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Comparing deliantra/server/common/object.C (file contents):
Revision 1.16 by root, Mon Sep 4 16:46:32 2006 UTC vs.
Revision 1.47 by root, Thu Sep 14 22:33:59 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.16 2006/09/04 16:46:32 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
34
42int nrofallocobjects = 0; 35int nrofallocobjects = 0;
36static UUID uuid;
37const uint64 UUID_SKIP = 1<<19;
43 38
44object *objects; /* Pointer to the list of used objects */
45object *active_objects; /* List of active objects that need to be processed */ 39object *active_objects; /* List of active objects that need to be processed */
46 40
47short freearr_x[SIZEOFFREE]= 41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
49 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50short freearr_y[SIZEOFFREE]= 43};
51 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 45 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53int maxfree[SIZEOFFREE]= 46};
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 47int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 48 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
49};
56int freedir[SIZEOFFREE]= { 50int freedir[SIZEOFFREE] = {
57 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 51 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 52 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
53};
59 54
55static void
56write_uuid (void)
57{
58 char filename1[MAX_BUF], filename2[MAX_BUF];
59
60 sprintf (filename1, "%s/uuid", settings.localdir);
61 sprintf (filename2, "%s/uuid~", settings.localdir);
62
63 FILE *fp;
64
65 if (!(fp = fopen (filename2, "w")))
66 {
67 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
68 return;
69 }
70
71 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
72 fclose (fp);
73 rename (filename2, filename1);
74}
75
76static void
77read_uuid (void)
78{
79 char filename[MAX_BUF];
80
81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 FILE *fp;
84
85 if (!(fp = fopen (filename, "r")))
86 {
87 if (errno == ENOENT)
88 {
89 LOG (llevInfo, "RESET uid to 1\n");
90 uuid.seq = 0;
91 write_uuid ();
92 return;
93 }
94
95 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
96 _exit (1);
97 }
98
99 int version;
100 unsigned long long uid;
101 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
102 {
103 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
104 _exit (1);
105 }
106
107 uuid.seq = uid;
108 write_uuid ();
109 LOG (llevDebug, "read UID: %lld\n", uid);
110 fclose (fp);
111}
112
113UUID
114gen_uuid ()
115{
116 UUID uid;
117
118 uid.seq = ++uuid.seq;
119
120 if (!(uuid.seq & (UUID_SKIP - 1)))
121 write_uuid ();
122
123 return uid;
124}
125
126void
127init_uuid ()
128{
129 read_uuid ();
130}
60 131
61/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 132/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
133static int
62static int compare_ob_value_lists_one(const object * wants, const object * has) { 134compare_ob_value_lists_one (const object *wants, const object *has)
135{
63 key_value * wants_field; 136 key_value *wants_field;
64 137
65 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 138 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
66 * objects with lists are rare, and lists stay short. If not, use a 139 * objects with lists are rare, and lists stay short. If not, use a
67 * different structure or at least keep the lists sorted... 140 * different structure or at least keep the lists sorted...
68 */ 141 */
69 142
70 /* For each field in wants, */ 143 /* For each field in wants, */
71 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
145 {
72 key_value * has_field; 146 key_value *has_field;
73 147
74 /* Look for a field in has with the same key. */ 148 /* Look for a field in has with the same key. */
75 has_field = get_ob_key_link(has, wants_field->key); 149 has_field = get_ob_key_link (has, wants_field->key);
150
151 if (has_field == NULL)
76 152 {
77 if (has_field == NULL) {
78 /* No field with that name. */ 153 /* No field with that name. */
79 return FALSE; 154 return FALSE;
80 }
81 155 }
156
82 /* Found the matching field. */ 157 /* Found the matching field. */
83 if (has_field->value != wants_field->value) { 158 if (has_field->value != wants_field->value)
159 {
84 /* Values don't match, so this half of the comparison is false. */ 160 /* Values don't match, so this half of the comparison is false. */
85 return FALSE; 161 return FALSE;
86 } 162 }
87 163
88 /* If we get here, we found a match. Now for the next field in wants. */ 164 /* If we get here, we found a match. Now for the next field in wants. */
89 }
90 165 }
166
91 /* If we get here, every field in wants has a matching field in has. */ 167 /* If we get here, every field in wants has a matching field in has. */
92 return TRUE; 168 return TRUE;
93} 169}
94 170
95/* Returns TRUE if ob1 has the same key_values as ob2. */ 171/* Returns TRUE if ob1 has the same key_values as ob2. */
172static int
96static int compare_ob_value_lists(const object * ob1, const object * ob2) { 173compare_ob_value_lists (const object *ob1, const object *ob2)
174{
97 /* However, there may be fields in has which aren't partnered in wants, 175 /* However, there may be fields in has which aren't partnered in wants,
98 * so we need to run the comparison *twice*. :( 176 * so we need to run the comparison *twice*. :(
99 */ 177 */
100 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 178 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
101} 179}
102 180
103/* Function examines the 2 objects given to it, and returns true if 181/* Function examines the 2 objects given to it, and returns true if
104 * they can be merged together. 182 * they can be merged together.
105 * 183 *
111 * 189 *
112 * Improvements made with merge: Better checking on potion, and also 190 * Improvements made with merge: Better checking on potion, and also
113 * check weight 191 * check weight
114 */ 192 */
115 193
116bool
117object::can_merge (object *ob1, object *ob2) 194bool object::can_merge (object *ob1, object *ob2)
118{ 195{
119 /* A couple quicksanity checks */ 196 /* A couple quicksanity checks */
120 if ((ob1 == ob2) || (ob1->type != ob2->type)) 197 if ((ob1 == ob2) || (ob1->type != ob2->type))
121 return 0; 198 return 0;
122 199
170 (ob1->subtype != ob2->subtype) || 247 (ob1->subtype != ob2->subtype) ||
171 (ob1->move_type != ob2->move_type) || 248 (ob1->move_type != ob2->move_type) ||
172 (ob1->move_block != ob2->move_block) || 249 (ob1->move_block != ob2->move_block) ||
173 (ob1->move_allow != ob2->move_allow) || 250 (ob1->move_allow != ob2->move_allow) ||
174 (ob1->move_on != ob2->move_on) || 251 (ob1->move_on != ob2->move_on) ||
175 (ob1->move_off != ob2->move_off) || 252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty))
176 (ob1->move_slow != ob2->move_slow) ||
177 (ob1->move_slow_penalty != ob2->move_slow_penalty))
178 return 0; 253 return 0;
179 254
180 /* This is really a spellbook check - really, we should 255 /* This is really a spellbook check - really, we should
181 * check all objects in the inventory. 256 * check all objects in the inventory.
182 */ 257 */
183 if (ob1->inv || ob2->inv) 258 if (ob1->inv || ob2->inv)
184 { 259 {
185 /* if one object has inventory but the other doesn't, not equiv */ 260 /* if one object has inventory but the other doesn't, not equiv */
186 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
187 return 0; 262 return 0;
188 263
189 /* Now check to see if the two inventory objects could merge */ 264 /* Now check to see if the two inventory objects could merge */
190 if (!CAN_MERGE (ob1->inv, ob2->inv)) 265 if (!CAN_MERGE (ob1->inv, ob2->inv))
191 return 0; 266 return 0;
192 267
193 /* inventory ok - still need to check rest of this object to see 268 /* inventory ok - still need to check rest of this object to see
194 * if it is valid. 269 * if it is valid.
195 */ 270 */
196 } 271 }
204 279
205 /* Note sure why the following is the case - either the object has to 280 /* Note sure why the following is the case - either the object has to
206 * be animated or have a very low speed. Is this an attempted monster 281 * be animated or have a very low speed. Is this an attempted monster
207 * check? 282 * check?
208 */ 283 */
209 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
210 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
211 return 0; 285 return 0;
212 286
213 switch (ob1->type) 287 switch (ob1->type)
214 { 288 {
215 case SCROLL: 289 case SCROLL:
216 if (ob1->level != ob2->level) 290 if (ob1->level != ob2->level)
217 return 0; 291 return 0;
218 break; 292 break;
219 } 293 }
220 294
221 if (ob1->key_values != NULL || ob2->key_values != NULL) 295 if (ob1->key_values != NULL || ob2->key_values != NULL)
222 { 296 {
223 /* At least one of these has key_values. */ 297 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
225 /* One has fields, but the other one doesn't. */ 299 /* One has fields, but the other one doesn't. */
226 return 0; 300 return 0;
227 else if (!compare_ob_value_lists (ob1, ob2)) 301 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 302 return 0;
229 } 303 }
230 304
231 //TODO: generate an event or call into perl for additional checks 305 //TODO: generate an event or call into perl for additional checks
232 if (ob1->self || ob2->self) 306 if (ob1->self || ob2->self)
233 { 307 {
234 ob1->optimise (); 308 ob1->optimise ();
235 ob2->optimise (); 309 ob2->optimise ();
236 310
237 if (ob1->self || ob2->self) 311 if (ob1->self || ob2->self)
238 return 0; 312 return 0;
239 } 313 }
240 314
241 /* Everything passes, must be OK. */ 315 /* Everything passes, must be OK. */
242 return 1; 316 return 1;
243} 317}
318
244/* 319/*
245 * sum_weight() is a recursive function which calculates the weight 320 * sum_weight() is a recursive function which calculates the weight
246 * an object is carrying. It goes through in figures out how much 321 * an object is carrying. It goes through in figures out how much
247 * containers are carrying, and sums it up. 322 * containers are carrying, and sums it up.
248 */ 323 */
249signed long sum_weight(object *op) { 324long
325sum_weight (object *op)
326{
250 signed long sum; 327 long sum;
251 object *inv; 328 object *inv;
329
252 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
331 {
253 if (inv->inv) 332 if (inv->inv)
254 sum_weight(inv); 333 sum_weight (inv);
255 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
256 } 335 }
336
257 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
258 sum = (sum * (100 - op->stats.Str))/100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
339
259 if(op->carrying != sum) 340 if (op->carrying != sum)
260 op->carrying = sum; 341 op->carrying = sum;
342
261 return sum; 343 return sum;
262} 344}
263 345
264/** 346/**
265 * Return the outermost environment object for a given object. 347 * Return the outermost environment object for a given object.
266 */ 348 */
267 349
350object *
268object *object_get_env_recursive (object *op) { 351object_get_env_recursive (object *op)
352{
269 while (op->env != NULL) 353 while (op->env != NULL)
270 op = op->env; 354 op = op->env;
271 return op; 355 return op;
272} 356}
273 357
274/* 358/*
275 * Eneq(@csd.uu.se): Since we can have items buried in a character we need 359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
276 * a better check. We basically keeping traversing up until we can't 360 * a better check. We basically keeping traversing up until we can't
277 * or find a player. 361 * or find a player.
278 */ 362 */
279 363
364object *
280object *is_player_inv (object *op) { 365is_player_inv (object *op)
366{
281 for (;op!=NULL&&op->type!=PLAYER; op=op->env) 367 for (; op != NULL && op->type != PLAYER; op = op->env)
282 if (op->env==op) 368 if (op->env == op)
283 op->env = NULL; 369 op->env = NULL;
284 return op; 370 return op;
285} 371}
286 372
287/* 373/*
288 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
289 * Some error messages. 375 * Some error messages.
290 * The result of the dump is stored in the static global errmsg array. 376 * The result of the dump is stored in the static global errmsg array.
291 */ 377 */
292 378
379void
293void dump_object2(object *op) { 380dump_object2 (object *op)
381{
294errmsg[0] = 0; 382 errmsg[0] = 0;
295return; 383 return;
296 //TODO//D#d# 384 //TODO//D#d#
297#if 0 385#if 0
298 char *cp; 386 char *cp;
387
299/* object *tmp;*/ 388/* object *tmp;*/
300 389
301 if(op->arch!=NULL) { 390 if (op->arch != NULL)
391 {
302 strcat(errmsg,"arch "); 392 strcat (errmsg, "arch ");
303 strcat(errmsg,op->arch->name?op->arch->name:"(null)"); 393 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
304 strcat(errmsg,"\n"); 394 strcat (errmsg, "\n");
305 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL) 395 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
306 strcat(errmsg,cp); 396 strcat (errmsg, cp);
307#if 0 397# if 0
308 /* Don't dump player diffs - they are too long, mostly meaningless, and 398 /* Don't dump player diffs - they are too long, mostly meaningless, and
309 * will overflow the buffer. 399 * will overflow the buffer.
310 * Changed so that we don't dump inventory either. This may 400 * Changed so that we don't dump inventory either. This may
311 * also overflow the buffer. 401 * also overflow the buffer.
312 */ 402 */
313 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL) 403 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
314 strcat(errmsg,cp); 404 strcat (errmsg, cp);
315 for (tmp=op->inv; tmp; tmp=tmp->below) 405 for (tmp = op->inv; tmp; tmp = tmp->below)
316 dump_object2(tmp); 406 dump_object2 (tmp);
407# endif
408 strcat (errmsg, "end\n");
409 }
410 else
411 {
412 strcat (errmsg, "Object ");
413 if (op->name == NULL)
414 strcat (errmsg, "(null)");
415 else
416 strcat (errmsg, op->name);
417 strcat (errmsg, "\n");
418# if 0
419 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
420 strcat (errmsg, cp);
421 for (tmp = op->inv; tmp; tmp = tmp->below)
422 dump_object2 (tmp);
423# endif
424 strcat (errmsg, "end\n");
425 }
317#endif 426#endif
318 strcat(errmsg,"end\n");
319 } else {
320 strcat(errmsg,"Object ");
321 if (op->name==NULL) strcat(errmsg, "(null)");
322 else strcat(errmsg,op->name);
323 strcat(errmsg,"\n");
324#if 0
325 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
326 strcat(errmsg,cp);
327 for (tmp=op->inv; tmp; tmp=tmp->below)
328 dump_object2(tmp);
329#endif
330 strcat(errmsg,"end\n");
331 }
332#endif
333} 427}
334 428
335/* 429/*
336 * Dumps an object. Returns output in the static global errmsg array. 430 * Dumps an object. Returns output in the static global errmsg array.
337 */ 431 */
338 432
433void
339void dump_object(object *op) { 434dump_object (object *op)
435{
340 if(op==NULL) { 436 if (op == NULL)
437 {
341 strcpy(errmsg,"[NULL pointer]"); 438 strcpy (errmsg, "[NULL pointer]");
342 return; 439 return;
343 } 440 }
344 errmsg[0]='\0'; 441 errmsg[0] = '\0';
345 dump_object2(op); 442 dump_object2 (op);
346} 443}
347 444
445void
348void dump_all_objects(void) { 446dump_all_objects (void)
447{
349 object *op; 448 object *op;
449
350 for(op=objects;op!=NULL;op=op->next) { 450 for (op = object::first; op != NULL; op = op->next)
451 {
351 dump_object(op); 452 dump_object (op);
352 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg); 453 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
353 } 454 }
354} 455}
355 456
356/* 457/*
357 * get_nearest_part(multi-object, object 2) returns the part of the 458 * get_nearest_part(multi-object, object 2) returns the part of the
358 * multi-object 1 which is closest to the second object. 459 * multi-object 1 which is closest to the second object.
359 * If it's not a multi-object, it is returned. 460 * If it's not a multi-object, it is returned.
360 */ 461 */
361 462
463object *
362object *get_nearest_part(object *op, const object *pl) { 464get_nearest_part (object *op, const object *pl)
465{
363 object *tmp,*closest; 466 object *tmp, *closest;
364 int last_dist,i; 467 int last_dist, i;
468
365 if(op->more==NULL) 469 if (op->more == NULL)
366 return op; 470 return op;
367 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 471 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
368 if((i=distance(tmp,pl))<last_dist) 472 if ((i = distance (tmp, pl)) < last_dist)
369 closest=tmp,last_dist=i; 473 closest = tmp, last_dist = i;
370 return closest; 474 return closest;
371} 475}
372 476
373/* 477/*
374 * Returns the object which has the count-variable equal to the argument. 478 * Returns the object which has the count-variable equal to the argument.
375 */ 479 */
376 480
481object *
377object *find_object(tag_t i) { 482find_object (tag_t i)
483{
378 object *op; 484 object *op;
485
379 for(op=objects;op!=NULL;op=op->next) 486 for (op = object::first; op != NULL; op = op->next)
380 if(op->count==i) 487 if (op->count == i)
381 break; 488 break;
382 return op; 489 return op;
383} 490}
384 491
385/* 492/*
386 * Returns the first object which has a name equal to the argument. 493 * Returns the first object which has a name equal to the argument.
387 * Used only by the patch command, but not all that useful. 494 * Used only by the patch command, but not all that useful.
388 * Enables features like "patch <name-of-other-player> food 999" 495 * Enables features like "patch <name-of-other-player> food 999"
389 */ 496 */
390 497
498object *
391object *find_object_name(const char *str) { 499find_object_name (const char *str)
392 const char *name = shstr::find (str); 500{
501 shstr_cmp str_ (str);
393 object *op; 502 object *op;
503
394 for(op=objects;op!=NULL;op=op->next) 504 for (op = object::first; op != NULL; op = op->next)
395 if(&op->name == name) 505 if (op->name == str_)
396 break; 506 break;
397 507
398 return op; 508 return op;
399} 509}
400 510
511void
401void free_all_object_data () 512free_all_object_data ()
402{ 513{
403 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 514 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
404}
405
406/*
407 * Returns the object which this object marks as being the owner.
408 * A id-scheme is used to avoid pointing to objects which have been
409 * freed and are now reused. If this is detected, the owner is
410 * set to NULL, and NULL is returned.
411 * Changed 2004-02-12 - if the player is setting at the play again
412 * prompt, he is removed, and we don't want to treat him as an owner of
413 * anything, so check removed flag. I don't expect that this should break
414 * anything - once an object is removed, it is basically dead anyways.
415 */
416
417object *get_owner(object *op) {
418 if(op->owner==NULL)
419 return NULL;
420
421 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
422 op->owner->count==op->ownercount)
423 return op->owner;
424
425 op->owner=NULL;
426 op->ownercount=0;
427 return NULL;
428}
429
430void clear_owner(object *op)
431{
432 if (!op) return;
433
434 if (op->owner && op->ownercount == op->owner->count)
435 op->owner->refcount--;
436
437 op->owner = NULL;
438 op->ownercount = 0;
439} 515}
440 516
441/* 517/*
442 * Sets the owner and sets the skill and exp pointers to owner's current 518 * Sets the owner and sets the skill and exp pointers to owner's current
443 * skill and experience objects. 519 * skill and experience objects.
444 */ 520 */
445void set_owner (object *op, object *owner) 521void
522object::set_owner (object *owner)
446{ 523{
447 if(owner==NULL||op==NULL) 524 if (!owner)
448 return; 525 return;
449 526
450 /* next line added to allow objects which own objects */ 527 /* next line added to allow objects which own objects */
451 /* Add a check for ownercounts in here, as I got into an endless loop 528 /* Add a check for ownercounts in here, as I got into an endless loop
452 * with the fireball owning a poison cloud which then owned the 529 * with the fireball owning a poison cloud which then owned the
453 * fireball. I believe that was caused by one of the objects getting 530 * fireball. I believe that was caused by one of the objects getting
454 * freed and then another object replacing it. Since the ownercounts 531 * freed and then another object replacing it. Since the ownercounts
455 * didn't match, this check is valid and I believe that cause is valid. 532 * didn't match, this check is valid and I believe that cause is valid.
456 */ 533 */
457 while (owner->owner && owner!=owner->owner && 534 while (owner->owner)
458 owner->ownercount==owner->owner->count) owner=owner->owner; 535 owner = owner->owner;
459 536
460 /* IF the owner still has an owner, we did not resolve to a final owner.
461 * so lets not add to that.
462 */
463 if (owner->owner) return;
464
465 op->owner=owner; 537 this->owner = owner;
466
467 op->ownercount=owner->count;
468 owner->refcount++;
469
470}
471
472/* Set the owner to clone's current owner and set the skill and experience
473 * objects to clone's objects (typically those objects that where the owner's
474 * current skill and experience objects at the time when clone's owner was
475 * set - not the owner's current skill and experience objects).
476 *
477 * Use this function if player created an object (e.g. fire bullet, swarm
478 * spell), and this object creates further objects whose kills should be
479 * accounted for the player's original skill, even if player has changed
480 * skills meanwhile.
481 */
482void copy_owner (object *op, object *clone)
483{
484 object *owner = get_owner (clone);
485 if (owner == NULL) {
486 /* players don't have owners - they own themselves. Update
487 * as appropriate.
488 */
489 if (clone->type == PLAYER) owner=clone;
490 else return;
491 }
492 set_owner(op, owner);
493
494} 538}
495 539
496/* Zero the key_values on op, decrementing the shared-string 540/* Zero the key_values on op, decrementing the shared-string
497 * refcounts and freeing the links. 541 * refcounts and freeing the links.
498 */ 542 */
543static void
499static void free_key_values(object * op) 544free_key_values (object *op)
500{ 545{
501 for (key_value *i = op->key_values; i != 0; ) 546 for (key_value *i = op->key_values; i != 0;)
502 { 547 {
503 key_value *next = i->next; 548 key_value *next = i->next;
504 delete i; 549 delete i;
550
505 i = next; 551 i = next;
506 } 552 }
507 553
508 op->key_values = 0; 554 op->key_values = 0;
509} 555}
510 556
511void object::clear () 557void object::clear ()
512{ 558{
513 attachable_base::clear (); 559 attachable_base::clear ();
514 560
515 free_key_values (this); 561 free_key_values (this);
516 562
517 name = 0; 563 owner = 0;
564 name = 0;
518 name_pl = 0; 565 name_pl = 0;
519 title = 0; 566 title = 0;
520 race = 0; 567 race = 0;
521 slaying = 0; 568 slaying = 0;
522 skill = 0; 569 skill = 0;
523 msg = 0; 570 msg = 0;
524 lore = 0; 571 lore = 0;
525 custom_name = 0; 572 custom_name = 0;
526 materialname = 0; 573 materialname = 0;
574 contr = 0;
575 below = 0;
576 above = 0;
577 inv = 0;
578 container = 0;
579 env = 0;
580 more = 0;
581 head = 0;
582 map = 0;
583 active_next = 0;
584 active_prev = 0;
527 585
528 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod)); 586 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
529 587
530 SET_FLAG (this, FLAG_REMOVED); 588 SET_FLAG (this, FLAG_REMOVED);
589
590 /* What is not cleared is next, prev, and count */
591
592 expmul = 1.0;
593 face = blank_face;
594
595 if (settings.casting_time)
596 casting_time = -1;
531} 597}
532 598
533void object::clone (object *destination) 599void object::clone (object *destination)
534{ 600{
535 *(object_copy *)destination = *(object_copy *)this; 601 *(object_copy *)destination = *this;
536 *(object_pod *)destination = *(object_pod *)this; 602 *(object_pod *)destination = *this;
537 603
538 if (self || cb) 604 if (self || cb)
539 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination)); 605 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
540}
541
542/*
543 * clear_object() frees everything allocated by an object, and also
544 * clears all variables and flags to default settings.
545 */
546
547void clear_object (object *op)
548{
549 op->clear ();
550
551 op->contr = NULL;
552 op->below = NULL;
553 op->above = NULL;
554 op->inv = NULL;
555 op->container=NULL;
556 op->env=NULL;
557 op->more=NULL;
558 op->head=NULL;
559 op->map=NULL;
560 op->refcount=0;
561 op->active_next = NULL;
562 op->active_prev = NULL;
563 /* What is not cleared is next, prev, and count */
564
565 op->expmul = 1.0;
566 op->face = blank_face;
567 op->attacked_by_count = -1;
568
569 if (settings.casting_time)
570 op->casting_time = -1;
571} 606}
572 607
573/* 608/*
574 * copy object first frees everything allocated by the second object, 609 * copy object first frees everything allocated by the second object,
575 * and then copies the contends of the first object into the second 610 * and then copies the contends of the first object into the second
576 * object, allocating what needs to be allocated. Basically, any 611 * object, allocating what needs to be allocated. Basically, any
577 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 612 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
578 * if the first object is freed, the pointers in the new object 613 * if the first object is freed, the pointers in the new object
579 * will point at garbage. 614 * will point at garbage.
580 */ 615 */
581 616void
582void copy_object (object *op2, object *op) 617copy_object (object *op2, object *op)
583{ 618{
584 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 619 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
585 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 620 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
586 621
587 op2->clone (op); 622 op2->clone (op);
588 623
624 if (is_freed)
589 if (is_freed) SET_FLAG (op, FLAG_FREED); 625 SET_FLAG (op, FLAG_FREED);
626 if (is_removed)
590 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 627 SET_FLAG (op, FLAG_REMOVED);
591 628
592 if (op2->speed < 0) 629 if (op2->speed < 0)
593 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 630 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
594 631
595 /* Copy over key_values, if any. */ 632 /* Copy over key_values, if any. */
596 if (op2->key_values != NULL) 633 if (op2->key_values)
597 { 634 {
598 key_value *tail = NULL; 635 key_value *tail = 0;
599 key_value *i; 636 key_value *i;
600 637
601 op->key_values = NULL; 638 op->key_values = 0;
602 639
603 for (i = op2->key_values; i != NULL; i = i->next) 640 for (i = op2->key_values; i; i = i->next)
604 { 641 {
605 key_value *new_link = new key_value; 642 key_value *new_link = new key_value;
606 643
607 new_link->next = NULL; 644 new_link->next = 0;
608 new_link->key = i->key; 645 new_link->key = i->key;
609 new_link->value = i->value; 646 new_link->value = i->value;
610 647
611 /* Try and be clever here, too. */ 648 /* Try and be clever here, too. */
612 if (op->key_values == NULL) 649 if (!op->key_values)
613 { 650 {
614 op->key_values = new_link; 651 op->key_values = new_link;
615 tail = new_link; 652 tail = new_link;
616 } 653 }
617 else 654 else
624 661
625 update_ob_speed (op); 662 update_ob_speed (op);
626} 663}
627 664
628/* 665/*
629 * get_object() grabs an object from the list of unused objects, makes
630 * sure it is initialised, and returns it.
631 * If there are no free objects, expand_objects() is called to get more.
632 */
633
634object *get_object ()
635{
636 object *op = new object;
637
638 op->count = ++ob_count;
639
640 op->active_next = 0;
641 op->active_prev = 0;
642
643 op->next = objects;
644 op->prev = 0;
645
646 if (objects)
647 objects->prev = op;
648
649 objects = op;
650
651 SET_FLAG (op, FLAG_REMOVED);
652
653 op->expmul = 1.0;
654 op->face = blank_face;
655 op->attacked_by_count = -1;
656
657 return op;
658}
659
660/*
661 * If an object with the IS_TURNABLE() flag needs to be turned due 666 * If an object with the IS_TURNABLE() flag needs to be turned due
662 * to the closest player being on the other side, this function can 667 * to the closest player being on the other side, this function can
663 * be called to update the face variable, _and_ how it looks on the map. 668 * be called to update the face variable, _and_ how it looks on the map.
664 */ 669 */
665 670
671void
666void update_turn_face(object *op) { 672update_turn_face (object *op)
673{
667 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 674 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
668 return; 675 return;
669 SET_ANIMATION(op, op->direction); 676 SET_ANIMATION (op, op->direction);
670 update_object(op,UP_OBJ_FACE); 677 update_object (op, UP_OBJ_FACE);
671} 678}
672 679
673/* 680/*
674 * Updates the speed of an object. If the speed changes from 0 to another 681 * Updates the speed of an object. If the speed changes from 0 to another
675 * value, or vice versa, then add/remove the object from the active list. 682 * value, or vice versa, then add/remove the object from the active list.
676 * This function needs to be called whenever the speed of an object changes. 683 * This function needs to be called whenever the speed of an object changes.
677 */ 684 */
678 685void
679void update_ob_speed(object *op) { 686update_ob_speed (object *op)
687{
680 extern int arch_init; 688 extern int arch_init;
681 689
682 /* No reason putting the archetypes objects on the speed list, 690 /* No reason putting the archetypes objects on the speed list,
683 * since they never really need to be updated. 691 * since they never really need to be updated.
684 */ 692 */
685 693
686 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 694 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
695 {
687 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 696 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
688#ifdef MANY_CORES 697#ifdef MANY_CORES
689 abort(); 698 abort ();
690#else 699#else
691 op->speed = 0; 700 op->speed = 0;
692#endif 701#endif
693 } 702 }
703
694 if (arch_init) { 704 if (arch_init)
705 return;
706
707 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
708 {
709 /* If already on active list, don't do anything */
710 if (op->active_next || op->active_prev || op == active_objects)
695 return; 711 return;
696 }
697 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
698 /* If already on active list, don't do anything */
699 if (op->active_next || op->active_prev || op==active_objects)
700 return;
701 712
702 /* process_events() expects us to insert the object at the beginning 713 /* process_events() expects us to insert the object at the beginning
703 * of the list. */ 714 * of the list. */
704 op->active_next = active_objects; 715 op->active_next = active_objects;
716
705 if (op->active_next!=NULL) 717 if (op->active_next != NULL)
706 op->active_next->active_prev = op; 718 op->active_next->active_prev = op;
719
707 active_objects = op; 720 active_objects = op;
721 }
722 else
708 } 723 {
709 else {
710 /* If not on the active list, nothing needs to be done */ 724 /* If not on the active list, nothing needs to be done */
711 if (!op->active_next && !op->active_prev && op!=active_objects) 725 if (!op->active_next && !op->active_prev && op != active_objects)
712 return; 726 return;
713 727
714 if (op->active_prev==NULL) { 728 if (op->active_prev == NULL)
729 {
715 active_objects = op->active_next; 730 active_objects = op->active_next;
731
716 if (op->active_next!=NULL) 732 if (op->active_next != NULL)
717 op->active_next->active_prev = NULL; 733 op->active_next->active_prev = NULL;
734 }
735 else
718 } 736 {
719 else {
720 op->active_prev->active_next = op->active_next; 737 op->active_prev->active_next = op->active_next;
738
721 if (op->active_next) 739 if (op->active_next)
722 op->active_next->active_prev = op->active_prev; 740 op->active_next->active_prev = op->active_prev;
723 } 741 }
742
724 op->active_next = NULL; 743 op->active_next = NULL;
725 op->active_prev = NULL; 744 op->active_prev = NULL;
726 } 745 }
727} 746}
728 747
729/* This function removes object 'op' from the list of active 748/* This function removes object 'op' from the list of active
730 * objects. 749 * objects.
732 * reference maps where you don't want an object that isn't 751 * reference maps where you don't want an object that isn't
733 * in play chewing up cpu time getting processed. 752 * in play chewing up cpu time getting processed.
734 * The reverse of this is to call update_ob_speed, which 753 * The reverse of this is to call update_ob_speed, which
735 * will do the right thing based on the speed of the object. 754 * will do the right thing based on the speed of the object.
736 */ 755 */
756void
737void remove_from_active_list(object *op) 757remove_from_active_list (object *op)
738{ 758{
739 /* If not on the active list, nothing needs to be done */ 759 /* If not on the active list, nothing needs to be done */
740 if (!op->active_next && !op->active_prev && op!=active_objects) 760 if (!op->active_next && !op->active_prev && op != active_objects)
741 return; 761 return;
742 762
743 if (op->active_prev==NULL) { 763 if (op->active_prev == NULL)
764 {
744 active_objects = op->active_next; 765 active_objects = op->active_next;
745 if (op->active_next!=NULL) 766 if (op->active_next != NULL)
746 op->active_next->active_prev = NULL; 767 op->active_next->active_prev = NULL;
768 }
769 else
747 } 770 {
748 else {
749 op->active_prev->active_next = op->active_next; 771 op->active_prev->active_next = op->active_next;
750 if (op->active_next) 772 if (op->active_next)
751 op->active_next->active_prev = op->active_prev; 773 op->active_next->active_prev = op->active_prev;
752 } 774 }
753 op->active_next = NULL; 775 op->active_next = NULL;
754 op->active_prev = NULL; 776 op->active_prev = NULL;
755} 777}
756 778
757/* 779/*
758 * update_object() updates the array which represents the map. 780 * update_object() updates the array which represents the map.
759 * It takes into account invisible objects (and represent squares covered 781 * It takes into account invisible objects (and represent squares covered
774 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 796 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
775 * as that is easier than trying to look at what may have changed. 797 * as that is easier than trying to look at what may have changed.
776 * UP_OBJ_FACE: only the objects face has changed. 798 * UP_OBJ_FACE: only the objects face has changed.
777 */ 799 */
778 800
801void
779void update_object(object *op, int action) { 802update_object (object *op, int action)
803{
780 int update_now=0, flags; 804 int update_now = 0, flags;
781 MoveType move_on, move_off, move_block, move_slow; 805 MoveType move_on, move_off, move_block, move_slow;
782 806
783 if (op == NULL) { 807 if (op == NULL)
808 {
784 /* this should never happen */ 809 /* this should never happen */
785 LOG(llevDebug,"update_object() called for NULL object.\n"); 810 LOG (llevDebug, "update_object() called for NULL object.\n");
786 return; 811 return;
787 }
788 812 }
813
789 if(op->env!=NULL) { 814 if (op->env != NULL)
815 {
790 /* Animation is currently handled by client, so nothing 816 /* Animation is currently handled by client, so nothing
791 * to do in this case. 817 * to do in this case.
792 */ 818 */
793 return; 819 return;
794 } 820 }
795 821
796 /* If the map is saving, don't do anything as everything is 822 /* If the map is saving, don't do anything as everything is
797 * going to get freed anyways. 823 * going to get freed anyways.
798 */ 824 */
799 if (!op->map || op->map->in_memory == MAP_SAVING) return; 825 if (!op->map || op->map->in_memory == MAP_SAVING)
800 826 return;
827
801 /* make sure the object is within map boundaries */ 828 /* make sure the object is within map boundaries */
802 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 829 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
803 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 830 {
804 LOG(llevError,"update_object() called for object out of map!\n"); 831 LOG (llevError, "update_object() called for object out of map!\n");
805#ifdef MANY_CORES 832#ifdef MANY_CORES
806 abort(); 833 abort ();
807#endif 834#endif
808 return; 835 return;
809 }
810 836 }
837
811 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 838 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
812 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 839 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
813 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 840 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
814 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 841 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
815 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 842 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
816 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y); 843 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
817 844
818 if (action == UP_OBJ_INSERT) { 845 if (action == UP_OBJ_INSERT)
846 {
819 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 847 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
820 update_now=1; 848 update_now = 1;
821 849
822 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 850 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
823 update_now=1; 851 update_now = 1;
824 852
825 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 853 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
826 update_now=1; 854 update_now = 1;
827 855
828 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 856 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
829 update_now=1; 857 update_now = 1;
830 858
859 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
860 update_now = 1;
861
831 if ((move_on | op->move_on) != move_on) update_now=1; 862 if ((move_on | op->move_on) != move_on)
863 update_now = 1;
864
832 if ((move_off | op->move_off) != move_off) update_now=1; 865 if ((move_off | op->move_off) != move_off)
866 update_now = 1;
867
833 /* This isn't perfect, but I don't expect a lot of objects to 868 /* This isn't perfect, but I don't expect a lot of objects to
834 * to have move_allow right now. 869 * to have move_allow right now.
835 */ 870 */
836 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 871 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
837 update_now=1; 872 update_now = 1;
873
838 if ((move_slow | op->move_slow) != move_slow) update_now=1; 874 if ((move_slow | op->move_slow) != move_slow)
875 update_now = 1;
839 } 876 }
840 /* if the object is being removed, we can't make intelligent 877 /* if the object is being removed, we can't make intelligent
841 * decisions, because remove_ob can't really pass the object 878 * decisions, because remove_ob can't really pass the object
842 * that is being removed. 879 * that is being removed.
843 */ 880 */
844 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 881 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
845 update_now=1; 882 update_now = 1;
846 } else if (action == UP_OBJ_FACE) { 883 else if (action == UP_OBJ_FACE)
847 /* Nothing to do for that case */ 884 /* Nothing to do for that case */ ;
848 }
849 else { 885 else
850 LOG(llevError,"update_object called with invalid action: %d\n", action); 886 LOG (llevError, "update_object called with invalid action: %d\n", action);
851 }
852 887
853 if (update_now) { 888 if (update_now)
889 {
854 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 890 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
855 update_position(op->map, op->x, op->y); 891 update_position (op->map, op->x, op->y);
856 } 892 }
857 893
858 if(op->more!=NULL) 894 if (op->more != NULL)
859 update_object(op->more, action); 895 update_object (op->more, action);
860} 896}
861 897
898object::vector object::mortals;
899object::vector object::objects; // not yet used
900object *object::first;
901
902void object::free_mortals ()
903{
904 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
905 if ((*i)->refcnt)
906 ++i; // further delay freeing
907 else
908 {
909 delete *i;
910 mortals.erase (i);
911 }
912
913 static int lastmortals = 0;//D
914
915 if (mortals.size() != lastmortals)//D
916 {
917 lastmortals = mortals.size ();//D
918 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
919 }
920}
921
922object::object ()
923{
924 SET_FLAG (this, FLAG_REMOVED);
925
926 expmul = 1.0;
927 face = blank_face;
928}
929
930object::~object ()
931{
932 free_key_values (this);
933}
934
935void object::link ()
936{
937 count = ++ob_count;
938 uuid = gen_uuid ();
939
940 prev = 0;
941 next = object::first;
942
943 if (object::first)
944 object::first->prev = this;
945
946 object::first = this;
947}
948
949void object::unlink ()
950{
951 //count = 0;//D
952 if (!prev && !next) return;//D
953
954 if (this == object::first)
955 object::first = next;
956
957 /* Remove this object from the list of used objects */
958 if (prev) prev->next = next;
959 if (next) next->prev = prev;
960
961 prev = 0;
962 next = 0;
963}
964
965object *object::create ()
966{
967 object *op = new object;
968 op->link ();
969 return op;
970}
862 971
863/* 972/*
864 * free_object() frees everything allocated by an object, removes 973 * free_object() frees everything allocated by an object, removes
865 * it from the list of used objects, and puts it on the list of 974 * it from the list of used objects, and puts it on the list of
866 * free objects. The IS_FREED() flag is set in the object. 975 * free objects. The IS_FREED() flag is set in the object.
868 * this function to succeed. 977 * this function to succeed.
869 * 978 *
870 * If free_inventory is set, free inventory as well. Else drop items in 979 * If free_inventory is set, free inventory as well. Else drop items in
871 * inventory to the ground. 980 * inventory to the ground.
872 */ 981 */
873 982void object::free (bool free_inventory)
874void
875free_object (object * ob)
876{ 983{
877 free_object2 (ob, 0);
878}
879
880void
881free_object2 (object * ob, int free_inventory)
882{
883 object *tmp, *op;
884
885 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 984 if (QUERY_FLAG (this, FLAG_FREED))
886 { 985 return;
887 LOG (llevDebug, "Free object called with non removed object\n");
888 dump_object (ob);
889#ifdef MANY_CORES
890 abort ();
891#endif
892 }
893 986
894 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 987 if (QUERY_FLAG (this, FLAG_FRIENDLY))
895 {
896 LOG (llevMonster, "Warning: tried to free friendly object.\n");
897 remove_friendly_object (ob); 988 remove_friendly_object (this);
898 }
899 989
900 if (QUERY_FLAG (ob, FLAG_FREED)) 990 if (!QUERY_FLAG (this, FLAG_REMOVED))
901 { 991 remove_ob (this);
902 dump_object (ob); 992
903 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 993 SET_FLAG (this, FLAG_FREED);
904 return; 994
995 if (more)
905 } 996 {
906 997 more->free (free_inventory);
907 if (ob->more != NULL) 998 more = 0;
908 { 999 }
909 free_object2 (ob->more, free_inventory);
910 ob->more = NULL;
911 }
912 1000
913 if (ob->inv) 1001 if (inv)
914 { 1002 {
915 /* Only if the space blocks everything do we not process - 1003 /* Only if the space blocks everything do we not process -
916 * if some form of movemnt is allowed, let objects 1004 * if some form of movement is allowed, let objects
917 * drop on that space. 1005 * drop on that space.
918 */ 1006 */
919 if (free_inventory || ob->map == NULL 1007 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
920 || ob->map->in_memory != MAP_IN_MEMORY 1008 {
921 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL)) 1009 object *op = inv;
922 {
923 op = ob->inv;
924 1010
925 while (op != NULL) 1011 while (op)
926 { 1012 {
927 tmp = op->below; 1013 object *tmp = op->below;
928 remove_ob (op); 1014 op->free (free_inventory);
929 free_object2 (op, free_inventory);
930 op = tmp; 1015 op = tmp;
931 } 1016 }
932 } 1017 }
933 else 1018 else
934 { /* Put objects in inventory onto this space */ 1019 { /* Put objects in inventory onto this space */
935 op = ob->inv; 1020 object *op = inv;
936 1021
937 while (op != NULL) 1022 while (op)
938 { 1023 {
939 tmp = op->below; 1024 object *tmp = op->below;
1025
940 remove_ob (op); 1026 remove_ob (op);
941 1027
942 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 1028 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
943 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE 1029 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
944 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1030 free_object (op);
945 free_object (op); 1031 else
946 else 1032 {
947 { 1033 op->x = x;
948 op->x = ob->x; 1034 op->y = y;
949 op->y = ob->y;
950 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */ 1035 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
951 } 1036 }
952 1037
953 op = tmp; 1038 op = tmp;
1039 }
1040 }
954 } 1041 }
955 } 1042
956 } 1043 // clear those pointers that likely might have circular references to us
1044 owner = 0;
1045 enemy = 0;
1046 attacked_by = 0;
957 1047
958 /* Remove object from the active list */ 1048 /* Remove object from the active list */
959 ob->speed = 0; 1049 speed = 0;
960 update_ob_speed (ob); 1050 update_ob_speed (this);
961 1051
962 SET_FLAG (ob, FLAG_FREED); 1052 unlink ();
963 ob->count = 0;
964 1053
965 /* Remove this object from the list of used objects */ 1054 mortals.push_back (this);
966 if (ob->prev == NULL)
967 {
968 objects = ob->next;
969
970 if (objects != NULL)
971 objects->prev = NULL;
972 }
973 else
974 {
975 ob->prev->next = ob->next;
976
977 if (ob->next != NULL)
978 ob->next->prev = ob->prev;
979 }
980
981 free_key_values (ob);
982
983 /* Now link it with the free_objects list: */
984 ob->prev = 0;
985 ob->next = 0;
986
987 delete ob;
988} 1055}
989 1056
990/* 1057/*
991 * sub_weight() recursively (outwards) subtracts a number from the 1058 * sub_weight() recursively (outwards) subtracts a number from the
992 * weight of an object (and what is carried by it's environment(s)). 1059 * weight of an object (and what is carried by it's environment(s)).
993 */ 1060 */
994 1061
1062void
995void sub_weight (object *op, signed long weight) { 1063sub_weight (object *op, signed long weight)
1064{
996 while (op != NULL) { 1065 while (op != NULL)
1066 {
997 if (op->type == CONTAINER) { 1067 if (op->type == CONTAINER)
998 weight=(signed long)(weight*(100-op->stats.Str)/100); 1068 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
999 } 1069
1000 op->carrying-=weight; 1070 op->carrying -= weight;
1001 op = op->env; 1071 op = op->env;
1002 } 1072 }
1003} 1073}
1004 1074
1005/* remove_ob(op): 1075/* remove_ob(op):
1006 * This function removes the object op from the linked list of objects 1076 * This function removes the object op from the linked list of objects
1007 * which it is currently tied to. When this function is done, the 1077 * which it is currently tied to. When this function is done, the
1009 * environment, the x and y coordinates will be updated to 1079 * environment, the x and y coordinates will be updated to
1010 * the previous environment. 1080 * the previous environment.
1011 * Beware: This function is called from the editor as well! 1081 * Beware: This function is called from the editor as well!
1012 */ 1082 */
1013 1083
1084void
1014void remove_ob(object *op) { 1085remove_ob (object *op)
1086{
1015 object *tmp,*last=NULL; 1087 object *tmp, *last = 0;
1016 object *otmp; 1088 object *otmp;
1089
1017 tag_t tag; 1090 tag_t tag;
1018 int check_walk_off; 1091 int check_walk_off;
1019 mapstruct *m; 1092 mapstruct *m;
1093
1020 sint16 x,y; 1094 sint16 x, y;
1021
1022 1095
1023 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1096 if (QUERY_FLAG (op, FLAG_REMOVED))
1024 dump_object(op); 1097 return;
1025 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1026 1098
1027 /* Changed it to always dump core in this case. As has been learned
1028 * in the past, trying to recover from errors almost always
1029 * make things worse, and this is a real error here - something
1030 * that should not happen.
1031 * Yes, if this was a mission critical app, trying to do something
1032 * to recover may make sense, but that is because failure of the app
1033 * may have other disastrous problems. Cf runs out of a script
1034 * so is easily enough restarted without any real problems.
1035 * MSW 2001-07-01
1036 */
1037 abort();
1038 }
1039 if(op->more!=NULL)
1040 remove_ob(op->more);
1041
1042 SET_FLAG(op, FLAG_REMOVED); 1099 SET_FLAG (op, FLAG_REMOVED);
1043 1100
1101 if (op->more != NULL)
1102 remove_ob (op->more);
1103
1044 /* 1104 /*
1045 * In this case, the object to be removed is in someones 1105 * In this case, the object to be removed is in someones
1046 * inventory. 1106 * inventory.
1047 */ 1107 */
1048 if(op->env!=NULL) { 1108 if (op->env != NULL)
1109 {
1049 if(op->nrof) 1110 if (op->nrof)
1050 sub_weight(op->env, op->weight*op->nrof); 1111 sub_weight (op->env, op->weight * op->nrof);
1051 else 1112 else
1052 sub_weight(op->env, op->weight+op->carrying); 1113 sub_weight (op->env, op->weight + op->carrying);
1053 1114
1054 /* NO_FIX_PLAYER is set when a great many changes are being 1115 /* NO_FIX_PLAYER is set when a great many changes are being
1055 * made to players inventory. If set, avoiding the call 1116 * made to players inventory. If set, avoiding the call
1056 * to save cpu time. 1117 * to save cpu time.
1057 */ 1118 */
1058 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1119 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1059 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1060 fix_player(otmp); 1120 fix_player (otmp);
1061 1121
1062 if(op->above!=NULL) 1122 if (op->above != NULL)
1063 op->above->below=op->below; 1123 op->above->below = op->below;
1064 else 1124 else
1065 op->env->inv=op->below; 1125 op->env->inv = op->below;
1066 1126
1067 if(op->below!=NULL) 1127 if (op->below != NULL)
1068 op->below->above=op->above; 1128 op->below->above = op->above;
1069 1129
1070 /* we set up values so that it could be inserted into 1130 /* we set up values so that it could be inserted into
1071 * the map, but we don't actually do that - it is up 1131 * the map, but we don't actually do that - it is up
1072 * to the caller to decide what we want to do. 1132 * to the caller to decide what we want to do.
1073 */ 1133 */
1074 op->x=op->env->x,op->y=op->env->y; 1134 op->x = op->env->x, op->y = op->env->y;
1075 op->map=op->env->map; 1135 op->map = op->env->map;
1076 op->above=NULL,op->below=NULL; 1136 op->above = NULL, op->below = NULL;
1077 op->env=NULL; 1137 op->env = NULL;
1138 }
1139 else if (op->map)
1140 {
1141 x = op->x;
1142 y = op->y;
1143 m = get_map_from_coord (op->map, &x, &y);
1144
1145 if (!m)
1146 {
1147 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1148 op->map->path, op->x, op->y);
1149 /* in old days, we used to set x and y to 0 and continue.
1150 * it seems if we get into this case, something is probablye
1151 * screwed up and should be fixed.
1152 */
1153 abort ();
1154 }
1155
1156 if (op->map != m)
1157 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1158 op->map->path, m->path, op->x, op->y, x, y);
1159
1160 /* Re did the following section of code - it looks like it had
1161 * lots of logic for things we no longer care about
1162 */
1163
1164 /* link the object above us */
1165 if (op->above)
1166 op->above->below = op->below;
1167 else
1168 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1169
1170 /* Relink the object below us, if there is one */
1171 if (op->below)
1172 op->below->above = op->above;
1173 else
1174 {
1175 /* Nothing below, which means we need to relink map object for this space
1176 * use translated coordinates in case some oddness with map tiling is
1177 * evident
1178 */
1179 if (GET_MAP_OB (m, x, y) != op)
1180 {
1181 dump_object (op);
1182 LOG (llevError,
1183 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg);
1184 dump_object (GET_MAP_OB (m, x, y));
1185 LOG (llevError, "%s\n", errmsg);
1186 }
1187
1188 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1189 }
1190
1191 op->above = 0;
1192 op->below = 0;
1193
1194 if (op->map->in_memory == MAP_SAVING)
1078 return; 1195 return;
1079 }
1080 1196
1081 /* If we get here, we are removing it from a map */
1082 if (op->map == NULL) return;
1083
1084 x = op->x;
1085 y = op->y;
1086 m = get_map_from_coord(op->map, &x, &y);
1087
1088 if (!m) {
1089 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1090 op->map->path, op->x, op->y);
1091 /* in old days, we used to set x and y to 0 and continue.
1092 * it seems if we get into this case, something is probablye
1093 * screwed up and should be fixed.
1094 */
1095 abort();
1096 }
1097 if (op->map != m) {
1098 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1099 op->map->path, m->path, op->x, op->y, x, y);
1100 }
1101
1102 /* Re did the following section of code - it looks like it had
1103 * lots of logic for things we no longer care about
1104 */
1105
1106 /* link the object above us */
1107 if (op->above)
1108 op->above->below=op->below;
1109 else
1110 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1111
1112 /* Relink the object below us, if there is one */
1113 if(op->below) {
1114 op->below->above=op->above;
1115 } else {
1116 /* Nothing below, which means we need to relink map object for this space
1117 * use translated coordinates in case some oddness with map tiling is
1118 * evident
1119 */
1120 if(GET_MAP_OB(m,x,y)!=op) {
1121 dump_object(op);
1122 LOG(llevError,"remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg);
1123 dump_object(GET_MAP_OB(m,x,y));
1124 LOG(llevError,"%s\n",errmsg);
1125 }
1126 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1127 }
1128 op->above=NULL;
1129 op->below=NULL;
1130
1131 if (op->map->in_memory == MAP_SAVING)
1132 return;
1133
1134 tag = op->count; 1197 tag = op->count;
1135 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1198 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1199
1136 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1200 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1201 {
1137 /* No point updating the players look faces if he is the object 1202 /* No point updating the players look faces if he is the object
1138 * being removed. 1203 * being removed.
1139 */ 1204 */
1140 1205
1141 if(tmp->type==PLAYER && tmp!=op) { 1206 if (tmp->type == PLAYER && tmp != op)
1207 {
1142 /* If a container that the player is currently using somehow gets 1208 /* If a container that the player is currently using somehow gets
1143 * removed (most likely destroyed), update the player view 1209 * removed (most likely destroyed), update the player view
1144 * appropriately. 1210 * appropriately.
1145 */ 1211 */
1146 if (tmp->container==op) { 1212 if (tmp->container == op)
1213 {
1147 CLEAR_FLAG(op, FLAG_APPLIED); 1214 CLEAR_FLAG (op, FLAG_APPLIED);
1148 tmp->container=NULL; 1215 tmp->container = NULL;
1216 }
1217
1218 tmp->contr->socket.update_look = 1;
1149 } 1219 }
1150 tmp->contr->socket.update_look=1; 1220
1151 }
1152 /* See if player moving off should effect something */ 1221 /* See if player moving off should effect something */
1153 if (check_walk_off && ((op->move_type & tmp->move_off) && 1222 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1154 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1223 {
1155
1156 move_apply(tmp, op, NULL); 1224 move_apply (tmp, op, NULL);
1225
1157 if (was_destroyed (op, tag)) { 1226 if (was_destroyed (op, tag))
1227 {
1158 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1228 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1159 "leaving object\n", &tmp->name, &tmp->arch->name); 1229 }
1160 } 1230 }
1161 }
1162 1231
1163 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1232 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1164 1233
1165 if(tmp->above == tmp) 1234 if (tmp->above == tmp)
1166 tmp->above = NULL; 1235 tmp->above = NULL;
1236
1167 last=tmp; 1237 last = tmp;
1168 } 1238 }
1239
1169 /* last == NULL of there are no objects on this space */ 1240 /* last == NULL of there are no objects on this space */
1170 if (last==NULL) { 1241 if (last == NULL)
1242 {
1171 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1243 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1172 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1244 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1173 * those out anyways, and if there are any flags set right now, they won't 1245 * those out anyways, and if there are any flags set right now, they won't
1174 * be correct anyways. 1246 * be correct anyways.
1175 */ 1247 */
1176 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1248 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1177 update_position(op->map, op->x, op->y); 1249 update_position (op->map, op->x, op->y);
1178 } 1250 }
1179 else 1251 else
1180 update_object(last, UP_OBJ_REMOVE); 1252 update_object (last, UP_OBJ_REMOVE);
1181 1253
1182 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1254 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1183 update_all_los(op->map, op->x, op->y); 1255 update_all_los (op->map, op->x, op->y);
1184 1256 }
1185} 1257}
1186 1258
1187/* 1259/*
1188 * merge_ob(op,top): 1260 * merge_ob(op,top):
1189 * 1261 *
1190 * This function goes through all objects below and including top, and 1262 * This function goes through all objects below and including top, and
1191 * merges op to the first matching object. 1263 * merges op to the first matching object.
1192 * If top is NULL, it is calculated. 1264 * If top is NULL, it is calculated.
1193 * Returns pointer to object if it succeded in the merge, otherwise NULL 1265 * Returns pointer to object if it succeded in the merge, otherwise NULL
1194 */ 1266 */
1195 1267object *
1196object *merge_ob(object *op, object *top) { 1268merge_ob (object *op, object *top)
1269{
1197 if(!op->nrof) 1270 if (!op->nrof)
1198 return 0; 1271 return 0;
1272
1199 if(top==NULL) 1273 if (top == NULL)
1200 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1274 for (top = op; top != NULL && top->above != NULL; top = top->above);
1275
1201 for(;top!=NULL;top=top->below) { 1276 for (; top != NULL; top = top->below)
1277 {
1202 if(top==op) 1278 if (top == op)
1203 continue; 1279 continue;
1204 if (CAN_MERGE(op,top)) 1280 if (CAN_MERGE (op, top))
1205 { 1281 {
1206 top->nrof+=op->nrof; 1282 top->nrof += op->nrof;
1283
1207/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1284/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1208 op->weight = 0; /* Don't want any adjustements now */ 1285 op->weight = 0; /* Don't want any adjustements now */
1209 remove_ob(op); 1286 remove_ob (op);
1210 free_object(op); 1287 free_object (op);
1211 return top; 1288 return top;
1212 } 1289 }
1213 } 1290 }
1291
1214 return NULL; 1292 return 0;
1215} 1293}
1216 1294
1217/* 1295/*
1218 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1296 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1219 * job preparing multi-part monsters 1297 * job preparing multi-part monsters
1220 */ 1298 */
1299object *
1221object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1300insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y)
1301{
1222 object* tmp; 1302 object *tmp;
1303
1223 if (op->head) 1304 if (op->head)
1224 op=op->head; 1305 op = op->head;
1306
1225 for (tmp=op;tmp;tmp=tmp->more){ 1307 for (tmp = op; tmp; tmp = tmp->more)
1308 {
1226 tmp->x=x+tmp->arch->clone.x; 1309 tmp->x = x + tmp->arch->clone.x;
1227 tmp->y=y+tmp->arch->clone.y; 1310 tmp->y = y + tmp->arch->clone.y;
1228 } 1311 }
1312
1229 return insert_ob_in_map (op, m, originator, flag); 1313 return insert_ob_in_map (op, m, originator, flag);
1230} 1314}
1231 1315
1232/* 1316/*
1233 * insert_ob_in_map (op, map, originator, flag): 1317 * insert_ob_in_map (op, map, originator, flag):
1234 * This function inserts the object in the two-way linked list 1318 * This function inserts the object in the two-way linked list
1248 * new object if 'op' was merged with other object 1332 * new object if 'op' was merged with other object
1249 * NULL if 'op' was destroyed 1333 * NULL if 'op' was destroyed
1250 * just 'op' otherwise 1334 * just 'op' otherwise
1251 */ 1335 */
1252 1336
1337object *
1253object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1338insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag)
1254{ 1339{
1255 object *tmp, *top, *floor=NULL; 1340 object *tmp, *top, *floor = NULL;
1256 sint16 x,y; 1341 sint16 x, y;
1257 1342
1258 if (QUERY_FLAG (op, FLAG_FREED)) { 1343 if (QUERY_FLAG (op, FLAG_FREED))
1344 {
1259 LOG (llevError, "Trying to insert freed object!\n"); 1345 LOG (llevError, "Trying to insert freed object!\n");
1346 return NULL;
1347 }
1348
1349 if (m == NULL)
1350 {
1351 dump_object (op);
1352 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1353 return op;
1354 }
1355
1356 if (out_of_map (m, op->x, op->y))
1357 {
1358 dump_object (op);
1359 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1360#ifdef MANY_CORES
1361 /* Better to catch this here, as otherwise the next use of this object
1362 * is likely to cause a crash. Better to find out where it is getting
1363 * improperly inserted.
1364 */
1365 abort ();
1366#endif
1367 return op;
1368 }
1369
1370 if (!QUERY_FLAG (op, FLAG_REMOVED))
1371 {
1372 dump_object (op);
1373 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1374 return op;
1375 }
1376
1377 if (op->more != NULL)
1378 {
1379 /* The part may be on a different map. */
1380
1381 object *more = op->more;
1382
1383 /* We really need the caller to normalize coordinates - if
1384 * we set the map, that doesn't work if the location is within
1385 * a map and this is straddling an edge. So only if coordinate
1386 * is clear wrong do we normalize it.
1387 */
1388 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1389 more->map = get_map_from_coord (m, &more->x, &more->y);
1390 else if (!more->map)
1391 {
1392 /* For backwards compatibility - when not dealing with tiled maps,
1393 * more->map should always point to the parent.
1394 */
1395 more->map = m;
1396 }
1397
1398 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1399 {
1400 if (!op->head)
1401 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1402
1403 return NULL;
1404 }
1405 }
1406
1407 CLEAR_FLAG (op, FLAG_REMOVED);
1408
1409 /* Ideally, the caller figures this out. However, it complicates a lot
1410 * of areas of callers (eg, anything that uses find_free_spot would now
1411 * need extra work
1412 */
1413 op->map = get_map_from_coord (m, &op->x, &op->y);
1414 x = op->x;
1415 y = op->y;
1416
1417 /* this has to be done after we translate the coordinates.
1418 */
1419 if (op->nrof && !(flag & INS_NO_MERGE))
1420 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1421 if (CAN_MERGE (op, tmp))
1422 {
1423 op->nrof += tmp->nrof;
1424 remove_ob (tmp);
1425 free_object (tmp);
1426 }
1427
1428 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1429 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1430
1431 if (!QUERY_FLAG (op, FLAG_ALIVE))
1432 CLEAR_FLAG (op, FLAG_NO_STEAL);
1433
1434 if (flag & INS_BELOW_ORIGINATOR)
1435 {
1436 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1437 {
1438 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1439 abort ();
1440 }
1441
1442 op->above = originator;
1443 op->below = originator->below;
1444
1445 if (op->below)
1446 op->below->above = op;
1447 else
1448 SET_MAP_OB (op->map, op->x, op->y, op);
1449
1450 /* since *below* originator, no need to update top */
1451 originator->below = op;
1452 }
1453 else
1454 {
1455 /* If there are other objects, then */
1456 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1457 {
1458 object *last = NULL;
1459
1460 /*
1461 * If there are multiple objects on this space, we do some trickier handling.
1462 * We've already dealt with merging if appropriate.
1463 * Generally, we want to put the new object on top. But if
1464 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1465 * floor, we want to insert above that and no further.
1466 * Also, if there are spell objects on this space, we stop processing
1467 * once we get to them. This reduces the need to traverse over all of
1468 * them when adding another one - this saves quite a bit of cpu time
1469 * when lots of spells are cast in one area. Currently, it is presumed
1470 * that flying non pickable objects are spell objects.
1471 */
1472
1473 while (top != NULL)
1474 {
1475 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1476 floor = top;
1477
1478 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1479 {
1480 /* We insert above top, so we want this object below this */
1481 top = top->below;
1482 break;
1483 }
1484
1485 last = top;
1486 top = top->above;
1487 }
1488
1489 /* Don't want top to be NULL, so set it to the last valid object */
1490 top = last;
1491
1492 /* We let update_position deal with figuring out what the space
1493 * looks like instead of lots of conditions here.
1494 * makes things faster, and effectively the same result.
1495 */
1496
1497 /* Have object 'fall below' other objects that block view.
1498 * Unless those objects are exits, type 66
1499 * If INS_ON_TOP is used, don't do this processing
1500 * Need to find the object that in fact blocks view, otherwise
1501 * stacking is a bit odd.
1502 */
1503 if (!(flag & INS_ON_TOP) &&
1504 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1505 {
1506 for (last = top; last != floor; last = last->below)
1507 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1508 break;
1509 /* Check to see if we found the object that blocks view,
1510 * and make sure we have a below pointer for it so that
1511 * we can get inserted below this one, which requires we
1512 * set top to the object below us.
1513 */
1514 if (last && last->below && last != floor)
1515 top = last->below;
1516 }
1517 } /* If objects on this space */
1518
1519 if (flag & INS_MAP_LOAD)
1520 top = GET_MAP_TOP (op->map, op->x, op->y);
1521
1522 if (flag & INS_ABOVE_FLOOR_ONLY)
1523 top = floor;
1524
1525 /* Top is the object that our object (op) is going to get inserted above.
1526 */
1527
1528 /* First object on this space */
1529 if (!top)
1530 {
1531 op->above = GET_MAP_OB (op->map, op->x, op->y);
1532
1533 if (op->above)
1534 op->above->below = op;
1535
1536 op->below = NULL;
1537 SET_MAP_OB (op->map, op->x, op->y, op);
1538 }
1539 else
1540 { /* get inserted into the stack above top */
1541 op->above = top->above;
1542
1543 if (op->above)
1544 op->above->below = op;
1545
1546 op->below = top;
1547 top->above = op;
1548 }
1549
1550 if (op->above == NULL)
1551 SET_MAP_TOP (op->map, op->x, op->y, op);
1552 } /* else not INS_BELOW_ORIGINATOR */
1553
1554 if (op->type == PLAYER)
1555 op->contr->do_los = 1;
1556
1557 /* If we have a floor, we know the player, if any, will be above
1558 * it, so save a few ticks and start from there.
1559 */
1560 if (!(flag & INS_MAP_LOAD))
1561 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1562 if (tmp->type == PLAYER)
1563 tmp->contr->socket.update_look = 1;
1564
1565 /* If this object glows, it may affect lighting conditions that are
1566 * visible to others on this map. But update_all_los is really
1567 * an inefficient way to do this, as it means los for all players
1568 * on the map will get recalculated. The players could very well
1569 * be far away from this change and not affected in any way -
1570 * this should get redone to only look for players within range,
1571 * or just updating the P_NEED_UPDATE for spaces within this area
1572 * of effect may be sufficient.
1573 */
1574 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1575 update_all_los (op->map, op->x, op->y);
1576
1577 /* updates flags (blocked, alive, no magic, etc) for this map space */
1578 update_object (op, UP_OBJ_INSERT);
1579
1580 /* Don't know if moving this to the end will break anything. However,
1581 * we want to have update_look set above before calling this.
1582 *
1583 * check_move_on() must be after this because code called from
1584 * check_move_on() depends on correct map flags (so functions like
1585 * blocked() and wall() work properly), and these flags are updated by
1586 * update_object().
1587 */
1588
1589 /* if this is not the head or flag has been passed, don't check walk on status */
1590 if (!(flag & INS_NO_WALK_ON) && !op->head)
1591 {
1592 if (check_move_on (op, originator))
1260 return NULL; 1593 return NULL;
1261 }
1262 if(m==NULL) {
1263 dump_object(op);
1264 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1265 return op;
1266 }
1267 if(out_of_map(m,op->x,op->y)) {
1268 dump_object(op);
1269 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1270#ifdef MANY_CORES
1271 /* Better to catch this here, as otherwise the next use of this object
1272 * is likely to cause a crash. Better to find out where it is getting
1273 * improperly inserted.
1274 */
1275 abort();
1276#endif
1277 return op;
1278 }
1279 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1280 dump_object(op);
1281 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1282 return op;
1283 }
1284 if(op->more!=NULL) {
1285 /* The part may be on a different map. */
1286 1594
1287 object *more = op->more;
1288
1289 /* We really need the caller to normalize coordinates - if
1290 * we set the map, that doesn't work if the location is within
1291 * a map and this is straddling an edge. So only if coordinate
1292 * is clear wrong do we normalize it.
1293 */
1294 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1295 more->map = get_map_from_coord(m, &more->x, &more->y);
1296 } else if (!more->map) {
1297 /* For backwards compatibility - when not dealing with tiled maps,
1298 * more->map should always point to the parent.
1299 */
1300 more->map = m;
1301 }
1302
1303 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1304 if ( ! op->head)
1305 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1306 return NULL;
1307 }
1308 }
1309 CLEAR_FLAG(op,FLAG_REMOVED);
1310
1311 /* Ideally, the caller figures this out. However, it complicates a lot
1312 * of areas of callers (eg, anything that uses find_free_spot would now
1313 * need extra work
1314 */
1315 op->map=get_map_from_coord(m, &op->x, &op->y);
1316 x = op->x;
1317 y = op->y;
1318
1319 /* this has to be done after we translate the coordinates.
1320 */
1321 if(op->nrof && !(flag & INS_NO_MERGE)) {
1322 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1323 if (CAN_MERGE(op,tmp)) {
1324 op->nrof+=tmp->nrof;
1325 remove_ob(tmp);
1326 free_object(tmp);
1327 }
1328 }
1329
1330 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1331 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1332 if (!QUERY_FLAG(op, FLAG_ALIVE))
1333 CLEAR_FLAG(op, FLAG_NO_STEAL);
1334
1335 if (flag & INS_BELOW_ORIGINATOR) {
1336 if (originator->map != op->map || originator->x != op->x ||
1337 originator->y != op->y) {
1338 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1339 abort();
1340 }
1341 op->above = originator;
1342 op->below = originator->below;
1343 if (op->below) op->below->above = op;
1344 else SET_MAP_OB(op->map, op->x, op->y, op);
1345 /* since *below* originator, no need to update top */
1346 originator->below = op;
1347 } else {
1348 /* If there are other objects, then */
1349 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1350 object *last=NULL;
1351 /*
1352 * If there are multiple objects on this space, we do some trickier handling.
1353 * We've already dealt with merging if appropriate.
1354 * Generally, we want to put the new object on top. But if
1355 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1356 * floor, we want to insert above that and no further.
1357 * Also, if there are spell objects on this space, we stop processing
1358 * once we get to them. This reduces the need to traverse over all of
1359 * them when adding another one - this saves quite a bit of cpu time
1360 * when lots of spells are cast in one area. Currently, it is presumed
1361 * that flying non pickable objects are spell objects.
1362 */
1363
1364 while (top != NULL) {
1365 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1366 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1367 if (QUERY_FLAG(top, FLAG_NO_PICK)
1368 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1369 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1370 {
1371 /* We insert above top, so we want this object below this */
1372 top=top->below;
1373 break;
1374 }
1375 last = top;
1376 top = top->above;
1377 }
1378 /* Don't want top to be NULL, so set it to the last valid object */
1379 top = last;
1380
1381 /* We let update_position deal with figuring out what the space
1382 * looks like instead of lots of conditions here.
1383 * makes things faster, and effectively the same result.
1384 */
1385
1386 /* Have object 'fall below' other objects that block view.
1387 * Unless those objects are exits, type 66
1388 * If INS_ON_TOP is used, don't do this processing
1389 * Need to find the object that in fact blocks view, otherwise
1390 * stacking is a bit odd.
1391 */
1392 if (!(flag & INS_ON_TOP) &&
1393 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1394 (op->face && !op->face->visibility)) {
1395 for (last=top; last != floor; last=last->below)
1396 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1397 /* Check to see if we found the object that blocks view,
1398 * and make sure we have a below pointer for it so that
1399 * we can get inserted below this one, which requires we
1400 * set top to the object below us.
1401 */
1402 if (last && last->below && last != floor) top=last->below;
1403 }
1404 } /* If objects on this space */
1405 if (flag & INS_MAP_LOAD)
1406 top = GET_MAP_TOP(op->map,op->x,op->y);
1407 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1408
1409 /* Top is the object that our object (op) is going to get inserted above.
1410 */
1411
1412 /* First object on this space */
1413 if (!top) {
1414 op->above = GET_MAP_OB(op->map, op->x, op->y);
1415 if (op->above) op->above->below = op;
1416 op->below = NULL;
1417 SET_MAP_OB(op->map, op->x, op->y, op);
1418 } else { /* get inserted into the stack above top */
1419 op->above = top->above;
1420 if (op->above) op->above->below = op;
1421 op->below = top;
1422 top->above = op;
1423 }
1424 if (op->above==NULL)
1425 SET_MAP_TOP(op->map,op->x, op->y, op);
1426 } /* else not INS_BELOW_ORIGINATOR */
1427
1428 if(op->type==PLAYER)
1429 op->contr->do_los=1;
1430
1431 /* If we have a floor, we know the player, if any, will be above
1432 * it, so save a few ticks and start from there.
1433 */
1434 if (!(flag & INS_MAP_LOAD))
1435 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1436 if (tmp->type == PLAYER)
1437 tmp->contr->socket.update_look=1;
1438 }
1439
1440 /* If this object glows, it may affect lighting conditions that are
1441 * visible to others on this map. But update_all_los is really
1442 * an inefficient way to do this, as it means los for all players
1443 * on the map will get recalculated. The players could very well
1444 * be far away from this change and not affected in any way -
1445 * this should get redone to only look for players within range,
1446 * or just updating the P_NEED_UPDATE for spaces within this area
1447 * of effect may be sufficient.
1448 */
1449 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1450 update_all_los(op->map, op->x, op->y);
1451
1452
1453 /* updates flags (blocked, alive, no magic, etc) for this map space */
1454 update_object(op,UP_OBJ_INSERT);
1455
1456
1457 /* Don't know if moving this to the end will break anything. However,
1458 * we want to have update_look set above before calling this.
1459 *
1460 * check_move_on() must be after this because code called from
1461 * check_move_on() depends on correct map flags (so functions like
1462 * blocked() and wall() work properly), and these flags are updated by
1463 * update_object().
1464 */
1465
1466 /* if this is not the head or flag has been passed, don't check walk on status */
1467
1468 if (!(flag & INS_NO_WALK_ON) && !op->head) {
1469 if (check_move_on(op, originator))
1470 return NULL;
1471
1472 /* If we are a multi part object, lets work our way through the check 1595 /* If we are a multi part object, lets work our way through the check
1473 * walk on's. 1596 * walk on's.
1474 */ 1597 */
1475 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1598 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1476 if (check_move_on (tmp, originator)) 1599 if (check_move_on (tmp, originator))
1477 return NULL; 1600 return NULL;
1478 } 1601 }
1602
1479 return op; 1603 return op;
1480} 1604}
1481 1605
1482/* this function inserts an object in the map, but if it 1606/* this function inserts an object in the map, but if it
1483 * finds an object of its own type, it'll remove that one first. 1607 * finds an object of its own type, it'll remove that one first.
1484 * op is the object to insert it under: supplies x and the map. 1608 * op is the object to insert it under: supplies x and the map.
1485 */ 1609 */
1610void
1486void replace_insert_ob_in_map(const char *arch_string, object *op) { 1611replace_insert_ob_in_map (const char *arch_string, object *op)
1612{
1487 object *tmp; 1613 object *
1488 object *tmp1; 1614 tmp;
1615 object *
1616 tmp1;
1489 1617
1490 /* first search for itself and remove any old instances */ 1618 /* first search for itself and remove any old instances */
1491 1619
1492 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1620 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1621 {
1493 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1622 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1623 {
1494 remove_ob(tmp); 1624 remove_ob (tmp);
1495 free_object(tmp); 1625 free_object (tmp);
1496 } 1626 }
1497 } 1627 }
1498 1628
1499 tmp1=arch_to_object(find_archetype(arch_string)); 1629 tmp1 = arch_to_object (archetype::find (arch_string));
1500 1630
1501 1631 tmp1->x = op->x;
1502 tmp1->x = op->x; tmp1->y = op->y; 1632 tmp1->y = op->y;
1503 insert_ob_in_map(tmp1,op->map,op,0); 1633 insert_ob_in_map (tmp1, op->map, op, 0);
1504} 1634}
1505 1635
1506/* 1636/*
1507 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1637 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1508 * is returned contains nr objects, and the remaining parts contains 1638 * is returned contains nr objects, and the remaining parts contains
1509 * the rest (or is removed and freed if that number is 0). 1639 * the rest (or is removed and freed if that number is 0).
1510 * On failure, NULL is returned, and the reason put into the 1640 * On failure, NULL is returned, and the reason put into the
1511 * global static errmsg array. 1641 * global static errmsg array.
1512 */ 1642 */
1513 1643
1644object *
1514object *get_split_ob(object *orig_ob, uint32 nr) { 1645get_split_ob (object *orig_ob, uint32 nr)
1515 object *newob; 1646{
1647 object *
1648 newob;
1649 int
1516 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1650 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1517 1651
1518 if(orig_ob->nrof<nr) { 1652 if (orig_ob->nrof < nr)
1519 sprintf(errmsg,"There are only %d %ss.", 1653 {
1520 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1654 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1521 return NULL; 1655 return NULL;
1522 } 1656 }
1657
1523 newob = object_create_clone(orig_ob); 1658 newob = object_create_clone (orig_ob);
1659
1524 if((orig_ob->nrof-=nr)<1) { 1660 if ((orig_ob->nrof -= nr) < 1)
1661 {
1525 if ( ! is_removed) 1662 if (!is_removed)
1526 remove_ob(orig_ob); 1663 remove_ob (orig_ob);
1527 free_object2(orig_ob, 1); 1664 free_object2 (orig_ob, 1);
1528 } 1665 }
1529 else if ( ! is_removed) { 1666 else if (!is_removed)
1667 {
1530 if(orig_ob->env!=NULL) 1668 if (orig_ob->env != NULL)
1531 sub_weight (orig_ob->env,orig_ob->weight*nr); 1669 sub_weight (orig_ob->env, orig_ob->weight * nr);
1532 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1670 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1671 {
1533 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1672 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1534 LOG(llevDebug,
1535 "Error, Tried to split object whose map is not in memory.\n"); 1673 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1536 return NULL; 1674 return NULL;
1537 } 1675 }
1538 } 1676 }
1677
1539 newob->nrof=nr; 1678 newob->nrof = nr;
1540 1679
1541 return newob; 1680 return newob;
1542} 1681}
1543 1682
1544/* 1683/*
1545 * decrease_ob_nr(object, number) decreases a specified number from 1684 * decrease_ob_nr(object, number) decreases a specified number from
1546 * the amount of an object. If the amount reaches 0, the object 1685 * the amount of an object. If the amount reaches 0, the object
1547 * is subsequently removed and freed. 1686 * is subsequently removed and freed.
1548 * 1687 *
1549 * Return value: 'op' if something is left, NULL if the amount reached 0 1688 * Return value: 'op' if something is left, NULL if the amount reached 0
1550 */ 1689 */
1551 1690
1691object *
1552object *decrease_ob_nr (object *op, uint32 i) 1692decrease_ob_nr (object *op, uint32 i)
1553{ 1693{
1554 object *tmp; 1694 object *tmp;
1555 player *pl; 1695 player *pl;
1556 1696
1557 if (i == 0) /* objects with op->nrof require this check */ 1697 if (i == 0) /* objects with op->nrof require this check */
1558 return op; 1698 return op;
1559 1699
1560 if (i > op->nrof) 1700 if (i > op->nrof)
1561 i = op->nrof; 1701 i = op->nrof;
1562 1702
1563 if (QUERY_FLAG (op, FLAG_REMOVED)) 1703 if (QUERY_FLAG (op, FLAG_REMOVED))
1704 op->nrof -= i;
1705 else if (op->env != NULL)
1706 {
1707 /* is this object in the players inventory, or sub container
1708 * therein?
1709 */
1710 tmp = is_player_inv (op->env);
1711 /* nope. Is this a container the player has opened?
1712 * If so, set tmp to that player.
1713 * IMO, searching through all the players will mostly
1714 * likely be quicker than following op->env to the map,
1715 * and then searching the map for a player.
1716 */
1717 if (!tmp)
1718 {
1719 for (pl = first_player; pl; pl = pl->next)
1720 if (pl->ob->container == op->env)
1721 break;
1722 if (pl)
1723 tmp = pl->ob;
1724 else
1725 tmp = NULL;
1726 }
1727
1728 if (i < op->nrof)
1729 {
1730 sub_weight (op->env, op->weight * i);
1731 op->nrof -= i;
1732 if (tmp)
1733 {
1734 esrv_send_item (tmp, op);
1735 }
1736 }
1737 else
1738 {
1739 remove_ob (op);
1740 op->nrof = 0;
1741 if (tmp)
1742 {
1743 esrv_del_item (tmp->contr, op->count);
1744 }
1745 }
1564 { 1746 }
1747 else
1748 {
1749 object *above = op->above;
1750
1751 if (i < op->nrof)
1565 op->nrof -= i; 1752 op->nrof -= i;
1566 } 1753 else
1567 else if (op->env != NULL)
1568 {
1569 /* is this object in the players inventory, or sub container
1570 * therein?
1571 */
1572 tmp = is_player_inv (op->env);
1573 /* nope. Is this a container the player has opened?
1574 * If so, set tmp to that player.
1575 * IMO, searching through all the players will mostly
1576 * likely be quicker than following op->env to the map,
1577 * and then searching the map for a player.
1578 */
1579 if (!tmp) {
1580 for (pl=first_player; pl; pl=pl->next)
1581 if (pl->ob->container == op->env) break;
1582 if (pl) tmp=pl->ob;
1583 else tmp=NULL;
1584 } 1754 {
1585
1586 if (i < op->nrof) {
1587 sub_weight (op->env, op->weight * i);
1588 op->nrof -= i;
1589 if (tmp) {
1590 esrv_send_item(tmp, op);
1591 }
1592 } else {
1593 remove_ob (op); 1755 remove_ob (op);
1594 op->nrof = 0; 1756 op->nrof = 0;
1595 if (tmp) {
1596 esrv_del_item(tmp->contr, op->count);
1597 } 1757 }
1598 }
1599 }
1600 else
1601 {
1602 object *above = op->above;
1603 1758
1604 if (i < op->nrof) {
1605 op->nrof -= i;
1606 } else {
1607 remove_ob (op);
1608 op->nrof = 0;
1609 }
1610 /* Since we just removed op, op->above is null */ 1759 /* Since we just removed op, op->above is null */
1611 for (tmp = above; tmp != NULL; tmp = tmp->above) 1760 for (tmp = above; tmp != NULL; tmp = tmp->above)
1612 if (tmp->type == PLAYER) { 1761 if (tmp->type == PLAYER)
1762 {
1613 if (op->nrof) 1763 if (op->nrof)
1614 esrv_send_item(tmp, op); 1764 esrv_send_item (tmp, op);
1615 else 1765 else
1616 esrv_del_item(tmp->contr, op->count); 1766 esrv_del_item (tmp->contr, op->count);
1617 } 1767 }
1618 } 1768 }
1619 1769
1620 if (op->nrof) { 1770 if (op->nrof)
1621 return op; 1771 return op;
1622 } else { 1772 else
1773 {
1623 free_object (op); 1774 free_object (op);
1624 return NULL; 1775 return NULL;
1625 } 1776 }
1626} 1777}
1627 1778
1628/* 1779/*
1629 * add_weight(object, weight) adds the specified weight to an object, 1780 * add_weight(object, weight) adds the specified weight to an object,
1630 * and also updates how much the environment(s) is/are carrying. 1781 * and also updates how much the environment(s) is/are carrying.
1631 */ 1782 */
1632 1783
1784void
1633void add_weight (object *op, signed long weight) { 1785add_weight (object *op, signed long weight)
1786{
1634 while (op!=NULL) { 1787 while (op != NULL)
1788 {
1635 if (op->type == CONTAINER) { 1789 if (op->type == CONTAINER)
1636 weight=(signed long)(weight*(100-op->stats.Str)/100); 1790 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1637 } 1791
1638 op->carrying+=weight; 1792 op->carrying += weight;
1639 op=op->env; 1793 op = op->env;
1640 } 1794 }
1641} 1795}
1642 1796
1643/* 1797/*
1644 * insert_ob_in_ob(op,environment): 1798 * insert_ob_in_ob(op,environment):
1645 * This function inserts the object op in the linked list 1799 * This function inserts the object op in the linked list
1652 * 1806 *
1653 * The function returns now pointer to inserted item, and return value can 1807 * The function returns now pointer to inserted item, and return value can
1654 * be != op, if items are merged. -Tero 1808 * be != op, if items are merged. -Tero
1655 */ 1809 */
1656 1810
1811object *
1657object *insert_ob_in_ob(object *op,object *where) { 1812insert_ob_in_ob (object *op, object *where)
1658 object *tmp, *otmp; 1813{
1814 object *
1815 tmp, *
1816 otmp;
1659 1817
1660 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1818 if (!QUERY_FLAG (op, FLAG_REMOVED))
1819 {
1661 dump_object(op); 1820 dump_object (op);
1662 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1821 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1663 return op; 1822 return op;
1664 } 1823 }
1824
1665 if(where==NULL) { 1825 if (where == NULL)
1826 {
1666 dump_object(op); 1827 dump_object (op);
1667 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg); 1828 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1668 return op; 1829 return op;
1669 } 1830 }
1831
1670 if (where->head) { 1832 if (where->head)
1671 LOG(llevDebug, 1833 {
1672 "Warning: Tried to insert object wrong part of multipart object.\n"); 1834 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1673 where = where->head; 1835 where = where->head;
1674 } 1836 }
1837
1675 if (op->more) { 1838 if (op->more)
1839 {
1676 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1840 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1677 &op->name, op->count);
1678 return op; 1841 return op;
1679 } 1842 }
1843
1680 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1844 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1681 CLEAR_FLAG(op, FLAG_REMOVED); 1845 CLEAR_FLAG (op, FLAG_REMOVED);
1682 if(op->nrof) { 1846 if (op->nrof)
1847 {
1683 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1848 for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1684 if ( CAN_MERGE(tmp,op) ) { 1849 if (CAN_MERGE (tmp, op))
1850 {
1685 /* return the original object and remove inserted object 1851 /* return the original object and remove inserted object
1686 (client needs the original object) */ 1852 (client needs the original object) */
1687 tmp->nrof += op->nrof; 1853 tmp->nrof += op->nrof;
1688 /* Weight handling gets pretty funky. Since we are adding to 1854 /* Weight handling gets pretty funky. Since we are adding to
1689 * tmp->nrof, we need to increase the weight. 1855 * tmp->nrof, we need to increase the weight.
1690 */ 1856 */
1691 add_weight (where, op->weight*op->nrof); 1857 add_weight (where, op->weight * op->nrof);
1692 SET_FLAG(op, FLAG_REMOVED); 1858 SET_FLAG (op, FLAG_REMOVED);
1693 free_object(op); /* free the inserted object */ 1859 free_object (op); /* free the inserted object */
1694 op = tmp; 1860 op = tmp;
1695 remove_ob (op); /* and fix old object's links */ 1861 remove_ob (op); /* and fix old object's links */
1696 CLEAR_FLAG(op, FLAG_REMOVED); 1862 CLEAR_FLAG (op, FLAG_REMOVED);
1697 break; 1863 break;
1698 } 1864 }
1699 1865
1700 /* I assume combined objects have no inventory 1866 /* I assume combined objects have no inventory
1701 * We add the weight - this object could have just been removed 1867 * We add the weight - this object could have just been removed
1702 * (if it was possible to merge). calling remove_ob will subtract 1868 * (if it was possible to merge). calling remove_ob will subtract
1703 * the weight, so we need to add it in again, since we actually do 1869 * the weight, so we need to add it in again, since we actually do
1704 * the linking below 1870 * the linking below
1705 */ 1871 */
1706 add_weight (where, op->weight*op->nrof); 1872 add_weight (where, op->weight * op->nrof);
1873 }
1707 } else 1874 else
1708 add_weight (where, (op->weight+op->carrying)); 1875 add_weight (where, (op->weight + op->carrying));
1709 1876
1710 otmp=is_player_inv(where); 1877 otmp = is_player_inv (where);
1711 if (otmp&&otmp->contr!=NULL) { 1878 if (otmp && otmp->contr != NULL)
1879 {
1712 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1880 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1713 fix_player(otmp); 1881 fix_player (otmp);
1714 } 1882 }
1715 1883
1716 op->map=NULL; 1884 op->map = NULL;
1717 op->env=where; 1885 op->env = where;
1718 op->above=NULL; 1886 op->above = NULL;
1719 op->below=NULL; 1887 op->below = NULL;
1720 op->x=0,op->y=0; 1888 op->x = 0, op->y = 0;
1721 1889
1722 /* reset the light list and los of the players on the map */ 1890 /* reset the light list and los of the players on the map */
1723 if((op->glow_radius!=0)&&where->map) 1891 if ((op->glow_radius != 0) && where->map)
1724 { 1892 {
1725#ifdef DEBUG_LIGHTS 1893#ifdef DEBUG_LIGHTS
1726 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1894 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1727 op->name);
1728#endif /* DEBUG_LIGHTS */ 1895#endif /* DEBUG_LIGHTS */
1896 if (MAP_DARKNESS (where->map))
1729 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1897 update_all_los (where->map, where->x, where->y);
1730 } 1898 }
1731 1899
1732 /* Client has no idea of ordering so lets not bother ordering it here. 1900 /* Client has no idea of ordering so lets not bother ordering it here.
1733 * It sure simplifies this function... 1901 * It sure simplifies this function...
1734 */ 1902 */
1735 if (where->inv==NULL) 1903 if (where->inv == NULL)
1736 where->inv=op; 1904 where->inv = op;
1737 else { 1905 else
1906 {
1738 op->below = where->inv; 1907 op->below = where->inv;
1739 op->below->above = op; 1908 op->below->above = op;
1740 where->inv = op; 1909 where->inv = op;
1741 } 1910 }
1742 return op; 1911 return op;
1743} 1912}
1744 1913
1745/* 1914/*
1746 * Checks if any objects has a move_type that matches objects 1915 * Checks if any objects has a move_type that matches objects
1761 * MSW 2001-07-08: Check all objects on space, not just those below 1930 * MSW 2001-07-08: Check all objects on space, not just those below
1762 * object being inserted. insert_ob_in_map may not put new objects 1931 * object being inserted. insert_ob_in_map may not put new objects
1763 * on top. 1932 * on top.
1764 */ 1933 */
1765 1934
1935int
1766int check_move_on (object *op, object *originator) 1936check_move_on (object *op, object *originator)
1767{ 1937{
1768 object *tmp; 1938 object *
1769 tag_t tag; 1939 tmp;
1770 mapstruct *m=op->map; 1940 tag_t
1941 tag;
1942 mapstruct *
1943 m = op->map;
1944 int
1771 int x=op->x, y=op->y; 1945 x = op->x, y = op->y;
1772 MoveType move_on, move_slow, move_block;
1773 1946
1947 MoveType
1948 move_on,
1949 move_slow,
1950 move_block;
1951
1774 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1952 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1775 return 0; 1953 return 0;
1776 1954
1777 tag = op->count; 1955 tag = op->count;
1778 1956
1779 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1957 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1780 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1958 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1781 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1959 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1782 1960
1783 /* if nothing on this space will slow op down or be applied, 1961 /* if nothing on this space will slow op down or be applied,
1784 * no need to do checking below. have to make sure move_type 1962 * no need to do checking below. have to make sure move_type
1785 * is set, as lots of objects don't have it set - we treat that 1963 * is set, as lots of objects don't have it set - we treat that
1786 * as walking. 1964 * as walking.
1787 */ 1965 */
1788 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1966 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1789 return 0; 1967 return 0;
1790 1968
1791 /* This is basically inverse logic of that below - basically, 1969 /* This is basically inverse logic of that below - basically,
1792 * if the object can avoid the move on or slow move, they do so, 1970 * if the object can avoid the move on or slow move, they do so,
1793 * but can't do it if the alternate movement they are using is 1971 * but can't do it if the alternate movement they are using is
1794 * blocked. Logic on this seems confusing, but does seem correct. 1972 * blocked. Logic on this seems confusing, but does seem correct.
1795 */ 1973 */
1796 if ((op->move_type & ~move_on & ~move_block) != 0 && 1974 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1797 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1975 return 0;
1798 1976
1799 /* The objects have to be checked from top to bottom. 1977 /* The objects have to be checked from top to bottom.
1800 * Hence, we first go to the top: 1978 * Hence, we first go to the top:
1801 */ 1979 */
1802 1980
1803 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1981 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1804 tmp->above!=NULL; tmp=tmp->above) { 1982 {
1805 /* Trim the search when we find the first other spell effect 1983 /* Trim the search when we find the first other spell effect
1806 * this helps performance so that if a space has 50 spell objects, 1984 * this helps performance so that if a space has 50 spell objects,
1807 * we don't need to check all of them. 1985 * we don't need to check all of them.
1808 */ 1986 */
1809 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1987 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1988 break;
1989 }
1990
1991 for (; tmp; tmp = tmp->below)
1810 } 1992 {
1811 for(;tmp!=NULL; tmp=tmp->below) { 1993 if (tmp == op)
1812 if (tmp == op) continue; /* Can't apply yourself */ 1994 continue; /* Can't apply yourself */
1813 1995
1814 /* Check to see if one of the movement types should be slowed down. 1996 /* Check to see if one of the movement types should be slowed down.
1815 * Second check makes sure that the movement types not being slowed 1997 * Second check makes sure that the movement types not being slowed
1816 * (~slow_move) is not blocked on this space - just because the 1998 * (~slow_move) is not blocked on this space - just because the
1817 * space doesn't slow down swimming (for example), if you can't actually 1999 * space doesn't slow down swimming (for example), if you can't actually
1818 * swim on that space, can't use it to avoid the penalty. 2000 * swim on that space, can't use it to avoid the penalty.
1819 */ 2001 */
1820 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 2002 if (!QUERY_FLAG (op, FLAG_WIZPASS))
2003 {
1821 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 2004 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1822 ((op->move_type & tmp->move_slow) &&
1823 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 2005 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2006 {
1824 2007
1825 float diff; 2008 float
1826
1827 diff = tmp->move_slow_penalty*FABS(op->speed); 2009 diff = tmp->move_slow_penalty * FABS (op->speed);
2010
1828 if (op->type == PLAYER) { 2011 if (op->type == PLAYER)
1829 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 2012 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1830 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 2013 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1831 diff /= 4.0; 2014 diff /= 4.0;
1832 } 2015
1833 }
1834 op->speed_left -= diff; 2016 op->speed_left -= diff;
1835 } 2017 }
1836 } 2018 }
1837 2019
1838 /* Basically same logic as above, except now for actual apply. */ 2020 /* Basically same logic as above, except now for actual apply. */
1839 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 2021 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1840 ((op->move_type & tmp->move_on) &&
1841 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 2022 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1842 2023 {
1843 move_apply(tmp, op, originator); 2024 move_apply (tmp, op, originator);
2025
1844 if (was_destroyed (op, tag)) 2026 if (was_destroyed (op, tag))
1845 return 1; 2027 return 1;
1846 2028
1847 /* what the person/creature stepped onto has moved the object 2029 /* what the person/creature stepped onto has moved the object
1848 * someplace new. Don't process any further - if we did, 2030 * someplace new. Don't process any further - if we did,
1849 * have a feeling strange problems would result. 2031 * have a feeling strange problems would result.
1850 */ 2032 */
1851 if (op->map != m || op->x != x || op->y != y) return 0; 2033 if (op->map != m || op->x != x || op->y != y)
2034 return 0;
1852 } 2035 }
1853 } 2036 }
2037
1854 return 0; 2038 return 0;
1855} 2039}
1856 2040
1857/* 2041/*
1858 * present_arch(arch, map, x, y) searches for any objects with 2042 * present_arch(arch, map, x, y) searches for any objects with
1859 * a matching archetype at the given map and coordinates. 2043 * a matching archetype at the given map and coordinates.
1860 * The first matching object is returned, or NULL if none. 2044 * The first matching object is returned, or NULL if none.
1861 */ 2045 */
1862 2046
2047object *
1863object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 2048present_arch (const archetype *at, mapstruct *m, int x, int y)
2049{
1864 object *tmp; 2050 object *
2051 tmp;
2052
1865 if(m==NULL || out_of_map(m,x,y)) { 2053 if (m == NULL || out_of_map (m, x, y))
2054 {
1866 LOG(llevError,"Present_arch called outside map.\n"); 2055 LOG (llevError, "Present_arch called outside map.\n");
1867 return NULL; 2056 return NULL;
1868 } 2057 }
1869 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 2058 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1870 if(tmp->arch == at) 2059 if (tmp->arch == at)
1871 return tmp; 2060 return tmp;
1872 return NULL; 2061 return NULL;
1873} 2062}
1874 2063
1875/* 2064/*
1876 * present(type, map, x, y) searches for any objects with 2065 * present(type, map, x, y) searches for any objects with
1877 * a matching type variable at the given map and coordinates. 2066 * a matching type variable at the given map and coordinates.
1878 * The first matching object is returned, or NULL if none. 2067 * The first matching object is returned, or NULL if none.
1879 */ 2068 */
1880 2069
2070object *
1881object *present(unsigned char type,mapstruct *m, int x,int y) { 2071present (unsigned char type, mapstruct *m, int x, int y)
2072{
1882 object *tmp; 2073 object *
2074 tmp;
2075
1883 if(out_of_map(m,x,y)) { 2076 if (out_of_map (m, x, y))
2077 {
1884 LOG(llevError,"Present called outside map.\n"); 2078 LOG (llevError, "Present called outside map.\n");
1885 return NULL; 2079 return NULL;
1886 } 2080 }
1887 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 2081 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1888 if(tmp->type==type) 2082 if (tmp->type == type)
1889 return tmp; 2083 return tmp;
1890 return NULL; 2084 return NULL;
1891} 2085}
1892 2086
1893/* 2087/*
1894 * present_in_ob(type, object) searches for any objects with 2088 * present_in_ob(type, object) searches for any objects with
1895 * a matching type variable in the inventory of the given object. 2089 * a matching type variable in the inventory of the given object.
1896 * The first matching object is returned, or NULL if none. 2090 * The first matching object is returned, or NULL if none.
1897 */ 2091 */
1898 2092
2093object *
1899object *present_in_ob(unsigned char type, const object *op) { 2094present_in_ob (unsigned char type, const object *op)
2095{
1900 object *tmp; 2096 object *
2097 tmp;
2098
1901 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2099 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1902 if(tmp->type==type) 2100 if (tmp->type == type)
1903 return tmp; 2101 return tmp;
1904 return NULL; 2102 return NULL;
1905} 2103}
1906 2104
1907/* 2105/*
1917 * the object name, not the archetype name. this is so that the 2115 * the object name, not the archetype name. this is so that the
1918 * spell code can use one object type (force), but change it's name 2116 * spell code can use one object type (force), but change it's name
1919 * to be unique. 2117 * to be unique.
1920 */ 2118 */
1921 2119
2120object *
1922object *present_in_ob_by_name(int type, const char *str, const object *op) { 2121present_in_ob_by_name (int type, const char *str, const object *op)
2122{
1923 object *tmp; 2123 object *
2124 tmp;
1924 2125
1925 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2126 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2127 {
1926 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2128 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1927 return tmp; 2129 return tmp;
1928 } 2130 }
1929 return NULL; 2131 return NULL;
1930} 2132}
1931 2133
1932/* 2134/*
1933 * present_arch_in_ob(archetype, object) searches for any objects with 2135 * present_arch_in_ob(archetype, object) searches for any objects with
1934 * a matching archetype in the inventory of the given object. 2136 * a matching archetype in the inventory of the given object.
1935 * The first matching object is returned, or NULL if none. 2137 * The first matching object is returned, or NULL if none.
1936 */ 2138 */
1937 2139
2140object *
1938object *present_arch_in_ob(const archetype *at, const object *op) { 2141present_arch_in_ob (const archetype *at, const object *op)
2142{
1939 object *tmp; 2143 object *
2144 tmp;
2145
1940 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2146 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1941 if( tmp->arch == at) 2147 if (tmp->arch == at)
1942 return tmp; 2148 return tmp;
1943 return NULL; 2149 return NULL;
1944} 2150}
1945 2151
1946/* 2152/*
1947 * activate recursively a flag on an object inventory 2153 * activate recursively a flag on an object inventory
1948 */ 2154 */
2155void
1949void flag_inv(object*op, int flag){ 2156flag_inv (object *op, int flag)
2157{
1950 object *tmp; 2158 object *
2159 tmp;
2160
1951 if(op->inv) 2161 if (op->inv)
1952 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2162 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2163 {
1953 SET_FLAG(tmp, flag); 2164 SET_FLAG (tmp, flag);
1954 flag_inv(tmp,flag); 2165 flag_inv (tmp, flag);
1955 } 2166 }
1956}/* 2167} /*
1957 * desactivate recursively a flag on an object inventory 2168 * desactivate recursively a flag on an object inventory
1958 */ 2169 */
2170void
1959void unflag_inv(object*op, int flag){ 2171unflag_inv (object *op, int flag)
2172{
1960 object *tmp; 2173 object *
2174 tmp;
2175
1961 if(op->inv) 2176 if (op->inv)
1962 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2177 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2178 {
1963 CLEAR_FLAG(tmp, flag); 2179 CLEAR_FLAG (tmp, flag);
1964 unflag_inv(tmp,flag); 2180 unflag_inv (tmp, flag);
1965 } 2181 }
1966} 2182}
1967 2183
1968/* 2184/*
1969 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2185 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1970 * all it's inventory (recursively). 2186 * all it's inventory (recursively).
1971 * If checksums are used, a player will get set_cheat called for 2187 * If checksums are used, a player will get set_cheat called for
1972 * him/her-self and all object carried by a call to this function. 2188 * him/her-self and all object carried by a call to this function.
1973 */ 2189 */
1974 2190
2191void
1975void set_cheat(object *op) { 2192set_cheat (object *op)
2193{
1976 SET_FLAG(op, FLAG_WAS_WIZ); 2194 SET_FLAG (op, FLAG_WAS_WIZ);
1977 flag_inv(op, FLAG_WAS_WIZ); 2195 flag_inv (op, FLAG_WAS_WIZ);
1978} 2196}
1979 2197
1980/* 2198/*
1981 * find_free_spot(object, map, x, y, start, stop) will search for 2199 * find_free_spot(object, map, x, y, start, stop) will search for
1982 * a spot at the given map and coordinates which will be able to contain 2200 * a spot at the given map and coordinates which will be able to contain
1997 * to know if the space in question will block the object. We can't use 2215 * to know if the space in question will block the object. We can't use
1998 * the archetype because that isn't correct if the monster has been 2216 * the archetype because that isn't correct if the monster has been
1999 * customized, changed states, etc. 2217 * customized, changed states, etc.
2000 */ 2218 */
2001 2219
2220int
2002int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2221find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop)
2222{
2223 int
2224 i,
2003 int i,index=0, flag; 2225 index = 0, flag;
2226 static int
2004 static int altern[SIZEOFFREE]; 2227 altern[SIZEOFFREE];
2005 2228
2006 for(i=start;i<stop;i++) { 2229 for (i = start; i < stop; i++)
2230 {
2007 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2231 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2008 if(!flag) 2232 if (!flag)
2009 altern[index++]=i; 2233 altern[index++] = i;
2010 2234
2011 /* Basically, if we find a wall on a space, we cut down the search size. 2235 /* Basically, if we find a wall on a space, we cut down the search size.
2012 * In this way, we won't return spaces that are on another side of a wall. 2236 * In this way, we won't return spaces that are on another side of a wall.
2013 * This mostly work, but it cuts down the search size in all directions - 2237 * This mostly work, but it cuts down the search size in all directions -
2014 * if the space being examined only has a wall to the north and empty 2238 * if the space being examined only has a wall to the north and empty
2015 * spaces in all the other directions, this will reduce the search space 2239 * spaces in all the other directions, this will reduce the search space
2016 * to only the spaces immediately surrounding the target area, and 2240 * to only the spaces immediately surrounding the target area, and
2017 * won't look 2 spaces south of the target space. 2241 * won't look 2 spaces south of the target space.
2018 */ 2242 */
2019 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2243 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2020 stop=maxfree[i]; 2244 stop = maxfree[i];
2021 } 2245 }
2022 if(!index) return -1; 2246 if (!index)
2247 return -1;
2023 return altern[RANDOM()%index]; 2248 return altern[RANDOM () % index];
2024} 2249}
2025 2250
2026/* 2251/*
2027 * find_first_free_spot(archetype, mapstruct, x, y) works like 2252 * find_first_free_spot(archetype, mapstruct, x, y) works like
2028 * find_free_spot(), but it will search max number of squares. 2253 * find_free_spot(), but it will search max number of squares.
2029 * But it will return the first available spot, not a random choice. 2254 * But it will return the first available spot, not a random choice.
2030 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2255 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2031 */ 2256 */
2032 2257
2258int
2033int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2259find_first_free_spot (const object *ob, mapstruct *m, int x, int y)
2260{
2261 int
2034 int i; 2262 i;
2263
2035 for(i=0;i<SIZEOFFREE;i++) { 2264 for (i = 0; i < SIZEOFFREE; i++)
2265 {
2036 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2266 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2037 return i; 2267 return i;
2038 } 2268 }
2039 return -1; 2269 return -1;
2040} 2270}
2041 2271
2042/* 2272/*
2043 * The function permute(arr, begin, end) randomly reorders the array 2273 * The function permute(arr, begin, end) randomly reorders the array
2044 * arr[begin..end-1]. 2274 * arr[begin..end-1].
2045 */ 2275 */
2276static void
2046static void permute(int *arr, int begin, int end) 2277permute (int *arr, int begin, int end)
2047{ 2278{
2048 int i, j, tmp, len; 2279 int
2280 i,
2281 j,
2282 tmp,
2283 len;
2049 2284
2050 len = end-begin; 2285 len = end - begin;
2051 for(i = begin; i < end; i++) 2286 for (i = begin; i < end; i++)
2052 { 2287 {
2053 j = begin+RANDOM()%len; 2288 j = begin + RANDOM () % len;
2054 2289
2055 tmp = arr[i]; 2290 tmp = arr[i];
2056 arr[i] = arr[j]; 2291 arr[i] = arr[j];
2057 arr[j] = tmp; 2292 arr[j] = tmp;
2058 } 2293 }
2059} 2294}
2060 2295
2061/* new function to make monster searching more efficient, and effective! 2296/* new function to make monster searching more efficient, and effective!
2062 * This basically returns a randomized array (in the passed pointer) of 2297 * This basically returns a randomized array (in the passed pointer) of
2063 * the spaces to find monsters. In this way, it won't always look for 2298 * the spaces to find monsters. In this way, it won't always look for
2064 * monsters to the north first. However, the size of the array passed 2299 * monsters to the north first. However, the size of the array passed
2065 * covers all the spaces, so within that size, all the spaces within 2300 * covers all the spaces, so within that size, all the spaces within
2066 * the 3x3 area will be searched, just not in a predictable order. 2301 * the 3x3 area will be searched, just not in a predictable order.
2067 */ 2302 */
2303void
2068void get_search_arr(int *search_arr) 2304get_search_arr (int *search_arr)
2069{ 2305{
2306 int
2070 int i; 2307 i;
2071 2308
2072 for(i = 0; i < SIZEOFFREE; i++) 2309 for (i = 0; i < SIZEOFFREE; i++)
2073 { 2310 {
2074 search_arr[i] = i; 2311 search_arr[i] = i;
2075 } 2312 }
2076 2313
2077 permute(search_arr, 1, SIZEOFFREE1+1); 2314 permute (search_arr, 1, SIZEOFFREE1 + 1);
2078 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2315 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2079 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2316 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2080} 2317}
2081 2318
2082/* 2319/*
2083 * find_dir(map, x, y, exclude) will search some close squares in the 2320 * find_dir(map, x, y, exclude) will search some close squares in the
2084 * given map at the given coordinates for live objects. 2321 * given map at the given coordinates for live objects.
2090 * is actually want is going to try and move there. We need this info 2327 * is actually want is going to try and move there. We need this info
2091 * because we have to know what movement the thing looking to move 2328 * because we have to know what movement the thing looking to move
2092 * there is capable of. 2329 * there is capable of.
2093 */ 2330 */
2094 2331
2332int
2095int find_dir(mapstruct *m, int x, int y, object *exclude) { 2333find_dir (mapstruct *m, int x, int y, object *exclude)
2334{
2335 int
2336 i,
2096 int i,max=SIZEOFFREE, mflags; 2337 max = SIZEOFFREE, mflags;
2338
2097 sint16 nx, ny; 2339 sint16 nx, ny;
2098 object *tmp; 2340 object *
2341 tmp;
2099 mapstruct *mp; 2342 mapstruct *
2343 mp;
2344
2100 MoveType blocked, move_type; 2345 MoveType blocked, move_type;
2101 2346
2102 if (exclude && exclude->head) { 2347 if (exclude && exclude->head)
2348 {
2103 exclude = exclude->head; 2349 exclude = exclude->head;
2104 move_type = exclude->move_type; 2350 move_type = exclude->move_type;
2105 } else { 2351 }
2352 else
2353 {
2106 /* If we don't have anything, presume it can use all movement types. */ 2354 /* If we don't have anything, presume it can use all movement types. */
2107 move_type=MOVE_ALL; 2355 move_type = MOVE_ALL;
2356 }
2357
2358 for (i = 1; i < max; i++)
2108 } 2359 {
2109
2110 for(i=1;i<max;i++) {
2111 mp = m; 2360 mp = m;
2112 nx = x + freearr_x[i]; 2361 nx = x + freearr_x[i];
2113 ny = y + freearr_y[i]; 2362 ny = y + freearr_y[i];
2114 2363
2115 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2364 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2116 if (mflags & P_OUT_OF_MAP) { 2365 if (mflags & P_OUT_OF_MAP)
2366 {
2117 max = maxfree[i]; 2367 max = maxfree[i];
2368 }
2118 } else { 2369 else
2370 {
2119 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2371 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2120 2372
2121 if ((move_type & blocked) == move_type) { 2373 if ((move_type & blocked) == move_type)
2374 {
2122 max=maxfree[i]; 2375 max = maxfree[i];
2376 }
2123 } else if (mflags & P_IS_ALIVE) { 2377 else if (mflags & P_IS_ALIVE)
2378 {
2124 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2379 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2125 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2380 {
2126 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2381 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2382 {
2127 break; 2383 break;
2128 } 2384 }
2129 } 2385 }
2130 if(tmp) { 2386 if (tmp)
2387 {
2131 return freedir[i]; 2388 return freedir[i];
2132 } 2389 }
2133 } 2390 }
2134 } 2391 }
2135 } 2392 }
2136 return 0; 2393 return 0;
2137} 2394}
2138 2395
2139/* 2396/*
2140 * distance(object 1, object 2) will return the square of the 2397 * distance(object 1, object 2) will return the square of the
2141 * distance between the two given objects. 2398 * distance between the two given objects.
2142 */ 2399 */
2143 2400
2401int
2144int distance(const object *ob1, const object *ob2) { 2402distance (const object *ob1, const object *ob2)
2403{
2145 int i; 2404 int
2146 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2405 i;
2147 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2406
2407 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2148 return i; 2408 return i;
2149} 2409}
2150 2410
2151/* 2411/*
2152 * find_dir_2(delta-x,delta-y) will return a direction in which 2412 * find_dir_2(delta-x,delta-y) will return a direction in which
2153 * an object which has subtracted the x and y coordinates of another 2413 * an object which has subtracted the x and y coordinates of another
2154 * object, needs to travel toward it. 2414 * object, needs to travel toward it.
2155 */ 2415 */
2156 2416
2417int
2157int find_dir_2(int x, int y) { 2418find_dir_2 (int x, int y)
2419{
2158 int q; 2420 int
2421 q;
2159 2422
2160 if(y) 2423 if (y)
2161 q=x*100/y; 2424 q = x * 100 / y;
2162 else if (x) 2425 else if (x)
2163 q= -300*x; 2426 q = -300 * x;
2164 else 2427 else
2165 return 0; 2428 return 0;
2166 2429
2167 if(y>0) { 2430 if (y > 0)
2431 {
2168 if(q < -242) 2432 if (q < -242)
2169 return 3 ; 2433 return 3;
2170 if (q < -41) 2434 if (q < -41)
2171 return 2 ; 2435 return 2;
2172 if (q < 41) 2436 if (q < 41)
2173 return 1 ; 2437 return 1;
2174 if (q < 242) 2438 if (q < 242)
2175 return 8 ; 2439 return 8;
2176 return 7 ; 2440 return 7;
2177 } 2441 }
2178 2442
2179 if (q < -242) 2443 if (q < -242)
2180 return 7 ; 2444 return 7;
2181 if (q < -41) 2445 if (q < -41)
2182 return 6 ; 2446 return 6;
2183 if (q < 41) 2447 if (q < 41)
2184 return 5 ; 2448 return 5;
2185 if (q < 242) 2449 if (q < 242)
2186 return 4 ; 2450 return 4;
2187 2451
2188 return 3 ; 2452 return 3;
2189} 2453}
2190 2454
2191/* 2455/*
2192 * absdir(int): Returns a number between 1 and 8, which represent 2456 * absdir(int): Returns a number between 1 and 8, which represent
2193 * the "absolute" direction of a number (it actually takes care of 2457 * the "absolute" direction of a number (it actually takes care of
2194 * "overflow" in previous calculations of a direction). 2458 * "overflow" in previous calculations of a direction).
2195 */ 2459 */
2196 2460
2461int
2197int absdir(int d) { 2462absdir (int d)
2198 while(d<1) d+=8; 2463{
2199 while(d>8) d-=8; 2464 while (d < 1)
2465 d += 8;
2466 while (d > 8)
2467 d -= 8;
2200 return d; 2468 return d;
2201} 2469}
2202 2470
2203/* 2471/*
2204 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2472 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2205 * between two directions (which are expected to be absolute (see absdir()) 2473 * between two directions (which are expected to be absolute (see absdir())
2206 */ 2474 */
2207 2475
2476int
2208int dirdiff(int dir1, int dir2) { 2477dirdiff (int dir1, int dir2)
2478{
2209 int d; 2479 int
2480 d;
2481
2210 d = abs(dir1 - dir2); 2482 d = abs (dir1 - dir2);
2211 if(d>4) 2483 if (d > 4)
2212 d = 8 - d; 2484 d = 8 - d;
2213 return d; 2485 return d;
2214} 2486}
2215 2487
2216/* peterm: 2488/* peterm:
2221 * direction 4, 14, or 16 to get back to where we are. 2493 * direction 4, 14, or 16 to get back to where we are.
2222 * Moved from spell_util.c to object.c with the other related direction 2494 * Moved from spell_util.c to object.c with the other related direction
2223 * functions. 2495 * functions.
2224 */ 2496 */
2225 2497
2498int
2226int reduction_dir[SIZEOFFREE][3] = { 2499 reduction_dir[SIZEOFFREE][3] = {
2227 {0,0,0}, /* 0 */ 2500 {0, 0, 0}, /* 0 */
2228 {0,0,0}, /* 1 */ 2501 {0, 0, 0}, /* 1 */
2229 {0,0,0}, /* 2 */ 2502 {0, 0, 0}, /* 2 */
2230 {0,0,0}, /* 3 */ 2503 {0, 0, 0}, /* 3 */
2231 {0,0,0}, /* 4 */ 2504 {0, 0, 0}, /* 4 */
2232 {0,0,0}, /* 5 */ 2505 {0, 0, 0}, /* 5 */
2233 {0,0,0}, /* 6 */ 2506 {0, 0, 0}, /* 6 */
2234 {0,0,0}, /* 7 */ 2507 {0, 0, 0}, /* 7 */
2235 {0,0,0}, /* 8 */ 2508 {0, 0, 0}, /* 8 */
2236 {8,1,2}, /* 9 */ 2509 {8, 1, 2}, /* 9 */
2237 {1,2,-1}, /* 10 */ 2510 {1, 2, -1}, /* 10 */
2238 {2,10,12}, /* 11 */ 2511 {2, 10, 12}, /* 11 */
2239 {2,3,-1}, /* 12 */ 2512 {2, 3, -1}, /* 12 */
2240 {2,3,4}, /* 13 */ 2513 {2, 3, 4}, /* 13 */
2241 {3,4,-1}, /* 14 */ 2514 {3, 4, -1}, /* 14 */
2242 {4,14,16}, /* 15 */ 2515 {4, 14, 16}, /* 15 */
2243 {5,4,-1}, /* 16 */ 2516 {5, 4, -1}, /* 16 */
2244 {4,5,6}, /* 17 */ 2517 {4, 5, 6}, /* 17 */
2245 {6,5,-1}, /* 18 */ 2518 {6, 5, -1}, /* 18 */
2246 {6,20,18}, /* 19 */ 2519 {6, 20, 18}, /* 19 */
2247 {7,6,-1}, /* 20 */ 2520 {7, 6, -1}, /* 20 */
2248 {6,7,8}, /* 21 */ 2521 {6, 7, 8}, /* 21 */
2249 {7,8,-1}, /* 22 */ 2522 {7, 8, -1}, /* 22 */
2250 {8,22,24}, /* 23 */ 2523 {8, 22, 24}, /* 23 */
2251 {8,1,-1}, /* 24 */ 2524 {8, 1, -1}, /* 24 */
2252 {24,9,10}, /* 25 */ 2525 {24, 9, 10}, /* 25 */
2253 {9,10,-1}, /* 26 */ 2526 {9, 10, -1}, /* 26 */
2254 {10,11,-1}, /* 27 */ 2527 {10, 11, -1}, /* 27 */
2255 {27,11,29}, /* 28 */ 2528 {27, 11, 29}, /* 28 */
2256 {11,12,-1}, /* 29 */ 2529 {11, 12, -1}, /* 29 */
2257 {12,13,-1}, /* 30 */ 2530 {12, 13, -1}, /* 30 */
2258 {12,13,14}, /* 31 */ 2531 {12, 13, 14}, /* 31 */
2259 {13,14,-1}, /* 32 */ 2532 {13, 14, -1}, /* 32 */
2260 {14,15,-1}, /* 33 */ 2533 {14, 15, -1}, /* 33 */
2261 {33,15,35}, /* 34 */ 2534 {33, 15, 35}, /* 34 */
2262 {16,15,-1}, /* 35 */ 2535 {16, 15, -1}, /* 35 */
2263 {17,16,-1}, /* 36 */ 2536 {17, 16, -1}, /* 36 */
2264 {18,17,16}, /* 37 */ 2537 {18, 17, 16}, /* 37 */
2265 {18,17,-1}, /* 38 */ 2538 {18, 17, -1}, /* 38 */
2266 {18,19,-1}, /* 39 */ 2539 {18, 19, -1}, /* 39 */
2267 {41,19,39}, /* 40 */ 2540 {41, 19, 39}, /* 40 */
2268 {19,20,-1}, /* 41 */ 2541 {19, 20, -1}, /* 41 */
2269 {20,21,-1}, /* 42 */ 2542 {20, 21, -1}, /* 42 */
2270 {20,21,22}, /* 43 */ 2543 {20, 21, 22}, /* 43 */
2271 {21,22,-1}, /* 44 */ 2544 {21, 22, -1}, /* 44 */
2272 {23,22,-1}, /* 45 */ 2545 {23, 22, -1}, /* 45 */
2273 {45,47,23}, /* 46 */ 2546 {45, 47, 23}, /* 46 */
2274 {23,24,-1}, /* 47 */ 2547 {23, 24, -1}, /* 47 */
2275 {24,9,-1}}; /* 48 */ 2548 {24, 9, -1}
2549}; /* 48 */
2276 2550
2277/* Recursive routine to step back and see if we can 2551/* Recursive routine to step back and see if we can
2278 * find a path to that monster that we found. If not, 2552 * find a path to that monster that we found. If not,
2279 * we don't bother going toward it. Returns 1 if we 2553 * we don't bother going toward it. Returns 1 if we
2280 * can see a direct way to get it 2554 * can see a direct way to get it
2281 * Modified to be map tile aware -.MSW 2555 * Modified to be map tile aware -.MSW
2282 */ 2556 */
2283
2284 2557
2558
2559int
2285int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2560can_see_monsterP (mapstruct *m, int x, int y, int dir)
2561{
2286 sint16 dx, dy; 2562 sint16 dx, dy;
2563 int
2287 int mflags; 2564 mflags;
2288 2565
2566 if (dir < 0)
2289 if(dir<0) return 0; /* exit condition: invalid direction */ 2567 return 0; /* exit condition: invalid direction */
2290 2568
2291 dx = x + freearr_x[dir]; 2569 dx = x + freearr_x[dir];
2292 dy = y + freearr_y[dir]; 2570 dy = y + freearr_y[dir];
2293 2571
2294 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2572 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2295 2573
2296 /* This functional arguably was incorrect before - it was 2574 /* This functional arguably was incorrect before - it was
2297 * checking for P_WALL - that was basically seeing if 2575 * checking for P_WALL - that was basically seeing if
2298 * we could move to the monster - this is being more 2576 * we could move to the monster - this is being more
2299 * literal on if we can see it. To know if we can actually 2577 * literal on if we can see it. To know if we can actually
2300 * move to the monster, we'd need the monster passed in or 2578 * move to the monster, we'd need the monster passed in or
2301 * at least its move type. 2579 * at least its move type.
2302 */ 2580 */
2303 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2581 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2582 return 0;
2304 2583
2305 /* yes, can see. */ 2584 /* yes, can see. */
2306 if(dir < 9) return 1; 2585 if (dir < 9)
2586 return 1;
2307 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2587 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2308 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2588 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2309 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2310} 2589}
2311 2590
2312 2591
2313 2592
2314/* 2593/*
2315 * can_pick(picker, item): finds out if an object is possible to be 2594 * can_pick(picker, item): finds out if an object is possible to be
2316 * picked up by the picker. Returnes 1 if it can be 2595 * picked up by the picker. Returnes 1 if it can be
2317 * picked up, otherwise 0. 2596 * picked up, otherwise 0.
2318 * 2597 *
2320 * core dumps if they do. 2599 * core dumps if they do.
2321 * 2600 *
2322 * Add a check so we can't pick up invisible objects (0.93.8) 2601 * Add a check so we can't pick up invisible objects (0.93.8)
2323 */ 2602 */
2324 2603
2604int
2325int can_pick(const object *who, const object *item) { 2605can_pick (const object *who, const object *item)
2606{
2326 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2607 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2327 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2608 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2328 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2609 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2329 (who->type==PLAYER||item->weight<who->weight/3));
2330} 2610}
2331 2611
2332 2612
2333/* 2613/*
2334 * create clone from object to another 2614 * create clone from object to another
2335 */ 2615 */
2616object *
2336object *object_create_clone (object *asrc) { 2617object_create_clone (object *asrc)
2618{
2619 object *
2337 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2620 dst = NULL, *tmp, *src, *part, *prev, *item;
2338 2621
2622 if (!asrc)
2339 if(!asrc) return NULL; 2623 return NULL;
2340 src = asrc; 2624 src = asrc;
2341 if(src->head) 2625 if (src->head)
2342 src = src->head; 2626 src = src->head;
2343 2627
2344 prev = NULL; 2628 prev = NULL;
2345 for(part = src; part; part = part->more) { 2629 for (part = src; part; part = part->more)
2630 {
2346 tmp = get_object(); 2631 tmp = get_object ();
2347 copy_object(part,tmp); 2632 copy_object (part, tmp);
2348 tmp->x -= src->x; 2633 tmp->x -= src->x;
2349 tmp->y -= src->y; 2634 tmp->y -= src->y;
2350 if(!part->head) { 2635 if (!part->head)
2636 {
2351 dst = tmp; 2637 dst = tmp;
2352 tmp->head = NULL; 2638 tmp->head = NULL;
2639 }
2353 } else { 2640 else
2641 {
2354 tmp->head = dst; 2642 tmp->head = dst;
2355 } 2643 }
2356 tmp->more = NULL; 2644 tmp->more = NULL;
2357 if(prev) 2645 if (prev)
2358 prev->more = tmp; 2646 prev->more = tmp;
2359 prev = tmp; 2647 prev = tmp;
2360 } 2648 }
2649
2361 /*** copy inventory ***/ 2650 /*** copy inventory ***/
2362 for(item = src->inv; item; item = item->below) { 2651 for (item = src->inv; item; item = item->below)
2652 {
2363 (void) insert_ob_in_ob(object_create_clone(item),dst); 2653 (void) insert_ob_in_ob (object_create_clone (item), dst);
2364 } 2654 }
2365 2655
2366 return dst; 2656 return dst;
2367} 2657}
2368 2658
2369/* return true if the object was destroyed, 0 otherwise */ 2659/* return true if the object was destroyed, 0 otherwise */
2660int
2370int was_destroyed (const object *op, tag_t old_tag) 2661was_destroyed (const object *op, tag_t old_tag)
2371{ 2662{
2372 /* checking for FLAG_FREED isn't necessary, but makes this function more 2663 /* checking for FLAG_FREED isn't necessary, but makes this function more
2373 * robust */ 2664 * robust */
2374 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED); 2665 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2375} 2666}
2376 2667
2377/* GROS - Creates an object using a string representing its content. */ 2668/* GROS - Creates an object using a string representing its content. */
2669
2378/* Basically, we save the content of the string to a temp file, then call */ 2670/* Basically, we save the content of the string to a temp file, then call */
2671
2379/* load_object on it. I admit it is a highly inefficient way to make things, */ 2672/* load_object on it. I admit it is a highly inefficient way to make things, */
2673
2380/* but it was simple to make and allows reusing the load_object function. */ 2674/* but it was simple to make and allows reusing the load_object function. */
2675
2381/* Remember not to use load_object_str in a time-critical situation. */ 2676/* Remember not to use load_object_str in a time-critical situation. */
2677
2382/* Also remember that multiparts objects are not supported for now. */ 2678/* Also remember that multiparts objects are not supported for now. */
2383 2679
2680object *
2384object* load_object_str(const char *obstr) 2681load_object_str (const char *obstr)
2385{ 2682{
2386 object *op; 2683 object *
2684 op;
2685 char
2387 char filename[MAX_BUF]; 2686 filename[MAX_BUF];
2687
2388 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2688 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2389 2689
2690 FILE *
2390 FILE *tempfile=fopen(filename,"w"); 2691 tempfile = fopen (filename, "w");
2692
2391 if (tempfile == NULL) 2693 if (tempfile == NULL)
2392 { 2694 {
2393 LOG(llevError,"Error - Unable to access load object temp file\n"); 2695 LOG (llevError, "Error - Unable to access load object temp file\n");
2394 return NULL; 2696 return NULL;
2395 }; 2697 }
2698
2396 fprintf(tempfile,obstr); 2699 fprintf (tempfile, obstr);
2397 fclose(tempfile); 2700 fclose (tempfile);
2398 2701
2399 op=get_object(); 2702 op = get_object ();
2400 2703
2401 object_thawer thawer (filename); 2704 object_thawer thawer (filename);
2402 2705
2403 if (thawer) 2706 if (thawer)
2404 load_object(thawer,op,0); 2707 load_object (thawer, op, 0);
2405 2708
2406 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2709 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2407 CLEAR_FLAG(op,FLAG_REMOVED); 2710 CLEAR_FLAG (op, FLAG_REMOVED);
2408 2711
2409 return op; 2712 return op;
2410} 2713}
2411 2714
2412/* This returns the first object in who's inventory that 2715/* This returns the first object in who's inventory that
2413 * has the same type and subtype match. 2716 * has the same type and subtype match.
2414 * returns NULL if no match. 2717 * returns NULL if no match.
2415 */ 2718 */
2719object *
2416object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2720find_obj_by_type_subtype (const object *who, int type, int subtype)
2417{ 2721{
2418 object *tmp; 2722 object *
2723 tmp;
2419 2724
2420 for (tmp=who->inv; tmp; tmp=tmp->below) 2725 for (tmp = who->inv; tmp; tmp = tmp->below)
2421 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2726 if (tmp->type == type && tmp->subtype == subtype)
2727 return tmp;
2422 2728
2423 return NULL; 2729 return NULL;
2424} 2730}
2425 2731
2426/* If ob has a field named key, return the link from the list, 2732/* If ob has a field named key, return the link from the list,
2427 * otherwise return NULL. 2733 * otherwise return NULL.
2428 * 2734 *
2429 * key must be a passed in shared string - otherwise, this won't 2735 * key must be a passed in shared string - otherwise, this won't
2430 * do the desired thing. 2736 * do the desired thing.
2431 */ 2737 */
2738key_value *
2432key_value * get_ob_key_link(const object * ob, const char * key) { 2739get_ob_key_link (const object *ob, const char *key)
2740{
2433 key_value * link; 2741 key_value *
2434 2742 link;
2743
2435 for (link = ob->key_values; link != NULL; link = link->next) { 2744 for (link = ob->key_values; link != NULL; link = link->next)
2745 {
2436 if (link->key == key) { 2746 if (link->key == key)
2747 {
2437 return link; 2748 return link;
2438 } 2749 }
2439 }
2440 2750 }
2751
2441 return NULL; 2752 return NULL;
2442} 2753}
2443 2754
2444/* 2755/*
2445 * Returns the value of op has an extra_field for key, or NULL. 2756 * Returns the value of op has an extra_field for key, or NULL.
2446 * 2757 *
2447 * The argument doesn't need to be a shared string. 2758 * The argument doesn't need to be a shared string.
2448 * 2759 *
2449 * The returned string is shared. 2760 * The returned string is shared.
2450 */ 2761 */
2762const char *
2451const char * get_ob_key_value(const object * op, const char * const key) { 2763get_ob_key_value (const object *op, const char *const key)
2764{
2452 key_value * link; 2765 key_value *link;
2453 const char * canonical_key; 2766 shstr_cmp canonical_key (key);
2767
2768 if (!canonical_key)
2454 2769 {
2455 canonical_key = shstr::find (key);
2456
2457 if (canonical_key == NULL) {
2458 /* 1. There being a field named key on any object 2770 /* 1. There being a field named key on any object
2459 * implies there'd be a shared string to find. 2771 * implies there'd be a shared string to find.
2460 * 2. Since there isn't, no object has this field. 2772 * 2. Since there isn't, no object has this field.
2461 * 3. Therefore, *this* object doesn't have this field. 2773 * 3. Therefore, *this* object doesn't have this field.
2462 */ 2774 */
2463 return NULL; 2775 return 0;
2464 } 2776 }
2465 2777
2466 /* This is copied from get_ob_key_link() above - 2778 /* This is copied from get_ob_key_link() above -
2467 * only 4 lines, and saves the function call overhead. 2779 * only 4 lines, and saves the function call overhead.
2468 */ 2780 */
2469 for (link = op->key_values; link != NULL; link = link->next) { 2781 for (link = op->key_values; link; link = link->next)
2470 if (link->key == canonical_key) { 2782 if (link->key == canonical_key)
2471 return link->value; 2783 return link->value;
2472 } 2784
2473 } 2785 return 0;
2474 return NULL;
2475} 2786}
2476 2787
2477 2788
2478/* 2789/*
2479 * Updates the canonical_key in op to value. 2790 * Updates the canonical_key in op to value.
2483 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2794 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2484 * keys. 2795 * keys.
2485 * 2796 *
2486 * Returns TRUE on success. 2797 * Returns TRUE on success.
2487 */ 2798 */
2799int
2488int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2800set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2801{
2802 key_value *
2489 key_value * field = NULL, *last=NULL; 2803 field = NULL, *last = NULL;
2490 2804
2491 for (field=op->key_values; field != NULL; field=field->next) { 2805 for (field = op->key_values; field != NULL; field = field->next)
2806 {
2492 if (field->key != canonical_key) { 2807 if (field->key != canonical_key)
2808 {
2493 last = field; 2809 last = field;
2494 continue; 2810 continue;
2495 } 2811 }
2496 2812
2497 if (value) 2813 if (value)
2498 field->value = value; 2814 field->value = value;
2499 else { 2815 else
2816 {
2500 /* Basically, if the archetype has this key set, 2817 /* Basically, if the archetype has this key set,
2501 * we need to store the null value so when we save 2818 * we need to store the null value so when we save
2502 * it, we save the empty value so that when we load, 2819 * it, we save the empty value so that when we load,
2503 * we get this value back again. 2820 * we get this value back again.
2504 */ 2821 */
2505 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2822 if (get_ob_key_link (&op->arch->clone, canonical_key))
2506 field->value = 0; 2823 field->value = 0;
2824 else
2825 {
2826 if (last)
2827 last->next = field->next;
2507 else 2828 else
2508 {
2509 if (last) last->next = field->next;
2510 else op->key_values = field->next; 2829 op->key_values = field->next;
2511 2830
2512 delete field; 2831 delete field;
2513 } 2832 }
2514 } 2833 }
2515 return TRUE; 2834 return TRUE;
2516 } 2835 }
2517 /* IF we get here, key doesn't exist */ 2836 /* IF we get here, key doesn't exist */
2518 2837
2519 /* No field, we'll have to add it. */ 2838 /* No field, we'll have to add it. */
2839
2840 if (!add_key)
2520 2841 {
2521 if (!add_key) {
2522 return FALSE; 2842 return FALSE;
2523 } 2843 }
2524 /* There isn't any good reason to store a null 2844 /* There isn't any good reason to store a null
2525 * value in the key/value list. If the archetype has 2845 * value in the key/value list. If the archetype has
2526 * this key, then we should also have it, so shouldn't 2846 * this key, then we should also have it, so shouldn't
2527 * be here. If user wants to store empty strings, 2847 * be here. If user wants to store empty strings,
2528 * should pass in "" 2848 * should pass in ""
2529 */ 2849 */
2530 if (value == NULL) return TRUE; 2850 if (value == NULL)
2531
2532 field = new key_value;
2533
2534 field->key = canonical_key;
2535 field->value = value;
2536 /* Usual prepend-addition. */
2537 field->next = op->key_values;
2538 op->key_values = field;
2539
2540 return TRUE; 2851 return TRUE;
2852
2853 field = new key_value;
2854
2855 field->key = canonical_key;
2856 field->value = value;
2857 /* Usual prepend-addition. */
2858 field->next = op->key_values;
2859 op->key_values = field;
2860
2861 return TRUE;
2541} 2862}
2542 2863
2543/* 2864/*
2544 * Updates the key in op to value. 2865 * Updates the key in op to value.
2545 * 2866 *
2547 * and not add new ones. 2868 * and not add new ones.
2548 * In general, should be little reason FALSE is ever passed in for add_key 2869 * In general, should be little reason FALSE is ever passed in for add_key
2549 * 2870 *
2550 * Returns TRUE on success. 2871 * Returns TRUE on success.
2551 */ 2872 */
2873int
2552int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2874set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2553{ 2875{
2554 shstr key_ (key); 2876 shstr key_ (key);
2877
2555 return set_ob_key_value_s (op, key_, value, add_key); 2878 return set_ob_key_value_s (op, key_, value, add_key);
2556} 2879}
2880
2881object::depth_iterator::depth_iterator (object *container)
2882: iterator_base (container)
2883{
2884 while (item->inv)
2885 item = item->inv;
2886}
2887
2888void
2889object::depth_iterator::next ()
2890{
2891 if (item->below)
2892 {
2893 item = item->below;
2894
2895 while (item->inv)
2896 item = item->inv;
2897 }
2898 else
2899 item = item->env;
2900}
2901
2902// return a suitable string describing an objetc in enough detail to find it
2903const char *
2904object::debug_desc (char *info) const
2905{
2906 char info2[256 * 3];
2907 char *p = info;
2908
2909 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2910 count,
2911 &name,
2912 title ? " " : "",
2913 title ? (const char *)title : "");
2914
2915 if (env)
2916 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2917
2918 if (map)
2919 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2920
2921 return info;
2922}
2923
2924const char *
2925object::debug_desc () const
2926{
2927 static char info[256 * 3];
2928 return debug_desc (info);
2929}
2930

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