ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.20 by root, Fri Sep 8 18:26:22 2006 UTC vs.
Revision 1.37 by root, Tue Sep 12 20:55:40 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.20 2006/09/08 18:26:22 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>
41#include <loader.h> 34#include <loader.h>
35
42int nrofallocobjects = 0; 36int nrofallocobjects = 0;
43 37
44object *objects; /* Pointer to the list of used objects */ 38object *objects; /* Pointer to the list of used objects */
45object *active_objects; /* List of active objects that need to be processed */ 39object *active_objects; /* List of active objects that need to be processed */
46 40
47short freearr_x[SIZEOFFREE]= 41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
49 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50short freearr_y[SIZEOFFREE]= 43};
51 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 45 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53int maxfree[SIZEOFFREE]= 46};
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 47int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 48 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
49};
56int freedir[SIZEOFFREE]= { 50int freedir[SIZEOFFREE] = {
57 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 51 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 52 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
59 53};
60 54
61/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 55/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
56static int
62static int compare_ob_value_lists_one(const object * wants, const object * has) { 57compare_ob_value_lists_one (const object *wants, const object *has)
58{
63 key_value * wants_field; 59 key_value *wants_field;
64 60
65 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 61 /* 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 62 * objects with lists are rare, and lists stay short. If not, use a
67 * different structure or at least keep the lists sorted... 63 * different structure or at least keep the lists sorted...
68 */ 64 */
69 65
70 /* For each field in wants, */ 66 /* For each field in wants, */
71 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 67 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
68 {
72 key_value * has_field; 69 key_value *has_field;
73 70
74 /* Look for a field in has with the same key. */ 71 /* Look for a field in has with the same key. */
75 has_field = get_ob_key_link(has, wants_field->key); 72 has_field = get_ob_key_link (has, wants_field->key);
73
74 if (has_field == NULL)
76 75 {
77 if (has_field == NULL) {
78 /* No field with that name. */ 76 /* No field with that name. */
79 return FALSE; 77 return FALSE;
80 }
81 78 }
79
82 /* Found the matching field. */ 80 /* Found the matching field. */
83 if (has_field->value != wants_field->value) { 81 if (has_field->value != wants_field->value)
82 {
84 /* Values don't match, so this half of the comparison is false. */ 83 /* Values don't match, so this half of the comparison is false. */
85 return FALSE; 84 return FALSE;
86 } 85 }
87 86
88 /* If we get here, we found a match. Now for the next field in wants. */ 87 /* If we get here, we found a match. Now for the next field in wants. */
89 }
90 88 }
89
91 /* If we get here, every field in wants has a matching field in has. */ 90 /* If we get here, every field in wants has a matching field in has. */
92 return TRUE; 91 return TRUE;
93} 92}
94 93
95/* Returns TRUE if ob1 has the same key_values as ob2. */ 94/* Returns TRUE if ob1 has the same key_values as ob2. */
95static int
96static int compare_ob_value_lists(const object * ob1, const object * ob2) { 96compare_ob_value_lists (const object *ob1, const object *ob2)
97{
97 /* However, there may be fields in has which aren't partnered in wants, 98 /* However, there may be fields in has which aren't partnered in wants,
98 * so we need to run the comparison *twice*. :( 99 * so we need to run the comparison *twice*. :(
99 */ 100 */
100 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 101 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
101} 102}
102 103
103/* Function examines the 2 objects given to it, and returns true if 104/* Function examines the 2 objects given to it, and returns true if
104 * they can be merged together. 105 * they can be merged together.
105 * 106 *
111 * 112 *
112 * Improvements made with merge: Better checking on potion, and also 113 * Improvements made with merge: Better checking on potion, and also
113 * check weight 114 * check weight
114 */ 115 */
115 116
116bool
117object::can_merge (object *ob1, object *ob2) 117bool object::can_merge (object *ob1, object *ob2)
118{ 118{
119 /* A couple quicksanity checks */ 119 /* A couple quicksanity checks */
120 if ((ob1 == ob2) || (ob1->type != ob2->type)) 120 if ((ob1 == ob2) || (ob1->type != ob2->type))
121 return 0; 121 return 0;
122 122
170 (ob1->subtype != ob2->subtype) || 170 (ob1->subtype != ob2->subtype) ||
171 (ob1->move_type != ob2->move_type) || 171 (ob1->move_type != ob2->move_type) ||
172 (ob1->move_block != ob2->move_block) || 172 (ob1->move_block != ob2->move_block) ||
173 (ob1->move_allow != ob2->move_allow) || 173 (ob1->move_allow != ob2->move_allow) ||
174 (ob1->move_on != ob2->move_on) || 174 (ob1->move_on != ob2->move_on) ||
175 (ob1->move_off != ob2->move_off) || 175 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty))
176 (ob1->move_slow != ob2->move_slow) ||
177 (ob1->move_slow_penalty != ob2->move_slow_penalty))
178 return 0; 176 return 0;
179 177
180 /* This is really a spellbook check - really, we should 178 /* This is really a spellbook check - really, we should
181 * check all objects in the inventory. 179 * check all objects in the inventory.
182 */ 180 */
183 if (ob1->inv || ob2->inv) 181 if (ob1->inv || ob2->inv)
184 { 182 {
185 /* if one object has inventory but the other doesn't, not equiv */ 183 /* if one object has inventory but the other doesn't, not equiv */
186 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 184 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
187 return 0; 185 return 0;
188 186
189 /* Now check to see if the two inventory objects could merge */ 187 /* Now check to see if the two inventory objects could merge */
190 if (!CAN_MERGE (ob1->inv, ob2->inv)) 188 if (!CAN_MERGE (ob1->inv, ob2->inv))
191 return 0; 189 return 0;
192 190
193 /* inventory ok - still need to check rest of this object to see 191 /* inventory ok - still need to check rest of this object to see
194 * if it is valid. 192 * if it is valid.
195 */ 193 */
196 } 194 }
204 202
205 /* Note sure why the following is the case - either the object has to 203 /* Note sure why the following is the case - either the object has to
206 * be animated or have a very low speed. Is this an attempted monster 204 * be animated or have a very low speed. Is this an attempted monster
207 * check? 205 * check?
208 */ 206 */
209 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 207 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
210 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
211 return 0; 208 return 0;
212 209
213 switch (ob1->type) 210 switch (ob1->type)
214 { 211 {
215 case SCROLL: 212 case SCROLL:
216 if (ob1->level != ob2->level) 213 if (ob1->level != ob2->level)
217 return 0; 214 return 0;
218 break; 215 break;
219 } 216 }
220 217
221 if (ob1->key_values != NULL || ob2->key_values != NULL) 218 if (ob1->key_values != NULL || ob2->key_values != NULL)
222 { 219 {
223 /* At least one of these has key_values. */ 220 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 221 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
225 /* One has fields, but the other one doesn't. */ 222 /* One has fields, but the other one doesn't. */
226 return 0; 223 return 0;
227 else if (!compare_ob_value_lists (ob1, ob2)) 224 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 225 return 0;
229 } 226 }
230 227
231 //TODO: generate an event or call into perl for additional checks 228 //TODO: generate an event or call into perl for additional checks
232 if (ob1->self || ob2->self) 229 if (ob1->self || ob2->self)
233 { 230 {
234 ob1->optimise (); 231 ob1->optimise ();
235 ob2->optimise (); 232 ob2->optimise ();
236 233
237 if (ob1->self || ob2->self) 234 if (ob1->self || ob2->self)
238 return 0; 235 return 0;
239 } 236 }
240 237
241 /* Everything passes, must be OK. */ 238 /* Everything passes, must be OK. */
242 return 1; 239 return 1;
243} 240}
241
244/* 242/*
245 * sum_weight() is a recursive function which calculates the weight 243 * sum_weight() is a recursive function which calculates the weight
246 * an object is carrying. It goes through in figures out how much 244 * an object is carrying. It goes through in figures out how much
247 * containers are carrying, and sums it up. 245 * containers are carrying, and sums it up.
248 */ 246 */
249signed long sum_weight(object *op) { 247long
248sum_weight (object *op)
249{
250 signed long sum; 250 long sum;
251 object *inv; 251 object *inv;
252
252 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 253 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
254 {
253 if (inv->inv) 255 if (inv->inv)
254 sum_weight(inv); 256 sum_weight (inv);
255 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 257 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
256 } 258 }
259
257 if (op->type == CONTAINER && op->stats.Str) 260 if (op->type == CONTAINER && op->stats.Str)
258 sum = (sum * (100 - op->stats.Str))/100; 261 sum = (sum * (100 - op->stats.Str)) / 100;
262
259 if(op->carrying != sum) 263 if (op->carrying != sum)
260 op->carrying = sum; 264 op->carrying = sum;
265
261 return sum; 266 return sum;
262} 267}
263 268
264/** 269/**
265 * Return the outermost environment object for a given object. 270 * Return the outermost environment object for a given object.
266 */ 271 */
267 272
273object *
268object *object_get_env_recursive (object *op) { 274object_get_env_recursive (object *op)
275{
269 while (op->env != NULL) 276 while (op->env != NULL)
270 op = op->env; 277 op = op->env;
271 return op; 278 return op;
272} 279}
273 280
274/* 281/*
275 * Eneq(@csd.uu.se): Since we can have items buried in a character we need 282 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
276 * a better check. We basically keeping traversing up until we can't 283 * a better check. We basically keeping traversing up until we can't
277 * or find a player. 284 * or find a player.
278 */ 285 */
279 286
287object *
280object *is_player_inv (object *op) { 288is_player_inv (object *op)
289{
281 for (;op!=NULL&&op->type!=PLAYER; op=op->env) 290 for (; op != NULL && op->type != PLAYER; op = op->env)
282 if (op->env==op) 291 if (op->env == op)
283 op->env = NULL; 292 op->env = NULL;
284 return op; 293 return op;
285} 294}
286 295
287/* 296/*
288 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 297 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
289 * Some error messages. 298 * Some error messages.
290 * The result of the dump is stored in the static global errmsg array. 299 * The result of the dump is stored in the static global errmsg array.
291 */ 300 */
292 301
302void
293void dump_object2(object *op) { 303dump_object2 (object *op)
304{
294errmsg[0] = 0; 305 errmsg[0] = 0;
295return; 306 return;
296 //TODO//D#d# 307 //TODO//D#d#
297#if 0 308#if 0
298 char *cp; 309 char *cp;
310
299/* object *tmp;*/ 311/* object *tmp;*/
300 312
301 if(op->arch!=NULL) { 313 if (op->arch != NULL)
314 {
302 strcat(errmsg,"arch "); 315 strcat (errmsg, "arch ");
303 strcat(errmsg,op->arch->name?op->arch->name:"(null)"); 316 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
304 strcat(errmsg,"\n"); 317 strcat (errmsg, "\n");
305 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL) 318 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
306 strcat(errmsg,cp); 319 strcat (errmsg, cp);
307#if 0 320# if 0
308 /* Don't dump player diffs - they are too long, mostly meaningless, and 321 /* Don't dump player diffs - they are too long, mostly meaningless, and
309 * will overflow the buffer. 322 * will overflow the buffer.
310 * Changed so that we don't dump inventory either. This may 323 * Changed so that we don't dump inventory either. This may
311 * also overflow the buffer. 324 * also overflow the buffer.
312 */ 325 */
313 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL) 326 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
314 strcat(errmsg,cp); 327 strcat (errmsg, cp);
315 for (tmp=op->inv; tmp; tmp=tmp->below) 328 for (tmp = op->inv; tmp; tmp = tmp->below)
316 dump_object2(tmp); 329 dump_object2 (tmp);
330# endif
331 strcat (errmsg, "end\n");
332 }
333 else
334 {
335 strcat (errmsg, "Object ");
336 if (op->name == NULL)
337 strcat (errmsg, "(null)");
338 else
339 strcat (errmsg, op->name);
340 strcat (errmsg, "\n");
341# if 0
342 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
343 strcat (errmsg, cp);
344 for (tmp = op->inv; tmp; tmp = tmp->below)
345 dump_object2 (tmp);
346# endif
347 strcat (errmsg, "end\n");
348 }
317#endif 349#endif
318 strcat(errmsg,"end\n");
319 } else {
320 strcat(errmsg,"Object ");
321 if (op->name==NULL) strcat(errmsg, "(null)");
322 else strcat(errmsg,op->name);
323 strcat(errmsg,"\n");
324#if 0
325 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
326 strcat(errmsg,cp);
327 for (tmp=op->inv; tmp; tmp=tmp->below)
328 dump_object2(tmp);
329#endif
330 strcat(errmsg,"end\n");
331 }
332#endif
333} 350}
334 351
335/* 352/*
336 * Dumps an object. Returns output in the static global errmsg array. 353 * Dumps an object. Returns output in the static global errmsg array.
337 */ 354 */
338 355
356void
339void dump_object(object *op) { 357dump_object (object *op)
358{
340 if(op==NULL) { 359 if (op == NULL)
360 {
341 strcpy(errmsg,"[NULL pointer]"); 361 strcpy (errmsg, "[NULL pointer]");
342 return; 362 return;
343 } 363 }
344 errmsg[0]='\0'; 364 errmsg[0] = '\0';
345 dump_object2(op); 365 dump_object2 (op);
346} 366}
347 367
368void
348void dump_all_objects(void) { 369dump_all_objects (void)
370{
349 object *op; 371 object *op;
372
350 for(op=objects;op!=NULL;op=op->next) { 373 for (op = objects; op != NULL; op = op->next)
374 {
351 dump_object(op); 375 dump_object (op);
352 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg); 376 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
353 } 377 }
354} 378}
355 379
356/* 380/*
357 * get_nearest_part(multi-object, object 2) returns the part of the 381 * get_nearest_part(multi-object, object 2) returns the part of the
358 * multi-object 1 which is closest to the second object. 382 * multi-object 1 which is closest to the second object.
359 * If it's not a multi-object, it is returned. 383 * If it's not a multi-object, it is returned.
360 */ 384 */
361 385
386object *
362object *get_nearest_part(object *op, const object *pl) { 387get_nearest_part (object *op, const object *pl)
388{
363 object *tmp,*closest; 389 object *tmp, *closest;
364 int last_dist,i; 390 int last_dist, i;
391
365 if(op->more==NULL) 392 if (op->more == NULL)
366 return op; 393 return op;
367 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 394 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
368 if((i=distance(tmp,pl))<last_dist) 395 if ((i = distance (tmp, pl)) < last_dist)
369 closest=tmp,last_dist=i; 396 closest = tmp, last_dist = i;
370 return closest; 397 return closest;
371} 398}
372 399
373/* 400/*
374 * Returns the object which has the count-variable equal to the argument. 401 * Returns the object which has the count-variable equal to the argument.
