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Comparing deliantra/server/common/object.C (file contents):
Revision 1.22 by root, Sun Sep 10 00:51:23 2006 UTC vs.
Revision 1.57 by root, Sun Dec 3 02:46:33 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.22 2006/09/10 00:51:23 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};
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}
59 131
60/* 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
61static int compare_ob_value_lists_one(const object * wants, const object * has) { 134compare_ob_value_lists_one (const object *wants, const object *has)
135{
62 key_value * wants_field; 136 key_value *wants_field;
63 137
64 /* 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
65 * 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
66 * different structure or at least keep the lists sorted... 140 * different structure or at least keep the lists sorted...
67 */ 141 */
68 142
69 /* For each field in wants, */ 143 /* For each field in wants, */
70 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 {
71 key_value * has_field; 146 key_value *has_field;
72 147
73 /* Look for a field in has with the same key. */ 148 /* Look for a field in has with the same key. */
74 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)
75 152 {
76 if (has_field == NULL) {
77 /* No field with that name. */ 153 /* No field with that name. */
78 return FALSE; 154 return FALSE;
79 }
80 155 }
156
81 /* Found the matching field. */ 157 /* Found the matching field. */
82 if (has_field->value != wants_field->value) { 158 if (has_field->value != wants_field->value)
159 {
83 /* 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. */
84 return FALSE; 161 return FALSE;
85 } 162 }
86 163
87 /* 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. */
88 }
89 165 }
166
90 /* 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. */
91 return TRUE; 168 return TRUE;
92} 169}
93 170
94/* 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
95static int compare_ob_value_lists(const object * ob1, const object * ob2) { 173compare_ob_value_lists (const object *ob1, const object *ob2)
174{
96 /* 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,
97 * so we need to run the comparison *twice*. :( 176 * so we need to run the comparison *twice*. :(
98 */ 177 */
99 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);
100} 179}
101 180
102/* 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
103 * they can be merged together. 182 * they can be merged together.
104 * 183 *
110 * 189 *
111 * Improvements made with merge: Better checking on potion, and also 190 * Improvements made with merge: Better checking on potion, and also
112 * check weight 191 * check weight
113 */ 192 */
114 193
115bool
116object::can_merge (object *ob1, object *ob2) 194bool object::can_merge (object *ob1, object *ob2)
117{ 195{
118 /* A couple quicksanity checks */ 196 /* A couple quicksanity checks */
119 if ((ob1 == ob2) || (ob1->type != ob2->type)) 197 if ((ob1 == ob2) || (ob1->type != ob2->type))
120 return 0; 198 return 0;
121 199
169 (ob1->subtype != ob2->subtype) || 247 (ob1->subtype != ob2->subtype) ||
170 (ob1->move_type != ob2->move_type) || 248 (ob1->move_type != ob2->move_type) ||
171 (ob1->move_block != ob2->move_block) || 249 (ob1->move_block != ob2->move_block) ||
172 (ob1->move_allow != ob2->move_allow) || 250 (ob1->move_allow != ob2->move_allow) ||
173 (ob1->move_on != ob2->move_on) || 251 (ob1->move_on != ob2->move_on) ||
174 (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))
175 (ob1->move_slow != ob2->move_slow) ||
176 (ob1->move_slow_penalty != ob2->move_slow_penalty))
177 return 0; 253 return 0;
178 254
179 /* This is really a spellbook check - really, we should 255 /* This is really a spellbook check - really, we should
180 * check all objects in the inventory. 256 * check all objects in the inventory.
181 */ 257 */
182 if (ob1->inv || ob2->inv) 258 if (ob1->inv || ob2->inv)
183 { 259 {
184 /* 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 */
185 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
186 return 0; 262 return 0;
187 263
188 /* Now check to see if the two inventory objects could merge */ 264 /* Now check to see if the two inventory objects could merge */
189 if (!CAN_MERGE (ob1->inv, ob2->inv)) 265 if (!CAN_MERGE (ob1->inv, ob2->inv))
190 return 0; 266 return 0;
191 267
192 /* 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
193 * if it is valid. 269 * if it is valid.
194 */ 270 */
195 } 271 }
203 279
204 /* 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
205 * 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
206 * check? 282 * check?
207 */ 283 */
208 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
209 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
210 return 0; 285 return 0;
211 286
212 switch (ob1->type) 287 switch (ob1->type)
213 { 288 {
214 case SCROLL: 289 case SCROLL:
215 if (ob1->level != ob2->level) 290 if (ob1->level != ob2->level)
216 return 0; 291 return 0;
217 break; 292 break;
218 } 293 }
219 294
220 if (ob1->key_values != NULL || ob2->key_values != NULL) 295 if (ob1->key_values != NULL || ob2->key_values != NULL)
221 { 296 {
222 /* At least one of these has key_values. */ 297 /* At least one of these has key_values. */
223 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
224 /* One has fields, but the other one doesn't. */ 299 /* One has fields, but the other one doesn't. */
225 return 0; 300 return 0;
226 else if (!compare_ob_value_lists (ob1, ob2)) 301 else if (!compare_ob_value_lists (ob1, ob2))
227 return 0; 302 return 0;
228 } 303 }
229 304
230 //TODO: generate an event or call into perl for additional checks 305 //TODO: generate an event or call into perl for additional checks
231 if (ob1->self || ob2->self) 306 if (ob1->self || ob2->self)
232 { 307 {
233 ob1->optimise (); 308 ob1->optimise ();
234 ob2->optimise (); 309 ob2->optimise ();
235 310
236 if (ob1->self || ob2->self) 311 if (ob1->self || ob2->self)
237 return 0; 312 return 0;
238 } 313 }
239 314
240 /* Everything passes, must be OK. */ 315 /* Everything passes, must be OK. */
241 return 1; 316 return 1;
242} 317}
318
243/* 319/*
244 * sum_weight() is a recursive function which calculates the weight 320 * sum_weight() is a recursive function which calculates the weight
245 * 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
246 * containers are carrying, and sums it up. 322 * containers are carrying, and sums it up.
247 */ 323 */
248signed long sum_weight(object *op) { 324long
325sum_weight (object *op)
326{
249 signed long sum; 327 long sum;
250 object *inv; 328 object *inv;
329
251 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
331 {
252 if (inv->inv) 332 if (inv->inv)
253 sum_weight(inv); 333 sum_weight (inv);
254 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
255 } 335 }
336
256 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
257 sum = (sum * (100 - op->stats.Str))/100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
339
258 if(op->carrying != sum) 340 if (op->carrying != sum)
259 op->carrying = sum; 341 op->carrying = sum;
342
260 return sum; 343 return sum;
261} 344}
262 345
263/** 346/**
264 * Return the outermost environment object for a given object. 347 * Return the outermost environment object for a given object.
265 */ 348 */
266 349
350object *
267object *object_get_env_recursive (object *op) { 351object_get_env_recursive (object *op)
352{
268 while (op->env != NULL) 353 while (op->env != NULL)
269 op = op->env; 354 op = op->env;
270 return op; 355 return op;
271} 356}
272 357
273/* 358/*
274 * 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
275 * 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
276 * or find a player. 361 * or find a player.
277 */ 362 */
278 363
364object *
279object *is_player_inv (object *op) { 365is_player_inv (object *op)
366{
280 for (;op!=NULL&&op->type!=PLAYER; op=op->env) 367 for (; op != NULL && op->type != PLAYER; op = op->env)
281 if (op->env==op) 368 if (op->env == op)
282 op->env = NULL; 369 op->env = NULL;
283 return op; 370 return op;
284} 371}
285 372
286/* 373/*
287 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
288 * Some error messages. 375 * Some error messages.
289 * 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.
290 */ 377 */
291 378
292void dump_object2(object *op) { 379char *
293errmsg[0] = 0;
294return;
295 //TODO//D#d#
296#if 0
297 char *cp;
298/* object *tmp;*/
299
300 if(op->arch!=NULL) {
301 strcat(errmsg,"arch ");
302 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
303 strcat(errmsg,"\n");
304 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
305 strcat(errmsg,cp);
306#if 0
307 /* Don't dump player diffs - they are too long, mostly meaningless, and
308 * will overflow the buffer.
309 * Changed so that we don't dump inventory either. This may
310 * also overflow the buffer.
311 */
312 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
313 strcat(errmsg,cp);
314 for (tmp=op->inv; tmp; tmp=tmp->below)
315 dump_object2(tmp);
316#endif
317 strcat(errmsg,"end\n");
318 } else {
319 strcat(errmsg,"Object ");
320 if (op->name==NULL) strcat(errmsg, "(null)");
321 else strcat(errmsg,op->name);
322 strcat(errmsg,"\n");
323#if 0
324 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
325 strcat(errmsg,cp);
326 for (tmp=op->inv; tmp; tmp=tmp->below)
327 dump_object2(tmp);
328#endif
329 strcat(errmsg,"end\n");
330 }
331#endif
332}
333
334/*
335 * Dumps an object. Returns output in the static global errmsg array.
336 */
337
338void dump_object(object *op) { 380dump_object (object *op)
339 if(op==NULL) { 381{
340 strcpy(errmsg,"[NULL pointer]"); 382 if (!op)
341 return; 383 return strdup ("[NULLOBJ]");
342 }
343 errmsg[0]='\0';
344 dump_object2(op);
345}
346 384
347void dump_all_objects(void) { 385 object_freezer freezer;
348 object *op; 386 save_object (freezer, op, 3);
349 for(op=objects;op!=NULL;op=op->next) { 387 return freezer.as_string ();
350 dump_object(op);
351 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
352 }
353} 388}
354 389
355/* 390/*
356 * 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
357 * multi-object 1 which is closest to the second object. 392 * multi-object 1 which is closest to the second object.
358 * If it's not a multi-object, it is returned. 393 * If it's not a multi-object, it is returned.
359 */ 394 */
360 395
396object *
361object *get_nearest_part(object *op, const object *pl) { 397get_nearest_part (object *op, const object *pl)
398{
362 object *tmp,*closest; 399 object *tmp, *closest;
363 int last_dist,i; 400 int last_dist, i;
401
364 if(op->more==NULL) 402 if (op->more == NULL)
365 return op; 403 return op;
366 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)
367 if((i=distance(tmp,pl))<last_dist) 405 if ((i = distance (tmp, pl)) < last_dist)
368 closest=tmp,last_dist=i; 406 closest = tmp, last_dist = i;
369 return closest; 407 return closest;
370} 408}
371 409
372/* 410/*
373 * 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.
374 */ 412 */
375 413
414object *
376object *find_object(tag_t i) { 415find_object (tag_t i)
377 object *op; 416{
378 for(op=objects;op!=NULL;op=op->next) 417 for (object *op = object::first; op; op = op->next)
379 if(op->count==i) 418 if (op->count == i)
380 break; 419 return op;
420
381 return op; 421 return 0;
382} 422}
383 423
384/* 424/*
385 * 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.
386 * Used only by the patch command, but not all that useful. 426 * Used only by the patch command, but not all that useful.
387 * Enables features like "patch <name-of-other-player> food 999" 427 * Enables features like "patch <name-of-other-player> food 999"
388 */ 428 */
389 429
430object *
390object *find_object_name(const char *str) { 431find_object_name (const char *str)
391 const char *name = shstr::find (str); 432{
433 shstr_cmp str_ (str);
392 object *op; 434 object *op;
435
393 for(op=objects;op!=NULL;op=op->next) 436 for (op = object::first; op != NULL; op = op->next)
394 if(&op->name == name) 437 if (op->name == str_)
395 break; 438 break;
396 439
397 return op; 440 return op;
398} 441}
399 442
443void
400void free_all_object_data () 444free_all_object_data ()
401{ 445{
402 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 446 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
403}
404
405/*
406 * Returns the object which this object marks as being the owner.
407 * A id-scheme is used to avoid pointing to objects which have been
408 * freed and are now reused. If this is detected, the owner is
409 * set to NULL, and NULL is returned.
410 * Changed 2004-02-12 - if the player is setting at the play again
411 * prompt, he is removed, and we don't want to treat him as an owner of
412 * anything, so check removed flag. I don't expect that this should break
413 * anything - once an object is removed, it is basically dead anyways.
414 */
415
416object *get_owner(object *op) {
417 if(op->owner==NULL)
418 return NULL;
419
420 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
421 op->owner->count==op->ownercount)
422 return op->owner;
423
424 op->owner=NULL;
425 op->ownercount=0;
426 return NULL;
427}
428
429void clear_owner(object *op)
430{
431 if (!op) return;
432
433 if (op->owner && op->ownercount == op->owner->count)
434 op->owner->refcount--;
435
436 op->owner = NULL;
437 op->ownercount = 0;
438} 447}
439 448
440/* 449/*
441 * 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
442 * skill and experience objects. 451 * skill and experience objects.
443 */ 452 */
444void set_owner (object *op, object *owner) 453void
454object::set_owner (object *owner)
445{ 455{
446 if(owner==NULL||op==NULL) 456 if (!owner)
447 return; 457 return;
448 458
449 /* next line added to allow objects which own objects */ 459 /* next line added to allow objects which own objects */
450 /* 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
451 * with the fireball owning a poison cloud which then owned the 461 * with the fireball owning a poison cloud which then owned the
452 * 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
453 * freed and then another object replacing it. Since the ownercounts 463 * freed and then another object replacing it. Since the ownercounts
454 * 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.
455 */ 465 */
456 while (owner->owner && owner!=owner->owner && 466 while (owner->owner)
457 owner->ownercount==owner->owner->count) owner=owner->owner; 467 owner = owner->owner;
458 468
459 /* IF the owner still has an owner, we did not resolve to a final owner.
460 * so lets not add to that.
461 */
462 if (owner->owner) return;
463
464 op->owner=owner; 469 this->owner = owner;
465
466 op->ownercount=owner->count;
467 owner->refcount++;
468
469}
470
471/* Set the owner to clone's current owner and set the skill and experience
472 * objects to clone's objects (typically those objects that where the owner's
473 * current skill and experience objects at the time when clone's owner was
474 * set - not the owner's current skill and experience objects).
475 *
476 * Use this function if player created an object (e.g. fire bullet, swarm
477 * spell), and this object creates further objects whose kills should be
478 * accounted for the player's original skill, even if player has changed
479 * skills meanwhile.
480 */
481void copy_owner (object *op, object *clone)
482{
483 object *owner = get_owner (clone);
484 if (owner == NULL) {
485 /* players don't have owners - they own themselves. Update
486 * as appropriate.
487 */
488 if (clone->type == PLAYER) owner=clone;
489 else return;
490 }
491 set_owner(op, owner);
492
493} 470}
494 471
495/* Zero the key_values on op, decrementing the shared-string 472/* Zero the key_values on op, decrementing the shared-string
496 * refcounts and freeing the links. 473 * refcounts and freeing the links.
497 */ 474 */
475static void
498static void free_key_values(object * op) 476free_key_values (object *op)
499{ 477{
500 for (key_value *i = op->key_values; i != 0; ) 478 for (key_value *i = op->key_values; i != 0;)
501 { 479 {
502 key_value *next = i->next; 480 key_value *next = i->next;
503 delete i; 481 delete i;
482
504 i = next; 483 i = next;
505 } 484 }
506 485
507 op->key_values = 0; 486 op->key_values = 0;
508} 487}
509 488
510void object::clear () 489void object::clear ()
511{ 490{
512 attachable_base::clear (); 491 attachable_base::clear ();
513 492
514 free_key_values (this); 493 free_key_values (this);
515 494
516 name = 0; 495 owner = 0;
496 name = 0;
517 name_pl = 0; 497 name_pl = 0;
518 title = 0; 498 title = 0;
519 race = 0; 499 race = 0;
520 slaying = 0; 500 slaying = 0;
521 skill = 0; 501 skill = 0;
522 msg = 0; 502 msg = 0;
523 lore = 0; 503 lore = 0;
524 custom_name = 0; 504 custom_name = 0;
525 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;
526 517
527 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod)); 518 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
528 519
529 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;
530} 529}
531 530
532void object::clone (object *destination) 531void object::clone (object *destination)
533{ 532{
534 *(object_copy *)destination = *(object_copy *)this; 533 *(object_copy *)destination = *this;
535 *(object_pod *)destination = *(object_pod *)this; 534 *(object_pod *)destination = *this;
536 535
537 if (self || cb) 536 if (self || cb)
538 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination)); 537 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
539}
540
541/*
542 * clear_object() frees everything allocated by an object, and also
543 * clears all variables and flags to default settings.
544 */
545
546void clear_object (object *op)
547{
548 op->clear ();
549
550 op->contr = NULL;
551 op->below = NULL;
552 op->above = NULL;
553 op->inv = NULL;
554 op->container=NULL;
555 op->env=NULL;
556 op->more=NULL;
557 op->head=NULL;
558 op->map=NULL;
559 op->refcount=0;
560 op->active_next = NULL;
561 op->active_prev = NULL;
562 /* What is not cleared is next, prev, and count */
563
564 op->expmul = 1.0;
565 op->face = blank_face;
566 op->attacked_by_count = -1;
567
568 if (settings.casting_time)
569 op->casting_time = -1;
570} 538}
571 539
572/* 540/*
573 * copy object first frees everything allocated by the second object, 541 * copy object first frees everything allocated by the second object,
574 * 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
575 * object, allocating what needs to be allocated. Basically, any 543 * object, allocating what needs to be allocated. Basically, any
576 * 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,
577 * 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
578 * will point at garbage. 546 * will point at garbage.
579 */ 547 */
580 548void
581void copy_object (object *op2, object *op) 549copy_object (object *op2, object *op)
582{ 550{
583 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 551 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
584 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 552 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
585 553
586 op2->clone (op); 554 op2->clone (op);
587 555
556 if (is_freed)
588 if (is_freed) SET_FLAG (op, FLAG_FREED); 557 SET_FLAG (op, FLAG_FREED);
558 if (is_removed)
589 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 559 SET_FLAG (op, FLAG_REMOVED);
590 560
591 if (op2->speed < 0) 561 if (op2->speed < 0)
592 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 562 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
593 563
594 /* Copy over key_values, if any. */ 564 /* Copy over key_values, if any. */
595 if (op2->key_values != NULL) 565 if (op2->key_values)
596 { 566 {
597 key_value *tail = NULL; 567 key_value *tail = 0;
598 key_value *i; 568 key_value *i;
599 569
600 op->key_values = NULL; 570 op->key_values = 0;
601 571
602 for (i = op2->key_values; i != NULL; i = i->next) 572 for (i = op2->key_values; i; i = i->next)
603 { 573 {
604 key_value *new_link = new key_value; 574 key_value *new_link = new key_value;
605 575
606 new_link->next = NULL; 576 new_link->next = 0;
607 new_link->key = i->key; 577 new_link->key = i->key;
608 new_link->value = i->value; 578 new_link->value = i->value;
609 579
610 /* Try and be clever here, too. */ 580 /* Try and be clever here, too. */
611 if (op->key_values == NULL) 581 if (!op->key_values)
612 { 582 {
613 op->key_values = new_link; 583 op->key_values = new_link;
614 tail = new_link; 584 tail = new_link;
615 } 585 }
616 else 586 else
628 * 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
629 * 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
630 * 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.
631 */ 601 */
632 602
603void
633void update_turn_face(object *op) { 604update_turn_face (object *op)
605{
634 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 606 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
635 return; 607 return;
636 SET_ANIMATION(op, op->direction); 608 SET_ANIMATION (op, op->direction);
637 update_object(op,UP_OBJ_FACE); 609 update_object (op, UP_OBJ_FACE);
638} 610}
639 611
640/* 612/*
641 * 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
642 * 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.
643 * 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.
644 */ 616 */
645 617void
646void update_ob_speed(object *op) { 618update_ob_speed (object *op)
619{
647 extern int arch_init; 620 extern int arch_init;
648 621
649 /* No reason putting the archetypes objects on the speed list, 622 /* No reason putting the archetypes objects on the speed list,
650 * since they never really need to be updated. 623 * since they never really need to be updated.
651 */ 624 */
652 625
653 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 626 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
627 {
654 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);
655#ifdef MANY_CORES 629#ifdef MANY_CORES
656 abort(); 630 abort ();
657#else 631#else
658 op->speed = 0; 632 op->speed = 0;
659#endif 633#endif
660 } 634 }
635
661 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)
662 return; 643 return;
663 }
664 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
665 /* If already on active list, don't do anything */
666 if (op->active_next || op->active_prev || op==active_objects)
667 return;
668 644
669 /* process_events() expects us to insert the object at the beginning 645 /* process_events() expects us to insert the object at the beginning
670 * of the list. */ 646 * of the list. */
671 op->active_next = active_objects; 647 op->active_next = active_objects;
648
672 if (op->active_next!=NULL) 649 if (op->active_next != NULL)
673 op->active_next->active_prev = op; 650 op->active_next->active_prev = op;
651
674 active_objects = op; 652 active_objects = op;
653 }
654 else
675 } 655 {
676 else {
677 /* If not on the active list, nothing needs to be done */ 656 /* If not on the active list, nothing needs to be done */
678 if (!op->active_next && !op->active_prev && op!=active_objects) 657 if (!op->active_next && !op->active_prev && op != active_objects)
679 return; 658 return;
680 659
681 if (op->active_prev==NULL) { 660 if (op->active_prev == NULL)
661 {
682 active_objects = op->active_next; 662 active_objects = op->active_next;
663
683 if (op->active_next!=NULL) 664 if (op->active_next != NULL)
684 op->active_next->active_prev = NULL; 665 op->active_next->active_prev = NULL;
666 }
667 else
685 } 668 {
686 else {
687 op->active_prev->active_next = op->active_next; 669 op->active_prev->active_next = op->active_next;
670
688 if (op->active_next) 671 if (op->active_next)
689 op->active_next->active_prev = op->active_prev; 672 op->active_next->active_prev = op->active_prev;
690 } 673 }
674
691 op->active_next = NULL; 675 op->active_next = NULL;
692 op->active_prev = NULL; 676 op->active_prev = NULL;
693 } 677 }
694} 678}
695 679
696/* This function removes object 'op' from the list of active 680/* This function removes object 'op' from the list of active
697 * objects. 681 * objects.
699 * 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
700 * in play chewing up cpu time getting processed. 684 * in play chewing up cpu time getting processed.
701 * The reverse of this is to call update_ob_speed, which 685 * The reverse of this is to call update_ob_speed, which
702 * 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.
703 */ 687 */
688void
704void remove_from_active_list(object *op) 689remove_from_active_list (object *op)
705{ 690{
706 /* If not on the active list, nothing needs to be done */ 691 /* If not on the active list, nothing needs to be done */
707 if (!op->active_next && !op->active_prev && op!=active_objects) 692 if (!op->active_next && !op->active_prev && op != active_objects)
708 return; 693 return;
709 694
710 if (op->active_prev==NULL) { 695 if (op->active_prev == NULL)
696 {
711 active_objects = op->active_next; 697 active_objects = op->active_next;
712 if (op->active_next!=NULL) 698 if (op->active_next != NULL)
713 op->active_next->active_prev = NULL; 699 op->active_next->active_prev = NULL;
700 }
701 else
714 } 702 {
715 else {
716 op->active_prev->active_next = op->active_next; 703 op->active_prev->active_next = op->active_next;
717 if (op->active_next) 704 if (op->active_next)
718 op->active_next->active_prev = op->active_prev; 705 op->active_next->active_prev = op->active_prev;
719 } 706 }
720 op->active_next = NULL; 707 op->active_next = NULL;
721 op->active_prev = NULL; 708 op->active_prev = NULL;
722} 709}
723 710
724/* 711/*
725 * update_object() updates the array which represents the map. 712 * update_object() updates the array which represents the map.
726 * It takes into account invisible objects (and represent squares covered 713 * It takes into account invisible objects (and represent squares covered
741 * 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
742 * 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.
743 * UP_OBJ_FACE: only the objects face has changed. 730 * UP_OBJ_FACE: only the objects face has changed.
744 */ 731 */
745 732
733void
746void update_object(object *op, int action) { 734update_object (object *op, int action)
735{
747 int update_now=0, flags; 736 int update_now = 0, flags;
748 MoveType move_on, move_off, move_block, move_slow; 737 MoveType move_on, move_off, move_block, move_slow;
749 738
750 if (op == NULL) { 739 if (op == NULL)
740 {
751 /* this should never happen */ 741 /* this should never happen */
752 LOG(llevDebug,"update_object() called for NULL object.\n"); 742 LOG (llevDebug, "update_object() called for NULL object.\n");
753 return; 743 return;
754 }
755 744 }
745
756 if(op->env!=NULL) { 746 if (op->env != NULL)
747 {
757 /* Animation is currently handled by client, so nothing 748 /* Animation is currently handled by client, so nothing
758 * to do in this case. 749 * to do in this case.
759 */ 750 */
760 return; 751 return;
761 } 752 }
762 753
763 /* 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
764 * going to get freed anyways. 755 * going to get freed anyways.
765 */ 756 */
766 if (!op->map || op->map->in_memory == MAP_SAVING) return; 757 if (!op->map || op->map->in_memory == MAP_SAVING)
767 758 return;
759
768 /* make sure the object is within map boundaries */ 760 /* make sure the object is within map boundaries */
769 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))
770 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 762 {
771 LOG(llevError,"update_object() called for object out of map!\n"); 763 LOG (llevError, "update_object() called for object out of map!\n");
772#ifdef MANY_CORES 764#ifdef MANY_CORES
773 abort(); 765 abort ();
774#endif 766#endif
775 return; 767 return;
776 }
777 768 }
769
778 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 770 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
779 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);
780 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);
781 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);
782 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);
783 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);
784 776
785 if (action == UP_OBJ_INSERT) { 777 if (action == UP_OBJ_INSERT)
778 {
786 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 779 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
787 update_now=1; 780 update_now = 1;
788 781
789 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 782 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
790 update_now=1; 783 update_now = 1;
791 784
792 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 785 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
793 update_now=1; 786 update_now = 1;
794 787
795 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 788 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
796 update_now=1; 789 update_now = 1;
797 790
798 if (op->type == SAFE_GROUND && !(flags & P_SAFE)) 791 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
799 update_now=1; 792 update_now = 1;
800 793
801 if ((move_on | op->move_on) != move_on) update_now=1; 794 if ((move_on | op->move_on) != move_on)
795 update_now = 1;
802 796
803 if ((move_off | op->move_off) != move_off) update_now=1; 797 if ((move_off | op->move_off) != move_off)
798 update_now = 1;
804 799
805 /* 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
806 * to have move_allow right now. 801 * to have move_allow right now.
807 */ 802 */
808 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 803 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
809 update_now=1; 804 update_now = 1;
810 805
811 if ((move_slow | op->move_slow) != move_slow) 806 if ((move_slow | op->move_slow) != move_slow)
812 update_now=1; 807 update_now = 1;
813 } 808 }
814 /* if the object is being removed, we can't make intelligent 809 /* if the object is being removed, we can't make intelligent
815 * decisions, because remove_ob can't really pass the object 810 * decisions, because remove_ob can't really pass the object
816 * that is being removed. 811 * that is being removed.
817 */ 812 */
818 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 813 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
819 update_now=1; 814 update_now = 1;
820 } else if (action == UP_OBJ_FACE) { 815 else if (action == UP_OBJ_FACE)
821 /* Nothing to do for that case */ 816 /* Nothing to do for that case */ ;
822 }
823 else { 817 else
824 LOG(llevError,"update_object called with invalid action: %d\n", action); 818 LOG (llevError, "update_object called with invalid action: %d\n", action);
825 }
826 819
827 if (update_now) { 820 if (update_now)
821 {
828 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);
829 update_position(op->map, op->x, op->y); 823 update_position (op->map, op->x, op->y);
830 } 824 }
831 825
832 if(op->more!=NULL) 826 if (op->more != NULL)
833 update_object(op->more, action); 827 update_object (op->more, action);
834} 828}
835 829
836static std::vector<object *> mortals; 830object::vector object::mortals;
831object::vector object::objects; // not yet used
832object *object::first;
837 833
838void object::free_mortals () 834void object::free_mortals ()
839{ 835{
840 for (std::vector<object *>::iterator i = mortals.begin (); i != mortals.end (); ++i) 836 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
837 if ((*i)->refcnt)
838 ++i; // further delay freeing
839 else
840 {
841 delete *i; 841 delete *i;
842 mortals.erase (i);
843 }
842 844
843 mortals.clear (); 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 }
844} 852}
845 853
846object::object () 854object::object ()
847{ 855{
848 SET_FLAG (this, FLAG_REMOVED); 856 SET_FLAG (this, FLAG_REMOVED);
849 857
850 expmul = 1.0; 858 expmul = 1.0;
851 face = blank_face; 859 face = blank_face;
852 attacked_by_count = -1;
853} 860}
854 861
855object::~object () 862object::~object ()
856{ 863{
857 free_key_values (this); 864 free_key_values (this);
858} 865}
859 866
860void
861object::link () 867void object::link ()
862{ 868{
863 count = ++ob_count; 869 count = ++ob_count;
870 uuid = gen_uuid ();
864 871
865 prev = 0; 872 prev = 0;
866 next = objects; 873 next = object::first;
867 874
868 if (objects) 875 if (object::first)
869 objects->prev = this; 876 object::first->prev = this;
870 877
871 objects = this; 878 object::first = this;
872} 879}
873 880
874void
875object::unlink () 881void object::unlink ()
876{ 882{
877 count = 0; 883 if (this == object::first)
884 object::first = next;
878 885
879 /* Remove this object from the list of used objects */ 886 /* Remove this object from the list of used objects */
880 if (prev) prev->next = next; 887 if (prev) prev->next = next;
881 if (next) next->prev = prev; 888 if (next) next->prev = prev;
882 if (this == objects) objects = next; 889
883} 890 prev = 0;
891 next = 0;
892}
884 893
885object *object::create () 894object *object::create ()
886{ 895{
887 object *op = new object; 896 object *op = new object;
888 op->link (); 897 op->link ();
894 * 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
895 * free objects. The IS_FREED() flag is set in the object. 904 * free objects. The IS_FREED() flag is set in the object.
896 * The object must have been removed by remove_ob() first for 905 * The object must have been removed by remove_ob() first for
897 * this function to succeed. 906 * this function to succeed.
898 * 907 *
899 * 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
900 * inventory to the ground. 909 * inventory to the ground.
901 */ 910 */
902void 911void object::destroy (bool destroy_inventory)
903object::free (bool free_inventory)
904{ 912{
913 if (QUERY_FLAG (this, FLAG_FREED))
914 return;
915
916 if (QUERY_FLAG (this, FLAG_FRIENDLY))
917 remove_friendly_object (this);
918
905 if (!QUERY_FLAG (this, FLAG_REMOVED)) 919 if (!QUERY_FLAG (this, FLAG_REMOVED))
906 { 920 remove_ob (this);
907 LOG (llevDebug, "Free object called with non removed object\n");
908 dump_object (this);
909#ifdef MANY_CORES
910 abort ();
911#endif
912 }
913 921
914 if (QUERY_FLAG (this, FLAG_FRIENDLY))
915 {
916 LOG (llevMonster, "Warning: tried to free friendly object.\n");
917 remove_friendly_object (this);
918 }
919
920 if (QUERY_FLAG (this, FLAG_FREED)) 922 SET_FLAG (this, FLAG_FREED);
921 {
922 dump_object (this);
923 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg);
924 return;
925 }
926 923
927 if (more) 924 if (more)
928 { 925 {
929 more->free (free_inventory); 926 more->destroy (destroy_inventory);
930 more = 0; 927 more = 0;
931 } 928 }
932 929
933 if (inv) 930 if (inv)
934 { 931 {
935 /* Only if the space blocks everything do we not process - 932 /* Only if the space blocks everything do we not process -
936 * if some form of movement is allowed, let objects 933 * if some form of movement is allowed, let objects
937 * drop on that space. 934 * drop on that space.
938 */ 935 */
939 if (free_inventory || !map 936 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
940 || map->in_memory != MAP_IN_MEMORY 937 {
941 || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
942 {
943 object *op = inv; 938 object *op = inv;
944 939
945 while (op) 940 while (op)
946 { 941 {
947 object *tmp = op->below; 942 object *tmp = op->below;
948 remove_ob (op);
949 op->free (free_inventory); 943 op->destroy (destroy_inventory);
950 op = tmp; 944 op = tmp;
951 } 945 }
952 } 946 }
953 else 947 else
954 { /* Put objects in inventory onto this space */ 948 { /* Put objects in inventory onto this space */
955 object *op = inv; 949 object *op = inv;
956 950
957 while (op) 951 while (op)
958 { 952 {
959 object *tmp = op->below; 953 object *tmp = op->below;
954
960 remove_ob (op); 955 remove_ob (op);
961 956
962 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 957 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
963 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE 958 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
964 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 959 free_object (op);
965 free_object (op); 960 else
966 else 961 {
967 { 962 op->x = x;
968 op->x = x; 963 op->y = y;
969 op->y = y;
970 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */ 964 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
971 } 965 }
972 966
973 op = tmp; 967 op = tmp;
968 }
969 }
974 } 970 }
975 } 971
972 // hack to ensure that freed objects still have a valid map
973 {
974 static maptile *freed_map; // freed objects are moved here to avoid crashes
975
976 if (!freed_map)
977 {
978 freed_map = new maptile;
979
980 freed_map->name = "/internal/freed_objects_map";
981 freed_map->width = 3;
982 freed_map->height = 3;
983
984 freed_map->allocate ();
976 } 985 }
986
987 map = freed_map;
988 x = 1;
989 y = 1;
990 }
991
992 // clear those pointers that likely might have circular references to us
993 owner = 0;
994 enemy = 0;
995 attacked_by = 0;
996
997 // only relevant for players(?), but make sure of it anyways
998 contr = 0;
977 999
978 /* Remove object from the active list */ 1000 /* Remove object from the active list */
979 speed = 0; 1001 speed = 0;
980 update_ob_speed (this); 1002 update_ob_speed (this);
981 1003
982 unlink (); 1004 unlink ();
983 1005
984 SET_FLAG (this, FLAG_FREED);
985
986 mortals.push_back (this); 1006 mortals.push_back (this);
987} 1007}
988 1008
989/* 1009/*
990 * sub_weight() recursively (outwards) subtracts a number from the 1010 * sub_weight() recursively (outwards) subtracts a number from the
991 * weight of an object (and what is carried by it's environment(s)). 1011 * weight of an object (and what is carried by it's environment(s)).
992 */ 1012 */
993 1013
1014void
994void sub_weight (object *op, signed long weight) { 1015sub_weight (object *op, signed long weight)
1016{
995 while (op != NULL) { 1017 while (op != NULL)
1018 {
996 if (op->type == CONTAINER) { 1019 if (op->type == CONTAINER)
997 weight=(signed long)(weight*(100-op->stats.Str)/100); 1020 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
998 } 1021
999 op->carrying-=weight; 1022 op->carrying -= weight;
1000 op = op->env; 1023 op = op->env;
1001 } 1024 }
1002} 1025}
1003 1026
1004/* remove_ob(op): 1027/* remove_ob(op):
1005 * This function removes the object op from the linked list of objects 1028 * This function removes the object op from the linked list of objects
1006 * which it is currently tied to. When this function is done, the 1029 * which it is currently tied to. When this function is done, the
1008 * environment, the x and y coordinates will be updated to 1031 * environment, the x and y coordinates will be updated to
1009 * the previous environment. 1032 * the previous environment.
1010 * Beware: This function is called from the editor as well! 1033 * Beware: This function is called from the editor as well!
1011 */ 1034 */
1012 1035
1036void
1013void remove_ob(object *op) { 1037remove_ob (object *op)
1038{
1014 object *tmp,*last=NULL; 1039 object *tmp, *last = 0;
1015 object *otmp; 1040 object *otmp;
1016 tag_t tag; 1041
1017 int check_walk_off; 1042 int check_walk_off;
1018 mapstruct *m; 1043 maptile *m;
1044
1019 sint16 x,y; 1045 sint16 x, y;
1020
1021 1046
1022 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1047 if (QUERY_FLAG (op, FLAG_REMOVED))
1023 dump_object(op); 1048 return;
1024 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1025 1049
1026 /* Changed it to always dump core in this case. As has been learned
1027 * in the past, trying to recover from errors almost always
1028 * make things worse, and this is a real error here - something
1029 * that should not happen.
1030 * Yes, if this was a mission critical app, trying to do something
1031 * to recover may make sense, but that is because failure of the app
1032 * may have other disastrous problems. Cf runs out of a script
1033 * so is easily enough restarted without any real problems.
1034 * MSW 2001-07-01
1035 */
1036 abort();
1037 }
1038 if(op->more!=NULL)
1039 remove_ob(op->more);
1040
1041 SET_FLAG(op, FLAG_REMOVED); 1050 SET_FLAG (op, FLAG_REMOVED);
1042 1051
1052 if (op->more != NULL)
1053 remove_ob (op->more);
1054
1043 /* 1055 /*
1044 * In this case, the object to be removed is in someones 1056 * In this case, the object to be removed is in someones
1045 * inventory. 1057 * inventory.
1046 */ 1058 */
1047 if(op->env!=NULL) { 1059 if (op->env != NULL)
1060 {
1048 if(op->nrof) 1061 if (op->nrof)
1049 sub_weight(op->env, op->weight*op->nrof); 1062 sub_weight (op->env, op->weight * op->nrof);
1050 else 1063 else
1051 sub_weight(op->env, op->weight+op->carrying); 1064 sub_weight (op->env, op->weight + op->carrying);
1052 1065
1053 /* NO_FIX_PLAYER is set when a great many changes are being 1066 /* NO_FIX_PLAYER is set when a great many changes are being
1054 * made to players inventory. If set, avoiding the call 1067 * made to players inventory. If set, avoiding the call
1055 * to save cpu time. 1068 * to save cpu time.
1056 */ 1069 */
1057 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1070 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1058 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1059 fix_player(otmp); 1071 fix_player (otmp);
1060 1072
1061 if(op->above!=NULL) 1073 if (op->above != NULL)
1062 op->above->below=op->below; 1074 op->above->below = op->below;
1063 else 1075 else
1064 op->env->inv=op->below; 1076 op->env->inv = op->below;
1065 1077
1066 if(op->below!=NULL) 1078 if (op->below != NULL)
1067 op->below->above=op->above; 1079 op->below->above = op->above;
1068 1080
1069 /* we set up values so that it could be inserted into 1081 /* we set up values so that it could be inserted into
1070 * the map, but we don't actually do that - it is up 1082 * the map, but we don't actually do that - it is up
1071 * to the caller to decide what we want to do. 1083 * to the caller to decide what we want to do.
1072 */ 1084 */
1073 op->x=op->env->x,op->y=op->env->y; 1085 op->x = op->env->x, op->y = op->env->y;
1074 op->map=op->env->map; 1086 op->map = op->env->map;
1075 op->above=NULL,op->below=NULL; 1087 op->above = NULL, op->below = NULL;
1076 op->env=NULL; 1088 op->env = NULL;
1089 }
1090 else if (op->map)
1091 {
1092 x = op->x;
1093 y = op->y;
1094 m = get_map_from_coord (op->map, &x, &y);
1095
1096 if (!m)
1097 {
1098 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1099 op->map->path, op->x, op->y);
1100 /* in old days, we used to set x and y to 0 and continue.
1101 * it seems if we get into this case, something is probablye
1102 * screwed up and should be fixed.
1103 */
1104 abort ();
1105 }
1106
1107 if (op->map != m)
1108 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1109 op->map->path, m->path, op->x, op->y, x, y);
1110
1111 /* Re did the following section of code - it looks like it had
1112 * lots of logic for things we no longer care about
1113 */
1114
1115 /* link the object above us */
1116 if (op->above)
1117 op->above->below = op->below;
1118 else
1119 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1120
1121 /* Relink the object below us, if there is one */
1122 if (op->below)
1123 op->below->above = op->above;
1124 else
1125 {
1126 /* Nothing below, which means we need to relink map object for this space
1127 * use translated coordinates in case some oddness with map tiling is
1128 * evident
1129 */
1130 if (GET_MAP_OB (m, x, y) != op)
1131 {
1132 char *dump = dump_object (op);
1133 LOG (llevError,
1134 "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);
1135 free (dump);
1136 dump = dump_object (GET_MAP_OB (m, x, y));
1137 LOG (llevError, "%s\n", dump);
1138 free (dump);
1139 }
1140
1141 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1142 }
1143
1144 op->above = 0;
1145 op->below = 0;
1146
1147 if (op->map->in_memory == MAP_SAVING)
1077 return; 1148 return;
1078 }
1079 1149
1080 /* If we get here, we are removing it from a map */
1081 if (op->map == NULL) return;
1082
1083 x = op->x;
1084 y = op->y;
1085 m = get_map_from_coord(op->map, &x, &y);
1086
1087 if (!m) {
1088 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1089 op->map->path, op->x, op->y);
1090 /* in old days, we used to set x and y to 0 and continue.
1091 * it seems if we get into this case, something is probablye
1092 * screwed up and should be fixed.
1093 */
1094 abort();
1095 }
1096 if (op->map != m) {
1097 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1098 op->map->path, m->path, op->x, op->y, x, y);
1099 }
1100
1101 /* Re did the following section of code - it looks like it had
1102 * lots of logic for things we no longer care about
1103 */
1104
1105 /* link the object above us */
1106 if (op->above)
1107 op->above->below=op->below;
1108 else
1109 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1110
1111 /* Relink the object below us, if there is one */
1112 if(op->below) {
1113 op->below->above=op->above;
1114 } else {
1115 /* Nothing below, which means we need to relink map object for this space
1116 * use translated coordinates in case some oddness with map tiling is
1117 * evident
1118 */
1119 if(GET_MAP_OB(m,x,y)!=op) {
1120 dump_object(op);
1121 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);
1122 dump_object(GET_MAP_OB(m,x,y));
1123 LOG(llevError,"%s\n",errmsg);
1124 }
1125 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1126 }
1127 op->above=NULL;
1128 op->below=NULL;
1129
1130 if (op->map->in_memory == MAP_SAVING)
1131 return;
1132
1133 tag = op->count;
1134 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1150 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1151
1135 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1152 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1153 {
1136 /* No point updating the players look faces if he is the object 1154 /* No point updating the players look faces if he is the object
1137 * being removed. 1155 * being removed.
1138 */ 1156 */
1139 1157
1140 if(tmp->type==PLAYER && tmp!=op) { 1158 if (tmp->type == PLAYER && tmp != op)
1159 {
1141 /* If a container that the player is currently using somehow gets 1160 /* If a container that the player is currently using somehow gets
1142 * removed (most likely destroyed), update the player view 1161 * removed (most likely destroyed), update the player view
1143 * appropriately. 1162 * appropriately.
1144 */ 1163 */
1145 if (tmp->container==op) { 1164 if (tmp->container == op)
1165 {
1146 CLEAR_FLAG(op, FLAG_APPLIED); 1166 CLEAR_FLAG (op, FLAG_APPLIED);
1147 tmp->container=NULL; 1167 tmp->container = NULL;
1168 }
1169
1170 tmp->contr->socket.update_look = 1;
1148 } 1171 }
1149 tmp->contr->socket.update_look=1; 1172
1150 }
1151 /* See if player moving off should effect something */ 1173 /* See if player moving off should effect something */
1174 if (check_walk_off
1152 if (check_walk_off && ((op->move_type & tmp->move_off) && 1175 && ((op->move_type & tmp->move_off)
1153 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1176 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1154 1177 {
1155 move_apply(tmp, op, NULL); 1178 move_apply (tmp, op, NULL);
1179
1156 if (was_destroyed (op, tag)) { 1180 if (op->destroyed ())
1157 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1181 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1158 "leaving object\n", &tmp->name, &tmp->arch->name);
1159 } 1182 }
1160 }
1161 1183
1162 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1184 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1163 1185
1164 if(tmp->above == tmp) 1186 if (tmp->above == tmp)
1165 tmp->above = NULL; 1187 tmp->above = NULL;
1188
1166 last=tmp; 1189 last = tmp;
1167 } 1190 }
1191
1168 /* last == NULL of there are no objects on this space */ 1192 /* last == NULL of there are no objects on this space */
1169 if (last==NULL) { 1193 if (last == NULL)
1194 {
1170 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1195 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1171 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1196 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1172 * those out anyways, and if there are any flags set right now, they won't 1197 * those out anyways, and if there are any flags set right now, they won't
1173 * be correct anyways. 1198 * be correct anyways.
1174 */ 1199 */
1175 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1200 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1176 update_position(op->map, op->x, op->y); 1201 update_position (op->map, op->x, op->y);
1177 } 1202 }
1178 else 1203 else
1179 update_object(last, UP_OBJ_REMOVE); 1204 update_object (last, UP_OBJ_REMOVE);
1180 1205
1181 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1206 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1182 update_all_los(op->map, op->x, op->y); 1207 update_all_los (op->map, op->x, op->y);
1183 1208 }
1184} 1209}
1185 1210
1186/* 1211/*
1187 * merge_ob(op,top): 1212 * merge_ob(op,top):
1188 * 1213 *
1189 * This function goes through all objects below and including top, and 1214 * This function goes through all objects below and including top, and
1190 * merges op to the first matching object. 1215 * merges op to the first matching object.
1191 * If top is NULL, it is calculated. 1216 * If top is NULL, it is calculated.
1192 * Returns pointer to object if it succeded in the merge, otherwise NULL 1217 * Returns pointer to object if it succeded in the merge, otherwise NULL
1193 */ 1218 */
1194 1219object *
1195object *merge_ob(object *op, object *top) { 1220merge_ob (object *op, object *top)
1221{
1196 if(!op->nrof) 1222 if (!op->nrof)
1197 return 0; 1223 return 0;
1224
1198 if(top==NULL) 1225 if (top == NULL)
1199 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1226 for (top = op; top != NULL && top->above != NULL; top = top->above);
1227
1200 for(;top!=NULL;top=top->below) { 1228 for (; top != NULL; top = top->below)
1229 {
1201 if(top==op) 1230 if (top == op)
1202 continue; 1231 continue;
1203 if (CAN_MERGE(op,top)) 1232 if (CAN_MERGE (op, top))
1204 { 1233 {
1205 top->nrof+=op->nrof; 1234 top->nrof += op->nrof;
1235
1206/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1236/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1207 op->weight = 0; /* Don't want any adjustements now */ 1237 op->weight = 0; /* Don't want any adjustements now */
1208 remove_ob(op); 1238 remove_ob (op);
1209 free_object(op); 1239 free_object (op);
1210 return top; 1240 return top;
1211 } 1241 }
1212 } 1242 }
1243
1213 return NULL; 1244 return 0;
1214} 1245}
1215 1246
1216/* 1247/*
1217 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1248 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1218 * job preparing multi-part monsters 1249 * job preparing multi-part monsters
1219 */ 1250 */
1251object *
1220object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1252insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1253{
1221 object* tmp; 1254 object *tmp;
1255
1222 if (op->head) 1256 if (op->head)
1223 op=op->head; 1257 op = op->head;
1258
1224 for (tmp=op;tmp;tmp=tmp->more){ 1259 for (tmp = op; tmp; tmp = tmp->more)
1260 {
1225 tmp->x=x+tmp->arch->clone.x; 1261 tmp->x = x + tmp->arch->clone.x;
1226 tmp->y=y+tmp->arch->clone.y; 1262 tmp->y = y + tmp->arch->clone.y;
1227 } 1263 }
1264
1228 return insert_ob_in_map (op, m, originator, flag); 1265 return insert_ob_in_map (op, m, originator, flag);
1229} 1266}
1230 1267
1231/* 1268/*
1232 * insert_ob_in_map (op, map, originator, flag): 1269 * insert_ob_in_map (op, map, originator, flag):
1233 * This function inserts the object in the two-way linked list 1270 * This function inserts the object in the two-way linked list
1247 * new object if 'op' was merged with other object 1284 * new object if 'op' was merged with other object
1248 * NULL if 'op' was destroyed 1285 * NULL if 'op' was destroyed
1249 * just 'op' otherwise 1286 * just 'op' otherwise
1250 */ 1287 */
1251 1288
1289object *
1252object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1290insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1253{ 1291{
1254 object *tmp, *top, *floor=NULL; 1292 object *tmp, *top, *floor = NULL;
1255 sint16 x,y; 1293 sint16 x, y;
1256 1294
1257 if (QUERY_FLAG (op, FLAG_FREED)) { 1295 if (QUERY_FLAG (op, FLAG_FREED))
1296 {
1258 LOG (llevError, "Trying to insert freed object!\n"); 1297 LOG (llevError, "Trying to insert freed object!\n");
1298 return NULL;
1299 }
1300
1301 if (m == NULL)
1302 {
1303 char *dump = dump_object (op);
1304 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1305 free (dump);
1306 return op;
1307 }
1308
1309 if (out_of_map (m, op->x, op->y))
1310 {
1311 char *dump = dump_object (op);
1312 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1313#ifdef MANY_CORES
1314 /* Better to catch this here, as otherwise the next use of this object
1315 * is likely to cause a crash. Better to find out where it is getting
1316 * improperly inserted.
1317 */
1318 abort ();
1319#endif
1320 free (dump);
1321 return op;
1322 }
1323
1324 if (!QUERY_FLAG (op, FLAG_REMOVED))
1325 {
1326 char *dump = dump_object (op);
1327 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1328 free (dump);
1329 return op;
1330 }
1331
1332 if (op->more != NULL)
1333 {
1334 /* The part may be on a different map. */
1335
1336 object *more = op->more;
1337
1338 /* We really need the caller to normalize coordinates - if
1339 * we set the map, that doesn't work if the location is within
1340 * a map and this is straddling an edge. So only if coordinate
1341 * is clear wrong do we normalize it.
1342 */
1343 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1344 more->map = get_map_from_coord (m, &more->x, &more->y);
1345 else if (!more->map)
1346 {
1347 /* For backwards compatibility - when not dealing with tiled maps,
1348 * more->map should always point to the parent.
1349 */
1350 more->map = m;
1351 }
1352
1353 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1354 {
1355 if (!op->head)
1356 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1357
1358 return NULL;
1359 }
1360 }
1361
1362 CLEAR_FLAG (op, FLAG_REMOVED);
1363
1364 /* Ideally, the caller figures this out. However, it complicates a lot
1365 * of areas of callers (eg, anything that uses find_free_spot would now
1366 * need extra work
1367 */
1368 op->map = get_map_from_coord (m, &op->x, &op->y);
1369 x = op->x;
1370 y = op->y;
1371
1372 /* this has to be done after we translate the coordinates.
1373 */
1374 if (op->nrof && !(flag & INS_NO_MERGE))
1375 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1376 if (CAN_MERGE (op, tmp))
1377 {
1378 op->nrof += tmp->nrof;
1379 remove_ob (tmp);
1380 free_object (tmp);
1381 }
1382
1383 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1384 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1385
1386 if (!QUERY_FLAG (op, FLAG_ALIVE))
1387 CLEAR_FLAG (op, FLAG_NO_STEAL);
1388
1389 if (flag & INS_BELOW_ORIGINATOR)
1390 {
1391 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1392 {
1393 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1394 abort ();
1395 }
1396
1397 op->above = originator;
1398 op->below = originator->below;
1399
1400 if (op->below)
1401 op->below->above = op;
1402 else
1403 SET_MAP_OB (op->map, op->x, op->y, op);
1404
1405 /* since *below* originator, no need to update top */
1406 originator->below = op;
1407 }
1408 else
1409 {
1410 /* If there are other objects, then */
1411 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1412 {
1413 object *last = NULL;
1414
1415 /*
1416 * If there are multiple objects on this space, we do some trickier handling.
1417 * We've already dealt with merging if appropriate.
1418 * Generally, we want to put the new object on top. But if
1419 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1420 * floor, we want to insert above that and no further.
1421 * Also, if there are spell objects on this space, we stop processing
1422 * once we get to them. This reduces the need to traverse over all of
1423 * them when adding another one - this saves quite a bit of cpu time
1424 * when lots of spells are cast in one area. Currently, it is presumed
1425 * that flying non pickable objects are spell objects.
1426 */
1427
1428 while (top != NULL)
1429 {
1430 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1431 floor = top;
1432
1433 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1434 {
1435 /* We insert above top, so we want this object below this */
1436 top = top->below;
1437 break;
1438 }
1439
1440 last = top;
1441 top = top->above;
1442 }
1443
1444 /* Don't want top to be NULL, so set it to the last valid object */
1445 top = last;
1446
1447 /* We let update_position deal with figuring out what the space
1448 * looks like instead of lots of conditions here.
1449 * makes things faster, and effectively the same result.
1450 */
1451
1452 /* Have object 'fall below' other objects that block view.
1453 * Unless those objects are exits, type 66
1454 * If INS_ON_TOP is used, don't do this processing
1455 * Need to find the object that in fact blocks view, otherwise
1456 * stacking is a bit odd.
1457 */
1458 if (!(flag & INS_ON_TOP) &&
1459 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1460 {
1461 for (last = top; last != floor; last = last->below)
1462 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1463 break;
1464 /* Check to see if we found the object that blocks view,
1465 * and make sure we have a below pointer for it so that
1466 * we can get inserted below this one, which requires we
1467 * set top to the object below us.
1468 */
1469 if (last && last->below && last != floor)
1470 top = last->below;
1471 }
1472 } /* If objects on this space */
1473
1474 if (flag & INS_MAP_LOAD)
1475 top = GET_MAP_TOP (op->map, op->x, op->y);
1476
1477 if (flag & INS_ABOVE_FLOOR_ONLY)
1478 top = floor;
1479
1480 /* Top is the object that our object (op) is going to get inserted above.
1481 */
1482
1483 /* First object on this space */
1484 if (!top)
1485 {
1486 op->above = GET_MAP_OB (op->map, op->x, op->y);
1487
1488 if (op->above)
1489 op->above->below = op;
1490
1491 op->below = NULL;
1492 SET_MAP_OB (op->map, op->x, op->y, op);
1493 }
1494 else
1495 { /* get inserted into the stack above top */
1496 op->above = top->above;
1497
1498 if (op->above)
1499 op->above->below = op;
1500
1501 op->below = top;
1502 top->above = op;
1503 }
1504
1505 if (op->above == NULL)
1506 SET_MAP_TOP (op->map, op->x, op->y, op);
1507 } /* else not INS_BELOW_ORIGINATOR */
1508
1509 if (op->type == PLAYER)
1510 op->contr->do_los = 1;
1511
1512 /* If we have a floor, we know the player, if any, will be above
1513 * it, so save a few ticks and start from there.
1514 */
1515 if (!(flag & INS_MAP_LOAD))
1516 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1517 if (tmp->type == PLAYER)
1518 tmp->contr->socket.update_look = 1;
1519
1520 /* If this object glows, it may affect lighting conditions that are
1521 * visible to others on this map. But update_all_los is really
1522 * an inefficient way to do this, as it means los for all players
1523 * on the map will get recalculated. The players could very well
1524 * be far away from this change and not affected in any way -
1525 * this should get redone to only look for players within range,
1526 * or just updating the P_NEED_UPDATE for spaces within this area
1527 * of effect may be sufficient.
1528 */
1529 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1530 update_all_los (op->map, op->x, op->y);
1531
1532 /* updates flags (blocked, alive, no magic, etc) for this map space */
1533 update_object (op, UP_OBJ_INSERT);
1534
1535 /* Don't know if moving this to the end will break anything. However,
1536 * we want to have update_look set above before calling this.
1537 *
1538 * check_move_on() must be after this because code called from
1539 * check_move_on() depends on correct map flags (so functions like
1540 * blocked() and wall() work properly), and these flags are updated by
1541 * update_object().
1542 */
1543
1544 /* if this is not the head or flag has been passed, don't check walk on status */
1545 if (!(flag & INS_NO_WALK_ON) && !op->head)
1546 {
1547 if (check_move_on (op, originator))
1259 return NULL; 1548 return NULL;
1260 }
1261 if(m==NULL) {
1262 dump_object(op);
1263 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1264 return op;
1265 }
1266 if(out_of_map(m,op->x,op->y)) {
1267 dump_object(op);
1268 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1269#ifdef MANY_CORES
1270 /* Better to catch this here, as otherwise the next use of this object
1271 * is likely to cause a crash. Better to find out where it is getting
1272 * improperly inserted.
1273 */
1274 abort();
1275#endif
1276 return op;
1277 }
1278 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1279 dump_object(op);
1280 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1281 return op;
1282 }
1283 if(op->more!=NULL) {
1284 /* The part may be on a different map. */
1285 1549
1286 object *more = op->more;
1287
1288 /* We really need the caller to normalize coordinates - if
1289 * we set the map, that doesn't work if the location is within
1290 * a map and this is straddling an edge. So only if coordinate
1291 * is clear wrong do we normalize it.
1292 */
1293 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1294 more->map = get_map_from_coord(m, &more->x, &more->y);
1295 } else if (!more->map) {
1296 /* For backwards compatibility - when not dealing with tiled maps,
1297 * more->map should always point to the parent.
1298 */
1299 more->map = m;
1300 }
1301
1302 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1303 if ( ! op->head)
1304 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1305 return NULL;
1306 }
1307 }
1308 CLEAR_FLAG(op,FLAG_REMOVED);
1309
1310 /* Ideally, the caller figures this out. However, it complicates a lot
1311 * of areas of callers (eg, anything that uses find_free_spot would now
1312 * need extra work
1313 */
1314 op->map=get_map_from_coord(m, &op->x, &op->y);
1315 x = op->x;
1316 y = op->y;
1317
1318 /* this has to be done after we translate the coordinates.
1319 */
1320 if(op->nrof && !(flag & INS_NO_MERGE)) {
1321 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1322 if (CAN_MERGE(op,tmp)) {
1323 op->nrof+=tmp->nrof;
1324 remove_ob(tmp);
1325 free_object(tmp);
1326 }
1327 }
1328
1329 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1330 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1331 if (!QUERY_FLAG(op, FLAG_ALIVE))
1332 CLEAR_FLAG(op, FLAG_NO_STEAL);
1333
1334 if (flag & INS_BELOW_ORIGINATOR) {
1335 if (originator->map != op->map || originator->x != op->x ||
1336 originator->y != op->y) {
1337 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1338 abort();
1339 }
1340 op->above = originator;
1341 op->below = originator->below;
1342 if (op->below) op->below->above = op;
1343 else SET_MAP_OB(op->map, op->x, op->y, op);
1344 /* since *below* originator, no need to update top */
1345 originator->below = op;
1346 } else {
1347 /* If there are other objects, then */
1348 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1349 object *last=NULL;
1350 /*
1351 * If there are multiple objects on this space, we do some trickier handling.
1352 * We've already dealt with merging if appropriate.
1353 * Generally, we want to put the new object on top. But if
1354 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1355 * floor, we want to insert above that and no further.
1356 * Also, if there are spell objects on this space, we stop processing
1357 * once we get to them. This reduces the need to traverse over all of
1358 * them when adding another one - this saves quite a bit of cpu time
1359 * when lots of spells are cast in one area. Currently, it is presumed
1360 * that flying non pickable objects are spell objects.
1361 */
1362
1363 while (top != NULL) {
1364 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1365 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1366 if (QUERY_FLAG(top, FLAG_NO_PICK)
1367 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1368 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1369 {
1370 /* We insert above top, so we want this object below this */
1371 top=top->below;
1372 break;
1373 }
1374 last = top;
1375 top = top->above;
1376 }
1377 /* Don't want top to be NULL, so set it to the last valid object */
1378 top = last;
1379
1380 /* We let update_position deal with figuring out what the space
1381 * looks like instead of lots of conditions here.
1382 * makes things faster, and effectively the same result.
1383 */
1384
1385 /* Have object 'fall below' other objects that block view.
1386 * Unless those objects are exits, type 66
1387 * If INS_ON_TOP is used, don't do this processing
1388 * Need to find the object that in fact blocks view, otherwise
1389 * stacking is a bit odd.
1390 */
1391 if (!(flag & INS_ON_TOP) &&
1392 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1393 (op->face && !op->face->visibility)) {
1394 for (last=top; last != floor; last=last->below)
1395 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1396 /* Check to see if we found the object that blocks view,
1397 * and make sure we have a below pointer for it so that
1398 * we can get inserted below this one, which requires we
1399 * set top to the object below us.
1400 */
1401 if (last && last->below && last != floor) top=last->below;
1402 }
1403 } /* If objects on this space */
1404 if (flag & INS_MAP_LOAD)
1405 top = GET_MAP_TOP(op->map,op->x,op->y);
1406 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1407
1408 /* Top is the object that our object (op) is going to get inserted above.
1409 */
1410
1411 /* First object on this space */
1412 if (!top) {
1413 op->above = GET_MAP_OB(op->map, op->x, op->y);
1414 if (op->above) op->above->below = op;
1415 op->below = NULL;
1416 SET_MAP_OB(op->map, op->x, op->y, op);
1417 } else { /* get inserted into the stack above top */
1418 op->above = top->above;
1419 if (op->above) op->above->below = op;
1420 op->below = top;
1421 top->above = op;
1422 }
1423 if (op->above==NULL)
1424 SET_MAP_TOP(op->map,op->x, op->y, op);
1425 } /* else not INS_BELOW_ORIGINATOR */
1426
1427 if(op->type==PLAYER)
1428 op->contr->do_los=1;
1429
1430 /* If we have a floor, we know the player, if any, will be above
1431 * it, so save a few ticks and start from there.
1432 */
1433 if (!(flag & INS_MAP_LOAD))
1434 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1435 if (tmp->type == PLAYER)
1436 tmp->contr->socket.update_look=1;
1437 }
1438
1439 /* If this object glows, it may affect lighting conditions that are
1440 * visible to others on this map. But update_all_los is really
1441 * an inefficient way to do this, as it means los for all players
1442 * on the map will get recalculated. The players could very well
1443 * be far away from this change and not affected in any way -
1444 * this should get redone to only look for players within range,
1445 * or just updating the P_NEED_UPDATE for spaces within this area
1446 * of effect may be sufficient.
