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

Comparing deliantra/server/common/object.C (file contents):
Revision 1.21 by root, Sat Sep 9 21:48:28 2006 UTC vs.
Revision 1.58 by pippijn, Mon Dec 4 17:48:35 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.21 2006/09/09 21:48:28 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
34
42int nrofallocobjects = 0; 35int nrofallocobjects = 0;
36static UUID uuid;
37const uint64 UUID_SKIP = 1<<19;
43 38
44object *objects; /* Pointer to the list of used objects */
45object *active_objects; /* List of active objects that need to be processed */ 39object *active_objects; /* List of active objects that need to be processed */
46 40
47short freearr_x[SIZEOFFREE]= 41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
49 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50short freearr_y[SIZEOFFREE]= 43};
51 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 45 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53int maxfree[SIZEOFFREE]= 46};
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 47int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 48 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
49};
56int freedir[SIZEOFFREE]= { 50int freedir[SIZEOFFREE] = {
57 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 51 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 52 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
53};
54
55static void
56write_uuid (void)
57{
58 char filename1[MAX_BUF], filename2[MAX_BUF];
59
60 sprintf (filename1, "%s/uuid", settings.localdir);
61 sprintf (filename2, "%s/uuid~", settings.localdir);
62
63 FILE *fp;
64
65 if (!(fp = fopen (filename2, "w")))
66 {
67 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
68 return;
69 }
70
71 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
72 fclose (fp);
73 rename (filename2, filename1);
74}
75
76static void
77read_uuid (void)
78{
79 char filename[MAX_BUF];
80
81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 FILE *fp;
84
85 if (!(fp = fopen (filename, "r")))
86 {
87 if (errno == ENOENT)
88 {
89 LOG (llevInfo, "RESET uid to 1\n");
90 uuid.seq = 0;
91 write_uuid ();
92 return;
93 }
94
95 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
96 _exit (1);
97 }
98
99 int version;
100 unsigned long long uid;
101 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
102 {
103 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
104 _exit (1);
105 }
106
107 uuid.seq = uid;
108 write_uuid ();
109 LOG (llevDebug, "read UID: %lld\n", uid);
110 fclose (fp);
111}
112
113UUID
114gen_uuid ()
115{
116 UUID uid;
117
118 uid.seq = ++uuid.seq;
119
120 if (!(uuid.seq & (UUID_SKIP - 1)))
121 write_uuid ();
122
123 return uid;
124}
125
126void
127init_uuid ()
128{
129 read_uuid ();
130}
59 131
60/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 132/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
133static int
61static int compare_ob_value_lists_one(const object * wants, const object * has) { 134compare_ob_value_lists_one (const object *wants, const object *has)
135{
62 key_value * wants_field; 136 key_value *wants_field;
63 137
64 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 138 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
65 * objects with lists are rare, and lists stay short. If not, use a 139 * objects with lists are rare, and lists stay short. If not, use a
66 * different structure or at least keep the lists sorted... 140 * different structure or at least keep the lists sorted...
67 */ 141 */
68 142
69 /* For each field in wants, */ 143 /* For each field in wants, */
70 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
145 {
71 key_value * has_field; 146 key_value *has_field;
72 147
73 /* Look for a field in has with the same key. */ 148 /* Look for a field in has with the same key. */
74 has_field = get_ob_key_link(has, wants_field->key); 149 has_field = get_ob_key_link (has, wants_field->key);
150
151 if (has_field == NULL)
75 152 {
76 if (has_field == NULL) {
77 /* No field with that name. */ 153 /* No field with that name. */
78 return FALSE; 154 return FALSE;
79 }
80 155 }
156
81 /* Found the matching field. */ 157 /* Found the matching field. */
82 if (has_field->value != wants_field->value) { 158 if (has_field->value != wants_field->value)
159 {
83 /* Values don't match, so this half of the comparison is false. */ 160 /* Values don't match, so this half of the comparison is false. */
84 return FALSE; 161 return FALSE;
85 } 162 }
86 163
87 /* If we get here, we found a match. Now for the next field in wants. */ 164 /* If we get here, we found a match. Now for the next field in wants. */
88 }
89 165 }
166
90 /* If we get here, every field in wants has a matching field in has. */ 167 /* If we get here, every field in wants has a matching field in has. */
91 return TRUE; 168 return TRUE;
92} 169}
93 170
94/* Returns TRUE if ob1 has the same key_values as ob2. */ 171/* Returns TRUE if ob1 has the same key_values as ob2. */
172static int
95static int compare_ob_value_lists(const object * ob1, const object * ob2) { 173compare_ob_value_lists (const object *ob1, const object *ob2)
174{
96 /* However, there may be fields in has which aren't partnered in wants, 175 /* However, there may be fields in has which aren't partnered in wants,
97 * so we need to run the comparison *twice*. :( 176 * so we need to run the comparison *twice*. :(
98 */ 177 */
99 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 178 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
100} 179}
101 180
102/* Function examines the 2 objects given to it, and returns true if 181/* Function examines the 2 objects given to it, and returns true if
103 * they can be merged together. 182 * they can be merged together.
104 * 183 *
110 * 189 *
111 * Improvements made with merge: Better checking on potion, and also 190 * Improvements made with merge: Better checking on potion, and also
112 * check weight 191 * check weight
113 */ 192 */
114 193
115bool
116object::can_merge (object *ob1, object *ob2) 194bool object::can_merge (object *ob1, object *ob2)
117{ 195{
118 /* A couple quicksanity checks */ 196 /* A couple quicksanity checks */
119 if ((ob1 == ob2) || (ob1->type != ob2->type)) 197 if ((ob1 == ob2) || (ob1->type != ob2->type))
120 return 0; 198 return 0;
121 199
169 (ob1->subtype != ob2->subtype) || 247 (ob1->subtype != ob2->subtype) ||
170 (ob1->move_type != ob2->move_type) || 248 (ob1->move_type != ob2->move_type) ||
171 (ob1->move_block != ob2->move_block) || 249 (ob1->move_block != ob2->move_block) ||
172 (ob1->move_allow != ob2->move_allow) || 250 (ob1->move_allow != ob2->move_allow) ||
173 (ob1->move_on != ob2->move_on) || 251 (ob1->move_on != ob2->move_on) ||
174 (ob1->move_off != ob2->move_off) || 252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty))
175 (ob1->move_slow != ob2->move_slow) ||
176 (ob1->move_slow_penalty != ob2->move_slow_penalty))
177 return 0; 253 return 0;
178 254
179 /* This is really a spellbook check - really, we should 255 /* This is really a spellbook check - really, we should
180 * check all objects in the inventory. 256 * check all objects in the inventory.
181 */ 257 */
182 if (ob1->inv || ob2->inv) 258 if (ob1->inv || ob2->inv)
183 { 259 {
184 /* if one object has inventory but the other doesn't, not equiv */ 260 /* if one object has inventory but the other doesn't, not equiv */
185 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
186 return 0; 262 return 0;
187 263
188 /* Now check to see if the two inventory objects could merge */ 264 /* Now check to see if the two inventory objects could merge */
189 if (!CAN_MERGE (ob1->inv, ob2->inv)) 265 if (!CAN_MERGE (ob1->inv, ob2->inv))
190 return 0; 266 return 0;
191 267
192 /* inventory ok - still need to check rest of this object to see 268 /* inventory ok - still need to check rest of this object to see
193 * if it is valid. 269 * if it is valid.
194 */ 270 */
195 } 271 }
203 279
204 /* Note sure why the following is the case - either the object has to 280 /* Note sure why the following is the case - either the object has to
205 * be animated or have a very low speed. Is this an attempted monster 281 * be animated or have a very low speed. Is this an attempted monster
206 * check? 282 * check?
207 */ 283 */
208 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
209 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
210 return 0; 285 return 0;
211 286
212 switch (ob1->type) 287 switch (ob1->type)
213 { 288 {
214 case SCROLL: 289 case SCROLL:
215 if (ob1->level != ob2->level) 290 if (ob1->level != ob2->level)
216 return 0; 291 return 0;
217 break; 292 break;
218 } 293 }
219 294
220 if (ob1->key_values != NULL || ob2->key_values != NULL) 295 if (ob1->key_values != NULL || ob2->key_values != NULL)
221 { 296 {
222 /* At least one of these has key_values. */ 297 /* At least one of these has key_values. */
223 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
224 /* One has fields, but the other one doesn't. */ 299 /* One has fields, but the other one doesn't. */
225 return 0; 300 return 0;
226 else if (!compare_ob_value_lists (ob1, ob2)) 301 else if (!compare_ob_value_lists (ob1, ob2))
227 return 0; 302 return 0;
228 } 303 }
229 304
230 //TODO: generate an event or call into perl for additional checks 305 //TODO: generate an event or call into perl for additional checks
231 if (ob1->self || ob2->self) 306 if (ob1->self || ob2->self)
232 { 307 {
233 ob1->optimise (); 308 ob1->optimise ();
234 ob2->optimise (); 309 ob2->optimise ();
235 310
236 if (ob1->self || ob2->self) 311 if (ob1->self || ob2->self)
237 return 0; 312 return 0;
238 } 313 }
239 314
240 /* Everything passes, must be OK. */ 315 /* Everything passes, must be OK. */
241 return 1; 316 return 1;
242} 317}
318
243/* 319/*
244 * sum_weight() is a recursive function which calculates the weight 320 * sum_weight() is a recursive function which calculates the weight
245 * an object is carrying. It goes through in figures out how much 321 * an object is carrying. It goes through in figures out how much
246 * containers are carrying, and sums it up. 322 * containers are carrying, and sums it up.
247 */ 323 */
248signed long sum_weight(object *op) { 324long
325sum_weight (object *op)
326{
249 signed long sum; 327 long sum;
250 object *inv; 328 object *inv;
329
251 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
331 {
252 if (inv->inv) 332 if (inv->inv)
253 sum_weight(inv); 333 sum_weight (inv);
254 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
255 } 335 }
336
256 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
257 sum = (sum * (100 - op->stats.Str))/100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
339
258 if(op->carrying != sum) 340 if (op->carrying != sum)
259 op->carrying = sum; 341 op->carrying = sum;
342
260 return sum; 343 return sum;
261} 344}
262 345
263/** 346/**
264 * Return the outermost environment object for a given object. 347 * Return the outermost environment object for a given object.
265 */ 348 */
266 349
350object *
267object *object_get_env_recursive (object *op) { 351object_get_env_recursive (object *op)
352{
268 while (op->env != NULL) 353 while (op->env != NULL)
269 op = op->env; 354 op = op->env;
270 return op; 355 return op;
271} 356}
272 357
273/* 358/*
274 * Eneq(@csd.uu.se): Since we can have items buried in a character we need 359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
275 * a better check. We basically keeping traversing up until we can't 360 * a better check. We basically keeping traversing up until we can't
276 * or find a player. 361 * or find a player.
277 */ 362 */
278 363
364object *
279object *is_player_inv (object *op) { 365is_player_inv (object *op)
366{
280 for (;op!=NULL&&op->type!=PLAYER; op=op->env) 367 for (; op != NULL && op->type != PLAYER; op = op->env)
281 if (op->env==op) 368 if (op->env == op)
282 op->env = NULL; 369 op->env = NULL;
283 return op; 370 return op;
284} 371}
285 372
286/* 373/*
287 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
288 * Some error messages. 375 * Some error messages.
289 * The result of the dump is stored in the static global errmsg array. 376 * The result of the dump is stored in the static global errmsg array.
290 */ 377 */
291 378
292void dump_object2(object *op) { 379char *
293errmsg[0] = 0;
294return;
295 //TODO//D#d#
296#if 0
297 char *cp;
298/* object *tmp;*/
299
300 if(op->arch!=NULL) {
301 strcat(errmsg,"arch ");
302 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
303 strcat(errmsg,"\n");
304 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
305 strcat(errmsg,cp);
306#if 0
307 /* Don't dump player diffs - they are too long, mostly meaningless, and
308 * will overflow the buffer.
309 * Changed so that we don't dump inventory either. This may
310 * also overflow the buffer.
311 */
312 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
313 strcat(errmsg,cp);
314 for (tmp=op->inv; tmp; tmp=tmp->below)
315 dump_object2(tmp);
316#endif
317 strcat(errmsg,"end\n");
318 } else {
319 strcat(errmsg,"Object ");
320 if (op->name==NULL) strcat(errmsg, "(null)");
321 else strcat(errmsg,op->name);
322 strcat(errmsg,"\n");
323#if 0
324 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
325 strcat(errmsg,cp);
326 for (tmp=op->inv; tmp; tmp=tmp->below)
327 dump_object2(tmp);
328#endif
329 strcat(errmsg,"end\n");
330 }
331#endif
332}
333
334/*
335 * Dumps an object. Returns output in the static global errmsg array.
336 */
337
338void dump_object(object *op) { 380dump_object (object *op)
339 if(op==NULL) { 381{
340 strcpy(errmsg,"[NULL pointer]"); 382 if (!op)
341 return; 383 return strdup ("[NULLOBJ]");
342 }
343 errmsg[0]='\0';
344 dump_object2(op);
345}
346 384
347void dump_all_objects(void) { 385 object_freezer freezer;
348 object *op; 386 save_object (freezer, op, 3);
349 for(op=objects;op!=NULL;op=op->next) { 387 return freezer.as_string ();
350 dump_object(op);
351 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
352 }
353} 388}
354 389
355/* 390/*
356 * get_nearest_part(multi-object, object 2) returns the part of the 391 * get_nearest_part(multi-object, object 2) returns the part of the
357 * multi-object 1 which is closest to the second object. 392 * multi-object 1 which is closest to the second object.
358 * If it's not a multi-object, it is returned. 393 * If it's not a multi-object, it is returned.
359 */ 394 */
360 395
396object *
361object *get_nearest_part(object *op, const object *pl) { 397get_nearest_part (object *op, const object *pl)
398{
362 object *tmp,*closest; 399 object *tmp, *closest;
363 int last_dist,i; 400 int last_dist, i;
401
364 if(op->more==NULL) 402 if (op->more == NULL)
365 return op; 403 return op;
366 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 404 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
367 if((i=distance(tmp,pl))<last_dist) 405 if ((i = distance (tmp, pl)) < last_dist)
368 closest=tmp,last_dist=i; 406 closest = tmp, last_dist = i;
369 return closest; 407 return closest;
370} 408}
371 409
372/* 410/*
373 * Returns the object which has the count-variable equal to the argument. 411 * Returns the object which has the count-variable equal to the argument.
374 */ 412 */
375 413
414object *
376object *find_object(tag_t i) { 415find_object (tag_t i)
377 object *op; 416{
378 for(op=objects;op!=NULL;op=op->next) 417 for (object *op = object::first; op; op = op->next)
379 if(op->count==i) 418 if (op->count == i)
380 break; 419 return op;
420
381 return op; 421 return 0;
382} 422}
383 423
384/* 424/*
385 * Returns the first object which has a name equal to the argument. 425 * Returns the first object which has a name equal to the argument.
386 * Used only by the patch command, but not all that useful. 426 * Used only by the patch command, but not all that useful.
387 * Enables features like "patch <name-of-other-player> food 999" 427 * Enables features like "patch <name-of-other-player> food 999"
388 */ 428 */
389 429
430object *
390object *find_object_name(const char *str) { 431find_object_name (const char *str)
391 const char *name = shstr::find (str); 432{
433 shstr_cmp str_ (str);
392 object *op; 434 object *op;
435
393 for(op=objects;op!=NULL;op=op->next) 436 for (op = object::first; op != NULL; op = op->next)
394 if(&op->name == name) 437 if (op->name == str_)
395 break; 438 break;
396 439
397 return op; 440 return op;
398} 441}
399 442
443void
400void free_all_object_data () 444free_all_object_data ()
401{ 445{
402 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 446 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
403}
404
405/*
406 * Returns the object which this object marks as being the owner.
407 * A id-scheme is used to avoid pointing to objects which have been
408 * freed and are now reused. If this is detected, the owner is
409 * set to NULL, and NULL is returned.
410 * Changed 2004-02-12 - if the player is setting at the play again
411 * prompt, he is removed, and we don't want to treat him as an owner of
412 * anything, so check removed flag. I don't expect that this should break
413 * anything - once an object is removed, it is basically dead anyways.
