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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 1.50 by root, Sat Sep 16 22:40:22 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
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
34
42int nrofallocobjects = 0; 35int nrofallocobjects = 0;
36static UUID uuid;
37const uint64 UUID_SKIP = 1<<19;
43 38
44object *objects; /* Pointer to the list of used objects */
45object *active_objects; /* List of active objects that need to be processed */ 39object *active_objects; /* List of active objects that need to be processed */
46 40
47short freearr_x[SIZEOFFREE]= 41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
49 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50short freearr_y[SIZEOFFREE]= 43};
51 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 45 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53int maxfree[SIZEOFFREE]= 46};
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 47int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 48 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
49};
56int freedir[SIZEOFFREE]= { 50int freedir[SIZEOFFREE] = {
57 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 51 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 52 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
53};
59 54
55static void
56write_uuid (void)
57{
58 char filename1[MAX_BUF], filename2[MAX_BUF];
59
60 sprintf (filename1, "%s/uuid", settings.localdir);
61 sprintf (filename2, "%s/uuid~", settings.localdir);
62
63 FILE *fp;
64
65 if (!(fp = fopen (filename2, "w")))
66 {
67 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
68 return;
69 }
70
71 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
72 fclose (fp);
73 rename (filename2, filename1);
74}
75
76static void
77read_uuid (void)
78{
79 char filename[MAX_BUF];
80
81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 FILE *fp;
84
85 if (!(fp = fopen (filename, "r")))
86 {
87 if (errno == ENOENT)
88 {
89 LOG (llevInfo, "RESET uid to 1\n");
90 uuid.seq = 0;
91 write_uuid ();
92 return;
93 }
94
95 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
96 _exit (1);
97 }
98
99 int version;
100 unsigned long long uid;
101 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
102 {
103 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
104 _exit (1);
105 }
106
107 uuid.seq = uid;
108 write_uuid ();
109 LOG (llevDebug, "read UID: %lld\n", uid);
110 fclose (fp);
111}
112
113UUID
114gen_uuid ()
115{
116 UUID uid;
117
118 uid.seq = ++uuid.seq;
119
120 if (!(uuid.seq & (UUID_SKIP - 1)))
121 write_uuid ();
122
123 return uid;
124}
125
126void
127init_uuid ()
128{
129 read_uuid ();
130}
60 131
61/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 132/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
133static int
62static int compare_ob_value_lists_one(const object * wants, const object * has) { 134compare_ob_value_lists_one (const object *wants, const object *has)
135{
63 key_value * wants_field; 136 key_value *wants_field;
64 137
65 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 138 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
66 * objects with lists are rare, and lists stay short. If not, use a 139 * objects with lists are rare, and lists stay short. If not, use a
67 * different structure or at least keep the lists sorted... 140 * different structure or at least keep the lists sorted...
68 */ 141 */
69 142
70 /* For each field in wants, */ 143 /* For each field in wants, */
71 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
145 {
72 key_value * has_field; 146 key_value *has_field;
73 147
74 /* Look for a field in has with the same key. */ 148 /* Look for a field in has with the same key. */
75 has_field = get_ob_key_link(has, wants_field->key); 149 has_field = get_ob_key_link (has, wants_field->key);
150
151 if (has_field == NULL)
76 152 {
77 if (has_field == NULL) {
78 /* No field with that name. */ 153 /* No field with that name. */
79 return FALSE; 154 return FALSE;
80 }
81 155 }
156
82 /* Found the matching field. */ 157 /* Found the matching field. */
83 if (has_field->value != wants_field->value) { 158 if (has_field->value != wants_field->value)
159 {
84 /* Values don't match, so this half of the comparison is false. */ 160 /* Values don't match, so this half of the comparison is false. */
85 return FALSE; 161 return FALSE;
86 } 162 }
87 163
88 /* If we get here, we found a match. Now for the next field in wants. */ 164 /* If we get here, we found a match. Now for the next field in wants. */
89 }
90 165 }
166
91 /* If we get here, every field in wants has a matching field in has. */ 167 /* If we get here, every field in wants has a matching field in has. */
92 return TRUE; 168 return TRUE;
93} 169}
94 170
95/* Returns TRUE if ob1 has the same key_values as ob2. */ 171/* Returns TRUE if ob1 has the same key_values as ob2. */
172static int
96static int compare_ob_value_lists(const object * ob1, const object * ob2) { 173compare_ob_value_lists (const object *ob1, const object *ob2)
174{
97 /* However, there may be fields in has which aren't partnered in wants, 175 /* However, there may be fields in has which aren't partnered in wants,
98 * so we need to run the comparison *twice*. :( 176 * so we need to run the comparison *twice*. :(
99 */ 177 */
100 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 178 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
101} 179}
102 180
103/* Function examines the 2 objects given to it, and returns true if 181/* Function examines the 2 objects given to it, and returns true if
104 * they can be merged together. 182 * they can be merged together.
105 * 183 *
111 * 189 *
112 * Improvements made with merge: Better checking on potion, and also 190 * Improvements made with merge: Better checking on potion, and also
113 * check weight 191 * check weight
114 */ 192 */
115 193
116bool
117object::can_merge (object *ob1, object *ob2) 194bool object::can_merge (object *ob1, object *ob2)
118{ 195{
119 /* A couple quicksanity checks */ 196 /* A couple quicksanity checks */
120 if ((ob1 == ob2) || (ob1->type != ob2->type)) 197 if ((ob1 == ob2) || (ob1->type != ob2->type))
121 return 0; 198 return 0;
122 199
170 (ob1->subtype != ob2->subtype) || 247 (ob1->subtype != ob2->subtype) ||
171 (ob1->move_type != ob2->move_type) || 248 (ob1->move_type != ob2->move_type) ||
172 (ob1->move_block != ob2->move_block) || 249 (ob1->move_block != ob2->move_block) ||
173 (ob1->move_allow != ob2->move_allow) || 250 (ob1->move_allow != ob2->move_allow) ||
174 (ob1->move_on != ob2->move_on) || 251 (ob1->move_on != ob2->move_on) ||
175 (ob1->move_off != ob2->move_off) || 252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty))
176 (ob1->move_slow != ob2->move_slow) ||
177 (ob1->move_slow_penalty != ob2->move_slow_penalty))
178 return 0; 253 return 0;
179 254
180 /* This is really a spellbook check - really, we should 255 /* This is really a spellbook check - really, we should
181 * check all objects in the inventory. 256 * check all objects in the inventory.
182 */ 257 */
183 if (ob1->inv || ob2->inv) 258 if (ob1->inv || ob2->inv)
184 { 259 {
185 /* if one object has inventory but the other doesn't, not equiv */ 260 /* if one object has inventory but the other doesn't, not equiv */
186 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
187 return 0; 262 return 0;
188 263
189 /* Now check to see if the two inventory objects could merge */ 264 /* Now check to see if the two inventory objects could merge */
190 if (!CAN_MERGE (ob1->inv, ob2->inv)) 265 if (!CAN_MERGE (ob1->inv, ob2->inv))
191 return 0; 266 return 0;
192 267
193 /* inventory ok - still need to check rest of this object to see 268 /* inventory ok - still need to check rest of this object to see
194 * if it is valid. 269 * if it is valid.
195 */ 270 */
196 } 271 }
204 279
205 /* Note sure why the following is the case - either the object has to 280 /* Note sure why the following is the case - either the object has to
206 * be animated or have a very low speed. Is this an attempted monster 281 * be animated or have a very low speed. Is this an attempted monster
207 * check? 282 * check?
208 */ 283 */
209 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
210 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
211 return 0; 285 return 0;
212 286
213 switch (ob1->type) 287 switch (ob1->type)
214 { 288 {
215 case SCROLL: 289 case SCROLL:
216 if (ob1->level != ob2->level) 290 if (ob1->level != ob2->level)
217 return 0; 291 return 0;
218 break; 292 break;
219 } 293 }
220 294
221 if (ob1->key_values != NULL || ob2->key_values != NULL) 295 if (ob1->key_values != NULL || ob2->key_values != NULL)
222 { 296 {
223 /* At least one of these has key_values. */ 297 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
225 /* One has fields, but the other one doesn't. */ 299 /* One has fields, but the other one doesn't. */
226 return 0; 300 return 0;
227 else if (!compare_ob_value_lists (ob1, ob2)) 301 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 302 return 0;
229 } 303 }
230 304
231 //TODO: generate an event or call into perl for additional checks 305 //TODO: generate an event or call into perl for additional checks
232 if (ob1->self || ob2->self) 306 if (ob1->self || ob2->self)
233 { 307 {
234 ob1->optimise (); 308 ob1->optimise ();
235 ob2->optimise (); 309 ob2->optimise ();
236 310
237 if (ob1->self || ob2->self) 311 if (ob1->self || ob2->self)
238 return 0; 312 return 0;
239 } 313 }
240 314
241 /* Everything passes, must be OK. */ 315 /* Everything passes, must be OK. */
242 return 1; 316 return 1;
243} 317}
318
244/* 319/*
245 * sum_weight() is a recursive function which calculates the weight 320 * sum_weight() is a recursive function which calculates the weight
246 * an object is carrying. It goes through in figures out how much 321 * an object is carrying. It goes through in figures out how much
247 * containers are carrying, and sums it up. 322 * containers are carrying, and sums it up.
248 */ 323 */
249signed long sum_weight(object *op) { 324long
325sum_weight (object *op)
326{
250 signed long sum; 327 long sum;
251 object *inv; 328 object *inv;
329
252 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
331 {
253 if (inv->inv) 332 if (inv->inv)
254 sum_weight(inv); 333 sum_weight (inv);
255 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
256 } 335 }
336
257 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
258 sum = (sum * (100 - op->stats.Str))/100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
339
259 if(op->carrying != sum) 340 if (op->carrying != sum)
260 op->carrying = sum; 341 op->carrying = sum;
342
261 return sum; 343 return sum;
262} 344}
263 345
264/** 346/**
265 * Return the outermost environment object for a given object. 347 * Return the outermost environment object for a given object.
266 */ 348 */
267 349
350object *
268object *object_get_env_recursive (object *op) { 351object_get_env_recursive (object *op)
352{
269 while (op->env != NULL) 353 while (op->env != NULL)
270 op = op->env; 354 op = op->env;
271 return op; 355 return op;
272} 356}
273 357
274/* 358/*
275 * Eneq(@csd.uu.se): Since we can have items buried in a character we need 359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
276 * a better check. We basically keeping traversing up until we can't 360 * a better check. We basically keeping traversing up until we can't
277 * or find a player. 361 * or find a player.
278 */ 362 */
279 363
364object *
280object *is_player_inv (object *op) { 365is_player_inv (object *op)
366{
281 for (;op!=NULL&&op->type!=PLAYER; op=op->env) 367 for (; op != NULL && op->type != PLAYER; op = op->env)
282 if (op->env==op) 368 if (op->env == op)
283 op->env = NULL; 369 op->env = NULL;
284 return op; 370 return op;
285} 371}
286 372
287/* 373/*
288 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
289 * Some error messages. 375 * Some error messages.
290 * The result of the dump is stored in the static global errmsg array. 376 * The result of the dump is stored in the static global errmsg array.
291 */ 377 */
292 378
379void
293void dump_object2(object *op) { 380dump_object2 (object *op)
381{
294errmsg[0] = 0; 382 errmsg[0] = 0;
295return; 383 return;
296 //TODO//D#d# 384 //TODO//D#d#
297#if 0 385#if 0
298 char *cp; 386 char *cp;
387
299/* object *tmp;*/ 388/* object *tmp;*/
300 389
301 if(op->arch!=NULL) { 390 if (op->arch != NULL)
391 {
302 strcat(errmsg,"arch "); 392 strcat (errmsg, "arch ");
303 strcat(errmsg,op->arch->name?op->arch->name:"(null)"); 393 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
304 strcat(errmsg,"\n"); 394 strcat (errmsg, "\n");
305 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL) 395 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
306 strcat(errmsg,cp); 396 strcat (errmsg, cp);
307#if 0 397# if 0
308 /* Don't dump player diffs - they are too long, mostly meaningless, and 398 /* Don't dump player diffs - they are too long, mostly meaningless, and
309 * will overflow the buffer. 399 * will overflow the buffer.
310 * Changed so that we don't dump inventory either. This may 400 * Changed so that we don't dump inventory either. This may
311 * also overflow the buffer. 401 * also overflow the buffer.
312 */ 402 */
313 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL) 403 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
314 strcat(errmsg,cp); 404 strcat (errmsg, cp);
315 for (tmp=op->inv; tmp; tmp=tmp->below) 405 for (tmp = op->inv; tmp; tmp = tmp->below)
316 dump_object2(tmp); 406 dump_object2 (tmp);
407# endif
408 strcat (errmsg, "end\n");
409 }
410 else
411 {
412 strcat (errmsg, "Object ");
413 if (op->name == NULL)
414 strcat (errmsg, "(null)");
415 else
416 strcat (errmsg, op->name);
417 strcat (errmsg, "\n");
418# if 0
419 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
420 strcat (errmsg, cp);
421 for (tmp = op->inv; tmp; tmp = tmp->below)
422 dump_object2 (tmp);
423# endif
424 strcat (errmsg, "end\n");
425 }
317#endif 426#endif
318 strcat(errmsg,"end\n");
319 } else {
320 strcat(errmsg,"Object ");
321 if (op->name==NULL) strcat(errmsg, "(null)");
322 else strcat(errmsg,op->name);
323 strcat(errmsg,"\n");
324#if 0
325 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
326 strcat(errmsg,cp);
327 for (tmp=op->inv; tmp; tmp=tmp->below)
328 dump_object2(tmp);
329#endif
330 strcat(errmsg,"end\n");
331 }
332#endif
333} 427}
334 428
335/* 429/*
336 * Dumps an object. Returns output in the static global errmsg array. 430 * Dumps an object. Returns output in the static global errmsg array.
337 */ 431 */
338 432
433void
339void dump_object(object *op) { 434dump_object (object *op)
435{
340 if(op==NULL) { 436 if (op == NULL)
437 {
341 strcpy(errmsg,"[NULL pointer]"); 438 strcpy (errmsg, "[NULL pointer]");
342 return; 439 return;
343 } 440 }
344 errmsg[0]='\0'; 441 errmsg[0] = '\0';
345 dump_object2(op); 442 dump_object2 (op);
346} 443}
347 444
445void
348void dump_all_objects(void) { 446dump_all_objects (void)
447{
349 object *op; 448 object *op;
449
350 for(op=objects;op!=NULL;op=op->next) { 450 for (op = object::first; op != NULL; op = op->next)
451 {
351 dump_object(op); 452 dump_object (op);
352 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg); 453 fprintf (logfile, "Object %s\n", errmsg);
353 } 454 }
354} 455}
355 456
356/* 457/*
357 * get_nearest_part(multi-object, object 2) returns the part of the 458 * get_nearest_part(multi-object, object 2) returns the part of the
358 * multi-object 1 which is closest to the second object. 459 * multi-object 1 which is closest to the second object.
359 * If it's not a multi-object, it is returned. 460 * If it's not a multi-object, it is returned.
360 */ 461 */
361 462
463object *
362object *get_nearest_part(object *op, const object *pl) { 464get_nearest_part (object *op, const object *pl)
465{
363 object *tmp,*closest; 466 object *tmp, *closest;
364 int last_dist,i; 467 int last_dist, i;
468
365 if(op->more==NULL) 469 if (op->more == NULL)
366 return op; 470 return op;
367 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 471 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
368 if((i=distance(tmp,pl))<last_dist) 472 if ((i = distance (tmp, pl)) < last_dist)
369 closest=tmp,last_dist=i; 473 closest = tmp, last_dist = i;
370 return closest; 474 return closest;
371} 475}
372 476
373/* 477/*
374 * Returns the object which has the count-variable equal to the argument. 478 * Returns the object which has the count-variable equal to the argument.
375 */ 479 */
376 480
481object *
377object *find_object(tag_t i) { 482find_object (tag_t i)
483{
378 object *op; 484 object *op;
485
379 for(op=objects;op!=NULL;op=op->next) 486 for (op = object::first; op != NULL; op = op->next)
380 if(op->count==i) 487 if (op->count == i)
381 break; 488 break;
489
382 return op; 490 return op;
383} 491}
384 492
385/* 493/*
386 * Returns the first object which has a name equal to the argument. 494 * Returns the first object which has a name equal to the argument.
387 * Used only by the patch command, but not all that useful. 495 * Used only by the patch command, but not all that useful.
388 * Enables features like "patch <name-of-other-player> food 999" 496 * Enables features like "patch <name-of-other-player> food 999"
389 */ 497 */
390 498
499object *
391object *find_object_name(const char *str) { 500find_object_name (const char *str)
392 const char *name = shstr::find (str); 501{
502 shstr_cmp str_ (str);
393 object *op; 503 object *op;
504
394 for(op=objects;op!=NULL;op=op->next) 505 for (op = object::first; op != NULL; op = op->next)
395 if(&op->name == name) 506 if (op->name == str_)
396 break; 507 break;
397 508
398 return op; 509 return op;
399} 510}
400 511
512void
401void free_all_object_data () 513free_all_object_data ()
402{ 514{
403 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 515 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
404}
405
406/*
407 * Returns the object which this object marks as being the owner.
408 * A id-scheme is used to avoid pointing to objects which have been
409 * freed and are now reused. If this is detected, the owner is
410 * set to NULL, and NULL is returned.
411 * Changed 2004-02-12 - if the player is setting at the play again
412 * prompt, he is removed, and we don't want to treat him as an owner of
413 * anything, so check removed flag. I don't expect that this should break
414 * anything - once an object is removed, it is basically dead anyways.
415 */
416
417object *get_owner(object *op) {
418 if(op->owner==NULL)
419 return NULL;
420
421 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
422 op->owner->count==op->ownercount)
423 return op->owner;
424
425 op->owner=NULL;
426 op->ownercount=0;
427 return NULL;
428}
429
430void clear_owner(object *op)
431{
432 if (!op) return;
433
434 if (op->owner && op->ownercount == op->owner->count)
435 op->owner->refcount--;
436
437 op->owner = NULL;
438 op->ownercount = 0;
439} 516}
440 517
441/* 518/*
442 * Sets the owner and sets the skill and exp pointers to owner's current 519 * Sets the owner and sets the skill and exp pointers to owner's current
443 * skill and experience objects. 520 * skill and experience objects.
444 */ 521 */
445void set_owner (object *op, object *owner) 522void
523object::set_owner (object *owner)
446{ 524{
447 if(owner==NULL||op==NULL) 525 if (!owner)
448 return; 526 return;
449 527
450 /* next line added to allow objects which own objects */ 528 /* next line added to allow objects which own objects */
451 /* Add a check for ownercounts in here, as I got into an endless loop 529 /* Add a check for ownercounts in here, as I got into an endless loop
452 * with the fireball owning a poison cloud which then owned the 530 * with the fireball owning a poison cloud which then owned the
453 * fireball. I believe that was caused by one of the objects getting 531 * fireball. I believe that was caused by one of the objects getting
454 * freed and then another object replacing it. Since the ownercounts 532 * freed and then another object replacing it. Since the ownercounts
455 * didn't match, this check is valid and I believe that cause is valid. 533 * didn't match, this check is valid and I believe that cause is valid.
456 */ 534 */
457 while (owner->owner && owner!=owner->owner && 535 while (owner->owner)
458 owner->ownercount==owner->owner->count) owner=owner->owner; 536 owner = owner->owner;
459 537
460 /* IF the owner still has an owner, we did not resolve to a final owner.
461 * so lets not add to that.
462 */
463 if (owner->owner) return;
464
465 op->owner=owner; 538 this->owner = owner;
466
467 op->ownercount=owner->count;
468 owner->refcount++;
469
470}
471
472/* Set the owner to clone's current owner and set the skill and experience
473 * objects to clone's objects (typically those objects that where the owner's
474 * current skill and experience objects at the time when clone's owner was
475 * set - not the owner's current skill and experience objects).
476 *
477 * Use this function if player created an object (e.g. fire bullet, swarm
478 * spell), and this object creates further objects whose kills should be
479 * accounted for the player's original skill, even if player has changed
480 * skills meanwhile.
481 */
482void copy_owner (object *op, object *clone)
483{
484 object *owner = get_owner (clone);
485 if (owner == NULL) {
486 /* players don't have owners - they own themselves. Update
487 * as appropriate.
488 */
489 if (clone->type == PLAYER) owner=clone;
490 else return;
491 }
492 set_owner(op, owner);
493
494} 539}
495 540
496/* Zero the key_values on op, decrementing the shared-string 541/* Zero the key_values on op, decrementing the shared-string
497 * refcounts and freeing the links. 542 * refcounts and freeing the links.
498 */ 543 */
544static void
499static void free_key_values(object * op) 545free_key_values (object *op)
500{ 546{
501 for (key_value *i = op->key_values; i != 0; ) 547 for (key_value *i = op->key_values; i != 0;)
502 { 548 {
503 key_value *next = i->next; 549 key_value *next = i->next;
504 delete i; 550 delete i;
551
505 i = next; 552 i = next;
506 } 553 }
507 554
508 op->key_values = 0; 555 op->key_values = 0;
509} 556}
510 557
511void object::clear () 558void object::clear ()
512{ 559{
513 attachable_base::clear (); 560 attachable_base::clear ();
514 561
515 free_key_values (this); 562 free_key_values (this);
516 563
517 name = 0; 564 owner = 0;
565 name = 0;
518 name_pl = 0; 566 name_pl = 0;
519 title = 0; 567 title = 0;
520 race = 0; 568 race = 0;
521 slaying = 0; 569 slaying = 0;
522 skill = 0; 570 skill = 0;
523 msg = 0; 571 msg = 0;
524 lore = 0; 572 lore = 0;
525 custom_name = 0; 573 custom_name = 0;
526 materialname = 0; 574 materialname = 0;
575 contr = 0;
576 below = 0;
577 above = 0;
578 inv = 0;
579 container = 0;
580 env = 0;
581 more = 0;
582 head = 0;
583 map = 0;
584 active_next = 0;
585 active_prev = 0;
527 586
528 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod)); 587 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
529 588
530 SET_FLAG (this, FLAG_REMOVED); 589 SET_FLAG (this, FLAG_REMOVED);
590
591 /* What is not cleared is next, prev, and count */
592
593 expmul = 1.0;
594 face = blank_face;
595
596 if (settings.casting_time)
597 casting_time = -1;
531} 598}
532 599
533void object::clone (object *destination) 600void object::clone (object *destination)
534{ 601{
535 *(object_copy *)destination = *(object_copy *)this; 602 *(object_copy *)destination = *this;
536 *(object_pod *)destination = *(object_pod *)this; 603 *(object_pod *)destination = *this;
537 604
538 if (self || cb) 605 if (self || cb)
539 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination)); 606 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
540}
541
542/*
543 * clear_object() frees everything allocated by an object, and also
544 * clears all variables and flags to default settings.
545 */
546
547void clear_object (object *op)
548{
549 op->clear ();
550
551 op->contr = NULL;
552 op->below = NULL;
553 op->above = NULL;
554 op->inv = NULL;
555 op->container=NULL;
556 op->env=NULL;
557 op->more=NULL;
558 op->head=NULL;
559 op->map=NULL;
560 op->refcount=0;
561 op->active_next = NULL;
562 op->active_prev = NULL;
563 /* What is not cleared is next, prev, and count */
564
565 op->expmul = 1.0;
566 op->face = blank_face;
567 op->attacked_by_count = -1;
568
569 if (settings.casting_time)
570 op->casting_time = -1;
571} 607}
572 608
573/* 609/*
574 * copy object first frees everything allocated by the second object, 610 * copy object first frees everything allocated by the second object,
575 * and then copies the contends of the first object into the second 611 * and then copies the contends of the first object into the second
576 * object, allocating what needs to be allocated. Basically, any 612 * object, allocating what needs to be allocated. Basically, any
577 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 613 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
578 * if the first object is freed, the pointers in the new object 614 * if the first object is freed, the pointers in the new object
579 * will point at garbage. 615 * will point at garbage.
580 */ 616 */
581 617void
582void copy_object (object *op2, object *op) 618copy_object (object *op2, object *op)
583{ 619{
584 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 620 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
585 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 621 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
586 622
587 op2->clone (op); 623 op2->clone (op);
588 624
625 if (is_freed)
589 if (is_freed) SET_FLAG (op, FLAG_FREED); 626 SET_FLAG (op, FLAG_FREED);
627 if (is_removed)
590 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 628 SET_FLAG (op, FLAG_REMOVED);
591 629
592 if (op2->speed < 0) 630 if (op2->speed < 0)
593 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 631 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
594 632
595 /* Copy over key_values, if any. */ 633 /* Copy over key_values, if any. */
596 if (op2->key_values != NULL) 634 if (op2->key_values)
597 { 635 {
598 key_value *tail = NULL; 636 key_value *tail = 0;
599 key_value *i; 637 key_value *i;
600 638
601 op->key_values = NULL; 639 op->key_values = 0;
602 640
603 for (i = op2->key_values; i != NULL; i = i->next) 641 for (i = op2->key_values; i; i = i->next)
604 { 642 {
605 key_value *new_link = new key_value; 643 key_value *new_link = new key_value;
606 644
607 new_link->next = NULL; 645 new_link->next = 0;
608 new_link->key = i->key; 646 new_link->key = i->key;
609 new_link->value = i->value; 647 new_link->value = i->value;
610 648
611 /* Try and be clever here, too. */ 649 /* Try and be clever here, too. */
612 if (op->key_values == NULL) 650 if (!op->key_values)
613 { 651 {
614 op->key_values = new_link; 652 op->key_values = new_link;
615 tail = new_link; 653 tail = new_link;
616 } 654 }
617 else 655 else
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 if (this == object::first)
953 object::first = next;
954
955 /* Remove this object from the list of used objects */
956 if (prev) prev->next = next;
957 if (next) next->prev = prev;
958
959 prev = 0;
960 next = 0;
961}
962
963object *object::create ()
964{
965 object *op = new object;
966 op->link ();
967 return op;
968}
859 969
860/* 970/*
861 * free_object() frees everything allocated by an object, removes 971 * free_object() frees everything allocated by an object, removes
862 * it from the list of used objects, and puts it on the list of 972 * it from the list of used objects, and puts it on the list of
863 * free objects. The IS_FREED() flag is set in the object. 973 * free objects. The IS_FREED() flag is set in the object.
865 * this function to succeed. 975 * this function to succeed.
866 * 976 *
867 * If free_inventory is set, free inventory as well. Else drop items in 977 * If free_inventory is set, free inventory as well. Else drop items in
868 * inventory to the ground. 978 * inventory to the ground.
869 */ 979 */
870 980void object::free (bool free_inventory)
871void
872free_object (object * ob)
873{ 981{
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)) 982 if (QUERY_FLAG (this, FLAG_FREED))
883 { 983 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 }
890 984
891 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 985 if (QUERY_FLAG (this, FLAG_FRIENDLY))
892 {
893 LOG (llevMonster, "Warning: tried to free friendly object.\n");
894 remove_friendly_object (ob); 986 remove_friendly_object (this);
895 }
896 987
897 if (QUERY_FLAG (ob, FLAG_FREED)) 988 if (!QUERY_FLAG (this, FLAG_REMOVED))
898 { 989 remove_ob (this);
899 dump_object (ob); 990
900 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 991 SET_FLAG (this, FLAG_FREED);
901 return; 992
993 if (more)
902 } 994 {
903 995 more->free (free_inventory);
904 if (ob->more != NULL) 996 more = 0;
905 { 997 }
906 free_object2 (ob->more, free_inventory);
907 ob->more = NULL;
908 }
909 998
910 if (ob->inv) 999 if (inv)
911 { 1000 {
912 /* Only if the space blocks everything do we not process - 1001 /* Only if the space blocks everything do we not process -
913 * if some form of movement is allowed, let objects 1002 * if some form of movement is allowed, let objects
914 * drop on that space. 1003 * drop on that space.
915 */ 1004 */
916 if (free_inventory || ob->map == NULL 1005 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 1006 {
918 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL)) 1007 object *op = inv;
919 {
920 op = ob->inv;
921 1008
922 while (op != NULL) 1009 while (op)
923 { 1010 {
924 tmp = op->below; 1011 object *tmp = op->below;
925 remove_ob (op); 1012 op->free (free_inventory);
926 free_object2 (op, free_inventory);
927 op = tmp; 1013 op = tmp;
928 } 1014 }
929 } 1015 }
930 else 1016 else
931 { /* Put objects in inventory onto this space */ 1017 { /* Put objects in inventory onto this space */
932 op = ob->inv; 1018 object *op = inv;
933 1019
934 while (op != NULL) 1020 while (op)
935 { 1021 {
936 tmp = op->below; 1022 object *tmp = op->below;
1023
937 remove_ob (op); 1024 remove_ob (op);
938 1025
939 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 1026 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
940 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE 1027 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
941 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1028 free_object (op);
942 free_object (op); 1029 else
943 else 1030 {
944 { 1031 op->x = x;
945 op->x = ob->x; 1032 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 */ 1033 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
948 } 1034 }
949 1035
950 op = tmp; 1036 op = tmp;
1037 }
1038 }
951 } 1039 }
952 } 1040
953 } 1041 // clear those pointers that likely might have circular references to us
1042 owner = 0;
1043 enemy = 0;
1044 attacked_by = 0;
954 1045
955 /* Remove object from the active list */ 1046 /* Remove object from the active list */
956 ob->speed = 0; 1047 speed = 0;
957 update_ob_speed (ob); 1048 update_ob_speed (this);
958 1049
959 SET_FLAG (ob, FLAG_FREED); 1050 unlink ();
960 ob->count = 0;
961 1051
962 /* Remove this object from the list of used objects */ 1052 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} 1053}
986 1054
987/* 1055/*
988 * sub_weight() recursively (outwards) subtracts a number from the 1056 * sub_weight() recursively (outwards) subtracts a number from the
989 * weight of an object (and what is carried by it's environment(s)). 1057 * weight of an object (and what is carried by it's environment(s)).
990 */ 1058 */
991 1059
1060void
992void sub_weight (object *op, signed long weight) { 1061sub_weight (object *op, signed long weight)
1062{
993 while (op != NULL) { 1063 while (op != NULL)
1064 {
994 if (op->type == CONTAINER) { 1065 if (op->type == CONTAINER)
995 weight=(signed long)(weight*(100-op->stats.Str)/100); 1066 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
996 } 1067
997 op->carrying-=weight; 1068 op->carrying -= weight;
998 op = op->env; 1069 op = op->env;
999 } 1070 }
1000} 1071}
1001 1072
1002/* remove_ob(op): 1073/* remove_ob(op):
1003 * This function removes the object op from the linked list of objects 1074 * 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 1075 * which it is currently tied to. When this function is done, the
1006 * environment, the x and y coordinates will be updated to 1077 * environment, the x and y coordinates will be updated to
1007 * the previous environment. 1078 * the previous environment.
1008 * Beware: This function is called from the editor as well! 1079 * Beware: This function is called from the editor as well!
1009 */ 1080 */
1010 1081
1082void
1011void remove_ob(object *op) { 1083remove_ob (object *op)
1084{
1012 object *tmp,*last=NULL; 1085 object *tmp, *last = 0;
1013 object *otmp; 1086 object *otmp;
1014 tag_t tag; 1087
1015 int check_walk_off; 1088 int check_walk_off;
1016 mapstruct *m; 1089 maptile *m;
1090
1017 sint16 x,y; 1091 sint16 x, y;
1018
1019 1092
1020 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1093 if (QUERY_FLAG (op, FLAG_REMOVED))
1021 dump_object(op); 1094 return;
1022 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1023 1095
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); 1096 SET_FLAG (op, FLAG_REMOVED);
1040 1097
1098 if (op->more != NULL)
1099 remove_ob (op->more);
1100
1041 /* 1101 /*
1042 * In this case, the object to be removed is in someones 1102 * In this case, the object to be removed is in someones
1043 * inventory. 1103 * inventory.
1044 */ 1104 */
1045 if(op->env!=NULL) { 1105 if (op->env != NULL)
1106 {
1046 if(op->nrof) 1107 if (op->nrof)
1047 sub_weight(op->env, op->weight*op->nrof); 1108 sub_weight (op->env, op->weight * op->nrof);
1048 else 1109 else
1049 sub_weight(op->env, op->weight+op->carrying); 1110 sub_weight (op->env, op->weight + op->carrying);
1050 1111
1051 /* NO_FIX_PLAYER is set when a great many changes are being 1112 /* NO_FIX_PLAYER is set when a great many changes are being
1052 * made to players inventory. If set, avoiding the call 1113 * made to players inventory. If set, avoiding the call
1053 * to save cpu time. 1114 * to save cpu time.
1054 */ 1115 */
1055 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1116 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); 1117 fix_player (otmp);
1058 1118
1059 if(op->above!=NULL) 1119 if (op->above != NULL)
1060 op->above->below=op->below; 1120 op->above->below = op->below;
1061 else 1121 else
1062 op->env->inv=op->below; 1122 op->env->inv = op->below;
1063 1123
1064 if(op->below!=NULL) 1124 if (op->below != NULL)
1065 op->below->above=op->above; 1125 op->below->above = op->above;
1066 1126
1067 /* we set up values so that it could be inserted into 1127 /* we set up values so that it could be inserted into
1068 * the map, but we don't actually do that - it is up 1128 * the map, but we don't actually do that - it is up
1069 * to the caller to decide what we want to do. 1129 * to the caller to decide what we want to do.
1070 */ 1130 */
1071 op->x=op->env->x,op->y=op->env->y; 1131 op->x = op->env->x, op->y = op->env->y;
1072 op->map=op->env->map; 1132 op->map = op->env->map;
1073 op->above=NULL,op->below=NULL; 1133 op->above = NULL, op->below = NULL;
1074 op->env=NULL; 1134 op->env = NULL;
1135 }
1136 else if (op->map)
1137 {
1138 x = op->x;
1139 y = op->y;
1140 m = get_map_from_coord (op->map, &x, &y);
1141
1142 if (!m)
1143 {
1144 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1145 op->map->path, op->x, op->y);
1146 /* in old days, we used to set x and y to 0 and continue.
1147 * it seems if we get into this case, something is probablye
1148 * screwed up and should be fixed.
1149 */
1150 abort ();
1151 }
1152
1153 if (op->map != m)
1154 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1155 op->map->path, m->path, op->x, op->y, x, y);
1156
1157 /* Re did the following section of code - it looks like it had
1158 * lots of logic for things we no longer care about
1159 */
1160
1161 /* link the object above us */
1162 if (op->above)
1163 op->above->below = op->below;
1164 else
1165 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1166
1167 /* Relink the object below us, if there is one */
1168 if (op->below)
1169 op->below->above = op->above;
1170 else
1171 {
1172 /* Nothing below, which means we need to relink map object for this space
1173 * use translated coordinates in case some oddness with map tiling is
1174 * evident
1175 */
1176 if (GET_MAP_OB (m, x, y) != op)
1177 {
1178 dump_object (op);
1179 LOG (llevError,
1180 "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);
1181 dump_object (GET_MAP_OB (m, x, y));
1182 LOG (llevError, "%s\n", errmsg);
1183 }
1184
1185 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1186 }
1187
1188 op->above = 0;
1189 op->below = 0;
1190
1191 if (op->map->in_memory == MAP_SAVING)
1075 return; 1192 return;
1076 }
1077 1193
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;
1132 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1194 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1195
1133 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1196 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1197 {
1134 /* No point updating the players look faces if he is the object 1198 /* No point updating the players look faces if he is the object
1135 * being removed. 1199 * being removed.
1136 */ 1200 */
1137 1201
1138 if(tmp->type==PLAYER && tmp!=op) { 1202 if (tmp->type == PLAYER && tmp != op)
1203 {
1139 /* If a container that the player is currently using somehow gets 1204 /* If a container that the player is currently using somehow gets
1140 * removed (most likely destroyed), update the player view 1205 * removed (most likely destroyed), update the player view
1141 * appropriately. 1206 * appropriately.
1142 */ 1207 */
1143 if (tmp->container==op) { 1208 if (tmp->container == op)
1209 {
1144 CLEAR_FLAG(op, FLAG_APPLIED); 1210 CLEAR_FLAG (op, FLAG_APPLIED);
1145 tmp->container=NULL; 1211 tmp->container = NULL;
1212 }
1213
1214 tmp->contr->socket.update_look = 1;
1146 } 1215 }
1147 tmp->contr->socket.update_look=1; 1216
1148 }
1149 /* See if player moving off should effect something */ 1217 /* See if player moving off should effect something */
1218 if (check_walk_off
1150 if (check_walk_off && ((op->move_type & tmp->move_off) && 1219 && ((op->move_type & tmp->move_off)
1151 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1220 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1152 1221 {
1153 move_apply(tmp, op, NULL); 1222 move_apply (tmp, op, NULL);
1223
1154 if (was_destroyed (op, tag)) { 1224 if (op->destroyed ())
1155 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1225 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1156 "leaving object\n", &tmp->name, &tmp->arch->name);
1157 } 1226 }
1158 }
1159 1227
1160 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1228 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1161 1229
1162 if(tmp->above == tmp) 1230 if (tmp->above == tmp)
1163 tmp->above = NULL; 1231 tmp->above = NULL;
1232
1164 last=tmp; 1233 last = tmp;
1165 } 1234 }
1235
1166 /* last == NULL of there are no objects on this space */ 1236 /* last == NULL of there are no objects on this space */
1167 if (last==NULL) { 1237 if (last == NULL)
1238 {
1168 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1239 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1169 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1240 * 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 1241 * those out anyways, and if there are any flags set right now, they won't
1171 * be correct anyways. 1242 * be correct anyways.
1172 */ 1243 */
1173 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1244 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1174 update_position(op->map, op->x, op->y); 1245 update_position (op->map, op->x, op->y);
1175 } 1246 }
1176 else 1247 else
1177 update_object(last, UP_OBJ_REMOVE); 1248 update_object (last, UP_OBJ_REMOVE);
1178 1249
1179 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1250 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1180 update_all_los(op->map, op->x, op->y); 1251 update_all_los (op->map, op->x, op->y);
1181 1252 }
1182} 1253}
1183 1254
1184/* 1255/*
1185 * merge_ob(op,top): 1256 * merge_ob(op,top):
1186 * 1257 *
1187 * This function goes through all objects below and including top, and 1258 * This function goes through all objects below and including top, and
1188 * merges op to the first matching object. 1259 * merges op to the first matching object.
1189 * If top is NULL, it is calculated. 1260 * If top is NULL, it is calculated.
1190 * Returns pointer to object if it succeded in the merge, otherwise NULL 1261 * Returns pointer to object if it succeded in the merge, otherwise NULL
1191 */ 1262 */
1192 1263object *
1193object *merge_ob(object *op, object *top) { 1264merge_ob (object *op, object *top)
1265{
1194 if(!op->nrof) 1266 if (!op->nrof)
1195 return 0; 1267 return 0;
1268
1196 if(top==NULL) 1269 if (top == NULL)
1197 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1270 for (top = op; top != NULL && top->above != NULL; top = top->above);
1271
1198 for(;top!=NULL;top=top->below) { 1272 for (; top != NULL; top = top->below)
1273 {
1199 if(top==op) 1274 if (top == op)
1200 continue; 1275 continue;
1201 if (CAN_MERGE(op,top)) 1276 if (CAN_MERGE (op, top))
1202 { 1277 {
1203 top->nrof+=op->nrof; 1278 top->nrof += op->nrof;
1279
1204/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1280/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1205 op->weight = 0; /* Don't want any adjustements now */ 1281 op->weight = 0; /* Don't want any adjustements now */
1206 remove_ob(op); 1282 remove_ob (op);
1207 free_object(op); 1283 free_object (op);
1208 return top; 1284 return top;
1209 } 1285 }
1210 } 1286 }
1287
1211 return NULL; 1288 return 0;
1212} 1289}
1213 1290
1214/* 1291/*
1215 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1292 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1216 * job preparing multi-part monsters 1293 * job preparing multi-part monsters
1217 */ 1294 */
1295object *
1218object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1296insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1297{
1219 object* tmp; 1298 object *tmp;
1299
1220 if (op->head) 1300 if (op->head)
1221 op=op->head; 1301 op = op->head;
1302
1222 for (tmp=op;tmp;tmp=tmp->more){ 1303 for (tmp = op; tmp; tmp = tmp->more)
1304 {
1223 tmp->x=x+tmp->arch->clone.x; 1305 tmp->x = x + tmp->arch->clone.x;
1224 tmp->y=y+tmp->arch->clone.y; 1306 tmp->y = y + tmp->arch->clone.y;
1225 } 1307 }
1308
1226 return insert_ob_in_map (op, m, originator, flag); 1309 return insert_ob_in_map (op, m, originator, flag);
1227} 1310}
1228 1311
1229/* 1312/*
1230 * insert_ob_in_map (op, map, originator, flag): 1313 * insert_ob_in_map (op, map, originator, flag):
1231 * This function inserts the object in the two-way linked list 1314 * This function inserts the object in the two-way linked list
1245 * new object if 'op' was merged with other object 1328 * new object if 'op' was merged with other object
1246 * NULL if 'op' was destroyed 1329 * NULL if 'op' was destroyed
1247 * just 'op' otherwise 1330 * just 'op' otherwise
1248 */ 1331 */
1249 1332
1333object *
1250object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1334insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1251{ 1335{
1252 object *tmp, *top, *floor=NULL; 1336 object *tmp, *top, *floor = NULL;
1253 sint16 x,y; 1337 sint16 x, y;
1254 1338
1255 if (QUERY_FLAG (op, FLAG_FREED)) { 1339 if (QUERY_FLAG (op, FLAG_FREED))
1340 {
1256 LOG (llevError, "Trying to insert freed object!\n"); 1341 LOG (llevError, "Trying to insert freed object!\n");
1342 return NULL;
1343 }
1344
1345 if (m == NULL)
1346 {
1347 dump_object (op);
1348 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1349 return op;
1350 }
1351
1352 if (out_of_map (m, op->x, op->y))
1353 {
1354 dump_object (op);
1355 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1356#ifdef MANY_CORES
1357 /* Better to catch this here, as otherwise the next use of this object
1358 * is likely to cause a crash. Better to find out where it is getting
1359 * improperly inserted.
1360 */
1361 abort ();
1362#endif
1363 return op;
1364 }
1365
1366 if (!QUERY_FLAG (op, FLAG_REMOVED))
1367 {
1368 dump_object (op);
1369 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1370 return op;
1371 }
1372
1373 if (op->more != NULL)
1374 {
1375 /* The part may be on a different map. */
1376
1377 object *more = op->more;
1378
1379 /* We really need the caller to normalize coordinates - if
1380 * we set the map, that doesn't work if the location is within
1381 * a map and this is straddling an edge. So only if coordinate
1382 * is clear wrong do we normalize it.
1383 */
1384 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1385 more->map = get_map_from_coord (m, &more->x, &more->y);
1386 else if (!more->map)
1387 {
1388 /* For backwards compatibility - when not dealing with tiled maps,
1389 * more->map should always point to the parent.
1390 */
1391 more->map = m;
1392 }
1393
1394 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1395 {
1396 if (!op->head)
1397 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1398
1399 return NULL;
1400 }
1401 }
1402
1403 CLEAR_FLAG (op, FLAG_REMOVED);
1404
1405 /* Ideally, the caller figures this out. However, it complicates a lot
1406 * of areas of callers (eg, anything that uses find_free_spot would now
1407 * need extra work
1408 */
1409 op->map = get_map_from_coord (m, &op->x, &op->y);
1410 x = op->x;
1411 y = op->y;
1412
1413 /* this has to be done after we translate the coordinates.
1414 */
1415 if (op->nrof && !(flag & INS_NO_MERGE))
1416 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1417 if (CAN_MERGE (op, tmp))
1418 {
1419 op->nrof += tmp->nrof;
1420 remove_ob (tmp);
1421 free_object (tmp);
1422 }
1423
1424 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1425 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1426
1427 if (!QUERY_FLAG (op, FLAG_ALIVE))
1428 CLEAR_FLAG (op, FLAG_NO_STEAL);
1429
1430 if (flag & INS_BELOW_ORIGINATOR)
1431 {
1432 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1433 {
1434 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1435 abort ();
1436 }
1437
1438 op->above = originator;
1439 op->below = originator->below;
1440
1441 if (op->below)
1442 op->below->above = op;
1443 else
1444 SET_MAP_OB (op->map, op->x, op->y, op);
1445
1446 /* since *below* originator, no need to update top */
1447 originator->below = op;
1448 }
1449 else
1450 {
1451 /* If there are other objects, then */
1452 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1453 {
1454 object *last = NULL;
1455
1456 /*
1457 * If there are multiple objects on this space, we do some trickier handling.
1458 * We've already dealt with merging if appropriate.
1459 * Generally, we want to put the new object on top. But if
1460 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1461 * floor, we want to insert above that and no further.
1462 * Also, if there are spell objects on this space, we stop processing
1463 * once we get to them. This reduces the need to traverse over all of
1464 * them when adding another one - this saves quite a bit of cpu time
1465 * when lots of spells are cast in one area. Currently, it is presumed
1466 * that flying non pickable objects are spell objects.
1467 */
1468
1469 while (top != NULL)
1470 {
1471 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1472 floor = top;
1473
1474 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1475 {
1476 /* We insert above top, so we want this object below this */
1477 top = top->below;
1478 break;
1479 }
1480
1481 last = top;
1482 top = top->above;
1483 }
1484
1485 /* Don't want top to be NULL, so set it to the last valid object */
1486 top = last;
1487
1488 /* We let update_position deal with figuring out what the space
1489 * looks like instead of lots of conditions here.
1490 * makes things faster, and effectively the same result.
1491 */
1492
1493 /* Have object 'fall below' other objects that block view.
1494 * Unless those objects are exits, type 66
1495 * If INS_ON_TOP is used, don't do this processing
1496 * Need to find the object that in fact blocks view, otherwise
1497 * stacking is a bit odd.
1498 */
1499 if (!(flag & INS_ON_TOP) &&
1500 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1501 {
1502 for (last = top; last != floor; last = last->below)
1503 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1504 break;
1505 /* Check to see if we found the object that blocks view,
1506 * and make sure we have a below pointer for it so that
1507 * we can get inserted below this one, which requires we
1508 * set top to the object below us.
1509 */
1510 if (last && last->below && last != floor)
1511 top = last->below;
1512 }
1513 } /* If objects on this space */
1514
1515 if (flag & INS_MAP_LOAD)
1516 top = GET_MAP_TOP (op->map, op->x, op->y);
1517
1518 if (flag & INS_ABOVE_FLOOR_ONLY)
1519 top = floor;
1520
1521 /* Top is the object that our object (op) is going to get inserted above.
1522 */
1523
1524 /* First object on this space */
1525 if (!top)
1526 {
1527 op->above = GET_MAP_OB (op->map, op->x, op->y);
1528
1529 if (op->above)
1530 op->above->below = op;
1531
1532 op->below = NULL;
1533 SET_MAP_OB (op->map, op->x, op->y, op);
1534 }
1535 else
1536 { /* get inserted into the stack above top */
1537 op->above = top->above;
1538
1539 if (op->above)
1540 op->above->below = op;
1541
1542 op->below = top;
1543 top->above = op;
1544 }
1545
1546 if (op->above == NULL)
1547 SET_MAP_TOP (op->map, op->x, op->y, op);
1548 } /* else not INS_BELOW_ORIGINATOR */
1549
1550 if (op->type == PLAYER)
1551 op->contr->do_los = 1;
1552
1553 /* If we have a floor, we know the player, if any, will be above
1554 * it, so save a few ticks and start from there.
1555 */
1556 if (!(flag & INS_MAP_LOAD))
1557 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1558 if (tmp->type == PLAYER)
1559 tmp->contr->socket.update_look = 1;
1560
1561 /* If this object glows, it may affect lighting conditions that are
1562 * visible to others on this map. But update_all_los is really
1563 * an inefficient way to do this, as it means los for all players
1564 * on the map will get recalculated. The players could very well
1565 * be far away from this change and not affected in any way -
1566 * this should get redone to only look for players within range,
1567 * or just updating the P_NEED_UPDATE for spaces within this area
1568 * of effect may be sufficient.
1569 */
1570 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1571 update_all_los (op->map, op->x, op->y);
1572
1573 /* updates flags (blocked, alive, no magic, etc) for this map space */
1574 update_object (op, UP_OBJ_INSERT);
1575
1576 /* Don't know if moving this to the end will break anything. However,
1577 * we want to have update_look set above before calling this.
1578 *
1579 * check_move_on() must be after this because code called from
1580 * check_move_on() depends on correct map flags (so functions like
1581 * blocked() and wall() work properly), and these flags are updated by
1582 * update_object().
1583 */
1584
1585 /* if this is not the head or flag has been passed, don't check walk on status */
1586 if (!(flag & INS_NO_WALK_ON) && !op->head)
1587 {
1588 if (check_move_on (op, originator))
1257 return NULL; 1589 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 1590
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 1591 /* If we are a multi part object, lets work our way through the check
1470 * walk on's. 1592 * walk on's.
1471 */ 1593 */
1472 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1594 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1473 if (check_move_on (tmp, originator)) 1595 if (check_move_on (tmp, originator))
1474 return NULL; 1596 return NULL;
1475 } 1597 }
1598
1476 return op; 1599 return op;
1477} 1600}
1478 1601
1479/* this function inserts an object in the map, but if it 1602/* 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. 1603 * 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. 1604 * op is the object to insert it under: supplies x and the map.
1482 */ 1605 */
1606void
1483void replace_insert_ob_in_map(const char *arch_string, object *op) { 1607replace_insert_ob_in_map (const char *arch_string, object *op)
1608{
1484 object *tmp; 1609 object *
1485 object *tmp1; 1610 tmp;
1611 object *
1612 tmp1;
1486 1613
1487 /* first search for itself and remove any old instances */ 1614 /* first search for itself and remove any old instances */
1488 1615
1489 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1616 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1617 {
1490 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1618 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1619 {
1491 remove_ob(tmp); 1620 remove_ob (tmp);
1492 free_object(tmp); 1621 free_object (tmp);
1493 } 1622 }
1494 } 1623 }
1495 1624
1496 tmp1=arch_to_object(find_archetype(arch_string)); 1625 tmp1 = arch_to_object (archetype::find (arch_string));
1497 1626
1498 1627 tmp1->x = op->x;
1499 tmp1->x = op->x; tmp1->y = op->y; 1628 tmp1->y = op->y;
1500 insert_ob_in_map(tmp1,op->map,op,0); 1629 insert_ob_in_map (tmp1, op->map, op, 0);
1501} 1630}
1502 1631
1503/* 1632/*
1504 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1633 * 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 1634 * is returned contains nr objects, and the remaining parts contains
1506 * the rest (or is removed and freed if that number is 0). 1635 * the rest (or is removed and freed if that number is 0).
1507 * On failure, NULL is returned, and the reason put into the 1636 * On failure, NULL is returned, and the reason put into the
1508 * global static errmsg array. 1637 * global static errmsg array.
1509 */ 1638 */
1510 1639
1640object *
1511object *get_split_ob(object *orig_ob, uint32 nr) { 1641get_split_ob (object *orig_ob, uint32 nr)
1512 object *newob; 1642{
1643 object *
1644 newob;
1645 int
1513 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1646 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1514 1647
1515 if(orig_ob->nrof<nr) { 1648 if (orig_ob->nrof < nr)
1516 sprintf(errmsg,"There are only %d %ss.", 1649 {
1517 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1650 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1518 return NULL; 1651 return NULL;
1519 } 1652 }
1653
1520 newob = object_create_clone(orig_ob); 1654 newob = object_create_clone (orig_ob);
1655
1521 if((orig_ob->nrof-=nr)<1) { 1656 if ((orig_ob->nrof -= nr) < 1)
1657 {
1522 if ( ! is_removed) 1658 if (!is_removed)
1523 remove_ob(orig_ob); 1659 remove_ob (orig_ob);
1524 free_object2(orig_ob, 1); 1660 free_object2 (orig_ob, 1);
1525 } 1661 }
1526 else if ( ! is_removed) { 1662 else if (!is_removed)
1663 {
1527 if(orig_ob->env!=NULL) 1664 if (orig_ob->env != NULL)
1528 sub_weight (orig_ob->env,orig_ob->weight*nr); 1665 sub_weight (orig_ob->env, orig_ob->weight * nr);
1529 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1666 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1667 {
1530 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1668 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"); 1669 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1533 return NULL; 1670 return NULL;
1534 } 1671 }
1535 } 1672 }
1673
1536 newob->nrof=nr; 1674 newob->nrof = nr;
1537 1675
1538 return newob; 1676 return newob;
1539} 1677}
1540 1678
1541/* 1679/*
1542 * decrease_ob_nr(object, number) decreases a specified number from 1680 * decrease_ob_nr(object, number) decreases a specified number from
1543 * the amount of an object. If the amount reaches 0, the object 1681 * the amount of an object. If the amount reaches 0, the object
1544 * is subsequently removed and freed. 1682 * is subsequently removed and freed.
1545 * 1683 *
1546 * Return value: 'op' if something is left, NULL if the amount reached 0 1684 * Return value: 'op' if something is left, NULL if the amount reached 0
1547 */ 1685 */
1548 1686
1687object *
1549object *decrease_ob_nr (object *op, uint32 i) 1688decrease_ob_nr (object *op, uint32 i)
1550{ 1689{
1551 object *tmp; 1690 object *tmp;
1552 player *pl; 1691 player *pl;
1553 1692
1554 if (i == 0) /* objects with op->nrof require this check */ 1693 if (i == 0) /* objects with op->nrof require this check */
1555 return op; 1694 return op;
1556 1695
1557 if (i > op->nrof) 1696 if (i > op->nrof)
1558 i = op->nrof; 1697 i = op->nrof;
1559 1698
1560 if (QUERY_FLAG (op, FLAG_REMOVED)) 1699 if (QUERY_FLAG (op, FLAG_REMOVED))
1700 op->nrof -= i;
1701 else if (op->env != NULL)
1702 {
1703 /* is this object in the players inventory, or sub container
1704 * therein?
1705 */
1706 tmp = is_player_inv (op->env);
1707 /* nope. Is this a container the player has opened?
1708 * If so, set tmp to that player.
1709 * IMO, searching through all the players will mostly
1710 * likely be quicker than following op->env to the map,
1711 * and then searching the map for a player.
1712 */
1713 if (!tmp)
1714 {
1715 for (pl = first_player; pl; pl = pl->next)
1716 if (pl->ob->container == op->env)
1717 break;
1718 if (pl)
1719 tmp = pl->ob;
1720 else
1721 tmp = NULL;
1722 }
1723
1724 if (i < op->nrof)
1725 {
1726 sub_weight (op->env, op->weight * i);
1727 op->nrof -= i;
1728 if (tmp)
1729 {
1730 esrv_send_item (tmp, op);
1731 }
1732 }
1733 else
1734 {
1735 remove_ob (op);
1736 op->nrof = 0;
1737 if (tmp)
1738 {
1739 esrv_del_item (tmp->contr, op->count);
1740 }
1741 }
1561 { 1742 }
1743 else
1744 {
1745 object *above = op->above;
1746
1747 if (i < op->nrof)
1562 op->nrof -= i; 1748 op->nrof -= i;
1563 } 1749 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 } 1750 {
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); 1751 remove_ob (op);
1591 op->nrof = 0; 1752 op->nrof = 0;
1592 if (tmp) {
1593 esrv_del_item(tmp->contr, op->count);
1594 } 1753 }
1595 }
1596 }
1597 else
1598 {
1599 object *above = op->above;
1600 1754
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 */ 1755 /* Since we just removed op, op->above is null */
1608 for (tmp = above; tmp != NULL; tmp = tmp->above) 1756 for (tmp = above; tmp != NULL; tmp = tmp->above)
1609 if (tmp->type == PLAYER) { 1757 if (tmp->type == PLAYER)
1758 {
1610 if (op->nrof) 1759 if (op->nrof)
1611 esrv_send_item(tmp, op); 1760 esrv_send_item (tmp, op);
1612 else 1761 else
1613 esrv_del_item(tmp->contr, op->count); 1762 esrv_del_item (tmp->contr, op->count);
1614 } 1763 }
1615 } 1764 }
1616 1765
1617 if (op->nrof) { 1766 if (op->nrof)
1618 return op; 1767 return op;
1619 } else { 1768 else
1769 {
1620 free_object (op); 1770 free_object (op);
1621 return NULL; 1771 return NULL;
1622 } 1772 }
1623} 1773}
1624 1774
1625/* 1775/*
1626 * add_weight(object, weight) adds the specified weight to an object, 1776 * add_weight(object, weight) adds the specified weight to an object,
1627 * and also updates how much the environment(s) is/are carrying. 1777 * and also updates how much the environment(s) is/are carrying.
1628 */ 1778 */
1629 1779
1780void
1630void add_weight (object *op, signed long weight) { 1781add_weight (object *op, signed long weight)
1782{
1631 while (op!=NULL) { 1783 while (op != NULL)
1784 {
1632 if (op->type == CONTAINER) { 1785 if (op->type == CONTAINER)
1633 weight=(signed long)(weight*(100-op->stats.Str)/100); 1786 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1634 } 1787
1635 op->carrying+=weight; 1788 op->carrying += weight;
1636 op=op->env; 1789 op = op->env;
1637 } 1790 }
1638} 1791}
1639 1792
1640/* 1793/*
1641 * insert_ob_in_ob(op,environment): 1794 * insert_ob_in_ob(op,environment):
1642 * This function inserts the object op in the linked list 1795 * This function inserts the object op in the linked list
1649 * 1802 *
1650 * The function returns now pointer to inserted item, and return value can 1803 * The function returns now pointer to inserted item, and return value can
1651 * be != op, if items are merged. -Tero 1804 * be != op, if items are merged. -Tero
1652 */ 1805 */
1653 1806
1807object *
1654object *insert_ob_in_ob(object *op,object *where) { 1808insert_ob_in_ob (object *op, object *where)
1655 object *tmp, *otmp; 1809{
1810 object *
1811 tmp, *
1812 otmp;
1656 1813
1657 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1814 if (!QUERY_FLAG (op, FLAG_REMOVED))
1815 {
1658 dump_object(op); 1816 dump_object (op);
1659 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1817 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1660 return op; 1818 return op;
1661 } 1819 }
1820
1662 if(where==NULL) { 1821 if (where == NULL)
1822 {
1663 dump_object(op); 1823 dump_object (op);
1664 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg); 1824 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1665 return op; 1825 return op;
1666 } 1826 }
1827
1667 if (where->head) { 1828 if (where->head)
1668 LOG(llevDebug, 1829 {
1669 "Warning: Tried to insert object wrong part of multipart object.\n"); 1830 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1670 where = where->head; 1831 where = where->head;
1671 } 1832 }
1833
1672 if (op->more) { 1834 if (op->more)
1835 {
1673 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1836 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1674 &op->name, op->count);
1675 return op; 1837 return op;
1676 } 1838 }
1839
1677 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1840 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1678 CLEAR_FLAG(op, FLAG_REMOVED); 1841 CLEAR_FLAG (op, FLAG_REMOVED);
1679 if(op->nrof) { 1842 if (op->nrof)
1843 {
1680 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1844 for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1681 if ( CAN_MERGE(tmp,op) ) { 1845 if (CAN_MERGE (tmp, op))
1846 {
1682 /* return the original object and remove inserted object 1847 /* return the original object and remove inserted object
1683 (client needs the original object) */ 1848 (client needs the original object) */
1684 tmp->nrof += op->nrof; 1849 tmp->nrof += op->nrof;
1685 /* Weight handling gets pretty funky. Since we are adding to 1850 /* Weight handling gets pretty funky. Since we are adding to
1686 * tmp->nrof, we need to increase the weight. 1851 * tmp->nrof, we need to increase the weight.
1687 */ 1852 */
1688 add_weight (where, op->weight*op->nrof); 1853 add_weight (where, op->weight * op->nrof);
1689 SET_FLAG(op, FLAG_REMOVED); 1854 SET_FLAG (op, FLAG_REMOVED);
1690 free_object(op); /* free the inserted object */ 1855 free_object (op); /* free the inserted object */
1691 op = tmp; 1856 op = tmp;
1692 remove_ob (op); /* and fix old object's links */ 1857 remove_ob (op); /* and fix old object's links */
1693 CLEAR_FLAG(op, FLAG_REMOVED); 1858 CLEAR_FLAG (op, FLAG_REMOVED);
1694 break; 1859 break;
1695 } 1860 }
1696 1861
1697 /* I assume combined objects have no inventory 1862 /* I assume combined objects have no inventory
1698 * We add the weight - this object could have just been removed 1863 * We add the weight - this object could have just been removed
1699 * (if it was possible to merge). calling remove_ob will subtract 1864 * (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 1865 * the weight, so we need to add it in again, since we actually do
1701 * the linking below 1866 * the linking below
1702 */ 1867 */
1703 add_weight (where, op->weight*op->nrof); 1868 add_weight (where, op->weight * op->nrof);
1869 }
1704 } else 1870 else
1705 add_weight (where, (op->weight+op->carrying)); 1871 add_weight (where, (op->weight + op->carrying));
1706 1872
1707 otmp=is_player_inv(where); 1873 otmp = is_player_inv (where);
1708 if (otmp&&otmp->contr!=NULL) { 1874 if (otmp && otmp->contr != NULL)
1875 {
1709 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1876 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1710 fix_player(otmp); 1877 fix_player (otmp);
1711 } 1878 }
1712 1879
1713 op->map=NULL; 1880 op->map = NULL;
1714 op->env=where; 1881 op->env = where;
1715 op->above=NULL; 1882 op->above = NULL;
1716 op->below=NULL; 1883 op->below = NULL;
1717 op->x=0,op->y=0; 1884 op->x = 0, op->y = 0;
1718 1885
1719 /* reset the light list and los of the players on the map */ 1886 /* reset the light list and los of the players on the map */
1720 if((op->glow_radius!=0)&&where->map) 1887 if ((op->glow_radius != 0) && where->map)
1721 { 1888 {
1722#ifdef DEBUG_LIGHTS 1889#ifdef DEBUG_LIGHTS
1723 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1890 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1724 op->name);
1725#endif /* DEBUG_LIGHTS */ 1891#endif /* DEBUG_LIGHTS */
1892 if (MAP_DARKNESS (where->map))
1726 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1893 update_all_los (where->map, where->x, where->y);
1727 } 1894 }
1728 1895
1729 /* Client has no idea of ordering so lets not bother ordering it here. 1896 /* Client has no idea of ordering so lets not bother ordering it here.
1730 * It sure simplifies this function... 1897 * It sure simplifies this function...
1731 */ 1898 */
1732 if (where->inv==NULL) 1899 if (where->inv == NULL)
1733 where->inv=op; 1900 where->inv = op;
1734 else { 1901 else
1902 {
1735 op->below = where->inv; 1903 op->below = where->inv;
1736 op->below->above = op; 1904 op->below->above = op;
1737 where->inv = op; 1905 where->inv = op;
1738 } 1906 }
1739 return op; 1907 return op;
1740} 1908}
1741 1909
1742/* 1910/*
1743 * Checks if any objects has a move_type that matches objects 1911 * 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 1926 * 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 1927 * object being inserted. insert_ob_in_map may not put new objects
1760 * on top. 1928 * on top.
1761 */ 1929 */
1762 1930
1931int
1763int check_move_on (object *op, object *originator) 1932check_move_on (object *op, object *originator)
1764{ 1933{
1765 object *tmp; 1934 object *tmp;
1766 tag_t tag;
1767 mapstruct *m=op->map; 1935 maptile *m = op->map;
1768 int x=op->x, y=op->y; 1936 int x = op->x, y = op->y;
1937
1769 MoveType move_on, move_slow, move_block; 1938 MoveType move_on, move_slow, move_block;
1770 1939
1771 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1940 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1772 return 0; 1941 return 0;
1773 1942
1774 tag = op->count;
1775
1776 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1943 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); 1944 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); 1945 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1779 1946
1780 /* if nothing on this space will slow op down or be applied, 1947 /* 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 1948 * 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 1949 * is set, as lots of objects don't have it set - we treat that
1783 * as walking. 1950 * as walking.
1784 */ 1951 */
1785 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1952 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1786 return 0; 1953 return 0;
1787 1954
1788 /* This is basically inverse logic of that below - basically, 1955 /* This is basically inverse logic of that below - basically,
1789 * if the object can avoid the move on or slow move, they do so, 1956 * 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 1957 * but can't do it if the alternate movement they are using is
1791 * blocked. Logic on this seems confusing, but does seem correct. 1958 * blocked. Logic on this seems confusing, but does seem correct.
1792 */ 1959 */
1793 if ((op->move_type & ~move_on & ~move_block) != 0 && 1960 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; 1961 return 0;
1795 1962
1796 /* The objects have to be checked from top to bottom. 1963 /* The objects have to be checked from top to bottom.
1797 * Hence, we first go to the top: 1964 * Hence, we first go to the top:
1798 */ 1965 */
1799 1966
1800 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1967 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) { 1968 {
1802 /* Trim the search when we find the first other spell effect 1969 /* Trim the search when we find the first other spell effect
1803 * this helps performance so that if a space has 50 spell objects, 1970 * this helps performance so that if a space has 50 spell objects,
1804 * we don't need to check all of them. 1971 * we don't need to check all of them.
1805 */ 1972 */
1806 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1973 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1974 break;
1975 }
1976
1977 for (; tmp; tmp = tmp->below)
1807 } 1978 {
1808 for(;tmp!=NULL; tmp=tmp->below) { 1979 if (tmp == op)
1809 if (tmp == op) continue; /* Can't apply yourself */ 1980 continue; /* Can't apply yourself */
1810 1981
1811 /* Check to see if one of the movement types should be slowed down. 1982 /* 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 1983 * Second check makes sure that the movement types not being slowed
1813 * (~slow_move) is not blocked on this space - just because the 1984 * (~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 1985 * 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. 1986 * swim on that space, can't use it to avoid the penalty.
1816 */ 1987 */
1817 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1988 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1989 {
1818 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1990 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)) { 1991 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1992 {
1821 1993
1822 float diff; 1994 float
1823
1824 diff = tmp->move_slow_penalty*FABS(op->speed); 1995 diff = tmp->move_slow_penalty * FABS (op->speed);
1996
1825 if (op->type == PLAYER) { 1997 if (op->type == PLAYER)
1826 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1998 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))) { 1999 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1828 diff /= 4.0; 2000 diff /= 4.0;
1829 } 2001
1830 }
1831 op->speed_left -= diff; 2002 op->speed_left -= diff;
1832 } 2003 }
1833 } 2004 }
1834 2005
1835 /* Basically same logic as above, except now for actual apply. */ 2006 /* Basically same logic as above, except now for actual apply. */
1836 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 2007 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)) { 2008 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1839 2009 {
1840 move_apply(tmp, op, originator); 2010 move_apply (tmp, op, originator);
2011
1841 if (was_destroyed (op, tag)) 2012 if (op->destroyed ())
1842 return 1; 2013 return 1;
1843 2014
1844 /* what the person/creature stepped onto has moved the object 2015 /* what the person/creature stepped onto has moved the object
1845 * someplace new. Don't process any further - if we did, 2016 * someplace new. Don't process any further - if we did,
1846 * have a feeling strange problems would result. 2017 * have a feeling strange problems would result.
1847 */ 2018 */
1848 if (op->map != m || op->x != x || op->y != y) return 0; 2019 if (op->map != m || op->x != x || op->y != y)
2020 return 0;
1849 } 2021 }
1850 } 2022 }
2023
1851 return 0; 2024 return 0;
1852} 2025}
1853 2026
1854/* 2027/*
1855 * present_arch(arch, map, x, y) searches for any objects with 2028 * present_arch(arch, map, x, y) searches for any objects with
1856 * a matching archetype at the given map and coordinates. 2029 * a matching archetype at the given map and coordinates.
1857 * The first matching object is returned, or NULL if none. 2030 * The first matching object is returned, or NULL if none.
1858 */ 2031 */
1859 2032
2033object *
1860object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 2034present_arch (const archetype *at, maptile *m, int x, int y)
2035{
1861 object *tmp; 2036 object *
2037 tmp;
2038
1862 if(m==NULL || out_of_map(m,x,y)) { 2039 if (m == NULL || out_of_map (m, x, y))
2040 {
1863 LOG(llevError,"Present_arch called outside map.\n"); 2041 LOG (llevError, "Present_arch called outside map.\n");
1864 return NULL; 2042 return NULL;
1865 } 2043 }
1866 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 2044 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1867 if(tmp->arch == at) 2045 if (tmp->arch == at)
1868 return tmp; 2046 return tmp;
1869 return NULL; 2047 return NULL;
1870} 2048}
1871 2049
1872/* 2050/*
1873 * present(type, map, x, y) searches for any objects with 2051 * present(type, map, x, y) searches for any objects with
1874 * a matching type variable at the given map and coordinates. 2052 * a matching type variable at the given map and coordinates.
1875 * The first matching object is returned, or NULL if none. 2053 * The first matching object is returned, or NULL if none.
1876 */ 2054 */
1877 2055
2056object *
1878object *present(unsigned char type,mapstruct *m, int x,int y) { 2057present (unsigned char type, maptile *m, int x, int y)
2058{
1879 object *tmp; 2059 object *
2060 tmp;
2061
1880 if(out_of_map(m,x,y)) { 2062 if (out_of_map (m, x, y))
2063 {
1881 LOG(llevError,"Present called outside map.\n"); 2064 LOG (llevError, "Present called outside map.\n");
1882 return NULL; 2065 return NULL;
1883 } 2066 }
1884 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 2067 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1885 if(tmp->type==type) 2068 if (tmp->type == type)
1886 return tmp; 2069 return tmp;
1887 return NULL; 2070 return NULL;
1888} 2071}
1889 2072
1890/* 2073/*
1891 * present_in_ob(type, object) searches for any objects with 2074 * present_in_ob(type, object) searches for any objects with
1892 * a matching type variable in the inventory of the given object. 2075 * a matching type variable in the inventory of the given object.
1893 * The first matching object is returned, or NULL if none. 2076 * The first matching object is returned, or NULL if none.
1894 */ 2077 */
1895 2078
2079object *
1896object *present_in_ob(unsigned char type, const object *op) { 2080present_in_ob (unsigned char type, const object *op)
2081{
1897 object *tmp; 2082 object *
2083 tmp;
2084
1898 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2085 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1899 if(tmp->type==type) 2086 if (tmp->type == type)
1900 return tmp; 2087 return tmp;
1901 return NULL; 2088 return NULL;
1902} 2089}
1903 2090
1904/* 2091/*
1914 * the object name, not the archetype name. this is so that the 2101 * 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 2102 * spell code can use one object type (force), but change it's name
1916 * to be unique. 2103 * to be unique.
1917 */ 2104 */
1918 2105
2106object *
1919object *present_in_ob_by_name(int type, const char *str, const object *op) { 2107present_in_ob_by_name (int type, const char *str, const object *op)
2108{
1920 object *tmp; 2109 object *
2110 tmp;
1921 2111
1922 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2112 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2113 {
1923 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2114 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1924 return tmp; 2115 return tmp;
1925 } 2116 }
1926 return NULL; 2117 return NULL;
1927} 2118}
1928 2119
1929/* 2120/*
1930 * present_arch_in_ob(archetype, object) searches for any objects with 2121 * present_arch_in_ob(archetype, object) searches for any objects with
1931 * a matching archetype in the inventory of the given object. 2122 * a matching archetype in the inventory of the given object.
1932 * The first matching object is returned, or NULL if none. 2123 * The first matching object is returned, or NULL if none.
1933 */ 2124 */
1934 2125
2126object *
1935object *present_arch_in_ob(const archetype *at, const object *op) { 2127present_arch_in_ob (const archetype *at, const object *op)
2128{
1936 object *tmp; 2129 object *
2130 tmp;
2131
1937 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2132 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1938 if( tmp->arch == at) 2133 if (tmp->arch == at)
1939 return tmp; 2134 return tmp;
1940 return NULL; 2135 return NULL;
1941} 2136}
1942 2137
1943/* 2138/*
1944 * activate recursively a flag on an object inventory 2139 * activate recursively a flag on an object inventory
1945 */ 2140 */
2141void
1946void flag_inv(object*op, int flag){ 2142flag_inv (object *op, int flag)
2143{
1947 object *tmp; 2144 object *
2145 tmp;
2146
1948 if(op->inv) 2147 if (op->inv)
1949 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2148 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2149 {
1950 SET_FLAG(tmp, flag); 2150 SET_FLAG (tmp, flag);
1951 flag_inv(tmp,flag); 2151 flag_inv (tmp, flag);
1952 } 2152 }
1953}/* 2153} /*
1954 * desactivate recursively a flag on an object inventory 2154 * desactivate recursively a flag on an object inventory
1955 */ 2155 */
2156void
1956void unflag_inv(object*op, int flag){ 2157unflag_inv (object *op, int flag)
2158{
1957 object *tmp; 2159 object *
2160 tmp;
2161
1958 if(op->inv) 2162 if (op->inv)
1959 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2163 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2164 {
1960 CLEAR_FLAG(tmp, flag); 2165 CLEAR_FLAG (tmp, flag);
1961 unflag_inv(tmp,flag); 2166 unflag_inv (tmp, flag);
1962 } 2167 }
1963} 2168}
1964 2169
1965/* 2170/*
1966 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2171 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1967 * all it's inventory (recursively). 2172 * all it's inventory (recursively).
1968 * If checksums are used, a player will get set_cheat called for 2173 * 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. 2174 * him/her-self and all object carried by a call to this function.
1970 */ 2175 */
1971 2176
2177void
1972void set_cheat(object *op) { 2178set_cheat (object *op)
2179{
1973 SET_FLAG(op, FLAG_WAS_WIZ); 2180 SET_FLAG (op, FLAG_WAS_WIZ);
1974 flag_inv(op, FLAG_WAS_WIZ); 2181 flag_inv (op, FLAG_WAS_WIZ);
1975} 2182}
1976 2183
1977/* 2184/*
1978 * find_free_spot(object, map, x, y, start, stop) will search for 2185 * 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 2186 * 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 2201 * 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 2202 * the archetype because that isn't correct if the monster has been
1996 * customized, changed states, etc. 2203 * customized, changed states, etc.
1997 */ 2204 */
1998 2205
2206int
1999int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2207find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2208{
2209 int
2210 i,
2000 int i,index=0, flag; 2211 index = 0, flag;
2212 static int
2001 static int altern[SIZEOFFREE]; 2213 altern[SIZEOFFREE];
2002 2214
2003 for(i=start;i<stop;i++) { 2215 for (i = start; i < stop; i++)
2216 {
2004 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2217 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2005 if(!flag) 2218 if (!flag)
2006 altern[index++]=i; 2219 altern[index++] = i;
2007 2220
2008 /* Basically, if we find a wall on a space, we cut down the search size. 2221 /* 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. 2222 * 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 - 2223 * 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 2224 * 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 2225 * spaces in all the other directions, this will reduce the search space
2013 * to only the spaces immediately surrounding the target area, and 2226 * to only the spaces immediately surrounding the target area, and
2014 * won't look 2 spaces south of the target space. 2227 * won't look 2 spaces south of the target space.
2015 */ 2228 */
2016 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2229 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2017 stop=maxfree[i]; 2230 stop = maxfree[i];
2018 } 2231 }
2019 if(!index) return -1; 2232 if (!index)
2233 return -1;
2020 return altern[RANDOM()%index]; 2234 return altern[RANDOM () % index];
2021} 2235}
2022 2236
2023/* 2237/*
2024 * find_first_free_spot(archetype, mapstruct, x, y) works like 2238 * find_first_free_spot(archetype, maptile, x, y) works like
2025 * find_free_spot(), but it will search max number of squares. 2239 * find_free_spot(), but it will search max number of squares.
2026 * But it will return the first available spot, not a random choice. 2240 * 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. 2241 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2028 */ 2242 */
2029 2243
2244int
2030int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2245find_first_free_spot (const object *ob, maptile *m, int x, int y)
2246{
2247 int
2031 int i; 2248 i;
2249
2032 for(i=0;i<SIZEOFFREE;i++) { 2250 for (i = 0; i < SIZEOFFREE; i++)
2251 {
2033 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2252 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2034 return i; 2253 return i;
2035 } 2254 }
2036 return -1; 2255 return -1;
2037} 2256}
2038 2257
2039/* 2258/*
2040 * The function permute(arr, begin, end) randomly reorders the array 2259 * The function permute(arr, begin, end) randomly reorders the array
2041 * arr[begin..end-1]. 2260 * arr[begin..end-1].
2042 */ 2261 */
2262static void
2043static void permute(int *arr, int begin, int end) 2263permute (int *arr, int begin, int end)
2044{ 2264{
2045 int i, j, tmp, len; 2265 int
2266 i,
2267 j,
2268 tmp,
2269 len;
2046 2270
2047 len = end-begin; 2271 len = end - begin;
2048 for(i = begin; i < end; i++) 2272 for (i = begin; i < end; i++)
2049 { 2273 {
2050 j = begin+RANDOM()%len; 2274 j = begin + RANDOM () % len;
2051 2275
2052 tmp = arr[i]; 2276 tmp = arr[i];
2053 arr[i] = arr[j]; 2277 arr[i] = arr[j];
2054 arr[j] = tmp; 2278 arr[j] = tmp;
2055 } 2279 }
2056} 2280}
2057 2281
2058/* new function to make monster searching more efficient, and effective! 2282/* new function to make monster searching more efficient, and effective!
2059 * This basically returns a randomized array (in the passed pointer) of 2283 * 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 2284 * 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 2285 * 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 2286 * 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. 2287 * the 3x3 area will be searched, just not in a predictable order.
2064 */ 2288 */
2289void
2065void get_search_arr(int *search_arr) 2290get_search_arr (int *search_arr)
2066{ 2291{
2292 int
2067 int i; 2293 i;
2068 2294
2069 for(i = 0; i < SIZEOFFREE; i++) 2295 for (i = 0; i < SIZEOFFREE; i++)
2070 { 2296 {
2071 search_arr[i] = i; 2297 search_arr[i] = i;
2072 } 2298 }
2073 2299
2074 permute(search_arr, 1, SIZEOFFREE1+1); 2300 permute (search_arr, 1, SIZEOFFREE1 + 1);
2075 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2301 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2076 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2302 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2077} 2303}
2078 2304
2079/* 2305/*
2080 * find_dir(map, x, y, exclude) will search some close squares in the 2306 * find_dir(map, x, y, exclude) will search some close squares in the
2081 * given map at the given coordinates for live objects. 2307 * given map at the given coordinates for live objects.
2087 * is actually want is going to try and move there. We need this info 2313 * 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 2314 * because we have to know what movement the thing looking to move
2089 * there is capable of. 2315 * there is capable of.
2090 */ 2316 */
2091 2317
2318int
2092int find_dir(mapstruct *m, int x, int y, object *exclude) { 2319find_dir (maptile *m, int x, int y, object *exclude)
2320{
2321 int
2322 i,
2093 int i,max=SIZEOFFREE, mflags; 2323 max = SIZEOFFREE, mflags;
2324
2094 sint16 nx, ny; 2325 sint16 nx, ny;
2095 object *tmp; 2326 object *
2096 mapstruct *mp; 2327 tmp;
2328 maptile *
2329 mp;
2330
2097 MoveType blocked, move_type; 2331 MoveType blocked, move_type;
2098 2332
2099 if (exclude && exclude->head) { 2333 if (exclude && exclude->head)
2334 {
2100 exclude = exclude->head; 2335 exclude = exclude->head;
2101 move_type = exclude->move_type; 2336 move_type = exclude->move_type;
2102 } else { 2337 }
2338 else
2339 {
2103 /* If we don't have anything, presume it can use all movement types. */ 2340 /* If we don't have anything, presume it can use all movement types. */
2104 move_type=MOVE_ALL; 2341 move_type = MOVE_ALL;
2342 }
2343
2344 for (i = 1; i < max; i++)
2105 } 2345 {
2106
2107 for(i=1;i<max;i++) {
2108 mp = m; 2346 mp = m;
2109 nx = x + freearr_x[i]; 2347 nx = x + freearr_x[i];
2110 ny = y + freearr_y[i]; 2348 ny = y + freearr_y[i];
2111 2349
2112 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2350 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2113 if (mflags & P_OUT_OF_MAP) { 2351 if (mflags & P_OUT_OF_MAP)
2352 {
2114 max = maxfree[i]; 2353 max = maxfree[i];
2354 }
2115 } else { 2355 else
2356 {
2116 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2357 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2117 2358
2118 if ((move_type & blocked) == move_type) { 2359 if ((move_type & blocked) == move_type)
2360 {
2119 max=maxfree[i]; 2361 max = maxfree[i];
2362 }
2120 } else if (mflags & P_IS_ALIVE) { 2363 else if (mflags & P_IS_ALIVE)
2364 {
2121 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2365 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2122 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2366 {
2123 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2367 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2368 {
2124 break; 2369 break;
2125 } 2370 }
2126 } 2371 }
2127 if(tmp) { 2372 if (tmp)
2373 {
2128 return freedir[i]; 2374 return freedir[i];
2129 } 2375 }
2130 } 2376 }
2131 } 2377 }
2132 } 2378 }
2133 return 0; 2379 return 0;
2134} 2380}
2135 2381
2136/* 2382/*
2137 * distance(object 1, object 2) will return the square of the 2383 * distance(object 1, object 2) will return the square of the
2138 * distance between the two given objects. 2384 * distance between the two given objects.
2139 */ 2385 */
2140 2386
2387int
2141int distance(const object *ob1, const object *ob2) { 2388distance (const object *ob1, const object *ob2)
2389{
2142 int i; 2390 int
2143 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2391 i;
2144 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2392
2393 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2145 return i; 2394 return i;
2146} 2395}
2147 2396
2148/* 2397/*
2149 * find_dir_2(delta-x,delta-y) will return a direction in which 2398 * 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 2399 * an object which has subtracted the x and y coordinates of another
2151 * object, needs to travel toward it. 2400 * object, needs to travel toward it.
2152 */ 2401 */
2153 2402
2403int
2154int find_dir_2(int x, int y) { 2404find_dir_2 (int x, int y)
2405{
2155 int q; 2406 int
2407 q;
2156 2408
2157 if(y) 2409 if (y)
2158 q=x*100/y; 2410 q = x * 100 / y;
2159 else if (x) 2411 else if (x)
2160 q= -300*x; 2412 q = -300 * x;
2161 else 2413 else
2162 return 0; 2414 return 0;
2163 2415
2164 if(y>0) { 2416 if (y > 0)
2417 {
2165 if(q < -242) 2418 if (q < -242)
2166 return 3 ; 2419 return 3;
2167 if (q < -41) 2420 if (q < -41)
2168 return 2 ; 2421 return 2;
2169 if (q < 41) 2422 if (q < 41)
2170 return 1 ; 2423 return 1;
2171 if (q < 242) 2424 if (q < 242)
2172 return 8 ; 2425 return 8;
2173 return 7 ; 2426 return 7;
2174 } 2427 }
2175 2428
2176 if (q < -242) 2429 if (q < -242)
2177 return 7 ; 2430 return 7;
2178 if (q < -41) 2431 if (q < -41)
2179 return 6 ; 2432 return 6;
2180 if (q < 41) 2433 if (q < 41)
2181 return 5 ; 2434 return 5;
2182 if (q < 242) 2435 if (q < 242)
2183 return 4 ; 2436 return 4;
2184 2437
2185 return 3 ; 2438 return 3;
2186} 2439}
2187 2440
2188/* 2441/*
2189 * absdir(int): Returns a number between 1 and 8, which represent 2442 * absdir(int): Returns a number between 1 and 8, which represent
2190 * the "absolute" direction of a number (it actually takes care of 2443 * the "absolute" direction of a number (it actually takes care of
2191 * "overflow" in previous calculations of a direction). 2444 * "overflow" in previous calculations of a direction).
2192 */ 2445 */
2193 2446
2447int
2194int absdir(int d) { 2448absdir (int d)
2195 while(d<1) d+=8; 2449{
2196 while(d>8) d-=8; 2450 while (d < 1)
2451 d += 8;
2452 while (d > 8)
2453 d -= 8;
2197 return d; 2454 return d;
2198} 2455}
2199 2456
2200/* 2457/*
2201 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2458 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2202 * between two directions (which are expected to be absolute (see absdir()) 2459 * between two directions (which are expected to be absolute (see absdir())
2203 */ 2460 */
2204 2461
2462int
2205int dirdiff(int dir1, int dir2) { 2463dirdiff (int dir1, int dir2)
2464{
2206 int d; 2465 int
2466 d;
2467
2207 d = abs(dir1 - dir2); 2468 d = abs (dir1 - dir2);
2208 if(d>4) 2469 if (d > 4)
2209 d = 8 - d; 2470 d = 8 - d;
2210 return d; 2471 return d;
2211} 2472}
2212 2473
2213/* peterm: 2474/* peterm:
2218 * direction 4, 14, or 16 to get back to where we are. 2479 * 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 2480 * Moved from spell_util.c to object.c with the other related direction
2220 * functions. 2481 * functions.
2221 */ 2482 */
2222 2483
2484int
2223int reduction_dir[SIZEOFFREE][3] = { 2485 reduction_dir[SIZEOFFREE][3] = {
2224 {0,0,0}, /* 0 */ 2486 {0, 0, 0}, /* 0 */
2225 {0,0,0}, /* 1 */ 2487 {0, 0, 0}, /* 1 */
2226 {0,0,0}, /* 2 */ 2488 {0, 0, 0}, /* 2 */
2227 {0,0,0}, /* 3 */ 2489 {0, 0, 0}, /* 3 */
2228 {0,0,0}, /* 4 */ 2490 {0, 0, 0}, /* 4 */
2229 {0,0,0}, /* 5 */ 2491 {0, 0, 0}, /* 5 */
2230 {0,0,0}, /* 6 */ 2492 {0, 0, 0}, /* 6 */
2231 {0,0,0}, /* 7 */ 2493 {0, 0, 0}, /* 7 */
2232 {0,0,0}, /* 8 */ 2494 {0, 0, 0}, /* 8 */
2233 {8,1,2}, /* 9 */ 2495 {8, 1, 2}, /* 9 */
2234 {1,2,-1}, /* 10 */ 2496 {1, 2, -1}, /* 10 */
2235 {2,10,12}, /* 11 */ 2497 {2, 10, 12}, /* 11 */
2236 {2,3,-1}, /* 12 */ 2498 {2, 3, -1}, /* 12 */
2237 {2,3,4}, /* 13 */ 2499 {2, 3, 4}, /* 13 */
2238 {3,4,-1}, /* 14 */ 2500 {3, 4, -1}, /* 14 */
2239 {4,14,16}, /* 15 */ 2501 {4, 14, 16}, /* 15 */
2240 {5,4,-1}, /* 16 */ 2502 {5, 4, -1}, /* 16 */
2241 {4,5,6}, /* 17 */ 2503 {4, 5, 6}, /* 17 */
2242 {6,5,-1}, /* 18 */ 2504 {6, 5, -1}, /* 18 */
2243 {6,20,18}, /* 19 */ 2505 {6, 20, 18}, /* 19 */
2244 {7,6,-1}, /* 20 */ 2506 {7, 6, -1}, /* 20 */
2245 {6,7,8}, /* 21 */ 2507 {6, 7, 8}, /* 21 */
2246 {7,8,-1}, /* 22 */ 2508 {7, 8, -1}, /* 22 */
2247 {8,22,24}, /* 23 */ 2509 {8, 22, 24}, /* 23 */
2248 {8,1,-1}, /* 24 */ 2510 {8, 1, -1}, /* 24 */
2249 {24,9,10}, /* 25 */ 2511 {24, 9, 10}, /* 25 */
2250 {9,10,-1}, /* 26 */ 2512 {9, 10, -1}, /* 26 */
2251 {10,11,-1}, /* 27 */ 2513 {10, 11, -1}, /* 27 */
2252 {27,11,29}, /* 28 */ 2514 {27, 11, 29}, /* 28 */
2253 {11,12,-1}, /* 29 */ 2515 {11, 12, -1}, /* 29 */
2254 {12,13,-1}, /* 30 */ 2516 {12, 13, -1}, /* 30 */
2255 {12,13,14}, /* 31 */ 2517 {12, 13, 14}, /* 31 */
2256 {13,14,-1}, /* 32 */ 2518 {13, 14, -1}, /* 32 */
2257 {14,15,-1}, /* 33 */ 2519 {14, 15, -1}, /* 33 */
2258 {33,15,35}, /* 34 */ 2520 {33, 15, 35}, /* 34 */
2259 {16,15,-1}, /* 35 */ 2521 {16, 15, -1}, /* 35 */
2260 {17,16,-1}, /* 36 */ 2522 {17, 16, -1}, /* 36 */
2261 {18,17,16}, /* 37 */ 2523 {18, 17, 16}, /* 37 */
2262 {18,17,-1}, /* 38 */ 2524 {18, 17, -1}, /* 38 */
2263 {18,19,-1}, /* 39 */ 2525 {18, 19, -1}, /* 39 */
2264 {41,19,39}, /* 40 */ 2526 {41, 19, 39}, /* 40 */
2265 {19,20,-1}, /* 41 */ 2527 {19, 20, -1}, /* 41 */
2266 {20,21,-1}, /* 42 */ 2528 {20, 21, -1}, /* 42 */
2267 {20,21,22}, /* 43 */ 2529 {20, 21, 22}, /* 43 */
2268 {21,22,-1}, /* 44 */ 2530 {21, 22, -1}, /* 44 */
2269 {23,22,-1}, /* 45 */ 2531 {23, 22, -1}, /* 45 */
2270 {45,47,23}, /* 46 */ 2532 {45, 47, 23}, /* 46 */
2271 {23,24,-1}, /* 47 */ 2533 {23, 24, -1}, /* 47 */
2272 {24,9,-1}}; /* 48 */ 2534 {24, 9, -1}
2535}; /* 48 */
2273 2536
2274/* Recursive routine to step back and see if we can 2537/* Recursive routine to step back and see if we can
2275 * find a path to that monster that we found. If not, 2538 * find a path to that monster that we found. If not,
2276 * we don't bother going toward it. Returns 1 if we 2539 * we don't bother going toward it. Returns 1 if we
2277 * can see a direct way to get it 2540 * can see a direct way to get it
2278 * Modified to be map tile aware -.MSW 2541 * Modified to be map tile aware -.MSW
2279 */ 2542 */
2280
2281 2543
2544
2545int
2282int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2546can_see_monsterP (maptile *m, int x, int y, int dir)
2547{
2283 sint16 dx, dy; 2548 sint16 dx, dy;
2549 int
2284 int mflags; 2550 mflags;
2285 2551
2552 if (dir < 0)
2286 if(dir<0) return 0; /* exit condition: invalid direction */ 2553 return 0; /* exit condition: invalid direction */
2287 2554
2288 dx = x + freearr_x[dir]; 2555 dx = x + freearr_x[dir];
2289 dy = y + freearr_y[dir]; 2556 dy = y + freearr_y[dir];
2290 2557
2291 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2558 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2292 2559
2293 /* This functional arguably was incorrect before - it was 2560 /* This functional arguably was incorrect before - it was
2294 * checking for P_WALL - that was basically seeing if 2561 * checking for P_WALL - that was basically seeing if
2295 * we could move to the monster - this is being more 2562 * we could move to the monster - this is being more
2296 * literal on if we can see it. To know if we can actually 2563 * 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 2564 * move to the monster, we'd need the monster passed in or
2298 * at least its move type. 2565 * at least its move type.
2299 */ 2566 */
2300 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2567 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2568 return 0;
2301 2569
2302 /* yes, can see. */ 2570 /* yes, can see. */
2303 if(dir < 9) return 1; 2571 if (dir < 9)
2572 return 1;
2304 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2573 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2305 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2574 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} 2575}
2308 2576
2309 2577
2310 2578
2311/* 2579/*
2312 * can_pick(picker, item): finds out if an object is possible to be 2580 * 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 2581 * picked up by the picker. Returnes 1 if it can be
2314 * picked up, otherwise 0. 2582 * picked up, otherwise 0.
2315 * 2583 *
2317 * core dumps if they do. 2585 * core dumps if they do.
2318 * 2586 *
2319 * Add a check so we can't pick up invisible objects (0.93.8) 2587 * Add a check so we can't pick up invisible objects (0.93.8)
2320 */ 2588 */
2321 2589
2590int
2322int can_pick(const object *who, const object *item) { 2591can_pick (const object *who, const object *item)
2592{
2323 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2593 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2324 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2594 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2325 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2595 !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} 2596}
2328 2597
2329 2598
2330/* 2599/*
2331 * create clone from object to another 2600 * create clone from object to another
2332 */ 2601 */
2602object *
2333object *object_create_clone (object *asrc) { 2603object_create_clone (object *asrc)
2604{
2605 object *
2334 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2606 dst = NULL, *tmp, *src, *part, *prev, *item;
2335 2607
2608 if (!asrc)
2336 if(!asrc) return NULL; 2609 return NULL;
2337 src = asrc; 2610 src = asrc;
2338 if(src->head) 2611 if (src->head)
2339 src = src->head; 2612 src = src->head;
2340 2613
2341 prev = NULL; 2614 prev = NULL;
2342 for(part = src; part; part = part->more) { 2615 for (part = src; part; part = part->more)
2616 {
2343 tmp = get_object(); 2617 tmp = get_object ();
2344 copy_object(part,tmp); 2618 copy_object (part, tmp);
2345 tmp->x -= src->x; 2619 tmp->x -= src->x;
2346 tmp->y -= src->y; 2620 tmp->y -= src->y;
2347 if(!part->head) { 2621 if (!part->head)
2622 {
2348 dst = tmp; 2623 dst = tmp;
2349 tmp->head = NULL; 2624 tmp->head = NULL;
2625 }
2350 } else { 2626 else
2627 {
2351 tmp->head = dst; 2628 tmp->head = dst;
2352 } 2629 }
2353 tmp->more = NULL; 2630 tmp->more = NULL;
2354 if(prev) 2631 if (prev)
2355 prev->more = tmp; 2632 prev->more = tmp;
2356 prev = tmp; 2633 prev = tmp;
2357 } 2634 }
2358 /*** copy inventory ***/ 2635
2359 for(item = src->inv; item; item = item->below) { 2636 for (item = src->inv; item; item = item->below)
2360 (void) insert_ob_in_ob(object_create_clone(item),dst); 2637 insert_ob_in_ob (object_create_clone (item), dst);
2361 }
2362 2638
2363 return dst; 2639 return dst;
2364}
2365
2366/* return true if the object was destroyed, 0 otherwise */
2367int was_destroyed (const object *op, tag_t old_tag)
2368{
2369 /* checking for FLAG_FREED isn't necessary, but makes this function more
2370 * robust */
2371 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2372} 2640}
2373 2641
2374/* GROS - Creates an object using a string representing its content. */ 2642/* GROS - Creates an object using a string representing its content. */
2375/* Basically, we save the content of the string to a temp file, then call */ 2643/* Basically, we save the content of the string to a temp file, then call */
2376/* load_object on it. I admit it is a highly inefficient way to make things, */ 2644/* load_object on it. I admit it is a highly inefficient way to make things, */
2377/* but it was simple to make and allows reusing the load_object function. */ 2645/* but it was simple to make and allows reusing the load_object function. */
2378/* Remember not to use load_object_str in a time-critical situation. */ 2646/* Remember not to use load_object_str in a time-critical situation. */
2379/* Also remember that multiparts objects are not supported for now. */ 2647/* Also remember that multiparts objects are not supported for now. */
2380 2648
2649object *
2381object* load_object_str(const char *obstr) 2650load_object_str (const char *obstr)
2382{ 2651{
2383 object *op; 2652 object *op;
2384 char filename[MAX_BUF]; 2653 char filename[MAX_BUF];
2654
2385 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2655 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2386 2656
2387 FILE *tempfile=fopen(filename,"w"); 2657 FILE *tempfile = fopen (filename, "w");
2658
2388 if (tempfile == NULL) 2659 if (tempfile == NULL)
2389 { 2660 {
2390 LOG(llevError,"Error - Unable to access load object temp file\n"); 2661 LOG (llevError, "Error - Unable to access load object temp file\n");
2391 return NULL; 2662 return NULL;
2392 }; 2663 }
2664
2393 fprintf(tempfile,obstr); 2665 fprintf (tempfile, obstr);
2394 fclose(tempfile); 2666 fclose (tempfile);
2395 2667
2396 op=get_object(); 2668 op = get_object ();
2397 2669
2398 object_thawer thawer (filename); 2670 object_thawer thawer (filename);
2399 2671
2400 if (thawer) 2672 if (thawer)
2401 load_object(thawer,op,0); 2673 load_object (thawer, op, 0);
2402 2674
2403 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2675 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2404 CLEAR_FLAG(op,FLAG_REMOVED); 2676 CLEAR_FLAG (op, FLAG_REMOVED);
2405 2677
2406 return op; 2678 return op;
2407} 2679}
2408 2680
2409/* This returns the first object in who's inventory that 2681/* This returns the first object in who's inventory that
2410 * has the same type and subtype match. 2682 * has the same type and subtype match.
2411 * returns NULL if no match. 2683 * returns NULL if no match.
2412 */ 2684 */
2685object *
2413object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2686find_obj_by_type_subtype (const object *who, int type, int subtype)
2414{ 2687{
2415 object *tmp; 2688 object *tmp;
2416 2689
2417 for (tmp=who->inv; tmp; tmp=tmp->below) 2690 for (tmp = who->inv; tmp; tmp = tmp->below)
2418 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2691 if (tmp->type == type && tmp->subtype == subtype)
2692 return tmp;
2419 2693
2420 return NULL; 2694 return NULL;
2421} 2695}
2422 2696
2423/* If ob has a field named key, return the link from the list, 2697/* If ob has a field named key, return the link from the list,
2424 * otherwise return NULL. 2698 * otherwise return NULL.
2425 * 2699 *
2426 * key must be a passed in shared string - otherwise, this won't 2700 * key must be a passed in shared string - otherwise, this won't
2427 * do the desired thing. 2701 * do the desired thing.
2428 */ 2702 */
2703key_value *
2429key_value * get_ob_key_link(const object * ob, const char * key) { 2704get_ob_key_link (const object *ob, const char *key)
2705{
2430 key_value * link; 2706 key_value *link;
2431 2707
2432 for (link = ob->key_values; link != NULL; link = link->next) { 2708 for (link = ob->key_values; link != NULL; link = link->next)
2433 if (link->key == key) { 2709 if (link->key == key)
2434 return link; 2710 return link;
2435 } 2711
2436 }
2437
2438 return NULL; 2712 return NULL;
2439} 2713}
2440 2714
2441/* 2715/*
2442 * Returns the value of op has an extra_field for key, or NULL. 2716 * Returns the value of op has an extra_field for key, or NULL.
2443 * 2717 *
2444 * The argument doesn't need to be a shared string. 2718 * The argument doesn't need to be a shared string.
2445 * 2719 *
2446 * The returned string is shared. 2720 * The returned string is shared.
2447 */ 2721 */
2722const char *
2448const char * get_ob_key_value(const object * op, const char * const key) { 2723get_ob_key_value (const object *op, const char *const key)
2724{
2449 key_value * link; 2725 key_value *link;
2450 const char * canonical_key; 2726 shstr_cmp canonical_key (key);
2727
2728 if (!canonical_key)
2451 2729 {
2452 canonical_key = shstr::find (key);
2453
2454 if (canonical_key == NULL) {
2455 /* 1. There being a field named key on any object 2730 /* 1. There being a field named key on any object
2456 * implies there'd be a shared string to find. 2731 * implies there'd be a shared string to find.
2457 * 2. Since there isn't, no object has this field. 2732 * 2. Since there isn't, no object has this field.
2458 * 3. Therefore, *this* object doesn't have this field. 2733 * 3. Therefore, *this* object doesn't have this field.
2459 */ 2734 */
2460 return NULL; 2735 return 0;
2461 } 2736 }
2462 2737
2463 /* This is copied from get_ob_key_link() above - 2738 /* This is copied from get_ob_key_link() above -
2464 * only 4 lines, and saves the function call overhead. 2739 * only 4 lines, and saves the function call overhead.
2465 */ 2740 */
2466 for (link = op->key_values; link != NULL; link = link->next) { 2741 for (link = op->key_values; link; link = link->next)
2467 if (link->key == canonical_key) { 2742 if (link->key == canonical_key)
2468 return link->value; 2743 return link->value;
2469 } 2744
2470 } 2745 return 0;
2471 return NULL;
2472} 2746}
2473 2747
2474 2748
2475/* 2749/*
2476 * Updates the canonical_key in op to value. 2750 * 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 2754 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2481 * keys. 2755 * keys.
2482 * 2756 *
2483 * Returns TRUE on success. 2757 * Returns TRUE on success.
2484 */ 2758 */
2759int
2485int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2760set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2761{
2762 key_value *
2486 key_value * field = NULL, *last=NULL; 2763 field = NULL, *last = NULL;
2487 2764
2488 for (field=op->key_values; field != NULL; field=field->next) { 2765 for (field = op->key_values; field != NULL; field = field->next)
2766 {
2489 if (field->key != canonical_key) { 2767 if (field->key != canonical_key)
2768 {
2490 last = field; 2769 last = field;
2491 continue; 2770 continue;
2492 } 2771 }
2493 2772
2494 if (value) 2773 if (value)
2495 field->value = value; 2774 field->value = value;
2496 else { 2775 else
2776 {
2497 /* Basically, if the archetype has this key set, 2777 /* Basically, if the archetype has this key set,
2498 * we need to store the null value so when we save 2778 * we need to store the null value so when we save
2499 * it, we save the empty value so that when we load, 2779 * it, we save the empty value so that when we load,
2500 * we get this value back again. 2780 * we get this value back again.
2501 */ 2781 */
2502 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2782 if (get_ob_key_link (&op->arch->clone, canonical_key))
2503 field->value = 0; 2783 field->value = 0;
2784 else
2785 {
2786 if (last)
2787 last->next = field->next;
2504 else 2788 else
2505 {
2506 if (last) last->next = field->next;
2507 else op->key_values = field->next; 2789 op->key_values = field->next;
2508 2790
2509 delete field; 2791 delete field;
2510 } 2792 }
2511 } 2793 }
2512 return TRUE; 2794 return TRUE;
2513 } 2795 }
2514 /* IF we get here, key doesn't exist */ 2796 /* IF we get here, key doesn't exist */
2515 2797
2516 /* No field, we'll have to add it. */ 2798 /* No field, we'll have to add it. */
2799
2800 if (!add_key)
2517 2801 {
2518 if (!add_key) {
2519 return FALSE; 2802 return FALSE;
2520 } 2803 }
2521 /* There isn't any good reason to store a null 2804 /* There isn't any good reason to store a null
2522 * value in the key/value list. If the archetype has 2805 * value in the key/value list. If the archetype has
2523 * this key, then we should also have it, so shouldn't 2806 * this key, then we should also have it, so shouldn't
2524 * be here. If user wants to store empty strings, 2807 * be here. If user wants to store empty strings,
2525 * should pass in "" 2808 * should pass in ""
2526 */ 2809 */
2527 if (value == NULL) return TRUE; 2810 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; 2811 return TRUE;
2812
2813 field = new key_value;
2814
2815 field->key = canonical_key;
2816 field->value = value;
2817 /* Usual prepend-addition. */
2818 field->next = op->key_values;
2819 op->key_values = field;
2820
2821 return TRUE;
2538} 2822}
2539 2823
2540/* 2824/*
2541 * Updates the key in op to value. 2825 * Updates the key in op to value.
2542 * 2826 *
2544 * and not add new ones. 2828 * and not add new ones.
2545 * In general, should be little reason FALSE is ever passed in for add_key 2829 * In general, should be little reason FALSE is ever passed in for add_key
2546 * 2830 *
2547 * Returns TRUE on success. 2831 * Returns TRUE on success.
2548 */ 2832 */
2833int
2549int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2834set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2550{ 2835{
2551 shstr key_ (key); 2836 shstr key_ (key);
2837
2552 return set_ob_key_value_s (op, key_, value, add_key); 2838 return set_ob_key_value_s (op, key_, value, add_key);
2553} 2839}
2840
2841object::depth_iterator::depth_iterator (object *container)
2842: iterator_base (container)
2843{
2844 while (item->inv)
2845 item = item->inv;
2846}
2847
2848void
2849object::depth_iterator::next ()
2850{
2851 if (item->below)
2852 {
2853 item = item->below;
2854
2855 while (item->inv)
2856 item = item->inv;
2857 }
2858 else
2859 item = item->env;
2860}
2861
2862// return a suitable string describing an objetc in enough detail to find it
2863const char *
2864object::debug_desc (char *info) const
2865{
2866 char info2[256 * 3];
2867 char *p = info;
2868
2869 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2870 count,
2871 &name,
2872 title ? " " : "",
2873 title ? (const char *)title : "");
2874
2875 if (env)
2876 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2877
2878 if (map)
2879 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2880
2881 return info;
2882}
2883
2884const char *
2885object::debug_desc () const
2886{
2887 static char info[256 * 3];
2888 return debug_desc (info);
2889}
2890

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