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Comparing deliantra/server/common/object.C (file contents):
Revision 1.19 by root, Fri Sep 8 17:14:07 2006 UTC vs.
Revision 1.53 by root, Tue Nov 7 16:30:54 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.19 2006/09/08 17:14:07 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
34
42int nrofallocobjects = 0; 35int nrofallocobjects = 0;
36static UUID uuid;
37const uint64 UUID_SKIP = 1<<19;
43 38
44object *objects; /* Pointer to the list of used objects */
45object *active_objects; /* List of active objects that need to be processed */ 39object *active_objects; /* List of active objects that need to be processed */
46 40
47short freearr_x[SIZEOFFREE]= 41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
49 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50short freearr_y[SIZEOFFREE]= 43};
51 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 45 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53int maxfree[SIZEOFFREE]= 46};
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 47int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 48 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
49};
56int freedir[SIZEOFFREE]= { 50int freedir[SIZEOFFREE] = {
57 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 51 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 52 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
53};
59 54
55static void
56write_uuid (void)
57{
58 char filename1[MAX_BUF], filename2[MAX_BUF];
59
60 sprintf (filename1, "%s/uuid", settings.localdir);
61 sprintf (filename2, "%s/uuid~", settings.localdir);
62
63 FILE *fp;
64
65 if (!(fp = fopen (filename2, "w")))
66 {
67 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
68 return;
69 }
70
71 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
72 fclose (fp);
73 rename (filename2, filename1);
74}
75
76static void
77read_uuid (void)
78{
79 char filename[MAX_BUF];
80
81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 FILE *fp;
84
85 if (!(fp = fopen (filename, "r")))
86 {
87 if (errno == ENOENT)
88 {
89 LOG (llevInfo, "RESET uid to 1\n");
90 uuid.seq = 0;
91 write_uuid ();
92 return;
93 }
94
95 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
96 _exit (1);
97 }
98
99 int version;
100 unsigned long long uid;
101 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
102 {
103 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
104 _exit (1);
105 }
106
107 uuid.seq = uid;
108 write_uuid ();
109 LOG (llevDebug, "read UID: %lld\n", uid);
110 fclose (fp);
111}
112
113UUID
114gen_uuid ()
115{
116 UUID uid;
117
118 uid.seq = ++uuid.seq;
119
120 if (!(uuid.seq & (UUID_SKIP - 1)))
121 write_uuid ();
122
123 return uid;
124}
125
126void
127init_uuid ()
128{
129 read_uuid ();
130}
60 131
61/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 132/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
133static int
62static int compare_ob_value_lists_one(const object * wants, const object * has) { 134compare_ob_value_lists_one (const object *wants, const object *has)
135{
63 key_value * wants_field; 136 key_value *wants_field;
64 137
65 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 138 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
66 * objects with lists are rare, and lists stay short. If not, use a 139 * objects with lists are rare, and lists stay short. If not, use a
67 * different structure or at least keep the lists sorted... 140 * different structure or at least keep the lists sorted...
68 */ 141 */
69 142
70 /* For each field in wants, */ 143 /* For each field in wants, */
71 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
145 {
72 key_value * has_field; 146 key_value *has_field;
73 147
74 /* Look for a field in has with the same key. */ 148 /* Look for a field in has with the same key. */
75 has_field = get_ob_key_link(has, wants_field->key); 149 has_field = get_ob_key_link (has, wants_field->key);
150
151 if (has_field == NULL)
76 152 {
77 if (has_field == NULL) {
78 /* No field with that name. */ 153 /* No field with that name. */
79 return FALSE; 154 return FALSE;
80 }
81 155 }
156
82 /* Found the matching field. */ 157 /* Found the matching field. */
83 if (has_field->value != wants_field->value) { 158 if (has_field->value != wants_field->value)
159 {
84 /* Values don't match, so this half of the comparison is false. */ 160 /* Values don't match, so this half of the comparison is false. */
85 return FALSE; 161 return FALSE;
86 } 162 }
87 163
88 /* If we get here, we found a match. Now for the next field in wants. */ 164 /* If we get here, we found a match. Now for the next field in wants. */
89 }
90 165 }
166
91 /* If we get here, every field in wants has a matching field in has. */ 167 /* If we get here, every field in wants has a matching field in has. */
92 return TRUE; 168 return TRUE;
93} 169}
94 170
95/* Returns TRUE if ob1 has the same key_values as ob2. */ 171/* Returns TRUE if ob1 has the same key_values as ob2. */
172static int
96static int compare_ob_value_lists(const object * ob1, const object * ob2) { 173compare_ob_value_lists (const object *ob1, const object *ob2)
174{
97 /* However, there may be fields in has which aren't partnered in wants, 175 /* However, there may be fields in has which aren't partnered in wants,
98 * so we need to run the comparison *twice*. :( 176 * so we need to run the comparison *twice*. :(
99 */ 177 */
100 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 178 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
101} 179}
102 180
103/* Function examines the 2 objects given to it, and returns true if 181/* Function examines the 2 objects given to it, and returns true if
104 * they can be merged together. 182 * they can be merged together.
105 * 183 *
111 * 189 *
112 * Improvements made with merge: Better checking on potion, and also 190 * Improvements made with merge: Better checking on potion, and also
113 * check weight 191 * check weight
114 */ 192 */
115 193
116bool
117object::can_merge (object *ob1, object *ob2) 194bool object::can_merge (object *ob1, object *ob2)
118{ 195{
119 /* A couple quicksanity checks */ 196 /* A couple quicksanity checks */
120 if ((ob1 == ob2) || (ob1->type != ob2->type)) 197 if ((ob1 == ob2) || (ob1->type != ob2->type))
121 return 0; 198 return 0;
122 199
170 (ob1->subtype != ob2->subtype) || 247 (ob1->subtype != ob2->subtype) ||
171 (ob1->move_type != ob2->move_type) || 248 (ob1->move_type != ob2->move_type) ||
172 (ob1->move_block != ob2->move_block) || 249 (ob1->move_block != ob2->move_block) ||
173 (ob1->move_allow != ob2->move_allow) || 250 (ob1->move_allow != ob2->move_allow) ||
174 (ob1->move_on != ob2->move_on) || 251 (ob1->move_on != ob2->move_on) ||
175 (ob1->move_off != ob2->move_off) || 252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty))
176 (ob1->move_slow != ob2->move_slow) ||
177 (ob1->move_slow_penalty != ob2->move_slow_penalty))
178 return 0; 253 return 0;
179 254
180 /* This is really a spellbook check - really, we should 255 /* This is really a spellbook check - really, we should
181 * check all objects in the inventory. 256 * check all objects in the inventory.
182 */ 257 */
183 if (ob1->inv || ob2->inv) 258 if (ob1->inv || ob2->inv)
184 { 259 {
185 /* if one object has inventory but the other doesn't, not equiv */ 260 /* if one object has inventory but the other doesn't, not equiv */
186 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
187 return 0; 262 return 0;
188 263
189 /* Now check to see if the two inventory objects could merge */ 264 /* Now check to see if the two inventory objects could merge */
190 if (!CAN_MERGE (ob1->inv, ob2->inv)) 265 if (!CAN_MERGE (ob1->inv, ob2->inv))
191 return 0; 266 return 0;
192 267
193 /* inventory ok - still need to check rest of this object to see 268 /* inventory ok - still need to check rest of this object to see
194 * if it is valid. 269 * if it is valid.
195 */ 270 */
196 } 271 }
204 279
205 /* Note sure why the following is the case - either the object has to 280 /* Note sure why the following is the case - either the object has to
206 * be animated or have a very low speed. Is this an attempted monster 281 * be animated or have a very low speed. Is this an attempted monster
207 * check? 282 * check?
208 */ 283 */
209 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
210 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
211 return 0; 285 return 0;
212 286
213 switch (ob1->type) 287 switch (ob1->type)
214 { 288 {
215 case SCROLL: 289 case SCROLL:
216 if (ob1->level != ob2->level) 290 if (ob1->level != ob2->level)
217 return 0; 291 return 0;
218 break; 292 break;
219 } 293 }
220 294
221 if (ob1->key_values != NULL || ob2->key_values != NULL) 295 if (ob1->key_values != NULL || ob2->key_values != NULL)
222 { 296 {
223 /* At least one of these has key_values. */ 297 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
225 /* One has fields, but the other one doesn't. */ 299 /* One has fields, but the other one doesn't. */
226 return 0; 300 return 0;
227 else if (!compare_ob_value_lists (ob1, ob2)) 301 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 302 return 0;
229 } 303 }
230 304
231 //TODO: generate an event or call into perl for additional checks 305 //TODO: generate an event or call into perl for additional checks
232 if (ob1->self || ob2->self) 306 if (ob1->self || ob2->self)
233 { 307 {
234 ob1->optimise (); 308 ob1->optimise ();
235 ob2->optimise (); 309 ob2->optimise ();
236 310
237 if (ob1->self || ob2->self) 311 if (ob1->self || ob2->self)
238 return 0; 312 return 0;
239 } 313 }
240 314
241 /* Everything passes, must be OK. */ 315 /* Everything passes, must be OK. */
242 return 1; 316 return 1;
243} 317}
318
244/* 319/*
245 * sum_weight() is a recursive function which calculates the weight 320 * sum_weight() is a recursive function which calculates the weight
246 * an object is carrying. It goes through in figures out how much 321 * an object is carrying. It goes through in figures out how much
247 * containers are carrying, and sums it up. 322 * containers are carrying, and sums it up.
248 */ 323 */
249signed long sum_weight(object *op) { 324long
325sum_weight (object *op)
326{
250 signed long sum; 327 long sum;
251 object *inv; 328 object *inv;
329
252 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
331 {
253 if (inv->inv) 332 if (inv->inv)
254 sum_weight(inv); 333 sum_weight (inv);
255 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
256 } 335 }
336
257 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
258 sum = (sum * (100 - op->stats.Str))/100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
339
259 if(op->carrying != sum) 340 if (op->carrying != sum)
260 op->carrying = sum; 341 op->carrying = sum;
342
261 return sum; 343 return sum;
262} 344}
263 345
264/** 346/**
265 * Return the outermost environment object for a given object. 347 * Return the outermost environment object for a given object.
266 */ 348 */
267 349
350object *
268object *object_get_env_recursive (object *op) { 351object_get_env_recursive (object *op)
352{
269 while (op->env != NULL) 353 while (op->env != NULL)
270 op = op->env; 354 op = op->env;
271 return op; 355 return op;
272} 356}
273 357
274/* 358/*
275 * Eneq(@csd.uu.se): Since we can have items buried in a character we need 359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
276 * a better check. We basically keeping traversing up until we can't 360 * a better check. We basically keeping traversing up until we can't
277 * or find a player. 361 * or find a player.
278 */ 362 */
279 363
364object *
280object *is_player_inv (object *op) { 365is_player_inv (object *op)
366{
281 for (;op!=NULL&&op->type!=PLAYER; op=op->env) 367 for (; op != NULL && op->type != PLAYER; op = op->env)
282 if (op->env==op) 368 if (op->env == op)
283 op->env = NULL; 369 op->env = NULL;
284 return op; 370 return op;
285} 371}
286 372
287/* 373/*
288 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
289 * Some error messages. 375 * Some error messages.
290 * The result of the dump is stored in the static global errmsg array. 376 * The result of the dump is stored in the static global errmsg array.
291 */ 377 */
292 378
293void dump_object2(object *op) { 379char *
294errmsg[0] = 0;
295return;
296 //TODO//D#d#
297#if 0
298 char *cp;
299/* object *tmp;*/
300
301 if(op->arch!=NULL) {
302 strcat(errmsg,"arch ");
303 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
304 strcat(errmsg,"\n");
305 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
306 strcat(errmsg,cp);
307#if 0
308 /* Don't dump player diffs - they are too long, mostly meaningless, and
309 * will overflow the buffer.
310 * Changed so that we don't dump inventory either. This may
311 * also overflow the buffer.
312 */
313 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
314 strcat(errmsg,cp);
315 for (tmp=op->inv; tmp; tmp=tmp->below)
316 dump_object2(tmp);
317#endif
318 strcat(errmsg,"end\n");
319 } else {
320 strcat(errmsg,"Object ");
321 if (op->name==NULL) strcat(errmsg, "(null)");
322 else strcat(errmsg,op->name);
323 strcat(errmsg,"\n");
324#if 0
325 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
326 strcat(errmsg,cp);
327 for (tmp=op->inv; tmp; tmp=tmp->below)
328 dump_object2(tmp);
329#endif
330 strcat(errmsg,"end\n");
331 }
332#endif
333}
334
335/*
336 * Dumps an object. Returns output in the static global errmsg array.
337 */
338
339void dump_object(object *op) { 380dump_object (object *op)
340 if(op==NULL) { 381{
341 strcpy(errmsg,"[NULL pointer]"); 382 if (!op)
342 return; 383 return strdup ("[NULLOBJ]");
343 }
344 errmsg[0]='\0';
345 dump_object2(op);
346}
347 384
348void dump_all_objects(void) { 385 object_freezer freezer;
349 object *op; 386 save_object (freezer, op, 3);
350 for(op=objects;op!=NULL;op=op->next) { 387 return freezer.as_string ();
351 dump_object(op);
352 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
353 }
354} 388}
355 389
356/* 390/*
357 * get_nearest_part(multi-object, object 2) returns the part of the 391 * get_nearest_part(multi-object, object 2) returns the part of the
358 * multi-object 1 which is closest to the second object. 392 * multi-object 1 which is closest to the second object.
359 * If it's not a multi-object, it is returned. 393 * If it's not a multi-object, it is returned.
360 */ 394 */
361 395
396object *
362object *get_nearest_part(object *op, const object *pl) { 397get_nearest_part (object *op, const object *pl)
398{
363 object *tmp,*closest; 399 object *tmp, *closest;
364 int last_dist,i; 400 int last_dist, i;
401
365 if(op->more==NULL) 402 if (op->more == NULL)
366 return op; 403 return op;
367 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 404 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
368 if((i=distance(tmp,pl))<last_dist) 405 if ((i = distance (tmp, pl)) < last_dist)
369 closest=tmp,last_dist=i; 406 closest = tmp, last_dist = i;
370 return closest; 407 return closest;
371} 408}
372 409
373/* 410/*
374 * Returns the object which has the count-variable equal to the argument. 411 * Returns the object which has the count-variable equal to the argument.
375 */ 412 */
376 413
414object *
377object *find_object(tag_t i) { 415find_object (tag_t i)
416{
378 object *op; 417 object *op;
418
379 for(op=objects;op!=NULL;op=op->next) 419 for (op = object::first; op != NULL; op = op->next)
380 if(op->count==i) 420 if (op->count == i)
381 break; 421 break;
422
382 return op; 423 return op;
383} 424}
384 425
385/* 426/*
386 * Returns the first object which has a name equal to the argument. 427 * Returns the first object which has a name equal to the argument.
387 * Used only by the patch command, but not all that useful. 428 * Used only by the patch command, but not all that useful.
388 * Enables features like "patch <name-of-other-player> food 999" 429 * Enables features like "patch <name-of-other-player> food 999"
389 */ 430 */
390 431
432object *
391object *find_object_name(const char *str) { 433find_object_name (const char *str)
392 const char *name = shstr::find (str); 434{
435 shstr_cmp str_ (str);
393 object *op; 436 object *op;
437
394 for(op=objects;op!=NULL;op=op->next) 438 for (op = object::first; op != NULL; op = op->next)
395 if(&op->name == name) 439 if (op->name == str_)
396 break; 440 break;
397 441
398 return op; 442 return op;
399} 443}
400 444
445void
401void free_all_object_data () 446free_all_object_data ()
402{ 447{
403 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 448 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
404}
405
406/*
407 * Returns the object which this object marks as being the owner.
408 * A id-scheme is used to avoid pointing to objects which have been
409 * freed and are now reused. If this is detected, the owner is
410 * set to NULL, and NULL is returned.
411 * Changed 2004-02-12 - if the player is setting at the play again
412 * prompt, he is removed, and we don't want to treat him as an owner of
413 * anything, so check removed flag. I don't expect that this should break
414 * anything - once an object is removed, it is basically dead anyways.
415 */
416
417object *get_owner(object *op) {
418 if(op->owner==NULL)
419 return NULL;
420
421 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
422 op->owner->count==op->ownercount)
423 return op->owner;
424
425 op->owner=NULL;
426 op->ownercount=0;
427 return NULL;
428}
429
430void clear_owner(object *op)
431{
432 if (!op) return;
433
434 if (op->owner && op->ownercount == op->owner->count)
435 op->owner->refcount--;
436
437 op->owner = NULL;
438 op->ownercount = 0;
439} 449}
440 450
441/* 451/*
442 * Sets the owner and sets the skill and exp pointers to owner's current 452 * Sets the owner and sets the skill and exp pointers to owner's current
443 * skill and experience objects. 453 * skill and experience objects.
444 */ 454 */
445void set_owner (object *op, object *owner) 455void
456object::set_owner (object *owner)
446{ 457{
447 if(owner==NULL||op==NULL) 458 if (!owner)
448 return; 459 return;
449 460
450 /* next line added to allow objects which own objects */ 461 /* next line added to allow objects which own objects */
451 /* Add a check for ownercounts in here, as I got into an endless loop 462 /* Add a check for ownercounts in here, as I got into an endless loop
452 * with the fireball owning a poison cloud which then owned the 463 * with the fireball owning a poison cloud which then owned the
453 * fireball. I believe that was caused by one of the objects getting 464 * fireball. I believe that was caused by one of the objects getting
454 * freed and then another object replacing it. Since the ownercounts 465 * freed and then another object replacing it. Since the ownercounts
455 * didn't match, this check is valid and I believe that cause is valid. 466 * didn't match, this check is valid and I believe that cause is valid.
456 */ 467 */
457 while (owner->owner && owner!=owner->owner && 468 while (owner->owner)
458 owner->ownercount==owner->owner->count) owner=owner->owner; 469 owner = owner->owner;
459 470
460 /* IF the owner still has an owner, we did not resolve to a final owner.
461 * so lets not add to that.
462 */
463 if (owner->owner) return;
464
465 op->owner=owner; 471 this->owner = owner;
466
467 op->ownercount=owner->count;
468 owner->refcount++;
469
470}
471
472/* Set the owner to clone's current owner and set the skill and experience
473 * objects to clone's objects (typically those objects that where the owner's
474 * current skill and experience objects at the time when clone's owner was
475 * set - not the owner's current skill and experience objects).
476 *
477 * Use this function if player created an object (e.g. fire bullet, swarm
478 * spell), and this object creates further objects whose kills should be
479 * accounted for the player's original skill, even if player has changed
480 * skills meanwhile.
481 */
482void copy_owner (object *op, object *clone)
483{
484 object *owner = get_owner (clone);
485 if (owner == NULL) {
486 /* players don't have owners - they own themselves. Update
487 * as appropriate.
488 */
489 if (clone->type == PLAYER) owner=clone;
490 else return;
491 }
492 set_owner(op, owner);
493
494} 472}
495 473
496/* Zero the key_values on op, decrementing the shared-string 474/* Zero the key_values on op, decrementing the shared-string
497 * refcounts and freeing the links. 475 * refcounts and freeing the links.
498 */ 476 */
477static void
499static void free_key_values(object * op) 478free_key_values (object *op)
500{ 479{
501 for (key_value *i = op->key_values; i != 0; ) 480 for (key_value *i = op->key_values; i != 0;)
502 { 481 {
503 key_value *next = i->next; 482 key_value *next = i->next;
504 delete i; 483 delete i;
484
505 i = next; 485 i = next;
506 } 486 }
507 487
508 op->key_values = 0; 488 op->key_values = 0;
509} 489}
510 490
511void object::clear () 491void object::clear ()
512{ 492{
513 attachable_base::clear (); 493 attachable_base::clear ();
514 494
515 free_key_values (this); 495 free_key_values (this);
516 496
517 name = 0; 497 owner = 0;
498 name = 0;
518 name_pl = 0; 499 name_pl = 0;
519 title = 0; 500 title = 0;
520 race = 0; 501 race = 0;
521 slaying = 0; 502 slaying = 0;
522 skill = 0; 503 skill = 0;
523 msg = 0; 504 msg = 0;
524 lore = 0; 505 lore = 0;
525 custom_name = 0; 506 custom_name = 0;
526 materialname = 0; 507 materialname = 0;
508 contr = 0;
509 below = 0;
510 above = 0;
511 inv = 0;
512 container = 0;
513 env = 0;
514 more = 0;
515 head = 0;
516 map = 0;
517 active_next = 0;
518 active_prev = 0;
527 519
528 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod)); 520 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
529 521
530 SET_FLAG (this, FLAG_REMOVED); 522 SET_FLAG (this, FLAG_REMOVED);
523
524 /* What is not cleared is next, prev, and count */
525
526 expmul = 1.0;
527 face = blank_face;
528
529 if (settings.casting_time)
530 casting_time = -1;
531} 531}
532 532
533void object::clone (object *destination) 533void object::clone (object *destination)
534{ 534{
535 *(object_copy *)destination = *(object_copy *)this; 535 *(object_copy *)destination = *this;
536 *(object_pod *)destination = *(object_pod *)this; 536 *(object_pod *)destination = *this;
537 537
538 if (self || cb) 538 if (self || cb)
539 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination)); 539 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
540}
541
542/*
543 * clear_object() frees everything allocated by an object, and also
544 * clears all variables and flags to default settings.
545 */
546
547void clear_object (object *op)
548{
549 op->clear ();
550
551 op->contr = NULL;
552 op->below = NULL;
553 op->above = NULL;
554 op->inv = NULL;
555 op->container=NULL;
556 op->env=NULL;
557 op->more=NULL;
558 op->head=NULL;
559 op->map=NULL;
560 op->refcount=0;
561 op->active_next = NULL;
562 op->active_prev = NULL;
563 /* What is not cleared is next, prev, and count */
564
565 op->expmul = 1.0;
566 op->face = blank_face;
567 op->attacked_by_count = -1;
568
569 if (settings.casting_time)
570 op->casting_time = -1;
571} 540}
572 541
573/* 542/*
574 * copy object first frees everything allocated by the second object, 543 * copy object first frees everything allocated by the second object,
575 * and then copies the contends of the first object into the second 544 * and then copies the contends of the first object into the second
576 * object, allocating what needs to be allocated. Basically, any 545 * object, allocating what needs to be allocated. Basically, any
577 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 546 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
578 * if the first object is freed, the pointers in the new object 547 * if the first object is freed, the pointers in the new object
579 * will point at garbage. 548 * will point at garbage.
580 */ 549 */
581 550void
582void copy_object (object *op2, object *op) 551copy_object (object *op2, object *op)
583{ 552{
584 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 553 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
585 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 554 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
586 555
587 op2->clone (op); 556 op2->clone (op);
588 557
558 if (is_freed)
589 if (is_freed) SET_FLAG (op, FLAG_FREED); 559 SET_FLAG (op, FLAG_FREED);
560 if (is_removed)
590 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 561 SET_FLAG (op, FLAG_REMOVED);
591 562
592 if (op2->speed < 0) 563 if (op2->speed < 0)
593 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 564 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
594 565
595 /* Copy over key_values, if any. */ 566 /* Copy over key_values, if any. */
596 if (op2->key_values != NULL) 567 if (op2->key_values)
597 { 568 {
598 key_value *tail = NULL; 569 key_value *tail = 0;
599 key_value *i; 570 key_value *i;
600 571
601 op->key_values = NULL; 572 op->key_values = 0;
602 573
603 for (i = op2->key_values; i != NULL; i = i->next) 574 for (i = op2->key_values; i; i = i->next)
604 { 575 {
605 key_value *new_link = new key_value; 576 key_value *new_link = new key_value;
606 577
607 new_link->next = NULL; 578 new_link->next = 0;
608 new_link->key = i->key; 579 new_link->key = i->key;
609 new_link->value = i->value; 580 new_link->value = i->value;
610 581
611 /* Try and be clever here, too. */ 582 /* Try and be clever here, too. */
612 if (op->key_values == NULL) 583 if (!op->key_values)
613 { 584 {
614 op->key_values = new_link; 585 op->key_values = new_link;
615 tail = new_link; 586 tail = new_link;
616 } 587 }
617 else 588 else
623 } 594 }
624 595
625 update_ob_speed (op); 596 update_ob_speed (op);
626} 597}
627 598
628object::object ()
629{
630 count = ++ob_count;
631
632 next = objects;
633
634 if (objects)
635 objects->prev = this;
636
637 objects = this;
638
639 SET_FLAG (this, FLAG_REMOVED);
640
641 expmul = 1.0;
642 face = blank_face;
643 attacked_by_count = -1;
644}
645
646object::~object ()
647{
648}
649
650/* 599/*
651 * If an object with the IS_TURNABLE() flag needs to be turned due 600 * If an object with the IS_TURNABLE() flag needs to be turned due
652 * to the closest player being on the other side, this function can 601 * to the closest player being on the other side, this function can
653 * be called to update the face variable, _and_ how it looks on the map. 602 * be called to update the face variable, _and_ how it looks on the map.
654 */ 603 */
655 604
605void
656void update_turn_face(object *op) { 606update_turn_face (object *op)
607{
657 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 608 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
658 return; 609 return;
659 SET_ANIMATION(op, op->direction); 610 SET_ANIMATION (op, op->direction);
660 update_object(op,UP_OBJ_FACE); 611 update_object (op, UP_OBJ_FACE);
661} 612}
662 613
663/* 614/*
664 * Updates the speed of an object. If the speed changes from 0 to another 615 * Updates the speed of an object. If the speed changes from 0 to another
665 * value, or vice versa, then add/remove the object from the active list. 616 * value, or vice versa, then add/remove the object from the active list.
666 * This function needs to be called whenever the speed of an object changes. 617 * This function needs to be called whenever the speed of an object changes.
667 */ 618 */
668 619void
669void update_ob_speed(object *op) { 620update_ob_speed (object *op)
621{
670 extern int arch_init; 622 extern int arch_init;
671 623
672 /* No reason putting the archetypes objects on the speed list, 624 /* No reason putting the archetypes objects on the speed list,
673 * since they never really need to be updated. 625 * since they never really need to be updated.
674 */ 626 */
675 627
676 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 628 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
629 {
677 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 630 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
678#ifdef MANY_CORES 631#ifdef MANY_CORES
679 abort(); 632 abort ();
680#else 633#else
681 op->speed = 0; 634 op->speed = 0;
682#endif 635#endif
683 } 636 }
637
684 if (arch_init) { 638 if (arch_init)
639 return;
640
641 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
642 {
643 /* If already on active list, don't do anything */
644 if (op->active_next || op->active_prev || op == active_objects)
685 return; 645 return;
686 }
687 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
688 /* If already on active list, don't do anything */
689 if (op->active_next || op->active_prev || op==active_objects)
690 return;
691 646
692 /* process_events() expects us to insert the object at the beginning 647 /* process_events() expects us to insert the object at the beginning
693 * of the list. */ 648 * of the list. */
694 op->active_next = active_objects; 649 op->active_next = active_objects;
650
695 if (op->active_next!=NULL) 651 if (op->active_next != NULL)
696 op->active_next->active_prev = op; 652 op->active_next->active_prev = op;
653
697 active_objects = op; 654 active_objects = op;
655 }
656 else
698 } 657 {
699 else {
700 /* If not on the active list, nothing needs to be done */ 658 /* If not on the active list, nothing needs to be done */
701 if (!op->active_next && !op->active_prev && op!=active_objects) 659 if (!op->active_next && !op->active_prev && op != active_objects)
702 return; 660 return;
703 661
704 if (op->active_prev==NULL) { 662 if (op->active_prev == NULL)
663 {
705 active_objects = op->active_next; 664 active_objects = op->active_next;
665
706 if (op->active_next!=NULL) 666 if (op->active_next != NULL)
707 op->active_next->active_prev = NULL; 667 op->active_next->active_prev = NULL;
668 }
669 else
708 } 670 {
709 else {
710 op->active_prev->active_next = op->active_next; 671 op->active_prev->active_next = op->active_next;
672
711 if (op->active_next) 673 if (op->active_next)
712 op->active_next->active_prev = op->active_prev; 674 op->active_next->active_prev = op->active_prev;
713 } 675 }
676
714 op->active_next = NULL; 677 op->active_next = NULL;
715 op->active_prev = NULL; 678 op->active_prev = NULL;
716 } 679 }
717} 680}
718 681
719/* This function removes object 'op' from the list of active 682/* This function removes object 'op' from the list of active
720 * objects. 683 * objects.
722 * reference maps where you don't want an object that isn't 685 * reference maps where you don't want an object that isn't
723 * in play chewing up cpu time getting processed. 686 * in play chewing up cpu time getting processed.
724 * The reverse of this is to call update_ob_speed, which 687 * The reverse of this is to call update_ob_speed, which
725 * will do the right thing based on the speed of the object. 688 * will do the right thing based on the speed of the object.
726 */ 689 */
690void
727void remove_from_active_list(object *op) 691remove_from_active_list (object *op)
728{ 692{
729 /* If not on the active list, nothing needs to be done */ 693 /* If not on the active list, nothing needs to be done */
730 if (!op->active_next && !op->active_prev && op!=active_objects) 694 if (!op->active_next && !op->active_prev && op != active_objects)
731 return; 695 return;
732 696
733 if (op->active_prev==NULL) { 697 if (op->active_prev == NULL)
698 {
734 active_objects = op->active_next; 699 active_objects = op->active_next;
735 if (op->active_next!=NULL) 700 if (op->active_next != NULL)
736 op->active_next->active_prev = NULL; 701 op->active_next->active_prev = NULL;
702 }
703 else
737 } 704 {
738 else {
739 op->active_prev->active_next = op->active_next; 705 op->active_prev->active_next = op->active_next;
740 if (op->active_next) 706 if (op->active_next)
741 op->active_next->active_prev = op->active_prev; 707 op->active_next->active_prev = op->active_prev;
742 } 708 }
743 op->active_next = NULL; 709 op->active_next = NULL;
744 op->active_prev = NULL; 710 op->active_prev = NULL;
745} 711}
746 712
747/* 713/*
748 * update_object() updates the array which represents the map. 714 * update_object() updates the array which represents the map.
749 * It takes into account invisible objects (and represent squares covered 715 * It takes into account invisible objects (and represent squares covered
764 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 730 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
765 * as that is easier than trying to look at what may have changed. 731 * as that is easier than trying to look at what may have changed.
766 * UP_OBJ_FACE: only the objects face has changed. 732 * UP_OBJ_FACE: only the objects face has changed.
767 */ 733 */
768 734
735void
769void update_object(object *op, int action) { 736update_object (object *op, int action)
737{
770 int update_now=0, flags; 738 int update_now = 0, flags;
771 MoveType move_on, move_off, move_block, move_slow; 739 MoveType move_on, move_off, move_block, move_slow;
772 740
773 if (op == NULL) { 741 if (op == NULL)
742 {
774 /* this should never happen */ 743 /* this should never happen */
775 LOG(llevDebug,"update_object() called for NULL object.\n"); 744 LOG (llevDebug, "update_object() called for NULL object.\n");
776 return; 745 return;
777 }
778 746 }
747
779 if(op->env!=NULL) { 748 if (op->env != NULL)
749 {
780 /* Animation is currently handled by client, so nothing 750 /* Animation is currently handled by client, so nothing
781 * to do in this case. 751 * to do in this case.
782 */ 752 */
783 return; 753 return;
784 } 754 }
785 755
786 /* If the map is saving, don't do anything as everything is 756 /* If the map is saving, don't do anything as everything is
787 * going to get freed anyways. 757 * going to get freed anyways.
788 */ 758 */
789 if (!op->map || op->map->in_memory == MAP_SAVING) return; 759 if (!op->map || op->map->in_memory == MAP_SAVING)
790 760 return;
761
791 /* make sure the object is within map boundaries */ 762 /* make sure the object is within map boundaries */
792 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 763 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
793 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 764 {
794 LOG(llevError,"update_object() called for object out of map!\n"); 765 LOG (llevError, "update_object() called for object out of map!\n");
795#ifdef MANY_CORES 766#ifdef MANY_CORES
796 abort(); 767 abort ();
797#endif 768#endif
798 return; 769 return;
799 }
800 770 }
771
801 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 772 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
802 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 773 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
803 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 774 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
804 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 775 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
805 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 776 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
806 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y); 777 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
807 778
808 if (action == UP_OBJ_INSERT) { 779 if (action == UP_OBJ_INSERT)
780 {
809 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 781 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
810 update_now=1; 782 update_now = 1;
811 783
812 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 784 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
813 update_now=1; 785 update_now = 1;
814 786
815 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 787 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
816 update_now=1; 788 update_now = 1;
817 789
818 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 790 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
819 update_now=1; 791 update_now = 1;
820 792
793 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
794 update_now = 1;
795
821 if ((move_on | op->move_on) != move_on) update_now=1; 796 if ((move_on | op->move_on) != move_on)
797 update_now = 1;
798
822 if ((move_off | op->move_off) != move_off) update_now=1; 799 if ((move_off | op->move_off) != move_off)
800 update_now = 1;
801
823 /* This isn't perfect, but I don't expect a lot of objects to 802 /* This isn't perfect, but I don't expect a lot of objects to
824 * to have move_allow right now. 803 * to have move_allow right now.
825 */ 804 */
826 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 805 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
827 update_now=1; 806 update_now = 1;
807
828 if ((move_slow | op->move_slow) != move_slow) update_now=1; 808 if ((move_slow | op->move_slow) != move_slow)
809 update_now = 1;
829 } 810 }
830 /* if the object is being removed, we can't make intelligent 811 /* if the object is being removed, we can't make intelligent
831 * decisions, because remove_ob can't really pass the object 812 * decisions, because remove_ob can't really pass the object
832 * that is being removed. 813 * that is being removed.
833 */ 814 */
834 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 815 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
835 update_now=1; 816 update_now = 1;
836 } else if (action == UP_OBJ_FACE) { 817 else if (action == UP_OBJ_FACE)
837 /* Nothing to do for that case */ 818 /* Nothing to do for that case */ ;
838 }
839 else { 819 else
840 LOG(llevError,"update_object called with invalid action: %d\n", action); 820 LOG (llevError, "update_object called with invalid action: %d\n", action);
841 }
842 821
843 if (update_now) { 822 if (update_now)
823 {
844 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 824 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
845 update_position(op->map, op->x, op->y); 825 update_position (op->map, op->x, op->y);
846 } 826 }
847 827
848 if(op->more!=NULL) 828 if (op->more != NULL)
849 update_object(op->more, action); 829 update_object (op->more, action);
850} 830}
851 831
832object::vector object::mortals;
833object::vector object::objects; // not yet used
834object *object::first;
835
836void object::free_mortals ()
837{
838 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
839 if ((*i)->refcnt)
840 ++i; // further delay freeing
841 else
842 {
843 delete *i;
844 mortals.erase (i);
845 }
846
847 static int lastmortals = 0;//D
848
849 if (mortals.size() != lastmortals && lastmortals > 100)//D
850 {
851 lastmortals = mortals.size ();//D
852 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
853 }
854}
855
856object::object ()
857{
858 SET_FLAG (this, FLAG_REMOVED);
859
860 expmul = 1.0;
861 face = blank_face;
862}
863
864object::~object ()
865{
866 free_key_values (this);
867}
868
869void object::link ()
870{
871 count = ++ob_count;
872 uuid = gen_uuid ();
873
874 prev = 0;
875 next = object::first;
876
877 if (object::first)
878 object::first->prev = this;
879
880 object::first = this;
881}
882
883void object::unlink ()
884{
885 if (this == object::first)
886 object::first = next;
887
888 /* Remove this object from the list of used objects */
889 if (prev) prev->next = next;
890 if (next) next->prev = prev;
891
892 prev = 0;
893 next = 0;
894}
895
896object *object::create ()
897{
898 object *op = new object;
899 op->link ();
900 return op;
901}
852 902
853/* 903/*
854 * free_object() frees everything allocated by an object, removes 904 * free_object() frees everything allocated by an object, removes
855 * it from the list of used objects, and puts it on the list of 905 * it from the list of used objects, and puts it on the list of
856 * free objects. The IS_FREED() flag is set in the object. 906 * free objects. The IS_FREED() flag is set in the object.
857 * The object must have been removed by remove_ob() first for 907 * The object must have been removed by remove_ob() first for
858 * this function to succeed. 908 * this function to succeed.
859 * 909 *
860 * If free_inventory is set, free inventory as well. Else drop items in 910 * If destroy_inventory is set, free inventory as well. Else drop items in
861 * inventory to the ground. 911 * inventory to the ground.
862 */ 912 */
863 913void object::destroy (bool destroy_inventory)
864void
865free_object (object * ob)
866{ 914{
867 free_object2 (ob, 0);
868}
869
870void
871free_object2 (object * ob, int free_inventory)
872{
873 object *tmp, *op;
874
875 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 915 if (QUERY_FLAG (this, FLAG_FREED))
876 { 916 return;
877 LOG (llevDebug, "Free object called with non removed object\n");
878 dump_object (ob);
879#ifdef MANY_CORES
880 abort ();
881#endif
882 }
883 917
884 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 918 if (QUERY_FLAG (this, FLAG_FRIENDLY))
885 {
886 LOG (llevMonster, "Warning: tried to free friendly object.\n");
887 remove_friendly_object (ob); 919 remove_friendly_object (this);
888 }
889 920
890 if (QUERY_FLAG (ob, FLAG_FREED)) 921 if (!QUERY_FLAG (this, FLAG_REMOVED))
891 { 922 remove_ob (this);
892 dump_object (ob); 923
893 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 924 SET_FLAG (this, FLAG_FREED);
894 return; 925
926 if (more)
895 } 927 {
896 928 more->destroy (destroy_inventory);
897 if (ob->more != NULL) 929 more = 0;
898 { 930 }
899 free_object2 (ob->more, free_inventory);
900 ob->more = NULL;
901 }
902 931
903 if (ob->inv) 932 if (inv)
904 { 933 {
905 /* Only if the space blocks everything do we not process - 934 /* Only if the space blocks everything do we not process -
906 * if some form of movement is allowed, let objects 935 * if some form of movement is allowed, let objects
907 * drop on that space. 936 * drop on that space.
908 */ 937 */
909 if (free_inventory || ob->map == NULL 938 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
910 || ob->map->in_memory != MAP_IN_MEMORY 939 {
911 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL)) 940 object *op = inv;
912 {
913 op = ob->inv;
914 941
915 while (op != NULL) 942 while (op)
916 { 943 {
917 tmp = op->below; 944 object *tmp = op->below;
918 remove_ob (op); 945 op->destroy (destroy_inventory);
919 free_object2 (op, free_inventory);
920 op = tmp; 946 op = tmp;
921 } 947 }
922 } 948 }
923 else 949 else
924 { /* Put objects in inventory onto this space */ 950 { /* Put objects in inventory onto this space */
925 op = ob->inv; 951 object *op = inv;
926 952
927 while (op != NULL) 953 while (op)
928 { 954 {
929 tmp = op->below; 955 object *tmp = op->below;
956
930 remove_ob (op); 957 remove_ob (op);
931 958
932 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 959 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
933 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE 960 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
934 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 961 free_object (op);
935 free_object (op); 962 else
936 else 963 {
937 { 964 op->x = x;
938 op->x = ob->x; 965 op->y = y;
939 op->y = ob->y;
940 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */ 966 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
941 } 967 }
942 968
943 op = tmp; 969 op = tmp;
970 }
971 }
944 } 972 }
945 } 973
946 } 974 // clear those pointers that likely might have circular references to us
975 owner = 0;
976 enemy = 0;
977 attacked_by = 0;
978
979 // only relevant for players(?), but make sure of it anyways
980 contr = 0;
947 981
948 /* Remove object from the active list */ 982 /* Remove object from the active list */
949 ob->speed = 0; 983 speed = 0;
950 update_ob_speed (ob); 984 update_ob_speed (this);
951 985
952 SET_FLAG (ob, FLAG_FREED); 986 unlink ();
953 ob->count = 0;
954 987
955 /* Remove this object from the list of used objects */ 988 mortals.push_back (this);
956 if (ob->prev == NULL)
957 {
958 objects = ob->next;
959
960 if (objects != NULL)
961 objects->prev = NULL;
962 }
963 else
964 {
965 ob->prev->next = ob->next;
966
967 if (ob->next != NULL)
968 ob->next->prev = ob->prev;
969 }
970
971 free_key_values (ob);
972
973 /* Now link it with the free_objects list: */
974 ob->prev = 0;
975 ob->next = 0;
976
977 delete ob;
978} 989}
979 990
980/* 991/*
981 * sub_weight() recursively (outwards) subtracts a number from the 992 * sub_weight() recursively (outwards) subtracts a number from the
982 * weight of an object (and what is carried by it's environment(s)). 993 * weight of an object (and what is carried by it's environment(s)).
983 */ 994 */
984 995
996void
985void sub_weight (object *op, signed long weight) { 997sub_weight (object *op, signed long weight)
998{
986 while (op != NULL) { 999 while (op != NULL)
1000 {
987 if (op->type == CONTAINER) { 1001 if (op->type == CONTAINER)
988 weight=(signed long)(weight*(100-op->stats.Str)/100); 1002 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
989 } 1003
990 op->carrying-=weight; 1004 op->carrying -= weight;
991 op = op->env; 1005 op = op->env;
992 } 1006 }
993} 1007}
994 1008
995/* remove_ob(op): 1009/* remove_ob(op):
996 * This function removes the object op from the linked list of objects 1010 * This function removes the object op from the linked list of objects
997 * which it is currently tied to. When this function is done, the 1011 * which it is currently tied to. When this function is done, the
999 * environment, the x and y coordinates will be updated to 1013 * environment, the x and y coordinates will be updated to
1000 * the previous environment. 1014 * the previous environment.
1001 * Beware: This function is called from the editor as well! 1015 * Beware: This function is called from the editor as well!
1002 */ 1016 */
1003 1017
1018void
1004void remove_ob(object *op) { 1019remove_ob (object *op)
1020{
1005 object *tmp,*last=NULL; 1021 object *tmp, *last = 0;
1006 object *otmp; 1022 object *otmp;
1007 tag_t tag; 1023
1008 int check_walk_off; 1024 int check_walk_off;
1009 mapstruct *m; 1025 maptile *m;
1026
1010 sint16 x,y; 1027 sint16 x, y;
1011
1012 1028
1013 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1029 if (QUERY_FLAG (op, FLAG_REMOVED))
1014 dump_object(op); 1030 return;
1015 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1016 1031
1017 /* Changed it to always dump core in this case. As has been learned
1018 * in the past, trying to recover from errors almost always
1019 * make things worse, and this is a real error here - something
1020 * that should not happen.
1021 * Yes, if this was a mission critical app, trying to do something
1022 * to recover may make sense, but that is because failure of the app
1023 * may have other disastrous problems. Cf runs out of a script
1024 * so is easily enough restarted without any real problems.
1025 * MSW 2001-07-01
1026 */
1027 abort();
1028 }
1029 if(op->more!=NULL)
1030 remove_ob(op->more);
1031
1032 SET_FLAG(op, FLAG_REMOVED); 1032 SET_FLAG (op, FLAG_REMOVED);
1033 1033
1034 if (op->more != NULL)
1035 remove_ob (op->more);
1036
1034 /* 1037 /*
1035 * In this case, the object to be removed is in someones 1038 * In this case, the object to be removed is in someones
1036 * inventory. 1039 * inventory.
1037 */ 1040 */
1038 if(op->env!=NULL) { 1041 if (op->env != NULL)
1042 {
1039 if(op->nrof) 1043 if (op->nrof)
1040 sub_weight(op->env, op->weight*op->nrof); 1044 sub_weight (op->env, op->weight * op->nrof);
1041 else 1045 else
1042 sub_weight(op->env, op->weight+op->carrying); 1046 sub_weight (op->env, op->weight + op->carrying);
1043 1047
1044 /* NO_FIX_PLAYER is set when a great many changes are being 1048 /* NO_FIX_PLAYER is set when a great many changes are being
1045 * made to players inventory. If set, avoiding the call 1049 * made to players inventory. If set, avoiding the call
1046 * to save cpu time. 1050 * to save cpu time.
1047 */ 1051 */
1048 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1052 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1049 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1050 fix_player(otmp); 1053 fix_player (otmp);
1051 1054
1052 if(op->above!=NULL) 1055 if (op->above != NULL)
1053 op->above->below=op->below; 1056 op->above->below = op->below;
1054 else 1057 else
1055 op->env->inv=op->below; 1058 op->env->inv = op->below;
1056 1059
1057 if(op->below!=NULL) 1060 if (op->below != NULL)
1058 op->below->above=op->above; 1061 op->below->above = op->above;
1059 1062
1060 /* we set up values so that it could be inserted into 1063 /* we set up values so that it could be inserted into
1061 * the map, but we don't actually do that - it is up 1064 * the map, but we don't actually do that - it is up
1062 * to the caller to decide what we want to do. 1065 * to the caller to decide what we want to do.
1063 */ 1066 */
1064 op->x=op->env->x,op->y=op->env->y; 1067 op->x = op->env->x, op->y = op->env->y;
1065 op->map=op->env->map; 1068 op->map = op->env->map;
1066 op->above=NULL,op->below=NULL; 1069 op->above = NULL, op->below = NULL;
1067 op->env=NULL; 1070 op->env = NULL;
1071 }
1072 else if (op->map)
1073 {
1074 x = op->x;
1075 y = op->y;
1076 m = get_map_from_coord (op->map, &x, &y);
1077
1078 if (!m)
1079 {
1080 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1081 op->map->path, op->x, op->y);
1082 /* in old days, we used to set x and y to 0 and continue.
1083 * it seems if we get into this case, something is probablye
1084 * screwed up and should be fixed.
1085 */
1086 abort ();
1087 }
1088
1089 if (op->map != m)
1090 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1091 op->map->path, m->path, op->x, op->y, x, y);
1092
1093 /* Re did the following section of code - it looks like it had
1094 * lots of logic for things we no longer care about
1095 */
1096
1097 /* link the object above us */
1098 if (op->above)
1099 op->above->below = op->below;
1100 else
1101 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1102
1103 /* Relink the object below us, if there is one */
1104 if (op->below)
1105 op->below->above = op->above;
1106 else
1107 {
1108 /* Nothing below, which means we need to relink map object for this space
1109 * use translated coordinates in case some oddness with map tiling is
1110 * evident
1111 */
1112 if (GET_MAP_OB (m, x, y) != op)
1113 {
1114 char *dump = dump_object (op);
1115 LOG (llevError,
1116 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1117 free (dump);
1118 dump = dump_object (GET_MAP_OB (m, x, y));
1119 LOG (llevError, "%s\n", dump);
1120 free (dump);
1121 }
1122
1123 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1124 }
1125
1126 op->above = 0;
1127 op->below = 0;
1128
1129 if (op->map->in_memory == MAP_SAVING)
1068 return; 1130 return;
1069 }
1070 1131
1071 /* If we get here, we are removing it from a map */
1072 if (op->map == NULL) return;
1073
1074 x = op->x;
1075 y = op->y;
1076 m = get_map_from_coord(op->map, &x, &y);
1077
1078 if (!m) {
1079 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1080 op->map->path, op->x, op->y);
1081 /* in old days, we used to set x and y to 0 and continue.
1082 * it seems if we get into this case, something is probablye
1083 * screwed up and should be fixed.
1084 */
1085 abort();
1086 }
1087 if (op->map != m) {
1088 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1089 op->map->path, m->path, op->x, op->y, x, y);
1090 }
1091
1092 /* Re did the following section of code - it looks like it had
1093 * lots of logic for things we no longer care about
1094 */
1095
1096 /* link the object above us */
1097 if (op->above)
1098 op->above->below=op->below;
1099 else
1100 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1101
1102 /* Relink the object below us, if there is one */
1103 if(op->below) {
1104 op->below->above=op->above;
1105 } else {
1106 /* Nothing below, which means we need to relink map object for this space
1107 * use translated coordinates in case some oddness with map tiling is
1108 * evident
1109 */
1110 if(GET_MAP_OB(m,x,y)!=op) {
1111 dump_object(op);
1112 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);
1113 dump_object(GET_MAP_OB(m,x,y));
1114 LOG(llevError,"%s\n",errmsg);
1115 }
1116 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1117 }
1118 op->above=NULL;
1119 op->below=NULL;
1120
1121 if (op->map->in_memory == MAP_SAVING)
1122 return;
1123
1124 tag = op->count;
1125 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1132 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1133
1126 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1134 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1135 {
1127 /* No point updating the players look faces if he is the object 1136 /* No point updating the players look faces if he is the object
1128 * being removed. 1137 * being removed.
1129 */ 1138 */
1130 1139
1131 if(tmp->type==PLAYER && tmp!=op) { 1140 if (tmp->type == PLAYER && tmp != op)
1141 {
1132 /* If a container that the player is currently using somehow gets 1142 /* If a container that the player is currently using somehow gets
1133 * removed (most likely destroyed), update the player view 1143 * removed (most likely destroyed), update the player view
1134 * appropriately. 1144 * appropriately.
1135 */ 1145 */
1136 if (tmp->container==op) { 1146 if (tmp->container == op)
1147 {
1137 CLEAR_FLAG(op, FLAG_APPLIED); 1148 CLEAR_FLAG (op, FLAG_APPLIED);
1138 tmp->container=NULL; 1149 tmp->container = NULL;
1150 }
1151
1152 tmp->contr->socket.update_look = 1;
1139 } 1153 }
1140 tmp->contr->socket.update_look=1; 1154
1141 }
1142 /* See if player moving off should effect something */ 1155 /* See if player moving off should effect something */
1156 if (check_walk_off
1143 if (check_walk_off && ((op->move_type & tmp->move_off) && 1157 && ((op->move_type & tmp->move_off)
1144 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1158 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1145 1159 {
1146 move_apply(tmp, op, NULL); 1160 move_apply (tmp, op, NULL);
1161
1147 if (was_destroyed (op, tag)) { 1162 if (op->destroyed ())
1148 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1163 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1149 "leaving object\n", &tmp->name, &tmp->arch->name);
1150 } 1164 }
1151 }
1152 1165
1153 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1166 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1154 1167
1155 if(tmp->above == tmp) 1168 if (tmp->above == tmp)
1156 tmp->above = NULL; 1169 tmp->above = NULL;
1170
1157 last=tmp; 1171 last = tmp;
1158 } 1172 }
1173
1159 /* last == NULL of there are no objects on this space */ 1174 /* last == NULL of there are no objects on this space */
1160 if (last==NULL) { 1175 if (last == NULL)
1176 {
1161 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1177 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1162 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1178 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1163 * those out anyways, and if there are any flags set right now, they won't 1179 * those out anyways, and if there are any flags set right now, they won't
1164 * be correct anyways. 1180 * be correct anyways.
1165 */ 1181 */
1166 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1182 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1167 update_position(op->map, op->x, op->y); 1183 update_position (op->map, op->x, op->y);
1168 } 1184 }
1169 else 1185 else
1170 update_object(last, UP_OBJ_REMOVE); 1186 update_object (last, UP_OBJ_REMOVE);
1171 1187
1172 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1188 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1173 update_all_los(op->map, op->x, op->y); 1189 update_all_los (op->map, op->x, op->y);
1174 1190 }
1175} 1191}
1176 1192
1177/* 1193/*
1178 * merge_ob(op,top): 1194 * merge_ob(op,top):
1179 * 1195 *
1180 * This function goes through all objects below and including top, and 1196 * This function goes through all objects below and including top, and
1181 * merges op to the first matching object. 1197 * merges op to the first matching object.
1182 * If top is NULL, it is calculated. 1198 * If top is NULL, it is calculated.
1183 * Returns pointer to object if it succeded in the merge, otherwise NULL 1199 * Returns pointer to object if it succeded in the merge, otherwise NULL
1184 */ 1200 */
1185 1201object *
1186object *merge_ob(object *op, object *top) { 1202merge_ob (object *op, object *top)
1203{
1187 if(!op->nrof) 1204 if (!op->nrof)
1188 return 0; 1205 return 0;
1206
1189 if(top==NULL) 1207 if (top == NULL)
1190 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1208 for (top = op; top != NULL && top->above != NULL; top = top->above);
1209
1191 for(;top!=NULL;top=top->below) { 1210 for (; top != NULL; top = top->below)
1211 {
1192 if(top==op) 1212 if (top == op)
1193 continue; 1213 continue;
1194 if (CAN_MERGE(op,top)) 1214 if (CAN_MERGE (op, top))
1195 { 1215 {
1196 top->nrof+=op->nrof; 1216 top->nrof += op->nrof;
1217
1197/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1218/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1198 op->weight = 0; /* Don't want any adjustements now */ 1219 op->weight = 0; /* Don't want any adjustements now */
1199 remove_ob(op); 1220 remove_ob (op);
1200 free_object(op); 1221 free_object (op);
1201 return top; 1222 return top;
1202 } 1223 }
1203 } 1224 }
1225
1204 return NULL; 1226 return 0;
1205} 1227}
1206 1228
1207/* 1229/*
1208 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1230 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1209 * job preparing multi-part monsters 1231 * job preparing multi-part monsters
1210 */ 1232 */
1233object *
1211object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1234insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1235{
1212 object* tmp; 1236 object *tmp;
1237
1213 if (op->head) 1238 if (op->head)
1214 op=op->head; 1239 op = op->head;
1240
1215 for (tmp=op;tmp;tmp=tmp->more){ 1241 for (tmp = op; tmp; tmp = tmp->more)
1242 {
1216 tmp->x=x+tmp->arch->clone.x; 1243 tmp->x = x + tmp->arch->clone.x;
1217 tmp->y=y+tmp->arch->clone.y; 1244 tmp->y = y + tmp->arch->clone.y;
1218 } 1245 }
1246
1219 return insert_ob_in_map (op, m, originator, flag); 1247 return insert_ob_in_map (op, m, originator, flag);
1220} 1248}
1221 1249
1222/* 1250/*
1223 * insert_ob_in_map (op, map, originator, flag): 1251 * insert_ob_in_map (op, map, originator, flag):
1224 * This function inserts the object in the two-way linked list 1252 * This function inserts the object in the two-way linked list
1238 * new object if 'op' was merged with other object 1266 * new object if 'op' was merged with other object
1239 * NULL if 'op' was destroyed 1267 * NULL if 'op' was destroyed
1240 * just 'op' otherwise 1268 * just 'op' otherwise
1241 */ 1269 */
1242 1270
1271object *
1243object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1272insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1244{ 1273{
1245 object *tmp, *top, *floor=NULL; 1274 object *tmp, *top, *floor = NULL;
1246 sint16 x,y; 1275 sint16 x, y;
1247 1276
1248 if (QUERY_FLAG (op, FLAG_FREED)) { 1277 if (QUERY_FLAG (op, FLAG_FREED))
1278 {
1249 LOG (llevError, "Trying to insert freed object!\n"); 1279 LOG (llevError, "Trying to insert freed object!\n");
1280 return NULL;
1281 }
1282
1283 if (m == NULL)
1284 {
1285 char *dump = dump_object (op);
1286 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1287 free (dump);
1288 return op;
1289 }
1290
1291 if (out_of_map (m, op->x, op->y))
1292 {
1293 char *dump = dump_object (op);
1294 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1295#ifdef MANY_CORES
1296 /* Better to catch this here, as otherwise the next use of this object
1297 * is likely to cause a crash. Better to find out where it is getting
1298 * improperly inserted.
1299 */
1300 abort ();
1301#endif
1302 free (dump);
1303 return op;
1304 }
1305
1306 if (!QUERY_FLAG (op, FLAG_REMOVED))
1307 {
1308 char *dump = dump_object (op);
1309 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1310 free (dump);
1311 return op;
1312 }
1313
1314 if (op->more != NULL)
1315 {
1316 /* The part may be on a different map. */
1317
1318 object *more = op->more;
1319
1320 /* We really need the caller to normalize coordinates - if
1321 * we set the map, that doesn't work if the location is within
1322 * a map and this is straddling an edge. So only if coordinate
1323 * is clear wrong do we normalize it.
1324 */
1325 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1326 more->map = get_map_from_coord (m, &more->x, &more->y);
1327 else if (!more->map)
1328 {
1329 /* For backwards compatibility - when not dealing with tiled maps,
1330 * more->map should always point to the parent.
1331 */
1332 more->map = m;
1333 }
1334
1335 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1336 {
1337 if (!op->head)
1338 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1339
1340 return NULL;
1341 }
1342 }
1343
1344 CLEAR_FLAG (op, FLAG_REMOVED);
1345
1346 /* Ideally, the caller figures this out. However, it complicates a lot
1347 * of areas of callers (eg, anything that uses find_free_spot would now
1348 * need extra work
1349 */
1350 op->map = get_map_from_coord (m, &op->x, &op->y);
1351 x = op->x;
1352 y = op->y;
1353
1354 /* this has to be done after we translate the coordinates.
1355 */
1356 if (op->nrof && !(flag & INS_NO_MERGE))
1357 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1358 if (CAN_MERGE (op, tmp))
1359 {
1360 op->nrof += tmp->nrof;
1361 remove_ob (tmp);
1362 free_object (tmp);
1363 }
1364
1365 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1366 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1367
1368 if (!QUERY_FLAG (op, FLAG_ALIVE))
1369 CLEAR_FLAG (op, FLAG_NO_STEAL);
1370
1371 if (flag & INS_BELOW_ORIGINATOR)
1372 {
1373 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1374 {
1375 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1376 abort ();
1377 }
1378
1379 op->above = originator;
1380 op->below = originator->below;
1381
1382 if (op->below)
1383 op->below->above = op;
1384 else
1385 SET_MAP_OB (op->map, op->x, op->y, op);
1386
1387 /* since *below* originator, no need to update top */
1388 originator->below = op;
1389 }
1390 else
1391 {
1392 /* If there are other objects, then */
1393 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1394 {
1395 object *last = NULL;
1396
1397 /*
1398 * If there are multiple objects on this space, we do some trickier handling.
1399 * We've already dealt with merging if appropriate.
1400 * Generally, we want to put the new object on top. But if
1401 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1402 * floor, we want to insert above that and no further.
1403 * Also, if there are spell objects on this space, we stop processing
1404 * once we get to them. This reduces the need to traverse over all of
1405 * them when adding another one - this saves quite a bit of cpu time
1406 * when lots of spells are cast in one area. Currently, it is presumed
1407 * that flying non pickable objects are spell objects.
1408 */
1409
1410 while (top != NULL)
1411 {
1412 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1413 floor = top;
1414
1415 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1416 {
1417 /* We insert above top, so we want this object below this */
1418 top = top->below;
1419 break;
1420 }
1421
1422 last = top;
1423 top = top->above;
1424 }
1425
1426 /* Don't want top to be NULL, so set it to the last valid object */
1427 top = last;
1428
1429 /* We let update_position deal with figuring out what the space
1430 * looks like instead of lots of conditions here.
1431 * makes things faster, and effectively the same result.
1432 */
1433
1434 /* Have object 'fall below' other objects that block view.
1435 * Unless those objects are exits, type 66
1436 * If INS_ON_TOP is used, don't do this processing
1437 * Need to find the object that in fact blocks view, otherwise
1438 * stacking is a bit odd.
1439 */
1440 if (!(flag & INS_ON_TOP) &&
1441 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1442 {
1443 for (last = top; last != floor; last = last->below)
1444 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1445 break;
1446 /* Check to see if we found the object that blocks view,
1447 * and make sure we have a below pointer for it so that
1448 * we can get inserted below this one, which requires we
1449 * set top to the object below us.
1450 */
1451 if (last && last->below && last != floor)
1452 top = last->below;
1453 }
1454 } /* If objects on this space */
1455
1456 if (flag & INS_MAP_LOAD)
1457 top = GET_MAP_TOP (op->map, op->x, op->y);
1458
1459 if (flag & INS_ABOVE_FLOOR_ONLY)
1460 top = floor;
1461
1462 /* Top is the object that our object (op) is going to get inserted above.
1463 */
1464
1465 /* First object on this space */
1466 if (!top)
1467 {
1468 op->above = GET_MAP_OB (op->map, op->x, op->y);
1469
1470 if (op->above)
1471 op->above->below = op;
1472
1473 op->below = NULL;
1474 SET_MAP_OB (op->map, op->x, op->y, op);
1475 }
1476 else
1477 { /* get inserted into the stack above top */
1478 op->above = top->above;
1479
1480 if (op->above)
1481 op->above->below = op;
1482
1483 op->below = top;
1484 top->above = op;
1485 }
1486
1487 if (op->above == NULL)
1488 SET_MAP_TOP (op->map, op->x, op->y, op);
1489 } /* else not INS_BELOW_ORIGINATOR */
1490
1491 if (op->type == PLAYER)
1492 op->contr->do_los = 1;
1493
1494 /* If we have a floor, we know the player, if any, will be above
1495 * it, so save a few ticks and start from there.
1496 */
1497 if (!(flag & INS_MAP_LOAD))
1498 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1499 if (tmp->type == PLAYER)
1500 tmp->contr->socket.update_look = 1;
1501
1502 /* If this object glows, it may affect lighting conditions that are
1503 * visible to others on this map. But update_all_los is really
1504 * an inefficient way to do this, as it means los for all players
1505 * on the map will get recalculated. The players could very well
1506 * be far away from this change and not affected in any way -
1507 * this should get redone to only look for players within range,
1508 * or just updating the P_NEED_UPDATE for spaces within this area
1509 * of effect may be sufficient.
1510 */
1511 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1512 update_all_los (op->map, op->x, op->y);
1513
1514 /* updates flags (blocked, alive, no magic, etc) for this map space */
1515 update_object (op, UP_OBJ_INSERT);
1516
1517 /* Don't know if moving this to the end will break anything. However,
1518 * we want to have update_look set above before calling this.
1519 *
1520 * check_move_on() must be after this because code called from
1521 * check_move_on() depends on correct map flags (so functions like
1522 * blocked() and wall() work properly), and these flags are updated by
1523 * update_object().
1524 */
1525
1526 /* if this is not the head or flag has been passed, don't check walk on status */
1527 if (!(flag & INS_NO_WALK_ON) && !op->head)
1528 {
1529 if (check_move_on (op, originator))
1250 return NULL; 1530 return NULL;
1251 }
1252 if(m==NULL) {
1253 dump_object(op);
1254 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1255 return op;
1256 }
1257 if(out_of_map(m,op->x,op->y)) {
1258 dump_object(op);
1259 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1260#ifdef MANY_CORES
1261 /* Better to catch this here, as otherwise the next use of this object
1262 * is likely to cause a crash. Better to find out where it is getting
1263 * improperly inserted.
1264 */
1265 abort();
1266#endif
1267 return op;
1268 }
1269 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1270 dump_object(op);
1271 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1272 return op;
1273 }
1274 if(op->more!=NULL) {
1275 /* The part may be on a different map. */
1276 1531
1277 object *more = op->more;
1278
1279 /* We really need the caller to normalize coordinates - if
1280 * we set the map, that doesn't work if the location is within
1281 * a map and this is straddling an edge. So only if coordinate
1282 * is clear wrong do we normalize it.
1283 */
1284 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1285 more->map = get_map_from_coord(m, &more->x, &more->y);
1286 } else if (!more->map) {
1287 /* For backwards compatibility - when not dealing with tiled maps,
1288 * more->map should always point to the parent.
1289 */
1290 more->map = m;
1291 }
1292
1293 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1294 if ( ! op->head)
1295 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1296 return NULL;
1297 }
1298 }
1299 CLEAR_FLAG(op,FLAG_REMOVED);
1300
1301 /* Ideally, the caller figures this out. However, it complicates a lot
1302 * of areas of callers (eg, anything that uses find_free_spot would now
1303 * need extra work
1304 */
1305 op->map=get_map_from_coord(m, &op->x, &op->y);
1306 x = op->x;
1307 y = op->y;
1308
1309 /* this has to be done after we translate the coordinates.
1310 */
1311 if(op->nrof && !(flag & INS_NO_MERGE)) {
1312 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1313 if (CAN_MERGE(op,tmp)) {
1314 op->nrof+=tmp->nrof;
1315 remove_ob(tmp);
1316 free_object(tmp);
1317 }
1318 }
1319
1320 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1321 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1322 if (!QUERY_FLAG(op, FLAG_ALIVE))
1323 CLEAR_FLAG(op, FLAG_NO_STEAL);
1324
1325 if (flag & INS_BELOW_ORIGINATOR) {
1326 if (originator->map != op->map || originator->x != op->x ||
1327 originator->y != op->y) {
1328 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1329 abort();
1330 }
1331 op->above = originator;
1332 op->below = originator->below;
1333 if (op->below) op->below->above = op;
1334 else SET_MAP_OB(op->map, op->x, op->y, op);
1335 /* since *below* originator, no need to update top */
1336 originator->below = op;
1337 } else {
1338 /* If there are other objects, then */
1339 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1340 object *last=NULL;
1341 /*
1342 * If there are multiple objects on this space, we do some trickier handling.
1343 * We've already dealt with merging if appropriate.
1344 * Generally, we want to put the new object on top. But if
1345 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1346 * floor, we want to insert above that and no further.
1347 * Also, if there are spell objects on this space, we stop processing
1348 * once we get to them. This reduces the need to traverse over all of
1349 * them when adding another one - this saves quite a bit of cpu time
1350 * when lots of spells are cast in one area. Currently, it is presumed
1351 * that flying non pickable objects are spell objects.
1352 */
1353
1354 while (top != NULL) {
1355 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1356 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1357 if (QUERY_FLAG(top, FLAG_NO_PICK)
1358 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1359 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1360 {
1361 /* We insert above top, so we want this object below this */
1362 top=top->below;
1363 break;
1364 }
1365 last = top;
1366 top = top->above;
1367 }
1368 /* Don't want top to be NULL, so set it to the last valid object */
1369 top = last;
1370
1371 /* We let update_position deal with figuring out what the space
1372 * looks like instead of lots of conditions here.
1373 * makes things faster, and effectively the same result.
1374 */
1375
1376 /* Have object 'fall below' other objects that block view.
1377 * Unless those objects are exits, type 66
1378 * If INS_ON_TOP is used, don't do this processing
1379 * Need to find the object that in fact blocks view, otherwise
1380 * stacking is a bit odd.
1381 */
1382 if (!(flag & INS_ON_TOP) &&
1383 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1384 (op->face && !op->face->visibility)) {
1385 for (last=top; last != floor; last=last->below)
1386 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1387 /* Check to see if we found the object that blocks view,
1388 * and make sure we have a below pointer for it so that
1389 * we can get inserted below this one, which requires we
1390 * set top to the object below us.
1391 */
1392 if (last && last->below && last != floor) top=last->below;
1393 }
1394 } /* If objects on this space */
1395 if (flag & INS_MAP_LOAD)
1396 top = GET_MAP_TOP(op->map,op->x,op->y);
1397 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1398
1399 /* Top is the object that our object (op) is going to get inserted above.
1400 */
1401
1402 /* First object on this space */
1403 if (!top) {
1404 op->above = GET_MAP_OB(op->map, op->x, op->y);
1405 if (op->above) op->above->below = op;
1406 op->below = NULL;
1407 SET_MAP_OB(op->map, op->x, op->y, op);
1408 } else { /* get inserted into the stack above top */
1409 op->above = top->above;
1410 if (op->above) op->above->below = op;
1411 op->below = top;
1412 top->above = op;
1413 }
1414 if (op->above==NULL)
1415 SET_MAP_TOP(op->map,op->x, op->y, op);
1416 } /* else not INS_BELOW_ORIGINATOR */
1417
1418 if(op->type==PLAYER)
1419 op->contr->do_los=1;
1420
1421 /* If we have a floor, we know the player, if any, will be above
1422 * it, so save a few ticks and start from there.
1423 */
1424 if (!(flag & INS_MAP_LOAD))
1425 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1426 if (tmp->type == PLAYER)
1427 tmp->contr->socket.update_look=1;
1428 }
1429
1430 /* If this object glows, it may affect lighting conditions that are
1431 * visible to others on this map. But update_all_los is really
1432 * an inefficient way to do this, as it means los for all players
1433 * on the map will get recalculated. The players could very well
1434 * be far away from this change and not affected in any way -
1435 * this should get redone to only look for players within range,
1436 * or just updating the P_NEED_UPDATE for spaces within this area
1437 * of effect may be sufficient.
1438 */
1439 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1440 update_all_los(op->map, op->x, op->y);
1441
1442
1443 /* updates flags (blocked, alive, no magic, etc) for this map space */
1444 update_object(op,UP_OBJ_INSERT);
1445
1446
1447 /* Don't know if moving this to the end will break anything. However,
1448 * we want to have update_look set above before calling this.
1449 *
1450 * check_move_on() must be after this because code called from
1451 * check_move_on() depends on correct map flags (so functions like
1452 * blocked() and wall() work properly), and these flags are updated by
1453 * update_object().
1454 */
1455
1456 /* if this is not the head or flag has been passed, don't check walk on status */
1457
1458 if (!(flag & INS_NO_WALK_ON) && !op->head) {
1459 if (check_move_on(op, originator))
1460 return NULL;
1461
1462 /* If we are a multi part object, lets work our way through the check 1532 /* If we are a multi part object, lets work our way through the check
1463 * walk on's. 1533 * walk on's.
1464 */ 1534 */
1465 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1535 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1466 if (check_move_on (tmp, originator)) 1536 if (check_move_on (tmp, originator))
1467 return NULL; 1537 return NULL;
1468 } 1538 }
1539
1469 return op; 1540 return op;
1470} 1541}
1471 1542
1472/* this function inserts an object in the map, but if it 1543/* this function inserts an object in the map, but if it
1473 * finds an object of its own type, it'll remove that one first. 1544 * finds an object of its own type, it'll remove that one first.
1474 * op is the object to insert it under: supplies x and the map. 1545 * op is the object to insert it under: supplies x and the map.
1475 */ 1546 */
1547void
1476void replace_insert_ob_in_map(const char *arch_string, object *op) { 1548replace_insert_ob_in_map (const char *arch_string, object *op)
1549{
1477 object *tmp; 1550 object *
1478 object *tmp1; 1551 tmp;
1552 object *
1553 tmp1;
1479 1554
1480 /* first search for itself and remove any old instances */ 1555 /* first search for itself and remove any old instances */
1481 1556
1482 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1557 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1558 {
1483 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1559 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1560 {
1484 remove_ob(tmp); 1561 remove_ob (tmp);
1485 free_object(tmp); 1562 free_object (tmp);
1486 } 1563 }
1487 } 1564 }
1488 1565
1489 tmp1=arch_to_object(find_archetype(arch_string)); 1566 tmp1 = arch_to_object (archetype::find (arch_string));
1490 1567
1491 1568 tmp1->x = op->x;
1492 tmp1->x = op->x; tmp1->y = op->y; 1569 tmp1->y = op->y;
1493 insert_ob_in_map(tmp1,op->map,op,0); 1570 insert_ob_in_map (tmp1, op->map, op, 0);
1494} 1571}
1495 1572
1496/* 1573/*
1497 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1574 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1498 * is returned contains nr objects, and the remaining parts contains 1575 * is returned contains nr objects, and the remaining parts contains
1499 * the rest (or is removed and freed if that number is 0). 1576 * the rest (or is removed and freed if that number is 0).
1500 * On failure, NULL is returned, and the reason put into the 1577 * On failure, NULL is returned, and the reason put into the
1501 * global static errmsg array. 1578 * global static errmsg array.
1502 */ 1579 */
1503 1580
1581object *
1504object *get_split_ob(object *orig_ob, uint32 nr) { 1582get_split_ob (object *orig_ob, uint32 nr)
1505 object *newob; 1583{
1584 object *
1585 newob;
1586 int
1506 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1587 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1507 1588
1508 if(orig_ob->nrof<nr) { 1589 if (orig_ob->nrof < nr)
1509 sprintf(errmsg,"There are only %d %ss.", 1590 {
1510 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1591 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1511 return NULL; 1592 return NULL;
1512 } 1593 }
1594
1513 newob = object_create_clone(orig_ob); 1595 newob = object_create_clone (orig_ob);
1596
1514 if((orig_ob->nrof-=nr)<1) { 1597 if ((orig_ob->nrof -= nr) < 1)
1598 {
1515 if ( ! is_removed) 1599 if (!is_removed)
1516 remove_ob(orig_ob); 1600 remove_ob (orig_ob);
1517 free_object2(orig_ob, 1); 1601 free_object2 (orig_ob, 1);
1518 } 1602 }
1519 else if ( ! is_removed) { 1603 else if (!is_removed)
1604 {
1520 if(orig_ob->env!=NULL) 1605 if (orig_ob->env != NULL)
1521 sub_weight (orig_ob->env,orig_ob->weight*nr); 1606 sub_weight (orig_ob->env, orig_ob->weight * nr);
1522 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1607 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1608 {
1523 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1609 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1524 LOG(llevDebug,
1525 "Error, Tried to split object whose map is not in memory.\n"); 1610 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1526 return NULL; 1611 return NULL;
1527 } 1612 }
1528 } 1613 }
1614
1529 newob->nrof=nr; 1615 newob->nrof = nr;
1530 1616
1531 return newob; 1617 return newob;
1532} 1618}
1533 1619
1534/* 1620/*
1535 * decrease_ob_nr(object, number) decreases a specified number from 1621 * decrease_ob_nr(object, number) decreases a specified number from
1536 * the amount of an object. If the amount reaches 0, the object 1622 * the amount of an object. If the amount reaches 0, the object
1537 * is subsequently removed and freed. 1623 * is subsequently removed and freed.
1538 * 1624 *
1539 * Return value: 'op' if something is left, NULL if the amount reached 0 1625 * Return value: 'op' if something is left, NULL if the amount reached 0
1540 */ 1626 */
1541 1627
1628object *
1542object *decrease_ob_nr (object *op, uint32 i) 1629decrease_ob_nr (object *op, uint32 i)
1543{ 1630{
1544 object *tmp; 1631 object *tmp;
1545 player *pl; 1632 player *pl;
1546 1633
1547 if (i == 0) /* objects with op->nrof require this check */ 1634 if (i == 0) /* objects with op->nrof require this check */
1548 return op; 1635 return op;
1549 1636
1550 if (i > op->nrof) 1637 if (i > op->nrof)
1551 i = op->nrof; 1638 i = op->nrof;
1552 1639
1553 if (QUERY_FLAG (op, FLAG_REMOVED)) 1640 if (QUERY_FLAG (op, FLAG_REMOVED))
1641 op->nrof -= i;
1642 else if (op->env != NULL)
1643 {
1644 /* is this object in the players inventory, or sub container
1645 * therein?
1646 */
1647 tmp = is_player_inv (op->env);
1648 /* nope. Is this a container the player has opened?
1649 * If so, set tmp to that player.
1650 * IMO, searching through all the players will mostly
1651 * likely be quicker than following op->env to the map,
1652 * and then searching the map for a player.
1653 */
1654 if (!tmp)
1655 {
1656 for (pl = first_player; pl; pl = pl->next)
1657 if (pl->ob->container == op->env)
1658 break;
1659 if (pl)
1660 tmp = pl->ob;
1661 else
1662 tmp = NULL;
1663 }
1664
1665 if (i < op->nrof)
1666 {
1667 sub_weight (op->env, op->weight * i);
1668 op->nrof -= i;
1669 if (tmp)
1670 {
1671 esrv_send_item (tmp, op);
1672 }
1673 }
1674 else
1675 {
1676 remove_ob (op);
1677 op->nrof = 0;
1678 if (tmp)
1679 {
1680 esrv_del_item (tmp->contr, op->count);
1681 }
1682 }
1554 { 1683 }
1684 else
1685 {
1686 object *above = op->above;
1687
1688 if (i < op->nrof)
1555 op->nrof -= i; 1689 op->nrof -= i;
1556 } 1690 else
1557 else if (op->env != NULL)
1558 {
1559 /* is this object in the players inventory, or sub container
1560 * therein?
1561 */
1562 tmp = is_player_inv (op->env);
1563 /* nope. Is this a container the player has opened?
1564 * If so, set tmp to that player.
1565 * IMO, searching through all the players will mostly
1566 * likely be quicker than following op->env to the map,
1567 * and then searching the map for a player.
1568 */
1569 if (!tmp) {
1570 for (pl=first_player; pl; pl=pl->next)
1571 if (pl->ob->container == op->env) break;
1572 if (pl) tmp=pl->ob;
1573 else tmp=NULL;
1574 } 1691 {
1575
1576 if (i < op->nrof) {
1577 sub_weight (op->env, op->weight * i);
1578 op->nrof -= i;
1579 if (tmp) {
1580 esrv_send_item(tmp, op);
1581 }
1582 } else {
1583 remove_ob (op); 1692 remove_ob (op);
1584 op->nrof = 0; 1693 op->nrof = 0;
1585 if (tmp) {
1586 esrv_del_item(tmp->contr, op->count);
1587 } 1694 }
1588 }
1589 }
1590 else
1591 {
1592 object *above = op->above;
1593 1695
1594 if (i < op->nrof) {
1595 op->nrof -= i;
1596 } else {
1597 remove_ob (op);
1598 op->nrof = 0;
1599 }
1600 /* Since we just removed op, op->above is null */ 1696 /* Since we just removed op, op->above is null */
1601 for (tmp = above; tmp != NULL; tmp = tmp->above) 1697 for (tmp = above; tmp != NULL; tmp = tmp->above)
1602 if (tmp->type == PLAYER) { 1698 if (tmp->type == PLAYER)
1699 {
1603 if (op->nrof) 1700 if (op->nrof)
1604 esrv_send_item(tmp, op); 1701 esrv_send_item (tmp, op);
1605 else 1702 else
1606 esrv_del_item(tmp->contr, op->count); 1703 esrv_del_item (tmp->contr, op->count);
1607 } 1704 }
1608 } 1705 }
1609 1706
1610 if (op->nrof) { 1707 if (op->nrof)
1611 return op; 1708 return op;
1612 } else { 1709 else
1710 {
1613 free_object (op); 1711 free_object (op);
1614 return NULL; 1712 return NULL;
1615 } 1713 }
1616} 1714}
1617 1715
1618/* 1716/*
1619 * add_weight(object, weight) adds the specified weight to an object, 1717 * add_weight(object, weight) adds the specified weight to an object,
1620 * and also updates how much the environment(s) is/are carrying. 1718 * and also updates how much the environment(s) is/are carrying.
1621 */ 1719 */
1622 1720
1721void
1623void add_weight (object *op, signed long weight) { 1722add_weight (object *op, signed long weight)
1723{
1624 while (op!=NULL) { 1724 while (op != NULL)
1725 {
1625 if (op->type == CONTAINER) { 1726 if (op->type == CONTAINER)
1626 weight=(signed long)(weight*(100-op->stats.Str)/100); 1727 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1627 } 1728
1628 op->carrying+=weight; 1729 op->carrying += weight;
1629 op=op->env; 1730 op = op->env;
1630 } 1731 }
1631} 1732}
1632 1733
1633/* 1734/*
1634 * insert_ob_in_ob(op,environment): 1735 * insert_ob_in_ob(op,environment):
1635 * This function inserts the object op in the linked list 1736 * This function inserts the object op in the linked list
1642 * 1743 *
1643 * The function returns now pointer to inserted item, and return value can 1744 * The function returns now pointer to inserted item, and return value can
1644 * be != op, if items are merged. -Tero 1745 * be != op, if items are merged. -Tero
1645 */ 1746 */
1646 1747
1748object *
1647object *insert_ob_in_ob(object *op,object *where) { 1749insert_ob_in_ob (object *op, object *where)
1648 object *tmp, *otmp; 1750{
1751 object *
1752 tmp, *
1753 otmp;
1649 1754
1650 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1755 if (!QUERY_FLAG (op, FLAG_REMOVED))
1651 dump_object(op); 1756 {
1757 char *dump = dump_object (op);
1652 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1758 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", dump);
1759 free (dump);
1653 return op; 1760 return op;
1654 } 1761 }
1762
1655 if(where==NULL) { 1763 if (where == NULL)
1656 dump_object(op); 1764 {
1765 char *dump = dump_object (op);
1657 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg); 1766 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1767 free (dump);
1658 return op; 1768 return op;
1659 } 1769 }
1770
1660 if (where->head) { 1771 if (where->head)
1661 LOG(llevDebug, 1772 {
1662 "Warning: Tried to insert object wrong part of multipart object.\n"); 1773 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1663 where = where->head; 1774 where = where->head;
1664 } 1775 }
1776
1665 if (op->more) { 1777 if (op->more)
1778 {
1666 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1779 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1667 &op->name, op->count);
1668 return op; 1780 return op;
1669 } 1781 }
1782
1670 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1783 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1671 CLEAR_FLAG(op, FLAG_REMOVED); 1784 CLEAR_FLAG (op, FLAG_REMOVED);
1672 if(op->nrof) { 1785 if (op->nrof)
1786 {
1673 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1787 for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1674 if ( CAN_MERGE(tmp,op) ) { 1788 if (CAN_MERGE (tmp, op))
1789 {
1675 /* return the original object and remove inserted object 1790 /* return the original object and remove inserted object
1676 (client needs the original object) */ 1791 (client needs the original object) */
1677 tmp->nrof += op->nrof; 1792 tmp->nrof += op->nrof;
1678 /* Weight handling gets pretty funky. Since we are adding to 1793 /* Weight handling gets pretty funky. Since we are adding to
1679 * tmp->nrof, we need to increase the weight. 1794 * tmp->nrof, we need to increase the weight.
1680 */ 1795 */
1681 add_weight (where, op->weight*op->nrof); 1796 add_weight (where, op->weight * op->nrof);
1682 SET_FLAG(op, FLAG_REMOVED); 1797 SET_FLAG (op, FLAG_REMOVED);
1683 free_object(op); /* free the inserted object */ 1798 free_object (op); /* free the inserted object */
1684 op = tmp; 1799 op = tmp;
1685 remove_ob (op); /* and fix old object's links */ 1800 remove_ob (op); /* and fix old object's links */
1686 CLEAR_FLAG(op, FLAG_REMOVED); 1801 CLEAR_FLAG (op, FLAG_REMOVED);
1687 break; 1802 break;
1688 } 1803 }
1689 1804
1690 /* I assume combined objects have no inventory 1805 /* I assume combined objects have no inventory
1691 * We add the weight - this object could have just been removed 1806 * We add the weight - this object could have just been removed
1692 * (if it was possible to merge). calling remove_ob will subtract 1807 * (if it was possible to merge). calling remove_ob will subtract
1693 * the weight, so we need to add it in again, since we actually do 1808 * the weight, so we need to add it in again, since we actually do
1694 * the linking below 1809 * the linking below
1695 */ 1810 */
1696 add_weight (where, op->weight*op->nrof); 1811 add_weight (where, op->weight * op->nrof);
1812 }
1697 } else 1813 else
1698 add_weight (where, (op->weight+op->carrying)); 1814 add_weight (where, (op->weight + op->carrying));
1699 1815
1700 otmp=is_player_inv(where); 1816 otmp = is_player_inv (where);
1701 if (otmp&&otmp->contr!=NULL) { 1817 if (otmp && otmp->contr != NULL)
1818 {
1702 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1819 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1703 fix_player(otmp); 1820 fix_player (otmp);
1704 } 1821 }
1705 1822
1706 op->map=NULL; 1823 op->map = NULL;
1707 op->env=where; 1824 op->env = where;
1708 op->above=NULL; 1825 op->above = NULL;
1709 op->below=NULL; 1826 op->below = NULL;
1710 op->x=0,op->y=0; 1827 op->x = 0, op->y = 0;
1711 1828
1712 /* reset the light list and los of the players on the map */ 1829 /* reset the light list and los of the players on the map */
1713 if((op->glow_radius!=0)&&where->map) 1830 if ((op->glow_radius != 0) && where->map)
1714 { 1831 {
1715#ifdef DEBUG_LIGHTS 1832#ifdef DEBUG_LIGHTS
1716 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1833 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1717 op->name);
1718#endif /* DEBUG_LIGHTS */ 1834#endif /* DEBUG_LIGHTS */
1835 if (MAP_DARKNESS (where->map))
1719 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1836 update_all_los (where->map, where->x, where->y);
1720 } 1837 }
1721 1838
1722 /* Client has no idea of ordering so lets not bother ordering it here. 1839 /* Client has no idea of ordering so lets not bother ordering it here.
1723 * It sure simplifies this function... 1840 * It sure simplifies this function...
1724 */ 1841 */
1725 if (where->inv==NULL) 1842 if (where->inv == NULL)
1726 where->inv=op; 1843 where->inv = op;
1727 else { 1844 else
1845 {
1728 op->below = where->inv; 1846 op->below = where->inv;
1729 op->below->above = op; 1847 op->below->above = op;
1730 where->inv = op; 1848 where->inv = op;
1731 } 1849 }
1732 return op; 1850 return op;
1733} 1851}
1734 1852
1735/* 1853/*
1736 * Checks if any objects has a move_type that matches objects 1854 * Checks if any objects has a move_type that matches objects
1751 * MSW 2001-07-08: Check all objects on space, not just those below 1869 * MSW 2001-07-08: Check all objects on space, not just those below
1752 * object being inserted. insert_ob_in_map may not put new objects 1870 * object being inserted. insert_ob_in_map may not put new objects
1753 * on top. 1871 * on top.
1754 */ 1872 */
1755 1873
1874int
1756int check_move_on (object *op, object *originator) 1875check_move_on (object *op, object *originator)
1757{ 1876{
1758 object *tmp; 1877 object *tmp;
1759 tag_t tag;
1760 mapstruct *m=op->map; 1878 maptile *m = op->map;
1761 int x=op->x, y=op->y; 1879 int x = op->x, y = op->y;
1880
1762 MoveType move_on, move_slow, move_block; 1881 MoveType move_on, move_slow, move_block;
1763 1882
1764 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1883 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1765 return 0; 1884 return 0;
1766 1885
1767 tag = op->count;
1768
1769 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1886 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1770 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1887 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1771 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1888 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1772 1889
1773 /* if nothing on this space will slow op down or be applied, 1890 /* if nothing on this space will slow op down or be applied,
1774 * no need to do checking below. have to make sure move_type 1891 * no need to do checking below. have to make sure move_type
1775 * is set, as lots of objects don't have it set - we treat that 1892 * is set, as lots of objects don't have it set - we treat that
1776 * as walking. 1893 * as walking.
1777 */ 1894 */
1778 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1895 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1779 return 0; 1896 return 0;
1780 1897
1781 /* This is basically inverse logic of that below - basically, 1898 /* This is basically inverse logic of that below - basically,
1782 * if the object can avoid the move on or slow move, they do so, 1899 * if the object can avoid the move on or slow move, they do so,
1783 * but can't do it if the alternate movement they are using is 1900 * but can't do it if the alternate movement they are using is
1784 * blocked. Logic on this seems confusing, but does seem correct. 1901 * blocked. Logic on this seems confusing, but does seem correct.
1785 */ 1902 */
1786 if ((op->move_type & ~move_on & ~move_block) != 0 && 1903 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1787 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1904 return 0;
1788 1905
1789 /* The objects have to be checked from top to bottom. 1906 /* The objects have to be checked from top to bottom.
1790 * Hence, we first go to the top: 1907 * Hence, we first go to the top:
1791 */ 1908 */
1792 1909
1793 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1910 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1794 tmp->above!=NULL; tmp=tmp->above) { 1911 {
1795 /* Trim the search when we find the first other spell effect 1912 /* Trim the search when we find the first other spell effect
1796 * this helps performance so that if a space has 50 spell objects, 1913 * this helps performance so that if a space has 50 spell objects,
1797 * we don't need to check all of them. 1914 * we don't need to check all of them.
1798 */ 1915 */
1799 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1916 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1917 break;
1918 }
1919
1920 for (; tmp; tmp = tmp->below)
1800 } 1921 {
1801 for(;tmp!=NULL; tmp=tmp->below) { 1922 if (tmp == op)
1802 if (tmp == op) continue; /* Can't apply yourself */ 1923 continue; /* Can't apply yourself */
1803 1924
1804 /* Check to see if one of the movement types should be slowed down. 1925 /* Check to see if one of the movement types should be slowed down.
1805 * Second check makes sure that the movement types not being slowed 1926 * Second check makes sure that the movement types not being slowed
1806 * (~slow_move) is not blocked on this space - just because the 1927 * (~slow_move) is not blocked on this space - just because the
1807 * space doesn't slow down swimming (for example), if you can't actually 1928 * space doesn't slow down swimming (for example), if you can't actually
1808 * swim on that space, can't use it to avoid the penalty. 1929 * swim on that space, can't use it to avoid the penalty.
1809 */ 1930 */
1810 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1931 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1932 {
1811 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1933 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1812 ((op->move_type & tmp->move_slow) &&
1813 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1934 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1935 {
1814 1936
1815 float diff; 1937 float
1816
1817 diff = tmp->move_slow_penalty*FABS(op->speed); 1938 diff = tmp->move_slow_penalty * FABS (op->speed);
1939
1818 if (op->type == PLAYER) { 1940 if (op->type == PLAYER)
1819 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1941 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1820 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1942 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1821 diff /= 4.0; 1943 diff /= 4.0;
1822 } 1944
1823 }
1824 op->speed_left -= diff; 1945 op->speed_left -= diff;
1825 } 1946 }
1826 } 1947 }
1827 1948
1828 /* Basically same logic as above, except now for actual apply. */ 1949 /* Basically same logic as above, except now for actual apply. */
1829 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1950 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1830 ((op->move_type & tmp->move_on) &&
1831 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1951 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1832 1952 {
1833 move_apply(tmp, op, originator); 1953 move_apply (tmp, op, originator);
1954
1834 if (was_destroyed (op, tag)) 1955 if (op->destroyed ())
1835 return 1; 1956 return 1;
1836 1957
1837 /* what the person/creature stepped onto has moved the object 1958 /* what the person/creature stepped onto has moved the object
1838 * someplace new. Don't process any further - if we did, 1959 * someplace new. Don't process any further - if we did,
1839 * have a feeling strange problems would result. 1960 * have a feeling strange problems would result.
1840 */ 1961 */
1841 if (op->map != m || op->x != x || op->y != y) return 0; 1962 if (op->map != m || op->x != x || op->y != y)
1963 return 0;
1842 } 1964 }
1843 } 1965 }
1966
1844 return 0; 1967 return 0;
1845} 1968}
1846 1969
1847/* 1970/*
1848 * present_arch(arch, map, x, y) searches for any objects with 1971 * present_arch(arch, map, x, y) searches for any objects with
1849 * a matching archetype at the given map and coordinates. 1972 * a matching archetype at the given map and coordinates.
1850 * The first matching object is returned, or NULL if none. 1973 * The first matching object is returned, or NULL if none.
1851 */ 1974 */
1852 1975
1976object *
1853object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1977present_arch (const archetype *at, maptile *m, int x, int y)
1978{
1854 object *tmp; 1979 object *
1980 tmp;
1981
1855 if(m==NULL || out_of_map(m,x,y)) { 1982 if (m == NULL || out_of_map (m, x, y))
1983 {
1856 LOG(llevError,"Present_arch called outside map.\n"); 1984 LOG (llevError, "Present_arch called outside map.\n");
1857 return NULL; 1985 return NULL;
1858 } 1986 }
1859 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1987 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1860 if(tmp->arch == at) 1988 if (tmp->arch == at)
1861 return tmp; 1989 return tmp;
1862 return NULL; 1990 return NULL;
1863} 1991}
1864 1992
1865/* 1993/*
1866 * present(type, map, x, y) searches for any objects with 1994 * present(type, map, x, y) searches for any objects with
1867 * a matching type variable at the given map and coordinates. 1995 * a matching type variable at the given map and coordinates.
1868 * The first matching object is returned, or NULL if none. 1996 * The first matching object is returned, or NULL if none.
1869 */ 1997 */
1870 1998
1999object *
1871object *present(unsigned char type,mapstruct *m, int x,int y) { 2000present (unsigned char type, maptile *m, int x, int y)
2001{
1872 object *tmp; 2002 object *
2003 tmp;
2004
1873 if(out_of_map(m,x,y)) { 2005 if (out_of_map (m, x, y))
2006 {
1874 LOG(llevError,"Present called outside map.\n"); 2007 LOG (llevError, "Present called outside map.\n");
1875 return NULL; 2008 return NULL;
1876 } 2009 }
1877 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 2010 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1878 if(tmp->type==type) 2011 if (tmp->type == type)
1879 return tmp; 2012 return tmp;
1880 return NULL; 2013 return NULL;
1881} 2014}
1882 2015
1883/* 2016/*
1884 * present_in_ob(type, object) searches for any objects with 2017 * present_in_ob(type, object) searches for any objects with
1885 * a matching type variable in the inventory of the given object. 2018 * a matching type variable in the inventory of the given object.
1886 * The first matching object is returned, or NULL if none. 2019 * The first matching object is returned, or NULL if none.
1887 */ 2020 */
1888 2021
2022object *
1889object *present_in_ob(unsigned char type, const object *op) { 2023present_in_ob (unsigned char type, const object *op)
2024{
1890 object *tmp; 2025 object *
2026 tmp;
2027
1891 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2028 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1892 if(tmp->type==type) 2029 if (tmp->type == type)
1893 return tmp; 2030 return tmp;
1894 return NULL; 2031 return NULL;
1895} 2032}
1896 2033
1897/* 2034/*
1907 * the object name, not the archetype name. this is so that the 2044 * the object name, not the archetype name. this is so that the
1908 * spell code can use one object type (force), but change it's name 2045 * spell code can use one object type (force), but change it's name
1909 * to be unique. 2046 * to be unique.
1910 */ 2047 */
1911 2048
2049object *
1912object *present_in_ob_by_name(int type, const char *str, const object *op) { 2050present_in_ob_by_name (int type, const char *str, const object *op)
2051{
1913 object *tmp; 2052 object *
2053 tmp;
1914 2054
1915 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2055 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2056 {
1916 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2057 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1917 return tmp; 2058 return tmp;
1918 } 2059 }
1919 return NULL; 2060 return NULL;
1920} 2061}
1921 2062
1922/* 2063/*
1923 * present_arch_in_ob(archetype, object) searches for any objects with 2064 * present_arch_in_ob(archetype, object) searches for any objects with
1924 * a matching archetype in the inventory of the given object. 2065 * a matching archetype in the inventory of the given object.
1925 * The first matching object is returned, or NULL if none. 2066 * The first matching object is returned, or NULL if none.
1926 */ 2067 */
1927 2068
2069object *
1928object *present_arch_in_ob(const archetype *at, const object *op) { 2070present_arch_in_ob (const archetype *at, const object *op)
2071{
1929 object *tmp; 2072 object *
2073 tmp;
2074
1930 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2075 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1931 if( tmp->arch == at) 2076 if (tmp->arch == at)
1932 return tmp; 2077 return tmp;
1933 return NULL; 2078 return NULL;
1934} 2079}
1935 2080
1936/* 2081/*
1937 * activate recursively a flag on an object inventory 2082 * activate recursively a flag on an object inventory
1938 */ 2083 */
2084void
1939void flag_inv(object*op, int flag){ 2085flag_inv (object *op, int flag)
2086{
1940 object *tmp; 2087 object *
2088 tmp;
2089
1941 if(op->inv) 2090 if (op->inv)
1942 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2091 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2092 {
1943 SET_FLAG(tmp, flag); 2093 SET_FLAG (tmp, flag);
1944 flag_inv(tmp,flag); 2094 flag_inv (tmp, flag);
1945 } 2095 }
1946}/* 2096} /*
1947 * desactivate recursively a flag on an object inventory 2097 * desactivate recursively a flag on an object inventory
1948 */ 2098 */
2099void
1949void unflag_inv(object*op, int flag){ 2100unflag_inv (object *op, int flag)
2101{
1950 object *tmp; 2102 object *
2103 tmp;
2104
1951 if(op->inv) 2105 if (op->inv)
1952 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2106 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2107 {
1953 CLEAR_FLAG(tmp, flag); 2108 CLEAR_FLAG (tmp, flag);
1954 unflag_inv(tmp,flag); 2109 unflag_inv (tmp, flag);
1955 } 2110 }
1956} 2111}
1957 2112
1958/* 2113/*
1959 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2114 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1960 * all it's inventory (recursively). 2115 * all it's inventory (recursively).
1961 * If checksums are used, a player will get set_cheat called for 2116 * If checksums are used, a player will get set_cheat called for
1962 * him/her-self and all object carried by a call to this function. 2117 * him/her-self and all object carried by a call to this function.
1963 */ 2118 */
1964 2119
2120void
1965void set_cheat(object *op) { 2121set_cheat (object *op)
2122{
1966 SET_FLAG(op, FLAG_WAS_WIZ); 2123 SET_FLAG (op, FLAG_WAS_WIZ);
1967 flag_inv(op, FLAG_WAS_WIZ); 2124 flag_inv (op, FLAG_WAS_WIZ);
1968} 2125}
1969 2126
1970/* 2127/*
1971 * find_free_spot(object, map, x, y, start, stop) will search for 2128 * find_free_spot(object, map, x, y, start, stop) will search for
1972 * a spot at the given map and coordinates which will be able to contain 2129 * a spot at the given map and coordinates which will be able to contain
1987 * to know if the space in question will block the object. We can't use 2144 * to know if the space in question will block the object. We can't use
1988 * the archetype because that isn't correct if the monster has been 2145 * the archetype because that isn't correct if the monster has been
1989 * customized, changed states, etc. 2146 * customized, changed states, etc.
1990 */ 2147 */
1991 2148
2149int
1992int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2150find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2151{
2152 int
2153 i,
1993 int i,index=0, flag; 2154 index = 0, flag;
2155 static int
1994 static int altern[SIZEOFFREE]; 2156 altern[SIZEOFFREE];
1995 2157
1996 for(i=start;i<stop;i++) { 2158 for (i = start; i < stop; i++)
2159 {
1997 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2160 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
1998 if(!flag) 2161 if (!flag)
1999 altern[index++]=i; 2162 altern[index++] = i;
2000 2163
2001 /* Basically, if we find a wall on a space, we cut down the search size. 2164 /* Basically, if we find a wall on a space, we cut down the search size.
2002 * In this way, we won't return spaces that are on another side of a wall. 2165 * In this way, we won't return spaces that are on another side of a wall.
2003 * This mostly work, but it cuts down the search size in all directions - 2166 * This mostly work, but it cuts down the search size in all directions -
2004 * if the space being examined only has a wall to the north and empty 2167 * if the space being examined only has a wall to the north and empty
2005 * spaces in all the other directions, this will reduce the search space 2168 * spaces in all the other directions, this will reduce the search space
2006 * to only the spaces immediately surrounding the target area, and 2169 * to only the spaces immediately surrounding the target area, and
2007 * won't look 2 spaces south of the target space. 2170 * won't look 2 spaces south of the target space.
2008 */ 2171 */
2009 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2172 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2010 stop=maxfree[i]; 2173 stop = maxfree[i];
2011 } 2174 }
2012 if(!index) return -1; 2175 if (!index)
2176 return -1;
2013 return altern[RANDOM()%index]; 2177 return altern[RANDOM () % index];
2014} 2178}
2015 2179
2016/* 2180/*
2017 * find_first_free_spot(archetype, mapstruct, x, y) works like 2181 * find_first_free_spot(archetype, maptile, x, y) works like
2018 * find_free_spot(), but it will search max number of squares. 2182 * find_free_spot(), but it will search max number of squares.
2019 * But it will return the first available spot, not a random choice. 2183 * But it will return the first available spot, not a random choice.
2020 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2184 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2021 */ 2185 */
2022 2186
2187int
2023int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2188find_first_free_spot (const object *ob, maptile *m, int x, int y)
2189{
2190 int
2024 int i; 2191 i;
2192
2025 for(i=0;i<SIZEOFFREE;i++) { 2193 for (i = 0; i < SIZEOFFREE; i++)
2194 {
2026 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2195 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2027 return i; 2196 return i;
2028 } 2197 }
2029 return -1; 2198 return -1;
2030} 2199}
2031 2200
2032/* 2201/*
2033 * The function permute(arr, begin, end) randomly reorders the array 2202 * The function permute(arr, begin, end) randomly reorders the array
2034 * arr[begin..end-1]. 2203 * arr[begin..end-1].
2035 */ 2204 */
2205static void
2036static void permute(int *arr, int begin, int end) 2206permute (int *arr, int begin, int end)
2037{ 2207{
2038 int i, j, tmp, len; 2208 int
2209 i,
2210 j,
2211 tmp,
2212 len;
2039 2213
2040 len = end-begin; 2214 len = end - begin;
2041 for(i = begin; i < end; i++) 2215 for (i = begin; i < end; i++)
2042 { 2216 {
2043 j = begin+RANDOM()%len; 2217 j = begin + RANDOM () % len;
2044 2218
2045 tmp = arr[i]; 2219 tmp = arr[i];
2046 arr[i] = arr[j]; 2220 arr[i] = arr[j];
2047 arr[j] = tmp; 2221 arr[j] = tmp;
2048 } 2222 }
2049} 2223}
2050 2224
2051/* new function to make monster searching more efficient, and effective! 2225/* new function to make monster searching more efficient, and effective!
2052 * This basically returns a randomized array (in the passed pointer) of 2226 * This basically returns a randomized array (in the passed pointer) of
2053 * the spaces to find monsters. In this way, it won't always look for 2227 * the spaces to find monsters. In this way, it won't always look for
2054 * monsters to the north first. However, the size of the array passed 2228 * monsters to the north first. However, the size of the array passed
2055 * covers all the spaces, so within that size, all the spaces within 2229 * covers all the spaces, so within that size, all the spaces within
2056 * the 3x3 area will be searched, just not in a predictable order. 2230 * the 3x3 area will be searched, just not in a predictable order.
2057 */ 2231 */
2232void
2058void get_search_arr(int *search_arr) 2233get_search_arr (int *search_arr)
2059{ 2234{
2235 int
2060 int i; 2236 i;
2061 2237
2062 for(i = 0; i < SIZEOFFREE; i++) 2238 for (i = 0; i < SIZEOFFREE; i++)
2063 { 2239 {
2064 search_arr[i] = i; 2240 search_arr[i] = i;
2065 } 2241 }
2066 2242
2067 permute(search_arr, 1, SIZEOFFREE1+1); 2243 permute (search_arr, 1, SIZEOFFREE1 + 1);
2068 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2244 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2069 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2245 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2070} 2246}
2071 2247
2072/* 2248/*
2073 * find_dir(map, x, y, exclude) will search some close squares in the 2249 * find_dir(map, x, y, exclude) will search some close squares in the
2074 * given map at the given coordinates for live objects. 2250 * given map at the given coordinates for live objects.
2080 * is actually want is going to try and move there. We need this info 2256 * is actually want is going to try and move there. We need this info
2081 * because we have to know what movement the thing looking to move 2257 * because we have to know what movement the thing looking to move
2082 * there is capable of. 2258 * there is capable of.
2083 */ 2259 */
2084 2260
2261int
2085int find_dir(mapstruct *m, int x, int y, object *exclude) { 2262find_dir (maptile *m, int x, int y, object *exclude)
2263{
2264 int
2265 i,
2086 int i,max=SIZEOFFREE, mflags; 2266 max = SIZEOFFREE, mflags;
2267
2087 sint16 nx, ny; 2268 sint16 nx, ny;
2088 object *tmp; 2269 object *
2089 mapstruct *mp; 2270 tmp;
2271 maptile *
2272 mp;
2273
2090 MoveType blocked, move_type; 2274 MoveType blocked, move_type;
2091 2275
2092 if (exclude && exclude->head) { 2276 if (exclude && exclude->head)
2277 {
2093 exclude = exclude->head; 2278 exclude = exclude->head;
2094 move_type = exclude->move_type; 2279 move_type = exclude->move_type;
2095 } else { 2280 }
2281 else
2282 {
2096 /* If we don't have anything, presume it can use all movement types. */ 2283 /* If we don't have anything, presume it can use all movement types. */
2097 move_type=MOVE_ALL; 2284 move_type = MOVE_ALL;
2285 }
2286
2287 for (i = 1; i < max; i++)
2098 } 2288 {
2099
2100 for(i=1;i<max;i++) {
2101 mp = m; 2289 mp = m;
2102 nx = x + freearr_x[i]; 2290 nx = x + freearr_x[i];
2103 ny = y + freearr_y[i]; 2291 ny = y + freearr_y[i];
2104 2292
2105 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2293 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2106 if (mflags & P_OUT_OF_MAP) { 2294 if (mflags & P_OUT_OF_MAP)
2295 {
2107 max = maxfree[i]; 2296 max = maxfree[i];
2297 }
2108 } else { 2298 else
2299 {
2109 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2300 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2110 2301
2111 if ((move_type & blocked) == move_type) { 2302 if ((move_type & blocked) == move_type)
2303 {
2112 max=maxfree[i]; 2304 max = maxfree[i];
2305 }
2113 } else if (mflags & P_IS_ALIVE) { 2306 else if (mflags & P_IS_ALIVE)
2307 {
2114 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2308 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2115 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2309 {
2116 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2310 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2311 {
2117 break; 2312 break;
2118 } 2313 }
2119 } 2314 }
2120 if(tmp) { 2315 if (tmp)
2316 {
2121 return freedir[i]; 2317 return freedir[i];
2122 } 2318 }
2123 } 2319 }
2124 } 2320 }
2125 } 2321 }
2126 return 0; 2322 return 0;
2127} 2323}
2128 2324
2129/* 2325/*
2130 * distance(object 1, object 2) will return the square of the 2326 * distance(object 1, object 2) will return the square of the
2131 * distance between the two given objects. 2327 * distance between the two given objects.
2132 */ 2328 */
2133 2329
2330int
2134int distance(const object *ob1, const object *ob2) { 2331distance (const object *ob1, const object *ob2)
2332{
2135 int i; 2333 int
2136 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2334 i;
2137 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2335
2336 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2138 return i; 2337 return i;
2139} 2338}
2140 2339
2141/* 2340/*
2142 * find_dir_2(delta-x,delta-y) will return a direction in which 2341 * find_dir_2(delta-x,delta-y) will return a direction in which
2143 * an object which has subtracted the x and y coordinates of another 2342 * an object which has subtracted the x and y coordinates of another
2144 * object, needs to travel toward it. 2343 * object, needs to travel toward it.
2145 */ 2344 */
2146 2345
2346int
2147int find_dir_2(int x, int y) { 2347find_dir_2 (int x, int y)
2348{
2148 int q; 2349 int
2350 q;
2149 2351
2150 if(y) 2352 if (y)
2151 q=x*100/y; 2353 q = x * 100 / y;
2152 else if (x) 2354 else if (x)
2153 q= -300*x; 2355 q = -300 * x;
2154 else 2356 else
2155 return 0; 2357 return 0;
2156 2358
2157 if(y>0) { 2359 if (y > 0)
2360 {
2158 if(q < -242) 2361 if (q < -242)
2159 return 3 ; 2362 return 3;
2160 if (q < -41) 2363 if (q < -41)
2161 return 2 ; 2364 return 2;
2162 if (q < 41) 2365 if (q < 41)
2163 return 1 ; 2366 return 1;
2164 if (q < 242) 2367 if (q < 242)
2165 return 8 ; 2368 return 8;
2166 return 7 ; 2369 return 7;
2167 } 2370 }
2168 2371
2169 if (q < -242) 2372 if (q < -242)
2170 return 7 ; 2373 return 7;
2171 if (q < -41) 2374 if (q < -41)
2172 return 6 ; 2375 return 6;
2173 if (q < 41) 2376 if (q < 41)
2174 return 5 ; 2377 return 5;
2175 if (q < 242) 2378 if (q < 242)
2176 return 4 ; 2379 return 4;
2177 2380
2178 return 3 ; 2381 return 3;
2179} 2382}
2180 2383
2181/* 2384/*
2182 * absdir(int): Returns a number between 1 and 8, which represent 2385 * absdir(int): Returns a number between 1 and 8, which represent
2183 * the "absolute" direction of a number (it actually takes care of 2386 * the "absolute" direction of a number (it actually takes care of
2184 * "overflow" in previous calculations of a direction). 2387 * "overflow" in previous calculations of a direction).
2185 */ 2388 */
2186 2389
2390int
2187int absdir(int d) { 2391absdir (int d)
2188 while(d<1) d+=8; 2392{
2189 while(d>8) d-=8; 2393 while (d < 1)
2394 d += 8;
2395 while (d > 8)
2396 d -= 8;
2190 return d; 2397 return d;
2191} 2398}
2192 2399
2193/* 2400/*
2194 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2401 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2195 * between two directions (which are expected to be absolute (see absdir()) 2402 * between two directions (which are expected to be absolute (see absdir())
2196 */ 2403 */
2197 2404
2405int
2198int dirdiff(int dir1, int dir2) { 2406dirdiff (int dir1, int dir2)
2407{
2199 int d; 2408 int
2409 d;
2410
2200 d = abs(dir1 - dir2); 2411 d = abs (dir1 - dir2);
2201 if(d>4) 2412 if (d > 4)
2202 d = 8 - d; 2413 d = 8 - d;
2203 return d; 2414 return d;
2204} 2415}
2205 2416
2206/* peterm: 2417/* peterm:
2211 * direction 4, 14, or 16 to get back to where we are. 2422 * direction 4, 14, or 16 to get back to where we are.
2212 * Moved from spell_util.c to object.c with the other related direction 2423 * Moved from spell_util.c to object.c with the other related direction
2213 * functions. 2424 * functions.
2214 */ 2425 */
2215 2426
2427int
2216int reduction_dir[SIZEOFFREE][3] = { 2428 reduction_dir[SIZEOFFREE][3] = {
2217 {0,0,0}, /* 0 */ 2429 {0, 0, 0}, /* 0 */
2218 {0,0,0}, /* 1 */ 2430 {0, 0, 0}, /* 1 */
2219 {0,0,0}, /* 2 */ 2431 {0, 0, 0}, /* 2 */
2220 {0,0,0}, /* 3 */ 2432 {0, 0, 0}, /* 3 */
2221 {0,0,0}, /* 4 */ 2433 {0, 0, 0}, /* 4 */
2222 {0,0,0}, /* 5 */ 2434 {0, 0, 0}, /* 5 */
2223 {0,0,0}, /* 6 */ 2435 {0, 0, 0}, /* 6 */
2224 {0,0,0}, /* 7 */ 2436 {0, 0, 0}, /* 7 */
2225 {0,0,0}, /* 8 */ 2437 {0, 0, 0}, /* 8 */
2226 {8,1,2}, /* 9 */ 2438 {8, 1, 2}, /* 9 */
2227 {1,2,-1}, /* 10 */ 2439 {1, 2, -1}, /* 10 */
2228 {2,10,12}, /* 11 */ 2440 {2, 10, 12}, /* 11 */
2229 {2,3,-1}, /* 12 */ 2441 {2, 3, -1}, /* 12 */
2230 {2,3,4}, /* 13 */ 2442 {2, 3, 4}, /* 13 */
2231 {3,4,-1}, /* 14 */ 2443 {3, 4, -1}, /* 14 */
2232 {4,14,16}, /* 15 */ 2444 {4, 14, 16}, /* 15 */
2233 {5,4,-1}, /* 16 */ 2445 {5, 4, -1}, /* 16 */
2234 {4,5,6}, /* 17 */ 2446 {4, 5, 6}, /* 17 */
2235 {6,5,-1}, /* 18 */ 2447 {6, 5, -1}, /* 18 */
2236 {6,20,18}, /* 19 */ 2448 {6, 20, 18}, /* 19 */
2237 {7,6,-1}, /* 20 */ 2449 {7, 6, -1}, /* 20 */
2238 {6,7,8}, /* 21 */ 2450 {6, 7, 8}, /* 21 */
2239 {7,8,-1}, /* 22 */ 2451 {7, 8, -1}, /* 22 */
2240 {8,22,24}, /* 23 */ 2452 {8, 22, 24}, /* 23 */
2241 {8,1,-1}, /* 24 */ 2453 {8, 1, -1}, /* 24 */
2242 {24,9,10}, /* 25 */ 2454 {24, 9, 10}, /* 25 */
2243 {9,10,-1}, /* 26 */ 2455 {9, 10, -1}, /* 26 */
2244 {10,11,-1}, /* 27 */ 2456 {10, 11, -1}, /* 27 */
2245 {27,11,29}, /* 28 */ 2457 {27, 11, 29}, /* 28 */
2246 {11,12,-1}, /* 29 */ 2458 {11, 12, -1}, /* 29 */
2247 {12,13,-1}, /* 30 */ 2459 {12, 13, -1}, /* 30 */
2248 {12,13,14}, /* 31 */ 2460 {12, 13, 14}, /* 31 */
2249 {13,14,-1}, /* 32 */ 2461 {13, 14, -1}, /* 32 */
2250 {14,15,-1}, /* 33 */ 2462 {14, 15, -1}, /* 33 */
2251 {33,15,35}, /* 34 */ 2463 {33, 15, 35}, /* 34 */
2252 {16,15,-1}, /* 35 */ 2464 {16, 15, -1}, /* 35 */
2253 {17,16,-1}, /* 36 */ 2465 {17, 16, -1}, /* 36 */
2254 {18,17,16}, /* 37 */ 2466 {18, 17, 16}, /* 37 */
2255 {18,17,-1}, /* 38 */ 2467 {18, 17, -1}, /* 38 */
2256 {18,19,-1}, /* 39 */ 2468 {18, 19, -1}, /* 39 */
2257 {41,19,39}, /* 40 */ 2469 {41, 19, 39}, /* 40 */
2258 {19,20,-1}, /* 41 */ 2470 {19, 20, -1}, /* 41 */
2259 {20,21,-1}, /* 42 */ 2471 {20, 21, -1}, /* 42 */
2260 {20,21,22}, /* 43 */ 2472 {20, 21, 22}, /* 43 */
2261 {21,22,-1}, /* 44 */ 2473 {21, 22, -1}, /* 44 */
2262 {23,22,-1}, /* 45 */ 2474 {23, 22, -1}, /* 45 */
2263 {45,47,23}, /* 46 */ 2475 {45, 47, 23}, /* 46 */
2264 {23,24,-1}, /* 47 */ 2476 {23, 24, -1}, /* 47 */
2265 {24,9,-1}}; /* 48 */ 2477 {24, 9, -1}
2478}; /* 48 */
2266 2479
2267/* Recursive routine to step back and see if we can 2480/* Recursive routine to step back and see if we can
2268 * find a path to that monster that we found. If not, 2481 * find a path to that monster that we found. If not,
2269 * we don't bother going toward it. Returns 1 if we 2482 * we don't bother going toward it. Returns 1 if we
2270 * can see a direct way to get it 2483 * can see a direct way to get it
2271 * Modified to be map tile aware -.MSW 2484 * Modified to be map tile aware -.MSW
2272 */ 2485 */
2273
2274 2486
2487
2488int
2275int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2489can_see_monsterP (maptile *m, int x, int y, int dir)
2490{
2276 sint16 dx, dy; 2491 sint16 dx, dy;
2492 int
2277 int mflags; 2493 mflags;
2278 2494
2495 if (dir < 0)
2279 if(dir<0) return 0; /* exit condition: invalid direction */ 2496 return 0; /* exit condition: invalid direction */
2280 2497
2281 dx = x + freearr_x[dir]; 2498 dx = x + freearr_x[dir];
2282 dy = y + freearr_y[dir]; 2499 dy = y + freearr_y[dir];
2283 2500
2284 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2501 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2285 2502
2286 /* This functional arguably was incorrect before - it was 2503 /* This functional arguably was incorrect before - it was
2287 * checking for P_WALL - that was basically seeing if 2504 * checking for P_WALL - that was basically seeing if
2288 * we could move to the monster - this is being more 2505 * we could move to the monster - this is being more
2289 * literal on if we can see it. To know if we can actually 2506 * literal on if we can see it. To know if we can actually
2290 * move to the monster, we'd need the monster passed in or 2507 * move to the monster, we'd need the monster passed in or
2291 * at least its move type. 2508 * at least its move type.
2292 */ 2509 */
2293 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2510 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2511 return 0;
2294 2512
2295 /* yes, can see. */ 2513 /* yes, can see. */
2296 if(dir < 9) return 1; 2514 if (dir < 9)
2515 return 1;
2297 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2516 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2298 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2517 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2299 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2300} 2518}
2301 2519
2302 2520
2303 2521
2304/* 2522/*
2305 * can_pick(picker, item): finds out if an object is possible to be 2523 * can_pick(picker, item): finds out if an object is possible to be
2306 * picked up by the picker. Returnes 1 if it can be 2524 * picked up by the picker. Returnes 1 if it can be
2307 * picked up, otherwise 0. 2525 * picked up, otherwise 0.
2308 * 2526 *
2310 * core dumps if they do. 2528 * core dumps if they do.
2311 * 2529 *
2312 * Add a check so we can't pick up invisible objects (0.93.8) 2530 * Add a check so we can't pick up invisible objects (0.93.8)
2313 */ 2531 */
2314 2532
2533int
2315int can_pick(const object *who, const object *item) { 2534can_pick (const object *who, const object *item)
2535{
2316 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2536 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2317 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2537 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2318 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2538 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2319 (who->type==PLAYER||item->weight<who->weight/3));
2320} 2539}
2321 2540
2322 2541
2323/* 2542/*
2324 * create clone from object to another 2543 * create clone from object to another
2325 */ 2544 */
2545object *
2326object *object_create_clone (object *asrc) { 2546object_create_clone (object *asrc)
2547{
2548 object *
2327 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2549 dst = NULL, *tmp, *src, *part, *prev, *item;
2328 2550
2551 if (!asrc)
2329 if(!asrc) return NULL; 2552 return NULL;
2330 src = asrc; 2553 src = asrc;
2331 if(src->head) 2554 if (src->head)
2332 src = src->head; 2555 src = src->head;
2333 2556
2334 prev = NULL; 2557 prev = NULL;
2335 for(part = src; part; part = part->more) { 2558 for (part = src; part; part = part->more)
2559 {
2336 tmp = get_object(); 2560 tmp = get_object ();
2337 copy_object(part,tmp); 2561 copy_object (part, tmp);
2338 tmp->x -= src->x; 2562 tmp->x -= src->x;
2339 tmp->y -= src->y; 2563 tmp->y -= src->y;
2340 if(!part->head) { 2564 if (!part->head)
2565 {
2341 dst = tmp; 2566 dst = tmp;
2342 tmp->head = NULL; 2567 tmp->head = NULL;
2568 }
2343 } else { 2569 else
2570 {
2344 tmp->head = dst; 2571 tmp->head = dst;
2345 } 2572 }
2346 tmp->more = NULL; 2573 tmp->more = NULL;
2347 if(prev) 2574 if (prev)
2348 prev->more = tmp; 2575 prev->more = tmp;
2349 prev = tmp; 2576 prev = tmp;
2350 } 2577 }
2351 /*** copy inventory ***/ 2578
2352 for(item = src->inv; item; item = item->below) { 2579 for (item = src->inv; item; item = item->below)
2353 (void) insert_ob_in_ob(object_create_clone(item),dst); 2580 insert_ob_in_ob (object_create_clone (item), dst);
2354 }
2355 2581
2356 return dst; 2582 return dst;
2357}
2358
2359/* return true if the object was destroyed, 0 otherwise */
2360int was_destroyed (const object *op, tag_t old_tag)
2361{
2362 /* checking for FLAG_FREED isn't necessary, but makes this function more
2363 * robust */
2364 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2365} 2583}
2366 2584
2367/* GROS - Creates an object using a string representing its content. */ 2585/* GROS - Creates an object using a string representing its content. */
2368/* Basically, we save the content of the string to a temp file, then call */ 2586/* Basically, we save the content of the string to a temp file, then call */
2369/* load_object on it. I admit it is a highly inefficient way to make things, */ 2587/* load_object on it. I admit it is a highly inefficient way to make things, */
2370/* but it was simple to make and allows reusing the load_object function. */ 2588/* but it was simple to make and allows reusing the load_object function. */
2371/* Remember not to use load_object_str in a time-critical situation. */ 2589/* Remember not to use load_object_str in a time-critical situation. */
2372/* Also remember that multiparts objects are not supported for now. */ 2590/* Also remember that multiparts objects are not supported for now. */
2373 2591
2592object *
2374object* load_object_str(const char *obstr) 2593load_object_str (const char *obstr)
2375{ 2594{
2376 object *op; 2595 object *op;
2377 char filename[MAX_BUF]; 2596 char filename[MAX_BUF];
2597
2378 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2598 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2379 2599
2380 FILE *tempfile=fopen(filename,"w"); 2600 FILE *tempfile = fopen (filename, "w");
2601
2381 if (tempfile == NULL) 2602 if (tempfile == NULL)
2382 { 2603 {
2383 LOG(llevError,"Error - Unable to access load object temp file\n"); 2604 LOG (llevError, "Error - Unable to access load object temp file\n");
2384 return NULL; 2605 return NULL;
2385 }; 2606 }
2607
2386 fprintf(tempfile,obstr); 2608 fprintf (tempfile, obstr);
2387 fclose(tempfile); 2609 fclose (tempfile);
2388 2610
2389 op=get_object(); 2611 op = get_object ();
2390 2612
2391 object_thawer thawer (filename); 2613 object_thawer thawer (filename);
2392 2614
2393 if (thawer) 2615 if (thawer)
2394 load_object(thawer,op,0); 2616 load_object (thawer, op, 0);
2395 2617
2396 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2618 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2397 CLEAR_FLAG(op,FLAG_REMOVED); 2619 CLEAR_FLAG (op, FLAG_REMOVED);
2398 2620
2399 return op; 2621 return op;
2400} 2622}
2401 2623
2402/* This returns the first object in who's inventory that 2624/* This returns the first object in who's inventory that
2403 * has the same type and subtype match. 2625 * has the same type and subtype match.
2404 * returns NULL if no match. 2626 * returns NULL if no match.
2405 */ 2627 */
2628object *
2406object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2629find_obj_by_type_subtype (const object *who, int type, int subtype)
2407{ 2630{
2408 object *tmp; 2631 object *tmp;
2409 2632
2410 for (tmp=who->inv; tmp; tmp=tmp->below) 2633 for (tmp = who->inv; tmp; tmp = tmp->below)
2411 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2634 if (tmp->type == type && tmp->subtype == subtype)
2635 return tmp;
2412 2636
2413 return NULL; 2637 return NULL;
2414} 2638}
2415 2639
2416/* If ob has a field named key, return the link from the list, 2640/* If ob has a field named key, return the link from the list,
2417 * otherwise return NULL. 2641 * otherwise return NULL.
2418 * 2642 *
2419 * key must be a passed in shared string - otherwise, this won't 2643 * key must be a passed in shared string - otherwise, this won't
2420 * do the desired thing. 2644 * do the desired thing.
2421 */ 2645 */
2646key_value *
2422key_value * get_ob_key_link(const object * ob, const char * key) { 2647get_ob_key_link (const object *ob, const char *key)
2648{
2423 key_value * link; 2649 key_value *link;
2424 2650
2425 for (link = ob->key_values; link != NULL; link = link->next) { 2651 for (link = ob->key_values; link != NULL; link = link->next)
2426 if (link->key == key) { 2652 if (link->key == key)
2427 return link; 2653 return link;
2428 } 2654
2429 }
2430
2431 return NULL; 2655 return NULL;
2432} 2656}
2433 2657
2434/* 2658/*
2435 * Returns the value of op has an extra_field for key, or NULL. 2659 * Returns the value of op has an extra_field for key, or NULL.
2436 * 2660 *
2437 * The argument doesn't need to be a shared string. 2661 * The argument doesn't need to be a shared string.
2438 * 2662 *
2439 * The returned string is shared. 2663 * The returned string is shared.
2440 */ 2664 */
2665const char *
2441const char * get_ob_key_value(const object * op, const char * const key) { 2666get_ob_key_value (const object *op, const char *const key)
2667{
2442 key_value * link; 2668 key_value *link;
2443 const char * canonical_key; 2669 shstr_cmp canonical_key (key);
2670
2671 if (!canonical_key)
2444 2672 {
2445 canonical_key = shstr::find (key);
2446
2447 if (canonical_key == NULL) {
2448 /* 1. There being a field named key on any object 2673 /* 1. There being a field named key on any object
2449 * implies there'd be a shared string to find. 2674 * implies there'd be a shared string to find.
2450 * 2. Since there isn't, no object has this field. 2675 * 2. Since there isn't, no object has this field.
2451 * 3. Therefore, *this* object doesn't have this field. 2676 * 3. Therefore, *this* object doesn't have this field.
2452 */ 2677 */
2453 return NULL; 2678 return 0;
2454 } 2679 }
2455 2680
2456 /* This is copied from get_ob_key_link() above - 2681 /* This is copied from get_ob_key_link() above -
2457 * only 4 lines, and saves the function call overhead. 2682 * only 4 lines, and saves the function call overhead.
2458 */ 2683 */
2459 for (link = op->key_values; link != NULL; link = link->next) { 2684 for (link = op->key_values; link; link = link->next)
2460 if (link->key == canonical_key) { 2685 if (link->key == canonical_key)
2461 return link->value; 2686 return link->value;
2462 } 2687
2463 } 2688 return 0;
2464 return NULL;
2465} 2689}
2466 2690
2467 2691
2468/* 2692/*
2469 * Updates the canonical_key in op to value. 2693 * Updates the canonical_key in op to value.
2473 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2697 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2474 * keys. 2698 * keys.
2475 * 2699 *
2476 * Returns TRUE on success. 2700 * Returns TRUE on success.
2477 */ 2701 */
2702int
2478int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2703set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2704{
2705 key_value *
2479 key_value * field = NULL, *last=NULL; 2706 field = NULL, *last = NULL;
2480 2707
2481 for (field=op->key_values; field != NULL; field=field->next) { 2708 for (field = op->key_values; field != NULL; field = field->next)
2709 {
2482 if (field->key != canonical_key) { 2710 if (field->key != canonical_key)
2711 {
2483 last = field; 2712 last = field;
2484 continue; 2713 continue;
2485 } 2714 }
2486 2715
2487 if (value) 2716 if (value)
2488 field->value = value; 2717 field->value = value;
2489 else { 2718 else
2719 {
2490 /* Basically, if the archetype has this key set, 2720 /* Basically, if the archetype has this key set,
2491 * we need to store the null value so when we save 2721 * we need to store the null value so when we save
2492 * it, we save the empty value so that when we load, 2722 * it, we save the empty value so that when we load,
2493 * we get this value back again. 2723 * we get this value back again.
2494 */ 2724 */
2495 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2725 if (get_ob_key_link (&op->arch->clone, canonical_key))
2496 field->value = 0; 2726 field->value = 0;
2727 else
2728 {
2729 if (last)
2730 last->next = field->next;
2497 else 2731 else
2498 {
2499 if (last) last->next = field->next;
2500 else op->key_values = field->next; 2732 op->key_values = field->next;
2501 2733
2502 delete field; 2734 delete field;
2503 } 2735 }
2504 } 2736 }
2505 return TRUE; 2737 return TRUE;
2506 } 2738 }
2507 /* IF we get here, key doesn't exist */ 2739 /* IF we get here, key doesn't exist */
2508 2740
2509 /* No field, we'll have to add it. */ 2741 /* No field, we'll have to add it. */
2742
2743 if (!add_key)
2510 2744 {
2511 if (!add_key) {
2512 return FALSE; 2745 return FALSE;
2513 } 2746 }
2514 /* There isn't any good reason to store a null 2747 /* There isn't any good reason to store a null
2515 * value in the key/value list. If the archetype has 2748 * value in the key/value list. If the archetype has
2516 * this key, then we should also have it, so shouldn't 2749 * this key, then we should also have it, so shouldn't
2517 * be here. If user wants to store empty strings, 2750 * be here. If user wants to store empty strings,
2518 * should pass in "" 2751 * should pass in ""
2519 */ 2752 */
2520 if (value == NULL) return TRUE; 2753 if (value == NULL)
2521
2522 field = new key_value;
2523
2524 field->key = canonical_key;
2525 field->value = value;
2526 /* Usual prepend-addition. */
2527 field->next = op->key_values;
2528 op->key_values = field;
2529
2530 return TRUE; 2754 return TRUE;
2755
2756 field = new key_value;
2757
2758 field->key = canonical_key;
2759 field->value = value;
2760 /* Usual prepend-addition. */
2761 field->next = op->key_values;
2762 op->key_values = field;
2763
2764 return TRUE;
2531} 2765}
2532 2766
2533/* 2767/*
2534 * Updates the key in op to value. 2768 * Updates the key in op to value.
2535 * 2769 *
2537 * and not add new ones. 2771 * and not add new ones.
2538 * In general, should be little reason FALSE is ever passed in for add_key 2772 * In general, should be little reason FALSE is ever passed in for add_key
2539 * 2773 *
2540 * Returns TRUE on success. 2774 * Returns TRUE on success.
2541 */ 2775 */
2776int
2542int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2777set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2543{ 2778{
2544 shstr key_ (key); 2779 shstr key_ (key);
2780
2545 return set_ob_key_value_s (op, key_, value, add_key); 2781 return set_ob_key_value_s (op, key_, value, add_key);
2546} 2782}
2783
2784object::depth_iterator::depth_iterator (object *container)
2785: iterator_base (container)
2786{
2787 while (item->inv)
2788 item = item->inv;
2789}
2790
2791void
2792object::depth_iterator::next ()
2793{
2794 if (item->below)
2795 {
2796 item = item->below;
2797
2798 while (item->inv)
2799 item = item->inv;
2800 }
2801 else
2802 item = item->env;
2803}
2804
2805// return a suitable string describing an objetc in enough detail to find it
2806const char *
2807object::debug_desc (char *info) const
2808{
2809 char info2[256 * 3];
2810 char *p = info;
2811
2812 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2813 count,
2814 &name,
2815 title ? " " : "",
2816 title ? (const char *)title : "");
2817
2818 if (env)
2819 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2820
2821 if (map)
2822 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2823
2824 return info;
2825}
2826
2827const char *
2828object::debug_desc () const
2829{
2830 static char info[256 * 3];
2831 return debug_desc (info);
2832}
2833

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