ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.23 by root, Sun Sep 10 14:54:02 2006 UTC vs.
Revision 1.51 by root, Sun Sep 17 16:21:53 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.23 2006/09/10 14:54:02 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
379void
292void dump_object2(object *op) { 380dump_object2 (object *op)
381{
293errmsg[0] = 0; 382 errmsg[0] = 0;
294return; 383 return;
295 //TODO//D#d# 384 //TODO//D#d#
296#if 0 385#if 0
297 char *cp; 386 char *cp;
387
298/* object *tmp;*/ 388/* object *tmp;*/
299 389
300 if(op->arch!=NULL) { 390 if (op->arch != NULL)
391 {
301 strcat(errmsg,"arch "); 392 strcat (errmsg, "arch ");
302 strcat(errmsg,op->arch->name?op->arch->name:"(null)"); 393 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
303 strcat(errmsg,"\n"); 394 strcat (errmsg, "\n");
304 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL) 395 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
305 strcat(errmsg,cp); 396 strcat (errmsg, cp);
306#if 0 397# if 0
307 /* Don't dump player diffs - they are too long, mostly meaningless, and 398 /* Don't dump player diffs - they are too long, mostly meaningless, and
308 * will overflow the buffer. 399 * will overflow the buffer.
309 * Changed so that we don't dump inventory either. This may 400 * Changed so that we don't dump inventory either. This may
310 * also overflow the buffer. 401 * also overflow the buffer.
311 */ 402 */
312 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL) 403 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
313 strcat(errmsg,cp); 404 strcat (errmsg, cp);
314 for (tmp=op->inv; tmp; tmp=tmp->below) 405 for (tmp = op->inv; tmp; tmp = tmp->below)
315 dump_object2(tmp); 406 dump_object2 (tmp);
407# endif
408 strcat (errmsg, "end\n");
409 }
410 else
411 {
412 strcat (errmsg, "Object ");
413 if (op->name == NULL)
414 strcat (errmsg, "(null)");
415 else
416 strcat (errmsg, op->name);
417 strcat (errmsg, "\n");
418# if 0
419 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
420 strcat (errmsg, cp);
421 for (tmp = op->inv; tmp; tmp = tmp->below)
422 dump_object2 (tmp);
423# endif
424 strcat (errmsg, "end\n");
425 }
316#endif 426#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} 427}
333 428
334/* 429/*
335 * Dumps an object. Returns output in the static global errmsg array. 430 * Dumps an object. Returns output in the static global errmsg array.
336 */ 431 */
337 432
433void
338void dump_object(object *op) { 434dump_object (object *op)
435{
339 if(op==NULL) { 436 if (op == NULL)
437 {
340 strcpy(errmsg,"[NULL pointer]"); 438 strcpy (errmsg, "[NULL pointer]");
341 return; 439 return;
342 } 440 }
343 errmsg[0]='\0'; 441 errmsg[0] = '\0';
344 dump_object2(op); 442 dump_object2 (op);
345} 443}
346 444
445void
347void dump_all_objects(void) { 446dump_all_objects (void)
447{
348 object *op; 448 object *op;
449
349 for(op=objects;op!=NULL;op=op->next) { 450 for (op = object::first; op != NULL; op = op->next)
451 {
350 dump_object(op); 452 dump_object (op);
351 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg); 453 fprintf (logfile, "Object %s\n", errmsg);
352 } 454 }
353} 455}
354 456
355/* 457/*
356 * get_nearest_part(multi-object, object 2) returns the part of the 458 * get_nearest_part(multi-object, object 2) returns the part of the
357 * multi-object 1 which is closest to the second object. 459 * multi-object 1 which is closest to the second object.
358 * If it's not a multi-object, it is returned. 460 * If it's not a multi-object, it is returned.
359 */ 461 */
360 462
463object *
361object *get_nearest_part(object *op, const object *pl) { 464get_nearest_part (object *op, const object *pl)
465{
362 object *tmp,*closest; 466 object *tmp, *closest;
363 int last_dist,i; 467 int last_dist, i;
468
364 if(op->more==NULL) 469 if (op->more == NULL)
365 return op; 470 return op;
366 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 471 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
367 if((i=distance(tmp,pl))<last_dist) 472 if ((i = distance (tmp, pl)) < last_dist)
368 closest=tmp,last_dist=i; 473 closest = tmp, last_dist = i;
369 return closest; 474 return closest;
370} 475}
371 476
372/* 477/*
373 * Returns the object which has the count-variable equal to the argument. 478 * Returns the object which has the count-variable equal to the argument.
374 */ 479 */
375 480
481object *
376object *find_object(tag_t i) { 482find_object (tag_t i)
483{
377 object *op; 484 object *op;
485
378 for(op=objects;op!=NULL;op=op->next) 486 for (op = object::first; op != NULL; op = op->next)
379 if(op->count==i) 487 if (op->count == i)
380 break; 488 break;
489
381 return op; 490 return op;
382} 491}
383 492
384/* 493/*
385 * Returns the first object which has a name equal to the argument. 494 * Returns the first object which has a name equal to the argument.
386 * Used only by the patch command, but not all that useful. 495 * Used only by the patch command, but not all that useful.
387 * Enables features like "patch <name-of-other-player> food 999" 496 * Enables features like "patch <name-of-other-player> food 999"
388 */ 497 */
389 498
499object *
390object *find_object_name(const char *str) { 500find_object_name (const char *str)
391 const char *name = shstr::find (str); 501{
502 shstr_cmp str_ (str);
392 object *op; 503 object *op;
504
393 for(op=objects;op!=NULL;op=op->next) 505 for (op = object::first; op != NULL; op = op->next)
394 if(&op->name == name) 506 if (op->name == str_)
395 break; 507 break;
396 508
397 return op; 509 return op;
398} 510}
399 511
512void
400void free_all_object_data () 513free_all_object_data ()
401{ 514{
402 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 515 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} 516}
439 517
440/* 518/*
441 * Sets the owner and sets the skill and exp pointers to owner's current 519 * Sets the owner and sets the skill and exp pointers to owner's current
442 * skill and experience objects. 520 * skill and experience objects.
443 */ 521 */
444void set_owner (object *op, object *owner) 522void
523object::set_owner (object *owner)
445{ 524{
446 if(owner==NULL||op==NULL) 525 if (!owner)
447 return; 526 return;
448 527
449 /* next line added to allow objects which own objects */ 528 /* next line added to allow objects which own objects */
450 /* Add a check for ownercounts in here, as I got into an endless loop 529 /* Add a check for ownercounts in here, as I got into an endless loop
451 * with the fireball owning a poison cloud which then owned the 530 * with the fireball owning a poison cloud which then owned the
452 * fireball. I believe that was caused by one of the objects getting 531 * fireball. I believe that was caused by one of the objects getting
453 * freed and then another object replacing it. Since the ownercounts 532 * 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. 533 * didn't match, this check is valid and I believe that cause is valid.
455 */ 534 */
456 while (owner->owner && owner!=owner->owner && 535 while (owner->owner)
457 owner->ownercount==owner->owner->count) owner=owner->owner; 536 owner = owner->owner;
458 537
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; 538 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} 539}
494 540
495/* Zero the key_values on op, decrementing the shared-string 541/* Zero the key_values on op, decrementing the shared-string
496 * refcounts and freeing the links. 542 * refcounts and freeing the links.
497 */ 543 */
544static void
498static void free_key_values(object * op) 545free_key_values (object *op)
499{ 546{
500 for (key_value *i = op->key_values; i != 0; ) 547 for (key_value *i = op->key_values; i != 0;)
501 { 548 {
502 key_value *next = i->next; 549 key_value *next = i->next;
503 delete i; 550 delete i;
551
504 i = next; 552 i = next;
505 } 553 }
506 554
507 op->key_values = 0; 555 op->key_values = 0;
508} 556}
509 557
510void object::clear () 558void object::clear ()
511{ 559{
512 attachable_base::clear (); 560 attachable_base::clear ();
513 561
514 free_key_values (this); 562 free_key_values (this);
515 563
516 name = 0; 564 owner = 0;
565 name = 0;
517 name_pl = 0; 566 name_pl = 0;
518 title = 0; 567 title = 0;
519 race = 0; 568 race = 0;
520 slaying = 0; 569 slaying = 0;
521 skill = 0; 570 skill = 0;
522 msg = 0; 571 msg = 0;
523 lore = 0; 572 lore = 0;
524 custom_name = 0; 573 custom_name = 0;
525 materialname = 0; 574 materialname = 0;
575 contr = 0;
576 below = 0;
577 above = 0;
578 inv = 0;
579 container = 0;
580 env = 0;
581 more = 0;
582 head = 0;
583 map = 0;
584 active_next = 0;
585 active_prev = 0;
526 586
527 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod)); 587 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
528 588
529 SET_FLAG (this, FLAG_REMOVED); 589 SET_FLAG (this, FLAG_REMOVED);
590
591 /* What is not cleared is next, prev, and count */
592
593 expmul = 1.0;
594 face = blank_face;
595
596 if (settings.casting_time)
597 casting_time = -1;
530} 598}
531 599
532void object::clone (object *destination) 600void object::clone (object *destination)
533{ 601{
534 *(object_copy *)destination = *this; 602 *(object_copy *)destination = *this;
535 *(object_pod *)destination = *this; 603 *(object_pod *)destination = *this;
536 604
537 if (self || cb) 605 if (self || cb)
538 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination)); 606 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} 607}
571 608
572/* 609/*
573 * copy object first frees everything allocated by the second object, 610 * copy object first frees everything allocated by the second object,
574 * and then copies the contends of the first object into the second 611 * and then copies the contends of the first object into the second
575 * object, allocating what needs to be allocated. Basically, any 612 * object, allocating what needs to be allocated. Basically, any
576 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 613 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
577 * if the first object is freed, the pointers in the new object 614 * if the first object is freed, the pointers in the new object
578 * will point at garbage. 615 * will point at garbage.
579 */ 616 */
580 617void
581void copy_object (object *op2, object *op) 618copy_object (object *op2, object *op)
582{ 619{
583 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 620 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
584 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 621 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
585 622
586 op2->clone (op); 623 op2->clone (op);
587 624
625 if (is_freed)
588 if (is_freed) SET_FLAG (op, FLAG_FREED); 626 SET_FLAG (op, FLAG_FREED);
627 if (is_removed)
589 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 628 SET_FLAG (op, FLAG_REMOVED);
590 629
591 if (op2->speed < 0) 630 if (op2->speed < 0)
592 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 631 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
593 632
594 /* Copy over key_values, if any. */ 633 /* Copy over key_values, if any. */
595 if (op2->key_values) 634 if (op2->key_values)
596 { 635 {
597 key_value *tail = 0; 636 key_value *tail = 0;
601 640
602 for (i = op2->key_values; i; i = i->next) 641 for (i = op2->key_values; i; i = i->next)
603 { 642 {
604 key_value *new_link = new key_value; 643 key_value *new_link = new key_value;
605 644
606 new_link->next = 0; 645 new_link->next = 0;
607 new_link->key = i->key; 646 new_link->key = i->key;
608 new_link->value = i->value; 647 new_link->value = i->value;
609 648
610 /* Try and be clever here, too. */ 649 /* Try and be clever here, too. */
611 if (!op->key_values) 650 if (!op->key_values)
612 { 651 {
628 * If an object with the IS_TURNABLE() flag needs to be turned due 667 * If an object with the IS_TURNABLE() flag needs to be turned due
629 * to the closest player being on the other side, this function can 668 * to the closest player being on the other side, this function can
630 * be called to update the face variable, _and_ how it looks on the map. 669 * be called to update the face variable, _and_ how it looks on the map.
631 */ 670 */
632 671
672void
633void update_turn_face(object *op) { 673update_turn_face (object *op)
674{
634 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 675 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
635 return; 676 return;
636 SET_ANIMATION(op, op->direction); 677 SET_ANIMATION (op, op->direction);
637 update_object(op,UP_OBJ_FACE); 678 update_object (op, UP_OBJ_FACE);
638} 679}
639 680
640/* 681/*
641 * Updates the speed of an object. If the speed changes from 0 to another 682 * Updates the speed of an object. If the speed changes from 0 to another
642 * value, or vice versa, then add/remove the object from the active list. 683 * value, or vice versa, then add/remove the object from the active list.
643 * This function needs to be called whenever the speed of an object changes. 684 * This function needs to be called whenever the speed of an object changes.
644 */ 685 */
645 686void
646void update_ob_speed(object *op) { 687update_ob_speed (object *op)
688{
647 extern int arch_init; 689 extern int arch_init;
648 690
649 /* No reason putting the archetypes objects on the speed list, 691 /* No reason putting the archetypes objects on the speed list,
650 * since they never really need to be updated. 692 * since they never really need to be updated.
651 */ 693 */
652 694
653 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 695 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
696 {
654 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 697 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
655#ifdef MANY_CORES 698#ifdef MANY_CORES
656 abort(); 699 abort ();
657#else 700#else
658 op->speed = 0; 701 op->speed = 0;
659#endif 702#endif
660 } 703 }
704
661 if (arch_init) { 705 if (arch_init)
706 return;
707
708 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
709 {
710 /* If already on active list, don't do anything */
711 if (op->active_next || op->active_prev || op == active_objects)
662 return; 712 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;
668 713
669 /* process_events() expects us to insert the object at the beginning 714 /* process_events() expects us to insert the object at the beginning
670 * of the list. */ 715 * of the list. */
671 op->active_next = active_objects; 716 op->active_next = active_objects;
717
672 if (op->active_next!=NULL) 718 if (op->active_next != NULL)
673 op->active_next->active_prev = op; 719 op->active_next->active_prev = op;
720
674 active_objects = op; 721 active_objects = op;
722 }
723 else
675 } 724 {
676 else {
677 /* If not on the active list, nothing needs to be done */ 725 /* If not on the active list, nothing needs to be done */
678 if (!op->active_next && !op->active_prev && op!=active_objects) 726 if (!op->active_next && !op->active_prev && op != active_objects)
679 return; 727 return;
680 728
681 if (op->active_prev==NULL) { 729 if (op->active_prev == NULL)
730 {
682 active_objects = op->active_next; 731 active_objects = op->active_next;
732
683 if (op->active_next!=NULL) 733 if (op->active_next != NULL)
684 op->active_next->active_prev = NULL; 734 op->active_next->active_prev = NULL;
735 }
736 else
685 } 737 {
686 else {
687 op->active_prev->active_next = op->active_next; 738 op->active_prev->active_next = op->active_next;
739
688 if (op->active_next) 740 if (op->active_next)
689 op->active_next->active_prev = op->active_prev; 741 op->active_next->active_prev = op->active_prev;
690 } 742 }
743
691 op->active_next = NULL; 744 op->active_next = NULL;
692 op->active_prev = NULL; 745 op->active_prev = NULL;
693 } 746 }
694} 747}
695 748
696/* This function removes object 'op' from the list of active 749/* This function removes object 'op' from the list of active
697 * objects. 750 * objects.
