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Comparing deliantra/server/common/object.C (file contents):
Revision 1.20 by root, Fri Sep 8 18:26:22 2006 UTC vs.
Revision 1.46 by root, Thu Sep 14 21:16:11 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;
37static UUID uuid;
38const uint64 UUID_SKIP = 1<<19;
43 39
44object *objects; /* Pointer to the list of used objects */
45object *active_objects; /* List of active objects that need to be processed */ 40object *active_objects; /* List of active objects that need to be processed */
46 41
47short freearr_x[SIZEOFFREE]= 42short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
49 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 43 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50short freearr_y[SIZEOFFREE]= 44};
51 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 45short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 46 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53int maxfree[SIZEOFFREE]= 47};
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 48int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 49 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
50};
56int freedir[SIZEOFFREE]= { 51int freedir[SIZEOFFREE] = {
57 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 52 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 53 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
54};
59 55
56static void
57write_uuid (void)
58{
59 char filename1[MAX_BUF], filename2[MAX_BUF];
60
61 sprintf (filename1, "%s/uuid", settings.localdir);
62 sprintf (filename2, "%s/uuid~", settings.localdir);
63
64 FILE *fp;
65
66 if (!(fp = fopen (filename2, "w")))
67 {
68 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
69 return;
70 }
71
72 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
73 fclose (fp);
74 rename (filename2, filename1);
75}
76
77static void
78read_uuid (void)
79{
80 char filename[MAX_BUF];
81
82 sprintf (filename, "%s/uuid", settings.localdir);
83
84 FILE *fp;
85
86 if (!(fp = fopen (filename, "r")))
87 {
88 if (errno == ENOENT)
89 {
90 LOG (llevInfo, "RESET uid to 1\n");
91 uuid.seq = 0;
92 write_uuid ();
93 return;
94 }
95
96 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
97 _exit (1);
98 }
99
100 int version;
101 unsigned long long uid;
102 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
103 {
104 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
105 _exit (1);
106 }
107
108 uuid.seq = uid;
109 write_uuid ();
110 LOG (llevDebug, "read UID: %lld\n", uid);
111 fclose (fp);
112}
113
114UUID
115gen_uuid ()
116{
117 UUID uid;
118
119 uid.seq = ++uuid.seq;
120
121 if (!(uuid.seq & (UUID_SKIP - 1)))
122 write_uuid ();
123
124 return uid;
125}
126
127void
128init_uuid ()
129{
130 read_uuid ();
131}
60 132
61/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 133/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
134static int
62static int compare_ob_value_lists_one(const object * wants, const object * has) { 135compare_ob_value_lists_one (const object *wants, const object *has)
136{
63 key_value * wants_field; 137 key_value *wants_field;
64 138
65 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 139 /* 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 140 * objects with lists are rare, and lists stay short. If not, use a
67 * different structure or at least keep the lists sorted... 141 * different structure or at least keep the lists sorted...
68 */ 142 */
69 143
70 /* For each field in wants, */ 144 /* For each field in wants, */
71 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 145 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
146 {
72 key_value * has_field; 147 key_value *has_field;
73 148
74 /* Look for a field in has with the same key. */ 149 /* Look for a field in has with the same key. */
75 has_field = get_ob_key_link(has, wants_field->key); 150 has_field = get_ob_key_link (has, wants_field->key);
151
152 if (has_field == NULL)
76 153 {
77 if (has_field == NULL) {
78 /* No field with that name. */ 154 /* No field with that name. */
79 return FALSE; 155 return FALSE;
80 }
81 156 }
157
82 /* Found the matching field. */ 158 /* Found the matching field. */
83 if (has_field->value != wants_field->value) { 159 if (has_field->value != wants_field->value)
160 {
84 /* Values don't match, so this half of the comparison is false. */ 161 /* Values don't match, so this half of the comparison is false. */
85 return FALSE; 162 return FALSE;
86 } 163 }
87 164
88 /* If we get here, we found a match. Now for the next field in wants. */ 165 /* If we get here, we found a match. Now for the next field in wants. */
89 }
90 166 }
167
91 /* If we get here, every field in wants has a matching field in has. */ 168 /* If we get here, every field in wants has a matching field in has. */
92 return TRUE; 169 return TRUE;
93} 170}
94 171
95/* Returns TRUE if ob1 has the same key_values as ob2. */ 172/* Returns TRUE if ob1 has the same key_values as ob2. */
173static int
96static int compare_ob_value_lists(const object * ob1, const object * ob2) { 174compare_ob_value_lists (const object *ob1, const object *ob2)
175{
97 /* However, there may be fields in has which aren't partnered in wants, 176 /* However, there may be fields in has which aren't partnered in wants,
98 * so we need to run the comparison *twice*. :( 177 * so we need to run the comparison *twice*. :(
99 */ 178 */
100 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 179 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
101} 180}
102 181
103/* Function examines the 2 objects given to it, and returns true if 182/* Function examines the 2 objects given to it, and returns true if
104 * they can be merged together. 183 * they can be merged together.
105 * 184 *
111 * 190 *
112 * Improvements made with merge: Better checking on potion, and also 191 * Improvements made with merge: Better checking on potion, and also
113 * check weight 192 * check weight
114 */ 193 */
115 194
116bool
117object::can_merge (object *ob1, object *ob2) 195bool object::can_merge (object *ob1, object *ob2)
118{ 196{
119 /* A couple quicksanity checks */ 197 /* A couple quicksanity checks */
120 if ((ob1 == ob2) || (ob1->type != ob2->type)) 198 if ((ob1 == ob2) || (ob1->type != ob2->type))
121 return 0; 199 return 0;
122 200
170 (ob1->subtype != ob2->subtype) || 248 (ob1->subtype != ob2->subtype) ||
171 (ob1->move_type != ob2->move_type) || 249 (ob1->move_type != ob2->move_type) ||
172 (ob1->move_block != ob2->move_block) || 250 (ob1->move_block != ob2->move_block) ||
173 (ob1->move_allow != ob2->move_allow) || 251 (ob1->move_allow != ob2->move_allow) ||
174 (ob1->move_on != ob2->move_on) || 252 (ob1->move_on != ob2->move_on) ||
175 (ob1->move_off != ob2->move_off) || 253 (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; 254 return 0;
179 255
180 /* This is really a spellbook check - really, we should 256 /* This is really a spellbook check - really, we should
181 * check all objects in the inventory. 257 * check all objects in the inventory.
182 */ 258 */
183 if (ob1->inv || ob2->inv) 259 if (ob1->inv || ob2->inv)
184 { 260 {
185 /* if one object has inventory but the other doesn't, not equiv */ 261 /* if one object has inventory but the other doesn't, not equiv */
186 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 262 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
187 return 0; 263 return 0;
188 264
189 /* Now check to see if the two inventory objects could merge */ 265 /* Now check to see if the two inventory objects could merge */
190 if (!CAN_MERGE (ob1->inv, ob2->inv)) 266 if (!CAN_MERGE (ob1->inv, ob2->inv))
191 return 0; 267 return 0;
192 268
193 /* inventory ok - still need to check rest of this object to see 269 /* inventory ok - still need to check rest of this object to see
194 * if it is valid. 270 * if it is valid.
195 */ 271 */
196 } 272 }
204 280
205 /* Note sure why the following is the case - either the object has to 281 /* 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 282 * be animated or have a very low speed. Is this an attempted monster
207 * check? 283 * check?
208 */ 284 */
209 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 285 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
210 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
211 return 0; 286 return 0;
212 287
213 switch (ob1->type) 288 switch (ob1->type)
214 { 289 {
215 case SCROLL: 290 case SCROLL:
216 if (ob1->level != ob2->level) 291 if (ob1->level != ob2->level)
217 return 0; 292 return 0;
218 break; 293 break;
219 } 294 }
220 295
221 if (ob1->key_values != NULL || ob2->key_values != NULL) 296 if (ob1->key_values != NULL || ob2->key_values != NULL)
222 { 297 {
223 /* At least one of these has key_values. */ 298 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 299 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
225 /* One has fields, but the other one doesn't. */ 300 /* One has fields, but the other one doesn't. */
226 return 0; 301 return 0;
227 else if (!compare_ob_value_lists (ob1, ob2)) 302 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 303 return 0;
229 } 304 }
230 305
231 //TODO: generate an event or call into perl for additional checks 306 //TODO: generate an event or call into perl for additional checks
232 if (ob1->self || ob2->self) 307 if (ob1->self || ob2->self)
233 { 308 {
234 ob1->optimise (); 309 ob1->optimise ();
235 ob2->optimise (); 310 ob2->optimise ();
236 311
237 if (ob1->self || ob2->self) 312 if (ob1->self || ob2->self)
238 return 0; 313 return 0;
239 } 314 }
240 315
241 /* Everything passes, must be OK. */ 316 /* Everything passes, must be OK. */
242 return 1; 317 return 1;
243} 318}
319
244/* 320/*
245 * sum_weight() is a recursive function which calculates the weight 321 * sum_weight() is a recursive function which calculates the weight
246 * an object is carrying. It goes through in figures out how much 322 * an object is carrying. It goes through in figures out how much
247 * containers are carrying, and sums it up. 323 * containers are carrying, and sums it up.
248 */ 324 */
249signed long sum_weight(object *op) { 325long
326sum_weight (object *op)
327{
250 signed long sum; 328 long sum;
251 object *inv; 329 object *inv;
330
252 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 331 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
332 {
253 if (inv->inv) 333 if (inv->inv)
254 sum_weight(inv); 334 sum_weight (inv);
255 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 335 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
256 } 336 }
337
257 if (op->type == CONTAINER && op->stats.Str) 338 if (op->type == CONTAINER && op->stats.Str)
258 sum = (sum * (100 - op->stats.Str))/100; 339 sum = (sum * (100 - op->stats.Str)) / 100;
340
259 if(op->carrying != sum) 341 if (op->carrying != sum)
260 op->carrying = sum; 342 op->carrying = sum;
343
261 return sum; 344 return sum;
262} 345}
263 346
264/** 347/**
265 * Return the outermost environment object for a given object. 348 * Return the outermost environment object for a given object.
266 */ 349 */
267 350
351object *
268object *object_get_env_recursive (object *op) { 352object_get_env_recursive (object *op)
353{
269 while (op->env != NULL) 354 while (op->env != NULL)
270 op = op->env; 355 op = op->env;
271 return op; 356 return op;
272} 357}
273 358
274/* 359/*
275 * Eneq(@csd.uu.se): Since we can have items buried in a character we need 360 * 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 361 * a better check. We basically keeping traversing up until we can't
277 * or find a player. 362 * or find a player.
278 */ 363 */
279 364
365object *
280object *is_player_inv (object *op) { 366is_player_inv (object *op)
367{
281 for (;op!=NULL&&op->type!=PLAYER; op=op->env) 368 for (; op != NULL && op->type != PLAYER; op = op->env)
282 if (op->env==op) 369 if (op->env == op)
283 op->env = NULL; 370 op->env = NULL;
284 return op; 371 return op;
285} 372}
286 373
287/* 374/*
288 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 375 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
289 * Some error messages. 376 * Some error messages.
290 * The result of the dump is stored in the static global errmsg array. 377 * The result of the dump is stored in the static global errmsg array.
291 */ 378 */
292 379
380void
293void dump_object2(object *op) { 381dump_object2 (object *op)
382{
294errmsg[0] = 0; 383 errmsg[0] = 0;
295return; 384 return;
296 //TODO//D#d# 385 //TODO//D#d#
297#if 0 386#if 0
298 char *cp; 387 char *cp;
388
299/* object *tmp;*/ 389/* object *tmp;*/
300 390
301 if(op->arch!=NULL) { 391 if (op->arch != NULL)
392 {
302 strcat(errmsg,"arch "); 393 strcat (errmsg, "arch ");
303 strcat(errmsg,op->arch->name?op->arch->name:"(null)"); 394 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
304 strcat(errmsg,"\n"); 395 strcat (errmsg, "\n");
305 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL) 396 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
306 strcat(errmsg,cp); 397 strcat (errmsg, cp);
307#if 0 398# if 0
308 /* Don't dump player diffs - they are too long, mostly meaningless, and 399 /* Don't dump player diffs - they are too long, mostly meaningless, and
309 * will overflow the buffer. 400 * will overflow the buffer.
310 * Changed so that we don't dump inventory either. This may 401 * Changed so that we don't dump inventory either. This may
311 * also overflow the buffer. 402 * also overflow the buffer.
312 */ 403 */
313 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL) 404 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
314 strcat(errmsg,cp); 405 strcat (errmsg, cp);
315 for (tmp=op->inv; tmp; tmp=tmp->below) 406 for (tmp = op->inv; tmp; tmp = tmp->below)
316 dump_object2(tmp); 407 dump_object2 (tmp);
408# endif
409 strcat (errmsg, "end\n");
410 }
411 else
412 {
413 strcat (errmsg, "Object ");
414 if (op->name == NULL)
415 strcat (errmsg, "(null)");
416 else
417 strcat (errmsg, op->name);
418 strcat (errmsg, "\n");
419# if 0
420 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
421 strcat (errmsg, cp);
422 for (tmp = op->inv; tmp; tmp = tmp->below)
423 dump_object2 (tmp);
424# endif
425 strcat (errmsg, "end\n");
426 }
317#endif 427#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} 428}
334 429
335/* 430/*
336 * Dumps an object. Returns output in the static global errmsg array. 431 * Dumps an object. Returns output in the static global errmsg array.
337 */ 432 */
338 433
434void
339void dump_object(object *op) { 435dump_object (object *op)
436{
340 if(op==NULL) { 437 if (op == NULL)
438 {
341 strcpy(errmsg,"[NULL pointer]"); 439 strcpy (errmsg, "[NULL pointer]");
342 return; 440 return;
343 } 441 }
344 errmsg[0]='\0'; 442 errmsg[0] = '\0';
345 dump_object2(op); 443 dump_object2 (op);
346} 444}
347 445
446void
348void dump_all_objects(void) { 447dump_all_objects (void)
448{
349 object *op; 449 object *op;
450
350 for(op=objects;op!=NULL;op=op->next) { 451 for (op = object::first; op != NULL; op = op->next)
452 {
351 dump_object(op); 453 dump_object (op);
352 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg); 454 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
353 } 455 }
354} 456}
355 457
356/* 458/*
357 * get_nearest_part(multi-object, object 2) returns the part of the 459 * get_nearest_part(multi-object, object 2) returns the part of the
358 * multi-object 1 which is closest to the second object. 460 * multi-object 1 which is closest to the second object.
359 * If it's not a multi-object, it is returned. 461 * If it's not a multi-object, it is returned.