375 */ 402 */
376 403
404object *
377object *find_object(tag_t i) { 405find_object (tag_t i)
406{
378 object *op; 407 object *op;
408
379 for(op=objects;op!=NULL;op=op->next) 409 for (op = objects; op != NULL; op = op->next)
380 if(op->count==i) 410 if (op->count == i)
381 break; 411 break;
382 return op; 412 return op;
383} 413}
384 414
385/* 415/*
386 * Returns the first object which has a name equal to the argument. 416 * Returns the first object which has a name equal to the argument.
387 * Used only by the patch command, but not all that useful. 417 * Used only by the patch command, but not all that useful.
388 * Enables features like "patch <name-of-other-player> food 999" 418 * Enables features like "patch <name-of-other-player> food 999"
389 */ 419 */
390 420
421object *
391object *find_object_name(const char *str) { 422find_object_name (const char *str)
392 const char *name = shstr::find (str); 423{
424 shstr_cmp str_ (str);
393 object *op; 425 object *op;
426
394 for(op=objects;op!=NULL;op=op->next) 427 for (op = objects; op != NULL; op = op->next)
395 if(&op->name == name) 428 if (op->name == str_)
396 break; 429 break;
397 430
398 return op; 431 return op;
399} 432}
400 433
434void
401void free_all_object_data () 435free_all_object_data ()
402{ 436{
403 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 437 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
404} 438}
405 439
406/* 440/*
411 * Changed 2004-02-12 - if the player is setting at the play again 445 * Changed 2004-02-12 - if the player is setting at the play again
412 * prompt, he is removed, and we don't want to treat him as an owner of 446 * prompt, he is removed, and we don't want to treat him as an owner of
413 * anything, so check removed flag. I don't expect that this should break 447 * anything, so check removed flag. I don't expect that this should break
414 * anything - once an object is removed, it is basically dead anyways. 448 * anything - once an object is removed, it is basically dead anyways.
415 */ 449 */
416 450object *
417object *get_owner(object *op) { 451object::get_owner ()
418 if(op->owner==NULL)
419 return NULL;
420
421 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
422 op->owner->count==op->ownercount)
423 return op->owner;
424
425 op->owner=NULL;
426 op->ownercount=0;
427 return NULL;
428}
429
430void clear_owner(object *op)
431{ 452{
432 if (!op) return; 453 if (!owner
433 454 || QUERY_FLAG (owner, FLAG_FREED)
434 if (op->owner && op->ownercount == op->owner->count) 455 || QUERY_FLAG (owner, FLAG_REMOVED))
435 op->owner->refcount--;
436
437 op->owner = NULL;
438 op->ownercount = 0; 456 owner = 0;
457
458 return owner;
439} 459}
440 460
441/* 461/*
442 * Sets the owner and sets the skill and exp pointers to owner's current 462 * Sets the owner and sets the skill and exp pointers to owner's current
443 * skill and experience objects. 463 * skill and experience objects.
444 */ 464 */
445void set_owner (object *op, object *owner) 465void
466object::set_owner (object *owner)
446{ 467{
447 if(owner==NULL||op==NULL) 468 if (!owner)
448 return; 469 return;
449 470
450 /* next line added to allow objects which own objects */ 471 /* next line added to allow objects which own objects */
451 /* Add a check for ownercounts in here, as I got into an endless loop 472 /* Add a check for ownercounts in here, as I got into an endless loop
452 * with the fireball owning a poison cloud which then owned the 473 * with the fireball owning a poison cloud which then owned the
453 * fireball. I believe that was caused by one of the objects getting 474 * fireball. I believe that was caused by one of the objects getting
454 * freed and then another object replacing it. Since the ownercounts 475 * freed and then another object replacing it. Since the ownercounts
455 * didn't match, this check is valid and I believe that cause is valid. 476 * didn't match, this check is valid and I believe that cause is valid.
456 */ 477 */
457 while (owner->owner && owner!=owner->owner && 478 while (owner->owner)
458 owner->ownercount==owner->owner->count) owner=owner->owner; 479 owner = owner->owner;
459 480
460 /* IF the owner still has an owner, we did not resolve to a final owner.
461 * so lets not add to that.
462 */
463 if (owner->owner) return;
464
465 op->owner=owner; 481 this->owner = owner;
466
467 op->ownercount=owner->count;
468 owner->refcount++;
469
470}
471
472/* Set the owner to clone's current owner and set the skill and experience
473 * objects to clone's objects (typically those objects that where the owner's
474 * current skill and experience objects at the time when clone's owner was
475 * set - not the owner's current skill and experience objects).
476 *
477 * Use this function if player created an object (e.g. fire bullet, swarm
478 * spell), and this object creates further objects whose kills should be
479 * accounted for the player's original skill, even if player has changed
480 * skills meanwhile.
481 */
482void copy_owner (object *op, object *clone)
483{
484 object *owner = get_owner (clone);
485 if (owner == NULL) {
486 /* players don't have owners - they own themselves. Update
487 * as appropriate.
488 */
489 if (clone->type == PLAYER) owner=clone;
490 else return;
491 }
492 set_owner(op, owner);
493
494} 482}
495 483
496/* Zero the key_values on op, decrementing the shared-string 484/* Zero the key_values on op, decrementing the shared-string
497 * refcounts and freeing the links. 485 * refcounts and freeing the links.
498 */ 486 */
487static void
499static void free_key_values(object * op) 488free_key_values (object *op)
500{ 489{
501 for (key_value *i = op->key_values; i != 0; ) 490 for (key_value *i = op->key_values; i != 0;)
502 { 491 {
503 key_value *next = i->next; 492 key_value *next = i->next;
504 delete i; 493 delete i;
494
505 i = next; 495 i = next;
506 } 496 }
507 497
508 op->key_values = 0; 498 op->key_values = 0;
509} 499}
510 500
511void object::clear () 501void object::clear ()
512{ 502{
513 attachable_base::clear (); 503 attachable_base::clear ();
514 504
515 free_key_values (this); 505 free_key_values (this);
516 506
517 name = 0; 507 owner = 0;
508 name = 0;
518 name_pl = 0; 509 name_pl = 0;
519 title = 0; 510 title = 0;
520 race = 0; 511 race = 0;
521 slaying = 0; 512 slaying = 0;
522 skill = 0; 513 skill = 0;
523 msg = 0; 514 msg = 0;
524 lore = 0; 515 lore = 0;
525 custom_name = 0; 516 custom_name = 0;
526 materialname = 0; 517 materialname = 0;
518 contr = 0;
519 below = 0;
520 above = 0;
521 inv = 0;
522 container = 0;
523 env = 0;
524 more = 0;
525 head = 0;
526 map = 0;
527 active_next = 0;
528 active_prev = 0;
527 529
528 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod)); 530 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
529 531
530 SET_FLAG (this, FLAG_REMOVED); 532 SET_FLAG (this, FLAG_REMOVED);
533
534 /* What is not cleared is next, prev, and count */
535
536 expmul = 1.0;
537 face = blank_face;
538 attacked_by_count = -1;
539
540 if (settings.casting_time)
541 casting_time = -1;
531} 542}
532 543
533void object::clone (object *destination) 544void object::clone (object *destination)
534{ 545{
535 *(object_copy *)destination = *(object_copy *)this; 546 *(object_copy *)destination = *this;
536 *(object_pod *)destination = *(object_pod *)this; 547 *(object_pod *)destination = *this;
537 548
538 if (self || cb) 549 if (self || cb)
539 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination)); 550 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
540}
541
542/*
543 * clear_object() frees everything allocated by an object, and also
544 * clears all variables and flags to default settings.
545 */
546
547void clear_object (object *op)
548{
549 op->clear ();
550
551 op->contr = NULL;
552 op->below = NULL;
553 op->above = NULL;
554 op->inv = NULL;
555 op->container=NULL;
556 op->env=NULL;
557 op->more=NULL;
558 op->head=NULL;
559 op->map=NULL;
560 op->refcount=0;
561 op->active_next = NULL;
562 op->active_prev = NULL;
563 /* What is not cleared is next, prev, and count */
564
565 op->expmul = 1.0;
566 op->face = blank_face;
567 op->attacked_by_count = -1;
568
569 if (settings.casting_time)
570 op->casting_time = -1;
571} 551}
572 552
573/* 553/*
574 * copy object first frees everything allocated by the second object, 554 * copy object first frees everything allocated by the second object,
575 * and then copies the contends of the first object into the second 555 * and then copies the contends of the first object into the second
576 * object, allocating what needs to be allocated. Basically, any 556 * object, allocating what needs to be allocated. Basically, any
577 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 557 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
578 * if the first object is freed, the pointers in the new object 558 * if the first object is freed, the pointers in the new object
579 * will point at garbage. 559 * will point at garbage.
580 */ 560 */
581 561void
582void copy_object (object *op2, object *op) 562copy_object (object *op2, object *op)
583{ 563{
584 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 564 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
585 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 565 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
586 566
587 op2->clone (op); 567 op2->clone (op);
588 568
569 if (is_freed)
589 if (is_freed) SET_FLAG (op, FLAG_FREED); 570 SET_FLAG (op, FLAG_FREED);
571 if (is_removed)
590 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 572 SET_FLAG (op, FLAG_REMOVED);
591 573
592 if (op2->speed < 0) 574 if (op2->speed < 0)
593 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 575 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
594 576
595 /* Copy over key_values, if any. */ 577 /* Copy over key_values, if any. */
596 if (op2->key_values != NULL) 578 if (op2->key_values)
597 { 579 {
598 key_value *tail = NULL; 580 key_value *tail = 0;
599 key_value *i; 581 key_value *i;
600 582
601 op->key_values = NULL; 583 op->key_values = 0;
602 584
603 for (i = op2->key_values; i != NULL; i = i->next) 585 for (i = op2->key_values; i; i = i->next)
604 { 586 {
605 key_value *new_link = new key_value; 587 key_value *new_link = new key_value;
606 588
607 new_link->next = NULL; 589 new_link->next = 0;
608 new_link->key = i->key; 590 new_link->key = i->key;
609 new_link->value = i->value; 591 new_link->value = i->value;
610 592
611 /* Try and be clever here, too. */ 593 /* Try and be clever here, too. */
612 if (op->key_values == NULL) 594 if (!op->key_values)
613 { 595 {
614 op->key_values = new_link; 596 op->key_values = new_link;
615 tail = new_link; 597 tail = new_link;
616 } 598 }
617 else 599 else
623 } 605 }
624 606
625 update_ob_speed (op); 607 update_ob_speed (op);
626} 608}
627 609
628object::object ()
629{
630 count = ++ob_count;
631
632 next = objects;
633
634 if (objects)
635 objects->prev = this;
636
637 objects = this;
638
639 SET_FLAG (this, FLAG_REMOVED);
640
641 expmul = 1.0;
642 face = blank_face;
643 attacked_by_count = -1;
644}
645
646object::~object ()
647{
648}
649
650/* 610/*
651 * If an object with the IS_TURNABLE() flag needs to be turned due 611 * If an object with the IS_TURNABLE() flag needs to be turned due
652 * to the closest player being on the other side, this function can 612 * to the closest player being on the other side, this function can
653 * be called to update the face variable, _and_ how it looks on the map. 613 * be called to update the face variable, _and_ how it looks on the map.
654 */ 614 */
655 615
616void
656void update_turn_face(object *op) { 617update_turn_face (object *op)
618{
657 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 619 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
658 return; 620 return;
659 SET_ANIMATION(op, op->direction); 621 SET_ANIMATION (op, op->direction);
660 update_object(op,UP_OBJ_FACE); 622 update_object (op, UP_OBJ_FACE);
661} 623}
662 624
663/* 625/*
664 * Updates the speed of an object. If the speed changes from 0 to another 626 * Updates the speed of an object. If the speed changes from 0 to another
665 * value, or vice versa, then add/remove the object from the active list. 627 * value, or vice versa, then add/remove the object from the active list.
666 * This function needs to be called whenever the speed of an object changes. 628 * This function needs to be called whenever the speed of an object changes.
667 */ 629 */
668 630void
669void update_ob_speed(object *op) { 631update_ob_speed (object *op)
632{
670 extern int arch_init; 633 extern int arch_init;
671 634
672 /* No reason putting the archetypes objects on the speed list, 635 /* No reason putting the archetypes objects on the speed list,
673 * since they never really need to be updated. 636 * since they never really need to be updated.
674 */ 637 */
675 638
676 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 639 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
640 {
677 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 641 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
678#ifdef MANY_CORES 642#ifdef MANY_CORES
679 abort(); 643 abort ();
680#else 644#else
681 op->speed = 0; 645 op->speed = 0;
682#endif 646#endif
683 } 647 }
648
684 if (arch_init) { 649 if (arch_init)
650 return;
651
652 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
653 {
654 /* If already on active list, don't do anything */
655 if (op->active_next || op->active_prev || op == active_objects)
685 return; 656 return;
686 }
687 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
688 /* If already on active list, don't do anything */
689 if (op->active_next || op->active_prev || op==active_objects)
690 return;
691 657
692 /* process_events() expects us to insert the object at the beginning 658 /* process_events() expects us to insert the object at the beginning
693 * of the list. */ 659 * of the list. */
694 op->active_next = active_objects; 660 op->active_next = active_objects;
661
695 if (op->active_next!=NULL) 662 if (op->active_next != NULL)
696 op->active_next->active_prev = op; 663 op->active_next->active_prev = op;
664
697 active_objects = op; 665 active_objects = op;
666 }
667 else
698 } 668 {
699 else {
700 /* If not on the active list, nothing needs to be done */ 669 /* If not on the active list, nothing needs to be done */
701 if (!op->active_next && !op->active_prev && op!=active_objects) 670 if (!op->active_next && !op->active_prev && op != active_objects)
702 return; 671 return;
703 672
704 if (op->active_prev==NULL) { 673 if (op->active_prev == NULL)
674 {
705 active_objects = op->active_next; 675 active_objects = op->active_next;
676
706 if (op->active_next!=NULL) 677 if (op->active_next != NULL)
707 op->active_next->active_prev = NULL; 678 op->active_next->active_prev = NULL;
679 }
680 else
708 } 681 {
709 else {
710 op->active_prev->active_next = op->active_next; 682 op->active_prev->active_next = op->active_next;
683
711 if (op->active_next) 684 if (op->active_next)
712 op->active_next->active_prev = op->active_prev; 685 op->active_next->active_prev = op->active_prev;
713 } 686 }
687
714 op->active_next = NULL; 688 op->active_next = NULL;
715 op->active_prev = NULL; 689 op->active_prev = NULL;
716 } 690 }
717} 691}
718 692
719/* This function removes object 'op' from the list of active 693/* This function removes object 'op' from the list of active
720 * objects. 694 * objects.
