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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 1.55 by root, Sun Dec 3 00:41:33 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
293void dump_object2(object *op) { 379char *
294errmsg[0] = 0;
295return;
296 //TODO//D#d#
297#if 0
298 char *cp;
299/* object *tmp;*/
300
301 if(op->arch!=NULL) {
302 strcat(errmsg,"arch ");
303 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
304 strcat(errmsg,"\n");
305 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
306 strcat(errmsg,cp);
307#if 0
308 /* Don't dump player diffs - they are too long, mostly meaningless, and
309 * will overflow the buffer.
310 * Changed so that we don't dump inventory either. This may
311 * also overflow the buffer.
312 */
313 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
314 strcat(errmsg,cp);
315 for (tmp=op->inv; tmp; tmp=tmp->below)
316 dump_object2(tmp);
317#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}
334
335/*
336 * Dumps an object. Returns output in the static global errmsg array.
337 */
338
339void dump_object(object *op) { 380dump_object (object *op)
340 if(op==NULL) { 381{
341 strcpy(errmsg,"[NULL pointer]"); 382 if (!op)
342 return; 383 return strdup ("[NULLOBJ]");
343 }
344 errmsg[0]='\0';
345 dump_object2(op);
346}
347 384
348void dump_all_objects(void) { 385 object_freezer freezer;
349 object *op; 386 save_object (freezer, op, 3);
350 for(op=objects;op!=NULL;op=op->next) { 387 return freezer.as_string ();
351 dump_object(op);
352 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
353 }
354} 388}
355 389
356/* 390/*
357 * get_nearest_part(multi-object, object 2) returns the part of the 391 * get_nearest_part(multi-object, object 2) returns the part of the
358 * multi-object 1 which is closest to the second object. 392 * multi-object 1 which is closest to the second object.
359 * If it's not a multi-object, it is returned. 393 * If it's not a multi-object, it is returned.
360 */ 394 */
361 395
396object *
362object *get_nearest_part(object *op, const object *pl) { 397get_nearest_part (object *op, const object *pl)
398{
363 object *tmp,*closest; 399 object *tmp, *closest;
364 int last_dist,i; 400 int last_dist, i;
401
365 if(op->more==NULL) 402 if (op->more == NULL)
366 return op; 403 return op;
367 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 404 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
368 if((i=distance(tmp,pl))<last_dist) 405 if ((i = distance (tmp, pl)) < last_dist)
369 closest=tmp,last_dist=i; 406 closest = tmp, last_dist = i;
370 return closest; 407 return closest;
371} 408}
372 409
373/* 410/*
374 * Returns the object which has the count-variable equal to the argument. 411 * Returns the object which has the count-variable equal to the argument.
375 */ 412 */
376 413
414object *
377object *find_object(tag_t i) { 415find_object (tag_t i)
378 object *op; 416{
379 for(op=objects;op!=NULL;op=op->next) 417 for (object *op = object::first; op; op = op->next)
380 if(op->count==i) 418 if (op->count == i)
381 break; 419 return op;
420
382 return op; 421 return 0;
383} 422}
384 423
385/* 424/*
386 * Returns the first object which has a name equal to the argument. 425 * Returns the first object which has a name equal to the argument.
387 * Used only by the patch command, but not all that useful. 426 * Used only by the patch command, but not all that useful.
388 * Enables features like "patch <name-of-other-player> food 999" 427 * Enables features like "patch <name-of-other-player> food 999"
389 */ 428 */
390 429
430object *
391object *find_object_name(const char *str) { 431find_object_name (const char *str)
392 const char *name = shstr::find (str); 432{
433 shstr_cmp str_ (str);
393 object *op; 434 object *op;
435
394 for(op=objects;op!=NULL;op=op->next) 436 for (op = object::first; op != NULL; op = op->next)
395 if(&op->name == name) 437 if (op->name == str_)
396 break; 438 break;
397 439
398 return op; 440 return op;
399} 441}
400 442
443void
401void free_all_object_data () 444free_all_object_data ()
402{ 445{
403 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 446 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} 447}
440 448
441/* 449/*
442 * Sets the owner and sets the skill and exp pointers to owner's current 450 * Sets the owner and sets the skill and exp pointers to owner's current
443 * skill and experience objects. 451 * skill and experience objects.
444 */ 452 */
445void set_owner (object *op, object *owner) 453void
454object::set_owner (object *owner)
446{ 455{
447 if(owner==NULL||op==NULL) 456 if (!owner)
448 return; 457 return;
449 458
450 /* next line added to allow objects which own objects */ 459 /* next line added to allow objects which own objects */
451 /* Add a check for ownercounts in here, as I got into an endless loop 460 /* Add a check for ownercounts in here, as I got into an endless loop
452 * with the fireball owning a poison cloud which then owned the 461 * with the fireball owning a poison cloud which then owned the
453 * fireball. I believe that was caused by one of the objects getting 462 * fireball. I believe that was caused by one of the objects getting
454 * freed and then another object replacing it. Since the ownercounts 463 * 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. 464 * didn't match, this check is valid and I believe that cause is valid.
456 */ 465 */
457 while (owner->owner && owner!=owner->owner && 466 while (owner->owner)
458 owner->ownercount==owner->owner->count) owner=owner->owner; 467 owner = owner->owner;
459 468
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; 469 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} 470}
495 471
496/* Zero the key_values on op, decrementing the shared-string 472/* Zero the key_values on op, decrementing the shared-string
497 * refcounts and freeing the links. 473 * refcounts and freeing the links.
498 */ 474 */
475static void
499static void free_key_values(object * op) 476free_key_values (object *op)
500{ 477{
501 for (key_value *i = op->key_values; i != 0; ) 478 for (key_value *i = op->key_values; i != 0;)
502 { 479 {
503 key_value *next = i->next; 480 key_value *next = i->next;
504 delete i; 481 delete i;
482
505 i = next; 483 i = next;
506 } 484 }
507 485
508 op->key_values = 0; 486 op->key_values = 0;
509} 487}
510 488
511void object::clear () 489void object::clear ()
512{ 490{
513 attachable_base::clear (); 491 attachable_base::clear ();
514 492
515 free_key_values (this); 493 free_key_values (this);
516 494
517 name = 0; 495 owner = 0;
496 name = 0;
518 name_pl = 0; 497 name_pl = 0;
519 title = 0; 498 title = 0;
520 race = 0; 499 race = 0;
521 slaying = 0; 500 slaying = 0;
522 skill = 0; 501 skill = 0;
523 msg = 0; 502 msg = 0;
524 lore = 0; 503 lore = 0;
525 custom_name = 0; 504 custom_name = 0;
526 materialname = 0; 505 materialname = 0;
506 contr = 0;
507 below = 0;
508 above = 0;
509 inv = 0;
510 container = 0;
511 env = 0;
512 more = 0;
513 head = 0;
514 map = 0;
515 active_next = 0;
516 active_prev = 0;
527 517
528 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod)); 518 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
529 519
530 SET_FLAG (this, FLAG_REMOVED); 520 SET_FLAG (this, FLAG_REMOVED);
521
522 /* What is not cleared is next, prev, and count */
523
524 expmul = 1.0;
525 face = blank_face;
526
527 if (settings.casting_time)
528 casting_time = -1;
531} 529}
532 530
533void object::clone (object *destination) 531void object::clone (object *destination)
534{ 532{
535 *(object_copy *)destination = *(object_copy *)this; 533 *(object_copy *)destination = *this;
536 *(object_pod *)destination = *(object_pod *)this; 534 *(object_pod *)destination = *this;
537 535
538 if (self || cb) 536 if (self || cb)
539 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination)); 537 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} 538}
572 539
573/* 540/*
574 * copy object first frees everything allocated by the second object, 541 * copy object first frees everything allocated by the second object,
575 * and then copies the contends of the first object into the second 542 * and then copies the contends of the first object into the second
576 * object, allocating what needs to be allocated. Basically, any 543 * object, allocating what needs to be allocated. Basically, any
577 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 544 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
578 * if the first object is freed, the pointers in the new object 545 * if the first object is freed, the pointers in the new object
579 * will point at garbage. 546 * will point at garbage.
580 */ 547 */
581 548void
582void copy_object (object *op2, object *op) 549copy_object (object *op2, object *op)
583{ 550{
584 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 551 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
585 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 552 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
586 553
587 op2->clone (op); 554 op2->clone (op);
588 555
556 if (is_freed)
589 if (is_freed) SET_FLAG (op, FLAG_FREED); 557 SET_FLAG (op, FLAG_FREED);
558 if (is_removed)
590 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 559 SET_FLAG (op, FLAG_REMOVED);
591 560
592 if (op2->speed < 0) 561 if (op2->speed < 0)
593 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 562 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
594 563
595 /* Copy over key_values, if any. */ 564 /* Copy over key_values, if any. */
596 if (op2->key_values != NULL) 565 if (op2->key_values)
597 { 566 {
598 key_value *tail = NULL; 567 key_value *tail = 0;
599 key_value *i; 568 key_value *i;
600 569
601 op->key_values = NULL; 570 op->key_values = 0;
602 571
603 for (i = op2->key_values; i != NULL; i = i->next) 572 for (i = op2->key_values; i; i = i->next)
604 { 573 {
605 key_value *new_link = new key_value; 574 key_value *new_link = new key_value;
606 575
607 new_link->next = NULL; 576 new_link->next = 0;
608 new_link->key = i->key; 577 new_link->key = i->key;
609 new_link->value = i->value; 578 new_link->value = i->value;
610 579
611 /* Try and be clever here, too. */ 580 /* Try and be clever here, too. */
612 if (op->key_values == NULL) 581 if (!op->key_values)
613 { 582 {
614 op->key_values = new_link; 583 op->key_values = new_link;
615 tail = new_link; 584 tail = new_link;
616 } 585 }
617 else 586 else
623 } 592 }
624 593
625 update_ob_speed (op); 594 update_ob_speed (op);
626} 595}
627 596
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/* 597/*
651 * If an object with the IS_TURNABLE() flag needs to be turned due 598 * If an object with the IS_TURNABLE() flag needs to be turned due
652 * to the closest player being on the other side, this function can 599 * to the closest player being on the other side, this function can
653 * be called to update the face variable, _and_ how it looks on the map. 600 * be called to update the face variable, _and_ how it looks on the map.
654 */ 601 */
655 602
603void
656void update_turn_face(object *op) { 604update_turn_face (object *op)
605{
657 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 606 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
658 return; 607 return;
659 SET_ANIMATION(op, op->direction); 608 SET_ANIMATION (op, op->direction);
660 update_object(op,UP_OBJ_FACE); 609 update_object (op, UP_OBJ_FACE);
661} 610}
662 611
663/* 612/*
664 * Updates the speed of an object. If the speed changes from 0 to another 613 * Updates the speed of an object. If the speed changes from 0 to another
665 * value, or vice versa, then add/remove the object from the active list. 614 * value, or vice versa, then add/remove the object from the active list.
666 * This function needs to be called whenever the speed of an object changes. 615 * This function needs to be called whenever the speed of an object changes.
667 */ 616 */
668 617void
669void update_ob_speed(object *op) { 618update_ob_speed (object *op)
619{
670 extern int arch_init; 620 extern int arch_init;
671 621
672 /* No reason putting the archetypes objects on the speed list, 622 /* No reason putting the archetypes objects on the speed list,
673 * since they never really need to be updated. 623 * since they never really need to be updated.
674 */ 624 */
675 625
676 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 626 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
627 {
677 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 628 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
678#ifdef MANY_CORES 629#ifdef MANY_CORES
679 abort(); 630 abort ();
680#else 631#else
681 op->speed = 0; 632 op->speed = 0;
682#endif 633#endif
683 } 634 }
635
684 if (arch_init) { 636 if (arch_init)
637 return;
638
639 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
640 {
641 /* If already on active list, don't do anything */
642 if (op->active_next || op->active_prev || op == active_objects)
685 return; 643 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;
691 644
692 /* process_events() expects us to insert the object at the beginning 645 /* process_events() expects us to insert the object at the beginning
693 * of the list. */ 646 * of the list. */
694 op->active_next = active_objects; 647 op->active_next = active_objects;
648
695 if (op->active_next!=NULL) 649 if (op->active_next != NULL)
696 op->active_next->active_prev = op; 650 op->active_next->active_prev = op;
651
697 active_objects = op; 652 active_objects = op;
653 }
654 else
698 } 655 {
699 else {
700 /* If not on the active list, nothing needs to be done */ 656 /* If not on the active list, nothing needs to be done */
701 if (!op->active_next && !op->active_prev && op!=active_objects) 657 if (!op->active_next && !op->active_prev && op != active_objects)
702 return; 658 return;
703 659
704 if (op->active_prev==NULL) { 660 if (op->active_prev == NULL)
661 {
705 active_objects = op->active_next; 662 active_objects = op->active_next;
663
706 if (op->active_next!=NULL) 664 if (op->active_next != NULL)
707 op->active_next->active_prev = NULL; 665 op->active_next->active_prev = NULL;
666 }
667 else
708 } 668 {
709 else {
710 op->active_prev->active_next = op->active_next; 669 op->active_prev->active_next = op->active_next;
670
711 if (op->active_next) 671 if (op->active_next)
712 op->active_next->active_prev = op->active_prev; 672 op->active_next->active_prev = op->active_prev;
713 } 673 }
674
714 op->active_next = NULL; 675 op->active_next = NULL;
715 op->active_prev = NULL; 676 op->active_prev = NULL;
716 } 677 }
717} 678}
718 679
719/* This function removes object 'op' from the list of active 680/* This function removes object 'op' from the list of active
720 * objects. 681 * objects.
722 * reference maps where you don't want an object that isn't 683 * reference maps where you don't want an object that isn't
723 * in play chewing up cpu time getting processed. 684 * in play chewing up cpu time getting processed.
724 * The reverse of this is to call update_ob_speed, which 685 * The reverse of this is to call update_ob_speed, which
725 * will do the right thing based on the speed of the object. 686 * will do the right thing based on the speed of the object.
726 */ 687 */
688void
727void remove_from_active_list(object *op) 689remove_from_active_list (object *op)
728{ 690{
729 /* If not on the active list, nothing needs to be done */ 691 /* If not on the active list, nothing needs to be done */
730 if (!op->active_next && !op->active_prev && op!=active_objects) 692 if (!op->active_next && !op->active_prev && op != active_objects)
731 return; 693 return;
732 694
733 if (op->active_prev==NULL) { 695 if (op->active_prev == NULL)
696 {
734 active_objects = op->active_next; 697 active_objects = op->active_next;
735 if (op->active_next!=NULL) 698 if (op->active_next != NULL)
736 op->active_next->active_prev = NULL; 699 op->active_next->active_prev = NULL;
700 }
701 else
737 } 702 {
738 else {
739 op->active_prev->active_next = op->active_next; 703 op->active_prev->active_next = op->active_next;
740 if (op->active_next) 704 if (op->active_next)
741 op->active_next->active_prev = op->active_prev; 705 op->active_next->active_prev = op->active_prev;
742 } 706 }
743 op->active_next = NULL; 707 op->active_next = NULL;
744 op->active_prev = NULL; 708 op->active_prev = NULL;
745} 709}
746 710
747/* 711/*
748 * update_object() updates the array which represents the map. 712 * update_object() updates the array which represents the map.
749 * It takes into account invisible objects (and represent squares covered 713 * It takes into account invisible objects (and represent squares covered
764 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 728 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
765 * as that is easier than trying to look at what may have changed. 729 * as that is easier than trying to look at what may have changed.
766 * UP_OBJ_FACE: only the objects face has changed. 730 * UP_OBJ_FACE: only the objects face has changed.
767 */ 731 */
768 732
733void
769void update_object(object *op, int action) { 734update_object (object *op, int action)
735{
770 int update_now=0, flags; 736 int update_now = 0, flags;
771 MoveType move_on, move_off, move_block, move_slow; 737 MoveType move_on, move_off, move_block, move_slow;
772 738
773 if (op == NULL) { 739 if (op == NULL)
740 {
774 /* this should never happen */ 741 /* this should never happen */
775 LOG(llevDebug,"update_object() called for NULL object.\n"); 742 LOG (llevDebug, "update_object() called for NULL object.\n");
776 return; 743 return;
777 }
778 744 }
745
779 if(op->env!=NULL) { 746 if (op->env != NULL)
747 {
780 /* Animation is currently handled by client, so nothing 748 /* Animation is currently handled by client, so nothing
781 * to do in this case. 749 * to do in this case.
782 */ 750 */
783 return; 751 return;
784 } 752 }
785 753
786 /* If the map is saving, don't do anything as everything is 754 /* If the map is saving, don't do anything as everything is
787 * going to get freed anyways. 755 * going to get freed anyways.
788 */ 756 */
789 if (!op->map || op->map->in_memory == MAP_SAVING) return; 757 if (!op->map || op->map->in_memory == MAP_SAVING)
790 758 return;
759
791 /* make sure the object is within map boundaries */ 760 /* make sure the object is within map boundaries */
792 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 761 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
793 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 762 {
794 LOG(llevError,"update_object() called for object out of map!\n"); 763 LOG (llevError, "update_object() called for object out of map!\n");
795#ifdef MANY_CORES 764#ifdef MANY_CORES
796 abort(); 765 abort ();
797#endif 766#endif
798 return; 767 return;
799 }
800 768 }
769
801 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 770 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
802 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 771 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
803 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 772 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
804 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 773 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
805 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 774 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
806 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y); 775 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
807 776
808 if (action == UP_OBJ_INSERT) { 777 if (action == UP_OBJ_INSERT)
778 {
809 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 779 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
810 update_now=1; 780 update_now = 1;
811 781
812 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 782 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
813 update_now=1; 783 update_now = 1;
814 784
815 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 785 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
816 update_now=1; 786 update_now = 1;
817 787
818 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 788 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
819 update_now=1; 789 update_now = 1;
820 790
821 if (op->type == SAFE_GROUND && !(flags & P_SAFE)) 791 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
822 update_now=1; 792 update_now = 1;
823 793
824 if ((move_on | op->move_on) != move_on) update_now=1; 794 if ((move_on | op->move_on) != move_on)
795 update_now = 1;
825 796
826 if ((move_off | op->move_off) != move_off) update_now=1; 797 if ((move_off | op->move_off) != move_off)
798 update_now = 1;
827 799
828 /* This isn't perfect, but I don't expect a lot of objects to 800 /* This isn't perfect, but I don't expect a lot of objects to
829 * to have move_allow right now. 801 * to have move_allow right now.
830 */ 802 */
831 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 803 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
832 update_now=1; 804 update_now = 1;
833 805
834 if ((move_slow | op->move_slow) != move_slow) 806 if ((move_slow | op->move_slow) != move_slow)
835 update_now=1; 807 update_now = 1;
836 } 808 }
837 /* if the object is being removed, we can't make intelligent 809 /* if the object is being removed, we can't make intelligent
838 * decisions, because remove_ob can't really pass the object 810 * decisions, because remove_ob can't really pass the object
839 * that is being removed. 811 * that is being removed.
840 */ 812 */
841 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 813 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
842 update_now=1; 814 update_now = 1;
843 } else if (action == UP_OBJ_FACE) { 815 else if (action == UP_OBJ_FACE)
844 /* Nothing to do for that case */ 816 /* Nothing to do for that case */ ;
845 }
846 else { 817 else
847 LOG(llevError,"update_object called with invalid action: %d\n", action); 818 LOG (llevError, "update_object called with invalid action: %d\n", action);
848 }
849 819
850 if (update_now) { 820 if (update_now)
821 {
851 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 822 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
852 update_position(op->map, op->x, op->y); 823 update_position (op->map, op->x, op->y);
853 } 824 }
854 825
855 if(op->more!=NULL) 826 if (op->more != NULL)
856 update_object(op->more, action); 827 update_object (op->more, action);
857} 828}
858 829
830object::vector object::mortals;
831object::vector object::objects; // not yet used
832object *object::first;
833
834void object::free_mortals ()
835{
836 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
837 if ((*i)->refcnt)
838 ++i; // further delay freeing
839 else
840 {
841 delete *i;
842 mortals.erase (i);
843 }
844
845 static int lastmortals = 0;//D
846
847 if (mortals.size() != lastmortals && lastmortals > 100)//D
848 {
849 lastmortals = mortals.size ();//D
850 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
851 }
852}
853
854object::object ()
855{
856 SET_FLAG (this, FLAG_REMOVED);
857
858 expmul = 1.0;
859 face = blank_face;
860}
861
862object::~object ()
863{
864 free_key_values (this);
865}
866
867void object::link ()
868{
869 count = ++ob_count;
870 uuid = gen_uuid ();
871
872 prev = 0;
873 next = object::first;
874
875 if (object::first)
876 object::first->prev = this;
877
878 object::first = this;
879}
880
881void object::unlink ()
882{
883 if (this == object::first)
884 object::first = next;
885
886 /* Remove this object from the list of used objects */
887 if (prev) prev->next = next;
888 if (next) next->prev = prev;
889
890 prev = 0;
891 next = 0;
892}
893
894object *object::create ()
895{
896 object *op = new object;
897 op->link ();
898 return op;
899}
859 900
860/* 901/*
861 * free_object() frees everything allocated by an object, removes 902 * free_object() frees everything allocated by an object, removes
862 * it from the list of used objects, and puts it on the list of 903 * it from the list of used objects, and puts it on the list of
863 * free objects. The IS_FREED() flag is set in the object. 904 * free objects. The IS_FREED() flag is set in the object.
864 * The object must have been removed by remove_ob() first for 905 * The object must have been removed by remove_ob() first for
865 * this function to succeed. 906 * this function to succeed.
866 * 907 *
867 * If free_inventory is set, free inventory as well. Else drop items in 908 * If destroy_inventory is set, free inventory as well. Else drop items in
868 * inventory to the ground. 909 * inventory to the ground.
869 */ 910 */
870 911void object::destroy (bool destroy_inventory)
871void
872free_object (object * ob)
873{ 912{
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)) 913 if (QUERY_FLAG (this, FLAG_FREED))
883 { 914 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 }
890 915
891 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 916 if (QUERY_FLAG (this, FLAG_FRIENDLY))
892 {
893 LOG (llevMonster, "Warning: tried to free friendly object.\n");
894 remove_friendly_object (ob); 917 remove_friendly_object (this);
895 }
896 918
897 if (QUERY_FLAG (ob, FLAG_FREED)) 919 if (!QUERY_FLAG (this, FLAG_REMOVED))
920 remove_ob (this);
921
922 SET_FLAG (this, FLAG_FREED);
923
924 // hack to ensure that freed objects still have a valid map
925 {
926 static maptile *freed_map; // freed objects are moved here to avoid crashes
927
928 if (!freed_map)
898 { 929 {
899 dump_object (ob); 930 freed_map = get_empty_map (3, 3);
900 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 931 freed_map->name = "freed objects map";
901 return; 932 allocate_map (freed_map);
902 } 933 }
903 934
904 if (ob->more != NULL) 935 map = freed_map;
905 { 936 x = 1;
906 free_object2 (ob->more, free_inventory); 937 y = 1;
907 ob->more = NULL; 938 }
939
940 if (more)
908 } 941 {
942 more->destroy (destroy_inventory);
943 more = 0;
944 }
909 945
910 if (ob->inv) 946 if (inv)
911 { 947 {
912 /* Only if the space blocks everything do we not process - 948 /* Only if the space blocks everything do we not process -
913 * if some form of movement is allowed, let objects 949 * if some form of movement is allowed, let objects
914 * drop on that space. 950 * drop on that space.
915 */ 951 */
916 if (free_inventory || ob->map == NULL 952 if (destroy_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 953 {
918 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL)) 954 object *op = inv;
919 {
920 op = ob->inv;
921 955
922 while (op != NULL) 956 while (op)
923 { 957 {
924 tmp = op->below; 958 object *tmp = op->below;
925 remove_ob (op); 959 op->destroy (destroy_inventory);
926 free_object2 (op, free_inventory);
927 op = tmp; 960 op = tmp;
928 } 961 }
929 } 962 }
930 else 963 else
931 { /* Put objects in inventory onto this space */ 964 { /* Put objects in inventory onto this space */
932 op = ob->inv; 965 object *op = inv;
933 966
934 while (op != NULL) 967 while (op)
935 { 968 {
936 tmp = op->below; 969 object *tmp = op->below;
970
937 remove_ob (op); 971 remove_ob (op);
938 972
939 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 973 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
940 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE 974 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
941 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 975 free_object (op);
942 free_object (op); 976 else
943 else 977 {
944 { 978 op->x = x;
945 op->x = ob->x; 979 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 */ 980 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
948 } 981 }
949 982
950 op = tmp; 983 op = tmp;
984 }
985 }
951 } 986 }
952 } 987
953 } 988 // clear those pointers that likely might have circular references to us
989 owner = 0;
990 enemy = 0;
991 attacked_by = 0;
992
993 // only relevant for players(?), but make sure of it anyways
994 contr = 0;
954 995
955 /* Remove object from the active list */ 996 /* Remove object from the active list */
956 ob->speed = 0; 997 speed = 0;
957 update_ob_speed (ob); 998 update_ob_speed (this);
958 999
959 SET_FLAG (ob, FLAG_FREED); 1000 unlink ();
960 ob->count = 0;
961 1001
962 /* Remove this object from the list of used objects */ 1002 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} 1003}
986 1004
987/* 1005/*
988 * sub_weight() recursively (outwards) subtracts a number from the 1006 * sub_weight() recursively (outwards) subtracts a number from the
989 * weight of an object (and what is carried by it's environment(s)). 1007 * weight of an object (and what is carried by it's environment(s)).
990 */ 1008 */
991 1009
1010void
992void sub_weight (object *op, signed long weight) { 1011sub_weight (object *op, signed long weight)
1012{
993 while (op != NULL) { 1013 while (op != NULL)
1014 {
994 if (op->type == CONTAINER) { 1015 if (op->type == CONTAINER)
995 weight=(signed long)(weight*(100-op->stats.Str)/100); 1016 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
996 } 1017
997 op->carrying-=weight; 1018 op->carrying -= weight;
998 op = op->env; 1019 op = op->env;
999 } 1020 }
1000} 1021}
1001 1022
1002/* remove_ob(op): 1023/* remove_ob(op):
1003 * This function removes the object op from the linked list of objects 1024 * This function removes the object op from the linked list of objects
1004 * which it is currently tied to. When this function is done, the 1025 * which it is currently tied to. When this function is done, the
1006 * environment, the x and y coordinates will be updated to 1027 * environment, the x and y coordinates will be updated to
1007 * the previous environment. 1028 * the previous environment.
1008 * Beware: This function is called from the editor as well! 1029 * Beware: This function is called from the editor as well!
1009 */ 1030 */
1010 1031
1032void
1011void remove_ob(object *op) { 1033remove_ob (object *op)
1034{
1012 object *tmp,*last=NULL; 1035 object *tmp, *last = 0;
1013 object *otmp; 1036 object *otmp;
1014 tag_t tag; 1037
1015 int check_walk_off; 1038 int check_walk_off;
1016 mapstruct *m; 1039 maptile *m;
1040
1017 sint16 x,y; 1041 sint16 x, y;
1018
1019 1042
1020 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1043 if (QUERY_FLAG (op, FLAG_REMOVED))
1021 dump_object(op); 1044 return;
1022 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1023 1045
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); 1046 SET_FLAG (op, FLAG_REMOVED);
1040 1047
1048 if (op->more != NULL)
1049 remove_ob (op->more);
1050
1041 /* 1051 /*
1042 * In this case, the object to be removed is in someones 1052 * In this case, the object to be removed is in someones
1043 * inventory. 1053 * inventory.
1044 */ 1054 */
1045 if(op->env!=NULL) { 1055 if (op->env != NULL)
1056 {
1046 if(op->nrof) 1057 if (op->nrof)
1047 sub_weight(op->env, op->weight*op->nrof); 1058 sub_weight (op->env, op->weight * op->nrof);
1048 else 1059 else
1049 sub_weight(op->env, op->weight+op->carrying); 1060 sub_weight (op->env, op->weight + op->carrying);
1050 1061
1051 /* NO_FIX_PLAYER is set when a great many changes are being 1062 /* NO_FIX_PLAYER is set when a great many changes are being
1052 * made to players inventory. If set, avoiding the call 1063 * made to players inventory. If set, avoiding the call
1053 * to save cpu time. 1064 * to save cpu time.
1054 */ 1065 */
1055 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1066 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1056 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1057 fix_player(otmp); 1067 fix_player (otmp);
1058 1068
1059 if(op->above!=NULL) 1069 if (op->above != NULL)
1060 op->above->below=op->below; 1070 op->above->below = op->below;
1061 else 1071 else
1062 op->env->inv=op->below; 1072 op->env->inv = op->below;
1063 1073
1064 if(op->below!=NULL) 1074 if (op->below != NULL)
1065 op->below->above=op->above; 1075 op->below->above = op->above;
1066 1076
1067 /* we set up values so that it could be inserted into 1077 /* we set up values so that it could be inserted into
1068 * the map, but we don't actually do that - it is up 1078 * the map, but we don't actually do that - it is up
1069 * to the caller to decide what we want to do. 1079 * to the caller to decide what we want to do.
1070 */ 1080 */
1071 op->x=op->env->x,op->y=op->env->y; 1081 op->x = op->env->x, op->y = op->env->y;
1072 op->map=op->env->map; 1082 op->map = op->env->map;
1073 op->above=NULL,op->below=NULL; 1083 op->above = NULL, op->below = NULL;
1074 op->env=NULL; 1084 op->env = NULL;
1085 }
1086 else if (op->map)
1087 {
1088 x = op->x;
1089 y = op->y;
1090 m = get_map_from_coord (op->map, &x, &y);
1091
1092 if (!m)
1093 {
1094 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1095 op->map->path, op->x, op->y);
1096 /* in old days, we used to set x and y to 0 and continue.
1097 * it seems if we get into this case, something is probablye
1098 * screwed up and should be fixed.
1099 */
1100 abort ();
1101 }
1102
1103 if (op->map != m)
1104 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1105 op->map->path, m->path, op->x, op->y, x, y);
1106
1107 /* Re did the following section of code - it looks like it had
1108 * lots of logic for things we no longer care about
1109 */
1110
1111 /* link the object above us */
1112 if (op->above)
1113 op->above->below = op->below;
1114 else
1115 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1116
1117 /* Relink the object below us, if there is one */
1118 if (op->below)
1119 op->below->above = op->above;
1120 else
1121 {
1122 /* Nothing below, which means we need to relink map object for this space
1123 * use translated coordinates in case some oddness with map tiling is
1124 * evident
1125 */
1126 if (GET_MAP_OB (m, x, y) != op)
1127 {
1128 char *dump = dump_object (op);
1129 LOG (llevError,
1130 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1131 free (dump);
1132 dump = dump_object (GET_MAP_OB (m, x, y));
1133 LOG (llevError, "%s\n", dump);
1134 free (dump);
1135 }
1136
1137 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1138 }
1139
1140 op->above = 0;
1141 op->below = 0;
1142
1143 if (op->map->in_memory == MAP_SAVING)
1075 return; 1144 return;
1076 }
1077 1145
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); 1146 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1147
1133 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1148 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1149 {
1134 /* No point updating the players look faces if he is the object 1150 /* No point updating the players look faces if he is the object
1135 * being removed. 1151 * being removed.
1136 */ 1152 */
1137 1153
1138 if(tmp->type==PLAYER && tmp!=op) { 1154 if (tmp->type == PLAYER && tmp != op)
1155 {
1139 /* If a container that the player is currently using somehow gets 1156 /* If a container that the player is currently using somehow gets
1140 * removed (most likely destroyed), update the player view 1157 * removed (most likely destroyed), update the player view
1141 * appropriately. 1158 * appropriately.
1142 */ 1159 */
1143 if (tmp->container==op) { 1160 if (tmp->container == op)
1161 {
1144 CLEAR_FLAG(op, FLAG_APPLIED); 1162 CLEAR_FLAG (op, FLAG_APPLIED);
1145 tmp->container=NULL; 1163 tmp->container = NULL;
1164 }
1165
1166 tmp->contr->socket.update_look = 1;
1146 } 1167 }
1147 tmp->contr->socket.update_look=1; 1168
1148 }
1149 /* See if player moving off should effect something */ 1169 /* See if player moving off should effect something */
1170 if (check_walk_off
1150 if (check_walk_off && ((op->move_type & tmp->move_off) && 1171 && ((op->move_type & tmp->move_off)
1151 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1172 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1152 1173 {
1153 move_apply(tmp, op, NULL); 1174 move_apply (tmp, op, NULL);
1175
1154 if (was_destroyed (op, tag)) { 1176 if (op->destroyed ())
1155 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1177 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1156 "leaving object\n", &tmp->name, &tmp->arch->name);
1157 } 1178 }
1158 }
1159 1179
1160 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1180 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1161 1181
1162 if(tmp->above == tmp) 1182 if (tmp->above == tmp)
1163 tmp->above = NULL; 1183 tmp->above = NULL;
1184
1164 last=tmp; 1185 last = tmp;
1165 } 1186 }
1187
1166 /* last == NULL of there are no objects on this space */ 1188 /* last == NULL of there are no objects on this space */
1167 if (last==NULL) { 1189 if (last == NULL)
1190 {
1168 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1191 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1169 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1192 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1170 * those out anyways, and if there are any flags set right now, they won't 1193 * those out anyways, and if there are any flags set right now, they won't
1171 * be correct anyways. 1194 * be correct anyways.
1172 */ 1195 */
1173 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1196 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1174 update_position(op->map, op->x, op->y); 1197 update_position (op->map, op->x, op->y);
1175 } 1198 }
1176 else 1199 else
1177 update_object(last, UP_OBJ_REMOVE); 1200 update_object (last, UP_OBJ_REMOVE);
1178 1201
1179 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1202 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1180 update_all_los(op->map, op->x, op->y); 1203 update_all_los (op->map, op->x, op->y);
1181 1204 }
1182} 1205}
1183 1206
1184/* 1207/*
1185 * merge_ob(op,top): 1208 * merge_ob(op,top):
1186 * 1209 *
1187 * This function goes through all objects below and including top, and 1210 * This function goes through all objects below and including top, and
1188 * merges op to the first matching object. 1211 * merges op to the first matching object.
1189 * If top is NULL, it is calculated. 1212 * If top is NULL, it is calculated.
1190 * Returns pointer to object if it succeded in the merge, otherwise NULL 1213 * Returns pointer to object if it succeded in the merge, otherwise NULL
1191 */ 1214 */
1192 1215object *
1193object *merge_ob(object *op, object *top) { 1216merge_ob (object *op, object *top)
1217{
1194 if(!op->nrof) 1218 if (!op->nrof)
1195 return 0; 1219 return 0;
1220
1196 if(top==NULL) 1221 if (top == NULL)
1197 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1222 for (top = op; top != NULL && top->above != NULL; top = top->above);
1223
1198 for(;top!=NULL;top=top->below) { 1224 for (; top != NULL; top = top->below)
1225 {
1199 if(top==op) 1226 if (top == op)
1200 continue; 1227 continue;
1201 if (CAN_MERGE(op,top)) 1228 if (CAN_MERGE (op, top))
1202 { 1229 {
1203 top->nrof+=op->nrof; 1230 top->nrof += op->nrof;
1231
1204/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1232/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1205 op->weight = 0; /* Don't want any adjustements now */ 1233 op->weight = 0; /* Don't want any adjustements now */
1206 remove_ob(op); 1234 remove_ob (op);
1207 free_object(op); 1235 free_object (op);
1208 return top; 1236 return top;
1209 } 1237 }
1210 } 1238 }
1239
1211 return NULL; 1240 return 0;
1212} 1241}
1213 1242
1214/* 1243/*
1215 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1244 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1216 * job preparing multi-part monsters 1245 * job preparing multi-part monsters
1217 */ 1246 */
1247object *
1218object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1248insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1249{
1219 object* tmp; 1250 object *tmp;
1251
1220 if (op->head) 1252 if (op->head)
1221 op=op->head; 1253 op = op->head;
1254
1222 for (tmp=op;tmp;tmp=tmp->more){ 1255 for (tmp = op; tmp; tmp = tmp->more)
1256 {
1223 tmp->x=x+tmp->arch->clone.x; 1257 tmp->x = x + tmp->arch->clone.x;
1224 tmp->y=y+tmp->arch->clone.y; 1258 tmp->y = y + tmp->arch->clone.y;
1225 } 1259 }
1260
1226 return insert_ob_in_map (op, m, originator, flag); 1261 return insert_ob_in_map (op, m, originator, flag);
1227} 1262}
1228 1263
1229/* 1264/*
1230 * insert_ob_in_map (op, map, originator, flag): 1265 * insert_ob_in_map (op, map, originator, flag):
1231 * This function inserts the object in the two-way linked list 1266 * This function inserts the object in the two-way linked list
1245 * new object if 'op' was merged with other object 1280 * new object if 'op' was merged with other object
1246 * NULL if 'op' was destroyed 1281 * NULL if 'op' was destroyed
1247 * just 'op' otherwise 1282 * just 'op' otherwise
1248 */ 1283 */
1249 1284
1285object *
1250object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1286insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1251{ 1287{
1252 object *tmp, *top, *floor=NULL; 1288 object *tmp, *top, *floor = NULL;
1253 sint16 x,y; 1289 sint16 x, y;
1254 1290
1255 if (QUERY_FLAG (op, FLAG_FREED)) { 1291 if (QUERY_FLAG (op, FLAG_FREED))
1292 {
1256 LOG (llevError, "Trying to insert freed object!\n"); 1293 LOG (llevError, "Trying to insert freed object!\n");
1294 return NULL;
1295 }
1296
1297 if (m == NULL)
1298 {
1299 char *dump = dump_object (op);
1300 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1301 free (dump);
1302 return op;
1303 }
1304
1305 if (out_of_map (m, op->x, op->y))
1306 {
1307 char *dump = dump_object (op);
1308 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1309#ifdef MANY_CORES
1310 /* Better to catch this here, as otherwise the next use of this object
1311 * is likely to cause a crash. Better to find out where it is getting
1312 * improperly inserted.
1313 */
1314 abort ();
1315#endif
1316 free (dump);
1317 return op;
1318 }
1319
1320 if (!QUERY_FLAG (op, FLAG_REMOVED))
1321 {
1322 char *dump = dump_object (op);
1323 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1324 free (dump);
1325 return op;
1326 }
1327
1328 if (op->more != NULL)
1329 {
1330 /* The part may be on a different map. */
1331
1332 object *more = op->more;
1333
1334 /* We really need the caller to normalize coordinates - if
1335 * we set the map, that doesn't work if the location is within
1336 * a map and this is straddling an edge. So only if coordinate
1337 * is clear wrong do we normalize it.
1338 */
1339 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1340 more->map = get_map_from_coord (m, &more->x, &more->y);
1341 else if (!more->map)
1342 {
1343 /* For backwards compatibility - when not dealing with tiled maps,
1344 * more->map should always point to the parent.
1345 */
1346 more->map = m;
1347 }
1348
1349 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1350 {
1351 if (!op->head)
1352 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1353
1354 return NULL;
1355 }
1356 }
1357
1358 CLEAR_FLAG (op, FLAG_REMOVED);
1359
1360 /* Ideally, the caller figures this out. However, it complicates a lot
1361 * of areas of callers (eg, anything that uses find_free_spot would now
1362 * need extra work
1363 */
1364 op->map = get_map_from_coord (m, &op->x, &op->y);
1365 x = op->x;
1366 y = op->y;
1367
1368 /* this has to be done after we translate the coordinates.
1369 */
1370 if (op->nrof && !(flag & INS_NO_MERGE))
1371 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1372 if (CAN_MERGE (op, tmp))
1373 {
1374 op->nrof += tmp->nrof;
1375 remove_ob (tmp);
1376 free_object (tmp);
1377 }
1378
1379 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1380 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1381
1382 if (!QUERY_FLAG (op, FLAG_ALIVE))
1383 CLEAR_FLAG (op, FLAG_NO_STEAL);
1384
1385 if (flag & INS_BELOW_ORIGINATOR)
1386 {
1387 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1388 {
1389 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1390 abort ();
1391 }
1392
1393 op->above = originator;
1394 op->below = originator->below;
1395
1396 if (op->below)
1397 op->below->above = op;
1398 else
1399 SET_MAP_OB (op->map, op->x, op->y, op);
1400
1401 /* since *below* originator, no need to update top */
1402 originator->below = op;
1403 }
1404 else
1405 {
1406 /* If there are other objects, then */
1407 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1408 {
1409 object *last = NULL;
1410
1411 /*
1412 * If there are multiple objects on this space, we do some trickier handling.
1413 * We've already dealt with merging if appropriate.
1414 * Generally, we want to put the new object on top. But if
1415 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1416 * floor, we want to insert above that and no further.
1417 * Also, if there are spell objects on this space, we stop processing
1418 * once we get to them. This reduces the need to traverse over all of
1419 * them when adding another one - this saves quite a bit of cpu time
1420 * when lots of spells are cast in one area. Currently, it is presumed
1421 * that flying non pickable objects are spell objects.
1422 */
1423
1424 while (top != NULL)
1425 {
1426 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1427 floor = top;
1428
1429 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1430 {
1431 /* We insert above top, so we want this object below this */
1432 top = top->below;
1433 break;
1434 }
1435
1436 last = top;
1437 top = top->above;
1438 }
1439
1440 /* Don't want top to be NULL, so set it to the last valid object */
1441 top = last;
1442
1443 /* We let update_position deal with figuring out what the space
1444 * looks like instead of lots of conditions here.
1445 * makes things faster, and effectively the same result.
1446 */
1447
1448 /* Have object 'fall below' other objects that block view.
1449 * Unless those objects are exits, type 66
1450 * If INS_ON_TOP is used, don't do this processing
1451 * Need to find the object that in fact blocks view, otherwise
1452 * stacking is a bit odd.
1453 */
1454 if (!(flag & INS_ON_TOP) &&
1455 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1456 {
1457 for (last = top; last != floor; last = last->below)
1458 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1459 break;
1460 /* Check to see if we found the object that blocks view,
1461 * and make sure we have a below pointer for it so that
1462 * we can get inserted below this one, which requires we
1463 * set top to the object below us.
1464 */
1465 if (last && last->below && last != floor)
1466 top = last->below;
1467 }
1468 } /* If objects on this space */
1469
1470 if (flag & INS_MAP_LOAD)
1471 top = GET_MAP_TOP (op->map, op->x, op->y);
1472
1473 if (flag & INS_ABOVE_FLOOR_ONLY)
1474 top = floor;
1475
1476 /* Top is the object that our object (op) is going to get inserted above.
1477 */
1478
1479 /* First object on this space */
1480 if (!top)
1481 {
1482 op->above = GET_MAP_OB (op->map, op->x, op->y);
1483
1484 if (op->above)
1485 op->above->below = op;
1486
1487 op->below = NULL;
1488 SET_MAP_OB (op->map, op->x, op->y, op);
1489 }
1490 else
1491 { /* get inserted into the stack above top */
1492 op->above = top->above;
1493
1494 if (op->above)
1495 op->above->below = op;
1496
1497 op->below = top;
1498 top->above = op;
1499 }
1500
1501 if (op->above == NULL)
1502 SET_MAP_TOP (op->map, op->x, op->y, op);
1503 } /* else not INS_BELOW_ORIGINATOR */
1504
1505 if (op->type == PLAYER)
1506 op->contr->do_los = 1;
1507
1508 /* If we have a floor, we know the player, if any, will be above
1509 * it, so save a few ticks and start from there.
1510 */
1511 if (!(flag & INS_MAP_LOAD))
1512 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1513 if (tmp->type == PLAYER)
1514 tmp->contr->socket.update_look = 1;
1515
1516 /* If this object glows, it may affect lighting conditions that are
1517 * visible to others on this map. But update_all_los is really
1518 * an inefficient way to do this, as it means los for all players
1519 * on the map will get recalculated. The players could very well
1520 * be far away from this change and not affected in any way -
1521 * this should get redone to only look for players within range,
1522 * or just updating the P_NEED_UPDATE for spaces within this area
1523 * of effect may be sufficient.
1524 */
1525 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1526 update_all_los (op->map, op->x, op->y);
1527
1528 /* updates flags (blocked, alive, no magic, etc) for this map space */
1529 update_object (op, UP_OBJ_INSERT);
1530
1531 /* Don't know if moving this to the end will break anything. However,
1532 * we want to have update_look set above before calling this.
1533 *
1534 * check_move_on() must be after this because code called from
1535 * check_move_on() depends on correct map flags (so functions like
1536 * blocked() and wall() work properly), and these flags are updated by
1537 * update_object().
1538 */
1539
1540 /* if this is not the head or flag has been passed, don't check walk on status */
1541 if (!(flag & INS_NO_WALK_ON) && !op->head)
1542 {
1543 if (check_move_on (op, originator))
1257 return NULL; 1544 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 1545
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 1546 /* If we are a multi part object, lets work our way through the check
1470 * walk on's. 1547 * walk on's.
1471 */ 1548 */
1472 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1549 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1473 if (check_move_on (tmp, originator)) 1550 if (check_move_on (tmp, originator))
1474 return NULL; 1551 return NULL;
1475 } 1552 }
1553
1476 return op; 1554 return op;
1477} 1555}
1478 1556
1479/* this function inserts an object in the map, but if it 1557/* 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. 1558 * 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. 1559 * op is the object to insert it under: supplies x and the map.
1482 */ 1560 */
1561void
1483void replace_insert_ob_in_map(const char *arch_string, object *op) { 1562replace_insert_ob_in_map (const char *arch_string, object *op)
1563{
1484 object *tmp; 1564 object *
1485 object *tmp1; 1565 tmp;
1566 object *
1567 tmp1;
1486 1568
1487 /* first search for itself and remove any old instances */ 1569 /* first search for itself and remove any old instances */
1488 1570
1489 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1571 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1572 {
1490 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1573 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1574 {
1491 remove_ob(tmp); 1575 remove_ob (tmp);
1492 free_object(tmp); 1576 free_object (tmp);
1493 } 1577 }
1494 } 1578 }
1495 1579
1496 tmp1=arch_to_object(find_archetype(arch_string)); 1580 tmp1 = arch_to_object (archetype::find (arch_string));
1497 1581
1498 1582 tmp1->x = op->x;
1499 tmp1->x = op->x; tmp1->y = op->y; 1583 tmp1->y = op->y;
1500 insert_ob_in_map(tmp1,op->map,op,0); 1584 insert_ob_in_map (tmp1, op->map, op, 0);
1501} 1585}
1502 1586
1503/* 1587/*
1504 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1588 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1505 * is returned contains nr objects, and the remaining parts contains 1589 * is returned contains nr objects, and the remaining parts contains
1506 * the rest (or is removed and freed if that number is 0). 1590 * the rest (or is removed and freed if that number is 0).
1507 * On failure, NULL is returned, and the reason put into the 1591 * On failure, NULL is returned, and the reason put into the
1508 * global static errmsg array. 1592 * global static errmsg array.
1509 */ 1593 */
1510 1594
1595object *
1511object *get_split_ob(object *orig_ob, uint32 nr) { 1596get_split_ob (object *orig_ob, uint32 nr)
1512 object *newob; 1597{
1598 object *
1599 newob;
1600 int
1513 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1601 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1514 1602
1515 if(orig_ob->nrof<nr) { 1603 if (orig_ob->nrof < nr)
1516 sprintf(errmsg,"There are only %d %ss.", 1604 {
1517 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1605 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1518 return NULL; 1606 return NULL;
1519 } 1607 }
1608
1520 newob = object_create_clone(orig_ob); 1609 newob = object_create_clone (orig_ob);
1610
1521 if((orig_ob->nrof-=nr)<1) { 1611 if ((orig_ob->nrof -= nr) < 1)
1612 {
1522 if ( ! is_removed) 1613 if (!is_removed)
1523 remove_ob(orig_ob); 1614 remove_ob (orig_ob);
1524 free_object2(orig_ob, 1); 1615 free_object2 (orig_ob, 1);
1525 } 1616 }
1526 else if ( ! is_removed) { 1617 else if (!is_removed)
1618 {
1527 if(orig_ob->env!=NULL) 1619 if (orig_ob->env != NULL)
1528 sub_weight (orig_ob->env,orig_ob->weight*nr); 1620 sub_weight (orig_ob->env, orig_ob->weight * nr);
1529 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1621 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1622 {
1530 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1623 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1531 LOG(llevDebug,
1532 "Error, Tried to split object whose map is not in memory.\n"); 1624 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1533 return NULL; 1625 return NULL;
1534 } 1626 }
1535 } 1627 }
1628
1536 newob->nrof=nr; 1629 newob->nrof = nr;
1537 1630
1538 return newob; 1631 return newob;
1539} 1632}
1540 1633
1541/* 1634/*
1542 * decrease_ob_nr(object, number) decreases a specified number from 1635 * decrease_ob_nr(object, number) decreases a specified number from
1543 * the amount of an object. If the amount reaches 0, the object 1636 * the amount of an object. If the amount reaches 0, the object
1544 * is subsequently removed and freed. 1637 * is subsequently removed and freed.
1545 * 1638 *
1546 * Return value: 'op' if something is left, NULL if the amount reached 0 1639 * Return value: 'op' if something is left, NULL if the amount reached 0
1547 */ 1640 */
1548 1641
1642object *
1549object *decrease_ob_nr (object *op, uint32 i) 1643decrease_ob_nr (object *op, uint32 i)
1550{ 1644{
1551 object *tmp; 1645 object *tmp;
1552 player *pl; 1646 player *pl;
1553 1647
1554 if (i == 0) /* objects with op->nrof require this check */ 1648 if (i == 0) /* objects with op->nrof require this check */
1555 return op; 1649 return op;
1556 1650
1557 if (i > op->nrof) 1651 if (i > op->nrof)
1558 i = op->nrof; 1652 i = op->nrof;
1559 1653
1560 if (QUERY_FLAG (op, FLAG_REMOVED)) 1654 if (QUERY_FLAG (op, FLAG_REMOVED))
1655 op->nrof -= i;
1656 else if (op->env != NULL)
1657 {
1658 /* is this object in the players inventory, or sub container
1659 * therein?
1660 */
1661 tmp = is_player_inv (op->env);
1662 /* nope. Is this a container the player has opened?
1663 * If so, set tmp to that player.
1664 * IMO, searching through all the players will mostly
1665 * likely be quicker than following op->env to the map,
1666 * and then searching the map for a player.
1667 */
1668 if (!tmp)
1669 {
1670 for (pl = first_player; pl; pl = pl->next)
1671 if (pl->ob->container == op->env)
1672 break;
1673 if (pl)
1674 tmp = pl->ob;
1675 else
1676 tmp = NULL;
1677 }
1678
1679 if (i < op->nrof)
1680 {
1681 sub_weight (op->env, op->weight * i);
1682 op->nrof -= i;
1683 if (tmp)
1684 {
1685 esrv_send_item (tmp, op);
1686 }
1687 }
1688 else
1689 {
1690 remove_ob (op);
1691 op->nrof = 0;
1692 if (tmp)
1693 {
1694 esrv_del_item (tmp->contr, op->count);
1695 }
1696 }
1561 { 1697 }
1698 else
1699 {
1700 object *above = op->above;
1701
1702 if (i < op->nrof)
1562 op->nrof -= i; 1703 op->nrof -= i;
1563 } 1704 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 } 1705 {
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); 1706 remove_ob (op);
1591 op->nrof = 0; 1707 op->nrof = 0;
1592 if (tmp) {
1593 esrv_del_item(tmp->contr, op->count);
1594 } 1708 }
1595 }
1596 }
1597 else
1598 {
1599 object *above = op->above;
1600 1709
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 */ 1710 /* Since we just removed op, op->above is null */
1608 for (tmp = above; tmp != NULL; tmp = tmp->above) 1711 for (tmp = above; tmp != NULL; tmp = tmp->above)
1609 if (tmp->type == PLAYER) { 1712 if (tmp->type == PLAYER)
1713 {
1610 if (op->nrof) 1714 if (op->nrof)
1611 esrv_send_item(tmp, op); 1715 esrv_send_item (tmp, op);
1612 else 1716 else
1613 esrv_del_item(tmp->contr, op->count); 1717 esrv_del_item (tmp->contr, op->count);
1614 } 1718 }
1615 } 1719 }
1616 1720
1617 if (op->nrof) { 1721 if (op->nrof)
1618 return op; 1722 return op;
1619 } else { 1723 else
1724 {
1620 free_object (op); 1725 free_object (op);
1621 return NULL; 1726 return NULL;
1622 } 1727 }
1623} 1728}
1624 1729
1625/* 1730/*
1626 * add_weight(object, weight) adds the specified weight to an object, 1731 * add_weight(object, weight) adds the specified weight to an object,
1627 * and also updates how much the environment(s) is/are carrying. 1732 * and also updates how much the environment(s) is/are carrying.
1628 */ 1733 */
1629 1734
1735void
1630void add_weight (object *op, signed long weight) { 1736add_weight (object *op, signed long weight)
1737{
1631 while (op!=NULL) { 1738 while (op != NULL)
1739 {
1632 if (op->type == CONTAINER) { 1740 if (op->type == CONTAINER)
1633 weight=(signed long)(weight*(100-op->stats.Str)/100); 1741 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1634 } 1742
1635 op->carrying+=weight; 1743 op->carrying += weight;
1636 op=op->env; 1744 op = op->env;
1637 } 1745 }
1638} 1746}
1639 1747
1640/* 1748/*
1641 * insert_ob_in_ob(op,environment): 1749 * insert_ob_in_ob(op,environment):
1642 * This function inserts the object op in the linked list 1750 * This function inserts the object op in the linked list
1649 * 1757 *
1650 * The function returns now pointer to inserted item, and return value can 1758 * The function returns now pointer to inserted item, and return value can
1651 * be != op, if items are merged. -Tero 1759 * be != op, if items are merged. -Tero
1652 */ 1760 */
1653 1761
1762object *
1654object *insert_ob_in_ob(object *op,object *where) { 1763insert_ob_in_ob (object *op, object *where)
1655 object *tmp, *otmp; 1764{
1765 object *
1766 tmp, *
1767 otmp;
1656 1768
1657 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1769 if (!QUERY_FLAG (op, FLAG_REMOVED))
1658 dump_object(op); 1770 {
1771 char *dump = dump_object (op);
1659 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1772 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", dump);
1773 free (dump);
1660 return op; 1774 return op;
1661 } 1775 }
1776
1662 if(where==NULL) { 1777 if (where == NULL)
1663 dump_object(op); 1778 {
1779 char *dump = dump_object (op);
1664 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg); 1780 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1781 free (dump);
1665 return op; 1782 return op;
1666 } 1783 }
1784
1667 if (where->head) { 1785 if (where->head)
1668 LOG(llevDebug, 1786 {
1669 "Warning: Tried to insert object wrong part of multipart object.\n"); 1787 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1670 where = where->head; 1788 where = where->head;
1671 } 1789 }
1790
1672 if (op->more) { 1791 if (op->more)
1792 {
1673 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1793 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1674 &op->name, op->count);
1675 return op; 1794 return op;
1676 } 1795 }
1796
1677 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1797 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1678 CLEAR_FLAG(op, FLAG_REMOVED); 1798 CLEAR_FLAG (op, FLAG_REMOVED);
1679 if(op->nrof) { 1799 if (op->nrof)
1800 {
1680 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1801 for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1681 if ( CAN_MERGE(tmp,op) ) { 1802 if (CAN_MERGE (tmp, op))
1803 {
1682 /* return the original object and remove inserted object 1804 /* return the original object and remove inserted object
1683 (client needs the original object) */ 1805 (client needs the original object) */
1684 tmp->nrof += op->nrof; 1806 tmp->nrof += op->nrof;
1685 /* Weight handling gets pretty funky. Since we are adding to 1807 /* Weight handling gets pretty funky. Since we are adding to
1686 * tmp->nrof, we need to increase the weight. 1808 * tmp->nrof, we need to increase the weight.
1687 */ 1809 */
1688 add_weight (where, op->weight*op->nrof); 1810 add_weight (where, op->weight * op->nrof);
1689 SET_FLAG(op, FLAG_REMOVED); 1811 SET_FLAG (op, FLAG_REMOVED);
1690 free_object(op); /* free the inserted object */ 1812 free_object (op); /* free the inserted object */
1691 op = tmp; 1813 op = tmp;
1692 remove_ob (op); /* and fix old object's links */ 1814 remove_ob (op); /* and fix old object's links */
1693 CLEAR_FLAG(op, FLAG_REMOVED); 1815 CLEAR_FLAG (op, FLAG_REMOVED);
1694 break; 1816 break;
1695 } 1817 }
1696 1818
1697 /* I assume combined objects have no inventory 1819 /* I assume combined objects have no inventory
1698 * We add the weight - this object could have just been removed 1820 * We add the weight - this object could have just been removed
1699 * (if it was possible to merge). calling remove_ob will subtract 1821 * (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 1822 * the weight, so we need to add it in again, since we actually do
1701 * the linking below 1823 * the linking below
1702 */ 1824 */
1703 add_weight (where, op->weight*op->nrof); 1825 add_weight (where, op->weight * op->nrof);
1826 }
1704 } else 1827 else
1705 add_weight (where, (op->weight+op->carrying)); 1828 add_weight (where, (op->weight + op->carrying));
1706 1829
1707 otmp=is_player_inv(where); 1830 otmp = is_player_inv (where);
1708 if (otmp&&otmp->contr!=NULL) { 1831 if (otmp && otmp->contr != NULL)
1832 {
1709 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1833 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1710 fix_player(otmp); 1834 fix_player (otmp);
1711 } 1835 }
1712 1836
1713 op->map=NULL; 1837 op->map = NULL;
1714 op->env=where; 1838 op->env = where;
1715 op->above=NULL; 1839 op->above = NULL;
1716 op->below=NULL; 1840 op->below = NULL;
1717 op->x=0,op->y=0; 1841 op->x = 0, op->y = 0;
1718 1842
1719 /* reset the light list and los of the players on the map */ 1843 /* reset the light list and los of the players on the map */
1720 if((op->glow_radius!=0)&&where->map) 1844 if ((op->glow_radius != 0) && where->map)
1721 { 1845 {
1722#ifdef DEBUG_LIGHTS 1846#ifdef DEBUG_LIGHTS
1723 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1847 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1724 op->name);
1725#endif /* DEBUG_LIGHTS */ 1848#endif /* DEBUG_LIGHTS */
1849 if (MAP_DARKNESS (where->map))
1726 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1850 update_all_los (where->map, where->x, where->y);
1727 } 1851 }
1728 1852
1729 /* Client has no idea of ordering so lets not bother ordering it here. 1853 /* Client has no idea of ordering so lets not bother ordering it here.
1730 * It sure simplifies this function... 1854 * It sure simplifies this function...
1731 */ 1855 */
1732 if (where->inv==NULL) 1856 if (where->inv == NULL)
1733 where->inv=op; 1857 where->inv = op;
1734 else { 1858 else
1859 {
1735 op->below = where->inv; 1860 op->below = where->inv;
1736 op->below->above = op; 1861 op->below->above = op;
1737 where->inv = op; 1862 where->inv = op;
1738 } 1863 }
1739 return op; 1864 return op;
1740} 1865}
1741 1866
1742/* 1867/*
1743 * Checks if any objects has a move_type that matches objects 1868 * 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 1883 * 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 1884 * object being inserted. insert_ob_in_map may not put new objects
1760 * on top. 1885 * on top.
1761 */ 1886 */
1762 1887
1888int
1763int check_move_on (object *op, object *originator) 1889check_move_on (object *op, object *originator)
1764{ 1890{
1765 object *tmp; 1891 object *tmp;
1766 tag_t tag;
1767 mapstruct *m=op->map; 1892 maptile *m = op->map;
1768 int x=op->x, y=op->y; 1893 int x = op->x, y = op->y;
1894
1769 MoveType move_on, move_slow, move_block; 1895 MoveType move_on, move_slow, move_block;
1770 1896
1771 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1897 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1772 return 0; 1898 return 0;
1773 1899
1774 tag = op->count;
1775
1776 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1900 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1777 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1901 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1778 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1902 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1779 1903
1780 /* if nothing on this space will slow op down or be applied, 1904 /* if nothing on this space will slow op down or be applied,
1781 * no need to do checking below. have to make sure move_type 1905 * no need to do checking below. have to make sure move_type
1782 * is set, as lots of objects don't have it set - we treat that 1906 * is set, as lots of objects don't have it set - we treat that
1783 * as walking. 1907 * as walking.
1784 */ 1908 */
1785 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1909 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1786 return 0; 1910 return 0;
1787 1911
1788 /* This is basically inverse logic of that below - basically, 1912 /* This is basically inverse logic of that below - basically,
1789 * if the object can avoid the move on or slow move, they do so, 1913 * if the object can avoid the move on or slow move, they do so,
1790 * but can't do it if the alternate movement they are using is 1914 * but can't do it if the alternate movement they are using is
1791 * blocked. Logic on this seems confusing, but does seem correct. 1915 * blocked. Logic on this seems confusing, but does seem correct.
1792 */ 1916 */
1793 if ((op->move_type & ~move_on & ~move_block) != 0 && 1917 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1794 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1918 return 0;
1795 1919
1796 /* The objects have to be checked from top to bottom. 1920 /* The objects have to be checked from top to bottom.
1797 * Hence, we first go to the top: 1921 * Hence, we first go to the top:
1798 */ 1922 */
1799 1923
1800 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1924 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1801 tmp->above!=NULL; tmp=tmp->above) { 1925 {
1802 /* Trim the search when we find the first other spell effect 1926 /* Trim the search when we find the first other spell effect
1803 * this helps performance so that if a space has 50 spell objects, 1927 * this helps performance so that if a space has 50 spell objects,
1804 * we don't need to check all of them. 1928 * we don't need to check all of them.
1805 */ 1929 */
1806 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1930 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1931 break;
1932 }
1933
1934 for (; tmp; tmp = tmp->below)
1807 } 1935 {
1808 for(;tmp!=NULL; tmp=tmp->below) { 1936 if (tmp == op)
1809 if (tmp == op) continue; /* Can't apply yourself */ 1937 continue; /* Can't apply yourself */
1810 1938
1811 /* Check to see if one of the movement types should be slowed down. 1939 /* Check to see if one of the movement types should be slowed down.
1812 * Second check makes sure that the movement types not being slowed 1940 * Second check makes sure that the movement types not being slowed
1813 * (~slow_move) is not blocked on this space - just because the 1941 * (~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 1942 * 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. 1943 * swim on that space, can't use it to avoid the penalty.
1816 */ 1944 */
1817 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1945 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1946 {
1818 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1947 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)) { 1948 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1949 {
1821 1950
1822 float diff; 1951 float
1823
1824 diff = tmp->move_slow_penalty*FABS(op->speed); 1952 diff = tmp->move_slow_penalty * FABS (op->speed);
1953
1825 if (op->type == PLAYER) { 1954 if (op->type == PLAYER)
1826 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1955 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1827 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1956 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1828 diff /= 4.0; 1957 diff /= 4.0;
1829 } 1958
1830 }
1831 op->speed_left -= diff; 1959 op->speed_left -= diff;
1832 } 1960 }
1833 } 1961 }
1834 1962
1835 /* Basically same logic as above, except now for actual apply. */ 1963 /* Basically same logic as above, except now for actual apply. */
1836 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1964 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)) { 1965 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1839 1966 {
1840 move_apply(tmp, op, originator); 1967 move_apply (tmp, op, originator);
1968
1841 if (was_destroyed (op, tag)) 1969 if (op->destroyed ())
1842 return 1; 1970 return 1;
1843 1971
1844 /* what the person/creature stepped onto has moved the object 1972 /* what the person/creature stepped onto has moved the object
1845 * someplace new. Don't process any further - if we did, 1973 * someplace new. Don't process any further - if we did,
1846 * have a feeling strange problems would result. 1974 * have a feeling strange problems would result.
1847 */ 1975 */
1848 if (op->map != m || op->x != x || op->y != y) return 0; 1976 if (op->map != m || op->x != x || op->y != y)
1977 return 0;
1849 } 1978 }
1850 } 1979 }
1980
1851 return 0; 1981 return 0;
1852} 1982}
1853 1983
1854/* 1984/*
1855 * present_arch(arch, map, x, y) searches for any objects with 1985 * present_arch(arch, map, x, y) searches for any objects with
1856 * a matching archetype at the given map and coordinates. 1986 * a matching archetype at the given map and coordinates.
1857 * The first matching object is returned, or NULL if none. 1987 * The first matching object is returned, or NULL if none.
1858 */ 1988 */
1859 1989
1990object *
1860object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1991present_arch (const archetype *at, maptile *m, int x, int y)
1992{
1861 object *tmp; 1993 object *
1994 tmp;
1995
1862 if(m==NULL || out_of_map(m,x,y)) { 1996 if (m == NULL || out_of_map (m, x, y))
1997 {
1863 LOG(llevError,"Present_arch called outside map.\n"); 1998 LOG (llevError, "Present_arch called outside map.\n");
1864 return NULL; 1999 return NULL;
1865 } 2000 }
1866 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 2001 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1867 if(tmp->arch == at) 2002 if (tmp->arch == at)
1868 return tmp; 2003 return tmp;
1869 return NULL; 2004 return NULL;
1870} 2005}
1871 2006
1872/* 2007/*
1873 * present(type, map, x, y) searches for any objects with 2008 * present(type, map, x, y) searches for any objects with
1874 * a matching type variable at the given map and coordinates. 2009 * a matching type variable at the given map and coordinates.
1875 * The first matching object is returned, or NULL if none. 2010 * The first matching object is returned, or NULL if none.
1876 */ 2011 */
1877 2012
2013object *
1878object *present(unsigned char type,mapstruct *m, int x,int y) { 2014present (unsigned char type, maptile *m, int x, int y)
2015{
1879 object *tmp; 2016 object *
2017 tmp;
2018
1880 if(out_of_map(m,x,y)) { 2019 if (out_of_map (m, x, y))
2020 {
1881 LOG(llevError,"Present called outside map.\n"); 2021 LOG (llevError, "Present called outside map.\n");
1882 return NULL; 2022 return NULL;
1883 } 2023 }
1884 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 2024 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1885 if(tmp->type==type) 2025 if (tmp->type == type)
1886 return tmp; 2026 return tmp;
1887 return NULL; 2027 return NULL;
1888} 2028}
1889 2029
1890/* 2030/*
1891 * present_in_ob(type, object) searches for any objects with 2031 * present_in_ob(type, object) searches for any objects with
1892 * a matching type variable in the inventory of the given object. 2032 * a matching type variable in the inventory of the given object.
1893 * The first matching object is returned, or NULL if none. 2033 * The first matching object is returned, or NULL if none.
1894 */ 2034 */
1895 2035
2036object *
1896object *present_in_ob(unsigned char type, const object *op) { 2037present_in_ob (unsigned char type, const object *op)
2038{
1897 object *tmp; 2039 object *
2040 tmp;
2041
1898 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2042 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1899 if(tmp->type==type) 2043 if (tmp->type == type)
1900 return tmp; 2044 return tmp;
1901 return NULL; 2045 return NULL;
1902} 2046}
1903 2047
1904/* 2048/*
1914 * the object name, not the archetype name. this is so that the 2058 * the object name, not the archetype name. this is so that the
1915 * spell code can use one object type (force), but change it's name 2059 * spell code can use one object type (force), but change it's name
1916 * to be unique. 2060 * to be unique.
1917 */ 2061 */
1918 2062
2063object *
1919object *present_in_ob_by_name(int type, const char *str, const object *op) { 2064present_in_ob_by_name (int type, const char *str, const object *op)
2065{
1920 object *tmp; 2066 object *
2067 tmp;
1921 2068
1922 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2069 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2070 {
1923 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2071 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1924 return tmp; 2072 return tmp;
1925 } 2073 }
1926 return NULL; 2074 return NULL;
1927} 2075}
1928 2076
1929/* 2077/*
1930 * present_arch_in_ob(archetype, object) searches for any objects with 2078 * present_arch_in_ob(archetype, object) searches for any objects with
1931 * a matching archetype in the inventory of the given object. 2079 * a matching archetype in the inventory of the given object.
1932 * The first matching object is returned, or NULL if none. 2080 * The first matching object is returned, or NULL if none.
1933 */ 2081 */
1934 2082
2083object *
1935object *present_arch_in_ob(const archetype *at, const object *op) { 2084present_arch_in_ob (const archetype *at, const object *op)
2085{
1936 object *tmp; 2086 object *
2087 tmp;
2088
1937 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2089 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1938 if( tmp->arch == at) 2090 if (tmp->arch == at)
1939 return tmp; 2091 return tmp;
1940 return NULL; 2092 return NULL;
1941} 2093}
1942 2094
1943/* 2095/*
1944 * activate recursively a flag on an object inventory 2096 * activate recursively a flag on an object inventory
1945 */ 2097 */
2098void
1946void flag_inv(object*op, int flag){ 2099flag_inv (object *op, int flag)
2100{
1947 object *tmp; 2101 object *
2102 tmp;
2103
1948 if(op->inv) 2104 if (op->inv)
1949 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2105 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2106 {
1950 SET_FLAG(tmp, flag); 2107 SET_FLAG (tmp, flag);
1951 flag_inv(tmp,flag); 2108 flag_inv (tmp, flag);
1952 } 2109 }
1953}/* 2110} /*
1954 * desactivate recursively a flag on an object inventory 2111 * desactivate recursively a flag on an object inventory
1955 */ 2112 */
2113void
1956void unflag_inv(object*op, int flag){ 2114unflag_inv (object *op, int flag)
2115{
1957 object *tmp; 2116 object *
2117 tmp;
2118
1958 if(op->inv) 2119 if (op->inv)
1959 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2120 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2121 {
1960 CLEAR_FLAG(tmp, flag); 2122 CLEAR_FLAG (tmp, flag);
1961 unflag_inv(tmp,flag); 2123 unflag_inv (tmp, flag);
1962 } 2124 }
1963} 2125}
1964 2126
1965/* 2127/*
1966 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2128 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1967 * all it's inventory (recursively). 2129 * all it's inventory (recursively).
1968 * If checksums are used, a player will get set_cheat called for 2130 * If checksums are used, a player will get set_cheat called for
1969 * him/her-self and all object carried by a call to this function. 2131 * him/her-self and all object carried by a call to this function.
1970 */ 2132 */
1971 2133
2134void
1972void set_cheat(object *op) { 2135set_cheat (object *op)
2136{
1973 SET_FLAG(op, FLAG_WAS_WIZ); 2137 SET_FLAG (op, FLAG_WAS_WIZ);
1974 flag_inv(op, FLAG_WAS_WIZ); 2138 flag_inv (op, FLAG_WAS_WIZ);
1975} 2139}
1976 2140
1977/* 2141/*
1978 * find_free_spot(object, map, x, y, start, stop) will search for 2142 * find_free_spot(object, map, x, y, start, stop) will search for
1979 * a spot at the given map and coordinates which will be able to contain 2143 * a spot at the given map and coordinates which will be able to contain
1994 * to know if the space in question will block the object. We can't use 2158 * to know if the space in question will block the object. We can't use
1995 * the archetype because that isn't correct if the monster has been 2159 * the archetype because that isn't correct if the monster has been
1996 * customized, changed states, etc. 2160 * customized, changed states, etc.
1997 */ 2161 */
1998 2162
2163int
1999int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2164find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2165{
2166 int
2167 i,
2000 int i,index=0, flag; 2168 index = 0, flag;
2169 static int
2001 static int altern[SIZEOFFREE]; 2170 altern[SIZEOFFREE];
2002 2171
2003 for(i=start;i<stop;i++) { 2172 for (i = start; i < stop; i++)
2173 {
2004 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2174 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2005 if(!flag) 2175 if (!flag)
2006 altern[index++]=i; 2176 altern[index++] = i;
2007 2177
2008 /* Basically, if we find a wall on a space, we cut down the search size. 2178 /* Basically, if we find a wall on a space, we cut down the search size.
2009 * In this way, we won't return spaces that are on another side of a wall. 2179 * In this way, we won't return spaces that are on another side of a wall.
2010 * This mostly work, but it cuts down the search size in all directions - 2180 * This mostly work, but it cuts down the search size in all directions -
2011 * if the space being examined only has a wall to the north and empty 2181 * if the space being examined only has a wall to the north and empty
2012 * spaces in all the other directions, this will reduce the search space 2182 * spaces in all the other directions, this will reduce the search space
2013 * to only the spaces immediately surrounding the target area, and 2183 * to only the spaces immediately surrounding the target area, and
2014 * won't look 2 spaces south of the target space. 2184 * won't look 2 spaces south of the target space.
2015 */ 2185 */
2016 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2186 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2017 stop=maxfree[i]; 2187 stop = maxfree[i];
2018 } 2188 }
2019 if(!index) return -1; 2189 if (!index)
2190 return -1;
2020 return altern[RANDOM()%index]; 2191 return altern[RANDOM () % index];
2021} 2192}
2022 2193
2023/* 2194/*
2024 * find_first_free_spot(archetype, mapstruct, x, y) works like 2195 * find_first_free_spot(archetype, maptile, x, y) works like
2025 * find_free_spot(), but it will search max number of squares. 2196 * find_free_spot(), but it will search max number of squares.
2026 * But it will return the first available spot, not a random choice. 2197 * But it will return the first available spot, not a random choice.
2027 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2198 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2028 */ 2199 */
2029 2200
2201int
2030int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2202find_first_free_spot (const object *ob, maptile *m, int x, int y)
2203{
2204 int
2031 int i; 2205 i;
2206
2032 for(i=0;i<SIZEOFFREE;i++) { 2207 for (i = 0; i < SIZEOFFREE; i++)
2208 {
2033 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2209 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2034 return i; 2210 return i;
2035 } 2211 }
2036 return -1; 2212 return -1;
2037} 2213}
2038 2214
2039/* 2215/*
2040 * The function permute(arr, begin, end) randomly reorders the array 2216 * The function permute(arr, begin, end) randomly reorders the array
2041 * arr[begin..end-1]. 2217 * arr[begin..end-1].
2042 */ 2218 */
2219static void
2043static void permute(int *arr, int begin, int end) 2220permute (int *arr, int begin, int end)
2044{ 2221{
2045 int i, j, tmp, len; 2222 int
2223 i,
2224 j,
2225 tmp,
2226 len;
2046 2227
2047 len = end-begin; 2228 len = end - begin;
2048 for(i = begin; i < end; i++) 2229 for (i = begin; i < end; i++)
2049 { 2230 {
2050 j = begin+RANDOM()%len; 2231 j = begin + RANDOM () % len;
2051 2232
2052 tmp = arr[i]; 2233 tmp = arr[i];
2053 arr[i] = arr[j]; 2234 arr[i] = arr[j];
2054 arr[j] = tmp; 2235 arr[j] = tmp;
2055 } 2236 }
2056} 2237}
2057 2238
2058/* new function to make monster searching more efficient, and effective! 2239/* new function to make monster searching more efficient, and effective!
2059 * This basically returns a randomized array (in the passed pointer) of 2240 * 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 2241 * 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 2242 * 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 2243 * 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. 2244 * the 3x3 area will be searched, just not in a predictable order.
2064 */ 2245 */
2246void
2065void get_search_arr(int *search_arr) 2247get_search_arr (int *search_arr)
2066{ 2248{
2249 int
2067 int i; 2250 i;
2068 2251
2069 for(i = 0; i < SIZEOFFREE; i++) 2252 for (i = 0; i < SIZEOFFREE; i++)
2070 { 2253 {
2071 search_arr[i] = i; 2254 search_arr[i] = i;
2072 } 2255 }
2073 2256
2074 permute(search_arr, 1, SIZEOFFREE1+1); 2257 permute (search_arr, 1, SIZEOFFREE1 + 1);
2075 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2258 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2076 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2259 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2077} 2260}
2078 2261
2079/* 2262/*
2080 * find_dir(map, x, y, exclude) will search some close squares in the 2263 * find_dir(map, x, y, exclude) will search some close squares in the
2081 * given map at the given coordinates for live objects. 2264 * given map at the given coordinates for live objects.
2087 * is actually want is going to try and move there. We need this info 2270 * is actually want is going to try and move there. We need this info
2088 * because we have to know what movement the thing looking to move 2271 * because we have to know what movement the thing looking to move
2089 * there is capable of. 2272 * there is capable of.
2090 */ 2273 */
2091 2274
2275int
2092int find_dir(mapstruct *m, int x, int y, object *exclude) { 2276find_dir (maptile *m, int x, int y, object *exclude)
2277{
2278 int
2279 i,
2093 int i,max=SIZEOFFREE, mflags; 2280 max = SIZEOFFREE, mflags;
2281
2094 sint16 nx, ny; 2282 sint16 nx, ny;
2095 object *tmp; 2283 object *
2096 mapstruct *mp; 2284 tmp;
2285 maptile *
2286 mp;
2287
2097 MoveType blocked, move_type; 2288 MoveType blocked, move_type;
2098 2289
2099 if (exclude && exclude->head) { 2290 if (exclude && exclude->head)
2291 {
2100 exclude = exclude->head; 2292 exclude = exclude->head;
2101 move_type = exclude->move_type; 2293 move_type = exclude->move_type;
2102 } else { 2294 }
2295 else
2296 {
2103 /* If we don't have anything, presume it can use all movement types. */ 2297 /* If we don't have anything, presume it can use all movement types. */
2104 move_type=MOVE_ALL; 2298 move_type = MOVE_ALL;
2299 }
2300
2301 for (i = 1; i < max; i++)
2105 } 2302 {
2106
2107 for(i=1;i<max;i++) {
2108 mp = m; 2303 mp = m;
2109 nx = x + freearr_x[i]; 2304 nx = x + freearr_x[i];
2110 ny = y + freearr_y[i]; 2305 ny = y + freearr_y[i];
2111 2306
2112 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2307 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2113 if (mflags & P_OUT_OF_MAP) { 2308 if (mflags & P_OUT_OF_MAP)
2309 {
2114 max = maxfree[i]; 2310 max = maxfree[i];
2311 }
2115 } else { 2312 else
2313 {
2116 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2314 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2117 2315
2118 if ((move_type & blocked) == move_type) { 2316 if ((move_type & blocked) == move_type)
2317 {
2119 max=maxfree[i]; 2318 max = maxfree[i];
2319 }
2120 } else if (mflags & P_IS_ALIVE) { 2320 else if (mflags & P_IS_ALIVE)
2321 {
2121 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2322 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2122 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2323 {
2123 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2324 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2325 {
2124 break; 2326 break;
2125 } 2327 }
2126 } 2328 }
2127 if(tmp) { 2329 if (tmp)
2330 {
2128 return freedir[i]; 2331 return freedir[i];
2129 } 2332 }
2130 } 2333 }
2131 } 2334 }
2132 } 2335 }
2133 return 0; 2336 return 0;
2134} 2337}
2135 2338
2136/* 2339/*
2137 * distance(object 1, object 2) will return the square of the 2340 * distance(object 1, object 2) will return the square of the
2138 * distance between the two given objects. 2341 * distance between the two given objects.
2139 */ 2342 */
2140 2343
2344int
2141int distance(const object *ob1, const object *ob2) { 2345distance (const object *ob1, const object *ob2)
2346{
2142 int i; 2347 int
2143 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2348 i;
2144 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2349
2350 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2145 return i; 2351 return i;
2146} 2352}
2147 2353
2148/* 2354/*
2149 * find_dir_2(delta-x,delta-y) will return a direction in which 2355 * find_dir_2(delta-x,delta-y) will return a direction in which
2150 * an object which has subtracted the x and y coordinates of another 2356 * an object which has subtracted the x and y coordinates of another
2151 * object, needs to travel toward it. 2357 * object, needs to travel toward it.
2152 */ 2358 */
2153 2359
2360int
2154int find_dir_2(int x, int y) { 2361find_dir_2 (int x, int y)
2362{
2155 int q; 2363 int
2364 q;
2156 2365
2157 if(y) 2366 if (y)
2158 q=x*100/y; 2367 q = x * 100 / y;
2159 else if (x) 2368 else if (x)
2160 q= -300*x; 2369 q = -300 * x;
2161 else 2370 else
2162 return 0; 2371 return 0;
2163 2372
2164 if(y>0) { 2373 if (y > 0)
2374 {
2165 if(q < -242) 2375 if (q < -242)
2166 return 3 ; 2376 return 3;
2167 if (q < -41) 2377 if (q < -41)
2168 return 2 ; 2378 return 2;
2169 if (q < 41) 2379 if (q < 41)
2170 return 1 ; 2380 return 1;
2171 if (q < 242) 2381 if (q < 242)
2172 return 8 ; 2382 return 8;
2173 return 7 ; 2383 return 7;
2174 } 2384 }
2175 2385
2176 if (q < -242) 2386 if (q < -242)
2177 return 7 ; 2387 return 7;
2178 if (q < -41) 2388 if (q < -41)
2179 return 6 ; 2389 return 6;
2180 if (q < 41) 2390 if (q < 41)
2181 return 5 ; 2391 return 5;
2182 if (q < 242) 2392 if (q < 242)
2183 return 4 ; 2393 return 4;
2184 2394
2185 return 3 ; 2395 return 3;
2186} 2396}
2187 2397
2188/* 2398/*
2189 * absdir(int): Returns a number between 1 and 8, which represent 2399 * absdir(int): Returns a number between 1 and 8, which represent
2190 * the "absolute" direction of a number (it actually takes care of 2400 * the "absolute" direction of a number (it actually takes care of
2191 * "overflow" in previous calculations of a direction). 2401 * "overflow" in previous calculations of a direction).
2192 */ 2402 */
2193 2403
2404int
2194int absdir(int d) { 2405absdir (int d)
2195 while(d<1) d+=8; 2406{
2196 while(d>8) d-=8; 2407 while (d < 1)
2408 d += 8;
2409 while (d > 8)
2410 d -= 8;
2197 return d; 2411 return d;
2198} 2412}
2199 2413
2200/* 2414/*
2201 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2415 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2202 * between two directions (which are expected to be absolute (see absdir()) 2416 * between two directions (which are expected to be absolute (see absdir())
2203 */ 2417 */
2204 2418
2419int
2205int dirdiff(int dir1, int dir2) { 2420dirdiff (int dir1, int dir2)
2421{
2206 int d; 2422 int
2423 d;
2424
2207 d = abs(dir1 - dir2); 2425 d = abs (dir1 - dir2);
2208 if(d>4) 2426 if (d > 4)
2209 d = 8 - d; 2427 d = 8 - d;
2210 return d; 2428 return d;
2211} 2429}
2212 2430
2213/* peterm: 2431/* peterm:
2218 * direction 4, 14, or 16 to get back to where we are. 2436 * direction 4, 14, or 16 to get back to where we are.
2219 * Moved from spell_util.c to object.c with the other related direction 2437 * Moved from spell_util.c to object.c with the other related direction
2220 * functions. 2438 * functions.
2221 */ 2439 */
2222 2440
2441int
2223int reduction_dir[SIZEOFFREE][3] = { 2442 reduction_dir[SIZEOFFREE][3] = {
2224 {0,0,0}, /* 0 */ 2443 {0, 0, 0}, /* 0 */
2225 {0,0,0}, /* 1 */ 2444 {0, 0, 0}, /* 1 */
2226 {0,0,0}, /* 2 */ 2445 {0, 0, 0}, /* 2 */
2227 {0,0,0}, /* 3 */ 2446 {0, 0, 0}, /* 3 */
2228 {0,0,0}, /* 4 */ 2447 {0, 0, 0}, /* 4 */
2229 {0,0,0}, /* 5 */ 2448 {0, 0, 0}, /* 5 */
2230 {0,0,0}, /* 6 */ 2449 {0, 0, 0}, /* 6 */
2231 {0,0,0}, /* 7 */ 2450 {0, 0, 0}, /* 7 */
2232 {0,0,0}, /* 8 */ 2451 {0, 0, 0}, /* 8 */
2233 {8,1,2}, /* 9 */ 2452 {8, 1, 2}, /* 9 */
2234 {1,2,-1}, /* 10 */ 2453 {1, 2, -1}, /* 10 */
2235 {2,10,12}, /* 11 */ 2454 {2, 10, 12}, /* 11 */
2236 {2,3,-1}, /* 12 */ 2455 {2, 3, -1}, /* 12 */
2237 {2,3,4}, /* 13 */ 2456 {2, 3, 4}, /* 13 */
2238 {3,4,-1}, /* 14 */ 2457 {3, 4, -1}, /* 14 */
2239 {4,14,16}, /* 15 */ 2458 {4, 14, 16}, /* 15 */
2240 {5,4,-1}, /* 16 */ 2459 {5, 4, -1}, /* 16 */
2241 {4,5,6}, /* 17 */ 2460 {4, 5, 6}, /* 17 */
2242 {6,5,-1}, /* 18 */ 2461 {6, 5, -1}, /* 18 */
2243 {6,20,18}, /* 19 */ 2462 {6, 20, 18}, /* 19 */
2244 {7,6,-1}, /* 20 */ 2463 {7, 6, -1}, /* 20 */
2245 {6,7,8}, /* 21 */ 2464 {6, 7, 8}, /* 21 */
2246 {7,8,-1}, /* 22 */ 2465 {7, 8, -1}, /* 22 */
2247 {8,22,24}, /* 23 */ 2466 {8, 22, 24}, /* 23 */
2248 {8,1,-1}, /* 24 */ 2467 {8, 1, -1}, /* 24 */
2249 {24,9,10}, /* 25 */ 2468 {24, 9, 10}, /* 25 */
2250 {9,10,-1}, /* 26 */ 2469 {9, 10, -1}, /* 26 */
2251 {10,11,-1}, /* 27 */ 2470 {10, 11, -1}, /* 27 */
2252 {27,11,29}, /* 28 */ 2471 {27, 11, 29}, /* 28 */
2253 {11,12,-1}, /* 29 */ 2472 {11, 12, -1}, /* 29 */
2254 {12,13,-1}, /* 30 */ 2473 {12, 13, -1}, /* 30 */
2255 {12,13,14}, /* 31 */ 2474 {12, 13, 14}, /* 31 */
2256 {13,14,-1}, /* 32 */ 2475 {13, 14, -1}, /* 32 */
2257 {14,15,-1}, /* 33 */ 2476 {14, 15, -1}, /* 33 */
2258 {33,15,35}, /* 34 */ 2477 {33, 15, 35}, /* 34 */
2259 {16,15,-1}, /* 35 */ 2478 {16, 15, -1}, /* 35 */
2260 {17,16,-1}, /* 36 */ 2479 {17, 16, -1}, /* 36 */
2261 {18,17,16}, /* 37 */ 2480 {18, 17, 16}, /* 37 */
2262 {18,17,-1}, /* 38 */ 2481 {18, 17, -1}, /* 38 */
2263 {18,19,-1}, /* 39 */ 2482 {18, 19, -1}, /* 39 */
2264 {41,19,39}, /* 40 */ 2483 {41, 19, 39}, /* 40 */
2265 {19,20,-1}, /* 41 */ 2484 {19, 20, -1}, /* 41 */
2266 {20,21,-1}, /* 42 */ 2485 {20, 21, -1}, /* 42 */
2267 {20,21,22}, /* 43 */ 2486 {20, 21, 22}, /* 43 */
2268 {21,22,-1}, /* 44 */ 2487 {21, 22, -1}, /* 44 */
2269 {23,22,-1}, /* 45 */ 2488 {23, 22, -1}, /* 45 */
2270 {45,47,23}, /* 46 */ 2489 {45, 47, 23}, /* 46 */
2271 {23,24,-1}, /* 47 */ 2490 {23, 24, -1}, /* 47 */
2272 {24,9,-1}}; /* 48 */ 2491 {24, 9, -1}
2492}; /* 48 */
2273 2493
2274/* Recursive routine to step back and see if we can 2494/* Recursive routine to step back and see if we can
2275 * find a path to that monster that we found. If not, 2495 * find a path to that monster that we found. If not,
2276 * we don't bother going toward it. Returns 1 if we 2496 * we don't bother going toward it. Returns 1 if we
2277 * can see a direct way to get it 2497 * can see a direct way to get it
2278 * Modified to be map tile aware -.MSW 2498 * Modified to be map tile aware -.MSW
2279 */ 2499 */
2280
2281 2500
2501
2502int
2282int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2503can_see_monsterP (maptile *m, int x, int y, int dir)
2504{
2283 sint16 dx, dy; 2505 sint16 dx, dy;
2506 int
2284 int mflags; 2507 mflags;
2285 2508
2509 if (dir < 0)
2286 if(dir<0) return 0; /* exit condition: invalid direction */ 2510 return 0; /* exit condition: invalid direction */
2287 2511
2288 dx = x + freearr_x[dir]; 2512 dx = x + freearr_x[dir];
2289 dy = y + freearr_y[dir]; 2513 dy = y + freearr_y[dir];
2290 2514
2291 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2515 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2292 2516
2293 /* This functional arguably was incorrect before - it was 2517 /* This functional arguably was incorrect before - it was
2294 * checking for P_WALL - that was basically seeing if 2518 * checking for P_WALL - that was basically seeing if
2295 * we could move to the monster - this is being more 2519 * we could move to the monster - this is being more
2296 * literal on if we can see it. To know if we can actually 2520 * literal on if we can see it. To know if we can actually
2297 * move to the monster, we'd need the monster passed in or 2521 * move to the monster, we'd need the monster passed in or
2298 * at least its move type. 2522 * at least its move type.
2299 */ 2523 */
2300 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2524 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2525 return 0;
2301 2526
2302 /* yes, can see. */ 2527 /* yes, can see. */
2303 if(dir < 9) return 1; 2528 if (dir < 9)
2529 return 1;
2304 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2530 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2305 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2531 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2306 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2307} 2532}
2308 2533
2309 2534
2310 2535
2311/* 2536/*
2312 * can_pick(picker, item): finds out if an object is possible to be 2537 * can_pick(picker, item): finds out if an object is possible to be
2313 * picked up by the picker. Returnes 1 if it can be 2538 * picked up by the picker. Returnes 1 if it can be
2314 * picked up, otherwise 0. 2539 * picked up, otherwise 0.
2315 * 2540 *
2317 * core dumps if they do. 2542 * core dumps if they do.
2318 * 2543 *
2319 * Add a check so we can't pick up invisible objects (0.93.8) 2544 * Add a check so we can't pick up invisible objects (0.93.8)
2320 */ 2545 */
2321 2546
2547int
2322int can_pick(const object *who, const object *item) { 2548can_pick (const object *who, const object *item)
2549{
2323 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2550 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2324 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2551 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2325 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2552 !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} 2553}
2328 2554
2329 2555
2330/* 2556/*
2331 * create clone from object to another 2557 * create clone from object to another
2332 */ 2558 */
2559object *
2333object *object_create_clone (object *asrc) { 2560object_create_clone (object *asrc)
2561{
2562 object *
2334 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2563 dst = NULL, *tmp, *src, *part, *prev, *item;
2335 2564
2565 if (!asrc)
2336 if(!asrc) return NULL; 2566 return NULL;
2337 src = asrc; 2567 src = asrc;
2338 if(src->head) 2568 if (src->head)
2339 src = src->head; 2569 src = src->head;
2340 2570
2341 prev = NULL; 2571 prev = NULL;
2342 for(part = src; part; part = part->more) { 2572 for (part = src; part; part = part->more)
2573 {
2343 tmp = get_object(); 2574 tmp = get_object ();
2344 copy_object(part,tmp); 2575 copy_object (part, tmp);
2345 tmp->x -= src->x; 2576 tmp->x -= src->x;
2346 tmp->y -= src->y; 2577 tmp->y -= src->y;
2347 if(!part->head) { 2578 if (!part->head)
2579 {
2348 dst = tmp; 2580 dst = tmp;
2349 tmp->head = NULL; 2581 tmp->head = NULL;
2582 }
2350 } else { 2583 else
2584 {
2351 tmp->head = dst; 2585 tmp->head = dst;
2352 } 2586 }
2353 tmp->more = NULL; 2587 tmp->more = NULL;
2354 if(prev) 2588 if (prev)
2355 prev->more = tmp; 2589 prev->more = tmp;
2356 prev = tmp; 2590 prev = tmp;
2357 } 2591 }
2358 /*** copy inventory ***/ 2592
2359 for(item = src->inv; item; item = item->below) { 2593 for (item = src->inv; item; item = item->below)
2360 (void) insert_ob_in_ob(object_create_clone(item),dst); 2594 insert_ob_in_ob (object_create_clone (item), dst);
2361 }
2362 2595
2363 return dst; 2596 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} 2597}
2373 2598
2374/* GROS - Creates an object using a string representing its content. */ 2599/* 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 */ 2600/* 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, */ 2601/* 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. */ 2602/* 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. */ 2603/* Remember not to use load_object_str in a time-critical situation. */
2379/* Also remember that multiparts objects are not supported for now. */ 2604/* Also remember that multiparts objects are not supported for now. */
2380 2605
2606object *
2381object* load_object_str(const char *obstr) 2607load_object_str (const char *obstr)
2382{ 2608{
2383 object *op; 2609 object *op;
2384 char filename[MAX_BUF]; 2610 char filename[MAX_BUF];
2611
2385 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2612 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2386 2613
2387 FILE *tempfile=fopen(filename,"w"); 2614 FILE *tempfile = fopen (filename, "w");
2615
2388 if (tempfile == NULL) 2616 if (tempfile == NULL)
2389 { 2617 {
2390 LOG(llevError,"Error - Unable to access load object temp file\n"); 2618 LOG (llevError, "Error - Unable to access load object temp file\n");
2391 return NULL; 2619 return NULL;
2392 }; 2620 }
2621
2393 fprintf(tempfile,obstr); 2622 fprintf (tempfile, obstr);
2394 fclose(tempfile); 2623 fclose (tempfile);
2395 2624
2396 op=get_object(); 2625 op = get_object ();
2397 2626
2398 object_thawer thawer (filename); 2627 object_thawer thawer (filename);
2399 2628
2400 if (thawer) 2629 if (thawer)
2401 load_object(thawer,op,0); 2630 load_object (thawer, op, 0);
2402 2631
2403 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2632 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2404 CLEAR_FLAG(op,FLAG_REMOVED); 2633 CLEAR_FLAG (op, FLAG_REMOVED);
2405 2634
2406 return op; 2635 return op;
2407} 2636}
2408 2637
2409/* This returns the first object in who's inventory that 2638/* This returns the first object in who's inventory that
2410 * has the same type and subtype match. 2639 * has the same type and subtype match.
2411 * returns NULL if no match. 2640 * returns NULL if no match.
2412 */ 2641 */
2642object *
2413object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2643find_obj_by_type_subtype (const object *who, int type, int subtype)
2414{ 2644{
2415 object *tmp; 2645 object *tmp;
2416 2646
2417 for (tmp=who->inv; tmp; tmp=tmp->below) 2647 for (tmp = who->inv; tmp; tmp = tmp->below)
2418 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2648 if (tmp->type == type && tmp->subtype == subtype)
2649 return tmp;
2419 2650
2420 return NULL; 2651 return NULL;
2421} 2652}
2422 2653
2423/* If ob has a field named key, return the link from the list, 2654/* If ob has a field named key, return the link from the list,
2424 * otherwise return NULL. 2655 * otherwise return NULL.
2425 * 2656 *
2426 * key must be a passed in shared string - otherwise, this won't 2657 * key must be a passed in shared string - otherwise, this won't
2427 * do the desired thing. 2658 * do the desired thing.
2428 */ 2659 */
2660key_value *
2429key_value * get_ob_key_link(const object * ob, const char * key) { 2661get_ob_key_link (const object *ob, const char *key)
2662{
2430 key_value * link; 2663 key_value *link;
2431 2664
2432 for (link = ob->key_values; link != NULL; link = link->next) { 2665 for (link = ob->key_values; link != NULL; link = link->next)
2433 if (link->key == key) { 2666 if (link->key == key)
2434 return link; 2667 return link;
2435 } 2668
2436 }
2437
2438 return NULL; 2669 return NULL;
2439} 2670}
2440 2671
2441/* 2672/*
2442 * Returns the value of op has an extra_field for key, or NULL. 2673 * Returns the value of op has an extra_field for key, or NULL.
2443 * 2674 *
2444 * The argument doesn't need to be a shared string. 2675 * The argument doesn't need to be a shared string.
2445 * 2676 *
2446 * The returned string is shared. 2677 * The returned string is shared.
2447 */ 2678 */
2679const char *
2448const char * get_ob_key_value(const object * op, const char * const key) { 2680get_ob_key_value (const object *op, const char *const key)
2681{
2449 key_value * link; 2682 key_value *link;
2450 const char * canonical_key; 2683 shstr_cmp canonical_key (key);
2684
2685 if (!canonical_key)
2451 2686 {
2452 canonical_key = shstr::find (key);
2453
2454 if (canonical_key == NULL) {
2455 /* 1. There being a field named key on any object 2687 /* 1. There being a field named key on any object
2456 * implies there'd be a shared string to find. 2688 * implies there'd be a shared string to find.
2457 * 2. Since there isn't, no object has this field. 2689 * 2. Since there isn't, no object has this field.
2458 * 3. Therefore, *this* object doesn't have this field. 2690 * 3. Therefore, *this* object doesn't have this field.
2459 */ 2691 */
2460 return NULL; 2692 return 0;
2461 } 2693 }
2462 2694
2463 /* This is copied from get_ob_key_link() above - 2695 /* This is copied from get_ob_key_link() above -
2464 * only 4 lines, and saves the function call overhead. 2696 * only 4 lines, and saves the function call overhead.
2465 */ 2697 */
2466 for (link = op->key_values; link != NULL; link = link->next) { 2698 for (link = op->key_values; link; link = link->next)
2467 if (link->key == canonical_key) { 2699 if (link->key == canonical_key)
2468 return link->value; 2700 return link->value;
2469 } 2701
2470 } 2702 return 0;
2471 return NULL;
2472} 2703}
2473 2704
2474 2705
2475/* 2706/*
2476 * Updates the canonical_key in op to value. 2707 * 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 2711 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2481 * keys. 2712 * keys.
2482 * 2713 *
2483 * Returns TRUE on success. 2714 * Returns TRUE on success.
2484 */ 2715 */
2716int
2485int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2717set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2718{
2719 key_value *
2486 key_value * field = NULL, *last=NULL; 2720 field = NULL, *last = NULL;
2487 2721
2488 for (field=op->key_values; field != NULL; field=field->next) { 2722 for (field = op->key_values; field != NULL; field = field->next)
2723 {
2489 if (field->key != canonical_key) { 2724 if (field->key != canonical_key)
2725 {
2490 last = field; 2726 last = field;
2491 continue; 2727 continue;
2492 } 2728 }
2493 2729
2494 if (value) 2730 if (value)
2495 field->value = value; 2731 field->value = value;
2496 else { 2732 else
2733 {
2497 /* Basically, if the archetype has this key set, 2734 /* Basically, if the archetype has this key set,
2498 * we need to store the null value so when we save 2735 * we need to store the null value so when we save
2499 * it, we save the empty value so that when we load, 2736 * it, we save the empty value so that when we load,
2500 * we get this value back again. 2737 * we get this value back again.
2501 */ 2738 */
2502 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2739 if (get_ob_key_link (&op->arch->clone, canonical_key))
2503 field->value = 0; 2740 field->value = 0;
2741 else
2742 {
2743 if (last)
2744 last->next = field->next;
2504 else 2745 else
2505 {
2506 if (last) last->next = field->next;
2507 else op->key_values = field->next; 2746 op->key_values = field->next;
2508 2747
2509 delete field; 2748 delete field;
2510 } 2749 }
2511 } 2750 }
2512 return TRUE; 2751 return TRUE;
2513 } 2752 }
2514 /* IF we get here, key doesn't exist */ 2753 /* IF we get here, key doesn't exist */
2515 2754
2516 /* No field, we'll have to add it. */ 2755 /* No field, we'll have to add it. */
2756
2757 if (!add_key)
2517 2758 {
2518 if (!add_key) {
2519 return FALSE; 2759 return FALSE;
2520 } 2760 }
2521 /* There isn't any good reason to store a null 2761 /* There isn't any good reason to store a null
2522 * value in the key/value list. If the archetype has 2762 * value in the key/value list. If the archetype has
2523 * this key, then we should also have it, so shouldn't 2763 * this key, then we should also have it, so shouldn't
2524 * be here. If user wants to store empty strings, 2764 * be here. If user wants to store empty strings,
2525 * should pass in "" 2765 * should pass in ""
2526 */ 2766 */
2527 if (value == NULL) return TRUE; 2767 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; 2768 return TRUE;
2769
2770 field = new key_value;
2771
2772 field->key = canonical_key;
2773 field->value = value;
2774 /* Usual prepend-addition. */
2775 field->next = op->key_values;
2776 op->key_values = field;
2777
2778 return TRUE;
2538} 2779}
2539 2780
2540/* 2781/*
2541 * Updates the key in op to value. 2782 * Updates the key in op to value.
2542 * 2783 *
2544 * and not add new ones. 2785 * and not add new ones.
2545 * In general, should be little reason FALSE is ever passed in for add_key 2786 * In general, should be little reason FALSE is ever passed in for add_key
2546 * 2787 *
2547 * Returns TRUE on success. 2788 * Returns TRUE on success.
2548 */ 2789 */
2790int
2549int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2791set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2550{ 2792{
2551 shstr key_ (key); 2793 shstr key_ (key);
2794
2552 return set_ob_key_value_s (op, key_, value, add_key); 2795 return set_ob_key_value_s (op, key_, value, add_key);
2553} 2796}
2797
2798object::depth_iterator::depth_iterator (object *container)
2799: iterator_base (container)
2800{
2801 while (item->inv)
2802 item = item->inv;
2803}
2804
2805void
2806object::depth_iterator::next ()
2807{
2808 if (item->below)
2809 {
2810 item = item->below;
2811
2812 while (item->inv)
2813 item = item->inv;
2814 }
2815 else
2816 item = item->env;
2817}
2818
2819// return a suitable string describing an objetc in enough detail to find it
2820const char *
2821object::debug_desc (char *info) const
2822{
2823 char info2[256 * 3];
2824 char *p = info;
2825
2826 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2827 count,
2828 &name,
2829 title ? " " : "",
2830 title ? (const char *)title : "");
2831
2832 if (env)
2833 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2834
2835 if (map)
2836 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2837
2838 return info;
2839}
2840
2841const char *
2842object::debug_desc () const
2843{
2844 static char info[256 * 3];
2845 return debug_desc (info);
2846}
2847

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