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Comparing deliantra/server/common/object.C (file contents):
Revision 1.18 by root, Fri Sep 8 16:51:42 2006 UTC vs.
Revision 1.64 by root, Tue Dec 12 21:39:56 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.18 2006/09/08 16:51:42 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
34
42int nrofallocobjects = 0; 35int nrofallocobjects = 0;
36static UUID uuid;
37const uint64 UUID_SKIP = 1<<19;
43 38
44object *objects; /* Pointer to the list of used objects */
45object *active_objects; /* List of active objects that need to be processed */ 39object *active_objects; /* List of active objects that need to be processed */
46 40
47short freearr_x[SIZEOFFREE]= 41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
49 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50short freearr_y[SIZEOFFREE]= 43};
51 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 45 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53int maxfree[SIZEOFFREE]= 46};
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 47int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 48 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
49};
56int freedir[SIZEOFFREE]= { 50int freedir[SIZEOFFREE] = {
57 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 51 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 52 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
53};
59 54
55static void
56write_uuid (void)
57{
58 char filename1[MAX_BUF], filename2[MAX_BUF];
59
60 sprintf (filename1, "%s/uuid", settings.localdir);
61 sprintf (filename2, "%s/uuid~", settings.localdir);
62
63 FILE *fp;
64
65 if (!(fp = fopen (filename2, "w")))
66 {
67 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
68 return;
69 }
70
71 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
72 fclose (fp);
73 rename (filename2, filename1);
74}
75
76static void
77read_uuid (void)
78{
79 char filename[MAX_BUF];
80
81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 FILE *fp;
84
85 if (!(fp = fopen (filename, "r")))
86 {
87 if (errno == ENOENT)
88 {
89 LOG (llevInfo, "RESET uid to 1\n");
90 uuid.seq = 0;
91 write_uuid ();
92 return;
93 }
94
95 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
96 _exit (1);
97 }
98
99 int version;
100 unsigned long long uid;
101 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
102 {
103 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
104 _exit (1);
105 }
106
107 uuid.seq = uid;
108 write_uuid ();
109 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
110 fclose (fp);
111}
112
113UUID
114gen_uuid ()
115{
116 UUID uid;
117
118 uid.seq = ++uuid.seq;
119
120 if (!(uuid.seq & (UUID_SKIP - 1)))
121 write_uuid ();
122
123 return uid;
124}
125
126void
127init_uuid ()
128{
129 read_uuid ();
130}
60 131
61/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 132/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
133static int
62static int compare_ob_value_lists_one(const object * wants, const object * has) { 134compare_ob_value_lists_one (const object *wants, const object *has)
135{
63 key_value * wants_field; 136 key_value *wants_field;
64 137
65 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 138 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
66 * objects with lists are rare, and lists stay short. If not, use a 139 * objects with lists are rare, and lists stay short. If not, use a
67 * different structure or at least keep the lists sorted... 140 * different structure or at least keep the lists sorted...
68 */ 141 */
69 142
70 /* For each field in wants, */ 143 /* For each field in wants, */
71 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
145 {
72 key_value * has_field; 146 key_value *has_field;
73 147
74 /* Look for a field in has with the same key. */ 148 /* Look for a field in has with the same key. */
75 has_field = get_ob_key_link(has, wants_field->key); 149 has_field = get_ob_key_link (has, wants_field->key);
150
151 if (has_field == NULL)
76 152 {
77 if (has_field == NULL) {
78 /* No field with that name. */ 153 /* No field with that name. */
79 return FALSE; 154 return FALSE;
80 }
81 155 }
156
82 /* Found the matching field. */ 157 /* Found the matching field. */
83 if (has_field->value != wants_field->value) { 158 if (has_field->value != wants_field->value)
159 {
84 /* Values don't match, so this half of the comparison is false. */ 160 /* Values don't match, so this half of the comparison is false. */
85 return FALSE; 161 return FALSE;
86 } 162 }
87 163
88 /* If we get here, we found a match. Now for the next field in wants. */ 164 /* If we get here, we found a match. Now for the next field in wants. */
89 }
90 165 }
166
91 /* If we get here, every field in wants has a matching field in has. */ 167 /* If we get here, every field in wants has a matching field in has. */
92 return TRUE; 168 return TRUE;
93} 169}
94 170
95/* Returns TRUE if ob1 has the same key_values as ob2. */ 171/* Returns TRUE if ob1 has the same key_values as ob2. */
172static int
96static int compare_ob_value_lists(const object * ob1, const object * ob2) { 173compare_ob_value_lists (const object *ob1, const object *ob2)
174{
97 /* However, there may be fields in has which aren't partnered in wants, 175 /* However, there may be fields in has which aren't partnered in wants,
98 * so we need to run the comparison *twice*. :( 176 * so we need to run the comparison *twice*. :(
99 */ 177 */
100 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 178 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
101} 179}
102 180
103/* Function examines the 2 objects given to it, and returns true if 181/* Function examines the 2 objects given to it, and returns true if
104 * they can be merged together. 182 * they can be merged together.
105 * 183 *
111 * 189 *
112 * Improvements made with merge: Better checking on potion, and also 190 * Improvements made with merge: Better checking on potion, and also
113 * check weight 191 * check weight
114 */ 192 */
115 193
116bool
117object::can_merge (object *ob1, object *ob2) 194bool object::can_merge (object *ob1, object *ob2)
118{ 195{
119 /* A couple quicksanity checks */ 196 /* A couple quicksanity checks */
120 if ((ob1 == ob2) || (ob1->type != ob2->type)) 197 if ((ob1 == ob2) || (ob1->type != ob2->type))
121 return 0; 198 return 0;
122 199
170 (ob1->subtype != ob2->subtype) || 247 (ob1->subtype != ob2->subtype) ||
171 (ob1->move_type != ob2->move_type) || 248 (ob1->move_type != ob2->move_type) ||
172 (ob1->move_block != ob2->move_block) || 249 (ob1->move_block != ob2->move_block) ||
173 (ob1->move_allow != ob2->move_allow) || 250 (ob1->move_allow != ob2->move_allow) ||
174 (ob1->move_on != ob2->move_on) || 251 (ob1->move_on != ob2->move_on) ||
175 (ob1->move_off != ob2->move_off) || 252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty))
176 (ob1->move_slow != ob2->move_slow) ||
177 (ob1->move_slow_penalty != ob2->move_slow_penalty))
178 return 0; 253 return 0;
179 254
180 /* This is really a spellbook check - really, we should 255 /* This is really a spellbook check - really, we should
181 * check all objects in the inventory. 256 * check all objects in the inventory.
182 */ 257 */
183 if (ob1->inv || ob2->inv) 258 if (ob1->inv || ob2->inv)
184 { 259 {
185 /* if one object has inventory but the other doesn't, not equiv */ 260 /* if one object has inventory but the other doesn't, not equiv */
186 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
187 return 0; 262 return 0;
188 263
189 /* Now check to see if the two inventory objects could merge */ 264 /* Now check to see if the two inventory objects could merge */
190 if (!CAN_MERGE (ob1->inv, ob2->inv)) 265 if (!CAN_MERGE (ob1->inv, ob2->inv))
191 return 0; 266 return 0;
192 267
193 /* inventory ok - still need to check rest of this object to see 268 /* inventory ok - still need to check rest of this object to see
194 * if it is valid. 269 * if it is valid.
195 */ 270 */
196 } 271 }
204 279
205 /* Note sure why the following is the case - either the object has to 280 /* Note sure why the following is the case - either the object has to
206 * be animated or have a very low speed. Is this an attempted monster 281 * be animated or have a very low speed. Is this an attempted monster
207 * check? 282 * check?
208 */ 283 */
209 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
210 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
211 return 0; 285 return 0;
212 286
213 switch (ob1->type) 287 switch (ob1->type)
214 { 288 {
215 case SCROLL: 289 case SCROLL:
216 if (ob1->level != ob2->level) 290 if (ob1->level != ob2->level)
217 return 0; 291 return 0;
218 break; 292 break;
219 } 293 }
220 294
221 if (ob1->key_values != NULL || ob2->key_values != NULL) 295 if (ob1->key_values != NULL || ob2->key_values != NULL)
222 { 296 {
223 /* At least one of these has key_values. */ 297 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
225 /* One has fields, but the other one doesn't. */ 299 /* One has fields, but the other one doesn't. */
226 return 0; 300 return 0;
227 else if (!compare_ob_value_lists (ob1, ob2)) 301 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 302 return 0;
229 } 303 }
230 304
231 //TODO: generate an event or call into perl for additional checks 305 //TODO: generate an event or call into perl for additional checks
232 if (ob1->self || ob2->self) 306 if (ob1->self || ob2->self)
233 { 307 {
234 ob1->optimise (); 308 ob1->optimise ();
235 ob2->optimise (); 309 ob2->optimise ();
236 310
237 if (ob1->self || ob2->self) 311 if (ob1->self || ob2->self)
238 return 0; 312 return 0;
239 } 313 }
240 314
241 /* Everything passes, must be OK. */ 315 /* Everything passes, must be OK. */
242 return 1; 316 return 1;
243} 317}
318
244/* 319/*
245 * sum_weight() is a recursive function which calculates the weight 320 * sum_weight() is a recursive function which calculates the weight
246 * an object is carrying. It goes through in figures out how much 321 * an object is carrying. It goes through in figures out how much
247 * containers are carrying, and sums it up. 322 * containers are carrying, and sums it up.
248 */ 323 */
249signed long sum_weight(object *op) { 324long
325sum_weight (object *op)
326{
250 signed long sum; 327 long sum;
251 object *inv; 328 object *inv;
329
252 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
331 {
253 if (inv->inv) 332 if (inv->inv)
254 sum_weight(inv); 333 sum_weight (inv);
255 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
256 } 335 }
336
257 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
258 sum = (sum * (100 - op->stats.Str))/100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
339
259 if(op->carrying != sum) 340 if (op->carrying != sum)
260 op->carrying = sum; 341 op->carrying = sum;
342
261 return sum; 343 return sum;
262} 344}
263 345
264/** 346/**
265 * Return the outermost environment object for a given object. 347 * Return the outermost environment object for a given object.
266 */ 348 */
267 349
350object *
268object *object_get_env_recursive (object *op) { 351object_get_env_recursive (object *op)
352{
269 while (op->env != NULL) 353 while (op->env != NULL)
270 op = op->env; 354 op = op->env;
271 return op; 355 return op;
272} 356}
273 357
274/* 358/*
275 * Eneq(@csd.uu.se): Since we can have items buried in a character we need 359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
276 * a better check. We basically keeping traversing up until we can't 360 * a better check. We basically keeping traversing up until we can't
277 * or find a player. 361 * or find a player.
278 */ 362 */
279 363
364object *
280object *is_player_inv (object *op) { 365is_player_inv (object *op)
366{
281 for (;op!=NULL&&op->type!=PLAYER; op=op->env) 367 for (; op != NULL && op->type != PLAYER; op = op->env)
282 if (op->env==op) 368 if (op->env == op)
283 op->env = NULL; 369 op->env = NULL;
284 return op; 370 return op;
285} 371}
286 372
287/* 373/*
288 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
289 * Some error messages. 375 * Some error messages.
290 * The result of the dump is stored in the static global errmsg array. 376 * The result of the dump is stored in the static global errmsg array.
291 */ 377 */
292 378
293void dump_object2(object *op) { 379char *
294errmsg[0] = 0;
295return;
296 //TODO//D#d#
297#if 0
298 char *cp;
299/* object *tmp;*/
300
301 if(op->arch!=NULL) {
302 strcat(errmsg,"arch ");
303 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
304 strcat(errmsg,"\n");
305 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
306 strcat(errmsg,cp);
307#if 0
308 /* Don't dump player diffs - they are too long, mostly meaningless, and
309 * will overflow the buffer.
310 * Changed so that we don't dump inventory either. This may
311 * also overflow the buffer.
312 */
313 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
314 strcat(errmsg,cp);
315 for (tmp=op->inv; tmp; tmp=tmp->below)
316 dump_object2(tmp);
317#endif
318 strcat(errmsg,"end\n");
319 } else {
320 strcat(errmsg,"Object ");
321 if (op->name==NULL) strcat(errmsg, "(null)");
322 else strcat(errmsg,op->name);
323 strcat(errmsg,"\n");
324#if 0
325 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
326 strcat(errmsg,cp);
327 for (tmp=op->inv; tmp; tmp=tmp->below)
328 dump_object2(tmp);
329#endif
330 strcat(errmsg,"end\n");
331 }
332#endif
333}
334
335/*
336 * Dumps an object. Returns output in the static global errmsg array.
337 */
338
339void dump_object(object *op) { 380dump_object (object *op)
340 if(op==NULL) { 381{
341 strcpy(errmsg,"[NULL pointer]"); 382 if (!op)
342 return; 383 return strdup ("[NULLOBJ]");
343 }
344 errmsg[0]='\0';
345 dump_object2(op);
346}
347 384
348void dump_all_objects(void) { 385 object_freezer freezer;
349 object *op; 386 save_object (freezer, op, 3);
350 for(op=objects;op!=NULL;op=op->next) { 387 return freezer.as_string ();
351 dump_object(op);
352 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
353 }
354} 388}
355 389
356/* 390/*
357 * get_nearest_part(multi-object, object 2) returns the part of the 391 * get_nearest_part(multi-object, object 2) returns the part of the
358 * multi-object 1 which is closest to the second object. 392 * multi-object 1 which is closest to the second object.
359 * If it's not a multi-object, it is returned. 393 * If it's not a multi-object, it is returned.
360 */ 394 */
361 395
396object *
362object *get_nearest_part(object *op, const object *pl) { 397get_nearest_part (object *op, const object *pl)
398{
363 object *tmp,*closest; 399 object *tmp, *closest;
364 int last_dist,i; 400 int last_dist, i;
401
365 if(op->more==NULL) 402 if (op->more == NULL)
366 return op; 403 return op;
367 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 404 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
368 if((i=distance(tmp,pl))<last_dist) 405 if ((i = distance (tmp, pl)) < last_dist)
369 closest=tmp,last_dist=i; 406 closest = tmp, last_dist = i;
370 return closest; 407 return closest;
371} 408}
372 409
373/* 410/*
374 * Returns the object which has the count-variable equal to the argument. 411 * Returns the object which has the count-variable equal to the argument.
375 */ 412 */
376 413
414object *
377object *find_object(tag_t i) { 415find_object (tag_t i)
378 object *op; 416{
379 for(op=objects;op!=NULL;op=op->next) 417 for (object *op = object::first; op; op = op->next)
380 if(op->count==i) 418 if (op->count == i)
381 break; 419 return op;
420
382 return op; 421 return 0;
383} 422}
384 423
385/* 424/*
386 * Returns the first object which has a name equal to the argument. 425 * Returns the first object which has a name equal to the argument.
387 * Used only by the patch command, but not all that useful. 426 * Used only by the patch command, but not all that useful.
388 * Enables features like "patch <name-of-other-player> food 999" 427 * Enables features like "patch <name-of-other-player> food 999"
389 */ 428 */
390 429
430object *
391object *find_object_name(const char *str) { 431find_object_name (const char *str)
392 const char *name = shstr::find (str); 432{
433 shstr_cmp str_ (str);
393 object *op; 434 object *op;
435
394 for(op=objects;op!=NULL;op=op->next) 436 for (op = object::first; op != NULL; op = op->next)
395 if(&op->name == name) 437 if (op->name == str_)
396 break; 438 break;
397 439
398 return op; 440 return op;
399} 441}
400 442
443void
401void free_all_object_data () 444free_all_object_data ()
402{ 445{
403 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 446 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
404}
405
406/*
407 * Returns the object which this object marks as being the owner.
408 * A id-scheme is used to avoid pointing to objects which have been
409 * freed and are now reused. If this is detected, the owner is
410 * set to NULL, and NULL is returned.
411 * Changed 2004-02-12 - if the player is setting at the play again
412 * prompt, he is removed, and we don't want to treat him as an owner of
413 * anything, so check removed flag. I don't expect that this should break
414 * anything - once an object is removed, it is basically dead anyways.
