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Comparing deliantra/server/common/object.C (file contents):
Revision 1.22 by root, Sun Sep 10 00:51:23 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 1.22 2006/09/10 00:51:23 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};
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}
59 131
60/* 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
61static int compare_ob_value_lists_one(const object * wants, const object * has) { 134compare_ob_value_lists_one (const object *wants, const object *has)
135{
62 key_value * wants_field; 136 key_value *wants_field;
63 137
64 /* 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
65 * 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
66 * different structure or at least keep the lists sorted... 140 * different structure or at least keep the lists sorted...
67 */ 141 */
68 142
69 /* For each field in wants, */ 143 /* For each field in wants, */
70 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 {
71 key_value * has_field; 146 key_value *has_field;
72 147
73 /* Look for a field in has with the same key. */ 148 /* Look for a field in has with the same key. */
74 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)
75 152 {
76 if (has_field == NULL) {
77 /* No field with that name. */ 153 /* No field with that name. */
78 return FALSE; 154 return FALSE;
79 }
80 155 }
156
81 /* Found the matching field. */ 157 /* Found the matching field. */
82 if (has_field->value != wants_field->value) { 158 if (has_field->value != wants_field->value)
159 {
83 /* 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. */
84 return FALSE; 161 return FALSE;
85 } 162 }
86 163
87 /* 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. */
88 }
89 165 }
166
90 /* 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. */
91 return TRUE; 168 return TRUE;
92} 169}
93 170
94/* 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
95static int compare_ob_value_lists(const object * ob1, const object * ob2) { 173compare_ob_value_lists (const object *ob1, const object *ob2)
174{
96 /* 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,
97 * so we need to run the comparison *twice*. :( 176 * so we need to run the comparison *twice*. :(
98 */ 177 */
99 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);
100} 179}
101 180
102/* 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
103 * they can be merged together. 182 * they can be merged together.
104 * 183 *
110 * 189 *
111 * Improvements made with merge: Better checking on potion, and also 190 * Improvements made with merge: Better checking on potion, and also
112 * check weight 191 * check weight
113 */ 192 */
114 193
115bool
116object::can_merge (object *ob1, object *ob2) 194bool object::can_merge (object *ob1, object *ob2)
117{ 195{
118 /* A couple quicksanity checks */ 196 /* A couple quicksanity checks */
119 if ((ob1 == ob2) || (ob1->type != ob2->type)) 197 if ((ob1 == ob2) || (ob1->type != ob2->type))
120 return 0; 198 return 0;
121 199
169 (ob1->subtype != ob2->subtype) || 247 (ob1->subtype != ob2->subtype) ||
170 (ob1->move_type != ob2->move_type) || 248 (ob1->move_type != ob2->move_type) ||
171 (ob1->move_block != ob2->move_block) || 249 (ob1->move_block != ob2->move_block) ||
172 (ob1->move_allow != ob2->move_allow) || 250 (ob1->move_allow != ob2->move_allow) ||
173 (ob1->move_on != ob2->move_on) || 251 (ob1->move_on != ob2->move_on) ||
174 (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))
175 (ob1->move_slow != ob2->move_slow) ||
176 (ob1->move_slow_penalty != ob2->move_slow_penalty))
177 return 0; 253 return 0;
178 254
179 /* This is really a spellbook check - really, we should 255 /* This is really a spellbook check - really, we should
180 * check all objects in the inventory. 256 * check all objects in the inventory.
181 */ 257 */
182 if (ob1->inv || ob2->inv) 258 if (ob1->inv || ob2->inv)
183 { 259 {
184 /* 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 */
185 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
186 return 0; 262 return 0;
187 263
188 /* Now check to see if the two inventory objects could merge */ 264 /* Now check to see if the two inventory objects could merge */
189 if (!CAN_MERGE (ob1->inv, ob2->inv)) 265 if (!CAN_MERGE (ob1->inv, ob2->inv))
190 return 0; 266 return 0;
191 267
192 /* 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
193 * if it is valid. 269 * if it is valid.
194 */ 270 */
195 } 271 }
203 279
204 /* 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
205 * 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
206 * check? 282 * check?
207 */ 283 */
208 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
209 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
210 return 0; 285 return 0;
211 286
212 switch (ob1->type) 287 switch (ob1->type)
213 { 288 {
214 case SCROLL: 289 case SCROLL:
215 if (ob1->level != ob2->level) 290 if (ob1->level != ob2->level)
216 return 0; 291 return 0;
217 break; 292 break;
218 } 293 }
219 294
220 if (ob1->key_values != NULL || ob2->key_values != NULL) 295 if (ob1->key_values != NULL || ob2->key_values != NULL)
221 { 296 {
222 /* At least one of these has key_values. */ 297 /* At least one of these has key_values. */
223 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
224 /* One has fields, but the other one doesn't. */ 299 /* One has fields, but the other one doesn't. */
225 return 0; 300 return 0;
226 else if (!compare_ob_value_lists (ob1, ob2)) 301 else if (!compare_ob_value_lists (ob1, ob2))
227 return 0; 302 return 0;
228 } 303 }
229 304
230 //TODO: generate an event or call into perl for additional checks 305 //TODO: generate an event or call into perl for additional checks
231 if (ob1->self || ob2->self) 306 if (ob1->self || ob2->self)
232 { 307 {
233 ob1->optimise (); 308 ob1->optimise ();
234 ob2->optimise (); 309 ob2->optimise ();
235 310
236 if (ob1->self || ob2->self) 311 if (ob1->self || ob2->self)
237 return 0; 312 return 0;
238 } 313 }
239 314
240 /* Everything passes, must be OK. */ 315 /* Everything passes, must be OK. */
241 return 1; 316 return 1;
242} 317}
318
243/* 319/*
244 * sum_weight() is a recursive function which calculates the weight 320 * sum_weight() is a recursive function which calculates the weight
245 * 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
246 * containers are carrying, and sums it up. 322 * containers are carrying, and sums it up.
247 */ 323 */
248signed long sum_weight(object *op) { 324long
325sum_weight (object *op)
326{
249 signed long sum; 327 long sum;
250 object *inv; 328 object *inv;
329
251 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
331 {
252 if (inv->inv) 332 if (inv->inv)
253 sum_weight(inv); 333 sum_weight (inv);
254 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
255 } 335 }
336
256 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
257 sum = (sum * (100 - op->stats.Str))/100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
339
258 if(op->carrying != sum) 340 if (op->carrying != sum)
259 op->carrying = sum; 341 op->carrying = sum;
342
260 return sum; 343 return sum;
261} 344}
262 345
263/** 346/**
264 * Return the outermost environment object for a given object. 347 * Return the outermost environment object for a given object.
265 */ 348 */
266 349
350object *
267object *object_get_env_recursive (object *op) { 351object_get_env_recursive (object *op)
352{
268 while (op->env != NULL) 353 while (op->env != NULL)
269 op = op->env; 354 op = op->env;
270 return op; 355 return op;
271} 356}
272 357
273/* 358/*
274 * 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
275 * 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
276 * or find a player. 361 * or find a player.
277 */ 362 */
278 363
364object *
279object *is_player_inv (object *op) { 365is_player_inv (object *op)
366{
280 for (;op!=NULL&&op->type!=PLAYER; op=op->env) 367 for (; op != NULL && op->type != PLAYER; op = op->env)
281 if (op->env==op) 368 if (op->env == op)
282 op->env = NULL; 369 op->env = NULL;
283 return op; 370 return op;
284} 371}
285 372
286/* 373/*
287 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
288 * Some error messages. 375 * Some error messages.
289 * 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.
290 */ 377 */
291 378
292void dump_object2(object *op) { 379char *
293errmsg[0] = 0;
294return;
295 //TODO//D#d#
296#if 0
297 char *cp;
298/* object *tmp;*/
299
300 if(op->arch!=NULL) {
301 strcat(errmsg,"arch ");
302 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
303 strcat(errmsg,"\n");
304 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
305 strcat(errmsg,cp);
306#if 0
307 /* Don't dump player diffs - they are too long, mostly meaningless, and
308 * will overflow the buffer.
309 * Changed so that we don't dump inventory either. This may
310 * also overflow the buffer.
311 */
312 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
313 strcat(errmsg,cp);
314 for (tmp=op->inv; tmp; tmp=tmp->below)
315 dump_object2(tmp);
316#endif
317 strcat(errmsg,"end\n");
318 } else {
319 strcat(errmsg,"Object ");
320 if (op->name==NULL) strcat(errmsg, "(null)");
321 else strcat(errmsg,op->name);
322 strcat(errmsg,"\n");
323#if 0
324 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
325 strcat(errmsg,cp);
326 for (tmp=op->inv; tmp; tmp=tmp->below)
327 dump_object2(tmp);
328#endif
329 strcat(errmsg,"end\n");
330 }
331#endif
332}
333
334/*
335 * Dumps an object. Returns output in the static global errmsg array.
336 */
337
338void dump_object(object *op) { 380dump_object (object *op)
339 if(op==NULL) { 381{
340 strcpy(errmsg,"[NULL pointer]"); 382 if (!op)
341 return; 383 return strdup ("[NULLOBJ]");
342 }
343 errmsg[0]='\0';
344 dump_object2(op);
345}
346 384
347void dump_all_objects(void) { 385 object_freezer freezer;
348 object *op; 386 save_object (freezer, op, 3);
349 for(op=objects;op!=NULL;op=op->next) { 387 return freezer.as_string ();
350 dump_object(op);
351 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
352 }
353} 388}
354 389
355/* 390/*
356 * 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
357 * multi-object 1 which is closest to the second object. 392 * multi-object 1 which is closest to the second object.
358 * If it's not a multi-object, it is returned. 393 * If it's not a multi-object, it is returned.
359 */ 394 */
360 395
396object *
361object *get_nearest_part(object *op, const object *pl) { 397get_nearest_part (object *op, const object *pl)
398{
362 object *tmp,*closest; 399 object *tmp, *closest;
363 int last_dist,i; 400 int last_dist, i;
401
364 if(op->more==NULL) 402 if (op->more == NULL)
365 return op; 403 return op;
366 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)
367 if((i=distance(tmp,pl))<last_dist) 405 if ((i = distance (tmp, pl)) < last_dist)
368 closest=tmp,last_dist=i; 406 closest = tmp, last_dist = i;
369 return closest; 407 return closest;
370} 408}
371 409
372/* 410/*
373 * 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.
374 */ 412 */
375 413
414object *
376object *find_object(tag_t i) { 415find_object (tag_t i)
416{
377 object *op; 417 object *op;
418
378 for(op=objects;op!=NULL;op=op->next) 419 for (op = object::first; op != NULL; op = op->next)
379 if(op->count==i) 420 if (op->count == i)
380 break; 421 break;
422
381 return op; 423 return op;
382} 424}
383 425
384/* 426/*
385 * 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.
386 * Used only by the patch command, but not all that useful. 428 * Used only by the patch command, but not all that useful.
387 * Enables features like "patch <name-of-other-player> food 999" 429 * Enables features like "patch <name-of-other-player> food 999"
388 */ 430 */
389 431
432object *
390object *find_object_name(const char *str) { 433find_object_name (const char *str)
391 const char *name = shstr::find (str); 434{
435 shstr_cmp str_ (str);
392 object *op; 436 object *op;
437
393 for(op=objects;op!=NULL;op=op->next) 438 for (op = object::first; op != NULL; op = op->next)
394 if(&op->name == name) 439 if (op->name == str_)
395 break; 440 break;
396 441
397 return op; 442 return op;
398} 443}
399 444
445void
400void free_all_object_data () 446free_all_object_data ()
401{ 447{
402 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 448 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
403}
404
405/*
406 * Returns the object which this object marks as being the owner.
407 * A id-scheme is used to avoid pointing to objects which have been
408 * freed and are now reused. If this is detected, the owner is
409 * set to NULL, and NULL is returned.
410 * Changed 2004-02-12 - if the player is setting at the play again
411 * prompt, he is removed, and we don't want to treat him as an owner of
412 * anything, so check removed flag. I don't expect that this should break
413 * anything - once an object is removed, it is basically dead anyways.
414 */
415
416object *get_owner(object *op) {
417 if(op->owner==NULL)
418 return NULL;
419
420 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
421 op->owner->count==op->ownercount)
422 return op->owner;
423
424 op->owner=NULL;
425 op->ownercount=0;
426 return NULL;
427}
428
429void clear_owner(object *op)
430{
431 if (!op) return;
432
433 if (op->owner && op->ownercount == op->owner->count)
434 op->owner->refcount--;
435
436 op->owner = NULL;
437 op->ownercount = 0;
438} 449}
439 450
440/* 451/*
441 * 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
442 * skill and experience objects. 453 * skill and experience objects.
443 */ 454 */
444void set_owner (object *op, object *owner) 455void
456object::set_owner (object *owner)
445{ 457{
446 if(owner==NULL||op==NULL) 458 if (!owner)
447 return; 459 return;
448 460
449 /* next line added to allow objects which own objects */ 461 /* next line added to allow objects which own objects */
450 /* 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
451 * with the fireball owning a poison cloud which then owned the 463 * with the fireball owning a poison cloud which then owned the
452 * 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
453 * freed and then another object replacing it. Since the ownercounts 465 * freed and then another object replacing it. Since the ownercounts
454 * didn't match, this check is valid and I believe that cause is valid. 466 * didn't match, this check is valid and I believe that cause is valid.
455 */ 467 */
456 while (owner->owner && owner!=owner->owner && 468 while (owner->owner)
457 owner->ownercount==owner->owner->count) owner=owner->owner; 469 owner = owner->owner;
458 470
459 /* IF the owner still has an owner, we did not resolve to a final owner.
460 * so lets not add to that.
461 */
462 if (owner->owner) return;
463
464 op->owner=owner; 471 this->owner = owner;
465
466 op->ownercount=owner->count;
467 owner->refcount++;
468
469}
470
471/* Set the owner to clone's current owner and set the skill and experience
472 * objects to clone's objects (typically those objects that where the owner's
473 * current skill and experience objects at the time when clone's owner was
474 * set - not the owner's current skill and experience objects).
475 *
476 * Use this function if player created an object (e.g. fire bullet, swarm
477 * spell), and this object creates further objects whose kills should be
478 * accounted for the player's original skill, even if player has changed
479 * skills meanwhile.
480 */
481void copy_owner (object *op, object *clone)
482{
483 object *owner = get_owner (clone);
484 if (owner == NULL) {
485 /* players don't have owners - they own themselves. Update
486 * as appropriate.
487 */
488 if (clone->type == PLAYER) owner=clone;
489 else return;
490 }
491 set_owner(op, owner);
492
493} 472}
494 473
495/* Zero the key_values on op, decrementing the shared-string 474/* Zero the key_values on op, decrementing the shared-string
496 * refcounts and freeing the links. 475 * refcounts and freeing the links.
497 */ 476 */
477static void
498static void free_key_values(object * op) 478free_key_values (object *op)
499{ 479{
500 for (key_value *i = op->key_values; i != 0; ) 480 for (key_value *i = op->key_values; i != 0;)
501 { 481 {
502 key_value *next = i->next; 482 key_value *next = i->next;
503 delete i; 483 delete i;
484
504 i = next; 485 i = next;
505 } 486 }
506 487
507 op->key_values = 0; 488 op->key_values = 0;
508} 489}
509 490
510void object::clear () 491void object::clear ()
511{ 492{
512 attachable_base::clear (); 493 attachable_base::clear ();
513 494
514 free_key_values (this); 495 free_key_values (this);
515 496
516 name = 0; 497 owner = 0;
498 name = 0;
517 name_pl = 0; 499 name_pl = 0;
518 title = 0; 500 title = 0;
519 race = 0; 501 race = 0;
520 slaying = 0; 502 slaying = 0;
521 skill = 0; 503 skill = 0;
522 msg = 0; 504 msg = 0;
523 lore = 0; 505 lore = 0;
524 custom_name = 0; 506 custom_name = 0;
525 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;
526 519
527 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod)); 520 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
528 521
529 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;
530} 531}
531 532
532void object::clone (object *destination) 533void object::clone (object *destination)
533{ 534{
534 *(object_copy *)destination = *(object_copy *)this; 535 *(object_copy *)destination = *this;
535 *(object_pod *)destination = *(object_pod *)this; 536 *(object_pod *)destination = *this;
536 537
537 if (self || cb) 538 if (self || cb)
538 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination)); 539 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
539}
540
541/*
542 * clear_object() frees everything allocated by an object, and also
543 * clears all variables and flags to default settings.
544 */
545
546void clear_object (object *op)
547{
548 op->clear ();
549
550 op->contr = NULL;
551 op->below = NULL;
552 op->above = NULL;
553 op->inv = NULL;
554 op->container=NULL;
555 op->env=NULL;
556 op->more=NULL;
557 op->head=NULL;
558 op->map=NULL;
559 op->refcount=0;
560 op->active_next = NULL;
561 op->active_prev = NULL;
562 /* What is not cleared is next, prev, and count */
563
564 op->expmul = 1.0;
565 op->face = blank_face;
566 op->attacked_by_count = -1;
567
568 if (settings.casting_time)
569 op->casting_time = -1;
570} 540}
571 541
572/* 542/*
573 * copy object first frees everything allocated by the second object, 543 * copy object first frees everything allocated by the second object,
574 * 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
575 * object, allocating what needs to be allocated. Basically, any 545 * object, allocating what needs to be allocated. Basically, any
576 * 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,
577 * 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
578 * will point at garbage. 548 * will point at garbage.
579 */ 549 */
580 550void
581void copy_object (object *op2, object *op) 551copy_object (object *op2, object *op)
582{ 552{
583 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 553 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
584 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 554 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
585 555
586 op2->clone (op); 556 op2->clone (op);
587 557
558 if (is_freed)
588 if (is_freed) SET_FLAG (op, FLAG_FREED); 559 SET_FLAG (op, FLAG_FREED);
560 if (is_removed)
589 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 561 SET_FLAG (op, FLAG_REMOVED);
590 562
591 if (op2->speed < 0) 563 if (op2->speed < 0)
592 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 564 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
593 565
594 /* Copy over key_values, if any. */ 566 /* Copy over key_values, if any. */
595 if (op2->key_values != NULL) 567 if (op2->key_values)
596 { 568 {
597 key_value *tail = NULL; 569 key_value *tail = 0;
598 key_value *i; 570 key_value *i;
599 571
600 op->key_values = NULL; 572 op->key_values = 0;
601 573
602 for (i = op2->key_values; i != NULL; i = i->next) 574 for (i = op2->key_values; i; i = i->next)
603 { 575 {
604 key_value *new_link = new key_value; 576 key_value *new_link = new key_value;
605 577
606 new_link->next = NULL; 578 new_link->next = 0;
607 new_link->key = i->key; 579 new_link->key = i->key;
608 new_link->value = i->value; 580 new_link->value = i->value;
609 581
610 /* Try and be clever here, too. */ 582 /* Try and be clever here, too. */
611 if (op->key_values == NULL) 583 if (!op->key_values)
612 { 584 {
613 op->key_values = new_link; 585 op->key_values = new_link;
614 tail = new_link; 586 tail = new_link;
615 } 587 }
616 else 588 else
628 * 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
629 * 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
630 * 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.
631 */ 603 */
632 604
605void
633void update_turn_face(object *op) { 606update_turn_face (object *op)
607{
634 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 608 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
635 return; 609 return;
636 SET_ANIMATION(op, op->direction); 610 SET_ANIMATION (op, op->direction);
637 update_object(op,UP_OBJ_FACE); 611 update_object (op, UP_OBJ_FACE);
638} 612}
639 613
640/* 614/*
641 * 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
642 * 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.
643 * 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.
644 */ 618 */
645 619void
646void update_ob_speed(object *op) { 620update_ob_speed (object *op)
621{
647 extern int arch_init; 622 extern int arch_init;
648 623
649 /* No reason putting the archetypes objects on the speed list, 624 /* No reason putting the archetypes objects on the speed list,
650 * since they never really need to be updated. 625 * since they never really need to be updated.
651 */ 626 */
652 627
653 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 628 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
629 {
654 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);
655#ifdef MANY_CORES 631#ifdef MANY_CORES
656 abort(); 632 abort ();
657#else 633#else
658 op->speed = 0; 634 op->speed = 0;
659#endif 635#endif
660 } 636 }
637
661 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)
662 return; 645 return;
663 }
664 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
665 /* If already on active list, don't do anything */
666 if (op->active_next || op->active_prev || op==active_objects)
667 return;
668 646
669 /* process_events() expects us to insert the object at the beginning 647 /* process_events() expects us to insert the object at the beginning
670 * of the list. */ 648 * of the list. */
671 op->active_next = active_objects; 649 op->active_next = active_objects;
650
672 if (op->active_next!=NULL) 651 if (op->active_next != NULL)
673 op->active_next->active_prev = op; 652 op->active_next->active_prev = op;
653
674 active_objects = op; 654 active_objects = op;
655 }
656 else
675 } 657 {
676 else {
677 /* If not on the active list, nothing needs to be done */ 658 /* If not on the active list, nothing needs to be done */
678 if (!op->active_next && !op->active_prev && op!=active_objects) 659 if (!op->active_next && !op->active_prev && op != active_objects)
679 return; 660 return;
680 661
681 if (op->active_prev==NULL) { 662 if (op->active_prev == NULL)
663 {
682 active_objects = op->active_next; 664 active_objects = op->active_next;
665
683 if (op->active_next!=NULL) 666 if (op->active_next != NULL)
684 op->active_next->active_prev = NULL; 667 op->active_next->active_prev = NULL;
668 }
669 else
685 } 670 {
686 else {
687 op->active_prev->active_next = op->active_next; 671 op->active_prev->active_next = op->active_next;
672
688 if (op->active_next) 673 if (op->active_next)
689 op->active_next->active_prev = op->active_prev; 674 op->active_next->active_prev = op->active_prev;
690 } 675 }
676
691 op->active_next = NULL; 677 op->active_next = NULL;
692 op->active_prev = NULL; 678 op->active_prev = NULL;
693 } 679 }
694} 680}
695 681
696/* This function removes object 'op' from the list of active 682/* This function removes object 'op' from the list of active
697 * objects. 683 * objects.
699 * 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
700 * in play chewing up cpu time getting processed. 686 * in play chewing up cpu time getting processed.
701 * The reverse of this is to call update_ob_speed, which 687 * The reverse of this is to call update_ob_speed, which
702 * 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.
703 */ 689 */
690void
704void remove_from_active_list(object *op) 691remove_from_active_list (object *op)
705{ 692{
706 /* If not on the active list, nothing needs to be done */ 693 /* If not on the active list, nothing needs to be done */
707 if (!op->active_next && !op->active_prev && op!=active_objects) 694 if (!op->active_next && !op->active_prev && op != active_objects)
708 return; 695 return;
709 696
710 if (op->active_prev==NULL) { 697 if (op->active_prev == NULL)
698 {
711 active_objects = op->active_next; 699 active_objects = op->active_next;
712 if (op->active_next!=NULL) 700 if (op->active_next != NULL)
713 op->active_next->active_prev = NULL; 701 op->active_next->active_prev = NULL;
702 }
703 else
714 } 704 {
715 else {
716 op->active_prev->active_next = op->active_next; 705 op->active_prev->active_next = op->active_next;
717 if (op->active_next) 706 if (op->active_next)
718 op->active_next->active_prev = op->active_prev; 707 op->active_next->active_prev = op->active_prev;
719 } 708 }
720 op->active_next = NULL; 709 op->active_next = NULL;
721 op->active_prev = NULL; 710 op->active_prev = NULL;
722} 711}
723 712
724/* 713/*
725 * update_object() updates the array which represents the map. 714 * update_object() updates the array which represents the map.
726 * It takes into account invisible objects (and represent squares covered 715 * It takes into account invisible objects (and represent squares covered
741 * 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
742 * 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.
743 * UP_OBJ_FACE: only the objects face has changed. 732 * UP_OBJ_FACE: only the objects face has changed.
744 */ 733 */
745 734
735void
746void update_object(object *op, int action) { 736update_object (object *op, int action)
737{
747 int update_now=0, flags; 738 int update_now = 0, flags;
748 MoveType move_on, move_off, move_block, move_slow; 739 MoveType move_on, move_off, move_block, move_slow;
749 740
750 if (op == NULL) { 741 if (op == NULL)
742 {
751 /* this should never happen */ 743 /* this should never happen */
752 LOG(llevDebug,"update_object() called for NULL object.\n"); 744 LOG (llevDebug, "update_object() called for NULL object.\n");
753 return; 745 return;
754 }
755 746 }
747
756 if(op->env!=NULL) { 748 if (op->env != NULL)
749 {
757 /* Animation is currently handled by client, so nothing 750 /* Animation is currently handled by client, so nothing
758 * to do in this case. 751 * to do in this case.
759 */ 752 */
760 return; 753 return;
761 } 754 }
762 755
763 /* 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
764 * going to get freed anyways. 757 * going to get freed anyways.
765 */ 758 */
766 if (!op->map || op->map->in_memory == MAP_SAVING) return; 759 if (!op->map || op->map->in_memory == MAP_SAVING)
767 760 return;
761
768 /* make sure the object is within map boundaries */ 762 /* make sure the object is within map boundaries */
769 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))
770 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 764 {
771 LOG(llevError,"update_object() called for object out of map!\n"); 765 LOG (llevError, "update_object() called for object out of map!\n");
772#ifdef MANY_CORES 766#ifdef MANY_CORES
773 abort(); 767 abort ();
774#endif 768#endif
775 return; 769 return;
776 }
777 770 }
771
778 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 772 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
779 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);
780 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);
781 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);
782 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);
783 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);
784 778
785 if (action == UP_OBJ_INSERT) { 779 if (action == UP_OBJ_INSERT)
780 {
786 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 781 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
787 update_now=1; 782 update_now = 1;
788 783
789 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 784 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
790 update_now=1; 785 update_now = 1;
791 786
792 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 787 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
793 update_now=1; 788 update_now = 1;
794 789
795 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 790 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
796 update_now=1; 791 update_now = 1;
797 792
798 if (op->type == SAFE_GROUND && !(flags & P_SAFE)) 793 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
799 update_now=1; 794 update_now = 1;
800 795
801 if ((move_on | op->move_on) != move_on) update_now=1; 796 if ((move_on | op->move_on) != move_on)
797 update_now = 1;
802 798
803 if ((move_off | op->move_off) != move_off) update_now=1; 799 if ((move_off | op->move_off) != move_off)
800 update_now = 1;
804 801
805 /* 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
806 * to have move_allow right now. 803 * to have move_allow right now.
807 */ 804 */
808 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 805 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
809 update_now=1; 806 update_now = 1;
810 807
811 if ((move_slow | op->move_slow) != move_slow) 808 if ((move_slow | op->move_slow) != move_slow)
812 update_now=1; 809 update_now = 1;
813 } 810 }
814 /* if the object is being removed, we can't make intelligent 811 /* if the object is being removed, we can't make intelligent
815 * decisions, because remove_ob can't really pass the object 812 * decisions, because remove_ob can't really pass the object
816 * that is being removed. 813 * that is being removed.
817 */ 814 */
818 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 815 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
819 update_now=1; 816 update_now = 1;
820 } else if (action == UP_OBJ_FACE) { 817 else if (action == UP_OBJ_FACE)
821 /* Nothing to do for that case */ 818 /* Nothing to do for that case */ ;
822 }
823 else { 819 else
824 LOG(llevError,"update_object called with invalid action: %d\n", action); 820 LOG (llevError, "update_object called with invalid action: %d\n", action);
825 }
826 821
827 if (update_now) { 822 if (update_now)
823 {
828 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);
829 update_position(op->map, op->x, op->y); 825 update_position (op->map, op->x, op->y);
830 } 826 }
831 827
832 if(op->more!=NULL) 828 if (op->more != NULL)
833 update_object(op->more, action); 829 update_object (op->more, action);
834} 830}
835 831
836static std::vector<object *> mortals; 832object::vector object::mortals;
833object::vector object::objects; // not yet used
834object *object::first;
837 835
838void object::free_mortals () 836void object::free_mortals ()
839{ 837{
840 for (std::vector<object *>::iterator i = mortals.begin (); i != mortals.end (); ++i) 838 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
839 if ((*i)->refcnt)
840 ++i; // further delay freeing
841 else
842 {
841 delete *i; 843 delete *i;
844 mortals.erase (i);
845 }
842 846
843 mortals.clear (); 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 }
844} 854}
845 855
846object::object () 856object::object ()
847{ 857{
848 SET_FLAG (this, FLAG_REMOVED); 858 SET_FLAG (this, FLAG_REMOVED);
849 859
850 expmul = 1.0; 860 expmul = 1.0;
851 face = blank_face; 861 face = blank_face;
852 attacked_by_count = -1;
853} 862}
854 863
855object::~object () 864object::~object ()
856{ 865{
857 free_key_values (this); 866 free_key_values (this);
858} 867}
859 868
860void
861object::link () 869void object::link ()
862{ 870{
863 count = ++ob_count; 871 count = ++ob_count;
872 uuid = gen_uuid ();
864 873
865 prev = 0; 874 prev = 0;
866 next = objects; 875 next = object::first;
867 876
868 if (objects) 877 if (object::first)
869 objects->prev = this; 878 object::first->prev = this;
870 879
871 objects = this; 880 object::first = this;
872} 881}
873 882
874void
875object::unlink () 883void object::unlink ()
876{ 884{
877 count = 0; 885 if (this == object::first)
886 object::first = next;
878 887
879 /* Remove this object from the list of used objects */ 888 /* Remove this object from the list of used objects */
880 if (prev) prev->next = next; 889 if (prev) prev->next = next;
881 if (next) next->prev = prev; 890 if (next) next->prev = prev;
882 if (this == objects) objects = next; 891
883} 892 prev = 0;
893 next = 0;
894}
884 895
885object *object::create () 896object *object::create ()
886{ 897{
887 object *op = new object; 898 object *op = new object;
888 op->link (); 899 op->link ();
894 * 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
895 * free objects. The IS_FREED() flag is set in the object. 906 * free objects. The IS_FREED() flag is set in the object.
896 * The object must have been removed by remove_ob() first for 907 * The object must have been removed by remove_ob() first for
897 * this function to succeed. 908 * this function to succeed.
898 * 909 *
899 * 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
900 * inventory to the ground. 911 * inventory to the ground.
901 */ 912 */
902void 913void object::destroy (bool destroy_inventory)
903object::free (bool free_inventory)
904{ 914{
915 if (QUERY_FLAG (this, FLAG_FREED))
916 return;
917
918 if (QUERY_FLAG (this, FLAG_FRIENDLY))
919 remove_friendly_object (this);
920
905 if (!QUERY_FLAG (this, FLAG_REMOVED)) 921 if (!QUERY_FLAG (this, FLAG_REMOVED))
906 { 922 remove_ob (this);
907 LOG (llevDebug, "Free object called with non removed object\n");
908 dump_object (this);
909#ifdef MANY_CORES
910 abort ();
911#endif
912 }
913 923
914 if (QUERY_FLAG (this, FLAG_FRIENDLY))
915 {
916 LOG (llevMonster, "Warning: tried to free friendly object.\n");
917 remove_friendly_object (this);
918 }
919
920 if (QUERY_FLAG (this, FLAG_FREED)) 924 SET_FLAG (this, FLAG_FREED);
921 {
922 dump_object (this);
923 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg);
924 return;
925 }
926 925
927 if (more) 926 if (more)
928 { 927 {
929 more->free (free_inventory); 928 more->destroy (destroy_inventory);
930 more = 0; 929 more = 0;
931 } 930 }
932 931
933 if (inv) 932 if (inv)
934 { 933 {
935 /* Only if the space blocks everything do we not process - 934 /* Only if the space blocks everything do we not process -
936 * if some form of movement is allowed, let objects 935 * if some form of movement is allowed, let objects
937 * drop on that space. 936 * drop on that space.
938 */ 937 */
939 if (free_inventory || !map 938 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
940 || map->in_memory != MAP_IN_MEMORY 939 {
941 || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
942 {
943 object *op = inv; 940 object *op = inv;
944 941
945 while (op) 942 while (op)
946 { 943 {
947 object *tmp = op->below; 944 object *tmp = op->below;
948 remove_ob (op);
949 op->free (free_inventory); 945 op->destroy (destroy_inventory);
950 op = tmp; 946 op = tmp;
951 } 947 }
952 } 948 }
953 else 949 else
954 { /* Put objects in inventory onto this space */ 950 { /* Put objects in inventory onto this space */
955 object *op = inv; 951 object *op = inv;
956 952
957 while (op) 953 while (op)
958 { 954 {
959 object *tmp = op->below; 955 object *tmp = op->below;
956
960 remove_ob (op); 957 remove_ob (op);
961 958
962 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 959 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
963 || 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))
964 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 961 free_object (op);
965 free_object (op); 962 else
966 else 963 {
967 { 964 op->x = x;
968 op->x = x; 965 op->y = y;
969 op->y = y;
970 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */ 966 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
971 } 967 }
972 968
973 op = tmp; 969 op = tmp;
970 }
971 }
974 } 972 }
975 } 973
976 } 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;
977 981
978 /* Remove object from the active list */ 982 /* Remove object from the active list */
979 speed = 0; 983 speed = 0;
980 update_ob_speed (this); 984 update_ob_speed (this);
981 985
982 unlink (); 986 unlink ();
983 987
984 SET_FLAG (this, FLAG_FREED);
985
986 mortals.push_back (this); 988 mortals.push_back (this);
987} 989}
988 990
989/* 991/*
990 * sub_weight() recursively (outwards) subtracts a number from the 992 * sub_weight() recursively (outwards) subtracts a number from the
991 * 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)).
992 */ 994 */
993 995
996void
994void sub_weight (object *op, signed long weight) { 997sub_weight (object *op, signed long weight)
998{
995 while (op != NULL) { 999 while (op != NULL)
1000 {
996 if (op->type == CONTAINER) { 1001 if (op->type == CONTAINER)
997 weight=(signed long)(weight*(100-op->stats.Str)/100); 1002 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
998 } 1003
999 op->carrying-=weight; 1004 op->carrying -= weight;
1000 op = op->env; 1005 op = op->env;
1001 } 1006 }
1002} 1007}
1003 1008
1004/* remove_ob(op): 1009/* remove_ob(op):
1005 * 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
1006 * 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
1008 * environment, the x and y coordinates will be updated to 1013 * environment, the x and y coordinates will be updated to
1009 * the previous environment. 1014 * the previous environment.
1010 * Beware: This function is called from the editor as well! 1015 * Beware: This function is called from the editor as well!
1011 */ 1016 */
1012 1017
1018void
1013void remove_ob(object *op) { 1019remove_ob (object *op)
1020{
1014 object *tmp,*last=NULL; 1021 object *tmp, *last = 0;
1015 object *otmp; 1022 object *otmp;
1016 tag_t tag; 1023
1017 int check_walk_off; 1024 int check_walk_off;
1018 mapstruct *m; 1025 maptile *m;
1026
1019 sint16 x,y; 1027 sint16 x, y;
1020
1021 1028
1022 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1029 if (QUERY_FLAG (op, FLAG_REMOVED))
1023 dump_object(op); 1030 return;
1024 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1025 1031
1026 /* Changed it to always dump core in this case. As has been learned
1027 * in the past, trying to recover from errors almost always
1028 * make things worse, and this is a real error here - something
1029 * that should not happen.
1030 * Yes, if this was a mission critical app, trying to do something
1031 * to recover may make sense, but that is because failure of the app
1032 * may have other disastrous problems. Cf runs out of a script
1033 * so is easily enough restarted without any real problems.
1034 * MSW 2001-07-01
1035 */
1036 abort();
1037 }
1038 if(op->more!=NULL)
1039 remove_ob(op->more);
1040
1041 SET_FLAG(op, FLAG_REMOVED); 1032 SET_FLAG (op, FLAG_REMOVED);
1042 1033
1034 if (op->more != NULL)
1035 remove_ob (op->more);
1036
1043 /* 1037 /*
1044 * In this case, the object to be removed is in someones 1038 * In this case, the object to be removed is in someones
1045 * inventory. 1039 * inventory.
1046 */ 1040 */
1047 if(op->env!=NULL) { 1041 if (op->env != NULL)
1042 {
1048 if(op->nrof) 1043 if (op->nrof)
1049 sub_weight(op->env, op->weight*op->nrof); 1044 sub_weight (op->env, op->weight * op->nrof);
1050 else 1045 else
1051 sub_weight(op->env, op->weight+op->carrying); 1046 sub_weight (op->env, op->weight + op->carrying);
1052 1047
1053 /* 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
1054 * made to players inventory. If set, avoiding the call 1049 * made to players inventory. If set, avoiding the call
1055 * to save cpu time. 1050 * to save cpu time.
1056 */ 1051 */
1057 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))
1058 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1059 fix_player(otmp); 1053 fix_player (otmp);
1060 1054
1061 if(op->above!=NULL) 1055 if (op->above != NULL)
1062 op->above->below=op->below; 1056 op->above->below = op->below;
1063 else 1057 else
1064 op->env->inv=op->below; 1058 op->env->inv = op->below;
1065 1059
1066 if(op->below!=NULL) 1060 if (op->below != NULL)
1067 op->below->above=op->above; 1061 op->below->above = op->above;
1068 1062
1069 /* we set up values so that it could be inserted into 1063 /* we set up values so that it could be inserted into
1070 * 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
1071 * to the caller to decide what we want to do. 1065 * to the caller to decide what we want to do.
1072 */ 1066 */
1073 op->x=op->env->x,op->y=op->env->y; 1067 op->x = op->env->x, op->y = op->env->y;
1074 op->map=op->env->map; 1068 op->map = op->env->map;
1075 op->above=NULL,op->below=NULL; 1069 op->above = NULL, op->below = NULL;
1076 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)
1077 return; 1130 return;
1078 }
1079 1131
1080 /* If we get here, we are removing it from a map */
1081 if (op->map == NULL) return;
1082
1083 x = op->x;
1084 y = op->y;
1085 m = get_map_from_coord(op->map, &x, &y);
1086
1087 if (!m) {
1088 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1089 op->map->path, op->x, op->y);
1090 /* in old days, we used to set x and y to 0 and continue.
1091 * it seems if we get into this case, something is probablye
1092 * screwed up and should be fixed.
1093 */
1094 abort();
1095 }
1096 if (op->map != m) {
1097 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1098 op->map->path, m->path, op->x, op->y, x, y);
1099 }
1100
1101 /* Re did the following section of code - it looks like it had
1102 * lots of logic for things we no longer care about
1103 */
1104
1105 /* link the object above us */
1106 if (op->above)
1107 op->above->below=op->below;
1108 else
1109 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1110
1111 /* Relink the object below us, if there is one */
1112 if(op->below) {
1113 op->below->above=op->above;
1114 } else {
1115 /* Nothing below, which means we need to relink map object for this space
1116 * use translated coordinates in case some oddness with map tiling is
1117 * evident
1118 */
1119 if(GET_MAP_OB(m,x,y)!=op) {
1120 dump_object(op);
1121 LOG(llevError,"remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg);
1122 dump_object(GET_MAP_OB(m,x,y));
1123 LOG(llevError,"%s\n",errmsg);
1124 }
1125 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1126 }
1127 op->above=NULL;
1128 op->below=NULL;
1129
1130 if (op->map->in_memory == MAP_SAVING)
1131 return;
1132
1133 tag = op->count;
1134 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1132 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1133
1135 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 {
1136 /* 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
1137 * being removed. 1137 * being removed.
1138 */ 1138 */
1139 1139
1140 if(tmp->type==PLAYER && tmp!=op) { 1140 if (tmp->type == PLAYER && tmp != op)
1141 {
1141 /* If a container that the player is currently using somehow gets 1142 /* If a container that the player is currently using somehow gets
1142 * removed (most likely destroyed), update the player view 1143 * removed (most likely destroyed), update the player view
1143 * appropriately. 1144 * appropriately.
1144 */ 1145 */
1145 if (tmp->container==op) { 1146 if (tmp->container == op)
1147 {
1146 CLEAR_FLAG(op, FLAG_APPLIED); 1148 CLEAR_FLAG (op, FLAG_APPLIED);
1147 tmp->container=NULL; 1149 tmp->container = NULL;
1150 }
1151
1152 tmp->contr->socket.update_look = 1;
1148 } 1153 }
1149 tmp->contr->socket.update_look=1; 1154
1150 }
1151 /* See if player moving off should effect something */ 1155 /* See if player moving off should effect something */
1156 if (check_walk_off
1152 if (check_walk_off && ((op->move_type & tmp->move_off) && 1157 && ((op->move_type & tmp->move_off)
1153 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1158 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1154 1159 {
1155 move_apply(tmp, op, NULL); 1160 move_apply (tmp, op, NULL);
1161
1156 if (was_destroyed (op, tag)) { 1162 if (op->destroyed ())
1157 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 ());
1158 "leaving object\n", &tmp->name, &tmp->arch->name);
1159 } 1164 }
1160 }
1161 1165
1162 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1166 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1163 1167
1164 if(tmp->above == tmp) 1168 if (tmp->above == tmp)
1165 tmp->above = NULL; 1169 tmp->above = NULL;
1170
1166 last=tmp; 1171 last = tmp;
1167 } 1172 }
1173
1168 /* last == NULL of there are no objects on this space */ 1174 /* last == NULL of there are no objects on this space */
1169 if (last==NULL) { 1175 if (last == NULL)
1176 {
1170 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1177 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1171 * 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
1172 * 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
1173 * be correct anyways. 1180 * be correct anyways.
1174 */ 1181 */
1175 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);
1176 update_position(op->map, op->x, op->y); 1183 update_position (op->map, op->x, op->y);
1177 } 1184 }
1178 else 1185 else
1179 update_object(last, UP_OBJ_REMOVE); 1186 update_object (last, UP_OBJ_REMOVE);
1180 1187
1181 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1188 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1182 update_all_los(op->map, op->x, op->y); 1189 update_all_los (op->map, op->x, op->y);
1183 1190 }
1184} 1191}
1185 1192
1186/* 1193/*
1187 * merge_ob(op,top): 1194 * merge_ob(op,top):
1188 * 1195 *
1189 * This function goes through all objects below and including top, and 1196 * This function goes through all objects below and including top, and
1190 * merges op to the first matching object. 1197 * merges op to the first matching object.
1191 * If top is NULL, it is calculated. 1198 * If top is NULL, it is calculated.
1192 * 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
1193 */ 1200 */
1194 1201object *
1195object *merge_ob(object *op, object *top) { 1202merge_ob (object *op, object *top)
1203{
1196 if(!op->nrof) 1204 if (!op->nrof)
1197 return 0; 1205 return 0;
1206
1198 if(top==NULL) 1207 if (top == NULL)
1199 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1208 for (top = op; top != NULL && top->above != NULL; top = top->above);
1209
1200 for(;top!=NULL;top=top->below) { 1210 for (; top != NULL; top = top->below)
1211 {
1201 if(top==op) 1212 if (top == op)
1202 continue; 1213 continue;
1203 if (CAN_MERGE(op,top)) 1214 if (CAN_MERGE (op, top))
1204 { 1215 {
1205 top->nrof+=op->nrof; 1216 top->nrof += op->nrof;
1217
1206/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1218/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1207 op->weight = 0; /* Don't want any adjustements now */ 1219 op->weight = 0; /* Don't want any adjustements now */
1208 remove_ob(op); 1220 remove_ob (op);
1209 free_object(op); 1221 free_object (op);
1210 return top; 1222 return top;
1211 } 1223 }
1212 } 1224 }
1225
1213 return NULL; 1226 return 0;
1214} 1227}
1215 1228
1216/* 1229/*
1217 * 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
1218 * job preparing multi-part monsters 1231 * job preparing multi-part monsters
1219 */ 1232 */
1233object *
1220object *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{
1221 object* tmp; 1236 object *tmp;
1237
1222 if (op->head) 1238 if (op->head)
1223 op=op->head; 1239 op = op->head;
1240
1224 for (tmp=op;tmp;tmp=tmp->more){ 1241 for (tmp = op; tmp; tmp = tmp->more)
1242 {
1225 tmp->x=x+tmp->arch->clone.x; 1243 tmp->x = x + tmp->arch->clone.x;
1226 tmp->y=y+tmp->arch->clone.y; 1244 tmp->y = y + tmp->arch->clone.y;
1227 } 1245 }
1246
1228 return insert_ob_in_map (op, m, originator, flag); 1247 return insert_ob_in_map (op, m, originator, flag);
1229} 1248}
1230 1249
1231/* 1250/*
1232 * insert_ob_in_map (op, map, originator, flag): 1251 * insert_ob_in_map (op, map, originator, flag):
1233 * This function inserts the object in the two-way linked list 1252 * This function inserts the object in the two-way linked list
1247 * new object if 'op' was merged with other object 1266 * new object if 'op' was merged with other object
1248 * NULL if 'op' was destroyed 1267 * NULL if 'op' was destroyed
1249 * just 'op' otherwise 1268 * just 'op' otherwise
1250 */ 1269 */
1251 1270
1271object *
1252object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1272insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1253{ 1273{
1254 object *tmp, *top, *floor=NULL; 1274 object *tmp, *top, *floor = NULL;
1255 sint16 x,y; 1275 sint16 x, y;
1256 1276
1257 if (QUERY_FLAG (op, FLAG_FREED)) { 1277 if (QUERY_FLAG (op, FLAG_FREED))
1278 {
1258 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))
1259 return NULL; 1530 return NULL;
1260 }
1261 if(m==NULL) {
1262 dump_object(op);
1263 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1264 return op;
1265 }
1266 if(out_of_map(m,op->x,op->y)) {
1267 dump_object(op);
1268 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1269#ifdef MANY_CORES
1270 /* Better to catch this here, as otherwise the next use of this object
1271 * is likely to cause a crash. Better to find out where it is getting
1272 * improperly inserted.
1273 */
1274 abort();
1275#endif
1276 return op;
1277 }
1278 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1279 dump_object(op);
1280 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1281 return op;
1282 }
1283 if(op->more!=NULL) {
1284 /* The part may be on a different map. */
1285 1531
1286 object *more = op->more;
1287
1288 /* We really need the caller to normalize coordinates - if
1289 * we set the map, that doesn't work if the location is within
1290 * a map and this is straddling an edge. So only if coordinate
1291 * is clear wrong do we normalize it.
1292 */
1293 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1294 more->map = get_map_from_coord(m, &more->x, &more->y);
1295 } else if (!more->map) {
1296 /* For backwards compatibility - when not dealing with tiled maps,
1297 * more->map should always point to the parent.
1298 */
1299 more->map = m;
1300 }
1301
1302 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1303 if ( ! op->head)
1304 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1305 return NULL;
1306 }
1307 }
1308 CLEAR_FLAG(op,FLAG_REMOVED);
1309
1310 /* Ideally, the caller figures this out. However, it complicates a lot
1311 * of areas of callers (eg, anything that uses find_free_spot would now
1312 * need extra work
1313 */
1314 op->map=get_map_from_coord(m, &op->x, &op->y);
1315 x = op->x;
1316 y = op->y;
1317
1318 /* this has to be done after we translate the coordinates.
1319 */
1320 if(op->nrof && !(flag & INS_NO_MERGE)) {
1321 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1322 if (CAN_MERGE(op,tmp)) {
1323 op->nrof+=tmp->nrof;
1324 remove_ob(tmp);
1325 free_object(tmp);
1326 }
1327 }
1328
1329 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1330 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1331 if (!QUERY_FLAG(op, FLAG_ALIVE))
1332 CLEAR_FLAG(op, FLAG_NO_STEAL);
1333
1334 if (flag & INS_BELOW_ORIGINATOR) {
1335 if (originator->map != op->map || originator->x != op->x ||
1336 originator->y != op->y) {
1337 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1338 abort();
1339 }
1340 op->above = originator;
1341 op->below = originator->below;
1342 if (op->below) op->below->above = op;
1343 else SET_MAP_OB(op->map, op->x, op->y, op);
1344 /* since *below* originator, no need to update top */
1345 originator->below = op;
1346 } else {
1347 /* If there are other objects, then */
1348 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1349 object *last=NULL;
1350 /*
1351 * If there are multiple objects on this space, we do some trickier handling.
1352 * We've already dealt with merging if appropriate.
1353 * Generally, we want to put the new object on top. But if
1354 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1355 * floor, we want to insert above that and no further.
1356 * Also, if there are spell objects on this space, we stop processing
1357 * once we get to them. This reduces the need to traverse over all of
1358 * them when adding another one - this saves quite a bit of cpu time
1359 * when lots of spells are cast in one area. Currently, it is presumed
1360 * that flying non pickable objects are spell objects.
1361 */
1362
1363 while (top != NULL) {
1364 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1365 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1366 if (QUERY_FLAG(top, FLAG_NO_PICK)
1367 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1368 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1369 {
1370 /* We insert above top, so we want this object below this */
1371 top=top->below;
1372 break;
1373 }
1374 last = top;
1375 top = top->above;
1376 }
1377 /* Don't want top to be NULL, so set it to the last valid object */
1378 top = last;
1379
1380 /* We let update_position deal with figuring out what the space
1381 * looks like instead of lots of conditions here.
1382 * makes things faster, and effectively the same result.
1383 */
1384
1385 /* Have object 'fall below' other objects that block view.
1386 * Unless those objects are exits, type 66
1387 * If INS_ON_TOP is used, don't do this processing
1388 * Need to find the object that in fact blocks view, otherwise
1389 * stacking is a bit odd.
1390 */
1391 if (!(flag & INS_ON_TOP) &&
1392 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1393 (op->face && !op->face->visibility)) {
1394 for (last=top; last != floor; last=last->below)
1395 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1396 /* Check to see if we found the object that blocks view,
1397 * and make sure we have a below pointer for it so that
1398 * we can get inserted below this one, which requires we
1399 * set top to the object below us.
1400 */
1401 if (last && last->below && last != floor) top=last->below;
1402 }
1403 } /* If objects on this space */
1404 if (flag & INS_MAP_LOAD)
1405 top = GET_MAP_TOP(op->map,op->x,op->y);
1406 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1407
1408 /* Top is the object that our object (op) is going to get inserted above.
1409 */
1410
1411 /* First object on this space */
1412 if (!top) {
1413 op->above = GET_MAP_OB(op->map, op->x, op->y);
1414 if (op->above) op->above->below = op;
1415 op->below = NULL;
1416 SET_MAP_OB(op->map, op->x, op->y, op);
1417 } else { /* get inserted into the stack above top */
1418 op->above = top->above;
1419 if (op->above) op->above->below = op;
1420 op->below = top;
1421 top->above = op;
1422 }
1423 if (op->above==NULL)
1424 SET_MAP_TOP(op->map,op->x, op->y, op);
1425 } /* else not INS_BELOW_ORIGINATOR */
1426
1427 if(op->type==PLAYER)
1428 op->contr->do_los=1;
1429
1430 /* If we have a floor, we know the player, if any, will be above
1431 * it, so save a few ticks and start from there.
1432 */
1433 if (!(flag & INS_MAP_LOAD))
1434 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1435 if (tmp->type == PLAYER)
1436 tmp->contr->socket.update_look=1;
1437 }
1438
1439 /* If this object glows, it may affect lighting conditions that are
1440 * visible to others on this map. But update_all_los is really
1441 * an inefficient way to do this, as it means los for all players
1442 * on the map will get recalculated. The players could very well
1443 * be far away from this change and not affected in any way -
1444 * this should get redone to only look for players within range,
1445 * or just updating the P_NEED_UPDATE for spaces within this area
1446 * of effect may be sufficient.
1447 */
1448 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1449 update_all_los(op->map, op->x, op->y);
1450
1451
1452 /* updates flags (blocked, alive, no magic, etc) for this map space */
1453 update_object(op,UP_OBJ_INSERT);
1454
1455
1456 /* Don't know if moving this to the end will break anything. However,
1457 * we want to have update_look set above before calling this.
1458 *
1459 * check_move_on() must be after this because code called from
1460 * check_move_on() depends on correct map flags (so functions like
1461 * blocked() and wall() work properly), and these flags are updated by
1462 * update_object().
1463 */
1464
1465 /* if this is not the head or flag has been passed, don't check walk on status */
1466
1467 if (!(flag & INS_NO_WALK_ON) && !op->head) {
1468 if (check_move_on(op, originator))
1469 return NULL;
1470
1471 /* If we are a multi part object, lets work our way through the check 1532 /* If we are a multi part object, lets work our way through the check
1472 * walk on's. 1533 * walk on's.
1473 */ 1534 */
1474 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1535 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1475 if (check_move_on (tmp, originator)) 1536 if (check_move_on (tmp, originator))
1476 return NULL; 1537 return NULL;
1477 } 1538 }
1539
1478 return op; 1540 return op;
1479} 1541}
1480 1542
1481/* this function inserts an object in the map, but if it 1543/* this function inserts an object in the map, but if it
1482 * finds an object of its own type, it'll remove that one first. 1544 * finds an object of its own type, it'll remove that one first.
1483 * op is the object to insert it under: supplies x and the map. 1545 * op is the object to insert it under: supplies x and the map.
1484 */ 1546 */
1547void
1485void replace_insert_ob_in_map(const char *arch_string, object *op) { 1548replace_insert_ob_in_map (const char *arch_string, object *op)
1549{
1486 object *tmp; 1550 object *
1487 object *tmp1; 1551 tmp;
1552 object *
1553 tmp1;
1488 1554
1489 /* first search for itself and remove any old instances */ 1555 /* first search for itself and remove any old instances */
1490 1556
1491 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 {
1492 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1559 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1560 {
1493 remove_ob(tmp); 1561 remove_ob (tmp);
1494 free_object(tmp); 1562 free_object (tmp);
1495 } 1563 }
1496 } 1564 }
1497 1565
1498 tmp1=arch_to_object(find_archetype(arch_string)); 1566 tmp1 = arch_to_object (archetype::find (arch_string));
1499 1567
1500 1568 tmp1->x = op->x;
1501 tmp1->x = op->x; tmp1->y = op->y; 1569 tmp1->y = op->y;
1502 insert_ob_in_map(tmp1,op->map,op,0); 1570 insert_ob_in_map (tmp1, op->map, op, 0);
1503} 1571}
1504 1572
1505/* 1573/*
1506 * 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
1507 * is returned contains nr objects, and the remaining parts contains 1575 * is returned contains nr objects, and the remaining parts contains
1508 * 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).
1509 * On failure, NULL is returned, and the reason put into the 1577 * On failure, NULL is returned, and the reason put into the
1510 * global static errmsg array. 1578 * global static errmsg array.
1511 */ 1579 */
1512 1580
1581object *
1513object *get_split_ob(object *orig_ob, uint32 nr) { 1582get_split_ob (object *orig_ob, uint32 nr)
1514 object *newob; 1583{
1584 object *
1585 newob;
1586 int
1515 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1587 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1516 1588
1517 if(orig_ob->nrof<nr) { 1589 if (orig_ob->nrof < nr)
1518 sprintf(errmsg,"There are only %d %ss.", 1590 {
1519 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);
1520 return NULL; 1592 return NULL;
1521 } 1593 }
1594
1522 newob = object_create_clone(orig_ob); 1595 newob = object_create_clone (orig_ob);
1596
1523 if((orig_ob->nrof-=nr)<1) { 1597 if ((orig_ob->nrof -= nr) < 1)
1598 {
1524 if ( ! is_removed) 1599 if (!is_removed)
1525 remove_ob(orig_ob); 1600 remove_ob (orig_ob);
1526 free_object2(orig_ob, 1); 1601 free_object2 (orig_ob, 1);
1527 } 1602 }
1528 else if ( ! is_removed) { 1603 else if (!is_removed)
1604 {
1529 if(orig_ob->env!=NULL) 1605 if (orig_ob->env != NULL)
1530 sub_weight (orig_ob->env,orig_ob->weight*nr); 1606 sub_weight (orig_ob->env, orig_ob->weight * nr);
1531 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 {
1532 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.");
1533 LOG(llevDebug,
1534 "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");
1535 return NULL; 1611 return NULL;
1536 } 1612 }
1537 } 1613 }
1614
1538 newob->nrof=nr; 1615 newob->nrof = nr;
1539 1616
1540 return newob; 1617 return newob;
1541} 1618}
1542 1619
1543/* 1620/*
1544 * decrease_ob_nr(object, number) decreases a specified number from 1621 * decrease_ob_nr(object, number) decreases a specified number from
1545 * 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
1546 * is subsequently removed and freed. 1623 * is subsequently removed and freed.
1547 * 1624 *
1548 * 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
1549 */ 1626 */
1550 1627
1628object *
1551object *decrease_ob_nr (object *op, uint32 i) 1629decrease_ob_nr (object *op, uint32 i)
1552{ 1630{
1553 object *tmp; 1631 object *tmp;
1554 player *pl; 1632 player *pl;
1555 1633
1556 if (i == 0) /* objects with op->nrof require this check */ 1634 if (i == 0) /* objects with op->nrof require this check */
1557 return op; 1635 return op;
1558 1636
1559 if (i > op->nrof) 1637 if (i > op->nrof)
1560 i = op->nrof; 1638 i = op->nrof;
1561 1639
1562 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 }
1563 { 1683 }
1684 else
1685 {
1686 object *above = op->above;
1687
1688 if (i < op->nrof)
1564 op->nrof -= i; 1689 op->nrof -= i;
1565 } 1690 else
1566 else if (op->env != NULL)
1567 {
1568 /* is this object in the players inventory, or sub container
1569 * therein?
1570 */
1571 tmp = is_player_inv (op->env);
1572 /* nope. Is this a container the player has opened?
1573 * If so, set tmp to that player.
1574 * IMO, searching through all the players will mostly
1575 * likely be quicker than following op->env to the map,
1576 * and then searching the map for a player.
1577 */
1578 if (!tmp) {
1579 for (pl=first_player; pl; pl=pl->next)
1580 if (pl->ob->container == op->env) break;
1581 if (pl) tmp=pl->ob;
1582 else tmp=NULL;
1583 } 1691 {
1584
1585 if (i < op->nrof) {
1586 sub_weight (op->env, op->weight * i);
1587 op->nrof -= i;
1588 if (tmp) {
1589 esrv_send_item(tmp, op);
1590 }
1591 } else {
1592 remove_ob (op); 1692 remove_ob (op);
1593 op->nrof = 0; 1693 op->nrof = 0;
1594 if (tmp) {
1595 esrv_del_item(tmp->contr, op->count);
1596 } 1694 }
1597 }
1598 }
1599 else
1600 {
1601 object *above = op->above;
1602 1695
1603 if (i < op->nrof) {
1604 op->nrof -= i;
1605 } else {
1606 remove_ob (op);
1607 op->nrof = 0;
1608 }
1609 /* Since we just removed op, op->above is null */ 1696 /* Since we just removed op, op->above is null */
1610 for (tmp = above; tmp != NULL; tmp = tmp->above) 1697 for (tmp = above; tmp != NULL; tmp = tmp->above)
1611 if (tmp->type == PLAYER) { 1698 if (tmp->type == PLAYER)
1699 {
1612 if (op->nrof) 1700 if (op->nrof)
1613 esrv_send_item(tmp, op); 1701 esrv_send_item (tmp, op);
1614 else 1702 else
1615 esrv_del_item(tmp->contr, op->count); 1703 esrv_del_item (tmp->contr, op->count);
1616 } 1704 }
1617 } 1705 }
1618 1706
1619 if (op->nrof) { 1707 if (op->nrof)
1620 return op; 1708 return op;
1621 } else { 1709 else
1710 {
1622 free_object (op); 1711 free_object (op);
1623 return NULL; 1712 return NULL;
1624 } 1713 }
1625} 1714}
1626 1715
1627/* 1716/*
1628 * add_weight(object, weight) adds the specified weight to an object, 1717 * add_weight(object, weight) adds the specified weight to an object,
1629 * and also updates how much the environment(s) is/are carrying. 1718 * and also updates how much the environment(s) is/are carrying.
1630 */ 1719 */
1631 1720
1721void
1632void add_weight (object *op, signed long weight) { 1722add_weight (object *op, signed long weight)
1723{
1633 while (op!=NULL) { 1724 while (op != NULL)
1725 {
1634 if (op->type == CONTAINER) { 1726 if (op->type == CONTAINER)
1635 weight=(signed long)(weight*(100-op->stats.Str)/100); 1727 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1636 } 1728
1637 op->carrying+=weight; 1729 op->carrying += weight;
1638 op=op->env; 1730 op = op->env;
1639 } 1731 }
1640} 1732}
1641 1733
1642/* 1734/*
1643 * insert_ob_in_ob(op,environment): 1735 * insert_ob_in_ob(op,environment):
1644 * This function inserts the object op in the linked list 1736 * This function inserts the object op in the linked list
1651 * 1743 *
1652 * 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
1653 * be != op, if items are merged. -Tero 1745 * be != op, if items are merged. -Tero
1654 */ 1746 */
1655 1747
1748object *
1656object *insert_ob_in_ob(object *op,object *where) { 1749insert_ob_in_ob (object *op, object *where)
1657 object *tmp, *otmp; 1750{
1751 object *
1752 tmp, *
1753 otmp;
1658 1754
1659 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1755 if (!QUERY_FLAG (op, FLAG_REMOVED))
1660 dump_object(op); 1756 {
1757 char *dump = dump_object (op);
1661 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);
1662 return op; 1760 return op;
1663 } 1761 }
1762
1664 if(where==NULL) { 1763 if (where == NULL)
1665 dump_object(op); 1764 {
1765 char *dump = dump_object (op);
1666 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);
1667 return op; 1768 return op;
1668 } 1769 }
1770
1669 if (where->head) { 1771 if (where->head)
1670 LOG(llevDebug, 1772 {
1671 "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");
1672 where = where->head; 1774 where = where->head;
1673 } 1775 }
1776
1674 if (op->more) { 1777 if (op->more)
1778 {
1675 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);
1676 &op->name, op->count);
1677 return op; 1780 return op;
1678 } 1781 }
1782
1679 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1783 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1680 CLEAR_FLAG(op, FLAG_REMOVED); 1784 CLEAR_FLAG (op, FLAG_REMOVED);
1681 if(op->nrof) { 1785 if (op->nrof)
1786 {
1682 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1787 for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1683 if ( CAN_MERGE(tmp,op) ) { 1788 if (CAN_MERGE (tmp, op))
1789 {
1684 /* return the original object and remove inserted object 1790 /* return the original object and remove inserted object
1685 (client needs the original object) */ 1791 (client needs the original object) */
1686 tmp->nrof += op->nrof; 1792 tmp->nrof += op->nrof;
1687 /* Weight handling gets pretty funky. Since we are adding to 1793 /* Weight handling gets pretty funky. Since we are adding to
1688 * tmp->nrof, we need to increase the weight. 1794 * tmp->nrof, we need to increase the weight.
1689 */ 1795 */
1690 add_weight (where, op->weight*op->nrof); 1796 add_weight (where, op->weight * op->nrof);
1691 SET_FLAG(op, FLAG_REMOVED); 1797 SET_FLAG (op, FLAG_REMOVED);
1692 free_object(op); /* free the inserted object */ 1798 free_object (op); /* free the inserted object */
1693 op = tmp; 1799 op = tmp;
1694 remove_ob (op); /* and fix old object's links */ 1800 remove_ob (op); /* and fix old object's links */
1695 CLEAR_FLAG(op, FLAG_REMOVED); 1801 CLEAR_FLAG (op, FLAG_REMOVED);
1696 break; 1802 break;
1697 } 1803 }
1698 1804
1699 /* I assume combined objects have no inventory 1805 /* I assume combined objects have no inventory
1700 * We add the weight - this object could have just been removed 1806 * We add the weight - this object could have just been removed
1701 * (if it was possible to merge). calling remove_ob will subtract 1807 * (if it was possible to merge). calling remove_ob will subtract
1702 * the weight, so we need to add it in again, since we actually do 1808 * the weight, so we need to add it in again, since we actually do
1703 * the linking below 1809 * the linking below
1704 */ 1810 */
1705 add_weight (where, op->weight*op->nrof); 1811 add_weight (where, op->weight * op->nrof);
1812 }
1706 } else 1813 else
1707 add_weight (where, (op->weight+op->carrying)); 1814 add_weight (where, (op->weight + op->carrying));
1708 1815
1709 otmp=is_player_inv(where); 1816 otmp = is_player_inv (where);
1710 if (otmp&&otmp->contr!=NULL) { 1817 if (otmp && otmp->contr != NULL)
1818 {
1711 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1819 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1712 fix_player(otmp); 1820 fix_player (otmp);
1713 } 1821 }
1714 1822
1715 op->map=NULL; 1823 op->map = NULL;
1716 op->env=where; 1824 op->env = where;
1717 op->above=NULL; 1825 op->above = NULL;
1718 op->below=NULL; 1826 op->below = NULL;
1719 op->x=0,op->y=0; 1827 op->x = 0, op->y = 0;
1720 1828
1721 /* 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 */
1722 if((op->glow_radius!=0)&&where->map) 1830 if ((op->glow_radius != 0) && where->map)
1723 { 1831 {
1724#ifdef DEBUG_LIGHTS 1832#ifdef DEBUG_LIGHTS
1725 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);
1726 op->name);
1727#endif /* DEBUG_LIGHTS */ 1834#endif /* DEBUG_LIGHTS */
1835 if (MAP_DARKNESS (where->map))
1728 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1836 update_all_los (where->map, where->x, where->y);
1729 } 1837 }
1730 1838
1731 /* 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.
1732 * It sure simplifies this function... 1840 * It sure simplifies this function...
1733 */ 1841 */
1734 if (where->inv==NULL) 1842 if (where->inv == NULL)
1735 where->inv=op; 1843 where->inv = op;
1736 else { 1844 else
1845 {
1737 op->below = where->inv; 1846 op->below = where->inv;
1738 op->below->above = op; 1847 op->below->above = op;
1739 where->inv = op; 1848 where->inv = op;
1740 } 1849 }
1741 return op; 1850 return op;
1742} 1851}
1743 1852
1744/* 1853/*
1745 * Checks if any objects has a move_type that matches objects 1854 * Checks if any objects has a move_type that matches objects
1760 * MSW 2001-07-08: Check all objects on space, not just those below 1869 * MSW 2001-07-08: Check all objects on space, not just those below
1761 * object being inserted. insert_ob_in_map may not put new objects 1870 * object being inserted. insert_ob_in_map may not put new objects
1762 * on top. 1871 * on top.
1763 */ 1872 */
1764 1873
1874int
1765int check_move_on (object *op, object *originator) 1875check_move_on (object *op, object *originator)
1766{ 1876{
1767 object *tmp; 1877 object *tmp;
1768 tag_t tag;
1769 mapstruct *m=op->map; 1878 maptile *m = op->map;
1770 int x=op->x, y=op->y; 1879 int x = op->x, y = op->y;
1880
1771 MoveType move_on, move_slow, move_block; 1881 MoveType move_on, move_slow, move_block;
1772 1882
1773 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1883 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1774 return 0; 1884 return 0;
1775 1885
1776 tag = op->count;
1777
1778 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);
1779 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);
1780 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);
1781 1889
1782 /* 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,
1783 * 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
1784 * 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
1785 * as walking. 1893 * as walking.
1786 */ 1894 */
1787 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))
1788 return 0; 1896 return 0;
1789 1897
1790 /* This is basically inverse logic of that below - basically, 1898 /* This is basically inverse logic of that below - basically,
1791 * 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,
1792 * 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
1793 * blocked. Logic on this seems confusing, but does seem correct. 1901 * blocked. Logic on this seems confusing, but does seem correct.
1794 */ 1902 */
1795 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)
1796 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1904 return 0;
1797 1905
1798 /* The objects have to be checked from top to bottom. 1906 /* The objects have to be checked from top to bottom.
1799 * Hence, we first go to the top: 1907 * Hence, we first go to the top:
1800 */ 1908 */
1801 1909
1802 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)
1803 tmp->above!=NULL; tmp=tmp->above) { 1911 {
1804 /* Trim the search when we find the first other spell effect 1912 /* Trim the search when we find the first other spell effect
1805 * 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,
1806 * we don't need to check all of them. 1914 * we don't need to check all of them.
1807 */ 1915 */
1808 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)
1809 } 1921 {
1810 for(;tmp!=NULL; tmp=tmp->below) { 1922 if (tmp == op)
1811 if (tmp == op) continue; /* Can't apply yourself */ 1923 continue; /* Can't apply yourself */
1812 1924
1813 /* 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.
1814 * Second check makes sure that the movement types not being slowed 1926 * Second check makes sure that the movement types not being slowed
1815 * (~slow_move) is not blocked on this space - just because the 1927 * (~slow_move) is not blocked on this space - just because the
1816 * space doesn't slow down swimming (for example), if you can't actually 1928 * space doesn't slow down swimming (for example), if you can't actually
1817 * swim on that space, can't use it to avoid the penalty. 1929 * swim on that space, can't use it to avoid the penalty.
1818 */ 1930 */
1819 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1931 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1932 {
1820 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1933 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1821 ((op->move_type & tmp->move_slow) &&
1822 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1934 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1935 {
1823 1936
1824 float diff; 1937 float
1825
1826 diff = tmp->move_slow_penalty*FABS(op->speed); 1938 diff = tmp->move_slow_penalty * FABS (op->speed);
1939
1827 if (op->type == PLAYER) { 1940 if (op->type == PLAYER)
1828 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)) ||
1829 (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)))
1830 diff /= 4.0; 1943 diff /= 4.0;
1831 } 1944
1832 }
1833 op->speed_left -= diff; 1945 op->speed_left -= diff;
1834 } 1946 }
1835 } 1947 }
1836 1948
1837 /* Basically same logic as above, except now for actual apply. */ 1949 /* Basically same logic as above, except now for actual apply. */
1838 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1950 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1839 ((op->move_type & tmp->move_on) &&
1840 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1951 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1841 1952 {
1842 move_apply(tmp, op, originator); 1953 move_apply (tmp, op, originator);
1954
1843 if (was_destroyed (op, tag)) 1955 if (op->destroyed ())
1844 return 1; 1956 return 1;
1845 1957
1846 /* what the person/creature stepped onto has moved the object 1958 /* what the person/creature stepped onto has moved the object
1847 * someplace new. Don't process any further - if we did, 1959 * someplace new. Don't process any further - if we did,
1848 * have a feeling strange problems would result. 1960 * have a feeling strange problems would result.
1849 */ 1961 */
1850 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;
1851 } 1964 }
1852 } 1965 }
1966
1853 return 0; 1967 return 0;
1854} 1968}
1855 1969
1856/* 1970/*
1857 * present_arch(arch, map, x, y) searches for any objects with 1971 * present_arch(arch, map, x, y) searches for any objects with
1858 * a matching archetype at the given map and coordinates. 1972 * a matching archetype at the given map and coordinates.
1859 * The first matching object is returned, or NULL if none. 1973 * The first matching object is returned, or NULL if none.
1860 */ 1974 */
1861 1975
1976object *
1862object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1977present_arch (const archetype *at, maptile *m, int x, int y)
1978{
1863 object *tmp; 1979 object *
1980 tmp;
1981
1864 if(m==NULL || out_of_map(m,x,y)) { 1982 if (m == NULL || out_of_map (m, x, y))
1983 {
1865 LOG(llevError,"Present_arch called outside map.\n"); 1984 LOG (llevError, "Present_arch called outside map.\n");
1866 return NULL; 1985 return NULL;
1867 } 1986 }
1868 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)
1869 if(tmp->arch == at) 1988 if (tmp->arch == at)
1870 return tmp; 1989 return tmp;
1871 return NULL; 1990 return NULL;
1872} 1991}
1873 1992
1874/* 1993/*
1875 * present(type, map, x, y) searches for any objects with 1994 * present(type, map, x, y) searches for any objects with
1876 * a matching type variable at the given map and coordinates. 1995 * a matching type variable at the given map and coordinates.
1877 * The first matching object is returned, or NULL if none. 1996 * The first matching object is returned, or NULL if none.
1878 */ 1997 */
1879 1998
1999object *
1880object *present(unsigned char type,mapstruct *m, int x,int y) { 2000present (unsigned char type, maptile *m, int x, int y)
2001{
1881 object *tmp; 2002 object *
2003 tmp;
2004
1882 if(out_of_map(m,x,y)) { 2005 if (out_of_map (m, x, y))
2006 {
1883 LOG(llevError,"Present called outside map.\n"); 2007 LOG (llevError, "Present called outside map.\n");
1884 return NULL; 2008 return NULL;
1885 } 2009 }
1886 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)
1887 if(tmp->type==type) 2011 if (tmp->type == type)
1888 return tmp; 2012 return tmp;
1889 return NULL; 2013 return NULL;
1890} 2014}
1891 2015
1892/* 2016/*
1893 * present_in_ob(type, object) searches for any objects with 2017 * present_in_ob(type, object) searches for any objects with
1894 * a matching type variable in the inventory of the given object. 2018 * a matching type variable in the inventory of the given object.
1895 * The first matching object is returned, or NULL if none. 2019 * The first matching object is returned, or NULL if none.
1896 */ 2020 */
1897 2021
2022object *
1898object *present_in_ob(unsigned char type, const object *op) { 2023present_in_ob (unsigned char type, const object *op)
2024{
1899 object *tmp; 2025 object *
2026 tmp;
2027
1900 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2028 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1901 if(tmp->type==type) 2029 if (tmp->type == type)
1902 return tmp; 2030 return tmp;
1903 return NULL; 2031 return NULL;
1904} 2032}
1905 2033
1906/* 2034/*
1916 * 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
1917 * 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
1918 * to be unique. 2046 * to be unique.
1919 */ 2047 */
1920 2048
2049object *
1921object *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{
1922 object *tmp; 2052 object *
2053 tmp;
1923 2054
1924 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2055 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2056 {
1925 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2057 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1926 return tmp; 2058 return tmp;
1927 } 2059 }
1928 return NULL; 2060 return NULL;
1929} 2061}
1930 2062
1931/* 2063/*
1932 * present_arch_in_ob(archetype, object) searches for any objects with 2064 * present_arch_in_ob(archetype, object) searches for any objects with
1933 * a matching archetype in the inventory of the given object. 2065 * a matching archetype in the inventory of the given object.
1934 * The first matching object is returned, or NULL if none. 2066 * The first matching object is returned, or NULL if none.
1935 */ 2067 */
1936 2068
2069object *
1937object *present_arch_in_ob(const archetype *at, const object *op) { 2070present_arch_in_ob (const archetype *at, const object *op)
2071{
1938 object *tmp; 2072 object *
2073 tmp;
2074
1939 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2075 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1940 if( tmp->arch == at) 2076 if (tmp->arch == at)
1941 return tmp; 2077 return tmp;
1942 return NULL; 2078 return NULL;
1943} 2079}
1944 2080
1945/* 2081/*
1946 * activate recursively a flag on an object inventory 2082 * activate recursively a flag on an object inventory
1947 */ 2083 */
2084void
1948void flag_inv(object*op, int flag){ 2085flag_inv (object *op, int flag)
2086{
1949 object *tmp; 2087 object *
2088 tmp;
2089
1950 if(op->inv) 2090 if (op->inv)
1951 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2091 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2092 {
1952 SET_FLAG(tmp, flag); 2093 SET_FLAG (tmp, flag);
1953 flag_inv(tmp,flag); 2094 flag_inv (tmp, flag);
1954 } 2095 }
1955}/* 2096} /*
1956 * desactivate recursively a flag on an object inventory 2097 * desactivate recursively a flag on an object inventory
1957 */ 2098 */
2099void
1958void unflag_inv(object*op, int flag){ 2100unflag_inv (object *op, int flag)
2101{
1959 object *tmp; 2102 object *
2103 tmp;
2104
1960 if(op->inv) 2105 if (op->inv)
1961 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2106 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2107 {
1962 CLEAR_FLAG(tmp, flag); 2108 CLEAR_FLAG (tmp, flag);
1963 unflag_inv(tmp,flag); 2109 unflag_inv (tmp, flag);
1964 } 2110 }
1965} 2111}
1966 2112
1967/* 2113/*
1968 * 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
1969 * all it's inventory (recursively). 2115 * all it's inventory (recursively).
1970 * 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
1971 * 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.
1972 */ 2118 */
1973 2119
2120void
1974void set_cheat(object *op) { 2121set_cheat (object *op)
2122{
1975 SET_FLAG(op, FLAG_WAS_WIZ); 2123 SET_FLAG (op, FLAG_WAS_WIZ);
1976 flag_inv(op, FLAG_WAS_WIZ); 2124 flag_inv (op, FLAG_WAS_WIZ);
1977} 2125}
1978 2126
1979/* 2127/*
1980 * 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
1981 * 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
1996 * 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
1997 * 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
1998 * customized, changed states, etc. 2146 * customized, changed states, etc.
1999 */ 2147 */
2000 2148
2149int
2001int 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,
2002 int i,index=0, flag; 2154 index = 0, flag;
2155 static int
2003 static int altern[SIZEOFFREE]; 2156 altern[SIZEOFFREE];
2004 2157
2005 for(i=start;i<stop;i++) { 2158 for (i = start; i < stop; i++)
2159 {
2006 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]);
2007 if(!flag) 2161 if (!flag)
2008 altern[index++]=i; 2162 altern[index++] = i;
2009 2163
2010 /* 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.
2011 * 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.
2012 * 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 -
2013 * 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
2014 * 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
2015 * to only the spaces immediately surrounding the target area, and 2169 * to only the spaces immediately surrounding the target area, and
2016 * won't look 2 spaces south of the target space. 2170 * won't look 2 spaces south of the target space.
2017 */ 2171 */
2018 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2172 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2019 stop=maxfree[i]; 2173 stop = maxfree[i];
2020 } 2174 }
2021 if(!index) return -1; 2175 if (!index)
2176 return -1;
2022 return altern[RANDOM()%index]; 2177 return altern[RANDOM () % index];
2023} 2178}
2024 2179
2025/* 2180/*
2026 * find_first_free_spot(archetype, mapstruct, x, y) works like 2181 * find_first_free_spot(archetype, maptile, x, y) works like
2027 * find_free_spot(), but it will search max number of squares. 2182 * find_free_spot(), but it will search max number of squares.
2028 * 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.
2029 * 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.
2030 */ 2185 */
2031 2186
2187int
2032int 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
2033 int i; 2191 i;
2192
2034 for(i=0;i<SIZEOFFREE;i++) { 2193 for (i = 0; i < SIZEOFFREE; i++)
2194 {
2035 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]))
2036 return i; 2196 return i;
2037 } 2197 }
2038 return -1; 2198 return -1;
2039} 2199}
2040 2200
2041/* 2201/*
2042 * The function permute(arr, begin, end) randomly reorders the array 2202 * The function permute(arr, begin, end) randomly reorders the array
2043 * arr[begin..end-1]. 2203 * arr[begin..end-1].
2044 */ 2204 */
2205static void
2045static void permute(int *arr, int begin, int end) 2206permute (int *arr, int begin, int end)
2046{ 2207{
2047 int i, j, tmp, len; 2208 int
2209 i,
2210 j,
2211 tmp,
2212 len;
2048 2213
2049 len = end-begin; 2214 len = end - begin;
2050 for(i = begin; i < end; i++) 2215 for (i = begin; i < end; i++)
2051 { 2216 {
2052 j = begin+RANDOM()%len; 2217 j = begin + RANDOM () % len;
2053 2218
2054 tmp = arr[i]; 2219 tmp = arr[i];
2055 arr[i] = arr[j]; 2220 arr[i] = arr[j];
2056 arr[j] = tmp; 2221 arr[j] = tmp;
2057 } 2222 }
2058} 2223}
2059 2224
2060/* new function to make monster searching more efficient, and effective! 2225/* new function to make monster searching more efficient, and effective!
2061 * This basically returns a randomized array (in the passed pointer) of 2226 * This basically returns a randomized array (in the passed pointer) of
2062 * the spaces to find monsters. In this way, it won't always look for 2227 * the spaces to find monsters. In this way, it won't always look for
2063 * monsters to the north first. However, the size of the array passed 2228 * monsters to the north first. However, the size of the array passed
2064 * covers all the spaces, so within that size, all the spaces within 2229 * covers all the spaces, so within that size, all the spaces within
2065 * the 3x3 area will be searched, just not in a predictable order. 2230 * the 3x3 area will be searched, just not in a predictable order.
2066 */ 2231 */
2232void
2067void get_search_arr(int *search_arr) 2233get_search_arr (int *search_arr)
2068{ 2234{
2235 int
2069 int i; 2236 i;
2070 2237
2071 for(i = 0; i < SIZEOFFREE; i++) 2238 for (i = 0; i < SIZEOFFREE; i++)
2072 { 2239 {
2073 search_arr[i] = i; 2240 search_arr[i] = i;
2074 } 2241 }
2075 2242
2076 permute(search_arr, 1, SIZEOFFREE1+1); 2243 permute (search_arr, 1, SIZEOFFREE1 + 1);
2077 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2244 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2078 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2245 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2079} 2246}
2080 2247
2081/* 2248/*
2082 * 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
2083 * given map at the given coordinates for live objects. 2250 * given map at the given coordinates for live objects.
2089 * 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
2090 * 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
2091 * there is capable of. 2258 * there is capable of.
2092 */ 2259 */
2093 2260
2261int
2094int 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,
2095 int i,max=SIZEOFFREE, mflags; 2266 max = SIZEOFFREE, mflags;
2267
2096 sint16 nx, ny; 2268 sint16 nx, ny;
2097 object *tmp; 2269 object *
2098 mapstruct *mp; 2270 tmp;
2271 maptile *
2272 mp;
2273
2099 MoveType blocked, move_type; 2274 MoveType blocked, move_type;
2100 2275
2101 if (exclude && exclude->head) { 2276 if (exclude && exclude->head)
2277 {
2102 exclude = exclude->head; 2278 exclude = exclude->head;
2103 move_type = exclude->move_type; 2279 move_type = exclude->move_type;
2104 } else { 2280 }
2281 else
2282 {
2105 /* 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. */
2106 move_type=MOVE_ALL; 2284 move_type = MOVE_ALL;
2285 }
2286
2287 for (i = 1; i < max; i++)
2107 } 2288 {
2108
2109 for(i=1;i<max;i++) {
2110 mp = m; 2289 mp = m;
2111 nx = x + freearr_x[i]; 2290 nx = x + freearr_x[i];
2112 ny = y + freearr_y[i]; 2291 ny = y + freearr_y[i];
2113 2292
2114 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2293 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2115 if (mflags & P_OUT_OF_MAP) { 2294 if (mflags & P_OUT_OF_MAP)
2295 {
2116 max = maxfree[i]; 2296 max = maxfree[i];
2297 }
2117 } else { 2298 else
2299 {
2118 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2300 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2119 2301
2120 if ((move_type & blocked) == move_type) { 2302 if ((move_type & blocked) == move_type)
2303 {
2121 max=maxfree[i]; 2304 max = maxfree[i];
2305 }
2122 } else if (mflags & P_IS_ALIVE) { 2306 else if (mflags & P_IS_ALIVE)
2307 {
2123 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)
2124 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2309 {
2125 (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 {
2126 break; 2312 break;
2127 } 2313 }
2128 } 2314 }
2129 if(tmp) { 2315 if (tmp)
2316 {
2130 return freedir[i]; 2317 return freedir[i];
2131 } 2318 }
2132 } 2319 }
2133 } 2320 }
2134 } 2321 }
2135 return 0; 2322 return 0;
2136} 2323}
2137 2324
2138/* 2325/*
2139 * distance(object 1, object 2) will return the square of the 2326 * distance(object 1, object 2) will return the square of the
2140 * distance between the two given objects. 2327 * distance between the two given objects.
2141 */ 2328 */
2142 2329
2330int
2143int distance(const object *ob1, const object *ob2) { 2331distance (const object *ob1, const object *ob2)
2332{
2144 int i; 2333 int
2145 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2334 i;
2146 (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);
2147 return i; 2337 return i;
2148} 2338}
2149 2339
2150/* 2340/*
2151 * 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
2152 * 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
2153 * object, needs to travel toward it. 2343 * object, needs to travel toward it.
2154 */ 2344 */
2155 2345
2346int
2156int find_dir_2(int x, int y) { 2347find_dir_2 (int x, int y)
2348{
2157 int q; 2349 int
2350 q;
2158 2351
2159 if(y) 2352 if (y)
2160 q=x*100/y; 2353 q = x * 100 / y;
2161 else if (x) 2354 else if (x)
2162 q= -300*x; 2355 q = -300 * x;
2163 else 2356 else
2164 return 0; 2357 return 0;
2165 2358
2166 if(y>0) { 2359 if (y > 0)
2360 {
2167 if(q < -242) 2361 if (q < -242)
2168 return 3 ; 2362 return 3;
2169 if (q < -41) 2363 if (q < -41)
2170 return 2 ; 2364 return 2;
2171 if (q < 41) 2365 if (q < 41)
2172 return 1 ; 2366 return 1;
2173 if (q < 242) 2367 if (q < 242)
2174 return 8 ; 2368 return 8;
2175 return 7 ; 2369 return 7;
2176 } 2370 }
2177 2371
2178 if (q < -242) 2372 if (q < -242)
2179 return 7 ; 2373 return 7;
2180 if (q < -41) 2374 if (q < -41)
2181 return 6 ; 2375 return 6;
2182 if (q < 41) 2376 if (q < 41)
2183 return 5 ; 2377 return 5;
2184 if (q < 242) 2378 if (q < 242)
2185 return 4 ; 2379 return 4;
2186 2380
2187 return 3 ; 2381 return 3;
2188} 2382}
2189 2383
2190/* 2384/*
2191 * absdir(int): Returns a number between 1 and 8, which represent 2385 * absdir(int): Returns a number between 1 and 8, which represent
2192 * the "absolute" direction of a number (it actually takes care of 2386 * the "absolute" direction of a number (it actually takes care of
2193 * "overflow" in previous calculations of a direction). 2387 * "overflow" in previous calculations of a direction).
2194 */ 2388 */
2195 2389
2390int
2196int absdir(int d) { 2391absdir (int d)
2197 while(d<1) d+=8; 2392{
2198 while(d>8) d-=8; 2393 while (d < 1)
2394 d += 8;
2395 while (d > 8)
2396 d -= 8;
2199 return d; 2397 return d;
2200} 2398}
2201 2399
2202/* 2400/*
2203 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2401 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2204 * between two directions (which are expected to be absolute (see absdir()) 2402 * between two directions (which are expected to be absolute (see absdir())
2205 */ 2403 */
2206 2404
2405int
2207int dirdiff(int dir1, int dir2) { 2406dirdiff (int dir1, int dir2)
2407{
2208 int d; 2408 int
2409 d;
2410
2209 d = abs(dir1 - dir2); 2411 d = abs (dir1 - dir2);
2210 if(d>4) 2412 if (d > 4)
2211 d = 8 - d; 2413 d = 8 - d;
2212 return d; 2414 return d;
2213} 2415}
2214 2416
2215/* peterm: 2417/* peterm:
2220 * 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.
2221 * 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
2222 * functions. 2424 * functions.
2223 */ 2425 */
2224 2426
2427int
2225int reduction_dir[SIZEOFFREE][3] = { 2428 reduction_dir[SIZEOFFREE][3] = {
2226 {0,0,0}, /* 0 */ 2429 {0, 0, 0}, /* 0 */
2227 {0,0,0}, /* 1 */ 2430 {0, 0, 0}, /* 1 */
2228 {0,0,0}, /* 2 */ 2431 {0, 0, 0}, /* 2 */
2229 {0,0,0}, /* 3 */ 2432 {0, 0, 0}, /* 3 */
2230 {0,0,0}, /* 4 */ 2433 {0, 0, 0}, /* 4 */
2231 {0,0,0}, /* 5 */ 2434 {0, 0, 0}, /* 5 */
2232 {0,0,0}, /* 6 */ 2435 {0, 0, 0}, /* 6 */
2233 {0,0,0}, /* 7 */ 2436 {0, 0, 0}, /* 7 */
2234 {0,0,0}, /* 8 */ 2437 {0, 0, 0}, /* 8 */
2235 {8,1,2}, /* 9 */ 2438 {8, 1, 2}, /* 9 */
2236 {1,2,-1}, /* 10 */ 2439 {1, 2, -1}, /* 10 */
2237 {2,10,12}, /* 11 */ 2440 {2, 10, 12}, /* 11 */
2238 {2,3,-1}, /* 12 */ 2441 {2, 3, -1}, /* 12 */
2239 {2,3,4}, /* 13 */ 2442 {2, 3, 4}, /* 13 */
2240 {3,4,-1}, /* 14 */ 2443 {3, 4, -1}, /* 14 */
2241 {4,14,16}, /* 15 */ 2444 {4, 14, 16}, /* 15 */
2242 {5,4,-1}, /* 16 */ 2445 {5, 4, -1}, /* 16 */
2243 {4,5,6}, /* 17 */ 2446 {4, 5, 6}, /* 17 */
2244 {6,5,-1}, /* 18 */ 2447 {6, 5, -1}, /* 18 */
2245 {6,20,18}, /* 19 */ 2448 {6, 20, 18}, /* 19 */
2246 {7,6,-1}, /* 20 */ 2449 {7, 6, -1}, /* 20 */
2247 {6,7,8}, /* 21 */ 2450 {6, 7, 8}, /* 21 */
2248 {7,8,-1}, /* 22 */ 2451 {7, 8, -1}, /* 22 */
2249 {8,22,24}, /* 23 */ 2452 {8, 22, 24}, /* 23 */
2250 {8,1,-1}, /* 24 */ 2453 {8, 1, -1}, /* 24 */
2251 {24,9,10}, /* 25 */ 2454 {24, 9, 10}, /* 25 */
2252 {9,10,-1}, /* 26 */ 2455 {9, 10, -1}, /* 26 */
2253 {10,11,-1}, /* 27 */ 2456 {10, 11, -1}, /* 27 */
2254 {27,11,29}, /* 28 */ 2457 {27, 11, 29}, /* 28 */
2255 {11,12,-1}, /* 29 */ 2458 {11, 12, -1}, /* 29 */
2256 {12,13,-1}, /* 30 */ 2459 {12, 13, -1}, /* 30 */
2257 {12,13,14}, /* 31 */ 2460 {12, 13, 14}, /* 31 */
2258 {13,14,-1}, /* 32 */ 2461 {13, 14, -1}, /* 32 */
2259 {14,15,-1}, /* 33 */ 2462 {14, 15, -1}, /* 33 */
2260 {33,15,35}, /* 34 */ 2463 {33, 15, 35}, /* 34 */
2261 {16,15,-1}, /* 35 */ 2464 {16, 15, -1}, /* 35 */
2262 {17,16,-1}, /* 36 */ 2465 {17, 16, -1}, /* 36 */
2263 {18,17,16}, /* 37 */ 2466 {18, 17, 16}, /* 37 */
2264 {18,17,-1}, /* 38 */ 2467 {18, 17, -1}, /* 38 */
2265 {18,19,-1}, /* 39 */ 2468 {18, 19, -1}, /* 39 */
2266 {41,19,39}, /* 40 */ 2469 {41, 19, 39}, /* 40 */
2267 {19,20,-1}, /* 41 */ 2470 {19, 20, -1}, /* 41 */
2268 {20,21,-1}, /* 42 */ 2471 {20, 21, -1}, /* 42 */
2269 {20,21,22}, /* 43 */ 2472 {20, 21, 22}, /* 43 */
2270 {21,22,-1}, /* 44 */ 2473 {21, 22, -1}, /* 44 */
2271 {23,22,-1}, /* 45 */ 2474 {23, 22, -1}, /* 45 */
2272 {45,47,23}, /* 46 */ 2475 {45, 47, 23}, /* 46 */
2273 {23,24,-1}, /* 47 */ 2476 {23, 24, -1}, /* 47 */
2274 {24,9,-1}}; /* 48 */ 2477 {24, 9, -1}
2478}; /* 48 */
2275 2479
2276/* Recursive routine to step back and see if we can 2480/* Recursive routine to step back and see if we can
2277 * find a path to that monster that we found. If not, 2481 * find a path to that monster that we found. If not,
2278 * we don't bother going toward it. Returns 1 if we 2482 * we don't bother going toward it. Returns 1 if we
2279 * can see a direct way to get it 2483 * can see a direct way to get it
2280 * Modified to be map tile aware -.MSW 2484 * Modified to be map tile aware -.MSW
2281 */ 2485 */
2282
2283 2486
2487
2488int
2284int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2489can_see_monsterP (maptile *m, int x, int y, int dir)
2490{
2285 sint16 dx, dy; 2491 sint16 dx, dy;
2492 int
2286 int mflags; 2493 mflags;
2287 2494
2495 if (dir < 0)
2288 if(dir<0) return 0; /* exit condition: invalid direction */ 2496 return 0; /* exit condition: invalid direction */
2289 2497
2290 dx = x + freearr_x[dir]; 2498 dx = x + freearr_x[dir];
2291 dy = y + freearr_y[dir]; 2499 dy = y + freearr_y[dir];
2292 2500
2293 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2501 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2294 2502
2295 /* This functional arguably was incorrect before - it was 2503 /* This functional arguably was incorrect before - it was
2296 * checking for P_WALL - that was basically seeing if 2504 * checking for P_WALL - that was basically seeing if
2297 * we could move to the monster - this is being more 2505 * we could move to the monster - this is being more
2298 * 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
2299 * 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
2300 * at least its move type. 2508 * at least its move type.
2301 */ 2509 */
2302 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2510 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2511 return 0;
2303 2512
2304 /* yes, can see. */ 2513 /* yes, can see. */
2305 if(dir < 9) return 1; 2514 if (dir < 9)
2515 return 1;
2306 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2516 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2307 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]);
2308 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2309} 2518}
2310 2519
2311 2520
2312 2521
2313/* 2522/*
2314 * 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
2315 * picked up by the picker. Returnes 1 if it can be 2524 * picked up by the picker. Returnes 1 if it can be
2316 * picked up, otherwise 0. 2525 * picked up, otherwise 0.
2317 * 2526 *
2319 * core dumps if they do. 2528 * core dumps if they do.
2320 * 2529 *
2321 * 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)
2322 */ 2531 */
2323 2532
2533int
2324int can_pick(const object *who, const object *item) { 2534can_pick (const object *who, const object *item)
2535{
2325 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2536 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2326 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2537 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2327 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2538 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2328 (who->type==PLAYER||item->weight<who->weight/3));
2329} 2539}
2330 2540
2331 2541
2332/* 2542/*
2333 * create clone from object to another 2543 * create clone from object to another
2334 */ 2544 */
2545object *
2335object *object_create_clone (object *asrc) { 2546object_create_clone (object *asrc)
2547{
2548 object *
2336 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2549 dst = NULL, *tmp, *src, *part, *prev, *item;
2337 2550
2551 if (!asrc)
2338 if(!asrc) return NULL; 2552 return NULL;
2339 src = asrc; 2553 src = asrc;
2340 if(src->head) 2554 if (src->head)
2341 src = src->head; 2555 src = src->head;
2342 2556
2343 prev = NULL; 2557 prev = NULL;
2344 for(part = src; part; part = part->more) { 2558 for (part = src; part; part = part->more)
2559 {
2345 tmp = get_object(); 2560 tmp = get_object ();
2346 copy_object(part,tmp); 2561 copy_object (part, tmp);
2347 tmp->x -= src->x; 2562 tmp->x -= src->x;
2348 tmp->y -= src->y; 2563 tmp->y -= src->y;
2349 if(!part->head) { 2564 if (!part->head)
2565 {
2350 dst = tmp; 2566 dst = tmp;
2351 tmp->head = NULL; 2567 tmp->head = NULL;
2568 }
2352 } else { 2569 else
2570 {
2353 tmp->head = dst; 2571 tmp->head = dst;
2354 } 2572 }
2355 tmp->more = NULL; 2573 tmp->more = NULL;
2356 if(prev) 2574 if (prev)
2357 prev->more = tmp; 2575 prev->more = tmp;
2358 prev = tmp; 2576 prev = tmp;
2359 } 2577 }
2360 /*** copy inventory ***/ 2578
2361 for(item = src->inv; item; item = item->below) { 2579 for (item = src->inv; item; item = item->below)
2362 (void) insert_ob_in_ob(object_create_clone(item),dst); 2580 insert_ob_in_ob (object_create_clone (item), dst);
2363 }
2364 2581
2365 return dst; 2582 return dst;
2366}
2367
2368/* return true if the object was destroyed, 0 otherwise */
2369int was_destroyed (const object *op, tag_t old_tag)
2370{
2371 /* checking for FLAG_FREED isn't necessary, but makes this function more
2372 * robust */
2373 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2374} 2583}
2375 2584
2376/* GROS - Creates an object using a string representing its content. */ 2585/* GROS - Creates an object using a string representing its content. */
2377/* 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 */
2378/* 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, */
2379/* 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. */
2380/* 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. */
2381/* Also remember that multiparts objects are not supported for now. */ 2590/* Also remember that multiparts objects are not supported for now. */
2382 2591
2592object *
2383object* load_object_str(const char *obstr) 2593load_object_str (const char *obstr)
2384{ 2594{
2385 object *op; 2595 object *op;
2386 char filename[MAX_BUF]; 2596 char filename[MAX_BUF];
2597
2387 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2598 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2388 2599
2389 FILE *tempfile=fopen(filename,"w"); 2600 FILE *tempfile = fopen (filename, "w");
2601
2390 if (tempfile == NULL) 2602 if (tempfile == NULL)
2391 { 2603 {
2392 LOG(llevError,"Error - Unable to access load object temp file\n"); 2604 LOG (llevError, "Error - Unable to access load object temp file\n");
2393 return NULL; 2605 return NULL;
2394 }; 2606 }
2607
2395 fprintf(tempfile,obstr); 2608 fprintf (tempfile, obstr);
2396 fclose(tempfile); 2609 fclose (tempfile);
2397 2610
2398 op=get_object(); 2611 op = get_object ();
2399 2612
2400 object_thawer thawer (filename); 2613 object_thawer thawer (filename);
2401 2614
2402 if (thawer) 2615 if (thawer)
2403 load_object(thawer,op,0); 2616 load_object (thawer, op, 0);
2404 2617
2405 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2618 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2406 CLEAR_FLAG(op,FLAG_REMOVED); 2619 CLEAR_FLAG (op, FLAG_REMOVED);
2407 2620
2408 return op; 2621 return op;
2409} 2622}
2410 2623
2411/* This returns the first object in who's inventory that 2624/* This returns the first object in who's inventory that
2412 * has the same type and subtype match. 2625 * has the same type and subtype match.
2413 * returns NULL if no match. 2626 * returns NULL if no match.
2414 */ 2627 */
2628object *
2415object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2629find_obj_by_type_subtype (const object *who, int type, int subtype)
2416{ 2630{
2417 object *tmp; 2631 object *tmp;
2418 2632
2419 for (tmp=who->inv; tmp; tmp=tmp->below) 2633 for (tmp = who->inv; tmp; tmp = tmp->below)
2420 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2634 if (tmp->type == type && tmp->subtype == subtype)
2635 return tmp;
2421 2636
2422 return NULL; 2637 return NULL;
2423} 2638}
2424 2639
2425/* 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,
2426 * otherwise return NULL. 2641 * otherwise return NULL.
2427 * 2642 *
2428 * 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
2429 * do the desired thing. 2644 * do the desired thing.
2430 */ 2645 */
2646key_value *
2431key_value * get_ob_key_link(const object * ob, const char * key) { 2647get_ob_key_link (const object *ob, const char *key)
2648{
2432 key_value * link; 2649 key_value *link;
2433 2650
2434 for (link = ob->key_values; link != NULL; link = link->next) { 2651 for (link = ob->key_values; link != NULL; link = link->next)
2435 if (link->key == key) { 2652 if (link->key == key)
2436 return link; 2653 return link;
2437 } 2654
2438 }
2439
2440 return NULL; 2655 return NULL;
2441} 2656}
2442 2657
2443/* 2658/*
2444 * 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.
2445 * 2660 *
2446 * The argument doesn't need to be a shared string. 2661 * The argument doesn't need to be a shared string.
2447 * 2662 *
2448 * The returned string is shared. 2663 * The returned string is shared.
2449 */ 2664 */
2665const char *
2450const char * get_ob_key_value(const object * op, const char * const key) { 2666get_ob_key_value (const object *op, const char *const key)
2667{
2451 key_value * link; 2668 key_value *link;
2452 const char * canonical_key; 2669 shstr_cmp canonical_key (key);
2670
2671 if (!canonical_key)
2453 2672 {
2454 canonical_key = shstr::find (key);
2455
2456 if (canonical_key == NULL) {
2457 /* 1. There being a field named key on any object 2673 /* 1. There being a field named key on any object
2458 * implies there'd be a shared string to find. 2674 * implies there'd be a shared string to find.
2459 * 2. Since there isn't, no object has this field. 2675 * 2. Since there isn't, no object has this field.
2460 * 3. Therefore, *this* object doesn't have this field. 2676 * 3. Therefore, *this* object doesn't have this field.
2461 */ 2677 */
2462 return NULL; 2678 return 0;
2463 } 2679 }
2464 2680
2465 /* This is copied from get_ob_key_link() above - 2681 /* This is copied from get_ob_key_link() above -
2466 * only 4 lines, and saves the function call overhead. 2682 * only 4 lines, and saves the function call overhead.
2467 */ 2683 */
2468 for (link = op->key_values; link != NULL; link = link->next) { 2684 for (link = op->key_values; link; link = link->next)
2469 if (link->key == canonical_key) { 2685 if (link->key == canonical_key)
2470 return link->value; 2686 return link->value;
2471 } 2687
2472 } 2688 return 0;
2473 return NULL;
2474} 2689}
2475 2690
2476 2691
2477/* 2692/*
2478 * Updates the canonical_key in op to value. 2693 * Updates the canonical_key in op to value.
2482 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2697 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2483 * keys. 2698 * keys.
2484 * 2699 *
2485 * Returns TRUE on success. 2700 * Returns TRUE on success.
2486 */ 2701 */
2702int
2487int 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 *
2488 key_value * field = NULL, *last=NULL; 2706 field = NULL, *last = NULL;
2489 2707
2490 for (field=op->key_values; field != NULL; field=field->next) { 2708 for (field = op->key_values; field != NULL; field = field->next)
2709 {
2491 if (field->key != canonical_key) { 2710 if (field->key != canonical_key)
2711 {
2492 last = field; 2712 last = field;
2493 continue; 2713 continue;
2494 } 2714 }
2495 2715
2496 if (value) 2716 if (value)
2497 field->value = value; 2717 field->value = value;
2498 else { 2718 else
2719 {
2499 /* Basically, if the archetype has this key set, 2720 /* Basically, if the archetype has this key set,
2500 * we need to store the null value so when we save 2721 * we need to store the null value so when we save
2501 * it, we save the empty value so that when we load, 2722 * it, we save the empty value so that when we load,
2502 * we get this value back again. 2723 * we get this value back again.
2503 */ 2724 */
2504 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2725 if (get_ob_key_link (&op->arch->clone, canonical_key))
2505 field->value = 0; 2726 field->value = 0;
2727 else
2728 {
2729 if (last)
2730 last->next = field->next;
2506 else 2731 else
2507 {
2508 if (last) last->next = field->next;
2509 else op->key_values = field->next; 2732 op->key_values = field->next;
2510 2733
2511 delete field; 2734 delete field;
2512 } 2735 }
2513 } 2736 }
2514 return TRUE; 2737 return TRUE;
2515 } 2738 }
2516 /* IF we get here, key doesn't exist */ 2739 /* IF we get here, key doesn't exist */
2517 2740
2518 /* No field, we'll have to add it. */ 2741 /* No field, we'll have to add it. */
2742
2743 if (!add_key)
2519 2744 {
2520 if (!add_key) {
2521 return FALSE; 2745 return FALSE;
2522 } 2746 }
2523 /* There isn't any good reason to store a null 2747 /* There isn't any good reason to store a null
2524 * value in the key/value list. If the archetype has 2748 * value in the key/value list. If the archetype has
2525 * this key, then we should also have it, so shouldn't 2749 * this key, then we should also have it, so shouldn't
2526 * be here. If user wants to store empty strings, 2750 * be here. If user wants to store empty strings,
2527 * should pass in "" 2751 * should pass in ""
2528 */ 2752 */
2529 if (value == NULL) return TRUE; 2753 if (value == NULL)
2530
2531 field = new key_value;
2532
2533 field->key = canonical_key;
2534 field->value = value;
2535 /* Usual prepend-addition. */
2536 field->next = op->key_values;
2537 op->key_values = field;
2538
2539 return TRUE; 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;
2540} 2765}
2541 2766
2542/* 2767/*
2543 * Updates the key in op to value. 2768 * Updates the key in op to value.
2544 * 2769 *
2546 * and not add new ones. 2771 * and not add new ones.
2547 * 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
2548 * 2773 *
2549 * Returns TRUE on success. 2774 * Returns TRUE on success.
2550 */ 2775 */
2776int
2551int 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)
2552{ 2778{
2553 shstr key_ (key); 2779 shstr key_ (key);
2780
2554 return set_ob_key_value_s (op, key_, value, add_key); 2781 return set_ob_key_value_s (op, key_, value, add_key);
2555} 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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