360 */ 462 */
361 463
464object *
362object *get_nearest_part(object *op, const object *pl) { 465get_nearest_part (object *op, const object *pl)
466{
363 object *tmp,*closest; 467 object *tmp, *closest;
364 int last_dist,i; 468 int last_dist, i;
469
365 if(op->more==NULL) 470 if (op->more == NULL)
366 return op; 471 return op;
367 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 472 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
368 if((i=distance(tmp,pl))<last_dist) 473 if ((i = distance (tmp, pl)) < last_dist)
369 closest=tmp,last_dist=i; 474 closest = tmp, last_dist = i;
370 return closest; 475 return closest;
371} 476}
372 477
373/* 478/*
374 * Returns the object which has the count-variable equal to the argument. 479 * Returns the object which has the count-variable equal to the argument.
375 */ 480 */
376 481
482object *
377object *find_object(tag_t i) { 483find_object (tag_t i)
484{
378 object *op; 485 object *op;
486
379 for(op=objects;op!=NULL;op=op->next) 487 for (op = object::first; op != NULL; op = op->next)
380 if(op->count==i) 488 if (op->count == i)
381 break; 489 break;
382 return op; 490 return op;
383} 491}
384 492
385/* 493/*
386 * Returns the first object which has a name equal to the argument. 494 * Returns the first object which has a name equal to the argument.
387 * Used only by the patch command, but not all that useful. 495 * Used only by the patch command, but not all that useful.
388 * Enables features like "patch <name-of-other-player> food 999" 496 * Enables features like "patch <name-of-other-player> food 999"
389 */ 497 */
390 498
499object *
391object *find_object_name(const char *str) { 500find_object_name (const char *str)
392 const char *name = shstr::find (str); 501{
502 shstr_cmp str_ (str);
393 object *op; 503 object *op;
504
394 for(op=objects;op!=NULL;op=op->next) 505 for (op = object::first; op != NULL; op = op->next)
395 if(&op->name == name) 506 if (op->name == str_)
396 break; 507 break;
397 508
398 return op; 509 return op;
399} 510}
400 511
512void
401void free_all_object_data () 513free_all_object_data ()
402{ 514{
403 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 515 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
404}
405
406/*
407 * Returns the object which this object marks as being the owner.
408 * A id-scheme is used to avoid pointing to objects which have been
409 * freed and are now reused. If this is detected, the owner is
410 * set to NULL, and NULL is returned.
411 * Changed 2004-02-12 - if the player is setting at the play again
412 * prompt, he is removed, and we don't want to treat him as an owner of
413 * anything, so check removed flag. I don't expect that this should break
414 * anything - once an object is removed, it is basically dead anyways.
415 */
416
417object *get_owner(object *op) {
418 if(op->owner==NULL)
419 return NULL;
420
421 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
422 op->owner->count==op->ownercount)
423 return op->owner;
424
425 op->owner=NULL;
426 op->ownercount=0;
427 return NULL;
428}
429
430void clear_owner(object *op)
431{
432 if (!op) return;
433
434 if (op->owner && op->ownercount == op->owner->count)
435 op->owner->refcount--;
436
437 op->owner = NULL;
438 op->ownercount = 0;
439} 516}
440 517
441/* 518/*
442 * Sets the owner and sets the skill and exp pointers to owner's current 519 * Sets the owner and sets the skill and exp pointers to owner's current
443 * skill and experience objects. 520 * skill and experience objects.
444 */ 521 */
445void set_owner (object *op, object *owner) 522void
523object::set_owner (object *owner)
446{ 524{
447 if(owner==NULL||op==NULL) 525 if (!owner)
448 return; 526 return;
449 527
450 /* next line added to allow objects which own objects */ 528 /* next line added to allow objects which own objects */
451 /* Add a check for ownercounts in here, as I got into an endless loop 529 /* Add a check for ownercounts in here, as I got into an endless loop
452 * with the fireball owning a poison cloud which then owned the 530 * with the fireball owning a poison cloud which then owned the
453 * fireball. I believe that was caused by one of the objects getting 531 * fireball. I believe that was caused by one of the objects getting
454 * freed and then another object replacing it. Since the ownercounts 532 * freed and then another object replacing it. Since the ownercounts
455 * didn't match, this check is valid and I believe that cause is valid. 533 * didn't match, this check is valid and I believe that cause is valid.
456 */ 534 */
457 while (owner->owner && owner!=owner->owner && 535 while (owner->owner)
458 owner->ownercount==owner->owner->count) owner=owner->owner; 536 owner = owner->owner;
459 537
460 /* IF the owner still has an owner, we did not resolve to a final owner.
461 * so lets not add to that.
462 */
463 if (owner->owner) return;
464
465 op->owner=owner; 538 this->owner = owner;
466
467 op->ownercount=owner->count;
468 owner->refcount++;
469
470}
471
472/* Set the owner to clone's current owner and set the skill and experience
473 * objects to clone's objects (typically those objects that where the owner's
474 * current skill and experience objects at the time when clone's owner was
475 * set - not the owner's current skill and experience objects).
476 *
477 * Use this function if player created an object (e.g. fire bullet, swarm
478 * spell), and this object creates further objects whose kills should be
479 * accounted for the player's original skill, even if player has changed
480 * skills meanwhile.
481 */
482void copy_owner (object *op, object *clone)
483{
484 object *owner = get_owner (clone);
485 if (owner == NULL) {
486 /* players don't have owners - they own themselves. Update
487 * as appropriate.
488 */
489 if (clone->type == PLAYER) owner=clone;
490 else return;
491 }
492 set_owner(op, owner);
493
494} 539}
495 540
496/* Zero the key_values on op, decrementing the shared-string 541/* Zero the key_values on op, decrementing the shared-string
497 * refcounts and freeing the links. 542 * refcounts and freeing the links.
498 */ 543 */
544static void
499static void free_key_values(object * op) 545free_key_values (object *op)
500{ 546{
501 for (key_value *i = op->key_values; i != 0; ) 547 for (key_value *i = op->key_values; i != 0;)
502 { 548 {
503 key_value *next = i->next; 549 key_value *next = i->next;
504 delete i; 550 delete i;
551
505 i = next; 552 i = next;
506 } 553 }
507 554
508 op->key_values = 0; 555 op->key_values = 0;
509} 556}
510 557
511void object::clear () 558void object::clear ()
512{ 559{
513 attachable_base::clear (); 560 attachable_base::clear ();
514 561
515 free_key_values (this); 562 free_key_values (this);
516 563
517 name = 0; 564 owner = 0;
565 name = 0;
518 name_pl = 0; 566 name_pl = 0;
519 title = 0; 567 title = 0;
520 race = 0; 568 race = 0;
521 slaying = 0; 569 slaying = 0;
522 skill = 0; 570 skill = 0;
523 msg = 0; 571 msg = 0;
524 lore = 0; 572 lore = 0;
525 custom_name = 0; 573 custom_name = 0;
526 materialname = 0; 574 materialname = 0;
575 contr = 0;
576 below = 0;
577 above = 0;
578 inv = 0;
579 container = 0;
580 env = 0;
581 more = 0;
582 head = 0;
583 map = 0;
584 active_next = 0;
585 active_prev = 0;
527 586
528 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod)); 587 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
529 588
530 SET_FLAG (this, FLAG_REMOVED); 589 SET_FLAG (this, FLAG_REMOVED);
590
591 /* What is not cleared is next, prev, and count */
592
593 expmul = 1.0;
594 face = blank_face;
595
596 if (settings.casting_time)
597 casting_time = -1;
531} 598}
532 599
533void object::clone (object *destination) 600void object::clone (object *destination)
534{ 601{
535 *(object_copy *)destination = *(object_copy *)this; 602 *(object_copy *)destination = *this;
536 *(object_pod *)destination = *(object_pod *)this; 603 *(object_pod *)destination = *this;
537 604
538 if (self || cb) 605 if (self || cb)
539 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination)); 606 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
540}
541
542/*
543 * clear_object() frees everything allocated by an object, and also
544 * clears all variables and flags to default settings.
545 */
546
547void clear_object (object *op)
548{
549 op->clear ();
550
551 op->contr = NULL;
552 op->below = NULL;
553 op->above = NULL;
554 op->inv = NULL;
555 op->container=NULL;
556 op->env=NULL;
557 op->more=NULL;
558 op->head=NULL;
559 op->map=NULL;
560 op->refcount=0;
561 op->active_next = NULL;
562 op->active_prev = NULL;
563 /* What is not cleared is next, prev, and count */
564
565 op->expmul = 1.0;
566 op->face = blank_face;
567 op->attacked_by_count = -1;
568
569 if (settings.casting_time)
570 op->casting_time = -1;
571} 607}
572 608
573/* 609/*
574 * copy object first frees everything allocated by the second object, 610 * copy object first frees everything allocated by the second object,
575 * and then copies the contends of the first object into the second 611 * and then copies the contends of the first object into the second
576 * object, allocating what needs to be allocated. Basically, any 612 * object, allocating what needs to be allocated. Basically, any
577 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 613 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
578 * if the first object is freed, the pointers in the new object 614 * if the first object is freed, the pointers in the new object
579 * will point at garbage. 615 * will point at garbage.
580 */ 616 */
581 617void
582void copy_object (object *op2, object *op) 618copy_object (object *op2, object *op)
583{ 619{
584 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 620 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
585 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 621 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
586 622
587 op2->clone (op); 623 op2->clone (op);
588 624
625 if (is_freed)
589 if (is_freed) SET_FLAG (op, FLAG_FREED); 626 SET_FLAG (op, FLAG_FREED);
627 if (is_removed)
590 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 628 SET_FLAG (op, FLAG_REMOVED);
591 629
592 if (op2->speed < 0) 630 if (op2->speed < 0)
593 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 631 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
594 632
595 /* Copy over key_values, if any. */ 633 /* Copy over key_values, if any. */
596 if (op2->key_values != NULL) 634 if (op2->key_values)
597 { 635 {
598 key_value *tail = NULL; 636 key_value *tail = 0;
599 key_value *i; 637 key_value *i;
600 638
601 op->key_values = NULL; 639 op->key_values = 0;
602 640
603 for (i = op2->key_values; i != NULL; i = i->next) 641 for (i = op2->key_values; i; i = i->next)
604 { 642 {
605 key_value *new_link = new key_value; 643 key_value *new_link = new key_value;
606 644
607 new_link->next = NULL; 645 new_link->next = 0;
608 new_link->key = i->key; 646 new_link->key = i->key;
609 new_link->value = i->value; 647 new_link->value = i->value;
610 648
611 /* Try and be clever here, too. */ 649 /* Try and be clever here, too. */
612 if (op->key_values == NULL) 650 if (!op->key_values)
613 { 651 {
614 op->key_values = new_link; 652 op->key_values = new_link;
615 tail = new_link; 653 tail = new_link;
616 } 654 }
617 else 655 else
623 } 661 }
624 662
625 update_ob_speed (op); 663 update_ob_speed (op);
626} 664}
627 665
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/* 666/*
651 * If an object with the IS_TURNABLE() flag needs to be turned due 667 * If an object with the IS_TURNABLE() flag needs to be turned due
652 * to the closest player being on the other side, this function can 668 * to the closest player being on the other side, this function can
653 * be called to update the face variable, _and_ how it looks on the map. 669 * be called to update the face variable, _and_ how it looks on the map.
654 */ 670 */
655 671
672void
656void update_turn_face(object *op) { 673update_turn_face (object *op)
674{
657 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 675 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
658 return; 676 return;
659 SET_ANIMATION(op, op->direction); 677 SET_ANIMATION (op, op->direction);
660 update_object(op,UP_OBJ_FACE); 678 update_object (op, UP_OBJ_FACE);
661} 679}
662 680
663/* 681/*
664 * Updates the speed of an object. If the speed changes from 0 to another 682 * Updates the speed of an object. If the speed changes from 0 to another
665 * value, or vice versa, then add/remove the object from the active list. 683 * value, or vice versa, then add/remove the object from the active list.
666 * This function needs to be called whenever the speed of an object changes. 684 * This function needs to be called whenever the speed of an object changes.
667 */ 685 */
668 686void
669void update_ob_speed(object *op) { 687update_ob_speed (object *op)
688{
670 extern int arch_init; 689 extern int arch_init;
671 690
672 /* No reason putting the archetypes objects on the speed list, 691 /* No reason putting the archetypes objects on the speed list,
673 * since they never really need to be updated. 692 * since they never really need to be updated.
674 */ 693 */
675 694
676 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 695 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
696 {
677 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 697 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
678#ifdef MANY_CORES 698#ifdef MANY_CORES
679 abort(); 699 abort ();
680#else 700#else
681 op->speed = 0; 701 op->speed = 0;
682#endif 702#endif
683 } 703 }
704
684 if (arch_init) { 705 if (arch_init)
706 return;
707
708 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
709 {
710 /* If already on active list, don't do anything */
711 if (op->active_next || op->active_prev || op == active_objects)
685 return; 712 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;
691 713
692 /* process_events() expects us to insert the object at the beginning 714 /* process_events() expects us to insert the object at the beginning
693 * of the list. */ 715 * of the list. */
694 op->active_next = active_objects; 716 op->active_next = active_objects;
717
695 if (op->active_next!=NULL) 718 if (op->active_next != NULL)
696 op->active_next->active_prev = op; 719 op->active_next->active_prev = op;
720
697 active_objects = op; 721 active_objects = op;
722 }
723 else
698 } 724 {
699 else {
700 /* If not on the active list, nothing needs to be done */ 725 /* If not on the active list, nothing needs to be done */
701 if (!op->active_next && !op->active_prev && op!=active_objects) 726 if (!op->active_next && !op->active_prev && op != active_objects)
702 return; 727 return;
703 728
704 if (op->active_prev==NULL) { 729 if (op->active_prev == NULL)
730 {
705 active_objects = op->active_next; 731 active_objects = op->active_next;
732
706 if (op->active_next!=NULL) 733 if (op->active_next != NULL)
707 op->active_next->active_prev = NULL; 734 op->active_next->active_prev = NULL;
735 }
736 else
708 } 737 {
709 else {
710 op->active_prev->active_next = op->active_next; 738 op->active_prev->active_next = op->active_next;
739
711 if (op->active_next) 740 if (op->active_next)
712 op->active_next->active_prev = op->active_prev; 741 op->active_next->active_prev = op->active_prev;
713 } 742 }
743
714 op->active_next = NULL; 744 op->active_next = NULL;
715 op->active_prev = NULL; 745 op->active_prev = NULL;
716 } 746 }
717} 747}
718 748
719/* This function removes object 'op' from the list of active 749/* This function removes object 'op' from the list of active
720 * objects. 750 * objects.
722 * reference maps where you don't want an object that isn't 752 * reference maps where you don't want an object that isn't
723 * in play chewing up cpu time getting processed. 753 * in play chewing up cpu time getting processed.
724 * The reverse of this is to call update_ob_speed, which 754 * The reverse of this is to call update_ob_speed, which
725 * will do the right thing based on the speed of the object. 755 * will do the right thing based on the speed of the object.
726 */ 756 */
757void
727void remove_from_active_list(object *op) 758remove_from_active_list (object *op)
728{ 759{
729 /* If not on the active list, nothing needs to be done */ 760 /* If not on the active list, nothing needs to be done */
730 if (!op->active_next && !op->active_prev && op!=active_objects) 761 if (!op->active_next && !op->active_prev && op != active_objects)
731 return; 762 return;
732 763
733 if (op->active_prev==NULL) { 764 if (op->active_prev == NULL)
765 {
734 active_objects = op->active_next; 766 active_objects = op->active_next;
735 if (op->active_next!=NULL) 767 if (op->active_next != NULL)
736 op->active_next->active_prev = NULL; 768 op->active_next->active_prev = NULL;
769 }
770 else
737 } 771 {
738 else {
739 op->active_prev->active_next = op->active_next; 772 op->active_prev->active_next = op->active_next;
740 if (op->active_next) 773 if (op->active_next)
741 op->active_next->active_prev = op->active_prev; 774 op->active_next->active_prev = op->active_prev;
742 } 775 }
743 op->active_next = NULL; 776 op->active_next = NULL;
744 op->active_prev = NULL; 777 op->active_prev = NULL;
745} 778}
746 779
747/* 780/*
748 * update_object() updates the array which represents the map. 781 * update_object() updates the array which represents the map.
749 * It takes into account invisible objects (and represent squares covered 782 * It takes into account invisible objects (and represent squares covered
764 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 797 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
765 * as that is easier than trying to look at what may have changed. 798 * as that is easier than trying to look at what may have changed.
766 * UP_OBJ_FACE: only the objects face has changed. 799 * UP_OBJ_FACE: only the objects face has changed.
767 */ 800 */
768 801
802void
769void update_object(object *op, int action) { 803update_object (object *op, int action)
804{
770 int update_now=0, flags; 805 int update_now = 0, flags;
771 MoveType move_on, move_off, move_block, move_slow; 806 MoveType move_on, move_off, move_block, move_slow;
772 807
773 if (op == NULL) { 808 if (op == NULL)
809 {
774 /* this should never happen */ 810 /* this should never happen */
775 LOG(llevDebug,"update_object() called for NULL object.\n"); 811 LOG (llevDebug, "update_object() called for NULL object.\n");
776 return; 812 return;
777 }
778 813 }
814
779 if(op->env!=NULL) { 815 if (op->env != NULL)
816 {
780 /* Animation is currently handled by client, so nothing 817 /* Animation is currently handled by client, so nothing
781 * to do in this case. 818 * to do in this case.
782 */ 819 */
783 return; 820 return;
784 } 821 }
785 822
786 /* If the map is saving, don't do anything as everything is 823 /* If the map is saving, don't do anything as everything is
787 * going to get freed anyways. 824 * going to get freed anyways.
788 */ 825 */
789 if (!op->map || op->map->in_memory == MAP_SAVING) return; 826 if (!op->map || op->map->in_memory == MAP_SAVING)
790 827 return;
828
791 /* make sure the object is within map boundaries */ 829 /* make sure the object is within map boundaries */
792 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 830 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
793 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 831 {
794 LOG(llevError,"update_object() called for object out of map!\n"); 832 LOG (llevError, "update_object() called for object out of map!\n");
795#ifdef MANY_CORES 833#ifdef MANY_CORES
796 abort(); 834 abort ();
797#endif 835#endif
798 return; 836 return;
799 }
800 837 }
838
801 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 839 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
802 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 840 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
803 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 841 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
804 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 842 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
805 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 843 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
806 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y); 844 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
807 845
808 if (action == UP_OBJ_INSERT) { 846 if (action == UP_OBJ_INSERT)
847 {
809 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 848 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
810 update_now=1; 849 update_now = 1;
811 850
812 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 851 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
813 update_now=1; 852 update_now = 1;
814 853
815 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 854 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
816 update_now=1; 855 update_now = 1;
817 856
818 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 857 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
819 update_now=1; 858 update_now = 1;
820 859
821 if (op->type == SAFE_GROUND && !(flags & P_SAFE)) 860 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
822 update_now=1; 861 update_now = 1;
823 862
824 if ((move_on | op->move_on) != move_on) update_now=1; 863 if ((move_on | op->move_on) != move_on)
864 update_now = 1;
825 865
826 if ((move_off | op->move_off) != move_off) update_now=1; 866 if ((move_off | op->move_off) != move_off)
867 update_now = 1;
827 868
828 /* This isn't perfect, but I don't expect a lot of objects to 869 /* This isn't perfect, but I don't expect a lot of objects to
829 * to have move_allow right now. 870 * to have move_allow right now.
830 */ 871 */
831 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 872 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
832 update_now=1; 873 update_now = 1;
833 874
834 if ((move_slow | op->move_slow) != move_slow) 875 if ((move_slow | op->move_slow) != move_slow)
835 update_now=1; 876 update_now = 1;
836 } 877 }
837 /* if the object is being removed, we can't make intelligent 878 /* if the object is being removed, we can't make intelligent
838 * decisions, because remove_ob can't really pass the object 879 * decisions, because remove_ob can't really pass the object
839 * that is being removed. 880 * that is being removed.
840 */ 881 */
841 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 882 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
842 update_now=1; 883 update_now = 1;
843 } else if (action == UP_OBJ_FACE) { 884 else if (action == UP_OBJ_FACE)
844 /* Nothing to do for that case */ 885 /* Nothing to do for that case */ ;
845 }
846 else { 886 else
847 LOG(llevError,"update_object called with invalid action: %d\n", action); 887 LOG (llevError, "update_object called with invalid action: %d\n", action);
848 }
849 888
850 if (update_now) { 889 if (update_now)
890 {
851 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 891 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
852 update_position(op->map, op->x, op->y); 892 update_position (op->map, op->x, op->y);
853 } 893 }
854 894
855 if(op->more!=NULL) 895 if (op->more != NULL)
856 update_object(op->more, action); 896 update_object (op->more, action);
857} 897}
858 898
899object::vector object::mortals;
900object::vector object::objects; // not yet used
901object *object::first;
902
903void object::free_mortals ()
904{
905 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
906 if ((*i)->refcnt)
907 ++i; // further delay freeing
908 else
909 {
910 delete *i;
911 mortals.erase (i);
912 }
913
914 static int lastmortals = 0;//D
915
916 if (mortals.size() != lastmortals)//D
917 {
918 lastmortals = mortals.size ();//D
919 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
920 }
921}
922
923object::object ()
924{
925 SET_FLAG (this, FLAG_REMOVED);
926
927 expmul = 1.0;
928 face = blank_face;
929}
930
931object::~object ()
932{
933 free_key_values (this);
934}
935
936void object::link ()
937{
938 count = ++ob_count;
939 uuid = gen_uuid ();
940
941 prev = 0;
942 next = object::first;
943
944 if (object::first)
945 object::first->prev = this;
946
947 object::first = this;
948}
949
950void object::unlink ()
951{
952 //count = 0;//D
953 if (!prev && !next) return;//D
954
955 if (this == object::first)
956 object::first = next;
957
958 /* Remove this object from the list of used objects */
959 if (prev) prev->next = next;
960 if (next) next->prev = prev;
961
962 prev = 0;
963 next = 0;
964}
965
966object *object::create ()
967{
968 object *op = new object;
969 op->link ();
970 return op;
971}
859 972
860/* 973/*
861 * free_object() frees everything allocated by an object, removes 974 * free_object() frees everything allocated by an object, removes
862 * it from the list of used objects, and puts it on the list of 975 * 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. 976 * free objects. The IS_FREED() flag is set in the object.
865 * this function to succeed. 978 * this function to succeed.
866 * 979 *
867 * If free_inventory is set, free inventory as well. Else drop items in 980 * If free_inventory is set, free inventory as well. Else drop items in
868 * inventory to the ground. 981 * inventory to the ground.
869 */ 982 */
870 983void object::free (bool free_inventory)
871void
872free_object (object * ob)
873{ 984{
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)) 985 if (QUERY_FLAG (this, FLAG_FREED))
883 { 986 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 }
890 987
891 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 988 if (QUERY_FLAG (this, FLAG_FRIENDLY))
892 {
893 LOG (llevMonster, "Warning: tried to free friendly object.\n");
894 remove_friendly_object (ob); 989 remove_friendly_object (this);
895 }
896 990
897 if (QUERY_FLAG (ob, FLAG_FREED)) 991 if (!QUERY_FLAG (this, FLAG_REMOVED))
898 { 992 remove_ob (this);
899 dump_object (ob); 993
900 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 994 SET_FLAG (this, FLAG_FREED);
901 return; 995
996 if (more)
902 } 997 {
903 998 more->free (free_inventory);
904 if (ob->more != NULL) 999 more = 0;
905 { 1000 }
906 free_object2 (ob->more, free_inventory);
907 ob->more = NULL;
908 }
909 1001
910 if (ob->inv) 1002 if (inv)
911 { 1003 {
912 /* Only if the space blocks everything do we not process - 1004 /* Only if the space blocks everything do we not process -
913 * if some form of movement is allowed, let objects 1005 * if some form of movement is allowed, let objects
914 * drop on that space. 1006 * drop on that space.
915 */ 1007 */
916 if (free_inventory || ob->map == NULL 1008 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 1009 {
918 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL)) 1010 object *op = inv;
919 {
920 op = ob->inv;
921 1011
922 while (op != NULL) 1012 while (op)
923 { 1013 {
924 tmp = op->below; 1014 object *tmp = op->below;
925 remove_ob (op); 1015 op->free (free_inventory);
926 free_object2 (op, free_inventory);
927 op = tmp; 1016 op = tmp;
928 } 1017 }
929 } 1018 }
930 else 1019 else
931 { /* Put objects in inventory onto this space */ 1020 { /* Put objects in inventory onto this space */
932 op = ob->inv; 1021 object *op = inv;
933 1022
934 while (op != NULL) 1023 while (op)
935 { 1024 {
936 tmp = op->below; 1025 object *tmp = op->below;
1026
937 remove_ob (op); 1027 remove_ob (op);
938 1028
939 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 1029 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
940 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE 1030 || 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)) 1031 free_object (op);
942 free_object (op); 1032 else
943 else 1033 {
944 { 1034 op->x = x;
945 op->x = ob->x; 1035 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 */ 1036 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
948 } 1037 }
949 1038
950 op = tmp; 1039 op = tmp;
1040 }
1041 }
951 } 1042 }
952 } 1043
953 } 1044 // clear those pointers that likely might have circular references to us
1045 owner = 0;
1046 enemy = 0;
1047 attacked_by = 0;
954 1048
955 /* Remove object from the active list */ 1049 /* Remove object from the active list */
956 ob->speed = 0; 1050 speed = 0;
957 update_ob_speed (ob); 1051 update_ob_speed (this);
958 1052
959 SET_FLAG (ob, FLAG_FREED); 1053 unlink ();
960 ob->count = 0;
961 1054
962 /* Remove this object from the list of used objects */ 1055 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} 1056}
986 1057
987/* 1058/*
988 * sub_weight() recursively (outwards) subtracts a number from the 1059 * sub_weight() recursively (outwards) subtracts a number from the
989 * weight of an object (and what is carried by it's environment(s)). 1060 * weight of an object (and what is carried by it's environment(s)).
990 */ 1061 */
991 1062
1063void
992void sub_weight (object *op, signed long weight) { 1064sub_weight (object *op, signed long weight)
1065{
993 while (op != NULL) { 1066 while (op != NULL)
1067 {
994 if (op->type == CONTAINER) { 1068 if (op->type == CONTAINER)
995 weight=(signed long)(weight*(100-op->stats.Str)/100); 1069 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
996 } 1070
997 op->carrying-=weight; 1071 op->carrying -= weight;
998 op = op->env; 1072 op = op->env;
999 } 1073 }
1000} 1074}
1001 1075
1002/* remove_ob(op): 1076/* remove_ob(op):
1003 * This function removes the object op from the linked list of objects 1077 * This function removes the object op from the linked list of objects
1004 * which it is currently tied to. When this function is done, the 1078 * which it is currently tied to. When this function is done, the
1006 * environment, the x and y coordinates will be updated to 1080 * environment, the x and y coordinates will be updated to
1007 * the previous environment. 1081 * the previous environment.
1008 * Beware: This function is called from the editor as well! 1082 * Beware: This function is called from the editor as well!
1009 */ 1083 */
1010 1084
1085void
1011void remove_ob(object *op) { 1086remove_ob (object *op)
1087{
1012 object *tmp,*last=NULL; 1088 object *tmp, *last = 0;
1013 object *otmp; 1089 object *otmp;
1090
1014 tag_t tag; 1091 tag_t tag;
1015 int check_walk_off; 1092 int check_walk_off;
1016 mapstruct *m; 1093 mapstruct *m;
1094
1017 sint16 x,y; 1095 sint16 x, y;
1018
1019 1096
1020 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1097 if (QUERY_FLAG (op, FLAG_REMOVED))
1021 dump_object(op); 1098 return;
1022 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1023 1099
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); 1100 SET_FLAG (op, FLAG_REMOVED);
1040 1101
1102 if (op->more != NULL)
1103 remove_ob (op->more);
1104
1041 /* 1105 /*
1042 * In this case, the object to be removed is in someones 1106 * In this case, the object to be removed is in someones
1043 * inventory. 1107 * inventory.
1044 */ 1108 */
1045 if(op->env!=NULL) { 1109 if (op->env != NULL)
1110 {
1046 if(op->nrof) 1111 if (op->nrof)
1047 sub_weight(op->env, op->weight*op->nrof); 1112 sub_weight (op->env, op->weight * op->nrof);
1048 else 1113 else
1049 sub_weight(op->env, op->weight+op->carrying); 1114 sub_weight (op->env, op->weight + op->carrying);
1050 1115
1051 /* NO_FIX_PLAYER is set when a great many changes are being 1116 /* NO_FIX_PLAYER is set when a great many changes are being
1052 * made to players inventory. If set, avoiding the call 1117 * made to players inventory. If set, avoiding the call
1053 * to save cpu time. 1118 * to save cpu time.
1054 */ 1119 */
1055 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1120 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); 1121 fix_player (otmp);
1058 1122
1059 if(op->above!=NULL) 1123 if (op->above != NULL)
1060 op->above->below=op->below; 1124 op->above->below = op->below;
1061 else 1125 else
1062 op->env->inv=op->below; 1126 op->env->inv = op->below;
1063 1127
1064 if(op->below!=NULL) 1128 if (op->below != NULL)
1065 op->below->above=op->above; 1129 op->below->above = op->above;
1066 1130
1067 /* we set up values so that it could be inserted into 1131 /* we set up values so that it could be inserted into
1068 * the map, but we don't actually do that - it is up 1132 * the map, but we don't actually do that - it is up
1069 * to the caller to decide what we want to do. 1133 * to the caller to decide what we want to do.
1070 */ 1134 */
1071 op->x=op->env->x,op->y=op->env->y; 1135 op->x = op->env->x, op->y = op->env->y;
1072 op->map=op->env->map; 1136 op->map = op->env->map;
1073 op->above=NULL,op->below=NULL; 1137 op->above = NULL, op->below = NULL;
1074 op->env=NULL; 1138 op->env = NULL;
1139 }
1140 else if (op->map)
1141 {
1142 x = op->x;
1143 y = op->y;
1144 m = get_map_from_coord (op->map, &x, &y);
1145
1146 if (!m)
1147 {
1148 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1149 op->map->path, op->x, op->y);
1150 /* in old days, we used to set x and y to 0 and continue.
1151 * it seems if we get into this case, something is probablye
1152 * screwed up and should be fixed.
1153 */
1154 abort ();
1155 }
1156
1157 if (op->map != m)
1158 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1159 op->map->path, m->path, op->x, op->y, x, y);
1160
1161 /* Re did the following section of code - it looks like it had
1162 * lots of logic for things we no longer care about
1163 */
1164
1165 /* link the object above us */
1166 if (op->above)
1167 op->above->below = op->below;
1168 else
1169 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1170
1171 /* Relink the object below us, if there is one */
1172 if (op->below)
1173 op->below->above = op->above;
1174 else
1175 {
1176 /* Nothing below, which means we need to relink map object for this space
1177 * use translated coordinates in case some oddness with map tiling is
1178 * evident
1179 */
1180 if (GET_MAP_OB (m, x, y) != op)
1181 {
1182 dump_object (op);
1183 LOG (llevError,
1184 "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);
1185 dump_object (GET_MAP_OB (m, x, y));
1186 LOG (llevError, "%s\n", errmsg);
1187 }
1188
1189 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1190 }
1191
1192 op->above = 0;
1193 op->below = 0;
1194
1195 if (op->map->in_memory == MAP_SAVING)
1075 return; 1196 return;
1076 }
1077 1197
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; 1198 tag = op->count;
1132 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1199 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1200
1133 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1201 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1202 {
1134 /* No point updating the players look faces if he is the object 1203 /* No point updating the players look faces if he is the object
1135 * being removed. 1204 * being removed.
1136 */ 1205 */
1137 1206
1138 if(tmp->type==PLAYER && tmp!=op) { 1207 if (tmp->type == PLAYER && tmp != op)
1208 {
1139 /* If a container that the player is currently using somehow gets 1209 /* If a container that the player is currently using somehow gets
1140 * removed (most likely destroyed), update the player view 1210 * removed (most likely destroyed), update the player view
1141 * appropriately. 1211 * appropriately.
1142 */ 1212 */
1143 if (tmp->container==op) { 1213 if (tmp->container == op)
1214 {
1144 CLEAR_FLAG(op, FLAG_APPLIED); 1215 CLEAR_FLAG (op, FLAG_APPLIED);
1145 tmp->container=NULL; 1216 tmp->container = NULL;
1217 }
1218
1219 tmp->contr->socket.update_look = 1;
1146 } 1220 }
1147 tmp->contr->socket.update_look=1; 1221
1148 }
1149 /* See if player moving off should effect something */ 1222 /* See if player moving off should effect something */
1150 if (check_walk_off && ((op->move_type & tmp->move_off) && 1223 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)) { 1224 {
1152
1153 move_apply(tmp, op, NULL); 1225 move_apply (tmp, op, NULL);
1226
1154 if (was_destroyed (op, tag)) { 1227 if (was_destroyed (op, tag))
1228 {
1155 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1229 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); 1230 }
1157 } 1231 }
1158 }
1159 1232
1160 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1233 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1161 1234
1162 if(tmp->above == tmp) 1235 if (tmp->above == tmp)
1163 tmp->above = NULL; 1236 tmp->above = NULL;
1237
1164 last=tmp; 1238 last = tmp;
1165 } 1239 }
1240
1166 /* last == NULL of there are no objects on this space */ 1241 /* last == NULL of there are no objects on this space */
1167 if (last==NULL) { 1242 if (last == NULL)
1243 {
1168 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1244 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1169 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1245 * 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 1246 * those out anyways, and if there are any flags set right now, they won't
1171 * be correct anyways. 1247 * be correct anyways.
1172 */ 1248 */
1173 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1249 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1174 update_position(op->map, op->x, op->y); 1250 update_position (op->map, op->x, op->y);
1175 } 1251 }
1176 else 1252 else
1177 update_object(last, UP_OBJ_REMOVE); 1253 update_object (last, UP_OBJ_REMOVE);
1178 1254
1179 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1255 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1180 update_all_los(op->map, op->x, op->y); 1256 update_all_los (op->map, op->x, op->y);
1181 1257 }
1182} 1258}
1183 1259
1184/* 1260/*
1185 * merge_ob(op,top): 1261 * merge_ob(op,top):
1186 * 1262 *
1187 * This function goes through all objects below and including top, and 1263 * This function goes through all objects below and including top, and
1188 * merges op to the first matching object. 1264 * merges op to the first matching object.
1189 * If top is NULL, it is calculated. 1265 * If top is NULL, it is calculated.
1190 * Returns pointer to object if it succeded in the merge, otherwise NULL 1266 * Returns pointer to object if it succeded in the merge, otherwise NULL
1191 */ 1267 */
1192 1268object *
1193object *merge_ob(object *op, object *top) { 1269merge_ob (object *op, object *top)
1270{
1194 if(!op->nrof) 1271 if (!op->nrof)
1195 return 0; 1272 return 0;
1273
1196 if(top==NULL) 1274 if (top == NULL)
1197 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1275 for (top = op; top != NULL && top->above != NULL; top = top->above);
1276
1198 for(;top!=NULL;top=top->below) { 1277 for (; top != NULL; top = top->below)
1278 {
1199 if(top==op) 1279 if (top == op)
1200 continue; 1280 continue;
1201 if (CAN_MERGE(op,top)) 1281 if (CAN_MERGE (op, top))
1202 { 1282 {
1203 top->nrof+=op->nrof; 1283 top->nrof += op->nrof;
1284
1204/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1285/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1205 op->weight = 0; /* Don't want any adjustements now */ 1286 op->weight = 0; /* Don't want any adjustements now */
1206 remove_ob(op); 1287 remove_ob (op);
1207 free_object(op); 1288 free_object (op);
1208 return top; 1289 return top;
1209 } 1290 }
1210 } 1291 }
1292
1211 return NULL; 1293 return 0;
1212} 1294}
1213 1295
1214/* 1296/*
1215 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1297 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1216 * job preparing multi-part monsters 1298 * job preparing multi-part monsters
1217 */ 1299 */
1300object *
1218object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1301insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y)
1302{
1219 object* tmp; 1303 object *tmp;
1304
1220 if (op->head) 1305 if (op->head)
1221 op=op->head; 1306 op = op->head;
1307
1222 for (tmp=op;tmp;tmp=tmp->more){ 1308 for (tmp = op; tmp; tmp = tmp->more)
1309 {
1223 tmp->x=x+tmp->arch->clone.x; 1310 tmp->x = x + tmp->arch->clone.x;
1224 tmp->y=y+tmp->arch->clone.y; 1311 tmp->y = y + tmp->arch->clone.y;
1225 } 1312 }
1313
1226 return insert_ob_in_map (op, m, originator, flag); 1314 return insert_ob_in_map (op, m, originator, flag);
1227} 1315}
1228 1316
1229/* 1317/*
1230 * insert_ob_in_map (op, map, originator, flag): 1318 * insert_ob_in_map (op, map, originator, flag):
1231 * This function inserts the object in the two-way linked list 1319 * This function inserts the object in the two-way linked list
1245 * new object if 'op' was merged with other object 1333 * new object if 'op' was merged with other object
1246 * NULL if 'op' was destroyed 1334 * NULL if 'op' was destroyed
1247 * just 'op' otherwise 1335 * just 'op' otherwise
1248 */ 1336 */
1249 1337
1338object *
1250object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1339insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag)
1251{ 1340{
1252 object *tmp, *top, *floor=NULL; 1341 object *tmp, *top, *floor = NULL;
1253 sint16 x,y; 1342 sint16 x, y;
1254 1343
1255 if (QUERY_FLAG (op, FLAG_FREED)) { 1344 if (QUERY_FLAG (op, FLAG_FREED))
1345 {
1256 LOG (llevError, "Trying to insert freed object!\n"); 1346 LOG (llevError, "Trying to insert freed object!\n");
1347 return NULL;
1348 }
1349
1350 if (m == NULL)
1351 {
1352 dump_object (op);
1353 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1354 return op;
1355 }
1356
1357 if (out_of_map (m, op->x, op->y))
1358 {
1359 dump_object (op);
1360 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1361#ifdef MANY_CORES
1362 /* Better to catch this here, as otherwise the next use of this object
1363 * is likely to cause a crash. Better to find out where it is getting
1364 * improperly inserted.
1365 */
1366 abort ();
1367#endif
1368 return op;
1369 }
1370
1371 if (!QUERY_FLAG (op, FLAG_REMOVED))
1372 {
1373 dump_object (op);
1374 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1375 return op;
1376 }
1377
1378 if (op->more != NULL)
1379 {
1380 /* The part may be on a different map. */
1381
1382 object *more = op->more;
1383
1384 /* We really need the caller to normalize coordinates - if
1385 * we set the map, that doesn't work if the location is within
1386 * a map and this is straddling an edge. So only if coordinate
1387 * is clear wrong do we normalize it.
1388 */
1389 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1390 more->map = get_map_from_coord (m, &more->x, &more->y);
1391 else if (!more->map)
1392 {
1393 /* For backwards compatibility - when not dealing with tiled maps,
1394 * more->map should always point to the parent.
1395 */
1396 more->map = m;
1397 }
1398
1399 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1400 {
1401 if (!op->head)
1402 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1403
1404 return NULL;
1405 }
1406 }
1407
1408 CLEAR_FLAG (op, FLAG_REMOVED);
1409
1410 /* Ideally, the caller figures this out. However, it complicates a lot
1411 * of areas of callers (eg, anything that uses find_free_spot would now
1412 * need extra work
1413 */
1414 op->map = get_map_from_coord (m, &op->x, &op->y);
1415 x = op->x;
1416 y = op->y;
1417
1418 /* this has to be done after we translate the coordinates.
1419 */
1420 if (op->nrof && !(flag & INS_NO_MERGE))
1421 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1422 if (CAN_MERGE (op, tmp))
1423 {
1424 op->nrof += tmp->nrof;
1425 remove_ob (tmp);
1426 free_object (tmp);
1427 }
1428
1429 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1430 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1431
1432 if (!QUERY_FLAG (op, FLAG_ALIVE))
1433 CLEAR_FLAG (op, FLAG_NO_STEAL);
1434
1435 if (flag & INS_BELOW_ORIGINATOR)
1436 {
1437 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1438 {
1439 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1440 abort ();
1441 }
1442
1443 op->above = originator;
1444 op->below = originator->below;
1445
1446 if (op->below)
1447 op->below->above = op;
1448 else
1449 SET_MAP_OB (op->map, op->x, op->y, op);
1450
1451 /* since *below* originator, no need to update top */
1452 originator->below = op;
1453 }
1454 else
1455 {
1456 /* If there are other objects, then */
1457 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1458 {
1459 object *last = NULL;
1460
1461 /*
1462 * If there are multiple objects on this space, we do some trickier handling.
1463 * We've already dealt with merging if appropriate.
1464 * Generally, we want to put the new object on top. But if
1465 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1466 * floor, we want to insert above that and no further.
1467 * Also, if there are spell objects on this space, we stop processing
1468 * once we get to them. This reduces the need to traverse over all of
1469 * them when adding another one - this saves quite a bit of cpu time
1470 * when lots of spells are cast in one area. Currently, it is presumed
1471 * that flying non pickable objects are spell objects.
1472 */
1473
1474 while (top != NULL)
1475 {
1476 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1477 floor = top;
1478
1479 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1480 {
1481 /* We insert above top, so we want this object below this */
1482 top = top->below;
1483 break;
1484 }
1485
1486 last = top;
1487 top = top->above;
1488 }
1489
1490 /* Don't want top to be NULL, so set it to the last valid object */
1491 top = last;
1492
1493 /* We let update_position deal with figuring out what the space
1494 * looks like instead of lots of conditions here.
1495 * makes things faster, and effectively the same result.
1496 */
1497
1498 /* Have object 'fall below' other objects that block view.
1499 * Unless those objects are exits, type 66
1500 * If INS_ON_TOP is used, don't do this processing
1501 * Need to find the object that in fact blocks view, otherwise
1502 * stacking is a bit odd.
1503 */
1504 if (!(flag & INS_ON_TOP) &&
1505 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1506 {
1507 for (last = top; last != floor; last = last->below)
1508 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1509 break;
1510 /* Check to see if we found the object that blocks view,
1511 * and make sure we have a below pointer for it so that
1512 * we can get inserted below this one, which requires we
1513 * set top to the object below us.
1514 */
1515 if (last && last->below && last != floor)
1516 top = last->below;
1517 }
1518 } /* If objects on this space */
1519
1520 if (flag & INS_MAP_LOAD)
1521 top = GET_MAP_TOP (op->map, op->x, op->y);
1522
1523 if (flag & INS_ABOVE_FLOOR_ONLY)
1524 top = floor;
1525
1526 /* Top is the object that our object (op) is going to get inserted above.
1527 */
1528
1529 /* First object on this space */
1530 if (!top)
1531 {
1532 op->above = GET_MAP_OB (op->map, op->x, op->y);
1533
1534 if (op->above)
1535 op->above->below = op;
1536
1537 op->below = NULL;
1538 SET_MAP_OB (op->map, op->x, op->y, op);
1539 }
1540 else
1541 { /* get inserted into the stack above top */
1542 op->above = top->above;
1543
1544 if (op->above)
1545 op->above->below = op;
1546
1547 op->below = top;
1548 top->above = op;
1549 }
1550
1551 if (op->above == NULL)
1552 SET_MAP_TOP (op->map, op->x, op->y, op);
1553 } /* else not INS_BELOW_ORIGINATOR */
1554
1555 if (op->type == PLAYER)
1556 op->contr->do_los = 1;
1557
1558 /* If we have a floor, we know the player, if any, will be above
1559 * it, so save a few ticks and start from there.
1560 */
1561 if (!(flag & INS_MAP_LOAD))
1562 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1563 if (tmp->type == PLAYER)
1564 tmp->contr->socket.update_look = 1;
1565
1566 /* If this object glows, it may affect lighting conditions that are
1567 * visible to others on this map. But update_all_los is really
1568 * an inefficient way to do this, as it means los for all players
1569 * on the map will get recalculated. The players could very well
1570 * be far away from this change and not affected in any way -
1571 * this should get redone to only look for players within range,
1572 * or just updating the P_NEED_UPDATE for spaces within this area
1573 * of effect may be sufficient.
1574 */
1575 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1576 update_all_los (op->map, op->x, op->y);
1577
1578 /* updates flags (blocked, alive, no magic, etc) for this map space */
1579 update_object (op, UP_OBJ_INSERT);
1580
1581 /* Don't know if moving this to the end will break anything. However,
1582 * we want to have update_look set above before calling this.
1583 *
1584 * check_move_on() must be after this because code called from
1585 * check_move_on() depends on correct map flags (so functions like
1586 * blocked() and wall() work properly), and these flags are updated by
1587 * update_object().
1588 */
1589
1590 /* if this is not the head or flag has been passed, don't check walk on status */
1591 if (!(flag & INS_NO_WALK_ON) && !op->head)
1592 {
1593 if (check_move_on (op, originator))
1257 return NULL; 1594 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 1595
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 1596 /* If we are a multi part object, lets work our way through the check
1470 * walk on's. 1597 * walk on's.
1471 */ 1598 */
1472 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1599 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1473 if (check_move_on (tmp, originator)) 1600 if (check_move_on (tmp, originator))
1474 return NULL; 1601 return NULL;
1475 } 1602 }
1603
1476 return op; 1604 return op;
1477} 1605}
1478 1606
1479/* this function inserts an object in the map, but if it 1607/* 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. 1608 * 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. 1609 * op is the object to insert it under: supplies x and the map.
1482 */ 1610 */
1611void
1483void replace_insert_ob_in_map(const char *arch_string, object *op) { 1612replace_insert_ob_in_map (const char *arch_string, object *op)
1613{
1484 object *tmp; 1614 object *
1485 object *tmp1; 1615 tmp;
1616 object *
1617 tmp1;
1486 1618
1487 /* first search for itself and remove any old instances */ 1619 /* first search for itself and remove any old instances */
1488 1620
1489 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1621 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1622 {
1490 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1623 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1624 {
1491 remove_ob(tmp); 1625 remove_ob (tmp);
1492 free_object(tmp); 1626 free_object (tmp);
1493 } 1627 }
1494 } 1628 }
1495 1629
1496 tmp1=arch_to_object(find_archetype(arch_string)); 1630 tmp1 = arch_to_object (archetype::find (arch_string));
1497 1631
1498 1632 tmp1->x = op->x;
1499 tmp1->x = op->x; tmp1->y = op->y; 1633 tmp1->y = op->y;
1500 insert_ob_in_map(tmp1,op->map,op,0); 1634 insert_ob_in_map (tmp1, op->map, op, 0);
1501} 1635}
1502 1636
1503/* 1637/*
1504 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1638 * 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 1639 * is returned contains nr objects, and the remaining parts contains
1506 * the rest (or is removed and freed if that number is 0). 1640 * the rest (or is removed and freed if that number is 0).
1507 * On failure, NULL is returned, and the reason put into the 1641 * On failure, NULL is returned, and the reason put into the
1508 * global static errmsg array. 1642 * global static errmsg array.
1509 */ 1643 */
1510 1644
1645object *
1511object *get_split_ob(object *orig_ob, uint32 nr) { 1646get_split_ob (object *orig_ob, uint32 nr)
1512 object *newob; 1647{
1648 object *
1649 newob;
1650 int
1513 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1651 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1514 1652
1515 if(orig_ob->nrof<nr) { 1653 if (orig_ob->nrof < nr)
1516 sprintf(errmsg,"There are only %d %ss.", 1654 {
1517 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1655 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1518 return NULL; 1656 return NULL;
1519 } 1657 }
1658
1520 newob = object_create_clone(orig_ob); 1659 newob = object_create_clone (orig_ob);
1660
1521 if((orig_ob->nrof-=nr)<1) { 1661 if ((orig_ob->nrof -= nr) < 1)
1662 {
1522 if ( ! is_removed) 1663 if (!is_removed)
1523 remove_ob(orig_ob); 1664 remove_ob (orig_ob);
1524 free_object2(orig_ob, 1); 1665 free_object2 (orig_ob, 1);
1525 } 1666 }
1526 else if ( ! is_removed) { 1667 else if (!is_removed)
1668 {
1527 if(orig_ob->env!=NULL) 1669 if (orig_ob->env != NULL)
1528 sub_weight (orig_ob->env,orig_ob->weight*nr); 1670 sub_weight (orig_ob->env, orig_ob->weight * nr);
1529 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1671 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1672 {
1530 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1673 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"); 1674 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1533 return NULL; 1675 return NULL;
1534 } 1676 }
1535 } 1677 }
1678
1536 newob->nrof=nr; 1679 newob->nrof = nr;
1537 1680
1538 return newob; 1681 return newob;
1539} 1682}
1540 1683
1541/* 1684/*
1542 * decrease_ob_nr(object, number) decreases a specified number from 1685 * decrease_ob_nr(object, number) decreases a specified number from
1543 * the amount of an object. If the amount reaches 0, the object 1686 * the amount of an object. If the amount reaches 0, the object
1544 * is subsequently removed and freed. 1687 * is subsequently removed and freed.
1545 * 1688 *
1546 * Return value: 'op' if something is left, NULL if the amount reached 0 1689 * Return value: 'op' if something is left, NULL if the amount reached 0
1547 */ 1690 */
1548 1691
1692object *
1549object *decrease_ob_nr (object *op, uint32 i) 1693decrease_ob_nr (object *op, uint32 i)
1550{ 1694{
1551 object *tmp; 1695 object *tmp;
1552 player *pl; 1696 player *pl;
1553 1697
1554 if (i == 0) /* objects with op->nrof require this check */ 1698 if (i == 0) /* objects with op->nrof require this check */
1555 return op; 1699 return op;
1556 1700
1557 if (i > op->nrof) 1701 if (i > op->nrof)
1558 i = op->nrof; 1702 i = op->nrof;
1559 1703
1560 if (QUERY_FLAG (op, FLAG_REMOVED)) 1704 if (QUERY_FLAG (op, FLAG_REMOVED))
1705 op->nrof -= i;
1706 else if (op->env != NULL)
1707 {
1708 /* is this object in the players inventory, or sub container
1709 * therein?
1710 */
1711 tmp = is_player_inv (op->env);
1712 /* nope. Is this a container the player has opened?
1713 * If so, set tmp to that player.
1714 * IMO, searching through all the players will mostly
1715 * likely be quicker than following op->env to the map,
1716 * and then searching the map for a player.
1717 */
1718 if (!tmp)
1719 {
1720 for (pl = first_player; pl; pl = pl->next)
1721 if (pl->ob->container == op->env)
1722 break;
1723 if (pl)
1724 tmp = pl->ob;
1725 else
1726 tmp = NULL;
1727 }
1728
1729 if (i < op->nrof)
1730 {
1731 sub_weight (op->env, op->weight * i);
1732 op->nrof -= i;
1733 if (tmp)
1734 {
1735 esrv_send_item (tmp, op);
1736 }
1737 }
1738 else
1739 {
1740 remove_ob (op);
1741 op->nrof = 0;
1742 if (tmp)
1743 {
1744 esrv_del_item (tmp->contr, op->count);
1745 }
1746 }
1561 { 1747 }
1748 else
1749 {
1750 object *above = op->above;
1751
1752 if (i < op->nrof)
1562 op->nrof -= i; 1753 op->nrof -= i;
1563 } 1754 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 } 1755 {
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); 1756 remove_ob (op);
1591 op->nrof = 0; 1757 op->nrof = 0;
1592 if (tmp) {
1593 esrv_del_item(tmp->contr, op->count);
1594 } 1758 }
1595 }
1596 }
1597 else
1598 {
1599 object *above = op->above;
1600 1759
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 */ 1760 /* Since we just removed op, op->above is null */
1608 for (tmp = above; tmp != NULL; tmp = tmp->above) 1761 for (tmp = above; tmp != NULL; tmp = tmp->above)
1609 if (tmp->type == PLAYER) { 1762 if (tmp->type == PLAYER)
1763 {
1610 if (op->nrof) 1764 if (op->nrof)
1611 esrv_send_item(tmp, op); 1765 esrv_send_item (tmp, op);
1612 else 1766 else
1613 esrv_del_item(tmp->contr, op->count); 1767 esrv_del_item (tmp->contr, op->count);
1614 } 1768 }
1615 } 1769 }
1616 1770
1617 if (op->nrof) { 1771 if (op->nrof)
1618 return op; 1772 return op;
1619 } else { 1773 else
1774 {
1620 free_object (op); 1775 free_object (op);
1621 return NULL; 1776 return NULL;
1622 } 1777 }
1623} 1778}
1624 1779
1625/* 1780/*
1626 * add_weight(object, weight) adds the specified weight to an object, 1781 * add_weight(object, weight) adds the specified weight to an object,
1627 * and also updates how much the environment(s) is/are carrying. 1782 * and also updates how much the environment(s) is/are carrying.
1628 */ 1783 */
1629 1784
1785void
1630void add_weight (object *op, signed long weight) { 1786add_weight (object *op, signed long weight)
1787{
1631 while (op!=NULL) { 1788 while (op != NULL)
1789 {
1632 if (op->type == CONTAINER) { 1790 if (op->type == CONTAINER)
1633 weight=(signed long)(weight*(100-op->stats.Str)/100); 1791 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1634 } 1792
1635 op->carrying+=weight; 1793 op->carrying += weight;
1636 op=op->env; 1794 op = op->env;
1637 } 1795 }
1638} 1796}
1639 1797
1640/* 1798/*
1641 * insert_ob_in_ob(op,environment): 1799 * insert_ob_in_ob(op,environment):
1642 * This function inserts the object op in the linked list 1800 * This function inserts the object op in the linked list
1649 * 1807 *
1650 * The function returns now pointer to inserted item, and return value can 1808 * The function returns now pointer to inserted item, and return value can
1651 * be != op, if items are merged. -Tero 1809 * be != op, if items are merged. -Tero
1652 */ 1810 */
1653 1811
1812object *
1654object *insert_ob_in_ob(object *op,object *where) { 1813insert_ob_in_ob (object *op, object *where)
1655 object *tmp, *otmp; 1814{
1815 object *
1816 tmp, *
1817 otmp;
1656 1818
1657 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1819 if (!QUERY_FLAG (op, FLAG_REMOVED))
1820 {
1658 dump_object(op); 1821 dump_object (op);
1659 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1822 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1660 return op; 1823 return op;
1661 } 1824 }
1825
1662 if(where==NULL) { 1826 if (where == NULL)
1827 {
1663 dump_object(op); 1828 dump_object (op);
1664 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg); 1829 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1665 return op; 1830 return op;
1666 } 1831 }
1832
1667 if (where->head) { 1833 if (where->head)
1668 LOG(llevDebug, 1834 {
1669 "Warning: Tried to insert object wrong part of multipart object.\n"); 1835 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1670 where = where->head; 1836 where = where->head;
1671 } 1837 }
1838
1672 if (op->more) { 1839 if (op->more)
1840 {
1673 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1841 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1674 &op->name, op->count);
1675 return op; 1842 return op;
1676 } 1843 }
1844
1677 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1845 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1678 CLEAR_FLAG(op, FLAG_REMOVED); 1846 CLEAR_FLAG (op, FLAG_REMOVED);
1679 if(op->nrof) { 1847 if (op->nrof)
1848 {
1680 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1849 for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1681 if ( CAN_MERGE(tmp,op) ) { 1850 if (CAN_MERGE (tmp, op))
1851 {
1682 /* return the original object and remove inserted object 1852 /* return the original object and remove inserted object
1683 (client needs the original object) */ 1853 (client needs the original object) */
1684 tmp->nrof += op->nrof; 1854 tmp->nrof += op->nrof;
1685 /* Weight handling gets pretty funky. Since we are adding to 1855 /* Weight handling gets pretty funky. Since we are adding to
1686 * tmp->nrof, we need to increase the weight. 1856 * tmp->nrof, we need to increase the weight.
1687 */ 1857 */
1688 add_weight (where, op->weight*op->nrof); 1858 add_weight (where, op->weight * op->nrof);
1689 SET_FLAG(op, FLAG_REMOVED); 1859 SET_FLAG (op, FLAG_REMOVED);
1690 free_object(op); /* free the inserted object */ 1860 free_object (op); /* free the inserted object */
1691 op = tmp; 1861 op = tmp;
1692 remove_ob (op); /* and fix old object's links */ 1862 remove_ob (op); /* and fix old object's links */
1693 CLEAR_FLAG(op, FLAG_REMOVED); 1863 CLEAR_FLAG (op, FLAG_REMOVED);
1694 break; 1864 break;
1695 } 1865 }
1696 1866
1697 /* I assume combined objects have no inventory 1867 /* I assume combined objects have no inventory
1698 * We add the weight - this object could have just been removed 1868 * We add the weight - this object could have just been removed
1699 * (if it was possible to merge). calling remove_ob will subtract 1869 * (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 1870 * the weight, so we need to add it in again, since we actually do
1701 * the linking below 1871 * the linking below
1702 */ 1872 */
1703 add_weight (where, op->weight*op->nrof); 1873 add_weight (where, op->weight * op->nrof);
1874 }
1704 } else 1875 else
1705 add_weight (where, (op->weight+op->carrying)); 1876 add_weight (where, (op->weight + op->carrying));
1706 1877
1707 otmp=is_player_inv(where); 1878 otmp = is_player_inv (where);
1708 if (otmp&&otmp->contr!=NULL) { 1879 if (otmp && otmp->contr != NULL)
1880 {
1709 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1881 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1710 fix_player(otmp); 1882 fix_player (otmp);
1711 } 1883 }
1712 1884
1713 op->map=NULL; 1885 op->map = NULL;
1714 op->env=where; 1886 op->env = where;
1715 op->above=NULL; 1887 op->above = NULL;
1716 op->below=NULL; 1888 op->below = NULL;
1717 op->x=0,op->y=0; 1889 op->x = 0, op->y = 0;
1718 1890
1719 /* reset the light list and los of the players on the map */ 1891 /* reset the light list and los of the players on the map */
1720 if((op->glow_radius!=0)&&where->map) 1892 if ((op->glow_radius != 0) && where->map)
1721 { 1893 {
1722#ifdef DEBUG_LIGHTS 1894#ifdef DEBUG_LIGHTS
1723 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1895 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1724 op->name);
1725#endif /* DEBUG_LIGHTS */ 1896#endif /* DEBUG_LIGHTS */
1897 if (MAP_DARKNESS (where->map))
1726 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1898 update_all_los (where->map, where->x, where->y);
1727 } 1899 }
1728 1900
1729 /* Client has no idea of ordering so lets not bother ordering it here. 1901 /* Client has no idea of ordering so lets not bother ordering it here.
1730 * It sure simplifies this function... 1902 * It sure simplifies this function...
1731 */ 1903 */
1732 if (where->inv==NULL) 1904 if (where->inv == NULL)
1733 where->inv=op; 1905 where->inv = op;
1734 else { 1906 else
1907 {
1735 op->below = where->inv; 1908 op->below = where->inv;
1736 op->below->above = op; 1909 op->below->above = op;
1737 where->inv = op; 1910 where->inv = op;
1738 } 1911 }
1739 return op; 1912 return op;
1740} 1913}
1741 1914
1742/* 1915/*
1743 * Checks if any objects has a move_type that matches objects 1916 * 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 1931 * 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 1932 * object being inserted. insert_ob_in_map may not put new objects
1760 * on top. 1933 * on top.
1761 */ 1934 */
1762 1935
1936int
1763int check_move_on (object *op, object *originator) 1937check_move_on (object *op, object *originator)
1764{ 1938{
1765 object *tmp; 1939 object *
1766 tag_t tag; 1940 tmp;
1767 mapstruct *m=op->map; 1941 tag_t
1942 tag;
1943 mapstruct *
1944 m = op->map;
1945 int
1768 int x=op->x, y=op->y; 1946 x = op->x, y = op->y;
1769 MoveType move_on, move_slow, move_block;
1770 1947
1948 MoveType
1949 move_on,
1950 move_slow,
1951 move_block;
1952
1771 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1953 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1772 return 0; 1954 return 0;
1773 1955
1774 tag = op->count; 1956 tag = op->count;
1775 1957
1776 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1958 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); 1959 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); 1960 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1779 1961
1780 /* if nothing on this space will slow op down or be applied, 1962 /* 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 1963 * 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 1964 * is set, as lots of objects don't have it set - we treat that
1783 * as walking. 1965 * as walking.
1784 */ 1966 */
1785 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1967 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1786 return 0; 1968 return 0;
1787 1969
1788 /* This is basically inverse logic of that below - basically, 1970 /* This is basically inverse logic of that below - basically,
1789 * if the object can avoid the move on or slow move, they do so, 1971 * 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 1972 * but can't do it if the alternate movement they are using is
1791 * blocked. Logic on this seems confusing, but does seem correct. 1973 * blocked. Logic on this seems confusing, but does seem correct.
1792 */ 1974 */
1793 if ((op->move_type & ~move_on & ~move_block) != 0 && 1975 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; 1976 return 0;
1795 1977
1796 /* The objects have to be checked from top to bottom. 1978 /* The objects have to be checked from top to bottom.
1797 * Hence, we first go to the top: 1979 * Hence, we first go to the top:
1798 */ 1980 */
1799 1981
1800 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1982 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) { 1983 {
1802 /* Trim the search when we find the first other spell effect 1984 /* Trim the search when we find the first other spell effect
1803 * this helps performance so that if a space has 50 spell objects, 1985 * this helps performance so that if a space has 50 spell objects,
1804 * we don't need to check all of them. 1986 * we don't need to check all of them.
1805 */ 1987 */
1806 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1988 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1989 break;
1990 }
1991
1992 for (; tmp; tmp = tmp->below)
1807 } 1993 {
1808 for(;tmp!=NULL; tmp=tmp->below) { 1994 if (tmp == op)
1809 if (tmp == op) continue; /* Can't apply yourself */ 1995 continue; /* Can't apply yourself */
1810 1996
1811 /* Check to see if one of the movement types should be slowed down. 1997 /* 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 1998 * Second check makes sure that the movement types not being slowed
1813 * (~slow_move) is not blocked on this space - just because the 1999 * (~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 2000 * 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. 2001 * swim on that space, can't use it to avoid the penalty.
1816 */ 2002 */
1817 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 2003 if (!QUERY_FLAG (op, FLAG_WIZPASS))
2004 {
1818 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 2005 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)) { 2006 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2007 {
1821 2008
1822 float diff; 2009 float
1823
1824 diff = tmp->move_slow_penalty*FABS(op->speed); 2010 diff = tmp->move_slow_penalty * FABS (op->speed);
2011
1825 if (op->type == PLAYER) { 2012 if (op->type == PLAYER)
1826 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 2013 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))) { 2014 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1828 diff /= 4.0; 2015 diff /= 4.0;
1829 } 2016
1830 }
1831 op->speed_left -= diff; 2017 op->speed_left -= diff;
1832 } 2018 }
1833 } 2019 }
1834 2020
1835 /* Basically same logic as above, except now for actual apply. */ 2021 /* Basically same logic as above, except now for actual apply. */
1836 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 2022 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)) { 2023 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1839 2024 {
1840 move_apply(tmp, op, originator); 2025 move_apply (tmp, op, originator);
2026
1841 if (was_destroyed (op, tag)) 2027 if (was_destroyed (op, tag))
1842 return 1; 2028 return 1;
1843 2029
1844 /* what the person/creature stepped onto has moved the object 2030 /* what the person/creature stepped onto has moved the object
1845 * someplace new. Don't process any further - if we did, 2031 * someplace new. Don't process any further - if we did,
1846 * have a feeling strange problems would result. 2032 * have a feeling strange problems would result.
1847 */ 2033 */
1848 if (op->map != m || op->x != x || op->y != y) return 0; 2034 if (op->map != m || op->x != x || op->y != y)
2035 return 0;
1849 } 2036 }
1850 } 2037 }
2038
1851 return 0; 2039 return 0;
1852} 2040}
1853 2041
1854/* 2042/*
1855 * present_arch(arch, map, x, y) searches for any objects with 2043 * present_arch(arch, map, x, y) searches for any objects with
1856 * a matching archetype at the given map and coordinates. 2044 * a matching archetype at the given map and coordinates.
1857 * The first matching object is returned, or NULL if none. 2045 * The first matching object is returned, or NULL if none.
1858 */ 2046 */
1859 2047
2048object *
1860object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 2049present_arch (const archetype *at, mapstruct *m, int x, int y)
2050{
1861 object *tmp; 2051 object *
2052 tmp;
2053
1862 if(m==NULL || out_of_map(m,x,y)) { 2054 if (m == NULL || out_of_map (m, x, y))
2055 {
1863 LOG(llevError,"Present_arch called outside map.\n"); 2056 LOG (llevError, "Present_arch called outside map.\n");
1864 return NULL; 2057 return NULL;
1865 } 2058 }
1866 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 2059 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1867 if(tmp->arch == at) 2060 if (tmp->arch == at)
1868 return tmp; 2061 return tmp;
1869 return NULL; 2062 return NULL;
1870} 2063}
1871 2064
1872/* 2065/*
1873 * present(type, map, x, y) searches for any objects with 2066 * present(type, map, x, y) searches for any objects with
1874 * a matching type variable at the given map and coordinates. 2067 * a matching type variable at the given map and coordinates.
1875 * The first matching object is returned, or NULL if none. 2068 * The first matching object is returned, or NULL if none.
1876 */ 2069 */
1877 2070
2071object *
1878object *present(unsigned char type,mapstruct *m, int x,int y) { 2072present (unsigned char type, mapstruct *m, int x, int y)
2073{
1879 object *tmp; 2074 object *
2075 tmp;
2076
1880 if(out_of_map(m,x,y)) { 2077 if (out_of_map (m, x, y))
2078 {
1881 LOG(llevError,"Present called outside map.\n"); 2079 LOG (llevError, "Present called outside map.\n");
1882 return NULL; 2080 return NULL;
1883 } 2081 }
1884 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 2082 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1885 if(tmp->type==type) 2083 if (tmp->type == type)
1886 return tmp; 2084 return tmp;
1887 return NULL; 2085 return NULL;
1888} 2086}
1889 2087
1890/* 2088/*
1891 * present_in_ob(type, object) searches for any objects with 2089 * present_in_ob(type, object) searches for any objects with
1892 * a matching type variable in the inventory of the given object. 2090 * a matching type variable in the inventory of the given object.
1893 * The first matching object is returned, or NULL if none. 2091 * The first matching object is returned, or NULL if none.
1894 */ 2092 */
1895 2093
2094object *
1896object *present_in_ob(unsigned char type, const object *op) { 2095present_in_ob (unsigned char type, const object *op)
2096{
1897 object *tmp; 2097 object *
2098 tmp;
2099
1898 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2100 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1899 if(tmp->type==type) 2101 if (tmp->type == type)
1900 return tmp; 2102 return tmp;
1901 return NULL; 2103 return NULL;
1902} 2104}
1903 2105
1904/* 2106/*
1914 * the object name, not the archetype name. this is so that the 2116 * 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 2117 * spell code can use one object type (force), but change it's name
1916 * to be unique. 2118 * to be unique.
1917 */ 2119 */
1918 2120
2121object *
1919object *present_in_ob_by_name(int type, const char *str, const object *op) { 2122present_in_ob_by_name (int type, const char *str, const object *op)
2123{
1920 object *tmp; 2124 object *
2125 tmp;
1921 2126
1922 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2127 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2128 {
1923 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2129 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1924 return tmp; 2130 return tmp;
1925 } 2131 }
1926 return NULL; 2132 return NULL;
1927} 2133}
1928 2134
1929/* 2135/*
1930 * present_arch_in_ob(archetype, object) searches for any objects with 2136 * present_arch_in_ob(archetype, object) searches for any objects with
1931 * a matching archetype in the inventory of the given object. 2137 * a matching archetype in the inventory of the given object.
1932 * The first matching object is returned, or NULL if none. 2138 * The first matching object is returned, or NULL if none.
1933 */ 2139 */
1934 2140
2141object *
1935object *present_arch_in_ob(const archetype *at, const object *op) { 2142present_arch_in_ob (const archetype *at, const object *op)
2143{
1936 object *tmp; 2144 object *
2145 tmp;
2146
1937 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2147 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1938 if( tmp->arch == at) 2148 if (tmp->arch == at)
1939 return tmp; 2149 return tmp;
1940 return NULL; 2150 return NULL;
1941} 2151}
1942 2152
1943/* 2153/*
1944 * activate recursively a flag on an object inventory 2154 * activate recursively a flag on an object inventory
1945 */ 2155 */
2156void
1946void flag_inv(object*op, int flag){ 2157flag_inv (object *op, int flag)
2158{
1947 object *tmp; 2159 object *
2160 tmp;
2161
1948 if(op->inv) 2162 if (op->inv)
1949 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2163 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2164 {
1950 SET_FLAG(tmp, flag); 2165 SET_FLAG (tmp, flag);
1951 flag_inv(tmp,flag); 2166 flag_inv (tmp, flag);
1952 } 2167 }
1953}/* 2168} /*
1954 * desactivate recursively a flag on an object inventory 2169 * desactivate recursively a flag on an object inventory
1955 */ 2170 */
2171void
1956void unflag_inv(object*op, int flag){ 2172unflag_inv (object *op, int flag)
2173{
1957 object *tmp; 2174 object *
2175 tmp;
2176
1958 if(op->inv) 2177 if (op->inv)
1959 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2178 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2179 {
1960 CLEAR_FLAG(tmp, flag); 2180 CLEAR_FLAG (tmp, flag);
1961 unflag_inv(tmp,flag); 2181 unflag_inv (tmp, flag);
1962 } 2182 }
1963} 2183}
1964 2184
1965/* 2185/*
1966 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2186 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1967 * all it's inventory (recursively). 2187 * all it's inventory (recursively).
1968 * If checksums are used, a player will get set_cheat called for 2188 * 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. 2189 * him/her-self and all object carried by a call to this function.
1970 */ 2190 */
1971 2191
2192void
1972void set_cheat(object *op) { 2193set_cheat (object *op)
2194{
1973 SET_FLAG(op, FLAG_WAS_WIZ); 2195 SET_FLAG (op, FLAG_WAS_WIZ);
1974 flag_inv(op, FLAG_WAS_WIZ); 2196 flag_inv (op, FLAG_WAS_WIZ);
1975} 2197}
1976 2198
1977/* 2199/*
1978 * find_free_spot(object, map, x, y, start, stop) will search for 2200 * 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 2201 * 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 2216 * 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 2217 * the archetype because that isn't correct if the monster has been
1996 * customized, changed states, etc. 2218 * customized, changed states, etc.
1997 */ 2219 */
1998 2220
2221int
1999int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2222find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop)
2223{
2224 int
2225 i,
2000 int i,index=0, flag; 2226 index = 0, flag;
2227 static int
2001 static int altern[SIZEOFFREE]; 2228 altern[SIZEOFFREE];
2002 2229
2003 for(i=start;i<stop;i++) { 2230 for (i = start; i < stop; i++)
2231 {
2004 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2232 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2005 if(!flag) 2233 if (!flag)
2006 altern[index++]=i; 2234 altern[index++] = i;
2007 2235
2008 /* Basically, if we find a wall on a space, we cut down the search size. 2236 /* 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. 2237 * 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 - 2238 * 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 2239 * 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 2240 * spaces in all the other directions, this will reduce the search space
2013 * to only the spaces immediately surrounding the target area, and 2241 * to only the spaces immediately surrounding the target area, and
2014 * won't look 2 spaces south of the target space. 2242 * won't look 2 spaces south of the target space.
2015 */ 2243 */
2016 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2244 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2017 stop=maxfree[i]; 2245 stop = maxfree[i];
2018 } 2246 }
2019 if(!index) return -1; 2247 if (!index)
2248 return -1;
2020 return altern[RANDOM()%index]; 2249 return altern[RANDOM () % index];
2021} 2250}
2022 2251
2023/* 2252/*
2024 * find_first_free_spot(archetype, mapstruct, x, y) works like 2253 * find_first_free_spot(archetype, mapstruct, x, y) works like
2025 * find_free_spot(), but it will search max number of squares. 2254 * find_free_spot(), but it will search max number of squares.
2026 * But it will return the first available spot, not a random choice. 2255 * 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. 2256 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2028 */ 2257 */
2029 2258
2259int
2030int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2260find_first_free_spot (const object *ob, mapstruct *m, int x, int y)
2261{
2262 int
2031 int i; 2263 i;
2264
2032 for(i=0;i<SIZEOFFREE;i++) { 2265 for (i = 0; i < SIZEOFFREE; i++)
2266 {
2033 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2267 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2034 return i; 2268 return i;
2035 } 2269 }
2036 return -1; 2270 return -1;
2037} 2271}
2038 2272
2039/* 2273/*
2040 * The function permute(arr, begin, end) randomly reorders the array 2274 * The function permute(arr, begin, end) randomly reorders the array
2041 * arr[begin..end-1]. 2275 * arr[begin..end-1].
2042 */ 2276 */
2277static void
2043static void permute(int *arr, int begin, int end) 2278permute (int *arr, int begin, int end)
2044{ 2279{
2045 int i, j, tmp, len; 2280 int
2281 i,
2282 j,
2283 tmp,
2284 len;
2046 2285
2047 len = end-begin; 2286 len = end - begin;
2048 for(i = begin; i < end; i++) 2287 for (i = begin; i < end; i++)
2049 { 2288 {
2050 j = begin+RANDOM()%len; 2289 j = begin + RANDOM () % len;
2051 2290
2052 tmp = arr[i]; 2291 tmp = arr[i];
2053 arr[i] = arr[j]; 2292 arr[i] = arr[j];
2054 arr[j] = tmp; 2293 arr[j] = tmp;
2055 } 2294 }
2056} 2295}
2057 2296
2058/* new function to make monster searching more efficient, and effective! 2297/* new function to make monster searching more efficient, and effective!
2059 * This basically returns a randomized array (in the passed pointer) of 2298 * 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 2299 * 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 2300 * 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 2301 * 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. 2302 * the 3x3 area will be searched, just not in a predictable order.
2064 */ 2303 */
2304void
2065void get_search_arr(int *search_arr) 2305get_search_arr (int *search_arr)
2066{ 2306{
2307 int
2067 int i; 2308 i;
2068 2309
2069 for(i = 0; i < SIZEOFFREE; i++) 2310 for (i = 0; i < SIZEOFFREE; i++)
2070 { 2311 {
2071 search_arr[i] = i; 2312 search_arr[i] = i;
2072 } 2313 }
2073 2314
2074 permute(search_arr, 1, SIZEOFFREE1+1); 2315 permute (search_arr, 1, SIZEOFFREE1 + 1);
2075 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2316 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2076 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2317 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2077} 2318}
2078 2319
2079/* 2320/*
2080 * find_dir(map, x, y, exclude) will search some close squares in the 2321 * find_dir(map, x, y, exclude) will search some close squares in the
2081 * given map at the given coordinates for live objects. 2322 * given map at the given coordinates for live objects.
2087 * is actually want is going to try and move there. We need this info 2328 * 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 2329 * because we have to know what movement the thing looking to move
2089 * there is capable of. 2330 * there is capable of.
2090 */ 2331 */
2091 2332
2333int
2092int find_dir(mapstruct *m, int x, int y, object *exclude) { 2334find_dir (mapstruct *m, int x, int y, object *exclude)
2335{
2336 int
2337 i,
2093 int i,max=SIZEOFFREE, mflags; 2338 max = SIZEOFFREE, mflags;
2339
2094 sint16 nx, ny; 2340 sint16 nx, ny;
2095 object *tmp; 2341 object *
2342 tmp;
2096 mapstruct *mp; 2343 mapstruct *
2344 mp;
2345
2097 MoveType blocked, move_type; 2346 MoveType blocked, move_type;
2098 2347
2099 if (exclude && exclude->head) { 2348 if (exclude && exclude->head)
2349 {
2100 exclude = exclude->head; 2350 exclude = exclude->head;
2101 move_type = exclude->move_type; 2351 move_type = exclude->move_type;
2102 } else { 2352 }
2353 else
2354 {
2103 /* If we don't have anything, presume it can use all movement types. */ 2355 /* If we don't have anything, presume it can use all movement types. */
2104 move_type=MOVE_ALL; 2356 move_type = MOVE_ALL;
2357 }
2358
2359 for (i = 1; i < max; i++)
2105 } 2360 {
2106
2107 for(i=1;i<max;i++) {
2108 mp = m; 2361 mp = m;
2109 nx = x + freearr_x[i]; 2362 nx = x + freearr_x[i];
2110 ny = y + freearr_y[i]; 2363 ny = y + freearr_y[i];
2111 2364
2112 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2365 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2113 if (mflags & P_OUT_OF_MAP) { 2366 if (mflags & P_OUT_OF_MAP)
2367 {
2114 max = maxfree[i]; 2368 max = maxfree[i];
2369 }
2115 } else { 2370 else
2371 {
2116 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2372 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2117 2373
2118 if ((move_type & blocked) == move_type) { 2374 if ((move_type & blocked) == move_type)
2375 {
2119 max=maxfree[i]; 2376 max = maxfree[i];
2377 }
2120 } else if (mflags & P_IS_ALIVE) { 2378 else if (mflags & P_IS_ALIVE)
2379 {
2121 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2380 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2122 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2381 {
2123 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2382 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2383 {
2124 break; 2384 break;
2125 } 2385 }
2126 } 2386 }
2127 if(tmp) { 2387 if (tmp)
2388 {
2128 return freedir[i]; 2389 return freedir[i];
2129 } 2390 }
2130 } 2391 }
2131 } 2392 }
2132 } 2393 }
2133 return 0; 2394 return 0;
2134} 2395}
2135 2396
2136/* 2397/*
2137 * distance(object 1, object 2) will return the square of the 2398 * distance(object 1, object 2) will return the square of the
2138 * distance between the two given objects. 2399 * distance between the two given objects.
2139 */ 2400 */
2140 2401
2402int
2141int distance(const object *ob1, const object *ob2) { 2403distance (const object *ob1, const object *ob2)
2404{
2142 int i; 2405 int
2143 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2406 i;
2144 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2407
2408 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2145 return i; 2409 return i;
2146} 2410}
2147 2411
2148/* 2412/*
2149 * find_dir_2(delta-x,delta-y) will return a direction in which 2413 * 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 2414 * an object which has subtracted the x and y coordinates of another
2151 * object, needs to travel toward it. 2415 * object, needs to travel toward it.
2152 */ 2416 */
2153 2417
2418int
2154int find_dir_2(int x, int y) { 2419find_dir_2 (int x, int y)
2420{
2155 int q; 2421 int
2422 q;
2156 2423
2157 if(y) 2424 if (y)
2158 q=x*100/y; 2425 q = x * 100 / y;
2159 else if (x) 2426 else if (x)
2160 q= -300*x; 2427 q = -300 * x;
2161 else 2428 else
2162 return 0; 2429 return 0;
2163 2430
2164 if(y>0) { 2431 if (y > 0)
2432 {
2165 if(q < -242) 2433 if (q < -242)
2166 return 3 ; 2434 return 3;
2167 if (q < -41) 2435 if (q < -41)
2168 return 2 ; 2436 return 2;
2169 if (q < 41) 2437 if (q < 41)
2170 return 1 ; 2438 return 1;
2171 if (q < 242) 2439 if (q < 242)
2172 return 8 ; 2440 return 8;
2173 return 7 ; 2441 return 7;
2174 } 2442 }
2175 2443
2176 if (q < -242) 2444 if (q < -242)
2177 return 7 ; 2445 return 7;
2178 if (q < -41) 2446 if (q < -41)
2179 return 6 ; 2447 return 6;
2180 if (q < 41) 2448 if (q < 41)
2181 return 5 ; 2449 return 5;
2182 if (q < 242) 2450 if (q < 242)
2183 return 4 ; 2451 return 4;
2184 2452
2185 return 3 ; 2453 return 3;
2186} 2454}
2187 2455
2188/* 2456/*
2189 * absdir(int): Returns a number between 1 and 8, which represent 2457 * absdir(int): Returns a number between 1 and 8, which represent
2190 * the "absolute" direction of a number (it actually takes care of 2458 * the "absolute" direction of a number (it actually takes care of
2191 * "overflow" in previous calculations of a direction). 2459 * "overflow" in previous calculations of a direction).
2192 */ 2460 */
2193 2461
2462int
2194int absdir(int d) { 2463absdir (int d)
2195 while(d<1) d+=8; 2464{
2196 while(d>8) d-=8; 2465 while (d < 1)
2466 d += 8;
2467 while (d > 8)
2468 d -= 8;
2197 return d; 2469 return d;
2198} 2470}
2199 2471
2200/* 2472/*
2201 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2473 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2202 * between two directions (which are expected to be absolute (see absdir()) 2474 * between two directions (which are expected to be absolute (see absdir())
2203 */ 2475 */
2204 2476
2477int
2205int dirdiff(int dir1, int dir2) { 2478dirdiff (int dir1, int dir2)
2479{
2206 int d; 2480 int
2481 d;
2482
2207 d = abs(dir1 - dir2); 2483 d = abs (dir1 - dir2);
2208 if(d>4) 2484 if (d > 4)
2209 d = 8 - d; 2485 d = 8 - d;
2210 return d; 2486 return d;
2211} 2487}
2212 2488
2213/* peterm: 2489/* peterm:
2218 * direction 4, 14, or 16 to get back to where we are. 2494 * 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 2495 * Moved from spell_util.c to object.c with the other related direction
2220 * functions. 2496 * functions.
2221 */ 2497 */
2222 2498
2499int
2223int reduction_dir[SIZEOFFREE][3] = { 2500 reduction_dir[SIZEOFFREE][3] = {
2224 {0,0,0}, /* 0 */ 2501 {0, 0, 0}, /* 0 */
2225 {0,0,0}, /* 1 */ 2502 {0, 0, 0}, /* 1 */
2226 {0,0,0}, /* 2 */ 2503 {0, 0, 0}, /* 2 */
2227 {0,0,0}, /* 3 */ 2504 {0, 0, 0}, /* 3 */
2228 {0,0,0}, /* 4 */ 2505 {0, 0, 0}, /* 4 */
2229 {0,0,0}, /* 5 */ 2506 {0, 0, 0}, /* 5 */
2230 {0,0,0}, /* 6 */ 2507 {0, 0, 0}, /* 6 */
2231 {0,0,0}, /* 7 */ 2508 {0, 0, 0}, /* 7 */
2232 {0,0,0}, /* 8 */ 2509 {0, 0, 0}, /* 8 */
2233 {8,1,2}, /* 9 */ 2510 {8, 1, 2}, /* 9 */
2234 {1,2,-1}, /* 10 */ 2511 {1, 2, -1}, /* 10 */
2235 {2,10,12}, /* 11 */ 2512 {2, 10, 12}, /* 11 */
2236 {2,3,-1}, /* 12 */ 2513 {2, 3, -1}, /* 12 */
2237 {2,3,4}, /* 13 */ 2514 {2, 3, 4}, /* 13 */
2238 {3,4,-1}, /* 14 */ 2515 {3, 4, -1}, /* 14 */
2239 {4,14,16}, /* 15 */ 2516 {4, 14, 16}, /* 15 */
2240 {5,4,-1}, /* 16 */ 2517 {5, 4, -1}, /* 16 */
2241 {4,5,6}, /* 17 */ 2518 {4, 5, 6}, /* 17 */
2242 {6,5,-1}, /* 18 */ 2519 {6, 5, -1}, /* 18 */
2243 {6,20,18}, /* 19 */ 2520 {6, 20, 18}, /* 19 */
2244 {7,6,-1}, /* 20 */ 2521 {7, 6, -1}, /* 20 */
2245 {6,7,8}, /* 21 */ 2522 {6, 7, 8}, /* 21 */
2246 {7,8,-1}, /* 22 */ 2523 {7, 8, -1}, /* 22 */
2247 {8,22,24}, /* 23 */ 2524 {8, 22, 24}, /* 23 */
2248 {8,1,-1}, /* 24 */ 2525 {8, 1, -1}, /* 24 */
2249 {24,9,10}, /* 25 */ 2526 {24, 9, 10}, /* 25 */
2250 {9,10,-1}, /* 26 */ 2527 {9, 10, -1}, /* 26 */
2251 {10,11,-1}, /* 27 */ 2528 {10, 11, -1}, /* 27 */
2252 {27,11,29}, /* 28 */ 2529 {27, 11, 29}, /* 28 */
2253 {11,12,-1}, /* 29 */ 2530 {11, 12, -1}, /* 29 */
2254 {12,13,-1}, /* 30 */ 2531 {12, 13, -1}, /* 30 */
2255 {12,13,14}, /* 31 */ 2532 {12, 13, 14}, /* 31 */
2256 {13,14,-1}, /* 32 */ 2533 {13, 14, -1}, /* 32 */
2257 {14,15,-1}, /* 33 */ 2534 {14, 15, -1}, /* 33 */
2258 {33,15,35}, /* 34 */ 2535 {33, 15, 35}, /* 34 */
2259 {16,15,-1}, /* 35 */ 2536 {16, 15, -1}, /* 35 */
2260 {17,16,-1}, /* 36 */ 2537 {17, 16, -1}, /* 36 */
2261 {18,17,16}, /* 37 */ 2538 {18, 17, 16}, /* 37 */
2262 {18,17,-1}, /* 38 */ 2539 {18, 17, -1}, /* 38 */
2263 {18,19,-1}, /* 39 */ 2540 {18, 19, -1}, /* 39 */
2264 {41,19,39}, /* 40 */ 2541 {41, 19, 39}, /* 40 */
2265 {19,20,-1}, /* 41 */ 2542 {19, 20, -1}, /* 41 */
2266 {20,21,-1}, /* 42 */ 2543 {20, 21, -1}, /* 42 */
2267 {20,21,22}, /* 43 */ 2544 {20, 21, 22}, /* 43 */
2268 {21,22,-1}, /* 44 */ 2545 {21, 22, -1}, /* 44 */
2269 {23,22,-1}, /* 45 */ 2546 {23, 22, -1}, /* 45 */
2270 {45,47,23}, /* 46 */ 2547 {45, 47, 23}, /* 46 */
2271 {23,24,-1}, /* 47 */ 2548 {23, 24, -1}, /* 47 */
2272 {24,9,-1}}; /* 48 */ 2549 {24, 9, -1}
2550}; /* 48 */
2273 2551
2274/* Recursive routine to step back and see if we can 2552/* Recursive routine to step back and see if we can
2275 * find a path to that monster that we found. If not, 2553 * find a path to that monster that we found. If not,
2276 * we don't bother going toward it. Returns 1 if we 2554 * we don't bother going toward it. Returns 1 if we
2277 * can see a direct way to get it 2555 * can see a direct way to get it
2278 * Modified to be map tile aware -.MSW 2556 * Modified to be map tile aware -.MSW
2279 */ 2557 */
2280
2281 2558
2559
2560int
2282int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2561can_see_monsterP (mapstruct *m, int x, int y, int dir)
2562{
2283 sint16 dx, dy; 2563 sint16 dx, dy;
2564 int
2284 int mflags; 2565 mflags;
2285 2566
2567 if (dir < 0)
2286 if(dir<0) return 0; /* exit condition: invalid direction */ 2568 return 0; /* exit condition: invalid direction */
2287 2569
2288 dx = x + freearr_x[dir]; 2570 dx = x + freearr_x[dir];
2289 dy = y + freearr_y[dir]; 2571 dy = y + freearr_y[dir];
2290 2572
2291 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2573 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2292 2574
2293 /* This functional arguably was incorrect before - it was 2575 /* This functional arguably was incorrect before - it was
2294 * checking for P_WALL - that was basically seeing if 2576 * checking for P_WALL - that was basically seeing if
2295 * we could move to the monster - this is being more 2577 * we could move to the monster - this is being more
2296 * literal on if we can see it. To know if we can actually 2578 * 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 2579 * move to the monster, we'd need the monster passed in or
2298 * at least its move type. 2580 * at least its move type.
2299 */ 2581 */
2300 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2582 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2583 return 0;
2301 2584
2302 /* yes, can see. */ 2585 /* yes, can see. */
2303 if(dir < 9) return 1; 2586 if (dir < 9)
2587 return 1;
2304 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2588 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2305 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2589 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} 2590}
2308 2591
2309 2592
2310 2593
2311/* 2594/*
2312 * can_pick(picker, item): finds out if an object is possible to be 2595 * 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 2596 * picked up by the picker. Returnes 1 if it can be
2314 * picked up, otherwise 0. 2597 * picked up, otherwise 0.
2315 * 2598 *
2317 * core dumps if they do. 2600 * core dumps if they do.
2318 * 2601 *
2319 * Add a check so we can't pick up invisible objects (0.93.8) 2602 * Add a check so we can't pick up invisible objects (0.93.8)
2320 */ 2603 */
2321 2604
2605int
2322int can_pick(const object *who, const object *item) { 2606can_pick (const object *who, const object *item)
2607{
2323 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2608 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2324 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2609 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2325 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2610 !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} 2611}
2328 2612
2329 2613
2330/* 2614/*
2331 * create clone from object to another 2615 * create clone from object to another
2332 */ 2616 */
2617object *
2333object *object_create_clone (object *asrc) { 2618object_create_clone (object *asrc)
2619{
2620 object *
2334 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2621 dst = NULL, *tmp, *src, *part, *prev, *item;
2335 2622
2623 if (!asrc)
2336 if(!asrc) return NULL; 2624 return NULL;
2337 src = asrc; 2625 src = asrc;
2338 if(src->head) 2626 if (src->head)
2339 src = src->head; 2627 src = src->head;
2340 2628
2341 prev = NULL; 2629 prev = NULL;
2342 for(part = src; part; part = part->more) { 2630 for (part = src; part; part = part->more)
2631 {
2343 tmp = get_object(); 2632 tmp = get_object ();
2344 copy_object(part,tmp); 2633 copy_object (part, tmp);
2345 tmp->x -= src->x; 2634 tmp->x -= src->x;
2346 tmp->y -= src->y; 2635 tmp->y -= src->y;
2347 if(!part->head) { 2636 if (!part->head)
2637 {
2348 dst = tmp; 2638 dst = tmp;
2349 tmp->head = NULL; 2639 tmp->head = NULL;
2640 }
2350 } else { 2641 else
2642 {
2351 tmp->head = dst; 2643 tmp->head = dst;
2352 } 2644 }
2353 tmp->more = NULL; 2645 tmp->more = NULL;
2354 if(prev) 2646 if (prev)
2355 prev->more = tmp; 2647 prev->more = tmp;
2356 prev = tmp; 2648 prev = tmp;
2357 } 2649 }
2650
2358 /*** copy inventory ***/ 2651 /*** copy inventory ***/
2359 for(item = src->inv; item; item = item->below) { 2652 for (item = src->inv; item; item = item->below)
2653 {
2360 (void) insert_ob_in_ob(object_create_clone(item),dst); 2654 (void) insert_ob_in_ob (object_create_clone (item), dst);
2361 } 2655 }
2362 2656
2363 return dst; 2657 return dst;
2364} 2658}
2365 2659
2366/* return true if the object was destroyed, 0 otherwise */ 2660/* return true if the object was destroyed, 0 otherwise */
2661int
2367int was_destroyed (const object *op, tag_t old_tag) 2662was_destroyed (const object *op, tag_t old_tag)
2368{ 2663{
2369 /* checking for FLAG_FREED isn't necessary, but makes this function more 2664 /* checking for FLAG_FREED isn't necessary, but makes this function more
2370 * robust */ 2665 * robust */
2371 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED); 2666 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2372} 2667}
2373 2668
2374/* GROS - Creates an object using a string representing its content. */ 2669/* GROS - Creates an object using a string representing its content. */
2670
2375/* Basically, we save the content of the string to a temp file, then call */ 2671/* Basically, we save the content of the string to a temp file, then call */
2672
2376/* load_object on it. I admit it is a highly inefficient way to make things, */ 2673/* load_object on it. I admit it is a highly inefficient way to make things, */
2674
2377/* but it was simple to make and allows reusing the load_object function. */ 2675/* but it was simple to make and allows reusing the load_object function. */
2676
2378/* Remember not to use load_object_str in a time-critical situation. */ 2677/* Remember not to use load_object_str in a time-critical situation. */
2678
2379/* Also remember that multiparts objects are not supported for now. */ 2679/* Also remember that multiparts objects are not supported for now. */
2380 2680
2681object *
2381object* load_object_str(const char *obstr) 2682load_object_str (const char *obstr)
2382{ 2683{
2383 object *op; 2684 object *
2685 op;
2686 char
2384 char filename[MAX_BUF]; 2687 filename[MAX_BUF];
2688
2385 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2689 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2386 2690
2691 FILE *
2387 FILE *tempfile=fopen(filename,"w"); 2692 tempfile = fopen (filename, "w");
2693
2388 if (tempfile == NULL) 2694 if (tempfile == NULL)
2389 { 2695 {
2390 LOG(llevError,"Error - Unable to access load object temp file\n"); 2696 LOG (llevError, "Error - Unable to access load object temp file\n");
2391 return NULL; 2697 return NULL;
2392 }; 2698 }
2699
2393 fprintf(tempfile,obstr); 2700 fprintf (tempfile, obstr);
2394 fclose(tempfile); 2701 fclose (tempfile);
2395 2702
2396 op=get_object(); 2703 op = get_object ();
2397 2704
2398 object_thawer thawer (filename); 2705 object_thawer thawer (filename);
2399 2706
2400 if (thawer) 2707 if (thawer)
2401 load_object(thawer,op,0); 2708 load_object (thawer, op, 0);
2402 2709
2403 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2710 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2404 CLEAR_FLAG(op,FLAG_REMOVED); 2711 CLEAR_FLAG (op, FLAG_REMOVED);
2405 2712
2406 return op; 2713 return op;
2407} 2714}
2408 2715
2409/* This returns the first object in who's inventory that 2716/* This returns the first object in who's inventory that
2410 * has the same type and subtype match. 2717 * has the same type and subtype match.
2411 * returns NULL if no match. 2718 * returns NULL if no match.
2412 */ 2719 */
2720object *
2413object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2721find_obj_by_type_subtype (const object *who, int type, int subtype)
2414{ 2722{
2415 object *tmp; 2723 object *
2724 tmp;
2416 2725
2417 for (tmp=who->inv; tmp; tmp=tmp->below) 2726 for (tmp = who->inv; tmp; tmp = tmp->below)
2418 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2727 if (tmp->type == type && tmp->subtype == subtype)
2728 return tmp;
2419 2729
2420 return NULL; 2730 return NULL;
2421} 2731}
2422 2732
2423/* If ob has a field named key, return the link from the list, 2733/* If ob has a field named key, return the link from the list,
2424 * otherwise return NULL. 2734 * otherwise return NULL.
2425 * 2735 *
2426 * key must be a passed in shared string - otherwise, this won't 2736 * key must be a passed in shared string - otherwise, this won't
2427 * do the desired thing. 2737 * do the desired thing.
2428 */ 2738 */
2739key_value *
2429key_value * get_ob_key_link(const object * ob, const char * key) { 2740get_ob_key_link (const object *ob, const char *key)
2741{
2430 key_value * link; 2742 key_value *
2431 2743 link;
2744
2432 for (link = ob->key_values; link != NULL; link = link->next) { 2745 for (link = ob->key_values; link != NULL; link = link->next)
2746 {
2433 if (link->key == key) { 2747 if (link->key == key)
2748 {
2434 return link; 2749 return link;
2435 } 2750 }
2436 }
2437 2751 }
2752
2438 return NULL; 2753 return NULL;
2439} 2754}
2440 2755
2441/* 2756/*
2442 * Returns the value of op has an extra_field for key, or NULL. 2757 * Returns the value of op has an extra_field for key, or NULL.
2443 * 2758 *
2444 * The argument doesn't need to be a shared string. 2759 * The argument doesn't need to be a shared string.
2445 * 2760 *
2446 * The returned string is shared. 2761 * The returned string is shared.
2447 */ 2762 */
2763const char *
2448const char * get_ob_key_value(const object * op, const char * const key) { 2764get_ob_key_value (const object *op, const char *const key)
2765{
2449 key_value * link; 2766 key_value *link;
2450 const char * canonical_key; 2767 shstr_cmp canonical_key (key);
2768
2769 if (!canonical_key)
2451 2770 {
2452 canonical_key = shstr::find (key);
2453
2454 if (canonical_key == NULL) {
2455 /* 1. There being a field named key on any object 2771 /* 1. There being a field named key on any object
2456 * implies there'd be a shared string to find. 2772 * implies there'd be a shared string to find.
2457 * 2. Since there isn't, no object has this field. 2773 * 2. Since there isn't, no object has this field.
2458 * 3. Therefore, *this* object doesn't have this field. 2774 * 3. Therefore, *this* object doesn't have this field.
2459 */ 2775 */
2460 return NULL; 2776 return 0;
2461 } 2777 }
2462 2778
2463 /* This is copied from get_ob_key_link() above - 2779 /* This is copied from get_ob_key_link() above -
2464 * only 4 lines, and saves the function call overhead. 2780 * only 4 lines, and saves the function call overhead.
2465 */ 2781 */
2466 for (link = op->key_values; link != NULL; link = link->next) { 2782 for (link = op->key_values; link; link = link->next)
2467 if (link->key == canonical_key) { 2783 if (link->key == canonical_key)
2468 return link->value; 2784 return link->value;
2469 } 2785
2470 } 2786 return 0;
2471 return NULL;
2472} 2787}
2473 2788
2474 2789
2475/* 2790/*
2476 * Updates the canonical_key in op to value. 2791 * 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 2795 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2481 * keys. 2796 * keys.
2482 * 2797 *
2483 * Returns TRUE on success. 2798 * Returns TRUE on success.
2484 */ 2799 */
2800int
2485int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2801set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2802{
2803 key_value *
2486 key_value * field = NULL, *last=NULL; 2804 field = NULL, *last = NULL;
2487 2805
2488 for (field=op->key_values; field != NULL; field=field->next) { 2806 for (field = op->key_values; field != NULL; field = field->next)
2807 {
2489 if (field->key != canonical_key) { 2808 if (field->key != canonical_key)
2809 {
2490 last = field; 2810 last = field;
2491 continue; 2811 continue;
2492 } 2812 }
2493 2813
2494 if (value) 2814 if (value)
2495 field->value = value; 2815 field->value = value;
2496 else { 2816 else
2817 {
2497 /* Basically, if the archetype has this key set, 2818 /* Basically, if the archetype has this key set,
2498 * we need to store the null value so when we save 2819 * we need to store the null value so when we save
2499 * it, we save the empty value so that when we load, 2820 * it, we save the empty value so that when we load,
2500 * we get this value back again. 2821 * we get this value back again.
2501 */ 2822 */
2502 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2823 if (get_ob_key_link (&op->arch->clone, canonical_key))
2503 field->value = 0; 2824 field->value = 0;
2825 else
2826 {
2827 if (last)
2828 last->next = field->next;
2504 else 2829 else
2505 {
2506 if (last) last->next = field->next;
2507 else op->key_values = field->next; 2830 op->key_values = field->next;
2508 2831
2509 delete field; 2832 delete field;
2510 } 2833 }
2511 } 2834 }
2512 return TRUE; 2835 return TRUE;
2513 } 2836 }
2514 /* IF we get here, key doesn't exist */ 2837 /* IF we get here, key doesn't exist */
2515 2838
2516 /* No field, we'll have to add it. */ 2839 /* No field, we'll have to add it. */
2840
2841 if (!add_key)
2517 2842 {
2518 if (!add_key) {
2519 return FALSE; 2843 return FALSE;
2520 } 2844 }
2521 /* There isn't any good reason to store a null 2845 /* There isn't any good reason to store a null
2522 * value in the key/value list. If the archetype has 2846 * value in the key/value list. If the archetype has
2523 * this key, then we should also have it, so shouldn't 2847 * this key, then we should also have it, so shouldn't
2524 * be here. If user wants to store empty strings, 2848 * be here. If user wants to store empty strings,
2525 * should pass in "" 2849 * should pass in ""
2526 */ 2850 */
2527 if (value == NULL) return TRUE; 2851 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; 2852 return TRUE;
2853
2854 field = new key_value;
2855
2856 field->key = canonical_key;
2857 field->value = value;
2858 /* Usual prepend-addition. */
2859 field->next = op->key_values;
2860 op->key_values = field;
2861
2862 return TRUE;
2538} 2863}
2539 2864
2540/* 2865/*
2541 * Updates the key in op to value. 2866 * Updates the key in op to value.
2542 * 2867 *
2544 * and not add new ones. 2869 * and not add new ones.
2545 * In general, should be little reason FALSE is ever passed in for add_key 2870 * In general, should be little reason FALSE is ever passed in for add_key
2546 * 2871 *
2547 * Returns TRUE on success. 2872 * Returns TRUE on success.
2548 */ 2873 */
2874int
2549int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2875set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2550{ 2876{
2551 shstr key_ (key); 2877 shstr key_ (key);
2878
2552 return set_ob_key_value_s (op, key_, value, add_key); 2879 return set_ob_key_value_s (op, key_, value, add_key);
2553} 2880}
2881
2882object::depth_iterator::depth_iterator (object *container)
2883: iterator_base (container)
2884{
2885 while (item->inv)
2886 item = item->inv;
2887}
2888
2889void
2890object::depth_iterator::next ()
2891{
2892 if (item->below)
2893 {
2894 item = item->below;
2895
2896 while (item->inv)
2897 item = item->inv;
2898 }
2899 else
2900 item = item->env;
2901}
2902
2903// return a suitable string describing an objetc in enough detail to find it
2904const char *
2905object::debug_desc (char *info) const
2906{
2907 char info2[256 * 3];
2908 char *p = info;
2909
2910 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2911 count,
2912 &name,
2913 title ? " " : "",
2914 title ? (const char *)title : "");
2915
2916 if (env)
2917 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2918
2919 if (map)
2920 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2921
2922 return info;
2923}
2924
2925const char *
2926object::debug_desc () const
2927{
2928 static char info[256 * 3];
2929 return debug_desc (info);
2930}
2931

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