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Comparing deliantra/server/common/object.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:00 2006 UTC vs.
Revision 1.9 by root, Wed Aug 30 06:06:26 2006 UTC

1/* 1/*
2 * static char *rcsid_object_c = 2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.1 2006/08/13 17:16:00 elmex Exp $"; 3 * "$Id: object.C,v 1.9 2006/08/30 06:06:26 root Exp $";
4 */ 4 */
5 5
6/* 6/*
7 CrossFire, A Multiplayer game for X-windows 7 CrossFire, A Multiplayer game for X-windows
8 8
52 52
53object *objects; /* Pointer to the list of used objects */ 53object *objects; /* Pointer to the list of used objects */
54object *free_objects; /* Pointer to the list of unused objects */ 54object *free_objects; /* Pointer to the list of unused objects */
55object *active_objects; /* List of active objects that need to be processed */ 55object *active_objects; /* List of active objects that need to be processed */
56 56
57void (*object_free_callback)(object *ob);
58
59short freearr_x[SIZEOFFREE]= 57short freearr_x[SIZEOFFREE]=
60 {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, 58 {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,
61 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 59 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1};
62short freearr_y[SIZEOFFREE]= 60short freearr_y[SIZEOFFREE]=
63 {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, 61 {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,
134 /* Note sure why the following is the case - either the object has to 132 /* Note sure why the following is the case - either the object has to
135 * be animated or have a very low speed. Is this an attempted monster 133 * be animated or have a very low speed. Is this an attempted monster
136 * check? 134 * check?
137 */ 135 */
138 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED) 136 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED)
139 return 0; 137 return 0;
140 138
141 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 139 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
142 * value could not be stored in a sint32 (which unfortunately sometimes is 140 * value could not be stored in a sint32 (which unfortunately sometimes is
143 * used to store nrof). 141 * used to store nrof).
144 */ 142 */
145 if (ob1->nrof+ob2->nrof >= 1UL<<31) 143 if (ob1->nrof+ob2->nrof >= 1UL<<31)
146 return 0; 144 return 0;
147 145
148 /* This is really a spellbook check - really, we should 146 /* This is really a spellbook check - really, we should
149 * check all objects in the inventory. 147 * check all objects in the inventory.
150 */ 148 */
151 if (ob1->inv || ob2->inv) { 149 if (ob1->inv || ob2->inv) {
152 /* if one object has inventory but the other doesn't, not equiv */ 150 /* if one object has inventory but the other doesn't, not equiv */
153 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0; 151 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
154 152
155 /* Now check to see if the two inventory objects could merge */ 153 /* Now check to see if the two inventory objects could merge */
156 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0; 154 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
157 155
158 /* inventory ok - still need to check rest of this object to see 156 /* inventory ok - still need to check rest of this object to see
159 * if it is valid. 157 * if it is valid.
160 */ 158 */
161 } 159 }
162 160
163 /* If the objects have been identified, set the BEEN_APPLIED flag. 161 /* If the objects have been identified, set the BEEN_APPLIED flag.
164 * This is to the comparison of the flags below will be OK. We 162 * This is to the comparison of the flags below will be OK. We
165 * just can't ignore the been applied or identified flags, as they 163 * just can't ignore the been applied or identified flags, as they
166 * are not equal - just if it has been identified, the been_applied 164 * are not equal - just if it has been identified, the been_applied
167 * flags lose any meaning. 165 * flags lose any meaning.
168 */ 166 */
169 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED)) 167 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED))
170 SET_FLAG(ob1, FLAG_BEEN_APPLIED); 168 SET_FLAG(ob1, FLAG_BEEN_APPLIED);
171 169
172 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED)) 170 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
173 SET_FLAG(ob2, FLAG_BEEN_APPLIED); 171 SET_FLAG(ob2, FLAG_BEEN_APPLIED);
174 172
175 173
176 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 174 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
177 * being locked in inventory should prevent merging. 175 * being locked in inventory should prevent merging.
178 * 0x4 in flags3 is CLIENT_SENT 176 * 0x4 in flags3 is CLIENT_SENT
179 */ 177 */
180 if ((ob1->arch != ob2->arch) || 178 if ((ob1->arch != ob2->arch) ||
181 (ob1->flags[0] != ob2->flags[0]) || 179 (ob1->flags[0] != ob2->flags[0]) ||
182 (ob1->flags[1] != ob2->flags[1]) || 180 (ob1->flags[1] != ob2->flags[1]) ||
183 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) || 181 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
184 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) || 182 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
185 (ob1->name != ob2->name) || 183 (ob1->name != ob2->name) ||
186 (ob1->title != ob2->title) || 184 (ob1->title != ob2->title) ||
187 (ob1->msg != ob2->msg) || 185 (ob1->msg != ob2->msg) ||
188 (ob1->weight != ob2->weight) || 186 (ob1->weight != ob2->weight) ||
189 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) || 187 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) ||
190 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) || 188 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
191 (ob1->attacktype != ob2->attacktype) || 189 (ob1->attacktype != ob2->attacktype) ||
192 (ob1->magic != ob2->magic) || 190 (ob1->magic != ob2->magic) ||
193 (ob1->slaying != ob2->slaying) || 191 (ob1->slaying != ob2->slaying) ||
194 (ob1->skill != ob2->skill) || 192 (ob1->skill != ob2->skill) ||
195 (ob1->value != ob2->value) || 193 (ob1->value != ob2->value) ||
196 (ob1->animation_id != ob2->animation_id) || 194 (ob1->animation_id != ob2->animation_id) ||
197 (ob1->client_type != ob2->client_type) || 195 (ob1->client_type != ob2->client_type) ||
198 (ob1->materialname != ob2->materialname) || 196 (ob1->materialname != ob2->materialname) ||
199 (ob1->lore != ob2->lore) || 197 (ob1->lore != ob2->lore) ||
200 (ob1->subtype != ob2->subtype) || 198 (ob1->subtype != ob2->subtype) ||
201 (ob1->move_type != ob2->move_type) || 199 (ob1->move_type != ob2->move_type) ||
202 (ob1->move_block != ob2->move_block) || 200 (ob1->move_block != ob2->move_block) ||
203 (ob1->move_allow != ob2->move_allow) || 201 (ob1->move_allow != ob2->move_allow) ||
204 (ob1->move_on != ob2->move_on) || 202 (ob1->move_on != ob2->move_on) ||
205 (ob1->move_off != ob2->move_off) || 203 (ob1->move_off != ob2->move_off) ||
206 (ob1->move_slow != ob2->move_slow) || 204 (ob1->move_slow != ob2->move_slow) ||
207 (ob1->move_slow_penalty != ob2->move_slow_penalty) 205 (ob1->move_slow_penalty != ob2->move_slow_penalty)
208 ) 206 )
209 return 0; 207 return 0;
210 208
211 /* Don't merge objects that are applied. With the new 'body' code, 209 /* Don't merge objects that are applied. With the new 'body' code,
212 * it is possible for most any character to have more than one of 210 * it is possible for most any character to have more than one of
213 * some items equipped, and we don't want those to merge. 211 * some items equipped, and we don't want those to merge.
214 */ 212 */
215 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 213 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED))
216 return 0; 214 return 0;
217 215
218 switch (ob1->type) { 216 switch (ob1->type) {
219 case SCROLL: 217 case SCROLL:
220 if (ob1->level != ob2->level) return 0; 218 if (ob1->level != ob2->level) return 0;
221 break; 219 break;
222 220
223 } 221 }
224 if (ob1->key_values != NULL || ob2->key_values != NULL) { 222 if (ob1->key_values != NULL || ob2->key_values != NULL) {
225 /* At least one of these has key_values. */ 223 /* At least one of these has key_values. */
226 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) { 224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) {
243signed long sum_weight(object *op) { 241signed long sum_weight(object *op) {
244 signed long sum; 242 signed long sum;
245 object *inv; 243 object *inv;
246 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 244 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) {
247 if (inv->inv) 245 if (inv->inv)
248 sum_weight(inv); 246 sum_weight(inv);
249 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 247 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
250 } 248 }
251 if (op->type == CONTAINER && op->stats.Str) 249 if (op->type == CONTAINER && op->stats.Str)
252 sum = (sum * (100 - op->stats.Str))/100; 250 sum = (sum * (100 - op->stats.Str))/100;
253 if(op->carrying != sum) 251 if(op->carrying != sum)
272 */ 270 */
273 271
274object *is_player_inv (object *op) { 272object *is_player_inv (object *op) {
275 for (;op!=NULL&&op->type!=PLAYER; op=op->env) 273 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
276 if (op->env==op) 274 if (op->env==op)
277 op->env = NULL; 275 op->env = NULL;
278 return op; 276 return op;
279} 277}
280 278
281/* 279/*
282 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 280 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
291 if(op->arch!=NULL) { 289 if(op->arch!=NULL) {
292 strcat(errmsg,"arch "); 290 strcat(errmsg,"arch ");
293 strcat(errmsg,op->arch->name?op->arch->name:"(null)"); 291 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
294 strcat(errmsg,"\n"); 292 strcat(errmsg,"\n");
295 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL) 293 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
296 strcat(errmsg,cp); 294 strcat(errmsg,cp);
297#if 0 295#if 0
298 /* Don't dump player diffs - they are too long, mostly meaningless, and 296 /* Don't dump player diffs - they are too long, mostly meaningless, and
299 * will overflow the buffer. 297 * will overflow the buffer.
300 * Changed so that we don't dump inventory either. This may 298 * Changed so that we don't dump inventory either. This may
301 * also overflow the buffer. 299 * also overflow the buffer.
430void free_all_object_data(void) { 428void free_all_object_data(void) {
431#ifdef MEMORY_DEBUG 429#ifdef MEMORY_DEBUG
432 object *op, *next; 430 object *op, *next;
433 431
434 for (op=free_objects; op!=NULL; ) { 432 for (op=free_objects; op!=NULL; ) {
435 next=op->next; 433 next=op->next;
436 free(op); 434 free(op);
437 nrofallocobjects--; 435 nrofallocobjects--;
438 nroffreeobjects--; 436 nroffreeobjects--;
439 op=next; 437 op=next;
440 } 438 }
441#endif 439#endif
442 LOG(llevDebug,"%d allocated objects, %d free objects, STARMAX=%d\n", 440 LOG(llevDebug,"%d allocated objects, %d free objects, STARMAX=%d\n",
443 nrofallocobjects, nroffreeobjects,STARTMAX); 441 nrofallocobjects, nroffreeobjects,STARTMAX);
444} 442}
445 443
446/* 444/*
447 * Returns the object which this object marks as being the owner. 445 * Returns the object which this object marks as being the owner.
448 * A id-scheme is used to avoid pointing to objects which have been 446 * A id-scheme is used to avoid pointing to objects which have been
454 * anything - once an object is removed, it is basically dead anyways. 452 * anything - once an object is removed, it is basically dead anyways.
455 */ 453 */
456 454
457object *get_owner(object *op) { 455object *get_owner(object *op) {
458 if(op->owner==NULL) 456 if(op->owner==NULL)
459 return NULL; 457 return NULL;
460 458
461 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) && 459 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
462 op->owner->count==op->ownercount) 460 op->owner->count==op->ownercount)
463 return op->owner; 461 return op->owner;
464 462
465 op->owner=NULL; 463 op->owner=NULL;
466 op->ownercount=0; 464 op->ownercount=0;
467 return NULL; 465 return NULL;
468} 466}
470void clear_owner(object *op) 468void clear_owner(object *op)
471{ 469{
472 if (!op) return; 470 if (!op) return;
473 471
474 if (op->owner && op->ownercount == op->owner->count) 472 if (op->owner && op->ownercount == op->owner->count)
475 op->owner->refcount--; 473 op->owner->refcount--;
476 474
477 op->owner = NULL; 475 op->owner = NULL;
478 op->ownercount = 0; 476 op->ownercount = 0;
479} 477}
480 478
485 * skill and experience objects. 483 * skill and experience objects.
486 */ 484 */
487void set_owner (object *op, object *owner) 485void set_owner (object *op, object *owner)
488{ 486{
489 if(owner==NULL||op==NULL) 487 if(owner==NULL||op==NULL)
490 return; 488 return;
491 489
492 /* next line added to allow objects which own objects */ 490 /* next line added to allow objects which own objects */
493 /* Add a check for ownercounts in here, as I got into an endless loop 491 /* Add a check for ownercounts in here, as I got into an endless loop
494 * with the fireball owning a poison cloud which then owned the 492 * with the fireball owning a poison cloud which then owned the
495 * fireball. I believe that was caused by one of the objects getting 493 * fireball. I believe that was caused by one of the objects getting
496 * freed and then another object replacing it. Since the ownercounts 494 * freed and then another object replacing it. Since the ownercounts
497 * didn't match, this check is valid and I believe that cause is valid. 495 * didn't match, this check is valid and I believe that cause is valid.
498 */ 496 */
499 while (owner->owner && owner!=owner->owner && 497 while (owner->owner && owner!=owner->owner &&
500 owner->ownercount==owner->owner->count) owner=owner->owner; 498 owner->ownercount==owner->owner->count) owner=owner->owner;
501 499
502 /* IF the owner still has an owner, we did not resolve to a final owner. 500 /* IF the owner still has an owner, we did not resolve to a final owner.
503 * so lets not add to that. 501 * so lets not add to that.
504 */ 502 */
505 if (owner->owner) return; 503 if (owner->owner) return;
523 */ 521 */
524void copy_owner (object *op, object *clone) 522void copy_owner (object *op, object *clone)
525{ 523{
526 object *owner = get_owner (clone); 524 object *owner = get_owner (clone);
527 if (owner == NULL) { 525 if (owner == NULL) {
528 /* players don't have owners - they own themselves. Update 526 /* players don't have owners - they own themselves. Update
529 * as appropriate. 527 * as appropriate.
530 */ 528 */
531 if (clone->type == PLAYER) owner=clone; 529 if (clone->type == PLAYER) owner=clone;
532 else return; 530 else return;
533 } 531 }
534 set_owner(op, owner); 532 set_owner(op, owner);
535 533
536} 534}
537 535
548 op->slaying = NULL; 546 op->slaying = NULL;
549 op->skill = NULL; 547 op->skill = NULL;
550 op->msg = NULL; 548 op->msg = NULL;
551 op->materialname = NULL; 549 op->materialname = NULL;
552 op->lore = NULL; 550 op->lore = NULL;
553 op->current_weapon_script = NULL;
554 clear_object(op); 551 clear_object(op);
555} 552}
556 553
557/* Zero the key_values on op, decrementing the shared-string 554/* Zero the key_values on op, decrementing the shared-string
558 * refcounts and freeing the links. 555 * refcounts and freeing the links.
565 562
566 for (i = op->key_values; i != NULL; i = next) { 563 for (i = op->key_values; i != NULL; i = next) {
567 /* Store next *first*. */ 564 /* Store next *first*. */
568 next = i->next; 565 next = i->next;
569 566
570 if (i->key) FREE_AND_CLEAR_STR(i->key); 567 if (i->key) FREE_AND_CLEAR_STR(i->key);
571 if (i->value) FREE_AND_CLEAR_STR(i->value); 568 if (i->value) FREE_AND_CLEAR_STR(i->value);
572 i->next = NULL; 569 i->next = NULL;
573 free(i); 570 free(i);
574 } 571 }
575 572
576 op->key_values = NULL; 573 op->key_values = NULL;
581 * clear_object() frees everything allocated by an object, and also 578 * clear_object() frees everything allocated by an object, and also
582 * clears all variables and flags to default settings. 579 * clears all variables and flags to default settings.
583 */ 580 */
584 581
585void clear_object(object *op) { 582void clear_object(object *op) {
583 op->clear ();
586 584
587 event *evt; 585 event *evt;
588 event *evt2; 586 event *evt2;
589 587
590 /* redo this to be simpler/more efficient. Was also seeing 588 /* redo this to be simpler/more efficient. Was also seeing
591 * crashes in the old code. Move this to the top - am 589 * crashes in the old code. Move this to the top - am
592 * seeing periodic crashes in this code, and would like to have 590 * seeing periodic crashes in this code, and would like to have
593 * as much info available as possible (eg, object name). 591 * as much info available as possible (eg, object name).
594 */ 592 */
595 for (evt = op->events; evt; evt=evt2) { 593 for (evt = op->events; evt; evt=evt2) {
596 evt2 = evt->next; 594 evt2 = evt->next;
597 595
598 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook); 596 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
599 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin); 597 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
600 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options); 598 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
601 599
644 642
645 op->expmul=1.0; 643 op->expmul=1.0;
646 op->face = blank_face; 644 op->face = blank_face;
647 op->attacked_by_count = (tag_t) -1; 645 op->attacked_by_count = (tag_t) -1;
648 if (settings.casting_time) 646 if (settings.casting_time)
649 op->casting_time = -1; 647 op->casting_time = -1;
650 648
651} 649}
652 650
653/* 651/*
654 * copy object first frees everything allocated by the second object, 652 * copy object first frees everything allocated by the second object,
660 */ 658 */
661 659
662void copy_object(object *op2, object *op) { 660void copy_object(object *op2, object *op) {
663 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED); 661 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED);
664 event *evt, *evt2, *evt_new; 662 event *evt, *evt2, *evt_new;
663
664 op->clear ();
665 665
666 /* Decrement the refcounts, but don't bother zeroing the fields; 666 /* Decrement the refcounts, but don't bother zeroing the fields;
667 they'll be overwritten by memcpy. */ 667 they'll be overwritten by memcpy. */
668 if(op->name!=NULL) free_string(op->name); 668 if(op->name!=NULL) free_string(op->name);
669 if(op->name_pl!=NULL) free_string(op->name_pl); 669 if(op->name_pl!=NULL) free_string(op->name_pl);
676 if(op->materialname != NULL) free_string(op->materialname); 676 if(op->materialname != NULL) free_string(op->materialname);
677 if(op->custom_name != NULL) free_string(op->custom_name); 677 if(op->custom_name != NULL) free_string(op->custom_name);
678 678
679 /* Basically, same code as from clear_object() */ 679 /* Basically, same code as from clear_object() */
680 for (evt = op->events; evt; evt=evt2) { 680 for (evt = op->events; evt; evt=evt2) {
681 evt2 = evt->next; 681 evt2 = evt->next;
682 682
683 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook); 683 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
684 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin); 684 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
685 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options); 685 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
686 686
687 free(evt); 687 free(evt);
688 } 688 }
689 op->events = NULL; 689 op->events = NULL;
690 690
691 free_key_values(op); 691 free_key_values(op);
692 692
693 *(object_special *)op = *(object_special *)op2; 693 *(object_special *)op = *(object_special *)op2;
694 op2->clone (op);
694 695
695 if(is_freed) SET_FLAG(op,FLAG_FREED); 696 if(is_freed) SET_FLAG(op,FLAG_FREED);
696 if(is_removed) SET_FLAG(op,FLAG_REMOVED); 697 if(is_removed) SET_FLAG(op,FLAG_REMOVED);
697 if(op->name!=NULL) add_refcount(op->name); 698 if(op->name!=NULL) add_refcount(op->name);
698 if(op->name_pl!=NULL) add_refcount(op->name_pl); 699 if(op->name_pl!=NULL) add_refcount(op->name_pl);
704 if(op->msg!=NULL) add_refcount(op->msg); 705 if(op->msg!=NULL) add_refcount(op->msg);
705 if(op->custom_name!=NULL) add_refcount(op->custom_name); 706 if(op->custom_name!=NULL) add_refcount(op->custom_name);
706 if (op->materialname != NULL) add_refcount(op->materialname); 707 if (op->materialname != NULL) add_refcount(op->materialname);
707 708
708 if((op2->speed<0) && !editor) 709 if((op2->speed<0) && !editor)
709 op->speed_left=op2->speed_left-RANDOM()%200/100.0; 710 op->speed_left=op2->speed_left-RANDOM()%200/100.0;
710 711
711 /* Copy over event information */ 712 /* Copy over event information */
712 evt2 = NULL; 713 evt2 = NULL;
713 for (evt = op2->events; evt; evt=evt->next) { 714 for (evt = op2->events; evt; evt=evt->next) {
714 evt_new = (event *) malloc(sizeof(event)); 715 evt_new = (event *) malloc(sizeof(event));
715 memcpy(evt_new, evt, sizeof(event)); 716 memcpy(evt_new, evt, sizeof(event));
716 if (evt_new->hook) add_refcount(evt_new->hook); 717 if (evt_new->hook) add_refcount(evt_new->hook);
717 if (evt_new->plugin) add_refcount(evt_new->plugin); 718 if (evt_new->plugin) add_refcount(evt_new->plugin);
718 if (evt_new->options) add_refcount(evt_new->options); 719 if (evt_new->options) add_refcount(evt_new->options);
719 evt_new->next = NULL; 720 evt_new->next = NULL;
720 721
721 /* Try to be a little clever here, and store away the 722 /* Try to be a little clever here, and store away the
722 * last event we copied, so that its simpler to update the 723 * last event we copied, so that its simpler to update the
723 * pointer. 724 * pointer.
724 */ 725 */
725 if (evt2) 726 if (evt2)
726 evt2->next = evt_new; 727 evt2->next = evt_new;
727 else 728 else
728 op->events = evt_new; 729 op->events = evt_new;
729 730
730 evt2 = evt_new; 731 evt2 = evt_new;
731 } 732 }
732 /* Copy over key_values, if any. */ 733 /* Copy over key_values, if any. */
733 if (op2->key_values != NULL) { 734 if (op2->key_values != NULL) {
734 key_value * tail = NULL; 735 key_value * tail = NULL;
735 key_value * i; 736 key_value * i;
736 737
737 op->key_values = NULL; 738 op->key_values = NULL;
738 739
739 for (i = op2->key_values; i != NULL; i = i->next) { 740 for (i = op2->key_values; i != NULL; i = i->next) {
740 key_value * new_link = (key_value *) malloc(sizeof(key_value)); 741 key_value * new_link = (key_value *) malloc(sizeof(key_value));
741 742
742 new_link->next = NULL; 743 new_link->next = NULL;
743 new_link->key = add_refcount(i->key); 744 new_link->key = add_refcount(i->key);
744 if (i->value) 745 if (i->value)
745 new_link->value = add_refcount(i->value); 746 new_link->value = add_refcount(i->value);
746 else 747 else
747 new_link->value = NULL; 748 new_link->value = NULL;
748 749
749 /* Try and be clever here, too. */ 750 /* Try and be clever here, too. */
750 if (op->key_values == NULL) { 751 if (op->key_values == NULL) {
751 op->key_values = new_link; 752 op->key_values = new_link;
752 tail = new_link; 753 tail = new_link;
753 } else { 754 } else {
754 tail->next = new_link; 755 tail->next = new_link;
755 tail = new_link; 756 tail = new_link;
757 }
758 }
756 } 759 }
757 } 760
758 }
759
760 update_ob_speed(op); 761 update_ob_speed(op);
761} 762}
762 763
763/* 764/*
764 * expand_objects() allocates more objects for the list of unused objects. 765 * expand_objects() allocates more objects for the list of unused objects.
851 * be called to update the face variable, _and_ how it looks on the map. 852 * be called to update the face variable, _and_ how it looks on the map.
852 */ 853 */
853 854
854void update_turn_face(object *op) { 855void update_turn_face(object *op) {
855 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 856 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL)
856 return; 857 return;
857 SET_ANIMATION(op, op->direction); 858 SET_ANIMATION(op, op->direction);
858 update_object(op,UP_OBJ_FACE); 859 update_object(op,UP_OBJ_FACE);
859} 860}
860 861
861/* 862/*
870 /* No reason putting the archetypes objects on the speed list, 871 /* No reason putting the archetypes objects on the speed list,
871 * since they never really need to be updated. 872 * since they never really need to be updated.
872 */ 873 */
873 874
874 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 875 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
875 LOG(llevError,"Object %s is freed but has speed.\n", op->name); 876 LOG(llevError,"Object %s is freed but has speed.\n", op->name);
876#ifdef MANY_CORES 877#ifdef MANY_CORES
877 abort(); 878 abort();
878#else 879#else
879 op->speed = 0; 880 op->speed = 0;
880#endif 881#endif
881 } 882 }
882 if (arch_init) { 883 if (arch_init) {
883 return; 884 return;
884 } 885 }
885 if (FABS(op->speed)>MIN_ACTIVE_SPEED) { 886 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
886 /* If already on active list, don't do anything */ 887 /* If already on active list, don't do anything */
887 if (op->active_next || op->active_prev || op==active_objects) 888 if (op->active_next || op->active_prev || op==active_objects)
888 return; 889 return;
889 890
890 /* process_events() expects us to insert the object at the beginning 891 /* process_events() expects us to insert the object at the beginning
891 * of the list. */ 892 * of the list. */
892 op->active_next = active_objects; 893 op->active_next = active_objects;
893 if (op->active_next!=NULL) 894 if (op->active_next!=NULL)
894 op->active_next->active_prev = op; 895 op->active_next->active_prev = op;
895 active_objects = op; 896 active_objects = op;
896 } 897 }
897 else { 898 else {
898 /* If not on the active list, nothing needs to be done */ 899 /* If not on the active list, nothing needs to be done */
899 if (!op->active_next && !op->active_prev && op!=active_objects) 900 if (!op->active_next && !op->active_prev && op!=active_objects)
900 return; 901 return;
901 902
902 if (op->active_prev==NULL) { 903 if (op->active_prev==NULL) {
903 active_objects = op->active_next; 904 active_objects = op->active_next;
904 if (op->active_next!=NULL) 905 if (op->active_next!=NULL)
905 op->active_next->active_prev = NULL; 906 op->active_next->active_prev = NULL;
906 } 907 }
907 else { 908 else {
908 op->active_prev->active_next = op->active_next; 909 op->active_prev->active_next = op->active_next;
909 if (op->active_next) 910 if (op->active_next)
910 op->active_next->active_prev = op->active_prev; 911 op->active_next->active_prev = op->active_prev;
911 } 912 }
912 op->active_next = NULL; 913 op->active_next = NULL;
913 op->active_prev = NULL; 914 op->active_prev = NULL;
914 } 915 }
915} 916}
916 917
917/* This function removes object 'op' from the list of active 918/* This function removes object 'op' from the list of active
918 * objects. 919 * objects.
924 */ 925 */
925void remove_from_active_list(object *op) 926void remove_from_active_list(object *op)
926{ 927{
927 /* If not on the active list, nothing needs to be done */ 928 /* If not on the active list, nothing needs to be done */
928 if (!op->active_next && !op->active_prev && op!=active_objects) 929 if (!op->active_next && !op->active_prev && op!=active_objects)
929 return; 930 return;
930 931
931 if (op->active_prev==NULL) { 932 if (op->active_prev==NULL) {
932 active_objects = op->active_next; 933 active_objects = op->active_next;
933 if (op->active_next!=NULL) 934 if (op->active_next!=NULL)
934 op->active_next->active_prev = NULL; 935 op->active_next->active_prev = NULL;
935 } 936 }
936 else { 937 else {
937 op->active_prev->active_next = op->active_next; 938 op->active_prev->active_next = op->active_next;
938 if (op->active_next) 939 if (op->active_next)
939 op->active_next->active_prev = op->active_prev; 940 op->active_next->active_prev = op->active_prev;
940 } 941 }
941 op->active_next = NULL; 942 op->active_next = NULL;
942 op->active_prev = NULL; 943 op->active_prev = NULL;
943} 944}
944 945
969 MoveType move_on, move_off, move_block, move_slow; 970 MoveType move_on, move_off, move_block, move_slow;
970 971
971 if (op == NULL) { 972 if (op == NULL) {
972 /* this should never happen */ 973 /* this should never happen */
973 LOG(llevDebug,"update_object() called for NULL object.\n"); 974 LOG(llevDebug,"update_object() called for NULL object.\n");
974 return; 975 return;
975 } 976 }
976 977
977 if(op->env!=NULL) { 978 if(op->env!=NULL) {
978 /* Animation is currently handled by client, so nothing 979 /* Animation is currently handled by client, so nothing
979 * to do in this case. 980 * to do in this case.
980 */ 981 */
981 return; 982 return;
982 } 983 }
983 984
984 /* If the map is saving, don't do anything as everything is 985 /* If the map is saving, don't do anything as everything is
985 * going to get freed anyways. 986 * going to get freed anyways.
986 */ 987 */
987 if (!op->map || op->map->in_memory == MAP_SAVING) return; 988 if (!op->map || op->map->in_memory == MAP_SAVING) return;
988 989
989 /* make sure the object is within map boundaries */ 990 /* make sure the object is within map boundaries */
990 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 991 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) ||
991 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 992 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) {
992 LOG(llevError,"update_object() called for object out of map!\n"); 993 LOG(llevError,"update_object() called for object out of map!\n");
993#ifdef MANY_CORES 994#ifdef MANY_CORES
994 abort(); 995 abort();
995#endif 996#endif
996 return; 997 return;
997 } 998 }
998 999
999 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 1000 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
1000 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 1001 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
1001 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1002 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
1014 update_now=1; 1015 update_now=1;
1015 1016
1016 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 1017 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
1017 update_now=1; 1018 update_now=1;
1018 1019
1019 if ((move_on | op->move_on) != move_on) update_now=1; 1020 if ((move_on | op->move_on) != move_on) update_now=1;
1020 if ((move_off | op->move_off) != move_off) update_now=1; 1021 if ((move_off | op->move_off) != move_off) update_now=1;
1021 /* This isn't perfect, but I don't expect a lot of objects to 1022 /* This isn't perfect, but I don't expect a lot of objects to
1022 * to have move_allow right now. 1023 * to have move_allow right now.
1023 */ 1024 */
1024 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 1025 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
1025 update_now=1; 1026 update_now=1;
1026 if ((move_slow | op->move_slow) != move_slow) update_now=1; 1027 if ((move_slow | op->move_slow) != move_slow) update_now=1;
1027 } 1028 }
1028 /* if the object is being removed, we can't make intelligent 1029 /* if the object is being removed, we can't make intelligent
1029 * decisions, because remove_ob can't really pass the object 1030 * decisions, because remove_ob can't really pass the object
1030 * that is being removed. 1031 * that is being removed.
1031 */ 1032 */
1032 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 1033 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) {
1033 update_now=1; 1034 update_now=1;
1034 } else if (action == UP_OBJ_FACE) { 1035 } else if (action == UP_OBJ_FACE) {
1035 /* Nothing to do for that case */ 1036 /* Nothing to do for that case */
1036 } 1037 }
1037 else { 1038 else {
1038 LOG(llevError,"update_object called with invalid action: %d\n", action); 1039 LOG(llevError,"update_object called with invalid action: %d\n", action);
1039 } 1040 }
1040 1041
1041 if (update_now) { 1042 if (update_now) {
1042 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 1043 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
1043 update_position(op->map, op->x, op->y); 1044 update_position(op->map, op->x, op->y);
1044 } 1045 }
1045 1046
1046 if(op->more!=NULL) 1047 if(op->more!=NULL)
1047 update_object(op->more, action); 1048 update_object(op->more, action);
1048} 1049}
1049 1050
1050 1051
1051/* 1052/*
1052 * free_object() frees everything allocated by an object, removes 1053 * free_object() frees everything allocated by an object, removes
1063 free_object2(ob, 0); 1064 free_object2(ob, 0);
1064} 1065}
1065void free_object2(object *ob, int free_inventory) { 1066void free_object2(object *ob, int free_inventory) {
1066 object *tmp,*op; 1067 object *tmp,*op;
1067 1068
1068 if (object_free_callback) 1069 ob->clear ();
1069 object_free_callback (ob);
1070 1070
1071 if (!QUERY_FLAG(ob,FLAG_REMOVED)) { 1071 if (!QUERY_FLAG(ob,FLAG_REMOVED)) {
1072 LOG(llevDebug,"Free object called with non removed object\n"); 1072 LOG(llevDebug,"Free object called with non removed object\n");
1073 dump_object(ob); 1073 dump_object(ob);
1074#ifdef MANY_CORES 1074#ifdef MANY_CORES
1075 abort(); 1075 abort();
1076#endif 1076#endif
1077 } 1077 }
1078 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) { 1078 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) {
1079 LOG(llevMonster,"Warning: tried to free friendly object.\n"); 1079 LOG(llevMonster,"Warning: tried to free friendly object.\n");
1080 remove_friendly_object(ob); 1080 remove_friendly_object(ob);
1081 } 1081 }
1082 if(QUERY_FLAG(ob,FLAG_FREED)) { 1082 if(QUERY_FLAG(ob,FLAG_FREED)) {
1083 dump_object(ob); 1083 dump_object(ob);
1084 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg); 1084 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg);
1085 return; 1085 return;
1086 } 1086 }
1087 if(ob->more!=NULL) { 1087 if(ob->more!=NULL) {
1088 free_object2(ob->more, free_inventory); 1088 free_object2(ob->more, free_inventory);
1089 ob->more=NULL; 1089 ob->more=NULL;
1090 } 1090 }
1091 if (ob->inv) { 1091 if (ob->inv) {
1092 /* Only if the space blocks everything do we not process - 1092 /* Only if the space blocks everything do we not process -
1093 * if some form of movemnt is allowed, let objects 1093 * if some form of movemnt is allowed, let objects
1094 * drop on that space. 1094 * drop on that space.
1095 */ 1095 */
1096 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 1096 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY ||
1097 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL)) 1097 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL))
1098 { 1098 {
1099 op=ob->inv; 1099 op=ob->inv;
1100 while(op!=NULL) { 1100 while(op!=NULL) {
1101 tmp=op->below; 1101 tmp=op->below;
1102 remove_ob(op); 1102 remove_ob(op);
1103 free_object2(op, free_inventory); 1103 free_object2(op, free_inventory);
1104 op=tmp; 1104 op=tmp;
1105 } 1105 }
1106 } 1106 }
1107 else { /* Put objects in inventory onto this space */ 1107 else { /* Put objects in inventory onto this space */
1108 op=ob->inv; 1108 op=ob->inv;
1109 while(op!=NULL) { 1109 while(op!=NULL) {
1110 tmp=op->below; 1110 tmp=op->below;
1111 remove_ob(op); 1111 remove_ob(op);
1112 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) || 1112 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) ||
1113 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 1113 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
1114 free_object(op); 1114 free_object(op);
1115 else { 1115 else {
1116 op->x=ob->x; 1116 op->x=ob->x;
1117 op->y=ob->y; 1117 op->y=ob->y;
1118 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */ 1118 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */
1119 } 1119 }
1120 op=tmp; 1120 op=tmp;
1121 } 1121 }
1122 } 1122 }
1123 } 1123 }
1124 /* Remove object from the active list */ 1124 /* Remove object from the active list */
1125 ob->speed = 0; 1125 ob->speed = 0;
1126 update_ob_speed(ob); 1126 update_ob_speed(ob);
1127 1127
1128 SET_FLAG(ob, FLAG_FREED); 1128 SET_FLAG(ob, FLAG_FREED);
1129 ob->count = 0; 1129 ob->count = 0;
1130 1130
1131 /* Remove this object from the list of used objects */ 1131 /* Remove this object from the list of used objects */
1132 if(ob->prev==NULL) { 1132 if(ob->prev==NULL) {
1133 objects=ob->next; 1133 objects=ob->next;
1134 if(objects!=NULL) 1134 if(objects!=NULL)
1135 objects->prev=NULL; 1135 objects->prev=NULL;
1136 } 1136 }
1137 else { 1137 else {
1138 ob->prev->next=ob->next; 1138 ob->prev->next=ob->next;
1139 if(ob->next!=NULL) 1139 if(ob->next!=NULL)
1140 ob->next->prev=ob->prev; 1140 ob->next->prev=ob->prev;
1141 } 1141 }
1142 1142
1143 if(ob->name!=NULL) FREE_AND_CLEAR_STR(ob->name); 1143 if(ob->name!=NULL) FREE_AND_CLEAR_STR(ob->name);
1144 if(ob->name_pl!=NULL) FREE_AND_CLEAR_STR(ob->name_pl); 1144 if(ob->name_pl!=NULL) FREE_AND_CLEAR_STR(ob->name_pl);
1145 if(ob->title!=NULL) FREE_AND_CLEAR_STR(ob->title); 1145 if(ob->title!=NULL) FREE_AND_CLEAR_STR(ob->title);
1170 1170
1171 /* Now link it with the free_objects list: */ 1171 /* Now link it with the free_objects list: */
1172 ob->prev=NULL; 1172 ob->prev=NULL;
1173 ob->next=free_objects; 1173 ob->next=free_objects;
1174 if(free_objects!=NULL) 1174 if(free_objects!=NULL)
1175 free_objects->prev=ob; 1175 free_objects->prev=ob;
1176 free_objects=ob; 1176 free_objects=ob;
1177 nroffreeobjects++; 1177 nroffreeobjects++;
1178#endif 1178#endif
1179} 1179}
1180 1180
1246 mapstruct *m; 1246 mapstruct *m;
1247 sint16 x,y; 1247 sint16 x,y;
1248 1248
1249 1249
1250 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1250 if(QUERY_FLAG(op,FLAG_REMOVED)) {
1251 dump_object(op); 1251 dump_object(op);
1252 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg); 1252 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1253 1253
1254 /* Changed it to always dump core in this case. As has been learned 1254 /* Changed it to always dump core in this case. As has been learned
1255 * in the past, trying to recover from errors almost always 1255 * in the past, trying to recover from errors almost always
1256 * make things worse, and this is a real error here - something 1256 * make things worse, and this is a real error here - something
1257 * that should not happen. 1257 * that should not happen.
1258 * Yes, if this was a mission critical app, trying to do something 1258 * Yes, if this was a mission critical app, trying to do something
1259 * to recover may make sense, but that is because failure of the app 1259 * to recover may make sense, but that is because failure of the app
1260 * may have other disastrous problems. Cf runs out of a script 1260 * may have other disastrous problems. Cf runs out of a script
1261 * so is easily enough restarted without any real problems. 1261 * so is easily enough restarted without any real problems.
1262 * MSW 2001-07-01 1262 * MSW 2001-07-01
1263 */ 1263 */
1264 abort(); 1264 abort();
1265 } 1265 }
1266 if(op->more!=NULL) 1266 if(op->more!=NULL)
1267 remove_ob(op->more); 1267 remove_ob(op->more);
1268 1268
1269 SET_FLAG(op, FLAG_REMOVED); 1269 SET_FLAG(op, FLAG_REMOVED);
1270 1270
1271 /* 1271 /*
1272 * In this case, the object to be removed is in someones 1272 * In this case, the object to be removed is in someones
1273 * inventory. 1273 * inventory.
1274 */ 1274 */
1275 if(op->env!=NULL) { 1275 if(op->env!=NULL) {
1276 if(op->nrof) 1276 if(op->nrof)
1277 sub_weight(op->env, op->weight*op->nrof); 1277 sub_weight(op->env, op->weight*op->nrof);
1278 else 1278 else
1279 sub_weight(op->env, op->weight+op->carrying); 1279 sub_weight(op->env, op->weight+op->carrying);
1280 1280
1281 /* NO_FIX_PLAYER is set when a great many changes are being 1281 /* NO_FIX_PLAYER is set when a great many changes are being
1282 * made to players inventory. If set, avoiding the call 1282 * made to players inventory. If set, avoiding the call
1283 * to save cpu time. 1283 * to save cpu time.
1284 */ 1284 */
1285 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1285 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr &&
1286 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1286 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1287 fix_player(otmp); 1287 fix_player(otmp);
1288 1288
1289 if(op->above!=NULL) 1289 if(op->above!=NULL)
1290 op->above->below=op->below; 1290 op->above->below=op->below;
1291 else 1291 else
1292 op->env->inv=op->below; 1292 op->env->inv=op->below;
1293 1293
1294 if(op->below!=NULL) 1294 if(op->below!=NULL)
1295 op->below->above=op->above; 1295 op->below->above=op->above;
1296 1296
1297 /* we set up values so that it could be inserted into 1297 /* we set up values so that it could be inserted into
1298 * the map, but we don't actually do that - it is up 1298 * the map, but we don't actually do that - it is up
1299 * to the caller to decide what we want to do. 1299 * to the caller to decide what we want to do.
1300 */ 1300 */
1301 op->x=op->env->x,op->y=op->env->y; 1301 op->x=op->env->x,op->y=op->env->y;
1302 op->ox=op->x,op->oy=op->y; 1302 op->ox=op->x,op->oy=op->y;
1303 op->map=op->env->map; 1303 op->map=op->env->map;
1304 op->above=NULL,op->below=NULL; 1304 op->above=NULL,op->below=NULL;
1305 op->env=NULL; 1305 op->env=NULL;
1306 return; 1306 return;
1307 } 1307 }
1308 1308
1309 /* If we get here, we are removing it from a map */ 1309 /* If we get here, we are removing it from a map */
1310 if (op->map == NULL) return; 1310 if (op->map == NULL) return;
1311 1311
1312 x = op->x; 1312 x = op->x;
1313 y = op->y; 1313 y = op->y;
1314 m = get_map_from_coord(op->map, &x, &y); 1314 m = get_map_from_coord(op->map, &x, &y);
1315 1315
1316 if (!m) { 1316 if (!m) {
1317 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1317 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1318 op->map->path, op->x, op->y); 1318 op->map->path, op->x, op->y);
1319 /* in old days, we used to set x and y to 0 and continue. 1319 /* in old days, we used to set x and y to 0 and continue.
1320 * it seems if we get into this case, something is probablye 1320 * it seems if we get into this case, something is probablye
1321 * screwed up and should be fixed. 1321 * screwed up and should be fixed.
1322 */ 1322 */
1323 abort(); 1323 abort();
1324 } 1324 }
1325 if (op->map != m) { 1325 if (op->map != m) {
1326 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 1326 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1327 op->map->path, m->path, op->x, op->y, x, y); 1327 op->map->path, m->path, op->x, op->y, x, y);
1328 } 1328 }
1329 1329
1330 /* Re did the following section of code - it looks like it had 1330 /* Re did the following section of code - it looks like it had
1331 * lots of logic for things we no longer care about 1331 * lots of logic for things we no longer care about
1332 */ 1332 */
1333 1333
1334 /* link the object above us */ 1334 /* link the object above us */
1335 if (op->above) 1335 if (op->above)
1336 op->above->below=op->below; 1336 op->above->below=op->below;
1337 else 1337 else
1338 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */ 1338 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1339 1339
1340 /* Relink the object below us, if there is one */ 1340 /* Relink the object below us, if there is one */
1341 if(op->below) { 1341 if(op->below) {
1342 op->below->above=op->above; 1342 op->below->above=op->above;
1343 } else { 1343 } else {
1344 /* Nothing below, which means we need to relink map object for this space 1344 /* Nothing below, which means we need to relink map object for this space
1345 * use translated coordinates in case some oddness with map tiling is 1345 * use translated coordinates in case some oddness with map tiling is
1346 * evident 1346 * evident
1347 */ 1347 */
1348 if(GET_MAP_OB(m,x,y)!=op) { 1348 if(GET_MAP_OB(m,x,y)!=op) {
1349 dump_object(op); 1349 dump_object(op);
1350 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); 1350 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);
1351 dump_object(GET_MAP_OB(m,x,y)); 1351 dump_object(GET_MAP_OB(m,x,y));
1352 LOG(llevError,"%s\n",errmsg); 1352 LOG(llevError,"%s\n",errmsg);
1353 } 1353 }
1354 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 1354 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1355 } 1355 }
1356 op->above=NULL; 1356 op->above=NULL;
1357 op->below=NULL; 1357 op->below=NULL;
1358 1358
1359 if (op->map->in_memory == MAP_SAVING) 1359 if (op->map->in_memory == MAP_SAVING)
1360 return; 1360 return;
1361 1361
1362 tag = op->count; 1362 tag = op->count;
1363 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1363 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1364 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1364 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1365 /* No point updating the players look faces if he is the object 1365 /* No point updating the players look faces if he is the object
1366 * being removed. 1366 * being removed.
1367 */ 1367 */
1368 1368
1369 if(tmp->type==PLAYER && tmp!=op) { 1369 if(tmp->type==PLAYER && tmp!=op) {
1370 /* If a container that the player is currently using somehow gets 1370 /* If a container that the player is currently using somehow gets
1371 * removed (most likely destroyed), update the player view 1371 * removed (most likely destroyed), update the player view
1372 * appropriately. 1372 * appropriately.
1373 */ 1373 */
1374 if (tmp->container==op) { 1374 if (tmp->container==op) {
1375 CLEAR_FLAG(op, FLAG_APPLIED); 1375 CLEAR_FLAG(op, FLAG_APPLIED);
1376 tmp->container=NULL; 1376 tmp->container=NULL;
1377 } 1377 }
1378 tmp->contr->socket.update_look=1; 1378 tmp->contr->socket.update_look=1;
1379 } 1379 }
1380 /* See if player moving off should effect something */ 1380 /* See if player moving off should effect something */
1381 if (check_walk_off && ((op->move_type & tmp->move_off) && 1381 if (check_walk_off && ((op->move_type & tmp->move_off) &&
1382 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1382 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) {
1383 1383
1384 move_apply(tmp, op, NULL); 1384 move_apply(tmp, op, NULL);
1385 if (was_destroyed (op, tag)) { 1385 if (was_destroyed (op, tag)) {
1386 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1386 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1387 "leaving object\n", tmp->name, tmp->arch->name); 1387 "leaving object\n", tmp->name, tmp->arch->name);
1388 } 1388 }
1389 } 1389 }
1390 1390
1391 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1391 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1392 1392
1393 if(tmp->above == tmp) 1393 if(tmp->above == tmp)
1394 tmp->above = NULL; 1394 tmp->above = NULL;
1395 last=tmp; 1395 last=tmp;
1396 } 1396 }
1397 /* last == NULL of there are no objects on this space */ 1397 /* last == NULL of there are no objects on this space */
1398 if (last==NULL) { 1398 if (last==NULL) {
1399 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1399 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1400 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1400 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1401 * those out anyways, and if there are any flags set right now, they won't 1401 * those out anyways, and if there are any flags set right now, they won't
1402 * be correct anyways. 1402 * be correct anyways.
1403 */ 1403 */
1404 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1404 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1405 update_position(op->map, op->x, op->y); 1405 update_position(op->map, op->x, op->y);
1406 } 1406 }
1407 else 1407 else
1408 update_object(last, UP_OBJ_REMOVE); 1408 update_object(last, UP_OBJ_REMOVE);
1409 1409
1410 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1410 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0))
1411 update_all_los(op->map, op->x, op->y); 1411 update_all_los(op->map, op->x, op->y);
1412 1412
1413} 1413}
1414 1414
1415/* 1415/*
1416 * merge_ob(op,top): 1416 * merge_ob(op,top):
1482{ 1482{
1483 object *tmp, *top, *floor=NULL; 1483 object *tmp, *top, *floor=NULL;
1484 sint16 x,y; 1484 sint16 x,y;
1485 1485
1486 if (QUERY_FLAG (op, FLAG_FREED)) { 1486 if (QUERY_FLAG (op, FLAG_FREED)) {
1487 LOG (llevError, "Trying to insert freed object!\n"); 1487 LOG (llevError, "Trying to insert freed object!\n");
1488 return NULL; 1488 return NULL;
1489 } 1489 }
1490 if(m==NULL) { 1490 if(m==NULL) {
1491 dump_object(op); 1491 dump_object(op);
1492 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1492 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1493 return op; 1493 return op;
1494 } 1494 }
1495 if(out_of_map(m,op->x,op->y)) { 1495 if(out_of_map(m,op->x,op->y)) {
1496 dump_object(op); 1496 dump_object(op);
1497 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1497 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1498#ifdef MANY_CORES 1498#ifdef MANY_CORES
1499 /* Better to catch this here, as otherwise the next use of this object 1499 /* Better to catch this here, as otherwise the next use of this object
1500 * is likely to cause a crash. Better to find out where it is getting 1500 * is likely to cause a crash. Better to find out where it is getting
1501 * improperly inserted. 1501 * improperly inserted.
1502 */ 1502 */
1503 abort(); 1503 abort();
1504#endif 1504#endif
1505 return op; 1505 return op;
1506 } 1506 }
1507 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1507 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1508 dump_object(op); 1508 dump_object(op);
1509 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1509 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1510 return op; 1510 return op;
1511 } 1511 }
1512 if(op->more!=NULL) { 1512 if(op->more!=NULL) {
1513 /* The part may be on a different map. */ 1513 /* The part may be on a different map. */
1514 1514
1515 object *more = op->more; 1515 object *more = op->more;
1516 1516
1517 /* We really need the caller to normalize coordinates - if 1517 /* We really need the caller to normalize coordinates - if
1518 * we set the map, that doesn't work if the location is within 1518 * we set the map, that doesn't work if the location is within
1519 * a map and this is straddling an edge. So only if coordinate 1519 * a map and this is straddling an edge. So only if coordinate
1520 * is clear wrong do we normalize it. 1520 * is clear wrong do we normalize it.
1521 */ 1521 */
1522 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1522 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1523 /* Debugging information so you can see the last coordinates this object had */ 1523 /* Debugging information so you can see the last coordinates this object had */
1524 more->ox = more->x; 1524 more->ox = more->x;
1525 more->oy = more->y; 1525 more->oy = more->y;
1526 more->map = get_map_from_coord(m, &more->x, &more->y); 1526 more->map = get_map_from_coord(m, &more->x, &more->y);
1527 } else if (!more->map) { 1527 } else if (!more->map) {
1528 /* For backwards compatibility - when not dealing with tiled maps, 1528 /* For backwards compatibility - when not dealing with tiled maps,
1529 * more->map should always point to the parent. 1529 * more->map should always point to the parent.
1530 */ 1530 */
1531 more->map = m; 1531 more->map = m;
1532 } 1532 }
1533 1533
1534 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1534 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1535 if ( ! op->head) 1535 if ( ! op->head)
1536 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1536 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1537 return NULL; 1537 return NULL;
1538 } 1538 }
1539 } 1539 }
1540 CLEAR_FLAG(op,FLAG_REMOVED); 1540 CLEAR_FLAG(op,FLAG_REMOVED);
1541 1541
1542 /* Debugging information so you can see the last coordinates this object had */ 1542 /* Debugging information so you can see the last coordinates this object had */
1543 op->ox=op->x; 1543 op->ox=op->x;
1552 y = op->y; 1552 y = op->y;
1553 1553
1554 /* this has to be done after we translate the coordinates. 1554 /* this has to be done after we translate the coordinates.
1555 */ 1555 */
1556 if(op->nrof && !(flag & INS_NO_MERGE)) { 1556 if(op->nrof && !(flag & INS_NO_MERGE)) {
1557 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1557 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1558 if (CAN_MERGE(op,tmp)) { 1558 if (CAN_MERGE(op,tmp)) {
1559 op->nrof+=tmp->nrof; 1559 op->nrof+=tmp->nrof;
1560 remove_ob(tmp); 1560 remove_ob(tmp);
1561 free_object(tmp); 1561 free_object(tmp);
1562 } 1562 }
1563 } 1563 }
1564 1564
1565 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1565 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1566 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1566 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1567 if (!QUERY_FLAG(op, FLAG_ALIVE)) 1567 if (!QUERY_FLAG(op, FLAG_ALIVE))
1568 CLEAR_FLAG(op, FLAG_NO_STEAL); 1568 CLEAR_FLAG(op, FLAG_NO_STEAL);
1569 1569
1570 if (flag & INS_BELOW_ORIGINATOR) { 1570 if (flag & INS_BELOW_ORIGINATOR) {
1571 if (originator->map != op->map || originator->x != op->x || 1571 if (originator->map != op->map || originator->x != op->x ||
1572 originator->y != op->y) { 1572 originator->y != op->y) {
1573 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1573 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1574 abort(); 1574 abort();
1575 } 1575 }
1576 op->above = originator; 1576 op->above = originator;
1577 op->below = originator->below; 1577 op->below = originator->below;
1578 if (op->below) op->below->above = op; 1578 if (op->below) op->below->above = op;
1579 else SET_MAP_OB(op->map, op->x, op->y, op); 1579 else SET_MAP_OB(op->map, op->x, op->y, op);
1580 /* since *below* originator, no need to update top */ 1580 /* since *below* originator, no need to update top */
1581 originator->below = op; 1581 originator->below = op;
1582 } else { 1582 } else {
1583 /* If there are other objects, then */ 1583 /* If there are other objects, then */
1584 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) { 1584 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1585 object *last=NULL; 1585 object *last=NULL;
1586 /* 1586 /*
1587 * If there are multiple objects on this space, we do some trickier handling. 1587 * If there are multiple objects on this space, we do some trickier handling.
1588 * We've already dealt with merging if appropriate. 1588 * We've already dealt with merging if appropriate.
1589 * Generally, we want to put the new object on top. But if 1589 * Generally, we want to put the new object on top. But if
1590 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1590 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1591 * floor, we want to insert above that and no further. 1591 * floor, we want to insert above that and no further.
1592 * Also, if there are spell objects on this space, we stop processing 1592 * Also, if there are spell objects on this space, we stop processing
1593 * once we get to them. This reduces the need to traverse over all of 1593 * once we get to them. This reduces the need to traverse over all of
1594 * them when adding another one - this saves quite a bit of cpu time 1594 * them when adding another one - this saves quite a bit of cpu time
1595 * when lots of spells are cast in one area. Currently, it is presumed 1595 * when lots of spells are cast in one area. Currently, it is presumed
1596 * that flying non pickable objects are spell objects. 1596 * that flying non pickable objects are spell objects.
1597 */ 1597 */
1598 1598
1599 while (top != NULL) { 1599 while (top != NULL) {
1600 if (QUERY_FLAG(top, FLAG_IS_FLOOR) || 1600 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1601 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top; 1601 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1602 if (QUERY_FLAG(top, FLAG_NO_PICK) 1602 if (QUERY_FLAG(top, FLAG_NO_PICK)
1603 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH)) 1603 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1604 && !QUERY_FLAG(top, FLAG_IS_FLOOR)) 1604 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1605 { 1605 {
1606 /* We insert above top, so we want this object below this */ 1606 /* We insert above top, so we want this object below this */
1607 top=top->below; 1607 top=top->below;
1608 break; 1608 break;
1609 } 1609 }
1610 last = top; 1610 last = top;
1611 top = top->above; 1611 top = top->above;
1612 } 1612 }
1613 /* Don't want top to be NULL, so set it to the last valid object */ 1613 /* Don't want top to be NULL, so set it to the last valid object */
1614 top = last; 1614 top = last;
1615 1615
1616 /* We let update_position deal with figuring out what the space 1616 /* We let update_position deal with figuring out what the space
1617 * looks like instead of lots of conditions here. 1617 * looks like instead of lots of conditions here.
1618 * makes things faster, and effectively the same result. 1618 * makes things faster, and effectively the same result.
1619 */ 1619 */
1620 1620
1621 /* Have object 'fall below' other objects that block view. 1621 /* Have object 'fall below' other objects that block view.
1622 * Unless those objects are exits, type 66 1622 * Unless those objects are exits, type 66
1623 * If INS_ON_TOP is used, don't do this processing 1623 * If INS_ON_TOP is used, don't do this processing
1624 * Need to find the object that in fact blocks view, otherwise 1624 * Need to find the object that in fact blocks view, otherwise
1625 * stacking is a bit odd. 1625 * stacking is a bit odd.
1626 */ 1626 */
1627 if (!(flag & INS_ON_TOP) && 1627 if (!(flag & INS_ON_TOP) &&
1628 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && 1628 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1629 (op->face && !op->face->visibility)) { 1629 (op->face && !op->face->visibility)) {
1630 for (last=top; last != floor; last=last->below) 1630 for (last=top; last != floor; last=last->below)
1631 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break; 1631 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1632 /* Check to see if we found the object that blocks view, 1632 /* Check to see if we found the object that blocks view,
1633 * and make sure we have a below pointer for it so that 1633 * and make sure we have a below pointer for it so that
1634 * we can get inserted below this one, which requires we 1634 * we can get inserted below this one, which requires we
1635 * set top to the object below us. 1635 * set top to the object below us.
1636 */ 1636 */
1637 if (last && last->below && last != floor) top=last->below; 1637 if (last && last->below && last != floor) top=last->below;
1638 } 1638 }
1639 } /* If objects on this space */ 1639 } /* If objects on this space */
1640 if (flag & INS_MAP_LOAD) 1640 if (flag & INS_MAP_LOAD)
1641 top = GET_MAP_TOP(op->map,op->x,op->y); 1641 top = GET_MAP_TOP(op->map,op->x,op->y);
1642 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1642 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1643 1643
1644 /* Top is the object that our object (op) is going to get inserted above. 1644 /* Top is the object that our object (op) is going to get inserted above.
1645 */ 1645 */
1646 1646
1647 /* First object on this space */ 1647 /* First object on this space */
1648 if (!top) { 1648 if (!top) {
1649 op->above = GET_MAP_OB(op->map, op->x, op->y); 1649 op->above = GET_MAP_OB(op->map, op->x, op->y);
1650 if (op->above) op->above->below = op; 1650 if (op->above) op->above->below = op;
1651 op->below = NULL; 1651 op->below = NULL;
1652 SET_MAP_OB(op->map, op->x, op->y, op); 1652 SET_MAP_OB(op->map, op->x, op->y, op);
1653 } else { /* get inserted into the stack above top */ 1653 } else { /* get inserted into the stack above top */
1654 op->above = top->above; 1654 op->above = top->above;
1655 if (op->above) op->above->below = op; 1655 if (op->above) op->above->below = op;
1656 op->below = top; 1656 op->below = top;
1657 top->above = op; 1657 top->above = op;
1658 } 1658 }
1659 if (op->above==NULL) 1659 if (op->above==NULL)
1660 SET_MAP_TOP(op->map,op->x, op->y, op); 1660 SET_MAP_TOP(op->map,op->x, op->y, op);
1661 } /* else not INS_BELOW_ORIGINATOR */ 1661 } /* else not INS_BELOW_ORIGINATOR */
1662 1662
1663 if(op->type==PLAYER) 1663 if(op->type==PLAYER)
1664 op->contr->do_los=1; 1664 op->contr->do_los=1;
1665 1665
1666 /* If we have a floor, we know the player, if any, will be above 1666 /* If we have a floor, we know the player, if any, will be above
1667 * it, so save a few ticks and start from there. 1667 * it, so save a few ticks and start from there.
1668 */ 1668 */
1669 if (!(flag & INS_MAP_LOAD)) 1669 if (!(flag & INS_MAP_LOAD))
1670 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1670 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1671 if (tmp->type == PLAYER) 1671 if (tmp->type == PLAYER)
1672 tmp->contr->socket.update_look=1; 1672 tmp->contr->socket.update_look=1;
1673 } 1673 }
1674 1674
1675 /* If this object glows, it may affect lighting conditions that are 1675 /* If this object glows, it may affect lighting conditions that are
1676 * visible to others on this map. But update_all_los is really 1676 * visible to others on this map. But update_all_los is really
1677 * an inefficient way to do this, as it means los for all players 1677 * an inefficient way to do this, as it means los for all players
1680 * this should get redone to only look for players within range, 1680 * this should get redone to only look for players within range,
1681 * or just updating the P_NEED_UPDATE for spaces within this area 1681 * or just updating the P_NEED_UPDATE for spaces within this area
1682 * of effect may be sufficient. 1682 * of effect may be sufficient.
1683 */ 1683 */
1684 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1684 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1685 update_all_los(op->map, op->x, op->y); 1685 update_all_los(op->map, op->x, op->y);
1686 1686
1687 1687
1688 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1688 /* updates flags (blocked, alive, no magic, etc) for this map space */
1689 update_object(op,UP_OBJ_INSERT); 1689 update_object(op,UP_OBJ_INSERT);
1690 1690
1700 1700
1701 /* if this is not the head or flag has been passed, don't check walk on status */ 1701 /* if this is not the head or flag has been passed, don't check walk on status */
1702 1702
1703 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1703 if (!(flag & INS_NO_WALK_ON) && !op->head) {
1704 if (check_move_on(op, originator)) 1704 if (check_move_on(op, originator))
1705 return NULL; 1705 return NULL;
1706 1706
1707 /* If we are a multi part object, lets work our way through the check 1707 /* If we are a multi part object, lets work our way through the check
1708 * walk on's. 1708 * walk on's.
1709 */ 1709 */
1710 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1710 for (tmp=op->more; tmp!=NULL; tmp=tmp->more)
1711 if (check_move_on (tmp, originator)) 1711 if (check_move_on (tmp, originator))
1712 return NULL; 1712 return NULL;
1713 } 1713 }
1714 return op; 1714 return op;
1715} 1715}
1716 1716
1717/* this function inserts an object in the map, but if it 1717/* this function inserts an object in the map, but if it
1723 object *tmp1; 1723 object *tmp1;
1724 1724
1725 /* first search for itself and remove any old instances */ 1725 /* first search for itself and remove any old instances */
1726 1726
1727 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1727 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) {
1728 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1728 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ {
1729 remove_ob(tmp); 1729 remove_ob(tmp);
1730 free_object(tmp); 1730 free_object(tmp);
1731 } 1731 }
1732 } 1732 }
1733 1733
1734 tmp1=arch_to_object(find_archetype(arch_string)); 1734 tmp1=arch_to_object(find_archetype(arch_string));
1735 1735
1736 1736
1749object *get_split_ob(object *orig_ob, uint32 nr) { 1749object *get_split_ob(object *orig_ob, uint32 nr) {
1750 object *newob; 1750 object *newob;
1751 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1751 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1752 1752
1753 if(orig_ob->nrof<nr) { 1753 if(orig_ob->nrof<nr) {
1754 sprintf(errmsg,"There are only %d %ss.", 1754 sprintf(errmsg,"There are only %d %ss.",
1755 orig_ob->nrof?orig_ob->nrof:1, orig_ob->name); 1755 orig_ob->nrof?orig_ob->nrof:1, orig_ob->name);
1756 return NULL; 1756 return NULL;
1757 } 1757 }
1758 newob = object_create_clone(orig_ob); 1758 newob = object_create_clone(orig_ob);
1759 if((orig_ob->nrof-=nr)<1) { 1759 if((orig_ob->nrof-=nr)<1) {
1760 if ( ! is_removed) 1760 if ( ! is_removed)
1761 remove_ob(orig_ob); 1761 remove_ob(orig_ob);
1762 free_object2(orig_ob, 1); 1762 free_object2(orig_ob, 1);
1763 } 1763 }
1764 else if ( ! is_removed) { 1764 else if ( ! is_removed) {
1765 if(orig_ob->env!=NULL) 1765 if(orig_ob->env!=NULL)
1766 sub_weight (orig_ob->env,orig_ob->weight*nr); 1766 sub_weight (orig_ob->env,orig_ob->weight*nr);
1767 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1767 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) {
1768 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1768 strcpy(errmsg, "Tried to split object whose map is not in memory.");
1769 LOG(llevDebug, 1769 LOG(llevDebug,
1770 "Error, Tried to split object whose map is not in memory.\n"); 1770 "Error, Tried to split object whose map is not in memory.\n");
1771 return NULL; 1771 return NULL;
1772 } 1772 }
1773 } 1773 }
1774 newob->nrof=nr; 1774 newob->nrof=nr;
1775 1775
1776 return newob; 1776 return newob;
1777} 1777}
1799 { 1799 {
1800 op->nrof -= i; 1800 op->nrof -= i;
1801 } 1801 }
1802 else if (op->env != NULL) 1802 else if (op->env != NULL)
1803 { 1803 {
1804 /* is this object in the players inventory, or sub container 1804 /* is this object in the players inventory, or sub container
1805 * therein? 1805 * therein?
1806 */ 1806 */
1807 tmp = is_player_inv (op->env); 1807 tmp = is_player_inv (op->env);
1808 /* nope. Is this a container the player has opened? 1808 /* nope. Is this a container the player has opened?
1809 * If so, set tmp to that player. 1809 * If so, set tmp to that player.
1810 * IMO, searching through all the players will mostly 1810 * IMO, searching through all the players will mostly
1811 * likely be quicker than following op->env to the map, 1811 * likely be quicker than following op->env to the map,
1812 * and then searching the map for a player. 1812 * and then searching the map for a player.
1813 */ 1813 */
1814 if (!tmp) { 1814 if (!tmp) {
1815 for (pl=first_player; pl; pl=pl->next) 1815 for (pl=first_player; pl; pl=pl->next)
1816 if (pl->ob->container == op->env) break; 1816 if (pl->ob->container == op->env) break;
1817 if (pl) tmp=pl->ob; 1817 if (pl) tmp=pl->ob;
1818 else tmp=NULL; 1818 else tmp=NULL;
1819 } 1819 }
1820 1820
1821 if (i < op->nrof) { 1821 if (i < op->nrof) {
1822 sub_weight (op->env, op->weight * i); 1822 sub_weight (op->env, op->weight * i);
1823 op->nrof -= i; 1823 op->nrof -= i;
1824 if (tmp) { 1824 if (tmp) {
1832 } 1832 }
1833 } 1833 }
1834 } 1834 }
1835 else 1835 else
1836 { 1836 {
1837 object *above = op->above; 1837 object *above = op->above;
1838 1838
1839 if (i < op->nrof) { 1839 if (i < op->nrof) {
1840 op->nrof -= i; 1840 op->nrof -= i;
1841 } else { 1841 } else {
1842 remove_ob (op); 1842 remove_ob (op);
1843 op->nrof = 0; 1843 op->nrof = 0;
1844 } 1844 }
1845 /* Since we just removed op, op->above is null */ 1845 /* Since we just removed op, op->above is null */
1846 for (tmp = above; tmp != NULL; tmp = tmp->above) 1846 for (tmp = above; tmp != NULL; tmp = tmp->above)
1847 if (tmp->type == PLAYER) { 1847 if (tmp->type == PLAYER) {
1848 if (op->nrof) 1848 if (op->nrof)
1849 esrv_send_item(tmp, op); 1849 esrv_send_item(tmp, op);
1850 else 1850 else
1902 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg); 1902 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1903 return op; 1903 return op;
1904 } 1904 }
1905 if (where->head) { 1905 if (where->head) {
1906 LOG(llevDebug, 1906 LOG(llevDebug,
1907 "Warning: Tried to insert object wrong part of multipart object.\n"); 1907 "Warning: Tried to insert object wrong part of multipart object.\n");
1908 where = where->head; 1908 where = where->head;
1909 } 1909 }
1910 if (op->more) { 1910 if (op->more) {
1911 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1911 LOG(llevError, "Tried to insert multipart object %s (%d)\n",
1912 op->name, op->count); 1912 op->name, op->count);
1915 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1915 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL);
1916 CLEAR_FLAG(op, FLAG_REMOVED); 1916 CLEAR_FLAG(op, FLAG_REMOVED);
1917 if(op->nrof) { 1917 if(op->nrof) {
1918 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1918 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below)
1919 if ( CAN_MERGE(tmp,op) ) { 1919 if ( CAN_MERGE(tmp,op) ) {
1920 /* return the original object and remove inserted object 1920 /* return the original object and remove inserted object
1921 (client needs the original object) */ 1921 (client needs the original object) */
1922 tmp->nrof += op->nrof; 1922 tmp->nrof += op->nrof;
1923 /* Weight handling gets pretty funky. Since we are adding to 1923 /* Weight handling gets pretty funky. Since we are adding to
1924 * tmp->nrof, we need to increase the weight. 1924 * tmp->nrof, we need to increase the weight.
1925 */ 1925 */
1926 add_weight (where, op->weight*op->nrof); 1926 add_weight (where, op->weight*op->nrof);
1927 SET_FLAG(op, FLAG_REMOVED); 1927 SET_FLAG(op, FLAG_REMOVED);
1928 free_object(op); /* free the inserted object */ 1928 free_object(op); /* free the inserted object */
1929 op = tmp; 1929 op = tmp;
1930 remove_ob (op); /* and fix old object's links */ 1930 remove_ob (op); /* and fix old object's links */
1931 CLEAR_FLAG(op, FLAG_REMOVED); 1931 CLEAR_FLAG(op, FLAG_REMOVED);
1932 break; 1932 break;
1933 } 1933 }
1934 1934
1935 /* I assume combined objects have no inventory 1935 /* I assume combined objects have no inventory
1936 * We add the weight - this object could have just been removed 1936 * We add the weight - this object could have just been removed
1937 * (if it was possible to merge). calling remove_ob will subtract 1937 * (if it was possible to merge). calling remove_ob will subtract
1958 /* reset the light list and los of the players on the map */ 1958 /* reset the light list and los of the players on the map */
1959 if((op->glow_radius!=0)&&where->map) 1959 if((op->glow_radius!=0)&&where->map)
1960 { 1960 {
1961#ifdef DEBUG_LIGHTS 1961#ifdef DEBUG_LIGHTS
1962 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1962 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n",
1963 op->name); 1963 op->name);
1964#endif /* DEBUG_LIGHTS */ 1964#endif /* DEBUG_LIGHTS */
1965 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1965 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y);
1966 } 1966 }
1967 1967
1968 /* Client has no idea of ordering so lets not bother ordering it here. 1968 /* Client has no idea of ordering so lets not bother ordering it here.
2006 mapstruct *m=op->map; 2006 mapstruct *m=op->map;
2007 int x=op->x, y=op->y; 2007 int x=op->x, y=op->y;
2008 MoveType move_on, move_slow, move_block; 2008 MoveType move_on, move_slow, move_block;
2009 2009
2010 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 2010 if(QUERY_FLAG(op,FLAG_NO_APPLY))
2011 return 0; 2011 return 0;
2012 2012
2013 tag = op->count; 2013 tag = op->count;
2014 2014
2015 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 2015 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
2016 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 2016 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
2020 * no need to do checking below. have to make sure move_type 2020 * no need to do checking below. have to make sure move_type
2021 * is set, as lots of objects don't have it set - we treat that 2021 * is set, as lots of objects don't have it set - we treat that
2022 * as walking. 2022 * as walking.
2023 */ 2023 */
2024 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 2024 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
2025 return 0; 2025 return 0;
2026 2026
2027 /* This is basically inverse logic of that below - basically, 2027 /* This is basically inverse logic of that below - basically,
2028 * if the object can avoid the move on or slow move, they do so, 2028 * if the object can avoid the move on or slow move, they do so,
2029 * but can't do it if the alternate movement they are using is 2029 * but can't do it if the alternate movement they are using is
2030 * blocked. Logic on this seems confusing, but does seem correct. 2030 * blocked. Logic on this seems confusing, but does seem correct.
2031 */ 2031 */
2032 if ((op->move_type & ~move_on & ~move_block) != 0 && 2032 if ((op->move_type & ~move_on & ~move_block) != 0 &&
2033 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 2033 (op->move_type & ~move_slow & ~move_block) != 0) return 0;
2034 2034
2035 /* The objects have to be checked from top to bottom. 2035 /* The objects have to be checked from top to bottom.
2036 * Hence, we first go to the top: 2036 * Hence, we first go to the top:
2037 */ 2037 */
2038 2038
2039 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 2039 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL &&
2040 tmp->above!=NULL; tmp=tmp->above) { 2040 tmp->above!=NULL; tmp=tmp->above) {
2041 /* Trim the search when we find the first other spell effect 2041 /* Trim the search when we find the first other spell effect
2042 * this helps performance so that if a space has 50 spell objects, 2042 * this helps performance so that if a space has 50 spell objects,
2043 * we don't need to check all of them. 2043 * we don't need to check all of them.
2044 */ 2044 */
2045 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 2045 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break;
2046 } 2046 }
2047 for(;tmp!=NULL; tmp=tmp->below) { 2047 for(;tmp!=NULL; tmp=tmp->below) {
2048 if (tmp == op) continue; /* Can't apply yourself */ 2048 if (tmp == op) continue; /* Can't apply yourself */
2049 2049
2050 /* Check to see if one of the movement types should be slowed down. 2050 /* Check to see if one of the movement types should be slowed down.
2051 * Second check makes sure that the movement types not being slowed 2051 * Second check makes sure that the movement types not being slowed
2052 * (~slow_move) is not blocked on this space - just because the 2052 * (~slow_move) is not blocked on this space - just because the
2053 * space doesn't slow down swimming (for example), if you can't actually 2053 * space doesn't slow down swimming (for example), if you can't actually
2054 * swim on that space, can't use it to avoid the penalty. 2054 * swim on that space, can't use it to avoid the penalty.
2055 */ 2055 */
2056 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 2056 if (!QUERY_FLAG(op, FLAG_WIZPASS)) {
2057 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 2057 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2058 ((op->move_type & tmp->move_slow) && 2058 ((op->move_type & tmp->move_slow) &&
2059 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 2059 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) {
2060 2060
2061 float diff; 2061 float diff;
2062 2062
2063 diff = tmp->move_slow_penalty*FABS(op->speed); 2063 diff = tmp->move_slow_penalty*FABS(op->speed);
2064 if (op->type == PLAYER) { 2064 if (op->type == PLAYER) {
2065 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 2065 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) ||
2066 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 2066 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) {
2067 diff /= 4.0; 2067 diff /= 4.0;
2068 } 2068 }
2069 } 2069 }
2070 op->speed_left -= diff; 2070 op->speed_left -= diff;
2071 } 2071 }
2072 } 2072 }
2073 2073
2074 /* Basically same logic as above, except now for actual apply. */ 2074 /* Basically same logic as above, except now for actual apply. */
2075 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 2075 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2076 ((op->move_type & tmp->move_on) && 2076 ((op->move_type & tmp->move_on) &&
2077 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 2077 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) {
2078 2078
2079 move_apply(tmp, op, originator); 2079 move_apply(tmp, op, originator);
2080 if (was_destroyed (op, tag)) 2080 if (was_destroyed (op, tag))
2081 return 1; 2081 return 1;
2082 2082
2083 /* what the person/creature stepped onto has moved the object 2083 /* what the person/creature stepped onto has moved the object
2084 * someplace new. Don't process any further - if we did, 2084 * someplace new. Don't process any further - if we did,
2085 * have a feeling strange problems would result. 2085 * have a feeling strange problems would result.
2086 */ 2086 */
2087 if (op->map != m || op->x != x || op->y != y) return 0; 2087 if (op->map != m || op->x != x || op->y != y) return 0;
2088 } 2088 }
2089 } 2089 }
2090 return 0; 2090 return 0;
2091} 2091}
2092 2092
2093/* 2093/*
2157 2157
2158object *present_in_ob_by_name(int type, const char *str, const object *op) { 2158object *present_in_ob_by_name(int type, const char *str, const object *op) {
2159 object *tmp; 2159 object *tmp;
2160 2160
2161 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2161 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
2162 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2162 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name)))
2163 return tmp; 2163 return tmp;
2164 } 2164 }
2165 return NULL; 2165 return NULL;
2166} 2166}
2167 2167
2168/* 2168/*
2238int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2238int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) {
2239 int i,index=0, flag; 2239 int i,index=0, flag;
2240 static int altern[SIZEOFFREE]; 2240 static int altern[SIZEOFFREE];
2241 2241
2242 for(i=start;i<stop;i++) { 2242 for(i=start;i<stop;i++) {
2243 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2243 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]);
2244 if(!flag) 2244 if(!flag)
2245 altern[index++]=i; 2245 altern[index++]=i;
2246 2246
2247 /* Basically, if we find a wall on a space, we cut down the search size. 2247 /* Basically, if we find a wall on a space, we cut down the search size.
2248 * In this way, we won't return spaces that are on another side of a wall. 2248 * In this way, we won't return spaces that are on another side of a wall.
2249 * This mostly work, but it cuts down the search size in all directions - 2249 * This mostly work, but it cuts down the search size in all directions -
2250 * if the space being examined only has a wall to the north and empty 2250 * if the space being examined only has a wall to the north and empty
2251 * spaces in all the other directions, this will reduce the search space 2251 * spaces in all the other directions, this will reduce the search space
2252 * to only the spaces immediately surrounding the target area, and 2252 * to only the spaces immediately surrounding the target area, and
2253 * won't look 2 spaces south of the target space. 2253 * won't look 2 spaces south of the target space.
2254 */ 2254 */
2255 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2255 else if ((flag & AB_NO_PASS) && maxfree[i]<stop)
2256 stop=maxfree[i]; 2256 stop=maxfree[i];
2257 } 2257 }
2258 if(!index) return -1; 2258 if(!index) return -1;
2259 return altern[RANDOM()%index]; 2259 return altern[RANDOM()%index];
2260} 2260}
2261 2261
2267 */ 2267 */
2268 2268
2269int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2269int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) {
2270 int i; 2270 int i;
2271 for(i=0;i<SIZEOFFREE;i++) { 2271 for(i=0;i<SIZEOFFREE;i++) {
2272 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2272 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]))
2273 return i; 2273 return i;
2274 } 2274 }
2275 return -1; 2275 return -1;
2276} 2276}
2277 2277
2278/* 2278/*
2284 int i, j, tmp, len; 2284 int i, j, tmp, len;
2285 2285
2286 len = end-begin; 2286 len = end-begin;
2287 for(i = begin; i < end; i++) 2287 for(i = begin; i < end; i++)
2288 { 2288 {
2289 j = begin+RANDOM()%len; 2289 j = begin+RANDOM()%len;
2290 2290
2291 tmp = arr[i]; 2291 tmp = arr[i];
2292 arr[i] = arr[j]; 2292 arr[i] = arr[j];
2293 arr[j] = tmp; 2293 arr[j] = tmp;
2294 } 2294 }
2295} 2295}
2296 2296
2297/* new function to make monster searching more efficient, and effective! 2297/* new function to make monster searching more efficient, and effective!
2298 * This basically returns a randomized array (in the passed pointer) of 2298 * This basically returns a randomized array (in the passed pointer) of
2305{ 2305{
2306 int i; 2306 int i;
2307 2307
2308 for(i = 0; i < SIZEOFFREE; i++) 2308 for(i = 0; i < SIZEOFFREE; i++)
2309 { 2309 {
2310 search_arr[i] = i; 2310 search_arr[i] = i;
2311 } 2311 }
2312 2312
2313 permute(search_arr, 1, SIZEOFFREE1+1); 2313 permute(search_arr, 1, SIZEOFFREE1+1);
2314 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2314 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1);
2315 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2315 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE);
2334 object *tmp; 2334 object *tmp;
2335 mapstruct *mp; 2335 mapstruct *mp;
2336 MoveType blocked, move_type; 2336 MoveType blocked, move_type;
2337 2337
2338 if (exclude && exclude->head) { 2338 if (exclude && exclude->head) {
2339 exclude = exclude->head; 2339 exclude = exclude->head;
2340 move_type = exclude->move_type; 2340 move_type = exclude->move_type;
2341 } else { 2341 } else {
2342 /* If we don't have anything, presume it can use all movement types. */ 2342 /* If we don't have anything, presume it can use all movement types. */
2343 move_type=MOVE_ALL; 2343 move_type=MOVE_ALL;
2344 } 2344 }
2345 2345
2346 for(i=1;i<max;i++) { 2346 for(i=1;i<max;i++) {
2347 mp = m; 2347 mp = m;
2348 nx = x + freearr_x[i]; 2348 nx = x + freearr_x[i];
2349 ny = y + freearr_y[i]; 2349 ny = y + freearr_y[i];
2350 2350
2351 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2351 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny);
2352 if (mflags & P_OUT_OF_MAP) { 2352 if (mflags & P_OUT_OF_MAP) {
2353 max = maxfree[i]; 2353 max = maxfree[i];
2354 } else { 2354 } else {
2355 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2355 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2356 2356
2357 if ((move_type & blocked) == move_type) { 2357 if ((move_type & blocked) == move_type) {
2358 max=maxfree[i]; 2358 max=maxfree[i];
2359 } else if (mflags & P_IS_ALIVE) { 2359 } else if (mflags & P_IS_ALIVE) {
2360 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2360 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) {
2361 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2361 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) &&
2362 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2362 (tmp != exclude ||(tmp->head && tmp->head != exclude))) {
2363 break; 2363 break;
2364 } 2364 }
2365 } 2365 }
2366 if(tmp) { 2366 if(tmp) {
2367 return freedir[i]; 2367 return freedir[i];
2368 } 2368 }
2369 } 2369 }
2370 } 2370 }
2371 } 2371 }
2372 return 0; 2372 return 0;
2373} 2373}
2374 2374
2375/* 2375/*
2539 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2539 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0;
2540 2540
2541 /* yes, can see. */ 2541 /* yes, can see. */
2542 if(dir < 9) return 1; 2542 if(dir < 9) return 1;
2543 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2543 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) |
2544 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2544 can_see_monsterP(m,x,y, reduction_dir[dir][1]) |
2545 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2545 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2546} 2546}
2547 2547
2548 2548
2549 2549
2550/* 2550/*
2551 * can_pick(picker, item): finds out if an object is possible to be 2551 * can_pick(picker, item): finds out if an object is possible to be
2552 * picked up by the picker. Returnes 1 if it can be 2552 * picked up by the picker. Returnes 1 if it can be
2553 * picked up, otherwise 0. 2553 * picked up, otherwise 0.
2554 * 2554 *
2559 */ 2559 */
2560 2560
2561int can_pick(const object *who, const object *item) { 2561int can_pick(const object *who, const object *item) {
2562 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2562 return /*QUERY_FLAG(who,FLAG_WIZ)||*/
2563 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2563 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&&
2564 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2564 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible &&
2565 (who->type==PLAYER||item->weight<who->weight/3)); 2565 (who->type==PLAYER||item->weight<who->weight/3));
2566} 2566}
2567 2567
2568 2568
2569/* 2569/*
2594 prev->more = tmp; 2594 prev->more = tmp;
2595 prev = tmp; 2595 prev = tmp;
2596 } 2596 }
2597 /*** copy inventory ***/ 2597 /*** copy inventory ***/
2598 for(item = src->inv; item; item = item->below) { 2598 for(item = src->inv; item; item = item->below) {
2599 (void) insert_ob_in_ob(object_create_clone(item),dst); 2599 (void) insert_ob_in_ob(object_create_clone(item),dst);
2600 } 2600 }
2601 2601
2602 return dst; 2602 return dst;
2603} 2603}
2604 2604
2618/* Also remember that multiparts objects are not supported for now. */ 2618/* Also remember that multiparts objects are not supported for now. */
2619 2619
2620object* load_object_str(const char *obstr) 2620object* load_object_str(const char *obstr)
2621{ 2621{
2622 object *op; 2622 object *op;
2623 FILE *tempfile;
2624 char filename[MAX_BUF]; 2623 char filename[MAX_BUF];
2625 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2624 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir);
2625
2626 tempfile=fopen(filename,"w"); 2626 FILE *tempfile=fopen(filename,"w");
2627 if (tempfile == NULL) 2627 if (tempfile == NULL)
2628 { 2628 {
2629 LOG(llevError,"Error - Unable to access load object temp file\n"); 2629 LOG(llevError,"Error - Unable to access load object temp file\n");
2630 return NULL; 2630 return NULL;
2631 }; 2631 };
2632 fprintf(tempfile,obstr); 2632 fprintf(tempfile,obstr);
2633 fclose(tempfile); 2633 fclose(tempfile);
2634 2634
2635 op=get_object(); 2635 op=get_object();
2636 2636
2637 tempfile=fopen(filename,"r"); 2637 object_thawer thawer (filename);
2638 if (tempfile == NULL) 2638 if (thawer)
2639 {
2640 LOG(llevError,"Error - Unable to read object temp file\n");
2641 return NULL;
2642 };
2643 load_object(tempfile,op,LO_NEWFILE,0); 2639 load_object(thawer,op,LO_NEWFILE,0);
2644 LOG(llevDebug," load str completed, object=%s\n",op->name); 2640 LOG(llevDebug," load str completed, object=%s\n",op->name);
2645 CLEAR_FLAG(op,FLAG_REMOVED); 2641 CLEAR_FLAG(op,FLAG_REMOVED);
2646 fclose(tempfile); 2642
2647 return op; 2643 return op;
2648} 2644}
2649 2645
2650/* This returns the first object in who's inventory that 2646/* This returns the first object in who's inventory that
2651 * has the same type and subtype match. 2647 * has the same type and subtype match.
2654object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2650object *find_obj_by_type_subtype(const object *who, int type, int subtype)
2655{ 2651{
2656 object *tmp; 2652 object *tmp;
2657 2653
2658 for (tmp=who->inv; tmp; tmp=tmp->below) 2654 for (tmp=who->inv; tmp; tmp=tmp->below)
2659 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2655 if (tmp->type == type && tmp->subtype == subtype) return tmp;
2660 2656
2661 return NULL; 2657 return NULL;
2662} 2658}
2663 2659
2664/* If ob has a field named key, return the link from the list, 2660/* If ob has a field named key, return the link from the list,
2725 */ 2721 */
2726int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) { 2722int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) {
2727 key_value * field = NULL, *last=NULL; 2723 key_value * field = NULL, *last=NULL;
2728 2724
2729 for (field=op->key_values; field != NULL; field=field->next) { 2725 for (field=op->key_values; field != NULL; field=field->next) {
2730 if (field->key != canonical_key) { 2726 if (field->key != canonical_key) {
2731 last = field; 2727 last = field;
2732 continue; 2728 continue;
2733 } 2729 }
2734 2730
2735 if (field->value) FREE_AND_CLEAR_STR(field->value); 2731 if (field->value) FREE_AND_CLEAR_STR(field->value);
2736 if (value) 2732 if (value)
2737 field->value = add_string(value); 2733 field->value = add_string(value);
2738 else { 2734 else {
2739 /* Basically, if the archetype has this key set, 2735 /* Basically, if the archetype has this key set,
2740 * we need to store the null value so when we save 2736 * we need to store the null value so when we save
2741 * it, we save the empty value so that when we load, 2737 * it, we save the empty value so that when we load,
2742 * we get this value back again. 2738 * we get this value back again.
2743 */ 2739 */
2744 if (get_ob_key_link(&op->arch->clone, canonical_key)) 2740 if (get_ob_key_link(&op->arch->clone, canonical_key))
2745 field->value = NULL; 2741 field->value = NULL;
2746 else { 2742 else {
2747 /* Delete this link */ 2743 /* Delete this link */
2748 if (field->key) FREE_AND_CLEAR_STR(field->key); 2744 if (field->key) FREE_AND_CLEAR_STR(field->key);
2749 if (field->value) FREE_AND_CLEAR_STR(field->value); 2745 if (field->value) FREE_AND_CLEAR_STR(field->value);
2750 if (last) last->next = field->next; 2746 if (last) last->next = field->next;
2751 else op->key_values = field->next; 2747 else op->key_values = field->next;
2752 free(field); 2748 free(field);
2753 } 2749 }
2754 } 2750 }
2755 return TRUE; 2751 return TRUE;
2756 } 2752 }
2757 /* IF we get here, key doesn't exist */ 2753 /* IF we get here, key doesn't exist */
2758 2754
2759 /* No field, we'll have to add it. */ 2755 /* No field, we'll have to add it. */

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