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Comparing deliantra/server/common/object.C (file contents):
Revision 1.21 by root, Sat Sep 9 21:48:28 2006 UTC vs.
Revision 1.53 by root, Tue Nov 7 16:30:54 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.21 2006/09/09 21:48:28 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)
416{
377 object *op; 417 object *op;
418
378 for(op=objects;op!=NULL;op=op->next) 419 for (op = object::first; op != NULL; op = op->next)
379 if(op->count==i) 420 if (op->count == i)
380 break; 421 break;
422
381 return op; 423 return op;
382} 424}
383 425
384/* 426/*
385 * Returns the first object which has a name equal to the argument. 427 * Returns the first object which has a name equal to the argument.
386 * Used only by the patch command, but not all that useful. 428 * Used only by the patch command, but not all that useful.
387 * Enables features like "patch <name-of-other-player> food 999" 429 * Enables features like "patch <name-of-other-player> food 999"
388 */ 430 */
389 431
432object *
390object *find_object_name(const char *str) { 433find_object_name (const char *str)
391 const char *name = shstr::find (str); 434{
435 shstr_cmp str_ (str);
392 object *op; 436 object *op;
437
393 for(op=objects;op!=NULL;op=op->next) 438 for (op = object::first; op != NULL; op = op->next)
394 if(&op->name == name) 439 if (op->name == str_)
395 break; 440 break;
396 441
397 return op; 442 return op;
398} 443}
399 444
445void
400void free_all_object_data () 446free_all_object_data ()
401{ 447{
402 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 448 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} 449}
439 450
440/* 451/*
441 * Sets the owner and sets the skill and exp pointers to owner's current 452 * Sets the owner and sets the skill and exp pointers to owner's current
442 * skill and experience objects. 453 * skill and experience objects.
443 */ 454 */
444void set_owner (object *op, object *owner) 455void
456object::set_owner (object *owner)
445{ 457{
446 if(owner==NULL||op==NULL) 458 if (!owner)
447 return; 459 return;
448 460
449 /* next line added to allow objects which own objects */ 461 /* next line added to allow objects which own objects */
450 /* Add a check for ownercounts in here, as I got into an endless loop 462 /* 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 463 * with the fireball owning a poison cloud which then owned the
452 * fireball. I believe that was caused by one of the objects getting 464 * fireball. I believe that was caused by one of the objects getting
453 * freed and then another object replacing it. Since the ownercounts 465 * 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. 466 * didn't match, this check is valid and I believe that cause is valid.
455 */ 467 */
456 while (owner->owner && owner!=owner->owner && 468 while (owner->owner)
457 owner->ownercount==owner->owner->count) owner=owner->owner; 469 owner = owner->owner;
458 470
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; 471 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} 472}
494 473
495/* Zero the key_values on op, decrementing the shared-string 474/* Zero the key_values on op, decrementing the shared-string
496 * refcounts and freeing the links. 475 * refcounts and freeing the links.
497 */ 476 */
477static void
498static void free_key_values(object * op) 478free_key_values (object *op)
499{ 479{
500 for (key_value *i = op->key_values; i != 0; ) 480 for (key_value *i = op->key_values; i != 0;)
501 { 481 {
502 key_value *next = i->next; 482 key_value *next = i->next;
503 delete i; 483 delete i;
484
504 i = next; 485 i = next;
505 } 486 }
506 487
507 op->key_values = 0; 488 op->key_values = 0;
508} 489}
509 490
510void object::clear () 491void object::clear ()
511{ 492{
512 attachable_base::clear (); 493 attachable_base::clear ();
513 494
514 free_key_values (this); 495 free_key_values (this);
515 496
516 name = 0; 497 owner = 0;
498 name = 0;
517 name_pl = 0; 499 name_pl = 0;
518 title = 0; 500 title = 0;
519 race = 0; 501 race = 0;
520 slaying = 0; 502 slaying = 0;
521 skill = 0; 503 skill = 0;
522 msg = 0; 504 msg = 0;
523 lore = 0; 505 lore = 0;
524 custom_name = 0; 506 custom_name = 0;
525 materialname = 0; 507 materialname = 0;
508 contr = 0;
509 below = 0;
510 above = 0;
511 inv = 0;
512 container = 0;
513 env = 0;
514 more = 0;
515 head = 0;
516 map = 0;
517 active_next = 0;
518 active_prev = 0;
526 519
527 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod)); 520 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
528 521
529 SET_FLAG (this, FLAG_REMOVED); 522 SET_FLAG (this, FLAG_REMOVED);
523
524 /* What is not cleared is next, prev, and count */
525
526 expmul = 1.0;
527 face = blank_face;
528
529 if (settings.casting_time)
530 casting_time = -1;
530} 531}
531 532
532void object::clone (object *destination) 533void object::clone (object *destination)
533{ 534{
534 *(object_copy *)destination = *(object_copy *)this; 535 *(object_copy *)destination = *this;
535 *(object_pod *)destination = *(object_pod *)this; 536 *(object_pod *)destination = *this;
536 537
537 if (self || cb) 538 if (self || cb)
538 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination)); 539 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} 540}
571 541
572/* 542/*
573 * copy object first frees everything allocated by the second object, 543 * copy object first frees everything allocated by the second object,
574 * and then copies the contends of the first object into the second 544 * and then copies the contends of the first object into the second
575 * object, allocating what needs to be allocated. Basically, any 545 * object, allocating what needs to be allocated. Basically, any
576 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 546 * 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 547 * if the first object is freed, the pointers in the new object
578 * will point at garbage. 548 * will point at garbage.
579 */ 549 */
580 550void
581void copy_object (object *op2, object *op) 551copy_object (object *op2, object *op)
582{ 552{
583 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 553 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
584 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 554 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
585 555
586 op2->clone (op); 556 op2->clone (op);
587 557
558 if (is_freed)
588 if (is_freed) SET_FLAG (op, FLAG_FREED); 559 SET_FLAG (op, FLAG_FREED);
560 if (is_removed)
589 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 561 SET_FLAG (op, FLAG_REMOVED);
590 562
591 if (op2->speed < 0) 563 if (op2->speed < 0)
592 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 564 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
593 565
594 /* Copy over key_values, if any. */ 566 /* Copy over key_values, if any. */
595 if (op2->key_values != NULL) 567 if (op2->key_values)
596 { 568 {
597 key_value *tail = NULL; 569 key_value *tail = 0;
598 key_value *i; 570 key_value *i;
599 571
600 op->key_values = NULL; 572 op->key_values = 0;
601 573
602 for (i = op2->key_values; i != NULL; i = i->next) 574 for (i = op2->key_values; i; i = i->next)
603 { 575 {
604 key_value *new_link = new key_value; 576 key_value *new_link = new key_value;
605 577
606 new_link->next = NULL; 578 new_link->next = 0;
607 new_link->key = i->key; 579 new_link->key = i->key;
608 new_link->value = i->value; 580 new_link->value = i->value;
609 581
610 /* Try and be clever here, too. */ 582 /* Try and be clever here, too. */
611 if (op->key_values == NULL) 583 if (!op->key_values)
612 { 584 {
613 op->key_values = new_link; 585 op->key_values = new_link;
614 tail = new_link; 586 tail = new_link;
615 } 587 }
616 else 588 else
628 * If an object with the IS_TURNABLE() flag needs to be turned due 600 * 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 601 * 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. 602 * be called to update the face variable, _and_ how it looks on the map.
631 */ 603 */
632 604
605void
633void update_turn_face(object *op) { 606update_turn_face (object *op)
607{
634 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 608 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
635 return; 609 return;
636 SET_ANIMATION(op, op->direction); 610 SET_ANIMATION (op, op->direction);
637 update_object(op,UP_OBJ_FACE); 611 update_object (op, UP_OBJ_FACE);
638} 612}
639 613
640/* 614/*
641 * Updates the speed of an object. If the speed changes from 0 to another 615 * 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. 616 * 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. 617 * This function needs to be called whenever the speed of an object changes.
644 */ 618 */
645 619void
646void update_ob_speed(object *op) { 620update_ob_speed (object *op)
621{
647 extern int arch_init; 622 extern int arch_init;
648 623
649 /* No reason putting the archetypes objects on the speed list, 624 /* No reason putting the archetypes objects on the speed list,
650 * since they never really need to be updated. 625 * since they never really need to be updated.
651 */ 626 */
652 627
653 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 628 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
629 {
654 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 630 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
655#ifdef MANY_CORES 631#ifdef MANY_CORES
656 abort(); 632 abort ();
657#else 633#else
658 op->speed = 0; 634 op->speed = 0;
659#endif 635#endif
660 } 636 }
637
661 if (arch_init) { 638 if (arch_init)
639 return;
640
641 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
642 {
643 /* If already on active list, don't do anything */
644 if (op->active_next || op->active_prev || op == active_objects)
662 return; 645 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;
668 646
669 /* process_events() expects us to insert the object at the beginning 647 /* process_events() expects us to insert the object at the beginning
670 * of the list. */ 648 * of the list. */
671 op->active_next = active_objects; 649 op->active_next = active_objects;
650
672 if (op->active_next!=NULL) 651 if (op->active_next != NULL)
673 op->active_next->active_prev = op; 652 op->active_next->active_prev = op;
653
674 active_objects = op; 654 active_objects = op;
655 }
656 else
675 } 657 {
676 else {
677 /* If not on the active list, nothing needs to be done */ 658 /* If not on the active list, nothing needs to be done */
678 if (!op->active_next && !op->active_prev && op!=active_objects) 659 if (!op->active_next && !op->active_prev && op != active_objects)
679 return; 660 return;
680 661
681 if (op->active_prev==NULL) { 662 if (op->active_prev == NULL)
663 {
682 active_objects = op->active_next; 664 active_objects = op->active_next;
665
683 if (op->active_next!=NULL) 666 if (op->active_next != NULL)
684 op->active_next->active_prev = NULL; 667 op->active_next->active_prev = NULL;
668 }
669 else
685 } 670 {
686 else {
687 op->active_prev->active_next = op->active_next; 671 op->active_prev->active_next = op->active_next;
672
688 if (op->active_next) 673 if (op->active_next)
689 op->active_next->active_prev = op->active_prev; 674 op->active_next->active_prev = op->active_prev;
690 } 675 }
676
691 op->active_next = NULL; 677 op->active_next = NULL;
692 op->active_prev = NULL; 678 op->active_prev = NULL;
693 } 679 }
694} 680}
695 681
696/* This function removes object 'op' from the list of active 682/* This function removes object 'op' from the list of active
697 * objects. 683 * objects.
699 * reference maps where you don't want an object that isn't 685 * reference maps where you don't want an object that isn't
700 * in play chewing up cpu time getting processed. 686 * in play chewing up cpu time getting processed.
701 * The reverse of this is to call update_ob_speed, which 687 * The reverse of this is to call update_ob_speed, which
702 * will do the right thing based on the speed of the object. 688 * will do the right thing based on the speed of the object.
703 */ 689 */
690void
704void remove_from_active_list(object *op) 691remove_from_active_list (object *op)
705{ 692{
706 /* If not on the active list, nothing needs to be done */ 693 /* If not on the active list, nothing needs to be done */
707 if (!op->active_next && !op->active_prev && op!=active_objects) 694 if (!op->active_next && !op->active_prev && op != active_objects)
708 return; 695 return;
709 696
710 if (op->active_prev==NULL) { 697 if (op->active_prev == NULL)
698 {
711 active_objects = op->active_next; 699 active_objects = op->active_next;
712 if (op->active_next!=NULL) 700 if (op->active_next != NULL)
713 op->active_next->active_prev = NULL; 701 op->active_next->active_prev = NULL;
702 }
703 else
714 } 704 {
715 else {
716 op->active_prev->active_next = op->active_next; 705 op->active_prev->active_next = op->active_next;
717 if (op->active_next) 706 if (op->active_next)
718 op->active_next->active_prev = op->active_prev; 707 op->active_next->active_prev = op->active_prev;
719 } 708 }
720 op->active_next = NULL; 709 op->active_next = NULL;
721 op->active_prev = NULL; 710 op->active_prev = NULL;
722} 711}
723 712
724/* 713/*
725 * update_object() updates the array which represents the map. 714 * update_object() updates the array which represents the map.
726 * It takes into account invisible objects (and represent squares covered 715 * It takes into account invisible objects (and represent squares covered
741 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 730 * 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. 731 * as that is easier than trying to look at what may have changed.
743 * UP_OBJ_FACE: only the objects face has changed. 732 * UP_OBJ_FACE: only the objects face has changed.
744 */ 733 */
745 734
735void
746void update_object(object *op, int action) { 736update_object (object *op, int action)
737{
747 int update_now=0, flags; 738 int update_now = 0, flags;
748 MoveType move_on, move_off, move_block, move_slow; 739 MoveType move_on, move_off, move_block, move_slow;
749 740
750 if (op == NULL) { 741 if (op == NULL)
742 {
751 /* this should never happen */ 743 /* this should never happen */
752 LOG(llevDebug,"update_object() called for NULL object.\n"); 744 LOG (llevDebug, "update_object() called for NULL object.\n");
753 return; 745 return;
754 }
755 746 }
747
756 if(op->env!=NULL) { 748 if (op->env != NULL)
749 {
757 /* Animation is currently handled by client, so nothing 750 /* Animation is currently handled by client, so nothing
758 * to do in this case. 751 * to do in this case.
759 */ 752 */
760 return; 753 return;
761 } 754 }
762 755
763 /* If the map is saving, don't do anything as everything is 756 /* If the map is saving, don't do anything as everything is
764 * going to get freed anyways. 757 * going to get freed anyways.
765 */ 758 */
766 if (!op->map || op->map->in_memory == MAP_SAVING) return; 759 if (!op->map || op->map->in_memory == MAP_SAVING)
767 760 return;
761
768 /* make sure the object is within map boundaries */ 762 /* make sure the object is within map boundaries */
769 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 763 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)) { 764 {
771 LOG(llevError,"update_object() called for object out of map!\n"); 765 LOG (llevError, "update_object() called for object out of map!\n");
772#ifdef MANY_CORES 766#ifdef MANY_CORES
773 abort(); 767 abort ();
774#endif 768#endif
775 return; 769 return;
776 }
777 770 }
771
778 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 772 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
779 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 773 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); 774 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); 775 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); 776 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); 777 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
784 778
785 if (action == UP_OBJ_INSERT) { 779 if (action == UP_OBJ_INSERT)
780 {
786 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 781 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
787 update_now=1; 782 update_now = 1;
788 783
789 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 784 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
790 update_now=1; 785 update_now = 1;
791 786
792 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 787 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
793 update_now=1; 788 update_now = 1;
794 789
795 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 790 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
796 update_now=1; 791 update_now = 1;
797 792
798 if (op->type == SAFE_GROUND && !(flags & P_SAFE)) 793 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
799 update_now=1; 794 update_now = 1;
800 795
801 if ((move_on | op->move_on) != move_on) update_now=1; 796 if ((move_on | op->move_on) != move_on)
797 update_now = 1;
802 798
803 if ((move_off | op->move_off) != move_off) update_now=1; 799 if ((move_off | op->move_off) != move_off)
800 update_now = 1;
804 801
805 /* This isn't perfect, but I don't expect a lot of objects to 802 /* This isn't perfect, but I don't expect a lot of objects to
806 * to have move_allow right now. 803 * to have move_allow right now.
807 */ 804 */
808 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 805 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
809 update_now=1; 806 update_now = 1;
810 807
811 if ((move_slow | op->move_slow) != move_slow) 808 if ((move_slow | op->move_slow) != move_slow)
812 update_now=1; 809 update_now = 1;
813 } 810 }
814 /* if the object is being removed, we can't make intelligent 811 /* if the object is being removed, we can't make intelligent
815 * decisions, because remove_ob can't really pass the object 812 * decisions, because remove_ob can't really pass the object
816 * that is being removed. 813 * that is being removed.
817 */ 814 */
818 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 815 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
819 update_now=1; 816 update_now = 1;
820 } else if (action == UP_OBJ_FACE) { 817 else if (action == UP_OBJ_FACE)
821 /* Nothing to do for that case */ 818 /* Nothing to do for that case */ ;
822 }
823 else { 819 else
824 LOG(llevError,"update_object called with invalid action: %d\n", action); 820 LOG (llevError, "update_object called with invalid action: %d\n", action);
825 }
826 821
827 if (update_now) { 822 if (update_now)
823 {
828 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 824 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); 825 update_position (op->map, op->x, op->y);
830 } 826 }
831 827
832 if(op->more!=NULL) 828 if (op->more != NULL)
833 update_object(op->more, action); 829 update_object (op->more, action);
834} 830}
835 831
836static std::vector<object *> mortals; 832object::vector object::mortals;
833object::vector object::objects; // not yet used
834object *object::first;
837 835
838void object::free_mortals () 836void object::free_mortals ()
839{ 837{
840 for (std::vector<object *>::iterator i = mortals.begin (); i != mortals.end (); ++i) 838 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
839 if ((*i)->refcnt)
840 ++i; // further delay freeing
841 else
842 {
841 delete *i; 843 delete *i;
844 mortals.erase (i);
845 }
842 846
843 mortals.clear (); 847 static int lastmortals = 0;//D
848
849 if (mortals.size() != lastmortals && lastmortals > 100)//D
850 {
851 lastmortals = mortals.size ();//D
852 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
853 }
844} 854}
845 855
846object::object () 856object::object ()
847{ 857{
848 count = ++ob_count;
849
850 prev = 0;
851 next = objects;
852
853 if (objects)
854 objects->prev = this;
855
856 objects = this;
857
858 SET_FLAG (this, FLAG_REMOVED); 858 SET_FLAG (this, FLAG_REMOVED);
859 859
860 expmul = 1.0; 860 expmul = 1.0;
861 face = blank_face; 861 face = blank_face;
862 attacked_by_count = -1;
863} 862}
864 863
865object::~object () 864object::~object ()
866{ 865{
866 free_key_values (this);
867}
868
869void object::link ()
870{
871 count = ++ob_count;
872 uuid = gen_uuid ();
873
874 prev = 0;
875 next = object::first;
876
877 if (object::first)
878 object::first->prev = this;
879
880 object::first = this;
881}
882
883void object::unlink ()
884{
885 if (this == object::first)
886 object::first = next;
887
888 /* Remove this object from the list of used objects */
889 if (prev) prev->next = next;
890 if (next) next->prev = prev;
891
892 prev = 0;
893 next = 0;
867} 894}
868 895
869object *object::create () 896object *object::create ()
870{ 897{
871 return new object; 898 object *op = new object;
899 op->link ();
900 return op;
872} 901}
873 902
874/* 903/*
875 * free_object() frees everything allocated by an object, removes 904 * free_object() frees everything allocated by an object, removes
876 * it from the list of used objects, and puts it on the list of 905 * it from the list of used objects, and puts it on the list of
877 * free objects. The IS_FREED() flag is set in the object. 906 * free objects. The IS_FREED() flag is set in the object.
878 * The object must have been removed by remove_ob() first for 907 * The object must have been removed by remove_ob() first for
879 * this function to succeed. 908 * this function to succeed.
880 * 909 *
881 * If free_inventory is set, free inventory as well. Else drop items in 910 * If destroy_inventory is set, free inventory as well. Else drop items in
882 * inventory to the ground. 911 * inventory to the ground.
883 */ 912 */
884void 913void object::destroy (bool destroy_inventory)
885object::free (bool free_inventory)
886{ 914{
915 if (QUERY_FLAG (this, FLAG_FREED))
916 return;
917
918 if (QUERY_FLAG (this, FLAG_FRIENDLY))
919 remove_friendly_object (this);
920
887 if (!QUERY_FLAG (this, FLAG_REMOVED)) 921 if (!QUERY_FLAG (this, FLAG_REMOVED))
888 { 922 remove_ob (this);
889 LOG (llevDebug, "Free object called with non removed object\n");
890 dump_object (this);
891#ifdef MANY_CORES
892 abort ();
893#endif
894 }
895 923
896 if (QUERY_FLAG (this, FLAG_FRIENDLY))
897 {
898 LOG (llevMonster, "Warning: tried to free friendly object.\n");
899 remove_friendly_object (this);
900 }
901
902 if (QUERY_FLAG (this, FLAG_FREED)) 924 SET_FLAG (this, FLAG_FREED);
903 {
904 dump_object (this);
905 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg);
906 return;
907 }
908 925
909 if (more) 926 if (more)
910 { 927 {
911 more->free (free_inventory); 928 more->destroy (destroy_inventory);
912 more = 0; 929 more = 0;
913 } 930 }
914 931
915 if (inv) 932 if (inv)
916 { 933 {
917 /* Only if the space blocks everything do we not process - 934 /* Only if the space blocks everything do we not process -
918 * if some form of movement is allowed, let objects 935 * if some form of movement is allowed, let objects
919 * drop on that space. 936 * drop on that space.
920 */ 937 */
921 if (free_inventory || !map 938 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
922 || map->in_memory != MAP_IN_MEMORY 939 {
923 || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
924 {
925 object *op = inv; 940 object *op = inv;
926 941
927 while (op) 942 while (op)
928 { 943 {
929 object *tmp = op->below; 944 object *tmp = op->below;
930 remove_ob (op);
931 op->free (free_inventory); 945 op->destroy (destroy_inventory);
932 op = tmp; 946 op = tmp;
933 } 947 }
934 } 948 }
935 else 949 else
936 { /* Put objects in inventory onto this space */ 950 { /* Put objects in inventory onto this space */
937 object *op = inv; 951 object *op = inv;
938 952
939 while (op) 953 while (op)
940 { 954 {
941 object *tmp = op->below; 955 object *tmp = op->below;
956
942 remove_ob (op); 957 remove_ob (op);
943 958
944 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 959 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
945 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE 960 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
946 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 961 free_object (op);
947 free_object (op); 962 else
948 else 963 {
949 { 964 op->x = x;
950 op->x = x; 965 op->y = y;
951 op->y = y;
952 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */ 966 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
953 } 967 }
954 968
955 op = tmp; 969 op = tmp;
970 }
971 }
956 } 972 }
957 } 973
958 } 974 // clear those pointers that likely might have circular references to us
975 owner = 0;
976 enemy = 0;
977 attacked_by = 0;
978
979 // only relevant for players(?), but make sure of it anyways
980 contr = 0;
959 981
960 /* Remove object from the active list */ 982 /* Remove object from the active list */
961 speed = 0; 983 speed = 0;
962 update_ob_speed (this); 984 update_ob_speed (this);
963 985
964 SET_FLAG (this, FLAG_FREED); 986 unlink ();
965
966 mortalise ();
967}
968
969void
970object::mortalise ()
971{
972 count = 0;
973
974 /* Remove this object from the list of used objects */
975 if (prev) prev->next = next;
976 if (next) next->prev = prev;
977 if (this == objects) objects = next;
978
979 free_key_values (this);
980 987
981 mortals.push_back (this); 988 mortals.push_back (this);
982} 989}
983 990
984/* 991/*
985 * sub_weight() recursively (outwards) subtracts a number from the 992 * sub_weight() recursively (outwards) subtracts a number from the
986 * weight of an object (and what is carried by it's environment(s)). 993 * weight of an object (and what is carried by it's environment(s)).
987 */ 994 */
988 995
996void
989void sub_weight (object *op, signed long weight) { 997sub_weight (object *op, signed long weight)
998{
990 while (op != NULL) { 999 while (op != NULL)
1000 {
991 if (op->type == CONTAINER) { 1001 if (op->type == CONTAINER)
992 weight=(signed long)(weight*(100-op->stats.Str)/100); 1002 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
993 } 1003
994 op->carrying-=weight; 1004 op->carrying -= weight;
995 op = op->env; 1005 op = op->env;
996 } 1006 }
997} 1007}
998 1008
999/* remove_ob(op): 1009/* remove_ob(op):
1000 * This function removes the object op from the linked list of objects 1010 * This function removes the object op from the linked list of objects
1001 * which it is currently tied to. When this function is done, the 1011 * which it is currently tied to. When this function is done, the
1003 * environment, the x and y coordinates will be updated to 1013 * environment, the x and y coordinates will be updated to
1004 * the previous environment. 1014 * the previous environment.
1005 * Beware: This function is called from the editor as well! 1015 * Beware: This function is called from the editor as well!
1006 */ 1016 */
1007 1017
1018void
1008void remove_ob(object *op) { 1019remove_ob (object *op)
1020{
1009 object *tmp,*last=NULL; 1021 object *tmp, *last = 0;
1010 object *otmp; 1022 object *otmp;
1011 tag_t tag; 1023
1012 int check_walk_off; 1024 int check_walk_off;
1013 mapstruct *m; 1025 maptile *m;
1026
1014 sint16 x,y; 1027 sint16 x, y;
1015
1016 1028
1017 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1029 if (QUERY_FLAG (op, FLAG_REMOVED))
1018 dump_object(op); 1030 return;
1019 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1020 1031
1021 /* Changed it to always dump core in this case. As has been learned
1022 * in the past, trying to recover from errors almost always
1023 * make things worse, and this is a real error here - something
1024 * that should not happen.
1025 * Yes, if this was a mission critical app, trying to do something
1026 * to recover may make sense, but that is because failure of the app
1027 * may have other disastrous problems. Cf runs out of a script
1028 * so is easily enough restarted without any real problems.
1029 * MSW 2001-07-01
1030 */
1031 abort();
1032 }
1033 if(op->more!=NULL)
1034 remove_ob(op->more);
1035
1036 SET_FLAG(op, FLAG_REMOVED); 1032 SET_FLAG (op, FLAG_REMOVED);
1037 1033
1034 if (op->more != NULL)
1035 remove_ob (op->more);
1036
1038 /* 1037 /*
1039 * In this case, the object to be removed is in someones 1038 * In this case, the object to be removed is in someones
1040 * inventory. 1039 * inventory.
1041 */ 1040 */
1042 if(op->env!=NULL) { 1041 if (op->env != NULL)
1042 {
1043 if(op->nrof) 1043 if (op->nrof)
1044 sub_weight(op->env, op->weight*op->nrof); 1044 sub_weight (op->env, op->weight * op->nrof);
1045 else 1045 else
1046 sub_weight(op->env, op->weight+op->carrying); 1046 sub_weight (op->env, op->weight + op->carrying);
1047 1047
1048 /* NO_FIX_PLAYER is set when a great many changes are being 1048 /* NO_FIX_PLAYER is set when a great many changes are being
1049 * made to players inventory. If set, avoiding the call 1049 * made to players inventory. If set, avoiding the call
1050 * to save cpu time. 1050 * to save cpu time.
1051 */ 1051 */
1052 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1052 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1053 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1054 fix_player(otmp); 1053 fix_player (otmp);
1055 1054
1056 if(op->above!=NULL) 1055 if (op->above != NULL)
1057 op->above->below=op->below; 1056 op->above->below = op->below;
1058 else 1057 else
1059 op->env->inv=op->below; 1058 op->env->inv = op->below;
1060 1059
1061 if(op->below!=NULL) 1060 if (op->below != NULL)
1062 op->below->above=op->above; 1061 op->below->above = op->above;
1063 1062
1064 /* we set up values so that it could be inserted into 1063 /* we set up values so that it could be inserted into
1065 * the map, but we don't actually do that - it is up 1064 * the map, but we don't actually do that - it is up
1066 * to the caller to decide what we want to do. 1065 * to the caller to decide what we want to do.
1067 */ 1066 */
1068 op->x=op->env->x,op->y=op->env->y; 1067 op->x = op->env->x, op->y = op->env->y;
1069 op->map=op->env->map; 1068 op->map = op->env->map;
1070 op->above=NULL,op->below=NULL; 1069 op->above = NULL, op->below = NULL;
1071 op->env=NULL; 1070 op->env = NULL;
1071 }
1072 else if (op->map)
1073 {
1074 x = op->x;
1075 y = op->y;
1076 m = get_map_from_coord (op->map, &x, &y);
1077
1078 if (!m)
1079 {
1080 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1081 op->map->path, op->x, op->y);
1082 /* in old days, we used to set x and y to 0 and continue.
1083 * it seems if we get into this case, something is probablye
1084 * screwed up and should be fixed.
1085 */
1086 abort ();
1087 }
1088
1089 if (op->map != m)
1090 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1091 op->map->path, m->path, op->x, op->y, x, y);
1092
1093 /* Re did the following section of code - it looks like it had
1094 * lots of logic for things we no longer care about
1095 */
1096
1097 /* link the object above us */
1098 if (op->above)
1099 op->above->below = op->below;
1100 else
1101 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1102
1103 /* Relink the object below us, if there is one */
1104 if (op->below)
1105 op->below->above = op->above;
1106 else
1107 {
1108 /* Nothing below, which means we need to relink map object for this space
1109 * use translated coordinates in case some oddness with map tiling is
1110 * evident
1111 */
1112 if (GET_MAP_OB (m, x, y) != op)
1113 {
1114 char *dump = dump_object (op);
1115 LOG (llevError,
1116 "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);
1117 free (dump);
1118 dump = dump_object (GET_MAP_OB (m, x, y));
1119 LOG (llevError, "%s\n", dump);
1120 free (dump);
1121 }
1122
1123 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1124 }
1125
1126 op->above = 0;
1127 op->below = 0;
1128
1129 if (op->map->in_memory == MAP_SAVING)
1072 return; 1130 return;
1073 }
1074 1131
1075 /* If we get here, we are removing it from a map */
1076 if (op->map == NULL) return;
1077
1078 x = op->x;
1079 y = op->y;
1080 m = get_map_from_coord(op->map, &x, &y);
1081
1082 if (!m) {
1083 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1084 op->map->path, op->x, op->y);
1085 /* in old days, we used to set x and y to 0 and continue.
1086 * it seems if we get into this case, something is probablye
1087 * screwed up and should be fixed.
1088 */
1089 abort();
1090 }
1091 if (op->map != m) {
1092 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1093 op->map->path, m->path, op->x, op->y, x, y);
1094 }
1095
1096 /* Re did the following section of code - it looks like it had
1097 * lots of logic for things we no longer care about
1098 */
1099
1100 /* link the object above us */
1101 if (op->above)
1102 op->above->below=op->below;
1103 else
1104 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1105
1106 /* Relink the object below us, if there is one */
1107 if(op->below) {
1108 op->below->above=op->above;
1109 } else {
1110 /* Nothing below, which means we need to relink map object for this space
1111 * use translated coordinates in case some oddness with map tiling is
1112 * evident
1113 */
1114 if(GET_MAP_OB(m,x,y)!=op) {
1115 dump_object(op);
1116 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);
1117 dump_object(GET_MAP_OB(m,x,y));
1118 LOG(llevError,"%s\n",errmsg);
1119 }
1120 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1121 }
1122 op->above=NULL;
1123 op->below=NULL;
1124
1125 if (op->map->in_memory == MAP_SAVING)
1126 return;
1127
1128 tag = op->count;
1129 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1132 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1133
1130 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1134 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1135 {
1131 /* No point updating the players look faces if he is the object 1136 /* No point updating the players look faces if he is the object
1132 * being removed. 1137 * being removed.
1133 */ 1138 */
1134 1139
1135 if(tmp->type==PLAYER && tmp!=op) { 1140 if (tmp->type == PLAYER && tmp != op)
1141 {
1136 /* If a container that the player is currently using somehow gets 1142 /* If a container that the player is currently using somehow gets
1137 * removed (most likely destroyed), update the player view 1143 * removed (most likely destroyed), update the player view
1138 * appropriately. 1144 * appropriately.
1139 */ 1145 */
1140 if (tmp->container==op) { 1146 if (tmp->container == op)
1147 {
1141 CLEAR_FLAG(op, FLAG_APPLIED); 1148 CLEAR_FLAG (op, FLAG_APPLIED);
1142 tmp->container=NULL; 1149 tmp->container = NULL;
1150 }
1151
1152 tmp->contr->socket.update_look = 1;
1143 } 1153 }
1144 tmp->contr->socket.update_look=1; 1154
1145 }
1146 /* See if player moving off should effect something */ 1155 /* See if player moving off should effect something */
1156 if (check_walk_off
1147 if (check_walk_off && ((op->move_type & tmp->move_off) && 1157 && ((op->move_type & tmp->move_off)
1148 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1158 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1149 1159 {
1150 move_apply(tmp, op, NULL); 1160 move_apply (tmp, op, NULL);
1161
1151 if (was_destroyed (op, tag)) { 1162 if (op->destroyed ())
1152 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1163 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1153 "leaving object\n", &tmp->name, &tmp->arch->name);
1154 } 1164 }
1155 }
1156 1165
1157 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1166 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1158 1167
1159 if(tmp->above == tmp) 1168 if (tmp->above == tmp)
1160 tmp->above = NULL; 1169 tmp->above = NULL;
1170
1161 last=tmp; 1171 last = tmp;
1162 } 1172 }
1173
1163 /* last == NULL of there are no objects on this space */ 1174 /* last == NULL of there are no objects on this space */
1164 if (last==NULL) { 1175 if (last == NULL)
1176 {
1165 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1177 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1166 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1178 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1167 * those out anyways, and if there are any flags set right now, they won't 1179 * those out anyways, and if there are any flags set right now, they won't
1168 * be correct anyways. 1180 * be correct anyways.
1169 */ 1181 */
1170 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1182 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1171 update_position(op->map, op->x, op->y); 1183 update_position (op->map, op->x, op->y);
1172 } 1184 }
1173 else 1185 else
1174 update_object(last, UP_OBJ_REMOVE); 1186 update_object (last, UP_OBJ_REMOVE);
1175 1187
1176 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1188 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1177 update_all_los(op->map, op->x, op->y); 1189 update_all_los (op->map, op->x, op->y);
1178 1190 }
1179} 1191}
1180 1192
1181/* 1193/*
1182 * merge_ob(op,top): 1194 * merge_ob(op,top):
1183 * 1195 *
1184 * This function goes through all objects below and including top, and 1196 * This function goes through all objects below and including top, and
1185 * merges op to the first matching object. 1197 * merges op to the first matching object.
1186 * If top is NULL, it is calculated. 1198 * If top is NULL, it is calculated.
1187 * Returns pointer to object if it succeded in the merge, otherwise NULL 1199 * Returns pointer to object if it succeded in the merge, otherwise NULL
1188 */ 1200 */
1189 1201object *
1190object *merge_ob(object *op, object *top) { 1202merge_ob (object *op, object *top)
1203{
1191 if(!op->nrof) 1204 if (!op->nrof)
1192 return 0; 1205 return 0;
1206
1193 if(top==NULL) 1207 if (top == NULL)
1194 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1208 for (top = op; top != NULL && top->above != NULL; top = top->above);
1209
1195 for(;top!=NULL;top=top->below) { 1210 for (; top != NULL; top = top->below)
1211 {
1196 if(top==op) 1212 if (top == op)
1197 continue; 1213 continue;
1198 if (CAN_MERGE(op,top)) 1214 if (CAN_MERGE (op, top))
1199 { 1215 {
1200 top->nrof+=op->nrof; 1216 top->nrof += op->nrof;
1217
1201/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1218/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1202 op->weight = 0; /* Don't want any adjustements now */ 1219 op->weight = 0; /* Don't want any adjustements now */
1203 remove_ob(op); 1220 remove_ob (op);
1204 free_object(op); 1221 free_object (op);
1205 return top; 1222 return top;
1206 } 1223 }
1207 } 1224 }
1225
1208 return NULL; 1226 return 0;
1209} 1227}
1210 1228
1211/* 1229/*
1212 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1230 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1213 * job preparing multi-part monsters 1231 * job preparing multi-part monsters
1214 */ 1232 */
1233object *
1215object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1234insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1235{
1216 object* tmp; 1236 object *tmp;
1237
1217 if (op->head) 1238 if (op->head)
1218 op=op->head; 1239 op = op->head;
1240
1219 for (tmp=op;tmp;tmp=tmp->more){ 1241 for (tmp = op; tmp; tmp = tmp->more)
1242 {
1220 tmp->x=x+tmp->arch->clone.x; 1243 tmp->x = x + tmp->arch->clone.x;
1221 tmp->y=y+tmp->arch->clone.y; 1244 tmp->y = y + tmp->arch->clone.y;
1222 } 1245 }
1246
1223 return insert_ob_in_map (op, m, originator, flag); 1247 return insert_ob_in_map (op, m, originator, flag);
1224} 1248}
1225 1249
1226/* 1250/*
1227 * insert_ob_in_map (op, map, originator, flag): 1251 * insert_ob_in_map (op, map, originator, flag):
1228 * This function inserts the object in the two-way linked list 1252 * This function inserts the object in the two-way linked list
1242 * new object if 'op' was merged with other object 1266 * new object if 'op' was merged with other object
1243 * NULL if 'op' was destroyed 1267 * NULL if 'op' was destroyed
1244 * just 'op' otherwise 1268 * just 'op' otherwise
1245 */ 1269 */
1246 1270
1271object *
1247object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1272insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1248{ 1273{
1249 object *tmp, *top, *floor=NULL; 1274 object *tmp, *top, *floor = NULL;
1250 sint16 x,y; 1275 sint16 x, y;
1251 1276
1252 if (QUERY_FLAG (op, FLAG_FREED)) { 1277 if (QUERY_FLAG (op, FLAG_FREED))
1278 {
1253 LOG (llevError, "Trying to insert freed object!\n"); 1279 LOG (llevError, "Trying to insert freed object!\n");
1280 return NULL;
1281 }
1282
1283 if (m == NULL)
1284 {
1285 char *dump = dump_object (op);
1286 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1287 free (dump);
1288 return op;
1289 }
1290
1291 if (out_of_map (m, op->x, op->y))
1292 {
1293 char *dump = dump_object (op);
1294 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1295#ifdef MANY_CORES
1296 /* Better to catch this here, as otherwise the next use of this object
1297 * is likely to cause a crash. Better to find out where it is getting
1298 * improperly inserted.
1299 */
1300 abort ();
1301#endif
1302 free (dump);
1303 return op;
1304 }
1305
1306 if (!QUERY_FLAG (op, FLAG_REMOVED))
1307 {
1308 char *dump = dump_object (op);
1309 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1310 free (dump);
1311 return op;
1312 }
1313
1314 if (op->more != NULL)
1315 {
1316 /* The part may be on a different map. */
1317
1318 object *more = op->more;
1319
1320 /* We really need the caller to normalize coordinates - if
1321 * we set the map, that doesn't work if the location is within
1322 * a map and this is straddling an edge. So only if coordinate
1323 * is clear wrong do we normalize it.
1324 */
1325 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1326 more->map = get_map_from_coord (m, &more->x, &more->y);
1327 else if (!more->map)
1328 {
1329 /* For backwards compatibility - when not dealing with tiled maps,
1330 * more->map should always point to the parent.
1331 */
1332 more->map = m;
1333 }
1334
1335 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1336 {
1337 if (!op->head)
1338 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1339
1340 return NULL;
1341 }
1342 }
1343
1344 CLEAR_FLAG (op, FLAG_REMOVED);
1345
1346 /* Ideally, the caller figures this out. However, it complicates a lot
1347 * of areas of callers (eg, anything that uses find_free_spot would now
1348 * need extra work
1349 */
1350 op->map = get_map_from_coord (m, &op->x, &op->y);
1351 x = op->x;
1352 y = op->y;
1353
1354 /* this has to be done after we translate the coordinates.
1355 */
1356 if (op->nrof && !(flag & INS_NO_MERGE))
1357 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1358 if (CAN_MERGE (op, tmp))
1359 {
1360 op->nrof += tmp->nrof;
1361 remove_ob (tmp);
1362 free_object (tmp);
1363 }
1364
1365 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1366 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1367
1368 if (!QUERY_FLAG (op, FLAG_ALIVE))
1369 CLEAR_FLAG (op, FLAG_NO_STEAL);
1370
1371 if (flag & INS_BELOW_ORIGINATOR)
1372 {
1373 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1374 {
1375 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1376 abort ();
1377 }
1378
1379 op->above = originator;
1380 op->below = originator->below;
1381
1382 if (op->below)
1383 op->below->above = op;
1384 else
1385 SET_MAP_OB (op->map, op->x, op->y, op);
1386
1387 /* since *below* originator, no need to update top */
1388 originator->below = op;
1389 }
1390 else
1391 {
1392 /* If there are other objects, then */
1393 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1394 {
1395 object *last = NULL;
1396
1397 /*
1398 * If there are multiple objects on this space, we do some trickier handling.
1399 * We've already dealt with merging if appropriate.
1400 * Generally, we want to put the new object on top. But if
1401 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1402 * floor, we want to insert above that and no further.
1403 * Also, if there are spell objects on this space, we stop processing
1404 * once we get to them. This reduces the need to traverse over all of
1405 * them when adding another one - this saves quite a bit of cpu time
1406 * when lots of spells are cast in one area. Currently, it is presumed
1407 * that flying non pickable objects are spell objects.
1408 */
1409
1410 while (top != NULL)
1411 {
1412 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1413 floor = top;
1414
1415 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1416 {
1417 /* We insert above top, so we want this object below this */
1418 top = top->below;
1419 break;
1420 }
1421
1422 last = top;
1423 top = top->above;
1424 }
1425
1426 /* Don't want top to be NULL, so set it to the last valid object */
1427 top = last;
1428
1429 /* We let update_position deal with figuring out what the space
1430 * looks like instead of lots of conditions here.
1431 * makes things faster, and effectively the same result.
1432 */
1433
1434 /* Have object 'fall below' other objects that block view.
1435 * Unless those objects are exits, type 66
1436 * If INS_ON_TOP is used, don't do this processing
1437 * Need to find the object that in fact blocks view, otherwise
1438 * stacking is a bit odd.
1439 */
1440 if (!(flag & INS_ON_TOP) &&
1441 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1442 {
1443 for (last = top; last != floor; last = last->below)
1444 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1445 break;
1446 /* Check to see if we found the object that blocks view,
1447 * and make sure we have a below pointer for it so that
1448 * we can get inserted below this one, which requires we
1449 * set top to the object below us.
1450 */
1451 if (last && last->below && last != floor)
1452 top = last->below;
1453 }
1454 } /* If objects on this space */
1455
1456 if (flag & INS_MAP_LOAD)
1457 top = GET_MAP_TOP (op->map, op->x, op->y);
1458
1459 if (flag & INS_ABOVE_FLOOR_ONLY)
1460 top = floor;
1461
1462 /* Top is the object that our object (op) is going to get inserted above.
1463 */
1464
1465 /* First object on this space */
1466 if (!top)
1467 {
1468 op->above = GET_MAP_OB (op->map, op->x, op->y);
1469
1470 if (op->above)
1471 op->above->below = op;
1472
1473 op->below = NULL;
1474 SET_MAP_OB (op->map, op->x, op->y, op);
1475 }
1476 else
1477 { /* get inserted into the stack above top */
1478 op->above = top->above;
1479
1480 if (op->above)
1481 op->above->below = op;
1482
1483 op->below = top;
1484 top->above = op;
1485 }
1486
1487 if (op->above == NULL)
1488 SET_MAP_TOP (op->map, op->x, op->y, op);
1489 } /* else not INS_BELOW_ORIGINATOR */
1490
1491 if (op->type == PLAYER)
1492 op->contr->do_los = 1;
1493
1494 /* If we have a floor, we know the player, if any, will be above
1495 * it, so save a few ticks and start from there.
1496 */
1497 if (!(flag & INS_MAP_LOAD))
1498 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1499 if (tmp->type == PLAYER)
1500 tmp->contr->socket.update_look = 1;
1501
1502 /* If this object glows, it may affect lighting conditions that are
1503 * visible to others on this map. But update_all_los is really
1504 * an inefficient way to do this, as it means los for all players
1505 * on the map will get recalculated. The players could very well
1506 * be far away from this change and not affected in any way -
1507 * this should get redone to only look for players within range,
1508 * or just updating the P_NEED_UPDATE for spaces within this area
1509 * of effect may be sufficient.
1510 */
1511 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1512 update_all_los (op->map, op->x, op->y);
1513
1514 /* updates flags (blocked, alive, no magic, etc) for this map space */
1515 update_object (op, UP_OBJ_INSERT);
1516
1517 /* Don't know if moving this to the end will break anything. However,
1518 * we want to have update_look set above before calling this.
1519 *
1520 * check_move_on() must be after this because code called from
1521 * check_move_on() depends on correct map flags (so functions like
1522 * blocked() and wall() work properly), and these flags are updated by
1523 * update_object().
1524 */
1525
1526 /* if this is not the head or flag has been passed, don't check walk on status */
1527 if (!(flag & INS_NO_WALK_ON) && !op->head)
1528 {
1529 if (check_move_on (op, originator))
1254 return NULL; 1530 return NULL;
1255 }
1256 if(m==NULL) {
1257 dump_object(op);
1258 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1259 return op;
1260 }
1261 if(out_of_map(m,op->x,op->y)) {
1262 dump_object(op);
1263 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1264#ifdef MANY_CORES
1265 /* Better to catch this here, as otherwise the next use of this object
1266 * is likely to cause a crash. Better to find out where it is getting
1267 * improperly inserted.
1268 */
1269 abort();
1270#endif
1271 return op;
1272 }
1273 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1274 dump_object(op);
1275 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1276 return op;
1277 }
1278 if(op->more!=NULL) {
1279 /* The part may be on a different map. */
1280 1531
1281 object *more = op->more;
1282
1283 /* We really need the caller to normalize coordinates - if
1284 * we set the map, that doesn't work if the location is within
1285 * a map and this is straddling an edge. So only if coordinate
1286 * is clear wrong do we normalize it.
1287 */
1288 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1289 more->map = get_map_from_coord(m, &more->x, &more->y);
1290 } else if (!more->map) {
1291 /* For backwards compatibility - when not dealing with tiled maps,
1292 * more->map should always point to the parent.
1293 */
1294 more->map = m;
1295 }
1296
1297 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1298 if ( ! op->head)
1299 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1300 return NULL;
1301 }
1302 }
1303 CLEAR_FLAG(op,FLAG_REMOVED);
1304
1305 /* Ideally, the caller figures this out. However, it complicates a lot
1306 * of areas of callers (eg, anything that uses find_free_spot would now
1307 * need extra work
1308 */
1309 op->map=get_map_from_coord(m, &op->x, &op->y);
1310 x = op->x;
1311 y = op->y;
1312
1313 /* this has to be done after we translate the coordinates.
1314 */
1315 if(op->nrof && !(flag & INS_NO_MERGE)) {
1316 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1317 if (CAN_MERGE(op,tmp)) {
1318 op->nrof+=tmp->nrof;
1319 remove_ob(tmp);
1320 free_object(tmp);
1321 }
1322 }
1323
1324 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1325 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1326 if (!QUERY_FLAG(op, FLAG_ALIVE))
1327 CLEAR_FLAG(op, FLAG_NO_STEAL);
1328
1329 if (flag & INS_BELOW_ORIGINATOR) {
1330 if (originator->map != op->map || originator->x != op->x ||
1331 originator->y != op->y) {
1332 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1333 abort();
1334 }
1335 op->above = originator;
1336 op->below = originator->below;
1337 if (op->below) op->below->above = op;
1338 else SET_MAP_OB(op->map, op->x, op->y, op);
1339 /* since *below* originator, no need to update top */
1340 originator->below = op;
1341 } else {
1342 /* If there are other objects, then */
1343 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1344 object *last=NULL;
1345 /*
1346 * If there are multiple objects on this space, we do some trickier handling.
1347 * We've already dealt with merging if appropriate.
1348 * Generally, we want to put the new object on top. But if
1349 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1350 * floor, we want to insert above that and no further.
1351 * Also, if there are spell objects on this space, we stop processing
1352 * once we get to them. This reduces the need to traverse over all of
1353 * them when adding another one - this saves quite a bit of cpu time
1354 * when lots of spells are cast in one area. Currently, it is presumed
1355 * that flying non pickable objects are spell objects.
1356 */
1357
1358 while (top != NULL) {
1359 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1360 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1361 if (QUERY_FLAG(top, FLAG_NO_PICK)
1362 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1363 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1364 {
1365 /* We insert above top, so we want this object below this */
1366 top=top->below;
1367 break;
1368 }
1369 last = top;
1370 top = top->above;
1371 }
1372 /* Don't want top to be NULL, so set it to the last valid object */
1373 top = last;
1374
1375 /* We let update_position deal with figuring out what the space
1376 * looks like instead of lots of conditions here.
1377 * makes things faster, and effectively the same result.
1378 */
1379
1380 /* Have object 'fall below' other objects that block view.
1381 * Unless those objects are exits, type 66
1382 * If INS_ON_TOP is used, don't do this processing
1383 * Need to find the object that in fact blocks view, otherwise
1384 * stacking is a bit odd.
1385 */
1386 if (!(flag & INS_ON_TOP) &&
1387 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1388 (op->face && !op->face->visibility)) {
1389 for (last=top; last != floor; last=last->below)
1390 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1391 /* Check to see if we found the object that blocks view,
1392 * and make sure we have a below pointer for it so that
1393 * we can get inserted below this one, which requires we
1394 * set top to the object below us.
1395 */
1396 if (last && last->below && last != floor) top=last->below;
1397 }
1398 } /* If objects on this space */
1399 if (flag & INS_MAP_LOAD)
1400 top = GET_MAP_TOP(op->map,op->x,op->y);
1401 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1402
1403 /* Top is the object that our object (op) is going to get inserted above.
1404 */
1405
1406 /* First object on this space */
1407 if (!top) {
1408 op->above = GET_MAP_OB(op->map, op->x, op->y);
1409 if (op->above) op->above->below = op;
1410 op->below = NULL;
1411 SET_MAP_OB(op->map, op->x, op->y, op);
1412 } else { /* get inserted into the stack above top */
1413 op->above = top->above;
1414 if (op->above) op->above->below = op;
1415 op->below = top;
1416 top->above = op;
1417 }
1418 if (op->above==NULL)
1419 SET_MAP_TOP(op->map,op->x, op->y, op);
1420 } /* else not INS_BELOW_ORIGINATOR */
1421
1422 if(op->type==PLAYER)
1423 op->contr->do_los=1;
1424
1425 /* If we have a floor, we know the player, if any, will be above
1426 * it, so save a few ticks and start from there.
1427 */
1428 if (!(flag & INS_MAP_LOAD))
1429 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1430 if (tmp->type == PLAYER)
1431 tmp->contr->socket.update_look=1;
1432 }
1433
1434 /* If this object glows, it may affect lighting conditions that are
1435 * visible to others on this map. But update_all_los is really
1436 * an inefficient way to do this, as it means los for all players
1437 * on the map will get recalculated. The players could very well
1438 * be far away from this change and not affected in any way -
1439 * this should get redone to only look for players within range,
1440 * or just updating the P_NEED_UPDATE for spaces within this area
1441 * of effect may be sufficient.
1442 */
1443 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1444 update_all_los(op->map, op->x, op->y);
1445
1446
1447 /* updates flags (blocked, alive, no magic, etc) for this map space */
1448 update_object(op,UP_OBJ_INSERT);
1449
1450
1451 /* Don't know if moving this to the end will break anything. However,
1452 * we want to have update_look set above before calling this.
1453 *
1454 * check_move_on() must be after this because code called from
1455 * check_move_on() depends on correct map flags (so functions like
1456 * blocked() and wall() work properly), and these flags are updated by
1457 * update_object().
1458 */
1459
1460 /* if this is not the head or flag has been passed, don't check walk on status */
1461
1462 if (!(flag & INS_NO_WALK_ON) && !op->head) {
1463 if (check_move_on(op, originator))
1464 return NULL;
1465
1466 /* If we are a multi part object, lets work our way through the check 1532 /* If we are a multi part object, lets work our way through the check
1467 * walk on's. 1533 * walk on's.
1468 */ 1534 */
1469 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1535 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1470 if (check_move_on (tmp, originator)) 1536 if (check_move_on (tmp, originator))
1471 return NULL; 1537 return NULL;
1472 } 1538 }
1539
1473 return op; 1540 return op;
1474} 1541}
1475 1542
1476/* this function inserts an object in the map, but if it 1543/* this function inserts an object in the map, but if it
1477 * finds an object of its own type, it'll remove that one first. 1544 * finds an object of its own type, it'll remove that one first.
1478 * op is the object to insert it under: supplies x and the map. 1545 * op is the object to insert it under: supplies x and the map.
1479 */ 1546 */
1547void
1480void replace_insert_ob_in_map(const char *arch_string, object *op) { 1548replace_insert_ob_in_map (const char *arch_string, object *op)
1549{
1481 object *tmp; 1550 object *
1482 object *tmp1; 1551 tmp;
1552 object *
1553 tmp1;
1483 1554
1484 /* first search for itself and remove any old instances */ 1555 /* first search for itself and remove any old instances */
1485 1556
1486 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1557 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1558 {
1487 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1559 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1560 {
1488 remove_ob(tmp); 1561 remove_ob (tmp);
1489 free_object(tmp); 1562 free_object (tmp);
1490 } 1563 }
1491 } 1564 }
1492 1565
1493 tmp1=arch_to_object(find_archetype(arch_string)); 1566 tmp1 = arch_to_object (archetype::find (arch_string));
1494 1567
1495 1568 tmp1->x = op->x;
1496 tmp1->x = op->x; tmp1->y = op->y; 1569 tmp1->y = op->y;
1497 insert_ob_in_map(tmp1,op->map,op,0); 1570 insert_ob_in_map (tmp1, op->map, op, 0);
1498} 1571}
1499 1572
1500/* 1573/*
1501 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1574 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1502 * is returned contains nr objects, and the remaining parts contains 1575 * is returned contains nr objects, and the remaining parts contains
1503 * the rest (or is removed and freed if that number is 0). 1576 * the rest (or is removed and freed if that number is 0).
1504 * On failure, NULL is returned, and the reason put into the 1577 * On failure, NULL is returned, and the reason put into the
1505 * global static errmsg array. 1578 * global static errmsg array.
1506 */ 1579 */
1507 1580
1581object *
1508object *get_split_ob(object *orig_ob, uint32 nr) { 1582get_split_ob (object *orig_ob, uint32 nr)
1509 object *newob; 1583{
1584 object *
1585 newob;
1586 int
1510 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1587 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1511 1588
1512 if(orig_ob->nrof<nr) { 1589 if (orig_ob->nrof < nr)
1513 sprintf(errmsg,"There are only %d %ss.", 1590 {
1514 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1591 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1515 return NULL; 1592 return NULL;
1516 } 1593 }
1594
1517 newob = object_create_clone(orig_ob); 1595 newob = object_create_clone (orig_ob);
1596
1518 if((orig_ob->nrof-=nr)<1) { 1597 if ((orig_ob->nrof -= nr) < 1)
1598 {
1519 if ( ! is_removed) 1599 if (!is_removed)
1520 remove_ob(orig_ob); 1600 remove_ob (orig_ob);
1521 free_object2(orig_ob, 1); 1601 free_object2 (orig_ob, 1);
1522 } 1602 }
1523 else if ( ! is_removed) { 1603 else if (!is_removed)
1604 {
1524 if(orig_ob->env!=NULL) 1605 if (orig_ob->env != NULL)
1525 sub_weight (orig_ob->env,orig_ob->weight*nr); 1606 sub_weight (orig_ob->env, orig_ob->weight * nr);
1526 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1607 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1608 {
1527 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1609 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1528 LOG(llevDebug,
1529 "Error, Tried to split object whose map is not in memory.\n"); 1610 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1530 return NULL; 1611 return NULL;
1531 } 1612 }
1532 } 1613 }
1614
1533 newob->nrof=nr; 1615 newob->nrof = nr;
1534 1616
1535 return newob; 1617 return newob;
1536} 1618}
1537 1619
1538/* 1620/*
1539 * decrease_ob_nr(object, number) decreases a specified number from 1621 * decrease_ob_nr(object, number) decreases a specified number from
1540 * the amount of an object. If the amount reaches 0, the object 1622 * the amount of an object. If the amount reaches 0, the object
1541 * is subsequently removed and freed. 1623 * is subsequently removed and freed.
1542 * 1624 *
1543 * Return value: 'op' if something is left, NULL if the amount reached 0 1625 * Return value: 'op' if something is left, NULL if the amount reached 0
1544 */ 1626 */
1545 1627
1628object *
1546object *decrease_ob_nr (object *op, uint32 i) 1629decrease_ob_nr (object *op, uint32 i)
1547{ 1630{
1548 object *tmp; 1631 object *tmp;
1549 player *pl; 1632 player *pl;
1550 1633
1551 if (i == 0) /* objects with op->nrof require this check */ 1634 if (i == 0) /* objects with op->nrof require this check */
1552 return op; 1635 return op;
1553 1636
1554 if (i > op->nrof) 1637 if (i > op->nrof)
1555 i = op->nrof; 1638 i = op->nrof;
1556 1639
1557 if (QUERY_FLAG (op, FLAG_REMOVED)) 1640 if (QUERY_FLAG (op, FLAG_REMOVED))
1641 op->nrof -= i;
1642 else if (op->env != NULL)
1643 {
1644 /* is this object in the players inventory, or sub container
1645 * therein?
1646 */
1647 tmp = is_player_inv (op->env);
1648 /* nope. Is this a container the player has opened?
1649 * If so, set tmp to that player.
1650 * IMO, searching through all the players will mostly
1651 * likely be quicker than following op->env to the map,
1652 * and then searching the map for a player.
1653 */
1654 if (!tmp)
1655 {
1656 for (pl = first_player; pl; pl = pl->next)
1657 if (pl->ob->container == op->env)
1658 break;
1659 if (pl)
1660 tmp = pl->ob;
1661 else
1662 tmp = NULL;
1663 }
1664
1665 if (i < op->nrof)
1666 {
1667 sub_weight (op->env, op->weight * i);
1668 op->nrof -= i;
1669 if (tmp)
1670 {
1671 esrv_send_item (tmp, op);
1672 }
1673 }
1674 else
1675 {
1676 remove_ob (op);
1677 op->nrof = 0;
1678 if (tmp)
1679 {
1680 esrv_del_item (tmp->contr, op->count);
1681 }
1682 }
1558 { 1683 }
1684 else
1685 {
1686 object *above = op->above;
1687
1688 if (i < op->nrof)
1559 op->nrof -= i; 1689 op->nrof -= i;
1560 } 1690 else
1561 else if (op->env != NULL)
1562 {
1563 /* is this object in the players inventory, or sub container
1564 * therein?
1565 */
1566 tmp = is_player_inv (op->env);
1567 /* nope. Is this a container the player has opened?
1568 * If so, set tmp to that player.
1569 * IMO, searching through all the players will mostly
1570 * likely be quicker than following op->env to the map,
1571 * and then searching the map for a player.
1572 */
1573 if (!tmp) {
1574 for (pl=first_player; pl; pl=pl->next)
1575 if (pl->ob->container == op->env) break;
1576 if (pl) tmp=pl->ob;
1577 else tmp=NULL;
1578 } 1691 {
1579
1580 if (i < op->nrof) {
1581 sub_weight (op->env, op->weight * i);
1582 op->nrof -= i;
1583 if (tmp) {
1584 esrv_send_item(tmp, op);
1585 }
1586 } else {
1587 remove_ob (op); 1692 remove_ob (op);
1588 op->nrof = 0; 1693 op->nrof = 0;
1589 if (tmp) {
1590 esrv_del_item(tmp->contr, op->count);
1591 } 1694 }
1592 }
1593 }
1594 else
1595 {
1596 object *above = op->above;
1597 1695
1598 if (i < op->nrof) {
1599 op->nrof -= i;
1600 } else {
1601 remove_ob (op);
1602 op->nrof = 0;
1603 }
1604 /* Since we just removed op, op->above is null */ 1696 /* Since we just removed op, op->above is null */
1605 for (tmp = above; tmp != NULL; tmp = tmp->above) 1697 for (tmp = above; tmp != NULL; tmp = tmp->above)
1606 if (tmp->type == PLAYER) { 1698 if (tmp->type == PLAYER)
1699 {
1607 if (op->nrof) 1700 if (op->nrof)
1608 esrv_send_item(tmp, op); 1701 esrv_send_item (tmp, op);
1609 else 1702 else
1610 esrv_del_item(tmp->contr, op->count); 1703 esrv_del_item (tmp->contr, op->count);
1611 } 1704 }
1612 } 1705 }
1613 1706
1614 if (op->nrof) { 1707 if (op->nrof)
1615 return op; 1708 return op;
1616 } else { 1709 else
1710 {
1617 free_object (op); 1711 free_object (op);
1618 return NULL; 1712 return NULL;
1619 } 1713 }
1620} 1714}
1621 1715
1622/* 1716/*
1623 * add_weight(object, weight) adds the specified weight to an object, 1717 * add_weight(object, weight) adds the specified weight to an object,
1624 * and also updates how much the environment(s) is/are carrying. 1718 * and also updates how much the environment(s) is/are carrying.
1625 */ 1719 */
1626 1720
1721void
1627void add_weight (object *op, signed long weight) { 1722add_weight (object *op, signed long weight)
1723{
1628 while (op!=NULL) { 1724 while (op != NULL)
1725 {
1629 if (op->type == CONTAINER) { 1726 if (op->type == CONTAINER)
1630 weight=(signed long)(weight*(100-op->stats.Str)/100); 1727 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1631 } 1728
1632 op->carrying+=weight; 1729 op->carrying += weight;
1633 op=op->env; 1730 op = op->env;
1634 } 1731 }
1635} 1732}
1636 1733
1637/* 1734/*
1638 * insert_ob_in_ob(op,environment): 1735 * insert_ob_in_ob(op,environment):
1639 * This function inserts the object op in the linked list 1736 * This function inserts the object op in the linked list
1646 * 1743 *
1647 * The function returns now pointer to inserted item, and return value can 1744 * The function returns now pointer to inserted item, and return value can
1648 * be != op, if items are merged. -Tero 1745 * be != op, if items are merged. -Tero
1649 */ 1746 */
1650 1747
1748object *
1651object *insert_ob_in_ob(object *op,object *where) { 1749insert_ob_in_ob (object *op, object *where)
1652 object *tmp, *otmp; 1750{
1751 object *
1752 tmp, *
1753 otmp;
1653 1754
1654 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1755 if (!QUERY_FLAG (op, FLAG_REMOVED))
1655 dump_object(op); 1756 {
1757 char *dump = dump_object (op);
1656 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1758 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", dump);
1759 free (dump);
1657 return op; 1760 return op;
1658 } 1761 }
1762
1659 if(where==NULL) { 1763 if (where == NULL)
1660 dump_object(op); 1764 {
1765 char *dump = dump_object (op);
1661 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg); 1766 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1767 free (dump);
1662 return op; 1768 return op;
1663 } 1769 }
1770
1664 if (where->head) { 1771 if (where->head)
1665 LOG(llevDebug, 1772 {
1666 "Warning: Tried to insert object wrong part of multipart object.\n"); 1773 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1667 where = where->head; 1774 where = where->head;
1668 } 1775 }
1776
1669 if (op->more) { 1777 if (op->more)
1778 {
1670 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1779 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1671 &op->name, op->count);
1672 return op; 1780 return op;
1673 } 1781 }
1782
1674 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1783 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1675 CLEAR_FLAG(op, FLAG_REMOVED); 1784 CLEAR_FLAG (op, FLAG_REMOVED);
1676 if(op->nrof) { 1785 if (op->nrof)
1786 {
1677 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1787 for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1678 if ( CAN_MERGE(tmp,op) ) { 1788 if (CAN_MERGE (tmp, op))
1789 {
1679 /* return the original object and remove inserted object 1790 /* return the original object and remove inserted object
1680 (client needs the original object) */ 1791 (client needs the original object) */
1681 tmp->nrof += op->nrof; 1792 tmp->nrof += op->nrof;
1682 /* Weight handling gets pretty funky. Since we are adding to 1793 /* Weight handling gets pretty funky. Since we are adding to
1683 * tmp->nrof, we need to increase the weight. 1794 * tmp->nrof, we need to increase the weight.
1684 */ 1795 */
1685 add_weight (where, op->weight*op->nrof); 1796 add_weight (where, op->weight * op->nrof);
1686 SET_FLAG(op, FLAG_REMOVED); 1797 SET_FLAG (op, FLAG_REMOVED);
1687 free_object(op); /* free the inserted object */ 1798 free_object (op); /* free the inserted object */
1688 op = tmp; 1799 op = tmp;
1689 remove_ob (op); /* and fix old object's links */ 1800 remove_ob (op); /* and fix old object's links */
1690 CLEAR_FLAG(op, FLAG_REMOVED); 1801 CLEAR_FLAG (op, FLAG_REMOVED);
1691 break; 1802 break;
1692 } 1803 }
1693 1804
1694 /* I assume combined objects have no inventory 1805 /* I assume combined objects have no inventory
1695 * We add the weight - this object could have just been removed 1806 * We add the weight - this object could have just been removed
1696 * (if it was possible to merge). calling remove_ob will subtract 1807 * (if it was possible to merge). calling remove_ob will subtract
1697 * the weight, so we need to add it in again, since we actually do 1808 * the weight, so we need to add it in again, since we actually do
1698 * the linking below 1809 * the linking below
1699 */ 1810 */
1700 add_weight (where, op->weight*op->nrof); 1811 add_weight (where, op->weight * op->nrof);
1812 }
1701 } else 1813 else
1702 add_weight (where, (op->weight+op->carrying)); 1814 add_weight (where, (op->weight + op->carrying));
1703 1815
1704 otmp=is_player_inv(where); 1816 otmp = is_player_inv (where);
1705 if (otmp&&otmp->contr!=NULL) { 1817 if (otmp && otmp->contr != NULL)
1818 {
1706 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1819 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1707 fix_player(otmp); 1820 fix_player (otmp);
1708 } 1821 }
1709 1822
1710 op->map=NULL; 1823 op->map = NULL;
1711 op->env=where; 1824 op->env = where;
1712 op->above=NULL; 1825 op->above = NULL;
1713 op->below=NULL; 1826 op->below = NULL;
1714 op->x=0,op->y=0; 1827 op->x = 0, op->y = 0;
1715 1828
1716 /* reset the light list and los of the players on the map */ 1829 /* reset the light list and los of the players on the map */
1717 if((op->glow_radius!=0)&&where->map) 1830 if ((op->glow_radius != 0) && where->map)
1718 { 1831 {
1719#ifdef DEBUG_LIGHTS 1832#ifdef DEBUG_LIGHTS
1720 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1833 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1721 op->name);
1722#endif /* DEBUG_LIGHTS */ 1834#endif /* DEBUG_LIGHTS */
1835 if (MAP_DARKNESS (where->map))
1723 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1836 update_all_los (where->map, where->x, where->y);
1724 } 1837 }
1725 1838
1726 /* Client has no idea of ordering so lets not bother ordering it here. 1839 /* Client has no idea of ordering so lets not bother ordering it here.
1727 * It sure simplifies this function... 1840 * It sure simplifies this function...
1728 */ 1841 */
1729 if (where->inv==NULL) 1842 if (where->inv == NULL)
1730 where->inv=op; 1843 where->inv = op;
1731 else { 1844 else
1845 {
1732 op->below = where->inv; 1846 op->below = where->inv;
1733 op->below->above = op; 1847 op->below->above = op;
1734 where->inv = op; 1848 where->inv = op;
1735 } 1849 }
1736 return op; 1850 return op;
1737} 1851}
1738 1852
1739/* 1853/*
1740 * Checks if any objects has a move_type that matches objects 1854 * Checks if any objects has a move_type that matches objects
1755 * MSW 2001-07-08: Check all objects on space, not just those below 1869 * MSW 2001-07-08: Check all objects on space, not just those below
1756 * object being inserted. insert_ob_in_map may not put new objects 1870 * object being inserted. insert_ob_in_map may not put new objects
1757 * on top. 1871 * on top.
1758 */ 1872 */
1759 1873
1874int
1760int check_move_on (object *op, object *originator) 1875check_move_on (object *op, object *originator)
1761{ 1876{
1762 object *tmp; 1877 object *tmp;
1763 tag_t tag;
1764 mapstruct *m=op->map; 1878 maptile *m = op->map;
1765 int x=op->x, y=op->y; 1879 int x = op->x, y = op->y;
1880
1766 MoveType move_on, move_slow, move_block; 1881 MoveType move_on, move_slow, move_block;
1767 1882
1768 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1883 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1769 return 0; 1884 return 0;
1770 1885
1771 tag = op->count;
1772
1773 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1886 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1774 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1887 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1775 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1888 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1776 1889
1777 /* if nothing on this space will slow op down or be applied, 1890 /* if nothing on this space will slow op down or be applied,
1778 * no need to do checking below. have to make sure move_type 1891 * no need to do checking below. have to make sure move_type
1779 * is set, as lots of objects don't have it set - we treat that 1892 * is set, as lots of objects don't have it set - we treat that
1780 * as walking. 1893 * as walking.
1781 */ 1894 */
1782 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1895 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1783 return 0; 1896 return 0;
1784 1897
1785 /* This is basically inverse logic of that below - basically, 1898 /* This is basically inverse logic of that below - basically,
1786 * if the object can avoid the move on or slow move, they do so, 1899 * if the object can avoid the move on or slow move, they do so,
1787 * but can't do it if the alternate movement they are using is 1900 * but can't do it if the alternate movement they are using is
1788 * blocked. Logic on this seems confusing, but does seem correct. 1901 * blocked. Logic on this seems confusing, but does seem correct.
1789 */ 1902 */
1790 if ((op->move_type & ~move_on & ~move_block) != 0 && 1903 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1791 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1904 return 0;
1792 1905
1793 /* The objects have to be checked from top to bottom. 1906 /* The objects have to be checked from top to bottom.
1794 * Hence, we first go to the top: 1907 * Hence, we first go to the top:
1795 */ 1908 */
1796 1909
1797 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1910 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1798 tmp->above!=NULL; tmp=tmp->above) { 1911 {
1799 /* Trim the search when we find the first other spell effect 1912 /* Trim the search when we find the first other spell effect
1800 * this helps performance so that if a space has 50 spell objects, 1913 * this helps performance so that if a space has 50 spell objects,
1801 * we don't need to check all of them. 1914 * we don't need to check all of them.
1802 */ 1915 */
1803 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1916 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1917 break;
1918 }
1919
1920 for (; tmp; tmp = tmp->below)
1804 } 1921 {
1805 for(;tmp!=NULL; tmp=tmp->below) { 1922 if (tmp == op)
1806 if (tmp == op) continue; /* Can't apply yourself */ 1923 continue; /* Can't apply yourself */
1807 1924
1808 /* Check to see if one of the movement types should be slowed down. 1925 /* Check to see if one of the movement types should be slowed down.
1809 * Second check makes sure that the movement types not being slowed 1926 * Second check makes sure that the movement types not being slowed
1810 * (~slow_move) is not blocked on this space - just because the 1927 * (~slow_move) is not blocked on this space - just because the
1811 * space doesn't slow down swimming (for example), if you can't actually 1928 * space doesn't slow down swimming (for example), if you can't actually
1812 * swim on that space, can't use it to avoid the penalty. 1929 * swim on that space, can't use it to avoid the penalty.
1813 */ 1930 */
1814 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1931 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1932 {
1815 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1933 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1816 ((op->move_type & tmp->move_slow) &&
1817 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1934 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1935 {
1818 1936
1819 float diff; 1937 float
1820
1821 diff = tmp->move_slow_penalty*FABS(op->speed); 1938 diff = tmp->move_slow_penalty * FABS (op->speed);
1939
1822 if (op->type == PLAYER) { 1940 if (op->type == PLAYER)
1823 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1941 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1824 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1942 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1825 diff /= 4.0; 1943 diff /= 4.0;
1826 } 1944
1827 }
1828 op->speed_left -= diff; 1945 op->speed_left -= diff;
1829 } 1946 }
1830 } 1947 }
1831 1948
1832 /* Basically same logic as above, except now for actual apply. */ 1949 /* Basically same logic as above, except now for actual apply. */
1833 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1950 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1834 ((op->move_type & tmp->move_on) &&
1835 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1951 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1836 1952 {
1837 move_apply(tmp, op, originator); 1953 move_apply (tmp, op, originator);
1954
1838 if (was_destroyed (op, tag)) 1955 if (op->destroyed ())
1839 return 1; 1956 return 1;
1840 1957
1841 /* what the person/creature stepped onto has moved the object 1958 /* what the person/creature stepped onto has moved the object
1842 * someplace new. Don't process any further - if we did, 1959 * someplace new. Don't process any further - if we did,
1843 * have a feeling strange problems would result. 1960 * have a feeling strange problems would result.
1844 */ 1961 */
1845 if (op->map != m || op->x != x || op->y != y) return 0; 1962 if (op->map != m || op->x != x || op->y != y)
1963 return 0;
1846 } 1964 }
1847 } 1965 }
1966
1848 return 0; 1967 return 0;
1849} 1968}
1850 1969
1851/* 1970/*
1852 * present_arch(arch, map, x, y) searches for any objects with 1971 * present_arch(arch, map, x, y) searches for any objects with
1853 * a matching archetype at the given map and coordinates. 1972 * a matching archetype at the given map and coordinates.
1854 * The first matching object is returned, or NULL if none. 1973 * The first matching object is returned, or NULL if none.
1855 */ 1974 */
1856 1975
1976object *
1857object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1977present_arch (const archetype *at, maptile *m, int x, int y)
1978{
1858 object *tmp; 1979 object *
1980 tmp;
1981
1859 if(m==NULL || out_of_map(m,x,y)) { 1982 if (m == NULL || out_of_map (m, x, y))
1983 {
1860 LOG(llevError,"Present_arch called outside map.\n"); 1984 LOG (llevError, "Present_arch called outside map.\n");
1861 return NULL; 1985 return NULL;
1862 } 1986 }
1863 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1987 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1864 if(tmp->arch == at) 1988 if (tmp->arch == at)
1865 return tmp; 1989 return tmp;
1866 return NULL; 1990 return NULL;
1867} 1991}
1868 1992
1869/* 1993/*
1870 * present(type, map, x, y) searches for any objects with 1994 * present(type, map, x, y) searches for any objects with
1871 * a matching type variable at the given map and coordinates. 1995 * a matching type variable at the given map and coordinates.
1872 * The first matching object is returned, or NULL if none. 1996 * The first matching object is returned, or NULL if none.
1873 */ 1997 */
1874 1998
1999object *
1875object *present(unsigned char type,mapstruct *m, int x,int y) { 2000present (unsigned char type, maptile *m, int x, int y)
2001{
1876 object *tmp; 2002 object *
2003 tmp;
2004
1877 if(out_of_map(m,x,y)) { 2005 if (out_of_map (m, x, y))
2006 {
1878 LOG(llevError,"Present called outside map.\n"); 2007 LOG (llevError, "Present called outside map.\n");
1879 return NULL; 2008 return NULL;
1880 } 2009 }
1881 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 2010 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1882 if(tmp->type==type) 2011 if (tmp->type == type)
1883 return tmp; 2012 return tmp;
1884 return NULL; 2013 return NULL;
1885} 2014}
1886 2015
1887/* 2016/*
1888 * present_in_ob(type, object) searches for any objects with 2017 * present_in_ob(type, object) searches for any objects with
1889 * a matching type variable in the inventory of the given object. 2018 * a matching type variable in the inventory of the given object.
1890 * The first matching object is returned, or NULL if none. 2019 * The first matching object is returned, or NULL if none.
1891 */ 2020 */
1892 2021
2022object *
1893object *present_in_ob(unsigned char type, const object *op) { 2023present_in_ob (unsigned char type, const object *op)
2024{
1894 object *tmp; 2025 object *
2026 tmp;
2027
1895 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2028 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1896 if(tmp->type==type) 2029 if (tmp->type == type)
1897 return tmp; 2030 return tmp;
1898 return NULL; 2031 return NULL;
1899} 2032}
1900 2033
1901/* 2034/*
1911 * the object name, not the archetype name. this is so that the 2044 * the object name, not the archetype name. this is so that the
1912 * spell code can use one object type (force), but change it's name 2045 * spell code can use one object type (force), but change it's name
1913 * to be unique. 2046 * to be unique.
1914 */ 2047 */
1915 2048
2049object *
1916object *present_in_ob_by_name(int type, const char *str, const object *op) { 2050present_in_ob_by_name (int type, const char *str, const object *op)
2051{
1917 object *tmp; 2052 object *
2053 tmp;
1918 2054
1919 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2055 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2056 {
1920 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2057 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1921 return tmp; 2058 return tmp;
1922 } 2059 }
1923 return NULL; 2060 return NULL;
1924} 2061}
1925 2062
1926/* 2063/*
1927 * present_arch_in_ob(archetype, object) searches for any objects with 2064 * present_arch_in_ob(archetype, object) searches for any objects with
1928 * a matching archetype in the inventory of the given object. 2065 * a matching archetype in the inventory of the given object.
1929 * The first matching object is returned, or NULL if none. 2066 * The first matching object is returned, or NULL if none.
1930 */ 2067 */
1931 2068
2069object *
1932object *present_arch_in_ob(const archetype *at, const object *op) { 2070present_arch_in_ob (const archetype *at, const object *op)
2071{
1933 object *tmp; 2072 object *
2073 tmp;
2074
1934 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2075 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1935 if( tmp->arch == at) 2076 if (tmp->arch == at)
1936 return tmp; 2077 return tmp;
1937 return NULL; 2078 return NULL;
1938} 2079}
1939 2080
1940/* 2081/*
1941 * activate recursively a flag on an object inventory 2082 * activate recursively a flag on an object inventory
1942 */ 2083 */
2084void
1943void flag_inv(object*op, int flag){ 2085flag_inv (object *op, int flag)
2086{
1944 object *tmp; 2087 object *
2088 tmp;
2089
1945 if(op->inv) 2090 if (op->inv)
1946 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2091 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2092 {
1947 SET_FLAG(tmp, flag); 2093 SET_FLAG (tmp, flag);
1948 flag_inv(tmp,flag); 2094 flag_inv (tmp, flag);
1949 } 2095 }
1950}/* 2096} /*
1951 * desactivate recursively a flag on an object inventory 2097 * desactivate recursively a flag on an object inventory
1952 */ 2098 */
2099void
1953void unflag_inv(object*op, int flag){ 2100unflag_inv (object *op, int flag)
2101{
1954 object *tmp; 2102 object *
2103 tmp;
2104
1955 if(op->inv) 2105 if (op->inv)
1956 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2106 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2107 {
1957 CLEAR_FLAG(tmp, flag); 2108 CLEAR_FLAG (tmp, flag);
1958 unflag_inv(tmp,flag); 2109 unflag_inv (tmp, flag);
1959 } 2110 }
1960} 2111}
1961 2112
1962/* 2113/*
1963 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2114 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1964 * all it's inventory (recursively). 2115 * all it's inventory (recursively).
1965 * If checksums are used, a player will get set_cheat called for 2116 * If checksums are used, a player will get set_cheat called for
1966 * him/her-self and all object carried by a call to this function. 2117 * him/her-self and all object carried by a call to this function.
1967 */ 2118 */
1968 2119
2120void
1969void set_cheat(object *op) { 2121set_cheat (object *op)
2122{
1970 SET_FLAG(op, FLAG_WAS_WIZ); 2123 SET_FLAG (op, FLAG_WAS_WIZ);
1971 flag_inv(op, FLAG_WAS_WIZ); 2124 flag_inv (op, FLAG_WAS_WIZ);
1972} 2125}
1973 2126
1974/* 2127/*
1975 * find_free_spot(object, map, x, y, start, stop) will search for 2128 * find_free_spot(object, map, x, y, start, stop) will search for
1976 * a spot at the given map and coordinates which will be able to contain 2129 * a spot at the given map and coordinates which will be able to contain
1991 * to know if the space in question will block the object. We can't use 2144 * to know if the space in question will block the object. We can't use
1992 * the archetype because that isn't correct if the monster has been 2145 * the archetype because that isn't correct if the monster has been
1993 * customized, changed states, etc. 2146 * customized, changed states, etc.
1994 */ 2147 */
1995 2148
2149int
1996int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2150find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2151{
2152 int
2153 i,
1997 int i,index=0, flag; 2154 index = 0, flag;
2155 static int
1998 static int altern[SIZEOFFREE]; 2156 altern[SIZEOFFREE];
1999 2157
2000 for(i=start;i<stop;i++) { 2158 for (i = start; i < stop; i++)
2159 {
2001 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2160 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2002 if(!flag) 2161 if (!flag)
2003 altern[index++]=i; 2162 altern[index++] = i;
2004 2163
2005 /* Basically, if we find a wall on a space, we cut down the search size. 2164 /* Basically, if we find a wall on a space, we cut down the search size.
2006 * In this way, we won't return spaces that are on another side of a wall. 2165 * In this way, we won't return spaces that are on another side of a wall.
2007 * This mostly work, but it cuts down the search size in all directions - 2166 * This mostly work, but it cuts down the search size in all directions -
2008 * if the space being examined only has a wall to the north and empty 2167 * if the space being examined only has a wall to the north and empty
2009 * spaces in all the other directions, this will reduce the search space 2168 * spaces in all the other directions, this will reduce the search space
2010 * to only the spaces immediately surrounding the target area, and 2169 * to only the spaces immediately surrounding the target area, and
2011 * won't look 2 spaces south of the target space. 2170 * won't look 2 spaces south of the target space.
2012 */ 2171 */
2013 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2172 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2014 stop=maxfree[i]; 2173 stop = maxfree[i];
2015 } 2174 }
2016 if(!index) return -1; 2175 if (!index)
2176 return -1;
2017 return altern[RANDOM()%index]; 2177 return altern[RANDOM () % index];
2018} 2178}
2019 2179
2020/* 2180/*
2021 * find_first_free_spot(archetype, mapstruct, x, y) works like 2181 * find_first_free_spot(archetype, maptile, x, y) works like
2022 * find_free_spot(), but it will search max number of squares. 2182 * find_free_spot(), but it will search max number of squares.
2023 * But it will return the first available spot, not a random choice. 2183 * But it will return the first available spot, not a random choice.
2024 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2184 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2025 */ 2185 */
2026 2186
2187int
2027int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2188find_first_free_spot (const object *ob, maptile *m, int x, int y)
2189{
2190 int
2028 int i; 2191 i;
2192
2029 for(i=0;i<SIZEOFFREE;i++) { 2193 for (i = 0; i < SIZEOFFREE; i++)
2194 {
2030 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2195 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2031 return i; 2196 return i;
2032 } 2197 }
2033 return -1; 2198 return -1;
2034} 2199}
2035 2200
2036/* 2201/*
2037 * The function permute(arr, begin, end) randomly reorders the array 2202 * The function permute(arr, begin, end) randomly reorders the array
2038 * arr[begin..end-1]. 2203 * arr[begin..end-1].
2039 */ 2204 */
2205static void
2040static void permute(int *arr, int begin, int end) 2206permute (int *arr, int begin, int end)
2041{ 2207{
2042 int i, j, tmp, len; 2208 int
2209 i,
2210 j,
2211 tmp,
2212 len;
2043 2213
2044 len = end-begin; 2214 len = end - begin;
2045 for(i = begin; i < end; i++) 2215 for (i = begin; i < end; i++)
2046 { 2216 {
2047 j = begin+RANDOM()%len; 2217 j = begin + RANDOM () % len;
2048 2218
2049 tmp = arr[i]; 2219 tmp = arr[i];
2050 arr[i] = arr[j]; 2220 arr[i] = arr[j];
2051 arr[j] = tmp; 2221 arr[j] = tmp;
2052 } 2222 }
2053} 2223}
2054 2224
2055/* new function to make monster searching more efficient, and effective! 2225/* new function to make monster searching more efficient, and effective!
2056 * This basically returns a randomized array (in the passed pointer) of 2226 * This basically returns a randomized array (in the passed pointer) of
2057 * the spaces to find monsters. In this way, it won't always look for 2227 * the spaces to find monsters. In this way, it won't always look for
2058 * monsters to the north first. However, the size of the array passed 2228 * monsters to the north first. However, the size of the array passed
2059 * covers all the spaces, so within that size, all the spaces within 2229 * covers all the spaces, so within that size, all the spaces within
2060 * the 3x3 area will be searched, just not in a predictable order. 2230 * the 3x3 area will be searched, just not in a predictable order.
2061 */ 2231 */
2232void
2062void get_search_arr(int *search_arr) 2233get_search_arr (int *search_arr)
2063{ 2234{
2235 int
2064 int i; 2236 i;
2065 2237
2066 for(i = 0; i < SIZEOFFREE; i++) 2238 for (i = 0; i < SIZEOFFREE; i++)
2067 { 2239 {
2068 search_arr[i] = i; 2240 search_arr[i] = i;
2069 } 2241 }
2070 2242
2071 permute(search_arr, 1, SIZEOFFREE1+1); 2243 permute (search_arr, 1, SIZEOFFREE1 + 1);
2072 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2244 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2073 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2245 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2074} 2246}
2075 2247
2076/* 2248/*
2077 * find_dir(map, x, y, exclude) will search some close squares in the 2249 * find_dir(map, x, y, exclude) will search some close squares in the
2078 * given map at the given coordinates for live objects. 2250 * given map at the given coordinates for live objects.
2084 * is actually want is going to try and move there. We need this info 2256 * is actually want is going to try and move there. We need this info
2085 * because we have to know what movement the thing looking to move 2257 * because we have to know what movement the thing looking to move
2086 * there is capable of. 2258 * there is capable of.
2087 */ 2259 */
2088 2260
2261int
2089int find_dir(mapstruct *m, int x, int y, object *exclude) { 2262find_dir (maptile *m, int x, int y, object *exclude)
2263{
2264 int
2265 i,
2090 int i,max=SIZEOFFREE, mflags; 2266 max = SIZEOFFREE, mflags;
2267
2091 sint16 nx, ny; 2268 sint16 nx, ny;
2092 object *tmp; 2269 object *
2093 mapstruct *mp; 2270 tmp;
2271 maptile *
2272 mp;
2273
2094 MoveType blocked, move_type; 2274 MoveType blocked, move_type;
2095 2275
2096 if (exclude && exclude->head) { 2276 if (exclude && exclude->head)
2277 {
2097 exclude = exclude->head; 2278 exclude = exclude->head;
2098 move_type = exclude->move_type; 2279 move_type = exclude->move_type;
2099 } else { 2280 }
2281 else
2282 {
2100 /* If we don't have anything, presume it can use all movement types. */ 2283 /* If we don't have anything, presume it can use all movement types. */
2101 move_type=MOVE_ALL; 2284 move_type = MOVE_ALL;
2285 }
2286
2287 for (i = 1; i < max; i++)
2102 } 2288 {
2103
2104 for(i=1;i<max;i++) {
2105 mp = m; 2289 mp = m;
2106 nx = x + freearr_x[i]; 2290 nx = x + freearr_x[i];
2107 ny = y + freearr_y[i]; 2291 ny = y + freearr_y[i];
2108 2292
2109 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2293 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2110 if (mflags & P_OUT_OF_MAP) { 2294 if (mflags & P_OUT_OF_MAP)
2295 {
2111 max = maxfree[i]; 2296 max = maxfree[i];
2297 }
2112 } else { 2298 else
2299 {
2113 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2300 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2114 2301
2115 if ((move_type & blocked) == move_type) { 2302 if ((move_type & blocked) == move_type)
2303 {
2116 max=maxfree[i]; 2304 max = maxfree[i];
2305 }
2117 } else if (mflags & P_IS_ALIVE) { 2306 else if (mflags & P_IS_ALIVE)
2307 {
2118 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2308 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2119 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2309 {
2120 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2310 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2311 {
2121 break; 2312 break;
2122 } 2313 }
2123 } 2314 }
2124 if(tmp) { 2315 if (tmp)
2316 {
2125 return freedir[i]; 2317 return freedir[i];
2126 } 2318 }
2127 } 2319 }
2128 } 2320 }
2129 } 2321 }
2130 return 0; 2322 return 0;
2131} 2323}
2132 2324
2133/* 2325/*
2134 * distance(object 1, object 2) will return the square of the 2326 * distance(object 1, object 2) will return the square of the
2135 * distance between the two given objects. 2327 * distance between the two given objects.
2136 */ 2328 */
2137 2329
2330int
2138int distance(const object *ob1, const object *ob2) { 2331distance (const object *ob1, const object *ob2)
2332{
2139 int i; 2333 int
2140 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2334 i;
2141 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2335
2336 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2142 return i; 2337 return i;
2143} 2338}
2144 2339
2145/* 2340/*
2146 * find_dir_2(delta-x,delta-y) will return a direction in which 2341 * find_dir_2(delta-x,delta-y) will return a direction in which
2147 * an object which has subtracted the x and y coordinates of another 2342 * an object which has subtracted the x and y coordinates of another
2148 * object, needs to travel toward it. 2343 * object, needs to travel toward it.
2149 */ 2344 */
2150 2345
2346int
2151int find_dir_2(int x, int y) { 2347find_dir_2 (int x, int y)
2348{
2152 int q; 2349 int
2350 q;
2153 2351
2154 if(y) 2352 if (y)
2155 q=x*100/y; 2353 q = x * 100 / y;
2156 else if (x) 2354 else if (x)
2157 q= -300*x; 2355 q = -300 * x;
2158 else 2356 else
2159 return 0; 2357 return 0;
2160 2358
2161 if(y>0) { 2359 if (y > 0)
2360 {
2162 if(q < -242) 2361 if (q < -242)
2163 return 3 ; 2362 return 3;
2164 if (q < -41) 2363 if (q < -41)
2165 return 2 ; 2364 return 2;
2166 if (q < 41) 2365 if (q < 41)
2167 return 1 ; 2366 return 1;
2168 if (q < 242) 2367 if (q < 242)
2169 return 8 ; 2368 return 8;
2170 return 7 ; 2369 return 7;
2171 } 2370 }
2172 2371
2173 if (q < -242) 2372 if (q < -242)
2174 return 7 ; 2373 return 7;
2175 if (q < -41) 2374 if (q < -41)
2176 return 6 ; 2375 return 6;
2177 if (q < 41) 2376 if (q < 41)
2178 return 5 ; 2377 return 5;
2179 if (q < 242) 2378 if (q < 242)
2180 return 4 ; 2379 return 4;
2181 2380
2182 return 3 ; 2381 return 3;
2183} 2382}
2184 2383
2185/* 2384/*
2186 * absdir(int): Returns a number between 1 and 8, which represent 2385 * absdir(int): Returns a number between 1 and 8, which represent
2187 * the "absolute" direction of a number (it actually takes care of 2386 * the "absolute" direction of a number (it actually takes care of
2188 * "overflow" in previous calculations of a direction). 2387 * "overflow" in previous calculations of a direction).
2189 */ 2388 */
2190 2389
2390int
2191int absdir(int d) { 2391absdir (int d)
2192 while(d<1) d+=8; 2392{
2193 while(d>8) d-=8; 2393 while (d < 1)
2394 d += 8;
2395 while (d > 8)
2396 d -= 8;
2194 return d; 2397 return d;
2195} 2398}
2196 2399
2197/* 2400/*
2198 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2401 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2199 * between two directions (which are expected to be absolute (see absdir()) 2402 * between two directions (which are expected to be absolute (see absdir())
2200 */ 2403 */
2201 2404
2405int
2202int dirdiff(int dir1, int dir2) { 2406dirdiff (int dir1, int dir2)
2407{
2203 int d; 2408 int
2409 d;
2410
2204 d = abs(dir1 - dir2); 2411 d = abs (dir1 - dir2);
2205 if(d>4) 2412 if (d > 4)
2206 d = 8 - d; 2413 d = 8 - d;
2207 return d; 2414 return d;
2208} 2415}
2209 2416
2210/* peterm: 2417/* peterm:
2215 * direction 4, 14, or 16 to get back to where we are. 2422 * direction 4, 14, or 16 to get back to where we are.
2216 * Moved from spell_util.c to object.c with the other related direction 2423 * Moved from spell_util.c to object.c with the other related direction
2217 * functions. 2424 * functions.
2218 */ 2425 */
2219 2426
2427int
2220int reduction_dir[SIZEOFFREE][3] = { 2428 reduction_dir[SIZEOFFREE][3] = {
2221 {0,0,0}, /* 0 */ 2429 {0, 0, 0}, /* 0 */
2222 {0,0,0}, /* 1 */ 2430 {0, 0, 0}, /* 1 */
2223 {0,0,0}, /* 2 */ 2431 {0, 0, 0}, /* 2 */
2224 {0,0,0}, /* 3 */ 2432 {0, 0, 0}, /* 3 */
2225 {0,0,0}, /* 4 */ 2433 {0, 0, 0}, /* 4 */
2226 {0,0,0}, /* 5 */ 2434 {0, 0, 0}, /* 5 */
2227 {0,0,0}, /* 6 */ 2435 {0, 0, 0}, /* 6 */
2228 {0,0,0}, /* 7 */ 2436 {0, 0, 0}, /* 7 */
2229 {0,0,0}, /* 8 */ 2437 {0, 0, 0}, /* 8 */
2230 {8,1,2}, /* 9 */ 2438 {8, 1, 2}, /* 9 */
2231 {1,2,-1}, /* 10 */ 2439 {1, 2, -1}, /* 10 */
2232 {2,10,12}, /* 11 */ 2440 {2, 10, 12}, /* 11 */
2233 {2,3,-1}, /* 12 */ 2441 {2, 3, -1}, /* 12 */
2234 {2,3,4}, /* 13 */ 2442 {2, 3, 4}, /* 13 */
2235 {3,4,-1}, /* 14 */ 2443 {3, 4, -1}, /* 14 */
2236 {4,14,16}, /* 15 */ 2444 {4, 14, 16}, /* 15 */
2237 {5,4,-1}, /* 16 */ 2445 {5, 4, -1}, /* 16 */
2238 {4,5,6}, /* 17 */ 2446 {4, 5, 6}, /* 17 */
2239 {6,5,-1}, /* 18 */ 2447 {6, 5, -1}, /* 18 */
2240 {6,20,18}, /* 19 */ 2448 {6, 20, 18}, /* 19 */
2241 {7,6,-1}, /* 20 */ 2449 {7, 6, -1}, /* 20 */
2242 {6,7,8}, /* 21 */ 2450 {6, 7, 8}, /* 21 */
2243 {7,8,-1}, /* 22 */ 2451 {7, 8, -1}, /* 22 */
2244 {8,22,24}, /* 23 */ 2452 {8, 22, 24}, /* 23 */
2245 {8,1,-1}, /* 24 */ 2453 {8, 1, -1}, /* 24 */
2246 {24,9,10}, /* 25 */ 2454 {24, 9, 10}, /* 25 */
2247 {9,10,-1}, /* 26 */ 2455 {9, 10, -1}, /* 26 */
2248 {10,11,-1}, /* 27 */ 2456 {10, 11, -1}, /* 27 */
2249 {27,11,29}, /* 28 */ 2457 {27, 11, 29}, /* 28 */
2250 {11,12,-1}, /* 29 */ 2458 {11, 12, -1}, /* 29 */
2251 {12,13,-1}, /* 30 */ 2459 {12, 13, -1}, /* 30 */
2252 {12,13,14}, /* 31 */ 2460 {12, 13, 14}, /* 31 */
2253 {13,14,-1}, /* 32 */ 2461 {13, 14, -1}, /* 32 */
2254 {14,15,-1}, /* 33 */ 2462 {14, 15, -1}, /* 33 */
2255 {33,15,35}, /* 34 */ 2463 {33, 15, 35}, /* 34 */
2256 {16,15,-1}, /* 35 */ 2464 {16, 15, -1}, /* 35 */
2257 {17,16,-1}, /* 36 */ 2465 {17, 16, -1}, /* 36 */
2258 {18,17,16}, /* 37 */ 2466 {18, 17, 16}, /* 37 */
2259 {18,17,-1}, /* 38 */ 2467 {18, 17, -1}, /* 38 */
2260 {18,19,-1}, /* 39 */ 2468 {18, 19, -1}, /* 39 */
2261 {41,19,39}, /* 40 */ 2469 {41, 19, 39}, /* 40 */
2262 {19,20,-1}, /* 41 */ 2470 {19, 20, -1}, /* 41 */
2263 {20,21,-1}, /* 42 */ 2471 {20, 21, -1}, /* 42 */
2264 {20,21,22}, /* 43 */ 2472 {20, 21, 22}, /* 43 */
2265 {21,22,-1}, /* 44 */ 2473 {21, 22, -1}, /* 44 */
2266 {23,22,-1}, /* 45 */ 2474 {23, 22, -1}, /* 45 */
2267 {45,47,23}, /* 46 */ 2475 {45, 47, 23}, /* 46 */
2268 {23,24,-1}, /* 47 */ 2476 {23, 24, -1}, /* 47 */
2269 {24,9,-1}}; /* 48 */ 2477 {24, 9, -1}
2478}; /* 48 */
2270 2479
2271/* Recursive routine to step back and see if we can 2480/* Recursive routine to step back and see if we can
2272 * find a path to that monster that we found. If not, 2481 * find a path to that monster that we found. If not,
2273 * we don't bother going toward it. Returns 1 if we 2482 * we don't bother going toward it. Returns 1 if we
2274 * can see a direct way to get it 2483 * can see a direct way to get it
2275 * Modified to be map tile aware -.MSW 2484 * Modified to be map tile aware -.MSW
2276 */ 2485 */
2277
2278 2486
2487
2488int
2279int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2489can_see_monsterP (maptile *m, int x, int y, int dir)
2490{
2280 sint16 dx, dy; 2491 sint16 dx, dy;
2492 int
2281 int mflags; 2493 mflags;
2282 2494
2495 if (dir < 0)
2283 if(dir<0) return 0; /* exit condition: invalid direction */ 2496 return 0; /* exit condition: invalid direction */
2284 2497
2285 dx = x + freearr_x[dir]; 2498 dx = x + freearr_x[dir];
2286 dy = y + freearr_y[dir]; 2499 dy = y + freearr_y[dir];
2287 2500
2288 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2501 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2289 2502
2290 /* This functional arguably was incorrect before - it was 2503 /* This functional arguably was incorrect before - it was
2291 * checking for P_WALL - that was basically seeing if 2504 * checking for P_WALL - that was basically seeing if
2292 * we could move to the monster - this is being more 2505 * we could move to the monster - this is being more
2293 * literal on if we can see it. To know if we can actually 2506 * literal on if we can see it. To know if we can actually
2294 * move to the monster, we'd need the monster passed in or 2507 * move to the monster, we'd need the monster passed in or
2295 * at least its move type. 2508 * at least its move type.
2296 */ 2509 */
2297 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2510 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2511 return 0;
2298 2512
2299 /* yes, can see. */ 2513 /* yes, can see. */
2300 if(dir < 9) return 1; 2514 if (dir < 9)
2515 return 1;
2301 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2516 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2302 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2517 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2303 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2304} 2518}
2305 2519
2306 2520
2307 2521
2308/* 2522/*
2309 * can_pick(picker, item): finds out if an object is possible to be 2523 * can_pick(picker, item): finds out if an object is possible to be
2310 * picked up by the picker. Returnes 1 if it can be 2524 * picked up by the picker. Returnes 1 if it can be
2311 * picked up, otherwise 0. 2525 * picked up, otherwise 0.
2312 * 2526 *
2314 * core dumps if they do. 2528 * core dumps if they do.
2315 * 2529 *
2316 * Add a check so we can't pick up invisible objects (0.93.8) 2530 * Add a check so we can't pick up invisible objects (0.93.8)
2317 */ 2531 */
2318 2532
2533int
2319int can_pick(const object *who, const object *item) { 2534can_pick (const object *who, const object *item)
2535{
2320 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2536 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2321 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2537 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2322 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2538 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2323 (who->type==PLAYER||item->weight<who->weight/3));
2324} 2539}
2325 2540
2326 2541
2327/* 2542/*
2328 * create clone from object to another 2543 * create clone from object to another
2329 */ 2544 */
2545object *
2330object *object_create_clone (object *asrc) { 2546object_create_clone (object *asrc)
2547{
2548 object *
2331 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2549 dst = NULL, *tmp, *src, *part, *prev, *item;
2332 2550
2551 if (!asrc)
2333 if(!asrc) return NULL; 2552 return NULL;
2334 src = asrc; 2553 src = asrc;
2335 if(src->head) 2554 if (src->head)
2336 src = src->head; 2555 src = src->head;
2337 2556
2338 prev = NULL; 2557 prev = NULL;
2339 for(part = src; part; part = part->more) { 2558 for (part = src; part; part = part->more)
2559 {
2340 tmp = get_object(); 2560 tmp = get_object ();
2341 copy_object(part,tmp); 2561 copy_object (part, tmp);
2342 tmp->x -= src->x; 2562 tmp->x -= src->x;
2343 tmp->y -= src->y; 2563 tmp->y -= src->y;
2344 if(!part->head) { 2564 if (!part->head)
2565 {
2345 dst = tmp; 2566 dst = tmp;
2346 tmp->head = NULL; 2567 tmp->head = NULL;
2568 }
2347 } else { 2569 else
2570 {
2348 tmp->head = dst; 2571 tmp->head = dst;
2349 } 2572 }
2350 tmp->more = NULL; 2573 tmp->more = NULL;
2351 if(prev) 2574 if (prev)
2352 prev->more = tmp; 2575 prev->more = tmp;
2353 prev = tmp; 2576 prev = tmp;
2354 } 2577 }
2355 /*** copy inventory ***/ 2578
2356 for(item = src->inv; item; item = item->below) { 2579 for (item = src->inv; item; item = item->below)
2357 (void) insert_ob_in_ob(object_create_clone(item),dst); 2580 insert_ob_in_ob (object_create_clone (item), dst);
2358 }
2359 2581
2360 return dst; 2582 return dst;
2361}
2362
2363/* return true if the object was destroyed, 0 otherwise */
2364int was_destroyed (const object *op, tag_t old_tag)
2365{
2366 /* checking for FLAG_FREED isn't necessary, but makes this function more
2367 * robust */
2368 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2369} 2583}
2370 2584
2371/* GROS - Creates an object using a string representing its content. */ 2585/* GROS - Creates an object using a string representing its content. */
2372/* Basically, we save the content of the string to a temp file, then call */ 2586/* Basically, we save the content of the string to a temp file, then call */
2373/* load_object on it. I admit it is a highly inefficient way to make things, */ 2587/* load_object on it. I admit it is a highly inefficient way to make things, */
2374/* but it was simple to make and allows reusing the load_object function. */ 2588/* but it was simple to make and allows reusing the load_object function. */
2375/* Remember not to use load_object_str in a time-critical situation. */ 2589/* Remember not to use load_object_str in a time-critical situation. */
2376/* Also remember that multiparts objects are not supported for now. */ 2590/* Also remember that multiparts objects are not supported for now. */
2377 2591
2592object *
2378object* load_object_str(const char *obstr) 2593load_object_str (const char *obstr)
2379{ 2594{
2380 object *op; 2595 object *op;
2381 char filename[MAX_BUF]; 2596 char filename[MAX_BUF];
2597
2382 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2598 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2383 2599
2384 FILE *tempfile=fopen(filename,"w"); 2600 FILE *tempfile = fopen (filename, "w");
2601
2385 if (tempfile == NULL) 2602 if (tempfile == NULL)
2386 { 2603 {
2387 LOG(llevError,"Error - Unable to access load object temp file\n"); 2604 LOG (llevError, "Error - Unable to access load object temp file\n");
2388 return NULL; 2605 return NULL;
2389 }; 2606 }
2607
2390 fprintf(tempfile,obstr); 2608 fprintf (tempfile, obstr);
2391 fclose(tempfile); 2609 fclose (tempfile);
2392 2610
2393 op=get_object(); 2611 op = get_object ();
2394 2612
2395 object_thawer thawer (filename); 2613 object_thawer thawer (filename);
2396 2614
2397 if (thawer) 2615 if (thawer)
2398 load_object(thawer,op,0); 2616 load_object (thawer, op, 0);
2399 2617
2400 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2618 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2401 CLEAR_FLAG(op,FLAG_REMOVED); 2619 CLEAR_FLAG (op, FLAG_REMOVED);
2402 2620
2403 return op; 2621 return op;
2404} 2622}
2405 2623
2406/* This returns the first object in who's inventory that 2624/* This returns the first object in who's inventory that
2407 * has the same type and subtype match. 2625 * has the same type and subtype match.
2408 * returns NULL if no match. 2626 * returns NULL if no match.
2409 */ 2627 */
2628object *
2410object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2629find_obj_by_type_subtype (const object *who, int type, int subtype)
2411{ 2630{
2412 object *tmp; 2631 object *tmp;
2413 2632
2414 for (tmp=who->inv; tmp; tmp=tmp->below) 2633 for (tmp = who->inv; tmp; tmp = tmp->below)
2415 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2634 if (tmp->type == type && tmp->subtype == subtype)
2635 return tmp;
2416 2636
2417 return NULL; 2637 return NULL;
2418} 2638}
2419 2639
2420/* If ob has a field named key, return the link from the list, 2640/* If ob has a field named key, return the link from the list,
2421 * otherwise return NULL. 2641 * otherwise return NULL.
2422 * 2642 *
2423 * key must be a passed in shared string - otherwise, this won't 2643 * key must be a passed in shared string - otherwise, this won't
2424 * do the desired thing. 2644 * do the desired thing.
2425 */ 2645 */
2646key_value *
2426key_value * get_ob_key_link(const object * ob, const char * key) { 2647get_ob_key_link (const object *ob, const char *key)
2648{
2427 key_value * link; 2649 key_value *link;
2428 2650
2429 for (link = ob->key_values; link != NULL; link = link->next) { 2651 for (link = ob->key_values; link != NULL; link = link->next)
2430 if (link->key == key) { 2652 if (link->key == key)
2431 return link; 2653 return link;
2432 } 2654
2433 }
2434
2435 return NULL; 2655 return NULL;
2436} 2656}
2437 2657
2438/* 2658/*
2439 * Returns the value of op has an extra_field for key, or NULL. 2659 * Returns the value of op has an extra_field for key, or NULL.
2440 * 2660 *
2441 * The argument doesn't need to be a shared string. 2661 * The argument doesn't need to be a shared string.
2442 * 2662 *
2443 * The returned string is shared. 2663 * The returned string is shared.
2444 */ 2664 */
2665const char *
2445const char * get_ob_key_value(const object * op, const char * const key) { 2666get_ob_key_value (const object *op, const char *const key)
2667{
2446 key_value * link; 2668 key_value *link;
2447 const char * canonical_key; 2669 shstr_cmp canonical_key (key);
2670
2671 if (!canonical_key)
2448 2672 {
2449 canonical_key = shstr::find (key);
2450
2451 if (canonical_key == NULL) {
2452 /* 1. There being a field named key on any object 2673 /* 1. There being a field named key on any object
2453 * implies there'd be a shared string to find. 2674 * implies there'd be a shared string to find.
2454 * 2. Since there isn't, no object has this field. 2675 * 2. Since there isn't, no object has this field.
2455 * 3. Therefore, *this* object doesn't have this field. 2676 * 3. Therefore, *this* object doesn't have this field.
2456 */ 2677 */
2457 return NULL; 2678 return 0;
2458 } 2679 }
2459 2680
2460 /* This is copied from get_ob_key_link() above - 2681 /* This is copied from get_ob_key_link() above -
2461 * only 4 lines, and saves the function call overhead. 2682 * only 4 lines, and saves the function call overhead.
2462 */ 2683 */
2463 for (link = op->key_values; link != NULL; link = link->next) { 2684 for (link = op->key_values; link; link = link->next)
2464 if (link->key == canonical_key) { 2685 if (link->key == canonical_key)
2465 return link->value; 2686 return link->value;
2466 } 2687
2467 } 2688 return 0;
2468 return NULL;
2469} 2689}
2470 2690
2471 2691
2472/* 2692/*
2473 * Updates the canonical_key in op to value. 2693 * Updates the canonical_key in op to value.
2477 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2697 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2478 * keys. 2698 * keys.
2479 * 2699 *
2480 * Returns TRUE on success. 2700 * Returns TRUE on success.
2481 */ 2701 */
2702int
2482int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2703set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2704{
2705 key_value *
2483 key_value * field = NULL, *last=NULL; 2706 field = NULL, *last = NULL;
2484 2707
2485 for (field=op->key_values; field != NULL; field=field->next) { 2708 for (field = op->key_values; field != NULL; field = field->next)
2709 {
2486 if (field->key != canonical_key) { 2710 if (field->key != canonical_key)
2711 {
2487 last = field; 2712 last = field;
2488 continue; 2713 continue;
2489 } 2714 }
2490 2715
2491 if (value) 2716 if (value)
2492 field->value = value; 2717 field->value = value;
2493 else { 2718 else
2719 {
2494 /* Basically, if the archetype has this key set, 2720 /* Basically, if the archetype has this key set,
2495 * we need to store the null value so when we save 2721 * we need to store the null value so when we save
2496 * it, we save the empty value so that when we load, 2722 * it, we save the empty value so that when we load,
2497 * we get this value back again. 2723 * we get this value back again.
2498 */ 2724 */
2499 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2725 if (get_ob_key_link (&op->arch->clone, canonical_key))
2500 field->value = 0; 2726 field->value = 0;
2727 else
2728 {
2729 if (last)
2730 last->next = field->next;
2501 else 2731 else
2502 {
2503 if (last) last->next = field->next;
2504 else op->key_values = field->next; 2732 op->key_values = field->next;
2505 2733
2506 delete field; 2734 delete field;
2507 } 2735 }
2508 } 2736 }
2509 return TRUE; 2737 return TRUE;
2510 } 2738 }
2511 /* IF we get here, key doesn't exist */ 2739 /* IF we get here, key doesn't exist */
2512 2740
2513 /* No field, we'll have to add it. */ 2741 /* No field, we'll have to add it. */
2742
2743 if (!add_key)
2514 2744 {
2515 if (!add_key) {
2516 return FALSE; 2745 return FALSE;
2517 } 2746 }
2518 /* There isn't any good reason to store a null 2747 /* There isn't any good reason to store a null
2519 * value in the key/value list. If the archetype has 2748 * value in the key/value list. If the archetype has
2520 * this key, then we should also have it, so shouldn't 2749 * this key, then we should also have it, so shouldn't
2521 * be here. If user wants to store empty strings, 2750 * be here. If user wants to store empty strings,
2522 * should pass in "" 2751 * should pass in ""
2523 */ 2752 */
2524 if (value == NULL) return TRUE; 2753 if (value == NULL)
2525
2526 field = new key_value;
2527
2528 field->key = canonical_key;
2529 field->value = value;
2530 /* Usual prepend-addition. */
2531 field->next = op->key_values;
2532 op->key_values = field;
2533
2534 return TRUE; 2754 return TRUE;
2755
2756 field = new key_value;
2757
2758 field->key = canonical_key;
2759 field->value = value;
2760 /* Usual prepend-addition. */
2761 field->next = op->key_values;
2762 op->key_values = field;
2763
2764 return TRUE;
2535} 2765}
2536 2766
2537/* 2767/*
2538 * Updates the key in op to value. 2768 * Updates the key in op to value.
2539 * 2769 *
2541 * and not add new ones. 2771 * and not add new ones.
2542 * In general, should be little reason FALSE is ever passed in for add_key 2772 * In general, should be little reason FALSE is ever passed in for add_key
2543 * 2773 *
2544 * Returns TRUE on success. 2774 * Returns TRUE on success.
2545 */ 2775 */
2776int
2546int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2777set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2547{ 2778{
2548 shstr key_ (key); 2779 shstr key_ (key);
2780
2549 return set_ob_key_value_s (op, key_, value, add_key); 2781 return set_ob_key_value_s (op, key_, value, add_key);
2550} 2782}
2783
2784object::depth_iterator::depth_iterator (object *container)
2785: iterator_base (container)
2786{
2787 while (item->inv)
2788 item = item->inv;
2789}
2790
2791void
2792object::depth_iterator::next ()
2793{
2794 if (item->below)
2795 {
2796 item = item->below;
2797
2798 while (item->inv)
2799 item = item->inv;
2800 }
2801 else
2802 item = item->env;
2803}
2804
2805// return a suitable string describing an objetc in enough detail to find it
2806const char *
2807object::debug_desc (char *info) const
2808{
2809 char info2[256 * 3];
2810 char *p = info;
2811
2812 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2813 count,
2814 &name,
2815 title ? " " : "",
2816 title ? (const char *)title : "");
2817
2818 if (env)
2819 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2820
2821 if (map)
2822 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2823
2824 return info;
2825}
2826
2827const char *
2828object::debug_desc () const
2829{
2830 static char info[256 * 3];
2831 return debug_desc (info);
2832}
2833

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