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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 1.34 by root, Tue Sep 12 01:09:53 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>
41#include <loader.h> 34#include <loader.h>
35
42int nrofallocobjects = 0; 36int nrofallocobjects = 0;
43 37
44object *objects; /* Pointer to the list of used objects */ 38object *objects; /* Pointer to the list of used objects */
45object *active_objects; /* List of active objects that need to be processed */ 39object *active_objects; /* List of active objects that need to be processed */
46 40
47short freearr_x[SIZEOFFREE]= 41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
49 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50short freearr_y[SIZEOFFREE]= 43};
51 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 45 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53int maxfree[SIZEOFFREE]= 46};
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 47int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 48 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
49};
56int freedir[SIZEOFFREE]= { 50int freedir[SIZEOFFREE] = {
57 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 51 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 52 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
59 53};
60 54
61/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 55/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
56static int
62static int compare_ob_value_lists_one(const object * wants, const object * has) { 57compare_ob_value_lists_one (const object *wants, const object *has)
58{
63 key_value * wants_field; 59 key_value *wants_field;
64 60
65 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 61 /* 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 62 * objects with lists are rare, and lists stay short. If not, use a
67 * different structure or at least keep the lists sorted... 63 * different structure or at least keep the lists sorted...
68 */ 64 */
69 65
70 /* For each field in wants, */ 66 /* For each field in wants, */
71 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 67 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
68 {
72 key_value * has_field; 69 key_value *has_field;
73 70
74 /* Look for a field in has with the same key. */ 71 /* Look for a field in has with the same key. */
75 has_field = get_ob_key_link(has, wants_field->key); 72 has_field = get_ob_key_link (has, wants_field->key);
73
74 if (has_field == NULL)
76 75 {
77 if (has_field == NULL) {
78 /* No field with that name. */ 76 /* No field with that name. */
79 return FALSE; 77 return FALSE;
80 }
81 78 }
79
82 /* Found the matching field. */ 80 /* Found the matching field. */
83 if (has_field->value != wants_field->value) { 81 if (has_field->value != wants_field->value)
82 {
84 /* Values don't match, so this half of the comparison is false. */ 83 /* Values don't match, so this half of the comparison is false. */
85 return FALSE; 84 return FALSE;
86 } 85 }
87 86
88 /* If we get here, we found a match. Now for the next field in wants. */ 87 /* If we get here, we found a match. Now for the next field in wants. */
89 }
90 88 }
89
91 /* If we get here, every field in wants has a matching field in has. */ 90 /* If we get here, every field in wants has a matching field in has. */
92 return TRUE; 91 return TRUE;
93} 92}
94 93
95/* Returns TRUE if ob1 has the same key_values as ob2. */ 94/* Returns TRUE if ob1 has the same key_values as ob2. */
95static int
96static int compare_ob_value_lists(const object * ob1, const object * ob2) { 96compare_ob_value_lists (const object *ob1, const object *ob2)
97{
97 /* However, there may be fields in has which aren't partnered in wants, 98 /* However, there may be fields in has which aren't partnered in wants,
98 * so we need to run the comparison *twice*. :( 99 * so we need to run the comparison *twice*. :(
99 */ 100 */
100 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 101 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
101} 102}
102 103
103/* Function examines the 2 objects given to it, and returns true if 104/* Function examines the 2 objects given to it, and returns true if
104 * they can be merged together. 105 * they can be merged together.
105 * 106 *
111 * 112 *
112 * Improvements made with merge: Better checking on potion, and also 113 * Improvements made with merge: Better checking on potion, and also
113 * check weight 114 * check weight
114 */ 115 */
115 116
116bool
117object::can_merge (object *ob1, object *ob2) 117bool object::can_merge (object *ob1, object *ob2)
118{ 118{
119 /* A couple quicksanity checks */ 119 /* A couple quicksanity checks */
120 if ((ob1 == ob2) || (ob1->type != ob2->type)) 120 if ((ob1 == ob2) || (ob1->type != ob2->type))
121 return 0; 121 return 0;
122 122
170 (ob1->subtype != ob2->subtype) || 170 (ob1->subtype != ob2->subtype) ||
171 (ob1->move_type != ob2->move_type) || 171 (ob1->move_type != ob2->move_type) ||
172 (ob1->move_block != ob2->move_block) || 172 (ob1->move_block != ob2->move_block) ||
173 (ob1->move_allow != ob2->move_allow) || 173 (ob1->move_allow != ob2->move_allow) ||
174 (ob1->move_on != ob2->move_on) || 174 (ob1->move_on != ob2->move_on) ||
175 (ob1->move_off != ob2->move_off) || 175 (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; 176 return 0;
179 177
180 /* This is really a spellbook check - really, we should 178 /* This is really a spellbook check - really, we should
181 * check all objects in the inventory. 179 * check all objects in the inventory.
182 */ 180 */
183 if (ob1->inv || ob2->inv) 181 if (ob1->inv || ob2->inv)
184 { 182 {
185 /* if one object has inventory but the other doesn't, not equiv */ 183 /* if one object has inventory but the other doesn't, not equiv */
186 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 184 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
187 return 0; 185 return 0;
188 186
189 /* Now check to see if the two inventory objects could merge */ 187 /* Now check to see if the two inventory objects could merge */
190 if (!CAN_MERGE (ob1->inv, ob2->inv)) 188 if (!CAN_MERGE (ob1->inv, ob2->inv))
191 return 0; 189 return 0;
192 190
193 /* inventory ok - still need to check rest of this object to see 191 /* inventory ok - still need to check rest of this object to see
194 * if it is valid. 192 * if it is valid.
195 */ 193 */
196 } 194 }
204 202
205 /* Note sure why the following is the case - either the object has to 203 /* 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 204 * be animated or have a very low speed. Is this an attempted monster
207 * check? 205 * check?
208 */ 206 */
209 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 207 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
210 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
211 return 0; 208 return 0;
212 209
213 switch (ob1->type) 210 switch (ob1->type)
214 { 211 {
215 case SCROLL: 212 case SCROLL:
216 if (ob1->level != ob2->level) 213 if (ob1->level != ob2->level)
217 return 0; 214 return 0;
218 break; 215 break;
219 } 216 }
220 217
221 if (ob1->key_values != NULL || ob2->key_values != NULL) 218 if (ob1->key_values != NULL || ob2->key_values != NULL)
222 { 219 {
223 /* At least one of these has key_values. */ 220 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 221 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
225 /* One has fields, but the other one doesn't. */ 222 /* One has fields, but the other one doesn't. */
226 return 0; 223 return 0;
227 else if (!compare_ob_value_lists (ob1, ob2)) 224 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 225 return 0;
229 } 226 }
230 227
231 //TODO: generate an event or call into perl for additional checks 228 //TODO: generate an event or call into perl for additional checks
232 if (ob1->self || ob2->self) 229 if (ob1->self || ob2->self)
233 { 230 {
234 ob1->optimise (); 231 ob1->optimise ();
235 ob2->optimise (); 232 ob2->optimise ();
236 233
237 if (ob1->self || ob2->self) 234 if (ob1->self || ob2->self)
238 return 0; 235 return 0;
239 } 236 }
240 237
241 /* Everything passes, must be OK. */ 238 /* Everything passes, must be OK. */
242 return 1; 239 return 1;
243} 240}
241
244/* 242/*
245 * sum_weight() is a recursive function which calculates the weight 243 * sum_weight() is a recursive function which calculates the weight
246 * an object is carrying. It goes through in figures out how much 244 * an object is carrying. It goes through in figures out how much
247 * containers are carrying, and sums it up. 245 * containers are carrying, and sums it up.
248 */ 246 */
249signed long sum_weight(object *op) { 247long
248sum_weight (object *op)
249{
250 signed long sum; 250 long sum;
251 object *inv; 251 object *inv;
252
252 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 253 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
254 {
253 if (inv->inv) 255 if (inv->inv)
254 sum_weight(inv); 256 sum_weight (inv);
255 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 257 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
256 } 258 }
257 if (op->type == CONTAINER && op->stats.Str) 259 if (op->type == CONTAINER && op->stats.Str)
258 sum = (sum * (100 - op->stats.Str))/100; 260 sum = (sum * (100 - op->stats.Str)) / 100;
259 if(op->carrying != sum) 261 if (op->carrying != sum)
260 op->carrying = sum; 262 op->carrying = sum;
261 return sum; 263 return sum;
262} 264}
263 265
264/** 266/**
265 * Return the outermost environment object for a given object. 267 * Return the outermost environment object for a given object.
266 */ 268 */
267 269
270object *
268object *object_get_env_recursive (object *op) { 271object_get_env_recursive (object *op)
272{
269 while (op->env != NULL) 273 while (op->env != NULL)
270 op = op->env; 274 op = op->env;
271 return op; 275 return op;
272} 276}
273 277
274/* 278/*
275 * Eneq(@csd.uu.se): Since we can have items buried in a character we need 279 * 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 280 * a better check. We basically keeping traversing up until we can't
277 * or find a player. 281 * or find a player.
278 */ 282 */
279 283
284object *
280object *is_player_inv (object *op) { 285is_player_inv (object *op)
286{
281 for (;op!=NULL&&op->type!=PLAYER; op=op->env) 287 for (; op != NULL && op->type != PLAYER; op = op->env)
282 if (op->env==op) 288 if (op->env == op)
283 op->env = NULL; 289 op->env = NULL;
284 return op; 290 return op;
285} 291}
286 292
287/* 293/*
288 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 294 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
289 * Some error messages. 295 * Some error messages.
290 * The result of the dump is stored in the static global errmsg array. 296 * The result of the dump is stored in the static global errmsg array.
291 */ 297 */
292 298
299void
293void dump_object2(object *op) { 300dump_object2 (object *op)
301{
294errmsg[0] = 0; 302 errmsg[0] = 0;
295return; 303 return;
296 //TODO//D#d# 304 //TODO//D#d#
297#if 0 305#if 0
298 char *cp; 306 char *cp;
307
299/* object *tmp;*/ 308/* object *tmp;*/
300 309
301 if(op->arch!=NULL) { 310 if (op->arch != NULL)
311 {
302 strcat(errmsg,"arch "); 312 strcat (errmsg, "arch ");
303 strcat(errmsg,op->arch->name?op->arch->name:"(null)"); 313 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
304 strcat(errmsg,"\n"); 314 strcat (errmsg, "\n");
305 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL) 315 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
306 strcat(errmsg,cp); 316 strcat (errmsg, cp);
307#if 0 317# if 0
308 /* Don't dump player diffs - they are too long, mostly meaningless, and 318 /* Don't dump player diffs - they are too long, mostly meaningless, and
309 * will overflow the buffer. 319 * will overflow the buffer.
310 * Changed so that we don't dump inventory either. This may 320 * Changed so that we don't dump inventory either. This may
311 * also overflow the buffer. 321 * also overflow the buffer.
312 */ 322 */
313 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL) 323 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
314 strcat(errmsg,cp); 324 strcat (errmsg, cp);
315 for (tmp=op->inv; tmp; tmp=tmp->below) 325 for (tmp = op->inv; tmp; tmp = tmp->below)
316 dump_object2(tmp); 326 dump_object2 (tmp);
327# endif
328 strcat (errmsg, "end\n");
329 }
330 else
331 {
332 strcat (errmsg, "Object ");
333 if (op->name == NULL)
334 strcat (errmsg, "(null)");
335 else
336 strcat (errmsg, op->name);
337 strcat (errmsg, "\n");
338# if 0
339 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
340 strcat (errmsg, cp);
341 for (tmp = op->inv; tmp; tmp = tmp->below)
342 dump_object2 (tmp);
343# endif
344 strcat (errmsg, "end\n");
345 }
317#endif 346#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} 347}
334 348
335/* 349/*
336 * Dumps an object. Returns output in the static global errmsg array. 350 * Dumps an object. Returns output in the static global errmsg array.
337 */ 351 */
338 352
353void
339void dump_object(object *op) { 354dump_object (object *op)
355{
340 if(op==NULL) { 356 if (op == NULL)
357 {
341 strcpy(errmsg,"[NULL pointer]"); 358 strcpy (errmsg, "[NULL pointer]");
342 return; 359 return;
343 } 360 }
344 errmsg[0]='\0'; 361 errmsg[0] = '\0';
345 dump_object2(op); 362 dump_object2 (op);
346} 363}
347 364
365void
348void dump_all_objects(void) { 366dump_all_objects (void)
367{
349 object *op; 368 object *op;
369
350 for(op=objects;op!=NULL;op=op->next) { 370 for (op = objects; op != NULL; op = op->next)
371 {
351 dump_object(op); 372 dump_object (op);
352 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg); 373 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
353 } 374 }
354} 375}
355 376
356/* 377/*
357 * get_nearest_part(multi-object, object 2) returns the part of the 378 * get_nearest_part(multi-object, object 2) returns the part of the
358 * multi-object 1 which is closest to the second object. 379 * multi-object 1 which is closest to the second object.
359 * If it's not a multi-object, it is returned. 380 * If it's not a multi-object, it is returned.
360 */ 381 */
361 382
383object *
362object *get_nearest_part(object *op, const object *pl) { 384get_nearest_part (object *op, const object *pl)
385{
363 object *tmp,*closest; 386 object *tmp, *closest;
364 int last_dist,i; 387 int last_dist, i;
388
365 if(op->more==NULL) 389 if (op->more == NULL)
366 return op; 390 return op;
367 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 391 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
368 if((i=distance(tmp,pl))<last_dist) 392 if ((i = distance (tmp, pl)) < last_dist)
369 closest=tmp,last_dist=i; 393 closest = tmp, last_dist = i;
370 return closest; 394 return closest;
371} 395}
372 396
373/* 397/*
374 * Returns the object which has the count-variable equal to the argument. 398 * Returns the object which has the count-variable equal to the argument.
375 */ 399 */
376 400
401object *
377object *find_object(tag_t i) { 402find_object (tag_t i)
403{
378 object *op; 404 object *op;
405
379 for(op=objects;op!=NULL;op=op->next) 406 for (op = objects; op != NULL; op = op->next)
380 if(op->count==i) 407 if (op->count == i)
381 break; 408 break;
382 return op; 409 return op;
383} 410}
384 411
385/* 412/*
386 * Returns the first object which has a name equal to the argument. 413 * Returns the first object which has a name equal to the argument.
387 * Used only by the patch command, but not all that useful. 414 * Used only by the patch command, but not all that useful.
388 * Enables features like "patch <name-of-other-player> food 999" 415 * Enables features like "patch <name-of-other-player> food 999"
389 */ 416 */
390 417
418object *
391object *find_object_name(const char *str) { 419find_object_name (const char *str)
420{
392 const char *name = shstr::find (str); 421 const char *name = shstr::find (str);
393 object *op; 422 object *op;
423
394 for(op=objects;op!=NULL;op=op->next) 424 for (op = objects; op != NULL; op = op->next)
395 if(&op->name == name) 425 if (&op->name == name)
396 break; 426 break;
397 427
398 return op; 428 return op;
399} 429}
400 430
431void
401void free_all_object_data () 432free_all_object_data ()
402{ 433{
403 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 434 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
404} 435}
405 436
406/* 437/*
411 * Changed 2004-02-12 - if the player is setting at the play again 442 * Changed 2004-02-12 - if the player is setting at the play again
412 * prompt, he is removed, and we don't want to treat him as an owner of 443 * 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 444 * 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. 445 * anything - once an object is removed, it is basically dead anyways.
415 */ 446 */
416 447object *
417object *get_owner(object *op) { 448object::get_owner ()
418 if(op->owner==NULL)
419 return NULL;
420
421 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
422 op->owner->count==op->ownercount)
423 return op->owner;
424
425 op->owner=NULL;
426 op->ownercount=0;
427 return NULL;
428}
429
430void clear_owner(object *op)
431{ 449{
432 if (!op) return; 450 if (!owner
433 451 || QUERY_FLAG (owner, FLAG_FREED)
434 if (op->owner && op->ownercount == op->owner->count) 452 || QUERY_FLAG (owner, FLAG_REMOVED))
435 op->owner->refcount--;
436
437 op->owner = NULL;
438 op->ownercount = 0; 453 owner = 0;
454
455 return owner;
439} 456}
440 457
441/* 458/*
442 * Sets the owner and sets the skill and exp pointers to owner's current 459 * Sets the owner and sets the skill and exp pointers to owner's current
443 * skill and experience objects. 460 * skill and experience objects.
444 */ 461 */
445void set_owner (object *op, object *owner) 462void
463object::set_owner (object *owner)
446{ 464{
447 if(owner==NULL||op==NULL) 465 if (!owner)
448 return; 466 return;
449 467
450 /* next line added to allow objects which own objects */ 468 /* next line added to allow objects which own objects */
451 /* Add a check for ownercounts in here, as I got into an endless loop 469 /* 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 470 * with the fireball owning a poison cloud which then owned the
453 * fireball. I believe that was caused by one of the objects getting 471 * fireball. I believe that was caused by one of the objects getting
454 * freed and then another object replacing it. Since the ownercounts 472 * 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. 473 * didn't match, this check is valid and I believe that cause is valid.
456 */ 474 */
457 while (owner->owner && owner!=owner->owner && 475 while (owner->owner)
458 owner->ownercount==owner->owner->count) owner=owner->owner; 476 owner = owner->owner;
459 477
460 /* IF the owner still has an owner, we did not resolve to a final owner.
461 * so lets not add to that.
462 */
463 if (owner->owner) return;
464
465 op->owner=owner; 478 this->owner = owner;
466
467 op->ownercount=owner->count;
468 owner->refcount++;
469
470}
471
472/* Set the owner to clone's current owner and set the skill and experience
473 * objects to clone's objects (typically those objects that where the owner's
474 * current skill and experience objects at the time when clone's owner was
475 * set - not the owner's current skill and experience objects).
476 *
477 * Use this function if player created an object (e.g. fire bullet, swarm
478 * spell), and this object creates further objects whose kills should be
479 * accounted for the player's original skill, even if player has changed
480 * skills meanwhile.
481 */
482void copy_owner (object *op, object *clone)
483{
484 object *owner = get_owner (clone);
485 if (owner == NULL) {
486 /* players don't have owners - they own themselves. Update
487 * as appropriate.
488 */
489 if (clone->type == PLAYER) owner=clone;
490 else return;
491 }
492 set_owner(op, owner);
493
494} 479}
495 480
496/* Zero the key_values on op, decrementing the shared-string 481/* Zero the key_values on op, decrementing the shared-string
497 * refcounts and freeing the links. 482 * refcounts and freeing the links.
498 */ 483 */
484static void
499static void free_key_values(object * op) 485free_key_values (object *op)
500{ 486{
501 for (key_value *i = op->key_values; i != 0; ) 487 for (key_value *i = op->key_values; i != 0;)
502 { 488 {
503 key_value *next = i->next; 489 key_value *next = i->next;
504 delete i; 490 delete i;
491
505 i = next; 492 i = next;
506 } 493 }
507 494
508 op->key_values = 0; 495 op->key_values = 0;
509} 496}
510 497
511void object::clear () 498void object::clear ()
512{ 499{
513 attachable_base::clear (); 500 attachable_base::clear ();
514 501
515 free_key_values (this); 502 free_key_values (this);
516 503
517 name = 0; 504 owner = 0;
505 name = 0;
518 name_pl = 0; 506 name_pl = 0;
519 title = 0; 507 title = 0;
520 race = 0; 508 race = 0;
521 slaying = 0; 509 slaying = 0;
522 skill = 0; 510 skill = 0;
523 msg = 0; 511 msg = 0;
524 lore = 0; 512 lore = 0;
525 custom_name = 0; 513 custom_name = 0;
526 materialname = 0; 514 materialname = 0;
515 contr = 0;
516 below = 0;
517 above = 0;
518 inv = 0;
519 container = 0;
520 env = 0;
521 more = 0;
522 head = 0;
523 map = 0;
524 active_next = 0;
525 active_prev = 0;
527 526
528 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod)); 527 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
529 528
530 SET_FLAG (this, FLAG_REMOVED); 529 SET_FLAG (this, FLAG_REMOVED);
530
531 /* What is not cleared is next, prev, and count */
532
533 expmul = 1.0;
534 face = blank_face;
535 attacked_by_count = -1;
536
537 if (settings.casting_time)
538 casting_time = -1;
531} 539}
532 540
533void object::clone (object *destination) 541void object::clone (object *destination)
534{ 542{
535 *(object_copy *)destination = *(object_copy *)this; 543 *(object_copy *)destination = *this;
536 *(object_pod *)destination = *(object_pod *)this; 544 *(object_pod *)destination = *this;
537 545
538 if (self || cb) 546 if (self || cb)
539 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination)); 547 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
540}
541
542/*
543 * clear_object() frees everything allocated by an object, and also
544 * clears all variables and flags to default settings.
545 */
546
547void clear_object (object *op)
548{
549 op->clear ();
550
551 op->contr = NULL;
552 op->below = NULL;
553 op->above = NULL;
554 op->inv = NULL;
555 op->container=NULL;
556 op->env=NULL;
557 op->more=NULL;
558 op->head=NULL;
559 op->map=NULL;
560 op->refcount=0;
561 op->active_next = NULL;
562 op->active_prev = NULL;
563 /* What is not cleared is next, prev, and count */
564
565 op->expmul = 1.0;
566 op->face = blank_face;
567 op->attacked_by_count = -1;
568
569 if (settings.casting_time)
570 op->casting_time = -1;
571} 548}
572 549
573/* 550/*
574 * copy object first frees everything allocated by the second object, 551 * copy object first frees everything allocated by the second object,
575 * and then copies the contends of the first object into the second 552 * and then copies the contends of the first object into the second
576 * object, allocating what needs to be allocated. Basically, any 553 * object, allocating what needs to be allocated. Basically, any
577 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 554 * 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 555 * if the first object is freed, the pointers in the new object
579 * will point at garbage. 556 * will point at garbage.
580 */ 557 */
581 558void
582void copy_object (object *op2, object *op) 559copy_object (object *op2, object *op)
583{ 560{
584 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 561 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
585 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 562 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
586 563
587 op2->clone (op); 564 op2->clone (op);
588 565
566 if (is_freed)
589 if (is_freed) SET_FLAG (op, FLAG_FREED); 567 SET_FLAG (op, FLAG_FREED);
568 if (is_removed)
590 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 569 SET_FLAG (op, FLAG_REMOVED);
591 570
592 if (op2->speed < 0) 571 if (op2->speed < 0)
593 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 572 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
594 573
595 /* Copy over key_values, if any. */ 574 /* Copy over key_values, if any. */
596 if (op2->key_values != NULL) 575 if (op2->key_values)
597 { 576 {
598 key_value *tail = NULL; 577 key_value *tail = 0;
599 key_value *i; 578 key_value *i;
600 579
601 op->key_values = NULL; 580 op->key_values = 0;
602 581
603 for (i = op2->key_values; i != NULL; i = i->next) 582 for (i = op2->key_values; i; i = i->next)
604 { 583 {
605 key_value *new_link = new key_value; 584 key_value *new_link = new key_value;
606 585
607 new_link->next = NULL; 586 new_link->next = 0;
608 new_link->key = i->key; 587 new_link->key = i->key;
609 new_link->value = i->value; 588 new_link->value = i->value;
610 589
611 /* Try and be clever here, too. */ 590 /* Try and be clever here, too. */
612 if (op->key_values == NULL) 591 if (!op->key_values)
613 { 592 {
614 op->key_values = new_link; 593 op->key_values = new_link;
615 tail = new_link; 594 tail = new_link;
616 } 595 }
617 else 596 else
624 603
625 update_ob_speed (op); 604 update_ob_speed (op);
626} 605}
627 606
628/* 607/*
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 608 * 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 609 * 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. 610 * be called to update the face variable, _and_ how it looks on the map.
660 */ 611 */
661 612
613void
662void update_turn_face(object *op) { 614update_turn_face (object *op)
615{
663 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 616 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
664 return; 617 return;
665 SET_ANIMATION(op, op->direction); 618 SET_ANIMATION (op, op->direction);
666 update_object(op,UP_OBJ_FACE); 619 update_object (op, UP_OBJ_FACE);
667} 620}
668 621
669/* 622/*
670 * Updates the speed of an object. If the speed changes from 0 to another 623 * 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. 624 * 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. 625 * This function needs to be called whenever the speed of an object changes.
673 */ 626 */
674 627void
675void update_ob_speed(object *op) { 628update_ob_speed (object *op)
629{
676 extern int arch_init; 630 extern int arch_init;
677 631
678 /* No reason putting the archetypes objects on the speed list, 632 /* No reason putting the archetypes objects on the speed list,
679 * since they never really need to be updated. 633 * since they never really need to be updated.
680 */ 634 */
681 635
682 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 636 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
637 {
683 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 638 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
684#ifdef MANY_CORES 639#ifdef MANY_CORES
685 abort(); 640 abort ();
686#else 641#else
687 op->speed = 0; 642 op->speed = 0;
688#endif 643#endif
689 } 644 }
645
690 if (arch_init) { 646 if (arch_init)
647 return;
648
649 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
650 {
651 /* If already on active list, don't do anything */
652 if (op->active_next || op->active_prev || op == active_objects)
691 return; 653 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;
697 654
698 /* process_events() expects us to insert the object at the beginning 655 /* process_events() expects us to insert the object at the beginning
699 * of the list. */ 656 * of the list. */
700 op->active_next = active_objects; 657 op->active_next = active_objects;
658
701 if (op->active_next!=NULL) 659 if (op->active_next != NULL)
702 op->active_next->active_prev = op; 660 op->active_next->active_prev = op;
661
703 active_objects = op; 662 active_objects = op;
663 }
664 else
704 } 665 {
705 else {
706 /* If not on the active list, nothing needs to be done */ 666 /* If not on the active list, nothing needs to be done */
707 if (!op->active_next && !op->active_prev && op!=active_objects) 667 if (!op->active_next && !op->active_prev && op != active_objects)
708 return; 668 return;
709 669
710 if (op->active_prev==NULL) { 670 if (op->active_prev == NULL)
671 {
711 active_objects = op->active_next; 672 active_objects = op->active_next;
673
712 if (op->active_next!=NULL) 674 if (op->active_next != NULL)
713 op->active_next->active_prev = NULL; 675 op->active_next->active_prev = NULL;
676 }
677 else
714 } 678 {
715 else {
716 op->active_prev->active_next = op->active_next; 679 op->active_prev->active_next = op->active_next;
680
717 if (op->active_next) 681 if (op->active_next)
718 op->active_next->active_prev = op->active_prev; 682 op->active_next->active_prev = op->active_prev;
719 } 683 }
684
720 op->active_next = NULL; 685 op->active_next = NULL;
721 op->active_prev = NULL; 686 op->active_prev = NULL;
722 } 687 }
723} 688}
724 689
725/* This function removes object 'op' from the list of active 690/* This function removes object 'op' from the list of active
726 * objects. 691 * objects.
728 * reference maps where you don't want an object that isn't 693 * reference maps where you don't want an object that isn't
729 * in play chewing up cpu time getting processed. 694 * in play chewing up cpu time getting processed.
730 * The reverse of this is to call update_ob_speed, which 695 * The reverse of this is to call update_ob_speed, which
731 * will do the right thing based on the speed of the object. 696 * will do the right thing based on the speed of the object.
732 */ 697 */
698void
733void remove_from_active_list(object *op) 699remove_from_active_list (object *op)
734{ 700{
735 /* If not on the active list, nothing needs to be done */ 701 /* If not on the active list, nothing needs to be done */
736 if (!op->active_next && !op->active_prev && op!=active_objects) 702 if (!op->active_next && !op->active_prev && op != active_objects)
737 return; 703 return;
738 704
739 if (op->active_prev==NULL) { 705 if (op->active_prev == NULL)
706 {
740 active_objects = op->active_next; 707 active_objects = op->active_next;
741 if (op->active_next!=NULL) 708 if (op->active_next != NULL)
742 op->active_next->active_prev = NULL; 709 op->active_next->active_prev = NULL;
710 }
711 else
743 } 712 {
744 else {
745 op->active_prev->active_next = op->active_next; 713 op->active_prev->active_next = op->active_next;
746 if (op->active_next) 714 if (op->active_next)
747 op->active_next->active_prev = op->active_prev; 715 op->active_next->active_prev = op->active_prev;
748 } 716 }
749 op->active_next = NULL; 717 op->active_next = NULL;
750 op->active_prev = NULL; 718 op->active_prev = NULL;
751} 719}
752 720
753/* 721/*
754 * update_object() updates the array which represents the map. 722 * update_object() updates the array which represents the map.
755 * It takes into account invisible objects (and represent squares covered 723 * It takes into account invisible objects (and represent squares covered
770 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 738 * 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. 739 * as that is easier than trying to look at what may have changed.
772 * UP_OBJ_FACE: only the objects face has changed. 740 * UP_OBJ_FACE: only the objects face has changed.
773 */ 741 */
774 742
743void
775void update_object(object *op, int action) { 744update_object (object *op, int action)
745{
776 int update_now=0, flags; 746 int update_now = 0, flags;
777 MoveType move_on, move_off, move_block, move_slow; 747 MoveType move_on, move_off, move_block, move_slow;
778 748
779 if (op == NULL) { 749 if (op == NULL)
750 {
780 /* this should never happen */ 751 /* this should never happen */
781 LOG(llevDebug,"update_object() called for NULL object.\n"); 752 LOG (llevDebug, "update_object() called for NULL object.\n");
782 return; 753 return;
783 }
784 754 }
755
785 if(op->env!=NULL) { 756 if (op->env != NULL)
757 {
786 /* Animation is currently handled by client, so nothing 758 /* Animation is currently handled by client, so nothing
787 * to do in this case. 759 * to do in this case.
788 */ 760 */
789 return; 761 return;
790 } 762 }
791 763
792 /* If the map is saving, don't do anything as everything is 764 /* If the map is saving, don't do anything as everything is
793 * going to get freed anyways. 765 * going to get freed anyways.
794 */ 766 */
795 if (!op->map || op->map->in_memory == MAP_SAVING) return; 767 if (!op->map || op->map->in_memory == MAP_SAVING)
796 768 return;
769
797 /* make sure the object is within map boundaries */ 770 /* make sure the object is within map boundaries */
798 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 771 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)) { 772 {
800 LOG(llevError,"update_object() called for object out of map!\n"); 773 LOG (llevError, "update_object() called for object out of map!\n");
801#ifdef MANY_CORES 774#ifdef MANY_CORES
802 abort(); 775 abort ();
803#endif 776#endif
804 return; 777 return;
805 }
806 778 }
779
807 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 780 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
808 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 781 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); 782 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); 783 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); 784 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); 785 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
813 786
814 if (action == UP_OBJ_INSERT) { 787 if (action == UP_OBJ_INSERT)
788 {
815 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 789 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
816 update_now=1; 790 update_now = 1;
817 791
818 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 792 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
819 update_now=1; 793 update_now = 1;
820 794
821 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 795 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
822 update_now=1; 796 update_now = 1;
823 797
824 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 798 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
825 update_now=1; 799 update_now = 1;
826 800
801 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
802 update_now = 1;
803
827 if ((move_on | op->move_on) != move_on) update_now=1; 804 if ((move_on | op->move_on) != move_on)
805 update_now = 1;
806
828 if ((move_off | op->move_off) != move_off) update_now=1; 807 if ((move_off | op->move_off) != move_off)
808 update_now = 1;
809
829 /* This isn't perfect, but I don't expect a lot of objects to 810 /* This isn't perfect, but I don't expect a lot of objects to
830 * to have move_allow right now. 811 * to have move_allow right now.
831 */ 812 */
832 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 813 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
833 update_now=1; 814 update_now = 1;
815
834 if ((move_slow | op->move_slow) != move_slow) update_now=1; 816 if ((move_slow | op->move_slow) != move_slow)
817 update_now = 1;
835 } 818 }
836 /* if the object is being removed, we can't make intelligent 819 /* if the object is being removed, we can't make intelligent
837 * decisions, because remove_ob can't really pass the object 820 * decisions, because remove_ob can't really pass the object
838 * that is being removed. 821 * that is being removed.
839 */ 822 */
840 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 823 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
841 update_now=1; 824 update_now = 1;
842 } else if (action == UP_OBJ_FACE) { 825 else if (action == UP_OBJ_FACE)
843 /* Nothing to do for that case */ 826 /* Nothing to do for that case */ ;
844 }
845 else { 827 else
846 LOG(llevError,"update_object called with invalid action: %d\n", action); 828 LOG (llevError, "update_object called with invalid action: %d\n", action);
847 }
848 829
849 if (update_now) { 830 if (update_now)
831 {
850 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 832 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); 833 update_position (op->map, op->x, op->y);
852 } 834 }
853 835
854 if(op->more!=NULL) 836 if (op->more != NULL)
855 update_object(op->more, action); 837 update_object (op->more, action);
856} 838}
857 839
840static unordered_vector<object *> mortals;
841static std::vector<object *> freed;
842
843void object::free_mortals ()
844{
845 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
846 if ((*i)->refcnt)
847 ++i; // further delay freeing
848 else
849 {
850 freed.push_back (*i);//D
851 //delete *i;
852 mortals.erase (i);
853 }
854
855 if (mortals.size())//D
856 LOG (llevDebug, "%d objects in mortal queue\n", mortals.size());//D
857}
858
859object::object ()
860{
861 SET_FLAG (this, FLAG_REMOVED);
862
863 expmul = 1.0;
864 face = blank_face;
865 attacked_by_count = -1;
866}
867
868object::~object ()
869{
870 free_key_values (this);
871}
872
873void object::link ()
874{
875 count = ++ob_count;
876
877 prev = 0;
878 next = objects;
879
880 if (objects)
881 objects->prev = this;
882
883 objects = this;
884}
885
886void object::unlink ()
887{
888 count = 0;
889
890 /* Remove this object from the list of used objects */
891 if (prev)
892 {
893 prev->next = next;
894 prev = 0;
895 }
896
897 if (next)
898 {
899 next->prev = prev;
900 next = 0;
901 }
902
903 if (this == objects)
904 objects = next;
905}
906
907object *object::create ()
908{
909 object *op;
910
911 if (freed.empty ())
912 op = new object;
913 else
914 {
915 // highly annoying, but the only way to get it stable right now
916 op = freed.back ();
917 freed.pop_back ();
918 op->~object ();
919 new ((void *) op) object;
920 }
921
922 op->link ();
923 return op;
924}
858 925
859/* 926/*
860 * free_object() frees everything allocated by an object, removes 927 * free_object() frees everything allocated by an object, removes
861 * it from the list of used objects, and puts it on the list of 928 * 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. 929 * free objects. The IS_FREED() flag is set in the object.
864 * this function to succeed. 931 * this function to succeed.
865 * 932 *
866 * If free_inventory is set, free inventory as well. Else drop items in 933 * If free_inventory is set, free inventory as well. Else drop items in
867 * inventory to the ground. 934 * inventory to the ground.
868 */ 935 */
869 936void object::free (bool free_inventory)
870void
871free_object (object * ob)
872{ 937{
873 free_object2 (ob, 0);
874}
875
876void
877free_object2 (object * ob, int free_inventory)
878{
879 object *tmp, *op;
880
881 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 938 if (QUERY_FLAG (this, FLAG_FREED))
882 { 939 return;
883 LOG (llevDebug, "Free object called with non removed object\n");
884 dump_object (ob);
885#ifdef MANY_CORES
886 abort ();
887#endif
888 }
889 940
890 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 941 if (QUERY_FLAG (this, FLAG_FRIENDLY))
891 {
892 LOG (llevMonster, "Warning: tried to free friendly object.\n");
893 remove_friendly_object (ob); 942 remove_friendly_object (this);
894 }
895 943
896 if (QUERY_FLAG (ob, FLAG_FREED)) 944 if (!QUERY_FLAG (this, FLAG_REMOVED))
897 { 945 remove_ob (this);
898 dump_object (ob); 946
899 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 947 SET_FLAG (this, FLAG_FREED);
900 return; 948
949 if (more)
901 } 950 {
902 951 more->free (free_inventory);
903 if (ob->more != NULL) 952 more = 0;
904 { 953 }
905 free_object2 (ob->more, free_inventory);
906 ob->more = NULL;
907 }
908 954
909 if (ob->inv) 955 if (inv)
910 { 956 {
911 /* Only if the space blocks everything do we not process - 957 /* Only if the space blocks everything do we not process -
912 * if some form of movement is allowed, let objects 958 * if some form of movement is allowed, let objects
913 * drop on that space. 959 * drop on that space.
914 */ 960 */
915 if (free_inventory || ob->map == NULL 961 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 962 {
917 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL)) 963 object *op = inv;
918 {
919 op = ob->inv;
920 964
921 while (op != NULL) 965 while (op)
922 { 966 {
923 tmp = op->below; 967 object *tmp = op->below;
924 remove_ob (op); 968 op->free (free_inventory);
925 free_object2 (op, free_inventory);
926 op = tmp; 969 op = tmp;
927 } 970 }
928 } 971 }
929 else 972 else
930 { /* Put objects in inventory onto this space */ 973 { /* Put objects in inventory onto this space */
931 op = ob->inv; 974 object *op = inv;
932 975
933 while (op != NULL) 976 while (op)
934 { 977 {
935 tmp = op->below; 978 object *tmp = op->below;
979
936 remove_ob (op); 980 remove_ob (op);
937 981
938 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 982 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
939 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE 983 || 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)) 984 free_object (op);
941 free_object (op); 985 else
942 else 986 {
943 { 987 op->x = x;
944 op->x = ob->x; 988 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 */ 989 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
947 } 990 }
948 991
949 op = tmp; 992 op = tmp;
993 }
994 }
950 } 995 }
951 } 996
952 } 997 owner = 0;
953 998
954 /* Remove object from the active list */ 999 /* Remove object from the active list */
955 ob->speed = 0; 1000 speed = 0;
956 update_ob_speed (ob); 1001 update_ob_speed (this);
957 1002
958 SET_FLAG (ob, FLAG_FREED); 1003 unlink ();
959 ob->count = 0;
960 1004
961 /* Remove this object from the list of used objects */ 1005 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} 1006}
985 1007
986/* 1008/*
987 * sub_weight() recursively (outwards) subtracts a number from the 1009 * sub_weight() recursively (outwards) subtracts a number from the
988 * weight of an object (and what is carried by it's environment(s)). 1010 * weight of an object (and what is carried by it's environment(s)).
989 */ 1011 */
990 1012
1013void
991void sub_weight (object *op, signed long weight) { 1014sub_weight (object *op, signed long weight)
1015{
992 while (op != NULL) { 1016 while (op != NULL)
1017 {
993 if (op->type == CONTAINER) { 1018 if (op->type == CONTAINER)
1019 {
994 weight=(signed long)(weight*(100-op->stats.Str)/100); 1020 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
995 } 1021 }
996 op->carrying-=weight; 1022 op->carrying -= weight;
997 op = op->env; 1023 op = op->env;
998 } 1024 }
999} 1025}
1000 1026
1001/* remove_ob(op): 1027/* remove_ob(op):
1002 * This function removes the object op from the linked list of objects 1028 * 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 1029 * which it is currently tied to. When this function is done, the
1005 * environment, the x and y coordinates will be updated to 1031 * environment, the x and y coordinates will be updated to
1006 * the previous environment. 1032 * the previous environment.
1007 * Beware: This function is called from the editor as well! 1033 * Beware: This function is called from the editor as well!
1008 */ 1034 */
1009 1035
1036void
1010void remove_ob(object *op) { 1037remove_ob (object *op)
1011 object *tmp,*last=NULL; 1038{
1012 object *otmp; 1039 object *
1013 tag_t tag; 1040 tmp, *
1041 last = NULL;
1042 object *
1043 otmp;
1044
1045 tag_t
1046 tag;
1047 int
1014 int check_walk_off; 1048 check_walk_off;
1015 mapstruct *m; 1049 mapstruct *
1016 sint16 x,y;
1017 1050 m;
1018 1051
1052 sint16
1053 x,
1054 y;
1055
1019 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1056 if (QUERY_FLAG (op, FLAG_REMOVED))
1020 dump_object(op); 1057 return;
1021 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1022 1058
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); 1059 SET_FLAG (op, FLAG_REMOVED);
1039 1060
1061 if (op->more != NULL)
1062 remove_ob (op->more);
1063
1040 /* 1064 /*
1041 * In this case, the object to be removed is in someones 1065 * In this case, the object to be removed is in someones
1042 * inventory. 1066 * inventory.
1043 */ 1067 */
1044 if(op->env!=NULL) { 1068 if (op->env != NULL)
1069 {
1045 if(op->nrof) 1070 if (op->nrof)
1046 sub_weight(op->env, op->weight*op->nrof); 1071 sub_weight (op->env, op->weight * op->nrof);
1047 else 1072 else
1048 sub_weight(op->env, op->weight+op->carrying); 1073 sub_weight (op->env, op->weight + op->carrying);
1049 1074
1050 /* NO_FIX_PLAYER is set when a great many changes are being 1075 /* NO_FIX_PLAYER is set when a great many changes are being
1051 * made to players inventory. If set, avoiding the call 1076 * made to players inventory. If set, avoiding the call
1052 * to save cpu time. 1077 * to save cpu time.
1053 */ 1078 */
1054 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1079 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); 1080 fix_player (otmp);
1057 1081
1058 if(op->above!=NULL) 1082 if (op->above != NULL)
1059 op->above->below=op->below; 1083 op->above->below = op->below;
1060 else 1084 else
1061 op->env->inv=op->below; 1085 op->env->inv = op->below;
1062 1086
1063 if(op->below!=NULL) 1087 if (op->below != NULL)
1064 op->below->above=op->above; 1088 op->below->above = op->above;
1065 1089
1066 /* we set up values so that it could be inserted into 1090 /* we set up values so that it could be inserted into
1067 * the map, but we don't actually do that - it is up 1091 * the map, but we don't actually do that - it is up
1068 * to the caller to decide what we want to do. 1092 * to the caller to decide what we want to do.
1069 */ 1093 */
1070 op->x=op->env->x,op->y=op->env->y; 1094 op->x = op->env->x, op->y = op->env->y;
1071 op->map=op->env->map; 1095 op->map = op->env->map;
1072 op->above=NULL,op->below=NULL; 1096 op->above = NULL, op->below = NULL;
1073 op->env=NULL; 1097 op->env = NULL;
1098 }
1099 else if (op->map)
1100 {
1101 x = op->x;
1102 y = op->y;
1103 m = get_map_from_coord (op->map, &x, &y);
1104
1105 if (!m)
1106 {
1107 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1108 op->map->path, op->x, op->y);
1109 /* in old days, we used to set x and y to 0 and continue.
1110 * it seems if we get into this case, something is probablye
1111 * screwed up and should be fixed.
1112 */
1113 abort ();
1114 }
1115
1116 if (op->map != m)
1117 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1118 op->map->path, m->path, op->x, op->y, x, y);
1119
1120 /* Re did the following section of code - it looks like it had
1121 * lots of logic for things we no longer care about
1122 */
1123
1124 /* link the object above us */
1125 if (op->above)
1126 op->above->below = op->below;
1127 else
1128 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1129
1130 /* Relink the object below us, if there is one */
1131 if (op->below)
1132 op->below->above = op->above;
1133 else
1134 {
1135 /* Nothing below, which means we need to relink map object for this space
1136 * use translated coordinates in case some oddness with map tiling is
1137 * evident
1138 */
1139 if (GET_MAP_OB (m, x, y) != op)
1140 {
1141 dump_object (op);
1142 LOG (llevError,
1143 "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);
1144 dump_object (GET_MAP_OB (m, x, y));
1145 LOG (llevError, "%s\n", errmsg);
1146 }
1147
1148 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1149 }
1150
1151 op->above = 0;
1152 op->below = 0;
1153
1154 if (op->map->in_memory == MAP_SAVING)
1074 return; 1155 return;
1075 }
1076 1156
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; 1157 tag = op->count;
1131 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1158 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1159
1132 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1160 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1161 {
1133 /* No point updating the players look faces if he is the object 1162 /* No point updating the players look faces if he is the object
1134 * being removed. 1163 * being removed.
1135 */ 1164 */
1136 1165
1137 if(tmp->type==PLAYER && tmp!=op) { 1166 if (tmp->type == PLAYER && tmp != op)
1167 {
1138 /* If a container that the player is currently using somehow gets 1168 /* If a container that the player is currently using somehow gets
1139 * removed (most likely destroyed), update the player view 1169 * removed (most likely destroyed), update the player view
1140 * appropriately. 1170 * appropriately.
1141 */ 1171 */
1142 if (tmp->container==op) { 1172 if (tmp->container == op)
1173 {
1143 CLEAR_FLAG(op, FLAG_APPLIED); 1174 CLEAR_FLAG (op, FLAG_APPLIED);
1144 tmp->container=NULL; 1175 tmp->container = NULL;
1176 }
1177
1178 tmp->contr->socket.update_look = 1;
1145 } 1179 }
1146 tmp->contr->socket.update_look=1; 1180
1147 }
1148 /* See if player moving off should effect something */ 1181 /* See if player moving off should effect something */
1149 if (check_walk_off && ((op->move_type & tmp->move_off) && 1182 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)) { 1183 {
1151
1152 move_apply(tmp, op, NULL); 1184 move_apply (tmp, op, NULL);
1185
1153 if (was_destroyed (op, tag)) { 1186 if (was_destroyed (op, tag))
1187 {
1154 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1188 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); 1189 }
1156 } 1190 }
1157 }
1158 1191
1159 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1192 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1160 1193
1161 if(tmp->above == tmp) 1194 if (tmp->above == tmp)
1162 tmp->above = NULL; 1195 tmp->above = NULL;
1196
1163 last=tmp; 1197 last = tmp;
1164 } 1198 }
1199
1165 /* last == NULL of there are no objects on this space */ 1200 /* last == NULL of there are no objects on this space */
1166 if (last==NULL) { 1201 if (last == NULL)
1202 {
1167 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1203 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1168 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1204 * 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 1205 * those out anyways, and if there are any flags set right now, they won't
1170 * be correct anyways. 1206 * be correct anyways.
1171 */ 1207 */
1172 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1208 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1173 update_position(op->map, op->x, op->y); 1209 update_position (op->map, op->x, op->y);
1174 } 1210 }
1175 else 1211 else
1176 update_object(last, UP_OBJ_REMOVE); 1212 update_object (last, UP_OBJ_REMOVE);
1177 1213
1178 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1214 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1179 update_all_los(op->map, op->x, op->y); 1215 update_all_los (op->map, op->x, op->y);
1180 1216 }
1181} 1217}
1182 1218
1183/* 1219/*
1184 * merge_ob(op,top): 1220 * merge_ob(op,top):
1185 * 1221 *
1187 * merges op to the first matching object. 1223 * merges op to the first matching object.
1188 * If top is NULL, it is calculated. 1224 * If top is NULL, it is calculated.
1189 * Returns pointer to object if it succeded in the merge, otherwise NULL 1225 * Returns pointer to object if it succeded in the merge, otherwise NULL
1190 */ 1226 */
1191 1227
1228object *
1192object *merge_ob(object *op, object *top) { 1229merge_ob (object *op, object *top)
1230{
1193 if(!op->nrof) 1231 if (!op->nrof)
1194 return 0; 1232 return 0;
1233
1195 if(top==NULL) 1234 if (top == NULL)
1196 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1235 for (top = op; top != NULL && top->above != NULL; top = top->above);
1236
1197 for(;top!=NULL;top=top->below) { 1237 for (; top != NULL; top = top->below)
1238 {
1198 if(top==op) 1239 if (top == op)
1199 continue; 1240 continue;
1200 if (CAN_MERGE(op,top)) 1241 if (CAN_MERGE (op, top))
1201 { 1242 {
1202 top->nrof+=op->nrof; 1243 top->nrof += op->nrof;
1244
1203/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1245/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1204 op->weight = 0; /* Don't want any adjustements now */ 1246 op->weight = 0; /* Don't want any adjustements now */
1205 remove_ob(op); 1247 remove_ob (op);
1206 free_object(op); 1248 free_object (op);
1207 return top; 1249 return top;
1208 } 1250 }
1209 } 1251 }
1252
1210 return NULL; 1253 return NULL;
1211} 1254}
1212 1255
1213/* 1256/*
1214 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1257 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1215 * job preparing multi-part monsters 1258 * job preparing multi-part monsters
1216 */ 1259 */
1260object *
1217object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1261insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y)
1262{
1218 object* tmp; 1263 object *tmp;
1264
1219 if (op->head) 1265 if (op->head)
1220 op=op->head; 1266 op = op->head;
1267
1221 for (tmp=op;tmp;tmp=tmp->more){ 1268 for (tmp = op; tmp; tmp = tmp->more)
1269 {
1222 tmp->x=x+tmp->arch->clone.x; 1270 tmp->x = x + tmp->arch->clone.x;
1223 tmp->y=y+tmp->arch->clone.y; 1271 tmp->y = y + tmp->arch->clone.y;
1224 } 1272 }
1273
1225 return insert_ob_in_map (op, m, originator, flag); 1274 return insert_ob_in_map (op, m, originator, flag);
1226} 1275}
1227 1276
1228/* 1277/*
1229 * insert_ob_in_map (op, map, originator, flag): 1278 * insert_ob_in_map (op, map, originator, flag):
1230 * This function inserts the object in the two-way linked list 1279 * This function inserts the object in the two-way linked list
1244 * new object if 'op' was merged with other object 1293 * new object if 'op' was merged with other object
1245 * NULL if 'op' was destroyed 1294 * NULL if 'op' was destroyed
1246 * just 'op' otherwise 1295 * just 'op' otherwise
1247 */ 1296 */
1248 1297
1298object *
1249object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1299insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag)
1250{ 1300{
1251 object *tmp, *top, *floor=NULL; 1301 object *tmp, *top, *floor = NULL;
1252 sint16 x,y; 1302 sint16 x, y;
1253 1303
1254 if (QUERY_FLAG (op, FLAG_FREED)) { 1304 if (QUERY_FLAG (op, FLAG_FREED))
1305 {
1255 LOG (llevError, "Trying to insert freed object!\n"); 1306 LOG (llevError, "Trying to insert freed object!\n");
1307 return NULL;
1308 }
1309
1310 if (m == NULL)
1311 {
1312 dump_object (op);
1313 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1314 return op;
1315 }
1316
1317 if (out_of_map (m, op->x, op->y))
1318 {
1319 dump_object (op);
1320 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1321#ifdef MANY_CORES
1322 /* Better to catch this here, as otherwise the next use of this object
1323 * is likely to cause a crash. Better to find out where it is getting
1324 * improperly inserted.
1325 */
1326 abort ();
1327#endif
1328 return op;
1329 }
1330
1331 if (!QUERY_FLAG (op, FLAG_REMOVED))
1332 {
1333 dump_object (op);
1334 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1335 return op;
1336 }
1337
1338 if (op->more != NULL)
1339 {
1340 /* The part may be on a different map. */
1341
1342 object *more = op->more;
1343
1344 /* We really need the caller to normalize coordinates - if
1345 * we set the map, that doesn't work if the location is within
1346 * a map and this is straddling an edge. So only if coordinate
1347 * is clear wrong do we normalize it.
1348 */
1349 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1350 more->map = get_map_from_coord (m, &more->x, &more->y);
1351 else if (!more->map)
1352 {
1353 /* For backwards compatibility - when not dealing with tiled maps,
1354 * more->map should always point to the parent.
1355 */
1356 more->map = m;
1357 }
1358
1359 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1360 {
1361 if (!op->head)
1362 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1363
1364 return NULL;
1365 }
1366 }
1367
1368 CLEAR_FLAG (op, FLAG_REMOVED);
1369
1370 /* Ideally, the caller figures this out. However, it complicates a lot
1371 * of areas of callers (eg, anything that uses find_free_spot would now
1372 * need extra work
1373 */
1374 op->map = get_map_from_coord (m, &op->x, &op->y);
1375 x = op->x;
1376 y = op->y;
1377
1378 /* this has to be done after we translate the coordinates.
1379 */
1380 if (op->nrof && !(flag & INS_NO_MERGE))
1381 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1382 if (CAN_MERGE (op, tmp))
1383 {
1384 op->nrof += tmp->nrof;
1385 remove_ob (tmp);
1386 free_object (tmp);
1387 }
1388
1389 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1390 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1391
1392 if (!QUERY_FLAG (op, FLAG_ALIVE))
1393 CLEAR_FLAG (op, FLAG_NO_STEAL);
1394
1395 if (flag & INS_BELOW_ORIGINATOR)
1396 {
1397 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1398 {
1399 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1400 abort ();
1401 }
1402
1403 op->above = originator;
1404 op->below = originator->below;
1405
1406 if (op->below)
1407 op->below->above = op;
1408 else
1409 SET_MAP_OB (op->map, op->x, op->y, op);
1410
1411 /* since *below* originator, no need to update top */
1412 originator->below = op;
1413 }
1414 else
1415 {
1416 /* If there are other objects, then */
1417 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1418 {
1419 object *last = NULL;
1420
1421 /*
1422 * If there are multiple objects on this space, we do some trickier handling.
1423 * We've already dealt with merging if appropriate.
1424 * Generally, we want to put the new object on top. But if
1425 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1426 * floor, we want to insert above that and no further.
1427 * Also, if there are spell objects on this space, we stop processing
1428 * once we get to them. This reduces the need to traverse over all of
1429 * them when adding another one - this saves quite a bit of cpu time
1430 * when lots of spells are cast in one area. Currently, it is presumed
1431 * that flying non pickable objects are spell objects.
1432 */
1433
1434 while (top != NULL)
1435 {
1436 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1437 floor = top;
1438
1439 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1440 {
1441 /* We insert above top, so we want this object below this */
1442 top = top->below;
1443 break;
1444 }
1445
1446 last = top;
1447 top = top->above;
1448 }
1449
1450 /* Don't want top to be NULL, so set it to the last valid object */
1451 top = last;
1452
1453 /* We let update_position deal with figuring out what the space
1454 * looks like instead of lots of conditions here.
1455 * makes things faster, and effectively the same result.
1456 */
1457
1458 /* Have object 'fall below' other objects that block view.
1459 * Unless those objects are exits, type 66
1460 * If INS_ON_TOP is used, don't do this processing
1461 * Need to find the object that in fact blocks view, otherwise
1462 * stacking is a bit odd.
1463 */
1464 if (!(flag & INS_ON_TOP) &&
1465 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1466 {
1467 for (last = top; last != floor; last = last->below)
1468 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1469 break;
1470 /* Check to see if we found the object that blocks view,
1471 * and make sure we have a below pointer for it so that
1472 * we can get inserted below this one, which requires we
1473 * set top to the object below us.
1474 */
1475 if (last && last->below && last != floor)
1476 top = last->below;
1477 }
1478 } /* If objects on this space */
1479
1480 if (flag & INS_MAP_LOAD)
1481 top = GET_MAP_TOP (op->map, op->x, op->y);
1482
1483 if (flag & INS_ABOVE_FLOOR_ONLY)
1484 top = floor;
1485
1486 /* Top is the object that our object (op) is going to get inserted above.
1487 */
1488
1489 /* First object on this space */
1490 if (!top)
1491 {
1492 op->above = GET_MAP_OB (op->map, op->x, op->y);
1493
1494 if (op->above)
1495 op->above->below = op;
1496
1497 op->below = NULL;
1498 SET_MAP_OB (op->map, op->x, op->y, op);
1499 }
1500 else
1501 { /* get inserted into the stack above top */
1502 op->above = top->above;
1503
1504 if (op->above)
1505 op->above->below = op;
1506
1507 op->below = top;
1508 top->above = op;
1509 }
1510
1511 if (op->above == NULL)
1512 SET_MAP_TOP (op->map, op->x, op->y, op);
1513 } /* else not INS_BELOW_ORIGINATOR */
1514
1515 if (op->type == PLAYER)
1516 op->contr->do_los = 1;
1517
1518 /* If we have a floor, we know the player, if any, will be above
1519 * it, so save a few ticks and start from there.
1520 */
1521 if (!(flag & INS_MAP_LOAD))
1522 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1523 if (tmp->type == PLAYER)
1524 tmp->contr->socket.update_look = 1;
1525
1526 /* If this object glows, it may affect lighting conditions that are
1527 * visible to others on this map. But update_all_los is really
1528 * an inefficient way to do this, as it means los for all players
1529 * on the map will get recalculated. The players could very well
1530 * be far away from this change and not affected in any way -
1531 * this should get redone to only look for players within range,
1532 * or just updating the P_NEED_UPDATE for spaces within this area
1533 * of effect may be sufficient.
1534 */
1535 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1536 update_all_los (op->map, op->x, op->y);
1537
1538 /* updates flags (blocked, alive, no magic, etc) for this map space */
1539 update_object (op, UP_OBJ_INSERT);
1540
1541 /* Don't know if moving this to the end will break anything. However,
1542 * we want to have update_look set above before calling this.
1543 *
1544 * check_move_on() must be after this because code called from
1545 * check_move_on() depends on correct map flags (so functions like
1546 * blocked() and wall() work properly), and these flags are updated by
1547 * update_object().
1548 */
1549
1550 /* if this is not the head or flag has been passed, don't check walk on status */
1551 if (!(flag & INS_NO_WALK_ON) && !op->head)
1552 {
1553 if (check_move_on (op, originator))
1256 return NULL; 1554 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 1555
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 1556 /* If we are a multi part object, lets work our way through the check
1469 * walk on's. 1557 * walk on's.
1470 */ 1558 */
1471 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1559 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1472 if (check_move_on (tmp, originator)) 1560 if (check_move_on (tmp, originator))
1473 return NULL; 1561 return NULL;
1474 } 1562 }
1563
1475 return op; 1564 return op;
1476} 1565}
1477 1566
1478/* this function inserts an object in the map, but if it 1567/* 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. 1568 * 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. 1569 * op is the object to insert it under: supplies x and the map.
1481 */ 1570 */
1571void
1482void replace_insert_ob_in_map(const char *arch_string, object *op) { 1572replace_insert_ob_in_map (const char *arch_string, object *op)
1573{
1483 object *tmp; 1574 object *
1484 object *tmp1; 1575 tmp;
1576 object *
1577 tmp1;
1485 1578
1486 /* first search for itself and remove any old instances */ 1579 /* first search for itself and remove any old instances */
1487 1580
1488 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1581 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1582 {
1489 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1583 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1584 {
1490 remove_ob(tmp); 1585 remove_ob (tmp);
1491 free_object(tmp); 1586 free_object (tmp);
1492 } 1587 }
1493 } 1588 }
1494 1589
1495 tmp1=arch_to_object(find_archetype(arch_string)); 1590 tmp1 = arch_to_object (find_archetype (arch_string));
1496 1591
1497 1592 tmp1->x = op->x;
1498 tmp1->x = op->x; tmp1->y = op->y; 1593 tmp1->y = op->y;
1499 insert_ob_in_map(tmp1,op->map,op,0); 1594 insert_ob_in_map (tmp1, op->map, op, 0);
1500} 1595}
1501 1596
1502/* 1597/*
1503 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1598 * 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 1599 * is returned contains nr objects, and the remaining parts contains
1505 * the rest (or is removed and freed if that number is 0). 1600 * the rest (or is removed and freed if that number is 0).
1506 * On failure, NULL is returned, and the reason put into the 1601 * On failure, NULL is returned, and the reason put into the
1507 * global static errmsg array. 1602 * global static errmsg array.
1508 */ 1603 */
1509 1604
1605object *
1510object *get_split_ob(object *orig_ob, uint32 nr) { 1606get_split_ob (object *orig_ob, uint32 nr)
1511 object *newob; 1607{
1608 object *
1609 newob;
1610 int
1512 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1611 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1513 1612
1514 if(orig_ob->nrof<nr) { 1613 if (orig_ob->nrof < nr)
1515 sprintf(errmsg,"There are only %d %ss.", 1614 {
1516 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1615 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1517 return NULL; 1616 return NULL;
1518 } 1617 }
1618
1519 newob = object_create_clone(orig_ob); 1619 newob = object_create_clone (orig_ob);
1620
1520 if((orig_ob->nrof-=nr)<1) { 1621 if ((orig_ob->nrof -= nr) < 1)
1622 {
1521 if ( ! is_removed) 1623 if (!is_removed)
1522 remove_ob(orig_ob); 1624 remove_ob (orig_ob);
1523 free_object2(orig_ob, 1); 1625 free_object2 (orig_ob, 1);
1524 } 1626 }
1525 else if ( ! is_removed) { 1627 else if (!is_removed)
1628 {
1526 if(orig_ob->env!=NULL) 1629 if (orig_ob->env != NULL)
1527 sub_weight (orig_ob->env,orig_ob->weight*nr); 1630 sub_weight (orig_ob->env, orig_ob->weight * nr);
1528 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1631 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1632 {
1529 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1633 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"); 1634 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1532 return NULL; 1635 return NULL;
1533 } 1636 }
1534 } 1637 }
1638
1535 newob->nrof=nr; 1639 newob->nrof = nr;
1536 1640
1537 return newob; 1641 return newob;
1538} 1642}
1539 1643
1540/* 1644/*
1541 * decrease_ob_nr(object, number) decreases a specified number from 1645 * decrease_ob_nr(object, number) decreases a specified number from
1542 * the amount of an object. If the amount reaches 0, the object 1646 * the amount of an object. If the amount reaches 0, the object
1543 * is subsequently removed and freed. 1647 * is subsequently removed and freed.
1544 * 1648 *
1545 * Return value: 'op' if something is left, NULL if the amount reached 0 1649 * Return value: 'op' if something is left, NULL if the amount reached 0
1546 */ 1650 */
1547 1651
1652object *
1548object *decrease_ob_nr (object *op, uint32 i) 1653decrease_ob_nr (object *op, uint32 i)
1549{ 1654{
1550 object *tmp; 1655 object *tmp;
1551 player *pl; 1656 player *pl;
1552 1657
1553 if (i == 0) /* objects with op->nrof require this check */ 1658 if (i == 0) /* objects with op->nrof require this check */
1554 return op; 1659 return op;
1555 1660
1556 if (i > op->nrof) 1661 if (i > op->nrof)
1557 i = op->nrof; 1662 i = op->nrof;
1558 1663
1559 if (QUERY_FLAG (op, FLAG_REMOVED)) 1664 if (QUERY_FLAG (op, FLAG_REMOVED))
1665 op->nrof -= i;
1666 else if (op->env != NULL)
1667 {
1668 /* is this object in the players inventory, or sub container
1669 * therein?
1670 */
1671 tmp = is_player_inv (op->env);
1672 /* nope. Is this a container the player has opened?
1673 * If so, set tmp to that player.
1674 * IMO, searching through all the players will mostly
1675 * likely be quicker than following op->env to the map,
1676 * and then searching the map for a player.
1677 */
1678 if (!tmp)
1679 {
1680 for (pl = first_player; pl; pl = pl->next)
1681 if (pl->ob->container == op->env)
1682 break;
1683 if (pl)
1684 tmp = pl->ob;
1685 else
1686 tmp = NULL;
1687 }
1688
1689 if (i < op->nrof)
1690 {
1691 sub_weight (op->env, op->weight * i);
1692 op->nrof -= i;
1693 if (tmp)
1694 {
1695 esrv_send_item (tmp, op);
1696 }
1697 }
1698 else
1699 {
1700 remove_ob (op);
1701 op->nrof = 0;
1702 if (tmp)
1703 {
1704 esrv_del_item (tmp->contr, op->count);
1705 }
1706 }
1560 { 1707 }
1708 else
1709 {
1710 object *above = op->above;
1711
1712 if (i < op->nrof)
1561 op->nrof -= i; 1713 op->nrof -= i;
1562 } 1714 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 } 1715 {
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); 1716 remove_ob (op);
1590 op->nrof = 0; 1717 op->nrof = 0;
1591 if (tmp) {
1592 esrv_del_item(tmp->contr, op->count);
1593 } 1718 }
1594 }
1595 }
1596 else
1597 {
1598 object *above = op->above;
1599 1719
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 */ 1720 /* Since we just removed op, op->above is null */
1607 for (tmp = above; tmp != NULL; tmp = tmp->above) 1721 for (tmp = above; tmp != NULL; tmp = tmp->above)
1608 if (tmp->type == PLAYER) { 1722 if (tmp->type == PLAYER)
1723 {
1609 if (op->nrof) 1724 if (op->nrof)
1610 esrv_send_item(tmp, op); 1725 esrv_send_item (tmp, op);
1611 else 1726 else
1612 esrv_del_item(tmp->contr, op->count); 1727 esrv_del_item (tmp->contr, op->count);
1613 } 1728 }
1614 } 1729 }
1615 1730
1616 if (op->nrof) { 1731 if (op->nrof)
1617 return op; 1732 return op;
1618 } else { 1733 else
1734 {
1619 free_object (op); 1735 free_object (op);
1620 return NULL; 1736 return NULL;
1621 } 1737 }
1622} 1738}
1623 1739
1624/* 1740/*
1625 * add_weight(object, weight) adds the specified weight to an object, 1741 * add_weight(object, weight) adds the specified weight to an object,
1626 * and also updates how much the environment(s) is/are carrying. 1742 * and also updates how much the environment(s) is/are carrying.
1627 */ 1743 */
1628 1744
1745void
1629void add_weight (object *op, signed long weight) { 1746add_weight (object *op, signed long weight)
1747{
1630 while (op!=NULL) { 1748 while (op != NULL)
1749 {
1631 if (op->type == CONTAINER) { 1750 if (op->type == CONTAINER)
1632 weight=(signed long)(weight*(100-op->stats.Str)/100); 1751 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1633 } 1752
1634 op->carrying+=weight; 1753 op->carrying += weight;
1635 op=op->env; 1754 op = op->env;
1636 } 1755 }
1637} 1756}
1638 1757
1639/* 1758/*
1640 * insert_ob_in_ob(op,environment): 1759 * insert_ob_in_ob(op,environment):
1641 * This function inserts the object op in the linked list 1760 * This function inserts the object op in the linked list
1648 * 1767 *
1649 * The function returns now pointer to inserted item, and return value can 1768 * The function returns now pointer to inserted item, and return value can
1650 * be != op, if items are merged. -Tero 1769 * be != op, if items are merged. -Tero
1651 */ 1770 */
1652 1771
1772object *
1653object *insert_ob_in_ob(object *op,object *where) { 1773insert_ob_in_ob (object *op, object *where)
1654 object *tmp, *otmp; 1774{
1775 object *
1776 tmp, *
1777 otmp;
1655 1778
1656 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1779 if (!QUERY_FLAG (op, FLAG_REMOVED))
1780 {
1657 dump_object(op); 1781 dump_object (op);
1658 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1782 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1659 return op; 1783 return op;
1660 } 1784 }
1785
1661 if(where==NULL) { 1786 if (where == NULL)
1787 {
1662 dump_object(op); 1788 dump_object (op);
1663 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg); 1789 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1664 return op; 1790 return op;
1665 } 1791 }
1792
1666 if (where->head) { 1793 if (where->head)
1667 LOG(llevDebug, 1794 {
1668 "Warning: Tried to insert object wrong part of multipart object.\n"); 1795 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1669 where = where->head; 1796 where = where->head;
1670 } 1797 }
1798
1671 if (op->more) { 1799 if (op->more)
1800 {
1672 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1801 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1673 &op->name, op->count);
1674 return op; 1802 return op;
1675 } 1803 }
1804
1676 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1805 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1677 CLEAR_FLAG(op, FLAG_REMOVED); 1806 CLEAR_FLAG (op, FLAG_REMOVED);
1678 if(op->nrof) { 1807 if (op->nrof)
1808 {
1679 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1809 for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1680 if ( CAN_MERGE(tmp,op) ) { 1810 if (CAN_MERGE (tmp, op))
1811 {
1681 /* return the original object and remove inserted object 1812 /* return the original object and remove inserted object
1682 (client needs the original object) */ 1813 (client needs the original object) */
1683 tmp->nrof += op->nrof; 1814 tmp->nrof += op->nrof;
1684 /* Weight handling gets pretty funky. Since we are adding to 1815 /* Weight handling gets pretty funky. Since we are adding to
1685 * tmp->nrof, we need to increase the weight. 1816 * tmp->nrof, we need to increase the weight.
1686 */ 1817 */
1687 add_weight (where, op->weight*op->nrof); 1818 add_weight (where, op->weight * op->nrof);
1688 SET_FLAG(op, FLAG_REMOVED); 1819 SET_FLAG (op, FLAG_REMOVED);
1689 free_object(op); /* free the inserted object */ 1820 free_object (op); /* free the inserted object */
1690 op = tmp; 1821 op = tmp;
1691 remove_ob (op); /* and fix old object's links */ 1822 remove_ob (op); /* and fix old object's links */
1692 CLEAR_FLAG(op, FLAG_REMOVED); 1823 CLEAR_FLAG (op, FLAG_REMOVED);
1693 break; 1824 break;
1694 } 1825 }
1695 1826
1696 /* I assume combined objects have no inventory 1827 /* I assume combined objects have no inventory
1697 * We add the weight - this object could have just been removed 1828 * We add the weight - this object could have just been removed
1698 * (if it was possible to merge). calling remove_ob will subtract 1829 * (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 1830 * the weight, so we need to add it in again, since we actually do
1700 * the linking below 1831 * the linking below
1701 */ 1832 */
1702 add_weight (where, op->weight*op->nrof); 1833 add_weight (where, op->weight * op->nrof);
1834 }
1703 } else 1835 else
1704 add_weight (where, (op->weight+op->carrying)); 1836 add_weight (where, (op->weight + op->carrying));
1705 1837
1706 otmp=is_player_inv(where); 1838 otmp = is_player_inv (where);
1707 if (otmp&&otmp->contr!=NULL) { 1839 if (otmp && otmp->contr != NULL)
1840 {
1708 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1841 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1709 fix_player(otmp); 1842 fix_player (otmp);
1710 } 1843 }
1711 1844
1712 op->map=NULL; 1845 op->map = NULL;
1713 op->env=where; 1846 op->env = where;
1714 op->above=NULL; 1847 op->above = NULL;
1715 op->below=NULL; 1848 op->below = NULL;
1716 op->x=0,op->y=0; 1849 op->x = 0, op->y = 0;
1717 1850
1718 /* reset the light list and los of the players on the map */ 1851 /* reset the light list and los of the players on the map */
1719 if((op->glow_radius!=0)&&where->map) 1852 if ((op->glow_radius != 0) && where->map)
1720 { 1853 {
1721#ifdef DEBUG_LIGHTS 1854#ifdef DEBUG_LIGHTS
1722 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1855 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1723 op->name);
1724#endif /* DEBUG_LIGHTS */ 1856#endif /* DEBUG_LIGHTS */
1857 if (MAP_DARKNESS (where->map))
1725 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1858 update_all_los (where->map, where->x, where->y);
1726 } 1859 }
1727 1860
1728 /* Client has no idea of ordering so lets not bother ordering it here. 1861 /* Client has no idea of ordering so lets not bother ordering it here.
1729 * It sure simplifies this function... 1862 * It sure simplifies this function...
1730 */ 1863 */
1731 if (where->inv==NULL) 1864 if (where->inv == NULL)
1732 where->inv=op; 1865 where->inv = op;
1733 else { 1866 else
1867 {
1734 op->below = where->inv; 1868 op->below = where->inv;
1735 op->below->above = op; 1869 op->below->above = op;
1736 where->inv = op; 1870 where->inv = op;
1737 } 1871 }
1738 return op; 1872 return op;
1739} 1873}
1740 1874
1741/* 1875/*
1742 * Checks if any objects has a move_type that matches objects 1876 * 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 1891 * 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 1892 * object being inserted. insert_ob_in_map may not put new objects
1759 * on top. 1893 * on top.
1760 */ 1894 */
1761 1895
1896int
1762int check_move_on (object *op, object *originator) 1897check_move_on (object *op, object *originator)
1763{ 1898{
1764 object *tmp; 1899 object *
1765 tag_t tag; 1900 tmp;
1766 mapstruct *m=op->map; 1901 tag_t
1902 tag;
1903 mapstruct *
1904 m = op->map;
1905 int
1767 int x=op->x, y=op->y; 1906 x = op->x, y = op->y;
1768 MoveType move_on, move_slow, move_block;
1769 1907
1908 MoveType
1909 move_on,
1910 move_slow,
1911 move_block;
1912
1770 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1913 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1771 return 0; 1914 return 0;
1772 1915
1773 tag = op->count; 1916 tag = op->count;
1774 1917
1775 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1918 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); 1919 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); 1920 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1778 1921
1779 /* if nothing on this space will slow op down or be applied, 1922 /* 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 1923 * 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 1924 * is set, as lots of objects don't have it set - we treat that
1782 * as walking. 1925 * as walking.
1783 */ 1926 */
1784 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1927 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1785 return 0; 1928 return 0;
1786 1929
1787 /* This is basically inverse logic of that below - basically, 1930 /* This is basically inverse logic of that below - basically,
1788 * if the object can avoid the move on or slow move, they do so, 1931 * 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 1932 * but can't do it if the alternate movement they are using is
1790 * blocked. Logic on this seems confusing, but does seem correct. 1933 * blocked. Logic on this seems confusing, but does seem correct.
1791 */ 1934 */
1792 if ((op->move_type & ~move_on & ~move_block) != 0 && 1935 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; 1936 return 0;
1794 1937
1795 /* The objects have to be checked from top to bottom. 1938 /* The objects have to be checked from top to bottom.
1796 * Hence, we first go to the top: 1939 * Hence, we first go to the top:
1797 */ 1940 */
1798 1941
1799 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1942 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) { 1943 {
1801 /* Trim the search when we find the first other spell effect 1944 /* Trim the search when we find the first other spell effect
1802 * this helps performance so that if a space has 50 spell objects, 1945 * this helps performance so that if a space has 50 spell objects,
1803 * we don't need to check all of them. 1946 * we don't need to check all of them.
1804 */ 1947 */
1805 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1948 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1949 break;
1950 }
1951
1952 for (; tmp; tmp = tmp->below)
1806 } 1953 {
1807 for(;tmp!=NULL; tmp=tmp->below) { 1954 if (tmp == op)
1808 if (tmp == op) continue; /* Can't apply yourself */ 1955 continue; /* Can't apply yourself */
1809 1956
1810 /* Check to see if one of the movement types should be slowed down. 1957 /* 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 1958 * Second check makes sure that the movement types not being slowed
1812 * (~slow_move) is not blocked on this space - just because the 1959 * (~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 1960 * 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. 1961 * swim on that space, can't use it to avoid the penalty.
1815 */ 1962 */
1816 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1963 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1964 {
1817 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1965 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)) { 1966 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1967 {
1820 1968
1821 float diff; 1969 float
1822
1823 diff = tmp->move_slow_penalty*FABS(op->speed); 1970 diff = tmp->move_slow_penalty * FABS (op->speed);
1971
1824 if (op->type == PLAYER) { 1972 if (op->type == PLAYER)
1825 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1973 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))) { 1974 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1827 diff /= 4.0; 1975 diff /= 4.0;
1828 } 1976
1829 }
1830 op->speed_left -= diff; 1977 op->speed_left -= diff;
1831 } 1978 }
1832 } 1979 }
1833 1980
1834 /* Basically same logic as above, except now for actual apply. */ 1981 /* Basically same logic as above, except now for actual apply. */
1835 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1982 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)) { 1983 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1838 1984 {
1839 move_apply(tmp, op, originator); 1985 move_apply (tmp, op, originator);
1986
1840 if (was_destroyed (op, tag)) 1987 if (was_destroyed (op, tag))
1841 return 1; 1988 return 1;
1842 1989
1843 /* what the person/creature stepped onto has moved the object 1990 /* what the person/creature stepped onto has moved the object
1844 * someplace new. Don't process any further - if we did, 1991 * someplace new. Don't process any further - if we did,
1845 * have a feeling strange problems would result. 1992 * have a feeling strange problems would result.
1846 */ 1993 */
1847 if (op->map != m || op->x != x || op->y != y) return 0; 1994 if (op->map != m || op->x != x || op->y != y)
1995 return 0;
1848 } 1996 }
1849 } 1997 }
1998
1850 return 0; 1999 return 0;
1851} 2000}
1852 2001
1853/* 2002/*
1854 * present_arch(arch, map, x, y) searches for any objects with 2003 * present_arch(arch, map, x, y) searches for any objects with
1855 * a matching archetype at the given map and coordinates. 2004 * a matching archetype at the given map and coordinates.
1856 * The first matching object is returned, or NULL if none. 2005 * The first matching object is returned, or NULL if none.
1857 */ 2006 */
1858 2007
2008object *
1859object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 2009present_arch (const archetype *at, mapstruct *m, int x, int y)
2010{
1860 object *tmp; 2011 object *
2012 tmp;
2013
1861 if(m==NULL || out_of_map(m,x,y)) { 2014 if (m == NULL || out_of_map (m, x, y))
2015 {
1862 LOG(llevError,"Present_arch called outside map.\n"); 2016 LOG (llevError, "Present_arch called outside map.\n");
1863 return NULL; 2017 return NULL;
1864 } 2018 }
1865 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 2019 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1866 if(tmp->arch == at) 2020 if (tmp->arch == at)
1867 return tmp; 2021 return tmp;
1868 return NULL; 2022 return NULL;
1869} 2023}
1870 2024
1871/* 2025/*
1872 * present(type, map, x, y) searches for any objects with 2026 * present(type, map, x, y) searches for any objects with
1873 * a matching type variable at the given map and coordinates. 2027 * a matching type variable at the given map and coordinates.
1874 * The first matching object is returned, or NULL if none. 2028 * The first matching object is returned, or NULL if none.
1875 */ 2029 */
1876 2030
2031object *
1877object *present(unsigned char type,mapstruct *m, int x,int y) { 2032present (unsigned char type, mapstruct *m, int x, int y)
2033{
1878 object *tmp; 2034 object *
2035 tmp;
2036
1879 if(out_of_map(m,x,y)) { 2037 if (out_of_map (m, x, y))
2038 {
1880 LOG(llevError,"Present called outside map.\n"); 2039 LOG (llevError, "Present called outside map.\n");
1881 return NULL; 2040 return NULL;
1882 } 2041 }
1883 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 2042 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1884 if(tmp->type==type) 2043 if (tmp->type == type)
1885 return tmp; 2044 return tmp;
1886 return NULL; 2045 return NULL;
1887} 2046}
1888 2047
1889/* 2048/*
1890 * present_in_ob(type, object) searches for any objects with 2049 * present_in_ob(type, object) searches for any objects with
1891 * a matching type variable in the inventory of the given object. 2050 * a matching type variable in the inventory of the given object.
1892 * The first matching object is returned, or NULL if none. 2051 * The first matching object is returned, or NULL if none.
1893 */ 2052 */
1894 2053
2054object *
1895object *present_in_ob(unsigned char type, const object *op) { 2055present_in_ob (unsigned char type, const object *op)
2056{
1896 object *tmp; 2057 object *
2058 tmp;
2059
1897 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2060 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1898 if(tmp->type==type) 2061 if (tmp->type == type)
1899 return tmp; 2062 return tmp;
1900 return NULL; 2063 return NULL;
1901} 2064}
1902 2065
1903/* 2066/*
1913 * the object name, not the archetype name. this is so that the 2076 * 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 2077 * spell code can use one object type (force), but change it's name
1915 * to be unique. 2078 * to be unique.
1916 */ 2079 */
1917 2080
2081object *
1918object *present_in_ob_by_name(int type, const char *str, const object *op) { 2082present_in_ob_by_name (int type, const char *str, const object *op)
2083{
1919 object *tmp; 2084 object *
2085 tmp;
1920 2086
1921 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2087 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2088 {
1922 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2089 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1923 return tmp; 2090 return tmp;
1924 } 2091 }
1925 return NULL; 2092 return NULL;
1926} 2093}
1927 2094
1928/* 2095/*
1929 * present_arch_in_ob(archetype, object) searches for any objects with 2096 * present_arch_in_ob(archetype, object) searches for any objects with
1930 * a matching archetype in the inventory of the given object. 2097 * a matching archetype in the inventory of the given object.
1931 * The first matching object is returned, or NULL if none. 2098 * The first matching object is returned, or NULL if none.
1932 */ 2099 */
1933 2100
2101object *
1934object *present_arch_in_ob(const archetype *at, const object *op) { 2102present_arch_in_ob (const archetype *at, const object *op)
2103{
1935 object *tmp; 2104 object *
2105 tmp;
2106
1936 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2107 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1937 if( tmp->arch == at) 2108 if (tmp->arch == at)
1938 return tmp; 2109 return tmp;
1939 return NULL; 2110 return NULL;
1940} 2111}
1941 2112
1942/* 2113/*
1943 * activate recursively a flag on an object inventory 2114 * activate recursively a flag on an object inventory
1944 */ 2115 */
2116void
1945void flag_inv(object*op, int flag){ 2117flag_inv (object *op, int flag)
2118{
1946 object *tmp; 2119 object *
2120 tmp;
2121
1947 if(op->inv) 2122 if (op->inv)
1948 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2123 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2124 {
1949 SET_FLAG(tmp, flag); 2125 SET_FLAG (tmp, flag);
1950 flag_inv(tmp,flag); 2126 flag_inv (tmp, flag);
1951 } 2127 }
1952}/* 2128} /*
1953 * desactivate recursively a flag on an object inventory 2129 * desactivate recursively a flag on an object inventory
1954 */ 2130 */
2131void
1955void unflag_inv(object*op, int flag){ 2132unflag_inv (object *op, int flag)
2133{
1956 object *tmp; 2134 object *
2135 tmp;
2136
1957 if(op->inv) 2137 if (op->inv)
1958 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2138 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2139 {
1959 CLEAR_FLAG(tmp, flag); 2140 CLEAR_FLAG (tmp, flag);
1960 unflag_inv(tmp,flag); 2141 unflag_inv (tmp, flag);
1961 } 2142 }
1962} 2143}
1963 2144
1964/* 2145/*
1965 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2146 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1966 * all it's inventory (recursively). 2147 * all it's inventory (recursively).
1967 * If checksums are used, a player will get set_cheat called for 2148 * 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. 2149 * him/her-self and all object carried by a call to this function.
1969 */ 2150 */
1970 2151
2152void
1971void set_cheat(object *op) { 2153set_cheat (object *op)
2154{
1972 SET_FLAG(op, FLAG_WAS_WIZ); 2155 SET_FLAG (op, FLAG_WAS_WIZ);
1973 flag_inv(op, FLAG_WAS_WIZ); 2156 flag_inv (op, FLAG_WAS_WIZ);
1974} 2157}
1975 2158
1976/* 2159/*
1977 * find_free_spot(object, map, x, y, start, stop) will search for 2160 * 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 2161 * 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 2176 * 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 2177 * the archetype because that isn't correct if the monster has been
1995 * customized, changed states, etc. 2178 * customized, changed states, etc.
1996 */ 2179 */
1997 2180
2181int
1998int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2182find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop)
2183{
2184 int
2185 i,
1999 int i,index=0, flag; 2186 index = 0, flag;
2187 static int
2000 static int altern[SIZEOFFREE]; 2188 altern[SIZEOFFREE];
2001 2189
2002 for(i=start;i<stop;i++) { 2190 for (i = start; i < stop; i++)
2191 {
2003 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2192 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2004 if(!flag) 2193 if (!flag)
2005 altern[index++]=i; 2194 altern[index++] = i;
2006 2195
2007 /* Basically, if we find a wall on a space, we cut down the search size. 2196 /* 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. 2197 * 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 - 2198 * 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 2199 * 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 2200 * spaces in all the other directions, this will reduce the search space
2012 * to only the spaces immediately surrounding the target area, and 2201 * to only the spaces immediately surrounding the target area, and
2013 * won't look 2 spaces south of the target space. 2202 * won't look 2 spaces south of the target space.
2014 */ 2203 */
2015 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2204 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2016 stop=maxfree[i]; 2205 stop = maxfree[i];
2017 } 2206 }
2018 if(!index) return -1; 2207 if (!index)
2208 return -1;
2019 return altern[RANDOM()%index]; 2209 return altern[RANDOM () % index];
2020} 2210}
2021 2211
2022/* 2212/*
2023 * find_first_free_spot(archetype, mapstruct, x, y) works like 2213 * find_first_free_spot(archetype, mapstruct, x, y) works like
2024 * find_free_spot(), but it will search max number of squares. 2214 * find_free_spot(), but it will search max number of squares.
2025 * But it will return the first available spot, not a random choice. 2215 * 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. 2216 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2027 */ 2217 */
2028 2218
2219int
2029int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2220find_first_free_spot (const object *ob, mapstruct *m, int x, int y)
2221{
2222 int
2030 int i; 2223 i;
2224
2031 for(i=0;i<SIZEOFFREE;i++) { 2225 for (i = 0; i < SIZEOFFREE; i++)
2226 {
2032 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2227 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2033 return i; 2228 return i;
2034 } 2229 }
2035 return -1; 2230 return -1;
2036} 2231}
2037 2232
2038/* 2233/*
2039 * The function permute(arr, begin, end) randomly reorders the array 2234 * The function permute(arr, begin, end) randomly reorders the array
2040 * arr[begin..end-1]. 2235 * arr[begin..end-1].
2041 */ 2236 */
2237static void
2042static void permute(int *arr, int begin, int end) 2238permute (int *arr, int begin, int end)
2043{ 2239{
2044 int i, j, tmp, len; 2240 int
2241 i,
2242 j,
2243 tmp,
2244 len;
2045 2245
2046 len = end-begin; 2246 len = end - begin;
2047 for(i = begin; i < end; i++) 2247 for (i = begin; i < end; i++)
2048 { 2248 {
2049 j = begin+RANDOM()%len; 2249 j = begin + RANDOM () % len;
2050 2250
2051 tmp = arr[i]; 2251 tmp = arr[i];
2052 arr[i] = arr[j]; 2252 arr[i] = arr[j];
2053 arr[j] = tmp; 2253 arr[j] = tmp;
2054 } 2254 }
2055} 2255}
2056 2256
2057/* new function to make monster searching more efficient, and effective! 2257/* new function to make monster searching more efficient, and effective!
2058 * This basically returns a randomized array (in the passed pointer) of 2258 * 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 2259 * 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 2260 * 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 2261 * 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. 2262 * the 3x3 area will be searched, just not in a predictable order.
2063 */ 2263 */
2264void
2064void get_search_arr(int *search_arr) 2265get_search_arr (int *search_arr)
2065{ 2266{
2267 int
2066 int i; 2268 i;
2067 2269
2068 for(i = 0; i < SIZEOFFREE; i++) 2270 for (i = 0; i < SIZEOFFREE; i++)
2069 { 2271 {
2070 search_arr[i] = i; 2272 search_arr[i] = i;
2071 } 2273 }
2072 2274
2073 permute(search_arr, 1, SIZEOFFREE1+1); 2275 permute (search_arr, 1, SIZEOFFREE1 + 1);
2074 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2276 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2075 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2277 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2076} 2278}
2077 2279
2078/* 2280/*
2079 * find_dir(map, x, y, exclude) will search some close squares in the 2281 * find_dir(map, x, y, exclude) will search some close squares in the
2080 * given map at the given coordinates for live objects. 2282 * given map at the given coordinates for live objects.
2086 * is actually want is going to try and move there. We need this info 2288 * 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 2289 * because we have to know what movement the thing looking to move
2088 * there is capable of. 2290 * there is capable of.
2089 */ 2291 */
2090 2292
2293int
2091int find_dir(mapstruct *m, int x, int y, object *exclude) { 2294find_dir (mapstruct *m, int x, int y, object *exclude)
2295{
2296 int
2297 i,
2092 int i,max=SIZEOFFREE, mflags; 2298 max = SIZEOFFREE, mflags;
2299
2093 sint16 nx, ny; 2300 sint16 nx, ny;
2094 object *tmp; 2301 object *
2302 tmp;
2095 mapstruct *mp; 2303 mapstruct *
2304 mp;
2305
2096 MoveType blocked, move_type; 2306 MoveType blocked, move_type;
2097 2307
2098 if (exclude && exclude->head) { 2308 if (exclude && exclude->head)
2309 {
2099 exclude = exclude->head; 2310 exclude = exclude->head;
2100 move_type = exclude->move_type; 2311 move_type = exclude->move_type;
2101 } else { 2312 }
2313 else
2314 {
2102 /* If we don't have anything, presume it can use all movement types. */ 2315 /* If we don't have anything, presume it can use all movement types. */
2103 move_type=MOVE_ALL; 2316 move_type = MOVE_ALL;
2317 }
2318
2319 for (i = 1; i < max; i++)
2104 } 2320 {
2105
2106 for(i=1;i<max;i++) {
2107 mp = m; 2321 mp = m;
2108 nx = x + freearr_x[i]; 2322 nx = x + freearr_x[i];
2109 ny = y + freearr_y[i]; 2323 ny = y + freearr_y[i];
2110 2324
2111 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2325 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2112 if (mflags & P_OUT_OF_MAP) { 2326 if (mflags & P_OUT_OF_MAP)
2327 {
2113 max = maxfree[i]; 2328 max = maxfree[i];
2329 }
2114 } else { 2330 else
2331 {
2115 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2332 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2116 2333
2117 if ((move_type & blocked) == move_type) { 2334 if ((move_type & blocked) == move_type)
2335 {
2118 max=maxfree[i]; 2336 max = maxfree[i];
2337 }
2119 } else if (mflags & P_IS_ALIVE) { 2338 else if (mflags & P_IS_ALIVE)
2339 {
2120 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2340 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2121 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2341 {
2122 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2342 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2343 {
2123 break; 2344 break;
2124 } 2345 }
2125 } 2346 }
2126 if(tmp) { 2347 if (tmp)
2348 {
2127 return freedir[i]; 2349 return freedir[i];
2128 } 2350 }
2129 } 2351 }
2130 } 2352 }
2131 } 2353 }
2132 return 0; 2354 return 0;
2133} 2355}
2134 2356
2135/* 2357/*
2136 * distance(object 1, object 2) will return the square of the 2358 * distance(object 1, object 2) will return the square of the
2137 * distance between the two given objects. 2359 * distance between the two given objects.
2138 */ 2360 */
2139 2361
2362int
2140int distance(const object *ob1, const object *ob2) { 2363distance (const object *ob1, const object *ob2)
2364{
2141 int i; 2365 int
2142 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2366 i;
2143 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2367
2368 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2144 return i; 2369 return i;
2145} 2370}
2146 2371
2147/* 2372/*
2148 * find_dir_2(delta-x,delta-y) will return a direction in which 2373 * 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 2374 * an object which has subtracted the x and y coordinates of another
2150 * object, needs to travel toward it. 2375 * object, needs to travel toward it.
2151 */ 2376 */
2152 2377
2378int
2153int find_dir_2(int x, int y) { 2379find_dir_2 (int x, int y)
2380{
2154 int q; 2381 int
2382 q;
2155 2383
2156 if(y) 2384 if (y)
2157 q=x*100/y; 2385 q = x * 100 / y;
2158 else if (x) 2386 else if (x)
2159 q= -300*x; 2387 q = -300 * x;
2160 else 2388 else
2161 return 0; 2389 return 0;
2162 2390
2163 if(y>0) { 2391 if (y > 0)
2392 {
2164 if(q < -242) 2393 if (q < -242)
2165 return 3 ; 2394 return 3;
2166 if (q < -41) 2395 if (q < -41)
2167 return 2 ; 2396 return 2;
2168 if (q < 41) 2397 if (q < 41)
2169 return 1 ; 2398 return 1;
2170 if (q < 242) 2399 if (q < 242)
2171 return 8 ; 2400 return 8;
2172 return 7 ; 2401 return 7;
2173 } 2402 }
2174 2403
2175 if (q < -242) 2404 if (q < -242)
2176 return 7 ; 2405 return 7;
2177 if (q < -41) 2406 if (q < -41)
2178 return 6 ; 2407 return 6;
2179 if (q < 41) 2408 if (q < 41)
2180 return 5 ; 2409 return 5;
2181 if (q < 242) 2410 if (q < 242)
2182 return 4 ; 2411 return 4;
2183 2412
2184 return 3 ; 2413 return 3;
2185} 2414}
2186 2415
2187/* 2416/*
2188 * absdir(int): Returns a number between 1 and 8, which represent 2417 * absdir(int): Returns a number between 1 and 8, which represent
2189 * the "absolute" direction of a number (it actually takes care of 2418 * the "absolute" direction of a number (it actually takes care of
2190 * "overflow" in previous calculations of a direction). 2419 * "overflow" in previous calculations of a direction).
2191 */ 2420 */
2192 2421
2422int
2193int absdir(int d) { 2423absdir (int d)
2194 while(d<1) d+=8; 2424{
2195 while(d>8) d-=8; 2425 while (d < 1)
2426 d += 8;
2427 while (d > 8)
2428 d -= 8;
2196 return d; 2429 return d;
2197} 2430}
2198 2431
2199/* 2432/*
2200 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2433 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2201 * between two directions (which are expected to be absolute (see absdir()) 2434 * between two directions (which are expected to be absolute (see absdir())
2202 */ 2435 */
2203 2436
2437int
2204int dirdiff(int dir1, int dir2) { 2438dirdiff (int dir1, int dir2)
2439{
2205 int d; 2440 int
2441 d;
2442
2206 d = abs(dir1 - dir2); 2443 d = abs (dir1 - dir2);
2207 if(d>4) 2444 if (d > 4)
2208 d = 8 - d; 2445 d = 8 - d;
2209 return d; 2446 return d;
2210} 2447}
2211 2448
2212/* peterm: 2449/* peterm:
2217 * direction 4, 14, or 16 to get back to where we are. 2454 * 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 2455 * Moved from spell_util.c to object.c with the other related direction
2219 * functions. 2456 * functions.
2220 */ 2457 */
2221 2458
2459int
2222int reduction_dir[SIZEOFFREE][3] = { 2460 reduction_dir[SIZEOFFREE][3] = {
2223 {0,0,0}, /* 0 */ 2461 {0, 0, 0}, /* 0 */
2224 {0,0,0}, /* 1 */ 2462 {0, 0, 0}, /* 1 */
2225 {0,0,0}, /* 2 */ 2463 {0, 0, 0}, /* 2 */
2226 {0,0,0}, /* 3 */ 2464 {0, 0, 0}, /* 3 */
2227 {0,0,0}, /* 4 */ 2465 {0, 0, 0}, /* 4 */
2228 {0,0,0}, /* 5 */ 2466 {0, 0, 0}, /* 5 */
2229 {0,0,0}, /* 6 */ 2467 {0, 0, 0}, /* 6 */
2230 {0,0,0}, /* 7 */ 2468 {0, 0, 0}, /* 7 */
2231 {0,0,0}, /* 8 */ 2469 {0, 0, 0}, /* 8 */
2232 {8,1,2}, /* 9 */ 2470 {8, 1, 2}, /* 9 */
2233 {1,2,-1}, /* 10 */ 2471 {1, 2, -1}, /* 10 */
2234 {2,10,12}, /* 11 */ 2472 {2, 10, 12}, /* 11 */
2235 {2,3,-1}, /* 12 */ 2473 {2, 3, -1}, /* 12 */
2236 {2,3,4}, /* 13 */ 2474 {2, 3, 4}, /* 13 */
2237 {3,4,-1}, /* 14 */ 2475 {3, 4, -1}, /* 14 */
2238 {4,14,16}, /* 15 */ 2476 {4, 14, 16}, /* 15 */
2239 {5,4,-1}, /* 16 */ 2477 {5, 4, -1}, /* 16 */
2240 {4,5,6}, /* 17 */ 2478 {4, 5, 6}, /* 17 */
2241 {6,5,-1}, /* 18 */ 2479 {6, 5, -1}, /* 18 */
2242 {6,20,18}, /* 19 */ 2480 {6, 20, 18}, /* 19 */
2243 {7,6,-1}, /* 20 */ 2481 {7, 6, -1}, /* 20 */
2244 {6,7,8}, /* 21 */ 2482 {6, 7, 8}, /* 21 */
2245 {7,8,-1}, /* 22 */ 2483 {7, 8, -1}, /* 22 */
2246 {8,22,24}, /* 23 */ 2484 {8, 22, 24}, /* 23 */
2247 {8,1,-1}, /* 24 */ 2485 {8, 1, -1}, /* 24 */
2248 {24,9,10}, /* 25 */ 2486 {24, 9, 10}, /* 25 */
2249 {9,10,-1}, /* 26 */ 2487 {9, 10, -1}, /* 26 */
2250 {10,11,-1}, /* 27 */ 2488 {10, 11, -1}, /* 27 */
2251 {27,11,29}, /* 28 */ 2489 {27, 11, 29}, /* 28 */
2252 {11,12,-1}, /* 29 */ 2490 {11, 12, -1}, /* 29 */
2253 {12,13,-1}, /* 30 */ 2491 {12, 13, -1}, /* 30 */
2254 {12,13,14}, /* 31 */ 2492 {12, 13, 14}, /* 31 */
2255 {13,14,-1}, /* 32 */ 2493 {13, 14, -1}, /* 32 */
2256 {14,15,-1}, /* 33 */ 2494 {14, 15, -1}, /* 33 */
2257 {33,15,35}, /* 34 */ 2495 {33, 15, 35}, /* 34 */
2258 {16,15,-1}, /* 35 */ 2496 {16, 15, -1}, /* 35 */
2259 {17,16,-1}, /* 36 */ 2497 {17, 16, -1}, /* 36 */
2260 {18,17,16}, /* 37 */ 2498 {18, 17, 16}, /* 37 */
2261 {18,17,-1}, /* 38 */ 2499 {18, 17, -1}, /* 38 */
2262 {18,19,-1}, /* 39 */ 2500 {18, 19, -1}, /* 39 */
2263 {41,19,39}, /* 40 */ 2501 {41, 19, 39}, /* 40 */
2264 {19,20,-1}, /* 41 */ 2502 {19, 20, -1}, /* 41 */
2265 {20,21,-1}, /* 42 */ 2503 {20, 21, -1}, /* 42 */
2266 {20,21,22}, /* 43 */ 2504 {20, 21, 22}, /* 43 */
2267 {21,22,-1}, /* 44 */ 2505 {21, 22, -1}, /* 44 */
2268 {23,22,-1}, /* 45 */ 2506 {23, 22, -1}, /* 45 */
2269 {45,47,23}, /* 46 */ 2507 {45, 47, 23}, /* 46 */
2270 {23,24,-1}, /* 47 */ 2508 {23, 24, -1}, /* 47 */
2271 {24,9,-1}}; /* 48 */ 2509 {24, 9, -1}
2510}; /* 48 */
2272 2511
2273/* Recursive routine to step back and see if we can 2512/* Recursive routine to step back and see if we can
2274 * find a path to that monster that we found. If not, 2513 * find a path to that monster that we found. If not,
2275 * we don't bother going toward it. Returns 1 if we 2514 * we don't bother going toward it. Returns 1 if we
2276 * can see a direct way to get it 2515 * can see a direct way to get it
2277 * Modified to be map tile aware -.MSW 2516 * Modified to be map tile aware -.MSW
2278 */ 2517 */
2279
2280 2518
2519
2520int
2281int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2521can_see_monsterP (mapstruct *m, int x, int y, int dir)
2522{
2282 sint16 dx, dy; 2523 sint16 dx, dy;
2524 int
2283 int mflags; 2525 mflags;
2284 2526
2527 if (dir < 0)
2285 if(dir<0) return 0; /* exit condition: invalid direction */ 2528 return 0; /* exit condition: invalid direction */
2286 2529
2287 dx = x + freearr_x[dir]; 2530 dx = x + freearr_x[dir];
2288 dy = y + freearr_y[dir]; 2531 dy = y + freearr_y[dir];
2289 2532
2290 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2533 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2291 2534
2292 /* This functional arguably was incorrect before - it was 2535 /* This functional arguably was incorrect before - it was
2293 * checking for P_WALL - that was basically seeing if 2536 * checking for P_WALL - that was basically seeing if
2294 * we could move to the monster - this is being more 2537 * we could move to the monster - this is being more
2295 * literal on if we can see it. To know if we can actually 2538 * 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 2539 * move to the monster, we'd need the monster passed in or
2297 * at least its move type. 2540 * at least its move type.
2298 */ 2541 */
2299 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2542 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2543 return 0;
2300 2544
2301 /* yes, can see. */ 2545 /* yes, can see. */
2302 if(dir < 9) return 1; 2546 if (dir < 9)
2547 return 1;
2303 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2548 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2304 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2549 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} 2550}
2307 2551
2308 2552
2309 2553
2310/* 2554/*
2311 * can_pick(picker, item): finds out if an object is possible to be 2555 * 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 2556 * picked up by the picker. Returnes 1 if it can be
2313 * picked up, otherwise 0. 2557 * picked up, otherwise 0.
2314 * 2558 *
2316 * core dumps if they do. 2560 * core dumps if they do.
2317 * 2561 *
2318 * Add a check so we can't pick up invisible objects (0.93.8) 2562 * Add a check so we can't pick up invisible objects (0.93.8)
2319 */ 2563 */
2320 2564
2565int
2321int can_pick(const object *who, const object *item) { 2566can_pick (const object *who, const object *item)
2567{
2322 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2568 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2323 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2569 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2324 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2570 !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} 2571}
2327 2572
2328 2573
2329/* 2574/*
2330 * create clone from object to another 2575 * create clone from object to another
2331 */ 2576 */
2577object *
2332object *object_create_clone (object *asrc) { 2578object_create_clone (object *asrc)
2579{
2580 object *
2333 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2581 dst = NULL, *tmp, *src, *part, *prev, *item;
2334 2582
2583 if (!asrc)
2335 if(!asrc) return NULL; 2584 return NULL;
2336 src = asrc; 2585 src = asrc;
2337 if(src->head) 2586 if (src->head)
2338 src = src->head; 2587 src = src->head;
2339 2588
2340 prev = NULL; 2589 prev = NULL;
2341 for(part = src; part; part = part->more) { 2590 for (part = src; part; part = part->more)
2591 {
2342 tmp = get_object(); 2592 tmp = get_object ();
2343 copy_object(part,tmp); 2593 copy_object (part, tmp);
2344 tmp->x -= src->x; 2594 tmp->x -= src->x;
2345 tmp->y -= src->y; 2595 tmp->y -= src->y;
2346 if(!part->head) { 2596 if (!part->head)
2597 {
2347 dst = tmp; 2598 dst = tmp;
2348 tmp->head = NULL; 2599 tmp->head = NULL;
2600 }
2349 } else { 2601 else
2602 {
2350 tmp->head = dst; 2603 tmp->head = dst;
2351 } 2604 }
2352 tmp->more = NULL; 2605 tmp->more = NULL;
2353 if(prev) 2606 if (prev)
2354 prev->more = tmp; 2607 prev->more = tmp;
2355 prev = tmp; 2608 prev = tmp;
2356 } 2609 }
2610
2357 /*** copy inventory ***/ 2611 /*** copy inventory ***/
2358 for(item = src->inv; item; item = item->below) { 2612 for (item = src->inv; item; item = item->below)
2613 {
2359 (void) insert_ob_in_ob(object_create_clone(item),dst); 2614 (void) insert_ob_in_ob (object_create_clone (item), dst);
2360 } 2615 }
2361 2616
2362 return dst; 2617 return dst;
2363} 2618}
2364 2619
2365/* return true if the object was destroyed, 0 otherwise */ 2620/* return true if the object was destroyed, 0 otherwise */
2621int
2366int was_destroyed (const object *op, tag_t old_tag) 2622was_destroyed (const object *op, tag_t old_tag)
2367{ 2623{
2368 /* checking for FLAG_FREED isn't necessary, but makes this function more 2624 /* checking for FLAG_FREED isn't necessary, but makes this function more
2369 * robust */ 2625 * robust */
2370 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED); 2626 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2371} 2627}
2372 2628
2373/* GROS - Creates an object using a string representing its content. */ 2629/* GROS - Creates an object using a string representing its content. */
2630
2374/* Basically, we save the content of the string to a temp file, then call */ 2631/* Basically, we save the content of the string to a temp file, then call */
2632
2375/* load_object on it. I admit it is a highly inefficient way to make things, */ 2633/* load_object on it. I admit it is a highly inefficient way to make things, */
2634
2376/* but it was simple to make and allows reusing the load_object function. */ 2635/* but it was simple to make and allows reusing the load_object function. */
2636
2377/* Remember not to use load_object_str in a time-critical situation. */ 2637/* Remember not to use load_object_str in a time-critical situation. */
2638
2378/* Also remember that multiparts objects are not supported for now. */ 2639/* Also remember that multiparts objects are not supported for now. */
2379 2640
2641object *
2380object* load_object_str(const char *obstr) 2642load_object_str (const char *obstr)
2381{ 2643{
2382 object *op; 2644 object *
2645 op;
2646 char
2383 char filename[MAX_BUF]; 2647 filename[MAX_BUF];
2648
2384 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2649 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2385 2650
2651 FILE *
2386 FILE *tempfile=fopen(filename,"w"); 2652 tempfile = fopen (filename, "w");
2653
2387 if (tempfile == NULL) 2654 if (tempfile == NULL)
2388 { 2655 {
2389 LOG(llevError,"Error - Unable to access load object temp file\n"); 2656 LOG (llevError, "Error - Unable to access load object temp file\n");
2390 return NULL; 2657 return NULL;
2391 }; 2658 };
2392 fprintf(tempfile,obstr); 2659 fprintf (tempfile, obstr);
2393 fclose(tempfile); 2660 fclose (tempfile);
2394 2661
2395 op=get_object(); 2662 op = get_object ();
2396 2663
2397 object_thawer thawer (filename); 2664 object_thawer thawer (filename);
2398 2665
2399 if (thawer) 2666 if (thawer)
2400 load_object(thawer,op,0); 2667 load_object (thawer, op, 0);
2401 2668
2402 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2669 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2403 CLEAR_FLAG(op,FLAG_REMOVED); 2670 CLEAR_FLAG (op, FLAG_REMOVED);
2404 2671
2405 return op; 2672 return op;
2406} 2673}
2407 2674
2408/* This returns the first object in who's inventory that 2675/* This returns the first object in who's inventory that
2409 * has the same type and subtype match. 2676 * has the same type and subtype match.
2410 * returns NULL if no match. 2677 * returns NULL if no match.
2411 */ 2678 */
2679object *
2412object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2680find_obj_by_type_subtype (const object *who, int type, int subtype)
2413{ 2681{
2414 object *tmp; 2682 object *
2683 tmp;
2415 2684
2416 for (tmp=who->inv; tmp; tmp=tmp->below) 2685 for (tmp = who->inv; tmp; tmp = tmp->below)
2417 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2686 if (tmp->type == type && tmp->subtype == subtype)
2687 return tmp;
2418 2688
2419 return NULL; 2689 return NULL;
2420} 2690}
2421 2691
2422/* If ob has a field named key, return the link from the list, 2692/* If ob has a field named key, return the link from the list,
2423 * otherwise return NULL. 2693 * otherwise return NULL.
2424 * 2694 *
2425 * key must be a passed in shared string - otherwise, this won't 2695 * key must be a passed in shared string - otherwise, this won't
2426 * do the desired thing. 2696 * do the desired thing.
2427 */ 2697 */
2698key_value *
2428key_value * get_ob_key_link(const object * ob, const char * key) { 2699get_ob_key_link (const object *ob, const char *key)
2700{
2429 key_value * link; 2701 key_value *
2430 2702 link;
2703
2431 for (link = ob->key_values; link != NULL; link = link->next) { 2704 for (link = ob->key_values; link != NULL; link = link->next)
2705 {
2432 if (link->key == key) { 2706 if (link->key == key)
2707 {
2433 return link; 2708 return link;
2434 } 2709 }
2435 }
2436 2710 }
2711
2437 return NULL; 2712 return NULL;
2438} 2713}
2439 2714
2440/* 2715/*
2441 * Returns the value of op has an extra_field for key, or NULL. 2716 * Returns the value of op has an extra_field for key, or NULL.
2442 * 2717 *
2443 * The argument doesn't need to be a shared string. 2718 * The argument doesn't need to be a shared string.
2444 * 2719 *
2445 * The returned string is shared. 2720 * The returned string is shared.
2446 */ 2721 */
2722const char *
2447const char * get_ob_key_value(const object * op, const char * const key) { 2723get_ob_key_value (const object *op, const char *const key)
2724{
2448 key_value * link; 2725 key_value *
2449 const char * canonical_key; 2726 link;
2450 2727 const char *
2728 canonical_key;
2729
2451 canonical_key = shstr::find (key); 2730 canonical_key = shstr::find (key);
2452 2731
2453 if (canonical_key == NULL) { 2732 if (canonical_key == NULL)
2733 {
2454 /* 1. There being a field named key on any object 2734 /* 1. There being a field named key on any object
2455 * implies there'd be a shared string to find. 2735 * implies there'd be a shared string to find.
2456 * 2. Since there isn't, no object has this field. 2736 * 2. Since there isn't, no object has this field.
2457 * 3. Therefore, *this* object doesn't have this field. 2737 * 3. Therefore, *this* object doesn't have this field.
2458 */ 2738 */
2459 return NULL; 2739 return NULL;
2460 } 2740 }
2461 2741
2462 /* This is copied from get_ob_key_link() above - 2742 /* This is copied from get_ob_key_link() above -
2463 * only 4 lines, and saves the function call overhead. 2743 * only 4 lines, and saves the function call overhead.
2464 */ 2744 */
2465 for (link = op->key_values; link != NULL; link = link->next) { 2745 for (link = op->key_values; link != NULL; link = link->next)
2746 {
2466 if (link->key == canonical_key) { 2747 if (link->key == canonical_key)
2748 {
2467 return link->value; 2749 return link->value;
2468 } 2750 }
2469 } 2751 }
2470 return NULL; 2752 return NULL;
2471} 2753}
2472 2754
2473 2755
2474/* 2756/*
2475 * Updates the canonical_key in op to value. 2757 * 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 2761 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2480 * keys. 2762 * keys.
2481 * 2763 *
2482 * Returns TRUE on success. 2764 * Returns TRUE on success.
2483 */ 2765 */
2766int
2484int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2767set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2768{
2769 key_value *
2485 key_value * field = NULL, *last=NULL; 2770 field = NULL, *last = NULL;
2486 2771
2487 for (field=op->key_values; field != NULL; field=field->next) { 2772 for (field = op->key_values; field != NULL; field = field->next)
2773 {
2488 if (field->key != canonical_key) { 2774 if (field->key != canonical_key)
2775 {
2489 last = field; 2776 last = field;
2490 continue; 2777 continue;
2491 } 2778 }
2492 2779
2493 if (value) 2780 if (value)
2494 field->value = value; 2781 field->value = value;
2495 else { 2782 else
2783 {
2496 /* Basically, if the archetype has this key set, 2784 /* Basically, if the archetype has this key set,
2497 * we need to store the null value so when we save 2785 * we need to store the null value so when we save
2498 * it, we save the empty value so that when we load, 2786 * it, we save the empty value so that when we load,
2499 * we get this value back again. 2787 * we get this value back again.
2500 */ 2788 */
2501 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2789 if (get_ob_key_link (&op->arch->clone, canonical_key))
2502 field->value = 0; 2790 field->value = 0;
2791 else
2792 {
2793 if (last)
2794 last->next = field->next;
2503 else 2795 else
2504 {
2505 if (last) last->next = field->next;
2506 else op->key_values = field->next; 2796 op->key_values = field->next;
2507 2797
2508 delete field; 2798 delete field;
2509 } 2799 }
2510 } 2800 }
2511 return TRUE; 2801 return TRUE;
2512 } 2802 }
2513 /* IF we get here, key doesn't exist */ 2803 /* IF we get here, key doesn't exist */
2514 2804
2515 /* No field, we'll have to add it. */ 2805 /* No field, we'll have to add it. */
2806
2807 if (!add_key)
2516 2808 {
2517 if (!add_key) {
2518 return FALSE; 2809 return FALSE;
2519 } 2810 }
2520 /* There isn't any good reason to store a null 2811 /* There isn't any good reason to store a null
2521 * value in the key/value list. If the archetype has 2812 * value in the key/value list. If the archetype has
2522 * this key, then we should also have it, so shouldn't 2813 * this key, then we should also have it, so shouldn't
2523 * be here. If user wants to store empty strings, 2814 * be here. If user wants to store empty strings,
2524 * should pass in "" 2815 * should pass in ""
2525 */ 2816 */
2526 if (value == NULL) return TRUE; 2817 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; 2818 return TRUE;
2819
2820 field = new key_value;
2821
2822 field->key = canonical_key;
2823 field->value = value;
2824 /* Usual prepend-addition. */
2825 field->next = op->key_values;
2826 op->key_values = field;
2827
2828 return TRUE;
2537} 2829}
2538 2830
2539/* 2831/*
2540 * Updates the key in op to value. 2832 * Updates the key in op to value.
2541 * 2833 *
2543 * and not add new ones. 2835 * and not add new ones.
2544 * In general, should be little reason FALSE is ever passed in for add_key 2836 * In general, should be little reason FALSE is ever passed in for add_key
2545 * 2837 *
2546 * Returns TRUE on success. 2838 * Returns TRUE on success.
2547 */ 2839 */
2840int
2548int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2841set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2549{ 2842{
2550 shstr key_ (key); 2843 shstr key_ (key);
2844
2551 return set_ob_key_value_s (op, key_, value, add_key); 2845 return set_ob_key_value_s (op, key_, value, add_key);
2552} 2846}
2847
2848object::depth_iterator::depth_iterator (object *container)
2849: iterator_base (container)
2850{
2851 while (item->inv)
2852 item = item->inv;
2853}
2854
2855void
2856object::depth_iterator::next ()
2857{
2858 if (item->below)
2859 {
2860 item = item->below;
2861
2862 while (item->inv)
2863 item = item->inv;
2864 }
2865 else
2866 item = item->env;
2867}
2868

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