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Comparing deliantra/server/common/object.C (file contents):
Revision 1.15 by root, Mon Sep 4 13:55:54 2006 UTC vs.
Revision 1.31 by root, Mon Sep 11 23:33:27 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.15 2006/09/04 13:55:54 root Exp $";
4 */
5 1
6/* 2/*
7 CrossFire, A Multiplayer game for X-windows 3 CrossFire, A Multiplayer game for X-windows
8 4
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
28 24
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 27 variable. */
32#include <global.h> 28#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 29#include <stdio.h>
35#include <sys/types.h> 30#include <sys/types.h>
36#include <sys/uio.h> 31#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 32#include <object.h>
39#include <funcpoint.h> 33#include <funcpoint.h>
40#include <skills.h> 34#include <skills.h>
41#include <loader.h> 35#include <loader.h>
36
42int nrofallocobjects = 0; 37int nrofallocobjects = 0;
43 38
44object *objects; /* Pointer to the list of used objects */ 39object *objects; /* Pointer to the list of used objects */
45object *active_objects; /* List of active objects that need to be processed */ 40object *active_objects; /* List of active objects that need to be processed */
46 41
47short freearr_x[SIZEOFFREE]= 42short 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}; 43 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]= 44};
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, 45short 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}; 46 -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]= 47};
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, 48int 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}; 49 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
50};
56int freedir[SIZEOFFREE]= { 51int 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, 52 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}; 53 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
59 54};
60 55
61/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 56/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
57static int
62static int compare_ob_value_lists_one(const object * wants, const object * has) { 58compare_ob_value_lists_one (const object *wants, const object *has)
59{
63 key_value * wants_field; 60 key_value *wants_field;
64 61
65 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 62 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
66 * objects with lists are rare, and lists stay short. If not, use a 63 * objects with lists are rare, and lists stay short. If not, use a
67 * different structure or at least keep the lists sorted... 64 * different structure or at least keep the lists sorted...
68 */ 65 */
69 66
70 /* For each field in wants, */ 67 /* For each field in wants, */
71 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 68 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
69 {
72 key_value * has_field; 70 key_value *has_field;
73 71
74 /* Look for a field in has with the same key. */ 72 /* Look for a field in has with the same key. */
75 has_field = get_ob_key_link(has, wants_field->key); 73 has_field = get_ob_key_link (has, wants_field->key);
74
75 if (has_field == NULL)
76 76 {
77 if (has_field == NULL) {
78 /* No field with that name. */ 77 /* No field with that name. */
79 return FALSE; 78 return FALSE;
80 }
81 79 }
80
82 /* Found the matching field. */ 81 /* Found the matching field. */
83 if (has_field->value != wants_field->value) { 82 if (has_field->value != wants_field->value)
83 {
84 /* Values don't match, so this half of the comparison is false. */ 84 /* Values don't match, so this half of the comparison is false. */
85 return FALSE; 85 return FALSE;
86 } 86 }
87 87
88 /* If we get here, we found a match. Now for the next field in wants. */ 88 /* If we get here, we found a match. Now for the next field in wants. */
89 }
90 89 }
90
91 /* If we get here, every field in wants has a matching field in has. */ 91 /* If we get here, every field in wants has a matching field in has. */
92 return TRUE; 92 return TRUE;
93} 93}
94 94
95/* Returns TRUE if ob1 has the same key_values as ob2. */ 95/* Returns TRUE if ob1 has the same key_values as ob2. */
96static int
96static int compare_ob_value_lists(const object * ob1, const object * ob2) { 97compare_ob_value_lists (const object *ob1, const object *ob2)
98{
97 /* However, there may be fields in has which aren't partnered in wants, 99 /* However, there may be fields in has which aren't partnered in wants,
98 * so we need to run the comparison *twice*. :( 100 * so we need to run the comparison *twice*. :(
99 */ 101 */
100 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 102 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
101} 103}
102 104
103/* Function examines the 2 objects given to it, and returns true if 105/* Function examines the 2 objects given to it, and returns true if
104 * they can be merged together. 106 * they can be merged together.
105 * 107 *
111 * 113 *
112 * Improvements made with merge: Better checking on potion, and also 114 * Improvements made with merge: Better checking on potion, and also
113 * check weight 115 * check weight
114 */ 116 */
115 117
116int CAN_MERGE(object *ob1, object *ob2) { 118bool object::can_merge (object *ob1, object *ob2)
117 119{
118 /* A couple quicksanity checks */ 120 /* A couple quicksanity checks */
119 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 121 if ((ob1 == ob2) || (ob1->type != ob2->type))
122 return 0;
120 123
121 if (ob1->speed != ob2->speed) return 0; 124 if (ob1->speed != ob2->speed)
122 /* Note sure why the following is the case - either the object has to 125 return 0;
123 * be animated or have a very low speed. Is this an attempted monster 126
124 * check? 127 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
128 * value could not be stored in a sint32 (which unfortunately sometimes is
129 * used to store nrof).
125 */ 130 */
126 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED) 131 if (ob1->nrof + ob2->nrof >= 1UL << 31)
132 return 0;
133
134 /* If the objects have been identified, set the BEEN_APPLIED flag.
135 * This is to the comparison of the flags below will be OK. We
136 * just can't ignore the been applied or identified flags, as they
137 * are not equal - just if it has been identified, the been_applied
138 * flags lose any meaning.
139 */
140 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
141 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
142
143 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
144 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
145
146
147 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
148 * being locked in inventory should prevent merging.
149 * 0x4 in flags3 is CLIENT_SENT
150 */
151 if ((ob1->arch != ob2->arch) ||
152 (ob1->flags[0] != ob2->flags[0]) ||
153 (ob1->flags[1] != ob2->flags[1]) ||
154 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
155 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
156 (ob1->name != ob2->name) ||
157 (ob1->title != ob2->title) ||
158 (ob1->msg != ob2->msg) ||
159 (ob1->weight != ob2->weight) ||
160 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
161 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
162 (ob1->attacktype != ob2->attacktype) ||
163 (ob1->magic != ob2->magic) ||
164 (ob1->slaying != ob2->slaying) ||
165 (ob1->skill != ob2->skill) ||
166 (ob1->value != ob2->value) ||
167 (ob1->animation_id != ob2->animation_id) ||
168 (ob1->client_type != ob2->client_type) ||
169 (ob1->materialname != ob2->materialname) ||
170 (ob1->lore != ob2->lore) ||
171 (ob1->subtype != ob2->subtype) ||
172 (ob1->move_type != ob2->move_type) ||
173 (ob1->move_block != ob2->move_block) ||
174 (ob1->move_allow != ob2->move_allow) ||
175 (ob1->move_on != ob2->move_on) ||
176 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty))
177 return 0;
178
179 /* This is really a spellbook check - really, we should
180 * check all objects in the inventory.
181 */
182 if (ob1->inv || ob2->inv)
183 {
184 /* if one object has inventory but the other doesn't, not equiv */
185 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
127 return 0; 186 return 0;
128 187
129 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 188 /* Now check to see if the two inventory objects could merge */
130 * value could not be stored in a sint32 (which unfortunately sometimes is 189 if (!CAN_MERGE (ob1->inv, ob2->inv))
131 * used to store nrof).
132 */
133 if (ob1->nrof+ob2->nrof >= 1UL<<31)
134 return 0; 190 return 0;
135 191
136 /* This is really a spellbook check - really, we should
137 * check all objects in the inventory.
138 */
139 if (ob1->inv || ob2->inv) {
140 /* if one object has inventory but the other doesn't, not equiv */
141 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
142
143 /* Now check to see if the two inventory objects could merge */
144 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
145
146 /* inventory ok - still need to check rest of this object to see 192 /* inventory ok - still need to check rest of this object to see
147 * if it is valid. 193 * if it is valid.
148 */ 194 */
149 } 195 }
150 196
151 /* If the objects have been identified, set the BEEN_APPLIED flag.
152 * This is to the comparison of the flags below will be OK. We
153 * just can't ignore the been applied or identified flags, as they
154 * are not equal - just if it has been identified, the been_applied
155 * flags lose any meaning.
156 */
157 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED))
158 SET_FLAG(ob1, FLAG_BEEN_APPLIED);
159
160 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
161 SET_FLAG(ob2, FLAG_BEEN_APPLIED);
162
163
164 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
165 * being locked in inventory should prevent merging.
166 * 0x4 in flags3 is CLIENT_SENT
167 */
168 if ((ob1->arch != ob2->arch) ||
169 (ob1->flags[0] != ob2->flags[0]) ||
170 (ob1->flags[1] != ob2->flags[1]) ||
171 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
172 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
173 (ob1->name != ob2->name) ||
174 (ob1->title != ob2->title) ||
175 (ob1->msg != ob2->msg) ||
176 (ob1->weight != ob2->weight) ||
177 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) ||
178 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
179 (ob1->attacktype != ob2->attacktype) ||
180 (ob1->magic != ob2->magic) ||
181 (ob1->slaying != ob2->slaying) ||
182 (ob1->skill != ob2->skill) ||
183 (ob1->value != ob2->value) ||
184 (ob1->animation_id != ob2->animation_id) ||
185 (ob1->client_type != ob2->client_type) ||
186 (ob1->materialname != ob2->materialname) ||
187 (ob1->lore != ob2->lore) ||
188 (ob1->subtype != ob2->subtype) ||
189 (ob1->move_type != ob2->move_type) ||
190 (ob1->move_block != ob2->move_block) ||
191 (ob1->move_allow != ob2->move_allow) ||
192 (ob1->move_on != ob2->move_on) ||
193 (ob1->move_off != ob2->move_off) ||
194 (ob1->move_slow != ob2->move_slow) ||
195 (ob1->move_slow_penalty != ob2->move_slow_penalty)
196 )
197 return 0;
198
199 /* Don't merge objects that are applied. With the new 'body' code, 197 /* Don't merge objects that are applied. With the new 'body' code,
200 * it is possible for most any character to have more than one of 198 * it is possible for most any character to have more than one of
201 * some items equipped, and we don't want those to merge. 199 * some items equipped, and we don't want those to merge.
202 */ 200 */
203 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 201 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
202 return 0;
203
204 /* 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
206 * check?
207 */
208 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
209 return 0;
210
211 switch (ob1->type)
212 {
213 case SCROLL:
214 if (ob1->level != ob2->level)
215 return 0;
216 break;
217 }
218
219 if (ob1->key_values != NULL || ob2->key_values != NULL)
220 {
221 /* At least one of these has key_values. */
222 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
223 /* One has fields, but the other one doesn't. */
204 return 0; 224 return 0;
205
206 switch (ob1->type) {
207 case SCROLL:
208 if (ob1->level != ob2->level) return 0;
209 break;
210
211 }
212 if (ob1->key_values != NULL || ob2->key_values != NULL) {
213 /* At least one of these has key_values. */
214 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) {
215 /* One has fields, but the other one doesn't. */
216 return 0;
217 } else if (!compare_ob_value_lists(ob1, ob2)) { 225 else if (!compare_ob_value_lists (ob1, ob2))
218 return 0; 226 return 0;
219 } 227 }
228
229 //TODO: generate an event or call into perl for additional checks
230 if (ob1->self || ob2->self)
220 } 231 {
232 ob1->optimise ();
233 ob2->optimise ();
221 234
235 if (ob1->self || ob2->self)
236 return 0;
237 }
238
222 /* Everything passes, must be OK. */ 239 /* Everything passes, must be OK. */
223 return 1; 240 return 1;
224} 241}
225 242
226/* 243/*
227 * sum_weight() is a recursive function which calculates the weight 244 * sum_weight() is a recursive function which calculates the weight
228 * an object is carrying. It goes through in figures out how much 245 * an object is carrying. It goes through in figures out how much
229 * containers are carrying, and sums it up. 246 * containers are carrying, and sums it up.
230 */ 247 */
231signed long sum_weight(object *op) { 248long
249sum_weight (object *op)
250{
232 signed long sum; 251 long sum;
233 object *inv; 252 object *inv;
253
234 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 254 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
255 {
235 if (inv->inv) 256 if (inv->inv)
236 sum_weight(inv); 257 sum_weight (inv);
237 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 258 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
238 } 259 }
239 if (op->type == CONTAINER && op->stats.Str) 260 if (op->type == CONTAINER && op->stats.Str)
240 sum = (sum * (100 - op->stats.Str))/100; 261 sum = (sum * (100 - op->stats.Str)) / 100;
241 if(op->carrying != sum) 262 if (op->carrying != sum)
242 op->carrying = sum; 263 op->carrying = sum;
243 return sum; 264 return sum;
244} 265}
245 266
246/** 267/**
247 * Return the outermost environment object for a given object. 268 * Return the outermost environment object for a given object.
248 */ 269 */
249 270
271object *
250object *object_get_env_recursive (object *op) { 272object_get_env_recursive (object *op)
273{
251 while (op->env != NULL) 274 while (op->env != NULL)
252 op = op->env; 275 op = op->env;
253 return op; 276 return op;
254} 277}
255 278
256/* 279/*
257 * Eneq(@csd.uu.se): Since we can have items buried in a character we need 280 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
258 * a better check. We basically keeping traversing up until we can't 281 * a better check. We basically keeping traversing up until we can't
259 * or find a player. 282 * or find a player.
260 */ 283 */
261 284
285object *
262object *is_player_inv (object *op) { 286is_player_inv (object *op)
287{
263 for (;op!=NULL&&op->type!=PLAYER; op=op->env) 288 for (; op != NULL && op->type != PLAYER; op = op->env)
264 if (op->env==op) 289 if (op->env == op)
265 op->env = NULL; 290 op->env = NULL;
266 return op; 291 return op;
267} 292}
268 293
269/* 294/*
270 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 295 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
271 * Some error messages. 296 * Some error messages.
272 * The result of the dump is stored in the static global errmsg array. 297 * The result of the dump is stored in the static global errmsg array.
273 */ 298 */
274 299
300void
275void dump_object2(object *op) { 301dump_object2 (object *op)
302{
276errmsg[0] = 0; 303 errmsg[0] = 0;
277return; 304 return;
278 //TODO//D#d# 305 //TODO//D#d#
279#if 0 306#if 0
280 char *cp; 307 char *cp;
308
281/* object *tmp;*/ 309/* object *tmp;*/
282 310
283 if(op->arch!=NULL) { 311 if (op->arch != NULL)
312 {
284 strcat(errmsg,"arch "); 313 strcat (errmsg, "arch ");
285 strcat(errmsg,op->arch->name?op->arch->name:"(null)"); 314 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
286 strcat(errmsg,"\n"); 315 strcat (errmsg, "\n");
287 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL) 316 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
288 strcat(errmsg,cp); 317 strcat (errmsg, cp);
289#if 0 318# if 0
290 /* Don't dump player diffs - they are too long, mostly meaningless, and 319 /* Don't dump player diffs - they are too long, mostly meaningless, and
291 * will overflow the buffer. 320 * will overflow the buffer.
292 * Changed so that we don't dump inventory either. This may 321 * Changed so that we don't dump inventory either. This may
293 * also overflow the buffer. 322 * also overflow the buffer.
294 */ 323 */
295 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL) 324 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
296 strcat(errmsg,cp); 325 strcat (errmsg, cp);
297 for (tmp=op->inv; tmp; tmp=tmp->below) 326 for (tmp = op->inv; tmp; tmp = tmp->below)
298 dump_object2(tmp); 327 dump_object2 (tmp);
328# endif
329 strcat (errmsg, "end\n");
330 }
331 else
332 {
333 strcat (errmsg, "Object ");
334 if (op->name == NULL)
335 strcat (errmsg, "(null)");
336 else
337 strcat (errmsg, op->name);
338 strcat (errmsg, "\n");
339# if 0
340 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
341 strcat (errmsg, cp);
342 for (tmp = op->inv; tmp; tmp = tmp->below)
343 dump_object2 (tmp);
344# endif
345 strcat (errmsg, "end\n");
346 }
299#endif 347#endif
300 strcat(errmsg,"end\n");
301 } else {
302 strcat(errmsg,"Object ");
303 if (op->name==NULL) strcat(errmsg, "(null)");
304 else strcat(errmsg,op->name);
305 strcat(errmsg,"\n");
306#if 0
307 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
308 strcat(errmsg,cp);
309 for (tmp=op->inv; tmp; tmp=tmp->below)
310 dump_object2(tmp);
311#endif
312 strcat(errmsg,"end\n");
313 }
314#endif
315} 348}
316 349
317/* 350/*
318 * Dumps an object. Returns output in the static global errmsg array. 351 * Dumps an object. Returns output in the static global errmsg array.
319 */ 352 */
320 353
354void
321void dump_object(object *op) { 355dump_object (object *op)
356{
322 if(op==NULL) { 357 if (op == NULL)
358 {
323 strcpy(errmsg,"[NULL pointer]"); 359 strcpy (errmsg, "[NULL pointer]");
324 return; 360 return;
325 } 361 }
326 errmsg[0]='\0'; 362 errmsg[0] = '\0';
327 dump_object2(op); 363 dump_object2 (op);
328} 364}
329 365
366void
330void dump_all_objects(void) { 367dump_all_objects (void)
368{
331 object *op; 369 object *op;
370
332 for(op=objects;op!=NULL;op=op->next) { 371 for (op = objects; op != NULL; op = op->next)
372 {
333 dump_object(op); 373 dump_object (op);
334 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg); 374 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
335 } 375 }
336} 376}
337 377
338/* 378/*
339 * get_nearest_part(multi-object, object 2) returns the part of the 379 * get_nearest_part(multi-object, object 2) returns the part of the
340 * multi-object 1 which is closest to the second object. 380 * multi-object 1 which is closest to the second object.
341 * If it's not a multi-object, it is returned. 381 * If it's not a multi-object, it is returned.
342 */ 382 */
343 383
384object *
344object *get_nearest_part(object *op, const object *pl) { 385get_nearest_part (object *op, const object *pl)
386{
345 object *tmp,*closest; 387 object *tmp, *closest;
346 int last_dist,i; 388 int last_dist, i;
389
347 if(op->more==NULL) 390 if (op->more == NULL)
348 return op; 391 return op;
349 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 392 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
350 if((i=distance(tmp,pl))<last_dist) 393 if ((i = distance (tmp, pl)) < last_dist)
351 closest=tmp,last_dist=i; 394 closest = tmp, last_dist = i;
352 return closest; 395 return closest;
353} 396}
354 397
355/* 398/*
356 * Returns the object which has the count-variable equal to the argument. 399 * Returns the object which has the count-variable equal to the argument.
357 */ 400 */
358 401
402object *
359object *find_object(tag_t i) { 403find_object (tag_t i)
404{
360 object *op; 405 object *op;
406
361 for(op=objects;op!=NULL;op=op->next) 407 for (op = objects; op != NULL; op = op->next)
362 if(op->count==i) 408 if (op->count == i)
363 break; 409 break;
364 return op; 410 return op;
365} 411}
366 412
367/* 413/*
368 * Returns the first object which has a name equal to the argument. 414 * Returns the first object which has a name equal to the argument.
369 * Used only by the patch command, but not all that useful. 415 * Used only by the patch command, but not all that useful.
370 * Enables features like "patch <name-of-other-player> food 999" 416 * Enables features like "patch <name-of-other-player> food 999"
371 */ 417 */
372 418
419object *
373object *find_object_name(const char *str) { 420find_object_name (const char *str)
421{
374 const char *name = shstr::find (str); 422 const char *name = shstr::find (str);
375 object *op; 423 object *op;
424
376 for(op=objects;op!=NULL;op=op->next) 425 for (op = objects; op != NULL; op = op->next)
377 if(&op->name == name) 426 if (&op->name == name)
378 break; 427 break;
379 428
380 return op; 429 return op;
381} 430}
382 431
432void
383void free_all_object_data () 433free_all_object_data ()
384{ 434{
385 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 435 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
386} 436}
387 437
388/* 438/*
393 * Changed 2004-02-12 - if the player is setting at the play again 443 * Changed 2004-02-12 - if the player is setting at the play again
394 * prompt, he is removed, and we don't want to treat him as an owner of 444 * prompt, he is removed, and we don't want to treat him as an owner of
395 * anything, so check removed flag. I don't expect that this should break 445 * anything, so check removed flag. I don't expect that this should break
396 * anything - once an object is removed, it is basically dead anyways. 446 * anything - once an object is removed, it is basically dead anyways.
397 */ 447 */
398 448object *
399object *get_owner(object *op) { 449object::get_owner ()
400 if(op->owner==NULL)
401 return NULL;
402
403 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
404 op->owner->count==op->ownercount)
405 return op->owner;
406
407 op->owner=NULL;
408 op->ownercount=0;
409 return NULL;
410}
411
412void clear_owner(object *op)
413{ 450{
414 if (!op) return; 451 if (!owner
415 452 || QUERY_FLAG (owner, FLAG_FREED)
416 if (op->owner && op->ownercount == op->owner->count) 453 || QUERY_FLAG (owner, FLAG_REMOVED))
417 op->owner->refcount--;
418
419 op->owner = NULL;
420 op->ownercount = 0; 454 owner = 0;
455
456 return owner;
421} 457}
422 458
423/* 459/*
424 * Sets the owner and sets the skill and exp pointers to owner's current 460 * Sets the owner and sets the skill and exp pointers to owner's current
425 * skill and experience objects. 461 * skill and experience objects.
426 */ 462 */
427void set_owner (object *op, object *owner) 463void
464object::set_owner (object *owner)
428{ 465{
429 if(owner==NULL||op==NULL) 466 if (!owner)
430 return; 467 return;
431 468
432 /* next line added to allow objects which own objects */ 469 /* next line added to allow objects which own objects */
433 /* Add a check for ownercounts in here, as I got into an endless loop 470 /* Add a check for ownercounts in here, as I got into an endless loop
434 * with the fireball owning a poison cloud which then owned the 471 * with the fireball owning a poison cloud which then owned the
435 * fireball. I believe that was caused by one of the objects getting 472 * fireball. I believe that was caused by one of the objects getting
436 * freed and then another object replacing it. Since the ownercounts 473 * freed and then another object replacing it. Since the ownercounts
437 * didn't match, this check is valid and I believe that cause is valid. 474 * didn't match, this check is valid and I believe that cause is valid.
438 */ 475 */
439 while (owner->owner && owner!=owner->owner && 476 while (owner->owner)
440 owner->ownercount==owner->owner->count) owner=owner->owner; 477 owner = owner->owner;
441 478
442 /* IF the owner still has an owner, we did not resolve to a final owner.
443 * so lets not add to that.
444 */
445 if (owner->owner) return;
446
447 op->owner=owner; 479 this->owner = owner;
448
449 op->ownercount=owner->count;
450 owner->refcount++;
451
452}
453
454/* Set the owner to clone's current owner and set the skill and experience
455 * objects to clone's objects (typically those objects that where the owner's
456 * current skill and experience objects at the time when clone's owner was
457 * set - not the owner's current skill and experience objects).
458 *
459 * Use this function if player created an object (e.g. fire bullet, swarm
460 * spell), and this object creates further objects whose kills should be
461 * accounted for the player's original skill, even if player has changed
462 * skills meanwhile.
463 */
464void copy_owner (object *op, object *clone)
465{
466 object *owner = get_owner (clone);
467 if (owner == NULL) {
468 /* players don't have owners - they own themselves. Update
469 * as appropriate.
470 */
471 if (clone->type == PLAYER) owner=clone;
472 else return;
473 }
474 set_owner(op, owner);
475
476} 480}
477 481
478/* Zero the key_values on op, decrementing the shared-string 482/* Zero the key_values on op, decrementing the shared-string
479 * refcounts and freeing the links. 483 * refcounts and freeing the links.
480 */ 484 */
485static void
481static void free_key_values(object * op) 486free_key_values (object *op)
482{ 487{
483 for (key_value *i = op->key_values; i != 0; ) 488 for (key_value *i = op->key_values; i != 0;)
484 { 489 {
485 key_value *next = i->next; 490 key_value *next = i->next;
486 delete i; 491 delete i;
492
487 i = next; 493 i = next;
488 } 494 }
489 495
490 op->key_values = 0; 496 op->key_values = 0;
491} 497}
492 498
493void object::clear () 499void object::clear ()
494{ 500{
495 attachable_base::clear (); 501 attachable_base::clear ();
496 502
497 free_key_values (this); 503 free_key_values (this);
498 504
499 name = 0; 505 owner = 0;
506 name = 0;
500 name_pl = 0; 507 name_pl = 0;
501 title = 0; 508 title = 0;
502 race = 0; 509 race = 0;
503 slaying = 0; 510 slaying = 0;
504 skill = 0; 511 skill = 0;
505 msg = 0; 512 msg = 0;
506 lore = 0; 513 lore = 0;
507 custom_name = 0; 514 custom_name = 0;
508 materialname = 0; 515 materialname = 0;
516 contr = 0;
517 below = 0;
518 above = 0;
519 inv = 0;
520 container = 0;
521 env = 0;
522 more = 0;
523 head = 0;
524 map = 0;
525 active_next = 0;
526 active_prev = 0;
509 527
510 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod)); 528 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
511 529
512 SET_FLAG (this, FLAG_REMOVED); 530 SET_FLAG (this, FLAG_REMOVED);
531
532 /* What is not cleared is next, prev, and count */
533
534 expmul = 1.0;
535 face = blank_face;
536 attacked_by_count = -1;
537
538 if (settings.casting_time)
539 casting_time = -1;
513} 540}
514 541
515void object::clone (object *destination) 542void object::clone (object *destination)
516{ 543{
517 *(object_copy *)destination = *(object_copy *)this; 544 *(object_copy *)destination = *this;
518 *(object_pod *)destination = *(object_pod *)this; 545 *(object_pod *)destination = *this;
519 546
520 if (self || cb) 547 if (self || cb)
521 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination)); 548 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
522}
523
524/*
525 * clear_object() frees everything allocated by an object, and also
526 * clears all variables and flags to default settings.
527 */
528
529void clear_object (object *op)
530{
531 op->clear ();
532
533 op->contr = NULL;
534 op->below = NULL;
535 op->above = NULL;
536 op->inv = NULL;
537 op->container=NULL;
538 op->env=NULL;
539 op->more=NULL;
540 op->head=NULL;
541 op->map=NULL;
542 op->refcount=0;
543 op->active_next = NULL;
544 op->active_prev = NULL;
545 /* What is not cleared is next, prev, and count */
546
547 op->expmul = 1.0;
548 op->face = blank_face;
549 op->attacked_by_count = -1;
550
551 if (settings.casting_time)
552 op->casting_time = -1;
553} 549}
554 550
555/* 551/*
556 * copy object first frees everything allocated by the second object, 552 * copy object first frees everything allocated by the second object,
557 * and then copies the contends of the first object into the second 553 * and then copies the contends of the first object into the second
558 * object, allocating what needs to be allocated. Basically, any 554 * object, allocating what needs to be allocated. Basically, any
559 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 555 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
560 * if the first object is freed, the pointers in the new object 556 * if the first object is freed, the pointers in the new object
561 * will point at garbage. 557 * will point at garbage.
562 */ 558 */
563 559void
564void copy_object (object *op2, object *op) 560copy_object (object *op2, object *op)
565{ 561{
566 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 562 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
567 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 563 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
568 564
569 op2->clone (op); 565 op2->clone (op);
570 566
567 if (is_freed)
571 if (is_freed) SET_FLAG (op, FLAG_FREED); 568 SET_FLAG (op, FLAG_FREED);
569 if (is_removed)
572 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 570 SET_FLAG (op, FLAG_REMOVED);
573 571
574 if (op2->speed < 0) 572 if (op2->speed < 0)
575 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 573 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
576 574
577 /* Copy over key_values, if any. */ 575 /* Copy over key_values, if any. */
578 if (op2->key_values != NULL) 576 if (op2->key_values)
579 { 577 {
580 key_value *tail = NULL; 578 key_value *tail = 0;
581 key_value *i; 579 key_value *i;
582 580
583 op->key_values = NULL; 581 op->key_values = 0;
584 582
585 for (i = op2->key_values; i != NULL; i = i->next) 583 for (i = op2->key_values; i; i = i->next)
586 { 584 {
587 key_value *new_link = new key_value; 585 key_value *new_link = new key_value;
588 586
589 new_link->next = NULL; 587 new_link->next = 0;
590 new_link->key = i->key; 588 new_link->key = i->key;
591 new_link->value = i->value; 589 new_link->value = i->value;
592 590
593 /* Try and be clever here, too. */ 591 /* Try and be clever here, too. */
594 if (op->key_values == NULL) 592 if (!op->key_values)
595 { 593 {
596 op->key_values = new_link; 594 op->key_values = new_link;
597 tail = new_link; 595 tail = new_link;
598 } 596 }
599 else 597 else
606 604
607 update_ob_speed (op); 605 update_ob_speed (op);
608} 606}
609 607
610/* 608/*
611 * get_object() grabs an object from the list of unused objects, makes
612 * sure it is initialised, and returns it.
613 * If there are no free objects, expand_objects() is called to get more.
614 */
615
616object *get_object ()
617{
618 object *op = new object;
619
620 op->count = ++ob_count;
621
622 op->active_next = 0;
623 op->active_prev = 0;
624
625 op->next = objects;
626 op->prev = 0;
627
628 if (objects)
629 objects->prev = op;
630
631 objects = op;
632
633 SET_FLAG (op, FLAG_REMOVED);
634
635 op->expmul = 1.0;
636 op->face = blank_face;
637 op->attacked_by_count = -1;
638
639 return op;
640}
641
642/*
643 * If an object with the IS_TURNABLE() flag needs to be turned due 609 * If an object with the IS_TURNABLE() flag needs to be turned due
644 * to the closest player being on the other side, this function can 610 * to the closest player being on the other side, this function can
645 * be called to update the face variable, _and_ how it looks on the map. 611 * be called to update the face variable, _and_ how it looks on the map.
646 */ 612 */
647 613
614void
648void update_turn_face(object *op) { 615update_turn_face (object *op)
616{
649 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 617 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
650 return; 618 return;
651 SET_ANIMATION(op, op->direction); 619 SET_ANIMATION (op, op->direction);
652 update_object(op,UP_OBJ_FACE); 620 update_object (op, UP_OBJ_FACE);
653} 621}
654 622
655/* 623/*
656 * Updates the speed of an object. If the speed changes from 0 to another 624 * Updates the speed of an object. If the speed changes from 0 to another
657 * value, or vice versa, then add/remove the object from the active list. 625 * value, or vice versa, then add/remove the object from the active list.
658 * This function needs to be called whenever the speed of an object changes. 626 * This function needs to be called whenever the speed of an object changes.
659 */ 627 */
660 628void
661void update_ob_speed(object *op) { 629update_ob_speed (object *op)
630{
662 extern int arch_init; 631 extern int arch_init;
663 632
664 /* No reason putting the archetypes objects on the speed list, 633 /* No reason putting the archetypes objects on the speed list,
665 * since they never really need to be updated. 634 * since they never really need to be updated.
666 */ 635 */
667 636
668 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 637 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
638 {
669 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 639 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
670#ifdef MANY_CORES 640#ifdef MANY_CORES
671 abort(); 641 abort ();
672#else 642#else
673 op->speed = 0; 643 op->speed = 0;
674#endif 644#endif
675 } 645 }
646
676 if (arch_init) { 647 if (arch_init)
648 return;
649
650 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
651 {
652 /* If already on active list, don't do anything */
653 if (op->active_next || op->active_prev || op == active_objects)
677 return; 654 return;
678 }
679 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
680 /* If already on active list, don't do anything */
681 if (op->active_next || op->active_prev || op==active_objects)
682 return;
683 655
684 /* process_events() expects us to insert the object at the beginning 656 /* process_events() expects us to insert the object at the beginning
685 * of the list. */ 657 * of the list. */
686 op->active_next = active_objects; 658 op->active_next = active_objects;
659
687 if (op->active_next!=NULL) 660 if (op->active_next != NULL)
688 op->active_next->active_prev = op; 661 op->active_next->active_prev = op;
662
689 active_objects = op; 663 active_objects = op;
664 }
665 else
690 } 666 {
691 else {
692 /* If not on the active list, nothing needs to be done */ 667 /* If not on the active list, nothing needs to be done */
693 if (!op->active_next && !op->active_prev && op!=active_objects) 668 if (!op->active_next && !op->active_prev && op != active_objects)
694 return; 669 return;
695 670
696 if (op->active_prev==NULL) { 671 if (op->active_prev == NULL)
672 {
697 active_objects = op->active_next; 673 active_objects = op->active_next;
674
698 if (op->active_next!=NULL) 675 if (op->active_next != NULL)
699 op->active_next->active_prev = NULL; 676 op->active_next->active_prev = NULL;
677 }
678 else
700 } 679 {
701 else {
702 op->active_prev->active_next = op->active_next; 680 op->active_prev->active_next = op->active_next;
681
703 if (op->active_next) 682 if (op->active_next)
704 op->active_next->active_prev = op->active_prev; 683 op->active_next->active_prev = op->active_prev;
705 } 684 }
685
706 op->active_next = NULL; 686 op->active_next = NULL;
707 op->active_prev = NULL; 687 op->active_prev = NULL;
708 } 688 }
709} 689}
710 690
711/* This function removes object 'op' from the list of active 691/* This function removes object 'op' from the list of active
712 * objects. 692 * objects.
714 * reference maps where you don't want an object that isn't 694 * reference maps where you don't want an object that isn't
715 * in play chewing up cpu time getting processed. 695 * in play chewing up cpu time getting processed.
716 * The reverse of this is to call update_ob_speed, which 696 * The reverse of this is to call update_ob_speed, which
717 * will do the right thing based on the speed of the object. 697 * will do the right thing based on the speed of the object.
718 */ 698 */
699void
719void remove_from_active_list(object *op) 700remove_from_active_list (object *op)
720{ 701{
721 /* If not on the active list, nothing needs to be done */ 702 /* If not on the active list, nothing needs to be done */
722 if (!op->active_next && !op->active_prev && op!=active_objects) 703 if (!op->active_next && !op->active_prev && op != active_objects)
723 return; 704 return;
724 705
725 if (op->active_prev==NULL) { 706 if (op->active_prev == NULL)
707 {
726 active_objects = op->active_next; 708 active_objects = op->active_next;
727 if (op->active_next!=NULL) 709 if (op->active_next != NULL)
728 op->active_next->active_prev = NULL; 710 op->active_next->active_prev = NULL;
711 }
712 else
729 } 713 {
730 else {
731 op->active_prev->active_next = op->active_next; 714 op->active_prev->active_next = op->active_next;
732 if (op->active_next) 715 if (op->active_next)
733 op->active_next->active_prev = op->active_prev; 716 op->active_next->active_prev = op->active_prev;
734 } 717 }
735 op->active_next = NULL; 718 op->active_next = NULL;
736 op->active_prev = NULL; 719 op->active_prev = NULL;
737} 720}
738 721
739/* 722/*
740 * update_object() updates the array which represents the map. 723 * update_object() updates the array which represents the map.
741 * It takes into account invisible objects (and represent squares covered 724 * It takes into account invisible objects (and represent squares covered
756 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 739 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
757 * as that is easier than trying to look at what may have changed. 740 * as that is easier than trying to look at what may have changed.
758 * UP_OBJ_FACE: only the objects face has changed. 741 * UP_OBJ_FACE: only the objects face has changed.
759 */ 742 */
760 743
744void
761void update_object(object *op, int action) { 745update_object (object *op, int action)
746{
762 int update_now=0, flags; 747 int update_now = 0, flags;
763 MoveType move_on, move_off, move_block, move_slow; 748 MoveType move_on, move_off, move_block, move_slow;
764 749
765 if (op == NULL) { 750 if (op == NULL)
751 {
766 /* this should never happen */ 752 /* this should never happen */
767 LOG(llevDebug,"update_object() called for NULL object.\n"); 753 LOG (llevDebug, "update_object() called for NULL object.\n");
768 return; 754 return;
769 }
770 755 }
756
771 if(op->env!=NULL) { 757 if (op->env != NULL)
758 {
772 /* Animation is currently handled by client, so nothing 759 /* Animation is currently handled by client, so nothing
773 * to do in this case. 760 * to do in this case.
774 */ 761 */
775 return; 762 return;
776 } 763 }
777 764
778 /* If the map is saving, don't do anything as everything is 765 /* If the map is saving, don't do anything as everything is
779 * going to get freed anyways. 766 * going to get freed anyways.
780 */ 767 */
781 if (!op->map || op->map->in_memory == MAP_SAVING) return; 768 if (!op->map || op->map->in_memory == MAP_SAVING)
782 769 return;
770
783 /* make sure the object is within map boundaries */ 771 /* make sure the object is within map boundaries */
784 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 772 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
785 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 773 {
786 LOG(llevError,"update_object() called for object out of map!\n"); 774 LOG (llevError, "update_object() called for object out of map!\n");
787#ifdef MANY_CORES 775#ifdef MANY_CORES
788 abort(); 776 abort ();
789#endif 777#endif
790 return; 778 return;
791 }
792 779 }
780
793 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 781 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
794 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 782 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
795 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 783 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
796 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 784 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
797 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 785 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
798 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y); 786 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
799 787
800 if (action == UP_OBJ_INSERT) { 788 if (action == UP_OBJ_INSERT)
789 {
801 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 790 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
802 update_now=1; 791 update_now = 1;
803 792
804 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 793 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
805 update_now=1; 794 update_now = 1;
806 795
807 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 796 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
808 update_now=1; 797 update_now = 1;
809 798
810 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 799 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
811 update_now=1; 800 update_now = 1;
812 801
802 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
803 update_now = 1;
804
813 if ((move_on | op->move_on) != move_on) update_now=1; 805 if ((move_on | op->move_on) != move_on)
806 update_now = 1;
807
814 if ((move_off | op->move_off) != move_off) update_now=1; 808 if ((move_off | op->move_off) != move_off)
809 update_now = 1;
810
815 /* This isn't perfect, but I don't expect a lot of objects to 811 /* This isn't perfect, but I don't expect a lot of objects to
816 * to have move_allow right now. 812 * to have move_allow right now.
817 */ 813 */
818 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 814 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
819 update_now=1; 815 update_now = 1;
816
820 if ((move_slow | op->move_slow) != move_slow) update_now=1; 817 if ((move_slow | op->move_slow) != move_slow)
818 update_now = 1;
821 } 819 }
822 /* if the object is being removed, we can't make intelligent 820 /* if the object is being removed, we can't make intelligent
823 * decisions, because remove_ob can't really pass the object 821 * decisions, because remove_ob can't really pass the object
824 * that is being removed. 822 * that is being removed.
825 */ 823 */
826 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 824 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
827 update_now=1; 825 update_now = 1;
828 } else if (action == UP_OBJ_FACE) { 826 else if (action == UP_OBJ_FACE)
829 /* Nothing to do for that case */ 827 /* Nothing to do for that case */ ;
830 }
831 else { 828 else
832 LOG(llevError,"update_object called with invalid action: %d\n", action); 829 LOG (llevError, "update_object called with invalid action: %d\n", action);
833 }
834 830
835 if (update_now) { 831 if (update_now)
832 {
836 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 833 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
837 update_position(op->map, op->x, op->y); 834 update_position (op->map, op->x, op->y);
838 } 835 }
839 836
840 if(op->more!=NULL) 837 if (op->more != NULL)
841 update_object(op->more, action); 838 update_object (op->more, action);
842} 839}
843 840
841static unordered_vector<object *> mortals;
842static std::vector<object *> freed;
843
844void object::free_mortals ()
845{
846 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
847 if ((*i)->refcnt)
848 ++i; // further delay freeing
849 else
850 {
851 freed.push_back (*i);//D
852 //delete *i;
853 mortals.erase (i);
854 }
855
856 if (mortals.size())//D
857 LOG (llevDebug, "%d objects in mortal queue\n", mortals.size());//D
858}
859
860object::object ()
861{
862 SET_FLAG (this, FLAG_REMOVED);
863
864 expmul = 1.0;
865 face = blank_face;
866 attacked_by_count = -1;
867}
868
869object::~object ()
870{
871 free_key_values (this);
872}
873
874void object::link ()
875{
876 count = ++ob_count;
877
878 prev = 0;
879 next = objects;
880
881 if (objects)
882 objects->prev = this;
883
884 objects = this;
885}
886
887void object::unlink ()
888{
889 count = 0;
890
891 /* Remove this object from the list of used objects */
892 if (prev)
893 {
894 prev->next = next;
895 prev = 0;
896 }
897
898 if (next)
899 {
900 next->prev = prev;
901 next = 0;
902 }
903
904 if (this == objects)
905 objects = next;
906}
907
908object *object::create ()
909{
910 object *
911 op;
912
913 if (freed.empty ())
914 op = new object;
915 else
916 {
917 // highly annoying, but the only way to get it stable right now
918 op = freed.back ();
919 freed.pop_back ();
920 op->~object ();
921 new ((void *) op) object;
922 }
923
924 op->link ();
925 return op;
926}
844 927
845/* 928/*
846 * free_object() frees everything allocated by an object, removes 929 * free_object() frees everything allocated by an object, removes
847 * it from the list of used objects, and puts it on the list of 930 * it from the list of used objects, and puts it on the list of
848 * free objects. The IS_FREED() flag is set in the object. 931 * free objects. The IS_FREED() flag is set in the object.
850 * this function to succeed. 933 * this function to succeed.
851 * 934 *
852 * If free_inventory is set, free inventory as well. Else drop items in 935 * If free_inventory is set, free inventory as well. Else drop items in
853 * inventory to the ground. 936 * inventory to the ground.
854 */ 937 */
855 938void object::free (bool free_inventory)
856void
857free_object (object * ob)
858{ 939{
859 free_object2 (ob, 0); 940 if (QUERY_FLAG (this, FLAG_FREED))
860} 941 return;
861 942
862void
863free_object2 (object * ob, int free_inventory)
864{
865 object *tmp, *op;
866
867 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 943 if (!QUERY_FLAG (this, FLAG_REMOVED))
868 { 944 remove_ob (this);
869 LOG (llevDebug, "Free object called with non removed object\n");
870 dump_object (ob);
871#ifdef MANY_CORES
872 abort ();
873#endif
874 }
875 945
876 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 946 if (QUERY_FLAG (this, FLAG_FRIENDLY))
877 {
878 LOG (llevMonster, "Warning: tried to free friendly object.\n");
879 remove_friendly_object (ob); 947 remove_friendly_object (this);
948
949 SET_FLAG (this, FLAG_FREED);
950
951 if (more)
880 } 952 {
881 953 more->free (free_inventory);
882 if (QUERY_FLAG (ob, FLAG_FREED)) 954 more = 0;
883 { 955 }
884 dump_object (ob);
885 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg);
886 return;
887 }
888 956
889 if (ob->more != NULL)
890 {
891 free_object2 (ob->more, free_inventory);
892 ob->more = NULL;
893 }
894
895 if (ob->inv) 957 if (inv)
896 { 958 {
897 /* Only if the space blocks everything do we not process - 959 /* Only if the space blocks everything do we not process -
898 * if some form of movemnt is allowed, let objects 960 * if some form of movement is allowed, let objects
899 * drop on that space. 961 * drop on that space.
900 */ 962 */
901 if (free_inventory || ob->map == NULL 963 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
902 || ob->map->in_memory != MAP_IN_MEMORY 964 {
903 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL)) 965 object *op = inv;
904 {
905 op = ob->inv;
906 966
907 while (op != NULL) 967 while (op)
908 { 968 {
909 tmp = op->below; 969 object *tmp = op->below;
910 remove_ob (op); 970 op->free (free_inventory);
911 free_object2 (op, free_inventory);
912 op = tmp; 971 op = tmp;
913 } 972 }
914 } 973 }
915 else 974 else
916 { /* Put objects in inventory onto this space */ 975 { /* Put objects in inventory onto this space */
917 op = ob->inv; 976 object *op = inv;
918 977
919 while (op != NULL) 978 while (op)
920 { 979 {
921 tmp = op->below; 980 object *tmp = op->below;
981
922 remove_ob (op); 982 remove_ob (op);
923 983
924 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 984 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
925 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE 985 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
926 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 986 free_object (op);
927 free_object (op); 987 else
928 else 988 {
929 { 989 op->x = x;
930 op->x = ob->x; 990 op->y = y;
931 op->y = ob->y;
932 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */ 991 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
933 } 992 }
934 993
935 op = tmp; 994 op = tmp;
995 }
996 }
936 } 997 }
937 } 998
938 } 999 owner = 0;
939 1000
940 /* Remove object from the active list */ 1001 /* Remove object from the active list */
941 ob->speed = 0; 1002 speed = 0;
942 update_ob_speed (ob); 1003 update_ob_speed (this);
943 1004
944 SET_FLAG (ob, FLAG_FREED); 1005 unlink ();
945 ob->count = 0;
946 1006
947 /* Remove this object from the list of used objects */ 1007 mortals.push_back (this);
948 if (ob->prev == NULL)
949 {
950 objects = ob->next;
951
952 if (objects != NULL)
953 objects->prev = NULL;
954 }
955 else
956 {
957 ob->prev->next = ob->next;
958
959 if (ob->next != NULL)
960 ob->next->prev = ob->prev;
961 }
962
963 free_key_values (ob);
964
965 /* Now link it with the free_objects list: */
966 ob->prev = 0;
967 ob->next = 0;
968
969 delete ob;
970} 1008}
971 1009
972/* 1010/*
973 * sub_weight() recursively (outwards) subtracts a number from the 1011 * sub_weight() recursively (outwards) subtracts a number from the
974 * weight of an object (and what is carried by it's environment(s)). 1012 * weight of an object (and what is carried by it's environment(s)).
975 */ 1013 */
976 1014
1015void
977void sub_weight (object *op, signed long weight) { 1016sub_weight (object *op, signed long weight)
1017{
978 while (op != NULL) { 1018 while (op != NULL)
1019 {
979 if (op->type == CONTAINER) { 1020 if (op->type == CONTAINER)
1021 {
980 weight=(signed long)(weight*(100-op->stats.Str)/100); 1022 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
981 } 1023 }
982 op->carrying-=weight; 1024 op->carrying -= weight;
983 op = op->env; 1025 op = op->env;
984 } 1026 }
985} 1027}
986 1028
987/* remove_ob(op): 1029/* remove_ob(op):
988 * This function removes the object op from the linked list of objects 1030 * This function removes the object op from the linked list of objects
989 * which it is currently tied to. When this function is done, the 1031 * which it is currently tied to. When this function is done, the
991 * environment, the x and y coordinates will be updated to 1033 * environment, the x and y coordinates will be updated to
992 * the previous environment. 1034 * the previous environment.
993 * Beware: This function is called from the editor as well! 1035 * Beware: This function is called from the editor as well!
994 */ 1036 */
995 1037
1038void
996void remove_ob(object *op) { 1039remove_ob (object *op)
997 object *tmp,*last=NULL; 1040{
998 object *otmp; 1041 object *
999 tag_t tag; 1042 tmp, *
1043 last = NULL;
1044 object *
1045 otmp;
1046
1047 tag_t
1048 tag;
1049 int
1000 int check_walk_off; 1050 check_walk_off;
1001 mapstruct *m; 1051 mapstruct *
1002 sint16 x,y;
1003 1052 m;
1004 1053
1054 sint16
1055 x,
1056 y;
1057
1005 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1058 if (QUERY_FLAG (op, FLAG_REMOVED))
1006 dump_object(op); 1059 return;
1007 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1008 1060
1009 /* Changed it to always dump core in this case. As has been learned
1010 * in the past, trying to recover from errors almost always
1011 * make things worse, and this is a real error here - something
1012 * that should not happen.
1013 * Yes, if this was a mission critical app, trying to do something
1014 * to recover may make sense, but that is because failure of the app
1015 * may have other disastrous problems. Cf runs out of a script
1016 * so is easily enough restarted without any real problems.
1017 * MSW 2001-07-01
1018 */
1019 abort();
1020 }
1021 if(op->more!=NULL)
1022 remove_ob(op->more);
1023
1024 SET_FLAG(op, FLAG_REMOVED); 1061 SET_FLAG (op, FLAG_REMOVED);
1025 1062
1063 if (op->more != NULL)
1064 remove_ob (op->more);
1065
1026 /* 1066 /*
1027 * In this case, the object to be removed is in someones 1067 * In this case, the object to be removed is in someones
1028 * inventory. 1068 * inventory.
1029 */ 1069 */
1030 if(op->env!=NULL) { 1070 if (op->env != NULL)
1071 {
1031 if(op->nrof) 1072 if (op->nrof)
1032 sub_weight(op->env, op->weight*op->nrof); 1073 sub_weight (op->env, op->weight * op->nrof);
1033 else 1074 else
1034 sub_weight(op->env, op->weight+op->carrying); 1075 sub_weight (op->env, op->weight + op->carrying);
1035 1076
1036 /* NO_FIX_PLAYER is set when a great many changes are being 1077 /* NO_FIX_PLAYER is set when a great many changes are being
1037 * made to players inventory. If set, avoiding the call 1078 * made to players inventory. If set, avoiding the call
1038 * to save cpu time. 1079 * to save cpu time.
1039 */ 1080 */
1040 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1081 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1041 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1042 fix_player(otmp); 1082 fix_player (otmp);
1043 1083
1044 if(op->above!=NULL) 1084 if (op->above != NULL)
1045 op->above->below=op->below; 1085 op->above->below = op->below;
1046 else 1086 else
1047 op->env->inv=op->below; 1087 op->env->inv = op->below;
1048 1088
1049 if(op->below!=NULL) 1089 if (op->below != NULL)
1050 op->below->above=op->above; 1090 op->below->above = op->above;
1051 1091
1052 /* we set up values so that it could be inserted into 1092 /* we set up values so that it could be inserted into
1053 * the map, but we don't actually do that - it is up 1093 * the map, but we don't actually do that - it is up
1054 * to the caller to decide what we want to do. 1094 * to the caller to decide what we want to do.
1055 */ 1095 */
1056 op->x=op->env->x,op->y=op->env->y; 1096 op->x = op->env->x, op->y = op->env->y;
1057 op->map=op->env->map; 1097 op->map = op->env->map;
1058 op->above=NULL,op->below=NULL; 1098 op->above = NULL, op->below = NULL;
1059 op->env=NULL; 1099 op->env = NULL;
1100 }
1101 else if (op->map)
1102 {
1103 x = op->x;
1104 y = op->y;
1105 m = get_map_from_coord (op->map, &x, &y);
1106
1107 if (!m)
1108 {
1109 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1110 op->map->path, op->x, op->y);
1111 /* in old days, we used to set x and y to 0 and continue.
1112 * it seems if we get into this case, something is probablye
1113 * screwed up and should be fixed.
1114 */
1115 abort ();
1116 }
1117
1118 if (op->map != m)
1119 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1120 op->map->path, m->path, op->x, op->y, x, y);
1121
1122 /* Re did the following section of code - it looks like it had
1123 * lots of logic for things we no longer care about
1124 */
1125
1126 /* link the object above us */
1127 if (op->above)
1128 op->above->below = op->below;
1129 else
1130 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1131
1132 /* Relink the object below us, if there is one */
1133 if (op->below)
1134 op->below->above = op->above;
1135 else
1136 {
1137 /* Nothing below, which means we need to relink map object for this space
1138 * use translated coordinates in case some oddness with map tiling is
1139 * evident
1140 */
1141 if (GET_MAP_OB (m, x, y) != op)
1142 {
1143 dump_object (op);
1144 LOG (llevError,
1145 "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);
1146 dump_object (GET_MAP_OB (m, x, y));
1147 LOG (llevError, "%s\n", errmsg);
1148 }
1149
1150 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1151 }
1152
1153 op->above = 0;
1154 op->below = 0;
1155
1156 if (op->map->in_memory == MAP_SAVING)
1060 return; 1157 return;
1061 }
1062 1158
1063 /* If we get here, we are removing it from a map */
1064 if (op->map == NULL) return;
1065
1066 x = op->x;
1067 y = op->y;
1068 m = get_map_from_coord(op->map, &x, &y);
1069
1070 if (!m) {
1071 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1072 op->map->path, op->x, op->y);
1073 /* in old days, we used to set x and y to 0 and continue.
1074 * it seems if we get into this case, something is probablye
1075 * screwed up and should be fixed.
1076 */
1077 abort();
1078 }
1079 if (op->map != m) {
1080 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1081 op->map->path, m->path, op->x, op->y, x, y);
1082 }
1083
1084 /* Re did the following section of code - it looks like it had
1085 * lots of logic for things we no longer care about
1086 */
1087
1088 /* link the object above us */
1089 if (op->above)
1090 op->above->below=op->below;
1091 else
1092 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1093
1094 /* Relink the object below us, if there is one */
1095 if(op->below) {
1096 op->below->above=op->above;
1097 } else {
1098 /* Nothing below, which means we need to relink map object for this space
1099 * use translated coordinates in case some oddness with map tiling is
1100 * evident
1101 */
1102 if(GET_MAP_OB(m,x,y)!=op) {
1103 dump_object(op);
1104 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);
1105 dump_object(GET_MAP_OB(m,x,y));
1106 LOG(llevError,"%s\n",errmsg);
1107 }
1108 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1109 }
1110 op->above=NULL;
1111 op->below=NULL;
1112
1113 if (op->map->in_memory == MAP_SAVING)
1114 return;
1115
1116 tag = op->count; 1159 tag = op->count;
1117 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1160 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1161
1118 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1162 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1163 {
1119 /* No point updating the players look faces if he is the object 1164 /* No point updating the players look faces if he is the object
1120 * being removed. 1165 * being removed.
1121 */ 1166 */
1122 1167
1123 if(tmp->type==PLAYER && tmp!=op) { 1168 if (tmp->type == PLAYER && tmp != op)
1169 {
1124 /* If a container that the player is currently using somehow gets 1170 /* If a container that the player is currently using somehow gets
1125 * removed (most likely destroyed), update the player view 1171 * removed (most likely destroyed), update the player view
1126 * appropriately. 1172 * appropriately.
1127 */ 1173 */
1128 if (tmp->container==op) { 1174 if (tmp->container == op)
1175 {
1129 CLEAR_FLAG(op, FLAG_APPLIED); 1176 CLEAR_FLAG (op, FLAG_APPLIED);
1130 tmp->container=NULL; 1177 tmp->container = NULL;
1178 }
1179
1180 tmp->contr->socket.update_look = 1;
1131 } 1181 }
1132 tmp->contr->socket.update_look=1; 1182
1133 }
1134 /* See if player moving off should effect something */ 1183 /* See if player moving off should effect something */
1135 if (check_walk_off && ((op->move_type & tmp->move_off) && 1184 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1136 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1185 {
1137
1138 move_apply(tmp, op, NULL); 1186 move_apply (tmp, op, NULL);
1187
1139 if (was_destroyed (op, tag)) { 1188 if (was_destroyed (op, tag))
1189 {
1140 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1190 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1141 "leaving object\n", &tmp->name, &tmp->arch->name); 1191 }
1142 } 1192 }
1143 }
1144 1193
1145 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1194 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1146 1195
1147 if(tmp->above == tmp) 1196 if (tmp->above == tmp)
1148 tmp->above = NULL; 1197 tmp->above = NULL;
1198
1149 last=tmp; 1199 last = tmp;
1150 } 1200 }
1201
1151 /* last == NULL of there are no objects on this space */ 1202 /* last == NULL of there are no objects on this space */
1152 if (last==NULL) { 1203 if (last == NULL)
1204 {
1153 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1205 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1154 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1206 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1155 * those out anyways, and if there are any flags set right now, they won't 1207 * those out anyways, and if there are any flags set right now, they won't
1156 * be correct anyways. 1208 * be correct anyways.
1157 */ 1209 */
1158 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1210 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1159 update_position(op->map, op->x, op->y); 1211 update_position (op->map, op->x, op->y);
1160 } 1212 }
1161 else 1213 else
1162 update_object(last, UP_OBJ_REMOVE); 1214 update_object (last, UP_OBJ_REMOVE);
1163 1215
1164 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1216 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1165 update_all_los(op->map, op->x, op->y); 1217 update_all_los (op->map, op->x, op->y);
1166 1218 }
1167} 1219}
1168 1220
1169/* 1221/*
1170 * merge_ob(op,top): 1222 * merge_ob(op,top):
1171 * 1223 *
1173 * merges op to the first matching object. 1225 * merges op to the first matching object.
1174 * If top is NULL, it is calculated. 1226 * If top is NULL, it is calculated.
1175 * Returns pointer to object if it succeded in the merge, otherwise NULL 1227 * Returns pointer to object if it succeded in the merge, otherwise NULL
1176 */ 1228 */
1177 1229
1230object *
1178object *merge_ob(object *op, object *top) { 1231merge_ob (object *op, object *top)
1232{
1179 if(!op->nrof) 1233 if (!op->nrof)
1180 return 0; 1234 return 0;
1235
1181 if(top==NULL) 1236 if (top == NULL)
1182 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1237 for (top = op; top != NULL && top->above != NULL; top = top->above);
1238
1183 for(;top!=NULL;top=top->below) { 1239 for (; top != NULL; top = top->below)
1240 {
1184 if(top==op) 1241 if (top == op)
1185 continue; 1242 continue;
1186 if (CAN_MERGE(op,top)) 1243 if (CAN_MERGE (op, top))
1187 { 1244 {
1188 top->nrof+=op->nrof; 1245 top->nrof += op->nrof;
1246
1189/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1247/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1190 op->weight = 0; /* Don't want any adjustements now */ 1248 op->weight = 0; /* Don't want any adjustements now */
1191 remove_ob(op); 1249 remove_ob (op);
1192 free_object(op); 1250 free_object (op);
1193 return top; 1251 return top;
1194 } 1252 }
1195 } 1253 }
1254
1196 return NULL; 1255 return NULL;
1197} 1256}
1198 1257
1199/* 1258/*
1200 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1259 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1201 * job preparing multi-part monsters 1260 * job preparing multi-part monsters
1202 */ 1261 */
1262object *
1203object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1263insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y)
1264{
1204 object* tmp; 1265 object *tmp;
1266
1205 if (op->head) 1267 if (op->head)
1206 op=op->head; 1268 op = op->head;
1269
1207 for (tmp=op;tmp;tmp=tmp->more){ 1270 for (tmp = op; tmp; tmp = tmp->more)
1271 {
1208 tmp->x=x+tmp->arch->clone.x; 1272 tmp->x = x + tmp->arch->clone.x;
1209 tmp->y=y+tmp->arch->clone.y; 1273 tmp->y = y + tmp->arch->clone.y;
1210 } 1274 }
1275
1211 return insert_ob_in_map (op, m, originator, flag); 1276 return insert_ob_in_map (op, m, originator, flag);
1212} 1277}
1213 1278
1214/* 1279/*
1215 * insert_ob_in_map (op, map, originator, flag): 1280 * insert_ob_in_map (op, map, originator, flag):
1216 * This function inserts the object in the two-way linked list 1281 * This function inserts the object in the two-way linked list
1230 * new object if 'op' was merged with other object 1295 * new object if 'op' was merged with other object
1231 * NULL if 'op' was destroyed 1296 * NULL if 'op' was destroyed
1232 * just 'op' otherwise 1297 * just 'op' otherwise
1233 */ 1298 */
1234 1299
1300object *
1235object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1301insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag)
1236{ 1302{
1237 object *tmp, *top, *floor=NULL; 1303 object *tmp, *top, *floor = NULL;
1238 sint16 x,y; 1304 sint16 x, y;
1239 1305
1240 if (QUERY_FLAG (op, FLAG_FREED)) { 1306 if (QUERY_FLAG (op, FLAG_FREED))
1307 {
1241 LOG (llevError, "Trying to insert freed object!\n"); 1308 LOG (llevError, "Trying to insert freed object!\n");
1309 return NULL;
1310 }
1311
1312 if (m == NULL)
1313 {
1314 dump_object (op);
1315 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1316 return op;
1317 }
1318
1319 if (out_of_map (m, op->x, op->y))
1320 {
1321 dump_object (op);
1322 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1323#ifdef MANY_CORES
1324 /* Better to catch this here, as otherwise the next use of this object
1325 * is likely to cause a crash. Better to find out where it is getting
1326 * improperly inserted.
1327 */
1328 abort ();
1329#endif
1330 return op;
1331 }
1332
1333 if (!QUERY_FLAG (op, FLAG_REMOVED))
1334 {
1335 dump_object (op);
1336 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1337 return op;
1338 }
1339
1340 if (op->more != NULL)
1341 {
1342 /* The part may be on a different map. */
1343
1344 object *more = op->more;
1345
1346 /* We really need the caller to normalize coordinates - if
1347 * we set the map, that doesn't work if the location is within
1348 * a map and this is straddling an edge. So only if coordinate
1349 * is clear wrong do we normalize it.
1350 */
1351 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1352 more->map = get_map_from_coord (m, &more->x, &more->y);
1353 else if (!more->map)
1354 {
1355 /* For backwards compatibility - when not dealing with tiled maps,
1356 * more->map should always point to the parent.
1357 */
1358 more->map = m;
1359 }
1360
1361 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1362 {
1363 if (!op->head)
1364 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1365
1366 return NULL;
1367 }
1368 }
1369
1370 CLEAR_FLAG (op, FLAG_REMOVED);
1371
1372 /* Ideally, the caller figures this out. However, it complicates a lot
1373 * of areas of callers (eg, anything that uses find_free_spot would now
1374 * need extra work
1375 */
1376 op->map = get_map_from_coord (m, &op->x, &op->y);
1377 x = op->x;
1378 y = op->y;
1379
1380 /* this has to be done after we translate the coordinates.
1381 */
1382 if (op->nrof && !(flag & INS_NO_MERGE))
1383 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1384 if (CAN_MERGE (op, tmp))
1385 {
1386 op->nrof += tmp->nrof;
1387 remove_ob (tmp);
1388 free_object (tmp);
1389 }
1390
1391 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1392 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1393
1394 if (!QUERY_FLAG (op, FLAG_ALIVE))
1395 CLEAR_FLAG (op, FLAG_NO_STEAL);
1396
1397 if (flag & INS_BELOW_ORIGINATOR)
1398 {
1399 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1400 {
1401 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1402 abort ();
1403 }
1404
1405 op->above = originator;
1406 op->below = originator->below;
1407
1408 if (op->below)
1409 op->below->above = op;
1410 else
1411 SET_MAP_OB (op->map, op->x, op->y, op);
1412
1413 /* since *below* originator, no need to update top */
1414 originator->below = op;
1415 }
1416 else
1417 {
1418 /* If there are other objects, then */
1419 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1420 {
1421 object *last = NULL;
1422
1423 /*
1424 * If there are multiple objects on this space, we do some trickier handling.
1425 * We've already dealt with merging if appropriate.
1426 * Generally, we want to put the new object on top. But if
1427 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1428 * floor, we want to insert above that and no further.
1429 * Also, if there are spell objects on this space, we stop processing
1430 * once we get to them. This reduces the need to traverse over all of
1431 * them when adding another one - this saves quite a bit of cpu time
1432 * when lots of spells are cast in one area. Currently, it is presumed
1433 * that flying non pickable objects are spell objects.
1434 */
1435
1436 while (top != NULL)
1437 {
1438 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1439 floor = top;
1440
1441 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1442 {
1443 /* We insert above top, so we want this object below this */
1444 top = top->below;
1445 break;
1446 }
1447
1448 last = top;
1449 top = top->above;
1450 }
1451
1452 /* Don't want top to be NULL, so set it to the last valid object */
1453 top = last;
1454
1455 /* We let update_position deal with figuring out what the space
1456 * looks like instead of lots of conditions here.
1457 * makes things faster, and effectively the same result.
1458 */
1459
1460 /* Have object 'fall below' other objects that block view.
1461 * Unless those objects are exits, type 66
1462 * If INS_ON_TOP is used, don't do this processing
1463 * Need to find the object that in fact blocks view, otherwise
1464 * stacking is a bit odd.
1465 */
1466 if (!(flag & INS_ON_TOP) &&
1467 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1468 {
1469 for (last = top; last != floor; last = last->below)
1470 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1471 break;
1472 /* Check to see if we found the object that blocks view,
1473 * and make sure we have a below pointer for it so that
1474 * we can get inserted below this one, which requires we
1475 * set top to the object below us.
1476 */
1477 if (last && last->below && last != floor)
1478 top = last->below;
1479 }
1480 } /* If objects on this space */
1481
1482 if (flag & INS_MAP_LOAD)
1483 top = GET_MAP_TOP (op->map, op->x, op->y);
1484
1485 if (flag & INS_ABOVE_FLOOR_ONLY)
1486 top = floor;
1487
1488 /* Top is the object that our object (op) is going to get inserted above.
1489 */
1490
1491 /* First object on this space */
1492 if (!top)
1493 {
1494 op->above = GET_MAP_OB (op->map, op->x, op->y);
1495
1496 if (op->above)
1497 op->above->below = op;
1498
1499 op->below = NULL;
1500 SET_MAP_OB (op->map, op->x, op->y, op);
1501 }
1502 else
1503 { /* get inserted into the stack above top */
1504 op->above = top->above;
1505
1506 if (op->above)
1507 op->above->below = op;
1508
1509 op->below = top;
1510 top->above = op;
1511 }
1512
1513 if (op->above == NULL)
1514 SET_MAP_TOP (op->map, op->x, op->y, op);
1515 } /* else not INS_BELOW_ORIGINATOR */
1516
1517 if (op->type == PLAYER)
1518 op->contr->do_los = 1;
1519
1520 /* If we have a floor, we know the player, if any, will be above
1521 * it, so save a few ticks and start from there.
1522 */
1523 if (!(flag & INS_MAP_LOAD))
1524 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1525 if (tmp->type == PLAYER)
1526 tmp->contr->socket.update_look = 1;
1527
1528 /* If this object glows, it may affect lighting conditions that are
1529 * visible to others on this map. But update_all_los is really
1530 * an inefficient way to do this, as it means los for all players
1531 * on the map will get recalculated. The players could very well
1532 * be far away from this change and not affected in any way -
1533 * this should get redone to only look for players within range,
1534 * or just updating the P_NEED_UPDATE for spaces within this area
1535 * of effect may be sufficient.
1536 */
1537 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1538 update_all_los (op->map, op->x, op->y);
1539
1540 /* updates flags (blocked, alive, no magic, etc) for this map space */
1541 update_object (op, UP_OBJ_INSERT);
1542
1543 /* Don't know if moving this to the end will break anything. However,
1544 * we want to have update_look set above before calling this.
1545 *
1546 * check_move_on() must be after this because code called from
1547 * check_move_on() depends on correct map flags (so functions like
1548 * blocked() and wall() work properly), and these flags are updated by
1549 * update_object().
1550 */
1551
1552 /* if this is not the head or flag has been passed, don't check walk on status */
1553 if (!(flag & INS_NO_WALK_ON) && !op->head)
1554 {
1555 if (check_move_on (op, originator))
1242 return NULL; 1556 return NULL;
1243 }
1244 if(m==NULL) {
1245 dump_object(op);
1246 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1247 return op;
1248 }
1249 if(out_of_map(m,op->x,op->y)) {
1250 dump_object(op);
1251 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1252#ifdef MANY_CORES
1253 /* Better to catch this here, as otherwise the next use of this object
1254 * is likely to cause a crash. Better to find out where it is getting
1255 * improperly inserted.
1256 */
1257 abort();
1258#endif
1259 return op;
1260 }
1261 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1262 dump_object(op);
1263 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1264 return op;
1265 }
1266 if(op->more!=NULL) {
1267 /* The part may be on a different map. */
1268 1557
1269 object *more = op->more;
1270
1271 /* We really need the caller to normalize coordinates - if
1272 * we set the map, that doesn't work if the location is within
1273 * a map and this is straddling an edge. So only if coordinate
1274 * is clear wrong do we normalize it.
1275 */
1276 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1277 more->map = get_map_from_coord(m, &more->x, &more->y);
1278 } else if (!more->map) {
1279 /* For backwards compatibility - when not dealing with tiled maps,
1280 * more->map should always point to the parent.
1281 */
1282 more->map = m;
1283 }
1284
1285 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1286 if ( ! op->head)
1287 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1288 return NULL;
1289 }
1290 }
1291 CLEAR_FLAG(op,FLAG_REMOVED);
1292
1293 /* Ideally, the caller figures this out. However, it complicates a lot
1294 * of areas of callers (eg, anything that uses find_free_spot would now
1295 * need extra work
1296 */
1297 op->map=get_map_from_coord(m, &op->x, &op->y);
1298 x = op->x;
1299 y = op->y;
1300
1301 /* this has to be done after we translate the coordinates.
1302 */
1303 if(op->nrof && !(flag & INS_NO_MERGE)) {
1304 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1305 if (CAN_MERGE(op,tmp)) {
1306 op->nrof+=tmp->nrof;
1307 remove_ob(tmp);
1308 free_object(tmp);
1309 }
1310 }
1311
1312 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1313 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1314 if (!QUERY_FLAG(op, FLAG_ALIVE))
1315 CLEAR_FLAG(op, FLAG_NO_STEAL);
1316
1317 if (flag & INS_BELOW_ORIGINATOR) {
1318 if (originator->map != op->map || originator->x != op->x ||
1319 originator->y != op->y) {
1320 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1321 abort();
1322 }
1323 op->above = originator;
1324 op->below = originator->below;
1325 if (op->below) op->below->above = op;
1326 else SET_MAP_OB(op->map, op->x, op->y, op);
1327 /* since *below* originator, no need to update top */
1328 originator->below = op;
1329 } else {
1330 /* If there are other objects, then */
1331 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1332 object *last=NULL;
1333 /*
1334 * If there are multiple objects on this space, we do some trickier handling.
1335 * We've already dealt with merging if appropriate.
1336 * Generally, we want to put the new object on top. But if
1337 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1338 * floor, we want to insert above that and no further.
1339 * Also, if there are spell objects on this space, we stop processing
1340 * once we get to them. This reduces the need to traverse over all of
1341 * them when adding another one - this saves quite a bit of cpu time
1342 * when lots of spells are cast in one area. Currently, it is presumed
1343 * that flying non pickable objects are spell objects.
1344 */
1345
1346 while (top != NULL) {
1347 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1348 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1349 if (QUERY_FLAG(top, FLAG_NO_PICK)
1350 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1351 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1352 {
1353 /* We insert above top, so we want this object below this */
1354 top=top->below;
1355 break;
1356 }
1357 last = top;
1358 top = top->above;
1359 }
1360 /* Don't want top to be NULL, so set it to the last valid object */
1361 top = last;
1362
1363 /* We let update_position deal with figuring out what the space
1364 * looks like instead of lots of conditions here.
1365 * makes things faster, and effectively the same result.
1366 */
1367
1368 /* Have object 'fall below' other objects that block view.
1369 * Unless those objects are exits, type 66
1370 * If INS_ON_TOP is used, don't do this processing
1371 * Need to find the object that in fact blocks view, otherwise
1372 * stacking is a bit odd.
1373 */
1374 if (!(flag & INS_ON_TOP) &&
1375 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1376 (op->face && !op->face->visibility)) {
1377 for (last=top; last != floor; last=last->below)
1378 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1379 /* Check to see if we found the object that blocks view,
1380 * and make sure we have a below pointer for it so that
1381 * we can get inserted below this one, which requires we
1382 * set top to the object below us.
1383 */
1384 if (last && last->below && last != floor) top=last->below;
1385 }
1386 } /* If objects on this space */
1387 if (flag & INS_MAP_LOAD)
1388 top = GET_MAP_TOP(op->map,op->x,op->y);
1389 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1390
1391 /* Top is the object that our object (op) is going to get inserted above.
1392 */
1393
1394 /* First object on this space */
1395 if (!top) {
1396 op->above = GET_MAP_OB(op->map, op->x, op->y);
1397 if (op->above) op->above->below = op;
1398 op->below = NULL;
1399 SET_MAP_OB(op->map, op->x, op->y, op);
1400 } else { /* get inserted into the stack above top */
1401 op->above = top->above;
1402 if (op->above) op->above->below = op;
1403 op->below = top;
1404 top->above = op;
1405 }
1406 if (op->above==NULL)
1407 SET_MAP_TOP(op->map,op->x, op->y, op);
1408 } /* else not INS_BELOW_ORIGINATOR */
1409
1410 if(op->type==PLAYER)
1411 op->contr->do_los=1;
1412
1413 /* If we have a floor, we know the player, if any, will be above
1414 * it, so save a few ticks and start from there.
1415 */
1416 if (!(flag & INS_MAP_LOAD))
1417 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1418 if (tmp->type == PLAYER)
1419 tmp->contr->socket.update_look=1;
1420 }
1421
1422 /* If this object glows, it may affect lighting conditions that are
1423 * visible to others on this map. But update_all_los is really
1424 * an inefficient way to do this, as it means los for all players
1425 * on the map will get recalculated. The players could very well
1426 * be far away from this change and not affected in any way -
1427 * this should get redone to only look for players within range,
1428 * or just updating the P_NEED_UPDATE for spaces within this area
1429 * of effect may be sufficient.
1430 */
1431 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1432 update_all_los(op->map, op->x, op->y);
1433
1434
1435 /* updates flags (blocked, alive, no magic, etc) for this map space */
1436 update_object(op,UP_OBJ_INSERT);
1437
1438
1439 /* Don't know if moving this to the end will break anything. However,
1440 * we want to have update_look set above before calling this.
1441 *
1442 * check_move_on() must be after this because code called from
1443 * check_move_on() depends on correct map flags (so functions like
1444 * blocked() and wall() work properly), and these flags are updated by
1445 * update_object().
1446 */
1447
1448 /* if this is not the head or flag has been passed, don't check walk on status */
1449
1450 if (!(flag & INS_NO_WALK_ON) && !op->head) {
1451 if (check_move_on(op, originator))
1452 return NULL;
1453
1454 /* If we are a multi part object, lets work our way through the check 1558 /* If we are a multi part object, lets work our way through the check
1455 * walk on's. 1559 * walk on's.
1456 */ 1560 */
1457 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1561 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1458 if (check_move_on (tmp, originator)) 1562 if (check_move_on (tmp, originator))
1459 return NULL; 1563 return NULL;
1460 } 1564 }
1565
1461 return op; 1566 return op;
1462} 1567}
1463 1568
1464/* this function inserts an object in the map, but if it 1569/* this function inserts an object in the map, but if it
1465 * finds an object of its own type, it'll remove that one first. 1570 * finds an object of its own type, it'll remove that one first.
1466 * op is the object to insert it under: supplies x and the map. 1571 * op is the object to insert it under: supplies x and the map.
1467 */ 1572 */
1573void
1468void replace_insert_ob_in_map(const char *arch_string, object *op) { 1574replace_insert_ob_in_map (const char *arch_string, object *op)
1575{
1469 object *tmp; 1576 object *
1470 object *tmp1; 1577 tmp;
1578 object *
1579 tmp1;
1471 1580
1472 /* first search for itself and remove any old instances */ 1581 /* first search for itself and remove any old instances */
1473 1582
1474 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1583 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1584 {
1475 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1585 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1586 {
1476 remove_ob(tmp); 1587 remove_ob (tmp);
1477 free_object(tmp); 1588 free_object (tmp);
1478 } 1589 }
1479 } 1590 }
1480 1591
1481 tmp1=arch_to_object(find_archetype(arch_string)); 1592 tmp1 = arch_to_object (find_archetype (arch_string));
1482 1593
1483 1594 tmp1->x = op->x;
1484 tmp1->x = op->x; tmp1->y = op->y; 1595 tmp1->y = op->y;
1485 insert_ob_in_map(tmp1,op->map,op,0); 1596 insert_ob_in_map (tmp1, op->map, op, 0);
1486} 1597}
1487 1598
1488/* 1599/*
1489 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1600 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1490 * is returned contains nr objects, and the remaining parts contains 1601 * is returned contains nr objects, and the remaining parts contains
1491 * the rest (or is removed and freed if that number is 0). 1602 * the rest (or is removed and freed if that number is 0).
1492 * On failure, NULL is returned, and the reason put into the 1603 * On failure, NULL is returned, and the reason put into the
1493 * global static errmsg array. 1604 * global static errmsg array.
1494 */ 1605 */
1495 1606
1607object *
1496object *get_split_ob(object *orig_ob, uint32 nr) { 1608get_split_ob (object *orig_ob, uint32 nr)
1497 object *newob; 1609{
1610 object *
1611 newob;
1612 int
1498 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1613 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1499 1614
1500 if(orig_ob->nrof<nr) { 1615 if (orig_ob->nrof < nr)
1501 sprintf(errmsg,"There are only %d %ss.", 1616 {
1502 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1617 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1503 return NULL; 1618 return NULL;
1504 } 1619 }
1620
1505 newob = object_create_clone(orig_ob); 1621 newob = object_create_clone (orig_ob);
1622
1506 if((orig_ob->nrof-=nr)<1) { 1623 if ((orig_ob->nrof -= nr) < 1)
1624 {
1507 if ( ! is_removed) 1625 if (!is_removed)
1508 remove_ob(orig_ob); 1626 remove_ob (orig_ob);
1509 free_object2(orig_ob, 1); 1627 free_object2 (orig_ob, 1);
1510 } 1628 }
1511 else if ( ! is_removed) { 1629 else if (!is_removed)
1630 {
1512 if(orig_ob->env!=NULL) 1631 if (orig_ob->env != NULL)
1513 sub_weight (orig_ob->env,orig_ob->weight*nr); 1632 sub_weight (orig_ob->env, orig_ob->weight * nr);
1514 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1633 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1634 {
1515 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1635 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1516 LOG(llevDebug,
1517 "Error, Tried to split object whose map is not in memory.\n"); 1636 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1518 return NULL; 1637 return NULL;
1519 } 1638 }
1520 } 1639 }
1640
1521 newob->nrof=nr; 1641 newob->nrof = nr;
1522 1642
1523 return newob; 1643 return newob;
1524} 1644}
1525 1645
1526/* 1646/*
1527 * decrease_ob_nr(object, number) decreases a specified number from 1647 * decrease_ob_nr(object, number) decreases a specified number from
1528 * the amount of an object. If the amount reaches 0, the object 1648 * the amount of an object. If the amount reaches 0, the object
1529 * is subsequently removed and freed. 1649 * is subsequently removed and freed.
1530 * 1650 *
1531 * Return value: 'op' if something is left, NULL if the amount reached 0 1651 * Return value: 'op' if something is left, NULL if the amount reached 0
1532 */ 1652 */
1533 1653
1654object *
1534object *decrease_ob_nr (object *op, uint32 i) 1655decrease_ob_nr (object *op, uint32 i)
1535{ 1656{
1536 object *tmp; 1657 object *tmp;
1537 player *pl; 1658 player *pl;
1538 1659
1539 if (i == 0) /* objects with op->nrof require this check */ 1660 if (i == 0) /* objects with op->nrof require this check */
1540 return op; 1661 return op;
1541 1662
1542 if (i > op->nrof) 1663 if (i > op->nrof)
1543 i = op->nrof; 1664 i = op->nrof;
1544 1665
1545 if (QUERY_FLAG (op, FLAG_REMOVED)) 1666 if (QUERY_FLAG (op, FLAG_REMOVED))
1667 op->nrof -= i;
1668 else if (op->env != NULL)
1669 {
1670 /* is this object in the players inventory, or sub container
1671 * therein?
1672 */
1673 tmp = is_player_inv (op->env);
1674 /* nope. Is this a container the player has opened?
1675 * If so, set tmp to that player.
1676 * IMO, searching through all the players will mostly
1677 * likely be quicker than following op->env to the map,
1678 * and then searching the map for a player.
1679 */
1680 if (!tmp)
1681 {
1682 for (pl = first_player; pl; pl = pl->next)
1683 if (pl->ob->container == op->env)
1684 break;
1685 if (pl)
1686 tmp = pl->ob;
1687 else
1688 tmp = NULL;
1689 }
1690
1691 if (i < op->nrof)
1692 {
1693 sub_weight (op->env, op->weight * i);
1694 op->nrof -= i;
1695 if (tmp)
1696 {
1697 esrv_send_item (tmp, op);
1698 }
1699 }
1700 else
1701 {
1702 remove_ob (op);
1703 op->nrof = 0;
1704 if (tmp)
1705 {
1706 esrv_del_item (tmp->contr, op->count);
1707 }
1708 }
1546 { 1709 }
1710 else
1711 {
1712 object *above = op->above;
1713
1714 if (i < op->nrof)
1547 op->nrof -= i; 1715 op->nrof -= i;
1548 } 1716 else
1549 else if (op->env != NULL)
1550 {
1551 /* is this object in the players inventory, or sub container
1552 * therein?
1553 */
1554 tmp = is_player_inv (op->env);
1555 /* nope. Is this a container the player has opened?
1556 * If so, set tmp to that player.
1557 * IMO, searching through all the players will mostly
1558 * likely be quicker than following op->env to the map,
1559 * and then searching the map for a player.
1560 */
1561 if (!tmp) {
1562 for (pl=first_player; pl; pl=pl->next)
1563 if (pl->ob->container == op->env) break;
1564 if (pl) tmp=pl->ob;
1565 else tmp=NULL;
1566 } 1717 {
1567
1568 if (i < op->nrof) {
1569 sub_weight (op->env, op->weight * i);
1570 op->nrof -= i;
1571 if (tmp) {
1572 esrv_send_item(tmp, op);
1573 }
1574 } else {
1575 remove_ob (op); 1718 remove_ob (op);
1576 op->nrof = 0; 1719 op->nrof = 0;
1577 if (tmp) {
1578 esrv_del_item(tmp->contr, op->count);
1579 } 1720 }
1580 }
1581 }
1582 else
1583 {
1584 object *above = op->above;
1585 1721
1586 if (i < op->nrof) {
1587 op->nrof -= i;
1588 } else {
1589 remove_ob (op);
1590 op->nrof = 0;
1591 }
1592 /* Since we just removed op, op->above is null */ 1722 /* Since we just removed op, op->above is null */
1593 for (tmp = above; tmp != NULL; tmp = tmp->above) 1723 for (tmp = above; tmp != NULL; tmp = tmp->above)
1594 if (tmp->type == PLAYER) { 1724 if (tmp->type == PLAYER)
1725 {
1595 if (op->nrof) 1726 if (op->nrof)
1596 esrv_send_item(tmp, op); 1727 esrv_send_item (tmp, op);
1597 else 1728 else
1598 esrv_del_item(tmp->contr, op->count); 1729 esrv_del_item (tmp->contr, op->count);
1599 } 1730 }
1600 } 1731 }
1601 1732
1602 if (op->nrof) { 1733 if (op->nrof)
1603 return op; 1734 return op;
1604 } else { 1735 else
1736 {
1605 free_object (op); 1737 free_object (op);
1606 return NULL; 1738 return NULL;
1607 } 1739 }
1608} 1740}
1609 1741
1610/* 1742/*
1611 * add_weight(object, weight) adds the specified weight to an object, 1743 * add_weight(object, weight) adds the specified weight to an object,
1612 * and also updates how much the environment(s) is/are carrying. 1744 * and also updates how much the environment(s) is/are carrying.
1613 */ 1745 */
1614 1746
1747void
1615void add_weight (object *op, signed long weight) { 1748add_weight (object *op, signed long weight)
1749{
1616 while (op!=NULL) { 1750 while (op != NULL)
1751 {
1617 if (op->type == CONTAINER) { 1752 if (op->type == CONTAINER)
1618 weight=(signed long)(weight*(100-op->stats.Str)/100); 1753 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1619 } 1754
1620 op->carrying+=weight; 1755 op->carrying += weight;
1621 op=op->env; 1756 op = op->env;
1622 } 1757 }
1623} 1758}
1624 1759
1625/* 1760/*
1626 * insert_ob_in_ob(op,environment): 1761 * insert_ob_in_ob(op,environment):
1627 * This function inserts the object op in the linked list 1762 * This function inserts the object op in the linked list
1634 * 1769 *
1635 * The function returns now pointer to inserted item, and return value can 1770 * The function returns now pointer to inserted item, and return value can
1636 * be != op, if items are merged. -Tero 1771 * be != op, if items are merged. -Tero
1637 */ 1772 */
1638 1773
1774object *
1639object *insert_ob_in_ob(object *op,object *where) { 1775insert_ob_in_ob (object *op, object *where)
1640 object *tmp, *otmp; 1776{
1777 object *
1778 tmp, *
1779 otmp;
1641 1780
1642 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1781 if (!QUERY_FLAG (op, FLAG_REMOVED))
1782 {
1643 dump_object(op); 1783 dump_object (op);
1644 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1784 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1645 return op; 1785 return op;
1646 } 1786 }
1787
1647 if(where==NULL) { 1788 if (where == NULL)
1789 {
1648 dump_object(op); 1790 dump_object (op);
1649 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg); 1791 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1650 return op; 1792 return op;
1651 } 1793 }
1794
1652 if (where->head) { 1795 if (where->head)
1653 LOG(llevDebug, 1796 {
1654 "Warning: Tried to insert object wrong part of multipart object.\n"); 1797 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1655 where = where->head; 1798 where = where->head;
1656 } 1799 }
1800
1657 if (op->more) { 1801 if (op->more)
1802 {
1658 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1803 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1659 &op->name, op->count);
1660 return op; 1804 return op;
1661 } 1805 }
1806
1662 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1807 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1663 CLEAR_FLAG(op, FLAG_REMOVED); 1808 CLEAR_FLAG (op, FLAG_REMOVED);
1664 if(op->nrof) { 1809 if (op->nrof)
1810 {
1665 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1811 for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1666 if ( CAN_MERGE(tmp,op) ) { 1812 if (CAN_MERGE (tmp, op))
1813 {
1667 /* return the original object and remove inserted object 1814 /* return the original object and remove inserted object
1668 (client needs the original object) */ 1815 (client needs the original object) */
1669 tmp->nrof += op->nrof; 1816 tmp->nrof += op->nrof;
1670 /* Weight handling gets pretty funky. Since we are adding to 1817 /* Weight handling gets pretty funky. Since we are adding to
1671 * tmp->nrof, we need to increase the weight. 1818 * tmp->nrof, we need to increase the weight.
1672 */ 1819 */
1673 add_weight (where, op->weight*op->nrof); 1820 add_weight (where, op->weight * op->nrof);
1674 SET_FLAG(op, FLAG_REMOVED); 1821 SET_FLAG (op, FLAG_REMOVED);
1675 free_object(op); /* free the inserted object */ 1822 free_object (op); /* free the inserted object */
1676 op = tmp; 1823 op = tmp;
1677 remove_ob (op); /* and fix old object's links */ 1824 remove_ob (op); /* and fix old object's links */
1678 CLEAR_FLAG(op, FLAG_REMOVED); 1825 CLEAR_FLAG (op, FLAG_REMOVED);
1679 break; 1826 break;
1680 } 1827 }
1681 1828
1682 /* I assume combined objects have no inventory 1829 /* I assume combined objects have no inventory
1683 * We add the weight - this object could have just been removed 1830 * We add the weight - this object could have just been removed
1684 * (if it was possible to merge). calling remove_ob will subtract 1831 * (if it was possible to merge). calling remove_ob will subtract
1685 * the weight, so we need to add it in again, since we actually do 1832 * the weight, so we need to add it in again, since we actually do
1686 * the linking below 1833 * the linking below
1687 */ 1834 */
1688 add_weight (where, op->weight*op->nrof); 1835 add_weight (where, op->weight * op->nrof);
1836 }
1689 } else 1837 else
1690 add_weight (where, (op->weight+op->carrying)); 1838 add_weight (where, (op->weight + op->carrying));
1691 1839
1692 otmp=is_player_inv(where); 1840 otmp = is_player_inv (where);
1693 if (otmp&&otmp->contr!=NULL) { 1841 if (otmp && otmp->contr != NULL)
1842 {
1694 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1843 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1695 fix_player(otmp); 1844 fix_player (otmp);
1696 } 1845 }
1697 1846
1698 op->map=NULL; 1847 op->map = NULL;
1699 op->env=where; 1848 op->env = where;
1700 op->above=NULL; 1849 op->above = NULL;
1701 op->below=NULL; 1850 op->below = NULL;
1702 op->x=0,op->y=0; 1851 op->x = 0, op->y = 0;
1703 1852
1704 /* reset the light list and los of the players on the map */ 1853 /* reset the light list and los of the players on the map */
1705 if((op->glow_radius!=0)&&where->map) 1854 if ((op->glow_radius != 0) && where->map)
1706 { 1855 {
1707#ifdef DEBUG_LIGHTS 1856#ifdef DEBUG_LIGHTS
1708 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1857 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1709 op->name);
1710#endif /* DEBUG_LIGHTS */ 1858#endif /* DEBUG_LIGHTS */
1859 if (MAP_DARKNESS (where->map))
1711 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1860 update_all_los (where->map, where->x, where->y);
1712 } 1861 }
1713 1862
1714 /* Client has no idea of ordering so lets not bother ordering it here. 1863 /* Client has no idea of ordering so lets not bother ordering it here.
1715 * It sure simplifies this function... 1864 * It sure simplifies this function...
1716 */ 1865 */
1717 if (where->inv==NULL) 1866 if (where->inv == NULL)
1718 where->inv=op; 1867 where->inv = op;
1719 else { 1868 else
1869 {
1720 op->below = where->inv; 1870 op->below = where->inv;
1721 op->below->above = op; 1871 op->below->above = op;
1722 where->inv = op; 1872 where->inv = op;
1723 } 1873 }
1724 return op; 1874 return op;
1725} 1875}
1726 1876
1727/* 1877/*
1728 * Checks if any objects has a move_type that matches objects 1878 * Checks if any objects has a move_type that matches objects
1743 * MSW 2001-07-08: Check all objects on space, not just those below 1893 * MSW 2001-07-08: Check all objects on space, not just those below
1744 * object being inserted. insert_ob_in_map may not put new objects 1894 * object being inserted. insert_ob_in_map may not put new objects
1745 * on top. 1895 * on top.
1746 */ 1896 */
1747 1897
1898int
1748int check_move_on (object *op, object *originator) 1899check_move_on (object *op, object *originator)
1749{ 1900{
1750 object *tmp; 1901 object *
1751 tag_t tag; 1902 tmp;
1752 mapstruct *m=op->map; 1903 tag_t
1904 tag;
1905 mapstruct *
1906 m = op->map;
1907 int
1753 int x=op->x, y=op->y; 1908 x = op->x, y = op->y;
1754 MoveType move_on, move_slow, move_block;
1755 1909
1910 MoveType
1911 move_on,
1912 move_slow,
1913 move_block;
1914
1756 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1915 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1757 return 0; 1916 return 0;
1758 1917
1759 tag = op->count; 1918 tag = op->count;
1760 1919
1761 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1920 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1762 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1921 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1763 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1922 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1764 1923
1765 /* if nothing on this space will slow op down or be applied, 1924 /* if nothing on this space will slow op down or be applied,
1766 * no need to do checking below. have to make sure move_type 1925 * no need to do checking below. have to make sure move_type
1767 * is set, as lots of objects don't have it set - we treat that 1926 * is set, as lots of objects don't have it set - we treat that
1768 * as walking. 1927 * as walking.
1769 */ 1928 */
1770 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1929 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1771 return 0; 1930 return 0;
1772 1931
1773 /* This is basically inverse logic of that below - basically, 1932 /* This is basically inverse logic of that below - basically,
1774 * if the object can avoid the move on or slow move, they do so, 1933 * if the object can avoid the move on or slow move, they do so,
1775 * but can't do it if the alternate movement they are using is 1934 * but can't do it if the alternate movement they are using is
1776 * blocked. Logic on this seems confusing, but does seem correct. 1935 * blocked. Logic on this seems confusing, but does seem correct.
1777 */ 1936 */
1778 if ((op->move_type & ~move_on & ~move_block) != 0 && 1937 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1779 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1938 return 0;
1780 1939
1781 /* The objects have to be checked from top to bottom. 1940 /* The objects have to be checked from top to bottom.
1782 * Hence, we first go to the top: 1941 * Hence, we first go to the top:
1783 */ 1942 */
1784 1943
1785 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1944 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1786 tmp->above!=NULL; tmp=tmp->above) { 1945 {
1787 /* Trim the search when we find the first other spell effect 1946 /* Trim the search when we find the first other spell effect
1788 * this helps performance so that if a space has 50 spell objects, 1947 * this helps performance so that if a space has 50 spell objects,
1789 * we don't need to check all of them. 1948 * we don't need to check all of them.
1790 */ 1949 */
1791 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1950 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1951 break;
1952 }
1953
1954 for (; tmp; tmp = tmp->below)
1792 } 1955 {
1793 for(;tmp!=NULL; tmp=tmp->below) { 1956 if (tmp == op)
1794 if (tmp == op) continue; /* Can't apply yourself */ 1957 continue; /* Can't apply yourself */
1795 1958
1796 /* Check to see if one of the movement types should be slowed down. 1959 /* Check to see if one of the movement types should be slowed down.
1797 * Second check makes sure that the movement types not being slowed 1960 * Second check makes sure that the movement types not being slowed
1798 * (~slow_move) is not blocked on this space - just because the 1961 * (~slow_move) is not blocked on this space - just because the
1799 * space doesn't slow down swimming (for example), if you can't actually 1962 * space doesn't slow down swimming (for example), if you can't actually
1800 * swim on that space, can't use it to avoid the penalty. 1963 * swim on that space, can't use it to avoid the penalty.
1801 */ 1964 */
1802 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1965 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1966 {
1803 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1967 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1804 ((op->move_type & tmp->move_slow) &&
1805 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1968 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1969 {
1806 1970
1807 float diff; 1971 float
1808
1809 diff = tmp->move_slow_penalty*FABS(op->speed); 1972 diff = tmp->move_slow_penalty * FABS (op->speed);
1973
1810 if (op->type == PLAYER) { 1974 if (op->type == PLAYER)
1811 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1975 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1812 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1976 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1813 diff /= 4.0; 1977 diff /= 4.0;
1814 } 1978
1815 }
1816 op->speed_left -= diff; 1979 op->speed_left -= diff;
1817 } 1980 }
1818 } 1981 }
1819 1982
1820 /* Basically same logic as above, except now for actual apply. */ 1983 /* Basically same logic as above, except now for actual apply. */
1821 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1984 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1822 ((op->move_type & tmp->move_on) &&
1823 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1985 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1824 1986 {
1825 move_apply(tmp, op, originator); 1987 move_apply (tmp, op, originator);
1988
1826 if (was_destroyed (op, tag)) 1989 if (was_destroyed (op, tag))
1827 return 1; 1990 return 1;
1828 1991
1829 /* what the person/creature stepped onto has moved the object 1992 /* what the person/creature stepped onto has moved the object
1830 * someplace new. Don't process any further - if we did, 1993 * someplace new. Don't process any further - if we did,
1831 * have a feeling strange problems would result. 1994 * have a feeling strange problems would result.
1832 */ 1995 */
1833 if (op->map != m || op->x != x || op->y != y) return 0; 1996 if (op->map != m || op->x != x || op->y != y)
1997 return 0;
1834 } 1998 }
1835 } 1999 }
2000
1836 return 0; 2001 return 0;
1837} 2002}
1838 2003
1839/* 2004/*
1840 * present_arch(arch, map, x, y) searches for any objects with 2005 * present_arch(arch, map, x, y) searches for any objects with
1841 * a matching archetype at the given map and coordinates. 2006 * a matching archetype at the given map and coordinates.
1842 * The first matching object is returned, or NULL if none. 2007 * The first matching object is returned, or NULL if none.
1843 */ 2008 */
1844 2009
2010object *
1845object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 2011present_arch (const archetype *at, mapstruct *m, int x, int y)
2012{
1846 object *tmp; 2013 object *
2014 tmp;
2015
1847 if(m==NULL || out_of_map(m,x,y)) { 2016 if (m == NULL || out_of_map (m, x, y))
2017 {
1848 LOG(llevError,"Present_arch called outside map.\n"); 2018 LOG (llevError, "Present_arch called outside map.\n");
1849 return NULL; 2019 return NULL;
1850 } 2020 }
1851 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 2021 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1852 if(tmp->arch == at) 2022 if (tmp->arch == at)
1853 return tmp; 2023 return tmp;
1854 return NULL; 2024 return NULL;
1855} 2025}
1856 2026
1857/* 2027/*
1858 * present(type, map, x, y) searches for any objects with 2028 * present(type, map, x, y) searches for any objects with
1859 * a matching type variable at the given map and coordinates. 2029 * a matching type variable at the given map and coordinates.
1860 * The first matching object is returned, or NULL if none. 2030 * The first matching object is returned, or NULL if none.
1861 */ 2031 */
1862 2032
2033object *
1863object *present(unsigned char type,mapstruct *m, int x,int y) { 2034present (unsigned char type, mapstruct *m, int x, int y)
2035{
1864 object *tmp; 2036 object *
2037 tmp;
2038
1865 if(out_of_map(m,x,y)) { 2039 if (out_of_map (m, x, y))
2040 {
1866 LOG(llevError,"Present called outside map.\n"); 2041 LOG (llevError, "Present called outside map.\n");
1867 return NULL; 2042 return NULL;
1868 } 2043 }
1869 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 2044 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1870 if(tmp->type==type) 2045 if (tmp->type == type)
1871 return tmp; 2046 return tmp;
1872 return NULL; 2047 return NULL;
1873} 2048}
1874 2049
1875/* 2050/*
1876 * present_in_ob(type, object) searches for any objects with 2051 * present_in_ob(type, object) searches for any objects with
1877 * a matching type variable in the inventory of the given object. 2052 * a matching type variable in the inventory of the given object.
1878 * The first matching object is returned, or NULL if none. 2053 * The first matching object is returned, or NULL if none.
1879 */ 2054 */
1880 2055
2056object *
1881object *present_in_ob(unsigned char type, const object *op) { 2057present_in_ob (unsigned char type, const object *op)
2058{
1882 object *tmp; 2059 object *
2060 tmp;
2061
1883 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2062 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1884 if(tmp->type==type) 2063 if (tmp->type == type)
1885 return tmp; 2064 return tmp;
1886 return NULL; 2065 return NULL;
1887} 2066}
1888 2067
1889/* 2068/*
1899 * the object name, not the archetype name. this is so that the 2078 * the object name, not the archetype name. this is so that the
1900 * spell code can use one object type (force), but change it's name 2079 * spell code can use one object type (force), but change it's name
1901 * to be unique. 2080 * to be unique.
1902 */ 2081 */
1903 2082
2083object *
1904object *present_in_ob_by_name(int type, const char *str, const object *op) { 2084present_in_ob_by_name (int type, const char *str, const object *op)
2085{
1905 object *tmp; 2086 object *
2087 tmp;
1906 2088
1907 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2089 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2090 {
1908 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2091 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1909 return tmp; 2092 return tmp;
1910 } 2093 }
1911 return NULL; 2094 return NULL;
1912} 2095}
1913 2096
1914/* 2097/*
1915 * present_arch_in_ob(archetype, object) searches for any objects with 2098 * present_arch_in_ob(archetype, object) searches for any objects with
1916 * a matching archetype in the inventory of the given object. 2099 * a matching archetype in the inventory of the given object.
1917 * The first matching object is returned, or NULL if none. 2100 * The first matching object is returned, or NULL if none.
1918 */ 2101 */
1919 2102
2103object *
1920object *present_arch_in_ob(const archetype *at, const object *op) { 2104present_arch_in_ob (const archetype *at, const object *op)
2105{
1921 object *tmp; 2106 object *
2107 tmp;
2108
1922 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2109 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1923 if( tmp->arch == at) 2110 if (tmp->arch == at)
1924 return tmp; 2111 return tmp;
1925 return NULL; 2112 return NULL;
1926} 2113}
1927 2114
1928/* 2115/*
1929 * activate recursively a flag on an object inventory 2116 * activate recursively a flag on an object inventory
1930 */ 2117 */
2118void
1931void flag_inv(object*op, int flag){ 2119flag_inv (object *op, int flag)
2120{
1932 object *tmp; 2121 object *
2122 tmp;
2123
1933 if(op->inv) 2124 if (op->inv)
1934 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2125 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2126 {
1935 SET_FLAG(tmp, flag); 2127 SET_FLAG (tmp, flag);
1936 flag_inv(tmp,flag); 2128 flag_inv (tmp, flag);
1937 } 2129 }
1938}/* 2130} /*
1939 * desactivate recursively a flag on an object inventory 2131 * desactivate recursively a flag on an object inventory
1940 */ 2132 */
2133void
1941void unflag_inv(object*op, int flag){ 2134unflag_inv (object *op, int flag)
2135{
1942 object *tmp; 2136 object *
2137 tmp;
2138
1943 if(op->inv) 2139 if (op->inv)
1944 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2140 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2141 {
1945 CLEAR_FLAG(tmp, flag); 2142 CLEAR_FLAG (tmp, flag);
1946 unflag_inv(tmp,flag); 2143 unflag_inv (tmp, flag);
1947 } 2144 }
1948} 2145}
1949 2146
1950/* 2147/*
1951 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2148 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1952 * all it's inventory (recursively). 2149 * all it's inventory (recursively).
1953 * If checksums are used, a player will get set_cheat called for 2150 * If checksums are used, a player will get set_cheat called for
1954 * him/her-self and all object carried by a call to this function. 2151 * him/her-self and all object carried by a call to this function.
1955 */ 2152 */
1956 2153
2154void
1957void set_cheat(object *op) { 2155set_cheat (object *op)
2156{
1958 SET_FLAG(op, FLAG_WAS_WIZ); 2157 SET_FLAG (op, FLAG_WAS_WIZ);
1959 flag_inv(op, FLAG_WAS_WIZ); 2158 flag_inv (op, FLAG_WAS_WIZ);
1960} 2159}
1961 2160
1962/* 2161/*
1963 * find_free_spot(object, map, x, y, start, stop) will search for 2162 * find_free_spot(object, map, x, y, start, stop) will search for
1964 * a spot at the given map and coordinates which will be able to contain 2163 * a spot at the given map and coordinates which will be able to contain
1979 * to know if the space in question will block the object. We can't use 2178 * to know if the space in question will block the object. We can't use
1980 * the archetype because that isn't correct if the monster has been 2179 * the archetype because that isn't correct if the monster has been
1981 * customized, changed states, etc. 2180 * customized, changed states, etc.
1982 */ 2181 */
1983 2182
2183int
1984int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2184find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop)
2185{
2186 int
2187 i,
1985 int i,index=0, flag; 2188 index = 0, flag;
2189 static int
1986 static int altern[SIZEOFFREE]; 2190 altern[SIZEOFFREE];
1987 2191
1988 for(i=start;i<stop;i++) { 2192 for (i = start; i < stop; i++)
2193 {
1989 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2194 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
1990 if(!flag) 2195 if (!flag)
1991 altern[index++]=i; 2196 altern[index++] = i;
1992 2197
1993 /* Basically, if we find a wall on a space, we cut down the search size. 2198 /* Basically, if we find a wall on a space, we cut down the search size.
1994 * In this way, we won't return spaces that are on another side of a wall. 2199 * In this way, we won't return spaces that are on another side of a wall.
1995 * This mostly work, but it cuts down the search size in all directions - 2200 * This mostly work, but it cuts down the search size in all directions -
1996 * if the space being examined only has a wall to the north and empty 2201 * if the space being examined only has a wall to the north and empty
1997 * spaces in all the other directions, this will reduce the search space 2202 * spaces in all the other directions, this will reduce the search space
1998 * to only the spaces immediately surrounding the target area, and 2203 * to only the spaces immediately surrounding the target area, and
1999 * won't look 2 spaces south of the target space. 2204 * won't look 2 spaces south of the target space.
2000 */ 2205 */
2001 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2206 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2002 stop=maxfree[i]; 2207 stop = maxfree[i];
2003 } 2208 }
2004 if(!index) return -1; 2209 if (!index)
2210 return -1;
2005 return altern[RANDOM()%index]; 2211 return altern[RANDOM () % index];
2006} 2212}
2007 2213
2008/* 2214/*
2009 * find_first_free_spot(archetype, mapstruct, x, y) works like 2215 * find_first_free_spot(archetype, mapstruct, x, y) works like
2010 * find_free_spot(), but it will search max number of squares. 2216 * find_free_spot(), but it will search max number of squares.
2011 * But it will return the first available spot, not a random choice. 2217 * But it will return the first available spot, not a random choice.
2012 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2218 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2013 */ 2219 */
2014 2220
2221int
2015int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2222find_first_free_spot (const object *ob, mapstruct *m, int x, int y)
2223{
2224 int
2016 int i; 2225 i;
2226
2017 for(i=0;i<SIZEOFFREE;i++) { 2227 for (i = 0; i < SIZEOFFREE; i++)
2228 {
2018 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2229 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2019 return i; 2230 return i;
2020 } 2231 }
2021 return -1; 2232 return -1;
2022} 2233}
2023 2234
2024/* 2235/*
2025 * The function permute(arr, begin, end) randomly reorders the array 2236 * The function permute(arr, begin, end) randomly reorders the array
2026 * arr[begin..end-1]. 2237 * arr[begin..end-1].
2027 */ 2238 */
2239static void
2028static void permute(int *arr, int begin, int end) 2240permute (int *arr, int begin, int end)
2029{ 2241{
2030 int i, j, tmp, len; 2242 int
2243 i,
2244 j,
2245 tmp,
2246 len;
2031 2247
2032 len = end-begin; 2248 len = end - begin;
2033 for(i = begin; i < end; i++) 2249 for (i = begin; i < end; i++)
2034 { 2250 {
2035 j = begin+RANDOM()%len; 2251 j = begin + RANDOM () % len;
2036 2252
2037 tmp = arr[i]; 2253 tmp = arr[i];
2038 arr[i] = arr[j]; 2254 arr[i] = arr[j];
2039 arr[j] = tmp; 2255 arr[j] = tmp;
2040 } 2256 }
2041} 2257}
2042 2258
2043/* new function to make monster searching more efficient, and effective! 2259/* new function to make monster searching more efficient, and effective!
2044 * This basically returns a randomized array (in the passed pointer) of 2260 * This basically returns a randomized array (in the passed pointer) of
2045 * the spaces to find monsters. In this way, it won't always look for 2261 * the spaces to find monsters. In this way, it won't always look for
2046 * monsters to the north first. However, the size of the array passed 2262 * monsters to the north first. However, the size of the array passed
2047 * covers all the spaces, so within that size, all the spaces within 2263 * covers all the spaces, so within that size, all the spaces within
2048 * the 3x3 area will be searched, just not in a predictable order. 2264 * the 3x3 area will be searched, just not in a predictable order.
2049 */ 2265 */
2266void
2050void get_search_arr(int *search_arr) 2267get_search_arr (int *search_arr)
2051{ 2268{
2269 int
2052 int i; 2270 i;
2053 2271
2054 for(i = 0; i < SIZEOFFREE; i++) 2272 for (i = 0; i < SIZEOFFREE; i++)
2055 { 2273 {
2056 search_arr[i] = i; 2274 search_arr[i] = i;
2057 } 2275 }
2058 2276
2059 permute(search_arr, 1, SIZEOFFREE1+1); 2277 permute (search_arr, 1, SIZEOFFREE1 + 1);
2060 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2278 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2061 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2279 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2062} 2280}
2063 2281
2064/* 2282/*
2065 * find_dir(map, x, y, exclude) will search some close squares in the 2283 * find_dir(map, x, y, exclude) will search some close squares in the
2066 * given map at the given coordinates for live objects. 2284 * given map at the given coordinates for live objects.
2072 * is actually want is going to try and move there. We need this info 2290 * is actually want is going to try and move there. We need this info
2073 * because we have to know what movement the thing looking to move 2291 * because we have to know what movement the thing looking to move
2074 * there is capable of. 2292 * there is capable of.
2075 */ 2293 */
2076 2294
2295int
2077int find_dir(mapstruct *m, int x, int y, object *exclude) { 2296find_dir (mapstruct *m, int x, int y, object *exclude)
2297{
2298 int
2299 i,
2078 int i,max=SIZEOFFREE, mflags; 2300 max = SIZEOFFREE, mflags;
2301
2079 sint16 nx, ny; 2302 sint16 nx, ny;
2080 object *tmp; 2303 object *
2304 tmp;
2081 mapstruct *mp; 2305 mapstruct *
2306 mp;
2307
2082 MoveType blocked, move_type; 2308 MoveType blocked, move_type;
2083 2309
2084 if (exclude && exclude->head) { 2310 if (exclude && exclude->head)
2311 {
2085 exclude = exclude->head; 2312 exclude = exclude->head;
2086 move_type = exclude->move_type; 2313 move_type = exclude->move_type;
2087 } else { 2314 }
2315 else
2316 {
2088 /* If we don't have anything, presume it can use all movement types. */ 2317 /* If we don't have anything, presume it can use all movement types. */
2089 move_type=MOVE_ALL; 2318 move_type = MOVE_ALL;
2319 }
2320
2321 for (i = 1; i < max; i++)
2090 } 2322 {
2091
2092 for(i=1;i<max;i++) {
2093 mp = m; 2323 mp = m;
2094 nx = x + freearr_x[i]; 2324 nx = x + freearr_x[i];
2095 ny = y + freearr_y[i]; 2325 ny = y + freearr_y[i];
2096 2326
2097 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2327 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2098 if (mflags & P_OUT_OF_MAP) { 2328 if (mflags & P_OUT_OF_MAP)
2329 {
2099 max = maxfree[i]; 2330 max = maxfree[i];
2331 }
2100 } else { 2332 else
2333 {
2101 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2334 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2102 2335
2103 if ((move_type & blocked) == move_type) { 2336 if ((move_type & blocked) == move_type)
2337 {
2104 max=maxfree[i]; 2338 max = maxfree[i];
2339 }
2105 } else if (mflags & P_IS_ALIVE) { 2340 else if (mflags & P_IS_ALIVE)
2341 {
2106 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2342 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2107 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2343 {
2108 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2344 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2345 {
2109 break; 2346 break;
2110 } 2347 }
2111 } 2348 }
2112 if(tmp) { 2349 if (tmp)
2350 {
2113 return freedir[i]; 2351 return freedir[i];
2114 } 2352 }
2115 } 2353 }
2116 } 2354 }
2117 } 2355 }
2118 return 0; 2356 return 0;
2119} 2357}
2120 2358
2121/* 2359/*
2122 * distance(object 1, object 2) will return the square of the 2360 * distance(object 1, object 2) will return the square of the
2123 * distance between the two given objects. 2361 * distance between the two given objects.
2124 */ 2362 */
2125 2363
2364int
2126int distance(const object *ob1, const object *ob2) { 2365distance (const object *ob1, const object *ob2)
2366{
2127 int i; 2367 int
2128 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2368 i;
2129 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2369
2370 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2130 return i; 2371 return i;
2131} 2372}
2132 2373
2133/* 2374/*
2134 * find_dir_2(delta-x,delta-y) will return a direction in which 2375 * find_dir_2(delta-x,delta-y) will return a direction in which
2135 * an object which has subtracted the x and y coordinates of another 2376 * an object which has subtracted the x and y coordinates of another
2136 * object, needs to travel toward it. 2377 * object, needs to travel toward it.
2137 */ 2378 */
2138 2379
2380int
2139int find_dir_2(int x, int y) { 2381find_dir_2 (int x, int y)
2382{
2140 int q; 2383 int
2384 q;
2141 2385
2142 if(y) 2386 if (y)
2143 q=x*100/y; 2387 q = x * 100 / y;
2144 else if (x) 2388 else if (x)
2145 q= -300*x; 2389 q = -300 * x;
2146 else 2390 else
2147 return 0; 2391 return 0;
2148 2392
2149 if(y>0) { 2393 if (y > 0)
2394 {
2150 if(q < -242) 2395 if (q < -242)
2151 return 3 ; 2396 return 3;
2152 if (q < -41) 2397 if (q < -41)
2153 return 2 ; 2398 return 2;
2154 if (q < 41) 2399 if (q < 41)
2155 return 1 ; 2400 return 1;
2156 if (q < 242) 2401 if (q < 242)
2157 return 8 ; 2402 return 8;
2158 return 7 ; 2403 return 7;
2159 } 2404 }
2160 2405
2161 if (q < -242) 2406 if (q < -242)
2162 return 7 ; 2407 return 7;
2163 if (q < -41) 2408 if (q < -41)
2164 return 6 ; 2409 return 6;
2165 if (q < 41) 2410 if (q < 41)
2166 return 5 ; 2411 return 5;
2167 if (q < 242) 2412 if (q < 242)
2168 return 4 ; 2413 return 4;
2169 2414
2170 return 3 ; 2415 return 3;
2171} 2416}
2172 2417
2173/* 2418/*
2174 * absdir(int): Returns a number between 1 and 8, which represent 2419 * absdir(int): Returns a number between 1 and 8, which represent
2175 * the "absolute" direction of a number (it actually takes care of 2420 * the "absolute" direction of a number (it actually takes care of
2176 * "overflow" in previous calculations of a direction). 2421 * "overflow" in previous calculations of a direction).
2177 */ 2422 */
2178 2423
2424int
2179int absdir(int d) { 2425absdir (int d)
2180 while(d<1) d+=8; 2426{
2181 while(d>8) d-=8; 2427 while (d < 1)
2428 d += 8;
2429 while (d > 8)
2430 d -= 8;
2182 return d; 2431 return d;
2183} 2432}
2184 2433
2185/* 2434/*
2186 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2435 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2187 * between two directions (which are expected to be absolute (see absdir()) 2436 * between two directions (which are expected to be absolute (see absdir())
2188 */ 2437 */
2189 2438
2439int
2190int dirdiff(int dir1, int dir2) { 2440dirdiff (int dir1, int dir2)
2441{
2191 int d; 2442 int
2443 d;
2444
2192 d = abs(dir1 - dir2); 2445 d = abs (dir1 - dir2);
2193 if(d>4) 2446 if (d > 4)
2194 d = 8 - d; 2447 d = 8 - d;
2195 return d; 2448 return d;
2196} 2449}
2197 2450
2198/* peterm: 2451/* peterm:
2203 * direction 4, 14, or 16 to get back to where we are. 2456 * direction 4, 14, or 16 to get back to where we are.
2204 * Moved from spell_util.c to object.c with the other related direction 2457 * Moved from spell_util.c to object.c with the other related direction
2205 * functions. 2458 * functions.
2206 */ 2459 */
2207 2460
2461int
2208int reduction_dir[SIZEOFFREE][3] = { 2462 reduction_dir[SIZEOFFREE][3] = {
2209 {0,0,0}, /* 0 */ 2463 {0, 0, 0}, /* 0 */
2210 {0,0,0}, /* 1 */ 2464 {0, 0, 0}, /* 1 */
2211 {0,0,0}, /* 2 */ 2465 {0, 0, 0}, /* 2 */
2212 {0,0,0}, /* 3 */ 2466 {0, 0, 0}, /* 3 */
2213 {0,0,0}, /* 4 */ 2467 {0, 0, 0}, /* 4 */
2214 {0,0,0}, /* 5 */ 2468 {0, 0, 0}, /* 5 */
2215 {0,0,0}, /* 6 */ 2469 {0, 0, 0}, /* 6 */
2216 {0,0,0}, /* 7 */ 2470 {0, 0, 0}, /* 7 */
2217 {0,0,0}, /* 8 */ 2471 {0, 0, 0}, /* 8 */
2218 {8,1,2}, /* 9 */ 2472 {8, 1, 2}, /* 9 */
2219 {1,2,-1}, /* 10 */ 2473 {1, 2, -1}, /* 10 */
2220 {2,10,12}, /* 11 */ 2474 {2, 10, 12}, /* 11 */
2221 {2,3,-1}, /* 12 */ 2475 {2, 3, -1}, /* 12 */
2222 {2,3,4}, /* 13 */ 2476 {2, 3, 4}, /* 13 */
2223 {3,4,-1}, /* 14 */ 2477 {3, 4, -1}, /* 14 */
2224 {4,14,16}, /* 15 */ 2478 {4, 14, 16}, /* 15 */
2225 {5,4,-1}, /* 16 */ 2479 {5, 4, -1}, /* 16 */
2226 {4,5,6}, /* 17 */ 2480 {4, 5, 6}, /* 17 */
2227 {6,5,-1}, /* 18 */ 2481 {6, 5, -1}, /* 18 */
2228 {6,20,18}, /* 19 */ 2482 {6, 20, 18}, /* 19 */
2229 {7,6,-1}, /* 20 */ 2483 {7, 6, -1}, /* 20 */
2230 {6,7,8}, /* 21 */ 2484 {6, 7, 8}, /* 21 */
2231 {7,8,-1}, /* 22 */ 2485 {7, 8, -1}, /* 22 */
2232 {8,22,24}, /* 23 */ 2486 {8, 22, 24}, /* 23 */
2233 {8,1,-1}, /* 24 */ 2487 {8, 1, -1}, /* 24 */
2234 {24,9,10}, /* 25 */ 2488 {24, 9, 10}, /* 25 */
2235 {9,10,-1}, /* 26 */ 2489 {9, 10, -1}, /* 26 */
2236 {10,11,-1}, /* 27 */ 2490 {10, 11, -1}, /* 27 */
2237 {27,11,29}, /* 28 */ 2491 {27, 11, 29}, /* 28 */
2238 {11,12,-1}, /* 29 */ 2492 {11, 12, -1}, /* 29 */
2239 {12,13,-1}, /* 30 */ 2493 {12, 13, -1}, /* 30 */
2240 {12,13,14}, /* 31 */ 2494 {12, 13, 14}, /* 31 */
2241 {13,14,-1}, /* 32 */ 2495 {13, 14, -1}, /* 32 */
2242 {14,15,-1}, /* 33 */ 2496 {14, 15, -1}, /* 33 */
2243 {33,15,35}, /* 34 */ 2497 {33, 15, 35}, /* 34 */
2244 {16,15,-1}, /* 35 */ 2498 {16, 15, -1}, /* 35 */
2245 {17,16,-1}, /* 36 */ 2499 {17, 16, -1}, /* 36 */
2246 {18,17,16}, /* 37 */ 2500 {18, 17, 16}, /* 37 */
2247 {18,17,-1}, /* 38 */ 2501 {18, 17, -1}, /* 38 */
2248 {18,19,-1}, /* 39 */ 2502 {18, 19, -1}, /* 39 */
2249 {41,19,39}, /* 40 */ 2503 {41, 19, 39}, /* 40 */
2250 {19,20,-1}, /* 41 */ 2504 {19, 20, -1}, /* 41 */
2251 {20,21,-1}, /* 42 */ 2505 {20, 21, -1}, /* 42 */
2252 {20,21,22}, /* 43 */ 2506 {20, 21, 22}, /* 43 */
2253 {21,22,-1}, /* 44 */ 2507 {21, 22, -1}, /* 44 */
2254 {23,22,-1}, /* 45 */ 2508 {23, 22, -1}, /* 45 */
2255 {45,47,23}, /* 46 */ 2509 {45, 47, 23}, /* 46 */
2256 {23,24,-1}, /* 47 */ 2510 {23, 24, -1}, /* 47 */
2257 {24,9,-1}}; /* 48 */ 2511 {24, 9, -1}
2512}; /* 48 */
2258 2513
2259/* Recursive routine to step back and see if we can 2514/* Recursive routine to step back and see if we can
2260 * find a path to that monster that we found. If not, 2515 * find a path to that monster that we found. If not,
2261 * we don't bother going toward it. Returns 1 if we 2516 * we don't bother going toward it. Returns 1 if we
2262 * can see a direct way to get it 2517 * can see a direct way to get it
2263 * Modified to be map tile aware -.MSW 2518 * Modified to be map tile aware -.MSW
2264 */ 2519 */
2265
2266 2520
2521
2522int
2267int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2523can_see_monsterP (mapstruct *m, int x, int y, int dir)
2524{
2268 sint16 dx, dy; 2525 sint16 dx, dy;
2526 int
2269 int mflags; 2527 mflags;
2270 2528
2529 if (dir < 0)
2271 if(dir<0) return 0; /* exit condition: invalid direction */ 2530 return 0; /* exit condition: invalid direction */
2272 2531
2273 dx = x + freearr_x[dir]; 2532 dx = x + freearr_x[dir];
2274 dy = y + freearr_y[dir]; 2533 dy = y + freearr_y[dir];
2275 2534
2276 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2535 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2277 2536
2278 /* This functional arguably was incorrect before - it was 2537 /* This functional arguably was incorrect before - it was
2279 * checking for P_WALL - that was basically seeing if 2538 * checking for P_WALL - that was basically seeing if
2280 * we could move to the monster - this is being more 2539 * we could move to the monster - this is being more
2281 * literal on if we can see it. To know if we can actually 2540 * literal on if we can see it. To know if we can actually
2282 * move to the monster, we'd need the monster passed in or 2541 * move to the monster, we'd need the monster passed in or
2283 * at least its move type. 2542 * at least its move type.
2284 */ 2543 */
2285 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2544 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2545 return 0;
2286 2546
2287 /* yes, can see. */ 2547 /* yes, can see. */
2288 if(dir < 9) return 1; 2548 if (dir < 9)
2549 return 1;
2289 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2550 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2290 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2551 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2291 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2292} 2552}
2293 2553
2294 2554
2295 2555
2296/* 2556/*
2297 * can_pick(picker, item): finds out if an object is possible to be 2557 * can_pick(picker, item): finds out if an object is possible to be
2298 * picked up by the picker. Returnes 1 if it can be 2558 * picked up by the picker. Returnes 1 if it can be
2299 * picked up, otherwise 0. 2559 * picked up, otherwise 0.
2300 * 2560 *
2302 * core dumps if they do. 2562 * core dumps if they do.
2303 * 2563 *
2304 * Add a check so we can't pick up invisible objects (0.93.8) 2564 * Add a check so we can't pick up invisible objects (0.93.8)
2305 */ 2565 */
2306 2566
2567int
2307int can_pick(const object *who, const object *item) { 2568can_pick (const object *who, const object *item)
2569{
2308 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2570 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2309 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2571 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2310 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2572 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2311 (who->type==PLAYER||item->weight<who->weight/3));
2312} 2573}
2313 2574
2314 2575
2315/* 2576/*
2316 * create clone from object to another 2577 * create clone from object to another
2317 */ 2578 */
2579object *
2318object *object_create_clone (object *asrc) { 2580object_create_clone (object *asrc)
2581{
2582 object *
2319 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2583 dst = NULL, *tmp, *src, *part, *prev, *item;
2320 2584
2585 if (!asrc)
2321 if(!asrc) return NULL; 2586 return NULL;
2322 src = asrc; 2587 src = asrc;
2323 if(src->head) 2588 if (src->head)
2324 src = src->head; 2589 src = src->head;
2325 2590
2326 prev = NULL; 2591 prev = NULL;
2327 for(part = src; part; part = part->more) { 2592 for (part = src; part; part = part->more)
2593 {
2328 tmp = get_object(); 2594 tmp = get_object ();
2329 copy_object(part,tmp); 2595 copy_object (part, tmp);
2330 tmp->x -= src->x; 2596 tmp->x -= src->x;
2331 tmp->y -= src->y; 2597 tmp->y -= src->y;
2332 if(!part->head) { 2598 if (!part->head)
2599 {
2333 dst = tmp; 2600 dst = tmp;
2334 tmp->head = NULL; 2601 tmp->head = NULL;
2602 }
2335 } else { 2603 else
2604 {
2336 tmp->head = dst; 2605 tmp->head = dst;
2337 } 2606 }
2338 tmp->more = NULL; 2607 tmp->more = NULL;
2339 if(prev) 2608 if (prev)
2340 prev->more = tmp; 2609 prev->more = tmp;
2341 prev = tmp; 2610 prev = tmp;
2342 } 2611 }
2612
2343 /*** copy inventory ***/ 2613 /*** copy inventory ***/
2344 for(item = src->inv; item; item = item->below) { 2614 for (item = src->inv; item; item = item->below)
2615 {
2345 (void) insert_ob_in_ob(object_create_clone(item),dst); 2616 (void) insert_ob_in_ob (object_create_clone (item), dst);
2346 } 2617 }
2347 2618
2348 return dst; 2619 return dst;
2349} 2620}
2350 2621
2351/* return true if the object was destroyed, 0 otherwise */ 2622/* return true if the object was destroyed, 0 otherwise */
2623int
2352int was_destroyed (const object *op, tag_t old_tag) 2624was_destroyed (const object *op, tag_t old_tag)
2353{ 2625{
2354 /* checking for FLAG_FREED isn't necessary, but makes this function more 2626 /* checking for FLAG_FREED isn't necessary, but makes this function more
2355 * robust */ 2627 * robust */
2356 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED); 2628 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2357} 2629}
2358 2630
2359/* GROS - Creates an object using a string representing its content. */ 2631/* GROS - Creates an object using a string representing its content. */
2632
2360/* Basically, we save the content of the string to a temp file, then call */ 2633/* Basically, we save the content of the string to a temp file, then call */
2634
2361/* load_object on it. I admit it is a highly inefficient way to make things, */ 2635/* load_object on it. I admit it is a highly inefficient way to make things, */
2636
2362/* but it was simple to make and allows reusing the load_object function. */ 2637/* but it was simple to make and allows reusing the load_object function. */
2638
2363/* Remember not to use load_object_str in a time-critical situation. */ 2639/* Remember not to use load_object_str in a time-critical situation. */
2640
2364/* Also remember that multiparts objects are not supported for now. */ 2641/* Also remember that multiparts objects are not supported for now. */
2365 2642
2643object *
2366object* load_object_str(const char *obstr) 2644load_object_str (const char *obstr)
2367{ 2645{
2368 object *op; 2646 object *
2647 op;
2648 char
2369 char filename[MAX_BUF]; 2649 filename[MAX_BUF];
2650
2370 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2651 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2371 2652
2653 FILE *
2372 FILE *tempfile=fopen(filename,"w"); 2654 tempfile = fopen (filename, "w");
2655
2373 if (tempfile == NULL) 2656 if (tempfile == NULL)
2374 { 2657 {
2375 LOG(llevError,"Error - Unable to access load object temp file\n"); 2658 LOG (llevError, "Error - Unable to access load object temp file\n");
2376 return NULL; 2659 return NULL;
2377 }; 2660 };
2378 fprintf(tempfile,obstr); 2661 fprintf (tempfile, obstr);
2379 fclose(tempfile); 2662 fclose (tempfile);
2380 2663
2381 op=get_object(); 2664 op = get_object ();
2382 2665
2383 object_thawer thawer (filename); 2666 object_thawer thawer (filename);
2384 2667
2385 if (thawer) 2668 if (thawer)
2386 load_object(thawer,op,0); 2669 load_object (thawer, op, 0);
2387 2670
2388 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2671 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2389 CLEAR_FLAG(op,FLAG_REMOVED); 2672 CLEAR_FLAG (op, FLAG_REMOVED);
2390 2673
2391 return op; 2674 return op;
2392} 2675}
2393 2676
2394/* This returns the first object in who's inventory that 2677/* This returns the first object in who's inventory that
2395 * has the same type and subtype match. 2678 * has the same type and subtype match.
2396 * returns NULL if no match. 2679 * returns NULL if no match.
2397 */ 2680 */
2681object *
2398object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2682find_obj_by_type_subtype (const object *who, int type, int subtype)
2399{ 2683{
2400 object *tmp; 2684 object *
2685 tmp;
2401 2686
2402 for (tmp=who->inv; tmp; tmp=tmp->below) 2687 for (tmp = who->inv; tmp; tmp = tmp->below)
2403 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2688 if (tmp->type == type && tmp->subtype == subtype)
2689 return tmp;
2404 2690
2405 return NULL; 2691 return NULL;
2406} 2692}
2407 2693
2408/* If ob has a field named key, return the link from the list, 2694/* If ob has a field named key, return the link from the list,
2409 * otherwise return NULL. 2695 * otherwise return NULL.
2410 * 2696 *
2411 * key must be a passed in shared string - otherwise, this won't 2697 * key must be a passed in shared string - otherwise, this won't
2412 * do the desired thing. 2698 * do the desired thing.
2413 */ 2699 */
2700key_value *
2414key_value * get_ob_key_link(const object * ob, const char * key) { 2701get_ob_key_link (const object *ob, const char *key)
2702{
2415 key_value * link; 2703 key_value *
2416 2704 link;
2705
2417 for (link = ob->key_values; link != NULL; link = link->next) { 2706 for (link = ob->key_values; link != NULL; link = link->next)
2707 {
2418 if (link->key == key) { 2708 if (link->key == key)
2709 {
2419 return link; 2710 return link;
2420 } 2711 }
2421 }
2422 2712 }
2713
2423 return NULL; 2714 return NULL;
2424} 2715}
2425 2716
2426/* 2717/*
2427 * Returns the value of op has an extra_field for key, or NULL. 2718 * Returns the value of op has an extra_field for key, or NULL.
2428 * 2719 *
2429 * The argument doesn't need to be a shared string. 2720 * The argument doesn't need to be a shared string.
2430 * 2721 *
2431 * The returned string is shared. 2722 * The returned string is shared.
2432 */ 2723 */
2724const char *
2433const char * get_ob_key_value(const object * op, const char * const key) { 2725get_ob_key_value (const object *op, const char *const key)
2726{
2434 key_value * link; 2727 key_value *
2435 const char * canonical_key; 2728 link;
2436 2729 const char *
2730 canonical_key;
2731
2437 canonical_key = shstr::find (key); 2732 canonical_key = shstr::find (key);
2438 2733
2439 if (canonical_key == NULL) { 2734 if (canonical_key == NULL)
2735 {
2440 /* 1. There being a field named key on any object 2736 /* 1. There being a field named key on any object
2441 * implies there'd be a shared string to find. 2737 * implies there'd be a shared string to find.
2442 * 2. Since there isn't, no object has this field. 2738 * 2. Since there isn't, no object has this field.
2443 * 3. Therefore, *this* object doesn't have this field. 2739 * 3. Therefore, *this* object doesn't have this field.
2444 */ 2740 */
2445 return NULL; 2741 return NULL;
2446 } 2742 }
2447 2743
2448 /* This is copied from get_ob_key_link() above - 2744 /* This is copied from get_ob_key_link() above -
2449 * only 4 lines, and saves the function call overhead. 2745 * only 4 lines, and saves the function call overhead.
2450 */ 2746 */
2451 for (link = op->key_values; link != NULL; link = link->next) { 2747 for (link = op->key_values; link != NULL; link = link->next)
2748 {
2452 if (link->key == canonical_key) { 2749 if (link->key == canonical_key)
2750 {
2453 return link->value; 2751 return link->value;
2454 } 2752 }
2455 } 2753 }
2456 return NULL; 2754 return NULL;
2457} 2755}
2458 2756
2459 2757
2460/* 2758/*
2461 * Updates the canonical_key in op to value. 2759 * Updates the canonical_key in op to value.
2465 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2763 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2466 * keys. 2764 * keys.
2467 * 2765 *
2468 * Returns TRUE on success. 2766 * Returns TRUE on success.
2469 */ 2767 */
2768int
2470int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2769set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2770{
2771 key_value *
2471 key_value * field = NULL, *last=NULL; 2772 field = NULL, *last = NULL;
2472 2773
2473 for (field=op->key_values; field != NULL; field=field->next) { 2774 for (field = op->key_values; field != NULL; field = field->next)
2775 {
2474 if (field->key != canonical_key) { 2776 if (field->key != canonical_key)
2777 {
2475 last = field; 2778 last = field;
2476 continue; 2779 continue;
2477 } 2780 }
2478 2781
2479 if (value) 2782 if (value)
2480 field->value = value; 2783 field->value = value;
2481 else { 2784 else
2785 {
2482 /* Basically, if the archetype has this key set, 2786 /* Basically, if the archetype has this key set,
2483 * we need to store the null value so when we save 2787 * we need to store the null value so when we save
2484 * it, we save the empty value so that when we load, 2788 * it, we save the empty value so that when we load,
2485 * we get this value back again. 2789 * we get this value back again.
2486 */ 2790 */
2487 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2791 if (get_ob_key_link (&op->arch->clone, canonical_key))
2488 field->value = 0; 2792 field->value = 0;
2793 else
2794 {
2795 if (last)
2796 last->next = field->next;
2489 else 2797 else
2490 {
2491 if (last) last->next = field->next;
2492 else op->key_values = field->next; 2798 op->key_values = field->next;
2493 2799
2494 delete field; 2800 delete field;
2495 } 2801 }
2496 } 2802 }
2497 return TRUE; 2803 return TRUE;
2498 } 2804 }
2499 /* IF we get here, key doesn't exist */ 2805 /* IF we get here, key doesn't exist */
2500 2806
2501 /* No field, we'll have to add it. */ 2807 /* No field, we'll have to add it. */
2808
2809 if (!add_key)
2502 2810 {
2503 if (!add_key) {
2504 return FALSE; 2811 return FALSE;
2505 } 2812 }
2506 /* There isn't any good reason to store a null 2813 /* There isn't any good reason to store a null
2507 * value in the key/value list. If the archetype has 2814 * value in the key/value list. If the archetype has
2508 * this key, then we should also have it, so shouldn't 2815 * this key, then we should also have it, so shouldn't
2509 * be here. If user wants to store empty strings, 2816 * be here. If user wants to store empty strings,
2510 * should pass in "" 2817 * should pass in ""
2511 */ 2818 */
2512 if (value == NULL) return TRUE; 2819 if (value == NULL)
2513
2514 field = new key_value;
2515
2516 field->key = canonical_key;
2517 field->value = value;
2518 /* Usual prepend-addition. */
2519 field->next = op->key_values;
2520 op->key_values = field;
2521
2522 return TRUE; 2820 return TRUE;
2821
2822 field = new key_value;
2823
2824 field->key = canonical_key;
2825 field->value = value;
2826 /* Usual prepend-addition. */
2827 field->next = op->key_values;
2828 op->key_values = field;
2829
2830 return TRUE;
2523} 2831}
2524 2832
2525/* 2833/*
2526 * Updates the key in op to value. 2834 * Updates the key in op to value.
2527 * 2835 *
2529 * and not add new ones. 2837 * and not add new ones.
2530 * In general, should be little reason FALSE is ever passed in for add_key 2838 * In general, should be little reason FALSE is ever passed in for add_key
2531 * 2839 *
2532 * Returns TRUE on success. 2840 * Returns TRUE on success.
2533 */ 2841 */
2842int
2534int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2843set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2535{ 2844{
2536 shstr key_ (key); 2845 shstr key_ (key);
2846
2537 return set_ob_key_value_s (op, key_, value, add_key); 2847 return set_ob_key_value_s (op, key_, value, add_key);
2538} 2848}
2849
2850void
2851object::deep_iterator::next ()
2852{
2853 if (item->inv)
2854 item = item->inv;
2855 else if (item->below)
2856 item = item->below;
2857 else
2858 item = item->env->below;
2859}

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