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Comparing deliantra/server/common/object.C (file contents):
Revision 1.18 by root, Fri Sep 8 16:51:42 2006 UTC vs.
Revision 1.29 by root, Mon Sep 11 12:38:36 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.18 2006/09/08 16:51:42 root Exp $";
4 */
5 1
6/* 2/*
7 CrossFire, A Multiplayer game for X-windows 3 CrossFire, A Multiplayer game for X-windows
8 4
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
28 24
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 27 variable. */
32#include <global.h> 28#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 29#include <stdio.h>
35#include <sys/types.h> 30#include <sys/types.h>
36#include <sys/uio.h> 31#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 32#include <object.h>
39#include <funcpoint.h> 33#include <funcpoint.h>
40#include <skills.h> 34#include <skills.h>
41#include <loader.h> 35#include <loader.h>
36
42int nrofallocobjects = 0; 37int nrofallocobjects = 0;
43 38
44object *objects; /* Pointer to the list of used objects */ 39object *objects; /* Pointer to the list of used objects */
45object *active_objects; /* List of active objects that need to be processed */ 40object *active_objects; /* List of active objects that need to be processed */
46 41
47short freearr_x[SIZEOFFREE]= 42short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
49 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 43 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50short freearr_y[SIZEOFFREE]= 44};
51 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 45short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 46 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53int maxfree[SIZEOFFREE]= 47};
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 48int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 49 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
50};
56int freedir[SIZEOFFREE]= { 51int freedir[SIZEOFFREE] = {
57 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 52 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 53 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
59 54};
60 55
61/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 56/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
57static int
62static int compare_ob_value_lists_one(const object * wants, const object * has) { 58compare_ob_value_lists_one (const object *wants, const object *has)
59{
63 key_value * wants_field; 60 key_value *wants_field;
64 61
65 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 62 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
66 * objects with lists are rare, and lists stay short. If not, use a 63 * objects with lists are rare, and lists stay short. If not, use a
67 * different structure or at least keep the lists sorted... 64 * different structure or at least keep the lists sorted...
68 */ 65 */
69 66
70 /* For each field in wants, */ 67 /* For each field in wants, */
71 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 68 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
69 {
72 key_value * has_field; 70 key_value *has_field;
73 71
74 /* Look for a field in has with the same key. */ 72 /* Look for a field in has with the same key. */
75 has_field = get_ob_key_link(has, wants_field->key); 73 has_field = get_ob_key_link (has, wants_field->key);
74
75 if (has_field == NULL)
76 76 {
77 if (has_field == NULL) {
78 /* No field with that name. */ 77 /* No field with that name. */
79 return FALSE; 78 return FALSE;
80 }
81 79 }
80
82 /* Found the matching field. */ 81 /* Found the matching field. */
83 if (has_field->value != wants_field->value) { 82 if (has_field->value != wants_field->value)
83 {
84 /* Values don't match, so this half of the comparison is false. */ 84 /* Values don't match, so this half of the comparison is false. */
85 return FALSE; 85 return FALSE;
86 } 86 }
87 87
88 /* If we get here, we found a match. Now for the next field in wants. */ 88 /* If we get here, we found a match. Now for the next field in wants. */
89 }
90 89 }
90
91 /* If we get here, every field in wants has a matching field in has. */ 91 /* If we get here, every field in wants has a matching field in has. */
92 return TRUE; 92 return TRUE;
93} 93}
94 94
95/* Returns TRUE if ob1 has the same key_values as ob2. */ 95/* Returns TRUE if ob1 has the same key_values as ob2. */
96static int
96static int compare_ob_value_lists(const object * ob1, const object * ob2) { 97compare_ob_value_lists (const object *ob1, const object *ob2)
98{
97 /* However, there may be fields in has which aren't partnered in wants, 99 /* However, there may be fields in has which aren't partnered in wants,
98 * so we need to run the comparison *twice*. :( 100 * so we need to run the comparison *twice*. :(
99 */ 101 */
100 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 102 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
101} 103}
102 104
103/* Function examines the 2 objects given to it, and returns true if 105/* Function examines the 2 objects given to it, and returns true if
104 * they can be merged together. 106 * they can be merged together.
105 * 107 *
111 * 113 *
112 * Improvements made with merge: Better checking on potion, and also 114 * Improvements made with merge: Better checking on potion, and also
113 * check weight 115 * check weight
114 */ 116 */
115 117
116bool
117object::can_merge (object *ob1, object *ob2) 118bool object::can_merge (object *ob1, object *ob2)
118{ 119{
119 /* A couple quicksanity checks */ 120 /* A couple quicksanity checks */
120 if ((ob1 == ob2) || (ob1->type != ob2->type)) 121 if ((ob1 == ob2) || (ob1->type != ob2->type))
121 return 0; 122 return 0;
122 123
170 (ob1->subtype != ob2->subtype) || 171 (ob1->subtype != ob2->subtype) ||
171 (ob1->move_type != ob2->move_type) || 172 (ob1->move_type != ob2->move_type) ||
172 (ob1->move_block != ob2->move_block) || 173 (ob1->move_block != ob2->move_block) ||
173 (ob1->move_allow != ob2->move_allow) || 174 (ob1->move_allow != ob2->move_allow) ||
174 (ob1->move_on != ob2->move_on) || 175 (ob1->move_on != ob2->move_on) ||
175 (ob1->move_off != ob2->move_off) || 176 (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; 177 return 0;
179 178
180 /* This is really a spellbook check - really, we should 179 /* This is really a spellbook check - really, we should
181 * check all objects in the inventory. 180 * check all objects in the inventory.
182 */ 181 */
183 if (ob1->inv || ob2->inv) 182 if (ob1->inv || ob2->inv)
184 { 183 {
185 /* if one object has inventory but the other doesn't, not equiv */ 184 /* if one object has inventory but the other doesn't, not equiv */
186 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 185 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
187 return 0; 186 return 0;
188 187
189 /* Now check to see if the two inventory objects could merge */ 188 /* Now check to see if the two inventory objects could merge */
190 if (!CAN_MERGE (ob1->inv, ob2->inv)) 189 if (!CAN_MERGE (ob1->inv, ob2->inv))
191 return 0; 190 return 0;
192 191
193 /* inventory ok - still need to check rest of this object to see 192 /* inventory ok - still need to check rest of this object to see
194 * if it is valid. 193 * if it is valid.
195 */ 194 */
196 } 195 }
204 203
205 /* Note sure why the following is the case - either the object has to 204 /* 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 205 * be animated or have a very low speed. Is this an attempted monster
207 * check? 206 * check?
208 */ 207 */
209 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 208 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
210 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
211 return 0; 209 return 0;
212 210
213 switch (ob1->type) 211 switch (ob1->type)
214 { 212 {
215 case SCROLL: 213 case SCROLL:
216 if (ob1->level != ob2->level) 214 if (ob1->level != ob2->level)
217 return 0; 215 return 0;
218 break; 216 break;
219 } 217 }
220 218
221 if (ob1->key_values != NULL || ob2->key_values != NULL) 219 if (ob1->key_values != NULL || ob2->key_values != NULL)
222 { 220 {
223 /* At least one of these has key_values. */ 221 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 222 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
225 /* One has fields, but the other one doesn't. */ 223 /* One has fields, but the other one doesn't. */
226 return 0; 224 return 0;
227 else if (!compare_ob_value_lists (ob1, ob2)) 225 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 226 return 0;
229 } 227 }
230 228
231 //TODO: generate an event or call into perl for additional checks 229 //TODO: generate an event or call into perl for additional checks
232 if (ob1->self || ob2->self) 230 if (ob1->self || ob2->self)
233 { 231 {
234 ob1->optimise (); 232 ob1->optimise ();
235 ob2->optimise (); 233 ob2->optimise ();
236 234
237 if (ob1->self || ob2->self) 235 if (ob1->self || ob2->self)
238 return 0; 236 return 0;
239 } 237 }
240 238
241 /* Everything passes, must be OK. */ 239 /* Everything passes, must be OK. */
242 return 1; 240 return 1;
243} 241}
242
244/* 243/*
245 * sum_weight() is a recursive function which calculates the weight 244 * sum_weight() is a recursive function which calculates the weight
246 * an object is carrying. It goes through in figures out how much 245 * an object is carrying. It goes through in figures out how much
247 * containers are carrying, and sums it up. 246 * containers are carrying, and sums it up.
248 */ 247 */
249signed long sum_weight(object *op) { 248long
249sum_weight (object *op)
250{
250 signed long sum; 251 long sum;
251 object *inv; 252 object *inv;
253
252 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 254 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
255 {
253 if (inv->inv) 256 if (inv->inv)
254 sum_weight(inv); 257 sum_weight (inv);
255 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 258 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
256 } 259 }
257 if (op->type == CONTAINER && op->stats.Str) 260 if (op->type == CONTAINER && op->stats.Str)
258 sum = (sum * (100 - op->stats.Str))/100; 261 sum = (sum * (100 - op->stats.Str)) / 100;
259 if(op->carrying != sum) 262 if (op->carrying != sum)
260 op->carrying = sum; 263 op->carrying = sum;
261 return sum; 264 return sum;
262} 265}
263 266
264/** 267/**
265 * Return the outermost environment object for a given object. 268 * Return the outermost environment object for a given object.
266 */ 269 */
267 270
271object *
268object *object_get_env_recursive (object *op) { 272object_get_env_recursive (object *op)
273{
269 while (op->env != NULL) 274 while (op->env != NULL)
270 op = op->env; 275 op = op->env;
271 return op; 276 return op;
272} 277}
273 278
274/* 279/*
275 * Eneq(@csd.uu.se): Since we can have items buried in a character we need 280 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
276 * a better check. We basically keeping traversing up until we can't 281 * a better check. We basically keeping traversing up until we can't
277 * or find a player. 282 * or find a player.
278 */ 283 */
279 284
285object *
280object *is_player_inv (object *op) { 286is_player_inv (object *op)
287{
281 for (;op!=NULL&&op->type!=PLAYER; op=op->env) 288 for (; op != NULL && op->type != PLAYER; op = op->env)
282 if (op->env==op) 289 if (op->env == op)
283 op->env = NULL; 290 op->env = NULL;
284 return op; 291 return op;
285} 292}
286 293
287/* 294/*
288 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 295 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
289 * Some error messages. 296 * Some error messages.
290 * The result of the dump is stored in the static global errmsg array. 297 * The result of the dump is stored in the static global errmsg array.
291 */ 298 */
292 299
300void
293void dump_object2(object *op) { 301dump_object2 (object *op)
302{
294errmsg[0] = 0; 303 errmsg[0] = 0;
295return; 304 return;
296 //TODO//D#d# 305 //TODO//D#d#
297#if 0 306#if 0
298 char *cp; 307 char *cp;
308
299/* object *tmp;*/ 309/* object *tmp;*/
300 310
301 if(op->arch!=NULL) { 311 if (op->arch != NULL)
312 {
302 strcat(errmsg,"arch "); 313 strcat (errmsg, "arch ");
303 strcat(errmsg,op->arch->name?op->arch->name:"(null)"); 314 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
304 strcat(errmsg,"\n"); 315 strcat (errmsg, "\n");
305 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL) 316 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
306 strcat(errmsg,cp); 317 strcat (errmsg, cp);
307#if 0 318# if 0
308 /* Don't dump player diffs - they are too long, mostly meaningless, and 319 /* Don't dump player diffs - they are too long, mostly meaningless, and
309 * will overflow the buffer. 320 * will overflow the buffer.
310 * Changed so that we don't dump inventory either. This may 321 * Changed so that we don't dump inventory either. This may
311 * also overflow the buffer. 322 * also overflow the buffer.
312 */ 323 */
313 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL) 324 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
314 strcat(errmsg,cp); 325 strcat (errmsg, cp);
315 for (tmp=op->inv; tmp; tmp=tmp->below) 326 for (tmp = op->inv; tmp; tmp = tmp->below)
316 dump_object2(tmp); 327 dump_object2 (tmp);
328# endif
329 strcat (errmsg, "end\n");
330 }
331 else
332 {
333 strcat (errmsg, "Object ");
334 if (op->name == NULL)
335 strcat (errmsg, "(null)");
336 else
337 strcat (errmsg, op->name);
338 strcat (errmsg, "\n");
339# if 0
340 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
341 strcat (errmsg, cp);
342 for (tmp = op->inv; tmp; tmp = tmp->below)
343 dump_object2 (tmp);
344# endif
345 strcat (errmsg, "end\n");
346 }
317#endif 347#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} 348}
334 349
335/* 350/*
336 * Dumps an object. Returns output in the static global errmsg array. 351 * Dumps an object. Returns output in the static global errmsg array.
337 */ 352 */
338 353
354void
339void dump_object(object *op) { 355dump_object (object *op)
356{
340 if(op==NULL) { 357 if (op == NULL)
358 {
341 strcpy(errmsg,"[NULL pointer]"); 359 strcpy (errmsg, "[NULL pointer]");
342 return; 360 return;
343 } 361 }
344 errmsg[0]='\0'; 362 errmsg[0] = '\0';
345 dump_object2(op); 363 dump_object2 (op);
346} 364}
347 365
366void
348void dump_all_objects(void) { 367dump_all_objects (void)
368{
349 object *op; 369 object *op;
370
350 for(op=objects;op!=NULL;op=op->next) { 371 for (op = objects; op != NULL; op = op->next)
372 {
351 dump_object(op); 373 dump_object (op);
352 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg); 374 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
353 } 375 }
354} 376}
355 377
356/* 378/*
357 * get_nearest_part(multi-object, object 2) returns the part of the 379 * get_nearest_part(multi-object, object 2) returns the part of the
358 * multi-object 1 which is closest to the second object. 380 * multi-object 1 which is closest to the second object.
359 * If it's not a multi-object, it is returned. 381 * If it's not a multi-object, it is returned.
360 */ 382 */
361 383
384object *
362object *get_nearest_part(object *op, const object *pl) { 385get_nearest_part (object *op, const object *pl)
386{
363 object *tmp,*closest; 387 object *tmp, *closest;
364 int last_dist,i; 388 int last_dist, i;
389
365 if(op->more==NULL) 390 if (op->more == NULL)
366 return op; 391 return op;
367 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 392 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
368 if((i=distance(tmp,pl))<last_dist) 393 if ((i = distance (tmp, pl)) < last_dist)
369 closest=tmp,last_dist=i; 394 closest = tmp, last_dist = i;
370 return closest; 395 return closest;
371} 396}
372 397
373/* 398/*
374 * Returns the object which has the count-variable equal to the argument. 399 * Returns the object which has the count-variable equal to the argument.
375 */ 400 */
376 401
402object *
377object *find_object(tag_t i) { 403find_object (tag_t i)
404{
378 object *op; 405 object *op;
406
379 for(op=objects;op!=NULL;op=op->next) 407 for (op = objects; op != NULL; op = op->next)
380 if(op->count==i) 408 if (op->count == i)
381 break; 409 break;
382 return op; 410 return op;
383} 411}
384 412
385/* 413/*
386 * Returns the first object which has a name equal to the argument. 414 * Returns the first object which has a name equal to the argument.
387 * Used only by the patch command, but not all that useful. 415 * Used only by the patch command, but not all that useful.
388 * Enables features like "patch <name-of-other-player> food 999" 416 * Enables features like "patch <name-of-other-player> food 999"
389 */ 417 */
390 418
419object *
391object *find_object_name(const char *str) { 420find_object_name (const char *str)
421{
392 const char *name = shstr::find (str); 422 const char *name = shstr::find (str);
393 object *op; 423 object *op;
424
394 for(op=objects;op!=NULL;op=op->next) 425 for (op = objects; op != NULL; op = op->next)
395 if(&op->name == name) 426 if (&op->name == name)
396 break; 427 break;
397 428
398 return op; 429 return op;
399} 430}
400 431
432void
401void free_all_object_data () 433free_all_object_data ()
402{ 434{
403 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 435 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
404} 436}
405 437
406/* 438/*
412 * prompt, he is removed, and we don't want to treat him as an owner of 444 * prompt, he is removed, and we don't want to treat him as an owner of
413 * anything, so check removed flag. I don't expect that this should break 445 * anything, so check removed flag. I don't expect that this should break
414 * anything - once an object is removed, it is basically dead anyways. 446 * anything - once an object is removed, it is basically dead anyways.
415 */ 447 */
416 448
449object *
417object *get_owner(object *op) { 450get_owner (object *op)
451{
418 if(op->owner==NULL) 452 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; 453 return NULL;
428}
429 454
455 if (!QUERY_FLAG (op->owner, FLAG_FREED) && !QUERY_FLAG (op->owner, FLAG_REMOVED) && op->owner->count == op->ownercount)
456 return op->owner;
457
458 op->owner = NULL;
459 op->ownercount = 0;
460 return NULL;
461}
462
463void
430void clear_owner(object *op) 464clear_owner (object *op)
431{ 465{
432 if (!op) return; 466 if (!op)
467 return;
433 468
434 if (op->owner && op->ownercount == op->owner->count) 469 if (op->owner && op->ownercount == op->owner->count)
435 op->owner->refcount--; 470 op->owner->refcount--;
436 471
437 op->owner = NULL; 472 op->owner = NULL;
438 op->ownercount = 0; 473 op->ownercount = 0;
439} 474}
440 475
441/* 476/*
442 * Sets the owner and sets the skill and exp pointers to owner's current 477 * Sets the owner and sets the skill and exp pointers to owner's current
443 * skill and experience objects. 478 * skill and experience objects.
444 */ 479 */
480void
445void set_owner (object *op, object *owner) 481set_owner (object *op, object *owner)
446{ 482{
447 if(owner==NULL||op==NULL) 483 if (owner == NULL || op == NULL)
448 return; 484 return;
449 485
450 /* next line added to allow objects which own objects */ 486 /* next line added to allow objects which own objects */
451 /* Add a check for ownercounts in here, as I got into an endless loop 487 /* 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 488 * with the fireball owning a poison cloud which then owned the
453 * fireball. I believe that was caused by one of the objects getting 489 * fireball. I believe that was caused by one of the objects getting
454 * freed and then another object replacing it. Since the ownercounts 490 * 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. 491 * didn't match, this check is valid and I believe that cause is valid.
456 */ 492 */
457 while (owner->owner && owner!=owner->owner && 493 while (owner->owner && owner != owner->owner && owner->ownercount == owner->owner->count)
458 owner->ownercount==owner->owner->count) owner=owner->owner; 494 owner = owner->owner;
459 495
460 /* IF the owner still has an owner, we did not resolve to a final owner. 496 /* IF the owner still has an owner, we did not resolve to a final owner.
461 * so lets not add to that. 497 * so lets not add to that.
462 */ 498 */
463 if (owner->owner) return; 499 if (owner->owner)
500 return;
464 501
465 op->owner=owner; 502 op->owner = owner;
466 503
467 op->ownercount=owner->count; 504 op->ownercount = owner->count;
468 owner->refcount++; 505 owner->refcount++;
469
470} 506}
471 507
472/* Set the owner to clone's current owner and set the skill and experience 508/* 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 509 * 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 510 * 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 513 * 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 514 * spell), and this object creates further objects whose kills should be
479 * accounted for the player's original skill, even if player has changed 515 * accounted for the player's original skill, even if player has changed
480 * skills meanwhile. 516 * skills meanwhile.
481 */ 517 */
518void
482void copy_owner (object *op, object *clone) 519copy_owner (object *op, object *clone)
483{ 520{
484 object *owner = get_owner (clone); 521 object *owner = get_owner (clone);
522
485 if (owner == NULL) { 523 if (owner == NULL)
524 {
486 /* players don't have owners - they own themselves. Update 525 /* players don't have owners - they own themselves. Update
487 * as appropriate. 526 * as appropriate.
488 */ 527 */
489 if (clone->type == PLAYER) owner=clone; 528 if (clone->type == PLAYER)
529 owner = clone;
530 else
490 else return; 531 return;
491 } 532 }
533
492 set_owner(op, owner); 534 set_owner (op, owner);
493
494} 535}
495 536
496/* Zero the key_values on op, decrementing the shared-string 537/* Zero the key_values on op, decrementing the shared-string
497 * refcounts and freeing the links. 538 * refcounts and freeing the links.
498 */ 539 */
540static void
499static void free_key_values(object * op) 541free_key_values (object *op)
500{ 542{
501 for (key_value *i = op->key_values; i != 0; ) 543 for (key_value *i = op->key_values; i != 0;)
502 { 544 {
503 key_value *next = i->next; 545 key_value *next = i->next;
504 delete i; 546 delete i;
547
505 i = next; 548 i = next;
506 } 549 }
507 550
508 op->key_values = 0; 551 op->key_values = 0;
509} 552}
510 553
511void object::clear () 554void object::clear ()
512{ 555{
513 attachable_base::clear (); 556 attachable_base::clear ();
514 557
515 free_key_values (this); 558 free_key_values (this);
516 559
517 name = 0; 560 clear_owner (this);
561
562 name = 0;
518 name_pl = 0; 563 name_pl = 0;
519 title = 0; 564 title = 0;
520 race = 0; 565 race = 0;
521 slaying = 0; 566 slaying = 0;
522 skill = 0; 567 skill = 0;
523 msg = 0; 568 msg = 0;
524 lore = 0; 569 lore = 0;
525 custom_name = 0; 570 custom_name = 0;
526 materialname = 0; 571 materialname = 0;
527 572
528 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod)); 573 memset (static_cast < object_pod * >(this), 0, sizeof (object_pod));
529 574
530 SET_FLAG (this, FLAG_REMOVED); 575 SET_FLAG (this, FLAG_REMOVED);
531} 576}
532 577
533void object::clone (object *destination) 578void object::clone (object *destination)
534{ 579{
535 *(object_copy *)destination = *(object_copy *)this; 580 *(object_copy *) destination = *this;
536 *(object_pod *)destination = *(object_pod *)this; 581 *(object_pod *) destination = *this;
537 582
538 if (self || cb) 583 if (self || cb)
539 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination)); 584 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
540} 585}
541 586
542/* 587/*
543 * clear_object() frees everything allocated by an object, and also 588 * clear_object() frees everything allocated by an object, and also
544 * clears all variables and flags to default settings. 589 * clears all variables and flags to default settings.
545 */ 590 */
546 591
592void
547void clear_object (object *op) 593clear_object (object *op)
548{ 594{
549 op->clear (); 595 op->clear ();
550 596
551 op->contr = NULL; 597 op->contr = NULL;
552 op->below = NULL; 598 op->below = NULL;
553 op->above = NULL; 599 op->above = NULL;
554 op->inv = NULL; 600 op->inv = NULL;
555 op->container=NULL; 601 op->container = NULL;
556 op->env=NULL; 602 op->env = NULL;
557 op->more=NULL; 603 op->more = NULL;
558 op->head=NULL; 604 op->head = NULL;
559 op->map=NULL; 605 op->map = NULL;
560 op->refcount=0; 606 op->refcount = 0;
561 op->active_next = NULL; 607 op->active_next = NULL;
562 op->active_prev = NULL; 608 op->active_prev = NULL;
563 /* What is not cleared is next, prev, and count */ 609 /* What is not cleared is next, prev, and count */
564 610
565 op->expmul = 1.0; 611 op->expmul = 1.0;
577 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 623 * 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 624 * if the first object is freed, the pointers in the new object
579 * will point at garbage. 625 * will point at garbage.
580 */ 626 */
581 627
628void
582void copy_object (object *op2, object *op) 629copy_object (object *op2, object *op)
583{ 630{
584 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 631 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
585 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 632 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
586 633
587 op2->clone (op); 634 op2->clone (op);
588 635
636 if (is_freed)
589 if (is_freed) SET_FLAG (op, FLAG_FREED); 637 SET_FLAG (op, FLAG_FREED);
638 if (is_removed)
590 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 639 SET_FLAG (op, FLAG_REMOVED);
591 640
592 if (op2->speed < 0) 641 if (op2->speed < 0)
593 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 642 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
594 643
595 /* Copy over key_values, if any. */ 644 /* Copy over key_values, if any. */
596 if (op2->key_values != NULL) 645 if (op2->key_values)
597 { 646 {
598 key_value *tail = NULL; 647 key_value *tail = 0;
599 key_value *i; 648 key_value *i;
600 649
601 op->key_values = NULL; 650 op->key_values = 0;
602 651
603 for (i = op2->key_values; i != NULL; i = i->next) 652 for (i = op2->key_values; i; i = i->next)
604 { 653 {
605 key_value *new_link = new key_value; 654 key_value *new_link = new key_value;
606 655
607 new_link->next = NULL; 656 new_link->next = 0;
608 new_link->key = i->key; 657 new_link->key = i->key;
609 new_link->value = i->value; 658 new_link->value = i->value;
610 659
611 /* Try and be clever here, too. */ 660 /* Try and be clever here, too. */
612 if (op->key_values == NULL) 661 if (!op->key_values)
613 { 662 {
614 op->key_values = new_link; 663 op->key_values = new_link;
615 tail = new_link; 664 tail = new_link;
616 } 665 }
617 else 666 else
624 673
625 update_ob_speed (op); 674 update_ob_speed (op);
626} 675}
627 676
628/* 677/*
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->next = objects;
641
642 if (objects)
643 objects->prev = op;
644
645 objects = op;
646
647 SET_FLAG (op, FLAG_REMOVED);
648
649 op->expmul = 1.0;
650 op->face = blank_face;
651 op->attacked_by_count = -1;
652
653 return op;
654}
655
656/*
657 * If an object with the IS_TURNABLE() flag needs to be turned due 678 * If an object with the IS_TURNABLE() flag needs to be turned due
658 * to the closest player being on the other side, this function can 679 * to the closest player being on the other side, this function can
659 * be called to update the face variable, _and_ how it looks on the map. 680 * be called to update the face variable, _and_ how it looks on the map.
660 */ 681 */
661 682
683void
662void update_turn_face(object *op) { 684update_turn_face (object *op)
685{
663 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 686 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
664 return; 687 return;
665 SET_ANIMATION(op, op->direction); 688 SET_ANIMATION (op, op->direction);
666 update_object(op,UP_OBJ_FACE); 689 update_object (op, UP_OBJ_FACE);
667} 690}
668 691
669/* 692/*
670 * Updates the speed of an object. If the speed changes from 0 to another 693 * Updates the speed of an object. If the speed changes from 0 to another
671 * value, or vice versa, then add/remove the object from the active list. 694 * value, or vice versa, then add/remove the object from the active list.
672 * This function needs to be called whenever the speed of an object changes. 695 * This function needs to be called whenever the speed of an object changes.
673 */ 696 */
674 697
698void
675void update_ob_speed(object *op) { 699update_ob_speed (object *op)
700{
676 extern int arch_init; 701 extern int arch_init;
677 702
678 /* No reason putting the archetypes objects on the speed list, 703 /* No reason putting the archetypes objects on the speed list,
679 * since they never really need to be updated. 704 * since they never really need to be updated.
680 */ 705 */
681 706
682 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 707 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
708 {
683 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 709 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
684#ifdef MANY_CORES 710#ifdef MANY_CORES
685 abort(); 711 abort ();
686#else 712#else
687 op->speed = 0; 713 op->speed = 0;
688#endif 714#endif
689 } 715 }
690 if (arch_init) { 716 if (arch_init)
717 {
718 return;
719 }
720 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
721 {
722 /* If already on active list, don't do anything */
723 if (op->active_next || op->active_prev || op == active_objects)
691 return; 724 return;
692 }
693 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
694 /* If already on active list, don't do anything */
695 if (op->active_next || op->active_prev || op==active_objects)
696 return;
697 725
698 /* process_events() expects us to insert the object at the beginning 726 /* process_events() expects us to insert the object at the beginning
699 * of the list. */ 727 * of the list. */
700 op->active_next = active_objects; 728 op->active_next = active_objects;
701 if (op->active_next!=NULL) 729 if (op->active_next != NULL)
702 op->active_next->active_prev = op; 730 op->active_next->active_prev = op;
703 active_objects = op; 731 active_objects = op;
732 }
733 else
704 } 734 {
705 else {
706 /* If not on the active list, nothing needs to be done */ 735 /* If not on the active list, nothing needs to be done */
707 if (!op->active_next && !op->active_prev && op!=active_objects) 736 if (!op->active_next && !op->active_prev && op != active_objects)
708 return; 737 return;
709 738
710 if (op->active_prev==NULL) { 739 if (op->active_prev == NULL)
740 {
711 active_objects = op->active_next; 741 active_objects = op->active_next;
712 if (op->active_next!=NULL) 742 if (op->active_next != NULL)
713 op->active_next->active_prev = NULL; 743 op->active_next->active_prev = NULL;
744 }
745 else
714 } 746 {
715 else {
716 op->active_prev->active_next = op->active_next; 747 op->active_prev->active_next = op->active_next;
717 if (op->active_next) 748 if (op->active_next)
718 op->active_next->active_prev = op->active_prev; 749 op->active_next->active_prev = op->active_prev;
719 } 750 }
720 op->active_next = NULL; 751 op->active_next = NULL;
721 op->active_prev = NULL; 752 op->active_prev = NULL;
722 } 753 }
723} 754}
724 755
725/* This function removes object 'op' from the list of active 756/* This function removes object 'op' from the list of active
726 * objects. 757 * objects.
728 * reference maps where you don't want an object that isn't 759 * reference maps where you don't want an object that isn't
729 * in play chewing up cpu time getting processed. 760 * in play chewing up cpu time getting processed.
730 * The reverse of this is to call update_ob_speed, which 761 * The reverse of this is to call update_ob_speed, which
731 * will do the right thing based on the speed of the object. 762 * will do the right thing based on the speed of the object.
732 */ 763 */
764void
733void remove_from_active_list(object *op) 765remove_from_active_list (object *op)
734{ 766{
735 /* If not on the active list, nothing needs to be done */ 767 /* If not on the active list, nothing needs to be done */
736 if (!op->active_next && !op->active_prev && op!=active_objects) 768 if (!op->active_next && !op->active_prev && op != active_objects)
737 return; 769 return;
738 770
739 if (op->active_prev==NULL) { 771 if (op->active_prev == NULL)
772 {
740 active_objects = op->active_next; 773 active_objects = op->active_next;
741 if (op->active_next!=NULL) 774 if (op->active_next != NULL)
742 op->active_next->active_prev = NULL; 775 op->active_next->active_prev = NULL;
776 }
777 else
743 } 778 {
744 else {
745 op->active_prev->active_next = op->active_next; 779 op->active_prev->active_next = op->active_next;
746 if (op->active_next) 780 if (op->active_next)
747 op->active_next->active_prev = op->active_prev; 781 op->active_next->active_prev = op->active_prev;
748 } 782 }
749 op->active_next = NULL; 783 op->active_next = NULL;
750 op->active_prev = NULL; 784 op->active_prev = NULL;
751} 785}
752 786
753/* 787/*
754 * update_object() updates the array which represents the map. 788 * update_object() updates the array which represents the map.
755 * It takes into account invisible objects (and represent squares covered 789 * It takes into account invisible objects (and represent squares covered
770 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 804 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
771 * as that is easier than trying to look at what may have changed. 805 * as that is easier than trying to look at what may have changed.
772 * UP_OBJ_FACE: only the objects face has changed. 806 * UP_OBJ_FACE: only the objects face has changed.
773 */ 807 */
774 808
809void
775void update_object(object *op, int action) { 810update_object (object *op, int action)
811{
776 int update_now=0, flags; 812 int update_now = 0, flags;
777 MoveType move_on, move_off, move_block, move_slow; 813 MoveType move_on, move_off, move_block, move_slow;
778 814
779 if (op == NULL) { 815 if (op == NULL)
816 {
780 /* this should never happen */ 817 /* this should never happen */
781 LOG(llevDebug,"update_object() called for NULL object.\n"); 818 LOG (llevDebug, "update_object() called for NULL object.\n");
782 return; 819 return;
783 }
784 820 }
821
785 if(op->env!=NULL) { 822 if (op->env != NULL)
823 {
786 /* Animation is currently handled by client, so nothing 824 /* Animation is currently handled by client, so nothing
787 * to do in this case. 825 * to do in this case.
788 */ 826 */
789 return; 827 return;
790 } 828 }
791 829
792 /* If the map is saving, don't do anything as everything is 830 /* If the map is saving, don't do anything as everything is
793 * going to get freed anyways. 831 * going to get freed anyways.
