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/cvs/deliantra/server/common/object.C
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Comparing deliantra/server/common/object.C (file contents):
Revision 1.21 by root, Sat Sep 9 21:48:28 2006 UTC vs.
Revision 1.24 by root, Sun Sep 10 16:00:23 2006 UTC

1
1/* 2/*
2 * static char *rcsid_object_c = 3 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.21 2006/09/09 21:48:28 root Exp $"; 4 * "$Id: object.C,v 1.24 2006/09/10 16:00:23 root Exp $";
4 */ 5 */
5 6
6/* 7/*
7 CrossFire, A Multiplayer game for X-windows 8 CrossFire, A Multiplayer game for X-windows
8 9
28 29
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 30/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 31 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 32 variable. */
32#include <global.h> 33#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */ 34#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 35# include <stdio.h>
35#include <sys/types.h> 36# include <sys/types.h>
36#include <sys/uio.h> 37# include <sys/uio.h>
37#endif /* win32 */ 38#endif /* win32 */
38#include <object.h> 39#include <object.h>
39#include <funcpoint.h> 40#include <funcpoint.h>
40#include <skills.h> 41#include <skills.h>
41#include <loader.h> 42#include <loader.h>
42int nrofallocobjects = 0; 43int nrofallocobjects = 0;
43 44
44object *objects; /* Pointer to the list of used objects */ 45object *objects; /* Pointer to the list of used objects */
45object *active_objects; /* List of active objects that need to be processed */ 46object *active_objects; /* List of active objects that need to be processed */
46 47
47short freearr_x[SIZEOFFREE]= 48short 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}; 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
50short freearr_y[SIZEOFFREE]= 50};
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, 51short 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}; 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
53int maxfree[SIZEOFFREE]= 53};
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, 54int 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}; 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
56};
56int freedir[SIZEOFFREE]= { 57int 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, 58 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}; 59 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
60};
59 61
60/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 62/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
63static int
61static int compare_ob_value_lists_one(const object * wants, const object * has) { 64compare_ob_value_lists_one (const object *wants, const object *has)
65{
62 key_value * wants_field; 66 key_value *wants_field;
63 67
64 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 68 /* 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 69 * objects with lists are rare, and lists stay short. If not, use a
66 * different structure or at least keep the lists sorted... 70 * different structure or at least keep the lists sorted...
67 */ 71 */
68 72
69 /* For each field in wants, */ 73 /* For each field in wants, */
70 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 74 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
75 {
71 key_value * has_field; 76 key_value *has_field;
72 77
73 /* Look for a field in has with the same key. */ 78 /* Look for a field in has with the same key. */
74 has_field = get_ob_key_link(has, wants_field->key); 79 has_field = get_ob_key_link (has, wants_field->key);
80
81 if (has_field == NULL)
75 82 {
76 if (has_field == NULL) {
77 /* No field with that name. */ 83 /* No field with that name. */
78 return FALSE; 84 return FALSE;
79 }
80 85 }
86
81 /* Found the matching field. */ 87 /* Found the matching field. */
82 if (has_field->value != wants_field->value) { 88 if (has_field->value != wants_field->value)
89 {
83 /* Values don't match, so this half of the comparison is false. */ 90 /* Values don't match, so this half of the comparison is false. */
84 return FALSE; 91 return FALSE;
85 } 92 }
86 93
87 /* If we get here, we found a match. Now for the next field in wants. */ 94 /* If we get here, we found a match. Now for the next field in wants. */
88 }
89 95 }
96
90 /* If we get here, every field in wants has a matching field in has. */ 97 /* If we get here, every field in wants has a matching field in has. */
91 return TRUE; 98 return TRUE;
92} 99}
93 100
94/* Returns TRUE if ob1 has the same key_values as ob2. */ 101/* Returns TRUE if ob1 has the same key_values as ob2. */
102static int
95static int compare_ob_value_lists(const object * ob1, const object * ob2) { 103compare_ob_value_lists (const object *ob1, const object *ob2)
104{
96 /* However, there may be fields in has which aren't partnered in wants, 105 /* However, there may be fields in has which aren't partnered in wants,
97 * so we need to run the comparison *twice*. :( 106 * so we need to run the comparison *twice*. :(
98 */ 107 */
99 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 108 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
100} 109}
101 110
102/* Function examines the 2 objects given to it, and returns true if 111/* Function examines the 2 objects given to it, and returns true if
103 * they can be merged together. 112 * they can be merged together.
104 * 113 *
110 * 119 *
111 * Improvements made with merge: Better checking on potion, and also 120 * Improvements made with merge: Better checking on potion, and also
112 * check weight 121 * check weight
113 */ 122 */
114 123
115bool
116object::can_merge (object *ob1, object *ob2) 124bool object::can_merge (object *ob1, object *ob2)
117{ 125{
118 /* A couple quicksanity checks */ 126 /* A couple quicksanity checks */
119 if ((ob1 == ob2) || (ob1->type != ob2->type)) 127 if ((ob1 == ob2) || (ob1->type != ob2->type))
120 return 0; 128 return 0;
121 129
169 (ob1->subtype != ob2->subtype) || 177 (ob1->subtype != ob2->subtype) ||
170 (ob1->move_type != ob2->move_type) || 178 (ob1->move_type != ob2->move_type) ||
171 (ob1->move_block != ob2->move_block) || 179 (ob1->move_block != ob2->move_block) ||
172 (ob1->move_allow != ob2->move_allow) || 180 (ob1->move_allow != ob2->move_allow) ||
173 (ob1->move_on != ob2->move_on) || 181 (ob1->move_on != ob2->move_on) ||
174 (ob1->move_off != ob2->move_off) || 182 (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; 183 return 0;
178 184
179 /* This is really a spellbook check - really, we should 185 /* This is really a spellbook check - really, we should
180 * check all objects in the inventory. 186 * check all objects in the inventory.
181 */ 187 */
182 if (ob1->inv || ob2->inv) 188 if (ob1->inv || ob2->inv)
183 { 189 {
184 /* if one object has inventory but the other doesn't, not equiv */ 190 /* if one object has inventory but the other doesn't, not equiv */
185 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 191 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
186 return 0; 192 return 0;
187 193
188 /* Now check to see if the two inventory objects could merge */ 194 /* Now check to see if the two inventory objects could merge */
189 if (!CAN_MERGE (ob1->inv, ob2->inv)) 195 if (!CAN_MERGE (ob1->inv, ob2->inv))
190 return 0; 196 return 0;
191 197
192 /* inventory ok - still need to check rest of this object to see 198 /* inventory ok - still need to check rest of this object to see
193 * if it is valid. 199 * if it is valid.
194 */ 200 */
195 } 201 }
203 209
204 /* Note sure why the following is the case - either the object has to 210 /* 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 211 * be animated or have a very low speed. Is this an attempted monster
206 * check? 212 * check?
207 */ 213 */
208 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 214 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
209 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
210 return 0; 215 return 0;
211 216
212 switch (ob1->type) 217 switch (ob1->type)
213 { 218 {
214 case SCROLL: 219 case SCROLL:
215 if (ob1->level != ob2->level) 220 if (ob1->level != ob2->level)
216 return 0; 221 return 0;
217 break; 222 break;
218 } 223 }
219 224
220 if (ob1->key_values != NULL || ob2->key_values != NULL) 225 if (ob1->key_values != NULL || ob2->key_values != NULL)
221 { 226 {
222 /* At least one of these has key_values. */ 227 /* At least one of these has key_values. */
223 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 228 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
224 /* One has fields, but the other one doesn't. */ 229 /* One has fields, but the other one doesn't. */
225 return 0; 230 return 0;
226 else if (!compare_ob_value_lists (ob1, ob2)) 231 else if (!compare_ob_value_lists (ob1, ob2))
227 return 0; 232 return 0;
228 } 233 }
229 234
230 //TODO: generate an event or call into perl for additional checks 235 //TODO: generate an event or call into perl for additional checks
231 if (ob1->self || ob2->self) 236 if (ob1->self || ob2->self)
232 { 237 {
233 ob1->optimise (); 238 ob1->optimise ();
234 ob2->optimise (); 239 ob2->optimise ();
235 240
236 if (ob1->self || ob2->self) 241 if (ob1->self || ob2->self)
237 return 0; 242 return 0;
238 } 243 }
239 244
240 /* Everything passes, must be OK. */ 245 /* Everything passes, must be OK. */
241 return 1; 246 return 1;
242} 247}
248
243/* 249/*
244 * sum_weight() is a recursive function which calculates the weight 250 * sum_weight() is a recursive function which calculates the weight
245 * an object is carrying. It goes through in figures out how much 251 * an object is carrying. It goes through in figures out how much
246 * containers are carrying, and sums it up. 252 * containers are carrying, and sums it up.
247 */ 253 */
248signed long sum_weight(object *op) { 254signed long
255sum_weight (object *op)
256{
249 signed long sum; 257 signed long sum;
250 object *inv; 258 object *inv;
259
251 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 260 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
261 {
252 if (inv->inv) 262 if (inv->inv)
253 sum_weight(inv); 263 sum_weight (inv);
254 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 264 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
255 } 265 }
256 if (op->type == CONTAINER && op->stats.Str) 266 if (op->type == CONTAINER && op->stats.Str)
257 sum = (sum * (100 - op->stats.Str))/100; 267 sum = (sum * (100 - op->stats.Str)) / 100;
258 if(op->carrying != sum) 268 if (op->carrying != sum)
259 op->carrying = sum; 269 op->carrying = sum;
260 return sum; 270 return sum;
261} 271}
262 272
263/** 273/**
264 * Return the outermost environment object for a given object. 274 * Return the outermost environment object for a given object.
265 */ 275 */
266 276
277object *
267object *object_get_env_recursive (object *op) { 278object_get_env_recursive (object *op)
279{
268 while (op->env != NULL) 280 while (op->env != NULL)
269 op = op->env; 281 op = op->env;
270 return op; 282 return op;
271} 283}
272 284
273/* 285/*
274 * Eneq(@csd.uu.se): Since we can have items buried in a character we need 286 * 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 287 * a better check. We basically keeping traversing up until we can't
276 * or find a player. 288 * or find a player.
277 */ 289 */
278 290
291object *
279object *is_player_inv (object *op) { 292is_player_inv (object *op)
293{
280 for (;op!=NULL&&op->type!=PLAYER; op=op->env) 294 for (; op != NULL && op->type != PLAYER; op = op->env)
281 if (op->env==op) 295 if (op->env == op)
282 op->env = NULL; 296 op->env = NULL;
283 return op; 297 return op;
284} 298}
285 299
286/* 300/*
287 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 301 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
288 * Some error messages. 302 * Some error messages.
289 * The result of the dump is stored in the static global errmsg array. 303 * The result of the dump is stored in the static global errmsg array.
290 */ 304 */
291 305
306void
292void dump_object2(object *op) { 307dump_object2 (object *op)
308{
293errmsg[0] = 0; 309 errmsg[0] = 0;
294return; 310 return;
295 //TODO//D#d# 311 //TODO//D#d#
296#if 0 312#if 0
297 char *cp; 313 char *cp;
314
298/* object *tmp;*/ 315/* object *tmp;*/
299 316
300 if(op->arch!=NULL) { 317 if (op->arch != NULL)
318 {
301 strcat(errmsg,"arch "); 319 strcat (errmsg, "arch ");
302 strcat(errmsg,op->arch->name?op->arch->name:"(null)"); 320 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
303 strcat(errmsg,"\n"); 321 strcat (errmsg, "\n");
304 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL) 322 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
305 strcat(errmsg,cp); 323 strcat (errmsg, cp);
306#if 0 324# if 0
307 /* Don't dump player diffs - they are too long, mostly meaningless, and 325 /* Don't dump player diffs - they are too long, mostly meaningless, and
308 * will overflow the buffer. 326 * will overflow the buffer.
309 * Changed so that we don't dump inventory either. This may 327 * Changed so that we don't dump inventory either. This may
310 * also overflow the buffer. 328 * also overflow the buffer.
311 */ 329 */
312 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL) 330 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
313 strcat(errmsg,cp); 331 strcat (errmsg, cp);
314 for (tmp=op->inv; tmp; tmp=tmp->below) 332 for (tmp = op->inv; tmp; tmp = tmp->below)
315 dump_object2(tmp); 333 dump_object2 (tmp);
334# endif
335 strcat (errmsg, "end\n");
336 }
337 else
338 {
339 strcat (errmsg, "Object ");
340 if (op->name == NULL)
341 strcat (errmsg, "(null)");
342 else
343 strcat (errmsg, op->name);
344 strcat (errmsg, "\n");
345# if 0
346 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
347 strcat (errmsg, cp);
348 for (tmp = op->inv; tmp; tmp = tmp->below)
349 dump_object2 (tmp);
350# endif
351 strcat (errmsg, "end\n");
352 }
316#endif 353#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} 354}
333 355
334/* 356/*
335 * Dumps an object. Returns output in the static global errmsg array. 357 * Dumps an object. Returns output in the static global errmsg array.
336 */ 358 */
337 359
360void
338void dump_object(object *op) { 361dump_object (object *op)
362{
339 if(op==NULL) { 363 if (op == NULL)
364 {
340 strcpy(errmsg,"[NULL pointer]"); 365 strcpy (errmsg, "[NULL pointer]");
341 return; 366 return;
342 } 367 }
343 errmsg[0]='\0'; 368 errmsg[0] = '\0';
344 dump_object2(op); 369 dump_object2 (op);
345} 370}
346 371
372void
347void dump_all_objects(void) { 373dump_all_objects (void)
374{
348 object *op; 375 object *op;
376
349 for(op=objects;op!=NULL;op=op->next) { 377 for (op = objects; op != NULL; op = op->next)
378 {
350 dump_object(op); 379 dump_object (op);
351 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg); 380 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
352 } 381 }
353} 382}
354 383
355/* 384/*
356 * get_nearest_part(multi-object, object 2) returns the part of the 385 * get_nearest_part(multi-object, object 2) returns the part of the
357 * multi-object 1 which is closest to the second object. 386 * multi-object 1 which is closest to the second object.
358 * If it's not a multi-object, it is returned. 387 * If it's not a multi-object, it is returned.
359 */ 388 */
360 389
390object *
361object *get_nearest_part(object *op, const object *pl) { 391get_nearest_part (object *op, const object *pl)
392{
362 object *tmp,*closest; 393 object *tmp, *closest;
363 int last_dist,i; 394 int last_dist, i;
395
364 if(op->more==NULL) 396 if (op->more == NULL)
365 return op; 397 return op;
366 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 398 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
367 if((i=distance(tmp,pl))<last_dist) 399 if ((i = distance (tmp, pl)) < last_dist)
368 closest=tmp,last_dist=i; 400 closest = tmp, last_dist = i;
369 return closest; 401 return closest;
370} 402}
371 403
372/* 404/*
373 * Returns the object which has the count-variable equal to the argument. 405 * Returns the object which has the count-variable equal to the argument.