722 * reference maps where you don't want an object that isn't 696 * reference maps where you don't want an object that isn't
723 * in play chewing up cpu time getting processed. 697 * in play chewing up cpu time getting processed.
724 * The reverse of this is to call update_ob_speed, which 698 * The reverse of this is to call update_ob_speed, which
725 * will do the right thing based on the speed of the object. 699 * will do the right thing based on the speed of the object.
726 */ 700 */
701void
727void remove_from_active_list(object *op) 702remove_from_active_list (object *op)
728{ 703{
729 /* If not on the active list, nothing needs to be done */ 704 /* If not on the active list, nothing needs to be done */
730 if (!op->active_next && !op->active_prev && op!=active_objects) 705 if (!op->active_next && !op->active_prev && op != active_objects)
731 return; 706 return;
732 707
733 if (op->active_prev==NULL) { 708 if (op->active_prev == NULL)
709 {
734 active_objects = op->active_next; 710 active_objects = op->active_next;
735 if (op->active_next!=NULL) 711 if (op->active_next != NULL)
736 op->active_next->active_prev = NULL; 712 op->active_next->active_prev = NULL;
713 }
714 else
737 } 715 {
738 else {
739 op->active_prev->active_next = op->active_next; 716 op->active_prev->active_next = op->active_next;
740 if (op->active_next) 717 if (op->active_next)
741 op->active_next->active_prev = op->active_prev; 718 op->active_next->active_prev = op->active_prev;
742 } 719 }
743 op->active_next = NULL; 720 op->active_next = NULL;
744 op->active_prev = NULL; 721 op->active_prev = NULL;
745} 722}
746 723
747/* 724/*
748 * update_object() updates the array which represents the map. 725 * update_object() updates the array which represents the map.
749 * It takes into account invisible objects (and represent squares covered 726 * It takes into account invisible objects (and represent squares covered
764 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 741 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
765 * as that is easier than trying to look at what may have changed. 742 * as that is easier than trying to look at what may have changed.
766 * UP_OBJ_FACE: only the objects face has changed. 743 * UP_OBJ_FACE: only the objects face has changed.
767 */ 744 */
768 745
746void
769void update_object(object *op, int action) { 747update_object (object *op, int action)
748{
770 int update_now=0, flags; 749 int update_now = 0, flags;
771 MoveType move_on, move_off, move_block, move_slow; 750 MoveType move_on, move_off, move_block, move_slow;
772 751
773 if (op == NULL) { 752 if (op == NULL)
753 {
774 /* this should never happen */ 754 /* this should never happen */
775 LOG(llevDebug,"update_object() called for NULL object.\n"); 755 LOG (llevDebug, "update_object() called for NULL object.\n");
776 return; 756 return;
777 }
778 757 }
758
779 if(op->env!=NULL) { 759 if (op->env != NULL)
760 {
780 /* Animation is currently handled by client, so nothing 761 /* Animation is currently handled by client, so nothing
781 * to do in this case. 762 * to do in this case.
782 */ 763 */
783 return; 764 return;
784 } 765 }
785 766
786 /* If the map is saving, don't do anything as everything is 767 /* If the map is saving, don't do anything as everything is
787 * going to get freed anyways. 768 * going to get freed anyways.
788 */ 769 */
789 if (!op->map || op->map->in_memory == MAP_SAVING) return; 770 if (!op->map || op->map->in_memory == MAP_SAVING)
790 771 return;
772
791 /* make sure the object is within map boundaries */ 773 /* make sure the object is within map boundaries */
792 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 774 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
793 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 775 {
794 LOG(llevError,"update_object() called for object out of map!\n"); 776 LOG (llevError, "update_object() called for object out of map!\n");
795#ifdef MANY_CORES 777#ifdef MANY_CORES
796 abort(); 778 abort ();
797#endif 779#endif
798 return; 780 return;
799 }
800 781 }
782
801 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 783 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
802 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 784 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
803 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 785 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
804 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 786 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
805 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 787 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
806 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y); 788 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
807 789
808 if (action == UP_OBJ_INSERT) { 790 if (action == UP_OBJ_INSERT)
791 {
809 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 792 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
810 update_now=1; 793 update_now = 1;
811 794
812 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 795 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
813 update_now=1; 796 update_now = 1;
814 797
815 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 798 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
816 update_now=1; 799 update_now = 1;
817 800
818 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 801 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
819 update_now=1; 802 update_now = 1;
820 803
821 if (op->type == SAFE_GROUND && !(flags & P_SAFE)) 804 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
822 update_now=1; 805 update_now = 1;
823 806
824 if ((move_on | op->move_on) != move_on) update_now=1; 807 if ((move_on | op->move_on) != move_on)
808 update_now = 1;
825 809
826 if ((move_off | op->move_off) != move_off) update_now=1; 810 if ((move_off | op->move_off) != move_off)
811 update_now = 1;
827 812
828 /* This isn't perfect, but I don't expect a lot of objects to 813 /* This isn't perfect, but I don't expect a lot of objects to
829 * to have move_allow right now. 814 * to have move_allow right now.
830 */ 815 */
831 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 816 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
832 update_now=1; 817 update_now = 1;
833 818
834 if ((move_slow | op->move_slow) != move_slow) 819 if ((move_slow | op->move_slow) != move_slow)
835 update_now=1; 820 update_now = 1;
836 } 821 }
837 /* if the object is being removed, we can't make intelligent 822 /* if the object is being removed, we can't make intelligent
838 * decisions, because remove_ob can't really pass the object 823 * decisions, because remove_ob can't really pass the object
839 * that is being removed. 824 * that is being removed.
840 */ 825 */
841 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 826 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
842 update_now=1; 827 update_now = 1;
843 } else if (action == UP_OBJ_FACE) { 828 else if (action == UP_OBJ_FACE)
844 /* Nothing to do for that case */ 829 /* Nothing to do for that case */ ;
845 }
846 else { 830 else
847 LOG(llevError,"update_object called with invalid action: %d\n", action); 831 LOG (llevError, "update_object called with invalid action: %d\n", action);
848 }
849 832
850 if (update_now) { 833 if (update_now)
834 {
851 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 835 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
852 update_position(op->map, op->x, op->y); 836 update_position (op->map, op->x, op->y);
853 } 837 }
854 838
855 if(op->more!=NULL) 839 if (op->more != NULL)
856 update_object(op->more, action); 840 update_object (op->more, action);
857} 841}
858 842
843static unordered_vector<object *> mortals;
844static std::vector<object *, slice_allocator <object *> > freed;
845
846void object::free_mortals ()
847{
848 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
849 if ((*i)->refcnt)
850 ++i; // further delay freeing
851 else
852 {
853 freed.push_back (*i);//D
854 //delete *i;
855 mortals.erase (i);
856 }
857
858 if (mortals.size() && 0)//D
859 LOG (llevDebug, "%d objects in mortal queue\n", mortals.size());//D
860}
861
862object::object ()
863{
864 SET_FLAG (this, FLAG_REMOVED);
865
866 expmul = 1.0;
867 face = blank_face;
868 attacked_by_count = -1;
869}
870
871object::~object ()
872{
873 free_key_values (this);
874}
875
876void object::link ()
877{
878 count = ++ob_count;
879
880 prev = 0;
881 next = objects;
882
883 if (objects)
884 objects->prev = this;
885
886 objects = this;
887}
888
889void object::unlink ()
890{
891 count = 0;
892
893 /* Remove this object from the list of used objects */
894 if (prev)
895 {
896 prev->next = next;
897 prev = 0;
898 }
899
900 if (next)
901 {
902 next->prev = prev;
903 next = 0;
904 }
905
906 if (this == objects)
907 objects = next;
908}
909
910object *object::create ()
911{
912 object *op;
913
914 if (freed.empty ())
915 op = new object;
916 else
917 {
918 // highly annoying, but the only way to get it stable right now
919 op = freed.back ();
920 freed.pop_back ();
921 op->~object ();
922 new ((void *) op) object;
923 }
924
925 op->link ();
926 return op;
927}
859 928
860/* 929/*
861 * free_object() frees everything allocated by an object, removes 930 * free_object() frees everything allocated by an object, removes
862 * it from the list of used objects, and puts it on the list of 931 * it from the list of used objects, and puts it on the list of
863 * free objects. The IS_FREED() flag is set in the object. 932 * free objects. The IS_FREED() flag is set in the object.
865 * this function to succeed. 934 * this function to succeed.
866 * 935 *
867 * If free_inventory is set, free inventory as well. Else drop items in 936 * If free_inventory is set, free inventory as well. Else drop items in
868 * inventory to the ground. 937 * inventory to the ground.
869 */ 938 */
870 939void object::free (bool free_inventory)
871void
872free_object (object * ob)
873{ 940{
874 free_object2 (ob, 0);
875}
876
877void
878free_object2 (object * ob, int free_inventory)
879{
880 object *tmp, *op;
881
882 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 941 if (QUERY_FLAG (this, FLAG_FREED))
883 { 942 return;
884 LOG (llevDebug, "Free object called with non removed object\n");
885 dump_object (ob);
886#ifdef MANY_CORES
887 abort ();
888#endif
889 }
890 943
891 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 944 if (QUERY_FLAG (this, FLAG_FRIENDLY))
892 {
893 LOG (llevMonster, "Warning: tried to free friendly object.\n");
894 remove_friendly_object (ob); 945 remove_friendly_object (this);
895 }
896 946
897 if (QUERY_FLAG (ob, FLAG_FREED)) 947 if (!QUERY_FLAG (this, FLAG_REMOVED))
898 { 948 remove_ob (this);
899 dump_object (ob); 949
900 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 950 SET_FLAG (this, FLAG_FREED);
901 return; 951
952 if (more)
902 } 953 {
903 954 more->free (free_inventory);
904 if (ob->more != NULL) 955 more = 0;
905 { 956 }
906 free_object2 (ob->more, free_inventory);
907 ob->more = NULL;
908 }
909 957
910 if (ob->inv) 958 if (inv)
911 { 959 {
912 /* Only if the space blocks everything do we not process - 960 /* Only if the space blocks everything do we not process -
913 * if some form of movement is allowed, let objects 961 * if some form of movement is allowed, let objects
914 * drop on that space. 962 * drop on that space.
915 */ 963 */
916 if (free_inventory || ob->map == NULL 964 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
917 || ob->map->in_memory != MAP_IN_MEMORY 965 {
918 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL)) 966 object *op = inv;
919 {
920 op = ob->inv;
921 967
922 while (op != NULL) 968 while (op)
923 { 969 {
924 tmp = op->below; 970 object *tmp = op->below;
925 remove_ob (op); 971 op->free (free_inventory);
926 free_object2 (op, free_inventory);
927 op = tmp; 972 op = tmp;
928 } 973 }
929 } 974 }
930 else 975 else
931 { /* Put objects in inventory onto this space */ 976 { /* Put objects in inventory onto this space */
932 op = ob->inv; 977 object *op = inv;
933 978
934 while (op != NULL) 979 while (op)
935 { 980 {
936 tmp = op->below; 981 object *tmp = op->below;
982
937 remove_ob (op); 983 remove_ob (op);
938 984
939 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 985 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
940 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE 986 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
941 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 987 free_object (op);
942 free_object (op); 988 else
943 else 989 {
944 { 990 op->x = x;
945 op->x = ob->x; 991 op->y = y;
946 op->y = ob->y;
947 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */ 992 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
948 } 993 }
949 994
950 op = tmp; 995 op = tmp;
996 }
997 }
951 } 998 }
952 } 999
953 } 1000 owner = 0;
954 1001
955 /* Remove object from the active list */ 1002 /* Remove object from the active list */
956 ob->speed = 0; 1003 speed = 0;
957 update_ob_speed (ob); 1004 update_ob_speed (this);
958 1005
959 SET_FLAG (ob, FLAG_FREED); 1006 unlink ();
960 ob->count = 0;
961 1007
962 /* Remove this object from the list of used objects */ 1008 mortals.push_back (this);
963 if (ob->prev == NULL)
964 {
965 objects = ob->next;
966
967 if (objects != NULL)
968 objects->prev = NULL;
969 }
970 else
971 {
972 ob->prev->next = ob->next;
973
974 if (ob->next != NULL)
975 ob->next->prev = ob->prev;
976 }
977
978 free_key_values (ob);
979
980 /* Now link it with the free_objects list: */
981 ob->prev = 0;
982 ob->next = 0;
983
984 delete ob;
985} 1009}
986 1010
987/* 1011/*
988 * sub_weight() recursively (outwards) subtracts a number from the 1012 * sub_weight() recursively (outwards) subtracts a number from the
989 * weight of an object (and what is carried by it's environment(s)). 1013 * weight of an object (and what is carried by it's environment(s)).
990 */ 1014 */
991 1015
1016void
992void sub_weight (object *op, signed long weight) { 1017sub_weight (object *op, signed long weight)
1018{
993 while (op != NULL) { 1019 while (op != NULL)
1020 {
994 if (op->type == CONTAINER) { 1021 if (op->type == CONTAINER)
1022 {
995 weight=(signed long)(weight*(100-op->stats.Str)/100); 1023 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
996 } 1024 }
997 op->carrying-=weight; 1025 op->carrying -= weight;
998 op = op->env; 1026 op = op->env;
999 } 1027 }
1000} 1028}
1001 1029
1002/* remove_ob(op): 1030/* remove_ob(op):
1003 * This function removes the object op from the linked list of objects 1031 * This function removes the object op from the linked list of objects
1004 * which it is currently tied to. When this function is done, the 1032 * which it is currently tied to. When this function is done, the
1006 * environment, the x and y coordinates will be updated to 1034 * environment, the x and y coordinates will be updated to
1007 * the previous environment. 1035 * the previous environment.
1008 * Beware: This function is called from the editor as well! 1036 * Beware: This function is called from the editor as well!
1009 */ 1037 */
1010 1038
1039void
1011void remove_ob(object *op) { 1040remove_ob (object *op)
1012 object *tmp,*last=NULL; 1041{
1013 object *otmp; 1042 object *
1014 tag_t tag; 1043 tmp, *
1044 last = NULL;
1045 object *
1046 otmp;
1047
1048 tag_t
1049 tag;
1050 int
1015 int check_walk_off; 1051 check_walk_off;
1016 mapstruct *m; 1052 mapstruct *
1017 sint16 x,y;
1018 1053 m;
1019 1054
1055 sint16
1056 x,
1057 y;
1058
1020 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1059 if (QUERY_FLAG (op, FLAG_REMOVED))
1021 dump_object(op); 1060 return;
1022 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1023 1061
1024 /* Changed it to always dump core in this case. As has been learned
1025 * in the past, trying to recover from errors almost always
1026 * make things worse, and this is a real error here - something
1027 * that should not happen.