414 */
415
416object *get_owner(object *op) {
417 if(op->owner==NULL)
418 return NULL;
419
420 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
421 op->owner->count==op->ownercount)
422 return op->owner;
423
424 op->owner=NULL;
425 op->ownercount=0;
426 return NULL;
427}
428
429void clear_owner(object *op)
430{
431 if (!op) return;
432
433 if (op->owner && op->ownercount == op->owner->count)
434 op->owner->refcount--;
435
436 op->owner = NULL;
437 op->ownercount = 0;
438} 447}
439 448
440/* 449/*
441 * Sets the owner and sets the skill and exp pointers to owner's current 450 * Sets the owner and sets the skill and exp pointers to owner's current
442 * skill and experience objects. 451 * skill and experience objects.
443 */ 452 */
444void set_owner (object *op, object *owner) 453void
454object::set_owner (object *owner)
445{ 455{
446 if(owner==NULL||op==NULL) 456 if (!owner)
447 return; 457 return;
448 458
449 /* next line added to allow objects which own objects */ 459 /* next line added to allow objects which own objects */
450 /* Add a check for ownercounts in here, as I got into an endless loop 460 /* Add a check for ownercounts in here, as I got into an endless loop
451 * with the fireball owning a poison cloud which then owned the 461 * with the fireball owning a poison cloud which then owned the
452 * fireball. I believe that was caused by one of the objects getting 462 * fireball. I believe that was caused by one of the objects getting
453 * freed and then another object replacing it. Since the ownercounts 463 * freed and then another object replacing it. Since the ownercounts
454 * didn't match, this check is valid and I believe that cause is valid. 464 * didn't match, this check is valid and I believe that cause is valid.
455 */ 465 */
456 while (owner->owner && owner!=owner->owner && 466 while (owner->owner)
457 owner->ownercount==owner->owner->count) owner=owner->owner; 467 owner = owner->owner;
458 468
459 /* IF the owner still has an owner, we did not resolve to a final owner.
460 * so lets not add to that.
461 */
462 if (owner->owner) return;
463
464 op->owner=owner; 469 this->owner = owner;
465
466 op->ownercount=owner->count;
467 owner->refcount++;
468
469}
470
471/* Set the owner to clone's current owner and set the skill and experience
472 * objects to clone's objects (typically those objects that where the owner's
473 * current skill and experience objects at the time when clone's owner was
474 * set - not the owner's current skill and experience objects).
475 *
476 * Use this function if player created an object (e.g. fire bullet, swarm
477 * spell), and this object creates further objects whose kills should be
478 * accounted for the player's original skill, even if player has changed
479 * skills meanwhile.
480 */
481void copy_owner (object *op, object *clone)
482{
483 object *owner = get_owner (clone);
484 if (owner == NULL) {
485 /* players don't have owners - they own themselves. Update
486 * as appropriate.
487 */
488 if (clone->type == PLAYER) owner=clone;
489 else return;
490 }
491 set_owner(op, owner);
492
493} 470}
494 471
495/* Zero the key_values on op, decrementing the shared-string 472/* Zero the key_values on op, decrementing the shared-string
496 * refcounts and freeing the links. 473 * refcounts and freeing the links.
497 */ 474 */
475static void
498static void free_key_values(object * op) 476free_key_values (object *op)
499{ 477{
500 for (key_value *i = op->key_values; i != 0; ) 478 for (key_value *i = op->key_values; i != 0;)
501 { 479 {
502 key_value *next = i->next; 480 key_value *next = i->next;
503 delete i; 481 delete i;
482
504 i = next; 483 i = next;
505 } 484 }
506 485
507 op->key_values = 0; 486 op->key_values = 0;
508} 487}
509 488
510void object::clear () 489void object::clear ()
511{ 490{
512 attachable_base::clear (); 491 attachable_base::clear ();
513 492
514 free_key_values (this); 493 free_key_values (this);
515 494
516 name = 0; 495 owner = 0;
496 name = 0;
517 name_pl = 0; 497 name_pl = 0;
518 title = 0; 498 title = 0;
519 race = 0; 499 race = 0;
520 slaying = 0; 500 slaying = 0;
521 skill = 0; 501 skill = 0;
522 msg = 0; 502 msg = 0;
523 lore = 0; 503 lore = 0;
524 custom_name = 0; 504 custom_name = 0;
525 materialname = 0; 505 materialname = 0;
506 contr = 0;
507 below = 0;
508 above = 0;
509 inv = 0;
510 container = 0;
511 env = 0;
512 more = 0;
513 head = 0;
514 map = 0;
515 active_next = 0;
516 active_prev = 0;
526 517
527 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod)); 518 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
528 519
529 SET_FLAG (this, FLAG_REMOVED); 520 SET_FLAG (this, FLAG_REMOVED);
521
522 /* What is not cleared is next, prev, and count */
523
524 expmul = 1.0;
525 face = blank_face;
526
527 if (settings.casting_time)
528 casting_time = -1;
530} 529}
531 530
532void object::clone (object *destination) 531void object::clone (object *destination)
533{ 532{
534 *(object_copy *)destination = *(object_copy *)this; 533 *(object_copy *)destination = *this;
535 *(object_pod *)destination = *(object_pod *)this; 534 *(object_pod *)destination = *this;
536 535
537 if (self || cb) 536 if (self || cb)
538 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination)); 537 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
539}
540
541/*
542 * clear_object() frees everything allocated by an object, and also
543 * clears all variables and flags to default settings.
544 */
545
546void clear_object (object *op)
547{
548 op->clear ();
549
550 op->contr = NULL;
551 op->below = NULL;
552 op->above = NULL;
553 op->inv = NULL;
554 op->container=NULL;
555 op->env=NULL;
556 op->more=NULL;
557 op->head=NULL;
558 op->map=NULL;
559 op->refcount=0;
560 op->active_next = NULL;
561 op->active_prev = NULL;
562 /* What is not cleared is next, prev, and count */
563
564 op->expmul = 1.0;
565 op->face = blank_face;
566 op->attacked_by_count = -1;
567
568 if (settings.casting_time)
569 op->casting_time = -1;
570} 538}
571 539
572/* 540/*
573 * copy object first frees everything allocated by the second object, 541 * copy object first frees everything allocated by the second object,
574 * and then copies the contends of the first object into the second 542 * and then copies the contends of the first object into the second
575 * object, allocating what needs to be allocated. Basically, any 543 * object, allocating what needs to be allocated. Basically, any
576 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 544 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
577 * if the first object is freed, the pointers in the new object 545 * if the first object is freed, the pointers in the new object
578 * will point at garbage. 546 * will point at garbage.
579 */ 547 */
580 548void
581void copy_object (object *op2, object *op) 549copy_object (object *op2, object *op)
582{ 550{
583 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 551 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
584 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 552 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
585 553
586 op2->clone (op); 554 op2->clone (op);
587 555
556 if (is_freed)
588 if (is_freed) SET_FLAG (op, FLAG_FREED); 557 SET_FLAG (op, FLAG_FREED);
558 if (is_removed)
589 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 559 SET_FLAG (op, FLAG_REMOVED);
590 560
591 if (op2->speed < 0) 561 if (op2->speed < 0)
592 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 562 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
593 563
594 /* Copy over key_values, if any. */ 564 /* Copy over key_values, if any. */
595 if (op2->key_values != NULL) 565 if (op2->key_values)
596 { 566 {
597 key_value *tail = NULL; 567 key_value *tail = 0;
598 key_value *i; 568 key_value *i;
599 569
600 op->key_values = NULL; 570 op->key_values = 0;
601 571
602 for (i = op2->key_values; i != NULL; i = i->next) 572 for (i = op2->key_values; i; i = i->next)
603 { 573 {
604 key_value *new_link = new key_value; 574 key_value *new_link = new key_value;
605 575
606 new_link->next = NULL; 576 new_link->next = 0;
607 new_link->key = i->key; 577 new_link->key = i->key;
608 new_link->value = i->value; 578 new_link->value = i->value;
609 579
610 /* Try and be clever here, too. */ 580 /* Try and be clever here, too. */
611 if (op->key_values == NULL) 581 if (!op->key_values)
612 { 582 {
613 op->key_values = new_link; 583 op->key_values = new_link;
614 tail = new_link; 584 tail = new_link;
615 } 585 }
616 else 586 else
628 * If an object with the IS_TURNABLE() flag needs to be turned due 598 * If an object with the IS_TURNABLE() flag needs to be turned due
629 * to the closest player being on the other side, this function can 599 * to the closest player being on the other side, this function can
630 * be called to update the face variable, _and_ how it looks on the map. 600 * be called to update the face variable, _and_ how it looks on the map.
631 */ 601 */
632 602
603void
633void update_turn_face(object *op) { 604update_turn_face (object *op)
605{
634 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 606 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
635 return; 607 return;
636 SET_ANIMATION(op, op->direction); 608 SET_ANIMATION (op, op->direction);
637 update_object(op,UP_OBJ_FACE); 609 update_object (op, UP_OBJ_FACE);
638} 610}
639 611
640/* 612/*
641 * Updates the speed of an object. If the speed changes from 0 to another 613 * Updates the speed of an object. If the speed changes from 0 to another
642 * value, or vice versa, then add/remove the object from the active list. 614 * value, or vice versa, then add/remove the object from the active list.
643 * This function needs to be called whenever the speed of an object changes. 615 * This function needs to be called whenever the speed of an object changes.
644 */ 616 */
645 617void
646void update_ob_speed(object *op) { 618update_ob_speed (object *op)
619{
647 extern int arch_init; 620 extern int arch_init;
648 621
649 /* No reason putting the archetypes objects on the speed list, 622 /* No reason putting the archetypes objects on the speed list,
650 * since they never really need to be updated. 623 * since they never really need to be updated.
651 */ 624 */
652 625
653 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 626 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
627 {
654 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 628 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
655#ifdef MANY_CORES 629#ifdef MANY_CORES
656 abort(); 630 abort ();
657#else 631#else
658 op->speed = 0; 632 op->speed = 0;
659#endif 633#endif
660 } 634 }
635
661 if (arch_init) { 636 if (arch_init)
637 return;
638
639 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
640 {
641 /* If already on active list, don't do anything */
642 if (op->active_next || op->active_prev || op == active_objects)
662 return; 643 return;
663 }
664 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
665 /* If already on active list, don't do anything */
666 if (op->active_next || op->active_prev || op==active_objects)
667 return;
668 644
669 /* process_events() expects us to insert the object at the beginning 645 /* process_events() expects us to insert the object at the beginning
670 * of the list. */ 646 * of the list. */
671 op->active_next = active_objects; 647 op->active_next = active_objects;
648
672 if (op->active_next!=NULL) 649 if (op->active_next != NULL)
673 op->active_next->active_prev = op; 650 op->active_next->active_prev = op;
651
674 active_objects = op; 652 active_objects = op;
653 }
654 else
675 } 655 {
676 else {
677 /* If not on the active list, nothing needs to be done */ 656 /* If not on the active list, nothing needs to be done */
678 if (!op->active_next && !op->active_prev && op!=active_objects) 657 if (!op->active_next && !op->active_prev && op != active_objects)
679 return; 658 return;
680 659
681 if (op->active_prev==NULL) { 660 if (op->active_prev == NULL)
661 {
682 active_objects = op->active_next; 662 active_objects = op->active_next;
663
683 if (op->active_next!=NULL) 664 if (op->active_next != NULL)
684 op->active_next->active_prev = NULL; 665 op->active_next->active_prev = NULL;
666 }
667 else
685 } 668 {
686 else {
687 op->active_prev->active_next = op->active_next; 669 op->active_prev->active_next = op->active_next;
670
688 if (op->active_next) 671 if (op->active_next)
689 op->active_next->active_prev = op->active_prev; 672 op->active_next->active_prev = op->active_prev;
690 } 673 }
674
691 op->active_next = NULL; 675 op->active_next = NULL;
692 op->active_prev = NULL; 676 op->active_prev = NULL;
693 } 677 }
694} 678}
695 679
696/* This function removes object 'op' from the list of active 680/* This function removes object 'op' from the list of active
697 * objects. 681 * objects.
699 * reference maps where you don't want an object that isn't 683 * reference maps where you don't want an object that isn't
700 * in play chewing up cpu time getting processed. 684 * in play chewing up cpu time getting processed.
701 * The reverse of this is to call update_ob_speed, which 685 * The reverse of this is to call update_ob_speed, which
702 * will do the right thing based on the speed of the object. 686 * will do the right thing based on the speed of the object.
703 */ 687 */
688void
704void remove_from_active_list(object *op) 689remove_from_active_list (object *op)
705{ 690{
706 /* If not on the active list, nothing needs to be done */ 691 /* If not on the active list, nothing needs to be done */
707 if (!op->active_next && !op->active_prev && op!=active_objects) 692 if (!op->active_next && !op->active_prev && op != active_objects)
708 return; 693 return;
709 694
710 if (op->active_prev==NULL) { 695 if (op->active_prev == NULL)
696 {
711 active_objects = op->active_next; 697 active_objects = op->active_next;
712 if (op->active_next!=NULL) 698 if (op->active_next != NULL)
713 op->active_next->active_prev = NULL; 699 op->active_next->active_prev = NULL;
700 }
701 else
714 } 702 {
715 else {
716 op->active_prev->active_next = op->active_next; 703 op->active_prev->active_next = op->active_next;
717 if (op->active_next) 704 if (op->active_next)
718 op->active_next->active_prev = op->active_prev; 705 op->active_next->active_prev = op->active_prev;
719 } 706 }
720 op->active_next = NULL; 707 op->active_next = NULL;
721 op->active_prev = NULL; 708 op->active_prev = NULL;
722} 709}
723 710
724/* 711/*
725 * update_object() updates the array which represents the map. 712 * update_object() updates the array which represents the map.
726 * It takes into account invisible objects (and represent squares covered 713 * It takes into account invisible objects (and represent squares covered
741 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 728 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
742 * as that is easier than trying to look at what may have changed. 729 * as that is easier than trying to look at what may have changed.
743 * UP_OBJ_FACE: only the objects face has changed. 730 * UP_OBJ_FACE: only the objects face has changed.
744 */ 731 */
745 732
733void
746void update_object(object *op, int action) { 734update_object (object *op, int action)
735{
747 int update_now=0, flags; 736 int update_now = 0, flags;
748 MoveType move_on, move_off, move_block, move_slow; 737 MoveType move_on, move_off, move_block, move_slow;
749 738
750 if (op == NULL) { 739 if (op == NULL)
740 {
751 /* this should never happen */ 741 /* this should never happen */
752 LOG(llevDebug,"update_object() called for NULL object.\n"); 742 LOG (llevDebug, "update_object() called for NULL object.\n");
753 return; 743 return;
754 }
755 744 }
745
756 if(op->env!=NULL) { 746 if (op->env != NULL)
747 {
757 /* Animation is currently handled by client, so nothing 748 /* Animation is currently handled by client, so nothing
758 * to do in this case. 749 * to do in this case.
759 */ 750 */
760 return; 751 return;
761 } 752 }
762 753
763 /* If the map is saving, don't do anything as everything is 754 /* If the map is saving, don't do anything as everything is
764 * going to get freed anyways. 755 * going to get freed anyways.
765 */ 756 */
766 if (!op->map || op->map->in_memory == MAP_SAVING) return; 757 if (!op->map || op->map->in_memory == MAP_SAVING)
767 758 return;
759
768 /* make sure the object is within map boundaries */ 760 /* make sure the object is within map boundaries */
769 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 761 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
770 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 762 {
771 LOG(llevError,"update_object() called for object out of map!\n"); 763 LOG (llevError, "update_object() called for object out of map!\n");
772#ifdef MANY_CORES 764#ifdef MANY_CORES
773 abort(); 765 abort ();
774#endif 766#endif
775 return; 767 return;
776 }
777 768 }
769
778 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 770 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
779 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 771 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
780 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 772 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
781 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 773 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
782 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 774 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
783 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y); 775 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
784 776
785 if (action == UP_OBJ_INSERT) { 777 if (action == UP_OBJ_INSERT)
778 {
786 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 779 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
787 update_now=1; 780 update_now = 1;
788 781
789 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 782 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
790 update_now=1; 783 update_now = 1;
791 784
792 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 785 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
793 update_now=1; 786 update_now = 1;
794 787
795 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 788 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
796 update_now=1; 789 update_now = 1;
797 790
798 if (op->type == SAFE_GROUND && !(flags & P_SAFE)) 791 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
799 update_now=1; 792 update_now = 1;
800 793
801 if ((move_on | op->move_on) != move_on) update_now=1; 794 if ((move_on | op->move_on) != move_on)
795 update_now = 1;
802 796
803 if ((move_off | op->move_off) != move_off) update_now=1; 797 if ((move_off | op->move_off) != move_off)
798 update_now = 1;
804 799
805 /* This isn't perfect, but I don't expect a lot of objects to 800 /* This isn't perfect, but I don't expect a lot of objects to
806 * to have move_allow right now. 801 * to have move_allow right now.
807 */ 802 */
808 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 803 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
809 update_now=1; 804 update_now = 1;
810 805
811 if ((move_slow | op->move_slow) != move_slow) 806 if ((move_slow | op->move_slow) != move_slow)
812 update_now=1; 807 update_now = 1;
813 } 808 }
814 /* if the object is being removed, we can't make intelligent 809 /* if the object is being removed, we can't make intelligent
815 * decisions, because remove_ob can't really pass the object 810 * decisions, because remove_ob can't really pass the object
816 * that is being removed. 811 * that is being removed.
817 */ 812 */
818 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 813 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
819 update_now=1; 814 update_now = 1;
820 } else if (action == UP_OBJ_FACE) { 815 else if (action == UP_OBJ_FACE)
821 /* Nothing to do for that case */ 816 /* Nothing to do for that case */ ;
822 }
823 else { 817 else
824 LOG(llevError,"update_object called with invalid action: %d\n", action); 818 LOG (llevError, "update_object called with invalid action: %d\n", action);
825 }
826 819
827 if (update_now) { 820 if (update_now)
821 {
828 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 822 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
829 update_position(op->map, op->x, op->y); 823 update_position (op->map, op->x, op->y);
830 } 824 }
831 825
832 if(op->more!=NULL) 826 if (op->more != NULL)
833 update_object(op->more, action); 827 update_object (op->more, action);
834} 828}
835 829
836static std::vector<object *> mortals; 830object::vector object::mortals;
831object::vector object::objects; // not yet used
832object *object::first;
837 833
838void object::free_mortals () 834void object::free_mortals ()
839{ 835{
840 for (std::vector<object *>::iterator i = mortals.begin (); i != mortals.end (); ++i) 836 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
837 if ((*i)->refcnt)
838 ++i; // further delay freeing
839 else
840 {
841 delete *i; 841 delete *i;
842 842 mortals.erase (i);
843 mortals.clear (); 843 }
844} 844}
845 845
846object::object () 846object::object ()
847{ 847{
848 count = ++ob_count;
849
850 prev = 0;
851 next = objects;
852
853 if (objects)
854 objects->prev = this;
855
856 objects = this;
857
858 SET_FLAG (this, FLAG_REMOVED); 848 SET_FLAG (this, FLAG_REMOVED);
859 849
860 expmul = 1.0; 850 expmul = 1.0;
861 face = blank_face; 851 face = blank_face;
862 attacked_by_count = -1;
863} 852}
864 853
865object::~object () 854object::~object ()
866{ 855{
856 free_key_values (this);
857}
858
859void object::link ()
860{
861 count = ++ob_count;
862 uuid = gen_uuid ();
863
864 prev = 0;
865 next = object::first;
866
867 if (object::first)
868 object::first->prev = this;
869
870 object::first = this;
871}
872
873void object::unlink ()
874{
875 if (this == object::first)
876 object::first = next;
877
878 /* Remove this object from the list of used objects */
879 if (prev) prev->next = next;
880 if (next) next->prev = prev;
881
882 prev = 0;
883 next = 0;
867} 884}
868 885
869object *object::create () 886object *object::create ()
870{ 887{
871 return new object; 888 object *op = new object;
889 op->link ();
890 return op;
872} 891}
873 892
874/* 893/*
875 * free_object() frees everything allocated by an object, removes 894 * free_object() frees everything allocated by an object, removes
876 * it from the list of used objects, and puts it on the list of 895 * it from the list of used objects, and puts it on the list of
877 * free objects. The IS_FREED() flag is set in the object. 896 * free objects. The IS_FREED() flag is set in the object.
878 * The object must have been removed by remove_ob() first for 897 * The object must have been removed by remove_ob() first for
879 * this function to succeed. 898 * this function to succeed.
880 * 899 *
881 * If free_inventory is set, free inventory as well. Else drop items in 900 * If destroy_inventory is set, free inventory as well. Else drop items in
882 * inventory to the ground. 901 * inventory to the ground.
883 */ 902 */
884void 903void object::destroy (bool destroy_inventory)
885object::free (bool free_inventory)
886{ 904{
905 if (QUERY_FLAG (this, FLAG_FREED))
906 return;
907
908 if (QUERY_FLAG (this, FLAG_FRIENDLY))
909 remove_friendly_object (this);
910
887 if (!QUERY_FLAG (this, FLAG_REMOVED)) 911 if (!QUERY_FLAG (this, FLAG_REMOVED))
888 { 912 remove_ob (this);
889 LOG (llevDebug, "Free object called with non removed object\n");
890 dump_object (this);
891#ifdef MANY_CORES
892 abort ();
893#endif
894 }
895 913
896 if (QUERY_FLAG (this, FLAG_FRIENDLY))
897 {
898 LOG (llevMonster, "Warning: tried to free friendly object.\n");
899 remove_friendly_object (this);
900 }
901
902 if (QUERY_FLAG (this, FLAG_FREED)) 914 SET_FLAG (this, FLAG_FREED);
903 {
904 dump_object (this);
905 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg);
906 return;
907 }
908 915
909 if (more) 916 if (more)
910 { 917 {
911 more->free (free_inventory); 918 more->destroy (destroy_inventory);
912 more = 0; 919 more = 0;
913 } 920 }
914 921
915 if (inv) 922 if (inv)
916 { 923 {
917 /* Only if the space blocks everything do we not process - 924 /* Only if the space blocks everything do we not process -
918 * if some form of movement is allowed, let objects 925 * if some form of movement is allowed, let objects
919 * drop on that space. 926 * drop on that space.
920 */ 927 */
921 if (free_inventory || !map 928 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
922 || map->in_memory != MAP_IN_MEMORY 929 {
923 || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
924 {
925 object *op = inv; 930 object *op = inv;
926 931
927 while (op) 932 while (op)
928 { 933 {
929 object *tmp = op->below; 934 object *tmp = op->below;
930 remove_ob (op);
931 op->free (free_inventory); 935 op->destroy (destroy_inventory);
932 op = tmp; 936 op = tmp;
933 } 937 }
934 } 938 }
935 else 939 else
936 { /* Put objects in inventory onto this space */ 940 { /* Put objects in inventory onto this space */
937 object *op = inv; 941 object *op = inv;
938 942
939 while (op) 943 while (op)
940 { 944 {
941 object *tmp = op->below; 945 object *tmp = op->below;
946
942 remove_ob (op); 947 remove_ob (op);
943 948
944 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 949 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
945 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE 950 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
946 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 951 free_object (op);
947 free_object (op); 952 else
948 else 953 {
949 { 954 op->x = x;
950 op->x = x; 955 op->y = y;
951 op->y = y;
952 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */ 956 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
953 } 957 }
954 958
955 op = tmp; 959 op = tmp;
960 }
961 }
956 } 962 }
957 } 963
964 // hack to ensure that freed objects still have a valid map
965 {
966 static maptile *freed_map; // freed objects are moved here to avoid crashes
967
968 if (!freed_map)
969 {
970 freed_map = new maptile;
971
972 freed_map->name = "/internal/freed_objects_map";
973 freed_map->width = 3;
974 freed_map->height = 3;
975
976 freed_map->allocate ();
958 } 977 }
978
979 map = freed_map;
980 x = 1;
981 y = 1;
982 }
983
984 // clear those pointers that likely might have circular references to us
985 owner = 0;
986 enemy = 0;
987 attacked_by = 0;
988
989 // only relevant for players(?), but make sure of it anyways
990 contr = 0;
959 991
960 /* Remove object from the active list */ 992 /* Remove object from the active list */
961 speed = 0; 993 speed = 0;
962 update_ob_speed (this); 994 update_ob_speed (this);
963 995
964 SET_FLAG (this, FLAG_FREED); 996 unlink ();
965
966 mortalise ();
967}
968
969void
970object::mortalise ()
971{
972 count = 0;
973
974 /* Remove this object from the list of used objects */
975 if (prev) prev->next = next;
976 if (next) next->prev = prev;
977 if (this == objects) objects = next;
978
979 free_key_values (this);
980 997
981 mortals.push_back (this); 998 mortals.push_back (this);
982} 999}
983 1000
984/* 1001/*
985 * sub_weight() recursively (outwards) subtracts a number from the 1002 * sub_weight() recursively (outwards) subtracts a number from the
986 * weight of an object (and what is carried by it's environment(s)). 1003 * weight of an object (and what is carried by it's environment(s)).
987 */ 1004 */
988 1005
1006void
989void sub_weight (object *op, signed long weight) { 1007sub_weight (object *op, signed long weight)
1008{
990 while (op != NULL) { 1009 while (op != NULL)
1010 {
991 if (op->type == CONTAINER) { 1011 if (op->type == CONTAINER)
992 weight=(signed long)(weight*(100-op->stats.Str)/100); 1012 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
993 } 1013
994 op->carrying-=weight; 1014 op->carrying -= weight;
995 op = op->env; 1015 op = op->env;
996 } 1016 }
997} 1017}
998 1018
999/* remove_ob(op): 1019/* remove_ob(op):
1000 * This function removes the object op from the linked list of objects 1020 * This function removes the object op from the linked list of objects
1001 * which it is currently tied to. When this function is done, the 1021 * which it is currently tied to. When this function is done, the
1003 * environment, the x and y coordinates will be updated to 1023 * environment, the x and y coordinates will be updated to
1004 * the previous environment. 1024 * the previous environment.
1005 * Beware: This function is called from the editor as well! 1025 * Beware: This function is called from the editor as well!
1006 */ 1026 */
1007 1027
1028void
1008void remove_ob(object *op) { 1029remove_ob (object *op)
1030{
1009 object *tmp,*last=NULL; 1031 object *tmp, *last = 0;
1010 object *otmp; 1032 object *otmp;
1011 tag_t tag; 1033
1012 int check_walk_off; 1034 int check_walk_off;
1013 mapstruct *m; 1035 maptile *m;
1036
1014 sint16 x,y; 1037 sint16 x, y;
1015
1016 1038
1017 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1039 if (QUERY_FLAG (op, FLAG_REMOVED))
1018 dump_object(op); 1040 return;
1019 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1020 1041
1021 /* Changed it to always dump core in this case. As has been learned
1022 * in the past, trying to recover from errors almost always
1023 * make things worse, and this is a real error here - something
1024 * that should not happen.
1025 * Yes, if this was a mission critical app, trying to do something
1026 * to recover may make sense, but that is because failure of the app
1027 * may have other disastrous problems. Cf runs out of a script
1028 * so is easily enough restarted without any real problems.
1029 * MSW 2001-07-01
1030 */
1031 abort();
1032 }
1033 if(op->more!=NULL)
1034 remove_ob(op->more);
1035
1036 SET_FLAG(op, FLAG_REMOVED); 1042 SET_FLAG (op, FLAG_REMOVED);
1037 1043
1044 if (op->more != NULL)
1045 remove_ob (op->more);
1046
1038 /* 1047 /*
1039 * In this case, the object to be removed is in someones 1048 * In this case, the object to be removed is in someones
1040 * inventory. 1049 * inventory.
1041 */ 1050 */
1042 if(op->env!=NULL) { 1051 if (op->env != NULL)
1052 {
1043 if(op->nrof) 1053 if (op->nrof)
1044 sub_weight(op->env, op->weight*op->nrof); 1054 sub_weight (op->env, op->weight * op->nrof);
1045 else 1055 else
1046 sub_weight(op->env, op->weight+op->carrying); 1056 sub_weight (op->env, op->weight + op->carrying);
1047 1057
1048 /* NO_FIX_PLAYER is set when a great many changes are being 1058 /* NO_FIX_PLAYER is set when a great many changes are being
1049 * made to players inventory. If set, avoiding the call 1059 * made to players inventory. If set, avoiding the call
1050 * to save cpu time. 1060 * to save cpu time.
1051 */ 1061 */
1052 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1062 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1053 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1054 fix_player(otmp); 1063 fix_player (otmp);
1055 1064
1056 if(op->above!=NULL) 1065 if (op->above != NULL)
1057 op->above->below=op->below; 1066 op->above->below = op->below;
1058 else 1067 else
1059 op->env->inv=op->below; 1068 op->env->inv = op->below;
1060 1069
1061 if(op->below!=NULL) 1070 if (op->below != NULL)
1062 op->below->above=op->above; 1071 op->below->above = op->above;
1063 1072
1064 /* we set up values so that it could be inserted into 1073 /* we set up values so that it could be inserted into
1065 * the map, but we don't actually do that - it is up 1074 * the map, but we don't actually do that - it is up
1066 * to the caller to decide what we want to do. 1075 * to the caller to decide what we want to do.
1067 */ 1076 */
1068 op->x=op->env->x,op->y=op->env->y; 1077 op->x = op->env->x, op->y = op->env->y;
1069 op->map=op->env->map; 1078 op->map = op->env->map;
1070 op->above=NULL,op->below=NULL; 1079 op->above = NULL, op->below = NULL;
1071 op->env=NULL; 1080 op->env = NULL;
1081 }
1082 else if (op->map)
1083 {
1084 x = op->x;
1085 y = op->y;
1086 m = get_map_from_coord (op->map, &x, &y);
1087
1088 if (!m)
1089 {
1090 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1091 op->map->path, op->x, op->y);
1092 /* in old days, we used to set x and y to 0 and continue.
1093 * it seems if we get into this case, something is probablye
1094 * screwed up and should be fixed.
1095 */
1096 abort ();
1097 }
1098
1099 if (op->map != m)
1100 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1101 op->map->path, m->path, op->x, op->y, x, y);
1102
1103 /* Re did the following section of code - it looks like it had
1104 * lots of logic for things we no longer care about
1105 */
1106
1107 /* link the object above us */
1108 if (op->above)
1109 op->above->below = op->below;
1110 else
1111 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1112
1113 /* Relink the object below us, if there is one */
1114 if (op->below)
1115 op->below->above = op->above;
1116 else
1117 {
1118 /* Nothing below, which means we need to relink map object for this space
1119 * use translated coordinates in case some oddness with map tiling is
1120 * evident
1121 */
1122 if (GET_MAP_OB (m, x, y) != op)
1123 {
1124 char *dump = dump_object (op);
1125 LOG (llevError,
1126 "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);
1127 free (dump);
1128 dump = dump_object (GET_MAP_OB (m, x, y));
1129 LOG (llevError, "%s\n", dump);
1130 free (dump);
1131 }
1132
1133 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1134 }
1135
1136 op->above = 0;
1137 op->below = 0;
1138
1139 if (op->map->in_memory == MAP_SAVING)
1072 return; 1140 return;
1073 }
1074 1141
1075 /* If we get here, we are removing it from a map */
1076 if (op->map == NULL) return;
1077
1078 x = op->x;
1079 y = op->y;
1080 m = get_map_from_coord(op->map, &x, &y);
1081
1082 if (!m) {
1083 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1084 op->map->path, op->x, op->y);
1085 /* in old days, we used to set x and y to 0 and continue.
1086 * it seems if we get into this case, something is probablye
1087 * screwed up and should be fixed.
1088 */
1089 abort();
1090 }
1091 if (op->map != m) {
1092 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1093 op->map->path, m->path, op->x, op->y, x, y);
1094 }
1095
1096 /* Re did the following section of code - it looks like it had
1097 * lots of logic for things we no longer care about
1098 */
1099
1100 /* link the object above us */
1101 if (op->above)
1102 op->above->below=op->below;
1103 else
1104 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1105
1106 /* Relink the object below us, if there is one */
1107 if(op->below) {
1108 op->below->above=op->above;
1109 } else {
1110 /* Nothing below, which means we need to relink map object for this space
1111 * use translated coordinates in case some oddness with map tiling is
1112 * evident
1113 */
1114 if(GET_MAP_OB(m,x,y)!=op) {
1115 dump_object(op);
1116 LOG(llevError,"remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg);
1117 dump_object(GET_MAP_OB(m,x,y));
1118 LOG(llevError,"%s\n",errmsg);
1119 }
1120 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1121 }
1122 op->above=NULL;
1123 op->below=NULL;
1124
1125 if (op->map->in_memory == MAP_SAVING)
1126 return;
1127
1128 tag = op->count;
1129 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1142 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1143
1130 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1144 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1145 {
1131 /* No point updating the players look faces if he is the object 1146 /* No point updating the players look faces if he is the object
1132 * being removed. 1147 * being removed.
1133 */ 1148 */
1134 1149
1135 if(tmp->type==PLAYER && tmp!=op) { 1150 if (tmp->type == PLAYER && tmp != op)
1151 {
1136 /* If a container that the player is currently using somehow gets 1152 /* If a container that the player is currently using somehow gets
1137 * removed (most likely destroyed), update the player view 1153 * removed (most likely destroyed), update the player view
1138 * appropriately. 1154 * appropriately.
1139 */ 1155 */
1140 if (tmp->container==op) { 1156 if (tmp->container == op)
1157 {
1141 CLEAR_FLAG(op, FLAG_APPLIED); 1158 CLEAR_FLAG (op, FLAG_APPLIED);
1142 tmp->container=NULL; 1159 tmp->container = NULL;
1160 }
1161
1162 tmp->contr->socket.update_look = 1;
1143 } 1163 }
1144 tmp->contr->socket.update_look=1; 1164
1145 }
1146 /* See if player moving off should effect something */ 1165 /* See if player moving off should effect something */
1166 if (check_walk_off
1147 if (check_walk_off && ((op->move_type & tmp->move_off) && 1167 && ((op->move_type & tmp->move_off)
1148 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1168 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1149 1169 {
1150 move_apply(tmp, op, NULL); 1170 move_apply (tmp, op, NULL);
1171
1151 if (was_destroyed (op, tag)) { 1172 if (op->destroyed ())
1152 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1173 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1153 "leaving object\n", &tmp->name, &tmp->arch->name);
1154 } 1174 }
1155 }
1156 1175
1157 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1176 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1158 1177
1159 if(tmp->above == tmp) 1178 if (tmp->above == tmp)
1160 tmp->above = NULL; 1179 tmp->above = NULL;
1180
1161 last=tmp; 1181 last = tmp;
1162 } 1182 }
1183
1163 /* last == NULL of there are no objects on this space */ 1184 /* last == NULL of there are no objects on this space */
1164 if (last==NULL) { 1185 if (last == NULL)
1186 {
1165 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1187 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1166 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1188 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1167 * those out anyways, and if there are any flags set right now, they won't 1189 * those out anyways, and if there are any flags set right now, they won't
1168 * be correct anyways. 1190 * be correct anyways.
1169 */ 1191 */
1170 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1192 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1171 update_position(op->map, op->x, op->y); 1193 update_position (op->map, op->x, op->y);
1172 } 1194 }
1173 else 1195 else
1174 update_object(last, UP_OBJ_REMOVE); 1196 update_object (last, UP_OBJ_REMOVE);
1175 1197
1176 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1198 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1177 update_all_los(op->map, op->x, op->y); 1199 update_all_los (op->map, op->x, op->y);
1178 1200 }
1179} 1201}
1180 1202
1181/* 1203/*
1182 * merge_ob(op,top): 1204 * merge_ob(op,top):
1183 * 1205 *
1184 * This function goes through all objects below and including top, and 1206 * This function goes through all objects below and including top, and
1185 * merges op to the first matching object. 1207 * merges op to the first matching object.
1186 * If top is NULL, it is calculated. 1208 * If top is NULL, it is calculated.
1187 * Returns pointer to object if it succeded in the merge, otherwise NULL 1209 * Returns pointer to object if it succeded in the merge, otherwise NULL
1188 */ 1210 */
1189 1211object *
1190object *merge_ob(object *op, object *top) { 1212merge_ob (object *op, object *top)
1213{
1191 if(!op->nrof) 1214 if (!op->nrof)
1192 return 0; 1215 return 0;
1216
1193 if(top==NULL) 1217 if (top == NULL)
1194 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1218 for (top = op; top != NULL && top->above != NULL; top = top->above);
1219
1195 for(;top!=NULL;top=top->below) { 1220 for (; top != NULL; top = top->below)
1221 {
1196 if(top==op) 1222 if (top == op)
1197 continue; 1223 continue;
1198 if (CAN_MERGE(op,top)) 1224 if (CAN_MERGE (op, top))
1199 { 1225 {
1200 top->nrof+=op->nrof; 1226 top->nrof += op->nrof;
1227
1201/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1228/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1202 op->weight = 0; /* Don't want any adjustements now */ 1229 op->weight = 0; /* Don't want any adjustements now */
1203 remove_ob(op); 1230 remove_ob (op);
1204 free_object(op); 1231 free_object (op);
1205 return top; 1232 return top;
1206 } 1233 }
1207 } 1234 }
1235
1208 return NULL; 1236 return 0;
1209} 1237}
1210 1238
1211/* 1239/*
1212 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1240 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1213 * job preparing multi-part monsters 1241 * job preparing multi-part monsters
1214 */ 1242 */
1243object *
1215object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1244insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1245{
1216 object* tmp; 1246 object *tmp;
1247
1217 if (op->head) 1248 if (op->head)
1218 op=op->head; 1249 op = op->head;
1250
1219 for (tmp=op;tmp;tmp=tmp->more){ 1251 for (tmp = op; tmp; tmp = tmp->more)
1252 {
1220 tmp->x=x+tmp->arch->clone.x; 1253 tmp->x = x + tmp->arch->clone.x;
1221 tmp->y=y+tmp->arch->clone.y; 1254 tmp->y = y + tmp->arch->clone.y;
1222 } 1255 }
1256
1223 return insert_ob_in_map (op, m, originator, flag); 1257 return insert_ob_in_map (op, m, originator, flag);
1224} 1258}
1225 1259
1226/* 1260/*
1227 * insert_ob_in_map (op, map, originator, flag): 1261 * insert_ob_in_map (op, map, originator, flag):
1228 * This function inserts the object in the two-way linked list 1262 * This function inserts the object in the two-way linked list
1242 * new object if 'op' was merged with other object 1276 * new object if 'op' was merged with other object
1243 * NULL if 'op' was destroyed 1277 * NULL if 'op' was destroyed
1244 * just 'op' otherwise 1278 * just 'op' otherwise
1245 */ 1279 */
1246 1280
1281object *
1247object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1282insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1248{ 1283{
1249 object *tmp, *top, *floor=NULL; 1284 object *tmp, *top, *floor = NULL;
1250 sint16 x,y; 1285 sint16 x, y;
1251 1286
1252 if (QUERY_FLAG (op, FLAG_FREED)) { 1287 if (QUERY_FLAG (op, FLAG_FREED))
1288 {
1253 LOG (llevError, "Trying to insert freed object!\n"); 1289 LOG (llevError, "Trying to insert freed object!\n");
1290 return NULL;
1291 }
1292
1293 if (m == NULL)
1294 {
1295 char *dump = dump_object (op);
1296 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1297 free (dump);
1298 return op;
1299 }
1300
1301 if (out_of_map (m, op->x, op->y))
1302 {
1303 char *dump = dump_object (op);
1304 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1305#ifdef MANY_CORES
1306 /* Better to catch this here, as otherwise the next use of this object
1307 * is likely to cause a crash. Better to find out where it is getting
1308 * improperly inserted.
1309 */
1310 abort ();
1311#endif
1312 free (dump);
1313 return op;
1314 }
1315
1316 if (!QUERY_FLAG (op, FLAG_REMOVED))
1317 {
1318 char *dump = dump_object (op);
1319 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1320 free (dump);
1321 return op;
1322 }
1323
1324 if (op->more != NULL)
1325 {
1326 /* The part may be on a different map. */
1327
1328 object *more = op->more;
1329
1330 /* We really need the caller to normalize coordinates - if
1331 * we set the map, that doesn't work if the location is within
1332 * a map and this is straddling an edge. So only if coordinate
1333 * is clear wrong do we normalize it.
1334 */
1335 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1336 more->map = get_map_from_coord (m, &more->x, &more->y);
1337 else if (!more->map)
1338 {
1339 /* For backwards compatibility - when not dealing with tiled maps,
1340 * more->map should always point to the parent.
1341 */
1342 more->map = m;
1343 }
1344
1345 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1346 {
1347 if (!op->head)
1348 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1349
1350 return NULL;
1351 }
1352 }
1353
1354 CLEAR_FLAG (op, FLAG_REMOVED);
1355
1356 /* Ideally, the caller figures this out. However, it complicates a lot
1357 * of areas of callers (eg, anything that uses find_free_spot would now
1358 * need extra work
1359 */
1360 op->map = get_map_from_coord (m, &op->x, &op->y);
1361 x = op->x;
1362 y = op->y;
1363
1364 /* this has to be done after we translate the coordinates.
1365 */
1366 if (op->nrof && !(flag & INS_NO_MERGE))
1367 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1368 if (CAN_MERGE (op, tmp))
1369 {
1370 op->nrof += tmp->nrof;
1371 remove_ob (tmp);
1372 free_object (tmp);
1373 }
1374
1375 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1376 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1377
1378 if (!QUERY_FLAG (op, FLAG_ALIVE))
1379 CLEAR_FLAG (op, FLAG_NO_STEAL);
1380
1381 if (flag & INS_BELOW_ORIGINATOR)
1382 {
1383 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1384 {
1385 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1386 abort ();
1387 }
1388
1389 op->above = originator;
1390 op->below = originator->below;
1391
1392 if (op->below)
1393 op->below->above = op;
1394 else
1395 SET_MAP_OB (op->map, op->x, op->y, op);
1396
1397 /* since *below* originator, no need to update top */
1398 originator->below = op;
1399 }
1400 else
1401 {
1402 /* If there are other objects, then */
1403 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1404 {
1405 object *last = NULL;
1406
1407 /*
1408 * If there are multiple objects on this space, we do some trickier handling.
1409 * We've already dealt with merging if appropriate.
1410 * Generally, we want to put the new object on top. But if
1411 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1412 * floor, we want to insert above that and no further.
1413 * Also, if there are spell objects on this space, we stop processing
1414 * once we get to them. This reduces the need to traverse over all of
1415 * them when adding another one - this saves quite a bit of cpu time
1416 * when lots of spells are cast in one area. Currently, it is presumed
1417 * that flying non pickable objects are spell objects.
1418 */
1419
1420 while (top != NULL)
1421 {
1422 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1423 floor = top;
1424
1425 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1426 {
1427 /* We insert above top, so we want this object below this */
1428 top = top->below;
1429 break;
1430 }
1431
1432 last = top;
1433 top = top->above;
1434 }
1435
1436 /* Don't want top to be NULL, so set it to the last valid object */
1437 top = last;
1438
1439 /* We let update_position deal with figuring out what the space
1440 * looks like instead of lots of conditions here.
1441 * makes things faster, and effectively the same result.
1442 */
1443
1444 /* Have object 'fall below' other objects that block view.
1445 * Unless those objects are exits, type 66
1446 * If INS_ON_TOP is used, don't do this processing
1447 * Need to find the object that in fact blocks view, otherwise
1448 * stacking is a bit odd.
1449 */
1450 if (!(flag & INS_ON_TOP) &&
1451 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1452 {
1453 for (last = top; last != floor; last = last->below)
1454 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1455 break;
1456 /* Check to see if we found the object that blocks view,
1457 * and make sure we have a below pointer for it so that
1458 * we can get inserted below this one, which requires we
1459 * set top to the object below us.
1460 */
1461 if (last && last->below && last != floor)
1462 top = last->below;
1463 }
1464 } /* If objects on this space */
1465
1466 if (flag & INS_MAP_LOAD)
1467 top = GET_MAP_TOP (op->map, op->x, op->y);
1468
1469 if (flag & INS_ABOVE_FLOOR_ONLY)
1470 top = floor;
1471
1472 /* Top is the object that our object (op) is going to get inserted above.
1473 */
1474
1475 /* First object on this space */
1476 if (!top)
1477 {
1478 op->above = GET_MAP_OB (op->map, op->x, op->y);
1479
1480 if (op->above)
1481 op->above->below = op;
1482
1483 op->below = NULL;
1484 SET_MAP_OB (op->map, op->x, op->y, op);
1485 }
1486 else
1487 { /* get inserted into the stack above top */
1488 op->above = top->above;
1489
1490 if (op->above)
1491 op->above->below = op;
1492
1493 op->below = top;
1494 top->above = op;
1495 }
1496
1497 if (op->above == NULL)
1498 SET_MAP_TOP (op->map, op->x, op->y, op);
1499 } /* else not INS_BELOW_ORIGINATOR */
1500
1501 if (op->type == PLAYER)
1502 op->contr->do_los = 1;
1503
1504 /* If we have a floor, we know the player, if any, will be above
1505 * it, so save a few ticks and start from there.
1506 */
1507 if (!(flag & INS_MAP_LOAD))
1508 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1509 if (tmp->type == PLAYER)
1510 tmp->contr->socket.update_look = 1;
1511
1512 /* If this object glows, it may affect lighting conditions that are
1513 * visible to others on this map. But update_all_los is really
1514 * an inefficient way to do this, as it means los for all players
1515 * on the map will get recalculated. The players could very well
1516 * be far away from this change and not affected in any way -
1517 * this should get redone to only look for players within range,
1518 * or just updating the P_NEED_UPDATE for spaces within this area
1519 * of effect may be sufficient.
1520 */
1521 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1522 update_all_los (op->map, op->x, op->y);
1523
1524 /* updates flags (blocked, alive, no magic, etc) for this map space */
1525 update_object (op, UP_OBJ_INSERT);
1526
1527 /* Don't know if moving this to the end will break anything. However,
1528 * we want to have update_look set above before calling this.
1529 *
1530 * check_move_on() must be after this because code called from
1531 * check_move_on() depends on correct map flags (so functions like
1532 * blocked() and wall() work properly), and these flags are updated by
1533 * update_object().
1534 */
1535
1536 /* if this is not the head or flag has been passed, don't check walk on status */
1537 if (!(flag & INS_NO_WALK_ON) && !op->head)
1538 {
1539 if (check_move_on (op, originator))
1254 return NULL; 1540 return NULL;
1255 }
1256 if(m==NULL) {
1257 dump_object(op);
1258 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1259 return op;
1260 }
1261 if(out_of_map(m,op->x,op->y)) {
1262 dump_object(op);
1263 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1264#ifdef MANY_CORES
1265 /* Better to catch this here, as otherwise the next use of this object
1266 * is likely to cause a crash. Better to find out where it is getting
1267 * improperly inserted.
1268 */
1269 abort();
1270#endif
1271 return op;
1272 }
1273 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1274 dump_object(op);
1275 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1276 return op;
1277 }
1278 if(op->more!=NULL) {
1279 /* The part may be on a different map. */
1280 1541
1281 object *more = op->more;
1282
1283 /* We really need the caller to normalize coordinates - if
1284 * we set the map, that doesn't work if the location is within
1285 * a map and this is straddling an edge. So only if coordinate
1286 * is clear wrong do we normalize it.
1287 */
1288 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1289 more->map = get_map_from_coord(m, &more->x, &more->y);
1290 } else if (!more->map) {
1291 /* For backwards compatibility - when not dealing with tiled maps,
1292 * more->map should always point to the parent.
1293 */
1294 more->map = m;
1295 }
1296
1297 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1298 if ( ! op->head)
1299 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1300 return NULL;
1301 }
1302 }
1303 CLEAR_FLAG(op,FLAG_REMOVED);
1304
1305 /* Ideally, the caller figures this out. However, it complicates a lot
1306 * of areas of callers (eg, anything that uses find_free_spot would now
1307 * need extra work
1308 */
1309 op->map=get_map_from_coord(m, &op->x, &op->y);
1310 x = op->x;
1311 y = op->y;
1312
1313 /* this has to be done after we translate the coordinates.
1314 */
1315 if(op->nrof && !(flag & INS_NO_MERGE)) {
1316 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1317 if (CAN_MERGE(op,tmp)) {
1318 op->nrof+=tmp->nrof;
1319 remove_ob(tmp);
1320 free_object(tmp);
1321 }
1322 }
1323
1324 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1325 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1326 if (!QUERY_FLAG(op, FLAG_ALIVE))
1327 CLEAR_FLAG(op, FLAG_NO_STEAL);
1328
1329 if (flag & INS_BELOW_ORIGINATOR) {
1330 if (originator->map != op->map || originator->x != op->x ||
1331 originator->y != op->y) {
1332 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1333 abort();
1334 }
1335 op->above = originator;
1336 op->below = originator->below;
1337 if (op->below) op->below->above = op;
1338 else SET_MAP_OB(op->map, op->x, op->y, op);
1339 /* since *below* originator, no need to update top */
1340 originator->below = op;
1341 } else {
1342 /* If there are other objects, then */
1343 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1344 object *last=NULL;
1345 /*
1346 * If there are multiple objects on this space, we do some trickier handling.
1347 * We've already dealt with merging if appropriate.
1348 * Generally, we want to put the new object on top. But if
1349 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1350 * floor, we want to insert above that and no further.
1351 * Also, if there are spell objects on this space, we stop processing
1352 * once we get to them. This reduces the need to traverse over all of
1353 * them when adding another one - this saves quite a bit of cpu time
1354 * when lots of spells are cast in one area. Currently, it is presumed
1355 * that flying non pickable objects are spell objects.
1356 */
1357
1358 while (top != NULL) {
1359 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1360 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1361 if (QUERY_FLAG(top, FLAG_NO_PICK)
1362 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1363 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1364 {
1365 /* We insert above top, so we want this object below this */
1366 top=top->below;
1367 break;
1368 }
1369 last = top;
1370 top = top->above;
1371 }
1372 /* Don't want top to be NULL, so set it to the last valid object */
1373 top = last;
1374
1375 /* We let update_position deal with figuring out what the space
1376 * looks like instead of lots of conditions here.
1377 * makes things faster, and effectively the same result.
1378 */
1379
1380 /* Have object 'fall below' other objects that block view.
1381 * Unless those objects are exits, type 66
1382 * If INS_ON_TOP is used, don't do this processing
1383 * Need to find the object that in fact blocks view, otherwise
1384 * stacking is a bit odd.
1385 */
1386 if (!(flag & INS_ON_TOP) &&
1387 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1388 (op->face && !op->face->visibility)) {
1389 for (last=top; last != floor; last=last->below)
1390 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1391 /* Check to see if we found the object that blocks view,
1392 * and make sure we have a below pointer for it so that
1393 * we can get inserted below this one, which requires we
1394 * set top to the object below us.
1395 */
1396 if (last && last->below && last != floor) top=last->below;
1397 }
1398 } /* If objects on this space */
1399 if (flag & INS_MAP_LOAD)
1400 top = GET_MAP_TOP(op->map,op->x,op->y);
1401 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1402
1403 /* Top is the object that our object (op) is going to get inserted above.
1404 */
1405
1406 /* First object on this space */
1407 if (!top) {
1408 op->above = GET_MAP_OB(op->map, op->x, op->y);
1409 if (op->above) op->above->below = op;
1410 op->below = NULL;
1411 SET_MAP_OB(op->map, op->x, op->y, op);
1412 } else { /* get inserted into the stack above top */
1413 op->above = top->above;
1414 if (op->above) op->above->below = op;
1415 op->below = top;
1416 top->above = op;
1417 }
1418 if (op->above==NULL)
1419 SET_MAP_TOP(op->map,op->x, op->y, op);
1420 } /* else not INS_BELOW_ORIGINATOR */
1421
1422 if(op->type==PLAYER)
1423 op->contr->do_los=1;
1424
1425 /* If we have a floor, we know the player, if any, will be above
1426 * it, so save a few ticks and start from there.
1427 */
1428 if (!(flag & INS_MAP_LOAD))
1429 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1430 if (tmp->type == PLAYER)
1431 tmp->contr->socket.update_look=1;
1432 }
1433
1434 /* If this object glows, it may affect lighting conditions that are
1435 * visible to others on this map. But update_all_los is really
1436 * an inefficient way to do this, as it means los for all players
1437 * on the map will get recalculated. The players could very well
1438 * be far away from this change and not affected in any way -
1439 * this should get redone to only look for players within range,
1440 * or just updating the P_NEED_UPDATE for spaces within this area
1441 * of effect may be sufficient.
1442 */
1443 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1444 update_all_los(op->map, op->x, op->y);
1445
1446
1447 /* updates flags (blocked, alive, no magic, etc) for this map space */
1448 update_object(op,UP_OBJ_INSERT);
1449
1450
1451 /* Don't know if moving this to the end will break anything. However,
1452 * we want to have update_look set above before calling this.
1453 *
1454 * check_move_on() must be after this because code called from
1455 * check_move_on() depends on correct map flags (so functions like
1456 * blocked() and wall() work properly), and these flags are updated by
1457 * update_object().
1458 */
1459
1460 /* if this is not the head or flag has been passed, don't check walk on status */
1461
1462 if (!(flag & INS_NO_WALK_ON) && !op->head) {
1463 if (check_move_on(op, originator))
1464 return NULL;
1465
1466 /* If we are a multi part object, lets work our way through the check 1542 /* If we are a multi part object, lets work our way through the check
1467 * walk on's. 1543 * walk on's.
1468 */ 1544 */
1469 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1545 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1470 if (check_move_on (tmp, originator)) 1546 if (check_move_on (tmp, originator))
1471 return NULL; 1547 return NULL;
1472 } 1548 }
1549
1473 return op; 1550 return op;
1474} 1551}
1475 1552
1476/* this function inserts an object in the map, but if it 1553/* this function inserts an object in the map, but if it
1477 * finds an object of its own type, it'll remove that one first. 1554 * finds an object of its own type, it'll remove that one first.
1478 * op is the object to insert it under: supplies x and the map. 1555 * op is the object to insert it under: supplies x and the map.
1479 */ 1556 */
1557void
1480void replace_insert_ob_in_map(const char *arch_string, object *op) { 1558replace_insert_ob_in_map (const char *arch_string, object *op)
1559{
1481 object *tmp; 1560 object *
1482 object *tmp1; 1561 tmp;
1562 object *
1563 tmp1;
1483 1564
1484 /* first search for itself and remove any old instances */ 1565 /* first search for itself and remove any old instances */
1485 1566
1486 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1567 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1568 {
1487 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1569 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1570 {
1488 remove_ob(tmp); 1571 remove_ob (tmp);
1489 free_object(tmp); 1572 free_object (tmp);
1490 } 1573 }
1491 } 1574 }
1492 1575
1493 tmp1=arch_to_object(find_archetype(arch_string)); 1576 tmp1 = arch_to_object (archetype::find (arch_string));
1494 1577
1495 1578 tmp1->x = op->x;
1496 tmp1->x = op->x; tmp1->y = op->y; 1579 tmp1->y = op->y;
1497 insert_ob_in_map(tmp1,op->map,op,0); 1580 insert_ob_in_map (tmp1, op->map, op, 0);
1498} 1581}
1499 1582
1500/* 1583/*
1501 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1584 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1502 * is returned contains nr objects, and the remaining parts contains 1585 * is returned contains nr objects, and the remaining parts contains
1503 * the rest (or is removed and freed if that number is 0). 1586 * the rest (or is removed and freed if that number is 0).
1504 * On failure, NULL is returned, and the reason put into the 1587 * On failure, NULL is returned, and the reason put into the
1505 * global static errmsg array. 1588 * global static errmsg array.
1506 */ 1589 */
1507 1590
1591object *
1508object *get_split_ob(object *orig_ob, uint32 nr) { 1592get_split_ob (object *orig_ob, uint32 nr)
1509 object *newob; 1593{
1594 object *
1595 newob;
1596 int
1510 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1597 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1511 1598
1512 if(orig_ob->nrof<nr) { 1599 if (orig_ob->nrof < nr)
1513 sprintf(errmsg,"There are only %d %ss.", 1600 {
1514 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1601 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1515 return NULL; 1602 return NULL;
1516 } 1603 }
1604
1517 newob = object_create_clone(orig_ob); 1605 newob = object_create_clone (orig_ob);
1606
1518 if((orig_ob->nrof-=nr)<1) { 1607 if ((orig_ob->nrof -= nr) < 1)
1608 {
1519 if ( ! is_removed) 1609 if (!is_removed)
1520 remove_ob(orig_ob); 1610 remove_ob (orig_ob);
1521 free_object2(orig_ob, 1); 1611 free_object2 (orig_ob, 1);
1522 } 1612 }
1523 else if ( ! is_removed) { 1613 else if (!is_removed)
1614 {
1524 if(orig_ob->env!=NULL) 1615 if (orig_ob->env != NULL)
1525 sub_weight (orig_ob->env,orig_ob->weight*nr); 1616 sub_weight (orig_ob->env, orig_ob->weight * nr);
1526 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1617 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1618 {
1527 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1619 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1528 LOG(llevDebug,
1529 "Error, Tried to split object whose map is not in memory.\n"); 1620 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1530 return NULL; 1621 return NULL;
1531 } 1622 }
1532 } 1623 }
1624
1533 newob->nrof=nr; 1625 newob->nrof = nr;
1534 1626
1535 return newob; 1627 return newob;
1536} 1628}
1537 1629
1538/* 1630/*
1539 * decrease_ob_nr(object, number) decreases a specified number from 1631 * decrease_ob_nr(object, number) decreases a specified number from
1540 * the amount of an object. If the amount reaches 0, the object 1632 * the amount of an object. If the amount reaches 0, the object
1541 * is subsequently removed and freed. 1633 * is subsequently removed and freed.
1542 * 1634 *
1543 * Return value: 'op' if something is left, NULL if the amount reached 0 1635 * Return value: 'op' if something is left, NULL if the amount reached 0
1544 */ 1636 */
1545 1637
1638object *
1546object *decrease_ob_nr (object *op, uint32 i) 1639decrease_ob_nr (object *op, uint32 i)
1547{ 1640{
1548 object *tmp; 1641 object *tmp;
1549 player *pl; 1642 player *pl;
1550 1643
1551 if (i == 0) /* objects with op->nrof require this check */ 1644 if (i == 0) /* objects with op->nrof require this check */
1552 return op; 1645 return op;
1553 1646
1554 if (i > op->nrof) 1647 if (i > op->nrof)
1555 i = op->nrof; 1648 i = op->nrof;
1556 1649
1557 if (QUERY_FLAG (op, FLAG_REMOVED)) 1650 if (QUERY_FLAG (op, FLAG_REMOVED))
1651 op->nrof -= i;
1652 else if (op->env != NULL)
1653 {
1654 /* is this object in the players inventory, or sub container
1655 * therein?
1656 */
1657 tmp = is_player_inv (op->env);
1658 /* nope. Is this a container the player has opened?
1659 * If so, set tmp to that player.
1660 * IMO, searching through all the players will mostly
1661 * likely be quicker than following op->env to the map,
1662 * and then searching the map for a player.
1663 */
1664 if (!tmp)
1665 {
1666 for (pl = first_player; pl; pl = pl->next)
1667 if (pl->ob->container == op->env)
1668 break;
1669 if (pl)
1670 tmp = pl->ob;
1671 else
1672 tmp = NULL;
1673 }
1674
1675 if (i < op->nrof)
1676 {
1677 sub_weight (op->env, op->weight * i);
1678 op->nrof -= i;
1679 if (tmp)
1680 {
1681 esrv_send_item (tmp, op);
1682 }
1683 }
1684 else
1685 {
1686 remove_ob (op);
1687 op->nrof = 0;
1688 if (tmp)
1689 {
1690 esrv_del_item (tmp->contr, op->count);
1691 }
1692 }
1558 { 1693 }
1694 else
1695 {
1696 object *above = op->above;
1697
1698 if (i < op->nrof)
1559 op->nrof -= i; 1699 op->nrof -= i;
1560 } 1700 else
1561 else if (op->env != NULL)
1562 {
1563 /* is this object in the players inventory, or sub container
1564 * therein?
1565 */
1566 tmp = is_player_inv (op->env);
1567 /* nope. Is this a container the player has opened?
1568 * If so, set tmp to that player.
1569 * IMO, searching through all the players will mostly
1570 * likely be quicker than following op->env to the map,
1571 * and then searching the map for a player.
1572 */
1573 if (!tmp) {
1574 for (pl=first_player; pl; pl=pl->next)
1575 if (pl->ob->container == op->env) break;
1576 if (pl) tmp=pl->ob;
1577 else tmp=NULL;
1578 } 1701 {
1579
1580 if (i < op->nrof) {
1581 sub_weight (op->env, op->weight * i);
1582 op->nrof -= i;
1583 if (tmp) {
1584 esrv_send_item(tmp, op);
1585 }
1586 } else {
1587 remove_ob (op); 1702 remove_ob (op);
1588 op->nrof = 0; 1703 op->nrof = 0;
1589 if (tmp) {
1590 esrv_del_item(tmp->contr, op->count);
1591 } 1704 }
1592 }
1593 }
1594 else
1595 {
1596 object *above = op->above;
1597 1705
1598 if (i < op->nrof) {
1599 op->nrof -= i;
1600 } else {
1601 remove_ob (op);
1602 op->nrof = 0;
1603 }
1604 /* Since we just removed op, op->above is null */ 1706 /* Since we just removed op, op->above is null */
1605 for (tmp = above; tmp != NULL; tmp = tmp->above) 1707 for (tmp = above; tmp != NULL; tmp = tmp->above)
1606 if (tmp->type == PLAYER) { 1708 if (tmp->type == PLAYER)
1709 {
1607 if (op->nrof) 1710 if (op->nrof)
1608 esrv_send_item(tmp, op); 1711 esrv_send_item (tmp, op);
1609 else 1712 else
1610 esrv_del_item(tmp->contr, op->count); 1713 esrv_del_item (tmp->contr, op->count);
1611 } 1714 }
1612 } 1715 }
1613 1716
1614 if (op->nrof) { 1717 if (op->nrof)
1615 return op; 1718 return op;
1616 } else { 1719 else
1720 {
1617 free_object (op); 1721 free_object (op);
1618 return NULL; 1722 return NULL;
1619 } 1723 }
1620} 1724}
1621 1725
1622/* 1726/*
1623 * add_weight(object, weight) adds the specified weight to an object, 1727 * add_weight(object, weight) adds the specified weight to an object,
1624 * and also updates how much the environment(s) is/are carrying. 1728 * and also updates how much the environment(s) is/are carrying.
1625 */ 1729 */
1626 1730
1731void
1627void add_weight (object *op, signed long weight) { 1732add_weight (object *op, signed long weight)
1733{
1628 while (op!=NULL) { 1734 while (op != NULL)
1735 {
1629 if (op->type == CONTAINER) { 1736 if (op->type == CONTAINER)
1630 weight=(signed long)(weight*(100-op->stats.Str)/100); 1737 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1631 } 1738
1632 op->carrying+=weight; 1739 op->carrying += weight;
1633 op=op->env; 1740 op = op->env;
1634 } 1741 }
1635} 1742}
1636 1743
1637/* 1744/*
1638 * insert_ob_in_ob(op,environment): 1745 * insert_ob_in_ob(op,environment):
1639 * This function inserts the object op in the linked list 1746 * This function inserts the object op in the linked list
1646 * 1753 *
1647 * The function returns now pointer to inserted item, and return value can 1754 * The function returns now pointer to inserted item, and return value can
1648 * be != op, if items are merged. -Tero 1755 * be != op, if items are merged. -Tero
1649 */ 1756 */
1650 1757
1758object *
1651object *insert_ob_in_ob(object *op,object *where) { 1759insert_ob_in_ob (object *op, object *where)
1652 object *tmp, *otmp; 1760{
1761 object *
1762 tmp, *
1763 otmp;
1653 1764
1654 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1765 if (!QUERY_FLAG (op, FLAG_REMOVED))
1655 dump_object(op); 1766 {
1767 char *dump = dump_object (op);
1656 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1768 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", dump);
1769 free (dump);
1657 return op; 1770 return op;
1658 } 1771 }
1772
1659 if(where==NULL) { 1773 if (where == NULL)
1660 dump_object(op); 1774 {
1775 char *dump = dump_object (op);
1661 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg); 1776 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1777 free (dump);
1662 return op; 1778 return op;
1663 } 1779 }
1780
1664 if (where->head) { 1781 if (where->head)
1665 LOG(llevDebug, 1782 {
1666 "Warning: Tried to insert object wrong part of multipart object.\n"); 1783 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1667 where = where->head; 1784 where = where->head;
1668 } 1785 }
1786
1669 if (op->more) { 1787 if (op->more)
1788 {
1670 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1789 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1671 &op->name, op->count);
1672 return op; 1790 return op;
1673 } 1791 }
1792
1674 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1793 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1675 CLEAR_FLAG(op, FLAG_REMOVED); 1794 CLEAR_FLAG (op, FLAG_REMOVED);
1676 if(op->nrof) { 1795 if (op->nrof)
1796 {
1677 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1797 for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1678 if ( CAN_MERGE(tmp,op) ) { 1798 if (CAN_MERGE (tmp, op))
1799 {
1679 /* return the original object and remove inserted object 1800 /* return the original object and remove inserted object
1680 (client needs the original object) */ 1801 (client needs the original object) */
1681 tmp->nrof += op->nrof; 1802 tmp->nrof += op->nrof;
1682 /* Weight handling gets pretty funky. Since we are adding to 1803 /* Weight handling gets pretty funky. Since we are adding to
1683 * tmp->nrof, we need to increase the weight. 1804 * tmp->nrof, we need to increase the weight.
1684 */ 1805 */
1685 add_weight (where, op->weight*op->nrof); 1806 add_weight (where, op->weight * op->nrof);
1686 SET_FLAG(op, FLAG_REMOVED); 1807 SET_FLAG (op, FLAG_REMOVED);
1687 free_object(op); /* free the inserted object */ 1808 free_object (op); /* free the inserted object */
1688 op = tmp; 1809 op = tmp;
1689 remove_ob (op); /* and fix old object's links */ 1810 remove_ob (op); /* and fix old object's links */
1690 CLEAR_FLAG(op, FLAG_REMOVED); 1811 CLEAR_FLAG (op, FLAG_REMOVED);
1691 break; 1812 break;
1692 } 1813 }
1693 1814
1694 /* I assume combined objects have no inventory 1815 /* I assume combined objects have no inventory
1695 * We add the weight - this object could have just been removed 1816 * We add the weight - this object could have just been removed
1696 * (if it was possible to merge). calling remove_ob will subtract 1817 * (if it was possible to merge). calling remove_ob will subtract
1697 * the weight, so we need to add it in again, since we actually do 1818 * the weight, so we need to add it in again, since we actually do
1698 * the linking below 1819 * the linking below
1699 */ 1820 */
1700 add_weight (where, op->weight*op->nrof); 1821 add_weight (where, op->weight * op->nrof);
1822 }
1701 } else 1823 else
1702 add_weight (where, (op->weight+op->carrying)); 1824 add_weight (where, (op->weight + op->carrying));
1703 1825
1704 otmp=is_player_inv(where); 1826 otmp = is_player_inv (where);
1705 if (otmp&&otmp->contr!=NULL) { 1827 if (otmp && otmp->contr != NULL)
1828 {
1706 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1829 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1707 fix_player(otmp); 1830 fix_player (otmp);
1708 } 1831 }
1709 1832
1710 op->map=NULL; 1833 op->map = NULL;
1711 op->env=where; 1834 op->env = where;
1712 op->above=NULL; 1835 op->above = NULL;
1713 op->below=NULL; 1836 op->below = NULL;
1714 op->x=0,op->y=0; 1837 op->x = 0, op->y = 0;
1715 1838
1716 /* reset the light list and los of the players on the map */ 1839 /* reset the light list and los of the players on the map */
1717 if((op->glow_radius!=0)&&where->map) 1840 if ((op->glow_radius != 0) && where->map)
1718 { 1841 {
1719#ifdef DEBUG_LIGHTS 1842#ifdef DEBUG_LIGHTS
1720 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1843 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1721 op->name);
1722#endif /* DEBUG_LIGHTS */ 1844#endif /* DEBUG_LIGHTS */
1845 if (MAP_DARKNESS (where->map))
1723 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1846 update_all_los (where->map, where->x, where->y);
1724 } 1847 }
1725 1848
1726 /* Client has no idea of ordering so lets not bother ordering it here. 1849 /* Client has no idea of ordering so lets not bother ordering it here.
1727 * It sure simplifies this function... 1850 * It sure simplifies this function...
1728 */ 1851 */
1729 if (where->inv==NULL) 1852 if (where->inv == NULL)
1730 where->inv=op; 1853 where->inv = op;
1731 else { 1854 else
1855 {
1732 op->below = where->inv; 1856 op->below = where->inv;
1733 op->below->above = op; 1857 op->below->above = op;
1734 where->inv = op; 1858 where->inv = op;
1735 } 1859 }
1736 return op; 1860 return op;
1737} 1861}
1738 1862
1739/* 1863/*
1740 * Checks if any objects has a move_type that matches objects 1864 * Checks if any objects has a move_type that matches objects
1755 * MSW 2001-07-08: Check all objects on space, not just those below 1879 * MSW 2001-07-08: Check all objects on space, not just those below
1756 * object being inserted. insert_ob_in_map may not put new objects 1880 * object being inserted. insert_ob_in_map may not put new objects
1757 * on top. 1881 * on top.
1758 */ 1882 */
1759 1883
1884int
1760int check_move_on (object *op, object *originator) 1885check_move_on (object *op, object *originator)
1761{ 1886{
1762 object *tmp; 1887 object *tmp;
1763 tag_t tag;
1764 mapstruct *m=op->map; 1888 maptile *m = op->map;
1765 int x=op->x, y=op->y; 1889 int x = op->x, y = op->y;
1890
1766 MoveType move_on, move_slow, move_block; 1891 MoveType move_on, move_slow, move_block;
1767 1892
1768 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1893 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1769 return 0; 1894 return 0;
1770 1895
1771 tag = op->count;
1772
1773 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1896 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1774 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1897 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1775 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1898 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1776 1899
1777 /* if nothing on this space will slow op down or be applied, 1900 /* if nothing on this space will slow op down or be applied,
1778 * no need to do checking below. have to make sure move_type 1901 * no need to do checking below. have to make sure move_type
1779 * is set, as lots of objects don't have it set - we treat that 1902 * is set, as lots of objects don't have it set - we treat that
1780 * as walking. 1903 * as walking.
1781 */ 1904 */
1782 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1905 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1783 return 0; 1906 return 0;
1784 1907
1785 /* This is basically inverse logic of that below - basically, 1908 /* This is basically inverse logic of that below - basically,
1786 * if the object can avoid the move on or slow move, they do so, 1909 * if the object can avoid the move on or slow move, they do so,
1787 * but can't do it if the alternate movement they are using is 1910 * but can't do it if the alternate movement they are using is
1788 * blocked. Logic on this seems confusing, but does seem correct. 1911 * blocked. Logic on this seems confusing, but does seem correct.
1789 */ 1912 */
1790 if ((op->move_type & ~move_on & ~move_block) != 0 && 1913 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1791 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1914 return 0;
1792 1915
1793 /* The objects have to be checked from top to bottom. 1916 /* The objects have to be checked from top to bottom.
1794 * Hence, we first go to the top: 1917 * Hence, we first go to the top:
1795 */ 1918 */
1796 1919
1797 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1920 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1798 tmp->above!=NULL; tmp=tmp->above) { 1921 {
1799 /* Trim the search when we find the first other spell effect 1922 /* Trim the search when we find the first other spell effect
1800 * this helps performance so that if a space has 50 spell objects, 1923 * this helps performance so that if a space has 50 spell objects,
1801 * we don't need to check all of them. 1924 * we don't need to check all of them.
1802 */ 1925 */
1803 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1926 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1927 break;
1928 }
1929
1930 for (; tmp; tmp = tmp->below)
1804 } 1931 {
1805 for(;tmp!=NULL; tmp=tmp->below) { 1932 if (tmp == op)
1806 if (tmp == op) continue; /* Can't apply yourself */ 1933 continue; /* Can't apply yourself */
1807 1934
1808 /* Check to see if one of the movement types should be slowed down. 1935 /* Check to see if one of the movement types should be slowed down.
1809 * Second check makes sure that the movement types not being slowed 1936 * Second check makes sure that the movement types not being slowed
1810 * (~slow_move) is not blocked on this space - just because the 1937 * (~slow_move) is not blocked on this space - just because the
1811 * space doesn't slow down swimming (for example), if you can't actually 1938 * space doesn't slow down swimming (for example), if you can't actually
1812 * swim on that space, can't use it to avoid the penalty. 1939 * swim on that space, can't use it to avoid the penalty.
1813 */ 1940 */
1814 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1941 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1942 {
1815 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1943 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1816 ((op->move_type & tmp->move_slow) &&
1817 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1944 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1945 {
1818 1946
1819 float diff; 1947 float
1820
1821 diff = tmp->move_slow_penalty*FABS(op->speed); 1948 diff = tmp->move_slow_penalty * FABS (op->speed);
1949
1822 if (op->type == PLAYER) { 1950 if (op->type == PLAYER)
1823 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1951 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1824 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1952 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1825 diff /= 4.0; 1953 diff /= 4.0;
1826 } 1954
1827 }
1828 op->speed_left -= diff; 1955 op->speed_left -= diff;
1829 } 1956 }
1830 } 1957 }
1831 1958
1832 /* Basically same logic as above, except now for actual apply. */ 1959 /* Basically same logic as above, except now for actual apply. */
1833 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1960 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1834 ((op->move_type & tmp->move_on) &&
1835 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1961 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1836 1962 {
1837 move_apply(tmp, op, originator); 1963 move_apply (tmp, op, originator);
1964
1838 if (was_destroyed (op, tag)) 1965 if (op->destroyed ())
1839 return 1; 1966 return 1;
1840 1967
1841 /* what the person/creature stepped onto has moved the object 1968 /* what the person/creature stepped onto has moved the object
1842 * someplace new. Don't process any further - if we did, 1969 * someplace new. Don't process any further - if we did,
1843 * have a feeling strange problems would result. 1970 * have a feeling strange problems would result.
1844 */ 1971 */
1845 if (op->map != m || op->x != x || op->y != y) return 0; 1972 if (op->map != m || op->x != x || op->y != y)
1973 return 0;
1846 } 1974 }
1847 } 1975 }
1976
1848 return 0; 1977 return 0;
1849} 1978}
1850 1979
1851/* 1980/*
1852 * present_arch(arch, map, x, y) searches for any objects with 1981 * present_arch(arch, map, x, y) searches for any objects with
1853 * a matching archetype at the given map and coordinates. 1982 * a matching archetype at the given map and coordinates.
1854 * The first matching object is returned, or NULL if none. 1983 * The first matching object is returned, or NULL if none.
1855 */ 1984 */
1856 1985
1986object *
1857object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1987present_arch (const archetype *at, maptile *m, int x, int y)
1988{
1858 object *tmp; 1989 object *
1990 tmp;
1991
1859 if(m==NULL || out_of_map(m,x,y)) { 1992 if (m == NULL || out_of_map (m, x, y))
1993 {
1860 LOG(llevError,"Present_arch called outside map.\n"); 1994 LOG (llevError, "Present_arch called outside map.\n");
1861 return NULL; 1995 return NULL;
1862 } 1996 }
1863 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1997 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1864 if(tmp->arch == at) 1998 if (tmp->arch == at)
1865 return tmp; 1999 return tmp;
1866 return NULL; 2000 return NULL;
1867} 2001}
1868 2002
1869/* 2003/*
1870 * present(type, map, x, y) searches for any objects with 2004 * present(type, map, x, y) searches for any objects with
1871 * a matching type variable at the given map and coordinates. 2005 * a matching type variable at the given map and coordinates.
1872 * The first matching object is returned, or NULL if none. 2006 * The first matching object is returned, or NULL if none.
1873 */ 2007 */
1874 2008
2009object *
1875object *present(unsigned char type,mapstruct *m, int x,int y) { 2010present (unsigned char type, maptile *m, int x, int y)
2011{
1876 object *tmp; 2012 object *
2013 tmp;
2014
1877 if(out_of_map(m,x,y)) { 2015 if (out_of_map (m, x, y))
2016 {
1878 LOG(llevError,"Present called outside map.\n"); 2017 LOG (llevError, "Present called outside map.\n");
1879 return NULL; 2018 return NULL;
1880 } 2019 }
1881 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 2020 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1882 if(tmp->type==type) 2021 if (tmp->type == type)
1883 return tmp; 2022 return tmp;
1884 return NULL; 2023 return NULL;
1885} 2024}
1886 2025
1887/* 2026/*
1888 * present_in_ob(type, object) searches for any objects with 2027 * present_in_ob(type, object) searches for any objects with
1889 * a matching type variable in the inventory of the given object. 2028 * a matching type variable in the inventory of the given object.
1890 * The first matching object is returned, or NULL if none. 2029 * The first matching object is returned, or NULL if none.
1891 */ 2030 */
1892 2031
2032object *
1893object *present_in_ob(unsigned char type, const object *op) { 2033present_in_ob (unsigned char type, const object *op)
2034{
1894 object *tmp; 2035 object *
2036 tmp;
2037
1895 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2038 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1896 if(tmp->type==type) 2039 if (tmp->type == type)
1897 return tmp; 2040 return tmp;
1898 return NULL; 2041 return NULL;
1899} 2042}
1900 2043
1901/* 2044/*
1911 * the object name, not the archetype name. this is so that the 2054 * the object name, not the archetype name. this is so that the
1912 * spell code can use one object type (force), but change it's name 2055 * spell code can use one object type (force), but change it's name
1913 * to be unique. 2056 * to be unique.
1914 */ 2057 */
1915 2058
2059object *
1916object *present_in_ob_by_name(int type, const char *str, const object *op) { 2060present_in_ob_by_name (int type, const char *str, const object *op)
2061{
1917 object *tmp; 2062 object *
2063 tmp;
1918 2064
1919 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2065 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2066 {
1920 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2067 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1921 return tmp; 2068 return tmp;
1922 } 2069 }
1923 return NULL; 2070 return NULL;
1924} 2071}
1925 2072
1926/* 2073/*
1927 * present_arch_in_ob(archetype, object) searches for any objects with 2074 * present_arch_in_ob(archetype, object) searches for any objects with
1928 * a matching archetype in the inventory of the given object. 2075 * a matching archetype in the inventory of the given object.
1929 * The first matching object is returned, or NULL if none. 2076 * The first matching object is returned, or NULL if none.
1930 */ 2077 */
1931 2078
2079object *
1932object *present_arch_in_ob(const archetype *at, const object *op) { 2080present_arch_in_ob (const archetype *at, const object *op)
2081{
1933 object *tmp; 2082 object *
2083 tmp;
2084
1934 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2085 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1935 if( tmp->arch == at) 2086 if (tmp->arch == at)
1936 return tmp; 2087 return tmp;
1937 return NULL; 2088 return NULL;
1938} 2089}
1939 2090
1940/* 2091/*
1941 * activate recursively a flag on an object inventory 2092 * activate recursively a flag on an object inventory
1942 */ 2093 */
2094void
1943void flag_inv(object*op, int flag){ 2095flag_inv (object *op, int flag)
2096{
1944 object *tmp; 2097 object *
2098 tmp;
2099
1945 if(op->inv) 2100 if (op->inv)
1946 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2101 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2102 {
1947 SET_FLAG(tmp, flag); 2103 SET_FLAG (tmp, flag);
1948 flag_inv(tmp,flag); 2104 flag_inv (tmp, flag);
1949 } 2105 }
1950}/* 2106} /*
1951 * desactivate recursively a flag on an object inventory 2107 * desactivate recursively a flag on an object inventory
1952 */ 2108 */
2109void
1953void unflag_inv(object*op, int flag){ 2110unflag_inv (object *op, int flag)
2111{
1954 object *tmp; 2112 object *
2113 tmp;
2114
1955 if(op->inv) 2115 if (op->inv)
1956 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2116 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2117 {
1957 CLEAR_FLAG(tmp, flag); 2118 CLEAR_FLAG (tmp, flag);
1958 unflag_inv(tmp,flag); 2119 unflag_inv (tmp, flag);
1959 } 2120 }
1960} 2121}
1961 2122
1962/* 2123/*
1963 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2124 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1964 * all it's inventory (recursively). 2125 * all it's inventory (recursively).
1965 * If checksums are used, a player will get set_cheat called for 2126 * If checksums are used, a player will get set_cheat called for
1966 * him/her-self and all object carried by a call to this function. 2127 * him/her-self and all object carried by a call to this function.
1967 */ 2128 */
1968 2129
2130void
1969void set_cheat(object *op) { 2131set_cheat (object *op)
2132{
1970 SET_FLAG(op, FLAG_WAS_WIZ); 2133 SET_FLAG (op, FLAG_WAS_WIZ);
1971 flag_inv(op, FLAG_WAS_WIZ); 2134 flag_inv (op, FLAG_WAS_WIZ);
1972} 2135}
1973 2136
1974/* 2137/*
1975 * find_free_spot(object, map, x, y, start, stop) will search for 2138 * find_free_spot(object, map, x, y, start, stop) will search for
1976 * a spot at the given map and coordinates which will be able to contain 2139 * a spot at the given map and coordinates which will be able to contain
1991 * to know if the space in question will block the object. We can't use 2154 * to know if the space in question will block the object. We can't use
1992 * the archetype because that isn't correct if the monster has been 2155 * the archetype because that isn't correct if the monster has been
1993 * customized, changed states, etc. 2156 * customized, changed states, etc.
1994 */ 2157 */
1995 2158
2159int
1996int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2160find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2161{
2162 int
2163 i,
1997 int i,index=0, flag; 2164 index = 0, flag;
2165 static int
1998 static int altern[SIZEOFFREE]; 2166 altern[SIZEOFFREE];
1999 2167
2000 for(i=start;i<stop;i++) { 2168 for (i = start; i < stop; i++)
2169 {
2001 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2170 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2002 if(!flag) 2171 if (!flag)
2003 altern[index++]=i; 2172 altern[index++] = i;
2004 2173
2005 /* Basically, if we find a wall on a space, we cut down the search size. 2174 /* Basically, if we find a wall on a space, we cut down the search size.
2006 * In this way, we won't return spaces that are on another side of a wall. 2175 * In this way, we won't return spaces that are on another side of a wall.
2007 * This mostly work, but it cuts down the search size in all directions - 2176 * This mostly work, but it cuts down the search size in all directions -
2008 * if the space being examined only has a wall to the north and empty 2177 * if the space being examined only has a wall to the north and empty
2009 * spaces in all the other directions, this will reduce the search space 2178 * spaces in all the other directions, this will reduce the search space
2010 * to only the spaces immediately surrounding the target area, and 2179 * to only the spaces immediately surrounding the target area, and
2011 * won't look 2 spaces south of the target space. 2180 * won't look 2 spaces south of the target space.
2012 */ 2181 */
2013 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2182 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2014 stop=maxfree[i]; 2183 stop = maxfree[i];
2015 } 2184 }
2016 if(!index) return -1; 2185 if (!index)
2186 return -1;
2017 return altern[RANDOM()%index]; 2187 return altern[RANDOM () % index];
2018} 2188}
2019 2189
2020/* 2190/*
2021 * find_first_free_spot(archetype, mapstruct, x, y) works like 2191 * find_first_free_spot(archetype, maptile, x, y) works like
2022 * find_free_spot(), but it will search max number of squares. 2192 * find_free_spot(), but it will search max number of squares.
2023 * But it will return the first available spot, not a random choice. 2193 * But it will return the first available spot, not a random choice.
2024 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2194 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2025 */ 2195 */
2026 2196
2197int
2027int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2198find_first_free_spot (const object *ob, maptile *m, int x, int y)
2199{
2200 int
2028 int i; 2201 i;
2202
2029 for(i=0;i<SIZEOFFREE;i++) { 2203 for (i = 0; i < SIZEOFFREE; i++)
2204 {
2030 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2205 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2031 return i; 2206 return i;
2032 } 2207 }
2033 return -1; 2208 return -1;
2034} 2209}
2035 2210
2036/* 2211/*
2037 * The function permute(arr, begin, end) randomly reorders the array 2212 * The function permute(arr, begin, end) randomly reorders the array
2038 * arr[begin..end-1]. 2213 * arr[begin..end-1].
2039 */ 2214 */
2215static void
2040static void permute(int *arr, int begin, int end) 2216permute (int *arr, int begin, int end)
2041{ 2217{
2042 int i, j, tmp, len; 2218 int
2219 i,
2220 j,
2221 tmp,
2222 len;
2043 2223
2044 len = end-begin; 2224 len = end - begin;
2045 for(i = begin; i < end; i++) 2225 for (i = begin; i < end; i++)
2046 { 2226 {
2047 j = begin+RANDOM()%len; 2227 j = begin + RANDOM () % len;
2048 2228
2049 tmp = arr[i]; 2229 tmp = arr[i];
2050 arr[i] = arr[j]; 2230 arr[i] = arr[j];
2051 arr[j] = tmp; 2231 arr[j] = tmp;
2052 } 2232 }
2053} 2233}
2054 2234
2055/* new function to make monster searching more efficient, and effective! 2235/* new function to make monster searching more efficient, and effective!
2056 * This basically returns a randomized array (in the passed pointer) of 2236 * This basically returns a randomized array (in the passed pointer) of
2057 * the spaces to find monsters. In this way, it won't always look for 2237 * the spaces to find monsters. In this way, it won't always look for
2058 * monsters to the north first. However, the size of the array passed 2238 * monsters to the north first. However, the size of the array passed
2059 * covers all the spaces, so within that size, all the spaces within 2239 * covers all the spaces, so within that size, all the spaces within
2060 * the 3x3 area will be searched, just not in a predictable order. 2240 * the 3x3 area will be searched, just not in a predictable order.
2061 */ 2241 */
2242void
2062void get_search_arr(int *search_arr) 2243get_search_arr (int *search_arr)
2063{ 2244{
2245 int
2064 int i; 2246 i;
2065 2247
2066 for(i = 0; i < SIZEOFFREE; i++) 2248 for (i = 0; i < SIZEOFFREE; i++)
2067 { 2249 {
2068 search_arr[i] = i; 2250 search_arr[i] = i;
2069 } 2251 }
2070 2252
2071 permute(search_arr, 1, SIZEOFFREE1+1); 2253 permute (search_arr, 1, SIZEOFFREE1 + 1);
2072 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2254 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2073 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2255 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2074} 2256}
2075 2257
2076/* 2258/*
2077 * find_dir(map, x, y, exclude) will search some close squares in the 2259 * find_dir(map, x, y, exclude) will search some close squares in the
2078 * given map at the given coordinates for live objects. 2260 * given map at the given coordinates for live objects.
2084 * is actually want is going to try and move there. We need this info 2266 * is actually want is going to try and move there. We need this info
2085 * because we have to know what movement the thing looking to move 2267 * because we have to know what movement the thing looking to move
2086 * there is capable of. 2268 * there is capable of.
2087 */ 2269 */
2088 2270
2271int
2089int find_dir(mapstruct *m, int x, int y, object *exclude) { 2272find_dir (maptile *m, int x, int y, object *exclude)
2273{
2274 int
2275 i,
2090 int i,max=SIZEOFFREE, mflags; 2276 max = SIZEOFFREE, mflags;
2277
2091 sint16 nx, ny; 2278 sint16 nx, ny;
2092 object *tmp; 2279 object *
2093 mapstruct *mp; 2280 tmp;
2281 maptile *
2282 mp;
2283
2094 MoveType blocked, move_type; 2284 MoveType blocked, move_type;
2095 2285
2096 if (exclude && exclude->head) { 2286 if (exclude && exclude->head)
2287 {
2097 exclude = exclude->head; 2288 exclude = exclude->head;
2098 move_type = exclude->move_type; 2289 move_type = exclude->move_type;
2099 } else { 2290 }
2291 else
2292 {
2100 /* If we don't have anything, presume it can use all movement types. */ 2293 /* If we don't have anything, presume it can use all movement types. */
2101 move_type=MOVE_ALL; 2294 move_type = MOVE_ALL;
2295 }
2296
2297 for (i = 1; i < max; i++)
2102 } 2298 {
2103
2104 for(i=1;i<max;i++) {
2105 mp = m; 2299 mp = m;
2106 nx = x + freearr_x[i]; 2300 nx = x + freearr_x[i];
2107 ny = y + freearr_y[i]; 2301 ny = y + freearr_y[i];
2108 2302
2109 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2303 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2110 if (mflags & P_OUT_OF_MAP) { 2304 if (mflags & P_OUT_OF_MAP)
2305 {
2111 max = maxfree[i]; 2306 max = maxfree[i];
2307 }
2112 } else { 2308 else
2309 {
2113 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2310 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2114 2311
2115 if ((move_type & blocked) == move_type) { 2312 if ((move_type & blocked) == move_type)
2313 {
2116 max=maxfree[i]; 2314 max = maxfree[i];
2315 }
2117 } else if (mflags & P_IS_ALIVE) { 2316 else if (mflags & P_IS_ALIVE)
2317 {
2118 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2318 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2119 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2319 {
2120 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2320 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2321 {
2121 break; 2322 break;
2122 } 2323 }
2123 } 2324 }
2124 if(tmp) { 2325 if (tmp)
2326 {
2125 return freedir[i]; 2327 return freedir[i];
2126 } 2328 }
2127 } 2329 }
2128 } 2330 }
2129 } 2331 }
2130 return 0; 2332 return 0;
2131} 2333}
2132 2334
2133/* 2335/*
2134 * distance(object 1, object 2) will return the square of the 2336 * distance(object 1, object 2) will return the square of the
2135 * distance between the two given objects. 2337 * distance between the two given objects.
2136 */ 2338 */
2137 2339
2340int
2138int distance(const object *ob1, const object *ob2) { 2341distance (const object *ob1, const object *ob2)
2342{
2139 int i; 2343 int
2140 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2344 i;
2141 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2345
2346 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2142 return i; 2347 return i;
2143} 2348}
2144 2349
2145/* 2350/*
2146 * find_dir_2(delta-x,delta-y) will return a direction in which 2351 * find_dir_2(delta-x,delta-y) will return a direction in which
2147 * an object which has subtracted the x and y coordinates of another 2352 * an object which has subtracted the x and y coordinates of another
2148 * object, needs to travel toward it. 2353 * object, needs to travel toward it.
2149 */ 2354 */
2150 2355
2356int
2151int find_dir_2(int x, int y) { 2357find_dir_2 (int x, int y)
2358{
2152 int q; 2359 int
2360 q;
2153 2361
2154 if(y) 2362 if (y)
2155 q=x*100/y; 2363 q = x * 100 / y;
2156 else if (x) 2364 else if (x)
2157 q= -300*x; 2365 q = -300 * x;
2158 else 2366 else
2159 return 0; 2367 return 0;
2160 2368
2161 if(y>0) { 2369 if (y > 0)
2370 {
2162 if(q < -242) 2371 if (q < -242)
2163 return 3 ; 2372 return 3;
2164 if (q < -41) 2373 if (q < -41)
2165 return 2 ; 2374 return 2;
2166 if (q < 41) 2375 if (q < 41)
2167 return 1 ; 2376 return 1;
2168 if (q < 242) 2377 if (q < 242)
2169 return 8 ; 2378 return 8;
2170 return 7 ; 2379 return 7;
2171 } 2380 }
2172 2381
2173 if (q < -242) 2382 if (q < -242)
2174 return 7 ; 2383 return 7;
2175 if (q < -41) 2384 if (q < -41)
2176 return 6 ; 2385 return 6;
2177 if (q < 41) 2386 if (q < 41)
2178 return 5 ; 2387 return 5;
2179 if (q < 242) 2388 if (q < 242)
2180 return 4 ; 2389 return 4;
2181 2390
2182 return 3 ; 2391 return 3;
2183} 2392}
2184 2393
2185/* 2394/*
2186 * absdir(int): Returns a number between 1 and 8, which represent 2395 * absdir(int): Returns a number between 1 and 8, which represent
2187 * the "absolute" direction of a number (it actually takes care of 2396 * the "absolute" direction of a number (it actually takes care of
2188 * "overflow" in previous calculations of a direction). 2397 * "overflow" in previous calculations of a direction).
2189 */ 2398 */
2190 2399
2400int
2191int absdir(int d) { 2401absdir (int d)
2192 while(d<1) d+=8; 2402{
2193 while(d>8) d-=8; 2403 while (d < 1)
2404 d += 8;
2405 while (d > 8)
2406 d -= 8;
2194 return d; 2407 return d;
2195} 2408}
2196 2409
2197/* 2410/*
2198 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2411 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2199 * between two directions (which are expected to be absolute (see absdir()) 2412 * between two directions (which are expected to be absolute (see absdir())
2200 */ 2413 */
2201 2414
2415int
2202int dirdiff(int dir1, int dir2) { 2416dirdiff (int dir1, int dir2)
2417{
2203 int d; 2418 int
2419 d;
2420
2204 d = abs(dir1 - dir2); 2421 d = abs (dir1 - dir2);
2205 if(d>4) 2422 if (d > 4)
2206 d = 8 - d; 2423 d = 8 - d;
2207 return d; 2424 return d;
2208} 2425}
2209 2426
2210/* peterm: 2427/* peterm:
2215 * direction 4, 14, or 16 to get back to where we are. 2432 * direction 4, 14, or 16 to get back to where we are.
2216 * Moved from spell_util.c to object.c with the other related direction 2433 * Moved from spell_util.c to object.c with the other related direction
2217 * functions. 2434 * functions.
2218 */ 2435 */
2219 2436
2437int
2220int reduction_dir[SIZEOFFREE][3] = { 2438 reduction_dir[SIZEOFFREE][3] = {
2221 {0,0,0}, /* 0 */ 2439 {0, 0, 0}, /* 0 */
2222 {0,0,0}, /* 1 */ 2440 {0, 0, 0}, /* 1 */
2223 {0,0,0}, /* 2 */ 2441 {0, 0, 0}, /* 2 */
2224 {0,0,0}, /* 3 */ 2442 {0, 0, 0}, /* 3 */
2225 {0,0,0}, /* 4 */ 2443 {0, 0, 0}, /* 4 */
2226 {0,0,0}, /* 5 */ 2444 {0, 0, 0}, /* 5 */
2227 {0,0,0}, /* 6 */ 2445 {0, 0, 0}, /* 6 */
2228 {0,0,0}, /* 7 */ 2446 {0, 0, 0}, /* 7 */
2229 {0,0,0}, /* 8 */ 2447 {0, 0, 0}, /* 8 */
2230 {8,1,2}, /* 9 */ 2448 {8, 1, 2}, /* 9 */
2231 {1,2,-1}, /* 10 */ 2449 {1, 2, -1}, /* 10 */
2232 {2,10,12}, /* 11 */ 2450 {2, 10, 12}, /* 11 */
2233 {2,3,-1}, /* 12 */ 2451 {2, 3, -1}, /* 12 */
2234 {2,3,4}, /* 13 */ 2452 {2, 3, 4}, /* 13 */
2235 {3,4,-1}, /* 14 */ 2453 {3, 4, -1}, /* 14 */
2236 {4,14,16}, /* 15 */ 2454 {4, 14, 16}, /* 15 */
2237 {5,4,-1}, /* 16 */ 2455 {5, 4, -1}, /* 16 */
2238 {4,5,6}, /* 17 */ 2456 {4, 5, 6}, /* 17 */
2239 {6,5,-1}, /* 18 */ 2457 {6, 5, -1}, /* 18 */
2240 {6,20,18}, /* 19 */ 2458 {6, 20, 18}, /* 19 */
2241 {7,6,-1}, /* 20 */ 2459 {7, 6, -1}, /* 20 */
2242 {6,7,8}, /* 21 */ 2460 {6, 7, 8}, /* 21 */
2243 {7,8,-1}, /* 22 */ 2461 {7, 8, -1}, /* 22 */
2244 {8,22,24}, /* 23 */ 2462 {8, 22, 24}, /* 23 */
2245 {8,1,-1}, /* 24 */ 2463 {8, 1, -1}, /* 24 */
2246 {24,9,10}, /* 25 */ 2464 {24, 9, 10}, /* 25 */
2247 {9,10,-1}, /* 26 */ 2465 {9, 10, -1}, /* 26 */
2248 {10,11,-1}, /* 27 */ 2466 {10, 11, -1}, /* 27 */
2249 {27,11,29}, /* 28 */ 2467 {27, 11, 29}, /* 28 */
2250 {11,12,-1}, /* 29 */ 2468 {11, 12, -1}, /* 29 */
2251 {12,13,-1}, /* 30 */ 2469 {12, 13, -1}, /* 30 */
2252 {12,13,14}, /* 31 */ 2470 {12, 13, 14}, /* 31 */
2253 {13,14,-1}, /* 32 */ 2471 {13, 14, -1}, /* 32 */
2254 {14,15,-1}, /* 33 */ 2472 {14, 15, -1}, /* 33 */
2255 {33,15,35}, /* 34 */ 2473 {33, 15, 35}, /* 34 */
2256 {16,15,-1}, /* 35 */ 2474 {16, 15, -1}, /* 35 */
2257 {17,16,-1}, /* 36 */ 2475 {17, 16, -1}, /* 36 */
2258 {18,17,16}, /* 37 */ 2476 {18, 17, 16}, /* 37 */
2259 {18,17,-1}, /* 38 */ 2477 {18, 17, -1}, /* 38 */
2260 {18,19,-1}, /* 39 */ 2478 {18, 19, -1}, /* 39 */
2261 {41,19,39}, /* 40 */ 2479 {41, 19, 39}, /* 40 */
2262 {19,20,-1}, /* 41 */ 2480 {19, 20, -1}, /* 41 */
2263 {20,21,-1}, /* 42 */ 2481 {20, 21, -1}, /* 42 */
2264 {20,21,22}, /* 43 */ 2482 {20, 21, 22}, /* 43 */
2265 {21,22,-1}, /* 44 */ 2483 {21, 22, -1}, /* 44 */
2266 {23,22,-1}, /* 45 */ 2484 {23, 22, -1}, /* 45 */
2267 {45,47,23}, /* 46 */ 2485 {45, 47, 23}, /* 46 */
2268 {23,24,-1}, /* 47 */ 2486 {23, 24, -1}, /* 47 */
2269 {24,9,-1}}; /* 48 */ 2487 {24, 9, -1}
2488}; /* 48 */
2270 2489
2271/* Recursive routine to step back and see if we can 2490/* Recursive routine to step back and see if we can
2272 * find a path to that monster that we found. If not, 2491 * find a path to that monster that we found. If not,
2273 * we don't bother going toward it. Returns 1 if we 2492 * we don't bother going toward it. Returns 1 if we
2274 * can see a direct way to get it 2493 * can see a direct way to get it
2275 * Modified to be map tile aware -.MSW 2494 * Modified to be map tile aware -.MSW
2276 */ 2495 */
2277
2278 2496
2497
2498int
2279int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2499can_see_monsterP (maptile *m, int x, int y, int dir)
2500{
2280 sint16 dx, dy; 2501 sint16 dx, dy;
2502 int
2281 int mflags; 2503 mflags;
2282 2504
2505 if (dir < 0)
2283 if(dir<0) return 0; /* exit condition: invalid direction */ 2506 return 0; /* exit condition: invalid direction */
2284 2507
2285 dx = x + freearr_x[dir]; 2508 dx = x + freearr_x[dir];
2286 dy = y + freearr_y[dir]; 2509 dy = y + freearr_y[dir];
2287 2510
2288 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2511 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2289 2512
2290 /* This functional arguably was incorrect before - it was 2513 /* This functional arguably was incorrect before - it was
2291 * checking for P_WALL - that was basically seeing if 2514 * checking for P_WALL - that was basically seeing if
2292 * we could move to the monster - this is being more 2515 * we could move to the monster - this is being more
2293 * literal on if we can see it. To know if we can actually 2516 * literal on if we can see it. To know if we can actually
2294 * move to the monster, we'd need the monster passed in or 2517 * move to the monster, we'd need the monster passed in or
2295 * at least its move type. 2518 * at least its move type.
2296 */ 2519 */
2297 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2520 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2521 return 0;
2298 2522
2299 /* yes, can see. */ 2523 /* yes, can see. */
2300 if(dir < 9) return 1; 2524 if (dir < 9)
2525 return 1;
2301 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2526 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2302 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2527 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2303 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2304} 2528}
2305 2529
2306 2530
2307 2531
2308/* 2532/*
2309 * can_pick(picker, item): finds out if an object is possible to be 2533 * can_pick(picker, item): finds out if an object is possible to be
2310 * picked up by the picker. Returnes 1 if it can be 2534 * picked up by the picker. Returnes 1 if it can be
2311 * picked up, otherwise 0. 2535 * picked up, otherwise 0.
2312 * 2536 *
2314 * core dumps if they do. 2538 * core dumps if they do.
2315 * 2539 *
2316 * Add a check so we can't pick up invisible objects (0.93.8) 2540 * Add a check so we can't pick up invisible objects (0.93.8)
2317 */ 2541 */
2318 2542
2543int
2319int can_pick(const object *who, const object *item) { 2544can_pick (const object *who, const object *item)
2545{
2320 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2546 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2321 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2547 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2322 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2548 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2323 (who->type==PLAYER||item->weight<who->weight/3));
2324} 2549}
2325 2550
2326 2551
2327/* 2552/*
2328 * create clone from object to another 2553 * create clone from object to another
2329 */ 2554 */
2555object *
2330object *object_create_clone (object *asrc) { 2556object_create_clone (object *asrc)
2557{
2558 object *
2331 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2559 dst = NULL, *tmp, *src, *part, *prev, *item;
2332 2560
2561 if (!asrc)
2333 if(!asrc) return NULL; 2562 return NULL;
2334 src = asrc; 2563 src = asrc;
2335 if(src->head) 2564 if (src->head)
2336 src = src->head; 2565 src = src->head;
2337 2566
2338 prev = NULL; 2567 prev = NULL;
2339 for(part = src; part; part = part->more) { 2568 for (part = src; part; part = part->more)
2569 {
2340 tmp = get_object(); 2570 tmp = get_object ();
2341 copy_object(part,tmp); 2571 copy_object (part, tmp);
2342 tmp->x -= src->x; 2572 tmp->x -= src->x;
2343 tmp->y -= src->y; 2573 tmp->y -= src->y;
2344 if(!part->head) { 2574 if (!part->head)
2575 {
2345 dst = tmp; 2576 dst = tmp;
2346 tmp->head = NULL; 2577 tmp->head = NULL;
2578 }
2347 } else { 2579 else
2580 {
2348 tmp->head = dst; 2581 tmp->head = dst;
2349 } 2582 }
2350 tmp->more = NULL; 2583 tmp->more = NULL;
2351 if(prev) 2584 if (prev)
2352 prev->more = tmp; 2585 prev->more = tmp;
2353 prev = tmp; 2586 prev = tmp;
2354 } 2587 }
2355 /*** copy inventory ***/ 2588
2356 for(item = src->inv; item; item = item->below) { 2589 for (item = src->inv; item; item = item->below)
2357 (void) insert_ob_in_ob(object_create_clone(item),dst); 2590 insert_ob_in_ob (object_create_clone (item), dst);
2358 }
2359 2591
2360 return dst; 2592 return dst;
2361}
2362
2363/* return true if the object was destroyed, 0 otherwise */
2364int was_destroyed (const object *op, tag_t old_tag)
2365{
2366 /* checking for FLAG_FREED isn't necessary, but makes this function more
2367 * robust */
2368 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2369} 2593}
2370 2594
2371/* GROS - Creates an object using a string representing its content. */ 2595/* GROS - Creates an object using a string representing its content. */
2372/* Basically, we save the content of the string to a temp file, then call */ 2596/* Basically, we save the content of the string to a temp file, then call */
2373/* load_object on it. I admit it is a highly inefficient way to make things, */ 2597/* load_object on it. I admit it is a highly inefficient way to make things, */
2374/* but it was simple to make and allows reusing the load_object function. */ 2598/* but it was simple to make and allows reusing the load_object function. */
2375/* Remember not to use load_object_str in a time-critical situation. */ 2599/* Remember not to use load_object_str in a time-critical situation. */
2376/* Also remember that multiparts objects are not supported for now. */ 2600/* Also remember that multiparts objects are not supported for now. */
2377 2601
2602object *
2378object* load_object_str(const char *obstr) 2603load_object_str (const char *obstr)
2379{ 2604{
2380 object *op; 2605 object *op;
2381 char filename[MAX_BUF]; 2606 char filename[MAX_BUF];
2607
2382 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2608 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2383 2609
2384 FILE *tempfile=fopen(filename,"w"); 2610 FILE *tempfile = fopen (filename, "w");
2611
2385 if (tempfile == NULL) 2612 if (tempfile == NULL)
2386 { 2613 {
2387 LOG(llevError,"Error - Unable to access load object temp file\n"); 2614 LOG (llevError, "Error - Unable to access load object temp file\n");
2388 return NULL; 2615 return NULL;
2389 }; 2616 }
2617
2390 fprintf(tempfile,obstr); 2618 fprintf (tempfile, obstr);
2391 fclose(tempfile); 2619 fclose (tempfile);
2392 2620
2393 op=get_object(); 2621 op = get_object ();
2394 2622
2395 object_thawer thawer (filename); 2623 object_thawer thawer (filename);
2396 2624
2397 if (thawer) 2625 if (thawer)
2398 load_object(thawer,op,0); 2626 load_object (thawer, op, 0);
2399 2627
2400 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2628 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2401 CLEAR_FLAG(op,FLAG_REMOVED); 2629 CLEAR_FLAG (op, FLAG_REMOVED);
2402 2630
2403 return op; 2631 return op;
2404} 2632}
2405 2633
2406/* This returns the first object in who's inventory that 2634/* This returns the first object in who's inventory that
2407 * has the same type and subtype match. 2635 * has the same type and subtype match.
2408 * returns NULL if no match. 2636 * returns NULL if no match.
2409 */ 2637 */
2638object *
2410object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2639find_obj_by_type_subtype (const object *who, int type, int subtype)
2411{ 2640{
2412 object *tmp; 2641 object *tmp;
2413 2642
2414 for (tmp=who->inv; tmp; tmp=tmp->below) 2643 for (tmp = who->inv; tmp; tmp = tmp->below)
2415 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2644 if (tmp->type == type && tmp->subtype == subtype)
2645 return tmp;
2416 2646
2417 return NULL; 2647 return NULL;
2418} 2648}
2419 2649
2420/* If ob has a field named key, return the link from the list, 2650/* If ob has a field named key, return the link from the list,
2421 * otherwise return NULL. 2651 * otherwise return NULL.
2422 * 2652 *
2423 * key must be a passed in shared string - otherwise, this won't 2653 * key must be a passed in shared string - otherwise, this won't
2424 * do the desired thing. 2654 * do the desired thing.
2425 */ 2655 */
2656key_value *
2426key_value * get_ob_key_link(const object * ob, const char * key) { 2657get_ob_key_link (const object *ob, const char *key)
2658{
2427 key_value * link; 2659 key_value *link;
2428 2660
2429 for (link = ob->key_values; link != NULL; link = link->next) { 2661 for (link = ob->key_values; link != NULL; link = link->next)
2430 if (link->key == key) { 2662 if (link->key == key)
2431 return link; 2663 return link;
2432 } 2664
2433 }
2434
2435 return NULL; 2665 return NULL;
2436} 2666}
2437 2667
2438/* 2668/*
2439 * Returns the value of op has an extra_field for key, or NULL. 2669 * Returns the value of op has an extra_field for key, or NULL.
2440 * 2670 *
2441 * The argument doesn't need to be a shared string. 2671 * The argument doesn't need to be a shared string.
2442 * 2672 *
2443 * The returned string is shared. 2673 * The returned string is shared.
2444 */ 2674 */
2675const char *
2445const char * get_ob_key_value(const object * op, const char * const key) { 2676get_ob_key_value (const object *op, const char *const key)
2677{
2446 key_value * link; 2678 key_value *link;
2447 const char * canonical_key; 2679 shstr_cmp canonical_key (key);
2680
2681 if (!canonical_key)
2448 2682 {
2449 canonical_key = shstr::find (key);
2450
2451 if (canonical_key == NULL) {
2452 /* 1. There being a field named key on any object 2683 /* 1. There being a field named key on any object
2453 * implies there'd be a shared string to find. 2684 * implies there'd be a shared string to find.
2454 * 2. Since there isn't, no object has this field. 2685 * 2. Since there isn't, no object has this field.
2455 * 3. Therefore, *this* object doesn't have this field. 2686 * 3. Therefore, *this* object doesn't have this field.
2456 */ 2687 */
2457 return NULL; 2688 return 0;
2458 } 2689 }
2459 2690
2460 /* This is copied from get_ob_key_link() above - 2691 /* This is copied from get_ob_key_link() above -
2461 * only 4 lines, and saves the function call overhead. 2692 * only 4 lines, and saves the function call overhead.
2462 */ 2693 */
2463 for (link = op->key_values; link != NULL; link = link->next) { 2694 for (link = op->key_values; link; link = link->next)
2464 if (link->key == canonical_key) { 2695 if (link->key == canonical_key)
2465 return link->value; 2696 return link->value;
2466 } 2697
2467 } 2698 return 0;
2468 return NULL;
2469} 2699}
2470 2700
2471 2701
2472/* 2702/*
2473 * Updates the canonical_key in op to value. 2703 * Updates the canonical_key in op to value.
2477 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2707 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2478 * keys. 2708 * keys.
2479 * 2709 *
2480 * Returns TRUE on success. 2710 * Returns TRUE on success.
2481 */ 2711 */
2712int
2482int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2713set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2714{
2715 key_value *
2483 key_value * field = NULL, *last=NULL; 2716 field = NULL, *last = NULL;
2484 2717
2485 for (field=op->key_values; field != NULL; field=field->next) { 2718 for (field = op->key_values; field != NULL; field = field->next)
2719 {
2486 if (field->key != canonical_key) { 2720 if (field->key != canonical_key)
2721 {
2487 last = field; 2722 last = field;
2488 continue; 2723 continue;
2489 } 2724 }
2490 2725
2491 if (value) 2726 if (value)
2492 field->value = value; 2727 field->value = value;
2493 else { 2728 else
2729 {
2494 /* Basically, if the archetype has this key set, 2730 /* Basically, if the archetype has this key set,
2495 * we need to store the null value so when we save 2731 * we need to store the null value so when we save
2496 * it, we save the empty value so that when we load, 2732 * it, we save the empty value so that when we load,
2497 * we get this value back again. 2733 * we get this value back again.
2498 */ 2734 */
2499 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2735 if (get_ob_key_link (&op->arch->clone, canonical_key))
2500 field->value = 0; 2736 field->value = 0;
2737 else
2738 {
2739 if (last)
2740 last->next = field->next;
2501 else 2741 else
2502 {
2503 if (last) last->next = field->next;
2504 else op->key_values = field->next; 2742 op->key_values = field->next;
2505 2743
2506 delete field; 2744 delete field;
2507 } 2745 }
2508 } 2746 }
2509 return TRUE; 2747 return TRUE;
2510 } 2748 }
2511 /* IF we get here, key doesn't exist */ 2749 /* IF we get here, key doesn't exist */
2512 2750
2513 /* No field, we'll have to add it. */ 2751 /* No field, we'll have to add it. */
2752
2753 if (!add_key)
2514 2754 {
2515 if (!add_key) {
2516 return FALSE; 2755 return FALSE;
2517 } 2756 }
2518 /* There isn't any good reason to store a null 2757 /* There isn't any good reason to store a null
2519 * value in the key/value list. If the archetype has 2758 * value in the key/value list. If the archetype has
2520 * this key, then we should also have it, so shouldn't 2759 * this key, then we should also have it, so shouldn't
2521 * be here. If user wants to store empty strings, 2760 * be here. If user wants to store empty strings,
2522 * should pass in "" 2761 * should pass in ""
2523 */ 2762 */
2524 if (value == NULL) return TRUE; 2763 if (value == NULL)
2525
2526 field = new key_value;
2527
2528 field->key = canonical_key;
2529 field->value = value;
2530 /* Usual prepend-addition. */
2531 field->next = op->key_values;
2532 op->key_values = field;
2533
2534 return TRUE; 2764 return TRUE;
2765
2766 field = new key_value;
2767
2768 field->key = canonical_key;
2769 field->value = value;
2770 /* Usual prepend-addition. */
2771 field->next = op->key_values;
2772 op->key_values = field;
2773
2774 return TRUE;
2535} 2775}
2536 2776
2537/* 2777/*
2538 * Updates the key in op to value. 2778 * Updates the key in op to value.
2539 * 2779 *
2541 * and not add new ones. 2781 * and not add new ones.
2542 * In general, should be little reason FALSE is ever passed in for add_key 2782 * In general, should be little reason FALSE is ever passed in for add_key
2543 * 2783 *
2544 * Returns TRUE on success. 2784 * Returns TRUE on success.
2545 */ 2785 */
2786int
2546int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2787set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2547{ 2788{
2548 shstr key_ (key); 2789 shstr key_ (key);
2790
2549 return set_ob_key_value_s (op, key_, value, add_key); 2791 return set_ob_key_value_s (op, key_, value, add_key);
2550} 2792}
2793
2794object::depth_iterator::depth_iterator (object *container)
2795: iterator_base (container)
2796{
2797 while (item->inv)
2798 item = item->inv;
2799}
2800
2801void
2802object::depth_iterator::next ()
2803{
2804 if (item->below)
2805 {
2806 item = item->below;
2807
2808 while (item->inv)
2809 item = item->inv;
2810 }
2811 else
2812 item = item->env;
2813}
2814
2815// return a suitable string describing an objetc in enough detail to find it
2816const char *
2817object::debug_desc (char *info) const
2818{
2819 char info2[256 * 3];
2820 char *p = info;
2821
2822 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2823 count,
2824 &name,
2825 title ? " " : "",
2826 title ? (const char *)title : "");
2827
2828 if (env)
2829 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2830
2831 if (map)
2832 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2833
2834 return info;
2835}
2836
2837const char *
2838object::debug_desc () const
2839{
2840 static char info[256 * 3];
2841 return debug_desc (info);
2842}
2843

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines