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Comparing deliantra/server/common/object.C (file contents):
Revision 1.14 by root, Mon Sep 4 11:07:59 2006 UTC vs.
Revision 1.32 by root, Mon Sep 11 23:53:30 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.14 2006/09/04 11:07:59 root Exp $";
4 */
5 1
6/* 2/*
7 CrossFire, A Multiplayer game for X-windows 3 CrossFire, A Multiplayer game for X-windows
8 4
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
28 24
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 27 variable. */
32#include <global.h> 28#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 29#include <stdio.h>
35#include <sys/types.h> 30#include <sys/types.h>
36#include <sys/uio.h> 31#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 32#include <object.h>
39#include <funcpoint.h> 33#include <funcpoint.h>
40#include <skills.h> 34#include <skills.h>
41#include <loader.h> 35#include <loader.h>
36
42int nrofallocobjects = 0; 37int nrofallocobjects = 0;
43 38
44object *objects; /* Pointer to the list of used objects */ 39object *objects; /* Pointer to the list of used objects */
45object *active_objects; /* List of active objects that need to be processed */ 40object *active_objects; /* List of active objects that need to be processed */
46 41
47short freearr_x[SIZEOFFREE]= 42short 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}; 43 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]= 44};
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, 45short 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}; 46 -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]= 47};
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, 48int 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}; 49 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
50};
56int freedir[SIZEOFFREE]= { 51int 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, 52 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}; 53 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
59 54};
60 55
61/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 56/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
57static int
62static int compare_ob_value_lists_one(const object * wants, const object * has) { 58compare_ob_value_lists_one (const object *wants, const object *has)
59{
63 key_value * wants_field; 60 key_value *wants_field;
64 61
65 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 62 /* 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 63 * objects with lists are rare, and lists stay short. If not, use a
67 * different structure or at least keep the lists sorted... 64 * different structure or at least keep the lists sorted...
68 */ 65 */
69 66
70 /* For each field in wants, */ 67 /* For each field in wants, */
71 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 68 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
69 {
72 key_value * has_field; 70 key_value *has_field;
73 71
74 /* Look for a field in has with the same key. */ 72 /* Look for a field in has with the same key. */
75 has_field = get_ob_key_link(has, wants_field->key); 73 has_field = get_ob_key_link (has, wants_field->key);
74
75 if (has_field == NULL)
76 76 {
77 if (has_field == NULL) {
78 /* No field with that name. */ 77 /* No field with that name. */
79 return FALSE; 78 return FALSE;
80 }
81 79 }
80
82 /* Found the matching field. */ 81 /* Found the matching field. */
83 if (has_field->value != wants_field->value) { 82 if (has_field->value != wants_field->value)
83 {
84 /* Values don't match, so this half of the comparison is false. */ 84 /* Values don't match, so this half of the comparison is false. */
85 return FALSE; 85 return FALSE;
86 } 86 }
87 87
88 /* If we get here, we found a match. Now for the next field in wants. */ 88 /* If we get here, we found a match. Now for the next field in wants. */
89 }
90 89 }
90
91 /* If we get here, every field in wants has a matching field in has. */ 91 /* If we get here, every field in wants has a matching field in has. */
92 return TRUE; 92 return TRUE;
93} 93}
94 94
95/* Returns TRUE if ob1 has the same key_values as ob2. */ 95/* Returns TRUE if ob1 has the same key_values as ob2. */
96static int
96static int compare_ob_value_lists(const object * ob1, const object * ob2) { 97compare_ob_value_lists (const object *ob1, const object *ob2)
98{
97 /* However, there may be fields in has which aren't partnered in wants, 99 /* However, there may be fields in has which aren't partnered in wants,
98 * so we need to run the comparison *twice*. :( 100 * so we need to run the comparison *twice*. :(
99 */ 101 */
100 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 102 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
101} 103}
102 104
103/* Function examines the 2 objects given to it, and returns true if 105/* Function examines the 2 objects given to it, and returns true if
104 * they can be merged together. 106 * they can be merged together.
105 * 107 *
111 * 113 *
112 * Improvements made with merge: Better checking on potion, and also 114 * Improvements made with merge: Better checking on potion, and also
113 * check weight 115 * check weight
114 */ 116 */
115 117
116int CAN_MERGE(object *ob1, object *ob2) { 118bool object::can_merge (object *ob1, object *ob2)
117 119{
118 /* A couple quicksanity checks */ 120 /* A couple quicksanity checks */
119 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 121 if ((ob1 == ob2) || (ob1->type != ob2->type))
122 return 0;
120 123
121 if (ob1->speed != ob2->speed) return 0; 124 if (ob1->speed != ob2->speed)
122 /* Note sure why the following is the case - either the object has to 125 return 0;
123 * be animated or have a very low speed. Is this an attempted monster 126
124 * check? 127 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
128 * value could not be stored in a sint32 (which unfortunately sometimes is
129 * used to store nrof).
125 */ 130 */
126 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED) 131 if (ob1->nrof + ob2->nrof >= 1UL << 31)
132 return 0;
133
134 /* If the objects have been identified, set the BEEN_APPLIED flag.
135 * This is to the comparison of the flags below will be OK. We
136 * just can't ignore the been applied or identified flags, as they
137 * are not equal - just if it has been identified, the been_applied
138 * flags lose any meaning.
139 */
140 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
141 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
142
143 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
144 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
145
146
147 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
148 * being locked in inventory should prevent merging.
149 * 0x4 in flags3 is CLIENT_SENT
150 */
151 if ((ob1->arch != ob2->arch) ||
152 (ob1->flags[0] != ob2->flags[0]) ||
153 (ob1->flags[1] != ob2->flags[1]) ||
154 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
155 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
156 (ob1->name != ob2->name) ||
157 (ob1->title != ob2->title) ||
158 (ob1->msg != ob2->msg) ||
159 (ob1->weight != ob2->weight) ||
160 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
161 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
162 (ob1->attacktype != ob2->attacktype) ||
163 (ob1->magic != ob2->magic) ||
164 (ob1->slaying != ob2->slaying) ||
165 (ob1->skill != ob2->skill) ||
166 (ob1->value != ob2->value) ||
167 (ob1->animation_id != ob2->animation_id) ||
168 (ob1->client_type != ob2->client_type) ||
169 (ob1->materialname != ob2->materialname) ||
170 (ob1->lore != ob2->lore) ||
171 (ob1->subtype != ob2->subtype) ||
172 (ob1->move_type != ob2->move_type) ||
173 (ob1->move_block != ob2->move_block) ||
174 (ob1->move_allow != ob2->move_allow) ||
175 (ob1->move_on != ob2->move_on) ||
176 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty))
177 return 0;
178
179 /* This is really a spellbook check - really, we should
180 * check all objects in the inventory.
181 */
182 if (ob1->inv || ob2->inv)
183 {
184 /* if one object has inventory but the other doesn't, not equiv */
185 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
127 return 0; 186 return 0;
128 187
129 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 188 /* Now check to see if the two inventory objects could merge */
130 * value could not be stored in a sint32 (which unfortunately sometimes is 189 if (!CAN_MERGE (ob1->inv, ob2->inv))
131 * used to store nrof).
132 */
133 if (ob1->nrof+ob2->nrof >= 1UL<<31)
134 return 0; 190 return 0;
135 191
136 /* This is really a spellbook check - really, we should
137 * check all objects in the inventory.
138 */
139 if (ob1->inv || ob2->inv) {
140 /* if one object has inventory but the other doesn't, not equiv */
141 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
142
143 /* Now check to see if the two inventory objects could merge */
144 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
145
146 /* inventory ok - still need to check rest of this object to see 192 /* inventory ok - still need to check rest of this object to see
147 * if it is valid. 193 * if it is valid.
148 */ 194 */
149 } 195 }
150 196
151 /* If the objects have been identified, set the BEEN_APPLIED flag.
152 * This is to the comparison of the flags below will be OK. We
153 * just can't ignore the been applied or identified flags, as they
154 * are not equal - just if it has been identified, the been_applied
155 * flags lose any meaning.
156 */
157 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED))
158 SET_FLAG(ob1, FLAG_BEEN_APPLIED);
159
160 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
161 SET_FLAG(ob2, FLAG_BEEN_APPLIED);
162
163
164 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
165 * being locked in inventory should prevent merging.
166 * 0x4 in flags3 is CLIENT_SENT
167 */
168 if ((ob1->arch != ob2->arch) ||
169 (ob1->flags[0] != ob2->flags[0]) ||
170 (ob1->flags[1] != ob2->flags[1]) ||
171 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
172 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
173 (ob1->name != ob2->name) ||
174 (ob1->title != ob2->title) ||
175 (ob1->msg != ob2->msg) ||
176 (ob1->weight != ob2->weight) ||
177 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) ||
178 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
179 (ob1->attacktype != ob2->attacktype) ||
180 (ob1->magic != ob2->magic) ||
181 (ob1->slaying != ob2->slaying) ||
182 (ob1->skill != ob2->skill) ||
183 (ob1->value != ob2->value) ||
184 (ob1->animation_id != ob2->animation_id) ||
185 (ob1->client_type != ob2->client_type) ||
186 (ob1->materialname != ob2->materialname) ||
187 (ob1->lore != ob2->lore) ||
188 (ob1->subtype != ob2->subtype) ||
189 (ob1->move_type != ob2->move_type) ||
190 (ob1->move_block != ob2->move_block) ||
191 (ob1->move_allow != ob2->move_allow) ||
192 (ob1->move_on != ob2->move_on) ||
193 (ob1->move_off != ob2->move_off) ||
194 (ob1->move_slow != ob2->move_slow) ||
195 (ob1->move_slow_penalty != ob2->move_slow_penalty)
196 )
197 return 0;
198
199 /* Don't merge objects that are applied. With the new 'body' code, 197 /* Don't merge objects that are applied. With the new 'body' code,
200 * it is possible for most any character to have more than one of 198 * it is possible for most any character to have more than one of
201 * some items equipped, and we don't want those to merge. 199 * some items equipped, and we don't want those to merge.
202 */ 200 */
203 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 201 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
202 return 0;
203
204 /* Note sure why the following is the case - either the object has to
205 * be animated or have a very low speed. Is this an attempted monster
206 * check?
207 */
208 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
209 return 0;
210
211 switch (ob1->type)
212 {
213 case SCROLL:
214 if (ob1->level != ob2->level)
215 return 0;
216 break;
217 }
218
219 if (ob1->key_values != NULL || ob2->key_values != NULL)
220 {
221 /* At least one of these has key_values. */
222 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
223 /* One has fields, but the other one doesn't. */
204 return 0; 224 return 0;
205
206 switch (ob1->type) {
207 case SCROLL:
208 if (ob1->level != ob2->level) return 0;
209 break;
210
211 }
212 if (ob1->key_values != NULL || ob2->key_values != NULL) {
213 /* At least one of these has key_values. */
214 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) {
215 /* One has fields, but the other one doesn't. */
216 return 0;
217 } else if (!compare_ob_value_lists(ob1, ob2)) { 225 else if (!compare_ob_value_lists (ob1, ob2))
218 return 0; 226 return 0;
219 } 227 }
228
229 //TODO: generate an event or call into perl for additional checks
230 if (ob1->self || ob2->self)
220 } 231 {
232 ob1->optimise ();
233 ob2->optimise ();
221 234
235 if (ob1->self || ob2->self)
236 return 0;
237 }
238
222 /* Everything passes, must be OK. */ 239 /* Everything passes, must be OK. */
223 return 1; 240 return 1;
224} 241}
225 242
226/* 243/*
227 * sum_weight() is a recursive function which calculates the weight 244 * sum_weight() is a recursive function which calculates the weight
228 * an object is carrying. It goes through in figures out how much 245 * an object is carrying. It goes through in figures out how much
229 * containers are carrying, and sums it up. 246 * containers are carrying, and sums it up.
230 */ 247 */
231signed long sum_weight(object *op) { 248long
249sum_weight (object *op)
250{
232 signed long sum; 251 long sum;
233 object *inv; 252 object *inv;
253
234 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 254 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
255 {
235 if (inv->inv) 256 if (inv->inv)
236 sum_weight(inv); 257 sum_weight (inv);
237 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 258 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
238 } 259 }
239 if (op->type == CONTAINER && op->stats.Str) 260 if (op->type == CONTAINER && op->stats.Str)
240 sum = (sum * (100 - op->stats.Str))/100; 261 sum = (sum * (100 - op->stats.Str)) / 100;
241 if(op->carrying != sum) 262 if (op->carrying != sum)
242 op->carrying = sum; 263 op->carrying = sum;
243 return sum; 264 return sum;
244} 265}
245 266
246/** 267/**
247 * Return the outermost environment object for a given object. 268 * Return the outermost environment object for a given object.
248 */ 269 */
249 270
271object *
250object *object_get_env_recursive (object *op) { 272object_get_env_recursive (object *op)
273{
251 while (op->env != NULL) 274 while (op->env != NULL)
252 op = op->env; 275 op = op->env;
253 return op; 276 return op;
254} 277}
255 278
256/* 279/*
257 * Eneq(@csd.uu.se): Since we can have items buried in a character we need 280 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
258 * a better check. We basically keeping traversing up until we can't 281 * a better check. We basically keeping traversing up until we can't
259 * or find a player. 282 * or find a player.
260 */ 283 */
261 284
285object *
262object *is_player_inv (object *op) { 286is_player_inv (object *op)
287{
263 for (;op!=NULL&&op->type!=PLAYER; op=op->env) 288 for (; op != NULL && op->type != PLAYER; op = op->env)
264 if (op->env==op) 289 if (op->env == op)
265 op->env = NULL; 290 op->env = NULL;
266 return op; 291 return op;
267} 292}
268 293
269/* 294/*
270 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 295 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
271 * Some error messages. 296 * Some error messages.
272 * The result of the dump is stored in the static global errmsg array. 297 * The result of the dump is stored in the static global errmsg array.
273 */ 298 */
274 299
300void
275void dump_object2(object *op) { 301dump_object2 (object *op)
302{
276errmsg[0] = 0; 303 errmsg[0] = 0;
277return; 304 return;
278 //TODO//D#d# 305 //TODO//D#d#
279#if 0 306#if 0
280 char *cp; 307 char *cp;
308
281/* object *tmp;*/ 309/* object *tmp;*/
282 310
283 if(op->arch!=NULL) { 311 if (op->arch != NULL)
312 {
284 strcat(errmsg,"arch "); 313 strcat (errmsg, "arch ");
285 strcat(errmsg,op->arch->name?op->arch->name:"(null)"); 314 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
286 strcat(errmsg,"\n"); 315 strcat (errmsg, "\n");
287 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL) 316 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
288 strcat(errmsg,cp); 317 strcat (errmsg, cp);
289#if 0 318# if 0
290 /* Don't dump player diffs - they are too long, mostly meaningless, and 319 /* Don't dump player diffs - they are too long, mostly meaningless, and
291 * will overflow the buffer. 320 * will overflow the buffer.
292 * Changed so that we don't dump inventory either. This may 321 * Changed so that we don't dump inventory either. This may
293 * also overflow the buffer. 322 * also overflow the buffer.
294 */ 323 */
295 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL) 324 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
296 strcat(errmsg,cp); 325 strcat (errmsg, cp);
297 for (tmp=op->inv; tmp; tmp=tmp->below) 326 for (tmp = op->inv; tmp; tmp = tmp->below)
298 dump_object2(tmp); 327 dump_object2 (tmp);
328# endif
329 strcat (errmsg, "end\n");
330 }
331 else
332 {
333 strcat (errmsg, "Object ");
334 if (op->name == NULL)
335 strcat (errmsg, "(null)");
336 else
337 strcat (errmsg, op->name);
338 strcat (errmsg, "\n");
339# if 0
340 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
341 strcat (errmsg, cp);
342 for (tmp = op->inv; tmp; tmp = tmp->below)
343 dump_object2 (tmp);
344# endif
345 strcat (errmsg, "end\n");
346 }
299#endif 347#endif
300 strcat(errmsg,"end\n");
301 } else {
302 strcat(errmsg,"Object ");
303 if (op->name==NULL) strcat(errmsg, "(null)");
304 else strcat(errmsg,op->name);
305 strcat(errmsg,"\n");
306#if 0
307 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
308 strcat(errmsg,cp);
309 for (tmp=op->inv; tmp; tmp=tmp->below)
310 dump_object2(tmp);
311#endif
312 strcat(errmsg,"end\n");
313 }
314#endif
315} 348}
316 349
317/* 350/*
318 * Dumps an object. Returns output in the static global errmsg array. 351 * Dumps an object. Returns output in the static global errmsg array.
319 */ 352 */
320 353
354void
321void dump_object(object *op) { 355dump_object (object *op)
356{
322 if(op==NULL) { 357 if (op == NULL)
358 {
323 strcpy(errmsg,"[NULL pointer]"); 359 strcpy (errmsg, "[NULL pointer]");
324 return; 360 return;
325 } 361 }
326 errmsg[0]='\0'; 362 errmsg[0] = '\0';
327 dump_object2(op); 363 dump_object2 (op);
328} 364}
329 365
366void
330void dump_all_objects(void) { 367dump_all_objects (void)
368{
331 object *op; 369 object *op;
370
332 for(op=objects;op!=NULL;op=op->next) { 371 for (op = objects; op != NULL; op = op->next)
372 {
333 dump_object(op); 373 dump_object (op);
334 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg); 374 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
335 } 375 }
336} 376}
337 377
338/* 378/*
339 * get_nearest_part(multi-object, object 2) returns the part of the 379 * get_nearest_part(multi-object, object 2) returns the part of the
340 * multi-object 1 which is closest to the second object. 380 * multi-object 1 which is closest to the second object.
341 * If it's not a multi-object, it is returned. 381 * If it's not a multi-object, it is returned.
342 */ 382 */
343 383
384object *
344object *get_nearest_part(object *op, const object *pl) { 385get_nearest_part (object *op, const object *pl)
386{
345 object *tmp,*closest; 387 object *tmp, *closest;
346 int last_dist,i; 388 int last_dist, i;
389
347 if(op->more==NULL) 390 if (op->more == NULL)
348 return op; 391 return op;
349 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 392 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
350 if((i=distance(tmp,pl))<last_dist) 393 if ((i = distance (tmp, pl)) < last_dist)
351 closest=tmp,last_dist=i; 394 closest = tmp, last_dist = i;
352 return closest; 395 return closest;
353} 396}
354 397
355/* 398/*
356 * Returns the object which has the count-variable equal to the argument. 399 * Returns the object which has the count-variable equal to the argument.
357 */ 400 */
358 401
402object *
359object *find_object(tag_t i) { 403find_object (tag_t i)
404{
360 object *op; 405 object *op;
406
361 for(op=objects;op!=NULL;op=op->next) 407 for (op = objects; op != NULL; op = op->next)
362 if(op->count==i) 408 if (op->count == i)
363 break; 409 break;
364 return op; 410 return op;
365} 411}
366 412
367/* 413/*
368 * Returns the first object which has a name equal to the argument. 414 * Returns the first object which has a name equal to the argument.
369 * Used only by the patch command, but not all that useful. 415 * Used only by the patch command, but not all that useful.
370 * Enables features like "patch <name-of-other-player> food 999" 416 * Enables features like "patch <name-of-other-player> food 999"
371 */ 417 */
372 418
419object *
373object *find_object_name(const char *str) { 420find_object_name (const char *str)
421{
374 const char *name = shstr::find (str); 422 const char *name = shstr::find (str);
375 object *op; 423 object *op;
424
376 for(op=objects;op!=NULL;op=op->next) 425 for (op = objects; op != NULL; op = op->next)
377 if(&op->name == name) 426 if (&op->name == name)
378 break; 427 break;
379 428
380 return op; 429 return op;
381} 430}
382 431
432void
383void free_all_object_data () 433free_all_object_data ()
384{ 434{
385 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 435 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
386} 436}
387 437
388/* 438/*
393 * Changed 2004-02-12 - if the player is setting at the play again 443 * Changed 2004-02-12 - if the player is setting at the play again
394 * prompt, he is removed, and we don't want to treat him as an owner of 444 * prompt, he is removed, and we don't want to treat him as an owner of
395 * anything, so check removed flag. I don't expect that this should break 445 * anything, so check removed flag. I don't expect that this should break
396 * anything - once an object is removed, it is basically dead anyways. 446 * anything - once an object is removed, it is basically dead anyways.
397 */ 447 */
398 448object *
399object *get_owner(object *op) { 449object::get_owner ()
400 if(op->owner==NULL)
401 return NULL;
402
403 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
404 op->owner->count==op->ownercount)
405 return op->owner;
406
407 op->owner=NULL;
408 op->ownercount=0;
409 return NULL;
410}
411
412void clear_owner(object *op)
413{ 450{
414 if (!op) return; 451 if (!owner
415 452 || QUERY_FLAG (owner, FLAG_FREED)
416 if (op->owner && op->ownercount == op->owner->count) 453 || QUERY_FLAG (owner, FLAG_REMOVED))
417 op->owner->refcount--;
418
419 op->owner = NULL;
420 op->ownercount = 0; 454 owner = 0;
455
456 return owner;
421} 457}
422 458
423/* 459/*
424 * Sets the owner and sets the skill and exp pointers to owner's current 460 * Sets the owner and sets the skill and exp pointers to owner's current
425 * skill and experience objects. 461 * skill and experience objects.
426 */ 462 */
427void set_owner (object *op, object *owner) 463void
464object::set_owner (object *owner)
428{ 465{
429 if(owner==NULL||op==NULL) 466 if (!owner)
430 return; 467 return;
431 468
432 /* next line added to allow objects which own objects */ 469 /* next line added to allow objects which own objects */
433 /* Add a check for ownercounts in here, as I got into an endless loop 470 /* Add a check for ownercounts in here, as I got into an endless loop
434 * with the fireball owning a poison cloud which then owned the 471 * with the fireball owning a poison cloud which then owned the
435 * fireball. I believe that was caused by one of the objects getting 472 * fireball. I believe that was caused by one of the objects getting
436 * freed and then another object replacing it. Since the ownercounts 473 * freed and then another object replacing it. Since the ownercounts
437 * didn't match, this check is valid and I believe that cause is valid. 474 * didn't match, this check is valid and I believe that cause is valid.
438 */ 475 */
439 while (owner->owner && owner!=owner->owner && 476 while (owner->owner)
440 owner->ownercount==owner->owner->count) owner=owner->owner; 477 owner = owner->owner;
441 478
442 /* IF the owner still has an owner, we did not resolve to a final owner.
443 * so lets not add to that.
444 */
445 if (owner->owner) return;
446
447 op->owner=owner; 479 this->owner = owner;
448
449 op->ownercount=owner->count;
450 owner->refcount++;
451
452}
453
454/* Set the owner to clone's current owner and set the skill and experience
455 * objects to clone's objects (typically those objects that where the owner's
456 * current skill and experience objects at the time when clone's owner was
457 * set - not the owner's current skill and experience objects).
458 *
459 * Use this function if player created an object (e.g. fire bullet, swarm
460 * spell), and this object creates further objects whose kills should be
461 * accounted for the player's original skill, even if player has changed
462 * skills meanwhile.
463 */
464void copy_owner (object *op, object *clone)
465{
466 object *owner = get_owner (clone);
467 if (owner == NULL) {
468 /* players don't have owners - they own themselves. Update
469 * as appropriate.
470 */
471 if (clone->type == PLAYER) owner=clone;
472 else return;
473 }
474 set_owner(op, owner);
475
476} 480}
477 481
478/* Zero the key_values on op, decrementing the shared-string 482/* Zero the key_values on op, decrementing the shared-string
479 * refcounts and freeing the links. 483 * refcounts and freeing the links.
480 */ 484 */
485static void
481static void free_key_values(object * op) 486free_key_values (object *op)
482{ 487{
483 for (key_value *i = op->key_values; i != 0; ) 488 for (key_value *i = op->key_values; i != 0;)
484 { 489 {
485 key_value *next = i->next; 490 key_value *next = i->next;
486 delete i; 491 delete i;
492
487 i = next; 493 i = next;
488 } 494 }
489 495
490 op->key_values = 0; 496 op->key_values = 0;
491} 497}
492 498
493void object::clear () 499void object::clear ()
494{ 500{
495 attachable_base::clear (); 501 attachable_base::clear ();
496 502
497 free_key_values (this); 503 free_key_values (this);
498 504
499 name = 0; 505 owner = 0;
506 name = 0;
500 name_pl = 0; 507 name_pl = 0;
501 title = 0; 508 title = 0;
502 race = 0; 509 race = 0;
503 slaying = 0; 510 slaying = 0;
504 skill = 0; 511 skill = 0;
505 msg = 0; 512 msg = 0;
506 lore = 0; 513 lore = 0;
507 custom_name = 0; 514 custom_name = 0;
508 materialname = 0; 515 materialname = 0;
516 contr = 0;
517 below = 0;
518 above = 0;
519 inv = 0;
520 container = 0;
521 env = 0;
522 more = 0;
523 head = 0;
524 map = 0;
525 active_next = 0;
526 active_prev = 0;
509 527
510 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod)); 528 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
511 529
512 SET_FLAG (this, FLAG_REMOVED); 530 SET_FLAG (this, FLAG_REMOVED);
531
532 /* What is not cleared is next, prev, and count */
533
534 expmul = 1.0;
535 face = blank_face;
536 attacked_by_count = -1;
537
538 if (settings.casting_time)
539 casting_time = -1;
513} 540}
514 541
515void object::clone (object *destination) 542void object::clone (object *destination)
516{ 543{
517 *(object_copy *)destination = *(object_copy *)this; 544 *(object_copy *)destination = *this;
518 *(object_pod *)destination = *(object_pod *)this; 545 *(object_pod *)destination = *this;
519 546
520 if (self || cb) 547 if (self || cb)
521 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination)); 548 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
522}
523
524/*
525 * clear_object() frees everything allocated by an object, and also
526 * clears all variables and flags to default settings.
527 */
528
529void clear_object (object *op)
530{
531 op->clear ();
532
533 op->contr = NULL;
534 op->below = NULL;
535 op->above = NULL;
536 op->inv = NULL;
537 op->container=NULL;
538 op->env=NULL;
539 op->more=NULL;
540 op->head=NULL;
541 op->map=NULL;
542 op->refcount=0;
543 op->active_next = NULL;
544 op->active_prev = NULL;
545 /* What is not cleared is next, prev, and count */
546
547 op->expmul = 1.0;
548 op->face = blank_face;
549 op->attacked_by_count = -1;
550
551 if (settings.casting_time)
552 op->casting_time = -1;
553} 549}
554 550
555/* 551/*
556 * copy object first frees everything allocated by the second object, 552 * copy object first frees everything allocated by the second object,
557 * and then copies the contends of the first object into the second 553 * and then copies the contends of the first object into the second
558 * object, allocating what needs to be allocated. Basically, any 554 * object, allocating what needs to be allocated. Basically, any
559 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 555 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
560 * if the first object is freed, the pointers in the new object 556 * if the first object is freed, the pointers in the new object
561 * will point at garbage. 557 * will point at garbage.
562 */ 558 */
563 559void
564void copy_object (object *op2, object *op) 560copy_object (object *op2, object *op)
565{ 561{
566 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 562 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
567 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 563 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
568 564
569 op2->clone (op); 565 op2->clone (op);
570 566
567 if (is_freed)
571 if (is_freed) SET_FLAG (op, FLAG_FREED); 568 SET_FLAG (op, FLAG_FREED);
569 if (is_removed)
572 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 570 SET_FLAG (op, FLAG_REMOVED);
573 571
574 if (op2->speed < 0) 572 if (op2->speed < 0)
575 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 573 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
576 574
577 /* Copy over key_values, if any. */ 575 /* Copy over key_values, if any. */
578 if (op2->key_values != NULL) 576 if (op2->key_values)
579 { 577 {
580 key_value *tail = NULL; 578 key_value *tail = 0;
581 key_value *i; 579 key_value *i;
582 580
583 op->key_values = NULL; 581 op->key_values = 0;
584 582
585 for (i = op2->key_values; i != NULL; i = i->next) 583 for (i = op2->key_values; i; i = i->next)
586 { 584 {
587 key_value *new_link = new key_value; 585 key_value *new_link = new key_value;
588 586
589 new_link->next = NULL; 587 new_link->next = 0;
590 new_link->key = i->key; 588 new_link->key = i->key;
591 new_link->value = i->value; 589 new_link->value = i->value;
592 590
593 /* Try and be clever here, too. */ 591 /* Try and be clever here, too. */
594 if (op->key_values == NULL) 592 if (!op->key_values)
595 { 593 {
596 op->key_values = new_link; 594 op->key_values = new_link;
597 tail = new_link; 595 tail = new_link;
598 } 596 }
599 else 597 else
606 604
607 update_ob_speed (op); 605 update_ob_speed (op);
608} 606}
609 607
610/* 608/*
611 * get_object() grabs an object from the list of unused objects, makes
612 * sure it is initialised, and returns it.
613 * If there are no free objects, expand_objects() is called to get more.
614 */
615
616object *get_object ()
617{
618 object *op = new object;
619
620 op->count = ++ob_count;
621
622 op->active_next = 0;
623 op->active_prev = 0;
624
625 op->next = objects;
626 op->prev = 0;
627
628 if (objects)
629 objects->prev = op;
630
631 objects = op;
632
633 SET_FLAG (op, FLAG_REMOVED);
634
635 return op;
636}
637
638/*
639 * If an object with the IS_TURNABLE() flag needs to be turned due 609 * If an object with the IS_TURNABLE() flag needs to be turned due
640 * to the closest player being on the other side, this function can 610 * to the closest player being on the other side, this function can
641 * be called to update the face variable, _and_ how it looks on the map. 611 * be called to update the face variable, _and_ how it looks on the map.
642 */ 612 */
643 613
614void
644void update_turn_face(object *op) { 615update_turn_face (object *op)
616{
645 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 617 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
646 return; 618 return;
647 SET_ANIMATION(op, op->direction); 619 SET_ANIMATION (op, op->direction);
648 update_object(op,UP_OBJ_FACE); 620 update_object (op, UP_OBJ_FACE);
649} 621}
650 622
651/* 623/*
652 * Updates the speed of an object. If the speed changes from 0 to another 624 * Updates the speed of an object. If the speed changes from 0 to another
653 * value, or vice versa, then add/remove the object from the active list. 625 * value, or vice versa, then add/remove the object from the active list.
654 * This function needs to be called whenever the speed of an object changes. 626 * This function needs to be called whenever the speed of an object changes.
655 */ 627 */
656 628void
657void update_ob_speed(object *op) { 629update_ob_speed (object *op)
630{
658 extern int arch_init; 631 extern int arch_init;
659 632
660 /* No reason putting the archetypes objects on the speed list, 633 /* No reason putting the archetypes objects on the speed list,
661 * since they never really need to be updated. 634 * since they never really need to be updated.
662 */ 635 */
663 636
664 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 637 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
638 {
665 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 639 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
666#ifdef MANY_CORES 640#ifdef MANY_CORES
667 abort(); 641 abort ();
668#else 642#else
669 op->speed = 0; 643 op->speed = 0;
670#endif 644#endif
671 } 645 }
646
672 if (arch_init) { 647 if (arch_init)
648 return;
649
650 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
651 {
652 /* If already on active list, don't do anything */
653 if (op->active_next || op->active_prev || op == active_objects)
673 return; 654 return;
674 }
675 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
676 /* If already on active list, don't do anything */
677 if (op->active_next || op->active_prev || op==active_objects)
678 return;
679 655
680 /* process_events() expects us to insert the object at the beginning 656 /* process_events() expects us to insert the object at the beginning
681 * of the list. */ 657 * of the list. */
682 op->active_next = active_objects; 658 op->active_next = active_objects;
659
683 if (op->active_next!=NULL) 660 if (op->active_next != NULL)
684 op->active_next->active_prev = op; 661 op->active_next->active_prev = op;
662
685 active_objects = op; 663 active_objects = op;
664 }
665 else
686 } 666 {
687 else {
688 /* If not on the active list, nothing needs to be done */ 667 /* If not on the active list, nothing needs to be done */
689 if (!op->active_next && !op->active_prev && op!=active_objects) 668 if (!op->active_next && !op->active_prev && op != active_objects)
690 return; 669 return;
691 670
692 if (op->active_prev==NULL) { 671 if (op->active_prev == NULL)
672 {
693 active_objects = op->active_next; 673 active_objects = op->active_next;
674
694 if (op->active_next!=NULL) 675 if (op->active_next != NULL)
695 op->active_next->active_prev = NULL; 676 op->active_next->active_prev = NULL;
677 }
678 else
696 } 679 {
697 else {
698 op->active_prev->active_next = op->active_next; 680 op->active_prev->active_next = op->active_next;
681
699 if (op->active_next) 682 if (op->active_next)
700 op->active_next->active_prev = op->active_prev; 683 op->active_next->active_prev = op->active_prev;
701 } 684 }
685
702 op->active_next = NULL; 686 op->active_next = NULL;
703 op->active_prev = NULL; 687 op->active_prev = NULL;
704 } 688 }
705} 689}
706 690
707/* This function removes object 'op' from the list of active 691/* This function removes object 'op' from the list of active
708 * objects. 692 * objects.
710 * reference maps where you don't want an object that isn't 694 * reference maps where you don't want an object that isn't
711 * in play chewing up cpu time getting processed. 695 * in play chewing up cpu time getting processed.
712 * The reverse of this is to call update_ob_speed, which 696 * The reverse of this is to call update_ob_speed, which
713 * will do the right thing based on the speed of the object. 697 * will do the right thing based on the speed of the object.
714 */ 698 */
699void
715void remove_from_active_list(object *op) 700remove_from_active_list (object *op)
716{ 701{
717 /* If not on the active list, nothing needs to be done */ 702 /* If not on the active list, nothing needs to be done */
718 if (!op->active_next && !op->active_prev && op!=active_objects) 703 if (!op->active_next && !op->active_prev && op != active_objects)
719 return; 704 return;
720 705
721 if (op->active_prev==NULL) { 706 if (op->active_prev == NULL)
707 {
722 active_objects = op->active_next; 708 active_objects = op->active_next;
723 if (op->active_next!=NULL) 709 if (op->active_next != NULL)
724 op->active_next->active_prev = NULL; 710 op->active_next->active_prev = NULL;
711 }
712 else
725 } 713 {
726 else {
727 op->active_prev->active_next = op->active_next; 714 op->active_prev->active_next = op->active_next;
728 if (op->active_next) 715 if (op->active_next)
729 op->active_next->active_prev = op->active_prev; 716 op->active_next->active_prev = op->active_prev;
730 } 717 }
731 op->active_next = NULL; 718 op->active_next = NULL;
732 op->active_prev = NULL; 719 op->active_prev = NULL;
733} 720}
734 721
735/* 722/*
736 * update_object() updates the array which represents the map. 723 * update_object() updates the array which represents the map.
737 * It takes into account invisible objects (and represent squares covered 724 * It takes into account invisible objects (and represent squares covered
752 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 739 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
753 * as that is easier than trying to look at what may have changed. 740 * as that is easier than trying to look at what may have changed.
754 * UP_OBJ_FACE: only the objects face has changed. 741 * UP_OBJ_FACE: only the objects face has changed.
755 */ 742 */
756 743
744void
757void update_object(object *op, int action) { 745update_object (object *op, int action)
746{
758 int update_now=0, flags; 747 int update_now = 0, flags;
759 MoveType move_on, move_off, move_block, move_slow; 748 MoveType move_on, move_off, move_block, move_slow;
760 749
761 if (op == NULL) { 750 if (op == NULL)
751 {
762 /* this should never happen */ 752 /* this should never happen */
763 LOG(llevDebug,"update_object() called for NULL object.\n"); 753 LOG (llevDebug, "update_object() called for NULL object.\n");
764 return; 754 return;
765 }
766 755 }
756
767 if(op->env!=NULL) { 757 if (op->env != NULL)
758 {
768 /* Animation is currently handled by client, so nothing 759 /* Animation is currently handled by client, so nothing
769 * to do in this case. 760 * to do in this case.
770 */ 761 */
771 return; 762 return;
772 } 763 }
773 764
774 /* If the map is saving, don't do anything as everything is 765 /* If the map is saving, don't do anything as everything is
775 * going to get freed anyways. 766 * going to get freed anyways.
776 */ 767 */
777 if (!op->map || op->map->in_memory == MAP_SAVING) return; 768 if (!op->map || op->map->in_memory == MAP_SAVING)
778 769 return;
770
779 /* make sure the object is within map boundaries */ 771 /* make sure the object is within map boundaries */
780 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 772 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
781 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 773 {
782 LOG(llevError,"update_object() called for object out of map!\n"); 774 LOG (llevError, "update_object() called for object out of map!\n");
783#ifdef MANY_CORES 775#ifdef MANY_CORES
784 abort(); 776 abort ();
785#endif 777#endif
786 return; 778 return;
787 }
788 779 }
780
789 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 781 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
790 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 782 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
791 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 783 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
792 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 784 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
793 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 785 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
794 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y); 786 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
795 787
796 if (action == UP_OBJ_INSERT) { 788 if (action == UP_OBJ_INSERT)
789 {
797 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 790 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
798 update_now=1; 791 update_now = 1;
799 792
800 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 793 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
801 update_now=1; 794 update_now = 1;
802 795
803 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 796 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
804 update_now=1; 797 update_now = 1;
805 798
806 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 799 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
807 update_now=1; 800 update_now = 1;
808 801
802 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
803 update_now = 1;
804
809 if ((move_on | op->move_on) != move_on) update_now=1; 805 if ((move_on | op->move_on) != move_on)
806 update_now = 1;
807
810 if ((move_off | op->move_off) != move_off) update_now=1; 808 if ((move_off | op->move_off) != move_off)
809 update_now = 1;
810
811 /* This isn't perfect, but I don't expect a lot of objects to 811 /* This isn't perfect, but I don't expect a lot of objects to
812 * to have move_allow right now. 812 * to have move_allow right now.
813 */ 813 */
814 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 814 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
815 update_now=1; 815 update_now = 1;
816
816 if ((move_slow | op->move_slow) != move_slow) update_now=1; 817 if ((move_slow | op->move_slow) != move_slow)
818 update_now = 1;
817 } 819 }
818 /* if the object is being removed, we can't make intelligent 820 /* if the object is being removed, we can't make intelligent
819 * decisions, because remove_ob can't really pass the object 821 * decisions, because remove_ob can't really pass the object
820 * that is being removed. 822 * that is being removed.
821 */ 823 */
822 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 824 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
823 update_now=1; 825 update_now = 1;
824 } else if (action == UP_OBJ_FACE) { 826 else if (action == UP_OBJ_FACE)
825 /* Nothing to do for that case */ 827 /* Nothing to do for that case */ ;
826 }
827 else { 828 else
828 LOG(llevError,"update_object called with invalid action: %d\n", action); 829 LOG (llevError, "update_object called with invalid action: %d\n", action);
829 }
830 830
831 if (update_now) { 831 if (update_now)
832 {
832 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 833 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
833 update_position(op->map, op->x, op->y); 834 update_position (op->map, op->x, op->y);
834 } 835 }
835 836
836 if(op->more!=NULL) 837 if (op->more != NULL)
837 update_object(op->more, action); 838 update_object (op->more, action);
838} 839}
839 840
841static unordered_vector<object *> mortals;
842static std::vector<object *> freed;
843
844void object::free_mortals ()
845{
846 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
847 if ((*i)->refcnt)
848 ++i; // further delay freeing
849 else
850 {
851 freed.push_back (*i);//D
852 //delete *i;
853 mortals.erase (i);
854 }
855
856 if (mortals.size())//D
857 LOG (llevDebug, "%d objects in mortal queue\n", mortals.size());//D
858}
859
860object::object ()
861{
862 SET_FLAG (this, FLAG_REMOVED);
863
864 expmul = 1.0;
865 face = blank_face;
866 attacked_by_count = -1;
867}
868
869object::~object ()
870{
871 free_key_values (this);
872}
873
874void object::link ()
875{
876 count = ++ob_count;
877
878 prev = 0;
879 next = objects;
880
881 if (objects)
882 objects->prev = this;
883
884 objects = this;
885}
886
887void object::unlink ()
888{
889 count = 0;
890
891 /* Remove this object from the list of used objects */
892 if (prev)
893 {
894 prev->next = next;
895 prev = 0;
896 }
897
898 if (next)
899 {
900 next->prev = prev;
901 next = 0;
902 }
903
904 if (this == objects)
905 objects = next;
906}
907
908object *object::create ()
909{
910 object *op;
911
912 if (freed.empty ())
913 op = new object;
914 else
915 {
916 // highly annoying, but the only way to get it stable right now
917 op = freed.back ();
918 freed.pop_back ();
919 op->~object ();
920 new ((void *) op) object;
921 }
922
923 op->link ();
924 return op;
925}
840 926
841/* 927/*
842 * free_object() frees everything allocated by an object, removes 928 * free_object() frees everything allocated by an object, removes
843 * it from the list of used objects, and puts it on the list of 929 * it from the list of used objects, and puts it on the list of
844 * free objects. The IS_FREED() flag is set in the object. 930 * free objects. The IS_FREED() flag is set in the object.
846 * this function to succeed. 932 * this function to succeed.
847 * 933 *
848 * If free_inventory is set, free inventory as well. Else drop items in 934 * If free_inventory is set, free inventory as well. Else drop items in
849 * inventory to the ground. 935 * inventory to the ground.
850 */ 936 */
851 937void object::free (bool free_inventory)
852void
853free_object (object * ob)
854{ 938{
855 free_object2 (ob, 0);
856}
857
858void
859free_object2 (object * ob, int free_inventory)
860{
861 object *tmp, *op;
862
863 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 939 if (QUERY_FLAG (this, FLAG_FREED))
864 { 940 return;
865 LOG (llevDebug, "Free object called with non removed object\n");
866 dump_object (ob);
867#ifdef MANY_CORES
868 abort ();
869#endif
870 }
871 941
872 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 942 if (QUERY_FLAG (this, FLAG_FRIENDLY))
873 {
874 LOG (llevMonster, "Warning: tried to free friendly object.\n");
875 remove_friendly_object (ob); 943 remove_friendly_object (this);
876 }
877 944
878 if (QUERY_FLAG (ob, FLAG_FREED)) 945 if (!QUERY_FLAG (this, FLAG_REMOVED))
879 { 946 remove_ob (this);
880 dump_object (ob); 947
881 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 948 SET_FLAG (this, FLAG_FREED);
882 return; 949
950 if (more)
883 } 951 {
884 952 more->free (free_inventory);
885 if (ob->more != NULL) 953 more = 0;
886 { 954 }
887 free_object2 (ob->more, free_inventory);
888 ob->more = NULL;
889 }
890 955
891 if (ob->inv) 956 if (inv)
892 { 957 {
893 /* Only if the space blocks everything do we not process - 958 /* Only if the space blocks everything do we not process -
894 * if some form of movemnt is allowed, let objects 959 * if some form of movement is allowed, let objects
895 * drop on that space. 960 * drop on that space.
896 */ 961 */
897 if (free_inventory || ob->map == NULL 962 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
898 || ob->map->in_memory != MAP_IN_MEMORY 963 {
899 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL)) 964 object *op = inv;
900 {
901 op = ob->inv;
902 965
903 while (op != NULL) 966 while (op)
904 { 967 {
905 tmp = op->below; 968 object *tmp = op->below;
906 remove_ob (op); 969 op->free (free_inventory);
907 free_object2 (op, free_inventory);
908 op = tmp; 970 op = tmp;
909 } 971 }
910 } 972 }
911 else 973 else
912 { /* Put objects in inventory onto this space */ 974 { /* Put objects in inventory onto this space */
913 op = ob->inv; 975 object *op = inv;
914 976
915 while (op != NULL) 977 while (op)
916 { 978 {
917 tmp = op->below; 979 object *tmp = op->below;
980
918 remove_ob (op); 981 remove_ob (op);
919 982
920 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 983 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
921 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE 984 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
922 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 985 free_object (op);
923 free_object (op); 986 else
924 else 987 {
925 { 988 op->x = x;
926 op->x = ob->x; 989 op->y = y;
927 op->y = ob->y;
928 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */ 990 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
929 } 991 }
930 992
931 op = tmp; 993 op = tmp;
994 }
995 }
932 } 996 }
933 } 997
934 } 998 owner = 0;
935 999
936 /* Remove object from the active list */ 1000 /* Remove object from the active list */
937 ob->speed = 0; 1001 speed = 0;
938 update_ob_speed (ob); 1002 update_ob_speed (this);
939 1003
940 SET_FLAG (ob, FLAG_FREED); 1004 unlink ();
941 ob->count = 0;
942 1005
943 /* Remove this object from the list of used objects */ 1006 mortals.push_back (this);
944 if (ob->prev == NULL)
945 {
946 objects = ob->next;
947
948 if (objects != NULL)
949 objects->prev = NULL;
950 }
951 else
952 {
953 ob->prev->next = ob->next;
954
955 if (ob->next != NULL)
956 ob->next->prev = ob->prev;
957 }
958
959 free_key_values (ob);
960
961 /* Now link it with the free_objects list: */
962 ob->prev = 0;
963 ob->next = 0;
964
965 delete ob;
966} 1007}
967 1008
968/* 1009/*
969 * sub_weight() recursively (outwards) subtracts a number from the 1010 * sub_weight() recursively (outwards) subtracts a number from the
970 * weight of an object (and what is carried by it's environment(s)). 1011 * weight of an object (and what is carried by it's environment(s)).
971 */ 1012 */
972 1013
1014void
973void sub_weight (object *op, signed long weight) { 1015sub_weight (object *op, signed long weight)
1016{
974 while (op != NULL) { 1017 while (op != NULL)
1018 {
975 if (op->type == CONTAINER) { 1019 if (op->type == CONTAINER)
1020 {
976 weight=(signed long)(weight*(100-op->stats.Str)/100); 1021 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
977 } 1022 }
978 op->carrying-=weight; 1023 op->carrying -= weight;
979 op = op->env; 1024 op = op->env;
980 } 1025 }
981} 1026}
982 1027
983/* remove_ob(op): 1028/* remove_ob(op):
984 * This function removes the object op from the linked list of objects 1029 * This function removes the object op from the linked list of objects
985 * which it is currently tied to. When this function is done, the 1030 * which it is currently tied to. When this function is done, the
987 * environment, the x and y coordinates will be updated to 1032 * environment, the x and y coordinates will be updated to
988 * the previous environment. 1033 * the previous environment.
989 * Beware: This function is called from the editor as well! 1034 * Beware: This function is called from the editor as well!
990 */ 1035 */
991 1036
1037void
992void remove_ob(object *op) { 1038remove_ob (object *op)
993 object *tmp,*last=NULL; 1039{
994 object *otmp; 1040 object *
995 tag_t tag; 1041 tmp, *
1042 last = NULL;
1043 object *
1044 otmp;
1045
1046 tag_t
1047 tag;
1048 int
996 int check_walk_off; 1049 check_walk_off;
997 mapstruct *m; 1050 mapstruct *
998 sint16 x,y;
999 1051 m;
1000 1052
1053 sint16
1054 x,
1055 y;
1056
1001 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1057 if (QUERY_FLAG (op, FLAG_REMOVED))
1002 dump_object(op); 1058 return;
1003 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1004 1059
1005 /* Changed it to always dump core in this case. As has been learned
1006 * in the past, trying to recover from errors almost always
1007 * make things worse, and this is a real error here - something
1008 * that should not happen.
1009 * Yes, if this was a mission critical app, trying to do something
1010 * to recover may make sense, but that is because failure of the app
1011 * may have other disastrous problems. Cf runs out of a script
1012 * so is easily enough restarted without any real problems.
1013 * MSW 2001-07-01
1014 */
1015 abort();
1016 }
1017 if(op->more!=NULL)
1018 remove_ob(op->more);
1019
1020 SET_FLAG(op, FLAG_REMOVED); 1060 SET_FLAG (op, FLAG_REMOVED);
1021 1061
1062 if (op->more != NULL)
1063 remove_ob (op->more);
1064
1022 /* 1065 /*
1023 * In this case, the object to be removed is in someones 1066 * In this case, the object to be removed is in someones
1024 * inventory. 1067 * inventory.
1025 */ 1068 */
1026 if(op->env!=NULL) { 1069 if (op->env != NULL)
1070 {
1027 if(op->nrof) 1071 if (op->nrof)
1028 sub_weight(op->env, op->weight*op->nrof); 1072 sub_weight (op->env, op->weight * op->nrof);
1029 else 1073 else
1030 sub_weight(op->env, op->weight+op->carrying); 1074 sub_weight (op->env, op->weight + op->carrying);
1031 1075
1032 /* NO_FIX_PLAYER is set when a great many changes are being 1076 /* NO_FIX_PLAYER is set when a great many changes are being
1033 * made to players inventory. If set, avoiding the call 1077 * made to players inventory. If set, avoiding the call
1034 * to save cpu time. 1078 * to save cpu time.
1035 */ 1079 */
1036 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1080 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1037 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1038 fix_player(otmp); 1081 fix_player (otmp);
1039 1082
1040 if(op->above!=NULL) 1083 if (op->above != NULL)
1041 op->above->below=op->below; 1084 op->above->below = op->below;
1042 else 1085 else
1043 op->env->inv=op->below; 1086 op->env->inv = op->below;
1044 1087
1045 if(op->below!=NULL) 1088 if (op->below != NULL)
1046 op->below->above=op->above; 1089 op->below->above = op->above;
1047 1090
1048 /* we set up values so that it could be inserted into 1091 /* we set up values so that it could be inserted into
1049 * the map, but we don't actually do that - it is up 1092 * the map, but we don't actually do that - it is up
1050 * to the caller to decide what we want to do. 1093 * to the caller to decide what we want to do.
1051 */ 1094 */
1052 op->x=op->env->x,op->y=op->env->y; 1095 op->x = op->env->x, op->y = op->env->y;
1053 op->map=op->env->map; 1096 op->map = op->env->map;
1054 op->above=NULL,op->below=NULL; 1097 op->above = NULL, op->below = NULL;
1055 op->env=NULL; 1098 op->env = NULL;
1099 }
1100 else if (op->map)
1101 {
1102 x = op->x;
1103 y = op->y;
1104 m = get_map_from_coord (op->map, &x, &y);
1105
1106 if (!m)
1107 {
1108 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1109 op->map->path, op->x, op->y);
1110 /* in old days, we used to set x and y to 0 and continue.
1111 * it seems if we get into this case, something is probablye
1112 * screwed up and should be fixed.
1113 */
1114 abort ();
1115 }
1116
1117 if (op->map != m)
1118 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1119 op->map->path, m->path, op->x, op->y, x, y);
1120
1121 /* Re did the following section of code - it looks like it had
1122 * lots of logic for things we no longer care about
1123 */
1124
1125 /* link the object above us */
1126 if (op->above)
1127 op->above->below = op->below;
1128 else
1129 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1130
1131 /* Relink the object below us, if there is one */
1132 if (op->below)
1133 op->below->above = op->above;
1134 else
1135 {
1136 /* Nothing below, which means we need to relink map object for this space
1137 * use translated coordinates in case some oddness with map tiling is
1138 * evident
1139 */
1140 if (GET_MAP_OB (m, x, y) != op)
1141 {
1142 dump_object (op);
1143 LOG (llevError,
1144 "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);
1145 dump_object (GET_MAP_OB (m, x, y));
1146 LOG (llevError, "%s\n", errmsg);
1147 }
1148
1149 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1150 }
1151
1152 op->above = 0;
1153 op->below = 0;
1154
1155 if (op->map->in_memory == MAP_SAVING)
1056 return; 1156 return;
1057 }
1058 1157
1059 /* If we get here, we are removing it from a map */
1060 if (op->map == NULL) return;
1061
1062 x = op->x;
1063 y = op->y;
1064 m = get_map_from_coord(op->map, &x, &y);
1065
1066 if (!m) {
1067 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1068 op->map->path, op->x, op->y);
1069 /* in old days, we used to set x and y to 0 and continue.
1070 * it seems if we get into this case, something is probablye
1071 * screwed up and should be fixed.
1072 */
1073 abort();
1074 }
1075 if (op->map != m) {
1076 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1077 op->map->path, m->path, op->x, op->y, x, y);
1078 }
1079
1080 /* Re did the following section of code - it looks like it had
1081 * lots of logic for things we no longer care about
1082 */
1083
1084 /* link the object above us */
1085 if (op->above)
1086 op->above->below=op->below;
1087 else
1088 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1089
1090 /* Relink the object below us, if there is one */
1091 if(op->below) {
1092 op->below->above=op->above;
1093 } else {
1094 /* Nothing below, which means we need to relink map object for this space
1095 * use translated coordinates in case some oddness with map tiling is
1096 * evident
1097 */
1098 if(GET_MAP_OB(m,x,y)!=op) {
1099 dump_object(op);
1100 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);
1101 dump_object(GET_MAP_OB(m,x,y));
1102 LOG(llevError,"%s\n",errmsg);
1103 }
1104 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1105 }
1106 op->above=NULL;
1107 op->below=NULL;
1108
1109 if (op->map->in_memory == MAP_SAVING)
1110 return;
1111
1112 tag = op->count; 1158 tag = op->count;
1113 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1159 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1160
1114 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1161 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1162 {
1115 /* No point updating the players look faces if he is the object 1163 /* No point updating the players look faces if he is the object
1116 * being removed. 1164 * being removed.
1117 */ 1165 */
1118 1166
1119 if(tmp->type==PLAYER && tmp!=op) { 1167 if (tmp->type == PLAYER && tmp != op)
1168 {
1120 /* If a container that the player is currently using somehow gets 1169 /* If a container that the player is currently using somehow gets
1121 * removed (most likely destroyed), update the player view 1170 * removed (most likely destroyed), update the player view
1122 * appropriately. 1171 * appropriately.
1123 */ 1172 */
1124 if (tmp->container==op) { 1173 if (tmp->container == op)
1174 {
1125 CLEAR_FLAG(op, FLAG_APPLIED); 1175 CLEAR_FLAG (op, FLAG_APPLIED);
1126 tmp->container=NULL; 1176 tmp->container = NULL;
1177 }
1178
1179 tmp->contr->socket.update_look = 1;
1127 } 1180 }
1128 tmp->contr->socket.update_look=1; 1181
1129 }
1130 /* See if player moving off should effect something */ 1182 /* See if player moving off should effect something */
1131 if (check_walk_off && ((op->move_type & tmp->move_off) && 1183 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1132 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1184 {
1133
1134 move_apply(tmp, op, NULL); 1185 move_apply (tmp, op, NULL);
1186
1135 if (was_destroyed (op, tag)) { 1187 if (was_destroyed (op, tag))
1188 {
1136 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1189 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1137 "leaving object\n", &tmp->name, &tmp->arch->name); 1190 }
1138 } 1191 }
1139 }
1140 1192
1141 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1193 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1142 1194
1143 if(tmp->above == tmp) 1195 if (tmp->above == tmp)
1144 tmp->above = NULL; 1196 tmp->above = NULL;
1197
1145 last=tmp; 1198 last = tmp;
1146 } 1199 }
1200
1147 /* last == NULL of there are no objects on this space */ 1201 /* last == NULL of there are no objects on this space */
1148 if (last==NULL) { 1202 if (last == NULL)
1203 {
1149 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1204 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1150 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1205 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1151 * those out anyways, and if there are any flags set right now, they won't 1206 * those out anyways, and if there are any flags set right now, they won't
1152 * be correct anyways. 1207 * be correct anyways.
1153 */ 1208 */
1154 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1209 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1155 update_position(op->map, op->x, op->y); 1210 update_position (op->map, op->x, op->y);
1156 } 1211 }
1157 else 1212 else
1158 update_object(last, UP_OBJ_REMOVE); 1213 update_object (last, UP_OBJ_REMOVE);
1159 1214
1160 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1215 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1161 update_all_los(op->map, op->x, op->y); 1216 update_all_los (op->map, op->x, op->y);
1162 1217 }
1163} 1218}
1164 1219
1165/* 1220/*
1166 * merge_ob(op,top): 1221 * merge_ob(op,top):
1167 * 1222 *
1169 * merges op to the first matching object. 1224 * merges op to the first matching object.
1170 * If top is NULL, it is calculated. 1225 * If top is NULL, it is calculated.
1171 * Returns pointer to object if it succeded in the merge, otherwise NULL 1226 * Returns pointer to object if it succeded in the merge, otherwise NULL
1172 */ 1227 */
1173 1228
1229object *
1174object *merge_ob(object *op, object *top) { 1230merge_ob (object *op, object *top)
1231{
1175 if(!op->nrof) 1232 if (!op->nrof)
1176 return 0; 1233 return 0;
1234
1177 if(top==NULL) 1235 if (top == NULL)
1178 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1236 for (top = op; top != NULL && top->above != NULL; top = top->above);
1237
1179 for(;top!=NULL;top=top->below) { 1238 for (; top != NULL; top = top->below)
1239 {
1180 if(top==op) 1240 if (top == op)
1181 continue; 1241 continue;
1182 if (CAN_MERGE(op,top)) 1242 if (CAN_MERGE (op, top))
1183 { 1243 {
1184 top->nrof+=op->nrof; 1244 top->nrof += op->nrof;
1245
1185/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1246/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1186 op->weight = 0; /* Don't want any adjustements now */ 1247 op->weight = 0; /* Don't want any adjustements now */
1187 remove_ob(op); 1248 remove_ob (op);
1188 free_object(op); 1249 free_object (op);
1189 return top; 1250 return top;
1190 } 1251 }
1191 } 1252 }
1253
1192 return NULL; 1254 return NULL;
1193} 1255}
1194 1256
1195/* 1257/*
1196 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1258 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1197 * job preparing multi-part monsters 1259 * job preparing multi-part monsters
1198 */ 1260 */
1261object *
1199object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1262insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y)
1263{
1200 object* tmp; 1264 object *tmp;
1265
1201 if (op->head) 1266 if (op->head)
1202 op=op->head; 1267 op = op->head;
1268
1203 for (tmp=op;tmp;tmp=tmp->more){ 1269 for (tmp = op; tmp; tmp = tmp->more)
1270 {
1204 tmp->x=x+tmp->arch->clone.x; 1271 tmp->x = x + tmp->arch->clone.x;
1205 tmp->y=y+tmp->arch->clone.y; 1272 tmp->y = y + tmp->arch->clone.y;
1206 } 1273 }
1274
1207 return insert_ob_in_map (op, m, originator, flag); 1275 return insert_ob_in_map (op, m, originator, flag);
1208} 1276}
1209 1277
1210/* 1278/*
1211 * insert_ob_in_map (op, map, originator, flag): 1279 * insert_ob_in_map (op, map, originator, flag):
1212 * This function inserts the object in the two-way linked list 1280 * This function inserts the object in the two-way linked list
1226 * new object if 'op' was merged with other object 1294 * new object if 'op' was merged with other object
1227 * NULL if 'op' was destroyed 1295 * NULL if 'op' was destroyed
1228 * just 'op' otherwise 1296 * just 'op' otherwise
1229 */ 1297 */
1230 1298
1299object *
1231object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1300insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag)
1232{ 1301{
1233 object *tmp, *top, *floor=NULL; 1302 object *tmp, *top, *floor = NULL;
1234 sint16 x,y; 1303 sint16 x, y;
1235 1304
1236 if (QUERY_FLAG (op, FLAG_FREED)) { 1305 if (QUERY_FLAG (op, FLAG_FREED))
1306 {
1237 LOG (llevError, "Trying to insert freed object!\n"); 1307 LOG (llevError, "Trying to insert freed object!\n");
1308 return NULL;
1309 }
1310
1311 if (m == NULL)
1312 {
1313 dump_object (op);
1314 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1315 return op;
1316 }
1317
1318 if (out_of_map (m, op->x, op->y))
1319 {
1320 dump_object (op);
1321 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1322#ifdef MANY_CORES
1323 /* Better to catch this here, as otherwise the next use of this object
1324 * is likely to cause a crash. Better to find out where it is getting
1325 * improperly inserted.
1326 */
1327 abort ();
1328#endif
1329 return op;
1330 }
1331
1332 if (!QUERY_FLAG (op, FLAG_REMOVED))
1333 {
1334 dump_object (op);
1335 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1336 return op;
1337 }
1338
1339 if (op->more != NULL)
1340 {
1341 /* The part may be on a different map. */
1342
1343 object *more = op->more;
1344
1345 /* We really need the caller to normalize coordinates - if
1346 * we set the map, that doesn't work if the location is within
1347 * a map and this is straddling an edge. So only if coordinate
1348 * is clear wrong do we normalize it.
1349 */
1350 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1351 more->map = get_map_from_coord (m, &more->x, &more->y);
1352 else if (!more->map)
1353 {
1354 /* For backwards compatibility - when not dealing with tiled maps,
1355 * more->map should always point to the parent.
1356 */
1357 more->map = m;
1358 }
1359
1360 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1361 {
1362 if (!op->head)
1363 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1364
1365 return NULL;
1366 }
1367 }
1368
1369 CLEAR_FLAG (op, FLAG_REMOVED);
1370
1371 /* Ideally, the caller figures this out. However, it complicates a lot
1372 * of areas of callers (eg, anything that uses find_free_spot would now
1373 * need extra work
1374 */
1375 op->map = get_map_from_coord (m, &op->x, &op->y);
1376 x = op->x;
1377 y = op->y;
1378
1379 /* this has to be done after we translate the coordinates.
1380 */
1381 if (op->nrof && !(flag & INS_NO_MERGE))
1382 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1383 if (CAN_MERGE (op, tmp))
1384 {
1385 op->nrof += tmp->nrof;
1386 remove_ob (tmp);
1387 free_object (tmp);
1388 }
1389
1390 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1391 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1392
1393 if (!QUERY_FLAG (op, FLAG_ALIVE))
1394 CLEAR_FLAG (op, FLAG_NO_STEAL);
1395
1396 if (flag & INS_BELOW_ORIGINATOR)
1397 {
1398 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1399 {
1400 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1401 abort ();
1402 }
1403
1404 op->above = originator;
1405 op->below = originator->below;
1406
1407 if (op->below)
1408 op->below->above = op;
1409 else
1410 SET_MAP_OB (op->map, op->x, op->y, op);
1411
1412 /* since *below* originator, no need to update top */
1413 originator->below = op;
1414 }
1415 else
1416 {
1417 /* If there are other objects, then */
1418 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1419 {
1420 object *last = NULL;
1421
1422 /*
1423 * If there are multiple objects on this space, we do some trickier handling.
1424 * We've already dealt with merging if appropriate.
1425 * Generally, we want to put the new object on top. But if
1426 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1427 * floor, we want to insert above that and no further.
1428 * Also, if there are spell objects on this space, we stop processing
1429 * once we get to them. This reduces the need to traverse over all of
1430 * them when adding another one - this saves quite a bit of cpu time
1431 * when lots of spells are cast in one area. Currently, it is presumed
1432 * that flying non pickable objects are spell objects.
1433 */
1434
1435 while (top != NULL)
1436 {
1437 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1438 floor = top;
1439
1440 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1441 {
1442 /* We insert above top, so we want this object below this */
1443 top = top->below;
1444 break;
1445 }
1446
1447 last = top;
1448 top = top->above;
1449 }
1450
1451 /* Don't want top to be NULL, so set it to the last valid object */
1452 top = last;
1453
1454 /* We let update_position deal with figuring out what the space
1455 * looks like instead of lots of conditions here.
1456 * makes things faster, and effectively the same result.
1457 */
1458
1459 /* Have object 'fall below' other objects that block view.
1460 * Unless those objects are exits, type 66
1461 * If INS_ON_TOP is used, don't do this processing
1462 * Need to find the object that in fact blocks view, otherwise
1463 * stacking is a bit odd.
1464 */
1465 if (!(flag & INS_ON_TOP) &&
1466 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1467 {
1468 for (last = top; last != floor; last = last->below)
1469 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1470 break;
1471 /* Check to see if we found the object that blocks view,
1472 * and make sure we have a below pointer for it so that
1473 * we can get inserted below this one, which requires we
1474 * set top to the object below us.
1475 */
1476 if (last && last->below && last != floor)
1477 top = last->below;
1478 }
1479 } /* If objects on this space */
1480
1481 if (flag & INS_MAP_LOAD)
1482 top = GET_MAP_TOP (op->map, op->x, op->y);
1483
1484 if (flag & INS_ABOVE_FLOOR_ONLY)
1485 top = floor;
1486
1487 /* Top is the object that our object (op) is going to get inserted above.
1488 */
1489
1490 /* First object on this space */
1491 if (!top)
1492 {
1493 op->above = GET_MAP_OB (op->map, op->x, op->y);
1494
1495 if (op->above)
1496 op->above->below = op;
1497
1498 op->below = NULL;
1499 SET_MAP_OB (op->map, op->x, op->y, op);
1500 }
1501 else
1502 { /* get inserted into the stack above top */
1503 op->above = top->above;
1504
1505 if (op->above)
1506 op->above->below = op;
1507
1508 op->below = top;
1509 top->above = op;
1510 }
1511
1512 if (op->above == NULL)
1513 SET_MAP_TOP (op->map, op->x, op->y, op);
1514 } /* else not INS_BELOW_ORIGINATOR */
1515
1516 if (op->type == PLAYER)
1517 op->contr->do_los = 1;
1518
1519 /* If we have a floor, we know the player, if any, will be above
1520 * it, so save a few ticks and start from there.
1521 */
1522 if (!(flag & INS_MAP_LOAD))
1523 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1524 if (tmp->type == PLAYER)
1525 tmp->contr->socket.update_look = 1;
1526
1527 /* If this object glows, it may affect lighting conditions that are
1528 * visible to others on this map. But update_all_los is really
1529 * an inefficient way to do this, as it means los for all players
1530 * on the map will get recalculated. The players could very well
1531 * be far away from this change and not affected in any way -
1532 * this should get redone to only look for players within range,
1533 * or just updating the P_NEED_UPDATE for spaces within this area
1534 * of effect may be sufficient.
1535 */
1536 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1537 update_all_los (op->map, op->x, op->y);
1538
1539 /* updates flags (blocked, alive, no magic, etc) for this map space */
1540 update_object (op, UP_OBJ_INSERT);
1541
1542 /* Don't know if moving this to the end will break anything. However,
1543 * we want to have update_look set above before calling this.
1544 *
1545 * check_move_on() must be after this because code called from
1546 * check_move_on() depends on correct map flags (so functions like
1547 * blocked() and wall() work properly), and these flags are updated by
1548 * update_object().
1549 */
1550
1551 /* if this is not the head or flag has been passed, don't check walk on status */
1552 if (!(flag & INS_NO_WALK_ON) && !op->head)
1553 {
1554 if (check_move_on (op, originator))
1238 return NULL; 1555 return NULL;
1239 }
1240 if(m==NULL) {
1241 dump_object(op);
1242 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1243 return op;
1244 }
1245 if(out_of_map(m,op->x,op->y)) {
1246 dump_object(op);
1247 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1248#ifdef MANY_CORES
1249 /* Better to catch this here, as otherwise the next use of this object
1250 * is likely to cause a crash. Better to find out where it is getting
1251 * improperly inserted.
1252 */
1253 abort();
1254#endif
1255 return op;
1256 }
1257 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1258 dump_object(op);
1259 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1260 return op;
1261 }
1262 if(op->more!=NULL) {
1263 /* The part may be on a different map. */
1264 1556
1265 object *more = op->more;
1266
1267 /* We really need the caller to normalize coordinates - if
1268 * we set the map, that doesn't work if the location is within
1269 * a map and this is straddling an edge. So only if coordinate
1270 * is clear wrong do we normalize it.
1271 */
1272 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1273 more->map = get_map_from_coord(m, &more->x, &more->y);
1274 } else if (!more->map) {
1275 /* For backwards compatibility - when not dealing with tiled maps,
1276 * more->map should always point to the parent.
1277 */
1278 more->map = m;
1279 }
1280
1281 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1282 if ( ! op->head)
1283 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1284 return NULL;
1285 }
1286 }
1287 CLEAR_FLAG(op,FLAG_REMOVED);
1288
1289 /* Ideally, the caller figures this out. However, it complicates a lot
1290 * of areas of callers (eg, anything that uses find_free_spot would now
1291 * need extra work
1292 */
1293 op->map=get_map_from_coord(m, &op->x, &op->y);
1294 x = op->x;
1295 y = op->y;
1296
1297 /* this has to be done after we translate the coordinates.
1298 */
1299 if(op->nrof && !(flag & INS_NO_MERGE)) {
1300 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1301 if (CAN_MERGE(op,tmp)) {
1302 op->nrof+=tmp->nrof;
1303 remove_ob(tmp);
1304 free_object(tmp);
1305 }
1306 }
1307
1308 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1309 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1310 if (!QUERY_FLAG(op, FLAG_ALIVE))
1311 CLEAR_FLAG(op, FLAG_NO_STEAL);
1312
1313 if (flag & INS_BELOW_ORIGINATOR) {
1314 if (originator->map != op->map || originator->x != op->x ||
1315 originator->y != op->y) {
1316 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1317 abort();
1318 }
1319 op->above = originator;
1320 op->below = originator->below;
1321 if (op->below) op->below->above = op;
1322 else SET_MAP_OB(op->map, op->x, op->y, op);
1323 /* since *below* originator, no need to update top */
1324 originator->below = op;
1325 } else {
1326 /* If there are other objects, then */
1327 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1328 object *last=NULL;
1329 /*
1330 * If there are multiple objects on this space, we do some trickier handling.
1331 * We've already dealt with merging if appropriate.
1332 * Generally, we want to put the new object on top. But if
1333 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1334 * floor, we want to insert above that and no further.
1335 * Also, if there are spell objects on this space, we stop processing
1336 * once we get to them. This reduces the need to traverse over all of
1337 * them when adding another one - this saves quite a bit of cpu time
1338 * when lots of spells are cast in one area. Currently, it is presumed
1339 * that flying non pickable objects are spell objects.
1340 */
1341
1342 while (top != NULL) {
1343 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1344 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1345 if (QUERY_FLAG(top, FLAG_NO_PICK)
1346 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1347 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1348 {
1349 /* We insert above top, so we want this object below this */
1350 top=top->below;
1351 break;
1352 }
1353 last = top;
1354 top = top->above;
1355 }
1356 /* Don't want top to be NULL, so set it to the last valid object */
1357 top = last;
1358
1359 /* We let update_position deal with figuring out what the space
1360 * looks like instead of lots of conditions here.
1361 * makes things faster, and effectively the same result.
1362 */
1363
1364 /* Have object 'fall below' other objects that block view.
1365 * Unless those objects are exits, type 66
1366 * If INS_ON_TOP is used, don't do this processing
1367 * Need to find the object that in fact blocks view, otherwise
1368 * stacking is a bit odd.
1369 */
1370 if (!(flag & INS_ON_TOP) &&
1371 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1372 (op->face && !op->face->visibility)) {
1373 for (last=top; last != floor; last=last->below)
1374 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1375 /* Check to see if we found the object that blocks view,
1376 * and make sure we have a below pointer for it so that
1377 * we can get inserted below this one, which requires we
1378 * set top to the object below us.
1379 */
1380 if (last && last->below && last != floor) top=last->below;
1381 }
1382 } /* If objects on this space */
1383 if (flag & INS_MAP_LOAD)
1384 top = GET_MAP_TOP(op->map,op->x,op->y);
1385 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1386
1387 /* Top is the object that our object (op) is going to get inserted above.
1388 */
1389
1390 /* First object on this space */
1391 if (!top) {
1392 op->above = GET_MAP_OB(op->map, op->x, op->y);
1393 if (op->above) op->above->below = op;
1394 op->below = NULL;
1395 SET_MAP_OB(op->map, op->x, op->y, op);
1396 } else { /* get inserted into the stack above top */
1397 op->above = top->above;
1398 if (op->above) op->above->below = op;
1399 op->below = top;
1400 top->above = op;
1401 }
1402 if (op->above==NULL)
1403 SET_MAP_TOP(op->map,op->x, op->y, op);
1404 } /* else not INS_BELOW_ORIGINATOR */
1405
1406 if(op->type==PLAYER)
1407 op->contr->do_los=1;
1408
1409 /* If we have a floor, we know the player, if any, will be above
1410 * it, so save a few ticks and start from there.
1411 */
1412 if (!(flag & INS_MAP_LOAD))
1413 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1414 if (tmp->type == PLAYER)
1415 tmp->contr->socket.update_look=1;
1416 }
1417
1418 /* If this object glows, it may affect lighting conditions that are
1419 * visible to others on this map. But update_all_los is really
1420 * an inefficient way to do this, as it means los for all players
1421 * on the map will get recalculated. The players could very well
1422 * be far away from this change and not affected in any way -
1423 * this should get redone to only look for players within range,
1424 * or just updating the P_NEED_UPDATE for spaces within this area
1425 * of effect may be sufficient.
1426 */
1427 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1428 update_all_los(op->map, op->x, op->y);
1429
1430
1431 /* updates flags (blocked, alive, no magic, etc) for this map space */
1432 update_object(op,UP_OBJ_INSERT);
1433
1434
1435 /* Don't know if moving this to the end will break anything. However,
1436 * we want to have update_look set above before calling this.
1437 *
1438 * check_move_on() must be after this because code called from
1439 * check_move_on() depends on correct map flags (so functions like
1440 * blocked() and wall() work properly), and these flags are updated by
1441 * update_object().
1442 */
1443
1444 /* if this is not the head or flag has been passed, don't check walk on status */
1445
1446 if (!(flag & INS_NO_WALK_ON) && !op->head) {
1447 if (check_move_on(op, originator))
1448 return NULL;
1449
1450 /* If we are a multi part object, lets work our way through the check 1557 /* If we are a multi part object, lets work our way through the check
1451 * walk on's. 1558 * walk on's.
1452 */ 1559 */
1453 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1560 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1454 if (check_move_on (tmp, originator)) 1561 if (check_move_on (tmp, originator))
1455 return NULL; 1562 return NULL;
1456 } 1563 }
1564
1457 return op; 1565 return op;
1458} 1566}
1459 1567
1460/* this function inserts an object in the map, but if it 1568/* this function inserts an object in the map, but if it
1461 * finds an object of its own type, it'll remove that one first. 1569 * finds an object of its own type, it'll remove that one first.
1462 * op is the object to insert it under: supplies x and the map. 1570 * op is the object to insert it under: supplies x and the map.
1463 */ 1571 */
1572void
1464void replace_insert_ob_in_map(const char *arch_string, object *op) { 1573replace_insert_ob_in_map (const char *arch_string, object *op)
1574{
1465 object *tmp; 1575 object *
1466 object *tmp1; 1576 tmp;
1577 object *
1578 tmp1;
1467 1579
1468 /* first search for itself and remove any old instances */ 1580 /* first search for itself and remove any old instances */
1469 1581
1470 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1582 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1583 {
1471 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1584 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1585 {
1472 remove_ob(tmp); 1586 remove_ob (tmp);
1473 free_object(tmp); 1587 free_object (tmp);
1474 } 1588 }
1475 } 1589 }
1476 1590
1477 tmp1=arch_to_object(find_archetype(arch_string)); 1591 tmp1 = arch_to_object (find_archetype (arch_string));
1478 1592
1479 1593 tmp1->x = op->x;
1480 tmp1->x = op->x; tmp1->y = op->y; 1594 tmp1->y = op->y;
1481 insert_ob_in_map(tmp1,op->map,op,0); 1595 insert_ob_in_map (tmp1, op->map, op, 0);
1482} 1596}
1483 1597
1484/* 1598/*
1485 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1599 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1486 * is returned contains nr objects, and the remaining parts contains 1600 * is returned contains nr objects, and the remaining parts contains
1487 * the rest (or is removed and freed if that number is 0). 1601 * the rest (or is removed and freed if that number is 0).
1488 * On failure, NULL is returned, and the reason put into the 1602 * On failure, NULL is returned, and the reason put into the
1489 * global static errmsg array. 1603 * global static errmsg array.
1490 */ 1604 */
1491 1605
1606object *
1492object *get_split_ob(object *orig_ob, uint32 nr) { 1607get_split_ob (object *orig_ob, uint32 nr)
1493 object *newob; 1608{
1609 object *
1610 newob;
1611 int
1494 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1612 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1495 1613
1496 if(orig_ob->nrof<nr) { 1614 if (orig_ob->nrof < nr)
1497 sprintf(errmsg,"There are only %d %ss.", 1615 {
1498 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1616 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1499 return NULL; 1617 return NULL;
1500 } 1618 }
1619
1501 newob = object_create_clone(orig_ob); 1620 newob = object_create_clone (orig_ob);
1621
1502 if((orig_ob->nrof-=nr)<1) { 1622 if ((orig_ob->nrof -= nr) < 1)
1623 {
1503 if ( ! is_removed) 1624 if (!is_removed)
1504 remove_ob(orig_ob); 1625 remove_ob (orig_ob);
1505 free_object2(orig_ob, 1); 1626 free_object2 (orig_ob, 1);
1506 } 1627 }
1507 else if ( ! is_removed) { 1628 else if (!is_removed)
1629 {
1508 if(orig_ob->env!=NULL) 1630 if (orig_ob->env != NULL)
1509 sub_weight (orig_ob->env,orig_ob->weight*nr); 1631 sub_weight (orig_ob->env, orig_ob->weight * nr);
1510 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1632 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1633 {
1511 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1634 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1512 LOG(llevDebug,
1513 "Error, Tried to split object whose map is not in memory.\n"); 1635 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1514 return NULL; 1636 return NULL;
1515 } 1637 }
1516 } 1638 }
1639
1517 newob->nrof=nr; 1640 newob->nrof = nr;
1518 1641
1519 return newob; 1642 return newob;
1520} 1643}
1521 1644
1522/* 1645/*
1523 * decrease_ob_nr(object, number) decreases a specified number from 1646 * decrease_ob_nr(object, number) decreases a specified number from
1524 * the amount of an object. If the amount reaches 0, the object 1647 * the amount of an object. If the amount reaches 0, the object
1525 * is subsequently removed and freed. 1648 * is subsequently removed and freed.
1526 * 1649 *
1527 * Return value: 'op' if something is left, NULL if the amount reached 0 1650 * Return value: 'op' if something is left, NULL if the amount reached 0
1528 */ 1651 */
1529 1652
1653object *
1530object *decrease_ob_nr (object *op, uint32 i) 1654decrease_ob_nr (object *op, uint32 i)
1531{ 1655{
1532 object *tmp; 1656 object *tmp;
1533 player *pl; 1657 player *pl;
1534 1658
1535 if (i == 0) /* objects with op->nrof require this check */ 1659 if (i == 0) /* objects with op->nrof require this check */
1536 return op; 1660 return op;
1537 1661
1538 if (i > op->nrof) 1662 if (i > op->nrof)
1539 i = op->nrof; 1663 i = op->nrof;
1540 1664
1541 if (QUERY_FLAG (op, FLAG_REMOVED)) 1665 if (QUERY_FLAG (op, FLAG_REMOVED))
1666 op->nrof -= i;
1667 else if (op->env != NULL)
1668 {
1669 /* is this object in the players inventory, or sub container
1670 * therein?
1671 */
1672 tmp = is_player_inv (op->env);
1673 /* nope. Is this a container the player has opened?
1674 * If so, set tmp to that player.
1675 * IMO, searching through all the players will mostly
1676 * likely be quicker than following op->env to the map,
1677 * and then searching the map for a player.
1678 */
1679 if (!tmp)
1680 {
1681 for (pl = first_player; pl; pl = pl->next)
1682 if (pl->ob->container == op->env)
1683 break;
1684 if (pl)
1685 tmp = pl->ob;
1686 else
1687 tmp = NULL;
1688 }
1689
1690 if (i < op->nrof)
1691 {
1692 sub_weight (op->env, op->weight * i);
1693 op->nrof -= i;
1694 if (tmp)
1695 {
1696 esrv_send_item (tmp, op);
1697 }
1698 }
1699 else
1700 {
1701 remove_ob (op);
1702 op->nrof = 0;
1703 if (tmp)
1704 {
1705 esrv_del_item (tmp->contr, op->count);
1706 }
1707 }
1542 { 1708 }
1709 else
1710 {
1711 object *above = op->above;
1712
1713 if (i < op->nrof)
1543 op->nrof -= i; 1714 op->nrof -= i;
1544 } 1715 else
1545 else if (op->env != NULL)
1546 {
1547 /* is this object in the players inventory, or sub container
1548 * therein?
1549 */
1550 tmp = is_player_inv (op->env);
1551 /* nope. Is this a container the player has opened?
1552 * If so, set tmp to that player.
1553 * IMO, searching through all the players will mostly
1554 * likely be quicker than following op->env to the map,
1555 * and then searching the map for a player.
1556 */
1557 if (!tmp) {
1558 for (pl=first_player; pl; pl=pl->next)
1559 if (pl->ob->container == op->env) break;
1560 if (pl) tmp=pl->ob;
1561 else tmp=NULL;
1562 } 1716 {
1563
1564 if (i < op->nrof) {
1565 sub_weight (op->env, op->weight * i);
1566 op->nrof -= i;
1567 if (tmp) {
1568 esrv_send_item(tmp, op);
1569 }
1570 } else {
1571 remove_ob (op); 1717 remove_ob (op);
1572 op->nrof = 0; 1718 op->nrof = 0;
1573 if (tmp) {
1574 esrv_del_item(tmp->contr, op->count);
1575 } 1719 }
1576 }
1577 }
1578 else
1579 {
1580 object *above = op->above;
1581 1720
1582 if (i < op->nrof) {
1583 op->nrof -= i;
1584 } else {
1585 remove_ob (op);
1586 op->nrof = 0;
1587 }
1588 /* Since we just removed op, op->above is null */ 1721 /* Since we just removed op, op->above is null */
1589 for (tmp = above; tmp != NULL; tmp = tmp->above) 1722 for (tmp = above; tmp != NULL; tmp = tmp->above)
1590 if (tmp->type == PLAYER) { 1723 if (tmp->type == PLAYER)
1724 {
1591 if (op->nrof) 1725 if (op->nrof)
1592 esrv_send_item(tmp, op); 1726 esrv_send_item (tmp, op);
1593 else 1727 else
1594 esrv_del_item(tmp->contr, op->count); 1728 esrv_del_item (tmp->contr, op->count);
1595 } 1729 }
1596 } 1730 }
1597 1731
1598 if (op->nrof) { 1732 if (op->nrof)
1599 return op; 1733 return op;
1600 } else { 1734 else
1735 {
1601 free_object (op); 1736 free_object (op);
1602 return NULL; 1737 return NULL;
1603 } 1738 }
1604} 1739}
1605 1740
1606/* 1741/*
1607 * add_weight(object, weight) adds the specified weight to an object, 1742 * add_weight(object, weight) adds the specified weight to an object,
1608 * and also updates how much the environment(s) is/are carrying. 1743 * and also updates how much the environment(s) is/are carrying.
1609 */ 1744 */
1610 1745
1746void
1611void add_weight (object *op, signed long weight) { 1747add_weight (object *op, signed long weight)
1748{
1612 while (op!=NULL) { 1749 while (op != NULL)
1750 {
1613 if (op->type == CONTAINER) { 1751 if (op->type == CONTAINER)
1614 weight=(signed long)(weight*(100-op->stats.Str)/100); 1752 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1615 } 1753
1616 op->carrying+=weight; 1754 op->carrying += weight;
1617 op=op->env; 1755 op = op->env;
1618 } 1756 }
1619} 1757}
1620 1758
1621/* 1759/*
1622 * insert_ob_in_ob(op,environment): 1760 * insert_ob_in_ob(op,environment):
1623 * This function inserts the object op in the linked list 1761 * This function inserts the object op in the linked list
1630 * 1768 *
1631 * The function returns now pointer to inserted item, and return value can 1769 * The function returns now pointer to inserted item, and return value can
1632 * be != op, if items are merged. -Tero 1770 * be != op, if items are merged. -Tero
1633 */ 1771 */
1634 1772
1773object *
1635object *insert_ob_in_ob(object *op,object *where) { 1774insert_ob_in_ob (object *op, object *where)
1636 object *tmp, *otmp; 1775{
1776 object *
1777 tmp, *
1778 otmp;
1637 1779
1638 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1780 if (!QUERY_FLAG (op, FLAG_REMOVED))
1781 {
1639 dump_object(op); 1782 dump_object (op);
1640 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1783 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1641 return op; 1784 return op;
1642 } 1785 }
1786
1643 if(where==NULL) { 1787 if (where == NULL)
1788 {
1644 dump_object(op); 1789 dump_object (op);
1645 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg); 1790 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1646 return op; 1791 return op;
1647 } 1792 }
1793
1648 if (where->head) { 1794 if (where->head)
1649 LOG(llevDebug, 1795 {
1650 "Warning: Tried to insert object wrong part of multipart object.\n"); 1796 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1651 where = where->head; 1797 where = where->head;
1652 } 1798 }
1799
1653 if (op->more) { 1800 if (op->more)
1801 {
1654 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1802 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1655 &op->name, op->count);
1656 return op; 1803 return op;
1657 } 1804 }
1805
1658 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1806 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1659 CLEAR_FLAG(op, FLAG_REMOVED); 1807 CLEAR_FLAG (op, FLAG_REMOVED);
1660 if(op->nrof) { 1808 if (op->nrof)
1809 {
1661 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1810 for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1662 if ( CAN_MERGE(tmp,op) ) { 1811 if (CAN_MERGE (tmp, op))
1812 {
1663 /* return the original object and remove inserted object 1813 /* return the original object and remove inserted object
1664 (client needs the original object) */ 1814 (client needs the original object) */
1665 tmp->nrof += op->nrof; 1815 tmp->nrof += op->nrof;
1666 /* Weight handling gets pretty funky. Since we are adding to 1816 /* Weight handling gets pretty funky. Since we are adding to
1667 * tmp->nrof, we need to increase the weight. 1817 * tmp->nrof, we need to increase the weight.
1668 */ 1818 */
1669 add_weight (where, op->weight*op->nrof); 1819 add_weight (where, op->weight * op->nrof);
1670 SET_FLAG(op, FLAG_REMOVED); 1820 SET_FLAG (op, FLAG_REMOVED);
1671 free_object(op); /* free the inserted object */ 1821 free_object (op); /* free the inserted object */
1672 op = tmp; 1822 op = tmp;
1673 remove_ob (op); /* and fix old object's links */ 1823 remove_ob (op); /* and fix old object's links */
1674 CLEAR_FLAG(op, FLAG_REMOVED); 1824 CLEAR_FLAG (op, FLAG_REMOVED);
1675 break; 1825 break;
1676 } 1826 }
1677 1827
1678 /* I assume combined objects have no inventory 1828 /* I assume combined objects have no inventory
1679 * We add the weight - this object could have just been removed 1829 * We add the weight - this object could have just been removed
1680 * (if it was possible to merge). calling remove_ob will subtract 1830 * (if it was possible to merge). calling remove_ob will subtract
1681 * the weight, so we need to add it in again, since we actually do 1831 * the weight, so we need to add it in again, since we actually do
1682 * the linking below 1832 * the linking below
1683 */ 1833 */
1684 add_weight (where, op->weight*op->nrof); 1834 add_weight (where, op->weight * op->nrof);
1835 }
1685 } else 1836 else
1686 add_weight (where, (op->weight+op->carrying)); 1837 add_weight (where, (op->weight + op->carrying));
1687 1838
1688 otmp=is_player_inv(where); 1839 otmp = is_player_inv (where);
1689 if (otmp&&otmp->contr!=NULL) { 1840 if (otmp && otmp->contr != NULL)
1841 {
1690 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1842 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1691 fix_player(otmp); 1843 fix_player (otmp);
1692 } 1844 }
1693 1845
1694 op->map=NULL; 1846 op->map = NULL;
1695 op->env=where; 1847 op->env = where;
1696 op->above=NULL; 1848 op->above = NULL;
1697 op->below=NULL; 1849 op->below = NULL;
1698 op->x=0,op->y=0; 1850 op->x = 0, op->y = 0;
1699 1851
1700 /* reset the light list and los of the players on the map */ 1852 /* reset the light list and los of the players on the map */
1701 if((op->glow_radius!=0)&&where->map) 1853 if ((op->glow_radius != 0) && where->map)
1702 { 1854 {
1703#ifdef DEBUG_LIGHTS 1855#ifdef DEBUG_LIGHTS
1704 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1856 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1705 op->name);
1706#endif /* DEBUG_LIGHTS */ 1857#endif /* DEBUG_LIGHTS */
1858 if (MAP_DARKNESS (where->map))
1707 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1859 update_all_los (where->map, where->x, where->y);
1708 } 1860 }
1709 1861
1710 /* Client has no idea of ordering so lets not bother ordering it here. 1862 /* Client has no idea of ordering so lets not bother ordering it here.
1711 * It sure simplifies this function... 1863 * It sure simplifies this function...
1712 */ 1864 */
1713 if (where->inv==NULL) 1865 if (where->inv == NULL)
1714 where->inv=op; 1866 where->inv = op;
1715 else { 1867 else
1868 {
1716 op->below = where->inv; 1869 op->below = where->inv;
1717 op->below->above = op; 1870 op->below->above = op;
1718 where->inv = op; 1871 where->inv = op;
1719 } 1872 }
1720 return op; 1873 return op;
1721} 1874}
1722 1875
1723/* 1876/*
1724 * Checks if any objects has a move_type that matches objects 1877 * Checks if any objects has a move_type that matches objects
1739 * MSW 2001-07-08: Check all objects on space, not just those below 1892 * MSW 2001-07-08: Check all objects on space, not just those below
1740 * object being inserted. insert_ob_in_map may not put new objects 1893 * object being inserted. insert_ob_in_map may not put new objects
1741 * on top. 1894 * on top.
1742 */ 1895 */
1743 1896
1897int
1744int check_move_on (object *op, object *originator) 1898check_move_on (object *op, object *originator)
1745{ 1899{
1746 object *tmp; 1900 object *
1747 tag_t tag; 1901 tmp;
1748 mapstruct *m=op->map; 1902 tag_t
1903 tag;
1904 mapstruct *
1905 m = op->map;
1906 int
1749 int x=op->x, y=op->y; 1907 x = op->x, y = op->y;
1750 MoveType move_on, move_slow, move_block;
1751 1908
1909 MoveType
1910 move_on,
1911 move_slow,
1912 move_block;
1913
1752 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1914 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1753 return 0; 1915 return 0;
1754 1916
1755 tag = op->count; 1917 tag = op->count;
1756 1918
1757 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1919 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1758 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1920 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1759 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1921 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1760 1922
1761 /* if nothing on this space will slow op down or be applied, 1923 /* if nothing on this space will slow op down or be applied,
1762 * no need to do checking below. have to make sure move_type 1924 * no need to do checking below. have to make sure move_type
1763 * is set, as lots of objects don't have it set - we treat that 1925 * is set, as lots of objects don't have it set - we treat that
1764 * as walking. 1926 * as walking.
1765 */ 1927 */
1766 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1928 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1767 return 0; 1929 return 0;
1768 1930
1769 /* This is basically inverse logic of that below - basically, 1931 /* This is basically inverse logic of that below - basically,
1770 * if the object can avoid the move on or slow move, they do so, 1932 * if the object can avoid the move on or slow move, they do so,
1771 * but can't do it if the alternate movement they are using is 1933 * but can't do it if the alternate movement they are using is
1772 * blocked. Logic on this seems confusing, but does seem correct. 1934 * blocked. Logic on this seems confusing, but does seem correct.
1773 */ 1935 */
1774 if ((op->move_type & ~move_on & ~move_block) != 0 && 1936 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1775 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1937 return 0;
1776 1938
1777 /* The objects have to be checked from top to bottom. 1939 /* The objects have to be checked from top to bottom.
1778 * Hence, we first go to the top: 1940 * Hence, we first go to the top:
1779 */ 1941 */
1780 1942
1781 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1943 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1782 tmp->above!=NULL; tmp=tmp->above) { 1944 {
1783 /* Trim the search when we find the first other spell effect 1945 /* Trim the search when we find the first other spell effect
1784 * this helps performance so that if a space has 50 spell objects, 1946 * this helps performance so that if a space has 50 spell objects,
1785 * we don't need to check all of them. 1947 * we don't need to check all of them.
1786 */ 1948 */
1787 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1949 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1950 break;
1951 }
1952
1953 for (; tmp; tmp = tmp->below)
1788 } 1954 {
1789 for(;tmp!=NULL; tmp=tmp->below) { 1955 if (tmp == op)
1790 if (tmp == op) continue; /* Can't apply yourself */ 1956 continue; /* Can't apply yourself */
1791 1957
1792 /* Check to see if one of the movement types should be slowed down. 1958 /* Check to see if one of the movement types should be slowed down.
1793 * Second check makes sure that the movement types not being slowed 1959 * Second check makes sure that the movement types not being slowed
1794 * (~slow_move) is not blocked on this space - just because the 1960 * (~slow_move) is not blocked on this space - just because the
1795 * space doesn't slow down swimming (for example), if you can't actually 1961 * space doesn't slow down swimming (for example), if you can't actually
1796 * swim on that space, can't use it to avoid the penalty. 1962 * swim on that space, can't use it to avoid the penalty.
1797 */ 1963 */
1798 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1964 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1965 {
1799 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1966 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1800 ((op->move_type & tmp->move_slow) &&
1801 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1967 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1968 {
1802 1969
1803 float diff; 1970 float
1804
1805 diff = tmp->move_slow_penalty*FABS(op->speed); 1971 diff = tmp->move_slow_penalty * FABS (op->speed);
1972
1806 if (op->type == PLAYER) { 1973 if (op->type == PLAYER)
1807 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1974 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1808 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1975 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1809 diff /= 4.0; 1976 diff /= 4.0;
1810 } 1977
1811 }
1812 op->speed_left -= diff; 1978 op->speed_left -= diff;
1813 } 1979 }
1814 } 1980 }
1815 1981
1816 /* Basically same logic as above, except now for actual apply. */ 1982 /* Basically same logic as above, except now for actual apply. */
1817 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1983 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1818 ((op->move_type & tmp->move_on) &&
1819 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1984 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1820 1985 {
1821 move_apply(tmp, op, originator); 1986 move_apply (tmp, op, originator);
1987
1822 if (was_destroyed (op, tag)) 1988 if (was_destroyed (op, tag))
1823 return 1; 1989 return 1;
1824 1990
1825 /* what the person/creature stepped onto has moved the object 1991 /* what the person/creature stepped onto has moved the object
1826 * someplace new. Don't process any further - if we did, 1992 * someplace new. Don't process any further - if we did,
1827 * have a feeling strange problems would result. 1993 * have a feeling strange problems would result.
1828 */ 1994 */
1829 if (op->map != m || op->x != x || op->y != y) return 0; 1995 if (op->map != m || op->x != x || op->y != y)
1996 return 0;
1830 } 1997 }
1831 } 1998 }
1999
1832 return 0; 2000 return 0;
1833} 2001}
1834 2002
1835/* 2003/*
1836 * present_arch(arch, map, x, y) searches for any objects with 2004 * present_arch(arch, map, x, y) searches for any objects with
1837 * a matching archetype at the given map and coordinates. 2005 * a matching archetype at the given map and coordinates.
1838 * The first matching object is returned, or NULL if none. 2006 * The first matching object is returned, or NULL if none.
1839 */ 2007 */
1840 2008
2009object *
1841object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 2010present_arch (const archetype *at, mapstruct *m, int x, int y)
2011{
1842 object *tmp; 2012 object *
2013 tmp;
2014
1843 if(m==NULL || out_of_map(m,x,y)) { 2015 if (m == NULL || out_of_map (m, x, y))
2016 {
1844 LOG(llevError,"Present_arch called outside map.\n"); 2017 LOG (llevError, "Present_arch called outside map.\n");
1845 return NULL; 2018 return NULL;
1846 } 2019 }
1847 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 2020 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1848 if(tmp->arch == at) 2021 if (tmp->arch == at)
1849 return tmp; 2022 return tmp;
1850 return NULL; 2023 return NULL;
1851} 2024}
1852 2025
1853/* 2026/*
1854 * present(type, map, x, y) searches for any objects with 2027 * present(type, map, x, y) searches for any objects with
1855 * a matching type variable at the given map and coordinates. 2028 * a matching type variable at the given map and coordinates.
1856 * The first matching object is returned, or NULL if none. 2029 * The first matching object is returned, or NULL if none.
1857 */ 2030 */
1858 2031
2032object *
1859object *present(unsigned char type,mapstruct *m, int x,int y) { 2033present (unsigned char type, mapstruct *m, int x, int y)
2034{
1860 object *tmp; 2035 object *
2036 tmp;
2037
1861 if(out_of_map(m,x,y)) { 2038 if (out_of_map (m, x, y))
2039 {
1862 LOG(llevError,"Present called outside map.\n"); 2040 LOG (llevError, "Present called outside map.\n");
1863 return NULL; 2041 return NULL;
1864 } 2042 }
1865 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 2043 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1866 if(tmp->type==type) 2044 if (tmp->type == type)
1867 return tmp; 2045 return tmp;
1868 return NULL; 2046 return NULL;
1869} 2047}
1870 2048
1871/* 2049/*
1872 * present_in_ob(type, object) searches for any objects with 2050 * present_in_ob(type, object) searches for any objects with
1873 * a matching type variable in the inventory of the given object. 2051 * a matching type variable in the inventory of the given object.
1874 * The first matching object is returned, or NULL if none. 2052 * The first matching object is returned, or NULL if none.
1875 */ 2053 */
1876 2054
2055object *
1877object *present_in_ob(unsigned char type, const object *op) { 2056present_in_ob (unsigned char type, const object *op)
2057{
1878 object *tmp; 2058 object *
2059 tmp;
2060
1879 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2061 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1880 if(tmp->type==type) 2062 if (tmp->type == type)
1881 return tmp; 2063 return tmp;
1882 return NULL; 2064 return NULL;
1883} 2065}
1884 2066
1885/* 2067/*
1895 * the object name, not the archetype name. this is so that the 2077 * the object name, not the archetype name. this is so that the
1896 * spell code can use one object type (force), but change it's name 2078 * spell code can use one object type (force), but change it's name
1897 * to be unique. 2079 * to be unique.
1898 */ 2080 */
1899 2081
2082object *
1900object *present_in_ob_by_name(int type, const char *str, const object *op) { 2083present_in_ob_by_name (int type, const char *str, const object *op)
2084{
1901 object *tmp; 2085 object *
2086 tmp;
1902 2087
1903 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2088 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2089 {
1904 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2090 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1905 return tmp; 2091 return tmp;
1906 } 2092 }
1907 return NULL; 2093 return NULL;
1908} 2094}
1909 2095
1910/* 2096/*
1911 * present_arch_in_ob(archetype, object) searches for any objects with 2097 * present_arch_in_ob(archetype, object) searches for any objects with
1912 * a matching archetype in the inventory of the given object. 2098 * a matching archetype in the inventory of the given object.
1913 * The first matching object is returned, or NULL if none. 2099 * The first matching object is returned, or NULL if none.
1914 */ 2100 */
1915 2101
2102object *
1916object *present_arch_in_ob(const archetype *at, const object *op) { 2103present_arch_in_ob (const archetype *at, const object *op)
2104{
1917 object *tmp; 2105 object *
2106 tmp;
2107
1918 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2108 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1919 if( tmp->arch == at) 2109 if (tmp->arch == at)
1920 return tmp; 2110 return tmp;
1921 return NULL; 2111 return NULL;
1922} 2112}
1923 2113
1924/* 2114/*
1925 * activate recursively a flag on an object inventory 2115 * activate recursively a flag on an object inventory
1926 */ 2116 */
2117void
1927void flag_inv(object*op, int flag){ 2118flag_inv (object *op, int flag)
2119{
1928 object *tmp; 2120 object *
2121 tmp;
2122
1929 if(op->inv) 2123 if (op->inv)
1930 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2124 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2125 {
1931 SET_FLAG(tmp, flag); 2126 SET_FLAG (tmp, flag);
1932 flag_inv(tmp,flag); 2127 flag_inv (tmp, flag);
1933 } 2128 }
1934}/* 2129} /*
1935 * desactivate recursively a flag on an object inventory 2130 * desactivate recursively a flag on an object inventory
1936 */ 2131 */
2132void
1937void unflag_inv(object*op, int flag){ 2133unflag_inv (object *op, int flag)
2134{
1938 object *tmp; 2135 object *
2136 tmp;
2137
1939 if(op->inv) 2138 if (op->inv)
1940 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2139 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2140 {
1941 CLEAR_FLAG(tmp, flag); 2141 CLEAR_FLAG (tmp, flag);
1942 unflag_inv(tmp,flag); 2142 unflag_inv (tmp, flag);
1943 } 2143 }
1944} 2144}
1945 2145
1946/* 2146/*
1947 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2147 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1948 * all it's inventory (recursively). 2148 * all it's inventory (recursively).
1949 * If checksums are used, a player will get set_cheat called for 2149 * If checksums are used, a player will get set_cheat called for
1950 * him/her-self and all object carried by a call to this function. 2150 * him/her-self and all object carried by a call to this function.
1951 */ 2151 */
1952 2152
2153void
1953void set_cheat(object *op) { 2154set_cheat (object *op)
2155{
1954 SET_FLAG(op, FLAG_WAS_WIZ); 2156 SET_FLAG (op, FLAG_WAS_WIZ);
1955 flag_inv(op, FLAG_WAS_WIZ); 2157 flag_inv (op, FLAG_WAS_WIZ);
1956} 2158}
1957 2159
1958/* 2160/*
1959 * find_free_spot(object, map, x, y, start, stop) will search for 2161 * find_free_spot(object, map, x, y, start, stop) will search for
1960 * a spot at the given map and coordinates which will be able to contain 2162 * a spot at the given map and coordinates which will be able to contain
1975 * to know if the space in question will block the object. We can't use 2177 * to know if the space in question will block the object. We can't use
1976 * the archetype because that isn't correct if the monster has been 2178 * the archetype because that isn't correct if the monster has been
1977 * customized, changed states, etc. 2179 * customized, changed states, etc.
1978 */ 2180 */
1979 2181
2182int
1980int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2183find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop)
2184{
2185 int
2186 i,
1981 int i,index=0, flag; 2187 index = 0, flag;
2188 static int
1982 static int altern[SIZEOFFREE]; 2189 altern[SIZEOFFREE];
1983 2190
1984 for(i=start;i<stop;i++) { 2191 for (i = start; i < stop; i++)
2192 {
1985 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2193 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
1986 if(!flag) 2194 if (!flag)
1987 altern[index++]=i; 2195 altern[index++] = i;
1988 2196
1989 /* Basically, if we find a wall on a space, we cut down the search size. 2197 /* Basically, if we find a wall on a space, we cut down the search size.
1990 * In this way, we won't return spaces that are on another side of a wall. 2198 * In this way, we won't return spaces that are on another side of a wall.
1991 * This mostly work, but it cuts down the search size in all directions - 2199 * This mostly work, but it cuts down the search size in all directions -
1992 * if the space being examined only has a wall to the north and empty 2200 * if the space being examined only has a wall to the north and empty
1993 * spaces in all the other directions, this will reduce the search space 2201 * spaces in all the other directions, this will reduce the search space
1994 * to only the spaces immediately surrounding the target area, and 2202 * to only the spaces immediately surrounding the target area, and
1995 * won't look 2 spaces south of the target space. 2203 * won't look 2 spaces south of the target space.
1996 */ 2204 */
1997 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2205 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
1998 stop=maxfree[i]; 2206 stop = maxfree[i];
1999 } 2207 }
2000 if(!index) return -1; 2208 if (!index)
2209 return -1;
2001 return altern[RANDOM()%index]; 2210 return altern[RANDOM () % index];
2002} 2211}
2003 2212
2004/* 2213/*
2005 * find_first_free_spot(archetype, mapstruct, x, y) works like 2214 * find_first_free_spot(archetype, mapstruct, x, y) works like
2006 * find_free_spot(), but it will search max number of squares. 2215 * find_free_spot(), but it will search max number of squares.
2007 * But it will return the first available spot, not a random choice. 2216 * But it will return the first available spot, not a random choice.
2008 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2217 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2009 */ 2218 */
2010 2219
2220int
2011int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2221find_first_free_spot (const object *ob, mapstruct *m, int x, int y)
2222{
2223 int
2012 int i; 2224 i;
2225
2013 for(i=0;i<SIZEOFFREE;i++) { 2226 for (i = 0; i < SIZEOFFREE; i++)
2227 {
2014 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2228 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2015 return i; 2229 return i;
2016 } 2230 }
2017 return -1; 2231 return -1;
2018} 2232}
2019 2233
2020/* 2234/*
2021 * The function permute(arr, begin, end) randomly reorders the array 2235 * The function permute(arr, begin, end) randomly reorders the array
2022 * arr[begin..end-1]. 2236 * arr[begin..end-1].
2023 */ 2237 */
2238static void
2024static void permute(int *arr, int begin, int end) 2239permute (int *arr, int begin, int end)
2025{ 2240{
2026 int i, j, tmp, len; 2241 int
2242 i,
2243 j,
2244 tmp,
2245 len;
2027 2246
2028 len = end-begin; 2247 len = end - begin;
2029 for(i = begin; i < end; i++) 2248 for (i = begin; i < end; i++)
2030 { 2249 {
2031 j = begin+RANDOM()%len; 2250 j = begin + RANDOM () % len;
2032 2251
2033 tmp = arr[i]; 2252 tmp = arr[i];
2034 arr[i] = arr[j]; 2253 arr[i] = arr[j];
2035 arr[j] = tmp; 2254 arr[j] = tmp;
2036 } 2255 }
2037} 2256}
2038 2257
2039/* new function to make monster searching more efficient, and effective! 2258/* new function to make monster searching more efficient, and effective!
2040 * This basically returns a randomized array (in the passed pointer) of 2259 * This basically returns a randomized array (in the passed pointer) of
2041 * the spaces to find monsters. In this way, it won't always look for 2260 * the spaces to find monsters. In this way, it won't always look for
2042 * monsters to the north first. However, the size of the array passed 2261 * monsters to the north first. However, the size of the array passed
2043 * covers all the spaces, so within that size, all the spaces within 2262 * covers all the spaces, so within that size, all the spaces within
2044 * the 3x3 area will be searched, just not in a predictable order. 2263 * the 3x3 area will be searched, just not in a predictable order.
2045 */ 2264 */
2265void
2046void get_search_arr(int *search_arr) 2266get_search_arr (int *search_arr)
2047{ 2267{
2268 int
2048 int i; 2269 i;
2049 2270
2050 for(i = 0; i < SIZEOFFREE; i++) 2271 for (i = 0; i < SIZEOFFREE; i++)
2051 { 2272 {
2052 search_arr[i] = i; 2273 search_arr[i] = i;
2053 } 2274 }
2054 2275
2055 permute(search_arr, 1, SIZEOFFREE1+1); 2276 permute (search_arr, 1, SIZEOFFREE1 + 1);
2056 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2277 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2057 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2278 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2058} 2279}
2059 2280
2060/* 2281/*
2061 * find_dir(map, x, y, exclude) will search some close squares in the 2282 * find_dir(map, x, y, exclude) will search some close squares in the
2062 * given map at the given coordinates for live objects. 2283 * given map at the given coordinates for live objects.
2068 * is actually want is going to try and move there. We need this info 2289 * is actually want is going to try and move there. We need this info
2069 * because we have to know what movement the thing looking to move 2290 * because we have to know what movement the thing looking to move
2070 * there is capable of. 2291 * there is capable of.
2071 */ 2292 */
2072 2293
2294int
2073int find_dir(mapstruct *m, int x, int y, object *exclude) { 2295find_dir (mapstruct *m, int x, int y, object *exclude)
2296{
2297 int
2298 i,
2074 int i,max=SIZEOFFREE, mflags; 2299 max = SIZEOFFREE, mflags;
2300
2075 sint16 nx, ny; 2301 sint16 nx, ny;
2076 object *tmp; 2302 object *
2303 tmp;
2077 mapstruct *mp; 2304 mapstruct *
2305 mp;
2306
2078 MoveType blocked, move_type; 2307 MoveType blocked, move_type;
2079 2308
2080 if (exclude && exclude->head) { 2309 if (exclude && exclude->head)
2310 {
2081 exclude = exclude->head; 2311 exclude = exclude->head;
2082 move_type = exclude->move_type; 2312 move_type = exclude->move_type;
2083 } else { 2313 }
2314 else
2315 {
2084 /* If we don't have anything, presume it can use all movement types. */ 2316 /* If we don't have anything, presume it can use all movement types. */
2085 move_type=MOVE_ALL; 2317 move_type = MOVE_ALL;
2318 }
2319
2320 for (i = 1; i < max; i++)
2086 } 2321 {
2087
2088 for(i=1;i<max;i++) {
2089 mp = m; 2322 mp = m;
2090 nx = x + freearr_x[i]; 2323 nx = x + freearr_x[i];
2091 ny = y + freearr_y[i]; 2324 ny = y + freearr_y[i];
2092 2325
2093 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2326 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2094 if (mflags & P_OUT_OF_MAP) { 2327 if (mflags & P_OUT_OF_MAP)
2328 {
2095 max = maxfree[i]; 2329 max = maxfree[i];
2330 }
2096 } else { 2331 else
2332 {
2097 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2333 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2098 2334
2099 if ((move_type & blocked) == move_type) { 2335 if ((move_type & blocked) == move_type)
2336 {
2100 max=maxfree[i]; 2337 max = maxfree[i];
2338 }
2101 } else if (mflags & P_IS_ALIVE) { 2339 else if (mflags & P_IS_ALIVE)
2340 {
2102 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2341 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2103 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2342 {
2104 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2343 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2344 {
2105 break; 2345 break;
2106 } 2346 }
2107 } 2347 }
2108 if(tmp) { 2348 if (tmp)
2349 {
2109 return freedir[i]; 2350 return freedir[i];
2110 } 2351 }
2111 } 2352 }
2112 } 2353 }
2113 } 2354 }
2114 return 0; 2355 return 0;
2115} 2356}
2116 2357
2117/* 2358/*
2118 * distance(object 1, object 2) will return the square of the 2359 * distance(object 1, object 2) will return the square of the
2119 * distance between the two given objects. 2360 * distance between the two given objects.
2120 */ 2361 */
2121 2362
2363int
2122int distance(const object *ob1, const object *ob2) { 2364distance (const object *ob1, const object *ob2)
2365{
2123 int i; 2366 int
2124 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2367 i;
2125 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2368
2369 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2126 return i; 2370 return i;
2127} 2371}
2128 2372
2129/* 2373/*
2130 * find_dir_2(delta-x,delta-y) will return a direction in which 2374 * find_dir_2(delta-x,delta-y) will return a direction in which
2131 * an object which has subtracted the x and y coordinates of another 2375 * an object which has subtracted the x and y coordinates of another
2132 * object, needs to travel toward it. 2376 * object, needs to travel toward it.
2133 */ 2377 */
2134 2378
2379int
2135int find_dir_2(int x, int y) { 2380find_dir_2 (int x, int y)
2381{
2136 int q; 2382 int
2383 q;
2137 2384
2138 if(y) 2385 if (y)
2139 q=x*100/y; 2386 q = x * 100 / y;
2140 else if (x) 2387 else if (x)
2141 q= -300*x; 2388 q = -300 * x;
2142 else 2389 else
2143 return 0; 2390 return 0;
2144 2391
2145 if(y>0) { 2392 if (y > 0)
2393 {
2146 if(q < -242) 2394 if (q < -242)
2147 return 3 ; 2395 return 3;
2148 if (q < -41) 2396 if (q < -41)
2149 return 2 ; 2397 return 2;
2150 if (q < 41) 2398 if (q < 41)
2151 return 1 ; 2399 return 1;
2152 if (q < 242) 2400 if (q < 242)
2153 return 8 ; 2401 return 8;
2154 return 7 ; 2402 return 7;
2155 } 2403 }
2156 2404
2157 if (q < -242) 2405 if (q < -242)
2158 return 7 ; 2406 return 7;
2159 if (q < -41) 2407 if (q < -41)
2160 return 6 ; 2408 return 6;
2161 if (q < 41) 2409 if (q < 41)
2162 return 5 ; 2410 return 5;
2163 if (q < 242) 2411 if (q < 242)
2164 return 4 ; 2412 return 4;
2165 2413
2166 return 3 ; 2414 return 3;
2167} 2415}
2168 2416
2169/* 2417/*
2170 * absdir(int): Returns a number between 1 and 8, which represent 2418 * absdir(int): Returns a number between 1 and 8, which represent
2171 * the "absolute" direction of a number (it actually takes care of 2419 * the "absolute" direction of a number (it actually takes care of
2172 * "overflow" in previous calculations of a direction). 2420 * "overflow" in previous calculations of a direction).
2173 */ 2421 */
2174 2422
2423int
2175int absdir(int d) { 2424absdir (int d)
2176 while(d<1) d+=8; 2425{
2177 while(d>8) d-=8; 2426 while (d < 1)
2427 d += 8;
2428 while (d > 8)
2429 d -= 8;
2178 return d; 2430 return d;
2179} 2431}
2180 2432
2181/* 2433/*
2182 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2434 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2183 * between two directions (which are expected to be absolute (see absdir()) 2435 * between two directions (which are expected to be absolute (see absdir())
2184 */ 2436 */
2185 2437
2438int
2186int dirdiff(int dir1, int dir2) { 2439dirdiff (int dir1, int dir2)
2440{
2187 int d; 2441 int
2442 d;
2443
2188 d = abs(dir1 - dir2); 2444 d = abs (dir1 - dir2);
2189 if(d>4) 2445 if (d > 4)
2190 d = 8 - d; 2446 d = 8 - d;
2191 return d; 2447 return d;
2192} 2448}
2193 2449
2194/* peterm: 2450/* peterm:
2199 * direction 4, 14, or 16 to get back to where we are. 2455 * direction 4, 14, or 16 to get back to where we are.
2200 * Moved from spell_util.c to object.c with the other related direction 2456 * Moved from spell_util.c to object.c with the other related direction
2201 * functions. 2457 * functions.
2202 */ 2458 */
2203 2459
2460int
2204int reduction_dir[SIZEOFFREE][3] = { 2461 reduction_dir[SIZEOFFREE][3] = {
2205 {0,0,0}, /* 0 */ 2462 {0, 0, 0}, /* 0 */
2206 {0,0,0}, /* 1 */ 2463 {0, 0, 0}, /* 1 */
2207 {0,0,0}, /* 2 */ 2464 {0, 0, 0}, /* 2 */
2208 {0,0,0}, /* 3 */ 2465 {0, 0, 0}, /* 3 */
2209 {0,0,0}, /* 4 */ 2466 {0, 0, 0}, /* 4 */
2210 {0,0,0}, /* 5 */ 2467 {0, 0, 0}, /* 5 */
2211 {0,0,0}, /* 6 */ 2468 {0, 0, 0}, /* 6 */
2212 {0,0,0}, /* 7 */ 2469 {0, 0, 0}, /* 7 */
2213 {0,0,0}, /* 8 */ 2470 {0, 0, 0}, /* 8 */
2214 {8,1,2}, /* 9 */ 2471 {8, 1, 2}, /* 9 */
2215 {1,2,-1}, /* 10 */ 2472 {1, 2, -1}, /* 10 */
2216 {2,10,12}, /* 11 */ 2473 {2, 10, 12}, /* 11 */
2217 {2,3,-1}, /* 12 */ 2474 {2, 3, -1}, /* 12 */
2218 {2,3,4}, /* 13 */ 2475 {2, 3, 4}, /* 13 */
2219 {3,4,-1}, /* 14 */ 2476 {3, 4, -1}, /* 14 */
2220 {4,14,16}, /* 15 */ 2477 {4, 14, 16}, /* 15 */
2221 {5,4,-1}, /* 16 */ 2478 {5, 4, -1}, /* 16 */
2222 {4,5,6}, /* 17 */ 2479 {4, 5, 6}, /* 17 */
2223 {6,5,-1}, /* 18 */ 2480 {6, 5, -1}, /* 18 */
2224 {6,20,18}, /* 19 */ 2481 {6, 20, 18}, /* 19 */
2225 {7,6,-1}, /* 20 */ 2482 {7, 6, -1}, /* 20 */
2226 {6,7,8}, /* 21 */ 2483 {6, 7, 8}, /* 21 */
2227 {7,8,-1}, /* 22 */ 2484 {7, 8, -1}, /* 22 */
2228 {8,22,24}, /* 23 */ 2485 {8, 22, 24}, /* 23 */
2229 {8,1,-1}, /* 24 */ 2486 {8, 1, -1}, /* 24 */
2230 {24,9,10}, /* 25 */ 2487 {24, 9, 10}, /* 25 */
2231 {9,10,-1}, /* 26 */ 2488 {9, 10, -1}, /* 26 */
2232 {10,11,-1}, /* 27 */ 2489 {10, 11, -1}, /* 27 */
2233 {27,11,29}, /* 28 */ 2490 {27, 11, 29}, /* 28 */
2234 {11,12,-1}, /* 29 */ 2491 {11, 12, -1}, /* 29 */
2235 {12,13,-1}, /* 30 */ 2492 {12, 13, -1}, /* 30 */
2236 {12,13,14}, /* 31 */ 2493 {12, 13, 14}, /* 31 */
2237 {13,14,-1}, /* 32 */ 2494 {13, 14, -1}, /* 32 */
2238 {14,15,-1}, /* 33 */ 2495 {14, 15, -1}, /* 33 */
2239 {33,15,35}, /* 34 */ 2496 {33, 15, 35}, /* 34 */
2240 {16,15,-1}, /* 35 */ 2497 {16, 15, -1}, /* 35 */
2241 {17,16,-1}, /* 36 */ 2498 {17, 16, -1}, /* 36 */
2242 {18,17,16}, /* 37 */ 2499 {18, 17, 16}, /* 37 */
2243 {18,17,-1}, /* 38 */ 2500 {18, 17, -1}, /* 38 */
2244 {18,19,-1}, /* 39 */ 2501 {18, 19, -1}, /* 39 */
2245 {41,19,39}, /* 40 */ 2502 {41, 19, 39}, /* 40 */
2246 {19,20,-1}, /* 41 */ 2503 {19, 20, -1}, /* 41 */
2247 {20,21,-1}, /* 42 */ 2504 {20, 21, -1}, /* 42 */
2248 {20,21,22}, /* 43 */ 2505 {20, 21, 22}, /* 43 */
2249 {21,22,-1}, /* 44 */ 2506 {21, 22, -1}, /* 44 */
2250 {23,22,-1}, /* 45 */ 2507 {23, 22, -1}, /* 45 */
2251 {45,47,23}, /* 46 */ 2508 {45, 47, 23}, /* 46 */
2252 {23,24,-1}, /* 47 */ 2509 {23, 24, -1}, /* 47 */
2253 {24,9,-1}}; /* 48 */ 2510 {24, 9, -1}
2511}; /* 48 */
2254 2512
2255/* Recursive routine to step back and see if we can 2513/* Recursive routine to step back and see if we can
2256 * find a path to that monster that we found. If not, 2514 * find a path to that monster that we found. If not,
2257 * we don't bother going toward it. Returns 1 if we 2515 * we don't bother going toward it. Returns 1 if we
2258 * can see a direct way to get it 2516 * can see a direct way to get it
2259 * Modified to be map tile aware -.MSW 2517 * Modified to be map tile aware -.MSW
2260 */ 2518 */
2261
2262 2519
2520
2521int
2263int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2522can_see_monsterP (mapstruct *m, int x, int y, int dir)
2523{
2264 sint16 dx, dy; 2524 sint16 dx, dy;
2525 int
2265 int mflags; 2526 mflags;
2266 2527
2528 if (dir < 0)
2267 if(dir<0) return 0; /* exit condition: invalid direction */ 2529 return 0; /* exit condition: invalid direction */
2268 2530
2269 dx = x + freearr_x[dir]; 2531 dx = x + freearr_x[dir];
2270 dy = y + freearr_y[dir]; 2532 dy = y + freearr_y[dir];
2271 2533
2272 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2534 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2273 2535
2274 /* This functional arguably was incorrect before - it was 2536 /* This functional arguably was incorrect before - it was
2275 * checking for P_WALL - that was basically seeing if 2537 * checking for P_WALL - that was basically seeing if
2276 * we could move to the monster - this is being more 2538 * we could move to the monster - this is being more
2277 * literal on if we can see it. To know if we can actually 2539 * literal on if we can see it. To know if we can actually
2278 * move to the monster, we'd need the monster passed in or 2540 * move to the monster, we'd need the monster passed in or
2279 * at least its move type. 2541 * at least its move type.
2280 */ 2542 */
2281 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2543 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2544 return 0;
2282 2545
2283 /* yes, can see. */ 2546 /* yes, can see. */
2284 if(dir < 9) return 1; 2547 if (dir < 9)
2548 return 1;
2285 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2549 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2286 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2550 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2287 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2288} 2551}
2289 2552
2290 2553
2291 2554
2292/* 2555/*
2293 * can_pick(picker, item): finds out if an object is possible to be 2556 * can_pick(picker, item): finds out if an object is possible to be
2294 * picked up by the picker. Returnes 1 if it can be 2557 * picked up by the picker. Returnes 1 if it can be
2295 * picked up, otherwise 0. 2558 * picked up, otherwise 0.
2296 * 2559 *
2298 * core dumps if they do. 2561 * core dumps if they do.
2299 * 2562 *
2300 * Add a check so we can't pick up invisible objects (0.93.8) 2563 * Add a check so we can't pick up invisible objects (0.93.8)
2301 */ 2564 */
2302 2565
2566int
2303int can_pick(const object *who, const object *item) { 2567can_pick (const object *who, const object *item)
2568{
2304 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2569 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2305 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2570 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2306 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2571 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2307 (who->type==PLAYER||item->weight<who->weight/3));
2308} 2572}
2309 2573
2310 2574
2311/* 2575/*
2312 * create clone from object to another 2576 * create clone from object to another
2313 */ 2577 */
2578object *
2314object *object_create_clone (object *asrc) { 2579object_create_clone (object *asrc)
2580{
2581 object *
2315 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2582 dst = NULL, *tmp, *src, *part, *prev, *item;
2316 2583
2584 if (!asrc)
2317 if(!asrc) return NULL; 2585 return NULL;
2318 src = asrc; 2586 src = asrc;
2319 if(src->head) 2587 if (src->head)
2320 src = src->head; 2588 src = src->head;
2321 2589
2322 prev = NULL; 2590 prev = NULL;
2323 for(part = src; part; part = part->more) { 2591 for (part = src; part; part = part->more)
2592 {
2324 tmp = get_object(); 2593 tmp = get_object ();
2325 copy_object(part,tmp); 2594 copy_object (part, tmp);
2326 tmp->x -= src->x; 2595 tmp->x -= src->x;
2327 tmp->y -= src->y; 2596 tmp->y -= src->y;
2328 if(!part->head) { 2597 if (!part->head)
2598 {
2329 dst = tmp; 2599 dst = tmp;
2330 tmp->head = NULL; 2600 tmp->head = NULL;
2601 }
2331 } else { 2602 else
2603 {
2332 tmp->head = dst; 2604 tmp->head = dst;
2333 } 2605 }
2334 tmp->more = NULL; 2606 tmp->more = NULL;
2335 if(prev) 2607 if (prev)
2336 prev->more = tmp; 2608 prev->more = tmp;
2337 prev = tmp; 2609 prev = tmp;
2338 } 2610 }
2611
2339 /*** copy inventory ***/ 2612 /*** copy inventory ***/
2340 for(item = src->inv; item; item = item->below) { 2613 for (item = src->inv; item; item = item->below)
2614 {
2341 (void) insert_ob_in_ob(object_create_clone(item),dst); 2615 (void) insert_ob_in_ob (object_create_clone (item), dst);
2342 } 2616 }
2343 2617
2344 return dst; 2618 return dst;
2345} 2619}
2346 2620
2347/* return true if the object was destroyed, 0 otherwise */ 2621/* return true if the object was destroyed, 0 otherwise */
2622int
2348int was_destroyed (const object *op, tag_t old_tag) 2623was_destroyed (const object *op, tag_t old_tag)
2349{ 2624{
2350 /* checking for FLAG_FREED isn't necessary, but makes this function more 2625 /* checking for FLAG_FREED isn't necessary, but makes this function more
2351 * robust */ 2626 * robust */
2352 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED); 2627 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2353} 2628}
2354 2629
2355/* GROS - Creates an object using a string representing its content. */ 2630/* GROS - Creates an object using a string representing its content. */
2631
2356/* Basically, we save the content of the string to a temp file, then call */ 2632/* Basically, we save the content of the string to a temp file, then call */
2633
2357/* load_object on it. I admit it is a highly inefficient way to make things, */ 2634/* load_object on it. I admit it is a highly inefficient way to make things, */
2635
2358/* but it was simple to make and allows reusing the load_object function. */ 2636/* but it was simple to make and allows reusing the load_object function. */
2637
2359/* Remember not to use load_object_str in a time-critical situation. */ 2638/* Remember not to use load_object_str in a time-critical situation. */
2639
2360/* Also remember that multiparts objects are not supported for now. */ 2640/* Also remember that multiparts objects are not supported for now. */
2361 2641
2642object *
2362object* load_object_str(const char *obstr) 2643load_object_str (const char *obstr)
2363{ 2644{
2364 object *op; 2645 object *
2646 op;
2647 char
2365 char filename[MAX_BUF]; 2648 filename[MAX_BUF];
2649
2366 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2650 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2367 2651
2652 FILE *
2368 FILE *tempfile=fopen(filename,"w"); 2653 tempfile = fopen (filename, "w");
2654
2369 if (tempfile == NULL) 2655 if (tempfile == NULL)
2370 { 2656 {
2371 LOG(llevError,"Error - Unable to access load object temp file\n"); 2657 LOG (llevError, "Error - Unable to access load object temp file\n");
2372 return NULL; 2658 return NULL;
2373 }; 2659 };
2374 fprintf(tempfile,obstr); 2660 fprintf (tempfile, obstr);
2375 fclose(tempfile); 2661 fclose (tempfile);
2376 2662
2377 op=get_object(); 2663 op = get_object ();
2378 2664
2379 object_thawer thawer (filename); 2665 object_thawer thawer (filename);
2380 2666
2381 if (thawer) 2667 if (thawer)
2382 load_object(thawer,op,0); 2668 load_object (thawer, op, 0);
2383 2669
2384 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2670 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2385 CLEAR_FLAG(op,FLAG_REMOVED); 2671 CLEAR_FLAG (op, FLAG_REMOVED);
2386 2672
2387 return op; 2673 return op;
2388} 2674}
2389 2675
2390/* This returns the first object in who's inventory that 2676/* This returns the first object in who's inventory that
2391 * has the same type and subtype match. 2677 * has the same type and subtype match.
2392 * returns NULL if no match. 2678 * returns NULL if no match.
2393 */ 2679 */
2680object *
2394object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2681find_obj_by_type_subtype (const object *who, int type, int subtype)
2395{ 2682{
2396 object *tmp; 2683 object *
2684 tmp;
2397 2685
2398 for (tmp=who->inv; tmp; tmp=tmp->below) 2686 for (tmp = who->inv; tmp; tmp = tmp->below)
2399 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2687 if (tmp->type == type && tmp->subtype == subtype)
2688 return tmp;
2400 2689
2401 return NULL; 2690 return NULL;
2402} 2691}
2403 2692
2404/* If ob has a field named key, return the link from the list, 2693/* If ob has a field named key, return the link from the list,
2405 * otherwise return NULL. 2694 * otherwise return NULL.
2406 * 2695 *
2407 * key must be a passed in shared string - otherwise, this won't 2696 * key must be a passed in shared string - otherwise, this won't
2408 * do the desired thing. 2697 * do the desired thing.
2409 */ 2698 */
2699key_value *
2410key_value * get_ob_key_link(const object * ob, const char * key) { 2700get_ob_key_link (const object *ob, const char *key)
2701{
2411 key_value * link; 2702 key_value *
2412 2703 link;
2704
2413 for (link = ob->key_values; link != NULL; link = link->next) { 2705 for (link = ob->key_values; link != NULL; link = link->next)
2706 {
2414 if (link->key == key) { 2707 if (link->key == key)
2708 {
2415 return link; 2709 return link;
2416 } 2710 }
2417 }
2418 2711 }
2712
2419 return NULL; 2713 return NULL;
2420} 2714}
2421 2715
2422/* 2716/*
2423 * Returns the value of op has an extra_field for key, or NULL. 2717 * Returns the value of op has an extra_field for key, or NULL.
2424 * 2718 *
2425 * The argument doesn't need to be a shared string. 2719 * The argument doesn't need to be a shared string.
2426 * 2720 *
2427 * The returned string is shared. 2721 * The returned string is shared.
2428 */ 2722 */
2723const char *
2429const char * get_ob_key_value(const object * op, const char * const key) { 2724get_ob_key_value (const object *op, const char *const key)
2725{
2430 key_value * link; 2726 key_value *
2431 const char * canonical_key; 2727 link;
2432 2728 const char *
2729 canonical_key;
2730
2433 canonical_key = shstr::find (key); 2731 canonical_key = shstr::find (key);
2434 2732
2435 if (canonical_key == NULL) { 2733 if (canonical_key == NULL)
2734 {
2436 /* 1. There being a field named key on any object 2735 /* 1. There being a field named key on any object
2437 * implies there'd be a shared string to find. 2736 * implies there'd be a shared string to find.
2438 * 2. Since there isn't, no object has this field. 2737 * 2. Since there isn't, no object has this field.
2439 * 3. Therefore, *this* object doesn't have this field. 2738 * 3. Therefore, *this* object doesn't have this field.
2440 */ 2739 */
2441 return NULL; 2740 return NULL;
2442 } 2741 }
2443 2742
2444 /* This is copied from get_ob_key_link() above - 2743 /* This is copied from get_ob_key_link() above -
2445 * only 4 lines, and saves the function call overhead. 2744 * only 4 lines, and saves the function call overhead.
2446 */ 2745 */
2447 for (link = op->key_values; link != NULL; link = link->next) { 2746 for (link = op->key_values; link != NULL; link = link->next)
2747 {
2448 if (link->key == canonical_key) { 2748 if (link->key == canonical_key)
2749 {
2449 return link->value; 2750 return link->value;
2450 } 2751 }
2451 } 2752 }
2452 return NULL; 2753 return NULL;
2453} 2754}
2454 2755
2455 2756
2456/* 2757/*
2457 * Updates the canonical_key in op to value. 2758 * Updates the canonical_key in op to value.
2461 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2762 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2462 * keys. 2763 * keys.
2463 * 2764 *
2464 * Returns TRUE on success. 2765 * Returns TRUE on success.
2465 */ 2766 */
2767int
2466int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2768set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2769{
2770 key_value *
2467 key_value * field = NULL, *last=NULL; 2771 field = NULL, *last = NULL;
2468 2772
2469 for (field=op->key_values; field != NULL; field=field->next) { 2773 for (field = op->key_values; field != NULL; field = field->next)
2774 {
2470 if (field->key != canonical_key) { 2775 if (field->key != canonical_key)
2776 {
2471 last = field; 2777 last = field;
2472 continue; 2778 continue;
2473 } 2779 }
2474 2780
2475 if (value) 2781 if (value)
2476 field->value = value; 2782 field->value = value;
2477 else { 2783 else
2784 {
2478 /* Basically, if the archetype has this key set, 2785 /* Basically, if the archetype has this key set,
2479 * we need to store the null value so when we save 2786 * we need to store the null value so when we save
2480 * it, we save the empty value so that when we load, 2787 * it, we save the empty value so that when we load,
2481 * we get this value back again. 2788 * we get this value back again.
2482 */ 2789 */
2483 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2790 if (get_ob_key_link (&op->arch->clone, canonical_key))
2484 field->value = 0; 2791 field->value = 0;
2792 else
2793 {
2794 if (last)
2795 last->next = field->next;
2485 else 2796 else
2486 {
2487 if (last) last->next = field->next;
2488 else op->key_values = field->next; 2797 op->key_values = field->next;
2489 2798
2490 delete field; 2799 delete field;
2491 } 2800 }
2492 } 2801 }
2493 return TRUE; 2802 return TRUE;
2494 } 2803 }
2495 /* IF we get here, key doesn't exist */ 2804 /* IF we get here, key doesn't exist */
2496 2805
2497 /* No field, we'll have to add it. */ 2806 /* No field, we'll have to add it. */
2807
2808 if (!add_key)
2498 2809 {
2499 if (!add_key) {
2500 return FALSE; 2810 return FALSE;
2501 } 2811 }
2502 /* There isn't any good reason to store a null 2812 /* There isn't any good reason to store a null
2503 * value in the key/value list. If the archetype has 2813 * value in the key/value list. If the archetype has
2504 * this key, then we should also have it, so shouldn't 2814 * this key, then we should also have it, so shouldn't
2505 * be here. If user wants to store empty strings, 2815 * be here. If user wants to store empty strings,
2506 * should pass in "" 2816 * should pass in ""
2507 */ 2817 */
2508 if (value == NULL) return TRUE; 2818 if (value == NULL)
2509
2510 field = new key_value;
2511
2512 field->key = canonical_key;
2513 field->value = value;
2514 /* Usual prepend-addition. */
2515 field->next = op->key_values;
2516 op->key_values = field;
2517
2518 return TRUE; 2819 return TRUE;
2820
2821 field = new key_value;
2822
2823 field->key = canonical_key;
2824 field->value = value;
2825 /* Usual prepend-addition. */
2826 field->next = op->key_values;
2827 op->key_values = field;
2828
2829 return TRUE;
2519} 2830}
2520 2831
2521/* 2832/*
2522 * Updates the key in op to value. 2833 * Updates the key in op to value.
2523 * 2834 *
2525 * and not add new ones. 2836 * and not add new ones.
2526 * In general, should be little reason FALSE is ever passed in for add_key 2837 * In general, should be little reason FALSE is ever passed in for add_key
2527 * 2838 *
2528 * Returns TRUE on success. 2839 * Returns TRUE on success.
2529 */ 2840 */
2841int
2530int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2842set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2531{ 2843{
2532 shstr key_ (key); 2844 shstr key_ (key);
2845
2533 return set_ob_key_value_s (op, key_, value, add_key); 2846 return set_ob_key_value_s (op, key_, value, add_key);
2534} 2847}
2848
2849void
2850object::deep_iterator::next ()
2851{
2852 if (item->inv)
2853 item = item->inv;
2854 else if (item->below)
2855 item = item->below;
2856 else
2857 item = item->env->below;
2858}

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