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Comparing deliantra/server/common/object.C (file contents):
Revision 1.20 by root, Fri Sep 8 18:26:22 2006 UTC vs.
Revision 1.60 by pippijn, Mon Dec 11 21:06:58 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.20 2006/09/08 18:26:22 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
34
42int nrofallocobjects = 0; 35int nrofallocobjects = 0;
36static UUID uuid;
37const uint64 UUID_SKIP = 1<<19;
43 38
44object *objects; /* Pointer to the list of used objects */
45object *active_objects; /* List of active objects that need to be processed */ 39object *active_objects; /* List of active objects that need to be processed */
46 40
47short freearr_x[SIZEOFFREE]= 41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
49 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50short freearr_y[SIZEOFFREE]= 43};
51 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 45 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53int maxfree[SIZEOFFREE]= 46};
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 47int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 48 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
49};
56int freedir[SIZEOFFREE]= { 50int freedir[SIZEOFFREE] = {
57 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 51 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 52 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
53};
59 54
55static void
56write_uuid (void)
57{
58 char filename1[MAX_BUF], filename2[MAX_BUF];
59
60 sprintf (filename1, "%s/uuid", settings.localdir);
61 sprintf (filename2, "%s/uuid~", settings.localdir);
62
63 FILE *fp;
64
65 if (!(fp = fopen (filename2, "w")))
66 {
67 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
68 return;
69 }
70
71 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
72 fclose (fp);
73 rename (filename2, filename1);
74}
75
76static void
77read_uuid (void)
78{
79 char filename[MAX_BUF];
80
81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 FILE *fp;
84
85 if (!(fp = fopen (filename, "r")))
86 {
87 if (errno == ENOENT)
88 {
89 LOG (llevInfo, "RESET uid to 1\n");
90 uuid.seq = 0;
91 write_uuid ();
92 return;
93 }
94
95 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
96 _exit (1);
97 }
98
99 int version;
100 unsigned long long uid;
101 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
102 {
103 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
104 _exit (1);
105 }
106
107 uuid.seq = uid;
108 write_uuid ();
109 LOG (llevDebug, "read UID: %" I64_PFd "\n", uid);
110 fclose (fp);
111}
112
113UUID
114gen_uuid ()
115{
116 UUID uid;
117
118 uid.seq = ++uuid.seq;
119
120 if (!(uuid.seq & (UUID_SKIP - 1)))
121 write_uuid ();
122
123 return uid;
124}
125
126void
127init_uuid ()
128{
129 read_uuid ();
130}
60 131
61/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 132/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
133static int
62static int compare_ob_value_lists_one(const object * wants, const object * has) { 134compare_ob_value_lists_one (const object *wants, const object *has)
135{
63 key_value * wants_field; 136 key_value *wants_field;
64 137
65 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 138 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
66 * objects with lists are rare, and lists stay short. If not, use a 139 * objects with lists are rare, and lists stay short. If not, use a
67 * different structure or at least keep the lists sorted... 140 * different structure or at least keep the lists sorted...
68 */ 141 */
69 142
70 /* For each field in wants, */ 143 /* For each field in wants, */
71 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
145 {
72 key_value * has_field; 146 key_value *has_field;
73 147
74 /* Look for a field in has with the same key. */ 148 /* Look for a field in has with the same key. */
75 has_field = get_ob_key_link(has, wants_field->key); 149 has_field = get_ob_key_link (has, wants_field->key);
150
151 if (has_field == NULL)
76 152 {
77 if (has_field == NULL) {
78 /* No field with that name. */ 153 /* No field with that name. */
79 return FALSE; 154 return FALSE;
80 }
81 155 }
156
82 /* Found the matching field. */ 157 /* Found the matching field. */
83 if (has_field->value != wants_field->value) { 158 if (has_field->value != wants_field->value)
159 {
84 /* Values don't match, so this half of the comparison is false. */ 160 /* Values don't match, so this half of the comparison is false. */
85 return FALSE; 161 return FALSE;
86 } 162 }
87 163
88 /* If we get here, we found a match. Now for the next field in wants. */ 164 /* If we get here, we found a match. Now for the next field in wants. */
89 }
90 165 }
166
91 /* If we get here, every field in wants has a matching field in has. */ 167 /* If we get here, every field in wants has a matching field in has. */
92 return TRUE; 168 return TRUE;
93} 169}
94 170
95/* Returns TRUE if ob1 has the same key_values as ob2. */ 171/* Returns TRUE if ob1 has the same key_values as ob2. */
172static int
96static int compare_ob_value_lists(const object * ob1, const object * ob2) { 173compare_ob_value_lists (const object *ob1, const object *ob2)
174{
97 /* However, there may be fields in has which aren't partnered in wants, 175 /* However, there may be fields in has which aren't partnered in wants,
98 * so we need to run the comparison *twice*. :( 176 * so we need to run the comparison *twice*. :(
99 */ 177 */
100 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 178 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
101} 179}
102 180
103/* Function examines the 2 objects given to it, and returns true if 181/* Function examines the 2 objects given to it, and returns true if
104 * they can be merged together. 182 * they can be merged together.
105 * 183 *
111 * 189 *
112 * Improvements made with merge: Better checking on potion, and also 190 * Improvements made with merge: Better checking on potion, and also
113 * check weight 191 * check weight
114 */ 192 */
115 193
116bool
117object::can_merge (object *ob1, object *ob2) 194bool object::can_merge (object *ob1, object *ob2)
118{ 195{
119 /* A couple quicksanity checks */ 196 /* A couple quicksanity checks */
120 if ((ob1 == ob2) || (ob1->type != ob2->type)) 197 if ((ob1 == ob2) || (ob1->type != ob2->type))
121 return 0; 198 return 0;
122 199
170 (ob1->subtype != ob2->subtype) || 247 (ob1->subtype != ob2->subtype) ||
171 (ob1->move_type != ob2->move_type) || 248 (ob1->move_type != ob2->move_type) ||
172 (ob1->move_block != ob2->move_block) || 249 (ob1->move_block != ob2->move_block) ||
173 (ob1->move_allow != ob2->move_allow) || 250 (ob1->move_allow != ob2->move_allow) ||
174 (ob1->move_on != ob2->move_on) || 251 (ob1->move_on != ob2->move_on) ||
175 (ob1->move_off != ob2->move_off) || 252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty))
176 (ob1->move_slow != ob2->move_slow) ||
177 (ob1->move_slow_penalty != ob2->move_slow_penalty))
178 return 0; 253 return 0;
179 254
180 /* This is really a spellbook check - really, we should 255 /* This is really a spellbook check - really, we should
181 * check all objects in the inventory. 256 * check all objects in the inventory.
182 */ 257 */
183 if (ob1->inv || ob2->inv) 258 if (ob1->inv || ob2->inv)
184 { 259 {
185 /* if one object has inventory but the other doesn't, not equiv */ 260 /* if one object has inventory but the other doesn't, not equiv */
186 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
187 return 0; 262 return 0;
188 263
189 /* Now check to see if the two inventory objects could merge */ 264 /* Now check to see if the two inventory objects could merge */
190 if (!CAN_MERGE (ob1->inv, ob2->inv)) 265 if (!CAN_MERGE (ob1->inv, ob2->inv))
191 return 0; 266 return 0;
192 267
193 /* inventory ok - still need to check rest of this object to see 268 /* inventory ok - still need to check rest of this object to see
194 * if it is valid. 269 * if it is valid.
195 */ 270 */
196 } 271 }
204 279
205 /* Note sure why the following is the case - either the object has to 280 /* Note sure why the following is the case - either the object has to
206 * be animated or have a very low speed. Is this an attempted monster 281 * be animated or have a very low speed. Is this an attempted monster
207 * check? 282 * check?
208 */ 283 */
209 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
210 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
211 return 0; 285 return 0;
212 286
213 switch (ob1->type) 287 switch (ob1->type)
214 { 288 {
215 case SCROLL: 289 case SCROLL:
216 if (ob1->level != ob2->level) 290 if (ob1->level != ob2->level)
217 return 0; 291 return 0;
218 break; 292 break;
219 } 293 }
220 294
221 if (ob1->key_values != NULL || ob2->key_values != NULL) 295 if (ob1->key_values != NULL || ob2->key_values != NULL)
222 { 296 {
223 /* At least one of these has key_values. */ 297 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
225 /* One has fields, but the other one doesn't. */ 299 /* One has fields, but the other one doesn't. */
226 return 0; 300 return 0;
227 else if (!compare_ob_value_lists (ob1, ob2)) 301 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 302 return 0;
229 } 303 }
230 304
231 //TODO: generate an event or call into perl for additional checks 305 //TODO: generate an event or call into perl for additional checks
232 if (ob1->self || ob2->self) 306 if (ob1->self || ob2->self)
233 { 307 {
234 ob1->optimise (); 308 ob1->optimise ();
235 ob2->optimise (); 309 ob2->optimise ();
236 310
237 if (ob1->self || ob2->self) 311 if (ob1->self || ob2->self)
238 return 0; 312 return 0;
239 } 313 }
240 314
241 /* Everything passes, must be OK. */ 315 /* Everything passes, must be OK. */
242 return 1; 316 return 1;
243} 317}
318
244/* 319/*
245 * sum_weight() is a recursive function which calculates the weight 320 * sum_weight() is a recursive function which calculates the weight
246 * an object is carrying. It goes through in figures out how much 321 * an object is carrying. It goes through in figures out how much
247 * containers are carrying, and sums it up. 322 * containers are carrying, and sums it up.
248 */ 323 */
249signed long sum_weight(object *op) { 324long
325sum_weight (object *op)
326{
250 signed long sum; 327 long sum;
251 object *inv; 328 object *inv;
329
252 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
331 {
253 if (inv->inv) 332 if (inv->inv)
254 sum_weight(inv); 333 sum_weight (inv);
255 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
256 } 335 }
336
257 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
258 sum = (sum * (100 - op->stats.Str))/100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
339
259 if(op->carrying != sum) 340 if (op->carrying != sum)
260 op->carrying = sum; 341 op->carrying = sum;
342
261 return sum; 343 return sum;
262} 344}
263 345
264/** 346/**
265 * Return the outermost environment object for a given object. 347 * Return the outermost environment object for a given object.
266 */ 348 */
267 349
350object *
268object *object_get_env_recursive (object *op) { 351object_get_env_recursive (object *op)
352{
269 while (op->env != NULL) 353 while (op->env != NULL)
270 op = op->env; 354 op = op->env;
271 return op; 355 return op;
272} 356}
273 357
274/* 358/*
275 * Eneq(@csd.uu.se): Since we can have items buried in a character we need 359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
276 * a better check. We basically keeping traversing up until we can't 360 * a better check. We basically keeping traversing up until we can't
277 * or find a player. 361 * or find a player.
278 */ 362 */
279 363
364object *
280object *is_player_inv (object *op) { 365is_player_inv (object *op)
366{
281 for (;op!=NULL&&op->type!=PLAYER; op=op->env) 367 for (; op != NULL && op->type != PLAYER; op = op->env)
282 if (op->env==op) 368 if (op->env == op)
283 op->env = NULL; 369 op->env = NULL;
284 return op; 370 return op;
285} 371}
286 372
287/* 373/*
288 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
289 * Some error messages. 375 * Some error messages.
290 * The result of the dump is stored in the static global errmsg array. 376 * The result of the dump is stored in the static global errmsg array.
291 */ 377 */
292 378
293void dump_object2(object *op) { 379char *
294errmsg[0] = 0;
295return;
296 //TODO//D#d#
297#if 0
298 char *cp;
299/* object *tmp;*/
300
301 if(op->arch!=NULL) {
302 strcat(errmsg,"arch ");
303 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
304 strcat(errmsg,"\n");
305 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
306 strcat(errmsg,cp);
307#if 0
308 /* Don't dump player diffs - they are too long, mostly meaningless, and
309 * will overflow the buffer.
310 * Changed so that we don't dump inventory either. This may
311 * also overflow the buffer.
312 */
313 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
314 strcat(errmsg,cp);
315 for (tmp=op->inv; tmp; tmp=tmp->below)
316 dump_object2(tmp);
317#endif
318 strcat(errmsg,"end\n");
319 } else {
320 strcat(errmsg,"Object ");
321 if (op->name==NULL) strcat(errmsg, "(null)");
322 else strcat(errmsg,op->name);
323 strcat(errmsg,"\n");
324#if 0
325 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
326 strcat(errmsg,cp);
327 for (tmp=op->inv; tmp; tmp=tmp->below)
328 dump_object2(tmp);
329#endif
330 strcat(errmsg,"end\n");
331 }
332#endif
333}
334
335/*
336 * Dumps an object. Returns output in the static global errmsg array.
337 */
338
339void dump_object(object *op) { 380dump_object (object *op)
340 if(op==NULL) { 381{
341 strcpy(errmsg,"[NULL pointer]"); 382 if (!op)
342 return; 383 return strdup ("[NULLOBJ]");
343 }
344 errmsg[0]='\0';
345 dump_object2(op);
346}
347 384
348void dump_all_objects(void) { 385 object_freezer freezer;
349 object *op; 386 save_object (freezer, op, 3);
350 for(op=objects;op!=NULL;op=op->next) { 387 return freezer.as_string ();
351 dump_object(op);
352 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
353 }
354} 388}
355 389
356/* 390/*
357 * get_nearest_part(multi-object, object 2) returns the part of the 391 * get_nearest_part(multi-object, object 2) returns the part of the
358 * multi-object 1 which is closest to the second object. 392 * multi-object 1 which is closest to the second object.
359 * If it's not a multi-object, it is returned. 393 * If it's not a multi-object, it is returned.
360 */ 394 */
361 395
396object *
362object *get_nearest_part(object *op, const object *pl) { 397get_nearest_part (object *op, const object *pl)
398{
363 object *tmp,*closest; 399 object *tmp, *closest;
364 int last_dist,i; 400 int last_dist, i;
401
365 if(op->more==NULL) 402 if (op->more == NULL)
366 return op; 403 return op;
367 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 404 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
368 if((i=distance(tmp,pl))<last_dist) 405 if ((i = distance (tmp, pl)) < last_dist)
369 closest=tmp,last_dist=i; 406 closest = tmp, last_dist = i;
370 return closest; 407 return closest;
371} 408}
372 409
373/* 410/*
374 * Returns the object which has the count-variable equal to the argument. 411 * Returns the object which has the count-variable equal to the argument.
375 */ 412 */
376 413
414object *
377object *find_object(tag_t i) { 415find_object (tag_t i)
378 object *op; 416{
379 for(op=objects;op!=NULL;op=op->next) 417 for (object *op = object::first; op; op = op->next)
380 if(op->count==i) 418 if (op->count == i)
381 break; 419 return op;
420
382 return op; 421 return 0;
383} 422}
384 423
385/* 424/*
386 * Returns the first object which has a name equal to the argument. 425 * Returns the first object which has a name equal to the argument.
387 * Used only by the patch command, but not all that useful. 426 * Used only by the patch command, but not all that useful.
388 * Enables features like "patch <name-of-other-player> food 999" 427 * Enables features like "patch <name-of-other-player> food 999"
389 */ 428 */
390 429
430object *
391object *find_object_name(const char *str) { 431find_object_name (const char *str)
392 const char *name = shstr::find (str); 432{
433 shstr_cmp str_ (str);
393 object *op; 434 object *op;
435
394 for(op=objects;op!=NULL;op=op->next) 436 for (op = object::first; op != NULL; op = op->next)
395 if(&op->name == name) 437 if (op->name == str_)
396 break; 438 break;
397 439
398 return op; 440 return op;
399} 441}
400 442
443void
401void free_all_object_data () 444free_all_object_data ()
402{ 445{
403 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 446 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
404}
405
406/*
407 * Returns the object which this object marks as being the owner.
408 * A id-scheme is used to avoid pointing to objects which have been
409 * freed and are now reused. If this is detected, the owner is
410 * set to NULL, and NULL is returned.
411 * Changed 2004-02-12 - if the player is setting at the play again
412 * prompt, he is removed, and we don't want to treat him as an owner of
413 * anything, so check removed flag. I don't expect that this should break
414 * anything - once an object is removed, it is basically dead anyways.
415 */
416
417object *get_owner(object *op) {
418 if(op->owner==NULL)
419 return NULL;
420
421 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
422 op->owner->count==op->ownercount)
423 return op->owner;
424
425 op->owner=NULL;
426 op->ownercount=0;
427 return NULL;
428}
429
430void clear_owner(object *op)
431{
432 if (!op) return;
433
434 if (op->owner && op->ownercount == op->owner->count)
435 op->owner->refcount--;
436
437 op->owner = NULL;
438 op->ownercount = 0;
439} 447}
440 448
441/* 449/*
442 * Sets the owner and sets the skill and exp pointers to owner's current 450 * Sets the owner and sets the skill and exp pointers to owner's current
443 * skill and experience objects. 451 * skill and experience objects.
444 */ 452 */
445void set_owner (object *op, object *owner) 453void
454object::set_owner (object *owner)
446{ 455{
447 if(owner==NULL||op==NULL) 456 if (!owner)
448 return; 457 return;
449 458
450 /* next line added to allow objects which own objects */ 459 /* next line added to allow objects which own objects */
451 /* Add a check for ownercounts in here, as I got into an endless loop 460 /* Add a check for ownercounts in here, as I got into an endless loop
452 * with the fireball owning a poison cloud which then owned the 461 * with the fireball owning a poison cloud which then owned the
453 * fireball. I believe that was caused by one of the objects getting 462 * fireball. I believe that was caused by one of the objects getting
454 * freed and then another object replacing it. Since the ownercounts 463 * freed and then another object replacing it. Since the ownercounts
455 * didn't match, this check is valid and I believe that cause is valid. 464 * didn't match, this check is valid and I believe that cause is valid.
456 */ 465 */
457 while (owner->owner && owner!=owner->owner && 466 while (owner->owner)
458 owner->ownercount==owner->owner->count) owner=owner->owner; 467 owner = owner->owner;
459 468
460 /* IF the owner still has an owner, we did not resolve to a final owner.
461 * so lets not add to that.
462 */
463 if (owner->owner) return;
464
465 op->owner=owner; 469 this->owner = owner;
466
467 op->ownercount=owner->count;
468 owner->refcount++;
469
470}
471
472/* Set the owner to clone's current owner and set the skill and experience
473 * objects to clone's objects (typically those objects that where the owner's
474 * current skill and experience objects at the time when clone's owner was
475 * set - not the owner's current skill and experience objects).
476 *
477 * Use this function if player created an object (e.g. fire bullet, swarm
478 * spell), and this object creates further objects whose kills should be
479 * accounted for the player's original skill, even if player has changed
480 * skills meanwhile.
481 */
482void copy_owner (object *op, object *clone)
483{
484 object *owner = get_owner (clone);
485 if (owner == NULL) {
486 /* players don't have owners - they own themselves. Update
487 * as appropriate.
488 */
489 if (clone->type == PLAYER) owner=clone;
490 else return;
491 }
492 set_owner(op, owner);
493
494} 470}
495 471
496/* Zero the key_values on op, decrementing the shared-string 472/* Zero the key_values on op, decrementing the shared-string
497 * refcounts and freeing the links. 473 * refcounts and freeing the links.
498 */ 474 */
475static void
499static void free_key_values(object * op) 476free_key_values (object *op)
500{ 477{
501 for (key_value *i = op->key_values; i != 0; ) 478 for (key_value *i = op->key_values; i != 0;)
502 { 479 {
503 key_value *next = i->next; 480 key_value *next = i->next;
504 delete i; 481 delete i;
482
505 i = next; 483 i = next;
506 } 484 }
507 485
508 op->key_values = 0; 486 op->key_values = 0;
509} 487}
510 488
511void object::clear () 489void object::clear ()
512{ 490{
513 attachable_base::clear (); 491 attachable_base::clear ();
514 492
515 free_key_values (this); 493 free_key_values (this);
516 494
517 name = 0; 495 owner = 0;
496 name = 0;
518 name_pl = 0; 497 name_pl = 0;
519 title = 0; 498 title = 0;
520 race = 0; 499 race = 0;
521 slaying = 0; 500 slaying = 0;
522 skill = 0; 501 skill = 0;
523 msg = 0; 502 msg = 0;
524 lore = 0; 503 lore = 0;
525 custom_name = 0; 504 custom_name = 0;
526 materialname = 0; 505 materialname = 0;
506 contr = 0;
507 below = 0;
508 above = 0;
509 inv = 0;
510 container = 0;
511 env = 0;
512 more = 0;
513 head = 0;
514 map = 0;
515 active_next = 0;
516 active_prev = 0;
527 517
528 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod)); 518 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
529 519
530 SET_FLAG (this, FLAG_REMOVED); 520 SET_FLAG (this, FLAG_REMOVED);
521
522 /* What is not cleared is next, prev, and count */
523
524 expmul = 1.0;
525 face = blank_face;
526
527 if (settings.casting_time)
528 casting_time = -1;
531} 529}
532 530
533void object::clone (object *destination) 531void object::clone (object *destination)
534{ 532{
535 *(object_copy *)destination = *(object_copy *)this; 533 *(object_copy *)destination = *this;
536 *(object_pod *)destination = *(object_pod *)this; 534 *(object_pod *)destination = *this;
537 535
538 if (self || cb) 536 if (self || cb)
539 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination)); 537 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
540}
541
542/*
543 * clear_object() frees everything allocated by an object, and also
544 * clears all variables and flags to default settings.
545 */
546
547void clear_object (object *op)
548{
549 op->clear ();
550
551 op->contr = NULL;
552 op->below = NULL;
553 op->above = NULL;
554 op->inv = NULL;
555 op->container=NULL;
556 op->env=NULL;
557 op->more=NULL;
558 op->head=NULL;
559 op->map=NULL;
560 op->refcount=0;
561 op->active_next = NULL;
562 op->active_prev = NULL;
563 /* What is not cleared is next, prev, and count */
564
565 op->expmul = 1.0;
566 op->face = blank_face;
567 op->attacked_by_count = -1;
568
569 if (settings.casting_time)
570 op->casting_time = -1;
571} 538}
572 539
573/* 540/*
574 * copy object first frees everything allocated by the second object, 541 * copy object first frees everything allocated by the second object,
575 * and then copies the contends of the first object into the second 542 * and then copies the contends of the first object into the second
576 * object, allocating what needs to be allocated. Basically, any 543 * object, allocating what needs to be allocated. Basically, any
577 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 544 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
578 * if the first object is freed, the pointers in the new object 545 * if the first object is freed, the pointers in the new object
579 * will point at garbage. 546 * will point at garbage.
580 */ 547 */
581 548void
582void copy_object (object *op2, object *op) 549copy_object (object *op2, object *op)
583{ 550{
584 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 551 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
585 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 552 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
586 553
587 op2->clone (op); 554 op2->clone (op);
588 555
556 if (is_freed)
589 if (is_freed) SET_FLAG (op, FLAG_FREED); 557 SET_FLAG (op, FLAG_FREED);
558
559 if (is_removed)
590 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 560 SET_FLAG (op, FLAG_REMOVED);
591 561
592 if (op2->speed < 0) 562 if (op2->speed < 0)
593 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 563 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
594 564
595 /* Copy over key_values, if any. */ 565 /* Copy over key_values, if any. */
596 if (op2->key_values != NULL) 566 if (op2->key_values)
597 { 567 {
598 key_value *tail = NULL; 568 key_value *tail = 0;
599 key_value *i; 569 key_value *i;
600 570
601 op->key_values = NULL; 571 op->key_values = 0;
602 572
603 for (i = op2->key_values; i != NULL; i = i->next) 573 for (i = op2->key_values; i; i = i->next)
604 { 574 {
605 key_value *new_link = new key_value; 575 key_value *new_link = new key_value;
606 576
607 new_link->next = NULL; 577 new_link->next = 0;
608 new_link->key = i->key; 578 new_link->key = i->key;
609 new_link->value = i->value; 579 new_link->value = i->value;
610 580
611 /* Try and be clever here, too. */ 581 /* Try and be clever here, too. */
612 if (op->key_values == NULL) 582 if (!op->key_values)
613 { 583 {
614 op->key_values = new_link; 584 op->key_values = new_link;
615 tail = new_link; 585 tail = new_link;
616 } 586 }
617 else 587 else
623 } 593 }
624 594
625 update_ob_speed (op); 595 update_ob_speed (op);
626} 596}
627 597
628object::object ()
629{
630 count = ++ob_count;
631
632 next = objects;
633
634 if (objects)
635 objects->prev = this;
636
637 objects = this;
638
639 SET_FLAG (this, FLAG_REMOVED);
640
641 expmul = 1.0;
642 face = blank_face;
643 attacked_by_count = -1;
644}
645
646object::~object ()
647{
648}
649
650/* 598/*
651 * If an object with the IS_TURNABLE() flag needs to be turned due 599 * If an object with the IS_TURNABLE() flag needs to be turned due
652 * to the closest player being on the other side, this function can 600 * to the closest player being on the other side, this function can
653 * be called to update the face variable, _and_ how it looks on the map. 601 * be called to update the face variable, _and_ how it looks on the map.
654 */ 602 */
655 603
604void
656void update_turn_face(object *op) { 605update_turn_face (object *op)
606{
657 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 607 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
658 return; 608 return;
659 SET_ANIMATION(op, op->direction); 609 SET_ANIMATION (op, op->direction);
660 update_object(op,UP_OBJ_FACE); 610 update_object (op, UP_OBJ_FACE);
661} 611}
662 612
663/* 613/*
664 * Updates the speed of an object. If the speed changes from 0 to another 614 * Updates the speed of an object. If the speed changes from 0 to another
665 * value, or vice versa, then add/remove the object from the active list. 615 * value, or vice versa, then add/remove the object from the active list.
666 * This function needs to be called whenever the speed of an object changes. 616 * This function needs to be called whenever the speed of an object changes.
667 */ 617 */
668 618void
669void update_ob_speed(object *op) { 619update_ob_speed (object *op)
620{
670 extern int arch_init; 621 extern int arch_init;
671 622
672 /* No reason putting the archetypes objects on the speed list, 623 /* No reason putting the archetypes objects on the speed list,
673 * since they never really need to be updated. 624 * since they never really need to be updated.
674 */ 625 */
675 626
676 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 627 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
628 {
677 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 629 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
678#ifdef MANY_CORES 630#ifdef MANY_CORES
679 abort(); 631 abort ();
680#else 632#else
681 op->speed = 0; 633 op->speed = 0;
682#endif 634#endif
683 } 635 }
636
684 if (arch_init) { 637 if (arch_init)
638 return;
639
640 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
641 {
642 /* If already on active list, don't do anything */
643 if (op->active_next || op->active_prev || op == active_objects)
685 return; 644 return;
686 }
687 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
688 /* If already on active list, don't do anything */
689 if (op->active_next || op->active_prev || op==active_objects)
690 return;
691 645
692 /* process_events() expects us to insert the object at the beginning 646 /* process_events() expects us to insert the object at the beginning
693 * of the list. */ 647 * of the list. */
694 op->active_next = active_objects; 648 op->active_next = active_objects;
649
695 if (op->active_next!=NULL) 650 if (op->active_next != NULL)
696 op->active_next->active_prev = op; 651 op->active_next->active_prev = op;
652
697 active_objects = op; 653 active_objects = op;
654 }
655 else
698 } 656 {
699 else {
700 /* If not on the active list, nothing needs to be done */ 657 /* If not on the active list, nothing needs to be done */
701 if (!op->active_next && !op->active_prev && op!=active_objects) 658 if (!op->active_next && !op->active_prev && op != active_objects)
702 return; 659 return;
703 660
704 if (op->active_prev==NULL) { 661 if (op->active_prev == NULL)
662 {
705 active_objects = op->active_next; 663 active_objects = op->active_next;
664
706 if (op->active_next!=NULL) 665 if (op->active_next != NULL)
707 op->active_next->active_prev = NULL; 666 op->active_next->active_prev = NULL;
667 }
668 else
708 } 669 {
709 else {
710 op->active_prev->active_next = op->active_next; 670 op->active_prev->active_next = op->active_next;
671
711 if (op->active_next) 672 if (op->active_next)
712 op->active_next->active_prev = op->active_prev; 673 op->active_next->active_prev = op->active_prev;
713 } 674 }
675
714 op->active_next = NULL; 676 op->active_next = NULL;
715 op->active_prev = NULL; 677 op->active_prev = NULL;
716 } 678 }
717} 679}
718 680
719/* This function removes object 'op' from the list of active 681/* This function removes object 'op' from the list of active
720 * objects. 682 * objects.
722 * reference maps where you don't want an object that isn't 684 * reference maps where you don't want an object that isn't
723 * in play chewing up cpu time getting processed. 685 * in play chewing up cpu time getting processed.
724 * The reverse of this is to call update_ob_speed, which 686 * The reverse of this is to call update_ob_speed, which
725 * will do the right thing based on the speed of the object. 687 * will do the right thing based on the speed of the object.
726 */ 688 */
689void
727void remove_from_active_list(object *op) 690remove_from_active_list (object *op)
728{ 691{
729 /* If not on the active list, nothing needs to be done */ 692 /* If not on the active list, nothing needs to be done */
730 if (!op->active_next && !op->active_prev && op!=active_objects) 693 if (!op->active_next && !op->active_prev && op != active_objects)
731 return; 694 return;
732 695
733 if (op->active_prev==NULL) { 696 if (op->active_prev == NULL)
697 {
734 active_objects = op->active_next; 698 active_objects = op->active_next;
735 if (op->active_next!=NULL) 699 if (op->active_next != NULL)
736 op->active_next->active_prev = NULL; 700 op->active_next->active_prev = NULL;
701 }
702 else
737 } 703 {
738 else {
739 op->active_prev->active_next = op->active_next; 704 op->active_prev->active_next = op->active_next;
740 if (op->active_next) 705 if (op->active_next)
741 op->active_next->active_prev = op->active_prev; 706 op->active_next->active_prev = op->active_prev;
742 } 707 }
743 op->active_next = NULL; 708 op->active_next = NULL;
744 op->active_prev = NULL; 709 op->active_prev = NULL;
745} 710}
746 711
747/* 712/*
748 * update_object() updates the array which represents the map. 713 * update_object() updates the array which represents the map.
749 * It takes into account invisible objects (and represent squares covered 714 * It takes into account invisible objects (and represent squares covered
764 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 729 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
765 * as that is easier than trying to look at what may have changed. 730 * as that is easier than trying to look at what may have changed.
766 * UP_OBJ_FACE: only the objects face has changed. 731 * UP_OBJ_FACE: only the objects face has changed.
767 */ 732 */
768 733
734void
769void update_object(object *op, int action) { 735update_object (object *op, int action)
736{
770 int update_now=0, flags; 737 int update_now = 0, flags;
771 MoveType move_on, move_off, move_block, move_slow; 738 MoveType move_on, move_off, move_block, move_slow;
772 739
773 if (op == NULL) { 740 if (op == NULL)
741 {
774 /* this should never happen */ 742 /* this should never happen */
775 LOG(llevDebug,"update_object() called for NULL object.\n"); 743 LOG (llevDebug, "update_object() called for NULL object.\n");
776 return; 744 return;
777 }
778 745 }
746
779 if(op->env!=NULL) { 747 if (op->env != NULL)
748 {
780 /* Animation is currently handled by client, so nothing 749 /* Animation is currently handled by client, so nothing
781 * to do in this case. 750 * to do in this case.
782 */ 751 */
783 return; 752 return;
784 } 753 }
785 754
786 /* If the map is saving, don't do anything as everything is 755 /* If the map is saving, don't do anything as everything is
787 * going to get freed anyways. 756 * going to get freed anyways.
788 */ 757 */
789 if (!op->map || op->map->in_memory == MAP_SAVING) return; 758 if (!op->map || op->map->in_memory == MAP_SAVING)
790 759 return;
760
791 /* make sure the object is within map boundaries */ 761 /* make sure the object is within map boundaries */
792 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 762 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
793 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 763 {
794 LOG(llevError,"update_object() called for object out of map!\n"); 764 LOG (llevError, "update_object() called for object out of map!\n");
795#ifdef MANY_CORES 765#ifdef MANY_CORES
796 abort(); 766 abort ();
797#endif 767#endif
798 return; 768 return;
799 }
800 769 }
770
801 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 771 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
802 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 772 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
803 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 773 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
804 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 774 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
805 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 775 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
806 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y); 776 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
807 777
808 if (action == UP_OBJ_INSERT) { 778 if (action == UP_OBJ_INSERT)
779 {
809 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 780 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
810 update_now=1; 781 update_now = 1;
811 782
812 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 783 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
813 update_now=1; 784 update_now = 1;
814 785
815 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 786 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
816 update_now=1; 787 update_now = 1;
817 788
818 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 789 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
819 update_now=1; 790 update_now = 1;
820 791
821 if (op->type == SAFE_GROUND && !(flags & P_SAFE)) 792 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
822 update_now=1; 793 update_now = 1;
823 794
824 if ((move_on | op->move_on) != move_on) update_now=1; 795 if ((move_on | op->move_on) != move_on)
796 update_now = 1;
825 797
826 if ((move_off | op->move_off) != move_off) update_now=1; 798 if ((move_off | op->move_off) != move_off)
799 update_now = 1;
827 800
828 /* This isn't perfect, but I don't expect a lot of objects to 801 /* This isn't perfect, but I don't expect a lot of objects to
829 * to have move_allow right now. 802 * to have move_allow right now.
830 */ 803 */
831 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 804 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
832 update_now=1; 805 update_now = 1;
833 806
834 if ((move_slow | op->move_slow) != move_slow) 807 if ((move_slow | op->move_slow) != move_slow)
835 update_now=1; 808 update_now = 1;
836 } 809 }
810
837 /* if the object is being removed, we can't make intelligent 811 /* if the object is being removed, we can't make intelligent
838 * decisions, because remove_ob can't really pass the object 812 * decisions, because remove_ob can't really pass the object
839 * that is being removed. 813 * that is being removed.
840 */ 814 */
841 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 815 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
842 update_now=1; 816 update_now = 1;
843 } else if (action == UP_OBJ_FACE) { 817 else if (action == UP_OBJ_FACE)
844 /* Nothing to do for that case */ 818 /* Nothing to do for that case */ ;
845 }
846 else { 819 else
847 LOG(llevError,"update_object called with invalid action: %d\n", action); 820 LOG (llevError, "update_object called with invalid action: %d\n", action);
848 }
849 821
850 if (update_now) { 822 if (update_now)
823 {
851 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);
852 update_position(op->map, op->x, op->y); 825 update_position (op->map, op->x, op->y);
853 } 826 }
854 827
855 if(op->more!=NULL) 828 if (op->more != NULL)
856 update_object(op->more, action); 829 update_object (op->more, action);
857} 830}
858 831
832object::vector object::mortals;
833object::vector object::objects; // not yet used
834object *object::first;
835
836void object::free_mortals ()
837{
838 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
839 if ((*i)->refcnt)
840 ++i; // further delay freeing
841 else
842 {
843 delete *i;
844 mortals.erase (i);
845 }
846}
847
848object::object ()
849{
850 SET_FLAG (this, FLAG_REMOVED);
851
852 expmul = 1.0;
853 face = blank_face;
854}
855
856object::~object ()
857{
858 free_key_values (this);
859}
860
861void object::link ()
862{
863 count = ++ob_count;
864 uuid = gen_uuid ();
865
866 prev = 0;
867 next = object::first;
868
869 if (object::first)
870 object::first->prev = this;
871
872 object::first = this;
873}
874
875void object::unlink ()
876{
877 if (this == object::first)
878 object::first = next;
879
880 /* Remove this object from the list of used objects */
881 if (prev) prev->next = next;
882 if (next) next->prev = prev;
883
884 prev = 0;
885 next = 0;
886}
887
888object *object::create ()
889{
890 object *op = new object;
891 op->link ();
892 return op;
893}
859 894
860/* 895/*
861 * free_object() frees everything allocated by an object, removes 896 * free_object() frees everything allocated by an object, removes
862 * it from the list of used objects, and puts it on the list of 897 * it from the list of used objects, and puts it on the list of
863 * free objects. The IS_FREED() flag is set in the object. 898 * free objects. The IS_FREED() flag is set in the object.
864 * The object must have been removed by remove_ob() first for 899 * The object must have been removed by remove_ob() first for
865 * this function to succeed. 900 * this function to succeed.
866 * 901 *
867 * If free_inventory is set, free inventory as well. Else drop items in 902 * If destroy_inventory is set, free inventory as well. Else drop items in
868 * inventory to the ground. 903 * inventory to the ground.
869 */ 904 */
870 905void object::destroy (bool destroy_inventory)
871void
872free_object (object * ob)
873{ 906{
874 free_object2 (ob, 0);
875}
876
877void
878free_object2 (object * ob, int free_inventory)
879{
880 object *tmp, *op;
881
882 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 907 if (QUERY_FLAG (this, FLAG_FREED))
883 { 908 return;
884 LOG (llevDebug, "Free object called with non removed object\n");
885 dump_object (ob);
886#ifdef MANY_CORES
887 abort ();
888#endif
889 }
890 909
891 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 910 if (QUERY_FLAG (this, FLAG_FRIENDLY))
892 {
893 LOG (llevMonster, "Warning: tried to free friendly object.\n");
894 remove_friendly_object (ob); 911 remove_friendly_object (this);
895 }
896 912
897 if (QUERY_FLAG (ob, FLAG_FREED)) 913 if (!QUERY_FLAG (this, FLAG_REMOVED))
898 { 914 remove_ob (this);
899 dump_object (ob); 915
900 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 916 SET_FLAG (this, FLAG_FREED);
901 return; 917
918 if (more)
902 } 919 {
903 920 more->destroy (destroy_inventory);
904 if (ob->more != NULL) 921 more = 0;
905 { 922 }
906 free_object2 (ob->more, free_inventory);
907 ob->more = NULL;
908 }
909 923
910 if (ob->inv) 924 if (inv)
911 { 925 {
912 /* Only if the space blocks everything do we not process - 926 /* Only if the space blocks everything do we not process -
913 * if some form of movement is allowed, let objects 927 * if some form of movement is allowed, let objects
914 * drop on that space. 928 * drop on that space.
915 */ 929 */
916 if (free_inventory || ob->map == NULL 930 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
917 || ob->map->in_memory != MAP_IN_MEMORY 931 {
918 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL)) 932 object *op = inv;
919 {
920 op = ob->inv;
921 933
922 while (op != NULL) 934 while (op)
923 { 935 {
924 tmp = op->below; 936 object *tmp = op->below;
925 remove_ob (op); 937 op->destroy (destroy_inventory);
926 free_object2 (op, free_inventory);
927 op = tmp; 938 op = tmp;
928 } 939 }
929 } 940 }
930 else 941 else
931 { /* Put objects in inventory onto this space */ 942 { /* Put objects in inventory onto this space */
932 op = ob->inv; 943 object *op = inv;
933 944
934 while (op != NULL) 945 while (op)
935 { 946 {
936 tmp = op->below; 947 object *tmp = op->below;
948
937 remove_ob (op); 949 remove_ob (op);
938 950
939 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 951 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
940 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE 952 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
941 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 953 free_object (op);
942 free_object (op); 954 else
943 else 955 {
944 { 956 op->x = x;
945 op->x = ob->x; 957 op->y = y;
946 op->y = ob->y;
947 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */ 958 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
948 } 959 }
949 960
950 op = tmp; 961 op = tmp;
962 }
963 }
951 } 964 }
952 } 965
966 // hack to ensure that freed objects still have a valid map
967 {
968 static maptile *freed_map; // freed objects are moved here to avoid crashes
969
970 if (!freed_map)
971 {
972 freed_map = new maptile;
973
974 freed_map->name = "/internal/freed_objects_map";
975 freed_map->width = 3;
976 freed_map->height = 3;
977
978 freed_map->allocate ();
953 } 979 }
980
981 map = freed_map;
982 x = 1;
983 y = 1;
984 }
985
986 // clear those pointers that likely might have circular references to us
987 owner = 0;
988 enemy = 0;
989 attacked_by = 0;
990
991 // only relevant for players(?), but make sure of it anyways
992 contr = 0;
954 993
955 /* Remove object from the active list */ 994 /* Remove object from the active list */
956 ob->speed = 0; 995 speed = 0;
957 update_ob_speed (ob); 996 update_ob_speed (this);
958 997
959 SET_FLAG (ob, FLAG_FREED); 998 unlink ();
960 ob->count = 0;
961 999
962 /* Remove this object from the list of used objects */ 1000 mortals.push_back (this);
963 if (ob->prev == NULL)
964 {
965 objects = ob->next;
966
967 if (objects != NULL)
968 objects->prev = NULL;
969 }
970 else
971 {
972 ob->prev->next = ob->next;
973
974 if (ob->next != NULL)
975 ob->next->prev = ob->prev;
976 }
977
978 free_key_values (ob);
979
980 /* Now link it with the free_objects list: */
981 ob->prev = 0;
982 ob->next = 0;
983
984 delete ob;
985} 1001}
986 1002
987/* 1003/*
988 * sub_weight() recursively (outwards) subtracts a number from the 1004 * sub_weight() recursively (outwards) subtracts a number from the
989 * weight of an object (and what is carried by it's environment(s)). 1005 * weight of an object (and what is carried by it's environment(s)).
990 */ 1006 */
991 1007void
992void sub_weight (object *op, signed long weight) { 1008sub_weight (object *op, signed long weight)
1009{
993 while (op != NULL) { 1010 while (op != NULL)
1011 {
994 if (op->type == CONTAINER) { 1012 if (op->type == CONTAINER)
995 weight=(signed long)(weight*(100-op->stats.Str)/100); 1013 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
996 } 1014
997 op->carrying-=weight; 1015 op->carrying -= weight;
998 op = op->env; 1016 op = op->env;
999 } 1017 }
1000} 1018}
1001 1019
1002/* remove_ob(op): 1020/* remove_ob(op):
1003 * This function removes the object op from the linked list of objects 1021 * This function removes the object op from the linked list of objects
1004 * which it is currently tied to. When this function is done, the 1022 * which it is currently tied to. When this function is done, the
1005 * object will have no environment. If the object previously had an 1023 * object will have no environment. If the object previously had an
1006 * environment, the x and y coordinates will be updated to 1024 * environment, the x and y coordinates will be updated to
1007 * the previous environment. 1025 * the previous environment.
1008 * Beware: This function is called from the editor as well! 1026 * Beware: This function is called from the editor as well!
1009 */ 1027 */
1010 1028void
1011void remove_ob(object *op) { 1029object::remove ()
1030{
1012 object *tmp,*last=NULL; 1031 object *tmp, *last = 0;
1013 object *otmp; 1032 object *otmp;
1014 tag_t tag; 1033
1015 int check_walk_off; 1034 int check_walk_off;
1016 mapstruct *m;
1017 sint16 x,y;
1018
1019 1035
1020 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1036 if (QUERY_FLAG (this, FLAG_REMOVED))
1021 dump_object(op); 1037 return;
1022 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1023 1038
1024 /* Changed it to always dump core in this case. As has been learned
1025 * in the past, trying to recover from errors almost always
1026 * make things worse, and this is a real error here - something
1027 * that should not happen.
1028 * Yes, if this was a mission critical app, trying to do something
1029 * to recover may make sense, but that is because failure of the app
1030 * may have other disastrous problems. Cf runs out of a script
1031 * so is easily enough restarted without any real problems.
1032 * MSW 2001-07-01
1033 */
1034 abort();
1035 }
1036 if(op->more!=NULL)
1037 remove_ob(op->more);
1038
1039 SET_FLAG(op, FLAG_REMOVED); 1039 SET_FLAG (this, FLAG_REMOVED);
1040 1040
1041 if (more)
1042 more->remove ();
1043
1041 /* 1044 /*
1042 * In this case, the object to be removed is in someones 1045 * In this case, the object to be removed is in someones
1043 * inventory. 1046 * inventory.
1044 */ 1047 */
1045 if(op->env!=NULL) { 1048 if (env)
1049 {
1046 if(op->nrof) 1050 if (nrof)
1047 sub_weight(op->env, op->weight*op->nrof); 1051 sub_weight (env, weight * nrof);
1048 else 1052 else
1049 sub_weight(op->env, op->weight+op->carrying); 1053 sub_weight (env, weight + carrying);
1050 1054
1051 /* NO_FIX_PLAYER is set when a great many changes are being 1055 /* NO_FIX_PLAYER is set when a great many changes are being
1052 * made to players inventory. If set, avoiding the call 1056 * made to players inventory. If set, avoiding the call
1053 * to save cpu time. 1057 * to save cpu time.
1054 */ 1058 */
1055 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1059 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1056 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1057 fix_player(otmp); 1060 fix_player (otmp);
1058 1061
1059 if(op->above!=NULL) 1062 if (above != NULL)
1060 op->above->below=op->below; 1063 above->below = below;
1061 else 1064 else
1062 op->env->inv=op->below; 1065 env->inv = below;
1063 1066
1064 if(op->below!=NULL) 1067 if (below != NULL)
1065 op->below->above=op->above; 1068 below->above = above;
1066 1069
1067 /* we set up values so that it could be inserted into 1070 /* we set up values so that it could be inserted into
1068 * the map, but we don't actually do that - it is up 1071 * the map, but we don't actually do that - it is up
1069 * to the caller to decide what we want to do. 1072 * to the caller to decide what we want to do.
1073 */
1074 x = env->x, y = env->y;
1075 map = env->map;
1076 above = 0, below = 0;
1077 env = 0;
1078 }
1079 else if (map)
1080 {
1081 /* Re did the following section of code - it looks like it had
1082 * lots of logic for things we no longer care about
1083 */
1084
1085 /* link the object above us */
1086 if (above)
1087 above->below = below;
1088 else
1089 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */
1090
1091 /* Relink the object below us, if there is one */
1092 if (below)
1093 below->above = above;
1094 else
1095 {
1096 /* Nothing below, which means we need to relink map object for this space
1097 * use translated coordinates in case some oddness with map tiling is
1098 * evident
1070 */ 1099 */
1071 op->x=op->env->x,op->y=op->env->y; 1100 if (GET_MAP_OB (map, x, y) != this)
1072 op->map=op->env->map; 1101 {
1073 op->above=NULL,op->below=NULL; 1102 char *dump = dump_object (this);
1074 op->env=NULL; 1103 LOG (llevError,
1104 "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);
1105 free (dump);
1106 dump = dump_object (GET_MAP_OB (map, x, y));
1107 LOG (llevError, "%s\n", dump);
1108 free (dump);
1109 }
1110
1111 SET_MAP_OB (map, x, y, above); /* goes on above it. */
1112 }
1113
1114 above = 0;
1115 below = 0;
1116
1117 if (map->in_memory == MAP_SAVING)
1075 return; 1118 return;
1076 }
1077 1119
1078 /* If we get here, we are removing it from a map */
1079 if (op->map == NULL) return;
1080
1081 x = op->x;
1082 y = op->y;
1083 m = get_map_from_coord(op->map, &x, &y);
1084
1085 if (!m) {
1086 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1087 op->map->path, op->x, op->y);
1088 /* in old days, we used to set x and y to 0 and continue.
1089 * it seems if we get into this case, something is probablye
1090 * screwed up and should be fixed.
1091 */
1092 abort();
1093 }
1094 if (op->map != m) {
1095 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1096 op->map->path, m->path, op->x, op->y, x, y);
1097 }
1098
1099 /* Re did the following section of code - it looks like it had
1100 * lots of logic for things we no longer care about
1101 */
1102
1103 /* link the object above us */
1104 if (op->above)
1105 op->above->below=op->below;
1106 else
1107 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1108
1109 /* Relink the object below us, if there is one */
1110 if(op->below) {
1111 op->below->above=op->above;
1112 } else {
1113 /* Nothing below, which means we need to relink map object for this space
1114 * use translated coordinates in case some oddness with map tiling is
1115 * evident
1116 */
1117 if(GET_MAP_OB(m,x,y)!=op) {
1118 dump_object(op);
1119 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);
1120 dump_object(GET_MAP_OB(m,x,y));
1121 LOG(llevError,"%s\n",errmsg);
1122 }
1123 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1124 }
1125 op->above=NULL;
1126 op->below=NULL;
1127
1128 if (op->map->in_memory == MAP_SAVING)
1129 return;
1130
1131 tag = op->count;
1132 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1120 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1121
1133 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1122 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1123 {
1134 /* No point updating the players look faces if he is the object 1124 /* No point updating the players look faces if he is the object
1135 * being removed. 1125 * being removed.
1136 */ 1126 */
1137 1127
1138 if(tmp->type==PLAYER && tmp!=op) { 1128 if (tmp->type == PLAYER && tmp != this)
1129 {
1139 /* If a container that the player is currently using somehow gets 1130 /* If a container that the player is currently using somehow gets
1140 * removed (most likely destroyed), update the player view 1131 * removed (most likely destroyed), update the player view
1141 * appropriately. 1132 * appropriately.
1142 */ 1133 */
1143 if (tmp->container==op) { 1134 if (tmp->container == this)
1135 {
1144 CLEAR_FLAG(op, FLAG_APPLIED); 1136 CLEAR_FLAG (this, FLAG_APPLIED);
1145 tmp->container=NULL; 1137 tmp->container = 0;
1138 }
1139
1140 tmp->contr->socket.update_look = 1;
1146 } 1141 }
1147 tmp->contr->socket.update_look=1; 1142
1148 }
1149 /* See if player moving off should effect something */ 1143 /* See if player moving off should effect something */
1150 if (check_walk_off && ((op->move_type & tmp->move_off) && 1144 if (check_walk_off
1145 && ((move_type & tmp->move_off)
1151 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1146 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1152 1147 {
1153 move_apply(tmp, op, NULL); 1148 move_apply (tmp, this, 0);
1149
1154 if (was_destroyed (op, tag)) { 1150 if (destroyed ())
1155 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1151 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1156 "leaving object\n", &tmp->name, &tmp->arch->name);
1157 } 1152 }
1158 }
1159 1153
1160 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1154 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1161 1155
1162 if(tmp->above == tmp) 1156 if (tmp->above == tmp)
1163 tmp->above = NULL; 1157 tmp->above = 0;
1158
1164 last=tmp; 1159 last = tmp;
1165 } 1160 }
1161
1166 /* last == NULL of there are no objects on this space */ 1162 /* last == NULL of there are no objects on this space */
1167 if (last==NULL) { 1163 if (!last)
1164 {
1168 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1165 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1169 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1166 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1170 * those out anyways, and if there are any flags set right now, they won't 1167 * those out anyways, and if there are any flags set right now, they won't
1171 * be correct anyways. 1168 * be correct anyways.
1172 */ 1169 */
1173 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1170 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1174 update_position(op->map, op->x, op->y); 1171 update_position (map, x, y);
1175 } 1172 }
1176 else 1173 else
1177 update_object(last, UP_OBJ_REMOVE); 1174 update_object (last, UP_OBJ_REMOVE);
1178 1175
1179 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1176 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1180 update_all_los(op->map, op->x, op->y); 1177 update_all_los (map, x, y);
1181 1178 }
1182} 1179}
1183 1180
1184/* 1181/*
1185 * merge_ob(op,top): 1182 * merge_ob(op,top):
1186 * 1183 *
1187 * This function goes through all objects below and including top, and 1184 * This function goes through all objects below and including top, and
1188 * merges op to the first matching object. 1185 * merges op to the first matching object.
1189 * If top is NULL, it is calculated. 1186 * If top is NULL, it is calculated.
1190 * Returns pointer to object if it succeded in the merge, otherwise NULL 1187 * Returns pointer to object if it succeded in the merge, otherwise NULL
1191 */ 1188 */
1192 1189object *
1193object *merge_ob(object *op, object *top) { 1190merge_ob (object *op, object *top)
1191{
1194 if(!op->nrof) 1192 if (!op->nrof)
1195 return 0; 1193 return 0;
1194
1196 if(top==NULL) 1195 if (top == NULL)
1197 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1196 for (top = op; top != NULL && top->above != NULL; top = top->above);
1197
1198 for(;top!=NULL;top=top->below) { 1198 for (; top != NULL; top = top->below)
1199 {
1199 if(top==op) 1200 if (top == op)
1200 continue; 1201 continue;
1201 if (CAN_MERGE(op,top)) 1202 if (CAN_MERGE (op, top))
1202 { 1203 {
1203 top->nrof+=op->nrof; 1204 top->nrof += op->nrof;
1205
1204/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1206/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1205 op->weight = 0; /* Don't want any adjustements now */ 1207 op->weight = 0; /* Don't want any adjustements now */
1206 remove_ob(op); 1208 remove_ob (op);
1207 free_object(op); 1209 free_object (op);
1208 return top; 1210 return top;
1209 } 1211 }
1210 } 1212 }
1213
1211 return NULL; 1214 return 0;
1212} 1215}
1213 1216
1214/* 1217/*
1215 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1218 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1216 * job preparing multi-part monsters 1219 * job preparing multi-part monsters
1217 */ 1220 */
1221object *
1218object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1222insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1223{
1219 object* tmp; 1224 object *tmp;
1225
1220 if (op->head) 1226 if (op->head)
1221 op=op->head; 1227 op = op->head;
1228
1222 for (tmp=op;tmp;tmp=tmp->more){ 1229 for (tmp = op; tmp; tmp = tmp->more)
1230 {
1223 tmp->x=x+tmp->arch->clone.x; 1231 tmp->x = x + tmp->arch->clone.x;
1224 tmp->y=y+tmp->arch->clone.y; 1232 tmp->y = y + tmp->arch->clone.y;
1225 } 1233 }
1234
1226 return insert_ob_in_map (op, m, originator, flag); 1235 return insert_ob_in_map (op, m, originator, flag);
1227} 1236}
1228 1237
1229/* 1238/*
1230 * insert_ob_in_map (op, map, originator, flag): 1239 * insert_ob_in_map (op, map, originator, flag):
1231 * This function inserts the object in the two-way linked list 1240 * This function inserts the object in the two-way linked list
1245 * new object if 'op' was merged with other object 1254 * new object if 'op' was merged with other object
1246 * NULL if 'op' was destroyed 1255 * NULL if 'op' was destroyed
1247 * just 'op' otherwise 1256 * just 'op' otherwise
1248 */ 1257 */
1249 1258
1259object *
1250object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1260insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1251{ 1261{
1252 object *tmp, *top, *floor=NULL; 1262 object *tmp, *top, *floor = NULL;
1253 sint16 x,y; 1263 sint16 x, y;
1254 1264
1255 if (QUERY_FLAG (op, FLAG_FREED)) { 1265 if (QUERY_FLAG (op, FLAG_FREED))
1266 {
1256 LOG (llevError, "Trying to insert freed object!\n"); 1267 LOG (llevError, "Trying to insert freed object!\n");
1268 return NULL;
1269 }
1270
1271 if (m == NULL)
1272 {
1273 char *dump = dump_object (op);
1274 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1275 free (dump);
1276 return op;
1277 }
1278
1279 if (out_of_map (m, op->x, op->y))
1280 {
1281 char *dump = dump_object (op);
1282 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1283#ifdef MANY_CORES
1284 /* Better to catch this here, as otherwise the next use of this object
1285 * is likely to cause a crash. Better to find out where it is getting
1286 * improperly inserted.
1287 */
1288 abort ();
1289#endif
1290 free (dump);
1291 return op;
1292 }
1293
1294 if (!QUERY_FLAG (op, FLAG_REMOVED))
1295 {
1296 char *dump = dump_object (op);
1297 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1298 free (dump);
1299 return op;
1300 }
1301
1302 if (op->more != NULL)
1303 {
1304 /* The part may be on a different map. */
1305
1306 object *more = op->more;
1307
1308 /* We really need the caller to normalize coordinates - if
1309 * we set the map, that doesn't work if the location is within
1310 * a map and this is straddling an edge. So only if coordinate
1311 * is clear wrong do we normalize it.
1312 */
1313 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1314 more->map = get_map_from_coord (m, &more->x, &more->y);
1315 else if (!more->map)
1316 {
1317 /* For backwards compatibility - when not dealing with tiled maps,
1318 * more->map should always point to the parent.
1319 */
1320 more->map = m;
1321 }
1322
1323 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1324 {
1325 if (!op->head)
1326 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1327
1328 return NULL;
1329 }
1330 }
1331
1332 CLEAR_FLAG (op, FLAG_REMOVED);
1333
1334 /* Ideally, the caller figures this out. However, it complicates a lot
1335 * of areas of callers (eg, anything that uses find_free_spot would now
1336 * need extra work
1337 */
1338 op->map = get_map_from_coord (m, &op->x, &op->y);
1339 x = op->x;
1340 y = op->y;
1341
1342 /* this has to be done after we translate the coordinates.
1343 */
1344 if (op->nrof && !(flag & INS_NO_MERGE))
1345 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1346 if (CAN_MERGE (op, tmp))
1347 {
1348 op->nrof += tmp->nrof;
1349 remove_ob (tmp);
1350 free_object (tmp);
1351 }
1352
1353 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1354 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1355
1356 if (!QUERY_FLAG (op, FLAG_ALIVE))
1357 CLEAR_FLAG (op, FLAG_NO_STEAL);
1358
1359 if (flag & INS_BELOW_ORIGINATOR)
1360 {
1361 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1362 {
1363 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1364 abort ();
1365 }
1366
1367 op->above = originator;
1368 op->below = originator->below;
1369
1370 if (op->below)
1371 op->below->above = op;
1372 else
1373 SET_MAP_OB (op->map, op->x, op->y, op);
1374
1375 /* since *below* originator, no need to update top */
1376 originator->below = op;
1377 }
1378 else
1379 {
1380 /* If there are other objects, then */
1381 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1382 {
1383 object *last = NULL;
1384
1385 /*
1386 * If there are multiple objects on this space, we do some trickier handling.
1387 * We've already dealt with merging if appropriate.
1388 * Generally, we want to put the new object on top. But if
1389 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1390 * floor, we want to insert above that and no further.
1391 * Also, if there are spell objects on this space, we stop processing
1392 * once we get to them. This reduces the need to traverse over all of
1393 * them when adding another one - this saves quite a bit of cpu time
1394 * when lots of spells are cast in one area. Currently, it is presumed
1395 * that flying non pickable objects are spell objects.
1396 */
1397
1398 while (top != NULL)
1399 {
1400 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1401 floor = top;
1402
1403 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1404 {
1405 /* We insert above top, so we want this object below this */
1406 top = top->below;
1407 break;
1408 }
1409
1410 last = top;
1411 top = top->above;
1412 }
1413
1414 /* Don't want top to be NULL, so set it to the last valid object */
1415 top = last;
1416
1417 /* We let update_position deal with figuring out what the space
1418 * looks like instead of lots of conditions here.
1419 * makes things faster, and effectively the same result.
1420 */
1421
1422 /* Have object 'fall below' other objects that block view.
1423 * Unless those objects are exits, type 66
1424 * If INS_ON_TOP is used, don't do this processing
1425 * Need to find the object that in fact blocks view, otherwise
1426 * stacking is a bit odd.
1427 */
1428 if (!(flag & INS_ON_TOP) &&
1429 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1430 {
1431 for (last = top; last != floor; last = last->below)
1432 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1433 break;
1434 /* Check to see if we found the object that blocks view,
1435 * and make sure we have a below pointer for it so that
1436 * we can get inserted below this one, which requires we
1437 * set top to the object below us.
1438 */
1439 if (last && last->below && last != floor)
1440 top = last->below;
1441 }
1442 } /* If objects on this space */
1443
1444 if (flag & INS_MAP_LOAD)
1445 top = GET_MAP_TOP (op->map, op->x, op->y);
1446
1447 if (flag & INS_ABOVE_FLOOR_ONLY)
1448 top = floor;
1449
1450 /* Top is the object that our object (op) is going to get inserted above.
1451 */
1452
1453 /* First object on this space */
1454 if (!top)
1455 {
1456 op->above = GET_MAP_OB (op->map, op->x, op->y);
1457
1458 if (op->above)
1459 op->above->below = op;
1460
1461 op->below = NULL;
1462 SET_MAP_OB (op->map, op->x, op->y, op);
1463 }
1464 else
1465 { /* get inserted into the stack above top */
1466 op->above = top->above;
1467
1468 if (op->above)
1469 op->above->below = op;
1470
1471 op->below = top;
1472 top->above = op;
1473 }
1474
1475 if (op->above == NULL)
1476 SET_MAP_TOP (op->map, op->x, op->y, op);
1477 } /* else not INS_BELOW_ORIGINATOR */
1478
1479 if (op->type == PLAYER)
1480 op->contr->do_los = 1;
1481
1482 /* If we have a floor, we know the player, if any, will be above
1483 * it, so save a few ticks and start from there.
1484 */
1485 if (!(flag & INS_MAP_LOAD))
1486 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1487 if (tmp->type == PLAYER)
1488 tmp->contr->socket.update_look = 1;
1489
1490 /* If this object glows, it may affect lighting conditions that are
1491 * visible to others on this map. But update_all_los is really
1492 * an inefficient way to do this, as it means los for all players
1493 * on the map will get recalculated. The players could very well
1494 * be far away from this change and not affected in any way -
1495 * this should get redone to only look for players within range,
1496 * or just updating the P_NEED_UPDATE for spaces within this area
1497 * of effect may be sufficient.
1498 */
1499 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1500 update_all_los (op->map, op->x, op->y);
1501
1502 /* updates flags (blocked, alive, no magic, etc) for this map space */
1503 update_object (op, UP_OBJ_INSERT);
1504
1505 /* Don't know if moving this to the end will break anything. However,
1506 * we want to have update_look set above before calling this.
1507 *
1508 * check_move_on() must be after this because code called from
1509 * check_move_on() depends on correct map flags (so functions like
1510 * blocked() and wall() work properly), and these flags are updated by
1511 * update_object().
1512 */
1513
1514 /* if this is not the head or flag has been passed, don't check walk on status */
1515 if (!(flag & INS_NO_WALK_ON) && !op->head)
1516 {
1517 if (check_move_on (op, originator))
1257 return NULL; 1518 return NULL;
1258 }
1259 if(m==NULL) {
1260 dump_object(op);
1261 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1262 return op;
1263 }
1264 if(out_of_map(m,op->x,op->y)) {
1265 dump_object(op);
1266 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1267#ifdef MANY_CORES
1268 /* Better to catch this here, as otherwise the next use of this object
1269 * is likely to cause a crash. Better to find out where it is getting
1270 * improperly inserted.
1271 */
1272 abort();
1273#endif
1274 return op;
1275 }
1276 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1277 dump_object(op);
1278 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1279 return op;
1280 }
1281 if(op->more!=NULL) {
1282 /* The part may be on a different map. */
1283 1519
1284 object *more = op->more;
1285
1286 /* We really need the caller to normalize coordinates - if
1287 * we set the map, that doesn't work if the location is within
1288 * a map and this is straddling an edge. So only if coordinate
1289 * is clear wrong do we normalize it.
1290 */
1291 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1292 more->map = get_map_from_coord(m, &more->x, &more->y);
1293 } else if (!more->map) {
1294 /* For backwards compatibility - when not dealing with tiled maps,
1295 * more->map should always point to the parent.
1296 */
1297 more->map = m;
1298 }
1299
1300 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1301 if ( ! op->head)
1302 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1303 return NULL;
1304 }
1305 }
1306 CLEAR_FLAG(op,FLAG_REMOVED);
1307
1308 /* Ideally, the caller figures this out. However, it complicates a lot
1309 * of areas of callers (eg, anything that uses find_free_spot would now
1310 * need extra work
1311 */
1312 op->map=get_map_from_coord(m, &op->x, &op->y);
1313 x = op->x;
1314 y = op->y;
1315
1316 /* this has to be done after we translate the coordinates.
1317 */
1318 if(op->nrof && !(flag & INS_NO_MERGE)) {
1319 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1320 if (CAN_MERGE(op,tmp)) {
1321 op->nrof+=tmp->nrof;
1322 remove_ob(tmp);
1323 free_object(tmp);
1324 }
1325 }
1326
1327 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1328 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1329 if (!QUERY_FLAG(op, FLAG_ALIVE))
1330 CLEAR_FLAG(op, FLAG_NO_STEAL);
1331
1332 if (flag & INS_BELOW_ORIGINATOR) {
1333 if (originator->map != op->map || originator->x != op->x ||
1334 originator->y != op->y) {
1335 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1336 abort();
1337 }
1338 op->above = originator;
1339 op->below = originator->below;
1340 if (op->below) op->below->above = op;
1341 else SET_MAP_OB(op->map, op->x, op->y, op);
1342 /* since *below* originator, no need to update top */
1343 originator->below = op;
1344 } else {
1345 /* If there are other objects, then */
1346 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1347 object *last=NULL;
1348 /*
1349 * If there are multiple objects on this space, we do some trickier handling.
1350 * We've already dealt with merging if appropriate.
1351 * Generally, we want to put the new object on top. But if
1352 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1353 * floor, we want to insert above that and no further.
1354 * Also, if there are spell objects on this space, we stop processing
1355 * once we get to them. This reduces the need to traverse over all of
1356 * them when adding another one - this saves quite a bit of cpu time
1357 * when lots of spells are cast in one area. Currently, it is presumed
1358 * that flying non pickable objects are spell objects.
1359 */
1360
1361 while (top != NULL) {
1362 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1363 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1364 if (QUERY_FLAG(top, FLAG_NO_PICK)
1365 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1366 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1367 {
1368 /* We insert above top, so we want this object below this */
1369 top=top->below;
1370 break;
1371 }
1372 last = top;
1373 top = top->above;
1374 }
1375 /* Don't want top to be NULL, so set it to the last valid object */
1376 top = last;
1377
1378 /* We let update_position deal with figuring out what the space
1379 * looks like instead of lots of conditions here.
1380 * makes things faster, and effectively the same result.
1381 */
1382
1383 /* Have object 'fall below' other objects that block view.
1384 * Unless those objects are exits, type 66
1385 * If INS_ON_TOP is used, don't do this processing
1386 * Need to find the object that in fact blocks view, otherwise
1387 * stacking is a bit odd.
1388 */
1389 if (!(flag & INS_ON_TOP) &&
1390 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1391 (op->face && !op->face->visibility)) {
1392 for (last=top; last != floor; last=last->below)
1393 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1394 /* Check to see if we found the object that blocks view,
1395 * and make sure we have a below pointer for it so that
1396 * we can get inserted below this one, which requires we
1397 * set top to the object below us.
1398 */
1399 if (last && last->below && last != floor) top=last->below;
1400 }
1401 } /* If objects on this space */
1402 if (flag & INS_MAP_LOAD)
1403 top = GET_MAP_TOP(op->map,op->x,op->y);
1404 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1405
1406 /* Top is the object that our object (op) is going to get inserted above.
1407 */
1408
1409 /* First object on this space */
1410 if (!top) {
1411 op->above = GET_MAP_OB(op->map, op->x, op->y);
1412 if (op->above) op->above->below = op;
1413 op->below = NULL;
1414 SET_MAP_OB(op->map, op->x, op->y, op);
1415 } else { /* get inserted into the stack above top */
1416 op->above = top->above;
1417 if (op->above) op->above->below = op;
1418 op->below = top;
1419 top->above = op;
1420 }
1421 if (op->above==NULL)
1422 SET_MAP_TOP(op->map,op->x, op->y, op);
1423 } /* else not INS_BELOW_ORIGINATOR */
1424
1425 if(op->type==PLAYER)
1426 op->contr->do_los=1;
1427
1428 /* If we have a floor, we know the player, if any, will be above
1429 * it, so save a few ticks and start from there.
1430 */
1431 if (!(flag & INS_MAP_LOAD))
1432 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1433 if (tmp->type == PLAYER)
1434 tmp->contr->socket.update_look=1;
1435 }
1436
1437 /* If this object glows, it may affect lighting conditions that are
1438 * visible to others on this map. But update_all_los is really
1439 * an inefficient way to do this, as it means los for all players
1440 * on the map will get recalculated. The players could very well
1441 * be far away from this change and not affected in any way -
1442 * this should get redone to only look for players within range,
1443 * or just updating the P_NEED_UPDATE for spaces within this area
1444 * of effect may be sufficient.
1445 */
1446 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1447 update_all_los(op->map, op->x, op->y);
1448
1449
1450 /* updates flags (blocked, alive, no magic, etc) for this map space */
1451 update_object(op,UP_OBJ_INSERT);
1452
1453
1454 /* Don't know if moving this to the end will break anything. However,
1455 * we want to have update_look set above before calling this.
1456 *
1457 * check_move_on() must be after this because code called from
1458 * check_move_on() depends on correct map flags (so functions like
1459 * blocked() and wall() work properly), and these flags are updated by
1460 * update_object().
1461 */
1462
1463 /* if this is not the head or flag has been passed, don't check walk on status */
1464
1465 if (!(flag & INS_NO_WALK_ON) && !op->head) {
1466 if (check_move_on(op, originator))
1467 return NULL;
1468
1469 /* If we are a multi part object, lets work our way through the check 1520 /* If we are a multi part object, lets work our way through the check
1470 * walk on's. 1521 * walk on's.
1471 */ 1522 */
1472 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1523 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1473 if (check_move_on (tmp, originator)) 1524 if (check_move_on (tmp, originator))
1474 return NULL; 1525 return NULL;
1475 } 1526 }
1527
1476 return op; 1528 return op;
1477} 1529}
1478 1530
1479/* this function inserts an object in the map, but if it 1531/* this function inserts an object in the map, but if it
1480 * finds an object of its own type, it'll remove that one first. 1532 * finds an object of its own type, it'll remove that one first.
1481 * op is the object to insert it under: supplies x and the map. 1533 * op is the object to insert it under: supplies x and the map.
1482 */ 1534 */
1535void
1483void replace_insert_ob_in_map(const char *arch_string, object *op) { 1536replace_insert_ob_in_map (const char *arch_string, object *op)
1537{
1484 object *tmp; 1538 object *
1485 object *tmp1; 1539 tmp;
1540 object *
1541 tmp1;
1486 1542
1487 /* first search for itself and remove any old instances */ 1543 /* first search for itself and remove any old instances */
1488 1544
1489 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1545 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1546 {
1490 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1547 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1548 {
1491 remove_ob(tmp); 1549 remove_ob (tmp);
1492 free_object(tmp); 1550 free_object (tmp);
1493 } 1551 }
1494 } 1552 }
1495 1553
1496 tmp1=arch_to_object(find_archetype(arch_string)); 1554 tmp1 = arch_to_object (archetype::find (arch_string));
1497 1555
1498 1556 tmp1->x = op->x;
1499 tmp1->x = op->x; tmp1->y = op->y; 1557 tmp1->y = op->y;
1500 insert_ob_in_map(tmp1,op->map,op,0); 1558 insert_ob_in_map (tmp1, op->map, op, 0);
1501} 1559}
1502 1560
1503/* 1561/*
1504 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1562 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1505 * is returned contains nr objects, and the remaining parts contains 1563 * is returned contains nr objects, and the remaining parts contains
1506 * the rest (or is removed and freed if that number is 0). 1564 * the rest (or is removed and freed if that number is 0).
1507 * On failure, NULL is returned, and the reason put into the 1565 * On failure, NULL is returned, and the reason put into the
1508 * global static errmsg array. 1566 * global static errmsg array.
1509 */ 1567 */
1510 1568
1569object *
1511object *get_split_ob(object *orig_ob, uint32 nr) { 1570get_split_ob (object *orig_ob, uint32 nr)
1512 object *newob; 1571{
1572 object *
1573 newob;
1574 int
1513 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1575 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1514 1576
1515 if(orig_ob->nrof<nr) { 1577 if (orig_ob->nrof < nr)
1516 sprintf(errmsg,"There are only %d %ss.", 1578 {
1517 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1579 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1518 return NULL; 1580 return NULL;
1519 } 1581 }
1582
1520 newob = object_create_clone(orig_ob); 1583 newob = object_create_clone (orig_ob);
1584
1521 if((orig_ob->nrof-=nr)<1) { 1585 if ((orig_ob->nrof -= nr) < 1)
1586 {
1522 if ( ! is_removed) 1587 if (!is_removed)
1523 remove_ob(orig_ob); 1588 remove_ob (orig_ob);
1524 free_object2(orig_ob, 1); 1589 free_object2 (orig_ob, 1);
1525 } 1590 }
1526 else if ( ! is_removed) { 1591 else if (!is_removed)
1592 {
1527 if(orig_ob->env!=NULL) 1593 if (orig_ob->env != NULL)
1528 sub_weight (orig_ob->env,orig_ob->weight*nr); 1594 sub_weight (orig_ob->env, orig_ob->weight * nr);
1529 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1595 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1596 {
1530 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1597 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1531 LOG(llevDebug,
1532 "Error, Tried to split object whose map is not in memory.\n"); 1598 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1533 return NULL; 1599 return NULL;
1534 } 1600 }
1535 } 1601 }
1602
1536 newob->nrof=nr; 1603 newob->nrof = nr;
1537 1604
1538 return newob; 1605 return newob;
1539} 1606}
1540 1607
1541/* 1608/*
1542 * decrease_ob_nr(object, number) decreases a specified number from 1609 * decrease_ob_nr(object, number) decreases a specified number from
1543 * the amount of an object. If the amount reaches 0, the object 1610 * the amount of an object. If the amount reaches 0, the object
1544 * is subsequently removed and freed. 1611 * is subsequently removed and freed.
1545 * 1612 *
1546 * Return value: 'op' if something is left, NULL if the amount reached 0 1613 * Return value: 'op' if something is left, NULL if the amount reached 0
1547 */ 1614 */
1548 1615
1616object *
1549object *decrease_ob_nr (object *op, uint32 i) 1617decrease_ob_nr (object *op, uint32 i)
1550{ 1618{
1551 object *tmp; 1619 object *tmp;
1552 player *pl; 1620 player *pl;
1553 1621
1554 if (i == 0) /* objects with op->nrof require this check */ 1622 if (i == 0) /* objects with op->nrof require this check */
1555 return op; 1623 return op;
1556 1624
1557 if (i > op->nrof) 1625 if (i > op->nrof)
1558 i = op->nrof; 1626 i = op->nrof;
1559 1627
1560 if (QUERY_FLAG (op, FLAG_REMOVED)) 1628 if (QUERY_FLAG (op, FLAG_REMOVED))
1629 op->nrof -= i;
1630 else if (op->env != NULL)
1631 {
1632 /* is this object in the players inventory, or sub container
1633 * therein?
1634 */
1635 tmp = is_player_inv (op->env);
1636 /* nope. Is this a container the player has opened?
1637 * If so, set tmp to that player.
1638 * IMO, searching through all the players will mostly
1639 * likely be quicker than following op->env to the map,
1640 * and then searching the map for a player.
1641 */
1642 if (!tmp)
1643 {
1644 for (pl = first_player; pl; pl = pl->next)
1645 if (pl->ob->container == op->env)
1646 break;
1647 if (pl)
1648 tmp = pl->ob;
1649 else
1650 tmp = NULL;
1651 }
1652
1653 if (i < op->nrof)
1654 {
1655 sub_weight (op->env, op->weight * i);
1656 op->nrof -= i;
1657 if (tmp)
1658 {
1659 esrv_send_item (tmp, op);
1660 }
1661 }
1662 else
1663 {
1664 remove_ob (op);
1665 op->nrof = 0;
1666 if (tmp)
1667 {
1668 esrv_del_item (tmp->contr, op->count);
1669 }
1670 }
1561 { 1671 }
1672 else
1673 {
1674 object *above = op->above;
1675
1676 if (i < op->nrof)
1562 op->nrof -= i; 1677 op->nrof -= i;
1563 } 1678 else
1564 else if (op->env != NULL)
1565 {
1566 /* is this object in the players inventory, or sub container
1567 * therein?
1568 */
1569 tmp = is_player_inv (op->env);
1570 /* nope. Is this a container the player has opened?
1571 * If so, set tmp to that player.
1572 * IMO, searching through all the players will mostly
1573 * likely be quicker than following op->env to the map,
1574 * and then searching the map for a player.
1575 */
1576 if (!tmp) {
1577 for (pl=first_player; pl; pl=pl->next)
1578 if (pl->ob->container == op->env) break;
1579 if (pl) tmp=pl->ob;
1580 else tmp=NULL;
1581 } 1679 {
1582
1583 if (i < op->nrof) {
1584 sub_weight (op->env, op->weight * i);
1585 op->nrof -= i;
1586 if (tmp) {
1587 esrv_send_item(tmp, op);
1588 }
1589 } else {
1590 remove_ob (op); 1680 remove_ob (op);
1591 op->nrof = 0; 1681 op->nrof = 0;
1592 if (tmp) {
1593 esrv_del_item(tmp->contr, op->count);
1594 } 1682 }
1595 }
1596 }
1597 else
1598 {
1599 object *above = op->above;
1600 1683
1601 if (i < op->nrof) {
1602 op->nrof -= i;
1603 } else {
1604 remove_ob (op);
1605 op->nrof = 0;
1606 }
1607 /* Since we just removed op, op->above is null */ 1684 /* Since we just removed op, op->above is null */
1608 for (tmp = above; tmp != NULL; tmp = tmp->above) 1685 for (tmp = above; tmp != NULL; tmp = tmp->above)
1609 if (tmp->type == PLAYER) { 1686 if (tmp->type == PLAYER)
1687 {
1610 if (op->nrof) 1688 if (op->nrof)
1611 esrv_send_item(tmp, op); 1689 esrv_send_item (tmp, op);
1612 else 1690 else
1613 esrv_del_item(tmp->contr, op->count); 1691 esrv_del_item (tmp->contr, op->count);
1614 } 1692 }
1615 } 1693 }
1616 1694
1617 if (op->nrof) { 1695 if (op->nrof)
1618 return op; 1696 return op;
1619 } else { 1697 else
1698 {
1620 free_object (op); 1699 free_object (op);
1621 return NULL; 1700 return NULL;
1622 } 1701 }
1623} 1702}
1624 1703
1625/* 1704/*
1626 * add_weight(object, weight) adds the specified weight to an object, 1705 * add_weight(object, weight) adds the specified weight to an object,
1627 * and also updates how much the environment(s) is/are carrying. 1706 * and also updates how much the environment(s) is/are carrying.
1628 */ 1707 */
1629 1708
1709void
1630void add_weight (object *op, signed long weight) { 1710add_weight (object *op, signed long weight)
1711{
1631 while (op!=NULL) { 1712 while (op != NULL)
1713 {
1632 if (op->type == CONTAINER) { 1714 if (op->type == CONTAINER)
1633 weight=(signed long)(weight*(100-op->stats.Str)/100); 1715 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1634 } 1716
1635 op->carrying+=weight; 1717 op->carrying += weight;
1636 op=op->env; 1718 op = op->env;
1637 } 1719 }
1638} 1720}
1639 1721
1722object *
1723insert_ob_in_ob (object *op, object *where)
1724{
1725 if (!where)
1726 {
1727 char *dump = dump_object (op);
1728 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1729 free (dump);
1730 return op;
1731 }
1732
1733 if (where->head)
1734 {
1735 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1736 where = where->head;
1737 }
1738
1739 return where->insert (op);
1740}
1741
1640/* 1742/*
1641 * insert_ob_in_ob(op,environment): 1743 * env->insert (op)
1642 * This function inserts the object op in the linked list 1744 * This function inserts the object op in the linked list
1643 * inside the object environment. 1745 * inside the object environment.
1644 * 1746 *
1645 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1646 * the inventory at the last position or next to other objects of the same
1647 * type.
1648 * Frank: Now sorted by type, archetype and magic!
1649 *
1650 * The function returns now pointer to inserted item, and return value can 1747 * The function returns now pointer to inserted item, and return value can
1651 * be != op, if items are merged. -Tero 1748 * be != op, if items are merged. -Tero
1652 */ 1749 */
1653 1750
1654object *insert_ob_in_ob(object *op,object *where) { 1751object *
1752object::insert (object *op)
1753{
1655 object *tmp, *otmp; 1754 object *tmp, *otmp;
1656 1755
1657 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1756 if (!QUERY_FLAG (op, FLAG_REMOVED))
1658 dump_object(op); 1757 op->remove ();
1659 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1758
1660 return op;
1661 }
1662 if(where==NULL) {
1663 dump_object(op);
1664 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1665 return op;
1666 }
1667 if (where->head) {
1668 LOG(llevDebug,
1669 "Warning: Tried to insert object wrong part of multipart object.\n");
1670 where = where->head;
1671 }
1672 if (op->more) { 1759 if (op->more)
1760 {
1673 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1761 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1674 &op->name, op->count);
1675 return op; 1762 return op;
1676 } 1763 }
1764
1677 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1765 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1678 CLEAR_FLAG(op, FLAG_REMOVED); 1766 CLEAR_FLAG (op, FLAG_REMOVED);
1679 if(op->nrof) { 1767 if (op->nrof)
1768 {
1680 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1769 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1681 if ( CAN_MERGE(tmp,op) ) { 1770 if (CAN_MERGE (tmp, op))
1771 {
1682 /* return the original object and remove inserted object 1772 /* return the original object and remove inserted object
1683 (client needs the original object) */ 1773 (client needs the original object) */
1684 tmp->nrof += op->nrof; 1774 tmp->nrof += op->nrof;
1685 /* Weight handling gets pretty funky. Since we are adding to 1775 /* Weight handling gets pretty funky. Since we are adding to
1686 * tmp->nrof, we need to increase the weight. 1776 * tmp->nrof, we need to increase the weight.
1687 */ 1777 */
1688 add_weight (where, op->weight*op->nrof); 1778 add_weight (this, op->weight * op->nrof);
1689 SET_FLAG(op, FLAG_REMOVED); 1779 SET_FLAG (op, FLAG_REMOVED);
1690 free_object(op); /* free the inserted object */ 1780 op->destroy (); /* free the inserted object */
1691 op = tmp; 1781 op = tmp;
1692 remove_ob (op); /* and fix old object's links */ 1782 op->remove (); /* and fix old object's links */
1693 CLEAR_FLAG(op, FLAG_REMOVED); 1783 CLEAR_FLAG (op, FLAG_REMOVED);
1694 break; 1784 break;
1695 } 1785 }
1696 1786
1697 /* I assume combined objects have no inventory 1787 /* I assume combined objects have no inventory
1698 * We add the weight - this object could have just been removed 1788 * We add the weight - this object could have just been removed
1699 * (if it was possible to merge). calling remove_ob will subtract 1789 * (if it was possible to merge). calling remove_ob will subtract
1700 * the weight, so we need to add it in again, since we actually do 1790 * the weight, so we need to add it in again, since we actually do
1701 * the linking below 1791 * the linking below
1702 */ 1792 */
1703 add_weight (where, op->weight*op->nrof); 1793 add_weight (this, op->weight * op->nrof);
1794 }
1704 } else 1795 else
1705 add_weight (where, (op->weight+op->carrying)); 1796 add_weight (this, (op->weight + op->carrying));
1706 1797
1707 otmp=is_player_inv(where); 1798 otmp = is_player_inv (this);
1708 if (otmp&&otmp->contr!=NULL) { 1799 if (otmp && otmp->contr)
1709 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1800 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1710 fix_player(otmp); 1801 fix_player (otmp);
1711 }
1712 1802
1713 op->map=NULL; 1803 op->map = NULL;
1714 op->env=where; 1804 op->env = this;
1715 op->above=NULL; 1805 op->above = NULL;
1716 op->below=NULL; 1806 op->below = NULL;
1717 op->x=0,op->y=0; 1807 op->x = 0, op->y = 0;
1718 1808
1719 /* reset the light list and los of the players on the map */ 1809 /* reset the light list and los of the players on the map */
1720 if((op->glow_radius!=0)&&where->map) 1810 if ((op->glow_radius != 0) && map)
1721 { 1811 {
1722#ifdef DEBUG_LIGHTS 1812#ifdef DEBUG_LIGHTS
1723 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1813 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1724 op->name);
1725#endif /* DEBUG_LIGHTS */ 1814#endif /* DEBUG_LIGHTS */
1726 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1815 if (MAP_DARKNESS (map))
1816 update_all_los (map, x, y);
1727 } 1817 }
1728 1818
1729 /* Client has no idea of ordering so lets not bother ordering it here. 1819 /* Client has no idea of ordering so lets not bother ordering it here.
1730 * It sure simplifies this function... 1820 * It sure simplifies this function...
1731 */ 1821 */
1732 if (where->inv==NULL) 1822 if (!inv)
1733 where->inv=op; 1823 inv = op;
1734 else { 1824 else
1825 {
1735 op->below = where->inv; 1826 op->below = inv;
1736 op->below->above = op; 1827 op->below->above = op;
1737 where->inv = op; 1828 inv = op;
1738 } 1829 }
1830
1739 return op; 1831 return op;
1740} 1832}
1741 1833
1742/* 1834/*
1743 * Checks if any objects has a move_type that matches objects 1835 * Checks if any objects has a move_type that matches objects
1758 * MSW 2001-07-08: Check all objects on space, not just those below 1850 * MSW 2001-07-08: Check all objects on space, not just those below
1759 * object being inserted. insert_ob_in_map may not put new objects 1851 * object being inserted. insert_ob_in_map may not put new objects
1760 * on top. 1852 * on top.
1761 */ 1853 */
1762 1854
1855int
1763int check_move_on (object *op, object *originator) 1856check_move_on (object *op, object *originator)
1764{ 1857{
1765 object *tmp; 1858 object *tmp;
1766 tag_t tag;
1767 mapstruct *m=op->map; 1859 maptile *m = op->map;
1768 int x=op->x, y=op->y; 1860 int x = op->x, y = op->y;
1861
1769 MoveType move_on, move_slow, move_block; 1862 MoveType move_on, move_slow, move_block;
1770 1863
1771 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1864 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1772 return 0; 1865 return 0;
1773 1866
1774 tag = op->count;
1775
1776 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1867 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1777 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1868 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1778 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1869 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1779 1870
1780 /* if nothing on this space will slow op down or be applied, 1871 /* if nothing on this space will slow op down or be applied,
1781 * no need to do checking below. have to make sure move_type 1872 * no need to do checking below. have to make sure move_type
1782 * is set, as lots of objects don't have it set - we treat that 1873 * is set, as lots of objects don't have it set - we treat that
1783 * as walking. 1874 * as walking.
1784 */ 1875 */
1785 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1876 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1786 return 0; 1877 return 0;
1787 1878
1788 /* This is basically inverse logic of that below - basically, 1879 /* This is basically inverse logic of that below - basically,
1789 * if the object can avoid the move on or slow move, they do so, 1880 * if the object can avoid the move on or slow move, they do so,
1790 * but can't do it if the alternate movement they are using is 1881 * but can't do it if the alternate movement they are using is
1791 * blocked. Logic on this seems confusing, but does seem correct. 1882 * blocked. Logic on this seems confusing, but does seem correct.
1792 */ 1883 */
1793 if ((op->move_type & ~move_on & ~move_block) != 0 && 1884 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1794 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1885 return 0;
1795 1886
1796 /* The objects have to be checked from top to bottom. 1887 /* The objects have to be checked from top to bottom.
1797 * Hence, we first go to the top: 1888 * Hence, we first go to the top:
1798 */ 1889 */
1799 1890
1800 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1891 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1801 tmp->above!=NULL; tmp=tmp->above) { 1892 {
1802 /* Trim the search when we find the first other spell effect 1893 /* Trim the search when we find the first other spell effect
1803 * this helps performance so that if a space has 50 spell objects, 1894 * this helps performance so that if a space has 50 spell objects,
1804 * we don't need to check all of them. 1895 * we don't need to check all of them.
1805 */ 1896 */
1806 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1897 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1898 break;
1899 }
1900
1901 for (; tmp; tmp = tmp->below)
1807 } 1902 {
1808 for(;tmp!=NULL; tmp=tmp->below) { 1903 if (tmp == op)
1809 if (tmp == op) continue; /* Can't apply yourself */ 1904 continue; /* Can't apply yourself */
1810 1905
1811 /* Check to see if one of the movement types should be slowed down. 1906 /* Check to see if one of the movement types should be slowed down.
1812 * Second check makes sure that the movement types not being slowed 1907 * Second check makes sure that the movement types not being slowed
1813 * (~slow_move) is not blocked on this space - just because the 1908 * (~slow_move) is not blocked on this space - just because the
1814 * space doesn't slow down swimming (for example), if you can't actually 1909 * space doesn't slow down swimming (for example), if you can't actually
1815 * swim on that space, can't use it to avoid the penalty. 1910 * swim on that space, can't use it to avoid the penalty.
1816 */ 1911 */
1817 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1912 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1913 {
1818 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1914 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1819 ((op->move_type & tmp->move_slow) &&
1820 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1915 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1916 {
1821 1917
1822 float diff; 1918 float
1823
1824 diff = tmp->move_slow_penalty*FABS(op->speed); 1919 diff = tmp->move_slow_penalty * FABS (op->speed);
1920
1825 if (op->type == PLAYER) { 1921 if (op->type == PLAYER)
1826 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1922 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1827 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1923 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1828 diff /= 4.0; 1924 diff /= 4.0;
1829 } 1925
1830 }
1831 op->speed_left -= diff; 1926 op->speed_left -= diff;
1832 } 1927 }
1833 } 1928 }
1834 1929
1835 /* Basically same logic as above, except now for actual apply. */ 1930 /* Basically same logic as above, except now for actual apply. */
1836 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1931 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1837 ((op->move_type & tmp->move_on) &&
1838 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1932 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1839 1933 {
1840 move_apply(tmp, op, originator); 1934 move_apply (tmp, op, originator);
1935
1841 if (was_destroyed (op, tag)) 1936 if (op->destroyed ())
1842 return 1; 1937 return 1;
1843 1938
1844 /* what the person/creature stepped onto has moved the object 1939 /* what the person/creature stepped onto has moved the object
1845 * someplace new. Don't process any further - if we did, 1940 * someplace new. Don't process any further - if we did,
1846 * have a feeling strange problems would result. 1941 * have a feeling strange problems would result.
1847 */ 1942 */
1848 if (op->map != m || op->x != x || op->y != y) return 0; 1943 if (op->map != m || op->x != x || op->y != y)
1944 return 0;
1849 } 1945 }
1850 } 1946 }
1947
1851 return 0; 1948 return 0;
1852} 1949}
1853 1950
1854/* 1951/*
1855 * present_arch(arch, map, x, y) searches for any objects with 1952 * present_arch(arch, map, x, y) searches for any objects with
1856 * a matching archetype at the given map and coordinates. 1953 * a matching archetype at the given map and coordinates.
1857 * The first matching object is returned, or NULL if none. 1954 * The first matching object is returned, or NULL if none.
1858 */ 1955 */
1859 1956
1957object *
1860object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1958present_arch (const archetype *at, maptile *m, int x, int y)
1959{
1861 object *tmp; 1960 object *
1961 tmp;
1962
1862 if(m==NULL || out_of_map(m,x,y)) { 1963 if (m == NULL || out_of_map (m, x, y))
1964 {
1863 LOG(llevError,"Present_arch called outside map.\n"); 1965 LOG (llevError, "Present_arch called outside map.\n");
1864 return NULL; 1966 return NULL;
1865 } 1967 }
1866 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1968 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1867 if(tmp->arch == at) 1969 if (tmp->arch == at)
1868 return tmp; 1970 return tmp;
1869 return NULL; 1971 return NULL;
1870} 1972}
1871 1973
1872/* 1974/*
1873 * present(type, map, x, y) searches for any objects with 1975 * present(type, map, x, y) searches for any objects with
1874 * a matching type variable at the given map and coordinates. 1976 * a matching type variable at the given map and coordinates.
1875 * The first matching object is returned, or NULL if none. 1977 * The first matching object is returned, or NULL if none.
1876 */ 1978 */
1877 1979
1980object *
1878object *present(unsigned char type,mapstruct *m, int x,int y) { 1981present (unsigned char type, maptile *m, int x, int y)
1982{
1879 object *tmp; 1983 object *
1984 tmp;
1985
1880 if(out_of_map(m,x,y)) { 1986 if (out_of_map (m, x, y))
1987 {
1881 LOG(llevError,"Present called outside map.\n"); 1988 LOG (llevError, "Present called outside map.\n");
1882 return NULL; 1989 return NULL;
1883 } 1990 }
1884 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1991 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1885 if(tmp->type==type) 1992 if (tmp->type == type)
1886 return tmp; 1993 return tmp;
1887 return NULL; 1994 return NULL;
1888} 1995}
1889 1996
1890/* 1997/*
1891 * present_in_ob(type, object) searches for any objects with 1998 * present_in_ob(type, object) searches for any objects with
1892 * a matching type variable in the inventory of the given object. 1999 * a matching type variable in the inventory of the given object.
1893 * The first matching object is returned, or NULL if none. 2000 * The first matching object is returned, or NULL if none.
1894 */ 2001 */
1895 2002
2003object *
1896object *present_in_ob(unsigned char type, const object *op) { 2004present_in_ob (unsigned char type, const object *op)
2005{
1897 object *tmp; 2006 object *
2007 tmp;
2008
1898 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2009 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1899 if(tmp->type==type) 2010 if (tmp->type == type)
1900 return tmp; 2011 return tmp;
1901 return NULL; 2012 return NULL;
1902} 2013}
1903 2014
1904/* 2015/*
1914 * the object name, not the archetype name. this is so that the 2025 * the object name, not the archetype name. this is so that the
1915 * spell code can use one object type (force), but change it's name 2026 * spell code can use one object type (force), but change it's name
1916 * to be unique. 2027 * to be unique.
1917 */ 2028 */
1918 2029
2030object *
1919object *present_in_ob_by_name(int type, const char *str, const object *op) { 2031present_in_ob_by_name (int type, const char *str, const object *op)
2032{
1920 object *tmp; 2033 object *
2034 tmp;
1921 2035
1922 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2036 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2037 {
1923 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2038 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1924 return tmp; 2039 return tmp;
1925 } 2040 }
1926 return NULL; 2041 return NULL;
1927} 2042}
1928 2043
1929/* 2044/*
1930 * present_arch_in_ob(archetype, object) searches for any objects with 2045 * present_arch_in_ob(archetype, object) searches for any objects with
1931 * a matching archetype in the inventory of the given object. 2046 * a matching archetype in the inventory of the given object.
1932 * The first matching object is returned, or NULL if none. 2047 * The first matching object is returned, or NULL if none.
1933 */ 2048 */
1934 2049
2050object *
1935object *present_arch_in_ob(const archetype *at, const object *op) { 2051present_arch_in_ob (const archetype *at, const object *op)
2052{
1936 object *tmp; 2053 object *
2054 tmp;
2055
1937 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2056 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1938 if( tmp->arch == at) 2057 if (tmp->arch == at)
1939 return tmp; 2058 return tmp;
1940 return NULL; 2059 return NULL;
1941} 2060}
1942 2061
1943/* 2062/*
1944 * activate recursively a flag on an object inventory 2063 * activate recursively a flag on an object inventory
1945 */ 2064 */
2065void
1946void flag_inv(object*op, int flag){ 2066flag_inv (object *op, int flag)
2067{
1947 object *tmp; 2068 object *
2069 tmp;
2070
1948 if(op->inv) 2071 if (op->inv)
1949 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2072 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2073 {
1950 SET_FLAG(tmp, flag); 2074 SET_FLAG (tmp, flag);
1951 flag_inv(tmp,flag); 2075 flag_inv (tmp, flag);
1952 } 2076 }
1953}/* 2077} /*
1954 * desactivate recursively a flag on an object inventory 2078 * desactivate recursively a flag on an object inventory
1955 */ 2079 */
2080void
1956void unflag_inv(object*op, int flag){ 2081unflag_inv (object *op, int flag)
2082{
1957 object *tmp; 2083 object *
2084 tmp;
2085
1958 if(op->inv) 2086 if (op->inv)
1959 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2087 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2088 {
1960 CLEAR_FLAG(tmp, flag); 2089 CLEAR_FLAG (tmp, flag);
1961 unflag_inv(tmp,flag); 2090 unflag_inv (tmp, flag);
1962 } 2091 }
1963} 2092}
1964 2093
1965/* 2094/*
1966 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2095 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1967 * all it's inventory (recursively). 2096 * all it's inventory (recursively).
1968 * If checksums are used, a player will get set_cheat called for 2097 * If checksums are used, a player will get set_cheat called for
1969 * him/her-self and all object carried by a call to this function. 2098 * him/her-self and all object carried by a call to this function.
1970 */ 2099 */
1971 2100
2101void
1972void set_cheat(object *op) { 2102set_cheat (object *op)
2103{
1973 SET_FLAG(op, FLAG_WAS_WIZ); 2104 SET_FLAG (op, FLAG_WAS_WIZ);
1974 flag_inv(op, FLAG_WAS_WIZ); 2105 flag_inv (op, FLAG_WAS_WIZ);
1975} 2106}
1976 2107
1977/* 2108/*
1978 * find_free_spot(object, map, x, y, start, stop) will search for 2109 * find_free_spot(object, map, x, y, start, stop) will search for
1979 * a spot at the given map and coordinates which will be able to contain 2110 * a spot at the given map and coordinates which will be able to contain
1994 * to know if the space in question will block the object. We can't use 2125 * to know if the space in question will block the object. We can't use
1995 * the archetype because that isn't correct if the monster has been 2126 * the archetype because that isn't correct if the monster has been
1996 * customized, changed states, etc. 2127 * customized, changed states, etc.
1997 */ 2128 */
1998 2129
2130int
1999int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2131find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2132{
2133 int
2134 i,
2000 int i,index=0, flag; 2135 index = 0, flag;
2136 static int
2001 static int altern[SIZEOFFREE]; 2137 altern[SIZEOFFREE];
2002 2138
2003 for(i=start;i<stop;i++) { 2139 for (i = start; i < stop; i++)
2140 {
2004 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2141 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2005 if(!flag) 2142 if (!flag)
2006 altern[index++]=i; 2143 altern[index++] = i;
2007 2144
2008 /* Basically, if we find a wall on a space, we cut down the search size. 2145 /* Basically, if we find a wall on a space, we cut down the search size.
2009 * In this way, we won't return spaces that are on another side of a wall. 2146 * In this way, we won't return spaces that are on another side of a wall.
2010 * This mostly work, but it cuts down the search size in all directions - 2147 * This mostly work, but it cuts down the search size in all directions -
2011 * if the space being examined only has a wall to the north and empty 2148 * if the space being examined only has a wall to the north and empty
2012 * spaces in all the other directions, this will reduce the search space 2149 * spaces in all the other directions, this will reduce the search space
2013 * to only the spaces immediately surrounding the target area, and 2150 * to only the spaces immediately surrounding the target area, and
2014 * won't look 2 spaces south of the target space. 2151 * won't look 2 spaces south of the target space.
2015 */ 2152 */
2016 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2153 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2017 stop=maxfree[i]; 2154 stop = maxfree[i];
2018 } 2155 }
2019 if(!index) return -1; 2156 if (!index)
2157 return -1;
2020 return altern[RANDOM()%index]; 2158 return altern[RANDOM () % index];
2021} 2159}
2022 2160
2023/* 2161/*
2024 * find_first_free_spot(archetype, mapstruct, x, y) works like 2162 * find_first_free_spot(archetype, maptile, x, y) works like
2025 * find_free_spot(), but it will search max number of squares. 2163 * find_free_spot(), but it will search max number of squares.
2026 * But it will return the first available spot, not a random choice. 2164 * But it will return the first available spot, not a random choice.
2027 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2165 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2028 */ 2166 */
2029 2167
2168int
2030int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2169find_first_free_spot (const object *ob, maptile *m, int x, int y)
2170{
2171 int
2031 int i; 2172 i;
2173
2032 for(i=0;i<SIZEOFFREE;i++) { 2174 for (i = 0; i < SIZEOFFREE; i++)
2175 {
2033 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2176 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2034 return i; 2177 return i;
2035 } 2178 }
2036 return -1; 2179 return -1;
2037} 2180}
2038 2181
2039/* 2182/*
2040 * The function permute(arr, begin, end) randomly reorders the array 2183 * The function permute(arr, begin, end) randomly reorders the array
2041 * arr[begin..end-1]. 2184 * arr[begin..end-1].
2042 */ 2185 */
2186static void
2043static void permute(int *arr, int begin, int end) 2187permute (int *arr, int begin, int end)
2044{ 2188{
2045 int i, j, tmp, len; 2189 int
2190 i,
2191 j,
2192 tmp,
2193 len;
2046 2194
2047 len = end-begin; 2195 len = end - begin;
2048 for(i = begin; i < end; i++) 2196 for (i = begin; i < end; i++)
2049 { 2197 {
2050 j = begin+RANDOM()%len; 2198 j = begin + RANDOM () % len;
2051 2199
2052 tmp = arr[i]; 2200 tmp = arr[i];
2053 arr[i] = arr[j]; 2201 arr[i] = arr[j];
2054 arr[j] = tmp; 2202 arr[j] = tmp;
2055 } 2203 }
2056} 2204}
2057 2205
2058/* new function to make monster searching more efficient, and effective! 2206/* new function to make monster searching more efficient, and effective!
2059 * This basically returns a randomized array (in the passed pointer) of 2207 * This basically returns a randomized array (in the passed pointer) of
2060 * the spaces to find monsters. In this way, it won't always look for 2208 * the spaces to find monsters. In this way, it won't always look for
2061 * monsters to the north first. However, the size of the array passed 2209 * monsters to the north first. However, the size of the array passed
2062 * covers all the spaces, so within that size, all the spaces within 2210 * covers all the spaces, so within that size, all the spaces within
2063 * the 3x3 area will be searched, just not in a predictable order. 2211 * the 3x3 area will be searched, just not in a predictable order.
2064 */ 2212 */
2213void
2065void get_search_arr(int *search_arr) 2214get_search_arr (int *search_arr)
2066{ 2215{
2216 int
2067 int i; 2217 i;
2068 2218
2069 for(i = 0; i < SIZEOFFREE; i++) 2219 for (i = 0; i < SIZEOFFREE; i++)
2070 { 2220 {
2071 search_arr[i] = i; 2221 search_arr[i] = i;
2072 } 2222 }
2073 2223
2074 permute(search_arr, 1, SIZEOFFREE1+1); 2224 permute (search_arr, 1, SIZEOFFREE1 + 1);
2075 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2225 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2076 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2226 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2077} 2227}
2078 2228
2079/* 2229/*
2080 * find_dir(map, x, y, exclude) will search some close squares in the 2230 * find_dir(map, x, y, exclude) will search some close squares in the
2081 * given map at the given coordinates for live objects. 2231 * given map at the given coordinates for live objects.
2087 * is actually want is going to try and move there. We need this info 2237 * is actually want is going to try and move there. We need this info
2088 * because we have to know what movement the thing looking to move 2238 * because we have to know what movement the thing looking to move
2089 * there is capable of. 2239 * there is capable of.
2090 */ 2240 */
2091 2241
2242int
2092int find_dir(mapstruct *m, int x, int y, object *exclude) { 2243find_dir (maptile *m, int x, int y, object *exclude)
2244{
2245 int
2246 i,
2093 int i,max=SIZEOFFREE, mflags; 2247 max = SIZEOFFREE, mflags;
2248
2094 sint16 nx, ny; 2249 sint16 nx, ny;
2095 object *tmp; 2250 object *
2096 mapstruct *mp; 2251 tmp;
2252 maptile *
2253 mp;
2254
2097 MoveType blocked, move_type; 2255 MoveType blocked, move_type;
2098 2256
2099 if (exclude && exclude->head) { 2257 if (exclude && exclude->head)
2258 {
2100 exclude = exclude->head; 2259 exclude = exclude->head;
2101 move_type = exclude->move_type; 2260 move_type = exclude->move_type;
2102 } else { 2261 }
2262 else
2263 {
2103 /* If we don't have anything, presume it can use all movement types. */ 2264 /* If we don't have anything, presume it can use all movement types. */
2104 move_type=MOVE_ALL; 2265 move_type = MOVE_ALL;
2266 }
2267
2268 for (i = 1; i < max; i++)
2105 } 2269 {
2106
2107 for(i=1;i<max;i++) {
2108 mp = m; 2270 mp = m;
2109 nx = x + freearr_x[i]; 2271 nx = x + freearr_x[i];
2110 ny = y + freearr_y[i]; 2272 ny = y + freearr_y[i];
2111 2273
2112 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2274 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2113 if (mflags & P_OUT_OF_MAP) { 2275 if (mflags & P_OUT_OF_MAP)
2276 {
2114 max = maxfree[i]; 2277 max = maxfree[i];
2278 }
2115 } else { 2279 else
2280 {
2116 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2281 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2117 2282
2118 if ((move_type & blocked) == move_type) { 2283 if ((move_type & blocked) == move_type)
2284 {
2119 max=maxfree[i]; 2285 max = maxfree[i];
2286 }
2120 } else if (mflags & P_IS_ALIVE) { 2287 else if (mflags & P_IS_ALIVE)
2288 {
2121 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2289 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2122 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2290 {
2123 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2291 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2292 {
2124 break; 2293 break;
2125 } 2294 }
2126 } 2295 }
2127 if(tmp) { 2296 if (tmp)
2297 {
2128 return freedir[i]; 2298 return freedir[i];
2129 } 2299 }
2130 } 2300 }
2131 } 2301 }
2132 } 2302 }
2133 return 0; 2303 return 0;
2134} 2304}
2135 2305
2136/* 2306/*
2137 * distance(object 1, object 2) will return the square of the 2307 * distance(object 1, object 2) will return the square of the
2138 * distance between the two given objects. 2308 * distance between the two given objects.
2139 */ 2309 */
2140 2310
2311int
2141int distance(const object *ob1, const object *ob2) { 2312distance (const object *ob1, const object *ob2)
2313{
2142 int i; 2314 int
2143 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2315 i;
2144 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2316
2317 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2145 return i; 2318 return i;
2146} 2319}
2147 2320
2148/* 2321/*
2149 * find_dir_2(delta-x,delta-y) will return a direction in which 2322 * find_dir_2(delta-x,delta-y) will return a direction in which
2150 * an object which has subtracted the x and y coordinates of another 2323 * an object which has subtracted the x and y coordinates of another
2151 * object, needs to travel toward it. 2324 * object, needs to travel toward it.
2152 */ 2325 */
2153 2326
2327int
2154int find_dir_2(int x, int y) { 2328find_dir_2 (int x, int y)
2329{
2155 int q; 2330 int
2331 q;
2156 2332
2157 if(y) 2333 if (y)
2158 q=x*100/y; 2334 q = x * 100 / y;
2159 else if (x) 2335 else if (x)
2160 q= -300*x; 2336 q = -300 * x;
2161 else 2337 else
2162 return 0; 2338 return 0;
2163 2339
2164 if(y>0) { 2340 if (y > 0)
2341 {
2165 if(q < -242) 2342 if (q < -242)
2166 return 3 ; 2343 return 3;
2167 if (q < -41) 2344 if (q < -41)
2168 return 2 ; 2345 return 2;
2169 if (q < 41) 2346 if (q < 41)
2170 return 1 ; 2347 return 1;
2171 if (q < 242) 2348 if (q < 242)
2172 return 8 ; 2349 return 8;
2173 return 7 ; 2350 return 7;
2174 } 2351 }
2175 2352
2176 if (q < -242) 2353 if (q < -242)
2177 return 7 ; 2354 return 7;
2178 if (q < -41) 2355 if (q < -41)
2179 return 6 ; 2356 return 6;
2180 if (q < 41) 2357 if (q < 41)
2181 return 5 ; 2358 return 5;
2182 if (q < 242) 2359 if (q < 242)
2183 return 4 ; 2360 return 4;
2184 2361
2185 return 3 ; 2362 return 3;
2186} 2363}
2187 2364
2188/* 2365/*
2189 * absdir(int): Returns a number between 1 and 8, which represent 2366 * absdir(int): Returns a number between 1 and 8, which represent
2190 * the "absolute" direction of a number (it actually takes care of 2367 * the "absolute" direction of a number (it actually takes care of
2191 * "overflow" in previous calculations of a direction). 2368 * "overflow" in previous calculations of a direction).
2192 */ 2369 */
2193 2370
2371int
2194int absdir(int d) { 2372absdir (int d)
2195 while(d<1) d+=8; 2373{
2196 while(d>8) d-=8; 2374 while (d < 1)
2375 d += 8;
2376 while (d > 8)
2377 d -= 8;
2197 return d; 2378 return d;
2198} 2379}
2199 2380
2200/* 2381/*
2201 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2382 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2202 * between two directions (which are expected to be absolute (see absdir()) 2383 * between two directions (which are expected to be absolute (see absdir())
2203 */ 2384 */
2204 2385
2386int
2205int dirdiff(int dir1, int dir2) { 2387dirdiff (int dir1, int dir2)
2388{
2206 int d; 2389 int
2390 d;
2391
2207 d = abs(dir1 - dir2); 2392 d = abs (dir1 - dir2);
2208 if(d>4) 2393 if (d > 4)
2209 d = 8 - d; 2394 d = 8 - d;
2210 return d; 2395 return d;
2211} 2396}
2212 2397
2213/* peterm: 2398/* peterm:
2218 * direction 4, 14, or 16 to get back to where we are. 2403 * direction 4, 14, or 16 to get back to where we are.
2219 * Moved from spell_util.c to object.c with the other related direction 2404 * Moved from spell_util.c to object.c with the other related direction
2220 * functions. 2405 * functions.
2221 */ 2406 */
2222 2407
2408int
2223int reduction_dir[SIZEOFFREE][3] = { 2409 reduction_dir[SIZEOFFREE][3] = {
2224 {0,0,0}, /* 0 */ 2410 {0, 0, 0}, /* 0 */
2225 {0,0,0}, /* 1 */ 2411 {0, 0, 0}, /* 1 */
2226 {0,0,0}, /* 2 */ 2412 {0, 0, 0}, /* 2 */
2227 {0,0,0}, /* 3 */ 2413 {0, 0, 0}, /* 3 */
2228 {0,0,0}, /* 4 */ 2414 {0, 0, 0}, /* 4 */
2229 {0,0,0}, /* 5 */ 2415 {0, 0, 0}, /* 5 */
2230 {0,0,0}, /* 6 */ 2416 {0, 0, 0}, /* 6 */
2231 {0,0,0}, /* 7 */ 2417 {0, 0, 0}, /* 7 */
2232 {0,0,0}, /* 8 */ 2418 {0, 0, 0}, /* 8 */
2233 {8,1,2}, /* 9 */ 2419 {8, 1, 2}, /* 9 */
2234 {1,2,-1}, /* 10 */ 2420 {1, 2, -1}, /* 10 */
2235 {2,10,12}, /* 11 */ 2421 {2, 10, 12}, /* 11 */
2236 {2,3,-1}, /* 12 */ 2422 {2, 3, -1}, /* 12 */
2237 {2,3,4}, /* 13 */ 2423 {2, 3, 4}, /* 13 */
2238 {3,4,-1}, /* 14 */ 2424 {3, 4, -1}, /* 14 */
2239 {4,14,16}, /* 15 */ 2425 {4, 14, 16}, /* 15 */
2240 {5,4,-1}, /* 16 */ 2426 {5, 4, -1}, /* 16 */
2241 {4,5,6}, /* 17 */ 2427 {4, 5, 6}, /* 17 */
2242 {6,5,-1}, /* 18 */ 2428 {6, 5, -1}, /* 18 */
2243 {6,20,18}, /* 19 */ 2429 {6, 20, 18}, /* 19 */
2244 {7,6,-1}, /* 20 */ 2430 {7, 6, -1}, /* 20 */
2245 {6,7,8}, /* 21 */ 2431 {6, 7, 8}, /* 21 */
2246 {7,8,-1}, /* 22 */ 2432 {7, 8, -1}, /* 22 */
2247 {8,22,24}, /* 23 */ 2433 {8, 22, 24}, /* 23 */
2248 {8,1,-1}, /* 24 */ 2434 {8, 1, -1}, /* 24 */
2249 {24,9,10}, /* 25 */ 2435 {24, 9, 10}, /* 25 */
2250 {9,10,-1}, /* 26 */ 2436 {9, 10, -1}, /* 26 */
2251 {10,11,-1}, /* 27 */ 2437 {10, 11, -1}, /* 27 */
2252 {27,11,29}, /* 28 */ 2438 {27, 11, 29}, /* 28 */
2253 {11,12,-1}, /* 29 */ 2439 {11, 12, -1}, /* 29 */
2254 {12,13,-1}, /* 30 */ 2440 {12, 13, -1}, /* 30 */
2255 {12,13,14}, /* 31 */ 2441 {12, 13, 14}, /* 31 */
2256 {13,14,-1}, /* 32 */ 2442 {13, 14, -1}, /* 32 */
2257 {14,15,-1}, /* 33 */ 2443 {14, 15, -1}, /* 33 */
2258 {33,15,35}, /* 34 */ 2444 {33, 15, 35}, /* 34 */
2259 {16,15,-1}, /* 35 */ 2445 {16, 15, -1}, /* 35 */
2260 {17,16,-1}, /* 36 */ 2446 {17, 16, -1}, /* 36 */
2261 {18,17,16}, /* 37 */ 2447 {18, 17, 16}, /* 37 */
2262 {18,17,-1}, /* 38 */ 2448 {18, 17, -1}, /* 38 */
2263 {18,19,-1}, /* 39 */ 2449 {18, 19, -1}, /* 39 */
2264 {41,19,39}, /* 40 */ 2450 {41, 19, 39}, /* 40 */
2265 {19,20,-1}, /* 41 */ 2451 {19, 20, -1}, /* 41 */
2266 {20,21,-1}, /* 42 */ 2452 {20, 21, -1}, /* 42 */
2267 {20,21,22}, /* 43 */ 2453 {20, 21, 22}, /* 43 */
2268 {21,22,-1}, /* 44 */ 2454 {21, 22, -1}, /* 44 */
2269 {23,22,-1}, /* 45 */ 2455 {23, 22, -1}, /* 45 */
2270 {45,47,23}, /* 46 */ 2456 {45, 47, 23}, /* 46 */
2271 {23,24,-1}, /* 47 */ 2457 {23, 24, -1}, /* 47 */
2272 {24,9,-1}}; /* 48 */ 2458 {24, 9, -1}
2459}; /* 48 */
2273 2460
2274/* Recursive routine to step back and see if we can 2461/* Recursive routine to step back and see if we can
2275 * find a path to that monster that we found. If not, 2462 * find a path to that monster that we found. If not,
2276 * we don't bother going toward it. Returns 1 if we 2463 * we don't bother going toward it. Returns 1 if we
2277 * can see a direct way to get it 2464 * can see a direct way to get it
2278 * Modified to be map tile aware -.MSW 2465 * Modified to be map tile aware -.MSW
2279 */ 2466 */
2280
2281 2467
2468
2469int
2282int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2470can_see_monsterP (maptile *m, int x, int y, int dir)
2471{
2283 sint16 dx, dy; 2472 sint16 dx, dy;
2473 int
2284 int mflags; 2474 mflags;
2285 2475
2476 if (dir < 0)
2286 if(dir<0) return 0; /* exit condition: invalid direction */ 2477 return 0; /* exit condition: invalid direction */
2287 2478
2288 dx = x + freearr_x[dir]; 2479 dx = x + freearr_x[dir];
2289 dy = y + freearr_y[dir]; 2480 dy = y + freearr_y[dir];
2290 2481
2291 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2482 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2292 2483
2293 /* This functional arguably was incorrect before - it was 2484 /* This functional arguably was incorrect before - it was
2294 * checking for P_WALL - that was basically seeing if 2485 * checking for P_WALL - that was basically seeing if
2295 * we could move to the monster - this is being more 2486 * we could move to the monster - this is being more
2296 * literal on if we can see it. To know if we can actually 2487 * literal on if we can see it. To know if we can actually
2297 * move to the monster, we'd need the monster passed in or 2488 * move to the monster, we'd need the monster passed in or
2298 * at least its move type. 2489 * at least its move type.
2299 */ 2490 */
2300 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2491 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2492 return 0;
2301 2493
2302 /* yes, can see. */ 2494 /* yes, can see. */
2303 if(dir < 9) return 1; 2495 if (dir < 9)
2496 return 1;
2304 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2497 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2305 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2498 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2306 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2307} 2499}
2308 2500
2309 2501
2310 2502
2311/* 2503/*
2312 * can_pick(picker, item): finds out if an object is possible to be 2504 * can_pick(picker, item): finds out if an object is possible to be
2313 * picked up by the picker. Returnes 1 if it can be 2505 * picked up by the picker. Returnes 1 if it can be
2314 * picked up, otherwise 0. 2506 * picked up, otherwise 0.
2315 * 2507 *
2317 * core dumps if they do. 2509 * core dumps if they do.
2318 * 2510 *
2319 * Add a check so we can't pick up invisible objects (0.93.8) 2511 * Add a check so we can't pick up invisible objects (0.93.8)
2320 */ 2512 */
2321 2513
2514int
2322int can_pick(const object *who, const object *item) { 2515can_pick (const object *who, const object *item)
2516{
2323 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2517 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2324 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2518 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2325 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2519 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2326 (who->type==PLAYER||item->weight<who->weight/3));
2327} 2520}
2328 2521
2329 2522
2330/* 2523/*
2331 * create clone from object to another 2524 * create clone from object to another
2332 */ 2525 */
2526object *
2333object *object_create_clone (object *asrc) { 2527object_create_clone (object *asrc)
2528{
2529 object *
2334 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2530 dst = NULL, *tmp, *src, *part, *prev, *item;
2335 2531
2532 if (!asrc)
2336 if(!asrc) return NULL; 2533 return NULL;
2337 src = asrc; 2534 src = asrc;
2338 if(src->head) 2535 if (src->head)
2339 src = src->head; 2536 src = src->head;
2340 2537
2341 prev = NULL; 2538 prev = NULL;
2342 for(part = src; part; part = part->more) { 2539 for (part = src; part; part = part->more)
2540 {
2343 tmp = get_object(); 2541 tmp = get_object ();
2344 copy_object(part,tmp); 2542 copy_object (part, tmp);
2345 tmp->x -= src->x; 2543 tmp->x -= src->x;
2346 tmp->y -= src->y; 2544 tmp->y -= src->y;
2347 if(!part->head) { 2545 if (!part->head)
2546 {
2348 dst = tmp; 2547 dst = tmp;
2349 tmp->head = NULL; 2548 tmp->head = NULL;
2549 }
2350 } else { 2550 else
2551 {
2351 tmp->head = dst; 2552 tmp->head = dst;
2352 } 2553 }
2353 tmp->more = NULL; 2554 tmp->more = NULL;
2354 if(prev) 2555 if (prev)
2355 prev->more = tmp; 2556 prev->more = tmp;
2356 prev = tmp; 2557 prev = tmp;
2357 } 2558 }
2358 /*** copy inventory ***/ 2559
2359 for(item = src->inv; item; item = item->below) { 2560 for (item = src->inv; item; item = item->below)
2360 (void) insert_ob_in_ob(object_create_clone(item),dst); 2561 insert_ob_in_ob (object_create_clone (item), dst);
2361 }
2362 2562
2363 return dst; 2563 return dst;
2364}
2365
2366/* return true if the object was destroyed, 0 otherwise */
2367int was_destroyed (const object *op, tag_t old_tag)
2368{
2369 /* checking for FLAG_FREED isn't necessary, but makes this function more
2370 * robust */
2371 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2372} 2564}
2373 2565
2374/* GROS - Creates an object using a string representing its content. */ 2566/* GROS - Creates an object using a string representing its content. */
2375/* Basically, we save the content of the string to a temp file, then call */ 2567/* Basically, we save the content of the string to a temp file, then call */
2376/* load_object on it. I admit it is a highly inefficient way to make things, */ 2568/* load_object on it. I admit it is a highly inefficient way to make things, */
2377/* but it was simple to make and allows reusing the load_object function. */ 2569/* but it was simple to make and allows reusing the load_object function. */
2378/* Remember not to use load_object_str in a time-critical situation. */ 2570/* Remember not to use load_object_str in a time-critical situation. */
2379/* Also remember that multiparts objects are not supported for now. */ 2571/* Also remember that multiparts objects are not supported for now. */
2380 2572
2573object *
2381object* load_object_str(const char *obstr) 2574load_object_str (const char *obstr)
2382{ 2575{
2383 object *op; 2576 object *op;
2384 char filename[MAX_BUF]; 2577 char filename[MAX_BUF];
2578
2385 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2579 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2386 2580
2387 FILE *tempfile=fopen(filename,"w"); 2581 FILE *tempfile = fopen (filename, "w");
2582
2388 if (tempfile == NULL) 2583 if (tempfile == NULL)
2389 { 2584 {
2390 LOG(llevError,"Error - Unable to access load object temp file\n"); 2585 LOG (llevError, "Error - Unable to access load object temp file\n");
2391 return NULL; 2586 return NULL;
2392 }; 2587 }
2588
2393 fprintf(tempfile,obstr); 2589 fprintf (tempfile, obstr);
2394 fclose(tempfile); 2590 fclose (tempfile);
2395 2591
2396 op=get_object(); 2592 op = get_object ();
2397 2593
2398 object_thawer thawer (filename); 2594 object_thawer thawer (filename);
2399 2595
2400 if (thawer) 2596 if (thawer)
2401 load_object(thawer,op,0); 2597 load_object (thawer, op, 0);
2402 2598
2403 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2599 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2404 CLEAR_FLAG(op,FLAG_REMOVED); 2600 CLEAR_FLAG (op, FLAG_REMOVED);
2405 2601
2406 return op; 2602 return op;
2407} 2603}
2408 2604
2409/* This returns the first object in who's inventory that 2605/* This returns the first object in who's inventory that
2410 * has the same type and subtype match. 2606 * has the same type and subtype match.
2411 * returns NULL if no match. 2607 * returns NULL if no match.
2412 */ 2608 */
2609object *
2413object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2610find_obj_by_type_subtype (const object *who, int type, int subtype)
2414{ 2611{
2415 object *tmp; 2612 object *tmp;
2416 2613
2417 for (tmp=who->inv; tmp; tmp=tmp->below) 2614 for (tmp = who->inv; tmp; tmp = tmp->below)
2418 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2615 if (tmp->type == type && tmp->subtype == subtype)
2616 return tmp;
2419 2617
2420 return NULL; 2618 return NULL;
2421} 2619}
2422 2620
2423/* If ob has a field named key, return the link from the list, 2621/* If ob has a field named key, return the link from the list,
2424 * otherwise return NULL. 2622 * otherwise return NULL.
2425 * 2623 *
2426 * key must be a passed in shared string - otherwise, this won't 2624 * key must be a passed in shared string - otherwise, this won't
2427 * do the desired thing. 2625 * do the desired thing.
2428 */ 2626 */
2627key_value *
2429key_value * get_ob_key_link(const object * ob, const char * key) { 2628get_ob_key_link (const object *ob, const char *key)
2629{
2430 key_value * link; 2630 key_value *link;
2431 2631
2432 for (link = ob->key_values; link != NULL; link = link->next) { 2632 for (link = ob->key_values; link != NULL; link = link->next)
2433 if (link->key == key) { 2633 if (link->key == key)
2434 return link; 2634 return link;
2435 } 2635
2436 }
2437
2438 return NULL; 2636 return NULL;
2439} 2637}
2440 2638
2441/* 2639/*
2442 * Returns the value of op has an extra_field for key, or NULL. 2640 * Returns the value of op has an extra_field for key, or NULL.
2443 * 2641 *
2444 * The argument doesn't need to be a shared string. 2642 * The argument doesn't need to be a shared string.
2445 * 2643 *
2446 * The returned string is shared. 2644 * The returned string is shared.
2447 */ 2645 */
2646const char *
2448const char * get_ob_key_value(const object * op, const char * const key) { 2647get_ob_key_value (const object *op, const char *const key)
2648{
2449 key_value * link; 2649 key_value *link;
2450 const char * canonical_key; 2650 shstr_cmp canonical_key (key);
2651
2652 if (!canonical_key)
2451 2653 {
2452 canonical_key = shstr::find (key);
2453
2454 if (canonical_key == NULL) {
2455 /* 1. There being a field named key on any object 2654 /* 1. There being a field named key on any object
2456 * implies there'd be a shared string to find. 2655 * implies there'd be a shared string to find.
2457 * 2. Since there isn't, no object has this field. 2656 * 2. Since there isn't, no object has this field.
2458 * 3. Therefore, *this* object doesn't have this field. 2657 * 3. Therefore, *this* object doesn't have this field.
2459 */ 2658 */
2460 return NULL; 2659 return 0;
2461 } 2660 }
2462 2661
2463 /* This is copied from get_ob_key_link() above - 2662 /* This is copied from get_ob_key_link() above -
2464 * only 4 lines, and saves the function call overhead. 2663 * only 4 lines, and saves the function call overhead.
2465 */ 2664 */
2466 for (link = op->key_values; link != NULL; link = link->next) { 2665 for (link = op->key_values; link; link = link->next)
2467 if (link->key == canonical_key) { 2666 if (link->key == canonical_key)
2468 return link->value; 2667 return link->value;
2469 } 2668
2470 } 2669 return 0;
2471 return NULL;
2472} 2670}
2473 2671
2474 2672
2475/* 2673/*
2476 * Updates the canonical_key in op to value. 2674 * Updates the canonical_key in op to value.
2480 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2678 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2481 * keys. 2679 * keys.
2482 * 2680 *
2483 * Returns TRUE on success. 2681 * Returns TRUE on success.
2484 */ 2682 */
2683int
2485int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2684set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2685{
2686 key_value *
2486 key_value * field = NULL, *last=NULL; 2687 field = NULL, *last = NULL;
2487 2688
2488 for (field=op->key_values; field != NULL; field=field->next) { 2689 for (field = op->key_values; field != NULL; field = field->next)
2690 {
2489 if (field->key != canonical_key) { 2691 if (field->key != canonical_key)
2692 {
2490 last = field; 2693 last = field;
2491 continue; 2694 continue;
2492 } 2695 }
2493 2696
2494 if (value) 2697 if (value)
2495 field->value = value; 2698 field->value = value;
2496 else { 2699 else
2700 {
2497 /* Basically, if the archetype has this key set, 2701 /* Basically, if the archetype has this key set,
2498 * we need to store the null value so when we save 2702 * we need to store the null value so when we save
2499 * it, we save the empty value so that when we load, 2703 * it, we save the empty value so that when we load,
2500 * we get this value back again. 2704 * we get this value back again.
2501 */ 2705 */
2502 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2706 if (get_ob_key_link (&op->arch->clone, canonical_key))
2503 field->value = 0; 2707 field->value = 0;
2708 else
2709 {
2710 if (last)
2711 last->next = field->next;
2504 else 2712 else
2505 {
2506 if (last) last->next = field->next;
2507 else op->key_values = field->next; 2713 op->key_values = field->next;
2508 2714
2509 delete field; 2715 delete field;
2510 } 2716 }
2511 } 2717 }
2512 return TRUE; 2718 return TRUE;
2513 } 2719 }
2514 /* IF we get here, key doesn't exist */ 2720 /* IF we get here, key doesn't exist */
2515 2721
2516 /* No field, we'll have to add it. */ 2722 /* No field, we'll have to add it. */
2723
2724 if (!add_key)
2517 2725 {
2518 if (!add_key) {
2519 return FALSE; 2726 return FALSE;
2520 } 2727 }
2521 /* There isn't any good reason to store a null 2728 /* There isn't any good reason to store a null
2522 * value in the key/value list. If the archetype has 2729 * value in the key/value list. If the archetype has
2523 * this key, then we should also have it, so shouldn't 2730 * this key, then we should also have it, so shouldn't
2524 * be here. If user wants to store empty strings, 2731 * be here. If user wants to store empty strings,
2525 * should pass in "" 2732 * should pass in ""
2526 */ 2733 */
2527 if (value == NULL) return TRUE; 2734 if (value == NULL)
2528
2529 field = new key_value;
2530
2531 field->key = canonical_key;
2532 field->value = value;
2533 /* Usual prepend-addition. */
2534 field->next = op->key_values;
2535 op->key_values = field;
2536
2537 return TRUE; 2735 return TRUE;
2736
2737 field = new key_value;
2738
2739 field->key = canonical_key;
2740 field->value = value;
2741 /* Usual prepend-addition. */
2742 field->next = op->key_values;
2743 op->key_values = field;
2744
2745 return TRUE;
2538} 2746}
2539 2747
2540/* 2748/*
2541 * Updates the key in op to value. 2749 * Updates the key in op to value.
2542 * 2750 *
2544 * and not add new ones. 2752 * and not add new ones.
2545 * In general, should be little reason FALSE is ever passed in for add_key 2753 * In general, should be little reason FALSE is ever passed in for add_key
2546 * 2754 *
2547 * Returns TRUE on success. 2755 * Returns TRUE on success.
2548 */ 2756 */
2757int
2549int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2758set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2550{ 2759{
2551 shstr key_ (key); 2760 shstr key_ (key);
2761
2552 return set_ob_key_value_s (op, key_, value, add_key); 2762 return set_ob_key_value_s (op, key_, value, add_key);
2553} 2763}
2764
2765object::depth_iterator::depth_iterator (object *container)
2766: iterator_base (container)
2767{
2768 while (item->inv)
2769 item = item->inv;
2770}
2771
2772void
2773object::depth_iterator::next ()
2774{
2775 if (item->below)
2776 {
2777 item = item->below;
2778
2779 while (item->inv)
2780 item = item->inv;
2781 }
2782 else
2783 item = item->env;
2784}
2785
2786// return a suitable string describing an objetc in enough detail to find it
2787const char *
2788object::debug_desc (char *info) const
2789{
2790 char info2[256 * 3];
2791 char *p = info;
2792
2793 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2794 count,
2795 &name,
2796 title ? " " : "",
2797 title ? (const char *)title : "");
2798
2799 if (env)
2800 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2801
2802 if (map)
2803 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2804
2805 return info;
2806}
2807
2808const char *
2809object::debug_desc () const
2810{
2811 static char info[256 * 3];
2812 return debug_desc (info);
2813}
2814

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