1447 */
1448 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1449 update_all_los(op->map, op->x, op->y);
1450
1451
1452 /* updates flags (blocked, alive, no magic, etc) for this map space */
1453 update_object(op,UP_OBJ_INSERT);
1454
1455
1456 /* Don't know if moving this to the end will break anything. However,
1457 * we want to have update_look set above before calling this.
1458 *
1459 * check_move_on() must be after this because code called from
1460 * check_move_on() depends on correct map flags (so functions like
1461 * blocked() and wall() work properly), and these flags are updated by
1462 * update_object().
1463 */
1464
1465 /* if this is not the head or flag has been passed, don't check walk on status */
1466
1467 if (!(flag & INS_NO_WALK_ON) && !op->head) {
1468 if (check_move_on(op, originator))
1469 return NULL;
1470
1471 /* If we are a multi part object, lets work our way through the check 1550 /* If we are a multi part object, lets work our way through the check
1472 * walk on's. 1551 * walk on's.
1473 */ 1552 */
1474 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1553 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1475 if (check_move_on (tmp, originator)) 1554 if (check_move_on (tmp, originator))
1476 return NULL; 1555 return NULL;
1477 } 1556 }
1557
1478 return op; 1558 return op;
1479} 1559}
1480 1560
1481/* this function inserts an object in the map, but if it 1561/* this function inserts an object in the map, but if it
1482 * finds an object of its own type, it'll remove that one first. 1562 * finds an object of its own type, it'll remove that one first.
1483 * op is the object to insert it under: supplies x and the map. 1563 * op is the object to insert it under: supplies x and the map.
1484 */ 1564 */
1565void
1485void replace_insert_ob_in_map(const char *arch_string, object *op) { 1566replace_insert_ob_in_map (const char *arch_string, object *op)
1567{
1486 object *tmp; 1568 object *
1487 object *tmp1; 1569 tmp;
1570 object *
1571 tmp1;
1488 1572
1489 /* first search for itself and remove any old instances */ 1573 /* first search for itself and remove any old instances */
1490 1574
1491 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1575 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1576 {
1492 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1577 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1578 {
1493 remove_ob(tmp); 1579 remove_ob (tmp);
1494 free_object(tmp); 1580 free_object (tmp);
1495 } 1581 }
1496 } 1582 }
1497 1583
1498 tmp1=arch_to_object(find_archetype(arch_string)); 1584 tmp1 = arch_to_object (archetype::find (arch_string));
1499 1585
1500 1586 tmp1->x = op->x;
1501 tmp1->x = op->x; tmp1->y = op->y; 1587 tmp1->y = op->y;
1502 insert_ob_in_map(tmp1,op->map,op,0); 1588 insert_ob_in_map (tmp1, op->map, op, 0);
1503} 1589}
1504 1590
1505/* 1591/*
1506 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1592 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1507 * is returned contains nr objects, and the remaining parts contains 1593 * is returned contains nr objects, and the remaining parts contains
1508 * the rest (or is removed and freed if that number is 0). 1594 * the rest (or is removed and freed if that number is 0).
1509 * On failure, NULL is returned, and the reason put into the 1595 * On failure, NULL is returned, and the reason put into the
1510 * global static errmsg array. 1596 * global static errmsg array.
1511 */ 1597 */
1512 1598
1599object *
1513object *get_split_ob(object *orig_ob, uint32 nr) { 1600get_split_ob (object *orig_ob, uint32 nr)
1514 object *newob; 1601{
1602 object *
1603 newob;
1604 int
1515 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1605 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1516 1606
1517 if(orig_ob->nrof<nr) { 1607 if (orig_ob->nrof < nr)
1518 sprintf(errmsg,"There are only %d %ss.", 1608 {
1519 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1609 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1520 return NULL; 1610 return NULL;
1521 } 1611 }
1612
1522 newob = object_create_clone(orig_ob); 1613 newob = object_create_clone (orig_ob);
1614
1523 if((orig_ob->nrof-=nr)<1) { 1615 if ((orig_ob->nrof -= nr) < 1)
1616 {
1524 if ( ! is_removed) 1617 if (!is_removed)
1525 remove_ob(orig_ob); 1618 remove_ob (orig_ob);
1526 free_object2(orig_ob, 1); 1619 free_object2 (orig_ob, 1);
1527 } 1620 }
1528 else if ( ! is_removed) { 1621 else if (!is_removed)
1622 {
1529 if(orig_ob->env!=NULL) 1623 if (orig_ob->env != NULL)
1530 sub_weight (orig_ob->env,orig_ob->weight*nr); 1624 sub_weight (orig_ob->env, orig_ob->weight * nr);
1531 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1625 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1626 {
1532 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1627 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1533 LOG(llevDebug,
1534 "Error, Tried to split object whose map is not in memory.\n"); 1628 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1535 return NULL; 1629 return NULL;
1536 } 1630 }
1537 } 1631 }
1632
1538 newob->nrof=nr; 1633 newob->nrof = nr;
1539 1634
1540 return newob; 1635 return newob;
1541} 1636}
1542 1637
1543/* 1638/*
1544 * decrease_ob_nr(object, number) decreases a specified number from 1639 * decrease_ob_nr(object, number) decreases a specified number from
1545 * the amount of an object. If the amount reaches 0, the object 1640 * the amount of an object. If the amount reaches 0, the object
1546 * is subsequently removed and freed. 1641 * is subsequently removed and freed.
1547 * 1642 *
1548 * Return value: 'op' if something is left, NULL if the amount reached 0 1643 * Return value: 'op' if something is left, NULL if the amount reached 0
1549 */ 1644 */
1550 1645
1646object *
1551object *decrease_ob_nr (object *op, uint32 i) 1647decrease_ob_nr (object *op, uint32 i)
1552{ 1648{
1553 object *tmp; 1649 object *tmp;
1554 player *pl; 1650 player *pl;
1555 1651
1556 if (i == 0) /* objects with op->nrof require this check */ 1652 if (i == 0) /* objects with op->nrof require this check */
1557 return op; 1653 return op;
1558 1654
1559 if (i > op->nrof) 1655 if (i > op->nrof)
1560 i = op->nrof; 1656 i = op->nrof;
1561 1657
1562 if (QUERY_FLAG (op, FLAG_REMOVED)) 1658 if (QUERY_FLAG (op, FLAG_REMOVED))
1659 op->nrof -= i;
1660 else if (op->env != NULL)
1661 {
1662 /* is this object in the players inventory, or sub container
1663 * therein?
1664 */
1665 tmp = is_player_inv (op->env);
1666 /* nope. Is this a container the player has opened?
1667 * If so, set tmp to that player.
1668 * IMO, searching through all the players will mostly
1669 * likely be quicker than following op->env to the map,
1670 * and then searching the map for a player.
1671 */
1672 if (!tmp)
1673 {
1674 for (pl = first_player; pl; pl = pl->next)
1675 if (pl->ob->container == op->env)
1676 break;
1677 if (pl)
1678 tmp = pl->ob;
1679 else
1680 tmp = NULL;
1681 }
1682
1683 if (i < op->nrof)
1684 {
1685 sub_weight (op->env, op->weight * i);
1686 op->nrof -= i;
1687 if (tmp)
1688 {
1689 esrv_send_item (tmp, op);
1690 }
1691 }
1692 else
1693 {
1694 remove_ob (op);
1695 op->nrof = 0;
1696 if (tmp)
1697 {
1698 esrv_del_item (tmp->contr, op->count);
1699 }
1700 }
1563 { 1701 }
1702 else
1703 {
1704 object *above = op->above;
1705
1706 if (i < op->nrof)
1564 op->nrof -= i; 1707 op->nrof -= i;
1565 } 1708 else
1566 else if (op->env != NULL)
1567 {
1568 /* is this object in the players inventory, or sub container
1569 * therein?
1570 */
1571 tmp = is_player_inv (op->env);
1572 /* nope. Is this a container the player has opened?
1573 * If so, set tmp to that player.
1574 * IMO, searching through all the players will mostly
1575 * likely be quicker than following op->env to the map,
1576 * and then searching the map for a player.
1577 */
1578 if (!tmp) {
1579 for (pl=first_player; pl; pl=pl->next)
1580 if (pl->ob->container == op->env) break;
1581 if (pl) tmp=pl->ob;
1582 else tmp=NULL;
1583 } 1709 {
1584
1585 if (i < op->nrof) {
1586 sub_weight (op->env, op->weight * i);
1587 op->nrof -= i;
1588 if (tmp) {
1589 esrv_send_item(tmp, op);
1590 }
1591 } else {
1592 remove_ob (op); 1710 remove_ob (op);
1593 op->nrof = 0; 1711 op->nrof = 0;
1594 if (tmp) {
1595 esrv_del_item(tmp->contr, op->count);
1596 } 1712 }
1597 }
1598 }
1599 else
1600 {
1601 object *above = op->above;
1602 1713
1603 if (i < op->nrof) {
1604 op->nrof -= i;
1605 } else {
1606 remove_ob (op);
1607 op->nrof = 0;
1608 }
1609 /* Since we just removed op, op->above is null */ 1714 /* Since we just removed op, op->above is null */
1610 for (tmp = above; tmp != NULL; tmp = tmp->above) 1715 for (tmp = above; tmp != NULL; tmp = tmp->above)
1611 if (tmp->type == PLAYER) { 1716 if (tmp->type == PLAYER)
1717 {
1612 if (op->nrof) 1718 if (op->nrof)
1613 esrv_send_item(tmp, op); 1719 esrv_send_item (tmp, op);
1614 else 1720 else
1615 esrv_del_item(tmp->contr, op->count); 1721 esrv_del_item (tmp->contr, op->count);
1616 } 1722 }
1617 } 1723 }
1618 1724
1619 if (op->nrof) { 1725 if (op->nrof)
1620 return op; 1726 return op;
1621 } else { 1727 else
1728 {
1622 free_object (op); 1729 free_object (op);
1623 return NULL; 1730 return NULL;
1624 } 1731 }
1625} 1732}
1626 1733
1627/* 1734/*
1628 * add_weight(object, weight) adds the specified weight to an object, 1735 * add_weight(object, weight) adds the specified weight to an object,
1629 * and also updates how much the environment(s) is/are carrying. 1736 * and also updates how much the environment(s) is/are carrying.
1630 */ 1737 */
1631 1738
1739void
1632void add_weight (object *op, signed long weight) { 1740add_weight (object *op, signed long weight)
1741{
1633 while (op!=NULL) { 1742 while (op != NULL)
1743 {
1634 if (op->type == CONTAINER) { 1744 if (op->type == CONTAINER)
1635 weight=(signed long)(weight*(100-op->stats.Str)/100); 1745 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1636 } 1746
1637 op->carrying+=weight; 1747 op->carrying += weight;
1638 op=op->env; 1748 op = op->env;
1639 } 1749 }
1640} 1750}
1641 1751
1642/* 1752/*
1643 * insert_ob_in_ob(op,environment): 1753 * insert_ob_in_ob(op,environment):
1644 * This function inserts the object op in the linked list 1754 * This function inserts the object op in the linked list
1651 * 1761 *
1652 * The function returns now pointer to inserted item, and return value can 1762 * The function returns now pointer to inserted item, and return value can
1653 * be != op, if items are merged. -Tero 1763 * be != op, if items are merged. -Tero
1654 */ 1764 */
1655 1765
1766object *
1656object *insert_ob_in_ob(object *op,object *where) { 1767insert_ob_in_ob (object *op, object *where)
1657 object *tmp, *otmp; 1768{
1769 object *
1770 tmp, *
1771 otmp;
1658 1772
1659 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1773 if (!QUERY_FLAG (op, FLAG_REMOVED))
1660 dump_object(op); 1774 {
1775 char *dump = dump_object (op);
1661 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1776 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", dump);
1777 free (dump);
1662 return op; 1778 return op;
1663 } 1779 }
1780
1664 if(where==NULL) { 1781 if (where == NULL)
1665 dump_object(op); 1782 {
1783 char *dump = dump_object (op);
1666 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg); 1784 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1785 free (dump);
1667 return op; 1786 return op;
1668 } 1787 }
1788
1669 if (where->head) { 1789 if (where->head)
1670 LOG(llevDebug, 1790 {
1671 "Warning: Tried to insert object wrong part of multipart object.\n"); 1791 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1672 where = where->head; 1792 where = where->head;
1673 } 1793 }
1794
1674 if (op->more) { 1795 if (op->more)
1796 {
1675 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1797 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1676 &op->name, op->count);
1677 return op; 1798 return op;
1678 } 1799 }
1800
1679 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1801 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1680 CLEAR_FLAG(op, FLAG_REMOVED); 1802 CLEAR_FLAG (op, FLAG_REMOVED);
1681 if(op->nrof) { 1803 if (op->nrof)
1804 {
1682 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1805 for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1683 if ( CAN_MERGE(tmp,op) ) { 1806 if (CAN_MERGE (tmp, op))
1807 {
1684 /* return the original object and remove inserted object 1808 /* return the original object and remove inserted object
1685 (client needs the original object) */ 1809 (client needs the original object) */
1686 tmp->nrof += op->nrof; 1810 tmp->nrof += op->nrof;
1687 /* Weight handling gets pretty funky. Since we are adding to 1811 /* Weight handling gets pretty funky. Since we are adding to
1688 * tmp->nrof, we need to increase the weight. 1812 * tmp->nrof, we need to increase the weight.
1689 */ 1813 */
1690 add_weight (where, op->weight*op->nrof); 1814 add_weight (where, op->weight * op->nrof);
1691 SET_FLAG(op, FLAG_REMOVED); 1815 SET_FLAG (op, FLAG_REMOVED);
1692 free_object(op); /* free the inserted object */ 1816 free_object (op); /* free the inserted object */
1693 op = tmp; 1817 op = tmp;
1694 remove_ob (op); /* and fix old object's links */ 1818 remove_ob (op); /* and fix old object's links */
1695 CLEAR_FLAG(op, FLAG_REMOVED); 1819 CLEAR_FLAG (op, FLAG_REMOVED);
1696 break; 1820 break;
1697 } 1821 }
1698 1822
1699 /* I assume combined objects have no inventory 1823 /* I assume combined objects have no inventory
1700 * We add the weight - this object could have just been removed 1824 * We add the weight - this object could have just been removed
1701 * (if it was possible to merge). calling remove_ob will subtract 1825 * (if it was possible to merge). calling remove_ob will subtract
1702 * the weight, so we need to add it in again, since we actually do 1826 * the weight, so we need to add it in again, since we actually do
1703 * the linking below 1827 * the linking below
1704 */ 1828 */
1705 add_weight (where, op->weight*op->nrof); 1829 add_weight (where, op->weight * op->nrof);
1830 }
1706 } else 1831 else
1707 add_weight (where, (op->weight+op->carrying)); 1832 add_weight (where, (op->weight + op->carrying));
1708 1833
1709 otmp=is_player_inv(where); 1834 otmp = is_player_inv (where);
1710 if (otmp&&otmp->contr!=NULL) { 1835 if (otmp && otmp->contr != NULL)
1836 {
1711 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1837 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1712 fix_player(otmp); 1838 fix_player (otmp);
1713 } 1839 }
1714 1840
1715 op->map=NULL; 1841 op->map = NULL;
1716 op->env=where; 1842 op->env = where;
1717 op->above=NULL; 1843 op->above = NULL;
1718 op->below=NULL; 1844 op->below = NULL;
1719 op->x=0,op->y=0; 1845 op->x = 0, op->y = 0;
1720 1846
1721 /* reset the light list and los of the players on the map */ 1847 /* reset the light list and los of the players on the map */
1722 if((op->glow_radius!=0)&&where->map) 1848 if ((op->glow_radius != 0) && where->map)
1723 { 1849 {
1724#ifdef DEBUG_LIGHTS 1850#ifdef DEBUG_LIGHTS
1725 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1851 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1726 op->name);
1727#endif /* DEBUG_LIGHTS */ 1852#endif /* DEBUG_LIGHTS */
1853 if (MAP_DARKNESS (where->map))
1728 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1854 update_all_los (where->map, where->x, where->y);
1729 } 1855 }
1730 1856
1731 /* Client has no idea of ordering so lets not bother ordering it here. 1857 /* Client has no idea of ordering so lets not bother ordering it here.
1732 * It sure simplifies this function... 1858 * It sure simplifies this function...
1733 */ 1859 */
1734 if (where->inv==NULL) 1860 if (where->inv == NULL)
1735 where->inv=op; 1861 where->inv = op;
1736 else { 1862 else
1863 {
1737 op->below = where->inv; 1864 op->below = where->inv;
1738 op->below->above = op; 1865 op->below->above = op;
1739 where->inv = op; 1866 where->inv = op;
1740 } 1867 }
1741 return op; 1868 return op;
1742} 1869}
1743 1870
1744/* 1871/*
1745 * Checks if any objects has a move_type that matches objects 1872 * Checks if any objects has a move_type that matches objects
1760 * MSW 2001-07-08: Check all objects on space, not just those below 1887 * MSW 2001-07-08: Check all objects on space, not just those below
1761 * object being inserted. insert_ob_in_map may not put new objects 1888 * object being inserted. insert_ob_in_map may not put new objects
1762 * on top. 1889 * on top.
1763 */ 1890 */
1764 1891
1892int
1765int check_move_on (object *op, object *originator) 1893check_move_on (object *op, object *originator)
1766{ 1894{
1767 object *tmp; 1895 object *tmp;
1768 tag_t tag;
1769 mapstruct *m=op->map; 1896 maptile *m = op->map;
1770 int x=op->x, y=op->y; 1897 int x = op->x, y = op->y;
1898
1771 MoveType move_on, move_slow, move_block; 1899 MoveType move_on, move_slow, move_block;
1772 1900
1773 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1901 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1774 return 0; 1902 return 0;
1775 1903
1776 tag = op->count;
1777
1778 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1904 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1779 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1905 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1780 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1906 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1781 1907
1782 /* if nothing on this space will slow op down or be applied, 1908 /* if nothing on this space will slow op down or be applied,
1783 * no need to do checking below. have to make sure move_type 1909 * no need to do checking below. have to make sure move_type
1784 * is set, as lots of objects don't have it set - we treat that 1910 * is set, as lots of objects don't have it set - we treat that
1785 * as walking. 1911 * as walking.
1786 */ 1912 */
1787 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1913 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1788 return 0; 1914 return 0;
1789 1915
1790 /* This is basically inverse logic of that below - basically, 1916 /* This is basically inverse logic of that below - basically,
1791 * if the object can avoid the move on or slow move, they do so, 1917 * if the object can avoid the move on or slow move, they do so,
1792 * but can't do it if the alternate movement they are using is 1918 * but can't do it if the alternate movement they are using is
1793 * blocked. Logic on this seems confusing, but does seem correct. 1919 * blocked. Logic on this seems confusing, but does seem correct.
1794 */ 1920 */
1795 if ((op->move_type & ~move_on & ~move_block) != 0 && 1921 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1796 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1922 return 0;
1797 1923
1798 /* The objects have to be checked from top to bottom. 1924 /* The objects have to be checked from top to bottom.
1799 * Hence, we first go to the top: 1925 * Hence, we first go to the top:
1800 */ 1926 */
1801 1927
1802 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1928 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1803 tmp->above!=NULL; tmp=tmp->above) { 1929 {
1804 /* Trim the search when we find the first other spell effect 1930 /* Trim the search when we find the first other spell effect
1805 * this helps performance so that if a space has 50 spell objects, 1931 * this helps performance so that if a space has 50 spell objects,
1806 * we don't need to check all of them. 1932 * we don't need to check all of them.
1807 */ 1933 */
1808 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1934 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1935 break;
1936 }
1937
1938 for (; tmp; tmp = tmp->below)
1809 } 1939 {
1810 for(;tmp!=NULL; tmp=tmp->below) { 1940 if (tmp == op)
1811 if (tmp == op) continue; /* Can't apply yourself */ 1941 continue; /* Can't apply yourself */
1812 1942
1813 /* Check to see if one of the movement types should be slowed down. 1943 /* Check to see if one of the movement types should be slowed down.
1814 * Second check makes sure that the movement types not being slowed 1944 * Second check makes sure that the movement types not being slowed
1815 * (~slow_move) is not blocked on this space - just because the 1945 * (~slow_move) is not blocked on this space - just because the
1816 * space doesn't slow down swimming (for example), if you can't actually 1946 * space doesn't slow down swimming (for example), if you can't actually
1817 * swim on that space, can't use it to avoid the penalty. 1947 * swim on that space, can't use it to avoid the penalty.
1818 */ 1948 */
1819 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1949 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1950 {
1820 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1951 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1821 ((op->move_type & tmp->move_slow) &&
1822 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1952 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1953 {
1823 1954
1824 float diff; 1955 float
1825
1826 diff = tmp->move_slow_penalty*FABS(op->speed); 1956 diff = tmp->move_slow_penalty * FABS (op->speed);
1957
1827 if (op->type == PLAYER) { 1958 if (op->type == PLAYER)
1828 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1959 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1829 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1960 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1830 diff /= 4.0; 1961 diff /= 4.0;
1831 } 1962
1832 }
1833 op->speed_left -= diff; 1963 op->speed_left -= diff;
1834 } 1964 }
1835 } 1965 }
1836 1966
1837 /* Basically same logic as above, except now for actual apply. */ 1967 /* Basically same logic as above, except now for actual apply. */
1838 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1968 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1839 ((op->move_type & tmp->move_on) &&
1840 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1969 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1841 1970 {
1842 move_apply(tmp, op, originator); 1971 move_apply (tmp, op, originator);
1972
1843 if (was_destroyed (op, tag)) 1973 if (op->destroyed ())
1844 return 1; 1974 return 1;
1845 1975
1846 /* what the person/creature stepped onto has moved the object 1976 /* what the person/creature stepped onto has moved the object
1847 * someplace new. Don't process any further - if we did, 1977 * someplace new. Don't process any further - if we did,
1848 * have a feeling strange problems would result. 1978 * have a feeling strange problems would result.
1849 */ 1979 */
1850 if (op->map != m || op->x != x || op->y != y) return 0; 1980 if (op->map != m || op->x != x || op->y != y)
1981 return 0;
1851 } 1982 }
1852 } 1983 }
1984
1853 return 0; 1985 return 0;
1854} 1986}
1855 1987
1856/* 1988/*
1857 * present_arch(arch, map, x, y) searches for any objects with 1989 * present_arch(arch, map, x, y) searches for any objects with
1858 * a matching archetype at the given map and coordinates. 1990 * a matching archetype at the given map and coordinates.
1859 * The first matching object is returned, or NULL if none. 1991 * The first matching object is returned, or NULL if none.
1860 */ 1992 */
1861 1993
1994object *
1862object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1995present_arch (const archetype *at, maptile *m, int x, int y)
1996{
1863 object *tmp; 1997 object *
1998 tmp;
1999
1864 if(m==NULL || out_of_map(m,x,y)) { 2000 if (m == NULL || out_of_map (m, x, y))
2001 {
1865 LOG(llevError,"Present_arch called outside map.\n"); 2002 LOG (llevError, "Present_arch called outside map.\n");
1866 return NULL; 2003 return NULL;
1867 } 2004 }
1868 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 2005 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1869 if(tmp->arch == at) 2006 if (tmp->arch == at)
1870 return tmp; 2007 return tmp;
1871 return NULL; 2008 return NULL;
1872} 2009}
1873 2010
1874/* 2011/*
1875 * present(type, map, x, y) searches for any objects with 2012 * present(type, map, x, y) searches for any objects with
1876 * a matching type variable at the given map and coordinates. 2013 * a matching type variable at the given map and coordinates.
1877 * The first matching object is returned, or NULL if none. 2014 * The first matching object is returned, or NULL if none.
1878 */ 2015 */
1879 2016
2017object *
1880object *present(unsigned char type,mapstruct *m, int x,int y) { 2018present (unsigned char type, maptile *m, int x, int y)
2019{
1881 object *tmp; 2020 object *
2021 tmp;
2022
1882 if(out_of_map(m,x,y)) { 2023 if (out_of_map (m, x, y))
2024 {
1883 LOG(llevError,"Present called outside map.\n"); 2025 LOG (llevError, "Present called outside map.\n");
1884 return NULL; 2026 return NULL;
1885 } 2027 }
1886 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 2028 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1887 if(tmp->type==type) 2029 if (tmp->type == type)
1888 return tmp; 2030 return tmp;
1889 return NULL; 2031 return NULL;
1890} 2032}
1891 2033
1892/* 2034/*
1893 * present_in_ob(type, object) searches for any objects with 2035 * present_in_ob(type, object) searches for any objects with
1894 * a matching type variable in the inventory of the given object. 2036 * a matching type variable in the inventory of the given object.
1895 * The first matching object is returned, or NULL if none. 2037 * The first matching object is returned, or NULL if none.
1896 */ 2038 */
1897 2039
2040object *
1898object *present_in_ob(unsigned char type, const object *op) { 2041present_in_ob (unsigned char type, const object *op)
2042{
1899 object *tmp; 2043 object *
2044 tmp;
2045
1900 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2046 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1901 if(tmp->type==type) 2047 if (tmp->type == type)
1902 return tmp; 2048 return tmp;
1903 return NULL; 2049 return NULL;
1904} 2050}
1905 2051
1906/* 2052/*
1916 * the object name, not the archetype name. this is so that the 2062 * the object name, not the archetype name. this is so that the
1917 * spell code can use one object type (force), but change it's name 2063 * spell code can use one object type (force), but change it's name
1918 * to be unique. 2064 * to be unique.
1919 */ 2065 */
1920 2066
2067object *
1921object *present_in_ob_by_name(int type, const char *str, const object *op) { 2068present_in_ob_by_name (int type, const char *str, const object *op)
2069{
1922 object *tmp; 2070 object *
2071 tmp;
1923 2072
1924 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2073 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2074 {
1925 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2075 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1926 return tmp; 2076 return tmp;
1927 } 2077 }
1928 return NULL; 2078 return NULL;
1929} 2079}
1930 2080
1931/* 2081/*
1932 * present_arch_in_ob(archetype, object) searches for any objects with 2082 * present_arch_in_ob(archetype, object) searches for any objects with
1933 * a matching archetype in the inventory of the given object. 2083 * a matching archetype in the inventory of the given object.
1934 * The first matching object is returned, or NULL if none. 2084 * The first matching object is returned, or NULL if none.
1935 */ 2085 */
1936 2086
2087object *
1937object *present_arch_in_ob(const archetype *at, const object *op) { 2088present_arch_in_ob (const archetype *at, const object *op)
2089{
1938 object *tmp; 2090 object *
2091 tmp;
2092
1939 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2093 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1940 if( tmp->arch == at) 2094 if (tmp->arch == at)
1941 return tmp; 2095 return tmp;
1942 return NULL; 2096 return NULL;
1943} 2097}
1944 2098
1945/* 2099/*
1946 * activate recursively a flag on an object inventory 2100 * activate recursively a flag on an object inventory
1947 */ 2101 */
2102void
1948void flag_inv(object*op, int flag){ 2103flag_inv (object *op, int flag)
2104{
1949 object *tmp; 2105 object *
2106 tmp;
2107
1950 if(op->inv) 2108 if (op->inv)
1951 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2109 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2110 {
1952 SET_FLAG(tmp, flag); 2111 SET_FLAG (tmp, flag);
1953 flag_inv(tmp,flag); 2112 flag_inv (tmp, flag);
1954 } 2113 }
1955}/* 2114} /*
1956 * desactivate recursively a flag on an object inventory 2115 * desactivate recursively a flag on an object inventory
1957 */ 2116 */
2117void
1958void unflag_inv(object*op, int flag){ 2118unflag_inv (object *op, int flag)
2119{
1959 object *tmp; 2120 object *
2121 tmp;
2122
1960 if(op->inv) 2123 if (op->inv)
1961 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2124 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2125 {
1962 CLEAR_FLAG(tmp, flag); 2126 CLEAR_FLAG (tmp, flag);
1963 unflag_inv(tmp,flag); 2127 unflag_inv (tmp, flag);
1964 } 2128 }
1965} 2129}
1966 2130
1967/* 2131/*
1968 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2132 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1969 * all it's inventory (recursively). 2133 * all it's inventory (recursively).
1970 * If checksums are used, a player will get set_cheat called for 2134 * If checksums are used, a player will get set_cheat called for
1971 * him/her-self and all object carried by a call to this function. 2135 * him/her-self and all object carried by a call to this function.
1972 */ 2136 */
1973 2137
2138void
1974void set_cheat(object *op) { 2139set_cheat (object *op)
2140{
1975 SET_FLAG(op, FLAG_WAS_WIZ); 2141 SET_FLAG (op, FLAG_WAS_WIZ);
1976 flag_inv(op, FLAG_WAS_WIZ); 2142 flag_inv (op, FLAG_WAS_WIZ);
1977} 2143}
1978 2144
1979/* 2145/*
1980 * find_free_spot(object, map, x, y, start, stop) will search for 2146 * find_free_spot(object, map, x, y, start, stop) will search for
1981 * a spot at the given map and coordinates which will be able to contain 2147 * a spot at the given map and coordinates which will be able to contain
1996 * to know if the space in question will block the object. We can't use 2162 * to know if the space in question will block the object. We can't use
1997 * the archetype because that isn't correct if the monster has been 2163 * the archetype because that isn't correct if the monster has been
1998 * customized, changed states, etc. 2164 * customized, changed states, etc.
1999 */ 2165 */
2000 2166
2167int
2001int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2168find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2169{
2170 int
2171 i,
2002 int i,index=0, flag; 2172 index = 0, flag;
2173 static int
2003 static int altern[SIZEOFFREE]; 2174 altern[SIZEOFFREE];
2004 2175
2005 for(i=start;i<stop;i++) { 2176 for (i = start; i < stop; i++)
2177 {
2006 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2178 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2007 if(!flag) 2179 if (!flag)
2008 altern[index++]=i; 2180 altern[index++] = i;
2009 2181
2010 /* Basically, if we find a wall on a space, we cut down the search size. 2182 /* Basically, if we find a wall on a space, we cut down the search size.
2011 * In this way, we won't return spaces that are on another side of a wall. 2183 * In this way, we won't return spaces that are on another side of a wall.
2012 * This mostly work, but it cuts down the search size in all directions - 2184 * This mostly work, but it cuts down the search size in all directions -
2013 * if the space being examined only has a wall to the north and empty 2185 * if the space being examined only has a wall to the north and empty
2014 * spaces in all the other directions, this will reduce the search space 2186 * spaces in all the other directions, this will reduce the search space
2015 * to only the spaces immediately surrounding the target area, and 2187 * to only the spaces immediately surrounding the target area, and
2016 * won't look 2 spaces south of the target space. 2188 * won't look 2 spaces south of the target space.
2017 */ 2189 */
2018 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2190 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2019 stop=maxfree[i]; 2191 stop = maxfree[i];
2020 } 2192 }
2021 if(!index) return -1; 2193 if (!index)
2194 return -1;
2022 return altern[RANDOM()%index]; 2195 return altern[RANDOM () % index];
2023} 2196}
2024 2197
2025/* 2198/*
2026 * find_first_free_spot(archetype, mapstruct, x, y) works like 2199 * find_first_free_spot(archetype, maptile, x, y) works like
2027 * find_free_spot(), but it will search max number of squares. 2200 * find_free_spot(), but it will search max number of squares.
2028 * But it will return the first available spot, not a random choice. 2201 * But it will return the first available spot, not a random choice.
2029 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2202 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2030 */ 2203 */
2031 2204
2205int
2032int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2206find_first_free_spot (const object *ob, maptile *m, int x, int y)
2207{
2208 int
2033 int i; 2209 i;
2210
2034 for(i=0;i<SIZEOFFREE;i++) { 2211 for (i = 0; i < SIZEOFFREE; i++)
2212 {
2035 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2213 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2036 return i; 2214 return i;
2037 } 2215 }
2038 return -1; 2216 return -1;
2039} 2217}
2040 2218
2041/* 2219/*
2042 * The function permute(arr, begin, end) randomly reorders the array 2220 * The function permute(arr, begin, end) randomly reorders the array
2043 * arr[begin..end-1]. 2221 * arr[begin..end-1].
2044 */ 2222 */
2223static void
2045static void permute(int *arr, int begin, int end) 2224permute (int *arr, int begin, int end)
2046{ 2225{
2047 int i, j, tmp, len; 2226 int
2227 i,
2228 j,
2229 tmp,
2230 len;
2048 2231
2049 len = end-begin; 2232 len = end - begin;
2050 for(i = begin; i < end; i++) 2233 for (i = begin; i < end; i++)
2051 { 2234 {
2052 j = begin+RANDOM()%len; 2235 j = begin + RANDOM () % len;
2053 2236
2054 tmp = arr[i]; 2237 tmp = arr[i];
2055 arr[i] = arr[j]; 2238 arr[i] = arr[j];
2056 arr[j] = tmp; 2239 arr[j] = tmp;
2057 } 2240 }
2058} 2241}
2059 2242
2060/* new function to make monster searching more efficient, and effective! 2243/* new function to make monster searching more efficient, and effective!
2061 * This basically returns a randomized array (in the passed pointer) of 2244 * This basically returns a randomized array (in the passed pointer) of
2062 * the spaces to find monsters. In this way, it won't always look for 2245 * the spaces to find monsters. In this way, it won't always look for
2063 * monsters to the north first. However, the size of the array passed 2246 * monsters to the north first. However, the size of the array passed
2064 * covers all the spaces, so within that size, all the spaces within 2247 * covers all the spaces, so within that size, all the spaces within
2065 * the 3x3 area will be searched, just not in a predictable order. 2248 * the 3x3 area will be searched, just not in a predictable order.
2066 */ 2249 */
2250void
2067void get_search_arr(int *search_arr) 2251get_search_arr (int *search_arr)
2068{ 2252{
2253 int
2069 int i; 2254 i;
2070 2255
2071 for(i = 0; i < SIZEOFFREE; i++) 2256 for (i = 0; i < SIZEOFFREE; i++)
2072 { 2257 {
2073 search_arr[i] = i; 2258 search_arr[i] = i;
2074 } 2259 }
2075 2260
2076 permute(search_arr, 1, SIZEOFFREE1+1); 2261 permute (search_arr, 1, SIZEOFFREE1 + 1);
2077 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2262 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2078 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2263 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2079} 2264}
2080 2265
2081/* 2266/*
2082 * find_dir(map, x, y, exclude) will search some close squares in the 2267 * find_dir(map, x, y, exclude) will search some close squares in the
2083 * given map at the given coordinates for live objects. 2268 * given map at the given coordinates for live objects.
2089 * is actually want is going to try and move there. We need this info 2274 * is actually want is going to try and move there. We need this info
2090 * because we have to know what movement the thing looking to move 2275 * because we have to know what movement the thing looking to move
2091 * there is capable of. 2276 * there is capable of.
2092 */ 2277 */
2093 2278
2279int
2094int find_dir(mapstruct *m, int x, int y, object *exclude) { 2280find_dir (maptile *m, int x, int y, object *exclude)
2281{
2282 int
2283 i,
2095 int i,max=SIZEOFFREE, mflags; 2284 max = SIZEOFFREE, mflags;
2285
2096 sint16 nx, ny; 2286 sint16 nx, ny;
2097 object *tmp; 2287 object *
2098 mapstruct *mp; 2288 tmp;
2289 maptile *
2290 mp;
2291
2099 MoveType blocked, move_type; 2292 MoveType blocked, move_type;
2100 2293
2101 if (exclude && exclude->head) { 2294 if (exclude && exclude->head)
2295 {
2102 exclude = exclude->head; 2296 exclude = exclude->head;
2103 move_type = exclude->move_type; 2297 move_type = exclude->move_type;
2104 } else { 2298 }
2299 else
2300 {
2105 /* If we don't have anything, presume it can use all movement types. */ 2301 /* If we don't have anything, presume it can use all movement types. */
2106 move_type=MOVE_ALL; 2302 move_type = MOVE_ALL;
2303 }
2304
2305 for (i = 1; i < max; i++)
2107 } 2306 {
2108
2109 for(i=1;i<max;i++) {
2110 mp = m; 2307 mp = m;
2111 nx = x + freearr_x[i]; 2308 nx = x + freearr_x[i];
2112 ny = y + freearr_y[i]; 2309 ny = y + freearr_y[i];
2113 2310
2114 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2311 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2115 if (mflags & P_OUT_OF_MAP) { 2312 if (mflags & P_OUT_OF_MAP)
2313 {
2116 max = maxfree[i]; 2314 max = maxfree[i];
2315 }
2117 } else { 2316 else
2317 {
2118 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2318 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2119 2319
2120 if ((move_type & blocked) == move_type) { 2320 if ((move_type & blocked) == move_type)
2321 {
2121 max=maxfree[i]; 2322 max = maxfree[i];
2323 }
2122 } else if (mflags & P_IS_ALIVE) { 2324 else if (mflags & P_IS_ALIVE)
2325 {
2123 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2326 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2124 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2327 {
2125 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2328 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2329 {
2126 break; 2330 break;
2127 } 2331 }
2128 } 2332 }
2129 if(tmp) { 2333 if (tmp)
2334 {
2130 return freedir[i]; 2335 return freedir[i];
2131 } 2336 }
2132 } 2337 }
2133 } 2338 }
2134 } 2339 }
2135 return 0; 2340 return 0;
2136} 2341}
2137 2342
2138/* 2343/*
2139 * distance(object 1, object 2) will return the square of the 2344 * distance(object 1, object 2) will return the square of the
2140 * distance between the two given objects. 2345 * distance between the two given objects.
2141 */ 2346 */
2142 2347
2348int
2143int distance(const object *ob1, const object *ob2) { 2349distance (const object *ob1, const object *ob2)
2350{
2144 int i; 2351 int
2145 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2352 i;
2146 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2353
2354 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2147 return i; 2355 return i;
2148} 2356}
2149 2357
2150/* 2358/*
2151 * find_dir_2(delta-x,delta-y) will return a direction in which 2359 * find_dir_2(delta-x,delta-y) will return a direction in which
2152 * an object which has subtracted the x and y coordinates of another 2360 * an object which has subtracted the x and y coordinates of another
2153 * object, needs to travel toward it. 2361 * object, needs to travel toward it.
2154 */ 2362 */
2155 2363
2364int
2156int find_dir_2(int x, int y) { 2365find_dir_2 (int x, int y)
2366{
2157 int q; 2367 int
2368 q;
2158 2369
2159 if(y) 2370 if (y)
2160 q=x*100/y; 2371 q = x * 100 / y;
2161 else if (x) 2372 else if (x)
2162 q= -300*x; 2373 q = -300 * x;
2163 else 2374 else
2164 return 0; 2375 return 0;
2165 2376
2166 if(y>0) { 2377 if (y > 0)
2378 {
2167 if(q < -242) 2379 if (q < -242)
2168 return 3 ; 2380 return 3;
2169 if (q < -41) 2381 if (q < -41)
2170 return 2 ; 2382 return 2;
2171 if (q < 41) 2383 if (q < 41)
2172 return 1 ; 2384 return 1;
2173 if (q < 242) 2385 if (q < 242)
2174 return 8 ; 2386 return 8;
2175 return 7 ; 2387 return 7;
2176 } 2388 }
2177 2389
2178 if (q < -242) 2390 if (q < -242)
2179 return 7 ; 2391 return 7;
2180 if (q < -41) 2392 if (q < -41)
2181 return 6 ; 2393 return 6;
2182 if (q < 41) 2394 if (q < 41)
2183 return 5 ; 2395 return 5;
2184 if (q < 242) 2396 if (q < 242)
2185 return 4 ; 2397 return 4;
2186 2398
2187 return 3 ; 2399 return 3;
2188} 2400}
2189 2401
2190/* 2402/*
2191 * absdir(int): Returns a number between 1 and 8, which represent 2403 * absdir(int): Returns a number between 1 and 8, which represent
2192 * the "absolute" direction of a number (it actually takes care of 2404 * the "absolute" direction of a number (it actually takes care of
2193 * "overflow" in previous calculations of a direction). 2405 * "overflow" in previous calculations of a direction).
2194 */ 2406 */
2195 2407
2408int
2196int absdir(int d) { 2409absdir (int d)
2197 while(d<1) d+=8; 2410{
2198 while(d>8) d-=8; 2411 while (d < 1)
2412 d += 8;
2413 while (d > 8)
2414 d -= 8;
2199 return d; 2415 return d;
2200} 2416}
2201 2417
2202/* 2418/*
2203 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2419 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2204 * between two directions (which are expected to be absolute (see absdir()) 2420 * between two directions (which are expected to be absolute (see absdir())
2205 */ 2421 */
2206 2422
2423int
2207int dirdiff(int dir1, int dir2) { 2424dirdiff (int dir1, int dir2)
2425{
2208 int d; 2426 int
2427 d;
2428
2209 d = abs(dir1 - dir2); 2429 d = abs (dir1 - dir2);
2210 if(d>4) 2430 if (d > 4)
2211 d = 8 - d; 2431 d = 8 - d;
2212 return d; 2432 return d;
2213} 2433}
2214 2434
2215/* peterm: 2435/* peterm:
2220 * direction 4, 14, or 16 to get back to where we are. 2440 * direction 4, 14, or 16 to get back to where we are.
2221 * Moved from spell_util.c to object.c with the other related direction 2441 * Moved from spell_util.c to object.c with the other related direction
2222 * functions. 2442 * functions.
2223 */ 2443 */
2224 2444
2445int
2225int reduction_dir[SIZEOFFREE][3] = { 2446 reduction_dir[SIZEOFFREE][3] = {
2226 {0,0,0}, /* 0 */ 2447 {0, 0, 0}, /* 0 */
2227 {0,0,0}, /* 1 */ 2448 {0, 0, 0}, /* 1 */
2228 {0,0,0}, /* 2 */ 2449 {0, 0, 0}, /* 2 */
2229 {0,0,0}, /* 3 */ 2450 {0, 0, 0}, /* 3 */
2230 {0,0,0}, /* 4 */ 2451 {0, 0, 0}, /* 4 */
2231 {0,0,0}, /* 5 */ 2452 {0, 0, 0}, /* 5 */
2232 {0,0,0}, /* 6 */ 2453 {0, 0, 0}, /* 6 */
2233 {0,0,0}, /* 7 */ 2454 {0, 0, 0}, /* 7 */
2234 {0,0,0}, /* 8 */ 2455 {0, 0, 0}, /* 8 */
2235 {8,1,2}, /* 9 */ 2456 {8, 1, 2}, /* 9 */
2236 {1,2,-1}, /* 10 */ 2457 {1, 2, -1}, /* 10 */
2237 {2,10,12}, /* 11 */ 2458 {2, 10, 12}, /* 11 */
2238 {2,3,-1}, /* 12 */ 2459 {2, 3, -1}, /* 12 */
2239 {2,3,4}, /* 13 */ 2460 {2, 3, 4}, /* 13 */
2240 {3,4,-1}, /* 14 */ 2461 {3, 4, -1}, /* 14 */
2241 {4,14,16}, /* 15 */ 2462 {4, 14, 16}, /* 15 */
2242 {5,4,-1}, /* 16 */ 2463 {5, 4, -1}, /* 16 */
2243 {4,5,6}, /* 17 */ 2464 {4, 5, 6}, /* 17 */
2244 {6,5,-1}, /* 18 */ 2465 {6, 5, -1}, /* 18 */
2245 {6,20,18}, /* 19 */ 2466 {6, 20, 18}, /* 19 */
2246 {7,6,-1}, /* 20 */ 2467 {7, 6, -1}, /* 20 */
2247 {6,7,8}, /* 21 */ 2468 {6, 7, 8}, /* 21 */
2248 {7,8,-1}, /* 22 */ 2469 {7, 8, -1}, /* 22 */
2249 {8,22,24}, /* 23 */ 2470 {8, 22, 24}, /* 23 */
2250 {8,1,-1}, /* 24 */ 2471 {8, 1, -1}, /* 24 */
2251 {24,9,10}, /* 25 */ 2472 {24, 9, 10}, /* 25 */
2252 {9,10,-1}, /* 26 */ 2473 {9, 10, -1}, /* 26 */
2253 {10,11,-1}, /* 27 */ 2474 {10, 11, -1}, /* 27 */
2254 {27,11,29}, /* 28 */ 2475 {27, 11, 29}, /* 28 */
2255 {11,12,-1}, /* 29 */ 2476 {11, 12, -1}, /* 29 */
2256 {12,13,-1}, /* 30 */ 2477 {12, 13, -1}, /* 30 */
2257 {12,13,14}, /* 31 */ 2478 {12, 13, 14}, /* 31 */
2258 {13,14,-1}, /* 32 */ 2479 {13, 14, -1}, /* 32 */
2259 {14,15,-1}, /* 33 */ 2480 {14, 15, -1}, /* 33 */
2260 {33,15,35}, /* 34 */ 2481 {33, 15, 35}, /* 34 */
2261 {16,15,-1}, /* 35 */ 2482 {16, 15, -1}, /* 35 */
2262 {17,16,-1}, /* 36 */ 2483 {17, 16, -1}, /* 36 */
2263 {18,17,16}, /* 37 */ 2484 {18, 17, 16}, /* 37 */
2264 {18,17,-1}, /* 38 */ 2485 {18, 17, -1}, /* 38 */
2265 {18,19,-1}, /* 39 */ 2486 {18, 19, -1}, /* 39 */
2266 {41,19,39}, /* 40 */ 2487 {41, 19, 39}, /* 40 */
2267 {19,20,-1}, /* 41 */ 2488 {19, 20, -1}, /* 41 */
2268 {20,21,-1}, /* 42 */ 2489 {20, 21, -1}, /* 42 */
2269 {20,21,22}, /* 43 */ 2490 {20, 21, 22}, /* 43 */
2270 {21,22,-1}, /* 44 */ 2491 {21, 22, -1}, /* 44 */
2271 {23,22,-1}, /* 45 */ 2492 {23, 22, -1}, /* 45 */
2272 {45,47,23}, /* 46 */ 2493 {45, 47, 23}, /* 46 */
2273 {23,24,-1}, /* 47 */ 2494 {23, 24, -1}, /* 47 */
2274 {24,9,-1}}; /* 48 */ 2495 {24, 9, -1}
2496}; /* 48 */
2275 2497
2276/* Recursive routine to step back and see if we can 2498/* Recursive routine to step back and see if we can
2277 * find a path to that monster that we found. If not, 2499 * find a path to that monster that we found. If not,
2278 * we don't bother going toward it. Returns 1 if we 2500 * we don't bother going toward it. Returns 1 if we
2279 * can see a direct way to get it 2501 * can see a direct way to get it
2280 * Modified to be map tile aware -.MSW 2502 * Modified to be map tile aware -.MSW
2281 */ 2503 */
2282
2283 2504
2505
2506int
2284int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2507can_see_monsterP (maptile *m, int x, int y, int dir)
2508{
2285 sint16 dx, dy; 2509 sint16 dx, dy;
2510 int
2286 int mflags; 2511 mflags;
2287 2512
2513 if (dir < 0)
2288 if(dir<0) return 0; /* exit condition: invalid direction */ 2514 return 0; /* exit condition: invalid direction */
2289 2515
2290 dx = x + freearr_x[dir]; 2516 dx = x + freearr_x[dir];
2291 dy = y + freearr_y[dir]; 2517 dy = y + freearr_y[dir];
2292 2518
2293 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2519 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2294 2520
2295 /* This functional arguably was incorrect before - it was 2521 /* This functional arguably was incorrect before - it was
2296 * checking for P_WALL - that was basically seeing if 2522 * checking for P_WALL - that was basically seeing if
2297 * we could move to the monster - this is being more 2523 * we could move to the monster - this is being more
2298 * literal on if we can see it. To know if we can actually 2524 * literal on if we can see it. To know if we can actually
2299 * move to the monster, we'd need the monster passed in or 2525 * move to the monster, we'd need the monster passed in or
2300 * at least its move type. 2526 * at least its move type.
2301 */ 2527 */
2302 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2528 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2529 return 0;
2303 2530
2304 /* yes, can see. */ 2531 /* yes, can see. */
2305 if(dir < 9) return 1; 2532 if (dir < 9)
2533 return 1;
2306 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2534 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2307 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2535 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2308 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2309} 2536}
2310 2537
2311 2538
2312 2539
2313/* 2540/*
2314 * can_pick(picker, item): finds out if an object is possible to be 2541 * can_pick(picker, item): finds out if an object is possible to be
2315 * picked up by the picker. Returnes 1 if it can be 2542 * picked up by the picker. Returnes 1 if it can be
2316 * picked up, otherwise 0. 2543 * picked up, otherwise 0.
2317 * 2544 *
2319 * core dumps if they do. 2546 * core dumps if they do.
2320 * 2547 *
2321 * Add a check so we can't pick up invisible objects (0.93.8) 2548 * Add a check so we can't pick up invisible objects (0.93.8)
2322 */ 2549 */
2323 2550
2551int
2324int can_pick(const object *who, const object *item) { 2552can_pick (const object *who, const object *item)
2553{
2325 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2554 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2326 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2555 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2327 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2556 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2328 (who->type==PLAYER||item->weight<who->weight/3));
2329} 2557}
2330 2558
2331 2559
2332/* 2560/*
2333 * create clone from object to another 2561 * create clone from object to another
2334 */ 2562 */
2563object *
2335object *object_create_clone (object *asrc) { 2564object_create_clone (object *asrc)
2565{
2566 object *
2336 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2567 dst = NULL, *tmp, *src, *part, *prev, *item;
2337 2568
2569 if (!asrc)
2338 if(!asrc) return NULL; 2570 return NULL;
2339 src = asrc; 2571 src = asrc;
2340 if(src->head) 2572 if (src->head)
2341 src = src->head; 2573 src = src->head;
2342 2574
2343 prev = NULL; 2575 prev = NULL;
2344 for(part = src; part; part = part->more) { 2576 for (part = src; part; part = part->more)
2577 {
2345 tmp = get_object(); 2578 tmp = get_object ();
2346 copy_object(part,tmp); 2579 copy_object (part, tmp);
2347 tmp->x -= src->x; 2580 tmp->x -= src->x;
2348 tmp->y -= src->y; 2581 tmp->y -= src->y;
2349 if(!part->head) { 2582 if (!part->head)
2583 {
2350 dst = tmp; 2584 dst = tmp;
2351 tmp->head = NULL; 2585 tmp->head = NULL;
2586 }
2352 } else { 2587 else
2588 {
2353 tmp->head = dst; 2589 tmp->head = dst;
2354 } 2590 }
2355 tmp->more = NULL; 2591 tmp->more = NULL;
2356 if(prev) 2592 if (prev)
2357 prev->more = tmp; 2593 prev->more = tmp;
2358 prev = tmp; 2594 prev = tmp;
2359 } 2595 }
2360 /*** copy inventory ***/ 2596
2361 for(item = src->inv; item; item = item->below) { 2597 for (item = src->inv; item; item = item->below)
2362 (void) insert_ob_in_ob(object_create_clone(item),dst); 2598 insert_ob_in_ob (object_create_clone (item), dst);
2363 }
2364 2599
2365 return dst; 2600 return dst;
2366}
2367
2368/* return true if the object was destroyed, 0 otherwise */
2369int was_destroyed (const object *op, tag_t old_tag)
2370{
2371 /* checking for FLAG_FREED isn't necessary, but makes this function more
2372 * robust */
2373 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2374} 2601}
2375 2602
2376/* GROS - Creates an object using a string representing its content. */ 2603/* GROS - Creates an object using a string representing its content. */
2377/* Basically, we save the content of the string to a temp file, then call */ 2604/* Basically, we save the content of the string to a temp file, then call */
2378/* load_object on it. I admit it is a highly inefficient way to make things, */ 2605/* load_object on it. I admit it is a highly inefficient way to make things, */
2379/* but it was simple to make and allows reusing the load_object function. */ 2606/* but it was simple to make and allows reusing the load_object function. */
2380/* Remember not to use load_object_str in a time-critical situation. */ 2607/* Remember not to use load_object_str in a time-critical situation. */
2381/* Also remember that multiparts objects are not supported for now. */ 2608/* Also remember that multiparts objects are not supported for now. */
2382 2609
2610object *
2383object* load_object_str(const char *obstr) 2611load_object_str (const char *obstr)
2384{ 2612{
2385 object *op; 2613 object *op;
2386 char filename[MAX_BUF]; 2614 char filename[MAX_BUF];
2615
2387 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2616 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2388 2617
2389 FILE *tempfile=fopen(filename,"w"); 2618 FILE *tempfile = fopen (filename, "w");
2619
2390 if (tempfile == NULL) 2620 if (tempfile == NULL)
2391 { 2621 {
2392 LOG(llevError,"Error - Unable to access load object temp file\n"); 2622 LOG (llevError, "Error - Unable to access load object temp file\n");
2393 return NULL; 2623 return NULL;
2394 }; 2624 }
2625
2395 fprintf(tempfile,obstr); 2626 fprintf (tempfile, obstr);
2396 fclose(tempfile); 2627 fclose (tempfile);
2397 2628
2398 op=get_object(); 2629 op = get_object ();
2399 2630
2400 object_thawer thawer (filename); 2631 object_thawer thawer (filename);
2401 2632
2402 if (thawer) 2633 if (thawer)
2403 load_object(thawer,op,0); 2634 load_object (thawer, op, 0);
2404 2635
2405 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2636 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2406 CLEAR_FLAG(op,FLAG_REMOVED); 2637 CLEAR_FLAG (op, FLAG_REMOVED);
2407 2638
2408 return op; 2639 return op;
2409} 2640}
2410 2641
2411/* This returns the first object in who's inventory that 2642/* This returns the first object in who's inventory that
2412 * has the same type and subtype match. 2643 * has the same type and subtype match.
2413 * returns NULL if no match. 2644 * returns NULL if no match.
2414 */ 2645 */
2646object *
2415object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2647find_obj_by_type_subtype (const object *who, int type, int subtype)
2416{ 2648{
2417 object *tmp; 2649 object *tmp;
2418 2650
2419 for (tmp=who->inv; tmp; tmp=tmp->below) 2651 for (tmp = who->inv; tmp; tmp = tmp->below)
2420 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2652 if (tmp->type == type && tmp->subtype == subtype)
2653 return tmp;
2421 2654
2422 return NULL; 2655 return NULL;
2423} 2656}
2424 2657
2425/* If ob has a field named key, return the link from the list, 2658/* If ob has a field named key, return the link from the list,
2426 * otherwise return NULL. 2659 * otherwise return NULL.
2427 * 2660 *
2428 * key must be a passed in shared string - otherwise, this won't 2661 * key must be a passed in shared string - otherwise, this won't
2429 * do the desired thing. 2662 * do the desired thing.
2430 */ 2663 */
2664key_value *
2431key_value * get_ob_key_link(const object * ob, const char * key) { 2665get_ob_key_link (const object *ob, const char *key)
2666{
2432 key_value * link; 2667 key_value *link;
2433 2668
2434 for (link = ob->key_values; link != NULL; link = link->next) { 2669 for (link = ob->key_values; link != NULL; link = link->next)
2435 if (link->key == key) { 2670 if (link->key == key)
2436 return link; 2671 return link;
2437 } 2672
2438 }
2439
2440 return NULL; 2673 return NULL;
2441} 2674}
2442 2675
2443/* 2676/*
2444 * Returns the value of op has an extra_field for key, or NULL. 2677 * Returns the value of op has an extra_field for key, or NULL.
2445 * 2678 *
2446 * The argument doesn't need to be a shared string. 2679 * The argument doesn't need to be a shared string.
2447 * 2680 *
2448 * The returned string is shared. 2681 * The returned string is shared.
2449 */ 2682 */
2683const char *
2450const char * get_ob_key_value(const object * op, const char * const key) { 2684get_ob_key_value (const object *op, const char *const key)
2685{
2451 key_value * link; 2686 key_value *link;
2452 const char * canonical_key; 2687 shstr_cmp canonical_key (key);
2688
2689 if (!canonical_key)
2453 2690 {
2454 canonical_key = shstr::find (key);
2455
2456 if (canonical_key == NULL) {
2457 /* 1. There being a field named key on any object 2691 /* 1. There being a field named key on any object
2458 * implies there'd be a shared string to find. 2692 * implies there'd be a shared string to find.
2459 * 2. Since there isn't, no object has this field. 2693 * 2. Since there isn't, no object has this field.
2460 * 3. Therefore, *this* object doesn't have this field. 2694 * 3. Therefore, *this* object doesn't have this field.
2461 */ 2695 */
2462 return NULL; 2696 return 0;
2463 } 2697 }
2464 2698
2465 /* This is copied from get_ob_key_link() above - 2699 /* This is copied from get_ob_key_link() above -
2466 * only 4 lines, and saves the function call overhead. 2700 * only 4 lines, and saves the function call overhead.
2467 */ 2701 */
2468 for (link = op->key_values; link != NULL; link = link->next) { 2702 for (link = op->key_values; link; link = link->next)
2469 if (link->key == canonical_key) { 2703 if (link->key == canonical_key)
2470 return link->value; 2704 return link->value;
2471 } 2705
2472 } 2706 return 0;
2473 return NULL;
2474} 2707}
2475 2708
2476 2709
2477/* 2710/*
2478 * Updates the canonical_key in op to value. 2711 * Updates the canonical_key in op to value.
2482 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2715 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2483 * keys. 2716 * keys.
2484 * 2717 *
2485 * Returns TRUE on success. 2718 * Returns TRUE on success.
2486 */ 2719 */
2720int
2487int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2721set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2722{
2723 key_value *
2488 key_value * field = NULL, *last=NULL; 2724 field = NULL, *last = NULL;
2489 2725
2490 for (field=op->key_values; field != NULL; field=field->next) { 2726 for (field = op->key_values; field != NULL; field = field->next)
2727 {
2491 if (field->key != canonical_key) { 2728 if (field->key != canonical_key)
2729 {
2492 last = field; 2730 last = field;
2493 continue; 2731 continue;
2494 } 2732 }
2495 2733
2496 if (value) 2734 if (value)
2497 field->value = value; 2735 field->value = value;
2498 else { 2736 else
2737 {
2499 /* Basically, if the archetype has this key set, 2738 /* Basically, if the archetype has this key set,
2500 * we need to store the null value so when we save 2739 * we need to store the null value so when we save
2501 * it, we save the empty value so that when we load, 2740 * it, we save the empty value so that when we load,
2502 * we get this value back again. 2741 * we get this value back again.
2503 */ 2742 */
2504 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2743 if (get_ob_key_link (&op->arch->clone, canonical_key))
2505 field->value = 0; 2744 field->value = 0;
2745 else
2746 {
2747 if (last)
2748 last->next = field->next;
2506 else 2749 else
2507 {
2508 if (last) last->next = field->next;
2509 else op->key_values = field->next; 2750 op->key_values = field->next;
2510 2751
2511 delete field; 2752 delete field;
2512 } 2753 }
2513 } 2754 }
2514 return TRUE; 2755 return TRUE;
2515 } 2756 }
2516 /* IF we get here, key doesn't exist */ 2757 /* IF we get here, key doesn't exist */
2517 2758
2518 /* No field, we'll have to add it. */ 2759 /* No field, we'll have to add it. */
2760
2761 if (!add_key)
2519 2762 {
2520 if (!add_key) {
2521 return FALSE; 2763 return FALSE;
2522 } 2764 }
2523 /* There isn't any good reason to store a null 2765 /* There isn't any good reason to store a null
2524 * value in the key/value list. If the archetype has 2766 * value in the key/value list. If the archetype has
2525 * this key, then we should also have it, so shouldn't 2767 * this key, then we should also have it, so shouldn't
2526 * be here. If user wants to store empty strings, 2768 * be here. If user wants to store empty strings,
2527 * should pass in "" 2769 * should pass in ""
2528 */ 2770 */
2529 if (value == NULL) return TRUE; 2771 if (value == NULL)
2530
2531 field = new key_value;
2532
2533 field->key = canonical_key;
2534 field->value = value;
2535 /* Usual prepend-addition. */
2536 field->next = op->key_values;
2537 op->key_values = field;
2538
2539 return TRUE; 2772 return TRUE;
2773
2774 field = new key_value;
2775
2776 field->key = canonical_key;
2777 field->value = value;
2778 /* Usual prepend-addition. */
2779 field->next = op->key_values;
2780 op->key_values = field;
2781
2782 return TRUE;
2540} 2783}
2541 2784
2542/* 2785/*
2543 * Updates the key in op to value. 2786 * Updates the key in op to value.
2544 * 2787 *
2546 * and not add new ones. 2789 * and not add new ones.
2547 * In general, should be little reason FALSE is ever passed in for add_key 2790 * In general, should be little reason FALSE is ever passed in for add_key
2548 * 2791 *
2549 * Returns TRUE on success. 2792 * Returns TRUE on success.
2550 */ 2793 */
2794int
2551int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2795set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2552{ 2796{
2553 shstr key_ (key); 2797 shstr key_ (key);
2798
2554 return set_ob_key_value_s (op, key_, value, add_key); 2799 return set_ob_key_value_s (op, key_, value, add_key);
2555} 2800}
2801
2802object::depth_iterator::depth_iterator (object *container)
2803: iterator_base (container)
2804{
2805 while (item->inv)
2806 item = item->inv;
2807}
2808
2809void
2810object::depth_iterator::next ()
2811{
2812 if (item->below)
2813 {
2814 item = item->below;
2815
2816 while (item->inv)
2817 item = item->inv;
2818 }
2819 else
2820 item = item->env;
2821}
2822
2823// return a suitable string describing an objetc in enough detail to find it
2824const char *
2825object::debug_desc (char *info) const
2826{
2827 char info2[256 * 3];
2828 char *p = info;
2829
2830 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2831 count,
2832 &name,
2833 title ? " " : "",
2834 title ? (const char *)title : "");
2835
2836 if (env)
2837 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2838
2839 if (map)
2840 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2841
2842 return info;
2843}
2844
2845const char *
2846object::debug_desc () const
2847{
2848 static char info[256 * 3];
2849 return debug_desc (info);
2850}
2851

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