1028 * Yes, if this was a mission critical app, trying to do something
1029 * to recover may make sense, but that is because failure of the app
1030 * may have other disastrous problems. Cf runs out of a script
1031 * so is easily enough restarted without any real problems.
1032 * MSW 2001-07-01
1033 */
1034 abort();
1035 }
1036 if(op->more!=NULL)
1037 remove_ob(op->more);
1038
1039 SET_FLAG(op, FLAG_REMOVED); 1062 SET_FLAG (op, FLAG_REMOVED);
1040 1063
1064 if (op->more != NULL)
1065 remove_ob (op->more);
1066
1041 /* 1067 /*
1042 * In this case, the object to be removed is in someones 1068 * In this case, the object to be removed is in someones
1043 * inventory. 1069 * inventory.
1044 */ 1070 */
1045 if(op->env!=NULL) { 1071 if (op->env != NULL)
1072 {
1046 if(op->nrof) 1073 if (op->nrof)
1047 sub_weight(op->env, op->weight*op->nrof); 1074 sub_weight (op->env, op->weight * op->nrof);
1048 else 1075 else
1049 sub_weight(op->env, op->weight+op->carrying); 1076 sub_weight (op->env, op->weight + op->carrying);
1050 1077
1051 /* NO_FIX_PLAYER is set when a great many changes are being 1078 /* NO_FIX_PLAYER is set when a great many changes are being
1052 * made to players inventory. If set, avoiding the call 1079 * made to players inventory. If set, avoiding the call
1053 * to save cpu time. 1080 * to save cpu time.
1054 */ 1081 */
1055 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1082 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1056 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1057 fix_player(otmp); 1083 fix_player (otmp);
1058 1084
1059 if(op->above!=NULL) 1085 if (op->above != NULL)
1060 op->above->below=op->below; 1086 op->above->below = op->below;
1061 else 1087 else
1062 op->env->inv=op->below; 1088 op->env->inv = op->below;
1063 1089
1064 if(op->below!=NULL) 1090 if (op->below != NULL)
1065 op->below->above=op->above; 1091 op->below->above = op->above;
1066 1092
1067 /* we set up values so that it could be inserted into 1093 /* we set up values so that it could be inserted into
1068 * the map, but we don't actually do that - it is up 1094 * the map, but we don't actually do that - it is up
1069 * to the caller to decide what we want to do. 1095 * to the caller to decide what we want to do.
1070 */ 1096 */
1071 op->x=op->env->x,op->y=op->env->y; 1097 op->x = op->env->x, op->y = op->env->y;
1072 op->map=op->env->map; 1098 op->map = op->env->map;
1073 op->above=NULL,op->below=NULL; 1099 op->above = NULL, op->below = NULL;
1074 op->env=NULL; 1100 op->env = NULL;
1101 }
1102 else if (op->map)
1103 {
1104 x = op->x;
1105 y = op->y;
1106 m = get_map_from_coord (op->map, &x, &y);
1107
1108 if (!m)
1109 {
1110 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1111 op->map->path, op->x, op->y);
1112 /* in old days, we used to set x and y to 0 and continue.
1113 * it seems if we get into this case, something is probablye
1114 * screwed up and should be fixed.
1115 */
1116 abort ();
1117 }
1118
1119 if (op->map != m)
1120 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1121 op->map->path, m->path, op->x, op->y, x, y);
1122
1123 /* Re did the following section of code - it looks like it had
1124 * lots of logic for things we no longer care about
1125 */
1126
1127 /* link the object above us */
1128 if (op->above)
1129 op->above->below = op->below;
1130 else
1131 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1132
1133 /* Relink the object below us, if there is one */
1134 if (op->below)
1135 op->below->above = op->above;
1136 else
1137 {
1138 /* Nothing below, which means we need to relink map object for this space
1139 * use translated coordinates in case some oddness with map tiling is
1140 * evident
1141 */
1142 if (GET_MAP_OB (m, x, y) != op)
1143 {
1144 dump_object (op);
1145 LOG (llevError,
1146 "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);
1147 dump_object (GET_MAP_OB (m, x, y));
1148 LOG (llevError, "%s\n", errmsg);
1149 }
1150
1151 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1152 }
1153
1154 op->above = 0;
1155 op->below = 0;
1156
1157 if (op->map->in_memory == MAP_SAVING)
1075 return; 1158 return;
1076 }
1077 1159
1078 /* If we get here, we are removing it from a map */
1079 if (op->map == NULL) return;
1080
1081 x = op->x;
1082 y = op->y;
1083 m = get_map_from_coord(op->map, &x, &y);
1084
1085 if (!m) {
1086 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1087 op->map->path, op->x, op->y);
1088 /* in old days, we used to set x and y to 0 and continue.
1089 * it seems if we get into this case, something is probablye
1090 * screwed up and should be fixed.
1091 */
1092 abort();
1093 }
1094 if (op->map != m) {
1095 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1096 op->map->path, m->path, op->x, op->y, x, y);
1097 }
1098
1099 /* Re did the following section of code - it looks like it had
1100 * lots of logic for things we no longer care about
1101 */
1102
1103 /* link the object above us */
1104 if (op->above)
1105 op->above->below=op->below;
1106 else
1107 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1108
1109 /* Relink the object below us, if there is one */
1110 if(op->below) {
1111 op->below->above=op->above;
1112 } else {
1113 /* Nothing below, which means we need to relink map object for this space
1114 * use translated coordinates in case some oddness with map tiling is
1115 * evident
1116 */
1117 if(GET_MAP_OB(m,x,y)!=op) {
1118 dump_object(op);
1119 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);
1120 dump_object(GET_MAP_OB(m,x,y));
1121 LOG(llevError,"%s\n",errmsg);
1122 }
1123 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1124 }
1125 op->above=NULL;
1126 op->below=NULL;
1127
1128 if (op->map->in_memory == MAP_SAVING)
1129 return;
1130
1131 tag = op->count; 1160 tag = op->count;
1132 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1161 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1162
1133 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1163 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1164 {
1134 /* No point updating the players look faces if he is the object 1165 /* No point updating the players look faces if he is the object
1135 * being removed. 1166 * being removed.
1136 */ 1167 */
1137 1168
1138 if(tmp->type==PLAYER && tmp!=op) { 1169 if (tmp->type == PLAYER && tmp != op)
1170 {
1139 /* If a container that the player is currently using somehow gets 1171 /* If a container that the player is currently using somehow gets
1140 * removed (most likely destroyed), update the player view 1172 * removed (most likely destroyed), update the player view
1141 * appropriately. 1173 * appropriately.
1142 */ 1174 */
1143 if (tmp->container==op) { 1175 if (tmp->container == op)
1176 {
1144 CLEAR_FLAG(op, FLAG_APPLIED); 1177 CLEAR_FLAG (op, FLAG_APPLIED);
1145 tmp->container=NULL; 1178 tmp->container = NULL;
1179 }
1180
1181 tmp->contr->socket.update_look = 1;
1146 } 1182 }
1147 tmp->contr->socket.update_look=1; 1183
1148 }
1149 /* See if player moving off should effect something */ 1184 /* See if player moving off should effect something */
1150 if (check_walk_off && ((op->move_type & tmp->move_off) && 1185 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1151 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1186 {
1152
1153 move_apply(tmp, op, NULL); 1187 move_apply (tmp, op, NULL);
1188
1154 if (was_destroyed (op, tag)) { 1189 if (was_destroyed (op, tag))
1190 {
1155 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1191 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1156 "leaving object\n", &tmp->name, &tmp->arch->name); 1192 }
1157 } 1193 }
1158 }
1159 1194
1160 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1195 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1161 1196
1162 if(tmp->above == tmp) 1197 if (tmp->above == tmp)
1163 tmp->above = NULL; 1198 tmp->above = NULL;
1199
1164 last=tmp; 1200 last = tmp;
1165 } 1201 }
1202
1166 /* last == NULL of there are no objects on this space */ 1203 /* last == NULL of there are no objects on this space */
1167 if (last==NULL) { 1204 if (last == NULL)
1205 {
1168 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1206 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1169 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1207 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1170 * those out anyways, and if there are any flags set right now, they won't 1208 * those out anyways, and if there are any flags set right now, they won't
1171 * be correct anyways. 1209 * be correct anyways.
1172 */ 1210 */
1173 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1211 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1174 update_position(op->map, op->x, op->y); 1212 update_position (op->map, op->x, op->y);
1175 } 1213 }
1176 else 1214 else
1177 update_object(last, UP_OBJ_REMOVE); 1215 update_object (last, UP_OBJ_REMOVE);
1178 1216
1179 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1217 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1180 update_all_los(op->map, op->x, op->y); 1218 update_all_los (op->map, op->x, op->y);
1181 1219 }
1182} 1220}
1183 1221
1184/* 1222/*
1185 * merge_ob(op,top): 1223 * merge_ob(op,top):
1186 * 1224 *
1187 * This function goes through all objects below and including top, and 1225 * This function goes through all objects below and including top, and
1188 * merges op to the first matching object. 1226 * merges op to the first matching object.
1189 * If top is NULL, it is calculated. 1227 * If top is NULL, it is calculated.
1190 * Returns pointer to object if it succeded in the merge, otherwise NULL 1228 * Returns pointer to object if it succeded in the merge, otherwise NULL
1191 */ 1229 */
1192 1230object *
1193object *merge_ob(object *op, object *top) { 1231merge_ob (object *op, object *top)
1232{
1194 if(!op->nrof) 1233 if (!op->nrof)
1195 return 0; 1234 return 0;
1235
1196 if(top==NULL) 1236 if (top == NULL)
1197 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1237 for (top = op; top != NULL && top->above != NULL; top = top->above);
1238
1198 for(;top!=NULL;top=top->below) { 1239 for (; top != NULL; top = top->below)
1240 {
1199 if(top==op) 1241 if (top == op)
1200 continue; 1242 continue;
1201 if (CAN_MERGE(op,top)) 1243 if (CAN_MERGE (op, top))
1202 { 1244 {
1203 top->nrof+=op->nrof; 1245 top->nrof += op->nrof;
1246
1204/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1247/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1205 op->weight = 0; /* Don't want any adjustements now */ 1248 op->weight = 0; /* Don't want any adjustements now */
1206 remove_ob(op); 1249 remove_ob (op);
1207 free_object(op); 1250 free_object (op);
1208 return top; 1251 return top;
1209 } 1252 }
1210 } 1253 }
1254
1211 return NULL; 1255 return NULL;
1212} 1256}
1213 1257
1214/* 1258/*
1215 * 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
1216 * job preparing multi-part monsters 1260 * job preparing multi-part monsters
1217 */ 1261 */
1262object *
1218object *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{
1219 object* tmp; 1265 object *tmp;
1266
1220 if (op->head) 1267 if (op->head)
1221 op=op->head; 1268 op = op->head;
1269
1222 for (tmp=op;tmp;tmp=tmp->more){ 1270 for (tmp = op; tmp; tmp = tmp->more)
1271 {
1223 tmp->x=x+tmp->arch->clone.x; 1272 tmp->x = x + tmp->arch->clone.x;
1224 tmp->y=y+tmp->arch->clone.y; 1273 tmp->y = y + tmp->arch->clone.y;
1225 } 1274 }
1275
1226 return insert_ob_in_map (op, m, originator, flag); 1276 return insert_ob_in_map (op, m, originator, flag);
1227} 1277}
1228 1278
1229/* 1279/*
1230 * insert_ob_in_map (op, map, originator, flag): 1280 * insert_ob_in_map (op, map, originator, flag):
1231 * This function inserts the object in the two-way linked list 1281 * This function inserts the object in the two-way linked list
1245 * new object if 'op' was merged with other object 1295 * new object if 'op' was merged with other object
1246 * NULL if 'op' was destroyed 1296 * NULL if 'op' was destroyed
1247 * just 'op' otherwise 1297 * just 'op' otherwise
1248 */ 1298 */
1249 1299
1300object *
1250object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1301insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag)
1251{ 1302{
1252 object *tmp, *top, *floor=NULL; 1303 object *tmp, *top, *floor = NULL;
1253 sint16 x,y; 1304 sint16 x, y;
1254 1305
1255 if (QUERY_FLAG (op, FLAG_FREED)) { 1306 if (QUERY_FLAG (op, FLAG_FREED))
1307 {
1256 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))
1257 return NULL; 1556 return NULL;
1258 }
1259 if(m==NULL) {
1260 dump_object(op);
1261 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1262 return op;
1263 }
1264 if(out_of_map(m,op->x,op->y)) {
1265 dump_object(op);
1266 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1267#ifdef MANY_CORES
1268 /* Better to catch this here, as otherwise the next use of this object
1269 * is likely to cause a crash. Better to find out where it is getting
1270 * improperly inserted.
1271 */
1272 abort();
1273#endif
1274 return op;
1275 }
1276 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1277 dump_object(op);
1278 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1279 return op;
1280 }
1281 if(op->more!=NULL) {
1282 /* The part may be on a different map. */
1283 1557
1284 object *more = op->more;
1285
1286 /* We really need the caller to normalize coordinates - if
1287 * we set the map, that doesn't work if the location is within
1288 * a map and this is straddling an edge. So only if coordinate
1289 * is clear wrong do we normalize it.
1290 */
1291 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1292 more->map = get_map_from_coord(m, &more->x, &more->y);
1293 } else if (!more->map) {
1294 /* For backwards compatibility - when not dealing with tiled maps,
1295 * more->map should always point to the parent.
1296 */
1297 more->map = m;
1298 }
1299
1300 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1301 if ( ! op->head)
1302 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1303 return NULL;
1304 }
1305 }
1306 CLEAR_FLAG(op,FLAG_REMOVED);
1307
1308 /* Ideally, the caller figures this out. However, it complicates a lot
1309 * of areas of callers (eg, anything that uses find_free_spot would now
1310 * need extra work
1311 */
1312 op->map=get_map_from_coord(m, &op->x, &op->y);
1313 x = op->x;
1314 y = op->y;
1315
1316 /* this has to be done after we translate the coordinates.
1317 */
1318 if(op->nrof && !(flag & INS_NO_MERGE)) {
1319 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1320 if (CAN_MERGE(op,tmp)) {
1321 op->nrof+=tmp->nrof;
1322 remove_ob(tmp);
1323 free_object(tmp);
1324 }
1325 }
1326
1327 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1328 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1329 if (!QUERY_FLAG(op, FLAG_ALIVE))
1330 CLEAR_FLAG(op, FLAG_NO_STEAL);
1331
1332 if (flag & INS_BELOW_ORIGINATOR) {
1333 if (originator->map != op->map || originator->x != op->x ||
1334 originator->y != op->y) {
1335 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1336 abort();
1337 }
1338 op->above = originator;
1339 op->below = originator->below;
1340 if (op->below) op->below->above = op;
1341 else SET_MAP_OB(op->map, op->x, op->y, op);
1342 /* since *below* originator, no need to update top */
1343 originator->below = op;
1344 } else {
1345 /* If there are other objects, then */
1346 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1347 object *last=NULL;
1348 /*
1349 * If there are multiple objects on this space, we do some trickier handling.
1350 * We've already dealt with merging if appropriate.
1351 * Generally, we want to put the new object on top. But if
1352 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1353 * floor, we want to insert above that and no further.
1354 * Also, if there are spell objects on this space, we stop processing
1355 * once we get to them. This reduces the need to traverse over all of
1356 * them when adding another one - this saves quite a bit of cpu time
1357 * when lots of spells are cast in one area. Currently, it is presumed
1358 * that flying non pickable objects are spell objects.
1359 */
1360
1361 while (top != NULL) {
1362 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1363 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1364 if (QUERY_FLAG(top, FLAG_NO_PICK)
1365 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1366 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1367 {
1368 /* We insert above top, so we want this object below this */
1369 top=top->below;
1370 break;
1371 }
1372 last = top;
1373 top = top->above;
1374 }
1375 /* Don't want top to be NULL, so set it to the last valid object */
1376 top = last;
1377
1378 /* We let update_position deal with figuring out what the space
1379 * looks like instead of lots of conditions here.
1380 * makes things faster, and effectively the same result.
1381 */
1382
1383 /* Have object 'fall below' other objects that block view.
1384 * Unless those objects are exits, type 66
1385 * If INS_ON_TOP is used, don't do this processing
1386 * Need to find the object that in fact blocks view, otherwise
1387 * stacking is a bit odd.
1388 */
1389 if (!(flag & INS_ON_TOP) &&
1390 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1391 (op->face && !op->face->visibility)) {
1392 for (last=top; last != floor; last=last->below)
1393 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1394 /* Check to see if we found the object that blocks view,
1395 * and make sure we have a below pointer for it so that
1396 * we can get inserted below this one, which requires we
1397 * set top to the object below us.
1398 */
1399 if (last && last->below && last != floor) top=last->below;
1400 }
1401 } /* If objects on this space */
1402 if (flag & INS_MAP_LOAD)
1403 top = GET_MAP_TOP(op->map,op->x,op->y);
1404 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1405
1406 /* Top is the object that our object (op) is going to get inserted above.
1407 */
1408
1409 /* First object on this space */
1410 if (!top) {
1411 op->above = GET_MAP_OB(op->map, op->x, op->y);
1412 if (op->above) op->above->below = op;
1413 op->below = NULL;
1414 SET_MAP_OB(op->map, op->x, op->y, op);
1415 } else { /* get inserted into the stack above top */
1416 op->above = top->above;
1417 if (op->above) op->above->below = op;
1418 op->below = top;
1419 top->above = op;
1420 }
1421 if (op->above==NULL)
1422 SET_MAP_TOP(op->map,op->x, op->y, op);
1423 } /* else not INS_BELOW_ORIGINATOR */
1424
1425 if(op->type==PLAYER)
1426 op->contr->do_los=1;
1427
1428 /* If we have a floor, we know the player, if any, will be above
1429 * it, so save a few ticks and start from there.
1430 */
1431 if (!(flag & INS_MAP_LOAD))
1432 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1433 if (tmp->type == PLAYER)
1434 tmp->contr->socket.update_look=1;
1435 }
1436
1437 /* If this object glows, it may affect lighting conditions that are
1438 * visible to others on this map. But update_all_los is really
1439 * an inefficient way to do this, as it means los for all players
1440 * on the map will get recalculated. The players could very well
1441 * be far away from this change and not affected in any way -
1442 * this should get redone to only look for players within range,
1443 * or just updating the P_NEED_UPDATE for spaces within this area
1444 * of effect may be sufficient.
1445 */
1446 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1447 update_all_los(op->map, op->x, op->y);
1448
1449
1450 /* updates flags (blocked, alive, no magic, etc) for this map space */
1451 update_object(op,UP_OBJ_INSERT);
1452
1453
1454 /* Don't know if moving this to the end will break anything. However,
1455 * we want to have update_look set above before calling this.
1456 *
1457 * check_move_on() must be after this because code called from
1458 * check_move_on() depends on correct map flags (so functions like
1459 * blocked() and wall() work properly), and these flags are updated by
1460 * update_object().
1461 */
1462
1463 /* if this is not the head or flag has been passed, don't check walk on status */
1464
1465 if (!(flag & INS_NO_WALK_ON) && !op->head) {
1466 if (check_move_on(op, originator))
1467 return NULL;
1468
1469 /* 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
1470 * walk on's. 1559 * walk on's.
1471 */ 1560 */
1472 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1561 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1473 if (check_move_on (tmp, originator)) 1562 if (check_move_on (tmp, originator))
1474 return NULL; 1563 return NULL;
1475 } 1564 }
1565
1476 return op; 1566 return op;
1477} 1567}
1478 1568
1479/* this function inserts an object in the map, but if it 1569/* this function inserts an object in the map, but if it
1480 * 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.
1481 * 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.
1482 */ 1572 */
1573void
1483void replace_insert_ob_in_map(const char *arch_string, object *op) { 1574replace_insert_ob_in_map (const char *arch_string, object *op)
1575{
1484 object *tmp; 1576 object *
1485 object *tmp1; 1577 tmp;
1578 object *
1579 tmp1;
1486 1580
1487 /* first search for itself and remove any old instances */ 1581 /* first search for itself and remove any old instances */
1488 1582
1489 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 {
1490 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1585 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1586 {
1491 remove_ob(tmp); 1587 remove_ob (tmp);
1492 free_object(tmp); 1588 free_object (tmp);
1493 } 1589 }
1494 } 1590 }
1495 1591
1496 tmp1=arch_to_object(find_archetype(arch_string)); 1592 tmp1 = arch_to_object (find_archetype (arch_string));
1497 1593
1498 1594 tmp1->x = op->x;
1499 tmp1->x = op->x; tmp1->y = op->y; 1595 tmp1->y = op->y;
1500 insert_ob_in_map(tmp1,op->map,op,0); 1596 insert_ob_in_map (tmp1, op->map, op, 0);
1501} 1597}
1502 1598
1503/* 1599/*
1504 * 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
1505 * is returned contains nr objects, and the remaining parts contains 1601 * is returned contains nr objects, and the remaining parts contains
1506 * 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).
1507 * On failure, NULL is returned, and the reason put into the 1603 * On failure, NULL is returned, and the reason put into the
1508 * global static errmsg array. 1604 * global static errmsg array.
1509 */ 1605 */
1510 1606
1607object *
1511object *get_split_ob(object *orig_ob, uint32 nr) { 1608get_split_ob (object *orig_ob, uint32 nr)
1512 object *newob; 1609{
1610 object *
1611 newob;
1612 int
1513 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1613 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1514 1614
1515 if(orig_ob->nrof<nr) { 1615 if (orig_ob->nrof < nr)
1516 sprintf(errmsg,"There are only %d %ss.", 1616 {
1517 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);
1518 return NULL; 1618 return NULL;
1519 } 1619 }
1620
1520 newob = object_create_clone(orig_ob); 1621 newob = object_create_clone (orig_ob);
1622
1521 if((orig_ob->nrof-=nr)<1) { 1623 if ((orig_ob->nrof -= nr) < 1)
1624 {
1522 if ( ! is_removed) 1625 if (!is_removed)
1523 remove_ob(orig_ob); 1626 remove_ob (orig_ob);
1524 free_object2(orig_ob, 1); 1627 free_object2 (orig_ob, 1);
1525 } 1628 }
1526 else if ( ! is_removed) { 1629 else if (!is_removed)
1630 {
1527 if(orig_ob->env!=NULL) 1631 if (orig_ob->env != NULL)
1528 sub_weight (orig_ob->env,orig_ob->weight*nr); 1632 sub_weight (orig_ob->env, orig_ob->weight * nr);
1529 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 {
1530 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.");
1531 LOG(llevDebug,
1532 "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");
1533 return NULL; 1637 return NULL;
1534 } 1638 }
1535 } 1639 }
1640
1536 newob->nrof=nr; 1641 newob->nrof = nr;
1537 1642
1538 return newob; 1643 return newob;
1539} 1644}
1540 1645
1541/* 1646/*
1542 * decrease_ob_nr(object, number) decreases a specified number from 1647 * decrease_ob_nr(object, number) decreases a specified number from
1543 * 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
1544 * is subsequently removed and freed. 1649 * is subsequently removed and freed.
1545 * 1650 *
1546 * 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
1547 */ 1652 */
1548 1653
1654object *
1549object *decrease_ob_nr (object *op, uint32 i) 1655decrease_ob_nr (object *op, uint32 i)
1550{ 1656{
1551 object *tmp; 1657 object *tmp;
1552 player *pl; 1658 player *pl;
1553 1659
1554 if (i == 0) /* objects with op->nrof require this check */ 1660 if (i == 0) /* objects with op->nrof require this check */
1555 return op; 1661 return op;
1556 1662
1557 if (i > op->nrof) 1663 if (i > op->nrof)
1558 i = op->nrof; 1664 i = op->nrof;
1559 1665
1560 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 }
1561 { 1709 }
1710 else
1711 {
1712 object *above = op->above;
1713
1714 if (i < op->nrof)
1562 op->nrof -= i; 1715 op->nrof -= i;
1563 } 1716 else
1564 else if (op->env != NULL)
1565 {
1566 /* is this object in the players inventory, or sub container
1567 * therein?
1568 */
1569 tmp = is_player_inv (op->env);
1570 /* nope. Is this a container the player has opened?
1571 * If so, set tmp to that player.
1572 * IMO, searching through all the players will mostly
1573 * likely be quicker than following op->env to the map,
1574 * and then searching the map for a player.
1575 */
1576 if (!tmp) {
1577 for (pl=first_player; pl; pl=pl->next)
1578 if (pl->ob->container == op->env) break;
1579 if (pl) tmp=pl->ob;
1580 else tmp=NULL;
1581 } 1717 {
1582
1583 if (i < op->nrof) {
1584 sub_weight (op->env, op->weight * i);
1585 op->nrof -= i;
1586 if (tmp) {
1587 esrv_send_item(tmp, op);
1588 }
1589 } else {
1590 remove_ob (op); 1718 remove_ob (op);
1591 op->nrof = 0; 1719 op->nrof = 0;
1592 if (tmp) {
1593 esrv_del_item(tmp->contr, op->count);
1594 } 1720 }
1595 }
1596 }
1597 else
1598 {
1599 object *above = op->above;
1600 1721
1601 if (i < op->nrof) {
1602 op->nrof -= i;
1603 } else {
1604 remove_ob (op);
1605 op->nrof = 0;
1606 }
1607 /* Since we just removed op, op->above is null */ 1722 /* Since we just removed op, op->above is null */
1608 for (tmp = above; tmp != NULL; tmp = tmp->above) 1723 for (tmp = above; tmp != NULL; tmp = tmp->above)
1609 if (tmp->type == PLAYER) { 1724 if (tmp->type == PLAYER)
1725 {
1610 if (op->nrof) 1726 if (op->nrof)
1611 esrv_send_item(tmp, op); 1727 esrv_send_item (tmp, op);
1612 else 1728 else
1613 esrv_del_item(tmp->contr, op->count); 1729 esrv_del_item (tmp->contr, op->count);
1614 } 1730 }
1615 } 1731 }
1616 1732
1617 if (op->nrof) { 1733 if (op->nrof)
1618 return op; 1734 return op;
1619 } else { 1735 else
1736 {
1620 free_object (op); 1737 free_object (op);
1621 return NULL; 1738 return NULL;
1622 } 1739 }
1623} 1740}
1624 1741
1625/* 1742/*
1626 * add_weight(object, weight) adds the specified weight to an object, 1743 * add_weight(object, weight) adds the specified weight to an object,
1627 * and also updates how much the environment(s) is/are carrying. 1744 * and also updates how much the environment(s) is/are carrying.
1628 */ 1745 */
1629 1746
1747void
1630void add_weight (object *op, signed long weight) { 1748add_weight (object *op, signed long weight)
1749{
1631 while (op!=NULL) { 1750 while (op != NULL)
1751 {
1632 if (op->type == CONTAINER) { 1752 if (op->type == CONTAINER)
1633 weight=(signed long)(weight*(100-op->stats.Str)/100); 1753 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1634 } 1754
1635 op->carrying+=weight; 1755 op->carrying += weight;
1636 op=op->env; 1756 op = op->env;
1637 } 1757 }
1638} 1758}
1639 1759
1640/* 1760/*
1641 * insert_ob_in_ob(op,environment): 1761 * insert_ob_in_ob(op,environment):
1642 * This function inserts the object op in the linked list 1762 * This function inserts the object op in the linked list
1649 * 1769 *
1650 * 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
1651 * be != op, if items are merged. -Tero 1771 * be != op, if items are merged. -Tero
1652 */ 1772 */
1653 1773
1774object *
1654object *insert_ob_in_ob(object *op,object *where) { 1775insert_ob_in_ob (object *op, object *where)
1655 object *tmp, *otmp; 1776{
1777 object *
1778 tmp, *
1779 otmp;
1656 1780
1657 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1781 if (!QUERY_FLAG (op, FLAG_REMOVED))
1782 {
1658 dump_object(op); 1783 dump_object (op);
1659 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);
1660 return op; 1785 return op;
1661 } 1786 }
1787
1662 if(where==NULL) { 1788 if (where == NULL)
1789 {
1663 dump_object(op); 1790 dump_object (op);
1664 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);
1665 return op; 1792 return op;
1666 } 1793 }
1794
1667 if (where->head) { 1795 if (where->head)
1668 LOG(llevDebug, 1796 {
1669 "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");
1670 where = where->head; 1798 where = where->head;
1671 } 1799 }
1800
1672 if (op->more) { 1801 if (op->more)
1802 {
1673 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);
1674 &op->name, op->count);
1675 return op; 1804 return op;
1676 } 1805 }
1806
1677 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1807 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1678 CLEAR_FLAG(op, FLAG_REMOVED); 1808 CLEAR_FLAG (op, FLAG_REMOVED);
1679 if(op->nrof) { 1809 if (op->nrof)
1810 {
1680 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1811 for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1681 if ( CAN_MERGE(tmp,op) ) { 1812 if (CAN_MERGE (tmp, op))
1813 {
1682 /* return the original object and remove inserted object 1814 /* return the original object and remove inserted object
1683 (client needs the original object) */ 1815 (client needs the original object) */
1684 tmp->nrof += op->nrof; 1816 tmp->nrof += op->nrof;
1685 /* Weight handling gets pretty funky. Since we are adding to 1817 /* Weight handling gets pretty funky. Since we are adding to
1686 * tmp->nrof, we need to increase the weight. 1818 * tmp->nrof, we need to increase the weight.
1687 */ 1819 */
1688 add_weight (where, op->weight*op->nrof); 1820 add_weight (where, op->weight * op->nrof);
1689 SET_FLAG(op, FLAG_REMOVED); 1821 SET_FLAG (op, FLAG_REMOVED);
1690 free_object(op); /* free the inserted object */ 1822 free_object (op); /* free the inserted object */
1691 op = tmp; 1823 op = tmp;
1692 remove_ob (op); /* and fix old object's links */ 1824 remove_ob (op); /* and fix old object's links */
1693 CLEAR_FLAG(op, FLAG_REMOVED); 1825 CLEAR_FLAG (op, FLAG_REMOVED);
1694 break; 1826 break;
1695 } 1827 }
1696 1828
1697 /* I assume combined objects have no inventory 1829 /* I assume combined objects have no inventory
1698 * We add the weight - this object could have just been removed 1830 * We add the weight - this object could have just been removed
1699 * (if it was possible to merge). calling remove_ob will subtract 1831 * (if it was possible to merge). calling remove_ob will subtract
1700 * 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
1701 * the linking below 1833 * the linking below
1702 */ 1834 */
1703 add_weight (where, op->weight*op->nrof); 1835 add_weight (where, op->weight * op->nrof);
1836 }
1704 } else 1837 else
1705 add_weight (where, (op->weight+op->carrying)); 1838 add_weight (where, (op->weight + op->carrying));
1706 1839
1707 otmp=is_player_inv(where); 1840 otmp = is_player_inv (where);
1708 if (otmp&&otmp->contr!=NULL) { 1841 if (otmp && otmp->contr != NULL)
1842 {
1709 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1843 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1710 fix_player(otmp); 1844 fix_player (otmp);
1711 } 1845 }
1712 1846
1713 op->map=NULL; 1847 op->map = NULL;
1714 op->env=where; 1848 op->env = where;
1715 op->above=NULL; 1849 op->above = NULL;
1716 op->below=NULL; 1850 op->below = NULL;
1717 op->x=0,op->y=0; 1851 op->x = 0, op->y = 0;
1718 1852
1719 /* 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 */
1720 if((op->glow_radius!=0)&&where->map) 1854 if ((op->glow_radius != 0) && where->map)
1721 { 1855 {
1722#ifdef DEBUG_LIGHTS 1856#ifdef DEBUG_LIGHTS
1723 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);
1724 op->name);
1725#endif /* DEBUG_LIGHTS */ 1858#endif /* DEBUG_LIGHTS */
1859 if (MAP_DARKNESS (where->map))
1726 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1860 update_all_los (where->map, where->x, where->y);
1727 } 1861 }
1728 1862
1729 /* 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.
1730 * It sure simplifies this function... 1864 * It sure simplifies this function...
1731 */ 1865 */
1732 if (where->inv==NULL) 1866 if (where->inv == NULL)
1733 where->inv=op; 1867 where->inv = op;
1734 else { 1868 else
1869 {
1735 op->below = where->inv; 1870 op->below = where->inv;
1736 op->below->above = op; 1871 op->below->above = op;
1737 where->inv = op; 1872 where->inv = op;
1738 } 1873 }
1739 return op; 1874 return op;
1740} 1875}
1741 1876
1742/* 1877/*
1743 * Checks if any objects has a move_type that matches objects 1878 * Checks if any objects has a move_type that matches objects
1758 * 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
1759 * 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
1760 * on top. 1895 * on top.
1761 */ 1896 */
1762 1897
1898int
1763int check_move_on (object *op, object *originator) 1899check_move_on (object *op, object *originator)
1764{ 1900{
1765 object *tmp; 1901 object *
1766 tag_t tag; 1902 tmp;
1767 mapstruct *m=op->map; 1903 tag_t
1904 tag;
1905 mapstruct *
1906 m = op->map;
1907 int
1768 int x=op->x, y=op->y; 1908 x = op->x, y = op->y;
1769 MoveType move_on, move_slow, move_block;
1770 1909
1910 MoveType
1911 move_on,
1912 move_slow,
1913 move_block;
1914
1771 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1915 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1772 return 0; 1916 return 0;
1773 1917
1774 tag = op->count; 1918 tag = op->count;
1775 1919
1776 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);
1777 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);
1778 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);
1779 1923
1780 /* 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,
1781 * 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
1782 * 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
1783 * as walking. 1927 * as walking.
1784 */ 1928 */
1785 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))
1786 return 0; 1930 return 0;
1787 1931
1788 /* This is basically inverse logic of that below - basically, 1932 /* This is basically inverse logic of that below - basically,
1789 * 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,
1790 * 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
1791 * blocked. Logic on this seems confusing, but does seem correct. 1935 * blocked. Logic on this seems confusing, but does seem correct.
1792 */ 1936 */
1793 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)
1794 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1938 return 0;
1795 1939
1796 /* The objects have to be checked from top to bottom. 1940 /* The objects have to be checked from top to bottom.
1797 * Hence, we first go to the top: 1941 * Hence, we first go to the top:
1798 */ 1942 */
1799 1943
1800 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)
1801 tmp->above!=NULL; tmp=tmp->above) { 1945 {
1802 /* Trim the search when we find the first other spell effect 1946 /* Trim the search when we find the first other spell effect
1803 * 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,
1804 * we don't need to check all of them. 1948 * we don't need to check all of them.
1805 */ 1949 */
1806 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)
1807 } 1955 {
1808 for(;tmp!=NULL; tmp=tmp->below) { 1956 if (tmp == op)
1809 if (tmp == op) continue; /* Can't apply yourself */ 1957 continue; /* Can't apply yourself */
1810 1958
1811 /* 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.
1812 * Second check makes sure that the movement types not being slowed 1960 * Second check makes sure that the movement types not being slowed
1813 * (~slow_move) is not blocked on this space - just because the 1961 * (~slow_move) is not blocked on this space - just because the
1814 * 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
1815 * 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.
1816 */ 1964 */
1817 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1965 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1966 {
1818 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1967 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1819 ((op->move_type & tmp->move_slow) &&
1820 (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 {
1821 1970
1822 float diff; 1971 float
1823
1824 diff = tmp->move_slow_penalty*FABS(op->speed); 1972 diff = tmp->move_slow_penalty * FABS (op->speed);
1973
1825 if (op->type == PLAYER) { 1974 if (op->type == PLAYER)
1826 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)) ||
1827 (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)))
1828 diff /= 4.0; 1977 diff /= 4.0;
1829 } 1978
1830 }
1831 op->speed_left -= diff; 1979 op->speed_left -= diff;
1832 } 1980 }
1833 } 1981 }
1834 1982
1835 /* Basically same logic as above, except now for actual apply. */ 1983 /* Basically same logic as above, except now for actual apply. */
1836 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1984 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1837 ((op->move_type & tmp->move_on) &&
1838 (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))
1839 1986 {
1840 move_apply(tmp, op, originator); 1987 move_apply (tmp, op, originator);
1988
1841 if (was_destroyed (op, tag)) 1989 if (was_destroyed (op, tag))
1842 return 1; 1990 return 1;
1843 1991
1844 /* what the person/creature stepped onto has moved the object 1992 /* what the person/creature stepped onto has moved the object
1845 * someplace new. Don't process any further - if we did, 1993 * someplace new. Don't process any further - if we did,
1846 * have a feeling strange problems would result. 1994 * have a feeling strange problems would result.
1847 */ 1995 */
1848 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;
1849 } 1998 }
1850 } 1999 }
2000
1851 return 0; 2001 return 0;
1852} 2002}
1853 2003
1854/* 2004/*
1855 * present_arch(arch, map, x, y) searches for any objects with 2005 * present_arch(arch, map, x, y) searches for any objects with
1856 * a matching archetype at the given map and coordinates. 2006 * a matching archetype at the given map and coordinates.
1857 * The first matching object is returned, or NULL if none. 2007 * The first matching object is returned, or NULL if none.
1858 */ 2008 */
1859 2009
2010object *
1860object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 2011present_arch (const archetype *at, mapstruct *m, int x, int y)
2012{
1861 object *tmp; 2013 object *
2014 tmp;
2015
1862 if(m==NULL || out_of_map(m,x,y)) { 2016 if (m == NULL || out_of_map (m, x, y))
2017 {
1863 LOG(llevError,"Present_arch called outside map.\n"); 2018 LOG (llevError, "Present_arch called outside map.\n");
1864 return NULL; 2019 return NULL;
1865 } 2020 }
1866 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)
1867 if(tmp->arch == at) 2022 if (tmp->arch == at)
1868 return tmp; 2023 return tmp;
1869 return NULL; 2024 return NULL;
1870} 2025}
1871 2026
1872/* 2027/*
1873 * present(type, map, x, y) searches for any objects with 2028 * present(type, map, x, y) searches for any objects with
1874 * a matching type variable at the given map and coordinates. 2029 * a matching type variable at the given map and coordinates.
1875 * The first matching object is returned, or NULL if none. 2030 * The first matching object is returned, or NULL if none.
1876 */ 2031 */
1877 2032
2033object *
1878object *present(unsigned char type,mapstruct *m, int x,int y) { 2034present (unsigned char type, mapstruct *m, int x, int y)
2035{
1879 object *tmp; 2036 object *
2037 tmp;
2038
1880 if(out_of_map(m,x,y)) { 2039 if (out_of_map (m, x, y))
2040 {
1881 LOG(llevError,"Present called outside map.\n"); 2041 LOG (llevError, "Present called outside map.\n");
1882 return NULL; 2042 return NULL;
1883 } 2043 }
1884 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)
1885 if(tmp->type==type) 2045 if (tmp->type == type)
1886 return tmp; 2046 return tmp;
1887 return NULL; 2047 return NULL;
1888} 2048}
1889 2049
1890/* 2050/*
1891 * present_in_ob(type, object) searches for any objects with 2051 * present_in_ob(type, object) searches for any objects with
1892 * a matching type variable in the inventory of the given object. 2052 * a matching type variable in the inventory of the given object.
1893 * The first matching object is returned, or NULL if none. 2053 * The first matching object is returned, or NULL if none.
1894 */ 2054 */
1895 2055
2056object *
1896object *present_in_ob(unsigned char type, const object *op) { 2057present_in_ob (unsigned char type, const object *op)
2058{
1897 object *tmp; 2059 object *
2060 tmp;
2061
1898 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2062 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1899 if(tmp->type==type) 2063 if (tmp->type == type)
1900 return tmp; 2064 return tmp;
1901 return NULL; 2065 return NULL;
1902} 2066}
1903 2067
1904/* 2068/*
1914 * 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
1915 * 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
1916 * to be unique. 2080 * to be unique.
1917 */ 2081 */
1918 2082
2083object *
1919object *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{
1920 object *tmp; 2086 object *
2087 tmp;
1921 2088
1922 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2089 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2090 {
1923 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2091 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1924 return tmp; 2092 return tmp;
1925 } 2093 }
1926 return NULL; 2094 return NULL;
1927} 2095}
1928 2096
1929/* 2097/*
1930 * present_arch_in_ob(archetype, object) searches for any objects with 2098 * present_arch_in_ob(archetype, object) searches for any objects with
1931 * a matching archetype in the inventory of the given object. 2099 * a matching archetype in the inventory of the given object.
1932 * The first matching object is returned, or NULL if none. 2100 * The first matching object is returned, or NULL if none.
1933 */ 2101 */
1934 2102
2103object *
1935object *present_arch_in_ob(const archetype *at, const object *op) { 2104present_arch_in_ob (const archetype *at, const object *op)
2105{
1936 object *tmp; 2106 object *
2107 tmp;
2108
1937 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2109 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1938 if( tmp->arch == at) 2110 if (tmp->arch == at)
1939 return tmp; 2111 return tmp;
1940 return NULL; 2112 return NULL;
1941} 2113}
1942 2114
1943/* 2115/*
1944 * activate recursively a flag on an object inventory 2116 * activate recursively a flag on an object inventory
1945 */ 2117 */
2118void
1946void flag_inv(object*op, int flag){ 2119flag_inv (object *op, int flag)
2120{
1947 object *tmp; 2121 object *
2122 tmp;
2123
1948 if(op->inv) 2124 if (op->inv)
1949 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2125 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2126 {
1950 SET_FLAG(tmp, flag); 2127 SET_FLAG (tmp, flag);
1951 flag_inv(tmp,flag); 2128 flag_inv (tmp, flag);
1952 } 2129 }
1953}/* 2130} /*
1954 * desactivate recursively a flag on an object inventory 2131 * desactivate recursively a flag on an object inventory
1955 */ 2132 */
2133void
1956void unflag_inv(object*op, int flag){ 2134unflag_inv (object *op, int flag)
2135{
1957 object *tmp; 2136 object *
2137 tmp;
2138
1958 if(op->inv) 2139 if (op->inv)
1959 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2140 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2141 {
1960 CLEAR_FLAG(tmp, flag); 2142 CLEAR_FLAG (tmp, flag);
1961 unflag_inv(tmp,flag); 2143 unflag_inv (tmp, flag);
1962 } 2144 }
1963} 2145}
1964 2146
1965/* 2147/*
1966 * 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
1967 * all it's inventory (recursively). 2149 * all it's inventory (recursively).
1968 * 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
1969 * 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.
1970 */ 2152 */
1971 2153
2154void
1972void set_cheat(object *op) { 2155set_cheat (object *op)
2156{
1973 SET_FLAG(op, FLAG_WAS_WIZ); 2157 SET_FLAG (op, FLAG_WAS_WIZ);
1974 flag_inv(op, FLAG_WAS_WIZ); 2158 flag_inv (op, FLAG_WAS_WIZ);
1975} 2159}
1976 2160
1977/* 2161/*
1978 * 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
1979 * 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
1994 * 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
1995 * 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
1996 * customized, changed states, etc. 2180 * customized, changed states, etc.
1997 */ 2181 */
1998 2182
2183int
1999int 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,
2000 int i,index=0, flag; 2188 index = 0, flag;
2189 static int
2001 static int altern[SIZEOFFREE]; 2190 altern[SIZEOFFREE];
2002 2191
2003 for(i=start;i<stop;i++) { 2192 for (i = start; i < stop; i++)
2193 {
2004 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]);
2005 if(!flag) 2195 if (!flag)
2006 altern[index++]=i; 2196 altern[index++] = i;
2007 2197
2008 /* 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.
2009 * 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.
2010 * 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 -
2011 * 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
2012 * 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
2013 * to only the spaces immediately surrounding the target area, and 2203 * to only the spaces immediately surrounding the target area, and
2014 * won't look 2 spaces south of the target space. 2204 * won't look 2 spaces south of the target space.
2015 */ 2205 */
2016 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2206 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2017 stop=maxfree[i]; 2207 stop = maxfree[i];
2018 } 2208 }
2019 if(!index) return -1; 2209 if (!index)
2210 return -1;
2020 return altern[RANDOM()%index]; 2211 return altern[RANDOM () % index];
2021} 2212}
2022 2213
2023/* 2214/*
2024 * find_first_free_spot(archetype, mapstruct, x, y) works like 2215 * find_first_free_spot(archetype, mapstruct, x, y) works like
2025 * find_free_spot(), but it will search max number of squares. 2216 * find_free_spot(), but it will search max number of squares.
2026 * 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.
2027 * 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.
2028 */ 2219 */
2029 2220
2221int
2030int 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
2031 int i; 2225 i;
2226
2032 for(i=0;i<SIZEOFFREE;i++) { 2227 for (i = 0; i < SIZEOFFREE; i++)
2228 {
2033 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]))
2034 return i; 2230 return i;
2035 } 2231 }
2036 return -1; 2232 return -1;
2037} 2233}
2038 2234
2039/* 2235/*
2040 * The function permute(arr, begin, end) randomly reorders the array 2236 * The function permute(arr, begin, end) randomly reorders the array
2041 * arr[begin..end-1]. 2237 * arr[begin..end-1].
2042 */ 2238 */
2239static void
2043static void permute(int *arr, int begin, int end) 2240permute (int *arr, int begin, int end)
2044{ 2241{
2045 int i, j, tmp, len; 2242 int
2243 i,
2244 j,
2245 tmp,
2246 len;
2046 2247
2047 len = end-begin; 2248 len = end - begin;
2048 for(i = begin; i < end; i++) 2249 for (i = begin; i < end; i++)
2049 { 2250 {
2050 j = begin+RANDOM()%len; 2251 j = begin + RANDOM () % len;
2051 2252
2052 tmp = arr[i]; 2253 tmp = arr[i];
2053 arr[i] = arr[j]; 2254 arr[i] = arr[j];
2054 arr[j] = tmp; 2255 arr[j] = tmp;
2055 } 2256 }
2056} 2257}
2057 2258
2058/* new function to make monster searching more efficient, and effective! 2259/* new function to make monster searching more efficient, and effective!
2059 * This basically returns a randomized array (in the passed pointer) of 2260 * This basically returns a randomized array (in the passed pointer) of
2060 * 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
2061 * 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
2062 * 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
2063 * 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.
2064 */ 2265 */
2266void
2065void get_search_arr(int *search_arr) 2267get_search_arr (int *search_arr)
2066{ 2268{
2269 int
2067 int i; 2270 i;
2068 2271
2069 for(i = 0; i < SIZEOFFREE; i++) 2272 for (i = 0; i < SIZEOFFREE; i++)
2070 { 2273 {
2071 search_arr[i] = i; 2274 search_arr[i] = i;
2072 } 2275 }
2073 2276
2074 permute(search_arr, 1, SIZEOFFREE1+1); 2277 permute (search_arr, 1, SIZEOFFREE1 + 1);
2075 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2278 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2076 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2279 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2077} 2280}
2078 2281
2079/* 2282/*
2080 * 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
2081 * given map at the given coordinates for live objects. 2284 * given map at the given coordinates for live objects.
2087 * 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
2088 * 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
2089 * there is capable of. 2292 * there is capable of.
2090 */ 2293 */
2091 2294
2295int
2092int 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,
2093 int i,max=SIZEOFFREE, mflags; 2300 max = SIZEOFFREE, mflags;
2301
2094 sint16 nx, ny; 2302 sint16 nx, ny;
2095 object *tmp; 2303 object *
2304 tmp;
2096 mapstruct *mp; 2305 mapstruct *
2306 mp;
2307
2097 MoveType blocked, move_type; 2308 MoveType blocked, move_type;
2098 2309
2099 if (exclude && exclude->head) { 2310 if (exclude && exclude->head)
2311 {
2100 exclude = exclude->head; 2312 exclude = exclude->head;
2101 move_type = exclude->move_type; 2313 move_type = exclude->move_type;
2102 } else { 2314 }
2315 else
2316 {
2103 /* 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. */
2104 move_type=MOVE_ALL; 2318 move_type = MOVE_ALL;
2319 }
2320
2321 for (i = 1; i < max; i++)
2105 } 2322 {
2106
2107 for(i=1;i<max;i++) {
2108 mp = m; 2323 mp = m;
2109 nx = x + freearr_x[i]; 2324 nx = x + freearr_x[i];
2110 ny = y + freearr_y[i]; 2325 ny = y + freearr_y[i];
2111 2326
2112 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2327 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2113 if (mflags & P_OUT_OF_MAP) { 2328 if (mflags & P_OUT_OF_MAP)
2329 {
2114 max = maxfree[i]; 2330 max = maxfree[i];
2331 }
2115 } else { 2332 else
2333 {
2116 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2334 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2117 2335
2118 if ((move_type & blocked) == move_type) { 2336 if ((move_type & blocked) == move_type)
2337 {
2119 max=maxfree[i]; 2338 max = maxfree[i];
2339 }
2120 } else if (mflags & P_IS_ALIVE) { 2340 else if (mflags & P_IS_ALIVE)
2341 {
2121 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)
2122 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2343 {
2123 (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 {
2124 break; 2346 break;
2125 } 2347 }
2126 } 2348 }
2127 if(tmp) { 2349 if (tmp)
2350 {
2128 return freedir[i]; 2351 return freedir[i];
2129 } 2352 }
2130 } 2353 }
2131 } 2354 }
2132 } 2355 }
2133 return 0; 2356 return 0;
2134} 2357}
2135 2358
2136/* 2359/*
2137 * distance(object 1, object 2) will return the square of the 2360 * distance(object 1, object 2) will return the square of the
2138 * distance between the two given objects. 2361 * distance between the two given objects.
2139 */ 2362 */
2140 2363
2364int
2141int distance(const object *ob1, const object *ob2) { 2365distance (const object *ob1, const object *ob2)
2366{
2142 int i; 2367 int
2143 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2368 i;
2144 (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);
2145 return i; 2371 return i;
2146} 2372}
2147 2373
2148/* 2374/*
2149 * 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
2150 * 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
2151 * object, needs to travel toward it. 2377 * object, needs to travel toward it.
2152 */ 2378 */
2153 2379
2380int
2154int find_dir_2(int x, int y) { 2381find_dir_2 (int x, int y)
2382{
2155 int q; 2383 int
2384 q;
2156 2385
2157 if(y) 2386 if (y)
2158 q=x*100/y; 2387 q = x * 100 / y;
2159 else if (x) 2388 else if (x)
2160 q= -300*x; 2389 q = -300 * x;
2161 else 2390 else
2162 return 0; 2391 return 0;
2163 2392
2164 if(y>0) { 2393 if (y > 0)
2394 {
2165 if(q < -242) 2395 if (q < -242)
2166 return 3 ; 2396 return 3;
2167 if (q < -41) 2397 if (q < -41)
2168 return 2 ; 2398 return 2;
2169 if (q < 41) 2399 if (q < 41)
2170 return 1 ; 2400 return 1;
2171 if (q < 242) 2401 if (q < 242)
2172 return 8 ; 2402 return 8;
2173 return 7 ; 2403 return 7;
2174 } 2404 }
2175 2405
2176 if (q < -242) 2406 if (q < -242)
2177 return 7 ; 2407 return 7;
2178 if (q < -41) 2408 if (q < -41)
2179 return 6 ; 2409 return 6;
2180 if (q < 41) 2410 if (q < 41)
2181 return 5 ; 2411 return 5;
2182 if (q < 242) 2412 if (q < 242)
2183 return 4 ; 2413 return 4;
2184 2414
2185 return 3 ; 2415 return 3;
2186} 2416}
2187 2417
2188/* 2418/*
2189 * absdir(int): Returns a number between 1 and 8, which represent 2419 * absdir(int): Returns a number between 1 and 8, which represent
2190 * the "absolute" direction of a number (it actually takes care of 2420 * the "absolute" direction of a number (it actually takes care of
2191 * "overflow" in previous calculations of a direction). 2421 * "overflow" in previous calculations of a direction).
2192 */ 2422 */
2193 2423
2424int
2194int absdir(int d) { 2425absdir (int d)
2195 while(d<1) d+=8; 2426{
2196 while(d>8) d-=8; 2427 while (d < 1)
2428 d += 8;
2429 while (d > 8)
2430 d -= 8;
2197 return d; 2431 return d;
2198} 2432}
2199 2433
2200/* 2434/*
2201 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2435 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2202 * between two directions (which are expected to be absolute (see absdir()) 2436 * between two directions (which are expected to be absolute (see absdir())
2203 */ 2437 */
2204 2438
2439int
2205int dirdiff(int dir1, int dir2) { 2440dirdiff (int dir1, int dir2)
2441{
2206 int d; 2442 int
2443 d;
2444
2207 d = abs(dir1 - dir2); 2445 d = abs (dir1 - dir2);
2208 if(d>4) 2446 if (d > 4)
2209 d = 8 - d; 2447 d = 8 - d;
2210 return d; 2448 return d;
2211} 2449}
2212 2450
2213/* peterm: 2451/* peterm:
2218 * 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.
2219 * 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
2220 * functions. 2458 * functions.
2221 */ 2459 */
2222 2460
2461int
2223int reduction_dir[SIZEOFFREE][3] = { 2462 reduction_dir[SIZEOFFREE][3] = {
2224 {0,0,0}, /* 0 */ 2463 {0, 0, 0}, /* 0 */
2225 {0,0,0}, /* 1 */ 2464 {0, 0, 0}, /* 1 */
2226 {0,0,0}, /* 2 */ 2465 {0, 0, 0}, /* 2 */
2227 {0,0,0}, /* 3 */ 2466 {0, 0, 0}, /* 3 */
2228 {0,0,0}, /* 4 */ 2467 {0, 0, 0}, /* 4 */
2229 {0,0,0}, /* 5 */ 2468 {0, 0, 0}, /* 5 */
2230 {0,0,0}, /* 6 */ 2469 {0, 0, 0}, /* 6 */
2231 {0,0,0}, /* 7 */ 2470 {0, 0, 0}, /* 7 */
2232 {0,0,0}, /* 8 */ 2471 {0, 0, 0}, /* 8 */
2233 {8,1,2}, /* 9 */ 2472 {8, 1, 2}, /* 9 */
2234 {1,2,-1}, /* 10 */ 2473 {1, 2, -1}, /* 10 */
2235 {2,10,12}, /* 11 */ 2474 {2, 10, 12}, /* 11 */
2236 {2,3,-1}, /* 12 */ 2475 {2, 3, -1}, /* 12 */
2237 {2,3,4}, /* 13 */ 2476 {2, 3, 4}, /* 13 */
2238 {3,4,-1}, /* 14 */ 2477 {3, 4, -1}, /* 14 */
2239 {4,14,16}, /* 15 */ 2478 {4, 14, 16}, /* 15 */
2240 {5,4,-1}, /* 16 */ 2479 {5, 4, -1}, /* 16 */
2241 {4,5,6}, /* 17 */ 2480 {4, 5, 6}, /* 17 */
2242 {6,5,-1}, /* 18 */ 2481 {6, 5, -1}, /* 18 */
2243 {6,20,18}, /* 19 */ 2482 {6, 20, 18}, /* 19 */
2244 {7,6,-1}, /* 20 */ 2483 {7, 6, -1}, /* 20 */
2245 {6,7,8}, /* 21 */ 2484 {6, 7, 8}, /* 21 */
2246 {7,8,-1}, /* 22 */ 2485 {7, 8, -1}, /* 22 */
2247 {8,22,24}, /* 23 */ 2486 {8, 22, 24}, /* 23 */
2248 {8,1,-1}, /* 24 */ 2487 {8, 1, -1}, /* 24 */
2249 {24,9,10}, /* 25 */ 2488 {24, 9, 10}, /* 25 */
2250 {9,10,-1}, /* 26 */ 2489 {9, 10, -1}, /* 26 */
2251 {10,11,-1}, /* 27 */ 2490 {10, 11, -1}, /* 27 */
2252 {27,11,29}, /* 28 */ 2491 {27, 11, 29}, /* 28 */
2253 {11,12,-1}, /* 29 */ 2492 {11, 12, -1}, /* 29 */
2254 {12,13,-1}, /* 30 */ 2493 {12, 13, -1}, /* 30 */
2255 {12,13,14}, /* 31 */ 2494 {12, 13, 14}, /* 31 */
2256 {13,14,-1}, /* 32 */ 2495 {13, 14, -1}, /* 32 */
2257 {14,15,-1}, /* 33 */ 2496 {14, 15, -1}, /* 33 */
2258 {33,15,35}, /* 34 */ 2497 {33, 15, 35}, /* 34 */
2259 {16,15,-1}, /* 35 */ 2498 {16, 15, -1}, /* 35 */
2260 {17,16,-1}, /* 36 */ 2499 {17, 16, -1}, /* 36 */
2261 {18,17,16}, /* 37 */ 2500 {18, 17, 16}, /* 37 */
2262 {18,17,-1}, /* 38 */ 2501 {18, 17, -1}, /* 38 */
2263 {18,19,-1}, /* 39 */ 2502 {18, 19, -1}, /* 39 */
2264 {41,19,39}, /* 40 */ 2503 {41, 19, 39}, /* 40 */
2265 {19,20,-1}, /* 41 */ 2504 {19, 20, -1}, /* 41 */
2266 {20,21,-1}, /* 42 */ 2505 {20, 21, -1}, /* 42 */
2267 {20,21,22}, /* 43 */ 2506 {20, 21, 22}, /* 43 */
2268 {21,22,-1}, /* 44 */ 2507 {21, 22, -1}, /* 44 */
2269 {23,22,-1}, /* 45 */ 2508 {23, 22, -1}, /* 45 */
2270 {45,47,23}, /* 46 */ 2509 {45, 47, 23}, /* 46 */
2271 {23,24,-1}, /* 47 */ 2510 {23, 24, -1}, /* 47 */
2272 {24,9,-1}}; /* 48 */ 2511 {24, 9, -1}
2512}; /* 48 */
2273 2513
2274/* Recursive routine to step back and see if we can 2514/* Recursive routine to step back and see if we can
2275 * find a path to that monster that we found. If not, 2515 * find a path to that monster that we found. If not,
2276 * we don't bother going toward it. Returns 1 if we 2516 * we don't bother going toward it. Returns 1 if we
2277 * can see a direct way to get it 2517 * can see a direct way to get it
2278 * Modified to be map tile aware -.MSW 2518 * Modified to be map tile aware -.MSW
2279 */ 2519 */
2280
2281 2520
2521
2522int
2282int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2523can_see_monsterP (mapstruct *m, int x, int y, int dir)
2524{
2283 sint16 dx, dy; 2525 sint16 dx, dy;
2526 int
2284 int mflags; 2527 mflags;
2285 2528
2529 if (dir < 0)
2286 if(dir<0) return 0; /* exit condition: invalid direction */ 2530 return 0; /* exit condition: invalid direction */
2287 2531
2288 dx = x + freearr_x[dir]; 2532 dx = x + freearr_x[dir];
2289 dy = y + freearr_y[dir]; 2533 dy = y + freearr_y[dir];
2290 2534
2291 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2535 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2292 2536
2293 /* This functional arguably was incorrect before - it was 2537 /* This functional arguably was incorrect before - it was
2294 * checking for P_WALL - that was basically seeing if 2538 * checking for P_WALL - that was basically seeing if
2295 * we could move to the monster - this is being more 2539 * we could move to the monster - this is being more
2296 * 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
2297 * 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
2298 * at least its move type. 2542 * at least its move type.
