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Comparing deliantra/server/common/object.C (file contents):
Revision 1.20 by root, Fri Sep 8 18:26:22 2006 UTC vs.
Revision 1.65 by root, Wed Dec 13 00:42:03 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.20 2006/09/08 18:26:22 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: %" PRId64 "\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
293void dump_object2(object *op) { 379char *
294errmsg[0] = 0;
295return;
296 //TODO//D#d#
297#if 0
298 char *cp;
299/* object *tmp;*/
300
301 if(op->arch!=NULL) {
302 strcat(errmsg,"arch ");
303 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
304 strcat(errmsg,"\n");
305 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
306 strcat(errmsg,cp);
307#if 0
308 /* Don't dump player diffs - they are too long, mostly meaningless, and
309 * will overflow the buffer.
310 * Changed so that we don't dump inventory either. This may
311 * also overflow the buffer.
312 */
313 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
314 strcat(errmsg,cp);
315 for (tmp=op->inv; tmp; tmp=tmp->below)
316 dump_object2(tmp);
317#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}
334
335/*
336 * Dumps an object. Returns output in the static global errmsg array.
337 */
338
339void dump_object(object *op) { 380dump_object (object *op)
340 if(op==NULL) { 381{
341 strcpy(errmsg,"[NULL pointer]"); 382 if (!op)
342 return; 383 return strdup ("[NULLOBJ]");
343 }
344 errmsg[0]='\0';
345 dump_object2(op);
346}
347 384
348void dump_all_objects(void) { 385 object_freezer freezer;
349 object *op; 386 save_object (freezer, op, 3);
350 for(op=objects;op!=NULL;op=op->next) { 387 return freezer.as_string ();
351 dump_object(op);
352 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
353 }
354} 388}
355 389
356/* 390/*
357 * get_nearest_part(multi-object, object 2) returns the part of the 391 * get_nearest_part(multi-object, object 2) returns the part of the
358 * multi-object 1 which is closest to the second object. 392 * multi-object 1 which is closest to the second object.
359 * If it's not a multi-object, it is returned. 393 * If it's not a multi-object, it is returned.
360 */ 394 */
361 395
396object *
362object *get_nearest_part(object *op, const object *pl) { 397get_nearest_part (object *op, const object *pl)
398{
363 object *tmp,*closest; 399 object *tmp, *closest;
364 int last_dist,i; 400 int last_dist, i;
401
365 if(op->more==NULL) 402 if (op->more == NULL)
366 return op; 403 return op;
367 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 404 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
368 if((i=distance(tmp,pl))<last_dist) 405 if ((i = distance (tmp, pl)) < last_dist)
369 closest=tmp,last_dist=i; 406 closest = tmp, last_dist = i;
370 return closest; 407 return closest;
371} 408}
372 409
373/* 410/*
374 * Returns the object which has the count-variable equal to the argument. 411 * Returns the object which has the count-variable equal to the argument.
375 */ 412 */
376 413
414object *
377object *find_object(tag_t i) { 415find_object (tag_t i)
378 object *op; 416{
379 for(op=objects;op!=NULL;op=op->next) 417 for (object *op = object::first; op; op = op->next)
380 if(op->count==i) 418 if (op->count == i)
381 break; 419 return op;
420
382 return op; 421 return 0;
383} 422}
384 423
385/* 424/*
386 * Returns the first object which has a name equal to the argument. 425 * Returns the first object which has a name equal to the argument.
387 * Used only by the patch command, but not all that useful. 426 * Used only by the patch command, but not all that useful.
388 * Enables features like "patch <name-of-other-player> food 999" 427 * Enables features like "patch <name-of-other-player> food 999"
389 */ 428 */
390 429
430object *
391object *find_object_name(const char *str) { 431find_object_name (const char *str)
392 const char *name = shstr::find (str); 432{
433 shstr_cmp str_ (str);
393 object *op; 434 object *op;
435
394 for(op=objects;op!=NULL;op=op->next) 436 for (op = object::first; op != NULL; op = op->next)
395 if(&op->name == name) 437 if (op->name == str_)
396 break; 438 break;
397 439
398 return op; 440 return op;
399} 441}
400 442
443void
401void free_all_object_data () 444free_all_object_data ()
402{ 445{
403 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 446 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} 447}
440 448
441/* 449/*
442 * Sets the owner and sets the skill and exp pointers to owner's current 450 * Sets the owner and sets the skill and exp pointers to owner's current
443 * skill and experience objects. 451 * skill and experience objects.
444 */ 452 */
445void set_owner (object *op, object *owner) 453void
454object::set_owner (object *owner)
446{ 455{
447 if(owner==NULL||op==NULL) 456 if (!owner)
448 return; 457 return;
449 458
450 /* next line added to allow objects which own objects */ 459 /* next line added to allow objects which own objects */
451 /* Add a check for ownercounts in here, as I got into an endless loop 460 /* 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 461 * with the fireball owning a poison cloud which then owned the
453 * fireball. I believe that was caused by one of the objects getting 462 * fireball. I believe that was caused by one of the objects getting
454 * freed and then another object replacing it. Since the ownercounts 463 * 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. 464 * didn't match, this check is valid and I believe that cause is valid.
456 */ 465 */
457 while (owner->owner && owner!=owner->owner && 466 while (owner->owner)
458 owner->ownercount==owner->owner->count) owner=owner->owner; 467 owner = owner->owner;
459 468
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; 469 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} 470}
495 471
496/* Zero the key_values on op, decrementing the shared-string 472/* Zero the key_values on op, decrementing the shared-string
497 * refcounts and freeing the links. 473 * refcounts and freeing the links.
498 */ 474 */
475static void
499static void free_key_values(object * op) 476free_key_values (object *op)
500{ 477{
501 for (key_value *i = op->key_values; i != 0; ) 478 for (key_value *i = op->key_values; i != 0;)
502 { 479 {
503 key_value *next = i->next; 480 key_value *next = i->next;
504 delete i; 481 delete i;
482
505 i = next; 483 i = next;
506 } 484 }
507 485
508 op->key_values = 0; 486 op->key_values = 0;
509} 487}
510 488
511void object::clear () 489void object::clear ()
512{ 490{
513 attachable_base::clear (); 491 attachable_base::clear ();
514 492
515 free_key_values (this); 493 free_key_values (this);
516 494
517 name = 0; 495 owner = 0;
496 name = 0;
518 name_pl = 0; 497 name_pl = 0;
519 title = 0; 498 title = 0;
520 race = 0; 499 race = 0;
521 slaying = 0; 500 slaying = 0;
522 skill = 0; 501 skill = 0;
523 msg = 0; 502 msg = 0;
524 lore = 0; 503 lore = 0;
525 custom_name = 0; 504 custom_name = 0;
526 materialname = 0; 505 materialname = 0;
506 contr = 0;
507 below = 0;
508 above = 0;
509 inv = 0;
510 container = 0;
511 env = 0;
512 more = 0;
513 head = 0;
514 map = 0;
515 active_next = 0;
516 active_prev = 0;
527 517
528 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod)); 518 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
529 519
530 SET_FLAG (this, FLAG_REMOVED); 520 SET_FLAG (this, FLAG_REMOVED);
531}
532 521
533void object::clone (object *destination)
534{
535 *(object_copy *)destination = *(object_copy *)this;
536 *(object_pod *)destination = *(object_pod *)this;
537
538 if (self || cb)
539 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 */ 522 /* What is not cleared is next, prev, and count */
564 523
565 op->expmul = 1.0; 524 expmul = 1.0;
566 op->face = blank_face; 525 face = blank_face;
567 op->attacked_by_count = -1;
568 526
569 if (settings.casting_time) 527 if (settings.casting_time)
570 op->casting_time = -1; 528 casting_time = -1;
571} 529}
572 530
573/* 531/*
574 * copy object first frees everything allocated by the second object, 532 * copy_to first frees everything allocated by the dst object,
575 * and then copies the contends of the first object into the second 533 * and then copies the contents of itself into the second
576 * object, allocating what needs to be allocated. Basically, any 534 * object, allocating what needs to be allocated. Basically, any
577 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 535 * 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 536 * if the first object is freed, the pointers in the new object
579 * will point at garbage. 537 * will point at garbage.
580 */ 538 */
581 539void
582void copy_object (object *op2, object *op) 540object::copy_to (object *dst)
583{ 541{
584 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 542 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
585 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 543 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
586 544
587 op2->clone (op); 545 *(object_copy *)dst = *this;
546 *(object_pod *)dst = *this;
588 547
589 if (is_freed) SET_FLAG (op, FLAG_FREED); 548 if (self || cb)
590 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 549 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
591 550
551 if (is_freed)
552 SET_FLAG (dst, FLAG_FREED);
553
554 if (is_removed)
555 SET_FLAG (dst, FLAG_REMOVED);
556
592 if (op2->speed < 0) 557 if (speed < 0)
593 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 558 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
594 559
595 /* Copy over key_values, if any. */ 560 /* Copy over key_values, if any. */
596 if (op2->key_values != NULL) 561 if (key_values)
597 { 562 {
598 key_value *tail = NULL; 563 key_value *tail = 0;
599 key_value *i; 564 key_value *i;
600 565
601 op->key_values = NULL; 566 dst->key_values = 0;
602 567
603 for (i = op2->key_values; i != NULL; i = i->next) 568 for (i = key_values; i; i = i->next)
604 { 569 {
605 key_value *new_link = new key_value; 570 key_value *new_link = new key_value;
606 571
607 new_link->next = NULL; 572 new_link->next = 0;
608 new_link->key = i->key; 573 new_link->key = i->key;
609 new_link->value = i->value; 574 new_link->value = i->value;
610 575
611 /* Try and be clever here, too. */ 576 /* Try and be clever here, too. */
612 if (op->key_values == NULL) 577 if (!dst->key_values)
613 { 578 {
614 op->key_values = new_link; 579 dst->key_values = new_link;
615 tail = new_link; 580 tail = new_link;
616 } 581 }
617 else 582 else
618 { 583 {
619 tail->next = new_link; 584 tail->next = new_link;
620 tail = new_link; 585 tail = new_link;
621 } 586 }
622 } 587 }
623 } 588 }
624 589
625 update_ob_speed (op); 590 update_ob_speed (dst);
626} 591}
627 592
593object *
628object::object () 594object::clone ()
629{ 595{
630 count = ++ob_count; 596 object *neu = create ();
631 597 copy_to (neu);
632 next = objects; 598 return neu;
633
634 if (objects)
635 objects->prev = this;
636
637 objects = this;
638
639 SET_FLAG (this, FLAG_REMOVED);
640
641 expmul = 1.0;
642 face = blank_face;
643 attacked_by_count = -1;
644}
645
646object::~object ()
647{
648} 599}
649 600
650/* 601/*
651 * If an object with the IS_TURNABLE() flag needs to be turned due 602 * If an object with the IS_TURNABLE() flag needs to be turned due
652 * to the closest player being on the other side, this function can 603 * to the closest player being on the other side, this function can
653 * be called to update the face variable, _and_ how it looks on the map. 604 * be called to update the face variable, _and_ how it looks on the map.
654 */ 605 */
655 606
607void
656void update_turn_face(object *op) { 608update_turn_face (object *op)
609{
657 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 610 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
658 return; 611 return;
659 SET_ANIMATION(op, op->direction); 612 SET_ANIMATION (op, op->direction);
660 update_object(op,UP_OBJ_FACE); 613 update_object (op, UP_OBJ_FACE);
661} 614}
662 615
663/* 616/*
664 * Updates the speed of an object. If the speed changes from 0 to another 617 * Updates the speed of an object. If the speed changes from 0 to another
665 * value, or vice versa, then add/remove the object from the active list. 618 * value, or vice versa, then add/remove the object from the active list.
666 * This function needs to be called whenever the speed of an object changes. 619 * This function needs to be called whenever the speed of an object changes.
667 */ 620 */
668 621void
669void update_ob_speed(object *op) { 622update_ob_speed (object *op)
623{
670 extern int arch_init; 624 extern int arch_init;
671 625
672 /* No reason putting the archetypes objects on the speed list, 626 /* No reason putting the archetypes objects on the speed list,
673 * since they never really need to be updated. 627 * since they never really need to be updated.
674 */ 628 */
675 629
676 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 630 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
631 {
677 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 632 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
678#ifdef MANY_CORES 633#ifdef MANY_CORES
679 abort(); 634 abort ();
680#else 635#else
681 op->speed = 0; 636 op->speed = 0;
682#endif 637#endif
683 } 638 }
639
684 if (arch_init) { 640 if (arch_init)
641 return;
642
643 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
644 {
645 /* If already on active list, don't do anything */
646 if (op->active_next || op->active_prev || op == active_objects)
685 return; 647 return;
686 }
687 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
688 /* If already on active list, don't do anything */
689 if (op->active_next || op->active_prev || op==active_objects)
690 return;
691 648
692 /* process_events() expects us to insert the object at the beginning 649 /* process_events() expects us to insert the object at the beginning
693 * of the list. */ 650 * of the list. */
694 op->active_next = active_objects; 651 op->active_next = active_objects;
652
695 if (op->active_next!=NULL) 653 if (op->active_next != NULL)
696 op->active_next->active_prev = op; 654 op->active_next->active_prev = op;
655
697 active_objects = op; 656 active_objects = op;
657 }
658 else
698 } 659 {
699 else {
700 /* If not on the active list, nothing needs to be done */ 660 /* If not on the active list, nothing needs to be done */
701 if (!op->active_next && !op->active_prev && op!=active_objects) 661 if (!op->active_next && !op->active_prev && op != active_objects)
702 return; 662 return;
703 663
704 if (op->active_prev==NULL) { 664 if (op->active_prev == NULL)
665 {
705 active_objects = op->active_next; 666 active_objects = op->active_next;
667
706 if (op->active_next!=NULL) 668 if (op->active_next != NULL)
707 op->active_next->active_prev = NULL; 669 op->active_next->active_prev = NULL;
670 }
671 else
708 } 672 {
709 else {
710 op->active_prev->active_next = op->active_next; 673 op->active_prev->active_next = op->active_next;
674
711 if (op->active_next) 675 if (op->active_next)
712 op->active_next->active_prev = op->active_prev; 676 op->active_next->active_prev = op->active_prev;
713 } 677 }
678
714 op->active_next = NULL; 679 op->active_next = NULL;
715 op->active_prev = NULL; 680 op->active_prev = NULL;
716 } 681 }
717} 682}
718 683
719/* This function removes object 'op' from the list of active 684/* This function removes object 'op' from the list of active
720 * objects. 685 * objects.
722 * reference maps where you don't want an object that isn't 687 * reference maps where you don't want an object that isn't
723 * in play chewing up cpu time getting processed. 688 * in play chewing up cpu time getting processed.
724 * The reverse of this is to call update_ob_speed, which 689 * The reverse of this is to call update_ob_speed, which
725 * will do the right thing based on the speed of the object. 690 * will do the right thing based on the speed of the object.
726 */ 691 */
692void
727void remove_from_active_list(object *op) 693remove_from_active_list (object *op)
728{ 694{
729 /* If not on the active list, nothing needs to be done */ 695 /* If not on the active list, nothing needs to be done */
730 if (!op->active_next && !op->active_prev && op!=active_objects) 696 if (!op->active_next && !op->active_prev && op != active_objects)
731 return; 697 return;
732 698
733 if (op->active_prev==NULL) { 699 if (op->active_prev == NULL)
700 {
734 active_objects = op->active_next; 701 active_objects = op->active_next;
735 if (op->active_next!=NULL) 702 if (op->active_next != NULL)
736 op->active_next->active_prev = NULL; 703 op->active_next->active_prev = NULL;
704 }
705 else
737 } 706 {
738 else {
739 op->active_prev->active_next = op->active_next; 707 op->active_prev->active_next = op->active_next;
740 if (op->active_next) 708 if (op->active_next)
741 op->active_next->active_prev = op->active_prev; 709 op->active_next->active_prev = op->active_prev;
742 } 710 }
743 op->active_next = NULL; 711 op->active_next = NULL;
744 op->active_prev = NULL; 712 op->active_prev = NULL;
745} 713}
746 714
747/* 715/*
748 * update_object() updates the array which represents the map. 716 * update_object() updates the array which represents the map.
749 * It takes into account invisible objects (and represent squares covered 717 * It takes into account invisible objects (and represent squares covered
764 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 732 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
765 * as that is easier than trying to look at what may have changed. 733 * as that is easier than trying to look at what may have changed.
766 * UP_OBJ_FACE: only the objects face has changed. 734 * UP_OBJ_FACE: only the objects face has changed.
767 */ 735 */
768 736
737void
769void update_object(object *op, int action) { 738update_object (object *op, int action)
739{
770 int update_now=0, flags; 740 int update_now = 0, flags;
771 MoveType move_on, move_off, move_block, move_slow; 741 MoveType move_on, move_off, move_block, move_slow;
772 742
773 if (op == NULL) { 743 if (op == NULL)
744 {
774 /* this should never happen */ 745 /* this should never happen */
775 LOG(llevDebug,"update_object() called for NULL object.\n"); 746 LOG (llevDebug, "update_object() called for NULL object.\n");
776 return; 747 return;
777 }
778 748 }
749
779 if(op->env!=NULL) { 750 if (op->env != NULL)
751 {
780 /* Animation is currently handled by client, so nothing 752 /* Animation is currently handled by client, so nothing
781 * to do in this case. 753 * to do in this case.
782 */ 754 */
783 return; 755 return;
784 } 756 }
785 757
786 /* If the map is saving, don't do anything as everything is 758 /* If the map is saving, don't do anything as everything is
787 * going to get freed anyways. 759 * going to get freed anyways.
788 */ 760 */
789 if (!op->map || op->map->in_memory == MAP_SAVING) return; 761 if (!op->map || op->map->in_memory == MAP_SAVING)
790 762 return;
763
791 /* make sure the object is within map boundaries */ 764 /* make sure the object is within map boundaries */
792 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 765 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
793 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 766 {
794 LOG(llevError,"update_object() called for object out of map!\n"); 767 LOG (llevError, "update_object() called for object out of map!\n");
795#ifdef MANY_CORES 768#ifdef MANY_CORES
796 abort(); 769 abort ();
797#endif 770#endif
798 return; 771 return;
799 }
800 772 }
773
801 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 774 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
802 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 775 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
803 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 776 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
804 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 777 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
805 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 778 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
806 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y); 779 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
807 780
808 if (action == UP_OBJ_INSERT) { 781 if (action == UP_OBJ_INSERT)
782 {
809 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 783 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
810 update_now=1; 784 update_now = 1;
811 785
812 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 786 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
813 update_now=1; 787 update_now = 1;
814 788
815 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 789 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
816 update_now=1; 790 update_now = 1;
817 791
818 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 792 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
819 update_now=1; 793 update_now = 1;
820 794
821 if (op->type == SAFE_GROUND && !(flags & P_SAFE)) 795 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
822 update_now=1; 796 update_now = 1;
823 797
824 if ((move_on | op->move_on) != move_on) update_now=1; 798 if ((move_on | op->move_on) != move_on)
799 update_now = 1;
825 800
826 if ((move_off | op->move_off) != move_off) update_now=1; 801 if ((move_off | op->move_off) != move_off)
802 update_now = 1;
827 803
828 /* This isn't perfect, but I don't expect a lot of objects to 804 /* This isn't perfect, but I don't expect a lot of objects to
829 * to have move_allow right now. 805 * to have move_allow right now.
830 */ 806 */
831 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 807 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
832 update_now=1; 808 update_now = 1;
833 809
834 if ((move_slow | op->move_slow) != move_slow) 810 if ((move_slow | op->move_slow) != move_slow)
835 update_now=1; 811 update_now = 1;
836 } 812 }
813
837 /* if the object is being removed, we can't make intelligent 814 /* if the object is being removed, we can't make intelligent
838 * decisions, because remove_ob can't really pass the object 815 * decisions, because remove_ob can't really pass the object
839 * that is being removed. 816 * that is being removed.
840 */ 817 */
841 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 818 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
842 update_now=1; 819 update_now = 1;
843 } else if (action == UP_OBJ_FACE) { 820 else if (action == UP_OBJ_FACE)
844 /* Nothing to do for that case */ 821 /* Nothing to do for that case */ ;
845 }
846 else { 822 else
847 LOG(llevError,"update_object called with invalid action: %d\n", action); 823 LOG (llevError, "update_object called with invalid action: %d\n", action);
848 }
849 824
850 if (update_now) { 825 if (update_now)
826 {
851 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 827 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
852 update_position(op->map, op->x, op->y); 828 update_position (op->map, op->x, op->y);
853 } 829 }
854 830
855 if(op->more!=NULL) 831 if (op->more != NULL)
856 update_object(op->more, action); 832 update_object (op->more, action);
857} 833}
858 834
835object::vector object::mortals;
836object::vector object::objects; // not yet used
837object *object::first;
838
839void object::free_mortals ()
840{
841 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
842 if ((*i)->refcnt)
843 ++i; // further delay freeing
844 else
845 {
846 delete *i;
847 mortals.erase (i);
848 }
849}
850
851object::object ()
852{
853 SET_FLAG (this, FLAG_REMOVED);
854
855 expmul = 1.0;
856 face = blank_face;
857}
858
859object::~object ()
860{
861 free_key_values (this);
862}
863
864void object::link ()
865{
866 count = ++ob_count;
867 uuid = gen_uuid ();
868
869 prev = 0;
870 next = object::first;
871
872 if (object::first)
873 object::first->prev = this;
874
875 object::first = this;
876}
877
878void object::unlink ()
879{
880 if (this == object::first)
881 object::first = next;
882
883 /* Remove this object from the list of used objects */
884 if (prev) prev->next = next;
885 if (next) next->prev = prev;
886
887 prev = 0;
888 next = 0;
889}
890
891object *object::create ()
892{
893 object *op = new object;
894 op->link ();
895 return op;
896}
859 897
860/* 898/*
861 * free_object() frees everything allocated by an object, removes 899 * free_object() frees everything allocated by an object, removes
862 * it from the list of used objects, and puts it on the list of 900 * it from the list of used objects, and puts it on the list of
863 * free objects. The IS_FREED() flag is set in the object. 901 * free objects. The IS_FREED() flag is set in the object.
864 * The object must have been removed by remove_ob() first for 902 * The object must have been removed by remove_ob() first for
865 * this function to succeed. 903 * this function to succeed.
866 * 904 *
867 * If free_inventory is set, free inventory as well. Else drop items in 905 * If destroy_inventory is set, free inventory as well. Else drop items in
868 * inventory to the ground. 906 * inventory to the ground.
869 */ 907 */
870 908void object::destroy (bool destroy_inventory)
871void
872free_object (object * ob)
873{ 909{
874 free_object2 (ob, 0);
875}
876
877void
878free_object2 (object * ob, int free_inventory)
879{
880 object *tmp, *op;
881
882 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 910 if (QUERY_FLAG (this, FLAG_FREED))
883 { 911 return;
884 LOG (llevDebug, "Free object called with non removed object\n");
885 dump_object (ob);
886#ifdef MANY_CORES
887 abort ();
888#endif
889 }
890 912
891 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 913 if (QUERY_FLAG (this, FLAG_FRIENDLY))
892 {
893 LOG (llevMonster, "Warning: tried to free friendly object.\n");
894 remove_friendly_object (ob); 914 remove_friendly_object (this);
895 }
896 915
897 if (QUERY_FLAG (ob, FLAG_FREED)) 916 if (!QUERY_FLAG (this, FLAG_REMOVED))
898 { 917 remove ();
899 dump_object (ob); 918
900 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 919 SET_FLAG (this, FLAG_FREED);
901 return; 920
921 if (more)
902 } 922 {
903 923 more->destroy (destroy_inventory);
904 if (ob->more != NULL) 924 more = 0;
905 { 925 }
906 free_object2 (ob->more, free_inventory);
907 ob->more = NULL;
908 }
909 926
910 if (ob->inv) 927 if (inv)
911 { 928 {
912 /* Only if the space blocks everything do we not process - 929 /* Only if the space blocks everything do we not process -
913 * if some form of movement is allowed, let objects 930 * if some form of movement is allowed, let objects
914 * drop on that space. 931 * drop on that space.
915 */ 932 */
916 if (free_inventory || ob->map == NULL 933 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
917 || ob->map->in_memory != MAP_IN_MEMORY 934 {
918 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL)) 935 object *op = inv;
919 {
920 op = ob->inv;
921 936
922 while (op != NULL) 937 while (op)
923 { 938 {
924 tmp = op->below; 939 object *tmp = op->below;
925 remove_ob (op); 940 op->destroy (destroy_inventory);
926 free_object2 (op, free_inventory);
927 op = tmp; 941 op = tmp;
928 } 942 }
929 } 943 }
930 else 944 else
931 { /* Put objects in inventory onto this space */ 945 { /* Put objects in inventory onto this space */
932 op = ob->inv; 946 object *op = inv;
933 947
934 while (op != NULL) 948 while (op)
935 { 949 {
936 tmp = op->below; 950 object *tmp = op->below;
937 remove_ob (op);
938 951
952 op->remove ();
953
939 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 954 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
940 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE 955 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
941 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 956 op->destroy ();
942 free_object (op); 957 else
943 else 958 {
944 { 959 op->x = x;
945 op->x = ob->x; 960 op->y = y;
946 op->y = ob->y;
947 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */ 961 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
948 } 962 }
949 963
950 op = tmp; 964 op = tmp;
965 }
966 }
951 } 967 }
952 } 968
969 // hack to ensure that freed objects still have a valid map
970 {
971 static maptile *freed_map; // freed objects are moved here to avoid crashes
972
973 if (!freed_map)
974 {
975 freed_map = new maptile;
976
977 freed_map->name = "/internal/freed_objects_map";
978 freed_map->width = 3;
979 freed_map->height = 3;
980
981 freed_map->allocate ();
953 } 982 }
983
984 map = freed_map;
985 x = 1;
986 y = 1;
987 }
988
989 // clear those pointers that likely might have circular references to us
990 owner = 0;
991 enemy = 0;
992 attacked_by = 0;
993
994 // only relevant for players(?), but make sure of it anyways
995 contr = 0;
954 996
955 /* Remove object from the active list */ 997 /* Remove object from the active list */
956 ob->speed = 0; 998 speed = 0;
957 update_ob_speed (ob); 999 update_ob_speed (this);
958 1000
959 SET_FLAG (ob, FLAG_FREED); 1001 unlink ();
960 ob->count = 0;
961 1002
962 /* Remove this object from the list of used objects */ 1003 mortals.push_back (this);
963 if (ob->prev == NULL)
964 {
965 objects = ob->next;
966
967 if (objects != NULL)
968 objects->prev = NULL;
969 }
970 else
971 {
972 ob->prev->next = ob->next;
973
974 if (ob->next != NULL)
975 ob->next->prev = ob->prev;
976 }
977
978 free_key_values (ob);
979
980 /* Now link it with the free_objects list: */
981 ob->prev = 0;
982 ob->next = 0;
983
984 delete ob;
985} 1004}
986 1005
987/* 1006/*
988 * sub_weight() recursively (outwards) subtracts a number from the 1007 * sub_weight() recursively (outwards) subtracts a number from the
989 * weight of an object (and what is carried by it's environment(s)). 1008 * weight of an object (and what is carried by it's environment(s)).
990 */ 1009 */
991 1010void
992void sub_weight (object *op, signed long weight) { 1011sub_weight (object *op, signed long weight)
1012{
993 while (op != NULL) { 1013 while (op != NULL)
1014 {
994 if (op->type == CONTAINER) { 1015 if (op->type == CONTAINER)
995 weight=(signed long)(weight*(100-op->stats.Str)/100); 1016 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
996 } 1017
997 op->carrying-=weight; 1018 op->carrying -= weight;
998 op = op->env; 1019 op = op->env;
999 } 1020 }
1000} 1021}
1001 1022
1002/* remove_ob(op): 1023/* op->remove ():
1003 * This function removes the object op from the linked list of objects 1024 * This function removes the object op from the linked list of objects
1004 * which it is currently tied to. When this function is done, the 1025 * which it is currently tied to. When this function is done, the
1005 * object will have no environment. If the object previously had an 1026 * object will have no environment. If the object previously had an
1006 * environment, the x and y coordinates will be updated to 1027 * environment, the x and y coordinates will be updated to
1007 * the previous environment. 1028 * the previous environment.
1008 * Beware: This function is called from the editor as well! 1029 * Beware: This function is called from the editor as well!
1009 */ 1030 */
1010 1031void
1011void remove_ob(object *op) { 1032object::remove ()
1033{
1012 object *tmp,*last=NULL; 1034 object *tmp, *last = 0;
1013 object *otmp; 1035 object *otmp;
1014 tag_t tag; 1036
1015 int check_walk_off; 1037 int check_walk_off;
1016 mapstruct *m;
1017 sint16 x,y;
1018
1019 1038
1020 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1039 if (QUERY_FLAG (this, FLAG_REMOVED))
1021 dump_object(op); 1040 return;
1022 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1023 1041
1024 /* Changed it to always dump core in this case. As has been learned
1025 * in the past, trying to recover from errors almost always
1026 * make things worse, and this is a real error here - something
1027 * that should not happen.
1028 * Yes, if this was a mission critical app, trying to do something
1029 * to recover may make sense, but that is because failure of the app
1030 * may have other disastrous problems. Cf runs out of a script
1031 * so is easily enough restarted without any real problems.
1032 * MSW 2001-07-01
1033 */
1034 abort();
1035 }
1036 if(op->more!=NULL)
1037 remove_ob(op->more);
1038
1039 SET_FLAG(op, FLAG_REMOVED); 1042 SET_FLAG (this, FLAG_REMOVED);
1040 1043
1044 if (more)
1045 more->remove ();
1046
1041 /* 1047 /*
1042 * In this case, the object to be removed is in someones 1048 * In this case, the object to be removed is in someones
1043 * inventory. 1049 * inventory.
1044 */ 1050 */
1045 if(op->env!=NULL) { 1051 if (env)
1052 {
1046 if(op->nrof) 1053 if (nrof)
1047 sub_weight(op->env, op->weight*op->nrof); 1054 sub_weight (env, weight * nrof);
1048 else 1055 else
1049 sub_weight(op->env, op->weight+op->carrying); 1056 sub_weight (env, weight + carrying);
1050 1057
1051 /* NO_FIX_PLAYER is set when a great many changes are being 1058 /* NO_FIX_PLAYER is set when a great many changes are being
1052 * made to players inventory. If set, avoiding the call 1059 * made to players inventory. If set, avoiding the call
1053 * to save cpu time. 1060 * to save cpu time.
1054 */ 1061 */
1055 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1062 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1056 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1057 fix_player(otmp); 1063 fix_player (otmp);
1058 1064
1059 if(op->above!=NULL) 1065 if (above != NULL)
1060 op->above->below=op->below; 1066 above->below = below;
1061 else 1067 else
1062 op->env->inv=op->below; 1068 env->inv = below;
1063 1069
1064 if(op->below!=NULL) 1070 if (below != NULL)
1065 op->below->above=op->above; 1071 below->above = above;
1066 1072
1067 /* we set up values so that it could be inserted into 1073 /* we set up values so that it could be inserted into
1068 * the map, but we don't actually do that - it is up 1074 * the map, but we don't actually do that - it is up
1069 * to the caller to decide what we want to do. 1075 * to the caller to decide what we want to do.
1076 */
1077 x = env->x, y = env->y;
1078 map = env->map;
1079 above = 0, below = 0;
1080 env = 0;
1081 }
1082 else if (map)
1083 {
1084 /* Re did the following section of code - it looks like it had
1085 * lots of logic for things we no longer care about
1086 */
1087
1088 /* link the object above us */
1089 if (above)
1090 above->below = below;
1091 else
1092 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */
1093
1094 /* Relink the object below us, if there is one */
1095 if (below)
1096 below->above = above;
1097 else
1098 {
1099 /* Nothing below, which means we need to relink map object for this space
1100 * use translated coordinates in case some oddness with map tiling is
1101 * evident
1070 */ 1102 */
1071 op->x=op->env->x,op->y=op->env->y; 1103 if (GET_MAP_OB (map, x, y) != this)
1072 op->map=op->env->map; 1104 {
1073 op->above=NULL,op->below=NULL; 1105 char *dump = dump_object (this);
1074 op->env=NULL; 1106 LOG (llevError,
1107 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1108 free (dump);
1109 dump = dump_object (GET_MAP_OB (map, x, y));
1110 LOG (llevError, "%s\n", dump);
1111 free (dump);
1112 }
1113
1114 SET_MAP_OB (map, x, y, above); /* goes on above it. */
1115 }
1116
1117 above = 0;
1118 below = 0;
1119
1120 if (map->in_memory == MAP_SAVING)
1075 return; 1121 return;
1076 }
1077 1122
1078 /* If we get here, we are removing it from a map */
1079 if (op->map == NULL) return;
1080
1081 x = op->x;
1082 y = op->y;
1083 m = get_map_from_coord(op->map, &x, &y);
1084
1085 if (!m) {
1086 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1087 op->map->path, op->x, op->y);
1088 /* in old days, we used to set x and y to 0 and continue.
1089 * it seems if we get into this case, something is probablye
1090 * screwed up and should be fixed.
1091 */
1092 abort();
1093 }
1094 if (op->map != m) {
1095 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1096 op->map->path, m->path, op->x, op->y, x, y);
1097 }
1098
1099 /* Re did the following section of code - it looks like it had
1100 * lots of logic for things we no longer care about
1101 */
1102
1103 /* link the object above us */
1104 if (op->above)
1105 op->above->below=op->below;
1106 else
1107 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1108
1109 /* Relink the object below us, if there is one */
1110 if(op->below) {
1111 op->below->above=op->above;
1112 } else {
1113 /* Nothing below, which means we need to relink map object for this space
1114 * use translated coordinates in case some oddness with map tiling is
1115 * evident
1116 */
1117 if(GET_MAP_OB(m,x,y)!=op) {
1118 dump_object(op);
1119 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);
1120 dump_object(GET_MAP_OB(m,x,y));
1121 LOG(llevError,"%s\n",errmsg);
1122 }
1123 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1124 }
1125 op->above=NULL;
1126 op->below=NULL;
1127
1128 if (op->map->in_memory == MAP_SAVING)
1129 return;
1130
1131 tag = op->count;
1132 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1123 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1124
1133 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1125 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1126 {
1134 /* No point updating the players look faces if he is the object 1127 /* No point updating the players look faces if he is the object
1135 * being removed. 1128 * being removed.
1136 */ 1129 */
1137 1130
1138 if(tmp->type==PLAYER && tmp!=op) { 1131 if (tmp->type == PLAYER && tmp != this)
1132 {
1139 /* If a container that the player is currently using somehow gets 1133 /* If a container that the player is currently using somehow gets
1140 * removed (most likely destroyed), update the player view 1134 * removed (most likely destroyed), update the player view
1141 * appropriately. 1135 * appropriately.
1142 */ 1136 */
1143 if (tmp->container==op) { 1137 if (tmp->container == this)
1138 {
1144 CLEAR_FLAG(op, FLAG_APPLIED); 1139 CLEAR_FLAG (this, FLAG_APPLIED);
1145 tmp->container=NULL; 1140 tmp->container = 0;
1141 }
1142
1143 tmp->contr->socket.update_look = 1;
1146 } 1144 }
1147 tmp->contr->socket.update_look=1; 1145
1148 }
1149 /* See if player moving off should effect something */ 1146 /* See if player moving off should effect something */
1150 if (check_walk_off && ((op->move_type & tmp->move_off) && 1147 if (check_walk_off
1148 && ((move_type & tmp->move_off)
1151 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1149 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1152 1150 {
1153 move_apply(tmp, op, NULL); 1151 move_apply (tmp, this, 0);
1152
1154 if (was_destroyed (op, tag)) { 1153 if (destroyed ())
1155 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1154 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1156 "leaving object\n", &tmp->name, &tmp->arch->name);
1157 } 1155 }
1158 }
1159 1156
1160 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1157 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1161 1158
1162 if(tmp->above == tmp) 1159 if (tmp->above == tmp)
1163 tmp->above = NULL; 1160 tmp->above = 0;
1161
1164 last=tmp; 1162 last = tmp;
1165 } 1163 }
1164
1166 /* last == NULL of there are no objects on this space */ 1165 /* last == NULL of there are no objects on this space */
1167 if (last==NULL) { 1166 if (!last)
1167 {
1168 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1168 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1169 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1169 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1170 * those out anyways, and if there are any flags set right now, they won't 1170 * those out anyways, and if there are any flags set right now, they won't
1171 * be correct anyways. 1171 * be correct anyways.
1172 */ 1172 */
1173 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1173 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1174 update_position(op->map, op->x, op->y); 1174 update_position (map, x, y);
1175 } 1175 }
1176 else 1176 else
1177 update_object(last, UP_OBJ_REMOVE); 1177 update_object (last, UP_OBJ_REMOVE);
1178 1178
1179 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1179 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1180 update_all_los(op->map, op->x, op->y); 1180 update_all_los (map, x, y);
1181 1181 }
1182} 1182}
1183 1183
1184/* 1184/*
1185 * merge_ob(op,top): 1185 * merge_ob(op,top):
1186 * 1186 *
1187 * This function goes through all objects below and including top, and 1187 * This function goes through all objects below and including top, and
1188 * merges op to the first matching object. 1188 * merges op to the first matching object.
1189 * If top is NULL, it is calculated. 1189 * If top is NULL, it is calculated.
1190 * Returns pointer to object if it succeded in the merge, otherwise NULL 1190 * Returns pointer to object if it succeded in the merge, otherwise NULL
1191 */ 1191 */
1192 1192object *
1193object *merge_ob(object *op, object *top) { 1193merge_ob (object *op, object *top)
1194{
1194 if(!op->nrof) 1195 if (!op->nrof)
1195 return 0; 1196 return 0;
1197
1196 if(top==NULL) 1198 if (top == NULL)
1197 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1199 for (top = op; top != NULL && top->above != NULL; top = top->above);
1200
1198 for(;top!=NULL;top=top->below) { 1201 for (; top != NULL; top = top->below)
1202 {
1199 if(top==op) 1203 if (top == op)
1200 continue; 1204 continue;
1201 if (CAN_MERGE(op,top)) 1205 if (CAN_MERGE (op, top))
1202 { 1206 {
1203 top->nrof+=op->nrof; 1207 top->nrof += op->nrof;
1208
1204/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1209/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1205 op->weight = 0; /* Don't want any adjustements now */ 1210 op->weight = 0; /* Don't want any adjustements now */
1206 remove_ob(op); 1211 op->destroy ();
1207 free_object(op);
1208 return top; 1212 return top;
1209 } 1213 }
1210 } 1214 }
1215
1211 return NULL; 1216 return 0;
1212} 1217}
1213 1218
1214/* 1219/*
1215 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1220 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1216 * job preparing multi-part monsters 1221 * job preparing multi-part monsters
1217 */ 1222 */
1223object *
1218object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1224insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1225{
1219 object* tmp; 1226 object *tmp;
1227
1220 if (op->head) 1228 if (op->head)
1221 op=op->head; 1229 op = op->head;
1230
1222 for (tmp=op;tmp;tmp=tmp->more){ 1231 for (tmp = op; tmp; tmp = tmp->more)
1232 {
1223 tmp->x=x+tmp->arch->clone.x; 1233 tmp->x = x + tmp->arch->clone.x;
1224 tmp->y=y+tmp->arch->clone.y; 1234 tmp->y = y + tmp->arch->clone.y;
1225 } 1235 }
1236
1226 return insert_ob_in_map (op, m, originator, flag); 1237 return insert_ob_in_map (op, m, originator, flag);
1227} 1238}
1228 1239
1229/* 1240/*
1230 * insert_ob_in_map (op, map, originator, flag): 1241 * insert_ob_in_map (op, map, originator, flag):
1231 * This function inserts the object in the two-way linked list 1242 * This function inserts the object in the two-way linked list
1245 * new object if 'op' was merged with other object 1256 * new object if 'op' was merged with other object
1246 * NULL if 'op' was destroyed 1257 * NULL if 'op' was destroyed
1247 * just 'op' otherwise 1258 * just 'op' otherwise
1248 */ 1259 */
1249 1260
1261object *
1250object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1262insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1251{ 1263{
1252 object *tmp, *top, *floor=NULL; 1264 object *tmp, *top, *floor = NULL;
1253 sint16 x,y; 1265 sint16 x, y;
1254 1266
1255 if (QUERY_FLAG (op, FLAG_FREED)) { 1267 if (QUERY_FLAG (op, FLAG_FREED))
1268 {
1256 LOG (llevError, "Trying to insert freed object!\n"); 1269 LOG (llevError, "Trying to insert freed object!\n");
1270 return NULL;
1271 }
1272
1273 if (m == NULL)
1274 {
1275 char *dump = dump_object (op);
1276 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1277 free (dump);
1278 return op;
1279 }
1280
1281 if (out_of_map (m, op->x, op->y))
1282 {
1283 char *dump = dump_object (op);
1284 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1285#ifdef MANY_CORES
1286 /* Better to catch this here, as otherwise the next use of this object
1287 * is likely to cause a crash. Better to find out where it is getting
1288 * improperly inserted.
1289 */
1290 abort ();
1291#endif
1292 free (dump);
1293 return op;
1294 }
1295
1296 if (!QUERY_FLAG (op, FLAG_REMOVED))
1297 {
1298 char *dump = dump_object (op);
1299 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1300 free (dump);
1301 return op;
1302 }
1303
1304 if (op->more != NULL)
1305 {
1306 /* The part may be on a different map. */
1307
1308 object *more = op->more;
1309
1310 /* We really need the caller to normalize coordinates - if
1311 * we set the map, that doesn't work if the location is within
1312 * a map and this is straddling an edge. So only if coordinate
1313 * is clear wrong do we normalize it.
1314 */
1315 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1316 more->map = get_map_from_coord (m, &more->x, &more->y);
1317 else if (!more->map)
1318 {
1319 /* For backwards compatibility - when not dealing with tiled maps,
1320 * more->map should always point to the parent.
1321 */
1322 more->map = m;
1323 }
1324
1325 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1326 {
1327 if (!op->head)
1328 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1329
1330 return NULL;
1331 }
1332 }
1333
1334 CLEAR_FLAG (op, FLAG_REMOVED);
1335
1336 /* Ideally, the caller figures this out. However, it complicates a lot
1337 * of areas of callers (eg, anything that uses find_free_spot would now
1338 * need extra work
1339 */
1340 op->map = get_map_from_coord (m, &op->x, &op->y);
1341 x = op->x;
1342 y = op->y;
1343
1344 /* this has to be done after we translate the coordinates.
1345 */
1346 if (op->nrof && !(flag & INS_NO_MERGE))
1347 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1348 if (CAN_MERGE (op, tmp))
1349 {
1350 op->nrof += tmp->nrof;
1351 tmp->destroy ();
1352 }
1353
1354 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1355 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1356
1357 if (!QUERY_FLAG (op, FLAG_ALIVE))
1358 CLEAR_FLAG (op, FLAG_NO_STEAL);
1359
1360 if (flag & INS_BELOW_ORIGINATOR)
1361 {
1362 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1363 {
1364 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1365 abort ();
1366 }
1367
1368 op->above = originator;
1369 op->below = originator->below;
1370
1371 if (op->below)
1372 op->below->above = op;
1373 else
1374 SET_MAP_OB (op->map, op->x, op->y, op);
1375
1376 /* since *below* originator, no need to update top */
1377 originator->below = op;
1378 }
1379 else
1380 {
1381 /* If there are other objects, then */
1382 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1383 {
1384 object *last = NULL;
1385
1386 /*
1387 * If there are multiple objects on this space, we do some trickier handling.
1388 * We've already dealt with merging if appropriate.
1389 * Generally, we want to put the new object on top. But if
1390 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1391 * floor, we want to insert above that and no further.
1392 * Also, if there are spell objects on this space, we stop processing
1393 * once we get to them. This reduces the need to traverse over all of
1394 * them when adding another one - this saves quite a bit of cpu time
1395 * when lots of spells are cast in one area. Currently, it is presumed
1396 * that flying non pickable objects are spell objects.
1397 */
1398
1399 while (top != NULL)
1400 {
1401 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1402 floor = top;
1403
1404 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1405 {
1406 /* We insert above top, so we want this object below this */
1407 top = top->below;
1408 break;
1409 }
1410
1411 last = top;
1412 top = top->above;
1413 }
1414
1415 /* Don't want top to be NULL, so set it to the last valid object */
1416 top = last;
1417
1418 /* We let update_position deal with figuring out what the space
1419 * looks like instead of lots of conditions here.
1420 * makes things faster, and effectively the same result.
1421 */
1422
1423 /* Have object 'fall below' other objects that block view.
1424 * Unless those objects are exits, type 66
1425 * If INS_ON_TOP is used, don't do this processing
1426 * Need to find the object that in fact blocks view, otherwise
1427 * stacking is a bit odd.
1428 */
1429 if (!(flag & INS_ON_TOP) &&
1430 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1431 {
1432 for (last = top; last != floor; last = last->below)
1433 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1434 break;
1435 /* Check to see if we found the object that blocks view,
1436 * and make sure we have a below pointer for it so that
1437 * we can get inserted below this one, which requires we
1438 * set top to the object below us.
1439 */
1440 if (last && last->below && last != floor)
1441 top = last->below;
1442 }
1443 } /* If objects on this space */
1444
1445 if (flag & INS_MAP_LOAD)
1446 top = GET_MAP_TOP (op->map, op->x, op->y);
1447
1448 if (flag & INS_ABOVE_FLOOR_ONLY)
1449 top = floor;
1450
1451 /* Top is the object that our object (op) is going to get inserted above.
1452 */
1453
1454 /* First object on this space */
1455 if (!top)
1456 {
1457 op->above = GET_MAP_OB (op->map, op->x, op->y);
1458
1459 if (op->above)
1460 op->above->below = op;
1461
1462 op->below = NULL;
1463 SET_MAP_OB (op->map, op->x, op->y, op);
1464 }
1465 else
1466 { /* get inserted into the stack above top */
1467 op->above = top->above;
1468
1469 if (op->above)
1470 op->above->below = op;
1471
1472 op->below = top;
1473 top->above = op;
1474 }
1475
1476 if (op->above == NULL)
1477 SET_MAP_TOP (op->map, op->x, op->y, op);
1478 } /* else not INS_BELOW_ORIGINATOR */
1479
1480 if (op->type == PLAYER)
1481 op->contr->do_los = 1;
1482
1483 /* If we have a floor, we know the player, if any, will be above
1484 * it, so save a few ticks and start from there.
1485 */
1486 if (!(flag & INS_MAP_LOAD))
1487 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1488 if (tmp->type == PLAYER)
1489 tmp->contr->socket.update_look = 1;
1490
1491 /* If this object glows, it may affect lighting conditions that are
1492 * visible to others on this map. But update_all_los is really
1493 * an inefficient way to do this, as it means los for all players
1494 * on the map will get recalculated. The players could very well
1495 * be far away from this change and not affected in any way -
1496 * this should get redone to only look for players within range,
1497 * or just updating the P_NEED_UPDATE for spaces within this area
1498 * of effect may be sufficient.
1499 */
1500 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1501 update_all_los (op->map, op->x, op->y);
1502
1503 /* updates flags (blocked, alive, no magic, etc) for this map space */
1504 update_object (op, UP_OBJ_INSERT);
1505
1506 /* Don't know if moving this to the end will break anything. However,
1507 * we want to have update_look set above before calling this.
1508 *
1509 * check_move_on() must be after this because code called from
1510 * check_move_on() depends on correct map flags (so functions like
1511 * blocked() and wall() work properly), and these flags are updated by
1512 * update_object().
1513 */
1514
1515 /* if this is not the head or flag has been passed, don't check walk on status */
1516 if (!(flag & INS_NO_WALK_ON) && !op->head)
1517 {
1518 if (check_move_on (op, originator))
1257 return NULL; 1519 return NULL;
1258 }
1259 if(m==NULL) {
1260 dump_object(op);
1261 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1262 return op;
1263 }
1264 if(out_of_map(m,op->x,op->y)) {
1265 dump_object(op);
1266 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1267#ifdef MANY_CORES
1268 /* Better to catch this here, as otherwise the next use of this object
1269 * is likely to cause a crash. Better to find out where it is getting
1270 * improperly inserted.
1271 */
1272 abort();
1273#endif
1274 return op;
1275 }
1276 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1277 dump_object(op);
1278 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1279 return op;
1280 }
1281 if(op->more!=NULL) {
1282 /* The part may be on a different map. */
1283 1520
1284 object *more = op->more;
1285
1286 /* We really need the caller to normalize coordinates - if
1287 * we set the map, that doesn't work if the location is within
1288 * a map and this is straddling an edge. So only if coordinate
1289 * is clear wrong do we normalize it.
1290 */
1291 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1292 more->map = get_map_from_coord(m, &more->x, &more->y);
1293 } else if (!more->map) {
1294 /* For backwards compatibility - when not dealing with tiled maps,
1295 * more->map should always point to the parent.
1296 */
1297 more->map = m;
1298 }
1299
1300 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1301 if ( ! op->head)
1302 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1303 return NULL;
1304 }
1305 }
1306 CLEAR_FLAG(op,FLAG_REMOVED);
1307
1308 /* Ideally, the caller figures this out. However, it complicates a lot
1309 * of areas of callers (eg, anything that uses find_free_spot would now
1310 * need extra work
1311 */
1312 op->map=get_map_from_coord(m, &op->x, &op->y);
1313 x = op->x;
1314 y = op->y;
1315
1316 /* this has to be done after we translate the coordinates.
1317 */
1318 if(op->nrof && !(flag & INS_NO_MERGE)) {
1319 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1320 if (CAN_MERGE(op,tmp)) {
1321 op->nrof+=tmp->nrof;
1322 remove_ob(tmp);
1323 free_object(tmp);
1324 }
1325 }
1326
1327 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1328 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1329 if (!QUERY_FLAG(op, FLAG_ALIVE))
1330 CLEAR_FLAG(op, FLAG_NO_STEAL);
1331
1332 if (flag & INS_BELOW_ORIGINATOR) {
1333 if (originator->map != op->map || originator->x != op->x ||
1334 originator->y != op->y) {
1335 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1336 abort();
1337 }
1338 op->above = originator;
1339 op->below = originator->below;
1340 if (op->below) op->below->above = op;
1341 else SET_MAP_OB(op->map, op->x, op->y, op);
1342 /* since *below* originator, no need to update top */
1343 originator->below = op;
1344 } else {
1345 /* If there are other objects, then */
1346 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1347 object *last=NULL;
1348 /*
1349 * If there are multiple objects on this space, we do some trickier handling.
1350 * We've already dealt with merging if appropriate.
1351 * Generally, we want to put the new object on top. But if
1352 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1353 * floor, we want to insert above that and no further.
1354 * Also, if there are spell objects on this space, we stop processing
1355 * once we get to them. This reduces the need to traverse over all of
1356 * them when adding another one - this saves quite a bit of cpu time
1357 * when lots of spells are cast in one area. Currently, it is presumed
1358 * that flying non pickable objects are spell objects.
1359 */
1360
1361 while (top != NULL) {
1362 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1363 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1364 if (QUERY_FLAG(top, FLAG_NO_PICK)
1365 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1366 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1367 {
1368 /* We insert above top, so we want this object below this */
1369 top=top->below;
1370 break;
1371 }
1372 last = top;
1373 top = top->above;
1374 }
1375 /* Don't want top to be NULL, so set it to the last valid object */
1376 top = last;
1377
1378 /* We let update_position deal with figuring out what the space
1379 * looks like instead of lots of conditions here.
1380 * makes things faster, and effectively the same result.
1381 */
1382
1383 /* Have object 'fall below' other objects that block view.
1384 * Unless those objects are exits, type 66
1385 * If INS_ON_TOP is used, don't do this processing
1386 * Need to find the object that in fact blocks view, otherwise
1387 * stacking is a bit odd.
1388 */
1389 if (!(flag & INS_ON_TOP) &&
1390 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1391 (op->face && !op->face->visibility)) {
1392 for (last=top; last != floor; last=last->below)
1393 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1394 /* Check to see if we found the object that blocks view,
1395 * and make sure we have a below pointer for it so that
1396 * we can get inserted below this one, which requires we
1397 * set top to the object below us.
1398 */
1399 if (last && last->below && last != floor) top=last->below;
1400 }
1401 } /* If objects on this space */
1402 if (flag & INS_MAP_LOAD)
1403 top = GET_MAP_TOP(op->map,op->x,op->y);
1404 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1405
1406 /* Top is the object that our object (op) is going to get inserted above.
1407 */
1408
1409 /* First object on this space */
1410 if (!top) {
1411 op->above = GET_MAP_OB(op->map, op->x, op->y);
1412 if (op->above) op->above->below = op;
1413 op->below = NULL;
1414 SET_MAP_OB(op->map, op->x, op->y, op);
1415 } else { /* get inserted into the stack above top */
1416 op->above = top->above;
1417 if (op->above) op->above->below = op;
1418 op->below = top;
1419 top->above = op;
1420 }
1421 if (op->above==NULL)
1422 SET_MAP_TOP(op->map,op->x, op->y, op);
1423 } /* else not INS_BELOW_ORIGINATOR */
1424
1425 if(op->type==PLAYER)
1426 op->contr->do_los=1;
1427
1428 /* If we have a floor, we know the player, if any, will be above
1429 * it, so save a few ticks and start from there.
1430 */
1431 if (!(flag & INS_MAP_LOAD))
1432 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1433 if (tmp->type == PLAYER)
1434 tmp->contr->socket.update_look=1;
1435 }
1436
1437 /* If this object glows, it may affect lighting conditions that are
1438 * visible to others on this map. But update_all_los is really
1439 * an inefficient way to do this, as it means los for all players
1440 * on the map will get recalculated. The players could very well
1441 * be far away from this change and not affected in any way -
1442 * this should get redone to only look for players within range,
1443 * or just updating the P_NEED_UPDATE for spaces within this area
1444 * of effect may be sufficient.
1445 */
1446 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1447 update_all_los(op->map, op->x, op->y);
1448
1449
1450 /* updates flags (blocked, alive, no magic, etc) for this map space */
1451 update_object(op,UP_OBJ_INSERT);
1452
1453
1454 /* Don't know if moving this to the end will break anything. However,
1455 * we want to have update_look set above before calling this.
1456 *
1457 * check_move_on() must be after this because code called from
1458 * check_move_on() depends on correct map flags (so functions like
1459 * blocked() and wall() work properly), and these flags are updated by
1460 * update_object().
1461 */
1462
1463 /* if this is not the head or flag has been passed, don't check walk on status */
1464
1465 if (!(flag & INS_NO_WALK_ON) && !op->head) {
1466 if (check_move_on(op, originator))
1467 return NULL;
1468
1469 /* If we are a multi part object, lets work our way through the check 1521 /* If we are a multi part object, lets work our way through the check
1470 * walk on's. 1522 * walk on's.
1471 */ 1523 */
1472 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1524 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1473 if (check_move_on (tmp, originator)) 1525 if (check_move_on (tmp, originator))
1474 return NULL; 1526 return NULL;
1475 } 1527 }
1528
1476 return op; 1529 return op;
1477} 1530}
1478 1531
1479/* this function inserts an object in the map, but if it 1532/* this function inserts an object in the map, but if it
1480 * finds an object of its own type, it'll remove that one first. 1533 * finds an object of its own type, it'll remove that one first.
1481 * op is the object to insert it under: supplies x and the map. 1534 * op is the object to insert it under: supplies x and the map.
1482 */ 1535 */
1536void
1483void replace_insert_ob_in_map(const char *arch_string, object *op) { 1537replace_insert_ob_in_map (const char *arch_string, object *op)
1538{
1484 object *tmp; 1539 object *
1485 object *tmp1; 1540 tmp;
1541 object *
1542 tmp1;
1486 1543
1487 /* first search for itself and remove any old instances */ 1544 /* first search for itself and remove any old instances */
1488 1545
1489 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1546 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1490 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1547 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1491 remove_ob(tmp); 1548 tmp->destroy ();
1492 free_object(tmp);
1493 }
1494 }
1495 1549
1496 tmp1=arch_to_object(find_archetype(arch_string)); 1550 tmp1 = arch_to_object (archetype::find (arch_string));
1497 1551
1498 1552 tmp1->x = op->x;
1499 tmp1->x = op->x; tmp1->y = op->y; 1553 tmp1->y = op->y;
1500 insert_ob_in_map(tmp1,op->map,op,0); 1554 insert_ob_in_map (tmp1, op->map, op, 0);
1501} 1555}
1502 1556
1503/* 1557/*
1504 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1558 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1505 * is returned contains nr objects, and the remaining parts contains 1559 * is returned contains nr objects, and the remaining parts contains
1506 * the rest (or is removed and freed if that number is 0). 1560 * the rest (or is removed and freed if that number is 0).
1507 * On failure, NULL is returned, and the reason put into the 1561 * On failure, NULL is returned, and the reason put into the
1508 * global static errmsg array. 1562 * global static errmsg array.
1509 */ 1563 */
1510 1564
1565object *
1511object *get_split_ob(object *orig_ob, uint32 nr) { 1566get_split_ob (object *orig_ob, uint32 nr)
1567{
1512 object *newob; 1568 object *newob;
1513 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1569 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1514 1570
1515 if(orig_ob->nrof<nr) { 1571 if (orig_ob->nrof < nr)
1516 sprintf(errmsg,"There are only %d %ss.", 1572 {
1517 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1573 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1518 return NULL; 1574 return NULL;
1519 } 1575 }
1576
1520 newob = object_create_clone(orig_ob); 1577 newob = object_create_clone (orig_ob);
1578
1521 if((orig_ob->nrof-=nr)<1) { 1579 if ((orig_ob->nrof -= nr) < 1)
1522 if ( ! is_removed) 1580 orig_ob->destroy (1);
1523 remove_ob(orig_ob);
1524 free_object2(orig_ob, 1);
1525 }
1526 else if ( ! is_removed) { 1581 else if (!is_removed)
1582 {
1527 if(orig_ob->env!=NULL) 1583 if (orig_ob->env != NULL)
1528 sub_weight (orig_ob->env,orig_ob->weight*nr); 1584 sub_weight (orig_ob->env, orig_ob->weight * nr);
1529 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1585 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1586 {
1530 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1587 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1531 LOG(llevDebug,
1532 "Error, Tried to split object whose map is not in memory.\n"); 1588 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1533 return NULL; 1589 return NULL;
1534 } 1590 }
1535 } 1591 }
1592
1536 newob->nrof=nr; 1593 newob->nrof = nr;
1537 1594
1538 return newob; 1595 return newob;
1539} 1596}
1540 1597
1541/* 1598/*
1542 * decrease_ob_nr(object, number) decreases a specified number from 1599 * decrease_ob_nr(object, number) decreases a specified number from
1543 * the amount of an object. If the amount reaches 0, the object 1600 * the amount of an object. If the amount reaches 0, the object
1544 * is subsequently removed and freed. 1601 * is subsequently removed and freed.
1545 * 1602 *
1546 * Return value: 'op' if something is left, NULL if the amount reached 0 1603 * Return value: 'op' if something is left, NULL if the amount reached 0
1547 */ 1604 */
1548 1605
1606object *
1549object *decrease_ob_nr (object *op, uint32 i) 1607decrease_ob_nr (object *op, uint32 i)
1550{ 1608{
1551 object *tmp; 1609 object *tmp;
1552 player *pl; 1610 player *pl;
1553 1611
1554 if (i == 0) /* objects with op->nrof require this check */ 1612 if (i == 0) /* objects with op->nrof require this check */
1555 return op; 1613 return op;
1556 1614
1557 if (i > op->nrof) 1615 if (i > op->nrof)
1558 i = op->nrof; 1616 i = op->nrof;
1559 1617
1560 if (QUERY_FLAG (op, FLAG_REMOVED)) 1618 if (QUERY_FLAG (op, FLAG_REMOVED))
1619 op->nrof -= i;
1620 else if (op->env != NULL)
1621 {
1622 /* is this object in the players inventory, or sub container
1623 * therein?
1624 */
1625 tmp = is_player_inv (op->env);
1626 /* nope. Is this a container the player has opened?
1627 * If so, set tmp to that player.
1628 * IMO, searching through all the players will mostly
1629 * likely be quicker than following op->env to the map,
1630 * and then searching the map for a player.
1631 */
1632 if (!tmp)
1633 {
1634 for (pl = first_player; pl; pl = pl->next)
1635 if (pl->ob->container == op->env)
1636 break;
1637 if (pl)
1638 tmp = pl->ob;
1639 else
1640 tmp = NULL;
1641 }
1642
1643 if (i < op->nrof)
1644 {
1645 sub_weight (op->env, op->weight * i);
1646 op->nrof -= i;
1647 if (tmp)
1648 {
1649 esrv_send_item (tmp, op);
1650 }
1651 }
1652 else
1653 {
1654 op->remove ();
1655 op->nrof = 0;
1656 if (tmp)
1657 {
1658 esrv_del_item (tmp->contr, op->count);
1659 }
1660 }
1561 { 1661 }
1662 else
1663 {
1664 object *above = op->above;
1665
1666 if (i < op->nrof)
1562 op->nrof -= i; 1667 op->nrof -= i;
1563 } 1668 else
1564 else if (op->env != NULL)
1565 {
1566 /* is this object in the players inventory, or sub container
1567 * therein?
1568 */
1569 tmp = is_player_inv (op->env);
1570 /* nope. Is this a container the player has opened?
1571 * If so, set tmp to that player.
1572 * IMO, searching through all the players will mostly
1573 * likely be quicker than following op->env to the map,
1574 * and then searching the map for a player.
1575 */
1576 if (!tmp) {
1577 for (pl=first_player; pl; pl=pl->next)
1578 if (pl->ob->container == op->env) break;
1579 if (pl) tmp=pl->ob;
1580 else tmp=NULL;
1581 } 1669 {
1582
1583 if (i < op->nrof) {
1584 sub_weight (op->env, op->weight * i);
1585 op->nrof -= i;
1586 if (tmp) {
1587 esrv_send_item(tmp, op);
1588 }
1589 } else {
1590 remove_ob (op); 1670 op->remove ();
1591 op->nrof = 0; 1671 op->nrof = 0;
1592 if (tmp) {
1593 esrv_del_item(tmp->contr, op->count);
1594 } 1672 }
1595 }
1596 }
1597 else
1598 {
1599 object *above = op->above;
1600 1673
1601 if (i < op->nrof) {
1602 op->nrof -= i;
1603 } else {
1604 remove_ob (op);
1605 op->nrof = 0;
1606 }
1607 /* Since we just removed op, op->above is null */ 1674 /* Since we just removed op, op->above is null */
1608 for (tmp = above; tmp != NULL; tmp = tmp->above) 1675 for (tmp = above; tmp != NULL; tmp = tmp->above)
1609 if (tmp->type == PLAYER) { 1676 if (tmp->type == PLAYER)
1677 {
1610 if (op->nrof) 1678 if (op->nrof)
1611 esrv_send_item(tmp, op); 1679 esrv_send_item (tmp, op);
1612 else 1680 else
1613 esrv_del_item(tmp->contr, op->count); 1681 esrv_del_item (tmp->contr, op->count);
1614 } 1682 }
1615 } 1683 }
1616 1684
1617 if (op->nrof) { 1685 if (op->nrof)
1618 return op; 1686 return op;
1619 } else { 1687 else
1620 free_object (op); 1688 {
1689 op->destroy ();
1621 return NULL; 1690 return NULL;
1622 } 1691 }
1623} 1692}
1624 1693
1625/* 1694/*
1626 * add_weight(object, weight) adds the specified weight to an object, 1695 * add_weight(object, weight) adds the specified weight to an object,
1627 * and also updates how much the environment(s) is/are carrying. 1696 * and also updates how much the environment(s) is/are carrying.
1628 */ 1697 */
1629 1698
1699void
1630void add_weight (object *op, signed long weight) { 1700add_weight (object *op, signed long weight)
1701{
1631 while (op!=NULL) { 1702 while (op != NULL)
1703 {
1632 if (op->type == CONTAINER) { 1704 if (op->type == CONTAINER)
1633 weight=(signed long)(weight*(100-op->stats.Str)/100); 1705 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1634 } 1706
1635 op->carrying+=weight; 1707 op->carrying += weight;
1636 op=op->env; 1708 op = op->env;
1637 } 1709 }
1638} 1710}
1639 1711
1712object *
1713insert_ob_in_ob (object *op, object *where)
1714{
1715 if (!where)
1716 {
1717 char *dump = dump_object (op);
1718 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1719 free (dump);
1720 return op;
1721 }
1722
1723 if (where->head)
1724 {
1725 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1726 where = where->head;
1727 }
1728
1729 return where->insert (op);
1730}
1731
1640/* 1732/*
1641 * insert_ob_in_ob(op,environment): 1733 * env->insert (op)
1642 * This function inserts the object op in the linked list 1734 * This function inserts the object op in the linked list
1643 * inside the object environment. 1735 * inside the object environment.
1644 * 1736 *
1645 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1646 * the inventory at the last position or next to other objects of the same
1647 * type.
1648 * Frank: Now sorted by type, archetype and magic!
1649 *
1650 * The function returns now pointer to inserted item, and return value can 1737 * The function returns now pointer to inserted item, and return value can
1651 * be != op, if items are merged. -Tero 1738 * be != op, if items are merged. -Tero
1652 */ 1739 */
1653 1740
1654object *insert_ob_in_ob(object *op,object *where) { 1741object *
1742object::insert (object *op)
1743{
1655 object *tmp, *otmp; 1744 object *tmp, *otmp;
1656 1745
1657 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1746 if (!QUERY_FLAG (op, FLAG_REMOVED))
1658 dump_object(op); 1747 op->remove ();
1659 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1748
1660 return op;
1661 }
1662 if(where==NULL) {
1663 dump_object(op);
1664 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1665 return op;
1666 }
1667 if (where->head) {
1668 LOG(llevDebug,
1669 "Warning: Tried to insert object wrong part of multipart object.\n");
1670 where = where->head;
1671 }
1672 if (op->more) { 1749 if (op->more)
1750 {
1673 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1751 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1674 &op->name, op->count);
1675 return op; 1752 return op;
1676 } 1753 }
1754
1677 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1755 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1678 CLEAR_FLAG(op, FLAG_REMOVED); 1756 CLEAR_FLAG (op, FLAG_REMOVED);
1679 if(op->nrof) { 1757 if (op->nrof)
1758 {
1680 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1759 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1681 if ( CAN_MERGE(tmp,op) ) { 1760 if (CAN_MERGE (tmp, op))
1761 {
1682 /* return the original object and remove inserted object 1762 /* return the original object and remove inserted object
1683 (client needs the original object) */ 1763 (client needs the original object) */
1684 tmp->nrof += op->nrof; 1764 tmp->nrof += op->nrof;
1685 /* Weight handling gets pretty funky. Since we are adding to 1765 /* Weight handling gets pretty funky. Since we are adding to
1686 * tmp->nrof, we need to increase the weight. 1766 * tmp->nrof, we need to increase the weight.
1687 */ 1767 */
1688 add_weight (where, op->weight*op->nrof); 1768 add_weight (this, op->weight * op->nrof);
1689 SET_FLAG(op, FLAG_REMOVED); 1769 SET_FLAG (op, FLAG_REMOVED);
1690 free_object(op); /* free the inserted object */ 1770 op->destroy (); /* free the inserted object */
1691 op = tmp; 1771 op = tmp;
1692 remove_ob (op); /* and fix old object's links */ 1772 op->remove (); /* and fix old object's links */
1693 CLEAR_FLAG(op, FLAG_REMOVED); 1773 CLEAR_FLAG (op, FLAG_REMOVED);
1694 break; 1774 break;
1695 } 1775 }
1696 1776
1697 /* I assume combined objects have no inventory 1777 /* I assume combined objects have no inventory
1698 * We add the weight - this object could have just been removed 1778 * We add the weight - this object could have just been removed
1699 * (if it was possible to merge). calling remove_ob will subtract 1779 * (if it was possible to merge). calling remove_ob will subtract
1700 * the weight, so we need to add it in again, since we actually do 1780 * the weight, so we need to add it in again, since we actually do
1701 * the linking below 1781 * the linking below
1702 */ 1782 */
1703 add_weight (where, op->weight*op->nrof); 1783 add_weight (this, op->weight * op->nrof);
1784 }
1704 } else 1785 else
1705 add_weight (where, (op->weight+op->carrying)); 1786 add_weight (this, (op->weight + op->carrying));
1706 1787
1707 otmp=is_player_inv(where); 1788 otmp = is_player_inv (this);
1708 if (otmp&&otmp->contr!=NULL) { 1789 if (otmp && otmp->contr)
1709 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1790 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1710 fix_player(otmp); 1791 fix_player (otmp);
1711 }
1712 1792
1713 op->map=NULL; 1793 op->map = NULL;
1714 op->env=where; 1794 op->env = this;
1715 op->above=NULL; 1795 op->above = NULL;
1716 op->below=NULL; 1796 op->below = NULL;
1717 op->x=0,op->y=0; 1797 op->x = 0, op->y = 0;
1718 1798
1719 /* reset the light list and los of the players on the map */ 1799 /* reset the light list and los of the players on the map */
1720 if((op->glow_radius!=0)&&where->map) 1800 if ((op->glow_radius != 0) && map)
1721 { 1801 {
1722#ifdef DEBUG_LIGHTS 1802#ifdef DEBUG_LIGHTS
1723 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1803 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1724 op->name);
1725#endif /* DEBUG_LIGHTS */ 1804#endif /* DEBUG_LIGHTS */
1726 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1805 if (MAP_DARKNESS (map))
1806 update_all_los (map, x, y);
1727 } 1807 }
1728 1808
1729 /* Client has no idea of ordering so lets not bother ordering it here. 1809 /* Client has no idea of ordering so lets not bother ordering it here.
1730 * It sure simplifies this function... 1810 * It sure simplifies this function...
1731 */ 1811 */
1732 if (where->inv==NULL) 1812 if (!inv)
1733 where->inv=op; 1813 inv = op;
1734 else { 1814 else
1815 {
1735 op->below = where->inv; 1816 op->below = inv;
1736 op->below->above = op; 1817 op->below->above = op;
1737 where->inv = op; 1818 inv = op;
1738 } 1819 }
1820
1739 return op; 1821 return op;
1740} 1822}
1741 1823
1742/* 1824/*
1743 * Checks if any objects has a move_type that matches objects 1825 * Checks if any objects has a move_type that matches objects
1758 * MSW 2001-07-08: Check all objects on space, not just those below 1840 * MSW 2001-07-08: Check all objects on space, not just those below
1759 * object being inserted. insert_ob_in_map may not put new objects 1841 * object being inserted. insert_ob_in_map may not put new objects
1760 * on top. 1842 * on top.
1761 */ 1843 */
1762 1844
1845int
1763int check_move_on (object *op, object *originator) 1846check_move_on (object *op, object *originator)
1764{ 1847{
1765 object *tmp; 1848 object *tmp;
1766 tag_t tag;
1767 mapstruct *m=op->map; 1849 maptile *m = op->map;
1768 int x=op->x, y=op->y; 1850 int x = op->x, y = op->y;
1851
1769 MoveType move_on, move_slow, move_block; 1852 MoveType move_on, move_slow, move_block;
1770 1853
1771 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1854 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1772 return 0; 1855 return 0;
1773 1856
1774 tag = op->count;
1775
1776 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1857 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1777 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1858 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1778 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1859 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1779 1860
1780 /* if nothing on this space will slow op down or be applied, 1861 /* if nothing on this space will slow op down or be applied,
1781 * no need to do checking below. have to make sure move_type 1862 * no need to do checking below. have to make sure move_type
1782 * is set, as lots of objects don't have it set - we treat that 1863 * is set, as lots of objects don't have it set - we treat that
1783 * as walking. 1864 * as walking.
1784 */ 1865 */
1785 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1866 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1786 return 0; 1867 return 0;
1787 1868
1788 /* This is basically inverse logic of that below - basically, 1869 /* This is basically inverse logic of that below - basically,
1789 * if the object can avoid the move on or slow move, they do so, 1870 * if the object can avoid the move on or slow move, they do so,
1790 * but can't do it if the alternate movement they are using is 1871 * but can't do it if the alternate movement they are using is
1791 * blocked. Logic on this seems confusing, but does seem correct. 1872 * blocked. Logic on this seems confusing, but does seem correct.
1792 */ 1873 */
1793 if ((op->move_type & ~move_on & ~move_block) != 0 && 1874 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1794 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1875 return 0;
1795 1876
1796 /* The objects have to be checked from top to bottom. 1877 /* The objects have to be checked from top to bottom.
1797 * Hence, we first go to the top: 1878 * Hence, we first go to the top:
1798 */ 1879 */
1799 1880
1800 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1881 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1801 tmp->above!=NULL; tmp=tmp->above) { 1882 {
1802 /* Trim the search when we find the first other spell effect 1883 /* Trim the search when we find the first other spell effect
1803 * this helps performance so that if a space has 50 spell objects, 1884 * this helps performance so that if a space has 50 spell objects,
1804 * we don't need to check all of them. 1885 * we don't need to check all of them.
1805 */ 1886 */
1806 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1887 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1888 break;
1889 }
1890
1891 for (; tmp; tmp = tmp->below)
1807 } 1892 {
1808 for(;tmp!=NULL; tmp=tmp->below) { 1893 if (tmp == op)
1809 if (tmp == op) continue; /* Can't apply yourself */ 1894 continue; /* Can't apply yourself */
1810 1895
1811 /* Check to see if one of the movement types should be slowed down. 1896 /* Check to see if one of the movement types should be slowed down.
1812 * Second check makes sure that the movement types not being slowed 1897 * Second check makes sure that the movement types not being slowed
1813 * (~slow_move) is not blocked on this space - just because the 1898 * (~slow_move) is not blocked on this space - just because the
1814 * space doesn't slow down swimming (for example), if you can't actually 1899 * space doesn't slow down swimming (for example), if you can't actually
1815 * swim on that space, can't use it to avoid the penalty. 1900 * swim on that space, can't use it to avoid the penalty.
1816 */ 1901 */
1817 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1902 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1903 {
1818 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1904 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1819 ((op->move_type & tmp->move_slow) &&
1820 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1905 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1906 {
1821 1907
1822 float diff; 1908 float
1823
1824 diff = tmp->move_slow_penalty*FABS(op->speed); 1909 diff = tmp->move_slow_penalty * FABS (op->speed);
1910
1825 if (op->type == PLAYER) { 1911 if (op->type == PLAYER)
1826 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1912 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1827 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1913 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1828 diff /= 4.0; 1914 diff /= 4.0;
1829 } 1915
1830 }
1831 op->speed_left -= diff; 1916 op->speed_left -= diff;
1832 } 1917 }
1833 } 1918 }
1834 1919
1835 /* Basically same logic as above, except now for actual apply. */ 1920 /* Basically same logic as above, except now for actual apply. */
1836 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1921 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1837 ((op->move_type & tmp->move_on) &&
1838 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1922 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1839 1923 {
1840 move_apply(tmp, op, originator); 1924 move_apply (tmp, op, originator);
1925
1841 if (was_destroyed (op, tag)) 1926 if (op->destroyed ())
1842 return 1; 1927 return 1;
1843 1928
1844 /* what the person/creature stepped onto has moved the object 1929 /* what the person/creature stepped onto has moved the object
1845 * someplace new. Don't process any further - if we did, 1930 * someplace new. Don't process any further - if we did,
1846 * have a feeling strange problems would result. 1931 * have a feeling strange problems would result.
1847 */ 1932 */
1848 if (op->map != m || op->x != x || op->y != y) return 0; 1933 if (op->map != m || op->x != x || op->y != y)
1934 return 0;
1849 } 1935 }
1850 } 1936 }
1937
1851 return 0; 1938 return 0;
1852} 1939}
1853 1940
1854/* 1941/*
1855 * present_arch(arch, map, x, y) searches for any objects with 1942 * present_arch(arch, map, x, y) searches for any objects with
1856 * a matching archetype at the given map and coordinates. 1943 * a matching archetype at the given map and coordinates.
1857 * The first matching object is returned, or NULL if none. 1944 * The first matching object is returned, or NULL if none.
1858 */ 1945 */
1859 1946
1947object *
1860object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1948present_arch (const archetype *at, maptile *m, int x, int y)
1949{
1861 object *tmp; 1950 object *
1951 tmp;
1952
1862 if(m==NULL || out_of_map(m,x,y)) { 1953 if (m == NULL || out_of_map (m, x, y))
1954 {
1863 LOG(llevError,"Present_arch called outside map.\n"); 1955 LOG (llevError, "Present_arch called outside map.\n");
1864 return NULL; 1956 return NULL;
1865 } 1957 }
1866 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1958 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1867 if(tmp->arch == at) 1959 if (tmp->arch == at)
1868 return tmp; 1960 return tmp;
1869 return NULL; 1961 return NULL;
1870} 1962}
1871 1963
1872/* 1964/*
1873 * present(type, map, x, y) searches for any objects with 1965 * present(type, map, x, y) searches for any objects with
1874 * a matching type variable at the given map and coordinates. 1966 * a matching type variable at the given map and coordinates.
1875 * The first matching object is returned, or NULL if none. 1967 * The first matching object is returned, or NULL if none.
1876 */ 1968 */
1877 1969
1970object *
1878object *present(unsigned char type,mapstruct *m, int x,int y) { 1971present (unsigned char type, maptile *m, int x, int y)
1972{
1879 object *tmp; 1973 object *
1974 tmp;
1975
1880 if(out_of_map(m,x,y)) { 1976 if (out_of_map (m, x, y))
1977 {
1881 LOG(llevError,"Present called outside map.\n"); 1978 LOG (llevError, "Present called outside map.\n");
1882 return NULL; 1979 return NULL;
1883 } 1980 }
1884 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1981 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1885 if(tmp->type==type) 1982 if (tmp->type == type)
1886 return tmp; 1983 return tmp;
1887 return NULL; 1984 return NULL;
1888} 1985}
1889 1986
1890/* 1987/*
1891 * present_in_ob(type, object) searches for any objects with 1988 * present_in_ob(type, object) searches for any objects with
1892 * a matching type variable in the inventory of the given object. 1989 * a matching type variable in the inventory of the given object.
1893 * The first matching object is returned, or NULL if none. 1990 * The first matching object is returned, or NULL if none.
1894 */ 1991 */
1895 1992
1993object *
1896object *present_in_ob(unsigned char type, const object *op) { 1994present_in_ob (unsigned char type, const object *op)
1995{
1897 object *tmp; 1996 object *
1997 tmp;
1998
1898 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1999 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1899 if(tmp->type==type) 2000 if (tmp->type == type)
1900 return tmp; 2001 return tmp;
1901 return NULL; 2002 return NULL;
1902} 2003}
1903 2004
1904/* 2005/*
1914 * the object name, not the archetype name. this is so that the 2015 * the object name, not the archetype name. this is so that the
1915 * spell code can use one object type (force), but change it's name 2016 * spell code can use one object type (force), but change it's name
1916 * to be unique. 2017 * to be unique.
1917 */ 2018 */
1918 2019
2020object *
1919object *present_in_ob_by_name(int type, const char *str, const object *op) { 2021present_in_ob_by_name (int type, const char *str, const object *op)
2022{
1920 object *tmp; 2023 object *
2024 tmp;
1921 2025
1922 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2026 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2027 {
1923 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2028 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1924 return tmp; 2029 return tmp;
1925 } 2030 }
1926 return NULL; 2031 return NULL;
1927} 2032}
1928 2033
1929/* 2034/*
1930 * present_arch_in_ob(archetype, object) searches for any objects with 2035 * present_arch_in_ob(archetype, object) searches for any objects with
1931 * a matching archetype in the inventory of the given object. 2036 * a matching archetype in the inventory of the given object.
1932 * The first matching object is returned, or NULL if none. 2037 * The first matching object is returned, or NULL if none.
1933 */ 2038 */
1934 2039
2040object *
1935object *present_arch_in_ob(const archetype *at, const object *op) { 2041present_arch_in_ob (const archetype *at, const object *op)
2042{
1936 object *tmp; 2043 object *
2044 tmp;
2045
1937 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2046 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1938 if( tmp->arch == at) 2047 if (tmp->arch == at)
1939 return tmp; 2048 return tmp;
1940 return NULL; 2049 return NULL;
1941} 2050}
1942 2051
1943/* 2052/*
1944 * activate recursively a flag on an object inventory 2053 * activate recursively a flag on an object inventory
1945 */ 2054 */
2055void
1946void flag_inv(object*op, int flag){ 2056flag_inv (object *op, int flag)
2057{
1947 object *tmp; 2058 object *
2059 tmp;
2060
1948 if(op->inv) 2061 if (op->inv)
1949 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2062 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2063 {
1950 SET_FLAG(tmp, flag); 2064 SET_FLAG (tmp, flag);
1951 flag_inv(tmp,flag); 2065 flag_inv (tmp, flag);
1952 } 2066 }
1953}/* 2067} /*
1954 * desactivate recursively a flag on an object inventory 2068 * desactivate recursively a flag on an object inventory
1955 */ 2069 */
2070void
1956void unflag_inv(object*op, int flag){ 2071unflag_inv (object *op, int flag)
2072{
1957 object *tmp; 2073 object *
2074 tmp;
2075
1958 if(op->inv) 2076 if (op->inv)
1959 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2077 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2078 {
1960 CLEAR_FLAG(tmp, flag); 2079 CLEAR_FLAG (tmp, flag);
1961 unflag_inv(tmp,flag); 2080 unflag_inv (tmp, flag);
1962 } 2081 }
1963} 2082}
1964 2083
1965/* 2084/*
1966 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2085 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1967 * all it's inventory (recursively). 2086 * all it's inventory (recursively).
1968 * If checksums are used, a player will get set_cheat called for 2087 * If checksums are used, a player will get set_cheat called for
1969 * him/her-self and all object carried by a call to this function. 2088 * him/her-self and all object carried by a call to this function.
1970 */ 2089 */
1971 2090
2091void
1972void set_cheat(object *op) { 2092set_cheat (object *op)
2093{
1973 SET_FLAG(op, FLAG_WAS_WIZ); 2094 SET_FLAG (op, FLAG_WAS_WIZ);
1974 flag_inv(op, FLAG_WAS_WIZ); 2095 flag_inv (op, FLAG_WAS_WIZ);
1975} 2096}
1976 2097
1977/* 2098/*
1978 * find_free_spot(object, map, x, y, start, stop) will search for 2099 * find_free_spot(object, map, x, y, start, stop) will search for
1979 * a spot at the given map and coordinates which will be able to contain 2100 * a spot at the given map and coordinates which will be able to contain
1994 * to know if the space in question will block the object. We can't use 2115 * to know if the space in question will block the object. We can't use
1995 * the archetype because that isn't correct if the monster has been 2116 * the archetype because that isn't correct if the monster has been
1996 * customized, changed states, etc. 2117 * customized, changed states, etc.
1997 */ 2118 */
1998 2119
2120int
1999int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2121find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2122{
2123 int
2124 i,
2000 int i,index=0, flag; 2125 index = 0, flag;
2126 static int
2001 static int altern[SIZEOFFREE]; 2127 altern[SIZEOFFREE];
2002 2128
2003 for(i=start;i<stop;i++) { 2129 for (i = start; i < stop; i++)
2130 {
2004 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2131 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2005 if(!flag) 2132 if (!flag)
2006 altern[index++]=i; 2133 altern[index++] = i;
2007 2134
2008 /* Basically, if we find a wall on a space, we cut down the search size. 2135 /* Basically, if we find a wall on a space, we cut down the search size.
2009 * In this way, we won't return spaces that are on another side of a wall. 2136 * In this way, we won't return spaces that are on another side of a wall.
2010 * This mostly work, but it cuts down the search size in all directions - 2137 * This mostly work, but it cuts down the search size in all directions -
2011 * if the space being examined only has a wall to the north and empty 2138 * if the space being examined only has a wall to the north and empty
2012 * spaces in all the other directions, this will reduce the search space 2139 * spaces in all the other directions, this will reduce the search space
2013 * to only the spaces immediately surrounding the target area, and 2140 * to only the spaces immediately surrounding the target area, and
2014 * won't look 2 spaces south of the target space. 2141 * won't look 2 spaces south of the target space.
2015 */ 2142 */
2016 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2143 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2017 stop=maxfree[i]; 2144 stop = maxfree[i];
2018 } 2145 }
2019 if(!index) return -1; 2146 if (!index)
2147 return -1;
2020 return altern[RANDOM()%index]; 2148 return altern[RANDOM () % index];
2021} 2149}
2022 2150
2023/* 2151/*
2024 * find_first_free_spot(archetype, mapstruct, x, y) works like 2152 * find_first_free_spot(archetype, maptile, x, y) works like
2025 * find_free_spot(), but it will search max number of squares. 2153 * find_free_spot(), but it will search max number of squares.
2026 * But it will return the first available spot, not a random choice. 2154 * But it will return the first available spot, not a random choice.
2027 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2155 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2028 */ 2156 */
2029 2157
2158int
2030int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2159find_first_free_spot (const object *ob, maptile *m, int x, int y)
2160{
2161 int
2031 int i; 2162 i;
2163
2032 for(i=0;i<SIZEOFFREE;i++) { 2164 for (i = 0; i < SIZEOFFREE; i++)
2165 {
2033 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2166 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2034 return i; 2167 return i;
2035 } 2168 }
2036 return -1; 2169 return -1;
2037} 2170}
2038 2171
2039/* 2172/*
2040 * The function permute(arr, begin, end) randomly reorders the array 2173 * The function permute(arr, begin, end) randomly reorders the array
2041 * arr[begin..end-1]. 2174 * arr[begin..end-1].
2042 */ 2175 */
2176static void
2043static void permute(int *arr, int begin, int end) 2177permute (int *arr, int begin, int end)
2044{ 2178{
2045 int i, j, tmp, len; 2179 int
2180 i,
2181 j,
2182 tmp,
2183 len;
2046 2184
2047 len = end-begin; 2185 len = end - begin;
2048 for(i = begin; i < end; i++) 2186 for (i = begin; i < end; i++)
2049 { 2187 {
2050 j = begin+RANDOM()%len; 2188 j = begin + RANDOM () % len;
2051 2189
2052 tmp = arr[i]; 2190 tmp = arr[i];
2053 arr[i] = arr[j]; 2191 arr[i] = arr[j];
2054 arr[j] = tmp; 2192 arr[j] = tmp;
2055 } 2193 }
2056} 2194}
2057 2195
2058/* new function to make monster searching more efficient, and effective! 2196/* new function to make monster searching more efficient, and effective!
2059 * This basically returns a randomized array (in the passed pointer) of 2197 * This basically returns a randomized array (in the passed pointer) of
2060 * the spaces to find monsters. In this way, it won't always look for 2198 * the spaces to find monsters. In this way, it won't always look for
2061 * monsters to the north first. However, the size of the array passed 2199 * monsters to the north first. However, the size of the array passed
2062 * covers all the spaces, so within that size, all the spaces within 2200 * covers all the spaces, so within that size, all the spaces within
2063 * the 3x3 area will be searched, just not in a predictable order. 2201 * the 3x3 area will be searched, just not in a predictable order.
2064 */ 2202 */
2203void
2065void get_search_arr(int *search_arr) 2204get_search_arr (int *search_arr)
2066{ 2205{
2206 int
2067 int i; 2207 i;
2068 2208
2069 for(i = 0; i < SIZEOFFREE; i++) 2209 for (i = 0; i < SIZEOFFREE; i++)
2070 { 2210 {
2071 search_arr[i] = i; 2211 search_arr[i] = i;
2072 } 2212 }
2073 2213
2074 permute(search_arr, 1, SIZEOFFREE1+1); 2214 permute (search_arr, 1, SIZEOFFREE1 + 1);
2075 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2215 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2076 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2216 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2077} 2217}
2078 2218
2079/* 2219/*
2080 * find_dir(map, x, y, exclude) will search some close squares in the 2220 * find_dir(map, x, y, exclude) will search some close squares in the
2081 * given map at the given coordinates for live objects. 2221 * given map at the given coordinates for live objects.
2087 * is actually want is going to try and move there. We need this info 2227 * is actually want is going to try and move there. We need this info
2088 * because we have to know what movement the thing looking to move 2228 * because we have to know what movement the thing looking to move
2089 * there is capable of. 2229 * there is capable of.
2090 */ 2230 */
2091 2231
2232int
2092int find_dir(mapstruct *m, int x, int y, object *exclude) { 2233find_dir (maptile *m, int x, int y, object *exclude)
2234{
2235 int
2236 i,
2093 int i,max=SIZEOFFREE, mflags; 2237 max = SIZEOFFREE, mflags;
2238
2094 sint16 nx, ny; 2239 sint16 nx, ny;
2095 object *tmp; 2240 object *
2096 mapstruct *mp; 2241 tmp;
2242 maptile *
2243 mp;
2244
2097 MoveType blocked, move_type; 2245 MoveType blocked, move_type;
2098 2246
2099 if (exclude && exclude->head) { 2247 if (exclude && exclude->head)
2248 {
2100 exclude = exclude->head; 2249 exclude = exclude->head;
2101 move_type = exclude->move_type; 2250 move_type = exclude->move_type;
2102 } else { 2251 }
2252 else
2253 {
2103 /* If we don't have anything, presume it can use all movement types. */ 2254 /* If we don't have anything, presume it can use all movement types. */
2104 move_type=MOVE_ALL; 2255 move_type = MOVE_ALL;
2256 }
2257
2258 for (i = 1; i < max; i++)
2105 } 2259 {
2106
2107 for(i=1;i<max;i++) {
2108 mp = m; 2260 mp = m;
2109 nx = x + freearr_x[i]; 2261 nx = x + freearr_x[i];
2110 ny = y + freearr_y[i]; 2262 ny = y + freearr_y[i];
2111 2263
2112 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2264 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2113 if (mflags & P_OUT_OF_MAP) { 2265 if (mflags & P_OUT_OF_MAP)
2266 {
2114 max = maxfree[i]; 2267 max = maxfree[i];
2268 }
2115 } else { 2269 else
2270 {
2116 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2271 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2117 2272
2118 if ((move_type & blocked) == move_type) { 2273 if ((move_type & blocked) == move_type)
2274 {
2119 max=maxfree[i]; 2275 max = maxfree[i];
2276 }
2120 } else if (mflags & P_IS_ALIVE) { 2277 else if (mflags & P_IS_ALIVE)
2278 {
2121 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2279 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2122 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2280 {
2123 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2281 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2282 {
2124 break; 2283 break;
2125 } 2284 }
2126 } 2285 }
2127 if(tmp) { 2286 if (tmp)
2287 {
2128 return freedir[i]; 2288 return freedir[i];
2129 } 2289 }
2130 } 2290 }
2131 } 2291 }
2132 } 2292 }
2133 return 0; 2293 return 0;
2134} 2294}
2135 2295
2136/* 2296/*
2137 * distance(object 1, object 2) will return the square of the 2297 * distance(object 1, object 2) will return the square of the
2138 * distance between the two given objects. 2298 * distance between the two given objects.
2139 */ 2299 */
2140 2300
2301int
2141int distance(const object *ob1, const object *ob2) { 2302distance (const object *ob1, const object *ob2)
2303{
2142 int i; 2304 int
2143 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2305 i;
2144 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2306
2307 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2145 return i; 2308 return i;
2146} 2309}
2147 2310
2148/* 2311/*
2149 * find_dir_2(delta-x,delta-y) will return a direction in which 2312 * find_dir_2(delta-x,delta-y) will return a direction in which
2150 * an object which has subtracted the x and y coordinates of another 2313 * an object which has subtracted the x and y coordinates of another
2151 * object, needs to travel toward it. 2314 * object, needs to travel toward it.
2152 */ 2315 */
2153 2316
2317int
2154int find_dir_2(int x, int y) { 2318find_dir_2 (int x, int y)
2319{
2155 int q; 2320 int
2321 q;
2156 2322
2157 if(y) 2323 if (y)
2158 q=x*100/y; 2324 q = x * 100 / y;
2159 else if (x) 2325 else if (x)
2160 q= -300*x; 2326 q = -300 * x;
2161 else 2327 else
2162 return 0; 2328 return 0;
2163 2329
2164 if(y>0) { 2330 if (y > 0)
2331 {
2165 if(q < -242) 2332 if (q < -242)
2166 return 3 ; 2333 return 3;
2167 if (q < -41) 2334 if (q < -41)
2168 return 2 ; 2335 return 2;
2169 if (q < 41) 2336 if (q < 41)
2170 return 1 ; 2337 return 1;
2171 if (q < 242) 2338 if (q < 242)
2172 return 8 ; 2339 return 8;
2173 return 7 ; 2340 return 7;
2174 } 2341 }
2175 2342
2176 if (q < -242) 2343 if (q < -242)
2177 return 7 ; 2344 return 7;
2178 if (q < -41) 2345 if (q < -41)
2179 return 6 ; 2346 return 6;
2180 if (q < 41) 2347 if (q < 41)
2181 return 5 ; 2348 return 5;
2182 if (q < 242) 2349 if (q < 242)
2183 return 4 ; 2350 return 4;
2184 2351
2185 return 3 ; 2352 return 3;
2186} 2353}
2187 2354
2188/* 2355/*
2189 * absdir(int): Returns a number between 1 and 8, which represent 2356 * absdir(int): Returns a number between 1 and 8, which represent
2190 * the "absolute" direction of a number (it actually takes care of 2357 * the "absolute" direction of a number (it actually takes care of
2191 * "overflow" in previous calculations of a direction). 2358 * "overflow" in previous calculations of a direction).
2192 */ 2359 */
2193 2360
2361int
2194int absdir(int d) { 2362absdir (int d)
2195 while(d<1) d+=8; 2363{
2196 while(d>8) d-=8; 2364 while (d < 1)
2365 d += 8;
2366 while (d > 8)
2367 d -= 8;
2197 return d; 2368 return d;
2198} 2369}
2199 2370
2200/* 2371/*
2201 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2372 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2202 * between two directions (which are expected to be absolute (see absdir()) 2373 * between two directions (which are expected to be absolute (see absdir())
2203 */ 2374 */
2204 2375
2376int
2205int dirdiff(int dir1, int dir2) { 2377dirdiff (int dir1, int dir2)
2378{
2206 int d; 2379 int
2380 d;
2381
2207 d = abs(dir1 - dir2); 2382 d = abs (dir1 - dir2);
2208 if(d>4) 2383 if (d > 4)
2209 d = 8 - d; 2384 d = 8 - d;
2210 return d; 2385 return d;
2211} 2386}
2212 2387
2213/* peterm: 2388/* peterm:
2218 * direction 4, 14, or 16 to get back to where we are. 2393 * direction 4, 14, or 16 to get back to where we are.
2219 * Moved from spell_util.c to object.c with the other related direction 2394 * Moved from spell_util.c to object.c with the other related direction
2220 * functions. 2395 * functions.
2221 */ 2396 */
2222 2397
2398int
2223int reduction_dir[SIZEOFFREE][3] = { 2399 reduction_dir[SIZEOFFREE][3] = {
2224 {0,0,0}, /* 0 */ 2400 {0, 0, 0}, /* 0 */
2225 {0,0,0}, /* 1 */ 2401 {0, 0, 0}, /* 1 */
2226 {0,0,0}, /* 2 */ 2402 {0, 0, 0}, /* 2 */
2227 {0,0,0}, /* 3 */ 2403 {0, 0, 0}, /* 3 */
2228 {0,0,0}, /* 4 */ 2404 {0, 0, 0}, /* 4 */
2229 {0,0,0}, /* 5 */ 2405 {0, 0, 0}, /* 5 */
2230 {0,0,0}, /* 6 */ 2406 {0, 0, 0}, /* 6 */
2231 {0,0,0}, /* 7 */ 2407 {0, 0, 0}, /* 7 */
2232 {0,0,0}, /* 8 */ 2408 {0, 0, 0}, /* 8 */
2233 {8,1,2}, /* 9 */ 2409 {8, 1, 2}, /* 9 */
2234 {1,2,-1}, /* 10 */ 2410 {1, 2, -1}, /* 10 */
2235 {2,10,12}, /* 11 */ 2411 {2, 10, 12}, /* 11 */
2236 {2,3,-1}, /* 12 */ 2412 {2, 3, -1}, /* 12 */
2237 {2,3,4}, /* 13 */ 2413 {2, 3, 4}, /* 13 */
2238 {3,4,-1}, /* 14 */ 2414 {3, 4, -1}, /* 14 */
2239 {4,14,16}, /* 15 */ 2415 {4, 14, 16}, /* 15 */
2240 {5,4,-1}, /* 16 */ 2416 {5, 4, -1}, /* 16 */
2241 {4,5,6}, /* 17 */ 2417 {4, 5, 6}, /* 17 */
2242 {6,5,-1}, /* 18 */ 2418 {6, 5, -1}, /* 18 */
2243 {6,20,18}, /* 19 */ 2419 {6, 20, 18}, /* 19 */
2244 {7,6,-1}, /* 20 */ 2420 {7, 6, -1}, /* 20 */
2245 {6,7,8}, /* 21 */ 2421 {6, 7, 8}, /* 21 */
2246 {7,8,-1}, /* 22 */ 2422 {7, 8, -1}, /* 22 */
2247 {8,22,24}, /* 23 */ 2423 {8, 22, 24}, /* 23 */
2248 {8,1,-1}, /* 24 */ 2424 {8, 1, -1}, /* 24 */
2249 {24,9,10}, /* 25 */ 2425 {24, 9, 10}, /* 25 */
2250 {9,10,-1}, /* 26 */ 2426 {9, 10, -1}, /* 26 */
2251 {10,11,-1}, /* 27 */ 2427 {10, 11, -1}, /* 27 */
2252 {27,11,29}, /* 28 */ 2428 {27, 11, 29}, /* 28 */
2253 {11,12,-1}, /* 29 */ 2429 {11, 12, -1}, /* 29 */
2254 {12,13,-1}, /* 30 */ 2430 {12, 13, -1}, /* 30 */
2255 {12,13,14}, /* 31 */ 2431 {12, 13, 14}, /* 31 */
2256 {13,14,-1}, /* 32 */ 2432 {13, 14, -1}, /* 32 */
2257 {14,15,-1}, /* 33 */ 2433 {14, 15, -1}, /* 33 */
2258 {33,15,35}, /* 34 */ 2434 {33, 15, 35}, /* 34 */
2259 {16,15,-1}, /* 35 */ 2435 {16, 15, -1}, /* 35 */
2260 {17,16,-1}, /* 36 */ 2436 {17, 16, -1}, /* 36 */
2261 {18,17,16}, /* 37 */ 2437 {18, 17, 16}, /* 37 */
2262 {18,17,-1}, /* 38 */ 2438 {18, 17, -1}, /* 38 */
2263 {18,19,-1}, /* 39 */ 2439 {18, 19, -1}, /* 39 */
2264 {41,19,39}, /* 40 */ 2440 {41, 19, 39}, /* 40 */
2265 {19,20,-1}, /* 41 */ 2441 {19, 20, -1}, /* 41 */
2266 {20,21,-1}, /* 42 */ 2442 {20, 21, -1}, /* 42 */
2267 {20,21,22}, /* 43 */ 2443 {20, 21, 22}, /* 43 */
2268 {21,22,-1}, /* 44 */ 2444 {21, 22, -1}, /* 44 */
2269 {23,22,-1}, /* 45 */ 2445 {23, 22, -1}, /* 45 */
2270 {45,47,23}, /* 46 */ 2446 {45, 47, 23}, /* 46 */
2271 {23,24,-1}, /* 47 */ 2447 {23, 24, -1}, /* 47 */
2272 {24,9,-1}}; /* 48 */ 2448 {24, 9, -1}
2449}; /* 48 */
2273 2450
2274/* Recursive routine to step back and see if we can 2451/* Recursive routine to step back and see if we can
2275 * find a path to that monster that we found. If not, 2452 * find a path to that monster that we found. If not,
2276 * we don't bother going toward it. Returns 1 if we 2453 * we don't bother going toward it. Returns 1 if we
2277 * can see a direct way to get it 2454 * can see a direct way to get it
2278 * Modified to be map tile aware -.MSW 2455 * Modified to be map tile aware -.MSW
2279 */ 2456 */
2280
2281 2457
2458
2459int
2282int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2460can_see_monsterP (maptile *m, int x, int y, int dir)
2461{
2283 sint16 dx, dy; 2462 sint16 dx, dy;
2463 int
2284 int mflags; 2464 mflags;
2285 2465
2466 if (dir < 0)
2286 if(dir<0) return 0; /* exit condition: invalid direction */ 2467 return 0; /* exit condition: invalid direction */
2287 2468
2288 dx = x + freearr_x[dir]; 2469 dx = x + freearr_x[dir];
2289 dy = y + freearr_y[dir]; 2470 dy = y + freearr_y[dir];
2290 2471
2291 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2472 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2292 2473
2293 /* This functional arguably was incorrect before - it was 2474 /* This functional arguably was incorrect before - it was
2294 * checking for P_WALL - that was basically seeing if 2475 * checking for P_WALL - that was basically seeing if
2295 * we could move to the monster - this is being more 2476 * we could move to the monster - this is being more
2296 * literal on if we can see it. To know if we can actually 2477 * literal on if we can see it. To know if we can actually
2297 * move to the monster, we'd need the monster passed in or 2478 * move to the monster, we'd need the monster passed in or
2298 * at least its move type. 2479 * at least its move type.
2299 */ 2480 */
2300 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2481 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2482 return 0;
2301 2483
2302 /* yes, can see. */ 2484 /* yes, can see. */
2303 if(dir < 9) return 1; 2485 if (dir < 9)
2486 return 1;
2304 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2487 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2305 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2488 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2306 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2307} 2489}
2308 2490
2309 2491
2310 2492
2311/* 2493/*
2312 * can_pick(picker, item): finds out if an object is possible to be 2494 * can_pick(picker, item): finds out if an object is possible to be
2313 * picked up by the picker. Returnes 1 if it can be 2495 * picked up by the picker. Returnes 1 if it can be
2314 * picked up, otherwise 0. 2496 * picked up, otherwise 0.
2315 * 2497 *
2317 * core dumps if they do. 2499 * core dumps if they do.
2318 * 2500 *
2319 * Add a check so we can't pick up invisible objects (0.93.8) 2501 * Add a check so we can't pick up invisible objects (0.93.8)
2320 */ 2502 */
2321 2503
2504int
2322int can_pick(const object *who, const object *item) { 2505can_pick (const object *who, const object *item)
2506{
2323 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2507 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2324 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2508 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2325 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2509 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2326 (who->type==PLAYER||item->weight<who->weight/3));
2327} 2510}
2328 2511
2329 2512
2330/* 2513/*
2331 * create clone from object to another 2514 * create clone from object to another
2332 */ 2515 */
2516object *
2333object *object_create_clone (object *asrc) { 2517object_create_clone (object *asrc)
2518{
2334 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2519 object *dst = 0, *tmp, *src, *part, *prev, *item;
2335 2520
2336 if(!asrc) return NULL; 2521 if (!asrc)
2522 return 0;
2523
2337 src = asrc; 2524 src = asrc;
2338 if(src->head) 2525 if (src->head)
2339 src = src->head; 2526 src = src->head;
2340 2527
2341 prev = NULL; 2528 prev = 0;
2342 for(part = src; part; part = part->more) { 2529 for (part = src; part; part = part->more)
2343 tmp = get_object(); 2530 {
2344 copy_object(part,tmp); 2531 tmp = part->clone ();
2345 tmp->x -= src->x; 2532 tmp->x -= src->x;
2346 tmp->y -= src->y; 2533 tmp->y -= src->y;
2534
2347 if(!part->head) { 2535 if (!part->head)
2536 {
2348 dst = tmp; 2537 dst = tmp;
2349 tmp->head = NULL; 2538 tmp->head = 0;
2539 }
2350 } else { 2540 else
2541 {
2351 tmp->head = dst; 2542 tmp->head = dst;
2352 } 2543 }
2544
2353 tmp->more = NULL; 2545 tmp->more = 0;
2546
2354 if(prev) 2547 if (prev)
2355 prev->more = tmp; 2548 prev->more = tmp;
2549
2356 prev = tmp; 2550 prev = tmp;
2357 } 2551 }
2358 /*** copy inventory ***/ 2552
2359 for(item = src->inv; item; item = item->below) { 2553 for (item = src->inv; item; item = item->below)
2360 (void) insert_ob_in_ob(object_create_clone(item),dst); 2554 insert_ob_in_ob (object_create_clone (item), dst);
2361 }
2362 2555
2363 return dst; 2556 return dst;
2364}
2365
2366/* return true if the object was destroyed, 0 otherwise */
2367int was_destroyed (const object *op, tag_t old_tag)
2368{
2369 /* checking for FLAG_FREED isn't necessary, but makes this function more
2370 * robust */
2371 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2372} 2557}
2373 2558
2374/* GROS - Creates an object using a string representing its content. */ 2559/* GROS - Creates an object using a string representing its content. */
2375/* Basically, we save the content of the string to a temp file, then call */ 2560/* Basically, we save the content of the string to a temp file, then call */
2376/* load_object on it. I admit it is a highly inefficient way to make things, */ 2561/* load_object on it. I admit it is a highly inefficient way to make things, */
2377/* but it was simple to make and allows reusing the load_object function. */ 2562/* but it was simple to make and allows reusing the load_object function. */
2378/* Remember not to use load_object_str in a time-critical situation. */ 2563/* Remember not to use load_object_str in a time-critical situation. */
2379/* Also remember that multiparts objects are not supported for now. */ 2564/* Also remember that multiparts objects are not supported for now. */
2380 2565
2566object *
2381object* load_object_str(const char *obstr) 2567load_object_str (const char *obstr)
2382{ 2568{
2383 object *op; 2569 object *op;
2384 char filename[MAX_BUF]; 2570 char filename[MAX_BUF];
2571
2385 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2572 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2386 2573
2387 FILE *tempfile=fopen(filename,"w"); 2574 FILE *tempfile = fopen (filename, "w");
2575
2388 if (tempfile == NULL) 2576 if (tempfile == NULL)
2389 { 2577 {
2390 LOG(llevError,"Error - Unable to access load object temp file\n"); 2578 LOG (llevError, "Error - Unable to access load object temp file\n");
2391 return NULL; 2579 return NULL;
2392 }; 2580 }
2581
2393 fprintf(tempfile,obstr); 2582 fprintf (tempfile, obstr);
2394 fclose(tempfile); 2583 fclose (tempfile);
2395 2584
2396 op=get_object(); 2585 op = object::create ();
2397 2586
2398 object_thawer thawer (filename); 2587 object_thawer thawer (filename);
2399 2588
2400 if (thawer) 2589 if (thawer)
2401 load_object(thawer,op,0); 2590 load_object (thawer, op, 0);
2402 2591
2403 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2592 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2404 CLEAR_FLAG(op,FLAG_REMOVED); 2593 CLEAR_FLAG (op, FLAG_REMOVED);
2405 2594
2406 return op; 2595 return op;
2407} 2596}
2408 2597
2409/* This returns the first object in who's inventory that 2598/* This returns the first object in who's inventory that
2410 * has the same type and subtype match. 2599 * has the same type and subtype match.
2411 * returns NULL if no match. 2600 * returns NULL if no match.
2412 */ 2601 */
2602object *
2413object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2603find_obj_by_type_subtype (const object *who, int type, int subtype)
2414{ 2604{
2415 object *tmp; 2605 object *tmp;
2416 2606
2417 for (tmp=who->inv; tmp; tmp=tmp->below) 2607 for (tmp = who->inv; tmp; tmp = tmp->below)
2418 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2608 if (tmp->type == type && tmp->subtype == subtype)
2609 return tmp;
2419 2610
2420 return NULL; 2611 return NULL;
2421} 2612}
2422 2613
2423/* If ob has a field named key, return the link from the list, 2614/* If ob has a field named key, return the link from the list,
2424 * otherwise return NULL. 2615 * otherwise return NULL.
2425 * 2616 *
2426 * key must be a passed in shared string - otherwise, this won't 2617 * key must be a passed in shared string - otherwise, this won't
2427 * do the desired thing. 2618 * do the desired thing.
2428 */ 2619 */
2620key_value *
2429key_value * get_ob_key_link(const object * ob, const char * key) { 2621get_ob_key_link (const object *ob, const char *key)
2622{
2430 key_value * link; 2623 key_value *link;
2431 2624
2432 for (link = ob->key_values; link != NULL; link = link->next) { 2625 for (link = ob->key_values; link != NULL; link = link->next)
2433 if (link->key == key) { 2626 if (link->key == key)
2434 return link; 2627 return link;
2435 } 2628
2436 }
2437
2438 return NULL; 2629 return NULL;
2439} 2630}
2440 2631
2441/* 2632/*
2442 * Returns the value of op has an extra_field for key, or NULL. 2633 * Returns the value of op has an extra_field for key, or NULL.
2443 * 2634 *
2444 * The argument doesn't need to be a shared string. 2635 * The argument doesn't need to be a shared string.
2445 * 2636 *
2446 * The returned string is shared. 2637 * The returned string is shared.
2447 */ 2638 */
2639const char *
2448const char * get_ob_key_value(const object * op, const char * const key) { 2640get_ob_key_value (const object *op, const char *const key)
2641{
2449 key_value * link; 2642 key_value *link;
2450 const char * canonical_key; 2643 shstr_cmp canonical_key (key);
2644
2645 if (!canonical_key)
2451 2646 {
2452 canonical_key = shstr::find (key);
2453
2454 if (canonical_key == NULL) {
2455 /* 1. There being a field named key on any object 2647 /* 1. There being a field named key on any object
2456 * implies there'd be a shared string to find. 2648 * implies there'd be a shared string to find.
2457 * 2. Since there isn't, no object has this field. 2649 * 2. Since there isn't, no object has this field.
2458 * 3. Therefore, *this* object doesn't have this field. 2650 * 3. Therefore, *this* object doesn't have this field.
2459 */ 2651 */
2460 return NULL; 2652 return 0;
2461 } 2653 }
2462 2654
2463 /* This is copied from get_ob_key_link() above - 2655 /* This is copied from get_ob_key_link() above -
2464 * only 4 lines, and saves the function call overhead. 2656 * only 4 lines, and saves the function call overhead.
2465 */ 2657 */
2466 for (link = op->key_values; link != NULL; link = link->next) { 2658 for (link = op->key_values; link; link = link->next)
2467 if (link->key == canonical_key) { 2659 if (link->key == canonical_key)
2468 return link->value; 2660 return link->value;
2469 } 2661
2470 } 2662 return 0;
2471 return NULL;
2472} 2663}
2473 2664
2474 2665
2475/* 2666/*
2476 * Updates the canonical_key in op to value. 2667 * Updates the canonical_key in op to value.
2480 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2671 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2481 * keys. 2672 * keys.
2482 * 2673 *
2483 * Returns TRUE on success. 2674 * Returns TRUE on success.
2484 */ 2675 */
2676int
2485int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2677set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2678{
2679 key_value *
2486 key_value * field = NULL, *last=NULL; 2680 field = NULL, *last = NULL;
2487 2681
2488 for (field=op->key_values; field != NULL; field=field->next) { 2682 for (field = op->key_values; field != NULL; field = field->next)
2683 {
2489 if (field->key != canonical_key) { 2684 if (field->key != canonical_key)
2685 {
2490 last = field; 2686 last = field;
2491 continue; 2687 continue;
2492 } 2688 }
2493 2689
2494 if (value) 2690 if (value)
2495 field->value = value; 2691 field->value = value;
2496 else { 2692 else
2693 {
2497 /* Basically, if the archetype has this key set, 2694 /* Basically, if the archetype has this key set,
2498 * we need to store the null value so when we save 2695 * we need to store the null value so when we save
2499 * it, we save the empty value so that when we load, 2696 * it, we save the empty value so that when we load,
2500 * we get this value back again. 2697 * we get this value back again.
2501 */ 2698 */
2502 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2699 if (get_ob_key_link (&op->arch->clone, canonical_key))
2503 field->value = 0; 2700 field->value = 0;
2701 else
2702 {
2703 if (last)
2704 last->next = field->next;
2504 else 2705 else
2505 {
2506 if (last) last->next = field->next;
2507 else op->key_values = field->next; 2706 op->key_values = field->next;
2508 2707
2509 delete field; 2708 delete field;
2510 } 2709 }
2511 } 2710 }
2512 return TRUE; 2711 return TRUE;
2513 } 2712 }
2514 /* IF we get here, key doesn't exist */ 2713 /* IF we get here, key doesn't exist */
2515 2714
2516 /* No field, we'll have to add it. */ 2715 /* No field, we'll have to add it. */
2716
2717 if (!add_key)
2517 2718 {
2518 if (!add_key) {
2519 return FALSE; 2719 return FALSE;
2520 } 2720 }
2521 /* There isn't any good reason to store a null 2721 /* There isn't any good reason to store a null
2522 * value in the key/value list. If the archetype has 2722 * value in the key/value list. If the archetype has
2523 * this key, then we should also have it, so shouldn't 2723 * this key, then we should also have it, so shouldn't
2524 * be here. If user wants to store empty strings, 2724 * be here. If user wants to store empty strings,
2525 * should pass in "" 2725 * should pass in ""
2526 */ 2726 */
2527 if (value == NULL) return TRUE; 2727 if (value == NULL)
2528
2529 field = new key_value;
2530
2531 field->key = canonical_key;
2532 field->value = value;
2533 /* Usual prepend-addition. */
2534 field->next = op->key_values;
2535 op->key_values = field;
2536
2537 return TRUE; 2728 return TRUE;
2729
2730 field = new key_value;
2731
2732 field->key = canonical_key;
2733 field->value = value;
2734 /* Usual prepend-addition. */
2735 field->next = op->key_values;
2736 op->key_values = field;
2737
2738 return TRUE;
2538} 2739}
2539 2740
2540/* 2741/*
2541 * Updates the key in op to value. 2742 * Updates the key in op to value.
2542 * 2743 *
2544 * and not add new ones. 2745 * and not add new ones.
2545 * In general, should be little reason FALSE is ever passed in for add_key 2746 * In general, should be little reason FALSE is ever passed in for add_key
2546 * 2747 *
2547 * Returns TRUE on success. 2748 * Returns TRUE on success.
2548 */ 2749 */
2750int
2549int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2751set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2550{ 2752{
2551 shstr key_ (key); 2753 shstr key_ (key);
2754
2552 return set_ob_key_value_s (op, key_, value, add_key); 2755 return set_ob_key_value_s (op, key_, value, add_key);
2553} 2756}
2757
2758object::depth_iterator::depth_iterator (object *container)
2759: iterator_base (container)
2760{
2761 while (item->inv)
2762 item = item->inv;
2763}
2764
2765void
2766object::depth_iterator::next ()
2767{
2768 if (item->below)
2769 {
2770 item = item->below;
2771
2772 while (item->inv)
2773 item = item->inv;
2774 }
2775 else
2776 item = item->env;
2777}
2778
2779// return a suitable string describing an objetc in enough detail to find it
2780const char *
2781object::debug_desc (char *info) const
2782{
2783 char info2[256 * 3];
2784 char *p = info;
2785
2786 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2787 count,
2788 &name,
2789 title ? " " : "",
2790 title ? (const char *)title : "");
2791
2792 if (env)
2793 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2794
2795 if (map)
2796 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2797
2798 return info;
2799}
2800
2801const char *
2802object::debug_desc () const
2803{
2804 static char info[256 * 3];
2805 return debug_desc (info);
2806}
2807

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