374 */ 406 */
375 407
408object *
376object *find_object(tag_t i) { 409find_object (tag_t i)
410{
377 object *op; 411 object *op;
412
378 for(op=objects;op!=NULL;op=op->next) 413 for (op = objects; op != NULL; op = op->next)
379 if(op->count==i) 414 if (op->count == i)
380 break; 415 break;
381 return op; 416 return op;
382} 417}
383 418
384/* 419/*
385 * Returns the first object which has a name equal to the argument. 420 * Returns the first object which has a name equal to the argument.
386 * Used only by the patch command, but not all that useful. 421 * Used only by the patch command, but not all that useful.
387 * Enables features like "patch <name-of-other-player> food 999" 422 * Enables features like "patch <name-of-other-player> food 999"
388 */ 423 */
389 424
425object *
390object *find_object_name(const char *str) { 426find_object_name (const char *str)
427{
391 const char *name = shstr::find (str); 428 const char *name = shstr::find (str);
392 object *op; 429 object *op;
430
393 for(op=objects;op!=NULL;op=op->next) 431 for (op = objects; op != NULL; op = op->next)
394 if(&op->name == name) 432 if (&op->name == name)
395 break; 433 break;
396 434
397 return op; 435 return op;
398} 436}
399 437
438void
400void free_all_object_data () 439free_all_object_data ()
401{ 440{
402 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 441 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
403} 442}
404 443
405/* 444/*
411 * prompt, he is removed, and we don't want to treat him as an owner of 450 * 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 451 * 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. 452 * anything - once an object is removed, it is basically dead anyways.
414 */ 453 */
415 454
455object *
416object *get_owner(object *op) { 456get_owner (object *op)
457{
417 if(op->owner==NULL) 458 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; 459 return NULL;
427}
428 460
461 if (!QUERY_FLAG (op->owner, FLAG_FREED) && !QUERY_FLAG (op->owner, FLAG_REMOVED) && op->owner->count == op->ownercount)
462 return op->owner;
463
464 op->owner = NULL;
465 op->ownercount = 0;
466 return NULL;
467}
468
469void
429void clear_owner(object *op) 470clear_owner (object *op)
430{ 471{
431 if (!op) return; 472 if (!op)
473 return;
432 474
433 if (op->owner && op->ownercount == op->owner->count) 475 if (op->owner && op->ownercount == op->owner->count)
434 op->owner->refcount--; 476 op->owner->refcount--;
435 477
436 op->owner = NULL; 478 op->owner = NULL;
437 op->ownercount = 0; 479 op->ownercount = 0;
438} 480}
439 481
440/* 482/*
441 * Sets the owner and sets the skill and exp pointers to owner's current 483 * Sets the owner and sets the skill and exp pointers to owner's current
442 * skill and experience objects. 484 * skill and experience objects.
443 */ 485 */
486void
444void set_owner (object *op, object *owner) 487set_owner (object *op, object *owner)
445{ 488{
446 if(owner==NULL||op==NULL) 489 if (owner == NULL || op == NULL)
447 return; 490 return;
448 491
449 /* next line added to allow objects which own objects */ 492 /* next line added to allow objects which own objects */
450 /* Add a check for ownercounts in here, as I got into an endless loop 493 /* 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 494 * with the fireball owning a poison cloud which then owned the
452 * fireball. I believe that was caused by one of the objects getting 495 * fireball. I believe that was caused by one of the objects getting
453 * freed and then another object replacing it. Since the ownercounts 496 * 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. 497 * didn't match, this check is valid and I believe that cause is valid.
455 */ 498 */
456 while (owner->owner && owner!=owner->owner && 499 while (owner->owner && owner != owner->owner && owner->ownercount == owner->owner->count)
457 owner->ownercount==owner->owner->count) owner=owner->owner; 500 owner = owner->owner;
458 501
459 /* IF the owner still has an owner, we did not resolve to a final owner. 502 /* IF the owner still has an owner, we did not resolve to a final owner.
460 * so lets not add to that. 503 * so lets not add to that.
461 */ 504 */
462 if (owner->owner) return; 505 if (owner->owner)
506 return;
463 507
464 op->owner=owner; 508 op->owner = owner;
465 509
466 op->ownercount=owner->count; 510 op->ownercount = owner->count;
467 owner->refcount++; 511 owner->refcount++;
468 512
469} 513}
470 514
471/* Set the owner to clone's current owner and set the skill and experience 515/* 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 516 * objects to clone's objects (typically those objects that where the owner's
476 * Use this function if player created an object (e.g. fire bullet, swarm 520 * 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 521 * spell), and this object creates further objects whose kills should be
478 * accounted for the player's original skill, even if player has changed 522 * accounted for the player's original skill, even if player has changed
479 * skills meanwhile. 523 * skills meanwhile.
480 */ 524 */
525void
481void copy_owner (object *op, object *clone) 526copy_owner (object *op, object *clone)
482{ 527{
483 object *owner = get_owner (clone); 528 object *owner = get_owner (clone);
529
484 if (owner == NULL) { 530 if (owner == NULL)
531 {
485 /* players don't have owners - they own themselves. Update 532 /* players don't have owners - they own themselves. Update
486 * as appropriate. 533 * as appropriate.
487 */ 534 */
488 if (clone->type == PLAYER) owner=clone; 535 if (clone->type == PLAYER)
536 owner = clone;
537 else
489 else return; 538 return;
490 } 539 }
491 set_owner(op, owner); 540 set_owner (op, owner);
492 541
493} 542}
494 543
495/* Zero the key_values on op, decrementing the shared-string 544/* Zero the key_values on op, decrementing the shared-string
496 * refcounts and freeing the links. 545 * refcounts and freeing the links.
497 */ 546 */
547static void
498static void free_key_values(object * op) 548free_key_values (object *op)
499{ 549{
500 for (key_value *i = op->key_values; i != 0; ) 550 for (key_value *i = op->key_values; i != 0;)
501 { 551 {
502 key_value *next = i->next; 552 key_value *next = i->next;
503 delete i; 553 delete i;
554
504 i = next; 555 i = next;
505 } 556 }
506 557
507 op->key_values = 0; 558 op->key_values = 0;
508} 559}
509 560
510void object::clear () 561void object::clear ()
511{ 562{
512 attachable_base::clear (); 563 attachable_base::clear ();
513 564
514 free_key_values (this); 565 free_key_values (this);
515 566
516 name = 0; 567 name = 0;
517 name_pl = 0; 568 name_pl = 0;
518 title = 0; 569 title = 0;
519 race = 0; 570 race = 0;
520 slaying = 0; 571 slaying = 0;
521 skill = 0; 572 skill = 0;
522 msg = 0; 573 msg = 0;
523 lore = 0; 574 lore = 0;
524 custom_name = 0; 575 custom_name = 0;
525 materialname = 0; 576 materialname = 0;
526 577
527 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod)); 578 memset (static_cast < object_pod * >(this), 0, sizeof (object_pod));
528 579
529 SET_FLAG (this, FLAG_REMOVED); 580 SET_FLAG (this, FLAG_REMOVED);
530} 581}
531 582
532void object::clone (object *destination) 583void object::clone (object *destination)
533{ 584{
534 *(object_copy *)destination = *(object_copy *)this; 585 *(object_copy *) destination = *this;
535 *(object_pod *)destination = *(object_pod *)this; 586 *(object_pod *) destination = *this;
536 587
537 if (self || cb) 588 if (self || cb)
538 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination)); 589 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
539} 590}
540 591
541/* 592/*
542 * clear_object() frees everything allocated by an object, and also 593 * clear_object() frees everything allocated by an object, and also
543 * clears all variables and flags to default settings. 594 * clears all variables and flags to default settings.
544 */ 595 */
545 596
597void
546void clear_object (object *op) 598clear_object (object *op)
547{ 599{
548 op->clear (); 600 op->clear ();
549 601
550 op->contr = NULL; 602 op->contr = NULL;
551 op->below = NULL; 603 op->below = NULL;
552 op->above = NULL; 604 op->above = NULL;
553 op->inv = NULL; 605 op->inv = NULL;
554 op->container=NULL; 606 op->container = NULL;
555 op->env=NULL; 607 op->env = NULL;
556 op->more=NULL; 608 op->more = NULL;
557 op->head=NULL; 609 op->head = NULL;
558 op->map=NULL; 610 op->map = NULL;
559 op->refcount=0; 611 op->refcount = 0;
560 op->active_next = NULL; 612 op->active_next = NULL;
561 op->active_prev = NULL; 613 op->active_prev = NULL;
562 /* What is not cleared is next, prev, and count */ 614 /* What is not cleared is next, prev, and count */
563 615
564 op->expmul = 1.0; 616 op->expmul = 1.0;
576 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 628 * 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 629 * if the first object is freed, the pointers in the new object
578 * will point at garbage. 630 * will point at garbage.
579 */ 631 */
580 632
633void
581void copy_object (object *op2, object *op) 634copy_object (object *op2, object *op)
582{ 635{
583 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 636 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
584 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 637 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
585 638
586 op2->clone (op); 639 op2->clone (op);
587 640
641 if (is_freed)
588 if (is_freed) SET_FLAG (op, FLAG_FREED); 642 SET_FLAG (op, FLAG_FREED);
643 if (is_removed)
589 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 644 SET_FLAG (op, FLAG_REMOVED);
590 645
591 if (op2->speed < 0) 646 if (op2->speed < 0)
592 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 647 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
593 648
594 /* Copy over key_values, if any. */ 649 /* Copy over key_values, if any. */
595 if (op2->key_values != NULL) 650 if (op2->key_values)
596 { 651 {
597 key_value *tail = NULL; 652 key_value *tail = 0;
598 key_value *i; 653 key_value *i;
599 654
600 op->key_values = NULL; 655 op->key_values = 0;
601 656
602 for (i = op2->key_values; i != NULL; i = i->next) 657 for (i = op2->key_values; i; i = i->next)
603 { 658 {
604 key_value *new_link = new key_value; 659 key_value *new_link = new key_value;
605 660
606 new_link->next = NULL; 661 new_link->next = 0;
607 new_link->key = i->key; 662 new_link->key = i->key;
608 new_link->value = i->value; 663 new_link->value = i->value;
609 664
610 /* Try and be clever here, too. */ 665 /* Try and be clever here, too. */
611 if (op->key_values == NULL) 666 if (!op->key_values)
612 { 667 {
613 op->key_values = new_link; 668 op->key_values = new_link;
614 tail = new_link; 669 tail = new_link;
615 } 670 }
616 else 671 else
628 * If an object with the IS_TURNABLE() flag needs to be turned due 683 * 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 684 * 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. 685 * be called to update the face variable, _and_ how it looks on the map.
631 */ 686 */
632 687
688void
633void update_turn_face(object *op) { 689update_turn_face (object *op)
690{
634 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 691 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
635 return; 692 return;
636 SET_ANIMATION(op, op->direction); 693 SET_ANIMATION (op, op->direction);
637 update_object(op,UP_OBJ_FACE); 694 update_object (op, UP_OBJ_FACE);
638} 695}
639 696
640/* 697/*
641 * Updates the speed of an object. If the speed changes from 0 to another 698 * 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. 699 * 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. 700 * This function needs to be called whenever the speed of an object changes.
644 */ 701 */
645 702
703void
646void update_ob_speed(object *op) { 704update_ob_speed (object *op)
705{
647 extern int arch_init; 706 extern int arch_init;
648 707
649 /* No reason putting the archetypes objects on the speed list, 708 /* No reason putting the archetypes objects on the speed list,
650 * since they never really need to be updated. 709 * since they never really need to be updated.
651 */ 710 */
652 711
653 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 712 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
713 {
654 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 714 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
655#ifdef MANY_CORES 715#ifdef MANY_CORES
656 abort(); 716 abort ();
657#else 717#else
658 op->speed = 0; 718 op->speed = 0;
659#endif 719#endif
660 } 720 }
661 if (arch_init) { 721 if (arch_init)
722 {
723 return;
724 }
725 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
726 {
727 /* If already on active list, don't do anything */
728 if (op->active_next || op->active_prev || op == active_objects)
662 return; 729 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;
668 730
669 /* process_events() expects us to insert the object at the beginning 731 /* process_events() expects us to insert the object at the beginning
670 * of the list. */ 732 * of the list. */
671 op->active_next = active_objects; 733 op->active_next = active_objects;
672 if (op->active_next!=NULL) 734 if (op->active_next != NULL)
673 op->active_next->active_prev = op; 735 op->active_next->active_prev = op;
674 active_objects = op; 736 active_objects = op;
737 }
738 else
675 } 739 {
676 else {
677 /* If not on the active list, nothing needs to be done */ 740 /* If not on the active list, nothing needs to be done */
678 if (!op->active_next && !op->active_prev && op!=active_objects) 741 if (!op->active_next && !op->active_prev && op != active_objects)
679 return; 742 return;
680 743
681 if (op->active_prev==NULL) { 744 if (op->active_prev == NULL)
745 {
682 active_objects = op->active_next; 746 active_objects = op->active_next;
683 if (op->active_next!=NULL) 747 if (op->active_next != NULL)
684 op->active_next->active_prev = NULL; 748 op->active_next->active_prev = NULL;
749 }
750 else
685 } 751 {
686 else {
687 op->active_prev->active_next = op->active_next; 752 op->active_prev->active_next = op->active_next;
688 if (op->active_next) 753 if (op->active_next)
689 op->active_next->active_prev = op->active_prev; 754 op->active_next->active_prev = op->active_prev;
690 } 755 }
691 op->active_next = NULL; 756 op->active_next = NULL;
692 op->active_prev = NULL; 757 op->active_prev = NULL;
693 } 758 }
694} 759}
695 760
696/* This function removes object 'op' from the list of active 761/* This function removes object 'op' from the list of active
697 * objects. 762 * objects.
699 * reference maps where you don't want an object that isn't 764 * reference maps where you don't want an object that isn't
700 * in play chewing up cpu time getting processed. 765 * in play chewing up cpu time getting processed.
701 * The reverse of this is to call update_ob_speed, which 766 * The reverse of this is to call update_ob_speed, which
702 * will do the right thing based on the speed of the object. 767 * will do the right thing based on the speed of the object.
703 */ 768 */
769void
704void remove_from_active_list(object *op) 770remove_from_active_list (object *op)
705{ 771{
706 /* If not on the active list, nothing needs to be done */ 772 /* If not on the active list, nothing needs to be done */
707 if (!op->active_next && !op->active_prev && op!=active_objects) 773 if (!op->active_next && !op->active_prev && op != active_objects)
708 return; 774 return;
709 775
710 if (op->active_prev==NULL) { 776 if (op->active_prev == NULL)
777 {
711 active_objects = op->active_next; 778 active_objects = op->active_next;
712 if (op->active_next!=NULL) 779 if (op->active_next != NULL)
713 op->active_next->active_prev = NULL; 780 op->active_next->active_prev = NULL;
781 }
782 else
714 } 783 {
715 else {
716 op->active_prev->active_next = op->active_next; 784 op->active_prev->active_next = op->active_next;
717 if (op->active_next) 785 if (op->active_next)
718 op->active_next->active_prev = op->active_prev; 786 op->active_next->active_prev = op->active_prev;
719 } 787 }
720 op->active_next = NULL; 788 op->active_next = NULL;
721 op->active_prev = NULL; 789 op->active_prev = NULL;
722} 790}
723 791
724/* 792/*
725 * update_object() updates the array which represents the map. 793 * update_object() updates the array which represents the map.
726 * It takes into account invisible objects (and represent squares covered 794 * It takes into account invisible objects (and represent squares covered
741 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 809 * 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. 810 * as that is easier than trying to look at what may have changed.
743 * UP_OBJ_FACE: only the objects face has changed. 811 * UP_OBJ_FACE: only the objects face has changed.
744 */ 812 */
745 813
814void
746void update_object(object *op, int action) { 815update_object (object *op, int action)
816{
747 int update_now=0, flags; 817 int update_now = 0, flags;
748 MoveType move_on, move_off, move_block, move_slow; 818 MoveType move_on, move_off, move_block, move_slow;
749 819
750 if (op == NULL) { 820 if (op == NULL)
821 {
751 /* this should never happen */ 822 /* this should never happen */
752 LOG(llevDebug,"update_object() called for NULL object.\n"); 823 LOG (llevDebug, "update_object() called for NULL object.\n");
753 return; 824 return;
754 }
755 825 }
826
756 if(op->env!=NULL) { 827 if (op->env != NULL)
828 {
757 /* Animation is currently handled by client, so nothing 829 /* Animation is currently handled by client, so nothing
758 * to do in this case. 830 * to do in this case.
759 */ 831 */
760 return; 832 return;
761 } 833 }
762 834
763 /* If the map is saving, don't do anything as everything is 835 /* If the map is saving, don't do anything as everything is
764 * going to get freed anyways. 836 * going to get freed anyways.
765 */ 837 */
766 if (!op->map || op->map->in_memory == MAP_SAVING) return; 838 if (!op->map || op->map->in_memory == MAP_SAVING)
767 839 return;
840
768 /* make sure the object is within map boundaries */ 841 /* make sure the object is within map boundaries */
769 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 842 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)) { 843 {
771 LOG(llevError,"update_object() called for object out of map!\n"); 844 LOG (llevError, "update_object() called for object out of map!\n");
772#ifdef MANY_CORES 845#ifdef MANY_CORES
773 abort(); 846 abort ();
774#endif 847#endif
775 return; 848 return;
776 }
777 849 }
850
778 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 851 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
779 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 852 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); 853 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); 854 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); 855 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); 856 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
784 857
785 if (action == UP_OBJ_INSERT) { 858 if (action == UP_OBJ_INSERT)
859 {
786 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 860 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
787 update_now=1; 861 update_now = 1;
788 862
789 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 863 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
790 update_now=1; 864 update_now = 1;
791 865
792 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 866 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
793 update_now=1; 867 update_now = 1;
794 868
795 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 869 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
796 update_now=1; 870 update_now = 1;
797 871
798 if (op->type == SAFE_GROUND && !(flags & P_SAFE)) 872 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
799 update_now=1; 873 update_now = 1;
800 874
801 if ((move_on | op->move_on) != move_on) update_now=1; 875 if ((move_on | op->move_on) != move_on)
876 update_now = 1;
802 877
803 if ((move_off | op->move_off) != move_off) update_now=1; 878 if ((move_off | op->move_off) != move_off)
879 update_now = 1;
804 880
805 /* This isn't perfect, but I don't expect a lot of objects to 881 /* This isn't perfect, but I don't expect a lot of objects to
806 * to have move_allow right now. 882 * to have move_allow right now.
807 */ 883 */
808 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 884 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
809 update_now=1; 885 update_now = 1;
810 886
811 if ((move_slow | op->move_slow) != move_slow) 887 if ((move_slow | op->move_slow) != move_slow)
812 update_now=1; 888 update_now = 1;
813 } 889 }
814 /* if the object is being removed, we can't make intelligent 890 /* if the object is being removed, we can't make intelligent
815 * decisions, because remove_ob can't really pass the object 891 * decisions, because remove_ob can't really pass the object
816 * that is being removed. 892 * that is being removed.
817 */ 893 */
818 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 894 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
895 {
819 update_now=1; 896 update_now = 1;
897 }
820 } else if (action == UP_OBJ_FACE) { 898 else if (action == UP_OBJ_FACE)
899 {
821 /* Nothing to do for that case */ 900 /* Nothing to do for that case */
901 }
902 else
822 } 903 {
823 else {
824 LOG(llevError,"update_object called with invalid action: %d\n", action); 904 LOG (llevError, "update_object called with invalid action: %d\n", action);
825 } 905 }
826 906
827 if (update_now) { 907 if (update_now)
908 {
828 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 909 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); 910 update_position (op->map, op->x, op->y);
830 } 911 }
831 912
832 if(op->more!=NULL) 913 if (op->more != NULL)
833 update_object(op->more, action); 914 update_object (op->more, action);
834} 915}
835 916
836static std::vector<object *> mortals; 917static
918std::vector < object *>
919 mortals;
837 920
838void object::free_mortals () 921void object::free_mortals ()
839{ 922{
840 for (std::vector<object *>::iterator i = mortals.begin (); i != mortals.end (); ++i) 923 for (std::vector < object *>::iterator i = mortals.begin (); i != mortals.end (); ++i)
841 delete *i; 924 delete *
925 i;
842 926
843 mortals.clear (); 927 mortals.clear ();
844} 928}
845 929
846object::object () 930object::object ()
847{ 931{
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); 932 SET_FLAG (this, FLAG_REMOVED);
859 933
860 expmul = 1.0; 934 expmul = 1.0;
861 face = blank_face; 935 face = blank_face;
862 attacked_by_count = -1; 936 attacked_by_count = -1;
863} 937}
864 938
865object::~object () 939object::~object ()
866{ 940{
941 free_key_values (this);
942}
943
944void object::link ()
945{
946 count = ++ob_count;
947
948 prev = 0;
949 next = objects;
950
951 if (objects)
952 objects->prev = this;
953
954 objects = this;
955}
956
957void object::unlink ()
958{
959 count = 0;
960
961 /* Remove this object from the list of used objects */
962 if (prev)
963 prev->next = next;
964 if (next)
965 next->prev = prev;
966 if (this == objects)
967 objects = next;
867} 968}
868 969
869object *object::create () 970object *object::create ()
870{ 971{
871 return new object; 972 object *
973 op = new object;
974
975 op->link ();
976 return op;
872} 977}
873 978
874/* 979/*
875 * free_object() frees everything allocated by an object, removes 980 * free_object() frees everything allocated by an object, removes
876 * it from the list of used objects, and puts it on the list of 981 * it from the list of used objects, and puts it on the list of
879 * this function to succeed. 984 * this function to succeed.
880 * 985 *
881 * If free_inventory is set, free inventory as well. Else drop items in 986 * If free_inventory is set, free inventory as well. Else drop items in
882 * inventory to the ground. 987 * inventory to the ground.
883 */ 988 */
884void
885object::free (bool free_inventory) 989void object::free (bool free_inventory)
886{ 990{
887 if (!QUERY_FLAG (this, FLAG_REMOVED)) 991 if (!QUERY_FLAG (this, FLAG_REMOVED))
888 { 992 {
889 LOG (llevDebug, "Free object called with non removed object\n"); 993 LOG (llevDebug, "Free object called with non removed object\n");
890 dump_object (this); 994 dump_object (this);
916 { 1020 {
917 /* Only if the space blocks everything do we not process - 1021 /* Only if the space blocks everything do we not process -
918 * if some form of movement is allowed, let objects 1022 * if some form of movement is allowed, let objects
919 * drop on that space. 1023 * drop on that space.
920 */ 1024 */
921 if (free_inventory || !map 1025 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
922 || map->in_memory != MAP_IN_MEMORY 1026 {
923 || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)) 1027 object *
924 { 1028 op = inv;
925 object *op = inv;
926 1029
927 while (op) 1030 while (op)
928 { 1031 {
929 object *tmp = op->below; 1032 object *
1033 tmp = op->below;
1034
930 remove_ob (op); 1035 remove_ob (op);
931 op->free (free_inventory); 1036 op->free (free_inventory);
932 op = tmp; 1037 op = tmp;
933 } 1038 }
934 } 1039 }
935 else 1040 else
936 { /* Put objects in inventory onto this space */ 1041 { /* Put objects in inventory onto this space */
937 object *op = inv; 1042 object *
1043 op = inv;
938 1044
939 while (op) 1045 while (op)
940 { 1046 {
941 object *tmp = op->below; 1047 object *
1048 tmp = op->below;
1049
942 remove_ob (op); 1050 remove_ob (op);
943 1051
944 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 1052 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
945 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE 1053 || 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)) 1054 free_object (op);
947 free_object (op); 1055 else
948 else 1056 {
949 { 1057 op->x = x;
950 op->x = x; 1058 op->y = y;
951 op->y = y;
952 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */ 1059 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
953 } 1060 }
954 1061
955 op = tmp; 1062 op = tmp;
956 } 1063 }
957 } 1064 }
958 } 1065 }
959 1066
960 /* Remove object from the active list */ 1067 /* Remove object from the active list */
961 speed = 0; 1068 speed = 0;
962 update_ob_speed (this); 1069 update_ob_speed (this);
963 1070
1071 unlink ();
1072
964 SET_FLAG (this, FLAG_FREED); 1073 SET_FLAG (this, FLAG_FREED);
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 1074
981 mortals.push_back (this); 1075 mortals.push_back (this);
982} 1076}
983 1077
984/* 1078/*
985 * sub_weight() recursively (outwards) subtracts a number from the 1079 * sub_weight() recursively (outwards) subtracts a number from the
986 * weight of an object (and what is carried by it's environment(s)). 1080 * weight of an object (and what is carried by it's environment(s)).
987 */ 1081 */
988 1082
1083void
989void sub_weight (object *op, signed long weight) { 1084sub_weight (object *op, signed long weight)
1085{
990 while (op != NULL) { 1086 while (op != NULL)
1087 {
991 if (op->type == CONTAINER) { 1088 if (op->type == CONTAINER)
1089 {
992 weight=(signed long)(weight*(100-op->stats.Str)/100); 1090 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
993 } 1091 }
994 op->carrying-=weight; 1092 op->carrying -= weight;
995 op = op->env; 1093 op = op->env;
996 } 1094 }
997} 1095}
998 1096
999/* remove_ob(op): 1097/* remove_ob(op):
1000 * This function removes the object op from the linked list of objects 1098 * 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 1099 * which it is currently tied to. When this function is done, the
1003 * environment, the x and y coordinates will be updated to 1101 * environment, the x and y coordinates will be updated to
1004 * the previous environment. 1102 * the previous environment.
1005 * Beware: This function is called from the editor as well! 1103 * Beware: This function is called from the editor as well!
1006 */ 1104 */
1007 1105
1106void
1008void remove_ob(object *op) { 1107remove_ob (object *op)
1009 object *tmp,*last=NULL; 1108{
1010 object *otmp; 1109 object *
1011 tag_t tag; 1110 tmp, *
1111 last = NULL;
1112 object *
1113 otmp;
1114 tag_t
1115 tag;
1116 int
1012 int check_walk_off; 1117 check_walk_off;
1013 mapstruct *m; 1118 mapstruct *
1014 sint16 x,y;
1015 1119 m;
1120 sint16
1121 x,
1122 y;
1016 1123
1124
1017 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1125 if (QUERY_FLAG (op, FLAG_REMOVED))
1126 {
1018 dump_object(op); 1127 dump_object (op);
1019 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg); 1128 LOG (llevError, "Trying to remove removed object.\n%s\n", errmsg);
1020 1129
1021 /* Changed it to always dump core in this case. As has been learned 1130 /* Changed it to always dump core in this case. As has been learned
1022 * in the past, trying to recover from errors almost always 1131 * in the past, trying to recover from errors almost always
1023 * make things worse, and this is a real error here - something 1132 * make things worse, and this is a real error here - something
1024 * that should not happen. 1133 * that should not happen.
1025 * Yes, if this was a mission critical app, trying to do something 1134 * 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 1135 * 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 1136 * may have other disastrous problems. Cf runs out of a script
1028 * so is easily enough restarted without any real problems. 1137 * so is easily enough restarted without any real problems.
1029 * MSW 2001-07-01 1138 * MSW 2001-07-01
1030 */ 1139 */
1031 abort(); 1140 abort ();
1032 } 1141 }
1033 if(op->more!=NULL) 1142 if (op->more != NULL)
1034 remove_ob(op->more); 1143 remove_ob (op->more);
1035 1144
1036 SET_FLAG(op, FLAG_REMOVED); 1145 SET_FLAG (op, FLAG_REMOVED);
1037 1146
1038 /* 1147 /*
1039 * In this case, the object to be removed is in someones 1148 * In this case, the object to be removed is in someones
1040 * inventory. 1149 * inventory.
1041 */ 1150 */
1042 if(op->env!=NULL) { 1151 if (op->env != NULL)
1152 {
1043 if(op->nrof) 1153 if (op->nrof)
1044 sub_weight(op->env, op->weight*op->nrof); 1154 sub_weight (op->env, op->weight * op->nrof);
1045 else 1155 else
1046 sub_weight(op->env, op->weight+op->carrying); 1156 sub_weight (op->env, op->weight + op->carrying);
1047 1157
1048 /* NO_FIX_PLAYER is set when a great many changes are being 1158 /* NO_FIX_PLAYER is set when a great many changes are being
1049 * made to players inventory. If set, avoiding the call 1159 * made to players inventory. If set, avoiding the call
1050 * to save cpu time. 1160 * to save cpu time.
1051 */ 1161 */
1052 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1162 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); 1163 fix_player (otmp);
1055 1164
1056 if(op->above!=NULL) 1165 if (op->above != NULL)
1057 op->above->below=op->below; 1166 op->above->below = op->below;
1058 else 1167 else
1059 op->env->inv=op->below; 1168 op->env->inv = op->below;
1060 1169
1061 if(op->below!=NULL) 1170 if (op->below != NULL)
1062 op->below->above=op->above; 1171 op->below->above = op->above;
1063 1172
1064 /* we set up values so that it could be inserted into 1173 /* we set up values so that it could be inserted into
1065 * the map, but we don't actually do that - it is up 1174 * the map, but we don't actually do that - it is up
1066 * to the caller to decide what we want to do. 1175 * to the caller to decide what we want to do.
1067 */ 1176 */
1068 op->x=op->env->x,op->y=op->env->y; 1177 op->x = op->env->x, op->y = op->env->y;
1069 op->map=op->env->map; 1178 op->map = op->env->map;
1070 op->above=NULL,op->below=NULL; 1179 op->above = NULL, op->below = NULL;
1071 op->env=NULL; 1180 op->env = NULL;
1072 return; 1181 return;
1073 } 1182 }
1074 1183
1075 /* If we get here, we are removing it from a map */ 1184 /* If we get here, we are removing it from a map */
1076 if (op->map == NULL) return; 1185 if (op->map == NULL)
1186 return;
1077 1187
1078 x = op->x; 1188 x = op->x;
1079 y = op->y; 1189 y = op->y;
1080 m = get_map_from_coord(op->map, &x, &y); 1190 m = get_map_from_coord (op->map, &x, &y);
1081 1191
1082 if (!m) { 1192 if (!m)
1193 {
1083 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1194 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); 1195 op->map->path, op->x, op->y);
1085 /* in old days, we used to set x and y to 0 and continue. 1196 /* 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 1197 * it seems if we get into this case, something is probablye
1087 * screwed up and should be fixed. 1198 * screwed up and should be fixed.
1088 */ 1199 */
1089 abort(); 1200 abort ();
1090 } 1201 }
1091 if (op->map != m) { 1202 if (op->map != m)
1203 {
1092 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 1204 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); 1205 op->map->path, m->path, op->x, op->y, x, y);
1094 } 1206 }
1095 1207
1096 /* Re did the following section of code - it looks like it had 1208 /* Re did the following section of code - it looks like it had
1097 * lots of logic for things we no longer care about 1209 * lots of logic for things we no longer care about
1098 */ 1210 */
1099 1211
1100 /* link the object above us */ 1212 /* link the object above us */
1101 if (op->above) 1213 if (op->above)
1102 op->above->below=op->below; 1214 op->above->below = op->below;
1103 else 1215 else
1104 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */ 1216 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1105 1217
1106 /* Relink the object below us, if there is one */ 1218 /* Relink the object below us, if there is one */
1107 if(op->below) { 1219 if (op->below)
1220 {
1108 op->below->above=op->above; 1221 op->below->above = op->above;
1109 } else { 1222 }
1223 else
1224 {
1110 /* Nothing below, which means we need to relink map object for this space 1225 /* 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 1226 * use translated coordinates in case some oddness with map tiling is
1112 * evident 1227 * evident
1113 */ 1228 */
1114 if(GET_MAP_OB(m,x,y)!=op) { 1229 if (GET_MAP_OB (m, x, y) != op)
1230 {
1115 dump_object(op); 1231 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); 1232 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",
1233 errmsg);
1117 dump_object(GET_MAP_OB(m,x,y)); 1234 dump_object (GET_MAP_OB (m, x, y));
1118 LOG(llevError,"%s\n",errmsg); 1235 LOG (llevError, "%s\n", errmsg);
1119 } 1236 }
1120 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 1237 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1121 } 1238 }
1122 op->above=NULL; 1239 op->above = NULL;
1123 op->below=NULL; 1240 op->below = NULL;
1124 1241
1125 if (op->map->in_memory == MAP_SAVING) 1242 if (op->map->in_memory == MAP_SAVING)
1126 return; 1243 return;
1127 1244
1128 tag = op->count; 1245 tag = op->count;
1129 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1246 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1130 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1247 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1248 {
1131 /* No point updating the players look faces if he is the object 1249 /* No point updating the players look faces if he is the object
1132 * being removed. 1250 * being removed.
1133 */ 1251 */
1134 1252
1135 if(tmp->type==PLAYER && tmp!=op) { 1253 if (tmp->type == PLAYER && tmp != op)
1254 {
1136 /* If a container that the player is currently using somehow gets 1255 /* If a container that the player is currently using somehow gets
1137 * removed (most likely destroyed), update the player view 1256 * removed (most likely destroyed), update the player view
1138 * appropriately. 1257 * appropriately.
1139 */ 1258 */
1140 if (tmp->container==op) { 1259 if (tmp->container == op)
1260 {
1141 CLEAR_FLAG(op, FLAG_APPLIED); 1261 CLEAR_FLAG (op, FLAG_APPLIED);
1142 tmp->container=NULL; 1262 tmp->container = NULL;
1143 } 1263 }
1144 tmp->contr->socket.update_look=1; 1264 tmp->contr->socket.update_look = 1;
1145 } 1265 }
1146 /* See if player moving off should effect something */ 1266 /* See if player moving off should effect something */
1147 if (check_walk_off && ((op->move_type & tmp->move_off) && 1267 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1148 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1268 {
1149 1269
1150 move_apply(tmp, op, NULL); 1270 move_apply (tmp, op, NULL);
1151 if (was_destroyed (op, tag)) { 1271 if (was_destroyed (op, tag))
1272 {
1152 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1273 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1153 "leaving object\n", &tmp->name, &tmp->arch->name);
1154 } 1274 }
1155 } 1275 }
1156 1276
1157 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1277 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1158 1278
1159 if(tmp->above == tmp) 1279 if (tmp->above == tmp)
1160 tmp->above = NULL; 1280 tmp->above = NULL;
1161 last=tmp; 1281 last = tmp;
1162 } 1282 }
1163 /* last == NULL of there are no objects on this space */ 1283 /* last == NULL of there are no objects on this space */
1164 if (last==NULL) { 1284 if (last == NULL)
1285 {
1165 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1286 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1166 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1287 * 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 1288 * those out anyways, and if there are any flags set right now, they won't
1168 * be correct anyways. 1289 * be correct anyways.
1169 */ 1290 */
1170 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1291 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1171 update_position(op->map, op->x, op->y); 1292 update_position (op->map, op->x, op->y);
1172 } 1293 }
1173 else 1294 else
1174 update_object(last, UP_OBJ_REMOVE); 1295 update_object (last, UP_OBJ_REMOVE);
1175 1296
1176 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1297 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1177 update_all_los(op->map, op->x, op->y); 1298 update_all_los (op->map, op->x, op->y);
1178 1299
1179} 1300}
1180 1301
1181/* 1302/*
1182 * merge_ob(op,top): 1303 * merge_ob(op,top):
1185 * merges op to the first matching object. 1306 * merges op to the first matching object.
1186 * If top is NULL, it is calculated. 1307 * If top is NULL, it is calculated.
1187 * Returns pointer to object if it succeded in the merge, otherwise NULL 1308 * Returns pointer to object if it succeded in the merge, otherwise NULL
1188 */ 1309 */
1189 1310
1311object *
1190object *merge_ob(object *op, object *top) { 1312merge_ob (object *op, object *top)
1313{
1191 if(!op->nrof) 1314 if (!op->nrof)
1192 return 0; 1315 return 0;
1193 if(top==NULL) 1316 if (top == NULL)
1194 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1317 for (top = op; top != NULL && top->above != NULL; top = top->above);
1195 for(;top!=NULL;top=top->below) { 1318 for (; top != NULL; top = top->below)
1319 {
1196 if(top==op) 1320 if (top == op)
1197 continue; 1321 continue;
1198 if (CAN_MERGE(op,top)) 1322 if (CAN_MERGE (op, top))
1199 { 1323 {
1200 top->nrof+=op->nrof; 1324 top->nrof += op->nrof;
1325
1201/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1326/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1202 op->weight = 0; /* Don't want any adjustements now */ 1327 op->weight = 0; /* Don't want any adjustements now */
1203 remove_ob(op); 1328 remove_ob (op);
1204 free_object(op); 1329 free_object (op);
1205 return top; 1330 return top;
1206 } 1331 }
1207 } 1332 }
1208 return NULL; 1333 return NULL;
1209} 1334}
1210 1335
1211/* 1336/*
1212 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1337 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1213 * job preparing multi-part monsters 1338 * job preparing multi-part monsters
1214 */ 1339 */
1340object *
1215object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1341insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y)
1216 object* tmp; 1342{
1343 object *
1344 tmp;
1345
1217 if (op->head) 1346 if (op->head)
1218 op=op->head; 1347 op = op->head;
1219 for (tmp=op;tmp;tmp=tmp->more){ 1348 for (tmp = op; tmp; tmp = tmp->more)
1349 {
1220 tmp->x=x+tmp->arch->clone.x; 1350 tmp->x = x + tmp->arch->clone.x;
1221 tmp->y=y+tmp->arch->clone.y; 1351 tmp->y = y + tmp->arch->clone.y;
1222 } 1352 }
1223 return insert_ob_in_map (op, m, originator, flag); 1353 return insert_ob_in_map (op, m, originator, flag);
1224} 1354}
1225 1355
1226/* 1356/*
1227 * insert_ob_in_map (op, map, originator, flag): 1357 * insert_ob_in_map (op, map, originator, flag):
1228 * This function inserts the object in the two-way linked list 1358 * This function inserts the object in the two-way linked list
1242 * new object if 'op' was merged with other object 1372 * new object if 'op' was merged with other object
1243 * NULL if 'op' was destroyed 1373 * NULL if 'op' was destroyed
1244 * just 'op' otherwise 1374 * just 'op' otherwise
1245 */ 1375 */
1246 1376
1377object *
1247object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1378insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag)
1248{ 1379{
1249 object *tmp, *top, *floor=NULL; 1380 object *
1250 sint16 x,y; 1381 tmp, *
1382 top, *
1383 floor = NULL;
1384 sint16
1385 x,
1386 y;
1251 1387
1252 if (QUERY_FLAG (op, FLAG_FREED)) { 1388 if (QUERY_FLAG (op, FLAG_FREED))
1389 {
1253 LOG (llevError, "Trying to insert freed object!\n"); 1390 LOG (llevError, "Trying to insert freed object!\n");
1391 return NULL;
1392 }
1393 if (m == NULL)
1394 {
1395 dump_object (op);
1396 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1397 return op;
1398 }
1399 if (out_of_map (m, op->x, op->y))
1400 {
1401 dump_object (op);
1402 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1403#ifdef MANY_CORES
1404 /* Better to catch this here, as otherwise the next use of this object
1405 * is likely to cause a crash. Better to find out where it is getting
1406 * improperly inserted.
1407 */
1408 abort ();
1409#endif
1410 return op;
1411 }
1412 if (!QUERY_FLAG (op, FLAG_REMOVED))
1413 {
1414 dump_object (op);
1415 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1416 return op;
1417 }
1418 if (op->more != NULL)
1419 {
1420 /* The part may be on a different map. */
1421
1422 object *
1423 more = op->more;
1424
1425 /* We really need the caller to normalize coordinates - if
1426 * we set the map, that doesn't work if the location is within
1427 * a map and this is straddling an edge. So only if coordinate
1428 * is clear wrong do we normalize it.
1429 */
1430 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1431 {
1432 more->map = get_map_from_coord (m, &more->x, &more->y);
1433 }
1434 else if (!more->map)
1435 {
1436 /* For backwards compatibility - when not dealing with tiled maps,
1437 * more->map should always point to the parent.
1438 */
1439 more->map = m;
1440 }
1441
1442 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1443 {
1444 if (!op->head)
1445 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1446 return NULL;
1447 }
1448 }
1449 CLEAR_FLAG (op, FLAG_REMOVED);
1450
1451 /* Ideally, the caller figures this out. However, it complicates a lot
1452 * of areas of callers (eg, anything that uses find_free_spot would now
1453 * need extra work
1454 */
1455 op->map = get_map_from_coord (m, &op->x, &op->y);
1456 x = op->x;
1457 y = op->y;
1458
1459 /* this has to be done after we translate the coordinates.
1460 */
1461 if (op->nrof && !(flag & INS_NO_MERGE))
1462 {
1463 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1464 if (CAN_MERGE (op, tmp))
1465 {
1466 op->nrof += tmp->nrof;
1467 remove_ob (tmp);
1468 free_object (tmp);
1469 }
1470 }
1471
1472 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1473 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1474 if (!QUERY_FLAG (op, FLAG_ALIVE))
1475 CLEAR_FLAG (op, FLAG_NO_STEAL);
1476
1477 if (flag & INS_BELOW_ORIGINATOR)
1478 {
1479 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1480 {
1481 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1482 abort ();
1483 }
1484 op->above = originator;
1485 op->below = originator->below;
1486 if (op->below)
1487 op->below->above = op;
1488 else
1489 SET_MAP_OB (op->map, op->x, op->y, op);
1490 /* since *below* originator, no need to update top */
1491 originator->below = op;
1492 }
1493 else
1494 {
1495 /* If there are other objects, then */
1496 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1497 {
1498 object *
1499 last = NULL;
1500
1501 /*
1502 * If there are multiple objects on this space, we do some trickier handling.
1503 * We've already dealt with merging if appropriate.
1504 * Generally, we want to put the new object on top. But if
1505 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1506 * floor, we want to insert above that and no further.
1507 * Also, if there are spell objects on this space, we stop processing
1508 * once we get to them. This reduces the need to traverse over all of
1509 * them when adding another one - this saves quite a bit of cpu time
1510 * when lots of spells are cast in one area. Currently, it is presumed
1511 * that flying non pickable objects are spell objects.
1512 */
1513
1514 while (top != NULL)
1515 {
1516 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1517 floor = top;
1518 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1519 {
1520 /* We insert above top, so we want this object below this */
1521 top = top->below;
1522 break;
1523 }
1524 last = top;
1525 top = top->above;
1526 }
1527 /* Don't want top to be NULL, so set it to the last valid object */
1528 top = last;
1529
1530 /* We let update_position deal with figuring out what the space
1531 * looks like instead of lots of conditions here.
1532 * makes things faster, and effectively the same result.
1533 */
1534
1535 /* Have object 'fall below' other objects that block view.
1536 * Unless those objects are exits, type 66
1537 * If INS_ON_TOP is used, don't do this processing
1538 * Need to find the object that in fact blocks view, otherwise
1539 * stacking is a bit odd.
1540 */
1541 if (!(flag & INS_ON_TOP) &&
1542 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1543 {
1544 for (last = top; last != floor; last = last->below)
1545 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1546 break;
1547 /* Check to see if we found the object that blocks view,
1548 * and make sure we have a below pointer for it so that
1549 * we can get inserted below this one, which requires we
1550 * set top to the object below us.
1551 */
1552 if (last && last->below && last != floor)
1553 top = last->below;
1554 }
1555 } /* If objects on this space */
1556 if (flag & INS_MAP_LOAD)
1557 top = GET_MAP_TOP (op->map, op->x, op->y);
1558 if (flag & INS_ABOVE_FLOOR_ONLY)
1559 top = floor;
1560
1561 /* Top is the object that our object (op) is going to get inserted above.
1562 */
1563
1564 /* First object on this space */
1565 if (!top)
1566 {
1567 op->above = GET_MAP_OB (op->map, op->x, op->y);
1568 if (op->above)
1569 op->above->below = op;
1570 op->below = NULL;
1571 SET_MAP_OB (op->map, op->x, op->y, op);
1572 }
1573 else
1574 { /* get inserted into the stack above top */
1575 op->above = top->above;
1576 if (op->above)
1577 op->above->below = op;
1578 op->below = top;
1579 top->above = op;
1580 }
1581 if (op->above == NULL)
1582 SET_MAP_TOP (op->map, op->x, op->y, op);
1583 } /* else not INS_BELOW_ORIGINATOR */
1584
1585 if (op->type == PLAYER)
1586 op->contr->do_los = 1;
1587
1588 /* If we have a floor, we know the player, if any, will be above
1589 * it, so save a few ticks and start from there.
1590 */
1591 if (!(flag & INS_MAP_LOAD))
1592 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1593 {
1594 if (tmp->type == PLAYER)
1595 tmp->contr->socket.update_look = 1;
1596 }
1597
1598 /* If this object glows, it may affect lighting conditions that are
1599 * visible to others on this map. But update_all_los is really
1600 * an inefficient way to do this, as it means los for all players
1601 * on the map will get recalculated. The players could very well
1602 * be far away from this change and not affected in any way -
1603 * this should get redone to only look for players within range,
1604 * or just updating the P_NEED_UPDATE for spaces within this area
1605 * of effect may be sufficient.
1606 */
1607 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1608 update_all_los (op->map, op->x, op->y);
1609
1610
1611 /* updates flags (blocked, alive, no magic, etc) for this map space */
1612 update_object (op, UP_OBJ_INSERT);
1613
1614
1615 /* Don't know if moving this to the end will break anything. However,
1616 * we want to have update_look set above before calling this.
1617 *
1618 * check_move_on() must be after this because code called from
1619 * check_move_on() depends on correct map flags (so functions like
1620 * blocked() and wall() work properly), and these flags are updated by
1621 * update_object().
1622 */
1623
1624 /* if this is not the head or flag has been passed, don't check walk on status */
1625
1626 if (!(flag & INS_NO_WALK_ON) && !op->head)
1627 {
1628 if (check_move_on (op, originator))
1254 return NULL; 1629 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 1630
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 1631 /* If we are a multi part object, lets work our way through the check
1467 * walk on's. 1632 * walk on's.
1468 */ 1633 */
1469 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1634 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1470 if (check_move_on (tmp, originator)) 1635 if (check_move_on (tmp, originator))
1471 return NULL; 1636 return NULL;
1472 } 1637 }
1473 return op; 1638 return op;
1474} 1639}
1475 1640
1476/* this function inserts an object in the map, but if it 1641/* 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. 1642 * 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. 1643 * op is the object to insert it under: supplies x and the map.
1479 */ 1644 */
1645void
1480void replace_insert_ob_in_map(const char *arch_string, object *op) { 1646replace_insert_ob_in_map (const char *arch_string, object *op)
1647{
1481 object *tmp; 1648 object *
1482 object *tmp1; 1649 tmp;
1650 object *
1651 tmp1;
1483 1652
1484 /* first search for itself and remove any old instances */ 1653 /* first search for itself and remove any old instances */
1485 1654
1486 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1655 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1656 {
1487 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1657 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1658 {
1488 remove_ob(tmp); 1659 remove_ob (tmp);
1489 free_object(tmp); 1660 free_object (tmp);
1490 } 1661 }
1491 } 1662 }
1492 1663
1493 tmp1=arch_to_object(find_archetype(arch_string)); 1664 tmp1 = arch_to_object (find_archetype (arch_string));
1494 1665
1495 1666
1496 tmp1->x = op->x; tmp1->y = op->y; 1667 tmp1->x = op->x;
1668 tmp1->y = op->y;
1497 insert_ob_in_map(tmp1,op->map,op,0); 1669 insert_ob_in_map (tmp1, op->map, op, 0);
1498} 1670}
1499 1671
1500/* 1672/*
1501 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1673 * 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 1674 * is returned contains nr objects, and the remaining parts contains
1503 * the rest (or is removed and freed if that number is 0). 1675 * the rest (or is removed and freed if that number is 0).
1504 * On failure, NULL is returned, and the reason put into the 1676 * On failure, NULL is returned, and the reason put into the
1505 * global static errmsg array. 1677 * global static errmsg array.
1506 */ 1678 */
1507 1679
1680object *
1508object *get_split_ob(object *orig_ob, uint32 nr) { 1681get_split_ob (object *orig_ob, uint32 nr)
1509 object *newob; 1682{
1683 object *
1684 newob;
1685 int
1510 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1686 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1511 1687
1512 if(orig_ob->nrof<nr) { 1688 if (orig_ob->nrof < nr)
1513 sprintf(errmsg,"There are only %d %ss.", 1689 {
1514 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1690 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1515 return NULL; 1691 return NULL;
1516 } 1692 }
1517 newob = object_create_clone(orig_ob); 1693 newob = object_create_clone (orig_ob);
1518 if((orig_ob->nrof-=nr)<1) { 1694 if ((orig_ob->nrof -= nr) < 1)
1695 {
1519 if ( ! is_removed) 1696 if (!is_removed)
1520 remove_ob(orig_ob); 1697 remove_ob (orig_ob);
1521 free_object2(orig_ob, 1); 1698 free_object2 (orig_ob, 1);
1522 } 1699 }
1523 else if ( ! is_removed) { 1700 else if (!is_removed)
1701 {
1524 if(orig_ob->env!=NULL) 1702 if (orig_ob->env != NULL)
1525 sub_weight (orig_ob->env,orig_ob->weight*nr); 1703 sub_weight (orig_ob->env, orig_ob->weight * nr);
1526 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1704 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1705 {
1527 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1706 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"); 1707 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1530 return NULL; 1708 return NULL;
1531 } 1709 }
1532 } 1710 }
1533 newob->nrof=nr; 1711 newob->nrof = nr;
1534 1712
1535 return newob; 1713 return newob;
1536} 1714}
1537 1715
1538/* 1716/*
1539 * decrease_ob_nr(object, number) decreases a specified number from 1717 * decrease_ob_nr(object, number) decreases a specified number from
1540 * the amount of an object. If the amount reaches 0, the object 1718 * the amount of an object. If the amount reaches 0, the object
1541 * is subsequently removed and freed. 1719 * is subsequently removed and freed.
1542 * 1720 *
1543 * Return value: 'op' if something is left, NULL if the amount reached 0 1721 * Return value: 'op' if something is left, NULL if the amount reached 0
1544 */ 1722 */
1545 1723
1724object *
1546object *decrease_ob_nr (object *op, uint32 i) 1725decrease_ob_nr (object *op, uint32 i)
1547{ 1726{
1548 object *tmp; 1727 object *
1728 tmp;
1549 player *pl; 1729 player *
1730 pl;
1550 1731
1551 if (i == 0) /* objects with op->nrof require this check */ 1732 if (i == 0) /* objects with op->nrof require this check */
1552 return op; 1733 return op;
1553 1734
1554 if (i > op->nrof) 1735 if (i > op->nrof)
1555 i = op->nrof; 1736 i = op->nrof;
1556 1737
1557 if (QUERY_FLAG (op, FLAG_REMOVED)) 1738 if (QUERY_FLAG (op, FLAG_REMOVED))
1558 { 1739 {
1559 op->nrof -= i; 1740 op->nrof -= i;
1560 } 1741 }
1561 else if (op->env != NULL) 1742 else if (op->env != NULL)
1562 { 1743 {
1563 /* is this object in the players inventory, or sub container 1744 /* is this object in the players inventory, or sub container
1564 * therein? 1745 * therein?
1565 */ 1746 */
1566 tmp = is_player_inv (op->env); 1747 tmp = is_player_inv (op->env);
1567 /* nope. Is this a container the player has opened? 1748 /* nope. Is this a container the player has opened?
1568 * If so, set tmp to that player. 1749 * If so, set tmp to that player.
1569 * IMO, searching through all the players will mostly 1750 * IMO, searching through all the players will mostly
1570 * likely be quicker than following op->env to the map, 1751 * likely be quicker than following op->env to the map,
1571 * and then searching the map for a player. 1752 * and then searching the map for a player.
1572 */ 1753 */
1573 if (!tmp) { 1754 if (!tmp)
1755 {
1574 for (pl=first_player; pl; pl=pl->next) 1756 for (pl = first_player; pl; pl = pl->next)
1575 if (pl->ob->container == op->env) break; 1757 if (pl->ob->container == op->env)
1758 break;
1759 if (pl)
1576 if (pl) tmp=pl->ob; 1760 tmp = pl->ob;
1761 else
1577 else tmp=NULL; 1762 tmp = NULL;
1578 } 1763 }
1579 1764
1580 if (i < op->nrof) { 1765 if (i < op->nrof)
1766 {
1581 sub_weight (op->env, op->weight * i); 1767 sub_weight (op->env, op->weight * i);
1582 op->nrof -= i; 1768 op->nrof -= i;
1583 if (tmp) { 1769 if (tmp)
1770 {
1584 esrv_send_item(tmp, op); 1771 esrv_send_item (tmp, op);
1585 } 1772 }
1773 }
1586 } else { 1774 else
1775 {
1587 remove_ob (op); 1776 remove_ob (op);
1588 op->nrof = 0; 1777 op->nrof = 0;
1589 if (tmp) { 1778 if (tmp)
1779 {
1590 esrv_del_item(tmp->contr, op->count); 1780 esrv_del_item (tmp->contr, op->count);
1591 } 1781 }
1592 } 1782 }
1593 } 1783 }
1594 else 1784 else
1595 { 1785 {
1786 object *
1596 object *above = op->above; 1787 above = op->above;
1597 1788
1598 if (i < op->nrof) { 1789 if (i < op->nrof)
1790 {
1599 op->nrof -= i; 1791 op->nrof -= i;
1792 }
1600 } else { 1793 else
1794 {
1601 remove_ob (op); 1795 remove_ob (op);
1602 op->nrof = 0; 1796 op->nrof = 0;
1603 } 1797 }
1604 /* Since we just removed op, op->above is null */ 1798 /* Since we just removed op, op->above is null */
1605 for (tmp = above; tmp != NULL; tmp = tmp->above) 1799 for (tmp = above; tmp != NULL; tmp = tmp->above)
1606 if (tmp->type == PLAYER) { 1800 if (tmp->type == PLAYER)
1801 {
1607 if (op->nrof) 1802 if (op->nrof)
1608 esrv_send_item(tmp, op); 1803 esrv_send_item (tmp, op);
1609 else 1804 else
1610 esrv_del_item(tmp->contr, op->count); 1805 esrv_del_item (tmp->contr, op->count);
1611 } 1806 }
1612 } 1807 }
1613 1808
1614 if (op->nrof) { 1809 if (op->nrof)
1810 {
1615 return op; 1811 return op;
1616 } else { 1812 }
1813 else
1814 {
1617 free_object (op); 1815 free_object (op);
1618 return NULL; 1816 return NULL;
1619 } 1817 }
1620} 1818}
1621 1819
1622/* 1820/*
1623 * add_weight(object, weight) adds the specified weight to an object, 1821 * add_weight(object, weight) adds the specified weight to an object,
1624 * and also updates how much the environment(s) is/are carrying. 1822 * and also updates how much the environment(s) is/are carrying.
1625 */ 1823 */
1626 1824
1825void
1627void add_weight (object *op, signed long weight) { 1826add_weight (object *op, signed long weight)
1827{
1628 while (op!=NULL) { 1828 while (op != NULL)
1829 {
1629 if (op->type == CONTAINER) { 1830 if (op->type == CONTAINER)
1831 {
1630 weight=(signed long)(weight*(100-op->stats.Str)/100); 1832 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1631 } 1833 }
1632 op->carrying+=weight; 1834 op->carrying += weight;
1633 op=op->env; 1835 op = op->env;
1634 } 1836 }
1635} 1837}
1636 1838
1637/* 1839/*
1638 * insert_ob_in_ob(op,environment): 1840 * insert_ob_in_ob(op,environment):
1639 * This function inserts the object op in the linked list 1841 * This function inserts the object op in the linked list
1646 * 1848 *
1647 * The function returns now pointer to inserted item, and return value can 1849 * The function returns now pointer to inserted item, and return value can
1648 * be != op, if items are merged. -Tero 1850 * be != op, if items are merged. -Tero
1649 */ 1851 */
1650 1852
1853object *
1651object *insert_ob_in_ob(object *op,object *where) { 1854insert_ob_in_ob (object *op, object *where)
1652 object *tmp, *otmp; 1855{
1856 object *
1857 tmp, *
1858 otmp;
1653 1859
1654 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1860 if (!QUERY_FLAG (op, FLAG_REMOVED))
1861 {
1655 dump_object(op); 1862 dump_object (op);
1656 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1863 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1657 return op; 1864 return op;
1658 } 1865 }
1659 if(where==NULL) { 1866 if (where == NULL)
1867 {
1660 dump_object(op); 1868 dump_object (op);
1661 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg); 1869 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1662 return op; 1870 return op;
1663 } 1871 }
1664 if (where->head) { 1872 if (where->head)
1665 LOG(llevDebug, 1873 {
1666 "Warning: Tried to insert object wrong part of multipart object.\n"); 1874 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1667 where = where->head; 1875 where = where->head;
1668 } 1876 }
1669 if (op->more) { 1877 if (op->more)
1878 {
1670 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1879 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1671 &op->name, op->count);
1672 return op; 1880 return op;
1673 } 1881 }
1674 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1882 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1675 CLEAR_FLAG(op, FLAG_REMOVED); 1883 CLEAR_FLAG (op, FLAG_REMOVED);
1676 if(op->nrof) { 1884 if (op->nrof)
1885 {
1677 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1886 for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1678 if ( CAN_MERGE(tmp,op) ) { 1887 if (CAN_MERGE (tmp, op))
1888 {
1679 /* return the original object and remove inserted object 1889 /* return the original object and remove inserted object
1680 (client needs the original object) */ 1890 (client needs the original object) */
1681 tmp->nrof += op->nrof; 1891 tmp->nrof += op->nrof;
1682 /* Weight handling gets pretty funky. Since we are adding to 1892 /* Weight handling gets pretty funky. Since we are adding to
1683 * tmp->nrof, we need to increase the weight. 1893 * tmp->nrof, we need to increase the weight.
1684 */ 1894 */
1685 add_weight (where, op->weight*op->nrof); 1895 add_weight (where, op->weight * op->nrof);
1686 SET_FLAG(op, FLAG_REMOVED); 1896 SET_FLAG (op, FLAG_REMOVED);
1687 free_object(op); /* free the inserted object */ 1897 free_object (op); /* free the inserted object */
1688 op = tmp; 1898 op = tmp;
1689 remove_ob (op); /* and fix old object's links */ 1899 remove_ob (op); /* and fix old object's links */
1690 CLEAR_FLAG(op, FLAG_REMOVED); 1900 CLEAR_FLAG (op, FLAG_REMOVED);
1691 break; 1901 break;
1692 } 1902 }
1693 1903
1694 /* I assume combined objects have no inventory 1904 /* I assume combined objects have no inventory
1695 * We add the weight - this object could have just been removed 1905 * We add the weight - this object could have just been removed
1696 * (if it was possible to merge). calling remove_ob will subtract 1906 * (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 1907 * the weight, so we need to add it in again, since we actually do
1698 * the linking below 1908 * the linking below
1699 */ 1909 */
1700 add_weight (where, op->weight*op->nrof); 1910 add_weight (where, op->weight * op->nrof);
1911 }
1701 } else 1912 else
1702 add_weight (where, (op->weight+op->carrying)); 1913 add_weight (where, (op->weight + op->carrying));
1703 1914
1704 otmp=is_player_inv(where); 1915 otmp = is_player_inv (where);
1705 if (otmp&&otmp->contr!=NULL) { 1916 if (otmp && otmp->contr != NULL)
1917 {
1706 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1918 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1707 fix_player(otmp); 1919 fix_player (otmp);
1708 } 1920 }
1709 1921
1710 op->map=NULL; 1922 op->map = NULL;
1711 op->env=where; 1923 op->env = where;
1712 op->above=NULL; 1924 op->above = NULL;
1713 op->below=NULL; 1925 op->below = NULL;
1714 op->x=0,op->y=0; 1926 op->x = 0, op->y = 0;
1715 1927
1716 /* reset the light list and los of the players on the map */ 1928 /* reset the light list and los of the players on the map */
1717 if((op->glow_radius!=0)&&where->map) 1929 if ((op->glow_radius != 0) && where->map)
1718 { 1930 {
1719#ifdef DEBUG_LIGHTS 1931#ifdef DEBUG_LIGHTS
1720 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1932 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1721 op->name);
1722#endif /* DEBUG_LIGHTS */ 1933#endif /* DEBUG_LIGHTS */
1934 if (MAP_DARKNESS (where->map))
1723 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1935 update_all_los (where->map, where->x, where->y);
1724 } 1936 }
1725 1937
1726 /* Client has no idea of ordering so lets not bother ordering it here. 1938 /* Client has no idea of ordering so lets not bother ordering it here.
1727 * It sure simplifies this function... 1939 * It sure simplifies this function...
1728 */ 1940 */
1729 if (where->inv==NULL) 1941 if (where->inv == NULL)
1730 where->inv=op; 1942 where->inv = op;
1731 else { 1943 else
1944 {
1732 op->below = where->inv; 1945 op->below = where->inv;
1733 op->below->above = op; 1946 op->below->above = op;
1734 where->inv = op; 1947 where->inv = op;
1735 } 1948 }
1736 return op; 1949 return op;
1737} 1950}
1738 1951
1739/* 1952/*
1740 * Checks if any objects has a move_type that matches objects 1953 * 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 1968 * 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 1969 * object being inserted. insert_ob_in_map may not put new objects
1757 * on top. 1970 * on top.
1758 */ 1971 */
1759 1972
1973int
1760int check_move_on (object *op, object *originator) 1974check_move_on (object *op, object *originator)
1761{ 1975{
1762 object *tmp; 1976 object *
1763 tag_t tag; 1977 tmp;
1764 mapstruct *m=op->map; 1978 tag_t
1979 tag;
1980 mapstruct *
1981 m = op->map;
1982 int
1765 int x=op->x, y=op->y; 1983 x = op->x, y = op->y;
1766 MoveType move_on, move_slow, move_block; 1984 MoveType
1985 move_on,
1986 move_slow,
1987 move_block;
1767 1988
1768 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1989 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1769 return 0; 1990 return 0;
1770 1991
1771 tag = op->count; 1992 tag = op->count;
1772 1993
1773 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1994 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); 1995 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); 1996 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1776 1997
1777 /* if nothing on this space will slow op down or be applied, 1998 /* 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 1999 * 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 2000 * is set, as lots of objects don't have it set - we treat that
1780 * as walking. 2001 * as walking.
1781 */ 2002 */
1782 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 2003 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1783 return 0; 2004 return 0;
1784 2005
1785 /* This is basically inverse logic of that below - basically, 2006 /* This is basically inverse logic of that below - basically,
1786 * if the object can avoid the move on or slow move, they do so, 2007 * 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 2008 * but can't do it if the alternate movement they are using is
1788 * blocked. Logic on this seems confusing, but does seem correct. 2009 * blocked. Logic on this seems confusing, but does seem correct.
1789 */ 2010 */
1790 if ((op->move_type & ~move_on & ~move_block) != 0 && 2011 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; 2012 return 0;
1792 2013
1793 /* The objects have to be checked from top to bottom. 2014 /* The objects have to be checked from top to bottom.
1794 * Hence, we first go to the top: 2015 * Hence, we first go to the top:
1795 */ 2016 */
1796 2017
1797 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 2018 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) { 2019 {
1799 /* Trim the search when we find the first other spell effect 2020 /* Trim the search when we find the first other spell effect
1800 * this helps performance so that if a space has 50 spell objects, 2021 * this helps performance so that if a space has 50 spell objects,
1801 * we don't need to check all of them. 2022 * we don't need to check all of them.
1802 */ 2023 */
1803 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 2024 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
2025 break;
1804 } 2026 }
1805 for(;tmp!=NULL; tmp=tmp->below) { 2027 for (; tmp != NULL; tmp = tmp->below)
2028 {
2029 if (tmp == op)
1806 if (tmp == op) continue; /* Can't apply yourself */ 2030 continue; /* Can't apply yourself */
1807 2031
1808 /* Check to see if one of the movement types should be slowed down. 2032 /* 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 2033 * Second check makes sure that the movement types not being slowed
1810 * (~slow_move) is not blocked on this space - just because the 2034 * (~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 2035 * 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. 2036 * swim on that space, can't use it to avoid the penalty.
1813 */ 2037 */
1814 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 2038 if (!QUERY_FLAG (op, FLAG_WIZPASS))
2039 {
1815 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 2040 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)) { 2041 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2042 {
1818 2043
2044 float
1819 float diff; 2045 diff;
1820 2046
1821 diff = tmp->move_slow_penalty*FABS(op->speed); 2047 diff = tmp->move_slow_penalty * FABS (op->speed);
1822 if (op->type == PLAYER) { 2048 if (op->type == PLAYER)
2049 {
1823 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 2050 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))) { 2051 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2052 {
1825 diff /= 4.0; 2053 diff /= 4.0;
1826 } 2054 }
1827 } 2055 }
1828 op->speed_left -= diff; 2056 op->speed_left -= diff;
1829 } 2057 }
1830 } 2058 }
1831 2059
1832 /* Basically same logic as above, except now for actual apply. */ 2060 /* Basically same logic as above, except now for actual apply. */
1833 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 2061 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)) { 2062 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2063 {
1836 2064
1837 move_apply(tmp, op, originator); 2065 move_apply (tmp, op, originator);
1838 if (was_destroyed (op, tag)) 2066 if (was_destroyed (op, tag))
1839 return 1; 2067 return 1;
1840 2068
1841 /* what the person/creature stepped onto has moved the object 2069 /* what the person/creature stepped onto has moved the object
1842 * someplace new. Don't process any further - if we did, 2070 * someplace new. Don't process any further - if we did,
1843 * have a feeling strange problems would result. 2071 * have a feeling strange problems would result.
1844 */ 2072 */
1845 if (op->map != m || op->x != x || op->y != y) return 0; 2073 if (op->map != m || op->x != x || op->y != y)
2074 return 0;
1846 } 2075 }
1847 } 2076 }
1848 return 0; 2077 return 0;
1849} 2078}
1850 2079
1851/* 2080/*
1852 * present_arch(arch, map, x, y) searches for any objects with 2081 * present_arch(arch, map, x, y) searches for any objects with
1853 * a matching archetype at the given map and coordinates. 2082 * a matching archetype at the given map and coordinates.
1854 * The first matching object is returned, or NULL if none. 2083 * The first matching object is returned, or NULL if none.
1855 */ 2084 */
1856 2085
2086object *
1857object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 2087present_arch (const archetype *at, mapstruct *m, int x, int y)
2088{
1858 object *tmp; 2089 object *
2090 tmp;
2091
1859 if(m==NULL || out_of_map(m,x,y)) { 2092 if (m == NULL || out_of_map (m, x, y))
2093 {
1860 LOG(llevError,"Present_arch called outside map.\n"); 2094 LOG (llevError, "Present_arch called outside map.\n");
1861 return NULL; 2095 return NULL;
1862 } 2096 }
1863 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 2097 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1864 if(tmp->arch == at) 2098 if (tmp->arch == at)
1865 return tmp; 2099 return tmp;
1866 return NULL; 2100 return NULL;
1867} 2101}
1868 2102
1869/* 2103/*
1870 * present(type, map, x, y) searches for any objects with 2104 * present(type, map, x, y) searches for any objects with
1871 * a matching type variable at the given map and coordinates. 2105 * a matching type variable at the given map and coordinates.
1872 * The first matching object is returned, or NULL if none. 2106 * The first matching object is returned, or NULL if none.
1873 */ 2107 */
1874 2108
2109object *
1875object *present(unsigned char type,mapstruct *m, int x,int y) { 2110present (unsigned char type, mapstruct *m, int x, int y)
2111{
1876 object *tmp; 2112 object *
2113 tmp;
2114
1877 if(out_of_map(m,x,y)) { 2115 if (out_of_map (m, x, y))
2116 {
1878 LOG(llevError,"Present called outside map.\n"); 2117 LOG (llevError, "Present called outside map.\n");
1879 return NULL; 2118 return NULL;
1880 } 2119 }
1881 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 2120 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1882 if(tmp->type==type) 2121 if (tmp->type == type)
1883 return tmp; 2122 return tmp;
1884 return NULL; 2123 return NULL;
1885} 2124}
1886 2125
1887/* 2126/*
1888 * present_in_ob(type, object) searches for any objects with 2127 * present_in_ob(type, object) searches for any objects with
1889 * a matching type variable in the inventory of the given object. 2128 * a matching type variable in the inventory of the given object.
1890 * The first matching object is returned, or NULL if none. 2129 * The first matching object is returned, or NULL if none.
1891 */ 2130 */
1892 2131
2132object *
1893object *present_in_ob(unsigned char type, const object *op) { 2133present_in_ob (unsigned char type, const object *op)
2134{
1894 object *tmp; 2135 object *
2136 tmp;
2137
1895 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2138 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1896 if(tmp->type==type) 2139 if (tmp->type == type)
1897 return tmp; 2140 return tmp;
1898 return NULL; 2141 return NULL;
1899} 2142}
1900 2143
1901/* 2144/*
1911 * the object name, not the archetype name. this is so that the 2154 * 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 2155 * spell code can use one object type (force), but change it's name
1913 * to be unique. 2156 * to be unique.
1914 */ 2157 */
1915 2158
2159object *
1916object *present_in_ob_by_name(int type, const char *str, const object *op) { 2160present_in_ob_by_name (int type, const char *str, const object *op)
2161{
1917 object *tmp; 2162 object *
2163 tmp;
1918 2164
1919 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2165 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2166 {
1920 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2167 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1921 return tmp; 2168 return tmp;
1922 } 2169 }
1923 return NULL; 2170 return NULL;
1924} 2171}
1925 2172
1926/* 2173/*
1927 * present_arch_in_ob(archetype, object) searches for any objects with 2174 * present_arch_in_ob(archetype, object) searches for any objects with
1928 * a matching archetype in the inventory of the given object. 2175 * a matching archetype in the inventory of the given object.
1929 * The first matching object is returned, or NULL if none. 2176 * The first matching object is returned, or NULL if none.
1930 */ 2177 */
1931 2178
2179object *
1932object *present_arch_in_ob(const archetype *at, const object *op) { 2180present_arch_in_ob (const archetype *at, const object *op)
2181{
1933 object *tmp; 2182 object *
2183 tmp;
2184
1934 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2185 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1935 if( tmp->arch == at) 2186 if (tmp->arch == at)
1936 return tmp; 2187 return tmp;
1937 return NULL; 2188 return NULL;
1938} 2189}
1939 2190
1940/* 2191/*
1941 * activate recursively a flag on an object inventory 2192 * activate recursively a flag on an object inventory
1942 */ 2193 */
2194void
1943void flag_inv(object*op, int flag){ 2195flag_inv (object *op, int flag)
2196{
1944 object *tmp; 2197 object *
2198 tmp;
2199
1945 if(op->inv) 2200 if (op->inv)
1946 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2201 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2202 {
1947 SET_FLAG(tmp, flag); 2203 SET_FLAG (tmp, flag);
1948 flag_inv(tmp,flag); 2204 flag_inv (tmp, flag);
1949 } 2205 }
1950}/* 2206} /*
1951 * desactivate recursively a flag on an object inventory 2207 * desactivate recursively a flag on an object inventory
1952 */ 2208 */
2209void
1953void unflag_inv(object*op, int flag){ 2210unflag_inv (object *op, int flag)
2211{
1954 object *tmp; 2212 object *
2213 tmp;
2214
1955 if(op->inv) 2215 if (op->inv)
1956 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2216 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2217 {
1957 CLEAR_FLAG(tmp, flag); 2218 CLEAR_FLAG (tmp, flag);
1958 unflag_inv(tmp,flag); 2219 unflag_inv (tmp, flag);
1959 } 2220 }
1960} 2221}
1961 2222
1962/* 2223/*
1963 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2224 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1964 * all it's inventory (recursively). 2225 * all it's inventory (recursively).
1965 * If checksums are used, a player will get set_cheat called for 2226 * 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. 2227 * him/her-self and all object carried by a call to this function.
1967 */ 2228 */
1968 2229
2230void
1969void set_cheat(object *op) { 2231set_cheat (object *op)
2232{
1970 SET_FLAG(op, FLAG_WAS_WIZ); 2233 SET_FLAG (op, FLAG_WAS_WIZ);
1971 flag_inv(op, FLAG_WAS_WIZ); 2234 flag_inv (op, FLAG_WAS_WIZ);
1972} 2235}
1973 2236
1974/* 2237/*
1975 * find_free_spot(object, map, x, y, start, stop) will search for 2238 * 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 2239 * 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 2254 * 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 2255 * the archetype because that isn't correct if the monster has been
1993 * customized, changed states, etc. 2256 * customized, changed states, etc.
1994 */ 2257 */
1995 2258
2259int
1996int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2260find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop)
2261{
2262 int
2263 i,
1997 int i,index=0, flag; 2264 index = 0, flag;
2265 static int
1998 static int altern[SIZEOFFREE]; 2266 altern[SIZEOFFREE];
1999 2267
2000 for(i=start;i<stop;i++) { 2268 for (i = start; i < stop; i++)
2269 {
2001 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2270 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2002 if(!flag) 2271 if (!flag)
2003 altern[index++]=i; 2272 altern[index++] = i;
2004 2273
2005 /* Basically, if we find a wall on a space, we cut down the search size. 2274 /* 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. 2275 * 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 - 2276 * 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 2277 * 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 2278 * spaces in all the other directions, this will reduce the search space
2010 * to only the spaces immediately surrounding the target area, and 2279 * to only the spaces immediately surrounding the target area, and
2011 * won't look 2 spaces south of the target space. 2280 * won't look 2 spaces south of the target space.
2012 */ 2281 */
2013 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2282 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2014 stop=maxfree[i]; 2283 stop = maxfree[i];
2015 } 2284 }
2016 if(!index) return -1; 2285 if (!index)
2286 return -1;
2017 return altern[RANDOM()%index]; 2287 return altern[RANDOM () % index];
2018} 2288}
2019 2289
2020/* 2290/*
2021 * find_first_free_spot(archetype, mapstruct, x, y) works like 2291 * find_first_free_spot(archetype, mapstruct, x, y) works like
2022 * find_free_spot(), but it will search max number of squares. 2292 * find_free_spot(), but it will search max number of squares.
2023 * But it will return the first available spot, not a random choice. 2293 * 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. 2294 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2025 */ 2295 */
2026 2296
2297int
2027int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2298find_first_free_spot (const object *ob, mapstruct *m, int x, int y)
2299{
2300 int
2028 int i; 2301 i;
2302
2029 for(i=0;i<SIZEOFFREE;i++) { 2303 for (i = 0; i < SIZEOFFREE; i++)
2304 {
2030 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2305 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2031 return i; 2306 return i;
2032 } 2307 }
2033 return -1; 2308 return -1;
2034} 2309}
2035 2310
2036/* 2311/*
2037 * The function permute(arr, begin, end) randomly reorders the array 2312 * The function permute(arr, begin, end) randomly reorders the array
2038 * arr[begin..end-1]. 2313 * arr[begin..end-1].
2039 */ 2314 */
2315static void
2040static void permute(int *arr, int begin, int end) 2316permute (int *arr, int begin, int end)
2041{ 2317{
2042 int i, j, tmp, len; 2318 int
2319 i,
2320 j,
2321 tmp,
2322 len;
2043 2323
2044 len = end-begin; 2324 len = end - begin;
2045 for(i = begin; i < end; i++) 2325 for (i = begin; i < end; i++)
2046 { 2326 {
2047 j = begin+RANDOM()%len; 2327 j = begin + RANDOM () % len;
2048 2328
2049 tmp = arr[i]; 2329 tmp = arr[i];
2050 arr[i] = arr[j]; 2330 arr[i] = arr[j];
2051 arr[j] = tmp; 2331 arr[j] = tmp;
2052 } 2332 }
2053} 2333}
2054 2334
2055/* new function to make monster searching more efficient, and effective! 2335/* new function to make monster searching more efficient, and effective!
2056 * This basically returns a randomized array (in the passed pointer) of 2336 * 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 2337 * 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 2338 * 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 2339 * 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. 2340 * the 3x3 area will be searched, just not in a predictable order.
2061 */ 2341 */
2342void
2062void get_search_arr(int *search_arr) 2343get_search_arr (int *search_arr)
2063{ 2344{
2345 int
2064 int i; 2346 i;
2065 2347
2066 for(i = 0; i < SIZEOFFREE; i++) 2348 for (i = 0; i < SIZEOFFREE; i++)
2067 { 2349 {
2068 search_arr[i] = i; 2350 search_arr[i] = i;
2069 } 2351 }
2070 2352
2071 permute(search_arr, 1, SIZEOFFREE1+1); 2353 permute (search_arr, 1, SIZEOFFREE1 + 1);
2072 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2354 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2073 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2355 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2074} 2356}
2075 2357
2076/* 2358/*
2077 * find_dir(map, x, y, exclude) will search some close squares in the 2359 * find_dir(map, x, y, exclude) will search some close squares in the
2078 * given map at the given coordinates for live objects. 2360 * given map at the given coordinates for live objects.
2084 * is actually want is going to try and move there. We need this info 2366 * 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 2367 * because we have to know what movement the thing looking to move
2086 * there is capable of. 2368 * there is capable of.
2087 */ 2369 */
2088 2370
2371int
2089int find_dir(mapstruct *m, int x, int y, object *exclude) { 2372find_dir (mapstruct *m, int x, int y, object *exclude)
2373{
2374 int
2375 i,
2090 int i,max=SIZEOFFREE, mflags; 2376 max = SIZEOFFREE, mflags;
2091 sint16 nx, ny; 2377 sint16
2378 nx,
2379 ny;
2092 object *tmp; 2380 object *
2381 tmp;
2093 mapstruct *mp; 2382 mapstruct *
2094 MoveType blocked, move_type; 2383 mp;
2384 MoveType
2385 blocked,
2386 move_type;
2095 2387
2096 if (exclude && exclude->head) { 2388 if (exclude && exclude->head)
2389 {
2097 exclude = exclude->head; 2390 exclude = exclude->head;
2098 move_type = exclude->move_type; 2391 move_type = exclude->move_type;
2099 } else { 2392 }
2393 else
2394 {
2100 /* If we don't have anything, presume it can use all movement types. */ 2395 /* If we don't have anything, presume it can use all movement types. */
2101 move_type=MOVE_ALL; 2396 move_type = MOVE_ALL;
2397 }
2398
2399 for (i = 1; i < max; i++)
2102 } 2400 {
2103
2104 for(i=1;i<max;i++) {
2105 mp = m; 2401 mp = m;
2106 nx = x + freearr_x[i]; 2402 nx = x + freearr_x[i];
2107 ny = y + freearr_y[i]; 2403 ny = y + freearr_y[i];
2108 2404
2109 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2405 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2110 if (mflags & P_OUT_OF_MAP) { 2406 if (mflags & P_OUT_OF_MAP)
2407 {
2111 max = maxfree[i]; 2408 max = maxfree[i];
2409 }
2112 } else { 2410 else
2411 {
2113 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2412 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2114 2413
2115 if ((move_type & blocked) == move_type) { 2414 if ((move_type & blocked) == move_type)
2415 {
2116 max=maxfree[i]; 2416 max = maxfree[i];
2417 }
2117 } else if (mflags & P_IS_ALIVE) { 2418 else if (mflags & P_IS_ALIVE)
2419 {
2118 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2420 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2119 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2421 {
2120 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2422 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2423 {
2121 break; 2424 break;
2122 } 2425 }
2123 } 2426 }
2124 if(tmp) { 2427 if (tmp)
2428 {
2125 return freedir[i]; 2429 return freedir[i];
2126 } 2430 }
2127 } 2431 }
2128 } 2432 }
2129 } 2433 }
2130 return 0; 2434 return 0;
2131} 2435}
2132 2436
2133/* 2437/*
2134 * distance(object 1, object 2) will return the square of the 2438 * distance(object 1, object 2) will return the square of the
2135 * distance between the two given objects. 2439 * distance between the two given objects.
2136 */ 2440 */
2137 2441
2442int
2138int distance(const object *ob1, const object *ob2) { 2443distance (const object *ob1, const object *ob2)
2444{
2139 int i; 2445 int
2140 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2446 i;
2141 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2447
2448 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2142 return i; 2449 return i;
2143} 2450}
2144 2451
2145/* 2452/*
2146 * find_dir_2(delta-x,delta-y) will return a direction in which 2453 * 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 2454 * an object which has subtracted the x and y coordinates of another
2148 * object, needs to travel toward it. 2455 * object, needs to travel toward it.
2149 */ 2456 */
2150 2457
2458int
2151int find_dir_2(int x, int y) { 2459find_dir_2 (int x, int y)
2460{
2152 int q; 2461 int
2462 q;
2153 2463
2154 if(y) 2464 if (y)
2155 q=x*100/y; 2465 q = x * 100 / y;
2156 else if (x) 2466 else if (x)
2157 q= -300*x; 2467 q = -300 * x;
2158 else 2468 else
2159 return 0; 2469 return 0;
2160 2470
2161 if(y>0) { 2471 if (y > 0)
2472 {
2162 if(q < -242) 2473 if (q < -242)
2163 return 3 ; 2474 return 3;
2164 if (q < -41) 2475 if (q < -41)
2165 return 2 ; 2476 return 2;
2166 if (q < 41) 2477 if (q < 41)
2167 return 1 ; 2478 return 1;
2168 if (q < 242) 2479 if (q < 242)
2169 return 8 ; 2480 return 8;
2170 return 7 ; 2481 return 7;
2171 } 2482 }
2172 2483
2173 if (q < -242) 2484 if (q < -242)
2174 return 7 ; 2485 return 7;
2175 if (q < -41) 2486 if (q < -41)
2176 return 6 ; 2487 return 6;
2177 if (q < 41) 2488 if (q < 41)
2178 return 5 ; 2489 return 5;
2179 if (q < 242) 2490 if (q < 242)
2180 return 4 ; 2491 return 4;
2181 2492
2182 return 3 ; 2493 return 3;
2183} 2494}
2184 2495
2185/* 2496/*
2186 * absdir(int): Returns a number between 1 and 8, which represent 2497 * absdir(int): Returns a number between 1 and 8, which represent
2187 * the "absolute" direction of a number (it actually takes care of 2498 * the "absolute" direction of a number (it actually takes care of
2188 * "overflow" in previous calculations of a direction). 2499 * "overflow" in previous calculations of a direction).
2189 */ 2500 */
2190 2501
2502int
2191int absdir(int d) { 2503absdir (int d)
2192 while(d<1) d+=8; 2504{
2193 while(d>8) d-=8; 2505 while (d < 1)
2506 d += 8;
2507 while (d > 8)
2508 d -= 8;
2194 return d; 2509 return d;
2195} 2510}
2196 2511
2197/* 2512/*
2198 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2513 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2199 * between two directions (which are expected to be absolute (see absdir()) 2514 * between two directions (which are expected to be absolute (see absdir())
2200 */ 2515 */
2201 2516
2517int
2202int dirdiff(int dir1, int dir2) { 2518dirdiff (int dir1, int dir2)
2519{
2203 int d; 2520 int
2521 d;
2522
2204 d = abs(dir1 - dir2); 2523 d = abs (dir1 - dir2);
2205 if(d>4) 2524 if (d > 4)
2206 d = 8 - d; 2525 d = 8 - d;
2207 return d; 2526 return d;
2208} 2527}
2209 2528
2210/* peterm: 2529/* peterm:
2215 * direction 4, 14, or 16 to get back to where we are. 2534 * 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 2535 * Moved from spell_util.c to object.c with the other related direction
2217 * functions. 2536 * functions.
2218 */ 2537 */
2219 2538
2539int
2220int reduction_dir[SIZEOFFREE][3] = { 2540 reduction_dir[SIZEOFFREE][3] = {
2221 {0,0,0}, /* 0 */ 2541 {0, 0, 0}, /* 0 */
2222 {0,0,0}, /* 1 */ 2542 {0, 0, 0}, /* 1 */
2223 {0,0,0}, /* 2 */ 2543 {0, 0, 0}, /* 2 */
2224 {0,0,0}, /* 3 */ 2544 {0, 0, 0}, /* 3 */
2225 {0,0,0}, /* 4 */ 2545 {0, 0, 0}, /* 4 */
2226 {0,0,0}, /* 5 */ 2546 {0, 0, 0}, /* 5 */
2227 {0,0,0}, /* 6 */ 2547 {0, 0, 0}, /* 6 */
2228 {0,0,0}, /* 7 */ 2548 {0, 0, 0}, /* 7 */
2229 {0,0,0}, /* 8 */ 2549 {0, 0, 0}, /* 8 */
2230 {8,1,2}, /* 9 */ 2550 {8, 1, 2}, /* 9 */
2231 {1,2,-1}, /* 10 */ 2551 {1, 2, -1}, /* 10 */
2232 {2,10,12}, /* 11 */ 2552 {2, 10, 12}, /* 11 */
2233 {2,3,-1}, /* 12 */ 2553 {2, 3, -1}, /* 12 */
2234 {2,3,4}, /* 13 */ 2554 {2, 3, 4}, /* 13 */
2235 {3,4,-1}, /* 14 */ 2555 {3, 4, -1}, /* 14 */
2236 {4,14,16}, /* 15 */ 2556 {4, 14, 16}, /* 15 */
2237 {5,4,-1}, /* 16 */ 2557 {5, 4, -1}, /* 16 */
2238 {4,5,6}, /* 17 */ 2558 {4, 5, 6}, /* 17 */
2239 {6,5,-1}, /* 18 */ 2559 {6, 5, -1}, /* 18 */
2240 {6,20,18}, /* 19 */ 2560 {6, 20, 18}, /* 19 */
2241 {7,6,-1}, /* 20 */ 2561 {7, 6, -1}, /* 20 */
2242 {6,7,8}, /* 21 */ 2562 {6, 7, 8}, /* 21 */
2243 {7,8,-1}, /* 22 */ 2563 {7, 8, -1}, /* 22 */
2244 {8,22,24}, /* 23 */ 2564 {8, 22, 24}, /* 23 */
2245 {8,1,-1}, /* 24 */ 2565 {8, 1, -1}, /* 24 */
2246 {24,9,10}, /* 25 */ 2566 {24, 9, 10}, /* 25 */
2247 {9,10,-1}, /* 26 */ 2567 {9, 10, -1}, /* 26 */
2248 {10,11,-1}, /* 27 */ 2568 {10, 11, -1}, /* 27 */
2249 {27,11,29}, /* 28 */ 2569 {27, 11, 29}, /* 28 */
2250 {11,12,-1}, /* 29 */ 2570 {11, 12, -1}, /* 29 */
2251 {12,13,-1}, /* 30 */ 2571 {12, 13, -1}, /* 30 */
2252 {12,13,14}, /* 31 */ 2572 {12, 13, 14}, /* 31 */
2253 {13,14,-1}, /* 32 */ 2573 {13, 14, -1}, /* 32 */
2254 {14,15,-1}, /* 33 */ 2574 {14, 15, -1}, /* 33 */
2255 {33,15,35}, /* 34 */ 2575 {33, 15, 35}, /* 34 */
2256 {16,15,-1}, /* 35 */ 2576 {16, 15, -1}, /* 35 */
2257 {17,16,-1}, /* 36 */ 2577 {17, 16, -1}, /* 36 */
2258 {18,17,16}, /* 37 */ 2578 {18, 17, 16}, /* 37 */
2259 {18,17,-1}, /* 38 */ 2579 {18, 17, -1}, /* 38 */
2260 {18,19,-1}, /* 39 */ 2580 {18, 19, -1}, /* 39 */
2261 {41,19,39}, /* 40 */ 2581 {41, 19, 39}, /* 40 */
2262 {19,20,-1}, /* 41 */ 2582 {19, 20, -1}, /* 41 */
2263 {20,21,-1}, /* 42 */ 2583 {20, 21, -1}, /* 42 */
2264 {20,21,22}, /* 43 */ 2584 {20, 21, 22}, /* 43 */
2265 {21,22,-1}, /* 44 */ 2585 {21, 22, -1}, /* 44 */
2266 {23,22,-1}, /* 45 */ 2586 {23, 22, -1}, /* 45 */
2267 {45,47,23}, /* 46 */ 2587 {45, 47, 23}, /* 46 */
2268 {23,24,-1}, /* 47 */ 2588 {23, 24, -1}, /* 47 */
2269 {24,9,-1}}; /* 48 */ 2589 {24, 9, -1}
2590}; /* 48 */
2270 2591
2271/* Recursive routine to step back and see if we can 2592/* Recursive routine to step back and see if we can
2272 * find a path to that monster that we found. If not, 2593 * find a path to that monster that we found. If not,
2273 * we don't bother going toward it. Returns 1 if we 2594 * we don't bother going toward it. Returns 1 if we
2274 * can see a direct way to get it 2595 * can see a direct way to get it
2275 * Modified to be map tile aware -.MSW 2596 * Modified to be map tile aware -.MSW
2276 */ 2597 */
2277
2278 2598
2599
2600int
2279int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2601can_see_monsterP (mapstruct *m, int x, int y, int dir)
2280 sint16 dx, dy; 2602{
2603 sint16
2604 dx,
2605 dy;
2606 int
2281 int mflags; 2607 mflags;
2282 2608
2609 if (dir < 0)
2283 if(dir<0) return 0; /* exit condition: invalid direction */ 2610 return 0; /* exit condition: invalid direction */
2284 2611
2285 dx = x + freearr_x[dir]; 2612 dx = x + freearr_x[dir];
2286 dy = y + freearr_y[dir]; 2613 dy = y + freearr_y[dir];
2287 2614
2288 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2615 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2289 2616
2290 /* This functional arguably was incorrect before - it was 2617 /* This functional arguably was incorrect before - it was
2291 * checking for P_WALL - that was basically seeing if 2618 * checking for P_WALL - that was basically seeing if
2292 * we could move to the monster - this is being more 2619 * we could move to the monster - this is being more
2293 * literal on if we can see it. To know if we can actually 2620 * 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 2621 * move to the monster, we'd need the monster passed in or
2295 * at least its move type. 2622 * at least its move type.
2296 */ 2623 */
2297 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2624 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2625 return 0;
2298 2626
2299 /* yes, can see. */ 2627 /* yes, can see. */
2300 if(dir < 9) return 1; 2628 if (dir < 9)
2629 return 1;
2301 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2630 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2302 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2631 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} 2632}
2305 2633
2306 2634
2307 2635
2308/* 2636/*
2309 * can_pick(picker, item): finds out if an object is possible to be 2637 * 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 2638 * picked up by the picker. Returnes 1 if it can be
2311 * picked up, otherwise 0. 2639 * picked up, otherwise 0.
2312 * 2640 *
2314 * core dumps if they do. 2642 * core dumps if they do.
2315 * 2643 *
2316 * Add a check so we can't pick up invisible objects (0.93.8) 2644 * Add a check so we can't pick up invisible objects (0.93.8)
2317 */ 2645 */
2318 2646
2647int
2319int can_pick(const object *who, const object *item) { 2648can_pick (const object *who, const object *item)
2649{
2320 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2650 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2321 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2651 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2322 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2652 !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} 2653}
2325 2654
2326 2655
2327/* 2656/*
2328 * create clone from object to another 2657 * create clone from object to another
2329 */ 2658 */
2659object *
2330object *object_create_clone (object *asrc) { 2660object_create_clone (object *asrc)
2661{
2662 object *
2331 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2663 dst = NULL, *tmp, *src, *part, *prev, *item;
2332 2664
2665 if (!asrc)
2333 if(!asrc) return NULL; 2666 return NULL;
2334 src = asrc; 2667 src = asrc;
2335 if(src->head) 2668 if (src->head)
2336 src = src->head; 2669 src = src->head;
2337 2670
2338 prev = NULL; 2671 prev = NULL;
2339 for(part = src; part; part = part->more) { 2672 for (part = src; part; part = part->more)
2673 {
2340 tmp = get_object(); 2674 tmp = get_object ();
2341 copy_object(part,tmp); 2675 copy_object (part, tmp);
2342 tmp->x -= src->x; 2676 tmp->x -= src->x;
2343 tmp->y -= src->y; 2677 tmp->y -= src->y;
2344 if(!part->head) { 2678 if (!part->head)
2679 {
2345 dst = tmp; 2680 dst = tmp;
2346 tmp->head = NULL; 2681 tmp->head = NULL;
2682 }
2347 } else { 2683 else
2684 {
2348 tmp->head = dst; 2685 tmp->head = dst;
2349 } 2686 }
2350 tmp->more = NULL; 2687 tmp->more = NULL;
2351 if(prev) 2688 if (prev)
2352 prev->more = tmp; 2689 prev->more = tmp;
2353 prev = tmp; 2690 prev = tmp;
2354 } 2691 }
2692
2355 /*** copy inventory ***/ 2693 /*** copy inventory ***/
2356 for(item = src->inv; item; item = item->below) { 2694 for (item = src->inv; item; item = item->below)
2695 {
2357 (void) insert_ob_in_ob(object_create_clone(item),dst); 2696 (void) insert_ob_in_ob (object_create_clone (item), dst);
2358 } 2697 }
2359 2698
2360 return dst; 2699 return dst;
2361} 2700}
2362 2701
2363/* return true if the object was destroyed, 0 otherwise */ 2702/* return true if the object was destroyed, 0 otherwise */
2703int
2364int was_destroyed (const object *op, tag_t old_tag) 2704was_destroyed (const object *op, tag_t old_tag)
2365{ 2705{
2366 /* checking for FLAG_FREED isn't necessary, but makes this function more 2706 /* checking for FLAG_FREED isn't necessary, but makes this function more
2367 * robust */ 2707 * robust */
2368 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED); 2708 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2369} 2709}
2370 2710
2371/* GROS - Creates an object using a string representing its content. */ 2711/* GROS - Creates an object using a string representing its content. */
2712
2372/* Basically, we save the content of the string to a temp file, then call */ 2713/* Basically, we save the content of the string to a temp file, then call */
2714
2373/* load_object on it. I admit it is a highly inefficient way to make things, */ 2715/* load_object on it. I admit it is a highly inefficient way to make things, */
2716
2374/* but it was simple to make and allows reusing the load_object function. */ 2717/* but it was simple to make and allows reusing the load_object function. */
2718
2375/* Remember not to use load_object_str in a time-critical situation. */ 2719/* Remember not to use load_object_str in a time-critical situation. */
2720
2376/* Also remember that multiparts objects are not supported for now. */ 2721/* Also remember that multiparts objects are not supported for now. */
2377 2722
2723object *
2378object* load_object_str(const char *obstr) 2724load_object_str (const char *obstr)
2379{ 2725{
2380 object *op; 2726 object *
2727 op;
2728 char
2381 char filename[MAX_BUF]; 2729 filename[MAX_BUF];
2730
2382 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2731 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2383 2732
2733 FILE *
2384 FILE *tempfile=fopen(filename,"w"); 2734 tempfile = fopen (filename, "w");
2735
2385 if (tempfile == NULL) 2736 if (tempfile == NULL)
2386 { 2737 {
2387 LOG(llevError,"Error - Unable to access load object temp file\n"); 2738 LOG (llevError, "Error - Unable to access load object temp file\n");
2388 return NULL; 2739 return NULL;
2389 }; 2740 };
2390 fprintf(tempfile,obstr); 2741 fprintf (tempfile, obstr);
2391 fclose(tempfile); 2742 fclose (tempfile);
2392 2743
2393 op=get_object(); 2744 op = get_object ();
2394 2745
2395 object_thawer thawer (filename); 2746 object_thawer
2747 thawer (filename);
2396 2748
2397 if (thawer) 2749 if (thawer)
2398 load_object(thawer,op,0); 2750 load_object (thawer, op, 0);
2399 2751
2400 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2752 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2401 CLEAR_FLAG(op,FLAG_REMOVED); 2753 CLEAR_FLAG (op, FLAG_REMOVED);
2402 2754
2403 return op; 2755 return op;
2404} 2756}
2405 2757
2406/* This returns the first object in who's inventory that 2758/* This returns the first object in who's inventory that
2407 * has the same type and subtype match. 2759 * has the same type and subtype match.
2408 * returns NULL if no match. 2760 * returns NULL if no match.
2409 */ 2761 */
2762object *
2410object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2763find_obj_by_type_subtype (const object *who, int type, int subtype)
2411{ 2764{
2412 object *tmp; 2765 object *
2766 tmp;
2413 2767
2414 for (tmp=who->inv; tmp; tmp=tmp->below) 2768 for (tmp = who->inv; tmp; tmp = tmp->below)
2415 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2769 if (tmp->type == type && tmp->subtype == subtype)
2770 return tmp;
2416 2771
2417 return NULL; 2772 return NULL;
2418} 2773}
2419 2774
2420/* If ob has a field named key, return the link from the list, 2775/* If ob has a field named key, return the link from the list,
2421 * otherwise return NULL. 2776 * otherwise return NULL.
2422 * 2777 *
2423 * key must be a passed in shared string - otherwise, this won't 2778 * key must be a passed in shared string - otherwise, this won't
2424 * do the desired thing. 2779 * do the desired thing.
2425 */ 2780 */
2781key_value *
2426key_value * get_ob_key_link(const object * ob, const char * key) { 2782get_ob_key_link (const object *ob, const char *key)
2783{
2427 key_value * link; 2784 key_value *
2428 2785 link;
2786
2429 for (link = ob->key_values; link != NULL; link = link->next) { 2787 for (link = ob->key_values; link != NULL; link = link->next)
2788 {
2430 if (link->key == key) { 2789 if (link->key == key)
2790 {
2431 return link; 2791 return link;
2432 } 2792 }
2433 }
2434 2793 }
2794
2435 return NULL; 2795 return NULL;
2436} 2796}
2437 2797
2438/* 2798/*
2439 * Returns the value of op has an extra_field for key, or NULL. 2799 * Returns the value of op has an extra_field for key, or NULL.
2440 * 2800 *
2441 * The argument doesn't need to be a shared string. 2801 * The argument doesn't need to be a shared string.
2442 * 2802 *
2443 * The returned string is shared. 2803 * The returned string is shared.
2444 */ 2804 */
2805const char *
2445const char * get_ob_key_value(const object * op, const char * const key) { 2806get_ob_key_value (const object *op, const char *const key)
2807{
2446 key_value * link; 2808 key_value *
2447 const char * canonical_key; 2809 link;
2448 2810 const char *
2811 canonical_key;
2812
2449 canonical_key = shstr::find (key); 2813 canonical_key = shstr::find (key);
2450 2814
2451 if (canonical_key == NULL) { 2815 if (canonical_key == NULL)
2816 {
2452 /* 1. There being a field named key on any object 2817 /* 1. There being a field named key on any object
2453 * implies there'd be a shared string to find. 2818 * implies there'd be a shared string to find.
2454 * 2. Since there isn't, no object has this field. 2819 * 2. Since there isn't, no object has this field.
2455 * 3. Therefore, *this* object doesn't have this field. 2820 * 3. Therefore, *this* object doesn't have this field.
2456 */ 2821 */
2457 return NULL; 2822 return NULL;
2458 } 2823 }
2459 2824
2460 /* This is copied from get_ob_key_link() above - 2825 /* This is copied from get_ob_key_link() above -
2461 * only 4 lines, and saves the function call overhead. 2826 * only 4 lines, and saves the function call overhead.
2462 */ 2827 */
2463 for (link = op->key_values; link != NULL; link = link->next) { 2828 for (link = op->key_values; link != NULL; link = link->next)
2829 {
2464 if (link->key == canonical_key) { 2830 if (link->key == canonical_key)
2831 {
2465 return link->value; 2832 return link->value;
2466 } 2833 }
2467 } 2834 }
2468 return NULL; 2835 return NULL;
2469} 2836}
2470 2837
2471 2838
2472/* 2839/*
2473 * Updates the canonical_key in op to value. 2840 * 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 2844 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2478 * keys. 2845 * keys.
2479 * 2846 *
2480 * Returns TRUE on success. 2847 * Returns TRUE on success.
2481 */ 2848 */
2849int
2482int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2850set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2851{
2852 key_value *
2483 key_value * field = NULL, *last=NULL; 2853 field = NULL, *last = NULL;
2484 2854
2485 for (field=op->key_values; field != NULL; field=field->next) { 2855 for (field = op->key_values; field != NULL; field = field->next)
2856 {
2486 if (field->key != canonical_key) { 2857 if (field->key != canonical_key)
2858 {
2487 last = field; 2859 last = field;
2488 continue; 2860 continue;
2489 } 2861 }
2490 2862
2491 if (value) 2863 if (value)
2492 field->value = value; 2864 field->value = value;
2493 else { 2865 else
2866 {
2494 /* Basically, if the archetype has this key set, 2867 /* Basically, if the archetype has this key set,
2495 * we need to store the null value so when we save 2868 * we need to store the null value so when we save
2496 * it, we save the empty value so that when we load, 2869 * it, we save the empty value so that when we load,
2497 * we get this value back again. 2870 * we get this value back again.
2498 */ 2871 */
2499 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2872 if (get_ob_key_link (&op->arch->clone, canonical_key))
2500 field->value = 0; 2873 field->value = 0;
2874 else
2875 {
2876 if (last)
2877 last->next = field->next;
2501 else 2878 else
2502 {
2503 if (last) last->next = field->next;
2504 else op->key_values = field->next; 2879 op->key_values = field->next;
2505 2880
2881 delete
2506 delete field; 2882 field;
2507 } 2883 }
2508 } 2884 }
2509 return TRUE; 2885 return TRUE;
2510 } 2886 }
2511 /* IF we get here, key doesn't exist */ 2887 /* IF we get here, key doesn't exist */
2512 2888
2513 /* No field, we'll have to add it. */ 2889 /* No field, we'll have to add it. */
2890
2891 if (!add_key)
2514 2892 {
2515 if (!add_key) {
2516 return FALSE; 2893 return FALSE;
2517 } 2894 }
2518 /* There isn't any good reason to store a null 2895 /* There isn't any good reason to store a null
2519 * value in the key/value list. If the archetype has 2896 * value in the key/value list. If the archetype has
2520 * this key, then we should also have it, so shouldn't 2897 * this key, then we should also have it, so shouldn't
2521 * be here. If user wants to store empty strings, 2898 * be here. If user wants to store empty strings,
2522 * should pass in "" 2899 * should pass in ""
2523 */ 2900 */
2524 if (value == NULL) return TRUE; 2901 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; 2902 return TRUE;
2903
2904 field = new key_value;
2905
2906 field->key = canonical_key;
2907 field->value = value;
2908 /* Usual prepend-addition. */
2909 field->next = op->key_values;
2910 op->key_values = field;
2911
2912 return TRUE;
2535} 2913}
2536 2914
2537/* 2915/*
2538 * Updates the key in op to value. 2916 * Updates the key in op to value.
2539 * 2917 *
2541 * and not add new ones. 2919 * and not add new ones.
2542 * In general, should be little reason FALSE is ever passed in for add_key 2920 * In general, should be little reason FALSE is ever passed in for add_key
2543 * 2921 *
2544 * Returns TRUE on success. 2922 * Returns TRUE on success.
2545 */ 2923 */
2924int
2546int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2925set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2547{ 2926{
2927 shstr
2548 shstr key_ (key); 2928 key_ (key);
2929
2549 return set_ob_key_value_s (op, key_, value, add_key); 2930 return set_ob_key_value_s (op, key_, value, add_key);
2550} 2931}

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