415 */
416
417object *get_owner(object *op) {
418 if(op->owner==NULL)
419 return NULL;
420
421 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
422 op->owner->count==op->ownercount)
423 return op->owner;
424
425 op->owner=NULL;
426 op->ownercount=0;
427 return NULL;
428}
429
430void clear_owner(object *op)
431{
432 if (!op) return;
433
434 if (op->owner && op->ownercount == op->owner->count)
435 op->owner->refcount--;
436
437 op->owner = NULL;
438 op->ownercount = 0;
439} 447}
440 448
441/* 449/*
442 * Sets the owner and sets the skill and exp pointers to owner's current 450 * Sets the owner and sets the skill and exp pointers to owner's current
443 * skill and experience objects. 451 * skill and experience objects.
444 */ 452 */
445void set_owner (object *op, object *owner) 453void
454object::set_owner (object *owner)
446{ 455{
447 if(owner==NULL||op==NULL) 456 if (!owner)
448 return; 457 return;
449 458
450 /* next line added to allow objects which own objects */ 459 /* next line added to allow objects which own objects */
451 /* Add a check for ownercounts in here, as I got into an endless loop 460 /* Add a check for ownercounts in here, as I got into an endless loop
452 * with the fireball owning a poison cloud which then owned the 461 * with the fireball owning a poison cloud which then owned the
453 * fireball. I believe that was caused by one of the objects getting 462 * fireball. I believe that was caused by one of the objects getting
454 * freed and then another object replacing it. Since the ownercounts 463 * freed and then another object replacing it. Since the ownercounts
455 * didn't match, this check is valid and I believe that cause is valid. 464 * didn't match, this check is valid and I believe that cause is valid.
456 */ 465 */
457 while (owner->owner && owner!=owner->owner && 466 while (owner->owner)
458 owner->ownercount==owner->owner->count) owner=owner->owner; 467 owner = owner->owner;
459 468
460 /* IF the owner still has an owner, we did not resolve to a final owner.
461 * so lets not add to that.
462 */
463 if (owner->owner) return;
464
465 op->owner=owner; 469 this->owner = owner;
466
467 op->ownercount=owner->count;
468 owner->refcount++;
469
470}
471
472/* Set the owner to clone's current owner and set the skill and experience
473 * objects to clone's objects (typically those objects that where the owner's
474 * current skill and experience objects at the time when clone's owner was
475 * set - not the owner's current skill and experience objects).
476 *
477 * Use this function if player created an object (e.g. fire bullet, swarm
478 * spell), and this object creates further objects whose kills should be
479 * accounted for the player's original skill, even if player has changed
480 * skills meanwhile.
481 */
482void copy_owner (object *op, object *clone)
483{
484 object *owner = get_owner (clone);
485 if (owner == NULL) {
486 /* players don't have owners - they own themselves. Update
487 * as appropriate.
488 */
489 if (clone->type == PLAYER) owner=clone;
490 else return;
491 }
492 set_owner(op, owner);
493
494} 470}
495 471
496/* Zero the key_values on op, decrementing the shared-string 472/* Zero the key_values on op, decrementing the shared-string
497 * refcounts and freeing the links. 473 * refcounts and freeing the links.
498 */ 474 */
475static void
499static void free_key_values(object * op) 476free_key_values (object *op)
500{ 477{
501 for (key_value *i = op->key_values; i != 0; ) 478 for (key_value *i = op->key_values; i != 0;)
502 { 479 {
503 key_value *next = i->next; 480 key_value *next = i->next;
504 delete i; 481 delete i;
482
505 i = next; 483 i = next;
506 } 484 }
507 485
508 op->key_values = 0; 486 op->key_values = 0;
509} 487}
510 488
511void object::clear () 489void object::clear ()
512{ 490{
513 attachable_base::clear (); 491 attachable_base::clear ();
514 492
515 free_key_values (this); 493 free_key_values (this);
516 494
517 name = 0; 495 owner = 0;
496 name = 0;
518 name_pl = 0; 497 name_pl = 0;
519 title = 0; 498 title = 0;
520 race = 0; 499 race = 0;
521 slaying = 0; 500 slaying = 0;
522 skill = 0; 501 skill = 0;
523 msg = 0; 502 msg = 0;
524 lore = 0; 503 lore = 0;
525 custom_name = 0; 504 custom_name = 0;
526 materialname = 0; 505 materialname = 0;
506 contr = 0;
507 below = 0;
508 above = 0;
509 inv = 0;
510 container = 0;
511 env = 0;
512 more = 0;
513 head = 0;
514 map = 0;
515 active_next = 0;
516 active_prev = 0;
527 517
528 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod)); 518 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
529 519
530 SET_FLAG (this, FLAG_REMOVED); 520 SET_FLAG (this, FLAG_REMOVED);
531}
532 521
533void object::clone (object *destination)
534{
535 *(object_copy *)destination = *(object_copy *)this;
536 *(object_pod *)destination = *(object_pod *)this;
537
538 if (self || cb)
539 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
540}
541
542/*
543 * clear_object() frees everything allocated by an object, and also
544 * clears all variables and flags to default settings.
545 */
546
547void clear_object (object *op)
548{
549 op->clear ();
550
551 op->contr = NULL;
552 op->below = NULL;
553 op->above = NULL;
554 op->inv = NULL;
555 op->container=NULL;
556 op->env=NULL;
557 op->more=NULL;
558 op->head=NULL;
559 op->map=NULL;
560 op->refcount=0;
561 op->active_next = NULL;
562 op->active_prev = NULL;
563 /* What is not cleared is next, prev, and count */ 522 /* What is not cleared is next, prev, and count */
564 523
565 op->expmul = 1.0; 524 expmul = 1.0;
566 op->face = blank_face; 525 face = blank_face;
567 op->attacked_by_count = -1;
568 526
569 if (settings.casting_time) 527 if (settings.casting_time)
570 op->casting_time = -1; 528 casting_time = -1;
571} 529}
572 530
573/* 531/*
574 * copy object first frees everything allocated by the second object, 532 * copy_to first frees everything allocated by the dst object,
575 * and then copies the contends of the first object into the second 533 * and then copies the contents of itself into the second
576 * object, allocating what needs to be allocated. Basically, any 534 * object, allocating what needs to be allocated. Basically, any
577 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 535 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
578 * if the first object is freed, the pointers in the new object 536 * if the first object is freed, the pointers in the new object
579 * will point at garbage. 537 * will point at garbage.
580 */ 538 */
581 539void
582void copy_object (object *op2, object *op) 540object::copy_to (object *dst)
583{ 541{
584 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 542 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
585 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 543 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
586 544
587 op2->clone (op); 545 *(object_copy *)dst = *this;
546 *(object_pod *)dst = *this;
588 547
589 if (is_freed) SET_FLAG (op, FLAG_FREED); 548 if (self || cb)
590 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 549 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
591 550
551 if (is_freed)
552 SET_FLAG (dst, FLAG_FREED);
553
554 if (is_removed)
555 SET_FLAG (dst, FLAG_REMOVED);
556
592 if (op2->speed < 0) 557 if (speed < 0)
593 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 558 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
594 559
595 /* Copy over key_values, if any. */ 560 /* Copy over key_values, if any. */
596 if (op2->key_values != NULL) 561 if (key_values)
597 { 562 {
598 key_value *tail = NULL; 563 key_value *tail = 0;
599 key_value *i; 564 key_value *i;
600 565
601 op->key_values = NULL; 566 dst->key_values = 0;
602 567
603 for (i = op2->key_values; i != NULL; i = i->next) 568 for (i = key_values; i; i = i->next)
604 { 569 {
605 key_value *new_link = new key_value; 570 key_value *new_link = new key_value;
606 571
607 new_link->next = NULL; 572 new_link->next = 0;
608 new_link->key = i->key; 573 new_link->key = i->key;
609 new_link->value = i->value; 574 new_link->value = i->value;
610 575
611 /* Try and be clever here, too. */ 576 /* Try and be clever here, too. */
612 if (op->key_values == NULL) 577 if (!dst->key_values)
613 { 578 {
614 op->key_values = new_link; 579 dst->key_values = new_link;
615 tail = new_link; 580 tail = new_link;
616 } 581 }
617 else 582 else
618 { 583 {
619 tail->next = new_link; 584 tail->next = new_link;
620 tail = new_link; 585 tail = new_link;
621 } 586 }
622 } 587 }
623 } 588 }
624 589
625 update_ob_speed (op); 590 update_ob_speed (dst);
626}
627
628/*
629 * get_object() grabs an object from the list of unused objects, makes
630 * sure it is initialised, and returns it.
631 * If there are no free objects, expand_objects() is called to get more.
632 */
633
634object *get_object ()
635{
636 object *op = new object;
637
638 op->count = ++ob_count;
639
640 op->next = objects;
641
642 if (objects)
643 objects->prev = op;
644
645 objects = op;
646
647 SET_FLAG (op, FLAG_REMOVED);
648
649 op->expmul = 1.0;
650 op->face = blank_face;
651 op->attacked_by_count = -1;
652
653 return op;
654} 591}
655 592
656/* 593/*
657 * If an object with the IS_TURNABLE() flag needs to be turned due 594 * If an object with the IS_TURNABLE() flag needs to be turned due
658 * to the closest player being on the other side, this function can 595 * to the closest player being on the other side, this function can
659 * be called to update the face variable, _and_ how it looks on the map. 596 * be called to update the face variable, _and_ how it looks on the map.
660 */ 597 */
661 598
599void
662void update_turn_face(object *op) { 600update_turn_face (object *op)
601{
663 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 602 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
664 return; 603 return;
665 SET_ANIMATION(op, op->direction); 604 SET_ANIMATION (op, op->direction);
666 update_object(op,UP_OBJ_FACE); 605 update_object (op, UP_OBJ_FACE);
667} 606}
668 607
669/* 608/*
670 * Updates the speed of an object. If the speed changes from 0 to another 609 * Updates the speed of an object. If the speed changes from 0 to another
671 * value, or vice versa, then add/remove the object from the active list. 610 * value, or vice versa, then add/remove the object from the active list.
672 * This function needs to be called whenever the speed of an object changes. 611 * This function needs to be called whenever the speed of an object changes.
673 */ 612 */
674 613void
675void update_ob_speed(object *op) { 614update_ob_speed (object *op)
615{
676 extern int arch_init; 616 extern int arch_init;
677 617
678 /* No reason putting the archetypes objects on the speed list, 618 /* No reason putting the archetypes objects on the speed list,
679 * since they never really need to be updated. 619 * since they never really need to be updated.
680 */ 620 */
681 621
682 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 622 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
623 {
683 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 624 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
684#ifdef MANY_CORES 625#ifdef MANY_CORES
685 abort(); 626 abort ();
686#else 627#else
687 op->speed = 0; 628 op->speed = 0;
688#endif 629#endif
689 } 630 }
631
690 if (arch_init) { 632 if (arch_init)
633 return;
634
635 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
636 {
637 /* If already on active list, don't do anything */
638 if (op->active_next || op->active_prev || op == active_objects)
691 return; 639 return;
692 }
693 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
694 /* If already on active list, don't do anything */
695 if (op->active_next || op->active_prev || op==active_objects)
696 return;
697 640
698 /* process_events() expects us to insert the object at the beginning 641 /* process_events() expects us to insert the object at the beginning
699 * of the list. */ 642 * of the list. */
700 op->active_next = active_objects; 643 op->active_next = active_objects;
644
701 if (op->active_next!=NULL) 645 if (op->active_next != NULL)
702 op->active_next->active_prev = op; 646 op->active_next->active_prev = op;
647
703 active_objects = op; 648 active_objects = op;
649 }
650 else
704 } 651 {
705 else {
706 /* If not on the active list, nothing needs to be done */ 652 /* If not on the active list, nothing needs to be done */
707 if (!op->active_next && !op->active_prev && op!=active_objects) 653 if (!op->active_next && !op->active_prev && op != active_objects)
708 return; 654 return;
709 655
710 if (op->active_prev==NULL) { 656 if (op->active_prev == NULL)
657 {
711 active_objects = op->active_next; 658 active_objects = op->active_next;
659
712 if (op->active_next!=NULL) 660 if (op->active_next != NULL)
713 op->active_next->active_prev = NULL; 661 op->active_next->active_prev = NULL;
662 }
663 else
714 } 664 {
715 else {
716 op->active_prev->active_next = op->active_next; 665 op->active_prev->active_next = op->active_next;
666
717 if (op->active_next) 667 if (op->active_next)
718 op->active_next->active_prev = op->active_prev; 668 op->active_next->active_prev = op->active_prev;
719 } 669 }
670
720 op->active_next = NULL; 671 op->active_next = NULL;
721 op->active_prev = NULL; 672 op->active_prev = NULL;
722 } 673 }
723} 674}
724 675
725/* This function removes object 'op' from the list of active 676/* This function removes object 'op' from the list of active
726 * objects. 677 * objects.
728 * reference maps where you don't want an object that isn't 679 * reference maps where you don't want an object that isn't
729 * in play chewing up cpu time getting processed. 680 * in play chewing up cpu time getting processed.
730 * The reverse of this is to call update_ob_speed, which 681 * The reverse of this is to call update_ob_speed, which
731 * will do the right thing based on the speed of the object. 682 * will do the right thing based on the speed of the object.
732 */ 683 */
684void
733void remove_from_active_list(object *op) 685remove_from_active_list (object *op)
734{ 686{
735 /* If not on the active list, nothing needs to be done */ 687 /* If not on the active list, nothing needs to be done */
736 if (!op->active_next && !op->active_prev && op!=active_objects) 688 if (!op->active_next && !op->active_prev && op != active_objects)
737 return; 689 return;
738 690
739 if (op->active_prev==NULL) { 691 if (op->active_prev == NULL)
692 {
740 active_objects = op->active_next; 693 active_objects = op->active_next;
741 if (op->active_next!=NULL) 694 if (op->active_next != NULL)
742 op->active_next->active_prev = NULL; 695 op->active_next->active_prev = NULL;
696 }
697 else
743 } 698 {
744 else {
745 op->active_prev->active_next = op->active_next; 699 op->active_prev->active_next = op->active_next;
746 if (op->active_next) 700 if (op->active_next)
747 op->active_next->active_prev = op->active_prev; 701 op->active_next->active_prev = op->active_prev;
748 } 702 }
749 op->active_next = NULL; 703 op->active_next = NULL;
750 op->active_prev = NULL; 704 op->active_prev = NULL;
751} 705}
752 706
753/* 707/*
754 * update_object() updates the array which represents the map. 708 * update_object() updates the array which represents the map.
755 * It takes into account invisible objects (and represent squares covered 709 * It takes into account invisible objects (and represent squares covered
770 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 724 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
771 * as that is easier than trying to look at what may have changed. 725 * as that is easier than trying to look at what may have changed.
772 * UP_OBJ_FACE: only the objects face has changed. 726 * UP_OBJ_FACE: only the objects face has changed.
773 */ 727 */
774 728
729void
775void update_object(object *op, int action) { 730update_object (object *op, int action)
731{
776 int update_now=0, flags; 732 int update_now = 0, flags;
777 MoveType move_on, move_off, move_block, move_slow; 733 MoveType move_on, move_off, move_block, move_slow;
778 734
779 if (op == NULL) { 735 if (op == NULL)
736 {
780 /* this should never happen */ 737 /* this should never happen */
781 LOG(llevDebug,"update_object() called for NULL object.\n"); 738 LOG (llevDebug, "update_object() called for NULL object.\n");
782 return; 739 return;
783 }
784 740 }
741
785 if(op->env!=NULL) { 742 if (op->env != NULL)
743 {
786 /* Animation is currently handled by client, so nothing 744 /* Animation is currently handled by client, so nothing
787 * to do in this case. 745 * to do in this case.
788 */ 746 */
789 return; 747 return;
790 } 748 }
791 749
792 /* If the map is saving, don't do anything as everything is 750 /* If the map is saving, don't do anything as everything is
793 * going to get freed anyways. 751 * going to get freed anyways.
794 */ 752 */
795 if (!op->map || op->map->in_memory == MAP_SAVING) return; 753 if (!op->map || op->map->in_memory == MAP_SAVING)
796 754 return;
755
797 /* make sure the object is within map boundaries */ 756 /* make sure the object is within map boundaries */
798 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 757 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
799 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 758 {
800 LOG(llevError,"update_object() called for object out of map!\n"); 759 LOG (llevError, "update_object() called for object out of map!\n");
801#ifdef MANY_CORES 760#ifdef MANY_CORES
802 abort(); 761 abort ();
803#endif 762#endif
804 return; 763 return;
805 }
806 764 }
765
807 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 766 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
808 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 767 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
809 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 768 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
810 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 769 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
811 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 770 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
812 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y); 771 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
813 772
814 if (action == UP_OBJ_INSERT) { 773 if (action == UP_OBJ_INSERT)
774 {
815 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 775 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
816 update_now=1; 776 update_now = 1;
817 777
818 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 778 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
819 update_now=1; 779 update_now = 1;
820 780
821 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 781 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
822 update_now=1; 782 update_now = 1;
823 783
824 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 784 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
825 update_now=1; 785 update_now = 1;
826 786
787 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
788 update_now = 1;
789
827 if ((move_on | op->move_on) != move_on) update_now=1; 790 if ((move_on | op->move_on) != move_on)
791 update_now = 1;
792
828 if ((move_off | op->move_off) != move_off) update_now=1; 793 if ((move_off | op->move_off) != move_off)
794 update_now = 1;
795
829 /* This isn't perfect, but I don't expect a lot of objects to 796 /* This isn't perfect, but I don't expect a lot of objects to
830 * to have move_allow right now. 797 * to have move_allow right now.
831 */ 798 */
832 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 799 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
833 update_now=1; 800 update_now = 1;
801
834 if ((move_slow | op->move_slow) != move_slow) update_now=1; 802 if ((move_slow | op->move_slow) != move_slow)
803 update_now = 1;
835 } 804 }
805
836 /* if the object is being removed, we can't make intelligent 806 /* if the object is being removed, we can't make intelligent
837 * decisions, because remove_ob can't really pass the object 807 * decisions, because remove_ob can't really pass the object
838 * that is being removed. 808 * that is being removed.
839 */ 809 */
840 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 810 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
841 update_now=1; 811 update_now = 1;
842 } else if (action == UP_OBJ_FACE) { 812 else if (action == UP_OBJ_FACE)
843 /* Nothing to do for that case */ 813 /* Nothing to do for that case */ ;
844 }
845 else { 814 else
846 LOG(llevError,"update_object called with invalid action: %d\n", action); 815 LOG (llevError, "update_object called with invalid action: %d\n", action);
847 }
848 816
849 if (update_now) { 817 if (update_now)
818 {
850 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 819 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
851 update_position(op->map, op->x, op->y); 820 update_position (op->map, op->x, op->y);
852 } 821 }
853 822
854 if(op->more!=NULL) 823 if (op->more != NULL)
855 update_object(op->more, action); 824 update_object (op->more, action);
856} 825}
857 826
827object::vector object::mortals;
828object::vector object::objects; // not yet used
829object *object::first;
830
831void object::free_mortals ()
832{
833 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
834 if ((*i)->refcnt)
835 ++i; // further delay freeing
836 else
837 {
838 delete *i;
839 mortals.erase (i);
840 }
841}
842
843object::object ()
844{
845 SET_FLAG (this, FLAG_REMOVED);
846
847 expmul = 1.0;
848 face = blank_face;
849}
850
851object::~object ()
852{
853 free_key_values (this);
854}
855
856void object::link ()
857{
858 count = ++ob_count;
859 uuid = gen_uuid ();
860
861 prev = 0;
862 next = object::first;
863
864 if (object::first)
865 object::first->prev = this;
866
867 object::first = this;
868}
869
870void object::unlink ()
871{
872 if (this == object::first)
873 object::first = next;
874
875 /* Remove this object from the list of used objects */
876 if (prev) prev->next = next;
877 if (next) next->prev = prev;
878
879 prev = 0;
880 next = 0;
881}
882
883object *object::create ()
884{
885 object *op = new object;
886 op->link ();
887 return op;
888}
858 889
859/* 890/*
860 * free_object() frees everything allocated by an object, removes 891 * free_object() frees everything allocated by an object, removes
861 * it from the list of used objects, and puts it on the list of 892 * it from the list of used objects, and puts it on the list of
862 * free objects. The IS_FREED() flag is set in the object. 893 * free objects. The IS_FREED() flag is set in the object.
863 * The object must have been removed by remove_ob() first for 894 * The object must have been removed by remove_ob() first for
864 * this function to succeed. 895 * this function to succeed.
865 * 896 *
866 * If free_inventory is set, free inventory as well. Else drop items in 897 * If destroy_inventory is set, free inventory as well. Else drop items in
867 * inventory to the ground. 898 * inventory to the ground.
868 */ 899 */
869 900void object::destroy (bool destroy_inventory)
870void
871free_object (object * ob)
872{ 901{
873 free_object2 (ob, 0);
874}
875
876void
877free_object2 (object * ob, int free_inventory)
878{
879 object *tmp, *op;
880
881 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 902 if (QUERY_FLAG (this, FLAG_FREED))
882 { 903 return;
883 LOG (llevDebug, "Free object called with non removed object\n");
884 dump_object (ob);
885#ifdef MANY_CORES
886 abort ();
887#endif
888 }
889 904
890 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 905 if (QUERY_FLAG (this, FLAG_FRIENDLY))
891 {
892 LOG (llevMonster, "Warning: tried to free friendly object.\n");
893 remove_friendly_object (ob); 906 remove_friendly_object (this);
894 }
895 907
896 if (QUERY_FLAG (ob, FLAG_FREED)) 908 if (!QUERY_FLAG (this, FLAG_REMOVED))
897 { 909 remove ();
898 dump_object (ob); 910
899 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 911 SET_FLAG (this, FLAG_FREED);
900 return; 912
913 if (more)
901 } 914 {
902 915 more->destroy (destroy_inventory);
903 if (ob->more != NULL) 916 more = 0;
904 { 917 }
905 free_object2 (ob->more, free_inventory);
906 ob->more = NULL;
907 }
908 918
909 if (ob->inv) 919 if (inv)
910 { 920 {
911 /* Only if the space blocks everything do we not process - 921 /* Only if the space blocks everything do we not process -
912 * if some form of movement is allowed, let objects 922 * if some form of movement is allowed, let objects
913 * drop on that space. 923 * drop on that space.
914 */ 924 */
915 if (free_inventory || ob->map == NULL 925 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
916 || ob->map->in_memory != MAP_IN_MEMORY 926 {
917 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL)) 927 object *op = inv;
918 {
919 op = ob->inv;
920 928
921 while (op != NULL) 929 while (op)
922 { 930 {
923 tmp = op->below; 931 object *tmp = op->below;
924 remove_ob (op); 932 op->destroy (destroy_inventory);
925 free_object2 (op, free_inventory);
926 op = tmp; 933 op = tmp;
927 } 934 }
928 } 935 }
929 else 936 else
930 { /* Put objects in inventory onto this space */ 937 { /* Put objects in inventory onto this space */
931 op = ob->inv; 938 object *op = inv;
932 939
933 while (op != NULL) 940 while (op)
934 { 941 {
935 tmp = op->below; 942 object *tmp = op->below;
936 remove_ob (op);
937 943
944 op->remove ();
945
938 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 946 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
939 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE 947 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
940 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 948 op->destroy ();
941 free_object (op); 949 else
942 else 950 {
943 { 951 op->x = x;
944 op->x = ob->x; 952 op->y = y;
945 op->y = ob->y;
946 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */ 953 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
947 } 954 }
948 955
949 op = tmp; 956 op = tmp;
957 }
958 }
950 } 959 }
951 } 960
961 // hack to ensure that freed objects still have a valid map
962 {
963 static maptile *freed_map; // freed objects are moved here to avoid crashes
964
965 if (!freed_map)
966 {
967 freed_map = new maptile;
968
969 freed_map->name = "/internal/freed_objects_map";
970 freed_map->width = 3;
971 freed_map->height = 3;
972
973 freed_map->allocate ();
952 } 974 }
975
976 map = freed_map;
977 x = 1;
978 y = 1;
979 }
980
981 // clear those pointers that likely might have circular references to us
982 owner = 0;
983 enemy = 0;
984 attacked_by = 0;
985
986 // only relevant for players(?), but make sure of it anyways
987 contr = 0;
953 988
954 /* Remove object from the active list */ 989 /* Remove object from the active list */
955 ob->speed = 0; 990 speed = 0;
956 update_ob_speed (ob); 991 update_ob_speed (this);
957 992
958 SET_FLAG (ob, FLAG_FREED); 993 unlink ();
959 ob->count = 0;
960 994
961 /* Remove this object from the list of used objects */ 995 mortals.push_back (this);
962 if (ob->prev == NULL)
963 {
964 objects = ob->next;
965
966 if (objects != NULL)
967 objects->prev = NULL;
968 }
969 else
970 {
971 ob->prev->next = ob->next;
972
973 if (ob->next != NULL)
974 ob->next->prev = ob->prev;
975 }
976
977 free_key_values (ob);
978
979 /* Now link it with the free_objects list: */
980 ob->prev = 0;
981 ob->next = 0;
982
983 delete ob;
984} 996}
985 997
986/* 998/*
987 * sub_weight() recursively (outwards) subtracts a number from the 999 * sub_weight() recursively (outwards) subtracts a number from the
988 * weight of an object (and what is carried by it's environment(s)). 1000 * weight of an object (and what is carried by it's environment(s)).
989 */ 1001 */
990 1002void
991void sub_weight (object *op, signed long weight) { 1003sub_weight (object *op, signed long weight)
1004{
992 while (op != NULL) { 1005 while (op != NULL)
1006 {
993 if (op->type == CONTAINER) { 1007 if (op->type == CONTAINER)
994 weight=(signed long)(weight*(100-op->stats.Str)/100); 1008 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
995 } 1009
996 op->carrying-=weight; 1010 op->carrying -= weight;
997 op = op->env; 1011 op = op->env;
998 } 1012 }
999} 1013}
1000 1014
1001/* remove_ob(op): 1015/* op->remove ():
1002 * This function removes the object op from the linked list of objects 1016 * This function removes the object op from the linked list of objects
1003 * which it is currently tied to. When this function is done, the 1017 * which it is currently tied to. When this function is done, the
1004 * object will have no environment. If the object previously had an 1018 * object will have no environment. If the object previously had an
1005 * environment, the x and y coordinates will be updated to 1019 * environment, the x and y coordinates will be updated to
1006 * the previous environment. 1020 * the previous environment.
1007 * Beware: This function is called from the editor as well! 1021 * Beware: This function is called from the editor as well!
1008 */ 1022 */
1009 1023void
1010void remove_ob(object *op) { 1024object::remove ()
1025{
1011 object *tmp,*last=NULL; 1026 object *tmp, *last = 0;
1012 object *otmp; 1027 object *otmp;
1013 tag_t tag; 1028
1014 int check_walk_off; 1029 int check_walk_off;
1015 mapstruct *m;
1016 sint16 x,y;
1017
1018 1030
1019 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1031 if (QUERY_FLAG (this, FLAG_REMOVED))
1020 dump_object(op); 1032 return;
1021 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1022 1033
1023 /* Changed it to always dump core in this case. As has been learned
1024 * in the past, trying to recover from errors almost always
1025 * make things worse, and this is a real error here - something
1026 * that should not happen.
1027 * Yes, if this was a mission critical app, trying to do something
1028 * to recover may make sense, but that is because failure of the app
1029 * may have other disastrous problems. Cf runs out of a script
1030 * so is easily enough restarted without any real problems.
1031 * MSW 2001-07-01
1032 */
1033 abort();
1034 }
1035 if(op->more!=NULL)
1036 remove_ob(op->more);
1037
1038 SET_FLAG(op, FLAG_REMOVED); 1034 SET_FLAG (this, FLAG_REMOVED);
1039 1035
1036 if (more)
1037 more->remove ();
1038
1040 /* 1039 /*
1041 * In this case, the object to be removed is in someones 1040 * In this case, the object to be removed is in someones
1042 * inventory. 1041 * inventory.
1043 */ 1042 */
1044 if(op->env!=NULL) { 1043 if (env)
1044 {
1045 if(op->nrof) 1045 if (nrof)
1046 sub_weight(op->env, op->weight*op->nrof); 1046 sub_weight (env, weight * nrof);
1047 else 1047 else
1048 sub_weight(op->env, op->weight+op->carrying); 1048 sub_weight (env, weight + carrying);
1049 1049
1050 /* NO_FIX_PLAYER is set when a great many changes are being 1050 /* NO_FIX_PLAYER is set when a great many changes are being
1051 * made to players inventory. If set, avoiding the call 1051 * made to players inventory. If set, avoiding the call
1052 * to save cpu time. 1052 * to save cpu time.
1053 */ 1053 */
1054 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1054 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1055 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1056 fix_player(otmp); 1055 fix_player (otmp);
1057 1056
1058 if(op->above!=NULL) 1057 if (above != NULL)
1059 op->above->below=op->below; 1058 above->below = below;
1060 else 1059 else
1061 op->env->inv=op->below; 1060 env->inv = below;
1062 1061
1063 if(op->below!=NULL) 1062 if (below != NULL)
1064 op->below->above=op->above; 1063 below->above = above;
1065 1064
1066 /* we set up values so that it could be inserted into 1065 /* we set up values so that it could be inserted into
1067 * the map, but we don't actually do that - it is up 1066 * the map, but we don't actually do that - it is up
1068 * to the caller to decide what we want to do. 1067 * to the caller to decide what we want to do.
1068 */
1069 x = env->x, y = env->y;
1070 map = env->map;
1071 above = 0, below = 0;
1072 env = 0;
1073 }
1074 else if (map)
1075 {
1076 /* Re did the following section of code - it looks like it had
1077 * lots of logic for things we no longer care about
1078 */
1079
1080 /* link the object above us */
1081 if (above)
1082 above->below = below;
1083 else
1084 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */
1085
1086 /* Relink the object below us, if there is one */
1087 if (below)
1088 below->above = above;
1089 else
1090 {
1091 /* Nothing below, which means we need to relink map object for this space
1092 * use translated coordinates in case some oddness with map tiling is
1093 * evident
1069 */ 1094 */
1070 op->x=op->env->x,op->y=op->env->y; 1095 if (GET_MAP_OB (map, x, y) != this)
1071 op->map=op->env->map; 1096 {
1072 op->above=NULL,op->below=NULL; 1097 char *dump = dump_object (this);
1073 op->env=NULL; 1098 LOG (llevError,
1099 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1100 free (dump);
1101 dump = dump_object (GET_MAP_OB (map, x, y));
1102 LOG (llevError, "%s\n", dump);
1103 free (dump);
1104 }
1105
1106 SET_MAP_OB (map, x, y, above); /* goes on above it. */
1107 }
1108
1109 above = 0;
1110 below = 0;
1111
1112 if (map->in_memory == MAP_SAVING)
1074 return; 1113 return;
1075 }
1076 1114
1077 /* If we get here, we are removing it from a map */
1078 if (op->map == NULL) return;
1079
1080 x = op->x;
1081 y = op->y;
1082 m = get_map_from_coord(op->map, &x, &y);
1083
1084 if (!m) {
1085 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1086 op->map->path, op->x, op->y);
1087 /* in old days, we used to set x and y to 0 and continue.
1088 * it seems if we get into this case, something is probablye
1089 * screwed up and should be fixed.
1090 */
1091 abort();
1092 }
1093 if (op->map != m) {
1094 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1095 op->map->path, m->path, op->x, op->y, x, y);
1096 }
1097
1098 /* Re did the following section of code - it looks like it had
1099 * lots of logic for things we no longer care about
1100 */
1101
1102 /* link the object above us */
1103 if (op->above)
1104 op->above->below=op->below;
1105 else
1106 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1107
1108 /* Relink the object below us, if there is one */
1109 if(op->below) {
1110 op->below->above=op->above;
1111 } else {
1112 /* Nothing below, which means we need to relink map object for this space
1113 * use translated coordinates in case some oddness with map tiling is
1114 * evident
1115 */
1116 if(GET_MAP_OB(m,x,y)!=op) {
1117 dump_object(op);
1118 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);
1119 dump_object(GET_MAP_OB(m,x,y));
1120 LOG(llevError,"%s\n",errmsg);
1121 }
1122 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1123 }
1124 op->above=NULL;
1125 op->below=NULL;
1126
1127 if (op->map->in_memory == MAP_SAVING)
1128 return;
1129
1130 tag = op->count;
1131 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1115 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1116
1132 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1117 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1118 {
1133 /* No point updating the players look faces if he is the object 1119 /* No point updating the players look faces if he is the object
1134 * being removed. 1120 * being removed.
1135 */ 1121 */
1136 1122
1137 if(tmp->type==PLAYER && tmp!=op) { 1123 if (tmp->type == PLAYER && tmp != this)
1124 {
1138 /* If a container that the player is currently using somehow gets 1125 /* If a container that the player is currently using somehow gets
1139 * removed (most likely destroyed), update the player view 1126 * removed (most likely destroyed), update the player view
1140 * appropriately. 1127 * appropriately.
1141 */ 1128 */
1142 if (tmp->container==op) { 1129 if (tmp->container == this)
1130 {
1143 CLEAR_FLAG(op, FLAG_APPLIED); 1131 CLEAR_FLAG (this, FLAG_APPLIED);
1144 tmp->container=NULL; 1132 tmp->container = 0;
1133 }
1134
1135 tmp->contr->socket.update_look = 1;
1145 } 1136 }
1146 tmp->contr->socket.update_look=1; 1137
1147 }
1148 /* See if player moving off should effect something */ 1138 /* See if player moving off should effect something */
1149 if (check_walk_off && ((op->move_type & tmp->move_off) && 1139 if (check_walk_off
1140 && ((move_type & tmp->move_off)
1150 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1141 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1151 1142 {
1152 move_apply(tmp, op, NULL); 1143 move_apply (tmp, this, 0);
1144
1153 if (was_destroyed (op, tag)) { 1145 if (destroyed ())
1154 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1146 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1155 "leaving object\n", &tmp->name, &tmp->arch->name);
1156 } 1147 }
1157 }
1158 1148
1159 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1149 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1160 1150
1161 if(tmp->above == tmp) 1151 if (tmp->above == tmp)
1162 tmp->above = NULL; 1152 tmp->above = 0;
1153
1163 last=tmp; 1154 last = tmp;
1164 } 1155 }
1156
1165 /* last == NULL of there are no objects on this space */ 1157 /* last == NULL of there are no objects on this space */
1166 if (last==NULL) { 1158 if (!last)
1159 {
1167 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1160 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1168 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1161 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1169 * those out anyways, and if there are any flags set right now, they won't 1162 * those out anyways, and if there are any flags set right now, they won't
1170 * be correct anyways. 1163 * be correct anyways.
1171 */ 1164 */
1172 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1165 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1173 update_position(op->map, op->x, op->y); 1166 update_position (map, x, y);
1174 } 1167 }
1175 else 1168 else
1176 update_object(last, UP_OBJ_REMOVE); 1169 update_object (last, UP_OBJ_REMOVE);
1177 1170
1178 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1171 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1179 update_all_los(op->map, op->x, op->y); 1172 update_all_los (map, x, y);
1180 1173 }
1181} 1174}
1182 1175
1183/* 1176/*
1184 * merge_ob(op,top): 1177 * merge_ob(op,top):
1185 * 1178 *
1186 * This function goes through all objects below and including top, and 1179 * This function goes through all objects below and including top, and
1187 * merges op to the first matching object. 1180 * merges op to the first matching object.
1188 * If top is NULL, it is calculated. 1181 * If top is NULL, it is calculated.
1189 * Returns pointer to object if it succeded in the merge, otherwise NULL 1182 * Returns pointer to object if it succeded in the merge, otherwise NULL
1190 */ 1183 */
1191 1184object *
1192object *merge_ob(object *op, object *top) { 1185merge_ob (object *op, object *top)
1186{
1193 if(!op->nrof) 1187 if (!op->nrof)
1194 return 0; 1188 return 0;
1189
1195 if(top==NULL) 1190 if (top == NULL)
1196 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1191 for (top = op; top != NULL && top->above != NULL; top = top->above);
1192
1197 for(;top!=NULL;top=top->below) { 1193 for (; top != NULL; top = top->below)
1194 {
1198 if(top==op) 1195 if (top == op)
1199 continue; 1196 continue;
1200 if (CAN_MERGE(op,top)) 1197 if (CAN_MERGE (op, top))
1201 { 1198 {
1202 top->nrof+=op->nrof; 1199 top->nrof += op->nrof;
1200
1203/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1201/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1204 op->weight = 0; /* Don't want any adjustements now */ 1202 op->weight = 0; /* Don't want any adjustements now */
1205 remove_ob(op); 1203 op->destroy ();
1206 free_object(op);
1207 return top; 1204 return top;
1208 } 1205 }
1209 } 1206 }
1207
1210 return NULL; 1208 return 0;
1211} 1209}
1212 1210
1213/* 1211/*
1214 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1212 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1215 * job preparing multi-part monsters 1213 * job preparing multi-part monsters
1216 */ 1214 */
1215object *
1217object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1216insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1217{
1218 object* tmp; 1218 object *tmp;
1219
1219 if (op->head) 1220 if (op->head)
1220 op=op->head; 1221 op = op->head;
1222
1221 for (tmp=op;tmp;tmp=tmp->more){ 1223 for (tmp = op; tmp; tmp = tmp->more)
1224 {
1222 tmp->x=x+tmp->arch->clone.x; 1225 tmp->x = x + tmp->arch->clone.x;
1223 tmp->y=y+tmp->arch->clone.y; 1226 tmp->y = y + tmp->arch->clone.y;
1224 } 1227 }
1228
1225 return insert_ob_in_map (op, m, originator, flag); 1229 return insert_ob_in_map (op, m, originator, flag);
1226} 1230}
1227 1231
1228/* 1232/*
1229 * insert_ob_in_map (op, map, originator, flag): 1233 * insert_ob_in_map (op, map, originator, flag):
1230 * This function inserts the object in the two-way linked list 1234 * This function inserts the object in the two-way linked list
1244 * new object if 'op' was merged with other object 1248 * new object if 'op' was merged with other object
1245 * NULL if 'op' was destroyed 1249 * NULL if 'op' was destroyed
1246 * just 'op' otherwise 1250 * just 'op' otherwise
1247 */ 1251 */
1248 1252
1253object *
1249object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1254insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1250{ 1255{
1251 object *tmp, *top, *floor=NULL; 1256 object *tmp, *top, *floor = NULL;
1252 sint16 x,y; 1257 sint16 x, y;
1253 1258
1254 if (QUERY_FLAG (op, FLAG_FREED)) { 1259 if (QUERY_FLAG (op, FLAG_FREED))
1260 {
1255 LOG (llevError, "Trying to insert freed object!\n"); 1261 LOG (llevError, "Trying to insert freed object!\n");
1262 return NULL;
1263 }
1264
1265 if (m == NULL)
1266 {
1267 char *dump = dump_object (op);
1268 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1269 free (dump);
1270 return op;
1271 }
1272
1273 if (out_of_map (m, op->x, op->y))
1274 {
1275 char *dump = dump_object (op);
1276 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1277#ifdef MANY_CORES
1278 /* Better to catch this here, as otherwise the next use of this object
1279 * is likely to cause a crash. Better to find out where it is getting
1280 * improperly inserted.
1281 */
1282 abort ();
1283#endif
1284 free (dump);
1285 return op;
1286 }
1287
1288 if (!QUERY_FLAG (op, FLAG_REMOVED))
1289 {
1290 char *dump = dump_object (op);
1291 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1292 free (dump);
1293 return op;
1294 }
1295
1296 if (op->more != NULL)
1297 {
1298 /* The part may be on a different map. */
1299
1300 object *more = op->more;
1301
1302 /* We really need the caller to normalize coordinates - if
1303 * we set the map, that doesn't work if the location is within
1304 * a map and this is straddling an edge. So only if coordinate
1305 * is clear wrong do we normalize it.
1306 */
1307 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1308 more->map = get_map_from_coord (m, &more->x, &more->y);
1309 else if (!more->map)
1310 {
1311 /* For backwards compatibility - when not dealing with tiled maps,
1312 * more->map should always point to the parent.
1313 */
1314 more->map = m;
1315 }
1316
1317 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1318 {
1319 if (!op->head)
1320 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1321
1322 return NULL;
1323 }
1324 }
1325
1326 CLEAR_FLAG (op, FLAG_REMOVED);
1327
1328 /* Ideally, the caller figures this out. However, it complicates a lot
1329 * of areas of callers (eg, anything that uses find_free_spot would now
1330 * need extra work
1331 */
1332 op->map = get_map_from_coord (m, &op->x, &op->y);
1333 x = op->x;
1334 y = op->y;
1335
1336 /* this has to be done after we translate the coordinates.
1337 */
1338 if (op->nrof && !(flag & INS_NO_MERGE))
1339 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1340 if (CAN_MERGE (op, tmp))
1341 {
1342 op->nrof += tmp->nrof;
1343 tmp->destroy ();
1344 }
1345
1346 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1347 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1348
1349 if (!QUERY_FLAG (op, FLAG_ALIVE))
1350 CLEAR_FLAG (op, FLAG_NO_STEAL);
1351
1352 if (flag & INS_BELOW_ORIGINATOR)
1353 {
1354 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1355 {
1356 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1357 abort ();
1358 }
1359
1360 op->above = originator;
1361 op->below = originator->below;
1362
1363 if (op->below)
1364 op->below->above = op;
1365 else
1366 SET_MAP_OB (op->map, op->x, op->y, op);
1367
1368 /* since *below* originator, no need to update top */
1369 originator->below = op;
1370 }
1371 else
1372 {
1373 /* If there are other objects, then */
1374 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1375 {
1376 object *last = NULL;
1377
1378 /*
1379 * If there are multiple objects on this space, we do some trickier handling.
1380 * We've already dealt with merging if appropriate.
1381 * Generally, we want to put the new object on top. But if
1382 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1383 * floor, we want to insert above that and no further.
1384 * Also, if there are spell objects on this space, we stop processing
1385 * once we get to them. This reduces the need to traverse over all of
1386 * them when adding another one - this saves quite a bit of cpu time
1387 * when lots of spells are cast in one area. Currently, it is presumed
1388 * that flying non pickable objects are spell objects.
1389 */
1390
1391 while (top != NULL)
1392 {
1393 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1394 floor = top;
1395
1396 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1397 {
1398 /* We insert above top, so we want this object below this */
1399 top = top->below;
1400 break;
1401 }
1402
1403 last = top;
1404 top = top->above;
1405 }
1406
1407 /* Don't want top to be NULL, so set it to the last valid object */
1408 top = last;
1409
1410 /* We let update_position deal with figuring out what the space
1411 * looks like instead of lots of conditions here.
1412 * makes things faster, and effectively the same result.
1413 */
1414
1415 /* Have object 'fall below' other objects that block view.
1416 * Unless those objects are exits, type 66
1417 * If INS_ON_TOP is used, don't do this processing
1418 * Need to find the object that in fact blocks view, otherwise
1419 * stacking is a bit odd.
1420 */
1421 if (!(flag & INS_ON_TOP) &&
1422 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1423 {
1424 for (last = top; last != floor; last = last->below)
1425 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1426 break;
1427 /* Check to see if we found the object that blocks view,
1428 * and make sure we have a below pointer for it so that
1429 * we can get inserted below this one, which requires we
1430 * set top to the object below us.
1431 */
1432 if (last && last->below && last != floor)
1433 top = last->below;
1434 }
1435 } /* If objects on this space */
1436
1437 if (flag & INS_MAP_LOAD)
1438 top = GET_MAP_TOP (op->map, op->x, op->y);
1439
1440 if (flag & INS_ABOVE_FLOOR_ONLY)
1441 top = floor;
1442
1443 /* Top is the object that our object (op) is going to get inserted above.
1444 */
1445
1446 /* First object on this space */
1447 if (!top)
1448 {
1449 op->above = GET_MAP_OB (op->map, op->x, op->y);
1450
1451 if (op->above)
1452 op->above->below = op;
1453
1454 op->below = NULL;
1455 SET_MAP_OB (op->map, op->x, op->y, op);
1456 }
1457 else
1458 { /* get inserted into the stack above top */
1459 op->above = top->above;
1460
1461 if (op->above)
1462 op->above->below = op;
1463
1464 op->below = top;
1465 top->above = op;
1466 }
1467
1468 if (op->above == NULL)
1469 SET_MAP_TOP (op->map, op->x, op->y, op);
1470 } /* else not INS_BELOW_ORIGINATOR */
1471
1472 if (op->type == PLAYER)
1473 op->contr->do_los = 1;
1474
1475 /* If we have a floor, we know the player, if any, will be above
1476 * it, so save a few ticks and start from there.
1477 */
1478 if (!(flag & INS_MAP_LOAD))
1479 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1480 if (tmp->type == PLAYER)
1481 tmp->contr->socket.update_look = 1;
1482
1483 /* If this object glows, it may affect lighting conditions that are
1484 * visible to others on this map. But update_all_los is really
1485 * an inefficient way to do this, as it means los for all players
1486 * on the map will get recalculated. The players could very well
1487 * be far away from this change and not affected in any way -
1488 * this should get redone to only look for players within range,
1489 * or just updating the P_NEED_UPDATE for spaces within this area
1490 * of effect may be sufficient.
1491 */
1492 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1493 update_all_los (op->map, op->x, op->y);
1494
1495 /* updates flags (blocked, alive, no magic, etc) for this map space */
1496 update_object (op, UP_OBJ_INSERT);
1497
1498 /* Don't know if moving this to the end will break anything. However,
1499 * we want to have update_look set above before calling this.
1500 *
1501 * check_move_on() must be after this because code called from
1502 * check_move_on() depends on correct map flags (so functions like
1503 * blocked() and wall() work properly), and these flags are updated by
1504 * update_object().
1505 */
1506
1507 /* if this is not the head or flag has been passed, don't check walk on status */
1508 if (!(flag & INS_NO_WALK_ON) && !op->head)
1509 {
1510 if (check_move_on (op, originator))
1256 return NULL; 1511 return NULL;
1257 }
1258 if(m==NULL) {
1259 dump_object(op);
1260 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1261 return op;
1262 }
1263 if(out_of_map(m,op->x,op->y)) {
1264 dump_object(op);
1265 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1266#ifdef MANY_CORES
1267 /* Better to catch this here, as otherwise the next use of this object
1268 * is likely to cause a crash. Better to find out where it is getting
1269 * improperly inserted.
1270 */
1271 abort();
1272#endif
1273 return op;
1274 }
1275 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1276 dump_object(op);
1277 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1278 return op;
1279 }
1280 if(op->more!=NULL) {
1281 /* The part may be on a different map. */
1282 1512
1283 object *more = op->more;
1284
1285 /* We really need the caller to normalize coordinates - if
1286 * we set the map, that doesn't work if the location is within
1287 * a map and this is straddling an edge. So only if coordinate
1288 * is clear wrong do we normalize it.
1289 */
1290 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1291 more->map = get_map_from_coord(m, &more->x, &more->y);
1292 } else if (!more->map) {
1293 /* For backwards compatibility - when not dealing with tiled maps,
1294 * more->map should always point to the parent.
1295 */
1296 more->map = m;
1297 }
1298
1299 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1300 if ( ! op->head)
1301 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1302 return NULL;
1303 }
1304 }
1305 CLEAR_FLAG(op,FLAG_REMOVED);
1306
1307 /* Ideally, the caller figures this out. However, it complicates a lot
1308 * of areas of callers (eg, anything that uses find_free_spot would now
1309 * need extra work
1310 */
1311 op->map=get_map_from_coord(m, &op->x, &op->y);
1312 x = op->x;
1313 y = op->y;
1314
1315 /* this has to be done after we translate the coordinates.
1316 */
1317 if(op->nrof && !(flag & INS_NO_MERGE)) {
1318 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1319 if (CAN_MERGE(op,tmp)) {
1320 op->nrof+=tmp->nrof;
1321 remove_ob(tmp);
1322 free_object(tmp);
1323 }
1324 }
1325
1326 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1327 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1328 if (!QUERY_FLAG(op, FLAG_ALIVE))
1329 CLEAR_FLAG(op, FLAG_NO_STEAL);
1330
1331 if (flag & INS_BELOW_ORIGINATOR) {
1332 if (originator->map != op->map || originator->x != op->x ||
1333 originator->y != op->y) {
1334 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1335 abort();
1336 }
1337 op->above = originator;
1338 op->below = originator->below;
1339 if (op->below) op->below->above = op;
1340 else SET_MAP_OB(op->map, op->x, op->y, op);
1341 /* since *below* originator, no need to update top */
1342 originator->below = op;
1343 } else {
1344 /* If there are other objects, then */
1345 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1346 object *last=NULL;
1347 /*
1348 * If there are multiple objects on this space, we do some trickier handling.
1349 * We've already dealt with merging if appropriate.
1350 * Generally, we want to put the new object on top. But if
1351 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1352 * floor, we want to insert above that and no further.
1353 * Also, if there are spell objects on this space, we stop processing
1354 * once we get to them. This reduces the need to traverse over all of
1355 * them when adding another one - this saves quite a bit of cpu time
1356 * when lots of spells are cast in one area. Currently, it is presumed
1357 * that flying non pickable objects are spell objects.
1358 */
1359
1360 while (top != NULL) {
1361 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1362 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1363 if (QUERY_FLAG(top, FLAG_NO_PICK)
1364 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1365 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1366 {
1367 /* We insert above top, so we want this object below this */
1368 top=top->below;
1369 break;
1370 }
1371 last = top;
1372 top = top->above;
1373 }
1374 /* Don't want top to be NULL, so set it to the last valid object */
1375 top = last;
1376
1377 /* We let update_position deal with figuring out what the space
1378 * looks like instead of lots of conditions here.
1379 * makes things faster, and effectively the same result.
1380 */
1381
1382 /* Have object 'fall below' other objects that block view.
1383 * Unless those objects are exits, type 66
1384 * If INS_ON_TOP is used, don't do this processing
1385 * Need to find the object that in fact blocks view, otherwise
1386 * stacking is a bit odd.
1387 */
1388 if (!(flag & INS_ON_TOP) &&
1389 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1390 (op->face && !op->face->visibility)) {
1391 for (last=top; last != floor; last=last->below)
1392 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1393 /* Check to see if we found the object that blocks view,
1394 * and make sure we have a below pointer for it so that
1395 * we can get inserted below this one, which requires we
1396 * set top to the object below us.
1397 */
1398 if (last && last->below && last != floor) top=last->below;
1399 }
1400 } /* If objects on this space */
1401 if (flag & INS_MAP_LOAD)
1402 top = GET_MAP_TOP(op->map,op->x,op->y);
1403 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1404
1405 /* Top is the object that our object (op) is going to get inserted above.
1406 */
1407
1408 /* First object on this space */
1409 if (!top) {
1410 op->above = GET_MAP_OB(op->map, op->x, op->y);
1411 if (op->above) op->above->below = op;
1412 op->below = NULL;
1413 SET_MAP_OB(op->map, op->x, op->y, op);
1414 } else { /* get inserted into the stack above top */
1415 op->above = top->above;
1416 if (op->above) op->above->below = op;
1417 op->below = top;
1418 top->above = op;
1419 }
1420 if (op->above==NULL)
1421 SET_MAP_TOP(op->map,op->x, op->y, op);
1422 } /* else not INS_BELOW_ORIGINATOR */
1423
1424 if(op->type==PLAYER)
1425 op->contr->do_los=1;
1426
1427 /* If we have a floor, we know the player, if any, will be above
1428 * it, so save a few ticks and start from there.
1429 */
1430 if (!(flag & INS_MAP_LOAD))
1431 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1432 if (tmp->type == PLAYER)
1433 tmp->contr->socket.update_look=1;
1434 }
1435
1436 /* If this object glows, it may affect lighting conditions that are
1437 * visible to others on this map. But update_all_los is really
1438 * an inefficient way to do this, as it means los for all players
1439 * on the map will get recalculated. The players could very well
1440 * be far away from this change and not affected in any way -
1441 * this should get redone to only look for players within range,
1442 * or just updating the P_NEED_UPDATE for spaces within this area
1443 * of effect may be sufficient.
1444 */
1445 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1446 update_all_los(op->map, op->x, op->y);
1447
1448
1449 /* updates flags (blocked, alive, no magic, etc) for this map space */
1450 update_object(op,UP_OBJ_INSERT);
1451
1452
1453 /* Don't know if moving this to the end will break anything. However,
1454 * we want to have update_look set above before calling this.
1455 *
1456 * check_move_on() must be after this because code called from
1457 * check_move_on() depends on correct map flags (so functions like
1458 * blocked() and wall() work properly), and these flags are updated by
1459 * update_object().
1460 */
1461
1462 /* if this is not the head or flag has been passed, don't check walk on status */
1463
1464 if (!(flag & INS_NO_WALK_ON) && !op->head) {
1465 if (check_move_on(op, originator))
1466 return NULL;
1467
1468 /* If we are a multi part object, lets work our way through the check 1513 /* If we are a multi part object, lets work our way through the check
1469 * walk on's. 1514 * walk on's.
1470 */ 1515 */
1471 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1516 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1472 if (check_move_on (tmp, originator)) 1517 if (check_move_on (tmp, originator))
1473 return NULL; 1518 return NULL;
1474 } 1519 }
1520
1475 return op; 1521 return op;
1476} 1522}
1477 1523
1478/* this function inserts an object in the map, but if it 1524/* this function inserts an object in the map, but if it
1479 * finds an object of its own type, it'll remove that one first. 1525 * finds an object of its own type, it'll remove that one first.
1480 * op is the object to insert it under: supplies x and the map. 1526 * op is the object to insert it under: supplies x and the map.
1481 */ 1527 */
1528void
1482void replace_insert_ob_in_map(const char *arch_string, object *op) { 1529replace_insert_ob_in_map (const char *arch_string, object *op)
1530{
1483 object *tmp; 1531 object *
1484 object *tmp1; 1532 tmp;
1533 object *
1534 tmp1;
1485 1535
1486 /* first search for itself and remove any old instances */ 1536 /* first search for itself and remove any old instances */
1487 1537
1488 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1538 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1489 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1539 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1490 remove_ob(tmp); 1540 tmp->destroy ();
1491 free_object(tmp);
1492 }
1493 }
1494 1541
1495 tmp1=arch_to_object(find_archetype(arch_string)); 1542 tmp1 = arch_to_object (archetype::find (arch_string));
1496 1543
1497 1544 tmp1->x = op->x;
1498 tmp1->x = op->x; tmp1->y = op->y; 1545 tmp1->y = op->y;
1499 insert_ob_in_map(tmp1,op->map,op,0); 1546 insert_ob_in_map (tmp1, op->map, op, 0);
1500} 1547}
1501 1548
1502/* 1549/*
1503 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1550 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1504 * is returned contains nr objects, and the remaining parts contains 1551 * is returned contains nr objects, and the remaining parts contains
1505 * the rest (or is removed and freed if that number is 0). 1552 * the rest (or is removed and freed if that number is 0).
1506 * On failure, NULL is returned, and the reason put into the 1553 * On failure, NULL is returned, and the reason put into the
1507 * global static errmsg array. 1554 * global static errmsg array.
1508 */ 1555 */
1509 1556
1557object *
1510object *get_split_ob(object *orig_ob, uint32 nr) { 1558get_split_ob (object *orig_ob, uint32 nr)
1559{
1511 object *newob; 1560 object *newob;
1512 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1561 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1513 1562
1514 if(orig_ob->nrof<nr) { 1563 if (orig_ob->nrof < nr)
1515 sprintf(errmsg,"There are only %d %ss.", 1564 {
1516 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1565 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1517 return NULL; 1566 return NULL;
1518 } 1567 }
1568
1519 newob = object_create_clone(orig_ob); 1569 newob = object_create_clone (orig_ob);
1570
1520 if((orig_ob->nrof-=nr)<1) { 1571 if ((orig_ob->nrof -= nr) < 1)
1521 if ( ! is_removed) 1572 orig_ob->destroy (1);
1522 remove_ob(orig_ob);
1523 free_object2(orig_ob, 1);
1524 }
1525 else if ( ! is_removed) { 1573 else if (!is_removed)
1574 {
1526 if(orig_ob->env!=NULL) 1575 if (orig_ob->env != NULL)
1527 sub_weight (orig_ob->env,orig_ob->weight*nr); 1576 sub_weight (orig_ob->env, orig_ob->weight * nr);
1528 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1577 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1578 {
1529 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1579 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1530 LOG(llevDebug,
1531 "Error, Tried to split object whose map is not in memory.\n"); 1580 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1532 return NULL; 1581 return NULL;
1533 } 1582 }
1534 } 1583 }
1584
1535 newob->nrof=nr; 1585 newob->nrof = nr;
1536 1586
1537 return newob; 1587 return newob;
1538} 1588}
1539 1589
1540/* 1590/*
1541 * decrease_ob_nr(object, number) decreases a specified number from 1591 * decrease_ob_nr(object, number) decreases a specified number from
1542 * the amount of an object. If the amount reaches 0, the object 1592 * the amount of an object. If the amount reaches 0, the object
1543 * is subsequently removed and freed. 1593 * is subsequently removed and freed.
1544 * 1594 *
1545 * Return value: 'op' if something is left, NULL if the amount reached 0 1595 * Return value: 'op' if something is left, NULL if the amount reached 0
1546 */ 1596 */
1547 1597
1598object *
1548object *decrease_ob_nr (object *op, uint32 i) 1599decrease_ob_nr (object *op, uint32 i)
1549{ 1600{
1550 object *tmp; 1601 object *tmp;
1551 player *pl; 1602 player *pl;
1552 1603
1553 if (i == 0) /* objects with op->nrof require this check */ 1604 if (i == 0) /* objects with op->nrof require this check */
1554 return op; 1605 return op;
1555 1606
1556 if (i > op->nrof) 1607 if (i > op->nrof)
1557 i = op->nrof; 1608 i = op->nrof;
1558 1609
1559 if (QUERY_FLAG (op, FLAG_REMOVED)) 1610 if (QUERY_FLAG (op, FLAG_REMOVED))
1611 op->nrof -= i;
1612 else if (op->env != NULL)
1613 {
1614 /* is this object in the players inventory, or sub container
1615 * therein?
1616 */
1617 tmp = is_player_inv (op->env);
1618 /* nope. Is this a container the player has opened?
1619 * If so, set tmp to that player.
1620 * IMO, searching through all the players will mostly
1621 * likely be quicker than following op->env to the map,
1622 * and then searching the map for a player.
1623 */
1624 if (!tmp)
1625 {
1626 for (pl = first_player; pl; pl = pl->next)
1627 if (pl->ob->container == op->env)
1628 break;
1629 if (pl)
1630 tmp = pl->ob;
1631 else
1632 tmp = NULL;
1633 }
1634
1635 if (i < op->nrof)
1636 {
1637 sub_weight (op->env, op->weight * i);
1638 op->nrof -= i;
1639 if (tmp)
1640 {
1641 esrv_send_item (tmp, op);
1642 }
1643 }
1644 else
1645 {
1646 op->remove ();
1647 op->nrof = 0;
1648 if (tmp)
1649 {
1650 esrv_del_item (tmp->contr, op->count);
1651 }
1652 }
1560 { 1653 }
1654 else
1655 {
1656 object *above = op->above;
1657
1658 if (i < op->nrof)
1561 op->nrof -= i; 1659 op->nrof -= i;
1562 } 1660 else
1563 else if (op->env != NULL)
1564 {
1565 /* is this object in the players inventory, or sub container
1566 * therein?
1567 */
1568 tmp = is_player_inv (op->env);
1569 /* nope. Is this a container the player has opened?
1570 * If so, set tmp to that player.
1571 * IMO, searching through all the players will mostly
1572 * likely be quicker than following op->env to the map,
1573 * and then searching the map for a player.
1574 */
1575 if (!tmp) {
1576 for (pl=first_player; pl; pl=pl->next)
1577 if (pl->ob->container == op->env) break;
1578 if (pl) tmp=pl->ob;
1579 else tmp=NULL;
1580 } 1661 {
1581
1582 if (i < op->nrof) {
1583 sub_weight (op->env, op->weight * i);
1584 op->nrof -= i;
1585 if (tmp) {
1586 esrv_send_item(tmp, op);
1587 }
1588 } else {
1589 remove_ob (op); 1662 op->remove ();
1590 op->nrof = 0; 1663 op->nrof = 0;
1591 if (tmp) {
1592 esrv_del_item(tmp->contr, op->count);
1593 } 1664 }
1594 }
1595 }
1596 else
1597 {
1598 object *above = op->above;
1599 1665
1600 if (i < op->nrof) {
1601 op->nrof -= i;
1602 } else {
1603 remove_ob (op);
1604 op->nrof = 0;
1605 }
1606 /* Since we just removed op, op->above is null */ 1666 /* Since we just removed op, op->above is null */
1607 for (tmp = above; tmp != NULL; tmp = tmp->above) 1667 for (tmp = above; tmp != NULL; tmp = tmp->above)
1608 if (tmp->type == PLAYER) { 1668 if (tmp->type == PLAYER)
1669 {
1609 if (op->nrof) 1670 if (op->nrof)
1610 esrv_send_item(tmp, op); 1671 esrv_send_item (tmp, op);
1611 else 1672 else
1612 esrv_del_item(tmp->contr, op->count); 1673 esrv_del_item (tmp->contr, op->count);
1613 } 1674 }
1614 } 1675 }
1615 1676
1616 if (op->nrof) { 1677 if (op->nrof)
1617 return op; 1678 return op;
1618 } else { 1679 else
1619 free_object (op); 1680 {
1681 op->destroy ();
1620 return NULL; 1682 return NULL;
1621 } 1683 }
1622} 1684}
1623 1685
1624/* 1686/*
1625 * add_weight(object, weight) adds the specified weight to an object, 1687 * add_weight(object, weight) adds the specified weight to an object,
1626 * and also updates how much the environment(s) is/are carrying. 1688 * and also updates how much the environment(s) is/are carrying.
1627 */ 1689 */
1628 1690
1691void
1629void add_weight (object *op, signed long weight) { 1692add_weight (object *op, signed long weight)
1693{
1630 while (op!=NULL) { 1694 while (op != NULL)
1695 {
1631 if (op->type == CONTAINER) { 1696 if (op->type == CONTAINER)
1632 weight=(signed long)(weight*(100-op->stats.Str)/100); 1697 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1633 } 1698
1634 op->carrying+=weight; 1699 op->carrying += weight;
1635 op=op->env; 1700 op = op->env;
1636 } 1701 }
1637} 1702}
1638 1703
1704object *
1705insert_ob_in_ob (object *op, object *where)
1706{
1707 if (!where)
1708 {
1709 char *dump = dump_object (op);
1710 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1711 free (dump);
1712 return op;
1713 }
1714
1715 if (where->head)
1716 {
1717 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1718 where = where->head;
1719 }
1720
1721 return where->insert (op);
1722}
1723
1639/* 1724/*
1640 * insert_ob_in_ob(op,environment): 1725 * env->insert (op)
1641 * This function inserts the object op in the linked list 1726 * This function inserts the object op in the linked list
1642 * inside the object environment. 1727 * inside the object environment.
1643 * 1728 *
1644 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1645 * the inventory at the last position or next to other objects of the same
1646 * type.
1647 * Frank: Now sorted by type, archetype and magic!
1648 *
1649 * The function returns now pointer to inserted item, and return value can 1729 * The function returns now pointer to inserted item, and return value can
1650 * be != op, if items are merged. -Tero 1730 * be != op, if items are merged. -Tero
1651 */ 1731 */
1652 1732
1653object *insert_ob_in_ob(object *op,object *where) { 1733object *
1734object::insert (object *op)
1735{
1654 object *tmp, *otmp; 1736 object *tmp, *otmp;
1655 1737
1656 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1738 if (!QUERY_FLAG (op, FLAG_REMOVED))
1657 dump_object(op); 1739 op->remove ();
1658 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1740
1659 return op;
1660 }
1661 if(where==NULL) {
1662 dump_object(op);
1663 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1664 return op;
1665 }
1666 if (where->head) {
1667 LOG(llevDebug,
1668 "Warning: Tried to insert object wrong part of multipart object.\n");
1669 where = where->head;
1670 }
1671 if (op->more) { 1741 if (op->more)
1742 {
1672 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1743 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1673 &op->name, op->count);
1674 return op; 1744 return op;
1675 } 1745 }
1746
1676 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1747 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1677 CLEAR_FLAG(op, FLAG_REMOVED); 1748 CLEAR_FLAG (op, FLAG_REMOVED);
1678 if(op->nrof) { 1749 if (op->nrof)
1750 {
1679 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1751 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1680 if ( CAN_MERGE(tmp,op) ) { 1752 if (CAN_MERGE (tmp, op))
1753 {
1681 /* return the original object and remove inserted object 1754 /* return the original object and remove inserted object
1682 (client needs the original object) */ 1755 (client needs the original object) */
1683 tmp->nrof += op->nrof; 1756 tmp->nrof += op->nrof;
1684 /* Weight handling gets pretty funky. Since we are adding to 1757 /* Weight handling gets pretty funky. Since we are adding to
1685 * tmp->nrof, we need to increase the weight. 1758 * tmp->nrof, we need to increase the weight.
1686 */ 1759 */
1687 add_weight (where, op->weight*op->nrof); 1760 add_weight (this, op->weight * op->nrof);
1688 SET_FLAG(op, FLAG_REMOVED); 1761 SET_FLAG (op, FLAG_REMOVED);
1689 free_object(op); /* free the inserted object */ 1762 op->destroy (); /* free the inserted object */
1690 op = tmp; 1763 op = tmp;
1691 remove_ob (op); /* and fix old object's links */ 1764 op->remove (); /* and fix old object's links */
1692 CLEAR_FLAG(op, FLAG_REMOVED); 1765 CLEAR_FLAG (op, FLAG_REMOVED);
1693 break; 1766 break;
1694 } 1767 }
1695 1768
1696 /* I assume combined objects have no inventory 1769 /* I assume combined objects have no inventory
1697 * We add the weight - this object could have just been removed 1770 * We add the weight - this object could have just been removed
1698 * (if it was possible to merge). calling remove_ob will subtract 1771 * (if it was possible to merge). calling remove_ob will subtract
1699 * the weight, so we need to add it in again, since we actually do 1772 * the weight, so we need to add it in again, since we actually do
1700 * the linking below 1773 * the linking below
1701 */ 1774 */
1702 add_weight (where, op->weight*op->nrof); 1775 add_weight (this, op->weight * op->nrof);
1776 }
1703 } else 1777 else
1704 add_weight (where, (op->weight+op->carrying)); 1778 add_weight (this, (op->weight + op->carrying));
1705 1779
1706 otmp=is_player_inv(where); 1780 otmp = is_player_inv (this);
1707 if (otmp&&otmp->contr!=NULL) { 1781 if (otmp && otmp->contr)
1708 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1782 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1709 fix_player(otmp); 1783 fix_player (otmp);
1710 }
1711 1784
1712 op->map=NULL; 1785 op->map = NULL;
1713 op->env=where; 1786 op->env = this;
1714 op->above=NULL; 1787 op->above = NULL;
1715 op->below=NULL; 1788 op->below = NULL;
1716 op->x=0,op->y=0; 1789 op->x = 0, op->y = 0;
1717 1790
1718 /* reset the light list and los of the players on the map */ 1791 /* reset the light list and los of the players on the map */
1719 if((op->glow_radius!=0)&&where->map) 1792 if ((op->glow_radius != 0) && map)
1720 { 1793 {
1721#ifdef DEBUG_LIGHTS 1794#ifdef DEBUG_LIGHTS
1722 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1795 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1723 op->name);
1724#endif /* DEBUG_LIGHTS */ 1796#endif /* DEBUG_LIGHTS */
1725 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1797 if (MAP_DARKNESS (map))
1798 update_all_los (map, x, y);
1726 } 1799 }
1727 1800
1728 /* Client has no idea of ordering so lets not bother ordering it here. 1801 /* Client has no idea of ordering so lets not bother ordering it here.
1729 * It sure simplifies this function... 1802 * It sure simplifies this function...
1730 */ 1803 */
1731 if (where->inv==NULL) 1804 if (!inv)
1732 where->inv=op; 1805 inv = op;
1733 else { 1806 else
1807 {
1734 op->below = where->inv; 1808 op->below = inv;
1735 op->below->above = op; 1809 op->below->above = op;
1736 where->inv = op; 1810 inv = op;
1737 } 1811 }
1812
1738 return op; 1813 return op;
1739} 1814}
1740 1815
1741/* 1816/*
1742 * Checks if any objects has a move_type that matches objects 1817 * Checks if any objects has a move_type that matches objects
1757 * MSW 2001-07-08: Check all objects on space, not just those below 1832 * MSW 2001-07-08: Check all objects on space, not just those below
1758 * object being inserted. insert_ob_in_map may not put new objects 1833 * object being inserted. insert_ob_in_map may not put new objects
1759 * on top. 1834 * on top.
1760 */ 1835 */
1761 1836
1837int
1762int check_move_on (object *op, object *originator) 1838check_move_on (object *op, object *originator)
1763{ 1839{
1764 object *tmp; 1840 object *tmp;
1765 tag_t tag;
1766 mapstruct *m=op->map; 1841 maptile *m = op->map;
1767 int x=op->x, y=op->y; 1842 int x = op->x, y = op->y;
1843
1768 MoveType move_on, move_slow, move_block; 1844 MoveType move_on, move_slow, move_block;
1769 1845
1770 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1846 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1771 return 0; 1847 return 0;
1772 1848
1773 tag = op->count;
1774
1775 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1849 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1776 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1850 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1777 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1851 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1778 1852
1779 /* if nothing on this space will slow op down or be applied, 1853 /* if nothing on this space will slow op down or be applied,
1780 * no need to do checking below. have to make sure move_type 1854 * no need to do checking below. have to make sure move_type
1781 * is set, as lots of objects don't have it set - we treat that 1855 * is set, as lots of objects don't have it set - we treat that
1782 * as walking. 1856 * as walking.
1783 */ 1857 */
1784 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1858 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1785 return 0; 1859 return 0;
1786 1860
1787 /* This is basically inverse logic of that below - basically, 1861 /* This is basically inverse logic of that below - basically,
1788 * if the object can avoid the move on or slow move, they do so, 1862 * if the object can avoid the move on or slow move, they do so,
1789 * but can't do it if the alternate movement they are using is 1863 * but can't do it if the alternate movement they are using is
1790 * blocked. Logic on this seems confusing, but does seem correct. 1864 * blocked. Logic on this seems confusing, but does seem correct.
1791 */ 1865 */
1792 if ((op->move_type & ~move_on & ~move_block) != 0 && 1866 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1793 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1867 return 0;
1794 1868
1795 /* The objects have to be checked from top to bottom. 1869 /* The objects have to be checked from top to bottom.
1796 * Hence, we first go to the top: 1870 * Hence, we first go to the top:
1797 */ 1871 */
1798 1872
1799 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1873 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1800 tmp->above!=NULL; tmp=tmp->above) { 1874 {
1801 /* Trim the search when we find the first other spell effect 1875 /* Trim the search when we find the first other spell effect
1802 * this helps performance so that if a space has 50 spell objects, 1876 * this helps performance so that if a space has 50 spell objects,
1803 * we don't need to check all of them. 1877 * we don't need to check all of them.
1804 */ 1878 */
1805 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1879 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1880 break;
1881 }
1882
1883 for (; tmp; tmp = tmp->below)
1806 } 1884 {
1807 for(;tmp!=NULL; tmp=tmp->below) { 1885 if (tmp == op)
1808 if (tmp == op) continue; /* Can't apply yourself */ 1886 continue; /* Can't apply yourself */
1809 1887
1810 /* Check to see if one of the movement types should be slowed down. 1888 /* Check to see if one of the movement types should be slowed down.
1811 * Second check makes sure that the movement types not being slowed 1889 * Second check makes sure that the movement types not being slowed
1812 * (~slow_move) is not blocked on this space - just because the 1890 * (~slow_move) is not blocked on this space - just because the
1813 * space doesn't slow down swimming (for example), if you can't actually 1891 * space doesn't slow down swimming (for example), if you can't actually
1814 * swim on that space, can't use it to avoid the penalty. 1892 * swim on that space, can't use it to avoid the penalty.
1815 */ 1893 */
1816 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1894 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1895 {
1817 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1896 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1818 ((op->move_type & tmp->move_slow) &&
1819 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1897 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1898 {
1820 1899
1821 float diff; 1900 float
1822
1823 diff = tmp->move_slow_penalty*FABS(op->speed); 1901 diff = tmp->move_slow_penalty * FABS (op->speed);
1902
1824 if (op->type == PLAYER) { 1903 if (op->type == PLAYER)
1825 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1904 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1826 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1905 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1827 diff /= 4.0; 1906 diff /= 4.0;
1828 } 1907
1829 }
1830 op->speed_left -= diff; 1908 op->speed_left -= diff;
1831 } 1909 }
1832 } 1910 }
1833 1911
1834 /* Basically same logic as above, except now for actual apply. */ 1912 /* Basically same logic as above, except now for actual apply. */
1835 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1913 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1836 ((op->move_type & tmp->move_on) &&
1837 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1914 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1838 1915 {
1839 move_apply(tmp, op, originator); 1916 move_apply (tmp, op, originator);
1917
1840 if (was_destroyed (op, tag)) 1918 if (op->destroyed ())
1841 return 1; 1919 return 1;
1842 1920
1843 /* what the person/creature stepped onto has moved the object 1921 /* what the person/creature stepped onto has moved the object
1844 * someplace new. Don't process any further - if we did, 1922 * someplace new. Don't process any further - if we did,
1845 * have a feeling strange problems would result. 1923 * have a feeling strange problems would result.
1846 */ 1924 */
1847 if (op->map != m || op->x != x || op->y != y) return 0; 1925 if (op->map != m || op->x != x || op->y != y)
1926 return 0;
1848 } 1927 }
1849 } 1928 }
1929
1850 return 0; 1930 return 0;
1851} 1931}
1852 1932
1853/* 1933/*
1854 * present_arch(arch, map, x, y) searches for any objects with 1934 * present_arch(arch, map, x, y) searches for any objects with
1855 * a matching archetype at the given map and coordinates. 1935 * a matching archetype at the given map and coordinates.
1856 * The first matching object is returned, or NULL if none. 1936 * The first matching object is returned, or NULL if none.
1857 */ 1937 */
1858 1938
1939object *
1859object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1940present_arch (const archetype *at, maptile *m, int x, int y)
1941{
1860 object *tmp; 1942 object *
1943 tmp;
1944
1861 if(m==NULL || out_of_map(m,x,y)) { 1945 if (m == NULL || out_of_map (m, x, y))
1946 {
1862 LOG(llevError,"Present_arch called outside map.\n"); 1947 LOG (llevError, "Present_arch called outside map.\n");
1863 return NULL; 1948 return NULL;
1864 } 1949 }
1865 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1950 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1866 if(tmp->arch == at) 1951 if (tmp->arch == at)
1867 return tmp; 1952 return tmp;
1868 return NULL; 1953 return NULL;
1869} 1954}
1870 1955
1871/* 1956/*
1872 * present(type, map, x, y) searches for any objects with 1957 * present(type, map, x, y) searches for any objects with
1873 * a matching type variable at the given map and coordinates. 1958 * a matching type variable at the given map and coordinates.
1874 * The first matching object is returned, or NULL if none. 1959 * The first matching object is returned, or NULL if none.
1875 */ 1960 */
1876 1961
1962object *
1877object *present(unsigned char type,mapstruct *m, int x,int y) { 1963present (unsigned char type, maptile *m, int x, int y)
1964{
1878 object *tmp; 1965 object *
1966 tmp;
1967
1879 if(out_of_map(m,x,y)) { 1968 if (out_of_map (m, x, y))
1969 {
1880 LOG(llevError,"Present called outside map.\n"); 1970 LOG (llevError, "Present called outside map.\n");
1881 return NULL; 1971 return NULL;
1882 } 1972 }
1883 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1973 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1884 if(tmp->type==type) 1974 if (tmp->type == type)
1885 return tmp; 1975 return tmp;
1886 return NULL; 1976 return NULL;
1887} 1977}
1888 1978
1889/* 1979/*
1890 * present_in_ob(type, object) searches for any objects with 1980 * present_in_ob(type, object) searches for any objects with
1891 * a matching type variable in the inventory of the given object. 1981 * a matching type variable in the inventory of the given object.
1892 * The first matching object is returned, or NULL if none. 1982 * The first matching object is returned, or NULL if none.
1893 */ 1983 */
1894 1984
1985object *
1895object *present_in_ob(unsigned char type, const object *op) { 1986present_in_ob (unsigned char type, const object *op)
1987{
1896 object *tmp; 1988 object *
1989 tmp;
1990
1897 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1991 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1898 if(tmp->type==type) 1992 if (tmp->type == type)
1899 return tmp; 1993 return tmp;
1900 return NULL; 1994 return NULL;
1901} 1995}
1902 1996
1903/* 1997/*
1913 * the object name, not the archetype name. this is so that the 2007 * the object name, not the archetype name. this is so that the
1914 * spell code can use one object type (force), but change it's name 2008 * spell code can use one object type (force), but change it's name
1915 * to be unique. 2009 * to be unique.
1916 */ 2010 */
1917 2011
2012object *
1918object *present_in_ob_by_name(int type, const char *str, const object *op) { 2013present_in_ob_by_name (int type, const char *str, const object *op)
2014{
1919 object *tmp; 2015 object *
2016 tmp;
1920 2017
1921 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2018 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2019 {
1922 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2020 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1923 return tmp; 2021 return tmp;
1924 } 2022 }
1925 return NULL; 2023 return NULL;
1926} 2024}
1927 2025
1928/* 2026/*
1929 * present_arch_in_ob(archetype, object) searches for any objects with 2027 * present_arch_in_ob(archetype, object) searches for any objects with
1930 * a matching archetype in the inventory of the given object. 2028 * a matching archetype in the inventory of the given object.
1931 * The first matching object is returned, or NULL if none. 2029 * The first matching object is returned, or NULL if none.
1932 */ 2030 */
1933 2031
2032object *
1934object *present_arch_in_ob(const archetype *at, const object *op) { 2033present_arch_in_ob (const archetype *at, const object *op)
2034{
1935 object *tmp; 2035 object *
2036 tmp;
2037
1936 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2038 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1937 if( tmp->arch == at) 2039 if (tmp->arch == at)
1938 return tmp; 2040 return tmp;
1939 return NULL; 2041 return NULL;
1940} 2042}
1941 2043
1942/* 2044/*
1943 * activate recursively a flag on an object inventory 2045 * activate recursively a flag on an object inventory
1944 */ 2046 */
2047void
1945void flag_inv(object*op, int flag){ 2048flag_inv (object *op, int flag)
2049{
1946 object *tmp; 2050 object *
2051 tmp;
2052
1947 if(op->inv) 2053 if (op->inv)
1948 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2054 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2055 {
1949 SET_FLAG(tmp, flag); 2056 SET_FLAG (tmp, flag);
1950 flag_inv(tmp,flag); 2057 flag_inv (tmp, flag);
1951 } 2058 }
1952}/* 2059} /*
1953 * desactivate recursively a flag on an object inventory 2060 * desactivate recursively a flag on an object inventory
1954 */ 2061 */
2062void
1955void unflag_inv(object*op, int flag){ 2063unflag_inv (object *op, int flag)
2064{
1956 object *tmp; 2065 object *
2066 tmp;
2067
1957 if(op->inv) 2068 if (op->inv)
1958 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2069 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2070 {
1959 CLEAR_FLAG(tmp, flag); 2071 CLEAR_FLAG (tmp, flag);
1960 unflag_inv(tmp,flag); 2072 unflag_inv (tmp, flag);
1961 } 2073 }
1962} 2074}
1963 2075
1964/* 2076/*
1965 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2077 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1966 * all it's inventory (recursively). 2078 * all it's inventory (recursively).
1967 * If checksums are used, a player will get set_cheat called for 2079 * If checksums are used, a player will get set_cheat called for
1968 * him/her-self and all object carried by a call to this function. 2080 * him/her-self and all object carried by a call to this function.
1969 */ 2081 */
1970 2082
2083void
1971void set_cheat(object *op) { 2084set_cheat (object *op)
2085{
1972 SET_FLAG(op, FLAG_WAS_WIZ); 2086 SET_FLAG (op, FLAG_WAS_WIZ);
1973 flag_inv(op, FLAG_WAS_WIZ); 2087 flag_inv (op, FLAG_WAS_WIZ);
1974} 2088}
1975 2089
1976/* 2090/*
1977 * find_free_spot(object, map, x, y, start, stop) will search for 2091 * find_free_spot(object, map, x, y, start, stop) will search for
1978 * a spot at the given map and coordinates which will be able to contain 2092 * a spot at the given map and coordinates which will be able to contain
1993 * to know if the space in question will block the object. We can't use 2107 * to know if the space in question will block the object. We can't use
1994 * the archetype because that isn't correct if the monster has been 2108 * the archetype because that isn't correct if the monster has been
1995 * customized, changed states, etc. 2109 * customized, changed states, etc.
1996 */ 2110 */
1997 2111
2112int
1998int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2113find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2114{
2115 int
2116 i,
1999 int i,index=0, flag; 2117 index = 0, flag;
2118 static int
2000 static int altern[SIZEOFFREE]; 2119 altern[SIZEOFFREE];
2001 2120
2002 for(i=start;i<stop;i++) { 2121 for (i = start; i < stop; i++)
2122 {
2003 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2123 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2004 if(!flag) 2124 if (!flag)
2005 altern[index++]=i; 2125 altern[index++] = i;
2006 2126
2007 /* Basically, if we find a wall on a space, we cut down the search size. 2127 /* Basically, if we find a wall on a space, we cut down the search size.
2008 * In this way, we won't return spaces that are on another side of a wall. 2128 * In this way, we won't return spaces that are on another side of a wall.
2009 * This mostly work, but it cuts down the search size in all directions - 2129 * This mostly work, but it cuts down the search size in all directions -
2010 * if the space being examined only has a wall to the north and empty 2130 * if the space being examined only has a wall to the north and empty
2011 * spaces in all the other directions, this will reduce the search space 2131 * spaces in all the other directions, this will reduce the search space
2012 * to only the spaces immediately surrounding the target area, and 2132 * to only the spaces immediately surrounding the target area, and
2013 * won't look 2 spaces south of the target space. 2133 * won't look 2 spaces south of the target space.
2014 */ 2134 */
2015 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2135 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2016 stop=maxfree[i]; 2136 stop = maxfree[i];
2017 } 2137 }
2018 if(!index) return -1; 2138 if (!index)
2139 return -1;
2019 return altern[RANDOM()%index]; 2140 return altern[RANDOM () % index];
2020} 2141}
2021 2142
2022/* 2143/*
2023 * find_first_free_spot(archetype, mapstruct, x, y) works like 2144 * find_first_free_spot(archetype, maptile, x, y) works like
2024 * find_free_spot(), but it will search max number of squares. 2145 * find_free_spot(), but it will search max number of squares.
2025 * But it will return the first available spot, not a random choice. 2146 * But it will return the first available spot, not a random choice.
2026 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2147 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2027 */ 2148 */
2028 2149
2150int
2029int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2151find_first_free_spot (const object *ob, maptile *m, int x, int y)
2152{
2153 int
2030 int i; 2154 i;
2155
2031 for(i=0;i<SIZEOFFREE;i++) { 2156 for (i = 0; i < SIZEOFFREE; i++)
2157 {
2032 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2158 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2033 return i; 2159 return i;
2034 } 2160 }
2035 return -1; 2161 return -1;
2036} 2162}
2037 2163
2038/* 2164/*
2039 * The function permute(arr, begin, end) randomly reorders the array 2165 * The function permute(arr, begin, end) randomly reorders the array
2040 * arr[begin..end-1]. 2166 * arr[begin..end-1].
2041 */ 2167 */
2168static void
2042static void permute(int *arr, int begin, int end) 2169permute (int *arr, int begin, int end)
2043{ 2170{
2044 int i, j, tmp, len; 2171 int
2172 i,
2173 j,
2174 tmp,
2175 len;
2045 2176
2046 len = end-begin; 2177 len = end - begin;
2047 for(i = begin; i < end; i++) 2178 for (i = begin; i < end; i++)
2048 { 2179 {
2049 j = begin+RANDOM()%len; 2180 j = begin + RANDOM () % len;
2050 2181
2051 tmp = arr[i]; 2182 tmp = arr[i];
2052 arr[i] = arr[j]; 2183 arr[i] = arr[j];
2053 arr[j] = tmp; 2184 arr[j] = tmp;
2054 } 2185 }
2055} 2186}
2056 2187
2057/* new function to make monster searching more efficient, and effective! 2188/* new function to make monster searching more efficient, and effective!
2058 * This basically returns a randomized array (in the passed pointer) of 2189 * This basically returns a randomized array (in the passed pointer) of
2059 * the spaces to find monsters. In this way, it won't always look for 2190 * the spaces to find monsters. In this way, it won't always look for
2060 * monsters to the north first. However, the size of the array passed 2191 * monsters to the north first. However, the size of the array passed
2061 * covers all the spaces, so within that size, all the spaces within 2192 * covers all the spaces, so within that size, all the spaces within
2062 * the 3x3 area will be searched, just not in a predictable order. 2193 * the 3x3 area will be searched, just not in a predictable order.
2063 */ 2194 */
2195void
2064void get_search_arr(int *search_arr) 2196get_search_arr (int *search_arr)
2065{ 2197{
2198 int
2066 int i; 2199 i;
2067 2200
2068 for(i = 0; i < SIZEOFFREE; i++) 2201 for (i = 0; i < SIZEOFFREE; i++)
2069 { 2202 {
2070 search_arr[i] = i; 2203 search_arr[i] = i;
2071 } 2204 }
2072 2205
2073 permute(search_arr, 1, SIZEOFFREE1+1); 2206 permute (search_arr, 1, SIZEOFFREE1 + 1);
2074 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2207 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2075 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2208 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2076} 2209}
2077 2210
2078/* 2211/*
2079 * find_dir(map, x, y, exclude) will search some close squares in the 2212 * find_dir(map, x, y, exclude) will search some close squares in the
2080 * given map at the given coordinates for live objects. 2213 * given map at the given coordinates for live objects.
2086 * is actually want is going to try and move there. We need this info 2219 * is actually want is going to try and move there. We need this info
2087 * because we have to know what movement the thing looking to move 2220 * because we have to know what movement the thing looking to move
2088 * there is capable of. 2221 * there is capable of.
2089 */ 2222 */
2090 2223
2224int
2091int find_dir(mapstruct *m, int x, int y, object *exclude) { 2225find_dir (maptile *m, int x, int y, object *exclude)
2226{
2227 int
2228 i,
2092 int i,max=SIZEOFFREE, mflags; 2229 max = SIZEOFFREE, mflags;
2230
2093 sint16 nx, ny; 2231 sint16 nx, ny;
2094 object *tmp; 2232 object *
2095 mapstruct *mp; 2233 tmp;
2234 maptile *
2235 mp;
2236
2096 MoveType blocked, move_type; 2237 MoveType blocked, move_type;
2097 2238
2098 if (exclude && exclude->head) { 2239 if (exclude && exclude->head)
2240 {
2099 exclude = exclude->head; 2241 exclude = exclude->head;
2100 move_type = exclude->move_type; 2242 move_type = exclude->move_type;
2101 } else { 2243 }
2244 else
2245 {
2102 /* If we don't have anything, presume it can use all movement types. */ 2246 /* If we don't have anything, presume it can use all movement types. */
2103 move_type=MOVE_ALL; 2247 move_type = MOVE_ALL;
2248 }
2249
2250 for (i = 1; i < max; i++)
2104 } 2251 {
2105
2106 for(i=1;i<max;i++) {
2107 mp = m; 2252 mp = m;
2108 nx = x + freearr_x[i]; 2253 nx = x + freearr_x[i];
2109 ny = y + freearr_y[i]; 2254 ny = y + freearr_y[i];
2110 2255
2111 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2256 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2112 if (mflags & P_OUT_OF_MAP) { 2257 if (mflags & P_OUT_OF_MAP)
2258 {
2113 max = maxfree[i]; 2259 max = maxfree[i];
2260 }
2114 } else { 2261 else
2262 {
2115 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2263 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2116 2264
2117 if ((move_type & blocked) == move_type) { 2265 if ((move_type & blocked) == move_type)
2266 {
2118 max=maxfree[i]; 2267 max = maxfree[i];
2268 }
2119 } else if (mflags & P_IS_ALIVE) { 2269 else if (mflags & P_IS_ALIVE)
2270 {
2120 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2271 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2121 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2272 {
2122 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2273 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2274 {
2123 break; 2275 break;
2124 } 2276 }
2125 } 2277 }
2126 if(tmp) { 2278 if (tmp)
2279 {
2127 return freedir[i]; 2280 return freedir[i];
2128 } 2281 }
2129 } 2282 }
2130 } 2283 }
2131 } 2284 }
2132 return 0; 2285 return 0;
2133} 2286}
2134 2287
2135/* 2288/*
2136 * distance(object 1, object 2) will return the square of the 2289 * distance(object 1, object 2) will return the square of the
2137 * distance between the two given objects. 2290 * distance between the two given objects.
2138 */ 2291 */
2139 2292
2293int
2140int distance(const object *ob1, const object *ob2) { 2294distance (const object *ob1, const object *ob2)
2295{
2141 int i; 2296 int
2142 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2297 i;
2143 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2298
2299 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2144 return i; 2300 return i;
2145} 2301}
2146 2302
2147/* 2303/*
2148 * find_dir_2(delta-x,delta-y) will return a direction in which 2304 * find_dir_2(delta-x,delta-y) will return a direction in which
2149 * an object which has subtracted the x and y coordinates of another 2305 * an object which has subtracted the x and y coordinates of another
2150 * object, needs to travel toward it. 2306 * object, needs to travel toward it.
2151 */ 2307 */
2152 2308
2309int
2153int find_dir_2(int x, int y) { 2310find_dir_2 (int x, int y)
2311{
2154 int q; 2312 int
2313 q;
2155 2314
2156 if(y) 2315 if (y)
2157 q=x*100/y; 2316 q = x * 100 / y;
2158 else if (x) 2317 else if (x)
2159 q= -300*x; 2318 q = -300 * x;
2160 else 2319 else
2161 return 0; 2320 return 0;
2162 2321
2163 if(y>0) { 2322 if (y > 0)
2323 {
2164 if(q < -242) 2324 if (q < -242)
2165 return 3 ; 2325 return 3;
2166 if (q < -41) 2326 if (q < -41)
2167 return 2 ; 2327 return 2;
2168 if (q < 41) 2328 if (q < 41)
2169 return 1 ; 2329 return 1;
2170 if (q < 242) 2330 if (q < 242)
2171 return 8 ; 2331 return 8;
2172 return 7 ; 2332 return 7;
2173 } 2333 }
2174 2334
2175 if (q < -242) 2335 if (q < -242)
2176 return 7 ; 2336 return 7;
2177 if (q < -41) 2337 if (q < -41)
2178 return 6 ; 2338 return 6;
2179 if (q < 41) 2339 if (q < 41)
2180 return 5 ; 2340 return 5;
2181 if (q < 242) 2341 if (q < 242)
2182 return 4 ; 2342 return 4;
2183 2343
2184 return 3 ; 2344 return 3;
2185} 2345}
2186 2346
2187/* 2347/*
2188 * absdir(int): Returns a number between 1 and 8, which represent 2348 * absdir(int): Returns a number between 1 and 8, which represent
2189 * the "absolute" direction of a number (it actually takes care of 2349 * the "absolute" direction of a number (it actually takes care of
2190 * "overflow" in previous calculations of a direction). 2350 * "overflow" in previous calculations of a direction).
2191 */ 2351 */
2192 2352
2353int
2193int absdir(int d) { 2354absdir (int d)
2194 while(d<1) d+=8; 2355{
2195 while(d>8) d-=8; 2356 while (d < 1)
2357 d += 8;
2358 while (d > 8)
2359 d -= 8;
2196 return d; 2360 return d;
2197} 2361}
2198 2362
2199/* 2363/*
2200 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2364 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2201 * between two directions (which are expected to be absolute (see absdir()) 2365 * between two directions (which are expected to be absolute (see absdir())
2202 */ 2366 */
2203 2367
2368int
2204int dirdiff(int dir1, int dir2) { 2369dirdiff (int dir1, int dir2)
2370{
2205 int d; 2371 int
2372 d;
2373
2206 d = abs(dir1 - dir2); 2374 d = abs (dir1 - dir2);
2207 if(d>4) 2375 if (d > 4)
2208 d = 8 - d; 2376 d = 8 - d;
2209 return d; 2377 return d;
2210} 2378}
2211 2379
2212/* peterm: 2380/* peterm:
2217 * direction 4, 14, or 16 to get back to where we are. 2385 * direction 4, 14, or 16 to get back to where we are.
2218 * Moved from spell_util.c to object.c with the other related direction 2386 * Moved from spell_util.c to object.c with the other related direction
2219 * functions. 2387 * functions.
2220 */ 2388 */
2221 2389
2390int
2222int reduction_dir[SIZEOFFREE][3] = { 2391 reduction_dir[SIZEOFFREE][3] = {
2223 {0,0,0}, /* 0 */ 2392 {0, 0, 0}, /* 0 */
2224 {0,0,0}, /* 1 */ 2393 {0, 0, 0}, /* 1 */
2225 {0,0,0}, /* 2 */ 2394 {0, 0, 0}, /* 2 */
2226 {0,0,0}, /* 3 */ 2395 {0, 0, 0}, /* 3 */
2227 {0,0,0}, /* 4 */ 2396 {0, 0, 0}, /* 4 */
2228 {0,0,0}, /* 5 */ 2397 {0, 0, 0}, /* 5 */
2229 {0,0,0}, /* 6 */ 2398 {0, 0, 0}, /* 6 */
2230 {0,0,0}, /* 7 */ 2399 {0, 0, 0}, /* 7 */
2231 {0,0,0}, /* 8 */ 2400 {0, 0, 0}, /* 8 */
2232 {8,1,2}, /* 9 */ 2401 {8, 1, 2}, /* 9 */
2233 {1,2,-1}, /* 10 */ 2402 {1, 2, -1}, /* 10 */
2234 {2,10,12}, /* 11 */ 2403 {2, 10, 12}, /* 11 */
2235 {2,3,-1}, /* 12 */ 2404 {2, 3, -1}, /* 12 */
2236 {2,3,4}, /* 13 */ 2405 {2, 3, 4}, /* 13 */
2237 {3,4,-1}, /* 14 */ 2406 {3, 4, -1}, /* 14 */
2238 {4,14,16}, /* 15 */ 2407 {4, 14, 16}, /* 15 */
2239 {5,4,-1}, /* 16 */ 2408 {5, 4, -1}, /* 16 */
2240 {4,5,6}, /* 17 */ 2409 {4, 5, 6}, /* 17 */
2241 {6,5,-1}, /* 18 */ 2410 {6, 5, -1}, /* 18 */
2242 {6,20,18}, /* 19 */ 2411 {6, 20, 18}, /* 19 */
2243 {7,6,-1}, /* 20 */ 2412 {7, 6, -1}, /* 20 */
2244 {6,7,8}, /* 21 */ 2413 {6, 7, 8}, /* 21 */
2245 {7,8,-1}, /* 22 */ 2414 {7, 8, -1}, /* 22 */
2246 {8,22,24}, /* 23 */ 2415 {8, 22, 24}, /* 23 */
2247 {8,1,-1}, /* 24 */ 2416 {8, 1, -1}, /* 24 */
2248 {24,9,10}, /* 25 */ 2417 {24, 9, 10}, /* 25 */
2249 {9,10,-1}, /* 26 */ 2418 {9, 10, -1}, /* 26 */
2250 {10,11,-1}, /* 27 */ 2419 {10, 11, -1}, /* 27 */
2251 {27,11,29}, /* 28 */ 2420 {27, 11, 29}, /* 28 */
2252 {11,12,-1}, /* 29 */ 2421 {11, 12, -1}, /* 29 */
2253 {12,13,-1}, /* 30 */ 2422 {12, 13, -1}, /* 30 */
2254 {12,13,14}, /* 31 */ 2423 {12, 13, 14}, /* 31 */
2255 {13,14,-1}, /* 32 */ 2424 {13, 14, -1}, /* 32 */
2256 {14,15,-1}, /* 33 */ 2425 {14, 15, -1}, /* 33 */
2257 {33,15,35}, /* 34 */ 2426 {33, 15, 35}, /* 34 */
2258 {16,15,-1}, /* 35 */ 2427 {16, 15, -1}, /* 35 */
2259 {17,16,-1}, /* 36 */ 2428 {17, 16, -1}, /* 36 */
2260 {18,17,16}, /* 37 */ 2429 {18, 17, 16}, /* 37 */
2261 {18,17,-1}, /* 38 */ 2430 {18, 17, -1}, /* 38 */
2262 {18,19,-1}, /* 39 */ 2431 {18, 19, -1}, /* 39 */
2263 {41,19,39}, /* 40 */ 2432 {41, 19, 39}, /* 40 */
2264 {19,20,-1}, /* 41 */ 2433 {19, 20, -1}, /* 41 */
2265 {20,21,-1}, /* 42 */ 2434 {20, 21, -1}, /* 42 */
2266 {20,21,22}, /* 43 */ 2435 {20, 21, 22}, /* 43 */
2267 {21,22,-1}, /* 44 */ 2436 {21, 22, -1}, /* 44 */
2268 {23,22,-1}, /* 45 */ 2437 {23, 22, -1}, /* 45 */
2269 {45,47,23}, /* 46 */ 2438 {45, 47, 23}, /* 46 */
2270 {23,24,-1}, /* 47 */ 2439 {23, 24, -1}, /* 47 */
2271 {24,9,-1}}; /* 48 */ 2440 {24, 9, -1}
2441}; /* 48 */
2272 2442
2273/* Recursive routine to step back and see if we can 2443/* Recursive routine to step back and see if we can
2274 * find a path to that monster that we found. If not, 2444 * find a path to that monster that we found. If not,
2275 * we don't bother going toward it. Returns 1 if we 2445 * we don't bother going toward it. Returns 1 if we
2276 * can see a direct way to get it 2446 * can see a direct way to get it
2277 * Modified to be map tile aware -.MSW 2447 * Modified to be map tile aware -.MSW
2278 */ 2448 */
2279
2280 2449
2450
2451int
2281int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2452can_see_monsterP (maptile *m, int x, int y, int dir)
2453{
2282 sint16 dx, dy; 2454 sint16 dx, dy;
2455 int
2283 int mflags; 2456 mflags;
2284 2457
2458 if (dir < 0)
2285 if(dir<0) return 0; /* exit condition: invalid direction */ 2459 return 0; /* exit condition: invalid direction */
2286 2460
2287 dx = x + freearr_x[dir]; 2461 dx = x + freearr_x[dir];
2288 dy = y + freearr_y[dir]; 2462 dy = y + freearr_y[dir];
2289 2463
2290 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2464 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2291 2465
2292 /* This functional arguably was incorrect before - it was 2466 /* This functional arguably was incorrect before - it was
2293 * checking for P_WALL - that was basically seeing if 2467 * checking for P_WALL - that was basically seeing if
2294 * we could move to the monster - this is being more 2468 * we could move to the monster - this is being more
2295 * literal on if we can see it. To know if we can actually 2469 * literal on if we can see it. To know if we can actually
2296 * move to the monster, we'd need the monster passed in or 2470 * move to the monster, we'd need the monster passed in or
2297 * at least its move type. 2471 * at least its move type.
2298 */ 2472 */
2299 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2473 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2474 return 0;
2300 2475
2301 /* yes, can see. */ 2476 /* yes, can see. */
2302 if(dir < 9) return 1; 2477 if (dir < 9)
2478 return 1;
2303 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2479 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2304 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2480 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2305 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2306} 2481}
2307 2482
2308 2483
2309 2484
2310/* 2485/*
2311 * can_pick(picker, item): finds out if an object is possible to be 2486 * can_pick(picker, item): finds out if an object is possible to be
2312 * picked up by the picker. Returnes 1 if it can be 2487 * picked up by the picker. Returnes 1 if it can be
2313 * picked up, otherwise 0. 2488 * picked up, otherwise 0.
2314 * 2489 *
2316 * core dumps if they do. 2491 * core dumps if they do.
2317 * 2492 *
2318 * Add a check so we can't pick up invisible objects (0.93.8) 2493 * Add a check so we can't pick up invisible objects (0.93.8)
2319 */ 2494 */
2320 2495
2496int
2321int can_pick(const object *who, const object *item) { 2497can_pick (const object *who, const object *item)
2498{
2322 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2499 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2323 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2500 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2324 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2501 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2325 (who->type==PLAYER||item->weight<who->weight/3));
2326} 2502}
2327 2503
2328 2504
2329/* 2505/*
2330 * create clone from object to another 2506 * create clone from object to another
2331 */ 2507 */
2508object *
2332object *object_create_clone (object *asrc) { 2509object_create_clone (object *asrc)
2510{
2333 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2511 object *dst = 0, *tmp, *src, *part, *prev, *item;
2334 2512
2335 if(!asrc) return NULL; 2513 if (!asrc)
2514 return 0;
2515
2336 src = asrc; 2516 src = asrc;
2337 if(src->head) 2517 if (src->head)
2338 src = src->head; 2518 src = src->head;
2339 2519
2340 prev = NULL; 2520 prev = 0;
2341 for(part = src; part; part = part->more) { 2521 for (part = src; part; part = part->more)
2342 tmp = get_object(); 2522 {
2343 copy_object(part,tmp); 2523 tmp = object::create ();
2524 part->copy_to (tmp);
2344 tmp->x -= src->x; 2525 tmp->x -= src->x;
2345 tmp->y -= src->y; 2526 tmp->y -= src->y;
2527
2346 if(!part->head) { 2528 if (!part->head)
2529 {
2347 dst = tmp; 2530 dst = tmp;
2348 tmp->head = NULL; 2531 tmp->head = 0;
2532 }
2349 } else { 2533 else
2534 {
2350 tmp->head = dst; 2535 tmp->head = dst;
2351 } 2536 }
2537
2352 tmp->more = NULL; 2538 tmp->more = 0;
2539
2353 if(prev) 2540 if (prev)
2354 prev->more = tmp; 2541 prev->more = tmp;
2542
2355 prev = tmp; 2543 prev = tmp;
2356 } 2544 }
2357 /*** copy inventory ***/ 2545
2358 for(item = src->inv; item; item = item->below) { 2546 for (item = src->inv; item; item = item->below)
2359 (void) insert_ob_in_ob(object_create_clone(item),dst); 2547 insert_ob_in_ob (object_create_clone (item), dst);
2360 }
2361 2548
2362 return dst; 2549 return dst;
2363}
2364
2365/* return true if the object was destroyed, 0 otherwise */
2366int was_destroyed (const object *op, tag_t old_tag)
2367{
2368 /* checking for FLAG_FREED isn't necessary, but makes this function more
2369 * robust */
2370 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2371} 2550}
2372 2551
2373/* GROS - Creates an object using a string representing its content. */ 2552/* GROS - Creates an object using a string representing its content. */
2374/* Basically, we save the content of the string to a temp file, then call */ 2553/* Basically, we save the content of the string to a temp file, then call */
2375/* load_object on it. I admit it is a highly inefficient way to make things, */ 2554/* load_object on it. I admit it is a highly inefficient way to make things, */
2376/* but it was simple to make and allows reusing the load_object function. */ 2555/* but it was simple to make and allows reusing the load_object function. */
2377/* Remember not to use load_object_str in a time-critical situation. */ 2556/* Remember not to use load_object_str in a time-critical situation. */
2378/* Also remember that multiparts objects are not supported for now. */ 2557/* Also remember that multiparts objects are not supported for now. */
2379 2558
2559object *
2380object* load_object_str(const char *obstr) 2560load_object_str (const char *obstr)
2381{ 2561{
2382 object *op; 2562 object *op;
2383 char filename[MAX_BUF]; 2563 char filename[MAX_BUF];
2564
2384 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2565 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2385 2566
2386 FILE *tempfile=fopen(filename,"w"); 2567 FILE *tempfile = fopen (filename, "w");
2568
2387 if (tempfile == NULL) 2569 if (tempfile == NULL)
2388 { 2570 {
2389 LOG(llevError,"Error - Unable to access load object temp file\n"); 2571 LOG (llevError, "Error - Unable to access load object temp file\n");
2390 return NULL; 2572 return NULL;
2391 }; 2573 }
2574
2392 fprintf(tempfile,obstr); 2575 fprintf (tempfile, obstr);
2393 fclose(tempfile); 2576 fclose (tempfile);
2394 2577
2395 op=get_object(); 2578 op = object::create ();
2396 2579
2397 object_thawer thawer (filename); 2580 object_thawer thawer (filename);
2398 2581
2399 if (thawer) 2582 if (thawer)
2400 load_object(thawer,op,0); 2583 load_object (thawer, op, 0);
2401 2584
2402 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2585 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2403 CLEAR_FLAG(op,FLAG_REMOVED); 2586 CLEAR_FLAG (op, FLAG_REMOVED);
2404 2587
2405 return op; 2588 return op;
2406} 2589}
2407 2590
2408/* This returns the first object in who's inventory that 2591/* This returns the first object in who's inventory that
2409 * has the same type and subtype match. 2592 * has the same type and subtype match.
2410 * returns NULL if no match. 2593 * returns NULL if no match.
2411 */ 2594 */
2595object *
2412object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2596find_obj_by_type_subtype (const object *who, int type, int subtype)
2413{ 2597{
2414 object *tmp; 2598 object *tmp;
2415 2599
2416 for (tmp=who->inv; tmp; tmp=tmp->below) 2600 for (tmp = who->inv; tmp; tmp = tmp->below)
2417 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2601 if (tmp->type == type && tmp->subtype == subtype)
2602 return tmp;
2418 2603
2419 return NULL; 2604 return NULL;
2420} 2605}
2421 2606
2422/* If ob has a field named key, return the link from the list, 2607/* If ob has a field named key, return the link from the list,
2423 * otherwise return NULL. 2608 * otherwise return NULL.
2424 * 2609 *
2425 * key must be a passed in shared string - otherwise, this won't 2610 * key must be a passed in shared string - otherwise, this won't
2426 * do the desired thing. 2611 * do the desired thing.
2427 */ 2612 */
2613key_value *
2428key_value * get_ob_key_link(const object * ob, const char * key) { 2614get_ob_key_link (const object *ob, const char *key)
2615{
2429 key_value * link; 2616 key_value *link;
2430 2617
2431 for (link = ob->key_values; link != NULL; link = link->next) { 2618 for (link = ob->key_values; link != NULL; link = link->next)
2432 if (link->key == key) { 2619 if (link->key == key)
2433 return link; 2620 return link;
2434 } 2621
2435 }
2436
2437 return NULL; 2622 return NULL;
2438} 2623}
2439 2624
2440/* 2625/*
2441 * Returns the value of op has an extra_field for key, or NULL. 2626 * Returns the value of op has an extra_field for key, or NULL.
2442 * 2627 *
2443 * The argument doesn't need to be a shared string. 2628 * The argument doesn't need to be a shared string.
2444 * 2629 *
2445 * The returned string is shared. 2630 * The returned string is shared.
2446 */ 2631 */
2632const char *
2447const char * get_ob_key_value(const object * op, const char * const key) { 2633get_ob_key_value (const object *op, const char *const key)
2634{
2448 key_value * link; 2635 key_value *link;
2449 const char * canonical_key; 2636 shstr_cmp canonical_key (key);
2637
2638 if (!canonical_key)
2450 2639 {
2451 canonical_key = shstr::find (key);
2452
2453 if (canonical_key == NULL) {
2454 /* 1. There being a field named key on any object 2640 /* 1. There being a field named key on any object
2455 * implies there'd be a shared string to find. 2641 * implies there'd be a shared string to find.
2456 * 2. Since there isn't, no object has this field. 2642 * 2. Since there isn't, no object has this field.
2457 * 3. Therefore, *this* object doesn't have this field. 2643 * 3. Therefore, *this* object doesn't have this field.
2458 */ 2644 */
2459 return NULL; 2645 return 0;
2460 } 2646 }
2461 2647
2462 /* This is copied from get_ob_key_link() above - 2648 /* This is copied from get_ob_key_link() above -
2463 * only 4 lines, and saves the function call overhead. 2649 * only 4 lines, and saves the function call overhead.
2464 */ 2650 */
2465 for (link = op->key_values; link != NULL; link = link->next) { 2651 for (link = op->key_values; link; link = link->next)
2466 if (link->key == canonical_key) { 2652 if (link->key == canonical_key)
2467 return link->value; 2653 return link->value;
2468 } 2654
2469 } 2655 return 0;
2470 return NULL;
2471} 2656}
2472 2657
2473 2658
2474/* 2659/*
2475 * Updates the canonical_key in op to value. 2660 * Updates the canonical_key in op to value.
2479 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2664 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2480 * keys. 2665 * keys.
2481 * 2666 *
2482 * Returns TRUE on success. 2667 * Returns TRUE on success.
2483 */ 2668 */
2669int
2484int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2670set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2671{
2672 key_value *
2485 key_value * field = NULL, *last=NULL; 2673 field = NULL, *last = NULL;
2486 2674
2487 for (field=op->key_values; field != NULL; field=field->next) { 2675 for (field = op->key_values; field != NULL; field = field->next)
2676 {
2488 if (field->key != canonical_key) { 2677 if (field->key != canonical_key)
2678 {
2489 last = field; 2679 last = field;
2490 continue; 2680 continue;
2491 } 2681 }
2492 2682
2493 if (value) 2683 if (value)
2494 field->value = value; 2684 field->value = value;
2495 else { 2685 else
2686 {
2496 /* Basically, if the archetype has this key set, 2687 /* Basically, if the archetype has this key set,
2497 * we need to store the null value so when we save 2688 * we need to store the null value so when we save
2498 * it, we save the empty value so that when we load, 2689 * it, we save the empty value so that when we load,
2499 * we get this value back again. 2690 * we get this value back again.
2500 */ 2691 */
2501 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2692 if (get_ob_key_link (&op->arch->clone, canonical_key))
2502 field->value = 0; 2693 field->value = 0;
2694 else
2695 {
2696 if (last)
2697 last->next = field->next;
2503 else 2698 else
2504 {
2505 if (last) last->next = field->next;
2506 else op->key_values = field->next; 2699 op->key_values = field->next;
2507 2700
2508 delete field; 2701 delete field;
2509 } 2702 }
2510 } 2703 }
2511 return TRUE; 2704 return TRUE;
2512 } 2705 }
2513 /* IF we get here, key doesn't exist */ 2706 /* IF we get here, key doesn't exist */
2514 2707
2515 /* No field, we'll have to add it. */ 2708 /* No field, we'll have to add it. */
2709
2710 if (!add_key)
2516 2711 {
2517 if (!add_key) {
2518 return FALSE; 2712 return FALSE;
2519 } 2713 }
2520 /* There isn't any good reason to store a null 2714 /* There isn't any good reason to store a null
2521 * value in the key/value list. If the archetype has 2715 * value in the key/value list. If the archetype has
2522 * this key, then we should also have it, so shouldn't 2716 * this key, then we should also have it, so shouldn't
2523 * be here. If user wants to store empty strings, 2717 * be here. If user wants to store empty strings,
2524 * should pass in "" 2718 * should pass in ""
2525 */ 2719 */
2526 if (value == NULL) return TRUE; 2720 if (value == NULL)
2527
2528 field = new key_value;
2529
2530 field->key = canonical_key;
2531 field->value = value;
2532 /* Usual prepend-addition. */
2533 field->next = op->key_values;
2534 op->key_values = field;
2535
2536 return TRUE; 2721 return TRUE;
2722
2723 field = new key_value;
2724
2725 field->key = canonical_key;
2726 field->value = value;
2727 /* Usual prepend-addition. */
2728 field->next = op->key_values;
2729 op->key_values = field;
2730
2731 return TRUE;
2537} 2732}
2538 2733
2539/* 2734/*
2540 * Updates the key in op to value. 2735 * Updates the key in op to value.
2541 * 2736 *
2543 * and not add new ones. 2738 * and not add new ones.
2544 * In general, should be little reason FALSE is ever passed in for add_key 2739 * In general, should be little reason FALSE is ever passed in for add_key
2545 * 2740 *
2546 * Returns TRUE on success. 2741 * Returns TRUE on success.
2547 */ 2742 */
2743int
2548int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2744set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2549{ 2745{
2550 shstr key_ (key); 2746 shstr key_ (key);
2747
2551 return set_ob_key_value_s (op, key_, value, add_key); 2748 return set_ob_key_value_s (op, key_, value, add_key);
2552} 2749}
2750
2751object::depth_iterator::depth_iterator (object *container)
2752: iterator_base (container)
2753{
2754 while (item->inv)
2755 item = item->inv;
2756}
2757
2758void
2759object::depth_iterator::next ()
2760{
2761 if (item->below)
2762 {
2763 item = item->below;
2764
2765 while (item->inv)
2766 item = item->inv;
2767 }
2768 else
2769 item = item->env;
2770}
2771
2772// return a suitable string describing an objetc in enough detail to find it
2773const char *
2774object::debug_desc (char *info) const
2775{
2776 char info2[256 * 3];
2777 char *p = info;
2778
2779 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2780 count,
2781 &name,
2782 title ? " " : "",
2783 title ? (const char *)title : "");
2784
2785 if (env)
2786 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2787
2788 if (map)
2789 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2790
2791 return info;
2792}
2793
2794const char *
2795object::debug_desc () const
2796{
2797 static char info[256 * 3];
2798 return debug_desc (info);
2799}
2800

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