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Comparing deliantra/server/common/object.C (file contents):
Revision 1.10 by root, Thu Aug 31 17:54:14 2006 UTC vs.
Revision 1.97 by elmex, Sat Dec 30 21:07:46 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.10 2006/08/31 17:54:14 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>
42#ifdef MEMORY_DEBUG 34
43int nroffreeobjects = 0; 35#include <bitset>
36
44int nrofallocobjects = 0; 37int nrofallocobjects = 0;
45#undef OBJ_EXPAND 38static UUID uuid;
46#define OBJ_EXPAND 1 39const uint64 UUID_SKIP = 1<<19;
47#else
48object objarray[STARTMAX]; /* All objects, allocated this way at first */
49int nroffreeobjects = STARTMAX; /* How many OBs allocated and free (free) */
50int nrofallocobjects = STARTMAX; /* How many OBs allocated (free + used) */
51#endif
52 40
53object *objects; /* Pointer to the list of used objects */
54object *free_objects; /* Pointer to the list of unused objects */
55object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
56 42
57short freearr_x[SIZEOFFREE]= 43short 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,
58 {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,
59 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
60short freearr_y[SIZEOFFREE]= 45};
61 {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, 46short 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,
62 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
63int maxfree[SIZEOFFREE]= 48};
64 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 49int 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,
65 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}; 50 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
51};
66int freedir[SIZEOFFREE]= { 52int freedir[SIZEOFFREE] = {
67 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, 53 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,
68 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55};
69 56
57static void
58write_uuid (void)
59{
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76}
77
78static void
79read_uuid (void)
80{
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp);
113}
114
115UUID
116gen_uuid ()
117{
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126}
127
128void
129init_uuid ()
130{
131 read_uuid ();
132}
70 133
71/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int
72static int compare_ob_value_lists_one(const object * wants, const object * has) { 136compare_ob_value_lists_one (const object *wants, const object *has)
137{
73 key_value * wants_field; 138 key_value *wants_field;
74 139
75 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
76 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
77 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
78 */ 143 */
79 144
80 /* For each field in wants, */ 145 /* For each field in wants, */
81 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 {
82 key_value * has_field; 148 key_value *has_field;
83 149
84 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
85 has_field = get_ob_key_link(has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
86 154 {
87 if (has_field == NULL) {
88 /* No field with that name. */ 155 /* No field with that name. */
89 return FALSE; 156 return FALSE;
90 }
91 157 }
158
92 /* Found the matching field. */ 159 /* Found the matching field. */
93 if (has_field->value != wants_field->value) { 160 if (has_field->value != wants_field->value)
161 {
94 /* Values don't match, so this half of the comparison is false. */ 162 /* Values don't match, so this half of the comparison is false. */
95 return FALSE; 163 return FALSE;
96 } 164 }
97 165
98 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
99 }
100 167 }
168
101 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
102 return TRUE; 170 return TRUE;
103} 171}
104 172
105/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int
106static int compare_ob_value_lists(const object * ob1, const object * ob2) { 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{
107 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
108 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
109 */ 179 */
110 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
111} 181}
112 182
113/* Function examines the 2 objects given to it, and returns true if 183/* Function examines the 2 objects given to it, and returns true if
114 * they can be merged together. 184 * they can be merged together.
115 * 185 *
116 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
117 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
118 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
119 * 189 *
120 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
121 * 191 *
122 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
123 * check weight 193 * check weight
124 */ 194 */
125 195bool object::can_merge_slow (object *ob1, object *ob2)
126int CAN_MERGE(object *ob1, object *ob2) { 196{
127
128 /* A couple quicksanity checks */ 197 /* A couple quicksanity checks */
129 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 198 if (ob1 == ob2
199 || ob1->type != ob2->type
200 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value
202 || ob1->name != ob2->name)
203 return 0;
130 204
131 if (ob1->speed != ob2->speed) return 0; 205 //TODO: this ain't working well, use nicer and correct overflow check
132 /* Note sure why the following is the case - either the object has to 206 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
133 * be animated or have a very low speed. Is this an attempted monster 207 * value could not be stored in a sint32 (which unfortunately sometimes is
134 * check? 208 * used to store nrof).
135 */ 209 */
136 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED) 210 if (ob1->nrof + ob2->nrof >= 1UL << 31)
211 return 0;
212
213 /* If the objects have been identified, set the BEEN_APPLIED flag.
214 * This is to the comparison of the flags below will be OK. We
215 * just can't ignore the been applied or identified flags, as they
216 * are not equal - just if it has been identified, the been_applied
217 * flags lose any meaning.
218 */
219 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
221
222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
224
225 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
226 || ob1->arch != ob2->arch
227 || ob1->name != ob2->name
228 || ob1->title != ob2->title
229 || ob1->msg != ob2->msg
230 || ob1->weight != ob2->weight
231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
233 || ob1->attacktype != ob2->attacktype
234 || ob1->magic != ob2->magic
235 || ob1->slaying != ob2->slaying
236 || ob1->skill != ob2->skill
237 || ob1->value != ob2->value
238 || ob1->animation_id != ob2->animation_id
239 || ob1->client_type != ob2->client_type
240 || ob1->materialname != ob2->materialname
241 || ob1->lore != ob2->lore
242 || ob1->subtype != ob2->subtype
243 || ob1->move_type != ob2->move_type
244 || ob1->move_block != ob2->move_block
245 || ob1->move_allow != ob2->move_allow
246 || ob1->move_on != ob2->move_on
247 || ob1->move_off != ob2->move_off
248 || ob1->move_slow != ob2->move_slow
249 || ob1->move_slow_penalty != ob2->move_slow_penalty)
250 return 0;
251
252 /* This is really a spellbook check - really, we should
253 * check all objects in the inventory.
254 */
255 if (ob1->inv || ob2->inv)
256 {
257 /* if one object has inventory but the other doesn't, not equiv */
258 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
137 return 0; 259 return 0;
138 260
139 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 261 /* Now check to see if the two inventory objects could merge */
140 * value could not be stored in a sint32 (which unfortunately sometimes is 262 if (!object::can_merge (ob1->inv, ob2->inv))
141 * used to store nrof).
142 */
143 if (ob1->nrof+ob2->nrof >= 1UL<<31)
144 return 0; 263 return 0;
145 264
146 /* This is really a spellbook check - really, we should
147 * check all objects in the inventory.
148 */
149 if (ob1->inv || ob2->inv) {
150 /* if one object has inventory but the other doesn't, not equiv */
151 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
152
153 /* Now check to see if the two inventory objects could merge */
154 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
155
156 /* inventory ok - still need to check rest of this object to see 265 /* inventory ok - still need to check rest of this object to see
157 * if it is valid. 266 * if it is valid.
158 */ 267 */
159 } 268 }
160 269
161 /* If the objects have been identified, set the BEEN_APPLIED flag.
162 * This is to the comparison of the flags below will be OK. We
163 * just can't ignore the been applied or identified flags, as they
164 * are not equal - just if it has been identified, the been_applied
165 * flags lose any meaning.
166 */
167 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED))
168 SET_FLAG(ob1, FLAG_BEEN_APPLIED);
169
170 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
171 SET_FLAG(ob2, FLAG_BEEN_APPLIED);
172
173
174 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
175 * being locked in inventory should prevent merging.
176 * 0x4 in flags3 is CLIENT_SENT
177 */
178 if ((ob1->arch != ob2->arch) ||
179 (ob1->flags[0] != ob2->flags[0]) ||
180 (ob1->flags[1] != ob2->flags[1]) ||
181 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
182 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
183 (ob1->name != ob2->name) ||
184 (ob1->title != ob2->title) ||
185 (ob1->msg != ob2->msg) ||
186 (ob1->weight != ob2->weight) ||
187 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) ||
188 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
189 (ob1->attacktype != ob2->attacktype) ||
190 (ob1->magic != ob2->magic) ||
191 (ob1->slaying != ob2->slaying) ||
192 (ob1->skill != ob2->skill) ||
193 (ob1->value != ob2->value) ||
194 (ob1->animation_id != ob2->animation_id) ||
195 (ob1->client_type != ob2->client_type) ||
196 (ob1->materialname != ob2->materialname) ||
197 (ob1->lore != ob2->lore) ||
198 (ob1->subtype != ob2->subtype) ||
199 (ob1->move_type != ob2->move_type) ||
200 (ob1->move_block != ob2->move_block) ||
201 (ob1->move_allow != ob2->move_allow) ||
202 (ob1->move_on != ob2->move_on) ||
203 (ob1->move_off != ob2->move_off) ||
204 (ob1->move_slow != ob2->move_slow) ||
205 (ob1->move_slow_penalty != ob2->move_slow_penalty)
206 )
207 return 0;
208
209 /* Don't merge objects that are applied. With the new 'body' code, 270 /* Don't merge objects that are applied. With the new 'body' code,
210 * it is possible for most any character to have more than one of 271 * it is possible for most any character to have more than one of
211 * some items equipped, and we don't want those to merge. 272 * some items equipped, and we don't want those to merge.
212 */ 273 */
213 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 274 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
275 return 0;
276
277 /* Note sure why the following is the case - either the object has to
278 * be animated or have a very low speed. Is this an attempted monster
279 * check?
280 */
281 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
282 return 0;
283
284 switch (ob1->type)
285 {
286 case SCROLL:
287 if (ob1->level != ob2->level)
288 return 0;
289 break;
290 }
291
292 if (ob1->key_values != NULL || ob2->key_values != NULL)
293 {
294 /* At least one of these has key_values. */
295 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
296 /* One has fields, but the other one doesn't. */
214 return 0; 297 return 0;
215
216 switch (ob1->type) {
217 case SCROLL:
218 if (ob1->level != ob2->level) return 0;
219 break;
220
221 }
222 if (ob1->key_values != NULL || ob2->key_values != NULL) {
223 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) {
225 /* One has fields, but the other one doesn't. */
226 return 0;
227 } else if (!compare_ob_value_lists(ob1, ob2)) { 298 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 299 return 0;
229 } 300 }
301
302 //TODO: generate an event or call into perl for additional checks
303 if (ob1->self || ob2->self)
230 } 304 {
305 ob1->optimise ();
306 ob2->optimise ();
231 307
308 if (ob1->self || ob2->self)
309 return 0;
310 }
311
232 /* Everything passes, must be OK. */ 312 /* Everything passes, must be OK. */
233 return 1; 313 return 1;
234} 314}
235 315
236/* 316/*
237 * sum_weight() is a recursive function which calculates the weight 317 * sum_weight() is a recursive function which calculates the weight
238 * an object is carrying. It goes through in figures out how much 318 * an object is carrying. It goes through in figures out how much
239 * containers are carrying, and sums it up. 319 * containers are carrying, and sums it up.
240 */ 320 */
241signed long sum_weight(object *op) { 321long
322sum_weight (object *op)
323{
242 signed long sum; 324 long sum;
243 object *inv; 325 object *inv;
326
244 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 327 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
328 {
245 if (inv->inv) 329 if (inv->inv)
246 sum_weight(inv); 330 sum_weight (inv);
247 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 331 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
248 } 332 }
333
249 if (op->type == CONTAINER && op->stats.Str) 334 if (op->type == CONTAINER && op->stats.Str)
250 sum = (sum * (100 - op->stats.Str))/100; 335 sum = (sum * (100 - op->stats.Str)) / 100;
336
251 if(op->carrying != sum) 337 if (op->carrying != sum)
252 op->carrying = sum; 338 op->carrying = sum;
339
253 return sum; 340 return sum;
254} 341}
255 342
256/** 343/**
257 * Return the outermost environment object for a given object. 344 * Return the outermost environment object for a given object.
258 */ 345 */
259 346
347object *
260object *object_get_env_recursive (object *op) { 348object_get_env_recursive (object *op)
349{
261 while (op->env != NULL) 350 while (op->env != NULL)
262 op = op->env; 351 op = op->env;
263 return op; 352 return op;
264}
265
266/*
267 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
268 * a better check. We basically keeping traversing up until we can't
269 * or find a player.
270 */
271
272object *is_player_inv (object *op) {
273 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
274 if (op->env==op)
275 op->env = NULL;
276 return op;
277} 353}
278 354
279/* 355/*
280 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
281 * Some error messages. 357 * Some error messages.
282 * The result of the dump is stored in the static global errmsg array. 358 * The result of the dump is stored in the static global errmsg array.
283 */ 359 */
284 360
285void dump_object2(object *op) { 361char *
286errmsg[0] = 0;
287return;
288 //TODO//D#d#
289#if 0
290 char *cp;
291/* object *tmp;*/
292
293 if(op->arch!=NULL) {
294 strcat(errmsg,"arch ");
295 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
296 strcat(errmsg,"\n");
297 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
298 strcat(errmsg,cp);
299#if 0
300 /* Don't dump player diffs - they are too long, mostly meaningless, and
301 * will overflow the buffer.
302 * Changed so that we don't dump inventory either. This may
303 * also overflow the buffer.
304 */
305 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
306 strcat(errmsg,cp);
307 for (tmp=op->inv; tmp; tmp=tmp->below)
308 dump_object2(tmp);
309#endif
310 strcat(errmsg,"end\n");
311 } else {
312 strcat(errmsg,"Object ");
313 if (op->name==NULL) strcat(errmsg, "(null)");
314 else strcat(errmsg,op->name);
315 strcat(errmsg,"\n");
316#if 0
317 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
318 strcat(errmsg,cp);
319 for (tmp=op->inv; tmp; tmp=tmp->below)
320 dump_object2(tmp);
321#endif
322 strcat(errmsg,"end\n");
323 }
324#endif
325}
326
327/*
328 * Dumps an object. Returns output in the static global errmsg array.
329 */
330
331void dump_object(object *op) { 362dump_object (object *op)
332 if(op==NULL) { 363{
333 strcpy(errmsg,"[NULL pointer]"); 364 if (!op)
334 return; 365 return strdup ("[NULLOBJ]");
335 }
336 errmsg[0]='\0';
337 dump_object2(op);
338}
339 366
340void dump_all_objects(void) { 367 object_freezer freezer;
341 object *op; 368 save_object (freezer, op, 1);
342 for(op=objects;op!=NULL;op=op->next) { 369 return freezer.as_string ();
343 dump_object(op);
344 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
345 }
346} 370}
347 371
348/* 372/*
349 * get_nearest_part(multi-object, object 2) returns the part of the 373 * get_nearest_part(multi-object, object 2) returns the part of the
350 * multi-object 1 which is closest to the second object. 374 * multi-object 1 which is closest to the second object.
351 * If it's not a multi-object, it is returned. 375 * If it's not a multi-object, it is returned.
352 */ 376 */
353 377
378object *
354object *get_nearest_part(object *op, const object *pl) { 379get_nearest_part (object *op, const object *pl)
380{
355 object *tmp,*closest; 381 object *tmp, *closest;
356 int last_dist,i; 382 int last_dist, i;
383
357 if(op->more==NULL) 384 if (op->more == NULL)
358 return op; 385 return op;
359 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 386 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
360 if((i=distance(tmp,pl))<last_dist) 387 if ((i = distance (tmp, pl)) < last_dist)
361 closest=tmp,last_dist=i; 388 closest = tmp, last_dist = i;
362 return closest; 389 return closest;
363} 390}
364 391
365/* 392/*
366 * Returns the object which has the count-variable equal to the argument. 393 * Returns the object which has the count-variable equal to the argument.
367 */ 394 */
368 395
396object *
369object *find_object(tag_t i) { 397find_object (tag_t i)
370 object *op; 398{
371 for(op=objects;op!=NULL;op=op->next) 399 for (object *op = object::first; op; op = op->next)
372 if(op->count==i) 400 if (op->count == i)
373 break; 401 return op;
402
374 return op; 403 return 0;
375} 404}
376 405
377/* 406/*
378 * Returns the first object which has a name equal to the argument. 407 * Returns the first object which has a name equal to the argument.
379 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
380 * Enables features like "patch <name-of-other-player> food 999" 409 * Enables features like "patch <name-of-other-player> food 999"
381 */ 410 */
382 411
412object *
383object *find_object_name(const char *str) { 413find_object_name (const char *str)
384 const char *name=add_string(str); 414{
415 shstr_cmp str_ (str);
385 object *op; 416 object *op;
417
386 for(op=objects;op!=NULL;op=op->next) 418 for (op = object::first; op != NULL; op = op->next)
387 if(op->name==name) 419 if (op->name == str_)
388 break; 420 break;
389 free_string(name); 421
390 return op; 422 return op;
391} 423}
392 424
425void
393void free_all_object_data(void) { 426free_all_object_data ()
394#ifdef MEMORY_DEBUG
395 object *op, *next;
396
397 for (op=free_objects; op!=NULL; ) {
398 next=op->next;
399 free(op);
400 nrofallocobjects--;
401 nroffreeobjects--;
402 op=next;
403 }
404#endif
405 LOG(llevDebug,"%d allocated objects, %d free objects, STARMAX=%d\n",
406 nrofallocobjects, nroffreeobjects,STARTMAX);
407}
408
409/*
410 * Returns the object which this object marks as being the owner.
411 * A id-scheme is used to avoid pointing to objects which have been
412 * freed and are now reused. If this is detected, the owner is
413 * set to NULL, and NULL is returned.
414 * Changed 2004-02-12 - if the player is setting at the play again
415 * prompt, he is removed, and we don't want to treat him as an owner of
416 * anything, so check removed flag. I don't expect that this should break
417 * anything - once an object is removed, it is basically dead anyways.
418 */
419
420object *get_owner(object *op) {
421 if(op->owner==NULL)
422 return NULL;
423
424 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
425 op->owner->count==op->ownercount)
426 return op->owner;
427
428 op->owner=NULL;
429 op->ownercount=0;
430 return NULL;
431}
432
433void clear_owner(object *op)
434{ 427{
435 if (!op) return; 428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
436
437 if (op->owner && op->ownercount == op->owner->count)
438 op->owner->refcount--;
439
440 op->owner = NULL;
441 op->ownercount = 0;
442} 429}
443
444
445 430
446/* 431/*
447 * Sets the owner and sets the skill and exp pointers to owner's current 432 * Sets the owner and sets the skill and exp pointers to owner's current
448 * skill and experience objects. 433 * skill and experience objects.
449 */ 434 */
450void set_owner (object *op, object *owner) 435void
436object::set_owner (object *owner)
451{ 437{
452 if(owner==NULL||op==NULL) 438 if (!owner)
453 return; 439 return;
454 440
455 /* next line added to allow objects which own objects */ 441 /* next line added to allow objects which own objects */
456 /* Add a check for ownercounts in here, as I got into an endless loop 442 /* Add a check for ownercounts in here, as I got into an endless loop
457 * with the fireball owning a poison cloud which then owned the 443 * with the fireball owning a poison cloud which then owned the
458 * fireball. I believe that was caused by one of the objects getting 444 * fireball. I believe that was caused by one of the objects getting
459 * freed and then another object replacing it. Since the ownercounts 445 * freed and then another object replacing it. Since the ownercounts
460 * didn't match, this check is valid and I believe that cause is valid. 446 * didn't match, this check is valid and I believe that cause is valid.
461 */ 447 */
462 while (owner->owner && owner!=owner->owner && 448 while (owner->owner)
463 owner->ownercount==owner->owner->count) owner=owner->owner; 449 owner = owner->owner;
464 450
465 /* IF the owner still has an owner, we did not resolve to a final owner.
466 * so lets not add to that.
467 */
468 if (owner->owner) return;
469
470 op->owner=owner; 451 this->owner = owner;
471
472 op->ownercount=owner->count;
473 owner->refcount++;
474
475}
476
477/* Set the owner to clone's current owner and set the skill and experience
478 * objects to clone's objects (typically those objects that where the owner's
479 * current skill and experience objects at the time when clone's owner was
480 * set - not the owner's current skill and experience objects).
481 *
482 * Use this function if player created an object (e.g. fire bullet, swarm
483 * spell), and this object creates further objects whose kills should be
484 * accounted for the player's original skill, even if player has changed
485 * skills meanwhile.
486 */
487void copy_owner (object *op, object *clone)
488{
489 object *owner = get_owner (clone);
490 if (owner == NULL) {
491 /* players don't have owners - they own themselves. Update
492 * as appropriate.
493 */
494 if (clone->type == PLAYER) owner=clone;
495 else return;
496 }
497 set_owner(op, owner);
498
499}
500
501/*
502 * Resets vital variables in an object
503 */
504
505void reset_object(object *op) {
506
507 op->name = NULL;
508 op->name_pl = NULL;
509 op->title = NULL;
510 op->race = NULL;
511 op->slaying = NULL;
512 op->skill = NULL;
513 op->msg = NULL;
514 op->materialname = NULL;
515 op->lore = NULL;
516 clear_object(op);
517} 452}
518 453
519/* Zero the key_values on op, decrementing the shared-string 454/* Zero the key_values on op, decrementing the shared-string
520 * refcounts and freeing the links. 455 * refcounts and freeing the links.
521 */ 456 */
457static void
522static void free_key_values(object * op) { 458free_key_values (object *op)
523 key_value * i; 459{
524 key_value * next = NULL; 460 for (key_value *i = op->key_values; i != 0;)
525 461 {
526 if (op->key_values == NULL) return; 462 key_value *next = i->next;
463 delete i;
464
465 i = next;
527 466 }
528 for (i = op->key_values; i != NULL; i = next) { 467
529 /* Store next *first*. */
530 next = i->next;
531
532 if (i->key) FREE_AND_CLEAR_STR(i->key);
533 if (i->value) FREE_AND_CLEAR_STR(i->value);
534 i->next = NULL;
535 free(i);
536 }
537
538 op->key_values = NULL; 468 op->key_values = 0;
539} 469}
540 470
541
542/* 471/*
543 * clear_object() frees everything allocated by an object, and also
544 * clears all variables and flags to default settings.
545 */
546
547void clear_object(object *op) {
548 op->clear ();
549
550 event *evt;
551 event *evt2;
552
553 /* redo this to be simpler/more efficient. Was also seeing
554 * crashes in the old code. Move this to the top - am
555 * seeing periodic crashes in this code, and would like to have
556 * as much info available as possible (eg, object name).
557 */
558 for (evt = op->events; evt; evt=evt2) {
559 evt2 = evt->next;
560
561 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
562 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
563 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
564
565 free(evt);
566 }
567 op->events = NULL;
568
569 free_key_values(op);
570
571 /* the memset will clear all these values for us, but we need
572 * to reduce the refcount on them.
573 */
574 if (op->name!=NULL) FREE_AND_CLEAR_STR(op->name);
575 if (op->name_pl!=NULL) FREE_AND_CLEAR_STR(op->name_pl);
576 if (op->title != NULL) FREE_AND_CLEAR_STR(op->title);
577 if (op->race!=NULL) FREE_AND_CLEAR_STR(op->race);
578 if (op->slaying!=NULL) FREE_AND_CLEAR_STR(op->slaying);
579 if (op->skill!=NULL) FREE_AND_CLEAR_STR(op->skill);
580 if (op->msg!=NULL) FREE_AND_CLEAR_STR(op->msg);
581 if (op->lore!=NULL) FREE_AND_CLEAR_STR(op->lore);
582 if (op->materialname!= NULL) FREE_AND_CLEAR_STR(op->materialname);
583
584
585 memset((void*)op, 0, sizeof (object_special));
586 /* Below here, we clear things that are not done by the memset,
587 * or set default values that are not zero.
588 */
589 /* This is more or less true */
590 SET_FLAG(op, FLAG_REMOVED);
591
592
593 op->contr = NULL;
594 op->below=NULL;
595 op->above=NULL;
596 op->inv=NULL;
597 op->events=NULL;
598 op->container=NULL;
599 op->env=NULL;
600 op->more=NULL;
601 op->head=NULL;
602 op->map=NULL;
603 op->refcount=0;
604 op->active_next = NULL;
605 op->active_prev = NULL;
606 /* What is not cleared is next, prev, and count */
607
608 op->expmul=1.0;
609 op->face = blank_face;
610 op->attacked_by_count = (tag_t) -1;
611 if (settings.casting_time)
612 op->casting_time = -1;
613
614}
615
616/*
617 * copy object first frees everything allocated by the second object, 472 * copy_to first frees everything allocated by the dst object,
618 * and then copies the contends of the first object into the second 473 * and then copies the contents of itself into the second
619 * object, allocating what needs to be allocated. Basically, any 474 * object, allocating what needs to be allocated. Basically, any
620 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
621 * if the first object is freed, the pointers in the new object 476 * if the first object is freed, the pointers in the new object
622 * will point at garbage. 477 * will point at garbage.
623 */ 478 */
479void
480object::copy_to (object *dst)
481{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
624 484
625void copy_object(object *op2, object *op) { 485 *(object_copy *)dst = *this;
626 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED);
627 event *evt, *evt2, *evt_new;
628 486
629 op->clear (); 487 if (is_freed)
488 SET_FLAG (dst, FLAG_FREED);
630 489
631 /* Decrement the refcounts, but don't bother zeroing the fields; 490 if (is_removed)
632 they'll be overwritten by memcpy. */ 491 SET_FLAG (dst, FLAG_REMOVED);
633 if(op->name!=NULL) free_string(op->name);
634 if(op->name_pl!=NULL) free_string(op->name_pl);
635 if(op->title!=NULL) free_string(op->title);
636 if(op->race!=NULL) free_string(op->race);
637 if(op->slaying!=NULL) free_string(op->slaying);
638 if(op->skill!=NULL) free_string(op->skill);
639 if(op->msg!=NULL) free_string(op->msg);
640 if(op->lore!=NULL) free_string(op->lore);
641 if(op->materialname != NULL) free_string(op->materialname);
642 if(op->custom_name != NULL) free_string(op->custom_name);
643 492
644 /* Basically, same code as from clear_object() */ 493 if (speed < 0)
645 for (evt = op->events; evt; evt=evt2) {
646 evt2 = evt->next;
647
648 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
649 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
650 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
651
652 free(evt);
653 }
654 op->events = NULL;
655
656 free_key_values(op);
657
658 *(object_special *)op = *(object_special *)op2;
659 op2->clone (op);
660
661 if(is_freed) SET_FLAG(op,FLAG_FREED);
662 if(is_removed) SET_FLAG(op,FLAG_REMOVED);
663 if(op->name!=NULL) add_refcount(op->name);
664 if(op->name_pl!=NULL) add_refcount(op->name_pl);
665 if(op->title!=NULL) add_refcount(op->title);
666 if(op->race!=NULL) add_refcount(op->race);
667 if(op->slaying!=NULL) add_refcount(op->slaying);
668 if(op->skill!=NULL) add_refcount(op->skill);
669 if(op->lore!=NULL) add_refcount(op->lore);
670 if(op->msg!=NULL) add_refcount(op->msg);
671 if(op->custom_name!=NULL) add_refcount(op->custom_name);
672 if (op->materialname != NULL) add_refcount(op->materialname);
673
674 if((op2->speed<0) && !editor)
675 op->speed_left=op2->speed_left-RANDOM()%200/100.0; 494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
676 495
677 /* Copy over event information */
678 evt2 = NULL;
679 for (evt = op2->events; evt; evt=evt->next) {
680 evt_new = (event *) malloc(sizeof(event));
681 memcpy(evt_new, evt, sizeof(event));
682 if (evt_new->hook) add_refcount(evt_new->hook);
683 if (evt_new->plugin) add_refcount(evt_new->plugin);
684 if (evt_new->options) add_refcount(evt_new->options);
685 evt_new->next = NULL;
686
687 /* Try to be a little clever here, and store away the
688 * last event we copied, so that its simpler to update the
689 * pointer.
