ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.17 by root, Mon Sep 4 17:27:13 2006 UTC vs.
Revision 1.25 by root, Mon Sep 11 01:16:20 2006 UTC

1
1/* 2/*
2 * static char *rcsid_object_c = 3 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.17 2006/09/04 17:27:13 root Exp $"; 4 * "$Id: object.C,v 1.25 2006/09/11 01:16:20 root Exp $";
4 */ 5 */
5 6
6/* 7/*
7 CrossFire, A Multiplayer game for X-windows 8 CrossFire, A Multiplayer game for X-windows
8 9
28 29
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 30/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 31 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 32 variable. */
32#include <global.h> 33#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */ 34#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 35# include <stdio.h>
35#include <sys/types.h> 36# include <sys/types.h>
36#include <sys/uio.h> 37# include <sys/uio.h>
37#endif /* win32 */ 38#endif /* win32 */
38#include <object.h> 39#include <object.h>
39#include <funcpoint.h> 40#include <funcpoint.h>
40#include <skills.h> 41#include <skills.h>
41#include <loader.h> 42#include <loader.h>
42int nrofallocobjects = 0; 43int nrofallocobjects = 0;
43 44
44object *objects; /* Pointer to the list of used objects */ 45object *objects; /* Pointer to the list of used objects */
45object *active_objects; /* List of active objects that need to be processed */ 46object *active_objects; /* List of active objects that need to be processed */
46 47
47short freearr_x[SIZEOFFREE]= 48short 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}; 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
50short freearr_y[SIZEOFFREE]= 50};
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, 51short 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}; 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
53int maxfree[SIZEOFFREE]= 53};
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, 54int 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}; 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
56};
56int freedir[SIZEOFFREE]= { 57int 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, 58 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}; 59 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
59 60};
60 61
61/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 62/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
63static int
62static int compare_ob_value_lists_one(const object * wants, const object * has) { 64compare_ob_value_lists_one (const object *wants, const object *has)
65{
63 key_value * wants_field; 66 key_value *wants_field;
64 67
65 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 68 /* 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 69 * objects with lists are rare, and lists stay short. If not, use a
67 * different structure or at least keep the lists sorted... 70 * different structure or at least keep the lists sorted...
68 */ 71 */
69 72
70 /* For each field in wants, */ 73 /* For each field in wants, */
71 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 74 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
75 {
72 key_value * has_field; 76 key_value *has_field;
73 77
74 /* Look for a field in has with the same key. */ 78 /* Look for a field in has with the same key. */
75 has_field = get_ob_key_link(has, wants_field->key); 79 has_field = get_ob_key_link (has, wants_field->key);
80
81 if (has_field == NULL)
76 82 {
77 if (has_field == NULL) {
78 /* No field with that name. */ 83 /* No field with that name. */
79 return FALSE; 84 return FALSE;
80 }
81 85 }
86
82 /* Found the matching field. */ 87 /* Found the matching field. */
83 if (has_field->value != wants_field->value) { 88 if (has_field->value != wants_field->value)
89 {
84 /* Values don't match, so this half of the comparison is false. */ 90 /* Values don't match, so this half of the comparison is false. */
85 return FALSE; 91 return FALSE;
86 } 92 }
87 93
88 /* If we get here, we found a match. Now for the next field in wants. */ 94 /* If we get here, we found a match. Now for the next field in wants. */
89 }
90 95 }
96
91 /* If we get here, every field in wants has a matching field in has. */ 97 /* If we get here, every field in wants has a matching field in has. */
92 return TRUE; 98 return TRUE;
93} 99}
94 100
95/* Returns TRUE if ob1 has the same key_values as ob2. */ 101/* Returns TRUE if ob1 has the same key_values as ob2. */
102static int
96static int compare_ob_value_lists(const object * ob1, const object * ob2) { 103compare_ob_value_lists (const object *ob1, const object *ob2)
104{
97 /* However, there may be fields in has which aren't partnered in wants, 105 /* However, there may be fields in has which aren't partnered in wants,
98 * so we need to run the comparison *twice*. :( 106 * so we need to run the comparison *twice*. :(
99 */ 107 */
100 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 108 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
101} 109}
102 110
103/* Function examines the 2 objects given to it, and returns true if 111/* Function examines the 2 objects given to it, and returns true if
104 * they can be merged together. 112 * they can be merged together.
105 * 113 *
111 * 119 *
112 * Improvements made with merge: Better checking on potion, and also 120 * Improvements made with merge: Better checking on potion, and also
113 * check weight 121 * check weight
114 */ 122 */
115 123
116bool
117object::can_merge (object *ob1, object *ob2) 124bool object::can_merge (object *ob1, object *ob2)
118{ 125{
119 /* A couple quicksanity checks */ 126 /* A couple quicksanity checks */
120 if ((ob1 == ob2) || (ob1->type != ob2->type)) 127 if ((ob1 == ob2) || (ob1->type != ob2->type))
121 return 0; 128 return 0;
122 129
170 (ob1->subtype != ob2->subtype) || 177 (ob1->subtype != ob2->subtype) ||
171 (ob1->move_type != ob2->move_type) || 178 (ob1->move_type != ob2->move_type) ||
172 (ob1->move_block != ob2->move_block) || 179 (ob1->move_block != ob2->move_block) ||
173 (ob1->move_allow != ob2->move_allow) || 180 (ob1->move_allow != ob2->move_allow) ||
174 (ob1->move_on != ob2->move_on) || 181 (ob1->move_on != ob2->move_on) ||
175 (ob1->move_off != ob2->move_off) || 182 (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; 183 return 0;
179 184
180 /* This is really a spellbook check - really, we should 185 /* This is really a spellbook check - really, we should
181 * check all objects in the inventory. 186 * check all objects in the inventory.
182 */ 187 */
183 if (ob1->inv || ob2->inv) 188 if (ob1->inv || ob2->inv)
184 { 189 {
185 /* if one object has inventory but the other doesn't, not equiv */ 190 /* if one object has inventory but the other doesn't, not equiv */
186 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 191 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
187 return 0; 192 return 0;
188 193
189 /* Now check to see if the two inventory objects could merge */ 194 /* Now check to see if the two inventory objects could merge */
190 if (!CAN_MERGE (ob1->inv, ob2->inv)) 195 if (!CAN_MERGE (ob1->inv, ob2->inv))
191 return 0; 196 return 0;
192 197
193 /* inventory ok - still need to check rest of this object to see 198 /* inventory ok - still need to check rest of this object to see
194 * if it is valid. 199 * if it is valid.
195 */ 200 */
196 } 201 }
204 209
205 /* Note sure why the following is the case - either the object has to 210 /* 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 211 * be animated or have a very low speed. Is this an attempted monster
207 * check? 212 * check?
208 */ 213 */
209 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 214 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
210 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
211 return 0; 215 return 0;
212 216
213 switch (ob1->type) 217 switch (ob1->type)
214 { 218 {
215 case SCROLL: 219 case SCROLL:
216 if (ob1->level != ob2->level) 220 if (ob1->level != ob2->level)
217 return 0; 221 return 0;
218 break; 222 break;
219 } 223 }
220 224
221 if (ob1->key_values != NULL || ob2->key_values != NULL) 225 if (ob1->key_values != NULL || ob2->key_values != NULL)
222 { 226 {
223 /* At least one of these has key_values. */ 227 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 228 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
225 /* One has fields, but the other one doesn't. */ 229 /* One has fields, but the other one doesn't. */
226 return 0; 230 return 0;
227 else if (!compare_ob_value_lists (ob1, ob2)) 231 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 232 return 0;
229 } 233 }
230 234
231 //TODO: generate an event or call into perl for additional checks 235 //TODO: generate an event or call into perl for additional checks
232 if (ob1->self || ob2->self) 236 if (ob1->self || ob2->self)
233 { 237 {
234 ob1->optimise (); 238 ob1->optimise ();
235 ob2->optimise (); 239 ob2->optimise ();
236 240
237 if (ob1->self || ob2->self) 241 if (ob1->self || ob2->self)
238 return 0; 242 return 0;
239 } 243 }
240 244
241 /* Everything passes, must be OK. */ 245 /* Everything passes, must be OK. */
242 return 1; 246 return 1;
243} 247}
248
244/* 249/*
245 * sum_weight() is a recursive function which calculates the weight 250 * sum_weight() is a recursive function which calculates the weight
246 * an object is carrying. It goes through in figures out how much 251 * an object is carrying. It goes through in figures out how much
247 * containers are carrying, and sums it up. 252 * containers are carrying, and sums it up.
248 */ 253 */
249signed long sum_weight(object *op) { 254signed long
255sum_weight (object *op)
256{
250 signed long sum; 257 signed long sum;
251 object *inv; 258 object *inv;
259
252 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 260 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
261 {
253 if (inv->inv) 262 if (inv->inv)
254 sum_weight(inv); 263 sum_weight (inv);
255 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 264 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
256 } 265 }
257 if (op->type == CONTAINER && op->stats.Str) 266 if (op->type == CONTAINER && op->stats.Str)
258 sum = (sum * (100 - op->stats.Str))/100; 267 sum = (sum * (100 - op->stats.Str)) / 100;
259 if(op->carrying != sum) 268 if (op->carrying != sum)
260 op->carrying = sum; 269 op->carrying = sum;
261 return sum; 270 return sum;
262} 271}
263 272
264/** 273/**
265 * Return the outermost environment object for a given object. 274 * Return the outermost environment object for a given object.
266 */ 275 */
267 276
277object *
268object *object_get_env_recursive (object *op) { 278object_get_env_recursive (object *op)
279{
269 while (op->env != NULL) 280 while (op->env != NULL)
270 op = op->env; 281 op = op->env;
271 return op; 282 return op;
272} 283}
273 284
274/* 285/*
275 * Eneq(@csd.uu.se): Since we can have items buried in a character we need 286 * 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 287 * a better check. We basically keeping traversing up until we can't
277 * or find a player. 288 * or find a player.
278 */ 289 */
279 290
291object *
280object *is_player_inv (object *op) { 292is_player_inv (object *op)
293{
281 for (;op!=NULL&&op->type!=PLAYER; op=op->env) 294 for (; op != NULL && op->type != PLAYER; op = op->env)
282 if (op->env==op) 295 if (op->env == op)
283 op->env = NULL; 296 op->env = NULL;
284 return op; 297 return op;
285} 298}
286 299
287/* 300/*
288 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 301 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
289 * Some error messages. 302 * Some error messages.
290 * The result of the dump is stored in the static global errmsg array. 303 * The result of the dump is stored in the static global errmsg array.
291 */ 304 */
292 305
306void
293void dump_object2(object *op) { 307dump_object2 (object *op)
308{
294errmsg[0] = 0; 309 errmsg[0] = 0;
295return; 310 return;
296 //TODO//D#d# 311 //TODO//D#d#
297#if 0 312#if 0
298 char *cp; 313 char *cp;
314
299/* object *tmp;*/ 315/* object *tmp;*/
300 316
301 if(op->arch!=NULL) { 317 if (op->arch != NULL)
318 {
302 strcat(errmsg,"arch "); 319 strcat (errmsg, "arch ");
303 strcat(errmsg,op->arch->name?op->arch->name:"(null)"); 320 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
304 strcat(errmsg,"\n"); 321 strcat (errmsg, "\n");
305 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL) 322 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
306 strcat(errmsg,cp); 323 strcat (errmsg, cp);
307#if 0 324# if 0
308 /* Don't dump player diffs - they are too long, mostly meaningless, and 325 /* Don't dump player diffs - they are too long, mostly meaningless, and
309 * will overflow the buffer. 326 * will overflow the buffer.
310 * Changed so that we don't dump inventory either. This may 327 * Changed so that we don't dump inventory either. This may
311 * also overflow the buffer. 328 * also overflow the buffer.
312 */ 329 */
313 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL) 330 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
314 strcat(errmsg,cp); 331 strcat (errmsg, cp);
315 for (tmp=op->inv; tmp; tmp=tmp->below) 332 for (tmp = op->inv; tmp; tmp = tmp->below)
316 dump_object2(tmp); 333 dump_object2 (tmp);
334# endif
335 strcat (errmsg, "end\n");
336 }
337 else
338 {
339 strcat (errmsg, "Object ");
340 if (op->name == NULL)
341 strcat (errmsg, "(null)");
342 else
343 strcat (errmsg, op->name);
344 strcat (errmsg, "\n");
345# if 0
346 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
347 strcat (errmsg, cp);
348 for (tmp = op->inv; tmp; tmp = tmp->below)
349 dump_object2 (tmp);
350# endif
351 strcat (errmsg, "end\n");
352 }
317#endif 353#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} 354}
334 355
335/* 356/*
336 * Dumps an object. Returns output in the static global errmsg array. 357 * Dumps an object. Returns output in the static global errmsg array.
337 */ 358 */
338 359
360void
339void dump_object(object *op) { 361dump_object (object *op)
362{
340 if(op==NULL) { 363 if (op == NULL)
364 {
341 strcpy(errmsg,"[NULL pointer]"); 365 strcpy (errmsg, "[NULL pointer]");
342 return; 366 return;
343 } 367 }
344 errmsg[0]='\0'; 368 errmsg[0] = '\0';
345 dump_object2(op); 369 dump_object2 (op);
346} 370}
347 371
372void
348void dump_all_objects(void) { 373dump_all_objects (void)
374{
349 object *op; 375 object *op;
376
350 for(op=objects;op!=NULL;op=op->next) { 377 for (op = objects; op != NULL; op = op->next)
378 {
351 dump_object(op); 379 dump_object (op);
352 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg); 380 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
353 } 381 }
354} 382}
355 383
356/* 384/*
357 * get_nearest_part(multi-object, object 2) returns the part of the 385 * get_nearest_part(multi-object, object 2) returns the part of the
358 * multi-object 1 which is closest to the second object. 386 * multi-object 1 which is closest to the second object.
359 * If it's not a multi-object, it is returned. 387 * If it's not a multi-object, it is returned.
360 */ 388 */
361 389
390object *
362object *get_nearest_part(object *op, const object *pl) { 391get_nearest_part (object *op, const object *pl)
392{
363 object *tmp,*closest; 393 object *tmp, *closest;
364 int last_dist,i; 394 int last_dist, i;
395
365 if(op->more==NULL) 396 if (op->more == NULL)
366 return op; 397 return op;
367 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 398 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
368 if((i=distance(tmp,pl))<last_dist) 399 if ((i = distance (tmp, pl)) < last_dist)
369 closest=tmp,last_dist=i; 400 closest = tmp, last_dist = i;
370 return closest; 401 return closest;
371} 402}
372 403
373/* 404/*
374 * Returns the object which has the count-variable equal to the argument. 405 * Returns the object which has the count-variable equal to the argument.
375 */ 406 */
376 407
408object *
377object *find_object(tag_t i) { 409find_object (tag_t i)
410{
378 object *op; 411 object *op;
412
379 for(op=objects;op!=NULL;op=op->next) 413 for (op = objects; op != NULL; op = op->next)
380 if(op->count==i) 414 if (op->count == i)
381 break; 415 break;
382 return op; 416 return op;
383} 417}
384 418
385/* 419/*
386 * Returns the first object which has a name equal to the argument. 420 * Returns the first object which has a name equal to the argument.
387 * Used only by the patch command, but not all that useful. 421 * Used only by the patch command, but not all that useful.
388 * Enables features like "patch <name-of-other-player> food 999" 422 * Enables features like "patch <name-of-other-player> food 999"
389 */ 423 */
390 424
425object *
391object *find_object_name(const char *str) { 426find_object_name (const char *str)
427{
392 const char *name = shstr::find (str); 428 const char *name = shstr::find (str);
393 object *op; 429 object *op;
430
394 for(op=objects;op!=NULL;op=op->next) 431 for (op = objects; op != NULL; op = op->next)
395 if(&op->name == name) 432 if (&op->name == name)
396 break; 433 break;
397 434
398 return op; 435 return op;
399} 436}
400 437
438void
401void free_all_object_data () 439free_all_object_data ()
402{ 440{
403 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 441 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
404} 442}
405 443
406/* 444/*
412 * prompt, he is removed, and we don't want to treat him as an owner of 450 * 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 451 * 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. 452 * anything - once an object is removed, it is basically dead anyways.
415 */ 453 */
416 454
455object *
417object *get_owner(object *op) { 456get_owner (object *op)
457{
418 if(op->owner==NULL) 458 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; 459 return NULL;
428}
429 460
461 if (!QUERY_FLAG (op->owner, FLAG_FREED) && !QUERY_FLAG (op->owner, FLAG_REMOVED) && op->owner->count == op->ownercount)
462 return op->owner;
463
464 op->owner = NULL;
465 op->ownercount = 0;
466 return NULL;
467}
468
469void
430void clear_owner(object *op) 470clear_owner (object *op)
431{ 471{
432 if (!op) return; 472 if (!op)
473 return;
433 474
434 if (op->owner && op->ownercount == op->owner->count) 475 if (op->owner && op->ownercount == op->owner->count)
435 op->owner->refcount--; 476 op->owner->refcount--;
436 477
437 op->owner = NULL; 478 op->owner = NULL;
438 op->ownercount = 0; 479 op->ownercount = 0;
439} 480}
440 481
441/* 482/*
442 * Sets the owner and sets the skill and exp pointers to owner's current 483 * Sets the owner and sets the skill and exp pointers to owner's current
443 * skill and experience objects. 484 * skill and experience objects.
444 */ 485 */
486void
445void set_owner (object *op, object *owner) 487set_owner (object *op, object *owner)
446{ 488{
447 if(owner==NULL||op==NULL) 489 if (owner == NULL || op == NULL)
448 return; 490 return;
449 491
450 /* next line added to allow objects which own objects */ 492 /* next line added to allow objects which own objects */
451 /* Add a check for ownercounts in here, as I got into an endless loop 493 /* 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 494 * with the fireball owning a poison cloud which then owned the
453 * fireball. I believe that was caused by one of the objects getting 495 * fireball. I believe that was caused by one of the objects getting
454 * freed and then another object replacing it. Since the ownercounts 496 * 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. 497 * didn't match, this check is valid and I believe that cause is valid.
456 */ 498 */
457 while (owner->owner && owner!=owner->owner && 499 while (owner->owner && owner != owner->owner && owner->ownercount == owner->owner->count)
458 owner->ownercount==owner->owner->count) owner=owner->owner; 500 owner = owner->owner;
459 501
460 /* IF the owner still has an owner, we did not resolve to a final owner. 502 /* IF the owner still has an owner, we did not resolve to a final owner.
461 * so lets not add to that. 503 * so lets not add to that.
462 */ 504 */
463 if (owner->owner) return; 505 if (owner->owner)
506 return;
464 507
465 op->owner=owner; 508 op->owner = owner;
466 509
467 op->ownercount=owner->count; 510 op->ownercount = owner->count;
468 owner->refcount++; 511 owner->refcount++;
469
470} 512}
471 513
472/* Set the owner to clone's current owner and set the skill and experience 514/* 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 515 * 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 516 * current skill and experience objects at the time when clone's owner was
477 * Use this function if player created an object (e.g. fire bullet, swarm 519 * 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 520 * spell), and this object creates further objects whose kills should be
479 * accounted for the player's original skill, even if player has changed 521 * accounted for the player's original skill, even if player has changed
480 * skills meanwhile. 522 * skills meanwhile.
481 */ 523 */
524void
482void copy_owner (object *op, object *clone) 525copy_owner (object *op, object *clone)
483{ 526{
484 object *owner = get_owner (clone); 527 object *owner = get_owner (clone);
528
485 if (owner == NULL) { 529 if (owner == NULL)
530 {
486 /* players don't have owners - they own themselves. Update 531 /* players don't have owners - they own themselves. Update
487 * as appropriate. 532 * as appropriate.
488 */ 533 */
489 if (clone->type == PLAYER) owner=clone; 534 if (clone->type == PLAYER)
535 owner = clone;
536 else
490 else return; 537 return;
491 } 538 }
539
492 set_owner(op, owner); 540 set_owner (op, owner);
493
494} 541}
495 542
496/* Zero the key_values on op, decrementing the shared-string 543/* Zero the key_values on op, decrementing the shared-string
497 * refcounts and freeing the links. 544 * refcounts and freeing the links.
498 */ 545 */
546static void
499static void free_key_values(object * op) 547free_key_values (object *op)
500{ 548{
501 for (key_value *i = op->key_values; i != 0; ) 549 for (key_value *i = op->key_values; i != 0;)
502 { 550 {
503 key_value *next = i->next; 551 key_value *next = i->next;
504 delete i; 552 delete i;
553
505 i = next; 554 i = next;
506 } 555 }
507 556
508 op->key_values = 0; 557 op->key_values = 0;
509} 558}
510 559
511void object::clear () 560void object::clear ()
512{ 561{
513 attachable_base::clear (); 562 attachable_base::clear ();
514 563
515 free_key_values (this); 564 free_key_values (this);
516 565
517 name = 0; 566 clear_owner (this);
567
568 name = 0;
518 name_pl = 0; 569 name_pl = 0;
519 title = 0; 570 title = 0;
520 race = 0; 571 race = 0;
521 slaying = 0; 572 slaying = 0;
522 skill = 0; 573 skill = 0;
523 msg = 0; 574 msg = 0;
524 lore = 0; 575 lore = 0;
525 custom_name = 0; 576 custom_name = 0;
526 materialname = 0; 577 materialname = 0;
527 578
528 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod)); 579 memset (static_cast < object_pod * >(this), 0, sizeof (object_pod));
529 580
530 SET_FLAG (this, FLAG_REMOVED); 581 SET_FLAG (this, FLAG_REMOVED);
531} 582}
532 583
533void object::clone (object *destination) 584void object::clone (object *destination)
534{ 585{
535 *(object_copy *)destination = *(object_copy *)this; 586 *(object_copy *) destination = *this;
536 *(object_pod *)destination = *(object_pod *)this; 587 *(object_pod *) destination = *this;
537 588
538 if (self || cb) 589 if (self || cb)
539 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination)); 590 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
540} 591}
541 592
542/* 593/*
543 * clear_object() frees everything allocated by an object, and also 594 * clear_object() frees everything allocated by an object, and also
544 * clears all variables and flags to default settings. 595 * clears all variables and flags to default settings.
545 */ 596 */
546 597
598void
547void clear_object (object *op) 599clear_object (object *op)
548{ 600{
549 op->clear (); 601 op->clear ();
550 602
551 op->contr = NULL; 603 op->contr = NULL;
552 op->below = NULL; 604 op->below = NULL;
553 op->above = NULL; 605 op->above = NULL;
554 op->inv = NULL; 606 op->inv = NULL;
555 op->container=NULL; 607 op->container = NULL;
556 op->env=NULL; 608 op->env = NULL;
557 op->more=NULL; 609 op->more = NULL;
558 op->head=NULL; 610 op->head = NULL;
559 op->map=NULL; 611 op->map = NULL;
560 op->refcount=0; 612 op->refcount = 0;
561 op->active_next = NULL; 613 op->active_next = NULL;
562 op->active_prev = NULL; 614 op->active_prev = NULL;
563 /* What is not cleared is next, prev, and count */ 615 /* What is not cleared is next, prev, and count */
564 616
565 op->expmul = 1.0; 617 op->expmul = 1.0;
577 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 629 * 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 630 * if the first object is freed, the pointers in the new object
579 * will point at garbage. 631 * will point at garbage.
580 */ 632 */
581 633
634void
582void copy_object (object *op2, object *op) 635copy_object (object *op2, object *op)
583{ 636{
584 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 637 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
585 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 638 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
586 639
587 op2->clone (op); 640 op2->clone (op);
588 641
642 if (is_freed)
589 if (is_freed) SET_FLAG (op, FLAG_FREED); 643 SET_FLAG (op, FLAG_FREED);
644 if (is_removed)
590 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 645 SET_FLAG (op, FLAG_REMOVED);
591 646
592 if (op2->speed < 0) 647 if (op2->speed < 0)
593 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 648 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
594 649
595 /* Copy over key_values, if any. */ 650 /* Copy over key_values, if any. */
596 if (op2->key_values != NULL) 651 if (op2->key_values)
597 { 652 {
598 key_value *tail = NULL; 653 key_value *tail = 0;
599 key_value *i; 654 key_value *i;
600 655
601 op->key_values = NULL; 656 op->key_values = 0;
602 657
603 for (i = op2->key_values; i != NULL; i = i->next) 658 for (i = op2->key_values; i; i = i->next)
604 { 659 {
605 key_value *new_link = new key_value; 660 key_value *new_link = new key_value;
606 661
607 new_link->next = NULL; 662 new_link->next = 0;
608 new_link->key = i->key; 663 new_link->key = i->key;
609 new_link->value = i->value; 664 new_link->value = i->value;
610 665
611 /* Try and be clever here, too. */ 666 /* Try and be clever here, too. */
612 if (op->key_values == NULL) 667 if (!op->key_values)
613 { 668 {
614 op->key_values = new_link; 669 op->key_values = new_link;
615 tail = new_link; 670 tail = new_link;
616 } 671 }
617 else 672 else
624 679
625 update_ob_speed (op); 680 update_ob_speed (op);
626} 681}
627 682
628/* 683/*
629 * get_object() grabs an object from the list of unused objects, makes
630 * sure it is initialised, and returns it.
631 * If there are no free objects, expand_objects() is called to get more.
632 */
633
634object *get_object ()
635{
636 object *op = new object;
637
638 op->count = ++ob_count;
639
640 op->active_next = 0;
641 op->active_prev = 0;
642
643 op->next = objects;
644 op->prev = 0;
645
646 if (objects)
647 objects->prev = op;
648
649 objects = op;
650
651 SET_FLAG (op, FLAG_REMOVED);
652
653 op->expmul = 1.0;
654 op->face = blank_face;
655 op->attacked_by_count = -1;
656
657 return op;
658}
659
660/*
661 * If an object with the IS_TURNABLE() flag needs to be turned due 684 * If an object with the IS_TURNABLE() flag needs to be turned due
662 * to the closest player being on the other side, this function can 685 * to the closest player being on the other side, this function can
663 * be called to update the face variable, _and_ how it looks on the map. 686 * be called to update the face variable, _and_ how it looks on the map.
664 */ 687 */
665 688
689void
666void update_turn_face(object *op) { 690update_turn_face (object *op)
691{
667 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 692 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
668 return; 693 return;
669 SET_ANIMATION(op, op->direction); 694 SET_ANIMATION (op, op->direction);
670 update_object(op,UP_OBJ_FACE); 695 update_object (op, UP_OBJ_FACE);
671} 696}
672 697
673/* 698/*
674 * Updates the speed of an object. If the speed changes from 0 to another 699 * Updates the speed of an object. If the speed changes from 0 to another
675 * value, or vice versa, then add/remove the object from the active list. 700 * value, or vice versa, then add/remove the object from the active list.
676 * This function needs to be called whenever the speed of an object changes. 701 * This function needs to be called whenever the speed of an object changes.
677 */ 702 */
678 703
704void
679void update_ob_speed(object *op) { 705update_ob_speed (object *op)
706{
680 extern int arch_init; 707 extern int arch_init;
681 708
682 /* No reason putting the archetypes objects on the speed list, 709 /* No reason putting the archetypes objects on the speed list,
683 * since they never really need to be updated. 710 * since they never really need to be updated.
684 */ 711 */
685 712
686 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 713 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
714 {
687 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 715 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
688#ifdef MANY_CORES 716#ifdef MANY_CORES
689 abort(); 717 abort ();
690#else 718#else
691 op->speed = 0; 719 op->speed = 0;
692#endif 720#endif
693 } 721 }
694 if (arch_init) { 722 if (arch_init)
723 {
724 return;
725 }
726 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
727 {
728 /* If already on active list, don't do anything */
729 if (op->active_next || op->active_prev || op == active_objects)
695 return; 730 return;
696 }
697 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
698 /* If already on active list, don't do anything */
699 if (op->active_next || op->active_prev || op==active_objects)
700 return;
701 731
702 /* process_events() expects us to insert the object at the beginning 732 /* process_events() expects us to insert the object at the beginning
703 * of the list. */ 733 * of the list. */
704 op->active_next = active_objects; 734 op->active_next = active_objects;
705 if (op->active_next!=NULL) 735 if (op->active_next != NULL)
706 op->active_next->active_prev = op; 736 op->active_next->active_prev = op;
707 active_objects = op; 737 active_objects = op;
738 }
739 else
708 } 740 {
709 else {
710 /* If not on the active list, nothing needs to be done */ 741 /* If not on the active list, nothing needs to be done */
711 if (!op->active_next && !op->active_prev && op!=active_objects) 742 if (!op->active_next && !op->active_prev && op != active_objects)
712 return; 743 return;
713 744
714 if (op->active_prev==NULL) { 745 if (op->active_prev == NULL)
746 {
715 active_objects = op->active_next; 747 active_objects = op->active_next;
716 if (op->active_next!=NULL) 748 if (op->active_next != NULL)
717 op->active_next->active_prev = NULL; 749 op->active_next->active_prev = NULL;
750 }
751 else
718 } 752 {
719 else {
720 op->active_prev->active_next = op->active_next; 753 op->active_prev->active_next = op->active_next;
721 if (op->active_next) 754 if (op->active_next)
722 op->active_next->active_prev = op->active_prev; 755 op->active_next->active_prev = op->active_prev;
723 } 756 }
724 op->active_next = NULL; 757 op->active_next = NULL;
725 op->active_prev = NULL; 758 op->active_prev = NULL;
726 } 759 }
727} 760}
728 761
729/* This function removes object 'op' from the list of active 762/* This function removes object 'op' from the list of active
730 * objects. 763 * objects.
732 * reference maps where you don't want an object that isn't 765 * reference maps where you don't want an object that isn't
733 * in play chewing up cpu time getting processed. 766 * in play chewing up cpu time getting processed.
734 * The reverse of this is to call update_ob_speed, which 767 * The reverse of this is to call update_ob_speed, which
735 * will do the right thing based on the speed of the object. 768 * will do the right thing based on the speed of the object.
736 */ 769 */
770void
737void remove_from_active_list(object *op) 771remove_from_active_list (object *op)
738{ 772{
739 /* If not on the active list, nothing needs to be done */ 773 /* If not on the active list, nothing needs to be done */
740 if (!op->active_next && !op->active_prev && op!=active_objects) 774 if (!op->active_next && !op->active_prev && op != active_objects)
741 return; 775 return;
742 776
743 if (op->active_prev==NULL) { 777 if (op->active_prev == NULL)
778 {
744 active_objects = op->active_next; 779 active_objects = op->active_next;
745 if (op->active_next!=NULL) 780 if (op->active_next != NULL)
746 op->active_next->active_prev = NULL; 781 op->active_next->active_prev = NULL;
782 }
783 else
747 } 784 {
748 else {
749 op->active_prev->active_next = op->active_next; 785 op->active_prev->active_next = op->active_next;
750 if (op->active_next) 786 if (op->active_next)
751 op->active_next->active_prev = op->active_prev; 787 op->active_next->active_prev = op->active_prev;
752 } 788 }
753 op->active_next = NULL; 789 op->active_next = NULL;
754 op->active_prev = NULL; 790 op->active_prev = NULL;
755} 791}
756 792
757/* 793/*
758 * update_object() updates the array which represents the map. 794 * update_object() updates the array which represents the map.
759 * It takes into account invisible objects (and represent squares covered 795 * It takes into account invisible objects (and represent squares covered
774 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 810 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
775 * as that is easier than trying to look at what may have changed. 811 * as that is easier than trying to look at what may have changed.
776 * UP_OBJ_FACE: only the objects face has changed. 812 * UP_OBJ_FACE: only the objects face has changed.
777 */ 813 */
778 814
815void
779void update_object(object *op, int action) { 816update_object (object *op, int action)
817{
780 int update_now=0, flags; 818 int update_now = 0, flags;
781 MoveType move_on, move_off, move_block, move_slow; 819 MoveType move_on, move_off, move_block, move_slow;
782 820
783 if (op == NULL) { 821 if (op == NULL)
822 {
784 /* this should never happen */ 823 /* this should never happen */
785 LOG(llevDebug,"update_object() called for NULL object.\n"); 824 LOG (llevDebug, "update_object() called for NULL object.\n");
786 return; 825 return;
787 }
788 826 }
827
789 if(op->env!=NULL) { 828 if (op->env != NULL)
829 {
790 /* Animation is currently handled by client, so nothing 830 /* Animation is currently handled by client, so nothing
791 * to do in this case. 831 * to do in this case.
792 */ 832 */
793 return; 833 return;
794 } 834 }
795 835
796 /* If the map is saving, don't do anything as everything is 836 /* If the map is saving, don't do anything as everything is
797 * going to get freed anyways. 837 * going to get freed anyways.
798 */ 838 */
799 if (!op->map || op->map->in_memory == MAP_SAVING) return; 839 if (!op->map || op->map->in_memory == MAP_SAVING)
800 840 return;
841
801 /* make sure the object is within map boundaries */ 842 /* make sure the object is within map boundaries */
802 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 843 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
803 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 844 {
804 LOG(llevError,"update_object() called for object out of map!\n"); 845 LOG (llevError, "update_object() called for object out of map!\n");
805#ifdef MANY_CORES 846#ifdef MANY_CORES
806 abort(); 847 abort ();
807#endif 848#endif
808 return; 849 return;
809 }
810 850 }
851
811 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 852 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
812 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 853 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
813 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 854 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
814 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 855 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
815 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 856 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
816 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y); 857 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
817 858
818 if (action == UP_OBJ_INSERT) { 859 if (action == UP_OBJ_INSERT)
860 {
819 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 861 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
820 update_now=1; 862 update_now = 1;
821 863
822 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 864 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
823 update_now=1; 865 update_now = 1;
824 866
825 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 867 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
826 update_now=1; 868 update_now = 1;
827 869
828 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 870 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
829 update_now=1; 871 update_now = 1;
830 872
873 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
874 update_now = 1;
875
831 if ((move_on | op->move_on) != move_on) update_now=1; 876 if ((move_on | op->move_on) != move_on)
877 update_now = 1;
878
832 if ((move_off | op->move_off) != move_off) update_now=1; 879 if ((move_off | op->move_off) != move_off)
880 update_now = 1;
881
833 /* This isn't perfect, but I don't expect a lot of objects to 882 /* This isn't perfect, but I don't expect a lot of objects to
834 * to have move_allow right now. 883 * to have move_allow right now.
835 */ 884 */
836 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 885 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
837 update_now=1; 886 update_now = 1;
887
838 if ((move_slow | op->move_slow) != move_slow) update_now=1; 888 if ((move_slow | op->move_slow) != move_slow)
889 update_now = 1;
839 } 890 }
840 /* if the object is being removed, we can't make intelligent 891 /* if the object is being removed, we can't make intelligent
841 * decisions, because remove_ob can't really pass the object 892 * decisions, because remove_ob can't really pass the object
842 * that is being removed. 893 * that is being removed.
843 */ 894 */
844 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 895 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
896 {
845 update_now=1; 897 update_now = 1;
898 }
846 } else if (action == UP_OBJ_FACE) { 899 else if (action == UP_OBJ_FACE)
900 {
847 /* Nothing to do for that case */ 901 /* Nothing to do for that case */
902 }
903 else
848 } 904 {
849 else {
850 LOG(llevError,"update_object called with invalid action: %d\n", action); 905 LOG (llevError, "update_object called with invalid action: %d\n", action);
851 } 906 }
852 907
853 if (update_now) { 908 if (update_now)
909 {
854 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 910 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
855 update_position(op->map, op->x, op->y); 911 update_position (op->map, op->x, op->y);
856 } 912 }
857 913
858 if(op->more!=NULL) 914 if (op->more != NULL)
859 update_object(op->more, action); 915 update_object (op->more, action);
860} 916}
861 917
918static unordered_vector<object *> mortals;
919static std::vector<object *> freed;
920
921void object::free_mortals ()
922{
923 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end (); )
924 if (!(*i)->refcount)
925 {
926 freed.push_back (*i);
927 mortals.erase (i);
928 }
929 else
930 ++i;
931}
932
933object::object ()
934{
935 SET_FLAG (this, FLAG_REMOVED);
936
937 expmul = 1.0;
938 face = blank_face;
939 attacked_by_count = -1;
940}
941
942object::~object ()
943{
944 free_key_values (this);
945}
946
947void object::link ()
948{
949 count = ++ob_count;
950
951 prev = 0;
952 next = objects;
953
954 if (objects)
955 objects->prev = this;
956
957 objects = this;
958}
959
960void object::unlink ()
961{
962 count = 0;
963
964 /* Remove this object from the list of used objects */
965 if (prev)
966 {
967 prev->next = next;
968 prev = 0;
969 }
970
971 if (next)
972 {
973 next->prev = prev;
974 next = 0;
975 }
976
977 if (this == objects)
978 objects = next;
979}
980
981object *object::create ()
982{
983 object *op;
984
985 if (freed.empty ())
986 op = new object;
987 else
988 {
989 // highly annoying, but the only way to get it stable right now
990 op = freed.back (); freed.pop_back ();
991 op->~object ();
992 new ((void *)op) object;
993 }
994
995 op->link ();
996 return op;
997}
862 998
863/* 999/*
864 * free_object() frees everything allocated by an object, removes 1000 * free_object() frees everything allocated by an object, removes
865 * it from the list of used objects, and puts it on the list of 1001 * it from the list of used objects, and puts it on the list of
866 * free objects. The IS_FREED() flag is set in the object. 1002 * free objects. The IS_FREED() flag is set in the object.
868 * this function to succeed. 1004 * this function to succeed.
869 * 1005 *
870 * If free_inventory is set, free inventory as well. Else drop items in 1006 * If free_inventory is set, free inventory as well. Else drop items in
871 * inventory to the ground. 1007 * inventory to the ground.
872 */ 1008 */
873 1009void object::free (bool free_inventory)
874void
875free_object (object * ob)
876{ 1010{
877 free_object2 (ob, 0);
878}
879
880void
881free_object2 (object * ob, int free_inventory)
882{
883 object *tmp, *op;
884
885 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 1011 if (!QUERY_FLAG (this, FLAG_REMOVED))
886 { 1012 {
887 LOG (llevDebug, "Free object called with non removed object\n"); 1013 LOG (llevDebug, "Free object called with non removed object\n");
888 dump_object (ob); 1014 dump_object (this);
889#ifdef MANY_CORES 1015#ifdef MANY_CORES
890 abort (); 1016 abort ();
891#endif 1017#endif
892 } 1018 }
893 1019
894 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 1020 if (QUERY_FLAG (this, FLAG_FRIENDLY))
895 { 1021 {
896 LOG (llevMonster, "Warning: tried to free friendly object.\n"); 1022 LOG (llevMonster, "Warning: tried to free friendly object.\n");
897 remove_friendly_object (ob); 1023 remove_friendly_object (this);
898 } 1024 }
899 1025
900 if (QUERY_FLAG (ob, FLAG_FREED)) 1026 if (QUERY_FLAG (this, FLAG_FREED))
901 { 1027 {
902 dump_object (ob); 1028 dump_object (this);
903 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 1029 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg);
904 return; 1030 return;
905 } 1031 }
906 1032
907 if (ob->more != NULL) 1033 if (more)
908 {
909 free_object2 (ob->more, free_inventory);
910 ob->more = NULL;
911 } 1034 {
1035 more->free (free_inventory);
1036 more = 0;
1037 }
912 1038
913 if (ob->inv) 1039 if (inv)
914 { 1040 {
915 /* Only if the space blocks everything do we not process - 1041 /* Only if the space blocks everything do we not process -
916 * if some form of movement is allowed, let objects 1042 * if some form of movement is allowed, let objects
917 * drop on that space. 1043 * drop on that space.
918 */ 1044 */
919 if (free_inventory || ob->map == NULL 1045 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
920 || ob->map->in_memory != MAP_IN_MEMORY 1046 {
921 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL)) 1047 object *
922 { 1048 op = inv;
923 op = ob->inv;
924 1049
925 while (op != NULL) 1050 while (op)
926 { 1051 {
1052 object *
927 tmp = op->below; 1053 tmp = op->below;
1054
928 remove_ob (op); 1055 remove_ob (op);
929 free_object2 (op, free_inventory); 1056 op->free (free_inventory);
930 op = tmp; 1057 op = tmp;
931 } 1058 }
932 } 1059 }
933 else 1060 else
934 { /* Put objects in inventory onto this space */ 1061 { /* Put objects in inventory onto this space */
935 op = ob->inv; 1062 object *
1063 op = inv;
936 1064
937 while (op != NULL) 1065 while (op)
938 { 1066 {
1067 object *
939 tmp = op->below; 1068 tmp = op->below;
1069
940 remove_ob (op); 1070 remove_ob (op);
941 1071
942 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 1072 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
943 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE 1073 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
944 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1074 free_object (op);
945 free_object (op); 1075 else
946 else 1076 {
947 { 1077 op->x = x;
948 op->x = ob->x; 1078 op->y = y;
949 op->y = ob->y;
950 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */ 1079 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
951 } 1080 }
952 1081
953 op = tmp; 1082 op = tmp;
1083 }
1084 }
954 } 1085 }
955 } 1086
956 } 1087 clear_owner (this);
957 1088
958 /* Remove object from the active list */ 1089 /* Remove object from the active list */
959 ob->speed = 0; 1090 speed = 0;
960 update_ob_speed (ob); 1091 update_ob_speed (this);
961 1092
1093 unlink ();
1094
962 SET_FLAG (ob, FLAG_FREED); 1095 SET_FLAG (this, FLAG_FREED);
963 ob->count = 0;
964 1096
965 /* Remove this object from the list of used objects */ 1097 mortals.push_back (this);
966 if (ob->prev == NULL)
967 {
968 objects = ob->next;
969
970 if (objects != NULL)
971 objects->prev = NULL;
972 }
973 else
974 {
975 ob->prev->next = ob->next;
976
977 if (ob->next != NULL)
978 ob->next->prev = ob->prev;
979 }
980
981 free_key_values (ob);
982
983 /* Now link it with the free_objects list: */
984 ob->prev = 0;
985 ob->next = 0;
986
987 delete ob;
988} 1098}
989 1099
990/* 1100/*
991 * sub_weight() recursively (outwards) subtracts a number from the 1101 * sub_weight() recursively (outwards) subtracts a number from the
992 * weight of an object (and what is carried by it's environment(s)). 1102 * weight of an object (and what is carried by it's environment(s)).
993 */ 1103 */
994 1104
1105void
995void sub_weight (object *op, signed long weight) { 1106sub_weight (object *op, signed long weight)
1107{
996 while (op != NULL) { 1108 while (op != NULL)
1109 {
997 if (op->type == CONTAINER) { 1110 if (op->type == CONTAINER)
1111 {
998 weight=(signed long)(weight*(100-op->stats.Str)/100); 1112 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
999 } 1113 }
1000 op->carrying-=weight; 1114 op->carrying -= weight;
1001 op = op->env; 1115 op = op->env;
1002 } 1116 }
1003} 1117}
1004 1118
1005/* remove_ob(op): 1119/* remove_ob(op):
1006 * This function removes the object op from the linked list of objects 1120 * This function removes the object op from the linked list of objects
1007 * which it is currently tied to. When this function is done, the 1121 * which it is currently tied to. When this function is done, the
1009 * environment, the x and y coordinates will be updated to 1123 * environment, the x and y coordinates will be updated to
1010 * the previous environment. 1124 * the previous environment.
1011 * Beware: This function is called from the editor as well! 1125 * Beware: This function is called from the editor as well!
1012 */ 1126 */
1013 1127
1128void
1014void remove_ob(object *op) { 1129remove_ob (object *op)
1015 object *tmp,*last=NULL; 1130{
1016 object *otmp; 1131 object *
1017 tag_t tag; 1132 tmp, *
1133 last = NULL;
1134 object *
1135 otmp;
1136 tag_t
1137 tag;
1138 int
1018 int check_walk_off; 1139 check_walk_off;
1019 mapstruct *m; 1140 mapstruct *
1020 sint16 x,y;
1021 1141 m;
1142 sint16
1143 x,
1144 y;
1022 1145
1146
1023 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1147 if (QUERY_FLAG (op, FLAG_REMOVED))
1148 {
1024 dump_object(op); 1149 dump_object (op);
1025 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg); 1150 LOG (llevError, "Trying to remove removed object.\n%s\n", errmsg);
1026 1151
1027 /* Changed it to always dump core in this case. As has been learned 1152 /* Changed it to always dump core in this case. As has been learned
1028 * in the past, trying to recover from errors almost always 1153 * in the past, trying to recover from errors almost always
1029 * make things worse, and this is a real error here - something 1154 * make things worse, and this is a real error here - something
1030 * that should not happen. 1155 * that should not happen.
1031 * Yes, if this was a mission critical app, trying to do something 1156 * Yes, if this was a mission critical app, trying to do something
1032 * to recover may make sense, but that is because failure of the app 1157 * to recover may make sense, but that is because failure of the app
1033 * may have other disastrous problems. Cf runs out of a script 1158 * may have other disastrous problems. Cf runs out of a script
1034 * so is easily enough restarted without any real problems. 1159 * so is easily enough restarted without any real problems.
1035 * MSW 2001-07-01 1160 * MSW 2001-07-01
1036 */ 1161 */
1037 abort(); 1162 abort ();
1038 } 1163 }
1039 if(op->more!=NULL) 1164 if (op->more != NULL)
1040 remove_ob(op->more); 1165 remove_ob (op->more);
1041 1166
1042 SET_FLAG(op, FLAG_REMOVED); 1167 SET_FLAG (op, FLAG_REMOVED);
1043 1168
1044 /* 1169 /*
1045 * In this case, the object to be removed is in someones 1170 * In this case, the object to be removed is in someones
1046 * inventory. 1171 * inventory.
1047 */ 1172 */
1048 if(op->env!=NULL) { 1173 if (op->env != NULL)
1174 {
1049 if(op->nrof) 1175 if (op->nrof)
1050 sub_weight(op->env, op->weight*op->nrof); 1176 sub_weight (op->env, op->weight * op->nrof);
1051 else 1177 else
1052 sub_weight(op->env, op->weight+op->carrying); 1178 sub_weight (op->env, op->weight + op->carrying);
1053 1179
1054 /* NO_FIX_PLAYER is set when a great many changes are being 1180 /* NO_FIX_PLAYER is set when a great many changes are being
1055 * made to players inventory. If set, avoiding the call 1181 * made to players inventory. If set, avoiding the call
1056 * to save cpu time. 1182 * to save cpu time.
1057 */ 1183 */
1058 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1184 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1059 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1060 fix_player(otmp); 1185 fix_player (otmp);
1061 1186
1062 if(op->above!=NULL) 1187 if (op->above != NULL)
1063 op->above->below=op->below; 1188 op->above->below = op->below;
1064 else 1189 else
1065 op->env->inv=op->below; 1190 op->env->inv = op->below;
1066 1191
1067 if(op->below!=NULL) 1192 if (op->below != NULL)
1068 op->below->above=op->above; 1193 op->below->above = op->above;
1069 1194
1070 /* we set up values so that it could be inserted into 1195 /* we set up values so that it could be inserted into
1071 * the map, but we don't actually do that - it is up 1196 * the map, but we don't actually do that - it is up
1072 * to the caller to decide what we want to do. 1197 * to the caller to decide what we want to do.
1073 */ 1198 */
1074 op->x=op->env->x,op->y=op->env->y; 1199 op->x = op->env->x, op->y = op->env->y;
1075 op->map=op->env->map; 1200 op->map = op->env->map;
1076 op->above=NULL,op->below=NULL; 1201 op->above = NULL, op->below = NULL;
1077 op->env=NULL; 1202 op->env = NULL;
1078 return; 1203 return;
1079 } 1204 }
1080 1205
1081 /* If we get here, we are removing it from a map */ 1206 /* If we get here, we are removing it from a map */
1082 if (op->map == NULL) return; 1207 if (op->map == NULL)
1208 return;
1083 1209
1084 x = op->x; 1210 x = op->x;
1085 y = op->y; 1211 y = op->y;
1086 m = get_map_from_coord(op->map, &x, &y); 1212 m = get_map_from_coord (op->map, &x, &y);
1087 1213
1088 if (!m) { 1214 if (!m)
1215 {
1089 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1216 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1090 op->map->path, op->x, op->y); 1217 op->map->path, op->x, op->y);
1091 /* in old days, we used to set x and y to 0 and continue. 1218 /* in old days, we used to set x and y to 0 and continue.
1092 * it seems if we get into this case, something is probablye 1219 * it seems if we get into this case, something is probablye
1093 * screwed up and should be fixed. 1220 * screwed up and should be fixed.
1094 */ 1221 */
1095 abort(); 1222 abort ();
1096 } 1223 }
1097 if (op->map != m) { 1224 if (op->map != m)
1225 {
1098 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 1226 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1099 op->map->path, m->path, op->x, op->y, x, y); 1227 op->map->path, m->path, op->x, op->y, x, y);
1100 } 1228 }
1101 1229
1102 /* Re did the following section of code - it looks like it had 1230 /* Re did the following section of code - it looks like it had
1103 * lots of logic for things we no longer care about 1231 * lots of logic for things we no longer care about
1104 */ 1232 */
1105 1233
1106 /* link the object above us */ 1234 /* link the object above us */
1107 if (op->above) 1235 if (op->above)
1108 op->above->below=op->below; 1236 op->above->below = op->below;
1109 else 1237 else
1110 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */ 1238 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1111 1239
1112 /* Relink the object below us, if there is one */ 1240 /* Relink the object below us, if there is one */
1113 if(op->below) { 1241 if (op->below)
1242 {
1114 op->below->above=op->above; 1243 op->below->above = op->above;
1115 } else { 1244 }
1245 else
1246 {
1116 /* Nothing below, which means we need to relink map object for this space 1247 /* Nothing below, which means we need to relink map object for this space
1117 * use translated coordinates in case some oddness with map tiling is 1248 * use translated coordinates in case some oddness with map tiling is
1118 * evident 1249 * evident
1119 */ 1250 */
1120 if(GET_MAP_OB(m,x,y)!=op) { 1251 if (GET_MAP_OB (m, x, y) != op)
1252 {
1121 dump_object(op); 1253 dump_object (op);
1122 LOG(llevError,"remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 1254 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",
1255 errmsg);
1123 dump_object(GET_MAP_OB(m,x,y)); 1256 dump_object (GET_MAP_OB (m, x, y));
1124 LOG(llevError,"%s\n",errmsg); 1257 LOG (llevError, "%s\n", errmsg);
1125 } 1258 }
1126 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 1259 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1127 } 1260 }
1128 op->above=NULL; 1261 op->above = NULL;
1129 op->below=NULL; 1262 op->below = NULL;
1130 1263
1131 if (op->map->in_memory == MAP_SAVING) 1264 if (op->map->in_memory == MAP_SAVING)
1132 return; 1265 return;
1133 1266
1134 tag = op->count; 1267 tag = op->count;
1135 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1268 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1136 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1269 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1270 {
1137 /* No point updating the players look faces if he is the object 1271 /* No point updating the players look faces if he is the object
1138 * being removed. 1272 * being removed.
1139 */ 1273 */
1140 1274
1141 if(tmp->type==PLAYER && tmp!=op) { 1275 if (tmp->type == PLAYER && tmp != op)
1276 {
1142 /* If a container that the player is currently using somehow gets 1277 /* If a container that the player is currently using somehow gets
1143 * removed (most likely destroyed), update the player view 1278 * removed (most likely destroyed), update the player view
1144 * appropriately. 1279 * appropriately.
1145 */ 1280 */
1146 if (tmp->container==op) { 1281 if (tmp->container == op)
1282 {
1147 CLEAR_FLAG(op, FLAG_APPLIED); 1283 CLEAR_FLAG (op, FLAG_APPLIED);
1148 tmp->container=NULL; 1284 tmp->container = NULL;
1149 } 1285 }
1150 tmp->contr->socket.update_look=1; 1286 tmp->contr->socket.update_look = 1;
1151 } 1287 }
1152 /* See if player moving off should effect something */ 1288 /* See if player moving off should effect something */
1153 if (check_walk_off && ((op->move_type & tmp->move_off) && 1289 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1154 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1290 {
1155 1291
1156 move_apply(tmp, op, NULL); 1292 move_apply (tmp, op, NULL);
1157 if (was_destroyed (op, tag)) { 1293 if (was_destroyed (op, tag))
1294 {
1158 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1295 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1159 "leaving object\n", &tmp->name, &tmp->arch->name);
1160 } 1296 }
1161 } 1297 }
1162 1298
1163 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1299 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1164 1300
1165 if(tmp->above == tmp) 1301 if (tmp->above == tmp)
1166 tmp->above = NULL; 1302 tmp->above = NULL;
1167 last=tmp; 1303 last = tmp;
1168 } 1304 }
1169 /* last == NULL of there are no objects on this space */ 1305 /* last == NULL of there are no objects on this space */
1170 if (last==NULL) { 1306 if (last == NULL)
1307 {
1171 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1308 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1172 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1309 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1173 * those out anyways, and if there are any flags set right now, they won't 1310 * those out anyways, and if there are any flags set right now, they won't
1174 * be correct anyways. 1311 * be correct anyways.
1175 */ 1312 */
1176 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1313 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1177 update_position(op->map, op->x, op->y); 1314 update_position (op->map, op->x, op->y);
1178 } 1315 }
1179 else 1316 else
1180 update_object(last, UP_OBJ_REMOVE); 1317 update_object (last, UP_OBJ_REMOVE);
1181 1318
1182 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1319 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1183 update_all_los(op->map, op->x, op->y); 1320 update_all_los (op->map, op->x, op->y);
1184 1321
1185} 1322}
1186 1323
1187/* 1324/*
1188 * merge_ob(op,top): 1325 * merge_ob(op,top):
1191 * merges op to the first matching object. 1328 * merges op to the first matching object.
1192 * If top is NULL, it is calculated. 1329 * If top is NULL, it is calculated.
1193 * Returns pointer to object if it succeded in the merge, otherwise NULL 1330 * Returns pointer to object if it succeded in the merge, otherwise NULL
1194 */ 1331 */
1195 1332
1333object *
1196object *merge_ob(object *op, object *top) { 1334merge_ob (object *op, object *top)
1335{
1197 if(!op->nrof) 1336 if (!op->nrof)
1198 return 0; 1337 return 0;
1199 if(top==NULL) 1338 if (top == NULL)
1200 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1339 for (top = op; top != NULL && top->above != NULL; top = top->above);
1201 for(;top!=NULL;top=top->below) { 1340 for (; top != NULL; top = top->below)
1341 {
1202 if(top==op) 1342 if (top == op)
1203 continue; 1343 continue;
1204 if (CAN_MERGE(op,top)) 1344 if (CAN_MERGE (op, top))
1205 { 1345 {
1206 top->nrof+=op->nrof; 1346 top->nrof += op->nrof;
1347
1207/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1348/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1208 op->weight = 0; /* Don't want any adjustements now */ 1349 op->weight = 0; /* Don't want any adjustements now */
1209 remove_ob(op); 1350 remove_ob (op);
1210 free_object(op); 1351 free_object (op);
1211 return top; 1352 return top;
1212 } 1353 }
1213 } 1354 }
1214 return NULL; 1355 return NULL;
1215} 1356}
1216 1357
1217/* 1358/*
1218 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1359 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1219 * job preparing multi-part monsters 1360 * job preparing multi-part monsters
1220 */ 1361 */
1362object *
1221object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1363insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y)
1222 object* tmp; 1364{
1365 object *
1366 tmp;
1367
1223 if (op->head) 1368 if (op->head)
1224 op=op->head; 1369 op = op->head;
1225 for (tmp=op;tmp;tmp=tmp->more){ 1370 for (tmp = op; tmp; tmp = tmp->more)
1371 {
1226 tmp->x=x+tmp->arch->clone.x; 1372 tmp->x = x + tmp->arch->clone.x;
1227 tmp->y=y+tmp->arch->clone.y; 1373 tmp->y = y + tmp->arch->clone.y;
1228 } 1374 }
1229 return insert_ob_in_map (op, m, originator, flag); 1375 return insert_ob_in_map (op, m, originator, flag);
1230} 1376}
1231 1377
1232/* 1378/*
1233 * insert_ob_in_map (op, map, originator, flag): 1379 * insert_ob_in_map (op, map, originator, flag):
1234 * This function inserts the object in the two-way linked list 1380 * This function inserts the object in the two-way linked list
1248 * new object if 'op' was merged with other object 1394 * new object if 'op' was merged with other object
1249 * NULL if 'op' was destroyed 1395 * NULL if 'op' was destroyed
1250 * just 'op' otherwise 1396 * just 'op' otherwise
1251 */ 1397 */
1252 1398
1399object *
1253object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1400insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag)
1254{ 1401{
1255 object *tmp, *top, *floor=NULL; 1402 object *tmp, *top, *floor = NULL;
1256 sint16 x,y; 1403 sint16 x, y;
1257 1404
1258 if (QUERY_FLAG (op, FLAG_FREED)) { 1405 if (QUERY_FLAG (op, FLAG_FREED))
1406 {
1259 LOG (llevError, "Trying to insert freed object!\n"); 1407 LOG (llevError, "Trying to insert freed object!\n");
1408 return NULL;
1409 }
1410
1411 if (m == NULL)
1412 {
1413 dump_object (op);
1414 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1415 return op;
1416 }
1417
1418 if (out_of_map (m, op->x, op->y))
1419 {
1420 dump_object (op);
1421 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1422#ifdef MANY_CORES
1423 /* Better to catch this here, as otherwise the next use of this object
1424 * is likely to cause a crash. Better to find out where it is getting
1425 * improperly inserted.
1426 */
1427 abort ();
1428#endif
1429 return op;
1430 }
1431
1432 if (!QUERY_FLAG (op, FLAG_REMOVED))
1433 {
1434 dump_object (op);
1435 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1436 return op;
1437 }
1438
1439 if (op->more != NULL)
1440 {
1441 /* The part may be on a different map. */
1442
1443 object *
1444 more = op->more;
1445
1446 /* We really need the caller to normalize coordinates - if
1447 * we set the map, that doesn't work if the location is within
1448 * a map and this is straddling an edge. So only if coordinate
1449 * is clear wrong do we normalize it.
1450 */
1451 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1452 {
1453 more->map = get_map_from_coord (m, &more->x, &more->y);
1454 }
1455 else if (!more->map)
1456 {
1457 /* For backwards compatibility - when not dealing with tiled maps,
1458 * more->map should always point to the parent.
1459 */
1460 more->map = m;
1461 }
1462
1463 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1464 {
1465 if (!op->head)
1466 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1467 return NULL;
1468 }
1469 }
1470
1471 CLEAR_FLAG (op, FLAG_REMOVED);
1472
1473 /* Ideally, the caller figures this out. However, it complicates a lot
1474 * of areas of callers (eg, anything that uses find_free_spot would now
1475 * need extra work
1476 */
1477 op->map = get_map_from_coord (m, &op->x, &op->y);
1478 x = op->x;
1479 y = op->y;
1480
1481 /* this has to be done after we translate the coordinates.
1482 */
1483 if (op->nrof && !(flag & INS_NO_MERGE))
1484 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1485 if (CAN_MERGE (op, tmp))
1486 {
1487 op->nrof += tmp->nrof;
1488 remove_ob (tmp);
1489 free_object (tmp);
1490 }
1491
1492 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1493 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1494
1495 if (!QUERY_FLAG (op, FLAG_ALIVE))
1496 CLEAR_FLAG (op, FLAG_NO_STEAL);
1497
1498 if (flag & INS_BELOW_ORIGINATOR)
1499 {
1500 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1501 {
1502 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1503 abort ();
1504 }
1505
1506 op->above = originator;
1507 op->below = originator->below;
1508
1509 if (op->below)
1510 op->below->above = op;
1511 else
1512 SET_MAP_OB (op->map, op->x, op->y, op);
1513
1514 /* since *below* originator, no need to update top */
1515 originator->below = op;
1516 }
1517 else
1518 {
1519 /* If there are other objects, then */
1520 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1521 {
1522 object *last = NULL;
1523
1524 /*
1525 * If there are multiple objects on this space, we do some trickier handling.
1526 * We've already dealt with merging if appropriate.
1527 * Generally, we want to put the new object on top. But if
1528 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1529 * floor, we want to insert above that and no further.
1530 * Also, if there are spell objects on this space, we stop processing
1531 * once we get to them. This reduces the need to traverse over all of
1532 * them when adding another one - this saves quite a bit of cpu time
1533 * when lots of spells are cast in one area. Currently, it is presumed
1534 * that flying non pickable objects are spell objects.
1535 */
1536
1537 while (top != NULL)
1538 {
1539 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1540 floor = top;
1541 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1542 {
1543 /* We insert above top, so we want this object below this */
1544 top = top->below;
1545 break;
1546 }
1547 last = top;
1548 top = top->above;
1549 }
1550 /* Don't want top to be NULL, so set it to the last valid object */
1551 top = last;
1552
1553 /* We let update_position deal with figuring out what the space
1554 * looks like instead of lots of conditions here.
1555 * makes things faster, and effectively the same result.
1556 */
1557
1558 /* Have object 'fall below' other objects that block view.
1559 * Unless those objects are exits, type 66
1560 * If INS_ON_TOP is used, don't do this processing
1561 * Need to find the object that in fact blocks view, otherwise
1562 * stacking is a bit odd.
1563 */
1564 if (!(flag & INS_ON_TOP) &&
1565 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1566 {
1567 for (last = top; last != floor; last = last->below)
1568 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1569 break;
1570 /* Check to see if we found the object that blocks view,
1571 * and make sure we have a below pointer for it so that
1572 * we can get inserted below this one, which requires we
1573 * set top to the object below us.
1574 */
1575 if (last && last->below && last != floor)
1576 top = last->below;
1577 }
1578 } /* If objects on this space */
1579
1580 if (flag & INS_MAP_LOAD)
1581 top = GET_MAP_TOP (op->map, op->x, op->y);
1582
1583 if (flag & INS_ABOVE_FLOOR_ONLY)
1584 top = floor;
1585
1586 /* Top is the object that our object (op) is going to get inserted above.
1587 */
1588
1589 /* First object on this space */
1590 if (!top)
1591 {
1592 op->above = GET_MAP_OB (op->map, op->x, op->y);
1593
1594 if (op->above)
1595 op->above->below = op;
1596
1597 op->below = NULL;
1598 SET_MAP_OB (op->map, op->x, op->y, op);
1599 }
1600 else
1601 { /* get inserted into the stack above top */
1602 op->above = top->above;
1603
1604 if (op->above)
1605 op->above->below = op;
1606
1607 op->below = top;
1608 top->above = op;
1609 }
1610
1611 if (op->above == NULL)
1612 SET_MAP_TOP (op->map, op->x, op->y, op);
1613 } /* else not INS_BELOW_ORIGINATOR */
1614
1615 if (op->type == PLAYER)
1616 op->contr->do_los = 1;
1617
1618 /* If we have a floor, we know the player, if any, will be above
1619 * it, so save a few ticks and start from there.
1620 */
1621 if (!(flag & INS_MAP_LOAD))
1622 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1623 if (tmp->type == PLAYER)
1624 tmp->contr->socket.update_look = 1;
1625
1626 /* If this object glows, it may affect lighting conditions that are
1627 * visible to others on this map. But update_all_los is really
1628 * an inefficient way to do this, as it means los for all players
1629 * on the map will get recalculated. The players could very well
1630 * be far away from this change and not affected in any way -
1631 * this should get redone to only look for players within range,
1632 * or just updating the P_NEED_UPDATE for spaces within this area
1633 * of effect may be sufficient.
1634 */
1635 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1636 update_all_los (op->map, op->x, op->y);
1637
1638
1639 /* updates flags (blocked, alive, no magic, etc) for this map space */
1640 update_object (op, UP_OBJ_INSERT);
1641
1642
1643 /* Don't know if moving this to the end will break anything. However,
1644 * we want to have update_look set above before calling this.
1645 *
1646 * check_move_on() must be after this because code called from
1647 * check_move_on() depends on correct map flags (so functions like
1648 * blocked() and wall() work properly), and these flags are updated by
1649 * update_object().
1650 */
1651
1652 /* if this is not the head or flag has been passed, don't check walk on status */
1653 if (!(flag & INS_NO_WALK_ON) && !op->head)
1654 {
1655 if (check_move_on (op, originator))
1260 return NULL; 1656 return NULL;
1261 }
1262 if(m==NULL) {
1263 dump_object(op);
1264 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1265 return op;
1266 }
1267 if(out_of_map(m,op->x,op->y)) {
1268 dump_object(op);
1269 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1270#ifdef MANY_CORES
1271 /* Better to catch this here, as otherwise the next use of this object
1272 * is likely to cause a crash. Better to find out where it is getting
1273 * improperly inserted.
1274 */
1275 abort();
1276#endif
1277 return op;
1278 }
1279 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1280 dump_object(op);
1281 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1282 return op;
1283 }
1284 if(op->more!=NULL) {
1285 /* The part may be on a different map. */
1286 1657
1287 object *more = op->more;
1288
1289 /* We really need the caller to normalize coordinates - if
1290 * we set the map, that doesn't work if the location is within
1291 * a map and this is straddling an edge. So only if coordinate
1292 * is clear wrong do we normalize it.
1293 */
1294 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1295 more->map = get_map_from_coord(m, &more->x, &more->y);
1296 } else if (!more->map) {
1297 /* For backwards compatibility - when not dealing with tiled maps,
1298 * more->map should always point to the parent.
1299 */
1300 more->map = m;
1301 }
1302
1303 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1304 if ( ! op->head)
1305 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1306 return NULL;
1307 }
1308 }
1309 CLEAR_FLAG(op,FLAG_REMOVED);
1310
1311 /* Ideally, the caller figures this out. However, it complicates a lot
1312 * of areas of callers (eg, anything that uses find_free_spot would now
1313 * need extra work
1314 */
1315 op->map=get_map_from_coord(m, &op->x, &op->y);
1316 x = op->x;
1317 y = op->y;
1318
1319 /* this has to be done after we translate the coordinates.
1320 */
1321 if(op->nrof && !(flag & INS_NO_MERGE)) {
1322 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1323 if (CAN_MERGE(op,tmp)) {
1324 op->nrof+=tmp->nrof;
1325 remove_ob(tmp);
1326 free_object(tmp);
1327 }
1328 }
1329
1330 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1331 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1332 if (!QUERY_FLAG(op, FLAG_ALIVE))
1333 CLEAR_FLAG(op, FLAG_NO_STEAL);
1334
1335 if (flag & INS_BELOW_ORIGINATOR) {
1336 if (originator->map != op->map || originator->x != op->x ||
1337 originator->y != op->y) {
1338 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1339 abort();
1340 }
1341 op->above = originator;
1342 op->below = originator->below;
1343 if (op->below) op->below->above = op;
1344 else SET_MAP_OB(op->map, op->x, op->y, op);
1345 /* since *below* originator, no need to update top */
1346 originator->below = op;
1347 } else {
1348 /* If there are other objects, then */
1349 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1350 object *last=NULL;
1351 /*
1352 * If there are multiple objects on this space, we do some trickier handling.
1353 * We've already dealt with merging if appropriate.
1354 * Generally, we want to put the new object on top. But if
1355 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1356 * floor, we want to insert above that and no further.
1357 * Also, if there are spell objects on this space, we stop processing
1358 * once we get to them. This reduces the need to traverse over all of
1359 * them when adding another one - this saves quite a bit of cpu time
1360 * when lots of spells are cast in one area. Currently, it is presumed
1361 * that flying non pickable objects are spell objects.
1362 */
1363
1364 while (top != NULL) {
1365 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1366 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1367 if (QUERY_FLAG(top, FLAG_NO_PICK)
1368 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1369 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1370 {
1371 /* We insert above top, so we want this object below this */
1372 top=top->below;
1373 break;
1374 }
1375 last = top;
1376 top = top->above;
1377 }
1378 /* Don't want top to be NULL, so set it to the last valid object */
1379 top = last;
1380
1381 /* We let update_position deal with figuring out what the space
1382 * looks like instead of lots of conditions here.
1383 * makes things faster, and effectively the same result.
1384 */
1385
1386 /* Have object 'fall below' other objects that block view.
1387 * Unless those objects are exits, type 66
1388 * If INS_ON_TOP is used, don't do this processing
1389 * Need to find the object that in fact blocks view, otherwise
1390 * stacking is a bit odd.
1391 */
1392 if (!(flag & INS_ON_TOP) &&
1393 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1394 (op->face && !op->face->visibility)) {
1395 for (last=top; last != floor; last=last->below)
1396 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1397 /* Check to see if we found the object that blocks view,
1398 * and make sure we have a below pointer for it so that
1399 * we can get inserted below this one, which requires we
1400 * set top to the object below us.
1401 */
1402 if (last && last->below && last != floor) top=last->below;
1403 }
1404 } /* If objects on this space */
1405 if (flag & INS_MAP_LOAD)
1406 top = GET_MAP_TOP(op->map,op->x,op->y);
1407 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1408
1409 /* Top is the object that our object (op) is going to get inserted above.
1410 */
1411
1412 /* First object on this space */
1413 if (!top) {
1414 op->above = GET_MAP_OB(op->map, op->x, op->y);
1415 if (op->above) op->above->below = op;
1416 op->below = NULL;
1417 SET_MAP_OB(op->map, op->x, op->y, op);
1418 } else { /* get inserted into the stack above top */
1419 op->above = top->above;
1420 if (op->above) op->above->below = op;
1421 op->below = top;
1422 top->above = op;
1423 }
1424 if (op->above==NULL)
1425 SET_MAP_TOP(op->map,op->x, op->y, op);
1426 } /* else not INS_BELOW_ORIGINATOR */
1427
1428 if(op->type==PLAYER)
1429 op->contr->do_los=1;
1430
1431 /* If we have a floor, we know the player, if any, will be above
1432 * it, so save a few ticks and start from there.
1433 */
1434 if (!(flag & INS_MAP_LOAD))
1435 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1436 if (tmp->type == PLAYER)
1437 tmp->contr->socket.update_look=1;
1438 }
1439
1440 /* If this object glows, it may affect lighting conditions that are
1441 * visible to others on this map. But update_all_los is really
1442 * an inefficient way to do this, as it means los for all players
1443 * on the map will get recalculated. The players could very well
1444 * be far away from this change and not affected in any way -
1445 * this should get redone to only look for players within range,
1446 * or just updating the P_NEED_UPDATE for spaces within this area
1447 * of effect may be sufficient.
1448 */
1449 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1450 update_all_los(op->map, op->x, op->y);
1451
1452
1453 /* updates flags (blocked, alive, no magic, etc) for this map space */
1454 update_object(op,UP_OBJ_INSERT);
1455
1456
1457 /* Don't know if moving this to the end will break anything. However,
1458 * we want to have update_look set above before calling this.
1459 *
1460 * check_move_on() must be after this because code called from
1461 * check_move_on() depends on correct map flags (so functions like
1462 * blocked() and wall() work properly), and these flags are updated by
1463 * update_object().
1464 */
1465
1466 /* if this is not the head or flag has been passed, don't check walk on status */
1467
1468 if (!(flag & INS_NO_WALK_ON) && !op->head) {
1469 if (check_move_on(op, originator))
1470 return NULL;
1471
1472 /* If we are a multi part object, lets work our way through the check 1658 /* If we are a multi part object, lets work our way through the check
1473 * walk on's. 1659 * walk on's.
1474 */ 1660 */
1475 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1661 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1476 if (check_move_on (tmp, originator)) 1662 if (check_move_on (tmp, originator))
1477 return NULL; 1663 return NULL;
1478 } 1664 }
1665
1479 return op; 1666 return op;
1480} 1667}
1481 1668
1482/* this function inserts an object in the map, but if it 1669/* this function inserts an object in the map, but if it
1483 * finds an object of its own type, it'll remove that one first. 1670 * finds an object of its own type, it'll remove that one first.
1484 * op is the object to insert it under: supplies x and the map. 1671 * op is the object to insert it under: supplies x and the map.
1485 */ 1672 */
1673void
1486void replace_insert_ob_in_map(const char *arch_string, object *op) { 1674replace_insert_ob_in_map (const char *arch_string, object *op)
1675{
1487 object *tmp; 1676 object *tmp;
1488 object *tmp1; 1677 object *tmp1;
1489 1678
1490 /* first search for itself and remove any old instances */ 1679 /* first search for itself and remove any old instances */
1491 1680
1492 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1681 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1682 {
1493 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1683 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1684 {
1494 remove_ob(tmp); 1685 remove_ob (tmp);
1495 free_object(tmp); 1686 free_object (tmp);
1496 } 1687 }
1497 } 1688 }
1498 1689
1499 tmp1=arch_to_object(find_archetype(arch_string)); 1690 tmp1 = arch_to_object (find_archetype (arch_string));
1500 1691
1501 1692 tmp1->x = op->x;
1502 tmp1->x = op->x; tmp1->y = op->y; 1693 tmp1->y = op->y;
1503 insert_ob_in_map(tmp1,op->map,op,0); 1694 insert_ob_in_map (tmp1, op->map, op, 0);
1504} 1695}
1505 1696
1506/* 1697/*
1507 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1698 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1508 * is returned contains nr objects, and the remaining parts contains 1699 * is returned contains nr objects, and the remaining parts contains
1509 * the rest (or is removed and freed if that number is 0). 1700 * the rest (or is removed and freed if that number is 0).
1510 * On failure, NULL is returned, and the reason put into the 1701 * On failure, NULL is returned, and the reason put into the
1511 * global static errmsg array. 1702 * global static errmsg array.
1512 */ 1703 */
1513 1704
1705object *
1514object *get_split_ob(object *orig_ob, uint32 nr) { 1706get_split_ob (object *orig_ob, uint32 nr)
1515 object *newob; 1707{
1708 object *
1709 newob;
1710 int
1516 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1711 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1517 1712
1518 if(orig_ob->nrof<nr) { 1713 if (orig_ob->nrof < nr)
1519 sprintf(errmsg,"There are only %d %ss.", 1714 {
1520 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1715 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1521 return NULL; 1716 return NULL;
1522 } 1717 }
1523 newob = object_create_clone(orig_ob); 1718 newob = object_create_clone (orig_ob);
1524 if((orig_ob->nrof-=nr)<1) { 1719 if ((orig_ob->nrof -= nr) < 1)
1720 {
1525 if ( ! is_removed) 1721 if (!is_removed)
1526 remove_ob(orig_ob); 1722 remove_ob (orig_ob);
1527 free_object2(orig_ob, 1); 1723 free_object2 (orig_ob, 1);
1528 } 1724 }
1529 else if ( ! is_removed) { 1725 else if (!is_removed)
1726 {
1530 if(orig_ob->env!=NULL) 1727 if (orig_ob->env != NULL)
1531 sub_weight (orig_ob->env,orig_ob->weight*nr); 1728 sub_weight (orig_ob->env, orig_ob->weight * nr);
1532 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1729 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1730 {
1533 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1731 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1534 LOG(llevDebug,
1535 "Error, Tried to split object whose map is not in memory.\n"); 1732 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1536 return NULL; 1733 return NULL;
1537 } 1734 }
1538 } 1735 }
1539 newob->nrof=nr; 1736 newob->nrof = nr;
1540 1737
1541 return newob; 1738 return newob;
1542} 1739}
1543 1740
1544/* 1741/*
1545 * decrease_ob_nr(object, number) decreases a specified number from 1742 * decrease_ob_nr(object, number) decreases a specified number from
1546 * the amount of an object. If the amount reaches 0, the object 1743 * the amount of an object. If the amount reaches 0, the object
1547 * is subsequently removed and freed. 1744 * is subsequently removed and freed.
1548 * 1745 *
1549 * Return value: 'op' if something is left, NULL if the amount reached 0 1746 * Return value: 'op' if something is left, NULL if the amount reached 0
1550 */ 1747 */
1551 1748
1749object *
1552object *decrease_ob_nr (object *op, uint32 i) 1750decrease_ob_nr (object *op, uint32 i)
1553{ 1751{
1554 object *tmp; 1752 object *
1753 tmp;
1555 player *pl; 1754 player *
1755 pl;
1556 1756
1557 if (i == 0) /* objects with op->nrof require this check */ 1757 if (i == 0) /* objects with op->nrof require this check */
1558 return op; 1758 return op;
1559 1759
1560 if (i > op->nrof) 1760 if (i > op->nrof)
1561 i = op->nrof; 1761 i = op->nrof;
1562 1762
1563 if (QUERY_FLAG (op, FLAG_REMOVED)) 1763 if (QUERY_FLAG (op, FLAG_REMOVED))
1564 { 1764 {
1565 op->nrof -= i; 1765 op->nrof -= i;
1566 } 1766 }
1567 else if (op->env != NULL) 1767 else if (op->env != NULL)
1568 { 1768 {
1569 /* is this object in the players inventory, or sub container 1769 /* is this object in the players inventory, or sub container
1570 * therein? 1770 * therein?
1571 */ 1771 */
1572 tmp = is_player_inv (op->env); 1772 tmp = is_player_inv (op->env);
1573 /* nope. Is this a container the player has opened? 1773 /* nope. Is this a container the player has opened?
1574 * If so, set tmp to that player. 1774 * If so, set tmp to that player.
1575 * IMO, searching through all the players will mostly 1775 * IMO, searching through all the players will mostly
1576 * likely be quicker than following op->env to the map, 1776 * likely be quicker than following op->env to the map,
1577 * and then searching the map for a player. 1777 * and then searching the map for a player.
1578 */ 1778 */
1579 if (!tmp) { 1779 if (!tmp)
1780 {
1580 for (pl=first_player; pl; pl=pl->next) 1781 for (pl = first_player; pl; pl = pl->next)
1581 if (pl->ob->container == op->env) break; 1782 if (pl->ob->container == op->env)
1783 break;
1784 if (pl)
1582 if (pl) tmp=pl->ob; 1785 tmp = pl->ob;
1786 else
1583 else tmp=NULL; 1787 tmp = NULL;
1584 } 1788 }
1585 1789
1586 if (i < op->nrof) { 1790 if (i < op->nrof)
1791 {
1587 sub_weight (op->env, op->weight * i); 1792 sub_weight (op->env, op->weight * i);
1588 op->nrof -= i; 1793 op->nrof -= i;
1589 if (tmp) { 1794 if (tmp)
1795 {
1590 esrv_send_item(tmp, op); 1796 esrv_send_item (tmp, op);
1591 } 1797 }
1798 }
1592 } else { 1799 else
1800 {
1593 remove_ob (op); 1801 remove_ob (op);
1594 op->nrof = 0; 1802 op->nrof = 0;
1595 if (tmp) { 1803 if (tmp)
1804 {
1596 esrv_del_item(tmp->contr, op->count); 1805 esrv_del_item (tmp->contr, op->count);
1597 } 1806 }
1598 } 1807 }
1599 } 1808 }
1600 else 1809 else
1601 { 1810 {
1811 object *
1602 object *above = op->above; 1812 above = op->above;
1603 1813
1604 if (i < op->nrof) { 1814 if (i < op->nrof)
1815 {
1605 op->nrof -= i; 1816 op->nrof -= i;
1817 }
1606 } else { 1818 else
1819 {
1607 remove_ob (op); 1820 remove_ob (op);
1608 op->nrof = 0; 1821 op->nrof = 0;
1609 } 1822 }
1610 /* Since we just removed op, op->above is null */ 1823 /* Since we just removed op, op->above is null */
1611 for (tmp = above; tmp != NULL; tmp = tmp->above) 1824 for (tmp = above; tmp != NULL; tmp = tmp->above)
1612 if (tmp->type == PLAYER) { 1825 if (tmp->type == PLAYER)
1826 {
1613 if (op->nrof) 1827 if (op->nrof)
1614 esrv_send_item(tmp, op); 1828 esrv_send_item (tmp, op);
1615 else 1829 else
1616 esrv_del_item(tmp->contr, op->count); 1830 esrv_del_item (tmp->contr, op->count);
1617 } 1831 }
1618 } 1832 }
1619 1833
1620 if (op->nrof) { 1834 if (op->nrof)
1835 {
1621 return op; 1836 return op;
1622 } else { 1837 }
1838 else
1839 {
1623 free_object (op); 1840 free_object (op);
1624 return NULL; 1841 return NULL;
1625 } 1842 }
1626} 1843}
1627 1844
1628/* 1845/*
1629 * add_weight(object, weight) adds the specified weight to an object, 1846 * add_weight(object, weight) adds the specified weight to an object,
1630 * and also updates how much the environment(s) is/are carrying. 1847 * and also updates how much the environment(s) is/are carrying.
1631 */ 1848 */
1632 1849
1850void
1633void add_weight (object *op, signed long weight) { 1851add_weight (object *op, signed long weight)
1852{
1634 while (op!=NULL) { 1853 while (op != NULL)
1854 {
1635 if (op->type == CONTAINER) { 1855 if (op->type == CONTAINER)
1856 {
1636 weight=(signed long)(weight*(100-op->stats.Str)/100); 1857 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1637 } 1858 }
1638 op->carrying+=weight; 1859 op->carrying += weight;
1639 op=op->env; 1860 op = op->env;
1640 } 1861 }
1641} 1862}
1642 1863
1643/* 1864/*
1644 * insert_ob_in_ob(op,environment): 1865 * insert_ob_in_ob(op,environment):
1645 * This function inserts the object op in the linked list 1866 * This function inserts the object op in the linked list
1652 * 1873 *
1653 * The function returns now pointer to inserted item, and return value can 1874 * The function returns now pointer to inserted item, and return value can
1654 * be != op, if items are merged. -Tero 1875 * be != op, if items are merged. -Tero
1655 */ 1876 */
1656 1877
1878object *
1657object *insert_ob_in_ob(object *op,object *where) { 1879insert_ob_in_ob (object *op, object *where)
1658 object *tmp, *otmp; 1880{
1881 object *
1882 tmp, *
1883 otmp;
1659 1884
1660 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1885 if (!QUERY_FLAG (op, FLAG_REMOVED))
1886 {
1661 dump_object(op); 1887 dump_object (op);
1662 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1888 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1663 return op; 1889 return op;
1664 } 1890 }
1665 if(where==NULL) { 1891 if (where == NULL)
1892 {
1666 dump_object(op); 1893 dump_object (op);
1667 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg); 1894 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1668 return op; 1895 return op;
1669 } 1896 }
1670 if (where->head) { 1897 if (where->head)
1671 LOG(llevDebug, 1898 {
1672 "Warning: Tried to insert object wrong part of multipart object.\n"); 1899 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1673 where = where->head; 1900 where = where->head;
1674 } 1901 }
1675 if (op->more) { 1902 if (op->more)
1903 {
1676 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1904 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1677 &op->name, op->count);
1678 return op; 1905 return op;
1679 } 1906 }
1680 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1907 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1681 CLEAR_FLAG(op, FLAG_REMOVED); 1908 CLEAR_FLAG (op, FLAG_REMOVED);
1682 if(op->nrof) { 1909 if (op->nrof)
1910 {
1683 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1911 for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1684 if ( CAN_MERGE(tmp,op) ) { 1912 if (CAN_MERGE (tmp, op))
1913 {
1685 /* return the original object and remove inserted object 1914 /* return the original object and remove inserted object
1686 (client needs the original object) */ 1915 (client needs the original object) */
1687 tmp->nrof += op->nrof; 1916 tmp->nrof += op->nrof;
1688 /* Weight handling gets pretty funky. Since we are adding to 1917 /* Weight handling gets pretty funky. Since we are adding to
1689 * tmp->nrof, we need to increase the weight. 1918 * tmp->nrof, we need to increase the weight.
1690 */ 1919 */
1691 add_weight (where, op->weight*op->nrof); 1920 add_weight (where, op->weight * op->nrof);
1692 SET_FLAG(op, FLAG_REMOVED); 1921 SET_FLAG (op, FLAG_REMOVED);
1693 free_object(op); /* free the inserted object */ 1922 free_object (op); /* free the inserted object */
1694 op = tmp; 1923 op = tmp;
1695 remove_ob (op); /* and fix old object's links */ 1924 remove_ob (op); /* and fix old object's links */
1696 CLEAR_FLAG(op, FLAG_REMOVED); 1925 CLEAR_FLAG (op, FLAG_REMOVED);
1697 break; 1926 break;
1698 } 1927 }
1699 1928
1700 /* I assume combined objects have no inventory 1929 /* I assume combined objects have no inventory
1701 * We add the weight - this object could have just been removed 1930 * We add the weight - this object could have just been removed
1702 * (if it was possible to merge). calling remove_ob will subtract 1931 * (if it was possible to merge). calling remove_ob will subtract
1703 * the weight, so we need to add it in again, since we actually do 1932 * the weight, so we need to add it in again, since we actually do
1704 * the linking below 1933 * the linking below
1705 */ 1934 */
1706 add_weight (where, op->weight*op->nrof); 1935 add_weight (where, op->weight * op->nrof);
1936 }
1707 } else 1937 else
1708 add_weight (where, (op->weight+op->carrying)); 1938 add_weight (where, (op->weight + op->carrying));
1709 1939
1710 otmp=is_player_inv(where); 1940 otmp = is_player_inv (where);
1711 if (otmp&&otmp->contr!=NULL) { 1941 if (otmp && otmp->contr != NULL)
1942 {
1712 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1943 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1713 fix_player(otmp); 1944 fix_player (otmp);
1714 } 1945 }
1715 1946
1716 op->map=NULL; 1947 op->map = NULL;
1717 op->env=where; 1948 op->env = where;
1718 op->above=NULL; 1949 op->above = NULL;
1719 op->below=NULL; 1950 op->below = NULL;
1720 op->x=0,op->y=0; 1951 op->x = 0, op->y = 0;
1721 1952
1722 /* reset the light list and los of the players on the map */ 1953 /* reset the light list and los of the players on the map */
1723 if((op->glow_radius!=0)&&where->map) 1954 if ((op->glow_radius != 0) && where->map)
1724 { 1955 {
1725#ifdef DEBUG_LIGHTS 1956#ifdef DEBUG_LIGHTS
1726 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1957 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1727 op->name);
1728#endif /* DEBUG_LIGHTS */ 1958#endif /* DEBUG_LIGHTS */
1959 if (MAP_DARKNESS (where->map))
1729 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1960 update_all_los (where->map, where->x, where->y);
1730 } 1961 }
1731 1962
1732 /* Client has no idea of ordering so lets not bother ordering it here. 1963 /* Client has no idea of ordering so lets not bother ordering it here.
1733 * It sure simplifies this function... 1964 * It sure simplifies this function...
1734 */ 1965 */
1735 if (where->inv==NULL) 1966 if (where->inv == NULL)
1736 where->inv=op; 1967 where->inv = op;
1737 else { 1968 else
1969 {
1738 op->below = where->inv; 1970 op->below = where->inv;
1739 op->below->above = op; 1971 op->below->above = op;
1740 where->inv = op; 1972 where->inv = op;
1741 } 1973 }
1742 return op; 1974 return op;
1743} 1975}
1744 1976
1745/* 1977/*
1746 * Checks if any objects has a move_type that matches objects 1978 * Checks if any objects has a move_type that matches objects
1761 * MSW 2001-07-08: Check all objects on space, not just those below 1993 * MSW 2001-07-08: Check all objects on space, not just those below
1762 * object being inserted. insert_ob_in_map may not put new objects 1994 * object being inserted. insert_ob_in_map may not put new objects
1763 * on top. 1995 * on top.
1764 */ 1996 */
1765 1997
1998int
1766int check_move_on (object *op, object *originator) 1999check_move_on (object *op, object *originator)
1767{ 2000{
1768 object *tmp; 2001 object *
1769 tag_t tag; 2002 tmp;
1770 mapstruct *m=op->map; 2003 tag_t
2004 tag;
2005 mapstruct *
2006 m = op->map;
2007 int
1771 int x=op->x, y=op->y; 2008 x = op->x, y = op->y;
1772 MoveType move_on, move_slow, move_block; 2009 MoveType
2010 move_on,
2011 move_slow,
2012 move_block;
1773 2013
1774 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 2014 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1775 return 0; 2015 return 0;
1776 2016
1777 tag = op->count; 2017 tag = op->count;
1778 2018
1779 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 2019 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1780 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 2020 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1781 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 2021 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1782 2022
1783 /* if nothing on this space will slow op down or be applied, 2023 /* if nothing on this space will slow op down or be applied,
1784 * no need to do checking below. have to make sure move_type 2024 * no need to do checking below. have to make sure move_type
1785 * is set, as lots of objects don't have it set - we treat that 2025 * is set, as lots of objects don't have it set - we treat that
1786 * as walking. 2026 * as walking.
1787 */ 2027 */
1788 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 2028 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1789 return 0; 2029 return 0;
1790 2030
1791 /* This is basically inverse logic of that below - basically, 2031 /* This is basically inverse logic of that below - basically,
1792 * if the object can avoid the move on or slow move, they do so, 2032 * if the object can avoid the move on or slow move, they do so,
1793 * but can't do it if the alternate movement they are using is 2033 * but can't do it if the alternate movement they are using is
1794 * blocked. Logic on this seems confusing, but does seem correct. 2034 * blocked. Logic on this seems confusing, but does seem correct.
1795 */ 2035 */
1796 if ((op->move_type & ~move_on & ~move_block) != 0 && 2036 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1797 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 2037 return 0;
1798 2038
1799 /* The objects have to be checked from top to bottom. 2039 /* The objects have to be checked from top to bottom.
1800 * Hence, we first go to the top: 2040 * Hence, we first go to the top:
1801 */ 2041 */
1802 2042
1803 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 2043 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1804 tmp->above!=NULL; tmp=tmp->above) { 2044 {
1805 /* Trim the search when we find the first other spell effect 2045 /* Trim the search when we find the first other spell effect
1806 * this helps performance so that if a space has 50 spell objects, 2046 * this helps performance so that if a space has 50 spell objects,
1807 * we don't need to check all of them. 2047 * we don't need to check all of them.
1808 */ 2048 */
1809 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 2049 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
2050 break;
1810 } 2051 }
1811 for(;tmp!=NULL; tmp=tmp->below) { 2052 for (; tmp != NULL; tmp = tmp->below)
2053 {
2054 if (tmp == op)
1812 if (tmp == op) continue; /* Can't apply yourself */ 2055 continue; /* Can't apply yourself */
1813 2056
1814 /* Check to see if one of the movement types should be slowed down. 2057 /* Check to see if one of the movement types should be slowed down.
1815 * Second check makes sure that the movement types not being slowed 2058 * Second check makes sure that the movement types not being slowed
1816 * (~slow_move) is not blocked on this space - just because the 2059 * (~slow_move) is not blocked on this space - just because the
1817 * space doesn't slow down swimming (for example), if you can't actually 2060 * space doesn't slow down swimming (for example), if you can't actually
1818 * swim on that space, can't use it to avoid the penalty. 2061 * swim on that space, can't use it to avoid the penalty.
1819 */ 2062 */
1820 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 2063 if (!QUERY_FLAG (op, FLAG_WIZPASS))
2064 {
1821 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 2065 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1822 ((op->move_type & tmp->move_slow) &&
1823 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 2066 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2067 {
1824 2068
2069 float
1825 float diff; 2070 diff;
1826 2071
1827 diff = tmp->move_slow_penalty*FABS(op->speed); 2072 diff = tmp->move_slow_penalty * FABS (op->speed);
1828 if (op->type == PLAYER) { 2073 if (op->type == PLAYER)
2074 {
1829 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 2075 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1830 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 2076 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2077 {
1831 diff /= 4.0; 2078 diff /= 4.0;
1832 } 2079 }
1833 } 2080 }
1834 op->speed_left -= diff; 2081 op->speed_left -= diff;
1835 } 2082 }
1836 } 2083 }
1837 2084
1838 /* Basically same logic as above, except now for actual apply. */ 2085 /* Basically same logic as above, except now for actual apply. */
1839 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 2086 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1840 ((op->move_type & tmp->move_on) &&
1841 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 2087 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2088 {
1842 2089
1843 move_apply(tmp, op, originator); 2090 move_apply (tmp, op, originator);
1844 if (was_destroyed (op, tag)) 2091 if (was_destroyed (op, tag))
1845 return 1; 2092 return 1;
1846 2093
1847 /* what the person/creature stepped onto has moved the object 2094 /* what the person/creature stepped onto has moved the object
1848 * someplace new. Don't process any further - if we did, 2095 * someplace new. Don't process any further - if we did,
1849 * have a feeling strange problems would result. 2096 * have a feeling strange problems would result.
1850 */ 2097 */
1851 if (op->map != m || op->x != x || op->y != y) return 0; 2098 if (op->map != m || op->x != x || op->y != y)
2099 return 0;
1852 } 2100 }
1853 } 2101 }
1854 return 0; 2102 return 0;
1855} 2103}
1856 2104
1857/* 2105/*
1858 * present_arch(arch, map, x, y) searches for any objects with 2106 * present_arch(arch, map, x, y) searches for any objects with
1859 * a matching archetype at the given map and coordinates. 2107 * a matching archetype at the given map and coordinates.
1860 * The first matching object is returned, or NULL if none. 2108 * The first matching object is returned, or NULL if none.
1861 */ 2109 */
1862 2110
2111object *
1863object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 2112present_arch (const archetype *at, mapstruct *m, int x, int y)
2113{
1864 object *tmp; 2114 object *
2115 tmp;
2116
1865 if(m==NULL || out_of_map(m,x,y)) { 2117 if (m == NULL || out_of_map (m, x, y))
2118 {
1866 LOG(llevError,"Present_arch called outside map.\n"); 2119 LOG (llevError, "Present_arch called outside map.\n");
1867 return NULL; 2120 return NULL;
1868 } 2121 }
1869 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 2122 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1870 if(tmp->arch == at) 2123 if (tmp->arch == at)
1871 return tmp; 2124 return tmp;
1872 return NULL; 2125 return NULL;
1873} 2126}
1874 2127
1875/* 2128/*
1876 * present(type, map, x, y) searches for any objects with 2129 * present(type, map, x, y) searches for any objects with
1877 * a matching type variable at the given map and coordinates. 2130 * a matching type variable at the given map and coordinates.
1878 * The first matching object is returned, or NULL if none. 2131 * The first matching object is returned, or NULL if none.
1879 */ 2132 */
1880 2133
2134object *
1881object *present(unsigned char type,mapstruct *m, int x,int y) { 2135present (unsigned char type, mapstruct *m, int x, int y)
2136{
1882 object *tmp; 2137 object *
2138 tmp;
2139
1883 if(out_of_map(m,x,y)) { 2140 if (out_of_map (m, x, y))
2141 {
1884 LOG(llevError,"Present called outside map.\n"); 2142 LOG (llevError, "Present called outside map.\n");
1885 return NULL; 2143 return NULL;
1886 } 2144 }
1887 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 2145 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1888 if(tmp->type==type) 2146 if (tmp->type == type)
1889 return tmp; 2147 return tmp;
1890 return NULL; 2148 return NULL;
1891} 2149}
1892 2150
1893/* 2151/*
1894 * present_in_ob(type, object) searches for any objects with 2152 * present_in_ob(type, object) searches for any objects with
1895 * a matching type variable in the inventory of the given object. 2153 * a matching type variable in the inventory of the given object.
1896 * The first matching object is returned, or NULL if none. 2154 * The first matching object is returned, or NULL if none.
1897 */ 2155 */
1898 2156
2157object *
1899object *present_in_ob(unsigned char type, const object *op) { 2158present_in_ob (unsigned char type, const object *op)
2159{
1900 object *tmp; 2160 object *
2161 tmp;
2162
1901 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2163 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1902 if(tmp->type==type) 2164 if (tmp->type == type)
1903 return tmp; 2165 return tmp;
1904 return NULL; 2166 return NULL;
1905} 2167}
1906 2168
1907/* 2169/*
1917 * the object name, not the archetype name. this is so that the 2179 * the object name, not the archetype name. this is so that the
1918 * spell code can use one object type (force), but change it's name 2180 * spell code can use one object type (force), but change it's name
1919 * to be unique. 2181 * to be unique.
1920 */ 2182 */
1921 2183
2184object *
1922object *present_in_ob_by_name(int type, const char *str, const object *op) { 2185present_in_ob_by_name (int type, const char *str, const object *op)
2186{
1923 object *tmp; 2187 object *
2188 tmp;
1924 2189
1925 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2190 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2191 {
1926 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2192 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1927 return tmp; 2193 return tmp;
1928 } 2194 }
1929 return NULL; 2195 return NULL;
1930} 2196}
1931 2197
1932/* 2198/*
1933 * present_arch_in_ob(archetype, object) searches for any objects with 2199 * present_arch_in_ob(archetype, object) searches for any objects with
1934 * a matching archetype in the inventory of the given object. 2200 * a matching archetype in the inventory of the given object.
1935 * The first matching object is returned, or NULL if none. 2201 * The first matching object is returned, or NULL if none.
1936 */ 2202 */
1937 2203
2204object *
1938object *present_arch_in_ob(const archetype *at, const object *op) { 2205present_arch_in_ob (const archetype *at, const object *op)
2206{
1939 object *tmp; 2207 object *
2208 tmp;
2209
1940 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2210 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1941 if( tmp->arch == at) 2211 if (tmp->arch == at)
1942 return tmp; 2212 return tmp;
1943 return NULL; 2213 return NULL;
1944} 2214}
1945 2215
1946/* 2216/*
1947 * activate recursively a flag on an object inventory 2217 * activate recursively a flag on an object inventory
1948 */ 2218 */
2219void
1949void flag_inv(object*op, int flag){ 2220flag_inv (object *op, int flag)
2221{
1950 object *tmp; 2222 object *
2223 tmp;
2224
1951 if(op->inv) 2225 if (op->inv)
1952 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2226 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2227 {
1953 SET_FLAG(tmp, flag); 2228 SET_FLAG (tmp, flag);
1954 flag_inv(tmp,flag); 2229 flag_inv (tmp, flag);
1955 } 2230 }
1956}/* 2231} /*
1957 * desactivate recursively a flag on an object inventory 2232 * desactivate recursively a flag on an object inventory
1958 */ 2233 */
2234void
1959void unflag_inv(object*op, int flag){ 2235unflag_inv (object *op, int flag)
2236{
1960 object *tmp; 2237 object *
2238 tmp;
2239
1961 if(op->inv) 2240 if (op->inv)
1962 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2241 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2242 {
1963 CLEAR_FLAG(tmp, flag); 2243 CLEAR_FLAG (tmp, flag);
1964 unflag_inv(tmp,flag); 2244 unflag_inv (tmp, flag);
1965 } 2245 }
1966} 2246}
1967 2247
1968/* 2248/*
1969 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2249 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1970 * all it's inventory (recursively). 2250 * all it's inventory (recursively).
1971 * If checksums are used, a player will get set_cheat called for 2251 * If checksums are used, a player will get set_cheat called for
1972 * him/her-self and all object carried by a call to this function. 2252 * him/her-self and all object carried by a call to this function.
1973 */ 2253 */
1974 2254
2255void
1975void set_cheat(object *op) { 2256set_cheat (object *op)
2257{
1976 SET_FLAG(op, FLAG_WAS_WIZ); 2258 SET_FLAG (op, FLAG_WAS_WIZ);
1977 flag_inv(op, FLAG_WAS_WIZ); 2259 flag_inv (op, FLAG_WAS_WIZ);
1978} 2260}
1979 2261
1980/* 2262/*
1981 * find_free_spot(object, map, x, y, start, stop) will search for 2263 * find_free_spot(object, map, x, y, start, stop) will search for
1982 * a spot at the given map and coordinates which will be able to contain 2264 * a spot at the given map and coordinates which will be able to contain
1997 * to know if the space in question will block the object. We can't use 2279 * to know if the space in question will block the object. We can't use
1998 * the archetype because that isn't correct if the monster has been 2280 * the archetype because that isn't correct if the monster has been
1999 * customized, changed states, etc. 2281 * customized, changed states, etc.
2000 */ 2282 */
2001 2283
2284int
2002int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2285find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop)
2286{
2287 int
2288 i,
2003 int i,index=0, flag; 2289 index = 0, flag;
2290 static int
2004 static int altern[SIZEOFFREE]; 2291 altern[SIZEOFFREE];
2005 2292
2006 for(i=start;i<stop;i++) { 2293 for (i = start; i < stop; i++)
2294 {
2007 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2295 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2008 if(!flag) 2296 if (!flag)
2009 altern[index++]=i; 2297 altern[index++] = i;
2010 2298
2011 /* Basically, if we find a wall on a space, we cut down the search size. 2299 /* Basically, if we find a wall on a space, we cut down the search size.
2012 * In this way, we won't return spaces that are on another side of a wall. 2300 * In this way, we won't return spaces that are on another side of a wall.
2013 * This mostly work, but it cuts down the search size in all directions - 2301 * This mostly work, but it cuts down the search size in all directions -
2014 * if the space being examined only has a wall to the north and empty 2302 * if the space being examined only has a wall to the north and empty
2015 * spaces in all the other directions, this will reduce the search space 2303 * spaces in all the other directions, this will reduce the search space
2016 * to only the spaces immediately surrounding the target area, and 2304 * to only the spaces immediately surrounding the target area, and
2017 * won't look 2 spaces south of the target space. 2305 * won't look 2 spaces south of the target space.
2018 */ 2306 */
2019 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2307 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2020 stop=maxfree[i]; 2308 stop = maxfree[i];
2021 } 2309 }
2022 if(!index) return -1; 2310 if (!index)
2311 return -1;
2023 return altern[RANDOM()%index]; 2312 return altern[RANDOM () % index];
2024} 2313}
2025 2314
2026/* 2315/*
2027 * find_first_free_spot(archetype, mapstruct, x, y) works like 2316 * find_first_free_spot(archetype, mapstruct, x, y) works like
2028 * find_free_spot(), but it will search max number of squares. 2317 * find_free_spot(), but it will search max number of squares.
2029 * But it will return the first available spot, not a random choice. 2318 * But it will return the first available spot, not a random choice.
2030 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2319 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2031 */ 2320 */
2032 2321
2322int
2033int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2323find_first_free_spot (const object *ob, mapstruct *m, int x, int y)
2324{
2325 int
2034 int i; 2326 i;
2327
2035 for(i=0;i<SIZEOFFREE;i++) { 2328 for (i = 0; i < SIZEOFFREE; i++)
2329 {
2036 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2330 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2037 return i; 2331 return i;
2038 } 2332 }
2039 return -1; 2333 return -1;
2040} 2334}
2041 2335
2042/* 2336/*
2043 * The function permute(arr, begin, end) randomly reorders the array 2337 * The function permute(arr, begin, end) randomly reorders the array
2044 * arr[begin..end-1]. 2338 * arr[begin..end-1].
2045 */ 2339 */
2340static void
2046static void permute(int *arr, int begin, int end) 2341permute (int *arr, int begin, int end)
2047{ 2342{
2048 int i, j, tmp, len; 2343 int
2344 i,
2345 j,
2346 tmp,
2347 len;
2049 2348
2050 len = end-begin; 2349 len = end - begin;
2051 for(i = begin; i < end; i++) 2350 for (i = begin; i < end; i++)
2052 { 2351 {
2053 j = begin+RANDOM()%len; 2352 j = begin + RANDOM () % len;
2054 2353
2055 tmp = arr[i]; 2354 tmp = arr[i];
2056 arr[i] = arr[j]; 2355 arr[i] = arr[j];
2057 arr[j] = tmp; 2356 arr[j] = tmp;
2058 } 2357 }
2059} 2358}
2060 2359
2061/* new function to make monster searching more efficient, and effective! 2360/* new function to make monster searching more efficient, and effective!
2062 * This basically returns a randomized array (in the passed pointer) of 2361 * This basically returns a randomized array (in the passed pointer) of
2063 * the spaces to find monsters. In this way, it won't always look for 2362 * the spaces to find monsters. In this way, it won't always look for
2064 * monsters to the north first. However, the size of the array passed 2363 * monsters to the north first. However, the size of the array passed
2065 * covers all the spaces, so within that size, all the spaces within 2364 * covers all the spaces, so within that size, all the spaces within
2066 * the 3x3 area will be searched, just not in a predictable order. 2365 * the 3x3 area will be searched, just not in a predictable order.
2067 */ 2366 */
2367void
2068void get_search_arr(int *search_arr) 2368get_search_arr (int *search_arr)
2069{ 2369{
2370 int
2070 int i; 2371 i;
2071 2372
2072 for(i = 0; i < SIZEOFFREE; i++) 2373 for (i = 0; i < SIZEOFFREE; i++)
2073 { 2374 {
2074 search_arr[i] = i; 2375 search_arr[i] = i;
2075 } 2376 }
2076 2377
2077 permute(search_arr, 1, SIZEOFFREE1+1); 2378 permute (search_arr, 1, SIZEOFFREE1 + 1);
2078 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2379 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2079 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2380 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2080} 2381}
2081 2382
2082/* 2383/*
2083 * find_dir(map, x, y, exclude) will search some close squares in the 2384 * find_dir(map, x, y, exclude) will search some close squares in the
2084 * given map at the given coordinates for live objects. 2385 * given map at the given coordinates for live objects.
2090 * is actually want is going to try and move there. We need this info 2391 * is actually want is going to try and move there. We need this info
2091 * because we have to know what movement the thing looking to move 2392 * because we have to know what movement the thing looking to move
2092 * there is capable of. 2393 * there is capable of.
2093 */ 2394 */
2094 2395
2396int
2095int find_dir(mapstruct *m, int x, int y, object *exclude) { 2397find_dir (mapstruct *m, int x, int y, object *exclude)
2398{
2399 int
2400 i,
2096 int i,max=SIZEOFFREE, mflags; 2401 max = SIZEOFFREE, mflags;
2097 sint16 nx, ny; 2402 sint16
2403 nx,
2404 ny;
2098 object *tmp; 2405 object *
2406 tmp;
2099 mapstruct *mp; 2407 mapstruct *
2100 MoveType blocked, move_type; 2408 mp;
2409 MoveType
2410 blocked,
2411 move_type;
2101 2412
2102 if (exclude && exclude->head) { 2413 if (exclude && exclude->head)
2414 {
2103 exclude = exclude->head; 2415 exclude = exclude->head;
2104 move_type = exclude->move_type; 2416 move_type = exclude->move_type;
2105 } else { 2417 }
2418 else
2419 {
2106 /* If we don't have anything, presume it can use all movement types. */ 2420 /* If we don't have anything, presume it can use all movement types. */
2107 move_type=MOVE_ALL; 2421 move_type = MOVE_ALL;
2422 }
2423
2424 for (i = 1; i < max; i++)
2108 } 2425 {
2109
2110 for(i=1;i<max;i++) {
2111 mp = m; 2426 mp = m;
2112 nx = x + freearr_x[i]; 2427 nx = x + freearr_x[i];
2113 ny = y + freearr_y[i]; 2428 ny = y + freearr_y[i];
2114 2429
2115 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2430 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2116 if (mflags & P_OUT_OF_MAP) { 2431 if (mflags & P_OUT_OF_MAP)
2432 {
2117 max = maxfree[i]; 2433 max = maxfree[i];
2434 }
2118 } else { 2435 else
2436 {
2119 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2437 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2120 2438
2121 if ((move_type & blocked) == move_type) { 2439 if ((move_type & blocked) == move_type)
2440 {
2122 max=maxfree[i]; 2441 max = maxfree[i];
2442 }
2123 } else if (mflags & P_IS_ALIVE) { 2443 else if (mflags & P_IS_ALIVE)
2444 {
2124 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2445 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2125 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2446 {
2126 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2447 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2448 {
2127 break; 2449 break;
2128 } 2450 }
2129 } 2451 }
2130 if(tmp) { 2452 if (tmp)
2453 {
2131 return freedir[i]; 2454 return freedir[i];
2132 } 2455 }
2133 } 2456 }
2134 } 2457 }
2135 } 2458 }
2136 return 0; 2459 return 0;
2137} 2460}
2138 2461
2139/* 2462/*
2140 * distance(object 1, object 2) will return the square of the 2463 * distance(object 1, object 2) will return the square of the
2141 * distance between the two given objects. 2464 * distance between the two given objects.
2142 */ 2465 */
2143 2466
2467int
2144int distance(const object *ob1, const object *ob2) { 2468distance (const object *ob1, const object *ob2)
2469{
2145 int i; 2470 int
2146 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2471 i;
2147 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2472
2473 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2148 return i; 2474 return i;
2149} 2475}
2150 2476
2151/* 2477/*
2152 * find_dir_2(delta-x,delta-y) will return a direction in which 2478 * find_dir_2(delta-x,delta-y) will return a direction in which
2153 * an object which has subtracted the x and y coordinates of another 2479 * an object which has subtracted the x and y coordinates of another
2154 * object, needs to travel toward it. 2480 * object, needs to travel toward it.
2155 */ 2481 */
2156 2482
2483int
2157int find_dir_2(int x, int y) { 2484find_dir_2 (int x, int y)
2485{
2158 int q; 2486 int
2487 q;
2159 2488
2160 if(y) 2489 if (y)
2161 q=x*100/y; 2490 q = x * 100 / y;
2162 else if (x) 2491 else if (x)
2163 q= -300*x; 2492 q = -300 * x;
2164 else 2493 else
2165 return 0; 2494 return 0;
2166 2495
2167 if(y>0) { 2496 if (y > 0)
2497 {
2168 if(q < -242) 2498 if (q < -242)
2169 return 3 ; 2499 return 3;
2170 if (q < -41) 2500 if (q < -41)
2171 return 2 ; 2501 return 2;
2172 if (q < 41) 2502 if (q < 41)
2173 return 1 ; 2503 return 1;
2174 if (q < 242) 2504 if (q < 242)
2175 return 8 ; 2505 return 8;
2176 return 7 ; 2506 return 7;
2177 } 2507 }
2178 2508
2179 if (q < -242) 2509 if (q < -242)
2180 return 7 ; 2510 return 7;
2181 if (q < -41) 2511 if (q < -41)
2182 return 6 ; 2512 return 6;
2183 if (q < 41) 2513 if (q < 41)
2184 return 5 ; 2514 return 5;
2185 if (q < 242) 2515 if (q < 242)
2186 return 4 ; 2516 return 4;
2187 2517
2188 return 3 ; 2518 return 3;
2189} 2519}
2190 2520
2191/* 2521/*
2192 * absdir(int): Returns a number between 1 and 8, which represent 2522 * absdir(int): Returns a number between 1 and 8, which represent
2193 * the "absolute" direction of a number (it actually takes care of 2523 * the "absolute" direction of a number (it actually takes care of
2194 * "overflow" in previous calculations of a direction). 2524 * "overflow" in previous calculations of a direction).
2195 */ 2525 */
2196 2526
2527int
2197int absdir(int d) { 2528absdir (int d)
2198 while(d<1) d+=8; 2529{
2199 while(d>8) d-=8; 2530 while (d < 1)
2531 d += 8;
2532 while (d > 8)
2533 d -= 8;
2200 return d; 2534 return d;
2201} 2535}
2202 2536
2203/* 2537/*
2204 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2538 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2205 * between two directions (which are expected to be absolute (see absdir()) 2539 * between two directions (which are expected to be absolute (see absdir())
2206 */ 2540 */
2207 2541
2542int
2208int dirdiff(int dir1, int dir2) { 2543dirdiff (int dir1, int dir2)
2544{
2209 int d; 2545 int
2546 d;
2547
2210 d = abs(dir1 - dir2); 2548 d = abs (dir1 - dir2);
2211 if(d>4) 2549 if (d > 4)
2212 d = 8 - d; 2550 d = 8 - d;
2213 return d; 2551 return d;
2214} 2552}
2215 2553
2216/* peterm: 2554/* peterm:
2221 * direction 4, 14, or 16 to get back to where we are. 2559 * direction 4, 14, or 16 to get back to where we are.
2222 * Moved from spell_util.c to object.c with the other related direction 2560 * Moved from spell_util.c to object.c with the other related direction
2223 * functions. 2561 * functions.
2224 */ 2562 */
2225 2563
2564int
2226int reduction_dir[SIZEOFFREE][3] = { 2565 reduction_dir[SIZEOFFREE][3] = {
2227 {0,0,0}, /* 0 */ 2566 {0, 0, 0}, /* 0 */
2228 {0,0,0}, /* 1 */ 2567 {0, 0, 0}, /* 1 */
2229 {0,0,0}, /* 2 */ 2568 {0, 0, 0}, /* 2 */
2230 {0,0,0}, /* 3 */ 2569 {0, 0, 0}, /* 3 */
2231 {0,0,0}, /* 4 */ 2570 {0, 0, 0}, /* 4 */
2232 {0,0,0}, /* 5 */ 2571 {0, 0, 0}, /* 5 */
2233 {0,0,0}, /* 6 */ 2572 {0, 0, 0}, /* 6 */
2234 {0,0,0}, /* 7 */ 2573 {0, 0, 0}, /* 7 */
2235 {0,0,0}, /* 8 */ 2574 {0, 0, 0}, /* 8 */
2236 {8,1,2}, /* 9 */ 2575 {8, 1, 2}, /* 9 */
2237 {1,2,-1}, /* 10 */ 2576 {1, 2, -1}, /* 10 */
2238 {2,10,12}, /* 11 */ 2577 {2, 10, 12}, /* 11 */
2239 {2,3,-1}, /* 12 */ 2578 {2, 3, -1}, /* 12 */
2240 {2,3,4}, /* 13 */ 2579 {2, 3, 4}, /* 13 */
2241 {3,4,-1}, /* 14 */ 2580 {3, 4, -1}, /* 14 */
2242 {4,14,16}, /* 15 */ 2581 {4, 14, 16}, /* 15 */
2243 {5,4,-1}, /* 16 */ 2582 {5, 4, -1}, /* 16 */
2244 {4,5,6}, /* 17 */ 2583 {4, 5, 6}, /* 17 */
2245 {6,5,-1}, /* 18 */ 2584 {6, 5, -1}, /* 18 */
2246 {6,20,18}, /* 19 */ 2585 {6, 20, 18}, /* 19 */
2247 {7,6,-1}, /* 20 */ 2586 {7, 6, -1}, /* 20 */
2248 {6,7,8}, /* 21 */ 2587 {6, 7, 8}, /* 21 */
2249 {7,8,-1}, /* 22 */ 2588 {7, 8, -1}, /* 22 */
2250 {8,22,24}, /* 23 */ 2589 {8, 22, 24}, /* 23 */
2251 {8,1,-1}, /* 24 */ 2590 {8, 1, -1}, /* 24 */
2252 {24,9,10}, /* 25 */ 2591 {24, 9, 10}, /* 25 */
2253 {9,10,-1}, /* 26 */ 2592 {9, 10, -1}, /* 26 */
2254 {10,11,-1}, /* 27 */ 2593 {10, 11, -1}, /* 27 */
2255 {27,11,29}, /* 28 */ 2594 {27, 11, 29}, /* 28 */
2256 {11,12,-1}, /* 29 */ 2595 {11, 12, -1}, /* 29 */
2257 {12,13,-1}, /* 30 */ 2596 {12, 13, -1}, /* 30 */
2258 {12,13,14}, /* 31 */ 2597 {12, 13, 14}, /* 31 */
2259 {13,14,-1}, /* 32 */ 2598 {13, 14, -1}, /* 32 */
2260 {14,15,-1}, /* 33 */ 2599 {14, 15, -1}, /* 33 */
2261 {33,15,35}, /* 34 */ 2600 {33, 15, 35}, /* 34 */
2262 {16,15,-1}, /* 35 */ 2601 {16, 15, -1}, /* 35 */
2263 {17,16,-1}, /* 36 */ 2602 {17, 16, -1}, /* 36 */
2264 {18,17,16}, /* 37 */ 2603 {18, 17, 16}, /* 37 */
2265 {18,17,-1}, /* 38 */ 2604 {18, 17, -1}, /* 38 */
2266 {18,19,-1}, /* 39 */ 2605 {18, 19, -1}, /* 39 */
2267 {41,19,39}, /* 40 */ 2606 {41, 19, 39}, /* 40 */
2268 {19,20,-1}, /* 41 */ 2607 {19, 20, -1}, /* 41 */
2269 {20,21,-1}, /* 42 */ 2608 {20, 21, -1}, /* 42 */
2270 {20,21,22}, /* 43 */ 2609 {20, 21, 22}, /* 43 */
2271 {21,22,-1}, /* 44 */ 2610 {21, 22, -1}, /* 44 */
2272 {23,22,-1}, /* 45 */ 2611 {23, 22, -1}, /* 45 */
2273 {45,47,23}, /* 46 */ 2612 {45, 47, 23}, /* 46 */
2274 {23,24,-1}, /* 47 */ 2613 {23, 24, -1}, /* 47 */
2275 {24,9,-1}}; /* 48 */ 2614 {24, 9, -1}
2615}; /* 48 */
2276 2616
2277/* Recursive routine to step back and see if we can 2617/* Recursive routine to step back and see if we can
2278 * find a path to that monster that we found. If not, 2618 * find a path to that monster that we found. If not,
2279 * we don't bother going toward it. Returns 1 if we 2619 * we don't bother going toward it. Returns 1 if we
2280 * can see a direct way to get it 2620 * can see a direct way to get it
2281 * Modified to be map tile aware -.MSW 2621 * Modified to be map tile aware -.MSW
2282 */ 2622 */
2283
2284 2623
2624
2625int
2285int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2626can_see_monsterP (mapstruct *m, int x, int y, int dir)
2286 sint16 dx, dy; 2627{
2628 sint16
2629 dx,
2630 dy;
2631 int
2287 int mflags; 2632 mflags;
2288 2633
2634 if (dir < 0)
2289 if(dir<0) return 0; /* exit condition: invalid direction */ 2635 return 0; /* exit condition: invalid direction */
2290 2636
2291 dx = x + freearr_x[dir]; 2637 dx = x + freearr_x[dir];
2292 dy = y + freearr_y[dir]; 2638 dy = y + freearr_y[dir];
2293 2639
2294 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2640 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2295 2641
2296 /* This functional arguably was incorrect before - it was 2642 /* This functional arguably was incorrect before - it was
2297 * checking for P_WALL - that was basically seeing if 2643 * checking for P_WALL - that was basically seeing if
2298 * we could move to the monster - this is being more 2644 * we could move to the monster - this is being more
2299 * literal on if we can see it. To know if we can actually 2645 * literal on if we can see it. To know if we can actually
2300 * move to the monster, we'd need the monster passed in or 2646 * move to the monster, we'd need the monster passed in or
2301 * at least its move type. 2647 * at least its move type.
2302 */ 2648 */
2303 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2649 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2650 return 0;
2304 2651
2305 /* yes, can see. */ 2652 /* yes, can see. */
2306 if(dir < 9) return 1; 2653 if (dir < 9)
2654 return 1;
2307 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2655 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2308 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2656 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2309 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2310} 2657}
2311 2658
2312 2659
2313 2660
2314/* 2661/*
2315 * can_pick(picker, item): finds out if an object is possible to be 2662 * can_pick(picker, item): finds out if an object is possible to be
2316 * picked up by the picker. Returnes 1 if it can be 2663 * picked up by the picker. Returnes 1 if it can be
2317 * picked up, otherwise 0. 2664 * picked up, otherwise 0.
2318 * 2665 *
2320 * core dumps if they do. 2667 * core dumps if they do.
2321 * 2668 *
2322 * Add a check so we can't pick up invisible objects (0.93.8) 2669 * Add a check so we can't pick up invisible objects (0.93.8)
2323 */ 2670 */
2324 2671
2672int
2325int can_pick(const object *who, const object *item) { 2673can_pick (const object *who, const object *item)
2674{
2326 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2675 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2327 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2676 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2328 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2677 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2329 (who->type==PLAYER||item->weight<who->weight/3));
2330} 2678}
2331 2679
2332 2680
2333/* 2681/*
2334 * create clone from object to another 2682 * create clone from object to another
2335 */ 2683 */
2684object *
2336object *object_create_clone (object *asrc) { 2685object_create_clone (object *asrc)
2686{
2687 object *
2337 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2688 dst = NULL, *tmp, *src, *part, *prev, *item;
2338 2689
2690 if (!asrc)
2339 if(!asrc) return NULL; 2691 return NULL;
2340 src = asrc; 2692 src = asrc;
2341 if(src->head) 2693 if (src->head)
2342 src = src->head; 2694 src = src->head;
2343 2695
2344 prev = NULL; 2696 prev = NULL;
2345 for(part = src; part; part = part->more) { 2697 for (part = src; part; part = part->more)
2698 {
2346 tmp = get_object(); 2699 tmp = get_object ();
2347 copy_object(part,tmp); 2700 copy_object (part, tmp);
2348 tmp->x -= src->x; 2701 tmp->x -= src->x;
2349 tmp->y -= src->y; 2702 tmp->y -= src->y;
2350 if(!part->head) { 2703 if (!part->head)
2704 {
2351 dst = tmp; 2705 dst = tmp;
2352 tmp->head = NULL; 2706 tmp->head = NULL;
2707 }
2353 } else { 2708 else
2709 {
2354 tmp->head = dst; 2710 tmp->head = dst;
2355 } 2711 }
2356 tmp->more = NULL; 2712 tmp->more = NULL;
2357 if(prev) 2713 if (prev)
2358 prev->more = tmp; 2714 prev->more = tmp;
2359 prev = tmp; 2715 prev = tmp;
2360 } 2716 }
2717
2361 /*** copy inventory ***/ 2718 /*** copy inventory ***/
2362 for(item = src->inv; item; item = item->below) { 2719 for (item = src->inv; item; item = item->below)
2720 {
2363 (void) insert_ob_in_ob(object_create_clone(item),dst); 2721 (void) insert_ob_in_ob (object_create_clone (item), dst);
2364 } 2722 }
2365 2723
2366 return dst; 2724 return dst;
2367} 2725}
2368 2726
2369/* return true if the object was destroyed, 0 otherwise */ 2727/* return true if the object was destroyed, 0 otherwise */
2728int
2370int was_destroyed (const object *op, tag_t old_tag) 2729was_destroyed (const object *op, tag_t old_tag)
2371{ 2730{
2372 /* checking for FLAG_FREED isn't necessary, but makes this function more 2731 /* checking for FLAG_FREED isn't necessary, but makes this function more
2373 * robust */ 2732 * robust */
2374 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED); 2733 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2375} 2734}
2376 2735
2377/* GROS - Creates an object using a string representing its content. */ 2736/* GROS - Creates an object using a string representing its content. */
2737
2378/* Basically, we save the content of the string to a temp file, then call */ 2738/* Basically, we save the content of the string to a temp file, then call */
2739
2379/* load_object on it. I admit it is a highly inefficient way to make things, */ 2740/* load_object on it. I admit it is a highly inefficient way to make things, */
2741
2380/* but it was simple to make and allows reusing the load_object function. */ 2742/* but it was simple to make and allows reusing the load_object function. */
2743
2381/* Remember not to use load_object_str in a time-critical situation. */ 2744/* Remember not to use load_object_str in a time-critical situation. */
2745
2382/* Also remember that multiparts objects are not supported for now. */ 2746/* Also remember that multiparts objects are not supported for now. */
2383 2747
2748object *
2384object* load_object_str(const char *obstr) 2749load_object_str (const char *obstr)
2385{ 2750{
2386 object *op; 2751 object *
2752 op;
2753 char
2387 char filename[MAX_BUF]; 2754 filename[MAX_BUF];
2755
2388 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2756 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2389 2757
2758 FILE *
2390 FILE *tempfile=fopen(filename,"w"); 2759 tempfile = fopen (filename, "w");
2760
2391 if (tempfile == NULL) 2761 if (tempfile == NULL)
2392 { 2762 {
2393 LOG(llevError,"Error - Unable to access load object temp file\n"); 2763 LOG (llevError, "Error - Unable to access load object temp file\n");
2394 return NULL; 2764 return NULL;
2395 }; 2765 };
2396 fprintf(tempfile,obstr); 2766 fprintf (tempfile, obstr);
2397 fclose(tempfile); 2767 fclose (tempfile);
2398 2768
2399 op=get_object(); 2769 op = get_object ();
2400 2770
2401 object_thawer thawer (filename); 2771 object_thawer
2772 thawer (filename);
2402 2773
2403 if (thawer) 2774 if (thawer)
2404 load_object(thawer,op,0); 2775 load_object (thawer, op, 0);
2405 2776
2406 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2777 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2407 CLEAR_FLAG(op,FLAG_REMOVED); 2778 CLEAR_FLAG (op, FLAG_REMOVED);
2408 2779
2409 return op; 2780 return op;
2410} 2781}
2411 2782
2412/* This returns the first object in who's inventory that 2783/* This returns the first object in who's inventory that
2413 * has the same type and subtype match. 2784 * has the same type and subtype match.
2414 * returns NULL if no match. 2785 * returns NULL if no match.
2415 */ 2786 */
2787object *
2416object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2788find_obj_by_type_subtype (const object *who, int type, int subtype)
2417{ 2789{
2418 object *tmp; 2790 object *
2791 tmp;
2419 2792
2420 for (tmp=who->inv; tmp; tmp=tmp->below) 2793 for (tmp = who->inv; tmp; tmp = tmp->below)
2421 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2794 if (tmp->type == type && tmp->subtype == subtype)
2795 return tmp;
2422 2796
2423 return NULL; 2797 return NULL;
2424} 2798}
2425 2799
2426/* If ob has a field named key, return the link from the list, 2800/* If ob has a field named key, return the link from the list,
2427 * otherwise return NULL. 2801 * otherwise return NULL.
2428 * 2802 *
2429 * key must be a passed in shared string - otherwise, this won't 2803 * key must be a passed in shared string - otherwise, this won't
2430 * do the desired thing. 2804 * do the desired thing.
2431 */ 2805 */
2806key_value *
2432key_value * get_ob_key_link(const object * ob, const char * key) { 2807get_ob_key_link (const object *ob, const char *key)
2808{
2433 key_value * link; 2809 key_value *
2434 2810 link;
2811
2435 for (link = ob->key_values; link != NULL; link = link->next) { 2812 for (link = ob->key_values; link != NULL; link = link->next)
2813 {
2436 if (link->key == key) { 2814 if (link->key == key)
2815 {
2437 return link; 2816 return link;
2438 } 2817 }
2439 }
2440 2818 }
2819
2441 return NULL; 2820 return NULL;
2442} 2821}
2443 2822
2444/* 2823/*
2445 * Returns the value of op has an extra_field for key, or NULL. 2824 * Returns the value of op has an extra_field for key, or NULL.
2446 * 2825 *
2447 * The argument doesn't need to be a shared string. 2826 * The argument doesn't need to be a shared string.
2448 * 2827 *
2449 * The returned string is shared. 2828 * The returned string is shared.
2450 */ 2829 */
2830const char *
2451const char * get_ob_key_value(const object * op, const char * const key) { 2831get_ob_key_value (const object *op, const char *const key)
2832{
2452 key_value * link; 2833 key_value *
2453 const char * canonical_key; 2834 link;
2454 2835 const char *
2836 canonical_key;
2837
2455 canonical_key = shstr::find (key); 2838 canonical_key = shstr::find (key);
2456 2839
2457 if (canonical_key == NULL) { 2840 if (canonical_key == NULL)
2841 {
2458 /* 1. There being a field named key on any object 2842 /* 1. There being a field named key on any object
2459 * implies there'd be a shared string to find. 2843 * implies there'd be a shared string to find.
2460 * 2. Since there isn't, no object has this field. 2844 * 2. Since there isn't, no object has this field.
2461 * 3. Therefore, *this* object doesn't have this field. 2845 * 3. Therefore, *this* object doesn't have this field.
2462 */ 2846 */
2463 return NULL; 2847 return NULL;
2464 } 2848 }
2465 2849
2466 /* This is copied from get_ob_key_link() above - 2850 /* This is copied from get_ob_key_link() above -
2467 * only 4 lines, and saves the function call overhead. 2851 * only 4 lines, and saves the function call overhead.
2468 */ 2852 */
2469 for (link = op->key_values; link != NULL; link = link->next) { 2853 for (link = op->key_values; link != NULL; link = link->next)
2854 {
2470 if (link->key == canonical_key) { 2855 if (link->key == canonical_key)
2856 {
2471 return link->value; 2857 return link->value;
2472 } 2858 }
2473 } 2859 }
2474 return NULL; 2860 return NULL;
2475} 2861}
2476 2862
2477 2863
2478/* 2864/*
2479 * Updates the canonical_key in op to value. 2865 * Updates the canonical_key in op to value.
2483 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2869 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2484 * keys. 2870 * keys.
2485 * 2871 *
2486 * Returns TRUE on success. 2872 * Returns TRUE on success.
2487 */ 2873 */
2874int
2488int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2875set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2876{
2877 key_value *
2489 key_value * field = NULL, *last=NULL; 2878 field = NULL, *last = NULL;
2490 2879
2491 for (field=op->key_values; field != NULL; field=field->next) { 2880 for (field = op->key_values; field != NULL; field = field->next)
2881 {
2492 if (field->key != canonical_key) { 2882 if (field->key != canonical_key)
2883 {
2493 last = field; 2884 last = field;
2494 continue; 2885 continue;
2495 } 2886 }
2496 2887
2497 if (value) 2888 if (value)
2498 field->value = value; 2889 field->value = value;
2499 else { 2890 else
2891 {
2500 /* Basically, if the archetype has this key set, 2892 /* Basically, if the archetype has this key set,
2501 * we need to store the null value so when we save 2893 * we need to store the null value so when we save
2502 * it, we save the empty value so that when we load, 2894 * it, we save the empty value so that when we load,
2503 * we get this value back again. 2895 * we get this value back again.
2504 */ 2896 */
2505 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2897 if (get_ob_key_link (&op->arch->clone, canonical_key))
2506 field->value = 0; 2898 field->value = 0;
2899 else
2900 {
2901 if (last)
2902 last->next = field->next;
2507 else 2903 else
2508 {
2509 if (last) last->next = field->next;
2510 else op->key_values = field->next; 2904 op->key_values = field->next;
2511 2905
2906 delete
2512 delete field; 2907 field;
2513 } 2908 }
2514 } 2909 }
2515 return TRUE; 2910 return TRUE;
2516 } 2911 }
2517 /* IF we get here, key doesn't exist */ 2912 /* IF we get here, key doesn't exist */
2518 2913
2519 /* No field, we'll have to add it. */ 2914 /* No field, we'll have to add it. */
2915
2916 if (!add_key)
2520 2917 {
2521 if (!add_key) {
2522 return FALSE; 2918 return FALSE;
2523 } 2919 }
2524 /* There isn't any good reason to store a null 2920 /* There isn't any good reason to store a null
2525 * value in the key/value list. If the archetype has 2921 * value in the key/value list. If the archetype has
2526 * this key, then we should also have it, so shouldn't 2922 * this key, then we should also have it, so shouldn't
2527 * be here. If user wants to store empty strings, 2923 * be here. If user wants to store empty strings,
2528 * should pass in "" 2924 * should pass in ""
2529 */ 2925 */
2530 if (value == NULL) return TRUE; 2926 if (value == NULL)
2531
2532 field = new key_value;
2533
2534 field->key = canonical_key;
2535 field->value = value;
2536 /* Usual prepend-addition. */
2537 field->next = op->key_values;
2538 op->key_values = field;
2539
2540 return TRUE; 2927 return TRUE;
2928
2929 field = new key_value;
2930
2931 field->key = canonical_key;
2932 field->value = value;
2933 /* Usual prepend-addition. */
2934 field->next = op->key_values;
2935 op->key_values = field;
2936
2937 return TRUE;
2541} 2938}
2542 2939
2543/* 2940/*
2544 * Updates the key in op to value. 2941 * Updates the key in op to value.
2545 * 2942 *
2547 * and not add new ones. 2944 * and not add new ones.
2548 * In general, should be little reason FALSE is ever passed in for add_key 2945 * In general, should be little reason FALSE is ever passed in for add_key
2549 * 2946 *
2550 * Returns TRUE on success. 2947 * Returns TRUE on success.
2551 */ 2948 */
2949int
2552int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2950set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2553{ 2951{
2952 shstr
2554 shstr key_ (key); 2953 key_ (key);
2954
2555 return set_ob_key_value_s (op, key_, value, add_key); 2955 return set_ob_key_value_s (op, key_, value, add_key);
2556} 2956}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines