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Comparing deliantra/server/common/object.C (file contents):
Revision 1.23 by root, Sun Sep 10 14:54:02 2006 UTC vs.
Revision 1.64 by root, Tue Dec 12 21:39:56 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.23 2006/09/10 14:54:02 root Exp $";
4 */
5
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);
530}
531 521
532void object::clone (object *destination)
533{
534 *(object_copy *)destination = *this;
535 *(object_pod *)destination = *this;
536
537 if (self || cb)
538 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 */ 522 /* What is not cleared is next, prev, and count */
563 523
564 op->expmul = 1.0; 524 expmul = 1.0;
565 op->face = blank_face; 525 face = blank_face;
566 op->attacked_by_count = -1;
567 526
568 if (settings.casting_time) 527 if (settings.casting_time)
569 op->casting_time = -1; 528 casting_time = -1;
570} 529}
571 530
572/* 531/*
573 * copy object first frees everything allocated by the second object, 532 * copy_to first frees everything allocated by the dst object,
574 * and then copies the contends of the first object into the second 533 * and then copies the contents of itself into the second
575 * object, allocating what needs to be allocated. Basically, any 534 * object, allocating what needs to be allocated. Basically, any
576 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 535 * 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 536 * if the first object is freed, the pointers in the new object
578 * will point at garbage. 537 * will point at garbage.
579 */ 538 */
580 539void
581void copy_object (object *op2, object *op) 540object::copy_to (object *dst)
582{ 541{
583 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 542 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
584 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 543 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
585 544
586 op2->clone (op); 545 *(object_copy *)dst = *this;
546 *(object_pod *)dst = *this;
587 547
588 if (is_freed) SET_FLAG (op, FLAG_FREED); 548 if (self || cb)
589 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 549 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
590 550
551 if (is_freed)
552 SET_FLAG (dst, FLAG_FREED);
553
554 if (is_removed)
555 SET_FLAG (dst, FLAG_REMOVED);
556
591 if (op2->speed < 0) 557 if (speed < 0)
592 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 558 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
593 559
594 /* Copy over key_values, if any. */ 560 /* Copy over key_values, if any. */
595 if (op2->key_values) 561 if (key_values)
596 { 562 {
597 key_value *tail = 0; 563 key_value *tail = 0;
598 key_value *i; 564 key_value *i;
599 565
600 op->key_values = 0; 566 dst->key_values = 0;
601 567
602 for (i = op2->key_values; i; i = i->next) 568 for (i = key_values; i; i = i->next)
603 { 569 {
604 key_value *new_link = new key_value; 570 key_value *new_link = new key_value;
605 571
606 new_link->next = 0; 572 new_link->next = 0;
607 new_link->key = i->key; 573 new_link->key = i->key;
608 new_link->value = i->value; 574 new_link->value = i->value;
609 575
610 /* Try and be clever here, too. */ 576 /* Try and be clever here, too. */
611 if (!op->key_values) 577 if (!dst->key_values)
612 { 578 {
613 op->key_values = new_link; 579 dst->key_values = new_link;
614 tail = new_link; 580 tail = new_link;
615 } 581 }
616 else 582 else
617 { 583 {
618 tail->next = new_link; 584 tail->next = new_link;
619 tail = new_link; 585 tail = new_link;
620 } 586 }
621 } 587 }
622 } 588 }
623 589
624 update_ob_speed (op); 590 update_ob_speed (dst);
625} 591}
626 592
627/* 593/*
628 * If an object with the IS_TURNABLE() flag needs to be turned due 594 * 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 595 * 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. 596 * be called to update the face variable, _and_ how it looks on the map.
631 */ 597 */
632 598
599void
633void update_turn_face(object *op) { 600update_turn_face (object *op)
601{
634 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 602 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
635 return; 603 return;
636 SET_ANIMATION(op, op->direction); 604 SET_ANIMATION (op, op->direction);
637 update_object(op,UP_OBJ_FACE); 605 update_object (op, UP_OBJ_FACE);
638} 606}
639 607
640/* 608/*
641 * Updates the speed of an object. If the speed changes from 0 to another 609 * 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. 610 * 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. 611 * This function needs to be called whenever the speed of an object changes.
644 */ 612 */
645 613void
646void update_ob_speed(object *op) { 614update_ob_speed (object *op)
615{
647 extern int arch_init; 616 extern int arch_init;
648 617
649 /* No reason putting the archetypes objects on the speed list, 618 /* No reason putting the archetypes objects on the speed list,
650 * since they never really need to be updated. 619 * since they never really need to be updated.
651 */ 620 */
652 621
653 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 622 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
623 {
654 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 624 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
655#ifdef MANY_CORES 625#ifdef MANY_CORES
656 abort(); 626 abort ();
657#else 627#else
658 op->speed = 0; 628 op->speed = 0;
659#endif 629#endif
660 } 630 }
631
661 if (arch_init) { 632 if (arch_init)
633 return;
634
635 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
636 {
637 /* If already on active list, don't do anything */
638 if (op->active_next || op->active_prev || op == active_objects)
662 return; 639 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;
668 640
669 /* process_events() expects us to insert the object at the beginning 641 /* process_events() expects us to insert the object at the beginning
670 * of the list. */ 642 * of the list. */
671 op->active_next = active_objects; 643 op->active_next = active_objects;
644
672 if (op->active_next!=NULL) 645 if (op->active_next != NULL)
673 op->active_next->active_prev = op; 646 op->active_next->active_prev = op;
647
674 active_objects = op; 648 active_objects = op;
649 }
650 else
675 } 651 {
676 else {
677 /* If not on the active list, nothing needs to be done */ 652 /* If not on the active list, nothing needs to be done */
678 if (!op->active_next && !op->active_prev && op!=active_objects) 653 if (!op->active_next && !op->active_prev && op != active_objects)
679 return; 654 return;
680 655
681 if (op->active_prev==NULL) { 656 if (op->active_prev == NULL)
657 {
682 active_objects = op->active_next; 658 active_objects = op->active_next;
659
683 if (op->active_next!=NULL) 660 if (op->active_next != NULL)
684 op->active_next->active_prev = NULL; 661 op->active_next->active_prev = NULL;
662 }
663 else
685 } 664 {
686 else {
687 op->active_prev->active_next = op->active_next; 665 op->active_prev->active_next = op->active_next;
666
688 if (op->active_next) 667 if (op->active_next)
689 op->active_next->active_prev = op->active_prev; 668 op->active_next->active_prev = op->active_prev;
690 } 669 }
670
691 op->active_next = NULL; 671 op->active_next = NULL;
692 op->active_prev = NULL; 672 op->active_prev = NULL;
693 } 673 }
694} 674}
695 675
696/* This function removes object 'op' from the list of active 676/* This function removes object 'op' from the list of active
697 * objects. 677 * objects.
699 * reference maps where you don't want an object that isn't 679 * reference maps where you don't want an object that isn't
700 * in play chewing up cpu time getting processed. 680 * in play chewing up cpu time getting processed.
701 * The reverse of this is to call update_ob_speed, which 681 * The reverse of this is to call update_ob_speed, which
702 * will do the right thing based on the speed of the object. 682 * will do the right thing based on the speed of the object.
703 */ 683 */
684void
704void remove_from_active_list(object *op) 685remove_from_active_list (object *op)
705{ 686{
706 /* If not on the active list, nothing needs to be done */ 687 /* If not on the active list, nothing needs to be done */
707 if (!op->active_next && !op->active_prev && op!=active_objects) 688 if (!op->active_next && !op->active_prev && op != active_objects)
708 return; 689 return;
709 690
710 if (op->active_prev==NULL) { 691 if (op->active_prev == NULL)
692 {
711 active_objects = op->active_next; 693 active_objects = op->active_next;
712 if (op->active_next!=NULL) 694 if (op->active_next != NULL)
713 op->active_next->active_prev = NULL; 695 op->active_next->active_prev = NULL;
696 }
697 else
714 } 698 {
715 else {
716 op->active_prev->active_next = op->active_next; 699 op->active_prev->active_next = op->active_next;
717 if (op->active_next) 700 if (op->active_next)
718 op->active_next->active_prev = op->active_prev; 701 op->active_next->active_prev = op->active_prev;
719 } 702 }
720 op->active_next = NULL; 703 op->active_next = NULL;
721 op->active_prev = NULL; 704 op->active_prev = NULL;
722} 705}
723 706
724/* 707/*
725 * update_object() updates the array which represents the map. 708 * update_object() updates the array which represents the map.
726 * It takes into account invisible objects (and represent squares covered 709 * It takes into account invisible objects (and represent squares covered
741 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 724 * 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. 725 * as that is easier than trying to look at what may have changed.
743 * UP_OBJ_FACE: only the objects face has changed. 726 * UP_OBJ_FACE: only the objects face has changed.
744 */ 727 */
745 728
729void
746void update_object(object *op, int action) { 730update_object (object *op, int action)
731{
747 int update_now=0, flags; 732 int update_now = 0, flags;
748 MoveType move_on, move_off, move_block, move_slow; 733 MoveType move_on, move_off, move_block, move_slow;
749 734
750 if (op == NULL) { 735 if (op == NULL)
736 {
751 /* this should never happen */ 737 /* this should never happen */
752 LOG(llevDebug,"update_object() called for NULL object.\n"); 738 LOG (llevDebug, "update_object() called for NULL object.\n");
753 return; 739 return;
754 }
755 740 }
741
756 if(op->env!=NULL) { 742 if (op->env != NULL)
743 {
757 /* Animation is currently handled by client, so nothing 744 /* Animation is currently handled by client, so nothing
758 * to do in this case. 745 * to do in this case.
759 */ 746 */
760 return; 747 return;
761 } 748 }
762 749
763 /* If the map is saving, don't do anything as everything is 750 /* If the map is saving, don't do anything as everything is
764 * going to get freed anyways. 751 * going to get freed anyways.
765 */ 752 */
766 if (!op->map || op->map->in_memory == MAP_SAVING) return; 753 if (!op->map || op->map->in_memory == MAP_SAVING)
767 754 return;
755
768 /* make sure the object is within map boundaries */ 756 /* make sure the object is within map boundaries */
769 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 757 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)) { 758 {
771 LOG(llevError,"update_object() called for object out of map!\n"); 759 LOG (llevError, "update_object() called for object out of map!\n");
772#ifdef MANY_CORES 760#ifdef MANY_CORES
773 abort(); 761 abort ();
774#endif 762#endif
775 return; 763 return;
776 }
777 764 }
765
778 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 766 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
779 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 767 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); 768 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); 769 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); 770 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); 771 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
784 772
785 if (action == UP_OBJ_INSERT) { 773 if (action == UP_OBJ_INSERT)
774 {
786 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 775 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
787 update_now=1; 776 update_now = 1;
788 777
789 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 778 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
790 update_now=1; 779 update_now = 1;
791 780
792 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 781 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
793 update_now=1; 782 update_now = 1;
794 783
795 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 784 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
796 update_now=1; 785 update_now = 1;
797 786
798 if (op->type == SAFE_GROUND && !(flags & P_SAFE)) 787 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
799 update_now=1; 788 update_now = 1;
800 789
801 if ((move_on | op->move_on) != move_on) update_now=1; 790 if ((move_on | op->move_on) != move_on)
791 update_now = 1;
802 792
803 if ((move_off | op->move_off) != move_off) update_now=1; 793 if ((move_off | op->move_off) != move_off)
794 update_now = 1;
804 795
805 /* This isn't perfect, but I don't expect a lot of objects to 796 /* This isn't perfect, but I don't expect a lot of objects to
806 * to have move_allow right now. 797 * to have move_allow right now.
807 */ 798 */
808 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 799 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
809 update_now=1; 800 update_now = 1;
810 801
811 if ((move_slow | op->move_slow) != move_slow) 802 if ((move_slow | op->move_slow) != move_slow)
812 update_now=1; 803 update_now = 1;
813 } 804 }
805
814 /* if the object is being removed, we can't make intelligent 806 /* if the object is being removed, we can't make intelligent
815 * decisions, because remove_ob can't really pass the object 807 * decisions, because remove_ob can't really pass the object
816 * that is being removed. 808 * that is being removed.
817 */ 809 */
818 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 810 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
819 update_now=1; 811 update_now = 1;
820 } else if (action == UP_OBJ_FACE) { 812 else if (action == UP_OBJ_FACE)
821 /* Nothing to do for that case */ 813 /* Nothing to do for that case */ ;
822 }
823 else { 814 else
824 LOG(llevError,"update_object called with invalid action: %d\n", action); 815 LOG (llevError, "update_object called with invalid action: %d\n", action);
825 }
826 816
827 if (update_now) { 817 if (update_now)
818 {
828 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 819 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); 820 update_position (op->map, op->x, op->y);
830 } 821 }
831 822
832 if(op->more!=NULL) 823 if (op->more != NULL)
833 update_object(op->more, action); 824 update_object (op->more, action);
834} 825}
835 826
836static std::vector<object *> mortals; 827object::vector object::mortals;
828object::vector object::objects; // not yet used
829object *object::first;
837 830
838void object::free_mortals () 831void object::free_mortals ()
839{ 832{
840 for (std::vector<object *>::iterator i = mortals.begin (); i != mortals.end (); ++i) 833 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
834 if ((*i)->refcnt)
835 ++i; // further delay freeing
836 else
837 {
841 delete *i; 838 delete *i;
842 839 mortals.erase (i);
843 mortals.clear (); 840 }
844} 841}
845 842
846object::object () 843object::object ()
847{ 844{
848 SET_FLAG (this, FLAG_REMOVED); 845 SET_FLAG (this, FLAG_REMOVED);
849 846
850 expmul = 1.0; 847 expmul = 1.0;
851 face = blank_face; 848 face = blank_face;
852 attacked_by_count = -1;
853} 849}
854 850
855object::~object () 851object::~object ()
856{ 852{
857 free_key_values (this); 853 free_key_values (this);
858} 854}
859 855
860void
861object::link () 856void object::link ()
862{ 857{
863 count = ++ob_count; 858 count = ++ob_count;
859 uuid = gen_uuid ();
864 860
865 prev = 0; 861 prev = 0;
866 next = objects; 862 next = object::first;
867 863
868 if (objects) 864 if (object::first)
869 objects->prev = this; 865 object::first->prev = this;
870 866
871 objects = this; 867 object::first = this;
872} 868}
873 869
874void
875object::unlink () 870void object::unlink ()
876{ 871{
877 count = 0; 872 if (this == object::first)
873 object::first = next;
878 874
879 /* Remove this object from the list of used objects */ 875 /* Remove this object from the list of used objects */
880 if (prev) prev->next = next; 876 if (prev) prev->next = next;
881 if (next) next->prev = prev; 877 if (next) next->prev = prev;
882 if (this == objects) objects = next; 878
883} 879 prev = 0;
880 next = 0;
881}
884 882
885object *object::create () 883object *object::create ()
886{ 884{
887 object *op = new object; 885 object *op = new object;
888 op->link (); 886 op->link ();
894 * it from the list of used objects, and puts it on the list of 892 * 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. 893 * free objects. The IS_FREED() flag is set in the object.
896 * The object must have been removed by remove_ob() first for 894 * The object must have been removed by remove_ob() first for
897 * this function to succeed. 895 * this function to succeed.
898 * 896 *
899 * If free_inventory is set, free inventory as well. Else drop items in 897 * If destroy_inventory is set, free inventory as well. Else drop items in
900 * inventory to the ground. 898 * inventory to the ground.
901 */ 899 */
902void 900void object::destroy (bool destroy_inventory)
903object::free (bool free_inventory)
904{ 901{
902 if (QUERY_FLAG (this, FLAG_FREED))
903 return;
904
905 if (QUERY_FLAG (this, FLAG_FRIENDLY))
906 remove_friendly_object (this);
907
905 if (!QUERY_FLAG (this, FLAG_REMOVED)) 908 if (!QUERY_FLAG (this, FLAG_REMOVED))
906 { 909 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 }
913 910
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)) 911 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 }
926 912
927 if (more) 913 if (more)
928 { 914 {
929 more->free (free_inventory); 915 more->destroy (destroy_inventory);
930 more = 0; 916 more = 0;
931 } 917 }
932 918
933 if (inv) 919 if (inv)
934 { 920 {
935 /* Only if the space blocks everything do we not process - 921 /* Only if the space blocks everything do we not process -
936 * if some form of movement is allowed, let objects 922 * if some form of movement is allowed, let objects
937 * drop on that space. 923 * drop on that space.
938 */ 924 */
939 if (free_inventory || !map 925 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 926 {
941 || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
942 {
943 object *op = inv; 927 object *op = inv;
944 928
945 while (op) 929 while (op)
946 { 930 {
947 object *tmp = op->below; 931 object *tmp = op->below;
948 remove_ob (op);
949 op->free (free_inventory); 932 op->destroy (destroy_inventory);
950 op = tmp; 933 op = tmp;
951 } 934 }
952 } 935 }
953 else 936 else
954 { /* Put objects in inventory onto this space */ 937 { /* Put objects in inventory onto this space */
955 object *op = inv; 938 object *op = inv;
956 939
957 while (op) 940 while (op)
958 { 941 {
959 object *tmp = op->below; 942 object *tmp = op->below;
960 remove_ob (op);
961 943
944 op->remove ();
945
962 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 946 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
963 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE 947 || 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)) 948 op->destroy ();
965 free_object (op); 949 else
966 else 950 {
967 { 951 op->x = x;
968 op->x = x; 952 op->y = y;
969 op->y = y;
970 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */ 953 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
971 } 954 }
972 955
973 op = tmp; 956 op = tmp;
957 }
958 }
974 } 959 }
975 } 960
961 // hack to ensure that freed objects still have a valid map
962 {
963 static maptile *freed_map; // freed objects are moved here to avoid crashes
964
965 if (!freed_map)
966 {
967 freed_map = new maptile;
968
969 freed_map->name = "/internal/freed_objects_map";
970 freed_map->width = 3;
971 freed_map->height = 3;
972
973 freed_map->allocate ();
976 } 974 }
975
976 map = freed_map;
977 x = 1;
978 y = 1;
979 }
980
981 // clear those pointers that likely might have circular references to us
982 owner = 0;
983 enemy = 0;
984 attacked_by = 0;
985
986 // only relevant for players(?), but make sure of it anyways
987 contr = 0;
977 988
978 /* Remove object from the active list */ 989 /* Remove object from the active list */
979 speed = 0; 990 speed = 0;
980 update_ob_speed (this); 991 update_ob_speed (this);
981 992
982 unlink (); 993 unlink ();
983 994
984 SET_FLAG (this, FLAG_FREED);
985
986 mortals.push_back (this); 995 mortals.push_back (this);
987} 996}
988 997
989/* 998/*
990 * sub_weight() recursively (outwards) subtracts a number from the 999 * sub_weight() recursively (outwards) subtracts a number from the
991 * weight of an object (and what is carried by it's environment(s)). 1000 * weight of an object (and what is carried by it's environment(s)).
992 */ 1001 */
993 1002void
994void sub_weight (object *op, signed long weight) { 1003sub_weight (object *op, signed long weight)
1004{
995 while (op != NULL) { 1005 while (op != NULL)
1006 {
996 if (op->type == CONTAINER) { 1007 if (op->type == CONTAINER)
997 weight=(signed long)(weight*(100-op->stats.Str)/100); 1008 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
998 } 1009
999 op->carrying-=weight; 1010 op->carrying -= weight;
1000 op = op->env; 1011 op = op->env;
1001 } 1012 }
1002} 1013}
1003 1014
1004/* remove_ob(op): 1015/* op->remove ():
1005 * This function removes the object op from the linked list of objects 1016 * 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 1017 * which it is currently tied to. When this function is done, the
1007 * object will have no environment. If the object previously had an 1018 * object will have no environment. If the object previously had an
1008 * environment, the x and y coordinates will be updated to 1019 * environment, the x and y coordinates will be updated to
1009 * the previous environment. 1020 * the previous environment.
1010 * Beware: This function is called from the editor as well! 1021 * Beware: This function is called from the editor as well!
1011 */ 1022 */
1012 1023void
1013void remove_ob(object *op) { 1024object::remove ()
1025{
1014 object *tmp,*last=NULL; 1026 object *tmp, *last = 0;
1015 object *otmp; 1027 object *otmp;
1016 tag_t tag; 1028
1017 int check_walk_off; 1029 int check_walk_off;
1018 mapstruct *m;
1019 sint16 x,y;
1020
1021 1030
1022 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1031 if (QUERY_FLAG (this, FLAG_REMOVED))
1023 dump_object(op); 1032 return;
1024 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1025 1033
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); 1034 SET_FLAG (this, FLAG_REMOVED);
1042 1035
1036 if (more)
1037 more->remove ();
1038
1043 /* 1039 /*
1044 * In this case, the object to be removed is in someones 1040 * In this case, the object to be removed is in someones
1045 * inventory. 1041 * inventory.
1046 */ 1042 */
1047 if(op->env!=NULL) { 1043 if (env)
1044 {
1048 if(op->nrof) 1045 if (nrof)
1049 sub_weight(op->env, op->weight*op->nrof); 1046 sub_weight (env, weight * nrof);
1050 else 1047 else
1051 sub_weight(op->env, op->weight+op->carrying); 1048 sub_weight (env, weight + carrying);
1052 1049
1053 /* NO_FIX_PLAYER is set when a great many changes are being 1050 /* NO_FIX_PLAYER is set when a great many changes are being
1054 * made to players inventory. If set, avoiding the call 1051 * made to players inventory. If set, avoiding the call
1055 * to save cpu time. 1052 * to save cpu time.
1056 */ 1053 */
1057 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1054 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); 1055 fix_player (otmp);
1060 1056
1061 if(op->above!=NULL) 1057 if (above != NULL)
1062 op->above->below=op->below; 1058 above->below = below;
1063 else 1059 else
1064 op->env->inv=op->below; 1060 env->inv = below;
1065 1061
1066 if(op->below!=NULL) 1062 if (below != NULL)
1067 op->below->above=op->above; 1063 below->above = above;
1068 1064
1069 /* we set up values so that it could be inserted into 1065 /* we set up values so that it could be inserted into
1070 * the map, but we don't actually do that - it is up 1066 * the map, but we don't actually do that - it is up
1071 * to the caller to decide what we want to do. 1067 * to the caller to decide what we want to do.
1068 */
1069 x = env->x, y = env->y;
1070 map = env->map;
1071 above = 0, below = 0;
1072 env = 0;
1073 }
1074 else if (map)
1075 {
1076 /* Re did the following section of code - it looks like it had
1077 * lots of logic for things we no longer care about
1078 */
1079
1080 /* link the object above us */
1081 if (above)
1082 above->below = below;
1083 else
1084 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */
1085
1086 /* Relink the object below us, if there is one */
1087 if (below)
1088 below->above = above;
1089 else
1090 {
1091 /* Nothing below, which means we need to relink map object for this space
1092 * use translated coordinates in case some oddness with map tiling is
1093 * evident
1072 */ 1094 */
1073 op->x=op->env->x,op->y=op->env->y; 1095 if (GET_MAP_OB (map, x, y) != this)
1074 op->map=op->env->map; 1096 {
1075 op->above=NULL,op->below=NULL; 1097 char *dump = dump_object (this);
1076 op->env=NULL; 1098 LOG (llevError,
1099 "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);
1100 free (dump);
1101 dump = dump_object (GET_MAP_OB (map, x, y));
1102 LOG (llevError, "%s\n", dump);
1103 free (dump);
1104 }
1105
1106 SET_MAP_OB (map, x, y, above); /* goes on above it. */
1107 }
1108
1109 above = 0;
1110 below = 0;
1111
1112 if (map->in_memory == MAP_SAVING)
1077 return; 1113 return;
1078 }
1079 1114
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); 1115 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1116
1135 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1117 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1118 {
1136 /* No point updating the players look faces if he is the object 1119 /* No point updating the players look faces if he is the object
1137 * being removed. 1120 * being removed.
1138 */ 1121 */
1139 1122
1140 if(tmp->type==PLAYER && tmp!=op) { 1123 if (tmp->type == PLAYER && tmp != this)
1124 {
1141 /* If a container that the player is currently using somehow gets 1125 /* If a container that the player is currently using somehow gets
1142 * removed (most likely destroyed), update the player view 1126 * removed (most likely destroyed), update the player view
1143 * appropriately. 1127 * appropriately.
1144 */ 1128 */
1145 if (tmp->container==op) { 1129 if (tmp->container == this)
1130 {
1146 CLEAR_FLAG(op, FLAG_APPLIED); 1131 CLEAR_FLAG (this, FLAG_APPLIED);
1147 tmp->container=NULL; 1132 tmp->container = 0;
1133 }
1134
1135 tmp->contr->socket.update_look = 1;
1148 } 1136 }
1149 tmp->contr->socket.update_look=1; 1137
1150 }
1151 /* See if player moving off should effect something */ 1138 /* See if player moving off should effect something */
1152 if (check_walk_off && ((op->move_type & tmp->move_off) && 1139 if (check_walk_off
1140 && ((move_type & tmp->move_off)
1153 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1141 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1154 1142 {
1155 move_apply(tmp, op, NULL); 1143 move_apply (tmp, this, 0);
1144
1156 if (was_destroyed (op, tag)) { 1145 if (destroyed ())
1157 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1146 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1158 "leaving object\n", &tmp->name, &tmp->arch->name);
1159 } 1147 }
1160 }
1161 1148
1162 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1149 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1163 1150
1164 if(tmp->above == tmp) 1151 if (tmp->above == tmp)
1165 tmp->above = NULL; 1152 tmp->above = 0;
1153
1166 last=tmp; 1154 last = tmp;
1167 } 1155 }
1156
1168 /* last == NULL of there are no objects on this space */ 1157 /* last == NULL of there are no objects on this space */
1169 if (last==NULL) { 1158 if (!last)
1159 {
1170 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1160 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1171 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1161 * 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 1162 * those out anyways, and if there are any flags set right now, they won't
1173 * be correct anyways. 1163 * be correct anyways.
1174 */ 1164 */
1175 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1165 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1176 update_position(op->map, op->x, op->y); 1166 update_position (map, x, y);
1177 } 1167 }
1178 else 1168 else
1179 update_object(last, UP_OBJ_REMOVE); 1169 update_object (last, UP_OBJ_REMOVE);
1180 1170
1181 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1171 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1182 update_all_los(op->map, op->x, op->y); 1172 update_all_los (map, x, y);
1183 1173 }
1184} 1174}
1185 1175
1186/* 1176/*
1187 * merge_ob(op,top): 1177 * merge_ob(op,top):
1188 * 1178 *
1189 * This function goes through all objects below and including top, and 1179 * This function goes through all objects below and including top, and
1190 * merges op to the first matching object. 1180 * merges op to the first matching object.
1191 * If top is NULL, it is calculated. 1181 * If top is NULL, it is calculated.
1192 * Returns pointer to object if it succeded in the merge, otherwise NULL 1182 * Returns pointer to object if it succeded in the merge, otherwise NULL
1193 */ 1183 */
1194 1184object *
1195object *merge_ob(object *op, object *top) { 1185merge_ob (object *op, object *top)
1186{
1196 if(!op->nrof) 1187 if (!op->nrof)
1197 return 0; 1188 return 0;
1189
1198 if(top==NULL) 1190 if (top == NULL)
1199 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1191 for (top = op; top != NULL && top->above != NULL; top = top->above);
1192
1200 for(;top!=NULL;top=top->below) { 1193 for (; top != NULL; top = top->below)
1194 {
1201 if(top==op) 1195 if (top == op)
1202 continue; 1196 continue;
1203 if (CAN_MERGE(op,top)) 1197 if (CAN_MERGE (op, top))
1204 { 1198 {
1205 top->nrof+=op->nrof; 1199 top->nrof += op->nrof;
1200
1206/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1201/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1207 op->weight = 0; /* Don't want any adjustements now */ 1202 op->weight = 0; /* Don't want any adjustements now */
1208 remove_ob(op); 1203 op->destroy ();
1209 free_object(op);
1210 return top; 1204 return top;
1211 } 1205 }
1212 } 1206 }
1207
1213 return NULL; 1208 return 0;
1214} 1209}
1215 1210
1216/* 1211/*
1217 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1212 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1218 * job preparing multi-part monsters 1213 * job preparing multi-part monsters
1219 */ 1214 */
1215object *
1220object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1216insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1217{
1221 object* tmp; 1218 object *tmp;
1219
1222 if (op->head) 1220 if (op->head)
1223 op=op->head; 1221 op = op->head;
1222
1224 for (tmp=op;tmp;tmp=tmp->more){ 1223 for (tmp = op; tmp; tmp = tmp->more)
1224 {
1225 tmp->x=x+tmp->arch->clone.x; 1225 tmp->x = x + tmp->arch->clone.x;
1226 tmp->y=y+tmp->arch->clone.y; 1226 tmp->y = y + tmp->arch->clone.y;
1227 } 1227 }
1228
1228 return insert_ob_in_map (op, m, originator, flag); 1229 return insert_ob_in_map (op, m, originator, flag);
1229} 1230}
1230 1231
1231/* 1232/*
1232 * insert_ob_in_map (op, map, originator, flag): 1233 * insert_ob_in_map (op, map, originator, flag):
1233 * This function inserts the object in the two-way linked list 1234 * This function inserts the object in the two-way linked list
1247 * new object if 'op' was merged with other object 1248 * new object if 'op' was merged with other object
1248 * NULL if 'op' was destroyed 1249 * NULL if 'op' was destroyed
1249 * just 'op' otherwise 1250 * just 'op' otherwise
1250 */ 1251 */
1251 1252
1253object *
1252object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1254insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1253{ 1255{
1254 object *tmp, *top, *floor=NULL; 1256 object *tmp, *top, *floor = NULL;
1255 sint16 x,y; 1257 sint16 x, y;
1256 1258
1257 if (QUERY_FLAG (op, FLAG_FREED)) { 1259 if (QUERY_FLAG (op, FLAG_FREED))
1260 {
1258 LOG (llevError, "Trying to insert freed object!\n"); 1261 LOG (llevError, "Trying to insert freed object!\n");
1262 return NULL;
1263 }
1264
1265 if (m == NULL)
1266 {
1267 char *dump = dump_object (op);
1268 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1269 free (dump);
1270 return op;
1271 }
1272
1273 if (out_of_map (m, op->x, op->y))
1274 {
1275 char *dump = dump_object (op);
1276 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1277#ifdef MANY_CORES
1278 /* Better to catch this here, as otherwise the next use of this object
1279 * is likely to cause a crash. Better to find out where it is getting
1280 * improperly inserted.
1281 */
1282 abort ();
1283#endif
1284 free (dump);
1285 return op;
1286 }
1287
1288 if (!QUERY_FLAG (op, FLAG_REMOVED))
1289 {
1290 char *dump = dump_object (op);
1291 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1292 free (dump);
1293 return op;
1294 }
1295
1296 if (op->more != NULL)
1297 {
1298 /* The part may be on a different map. */
1299
1300 object *more = op->more;
1301
1302 /* We really need the caller to normalize coordinates - if
1303 * we set the map, that doesn't work if the location is within
1304 * a map and this is straddling an edge. So only if coordinate
1305 * is clear wrong do we normalize it.
1306 */
1307 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1308 more->map = get_map_from_coord (m, &more->x, &more->y);
1309 else if (!more->map)
1310 {
1311 /* For backwards compatibility - when not dealing with tiled maps,
1312 * more->map should always point to the parent.
1313 */
1314 more->map = m;
1315 }
1316
1317 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1318 {
1319 if (!op->head)
1320 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1321
1322 return NULL;
1323 }
1324 }
1325
1326 CLEAR_FLAG (op, FLAG_REMOVED);
1327
1328 /* Ideally, the caller figures this out. However, it complicates a lot
1329 * of areas of callers (eg, anything that uses find_free_spot would now
1330 * need extra work
1331 */
1332 op->map = get_map_from_coord (m, &op->x, &op->y);
1333 x = op->x;
1334 y = op->y;
1335
1336 /* this has to be done after we translate the coordinates.
1337 */
1338 if (op->nrof && !(flag & INS_NO_MERGE))
1339 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1340 if (CAN_MERGE (op, tmp))
1341 {
1342 op->nrof += tmp->nrof;
1343 tmp->destroy ();
1344 }
1345
1346 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1347 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1348
1349 if (!QUERY_FLAG (op, FLAG_ALIVE))
1350 CLEAR_FLAG (op, FLAG_NO_STEAL);
1351
1352 if (flag & INS_BELOW_ORIGINATOR)
1353 {
1354 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1355 {
1356 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1357 abort ();
1358 }
1359
1360 op->above = originator;
1361 op->below = originator->below;
1362
1363 if (op->below)
1364 op->below->above = op;
1365 else
1366 SET_MAP_OB (op->map, op->x, op->y, op);
1367
1368 /* since *below* originator, no need to update top */
1369 originator->below = op;
1370 }
1371 else
1372 {
1373 /* If there are other objects, then */
1374 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1375 {
1376 object *last = NULL;
1377
1378 /*
1379 * If there are multiple objects on this space, we do some trickier handling.
1380 * We've already dealt with merging if appropriate.
1381 * Generally, we want to put the new object on top. But if
1382 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1383 * floor, we want to insert above that and no further.
1384 * Also, if there are spell objects on this space, we stop processing
1385 * once we get to them. This reduces the need to traverse over all of
1386 * them when adding another one - this saves quite a bit of cpu time
1387 * when lots of spells are cast in one area. Currently, it is presumed
1388 * that flying non pickable objects are spell objects.
1389 */
1390
1391 while (top != NULL)
1392 {
1393 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1394 floor = top;
1395
1396 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1397 {
1398 /* We insert above top, so we want this object below this */
1399 top = top->below;
1400 break;
1401 }
1402
1403 last = top;
1404 top = top->above;
1405 }
1406
1407 /* Don't want top to be NULL, so set it to the last valid object */
1408 top = last;
1409
1410 /* We let update_position deal with figuring out what the space
1411 * looks like instead of lots of conditions here.
1412 * makes things faster, and effectively the same result.
1413 */
1414
1415 /* Have object 'fall below' other objects that block view.
1416 * Unless those objects are exits, type 66
1417 * If INS_ON_TOP is used, don't do this processing
1418 * Need to find the object that in fact blocks view, otherwise
1419 * stacking is a bit odd.
1420 */
1421 if (!(flag & INS_ON_TOP) &&
1422 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1423 {
1424 for (last = top; last != floor; last = last->below)
1425 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1426 break;
1427 /* Check to see if we found the object that blocks view,
1428 * and make sure we have a below pointer for it so that
1429 * we can get inserted below this one, which requires we
1430 * set top to the object below us.
1431 */
1432 if (last && last->below && last != floor)
1433 top = last->below;
1434 }
1435 } /* If objects on this space */
1436
1437 if (flag & INS_MAP_LOAD)
1438 top = GET_MAP_TOP (op->map, op->x, op->y);
1439
1440 if (flag & INS_ABOVE_FLOOR_ONLY)
1441 top = floor;
1442
1443 /* Top is the object that our object (op) is going to get inserted above.
1444 */
1445
1446 /* First object on this space */
1447 if (!top)
1448 {
1449 op->above = GET_MAP_OB (op->map, op->x, op->y);
1450
1451 if (op->above)
1452 op->above->below = op;
1453
1454 op->below = NULL;
1455 SET_MAP_OB (op->map, op->x, op->y, op);
1456 }
1457 else
1458 { /* get inserted into the stack above top */
1459 op->above = top->above;
1460
1461 if (op->above)
1462 op->above->below = op;
1463
1464 op->below = top;
1465 top->above = op;
1466 }
1467
1468 if (op->above == NULL)
1469 SET_MAP_TOP (op->map, op->x, op->y, op);
1470 } /* else not INS_BELOW_ORIGINATOR */
1471
1472 if (op->type == PLAYER)
1473 op->contr->do_los = 1;
1474
1475 /* If we have a floor, we know the player, if any, will be above
1476 * it, so save a few ticks and start from there.
1477 */
1478 if (!(flag & INS_MAP_LOAD))
1479 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1480 if (tmp->type == PLAYER)
1481 tmp->contr->socket.update_look = 1;
1482
1483 /* If this object glows, it may affect lighting conditions that are
1484 * visible to others on this map. But update_all_los is really
1485 * an inefficient way to do this, as it means los for all players
1486 * on the map will get recalculated. The players could very well
1487 * be far away from this change and not affected in any way -
1488 * this should get redone to only look for players within range,
1489 * or just updating the P_NEED_UPDATE for spaces within this area
1490 * of effect may be sufficient.
1491 */
1492 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1493 update_all_los (op->map, op->x, op->y);
1494
1495 /* updates flags (blocked, alive, no magic, etc) for this map space */
1496 update_object (op, UP_OBJ_INSERT);
1497
1498 /* Don't know if moving this to the end will break anything. However,
1499 * we want to have update_look set above before calling this.
1500 *
1501 * check_move_on() must be after this because code called from
1502 * check_move_on() depends on correct map flags (so functions like
1503 * blocked() and wall() work properly), and these flags are updated by
1504 * update_object().
1505 */
1506
1507 /* if this is not the head or flag has been passed, don't check walk on status */
1508 if (!(flag & INS_NO_WALK_ON) && !op->head)
1509 {
1510 if (check_move_on (op, originator))
1259 return NULL; 1511 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 1512
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 1513 /* If we are a multi part object, lets work our way through the check
1472 * walk on's. 1514 * walk on's.
1473 */ 1515 */
1474 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1516 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1475 if (check_move_on (tmp, originator)) 1517 if (check_move_on (tmp, originator))
1476 return NULL; 1518 return NULL;
1477 } 1519 }
1520
1478 return op; 1521 return op;
1479} 1522}
1480 1523
1481/* this function inserts an object in the map, but if it 1524/* 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. 1525 * 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. 1526 * op is the object to insert it under: supplies x and the map.
1484 */ 1527 */
1528void
1485void replace_insert_ob_in_map(const char *arch_string, object *op) { 1529replace_insert_ob_in_map (const char *arch_string, object *op)
1530{
1486 object *tmp; 1531 object *
1487 object *tmp1; 1532 tmp;
1533 object *
1534 tmp1;
1488 1535
1489 /* first search for itself and remove any old instances */ 1536 /* first search for itself and remove any old instances */
1490 1537
1491 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1538 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1492 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1539 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1493 remove_ob(tmp); 1540 tmp->destroy ();
1494 free_object(tmp);
1495 }
1496 }
1497 1541
1498 tmp1=arch_to_object(find_archetype(arch_string)); 1542 tmp1 = arch_to_object (archetype::find (arch_string));
1499 1543
1500 1544 tmp1->x = op->x;
1501 tmp1->x = op->x; tmp1->y = op->y; 1545 tmp1->y = op->y;
1502 insert_ob_in_map(tmp1,op->map,op,0); 1546 insert_ob_in_map (tmp1, op->map, op, 0);
1503} 1547}
1504 1548
1505/* 1549/*
1506 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1550 * 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 1551 * is returned contains nr objects, and the remaining parts contains
1508 * the rest (or is removed and freed if that number is 0). 1552 * the rest (or is removed and freed if that number is 0).
1509 * On failure, NULL is returned, and the reason put into the 1553 * On failure, NULL is returned, and the reason put into the
1510 * global static errmsg array. 1554 * global static errmsg array.
1511 */ 1555 */
1512 1556
1557object *
1513object *get_split_ob(object *orig_ob, uint32 nr) { 1558get_split_ob (object *orig_ob, uint32 nr)
1559{
1514 object *newob; 1560 object *newob;
1515 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1561 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1516 1562
1517 if(orig_ob->nrof<nr) { 1563 if (orig_ob->nrof < nr)
1518 sprintf(errmsg,"There are only %d %ss.", 1564 {
1519 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1565 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1520 return NULL; 1566 return NULL;
1521 } 1567 }
1568
1522 newob = object_create_clone(orig_ob); 1569 newob = object_create_clone (orig_ob);
1570
1523 if((orig_ob->nrof-=nr)<1) { 1571 if ((orig_ob->nrof -= nr) < 1)
1524 if ( ! is_removed) 1572 orig_ob->destroy (1);
1525 remove_ob(orig_ob);
1526 free_object2(orig_ob, 1);
1527 }
1528 else if ( ! is_removed) { 1573 else if (!is_removed)
1574 {
1529 if(orig_ob->env!=NULL) 1575 if (orig_ob->env != NULL)
1530 sub_weight (orig_ob->env,orig_ob->weight*nr); 1576 sub_weight (orig_ob->env, orig_ob->weight * nr);
1531 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1577 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1578 {
1532 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1579 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"); 1580 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1535 return NULL; 1581 return NULL;
1536 } 1582 }
1537 } 1583 }
1584
1538 newob->nrof=nr; 1585 newob->nrof = nr;
1539 1586
1540 return newob; 1587 return newob;
1541} 1588}
1542 1589
1543/* 1590/*
1544 * decrease_ob_nr(object, number) decreases a specified number from 1591 * decrease_ob_nr(object, number) decreases a specified number from
1545 * the amount of an object. If the amount reaches 0, the object 1592 * the amount of an object. If the amount reaches 0, the object
1546 * is subsequently removed and freed. 1593 * is subsequently removed and freed.
1547 * 1594 *
1548 * Return value: 'op' if something is left, NULL if the amount reached 0 1595 * Return value: 'op' if something is left, NULL if the amount reached 0
1549 */ 1596 */
1550 1597
1598object *
1551object *decrease_ob_nr (object *op, uint32 i) 1599decrease_ob_nr (object *op, uint32 i)
1552{ 1600{
1553 object *tmp; 1601 object *tmp;
1554 player *pl; 1602 player *pl;
1555 1603
1556 if (i == 0) /* objects with op->nrof require this check */ 1604 if (i == 0) /* objects with op->nrof require this check */
1557 return op; 1605 return op;
1558 1606
1559 if (i > op->nrof) 1607 if (i > op->nrof)
1560 i = op->nrof; 1608 i = op->nrof;
1561 1609
1562 if (QUERY_FLAG (op, FLAG_REMOVED)) 1610 if (QUERY_FLAG (op, FLAG_REMOVED))
1611 op->nrof -= i;
1612 else if (op->env != NULL)
1613 {
1614 /* is this object in the players inventory, or sub container
1615 * therein?
1616 */
1617 tmp = is_player_inv (op->env);
1618 /* nope. Is this a container the player has opened?
1619 * If so, set tmp to that player.
1620 * IMO, searching through all the players will mostly
1621 * likely be quicker than following op->env to the map,
1622 * and then searching the map for a player.
1623 */
1624 if (!tmp)
1625 {
1626 for (pl = first_player; pl; pl = pl->next)
1627 if (pl->ob->container == op->env)
1628 break;
1629 if (pl)
1630 tmp = pl->ob;
1631 else
1632 tmp = NULL;
1633 }
1634
1635 if (i < op->nrof)
1636 {
1637 sub_weight (op->env, op->weight * i);
1638 op->nrof -= i;
1639 if (tmp)
1640 {
1641 esrv_send_item (tmp, op);
1642 }
1643 }
1644 else
1645 {
1646 op->remove ();
1647 op->nrof = 0;
1648 if (tmp)
1649 {
1650 esrv_del_item (tmp->contr, op->count);
1651 }
1652 }
1563 { 1653 }
1654 else
1655 {
1656 object *above = op->above;
1657
1658 if (i < op->nrof)
1564 op->nrof -= i; 1659 op->nrof -= i;
1565 } 1660 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 } 1661 {
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); 1662 op->remove ();
1593 op->nrof = 0; 1663 op->nrof = 0;
1594 if (tmp) {
1595 esrv_del_item(tmp->contr, op->count);
1596 } 1664 }
1597 }
1598 }
1599 else
1600 {
1601 object *above = op->above;
1602 1665
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 */ 1666 /* Since we just removed op, op->above is null */
1610 for (tmp = above; tmp != NULL; tmp = tmp->above) 1667 for (tmp = above; tmp != NULL; tmp = tmp->above)
1611 if (tmp->type == PLAYER) { 1668 if (tmp->type == PLAYER)
1669 {
1612 if (op->nrof) 1670 if (op->nrof)
1613 esrv_send_item(tmp, op); 1671 esrv_send_item (tmp, op);
1614 else 1672 else
1615 esrv_del_item(tmp->contr, op->count); 1673 esrv_del_item (tmp->contr, op->count);
1616 } 1674 }
1617 } 1675 }
1618 1676
1619 if (op->nrof) { 1677 if (op->nrof)
1620 return op; 1678 return op;
1621 } else { 1679 else
1622 free_object (op); 1680 {
1681 op->destroy ();
1623 return NULL; 1682 return NULL;
1624 } 1683 }
1625} 1684}
1626 1685
1627/* 1686/*
1628 * add_weight(object, weight) adds the specified weight to an object, 1687 * add_weight(object, weight) adds the specified weight to an object,
1629 * and also updates how much the environment(s) is/are carrying. 1688 * and also updates how much the environment(s) is/are carrying.
1630 */ 1689 */
1631 1690
1691void
1632void add_weight (object *op, signed long weight) { 1692add_weight (object *op, signed long weight)
1693{
1633 while (op!=NULL) { 1694 while (op != NULL)
1695 {
1634 if (op->type == CONTAINER) { 1696 if (op->type == CONTAINER)
1635 weight=(signed long)(weight*(100-op->stats.Str)/100); 1697 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1636 } 1698
1637 op->carrying+=weight; 1699 op->carrying += weight;
1638 op=op->env; 1700 op = op->env;
1639 } 1701 }
1640} 1702}
1641 1703
1704object *
1705insert_ob_in_ob (object *op, object *where)
1706{
1707 if (!where)
1708 {
1709 char *dump = dump_object (op);
1710 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1711 free (dump);
1712 return op;
1713 }
1714
1715 if (where->head)
1716 {
1717 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1718 where = where->head;
1719 }
1720
1721 return where->insert (op);
1722}
1723
1642/* 1724/*
1643 * insert_ob_in_ob(op,environment): 1725 * env->insert (op)
1644 * This function inserts the object op in the linked list 1726 * This function inserts the object op in the linked list
1645 * inside the object environment. 1727 * inside the object environment.
1646 * 1728 *
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 1729 * The function returns now pointer to inserted item, and return value can
1653 * be != op, if items are merged. -Tero 1730 * be != op, if items are merged. -Tero
1654 */ 1731 */
1655 1732
1656object *insert_ob_in_ob(object *op,object *where) { 1733object *
1734object::insert (object *op)
1735{
1657 object *tmp, *otmp; 1736 object *tmp, *otmp;
1658 1737
1659 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1738 if (!QUERY_FLAG (op, FLAG_REMOVED))
1660 dump_object(op); 1739 op->remove ();
1661 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1740
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) { 1741 if (op->more)
1742 {
1675 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1743 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1676 &op->name, op->count);
1677 return op; 1744 return op;
1678 } 1745 }
1746
1679 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1747 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1680 CLEAR_FLAG(op, FLAG_REMOVED); 1748 CLEAR_FLAG (op, FLAG_REMOVED);
1681 if(op->nrof) { 1749 if (op->nrof)
1750 {
1682 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1751 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1683 if ( CAN_MERGE(tmp,op) ) { 1752 if (CAN_MERGE (tmp, op))
1753 {
1684 /* return the original object and remove inserted object 1754 /* return the original object and remove inserted object
1685 (client needs the original object) */ 1755 (client needs the original object) */
1686 tmp->nrof += op->nrof; 1756 tmp->nrof += op->nrof;
1687 /* Weight handling gets pretty funky. Since we are adding to 1757 /* Weight handling gets pretty funky. Since we are adding to
1688 * tmp->nrof, we need to increase the weight. 1758 * tmp->nrof, we need to increase the weight.
1689 */ 1759 */
1690 add_weight (where, op->weight*op->nrof); 1760 add_weight (this, op->weight * op->nrof);
1691 SET_FLAG(op, FLAG_REMOVED); 1761 SET_FLAG (op, FLAG_REMOVED);
1692 free_object(op); /* free the inserted object */ 1762 op->destroy (); /* free the inserted object */
1693 op = tmp; 1763 op = tmp;
1694 remove_ob (op); /* and fix old object's links */ 1764 op->remove (); /* and fix old object's links */
1695 CLEAR_FLAG(op, FLAG_REMOVED); 1765 CLEAR_FLAG (op, FLAG_REMOVED);
1696 break; 1766 break;
1697 } 1767 }
1698 1768
1699 /* I assume combined objects have no inventory 1769 /* I assume combined objects have no inventory
1700 * We add the weight - this object could have just been removed 1770 * We add the weight - this object could have just been removed
1701 * (if it was possible to merge). calling remove_ob will subtract 1771 * (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 1772 * the weight, so we need to add it in again, since we actually do
1703 * the linking below 1773 * the linking below
1704 */ 1774 */
1705 add_weight (where, op->weight*op->nrof); 1775 add_weight (this, op->weight * op->nrof);
1776 }
1706 } else 1777 else
1707 add_weight (where, (op->weight+op->carrying)); 1778 add_weight (this, (op->weight + op->carrying));
1708 1779
1709 otmp=is_player_inv(where); 1780 otmp = is_player_inv (this);
1710 if (otmp&&otmp->contr!=NULL) { 1781 if (otmp && otmp->contr)
1711 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1782 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1712 fix_player(otmp); 1783 fix_player (otmp);
1713 }
1714 1784
1715 op->map=NULL; 1785 op->map = NULL;
1716 op->env=where; 1786 op->env = this;
1717 op->above=NULL; 1787 op->above = NULL;
1718 op->below=NULL; 1788 op->below = NULL;
1719 op->x=0,op->y=0; 1789 op->x = 0, op->y = 0;
1720 1790
1721 /* reset the light list and los of the players on the map */ 1791 /* reset the light list and los of the players on the map */
1722 if((op->glow_radius!=0)&&where->map) 1792 if ((op->glow_radius != 0) && map)
1723 { 1793 {
1724#ifdef DEBUG_LIGHTS 1794#ifdef DEBUG_LIGHTS
1725 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1795 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1726 op->name);
1727#endif /* DEBUG_LIGHTS */ 1796#endif /* DEBUG_LIGHTS */
1728 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1797 if (MAP_DARKNESS (map))
1798 update_all_los (map, x, y);
1729 } 1799 }
1730 1800
1731 /* Client has no idea of ordering so lets not bother ordering it here. 1801 /* Client has no idea of ordering so lets not bother ordering it here.
1732 * It sure simplifies this function... 1802 * It sure simplifies this function...
1733 */ 1803 */
1734 if (where->inv==NULL) 1804 if (!inv)
1735 where->inv=op; 1805 inv = op;
1736 else { 1806 else
1807 {
1737 op->below = where->inv; 1808 op->below = inv;
1738 op->below->above = op; 1809 op->below->above = op;
1739 where->inv = op; 1810 inv = op;
1740 } 1811 }
1812
1741 return op; 1813 return op;
1742} 1814}
1743 1815
1744/* 1816/*
1745 * Checks if any objects has a move_type that matches objects 1817 * 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 1832 * 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 1833 * object being inserted. insert_ob_in_map may not put new objects
1762 * on top. 1834 * on top.
1763 */ 1835 */
1764 1836
1837int
1765int check_move_on (object *op, object *originator) 1838check_move_on (object *op, object *originator)
1766{ 1839{
1767 object *tmp; 1840 object *tmp;
1768 tag_t tag;
1769 mapstruct *m=op->map; 1841 maptile *m = op->map;
1770 int x=op->x, y=op->y; 1842 int x = op->x, y = op->y;
1843
1771 MoveType move_on, move_slow, move_block; 1844 MoveType move_on, move_slow, move_block;
1772 1845
1773 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1846 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1774 return 0; 1847 return 0;
1775 1848
1776 tag = op->count;
1777
1778 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1849 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); 1850 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); 1851 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1781 1852
1782 /* if nothing on this space will slow op down or be applied, 1853 /* 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 1854 * 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 1855 * is set, as lots of objects don't have it set - we treat that
1785 * as walking. 1856 * as walking.
1786 */ 1857 */
1787 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1858 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1788 return 0; 1859 return 0;
1789 1860
1790 /* This is basically inverse logic of that below - basically, 1861 /* This is basically inverse logic of that below - basically,
1791 * if the object can avoid the move on or slow move, they do so, 1862 * 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 1863 * but can't do it if the alternate movement they are using is
1793 * blocked. Logic on this seems confusing, but does seem correct. 1864 * blocked. Logic on this seems confusing, but does seem correct.
1794 */ 1865 */
1795 if ((op->move_type & ~move_on & ~move_block) != 0 && 1866 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; 1867 return 0;
1797 1868
1798 /* The objects have to be checked from top to bottom. 1869 /* The objects have to be checked from top to bottom.
1799 * Hence, we first go to the top: 1870 * Hence, we first go to the top:
1800 */ 1871 */
1801 1872
1802 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1873 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) { 1874 {
1804 /* Trim the search when we find the first other spell effect 1875 /* Trim the search when we find the first other spell effect
1805 * this helps performance so that if a space has 50 spell objects, 1876 * this helps performance so that if a space has 50 spell objects,
1806 * we don't need to check all of them. 1877 * we don't need to check all of them.
1807 */ 1878 */
1808 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1879 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1880 break;
1881 }
1882
1883 for (; tmp; tmp = tmp->below)
1809 } 1884 {
1810 for(;tmp!=NULL; tmp=tmp->below) { 1885 if (tmp == op)
1811 if (tmp == op) continue; /* Can't apply yourself */ 1886 continue; /* Can't apply yourself */
1812 1887
1813 /* Check to see if one of the movement types should be slowed down. 1888 /* 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 1889 * Second check makes sure that the movement types not being slowed
1815 * (~slow_move) is not blocked on this space - just because the 1890 * (~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 1891 * 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. 1892 * swim on that space, can't use it to avoid the penalty.
1818 */ 1893 */
1819 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1894 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1895 {
1820 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1896 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)) { 1897 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1898 {
1823 1899
1824 float diff; 1900 float
1825
1826 diff = tmp->move_slow_penalty*FABS(op->speed); 1901 diff = tmp->move_slow_penalty * FABS (op->speed);
1902
1827 if (op->type == PLAYER) { 1903 if (op->type == PLAYER)
1828 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1904 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))) { 1905 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1830 diff /= 4.0; 1906 diff /= 4.0;
1831 } 1907
1832 }
1833 op->speed_left -= diff; 1908 op->speed_left -= diff;
1834 } 1909 }
1835 } 1910 }
1836 1911
1837 /* Basically same logic as above, except now for actual apply. */ 1912 /* Basically same logic as above, except now for actual apply. */
1838 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1913 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)) { 1914 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1841 1915 {
1842 move_apply(tmp, op, originator); 1916 move_apply (tmp, op, originator);
1917
1843 if (was_destroyed (op, tag)) 1918 if (op->destroyed ())
1844 return 1; 1919 return 1;
1845 1920
1846 /* what the person/creature stepped onto has moved the object 1921 /* what the person/creature stepped onto has moved the object
1847 * someplace new. Don't process any further - if we did, 1922 * someplace new. Don't process any further - if we did,
1848 * have a feeling strange problems would result. 1923 * have a feeling strange problems would result.
1849 */ 1924 */
1850 if (op->map != m || op->x != x || op->y != y) return 0; 1925 if (op->map != m || op->x != x || op->y != y)
1926 return 0;
1851 } 1927 }
1852 } 1928 }
1929
1853 return 0; 1930 return 0;
1854} 1931}
1855 1932
1856/* 1933/*
1857 * present_arch(arch, map, x, y) searches for any objects with 1934 * present_arch(arch, map, x, y) searches for any objects with
1858 * a matching archetype at the given map and coordinates. 1935 * a matching archetype at the given map and coordinates.
1859 * The first matching object is returned, or NULL if none. 1936 * The first matching object is returned, or NULL if none.
1860 */ 1937 */
1861 1938
1939object *
1862object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1940present_arch (const archetype *at, maptile *m, int x, int y)
1941{
1863 object *tmp; 1942 object *
1943 tmp;
1944
1864 if(m==NULL || out_of_map(m,x,y)) { 1945 if (m == NULL || out_of_map (m, x, y))
1946 {
1865 LOG(llevError,"Present_arch called outside map.\n"); 1947 LOG (llevError, "Present_arch called outside map.\n");
1866 return NULL; 1948 return NULL;
1867 } 1949 }
1868 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1950 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1869 if(tmp->arch == at) 1951 if (tmp->arch == at)
1870 return tmp; 1952 return tmp;
1871 return NULL; 1953 return NULL;
1872} 1954}
1873 1955
1874/* 1956/*
1875 * present(type, map, x, y) searches for any objects with 1957 * present(type, map, x, y) searches for any objects with
1876 * a matching type variable at the given map and coordinates. 1958 * a matching type variable at the given map and coordinates.
1877 * The first matching object is returned, or NULL if none. 1959 * The first matching object is returned, or NULL if none.
1878 */ 1960 */
1879 1961
1962object *
1880object *present(unsigned char type,mapstruct *m, int x,int y) { 1963present (unsigned char type, maptile *m, int x, int y)
1964{
1881 object *tmp; 1965 object *
1966 tmp;
1967
1882 if(out_of_map(m,x,y)) { 1968 if (out_of_map (m, x, y))
1969 {
1883 LOG(llevError,"Present called outside map.\n"); 1970 LOG (llevError, "Present called outside map.\n");
1884 return NULL; 1971 return NULL;
1885 } 1972 }
1886 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1973 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1887 if(tmp->type==type) 1974 if (tmp->type == type)
1888 return tmp; 1975 return tmp;
1889 return NULL; 1976 return NULL;
1890} 1977}
1891 1978
1892/* 1979/*
1893 * present_in_ob(type, object) searches for any objects with 1980 * present_in_ob(type, object) searches for any objects with
1894 * a matching type variable in the inventory of the given object. 1981 * a matching type variable in the inventory of the given object.
1895 * The first matching object is returned, or NULL if none. 1982 * The first matching object is returned, or NULL if none.
1896 */ 1983 */
1897 1984
1985object *
1898object *present_in_ob(unsigned char type, const object *op) { 1986present_in_ob (unsigned char type, const object *op)
1987{
1899 object *tmp; 1988 object *
1989 tmp;
1990
1900 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1991 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1901 if(tmp->type==type) 1992 if (tmp->type == type)
1902 return tmp; 1993 return tmp;
1903 return NULL; 1994 return NULL;
1904} 1995}
1905 1996
1906/* 1997/*
1916 * the object name, not the archetype name. this is so that the 2007 * 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 2008 * spell code can use one object type (force), but change it's name
1918 * to be unique. 2009 * to be unique.
1919 */ 2010 */
1920 2011
2012object *
1921object *present_in_ob_by_name(int type, const char *str, const object *op) { 2013present_in_ob_by_name (int type, const char *str, const object *op)
2014{
1922 object *tmp; 2015 object *
2016 tmp;
1923 2017
1924 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2018 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2019 {
1925 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2020 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1926 return tmp; 2021 return tmp;
1927 } 2022 }
1928 return NULL; 2023 return NULL;
1929} 2024}
1930 2025
1931/* 2026/*
1932 * present_arch_in_ob(archetype, object) searches for any objects with 2027 * present_arch_in_ob(archetype, object) searches for any objects with
1933 * a matching archetype in the inventory of the given object. 2028 * a matching archetype in the inventory of the given object.
1934 * The first matching object is returned, or NULL if none. 2029 * The first matching object is returned, or NULL if none.
1935 */ 2030 */
1936 2031
2032object *
1937object *present_arch_in_ob(const archetype *at, const object *op) { 2033present_arch_in_ob (const archetype *at, const object *op)
2034{
1938 object *tmp; 2035 object *
2036 tmp;
2037
1939 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2038 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1940 if( tmp->arch == at) 2039 if (tmp->arch == at)
1941 return tmp; 2040 return tmp;
1942 return NULL; 2041 return NULL;
1943} 2042}
1944 2043
1945/* 2044/*
1946 * activate recursively a flag on an object inventory 2045 * activate recursively a flag on an object inventory
1947 */ 2046 */
2047void
1948void flag_inv(object*op, int flag){ 2048flag_inv (object *op, int flag)
2049{
1949 object *tmp; 2050 object *
2051 tmp;
2052
1950 if(op->inv) 2053 if (op->inv)
1951 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2054 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2055 {
1952 SET_FLAG(tmp, flag); 2056 SET_FLAG (tmp, flag);
1953 flag_inv(tmp,flag); 2057 flag_inv (tmp, flag);
1954 } 2058 }
1955}/* 2059} /*
1956 * desactivate recursively a flag on an object inventory 2060 * desactivate recursively a flag on an object inventory
1957 */ 2061 */
2062void
1958void unflag_inv(object*op, int flag){ 2063unflag_inv (object *op, int flag)
2064{
1959 object *tmp; 2065 object *
2066 tmp;
2067
1960 if(op->inv) 2068 if (op->inv)
1961 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2069 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2070 {
1962 CLEAR_FLAG(tmp, flag); 2071 CLEAR_FLAG (tmp, flag);
1963 unflag_inv(tmp,flag); 2072 unflag_inv (tmp, flag);
1964 } 2073 }
1965} 2074}
1966 2075
1967/* 2076/*
1968 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2077 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1969 * all it's inventory (recursively). 2078 * all it's inventory (recursively).
1970 * If checksums are used, a player will get set_cheat called for 2079 * 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. 2080 * him/her-self and all object carried by a call to this function.
1972 */ 2081 */
1973 2082
2083void
1974void set_cheat(object *op) { 2084set_cheat (object *op)
2085{
1975 SET_FLAG(op, FLAG_WAS_WIZ); 2086 SET_FLAG (op, FLAG_WAS_WIZ);
1976 flag_inv(op, FLAG_WAS_WIZ); 2087 flag_inv (op, FLAG_WAS_WIZ);
1977} 2088}
1978 2089
1979/* 2090/*
1980 * find_free_spot(object, map, x, y, start, stop) will search for 2091 * 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 2092 * 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 2107 * 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 2108 * the archetype because that isn't correct if the monster has been
1998 * customized, changed states, etc. 2109 * customized, changed states, etc.
1999 */ 2110 */
2000 2111
2112int
2001int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2113find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2114{
2115 int
2116 i,
2002 int i,index=0, flag; 2117 index = 0, flag;
2118 static int
2003 static int altern[SIZEOFFREE]; 2119 altern[SIZEOFFREE];
2004 2120
2005 for(i=start;i<stop;i++) { 2121 for (i = start; i < stop; i++)
2122 {
2006 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2123 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2007 if(!flag) 2124 if (!flag)
2008 altern[index++]=i; 2125 altern[index++] = i;
2009 2126
2010 /* Basically, if we find a wall on a space, we cut down the search size. 2127 /* 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. 2128 * 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 - 2129 * 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 2130 * 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 2131 * spaces in all the other directions, this will reduce the search space
2015 * to only the spaces immediately surrounding the target area, and 2132 * to only the spaces immediately surrounding the target area, and
2016 * won't look 2 spaces south of the target space. 2133 * won't look 2 spaces south of the target space.
2017 */ 2134 */
2018 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2135 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2019 stop=maxfree[i]; 2136 stop = maxfree[i];
2020 } 2137 }
2021 if(!index) return -1; 2138 if (!index)
2139 return -1;
2022 return altern[RANDOM()%index]; 2140 return altern[RANDOM () % index];
2023} 2141}
2024 2142
2025/* 2143/*
2026 * find_first_free_spot(archetype, mapstruct, x, y) works like 2144 * find_first_free_spot(archetype, maptile, x, y) works like
2027 * find_free_spot(), but it will search max number of squares. 2145 * find_free_spot(), but it will search max number of squares.
2028 * But it will return the first available spot, not a random choice. 2146 * 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. 2147 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2030 */ 2148 */
2031 2149
2150int
2032int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2151find_first_free_spot (const object *ob, maptile *m, int x, int y)
2152{
2153 int
2033 int i; 2154 i;
2155
2034 for(i=0;i<SIZEOFFREE;i++) { 2156 for (i = 0; i < SIZEOFFREE; i++)
2157 {
2035 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2158 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2036 return i; 2159 return i;
2037 } 2160 }
2038 return -1; 2161 return -1;
2039} 2162}
2040 2163
2041/* 2164/*
2042 * The function permute(arr, begin, end) randomly reorders the array 2165 * The function permute(arr, begin, end) randomly reorders the array
2043 * arr[begin..end-1]. 2166 * arr[begin..end-1].
2044 */ 2167 */
2168static void
2045static void permute(int *arr, int begin, int end) 2169permute (int *arr, int begin, int end)
2046{ 2170{
2047 int i, j, tmp, len; 2171 int
2172 i,
2173 j,
2174 tmp,
2175 len;
2048 2176
2049 len = end-begin; 2177 len = end - begin;
2050 for(i = begin; i < end; i++) 2178 for (i = begin; i < end; i++)
2051 { 2179 {
2052 j = begin+RANDOM()%len; 2180 j = begin + RANDOM () % len;
2053 2181
2054 tmp = arr[i]; 2182 tmp = arr[i];
2055 arr[i] = arr[j]; 2183 arr[i] = arr[j];
2056 arr[j] = tmp; 2184 arr[j] = tmp;
2057 } 2185 }
2058} 2186}
2059 2187
2060/* new function to make monster searching more efficient, and effective! 2188/* new function to make monster searching more efficient, and effective!
2061 * This basically returns a randomized array (in the passed pointer) of 2189 * 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 2190 * 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 2191 * 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 2192 * 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. 2193 * the 3x3 area will be searched, just not in a predictable order.
2066 */ 2194 */
2195void
2067void get_search_arr(int *search_arr) 2196get_search_arr (int *search_arr)
2068{ 2197{
2198 int
2069 int i; 2199 i;
2070 2200
2071 for(i = 0; i < SIZEOFFREE; i++) 2201 for (i = 0; i < SIZEOFFREE; i++)
2072 { 2202 {
2073 search_arr[i] = i; 2203 search_arr[i] = i;
2074 } 2204 }
2075 2205
2076 permute(search_arr, 1, SIZEOFFREE1+1); 2206 permute (search_arr, 1, SIZEOFFREE1 + 1);
2077 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2207 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2078 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2208 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2079} 2209}
2080 2210
2081/* 2211/*
2082 * find_dir(map, x, y, exclude) will search some close squares in the 2212 * find_dir(map, x, y, exclude) will search some close squares in the
2083 * given map at the given coordinates for live objects. 2213 * given map at the given coordinates for live objects.
2089 * is actually want is going to try and move there. We need this info 2219 * 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 2220 * because we have to know what movement the thing looking to move
2091 * there is capable of. 2221 * there is capable of.
2092 */ 2222 */
2093 2223
2224int
2094int find_dir(mapstruct *m, int x, int y, object *exclude) { 2225find_dir (maptile *m, int x, int y, object *exclude)
2226{
2227 int
2228 i,
2095 int i,max=SIZEOFFREE, mflags; 2229 max = SIZEOFFREE, mflags;
2230
2096 sint16 nx, ny; 2231 sint16 nx, ny;
2097 object *tmp; 2232 object *
2098 mapstruct *mp; 2233 tmp;
2234 maptile *
2235 mp;
2236
2099 MoveType blocked, move_type; 2237 MoveType blocked, move_type;
2100 2238
2101 if (exclude && exclude->head) { 2239 if (exclude && exclude->head)
2240 {
2102 exclude = exclude->head; 2241 exclude = exclude->head;
2103 move_type = exclude->move_type; 2242 move_type = exclude->move_type;
2104 } else { 2243 }
2244 else
2245 {
2105 /* If we don't have anything, presume it can use all movement types. */ 2246 /* If we don't have anything, presume it can use all movement types. */
2106 move_type=MOVE_ALL; 2247 move_type = MOVE_ALL;
2248 }
2249
2250 for (i = 1; i < max; i++)
2107 } 2251 {
2108
2109 for(i=1;i<max;i++) {
2110 mp = m; 2252 mp = m;
2111 nx = x + freearr_x[i]; 2253 nx = x + freearr_x[i];
2112 ny = y + freearr_y[i]; 2254 ny = y + freearr_y[i];
2113 2255
2114 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2256 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2115 if (mflags & P_OUT_OF_MAP) { 2257 if (mflags & P_OUT_OF_MAP)
2258 {
2116 max = maxfree[i]; 2259 max = maxfree[i];
2260 }
2117 } else { 2261 else
2262 {
2118 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2263 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2119 2264
2120 if ((move_type & blocked) == move_type) { 2265 if ((move_type & blocked) == move_type)
2266 {
2121 max=maxfree[i]; 2267 max = maxfree[i];
2268 }
2122 } else if (mflags & P_IS_ALIVE) { 2269 else if (mflags & P_IS_ALIVE)
2270 {
2123 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2271 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2124 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2272 {
2125 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2273 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2274 {
2126 break; 2275 break;
2127 } 2276 }
2128 } 2277 }
2129 if(tmp) { 2278 if (tmp)
2279 {
2130 return freedir[i]; 2280 return freedir[i];
2131 } 2281 }
2132 } 2282 }
2133 } 2283 }
2134 } 2284 }
2135 return 0; 2285 return 0;
2136} 2286}
2137 2287
2138/* 2288/*
2139 * distance(object 1, object 2) will return the square of the 2289 * distance(object 1, object 2) will return the square of the
2140 * distance between the two given objects. 2290 * distance between the two given objects.
2141 */ 2291 */
2142 2292
2293int
2143int distance(const object *ob1, const object *ob2) { 2294distance (const object *ob1, const object *ob2)
2295{
2144 int i; 2296 int
2145 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2297 i;
2146 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2298
2299 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2147 return i; 2300 return i;
2148} 2301}
2149 2302
2150/* 2303/*
2151 * find_dir_2(delta-x,delta-y) will return a direction in which 2304 * 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 2305 * an object which has subtracted the x and y coordinates of another
2153 * object, needs to travel toward it. 2306 * object, needs to travel toward it.
2154 */ 2307 */
2155 2308
2309int
2156int find_dir_2(int x, int y) { 2310find_dir_2 (int x, int y)
2311{
2157 int q; 2312 int
2313 q;
2158 2314
2159 if(y) 2315 if (y)
2160 q=x*100/y; 2316 q = x * 100 / y;
2161 else if (x) 2317 else if (x)
2162 q= -300*x; 2318 q = -300 * x;
2163 else 2319 else
2164 return 0; 2320 return 0;
2165 2321
2166 if(y>0) { 2322 if (y > 0)
2323 {
2167 if(q < -242) 2324 if (q < -242)
2168 return 3 ; 2325 return 3;
2169 if (q < -41) 2326 if (q < -41)
2170 return 2 ; 2327 return 2;
2171 if (q < 41) 2328 if (q < 41)
2172 return 1 ; 2329 return 1;
2173 if (q < 242) 2330 if (q < 242)
2174 return 8 ; 2331 return 8;
2175 return 7 ; 2332 return 7;
2176 } 2333 }
2177 2334
2178 if (q < -242) 2335 if (q < -242)
2179 return 7 ; 2336 return 7;
2180 if (q < -41) 2337 if (q < -41)
2181 return 6 ; 2338 return 6;
2182 if (q < 41) 2339 if (q < 41)
2183 return 5 ; 2340 return 5;
2184 if (q < 242) 2341 if (q < 242)
2185 return 4 ; 2342 return 4;
2186 2343
2187 return 3 ; 2344 return 3;
2188} 2345}
2189 2346
2190/* 2347/*
2191 * absdir(int): Returns a number between 1 and 8, which represent 2348 * absdir(int): Returns a number between 1 and 8, which represent
2192 * the "absolute" direction of a number (it actually takes care of 2349 * the "absolute" direction of a number (it actually takes care of
2193 * "overflow" in previous calculations of a direction). 2350 * "overflow" in previous calculations of a direction).
2194 */ 2351 */
2195 2352
2353int
2196int absdir(int d) { 2354absdir (int d)
2197 while(d<1) d+=8; 2355{
2198 while(d>8) d-=8; 2356 while (d < 1)
2357 d += 8;
2358 while (d > 8)
2359 d -= 8;
2199 return d; 2360 return d;
2200} 2361}
2201 2362
2202/* 2363/*
2203 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2364 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2204 * between two directions (which are expected to be absolute (see absdir()) 2365 * between two directions (which are expected to be absolute (see absdir())
2205 */ 2366 */
2206 2367
2368int
2207int dirdiff(int dir1, int dir2) { 2369dirdiff (int dir1, int dir2)
2370{
2208 int d; 2371 int
2372 d;
2373
2209 d = abs(dir1 - dir2); 2374 d = abs (dir1 - dir2);
2210 if(d>4) 2375 if (d > 4)
2211 d = 8 - d; 2376 d = 8 - d;
2212 return d; 2377 return d;
2213} 2378}
2214 2379
2215/* peterm: 2380/* peterm:
2220 * direction 4, 14, or 16 to get back to where we are. 2385 * 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 2386 * Moved from spell_util.c to object.c with the other related direction
2222 * functions. 2387 * functions.
2223 */ 2388 */
2224 2389
2390int
2225int reduction_dir[SIZEOFFREE][3] = { 2391 reduction_dir[SIZEOFFREE][3] = {
2226 {0,0,0}, /* 0 */ 2392 {0, 0, 0}, /* 0 */
2227 {0,0,0}, /* 1 */ 2393 {0, 0, 0}, /* 1 */
2228 {0,0,0}, /* 2 */ 2394 {0, 0, 0}, /* 2 */
2229 {0,0,0}, /* 3 */ 2395 {0, 0, 0}, /* 3 */
2230 {0,0,0}, /* 4 */ 2396 {0, 0, 0}, /* 4 */
2231 {0,0,0}, /* 5 */ 2397 {0, 0, 0}, /* 5 */
2232 {0,0,0}, /* 6 */ 2398 {0, 0, 0}, /* 6 */
2233 {0,0,0}, /* 7 */ 2399 {0, 0, 0}, /* 7 */
2234 {0,0,0}, /* 8 */ 2400 {0, 0, 0}, /* 8 */
2235 {8,1,2}, /* 9 */ 2401 {8, 1, 2}, /* 9 */
2236 {1,2,-1}, /* 10 */ 2402 {1, 2, -1}, /* 10 */
2237 {2,10,12}, /* 11 */ 2403 {2, 10, 12}, /* 11 */
2238 {2,3,-1}, /* 12 */ 2404 {2, 3, -1}, /* 12 */
2239 {2,3,4}, /* 13 */ 2405 {2, 3, 4}, /* 13 */
2240 {3,4,-1}, /* 14 */ 2406 {3, 4, -1}, /* 14 */
2241 {4,14,16}, /* 15 */ 2407 {4, 14, 16}, /* 15 */
2242 {5,4,-1}, /* 16 */ 2408 {5, 4, -1}, /* 16 */
2243 {4,5,6}, /* 17 */ 2409 {4, 5, 6}, /* 17 */
2244 {6,5,-1}, /* 18 */ 2410 {6, 5, -1}, /* 18 */
2245 {6,20,18}, /* 19 */ 2411 {6, 20, 18}, /* 19 */
2246 {7,6,-1}, /* 20 */ 2412 {7, 6, -1}, /* 20 */
2247 {6,7,8}, /* 21 */ 2413 {6, 7, 8}, /* 21 */
2248 {7,8,-1}, /* 22 */ 2414 {7, 8, -1}, /* 22 */
2249 {8,22,24}, /* 23 */ 2415 {8, 22, 24}, /* 23 */
2250 {8,1,-1}, /* 24 */ 2416 {8, 1, -1}, /* 24 */
2251 {24,9,10}, /* 25 */ 2417 {24, 9, 10}, /* 25 */
2252 {9,10,-1}, /* 26 */ 2418 {9, 10, -1}, /* 26 */
2253 {10,11,-1}, /* 27 */ 2419 {10, 11, -1}, /* 27 */
2254 {27,11,29}, /* 28 */ 2420 {27, 11, 29}, /* 28 */
2255 {11,12,-1}, /* 29 */ 2421 {11, 12, -1}, /* 29 */
2256 {12,13,-1}, /* 30 */ 2422 {12, 13, -1}, /* 30 */
2257 {12,13,14}, /* 31 */ 2423 {12, 13, 14}, /* 31 */
2258 {13,14,-1}, /* 32 */ 2424 {13, 14, -1}, /* 32 */
2259 {14,15,-1}, /* 33 */ 2425 {14, 15, -1}, /* 33 */
2260 {33,15,35}, /* 34 */ 2426 {33, 15, 35}, /* 34 */
2261 {16,15,-1}, /* 35 */ 2427 {16, 15, -1}, /* 35 */
2262 {17,16,-1}, /* 36 */ 2428 {17, 16, -1}, /* 36 */
2263 {18,17,16}, /* 37 */ 2429 {18, 17, 16}, /* 37 */
2264 {18,17,-1}, /* 38 */ 2430 {18, 17, -1}, /* 38 */
2265 {18,19,-1}, /* 39 */ 2431 {18, 19, -1}, /* 39 */
2266 {41,19,39}, /* 40 */ 2432 {41, 19, 39}, /* 40 */
2267 {19,20,-1}, /* 41 */ 2433 {19, 20, -1}, /* 41 */
2268 {20,21,-1}, /* 42 */ 2434 {20, 21, -1}, /* 42 */
2269 {20,21,22}, /* 43 */ 2435 {20, 21, 22}, /* 43 */
2270 {21,22,-1}, /* 44 */ 2436 {21, 22, -1}, /* 44 */
2271 {23,22,-1}, /* 45 */ 2437 {23, 22, -1}, /* 45 */
2272 {45,47,23}, /* 46 */ 2438 {45, 47, 23}, /* 46 */
2273 {23,24,-1}, /* 47 */ 2439 {23, 24, -1}, /* 47 */
2274 {24,9,-1}}; /* 48 */ 2440 {24, 9, -1}
2441}; /* 48 */
2275 2442
2276/* Recursive routine to step back and see if we can 2443/* Recursive routine to step back and see if we can
2277 * find a path to that monster that we found. If not, 2444 * find a path to that monster that we found. If not,
2278 * we don't bother going toward it. Returns 1 if we 2445 * we don't bother going toward it. Returns 1 if we
2279 * can see a direct way to get it 2446 * can see a direct way to get it
2280 * Modified to be map tile aware -.MSW 2447 * Modified to be map tile aware -.MSW
2281 */ 2448 */
2282
2283 2449
2450
2451int
2284int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2452can_see_monsterP (maptile *m, int x, int y, int dir)
2453{
2285 sint16 dx, dy; 2454 sint16 dx, dy;
2455 int
2286 int mflags; 2456 mflags;
2287 2457
2458 if (dir < 0)
2288 if(dir<0) return 0; /* exit condition: invalid direction */ 2459 return 0; /* exit condition: invalid direction */
2289 2460
2290 dx = x + freearr_x[dir]; 2461 dx = x + freearr_x[dir];
2291 dy = y + freearr_y[dir]; 2462 dy = y + freearr_y[dir];
2292 2463
2293 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2464 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2294 2465
2295 /* This functional arguably was incorrect before - it was 2466 /* This functional arguably was incorrect before - it was
2296 * checking for P_WALL - that was basically seeing if 2467 * checking for P_WALL - that was basically seeing if
2297 * we could move to the monster - this is being more 2468 * we could move to the monster - this is being more
2298 * literal on if we can see it. To know if we can actually 2469 * 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 2470 * move to the monster, we'd need the monster passed in or
2300 * at least its move type. 2471 * at least its move type.
2301 */ 2472 */
2302 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2473 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2474 return 0;
2303 2475
2304 /* yes, can see. */ 2476 /* yes, can see. */
2305 if(dir < 9) return 1; 2477 if (dir < 9)
2478 return 1;
2306 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2479 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2307 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2480 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} 2481}
2310 2482
2311 2483
2312 2484
2313/* 2485/*
2314 * can_pick(picker, item): finds out if an object is possible to be 2486 * 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 2487 * picked up by the picker. Returnes 1 if it can be
2316 * picked up, otherwise 0. 2488 * picked up, otherwise 0.
2317 * 2489 *
2319 * core dumps if they do. 2491 * core dumps if they do.
2320 * 2492 *
2321 * Add a check so we can't pick up invisible objects (0.93.8) 2493 * Add a check so we can't pick up invisible objects (0.93.8)
2322 */ 2494 */
2323 2495
2496int
2324int can_pick(const object *who, const object *item) { 2497can_pick (const object *who, const object *item)
2498{
2325 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2499 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2326 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2500 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2327 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2501 !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} 2502}
2330 2503
2331 2504
2332/* 2505/*
2333 * create clone from object to another 2506 * create clone from object to another
2334 */ 2507 */
2508object *
2335object *object_create_clone (object *asrc) { 2509object_create_clone (object *asrc)
2510{
2336 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2511 object *dst = 0, *tmp, *src, *part, *prev, *item;
2337 2512
2338 if(!asrc) return NULL; 2513 if (!asrc)
2514 return 0;
2515
2339 src = asrc; 2516 src = asrc;
2340 if(src->head) 2517 if (src->head)
2341 src = src->head; 2518 src = src->head;
2342 2519
2343 prev = NULL; 2520 prev = 0;
2344 for(part = src; part; part = part->more) { 2521 for (part = src; part; part = part->more)
2345 tmp = get_object(); 2522 {
2346 copy_object(part,tmp); 2523 tmp = object::create ();
2524 part->copy_to (tmp);
2347 tmp->x -= src->x; 2525 tmp->x -= src->x;
2348 tmp->y -= src->y; 2526 tmp->y -= src->y;
2527
2349 if(!part->head) { 2528 if (!part->head)
2529 {
2350 dst = tmp; 2530 dst = tmp;
2351 tmp->head = NULL; 2531 tmp->head = 0;
2532 }
2352 } else { 2533 else
2534 {
2353 tmp->head = dst; 2535 tmp->head = dst;
2354 } 2536 }
2537
2355 tmp->more = NULL; 2538 tmp->more = 0;
2539
2356 if(prev) 2540 if (prev)
2357 prev->more = tmp; 2541 prev->more = tmp;
2542
2358 prev = tmp; 2543 prev = tmp;
2359 } 2544 }
2360 /*** copy inventory ***/ 2545
2361 for(item = src->inv; item; item = item->below) { 2546 for (item = src->inv; item; item = item->below)
2362 (void) insert_ob_in_ob(object_create_clone(item),dst); 2547 insert_ob_in_ob (object_create_clone (item), dst);
2363 }
2364 2548
2365 return dst; 2549 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} 2550}
2375 2551
2376/* GROS - Creates an object using a string representing its content. */ 2552/* 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 */ 2553/* 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, */ 2554/* 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. */ 2555/* 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. */ 2556/* Remember not to use load_object_str in a time-critical situation. */
2381/* Also remember that multiparts objects are not supported for now. */ 2557/* Also remember that multiparts objects are not supported for now. */
2382 2558
2559object *
2383object* load_object_str(const char *obstr) 2560load_object_str (const char *obstr)
2384{ 2561{
2385 object *op; 2562 object *op;
2386 char filename[MAX_BUF]; 2563 char filename[MAX_BUF];
2564
2387 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2565 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2388 2566
2389 FILE *tempfile=fopen(filename,"w"); 2567 FILE *tempfile = fopen (filename, "w");
2568
2390 if (tempfile == NULL) 2569 if (tempfile == NULL)
2391 { 2570 {
2392 LOG(llevError,"Error - Unable to access load object temp file\n"); 2571 LOG (llevError, "Error - Unable to access load object temp file\n");
2393 return NULL; 2572 return NULL;
2394 }; 2573 }
2574
2395 fprintf(tempfile,obstr); 2575 fprintf (tempfile, obstr);
2396 fclose(tempfile); 2576 fclose (tempfile);
2397 2577
2398 op=get_object(); 2578 op = object::create ();
2399 2579
2400 object_thawer thawer (filename); 2580 object_thawer thawer (filename);
2401 2581
2402 if (thawer) 2582 if (thawer)
2403 load_object(thawer,op,0); 2583 load_object (thawer, op, 0);
2404 2584
2405 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2585 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2406 CLEAR_FLAG(op,FLAG_REMOVED); 2586 CLEAR_FLAG (op, FLAG_REMOVED);
2407 2587
2408 return op; 2588 return op;
2409} 2589}
2410 2590
2411/* This returns the first object in who's inventory that 2591/* This returns the first object in who's inventory that
2412 * has the same type and subtype match. 2592 * has the same type and subtype match.
2413 * returns NULL if no match. 2593 * returns NULL if no match.
2414 */ 2594 */
2595object *
2415object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2596find_obj_by_type_subtype (const object *who, int type, int subtype)
2416{ 2597{
2417 object *tmp; 2598 object *tmp;
2418 2599
2419 for (tmp=who->inv; tmp; tmp=tmp->below) 2600 for (tmp = who->inv; tmp; tmp = tmp->below)
2420 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2601 if (tmp->type == type && tmp->subtype == subtype)
2602 return tmp;
2421 2603
2422 return NULL; 2604 return NULL;
2423} 2605}
2424 2606
2425/* If ob has a field named key, return the link from the list, 2607/* If ob has a field named key, return the link from the list,
2426 * otherwise return NULL. 2608 * otherwise return NULL.
2427 * 2609 *
2428 * key must be a passed in shared string - otherwise, this won't 2610 * key must be a passed in shared string - otherwise, this won't
2429 * do the desired thing. 2611 * do the desired thing.
2430 */ 2612 */
2613key_value *
2431key_value * get_ob_key_link(const object * ob, const char * key) { 2614get_ob_key_link (const object *ob, const char *key)
2615{
2432 key_value * link; 2616 key_value *link;
2433 2617
2434 for (link = ob->key_values; link != NULL; link = link->next) { 2618 for (link = ob->key_values; link != NULL; link = link->next)
2435 if (link->key == key) { 2619 if (link->key == key)
2436 return link; 2620 return link;
2437 } 2621
2438 }
2439
2440 return NULL; 2622 return NULL;
2441} 2623}
2442 2624
2443/* 2625/*
2444 * Returns the value of op has an extra_field for key, or NULL. 2626 * Returns the value of op has an extra_field for key, or NULL.
2445 * 2627 *
2446 * The argument doesn't need to be a shared string. 2628 * The argument doesn't need to be a shared string.
2447 * 2629 *
2448 * The returned string is shared. 2630 * The returned string is shared.
2449 */ 2631 */
2632const char *
2450const char * get_ob_key_value(const object * op, const char * const key) { 2633get_ob_key_value (const object *op, const char *const key)
2634{
2451 key_value * link; 2635 key_value *link;
2452 const char * canonical_key; 2636 shstr_cmp canonical_key (key);
2637
2638 if (!canonical_key)
2453 2639 {
2454 canonical_key = shstr::find (key);
2455
2456 if (canonical_key == NULL) {
2457 /* 1. There being a field named key on any object 2640 /* 1. There being a field named key on any object
2458 * implies there'd be a shared string to find. 2641 * implies there'd be a shared string to find.
2459 * 2. Since there isn't, no object has this field. 2642 * 2. Since there isn't, no object has this field.
2460 * 3. Therefore, *this* object doesn't have this field. 2643 * 3. Therefore, *this* object doesn't have this field.
2461 */ 2644 */
2462 return NULL; 2645 return 0;
2463 } 2646 }
2464 2647
2465 /* This is copied from get_ob_key_link() above - 2648 /* This is copied from get_ob_key_link() above -
2466 * only 4 lines, and saves the function call overhead. 2649 * only 4 lines, and saves the function call overhead.
2467 */ 2650 */
2468 for (link = op->key_values; link != NULL; link = link->next) { 2651 for (link = op->key_values; link; link = link->next)
2469 if (link->key == canonical_key) { 2652 if (link->key == canonical_key)
2470 return link->value; 2653 return link->value;
2471 } 2654
2472 } 2655 return 0;
2473 return NULL;
2474} 2656}
2475 2657
2476 2658
2477/* 2659/*
2478 * Updates the canonical_key in op to value. 2660 * 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 2664 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2483 * keys. 2665 * keys.
2484 * 2666 *
2485 * Returns TRUE on success. 2667 * Returns TRUE on success.
2486 */ 2668 */
2669int
2487int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2670set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2671{
2672 key_value *
2488 key_value * field = NULL, *last=NULL; 2673 field = NULL, *last = NULL;
2489 2674
2490 for (field=op->key_values; field != NULL; field=field->next) { 2675 for (field = op->key_values; field != NULL; field = field->next)
2676 {
2491 if (field->key != canonical_key) { 2677 if (field->key != canonical_key)
2678 {
2492 last = field; 2679 last = field;
2493 continue; 2680 continue;
2494 } 2681 }
2495 2682
2496 if (value) 2683 if (value)
2497 field->value = value; 2684 field->value = value;
2498 else { 2685 else
2686 {
2499 /* Basically, if the archetype has this key set, 2687 /* Basically, if the archetype has this key set,
2500 * we need to store the null value so when we save 2688 * we need to store the null value so when we save
2501 * it, we save the empty value so that when we load, 2689 * it, we save the empty value so that when we load,
2502 * we get this value back again. 2690 * we get this value back again.
2503 */ 2691 */
2504 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2692 if (get_ob_key_link (&op->arch->clone, canonical_key))
2505 field->value = 0; 2693 field->value = 0;
2694 else
2695 {
2696 if (last)
2697 last->next = field->next;
2506 else 2698 else
2507 {
2508 if (last) last->next = field->next;
2509 else op->key_values = field->next; 2699 op->key_values = field->next;
2510 2700
2511 delete field; 2701 delete field;
2512 } 2702 }
2513 } 2703 }
2514 return TRUE; 2704 return TRUE;
2515 } 2705 }
2516 /* IF we get here, key doesn't exist */ 2706 /* IF we get here, key doesn't exist */
2517 2707
2518 /* No field, we'll have to add it. */ 2708 /* No field, we'll have to add it. */
2709
2710 if (!add_key)
2519 2711 {
2520 if (!add_key) {
2521 return FALSE; 2712 return FALSE;
2522 } 2713 }
2523 /* There isn't any good reason to store a null 2714 /* There isn't any good reason to store a null
2524 * value in the key/value list. If the archetype has 2715 * value in the key/value list. If the archetype has
2525 * this key, then we should also have it, so shouldn't 2716 * this key, then we should also have it, so shouldn't
2526 * be here. If user wants to store empty strings, 2717 * be here. If user wants to store empty strings,
2527 * should pass in "" 2718 * should pass in ""
2528 */ 2719 */
2529 if (value == NULL) return TRUE; 2720 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; 2721 return TRUE;
2722
2723 field = new key_value;
2724
2725 field->key = canonical_key;
2726 field->value = value;
2727 /* Usual prepend-addition. */
2728 field->next = op->key_values;
2729 op->key_values = field;
2730
2731 return TRUE;
2540} 2732}
2541 2733
2542/* 2734/*
2543 * Updates the key in op to value. 2735 * Updates the key in op to value.
2544 * 2736 *
2546 * and not add new ones. 2738 * and not add new ones.
2547 * In general, should be little reason FALSE is ever passed in for add_key 2739 * In general, should be little reason FALSE is ever passed in for add_key
2548 * 2740 *
2549 * Returns TRUE on success. 2741 * Returns TRUE on success.
2550 */ 2742 */
2743int
2551int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2744set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2552{ 2745{
2553 shstr key_ (key); 2746 shstr key_ (key);
2747
2554 return set_ob_key_value_s (op, key_, value, add_key); 2748 return set_ob_key_value_s (op, key_, value, add_key);
2555} 2749}
2750
2751object::depth_iterator::depth_iterator (object *container)
2752: iterator_base (container)
2753{
2754 while (item->inv)
2755 item = item->inv;
2756}
2757
2758void
2759object::depth_iterator::next ()
2760{
2761 if (item->below)
2762 {
2763 item = item->below;
2764
2765 while (item->inv)
2766 item = item->inv;
2767 }
2768 else
2769 item = item->env;
2770}
2771
2772// return a suitable string describing an objetc in enough detail to find it
2773const char *
2774object::debug_desc (char *info) const
2775{
2776 char info2[256 * 3];
2777 char *p = info;
2778
2779 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2780 count,
2781 &name,
2782 title ? " " : "",
2783 title ? (const char *)title : "");
2784
2785 if (env)
2786 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2787
2788 if (map)
2789 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2790
2791 return info;
2792}
2793
2794const char *
2795object::debug_desc () const
2796{
2797 static char info[256 * 3];
2798 return debug_desc (info);
2799}
2800

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