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Comparing deliantra/server/common/object.C (file contents):
Revision 1.16 by root, Mon Sep 4 16:46:32 2006 UTC vs.
Revision 1.52 by root, Wed Sep 27 00:36:08 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.16 2006/09/04 16:46:32 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
34
42int nrofallocobjects = 0; 35int nrofallocobjects = 0;
36static UUID uuid;
37const uint64 UUID_SKIP = 1<<19;
43 38
44object *objects; /* Pointer to the list of used objects */
45object *active_objects; /* List of active objects that need to be processed */ 39object *active_objects; /* List of active objects that need to be processed */
46 40
47short freearr_x[SIZEOFFREE]= 41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
49 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50short freearr_y[SIZEOFFREE]= 43};
51 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 45 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53int maxfree[SIZEOFFREE]= 46};
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 47int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 48 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
49};
56int freedir[SIZEOFFREE]= { 50int freedir[SIZEOFFREE] = {
57 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 51 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 52 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
53};
59 54
55static void
56write_uuid (void)
57{
58 char filename1[MAX_BUF], filename2[MAX_BUF];
59
60 sprintf (filename1, "%s/uuid", settings.localdir);
61 sprintf (filename2, "%s/uuid~", settings.localdir);
62
63 FILE *fp;
64
65 if (!(fp = fopen (filename2, "w")))
66 {
67 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
68 return;
69 }
70
71 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
72 fclose (fp);
73 rename (filename2, filename1);
74}
75
76static void
77read_uuid (void)
78{
79 char filename[MAX_BUF];
80
81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 FILE *fp;
84
85 if (!(fp = fopen (filename, "r")))
86 {
87 if (errno == ENOENT)
88 {
89 LOG (llevInfo, "RESET uid to 1\n");
90 uuid.seq = 0;
91 write_uuid ();
92 return;
93 }
94
95 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
96 _exit (1);
97 }
98
99 int version;
100 unsigned long long uid;
101 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
102 {
103 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
104 _exit (1);
105 }
106
107 uuid.seq = uid;
108 write_uuid ();
109 LOG (llevDebug, "read UID: %lld\n", uid);
110 fclose (fp);
111}
112
113UUID
114gen_uuid ()
115{
116 UUID uid;
117
118 uid.seq = ++uuid.seq;
119
120 if (!(uuid.seq & (UUID_SKIP - 1)))
121 write_uuid ();
122
123 return uid;
124}
125
126void
127init_uuid ()
128{
129 read_uuid ();
130}
60 131
61/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 132/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
133static int
62static int compare_ob_value_lists_one(const object * wants, const object * has) { 134compare_ob_value_lists_one (const object *wants, const object *has)
135{
63 key_value * wants_field; 136 key_value *wants_field;
64 137
65 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 138 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
66 * objects with lists are rare, and lists stay short. If not, use a 139 * objects with lists are rare, and lists stay short. If not, use a
67 * different structure or at least keep the lists sorted... 140 * different structure or at least keep the lists sorted...
68 */ 141 */
69 142
70 /* For each field in wants, */ 143 /* For each field in wants, */
71 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
145 {
72 key_value * has_field; 146 key_value *has_field;
73 147
74 /* Look for a field in has with the same key. */ 148 /* Look for a field in has with the same key. */
75 has_field = get_ob_key_link(has, wants_field->key); 149 has_field = get_ob_key_link (has, wants_field->key);
150
151 if (has_field == NULL)
76 152 {
77 if (has_field == NULL) {
78 /* No field with that name. */ 153 /* No field with that name. */
79 return FALSE; 154 return FALSE;
80 }
81 155 }
156
82 /* Found the matching field. */ 157 /* Found the matching field. */
83 if (has_field->value != wants_field->value) { 158 if (has_field->value != wants_field->value)
159 {
84 /* Values don't match, so this half of the comparison is false. */ 160 /* Values don't match, so this half of the comparison is false. */
85 return FALSE; 161 return FALSE;
86 } 162 }
87 163
88 /* If we get here, we found a match. Now for the next field in wants. */ 164 /* If we get here, we found a match. Now for the next field in wants. */
89 }
90 165 }
166
91 /* If we get here, every field in wants has a matching field in has. */ 167 /* If we get here, every field in wants has a matching field in has. */
92 return TRUE; 168 return TRUE;
93} 169}
94 170
95/* Returns TRUE if ob1 has the same key_values as ob2. */ 171/* Returns TRUE if ob1 has the same key_values as ob2. */
172static int
96static int compare_ob_value_lists(const object * ob1, const object * ob2) { 173compare_ob_value_lists (const object *ob1, const object *ob2)
174{
97 /* However, there may be fields in has which aren't partnered in wants, 175 /* However, there may be fields in has which aren't partnered in wants,
98 * so we need to run the comparison *twice*. :( 176 * so we need to run the comparison *twice*. :(
99 */ 177 */
100 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 178 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
101} 179}
102 180
103/* Function examines the 2 objects given to it, and returns true if 181/* Function examines the 2 objects given to it, and returns true if
104 * they can be merged together. 182 * they can be merged together.
105 * 183 *
111 * 189 *
112 * Improvements made with merge: Better checking on potion, and also 190 * Improvements made with merge: Better checking on potion, and also
113 * check weight 191 * check weight
114 */ 192 */
115 193
116bool
117object::can_merge (object *ob1, object *ob2) 194bool object::can_merge (object *ob1, object *ob2)
118{ 195{
119 /* A couple quicksanity checks */ 196 /* A couple quicksanity checks */
120 if ((ob1 == ob2) || (ob1->type != ob2->type)) 197 if ((ob1 == ob2) || (ob1->type != ob2->type))
121 return 0; 198 return 0;
122 199
170 (ob1->subtype != ob2->subtype) || 247 (ob1->subtype != ob2->subtype) ||
171 (ob1->move_type != ob2->move_type) || 248 (ob1->move_type != ob2->move_type) ||
172 (ob1->move_block != ob2->move_block) || 249 (ob1->move_block != ob2->move_block) ||
173 (ob1->move_allow != ob2->move_allow) || 250 (ob1->move_allow != ob2->move_allow) ||
174 (ob1->move_on != ob2->move_on) || 251 (ob1->move_on != ob2->move_on) ||
175 (ob1->move_off != ob2->move_off) || 252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty))
176 (ob1->move_slow != ob2->move_slow) ||
177 (ob1->move_slow_penalty != ob2->move_slow_penalty))
178 return 0; 253 return 0;
179 254
180 /* This is really a spellbook check - really, we should 255 /* This is really a spellbook check - really, we should
181 * check all objects in the inventory. 256 * check all objects in the inventory.
182 */ 257 */
183 if (ob1->inv || ob2->inv) 258 if (ob1->inv || ob2->inv)
184 { 259 {
185 /* if one object has inventory but the other doesn't, not equiv */ 260 /* if one object has inventory but the other doesn't, not equiv */
186 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
187 return 0; 262 return 0;
188 263
189 /* Now check to see if the two inventory objects could merge */ 264 /* Now check to see if the two inventory objects could merge */
190 if (!CAN_MERGE (ob1->inv, ob2->inv)) 265 if (!CAN_MERGE (ob1->inv, ob2->inv))
191 return 0; 266 return 0;
192 267
193 /* inventory ok - still need to check rest of this object to see 268 /* inventory ok - still need to check rest of this object to see
194 * if it is valid. 269 * if it is valid.
195 */ 270 */
196 } 271 }
204 279
205 /* Note sure why the following is the case - either the object has to 280 /* Note sure why the following is the case - either the object has to
206 * be animated or have a very low speed. Is this an attempted monster 281 * be animated or have a very low speed. Is this an attempted monster
207 * check? 282 * check?
208 */ 283 */
209 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
210 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
211 return 0; 285 return 0;
212 286
213 switch (ob1->type) 287 switch (ob1->type)
214 { 288 {
215 case SCROLL: 289 case SCROLL:
216 if (ob1->level != ob2->level) 290 if (ob1->level != ob2->level)
217 return 0; 291 return 0;
218 break; 292 break;
219 } 293 }
220 294
221 if (ob1->key_values != NULL || ob2->key_values != NULL) 295 if (ob1->key_values != NULL || ob2->key_values != NULL)
222 { 296 {
223 /* At least one of these has key_values. */ 297 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
225 /* One has fields, but the other one doesn't. */ 299 /* One has fields, but the other one doesn't. */
226 return 0; 300 return 0;
227 else if (!compare_ob_value_lists (ob1, ob2)) 301 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 302 return 0;
229 } 303 }
230 304
231 //TODO: generate an event or call into perl for additional checks 305 //TODO: generate an event or call into perl for additional checks
232 if (ob1->self || ob2->self) 306 if (ob1->self || ob2->self)
233 { 307 {
234 ob1->optimise (); 308 ob1->optimise ();
235 ob2->optimise (); 309 ob2->optimise ();
236 310
237 if (ob1->self || ob2->self) 311 if (ob1->self || ob2->self)
238 return 0; 312 return 0;
239 } 313 }
240 314
241 /* Everything passes, must be OK. */ 315 /* Everything passes, must be OK. */
242 return 1; 316 return 1;
243} 317}
318
244/* 319/*
245 * sum_weight() is a recursive function which calculates the weight 320 * sum_weight() is a recursive function which calculates the weight
246 * an object is carrying. It goes through in figures out how much 321 * an object is carrying. It goes through in figures out how much
247 * containers are carrying, and sums it up. 322 * containers are carrying, and sums it up.
248 */ 323 */
249signed long sum_weight(object *op) { 324long
325sum_weight (object *op)
326{
250 signed long sum; 327 long sum;
251 object *inv; 328 object *inv;
329
252 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
331 {
253 if (inv->inv) 332 if (inv->inv)
254 sum_weight(inv); 333 sum_weight (inv);
255 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
256 } 335 }
336
257 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
258 sum = (sum * (100 - op->stats.Str))/100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
339
259 if(op->carrying != sum) 340 if (op->carrying != sum)
260 op->carrying = sum; 341 op->carrying = sum;
342
261 return sum; 343 return sum;
262} 344}
263 345
264/** 346/**
265 * Return the outermost environment object for a given object. 347 * Return the outermost environment object for a given object.
266 */ 348 */
267 349
350object *
268object *object_get_env_recursive (object *op) { 351object_get_env_recursive (object *op)
352{
269 while (op->env != NULL) 353 while (op->env != NULL)
270 op = op->env; 354 op = op->env;
271 return op; 355 return op;
272} 356}
273 357
274/* 358/*
275 * Eneq(@csd.uu.se): Since we can have items buried in a character we need 359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
276 * a better check. We basically keeping traversing up until we can't 360 * a better check. We basically keeping traversing up until we can't
277 * or find a player. 361 * or find a player.
278 */ 362 */
279 363
364object *
280object *is_player_inv (object *op) { 365is_player_inv (object *op)
366{
281 for (;op!=NULL&&op->type!=PLAYER; op=op->env) 367 for (; op != NULL && op->type != PLAYER; op = op->env)
282 if (op->env==op) 368 if (op->env == op)
283 op->env = NULL; 369 op->env = NULL;
284 return op; 370 return op;
285} 371}
286 372
287/* 373/*
288 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
289 * Some error messages. 375 * Some error messages.
290 * The result of the dump is stored in the static global errmsg array. 376 * The result of the dump is stored in the static global errmsg array.
291 */ 377 */
292 378
379void
293void dump_object2(object *op) { 380dump_object2 (object *op)
381{
294errmsg[0] = 0; 382 errmsg[0] = 0;
295return; 383 return;
296 //TODO//D#d# 384 //TODO//D#d#
297#if 0 385#if 0
298 char *cp; 386 char *cp;
387
299/* object *tmp;*/ 388/* object *tmp;*/
300 389
301 if(op->arch!=NULL) { 390 if (op->arch != NULL)
391 {
302 strcat(errmsg,"arch "); 392 strcat (errmsg, "arch ");
303 strcat(errmsg,op->arch->name?op->arch->name:"(null)"); 393 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
304 strcat(errmsg,"\n"); 394 strcat (errmsg, "\n");
305 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL) 395 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
306 strcat(errmsg,cp); 396 strcat (errmsg, cp);
307#if 0 397# if 0
308 /* Don't dump player diffs - they are too long, mostly meaningless, and 398 /* Don't dump player diffs - they are too long, mostly meaningless, and
309 * will overflow the buffer. 399 * will overflow the buffer.
310 * Changed so that we don't dump inventory either. This may 400 * Changed so that we don't dump inventory either. This may
311 * also overflow the buffer. 401 * also overflow the buffer.
312 */ 402 */
313 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL) 403 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
314 strcat(errmsg,cp); 404 strcat (errmsg, cp);
315 for (tmp=op->inv; tmp; tmp=tmp->below) 405 for (tmp = op->inv; tmp; tmp = tmp->below)
316 dump_object2(tmp); 406 dump_object2 (tmp);
407# endif
408 strcat (errmsg, "end\n");
409 }
410 else
411 {
412 strcat (errmsg, "Object ");
413 if (op->name == NULL)
414 strcat (errmsg, "(null)");
415 else
416 strcat (errmsg, op->name);
417 strcat (errmsg, "\n");
418# if 0
419 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
420 strcat (errmsg, cp);
421 for (tmp = op->inv; tmp; tmp = tmp->below)
422 dump_object2 (tmp);
423# endif
424 strcat (errmsg, "end\n");
425 }
317#endif 426#endif
318 strcat(errmsg,"end\n");
319 } else {
320 strcat(errmsg,"Object ");
321 if (op->name==NULL) strcat(errmsg, "(null)");
322 else strcat(errmsg,op->name);
323 strcat(errmsg,"\n");
324#if 0
325 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
326 strcat(errmsg,cp);
327 for (tmp=op->inv; tmp; tmp=tmp->below)
328 dump_object2(tmp);
329#endif
330 strcat(errmsg,"end\n");
331 }
332#endif
333} 427}
334 428
335/* 429/*
336 * Dumps an object. Returns output in the static global errmsg array. 430 * Dumps an object. Returns output in the static global errmsg array.
337 */ 431 */
338 432
433void
339void dump_object(object *op) { 434dump_object (object *op)
435{
340 if(op==NULL) { 436 if (op == NULL)
437 {
341 strcpy(errmsg,"[NULL pointer]"); 438 strcpy (errmsg, "[NULL pointer]");
342 return; 439 return;
343 } 440 }
344 errmsg[0]='\0'; 441 errmsg[0] = '\0';
345 dump_object2(op); 442 dump_object2 (op);
346} 443}
347 444
445void
348void dump_all_objects(void) { 446dump_all_objects (void)
447{
349 object *op; 448 object *op;
449
350 for(op=objects;op!=NULL;op=op->next) { 450 for (op = object::first; op != NULL; op = op->next)
451 {
351 dump_object(op); 452 dump_object (op);
352 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg); 453 fprintf (logfile, "Object %s\n", errmsg);
353 } 454 }
354} 455}
355 456
356/* 457/*
357 * get_nearest_part(multi-object, object 2) returns the part of the 458 * get_nearest_part(multi-object, object 2) returns the part of the
358 * multi-object 1 which is closest to the second object. 459 * multi-object 1 which is closest to the second object.
359 * If it's not a multi-object, it is returned. 460 * If it's not a multi-object, it is returned.
360 */ 461 */
361 462
463object *
362object *get_nearest_part(object *op, const object *pl) { 464get_nearest_part (object *op, const object *pl)
465{
363 object *tmp,*closest; 466 object *tmp, *closest;
364 int last_dist,i; 467 int last_dist, i;
468
365 if(op->more==NULL) 469 if (op->more == NULL)
366 return op; 470 return op;
367 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 471 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
368 if((i=distance(tmp,pl))<last_dist) 472 if ((i = distance (tmp, pl)) < last_dist)
369 closest=tmp,last_dist=i; 473 closest = tmp, last_dist = i;
370 return closest; 474 return closest;
371} 475}
372 476
373/* 477/*
374 * Returns the object which has the count-variable equal to the argument. 478 * Returns the object which has the count-variable equal to the argument.
375 */ 479 */
376 480
481object *
377object *find_object(tag_t i) { 482find_object (tag_t i)
483{
378 object *op; 484 object *op;
485
379 for(op=objects;op!=NULL;op=op->next) 486 for (op = object::first; op != NULL; op = op->next)
380 if(op->count==i) 487 if (op->count == i)
381 break; 488 break;
489
382 return op; 490 return op;
383} 491}
384 492
385/* 493/*
386 * Returns the first object which has a name equal to the argument. 494 * Returns the first object which has a name equal to the argument.
387 * Used only by the patch command, but not all that useful. 495 * Used only by the patch command, but not all that useful.
388 * Enables features like "patch <name-of-other-player> food 999" 496 * Enables features like "patch <name-of-other-player> food 999"
389 */ 497 */
390 498
499object *
391object *find_object_name(const char *str) { 500find_object_name (const char *str)
392 const char *name = shstr::find (str); 501{
502 shstr_cmp str_ (str);
393 object *op; 503 object *op;
504
394 for(op=objects;op!=NULL;op=op->next) 505 for (op = object::first; op != NULL; op = op->next)
395 if(&op->name == name) 506 if (op->name == str_)
396 break; 507 break;
397 508
398 return op; 509 return op;
399} 510}
400 511
512void
401void free_all_object_data () 513free_all_object_data ()
402{ 514{
403 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 515 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
404}
405
406/*
407 * Returns the object which this object marks as being the owner.
408 * A id-scheme is used to avoid pointing to objects which have been
409 * freed and are now reused. If this is detected, the owner is
410 * set to NULL, and NULL is returned.
411 * Changed 2004-02-12 - if the player is setting at the play again
412 * prompt, he is removed, and we don't want to treat him as an owner of
413 * anything, so check removed flag. I don't expect that this should break
414 * anything - once an object is removed, it is basically dead anyways.
415 */
416
417object *get_owner(object *op) {
418 if(op->owner==NULL)
419 return NULL;
420
421 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
422 op->owner->count==op->ownercount)
423 return op->owner;
424
425 op->owner=NULL;
426 op->ownercount=0;
427 return NULL;
428}
429
430void clear_owner(object *op)
431{
432 if (!op) return;
433
434 if (op->owner && op->ownercount == op->owner->count)
435 op->owner->refcount--;
436
437 op->owner = NULL;
438 op->ownercount = 0;
439} 516}
440 517
441/* 518/*
442 * Sets the owner and sets the skill and exp pointers to owner's current 519 * Sets the owner and sets the skill and exp pointers to owner's current
443 * skill and experience objects. 520 * skill and experience objects.
444 */ 521 */
445void set_owner (object *op, object *owner) 522void
523object::set_owner (object *owner)
446{ 524{
447 if(owner==NULL||op==NULL) 525 if (!owner)
448 return; 526 return;
449 527
450 /* next line added to allow objects which own objects */ 528 /* next line added to allow objects which own objects */
451 /* Add a check for ownercounts in here, as I got into an endless loop 529 /* Add a check for ownercounts in here, as I got into an endless loop
452 * with the fireball owning a poison cloud which then owned the 530 * with the fireball owning a poison cloud which then owned the
453 * fireball. I believe that was caused by one of the objects getting 531 * fireball. I believe that was caused by one of the objects getting
454 * freed and then another object replacing it. Since the ownercounts 532 * freed and then another object replacing it. Since the ownercounts
455 * didn't match, this check is valid and I believe that cause is valid. 533 * didn't match, this check is valid and I believe that cause is valid.
456 */ 534 */
457 while (owner->owner && owner!=owner->owner && 535 while (owner->owner)
458 owner->ownercount==owner->owner->count) owner=owner->owner; 536 owner = owner->owner;
459 537
460 /* IF the owner still has an owner, we did not resolve to a final owner.
461 * so lets not add to that.
462 */
463 if (owner->owner) return;
464
465 op->owner=owner; 538 this->owner = owner;
466
467 op->ownercount=owner->count;
468 owner->refcount++;
469
470}
471
472/* Set the owner to clone's current owner and set the skill and experience
473 * objects to clone's objects (typically those objects that where the owner's
474 * current skill and experience objects at the time when clone's owner was
475 * set - not the owner's current skill and experience objects).
476 *
477 * Use this function if player created an object (e.g. fire bullet, swarm
478 * spell), and this object creates further objects whose kills should be
479 * accounted for the player's original skill, even if player has changed
480 * skills meanwhile.
481 */
482void copy_owner (object *op, object *clone)
483{
484 object *owner = get_owner (clone);
485 if (owner == NULL) {
486 /* players don't have owners - they own themselves. Update
487 * as appropriate.
488 */
489 if (clone->type == PLAYER) owner=clone;
490 else return;
491 }
492 set_owner(op, owner);
493
494} 539}
495 540
496/* Zero the key_values on op, decrementing the shared-string 541/* Zero the key_values on op, decrementing the shared-string
497 * refcounts and freeing the links. 542 * refcounts and freeing the links.
498 */ 543 */
544static void
499static void free_key_values(object * op) 545free_key_values (object *op)
500{ 546{
501 for (key_value *i = op->key_values; i != 0; ) 547 for (key_value *i = op->key_values; i != 0;)
502 { 548 {
503 key_value *next = i->next; 549 key_value *next = i->next;
504 delete i; 550 delete i;
551
505 i = next; 552 i = next;
506 } 553 }
507 554
508 op->key_values = 0; 555 op->key_values = 0;
509} 556}
510 557
511void object::clear () 558void object::clear ()
512{ 559{
513 attachable_base::clear (); 560 attachable_base::clear ();
514 561
515 free_key_values (this); 562 free_key_values (this);
516 563
517 name = 0; 564 owner = 0;
565 name = 0;
518 name_pl = 0; 566 name_pl = 0;
519 title = 0; 567 title = 0;
520 race = 0; 568 race = 0;
521 slaying = 0; 569 slaying = 0;
522 skill = 0; 570 skill = 0;
523 msg = 0; 571 msg = 0;
524 lore = 0; 572 lore = 0;
525 custom_name = 0; 573 custom_name = 0;
526 materialname = 0; 574 materialname = 0;
575 contr = 0;
576 below = 0;
577 above = 0;
578 inv = 0;
579 container = 0;
580 env = 0;
581 more = 0;
582 head = 0;
583 map = 0;
584 active_next = 0;
585 active_prev = 0;
527 586
528 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod)); 587 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
529 588
530 SET_FLAG (this, FLAG_REMOVED); 589 SET_FLAG (this, FLAG_REMOVED);
590
591 /* What is not cleared is next, prev, and count */
592
593 expmul = 1.0;
594 face = blank_face;
595
596 if (settings.casting_time)
597 casting_time = -1;
531} 598}
532 599
533void object::clone (object *destination) 600void object::clone (object *destination)
534{ 601{
535 *(object_copy *)destination = *(object_copy *)this; 602 *(object_copy *)destination = *this;
536 *(object_pod *)destination = *(object_pod *)this; 603 *(object_pod *)destination = *this;
537 604
538 if (self || cb) 605 if (self || cb)
539 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination)); 606 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
540}
541
542/*
543 * clear_object() frees everything allocated by an object, and also
544 * clears all variables and flags to default settings.
545 */
546
547void clear_object (object *op)
548{
549 op->clear ();
550
551 op->contr = NULL;
552 op->below = NULL;
553 op->above = NULL;
554 op->inv = NULL;
555 op->container=NULL;
556 op->env=NULL;
557 op->more=NULL;
558 op->head=NULL;
559 op->map=NULL;
560 op->refcount=0;
561 op->active_next = NULL;
562 op->active_prev = NULL;
563 /* What is not cleared is next, prev, and count */
564
565 op->expmul = 1.0;
566 op->face = blank_face;
567 op->attacked_by_count = -1;
568
569 if (settings.casting_time)
570 op->casting_time = -1;
571} 607}
572 608
573/* 609/*
574 * copy object first frees everything allocated by the second object, 610 * copy object first frees everything allocated by the second object,
575 * and then copies the contends of the first object into the second 611 * and then copies the contends of the first object into the second
576 * object, allocating what needs to be allocated. Basically, any 612 * object, allocating what needs to be allocated. Basically, any
577 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 613 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
578 * if the first object is freed, the pointers in the new object 614 * if the first object is freed, the pointers in the new object
579 * will point at garbage. 615 * will point at garbage.
580 */ 616 */
581 617void
582void copy_object (object *op2, object *op) 618copy_object (object *op2, object *op)
583{ 619{
584 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 620 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
585 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 621 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
586 622
587 op2->clone (op); 623 op2->clone (op);
588 624
625 if (is_freed)
589 if (is_freed) SET_FLAG (op, FLAG_FREED); 626 SET_FLAG (op, FLAG_FREED);
627 if (is_removed)
590 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 628 SET_FLAG (op, FLAG_REMOVED);
591 629
592 if (op2->speed < 0) 630 if (op2->speed < 0)
593 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 631 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
594 632
595 /* Copy over key_values, if any. */ 633 /* Copy over key_values, if any. */
596 if (op2->key_values != NULL) 634 if (op2->key_values)
597 { 635 {
598 key_value *tail = NULL; 636 key_value *tail = 0;
599 key_value *i; 637 key_value *i;
600 638
601 op->key_values = NULL; 639 op->key_values = 0;
602 640
603 for (i = op2->key_values; i != NULL; i = i->next) 641 for (i = op2->key_values; i; i = i->next)
604 { 642 {
605 key_value *new_link = new key_value; 643 key_value *new_link = new key_value;
606 644
607 new_link->next = NULL; 645 new_link->next = 0;
608 new_link->key = i->key; 646 new_link->key = i->key;
609 new_link->value = i->value; 647 new_link->value = i->value;
610 648
611 /* Try and be clever here, too. */ 649 /* Try and be clever here, too. */
612 if (op->key_values == NULL) 650 if (!op->key_values)
613 { 651 {
614 op->key_values = new_link; 652 op->key_values = new_link;
615 tail = new_link; 653 tail = new_link;
616 } 654 }
617 else 655 else
624 662
625 update_ob_speed (op); 663 update_ob_speed (op);
626} 664}
627 665
628/* 666/*
629 * get_object() grabs an object from the list of unused objects, makes
630 * sure it is initialised, and returns it.
631 * If there are no free objects, expand_objects() is called to get more.
632 */
633
634object *get_object ()
635{
636 object *op = new object;
637
638 op->count = ++ob_count;
639
640 op->active_next = 0;
641 op->active_prev = 0;
642
643 op->next = objects;
644 op->prev = 0;
645
646 if (objects)
647 objects->prev = op;
648
649 objects = op;
650
651 SET_FLAG (op, FLAG_REMOVED);
652
653 op->expmul = 1.0;
654 op->face = blank_face;
655 op->attacked_by_count = -1;
656
657 return op;
658}
659
660/*
661 * If an object with the IS_TURNABLE() flag needs to be turned due 667 * If an object with the IS_TURNABLE() flag needs to be turned due
662 * to the closest player being on the other side, this function can 668 * to the closest player being on the other side, this function can
663 * be called to update the face variable, _and_ how it looks on the map. 669 * be called to update the face variable, _and_ how it looks on the map.
664 */ 670 */
665 671
672void
666void update_turn_face(object *op) { 673update_turn_face (object *op)
674{
667 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 675 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
668 return; 676 return;
669 SET_ANIMATION(op, op->direction); 677 SET_ANIMATION (op, op->direction);
670 update_object(op,UP_OBJ_FACE); 678 update_object (op, UP_OBJ_FACE);
671} 679}
672 680
673/* 681/*
674 * Updates the speed of an object. If the speed changes from 0 to another 682 * Updates the speed of an object. If the speed changes from 0 to another
675 * value, or vice versa, then add/remove the object from the active list. 683 * value, or vice versa, then add/remove the object from the active list.
676 * This function needs to be called whenever the speed of an object changes. 684 * This function needs to be called whenever the speed of an object changes.
677 */ 685 */
678 686void
679void update_ob_speed(object *op) { 687update_ob_speed (object *op)
688{
680 extern int arch_init; 689 extern int arch_init;
681 690
682 /* No reason putting the archetypes objects on the speed list, 691 /* No reason putting the archetypes objects on the speed list,
683 * since they never really need to be updated. 692 * since they never really need to be updated.
684 */ 693 */
685 694
686 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 695 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
696 {
687 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 697 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
688#ifdef MANY_CORES 698#ifdef MANY_CORES
689 abort(); 699 abort ();
690#else 700#else
691 op->speed = 0; 701 op->speed = 0;
692#endif 702#endif
693 } 703 }
704
694 if (arch_init) { 705 if (arch_init)
706 return;
707
708 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
709 {
710 /* If already on active list, don't do anything */
711 if (op->active_next || op->active_prev || op == active_objects)
695 return; 712 return;
696 }
697 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
698 /* If already on active list, don't do anything */
699 if (op->active_next || op->active_prev || op==active_objects)
700 return;
701 713
702 /* process_events() expects us to insert the object at the beginning 714 /* process_events() expects us to insert the object at the beginning
703 * of the list. */ 715 * of the list. */
704 op->active_next = active_objects; 716 op->active_next = active_objects;
717
705 if (op->active_next!=NULL) 718 if (op->active_next != NULL)
706 op->active_next->active_prev = op; 719 op->active_next->active_prev = op;
720
707 active_objects = op; 721 active_objects = op;
722 }
723 else
708 } 724 {
709 else {
710 /* If not on the active list, nothing needs to be done */ 725 /* If not on the active list, nothing needs to be done */
711 if (!op->active_next && !op->active_prev && op!=active_objects) 726 if (!op->active_next && !op->active_prev && op != active_objects)
712 return; 727 return;
713 728
714 if (op->active_prev==NULL) { 729 if (op->active_prev == NULL)
730 {
715 active_objects = op->active_next; 731 active_objects = op->active_next;
732
716 if (op->active_next!=NULL) 733 if (op->active_next != NULL)
717 op->active_next->active_prev = NULL; 734 op->active_next->active_prev = NULL;
735 }
736 else
718 } 737 {
719 else {
720 op->active_prev->active_next = op->active_next; 738 op->active_prev->active_next = op->active_next;
739
721 if (op->active_next) 740 if (op->active_next)
722 op->active_next->active_prev = op->active_prev; 741 op->active_next->active_prev = op->active_prev;
723 } 742 }
743
724 op->active_next = NULL; 744 op->active_next = NULL;
725 op->active_prev = NULL; 745 op->active_prev = NULL;
726 } 746 }
727} 747}
728 748
729/* This function removes object 'op' from the list of active 749/* This function removes object 'op' from the list of active
730 * objects. 750 * objects.
732 * reference maps where you don't want an object that isn't 752 * reference maps where you don't want an object that isn't
733 * in play chewing up cpu time getting processed. 753 * in play chewing up cpu time getting processed.
734 * The reverse of this is to call update_ob_speed, which 754 * The reverse of this is to call update_ob_speed, which
735 * will do the right thing based on the speed of the object. 755 * will do the right thing based on the speed of the object.
736 */ 756 */
757void
737void remove_from_active_list(object *op) 758remove_from_active_list (object *op)
738{ 759{
739 /* If not on the active list, nothing needs to be done */ 760 /* If not on the active list, nothing needs to be done */
740 if (!op->active_next && !op->active_prev && op!=active_objects) 761 if (!op->active_next && !op->active_prev && op != active_objects)
741 return; 762 return;
742 763
743 if (op->active_prev==NULL) { 764 if (op->active_prev == NULL)
765 {
744 active_objects = op->active_next; 766 active_objects = op->active_next;
745 if (op->active_next!=NULL) 767 if (op->active_next != NULL)
746 op->active_next->active_prev = NULL; 768 op->active_next->active_prev = NULL;
769 }
770 else
747 } 771 {
748 else {
749 op->active_prev->active_next = op->active_next; 772 op->active_prev->active_next = op->active_next;
750 if (op->active_next) 773 if (op->active_next)
751 op->active_next->active_prev = op->active_prev; 774 op->active_next->active_prev = op->active_prev;
752 } 775 }
753 op->active_next = NULL; 776 op->active_next = NULL;
754 op->active_prev = NULL; 777 op->active_prev = NULL;
755} 778}
756 779
757/* 780/*
758 * update_object() updates the array which represents the map. 781 * update_object() updates the array which represents the map.
759 * It takes into account invisible objects (and represent squares covered 782 * It takes into account invisible objects (and represent squares covered
774 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 797 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
775 * as that is easier than trying to look at what may have changed. 798 * as that is easier than trying to look at what may have changed.
776 * UP_OBJ_FACE: only the objects face has changed. 799 * UP_OBJ_FACE: only the objects face has changed.
777 */ 800 */
778 801
802void
779void update_object(object *op, int action) { 803update_object (object *op, int action)
804{
780 int update_now=0, flags; 805 int update_now = 0, flags;
781 MoveType move_on, move_off, move_block, move_slow; 806 MoveType move_on, move_off, move_block, move_slow;
782 807
783 if (op == NULL) { 808 if (op == NULL)
809 {
784 /* this should never happen */ 810 /* this should never happen */
785 LOG(llevDebug,"update_object() called for NULL object.\n"); 811 LOG (llevDebug, "update_object() called for NULL object.\n");
786 return; 812 return;
787 }
788 813 }
814
789 if(op->env!=NULL) { 815 if (op->env != NULL)
816 {
790 /* Animation is currently handled by client, so nothing 817 /* Animation is currently handled by client, so nothing
791 * to do in this case. 818 * to do in this case.
792 */ 819 */
793 return; 820 return;
794 } 821 }
795 822
796 /* If the map is saving, don't do anything as everything is 823 /* If the map is saving, don't do anything as everything is
797 * going to get freed anyways. 824 * going to get freed anyways.
798 */ 825 */
799 if (!op->map || op->map->in_memory == MAP_SAVING) return; 826 if (!op->map || op->map->in_memory == MAP_SAVING)
800 827 return;
828
801 /* make sure the object is within map boundaries */ 829 /* make sure the object is within map boundaries */
802 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 830 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
803 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 831 {
804 LOG(llevError,"update_object() called for object out of map!\n"); 832 LOG (llevError, "update_object() called for object out of map!\n");
805#ifdef MANY_CORES 833#ifdef MANY_CORES
806 abort(); 834 abort ();
807#endif 835#endif
808 return; 836 return;
809 }
810 837 }
838
811 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 839 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
812 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 840 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
813 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 841 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
814 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 842 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
815 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 843 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
816 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y); 844 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
817 845
818 if (action == UP_OBJ_INSERT) { 846 if (action == UP_OBJ_INSERT)
847 {
819 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 848 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
820 update_now=1; 849 update_now = 1;
821 850
822 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 851 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
823 update_now=1; 852 update_now = 1;
824 853
825 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 854 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
826 update_now=1; 855 update_now = 1;
827 856
828 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 857 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
829 update_now=1; 858 update_now = 1;
830 859
860 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
861 update_now = 1;
862
831 if ((move_on | op->move_on) != move_on) update_now=1; 863 if ((move_on | op->move_on) != move_on)
864 update_now = 1;
865
832 if ((move_off | op->move_off) != move_off) update_now=1; 866 if ((move_off | op->move_off) != move_off)
867 update_now = 1;
868
833 /* This isn't perfect, but I don't expect a lot of objects to 869 /* This isn't perfect, but I don't expect a lot of objects to
834 * to have move_allow right now. 870 * to have move_allow right now.
835 */ 871 */
836 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 872 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
837 update_now=1; 873 update_now = 1;
874
838 if ((move_slow | op->move_slow) != move_slow) update_now=1; 875 if ((move_slow | op->move_slow) != move_slow)
876 update_now = 1;
839 } 877 }
840 /* if the object is being removed, we can't make intelligent 878 /* if the object is being removed, we can't make intelligent
841 * decisions, because remove_ob can't really pass the object 879 * decisions, because remove_ob can't really pass the object
842 * that is being removed. 880 * that is being removed.
843 */ 881 */
844 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 882 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
845 update_now=1; 883 update_now = 1;
846 } else if (action == UP_OBJ_FACE) { 884 else if (action == UP_OBJ_FACE)
847 /* Nothing to do for that case */ 885 /* Nothing to do for that case */ ;
848 }
849 else { 886 else
850 LOG(llevError,"update_object called with invalid action: %d\n", action); 887 LOG (llevError, "update_object called with invalid action: %d\n", action);
851 }
852 888
853 if (update_now) { 889 if (update_now)
890 {
854 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 891 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
855 update_position(op->map, op->x, op->y); 892 update_position (op->map, op->x, op->y);
856 } 893 }
857 894
858 if(op->more!=NULL) 895 if (op->more != NULL)
859 update_object(op->more, action); 896 update_object (op->more, action);
860} 897}
861 898
899object::vector object::mortals;
900object::vector object::objects; // not yet used
901object *object::first;
902
903void object::free_mortals ()
904{
905 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
906 if ((*i)->refcnt)
907 ++i; // further delay freeing
908 else
909 {
910 delete *i;
911 mortals.erase (i);
912 }
913
914 static int lastmortals = 0;//D
915
916 if (mortals.size() != lastmortals && lastmortals > 100)//D
917 {
918 lastmortals = mortals.size ();//D
919 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
920 }
921}
922
923object::object ()
924{
925 SET_FLAG (this, FLAG_REMOVED);
926
927 expmul = 1.0;
928 face = blank_face;
929}
930
931object::~object ()
932{
933 free_key_values (this);
934}
935
936void object::link ()
937{
938 count = ++ob_count;
939 uuid = gen_uuid ();
940
941 prev = 0;
942 next = object::first;
943
944 if (object::first)
945 object::first->prev = this;
946
947 object::first = this;
948}
949
950void object::unlink ()
951{
952 if (this == object::first)
953 object::first = next;
954
955 /* Remove this object from the list of used objects */
956 if (prev) prev->next = next;
957 if (next) next->prev = prev;
958
959 prev = 0;
960 next = 0;
961}
962
963object *object::create ()
964{
965 object *op = new object;
966 op->link ();
967 return op;
968}
862 969
863/* 970/*
864 * free_object() frees everything allocated by an object, removes 971 * free_object() frees everything allocated by an object, removes
865 * it from the list of used objects, and puts it on the list of 972 * it from the list of used objects, and puts it on the list of
866 * free objects. The IS_FREED() flag is set in the object. 973 * free objects. The IS_FREED() flag is set in the object.
867 * The object must have been removed by remove_ob() first for 974 * The object must have been removed by remove_ob() first for
868 * this function to succeed. 975 * this function to succeed.
869 * 976 *
870 * If free_inventory is set, free inventory as well. Else drop items in 977 * If destroy_inventory is set, free inventory as well. Else drop items in
871 * inventory to the ground. 978 * inventory to the ground.
872 */ 979 */
873 980void object::destroy (bool destroy_inventory)
874void
875free_object (object * ob)
876{ 981{
877 free_object2 (ob, 0);
878}
879
880void
881free_object2 (object * ob, int free_inventory)
882{
883 object *tmp, *op;
884
885 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 982 if (QUERY_FLAG (this, FLAG_FREED))
886 { 983 return;
887 LOG (llevDebug, "Free object called with non removed object\n");
888 dump_object (ob);
889#ifdef MANY_CORES
890 abort ();
891#endif
892 }
893 984
894 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 985 if (QUERY_FLAG (this, FLAG_FRIENDLY))
895 {
896 LOG (llevMonster, "Warning: tried to free friendly object.\n");
897 remove_friendly_object (ob); 986 remove_friendly_object (this);
898 }
899 987
900 if (QUERY_FLAG (ob, FLAG_FREED)) 988 if (!QUERY_FLAG (this, FLAG_REMOVED))
901 { 989 remove_ob (this);
902 dump_object (ob); 990
903 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 991 SET_FLAG (this, FLAG_FREED);
904 return; 992
993 if (more)
905 } 994 {
906 995 more->destroy (destroy_inventory);
907 if (ob->more != NULL) 996 more = 0;
908 { 997 }
909 free_object2 (ob->more, free_inventory);
910 ob->more = NULL;
911 }
912 998
913 if (ob->inv) 999 if (inv)
914 { 1000 {
915 /* Only if the space blocks everything do we not process - 1001 /* Only if the space blocks everything do we not process -
916 * if some form of movemnt is allowed, let objects 1002 * if some form of movement is allowed, let objects
917 * drop on that space. 1003 * drop on that space.
918 */ 1004 */
919 if (free_inventory || ob->map == NULL 1005 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
920 || ob->map->in_memory != MAP_IN_MEMORY 1006 {
921 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL)) 1007 object *op = inv;
922 {
923 op = ob->inv;
924 1008
925 while (op != NULL) 1009 while (op)
926 { 1010 {
927 tmp = op->below; 1011 object *tmp = op->below;
928 remove_ob (op); 1012 op->destroy (destroy_inventory);
929 free_object2 (op, free_inventory);
930 op = tmp; 1013 op = tmp;
931 } 1014 }
932 } 1015 }
933 else 1016 else
934 { /* Put objects in inventory onto this space */ 1017 { /* Put objects in inventory onto this space */
935 op = ob->inv; 1018 object *op = inv;
936 1019
937 while (op != NULL) 1020 while (op)
938 { 1021 {
939 tmp = op->below; 1022 object *tmp = op->below;
1023
940 remove_ob (op); 1024 remove_ob (op);
941 1025
942 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 1026 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
943 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE 1027 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
944 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1028 free_object (op);
945 free_object (op); 1029 else
946 else 1030 {
947 { 1031 op->x = x;
948 op->x = ob->x; 1032 op->y = y;
949 op->y = ob->y;
950 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */ 1033 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
951 } 1034 }
952 1035
953 op = tmp; 1036 op = tmp;
1037 }
1038 }
954 } 1039 }
955 } 1040
956 } 1041 // clear those pointers that likely might have circular references to us
1042 owner = 0;
1043 enemy = 0;
1044 attacked_by = 0;
1045
1046 // only relevant for players(?), but make sure of it anyways
1047 contr = 0;
957 1048
958 /* Remove object from the active list */ 1049 /* Remove object from the active list */
959 ob->speed = 0; 1050 speed = 0;
960 update_ob_speed (ob); 1051 update_ob_speed (this);
961 1052
962 SET_FLAG (ob, FLAG_FREED); 1053 unlink ();
963 ob->count = 0;
964 1054
965 /* Remove this object from the list of used objects */ 1055 mortals.push_back (this);
966 if (ob->prev == NULL)
967 {
968 objects = ob->next;
969
970 if (objects != NULL)
971 objects->prev = NULL;
972 }
973 else
974 {
975 ob->prev->next = ob->next;
976
977 if (ob->next != NULL)
978 ob->next->prev = ob->prev;
979 }
980
981 free_key_values (ob);
982
983 /* Now link it with the free_objects list: */
984 ob->prev = 0;
985 ob->next = 0;
986
987 delete ob;
988} 1056}
989 1057
990/* 1058/*
991 * sub_weight() recursively (outwards) subtracts a number from the 1059 * sub_weight() recursively (outwards) subtracts a number from the
992 * weight of an object (and what is carried by it's environment(s)). 1060 * weight of an object (and what is carried by it's environment(s)).
993 */ 1061 */
994 1062
1063void
995void sub_weight (object *op, signed long weight) { 1064sub_weight (object *op, signed long weight)
1065{
996 while (op != NULL) { 1066 while (op != NULL)
1067 {
997 if (op->type == CONTAINER) { 1068 if (op->type == CONTAINER)
998 weight=(signed long)(weight*(100-op->stats.Str)/100); 1069 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
999 } 1070
1000 op->carrying-=weight; 1071 op->carrying -= weight;
1001 op = op->env; 1072 op = op->env;
1002 } 1073 }
1003} 1074}
1004 1075
1005/* remove_ob(op): 1076/* remove_ob(op):
1006 * This function removes the object op from the linked list of objects 1077 * This function removes the object op from the linked list of objects
1007 * which it is currently tied to. When this function is done, the 1078 * which it is currently tied to. When this function is done, the
1009 * environment, the x and y coordinates will be updated to 1080 * environment, the x and y coordinates will be updated to
1010 * the previous environment. 1081 * the previous environment.
1011 * Beware: This function is called from the editor as well! 1082 * Beware: This function is called from the editor as well!
1012 */ 1083 */
1013 1084
1085void
1014void remove_ob(object *op) { 1086remove_ob (object *op)
1087{
1015 object *tmp,*last=NULL; 1088 object *tmp, *last = 0;
1016 object *otmp; 1089 object *otmp;
1017 tag_t tag; 1090
1018 int check_walk_off; 1091 int check_walk_off;
1019 mapstruct *m; 1092 maptile *m;
1093
1020 sint16 x,y; 1094 sint16 x, y;
1021
1022 1095
1023 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1096 if (QUERY_FLAG (op, FLAG_REMOVED))
1024 dump_object(op); 1097 return;
1025 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1026 1098
1027 /* Changed it to always dump core in this case. As has been learned
1028 * in the past, trying to recover from errors almost always
1029 * make things worse, and this is a real error here - something
1030 * that should not happen.
1031 * Yes, if this was a mission critical app, trying to do something
1032 * to recover may make sense, but that is because failure of the app
1033 * may have other disastrous problems. Cf runs out of a script
1034 * so is easily enough restarted without any real problems.
1035 * MSW 2001-07-01
1036 */
1037 abort();
1038 }
1039 if(op->more!=NULL)
1040 remove_ob(op->more);
1041
1042 SET_FLAG(op, FLAG_REMOVED); 1099 SET_FLAG (op, FLAG_REMOVED);
1043 1100
1101 if (op->more != NULL)
1102 remove_ob (op->more);
1103
1044 /* 1104 /*
1045 * In this case, the object to be removed is in someones 1105 * In this case, the object to be removed is in someones
1046 * inventory. 1106 * inventory.
1047 */ 1107 */
1048 if(op->env!=NULL) { 1108 if (op->env != NULL)
1109 {
1049 if(op->nrof) 1110 if (op->nrof)
1050 sub_weight(op->env, op->weight*op->nrof); 1111 sub_weight (op->env, op->weight * op->nrof);
1051 else 1112 else
1052 sub_weight(op->env, op->weight+op->carrying); 1113 sub_weight (op->env, op->weight + op->carrying);
1053 1114
1054 /* NO_FIX_PLAYER is set when a great many changes are being 1115 /* NO_FIX_PLAYER is set when a great many changes are being
1055 * made to players inventory. If set, avoiding the call 1116 * made to players inventory. If set, avoiding the call
1056 * to save cpu time. 1117 * to save cpu time.
1057 */ 1118 */
1058 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1119 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1059 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1060 fix_player(otmp); 1120 fix_player (otmp);
1061 1121
1062 if(op->above!=NULL) 1122 if (op->above != NULL)
1063 op->above->below=op->below; 1123 op->above->below = op->below;
1064 else 1124 else
1065 op->env->inv=op->below; 1125 op->env->inv = op->below;
1066 1126
1067 if(op->below!=NULL) 1127 if (op->below != NULL)
1068 op->below->above=op->above; 1128 op->below->above = op->above;
1069 1129
1070 /* we set up values so that it could be inserted into 1130 /* we set up values so that it could be inserted into
1071 * the map, but we don't actually do that - it is up 1131 * the map, but we don't actually do that - it is up
1072 * to the caller to decide what we want to do. 1132 * to the caller to decide what we want to do.
1073 */ 1133 */
1074 op->x=op->env->x,op->y=op->env->y; 1134 op->x = op->env->x, op->y = op->env->y;
1075 op->map=op->env->map; 1135 op->map = op->env->map;
1076 op->above=NULL,op->below=NULL; 1136 op->above = NULL, op->below = NULL;
1077 op->env=NULL; 1137 op->env = NULL;
1138 }
1139 else if (op->map)
1140 {
1141 x = op->x;
1142 y = op->y;
1143 m = get_map_from_coord (op->map, &x, &y);
1144
1145 if (!m)
1146 {
1147 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1148 op->map->path, op->x, op->y);
1149 /* in old days, we used to set x and y to 0 and continue.
1150 * it seems if we get into this case, something is probablye
1151 * screwed up and should be fixed.
1152 */
1153 abort ();
1154 }
1155
1156 if (op->map != m)
1157 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1158 op->map->path, m->path, op->x, op->y, x, y);
1159
1160 /* Re did the following section of code - it looks like it had
1161 * lots of logic for things we no longer care about
1162 */
1163
1164 /* link the object above us */
1165 if (op->above)
1166 op->above->below = op->below;
1167 else
1168 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1169
1170 /* Relink the object below us, if there is one */
1171 if (op->below)
1172 op->below->above = op->above;
1173 else
1174 {
1175 /* Nothing below, which means we need to relink map object for this space
1176 * use translated coordinates in case some oddness with map tiling is
1177 * evident
1178 */
1179 if (GET_MAP_OB (m, x, y) != op)
1180 {
1181 dump_object (op);
1182 LOG (llevError,
1183 "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);
1184 dump_object (GET_MAP_OB (m, x, y));
1185 LOG (llevError, "%s\n", errmsg);
1186 }
1187
1188 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1189 }
1190
1191 op->above = 0;
1192 op->below = 0;
1193
1194 if (op->map->in_memory == MAP_SAVING)
1078 return; 1195 return;
1079 }
1080 1196
1081 /* If we get here, we are removing it from a map */
1082 if (op->map == NULL) return;
1083
1084 x = op->x;
1085 y = op->y;
1086 m = get_map_from_coord(op->map, &x, &y);
1087
1088 if (!m) {
1089 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1090 op->map->path, op->x, op->y);
1091 /* in old days, we used to set x and y to 0 and continue.
1092 * it seems if we get into this case, something is probablye
1093 * screwed up and should be fixed.
1094 */
1095 abort();
1096 }
1097 if (op->map != m) {
1098 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1099 op->map->path, m->path, op->x, op->y, x, y);
1100 }
1101
1102 /* Re did the following section of code - it looks like it had
1103 * lots of logic for things we no longer care about
1104 */
1105
1106 /* link the object above us */
1107 if (op->above)
1108 op->above->below=op->below;
1109 else
1110 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1111
1112 /* Relink the object below us, if there is one */
1113 if(op->below) {
1114 op->below->above=op->above;
1115 } else {
1116 /* Nothing below, which means we need to relink map object for this space
1117 * use translated coordinates in case some oddness with map tiling is
1118 * evident
1119 */
1120 if(GET_MAP_OB(m,x,y)!=op) {
1121 dump_object(op);
1122 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);
1123 dump_object(GET_MAP_OB(m,x,y));
1124 LOG(llevError,"%s\n",errmsg);
1125 }
1126 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1127 }
1128 op->above=NULL;
1129 op->below=NULL;
1130
1131 if (op->map->in_memory == MAP_SAVING)
1132 return;
1133
1134 tag = op->count;
1135 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1197 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1198
1136 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1199 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1200 {
1137 /* No point updating the players look faces if he is the object 1201 /* No point updating the players look faces if he is the object
1138 * being removed. 1202 * being removed.
1139 */ 1203 */
1140 1204
1141 if(tmp->type==PLAYER && tmp!=op) { 1205 if (tmp->type == PLAYER && tmp != op)
1206 {
1142 /* If a container that the player is currently using somehow gets 1207 /* If a container that the player is currently using somehow gets
1143 * removed (most likely destroyed), update the player view 1208 * removed (most likely destroyed), update the player view
1144 * appropriately. 1209 * appropriately.
1145 */ 1210 */
1146 if (tmp->container==op) { 1211 if (tmp->container == op)
1212 {
1147 CLEAR_FLAG(op, FLAG_APPLIED); 1213 CLEAR_FLAG (op, FLAG_APPLIED);
1148 tmp->container=NULL; 1214 tmp->container = NULL;
1215 }
1216
1217 tmp->contr->socket.update_look = 1;
1149 } 1218 }
1150 tmp->contr->socket.update_look=1; 1219
1151 }
1152 /* See if player moving off should effect something */ 1220 /* See if player moving off should effect something */
1221 if (check_walk_off
1153 if (check_walk_off && ((op->move_type & tmp->move_off) && 1222 && ((op->move_type & tmp->move_off)
1154 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1223 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1155 1224 {
1156 move_apply(tmp, op, NULL); 1225 move_apply (tmp, op, NULL);
1226
1157 if (was_destroyed (op, tag)) { 1227 if (op->destroyed ())
1158 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1228 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1159 "leaving object\n", &tmp->name, &tmp->arch->name);
1160 } 1229 }
1161 }
1162 1230
1163 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1231 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1164 1232
1165 if(tmp->above == tmp) 1233 if (tmp->above == tmp)
1166 tmp->above = NULL; 1234 tmp->above = NULL;
1235
1167 last=tmp; 1236 last = tmp;
1168 } 1237 }
1238
1169 /* last == NULL of there are no objects on this space */ 1239 /* last == NULL of there are no objects on this space */
1170 if (last==NULL) { 1240 if (last == NULL)
1241 {
1171 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1242 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1172 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1243 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1173 * those out anyways, and if there are any flags set right now, they won't 1244 * those out anyways, and if there are any flags set right now, they won't
1174 * be correct anyways. 1245 * be correct anyways.
1175 */ 1246 */
1176 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1247 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1177 update_position(op->map, op->x, op->y); 1248 update_position (op->map, op->x, op->y);
1178 } 1249 }
1179 else 1250 else
1180 update_object(last, UP_OBJ_REMOVE); 1251 update_object (last, UP_OBJ_REMOVE);
1181 1252
1182 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1253 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1183 update_all_los(op->map, op->x, op->y); 1254 update_all_los (op->map, op->x, op->y);
1184 1255 }
1185} 1256}
1186 1257
1187/* 1258/*
1188 * merge_ob(op,top): 1259 * merge_ob(op,top):
1189 * 1260 *
1190 * This function goes through all objects below and including top, and 1261 * This function goes through all objects below and including top, and
1191 * merges op to the first matching object. 1262 * merges op to the first matching object.
1192 * If top is NULL, it is calculated. 1263 * If top is NULL, it is calculated.
1193 * Returns pointer to object if it succeded in the merge, otherwise NULL 1264 * Returns pointer to object if it succeded in the merge, otherwise NULL
1194 */ 1265 */
1195 1266object *
1196object *merge_ob(object *op, object *top) { 1267merge_ob (object *op, object *top)
1268{
1197 if(!op->nrof) 1269 if (!op->nrof)
1198 return 0; 1270 return 0;
1271
1199 if(top==NULL) 1272 if (top == NULL)
1200 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1273 for (top = op; top != NULL && top->above != NULL; top = top->above);
1274
1201 for(;top!=NULL;top=top->below) { 1275 for (; top != NULL; top = top->below)
1276 {
1202 if(top==op) 1277 if (top == op)
1203 continue; 1278 continue;
1204 if (CAN_MERGE(op,top)) 1279 if (CAN_MERGE (op, top))
1205 { 1280 {
1206 top->nrof+=op->nrof; 1281 top->nrof += op->nrof;
1282
1207/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1283/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1208 op->weight = 0; /* Don't want any adjustements now */ 1284 op->weight = 0; /* Don't want any adjustements now */
1209 remove_ob(op); 1285 remove_ob (op);
1210 free_object(op); 1286 free_object (op);
1211 return top; 1287 return top;
1212 } 1288 }
1213 } 1289 }
1290
1214 return NULL; 1291 return 0;
1215} 1292}
1216 1293
1217/* 1294/*
1218 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1295 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1219 * job preparing multi-part monsters 1296 * job preparing multi-part monsters
1220 */ 1297 */
1298object *
1221object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1299insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1300{
1222 object* tmp; 1301 object *tmp;
1302
1223 if (op->head) 1303 if (op->head)
1224 op=op->head; 1304 op = op->head;
1305
1225 for (tmp=op;tmp;tmp=tmp->more){ 1306 for (tmp = op; tmp; tmp = tmp->more)
1307 {
1226 tmp->x=x+tmp->arch->clone.x; 1308 tmp->x = x + tmp->arch->clone.x;
1227 tmp->y=y+tmp->arch->clone.y; 1309 tmp->y = y + tmp->arch->clone.y;
1228 } 1310 }
1311
1229 return insert_ob_in_map (op, m, originator, flag); 1312 return insert_ob_in_map (op, m, originator, flag);
1230} 1313}
1231 1314
1232/* 1315/*
1233 * insert_ob_in_map (op, map, originator, flag): 1316 * insert_ob_in_map (op, map, originator, flag):
1234 * This function inserts the object in the two-way linked list 1317 * This function inserts the object in the two-way linked list
1248 * new object if 'op' was merged with other object 1331 * new object if 'op' was merged with other object
1249 * NULL if 'op' was destroyed 1332 * NULL if 'op' was destroyed
1250 * just 'op' otherwise 1333 * just 'op' otherwise
1251 */ 1334 */
1252 1335
1336object *
1253object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1337insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1254{ 1338{
1255 object *tmp, *top, *floor=NULL; 1339 object *tmp, *top, *floor = NULL;
1256 sint16 x,y; 1340 sint16 x, y;
1257 1341
1258 if (QUERY_FLAG (op, FLAG_FREED)) { 1342 if (QUERY_FLAG (op, FLAG_FREED))
1343 {
1259 LOG (llevError, "Trying to insert freed object!\n"); 1344 LOG (llevError, "Trying to insert freed object!\n");
1345 return NULL;
1346 }
1347
1348 if (m == NULL)
1349 {
1350 dump_object (op);
1351 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1352 return op;
1353 }
1354
1355 if (out_of_map (m, op->x, op->y))
1356 {
1357 dump_object (op);
1358 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1359#ifdef MANY_CORES
1360 /* Better to catch this here, as otherwise the next use of this object
1361 * is likely to cause a crash. Better to find out where it is getting
1362 * improperly inserted.
1363 */
1364 abort ();
1365#endif
1366 return op;
1367 }
1368
1369 if (!QUERY_FLAG (op, FLAG_REMOVED))
1370 {
1371 dump_object (op);
1372 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1373 return op;
1374 }
1375
1376 if (op->more != NULL)
1377 {
1378 /* The part may be on a different map. */
1379
1380 object *more = op->more;
1381
1382 /* We really need the caller to normalize coordinates - if
1383 * we set the map, that doesn't work if the location is within
1384 * a map and this is straddling an edge. So only if coordinate
1385 * is clear wrong do we normalize it.
1386 */
1387 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1388 more->map = get_map_from_coord (m, &more->x, &more->y);
1389 else if (!more->map)
1390 {
1391 /* For backwards compatibility - when not dealing with tiled maps,
1392 * more->map should always point to the parent.
1393 */
1394 more->map = m;
1395 }
1396
1397 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1398 {
1399 if (!op->head)
1400 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1401
1402 return NULL;
1403 }
1404 }
1405
1406 CLEAR_FLAG (op, FLAG_REMOVED);
1407
1408 /* Ideally, the caller figures this out. However, it complicates a lot
1409 * of areas of callers (eg, anything that uses find_free_spot would now
1410 * need extra work
1411 */
1412 op->map = get_map_from_coord (m, &op->x, &op->y);
1413 x = op->x;
1414 y = op->y;
1415
1416 /* this has to be done after we translate the coordinates.
1417 */
1418 if (op->nrof && !(flag & INS_NO_MERGE))
1419 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1420 if (CAN_MERGE (op, tmp))
1421 {
1422 op->nrof += tmp->nrof;
1423 remove_ob (tmp);
1424 free_object (tmp);
1425 }
1426
1427 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1428 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1429
1430 if (!QUERY_FLAG (op, FLAG_ALIVE))
1431 CLEAR_FLAG (op, FLAG_NO_STEAL);
1432
1433 if (flag & INS_BELOW_ORIGINATOR)
1434 {
1435 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1436 {
1437 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1438 abort ();
1439 }
1440
1441 op->above = originator;
1442 op->below = originator->below;
1443
1444 if (op->below)
1445 op->below->above = op;
1446 else
1447 SET_MAP_OB (op->map, op->x, op->y, op);
1448
1449 /* since *below* originator, no need to update top */
1450 originator->below = op;
1451 }
1452 else
1453 {
1454 /* If there are other objects, then */
1455 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1456 {
1457 object *last = NULL;
1458
1459 /*
1460 * If there are multiple objects on this space, we do some trickier handling.
1461 * We've already dealt with merging if appropriate.
1462 * Generally, we want to put the new object on top. But if
1463 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1464 * floor, we want to insert above that and no further.
1465 * Also, if there are spell objects on this space, we stop processing
1466 * once we get to them. This reduces the need to traverse over all of
1467 * them when adding another one - this saves quite a bit of cpu time
1468 * when lots of spells are cast in one area. Currently, it is presumed
1469 * that flying non pickable objects are spell objects.
1470 */
1471
1472 while (top != NULL)
1473 {
1474 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1475 floor = top;
1476
1477 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1478 {
1479 /* We insert above top, so we want this object below this */
1480 top = top->below;
1481 break;
1482 }
1483
1484 last = top;
1485 top = top->above;
1486 }
1487
1488 /* Don't want top to be NULL, so set it to the last valid object */
1489 top = last;
1490
1491 /* We let update_position deal with figuring out what the space
1492 * looks like instead of lots of conditions here.
1493 * makes things faster, and effectively the same result.
1494 */
1495
1496 /* Have object 'fall below' other objects that block view.
1497 * Unless those objects are exits, type 66
1498 * If INS_ON_TOP is used, don't do this processing
1499 * Need to find the object that in fact blocks view, otherwise
1500 * stacking is a bit odd.
1501 */
1502 if (!(flag & INS_ON_TOP) &&
1503 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1504 {
1505 for (last = top; last != floor; last = last->below)
1506 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1507 break;
1508 /* Check to see if we found the object that blocks view,
1509 * and make sure we have a below pointer for it so that
1510 * we can get inserted below this one, which requires we
1511 * set top to the object below us.
1512 */
1513 if (last && last->below && last != floor)
1514 top = last->below;
1515 }
1516 } /* If objects on this space */
1517
1518 if (flag & INS_MAP_LOAD)
1519 top = GET_MAP_TOP (op->map, op->x, op->y);
1520
1521 if (flag & INS_ABOVE_FLOOR_ONLY)
1522 top = floor;
1523
1524 /* Top is the object that our object (op) is going to get inserted above.
1525 */
1526
1527 /* First object on this space */
1528 if (!top)
1529 {
1530 op->above = GET_MAP_OB (op->map, op->x, op->y);
1531
1532 if (op->above)
1533 op->above->below = op;
1534
1535 op->below = NULL;
1536 SET_MAP_OB (op->map, op->x, op->y, op);
1537 }
1538 else
1539 { /* get inserted into the stack above top */
1540 op->above = top->above;
1541
1542 if (op->above)
1543 op->above->below = op;
1544
1545 op->below = top;
1546 top->above = op;
1547 }
1548
1549 if (op->above == NULL)
1550 SET_MAP_TOP (op->map, op->x, op->y, op);
1551 } /* else not INS_BELOW_ORIGINATOR */
1552
1553 if (op->type == PLAYER)
1554 op->contr->do_los = 1;
1555
1556 /* If we have a floor, we know the player, if any, will be above
1557 * it, so save a few ticks and start from there.
1558 */
1559 if (!(flag & INS_MAP_LOAD))
1560 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1561 if (tmp->type == PLAYER)
1562 tmp->contr->socket.update_look = 1;
1563
1564 /* If this object glows, it may affect lighting conditions that are
1565 * visible to others on this map. But update_all_los is really
1566 * an inefficient way to do this, as it means los for all players
1567 * on the map will get recalculated. The players could very well
1568 * be far away from this change and not affected in any way -
1569 * this should get redone to only look for players within range,
1570 * or just updating the P_NEED_UPDATE for spaces within this area
1571 * of effect may be sufficient.
1572 */
1573 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1574 update_all_los (op->map, op->x, op->y);
1575
1576 /* updates flags (blocked, alive, no magic, etc) for this map space */
1577 update_object (op, UP_OBJ_INSERT);
1578
1579 /* Don't know if moving this to the end will break anything. However,
1580 * we want to have update_look set above before calling this.
1581 *
1582 * check_move_on() must be after this because code called from
1583 * check_move_on() depends on correct map flags (so functions like
1584 * blocked() and wall() work properly), and these flags are updated by
1585 * update_object().
1586 */
1587
1588 /* if this is not the head or flag has been passed, don't check walk on status */
1589 if (!(flag & INS_NO_WALK_ON) && !op->head)
1590 {
1591 if (check_move_on (op, originator))
1260 return NULL; 1592 return NULL;
1261 }
1262 if(m==NULL) {
1263 dump_object(op);
1264 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1265 return op;
1266 }
1267 if(out_of_map(m,op->x,op->y)) {
1268 dump_object(op);
1269 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1270#ifdef MANY_CORES
1271 /* Better to catch this here, as otherwise the next use of this object
1272 * is likely to cause a crash. Better to find out where it is getting
1273 * improperly inserted.
1274 */
1275 abort();
1276#endif
1277 return op;
1278 }
1279 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1280 dump_object(op);
1281 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1282 return op;
1283 }
1284 if(op->more!=NULL) {
1285 /* The part may be on a different map. */
1286 1593
1287 object *more = op->more;
1288
1289 /* We really need the caller to normalize coordinates - if
1290 * we set the map, that doesn't work if the location is within
1291 * a map and this is straddling an edge. So only if coordinate
1292 * is clear wrong do we normalize it.
1293 */
1294 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1295 more->map = get_map_from_coord(m, &more->x, &more->y);
1296 } else if (!more->map) {
1297 /* For backwards compatibility - when not dealing with tiled maps,
1298 * more->map should always point to the parent.
1299 */
1300 more->map = m;
1301 }
1302
1303 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1304 if ( ! op->head)
1305 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1306 return NULL;
1307 }
1308 }
1309 CLEAR_FLAG(op,FLAG_REMOVED);
1310
1311 /* Ideally, the caller figures this out. However, it complicates a lot
1312 * of areas of callers (eg, anything that uses find_free_spot would now
1313 * need extra work
1314 */
1315 op->map=get_map_from_coord(m, &op->x, &op->y);
1316 x = op->x;
1317 y = op->y;
1318
1319 /* this has to be done after we translate the coordinates.
1320 */
1321 if(op->nrof && !(flag & INS_NO_MERGE)) {
1322 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1323 if (CAN_MERGE(op,tmp)) {
1324 op->nrof+=tmp->nrof;
1325 remove_ob(tmp);
1326 free_object(tmp);
1327 }
1328 }
1329
1330 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1331 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1332 if (!QUERY_FLAG(op, FLAG_ALIVE))
1333 CLEAR_FLAG(op, FLAG_NO_STEAL);
1334
1335 if (flag & INS_BELOW_ORIGINATOR) {
1336 if (originator->map != op->map || originator->x != op->x ||
1337 originator->y != op->y) {
1338 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1339 abort();
1340 }
1341 op->above = originator;
1342 op->below = originator->below;
1343 if (op->below) op->below->above = op;
1344 else SET_MAP_OB(op->map, op->x, op->y, op);
1345 /* since *below* originator, no need to update top */
1346 originator->below = op;
1347 } else {
1348 /* If there are other objects, then */
1349 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1350 object *last=NULL;
1351 /*
1352 * If there are multiple objects on this space, we do some trickier handling.
1353 * We've already dealt with merging if appropriate.
1354 * Generally, we want to put the new object on top. But if
1355 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1356 * floor, we want to insert above that and no further.
1357 * Also, if there are spell objects on this space, we stop processing
1358 * once we get to them. This reduces the need to traverse over all of
1359 * them when adding another one - this saves quite a bit of cpu time
1360 * when lots of spells are cast in one area. Currently, it is presumed
1361 * that flying non pickable objects are spell objects.
1362 */
1363
1364 while (top != NULL) {
1365 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1366 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1367 if (QUERY_FLAG(top, FLAG_NO_PICK)
1368 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1369 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1370 {
1371 /* We insert above top, so we want this object below this */
1372 top=top->below;
1373 break;
1374 }
1375 last = top;
1376 top = top->above;
1377 }
1378 /* Don't want top to be NULL, so set it to the last valid object */
1379 top = last;
1380
1381 /* We let update_position deal with figuring out what the space
1382 * looks like instead of lots of conditions here.
1383 * makes things faster, and effectively the same result.
1384 */
1385
1386 /* Have object 'fall below' other objects that block view.
1387 * Unless those objects are exits, type 66
1388 * If INS_ON_TOP is used, don't do this processing
1389 * Need to find the object that in fact blocks view, otherwise
1390 * stacking is a bit odd.
1391 */
1392 if (!(flag & INS_ON_TOP) &&
1393 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1394 (op->face && !op->face->visibility)) {
1395 for (last=top; last != floor; last=last->below)
1396 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1397 /* Check to see if we found the object that blocks view,
1398 * and make sure we have a below pointer for it so that
1399 * we can get inserted below this one, which requires we
1400 * set top to the object below us.
1401 */
1402 if (last && last->below && last != floor) top=last->below;
1403 }
1404 } /* If objects on this space */
1405 if (flag & INS_MAP_LOAD)
1406 top = GET_MAP_TOP(op->map,op->x,op->y);
1407 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1408
1409 /* Top is the object that our object (op) is going to get inserted above.
1410 */
1411
1412 /* First object on this space */
1413 if (!top) {
1414 op->above = GET_MAP_OB(op->map, op->x, op->y);
1415 if (op->above) op->above->below = op;
1416 op->below = NULL;
1417 SET_MAP_OB(op->map, op->x, op->y, op);
1418 } else { /* get inserted into the stack above top */
1419 op->above = top->above;
1420 if (op->above) op->above->below = op;
1421 op->below = top;
1422 top->above = op;
1423 }
1424 if (op->above==NULL)
1425 SET_MAP_TOP(op->map,op->x, op->y, op);
1426 } /* else not INS_BELOW_ORIGINATOR */
1427
1428 if(op->type==PLAYER)
1429 op->contr->do_los=1;
1430
1431 /* If we have a floor, we know the player, if any, will be above
1432 * it, so save a few ticks and start from there.
1433 */
1434 if (!(flag & INS_MAP_LOAD))
1435 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1436 if (tmp->type == PLAYER)
1437 tmp->contr->socket.update_look=1;
1438 }
1439
1440 /* If this object glows, it may affect lighting conditions that are
1441 * visible to others on this map. But update_all_los is really
1442 * an inefficient way to do this, as it means los for all players
1443 * on the map will get recalculated. The players could very well
1444 * be far away from this change and not affected in any way -
1445 * this should get redone to only look for players within range,
1446 * or just updating the P_NEED_UPDATE for spaces within this area
1447 * of effect may be sufficient.
1448 */
1449 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1450 update_all_los(op->map, op->x, op->y);
1451
1452
1453 /* updates flags (blocked, alive, no magic, etc) for this map space */
1454 update_object(op,UP_OBJ_INSERT);
1455
1456
1457 /* Don't know if moving this to the end will break anything. However,
1458 * we want to have update_look set above before calling this.
1459 *
1460 * check_move_on() must be after this because code called from
1461 * check_move_on() depends on correct map flags (so functions like
1462 * blocked() and wall() work properly), and these flags are updated by
1463 * update_object().
1464 */
1465
1466 /* if this is not the head or flag has been passed, don't check walk on status */
1467
1468 if (!(flag & INS_NO_WALK_ON) && !op->head) {
1469 if (check_move_on(op, originator))
1470 return NULL;
1471
1472 /* If we are a multi part object, lets work our way through the check 1594 /* If we are a multi part object, lets work our way through the check
1473 * walk on's. 1595 * walk on's.
1474 */ 1596 */
1475 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1597 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1476 if (check_move_on (tmp, originator)) 1598 if (check_move_on (tmp, originator))
1477 return NULL; 1599 return NULL;
1478 } 1600 }
1601
1479 return op; 1602 return op;
1480} 1603}
1481 1604
1482/* this function inserts an object in the map, but if it 1605/* this function inserts an object in the map, but if it
1483 * finds an object of its own type, it'll remove that one first. 1606 * finds an object of its own type, it'll remove that one first.
1484 * op is the object to insert it under: supplies x and the map. 1607 * op is the object to insert it under: supplies x and the map.
1485 */ 1608 */
1609void
1486void replace_insert_ob_in_map(const char *arch_string, object *op) { 1610replace_insert_ob_in_map (const char *arch_string, object *op)
1611{
1487 object *tmp; 1612 object *
1488 object *tmp1; 1613 tmp;
1614 object *
1615 tmp1;
1489 1616
1490 /* first search for itself and remove any old instances */ 1617 /* first search for itself and remove any old instances */
1491 1618
1492 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1619 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1620 {
1493 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1621 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1622 {
1494 remove_ob(tmp); 1623 remove_ob (tmp);
1495 free_object(tmp); 1624 free_object (tmp);
1496 } 1625 }
1497 } 1626 }
1498 1627
1499 tmp1=arch_to_object(find_archetype(arch_string)); 1628 tmp1 = arch_to_object (archetype::find (arch_string));
1500 1629
1501 1630 tmp1->x = op->x;
1502 tmp1->x = op->x; tmp1->y = op->y; 1631 tmp1->y = op->y;
1503 insert_ob_in_map(tmp1,op->map,op,0); 1632 insert_ob_in_map (tmp1, op->map, op, 0);
1504} 1633}
1505 1634
1506/* 1635/*
1507 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1636 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1508 * is returned contains nr objects, and the remaining parts contains 1637 * is returned contains nr objects, and the remaining parts contains
1509 * the rest (or is removed and freed if that number is 0). 1638 * the rest (or is removed and freed if that number is 0).
1510 * On failure, NULL is returned, and the reason put into the 1639 * On failure, NULL is returned, and the reason put into the
1511 * global static errmsg array. 1640 * global static errmsg array.
1512 */ 1641 */
1513 1642
1643object *
1514object *get_split_ob(object *orig_ob, uint32 nr) { 1644get_split_ob (object *orig_ob, uint32 nr)
1515 object *newob; 1645{
1646 object *
1647 newob;
1648 int
1516 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1649 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1517 1650
1518 if(orig_ob->nrof<nr) { 1651 if (orig_ob->nrof < nr)
1519 sprintf(errmsg,"There are only %d %ss.", 1652 {
1520 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1653 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1521 return NULL; 1654 return NULL;
1522 } 1655 }
1656
1523 newob = object_create_clone(orig_ob); 1657 newob = object_create_clone (orig_ob);
1658
1524 if((orig_ob->nrof-=nr)<1) { 1659 if ((orig_ob->nrof -= nr) < 1)
1660 {
1525 if ( ! is_removed) 1661 if (!is_removed)
1526 remove_ob(orig_ob); 1662 remove_ob (orig_ob);
1527 free_object2(orig_ob, 1); 1663 free_object2 (orig_ob, 1);
1528 } 1664 }
1529 else if ( ! is_removed) { 1665 else if (!is_removed)
1666 {
1530 if(orig_ob->env!=NULL) 1667 if (orig_ob->env != NULL)
1531 sub_weight (orig_ob->env,orig_ob->weight*nr); 1668 sub_weight (orig_ob->env, orig_ob->weight * nr);
1532 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1669 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1670 {
1533 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1671 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1534 LOG(llevDebug,
1535 "Error, Tried to split object whose map is not in memory.\n"); 1672 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1536 return NULL; 1673 return NULL;
1537 } 1674 }
1538 } 1675 }
1676
1539 newob->nrof=nr; 1677 newob->nrof = nr;
1540 1678
1541 return newob; 1679 return newob;
1542} 1680}
1543 1681
1544/* 1682/*
1545 * decrease_ob_nr(object, number) decreases a specified number from 1683 * decrease_ob_nr(object, number) decreases a specified number from
1546 * the amount of an object. If the amount reaches 0, the object 1684 * the amount of an object. If the amount reaches 0, the object
1547 * is subsequently removed and freed. 1685 * is subsequently removed and freed.
1548 * 1686 *
1549 * Return value: 'op' if something is left, NULL if the amount reached 0 1687 * Return value: 'op' if something is left, NULL if the amount reached 0
1550 */ 1688 */
1551 1689
1690object *
1552object *decrease_ob_nr (object *op, uint32 i) 1691decrease_ob_nr (object *op, uint32 i)
1553{ 1692{
1554 object *tmp; 1693 object *tmp;
1555 player *pl; 1694 player *pl;
1556 1695
1557 if (i == 0) /* objects with op->nrof require this check */ 1696 if (i == 0) /* objects with op->nrof require this check */
1558 return op; 1697 return op;
1559 1698
1560 if (i > op->nrof) 1699 if (i > op->nrof)
1561 i = op->nrof; 1700 i = op->nrof;
1562 1701
1563 if (QUERY_FLAG (op, FLAG_REMOVED)) 1702 if (QUERY_FLAG (op, FLAG_REMOVED))
1703 op->nrof -= i;
1704 else if (op->env != NULL)
1705 {
1706 /* is this object in the players inventory, or sub container
1707 * therein?
1708 */
1709 tmp = is_player_inv (op->env);
1710 /* nope. Is this a container the player has opened?
1711 * If so, set tmp to that player.
1712 * IMO, searching through all the players will mostly
1713 * likely be quicker than following op->env to the map,
1714 * and then searching the map for a player.
1715 */
1716 if (!tmp)
1717 {
1718 for (pl = first_player; pl; pl = pl->next)
1719 if (pl->ob->container == op->env)
1720 break;
1721 if (pl)
1722 tmp = pl->ob;
1723 else
1724 tmp = NULL;
1725 }
1726
1727 if (i < op->nrof)
1728 {
1729 sub_weight (op->env, op->weight * i);
1730 op->nrof -= i;
1731 if (tmp)
1732 {
1733 esrv_send_item (tmp, op);
1734 }
1735 }
1736 else
1737 {
1738 remove_ob (op);
1739 op->nrof = 0;
1740 if (tmp)
1741 {
1742 esrv_del_item (tmp->contr, op->count);
1743 }
1744 }
1564 { 1745 }
1746 else
1747 {
1748 object *above = op->above;
1749
1750 if (i < op->nrof)
1565 op->nrof -= i; 1751 op->nrof -= i;
1566 } 1752 else
1567 else if (op->env != NULL)
1568 {
1569 /* is this object in the players inventory, or sub container
1570 * therein?
1571 */
1572 tmp = is_player_inv (op->env);
1573 /* nope. Is this a container the player has opened?
1574 * If so, set tmp to that player.
1575 * IMO, searching through all the players will mostly
1576 * likely be quicker than following op->env to the map,
1577 * and then searching the map for a player.
1578 */
1579 if (!tmp) {
1580 for (pl=first_player; pl; pl=pl->next)
1581 if (pl->ob->container == op->env) break;
1582 if (pl) tmp=pl->ob;
1583 else tmp=NULL;
1584 } 1753 {
1585
1586 if (i < op->nrof) {
1587 sub_weight (op->env, op->weight * i);
1588 op->nrof -= i;
1589 if (tmp) {
1590 esrv_send_item(tmp, op);
1591 }
1592 } else {
1593 remove_ob (op); 1754 remove_ob (op);
1594 op->nrof = 0; 1755 op->nrof = 0;
1595 if (tmp) {
1596 esrv_del_item(tmp->contr, op->count);
1597 } 1756 }
1598 }
1599 }
1600 else
1601 {
1602 object *above = op->above;
1603 1757
1604 if (i < op->nrof) {
1605 op->nrof -= i;
1606 } else {
1607 remove_ob (op);
1608 op->nrof = 0;
1609 }
1610 /* Since we just removed op, op->above is null */ 1758 /* Since we just removed op, op->above is null */
1611 for (tmp = above; tmp != NULL; tmp = tmp->above) 1759 for (tmp = above; tmp != NULL; tmp = tmp->above)
1612 if (tmp->type == PLAYER) { 1760 if (tmp->type == PLAYER)
1761 {
1613 if (op->nrof) 1762 if (op->nrof)
1614 esrv_send_item(tmp, op); 1763 esrv_send_item (tmp, op);
1615 else 1764 else
1616 esrv_del_item(tmp->contr, op->count); 1765 esrv_del_item (tmp->contr, op->count);
1617 } 1766 }
1618 } 1767 }
1619 1768
1620 if (op->nrof) { 1769 if (op->nrof)
1621 return op; 1770 return op;
1622 } else { 1771 else
1772 {
1623 free_object (op); 1773 free_object (op);
1624 return NULL; 1774 return NULL;
1625 } 1775 }
1626} 1776}
1627 1777
1628/* 1778/*
1629 * add_weight(object, weight) adds the specified weight to an object, 1779 * add_weight(object, weight) adds the specified weight to an object,
1630 * and also updates how much the environment(s) is/are carrying. 1780 * and also updates how much the environment(s) is/are carrying.
1631 */ 1781 */
1632 1782
1783void
1633void add_weight (object *op, signed long weight) { 1784add_weight (object *op, signed long weight)
1785{
1634 while (op!=NULL) { 1786 while (op != NULL)
1787 {
1635 if (op->type == CONTAINER) { 1788 if (op->type == CONTAINER)
1636 weight=(signed long)(weight*(100-op->stats.Str)/100); 1789 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1637 } 1790
1638 op->carrying+=weight; 1791 op->carrying += weight;
1639 op=op->env; 1792 op = op->env;
1640 } 1793 }
1641} 1794}
1642 1795
1643/* 1796/*
1644 * insert_ob_in_ob(op,environment): 1797 * insert_ob_in_ob(op,environment):
1645 * This function inserts the object op in the linked list 1798 * This function inserts the object op in the linked list
1652 * 1805 *
1653 * The function returns now pointer to inserted item, and return value can 1806 * The function returns now pointer to inserted item, and return value can
1654 * be != op, if items are merged. -Tero 1807 * be != op, if items are merged. -Tero
1655 */ 1808 */
1656 1809
1810object *
1657object *insert_ob_in_ob(object *op,object *where) { 1811insert_ob_in_ob (object *op, object *where)
1658 object *tmp, *otmp; 1812{
1813 object *
1814 tmp, *
1815 otmp;
1659 1816
1660 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1817 if (!QUERY_FLAG (op, FLAG_REMOVED))
1818 {
1661 dump_object(op); 1819 dump_object (op);
1662 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1820 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1663 return op; 1821 return op;
1664 } 1822 }
1823
1665 if(where==NULL) { 1824 if (where == NULL)
1825 {
1666 dump_object(op); 1826 dump_object (op);
1667 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg); 1827 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1668 return op; 1828 return op;
1669 } 1829 }
1830
1670 if (where->head) { 1831 if (where->head)
1671 LOG(llevDebug, 1832 {
1672 "Warning: Tried to insert object wrong part of multipart object.\n"); 1833 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1673 where = where->head; 1834 where = where->head;
1674 } 1835 }
1836
1675 if (op->more) { 1837 if (op->more)
1838 {
1676 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1839 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1677 &op->name, op->count);
1678 return op; 1840 return op;
1679 } 1841 }
1842
1680 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1843 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1681 CLEAR_FLAG(op, FLAG_REMOVED); 1844 CLEAR_FLAG (op, FLAG_REMOVED);
1682 if(op->nrof) { 1845 if (op->nrof)
1846 {
1683 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1847 for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1684 if ( CAN_MERGE(tmp,op) ) { 1848 if (CAN_MERGE (tmp, op))
1849 {
1685 /* return the original object and remove inserted object 1850 /* return the original object and remove inserted object
1686 (client needs the original object) */ 1851 (client needs the original object) */
1687 tmp->nrof += op->nrof; 1852 tmp->nrof += op->nrof;
1688 /* Weight handling gets pretty funky. Since we are adding to 1853 /* Weight handling gets pretty funky. Since we are adding to
1689 * tmp->nrof, we need to increase the weight. 1854 * tmp->nrof, we need to increase the weight.
1690 */ 1855 */
1691 add_weight (where, op->weight*op->nrof); 1856 add_weight (where, op->weight * op->nrof);
1692 SET_FLAG(op, FLAG_REMOVED); 1857 SET_FLAG (op, FLAG_REMOVED);
1693 free_object(op); /* free the inserted object */ 1858 free_object (op); /* free the inserted object */
1694 op = tmp; 1859 op = tmp;
1695 remove_ob (op); /* and fix old object's links */ 1860 remove_ob (op); /* and fix old object's links */
1696 CLEAR_FLAG(op, FLAG_REMOVED); 1861 CLEAR_FLAG (op, FLAG_REMOVED);
1697 break; 1862 break;
1698 } 1863 }
1699 1864
1700 /* I assume combined objects have no inventory 1865 /* I assume combined objects have no inventory
1701 * We add the weight - this object could have just been removed 1866 * We add the weight - this object could have just been removed
1702 * (if it was possible to merge). calling remove_ob will subtract 1867 * (if it was possible to merge). calling remove_ob will subtract
1703 * the weight, so we need to add it in again, since we actually do 1868 * the weight, so we need to add it in again, since we actually do
1704 * the linking below 1869 * the linking below
1705 */ 1870 */
1706 add_weight (where, op->weight*op->nrof); 1871 add_weight (where, op->weight * op->nrof);
1872 }
1707 } else 1873 else
1708 add_weight (where, (op->weight+op->carrying)); 1874 add_weight (where, (op->weight + op->carrying));
1709 1875
1710 otmp=is_player_inv(where); 1876 otmp = is_player_inv (where);
1711 if (otmp&&otmp->contr!=NULL) { 1877 if (otmp && otmp->contr != NULL)
1878 {
1712 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1879 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1713 fix_player(otmp); 1880 fix_player (otmp);
1714 } 1881 }
1715 1882
1716 op->map=NULL; 1883 op->map = NULL;
1717 op->env=where; 1884 op->env = where;
1718 op->above=NULL; 1885 op->above = NULL;
1719 op->below=NULL; 1886 op->below = NULL;
1720 op->x=0,op->y=0; 1887 op->x = 0, op->y = 0;
1721 1888
1722 /* reset the light list and los of the players on the map */ 1889 /* reset the light list and los of the players on the map */
1723 if((op->glow_radius!=0)&&where->map) 1890 if ((op->glow_radius != 0) && where->map)
1724 { 1891 {
1725#ifdef DEBUG_LIGHTS 1892#ifdef DEBUG_LIGHTS
1726 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1893 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1727 op->name);
1728#endif /* DEBUG_LIGHTS */ 1894#endif /* DEBUG_LIGHTS */
1895 if (MAP_DARKNESS (where->map))
1729 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1896 update_all_los (where->map, where->x, where->y);
1730 } 1897 }
1731 1898
1732 /* Client has no idea of ordering so lets not bother ordering it here. 1899 /* Client has no idea of ordering so lets not bother ordering it here.
1733 * It sure simplifies this function... 1900 * It sure simplifies this function...
1734 */ 1901 */
1735 if (where->inv==NULL) 1902 if (where->inv == NULL)
1736 where->inv=op; 1903 where->inv = op;
1737 else { 1904 else
1905 {
1738 op->below = where->inv; 1906 op->below = where->inv;
1739 op->below->above = op; 1907 op->below->above = op;
1740 where->inv = op; 1908 where->inv = op;
1741 } 1909 }
1742 return op; 1910 return op;
1743} 1911}
1744 1912
1745/* 1913/*
1746 * Checks if any objects has a move_type that matches objects 1914 * Checks if any objects has a move_type that matches objects
1761 * MSW 2001-07-08: Check all objects on space, not just those below 1929 * MSW 2001-07-08: Check all objects on space, not just those below
1762 * object being inserted. insert_ob_in_map may not put new objects 1930 * object being inserted. insert_ob_in_map may not put new objects
1763 * on top. 1931 * on top.
1764 */ 1932 */
1765 1933
1934int
1766int check_move_on (object *op, object *originator) 1935check_move_on (object *op, object *originator)
1767{ 1936{
1768 object *tmp; 1937 object *tmp;
1769 tag_t tag;
1770 mapstruct *m=op->map; 1938 maptile *m = op->map;
1771 int x=op->x, y=op->y; 1939 int x = op->x, y = op->y;
1940
1772 MoveType move_on, move_slow, move_block; 1941 MoveType move_on, move_slow, move_block;
1773 1942
1774 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1943 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1775 return 0; 1944 return 0;
1776 1945
1777 tag = op->count;
1778
1779 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1946 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1780 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1947 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1781 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1948 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1782 1949
1783 /* if nothing on this space will slow op down or be applied, 1950 /* if nothing on this space will slow op down or be applied,
1784 * no need to do checking below. have to make sure move_type 1951 * no need to do checking below. have to make sure move_type
1785 * is set, as lots of objects don't have it set - we treat that 1952 * is set, as lots of objects don't have it set - we treat that
1786 * as walking. 1953 * as walking.
1787 */ 1954 */
1788 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1955 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1789 return 0; 1956 return 0;
1790 1957
1791 /* This is basically inverse logic of that below - basically, 1958 /* This is basically inverse logic of that below - basically,
1792 * if the object can avoid the move on or slow move, they do so, 1959 * if the object can avoid the move on or slow move, they do so,
1793 * but can't do it if the alternate movement they are using is 1960 * but can't do it if the alternate movement they are using is
1794 * blocked. Logic on this seems confusing, but does seem correct. 1961 * blocked. Logic on this seems confusing, but does seem correct.
1795 */ 1962 */
1796 if ((op->move_type & ~move_on & ~move_block) != 0 && 1963 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1797 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1964 return 0;
1798 1965
1799 /* The objects have to be checked from top to bottom. 1966 /* The objects have to be checked from top to bottom.
1800 * Hence, we first go to the top: 1967 * Hence, we first go to the top:
1801 */ 1968 */
1802 1969
1803 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1970 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1804 tmp->above!=NULL; tmp=tmp->above) { 1971 {
1805 /* Trim the search when we find the first other spell effect 1972 /* Trim the search when we find the first other spell effect
1806 * this helps performance so that if a space has 50 spell objects, 1973 * this helps performance so that if a space has 50 spell objects,
1807 * we don't need to check all of them. 1974 * we don't need to check all of them.
1808 */ 1975 */
1809 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1976 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1977 break;
1978 }
1979
1980 for (; tmp; tmp = tmp->below)
1810 } 1981 {
1811 for(;tmp!=NULL; tmp=tmp->below) { 1982 if (tmp == op)
1812 if (tmp == op) continue; /* Can't apply yourself */ 1983 continue; /* Can't apply yourself */
1813 1984
1814 /* Check to see if one of the movement types should be slowed down. 1985 /* Check to see if one of the movement types should be slowed down.
1815 * Second check makes sure that the movement types not being slowed 1986 * Second check makes sure that the movement types not being slowed
1816 * (~slow_move) is not blocked on this space - just because the 1987 * (~slow_move) is not blocked on this space - just because the
1817 * space doesn't slow down swimming (for example), if you can't actually 1988 * space doesn't slow down swimming (for example), if you can't actually
1818 * swim on that space, can't use it to avoid the penalty. 1989 * swim on that space, can't use it to avoid the penalty.
1819 */ 1990 */
1820 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1991 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1992 {
1821 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1993 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1822 ((op->move_type & tmp->move_slow) &&
1823 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1994 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1995 {
1824 1996
1825 float diff; 1997 float
1826
1827 diff = tmp->move_slow_penalty*FABS(op->speed); 1998 diff = tmp->move_slow_penalty * FABS (op->speed);
1999
1828 if (op->type == PLAYER) { 2000 if (op->type == PLAYER)
1829 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 2001 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1830 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 2002 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1831 diff /= 4.0; 2003 diff /= 4.0;
1832 } 2004
1833 }
1834 op->speed_left -= diff; 2005 op->speed_left -= diff;
1835 } 2006 }
1836 } 2007 }
1837 2008
1838 /* Basically same logic as above, except now for actual apply. */ 2009 /* Basically same logic as above, except now for actual apply. */
1839 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 2010 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1840 ((op->move_type & tmp->move_on) &&
1841 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 2011 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1842 2012 {
1843 move_apply(tmp, op, originator); 2013 move_apply (tmp, op, originator);
2014
1844 if (was_destroyed (op, tag)) 2015 if (op->destroyed ())
1845 return 1; 2016 return 1;
1846 2017
1847 /* what the person/creature stepped onto has moved the object 2018 /* what the person/creature stepped onto has moved the object
1848 * someplace new. Don't process any further - if we did, 2019 * someplace new. Don't process any further - if we did,
1849 * have a feeling strange problems would result. 2020 * have a feeling strange problems would result.
1850 */ 2021 */
1851 if (op->map != m || op->x != x || op->y != y) return 0; 2022 if (op->map != m || op->x != x || op->y != y)
2023 return 0;
1852 } 2024 }
1853 } 2025 }
2026
1854 return 0; 2027 return 0;
1855} 2028}
1856 2029
1857/* 2030/*
1858 * present_arch(arch, map, x, y) searches for any objects with 2031 * present_arch(arch, map, x, y) searches for any objects with
1859 * a matching archetype at the given map and coordinates. 2032 * a matching archetype at the given map and coordinates.
1860 * The first matching object is returned, or NULL if none. 2033 * The first matching object is returned, or NULL if none.
1861 */ 2034 */
1862 2035
2036object *
1863object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 2037present_arch (const archetype *at, maptile *m, int x, int y)
2038{
1864 object *tmp; 2039 object *
2040 tmp;
2041
1865 if(m==NULL || out_of_map(m,x,y)) { 2042 if (m == NULL || out_of_map (m, x, y))
2043 {
1866 LOG(llevError,"Present_arch called outside map.\n"); 2044 LOG (llevError, "Present_arch called outside map.\n");
1867 return NULL; 2045 return NULL;
1868 } 2046 }
1869 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 2047 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1870 if(tmp->arch == at) 2048 if (tmp->arch == at)
1871 return tmp; 2049 return tmp;
1872 return NULL; 2050 return NULL;
1873} 2051}
1874 2052
1875/* 2053/*
1876 * present(type, map, x, y) searches for any objects with 2054 * present(type, map, x, y) searches for any objects with
1877 * a matching type variable at the given map and coordinates. 2055 * a matching type variable at the given map and coordinates.
1878 * The first matching object is returned, or NULL if none. 2056 * The first matching object is returned, or NULL if none.
1879 */ 2057 */
1880 2058
2059object *
1881object *present(unsigned char type,mapstruct *m, int x,int y) { 2060present (unsigned char type, maptile *m, int x, int y)
2061{
1882 object *tmp; 2062 object *
2063 tmp;
2064
1883 if(out_of_map(m,x,y)) { 2065 if (out_of_map (m, x, y))
2066 {
1884 LOG(llevError,"Present called outside map.\n"); 2067 LOG (llevError, "Present called outside map.\n");
1885 return NULL; 2068 return NULL;
1886 } 2069 }
1887 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 2070 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1888 if(tmp->type==type) 2071 if (tmp->type == type)
1889 return tmp; 2072 return tmp;
1890 return NULL; 2073 return NULL;
1891} 2074}
1892 2075
1893/* 2076/*
1894 * present_in_ob(type, object) searches for any objects with 2077 * present_in_ob(type, object) searches for any objects with
1895 * a matching type variable in the inventory of the given object. 2078 * a matching type variable in the inventory of the given object.
1896 * The first matching object is returned, or NULL if none. 2079 * The first matching object is returned, or NULL if none.
1897 */ 2080 */
1898 2081
2082object *
1899object *present_in_ob(unsigned char type, const object *op) { 2083present_in_ob (unsigned char type, const object *op)
2084{
1900 object *tmp; 2085 object *
2086 tmp;
2087
1901 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2088 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1902 if(tmp->type==type) 2089 if (tmp->type == type)
1903 return tmp; 2090 return tmp;
1904 return NULL; 2091 return NULL;
1905} 2092}
1906 2093
1907/* 2094/*
1917 * the object name, not the archetype name. this is so that the 2104 * the object name, not the archetype name. this is so that the
1918 * spell code can use one object type (force), but change it's name 2105 * spell code can use one object type (force), but change it's name
1919 * to be unique. 2106 * to be unique.
1920 */ 2107 */
1921 2108
2109object *
1922object *present_in_ob_by_name(int type, const char *str, const object *op) { 2110present_in_ob_by_name (int type, const char *str, const object *op)
2111{
1923 object *tmp; 2112 object *
2113 tmp;
1924 2114
1925 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2115 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2116 {
1926 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2117 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1927 return tmp; 2118 return tmp;
1928 } 2119 }
1929 return NULL; 2120 return NULL;
1930} 2121}
1931 2122
1932/* 2123/*
1933 * present_arch_in_ob(archetype, object) searches for any objects with 2124 * present_arch_in_ob(archetype, object) searches for any objects with
1934 * a matching archetype in the inventory of the given object. 2125 * a matching archetype in the inventory of the given object.
1935 * The first matching object is returned, or NULL if none. 2126 * The first matching object is returned, or NULL if none.
1936 */ 2127 */
1937 2128
2129object *
1938object *present_arch_in_ob(const archetype *at, const object *op) { 2130present_arch_in_ob (const archetype *at, const object *op)
2131{
1939 object *tmp; 2132 object *
2133 tmp;
2134
1940 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2135 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1941 if( tmp->arch == at) 2136 if (tmp->arch == at)
1942 return tmp; 2137 return tmp;
1943 return NULL; 2138 return NULL;
1944} 2139}
1945 2140
1946/* 2141/*
1947 * activate recursively a flag on an object inventory 2142 * activate recursively a flag on an object inventory
1948 */ 2143 */
2144void
1949void flag_inv(object*op, int flag){ 2145flag_inv (object *op, int flag)
2146{
1950 object *tmp; 2147 object *
2148 tmp;
2149
1951 if(op->inv) 2150 if (op->inv)
1952 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2151 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2152 {
1953 SET_FLAG(tmp, flag); 2153 SET_FLAG (tmp, flag);
1954 flag_inv(tmp,flag); 2154 flag_inv (tmp, flag);
1955 } 2155 }
1956}/* 2156} /*
1957 * desactivate recursively a flag on an object inventory 2157 * desactivate recursively a flag on an object inventory
1958 */ 2158 */
2159void
1959void unflag_inv(object*op, int flag){ 2160unflag_inv (object *op, int flag)
2161{
1960 object *tmp; 2162 object *
2163 tmp;
2164
1961 if(op->inv) 2165 if (op->inv)
1962 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2166 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2167 {
1963 CLEAR_FLAG(tmp, flag); 2168 CLEAR_FLAG (tmp, flag);
1964 unflag_inv(tmp,flag); 2169 unflag_inv (tmp, flag);
1965 } 2170 }
1966} 2171}
1967 2172
1968/* 2173/*
1969 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2174 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1970 * all it's inventory (recursively). 2175 * all it's inventory (recursively).
1971 * If checksums are used, a player will get set_cheat called for 2176 * If checksums are used, a player will get set_cheat called for
1972 * him/her-self and all object carried by a call to this function. 2177 * him/her-self and all object carried by a call to this function.
1973 */ 2178 */
1974 2179
2180void
1975void set_cheat(object *op) { 2181set_cheat (object *op)
2182{
1976 SET_FLAG(op, FLAG_WAS_WIZ); 2183 SET_FLAG (op, FLAG_WAS_WIZ);
1977 flag_inv(op, FLAG_WAS_WIZ); 2184 flag_inv (op, FLAG_WAS_WIZ);
1978} 2185}
1979 2186
1980/* 2187/*
1981 * find_free_spot(object, map, x, y, start, stop) will search for 2188 * find_free_spot(object, map, x, y, start, stop) will search for
1982 * a spot at the given map and coordinates which will be able to contain 2189 * a spot at the given map and coordinates which will be able to contain
1997 * to know if the space in question will block the object. We can't use 2204 * to know if the space in question will block the object. We can't use
1998 * the archetype because that isn't correct if the monster has been 2205 * the archetype because that isn't correct if the monster has been
1999 * customized, changed states, etc. 2206 * customized, changed states, etc.
2000 */ 2207 */
2001 2208
2209int
2002int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2210find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2211{
2212 int
2213 i,
2003 int i,index=0, flag; 2214 index = 0, flag;
2215 static int
2004 static int altern[SIZEOFFREE]; 2216 altern[SIZEOFFREE];
2005 2217
2006 for(i=start;i<stop;i++) { 2218 for (i = start; i < stop; i++)
2219 {
2007 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2220 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2008 if(!flag) 2221 if (!flag)
2009 altern[index++]=i; 2222 altern[index++] = i;
2010 2223
2011 /* Basically, if we find a wall on a space, we cut down the search size. 2224 /* Basically, if we find a wall on a space, we cut down the search size.
2012 * In this way, we won't return spaces that are on another side of a wall. 2225 * In this way, we won't return spaces that are on another side of a wall.
2013 * This mostly work, but it cuts down the search size in all directions - 2226 * This mostly work, but it cuts down the search size in all directions -
2014 * if the space being examined only has a wall to the north and empty 2227 * if the space being examined only has a wall to the north and empty
2015 * spaces in all the other directions, this will reduce the search space 2228 * spaces in all the other directions, this will reduce the search space
2016 * to only the spaces immediately surrounding the target area, and 2229 * to only the spaces immediately surrounding the target area, and
2017 * won't look 2 spaces south of the target space. 2230 * won't look 2 spaces south of the target space.
2018 */ 2231 */
2019 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2232 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2020 stop=maxfree[i]; 2233 stop = maxfree[i];
2021 } 2234 }
2022 if(!index) return -1; 2235 if (!index)
2236 return -1;
2023 return altern[RANDOM()%index]; 2237 return altern[RANDOM () % index];
2024} 2238}
2025 2239
2026/* 2240/*
2027 * find_first_free_spot(archetype, mapstruct, x, y) works like 2241 * find_first_free_spot(archetype, maptile, x, y) works like
2028 * find_free_spot(), but it will search max number of squares. 2242 * find_free_spot(), but it will search max number of squares.
2029 * But it will return the first available spot, not a random choice. 2243 * But it will return the first available spot, not a random choice.
2030 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2244 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2031 */ 2245 */
2032 2246
2247int
2033int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2248find_first_free_spot (const object *ob, maptile *m, int x, int y)
2249{
2250 int
2034 int i; 2251 i;
2252
2035 for(i=0;i<SIZEOFFREE;i++) { 2253 for (i = 0; i < SIZEOFFREE; i++)
2254 {
2036 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2255 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2037 return i; 2256 return i;
2038 } 2257 }
2039 return -1; 2258 return -1;
2040} 2259}
2041 2260
2042/* 2261/*
2043 * The function permute(arr, begin, end) randomly reorders the array 2262 * The function permute(arr, begin, end) randomly reorders the array
2044 * arr[begin..end-1]. 2263 * arr[begin..end-1].
2045 */ 2264 */
2265static void
2046static void permute(int *arr, int begin, int end) 2266permute (int *arr, int begin, int end)
2047{ 2267{
2048 int i, j, tmp, len; 2268 int
2269 i,
2270 j,
2271 tmp,
2272 len;
2049 2273
2050 len = end-begin; 2274 len = end - begin;
2051 for(i = begin; i < end; i++) 2275 for (i = begin; i < end; i++)
2052 { 2276 {
2053 j = begin+RANDOM()%len; 2277 j = begin + RANDOM () % len;
2054 2278
2055 tmp = arr[i]; 2279 tmp = arr[i];
2056 arr[i] = arr[j]; 2280 arr[i] = arr[j];
2057 arr[j] = tmp; 2281 arr[j] = tmp;
2058 } 2282 }
2059} 2283}
2060 2284
2061/* new function to make monster searching more efficient, and effective! 2285/* new function to make monster searching more efficient, and effective!
2062 * This basically returns a randomized array (in the passed pointer) of 2286 * This basically returns a randomized array (in the passed pointer) of
2063 * the spaces to find monsters. In this way, it won't always look for 2287 * the spaces to find monsters. In this way, it won't always look for
2064 * monsters to the north first. However, the size of the array passed 2288 * monsters to the north first. However, the size of the array passed
2065 * covers all the spaces, so within that size, all the spaces within 2289 * covers all the spaces, so within that size, all the spaces within
2066 * the 3x3 area will be searched, just not in a predictable order. 2290 * the 3x3 area will be searched, just not in a predictable order.
2067 */ 2291 */
2292void
2068void get_search_arr(int *search_arr) 2293get_search_arr (int *search_arr)
2069{ 2294{
2295 int
2070 int i; 2296 i;
2071 2297
2072 for(i = 0; i < SIZEOFFREE; i++) 2298 for (i = 0; i < SIZEOFFREE; i++)
2073 { 2299 {
2074 search_arr[i] = i; 2300 search_arr[i] = i;
2075 } 2301 }
2076 2302
2077 permute(search_arr, 1, SIZEOFFREE1+1); 2303 permute (search_arr, 1, SIZEOFFREE1 + 1);
2078 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2304 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2079 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2305 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2080} 2306}
2081 2307
2082/* 2308/*
2083 * find_dir(map, x, y, exclude) will search some close squares in the 2309 * find_dir(map, x, y, exclude) will search some close squares in the
2084 * given map at the given coordinates for live objects. 2310 * given map at the given coordinates for live objects.
2090 * is actually want is going to try and move there. We need this info 2316 * is actually want is going to try and move there. We need this info
2091 * because we have to know what movement the thing looking to move 2317 * because we have to know what movement the thing looking to move
2092 * there is capable of. 2318 * there is capable of.
2093 */ 2319 */
2094 2320
2321int
2095int find_dir(mapstruct *m, int x, int y, object *exclude) { 2322find_dir (maptile *m, int x, int y, object *exclude)
2323{
2324 int
2325 i,
2096 int i,max=SIZEOFFREE, mflags; 2326 max = SIZEOFFREE, mflags;
2327
2097 sint16 nx, ny; 2328 sint16 nx, ny;
2098 object *tmp; 2329 object *
2099 mapstruct *mp; 2330 tmp;
2331 maptile *
2332 mp;
2333
2100 MoveType blocked, move_type; 2334 MoveType blocked, move_type;
2101 2335
2102 if (exclude && exclude->head) { 2336 if (exclude && exclude->head)
2337 {
2103 exclude = exclude->head; 2338 exclude = exclude->head;
2104 move_type = exclude->move_type; 2339 move_type = exclude->move_type;
2105 } else { 2340 }
2341 else
2342 {
2106 /* If we don't have anything, presume it can use all movement types. */ 2343 /* If we don't have anything, presume it can use all movement types. */
2107 move_type=MOVE_ALL; 2344 move_type = MOVE_ALL;
2345 }
2346
2347 for (i = 1; i < max; i++)
2108 } 2348 {
2109
2110 for(i=1;i<max;i++) {
2111 mp = m; 2349 mp = m;
2112 nx = x + freearr_x[i]; 2350 nx = x + freearr_x[i];
2113 ny = y + freearr_y[i]; 2351 ny = y + freearr_y[i];
2114 2352
2115 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2353 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2116 if (mflags & P_OUT_OF_MAP) { 2354 if (mflags & P_OUT_OF_MAP)
2355 {
2117 max = maxfree[i]; 2356 max = maxfree[i];
2357 }
2118 } else { 2358 else
2359 {
2119 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2360 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2120 2361
2121 if ((move_type & blocked) == move_type) { 2362 if ((move_type & blocked) == move_type)
2363 {
2122 max=maxfree[i]; 2364 max = maxfree[i];
2365 }
2123 } else if (mflags & P_IS_ALIVE) { 2366 else if (mflags & P_IS_ALIVE)
2367 {
2124 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2368 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2125 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2369 {
2126 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2370 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2371 {
2127 break; 2372 break;
2128 } 2373 }
2129 } 2374 }
2130 if(tmp) { 2375 if (tmp)
2376 {
2131 return freedir[i]; 2377 return freedir[i];
2132 } 2378 }
2133 } 2379 }
2134 } 2380 }
2135 } 2381 }
2136 return 0; 2382 return 0;
2137} 2383}
2138 2384
2139/* 2385/*
2140 * distance(object 1, object 2) will return the square of the 2386 * distance(object 1, object 2) will return the square of the
2141 * distance between the two given objects. 2387 * distance between the two given objects.
2142 */ 2388 */
2143 2389
2390int
2144int distance(const object *ob1, const object *ob2) { 2391distance (const object *ob1, const object *ob2)
2392{
2145 int i; 2393 int
2146 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2394 i;
2147 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2395
2396 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2148 return i; 2397 return i;
2149} 2398}
2150 2399
2151/* 2400/*
2152 * find_dir_2(delta-x,delta-y) will return a direction in which 2401 * find_dir_2(delta-x,delta-y) will return a direction in which
2153 * an object which has subtracted the x and y coordinates of another 2402 * an object which has subtracted the x and y coordinates of another
2154 * object, needs to travel toward it. 2403 * object, needs to travel toward it.
2155 */ 2404 */
2156 2405
2406int
2157int find_dir_2(int x, int y) { 2407find_dir_2 (int x, int y)
2408{
2158 int q; 2409 int
2410 q;
2159 2411
2160 if(y) 2412 if (y)
2161 q=x*100/y; 2413 q = x * 100 / y;
2162 else if (x) 2414 else if (x)
2163 q= -300*x; 2415 q = -300 * x;
2164 else 2416 else
2165 return 0; 2417 return 0;
2166 2418
2167 if(y>0) { 2419 if (y > 0)
2420 {
2168 if(q < -242) 2421 if (q < -242)
2169 return 3 ; 2422 return 3;
2170 if (q < -41) 2423 if (q < -41)
2171 return 2 ; 2424 return 2;
2172 if (q < 41) 2425 if (q < 41)
2173 return 1 ; 2426 return 1;
2174 if (q < 242) 2427 if (q < 242)
2175 return 8 ; 2428 return 8;
2176 return 7 ; 2429 return 7;
2177 } 2430 }
2178 2431
2179 if (q < -242) 2432 if (q < -242)
2180 return 7 ; 2433 return 7;
2181 if (q < -41) 2434 if (q < -41)
2182 return 6 ; 2435 return 6;
2183 if (q < 41) 2436 if (q < 41)
2184 return 5 ; 2437 return 5;
2185 if (q < 242) 2438 if (q < 242)
2186 return 4 ; 2439 return 4;
2187 2440
2188 return 3 ; 2441 return 3;
2189} 2442}
2190 2443
2191/* 2444/*
2192 * absdir(int): Returns a number between 1 and 8, which represent 2445 * absdir(int): Returns a number between 1 and 8, which represent
2193 * the "absolute" direction of a number (it actually takes care of 2446 * the "absolute" direction of a number (it actually takes care of
2194 * "overflow" in previous calculations of a direction). 2447 * "overflow" in previous calculations of a direction).
2195 */ 2448 */
2196 2449
2450int
2197int absdir(int d) { 2451absdir (int d)
2198 while(d<1) d+=8; 2452{
2199 while(d>8) d-=8; 2453 while (d < 1)
2454 d += 8;
2455 while (d > 8)
2456 d -= 8;
2200 return d; 2457 return d;
2201} 2458}
2202 2459
2203/* 2460/*
2204 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2461 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2205 * between two directions (which are expected to be absolute (see absdir()) 2462 * between two directions (which are expected to be absolute (see absdir())
2206 */ 2463 */
2207 2464
2465int
2208int dirdiff(int dir1, int dir2) { 2466dirdiff (int dir1, int dir2)
2467{
2209 int d; 2468 int
2469 d;
2470
2210 d = abs(dir1 - dir2); 2471 d = abs (dir1 - dir2);
2211 if(d>4) 2472 if (d > 4)
2212 d = 8 - d; 2473 d = 8 - d;
2213 return d; 2474 return d;
2214} 2475}
2215 2476
2216/* peterm: 2477/* peterm:
2221 * direction 4, 14, or 16 to get back to where we are. 2482 * direction 4, 14, or 16 to get back to where we are.
2222 * Moved from spell_util.c to object.c with the other related direction 2483 * Moved from spell_util.c to object.c with the other related direction
2223 * functions. 2484 * functions.
2224 */ 2485 */
2225 2486
2487int
2226int reduction_dir[SIZEOFFREE][3] = { 2488 reduction_dir[SIZEOFFREE][3] = {
2227 {0,0,0}, /* 0 */ 2489 {0, 0, 0}, /* 0 */
2228 {0,0,0}, /* 1 */ 2490 {0, 0, 0}, /* 1 */
2229 {0,0,0}, /* 2 */ 2491 {0, 0, 0}, /* 2 */
2230 {0,0,0}, /* 3 */ 2492 {0, 0, 0}, /* 3 */
2231 {0,0,0}, /* 4 */ 2493 {0, 0, 0}, /* 4 */
2232 {0,0,0}, /* 5 */ 2494 {0, 0, 0}, /* 5 */
2233 {0,0,0}, /* 6 */ 2495 {0, 0, 0}, /* 6 */
2234 {0,0,0}, /* 7 */ 2496 {0, 0, 0}, /* 7 */
2235 {0,0,0}, /* 8 */ 2497 {0, 0, 0}, /* 8 */
2236 {8,1,2}, /* 9 */ 2498 {8, 1, 2}, /* 9 */
2237 {1,2,-1}, /* 10 */ 2499 {1, 2, -1}, /* 10 */
2238 {2,10,12}, /* 11 */ 2500 {2, 10, 12}, /* 11 */
2239 {2,3,-1}, /* 12 */ 2501 {2, 3, -1}, /* 12 */
2240 {2,3,4}, /* 13 */ 2502 {2, 3, 4}, /* 13 */
2241 {3,4,-1}, /* 14 */ 2503 {3, 4, -1}, /* 14 */
2242 {4,14,16}, /* 15 */ 2504 {4, 14, 16}, /* 15 */
2243 {5,4,-1}, /* 16 */ 2505 {5, 4, -1}, /* 16 */
2244 {4,5,6}, /* 17 */ 2506 {4, 5, 6}, /* 17 */
2245 {6,5,-1}, /* 18 */ 2507 {6, 5, -1}, /* 18 */
2246 {6,20,18}, /* 19 */ 2508 {6, 20, 18}, /* 19 */
2247 {7,6,-1}, /* 20 */ 2509 {7, 6, -1}, /* 20 */
2248 {6,7,8}, /* 21 */ 2510 {6, 7, 8}, /* 21 */
2249 {7,8,-1}, /* 22 */ 2511 {7, 8, -1}, /* 22 */
2250 {8,22,24}, /* 23 */ 2512 {8, 22, 24}, /* 23 */
2251 {8,1,-1}, /* 24 */ 2513 {8, 1, -1}, /* 24 */
2252 {24,9,10}, /* 25 */ 2514 {24, 9, 10}, /* 25 */
2253 {9,10,-1}, /* 26 */ 2515 {9, 10, -1}, /* 26 */
2254 {10,11,-1}, /* 27 */ 2516 {10, 11, -1}, /* 27 */
2255 {27,11,29}, /* 28 */ 2517 {27, 11, 29}, /* 28 */
2256 {11,12,-1}, /* 29 */ 2518 {11, 12, -1}, /* 29 */
2257 {12,13,-1}, /* 30 */ 2519 {12, 13, -1}, /* 30 */
2258 {12,13,14}, /* 31 */ 2520 {12, 13, 14}, /* 31 */
2259 {13,14,-1}, /* 32 */ 2521 {13, 14, -1}, /* 32 */
2260 {14,15,-1}, /* 33 */ 2522 {14, 15, -1}, /* 33 */
2261 {33,15,35}, /* 34 */ 2523 {33, 15, 35}, /* 34 */
2262 {16,15,-1}, /* 35 */ 2524 {16, 15, -1}, /* 35 */
2263 {17,16,-1}, /* 36 */ 2525 {17, 16, -1}, /* 36 */
2264 {18,17,16}, /* 37 */ 2526 {18, 17, 16}, /* 37 */
2265 {18,17,-1}, /* 38 */ 2527 {18, 17, -1}, /* 38 */
2266 {18,19,-1}, /* 39 */ 2528 {18, 19, -1}, /* 39 */
2267 {41,19,39}, /* 40 */ 2529 {41, 19, 39}, /* 40 */
2268 {19,20,-1}, /* 41 */ 2530 {19, 20, -1}, /* 41 */
2269 {20,21,-1}, /* 42 */ 2531 {20, 21, -1}, /* 42 */
2270 {20,21,22}, /* 43 */ 2532 {20, 21, 22}, /* 43 */
2271 {21,22,-1}, /* 44 */ 2533 {21, 22, -1}, /* 44 */
2272 {23,22,-1}, /* 45 */ 2534 {23, 22, -1}, /* 45 */
2273 {45,47,23}, /* 46 */ 2535 {45, 47, 23}, /* 46 */
2274 {23,24,-1}, /* 47 */ 2536 {23, 24, -1}, /* 47 */
2275 {24,9,-1}}; /* 48 */ 2537 {24, 9, -1}
2538}; /* 48 */
2276 2539
2277/* Recursive routine to step back and see if we can 2540/* Recursive routine to step back and see if we can
2278 * find a path to that monster that we found. If not, 2541 * find a path to that monster that we found. If not,
2279 * we don't bother going toward it. Returns 1 if we 2542 * we don't bother going toward it. Returns 1 if we
2280 * can see a direct way to get it 2543 * can see a direct way to get it
2281 * Modified to be map tile aware -.MSW 2544 * Modified to be map tile aware -.MSW
2282 */ 2545 */
2283
2284 2546
2547
2548int
2285int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2549can_see_monsterP (maptile *m, int x, int y, int dir)
2550{
2286 sint16 dx, dy; 2551 sint16 dx, dy;
2552 int
2287 int mflags; 2553 mflags;
2288 2554
2555 if (dir < 0)
2289 if(dir<0) return 0; /* exit condition: invalid direction */ 2556 return 0; /* exit condition: invalid direction */
2290 2557
2291 dx = x + freearr_x[dir]; 2558 dx = x + freearr_x[dir];
2292 dy = y + freearr_y[dir]; 2559 dy = y + freearr_y[dir];
2293 2560
2294 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2561 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2295 2562
2296 /* This functional arguably was incorrect before - it was 2563 /* This functional arguably was incorrect before - it was
2297 * checking for P_WALL - that was basically seeing if 2564 * checking for P_WALL - that was basically seeing if
2298 * we could move to the monster - this is being more 2565 * we could move to the monster - this is being more
2299 * literal on if we can see it. To know if we can actually 2566 * literal on if we can see it. To know if we can actually
2300 * move to the monster, we'd need the monster passed in or 2567 * move to the monster, we'd need the monster passed in or
2301 * at least its move type. 2568 * at least its move type.
2302 */ 2569 */
2303 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2570 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2571 return 0;
2304 2572
2305 /* yes, can see. */ 2573 /* yes, can see. */
2306 if(dir < 9) return 1; 2574 if (dir < 9)
2575 return 1;
2307 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2576 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2308 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2577 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2309 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2310} 2578}
2311 2579
2312 2580
2313 2581
2314/* 2582/*
2315 * can_pick(picker, item): finds out if an object is possible to be 2583 * can_pick(picker, item): finds out if an object is possible to be
2316 * picked up by the picker. Returnes 1 if it can be 2584 * picked up by the picker. Returnes 1 if it can be
2317 * picked up, otherwise 0. 2585 * picked up, otherwise 0.
2318 * 2586 *
2320 * core dumps if they do. 2588 * core dumps if they do.
2321 * 2589 *
2322 * Add a check so we can't pick up invisible objects (0.93.8) 2590 * Add a check so we can't pick up invisible objects (0.93.8)
2323 */ 2591 */
2324 2592
2593int
2325int can_pick(const object *who, const object *item) { 2594can_pick (const object *who, const object *item)
2595{
2326 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2596 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2327 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2597 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2328 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2598 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2329 (who->type==PLAYER||item->weight<who->weight/3));
2330} 2599}
2331 2600
2332 2601
2333/* 2602/*
2334 * create clone from object to another 2603 * create clone from object to another
2335 */ 2604 */
2605object *
2336object *object_create_clone (object *asrc) { 2606object_create_clone (object *asrc)
2607{
2608 object *
2337 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2609 dst = NULL, *tmp, *src, *part, *prev, *item;
2338 2610
2611 if (!asrc)
2339 if(!asrc) return NULL; 2612 return NULL;
2340 src = asrc; 2613 src = asrc;
2341 if(src->head) 2614 if (src->head)
2342 src = src->head; 2615 src = src->head;
2343 2616
2344 prev = NULL; 2617 prev = NULL;
2345 for(part = src; part; part = part->more) { 2618 for (part = src; part; part = part->more)
2619 {
2346 tmp = get_object(); 2620 tmp = get_object ();
2347 copy_object(part,tmp); 2621 copy_object (part, tmp);
2348 tmp->x -= src->x; 2622 tmp->x -= src->x;
2349 tmp->y -= src->y; 2623 tmp->y -= src->y;
2350 if(!part->head) { 2624 if (!part->head)
2625 {
2351 dst = tmp; 2626 dst = tmp;
2352 tmp->head = NULL; 2627 tmp->head = NULL;
2628 }
2353 } else { 2629 else
2630 {
2354 tmp->head = dst; 2631 tmp->head = dst;
2355 } 2632 }
2356 tmp->more = NULL; 2633 tmp->more = NULL;
2357 if(prev) 2634 if (prev)
2358 prev->more = tmp; 2635 prev->more = tmp;
2359 prev = tmp; 2636 prev = tmp;
2360 } 2637 }
2361 /*** copy inventory ***/ 2638
2362 for(item = src->inv; item; item = item->below) { 2639 for (item = src->inv; item; item = item->below)
2363 (void) insert_ob_in_ob(object_create_clone(item),dst); 2640 insert_ob_in_ob (object_create_clone (item), dst);
2364 }
2365 2641
2366 return dst; 2642 return dst;
2367}
2368
2369/* return true if the object was destroyed, 0 otherwise */
2370int was_destroyed (const object *op, tag_t old_tag)
2371{
2372 /* checking for FLAG_FREED isn't necessary, but makes this function more
2373 * robust */
2374 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2375} 2643}
2376 2644
2377/* GROS - Creates an object using a string representing its content. */ 2645/* GROS - Creates an object using a string representing its content. */
2378/* Basically, we save the content of the string to a temp file, then call */ 2646/* Basically, we save the content of the string to a temp file, then call */
2379/* load_object on it. I admit it is a highly inefficient way to make things, */ 2647/* load_object on it. I admit it is a highly inefficient way to make things, */
2380/* but it was simple to make and allows reusing the load_object function. */ 2648/* but it was simple to make and allows reusing the load_object function. */
2381/* Remember not to use load_object_str in a time-critical situation. */ 2649/* Remember not to use load_object_str in a time-critical situation. */
2382/* Also remember that multiparts objects are not supported for now. */ 2650/* Also remember that multiparts objects are not supported for now. */
2383 2651
2652object *
2384object* load_object_str(const char *obstr) 2653load_object_str (const char *obstr)
2385{ 2654{
2386 object *op; 2655 object *op;
2387 char filename[MAX_BUF]; 2656 char filename[MAX_BUF];
2657
2388 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2658 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2389 2659
2390 FILE *tempfile=fopen(filename,"w"); 2660 FILE *tempfile = fopen (filename, "w");
2661
2391 if (tempfile == NULL) 2662 if (tempfile == NULL)
2392 { 2663 {
2393 LOG(llevError,"Error - Unable to access load object temp file\n"); 2664 LOG (llevError, "Error - Unable to access load object temp file\n");
2394 return NULL; 2665 return NULL;
2395 }; 2666 }
2667
2396 fprintf(tempfile,obstr); 2668 fprintf (tempfile, obstr);
2397 fclose(tempfile); 2669 fclose (tempfile);
2398 2670
2399 op=get_object(); 2671 op = get_object ();
2400 2672
2401 object_thawer thawer (filename); 2673 object_thawer thawer (filename);
2402 2674
2403 if (thawer) 2675 if (thawer)
2404 load_object(thawer,op,0); 2676 load_object (thawer, op, 0);
2405 2677
2406 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2678 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2407 CLEAR_FLAG(op,FLAG_REMOVED); 2679 CLEAR_FLAG (op, FLAG_REMOVED);
2408 2680
2409 return op; 2681 return op;
2410} 2682}
2411 2683
2412/* This returns the first object in who's inventory that 2684/* This returns the first object in who's inventory that
2413 * has the same type and subtype match. 2685 * has the same type and subtype match.
2414 * returns NULL if no match. 2686 * returns NULL if no match.
2415 */ 2687 */
2688object *
2416object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2689find_obj_by_type_subtype (const object *who, int type, int subtype)
2417{ 2690{
2418 object *tmp; 2691 object *tmp;
2419 2692
2420 for (tmp=who->inv; tmp; tmp=tmp->below) 2693 for (tmp = who->inv; tmp; tmp = tmp->below)
2421 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2694 if (tmp->type == type && tmp->subtype == subtype)
2695 return tmp;
2422 2696
2423 return NULL; 2697 return NULL;
2424} 2698}
2425 2699
2426/* If ob has a field named key, return the link from the list, 2700/* If ob has a field named key, return the link from the list,
2427 * otherwise return NULL. 2701 * otherwise return NULL.
2428 * 2702 *
2429 * key must be a passed in shared string - otherwise, this won't 2703 * key must be a passed in shared string - otherwise, this won't
2430 * do the desired thing. 2704 * do the desired thing.
2431 */ 2705 */
2706key_value *
2432key_value * get_ob_key_link(const object * ob, const char * key) { 2707get_ob_key_link (const object *ob, const char *key)
2708{
2433 key_value * link; 2709 key_value *link;
2434 2710
2435 for (link = ob->key_values; link != NULL; link = link->next) { 2711 for (link = ob->key_values; link != NULL; link = link->next)
2436 if (link->key == key) { 2712 if (link->key == key)
2437 return link; 2713 return link;
2438 } 2714
2439 }
2440
2441 return NULL; 2715 return NULL;
2442} 2716}
2443 2717
2444/* 2718/*
2445 * Returns the value of op has an extra_field for key, or NULL. 2719 * Returns the value of op has an extra_field for key, or NULL.
2446 * 2720 *
2447 * The argument doesn't need to be a shared string. 2721 * The argument doesn't need to be a shared string.
2448 * 2722 *
2449 * The returned string is shared. 2723 * The returned string is shared.
2450 */ 2724 */
2725const char *
2451const char * get_ob_key_value(const object * op, const char * const key) { 2726get_ob_key_value (const object *op, const char *const key)
2727{
2452 key_value * link; 2728 key_value *link;
2453 const char * canonical_key; 2729 shstr_cmp canonical_key (key);
2730
2731 if (!canonical_key)
2454 2732 {
2455 canonical_key = shstr::find (key);
2456
2457 if (canonical_key == NULL) {
2458 /* 1. There being a field named key on any object 2733 /* 1. There being a field named key on any object
2459 * implies there'd be a shared string to find. 2734 * implies there'd be a shared string to find.
2460 * 2. Since there isn't, no object has this field. 2735 * 2. Since there isn't, no object has this field.
2461 * 3. Therefore, *this* object doesn't have this field. 2736 * 3. Therefore, *this* object doesn't have this field.
2462 */ 2737 */
2463 return NULL; 2738 return 0;
2464 } 2739 }
2465 2740
2466 /* This is copied from get_ob_key_link() above - 2741 /* This is copied from get_ob_key_link() above -
2467 * only 4 lines, and saves the function call overhead. 2742 * only 4 lines, and saves the function call overhead.
2468 */ 2743 */
2469 for (link = op->key_values; link != NULL; link = link->next) { 2744 for (link = op->key_values; link; link = link->next)
2470 if (link->key == canonical_key) { 2745 if (link->key == canonical_key)
2471 return link->value; 2746 return link->value;
2472 } 2747
2473 } 2748 return 0;
2474 return NULL;
2475} 2749}
2476 2750
2477 2751
2478/* 2752/*
2479 * Updates the canonical_key in op to value. 2753 * Updates the canonical_key in op to value.
2483 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2757 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2484 * keys. 2758 * keys.
2485 * 2759 *
2486 * Returns TRUE on success. 2760 * Returns TRUE on success.
2487 */ 2761 */
2762int
2488int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2763set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2764{
2765 key_value *
2489 key_value * field = NULL, *last=NULL; 2766 field = NULL, *last = NULL;
2490 2767
2491 for (field=op->key_values; field != NULL; field=field->next) { 2768 for (field = op->key_values; field != NULL; field = field->next)
2769 {
2492 if (field->key != canonical_key) { 2770 if (field->key != canonical_key)
2771 {
2493 last = field; 2772 last = field;
2494 continue; 2773 continue;
2495 } 2774 }
2496 2775
2497 if (value) 2776 if (value)
2498 field->value = value; 2777 field->value = value;
2499 else { 2778 else
2779 {
2500 /* Basically, if the archetype has this key set, 2780 /* Basically, if the archetype has this key set,
2501 * we need to store the null value so when we save 2781 * we need to store the null value so when we save
2502 * it, we save the empty value so that when we load, 2782 * it, we save the empty value so that when we load,
2503 * we get this value back again. 2783 * we get this value back again.
2504 */ 2784 */
2505 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2785 if (get_ob_key_link (&op->arch->clone, canonical_key))
2506 field->value = 0; 2786 field->value = 0;
2787 else
2788 {
2789 if (last)
2790 last->next = field->next;
2507 else 2791 else
2508 {
2509 if (last) last->next = field->next;
2510 else op->key_values = field->next; 2792 op->key_values = field->next;
2511 2793
2512 delete field; 2794 delete field;
2513 } 2795 }
2514 } 2796 }
2515 return TRUE; 2797 return TRUE;
2516 } 2798 }
2517 /* IF we get here, key doesn't exist */ 2799 /* IF we get here, key doesn't exist */
2518 2800
2519 /* No field, we'll have to add it. */ 2801 /* No field, we'll have to add it. */
2802
2803 if (!add_key)
2520 2804 {
2521 if (!add_key) {
2522 return FALSE; 2805 return FALSE;
2523 } 2806 }
2524 /* There isn't any good reason to store a null 2807 /* There isn't any good reason to store a null
2525 * value in the key/value list. If the archetype has 2808 * value in the key/value list. If the archetype has
2526 * this key, then we should also have it, so shouldn't 2809 * this key, then we should also have it, so shouldn't
2527 * be here. If user wants to store empty strings, 2810 * be here. If user wants to store empty strings,
2528 * should pass in "" 2811 * should pass in ""
2529 */ 2812 */
2530 if (value == NULL) return TRUE; 2813 if (value == NULL)
2531
2532 field = new key_value;
2533
2534 field->key = canonical_key;
2535 field->value = value;
2536 /* Usual prepend-addition. */
2537 field->next = op->key_values;
2538 op->key_values = field;
2539
2540 return TRUE; 2814 return TRUE;
2815
2816 field = new key_value;
2817
2818 field->key = canonical_key;
2819 field->value = value;
2820 /* Usual prepend-addition. */
2821 field->next = op->key_values;
2822 op->key_values = field;
2823
2824 return TRUE;
2541} 2825}
2542 2826
2543/* 2827/*
2544 * Updates the key in op to value. 2828 * Updates the key in op to value.
2545 * 2829 *
2547 * and not add new ones. 2831 * and not add new ones.
2548 * In general, should be little reason FALSE is ever passed in for add_key 2832 * In general, should be little reason FALSE is ever passed in for add_key
2549 * 2833 *
2550 * Returns TRUE on success. 2834 * Returns TRUE on success.
2551 */ 2835 */
2836int
2552int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2837set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2553{ 2838{
2554 shstr key_ (key); 2839 shstr key_ (key);
2840
2555 return set_ob_key_value_s (op, key_, value, add_key); 2841 return set_ob_key_value_s (op, key_, value, add_key);
2556} 2842}
2843
2844object::depth_iterator::depth_iterator (object *container)
2845: iterator_base (container)
2846{
2847 while (item->inv)
2848 item = item->inv;
2849}
2850
2851void
2852object::depth_iterator::next ()
2853{
2854 if (item->below)
2855 {
2856 item = item->below;
2857
2858 while (item->inv)
2859 item = item->inv;
2860 }
2861 else
2862 item = item->env;
2863}
2864
2865// return a suitable string describing an objetc in enough detail to find it
2866const char *
2867object::debug_desc (char *info) const
2868{
2869 char info2[256 * 3];
2870 char *p = info;
2871
2872 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2873 count,
2874 &name,
2875 title ? " " : "",
2876 title ? (const char *)title : "");
2877
2878 if (env)
2879 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2880
2881 if (map)
2882 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2883
2884 return info;
2885}
2886
2887const char *
2888object::debug_desc () const
2889{
2890 static char info[256 * 3];
2891 return debug_desc (info);
2892}
2893

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