699 * reference maps where you don't want an object that isn't 752 * reference maps where you don't want an object that isn't
700 * in play chewing up cpu time getting processed. 753 * in play chewing up cpu time getting processed.
701 * The reverse of this is to call update_ob_speed, which 754 * The reverse of this is to call update_ob_speed, which
702 * will do the right thing based on the speed of the object. 755 * will do the right thing based on the speed of the object.
703 */ 756 */
757void
704void remove_from_active_list(object *op) 758remove_from_active_list (object *op)
705{ 759{
706 /* If not on the active list, nothing needs to be done */ 760 /* If not on the active list, nothing needs to be done */
707 if (!op->active_next && !op->active_prev && op!=active_objects) 761 if (!op->active_next && !op->active_prev && op != active_objects)
708 return; 762 return;
709 763
710 if (op->active_prev==NULL) { 764 if (op->active_prev == NULL)
765 {
711 active_objects = op->active_next; 766 active_objects = op->active_next;
712 if (op->active_next!=NULL) 767 if (op->active_next != NULL)
713 op->active_next->active_prev = NULL; 768 op->active_next->active_prev = NULL;
769 }
770 else
714 } 771 {
715 else {
716 op->active_prev->active_next = op->active_next; 772 op->active_prev->active_next = op->active_next;
717 if (op->active_next) 773 if (op->active_next)
718 op->active_next->active_prev = op->active_prev; 774 op->active_next->active_prev = op->active_prev;
719 } 775 }
720 op->active_next = NULL; 776 op->active_next = NULL;
721 op->active_prev = NULL; 777 op->active_prev = NULL;
722} 778}
723 779
724/* 780/*
725 * update_object() updates the array which represents the map. 781 * update_object() updates the array which represents the map.
726 * It takes into account invisible objects (and represent squares covered 782 * It takes into account invisible objects (and represent squares covered
741 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 797 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
742 * as that is easier than trying to look at what may have changed. 798 * as that is easier than trying to look at what may have changed.
743 * UP_OBJ_FACE: only the objects face has changed. 799 * UP_OBJ_FACE: only the objects face has changed.
744 */ 800 */
745 801
802void
746void update_object(object *op, int action) { 803update_object (object *op, int action)
804{
747 int update_now=0, flags; 805 int update_now = 0, flags;
748 MoveType move_on, move_off, move_block, move_slow; 806 MoveType move_on, move_off, move_block, move_slow;
749 807
750 if (op == NULL) { 808 if (op == NULL)
809 {
751 /* this should never happen */ 810 /* this should never happen */
752 LOG(llevDebug,"update_object() called for NULL object.\n"); 811 LOG (llevDebug, "update_object() called for NULL object.\n");
753 return; 812 return;
754 }
755 813 }
814
756 if(op->env!=NULL) { 815 if (op->env != NULL)
816 {
757 /* Animation is currently handled by client, so nothing 817 /* Animation is currently handled by client, so nothing
758 * to do in this case. 818 * to do in this case.
759 */ 819 */
760 return; 820 return;
761 } 821 }
762 822
763 /* If the map is saving, don't do anything as everything is 823 /* If the map is saving, don't do anything as everything is
764 * going to get freed anyways. 824 * going to get freed anyways.
765 */ 825 */
766 if (!op->map || op->map->in_memory == MAP_SAVING) return; 826 if (!op->map || op->map->in_memory == MAP_SAVING)
767 827 return;
828
768 /* make sure the object is within map boundaries */ 829 /* make sure the object is within map boundaries */
769 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 830 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
770 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 831 {
771 LOG(llevError,"update_object() called for object out of map!\n"); 832 LOG (llevError, "update_object() called for object out of map!\n");
772#ifdef MANY_CORES 833#ifdef MANY_CORES
773 abort(); 834 abort ();
774#endif 835#endif
775 return; 836 return;
776 }
777 837 }
838
778 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 839 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
779 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 840 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
780 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 841 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
781 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 842 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
782 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 843 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
783 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y); 844 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
784 845
785 if (action == UP_OBJ_INSERT) { 846 if (action == UP_OBJ_INSERT)
847 {
786 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 848 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
787 update_now=1; 849 update_now = 1;
788 850
789 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 851 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
790 update_now=1; 852 update_now = 1;
791 853
792 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 854 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
793 update_now=1; 855 update_now = 1;
794 856
795 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 857 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
796 update_now=1; 858 update_now = 1;
797 859
798 if (op->type == SAFE_GROUND && !(flags & P_SAFE)) 860 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
799 update_now=1; 861 update_now = 1;
800 862
801 if ((move_on | op->move_on) != move_on) update_now=1; 863 if ((move_on | op->move_on) != move_on)
864 update_now = 1;
802 865
803 if ((move_off | op->move_off) != move_off) update_now=1; 866 if ((move_off | op->move_off) != move_off)
867 update_now = 1;
804 868
805 /* This isn't perfect, but I don't expect a lot of objects to 869 /* This isn't perfect, but I don't expect a lot of objects to
806 * to have move_allow right now. 870 * to have move_allow right now.
807 */ 871 */
808 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 872 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
809 update_now=1; 873 update_now = 1;
810 874
811 if ((move_slow | op->move_slow) != move_slow) 875 if ((move_slow | op->move_slow) != move_slow)
812 update_now=1; 876 update_now = 1;
813 } 877 }
814 /* if the object is being removed, we can't make intelligent 878 /* if the object is being removed, we can't make intelligent
815 * decisions, because remove_ob can't really pass the object 879 * decisions, because remove_ob can't really pass the object
816 * that is being removed. 880 * that is being removed.
817 */ 881 */
818 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 882 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
819 update_now=1; 883 update_now = 1;
820 } else if (action == UP_OBJ_FACE) { 884 else if (action == UP_OBJ_FACE)
821 /* Nothing to do for that case */ 885 /* Nothing to do for that case */ ;
822 }
823 else { 886 else
824 LOG(llevError,"update_object called with invalid action: %d\n", action); 887 LOG (llevError, "update_object called with invalid action: %d\n", action);
825 }
826 888
827 if (update_now) { 889 if (update_now)
890 {
828 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 891 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
829 update_position(op->map, op->x, op->y); 892 update_position (op->map, op->x, op->y);
830 } 893 }
831 894
832 if(op->more!=NULL) 895 if (op->more != NULL)
833 update_object(op->more, action); 896 update_object (op->more, action);
834} 897}
835 898
836static std::vector<object *> mortals; 899object::vector object::mortals;
900object::vector object::objects; // not yet used
901object *object::first;
837 902
838void object::free_mortals () 903void object::free_mortals ()
839{ 904{
840 for (std::vector<object *>::iterator i = mortals.begin (); i != mortals.end (); ++i) 905 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
906 if ((*i)->refcnt)
907 ++i; // further delay freeing
908 else
909 {
841 delete *i; 910 delete *i;
911 mortals.erase (i);
912 }
842 913
843 mortals.clear (); 914 static int lastmortals = 0;//D
915
916 if (mortals.size() != lastmortals && lastmortals > 100)//D
917 {
918 lastmortals = mortals.size ();//D
919 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
920 }
844} 921}
845 922
846object::object () 923object::object ()
847{ 924{
848 SET_FLAG (this, FLAG_REMOVED); 925 SET_FLAG (this, FLAG_REMOVED);
849 926
850 expmul = 1.0; 927 expmul = 1.0;
851 face = blank_face; 928 face = blank_face;
852 attacked_by_count = -1;
853} 929}
854 930
855object::~object () 931object::~object ()
856{ 932{
857 free_key_values (this); 933 free_key_values (this);
858} 934}
859 935
860void
861object::link () 936void object::link ()
862{ 937{
863 count = ++ob_count; 938 count = ++ob_count;
939 uuid = gen_uuid ();
864 940
865 prev = 0; 941 prev = 0;
866 next = objects; 942 next = object::first;
867 943
868 if (objects) 944 if (object::first)
869 objects->prev = this; 945 object::first->prev = this;
870 946
871 objects = this; 947 object::first = this;
872} 948}
873 949
874void
875object::unlink () 950void object::unlink ()
876{ 951{
877 count = 0; 952 if (this == object::first)
953 object::first = next;
878 954
879 /* Remove this object from the list of used objects */ 955 /* Remove this object from the list of used objects */
880 if (prev) prev->next = next; 956 if (prev) prev->next = next;
881 if (next) next->prev = prev; 957 if (next) next->prev = prev;
882 if (this == objects) objects = next; 958
883} 959 prev = 0;
960 next = 0;
961}
884 962
885object *object::create () 963object *object::create ()
886{ 964{
887 object *op = new object; 965 object *op = new object;
888 op->link (); 966 op->link ();
897 * this function to succeed. 975 * this function to succeed.
898 * 976 *
899 * If free_inventory is set, free inventory as well. Else drop items in 977 * If free_inventory is set, free inventory as well. Else drop items in
900 * inventory to the ground. 978 * inventory to the ground.
901 */ 979 */
902void
903object::free (bool free_inventory) 980void object::free (bool free_inventory)
904{ 981{
982 if (QUERY_FLAG (this, FLAG_FREED))
983 return;
984
985 if (QUERY_FLAG (this, FLAG_FRIENDLY))
986 remove_friendly_object (this);
987
905 if (!QUERY_FLAG (this, FLAG_REMOVED)) 988 if (!QUERY_FLAG (this, FLAG_REMOVED))
906 { 989 remove_ob (this);
907 LOG (llevDebug, "Free object called with non removed object\n");
908 dump_object (this);
909#ifdef MANY_CORES
910 abort ();
911#endif
912 }
913 990
914 if (QUERY_FLAG (this, FLAG_FRIENDLY))
915 {
916 LOG (llevMonster, "Warning: tried to free friendly object.\n");
917 remove_friendly_object (this);
918 }
919
920 if (QUERY_FLAG (this, FLAG_FREED)) 991 SET_FLAG (this, FLAG_FREED);
921 {
922 dump_object (this);
923 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg);
924 return;
925 }
926 992
927 if (more) 993 if (more)
928 { 994 {
929 more->free (free_inventory); 995 more->free (free_inventory);
930 more = 0; 996 more = 0;
934 { 1000 {
935 /* Only if the space blocks everything do we not process - 1001 /* Only if the space blocks everything do we not process -
936 * if some form of movement is allowed, let objects 1002 * if some form of movement is allowed, let objects
937 * drop on that space. 1003 * drop on that space.
938 */ 1004 */
939 if (free_inventory || !map 1005 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
940 || map->in_memory != MAP_IN_MEMORY 1006 {
941 || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
942 {
943 object *op = inv; 1007 object *op = inv;
944 1008
945 while (op) 1009 while (op)
946 { 1010 {
947 object *tmp = op->below; 1011 object *tmp = op->below;
948 remove_ob (op);
949 op->free (free_inventory); 1012 op->free (free_inventory);
950 op = tmp; 1013 op = tmp;
951 } 1014 }
952 } 1015 }
953 else 1016 else
954 { /* Put objects in inventory onto this space */ 1017 { /* Put objects in inventory onto this space */
955 object *op = inv; 1018 object *op = inv;
956 1019
957 while (op) 1020 while (op)
958 { 1021 {
959 object *tmp = op->below; 1022 object *tmp = op->below;
1023
960 remove_ob (op); 1024 remove_ob (op);
961 1025
962 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 1026 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
963 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE 1027 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
964 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1028 free_object (op);
965 free_object (op); 1029 else
966 else 1030 {
967 { 1031 op->x = x;
968 op->x = x; 1032 op->y = y;
969 op->y = y;
970 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */ 1033 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
971 } 1034 }
972 1035
973 op = tmp; 1036 op = tmp;
1037 }
1038 }
974 } 1039 }
975 } 1040
976 } 1041 // clear those pointers that likely might have circular references to us
1042 owner = 0;
1043 enemy = 0;
1044 attacked_by = 0;
977 1045
978 /* Remove object from the active list */ 1046 /* Remove object from the active list */
979 speed = 0; 1047 speed = 0;
980 update_ob_speed (this); 1048 update_ob_speed (this);
981 1049
982 unlink (); 1050 unlink ();
983 1051
984 SET_FLAG (this, FLAG_FREED);
985
986 mortals.push_back (this); 1052 mortals.push_back (this);
987} 1053}
988 1054
989/* 1055/*
990 * sub_weight() recursively (outwards) subtracts a number from the 1056 * sub_weight() recursively (outwards) subtracts a number from the
991 * weight of an object (and what is carried by it's environment(s)). 1057 * weight of an object (and what is carried by it's environment(s)).
992 */ 1058 */
993 1059
1060void
994void sub_weight (object *op, signed long weight) { 1061sub_weight (object *op, signed long weight)
1062{
995 while (op != NULL) { 1063 while (op != NULL)
1064 {
996 if (op->type == CONTAINER) { 1065 if (op->type == CONTAINER)
997 weight=(signed long)(weight*(100-op->stats.Str)/100); 1066 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
998 } 1067
999 op->carrying-=weight; 1068 op->carrying -= weight;
1000 op = op->env; 1069 op = op->env;
1001 } 1070 }
1002} 1071}
1003 1072
1004/* remove_ob(op): 1073/* remove_ob(op):
1005 * This function removes the object op from the linked list of objects 1074 * This function removes the object op from the linked list of objects
1006 * which it is currently tied to. When this function is done, the 1075 * which it is currently tied to. When this function is done, the
1008 * environment, the x and y coordinates will be updated to 1077 * environment, the x and y coordinates will be updated to
1009 * the previous environment. 1078 * the previous environment.
1010 * Beware: This function is called from the editor as well! 1079 * Beware: This function is called from the editor as well!
1011 */ 1080 */
1012 1081
1082void
1013void remove_ob(object *op) { 1083remove_ob (object *op)
1084{
1014 object *tmp,*last=NULL; 1085 object *tmp, *last = 0;
1015 object *otmp; 1086 object *otmp;
1016 tag_t tag; 1087
1017 int check_walk_off; 1088 int check_walk_off;
1018 mapstruct *m; 1089 maptile *m;
1090
1019 sint16 x,y; 1091 sint16 x, y;
1020
1021 1092
1022 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1093 if (QUERY_FLAG (op, FLAG_REMOVED))
1023 dump_object(op); 1094 return;
1024 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1025 1095
1026 /* Changed it to always dump core in this case. As has been learned
1027 * in the past, trying to recover from errors almost always
1028 * make things worse, and this is a real error here - something
1029 * that should not happen.
1030 * Yes, if this was a mission critical app, trying to do something
1031 * to recover may make sense, but that is because failure of the app
1032 * may have other disastrous problems. Cf runs out of a script
1033 * so is easily enough restarted without any real problems.
1034 * MSW 2001-07-01
1035 */
1036 abort();
1037 }
1038 if(op->more!=NULL)
1039 remove_ob(op->more);
1040
1041 SET_FLAG(op, FLAG_REMOVED); 1096 SET_FLAG (op, FLAG_REMOVED);
1042 1097
1098 if (op->more != NULL)
1099 remove_ob (op->more);
1100
1043 /* 1101 /*
1044 * In this case, the object to be removed is in someones 1102 * In this case, the object to be removed is in someones
1045 * inventory. 1103 * inventory.
1046 */ 1104 */
1047 if(op->env!=NULL) { 1105 if (op->env != NULL)
1106 {
1048 if(op->nrof) 1107 if (op->nrof)
1049 sub_weight(op->env, op->weight*op->nrof); 1108 sub_weight (op->env, op->weight * op->nrof);
1050 else 1109 else
1051 sub_weight(op->env, op->weight+op->carrying); 1110 sub_weight (op->env, op->weight + op->carrying);
1052 1111
1053 /* NO_FIX_PLAYER is set when a great many changes are being 1112 /* NO_FIX_PLAYER is set when a great many changes are being
1054 * made to players inventory. If set, avoiding the call 1113 * made to players inventory. If set, avoiding the call
1055 * to save cpu time. 1114 * to save cpu time.
1056 */ 1115 */
1057 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1116 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1058 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1059 fix_player(otmp); 1117 fix_player (otmp);
1060 1118
1061 if(op->above!=NULL) 1119 if (op->above != NULL)
1062 op->above->below=op->below; 1120 op->above->below = op->below;
1063 else 1121 else
1064 op->env->inv=op->below; 1122 op->env->inv = op->below;
1065 1123
1066 if(op->below!=NULL) 1124 if (op->below != NULL)
1067 op->below->above=op->above; 1125 op->below->above = op->above;
1068 1126
1069 /* we set up values so that it could be inserted into 1127 /* we set up values so that it could be inserted into
1070 * the map, but we don't actually do that - it is up 1128 * the map, but we don't actually do that - it is up
1071 * to the caller to decide what we want to do. 1129 * to the caller to decide what we want to do.
1072 */ 1130 */
1073 op->x=op->env->x,op->y=op->env->y; 1131 op->x = op->env->x, op->y = op->env->y;
1074 op->map=op->env->map; 1132 op->map = op->env->map;
1075 op->above=NULL,op->below=NULL; 1133 op->above = NULL, op->below = NULL;
1076 op->env=NULL; 1134 op->env = NULL;
1135 }
1136 else if (op->map)
1137 {
1138 x = op->x;
1139 y = op->y;
1140 m = get_map_from_coord (op->map, &x, &y);
1141
1142 if (!m)
1143 {
1144 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1145 op->map->path, op->x, op->y);
1146 /* in old days, we used to set x and y to 0 and continue.
1147 * it seems if we get into this case, something is probablye
1148 * screwed up and should be fixed.
1149 */
1150 abort ();
1151 }
1152
1153 if (op->map != m)
1154 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1155 op->map->path, m->path, op->x, op->y, x, y);
1156
1157 /* Re did the following section of code - it looks like it had
1158 * lots of logic for things we no longer care about
1159 */
1160
1161 /* link the object above us */
1162 if (op->above)
1163 op->above->below = op->below;
1164 else
1165 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1166
1167 /* Relink the object below us, if there is one */
1168 if (op->below)
1169 op->below->above = op->above;
1170 else
1171 {
1172 /* Nothing below, which means we need to relink map object for this space
1173 * use translated coordinates in case some oddness with map tiling is
1174 * evident
1175 */
1176 if (GET_MAP_OB (m, x, y) != op)
1177 {
1178 dump_object (op);
1179 LOG (llevError,
1180 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg);
1181 dump_object (GET_MAP_OB (m, x, y));
1182 LOG (llevError, "%s\n", errmsg);
1183 }
1184
1185 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1186 }
1187
1188 op->above = 0;
1189 op->below = 0;
1190
1191 if (op->map->in_memory == MAP_SAVING)
1077 return; 1192 return;
1078 }
1079 1193
1080 /* If we get here, we are removing it from a map */
1081 if (op->map == NULL) return;
1082
1083 x = op->x;
1084 y = op->y;
1085 m = get_map_from_coord(op->map, &x, &y);
1086
1087 if (!m) {
1088 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1089 op->map->path, op->x, op->y);
1090 /* in old days, we used to set x and y to 0 and continue.
1091 * it seems if we get into this case, something is probablye
1092 * screwed up and should be fixed.
1093 */
1094 abort();
1095 }
1096 if (op->map != m) {
1097 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1098 op->map->path, m->path, op->x, op->y, x, y);
1099 }
1100
1101 /* Re did the following section of code - it looks like it had
1102 * lots of logic for things we no longer care about
1103 */
1104
1105 /* link the object above us */
1106 if (op->above)
1107 op->above->below=op->below;
1108 else
1109 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1110
1111 /* Relink the object below us, if there is one */
1112 if(op->below) {
1113 op->below->above=op->above;
1114 } else {
1115 /* Nothing below, which means we need to relink map object for this space
1116 * use translated coordinates in case some oddness with map tiling is
1117 * evident
1118 */
1119 if(GET_MAP_OB(m,x,y)!=op) {
1120 dump_object(op);
1121 LOG(llevError,"remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg);
1122 dump_object(GET_MAP_OB(m,x,y));
1123 LOG(llevError,"%s\n",errmsg);
1124 }
1125 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1126 }
1127 op->above=NULL;
1128 op->below=NULL;
1129
1130 if (op->map->in_memory == MAP_SAVING)
1131 return;
1132
1133 tag = op->count;
1134 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1194 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1195
1135 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1196 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1197 {
1136 /* No point updating the players look faces if he is the object 1198 /* No point updating the players look faces if he is the object
1137 * being removed. 1199 * being removed.
1138 */ 1200 */
1139 1201
1140 if(tmp->type==PLAYER && tmp!=op) { 1202 if (tmp->type == PLAYER && tmp != op)
1203 {
1141 /* If a container that the player is currently using somehow gets 1204 /* If a container that the player is currently using somehow gets
1142 * removed (most likely destroyed), update the player view 1205 * removed (most likely destroyed), update the player view
1143 * appropriately. 1206 * appropriately.
1144 */ 1207 */
1145 if (tmp->container==op) { 1208 if (tmp->container == op)
1209 {
1146 CLEAR_FLAG(op, FLAG_APPLIED); 1210 CLEAR_FLAG (op, FLAG_APPLIED);
1147 tmp->container=NULL; 1211 tmp->container = NULL;
1212 }
1213
1214 tmp->contr->socket.update_look = 1;
1148 } 1215 }
1149 tmp->contr->socket.update_look=1; 1216
1150 }
1151 /* See if player moving off should effect something */ 1217 /* See if player moving off should effect something */
1218 if (check_walk_off
1152 if (check_walk_off && ((op->move_type & tmp->move_off) && 1219 && ((op->move_type & tmp->move_off)
1153 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1220 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1154 1221 {
1155 move_apply(tmp, op, NULL); 1222 move_apply (tmp, op, NULL);
1223
1156 if (was_destroyed (op, tag)) { 1224 if (op->destroyed ())
1157 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1225 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1158 "leaving object\n", &tmp->name, &tmp->arch->name);
1159 } 1226 }
1160 }
1161 1227
1162 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1228 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1163 1229
1164 if(tmp->above == tmp) 1230 if (tmp->above == tmp)
1165 tmp->above = NULL; 1231 tmp->above = NULL;
1232
1166 last=tmp; 1233 last = tmp;
1167 } 1234 }
1235
1168 /* last == NULL of there are no objects on this space */ 1236 /* last == NULL of there are no objects on this space */
1169 if (last==NULL) { 1237 if (last == NULL)
1238 {
1170 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1239 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1171 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1240 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1172 * those out anyways, and if there are any flags set right now, they won't 1241 * those out anyways, and if there are any flags set right now, they won't
1173 * be correct anyways. 1242 * be correct anyways.
1174 */ 1243 */
1175 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1244 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1176 update_position(op->map, op->x, op->y); 1245 update_position (op->map, op->x, op->y);
1177 } 1246 }
1178 else 1247 else
1179 update_object(last, UP_OBJ_REMOVE); 1248 update_object (last, UP_OBJ_REMOVE);
1180 1249
1181 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1250 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1182 update_all_los(op->map, op->x, op->y); 1251 update_all_los (op->map, op->x, op->y);
1183 1252 }
1184} 1253}
1185 1254
1186/* 1255/*
1187 * merge_ob(op,top): 1256 * merge_ob(op,top):
1188 * 1257 *
1189 * This function goes through all objects below and including top, and 1258 * This function goes through all objects below and including top, and
1190 * merges op to the first matching object. 1259 * merges op to the first matching object.
1191 * If top is NULL, it is calculated. 1260 * If top is NULL, it is calculated.
1192 * Returns pointer to object if it succeded in the merge, otherwise NULL 1261 * Returns pointer to object if it succeded in the merge, otherwise NULL
1193 */ 1262 */
1194 1263object *
1195object *merge_ob(object *op, object *top) { 1264merge_ob (object *op, object *top)
1265{
1196 if(!op->nrof) 1266 if (!op->nrof)
1197 return 0; 1267 return 0;
1268
1198 if(top==NULL) 1269 if (top == NULL)
1199 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1270 for (top = op; top != NULL && top->above != NULL; top = top->above);
1271
1200 for(;top!=NULL;top=top->below) { 1272 for (; top != NULL; top = top->below)
1273 {
1201 if(top==op) 1274 if (top == op)
1202 continue; 1275 continue;
1203 if (CAN_MERGE(op,top)) 1276 if (CAN_MERGE (op, top))
1204 { 1277 {
1205 top->nrof+=op->nrof; 1278 top->nrof += op->nrof;
1279
1206/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1280/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1207 op->weight = 0; /* Don't want any adjustements now */ 1281 op->weight = 0; /* Don't want any adjustements now */
1208 remove_ob(op); 1282 remove_ob (op);
1209 free_object(op); 1283 free_object (op);
1210 return top; 1284 return top;
1211 } 1285 }
1212 } 1286 }
1287
1213 return NULL; 1288 return 0;
1214} 1289}
1215 1290
1216/* 1291/*
1217 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1292 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1218 * job preparing multi-part monsters 1293 * job preparing multi-part monsters
1219 */ 1294 */
1295object *
1220object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1296insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1297{
1221 object* tmp; 1298 object *tmp;
1299
1222 if (op->head) 1300 if (op->head)
1223 op=op->head; 1301 op = op->head;
1302
1224 for (tmp=op;tmp;tmp=tmp->more){ 1303 for (tmp = op; tmp; tmp = tmp->more)
1304 {
1225 tmp->x=x+tmp->arch->clone.x; 1305 tmp->x = x + tmp->arch->clone.x;
1226 tmp->y=y+tmp->arch->clone.y; 1306 tmp->y = y + tmp->arch->clone.y;
1227 } 1307 }
1308
1228 return insert_ob_in_map (op, m, originator, flag); 1309 return insert_ob_in_map (op, m, originator, flag);
1229} 1310}
1230 1311
1231/* 1312/*
1232 * insert_ob_in_map (op, map, originator, flag): 1313 * insert_ob_in_map (op, map, originator, flag):
1233 * This function inserts the object in the two-way linked list 1314 * This function inserts the object in the two-way linked list
1247 * new object if 'op' was merged with other object 1328 * new object if 'op' was merged with other object
1248 * NULL if 'op' was destroyed 1329 * NULL if 'op' was destroyed
1249 * just 'op' otherwise 1330 * just 'op' otherwise
1250 */ 1331 */
1251 1332
1333object *
1252object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1334insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1253{ 1335{
1254 object *tmp, *top, *floor=NULL; 1336 object *tmp, *top, *floor = NULL;
1255 sint16 x,y; 1337 sint16 x, y;
1256 1338
1257 if (QUERY_FLAG (op, FLAG_FREED)) { 1339 if (QUERY_FLAG (op, FLAG_FREED))
1340 {
1258 LOG (llevError, "Trying to insert freed object!\n"); 1341 LOG (llevError, "Trying to insert freed object!\n");
1342 return NULL;
1343 }
1344
1345 if (m == NULL)
1346 {
1347 dump_object (op);
1348 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1349 return op;
1350 }
1351
1352 if (out_of_map (m, op->x, op->y))
1353 {
1354 dump_object (op);
1355 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1356#ifdef MANY_CORES
1357 /* Better to catch this here, as otherwise the next use of this object
1358 * is likely to cause a crash. Better to find out where it is getting
1359 * improperly inserted.
1360 */
1361 abort ();
1362#endif
1363 return op;
1364 }
1365
1366 if (!QUERY_FLAG (op, FLAG_REMOVED))
1367 {
1368 dump_object (op);
1369 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1370 return op;
1371 }
1372
1373 if (op->more != NULL)
1374 {
1375 /* The part may be on a different map. */
1376
1377 object *more = op->more;
1378
1379 /* We really need the caller to normalize coordinates - if
1380 * we set the map, that doesn't work if the location is within
1381 * a map and this is straddling an edge. So only if coordinate
1382 * is clear wrong do we normalize it.
1383 */
1384 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1385 more->map = get_map_from_coord (m, &more->x, &more->y);
1386 else if (!more->map)
1387 {
1388 /* For backwards compatibility - when not dealing with tiled maps,
1389 * more->map should always point to the parent.
1390 */
1391 more->map = m;
1392 }
1393
1394 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1395 {
1396 if (!op->head)
1397 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1398
1399 return NULL;
1400 }
1401 }
1402
1403 CLEAR_FLAG (op, FLAG_REMOVED);
1404
1405 /* Ideally, the caller figures this out. However, it complicates a lot
1406 * of areas of callers (eg, anything that uses find_free_spot would now
1407 * need extra work
1408 */
1409 op->map = get_map_from_coord (m, &op->x, &op->y);
1410 x = op->x;
1411 y = op->y;
1412
1413 /* this has to be done after we translate the coordinates.
1414 */
1415 if (op->nrof && !(flag & INS_NO_MERGE))
1416 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1417 if (CAN_MERGE (op, tmp))
1418 {
1419 op->nrof += tmp->nrof;
1420 remove_ob (tmp);
1421 free_object (tmp);
1422 }
1423
1424 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1425 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1426
1427 if (!QUERY_FLAG (op, FLAG_ALIVE))
1428 CLEAR_FLAG (op, FLAG_NO_STEAL);
1429
1430 if (flag & INS_BELOW_ORIGINATOR)
1431 {
1432 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1433 {
1434 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1435 abort ();
1436 }
1437
1438 op->above = originator;
1439 op->below = originator->below;
1440
1441 if (op->below)
1442 op->below->above = op;
1443 else
1444 SET_MAP_OB (op->map, op->x, op->y, op);
1445
1446 /* since *below* originator, no need to update top */
1447 originator->below = op;
1448 }
1449 else
1450 {
1451 /* If there are other objects, then */
1452 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1453 {
1454 object *last = NULL;
1455
1456 /*
1457 * If there are multiple objects on this space, we do some trickier handling.
1458 * We've already dealt with merging if appropriate.
1459 * Generally, we want to put the new object on top. But if
1460 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1461 * floor, we want to insert above that and no further.
1462 * Also, if there are spell objects on this space, we stop processing
1463 * once we get to them. This reduces the need to traverse over all of
1464 * them when adding another one - this saves quite a bit of cpu time
1465 * when lots of spells are cast in one area. Currently, it is presumed
1466 * that flying non pickable objects are spell objects.
1467 */
1468
1469 while (top != NULL)
1470 {
1471 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1472 floor = top;
1473
1474 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1475 {
1476 /* We insert above top, so we want this object below this */
1477 top = top->below;
1478 break;
1479 }
1480
1481 last = top;
1482 top = top->above;
1483 }
1484
1485 /* Don't want top to be NULL, so set it to the last valid object */
1486 top = last;
1487
1488 /* We let update_position deal with figuring out what the space
1489 * looks like instead of lots of conditions here.
1490 * makes things faster, and effectively the same result.
1491 */
1492
1493 /* Have object 'fall below' other objects that block view.
1494 * Unless those objects are exits, type 66
1495 * If INS_ON_TOP is used, don't do this processing
1496 * Need to find the object that in fact blocks view, otherwise
1497 * stacking is a bit odd.
1498 */
1499 if (!(flag & INS_ON_TOP) &&
1500 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1501 {
1502 for (last = top; last != floor; last = last->below)
1503 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1504 break;
1505 /* Check to see if we found the object that blocks view,
1506 * and make sure we have a below pointer for it so that
1507 * we can get inserted below this one, which requires we
1508 * set top to the object below us.
1509 */
1510 if (last && last->below && last != floor)
1511 top = last->below;
1512 }
1513 } /* If objects on this space */
1514
1515 if (flag & INS_MAP_LOAD)
1516 top = GET_MAP_TOP (op->map, op->x, op->y);
1517
1518 if (flag & INS_ABOVE_FLOOR_ONLY)
1519 top = floor;
1520
1521 /* Top is the object that our object (op) is going to get inserted above.
1522 */
1523
1524 /* First object on this space */
1525 if (!top)
1526 {
1527 op->above = GET_MAP_OB (op->map, op->x, op->y);
1528
1529 if (op->above)
1530 op->above->below = op;
1531
1532 op->below = NULL;
1533 SET_MAP_OB (op->map, op->x, op->y, op);
1534 }
1535 else
1536 { /* get inserted into the stack above top */
1537 op->above = top->above;
1538
1539 if (op->above)
1540 op->above->below = op;
1541
1542 op->below = top;
1543 top->above = op;
1544 }
1545
1546 if (op->above == NULL)
1547 SET_MAP_TOP (op->map, op->x, op->y, op);
1548 } /* else not INS_BELOW_ORIGINATOR */
1549
1550 if (op->type == PLAYER)
1551 op->contr->do_los = 1;
1552
1553 /* If we have a floor, we know the player, if any, will be above
1554 * it, so save a few ticks and start from there.
1555 */
1556 if (!(flag & INS_MAP_LOAD))
1557 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1558 if (tmp->type == PLAYER)
1559 tmp->contr->socket.update_look = 1;
1560
1561 /* If this object glows, it may affect lighting conditions that are
1562 * visible to others on this map. But update_all_los is really
1563 * an inefficient way to do this, as it means los for all players
1564 * on the map will get recalculated. The players could very well
1565 * be far away from this change and not affected in any way -
1566 * this should get redone to only look for players within range,
1567 * or just updating the P_NEED_UPDATE for spaces within this area
1568 * of effect may be sufficient.
1569 */
1570 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1571 update_all_los (op->map, op->x, op->y);
1572
1573 /* updates flags (blocked, alive, no magic, etc) for this map space */
1574 update_object (op, UP_OBJ_INSERT);
1575
1576 /* Don't know if moving this to the end will break anything. However,
1577 * we want to have update_look set above before calling this.
1578 *
1579 * check_move_on() must be after this because code called from
1580 * check_move_on() depends on correct map flags (so functions like
1581 * blocked() and wall() work properly), and these flags are updated by
1582 * update_object().
1583 */
1584
1585 /* if this is not the head or flag has been passed, don't check walk on status */
1586 if (!(flag & INS_NO_WALK_ON) && !op->head)
1587 {
1588 if (check_move_on (op, originator))
1259 return NULL; 1589 return NULL;
1260 }
1261 if(m==NULL) {
1262 dump_object(op);
1263 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1264 return op;
1265 }
1266 if(out_of_map(m,op->x,op->y)) {
1267 dump_object(op);
1268 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1269#ifdef MANY_CORES
1270 /* Better to catch this here, as otherwise the next use of this object
1271 * is likely to cause a crash. Better to find out where it is getting
1272 * improperly inserted.
1273 */
1274 abort();
1275#endif
1276 return op;
1277 }
1278 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1279 dump_object(op);
1280 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1281 return op;
1282 }
1283 if(op->more!=NULL) {
1284 /* The part may be on a different map. */
1285 1590
1286 object *more = op->more;
1287
1288 /* We really need the caller to normalize coordinates - if
1289 * we set the map, that doesn't work if the location is within
1290 * a map and this is straddling an edge. So only if coordinate
1291 * is clear wrong do we normalize it.
1292 */
1293 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1294 more->map = get_map_from_coord(m, &more->x, &more->y);
1295 } else if (!more->map) {
1296 /* For backwards compatibility - when not dealing with tiled maps,
1297 * more->map should always point to the parent.
1298 */
1299 more->map = m;
1300 }
1301
1302 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1303 if ( ! op->head)
1304 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1305 return NULL;
1306 }
1307 }
1308 CLEAR_FLAG(op,FLAG_REMOVED);
1309
1310 /* Ideally, the caller figures this out. However, it complicates a lot
1311 * of areas of callers (eg, anything that uses find_free_spot would now
1312 * need extra work
1313 */
1314 op->map=get_map_from_coord(m, &op->x, &op->y);
1315 x = op->x;
1316 y = op->y;
1317
1318 /* this has to be done after we translate the coordinates.
1319 */
1320 if(op->nrof && !(flag & INS_NO_MERGE)) {
1321 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1322 if (CAN_MERGE(op,tmp)) {
1323 op->nrof+=tmp->nrof;
1324 remove_ob(tmp);
1325 free_object(tmp);
1326 }
1327 }
1328
1329 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1330 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1331 if (!QUERY_FLAG(op, FLAG_ALIVE))
1332 CLEAR_FLAG(op, FLAG_NO_STEAL);
1333
1334 if (flag & INS_BELOW_ORIGINATOR) {
1335 if (originator->map != op->map || originator->x != op->x ||
1336 originator->y != op->y) {
1337 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1338 abort();
1339 }
1340 op->above = originator;
1341 op->below = originator->below;
1342 if (op->below) op->below->above = op;
1343 else SET_MAP_OB(op->map, op->x, op->y, op);
1344 /* since *below* originator, no need to update top */
1345 originator->below = op;
1346 } else {
1347 /* If there are other objects, then */
1348 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1349 object *last=NULL;
1350 /*
1351 * If there are multiple objects on this space, we do some trickier handling.
1352 * We've already dealt with merging if appropriate.
1353 * Generally, we want to put the new object on top. But if
1354 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1355 * floor, we want to insert above that and no further.
1356 * Also, if there are spell objects on this space, we stop processing
1357 * once we get to them. This reduces the need to traverse over all of
1358 * them when adding another one - this saves quite a bit of cpu time
1359 * when lots of spells are cast in one area. Currently, it is presumed
1360 * that flying non pickable objects are spell objects.
1361 */
1362
1363 while (top != NULL) {
1364 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1365 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1366 if (QUERY_FLAG(top, FLAG_NO_PICK)
1367 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1368 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1369 {
1370 /* We insert above top, so we want this object below this */
1371 top=top->below;
1372 break;
1373 }
1374 last = top;
1375 top = top->above;
1376 }
1377 /* Don't want top to be NULL, so set it to the last valid object */
1378 top = last;
1379
1380 /* We let update_position deal with figuring out what the space
1381 * looks like instead of lots of conditions here.
1382 * makes things faster, and effectively the same result.
1383 */
1384
1385 /* Have object 'fall below' other objects that block view.
1386 * Unless those objects are exits, type 66
1387 * If INS_ON_TOP is used, don't do this processing
1388 * Need to find the object that in fact blocks view, otherwise
1389 * stacking is a bit odd.
1390 */
1391 if (!(flag & INS_ON_TOP) &&
1392 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1393 (op->face && !op->face->visibility)) {
1394 for (last=top; last != floor; last=last->below)
1395 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1396 /* Check to see if we found the object that blocks view,
1397 * and make sure we have a below pointer for it so that
1398 * we can get inserted below this one, which requires we
1399 * set top to the object below us.
1400 */
1401 if (last && last->below && last != floor) top=last->below;
1402 }
1403 } /* If objects on this space */
1404 if (flag & INS_MAP_LOAD)
1405 top = GET_MAP_TOP(op->map,op->x,op->y);
1406 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1407
1408 /* Top is the object that our object (op) is going to get inserted above.
1409 */
1410
1411 /* First object on this space */
1412 if (!top) {
1413 op->above = GET_MAP_OB(op->map, op->x, op->y);
1414 if (op->above) op->above->below = op;
1415 op->below = NULL;
1416 SET_MAP_OB(op->map, op->x, op->y, op);
1417 } else { /* get inserted into the stack above top */
1418 op->above = top->above;
1419 if (op->above) op->above->below = op;
1420 op->below = top;
1421 top->above = op;
1422 }
1423 if (op->above==NULL)
1424 SET_MAP_TOP(op->map,op->x, op->y, op);
1425 } /* else not INS_BELOW_ORIGINATOR */
1426
1427 if(op->type==PLAYER)
1428 op->contr->do_los=1;
1429
1430 /* If we have a floor, we know the player, if any, will be above
1431 * it, so save a few ticks and start from there.
1432 */
1433 if (!(flag & INS_MAP_LOAD))
1434 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1435 if (tmp->type == PLAYER)
1436 tmp->contr->socket.update_look=1;
1437 }
1438
1439 /* If this object glows, it may affect lighting conditions that are
1440 * visible to others on this map. But update_all_los is really
1441 * an inefficient way to do this, as it means los for all players
1442 * on the map will get recalculated. The players could very well
1443 * be far away from this change and not affected in any way -
1444 * this should get redone to only look for players within range,
1445 * or just updating the P_NEED_UPDATE for spaces within this area
1446 * of effect may be sufficient.
1447 */
1448 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1449 update_all_los(op->map, op->x, op->y);
1450
1451
1452 /* updates flags (blocked, alive, no magic, etc) for this map space */
1453 update_object(op,UP_OBJ_INSERT);
1454
1455
1456 /* Don't know if moving this to the end will break anything. However,
1457 * we want to have update_look set above before calling this.
1458 *
1459 * check_move_on() must be after this because code called from
1460 * check_move_on() depends on correct map flags (so functions like
1461 * blocked() and wall() work properly), and these flags are updated by
1462 * update_object().
1463 */
1464
1465 /* if this is not the head or flag has been passed, don't check walk on status */
1466
1467 if (!(flag & INS_NO_WALK_ON) && !op->head) {
1468 if (check_move_on(op, originator))
1469 return NULL;
1470
1471 /* If we are a multi part object, lets work our way through the check 1591 /* If we are a multi part object, lets work our way through the check
1472 * walk on's. 1592 * walk on's.
1473 */ 1593 */
1474 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1594 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1475 if (check_move_on (tmp, originator)) 1595 if (check_move_on (tmp, originator))
1476 return NULL; 1596 return NULL;
1477 } 1597 }
1598
1478 return op; 1599 return op;
1479} 1600}
1480 1601
1481/* this function inserts an object in the map, but if it 1602/* this function inserts an object in the map, but if it
1482 * finds an object of its own type, it'll remove that one first. 1603 * finds an object of its own type, it'll remove that one first.
1483 * op is the object to insert it under: supplies x and the map. 1604 * op is the object to insert it under: supplies x and the map.
1484 */ 1605 */
1606void
1485void replace_insert_ob_in_map(const char *arch_string, object *op) { 1607replace_insert_ob_in_map (const char *arch_string, object *op)
1608{
1486 object *tmp; 1609 object *
1487 object *tmp1; 1610 tmp;
1611 object *
1612 tmp1;
1488 1613
1489 /* first search for itself and remove any old instances */ 1614 /* first search for itself and remove any old instances */
1490 1615
1491 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1616 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1617 {
1492 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1618 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1619 {
1493 remove_ob(tmp); 1620 remove_ob (tmp);
1494 free_object(tmp); 1621 free_object (tmp);
1495 } 1622 }
1496 } 1623 }
1497 1624
1498 tmp1=arch_to_object(find_archetype(arch_string)); 1625 tmp1 = arch_to_object (archetype::find (arch_string));
1499 1626
1500 1627 tmp1->x = op->x;
1501 tmp1->x = op->x; tmp1->y = op->y; 1628 tmp1->y = op->y;
1502 insert_ob_in_map(tmp1,op->map,op,0); 1629 insert_ob_in_map (tmp1, op->map, op, 0);
1503} 1630}
1504 1631
1505/* 1632/*
1506 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1633 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1507 * is returned contains nr objects, and the remaining parts contains 1634 * is returned contains nr objects, and the remaining parts contains
1508 * the rest (or is removed and freed if that number is 0). 1635 * the rest (or is removed and freed if that number is 0).
1509 * On failure, NULL is returned, and the reason put into the 1636 * On failure, NULL is returned, and the reason put into the
1510 * global static errmsg array. 1637 * global static errmsg array.
1511 */ 1638 */
1512 1639
1640object *
1513object *get_split_ob(object *orig_ob, uint32 nr) { 1641get_split_ob (object *orig_ob, uint32 nr)
1514 object *newob; 1642{
1643 object *
1644 newob;
1645 int
1515 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1646 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1516 1647
1517 if(orig_ob->nrof<nr) { 1648 if (orig_ob->nrof < nr)
1518 sprintf(errmsg,"There are only %d %ss.", 1649 {
1519 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1650 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1520 return NULL; 1651 return NULL;
1521 } 1652 }
1653
1522 newob = object_create_clone(orig_ob); 1654 newob = object_create_clone (orig_ob);
1655
1523 if((orig_ob->nrof-=nr)<1) { 1656 if ((orig_ob->nrof -= nr) < 1)
1657 {
1524 if ( ! is_removed) 1658 if (!is_removed)
1525 remove_ob(orig_ob); 1659 remove_ob (orig_ob);
1526 free_object2(orig_ob, 1); 1660 free_object2 (orig_ob, 1);
1527 } 1661 }
1528 else if ( ! is_removed) { 1662 else if (!is_removed)
1663 {
1529 if(orig_ob->env!=NULL) 1664 if (orig_ob->env != NULL)
1530 sub_weight (orig_ob->env,orig_ob->weight*nr); 1665 sub_weight (orig_ob->env, orig_ob->weight * nr);
1531 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1666 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1667 {
1532 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1668 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1533 LOG(llevDebug,
1534 "Error, Tried to split object whose map is not in memory.\n"); 1669 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1535 return NULL; 1670 return NULL;
1536 } 1671 }
1537 } 1672 }
1673
1538 newob->nrof=nr; 1674 newob->nrof = nr;
1539 1675
1540 return newob; 1676 return newob;
1541} 1677}
1542 1678
1543/* 1679/*
1544 * decrease_ob_nr(object, number) decreases a specified number from 1680 * decrease_ob_nr(object, number) decreases a specified number from
1545 * the amount of an object. If the amount reaches 0, the object 1681 * the amount of an object. If the amount reaches 0, the object
1546 * is subsequently removed and freed. 1682 * is subsequently removed and freed.
1547 * 1683 *
1548 * Return value: 'op' if something is left, NULL if the amount reached 0 1684 * Return value: 'op' if something is left, NULL if the amount reached 0
1549 */ 1685 */
1550 1686
1687object *
1551object *decrease_ob_nr (object *op, uint32 i) 1688decrease_ob_nr (object *op, uint32 i)
1552{ 1689{
1553 object *tmp; 1690 object *tmp;
1554 player *pl; 1691 player *pl;
1555 1692
1556 if (i == 0) /* objects with op->nrof require this check */ 1693 if (i == 0) /* objects with op->nrof require this check */
1557 return op; 1694 return op;
1558 1695
1559 if (i > op->nrof) 1696 if (i > op->nrof)
1560 i = op->nrof; 1697 i = op->nrof;
1561 1698
1562 if (QUERY_FLAG (op, FLAG_REMOVED)) 1699 if (QUERY_FLAG (op, FLAG_REMOVED))
1700 op->nrof -= i;
1701 else if (op->env != NULL)
1702 {
1703 /* is this object in the players inventory, or sub container
1704 * therein?
1705 */
1706 tmp = is_player_inv (op->env);
1707 /* nope. Is this a container the player has opened?
1708 * If so, set tmp to that player.
1709 * IMO, searching through all the players will mostly
1710 * likely be quicker than following op->env to the map,
1711 * and then searching the map for a player.
1712 */
1713 if (!tmp)
1714 {
1715 for (pl = first_player; pl; pl = pl->next)
1716 if (pl->ob->container == op->env)
1717 break;
1718 if (pl)
1719 tmp = pl->ob;
1720 else
1721 tmp = NULL;
1722 }
1723
1724 if (i < op->nrof)
1725 {
1726 sub_weight (op->env, op->weight * i);
1727 op->nrof -= i;
1728 if (tmp)
1729 {
1730 esrv_send_item (tmp, op);
1731 }
1732 }
1733 else
1734 {
1735 remove_ob (op);
1736 op->nrof = 0;
1737 if (tmp)
1738 {
1739 esrv_del_item (tmp->contr, op->count);
1740 }
1741 }
1563 { 1742 }
1743 else
1744 {
1745 object *above = op->above;
1746
1747 if (i < op->nrof)
1564 op->nrof -= i; 1748 op->nrof -= i;
1565 } 1749 else
1566 else if (op->env != NULL)
1567 {
1568 /* is this object in the players inventory, or sub container
1569 * therein?
1570 */
1571 tmp = is_player_inv (op->env);
1572 /* nope. Is this a container the player has opened?
1573 * If so, set tmp to that player.
1574 * IMO, searching through all the players will mostly
1575 * likely be quicker than following op->env to the map,
1576 * and then searching the map for a player.
1577 */
1578 if (!tmp) {
1579 for (pl=first_player; pl; pl=pl->next)
1580 if (pl->ob->container == op->env) break;
1581 if (pl) tmp=pl->ob;
1582 else tmp=NULL;
1583 } 1750 {
1584
1585 if (i < op->nrof) {
1586 sub_weight (op->env, op->weight * i);
1587 op->nrof -= i;
1588 if (tmp) {
1589 esrv_send_item(tmp, op);
1590 }
1591 } else {
1592 remove_ob (op); 1751 remove_ob (op);
1593 op->nrof = 0; 1752 op->nrof = 0;
1594 if (tmp) {
1595 esrv_del_item(tmp->contr, op->count);
1596 } 1753 }
1597 }
1598 }
1599 else
1600 {
1601 object *above = op->above;
1602 1754
1603 if (i < op->nrof) {
1604 op->nrof -= i;
1605 } else {
1606 remove_ob (op);
1607 op->nrof = 0;
1608 }
1609 /* Since we just removed op, op->above is null */ 1755 /* Since we just removed op, op->above is null */
1610 for (tmp = above; tmp != NULL; tmp = tmp->above) 1756 for (tmp = above; tmp != NULL; tmp = tmp->above)
1611 if (tmp->type == PLAYER) { 1757 if (tmp->type == PLAYER)
1758 {
1612 if (op->nrof) 1759 if (op->nrof)
1613 esrv_send_item(tmp, op); 1760 esrv_send_item (tmp, op);
1614 else 1761 else
1615 esrv_del_item(tmp->contr, op->count); 1762 esrv_del_item (tmp->contr, op->count);
1616 } 1763 }
1617 } 1764 }
1618 1765
1619 if (op->nrof) { 1766 if (op->nrof)
1620 return op; 1767 return op;
1621 } else { 1768 else
1769 {
1622 free_object (op); 1770 free_object (op);
1623 return NULL; 1771 return NULL;
1624 } 1772 }
1625} 1773}
1626 1774
1627/* 1775/*
1628 * add_weight(object, weight) adds the specified weight to an object, 1776 * add_weight(object, weight) adds the specified weight to an object,
1629 * and also updates how much the environment(s) is/are carrying. 1777 * and also updates how much the environment(s) is/are carrying.
1630 */ 1778 */
1631 1779
1780void
1632void add_weight (object *op, signed long weight) { 1781add_weight (object *op, signed long weight)
1782{
1633 while (op!=NULL) { 1783 while (op != NULL)
1784 {
1634 if (op->type == CONTAINER) { 1785 if (op->type == CONTAINER)
1635 weight=(signed long)(weight*(100-op->stats.Str)/100); 1786 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1636 } 1787
1637 op->carrying+=weight; 1788 op->carrying += weight;
1638 op=op->env; 1789 op = op->env;
1639 } 1790 }
1640} 1791}
1641 1792
1642/* 1793/*
1643 * insert_ob_in_ob(op,environment): 1794 * insert_ob_in_ob(op,environment):
1644 * This function inserts the object op in the linked list 1795 * This function inserts the object op in the linked list
1651 * 1802 *
1652 * The function returns now pointer to inserted item, and return value can 1803 * The function returns now pointer to inserted item, and return value can
1653 * be != op, if items are merged. -Tero 1804 * be != op, if items are merged. -Tero
1654 */ 1805 */
1655 1806
1807object *
1656object *insert_ob_in_ob(object *op,object *where) { 1808insert_ob_in_ob (object *op, object *where)
1657 object *tmp, *otmp; 1809{
1810 object *
1811 tmp, *
1812 otmp;
1658 1813
1659 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1814 if (!QUERY_FLAG (op, FLAG_REMOVED))
1815 {
1660 dump_object(op); 1816 dump_object (op);
1661 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1817 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1662 return op; 1818 return op;
1663 } 1819 }
1820
1664 if(where==NULL) { 1821 if (where == NULL)
1822 {
1665 dump_object(op); 1823 dump_object (op);
1666 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg); 1824 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1667 return op; 1825 return op;
1668 } 1826 }
1827
1669 if (where->head) { 1828 if (where->head)
1670 LOG(llevDebug, 1829 {
1671 "Warning: Tried to insert object wrong part of multipart object.\n"); 1830 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1672 where = where->head; 1831 where = where->head;
1673 } 1832 }
1833
1674 if (op->more) { 1834 if (op->more)
1835 {
1675 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1836 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1676 &op->name, op->count);
1677 return op; 1837 return op;
1678 } 1838 }
1839
1679 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1840 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1680 CLEAR_FLAG(op, FLAG_REMOVED); 1841 CLEAR_FLAG (op, FLAG_REMOVED);
1681 if(op->nrof) { 1842 if (op->nrof)
1843 {
1682 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1844 for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1683 if ( CAN_MERGE(tmp,op) ) { 1845 if (CAN_MERGE (tmp, op))
1846 {
1684 /* return the original object and remove inserted object 1847 /* return the original object and remove inserted object
1685 (client needs the original object) */ 1848 (client needs the original object) */
1686 tmp->nrof += op->nrof; 1849 tmp->nrof += op->nrof;
1687 /* Weight handling gets pretty funky. Since we are adding to 1850 /* Weight handling gets pretty funky. Since we are adding to
1688 * tmp->nrof, we need to increase the weight. 1851 * tmp->nrof, we need to increase the weight.
1689 */ 1852 */
1690 add_weight (where, op->weight*op->nrof); 1853 add_weight (where, op->weight * op->nrof);
1691 SET_FLAG(op, FLAG_REMOVED); 1854 SET_FLAG (op, FLAG_REMOVED);
1692 free_object(op); /* free the inserted object */ 1855 free_object (op); /* free the inserted object */
1693 op = tmp; 1856 op = tmp;
1694 remove_ob (op); /* and fix old object's links */ 1857 remove_ob (op); /* and fix old object's links */
1695 CLEAR_FLAG(op, FLAG_REMOVED); 1858 CLEAR_FLAG (op, FLAG_REMOVED);
1696 break; 1859 break;
1697 } 1860 }
1698 1861
1699 /* I assume combined objects have no inventory 1862 /* I assume combined objects have no inventory
1700 * We add the weight - this object could have just been removed 1863 * We add the weight - this object could have just been removed
1701 * (if it was possible to merge). calling remove_ob will subtract 1864 * (if it was possible to merge). calling remove_ob will subtract
1702 * the weight, so we need to add it in again, since we actually do 1865 * the weight, so we need to add it in again, since we actually do
1703 * the linking below 1866 * the linking below
1704 */ 1867 */
1705 add_weight (where, op->weight*op->nrof); 1868 add_weight (where, op->weight * op->nrof);
1869 }
1706 } else 1870 else
1707 add_weight (where, (op->weight+op->carrying)); 1871 add_weight (where, (op->weight + op->carrying));
1708 1872
1709 otmp=is_player_inv(where); 1873 otmp = is_player_inv (where);
1710 if (otmp&&otmp->contr!=NULL) { 1874 if (otmp && otmp->contr != NULL)
1875 {
1711 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1876 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1712 fix_player(otmp); 1877 fix_player (otmp);
1713 } 1878 }
1714 1879
1715 op->map=NULL; 1880 op->map = NULL;
1716 op->env=where; 1881 op->env = where;
1717 op->above=NULL; 1882 op->above = NULL;
1718 op->below=NULL; 1883 op->below = NULL;
1719 op->x=0,op->y=0; 1884 op->x = 0, op->y = 0;
1720 1885
1721 /* reset the light list and los of the players on the map */ 1886 /* reset the light list and los of the players on the map */
1722 if((op->glow_radius!=0)&&where->map) 1887 if ((op->glow_radius != 0) && where->map)
1723 { 1888 {
1724#ifdef DEBUG_LIGHTS 1889#ifdef DEBUG_LIGHTS
1725 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1890 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1726 op->name);
1727#endif /* DEBUG_LIGHTS */ 1891#endif /* DEBUG_LIGHTS */
1892 if (MAP_DARKNESS (where->map))
1728 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1893 update_all_los (where->map, where->x, where->y);
1729 } 1894 }
1730 1895
1731 /* Client has no idea of ordering so lets not bother ordering it here. 1896 /* Client has no idea of ordering so lets not bother ordering it here.
1732 * It sure simplifies this function... 1897 * It sure simplifies this function...
1733 */ 1898 */
1734 if (where->inv==NULL) 1899 if (where->inv == NULL)
1735 where->inv=op; 1900 where->inv = op;
1736 else { 1901 else
1902 {
1737 op->below = where->inv; 1903 op->below = where->inv;
1738 op->below->above = op; 1904 op->below->above = op;
1739 where->inv = op; 1905 where->inv = op;
1740 } 1906 }
1741 return op; 1907 return op;
1742} 1908}
1743 1909
1744/* 1910/*
1745 * Checks if any objects has a move_type that matches objects 1911 * Checks if any objects has a move_type that matches objects
1760 * MSW 2001-07-08: Check all objects on space, not just those below 1926 * MSW 2001-07-08: Check all objects on space, not just those below
1761 * object being inserted. insert_ob_in_map may not put new objects 1927 * object being inserted. insert_ob_in_map may not put new objects
1762 * on top. 1928 * on top.
1763 */ 1929 */
1764 1930
1931int
1765int check_move_on (object *op, object *originator) 1932check_move_on (object *op, object *originator)
1766{ 1933{
1767 object *tmp; 1934 object *tmp;
1768 tag_t tag;
1769 mapstruct *m=op->map; 1935 maptile *m = op->map;
1770 int x=op->x, y=op->y; 1936 int x = op->x, y = op->y;
1937
1771 MoveType move_on, move_slow, move_block; 1938 MoveType move_on, move_slow, move_block;
1772 1939
1773 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1940 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1774 return 0; 1941 return 0;
1775 1942
1776 tag = op->count;
1777
1778 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1943 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1779 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1944 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1780 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1945 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1781 1946
1782 /* if nothing on this space will slow op down or be applied, 1947 /* if nothing on this space will slow op down or be applied,
1783 * no need to do checking below. have to make sure move_type 1948 * no need to do checking below. have to make sure move_type
1784 * is set, as lots of objects don't have it set - we treat that 1949 * is set, as lots of objects don't have it set - we treat that
1785 * as walking. 1950 * as walking.
1786 */ 1951 */
1787 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1952 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1788 return 0; 1953 return 0;
1789 1954
1790 /* This is basically inverse logic of that below - basically, 1955 /* This is basically inverse logic of that below - basically,
1791 * if the object can avoid the move on or slow move, they do so, 1956 * if the object can avoid the move on or slow move, they do so,
1792 * but can't do it if the alternate movement they are using is 1957 * but can't do it if the alternate movement they are using is
1793 * blocked. Logic on this seems confusing, but does seem correct. 1958 * blocked. Logic on this seems confusing, but does seem correct.
1794 */ 1959 */
1795 if ((op->move_type & ~move_on & ~move_block) != 0 && 1960 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1796 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1961 return 0;
1797 1962
1798 /* The objects have to be checked from top to bottom. 1963 /* The objects have to be checked from top to bottom.
1799 * Hence, we first go to the top: 1964 * Hence, we first go to the top:
1800 */ 1965 */
1801 1966
1802 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1967 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1803 tmp->above!=NULL; tmp=tmp->above) { 1968 {
1804 /* Trim the search when we find the first other spell effect 1969 /* Trim the search when we find the first other spell effect
1805 * this helps performance so that if a space has 50 spell objects, 1970 * this helps performance so that if a space has 50 spell objects,
1806 * we don't need to check all of them. 1971 * we don't need to check all of them.
1807 */ 1972 */
1808 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1973 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1974 break;
1975 }
1976
1977 for (; tmp; tmp = tmp->below)
1809 } 1978 {
1810 for(;tmp!=NULL; tmp=tmp->below) { 1979 if (tmp == op)
1811 if (tmp == op) continue; /* Can't apply yourself */ 1980 continue; /* Can't apply yourself */
1812 1981
1813 /* Check to see if one of the movement types should be slowed down. 1982 /* Check to see if one of the movement types should be slowed down.
1814 * Second check makes sure that the movement types not being slowed 1983 * Second check makes sure that the movement types not being slowed
1815 * (~slow_move) is not blocked on this space - just because the 1984 * (~slow_move) is not blocked on this space - just because the
1816 * space doesn't slow down swimming (for example), if you can't actually 1985 * space doesn't slow down swimming (for example), if you can't actually
1817 * swim on that space, can't use it to avoid the penalty. 1986 * swim on that space, can't use it to avoid the penalty.
1818 */ 1987 */
1819 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1988 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1989 {
1820 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1990 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1821 ((op->move_type & tmp->move_slow) &&
1822 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1991 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1992 {
1823 1993
1824 float diff; 1994 float
1825
1826 diff = tmp->move_slow_penalty*FABS(op->speed); 1995 diff = tmp->move_slow_penalty * FABS (op->speed);
1996
1827 if (op->type == PLAYER) { 1997 if (op->type == PLAYER)
1828 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1998 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1829 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1999 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1830 diff /= 4.0; 2000 diff /= 4.0;
1831 } 2001
1832 }
1833 op->speed_left -= diff; 2002 op->speed_left -= diff;
1834 } 2003 }
1835 } 2004 }
1836 2005
1837 /* Basically same logic as above, except now for actual apply. */ 2006 /* Basically same logic as above, except now for actual apply. */
1838 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 2007 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1839 ((op->move_type & tmp->move_on) &&
1840 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 2008 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1841 2009 {
1842 move_apply(tmp, op, originator); 2010 move_apply (tmp, op, originator);
2011
1843 if (was_destroyed (op, tag)) 2012 if (op->destroyed ())
1844 return 1; 2013 return 1;
1845 2014
1846 /* what the person/creature stepped onto has moved the object 2015 /* what the person/creature stepped onto has moved the object
1847 * someplace new. Don't process any further - if we did, 2016 * someplace new. Don't process any further - if we did,
1848 * have a feeling strange problems would result. 2017 * have a feeling strange problems would result.
1849 */ 2018 */
1850 if (op->map != m || op->x != x || op->y != y) return 0; 2019 if (op->map != m || op->x != x || op->y != y)
2020 return 0;
1851 } 2021 }
1852 } 2022 }
2023
1853 return 0; 2024 return 0;
1854} 2025}
1855 2026
1856/* 2027/*
1857 * present_arch(arch, map, x, y) searches for any objects with 2028 * present_arch(arch, map, x, y) searches for any objects with
1858 * a matching archetype at the given map and coordinates. 2029 * a matching archetype at the given map and coordinates.
1859 * The first matching object is returned, or NULL if none. 2030 * The first matching object is returned, or NULL if none.
1860 */ 2031 */
1861 2032
2033object *
1862object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 2034present_arch (const archetype *at, maptile *m, int x, int y)
2035{
1863 object *tmp; 2036 object *
2037 tmp;
2038
1864 if(m==NULL || out_of_map(m,x,y)) { 2039 if (m == NULL || out_of_map (m, x, y))
2040 {
1865 LOG(llevError,"Present_arch called outside map.\n"); 2041 LOG (llevError, "Present_arch called outside map.\n");
1866 return NULL; 2042 return NULL;
1867 } 2043 }
1868 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 2044 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1869 if(tmp->arch == at) 2045 if (tmp->arch == at)
1870 return tmp; 2046 return tmp;
1871 return NULL; 2047 return NULL;
1872} 2048}
1873 2049
1874/* 2050/*
1875 * present(type, map, x, y) searches for any objects with 2051 * present(type, map, x, y) searches for any objects with
1876 * a matching type variable at the given map and coordinates. 2052 * a matching type variable at the given map and coordinates.
1877 * The first matching object is returned, or NULL if none. 2053 * The first matching object is returned, or NULL if none.
1878 */ 2054 */
1879 2055
2056object *
1880object *present(unsigned char type,mapstruct *m, int x,int y) { 2057present (unsigned char type, maptile *m, int x, int y)
2058{
1881 object *tmp; 2059 object *
2060 tmp;
2061
1882 if(out_of_map(m,x,y)) { 2062 if (out_of_map (m, x, y))
2063 {
1883 LOG(llevError,"Present called outside map.\n"); 2064 LOG (llevError, "Present called outside map.\n");
1884 return NULL; 2065 return NULL;
1885 } 2066 }
1886 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 2067 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1887 if(tmp->type==type) 2068 if (tmp->type == type)
1888 return tmp; 2069 return tmp;
1889 return NULL; 2070 return NULL;
1890} 2071}
1891 2072
1892/* 2073/*
1893 * present_in_ob(type, object) searches for any objects with 2074 * present_in_ob(type, object) searches for any objects with
1894 * a matching type variable in the inventory of the given object. 2075 * a matching type variable in the inventory of the given object.
1895 * The first matching object is returned, or NULL if none. 2076 * The first matching object is returned, or NULL if none.
1896 */ 2077 */
1897 2078
2079object *
1898object *present_in_ob(unsigned char type, const object *op) { 2080present_in_ob (unsigned char type, const object *op)
2081{
1899 object *tmp; 2082 object *
2083 tmp;
2084
1900 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2085 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1901 if(tmp->type==type) 2086 if (tmp->type == type)
1902 return tmp; 2087 return tmp;
1903 return NULL; 2088 return NULL;
1904} 2089}
1905 2090
1906/* 2091/*
1916 * the object name, not the archetype name. this is so that the 2101 * the object name, not the archetype name. this is so that the
1917 * spell code can use one object type (force), but change it's name 2102 * spell code can use one object type (force), but change it's name
1918 * to be unique. 2103 * to be unique.
1919 */ 2104 */
1920 2105
2106object *
1921object *present_in_ob_by_name(int type, const char *str, const object *op) { 2107present_in_ob_by_name (int type, const char *str, const object *op)
2108{
1922 object *tmp; 2109 object *
2110 tmp;
1923 2111
1924 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2112 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2113 {
1925 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2114 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1926 return tmp; 2115 return tmp;
1927 } 2116 }
1928 return NULL; 2117 return NULL;
1929} 2118}
1930 2119
1931/* 2120/*
1932 * present_arch_in_ob(archetype, object) searches for any objects with 2121 * present_arch_in_ob(archetype, object) searches for any objects with
1933 * a matching archetype in the inventory of the given object. 2122 * a matching archetype in the inventory of the given object.
1934 * The first matching object is returned, or NULL if none. 2123 * The first matching object is returned, or NULL if none.
1935 */ 2124 */
1936 2125
2126object *
1937object *present_arch_in_ob(const archetype *at, const object *op) { 2127present_arch_in_ob (const archetype *at, const object *op)
2128{
1938 object *tmp; 2129 object *
2130 tmp;
2131
1939 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2132 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1940 if( tmp->arch == at) 2133 if (tmp->arch == at)
1941 return tmp; 2134 return tmp;
1942 return NULL; 2135 return NULL;
1943} 2136}
1944 2137
1945/* 2138/*
1946 * activate recursively a flag on an object inventory 2139 * activate recursively a flag on an object inventory
1947 */ 2140 */
2141void
1948void flag_inv(object*op, int flag){ 2142flag_inv (object *op, int flag)
2143{
1949 object *tmp; 2144 object *
2145 tmp;
2146
1950 if(op->inv) 2147 if (op->inv)
1951 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2148 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2149 {
1952 SET_FLAG(tmp, flag); 2150 SET_FLAG (tmp, flag);
1953 flag_inv(tmp,flag); 2151 flag_inv (tmp, flag);
1954 } 2152 }
1955}/* 2153} /*
1956 * desactivate recursively a flag on an object inventory 2154 * desactivate recursively a flag on an object inventory
1957 */ 2155 */
2156void
1958void unflag_inv(object*op, int flag){ 2157unflag_inv (object *op, int flag)
2158{
1959 object *tmp; 2159 object *
2160 tmp;
2161
1960 if(op->inv) 2162 if (op->inv)
1961 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2163 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2164 {
1962 CLEAR_FLAG(tmp, flag); 2165 CLEAR_FLAG (tmp, flag);
1963 unflag_inv(tmp,flag); 2166 unflag_inv (tmp, flag);
1964 } 2167 }
1965} 2168}
1966 2169
1967/* 2170/*
1968 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2171 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1969 * all it's inventory (recursively). 2172 * all it's inventory (recursively).
1970 * If checksums are used, a player will get set_cheat called for 2173 * If checksums are used, a player will get set_cheat called for
1971 * him/her-self and all object carried by a call to this function. 2174 * him/her-self and all object carried by a call to this function.
1972 */ 2175 */
1973 2176
2177void
1974void set_cheat(object *op) { 2178set_cheat (object *op)
2179{
1975 SET_FLAG(op, FLAG_WAS_WIZ); 2180 SET_FLAG (op, FLAG_WAS_WIZ);
1976 flag_inv(op, FLAG_WAS_WIZ); 2181 flag_inv (op, FLAG_WAS_WIZ);
1977} 2182}
1978 2183
1979/* 2184/*
1980 * find_free_spot(object, map, x, y, start, stop) will search for 2185 * find_free_spot(object, map, x, y, start, stop) will search for
1981 * a spot at the given map and coordinates which will be able to contain 2186 * a spot at the given map and coordinates which will be able to contain
1996 * to know if the space in question will block the object. We can't use 2201 * to know if the space in question will block the object. We can't use
1997 * the archetype because that isn't correct if the monster has been 2202 * the archetype because that isn't correct if the monster has been
1998 * customized, changed states, etc. 2203 * customized, changed states, etc.
1999 */ 2204 */
2000 2205
2206int
2001int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2207find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2208{
2209 int
2210 i,
2002 int i,index=0, flag; 2211 index = 0, flag;
2212 static int
2003 static int altern[SIZEOFFREE]; 2213 altern[SIZEOFFREE];
2004 2214
2005 for(i=start;i<stop;i++) { 2215 for (i = start; i < stop; i++)
2216 {
2006 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2217 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2007 if(!flag) 2218 if (!flag)
2008 altern[index++]=i; 2219 altern[index++] = i;
2009 2220
2010 /* Basically, if we find a wall on a space, we cut down the search size. 2221 /* Basically, if we find a wall on a space, we cut down the search size.
2011 * In this way, we won't return spaces that are on another side of a wall. 2222 * In this way, we won't return spaces that are on another side of a wall.
2012 * This mostly work, but it cuts down the search size in all directions - 2223 * This mostly work, but it cuts down the search size in all directions -
2013 * if the space being examined only has a wall to the north and empty 2224 * if the space being examined only has a wall to the north and empty
2014 * spaces in all the other directions, this will reduce the search space 2225 * spaces in all the other directions, this will reduce the search space
2015 * to only the spaces immediately surrounding the target area, and 2226 * to only the spaces immediately surrounding the target area, and
2016 * won't look 2 spaces south of the target space. 2227 * won't look 2 spaces south of the target space.
2017 */ 2228 */
2018 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2229 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2019 stop=maxfree[i]; 2230 stop = maxfree[i];
2020 } 2231 }
2021 if(!index) return -1; 2232 if (!index)
2233 return -1;
2022 return altern[RANDOM()%index]; 2234 return altern[RANDOM () % index];
2023} 2235}
2024 2236
2025/* 2237/*
2026 * find_first_free_spot(archetype, mapstruct, x, y) works like 2238 * find_first_free_spot(archetype, maptile, x, y) works like
2027 * find_free_spot(), but it will search max number of squares. 2239 * find_free_spot(), but it will search max number of squares.
2028 * But it will return the first available spot, not a random choice. 2240 * But it will return the first available spot, not a random choice.
2029 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2241 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2030 */ 2242 */
2031 2243
2244int
2032int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2245find_first_free_spot (const object *ob, maptile *m, int x, int y)
2246{
2247 int
2033 int i; 2248 i;
2249
2034 for(i=0;i<SIZEOFFREE;i++) { 2250 for (i = 0; i < SIZEOFFREE; i++)
2251 {
2035 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2252 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2036 return i; 2253 return i;
2037 } 2254 }
2038 return -1; 2255 return -1;
2039} 2256}
2040 2257
2041/* 2258/*
2042 * The function permute(arr, begin, end) randomly reorders the array 2259 * The function permute(arr, begin, end) randomly reorders the array
2043 * arr[begin..end-1]. 2260 * arr[begin..end-1].
2044 */ 2261 */
2262static void
2045static void permute(int *arr, int begin, int end) 2263permute (int *arr, int begin, int end)
2046{ 2264{
2047 int i, j, tmp, len; 2265 int
2266 i,
2267 j,
2268 tmp,
2269 len;
2048 2270
2049 len = end-begin; 2271 len = end - begin;
2050 for(i = begin; i < end; i++) 2272 for (i = begin; i < end; i++)
2051 { 2273 {
2052 j = begin+RANDOM()%len; 2274 j = begin + RANDOM () % len;
2053 2275
2054 tmp = arr[i]; 2276 tmp = arr[i];
2055 arr[i] = arr[j]; 2277 arr[i] = arr[j];
2056 arr[j] = tmp; 2278 arr[j] = tmp;
2057 } 2279 }
2058} 2280}
2059 2281
2060/* new function to make monster searching more efficient, and effective! 2282/* new function to make monster searching more efficient, and effective!