794 */ 832 */
795 if (!op->map || op->map->in_memory == MAP_SAVING) return; 833 if (!op->map || op->map->in_memory == MAP_SAVING)
796 834 return;
835
797 /* make sure the object is within map boundaries */ 836 /* make sure the object is within map boundaries */
798 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 837 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
799 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 838 {
800 LOG(llevError,"update_object() called for object out of map!\n"); 839 LOG (llevError, "update_object() called for object out of map!\n");
801#ifdef MANY_CORES 840#ifdef MANY_CORES
802 abort(); 841 abort ();
803#endif 842#endif
804 return; 843 return;
805 }
806 844 }
845
807 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 846 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
808 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 847 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
809 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 848 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
810 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 849 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
811 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 850 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
812 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y); 851 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
813 852
814 if (action == UP_OBJ_INSERT) { 853 if (action == UP_OBJ_INSERT)
854 {
815 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 855 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
816 update_now=1; 856 update_now = 1;
817 857
818 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 858 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
819 update_now=1; 859 update_now = 1;
820 860
821 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 861 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
822 update_now=1; 862 update_now = 1;
823 863
824 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 864 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
825 update_now=1; 865 update_now = 1;
826 866
867 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
868 update_now = 1;
869
827 if ((move_on | op->move_on) != move_on) update_now=1; 870 if ((move_on | op->move_on) != move_on)
871 update_now = 1;
872
828 if ((move_off | op->move_off) != move_off) update_now=1; 873 if ((move_off | op->move_off) != move_off)
874 update_now = 1;
875
829 /* This isn't perfect, but I don't expect a lot of objects to 876 /* This isn't perfect, but I don't expect a lot of objects to
830 * to have move_allow right now. 877 * to have move_allow right now.
831 */ 878 */
832 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 879 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
833 update_now=1; 880 update_now = 1;
881
834 if ((move_slow | op->move_slow) != move_slow) update_now=1; 882 if ((move_slow | op->move_slow) != move_slow)
883 update_now = 1;
835 } 884 }
836 /* if the object is being removed, we can't make intelligent 885 /* if the object is being removed, we can't make intelligent
837 * decisions, because remove_ob can't really pass the object 886 * decisions, because remove_ob can't really pass the object
838 * that is being removed. 887 * that is being removed.
839 */ 888 */
840 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 889 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
841 update_now=1; 890 update_now = 1;
842 } else if (action == UP_OBJ_FACE) { 891 else if (action == UP_OBJ_FACE)
843 /* Nothing to do for that case */ 892 /* Nothing to do for that case */ ;
844 }
845 else { 893 else
846 LOG(llevError,"update_object called with invalid action: %d\n", action); 894 LOG (llevError, "update_object called with invalid action: %d\n", action);
847 }
848 895
849 if (update_now) { 896 if (update_now)
897 {
850 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 898 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
851 update_position(op->map, op->x, op->y); 899 update_position (op->map, op->x, op->y);
852 } 900 }
853 901
854 if(op->more!=NULL) 902 if (op->more != NULL)
855 update_object(op->more, action); 903 update_object (op->more, action);
856} 904}
857 905
906static unordered_vector < object *>mortals;
907static
908std::vector < object *>
909 freed;
910
911void object::free_mortals ()
912{
913 for (unordered_vector < object *>::iterator i = mortals.begin (); i != mortals.end ();)
914 if (!(*i)->refcount)
915 {
916 freed.push_back (*i);
917 mortals.erase (i);
918 }
919 else
920 ++i;
921}
922
923object::object ()
924{
925 SET_FLAG (this, FLAG_REMOVED);
926
927 expmul = 1.0;
928 face = blank_face;
929 attacked_by_count = -1;
930}
931
932object::~object ()
933{
934 free_key_values (this);
935}
936
937void object::link ()
938{
939 count = ++ob_count;
940
941 prev = 0;
942 next = objects;
943
944 if (objects)
945 objects->prev = this;
946
947 objects = this;
948}
949
950void object::unlink ()
951{
952 count = 0;
953
954 /* Remove this object from the list of used objects */
955 if (prev)
956 {
957 prev->next = next;
958 prev = 0;
959 }
960
961 if (next)
962 {
963 next->prev = prev;
964 next = 0;
965 }
966
967 if (this == objects)
968 objects = next;
969}
970
971object *object::create ()
972{
973 object *
974 op;
975
976 if (freed.empty ())
977 op = new object;
978
979 else
980 {
981 // highly annoying, but the only way to get it stable right now
982 op = freed.back ();
983 freed.pop_back ();
984 op->~object ();
985 new ((void *) op) object;
986 }
987
988 op->link ();
989 return op;
990}
858 991
859/* 992/*
860 * free_object() frees everything allocated by an object, removes 993 * free_object() frees everything allocated by an object, removes
861 * it from the list of used objects, and puts it on the list of 994 * it from the list of used objects, and puts it on the list of
862 * free objects. The IS_FREED() flag is set in the object. 995 * free objects. The IS_FREED() flag is set in the object.
864 * this function to succeed. 997 * this function to succeed.
865 * 998 *
866 * If free_inventory is set, free inventory as well. Else drop items in 999 * If free_inventory is set, free inventory as well. Else drop items in
867 * inventory to the ground. 1000 * inventory to the ground.
868 */ 1001 */
869 1002void object::free (bool free_inventory)
870void
871free_object (object * ob)
872{ 1003{
873 free_object2 (ob, 0); 1004 if (QUERY_FLAG (this, FLAG_FREED))
874} 1005 return;
875 1006
876void
877free_object2 (object * ob, int free_inventory)
878{
879 object *tmp, *op;
880
881 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 1007 if (!QUERY_FLAG (this, FLAG_REMOVED))
882 { 1008 remove_ob (this);
883 LOG (llevDebug, "Free object called with non removed object\n");
884 dump_object (ob);
885#ifdef MANY_CORES
886 abort ();
887#endif
888 }
889 1009
890 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 1010 if (QUERY_FLAG (this, FLAG_FRIENDLY))
891 {
892 LOG (llevMonster, "Warning: tried to free friendly object.\n");
893 remove_friendly_object (ob); 1011 remove_friendly_object (this);
1012
1013 SET_FLAG (this, FLAG_FREED);
1014
1015 if (more)
894 } 1016 {
895 1017 more->free (free_inventory);
896 if (QUERY_FLAG (ob, FLAG_FREED)) 1018 more = 0;
897 { 1019 }
898 dump_object (ob);
899 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg);
900 return;
901 }
902 1020
903 if (ob->more != NULL)
904 {
905 free_object2 (ob->more, free_inventory);
906 ob->more = NULL;
907 }
908
909 if (ob->inv) 1021 if (inv)
910 { 1022 {
911 /* Only if the space blocks everything do we not process - 1023 /* Only if the space blocks everything do we not process -
912 * if some form of movement is allowed, let objects 1024 * if some form of movement is allowed, let objects
913 * drop on that space. 1025 * drop on that space.
914 */ 1026 */
915 if (free_inventory || ob->map == NULL 1027 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
916 || ob->map->in_memory != MAP_IN_MEMORY 1028 {
917 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL)) 1029 object *op = inv;
918 {
919 op = ob->inv;
920 1030
921 while (op != NULL) 1031 while (op)
922 { 1032 {
923 tmp = op->below; 1033 object *tmp = op->below;
924 remove_ob (op); 1034 op->free (free_inventory);
925 free_object2 (op, free_inventory);
926 op = tmp; 1035 op = tmp;
927 } 1036 }
928 } 1037 }
929 else 1038 else
930 { /* Put objects in inventory onto this space */ 1039 { /* Put objects in inventory onto this space */
931 op = ob->inv; 1040 object *op = inv;
932 1041
933 while (op != NULL) 1042 while (op)
934 { 1043 {
935 tmp = op->below; 1044 object *tmp = op->below;
1045
936 remove_ob (op); 1046 remove_ob (op);
937 1047
938 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 1048 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
939 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE 1049 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
940 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1050 free_object (op);
941 free_object (op); 1051 else
942 else 1052 {
943 { 1053 op->x = x;
944 op->x = ob->x; 1054 op->y = y;
945 op->y = ob->y;
946 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */ 1055 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
947 } 1056 }
948 1057
949 op = tmp; 1058 op = tmp;
1059 }
1060 }
950 } 1061 }
951 } 1062
952 } 1063 clear_owner (this);
953 1064
954 /* Remove object from the active list */ 1065 /* Remove object from the active list */
955 ob->speed = 0; 1066 speed = 0;
956 update_ob_speed (ob); 1067 update_ob_speed (this);
957 1068
958 SET_FLAG (ob, FLAG_FREED); 1069 unlink ();
959 ob->count = 0;
960 1070
961 /* Remove this object from the list of used objects */ 1071 mortals.push_back (this);
962 if (ob->prev == NULL)
963 {
964 objects = ob->next;
965
966 if (objects != NULL)
967 objects->prev = NULL;
968 }
969 else
970 {
971 ob->prev->next = ob->next;
972
973 if (ob->next != NULL)
974 ob->next->prev = ob->prev;
975 }
976
977 free_key_values (ob);
978
979 /* Now link it with the free_objects list: */
980 ob->prev = 0;
981 ob->next = 0;
982
983 delete ob;
984} 1072}
985 1073
986/* 1074/*
987 * sub_weight() recursively (outwards) subtracts a number from the 1075 * sub_weight() recursively (outwards) subtracts a number from the
988 * weight of an object (and what is carried by it's environment(s)). 1076 * weight of an object (and what is carried by it's environment(s)).
989 */ 1077 */
990 1078
1079void
991void sub_weight (object *op, signed long weight) { 1080sub_weight (object *op, signed long weight)
1081{
992 while (op != NULL) { 1082 while (op != NULL)
1083 {
993 if (op->type == CONTAINER) { 1084 if (op->type == CONTAINER)
1085 {
994 weight=(signed long)(weight*(100-op->stats.Str)/100); 1086 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
995 } 1087 }
996 op->carrying-=weight; 1088 op->carrying -= weight;
997 op = op->env; 1089 op = op->env;
998 } 1090 }
999} 1091}
1000 1092
1001/* remove_ob(op): 1093/* remove_ob(op):
1002 * This function removes the object op from the linked list of objects 1094 * This function removes the object op from the linked list of objects
1003 * which it is currently tied to. When this function is done, the 1095 * which it is currently tied to. When this function is done, the
1005 * environment, the x and y coordinates will be updated to 1097 * environment, the x and y coordinates will be updated to
1006 * the previous environment. 1098 * the previous environment.
1007 * Beware: This function is called from the editor as well! 1099 * Beware: This function is called from the editor as well!
1008 */ 1100 */
1009 1101
1102void
1010void remove_ob(object *op) { 1103remove_ob (object *op)
1011 object *tmp,*last=NULL; 1104{
1012 object *otmp; 1105 object *
1013 tag_t tag; 1106 tmp, *
1107 last = NULL;
1108 object *
1109 otmp;
1110
1111 tag_t
1112 tag;
1113 int
1014 int check_walk_off; 1114 check_walk_off;
1015 mapstruct *m; 1115 mapstruct *
1016 sint16 x,y;
1017 1116 m;
1018 1117
1118 sint16
1119 x,
1120 y;
1121
1019 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1122 if (QUERY_FLAG (op, FLAG_REMOVED))
1020 dump_object(op); 1123 return;
1021 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1022 1124
1023 /* Changed it to always dump core in this case. As has been learned
1024 * in the past, trying to recover from errors almost always
1025 * make things worse, and this is a real error here - something
1026 * that should not happen.
1027 * Yes, if this was a mission critical app, trying to do something
1028 * to recover may make sense, but that is because failure of the app
1029 * may have other disastrous problems. Cf runs out of a script
1030 * so is easily enough restarted without any real problems.
1031 * MSW 2001-07-01
1032 */
1033 abort();
1034 }
1035 if(op->more!=NULL)
1036 remove_ob(op->more);
1037
1038 SET_FLAG(op, FLAG_REMOVED); 1125 SET_FLAG (op, FLAG_REMOVED);
1039 1126
1127 if (op->more != NULL)
1128 remove_ob (op->more);
1129
1040 /* 1130 /*
1041 * In this case, the object to be removed is in someones 1131 * In this case, the object to be removed is in someones
1042 * inventory. 1132 * inventory.
1043 */ 1133 */
1044 if(op->env!=NULL) { 1134 if (op->env != NULL)
1135 {
1045 if(op->nrof) 1136 if (op->nrof)
1046 sub_weight(op->env, op->weight*op->nrof); 1137 sub_weight (op->env, op->weight * op->nrof);
1047 else 1138 else
1048 sub_weight(op->env, op->weight+op->carrying); 1139 sub_weight (op->env, op->weight + op->carrying);
1049 1140
1050 /* NO_FIX_PLAYER is set when a great many changes are being 1141 /* NO_FIX_PLAYER is set when a great many changes are being
1051 * made to players inventory. If set, avoiding the call 1142 * made to players inventory. If set, avoiding the call
1052 * to save cpu time. 1143 * to save cpu time.
1053 */ 1144 */
1054 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1145 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1055 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1056 fix_player(otmp); 1146 fix_player (otmp);
1057 1147
1058 if(op->above!=NULL) 1148 if (op->above != NULL)
1059 op->above->below=op->below; 1149 op->above->below = op->below;
1060 else 1150 else
1061 op->env->inv=op->below; 1151 op->env->inv = op->below;
1062 1152
1063 if(op->below!=NULL) 1153 if (op->below != NULL)
1064 op->below->above=op->above; 1154 op->below->above = op->above;
1065 1155
1066 /* we set up values so that it could be inserted into 1156 /* we set up values so that it could be inserted into
1067 * the map, but we don't actually do that - it is up 1157 * the map, but we don't actually do that - it is up
1068 * to the caller to decide what we want to do. 1158 * to the caller to decide what we want to do.
1069 */ 1159 */
1070 op->x=op->env->x,op->y=op->env->y; 1160 op->x = op->env->x, op->y = op->env->y;
1071 op->map=op->env->map; 1161 op->map = op->env->map;
1072 op->above=NULL,op->below=NULL; 1162 op->above = NULL, op->below = NULL;
1073 op->env=NULL; 1163 op->env = NULL;
1164 }
1165 else if (op->map)
1166 {
1167 x = op->x;
1168 y = op->y;
1169 m = get_map_from_coord (op->map, &x, &y);
1170
1171 if (!m)
1172 {
1173 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1174 op->map->path, op->x, op->y);
1175 /* in old days, we used to set x and y to 0 and continue.
1176 * it seems if we get into this case, something is probablye
1177 * screwed up and should be fixed.
1178 */
1179 abort ();
1180 }
1181
1182 if (op->map != m)
1183 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1184 op->map->path, m->path, op->x, op->y, x, y);
1185
1186 /* Re did the following section of code - it looks like it had
1187 * lots of logic for things we no longer care about
1188 */
1189
1190 /* link the object above us */
1191 if (op->above)
1192 op->above->below = op->below;
1193 else
1194 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1195
1196 /* Relink the object below us, if there is one */
1197 if (op->below)
1198 op->below->above = op->above;
1199 else
1200 {
1201 /* Nothing below, which means we need to relink map object for this space
1202 * use translated coordinates in case some oddness with map tiling is
1203 * evident
1204 */
1205 if (GET_MAP_OB (m, x, y) != op)
1206 {
1207 dump_object (op);
1208 LOG (llevError,
1209 "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);
1210 dump_object (GET_MAP_OB (m, x, y));
1211 LOG (llevError, "%s\n", errmsg);
1212 }
1213
1214 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1215 }
1216
1217 op->above = 0;
1218 op->below = 0;
1219
1220 if (op->map->in_memory == MAP_SAVING)
1074 return; 1221 return;
1075 }
1076 1222
1077 /* If we get here, we are removing it from a map */
1078 if (op->map == NULL) return;
1079
1080 x = op->x;
1081 y = op->y;
1082 m = get_map_from_coord(op->map, &x, &y);
1083
1084 if (!m) {
1085 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1086 op->map->path, op->x, op->y);
1087 /* in old days, we used to set x and y to 0 and continue.
1088 * it seems if we get into this case, something is probablye
1089 * screwed up and should be fixed.
1090 */
1091 abort();
1092 }
1093 if (op->map != m) {
1094 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1095 op->map->path, m->path, op->x, op->y, x, y);
1096 }
1097
1098 /* Re did the following section of code - it looks like it had
1099 * lots of logic for things we no longer care about
1100 */
1101
1102 /* link the object above us */
1103 if (op->above)
1104 op->above->below=op->below;
1105 else
1106 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1107
1108 /* Relink the object below us, if there is one */
1109 if(op->below) {
1110 op->below->above=op->above;
1111 } else {
1112 /* Nothing below, which means we need to relink map object for this space
1113 * use translated coordinates in case some oddness with map tiling is
1114 * evident
1115 */
1116 if(GET_MAP_OB(m,x,y)!=op) {
1117 dump_object(op);
1118 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);
1119 dump_object(GET_MAP_OB(m,x,y));
1120 LOG(llevError,"%s\n",errmsg);
1121 }
1122 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1123 }
1124 op->above=NULL;
1125 op->below=NULL;
1126
1127 if (op->map->in_memory == MAP_SAVING)
1128 return;
1129
1130 tag = op->count; 1223 tag = op->count;
1131 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1224 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1225
1132 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1226 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1227 {
1133 /* No point updating the players look faces if he is the object 1228 /* No point updating the players look faces if he is the object
1134 * being removed. 1229 * being removed.
1135 */ 1230 */
1136 1231
1137 if(tmp->type==PLAYER && tmp!=op) { 1232 if (tmp->type == PLAYER && tmp != op)
1233 {
1138 /* If a container that the player is currently using somehow gets 1234 /* If a container that the player is currently using somehow gets
1139 * removed (most likely destroyed), update the player view 1235 * removed (most likely destroyed), update the player view
1140 * appropriately. 1236 * appropriately.
1141 */ 1237 */
1142 if (tmp->container==op) { 1238 if (tmp->container == op)
1239 {
1143 CLEAR_FLAG(op, FLAG_APPLIED); 1240 CLEAR_FLAG (op, FLAG_APPLIED);
1144 tmp->container=NULL; 1241 tmp->container = NULL;
1242 }
1243
1244 tmp->contr->socket.update_look = 1;
1145 } 1245 }
1146 tmp->contr->socket.update_look=1; 1246
1147 }
1148 /* See if player moving off should effect something */ 1247 /* See if player moving off should effect something */
1149 if (check_walk_off && ((op->move_type & tmp->move_off) && 1248 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1150 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1249 {
1151
1152 move_apply(tmp, op, NULL); 1250 move_apply (tmp, op, NULL);
1251
1153 if (was_destroyed (op, tag)) { 1252 if (was_destroyed (op, tag))
1253 {
1154 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1254 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1155 "leaving object\n", &tmp->name, &tmp->arch->name); 1255 }
1156 } 1256 }
1157 }
1158 1257
1159 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1258 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1160 1259
1161 if(tmp->above == tmp) 1260 if (tmp->above == tmp)
1162 tmp->above = NULL; 1261 tmp->above = NULL;
1262
1163 last=tmp; 1263 last = tmp;
1164 } 1264 }
1265
1165 /* last == NULL of there are no objects on this space */ 1266 /* last == NULL of there are no objects on this space */
1166 if (last==NULL) { 1267 if (last == NULL)
1268 {
1167 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1269 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1168 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1270 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1169 * those out anyways, and if there are any flags set right now, they won't 1271 * those out anyways, and if there are any flags set right now, they won't
1170 * be correct anyways. 1272 * be correct anyways.
1171 */ 1273 */
1172 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1274 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1173 update_position(op->map, op->x, op->y); 1275 update_position (op->map, op->x, op->y);
1174 } 1276 }
1175 else 1277 else
1176 update_object(last, UP_OBJ_REMOVE); 1278 update_object (last, UP_OBJ_REMOVE);
1177 1279
1178 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1280 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1179 update_all_los(op->map, op->x, op->y); 1281 update_all_los (op->map, op->x, op->y);
1180 1282 }
1181} 1283}
1182 1284
1183/* 1285/*
1184 * merge_ob(op,top): 1286 * merge_ob(op,top):
1185 * 1287 *
1187 * merges op to the first matching object. 1289 * merges op to the first matching object.
1188 * If top is NULL, it is calculated. 1290 * If top is NULL, it is calculated.
1189 * Returns pointer to object if it succeded in the merge, otherwise NULL 1291 * Returns pointer to object if it succeded in the merge, otherwise NULL
1190 */ 1292 */
1191 1293
1294object *
1192object *merge_ob(object *op, object *top) { 1295merge_ob (object *op, object *top)
1296{
1193 if(!op->nrof) 1297 if (!op->nrof)
1194 return 0; 1298 return 0;
1299
1195 if(top==NULL) 1300 if (top == NULL)
1196 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1301 for (top = op; top != NULL && top->above != NULL; top = top->above);
1302
1197 for(;top!=NULL;top=top->below) { 1303 for (; top != NULL; top = top->below)
1304 {
1198 if(top==op) 1305 if (top == op)
1199 continue; 1306 continue;
1200 if (CAN_MERGE(op,top)) 1307 if (CAN_MERGE (op, top))
1201 { 1308 {
1202 top->nrof+=op->nrof; 1309 top->nrof += op->nrof;
1310
1203/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1311/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1204 op->weight = 0; /* Don't want any adjustements now */ 1312 op->weight = 0; /* Don't want any adjustements now */
1205 remove_ob(op); 1313 remove_ob (op);
1206 free_object(op); 1314 free_object (op);
1207 return top; 1315 return top;
1208 } 1316 }
1209 } 1317 }
1318
1210 return NULL; 1319 return NULL;
1211} 1320}
1212 1321
1213/* 1322/*
1214 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1323 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1215 * job preparing multi-part monsters 1324 * job preparing multi-part monsters
1216 */ 1325 */
1326object *
1217object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1327insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y)
1328{
1218 object* tmp; 1329 object *tmp;
1330
1219 if (op->head) 1331 if (op->head)
1220 op=op->head; 1332 op = op->head;
1333
1221 for (tmp=op;tmp;tmp=tmp->more){ 1334 for (tmp = op; tmp; tmp = tmp->more)
1335 {
1222 tmp->x=x+tmp->arch->clone.x; 1336 tmp->x = x + tmp->arch->clone.x;
1223 tmp->y=y+tmp->arch->clone.y; 1337 tmp->y = y + tmp->arch->clone.y;
1224 } 1338 }
1339
1225 return insert_ob_in_map (op, m, originator, flag); 1340 return insert_ob_in_map (op, m, originator, flag);
1226} 1341}
1227 1342
1228/* 1343/*
1229 * insert_ob_in_map (op, map, originator, flag): 1344 * insert_ob_in_map (op, map, originator, flag):
1230 * This function inserts the object in the two-way linked list 1345 * This function inserts the object in the two-way linked list
1244 * new object if 'op' was merged with other object 1359 * new object if 'op' was merged with other object
1245 * NULL if 'op' was destroyed 1360 * NULL if 'op' was destroyed
1246 * just 'op' otherwise 1361 * just 'op' otherwise
1247 */ 1362 */
1248 1363
1364object *
1249object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1365insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag)
1250{ 1366{
1251 object *tmp, *top, *floor=NULL; 1367 object *tmp, *top, *floor = NULL;
1252 sint16 x,y; 1368 sint16 x, y;
1253 1369
1254 if (QUERY_FLAG (op, FLAG_FREED)) { 1370 if (QUERY_FLAG (op, FLAG_FREED))
1371 {
1255 LOG (llevError, "Trying to insert freed object!\n"); 1372 LOG (llevError, "Trying to insert freed object!\n");
1373 return NULL;
1374 }
1375
1376 if (m == NULL)
1377 {
1378 dump_object (op);
1379 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1380 return op;
1381 }
1382
1383 if (out_of_map (m, op->x, op->y))
1384 {
1385 dump_object (op);
1386 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1387#ifdef MANY_CORES
1388 /* Better to catch this here, as otherwise the next use of this object
1389 * is likely to cause a crash. Better to find out where it is getting
1390 * improperly inserted.
1391 */
1392 abort ();
1393#endif
1394 return op;
1395 }
1396
1397 if (!QUERY_FLAG (op, FLAG_REMOVED))
1398 {
1399 dump_object (op);
1400 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1401 return op;
1402 }
1403
1404 if (op->more != NULL)
1405 {
1406 /* The part may be on a different map. */
1407
1408 object *more = op->more;
1409
1410 /* We really need the caller to normalize coordinates - if
1411 * we set the map, that doesn't work if the location is within
1412 * a map and this is straddling an edge. So only if coordinate
1413 * is clear wrong do we normalize it.
1414 */
1415 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1416 more->map = get_map_from_coord (m, &more->x, &more->y);
1417 else if (!more->map)
1418 {
1419 /* For backwards compatibility - when not dealing with tiled maps,
1420 * more->map should always point to the parent.
1421 */
1422 more->map = m;
1423 }
1424
1425 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1426 {
1427 if (!op->head)
1428 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1429
1430 return NULL;
1431 }
1432 }
1433
1434 CLEAR_FLAG (op, FLAG_REMOVED);
1435
1436 /* Ideally, the caller figures this out. However, it complicates a lot
1437 * of areas of callers (eg, anything that uses find_free_spot would now
1438 * need extra work
1439 */
1440 op->map = get_map_from_coord (m, &op->x, &op->y);
1441 x = op->x;
1442 y = op->y;
1443
1444 /* this has to be done after we translate the coordinates.
1445 */
1446 if (op->nrof && !(flag & INS_NO_MERGE))
1447 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1448 if (CAN_MERGE (op, tmp))
1449 {
1450 op->nrof += tmp->nrof;
1451 remove_ob (tmp);
1452 free_object (tmp);
1453 }
1454
1455 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1456 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1457
1458 if (!QUERY_FLAG (op, FLAG_ALIVE))
1459 CLEAR_FLAG (op, FLAG_NO_STEAL);
1460
1461 if (flag & INS_BELOW_ORIGINATOR)
1462 {
1463 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1464 {
1465 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1466 abort ();
1467 }
1468
1469 op->above = originator;
1470 op->below = originator->below;
1471
1472 if (op->below)
1473 op->below->above = op;
1474 else
1475 SET_MAP_OB (op->map, op->x, op->y, op);
1476
1477 /* since *below* originator, no need to update top */
1478 originator->below = op;
1479 }
1480 else
1481 {
1482 /* If there are other objects, then */
1483 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1484 {
1485 object *last = NULL;
1486
1487 /*
1488 * If there are multiple objects on this space, we do some trickier handling.
1489 * We've already dealt with merging if appropriate.
1490 * Generally, we want to put the new object on top. But if
1491 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1492 * floor, we want to insert above that and no further.
1493 * Also, if there are spell objects on this space, we stop processing
1494 * once we get to them. This reduces the need to traverse over all of
1495 * them when adding another one - this saves quite a bit of cpu time
1496 * when lots of spells are cast in one area. Currently, it is presumed
1497 * that flying non pickable objects are spell objects.
1498 */
1499
1500 while (top != NULL)
1501 {
1502 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1503 floor = top;
1504
1505 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1506 {
1507 /* We insert above top, so we want this object below this */
1508 top = top->below;
1509 break;
1510 }
1511
1512 last = top;
1513 top = top->above;
1514 }
1515
1516 /* Don't want top to be NULL, so set it to the last valid object */
1517 top = last;
1518
1519 /* We let update_position deal with figuring out what the space
1520 * looks like instead of lots of conditions here.
1521 * makes things faster, and effectively the same result.
1522 */
1523
1524 /* Have object 'fall below' other objects that block view.
1525 * Unless those objects are exits, type 66
1526 * If INS_ON_TOP is used, don't do this processing
1527 * Need to find the object that in fact blocks view, otherwise
1528 * stacking is a bit odd.
1529 */
1530 if (!(flag & INS_ON_TOP) &&
1531 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1532 {
1533 for (last = top; last != floor; last = last->below)
1534 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1535 break;
1536 /* Check to see if we found the object that blocks view,
1537 * and make sure we have a below pointer for it so that
1538 * we can get inserted below this one, which requires we
1539 * set top to the object below us.
1540 */
1541 if (last && last->below && last != floor)
1542 top = last->below;
1543 }
1544 } /* If objects on this space */
1545
1546 if (flag & INS_MAP_LOAD)
1547 top = GET_MAP_TOP (op->map, op->x, op->y);
1548
1549 if (flag & INS_ABOVE_FLOOR_ONLY)
1550 top = floor;
1551
1552 /* Top is the object that our object (op) is going to get inserted above.
1553 */
1554
1555 /* First object on this space */
1556 if (!top)
1557 {
1558 op->above = GET_MAP_OB (op->map, op->x, op->y);
1559
1560 if (op->above)
1561 op->above->below = op;
1562
1563 op->below = NULL;
1564 SET_MAP_OB (op->map, op->x, op->y, op);
1565 }
1566 else
1567 { /* get inserted into the stack above top */
1568 op->above = top->above;
1569
1570 if (op->above)
1571 op->above->below = op;
1572
1573 op->below = top;
1574 top->above = op;
1575 }
1576
1577 if (op->above == NULL)
1578 SET_MAP_TOP (op->map, op->x, op->y, op);
1579 } /* else not INS_BELOW_ORIGINATOR */
1580
1581 if (op->type == PLAYER)
1582 op->contr->do_los = 1;
1583
1584 /* If we have a floor, we know the player, if any, will be above
1585 * it, so save a few ticks and start from there.
1586 */
1587 if (!(flag & INS_MAP_LOAD))
1588 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1589 if (tmp->type == PLAYER)
1590 tmp->contr->socket.update_look = 1;
1591
1592 /* If this object glows, it may affect lighting conditions that are
1593 * visible to others on this map. But update_all_los is really
1594 * an inefficient way to do this, as it means los for all players
1595 * on the map will get recalculated. The players could very well
1596 * be far away from this change and not affected in any way -
1597 * this should get redone to only look for players within range,
1598 * or just updating the P_NEED_UPDATE for spaces within this area
1599 * of effect may be sufficient.
1600 */
1601 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1602 update_all_los (op->map, op->x, op->y);
1603
1604 /* updates flags (blocked, alive, no magic, etc) for this map space */
1605 update_object (op, UP_OBJ_INSERT);
1606
1607 /* Don't know if moving this to the end will break anything. However,
1608 * we want to have update_look set above before calling this.
1609 *
1610 * check_move_on() must be after this because code called from
1611 * check_move_on() depends on correct map flags (so functions like
1612 * blocked() and wall() work properly), and these flags are updated by
1613 * update_object().
1614 */
1615
1616 /* if this is not the head or flag has been passed, don't check walk on status */
1617 if (!(flag & INS_NO_WALK_ON) && !op->head)
1618 {
1619 if (check_move_on (op, originator))
1256 return NULL; 1620 return NULL;
1257 }
1258 if(m==NULL) {
1259 dump_object(op);
1260 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1261 return op;
1262 }
1263 if(out_of_map(m,op->x,op->y)) {
1264 dump_object(op);
1265 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1266#ifdef MANY_CORES
1267 /* Better to catch this here, as otherwise the next use of this object
1268 * is likely to cause a crash. Better to find out where it is getting
1269 * improperly inserted.
1270 */
1271 abort();
1272#endif
1273 return op;
1274 }
1275 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1276 dump_object(op);
1277 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1278 return op;
1279 }
1280 if(op->more!=NULL) {
1281 /* The part may be on a different map. */
1282 1621
1283 object *more = op->more;
1284
1285 /* We really need the caller to normalize coordinates - if
1286 * we set the map, that doesn't work if the location is within
1287 * a map and this is straddling an edge. So only if coordinate
1288 * is clear wrong do we normalize it.
1289 */
1290 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1291 more->map = get_map_from_coord(m, &more->x, &more->y);
1292 } else if (!more->map) {
1293 /* For backwards compatibility - when not dealing with tiled maps,
1294 * more->map should always point to the parent.
1295 */
1296 more->map = m;
1297 }
1298
1299 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1300 if ( ! op->head)
1301 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1302 return NULL;
1303 }
1304 }
1305 CLEAR_FLAG(op,FLAG_REMOVED);
1306
1307 /* Ideally, the caller figures this out. However, it complicates a lot
1308 * of areas of callers (eg, anything that uses find_free_spot would now
1309 * need extra work
1310 */
1311 op->map=get_map_from_coord(m, &op->x, &op->y);
1312 x = op->x;
1313 y = op->y;
1314
1315 /* this has to be done after we translate the coordinates.
1316 */
1317 if(op->nrof && !(flag & INS_NO_MERGE)) {
1318 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1319 if (CAN_MERGE(op,tmp)) {
1320 op->nrof+=tmp->nrof;
1321 remove_ob(tmp);
1322 free_object(tmp);
1323 }
1324 }
1325
1326 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1327 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1328 if (!QUERY_FLAG(op, FLAG_ALIVE))
1329 CLEAR_FLAG(op, FLAG_NO_STEAL);
1330
1331 if (flag & INS_BELOW_ORIGINATOR) {
1332 if (originator->map != op->map || originator->x != op->x ||
1333 originator->y != op->y) {
1334 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1335 abort();
1336 }
1337 op->above = originator;
1338 op->below = originator->below;
1339 if (op->below) op->below->above = op;
1340 else SET_MAP_OB(op->map, op->x, op->y, op);
1341 /* since *below* originator, no need to update top */
1342 originator->below = op;
1343 } else {
1344 /* If there are other objects, then */
1345 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1346 object *last=NULL;
1347 /*
1348 * If there are multiple objects on this space, we do some trickier handling.
1349 * We've already dealt with merging if appropriate.
1350 * Generally, we want to put the new object on top. But if
1351 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1352 * floor, we want to insert above that and no further.
1353 * Also, if there are spell objects on this space, we stop processing
1354 * once we get to them. This reduces the need to traverse over all of
1355 * them when adding another one - this saves quite a bit of cpu time
1356 * when lots of spells are cast in one area. Currently, it is presumed
1357 * that flying non pickable objects are spell objects.
1358 */
1359
1360 while (top != NULL) {
1361 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1362 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1363 if (QUERY_FLAG(top, FLAG_NO_PICK)
1364 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1365 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1366 {
1367 /* We insert above top, so we want this object below this */
1368 top=top->below;
1369 break;
1370 }
1371 last = top;
1372 top = top->above;
1373 }
1374 /* Don't want top to be NULL, so set it to the last valid object */
1375 top = last;
1376
1377 /* We let update_position deal with figuring out what the space
1378 * looks like instead of lots of conditions here.
1379 * makes things faster, and effectively the same result.
1380 */
1381
1382 /* Have object 'fall below' other objects that block view.
1383 * Unless those objects are exits, type 66
1384 * If INS_ON_TOP is used, don't do this processing
1385 * Need to find the object that in fact blocks view, otherwise
1386 * stacking is a bit odd.
1387 */
1388 if (!(flag & INS_ON_TOP) &&
1389 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1390 (op->face && !op->face->visibility)) {
1391 for (last=top; last != floor; last=last->below)
1392 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1393 /* Check to see if we found the object that blocks view,
1394 * and make sure we have a below pointer for it so that
1395 * we can get inserted below this one, which requires we
1396 * set top to the object below us.
1397 */
1398 if (last && last->below && last != floor) top=last->below;
1399 }
1400 } /* If objects on this space */
1401 if (flag & INS_MAP_LOAD)
1402 top = GET_MAP_TOP(op->map,op->x,op->y);
1403 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1404
1405 /* Top is the object that our object (op) is going to get inserted above.
1406 */
1407
1408 /* First object on this space */
1409 if (!top) {
1410 op->above = GET_MAP_OB(op->map, op->x, op->y);
1411 if (op->above) op->above->below = op;
1412 op->below = NULL;
1413 SET_MAP_OB(op->map, op->x, op->y, op);
1414 } else { /* get inserted into the stack above top */
1415 op->above = top->above;
1416 if (op->above) op->above->below = op;
1417 op->below = top;
1418 top->above = op;
1419 }
1420 if (op->above==NULL)
1421 SET_MAP_TOP(op->map,op->x, op->y, op);
1422 } /* else not INS_BELOW_ORIGINATOR */
1423
1424 if(op->type==PLAYER)
1425 op->contr->do_los=1;
1426
1427 /* If we have a floor, we know the player, if any, will be above
1428 * it, so save a few ticks and start from there.
1429 */
1430 if (!(flag & INS_MAP_LOAD))
1431 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1432 if (tmp->type == PLAYER)
1433 tmp->contr->socket.update_look=1;
1434 }
1435
1436 /* If this object glows, it may affect lighting conditions that are
1437 * visible to others on this map. But update_all_los is really
1438 * an inefficient way to do this, as it means los for all players
1439 * on the map will get recalculated. The players could very well
1440 * be far away from this change and not affected in any way -
1441 * this should get redone to only look for players within range,
1442 * or just updating the P_NEED_UPDATE for spaces within this area
1443 * of effect may be sufficient.
1444 */
1445 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1446 update_all_los(op->map, op->x, op->y);
1447
1448
1449 /* updates flags (blocked, alive, no magic, etc) for this map space */
1450 update_object(op,UP_OBJ_INSERT);
1451
1452
1453 /* Don't know if moving this to the end will break anything. However,
1454 * we want to have update_look set above before calling this.
1455 *
1456 * check_move_on() must be after this because code called from
1457 * check_move_on() depends on correct map flags (so functions like
1458 * blocked() and wall() work properly), and these flags are updated by
1459 * update_object().
1460 */
1461
1462 /* if this is not the head or flag has been passed, don't check walk on status */
1463
1464 if (!(flag & INS_NO_WALK_ON) && !op->head) {
1465 if (check_move_on(op, originator))
1466 return NULL;
1467
1468 /* If we are a multi part object, lets work our way through the check 1622 /* If we are a multi part object, lets work our way through the check
1469 * walk on's. 1623 * walk on's.
1470 */ 1624 */
1471 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1625 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1472 if (check_move_on (tmp, originator)) 1626 if (check_move_on (tmp, originator))
1473 return NULL; 1627 return NULL;
1474 } 1628 }
1629
1475 return op; 1630 return op;
1476} 1631}
1477 1632
1478/* this function inserts an object in the map, but if it 1633/* this function inserts an object in the map, but if it
1479 * finds an object of its own type, it'll remove that one first. 1634 * finds an object of its own type, it'll remove that one first.
1480 * op is the object to insert it under: supplies x and the map. 1635 * op is the object to insert it under: supplies x and the map.
1481 */ 1636 */
1637void
1482void replace_insert_ob_in_map(const char *arch_string, object *op) { 1638replace_insert_ob_in_map (const char *arch_string, object *op)
1639{
1483 object *tmp; 1640 object *
1484 object *tmp1; 1641 tmp;
1642 object *
1643 tmp1;
1485 1644
1486 /* first search for itself and remove any old instances */ 1645 /* first search for itself and remove any old instances */
1487 1646
1488 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1647 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1648 {
1489 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1649 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1650 {
1490 remove_ob(tmp); 1651 remove_ob (tmp);
1491 free_object(tmp); 1652 free_object (tmp);
1492 } 1653 }
1493 } 1654 }
1494 1655
1495 tmp1=arch_to_object(find_archetype(arch_string)); 1656 tmp1 = arch_to_object (find_archetype (arch_string));
1496 1657
1497 1658 tmp1->x = op->x;
1498 tmp1->x = op->x; tmp1->y = op->y; 1659 tmp1->y = op->y;
1499 insert_ob_in_map(tmp1,op->map,op,0); 1660 insert_ob_in_map (tmp1, op->map, op, 0);
1500} 1661}
1501 1662
1502/* 1663/*
1503 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1664 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1504 * is returned contains nr objects, and the remaining parts contains 1665 * is returned contains nr objects, and the remaining parts contains
1505 * the rest (or is removed and freed if that number is 0). 1666 * the rest (or is removed and freed if that number is 0).
1506 * On failure, NULL is returned, and the reason put into the 1667 * On failure, NULL is returned, and the reason put into the
1507 * global static errmsg array. 1668 * global static errmsg array.
1508 */ 1669 */
1509 1670
1671object *
1510object *get_split_ob(object *orig_ob, uint32 nr) { 1672get_split_ob (object *orig_ob, uint32 nr)
1511 object *newob; 1673{
1674 object *
1675 newob;
1676 int
1512 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1677 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1513 1678
1514 if(orig_ob->nrof<nr) { 1679 if (orig_ob->nrof < nr)
1515 sprintf(errmsg,"There are only %d %ss.", 1680 {
1516 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1681 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1517 return NULL; 1682 return NULL;
1518 } 1683 }
1684
1519 newob = object_create_clone(orig_ob); 1685 newob = object_create_clone (orig_ob);
1686
1520 if((orig_ob->nrof-=nr)<1) { 1687 if ((orig_ob->nrof -= nr) < 1)
1688 {
1521 if ( ! is_removed) 1689 if (!is_removed)
1522 remove_ob(orig_ob); 1690 remove_ob (orig_ob);
1523 free_object2(orig_ob, 1); 1691 free_object2 (orig_ob, 1);
1524 } 1692 }
1525 else if ( ! is_removed) { 1693 else if (!is_removed)
1694 {
1526 if(orig_ob->env!=NULL) 1695 if (orig_ob->env != NULL)
1527 sub_weight (orig_ob->env,orig_ob->weight*nr); 1696 sub_weight (orig_ob->env, orig_ob->weight * nr);
1528 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1697 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1698 {
1529 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1699 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1530 LOG(llevDebug,
1531 "Error, Tried to split object whose map is not in memory.\n"); 1700 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1532 return NULL; 1701 return NULL;
1533 } 1702 }
1534 } 1703 }
1704
1535 newob->nrof=nr; 1705 newob->nrof = nr;
1536 1706
1537 return newob; 1707 return newob;
1538} 1708}
1539 1709
1540/* 1710/*
1541 * decrease_ob_nr(object, number) decreases a specified number from 1711 * decrease_ob_nr(object, number) decreases a specified number from
1542 * the amount of an object. If the amount reaches 0, the object 1712 * the amount of an object. If the amount reaches 0, the object
1543 * is subsequently removed and freed. 1713 * is subsequently removed and freed.
1544 * 1714 *
1545 * Return value: 'op' if something is left, NULL if the amount reached 0 1715 * Return value: 'op' if something is left, NULL if the amount reached 0
1546 */ 1716 */
1547 1717
1718object *
1548object *decrease_ob_nr (object *op, uint32 i) 1719decrease_ob_nr (object *op, uint32 i)
1549{ 1720{
1550 object *tmp; 1721 object *tmp;
1551 player *pl; 1722 player *pl;
1552 1723
1553 if (i == 0) /* objects with op->nrof require this check */ 1724 if (i == 0) /* objects with op->nrof require this check */
1554 return op; 1725 return op;
1555 1726
1556 if (i > op->nrof) 1727 if (i > op->nrof)
1557 i = op->nrof; 1728 i = op->nrof;
1558 1729
1559 if (QUERY_FLAG (op, FLAG_REMOVED)) 1730 if (QUERY_FLAG (op, FLAG_REMOVED))
1731 op->nrof -= i;
1732 else if (op->env != NULL)
1733 {
1734 /* is this object in the players inventory, or sub container
1735 * therein?
1736 */
1737 tmp = is_player_inv (op->env);
1738 /* nope. Is this a container the player has opened?
1739 * If so, set tmp to that player.
1740 * IMO, searching through all the players will mostly
1741 * likely be quicker than following op->env to the map,
1742 * and then searching the map for a player.
1743 */
1744 if (!tmp)
1745 {
1746 for (pl = first_player; pl; pl = pl->next)
1747 if (pl->ob->container == op->env)
1748 break;
1749 if (pl)
1750 tmp = pl->ob;
1751 else
1752 tmp = NULL;
1753 }
1754
1755 if (i < op->nrof)
1756 {
1757 sub_weight (op->env, op->weight * i);
1758 op->nrof -= i;
1759 if (tmp)
1760 {
1761 esrv_send_item (tmp, op);
1762 }
1763 }
1764 else
1765 {
1766 remove_ob (op);
1767 op->nrof = 0;
1768 if (tmp)
1769 {
1770 esrv_del_item (tmp->contr, op->count);
1771 }
1772 }
1560 { 1773 }
1774 else
1775 {
1776 object *above = op->above;
1777
1778 if (i < op->nrof)
1561 op->nrof -= i; 1779 op->nrof -= i;
1562 } 1780 else
1563 else if (op->env != NULL)
1564 {
1565 /* is this object in the players inventory, or sub container
1566 * therein?
1567 */
1568 tmp = is_player_inv (op->env);
1569 /* nope. Is this a container the player has opened?
1570 * If so, set tmp to that player.
1571 * IMO, searching through all the players will mostly
1572 * likely be quicker than following op->env to the map,
1573 * and then searching the map for a player.
1574 */
1575 if (!tmp) {
1576 for (pl=first_player; pl; pl=pl->next)
1577 if (pl->ob->container == op->env) break;
1578 if (pl) tmp=pl->ob;
1579 else tmp=NULL;
1580 } 1781 {
1581
1582 if (i < op->nrof) {
1583 sub_weight (op->env, op->weight * i);
1584 op->nrof -= i;
1585 if (tmp) {
1586 esrv_send_item(tmp, op);
1587 }
1588 } else {
1589 remove_ob (op); 1782 remove_ob (op);
1590 op->nrof = 0; 1783 op->nrof = 0;
1591 if (tmp) {
1592 esrv_del_item(tmp->contr, op->count);
1593 } 1784 }
1594 }
1595 }
1596 else
1597 {
1598 object *above = op->above;
1599 1785
1600 if (i < op->nrof) {
1601 op->nrof -= i;
1602 } else {
1603 remove_ob (op);
1604 op->nrof = 0;
1605 }
1606 /* Since we just removed op, op->above is null */ 1786 /* Since we just removed op, op->above is null */
1607 for (tmp = above; tmp != NULL; tmp = tmp->above) 1787 for (tmp = above; tmp != NULL; tmp = tmp->above)
1608 if (tmp->type == PLAYER) { 1788 if (tmp->type == PLAYER)
1789 {
1609 if (op->nrof) 1790 if (op->nrof)
1610 esrv_send_item(tmp, op); 1791 esrv_send_item (tmp, op);
1611 else 1792 else
1612 esrv_del_item(tmp->contr, op->count); 1793 esrv_del_item (tmp->contr, op->count);
1613 } 1794 }
1614 } 1795 }
1615 1796
1616 if (op->nrof) { 1797 if (op->nrof)
1617 return op; 1798 return op;
1618 } else { 1799 else
1800 {
1619 free_object (op); 1801 free_object (op);
1620 return NULL; 1802 return NULL;
1621 } 1803 }
1622} 1804}
1623 1805
1624/* 1806/*
1625 * add_weight(object, weight) adds the specified weight to an object, 1807 * add_weight(object, weight) adds the specified weight to an object,
1626 * and also updates how much the environment(s) is/are carrying. 1808 * and also updates how much the environment(s) is/are carrying.
1627 */ 1809 */
1628 1810
1811void
1629void add_weight (object *op, signed long weight) { 1812add_weight (object *op, signed long weight)
1813{
1630 while (op!=NULL) { 1814 while (op != NULL)
1815 {
1631 if (op->type == CONTAINER) { 1816 if (op->type == CONTAINER)
1632 weight=(signed long)(weight*(100-op->stats.Str)/100); 1817 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1633 } 1818
1634 op->carrying+=weight; 1819 op->carrying += weight;
1635 op=op->env; 1820 op = op->env;
1636 } 1821 }
1637} 1822}
1638 1823
1639/* 1824/*
1640 * insert_ob_in_ob(op,environment): 1825 * insert_ob_in_ob(op,environment):
1641 * This function inserts the object op in the linked list 1826 * This function inserts the object op in the linked list
1648 * 1833 *
1649 * The function returns now pointer to inserted item, and return value can 1834 * The function returns now pointer to inserted item, and return value can
1650 * be != op, if items are merged. -Tero 1835 * be != op, if items are merged. -Tero
1651 */ 1836 */
1652 1837
1838object *
1653object *insert_ob_in_ob(object *op,object *where) { 1839insert_ob_in_ob (object *op, object *where)
1654 object *tmp, *otmp; 1840{
1841 object *
1842 tmp, *
1843 otmp;
1655 1844
1656 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1845 if (!QUERY_FLAG (op, FLAG_REMOVED))
1846 {
1657 dump_object(op); 1847 dump_object (op);
1658 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1848 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1659 return op; 1849 return op;
1660 } 1850 }
1851
1661 if(where==NULL) { 1852 if (where == NULL)
1853 {
1662 dump_object(op); 1854 dump_object (op);
1663 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg); 1855 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1664 return op; 1856 return op;
1665 } 1857 }
1858
1666 if (where->head) { 1859 if (where->head)
1667 LOG(llevDebug, 1860 {
1668 "Warning: Tried to insert object wrong part of multipart object.\n"); 1861 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1669 where = where->head; 1862 where = where->head;
1670 } 1863 }
1864
1671 if (op->more) { 1865 if (op->more)
1866 {
1672 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1867 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1673 &op->name, op->count);
1674 return op; 1868 return op;
1675 } 1869 }
1870
1676 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1871 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1677 CLEAR_FLAG(op, FLAG_REMOVED); 1872 CLEAR_FLAG (op, FLAG_REMOVED);
1678 if(op->nrof) { 1873 if (op->nrof)
1874 {
1679 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1875 for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1680 if ( CAN_MERGE(tmp,op) ) { 1876 if (CAN_MERGE (tmp, op))
1877 {
1681 /* return the original object and remove inserted object 1878 /* return the original object and remove inserted object
1682 (client needs the original object) */ 1879 (client needs the original object) */
1683 tmp->nrof += op->nrof; 1880 tmp->nrof += op->nrof;
1684 /* Weight handling gets pretty funky. Since we are adding to 1881 /* Weight handling gets pretty funky. Since we are adding to
1685 * tmp->nrof, we need to increase the weight. 1882 * tmp->nrof, we need to increase the weight.
1686 */ 1883 */
1687 add_weight (where, op->weight*op->nrof); 1884 add_weight (where, op->weight * op->nrof);
1688 SET_FLAG(op, FLAG_REMOVED); 1885 SET_FLAG (op, FLAG_REMOVED);
1689 free_object(op); /* free the inserted object */ 1886 free_object (op); /* free the inserted object */
1690 op = tmp; 1887 op = tmp;
1691 remove_ob (op); /* and fix old object's links */ 1888 remove_ob (op); /* and fix old object's links */
1692 CLEAR_FLAG(op, FLAG_REMOVED); 1889 CLEAR_FLAG (op, FLAG_REMOVED);
1693 break; 1890 break;
1694 } 1891 }
1695 1892
1696 /* I assume combined objects have no inventory 1893 /* I assume combined objects have no inventory
1697 * We add the weight - this object could have just been removed 1894 * We add the weight - this object could have just been removed
1698 * (if it was possible to merge). calling remove_ob will subtract 1895 * (if it was possible to merge). calling remove_ob will subtract
1699 * the weight, so we need to add it in again, since we actually do 1896 * the weight, so we need to add it in again, since we actually do
1700 * the linking below 1897 * the linking below
1701 */ 1898 */
1702 add_weight (where, op->weight*op->nrof); 1899 add_weight (where, op->weight * op->nrof);
1900 }
1703 } else 1901 else
1704 add_weight (where, (op->weight+op->carrying)); 1902 add_weight (where, (op->weight + op->carrying));
1705 1903
1706 otmp=is_player_inv(where); 1904 otmp = is_player_inv (where);
1707 if (otmp&&otmp->contr!=NULL) { 1905 if (otmp && otmp->contr != NULL)
1906 {
1708 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1907 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1709 fix_player(otmp); 1908 fix_player (otmp);
1710 } 1909 }
1711 1910
1712 op->map=NULL; 1911 op->map = NULL;
1713 op->env=where; 1912 op->env = where;
1714 op->above=NULL; 1913 op->above = NULL;
1715 op->below=NULL; 1914 op->below = NULL;
1716 op->x=0,op->y=0; 1915 op->x = 0, op->y = 0;
1717 1916
1718 /* reset the light list and los of the players on the map */ 1917 /* reset the light list and los of the players on the map */
1719 if((op->glow_radius!=0)&&where->map) 1918 if ((op->glow_radius != 0) && where->map)
1720 { 1919 {
1721#ifdef DEBUG_LIGHTS 1920#ifdef DEBUG_LIGHTS
1722 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1921 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1723 op->name);
1724#endif /* DEBUG_LIGHTS */ 1922#endif /* DEBUG_LIGHTS */
1923 if (MAP_DARKNESS (where->map))
1725 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1924 update_all_los (where->map, where->x, where->y);
1726 } 1925 }
1727 1926
1728 /* Client has no idea of ordering so lets not bother ordering it here. 1927 /* Client has no idea of ordering so lets not bother ordering it here.
1729 * It sure simplifies this function... 1928 * It sure simplifies this function...
1730 */ 1929 */
1731 if (where->inv==NULL) 1930 if (where->inv == NULL)
1732 where->inv=op; 1931 where->inv = op;
1733 else { 1932 else
1933 {
1734 op->below = where->inv; 1934 op->below = where->inv;
1735 op->below->above = op; 1935 op->below->above = op;
1736 where->inv = op; 1936 where->inv = op;
1737 } 1937 }
1738 return op; 1938 return op;
1739} 1939}
1740 1940
1741/* 1941/*
1742 * Checks if any objects has a move_type that matches objects 1942 * Checks if any objects has a move_type that matches objects
1757 * MSW 2001-07-08: Check all objects on space, not just those below 1957 * MSW 2001-07-08: Check all objects on space, not just those below
1758 * object being inserted. insert_ob_in_map may not put new objects 1958 * object being inserted. insert_ob_in_map may not put new objects
1759 * on top. 1959 * on top.
1760 */ 1960 */
1761 1961
1962int
1762int check_move_on (object *op, object *originator) 1963check_move_on (object *op, object *originator)
1763{ 1964{
1764 object *tmp; 1965 object *
1765 tag_t tag; 1966 tmp;
1766 mapstruct *m=op->map; 1967 tag_t
1968 tag;
1969 mapstruct *
1970 m = op->map;
1971 int
1767 int x=op->x, y=op->y; 1972 x = op->x, y = op->y;
1768 MoveType move_on, move_slow, move_block;
1769 1973
1974 MoveType
1975 move_on,
1976 move_slow,
1977 move_block;
1978
1770 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1979 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1771 return 0; 1980 return 0;
1772 1981
1773 tag = op->count; 1982 tag = op->count;
1774 1983
1775 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1984 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1776 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1985 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1777 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1986 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1778 1987
1779 /* if nothing on this space will slow op down or be applied, 1988 /* if nothing on this space will slow op down or be applied,
1780 * no need to do checking below. have to make sure move_type 1989 * no need to do checking below. have to make sure move_type
1781 * is set, as lots of objects don't have it set - we treat that 1990 * is set, as lots of objects don't have it set - we treat that
1782 * as walking. 1991 * as walking.
1783 */ 1992 */
1784 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1993 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1785 return 0; 1994 return 0;
1786 1995
1787 /* This is basically inverse logic of that below - basically, 1996 /* This is basically inverse logic of that below - basically,
1788 * if the object can avoid the move on or slow move, they do so, 1997 * if the object can avoid the move on or slow move, they do so,
1789 * but can't do it if the alternate movement they are using is 1998 * but can't do it if the alternate movement they are using is
1790 * blocked. Logic on this seems confusing, but does seem correct. 1999 * blocked. Logic on this seems confusing, but does seem correct.
1791 */ 2000 */
1792 if ((op->move_type & ~move_on & ~move_block) != 0 && 2001 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1793 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 2002 return 0;
1794 2003
1795 /* The objects have to be checked from top to bottom. 2004 /* The objects have to be checked from top to bottom.
1796 * Hence, we first go to the top: 2005 * Hence, we first go to the top:
1797 */ 2006 */
1798 2007
1799 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 2008 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1800 tmp->above!=NULL; tmp=tmp->above) { 2009 {
1801 /* Trim the search when we find the first other spell effect 2010 /* Trim the search when we find the first other spell effect
1802 * this helps performance so that if a space has 50 spell objects, 2011 * this helps performance so that if a space has 50 spell objects,
1803 * we don't need to check all of them. 2012 * we don't need to check all of them.
1804 */ 2013 */
1805 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 2014 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
2015 break;
2016 }
2017
2018 for (; tmp; tmp = tmp->below)
1806 } 2019 {
1807 for(;tmp!=NULL; tmp=tmp->below) { 2020 if (tmp == op)
1808 if (tmp == op) continue; /* Can't apply yourself */ 2021 continue; /* Can't apply yourself */
1809 2022
1810 /* Check to see if one of the movement types should be slowed down. 2023 /* Check to see if one of the movement types should be slowed down.
1811 * Second check makes sure that the movement types not being slowed 2024 * Second check makes sure that the movement types not being slowed
1812 * (~slow_move) is not blocked on this space - just because the 2025 * (~slow_move) is not blocked on this space - just because the
1813 * space doesn't slow down swimming (for example), if you can't actually 2026 * space doesn't slow down swimming (for example), if you can't actually
1814 * swim on that space, can't use it to avoid the penalty. 2027 * swim on that space, can't use it to avoid the penalty.
1815 */ 2028 */
1816 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 2029 if (!QUERY_FLAG (op, FLAG_WIZPASS))
2030 {
1817 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 2031 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1818 ((op->move_type & tmp->move_slow) &&
1819 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 2032 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2033 {
1820 2034
1821 float diff; 2035 float
1822
1823 diff = tmp->move_slow_penalty*FABS(op->speed); 2036 diff = tmp->move_slow_penalty * FABS (op->speed);
2037
1824 if (op->type == PLAYER) { 2038 if (op->type == PLAYER)
1825 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 2039 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1826 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 2040 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1827 diff /= 4.0; 2041 diff /= 4.0;
1828 } 2042
1829 }
1830 op->speed_left -= diff; 2043 op->speed_left -= diff;
1831 } 2044 }
1832 } 2045 }
1833 2046
1834 /* Basically same logic as above, except now for actual apply. */ 2047 /* Basically same logic as above, except now for actual apply. */
1835 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 2048 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1836 ((op->move_type & tmp->move_on) &&
1837 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 2049 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1838 2050 {
1839 move_apply(tmp, op, originator); 2051 move_apply (tmp, op, originator);
2052
1840 if (was_destroyed (op, tag)) 2053 if (was_destroyed (op, tag))
1841 return 1; 2054 return 1;
1842 2055
1843 /* what the person/creature stepped onto has moved the object 2056 /* what the person/creature stepped onto has moved the object
1844 * someplace new. Don't process any further - if we did, 2057 * someplace new. Don't process any further - if we did,
1845 * have a feeling strange problems would result. 2058 * have a feeling strange problems would result.
1846 */ 2059 */
1847 if (op->map != m || op->x != x || op->y != y) return 0; 2060 if (op->map != m || op->x != x || op->y != y)
2061 return 0;
1848 } 2062 }
1849 } 2063 }
2064
1850 return 0; 2065 return 0;
1851} 2066}
1852 2067
1853/* 2068/*
1854 * present_arch(arch, map, x, y) searches for any objects with 2069 * present_arch(arch, map, x, y) searches for any objects with
1855 * a matching archetype at the given map and coordinates. 2070 * a matching archetype at the given map and coordinates.
1856 * The first matching object is returned, or NULL if none. 2071 * The first matching object is returned, or NULL if none.
1857 */ 2072 */
1858 2073
2074object *
1859object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 2075present_arch (const archetype *at, mapstruct *m, int x, int y)
2076{
1860 object *tmp; 2077 object *
2078 tmp;
2079
1861 if(m==NULL || out_of_map(m,x,y)) { 2080 if (m == NULL || out_of_map (m, x, y))
2081 {
1862 LOG(llevError,"Present_arch called outside map.\n"); 2082 LOG (llevError, "Present_arch called outside map.\n");
1863 return NULL; 2083 return NULL;
1864 } 2084 }
1865 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 2085 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1866 if(tmp->arch == at) 2086 if (tmp->arch == at)
1867 return tmp; 2087 return tmp;
1868 return NULL; 2088 return NULL;
1869} 2089}
1870 2090
1871/* 2091/*
1872 * present(type, map, x, y) searches for any objects with 2092 * present(type, map, x, y) searches for any objects with
1873 * a matching type variable at the given map and coordinates. 2093 * a matching type variable at the given map and coordinates.
1874 * The first matching object is returned, or NULL if none. 2094 * The first matching object is returned, or NULL if none.
1875 */ 2095 */
1876 2096
2097object *
1877object *present(unsigned char type,mapstruct *m, int x,int y) { 2098present (unsigned char type, mapstruct *m, int x, int y)
2099{
1878 object *tmp; 2100 object *
2101 tmp;
2102
1879 if(out_of_map(m,x,y)) { 2103 if (out_of_map (m, x, y))
2104 {
1880 LOG(llevError,"Present called outside map.\n"); 2105 LOG (llevError, "Present called outside map.\n");
1881 return NULL; 2106 return NULL;
1882 } 2107 }
1883 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 2108 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1884 if(tmp->type==type) 2109 if (tmp->type == type)
1885 return tmp; 2110 return tmp;
1886 return NULL; 2111 return NULL;
1887} 2112}
1888 2113
1889/* 2114/*
1890 * present_in_ob(type, object) searches for any objects with 2115 * present_in_ob(type, object) searches for any objects with
1891 * a matching type variable in the inventory of the given object. 2116 * a matching type variable in the inventory of the given object.
1892 * The first matching object is returned, or NULL if none. 2117 * The first matching object is returned, or NULL if none.
1893 */ 2118 */
1894 2119
2120object *
1895object *present_in_ob(unsigned char type, const object *op) { 2121present_in_ob (unsigned char type, const object *op)
2122{
1896 object *tmp; 2123 object *
2124 tmp;
2125
1897 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2126 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1898 if(tmp->type==type) 2127 if (tmp->type == type)
1899 return tmp; 2128 return tmp;
1900 return NULL; 2129 return NULL;
1901} 2130}
1902 2131
1903/* 2132/*
1913 * the object name, not the archetype name. this is so that the 2142 * the object name, not the archetype name. this is so that the
1914 * spell code can use one object type (force), but change it's name 2143 * spell code can use one object type (force), but change it's name
1915 * to be unique. 2144 * to be unique.
1916 */ 2145 */
1917 2146
2147object *
1918object *present_in_ob_by_name(int type, const char *str, const object *op) { 2148present_in_ob_by_name (int type, const char *str, const object *op)
2149{
1919 object *tmp; 2150 object *
2151 tmp;
1920 2152
1921 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2153 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2154 {
1922 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2155 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1923 return tmp; 2156 return tmp;
1924 } 2157 }
1925 return NULL; 2158 return NULL;
1926} 2159}
1927 2160
1928/* 2161/*
1929 * present_arch_in_ob(archetype, object) searches for any objects with 2162 * present_arch_in_ob(archetype, object) searches for any objects with
1930 * a matching archetype in the inventory of the given object. 2163 * a matching archetype in the inventory of the given object.
1931 * The first matching object is returned, or NULL if none. 2164 * The first matching object is returned, or NULL if none.
1932 */ 2165 */
1933 2166
2167object *
1934object *present_arch_in_ob(const archetype *at, const object *op) { 2168present_arch_in_ob (const archetype *at, const object *op)
2169{
1935 object *tmp; 2170 object *
2171 tmp;
2172
1936 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2173 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1937 if( tmp->arch == at) 2174 if (tmp->arch == at)
1938 return tmp; 2175 return tmp;
1939 return NULL; 2176 return NULL;
1940} 2177}
1941 2178
1942/* 2179/*
1943 * activate recursively a flag on an object inventory 2180 * activate recursively a flag on an object inventory
1944 */ 2181 */
2182void
1945void flag_inv(object*op, int flag){ 2183flag_inv (object *op, int flag)
2184{
1946 object *tmp; 2185 object *
2186 tmp;
2187
1947 if(op->inv) 2188 if (op->inv)
1948 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2189 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2190 {
1949 SET_FLAG(tmp, flag); 2191 SET_FLAG (tmp, flag);
1950 flag_inv(tmp,flag); 2192 flag_inv (tmp, flag);
1951 } 2193 }
1952}/* 2194} /*
1953 * desactivate recursively a flag on an object inventory 2195 * desactivate recursively a flag on an object inventory
1954 */ 2196 */
2197void
1955void unflag_inv(object*op, int flag){ 2198unflag_inv (object *op, int flag)
2199{
1956 object *tmp; 2200 object *
2201 tmp;
2202
1957 if(op->inv) 2203 if (op->inv)
1958 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2204 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2205 {
1959 CLEAR_FLAG(tmp, flag); 2206 CLEAR_FLAG (tmp, flag);
1960 unflag_inv(tmp,flag); 2207 unflag_inv (tmp, flag);
1961 } 2208 }
1962} 2209}
1963 2210
1964/* 2211/*
1965 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2212 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1966 * all it's inventory (recursively). 2213 * all it's inventory (recursively).
1967 * If checksums are used, a player will get set_cheat called for 2214 * If checksums are used, a player will get set_cheat called for
1968 * him/her-self and all object carried by a call to this function. 2215 * him/her-self and all object carried by a call to this function.
1969 */ 2216 */
1970 2217
2218void
1971void set_cheat(object *op) { 2219set_cheat (object *op)
2220{
1972 SET_FLAG(op, FLAG_WAS_WIZ); 2221 SET_FLAG (op, FLAG_WAS_WIZ);
1973 flag_inv(op, FLAG_WAS_WIZ); 2222 flag_inv (op, FLAG_WAS_WIZ);
1974} 2223}
1975 2224
1976/* 2225/*
1977 * find_free_spot(object, map, x, y, start, stop) will search for 2226 * find_free_spot(object, map, x, y, start, stop) will search for
1978 * a spot at the given map and coordinates which will be able to contain 2227 * a spot at the given map and coordinates which will be able to contain
1993 * to know if the space in question will block the object. We can't use 2242 * to know if the space in question will block the object. We can't use
1994 * the archetype because that isn't correct if the monster has been 2243 * the archetype because that isn't correct if the monster has been
1995 * customized, changed states, etc. 2244 * customized, changed states, etc.
1996 */ 2245 */
1997 2246
2247int
1998int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2248find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop)
2249{
2250 int
2251 i,
1999 int i,index=0, flag; 2252 index = 0, flag;
2253 static int
2000 static int altern[SIZEOFFREE]; 2254 altern[SIZEOFFREE];
2001 2255
2002 for(i=start;i<stop;i++) { 2256 for (i = start; i < stop; i++)
2257 {
2003 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2258 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2004 if(!flag) 2259 if (!flag)
2005 altern[index++]=i; 2260 altern[index++] = i;
2006 2261
2007 /* Basically, if we find a wall on a space, we cut down the search size. 2262 /* Basically, if we find a wall on a space, we cut down the search size.
2008 * In this way, we won't return spaces that are on another side of a wall. 2263 * In this way, we won't return spaces that are on another side of a wall.
2009 * This mostly work, but it cuts down the search size in all directions - 2264 * This mostly work, but it cuts down the search size in all directions -
2010 * if the space being examined only has a wall to the north and empty 2265 * if the space being examined only has a wall to the north and empty
2011 * spaces in all the other directions, this will reduce the search space 2266 * spaces in all the other directions, this will reduce the search space
2012 * to only the spaces immediately surrounding the target area, and 2267 * to only the spaces immediately surrounding the target area, and
2013 * won't look 2 spaces south of the target space. 2268 * won't look 2 spaces south of the target space.
2014 */ 2269 */
2015 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2270 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2016 stop=maxfree[i]; 2271 stop = maxfree[i];
2017 } 2272 }
2018 if(!index) return -1; 2273 if (!index)
2274 return -1;
2019 return altern[RANDOM()%index]; 2275 return altern[RANDOM () % index];
2020} 2276}
2021 2277
2022/* 2278/*
2023 * find_first_free_spot(archetype, mapstruct, x, y) works like 2279 * find_first_free_spot(archetype, mapstruct, x, y) works like
2024 * find_free_spot(), but it will search max number of squares. 2280 * find_free_spot(), but it will search max number of squares.
2025 * But it will return the first available spot, not a random choice. 2281 * But it will return the first available spot, not a random choice.
2026 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2282 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2027 */ 2283 */
2028 2284
2285int
2029int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2286find_first_free_spot (const object *ob, mapstruct *m, int x, int y)
2287{
2288 int
2030 int i; 2289 i;
2290
2031 for(i=0;i<SIZEOFFREE;i++) { 2291 for (i = 0; i < SIZEOFFREE; i++)
2292 {
2032 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2293 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2033 return i; 2294 return i;
2034 } 2295 }
2035 return -1; 2296 return -1;
2036} 2297}
2037 2298
2038/* 2299/*
2039 * The function permute(arr, begin, end) randomly reorders the array 2300 * The function permute(arr, begin, end) randomly reorders the array
2040 * arr[begin..end-1]. 2301 * arr[begin..end-1].
2041 */ 2302 */
2303static void
2042static void permute(int *arr, int begin, int end) 2304permute (int *arr, int begin, int end)
2043{ 2305{
2044 int i, j, tmp, len; 2306 int
2307 i,
2308 j,
2309 tmp,
2310 len;
2045 2311
2046 len = end-begin; 2312 len = end - begin;
2047 for(i = begin; i < end; i++) 2313 for (i = begin; i < end; i++)
2048 { 2314 {
2049 j = begin+RANDOM()%len; 2315 j = begin + RANDOM () % len;
2050 2316
2051 tmp = arr[i]; 2317 tmp = arr[i];
2052 arr[i] = arr[j]; 2318 arr[i] = arr[j];
2053 arr[j] = tmp; 2319 arr[j] = tmp;
2054 } 2320 }
2055} 2321}
2056 2322
2057/* new function to make monster searching more efficient, and effective! 2323/* new function to make monster searching more efficient, and effective!
2058 * This basically returns a randomized array (in the passed pointer) of 2324 * This basically returns a randomized array (in the passed pointer) of
2059 * the spaces to find monsters. In this way, it won't always look for 2325 * the spaces to find monsters. In this way, it won't always look for
2060 * monsters to the north first. However, the size of the array passed 2326 * monsters to the north first. However, the size of the array passed
2061 * covers all the spaces, so within that size, all the spaces within 2327 * covers all the spaces, so within that size, all the spaces within
2062 * the 3x3 area will be searched, just not in a predictable order. 2328 * the 3x3 area will be searched, just not in a predictable order.
2063 */ 2329 */
2330void
2064void get_search_arr(int *search_arr) 2331get_search_arr (int *search_arr)
2065{ 2332{
2333 int
2066 int i; 2334 i;
2067 2335
2068 for(i = 0; i < SIZEOFFREE; i++) 2336 for (i = 0; i < SIZEOFFREE; i++)
2069 { 2337 {
2070 search_arr[i] = i; 2338 search_arr[i] = i;
2071 } 2339 }
2072 2340
2073 permute(search_arr, 1, SIZEOFFREE1+1); 2341 permute (search_arr, 1, SIZEOFFREE1 + 1);
2074 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2342 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2075 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2343 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2076} 2344}
2077 2345
2078/* 2346/*
2079 * find_dir(map, x, y, exclude) will search some close squares in the 2347 * find_dir(map, x, y, exclude) will search some close squares in the
2080 * given map at the given coordinates for live objects. 2348 * given map at the given coordinates for live objects.
2086 * is actually want is going to try and move there. We need this info 2354 * is actually want is going to try and move there. We need this info
2087 * because we have to know what movement the thing looking to move 2355 * because we have to know what movement the thing looking to move
2088 * there is capable of. 2356 * there is capable of.
2089 */ 2357 */
2090 2358
2359int
2091int find_dir(mapstruct *m, int x, int y, object *exclude) { 2360find_dir (mapstruct *m, int x, int y, object *exclude)
2361{
2362 int
2363 i,
2092 int i,max=SIZEOFFREE, mflags; 2364 max = SIZEOFFREE, mflags;
2365
2093 sint16 nx, ny; 2366 sint16 nx, ny;
2094 object *tmp; 2367 object *
2368 tmp;
2095 mapstruct *mp; 2369 mapstruct *
2370 mp;
2371
2096 MoveType blocked, move_type; 2372 MoveType blocked, move_type;
2097 2373
2098 if (exclude && exclude->head) { 2374 if (exclude && exclude->head)
2375 {
2099 exclude = exclude->head; 2376 exclude = exclude->head;
2100 move_type = exclude->move_type; 2377 move_type = exclude->move_type;
2101 } else { 2378 }
2379 else
2380 {
2102 /* If we don't have anything, presume it can use all movement types. */ 2381 /* If we don't have anything, presume it can use all movement types. */
2103 move_type=MOVE_ALL; 2382 move_type = MOVE_ALL;
2383 }
2384
2385 for (i = 1; i < max; i++)
2104 } 2386 {
2105
2106 for(i=1;i<max;i++) {
2107 mp = m; 2387 mp = m;
2108 nx = x + freearr_x[i]; 2388 nx = x + freearr_x[i];
2109 ny = y + freearr_y[i]; 2389 ny = y + freearr_y[i];
2110 2390
2111 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2391 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2112 if (mflags & P_OUT_OF_MAP) { 2392 if (mflags & P_OUT_OF_MAP)
2393 {
2113 max = maxfree[i]; 2394 max = maxfree[i];
2395 }
2114 } else { 2396 else
2397 {
2115 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2398 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2116 2399
2117 if ((move_type & blocked) == move_type) { 2400 if ((move_type & blocked) == move_type)
2401 {
2118 max=maxfree[i]; 2402 max = maxfree[i];
2403 }
2119 } else if (mflags & P_IS_ALIVE) { 2404 else if (mflags & P_IS_ALIVE)
2405 {
2120 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2406 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2121 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2407 {
2122 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2408 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2409 {
2123 break; 2410 break;
2124 } 2411 }
2125 } 2412 }
2126 if(tmp) { 2413 if (tmp)
2414 {
2127 return freedir[i]; 2415 return freedir[i];
2128 } 2416 }
2129 } 2417 }
2130 } 2418 }
2131 } 2419 }
2132 return 0; 2420 return 0;
2133} 2421}
2134 2422
2135/* 2423/*
2136 * distance(object 1, object 2) will return the square of the 2424 * distance(object 1, object 2) will return the square of the
2137 * distance between the two given objects. 2425 * distance between the two given objects.
2138 */ 2426 */
2139 2427
2428int
2140int distance(const object *ob1, const object *ob2) { 2429distance (const object *ob1, const object *ob2)
2430{
2141 int i; 2431 int
2142 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2432 i;
2143 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2433
2434 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2144 return i; 2435 return i;
2145} 2436}
2146 2437
2147/* 2438/*
2148 * find_dir_2(delta-x,delta-y) will return a direction in which 2439 * find_dir_2(delta-x,delta-y) will return a direction in which
2149 * an object which has subtracted the x and y coordinates of another 2440 * an object which has subtracted the x and y coordinates of another
2150 * object, needs to travel toward it. 2441 * object, needs to travel toward it.
2151 */ 2442 */
2152 2443
2444int
2153int find_dir_2(int x, int y) { 2445find_dir_2 (int x, int y)
2446{
2154 int q; 2447 int
2448 q;
2155 2449
2156 if(y) 2450 if (y)
2157 q=x*100/y; 2451 q = x * 100 / y;
2158 else if (x) 2452 else if (x)
2159 q= -300*x; 2453 q = -300 * x;
2160 else 2454 else
2161 return 0; 2455 return 0;
2162 2456
2163 if(y>0) { 2457 if (y > 0)
2458 {
2164 if(q < -242) 2459 if (q < -242)
2165 return 3 ; 2460 return 3;
2166 if (q < -41) 2461 if (q < -41)
2167 return 2 ; 2462 return 2;
2168 if (q < 41) 2463 if (q < 41)
2169 return 1 ; 2464 return 1;
2170 if (q < 242) 2465 if (q < 242)
2171 return 8 ; 2466 return 8;
2172 return 7 ; 2467 return 7;
2173 } 2468 }
2174 2469
2175 if (q < -242) 2470 if (q < -242)
2176 return 7 ; 2471 return 7;
2177 if (q < -41) 2472 if (q < -41)
2178 return 6 ; 2473 return 6;
2179 if (q < 41) 2474 if (q < 41)
2180 return 5 ; 2475 return 5;
2181 if (q < 242) 2476 if (q < 242)
2182 return 4 ; 2477 return 4;
2183 2478
2184 return 3 ; 2479 return 3;
2185} 2480}
2186 2481
2187/* 2482/*
2188 * absdir(int): Returns a number between 1 and 8, which represent 2483 * absdir(int): Returns a number between 1 and 8, which represent
2189 * the "absolute" direction of a number (it actually takes care of 2484 * the "absolute" direction of a number (it actually takes care of
2190 * "overflow" in previous calculations of a direction). 2485 * "overflow" in previous calculations of a direction).
2191 */ 2486 */
2192 2487
2488int
2193int absdir(int d) { 2489absdir (int d)
2194 while(d<1) d+=8; 2490{
2195 while(d>8) d-=8; 2491 while (d < 1)
2492 d += 8;
2493 while (d > 8)
2494 d -= 8;
2196 return d; 2495 return d;
2197} 2496}
2198 2497
2199/* 2498/*
2200 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2499 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2201 * between two directions (which are expected to be absolute (see absdir()) 2500 * between two directions (which are expected to be absolute (see absdir())
2202 */ 2501 */
2203 2502
2503int
2204int dirdiff(int dir1, int dir2) { 2504dirdiff (int dir1, int dir2)
2505{
2205 int d; 2506 int
2507 d;
2508
2206 d = abs(dir1 - dir2); 2509 d = abs (dir1 - dir2);
2207 if(d>4) 2510 if (d > 4)
2208 d = 8 - d; 2511 d = 8 - d;
2209 return d; 2512 return d;
2210} 2513}
2211 2514
2212/* peterm: 2515/* peterm:
2217 * direction 4, 14, or 16 to get back to where we are. 2520 * direction 4, 14, or 16 to get back to where we are.
2218 * Moved from spell_util.c to object.c with the other related direction 2521 * Moved from spell_util.c to object.c with the other related direction
2219 * functions. 2522 * functions.
2220 */ 2523 */
2221 2524
2525int
2222int reduction_dir[SIZEOFFREE][3] = { 2526 reduction_dir[SIZEOFFREE][3] = {
2223 {0,0,0}, /* 0 */ 2527 {0, 0, 0}, /* 0 */
2224 {0,0,0}, /* 1 */ 2528 {0, 0, 0}, /* 1 */
2225 {0,0,0}, /* 2 */ 2529 {0, 0, 0}, /* 2 */
2226 {0,0,0}, /* 3 */ 2530 {0, 0, 0}, /* 3 */
2227 {0,0,0}, /* 4 */ 2531 {0, 0, 0}, /* 4 */
2228 {0,0,0}, /* 5 */ 2532 {0, 0, 0}, /* 5 */
2229 {0,0,0}, /* 6 */ 2533 {0, 0, 0}, /* 6 */
2230 {0,0,0}, /* 7 */ 2534 {0, 0, 0}, /* 7 */
2231 {0,0,0}, /* 8 */ 2535 {0, 0, 0}, /* 8 */
2232 {8,1,2}, /* 9 */ 2536 {8, 1, 2}, /* 9 */
2233 {1,2,-1}, /* 10 */ 2537 {1, 2, -1}, /* 10 */
2234 {2,10,12}, /* 11 */ 2538 {2, 10, 12}, /* 11 */
2235 {2,3,-1}, /* 12 */ 2539 {2, 3, -1}, /* 12 */
2236 {2,3,4}, /* 13 */ 2540 {2, 3, 4}, /* 13 */
2237 {3,4,-1}, /* 14 */ 2541 {3, 4, -1}, /* 14 */
2238 {4,14,16}, /* 15 */ 2542 {4, 14, 16}, /* 15 */
2239 {5,4,-1}, /* 16 */ 2543 {5, 4, -1}, /* 16 */
2240 {4,5,6}, /* 17 */ 2544 {4, 5, 6}, /* 17 */
2241 {6,5,-1}, /* 18 */ 2545 {6, 5, -1}, /* 18 */
2242 {6,20,18}, /* 19 */ 2546 {6, 20, 18}, /* 19 */
2243 {7,6,-1}, /* 20 */ 2547 {7, 6, -1}, /* 20 */
2244 {6,7,8}, /* 21 */ 2548 {6, 7, 8}, /* 21 */
2245 {7,8,-1}, /* 22 */ 2549 {7, 8, -1}, /* 22 */
2246 {8,22,24}, /* 23 */ 2550 {8, 22, 24}, /* 23 */
2247 {8,1,-1}, /* 24 */ 2551 {8, 1, -1}, /* 24 */
2248 {24,9,10}, /* 25 */ 2552 {24, 9, 10}, /* 25 */
2249 {9,10,-1}, /* 26 */ 2553 {9, 10, -1}, /* 26 */
2250 {10,11,-1}, /* 27 */ 2554 {10, 11, -1}, /* 27 */
2251 {27,11,29}, /* 28 */ 2555 {27, 11, 29}, /* 28 */
2252 {11,12,-1}, /* 29 */ 2556 {11, 12, -1}, /* 29 */
2253 {12,13,-1}, /* 30 */ 2557 {12, 13, -1}, /* 30 */
2254 {12,13,14}, /* 31 */ 2558 {12, 13, 14}, /* 31 */
2255 {13,14,-1}, /* 32 */ 2559 {13, 14, -1}, /* 32 */
2256 {14,15,-1}, /* 33 */ 2560 {14, 15, -1}, /* 33 */
2257 {33,15,35}, /* 34 */ 2561 {33, 15, 35}, /* 34 */
2258 {16,15,-1}, /* 35 */ 2562 {16, 15, -1}, /* 35 */
2259 {17,16,-1}, /* 36 */ 2563 {17, 16, -1}, /* 36 */
2260 {18,17,16}, /* 37 */ 2564 {18, 17, 16}, /* 37 */
2261 {18,17,-1}, /* 38 */ 2565 {18, 17, -1}, /* 38 */
2262 {18,19,-1}, /* 39 */ 2566 {18, 19, -1}, /* 39 */
2263 {41,19,39}, /* 40 */ 2567 {41, 19, 39}, /* 40 */
2264 {19,20,-1}, /* 41 */ 2568 {19, 20, -1}, /* 41 */
2265 {20,21,-1}, /* 42 */ 2569 {20, 21, -1}, /* 42 */
2266 {20,21,22}, /* 43 */ 2570 {20, 21, 22}, /* 43 */
2267 {21,22,-1}, /* 44 */ 2571 {21, 22, -1}, /* 44 */
2268 {23,22,-1}, /* 45 */ 2572 {23, 22, -1}, /* 45 */
2269 {45,47,23}, /* 46 */ 2573 {45, 47, 23}, /* 46 */
2270 {23,24,-1}, /* 47 */ 2574 {23, 24, -1}, /* 47 */
2271 {24,9,-1}}; /* 48 */ 2575 {24, 9, -1}
2576}; /* 48 */
2272 2577
2273/* Recursive routine to step back and see if we can 2578/* Recursive routine to step back and see if we can
2274 * find a path to that monster that we found. If not, 2579 * find a path to that monster that we found. If not,
2275 * we don't bother going toward it. Returns 1 if we 2580 * we don't bother going toward it. Returns 1 if we
2276 * can see a direct way to get it 2581 * can see a direct way to get it
2277 * Modified to be map tile aware -.MSW 2582 * Modified to be map tile aware -.MSW
2278 */ 2583 */
2279
2280 2584
2585
2586int
2281int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2587can_see_monsterP (mapstruct *m, int x, int y, int dir)
2588{
2282 sint16 dx, dy; 2589 sint16 dx, dy;
2590 int
2283 int mflags; 2591 mflags;
2284 2592
2593 if (dir < 0)
2285 if(dir<0) return 0; /* exit condition: invalid direction */ 2594 return 0; /* exit condition: invalid direction */
2286 2595
2287 dx = x + freearr_x[dir]; 2596 dx = x + freearr_x[dir];
2288 dy = y + freearr_y[dir]; 2597 dy = y + freearr_y[dir];
2289 2598
2290 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2599 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2291 2600
2292 /* This functional arguably was incorrect before - it was 2601 /* This functional arguably was incorrect before - it was
2293 * checking for P_WALL - that was basically seeing if 2602 * checking for P_WALL - that was basically seeing if
2294 * we could move to the monster - this is being more 2603 * we could move to the monster - this is being more
2295 * literal on if we can see it. To know if we can actually 2604 * literal on if we can see it. To know if we can actually
2296 * move to the monster, we'd need the monster passed in or 2605 * move to the monster, we'd need the monster passed in or
2297 * at least its move type. 2606 * at least its move type.
2298 */ 2607 */
2299 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2608 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2609 return 0;
2300 2610
2301 /* yes, can see. */ 2611 /* yes, can see. */
2302 if(dir < 9) return 1; 2612 if (dir < 9)
2613 return 1;
2303 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2614 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2304 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2615 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2305 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2306} 2616}
2307 2617
2308 2618
2309 2619
2310/* 2620/*
2311 * can_pick(picker, item): finds out if an object is possible to be 2621 * can_pick(picker, item): finds out if an object is possible to be
2312 * picked up by the picker. Returnes 1 if it can be 2622 * picked up by the picker. Returnes 1 if it can be
2313 * picked up, otherwise 0. 2623 * picked up, otherwise 0.
2314 * 2624 *
2316 * core dumps if they do. 2626 * core dumps if they do.
2317 * 2627 *
2318 * Add a check so we can't pick up invisible objects (0.93.8) 2628 * Add a check so we can't pick up invisible objects (0.93.8)
2319 */ 2629 */
2320 2630
2631int
2321int can_pick(const object *who, const object *item) { 2632can_pick (const object *who, const object *item)
2633{
2322 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2634 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2323 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2635 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2324 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2636 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2325 (who->type==PLAYER||item->weight<who->weight/3));
2326} 2637}
2327 2638
2328 2639
2329/* 2640/*
2330 * create clone from object to another 2641 * create clone from object to another
2331 */ 2642 */
2643object *
2332object *object_create_clone (object *asrc) { 2644object_create_clone (object *asrc)
2645{
2646 object *
2333 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2647 dst = NULL, *tmp, *src, *part, *prev, *item;
2334 2648
2649 if (!asrc)
2335 if(!asrc) return NULL; 2650 return NULL;
2336 src = asrc; 2651 src = asrc;
2337 if(src->head) 2652 if (src->head)
2338 src = src->head; 2653 src = src->head;
2339 2654
2340 prev = NULL; 2655 prev = NULL;
2341 for(part = src; part; part = part->more) { 2656 for (part = src; part; part = part->more)
2657 {
2342 tmp = get_object(); 2658 tmp = get_object ();
2343 copy_object(part,tmp); 2659 copy_object (part, tmp);
2344 tmp->x -= src->x; 2660 tmp->x -= src->x;
2345 tmp->y -= src->y; 2661 tmp->y -= src->y;
2346 if(!part->head) { 2662 if (!part->head)
2663 {
2347 dst = tmp; 2664 dst = tmp;
2348 tmp->head = NULL; 2665 tmp->head = NULL;
2666 }
2349 } else { 2667 else
2668 {
2350 tmp->head = dst; 2669 tmp->head = dst;
2351 } 2670 }
2352 tmp->more = NULL; 2671 tmp->more = NULL;
2353 if(prev) 2672 if (prev)
2354 prev->more = tmp; 2673 prev->more = tmp;
2355 prev = tmp; 2674 prev = tmp;
2356 } 2675 }
2676
2357 /*** copy inventory ***/ 2677 /*** copy inventory ***/
2358 for(item = src->inv; item; item = item->below) { 2678 for (item = src->inv; item; item = item->below)
2679 {
2359 (void) insert_ob_in_ob(object_create_clone(item),dst); 2680 (void) insert_ob_in_ob (object_create_clone (item), dst);
2360 } 2681 }
2361 2682
2362 return dst; 2683 return dst;
2363} 2684}
2364 2685
2365/* return true if the object was destroyed, 0 otherwise */ 2686/* return true if the object was destroyed, 0 otherwise */
2687int
2366int was_destroyed (const object *op, tag_t old_tag) 2688was_destroyed (const object *op, tag_t old_tag)
2367{ 2689{
2368 /* checking for FLAG_FREED isn't necessary, but makes this function more 2690 /* checking for FLAG_FREED isn't necessary, but makes this function more
2369 * robust */ 2691 * robust */
2370 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED); 2692 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2371} 2693}
2372 2694
2373/* GROS - Creates an object using a string representing its content. */ 2695/* GROS - Creates an object using a string representing its content. */
2696
2374/* Basically, we save the content of the string to a temp file, then call */ 2697/* Basically, we save the content of the string to a temp file, then call */
2698
2375/* load_object on it. I admit it is a highly inefficient way to make things, */ 2699/* load_object on it. I admit it is a highly inefficient way to make things, */
2700
2376/* but it was simple to make and allows reusing the load_object function. */ 2701/* but it was simple to make and allows reusing the load_object function. */
2702
2377/* Remember not to use load_object_str in a time-critical situation. */ 2703/* Remember not to use load_object_str in a time-critical situation. */
2704
2378/* Also remember that multiparts objects are not supported for now. */ 2705/* Also remember that multiparts objects are not supported for now. */
2379 2706
2707object *
2380object* load_object_str(const char *obstr) 2708load_object_str (const char *obstr)
2381{ 2709{
2382 object *op; 2710 object *
2711 op;
2712 char
2383 char filename[MAX_BUF]; 2713 filename[MAX_BUF];
2714
2384 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2715 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2385 2716
2717 FILE *
2386 FILE *tempfile=fopen(filename,"w"); 2718 tempfile = fopen (filename, "w");
2719
2387 if (tempfile == NULL) 2720 if (tempfile == NULL)
2388 { 2721 {
2389 LOG(llevError,"Error - Unable to access load object temp file\n"); 2722 LOG (llevError, "Error - Unable to access load object temp file\n");
2390 return NULL; 2723 return NULL;
2391 }; 2724 };
2392 fprintf(tempfile,obstr); 2725 fprintf (tempfile, obstr);
2393 fclose(tempfile); 2726 fclose (tempfile);
2394 2727
2395 op=get_object(); 2728 op = get_object ();
2396 2729
2397 object_thawer thawer (filename); 2730 object_thawer thawer (filename);
2398 2731
2399 if (thawer) 2732 if (thawer)
2400 load_object(thawer,op,0); 2733 load_object (thawer, op, 0);
2401 2734
2402 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2735 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2403 CLEAR_FLAG(op,FLAG_REMOVED); 2736 CLEAR_FLAG (op, FLAG_REMOVED);
2404 2737
2405 return op; 2738 return op;
2406} 2739}
2407 2740
2408/* This returns the first object in who's inventory that 2741/* This returns the first object in who's inventory that
2409 * has the same type and subtype match. 2742 * has the same type and subtype match.
2410 * returns NULL if no match. 2743 * returns NULL if no match.
2411 */ 2744 */
2745object *
2412object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2746find_obj_by_type_subtype (const object *who, int type, int subtype)
2413{ 2747{
2414 object *tmp; 2748 object *
2749 tmp;
2415 2750
2416 for (tmp=who->inv; tmp; tmp=tmp->below) 2751 for (tmp = who->inv; tmp; tmp = tmp->below)
2417 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2752 if (tmp->type == type && tmp->subtype == subtype)
2753 return tmp;
2418 2754
2419 return NULL; 2755 return NULL;
2420} 2756}
2421 2757
2422/* If ob has a field named key, return the link from the list, 2758/* If ob has a field named key, return the link from the list,
2423 * otherwise return NULL. 2759 * otherwise return NULL.
2424 * 2760 *
2425 * key must be a passed in shared string - otherwise, this won't 2761 * key must be a passed in shared string - otherwise, this won't
2426 * do the desired thing. 2762 * do the desired thing.
2427 */ 2763 */
2764key_value *
2428key_value * get_ob_key_link(const object * ob, const char * key) { 2765get_ob_key_link (const object *ob, const char *key)
2766{
2429 key_value * link; 2767 key_value *
2430 2768 link;
2769
2431 for (link = ob->key_values; link != NULL; link = link->next) { 2770 for (link = ob->key_values; link != NULL; link = link->next)
2771 {
2432 if (link->key == key) { 2772 if (link->key == key)
2773 {
2433 return link; 2774 return link;
2434 } 2775 }
2435 }
2436 2776 }
2777
2437 return NULL; 2778 return NULL;
2438} 2779}
2439 2780
2440/* 2781/*
2441 * Returns the value of op has an extra_field for key, or NULL. 2782 * Returns the value of op has an extra_field for key, or NULL.
2442 * 2783 *
2443 * The argument doesn't need to be a shared string. 2784 * The argument doesn't need to be a shared string.
2444 * 2785 *
2445 * The returned string is shared. 2786 * The returned string is shared.
2446 */ 2787 */
2788const char *
2447const char * get_ob_key_value(const object * op, const char * const key) { 2789get_ob_key_value (const object *op, const char *const key)
2790{
2448 key_value * link; 2791 key_value *
2449 const char * canonical_key; 2792 link;
2450 2793 const char *
2794 canonical_key;
2795
2451 canonical_key = shstr::find (key); 2796 canonical_key = shstr::find (key);
2452 2797
2453 if (canonical_key == NULL) { 2798 if (canonical_key == NULL)
2799 {
2454 /* 1. There being a field named key on any object 2800 /* 1. There being a field named key on any object
2455 * implies there'd be a shared string to find. 2801 * implies there'd be a shared string to find.
2456 * 2. Since there isn't, no object has this field. 2802 * 2. Since there isn't, no object has this field.
2457 * 3. Therefore, *this* object doesn't have this field. 2803 * 3. Therefore, *this* object doesn't have this field.
2458 */ 2804 */
2459 return NULL; 2805 return NULL;
2460 } 2806 }
2461 2807
2462 /* This is copied from get_ob_key_link() above - 2808 /* This is copied from get_ob_key_link() above -
2463 * only 4 lines, and saves the function call overhead. 2809 * only 4 lines, and saves the function call overhead.
2464 */ 2810 */
2465 for (link = op->key_values; link != NULL; link = link->next) { 2811 for (link = op->key_values; link != NULL; link = link->next)
2812 {
2466 if (link->key == canonical_key) { 2813 if (link->key == canonical_key)
2814 {
2467 return link->value; 2815 return link->value;
2468 } 2816 }
2469 } 2817 }
2470 return NULL; 2818 return NULL;
2471} 2819}
2472 2820
2473 2821
2474/* 2822/*
2475 * Updates the canonical_key in op to value. 2823 * Updates the canonical_key in op to value.
2479 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2827 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2480 * keys. 2828 * keys.
2481 * 2829 *
2482 * Returns TRUE on success. 2830 * Returns TRUE on success.
2483 */ 2831 */
2832int
2484int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2833set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2834{
2835 key_value *
2485 key_value * field = NULL, *last=NULL; 2836 field = NULL, *last = NULL;
2486 2837
2487 for (field=op->key_values; field != NULL; field=field->next) { 2838 for (field = op->key_values; field != NULL; field = field->next)
2839 {
2488 if (field->key != canonical_key) { 2840 if (field->key != canonical_key)
2841 {
2489 last = field; 2842 last = field;
2490 continue; 2843 continue;
2491 } 2844 }
2492 2845
2493 if (value) 2846 if (value)
2494 field->value = value; 2847 field->value = value;
2495 else { 2848 else
2849 {
2496 /* Basically, if the archetype has this key set, 2850 /* Basically, if the archetype has this key set,
2497 * we need to store the null value so when we save 2851 * we need to store the null value so when we save
2498 * it, we save the empty value so that when we load, 2852 * it, we save the empty value so that when we load,
2499 * we get this value back again. 2853 * we get this value back again.
2500 */ 2854 */
2501 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2855 if (get_ob_key_link (&op->arch->clone, canonical_key))
2502 field->value = 0; 2856 field->value = 0;
2857 else
2858 {
2859 if (last)
2860 last->next = field->next;
2503 else 2861 else
2504 {
2505 if (last) last->next = field->next;
2506 else op->key_values = field->next; 2862 op->key_values = field->next;
2507 2863
2508 delete field; 2864 delete field;
2509 } 2865 }
2510 } 2866 }
2511 return TRUE; 2867 return TRUE;
2512 } 2868 }
2513 /* IF we get here, key doesn't exist */ 2869 /* IF we get here, key doesn't exist */
2514 2870
2515 /* No field, we'll have to add it. */ 2871 /* No field, we'll have to add it. */
2872
2873 if (!add_key)
2516 2874 {
2517 if (!add_key) {
2518 return FALSE; 2875 return FALSE;
2519 } 2876 }
2520 /* There isn't any good reason to store a null 2877 /* There isn't any good reason to store a null
2521 * value in the key/value list. If the archetype has 2878 * value in the key/value list. If the archetype has
2522 * this key, then we should also have it, so shouldn't 2879 * this key, then we should also have it, so shouldn't
2523 * be here. If user wants to store empty strings, 2880 * be here. If user wants to store empty strings,
2524 * should pass in "" 2881 * should pass in ""
2525 */ 2882 */
2526 if (value == NULL) return TRUE; 2883 if (value == NULL)
2527
2528 field = new key_value;
2529
2530 field->key = canonical_key;
2531 field->value = value;
2532 /* Usual prepend-addition. */
2533 field->next = op->key_values;
2534 op->key_values = field;
2535
2536 return TRUE; 2884 return TRUE;
2885
2886 field = new key_value;
2887
2888 field->key = canonical_key;
2889 field->value = value;
2890 /* Usual prepend-addition. */
2891 field->next = op->key_values;
2892 op->key_values = field;
2893
2894 return TRUE;
2537} 2895}
2538 2896
2539/* 2897/*
2540 * Updates the key in op to value. 2898 * Updates the key in op to value.
2541 * 2899 *
2543 * and not add new ones. 2901 * and not add new ones.
2544 * In general, should be little reason FALSE is ever passed in for add_key 2902 * In general, should be little reason FALSE is ever passed in for add_key
2545 * 2903 *
2546 * Returns TRUE on success. 2904 * Returns TRUE on success.
2547 */ 2905 */
2906int
2548int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2907set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2549{ 2908{
2550 shstr key_ (key); 2909 shstr key_ (key);
2910
2551 return set_ob_key_value_s (op, key_, value, add_key); 2911 return set_ob_key_value_s (op, key_, value, add_key);
2552} 2912}

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