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Comparing deliantra/server/common/object.C (file contents):
Revision 1.23 by root, Sun Sep 10 14:54:02 2006 UTC vs.
Revision 1.42 by root, Thu Sep 14 01:19:47 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.23 2006/09/10 14:54:02 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;
37static UUID uuid;
38const uint64 UUID_SKIP = 1<<19;
43 39
44object *objects; /* Pointer to the list of used objects */ 40object *objects; /* Pointer to the list of used objects */
45object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
46 42
47short freearr_x[SIZEOFFREE]= 43short 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}; 44 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]= 45};
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, 46short 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}; 47 -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]= 48};
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, 49int 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}; 50 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
51};
56int freedir[SIZEOFFREE]= { 52int 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, 53 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}; 54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55};
56
57static void
58write_uuid (void)
59{
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76}
77
78static void
79read_uuid (void)
80{
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %lld\n", uid);
112 fclose (fp);
113}
114
115UUID
116gen_uuid ()
117{
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126}
127
128void
129init_uuid ()
130{
131 read_uuid ();
132}
59 133
60/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int
61static int compare_ob_value_lists_one(const object * wants, const object * has) { 136compare_ob_value_lists_one (const object *wants, const object *has)
137{
62 key_value * wants_field; 138 key_value *wants_field;
63 139
64 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
65 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
66 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
67 */ 143 */
68 144
69 /* For each field in wants, */ 145 /* For each field in wants, */
70 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
147 {
71 key_value * has_field; 148 key_value *has_field;
72 149
73 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
74 has_field = get_ob_key_link(has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
75 154 {
76 if (has_field == NULL) {
77 /* No field with that name. */ 155 /* No field with that name. */
78 return FALSE; 156 return FALSE;
79 }
80 157 }
158
81 /* Found the matching field. */ 159 /* Found the matching field. */
82 if (has_field->value != wants_field->value) { 160 if (has_field->value != wants_field->value)
161 {
83 /* Values don't match, so this half of the comparison is false. */ 162 /* Values don't match, so this half of the comparison is false. */
84 return FALSE; 163 return FALSE;
85 } 164 }
86 165
87 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
88 }
89 167 }
168
90 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
91 return TRUE; 170 return TRUE;
92} 171}
93 172
94/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int
95static int compare_ob_value_lists(const object * ob1, const object * ob2) { 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{
96 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
97 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
98 */ 179 */
99 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
100} 181}
101 182
102/* Function examines the 2 objects given to it, and returns true if 183/* Function examines the 2 objects given to it, and returns true if
103 * they can be merged together. 184 * they can be merged together.
104 * 185 *
110 * 191 *
111 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
112 * check weight 193 * check weight
113 */ 194 */
114 195
115bool
116object::can_merge (object *ob1, object *ob2) 196bool object::can_merge (object *ob1, object *ob2)
117{ 197{
118 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
119 if ((ob1 == ob2) || (ob1->type != ob2->type)) 199 if ((ob1 == ob2) || (ob1->type != ob2->type))
120 return 0; 200 return 0;
121 201
169 (ob1->subtype != ob2->subtype) || 249 (ob1->subtype != ob2->subtype) ||
170 (ob1->move_type != ob2->move_type) || 250 (ob1->move_type != ob2->move_type) ||
171 (ob1->move_block != ob2->move_block) || 251 (ob1->move_block != ob2->move_block) ||
172 (ob1->move_allow != ob2->move_allow) || 252 (ob1->move_allow != ob2->move_allow) ||
173 (ob1->move_on != ob2->move_on) || 253 (ob1->move_on != ob2->move_on) ||
174 (ob1->move_off != ob2->move_off) || 254 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty))
175 (ob1->move_slow != ob2->move_slow) ||
176 (ob1->move_slow_penalty != ob2->move_slow_penalty))
177 return 0; 255 return 0;
178 256
179 /* This is really a spellbook check - really, we should 257 /* This is really a spellbook check - really, we should
180 * check all objects in the inventory. 258 * check all objects in the inventory.
181 */ 259 */
182 if (ob1->inv || ob2->inv) 260 if (ob1->inv || ob2->inv)
183 { 261 {
184 /* if one object has inventory but the other doesn't, not equiv */ 262 /* if one object has inventory but the other doesn't, not equiv */
185 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 263 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
186 return 0; 264 return 0;
187 265
188 /* Now check to see if the two inventory objects could merge */ 266 /* Now check to see if the two inventory objects could merge */
189 if (!CAN_MERGE (ob1->inv, ob2->inv)) 267 if (!CAN_MERGE (ob1->inv, ob2->inv))
190 return 0; 268 return 0;
191 269
192 /* inventory ok - still need to check rest of this object to see 270 /* inventory ok - still need to check rest of this object to see
193 * if it is valid. 271 * if it is valid.
194 */ 272 */
195 } 273 }
203 281
204 /* Note sure why the following is the case - either the object has to 282 /* Note sure why the following is the case - either the object has to
205 * be animated or have a very low speed. Is this an attempted monster 283 * be animated or have a very low speed. Is this an attempted monster
206 * check? 284 * check?
207 */ 285 */
208 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 286 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
209 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
210 return 0; 287 return 0;
211 288
212 switch (ob1->type) 289 switch (ob1->type)
213 { 290 {
214 case SCROLL: 291 case SCROLL:
215 if (ob1->level != ob2->level) 292 if (ob1->level != ob2->level)
216 return 0; 293 return 0;
217 break; 294 break;
218 } 295 }
219 296
220 if (ob1->key_values != NULL || ob2->key_values != NULL) 297 if (ob1->key_values != NULL || ob2->key_values != NULL)
221 { 298 {
222 /* At least one of these has key_values. */ 299 /* At least one of these has key_values. */
223 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 300 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
224 /* One has fields, but the other one doesn't. */ 301 /* One has fields, but the other one doesn't. */
225 return 0; 302 return 0;
226 else if (!compare_ob_value_lists (ob1, ob2)) 303 else if (!compare_ob_value_lists (ob1, ob2))
227 return 0; 304 return 0;
228 } 305 }
229 306
230 //TODO: generate an event or call into perl for additional checks 307 //TODO: generate an event or call into perl for additional checks
231 if (ob1->self || ob2->self) 308 if (ob1->self || ob2->self)
232 { 309 {
233 ob1->optimise (); 310 ob1->optimise ();
234 ob2->optimise (); 311 ob2->optimise ();
235 312
236 if (ob1->self || ob2->self) 313 if (ob1->self || ob2->self)
237 return 0; 314 return 0;
238 } 315 }
239 316
240 /* Everything passes, must be OK. */ 317 /* Everything passes, must be OK. */
241 return 1; 318 return 1;
242} 319}
320
243/* 321/*
244 * sum_weight() is a recursive function which calculates the weight 322 * sum_weight() is a recursive function which calculates the weight
245 * an object is carrying. It goes through in figures out how much 323 * an object is carrying. It goes through in figures out how much
246 * containers are carrying, and sums it up. 324 * containers are carrying, and sums it up.
247 */ 325 */
248signed long sum_weight(object *op) { 326long
327sum_weight (object *op)
328{
249 signed long sum; 329 long sum;
250 object *inv; 330 object *inv;
331
251 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 332 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
333 {
252 if (inv->inv) 334 if (inv->inv)
253 sum_weight(inv); 335 sum_weight (inv);
254 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 336 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
255 } 337 }
338
256 if (op->type == CONTAINER && op->stats.Str) 339 if (op->type == CONTAINER && op->stats.Str)
257 sum = (sum * (100 - op->stats.Str))/100; 340 sum = (sum * (100 - op->stats.Str)) / 100;
341
258 if(op->carrying != sum) 342 if (op->carrying != sum)
259 op->carrying = sum; 343 op->carrying = sum;
344
260 return sum; 345 return sum;
261} 346}
262 347
263/** 348/**
264 * Return the outermost environment object for a given object. 349 * Return the outermost environment object for a given object.
265 */ 350 */
266 351
352object *
267object *object_get_env_recursive (object *op) { 353object_get_env_recursive (object *op)
354{
268 while (op->env != NULL) 355 while (op->env != NULL)
269 op = op->env; 356 op = op->env;
270 return op; 357 return op;
271} 358}
272 359
273/* 360/*
274 * Eneq(@csd.uu.se): Since we can have items buried in a character we need 361 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
275 * a better check. We basically keeping traversing up until we can't 362 * a better check. We basically keeping traversing up until we can't
276 * or find a player. 363 * or find a player.
277 */ 364 */
278 365
366object *
279object *is_player_inv (object *op) { 367is_player_inv (object *op)
368{
280 for (;op!=NULL&&op->type!=PLAYER; op=op->env) 369 for (; op != NULL && op->type != PLAYER; op = op->env)
281 if (op->env==op) 370 if (op->env == op)
282 op->env = NULL; 371 op->env = NULL;
283 return op; 372 return op;
284} 373}
285 374
286/* 375/*
287 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 376 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
288 * Some error messages. 377 * Some error messages.
289 * The result of the dump is stored in the static global errmsg array. 378 * The result of the dump is stored in the static global errmsg array.
290 */ 379 */
291 380
381void
292void dump_object2(object *op) { 382dump_object2 (object *op)
383{
293errmsg[0] = 0; 384 errmsg[0] = 0;
294return; 385 return;
295 //TODO//D#d# 386 //TODO//D#d#
296#if 0 387#if 0
297 char *cp; 388 char *cp;
389
298/* object *tmp;*/ 390/* object *tmp;*/
299 391
300 if(op->arch!=NULL) { 392 if (op->arch != NULL)
393 {
301 strcat(errmsg,"arch "); 394 strcat (errmsg, "arch ");
302 strcat(errmsg,op->arch->name?op->arch->name:"(null)"); 395 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
303 strcat(errmsg,"\n"); 396 strcat (errmsg, "\n");
304 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL) 397 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
305 strcat(errmsg,cp); 398 strcat (errmsg, cp);
306#if 0 399# if 0
307 /* Don't dump player diffs - they are too long, mostly meaningless, and 400 /* Don't dump player diffs - they are too long, mostly meaningless, and
308 * will overflow the buffer. 401 * will overflow the buffer.
309 * Changed so that we don't dump inventory either. This may 402 * Changed so that we don't dump inventory either. This may
310 * also overflow the buffer. 403 * also overflow the buffer.
311 */ 404 */
312 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL) 405 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
313 strcat(errmsg,cp); 406 strcat (errmsg, cp);
314 for (tmp=op->inv; tmp; tmp=tmp->below) 407 for (tmp = op->inv; tmp; tmp = tmp->below)
315 dump_object2(tmp); 408 dump_object2 (tmp);
409# endif
410 strcat (errmsg, "end\n");
411 }
412 else
413 {
414 strcat (errmsg, "Object ");
415 if (op->name == NULL)
416 strcat (errmsg, "(null)");
417 else
418 strcat (errmsg, op->name);
419 strcat (errmsg, "\n");
420# if 0
421 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
422 strcat (errmsg, cp);
423 for (tmp = op->inv; tmp; tmp = tmp->below)
424 dump_object2 (tmp);
425# endif
426 strcat (errmsg, "end\n");
427 }
316#endif 428#endif
317 strcat(errmsg,"end\n");
318 } else {
319 strcat(errmsg,"Object ");
320 if (op->name==NULL) strcat(errmsg, "(null)");
321 else strcat(errmsg,op->name);
322 strcat(errmsg,"\n");
323#if 0
324 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
325 strcat(errmsg,cp);
326 for (tmp=op->inv; tmp; tmp=tmp->below)
327 dump_object2(tmp);
328#endif
329 strcat(errmsg,"end\n");
330 }
331#endif
332} 429}
333 430
334/* 431/*
335 * Dumps an object. Returns output in the static global errmsg array. 432 * Dumps an object. Returns output in the static global errmsg array.
336 */ 433 */
337 434
435void
338void dump_object(object *op) { 436dump_object (object *op)
437{
339 if(op==NULL) { 438 if (op == NULL)
439 {
340 strcpy(errmsg,"[NULL pointer]"); 440 strcpy (errmsg, "[NULL pointer]");
341 return; 441 return;
342 } 442 }
343 errmsg[0]='\0'; 443 errmsg[0] = '\0';
344 dump_object2(op); 444 dump_object2 (op);
345} 445}
346 446
447void
347void dump_all_objects(void) { 448dump_all_objects (void)
449{
348 object *op; 450 object *op;
451
349 for(op=objects;op!=NULL;op=op->next) { 452 for (op = objects; op != NULL; op = op->next)
453 {
350 dump_object(op); 454 dump_object (op);
351 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg); 455 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
352 } 456 }
353} 457}
354 458
355/* 459/*
356 * get_nearest_part(multi-object, object 2) returns the part of the 460 * get_nearest_part(multi-object, object 2) returns the part of the
357 * multi-object 1 which is closest to the second object. 461 * multi-object 1 which is closest to the second object.
358 * If it's not a multi-object, it is returned. 462 * If it's not a multi-object, it is returned.
359 */ 463 */
360 464
465object *
361object *get_nearest_part(object *op, const object *pl) { 466get_nearest_part (object *op, const object *pl)
467{
362 object *tmp,*closest; 468 object *tmp, *closest;
363 int last_dist,i; 469 int last_dist, i;
470
364 if(op->more==NULL) 471 if (op->more == NULL)
365 return op; 472 return op;
366 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 473 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
367 if((i=distance(tmp,pl))<last_dist) 474 if ((i = distance (tmp, pl)) < last_dist)
368 closest=tmp,last_dist=i; 475 closest = tmp, last_dist = i;
369 return closest; 476 return closest;
370} 477}
371 478
372/* 479/*
373 * Returns the object which has the count-variable equal to the argument. 480 * Returns the object which has the count-variable equal to the argument.
374 */ 481 */
375 482
483object *
376object *find_object(tag_t i) { 484find_object (tag_t i)
485{
377 object *op; 486 object *op;
487
378 for(op=objects;op!=NULL;op=op->next) 488 for (op = objects; op != NULL; op = op->next)
379 if(op->count==i) 489 if (op->count == i)
380 break; 490 break;
381 return op; 491 return op;
382} 492}
383 493
384/* 494/*
385 * Returns the first object which has a name equal to the argument. 495 * Returns the first object which has a name equal to the argument.
386 * Used only by the patch command, but not all that useful. 496 * Used only by the patch command, but not all that useful.
387 * Enables features like "patch <name-of-other-player> food 999" 497 * Enables features like "patch <name-of-other-player> food 999"
388 */ 498 */
389 499
500object *
390object *find_object_name(const char *str) { 501find_object_name (const char *str)
391 const char *name = shstr::find (str); 502{
503 shstr_cmp str_ (str);
392 object *op; 504 object *op;
505
393 for(op=objects;op!=NULL;op=op->next) 506 for (op = objects; op != NULL; op = op->next)
394 if(&op->name == name) 507 if (op->name == str_)
395 break; 508 break;
396 509
397 return op; 510 return op;
398} 511}
399 512
513void
400void free_all_object_data () 514free_all_object_data ()
401{ 515{
402 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 516 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
403} 517}
404 518
405/* 519/*
410 * Changed 2004-02-12 - if the player is setting at the play again 524 * Changed 2004-02-12 - if the player is setting at the play again
411 * prompt, he is removed, and we don't want to treat him as an owner of 525 * prompt, he is removed, and we don't want to treat him as an owner of
412 * anything, so check removed flag. I don't expect that this should break 526 * anything, so check removed flag. I don't expect that this should break
413 * anything - once an object is removed, it is basically dead anyways. 527 * anything - once an object is removed, it is basically dead anyways.
414 */ 528 */
415 529object *
416object *get_owner(object *op) { 530object::get_owner ()
417 if(op->owner==NULL)
418 return NULL;
419
420 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
421 op->owner->count==op->ownercount)
422 return op->owner;
423
424 op->owner=NULL;
425 op->ownercount=0;
426 return NULL;
427}
428
429void clear_owner(object *op)
430{ 531{
431 if (!op) return; 532 if (!owner
432 533 || QUERY_FLAG (owner, FLAG_FREED)
433 if (op->owner && op->ownercount == op->owner->count) 534 || QUERY_FLAG (owner, FLAG_REMOVED))
434 op->owner->refcount--;
435
436 op->owner = NULL;
437 op->ownercount = 0; 535 owner = 0;
536
537 return owner;
438} 538}
439 539
440/* 540/*
441 * Sets the owner and sets the skill and exp pointers to owner's current 541 * Sets the owner and sets the skill and exp pointers to owner's current
442 * skill and experience objects. 542 * skill and experience objects.
443 */ 543 */
444void set_owner (object *op, object *owner) 544void
545object::set_owner (object *owner)
445{ 546{
446 if(owner==NULL||op==NULL) 547 if (!owner)
447 return; 548 return;
448 549
449 /* next line added to allow objects which own objects */ 550 /* next line added to allow objects which own objects */
450 /* Add a check for ownercounts in here, as I got into an endless loop 551 /* Add a check for ownercounts in here, as I got into an endless loop
451 * with the fireball owning a poison cloud which then owned the 552 * with the fireball owning a poison cloud which then owned the
452 * fireball. I believe that was caused by one of the objects getting 553 * fireball. I believe that was caused by one of the objects getting
453 * freed and then another object replacing it. Since the ownercounts 554 * freed and then another object replacing it. Since the ownercounts
454 * didn't match, this check is valid and I believe that cause is valid. 555 * didn't match, this check is valid and I believe that cause is valid.
455 */ 556 */
456 while (owner->owner && owner!=owner->owner && 557 while (owner->owner)
457 owner->ownercount==owner->owner->count) owner=owner->owner; 558 owner = owner->owner;
458 559
459 /* IF the owner still has an owner, we did not resolve to a final owner.
460 * so lets not add to that.
461 */
462 if (owner->owner) return;
463
464 op->owner=owner; 560 this->owner = owner;
465
466 op->ownercount=owner->count;
467 owner->refcount++;
468
469}
470
471/* Set the owner to clone's current owner and set the skill and experience
472 * objects to clone's objects (typically those objects that where the owner's
473 * current skill and experience objects at the time when clone's owner was
474 * set - not the owner's current skill and experience objects).
475 *
476 * Use this function if player created an object (e.g. fire bullet, swarm
477 * spell), and this object creates further objects whose kills should be
478 * accounted for the player's original skill, even if player has changed
479 * skills meanwhile.
480 */
481void copy_owner (object *op, object *clone)
482{
483 object *owner = get_owner (clone);
484 if (owner == NULL) {
485 /* players don't have owners - they own themselves. Update
486 * as appropriate.
487 */
488 if (clone->type == PLAYER) owner=clone;
489 else return;
490 }
491 set_owner(op, owner);
492
493} 561}
494 562
495/* Zero the key_values on op, decrementing the shared-string 563/* Zero the key_values on op, decrementing the shared-string
496 * refcounts and freeing the links. 564 * refcounts and freeing the links.
497 */ 565 */
566static void
498static void free_key_values(object * op) 567free_key_values (object *op)
499{ 568{
500 for (key_value *i = op->key_values; i != 0; ) 569 for (key_value *i = op->key_values; i != 0;)
501 { 570 {
502 key_value *next = i->next; 571 key_value *next = i->next;
503 delete i; 572 delete i;
573
504 i = next; 574 i = next;
505 } 575 }
506 576
507 op->key_values = 0; 577 op->key_values = 0;
508} 578}
509 579
510void object::clear () 580void object::clear ()
511{ 581{
512 attachable_base::clear (); 582 attachable_base::clear ();
513 583
514 free_key_values (this); 584 free_key_values (this);
515 585
516 name = 0; 586 owner = 0;
587 name = 0;
517 name_pl = 0; 588 name_pl = 0;
518 title = 0; 589 title = 0;
519 race = 0; 590 race = 0;
520 slaying = 0; 591 slaying = 0;
521 skill = 0; 592 skill = 0;
522 msg = 0; 593 msg = 0;
523 lore = 0; 594 lore = 0;
524 custom_name = 0; 595 custom_name = 0;
525 materialname = 0; 596 materialname = 0;
597 contr = 0;
598 below = 0;
599 above = 0;
600 inv = 0;
601 container = 0;
602 env = 0;
603 more = 0;
604 head = 0;
605 map = 0;
606 active_next = 0;
607 active_prev = 0;
526 608
527 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod)); 609 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
528 610
529 SET_FLAG (this, FLAG_REMOVED); 611 SET_FLAG (this, FLAG_REMOVED);
612
613 /* What is not cleared is next, prev, and count */
614
615 expmul = 1.0;
616 face = blank_face;
617 attacked_by_count = -1;
618
619 if (settings.casting_time)
620 casting_time = -1;
530} 621}
531 622
532void object::clone (object *destination) 623void object::clone (object *destination)
533{ 624{
534 *(object_copy *)destination = *this; 625 *(object_copy *)destination = *this;
535 *(object_pod *)destination = *this; 626 *(object_pod *)destination = *this;
536 627
537 if (self || cb) 628 if (self || cb)
538 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination)); 629 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
539}
540
541/*
542 * clear_object() frees everything allocated by an object, and also
543 * clears all variables and flags to default settings.
544 */
545
546void clear_object (object *op)
547{
548 op->clear ();
549
550 op->contr = NULL;
551 op->below = NULL;
552 op->above = NULL;
553 op->inv = NULL;
554 op->container=NULL;
555 op->env=NULL;
556 op->more=NULL;
557 op->head=NULL;
558 op->map=NULL;
559 op->refcount=0;
560 op->active_next = NULL;
561 op->active_prev = NULL;
562 /* What is not cleared is next, prev, and count */
563
564 op->expmul = 1.0;
565 op->face = blank_face;
566 op->attacked_by_count = -1;
567
568 if (settings.casting_time)
569 op->casting_time = -1;
570} 630}
571 631
572/* 632/*
573 * copy object first frees everything allocated by the second object, 633 * copy object first frees everything allocated by the second object,
574 * and then copies the contends of the first object into the second 634 * and then copies the contends of the first object into the second
575 * object, allocating what needs to be allocated. Basically, any 635 * object, allocating what needs to be allocated. Basically, any
576 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 636 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
577 * if the first object is freed, the pointers in the new object 637 * if the first object is freed, the pointers in the new object
578 * will point at garbage. 638 * will point at garbage.
579 */ 639 */
580 640void
581void copy_object (object *op2, object *op) 641copy_object (object *op2, object *op)
582{ 642{
583 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 643 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
584 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 644 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
585 645
586 op2->clone (op); 646 op2->clone (op);
587 647
648 if (is_freed)
588 if (is_freed) SET_FLAG (op, FLAG_FREED); 649 SET_FLAG (op, FLAG_FREED);
650 if (is_removed)
589 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 651 SET_FLAG (op, FLAG_REMOVED);
590 652
591 if (op2->speed < 0) 653 if (op2->speed < 0)
592 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 654 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
593 655
594 /* Copy over key_values, if any. */ 656 /* Copy over key_values, if any. */
595 if (op2->key_values) 657 if (op2->key_values)
596 { 658 {
597 key_value *tail = 0; 659 key_value *tail = 0;
601 663
602 for (i = op2->key_values; i; i = i->next) 664 for (i = op2->key_values; i; i = i->next)
603 { 665 {
604 key_value *new_link = new key_value; 666 key_value *new_link = new key_value;
605 667
606 new_link->next = 0; 668 new_link->next = 0;
607 new_link->key = i->key; 669 new_link->key = i->key;
608 new_link->value = i->value; 670 new_link->value = i->value;
609 671
610 /* Try and be clever here, too. */ 672 /* Try and be clever here, too. */
611 if (!op->key_values) 673 if (!op->key_values)
612 { 674 {
628 * If an object with the IS_TURNABLE() flag needs to be turned due 690 * If an object with the IS_TURNABLE() flag needs to be turned due
629 * to the closest player being on the other side, this function can 691 * to the closest player being on the other side, this function can
630 * be called to update the face variable, _and_ how it looks on the map. 692 * be called to update the face variable, _and_ how it looks on the map.
631 */ 693 */
632 694
695void
633void update_turn_face(object *op) { 696update_turn_face (object *op)
697{
634 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 698 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
635 return; 699 return;
636 SET_ANIMATION(op, op->direction); 700 SET_ANIMATION (op, op->direction);
637 update_object(op,UP_OBJ_FACE); 701 update_object (op, UP_OBJ_FACE);
638} 702}
639 703
640/* 704/*
641 * Updates the speed of an object. If the speed changes from 0 to another 705 * Updates the speed of an object. If the speed changes from 0 to another
642 * value, or vice versa, then add/remove the object from the active list. 706 * value, or vice versa, then add/remove the object from the active list.
643 * This function needs to be called whenever the speed of an object changes. 707 * This function needs to be called whenever the speed of an object changes.
644 */ 708 */
645 709void
646void update_ob_speed(object *op) { 710update_ob_speed (object *op)
711{
647 extern int arch_init; 712 extern int arch_init;
648 713
649 /* No reason putting the archetypes objects on the speed list, 714 /* No reason putting the archetypes objects on the speed list,
650 * since they never really need to be updated. 715 * since they never really need to be updated.
651 */ 716 */
652 717
653 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 718 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
719 {
654 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 720 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
655#ifdef MANY_CORES 721#ifdef MANY_CORES
656 abort(); 722 abort ();
657#else 723#else
658 op->speed = 0; 724 op->speed = 0;
659#endif 725#endif
660 } 726 }
727
661 if (arch_init) { 728 if (arch_init)
729 return;
730
731 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
732 {
733 /* If already on active list, don't do anything */
734 if (op->active_next || op->active_prev || op == active_objects)
662 return; 735 return;
663 }
664 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
665 /* If already on active list, don't do anything */
666 if (op->active_next || op->active_prev || op==active_objects)
667 return;
668 736
669 /* process_events() expects us to insert the object at the beginning 737 /* process_events() expects us to insert the object at the beginning
670 * of the list. */ 738 * of the list. */
671 op->active_next = active_objects; 739 op->active_next = active_objects;
740
672 if (op->active_next!=NULL) 741 if (op->active_next != NULL)
673 op->active_next->active_prev = op; 742 op->active_next->active_prev = op;
743
674 active_objects = op; 744 active_objects = op;
745 }
746 else
675 } 747 {
676 else {
677 /* If not on the active list, nothing needs to be done */ 748 /* If not on the active list, nothing needs to be done */
678 if (!op->active_next && !op->active_prev && op!=active_objects) 749 if (!op->active_next && !op->active_prev && op != active_objects)
679 return; 750 return;
680 751
681 if (op->active_prev==NULL) { 752 if (op->active_prev == NULL)
753 {
682 active_objects = op->active_next; 754 active_objects = op->active_next;
755
683 if (op->active_next!=NULL) 756 if (op->active_next != NULL)
684 op->active_next->active_prev = NULL; 757 op->active_next->active_prev = NULL;
758 }
759 else
685 } 760 {
686 else {
687 op->active_prev->active_next = op->active_next; 761 op->active_prev->active_next = op->active_next;
762
688 if (op->active_next) 763 if (op->active_next)
689 op->active_next->active_prev = op->active_prev; 764 op->active_next->active_prev = op->active_prev;
690 } 765 }
766
691 op->active_next = NULL; 767 op->active_next = NULL;
692 op->active_prev = NULL; 768 op->active_prev = NULL;
693 } 769 }
694} 770}
695 771
696/* This function removes object 'op' from the list of active 772/* This function removes object 'op' from the list of active
697 * objects. 773 * objects.
699 * reference maps where you don't want an object that isn't 775 * reference maps where you don't want an object that isn't
700 * in play chewing up cpu time getting processed. 776 * in play chewing up cpu time getting processed.
701 * The reverse of this is to call update_ob_speed, which 777 * The reverse of this is to call update_ob_speed, which
702 * will do the right thing based on the speed of the object. 778 * will do the right thing based on the speed of the object.
703 */ 779 */
780void
704void remove_from_active_list(object *op) 781remove_from_active_list (object *op)
705{ 782{
706 /* If not on the active list, nothing needs to be done */ 783 /* If not on the active list, nothing needs to be done */
707 if (!op->active_next && !op->active_prev && op!=active_objects) 784 if (!op->active_next && !op->active_prev && op != active_objects)
708 return; 785 return;
709 786
710 if (op->active_prev==NULL) { 787 if (op->active_prev == NULL)
788 {
711 active_objects = op->active_next; 789 active_objects = op->active_next;
712 if (op->active_next!=NULL) 790 if (op->active_next != NULL)
713 op->active_next->active_prev = NULL; 791 op->active_next->active_prev = NULL;
792 }
793 else
714 } 794 {
715 else {
716 op->active_prev->active_next = op->active_next; 795 op->active_prev->active_next = op->active_next;
717 if (op->active_next) 796 if (op->active_next)
718 op->active_next->active_prev = op->active_prev; 797 op->active_next->active_prev = op->active_prev;
719 } 798 }
720 op->active_next = NULL; 799 op->active_next = NULL;
721 op->active_prev = NULL; 800 op->active_prev = NULL;
722} 801}
723 802
724/* 803/*
725 * update_object() updates the array which represents the map. 804 * update_object() updates the array which represents the map.
726 * It takes into account invisible objects (and represent squares covered 805 * It takes into account invisible objects (and represent squares covered
741 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 820 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
742 * as that is easier than trying to look at what may have changed. 821 * as that is easier than trying to look at what may have changed.
743 * UP_OBJ_FACE: only the objects face has changed. 822 * UP_OBJ_FACE: only the objects face has changed.
744 */ 823 */
745 824
825void
746void update_object(object *op, int action) { 826update_object (object *op, int action)
827{
747 int update_now=0, flags; 828 int update_now = 0, flags;
748 MoveType move_on, move_off, move_block, move_slow; 829 MoveType move_on, move_off, move_block, move_slow;
749 830
750 if (op == NULL) { 831 if (op == NULL)
832 {
751 /* this should never happen */ 833 /* this should never happen */
752 LOG(llevDebug,"update_object() called for NULL object.\n"); 834 LOG (llevDebug, "update_object() called for NULL object.\n");
753 return; 835 return;
754 }
755 836 }
837
756 if(op->env!=NULL) { 838 if (op->env != NULL)
839 {
757 /* Animation is currently handled by client, so nothing 840 /* Animation is currently handled by client, so nothing
758 * to do in this case. 841 * to do in this case.
759 */ 842 */
760 return; 843 return;
761 } 844 }
762 845
763 /* If the map is saving, don't do anything as everything is 846 /* If the map is saving, don't do anything as everything is
764 * going to get freed anyways. 847 * going to get freed anyways.
765 */ 848 */
766 if (!op->map || op->map->in_memory == MAP_SAVING) return; 849 if (!op->map || op->map->in_memory == MAP_SAVING)
767 850 return;
851
768 /* make sure the object is within map boundaries */ 852 /* make sure the object is within map boundaries */
769 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 853 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
770 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 854 {
771 LOG(llevError,"update_object() called for object out of map!\n"); 855 LOG (llevError, "update_object() called for object out of map!\n");
772#ifdef MANY_CORES 856#ifdef MANY_CORES
773 abort(); 857 abort ();
774#endif 858#endif
775 return; 859 return;
776 }
777 860 }
861
778 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 862 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
779 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 863 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
780 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 864 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
781 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 865 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
782 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 866 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
783 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y); 867 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
784 868
785 if (action == UP_OBJ_INSERT) { 869 if (action == UP_OBJ_INSERT)
870 {
786 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 871 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
787 update_now=1; 872 update_now = 1;
788 873
789 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 874 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
790 update_now=1; 875 update_now = 1;
791 876
792 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 877 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
793 update_now=1; 878 update_now = 1;
794 879
795 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 880 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
796 update_now=1; 881 update_now = 1;
797 882
798 if (op->type == SAFE_GROUND && !(flags & P_SAFE)) 883 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
799 update_now=1; 884 update_now = 1;
800 885
801 if ((move_on | op->move_on) != move_on) update_now=1; 886 if ((move_on | op->move_on) != move_on)
887 update_now = 1;
802 888
803 if ((move_off | op->move_off) != move_off) update_now=1; 889 if ((move_off | op->move_off) != move_off)
890 update_now = 1;
804 891
805 /* This isn't perfect, but I don't expect a lot of objects to 892 /* This isn't perfect, but I don't expect a lot of objects to
806 * to have move_allow right now. 893 * to have move_allow right now.
807 */ 894 */
808 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 895 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
809 update_now=1; 896 update_now = 1;
810 897
811 if ((move_slow | op->move_slow) != move_slow) 898 if ((move_slow | op->move_slow) != move_slow)
812 update_now=1; 899 update_now = 1;
813 } 900 }
814 /* if the object is being removed, we can't make intelligent 901 /* if the object is being removed, we can't make intelligent
815 * decisions, because remove_ob can't really pass the object 902 * decisions, because remove_ob can't really pass the object
816 * that is being removed. 903 * that is being removed.
817 */ 904 */
818 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 905 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
819 update_now=1; 906 update_now = 1;
820 } else if (action == UP_OBJ_FACE) { 907 else if (action == UP_OBJ_FACE)
821 /* Nothing to do for that case */ 908 /* Nothing to do for that case */ ;
822 }
823 else { 909 else
824 LOG(llevError,"update_object called with invalid action: %d\n", action); 910 LOG (llevError, "update_object called with invalid action: %d\n", action);
825 }
826 911
827 if (update_now) { 912 if (update_now)
913 {
828 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 914 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
829 update_position(op->map, op->x, op->y); 915 update_position (op->map, op->x, op->y);
830 } 916 }
831 917
832 if(op->more!=NULL) 918 if (op->more != NULL)
833 update_object(op->more, action); 919 update_object (op->more, action);
834} 920}
835 921
836static std::vector<object *> mortals; 922static unordered_vector<object *> mortals;
837 923
838void object::free_mortals () 924void object::free_mortals ()
839{ 925{
840 for (std::vector<object *>::iterator i = mortals.begin (); i != mortals.end (); ++i) 926 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
927 if ((*i)->refcnt)
928 ++i; // further delay freeing
929 else
930 {
841 delete *i; 931 delete *i;
932 mortals.erase (i);
933 }
842 934
843 mortals.clear (); 935 static int lastmortals = 0;//D
936
937 if (mortals.size() != lastmortals)//D
938 {
939 lastmortals = mortals.size ();//D
940 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
941 }
844} 942}
845 943
846object::object () 944object::object ()
847{ 945{
848 SET_FLAG (this, FLAG_REMOVED); 946 SET_FLAG (this, FLAG_REMOVED);
855object::~object () 953object::~object ()
856{ 954{
857 free_key_values (this); 955 free_key_values (this);
858} 956}
859 957
860void
861object::link () 958void object::link ()
862{ 959{
863 count = ++ob_count; 960 count = ++ob_count;
961 uuid = gen_uuid ();
864 962
865 prev = 0; 963 prev = 0;
866 next = objects; 964 next = objects;
867 965
868 if (objects) 966 if (objects)
869 objects->prev = this; 967 objects->prev = this;
870 968
871 objects = this; 969 objects = this;
872} 970}
873 971
874void
875object::unlink () 972void object::unlink ()
876{ 973{
877 count = 0; 974 //count = 0;//D
975 if (!prev && !next) return;//D
976
977 if (this == objects)
978 objects = next;
878 979
879 /* Remove this object from the list of used objects */ 980 /* Remove this object from the list of used objects */
880 if (prev) prev->next = next; 981 if (prev) prev->next = next;
881 if (next) next->prev = prev; 982 if (next) next->prev = prev;
882 if (this == objects) objects = next; 983
883} 984 prev = 0;
985 next = 0;
986}
884 987
885object *object::create () 988object *object::create ()
886{ 989{
887 object *op = new object; 990 object *op = new object;
888 op->link (); 991 op->link ();
897 * this function to succeed. 1000 * this function to succeed.
898 * 1001 *
899 * If free_inventory is set, free inventory as well. Else drop items in 1002 * If free_inventory is set, free inventory as well. Else drop items in
900 * inventory to the ground. 1003 * inventory to the ground.
901 */ 1004 */
902void
903object::free (bool free_inventory) 1005void object::free (bool free_inventory)
904{ 1006{
1007 if (QUERY_FLAG (this, FLAG_FREED))
1008 return;
1009
1010 if (QUERY_FLAG (this, FLAG_FRIENDLY))
1011 remove_friendly_object (this);
1012
905 if (!QUERY_FLAG (this, FLAG_REMOVED)) 1013 if (!QUERY_FLAG (this, FLAG_REMOVED))
906 { 1014 remove_ob (this);
907 LOG (llevDebug, "Free object called with non removed object\n");
908 dump_object (this);
909#ifdef MANY_CORES
910 abort ();
911#endif
912 }
913 1015
914 if (QUERY_FLAG (this, FLAG_FRIENDLY))
915 {
916 LOG (llevMonster, "Warning: tried to free friendly object.\n");
917 remove_friendly_object (this);
918 }
919
920 if (QUERY_FLAG (this, FLAG_FREED)) 1016 SET_FLAG (this, FLAG_FREED);
921 {
922 dump_object (this);
923 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg);
924 return;
925 }
926 1017
927 if (more) 1018 if (more)
928 { 1019 {
929 more->free (free_inventory); 1020 more->free (free_inventory);
930 more = 0; 1021 more = 0;
934 { 1025 {
935 /* Only if the space blocks everything do we not process - 1026 /* Only if the space blocks everything do we not process -
936 * if some form of movement is allowed, let objects 1027 * if some form of movement is allowed, let objects
937 * drop on that space. 1028 * drop on that space.
938 */ 1029 */
939 if (free_inventory || !map 1030 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
940 || map->in_memory != MAP_IN_MEMORY 1031 {
941 || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
942 {
943 object *op = inv; 1032 object *op = inv;
944 1033
945 while (op) 1034 while (op)
946 { 1035 {
947 object *tmp = op->below; 1036 object *tmp = op->below;
948 remove_ob (op);
949 op->free (free_inventory); 1037 op->free (free_inventory);
950 op = tmp; 1038 op = tmp;
951 } 1039 }
952 } 1040 }
953 else 1041 else
954 { /* Put objects in inventory onto this space */ 1042 { /* Put objects in inventory onto this space */
955 object *op = inv; 1043 object *op = inv;
956 1044
957 while (op) 1045 while (op)
958 { 1046 {
959 object *tmp = op->below; 1047 object *tmp = op->below;
1048
960 remove_ob (op); 1049 remove_ob (op);
961 1050
962 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 1051 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
963 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE 1052 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
964 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1053 free_object (op);
965 free_object (op); 1054 else
966 else 1055 {
967 { 1056 op->x = x;
968 op->x = x; 1057 op->y = y;
969 op->y = y;
970 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */ 1058 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
971 } 1059 }
972 1060
973 op = tmp; 1061 op = tmp;
1062 }
1063 }
974 } 1064 }
975 } 1065
976 } 1066 owner = 0;
977 1067
978 /* Remove object from the active list */ 1068 /* Remove object from the active list */
979 speed = 0; 1069 speed = 0;
980 update_ob_speed (this); 1070 update_ob_speed (this);
981 1071
982 unlink (); 1072 unlink ();
983 1073
984 SET_FLAG (this, FLAG_FREED);
985
986 mortals.push_back (this); 1074 mortals.push_back (this);
987} 1075}
988 1076
989/* 1077/*
990 * sub_weight() recursively (outwards) subtracts a number from the 1078 * sub_weight() recursively (outwards) subtracts a number from the
991 * weight of an object (and what is carried by it's environment(s)). 1079 * weight of an object (and what is carried by it's environment(s)).
992 */ 1080 */
993 1081
1082void
994void sub_weight (object *op, signed long weight) { 1083sub_weight (object *op, signed long weight)
1084{
995 while (op != NULL) { 1085 while (op != NULL)
1086 {
996 if (op->type == CONTAINER) { 1087 if (op->type == CONTAINER)
1088 {
997 weight=(signed long)(weight*(100-op->stats.Str)/100); 1089 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
998 } 1090 }
999 op->carrying-=weight; 1091 op->carrying -= weight;
1000 op = op->env; 1092 op = op->env;
1001 } 1093 }
1002} 1094}
1003 1095
1004/* remove_ob(op): 1096/* remove_ob(op):
1005 * This function removes the object op from the linked list of objects 1097 * This function removes the object op from the linked list of objects
1006 * which it is currently tied to. When this function is done, the 1098 * which it is currently tied to. When this function is done, the
1008 * environment, the x and y coordinates will be updated to 1100 * environment, the x and y coordinates will be updated to
1009 * the previous environment. 1101 * the previous environment.
1010 * Beware: This function is called from the editor as well! 1102 * Beware: This function is called from the editor as well!
1011 */ 1103 */
1012 1104
1105void
1013void remove_ob(object *op) { 1106remove_ob (object *op)
1014 object *tmp,*last=NULL; 1107{
1015 object *otmp; 1108 object *
1016 tag_t tag; 1109 tmp, *
1110 last = NULL;
1111 object *
1112 otmp;
1113
1114 tag_t
1115 tag;
1116 int
1017 int check_walk_off; 1117 check_walk_off;
1018 mapstruct *m; 1118 mapstruct *
1019 sint16 x,y;
1020 1119 m;
1021 1120
1121 sint16
1122 x,
1123 y;
1124
1022 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1125 if (QUERY_FLAG (op, FLAG_REMOVED))
1023 dump_object(op); 1126 return;
1024 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1025 1127
1026 /* Changed it to always dump core in this case. As has been learned
1027 * in the past, trying to recover from errors almost always
1028 * make things worse, and this is a real error here - something
1029 * that should not happen.
1030 * Yes, if this was a mission critical app, trying to do something
1031 * to recover may make sense, but that is because failure of the app
1032 * may have other disastrous problems. Cf runs out of a script
1033 * so is easily enough restarted without any real problems.
1034 * MSW 2001-07-01
1035 */
1036 abort();
1037 }
1038 if(op->more!=NULL)
1039 remove_ob(op->more);
1040
1041 SET_FLAG(op, FLAG_REMOVED); 1128 SET_FLAG (op, FLAG_REMOVED);
1042 1129
1130 if (op->more != NULL)
1131 remove_ob (op->more);
1132
1043 /* 1133 /*
1044 * In this case, the object to be removed is in someones 1134 * In this case, the object to be removed is in someones
1045 * inventory. 1135 * inventory.
1046 */ 1136 */
1047 if(op->env!=NULL) { 1137 if (op->env != NULL)
1138 {
1048 if(op->nrof) 1139 if (op->nrof)
1049 sub_weight(op->env, op->weight*op->nrof); 1140 sub_weight (op->env, op->weight * op->nrof);
1050 else 1141 else
1051 sub_weight(op->env, op->weight+op->carrying); 1142 sub_weight (op->env, op->weight + op->carrying);
1052 1143
1053 /* NO_FIX_PLAYER is set when a great many changes are being 1144 /* NO_FIX_PLAYER is set when a great many changes are being
1054 * made to players inventory. If set, avoiding the call 1145 * made to players inventory. If set, avoiding the call
1055 * to save cpu time. 1146 * to save cpu time.
1056 */ 1147 */
1057 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1148 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1058 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1059 fix_player(otmp); 1149 fix_player (otmp);
1060 1150
1061 if(op->above!=NULL) 1151 if (op->above != NULL)
1062 op->above->below=op->below; 1152 op->above->below = op->below;
1063 else 1153 else
1064 op->env->inv=op->below; 1154 op->env->inv = op->below;
1065 1155
1066 if(op->below!=NULL) 1156 if (op->below != NULL)
1067 op->below->above=op->above; 1157 op->below->above = op->above;
1068 1158
1069 /* we set up values so that it could be inserted into 1159 /* we set up values so that it could be inserted into
1070 * the map, but we don't actually do that - it is up 1160 * the map, but we don't actually do that - it is up
1071 * to the caller to decide what we want to do. 1161 * to the caller to decide what we want to do.
1072 */ 1162 */
1073 op->x=op->env->x,op->y=op->env->y; 1163 op->x = op->env->x, op->y = op->env->y;
1074 op->map=op->env->map; 1164 op->map = op->env->map;
1075 op->above=NULL,op->below=NULL; 1165 op->above = NULL, op->below = NULL;
1076 op->env=NULL; 1166 op->env = NULL;
1167 }
1168 else if (op->map)
1169 {
1170 x = op->x;
1171 y = op->y;
1172 m = get_map_from_coord (op->map, &x, &y);
1173
1174 if (!m)
1175 {
1176 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1177 op->map->path, op->x, op->y);
1178 /* in old days, we used to set x and y to 0 and continue.
1179 * it seems if we get into this case, something is probablye
1180 * screwed up and should be fixed.
1181 */
1182 abort ();
1183 }
1184
1185 if (op->map != m)
1186 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1187 op->map->path, m->path, op->x, op->y, x, y);
1188
1189 /* Re did the following section of code - it looks like it had
1190 * lots of logic for things we no longer care about
1191 */
1192
1193 /* link the object above us */
1194 if (op->above)
1195 op->above->below = op->below;
1196 else
1197 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1198
1199 /* Relink the object below us, if there is one */
1200 if (op->below)
1201 op->below->above = op->above;
1202 else
1203 {
1204 /* Nothing below, which means we need to relink map object for this space
1205 * use translated coordinates in case some oddness with map tiling is
1206 * evident
1207 */
1208 if (GET_MAP_OB (m, x, y) != op)
1209 {
1210 dump_object (op);
1211 LOG (llevError,
1212 "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);
1213 dump_object (GET_MAP_OB (m, x, y));
1214 LOG (llevError, "%s\n", errmsg);
1215 }
1216
1217 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1218 }
1219
1220 op->above = 0;
1221 op->below = 0;
1222
1223 if (op->map->in_memory == MAP_SAVING)
1077 return; 1224 return;
1078 }
1079 1225
1080 /* If we get here, we are removing it from a map */
1081 if (op->map == NULL) return;
1082
1083 x = op->x;
1084 y = op->y;
1085 m = get_map_from_coord(op->map, &x, &y);
1086
1087 if (!m) {
1088 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1089 op->map->path, op->x, op->y);
1090 /* in old days, we used to set x and y to 0 and continue.
1091 * it seems if we get into this case, something is probablye
1092 * screwed up and should be fixed.
1093 */
1094 abort();
1095 }
1096 if (op->map != m) {
1097 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1098 op->map->path, m->path, op->x, op->y, x, y);
1099 }
1100
1101 /* Re did the following section of code - it looks like it had
1102 * lots of logic for things we no longer care about
1103 */
1104
1105 /* link the object above us */
1106 if (op->above)
1107 op->above->below=op->below;
1108 else
1109 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1110
1111 /* Relink the object below us, if there is one */
1112 if(op->below) {
1113 op->below->above=op->above;
1114 } else {
1115 /* Nothing below, which means we need to relink map object for this space
1116 * use translated coordinates in case some oddness with map tiling is
1117 * evident
1118 */
1119 if(GET_MAP_OB(m,x,y)!=op) {
1120 dump_object(op);
1121 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);
1122 dump_object(GET_MAP_OB(m,x,y));
1123 LOG(llevError,"%s\n",errmsg);
1124 }
1125 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1126 }
1127 op->above=NULL;
1128 op->below=NULL;
1129
1130 if (op->map->in_memory == MAP_SAVING)
1131 return;
1132
1133 tag = op->count; 1226 tag = op->count;
1134 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1227 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1228
1135 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1229 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1230 {
1136 /* No point updating the players look faces if he is the object 1231 /* No point updating the players look faces if he is the object
1137 * being removed. 1232 * being removed.
1138 */ 1233 */
1139 1234
1140 if(tmp->type==PLAYER && tmp!=op) { 1235 if (tmp->type == PLAYER && tmp != op)
1236 {
1141 /* If a container that the player is currently using somehow gets 1237 /* If a container that the player is currently using somehow gets
1142 * removed (most likely destroyed), update the player view 1238 * removed (most likely destroyed), update the player view
1143 * appropriately. 1239 * appropriately.
1144 */ 1240 */
1145 if (tmp->container==op) { 1241 if (tmp->container == op)
1242 {
1146 CLEAR_FLAG(op, FLAG_APPLIED); 1243 CLEAR_FLAG (op, FLAG_APPLIED);
1147 tmp->container=NULL; 1244 tmp->container = NULL;
1245 }
1246
1247 tmp->contr->socket.update_look = 1;
1148 } 1248 }
1149 tmp->contr->socket.update_look=1; 1249
1150 }
1151 /* See if player moving off should effect something */ 1250 /* See if player moving off should effect something */
1152 if (check_walk_off && ((op->move_type & tmp->move_off) && 1251 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1153 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1252 {
1154
1155 move_apply(tmp, op, NULL); 1253 move_apply (tmp, op, NULL);
1254
1156 if (was_destroyed (op, tag)) { 1255 if (was_destroyed (op, tag))
1256 {
1157 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1257 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1158 "leaving object\n", &tmp->name, &tmp->arch->name); 1258 }
1159 } 1259 }
1160 }
1161 1260
1162 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1261 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1163 1262
1164 if(tmp->above == tmp) 1263 if (tmp->above == tmp)
1165 tmp->above = NULL; 1264 tmp->above = NULL;
1265
1166 last=tmp; 1266 last = tmp;
1167 } 1267 }
1268
1168 /* last == NULL of there are no objects on this space */ 1269 /* last == NULL of there are no objects on this space */
1169 if (last==NULL) { 1270 if (last == NULL)
1271 {
1170 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1272 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1171 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1273 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1172 * those out anyways, and if there are any flags set right now, they won't 1274 * those out anyways, and if there are any flags set right now, they won't
1173 * be correct anyways. 1275 * be correct anyways.
1174 */ 1276 */
1175 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1277 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1176 update_position(op->map, op->x, op->y); 1278 update_position (op->map, op->x, op->y);
1177 } 1279 }
1178 else 1280 else
1179 update_object(last, UP_OBJ_REMOVE); 1281 update_object (last, UP_OBJ_REMOVE);
1180 1282
1181 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1283 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1182 update_all_los(op->map, op->x, op->y); 1284 update_all_los (op->map, op->x, op->y);
1183 1285 }
1184} 1286}
1185 1287
1186/* 1288/*
1187 * merge_ob(op,top): 1289 * merge_ob(op,top):
1188 * 1290 *
1189 * This function goes through all objects below and including top, and 1291 * This function goes through all objects below and including top, and
1190 * merges op to the first matching object. 1292 * merges op to the first matching object.
1191 * If top is NULL, it is calculated. 1293 * If top is NULL, it is calculated.
1192 * Returns pointer to object if it succeded in the merge, otherwise NULL 1294 * Returns pointer to object if it succeded in the merge, otherwise NULL
1193 */ 1295 */
1194 1296object *
1195object *merge_ob(object *op, object *top) { 1297merge_ob (object *op, object *top)
1298{
1196 if(!op->nrof) 1299 if (!op->nrof)
1197 return 0; 1300 return 0;
1301
1198 if(top==NULL) 1302 if (top == NULL)
1199 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1303 for (top = op; top != NULL && top->above != NULL; top = top->above);
1304
1200 for(;top!=NULL;top=top->below) { 1305 for (; top != NULL; top = top->below)
1306 {
1201 if(top==op) 1307 if (top == op)
1202 continue; 1308 continue;
1203 if (CAN_MERGE(op,top)) 1309 if (CAN_MERGE (op, top))
1204 { 1310 {
1205 top->nrof+=op->nrof; 1311 top->nrof += op->nrof;
1312
1206/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1313/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1207 op->weight = 0; /* Don't want any adjustements now */ 1314 op->weight = 0; /* Don't want any adjustements now */
1208 remove_ob(op); 1315 remove_ob (op);
1209 free_object(op); 1316 free_object (op);
1210 return top; 1317 return top;
1211 } 1318 }
1212 } 1319 }
1320
1213 return NULL; 1321 return NULL;
1214} 1322}
1215 1323
1216/* 1324/*
1217 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1325 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1218 * job preparing multi-part monsters 1326 * job preparing multi-part monsters
1219 */ 1327 */
1328object *
1220object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1329insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y)
1330{
1221 object* tmp; 1331 object *tmp;
1332
1222 if (op->head) 1333 if (op->head)
1223 op=op->head; 1334 op = op->head;
1335
1224 for (tmp=op;tmp;tmp=tmp->more){ 1336 for (tmp = op; tmp; tmp = tmp->more)
1337 {
1225 tmp->x=x+tmp->arch->clone.x; 1338 tmp->x = x + tmp->arch->clone.x;
1226 tmp->y=y+tmp->arch->clone.y; 1339 tmp->y = y + tmp->arch->clone.y;
1227 } 1340 }
1341
1228 return insert_ob_in_map (op, m, originator, flag); 1342 return insert_ob_in_map (op, m, originator, flag);
1229} 1343}
1230 1344
1231/* 1345/*
1232 * insert_ob_in_map (op, map, originator, flag): 1346 * insert_ob_in_map (op, map, originator, flag):
1233 * This function inserts the object in the two-way linked list 1347 * This function inserts the object in the two-way linked list
1247 * new object if 'op' was merged with other object 1361 * new object if 'op' was merged with other object
1248 * NULL if 'op' was destroyed 1362 * NULL if 'op' was destroyed
1249 * just 'op' otherwise 1363 * just 'op' otherwise
1250 */ 1364 */
1251 1365
1366object *
1252object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1367insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag)
1253{ 1368{
1254 object *tmp, *top, *floor=NULL; 1369 object *tmp, *top, *floor = NULL;
1255 sint16 x,y; 1370 sint16 x, y;
1256 1371
1257 if (QUERY_FLAG (op, FLAG_FREED)) { 1372 if (QUERY_FLAG (op, FLAG_FREED))
1373 {
1258 LOG (llevError, "Trying to insert freed object!\n"); 1374 LOG (llevError, "Trying to insert freed object!\n");
1375 return NULL;
1376 }
1377
1378 if (m == NULL)
1379 {
1380 dump_object (op);
1381 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1382 return op;
1383 }
1384
1385 if (out_of_map (m, op->x, op->y))
1386 {
1387 dump_object (op);
1388 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1389#ifdef MANY_CORES
1390 /* Better to catch this here, as otherwise the next use of this object
1391 * is likely to cause a crash. Better to find out where it is getting
1392 * improperly inserted.
1393 */
1394 abort ();
1395#endif
1396 return op;
1397 }
1398
1399 if (!QUERY_FLAG (op, FLAG_REMOVED))
1400 {
1401 dump_object (op);
1402 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1403 return op;
1404 }
1405
1406 if (op->more != NULL)
1407 {
1408 /* The part may be on a different map. */
1409
1410 object *more = op->more;
1411
1412 /* We really need the caller to normalize coordinates - if
1413 * we set the map, that doesn't work if the location is within
1414 * a map and this is straddling an edge. So only if coordinate
1415 * is clear wrong do we normalize it.
1416 */
1417 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1418 more->map = get_map_from_coord (m, &more->x, &more->y);
1419 else if (!more->map)
1420 {
1421 /* For backwards compatibility - when not dealing with tiled maps,
1422 * more->map should always point to the parent.
1423 */
1424 more->map = m;
1425 }
1426
1427 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1428 {
1429 if (!op->head)
1430 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1431
1432 return NULL;
1433 }
1434 }
1435
1436 CLEAR_FLAG (op, FLAG_REMOVED);
1437
1438 /* Ideally, the caller figures this out. However, it complicates a lot
1439 * of areas of callers (eg, anything that uses find_free_spot would now
1440 * need extra work
1441 */
1442 op->map = get_map_from_coord (m, &op->x, &op->y);
1443 x = op->x;
1444 y = op->y;
1445
1446 /* this has to be done after we translate the coordinates.
1447 */
1448 if (op->nrof && !(flag & INS_NO_MERGE))
1449 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1450 if (CAN_MERGE (op, tmp))
1451 {
1452 op->nrof += tmp->nrof;
1453 remove_ob (tmp);
1454 free_object (tmp);
1455 }
1456
1457 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1458 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1459
1460 if (!QUERY_FLAG (op, FLAG_ALIVE))
1461 CLEAR_FLAG (op, FLAG_NO_STEAL);
1462
1463 if (flag & INS_BELOW_ORIGINATOR)
1464 {
1465 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1466 {
1467 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1468 abort ();
1469 }
1470
1471 op->above = originator;
1472 op->below = originator->below;
1473
1474 if (op->below)
1475 op->below->above = op;
1476 else
1477 SET_MAP_OB (op->map, op->x, op->y, op);
1478
1479 /* since *below* originator, no need to update top */
1480 originator->below = op;
1481 }
1482 else
1483 {
1484 /* If there are other objects, then */
1485 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1486 {
1487 object *last = NULL;
1488
1489 /*
1490 * If there are multiple objects on this space, we do some trickier handling.
1491 * We've already dealt with merging if appropriate.
1492 * Generally, we want to put the new object on top. But if
1493 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1494 * floor, we want to insert above that and no further.
1495 * Also, if there are spell objects on this space, we stop processing
1496 * once we get to them. This reduces the need to traverse over all of
1497 * them when adding another one - this saves quite a bit of cpu time
1498 * when lots of spells are cast in one area. Currently, it is presumed
1499 * that flying non pickable objects are spell objects.
1500 */
1501
1502 while (top != NULL)
1503 {
1504 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1505 floor = top;
1506
1507 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1508 {
1509 /* We insert above top, so we want this object below this */
1510 top = top->below;
1511 break;
1512 }
1513
1514 last = top;
1515 top = top->above;
1516 }
1517
1518 /* Don't want top to be NULL, so set it to the last valid object */
1519 top = last;
1520
1521 /* We let update_position deal with figuring out what the space
1522 * looks like instead of lots of conditions here.
1523 * makes things faster, and effectively the same result.
1524 */
1525
1526 /* Have object 'fall below' other objects that block view.
1527 * Unless those objects are exits, type 66
1528 * If INS_ON_TOP is used, don't do this processing
1529 * Need to find the object that in fact blocks view, otherwise
1530 * stacking is a bit odd.
1531 */
1532 if (!(flag & INS_ON_TOP) &&
1533 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1534 {
1535 for (last = top; last != floor; last = last->below)
1536 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1537 break;
1538 /* Check to see if we found the object that blocks view,
1539 * and make sure we have a below pointer for it so that
1540 * we can get inserted below this one, which requires we
1541 * set top to the object below us.
1542 */
1543 if (last && last->below && last != floor)
1544 top = last->below;
1545 }
1546 } /* If objects on this space */
1547
1548 if (flag & INS_MAP_LOAD)
1549 top = GET_MAP_TOP (op->map, op->x, op->y);
1550
1551 if (flag & INS_ABOVE_FLOOR_ONLY)
1552 top = floor;
1553
1554 /* Top is the object that our object (op) is going to get inserted above.
1555 */
1556
1557 /* First object on this space */
1558 if (!top)
1559 {
1560 op->above = GET_MAP_OB (op->map, op->x, op->y);
1561
1562 if (op->above)
1563 op->above->below = op;
1564
1565 op->below = NULL;
1566 SET_MAP_OB (op->map, op->x, op->y, op);
1567 }
1568 else
1569 { /* get inserted into the stack above top */
1570 op->above = top->above;
1571
1572 if (op->above)
1573 op->above->below = op;
1574
1575 op->below = top;
1576 top->above = op;
1577 }
1578
1579 if (op->above == NULL)
1580 SET_MAP_TOP (op->map, op->x, op->y, op);
1581 } /* else not INS_BELOW_ORIGINATOR */
1582
1583 if (op->type == PLAYER)
1584 op->contr->do_los = 1;
1585
1586 /* If we have a floor, we know the player, if any, will be above
1587 * it, so save a few ticks and start from there.
1588 */
1589 if (!(flag & INS_MAP_LOAD))
1590 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1591 if (tmp->type == PLAYER)
1592 tmp->contr->socket.update_look = 1;
1593
1594 /* If this object glows, it may affect lighting conditions that are
1595 * visible to others on this map. But update_all_los is really
1596 * an inefficient way to do this, as it means los for all players
1597 * on the map will get recalculated. The players could very well
1598 * be far away from this change and not affected in any way -
1599 * this should get redone to only look for players within range,
1600 * or just updating the P_NEED_UPDATE for spaces within this area
1601 * of effect may be sufficient.
1602 */
1603 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1604 update_all_los (op->map, op->x, op->y);
1605
1606 /* updates flags (blocked, alive, no magic, etc) for this map space */
1607 update_object (op, UP_OBJ_INSERT);
1608
1609 /* Don't know if moving this to the end will break anything. However,
1610 * we want to have update_look set above before calling this.
1611 *
1612 * check_move_on() must be after this because code called from
1613 * check_move_on() depends on correct map flags (so functions like
1614 * blocked() and wall() work properly), and these flags are updated by
1615 * update_object().
1616 */
1617
1618 /* if this is not the head or flag has been passed, don't check walk on status */
1619 if (!(flag & INS_NO_WALK_ON) && !op->head)
1620 {
1621 if (check_move_on (op, originator))
1259 return NULL; 1622 return NULL;
1260 }
1261 if(m==NULL) {
1262 dump_object(op);
1263 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1264 return op;
1265 }
1266 if(out_of_map(m,op->x,op->y)) {
1267 dump_object(op);
1268 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1269#ifdef MANY_CORES
1270 /* Better to catch this here, as otherwise the next use of this object
1271 * is likely to cause a crash. Better to find out where it is getting
1272 * improperly inserted.
1273 */
1274 abort();
1275#endif
1276 return op;
1277 }
1278 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1279 dump_object(op);
1280 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1281 return op;
1282 }
1283 if(op->more!=NULL) {
1284 /* The part may be on a different map. */
1285 1623
1286 object *more = op->more;
1287
1288 /* We really need the caller to normalize coordinates - if
1289 * we set the map, that doesn't work if the location is within
1290 * a map and this is straddling an edge. So only if coordinate
1291 * is clear wrong do we normalize it.
1292 */
1293 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1294 more->map = get_map_from_coord(m, &more->x, &more->y);
1295 } else if (!more->map) {
1296 /* For backwards compatibility - when not dealing with tiled maps,
1297 * more->map should always point to the parent.
1298 */
1299 more->map = m;
1300 }
1301
1302 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1303 if ( ! op->head)
1304 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1305 return NULL;
1306 }
1307 }
1308 CLEAR_FLAG(op,FLAG_REMOVED);
1309
1310 /* Ideally, the caller figures this out. However, it complicates a lot
1311 * of areas of callers (eg, anything that uses find_free_spot would now
1312 * need extra work
1313 */
1314 op->map=get_map_from_coord(m, &op->x, &op->y);
1315 x = op->x;
1316 y = op->y;
1317
1318 /* this has to be done after we translate the coordinates.
1319 */
1320 if(op->nrof && !(flag & INS_NO_MERGE)) {
1321 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1322 if (CAN_MERGE(op,tmp)) {
1323 op->nrof+=tmp->nrof;
1324 remove_ob(tmp);
1325 free_object(tmp);
1326 }
1327 }
1328
1329 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1330 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1331 if (!QUERY_FLAG(op, FLAG_ALIVE))
1332 CLEAR_FLAG(op, FLAG_NO_STEAL);
1333
1334 if (flag & INS_BELOW_ORIGINATOR) {
1335 if (originator->map != op->map || originator->x != op->x ||
1336 originator->y != op->y) {
1337 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1338 abort();
1339 }
1340 op->above = originator;
1341 op->below = originator->below;
1342 if (op->below) op->below->above = op;
1343 else SET_MAP_OB(op->map, op->x, op->y, op);
1344 /* since *below* originator, no need to update top */
1345 originator->below = op;
1346 } else {
1347 /* If there are other objects, then */
1348 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1349 object *last=NULL;
1350 /*
1351 * If there are multiple objects on this space, we do some trickier handling.
1352 * We've already dealt with merging if appropriate.
1353 * Generally, we want to put the new object on top. But if
1354 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1355 * floor, we want to insert above that and no further.
1356 * Also, if there are spell objects on this space, we stop processing
1357 * once we get to them. This reduces the need to traverse over all of
1358 * them when adding another one - this saves quite a bit of cpu time
1359 * when lots of spells are cast in one area. Currently, it is presumed
1360 * that flying non pickable objects are spell objects.
1361 */
1362
1363 while (top != NULL) {
1364 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1365 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1366 if (QUERY_FLAG(top, FLAG_NO_PICK)
1367 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1368 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1369 {
1370 /* We insert above top, so we want this object below this */
1371 top=top->below;
1372 break;
1373 }
1374 last = top;
1375 top = top->above;
1376 }
1377 /* Don't want top to be NULL, so set it to the last valid object */
1378 top = last;
1379
1380 /* We let update_position deal with figuring out what the space
1381 * looks like instead of lots of conditions here.
1382 * makes things faster, and effectively the same result.
1383 */
1384
1385 /* Have object 'fall below' other objects that block view.
1386 * Unless those objects are exits, type 66
1387 * If INS_ON_TOP is used, don't do this processing
1388 * Need to find the object that in fact blocks view, otherwise
1389 * stacking is a bit odd.
1390 */
1391 if (!(flag & INS_ON_TOP) &&
1392 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1393 (op->face && !op->face->visibility)) {
1394 for (last=top; last != floor; last=last->below)
1395 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1396 /* Check to see if we found the object that blocks view,
1397 * and make sure we have a below pointer for it so that
1398 * we can get inserted below this one, which requires we
1399 * set top to the object below us.
1400 */
1401 if (last && last->below && last != floor) top=last->below;
1402 }
1403 } /* If objects on this space */
1404 if (flag & INS_MAP_LOAD)
1405 top = GET_MAP_TOP(op->map,op->x,op->y);
1406 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1407
1408 /* Top is the object that our object (op) is going to get inserted above.
1409 */
1410
1411 /* First object on this space */
1412 if (!top) {
1413 op->above = GET_MAP_OB(op->map, op->x, op->y);
1414 if (op->above) op->above->below = op;
1415 op->below = NULL;
1416 SET_MAP_OB(op->map, op->x, op->y, op);
1417 } else { /* get inserted into the stack above top */
1418 op->above = top->above;
1419 if (op->above) op->above->below = op;
1420 op->below = top;
1421 top->above = op;
1422 }
1423 if (op->above==NULL)
1424 SET_MAP_TOP(op->map,op->x, op->y, op);
1425 } /* else not INS_BELOW_ORIGINATOR */
1426
1427 if(op->type==PLAYER)
1428 op->contr->do_los=1;
1429
1430 /* If we have a floor, we know the player, if any, will be above
1431 * it, so save a few ticks and start from there.
1432 */
1433 if (!(flag & INS_MAP_LOAD))
1434 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1435 if (tmp->type == PLAYER)
1436 tmp->contr->socket.update_look=1;
1437 }
1438
1439 /* If this object glows, it may affect lighting conditions that are
1440 * visible to others on this map. But update_all_los is really
1441 * an inefficient way to do this, as it means los for all players
1442 * on the map will get recalculated. The players could very well
1443 * be far away from this change and not affected in any way -
1444 * this should get redone to only look for players within range,
1445 * or just updating the P_NEED_UPDATE for spaces within this area
1446 * of effect may be sufficient.
1447 */
1448 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1449 update_all_los(op->map, op->x, op->y);
1450
1451
1452 /* updates flags (blocked, alive, no magic, etc) for this map space */
1453 update_object(op,UP_OBJ_INSERT);
1454
1455
1456 /* Don't know if moving this to the end will break anything. However,
1457 * we want to have update_look set above before calling this.
1458 *
1459 * check_move_on() must be after this because code called from
1460 * check_move_on() depends on correct map flags (so functions like
1461 * blocked() and wall() work properly), and these flags are updated by
1462 * update_object().
1463 */
1464
1465 /* if this is not the head or flag has been passed, don't check walk on status */
1466
1467 if (!(flag & INS_NO_WALK_ON) && !op->head) {
1468 if (check_move_on(op, originator))
1469 return NULL;
1470
1471 /* If we are a multi part object, lets work our way through the check 1624 /* If we are a multi part object, lets work our way through the check
1472 * walk on's. 1625 * walk on's.
1473 */ 1626 */
1474 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1627 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1475 if (check_move_on (tmp, originator)) 1628 if (check_move_on (tmp, originator))
1476 return NULL; 1629 return NULL;
1477 } 1630 }
1631
1478 return op; 1632 return op;
1479} 1633}
1480 1634
1481/* this function inserts an object in the map, but if it 1635/* this function inserts an object in the map, but if it
1482 * finds an object of its own type, it'll remove that one first. 1636 * finds an object of its own type, it'll remove that one first.
1483 * op is the object to insert it under: supplies x and the map. 1637 * op is the object to insert it under: supplies x and the map.
1484 */ 1638 */
1639void
1485void replace_insert_ob_in_map(const char *arch_string, object *op) { 1640replace_insert_ob_in_map (const char *arch_string, object *op)
1641{
1486 object *tmp; 1642 object *
1487 object *tmp1; 1643 tmp;
1644 object *
1645 tmp1;
1488 1646
1489 /* first search for itself and remove any old instances */ 1647 /* first search for itself and remove any old instances */
1490 1648
1491 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1649 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1650 {
1492 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1651 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1652 {
1493 remove_ob(tmp); 1653 remove_ob (tmp);
1494 free_object(tmp); 1654 free_object (tmp);
1495 } 1655 }
1496 } 1656 }
1497 1657
1498 tmp1=arch_to_object(find_archetype(arch_string)); 1658 tmp1 = arch_to_object (find_archetype (arch_string));
1499 1659
1500 1660 tmp1->x = op->x;
1501 tmp1->x = op->x; tmp1->y = op->y; 1661 tmp1->y = op->y;
1502 insert_ob_in_map(tmp1,op->map,op,0); 1662 insert_ob_in_map (tmp1, op->map, op, 0);
1503} 1663}
1504 1664
1505/* 1665/*
1506 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1666 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1507 * is returned contains nr objects, and the remaining parts contains 1667 * is returned contains nr objects, and the remaining parts contains
1508 * the rest (or is removed and freed if that number is 0). 1668 * the rest (or is removed and freed if that number is 0).
1509 * On failure, NULL is returned, and the reason put into the 1669 * On failure, NULL is returned, and the reason put into the
1510 * global static errmsg array. 1670 * global static errmsg array.
1511 */ 1671 */
1512 1672
1673object *
1513object *get_split_ob(object *orig_ob, uint32 nr) { 1674get_split_ob (object *orig_ob, uint32 nr)
1514 object *newob; 1675{
1676 object *
1677 newob;
1678 int
1515 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1679 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1516 1680
1517 if(orig_ob->nrof<nr) { 1681 if (orig_ob->nrof < nr)
1518 sprintf(errmsg,"There are only %d %ss.", 1682 {
1519 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1683 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1520 return NULL; 1684 return NULL;
1521 } 1685 }
1686
1522 newob = object_create_clone(orig_ob); 1687 newob = object_create_clone (orig_ob);
1688
1523 if((orig_ob->nrof-=nr)<1) { 1689 if ((orig_ob->nrof -= nr) < 1)
1690 {
1524 if ( ! is_removed) 1691 if (!is_removed)
1525 remove_ob(orig_ob); 1692 remove_ob (orig_ob);
1526 free_object2(orig_ob, 1); 1693 free_object2 (orig_ob, 1);
1527 } 1694 }
1528 else if ( ! is_removed) { 1695 else if (!is_removed)
1696 {
1529 if(orig_ob->env!=NULL) 1697 if (orig_ob->env != NULL)
1530 sub_weight (orig_ob->env,orig_ob->weight*nr); 1698 sub_weight (orig_ob->env, orig_ob->weight * nr);
1531 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1699 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1700 {
1532 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1701 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1533 LOG(llevDebug,
1534 "Error, Tried to split object whose map is not in memory.\n"); 1702 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1535 return NULL; 1703 return NULL;
1536 } 1704 }
1537 } 1705 }
1706
1538 newob->nrof=nr; 1707 newob->nrof = nr;
1539 1708
1540 return newob; 1709 return newob;
1541} 1710}
1542 1711
1543/* 1712/*
1544 * decrease_ob_nr(object, number) decreases a specified number from 1713 * decrease_ob_nr(object, number) decreases a specified number from
1545 * the amount of an object. If the amount reaches 0, the object 1714 * the amount of an object. If the amount reaches 0, the object
1546 * is subsequently removed and freed. 1715 * is subsequently removed and freed.
1547 * 1716 *
1548 * Return value: 'op' if something is left, NULL if the amount reached 0 1717 * Return value: 'op' if something is left, NULL if the amount reached 0
1549 */ 1718 */
1550 1719
1720object *
1551object *decrease_ob_nr (object *op, uint32 i) 1721decrease_ob_nr (object *op, uint32 i)
1552{ 1722{
1553 object *tmp; 1723 object *tmp;
1554 player *pl; 1724 player *pl;
1555 1725
1556 if (i == 0) /* objects with op->nrof require this check */ 1726 if (i == 0) /* objects with op->nrof require this check */
1557 return op; 1727 return op;
1558 1728
1559 if (i > op->nrof) 1729 if (i > op->nrof)
1560 i = op->nrof; 1730 i = op->nrof;
1561 1731
1562 if (QUERY_FLAG (op, FLAG_REMOVED)) 1732 if (QUERY_FLAG (op, FLAG_REMOVED))
1733 op->nrof -= i;
1734 else if (op->env != NULL)
1735 {
1736 /* is this object in the players inventory, or sub container
1737 * therein?
1738 */
1739 tmp = is_player_inv (op->env);
1740 /* nope. Is this a container the player has opened?
1741 * If so, set tmp to that player.
1742 * IMO, searching through all the players will mostly
1743 * likely be quicker than following op->env to the map,
1744 * and then searching the map for a player.
1745 */
1746 if (!tmp)
1747 {
1748 for (pl = first_player; pl; pl = pl->next)
1749 if (pl->ob->container == op->env)
1750 break;
1751 if (pl)
1752 tmp = pl->ob;
1753 else
1754 tmp = NULL;
1755 }
1756
1757 if (i < op->nrof)
1758 {
1759 sub_weight (op->env, op->weight * i);
1760 op->nrof -= i;
1761 if (tmp)
1762 {
1763 esrv_send_item (tmp, op);
1764 }
1765 }
1766 else
1767 {
1768 remove_ob (op);
1769 op->nrof = 0;
1770 if (tmp)
1771 {
1772 esrv_del_item (tmp->contr, op->count);
1773 }
1774 }
1563 { 1775 }
1776 else
1777 {
1778 object *above = op->above;
1779
1780 if (i < op->nrof)
1564 op->nrof -= i; 1781 op->nrof -= i;
1565 } 1782 else
1566 else if (op->env != NULL)
1567 {
1568 /* is this object in the players inventory, or sub container
1569 * therein?
1570 */
1571 tmp = is_player_inv (op->env);
1572 /* nope. Is this a container the player has opened?
1573 * If so, set tmp to that player.
1574 * IMO, searching through all the players will mostly
1575 * likely be quicker than following op->env to the map,
1576 * and then searching the map for a player.
1577 */
1578 if (!tmp) {
1579 for (pl=first_player; pl; pl=pl->next)
1580 if (pl->ob->container == op->env) break;
1581 if (pl) tmp=pl->ob;
1582 else tmp=NULL;
1583 } 1783 {
1584
1585 if (i < op->nrof) {
1586 sub_weight (op->env, op->weight * i);
1587 op->nrof -= i;
1588 if (tmp) {
1589 esrv_send_item(tmp, op);
1590 }
1591 } else {
1592 remove_ob (op); 1784 remove_ob (op);
1593 op->nrof = 0; 1785 op->nrof = 0;
1594 if (tmp) {
1595 esrv_del_item(tmp->contr, op->count);
1596 } 1786 }
1597 }
1598 }
1599 else
1600 {
1601 object *above = op->above;
1602 1787
1603 if (i < op->nrof) {
1604 op->nrof -= i;
1605 } else {
1606 remove_ob (op);
1607 op->nrof = 0;
1608 }
1609 /* Since we just removed op, op->above is null */ 1788 /* Since we just removed op, op->above is null */
1610 for (tmp = above; tmp != NULL; tmp = tmp->above) 1789 for (tmp = above; tmp != NULL; tmp = tmp->above)
1611 if (tmp->type == PLAYER) { 1790 if (tmp->type == PLAYER)
1791 {
1612 if (op->nrof) 1792 if (op->nrof)
1613 esrv_send_item(tmp, op); 1793 esrv_send_item (tmp, op);
1614 else 1794 else
1615 esrv_del_item(tmp->contr, op->count); 1795 esrv_del_item (tmp->contr, op->count);
1616 } 1796 }
1617 } 1797 }
1618 1798
1619 if (op->nrof) { 1799 if (op->nrof)
1620 return op; 1800 return op;
1621 } else { 1801 else
1802 {
1622 free_object (op); 1803 free_object (op);
1623 return NULL; 1804 return NULL;
1624 } 1805 }
1625} 1806}
1626 1807
1627/* 1808/*
1628 * add_weight(object, weight) adds the specified weight to an object, 1809 * add_weight(object, weight) adds the specified weight to an object,
1629 * and also updates how much the environment(s) is/are carrying. 1810 * and also updates how much the environment(s) is/are carrying.
1630 */ 1811 */
1631 1812
1813void
1632void add_weight (object *op, signed long weight) { 1814add_weight (object *op, signed long weight)
1815{
1633 while (op!=NULL) { 1816 while (op != NULL)
1817 {
1634 if (op->type == CONTAINER) { 1818 if (op->type == CONTAINER)
1635 weight=(signed long)(weight*(100-op->stats.Str)/100); 1819 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1636 } 1820
1637 op->carrying+=weight; 1821 op->carrying += weight;
1638 op=op->env; 1822 op = op->env;
1639 } 1823 }
1640} 1824}
1641 1825
1642/* 1826/*
1643 * insert_ob_in_ob(op,environment): 1827 * insert_ob_in_ob(op,environment):
1644 * This function inserts the object op in the linked list 1828 * This function inserts the object op in the linked list
1651 * 1835 *
1652 * The function returns now pointer to inserted item, and return value can 1836 * The function returns now pointer to inserted item, and return value can
1653 * be != op, if items are merged. -Tero 1837 * be != op, if items are merged. -Tero
1654 */ 1838 */
1655 1839
1840object *
1656object *insert_ob_in_ob(object *op,object *where) { 1841insert_ob_in_ob (object *op, object *where)
1657 object *tmp, *otmp; 1842{
1843 object *
1844 tmp, *
1845 otmp;
1658 1846
1659 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1847 if (!QUERY_FLAG (op, FLAG_REMOVED))
1848 {
1660 dump_object(op); 1849 dump_object (op);
1661 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1850 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1662 return op; 1851 return op;
1663 } 1852 }
1853
1664 if(where==NULL) { 1854 if (where == NULL)
1855 {
1665 dump_object(op); 1856 dump_object (op);
1666 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg); 1857 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1667 return op; 1858 return op;
1668 } 1859 }
1860
1669 if (where->head) { 1861 if (where->head)
1670 LOG(llevDebug, 1862 {
1671 "Warning: Tried to insert object wrong part of multipart object.\n"); 1863 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1672 where = where->head; 1864 where = where->head;
1673 } 1865 }
1866
1674 if (op->more) { 1867 if (op->more)
1868 {
1675 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1869 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1676 &op->name, op->count);
1677 return op; 1870 return op;
1678 } 1871 }
1872
1679 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1873 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1680 CLEAR_FLAG(op, FLAG_REMOVED); 1874 CLEAR_FLAG (op, FLAG_REMOVED);
1681 if(op->nrof) { 1875 if (op->nrof)
1876 {
1682 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1877 for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1683 if ( CAN_MERGE(tmp,op) ) { 1878 if (CAN_MERGE (tmp, op))
1879 {
1684 /* return the original object and remove inserted object 1880 /* return the original object and remove inserted object
1685 (client needs the original object) */ 1881 (client needs the original object) */
1686 tmp->nrof += op->nrof; 1882 tmp->nrof += op->nrof;
1687 /* Weight handling gets pretty funky. Since we are adding to 1883 /* Weight handling gets pretty funky. Since we are adding to
1688 * tmp->nrof, we need to increase the weight. 1884 * tmp->nrof, we need to increase the weight.
1689 */ 1885 */
1690 add_weight (where, op->weight*op->nrof); 1886 add_weight (where, op->weight * op->nrof);
1691 SET_FLAG(op, FLAG_REMOVED); 1887 SET_FLAG (op, FLAG_REMOVED);
1692 free_object(op); /* free the inserted object */ 1888 free_object (op); /* free the inserted object */
1693 op = tmp; 1889 op = tmp;
1694 remove_ob (op); /* and fix old object's links */ 1890 remove_ob (op); /* and fix old object's links */
1695 CLEAR_FLAG(op, FLAG_REMOVED); 1891 CLEAR_FLAG (op, FLAG_REMOVED);
1696 break; 1892 break;
1697 } 1893 }
1698 1894
1699 /* I assume combined objects have no inventory 1895 /* I assume combined objects have no inventory
1700 * We add the weight - this object could have just been removed 1896 * We add the weight - this object could have just been removed
1701 * (if it was possible to merge). calling remove_ob will subtract 1897 * (if it was possible to merge). calling remove_ob will subtract
1702 * the weight, so we need to add it in again, since we actually do 1898 * the weight, so we need to add it in again, since we actually do
1703 * the linking below 1899 * the linking below
1704 */ 1900 */
1705 add_weight (where, op->weight*op->nrof); 1901 add_weight (where, op->weight * op->nrof);
1902 }
1706 } else 1903 else
1707 add_weight (where, (op->weight+op->carrying)); 1904 add_weight (where, (op->weight + op->carrying));
1708 1905
1709 otmp=is_player_inv(where); 1906 otmp = is_player_inv (where);
1710 if (otmp&&otmp->contr!=NULL) { 1907 if (otmp && otmp->contr != NULL)
1908 {
1711 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1909 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1712 fix_player(otmp); 1910 fix_player (otmp);
1713 } 1911 }
1714 1912
1715 op->map=NULL; 1913 op->map = NULL;
1716 op->env=where; 1914 op->env = where;
1717 op->above=NULL; 1915 op->above = NULL;
1718 op->below=NULL; 1916 op->below = NULL;
1719 op->x=0,op->y=0; 1917 op->x = 0, op->y = 0;
1720 1918
1721 /* reset the light list and los of the players on the map */ 1919 /* reset the light list and los of the players on the map */
1722 if((op->glow_radius!=0)&&where->map) 1920 if ((op->glow_radius != 0) && where->map)
1723 { 1921 {
1724#ifdef DEBUG_LIGHTS 1922#ifdef DEBUG_LIGHTS
1725 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1923 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1726 op->name);
1727#endif /* DEBUG_LIGHTS */ 1924#endif /* DEBUG_LIGHTS */
1925 if (MAP_DARKNESS (where->map))
1728 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1926 update_all_los (where->map, where->x, where->y);
1729 } 1927 }
1730 1928
1731 /* Client has no idea of ordering so lets not bother ordering it here. 1929 /* Client has no idea of ordering so lets not bother ordering it here.
1732 * It sure simplifies this function... 1930 * It sure simplifies this function...
1733 */ 1931 */
1734 if (where->inv==NULL) 1932 if (where->inv == NULL)
1735 where->inv=op; 1933 where->inv = op;
1736 else { 1934 else
1935 {
1737 op->below = where->inv; 1936 op->below = where->inv;
1738 op->below->above = op; 1937 op->below->above = op;
1739 where->inv = op; 1938 where->inv = op;
1740 } 1939 }
1741 return op; 1940 return op;
1742} 1941}
1743 1942
1744/* 1943/*
1745 * Checks if any objects has a move_type that matches objects 1944 * Checks if any objects has a move_type that matches objects
1760 * MSW 2001-07-08: Check all objects on space, not just those below 1959 * MSW 2001-07-08: Check all objects on space, not just those below
1761 * object being inserted. insert_ob_in_map may not put new objects 1960 * object being inserted. insert_ob_in_map may not put new objects
1762 * on top. 1961 * on top.
1763 */ 1962 */
1764 1963
1964int
1765int check_move_on (object *op, object *originator) 1965check_move_on (object *op, object *originator)
1766{ 1966{
1767 object *tmp; 1967 object *
1768 tag_t tag; 1968 tmp;
1769 mapstruct *m=op->map; 1969 tag_t
1970 tag;
1971 mapstruct *
1972 m = op->map;
1973 int
1770 int x=op->x, y=op->y; 1974 x = op->x, y = op->y;
1771 MoveType move_on, move_slow, move_block;
1772 1975
1976 MoveType
1977 move_on,
1978 move_slow,
1979 move_block;
1980
1773 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1981 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1774 return 0; 1982 return 0;
1775 1983
1776 tag = op->count; 1984 tag = op->count;
1777 1985
1778 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1986 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1779 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1987 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1780 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1988 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1781 1989
1782 /* if nothing on this space will slow op down or be applied, 1990 /* if nothing on this space will slow op down or be applied,
1783 * no need to do checking below. have to make sure move_type 1991 * no need to do checking below. have to make sure move_type
1784 * is set, as lots of objects don't have it set - we treat that 1992 * is set, as lots of objects don't have it set - we treat that
1785 * as walking. 1993 * as walking.
1786 */ 1994 */
1787 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1995 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1788 return 0; 1996 return 0;
1789 1997
1790 /* This is basically inverse logic of that below - basically, 1998 /* This is basically inverse logic of that below - basically,
1791 * if the object can avoid the move on or slow move, they do so, 1999 * if the object can avoid the move on or slow move, they do so,
1792 * but can't do it if the alternate movement they are using is 2000 * but can't do it if the alternate movement they are using is
1793 * blocked. Logic on this seems confusing, but does seem correct. 2001 * blocked. Logic on this seems confusing, but does seem correct.
1794 */ 2002 */
1795 if ((op->move_type & ~move_on & ~move_block) != 0 && 2003 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1796 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 2004 return 0;
1797 2005
1798 /* The objects have to be checked from top to bottom. 2006 /* The objects have to be checked from top to bottom.
1799 * Hence, we first go to the top: 2007 * Hence, we first go to the top:
1800 */ 2008 */
1801 2009
1802 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 2010 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1803 tmp->above!=NULL; tmp=tmp->above) { 2011 {
1804 /* Trim the search when we find the first other spell effect 2012 /* Trim the search when we find the first other spell effect
1805 * this helps performance so that if a space has 50 spell objects, 2013 * this helps performance so that if a space has 50 spell objects,
1806 * we don't need to check all of them. 2014 * we don't need to check all of them.
1807 */ 2015 */
1808 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 2016 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
2017 break;
2018 }
2019
2020 for (; tmp; tmp = tmp->below)
1809 } 2021 {
1810 for(;tmp!=NULL; tmp=tmp->below) { 2022 if (tmp == op)
1811 if (tmp == op) continue; /* Can't apply yourself */ 2023 continue; /* Can't apply yourself */
1812 2024
1813 /* Check to see if one of the movement types should be slowed down. 2025 /* Check to see if one of the movement types should be slowed down.
1814 * Second check makes sure that the movement types not being slowed 2026 * Second check makes sure that the movement types not being slowed
1815 * (~slow_move) is not blocked on this space - just because the 2027 * (~slow_move) is not blocked on this space - just because the
1816 * space doesn't slow down swimming (for example), if you can't actually 2028 * space doesn't slow down swimming (for example), if you can't actually
1817 * swim on that space, can't use it to avoid the penalty. 2029 * swim on that space, can't use it to avoid the penalty.
1818 */ 2030 */
1819 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 2031 if (!QUERY_FLAG (op, FLAG_WIZPASS))
2032 {
1820 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 2033 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1821 ((op->move_type & tmp->move_slow) &&
1822 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 2034 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2035 {
1823 2036
1824 float diff; 2037 float
1825
1826 diff = tmp->move_slow_penalty*FABS(op->speed); 2038 diff = tmp->move_slow_penalty * FABS (op->speed);
2039
1827 if (op->type == PLAYER) { 2040 if (op->type == PLAYER)
1828 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 2041 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1829 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 2042 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1830 diff /= 4.0; 2043 diff /= 4.0;
1831 } 2044
1832 }
1833 op->speed_left -= diff; 2045 op->speed_left -= diff;
1834 } 2046 }
1835 } 2047 }
1836 2048
1837 /* Basically same logic as above, except now for actual apply. */ 2049 /* Basically same logic as above, except now for actual apply. */
1838 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 2050 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1839 ((op->move_type & tmp->move_on) &&
1840 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 2051 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1841 2052 {
1842 move_apply(tmp, op, originator); 2053 move_apply (tmp, op, originator);
2054
1843 if (was_destroyed (op, tag)) 2055 if (was_destroyed (op, tag))
1844 return 1; 2056 return 1;
1845 2057
1846 /* what the person/creature stepped onto has moved the object 2058 /* what the person/creature stepped onto has moved the object
1847 * someplace new. Don't process any further - if we did, 2059 * someplace new. Don't process any further - if we did,
1848 * have a feeling strange problems would result. 2060 * have a feeling strange problems would result.
1849 */ 2061 */
1850 if (op->map != m || op->x != x || op->y != y) return 0; 2062 if (op->map != m || op->x != x || op->y != y)
2063 return 0;
1851 } 2064 }
1852 } 2065 }
2066
1853 return 0; 2067 return 0;
1854} 2068}
1855 2069
1856/* 2070/*
1857 * present_arch(arch, map, x, y) searches for any objects with 2071 * present_arch(arch, map, x, y) searches for any objects with
1858 * a matching archetype at the given map and coordinates. 2072 * a matching archetype at the given map and coordinates.
1859 * The first matching object is returned, or NULL if none. 2073 * The first matching object is returned, or NULL if none.
1860 */ 2074 */
1861 2075
2076object *
1862object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 2077present_arch (const archetype *at, mapstruct *m, int x, int y)
2078{
1863 object *tmp; 2079 object *
2080 tmp;
2081
1864 if(m==NULL || out_of_map(m,x,y)) { 2082 if (m == NULL || out_of_map (m, x, y))
2083 {
1865 LOG(llevError,"Present_arch called outside map.\n"); 2084 LOG (llevError, "Present_arch called outside map.\n");
1866 return NULL; 2085 return NULL;
1867 } 2086 }
1868 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 2087 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1869 if(tmp->arch == at) 2088 if (tmp->arch == at)
1870 return tmp; 2089 return tmp;
1871 return NULL; 2090 return NULL;
1872} 2091}
1873 2092
1874/* 2093/*
1875 * present(type, map, x, y) searches for any objects with 2094 * present(type, map, x, y) searches for any objects with
1876 * a matching type variable at the given map and coordinates. 2095 * a matching type variable at the given map and coordinates.
1877 * The first matching object is returned, or NULL if none. 2096 * The first matching object is returned, or NULL if none.
1878 */ 2097 */
1879 2098
2099object *
1880object *present(unsigned char type,mapstruct *m, int x,int y) { 2100present (unsigned char type, mapstruct *m, int x, int y)
2101{
1881 object *tmp; 2102 object *
2103 tmp;
2104
1882 if(out_of_map(m,x,y)) { 2105 if (out_of_map (m, x, y))
2106 {
1883 LOG(llevError,"Present called outside map.\n"); 2107 LOG (llevError, "Present called outside map.\n");
1884 return NULL; 2108 return NULL;
1885 } 2109 }
1886 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 2110 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1887 if(tmp->type==type) 2111 if (tmp->type == type)
1888 return tmp; 2112 return tmp;
1889 return NULL; 2113 return NULL;
1890} 2114}
1891 2115
1892/* 2116/*
1893 * present_in_ob(type, object) searches for any objects with 2117 * present_in_ob(type, object) searches for any objects with
1894 * a matching type variable in the inventory of the given object. 2118 * a matching type variable in the inventory of the given object.
1895 * The first matching object is returned, or NULL if none. 2119 * The first matching object is returned, or NULL if none.
1896 */ 2120 */
1897 2121
2122object *
1898object *present_in_ob(unsigned char type, const object *op) { 2123present_in_ob (unsigned char type, const object *op)
2124{
1899 object *tmp; 2125 object *
2126 tmp;
2127
1900 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2128 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1901 if(tmp->type==type) 2129 if (tmp->type == type)
1902 return tmp; 2130 return tmp;
1903 return NULL; 2131 return NULL;
1904} 2132}
1905 2133
1906/* 2134/*
1916 * the object name, not the archetype name. this is so that the 2144 * the object name, not the archetype name. this is so that the
1917 * spell code can use one object type (force), but change it's name 2145 * spell code can use one object type (force), but change it's name
1918 * to be unique. 2146 * to be unique.
1919 */ 2147 */
1920 2148
2149object *
1921object *present_in_ob_by_name(int type, const char *str, const object *op) { 2150present_in_ob_by_name (int type, const char *str, const object *op)
2151{
1922 object *tmp; 2152 object *
2153 tmp;
1923 2154
1924 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2155 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2156 {
1925 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2157 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1926 return tmp; 2158 return tmp;
1927 } 2159 }
1928 return NULL; 2160 return NULL;
1929} 2161}
1930 2162
1931/* 2163/*
1932 * present_arch_in_ob(archetype, object) searches for any objects with 2164 * present_arch_in_ob(archetype, object) searches for any objects with
1933 * a matching archetype in the inventory of the given object. 2165 * a matching archetype in the inventory of the given object.
1934 * The first matching object is returned, or NULL if none. 2166 * The first matching object is returned, or NULL if none.
1935 */ 2167 */
1936 2168
2169object *
1937object *present_arch_in_ob(const archetype *at, const object *op) { 2170present_arch_in_ob (const archetype *at, const object *op)
2171{
1938 object *tmp; 2172 object *
2173 tmp;
2174
1939 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2175 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1940 if( tmp->arch == at) 2176 if (tmp->arch == at)
1941 return tmp; 2177 return tmp;
1942 return NULL; 2178 return NULL;
1943} 2179}
1944 2180
1945/* 2181/*
1946 * activate recursively a flag on an object inventory 2182 * activate recursively a flag on an object inventory
1947 */ 2183 */
2184void
1948void flag_inv(object*op, int flag){ 2185flag_inv (object *op, int flag)
2186{
1949 object *tmp; 2187 object *
2188 tmp;
2189
1950 if(op->inv) 2190 if (op->inv)
1951 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2191 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2192 {
1952 SET_FLAG(tmp, flag); 2193 SET_FLAG (tmp, flag);
1953 flag_inv(tmp,flag); 2194 flag_inv (tmp, flag);
1954 } 2195 }
1955}/* 2196} /*
1956 * desactivate recursively a flag on an object inventory 2197 * desactivate recursively a flag on an object inventory
1957 */ 2198 */
2199void
1958void unflag_inv(object*op, int flag){ 2200unflag_inv (object *op, int flag)
2201{
1959 object *tmp; 2202 object *
2203 tmp;
2204
1960 if(op->inv) 2205 if (op->inv)
1961 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2206 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2207 {
1962 CLEAR_FLAG(tmp, flag); 2208 CLEAR_FLAG (tmp, flag);
1963 unflag_inv(tmp,flag); 2209 unflag_inv (tmp, flag);
1964 } 2210 }
1965} 2211}
1966 2212
1967/* 2213/*
1968 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2214 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1969 * all it's inventory (recursively). 2215 * all it's inventory (recursively).
1970 * If checksums are used, a player will get set_cheat called for 2216 * If checksums are used, a player will get set_cheat called for
1971 * him/her-self and all object carried by a call to this function. 2217 * him/her-self and all object carried by a call to this function.
1972 */ 2218 */
1973 2219
2220void
1974void set_cheat(object *op) { 2221set_cheat (object *op)
2222{
1975 SET_FLAG(op, FLAG_WAS_WIZ); 2223 SET_FLAG (op, FLAG_WAS_WIZ);
1976 flag_inv(op, FLAG_WAS_WIZ); 2224 flag_inv (op, FLAG_WAS_WIZ);
1977} 2225}
1978 2226
1979/* 2227/*
1980 * find_free_spot(object, map, x, y, start, stop) will search for 2228 * find_free_spot(object, map, x, y, start, stop) will search for
1981 * a spot at the given map and coordinates which will be able to contain 2229 * a spot at the given map and coordinates which will be able to contain
1996 * to know if the space in question will block the object. We can't use 2244 * to know if the space in question will block the object. We can't use
1997 * the archetype because that isn't correct if the monster has been 2245 * the archetype because that isn't correct if the monster has been
1998 * customized, changed states, etc. 2246 * customized, changed states, etc.
1999 */ 2247 */
2000 2248
2249int
2001int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2250find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop)
2251{
2252 int
2253 i,
2002 int i,index=0, flag; 2254 index = 0, flag;
2255 static int
2003 static int altern[SIZEOFFREE]; 2256 altern[SIZEOFFREE];
2004 2257
2005 for(i=start;i<stop;i++) { 2258 for (i = start; i < stop; i++)
2259 {
2006 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2260 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2007 if(!flag) 2261 if (!flag)
2008 altern[index++]=i; 2262 altern[index++] = i;
2009 2263
2010 /* Basically, if we find a wall on a space, we cut down the search size. 2264 /* Basically, if we find a wall on a space, we cut down the search size.
2011 * In this way, we won't return spaces that are on another side of a wall. 2265 * In this way, we won't return spaces that are on another side of a wall.
2012 * This mostly work, but it cuts down the search size in all directions - 2266 * This mostly work, but it cuts down the search size in all directions -
2013 * if the space being examined only has a wall to the north and empty 2267 * if the space being examined only has a wall to the north and empty
2014 * spaces in all the other directions, this will reduce the search space 2268 * spaces in all the other directions, this will reduce the search space
2015 * to only the spaces immediately surrounding the target area, and 2269 * to only the spaces immediately surrounding the target area, and
2016 * won't look 2 spaces south of the target space. 2270 * won't look 2 spaces south of the target space.
2017 */ 2271 */
2018 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2272 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2019 stop=maxfree[i]; 2273 stop = maxfree[i];
2020 } 2274 }
2021 if(!index) return -1; 2275 if (!index)
2276 return -1;
2022 return altern[RANDOM()%index]; 2277 return altern[RANDOM () % index];
2023} 2278}
2024 2279
2025/* 2280/*
2026 * find_first_free_spot(archetype, mapstruct, x, y) works like 2281 * find_first_free_spot(archetype, mapstruct, x, y) works like
2027 * find_free_spot(), but it will search max number of squares. 2282 * find_free_spot(), but it will search max number of squares.
2028 * But it will return the first available spot, not a random choice. 2283 * But it will return the first available spot, not a random choice.
2029 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2284 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2030 */ 2285 */
2031 2286
2287int
2032int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2288find_first_free_spot (const object *ob, mapstruct *m, int x, int y)
2289{
2290 int
2033 int i; 2291 i;
2292
2034 for(i=0;i<SIZEOFFREE;i++) { 2293 for (i = 0; i < SIZEOFFREE; i++)
2294 {
2035 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2295 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2036 return i; 2296 return i;
2037 } 2297 }
2038 return -1; 2298 return -1;
2039} 2299}
2040 2300
2041/* 2301/*
2042 * The function permute(arr, begin, end) randomly reorders the array 2302 * The function permute(arr, begin, end) randomly reorders the array
2043 * arr[begin..end-1]. 2303 * arr[begin..end-1].
2044 */ 2304 */
2305static void
2045static void permute(int *arr, int begin, int end) 2306permute (int *arr, int begin, int end)
2046{ 2307{
2047 int i, j, tmp, len; 2308 int
2309 i,
2310 j,
2311 tmp,
2312 len;
2048 2313
2049 len = end-begin; 2314 len = end - begin;
2050 for(i = begin; i < end; i++) 2315 for (i = begin; i < end; i++)
2051 { 2316 {
2052 j = begin+RANDOM()%len; 2317 j = begin + RANDOM () % len;
2053 2318
2054 tmp = arr[i]; 2319 tmp = arr[i];
2055 arr[i] = arr[j]; 2320 arr[i] = arr[j];
2056 arr[j] = tmp; 2321 arr[j] = tmp;
2057 } 2322 }
2058} 2323}
2059 2324
2060/* new function to make monster searching more efficient, and effective! 2325/* new function to make monster searching more efficient, and effective!
2061 * This basically returns a randomized array (in the passed pointer) of 2326 * This basically returns a randomized array (in the passed pointer) of
2062 * the spaces to find monsters. In this way, it won't always look for 2327 * the spaces to find monsters. In this way, it won't always look for
2063 * monsters to the north first. However, the size of the array passed 2328 * monsters to the north first. However, the size of the array passed
2064 * covers all the spaces, so within that size, all the spaces within 2329 * covers all the spaces, so within that size, all the spaces within
2065 * the 3x3 area will be searched, just not in a predictable order. 2330 * the 3x3 area will be searched, just not in a predictable order.
2066 */ 2331 */
2332void
2067void get_search_arr(int *search_arr) 2333get_search_arr (int *search_arr)
2068{ 2334{
2335 int
2069 int i; 2336 i;
2070 2337
2071 for(i = 0; i < SIZEOFFREE; i++) 2338 for (i = 0; i < SIZEOFFREE; i++)
2072 { 2339 {
2073 search_arr[i] = i; 2340 search_arr[i] = i;
2074 } 2341 }
2075 2342
2076 permute(search_arr, 1, SIZEOFFREE1+1); 2343 permute (search_arr, 1, SIZEOFFREE1 + 1);
2077 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2344 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2078 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2345 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2079} 2346}
2080 2347
2081/* 2348/*
2082 * find_dir(map, x, y, exclude) will search some close squares in the 2349 * find_dir(map, x, y, exclude) will search some close squares in the
2083 * given map at the given coordinates for live objects. 2350 * given map at the given coordinates for live objects.
2089 * is actually want is going to try and move there. We need this info 2356 * is actually want is going to try and move there. We need this info
2090 * because we have to know what movement the thing looking to move 2357 * because we have to know what movement the thing looking to move
2091 * there is capable of. 2358 * there is capable of.
2092 */ 2359 */
2093 2360
2361int
2094int find_dir(mapstruct *m, int x, int y, object *exclude) { 2362find_dir (mapstruct *m, int x, int y, object *exclude)
2363{
2364 int
2365 i,
2095 int i,max=SIZEOFFREE, mflags; 2366 max = SIZEOFFREE, mflags;
2367
2096 sint16 nx, ny; 2368 sint16 nx, ny;
2097 object *tmp; 2369 object *
2370 tmp;
2098 mapstruct *mp; 2371 mapstruct *
2372 mp;
2373
2099 MoveType blocked, move_type; 2374 MoveType blocked, move_type;
2100 2375
2101 if (exclude && exclude->head) { 2376 if (exclude && exclude->head)
2377 {
2102 exclude = exclude->head; 2378 exclude = exclude->head;
2103 move_type = exclude->move_type; 2379 move_type = exclude->move_type;
2104 } else { 2380 }
2381 else
2382 {
2105 /* If we don't have anything, presume it can use all movement types. */ 2383 /* If we don't have anything, presume it can use all movement types. */
2106 move_type=MOVE_ALL; 2384 move_type = MOVE_ALL;
2385 }
2386
2387 for (i = 1; i < max; i++)
2107 } 2388 {
2108
2109 for(i=1;i<max;i++) {
2110 mp = m; 2389 mp = m;
2111 nx = x + freearr_x[i]; 2390 nx = x + freearr_x[i];
2112 ny = y + freearr_y[i]; 2391 ny = y + freearr_y[i];
2113 2392
2114 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2393 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2115 if (mflags & P_OUT_OF_MAP) { 2394 if (mflags & P_OUT_OF_MAP)
2395 {
2116 max = maxfree[i]; 2396 max = maxfree[i];
2397 }
2117 } else { 2398 else
2399 {
2118 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2400 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2119 2401
2120 if ((move_type & blocked) == move_type) { 2402 if ((move_type & blocked) == move_type)
2403 {
2121 max=maxfree[i]; 2404 max = maxfree[i];
2405 }
2122 } else if (mflags & P_IS_ALIVE) { 2406 else if (mflags & P_IS_ALIVE)
2407 {
2123 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2408 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2124 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2409 {
2125 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2410 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2411 {
2126 break; 2412 break;
2127 } 2413 }
2128 } 2414 }
2129 if(tmp) { 2415 if (tmp)
2416 {
2130 return freedir[i]; 2417 return freedir[i];
2131 } 2418 }
2132 } 2419 }
2133 } 2420 }
2134 } 2421 }
2135 return 0; 2422 return 0;
2136} 2423}
2137 2424
2138/* 2425/*
2139 * distance(object 1, object 2) will return the square of the 2426 * distance(object 1, object 2) will return the square of the
2140 * distance between the two given objects. 2427 * distance between the two given objects.
2141 */ 2428 */
2142 2429
2430int
2143int distance(const object *ob1, const object *ob2) { 2431distance (const object *ob1, const object *ob2)
2432{
2144 int i; 2433 int
2145 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2434 i;
2146 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2435
2436 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2147 return i; 2437 return i;
2148} 2438}
2149 2439
2150/* 2440/*
2151 * find_dir_2(delta-x,delta-y) will return a direction in which 2441 * find_dir_2(delta-x,delta-y) will return a direction in which
2152 * an object which has subtracted the x and y coordinates of another 2442 * an object which has subtracted the x and y coordinates of another
2153 * object, needs to travel toward it. 2443 * object, needs to travel toward it.
2154 */ 2444 */
2155 2445
2446int
2156int find_dir_2(int x, int y) { 2447find_dir_2 (int x, int y)
2448{
2157 int q; 2449 int
2450 q;
2158 2451
2159 if(y) 2452 if (y)
2160 q=x*100/y; 2453 q = x * 100 / y;
2161 else if (x) 2454 else if (x)
2162 q= -300*x; 2455 q = -300 * x;
2163 else 2456 else
2164 return 0; 2457 return 0;
2165 2458
2166 if(y>0) { 2459 if (y > 0)
2460 {
2167 if(q < -242) 2461 if (q < -242)
2168 return 3 ; 2462 return 3;
2169 if (q < -41) 2463 if (q < -41)
2170 return 2 ; 2464 return 2;
2171 if (q < 41) 2465 if (q < 41)
2172 return 1 ; 2466 return 1;
2173 if (q < 242) 2467 if (q < 242)
2174 return 8 ; 2468 return 8;
2175 return 7 ; 2469 return 7;
2176 } 2470 }
2177 2471
2178 if (q < -242) 2472 if (q < -242)
2179 return 7 ; 2473 return 7;
2180 if (q < -41) 2474 if (q < -41)
2181 return 6 ; 2475 return 6;
2182 if (q < 41) 2476 if (q < 41)
2183 return 5 ; 2477 return 5;
2184 if (q < 242) 2478 if (q < 242)
2185 return 4 ; 2479 return 4;
2186 2480
2187 return 3 ; 2481 return 3;
2188} 2482}
2189 2483
2190/* 2484/*
2191 * absdir(int): Returns a number between 1 and 8, which represent 2485 * absdir(int): Returns a number between 1 and 8, which represent
2192 * the "absolute" direction of a number (it actually takes care of 2486 * the "absolute" direction of a number (it actually takes care of
2193 * "overflow" in previous calculations of a direction). 2487 * "overflow" in previous calculations of a direction).
2194 */ 2488 */
2195 2489
2490int
2196int absdir(int d) { 2491absdir (int d)
2197 while(d<1) d+=8; 2492{
2198 while(d>8) d-=8; 2493 while (d < 1)
2494 d += 8;
2495 while (d > 8)
2496 d -= 8;
2199 return d; 2497 return d;
2200} 2498}
2201 2499
2202/* 2500/*
2203 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2501 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2204 * between two directions (which are expected to be absolute (see absdir()) 2502 * between two directions (which are expected to be absolute (see absdir())
2205 */ 2503 */
2206 2504
2505int
2207int dirdiff(int dir1, int dir2) { 2506dirdiff (int dir1, int dir2)
2507{
2208 int d; 2508 int
2509 d;
2510
2209 d = abs(dir1 - dir2); 2511 d = abs (dir1 - dir2);
2210 if(d>4) 2512 if (d > 4)
2211 d = 8 - d; 2513 d = 8 - d;
2212 return d; 2514 return d;
2213} 2515}
2214 2516
2215/* peterm: 2517/* peterm:
2220 * direction 4, 14, or 16 to get back to where we are. 2522 * direction 4, 14, or 16 to get back to where we are.
2221 * Moved from spell_util.c to object.c with the other related direction 2523 * Moved from spell_util.c to object.c with the other related direction
2222 * functions. 2524 * functions.
2223 */ 2525 */
2224 2526
2527int
2225int reduction_dir[SIZEOFFREE][3] = { 2528 reduction_dir[SIZEOFFREE][3] = {
2226 {0,0,0}, /* 0 */ 2529 {0, 0, 0}, /* 0 */
2227 {0,0,0}, /* 1 */ 2530 {0, 0, 0}, /* 1 */
2228 {0,0,0}, /* 2 */ 2531 {0, 0, 0}, /* 2 */
2229 {0,0,0}, /* 3 */ 2532 {0, 0, 0}, /* 3 */
2230 {0,0,0}, /* 4 */ 2533 {0, 0, 0}, /* 4 */
2231 {0,0,0}, /* 5 */ 2534 {0, 0, 0}, /* 5 */
2232 {0,0,0}, /* 6 */ 2535 {0, 0, 0}, /* 6 */
2233 {0,0,0}, /* 7 */ 2536 {0, 0, 0}, /* 7 */
2234 {0,0,0}, /* 8 */ 2537 {0, 0, 0}, /* 8 */
2235 {8,1,2}, /* 9 */ 2538 {8, 1, 2}, /* 9 */
2236 {1,2,-1}, /* 10 */ 2539 {1, 2, -1}, /* 10 */
2237 {2,10,12}, /* 11 */ 2540 {2, 10, 12}, /* 11 */
2238 {2,3,-1}, /* 12 */ 2541 {2, 3, -1}, /* 12 */
2239 {2,3,4}, /* 13 */ 2542 {2, 3, 4}, /* 13 */
2240 {3,4,-1}, /* 14 */ 2543 {3, 4, -1}, /* 14 */
2241 {4,14,16}, /* 15 */ 2544 {4, 14, 16}, /* 15 */
2242 {5,4,-1}, /* 16 */ 2545 {5, 4, -1}, /* 16 */
2243 {4,5,6}, /* 17 */ 2546 {4, 5, 6}, /* 17 */
2244 {6,5,-1}, /* 18 */ 2547 {6, 5, -1}, /* 18 */
2245 {6,20,18}, /* 19 */ 2548 {6, 20, 18}, /* 19 */
2246 {7,6,-1}, /* 20 */ 2549 {7, 6, -1}, /* 20 */
2247 {6,7,8}, /* 21 */ 2550 {6, 7, 8}, /* 21 */
2248 {7,8,-1}, /* 22 */ 2551 {7, 8, -1}, /* 22 */
2249 {8,22,24}, /* 23 */ 2552 {8, 22, 24}, /* 23 */
2250 {8,1,-1}, /* 24 */ 2553 {8, 1, -1}, /* 24 */
2251 {24,9,10}, /* 25 */ 2554 {24, 9, 10}, /* 25 */
2252 {9,10,-1}, /* 26 */ 2555 {9, 10, -1}, /* 26 */
2253 {10,11,-1}, /* 27 */ 2556 {10, 11, -1}, /* 27 */
2254 {27,11,29}, /* 28 */ 2557 {27, 11, 29}, /* 28 */
2255 {11,12,-1}, /* 29 */ 2558 {11, 12, -1}, /* 29 */
2256 {12,13,-1}, /* 30 */ 2559 {12, 13, -1}, /* 30 */
2257 {12,13,14}, /* 31 */ 2560 {12, 13, 14}, /* 31 */
2258 {13,14,-1}, /* 32 */ 2561 {13, 14, -1}, /* 32 */
2259 {14,15,-1}, /* 33 */ 2562 {14, 15, -1}, /* 33 */
2260 {33,15,35}, /* 34 */ 2563 {33, 15, 35}, /* 34 */
2261 {16,15,-1}, /* 35 */ 2564 {16, 15, -1}, /* 35 */
2262 {17,16,-1}, /* 36 */ 2565 {17, 16, -1}, /* 36 */
2263 {18,17,16}, /* 37 */ 2566 {18, 17, 16}, /* 37 */
2264 {18,17,-1}, /* 38 */ 2567 {18, 17, -1}, /* 38 */
2265 {18,19,-1}, /* 39 */ 2568 {18, 19, -1}, /* 39 */
2266 {41,19,39}, /* 40 */ 2569 {41, 19, 39}, /* 40 */
2267 {19,20,-1}, /* 41 */ 2570 {19, 20, -1}, /* 41 */
2268 {20,21,-1}, /* 42 */ 2571 {20, 21, -1}, /* 42 */
2269 {20,21,22}, /* 43 */ 2572 {20, 21, 22}, /* 43 */
2270 {21,22,-1}, /* 44 */ 2573 {21, 22, -1}, /* 44 */
2271 {23,22,-1}, /* 45 */ 2574 {23, 22, -1}, /* 45 */
2272 {45,47,23}, /* 46 */ 2575 {45, 47, 23}, /* 46 */
2273 {23,24,-1}, /* 47 */ 2576 {23, 24, -1}, /* 47 */
2274 {24,9,-1}}; /* 48 */ 2577 {24, 9, -1}
2578}; /* 48 */
2275 2579
2276/* Recursive routine to step back and see if we can 2580/* Recursive routine to step back and see if we can
2277 * find a path to that monster that we found. If not, 2581 * find a path to that monster that we found. If not,
2278 * we don't bother going toward it. Returns 1 if we 2582 * we don't bother going toward it. Returns 1 if we
2279 * can see a direct way to get it 2583 * can see a direct way to get it
2280 * Modified to be map tile aware -.MSW 2584 * Modified to be map tile aware -.MSW
2281 */ 2585 */
2282
2283 2586
2587
2588int
2284int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2589can_see_monsterP (mapstruct *m, int x, int y, int dir)
2590{
2285 sint16 dx, dy; 2591 sint16 dx, dy;
2592 int
2286 int mflags; 2593 mflags;
2287 2594
2595 if (dir < 0)
2288 if(dir<0) return 0; /* exit condition: invalid direction */ 2596 return 0; /* exit condition: invalid direction */
2289 2597
2290 dx = x + freearr_x[dir]; 2598 dx = x + freearr_x[dir];
2291 dy = y + freearr_y[dir]; 2599 dy = y + freearr_y[dir];
2292 2600
2293 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2601 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2294 2602
2295 /* This functional arguably was incorrect before - it was 2603 /* This functional arguably was incorrect before - it was
2296 * checking for P_WALL - that was basically seeing if 2604 * checking for P_WALL - that was basically seeing if
2297 * we could move to the monster - this is being more 2605 * we could move to the monster - this is being more
2298 * literal on if we can see it. To know if we can actually 2606 * literal on if we can see it. To know if we can actually
2299 * move to the monster, we'd need the monster passed in or 2607 * move to the monster, we'd need the monster passed in or
2300 * at least its move type. 2608 * at least its move type.
2301 */ 2609 */
2302 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2610 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2611 return 0;
2303 2612
2304 /* yes, can see. */ 2613 /* yes, can see. */
2305 if(dir < 9) return 1; 2614 if (dir < 9)
2615 return 1;
2306 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2616 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2307 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2617 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2308 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2309} 2618}
2310 2619
2311 2620
2312 2621
2313/* 2622/*
2314 * can_pick(picker, item): finds out if an object is possible to be 2623 * can_pick(picker, item): finds out if an object is possible to be
2315 * picked up by the picker. Returnes 1 if it can be 2624 * picked up by the picker. Returnes 1 if it can be
2316 * picked up, otherwise 0. 2625 * picked up, otherwise 0.
2317 * 2626 *
2319 * core dumps if they do. 2628 * core dumps if they do.
2320 * 2629 *
2321 * Add a check so we can't pick up invisible objects (0.93.8) 2630 * Add a check so we can't pick up invisible objects (0.93.8)
2322 */ 2631 */
2323 2632
2633int
2324int can_pick(const object *who, const object *item) { 2634can_pick (const object *who, const object *item)
2635{
2325 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2636 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2326 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2637 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2327 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2638 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2328 (who->type==PLAYER||item->weight<who->weight/3));
2329} 2639}
2330 2640
2331 2641
2332/* 2642/*
2333 * create clone from object to another 2643 * create clone from object to another
2334 */ 2644 */
2645object *
2335object *object_create_clone (object *asrc) { 2646object_create_clone (object *asrc)
2647{
2648 object *
2336 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2649 dst = NULL, *tmp, *src, *part, *prev, *item;
2337 2650
2651 if (!asrc)
2338 if(!asrc) return NULL; 2652 return NULL;
2339 src = asrc; 2653 src = asrc;
2340 if(src->head) 2654 if (src->head)
2341 src = src->head; 2655 src = src->head;
2342 2656
2343 prev = NULL; 2657 prev = NULL;
2344 for(part = src; part; part = part->more) { 2658 for (part = src; part; part = part->more)
2659 {
2345 tmp = get_object(); 2660 tmp = get_object ();
2346 copy_object(part,tmp); 2661 copy_object (part, tmp);
2347 tmp->x -= src->x; 2662 tmp->x -= src->x;
2348 tmp->y -= src->y; 2663 tmp->y -= src->y;
2349 if(!part->head) { 2664 if (!part->head)
2665 {
2350 dst = tmp; 2666 dst = tmp;
2351 tmp->head = NULL; 2667 tmp->head = NULL;
2668 }
2352 } else { 2669 else
2670 {
2353 tmp->head = dst; 2671 tmp->head = dst;
2354 } 2672 }
2355 tmp->more = NULL; 2673 tmp->more = NULL;
2356 if(prev) 2674 if (prev)
2357 prev->more = tmp; 2675 prev->more = tmp;
2358 prev = tmp; 2676 prev = tmp;
2359 } 2677 }
2678
2360 /*** copy inventory ***/ 2679 /*** copy inventory ***/
2361 for(item = src->inv; item; item = item->below) { 2680 for (item = src->inv; item; item = item->below)
2681 {
2362 (void) insert_ob_in_ob(object_create_clone(item),dst); 2682 (void) insert_ob_in_ob (object_create_clone (item), dst);
2363 } 2683 }
2364 2684
2365 return dst; 2685 return dst;
2366} 2686}
2367 2687
2368/* return true if the object was destroyed, 0 otherwise */ 2688/* return true if the object was destroyed, 0 otherwise */
2689int
2369int was_destroyed (const object *op, tag_t old_tag) 2690was_destroyed (const object *op, tag_t old_tag)
2370{ 2691{
2371 /* checking for FLAG_FREED isn't necessary, but makes this function more 2692 /* checking for FLAG_FREED isn't necessary, but makes this function more
2372 * robust */ 2693 * robust */
2373 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED); 2694 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2374} 2695}
2375 2696
2376/* GROS - Creates an object using a string representing its content. */ 2697/* GROS - Creates an object using a string representing its content. */
2698
2377/* Basically, we save the content of the string to a temp file, then call */ 2699/* Basically, we save the content of the string to a temp file, then call */
2700
2378/* load_object on it. I admit it is a highly inefficient way to make things, */ 2701/* load_object on it. I admit it is a highly inefficient way to make things, */
2702
2379/* but it was simple to make and allows reusing the load_object function. */ 2703/* but it was simple to make and allows reusing the load_object function. */
2704
2380/* Remember not to use load_object_str in a time-critical situation. */ 2705/* Remember not to use load_object_str in a time-critical situation. */
2706
2381/* Also remember that multiparts objects are not supported for now. */ 2707/* Also remember that multiparts objects are not supported for now. */
2382 2708
2709object *
2383object* load_object_str(const char *obstr) 2710load_object_str (const char *obstr)
2384{ 2711{
2385 object *op; 2712 object *
2713 op;
2714 char
2386 char filename[MAX_BUF]; 2715 filename[MAX_BUF];
2716
2387 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2717 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2388 2718
2719 FILE *
2389 FILE *tempfile=fopen(filename,"w"); 2720 tempfile = fopen (filename, "w");
2721
2390 if (tempfile == NULL) 2722 if (tempfile == NULL)
2391 { 2723 {
2392 LOG(llevError,"Error - Unable to access load object temp file\n"); 2724 LOG (llevError, "Error - Unable to access load object temp file\n");
2393 return NULL; 2725 return NULL;
2394 }; 2726 }
2727
2395 fprintf(tempfile,obstr); 2728 fprintf (tempfile, obstr);
2396 fclose(tempfile); 2729 fclose (tempfile);
2397 2730
2398 op=get_object(); 2731 op = get_object ();
2399 2732
2400 object_thawer thawer (filename); 2733 object_thawer thawer (filename);
2401 2734
2402 if (thawer) 2735 if (thawer)
2403 load_object(thawer,op,0); 2736 load_object (thawer, op, 0);
2404 2737
2405 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2738 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2406 CLEAR_FLAG(op,FLAG_REMOVED); 2739 CLEAR_FLAG (op, FLAG_REMOVED);
2407 2740
2408 return op; 2741 return op;
2409} 2742}
2410 2743
2411/* This returns the first object in who's inventory that 2744/* This returns the first object in who's inventory that
2412 * has the same type and subtype match. 2745 * has the same type and subtype match.
2413 * returns NULL if no match. 2746 * returns NULL if no match.
2414 */ 2747 */
2748object *
2415object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2749find_obj_by_type_subtype (const object *who, int type, int subtype)
2416{ 2750{
2417 object *tmp; 2751 object *
2752 tmp;
2418 2753
2419 for (tmp=who->inv; tmp; tmp=tmp->below) 2754 for (tmp = who->inv; tmp; tmp = tmp->below)
2420 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2755 if (tmp->type == type && tmp->subtype == subtype)
2756 return tmp;
2421 2757
2422 return NULL; 2758 return NULL;
2423} 2759}
2424 2760
2425/* If ob has a field named key, return the link from the list, 2761/* If ob has a field named key, return the link from the list,
2426 * otherwise return NULL. 2762 * otherwise return NULL.
2427 * 2763 *
2428 * key must be a passed in shared string - otherwise, this won't 2764 * key must be a passed in shared string - otherwise, this won't
2429 * do the desired thing. 2765 * do the desired thing.
2430 */ 2766 */
2767key_value *
2431key_value * get_ob_key_link(const object * ob, const char * key) { 2768get_ob_key_link (const object *ob, const char *key)
2769{
2432 key_value * link; 2770 key_value *
2433 2771 link;
2772
2434 for (link = ob->key_values; link != NULL; link = link->next) { 2773 for (link = ob->key_values; link != NULL; link = link->next)
2774 {
2435 if (link->key == key) { 2775 if (link->key == key)
2776 {
2436 return link; 2777 return link;
2437 } 2778 }
2438 }
2439 2779 }
2780
2440 return NULL; 2781 return NULL;
2441} 2782}
2442 2783
2443/* 2784/*
2444 * Returns the value of op has an extra_field for key, or NULL. 2785 * Returns the value of op has an extra_field for key, or NULL.
2445 * 2786 *
2446 * The argument doesn't need to be a shared string. 2787 * The argument doesn't need to be a shared string.
2447 * 2788 *
2448 * The returned string is shared. 2789 * The returned string is shared.
2449 */ 2790 */
2791const char *
2450const char * get_ob_key_value(const object * op, const char * const key) { 2792get_ob_key_value (const object *op, const char *const key)
2793{
2451 key_value * link; 2794 key_value *link;
2452 const char * canonical_key; 2795 shstr_cmp canonical_key (key);
2796
2797 if (!canonical_key)
2453 2798 {
2454 canonical_key = shstr::find (key);
2455
2456 if (canonical_key == NULL) {
2457 /* 1. There being a field named key on any object 2799 /* 1. There being a field named key on any object
2458 * implies there'd be a shared string to find. 2800 * implies there'd be a shared string to find.
2459 * 2. Since there isn't, no object has this field. 2801 * 2. Since there isn't, no object has this field.
2460 * 3. Therefore, *this* object doesn't have this field. 2802 * 3. Therefore, *this* object doesn't have this field.
2461 */ 2803 */
2462 return NULL; 2804 return 0;
2463 } 2805 }
2464 2806
2465 /* This is copied from get_ob_key_link() above - 2807 /* This is copied from get_ob_key_link() above -
2466 * only 4 lines, and saves the function call overhead. 2808 * only 4 lines, and saves the function call overhead.
2467 */ 2809 */
2468 for (link = op->key_values; link != NULL; link = link->next) { 2810 for (link = op->key_values; link; link = link->next)
2469 if (link->key == canonical_key) { 2811 if (link->key == canonical_key)
2470 return link->value; 2812 return link->value;
2471 } 2813
2472 } 2814 return 0;
2473 return NULL;
2474} 2815}
2475 2816
2476 2817
2477/* 2818/*
2478 * Updates the canonical_key in op to value. 2819 * Updates the canonical_key in op to value.
2482 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2823 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2483 * keys. 2824 * keys.
2484 * 2825 *
2485 * Returns TRUE on success. 2826 * Returns TRUE on success.
2486 */ 2827 */
2828int
2487int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2829set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2830{
2831 key_value *
2488 key_value * field = NULL, *last=NULL; 2832 field = NULL, *last = NULL;
2489 2833
2490 for (field=op->key_values; field != NULL; field=field->next) { 2834 for (field = op->key_values; field != NULL; field = field->next)
2835 {
2491 if (field->key != canonical_key) { 2836 if (field->key != canonical_key)
2837 {
2492 last = field; 2838 last = field;
2493 continue; 2839 continue;
2494 } 2840 }
2495 2841
2496 if (value) 2842 if (value)
2497 field->value = value; 2843 field->value = value;
2498 else { 2844 else
2845 {
2499 /* Basically, if the archetype has this key set, 2846 /* Basically, if the archetype has this key set,
2500 * we need to store the null value so when we save 2847 * we need to store the null value so when we save
2501 * it, we save the empty value so that when we load, 2848 * it, we save the empty value so that when we load,
2502 * we get this value back again. 2849 * we get this value back again.
2503 */ 2850 */
2504 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2851 if (get_ob_key_link (&op->arch->clone, canonical_key))
2505 field->value = 0; 2852 field->value = 0;
2853 else
2854 {
2855 if (last)
2856 last->next = field->next;
2506 else 2857 else
2507 {
2508 if (last) last->next = field->next;
2509 else op->key_values = field->next; 2858 op->key_values = field->next;
2510 2859
2511 delete field; 2860 delete field;
2512 } 2861 }
2513 } 2862 }
2514 return TRUE; 2863 return TRUE;
2515 } 2864 }
2516 /* IF we get here, key doesn't exist */ 2865 /* IF we get here, key doesn't exist */
2517 2866
2518 /* No field, we'll have to add it. */ 2867 /* No field, we'll have to add it. */
2868
2869 if (!add_key)
2519 2870 {
2520 if (!add_key) {
2521 return FALSE; 2871 return FALSE;
2522 } 2872 }
2523 /* There isn't any good reason to store a null 2873 /* There isn't any good reason to store a null
2524 * value in the key/value list. If the archetype has 2874 * value in the key/value list. If the archetype has
2525 * this key, then we should also have it, so shouldn't 2875 * this key, then we should also have it, so shouldn't
2526 * be here. If user wants to store empty strings, 2876 * be here. If user wants to store empty strings,
2527 * should pass in "" 2877 * should pass in ""
2528 */ 2878 */
2529 if (value == NULL) return TRUE; 2879 if (value == NULL)
2530
2531 field = new key_value;
2532
2533 field->key = canonical_key;
2534 field->value = value;
2535 /* Usual prepend-addition. */
2536 field->next = op->key_values;
2537 op->key_values = field;
2538
2539 return TRUE; 2880 return TRUE;
2881
2882 field = new key_value;
2883
2884 field->key = canonical_key;
2885 field->value = value;
2886 /* Usual prepend-addition. */
2887 field->next = op->key_values;
2888 op->key_values = field;
2889
2890 return TRUE;
2540} 2891}
2541 2892
2542/* 2893/*
2543 * Updates the key in op to value. 2894 * Updates the key in op to value.
2544 * 2895 *
2546 * and not add new ones. 2897 * and not add new ones.
2547 * In general, should be little reason FALSE is ever passed in for add_key 2898 * In general, should be little reason FALSE is ever passed in for add_key
2548 * 2899 *
2549 * Returns TRUE on success. 2900 * Returns TRUE on success.
2550 */ 2901 */
2902int
2551int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2903set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2552{ 2904{
2553 shstr key_ (key); 2905 shstr key_ (key);
2906
2554 return set_ob_key_value_s (op, key_, value, add_key); 2907 return set_ob_key_value_s (op, key_, value, add_key);
2555} 2908}
2909
2910object::depth_iterator::depth_iterator (object *container)
2911: iterator_base (container)
2912{
2913 while (item->inv)
2914 item = item->inv;
2915}
2916
2917void
2918object::depth_iterator::next ()
2919{
2920 if (item->below)
2921 {
2922 item = item->below;
2923
2924 while (item->inv)
2925 item = item->inv;
2926 }
2927 else
2928 item = item->env;
2929}
2930
2931// return a suitable string describing an objetc in enough detail to find it
2932const char *
2933object::debug_desc (char *info) const
2934{
2935 char info2[256 * 3];
2936 char *p = info;
2937
2938 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2939 count,
2940 &name,
2941 title ? " " : "",
2942 title ? (const char *)title : "");
2943
2944 if (env)
2945 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2946
2947 if (map)
2948 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2949
2950 return info;
2951}
2952
2953const char *
2954object::debug_desc () const
2955{
2956 static char info[256 * 3];
2957 return debug_desc (info);
2958}
2959

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