2061 * This basically returns a randomized array (in the passed pointer) of 2283 * This basically returns a randomized array (in the passed pointer) of
2062 * the spaces to find monsters. In this way, it won't always look for 2284 * the spaces to find monsters. In this way, it won't always look for
2063 * monsters to the north first. However, the size of the array passed 2285 * monsters to the north first. However, the size of the array passed
2064 * covers all the spaces, so within that size, all the spaces within 2286 * covers all the spaces, so within that size, all the spaces within
2065 * the 3x3 area will be searched, just not in a predictable order. 2287 * the 3x3 area will be searched, just not in a predictable order.
2066 */ 2288 */
2289void
2067void get_search_arr(int *search_arr) 2290get_search_arr (int *search_arr)
2068{ 2291{
2292 int
2069 int i; 2293 i;
2070 2294
2071 for(i = 0; i < SIZEOFFREE; i++) 2295 for (i = 0; i < SIZEOFFREE; i++)
2072 { 2296 {
2073 search_arr[i] = i; 2297 search_arr[i] = i;
2074 } 2298 }
2075 2299
2076 permute(search_arr, 1, SIZEOFFREE1+1); 2300 permute (search_arr, 1, SIZEOFFREE1 + 1);
2077 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2301 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2078 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2302 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2079} 2303}
2080 2304
2081/* 2305/*
2082 * find_dir(map, x, y, exclude) will search some close squares in the 2306 * find_dir(map, x, y, exclude) will search some close squares in the
2083 * given map at the given coordinates for live objects. 2307 * given map at the given coordinates for live objects.
2089 * is actually want is going to try and move there. We need this info 2313 * is actually want is going to try and move there. We need this info
2090 * because we have to know what movement the thing looking to move 2314 * because we have to know what movement the thing looking to move
2091 * there is capable of. 2315 * there is capable of.
2092 */ 2316 */
2093 2317
2318int
2094int find_dir(mapstruct *m, int x, int y, object *exclude) { 2319find_dir (maptile *m, int x, int y, object *exclude)
2320{
2321 int
2322 i,
2095 int i,max=SIZEOFFREE, mflags; 2323 max = SIZEOFFREE, mflags;
2324
2096 sint16 nx, ny; 2325 sint16 nx, ny;
2097 object *tmp; 2326 object *
2098 mapstruct *mp; 2327 tmp;
2328 maptile *
2329 mp;
2330
2099 MoveType blocked, move_type; 2331 MoveType blocked, move_type;
2100 2332
2101 if (exclude && exclude->head) { 2333 if (exclude && exclude->head)
2334 {
2102 exclude = exclude->head; 2335 exclude = exclude->head;
2103 move_type = exclude->move_type; 2336 move_type = exclude->move_type;
2104 } else { 2337 }
2338 else
2339 {
2105 /* If we don't have anything, presume it can use all movement types. */ 2340 /* If we don't have anything, presume it can use all movement types. */
2106 move_type=MOVE_ALL; 2341 move_type = MOVE_ALL;
2342 }
2343
2344 for (i = 1; i < max; i++)
2107 } 2345 {
2108
2109 for(i=1;i<max;i++) {
2110 mp = m; 2346 mp = m;
2111 nx = x + freearr_x[i]; 2347 nx = x + freearr_x[i];
2112 ny = y + freearr_y[i]; 2348 ny = y + freearr_y[i];
2113 2349
2114 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2350 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2115 if (mflags & P_OUT_OF_MAP) { 2351 if (mflags & P_OUT_OF_MAP)
2352 {
2116 max = maxfree[i]; 2353 max = maxfree[i];
2354 }
2117 } else { 2355 else
2356 {
2118 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2357 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2119 2358
2120 if ((move_type & blocked) == move_type) { 2359 if ((move_type & blocked) == move_type)
2360 {
2121 max=maxfree[i]; 2361 max = maxfree[i];
2362 }
2122 } else if (mflags & P_IS_ALIVE) { 2363 else if (mflags & P_IS_ALIVE)
2364 {
2123 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2365 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2124 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2366 {
2125 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2367 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2368 {
2126 break; 2369 break;
2127 } 2370 }
2128 } 2371 }
2129 if(tmp) { 2372 if (tmp)
2373 {
2130 return freedir[i]; 2374 return freedir[i];
2131 } 2375 }
2132 } 2376 }
2133 } 2377 }
2134 } 2378 }
2135 return 0; 2379 return 0;
2136} 2380}
2137 2381
2138/* 2382/*
2139 * distance(object 1, object 2) will return the square of the 2383 * distance(object 1, object 2) will return the square of the
2140 * distance between the two given objects. 2384 * distance between the two given objects.
2141 */ 2385 */
2142 2386
2387int
2143int distance(const object *ob1, const object *ob2) { 2388distance (const object *ob1, const object *ob2)
2389{
2144 int i; 2390 int
2145 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2391 i;
2146 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2392
2393 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2147 return i; 2394 return i;
2148} 2395}
2149 2396
2150/* 2397/*
2151 * find_dir_2(delta-x,delta-y) will return a direction in which 2398 * find_dir_2(delta-x,delta-y) will return a direction in which
2152 * an object which has subtracted the x and y coordinates of another 2399 * an object which has subtracted the x and y coordinates of another
2153 * object, needs to travel toward it. 2400 * object, needs to travel toward it.
2154 */ 2401 */
2155 2402
2403int
2156int find_dir_2(int x, int y) { 2404find_dir_2 (int x, int y)
2405{
2157 int q; 2406 int
2407 q;
2158 2408
2159 if(y) 2409 if (y)
2160 q=x*100/y; 2410 q = x * 100 / y;
2161 else if (x) 2411 else if (x)
2162 q= -300*x; 2412 q = -300 * x;
2163 else 2413 else
2164 return 0; 2414 return 0;
2165 2415
2166 if(y>0) { 2416 if (y > 0)
2417 {
2167 if(q < -242) 2418 if (q < -242)
2168 return 3 ; 2419 return 3;
2169 if (q < -41) 2420 if (q < -41)
2170 return 2 ; 2421 return 2;
2171 if (q < 41) 2422 if (q < 41)
2172 return 1 ; 2423 return 1;
2173 if (q < 242) 2424 if (q < 242)
2174 return 8 ; 2425 return 8;
2175 return 7 ; 2426 return 7;
2176 } 2427 }
2177 2428
2178 if (q < -242) 2429 if (q < -242)
2179 return 7 ; 2430 return 7;
2180 if (q < -41) 2431 if (q < -41)
2181 return 6 ; 2432 return 6;
2182 if (q < 41) 2433 if (q < 41)
2183 return 5 ; 2434 return 5;
2184 if (q < 242) 2435 if (q < 242)
2185 return 4 ; 2436 return 4;
2186 2437
2187 return 3 ; 2438 return 3;
2188} 2439}
2189 2440
2190/* 2441/*
2191 * absdir(int): Returns a number between 1 and 8, which represent 2442 * absdir(int): Returns a number between 1 and 8, which represent
2192 * the "absolute" direction of a number (it actually takes care of 2443 * the "absolute" direction of a number (it actually takes care of
2193 * "overflow" in previous calculations of a direction). 2444 * "overflow" in previous calculations of a direction).
2194 */ 2445 */
2195 2446
2447int
2196int absdir(int d) { 2448absdir (int d)
2197 while(d<1) d+=8; 2449{
2198 while(d>8) d-=8; 2450 while (d < 1)
2451 d += 8;
2452 while (d > 8)
2453 d -= 8;
2199 return d; 2454 return d;
2200} 2455}
2201 2456
2202/* 2457/*
2203 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2458 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2204 * between two directions (which are expected to be absolute (see absdir()) 2459 * between two directions (which are expected to be absolute (see absdir())
2205 */ 2460 */
2206 2461
2462int
2207int dirdiff(int dir1, int dir2) { 2463dirdiff (int dir1, int dir2)
2464{
2208 int d; 2465 int
2466 d;
2467
2209 d = abs(dir1 - dir2); 2468 d = abs (dir1 - dir2);
2210 if(d>4) 2469 if (d > 4)
2211 d = 8 - d; 2470 d = 8 - d;
2212 return d; 2471 return d;
2213} 2472}
2214 2473
2215/* peterm: 2474/* peterm:
2220 * direction 4, 14, or 16 to get back to where we are. 2479 * direction 4, 14, or 16 to get back to where we are.
2221 * Moved from spell_util.c to object.c with the other related direction 2480 * Moved from spell_util.c to object.c with the other related direction
2222 * functions. 2481 * functions.
2223 */ 2482 */
2224 2483
2484int
2225int reduction_dir[SIZEOFFREE][3] = { 2485 reduction_dir[SIZEOFFREE][3] = {
2226 {0,0,0}, /* 0 */ 2486 {0, 0, 0}, /* 0 */
2227 {0,0,0}, /* 1 */ 2487 {0, 0, 0}, /* 1 */
2228 {0,0,0}, /* 2 */ 2488 {0, 0, 0}, /* 2 */
2229 {0,0,0}, /* 3 */ 2489 {0, 0, 0}, /* 3 */
2230 {0,0,0}, /* 4 */ 2490 {0, 0, 0}, /* 4 */
2231 {0,0,0}, /* 5 */ 2491 {0, 0, 0}, /* 5 */
2232 {0,0,0}, /* 6 */ 2492 {0, 0, 0}, /* 6 */
2233 {0,0,0}, /* 7 */ 2493 {0, 0, 0}, /* 7 */
2234 {0,0,0}, /* 8 */ 2494 {0, 0, 0}, /* 8 */
2235 {8,1,2}, /* 9 */ 2495 {8, 1, 2}, /* 9 */
2236 {1,2,-1}, /* 10 */ 2496 {1, 2, -1}, /* 10 */
2237 {2,10,12}, /* 11 */ 2497 {2, 10, 12}, /* 11 */
2238 {2,3,-1}, /* 12 */ 2498 {2, 3, -1}, /* 12 */
2239 {2,3,4}, /* 13 */ 2499 {2, 3, 4}, /* 13 */
2240 {3,4,-1}, /* 14 */ 2500 {3, 4, -1}, /* 14 */
2241 {4,14,16}, /* 15 */ 2501 {4, 14, 16}, /* 15 */
2242 {5,4,-1}, /* 16 */ 2502 {5, 4, -1}, /* 16 */
2243 {4,5,6}, /* 17 */ 2503 {4, 5, 6}, /* 17 */
2244 {6,5,-1}, /* 18 */ 2504 {6, 5, -1}, /* 18 */
2245 {6,20,18}, /* 19 */ 2505 {6, 20, 18}, /* 19 */
2246 {7,6,-1}, /* 20 */ 2506 {7, 6, -1}, /* 20 */
2247 {6,7,8}, /* 21 */ 2507 {6, 7, 8}, /* 21 */
2248 {7,8,-1}, /* 22 */ 2508 {7, 8, -1}, /* 22 */
2249 {8,22,24}, /* 23 */ 2509 {8, 22, 24}, /* 23 */
2250 {8,1,-1}, /* 24 */ 2510 {8, 1, -1}, /* 24 */
2251 {24,9,10}, /* 25 */ 2511 {24, 9, 10}, /* 25 */
2252 {9,10,-1}, /* 26 */ 2512 {9, 10, -1}, /* 26 */
2253 {10,11,-1}, /* 27 */ 2513 {10, 11, -1}, /* 27 */
2254 {27,11,29}, /* 28 */ 2514 {27, 11, 29}, /* 28 */
2255 {11,12,-1}, /* 29 */ 2515 {11, 12, -1}, /* 29 */
2256 {12,13,-1}, /* 30 */ 2516 {12, 13, -1}, /* 30 */
2257 {12,13,14}, /* 31 */ 2517 {12, 13, 14}, /* 31 */
2258 {13,14,-1}, /* 32 */ 2518 {13, 14, -1}, /* 32 */
2259 {14,15,-1}, /* 33 */ 2519 {14, 15, -1}, /* 33 */
2260 {33,15,35}, /* 34 */ 2520 {33, 15, 35}, /* 34 */
2261 {16,15,-1}, /* 35 */ 2521 {16, 15, -1}, /* 35 */
2262 {17,16,-1}, /* 36 */ 2522 {17, 16, -1}, /* 36 */
2263 {18,17,16}, /* 37 */ 2523 {18, 17, 16}, /* 37 */
2264 {18,17,-1}, /* 38 */ 2524 {18, 17, -1}, /* 38 */
2265 {18,19,-1}, /* 39 */ 2525 {18, 19, -1}, /* 39 */
2266 {41,19,39}, /* 40 */ 2526 {41, 19, 39}, /* 40 */
2267 {19,20,-1}, /* 41 */ 2527 {19, 20, -1}, /* 41 */
2268 {20,21,-1}, /* 42 */ 2528 {20, 21, -1}, /* 42 */
2269 {20,21,22}, /* 43 */ 2529 {20, 21, 22}, /* 43 */
2270 {21,22,-1}, /* 44 */ 2530 {21, 22, -1}, /* 44 */
2271 {23,22,-1}, /* 45 */ 2531 {23, 22, -1}, /* 45 */
2272 {45,47,23}, /* 46 */ 2532 {45, 47, 23}, /* 46 */
2273 {23,24,-1}, /* 47 */ 2533 {23, 24, -1}, /* 47 */
2274 {24,9,-1}}; /* 48 */ 2534 {24, 9, -1}
2535}; /* 48 */
2275 2536
2276/* Recursive routine to step back and see if we can 2537/* Recursive routine to step back and see if we can
2277 * find a path to that monster that we found. If not, 2538 * find a path to that monster that we found. If not,
2278 * we don't bother going toward it. Returns 1 if we 2539 * we don't bother going toward it. Returns 1 if we
2279 * can see a direct way to get it 2540 * can see a direct way to get it
2280 * Modified to be map tile aware -.MSW 2541 * Modified to be map tile aware -.MSW
2281 */ 2542 */
2282
2283 2543
2544
2545int
2284int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2546can_see_monsterP (maptile *m, int x, int y, int dir)
2547{
2285 sint16 dx, dy; 2548 sint16 dx, dy;
2549 int
2286 int mflags; 2550 mflags;
2287 2551
2552 if (dir < 0)
2288 if(dir<0) return 0; /* exit condition: invalid direction */ 2553 return 0; /* exit condition: invalid direction */
2289 2554
2290 dx = x + freearr_x[dir]; 2555 dx = x + freearr_x[dir];
2291 dy = y + freearr_y[dir]; 2556 dy = y + freearr_y[dir];
2292 2557
2293 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2558 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2294 2559
2295 /* This functional arguably was incorrect before - it was 2560 /* This functional arguably was incorrect before - it was
2296 * checking for P_WALL - that was basically seeing if 2561 * checking for P_WALL - that was basically seeing if
2297 * we could move to the monster - this is being more 2562 * we could move to the monster - this is being more
2298 * literal on if we can see it. To know if we can actually 2563 * literal on if we can see it. To know if we can actually
2299 * move to the monster, we'd need the monster passed in or 2564 * move to the monster, we'd need the monster passed in or
2300 * at least its move type. 2565 * at least its move type.
2301 */ 2566 */
2302 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2567 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2568 return 0;
2303 2569
2304 /* yes, can see. */ 2570 /* yes, can see. */
2305 if(dir < 9) return 1; 2571 if (dir < 9)
2572 return 1;
2306 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2573 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2307 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2574 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2308 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2309} 2575}
2310 2576
2311 2577
2312 2578
2313/* 2579/*
2314 * can_pick(picker, item): finds out if an object is possible to be 2580 * can_pick(picker, item): finds out if an object is possible to be
2315 * picked up by the picker. Returnes 1 if it can be 2581 * picked up by the picker. Returnes 1 if it can be
2316 * picked up, otherwise 0. 2582 * picked up, otherwise 0.
2317 * 2583 *
2319 * core dumps if they do. 2585 * core dumps if they do.
2320 * 2586 *
2321 * Add a check so we can't pick up invisible objects (0.93.8) 2587 * Add a check so we can't pick up invisible objects (0.93.8)
2322 */ 2588 */
2323 2589
2590int
2324int can_pick(const object *who, const object *item) { 2591can_pick (const object *who, const object *item)
2592{
2325 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2593 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2326 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2594 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2327 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2595 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2328 (who->type==PLAYER||item->weight<who->weight/3));
2329} 2596}
2330 2597
2331 2598
2332/* 2599/*
2333 * create clone from object to another 2600 * create clone from object to another
2334 */ 2601 */
2602object *
2335object *object_create_clone (object *asrc) { 2603object_create_clone (object *asrc)
2604{
2605 object *
2336 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2606 dst = NULL, *tmp, *src, *part, *prev, *item;
2337 2607
2608 if (!asrc)
2338 if(!asrc) return NULL; 2609 return NULL;
2339 src = asrc; 2610 src = asrc;
2340 if(src->head) 2611 if (src->head)
2341 src = src->head; 2612 src = src->head;
2342 2613
2343 prev = NULL; 2614 prev = NULL;
2344 for(part = src; part; part = part->more) { 2615 for (part = src; part; part = part->more)
2616 {
2345 tmp = get_object(); 2617 tmp = get_object ();
2346 copy_object(part,tmp); 2618 copy_object (part, tmp);
2347 tmp->x -= src->x; 2619 tmp->x -= src->x;
2348 tmp->y -= src->y; 2620 tmp->y -= src->y;
2349 if(!part->head) { 2621 if (!part->head)
2622 {
2350 dst = tmp; 2623 dst = tmp;
2351 tmp->head = NULL; 2624 tmp->head = NULL;
2625 }
2352 } else { 2626 else
2627 {
2353 tmp->head = dst; 2628 tmp->head = dst;
2354 } 2629 }
2355 tmp->more = NULL; 2630 tmp->more = NULL;
2356 if(prev) 2631 if (prev)
2357 prev->more = tmp; 2632 prev->more = tmp;
2358 prev = tmp; 2633 prev = tmp;
2359 } 2634 }
2360 /*** copy inventory ***/ 2635
2361 for(item = src->inv; item; item = item->below) { 2636 for (item = src->inv; item; item = item->below)
2362 (void) insert_ob_in_ob(object_create_clone(item),dst); 2637 insert_ob_in_ob (object_create_clone (item), dst);
2363 }
2364 2638
2365 return dst; 2639 return dst;
2366}
2367
2368/* return true if the object was destroyed, 0 otherwise */
2369int was_destroyed (const object *op, tag_t old_tag)
2370{
2371 /* checking for FLAG_FREED isn't necessary, but makes this function more
2372 * robust */
2373 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2374} 2640}
2375 2641
2376/* GROS - Creates an object using a string representing its content. */ 2642/* GROS - Creates an object using a string representing its content. */
2377/* Basically, we save the content of the string to a temp file, then call */ 2643/* Basically, we save the content of the string to a temp file, then call */
2378/* load_object on it. I admit it is a highly inefficient way to make things, */ 2644/* load_object on it. I admit it is a highly inefficient way to make things, */
2379/* but it was simple to make and allows reusing the load_object function. */ 2645/* but it was simple to make and allows reusing the load_object function. */
2380/* Remember not to use load_object_str in a time-critical situation. */ 2646/* Remember not to use load_object_str in a time-critical situation. */
2381/* Also remember that multiparts objects are not supported for now. */ 2647/* Also remember that multiparts objects are not supported for now. */
2382 2648
2649object *
2383object* load_object_str(const char *obstr) 2650load_object_str (const char *obstr)
2384{ 2651{
2385 object *op; 2652 object *op;
2386 char filename[MAX_BUF]; 2653 char filename[MAX_BUF];
2654
2387 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2655 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2388 2656
2389 FILE *tempfile=fopen(filename,"w"); 2657 FILE *tempfile = fopen (filename, "w");
2658
2390 if (tempfile == NULL) 2659 if (tempfile == NULL)
2391 { 2660 {
2392 LOG(llevError,"Error - Unable to access load object temp file\n"); 2661 LOG (llevError, "Error - Unable to access load object temp file\n");
2393 return NULL; 2662 return NULL;
2394 }; 2663 }
2664
2395 fprintf(tempfile,obstr); 2665 fprintf (tempfile, obstr);
2396 fclose(tempfile); 2666 fclose (tempfile);
2397 2667
2398 op=get_object(); 2668 op = get_object ();
2399 2669
2400 object_thawer thawer (filename); 2670 object_thawer thawer (filename);
2401 2671
2402 if (thawer) 2672 if (thawer)
2403 load_object(thawer,op,0); 2673 load_object (thawer, op, 0);
2404 2674
2405 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2675 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2406 CLEAR_FLAG(op,FLAG_REMOVED); 2676 CLEAR_FLAG (op, FLAG_REMOVED);
2407 2677
2408 return op; 2678 return op;
2409} 2679}
2410 2680
2411/* This returns the first object in who's inventory that 2681/* This returns the first object in who's inventory that
2412 * has the same type and subtype match. 2682 * has the same type and subtype match.
2413 * returns NULL if no match. 2683 * returns NULL if no match.
2414 */ 2684 */
2685object *
2415object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2686find_obj_by_type_subtype (const object *who, int type, int subtype)
2416{ 2687{
2417 object *tmp; 2688 object *tmp;
2418 2689
2419 for (tmp=who->inv; tmp; tmp=tmp->below) 2690 for (tmp = who->inv; tmp; tmp = tmp->below)
2420 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2691 if (tmp->type == type && tmp->subtype == subtype)
2692 return tmp;
2421 2693
2422 return NULL; 2694 return NULL;
2423} 2695}
2424 2696
2425/* If ob has a field named key, return the link from the list, 2697/* If ob has a field named key, return the link from the list,
2426 * otherwise return NULL. 2698 * otherwise return NULL.
2427 * 2699 *
2428 * key must be a passed in shared string - otherwise, this won't 2700 * key must be a passed in shared string - otherwise, this won't
2429 * do the desired thing. 2701 * do the desired thing.
2430 */ 2702 */
2703key_value *
2431key_value * get_ob_key_link(const object * ob, const char * key) { 2704get_ob_key_link (const object *ob, const char *key)
2705{
2432 key_value * link; 2706 key_value *link;
2433 2707
2434 for (link = ob->key_values; link != NULL; link = link->next) { 2708 for (link = ob->key_values; link != NULL; link = link->next)
2435 if (link->key == key) { 2709 if (link->key == key)
2436 return link; 2710 return link;
2437 } 2711
2438 }
2439
2440 return NULL; 2712 return NULL;
2441} 2713}
2442 2714
2443/* 2715/*
2444 * Returns the value of op has an extra_field for key, or NULL. 2716 * Returns the value of op has an extra_field for key, or NULL.
2445 * 2717 *
2446 * The argument doesn't need to be a shared string. 2718 * The argument doesn't need to be a shared string.
2447 * 2719 *
2448 * The returned string is shared. 2720 * The returned string is shared.
2449 */ 2721 */
2722const char *
2450const char * get_ob_key_value(const object * op, const char * const key) { 2723get_ob_key_value (const object *op, const char *const key)
2724{
2451 key_value * link; 2725 key_value *link;
2452 const char * canonical_key; 2726 shstr_cmp canonical_key (key);
2727
2728 if (!canonical_key)
2453 2729 {
2454 canonical_key = shstr::find (key);
2455
2456 if (canonical_key == NULL) {
2457 /* 1. There being a field named key on any object 2730 /* 1. There being a field named key on any object
2458 * implies there'd be a shared string to find. 2731 * implies there'd be a shared string to find.
2459 * 2. Since there isn't, no object has this field. 2732 * 2. Since there isn't, no object has this field.
2460 * 3. Therefore, *this* object doesn't have this field. 2733 * 3. Therefore, *this* object doesn't have this field.
2461 */ 2734 */
2462 return NULL; 2735 return 0;
2463 } 2736 }
2464 2737
2465 /* This is copied from get_ob_key_link() above - 2738 /* This is copied from get_ob_key_link() above -
2466 * only 4 lines, and saves the function call overhead. 2739 * only 4 lines, and saves the function call overhead.
2467 */ 2740 */
2468 for (link = op->key_values; link != NULL; link = link->next) { 2741 for (link = op->key_values; link; link = link->next)
2469 if (link->key == canonical_key) { 2742 if (link->key == canonical_key)
2470 return link->value; 2743 return link->value;
2471 } 2744
2472 } 2745 return 0;
2473 return NULL;
2474} 2746}
2475 2747
2476 2748
2477/* 2749/*
2478 * Updates the canonical_key in op to value. 2750 * Updates the canonical_key in op to value.
2482 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2754 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2483 * keys. 2755 * keys.
2484 * 2756 *
2485 * Returns TRUE on success. 2757 * Returns TRUE on success.
2486 */ 2758 */
2759int
2487int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2760set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2761{
2762 key_value *
2488 key_value * field = NULL, *last=NULL; 2763 field = NULL, *last = NULL;
2489 2764
2490 for (field=op->key_values; field != NULL; field=field->next) { 2765 for (field = op->key_values; field != NULL; field = field->next)
2766 {
2491 if (field->key != canonical_key) { 2767 if (field->key != canonical_key)
2768 {
2492 last = field; 2769 last = field;
2493 continue; 2770 continue;
2494 } 2771 }
2495 2772
2496 if (value) 2773 if (value)
2497 field->value = value; 2774 field->value = value;
2498 else { 2775 else
2776 {
2499 /* Basically, if the archetype has this key set, 2777 /* Basically, if the archetype has this key set,
2500 * we need to store the null value so when we save 2778 * we need to store the null value so when we save
2501 * it, we save the empty value so that when we load, 2779 * it, we save the empty value so that when we load,
2502 * we get this value back again. 2780 * we get this value back again.
2503 */ 2781 */
2504 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2782 if (get_ob_key_link (&op->arch->clone, canonical_key))
2505 field->value = 0; 2783 field->value = 0;
2784 else
2785 {
2786 if (last)
2787 last->next = field->next;
2506 else 2788 else
2507 {
2508 if (last) last->next = field->next;
2509 else op->key_values = field->next; 2789 op->key_values = field->next;
2510 2790
2511 delete field; 2791 delete field;
2512 } 2792 }
2513 } 2793 }
2514 return TRUE; 2794 return TRUE;
2515 } 2795 }
2516 /* IF we get here, key doesn't exist */ 2796 /* IF we get here, key doesn't exist */
2517 2797
2518 /* No field, we'll have to add it. */ 2798 /* No field, we'll have to add it. */
2799
2800 if (!add_key)
2519 2801 {
2520 if (!add_key) {
2521 return FALSE; 2802 return FALSE;
2522 } 2803 }
2523 /* There isn't any good reason to store a null 2804 /* There isn't any good reason to store a null
2524 * value in the key/value list. If the archetype has 2805 * value in the key/value list. If the archetype has
2525 * this key, then we should also have it, so shouldn't 2806 * this key, then we should also have it, so shouldn't
2526 * be here. If user wants to store empty strings, 2807 * be here. If user wants to store empty strings,
2527 * should pass in "" 2808 * should pass in ""
2528 */ 2809 */
2529 if (value == NULL) return TRUE; 2810 if (value == NULL)
2530
2531 field = new key_value;
2532
2533 field->key = canonical_key;
2534 field->value = value;
2535 /* Usual prepend-addition. */
2536 field->next = op->key_values;
2537 op->key_values = field;
2538
2539 return TRUE; 2811 return TRUE;
2812
2813 field = new key_value;
2814
2815 field->key = canonical_key;
2816 field->value = value;
2817 /* Usual prepend-addition. */
2818 field->next = op->key_values;
2819 op->key_values = field;
2820
2821 return TRUE;
2540} 2822}
2541 2823
2542/* 2824/*
2543 * Updates the key in op to value. 2825 * Updates the key in op to value.
2544 * 2826 *
2546 * and not add new ones. 2828 * and not add new ones.
2547 * In general, should be little reason FALSE is ever passed in for add_key 2829 * In general, should be little reason FALSE is ever passed in for add_key
2548 * 2830 *
2549 * Returns TRUE on success. 2831 * Returns TRUE on success.
2550 */ 2832 */
2833int
2551int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2834set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2552{ 2835{
2553 shstr key_ (key); 2836 shstr key_ (key);
2837
2554 return set_ob_key_value_s (op, key_, value, add_key); 2838 return set_ob_key_value_s (op, key_, value, add_key);
2555} 2839}
2840
2841object::depth_iterator::depth_iterator (object *container)
2842: iterator_base (container)
2843{
2844 while (item->inv)
2845 item = item->inv;
2846}
2847
2848void
2849object::depth_iterator::next ()
2850{
2851 if (item->below)
2852 {
2853 item = item->below;
2854
2855 while (item->inv)
2856 item = item->inv;
2857 }
2858 else
2859 item = item->env;
2860}
2861
2862// return a suitable string describing an objetc in enough detail to find it
2863const char *
2864object::debug_desc (char *info) const
2865{
2866 char info2[256 * 3];
2867 char *p = info;
2868
2869 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2870 count,
2871 &name,
2872 title ? " " : "",
2873 title ? (const char *)title : "");
2874
2875 if (env)
2876 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2877
2878 if (map)
2879 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2880
2881 return info;
2882}
2883
2884const char *
2885object::debug_desc () const
2886{
2887 static char info[256 * 3];
2888 return debug_desc (info);
2889}
2890

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines