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Comparing deliantra/server/common/object.C (file contents):
Revision 1.22 by root, Sun Sep 10 00:51:23 2006 UTC vs.
Revision 1.63 by root, Tue Dec 12 20:53:02 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.22 2006/09/10 00:51:23 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
34
42int nrofallocobjects = 0; 35int nrofallocobjects = 0;
36static UUID uuid;
37const uint64 UUID_SKIP = 1<<19;
43 38
44object *objects; /* Pointer to the list of used objects */
45object *active_objects; /* List of active objects that need to be processed */ 39object *active_objects; /* List of active objects that need to be processed */
46 40
47short freearr_x[SIZEOFFREE]= 41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
49 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50short freearr_y[SIZEOFFREE]= 43};
51 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 45 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53int maxfree[SIZEOFFREE]= 46};
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 47int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 48 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
49};
56int freedir[SIZEOFFREE]= { 50int freedir[SIZEOFFREE] = {
57 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 51 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 52 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
53};
54
55static void
56write_uuid (void)
57{
58 char filename1[MAX_BUF], filename2[MAX_BUF];
59
60 sprintf (filename1, "%s/uuid", settings.localdir);
61 sprintf (filename2, "%s/uuid~", settings.localdir);
62
63 FILE *fp;
64
65 if (!(fp = fopen (filename2, "w")))
66 {
67 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
68 return;
69 }
70
71 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
72 fclose (fp);
73 rename (filename2, filename1);
74}
75
76static void
77read_uuid (void)
78{
79 char filename[MAX_BUF];
80
81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 FILE *fp;
84
85 if (!(fp = fopen (filename, "r")))
86 {
87 if (errno == ENOENT)
88 {
89 LOG (llevInfo, "RESET uid to 1\n");
90 uuid.seq = 0;
91 write_uuid ();
92 return;
93 }
94
95 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
96 _exit (1);
97 }
98
99 int version;
100 unsigned long long uid;
101 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
102 {
103 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
104 _exit (1);
105 }
106
107 uuid.seq = uid;
108 write_uuid ();
109 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
110 fclose (fp);
111}
112
113UUID
114gen_uuid ()
115{
116 UUID uid;
117
118 uid.seq = ++uuid.seq;
119
120 if (!(uuid.seq & (UUID_SKIP - 1)))
121 write_uuid ();
122
123 return uid;
124}
125
126void
127init_uuid ()
128{
129 read_uuid ();
130}
59 131
60/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 132/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
133static int
61static int compare_ob_value_lists_one(const object * wants, const object * has) { 134compare_ob_value_lists_one (const object *wants, const object *has)
135{
62 key_value * wants_field; 136 key_value *wants_field;
63 137
64 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 138 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
65 * objects with lists are rare, and lists stay short. If not, use a 139 * objects with lists are rare, and lists stay short. If not, use a
66 * different structure or at least keep the lists sorted... 140 * different structure or at least keep the lists sorted...
67 */ 141 */
68 142
69 /* For each field in wants, */ 143 /* For each field in wants, */
70 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
145 {
71 key_value * has_field; 146 key_value *has_field;
72 147
73 /* Look for a field in has with the same key. */ 148 /* Look for a field in has with the same key. */
74 has_field = get_ob_key_link(has, wants_field->key); 149 has_field = get_ob_key_link (has, wants_field->key);
150
151 if (has_field == NULL)
75 152 {
76 if (has_field == NULL) {
77 /* No field with that name. */ 153 /* No field with that name. */
78 return FALSE; 154 return FALSE;
79 }
80 155 }
156
81 /* Found the matching field. */ 157 /* Found the matching field. */
82 if (has_field->value != wants_field->value) { 158 if (has_field->value != wants_field->value)
159 {
83 /* Values don't match, so this half of the comparison is false. */ 160 /* Values don't match, so this half of the comparison is false. */
84 return FALSE; 161 return FALSE;
85 } 162 }
86 163
87 /* If we get here, we found a match. Now for the next field in wants. */ 164 /* If we get here, we found a match. Now for the next field in wants. */
88 }
89 165 }
166
90 /* If we get here, every field in wants has a matching field in has. */ 167 /* If we get here, every field in wants has a matching field in has. */
91 return TRUE; 168 return TRUE;
92} 169}
93 170
94/* Returns TRUE if ob1 has the same key_values as ob2. */ 171/* Returns TRUE if ob1 has the same key_values as ob2. */
172static int
95static int compare_ob_value_lists(const object * ob1, const object * ob2) { 173compare_ob_value_lists (const object *ob1, const object *ob2)
174{
96 /* However, there may be fields in has which aren't partnered in wants, 175 /* However, there may be fields in has which aren't partnered in wants,
97 * so we need to run the comparison *twice*. :( 176 * so we need to run the comparison *twice*. :(
98 */ 177 */
99 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 178 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
100} 179}
101 180
102/* Function examines the 2 objects given to it, and returns true if 181/* Function examines the 2 objects given to it, and returns true if
103 * they can be merged together. 182 * they can be merged together.
104 * 183 *
110 * 189 *
111 * Improvements made with merge: Better checking on potion, and also 190 * Improvements made with merge: Better checking on potion, and also
112 * check weight 191 * check weight
113 */ 192 */
114 193
115bool
116object::can_merge (object *ob1, object *ob2) 194bool object::can_merge (object *ob1, object *ob2)
117{ 195{
118 /* A couple quicksanity checks */ 196 /* A couple quicksanity checks */
119 if ((ob1 == ob2) || (ob1->type != ob2->type)) 197 if ((ob1 == ob2) || (ob1->type != ob2->type))
120 return 0; 198 return 0;
121 199
169 (ob1->subtype != ob2->subtype) || 247 (ob1->subtype != ob2->subtype) ||
170 (ob1->move_type != ob2->move_type) || 248 (ob1->move_type != ob2->move_type) ||
171 (ob1->move_block != ob2->move_block) || 249 (ob1->move_block != ob2->move_block) ||
172 (ob1->move_allow != ob2->move_allow) || 250 (ob1->move_allow != ob2->move_allow) ||
173 (ob1->move_on != ob2->move_on) || 251 (ob1->move_on != ob2->move_on) ||
174 (ob1->move_off != ob2->move_off) || 252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty))
175 (ob1->move_slow != ob2->move_slow) ||
176 (ob1->move_slow_penalty != ob2->move_slow_penalty))
177 return 0; 253 return 0;
178 254
179 /* This is really a spellbook check - really, we should 255 /* This is really a spellbook check - really, we should
180 * check all objects in the inventory. 256 * check all objects in the inventory.
181 */ 257 */
182 if (ob1->inv || ob2->inv) 258 if (ob1->inv || ob2->inv)
183 { 259 {
184 /* if one object has inventory but the other doesn't, not equiv */ 260 /* if one object has inventory but the other doesn't, not equiv */
185 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
186 return 0; 262 return 0;
187 263
188 /* Now check to see if the two inventory objects could merge */ 264 /* Now check to see if the two inventory objects could merge */
189 if (!CAN_MERGE (ob1->inv, ob2->inv)) 265 if (!CAN_MERGE (ob1->inv, ob2->inv))
190 return 0; 266 return 0;
191 267
192 /* inventory ok - still need to check rest of this object to see 268 /* inventory ok - still need to check rest of this object to see
193 * if it is valid. 269 * if it is valid.
194 */ 270 */
195 } 271 }
203 279
204 /* Note sure why the following is the case - either the object has to 280 /* Note sure why the following is the case - either the object has to
205 * be animated or have a very low speed. Is this an attempted monster 281 * be animated or have a very low speed. Is this an attempted monster
206 * check? 282 * check?
207 */ 283 */
208 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
209 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
210 return 0; 285 return 0;
211 286
212 switch (ob1->type) 287 switch (ob1->type)
213 { 288 {
214 case SCROLL: 289 case SCROLL:
215 if (ob1->level != ob2->level) 290 if (ob1->level != ob2->level)
216 return 0; 291 return 0;
217 break; 292 break;
218 } 293 }
219 294
220 if (ob1->key_values != NULL || ob2->key_values != NULL) 295 if (ob1->key_values != NULL || ob2->key_values != NULL)
221 { 296 {
222 /* At least one of these has key_values. */ 297 /* At least one of these has key_values. */
223 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
224 /* One has fields, but the other one doesn't. */ 299 /* One has fields, but the other one doesn't. */
225 return 0; 300 return 0;
226 else if (!compare_ob_value_lists (ob1, ob2)) 301 else if (!compare_ob_value_lists (ob1, ob2))
227 return 0; 302 return 0;
228 } 303 }
229 304
230 //TODO: generate an event or call into perl for additional checks 305 //TODO: generate an event or call into perl for additional checks
231 if (ob1->self || ob2->self) 306 if (ob1->self || ob2->self)
232 { 307 {
233 ob1->optimise (); 308 ob1->optimise ();
234 ob2->optimise (); 309 ob2->optimise ();
235 310
236 if (ob1->self || ob2->self) 311 if (ob1->self || ob2->self)
237 return 0; 312 return 0;
238 } 313 }
239 314
240 /* Everything passes, must be OK. */ 315 /* Everything passes, must be OK. */
241 return 1; 316 return 1;
242} 317}
318
243/* 319/*
244 * sum_weight() is a recursive function which calculates the weight 320 * sum_weight() is a recursive function which calculates the weight
245 * an object is carrying. It goes through in figures out how much 321 * an object is carrying. It goes through in figures out how much
246 * containers are carrying, and sums it up. 322 * containers are carrying, and sums it up.
247 */ 323 */
248signed long sum_weight(object *op) { 324long
325sum_weight (object *op)
326{
249 signed long sum; 327 long sum;
250 object *inv; 328 object *inv;
329
251 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
331 {
252 if (inv->inv) 332 if (inv->inv)
253 sum_weight(inv); 333 sum_weight (inv);
254 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
255 } 335 }
336
256 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
257 sum = (sum * (100 - op->stats.Str))/100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
339
258 if(op->carrying != sum) 340 if (op->carrying != sum)
259 op->carrying = sum; 341 op->carrying = sum;
342
260 return sum; 343 return sum;
261} 344}
262 345
263/** 346/**
264 * Return the outermost environment object for a given object. 347 * Return the outermost environment object for a given object.
265 */ 348 */
266 349
350object *
267object *object_get_env_recursive (object *op) { 351object_get_env_recursive (object *op)
352{
268 while (op->env != NULL) 353 while (op->env != NULL)
269 op = op->env; 354 op = op->env;
270 return op; 355 return op;
271} 356}
272 357
273/* 358/*
274 * Eneq(@csd.uu.se): Since we can have items buried in a character we need 359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
275 * a better check. We basically keeping traversing up until we can't 360 * a better check. We basically keeping traversing up until we can't
276 * or find a player. 361 * or find a player.
277 */ 362 */
278 363
364object *
279object *is_player_inv (object *op) { 365is_player_inv (object *op)
366{
280 for (;op!=NULL&&op->type!=PLAYER; op=op->env) 367 for (; op != NULL && op->type != PLAYER; op = op->env)
281 if (op->env==op) 368 if (op->env == op)
282 op->env = NULL; 369 op->env = NULL;
283 return op; 370 return op;
284} 371}
285 372
286/* 373/*
287 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
288 * Some error messages. 375 * Some error messages.
289 * The result of the dump is stored in the static global errmsg array. 376 * The result of the dump is stored in the static global errmsg array.
290 */ 377 */
291 378
292void dump_object2(object *op) { 379char *
293errmsg[0] = 0;
294return;
295 //TODO//D#d#
296#if 0
297 char *cp;
298/* object *tmp;*/
299
300 if(op->arch!=NULL) {
301 strcat(errmsg,"arch ");
302 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
303 strcat(errmsg,"\n");
304 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
305 strcat(errmsg,cp);
306#if 0
307 /* Don't dump player diffs - they are too long, mostly meaningless, and
308 * will overflow the buffer.
309 * Changed so that we don't dump inventory either. This may
310 * also overflow the buffer.
311 */
312 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
313 strcat(errmsg,cp);
314 for (tmp=op->inv; tmp; tmp=tmp->below)
315 dump_object2(tmp);
316#endif
317 strcat(errmsg,"end\n");
318 } else {
319 strcat(errmsg,"Object ");
320 if (op->name==NULL) strcat(errmsg, "(null)");
321 else strcat(errmsg,op->name);
322 strcat(errmsg,"\n");
323#if 0
324 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
325 strcat(errmsg,cp);
326 for (tmp=op->inv; tmp; tmp=tmp->below)
327 dump_object2(tmp);
328#endif
329 strcat(errmsg,"end\n");
330 }
331#endif
332}
333
334/*
335 * Dumps an object. Returns output in the static global errmsg array.
336 */
337
338void dump_object(object *op) { 380dump_object (object *op)
339 if(op==NULL) { 381{
340 strcpy(errmsg,"[NULL pointer]"); 382 if (!op)
341 return; 383 return strdup ("[NULLOBJ]");
342 }
343 errmsg[0]='\0';
344 dump_object2(op);
345}
346 384
347void dump_all_objects(void) { 385 object_freezer freezer;
348 object *op; 386 save_object (freezer, op, 3);
349 for(op=objects;op!=NULL;op=op->next) { 387 return freezer.as_string ();
350 dump_object(op);
351 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
352 }
353} 388}
354 389
355/* 390/*
356 * get_nearest_part(multi-object, object 2) returns the part of the 391 * get_nearest_part(multi-object, object 2) returns the part of the
357 * multi-object 1 which is closest to the second object. 392 * multi-object 1 which is closest to the second object.
358 * If it's not a multi-object, it is returned. 393 * If it's not a multi-object, it is returned.
359 */ 394 */
360 395
396object *
361object *get_nearest_part(object *op, const object *pl) { 397get_nearest_part (object *op, const object *pl)
398{
362 object *tmp,*closest; 399 object *tmp, *closest;
363 int last_dist,i; 400 int last_dist, i;
401
364 if(op->more==NULL) 402 if (op->more == NULL)
365 return op; 403 return op;
366 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 404 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
367 if((i=distance(tmp,pl))<last_dist) 405 if ((i = distance (tmp, pl)) < last_dist)
368 closest=tmp,last_dist=i; 406 closest = tmp, last_dist = i;
369 return closest; 407 return closest;
370} 408}
371 409
372/* 410/*
373 * Returns the object which has the count-variable equal to the argument. 411 * Returns the object which has the count-variable equal to the argument.
374 */ 412 */
375 413
414object *
376object *find_object(tag_t i) { 415find_object (tag_t i)
377 object *op; 416{
378 for(op=objects;op!=NULL;op=op->next) 417 for (object *op = object::first; op; op = op->next)
379 if(op->count==i) 418 if (op->count == i)
380 break; 419 return op;
420
381 return op; 421 return 0;
382} 422}
383 423
384/* 424/*
385 * 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.
386 * Used only by the patch command, but not all that useful. 426 * Used only by the patch command, but not all that useful.
387 * Enables features like "patch <name-of-other-player> food 999" 427 * Enables features like "patch <name-of-other-player> food 999"
388 */ 428 */
389 429
430object *
390object *find_object_name(const char *str) { 431find_object_name (const char *str)
391 const char *name = shstr::find (str); 432{
433 shstr_cmp str_ (str);
392 object *op; 434 object *op;
435
393 for(op=objects;op!=NULL;op=op->next) 436 for (op = object::first; op != NULL; op = op->next)
394 if(&op->name == name) 437 if (op->name == str_)
395 break; 438 break;
396 439
397 return op; 440 return op;
398} 441}
399 442
443void
400void free_all_object_data () 444free_all_object_data ()
401{ 445{
402 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 446 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
403}
404
405/*
406 * Returns the object which this object marks as being the owner.
407 * A id-scheme is used to avoid pointing to objects which have been
408 * freed and are now reused. If this is detected, the owner is
409 * set to NULL, and NULL is returned.
410 * Changed 2004-02-12 - if the player is setting at the play again
411 * prompt, he is removed, and we don't want to treat him as an owner of
412 * anything, so check removed flag. I don't expect that this should break
413 * anything - once an object is removed, it is basically dead anyways.
414 */
415
416object *get_owner(object *op) {
417 if(op->owner==NULL)
418 return NULL;
419
420 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
421 op->owner->count==op->ownercount)
422 return op->owner;
423
424 op->owner=NULL;
425 op->ownercount=0;
426 return NULL;
427}
428
429void clear_owner(object *op)
430{
431 if (!op) return;
432
433 if (op->owner && op->ownercount == op->owner->count)
434 op->owner->refcount--;
435
436 op->owner = NULL;
437 op->ownercount = 0;
438} 447}
439 448
440/* 449/*
441 * 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
442 * skill and experience objects. 451 * skill and experience objects.
443 */ 452 */
444void set_owner (object *op, object *owner) 453void
454object::set_owner (object *owner)
445{ 455{
446 if(owner==NULL||op==NULL) 456 if (!owner)
447 return; 457 return;
448 458
449 /* next line added to allow objects which own objects */ 459 /* next line added to allow objects which own objects */
450 /* 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
451 * with the fireball owning a poison cloud which then owned the 461 * with the fireball owning a poison cloud which then owned the
452 * 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
453 * freed and then another object replacing it. Since the ownercounts 463 * freed and then another object replacing it. Since the ownercounts
454 * didn't match, this check is valid and I believe that cause is valid. 464 * didn't match, this check is valid and I believe that cause is valid.
455 */ 465 */
456 while (owner->owner && owner!=owner->owner && 466 while (owner->owner)
457 owner->ownercount==owner->owner->count) owner=owner->owner; 467 owner = owner->owner;
458 468
459 /* IF the owner still has an owner, we did not resolve to a final owner.
460 * so lets not add to that.
461 */
462 if (owner->owner) return;
463
464 op->owner=owner; 469 this->owner = owner;
465
466 op->ownercount=owner->count;
467 owner->refcount++;
468
469}
470
471/* Set the owner to clone's current owner and set the skill and experience
472 * objects to clone's objects (typically those objects that where the owner's
473 * current skill and experience objects at the time when clone's owner was
474 * set - not the owner's current skill and experience objects).
475 *
476 * Use this function if player created an object (e.g. fire bullet, swarm
477 * spell), and this object creates further objects whose kills should be
478 * accounted for the player's original skill, even if player has changed
479 * skills meanwhile.
480 */
481void copy_owner (object *op, object *clone)
482{
483 object *owner = get_owner (clone);
484 if (owner == NULL) {
485 /* players don't have owners - they own themselves. Update
486 * as appropriate.
487 */
488 if (clone->type == PLAYER) owner=clone;
489 else return;
490 }
491 set_owner(op, owner);
492
493} 470}
494 471
495/* Zero the key_values on op, decrementing the shared-string 472/* Zero the key_values on op, decrementing the shared-string
496 * refcounts and freeing the links. 473 * refcounts and freeing the links.
497 */ 474 */
475static void
498static void free_key_values(object * op) 476free_key_values (object *op)
499{ 477{
500 for (key_value *i = op->key_values; i != 0; ) 478 for (key_value *i = op->key_values; i != 0;)
501 { 479 {
502 key_value *next = i->next; 480 key_value *next = i->next;
503 delete i; 481 delete i;
482
504 i = next; 483 i = next;
505 } 484 }
506 485
507 op->key_values = 0; 486 op->key_values = 0;
508} 487}
509 488
510void object::clear () 489void object::clear ()
511{ 490{
512 attachable_base::clear (); 491 attachable_base::clear ();
513 492
514 free_key_values (this); 493 free_key_values (this);
515 494
516 name = 0; 495 owner = 0;
496 name = 0;
517 name_pl = 0; 497 name_pl = 0;
518 title = 0; 498 title = 0;
519 race = 0; 499 race = 0;
520 slaying = 0; 500 slaying = 0;
521 skill = 0; 501 skill = 0;
522 msg = 0; 502 msg = 0;
523 lore = 0; 503 lore = 0;
524 custom_name = 0; 504 custom_name = 0;
525 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;
526 517
527 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod)); 518 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
528 519
529 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;
530} 529}
531 530
532void object::clone (object *destination) 531void object::clone (object *destination)
533{ 532{
534 *(object_copy *)destination = *(object_copy *)this; 533 *(object_copy *)destination = *this;
535 *(object_pod *)destination = *(object_pod *)this; 534 *(object_pod *)destination = *this;
536 535
537 if (self || cb) 536 if (self || cb)
538 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination)); 537 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
539}
540
541/*
542 * clear_object() frees everything allocated by an object, and also
543 * clears all variables and flags to default settings.
544 */
545
546void clear_object (object *op)
547{
548 op->clear ();
549
550 op->contr = NULL;
551 op->below = NULL;
552 op->above = NULL;
553 op->inv = NULL;
554 op->container=NULL;
555 op->env=NULL;
556 op->more=NULL;
557 op->head=NULL;
558 op->map=NULL;
559 op->refcount=0;
560 op->active_next = NULL;
561 op->active_prev = NULL;
562 /* What is not cleared is next, prev, and count */
563
564 op->expmul = 1.0;
565 op->face = blank_face;
566 op->attacked_by_count = -1;
567
568 if (settings.casting_time)
569 op->casting_time = -1;
570} 538}
571 539
572/* 540/*
573 * copy object first frees everything allocated by the second object, 541 * copy object first frees everything allocated by the second object,
574 * 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
575 * object, allocating what needs to be allocated. Basically, any 543 * object, allocating what needs to be allocated. Basically, any
576 * 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,
577 * 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
578 * will point at garbage. 546 * will point at garbage.
579 */ 547 */
580 548void
581void copy_object (object *op2, object *op) 549copy_object (object *op2, object *op)
582{ 550{
583 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 551 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
584 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 552 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
585 553
586 op2->clone (op); 554 op2->clone (op);
587 555
556 if (is_freed)
588 if (is_freed) SET_FLAG (op, FLAG_FREED); 557 SET_FLAG (op, FLAG_FREED);
558
559 if (is_removed)
589 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 560 SET_FLAG (op, FLAG_REMOVED);
590 561
591 if (op2->speed < 0) 562 if (op2->speed < 0)
592 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 563 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
593 564
594 /* Copy over key_values, if any. */ 565 /* Copy over key_values, if any. */
595 if (op2->key_values != NULL) 566 if (op2->key_values)
596 { 567 {
597 key_value *tail = NULL; 568 key_value *tail = 0;
598 key_value *i; 569 key_value *i;
599 570
600 op->key_values = NULL; 571 op->key_values = 0;
601 572
602 for (i = op2->key_values; i != NULL; i = i->next) 573 for (i = op2->key_values; i; i = i->next)
603 { 574 {
604 key_value *new_link = new key_value; 575 key_value *new_link = new key_value;
605 576
606 new_link->next = NULL; 577 new_link->next = 0;
607 new_link->key = i->key; 578 new_link->key = i->key;
608 new_link->value = i->value; 579 new_link->value = i->value;
609 580
610 /* Try and be clever here, too. */ 581 /* Try and be clever here, too. */
611 if (op->key_values == NULL) 582 if (!op->key_values)
612 { 583 {
613 op->key_values = new_link; 584 op->key_values = new_link;
614 tail = new_link; 585 tail = new_link;
615 } 586 }
616 else 587 else
628 * 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
629 * 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
630 * 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.
631 */ 602 */
632 603
604void
633void update_turn_face(object *op) { 605update_turn_face (object *op)
606{
634 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 607 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
635 return; 608 return;
636 SET_ANIMATION(op, op->direction); 609 SET_ANIMATION (op, op->direction);
637 update_object(op,UP_OBJ_FACE); 610 update_object (op, UP_OBJ_FACE);
638} 611}
639 612
640/* 613/*
641 * 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
642 * 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.
643 * 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.
644 */ 617 */
645 618void
646void update_ob_speed(object *op) { 619update_ob_speed (object *op)
620{
647 extern int arch_init; 621 extern int arch_init;
648 622
649 /* No reason putting the archetypes objects on the speed list, 623 /* No reason putting the archetypes objects on the speed list,
650 * since they never really need to be updated. 624 * since they never really need to be updated.
651 */ 625 */
652 626
653 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 627 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
628 {
654 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);
655#ifdef MANY_CORES 630#ifdef MANY_CORES
656 abort(); 631 abort ();
657#else 632#else
658 op->speed = 0; 633 op->speed = 0;
659#endif 634#endif
660 } 635 }
636
661 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)
662 return; 644 return;
663 }
664 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
665 /* If already on active list, don't do anything */
666 if (op->active_next || op->active_prev || op==active_objects)
667 return;
668 645
669 /* process_events() expects us to insert the object at the beginning 646 /* process_events() expects us to insert the object at the beginning
670 * of the list. */ 647 * of the list. */
671 op->active_next = active_objects; 648 op->active_next = active_objects;
649
672 if (op->active_next!=NULL) 650 if (op->active_next != NULL)
673 op->active_next->active_prev = op; 651 op->active_next->active_prev = op;
652
674 active_objects = op; 653 active_objects = op;
654 }
655 else
675 } 656 {
676 else {
677 /* If not on the active list, nothing needs to be done */ 657 /* If not on the active list, nothing needs to be done */
678 if (!op->active_next && !op->active_prev && op!=active_objects) 658 if (!op->active_next && !op->active_prev && op != active_objects)
679 return; 659 return;
680 660
681 if (op->active_prev==NULL) { 661 if (op->active_prev == NULL)
662 {
682 active_objects = op->active_next; 663 active_objects = op->active_next;
664
683 if (op->active_next!=NULL) 665 if (op->active_next != NULL)
684 op->active_next->active_prev = NULL; 666 op->active_next->active_prev = NULL;
667 }
668 else
685 } 669 {
686 else {
687 op->active_prev->active_next = op->active_next; 670 op->active_prev->active_next = op->active_next;
671
688 if (op->active_next) 672 if (op->active_next)
689 op->active_next->active_prev = op->active_prev; 673 op->active_next->active_prev = op->active_prev;
690 } 674 }
675
691 op->active_next = NULL; 676 op->active_next = NULL;
692 op->active_prev = NULL; 677 op->active_prev = NULL;
693 } 678 }
694} 679}
695 680
696/* This function removes object 'op' from the list of active 681/* This function removes object 'op' from the list of active
697 * objects. 682 * objects.
699 * 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
700 * in play chewing up cpu time getting processed. 685 * in play chewing up cpu time getting processed.
701 * The reverse of this is to call update_ob_speed, which 686 * The reverse of this is to call update_ob_speed, which
702 * 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.
703 */ 688 */
689void
704void remove_from_active_list(object *op) 690remove_from_active_list (object *op)
705{ 691{
706 /* If not on the active list, nothing needs to be done */ 692 /* If not on the active list, nothing needs to be done */
707 if (!op->active_next && !op->active_prev && op!=active_objects) 693 if (!op->active_next && !op->active_prev && op != active_objects)
708 return; 694 return;
709 695
710 if (op->active_prev==NULL) { 696 if (op->active_prev == NULL)
697 {
711 active_objects = op->active_next; 698 active_objects = op->active_next;
712 if (op->active_next!=NULL) 699 if (op->active_next != NULL)
713 op->active_next->active_prev = NULL; 700 op->active_next->active_prev = NULL;
701 }
702 else
714 } 703 {
715 else {
716 op->active_prev->active_next = op->active_next; 704 op->active_prev->active_next = op->active_next;
717 if (op->active_next) 705 if (op->active_next)
718 op->active_next->active_prev = op->active_prev; 706 op->active_next->active_prev = op->active_prev;
719 } 707 }
720 op->active_next = NULL; 708 op->active_next = NULL;
721 op->active_prev = NULL; 709 op->active_prev = NULL;
722} 710}
723 711
724/* 712/*
725 * update_object() updates the array which represents the map. 713 * update_object() updates the array which represents the map.
726 * It takes into account invisible objects (and represent squares covered 714 * It takes into account invisible objects (and represent squares covered
741 * 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
742 * 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.
743 * UP_OBJ_FACE: only the objects face has changed. 731 * UP_OBJ_FACE: only the objects face has changed.
744 */ 732 */
745 733
734void
746void update_object(object *op, int action) { 735update_object (object *op, int action)
736{
747 int update_now=0, flags; 737 int update_now = 0, flags;
748 MoveType move_on, move_off, move_block, move_slow; 738 MoveType move_on, move_off, move_block, move_slow;
749 739
750 if (op == NULL) { 740 if (op == NULL)
741 {
751 /* this should never happen */ 742 /* this should never happen */
752 LOG(llevDebug,"update_object() called for NULL object.\n"); 743 LOG (llevDebug, "update_object() called for NULL object.\n");
753 return; 744 return;
754 }
755 745 }
746
756 if(op->env!=NULL) { 747 if (op->env != NULL)
748 {
757 /* Animation is currently handled by client, so nothing 749 /* Animation is currently handled by client, so nothing
758 * to do in this case. 750 * to do in this case.
759 */ 751 */
760 return; 752 return;
761 } 753 }
762 754
763 /* 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
764 * going to get freed anyways. 756 * going to get freed anyways.
765 */ 757 */
766 if (!op->map || op->map->in_memory == MAP_SAVING) return; 758 if (!op->map || op->map->in_memory == MAP_SAVING)
767 759 return;
760
768 /* make sure the object is within map boundaries */ 761 /* make sure the object is within map boundaries */
769 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))
770 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 763 {
771 LOG(llevError,"update_object() called for object out of map!\n"); 764 LOG (llevError, "update_object() called for object out of map!\n");
772#ifdef MANY_CORES 765#ifdef MANY_CORES
773 abort(); 766 abort ();
774#endif 767#endif
775 return; 768 return;
776 }
777 769 }
770
778 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 771 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
779 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);
780 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);
781 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);
782 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);
783 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);
784 777
785 if (action == UP_OBJ_INSERT) { 778 if (action == UP_OBJ_INSERT)
779 {
786 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 780 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
787 update_now=1; 781 update_now = 1;
788 782
789 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 783 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
790 update_now=1; 784 update_now = 1;
791 785
792 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 786 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
793 update_now=1; 787 update_now = 1;
794 788
795 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 789 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
796 update_now=1; 790 update_now = 1;
797 791
798 if (op->type == SAFE_GROUND && !(flags & P_SAFE)) 792 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
799 update_now=1; 793 update_now = 1;
800 794
801 if ((move_on | op->move_on) != move_on) update_now=1; 795 if ((move_on | op->move_on) != move_on)
796 update_now = 1;
802 797
803 if ((move_off | op->move_off) != move_off) update_now=1; 798 if ((move_off | op->move_off) != move_off)
799 update_now = 1;
804 800
805 /* 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
806 * to have move_allow right now. 802 * to have move_allow right now.
807 */ 803 */
808 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 804 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
809 update_now=1; 805 update_now = 1;
810 806
811 if ((move_slow | op->move_slow) != move_slow) 807 if ((move_slow | op->move_slow) != move_slow)
812 update_now=1; 808 update_now = 1;
813 } 809 }
810
814 /* if the object is being removed, we can't make intelligent 811 /* if the object is being removed, we can't make intelligent
815 * decisions, because remove_ob can't really pass the object 812 * decisions, because remove_ob can't really pass the object
816 * that is being removed. 813 * that is being removed.
817 */ 814 */
818 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 815 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
819 update_now=1; 816 update_now = 1;
820 } else if (action == UP_OBJ_FACE) { 817 else if (action == UP_OBJ_FACE)
821 /* Nothing to do for that case */ 818 /* Nothing to do for that case */ ;
822 }
823 else { 819 else
824 LOG(llevError,"update_object called with invalid action: %d\n", action); 820 LOG (llevError, "update_object called with invalid action: %d\n", action);
825 }
826 821
827 if (update_now) { 822 if (update_now)
823 {
828 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 824 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
829 update_position(op->map, op->x, op->y); 825 update_position (op->map, op->x, op->y);
830 } 826 }
831 827
832 if(op->more!=NULL) 828 if (op->more != NULL)
833 update_object(op->more, action); 829 update_object (op->more, action);
834} 830}
835 831
836static std::vector<object *> mortals; 832object::vector object::mortals;
833object::vector object::objects; // not yet used
834object *object::first;
837 835
838void object::free_mortals () 836void object::free_mortals ()
839{ 837{
840 for (std::vector<object *>::iterator i = mortals.begin (); i != mortals.end (); ++i) 838 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
839 if ((*i)->refcnt)
840 ++i; // further delay freeing
841 else
842 {
841 delete *i; 843 delete *i;
842 844 mortals.erase (i);
843 mortals.clear (); 845 }
844} 846}
845 847
846object::object () 848object::object ()
847{ 849{
848 SET_FLAG (this, FLAG_REMOVED); 850 SET_FLAG (this, FLAG_REMOVED);
849 851
850 expmul = 1.0; 852 expmul = 1.0;
851 face = blank_face; 853 face = blank_face;
852 attacked_by_count = -1;
853} 854}
854 855
855object::~object () 856object::~object ()
856{ 857{
857 free_key_values (this); 858 free_key_values (this);
858} 859}
859 860
860void
861object::link () 861void object::link ()
862{ 862{
863 count = ++ob_count; 863 count = ++ob_count;
864 uuid = gen_uuid ();
864 865
865 prev = 0; 866 prev = 0;
866 next = objects; 867 next = object::first;
867 868
868 if (objects) 869 if (object::first)
869 objects->prev = this; 870 object::first->prev = this;
870 871
871 objects = this; 872 object::first = this;
872} 873}
873 874
874void
875object::unlink () 875void object::unlink ()
876{ 876{
877 count = 0; 877 if (this == object::first)
878 object::first = next;
878 879
879 /* Remove this object from the list of used objects */ 880 /* Remove this object from the list of used objects */
880 if (prev) prev->next = next; 881 if (prev) prev->next = next;
881 if (next) next->prev = prev; 882 if (next) next->prev = prev;
882 if (this == objects) objects = next; 883
883} 884 prev = 0;
885 next = 0;
886}
884 887
885object *object::create () 888object *object::create ()
886{ 889{
887 object *op = new object; 890 object *op = new object;
888 op->link (); 891 op->link ();
894 * 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
895 * free objects. The IS_FREED() flag is set in the object. 898 * free objects. The IS_FREED() flag is set in the object.
896 * The object must have been removed by remove_ob() first for 899 * The object must have been removed by remove_ob() first for
897 * this function to succeed. 900 * this function to succeed.
898 * 901 *
899 * 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
900 * inventory to the ground. 903 * inventory to the ground.
901 */ 904 */
902void 905void object::destroy (bool destroy_inventory)
903object::free (bool free_inventory)
904{ 906{
907 if (QUERY_FLAG (this, FLAG_FREED))
908 return;
909
910 if (QUERY_FLAG (this, FLAG_FRIENDLY))
911 remove_friendly_object (this);
912
905 if (!QUERY_FLAG (this, FLAG_REMOVED)) 913 if (!QUERY_FLAG (this, FLAG_REMOVED))
906 { 914 remove ();
907 LOG (llevDebug, "Free object called with non removed object\n");
908 dump_object (this);
909#ifdef MANY_CORES
910 abort ();
911#endif
912 }
913 915
914 if (QUERY_FLAG (this, FLAG_FRIENDLY))
915 {
916 LOG (llevMonster, "Warning: tried to free friendly object.\n");
917 remove_friendly_object (this);
918 }
919
920 if (QUERY_FLAG (this, FLAG_FREED)) 916 SET_FLAG (this, FLAG_FREED);
921 {
922 dump_object (this);
923 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg);
924 return;
925 }
926 917
927 if (more) 918 if (more)
928 { 919 {
929 more->free (free_inventory); 920 more->destroy (destroy_inventory);
930 more = 0; 921 more = 0;
931 } 922 }
932 923
933 if (inv) 924 if (inv)
934 { 925 {
935 /* Only if the space blocks everything do we not process - 926 /* Only if the space blocks everything do we not process -
936 * if some form of movement is allowed, let objects 927 * if some form of movement is allowed, let objects
937 * drop on that space. 928 * drop on that space.
938 */ 929 */
939 if (free_inventory || !map 930 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
940 || map->in_memory != MAP_IN_MEMORY 931 {
941 || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
942 {
943 object *op = inv; 932 object *op = inv;
944 933
945 while (op) 934 while (op)
946 { 935 {
947 object *tmp = op->below; 936 object *tmp = op->below;
948 remove_ob (op);
949 op->free (free_inventory); 937 op->destroy (destroy_inventory);
950 op = tmp; 938 op = tmp;
951 } 939 }
952 } 940 }
953 else 941 else
954 { /* Put objects in inventory onto this space */ 942 { /* Put objects in inventory onto this space */
955 object *op = inv; 943 object *op = inv;
956 944
957 while (op) 945 while (op)
958 { 946 {
959 object *tmp = op->below; 947 object *tmp = op->below;
960 remove_ob (op);
961 948
949 op->remove ();
950
962 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 951 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
963 || 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))
964 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 953 op->destroy (0);
965 free_object (op); 954 else
966 else 955 {
967 { 956 op->x = x;
968 op->x = x; 957 op->y = y;
969 op->y = y;
970 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */ 958 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
971 } 959 }
972 960
973 op = tmp; 961 op = tmp;
962 }
963 }
974 } 964 }
975 } 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 ();
976 } 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;
977 993
978 /* Remove object from the active list */ 994 /* Remove object from the active list */
979 speed = 0; 995 speed = 0;
980 update_ob_speed (this); 996 update_ob_speed (this);
981 997
982 unlink (); 998 unlink ();
983 999
984 SET_FLAG (this, FLAG_FREED);
985
986 mortals.push_back (this); 1000 mortals.push_back (this);
987} 1001}
988 1002
989/* 1003/*
990 * sub_weight() recursively (outwards) subtracts a number from the 1004 * sub_weight() recursively (outwards) subtracts a number from the
991 * 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)).
992 */ 1006 */
993 1007void
994void sub_weight (object *op, signed long weight) { 1008sub_weight (object *op, signed long weight)
1009{
995 while (op != NULL) { 1010 while (op != NULL)
1011 {
996 if (op->type == CONTAINER) { 1012 if (op->type == CONTAINER)
997 weight=(signed long)(weight*(100-op->stats.Str)/100); 1013 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
998 } 1014
999 op->carrying-=weight; 1015 op->carrying -= weight;
1000 op = op->env; 1016 op = op->env;
1001 } 1017 }
1002} 1018}
1003 1019
1004/* remove_ob(op): 1020/* op->remove ():
1005 * 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
1006 * 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
1007 * object will have no environment. If the object previously had an 1023 * object will have no environment. If the object previously had an
1008 * environment, the x and y coordinates will be updated to 1024 * environment, the x and y coordinates will be updated to
1009 * the previous environment. 1025 * the previous environment.
1010 * Beware: This function is called from the editor as well! 1026 * Beware: This function is called from the editor as well!
1011 */ 1027 */
1012 1028void
1013void remove_ob(object *op) { 1029object::remove ()
1030{
1014 object *tmp,*last=NULL; 1031 object *tmp, *last = 0;
1015 object *otmp; 1032 object *otmp;
1016 tag_t tag; 1033
1017 int check_walk_off; 1034 int check_walk_off;
1018 mapstruct *m;
1019 sint16 x,y;
1020
1021 1035
1022 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1036 if (QUERY_FLAG (this, FLAG_REMOVED))
1023 dump_object(op); 1037 return;
1024 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1025 1038
1026 /* Changed it to always dump core in this case. As has been learned
1027 * in the past, trying to recover from errors almost always
1028 * make things worse, and this is a real error here - something
1029 * that should not happen.
1030 * Yes, if this was a mission critical app, trying to do something
1031 * to recover may make sense, but that is because failure of the app
1032 * may have other disastrous problems. Cf runs out of a script
1033 * so is easily enough restarted without any real problems.
1034 * MSW 2001-07-01
1035 */
1036 abort();
1037 }
1038 if(op->more!=NULL)
1039 remove_ob(op->more);
1040
1041 SET_FLAG(op, FLAG_REMOVED); 1039 SET_FLAG (this, FLAG_REMOVED);
1042 1040
1041 if (more)
1042 more->remove ();
1043
1043 /* 1044 /*
1044 * In this case, the object to be removed is in someones 1045 * In this case, the object to be removed is in someones
1045 * inventory. 1046 * inventory.
1046 */ 1047 */
1047 if(op->env!=NULL) { 1048 if (env)
1049 {
1048 if(op->nrof) 1050 if (nrof)
1049 sub_weight(op->env, op->weight*op->nrof); 1051 sub_weight (env, weight * nrof);
1050 else 1052 else
1051 sub_weight(op->env, op->weight+op->carrying); 1053 sub_weight (env, weight + carrying);
1052 1054
1053 /* 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
1054 * made to players inventory. If set, avoiding the call 1056 * made to players inventory. If set, avoiding the call
1055 * to save cpu time. 1057 * to save cpu time.
1056 */ 1058 */
1057 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))
1058 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1059 fix_player(otmp); 1060 fix_player (otmp);
1060 1061
1061 if(op->above!=NULL) 1062 if (above != NULL)
1062 op->above->below=op->below; 1063 above->below = below;
1063 else 1064 else
1064 op->env->inv=op->below; 1065 env->inv = below;
1065 1066
1066 if(op->below!=NULL) 1067 if (below != NULL)
1067 op->below->above=op->above; 1068 below->above = above;
1068 1069
1069 /* we set up values so that it could be inserted into 1070 /* we set up values so that it could be inserted into
1070 * 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
1071 * 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
1072 */ 1099 */
1073 op->x=op->env->x,op->y=op->env->y; 1100 if (GET_MAP_OB (map, x, y) != this)
1074 op->map=op->env->map; 1101 {
1075 op->above=NULL,op->below=NULL; 1102 char *dump = dump_object (this);
1076 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)
1077 return; 1118 return;
1078 }
1079 1119
1080 /* If we get here, we are removing it from a map */
1081 if (op->map == NULL) return;
1082
1083 x = op->x;
1084 y = op->y;
1085 m = get_map_from_coord(op->map, &x, &y);
1086
1087 if (!m) {
1088 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1089 op->map->path, op->x, op->y);
1090 /* in old days, we used to set x and y to 0 and continue.
1091 * it seems if we get into this case, something is probablye
1092 * screwed up and should be fixed.
1093 */
1094 abort();
1095 }
1096 if (op->map != m) {
1097 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1098 op->map->path, m->path, op->x, op->y, x, y);
1099 }
1100
1101 /* Re did the following section of code - it looks like it had
1102 * lots of logic for things we no longer care about
1103 */
1104
1105 /* link the object above us */
1106 if (op->above)
1107 op->above->below=op->below;
1108 else
1109 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1110
1111 /* Relink the object below us, if there is one */
1112 if(op->below) {
1113 op->below->above=op->above;
1114 } else {
1115 /* Nothing below, which means we need to relink map object for this space
1116 * use translated coordinates in case some oddness with map tiling is
1117 * evident
1118 */
1119 if(GET_MAP_OB(m,x,y)!=op) {
1120 dump_object(op);
1121 LOG(llevError,"remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg);
1122 dump_object(GET_MAP_OB(m,x,y));
1123 LOG(llevError,"%s\n",errmsg);
1124 }
1125 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1126 }
1127 op->above=NULL;
1128 op->below=NULL;
1129
1130 if (op->map->in_memory == MAP_SAVING)
1131 return;
1132
1133 tag = op->count;
1134 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1120 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1121
1135 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 {
1136 /* 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
1137 * being removed. 1125 * being removed.
1138 */ 1126 */
1139 1127
1140 if(tmp->type==PLAYER && tmp!=op) { 1128 if (tmp->type == PLAYER && tmp != this)
1129 {
1141 /* If a container that the player is currently using somehow gets 1130 /* If a container that the player is currently using somehow gets
1142 * removed (most likely destroyed), update the player view 1131 * removed (most likely destroyed), update the player view
1143 * appropriately. 1132 * appropriately.
1144 */ 1133 */
1145 if (tmp->container==op) { 1134 if (tmp->container == this)
1135 {
1146 CLEAR_FLAG(op, FLAG_APPLIED); 1136 CLEAR_FLAG (this, FLAG_APPLIED);
1147 tmp->container=NULL; 1137 tmp->container = 0;
1138 }
1139
1140 tmp->contr->socket.update_look = 1;
1148 } 1141 }
1149 tmp->contr->socket.update_look=1; 1142
1150 }
1151 /* See if player moving off should effect something */ 1143 /* See if player moving off should effect something */
1152 if (check_walk_off && ((op->move_type & tmp->move_off) && 1144 if (check_walk_off
1145 && ((move_type & tmp->move_off)
1153 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1146 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1154 1147 {
1155 move_apply(tmp, op, NULL); 1148 move_apply (tmp, this, 0);
1149
1156 if (was_destroyed (op, tag)) { 1150 if (destroyed ())
1157 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 ());
1158 "leaving object\n", &tmp->name, &tmp->arch->name);
1159 } 1152 }
1160 }
1161 1153
1162 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1154 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1163 1155
1164 if(tmp->above == tmp) 1156 if (tmp->above == tmp)
1165 tmp->above = NULL; 1157 tmp->above = 0;
1158
1166 last=tmp; 1159 last = tmp;
1167 } 1160 }
1161
1168 /* last == NULL of there are no objects on this space */ 1162 /* last == NULL of there are no objects on this space */
1169 if (last==NULL) { 1163 if (!last)
1164 {
1170 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1165 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1171 * 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
1172 * 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
1173 * be correct anyways. 1168 * be correct anyways.
1174 */ 1169 */
1175 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1170 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1176 update_position(op->map, op->x, op->y); 1171 update_position (map, x, y);
1177 } 1172 }
1178 else 1173 else
1179 update_object(last, UP_OBJ_REMOVE); 1174 update_object (last, UP_OBJ_REMOVE);
1180 1175
1181 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1176 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1182 update_all_los(op->map, op->x, op->y); 1177 update_all_los (map, x, y);
1183 1178 }
1184} 1179}
1185 1180
1186/* 1181/*
1187 * merge_ob(op,top): 1182 * merge_ob(op,top):
1188 * 1183 *
1189 * This function goes through all objects below and including top, and 1184 * This function goes through all objects below and including top, and
1190 * merges op to the first matching object. 1185 * merges op to the first matching object.
1191 * If top is NULL, it is calculated. 1186 * If top is NULL, it is calculated.
1192 * 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
1193 */ 1188 */
1194 1189object *
1195object *merge_ob(object *op, object *top) { 1190merge_ob (object *op, object *top)
1191{
1196 if(!op->nrof) 1192 if (!op->nrof)
1197 return 0; 1193 return 0;
1194
1198 if(top==NULL) 1195 if (top == NULL)
1199 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1196 for (top = op; top != NULL && top->above != NULL; top = top->above);
1197
1200 for(;top!=NULL;top=top->below) { 1198 for (; top != NULL; top = top->below)
1199 {
1201 if(top==op) 1200 if (top == op)
1202 continue; 1201 continue;
1203 if (CAN_MERGE(op,top)) 1202 if (CAN_MERGE (op, top))
1204 { 1203 {
1205 top->nrof+=op->nrof; 1204 top->nrof += op->nrof;
1205
1206/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1206/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1207 op->weight = 0; /* Don't want any adjustements now */ 1207 op->weight = 0; /* Don't want any adjustements now */
1208 remove_ob(op); 1208 op->remove ();
1209 free_object(op); 1209 op->destroy (0);
1210 return top; 1210 return top;
1211 } 1211 }
1212 } 1212 }
1213
1213 return NULL; 1214 return 0;
1214} 1215}
1215 1216
1216/* 1217/*
1217 * 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
1218 * job preparing multi-part monsters 1219 * job preparing multi-part monsters
1219 */ 1220 */
1221object *
1220object *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{
1221 object* tmp; 1224 object *tmp;
1225
1222 if (op->head) 1226 if (op->head)
1223 op=op->head; 1227 op = op->head;
1228
1224 for (tmp=op;tmp;tmp=tmp->more){ 1229 for (tmp = op; tmp; tmp = tmp->more)
1230 {
1225 tmp->x=x+tmp->arch->clone.x; 1231 tmp->x = x + tmp->arch->clone.x;
1226 tmp->y=y+tmp->arch->clone.y; 1232 tmp->y = y + tmp->arch->clone.y;
1227 } 1233 }
1234
1228 return insert_ob_in_map (op, m, originator, flag); 1235 return insert_ob_in_map (op, m, originator, flag);
1229} 1236}
1230 1237
1231/* 1238/*
1232 * insert_ob_in_map (op, map, originator, flag): 1239 * insert_ob_in_map (op, map, originator, flag):
1233 * This function inserts the object in the two-way linked list 1240 * This function inserts the object in the two-way linked list
1247 * new object if 'op' was merged with other object 1254 * new object if 'op' was merged with other object
1248 * NULL if 'op' was destroyed 1255 * NULL if 'op' was destroyed
1249 * just 'op' otherwise 1256 * just 'op' otherwise
1250 */ 1257 */
1251 1258
1259object *
1252object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1260insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1253{ 1261{
1254 object *tmp, *top, *floor=NULL; 1262 object *tmp, *top, *floor = NULL;
1255 sint16 x,y; 1263 sint16 x, y;
1256 1264
1257 if (QUERY_FLAG (op, FLAG_FREED)) { 1265 if (QUERY_FLAG (op, FLAG_FREED))
1266 {
1258 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 tmp->remove ();
1350 tmp->destroy (0);
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))
1259 return NULL; 1518 return NULL;
1260 }
1261 if(m==NULL) {
1262 dump_object(op);
1263 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1264 return op;
1265 }
1266 if(out_of_map(m,op->x,op->y)) {
1267 dump_object(op);
1268 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1269#ifdef MANY_CORES
1270 /* Better to catch this here, as otherwise the next use of this object
1271 * is likely to cause a crash. Better to find out where it is getting
1272 * improperly inserted.
1273 */
1274 abort();
1275#endif
1276 return op;
1277 }
1278 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1279 dump_object(op);
1280 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1281 return op;
1282 }
1283 if(op->more!=NULL) {
1284 /* The part may be on a different map. */
1285 1519
1286 object *more = op->more;
1287
1288 /* We really need the caller to normalize coordinates - if
1289 * we set the map, that doesn't work if the location is within
1290 * a map and this is straddling an edge. So only if coordinate
1291 * is clear wrong do we normalize it.
1292 */
1293 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1294 more->map = get_map_from_coord(m, &more->x, &more->y);
1295 } else if (!more->map) {
1296 /* For backwards compatibility - when not dealing with tiled maps,
1297 * more->map should always point to the parent.
1298 */
1299 more->map = m;
1300 }
1301
1302 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1303 if ( ! op->head)
1304 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1305 return NULL;
1306 }
1307 }
1308 CLEAR_FLAG(op,FLAG_REMOVED);
1309
1310 /* Ideally, the caller figures this out. However, it complicates a lot
1311 * of areas of callers (eg, anything that uses find_free_spot would now
1312 * need extra work
1313 */
1314 op->map=get_map_from_coord(m, &op->x, &op->y);
1315 x = op->x;
1316 y = op->y;
1317
1318 /* this has to be done after we translate the coordinates.
1319 */
1320 if(op->nrof && !(flag & INS_NO_MERGE)) {
1321 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1322 if (CAN_MERGE(op,tmp)) {
1323 op->nrof+=tmp->nrof;
1324 remove_ob(tmp);
1325 free_object(tmp);
1326 }
1327 }
1328
1329 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1330 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1331 if (!QUERY_FLAG(op, FLAG_ALIVE))
1332 CLEAR_FLAG(op, FLAG_NO_STEAL);
1333
1334 if (flag & INS_BELOW_ORIGINATOR) {
1335 if (originator->map != op->map || originator->x != op->x ||
1336 originator->y != op->y) {
1337 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1338 abort();
1339 }
1340 op->above = originator;
1341 op->below = originator->below;
1342 if (op->below) op->below->above = op;
1343 else SET_MAP_OB(op->map, op->x, op->y, op);
1344 /* since *below* originator, no need to update top */
1345 originator->below = op;
1346 } else {
1347 /* If there are other objects, then */
1348 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1349 object *last=NULL;
1350 /*
1351 * If there are multiple objects on this space, we do some trickier handling.
1352 * We've already dealt with merging if appropriate.
1353 * Generally, we want to put the new object on top. But if
1354 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1355 * floor, we want to insert above that and no further.
1356 * Also, if there are spell objects on this space, we stop processing
1357 * once we get to them. This reduces the need to traverse over all of
1358 * them when adding another one - this saves quite a bit of cpu time
1359 * when lots of spells are cast in one area. Currently, it is presumed
1360 * that flying non pickable objects are spell objects.
1361 */
1362
1363 while (top != NULL) {
1364 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1365 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1366 if (QUERY_FLAG(top, FLAG_NO_PICK)
1367 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1368 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1369 {
1370 /* We insert above top, so we want this object below this */
1371 top=top->below;
1372 break;
1373 }
1374 last = top;
1375 top = top->above;
1376 }
1377 /* Don't want top to be NULL, so set it to the last valid object */
1378 top = last;
1379
1380 /* We let update_position deal with figuring out what the space
1381 * looks like instead of lots of conditions here.
1382 * makes things faster, and effectively the same result.
1383 */
1384
1385 /* Have object 'fall below' other objects that block view.
1386 * Unless those objects are exits, type 66
1387 * If INS_ON_TOP is used, don't do this processing
1388 * Need to find the object that in fact blocks view, otherwise
1389 * stacking is a bit odd.
1390 */
1391 if (!(flag & INS_ON_TOP) &&
1392 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1393 (op->face && !op->face->visibility)) {
1394 for (last=top; last != floor; last=last->below)
1395 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1396 /* Check to see if we found the object that blocks view,
1397 * and make sure we have a below pointer for it so that
1398 * we can get inserted below this one, which requires we
1399 * set top to the object below us.
1400 */
1401 if (last && last->below && last != floor) top=last->below;
1402 }
1403 } /* If objects on this space */
1404 if (flag & INS_MAP_LOAD)
1405 top = GET_MAP_TOP(op->map,op->x,op->y);
1406 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1407
1408 /* Top is the object that our object (op) is going to get inserted above.
1409 */
1410
1411 /* First object on this space */
1412 if (!top) {
1413 op->above = GET_MAP_OB(op->map, op->x, op->y);
1414 if (op->above) op->above->below = op;
1415 op->below = NULL;
1416 SET_MAP_OB(op->map, op->x, op->y, op);
1417 } else { /* get inserted into the stack above top */
1418 op->above = top->above;
1419 if (op->above) op->above->below = op;
1420 op->below = top;
1421 top->above = op;
1422 }
1423 if (op->above==NULL)
1424 SET_MAP_TOP(op->map,op->x, op->y, op);
1425 } /* else not INS_BELOW_ORIGINATOR */
1426
1427 if(op->type==PLAYER)
1428 op->contr->do_los=1;
1429
1430 /* If we have a floor, we know the player, if any, will be above
1431 * it, so save a few ticks and start from there.
1432 */
1433 if (!(flag & INS_MAP_LOAD))
1434 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1435 if (tmp->type == PLAYER)
1436 tmp->contr->socket.update_look=1;
1437 }
1438
1439 /* If this object glows, it may affect lighting conditions that are
1440 * visible to others on this map. But update_all_los is really
1441 * an inefficient way to do this, as it means los for all players
1442 * on the map will get recalculated. The players could very well
1443 * be far away from this change and not affected in any way -
1444 * this should get redone to only look for players within range,
1445 * or just updating the P_NEED_UPDATE for spaces within this area
1446 * of effect may be sufficient.
1447 */
1448 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1449 update_all_los(op->map, op->x, op->y);
1450
1451
1452 /* updates flags (blocked, alive, no magic, etc) for this map space */
1453 update_object(op,UP_OBJ_INSERT);
1454
1455
1456 /* Don't know if moving this to the end will break anything. However,
1457 * we want to have update_look set above before calling this.
1458 *
1459 * check_move_on() must be after this because code called from
1460 * check_move_on() depends on correct map flags (so functions like
1461 * blocked() and wall() work properly), and these flags are updated by
1462 * update_object().
1463 */
1464
1465 /* if this is not the head or flag has been passed, don't check walk on status */
1466
1467 if (!(flag & INS_NO_WALK_ON) && !op->head) {
1468 if (check_move_on(op, originator))
1469 return NULL;
1470
1471 /* If we are a multi part object, lets work our way through the check 1520 /* If we are a multi part object, lets work our way through the check
1472 * walk on's. 1521 * walk on's.
1473 */ 1522 */
1474 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1523 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1475 if (check_move_on (tmp, originator)) 1524 if (check_move_on (tmp, originator))
1476 return NULL; 1525 return NULL;
1477 } 1526 }
1527
1478 return op; 1528 return op;
1479} 1529}
1480 1530
1481/* this function inserts an object in the map, but if it 1531/* this function inserts an object in the map, but if it
1482 * finds an object of its own type, it'll remove that one first. 1532 * finds an object of its own type, it'll remove that one first.
1483 * op is the object to insert it under: supplies x and the map. 1533 * op is the object to insert it under: supplies x and the map.
1484 */ 1534 */
1535void
1485void replace_insert_ob_in_map(const char *arch_string, object *op) { 1536replace_insert_ob_in_map (const char *arch_string, object *op)
1537{
1486 object *tmp; 1538 object *
1487 object *tmp1; 1539 tmp;
1540 object *
1541 tmp1;
1488 1542
1489 /* first search for itself and remove any old instances */ 1543 /* first search for itself and remove any old instances */
1490 1544
1491 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 {
1492 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1547 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1493 remove_ob(tmp);
1494 free_object(tmp);
1495 } 1548 {
1549 tmp->remove ();
1550 tmp->destroy (0);
1551 }
1496 } 1552 }
1497 1553
1498 tmp1=arch_to_object(find_archetype(arch_string)); 1554 tmp1 = arch_to_object (archetype::find (arch_string));
1499 1555
1500 1556 tmp1->x = op->x;
1501 tmp1->x = op->x; tmp1->y = op->y; 1557 tmp1->y = op->y;
1502 insert_ob_in_map(tmp1,op->map,op,0); 1558 insert_ob_in_map (tmp1, op->map, op, 0);
1503} 1559}
1504 1560
1505/* 1561/*
1506 * 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
1507 * is returned contains nr objects, and the remaining parts contains 1563 * is returned contains nr objects, and the remaining parts contains
1508 * 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).
1509 * On failure, NULL is returned, and the reason put into the 1565 * On failure, NULL is returned, and the reason put into the
1510 * global static errmsg array. 1566 * global static errmsg array.
1511 */ 1567 */
1512 1568
1569object *
1513object *get_split_ob(object *orig_ob, uint32 nr) { 1570get_split_ob (object *orig_ob, uint32 nr)
1514 object *newob; 1571{
1572 object *
1573 newob;
1574 int
1515 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1575 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1516 1576
1517 if(orig_ob->nrof<nr) { 1577 if (orig_ob->nrof < nr)
1518 sprintf(errmsg,"There are only %d %ss.", 1578 {
1519 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);
1520 return NULL; 1580 return NULL;
1521 } 1581 }
1582
1522 newob = object_create_clone(orig_ob); 1583 newob = object_create_clone (orig_ob);
1584
1523 if((orig_ob->nrof-=nr)<1) { 1585 if ((orig_ob->nrof -= nr) < 1)
1524 if ( ! is_removed) 1586 orig_ob->destroy (1);
1525 remove_ob(orig_ob);
1526 free_object2(orig_ob, 1);
1527 }
1528 else if ( ! is_removed) { 1587 else if (!is_removed)
1588 {
1529 if(orig_ob->env!=NULL) 1589 if (orig_ob->env != NULL)
1530 sub_weight (orig_ob->env,orig_ob->weight*nr); 1590 sub_weight (orig_ob->env, orig_ob->weight * nr);
1531 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1591 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1592 {
1532 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1593 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1533 LOG(llevDebug,
1534 "Error, Tried to split object whose map is not in memory.\n"); 1594 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1535 return NULL; 1595 return NULL;
1536 } 1596 }
1537 } 1597 }
1598
1538 newob->nrof=nr; 1599 newob->nrof = nr;
1539 1600
1540 return newob; 1601 return newob;
1541} 1602}
1542 1603
1543/* 1604/*
1544 * decrease_ob_nr(object, number) decreases a specified number from 1605 * decrease_ob_nr(object, number) decreases a specified number from
1545 * the amount of an object. If the amount reaches 0, the object 1606 * the amount of an object. If the amount reaches 0, the object
1546 * is subsequently removed and freed. 1607 * is subsequently removed and freed.
1547 * 1608 *
1548 * Return value: 'op' if something is left, NULL if the amount reached 0 1609 * Return value: 'op' if something is left, NULL if the amount reached 0
1549 */ 1610 */
1550 1611
1612object *
1551object *decrease_ob_nr (object *op, uint32 i) 1613decrease_ob_nr (object *op, uint32 i)
1552{ 1614{
1553 object *tmp; 1615 object *tmp;
1554 player *pl; 1616 player *pl;
1555 1617
1556 if (i == 0) /* objects with op->nrof require this check */ 1618 if (i == 0) /* objects with op->nrof require this check */
1557 return op; 1619 return op;
1558 1620
1559 if (i > op->nrof) 1621 if (i > op->nrof)
1560 i = op->nrof; 1622 i = op->nrof;
1561 1623
1562 if (QUERY_FLAG (op, FLAG_REMOVED)) 1624 if (QUERY_FLAG (op, FLAG_REMOVED))
1625 op->nrof -= i;
1626 else if (op->env != NULL)
1627 {
1628 /* is this object in the players inventory, or sub container
1629 * therein?
1630 */
1631 tmp = is_player_inv (op->env);
1632 /* nope. Is this a container the player has opened?
1633 * If so, set tmp to that player.
1634 * IMO, searching through all the players will mostly
1635 * likely be quicker than following op->env to the map,
1636 * and then searching the map for a player.
1637 */
1638 if (!tmp)
1639 {
1640 for (pl = first_player; pl; pl = pl->next)
1641 if (pl->ob->container == op->env)
1642 break;
1643 if (pl)
1644 tmp = pl->ob;
1645 else
1646 tmp = NULL;
1647 }
1648
1649 if (i < op->nrof)
1650 {
1651 sub_weight (op->env, op->weight * i);
1652 op->nrof -= i;
1653 if (tmp)
1654 {
1655 esrv_send_item (tmp, op);
1656 }
1657 }
1658 else
1659 {
1660 op->remove ();
1661 op->nrof = 0;
1662 if (tmp)
1663 {
1664 esrv_del_item (tmp->contr, op->count);
1665 }
1666 }
1563 { 1667 }
1668 else
1669 {
1670 object *above = op->above;
1671
1672 if (i < op->nrof)
1564 op->nrof -= i; 1673 op->nrof -= i;
1565 } 1674 else
1566 else if (op->env != NULL)
1567 {
1568 /* is this object in the players inventory, or sub container
1569 * therein?
1570 */
1571 tmp = is_player_inv (op->env);
1572 /* nope. Is this a container the player has opened?
1573 * If so, set tmp to that player.
1574 * IMO, searching through all the players will mostly
1575 * likely be quicker than following op->env to the map,
1576 * and then searching the map for a player.
1577 */
1578 if (!tmp) {
1579 for (pl=first_player; pl; pl=pl->next)
1580 if (pl->ob->container == op->env) break;
1581 if (pl) tmp=pl->ob;
1582 else tmp=NULL;
1583 } 1675 {
1584
1585 if (i < op->nrof) {
1586 sub_weight (op->env, op->weight * i);
1587 op->nrof -= i;
1588 if (tmp) {
1589 esrv_send_item(tmp, op);
1590 }
1591 } else {
1592 remove_ob (op); 1676 op->remove ();
1593 op->nrof = 0; 1677 op->nrof = 0;
1594 if (tmp) {
1595 esrv_del_item(tmp->contr, op->count);
1596 } 1678 }
1597 }
1598 }
1599 else
1600 {
1601 object *above = op->above;
1602 1679
1603 if (i < op->nrof) {
1604 op->nrof -= i;
1605 } else {
1606 remove_ob (op);
1607 op->nrof = 0;
1608 }
1609 /* Since we just removed op, op->above is null */ 1680 /* Since we just removed op, op->above is null */
1610 for (tmp = above; tmp != NULL; tmp = tmp->above) 1681 for (tmp = above; tmp != NULL; tmp = tmp->above)
1611 if (tmp->type == PLAYER) { 1682 if (tmp->type == PLAYER)
1683 {
1612 if (op->nrof) 1684 if (op->nrof)
1613 esrv_send_item(tmp, op); 1685 esrv_send_item (tmp, op);
1614 else 1686 else
1615 esrv_del_item(tmp->contr, op->count); 1687 esrv_del_item (tmp->contr, op->count);
1616 } 1688 }
1617 } 1689 }
1618 1690
1619 if (op->nrof) { 1691 if (op->nrof)
1620 return op; 1692 return op;
1621 } else { 1693 else
1622 free_object (op); 1694 {
1695 op->destroy (0);
1623 return NULL; 1696 return NULL;
1624 } 1697 }
1625} 1698}
1626 1699
1627/* 1700/*
1628 * add_weight(object, weight) adds the specified weight to an object, 1701 * add_weight(object, weight) adds the specified weight to an object,
1629 * and also updates how much the environment(s) is/are carrying. 1702 * and also updates how much the environment(s) is/are carrying.
1630 */ 1703 */
1631 1704
1705void
1632void add_weight (object *op, signed long weight) { 1706add_weight (object *op, signed long weight)
1707{
1633 while (op!=NULL) { 1708 while (op != NULL)
1709 {
1634 if (op->type == CONTAINER) { 1710 if (op->type == CONTAINER)
1635 weight=(signed long)(weight*(100-op->stats.Str)/100); 1711 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1636 } 1712
1637 op->carrying+=weight; 1713 op->carrying += weight;
1638 op=op->env; 1714 op = op->env;
1639 } 1715 }
1640} 1716}
1641 1717
1718object *
1719insert_ob_in_ob (object *op, object *where)
1720{
1721 if (!where)
1722 {
1723 char *dump = dump_object (op);
1724 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1725 free (dump);
1726 return op;
1727 }
1728
1729 if (where->head)
1730 {
1731 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1732 where = where->head;
1733 }
1734
1735 return where->insert (op);
1736}
1737
1642/* 1738/*
1643 * insert_ob_in_ob(op,environment): 1739 * env->insert (op)
1644 * This function inserts the object op in the linked list 1740 * This function inserts the object op in the linked list
1645 * inside the object environment. 1741 * inside the object environment.
1646 * 1742 *
1647 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1648 * the inventory at the last position or next to other objects of the same
1649 * type.
1650 * Frank: Now sorted by type, archetype and magic!
1651 *
1652 * The function returns now pointer to inserted item, and return value can 1743 * The function returns now pointer to inserted item, and return value can
1653 * be != op, if items are merged. -Tero 1744 * be != op, if items are merged. -Tero
1654 */ 1745 */
1655 1746
1656object *insert_ob_in_ob(object *op,object *where) { 1747object *
1748object::insert (object *op)
1749{
1657 object *tmp, *otmp; 1750 object *tmp, *otmp;
1658 1751
1659 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1752 if (!QUERY_FLAG (op, FLAG_REMOVED))
1660 dump_object(op); 1753 op->remove ();
1661 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1754
1662 return op;
1663 }
1664 if(where==NULL) {
1665 dump_object(op);
1666 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1667 return op;
1668 }
1669 if (where->head) {
1670 LOG(llevDebug,
1671 "Warning: Tried to insert object wrong part of multipart object.\n");
1672 where = where->head;
1673 }
1674 if (op->more) { 1755 if (op->more)
1756 {
1675 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1757 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1676 &op->name, op->count);
1677 return op; 1758 return op;
1678 } 1759 }
1760
1679 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1761 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1680 CLEAR_FLAG(op, FLAG_REMOVED); 1762 CLEAR_FLAG (op, FLAG_REMOVED);
1681 if(op->nrof) { 1763 if (op->nrof)
1764 {
1682 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1765 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1683 if ( CAN_MERGE(tmp,op) ) { 1766 if (CAN_MERGE (tmp, op))
1767 {
1684 /* return the original object and remove inserted object 1768 /* return the original object and remove inserted object
1685 (client needs the original object) */ 1769 (client needs the original object) */
1686 tmp->nrof += op->nrof; 1770 tmp->nrof += op->nrof;
1687 /* Weight handling gets pretty funky. Since we are adding to 1771 /* Weight handling gets pretty funky. Since we are adding to
1688 * tmp->nrof, we need to increase the weight. 1772 * tmp->nrof, we need to increase the weight.
1689 */ 1773 */
1690 add_weight (where, op->weight*op->nrof); 1774 add_weight (this, op->weight * op->nrof);
1691 SET_FLAG(op, FLAG_REMOVED); 1775 SET_FLAG (op, FLAG_REMOVED);
1692 free_object(op); /* free the inserted object */ 1776 op->destroy (); /* free the inserted object */
1693 op = tmp; 1777 op = tmp;
1694 remove_ob (op); /* and fix old object's links */ 1778 op->remove (); /* and fix old object's links */
1695 CLEAR_FLAG(op, FLAG_REMOVED); 1779 CLEAR_FLAG (op, FLAG_REMOVED);
1696 break; 1780 break;
1697 } 1781 }
1698 1782
1699 /* I assume combined objects have no inventory 1783 /* I assume combined objects have no inventory
1700 * We add the weight - this object could have just been removed 1784 * We add the weight - this object could have just been removed
1701 * (if it was possible to merge). calling remove_ob will subtract 1785 * (if it was possible to merge). calling remove_ob will subtract
1702 * the weight, so we need to add it in again, since we actually do 1786 * the weight, so we need to add it in again, since we actually do
1703 * the linking below 1787 * the linking below
1704 */ 1788 */
1705 add_weight (where, op->weight*op->nrof); 1789 add_weight (this, op->weight * op->nrof);
1790 }
1706 } else 1791 else
1707 add_weight (where, (op->weight+op->carrying)); 1792 add_weight (this, (op->weight + op->carrying));
1708 1793
1709 otmp=is_player_inv(where); 1794 otmp = is_player_inv (this);
1710 if (otmp&&otmp->contr!=NULL) { 1795 if (otmp && otmp->contr)
1711 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1796 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1712 fix_player(otmp); 1797 fix_player (otmp);
1713 }
1714 1798
1715 op->map=NULL; 1799 op->map = NULL;
1716 op->env=where; 1800 op->env = this;
1717 op->above=NULL; 1801 op->above = NULL;
1718 op->below=NULL; 1802 op->below = NULL;
1719 op->x=0,op->y=0; 1803 op->x = 0, op->y = 0;
1720 1804
1721 /* reset the light list and los of the players on the map */ 1805 /* reset the light list and los of the players on the map */
1722 if((op->glow_radius!=0)&&where->map) 1806 if ((op->glow_radius != 0) && map)
1723 { 1807 {
1724#ifdef DEBUG_LIGHTS 1808#ifdef DEBUG_LIGHTS
1725 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1809 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1726 op->name);
1727#endif /* DEBUG_LIGHTS */ 1810#endif /* DEBUG_LIGHTS */
1728 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1811 if (MAP_DARKNESS (map))
1812 update_all_los (map, x, y);
1729 } 1813 }
1730 1814
1731 /* Client has no idea of ordering so lets not bother ordering it here. 1815 /* Client has no idea of ordering so lets not bother ordering it here.
1732 * It sure simplifies this function... 1816 * It sure simplifies this function...
1733 */ 1817 */
1734 if (where->inv==NULL) 1818 if (!inv)
1735 where->inv=op; 1819 inv = op;
1736 else { 1820 else
1821 {
1737 op->below = where->inv; 1822 op->below = inv;
1738 op->below->above = op; 1823 op->below->above = op;
1739 where->inv = op; 1824 inv = op;
1740 } 1825 }
1826
1741 return op; 1827 return op;
1742} 1828}
1743 1829
1744/* 1830/*
1745 * Checks if any objects has a move_type that matches objects 1831 * Checks if any objects has a move_type that matches objects
1760 * MSW 2001-07-08: Check all objects on space, not just those below 1846 * MSW 2001-07-08: Check all objects on space, not just those below
1761 * object being inserted. insert_ob_in_map may not put new objects 1847 * object being inserted. insert_ob_in_map may not put new objects
1762 * on top. 1848 * on top.
1763 */ 1849 */
1764 1850
1851int
1765int check_move_on (object *op, object *originator) 1852check_move_on (object *op, object *originator)
1766{ 1853{
1767 object *tmp; 1854 object *tmp;
1768 tag_t tag;
1769 mapstruct *m=op->map; 1855 maptile *m = op->map;
1770 int x=op->x, y=op->y; 1856 int x = op->x, y = op->y;
1857
1771 MoveType move_on, move_slow, move_block; 1858 MoveType move_on, move_slow, move_block;
1772 1859
1773 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1860 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1774 return 0; 1861 return 0;
1775 1862
1776 tag = op->count;
1777
1778 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1863 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1779 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1864 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1780 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1865 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1781 1866
1782 /* if nothing on this space will slow op down or be applied, 1867 /* if nothing on this space will slow op down or be applied,
1783 * no need to do checking below. have to make sure move_type 1868 * no need to do checking below. have to make sure move_type
1784 * is set, as lots of objects don't have it set - we treat that 1869 * is set, as lots of objects don't have it set - we treat that
1785 * as walking. 1870 * as walking.
1786 */ 1871 */
1787 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1872 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1788 return 0; 1873 return 0;
1789 1874
1790 /* This is basically inverse logic of that below - basically, 1875 /* This is basically inverse logic of that below - basically,
1791 * if the object can avoid the move on or slow move, they do so, 1876 * if the object can avoid the move on or slow move, they do so,
1792 * but can't do it if the alternate movement they are using is 1877 * but can't do it if the alternate movement they are using is
1793 * blocked. Logic on this seems confusing, but does seem correct. 1878 * blocked. Logic on this seems confusing, but does seem correct.
1794 */ 1879 */
1795 if ((op->move_type & ~move_on & ~move_block) != 0 && 1880 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1796 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1881 return 0;
1797 1882
1798 /* The objects have to be checked from top to bottom. 1883 /* The objects have to be checked from top to bottom.
1799 * Hence, we first go to the top: 1884 * Hence, we first go to the top:
1800 */ 1885 */
1801 1886
1802 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1887 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1803 tmp->above!=NULL; tmp=tmp->above) { 1888 {
1804 /* Trim the search when we find the first other spell effect 1889 /* Trim the search when we find the first other spell effect
1805 * this helps performance so that if a space has 50 spell objects, 1890 * this helps performance so that if a space has 50 spell objects,
1806 * we don't need to check all of them. 1891 * we don't need to check all of them.
1807 */ 1892 */
1808 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1893 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1894 break;
1895 }
1896
1897 for (; tmp; tmp = tmp->below)
1809 } 1898 {
1810 for(;tmp!=NULL; tmp=tmp->below) { 1899 if (tmp == op)
1811 if (tmp == op) continue; /* Can't apply yourself */ 1900 continue; /* Can't apply yourself */
1812 1901
1813 /* Check to see if one of the movement types should be slowed down. 1902 /* Check to see if one of the movement types should be slowed down.
1814 * Second check makes sure that the movement types not being slowed 1903 * Second check makes sure that the movement types not being slowed
1815 * (~slow_move) is not blocked on this space - just because the 1904 * (~slow_move) is not blocked on this space - just because the
1816 * space doesn't slow down swimming (for example), if you can't actually 1905 * space doesn't slow down swimming (for example), if you can't actually
1817 * swim on that space, can't use it to avoid the penalty. 1906 * swim on that space, can't use it to avoid the penalty.
1818 */ 1907 */
1819 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1908 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1909 {
1820 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1910 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1821 ((op->move_type & tmp->move_slow) &&
1822 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1911 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1912 {
1823 1913
1824 float diff; 1914 float
1825
1826 diff = tmp->move_slow_penalty*FABS(op->speed); 1915 diff = tmp->move_slow_penalty * FABS (op->speed);
1916
1827 if (op->type == PLAYER) { 1917 if (op->type == PLAYER)
1828 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1918 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1829 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1919 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1830 diff /= 4.0; 1920 diff /= 4.0;
1831 } 1921
1832 }
1833 op->speed_left -= diff; 1922 op->speed_left -= diff;
1834 } 1923 }
1835 } 1924 }
1836 1925
1837 /* Basically same logic as above, except now for actual apply. */ 1926 /* Basically same logic as above, except now for actual apply. */
1838 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1927 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1839 ((op->move_type & tmp->move_on) &&
1840 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1928 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1841 1929 {
1842 move_apply(tmp, op, originator); 1930 move_apply (tmp, op, originator);
1931
1843 if (was_destroyed (op, tag)) 1932 if (op->destroyed ())
1844 return 1; 1933 return 1;
1845 1934
1846 /* what the person/creature stepped onto has moved the object 1935 /* what the person/creature stepped onto has moved the object
1847 * someplace new. Don't process any further - if we did, 1936 * someplace new. Don't process any further - if we did,
1848 * have a feeling strange problems would result. 1937 * have a feeling strange problems would result.
1849 */ 1938 */
1850 if (op->map != m || op->x != x || op->y != y) return 0; 1939 if (op->map != m || op->x != x || op->y != y)
1940 return 0;
1851 } 1941 }
1852 } 1942 }
1943
1853 return 0; 1944 return 0;
1854} 1945}
1855 1946
1856/* 1947/*
1857 * present_arch(arch, map, x, y) searches for any objects with 1948 * present_arch(arch, map, x, y) searches for any objects with
1858 * a matching archetype at the given map and coordinates. 1949 * a matching archetype at the given map and coordinates.
1859 * The first matching object is returned, or NULL if none. 1950 * The first matching object is returned, or NULL if none.
1860 */ 1951 */
1861 1952
1953object *
1862object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1954present_arch (const archetype *at, maptile *m, int x, int y)
1955{
1863 object *tmp; 1956 object *
1957 tmp;
1958
1864 if(m==NULL || out_of_map(m,x,y)) { 1959 if (m == NULL || out_of_map (m, x, y))
1960 {
1865 LOG(llevError,"Present_arch called outside map.\n"); 1961 LOG (llevError, "Present_arch called outside map.\n");
1866 return NULL; 1962 return NULL;
1867 } 1963 }
1868 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1964 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1869 if(tmp->arch == at) 1965 if (tmp->arch == at)
1870 return tmp; 1966 return tmp;
1871 return NULL; 1967 return NULL;
1872} 1968}
1873 1969
1874/* 1970/*
1875 * present(type, map, x, y) searches for any objects with 1971 * present(type, map, x, y) searches for any objects with
1876 * a matching type variable at the given map and coordinates. 1972 * a matching type variable at the given map and coordinates.
1877 * The first matching object is returned, or NULL if none. 1973 * The first matching object is returned, or NULL if none.
1878 */ 1974 */
1879 1975
1976object *
1880object *present(unsigned char type,mapstruct *m, int x,int y) { 1977present (unsigned char type, maptile *m, int x, int y)
1978{
1881 object *tmp; 1979 object *
1980 tmp;
1981
1882 if(out_of_map(m,x,y)) { 1982 if (out_of_map (m, x, y))
1983 {
1883 LOG(llevError,"Present called outside map.\n"); 1984 LOG (llevError, "Present called outside map.\n");
1884 return NULL; 1985 return NULL;
1885 } 1986 }
1886 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1987 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1887 if(tmp->type==type) 1988 if (tmp->type == type)
1888 return tmp; 1989 return tmp;
1889 return NULL; 1990 return NULL;
1890} 1991}
1891 1992
1892/* 1993/*
1893 * present_in_ob(type, object) searches for any objects with 1994 * present_in_ob(type, object) searches for any objects with
1894 * a matching type variable in the inventory of the given object. 1995 * a matching type variable in the inventory of the given object.
1895 * The first matching object is returned, or NULL if none. 1996 * The first matching object is returned, or NULL if none.
1896 */ 1997 */
1897 1998
1999object *
1898object *present_in_ob(unsigned char type, const object *op) { 2000present_in_ob (unsigned char type, const object *op)
2001{
1899 object *tmp; 2002 object *
2003 tmp;
2004
1900 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2005 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1901 if(tmp->type==type) 2006 if (tmp->type == type)
1902 return tmp; 2007 return tmp;
1903 return NULL; 2008 return NULL;
1904} 2009}
1905 2010
1906/* 2011/*
1916 * the object name, not the archetype name. this is so that the 2021 * the object name, not the archetype name. this is so that the
1917 * spell code can use one object type (force), but change it's name 2022 * spell code can use one object type (force), but change it's name
1918 * to be unique. 2023 * to be unique.
1919 */ 2024 */
1920 2025
2026object *
1921object *present_in_ob_by_name(int type, const char *str, const object *op) { 2027present_in_ob_by_name (int type, const char *str, const object *op)
2028{
1922 object *tmp; 2029 object *
2030 tmp;
1923 2031
1924 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2032 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2033 {
1925 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2034 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1926 return tmp; 2035 return tmp;
1927 } 2036 }
1928 return NULL; 2037 return NULL;
1929} 2038}
1930 2039
1931/* 2040/*
1932 * present_arch_in_ob(archetype, object) searches for any objects with 2041 * present_arch_in_ob(archetype, object) searches for any objects with
1933 * a matching archetype in the inventory of the given object. 2042 * a matching archetype in the inventory of the given object.
1934 * The first matching object is returned, or NULL if none. 2043 * The first matching object is returned, or NULL if none.
1935 */ 2044 */
1936 2045
2046object *
1937object *present_arch_in_ob(const archetype *at, const object *op) { 2047present_arch_in_ob (const archetype *at, const object *op)
2048{
1938 object *tmp; 2049 object *
2050 tmp;
2051
1939 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2052 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1940 if( tmp->arch == at) 2053 if (tmp->arch == at)
1941 return tmp; 2054 return tmp;
1942 return NULL; 2055 return NULL;
1943} 2056}
1944 2057
1945/* 2058/*
1946 * activate recursively a flag on an object inventory 2059 * activate recursively a flag on an object inventory
1947 */ 2060 */
2061void
1948void flag_inv(object*op, int flag){ 2062flag_inv (object *op, int flag)
2063{
1949 object *tmp; 2064 object *
2065 tmp;
2066
1950 if(op->inv) 2067 if (op->inv)
1951 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2068 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2069 {
1952 SET_FLAG(tmp, flag); 2070 SET_FLAG (tmp, flag);
1953 flag_inv(tmp,flag); 2071 flag_inv (tmp, flag);
1954 } 2072 }
1955}/* 2073} /*
1956 * desactivate recursively a flag on an object inventory 2074 * desactivate recursively a flag on an object inventory
1957 */ 2075 */
2076void
1958void unflag_inv(object*op, int flag){ 2077unflag_inv (object *op, int flag)
2078{
1959 object *tmp; 2079 object *
2080 tmp;
2081
1960 if(op->inv) 2082 if (op->inv)
1961 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2083 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2084 {
1962 CLEAR_FLAG(tmp, flag); 2085 CLEAR_FLAG (tmp, flag);
1963 unflag_inv(tmp,flag); 2086 unflag_inv (tmp, flag);
1964 } 2087 }
1965} 2088}
1966 2089
1967/* 2090/*
1968 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2091 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1969 * all it's inventory (recursively). 2092 * all it's inventory (recursively).
1970 * If checksums are used, a player will get set_cheat called for 2093 * If checksums are used, a player will get set_cheat called for
1971 * him/her-self and all object carried by a call to this function. 2094 * him/her-self and all object carried by a call to this function.
1972 */ 2095 */
1973 2096
2097void
1974void set_cheat(object *op) { 2098set_cheat (object *op)
2099{
1975 SET_FLAG(op, FLAG_WAS_WIZ); 2100 SET_FLAG (op, FLAG_WAS_WIZ);
1976 flag_inv(op, FLAG_WAS_WIZ); 2101 flag_inv (op, FLAG_WAS_WIZ);
1977} 2102}
1978 2103
1979/* 2104/*
1980 * find_free_spot(object, map, x, y, start, stop) will search for 2105 * find_free_spot(object, map, x, y, start, stop) will search for
1981 * a spot at the given map and coordinates which will be able to contain 2106 * a spot at the given map and coordinates which will be able to contain
1996 * to know if the space in question will block the object. We can't use 2121 * to know if the space in question will block the object. We can't use
1997 * the archetype because that isn't correct if the monster has been 2122 * the archetype because that isn't correct if the monster has been
1998 * customized, changed states, etc. 2123 * customized, changed states, etc.
1999 */ 2124 */
2000 2125
2126int
2001int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2127find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2128{
2129 int
2130 i,
2002 int i,index=0, flag; 2131 index = 0, flag;
2132 static int
2003 static int altern[SIZEOFFREE]; 2133 altern[SIZEOFFREE];
2004 2134
2005 for(i=start;i<stop;i++) { 2135 for (i = start; i < stop; i++)
2136 {
2006 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2137 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2007 if(!flag) 2138 if (!flag)
2008 altern[index++]=i; 2139 altern[index++] = i;
2009 2140
2010 /* Basically, if we find a wall on a space, we cut down the search size. 2141 /* Basically, if we find a wall on a space, we cut down the search size.
2011 * In this way, we won't return spaces that are on another side of a wall. 2142 * In this way, we won't return spaces that are on another side of a wall.
2012 * This mostly work, but it cuts down the search size in all directions - 2143 * This mostly work, but it cuts down the search size in all directions -
2013 * if the space being examined only has a wall to the north and empty 2144 * if the space being examined only has a wall to the north and empty
2014 * spaces in all the other directions, this will reduce the search space 2145 * spaces in all the other directions, this will reduce the search space
2015 * to only the spaces immediately surrounding the target area, and 2146 * to only the spaces immediately surrounding the target area, and
2016 * won't look 2 spaces south of the target space. 2147 * won't look 2 spaces south of the target space.
2017 */ 2148 */
2018 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2149 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2019 stop=maxfree[i]; 2150 stop = maxfree[i];
2020 } 2151 }
2021 if(!index) return -1; 2152 if (!index)
2153 return -1;
2022 return altern[RANDOM()%index]; 2154 return altern[RANDOM () % index];
2023} 2155}
2024 2156
2025/* 2157/*
2026 * find_first_free_spot(archetype, mapstruct, x, y) works like 2158 * find_first_free_spot(archetype, maptile, x, y) works like
2027 * find_free_spot(), but it will search max number of squares. 2159 * find_free_spot(), but it will search max number of squares.
2028 * But it will return the first available spot, not a random choice. 2160 * But it will return the first available spot, not a random choice.
2029 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2161 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2030 */ 2162 */
2031 2163
2164int
2032int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2165find_first_free_spot (const object *ob, maptile *m, int x, int y)
2166{
2167 int
2033 int i; 2168 i;
2169
2034 for(i=0;i<SIZEOFFREE;i++) { 2170 for (i = 0; i < SIZEOFFREE; i++)
2171 {
2035 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2172 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2036 return i; 2173 return i;
2037 } 2174 }
2038 return -1; 2175 return -1;
2039} 2176}
2040 2177
2041/* 2178/*
2042 * The function permute(arr, begin, end) randomly reorders the array 2179 * The function permute(arr, begin, end) randomly reorders the array
2043 * arr[begin..end-1]. 2180 * arr[begin..end-1].
2044 */ 2181 */
2182static void
2045static void permute(int *arr, int begin, int end) 2183permute (int *arr, int begin, int end)
2046{ 2184{
2047 int i, j, tmp, len; 2185 int
2186 i,
2187 j,
2188 tmp,
2189 len;
2048 2190
2049 len = end-begin; 2191 len = end - begin;
2050 for(i = begin; i < end; i++) 2192 for (i = begin; i < end; i++)
2051 { 2193 {
2052 j = begin+RANDOM()%len; 2194 j = begin + RANDOM () % len;
2053 2195
2054 tmp = arr[i]; 2196 tmp = arr[i];
2055 arr[i] = arr[j]; 2197 arr[i] = arr[j];
2056 arr[j] = tmp; 2198 arr[j] = tmp;
2057 } 2199 }
2058} 2200}
2059 2201
2060/* new function to make monster searching more efficient, and effective! 2202/* new function to make monster searching more efficient, and effective!
2061 * This basically returns a randomized array (in the passed pointer) of 2203 * This basically returns a randomized array (in the passed pointer) of
2062 * the spaces to find monsters. In this way, it won't always look for 2204 * the spaces to find monsters. In this way, it won't always look for
2063 * monsters to the north first. However, the size of the array passed 2205 * monsters to the north first. However, the size of the array passed
2064 * covers all the spaces, so within that size, all the spaces within 2206 * covers all the spaces, so within that size, all the spaces within
2065 * the 3x3 area will be searched, just not in a predictable order. 2207 * the 3x3 area will be searched, just not in a predictable order.
2066 */ 2208 */
2209void
2067void get_search_arr(int *search_arr) 2210get_search_arr (int *search_arr)
2068{ 2211{
2212 int
2069 int i; 2213 i;
2070 2214
2071 for(i = 0; i < SIZEOFFREE; i++) 2215 for (i = 0; i < SIZEOFFREE; i++)
2072 { 2216 {
2073 search_arr[i] = i; 2217 search_arr[i] = i;
2074 } 2218 }
2075 2219
2076 permute(search_arr, 1, SIZEOFFREE1+1); 2220 permute (search_arr, 1, SIZEOFFREE1 + 1);
2077 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2221 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2078 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2222 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2079} 2223}
2080 2224
2081/* 2225/*
2082 * find_dir(map, x, y, exclude) will search some close squares in the 2226 * find_dir(map, x, y, exclude) will search some close squares in the
2083 * given map at the given coordinates for live objects. 2227 * given map at the given coordinates for live objects.
2089 * is actually want is going to try and move there. We need this info 2233 * is actually want is going to try and move there. We need this info
2090 * because we have to know what movement the thing looking to move 2234 * because we have to know what movement the thing looking to move
2091 * there is capable of. 2235 * there is capable of.
2092 */ 2236 */
2093 2237
2238int
2094int find_dir(mapstruct *m, int x, int y, object *exclude) { 2239find_dir (maptile *m, int x, int y, object *exclude)
2240{
2241 int
2242 i,
2095 int i,max=SIZEOFFREE, mflags; 2243 max = SIZEOFFREE, mflags;
2244
2096 sint16 nx, ny; 2245 sint16 nx, ny;
2097 object *tmp; 2246 object *
2098 mapstruct *mp; 2247 tmp;
2248 maptile *
2249 mp;
2250
2099 MoveType blocked, move_type; 2251 MoveType blocked, move_type;
2100 2252
2101 if (exclude && exclude->head) { 2253 if (exclude && exclude->head)
2254 {
2102 exclude = exclude->head; 2255 exclude = exclude->head;
2103 move_type = exclude->move_type; 2256 move_type = exclude->move_type;
2104 } else { 2257 }
2258 else
2259 {
2105 /* If we don't have anything, presume it can use all movement types. */ 2260 /* If we don't have anything, presume it can use all movement types. */
2106 move_type=MOVE_ALL; 2261 move_type = MOVE_ALL;
2262 }
2263
2264 for (i = 1; i < max; i++)
2107 } 2265 {
2108
2109 for(i=1;i<max;i++) {
2110 mp = m; 2266 mp = m;
2111 nx = x + freearr_x[i]; 2267 nx = x + freearr_x[i];
2112 ny = y + freearr_y[i]; 2268 ny = y + freearr_y[i];
2113 2269
2114 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2270 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2115 if (mflags & P_OUT_OF_MAP) { 2271 if (mflags & P_OUT_OF_MAP)
2272 {
2116 max = maxfree[i]; 2273 max = maxfree[i];
2274 }
2117 } else { 2275 else
2276 {
2118 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2277 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2119 2278
2120 if ((move_type & blocked) == move_type) { 2279 if ((move_type & blocked) == move_type)
2280 {
2121 max=maxfree[i]; 2281 max = maxfree[i];
2282 }
2122 } else if (mflags & P_IS_ALIVE) { 2283 else if (mflags & P_IS_ALIVE)
2284 {
2123 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2285 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2124 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2286 {
2125 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2287 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2288 {
2126 break; 2289 break;
2127 } 2290 }
2128 } 2291 }
2129 if(tmp) { 2292 if (tmp)
2293 {
2130 return freedir[i]; 2294 return freedir[i];
2131 } 2295 }
2132 } 2296 }
2133 } 2297 }
2134 } 2298 }
2135 return 0; 2299 return 0;
2136} 2300}
2137 2301
2138/* 2302/*
2139 * distance(object 1, object 2) will return the square of the 2303 * distance(object 1, object 2) will return the square of the
2140 * distance between the two given objects. 2304 * distance between the two given objects.
2141 */ 2305 */
2142 2306
2307int
2143int distance(const object *ob1, const object *ob2) { 2308distance (const object *ob1, const object *ob2)
2309{
2144 int i; 2310 int
2145 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2311 i;
2146 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2312
2313 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2147 return i; 2314 return i;
2148} 2315}
2149 2316
2150/* 2317/*
2151 * find_dir_2(delta-x,delta-y) will return a direction in which 2318 * find_dir_2(delta-x,delta-y) will return a direction in which
2152 * an object which has subtracted the x and y coordinates of another 2319 * an object which has subtracted the x and y coordinates of another
2153 * object, needs to travel toward it. 2320 * object, needs to travel toward it.
2154 */ 2321 */
2155 2322
2323int
2156int find_dir_2(int x, int y) { 2324find_dir_2 (int x, int y)
2325{
2157 int q; 2326 int
2327 q;
2158 2328
2159 if(y) 2329 if (y)
2160 q=x*100/y; 2330 q = x * 100 / y;
2161 else if (x) 2331 else if (x)
2162 q= -300*x; 2332 q = -300 * x;
2163 else 2333 else
2164 return 0; 2334 return 0;
2165 2335
2166 if(y>0) { 2336 if (y > 0)
2337 {
2167 if(q < -242) 2338 if (q < -242)
2168 return 3 ; 2339 return 3;
2169 if (q < -41) 2340 if (q < -41)
2170 return 2 ; 2341 return 2;
2171 if (q < 41) 2342 if (q < 41)
2172 return 1 ; 2343 return 1;
2173 if (q < 242) 2344 if (q < 242)
2174 return 8 ; 2345 return 8;
2175 return 7 ; 2346 return 7;
2176 } 2347 }
2177 2348
2178 if (q < -242) 2349 if (q < -242)
2179 return 7 ; 2350 return 7;
2180 if (q < -41) 2351 if (q < -41)
2181 return 6 ; 2352 return 6;
2182 if (q < 41) 2353 if (q < 41)
2183 return 5 ; 2354 return 5;
2184 if (q < 242) 2355 if (q < 242)
2185 return 4 ; 2356 return 4;
2186 2357
2187 return 3 ; 2358 return 3;
2188} 2359}
2189 2360
2190/* 2361/*
2191 * absdir(int): Returns a number between 1 and 8, which represent 2362 * absdir(int): Returns a number between 1 and 8, which represent
2192 * the "absolute" direction of a number (it actually takes care of 2363 * the "absolute" direction of a number (it actually takes care of
2193 * "overflow" in previous calculations of a direction). 2364 * "overflow" in previous calculations of a direction).
2194 */ 2365 */
2195 2366
2367int
2196int absdir(int d) { 2368absdir (int d)
2197 while(d<1) d+=8; 2369{
2198 while(d>8) d-=8; 2370 while (d < 1)
2371 d += 8;
2372 while (d > 8)
2373 d -= 8;
2199 return d; 2374 return d;
2200} 2375}
2201 2376
2202/* 2377/*
2203 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2378 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2204 * between two directions (which are expected to be absolute (see absdir()) 2379 * between two directions (which are expected to be absolute (see absdir())
2205 */ 2380 */
2206 2381
2382int
2207int dirdiff(int dir1, int dir2) { 2383dirdiff (int dir1, int dir2)
2384{
2208 int d; 2385 int
2386 d;
2387
2209 d = abs(dir1 - dir2); 2388 d = abs (dir1 - dir2);
2210 if(d>4) 2389 if (d > 4)
2211 d = 8 - d; 2390 d = 8 - d;
2212 return d; 2391 return d;
2213} 2392}
2214 2393
2215/* peterm: 2394/* peterm:
2220 * direction 4, 14, or 16 to get back to where we are. 2399 * direction 4, 14, or 16 to get back to where we are.
2221 * Moved from spell_util.c to object.c with the other related direction 2400 * Moved from spell_util.c to object.c with the other related direction
2222 * functions. 2401 * functions.
2223 */ 2402 */
2224 2403
2404int
2225int reduction_dir[SIZEOFFREE][3] = { 2405 reduction_dir[SIZEOFFREE][3] = {
2226 {0,0,0}, /* 0 */ 2406 {0, 0, 0}, /* 0 */
2227 {0,0,0}, /* 1 */ 2407 {0, 0, 0}, /* 1 */
2228 {0,0,0}, /* 2 */ 2408 {0, 0, 0}, /* 2 */
2229 {0,0,0}, /* 3 */ 2409 {0, 0, 0}, /* 3 */
2230 {0,0,0}, /* 4 */ 2410 {0, 0, 0}, /* 4 */
2231 {0,0,0}, /* 5 */ 2411 {0, 0, 0}, /* 5 */
2232 {0,0,0}, /* 6 */ 2412 {0, 0, 0}, /* 6 */
2233 {0,0,0}, /* 7 */ 2413 {0, 0, 0}, /* 7 */
2234 {0,0,0}, /* 8 */ 2414 {0, 0, 0}, /* 8 */
2235 {8,1,2}, /* 9 */ 2415 {8, 1, 2}, /* 9 */
2236 {1,2,-1}, /* 10 */ 2416 {1, 2, -1}, /* 10 */
2237 {2,10,12}, /* 11 */ 2417 {2, 10, 12}, /* 11 */
2238 {2,3,-1}, /* 12 */ 2418 {2, 3, -1}, /* 12 */
2239 {2,3,4}, /* 13 */ 2419 {2, 3, 4}, /* 13 */
2240 {3,4,-1}, /* 14 */ 2420 {3, 4, -1}, /* 14 */
2241 {4,14,16}, /* 15 */ 2421 {4, 14, 16}, /* 15 */
2242 {5,4,-1}, /* 16 */ 2422 {5, 4, -1}, /* 16 */
2243 {4,5,6}, /* 17 */ 2423 {4, 5, 6}, /* 17 */
2244 {6,5,-1}, /* 18 */ 2424 {6, 5, -1}, /* 18 */
2245 {6,20,18}, /* 19 */ 2425 {6, 20, 18}, /* 19 */
2246 {7,6,-1}, /* 20 */ 2426 {7, 6, -1}, /* 20 */
2247 {6,7,8}, /* 21 */ 2427 {6, 7, 8}, /* 21 */
2248 {7,8,-1}, /* 22 */ 2428 {7, 8, -1}, /* 22 */
2249 {8,22,24}, /* 23 */ 2429 {8, 22, 24}, /* 23 */
2250 {8,1,-1}, /* 24 */ 2430 {8, 1, -1}, /* 24 */
2251 {24,9,10}, /* 25 */ 2431 {24, 9, 10}, /* 25 */
2252 {9,10,-1}, /* 26 */ 2432 {9, 10, -1}, /* 26 */
2253 {10,11,-1}, /* 27 */ 2433 {10, 11, -1}, /* 27 */
2254 {27,11,29}, /* 28 */ 2434 {27, 11, 29}, /* 28 */
2255 {11,12,-1}, /* 29 */ 2435 {11, 12, -1}, /* 29 */
2256 {12,13,-1}, /* 30 */ 2436 {12, 13, -1}, /* 30 */
2257 {12,13,14}, /* 31 */ 2437 {12, 13, 14}, /* 31 */
2258 {13,14,-1}, /* 32 */ 2438 {13, 14, -1}, /* 32 */
2259 {14,15,-1}, /* 33 */ 2439 {14, 15, -1}, /* 33 */
2260 {33,15,35}, /* 34 */ 2440 {33, 15, 35}, /* 34 */
2261 {16,15,-1}, /* 35 */ 2441 {16, 15, -1}, /* 35 */
2262 {17,16,-1}, /* 36 */ 2442 {17, 16, -1}, /* 36 */
2263 {18,17,16}, /* 37 */ 2443 {18, 17, 16}, /* 37 */
2264 {18,17,-1}, /* 38 */ 2444 {18, 17, -1}, /* 38 */
2265 {18,19,-1}, /* 39 */ 2445 {18, 19, -1}, /* 39 */
2266 {41,19,39}, /* 40 */ 2446 {41, 19, 39}, /* 40 */
2267 {19,20,-1}, /* 41 */ 2447 {19, 20, -1}, /* 41 */
2268 {20,21,-1}, /* 42 */ 2448 {20, 21, -1}, /* 42 */
2269 {20,21,22}, /* 43 */ 2449 {20, 21, 22}, /* 43 */
2270 {21,22,-1}, /* 44 */ 2450 {21, 22, -1}, /* 44 */
2271 {23,22,-1}, /* 45 */ 2451 {23, 22, -1}, /* 45 */
2272 {45,47,23}, /* 46 */ 2452 {45, 47, 23}, /* 46 */
2273 {23,24,-1}, /* 47 */ 2453 {23, 24, -1}, /* 47 */
2274 {24,9,-1}}; /* 48 */ 2454 {24, 9, -1}
2455}; /* 48 */
2275 2456
2276/* Recursive routine to step back and see if we can 2457/* Recursive routine to step back and see if we can
2277 * find a path to that monster that we found. If not, 2458 * find a path to that monster that we found. If not,
2278 * we don't bother going toward it. Returns 1 if we 2459 * we don't bother going toward it. Returns 1 if we
2279 * can see a direct way to get it 2460 * can see a direct way to get it
2280 * Modified to be map tile aware -.MSW 2461 * Modified to be map tile aware -.MSW
2281 */ 2462 */
2282
2283 2463
2464
2465int
2284int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2466can_see_monsterP (maptile *m, int x, int y, int dir)
2467{
2285 sint16 dx, dy; 2468 sint16 dx, dy;
2469 int
2286 int mflags; 2470 mflags;
2287 2471
2472 if (dir < 0)
2288 if(dir<0) return 0; /* exit condition: invalid direction */ 2473 return 0; /* exit condition: invalid direction */
2289 2474
2290 dx = x + freearr_x[dir]; 2475 dx = x + freearr_x[dir];
2291 dy = y + freearr_y[dir]; 2476 dy = y + freearr_y[dir];
2292 2477
2293 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2478 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2294 2479
2295 /* This functional arguably was incorrect before - it was 2480 /* This functional arguably was incorrect before - it was
2296 * checking for P_WALL - that was basically seeing if 2481 * checking for P_WALL - that was basically seeing if
2297 * we could move to the monster - this is being more 2482 * we could move to the monster - this is being more
2298 * literal on if we can see it. To know if we can actually 2483 * literal on if we can see it. To know if we can actually
2299 * move to the monster, we'd need the monster passed in or 2484 * move to the monster, we'd need the monster passed in or
2300 * at least its move type. 2485 * at least its move type.
2301 */ 2486 */
2302 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2487 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2488 return 0;
2303 2489
2304 /* yes, can see. */ 2490 /* yes, can see. */
2305 if(dir < 9) return 1; 2491 if (dir < 9)
2492 return 1;
2306 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2493 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2307 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2494 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2308 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2309} 2495}
2310 2496
2311 2497
2312 2498
2313/* 2499/*
2314 * can_pick(picker, item): finds out if an object is possible to be 2500 * can_pick(picker, item): finds out if an object is possible to be
2315 * picked up by the picker. Returnes 1 if it can be 2501 * picked up by the picker. Returnes 1 if it can be
2316 * picked up, otherwise 0. 2502 * picked up, otherwise 0.
2317 * 2503 *
2319 * core dumps if they do. 2505 * core dumps if they do.
2320 * 2506 *
2321 * Add a check so we can't pick up invisible objects (0.93.8) 2507 * Add a check so we can't pick up invisible objects (0.93.8)
2322 */ 2508 */
2323 2509
2510int
2324int can_pick(const object *who, const object *item) { 2511can_pick (const object *who, const object *item)
2512{
2325 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2513 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2326 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2514 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2327 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2515 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2328 (who->type==PLAYER||item->weight<who->weight/3));
2329} 2516}
2330 2517
2331 2518
2332/* 2519/*
2333 * create clone from object to another 2520 * create clone from object to another
2334 */ 2521 */
2522object *
2335object *object_create_clone (object *asrc) { 2523object_create_clone (object *asrc)
2524{
2336 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2525 object *dst = 0, *tmp, *src, *part, *prev, *item;
2337 2526
2338 if(!asrc) return NULL; 2527 if (!asrc)
2528 return 0;
2529
2339 src = asrc; 2530 src = asrc;
2340 if(src->head) 2531 if (src->head)
2341 src = src->head; 2532 src = src->head;
2342 2533
2343 prev = NULL; 2534 prev = 0;
2344 for(part = src; part; part = part->more) { 2535 for (part = src; part; part = part->more)
2536 {
2345 tmp = get_object(); 2537 tmp = get_object ();
2346 copy_object(part,tmp); 2538 copy_object (part, tmp);
2347 tmp->x -= src->x; 2539 tmp->x -= src->x;
2348 tmp->y -= src->y; 2540 tmp->y -= src->y;
2541
2349 if(!part->head) { 2542 if (!part->head)
2543 {
2350 dst = tmp; 2544 dst = tmp;
2351 tmp->head = NULL; 2545 tmp->head = 0;
2546 }
2352 } else { 2547 else
2548 {
2353 tmp->head = dst; 2549 tmp->head = dst;
2354 } 2550 }
2551
2355 tmp->more = NULL; 2552 tmp->more = 0;
2553
2356 if(prev) 2554 if (prev)
2357 prev->more = tmp; 2555 prev->more = tmp;
2556
2358 prev = tmp; 2557 prev = tmp;
2359 } 2558 }
2360 /*** copy inventory ***/ 2559
2361 for(item = src->inv; item; item = item->below) { 2560 for (item = src->inv; item; item = item->below)
2362 (void) insert_ob_in_ob(object_create_clone(item),dst); 2561 insert_ob_in_ob (object_create_clone (item), dst);
2363 }
2364 2562
2365 return dst; 2563 return dst;
2366}
2367
2368/* return true if the object was destroyed, 0 otherwise */
2369int was_destroyed (const object *op, tag_t old_tag)
2370{
2371 /* checking for FLAG_FREED isn't necessary, but makes this function more
2372 * robust */
2373 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2374} 2564}
2375 2565
2376/* GROS - Creates an object using a string representing its content. */ 2566/* GROS - Creates an object using a string representing its content. */
2377/* Basically, we save the content of the string to a temp file, then call */ 2567/* Basically, we save the content of the string to a temp file, then call */
2378/* load_object on it. I admit it is a highly inefficient way to make things, */ 2568/* load_object on it. I admit it is a highly inefficient way to make things, */
2379/* but it was simple to make and allows reusing the load_object function. */ 2569/* but it was simple to make and allows reusing the load_object function. */
2380/* Remember not to use load_object_str in a time-critical situation. */ 2570/* Remember not to use load_object_str in a time-critical situation. */
2381/* Also remember that multiparts objects are not supported for now. */ 2571/* Also remember that multiparts objects are not supported for now. */
2382 2572
2573object *
2383object* load_object_str(const char *obstr) 2574load_object_str (const char *obstr)
2384{ 2575{
2385 object *op; 2576 object *op;
2386 char filename[MAX_BUF]; 2577 char filename[MAX_BUF];
2578
2387 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2579 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2388 2580
2389 FILE *tempfile=fopen(filename,"w"); 2581 FILE *tempfile = fopen (filename, "w");
2582
2390 if (tempfile == NULL) 2583 if (tempfile == NULL)
2391 { 2584 {
2392 LOG(llevError,"Error - Unable to access load object temp file\n"); 2585 LOG (llevError, "Error - Unable to access load object temp file\n");
2393 return NULL; 2586 return NULL;
2394 }; 2587 }
2588
2395 fprintf(tempfile,obstr); 2589 fprintf (tempfile, obstr);
2396 fclose(tempfile); 2590 fclose (tempfile);
2397 2591
2398 op=get_object(); 2592 op = get_object ();
2399 2593
2400 object_thawer thawer (filename); 2594 object_thawer thawer (filename);
2401 2595
2402 if (thawer) 2596 if (thawer)
2403 load_object(thawer,op,0); 2597 load_object (thawer, op, 0);
2404 2598
2405 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2599 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2406 CLEAR_FLAG(op,FLAG_REMOVED); 2600 CLEAR_FLAG (op, FLAG_REMOVED);
2407 2601
2408 return op; 2602 return op;
2409} 2603}
2410 2604
2411/* This returns the first object in who's inventory that 2605/* This returns the first object in who's inventory that
2412 * has the same type and subtype match. 2606 * has the same type and subtype match.
2413 * returns NULL if no match. 2607 * returns NULL if no match.
2414 */ 2608 */
2609object *
2415object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2610find_obj_by_type_subtype (const object *who, int type, int subtype)
2416{ 2611{
2417 object *tmp; 2612 object *tmp;
2418 2613
2419 for (tmp=who->inv; tmp; tmp=tmp->below) 2614 for (tmp = who->inv; tmp; tmp = tmp->below)
2420 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2615 if (tmp->type == type && tmp->subtype == subtype)
2616 return tmp;
2421 2617
2422 return NULL; 2618 return NULL;
2423} 2619}
2424 2620
2425/* 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,
2426 * otherwise return NULL. 2622 * otherwise return NULL.
2427 * 2623 *
2428 * 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
2429 * do the desired thing. 2625 * do the desired thing.
2430 */ 2626 */
2627key_value *
2431key_value * get_ob_key_link(const object * ob, const char * key) { 2628get_ob_key_link (const object *ob, const char *key)
2629{
2432 key_value * link; 2630 key_value *link;
2433 2631
2434 for (link = ob->key_values; link != NULL; link = link->next) { 2632 for (link = ob->key_values; link != NULL; link = link->next)
2435 if (link->key == key) { 2633 if (link->key == key)
2436 return link; 2634 return link;
2437 } 2635
2438 }
2439
2440 return NULL; 2636 return NULL;
2441} 2637}
2442 2638
2443/* 2639/*
2444 * 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.
2445 * 2641 *
2446 * The argument doesn't need to be a shared string. 2642 * The argument doesn't need to be a shared string.
2447 * 2643 *
2448 * The returned string is shared. 2644 * The returned string is shared.
2449 */ 2645 */
2646const char *
2450const char * get_ob_key_value(const object * op, const char * const key) { 2647get_ob_key_value (const object *op, const char *const key)
2648{
2451 key_value * link; 2649 key_value *link;
2452 const char * canonical_key; 2650 shstr_cmp canonical_key (key);
2651
2652 if (!canonical_key)
2453 2653 {
2454 canonical_key = shstr::find (key);
2455
2456 if (canonical_key == NULL) {
2457 /* 1. There being a field named key on any object 2654 /* 1. There being a field named key on any object
2458 * implies there'd be a shared string to find. 2655 * implies there'd be a shared string to find.
2459 * 2. Since there isn't, no object has this field. 2656 * 2. Since there isn't, no object has this field.
2460 * 3. Therefore, *this* object doesn't have this field. 2657 * 3. Therefore, *this* object doesn't have this field.
2461 */ 2658 */
2462 return NULL; 2659 return 0;
2463 } 2660 }
2464 2661
2465 /* This is copied from get_ob_key_link() above - 2662 /* This is copied from get_ob_key_link() above -
2466 * only 4 lines, and saves the function call overhead. 2663 * only 4 lines, and saves the function call overhead.
2467 */ 2664 */
2468 for (link = op->key_values; link != NULL; link = link->next) { 2665 for (link = op->key_values; link; link = link->next)
2469 if (link->key == canonical_key) { 2666 if (link->key == canonical_key)
2470 return link->value; 2667 return link->value;
2471 } 2668
2472 } 2669 return 0;
2473 return NULL;
2474} 2670}
2475 2671
2476 2672
2477/* 2673/*
2478 * Updates the canonical_key in op to value. 2674 * Updates the canonical_key in op to value.
2482 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2678 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2483 * keys. 2679 * keys.
2484 * 2680 *
2485 * Returns TRUE on success. 2681 * Returns TRUE on success.
2486 */ 2682 */
2683int
2487int 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 *
2488 key_value * field = NULL, *last=NULL; 2687 field = NULL, *last = NULL;
2489 2688
2490 for (field=op->key_values; field != NULL; field=field->next) { 2689 for (field = op->key_values; field != NULL; field = field->next)
2690 {
2491 if (field->key != canonical_key) { 2691 if (field->key != canonical_key)
2692 {
2492 last = field; 2693 last = field;
2493 continue; 2694 continue;
2494 } 2695 }
2495 2696
2496 if (value) 2697 if (value)
2497 field->value = value; 2698 field->value = value;
2498 else { 2699 else
2700 {
2499 /* Basically, if the archetype has this key set, 2701 /* Basically, if the archetype has this key set,
2500 * we need to store the null value so when we save 2702 * we need to store the null value so when we save
2501 * it, we save the empty value so that when we load, 2703 * it, we save the empty value so that when we load,
2502 * we get this value back again. 2704 * we get this value back again.
2503 */ 2705 */
2504 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2706 if (get_ob_key_link (&op->arch->clone, canonical_key))
2505 field->value = 0; 2707 field->value = 0;
2708 else
2709 {
2710 if (last)
2711 last->next = field->next;
2506 else 2712 else
2507 {
2508 if (last) last->next = field->next;
2509 else op->key_values = field->next; 2713 op->key_values = field->next;
2510 2714
2511 delete field; 2715 delete field;
2512 } 2716 }
2513 } 2717 }
2514 return TRUE; 2718 return TRUE;
2515 } 2719 }
2516 /* IF we get here, key doesn't exist */ 2720 /* IF we get here, key doesn't exist */
2517 2721
2518 /* No field, we'll have to add it. */ 2722 /* No field, we'll have to add it. */
2723
2724 if (!add_key)
2519 2725 {
2520 if (!add_key) {
2521 return FALSE; 2726 return FALSE;
2522 } 2727 }
2523 /* There isn't any good reason to store a null 2728 /* There isn't any good reason to store a null
2524 * value in the key/value list. If the archetype has 2729 * value in the key/value list. If the archetype has
2525 * this key, then we should also have it, so shouldn't 2730 * this key, then we should also have it, so shouldn't
2526 * be here. If user wants to store empty strings, 2731 * be here. If user wants to store empty strings,
2527 * should pass in "" 2732 * should pass in ""
2528 */ 2733 */
2529 if (value == NULL) return TRUE; 2734 if (value == NULL)
2530
2531 field = new key_value;
2532
2533 field->key = canonical_key;
2534 field->value = value;
2535 /* Usual prepend-addition. */
2536 field->next = op->key_values;
2537 op->key_values = field;
2538
2539 return TRUE; 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;
2540} 2746}
2541 2747
2542/* 2748/*
2543 * Updates the key in op to value. 2749 * Updates the key in op to value.
2544 * 2750 *
2546 * and not add new ones. 2752 * and not add new ones.
2547 * 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
2548 * 2754 *
2549 * Returns TRUE on success. 2755 * Returns TRUE on success.
2550 */ 2756 */
2757int
2551int 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)
2552{ 2759{
2553 shstr key_ (key); 2760 shstr key_ (key);
2761
2554 return set_ob_key_value_s (op, key_, value, add_key); 2762 return set_ob_key_value_s (op, key_, value, add_key);
2555} 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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