2299 */ 2543 */
2300 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2544 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2545 return 0;
2301 2546
2302 /* yes, can see. */ 2547 /* yes, can see. */
2303 if(dir < 9) return 1; 2548 if (dir < 9)
2549 return 1;
2304 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2550 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2305 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]);
2306 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2307} 2552}
2308 2553
2309 2554
2310 2555
2311/* 2556/*
2312 * 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
2313 * picked up by the picker. Returnes 1 if it can be 2558 * picked up by the picker. Returnes 1 if it can be
2314 * picked up, otherwise 0. 2559 * picked up, otherwise 0.
2315 * 2560 *
2317 * core dumps if they do. 2562 * core dumps if they do.
2318 * 2563 *
2319 * 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)
2320 */ 2565 */
2321 2566
2567int
2322int can_pick(const object *who, const object *item) { 2568can_pick (const object *who, const object *item)
2569{
2323 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2570 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2324 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2571 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2325 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2572 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2326 (who->type==PLAYER||item->weight<who->weight/3));
2327} 2573}
2328 2574
2329 2575
2330/* 2576/*
2331 * create clone from object to another 2577 * create clone from object to another
2332 */ 2578 */
2579object *
2333object *object_create_clone (object *asrc) { 2580object_create_clone (object *asrc)
2581{
2582 object *
2334 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2583 dst = NULL, *tmp, *src, *part, *prev, *item;
2335 2584
2585 if (!asrc)
2336 if(!asrc) return NULL; 2586 return NULL;
2337 src = asrc; 2587 src = asrc;
2338 if(src->head) 2588 if (src->head)
2339 src = src->head; 2589 src = src->head;
2340 2590
2341 prev = NULL; 2591 prev = NULL;
2342 for(part = src; part; part = part->more) { 2592 for (part = src; part; part = part->more)
2593 {
2343 tmp = get_object(); 2594 tmp = get_object ();
2344 copy_object(part,tmp); 2595 copy_object (part, tmp);
2345 tmp->x -= src->x; 2596 tmp->x -= src->x;
2346 tmp->y -= src->y; 2597 tmp->y -= src->y;
2347 if(!part->head) { 2598 if (!part->head)
2599 {
2348 dst = tmp; 2600 dst = tmp;
2349 tmp->head = NULL; 2601 tmp->head = NULL;
2602 }
2350 } else { 2603 else
2604 {
2351 tmp->head = dst; 2605 tmp->head = dst;
2352 } 2606 }
2353 tmp->more = NULL; 2607 tmp->more = NULL;
2354 if(prev) 2608 if (prev)
2355 prev->more = tmp; 2609 prev->more = tmp;
2356 prev = tmp; 2610 prev = tmp;
2357 } 2611 }
2612
2358 /*** copy inventory ***/ 2613 /*** copy inventory ***/
2359 for(item = src->inv; item; item = item->below) { 2614 for (item = src->inv; item; item = item->below)
2615 {
2360 (void) insert_ob_in_ob(object_create_clone(item),dst); 2616 (void) insert_ob_in_ob (object_create_clone (item), dst);
2361 } 2617 }
2362 2618
2363 return dst; 2619 return dst;
2364} 2620}
2365 2621
2366/* return true if the object was destroyed, 0 otherwise */ 2622/* return true if the object was destroyed, 0 otherwise */
2623int
2367int was_destroyed (const object *op, tag_t old_tag) 2624was_destroyed (const object *op, tag_t old_tag)
2368{ 2625{
2369 /* 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
2370 * robust */ 2627 * robust */
2371 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED); 2628 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2372} 2629}
2373 2630
2374/* GROS - Creates an object using a string representing its content. */ 2631/* GROS - Creates an object using a string representing its content. */
2632
2375/* 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
2376/* 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
2377/* 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
2378/* 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
2379/* Also remember that multiparts objects are not supported for now. */ 2641/* Also remember that multiparts objects are not supported for now. */
2380 2642
2643object *
2381object* load_object_str(const char *obstr) 2644load_object_str (const char *obstr)
2382{ 2645{
2383 object *op; 2646 object *
2647 op;
2648 char
2384 char filename[MAX_BUF]; 2649 filename[MAX_BUF];
2650
2385 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2651 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2386 2652
2653 FILE *
2387 FILE *tempfile=fopen(filename,"w"); 2654 tempfile = fopen (filename, "w");
2655
2388 if (tempfile == NULL) 2656 if (tempfile == NULL)
2389 { 2657 {
2390 LOG(llevError,"Error - Unable to access load object temp file\n"); 2658 LOG (llevError, "Error - Unable to access load object temp file\n");
2391 return NULL; 2659 return NULL;
2392 }; 2660 };
2393 fprintf(tempfile,obstr); 2661 fprintf (tempfile, obstr);
2394 fclose(tempfile); 2662 fclose (tempfile);
2395 2663
2396 op=get_object(); 2664 op = get_object ();
2397 2665
2398 object_thawer thawer (filename); 2666 object_thawer thawer (filename);
2399 2667
2400 if (thawer) 2668 if (thawer)
2401 load_object(thawer,op,0); 2669 load_object (thawer, op, 0);
2402 2670
2403 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2671 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2404 CLEAR_FLAG(op,FLAG_REMOVED); 2672 CLEAR_FLAG (op, FLAG_REMOVED);
2405 2673
2406 return op; 2674 return op;
2407} 2675}
2408 2676
2409/* This returns the first object in who's inventory that 2677/* This returns the first object in who's inventory that
2410 * has the same type and subtype match. 2678 * has the same type and subtype match.
2411 * returns NULL if no match. 2679 * returns NULL if no match.
2412 */ 2680 */
2681object *
2413object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2682find_obj_by_type_subtype (const object *who, int type, int subtype)
2414{ 2683{
2415 object *tmp; 2684 object *
2685 tmp;
2416 2686
2417 for (tmp=who->inv; tmp; tmp=tmp->below) 2687 for (tmp = who->inv; tmp; tmp = tmp->below)
2418 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2688 if (tmp->type == type && tmp->subtype == subtype)
2689 return tmp;
2419 2690
2420 return NULL; 2691 return NULL;
2421} 2692}
2422 2693
2423/* 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,
2424 * otherwise return NULL. 2695 * otherwise return NULL.
2425 * 2696 *
2426 * 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
2427 * do the desired thing. 2698 * do the desired thing.
2428 */ 2699 */
2700key_value *
2429key_value * get_ob_key_link(const object * ob, const char * key) { 2701get_ob_key_link (const object *ob, const char *key)
2702{
2430 key_value * link; 2703 key_value *
2431 2704 link;
2705
2432 for (link = ob->key_values; link != NULL; link = link->next) { 2706 for (link = ob->key_values; link != NULL; link = link->next)
2707 {
2433 if (link->key == key) { 2708 if (link->key == key)
2709 {
2434 return link; 2710 return link;
2435 } 2711 }
2436 }
2437 2712 }
2713
2438 return NULL; 2714 return NULL;
2439} 2715}
2440 2716
2441/* 2717/*
2442 * 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.
2443 * 2719 *
2444 * The argument doesn't need to be a shared string. 2720 * The argument doesn't need to be a shared string.
2445 * 2721 *
2446 * The returned string is shared. 2722 * The returned string is shared.
2447 */ 2723 */
2724const char *
2448const char * get_ob_key_value(const object * op, const char * const key) { 2725get_ob_key_value (const object *op, const char *const key)
2726{
2449 key_value * link; 2727 key_value *link;
2450 const char * canonical_key; 2728 shstr_cmp canonical_key (key);
2729
2730 if (!canonical_key)
2451 2731 {
2452 canonical_key = shstr::find (key);
2453
2454 if (canonical_key == NULL) {
2455 /* 1. There being a field named key on any object 2732 /* 1. There being a field named key on any object
2456 * implies there'd be a shared string to find. 2733 * implies there'd be a shared string to find.
2457 * 2. Since there isn't, no object has this field. 2734 * 2. Since there isn't, no object has this field.
2458 * 3. Therefore, *this* object doesn't have this field. 2735 * 3. Therefore, *this* object doesn't have this field.
2459 */ 2736 */
2460 return NULL; 2737 return 0;
2461 } 2738 }
2462 2739
2463 /* This is copied from get_ob_key_link() above - 2740 /* This is copied from get_ob_key_link() above -
2464 * only 4 lines, and saves the function call overhead. 2741 * only 4 lines, and saves the function call overhead.
2465 */ 2742 */
2466 for (link = op->key_values; link != NULL; link = link->next) { 2743 for (link = op->key_values; link; link = link->next)
2467 if (link->key == canonical_key) { 2744 if (link->key == canonical_key)
2468 return link->value; 2745 return link->value;
2469 } 2746
2470 } 2747 return 0;
2471 return NULL;
2472} 2748}
2473 2749
2474 2750
2475/* 2751/*
2476 * Updates the canonical_key in op to value. 2752 * Updates the canonical_key in op to value.
2480 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2756 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2481 * keys. 2757 * keys.
2482 * 2758 *
2483 * Returns TRUE on success. 2759 * Returns TRUE on success.
2484 */ 2760 */
2761int
2485int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2762set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2763{
2764 key_value *
2486 key_value * field = NULL, *last=NULL; 2765 field = NULL, *last = NULL;
2487 2766
2488 for (field=op->key_values; field != NULL; field=field->next) { 2767 for (field = op->key_values; field != NULL; field = field->next)
2768 {
2489 if (field->key != canonical_key) { 2769 if (field->key != canonical_key)
2770 {
2490 last = field; 2771 last = field;
2491 continue; 2772 continue;
2492 } 2773 }
2493 2774
2494 if (value) 2775 if (value)
2495 field->value = value; 2776 field->value = value;
2496 else { 2777 else
2778 {
2497 /* Basically, if the archetype has this key set, 2779 /* Basically, if the archetype has this key set,
2498 * we need to store the null value so when we save 2780 * we need to store the null value so when we save
2499 * it, we save the empty value so that when we load, 2781 * it, we save the empty value so that when we load,
2500 * we get this value back again. 2782 * we get this value back again.
2501 */ 2783 */
2502 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2784 if (get_ob_key_link (&op->arch->clone, canonical_key))
2503 field->value = 0; 2785 field->value = 0;
2786 else
2787 {
2788 if (last)
2789 last->next = field->next;
2504 else 2790 else
2505 {
2506 if (last) last->next = field->next;
2507 else op->key_values = field->next; 2791 op->key_values = field->next;
2508 2792
2509 delete field; 2793 delete field;
2510 } 2794 }
2511 } 2795 }
2512 return TRUE; 2796 return TRUE;
2513 } 2797 }
2514 /* IF we get here, key doesn't exist */ 2798 /* IF we get here, key doesn't exist */
2515 2799
2516 /* No field, we'll have to add it. */ 2800 /* No field, we'll have to add it. */
2801
2802 if (!add_key)
2517 2803 {
2518 if (!add_key) {
2519 return FALSE; 2804 return FALSE;
2520 } 2805 }
2521 /* There isn't any good reason to store a null 2806 /* There isn't any good reason to store a null
2522 * value in the key/value list. If the archetype has 2807 * value in the key/value list. If the archetype has
2523 * this key, then we should also have it, so shouldn't 2808 * this key, then we should also have it, so shouldn't
2524 * be here. If user wants to store empty strings, 2809 * be here. If user wants to store empty strings,
2525 * should pass in "" 2810 * should pass in ""
2526 */ 2811 */
2527 if (value == NULL) return TRUE; 2812 if (value == NULL)
2528
2529 field = new key_value;
2530
2531 field->key = canonical_key;
2532 field->value = value;
2533 /* Usual prepend-addition. */
2534 field->next = op->key_values;
2535 op->key_values = field;
2536
2537 return TRUE; 2813 return TRUE;
2814
2815 field = new key_value;
2816
2817 field->key = canonical_key;
2818 field->value = value;
2819 /* Usual prepend-addition. */
2820 field->next = op->key_values;
2821 op->key_values = field;
2822
2823 return TRUE;
2538} 2824}
2539 2825
2540/* 2826/*
2541 * Updates the key in op to value. 2827 * Updates the key in op to value.
2542 * 2828 *
2544 * and not add new ones. 2830 * and not add new ones.
2545 * In general, should be little reason FALSE is ever passed in for add_key 2831 * In general, should be little reason FALSE is ever passed in for add_key
2546 * 2832 *
2547 * Returns TRUE on success. 2833 * Returns TRUE on success.
2548 */ 2834 */
2835int
2549int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2836set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2550{ 2837{
2551 shstr key_ (key); 2838 shstr key_ (key);
2839
2552 return set_ob_key_value_s (op, key_, value, add_key); 2840 return set_ob_key_value_s (op, key_, value, add_key);
2553} 2841}
2842
2843object::depth_iterator::depth_iterator (object *container)
2844: iterator_base (container)
2845{
2846 while (item->inv)
2847 item = item->inv;
2848}
2849
2850void
2851object::depth_iterator::next ()
2852{
2853 if (item->below)
2854 {
2855 item = item->below;
2856
2857 while (item->inv)
2858 item = item->inv;
2859 }
2860 else
2861 item = item->env;
2862}
2863
2864// return a suitable string describing an objetc in enough detail to find it
2865const char *
2866object::debug_desc (char *info) const
2867{
2868 char info2[256 * 3];
2869 char *p = info;
2870
2871 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2872 count,
2873 &name,
2874 title ? " " : "",
2875 title ? (const char *)title : "");
2876
2877 if (env)
2878 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2879
2880 if (map)
2881 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2882
2883 return info;
2884}
2885
2886const char *
2887object::debug_desc () const
2888{
2889 static char info[256 * 3];
2890 return debug_desc (info);
2891}
2892

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines