5,-1}, /* 18 */ 2461 {6, 5, -1}, /* 18 */
2245 {6,20,18}, /* 19 */ 2462 {6, 20, 18}, /* 19 */
2246 {7,6,-1}, /* 20 */ 2463 {7, 6, -1}, /* 20 */
2247 {6,7,8}, /* 21 */ 2464 {6, 7, 8}, /* 21 */
2248 {7,8,-1}, /* 22 */ 2465 {7, 8, -1}, /* 22 */
2249 {8,22,24}, /* 23 */ 2466 {8, 22, 24}, /* 23 */
2250 {8,1,-1}, /* 24 */ 2467 {8, 1, -1}, /* 24 */
2251 {24,9,10}, /* 25 */ 2468 {24, 9, 10}, /* 25 */
2252 {9,10,-1}, /* 26 */ 2469 {9, 10, -1}, /* 26 */
2253 {10,11,-1}, /* 27 */ 2470 {10, 11, -1}, /* 27 */
2254 {27,11,29}, /* 28 */ 2471 {27, 11, 29}, /* 28 */
2255 {11,12,-1}, /* 29 */ 2472 {11, 12, -1}, /* 29 */
2256 {12,13,-1}, /* 30 */ 2473 {12, 13, -1}, /* 30 */
2257 {12,13,14}, /* 31 */ 2474 {12, 13, 14}, /* 31 */
2258 {13,14,-1}, /* 32 */ 2475 {13, 14, -1}, /* 32 */
2259 {14,15,-1}, /* 33 */ 2476 {14, 15, -1}, /* 33 */
2260 {33,15,35}, /* 34 */ 2477 {33, 15, 35}, /* 34 */
2261 {16,15,-1}, /* 35 */ 2478 {16, 15, -1}, /* 35 */
2262 {17,16,-1}, /* 36 */ 2479 {17, 16, -1}, /* 36 */
2263 {18,17,16}, /* 37 */ 2480 {18, 17, 16}, /* 37 */
2264 {18,17,-1}, /* 38 */ 2481 {18, 17, -1}, /* 38 */
2265 {18,19,-1}, /* 39 */ 2482 {18, 19, -1}, /* 39 */
2266 {41,19,39}, /* 40 */ 2483 {41, 19, 39}, /* 40 */
2267 {19,20,-1}, /* 41 */ 2484 {19, 20, -1}, /* 41 */
2268 {20,21,-1}, /* 42 */ 2485 {20, 21, -1}, /* 42 */
2269 {20,21,22}, /* 43 */ 2486 {20, 21, 22}, /* 43 */
2270 {21,22,-1}, /* 44 */ 2487 {21, 22, -1}, /* 44 */
2271 {23,22,-1}, /* 45 */ 2488 {23, 22, -1}, /* 45 */
2272 {45,47,23}, /* 46 */ 2489 {45, 47, 23}, /* 46 */
2273 {23,24,-1}, /* 47 */ 2490 {23, 24, -1}, /* 47 */
2274 {24,9,-1}}; /* 48 */ 2491 {24, 9, -1}
2492}; /* 48 */
2275 2493
2276/* Recursive routine to step back and see if we can 2494/* Recursive routine to step back and see if we can
2277 * find a path to that monster that we found. If not, 2495 * find a path to that monster that we found. If not,
2278 * we don't bother going toward it. Returns 1 if we 2496 * we don't bother going toward it. Returns 1 if we
2279 * can see a direct way to get it 2497 * can see a direct way to get it
2280 * Modified to be map tile aware -.MSW 2498 * Modified to be map tile aware -.MSW
2281 */ 2499 */
2282
2283 2500
2501
2502int
2284int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2503can_see_monsterP (maptile *m, int x, int y, int dir)
2504{
2285 sint16 dx, dy; 2505 sint16 dx, dy;
2506 int
2286 int mflags; 2507 mflags;
2287 2508
2509 if (dir < 0)
2288 if(dir<0) return 0; /* exit condition: invalid direction */ 2510 return 0; /* exit condition: invalid direction */
2289 2511
2290 dx = x + freearr_x[dir]; 2512 dx = x + freearr_x[dir];
2291 dy = y + freearr_y[dir]; 2513 dy = y + freearr_y[dir];
2292 2514
2293 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2515 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2294 2516
2295 /* This functional arguably was incorrect before - it was 2517 /* This functional arguably was incorrect before - it was
2296 * checking for P_WALL - that was basically seeing if 2518 * checking for P_WALL - that was basically seeing if
2297 * we could move to the monster - this is being more 2519 * we could move to the monster - this is being more
2298 * literal on if we can see it. To know if we can actually 2520 * literal on if we can see it. To know if we can actually
2299 * move to the monster, we'd need the monster passed in or 2521 * move to the monster, we'd need the monster passed in or
2300 * at least its move type. 2522 * at least its move type.
2301 */ 2523 */
2302 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2524 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2525 return 0;
2303 2526
2304 /* yes, can see. */ 2527 /* yes, can see. */
2305 if(dir < 9) return 1; 2528 if (dir < 9)
2529 return 1;
2306 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2530 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2307 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2531 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2308 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2309} 2532}
2310 2533
2311 2534
2312 2535
2313/* 2536/*
2314 * can_pick(picker, item): finds out if an object is possible to be 2537 * can_pick(picker, item): finds out if an object is possible to be
2315 * picked up by the picker. Returnes 1 if it can be 2538 * picked up by the picker. Returnes 1 if it can be
2316 * picked up, otherwise 0. 2539 * picked up, otherwise 0.
2317 * 2540 *
2319 * core dumps if they do. 2542 * core dumps if they do.
2320 * 2543 *
2321 * Add a check so we can't pick up invisible objects (0.93.8) 2544 * Add a check so we can't pick up invisible objects (0.93.8)
2322 */ 2545 */
2323 2546
2547int
2324int can_pick(const object *who, const object *item) { 2548can_pick (const object *who, const object *item)
2549{
2325 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2550 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2326 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2551 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2327 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2552 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2328 (who->type==PLAYER||item->weight<who->weight/3));
2329} 2553}
2330 2554
2331 2555
2332/* 2556/*
2333 * create clone from object to another 2557 * create clone from object to another
2334 */ 2558 */
2559object *
2335object *object_create_clone (object *asrc) { 2560object_create_clone (object *asrc)
2561{
2562 object *
2336 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2563 dst = NULL, *tmp, *src, *part, *prev, *item;
2337 2564
2565 if (!asrc)
2338 if(!asrc) return NULL; 2566 return NULL;
2339 src = asrc; 2567 src = asrc;
2340 if(src->head) 2568 if (src->head)
2341 src = src->head; 2569 src = src->head;
2342 2570
2343 prev = NULL; 2571 prev = NULL;
2344 for(part = src; part; part = part->more) { 2572 for (part = src; part; part = part->more)
2573 {
2345 tmp = get_object(); 2574 tmp = get_object ();
2346 copy_object(part,tmp); 2575 copy_object (part, tmp);
2347 tmp->x -= src->x; 2576 tmp->x -= src->x;
2348 tmp->y -= src->y; 2577 tmp->y -= src->y;
2349 if(!part->head) { 2578 if (!part->head)
2579 {
2350 dst = tmp; 2580 dst = tmp;
2351 tmp->head = NULL; 2581 tmp->head = NULL;
2582 }
2352 } else { 2583 else
2584 {
2353 tmp->head = dst; 2585 tmp->head = dst;
2354 } 2586 }
2355 tmp->more = NULL; 2587 tmp->more = NULL;
2356 if(prev) 2588 if (prev)
2357 prev->more = tmp; 2589 prev->more = tmp;
2358 prev = tmp; 2590 prev = tmp;
2359 } 2591 }
2360 /*** copy inventory ***/ 2592
2361 for(item = src->inv; item; item = item->below) { 2593 for (item = src->inv; item; item = item->below)
2362 (void) insert_ob_in_ob(object_create_clone(item),dst); 2594 insert_ob_in_ob (object_create_clone (item), dst);
2363 }
2364 2595
2365 return dst; 2596 return dst;
2366}
2367
2368/* return true if the object was destroyed, 0 otherwise */
2369int was_destroyed (const object *op, tag_t old_tag)
2370{
2371 /* checking for FLAG_FREED isn't necessary, but makes this function more
2372 * robust */
2373 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2374} 2597}
2375 2598
2376/* GROS - Creates an object using a string representing its content. */ 2599/* GROS - Creates an object using a string representing its content. */
2377/* Basically, we save the content of the string to a temp file, then call */ 2600/* Basically, we save the content of the string to a temp file, then call */
2378/* load_object on it. I admit it is a highly inefficient way to make things, */ 2601/* load_object on it. I admit it is a highly inefficient way to make things, */
2379/* but it was simple to make and allows reusing the load_object function. */ 2602/* but it was simple to make and allows reusing the load_object function. */
2380/* Remember not to use load_object_str in a time-critical situation. */ 2603/* Remember not to use load_object_str in a time-critical situation. */
2381/* Also remember that multiparts objects are not supported for now. */ 2604/* Also remember that multiparts objects are not supported for now. */
2382 2605
2606object *
2383object* load_object_str(const char *obstr) 2607load_object_str (const char *obstr)
2384{ 2608{
2385 object *op; 2609 object *op;
2386 char filename[MAX_BUF]; 2610 char filename[MAX_BUF];
2611
2387 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2612 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2388 2613
2389 FILE *tempfile=fopen(filename,"w"); 2614 FILE *tempfile = fopen (filename, "w");
2615
2390 if (tempfile == NULL) 2616 if (tempfile == NULL)
2391 { 2617 {
2392 LOG(llevError,"Error - Unable to access load object temp file\n"); 2618 LOG (llevError, "Error - Unable to access load object temp file\n");
2393 return NULL; 2619 return NULL;
2394 }; 2620 }
2621
2395 fprintf(tempfile,obstr); 2622 fprintf (tempfile, obstr);
2396 fclose(tempfile); 2623 fclose (tempfile);
2397 2624
2398 op=get_object(); 2625 op = get_object ();
2399 2626
2400 object_thawer thawer (filename); 2627 object_thawer thawer (filename);
2401 2628
2402 if (thawer) 2629 if (thawer)
2403 load_object(thawer,op,0); 2630 load_object (thawer, op, 0);
2404 2631
2405 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2632 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2406 CLEAR_FLAG(op,FLAG_REMOVED); 2633 CLEAR_FLAG (op, FLAG_REMOVED);
2407 2634
2408 return op; 2635 return op;
2409} 2636}
2410 2637
2411/* This returns the first object in who's inventory that 2638/* This returns the first object in who's inventory that
2412 * has the same type and subtype match. 2639 * has the same type and subtype match.
2413 * returns NULL if no match. 2640 * returns NULL if no match.
2414 */ 2641 */
2642object *
2415object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2643find_obj_by_type_subtype (const object *who, int type, int subtype)
2416{ 2644{
2417 object *tmp; 2645 object *tmp;
2418 2646
2419 for (tmp=who->inv; tmp; tmp=tmp->below) 2647 for (tmp = who->inv; tmp; tmp = tmp->below)
2420 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2648 if (tmp->type == type && tmp->subtype == subtype)
2649 return tmp;
2421 2650
2422 return NULL; 2651 return NULL;
2423} 2652}
2424 2653
2425/* If ob has a field named key, return the link from the list, 2654/* If ob has a field named key, return the link from the list,
2426 * otherwise return NULL. 2655 * otherwise return NULL.
2427 * 2656 *
2428 * key must be a passed in shared string - otherwise, this won't 2657 * key must be a passed in shared string - otherwise, this won't
2429 * do the desired thing. 2658 * do the desired thing.
2430 */ 2659 */
2660key_value *
2431key_value * get_ob_key_link(const object * ob, const char * key) { 2661get_ob_key_link (const object *ob, const char *key)
2662{
2432 key_value * link; 2663 key_value *link;
2433 2664
2434 for (link = ob->key_values; link != NULL; link = link->next) { 2665 for (link = ob->key_values; link != NULL; link = link->next)
2435 if (link->key == key) { 2666 if (link->key == key)
2436 return link; 2667 return link;
2437 } 2668
2438 }
2439
2440 return NULL; 2669 return NULL;
2441} 2670}
2442 2671
2443/* 2672/*
2444 * Returns the value of op has an extra_field for key, or NULL. 2673 * Returns the value of op has an extra_field for key, or NULL.
2445 * 2674 *
2446 * The argument doesn't need to be a shared string. 2675 * The argument doesn't need to be a shared string.
2447 * 2676 *
2448 * The returned string is shared. 2677 * The returned string is shared.
2449 */ 2678 */
2679const char *
2450const char * get_ob_key_value(const object * op, const char * const key) { 2680get_ob_key_value (const object *op, const char *const key)
2681{
2451 key_value * link; 2682 key_value *link;
2452 const char * canonical_key; 2683 shstr_cmp canonical_key (key);
2684
2685 if (!canonical_key)
2453 2686 {
2454 canonical_key = shstr::find (key);
2455
2456 if (canonical_key == NULL) {
2457 /* 1. There being a field named key on any object 2687 /* 1. There being a field named key on any object
2458 * implies there'd be a shared string to find. 2688 * implies there'd be a shared string to find.
2459 * 2. Since there isn't, no object has this field. 2689 * 2. Since there isn't, no object has this field.
2460 * 3. Therefore, *this* object doesn't have this field. 2690 * 3. Therefore, *this* object doesn't have this field.
2461 */ 2691 */
2462 return NULL; 2692 return 0;
2463 } 2693 }
2464 2694
2465 /* This is copied from get_ob_key_link() above - 2695 /* This is copied from get_ob_key_link() above -
2466 * only 4 lines, and saves the function call overhead. 2696 * only 4 lines, and saves the function call overhead.
2467 */ 2697 */
2468 for (link = op->key_values; link != NULL; link = link->next) { 2698 for (link = op->key_values; link; link = link->next)
2469 if (link->key == canonical_key) { 2699 if (link->key == canonical_key)
2470 return link->value; 2700 return link->value;
2471 } 2701
2472 } 2702 return 0;
2473 return NULL;
2474} 2703}
2475 2704
2476 2705
2477/* 2706/*
2478 * Updates the canonical_key in op to value. 2707 * Updates the canonical_key in op to value.
2482 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2711 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2483 * keys. 2712 * keys.
2484 * 2713 *
2485 * Returns TRUE on success. 2714 * Returns TRUE on success.
2486 */ 2715 */
2716int
2487int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2717set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2718{
2719 key_value *
2488 key_value * field = NULL, *last=NULL; 2720 field = NULL, *last = NULL;
2489 2721
2490 for (field=op->key_values; field != NULL; field=field->next) { 2722 for (field = op->key_values; field != NULL; field = field->next)
2723 {
2491 if (field->key != canonical_key) { 2724 if (field->key != canonical_key)
2725 {
2492 last = field; 2726 last = field;
2493 continue; 2727 continue;
2494 } 2728 }
2495 2729
2496 if (value) 2730 if (value)
2497 field->value = value; 2731 field->value = value;
2498 else { 2732 else
2733 {
2499 /* Basically, if the archetype has this key set, 2734 /* Basically, if the archetype has this key set,
2500 * we need to store the null value so when we save 2735 * we need to store the null value so when we save
2501 * it, we save the empty value so that when we load, 2736 * it, we save the empty value so that when we load,
2502 * we get this value back again. 2737 * we get this value back again.
2503 */ 2738 */
2504 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2739 if (get_ob_key_link (&op->arch->clone, canonical_key))
2505 field->value = 0; 2740 field->value = 0;
2741 else
2742 {
2743 if (last)
2744 last->next = field->next;
2506 else 2745 else
2507 {
2508 if (last) last->next = field->next;
2509 else op->key_values = field->next; 2746 op->key_values = field->next;
2510 2747
2511 delete field; 2748 delete field;
2512 } 2749 }
2513 } 2750 }
2514 return TRUE; 2751 return TRUE;
2515 } 2752 }
2516 /* IF we get here, key doesn't exist */ 2753 /* IF we get here, key doesn't exist */
2517 2754
2518 /* No field, we'll have to add it. */ 2755 /* No field, we'll have to add it. */
2756
2757 if (!add_key)
2519 2758 {
2520 if (!add_key) {
2521 return FALSE; 2759 return FALSE;
2522 } 2760 }
2523 /* There isn't any good reason to store a null 2761 /* There isn't any good reason to store a null
2524 * value in the key/value list. If the archetype has 2762 * value in the key/value list. If the archetype has
2525 * this key, then we should also have it, so shouldn't 2763 * this key, then we should also have it, so shouldn't
2526 * be here. If user wants to store empty strings, 2764 * be here. If user wants to store empty strings,
2527 * should pass in "" 2765 * should pass in ""
2528 */ 2766 */
2529 if (value == NULL) return TRUE; 2767 if (value == NULL)
2530
2531 field = new key_value;
2532
2533 field->key = canonical_key;
2534 field->value = value;
2535 /* Usual prepend-addition. */
2536 field->next = op->key_values;
2537 op->key_values = field;
2538
2539 return TRUE; 2768 return TRUE;
2769
2770 field = new key_value;
2771
2772 field->key = canonical_key;
2773 field->value = value;
2774 /* Usual prepend-addition. */
2775 field->next = op->key_values;
2776 op->key_values = field;
2777
2778 return TRUE;
2540} 2779}
2541 2780
2542/* 2781/*
2543 * Updates the key in op to value. 2782 * Updates the key in op to value.
2544 * 2783 *
2546 * and not add new ones. 2785 * and not add new ones.
2547 * In general, should be little reason FALSE is ever passed in for add_key 2786 * In general, should be little reason FALSE is ever passed in for add_key
2548 * 2787 *
2549 * Returns TRUE on success. 2788 * Returns TRUE on success.
2550 */ 2789 */
2790int
2551int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2791set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2552{ 2792{
2553 shstr key_ (key); 2793 shstr key_ (key);
2794
2554 return set_ob_key_value_s (op, key_, value, add_key); 2795 return set_ob_key_value_s (op, key_, value, add_key);
2555} 2796}
2797
2798object::depth_iterator::depth_iterator (object *container)
2799: iterator_base (container)
2800{
2801 while (item->inv)
2802 item = item->inv;
2803}
2804
2805void
2806object::depth_iterator::next ()
2807{
2808 if (item->below)
2809 {
2810 item = item->below;
2811
2812 while (item->inv)
2813 item = item->inv;
2814 }
2815 else
2816 item = item->env;
2817}
2818
2819// return a suitable string describing an objetc in enough detail to find it
2820const char *
2821object::debug_desc (char *info) const
2822{
2823 char info2[256 * 3];
2824 char *p = info;
2825
2826 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2827 count,
2828 &name,
2829 title ? " " : "",
2830 title ? (const char *)title : "");
2831
2832 if (env)
2833 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2834
2835 if (map)
2836 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2837
2838 return info;
2839}
2840
2841const char *
2842object::debug_desc () const
2843{
2844 static char info[256 * 3];
2845 return debug_desc (info);
2846}
2847

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