690 */
691 if (evt2)
692 evt2->next = evt_new;
693 else
694 op->events = evt_new;
695
696 evt2 = evt_new;
697 }
698 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
699 if (op2->key_values != NULL) { 497 if (key_values)
498 {
700 key_value * tail = NULL; 499 key_value *tail = 0;
701 key_value * i; 500 key_value *i;
702 501
703 op->key_values = NULL; 502 dst->key_values = 0;
704 503
705 for (i = op2->key_values; i != NULL; i = i->next) { 504 for (i = key_values; i; i = i->next)
706 key_value * new_link = (key_value *) malloc(sizeof(key_value)); 505 {
506 key_value *new_link = new key_value;
707 507
708 new_link->next = NULL; 508 new_link->next = 0;
709 new_link->key = add_refcount(i->key); 509 new_link->key = i->key;
710 if (i->value)
711 new_link->value = add_refcount(i->value); 510 new_link->value = i->value;
712 else
713 new_link->value = NULL;
714 511
715 /* Try and be clever here, too. */ 512 /* Try and be clever here, too. */
716 if (op->key_values == NULL) { 513 if (!dst->key_values)
514 {
717 op->key_values = new_link; 515 dst->key_values = new_link;
718 tail = new_link; 516 tail = new_link;
719 } else {
720 tail->next = new_link;
721 tail = new_link;
722 } 517 }
518 else
519 {
520 tail->next = new_link;
521 tail = new_link;
723 } 522 }
724 } 523 }
725
726 update_ob_speed(op);
727}
728
729/*
730 * expand_objects() allocates more objects for the list of unused objects.
731 * It is called from get_object() if the unused list is empty.
732 */
733
734void expand_objects(void) {
735 int i;
736 object *obj;
737 obj = (object *) CALLOC(OBJ_EXPAND,sizeof(object));
738
739 if(obj==NULL)
740 fatal(OUT_OF_MEMORY);
741 free_objects=obj;
742 obj[0].prev=NULL;
743 obj[0].next= &obj[1],
744 SET_FLAG(&(obj[0]), FLAG_REMOVED);
745 SET_FLAG(&(obj[0]), FLAG_FREED);
746
747 for(i=1;i<OBJ_EXPAND-1;i++) {
748 obj[i].next= &obj[i+1],
749 obj[i].prev= &obj[i-1],
750 SET_FLAG(&(obj[i]), FLAG_REMOVED);
751 SET_FLAG(&(obj[i]), FLAG_FREED);
752 } 524 }
753 obj[OBJ_EXPAND-1].prev= &obj[OBJ_EXPAND-2],
754 obj[OBJ_EXPAND-1].next=NULL,
755 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_REMOVED);
756 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_FREED);
757 525
758 nrofallocobjects += OBJ_EXPAND; 526 dst->set_speed (dst->speed);
759 nroffreeobjects += OBJ_EXPAND;
760} 527}
761 528
762/*
763 * get_object() grabs an object from the list of unused objects, makes
764 * sure it is initialised, and returns it.
765 * If there are no free objects, expand_objects() is called to get more.
766 */
767
768object *get_object(void) {
769 object *op; 529object *
770 530object::clone ()
771 if(free_objects==NULL) { 531{
772 expand_objects(); 532 object *neu = create ();
773 } 533 copy_to (neu);
774 op=free_objects;
775#ifdef MEMORY_DEBUG
776 /* The idea is hopefully by doing a realloc, the memory
777 * debugging program will now use the current stack trace to
778 * report leaks.
779 */
780 op = realloc(op, sizeof(object));
781 SET_FLAG(op, FLAG_REMOVED);
782 SET_FLAG(op, FLAG_FREED);
783#endif
784
785 if(!QUERY_FLAG(op,FLAG_FREED)) {
786 LOG(llevError,"Fatal: Getting busy object.\n");
787 }
788 free_objects=op->next;
789 if(free_objects!=NULL)
790 free_objects->prev=NULL;
791 op->count= ++ob_count;
792 op->name=NULL;
793 op->name_pl=NULL;
794 op->title=NULL;
795 op->race=NULL;
796 op->slaying=NULL;
797 op->skill = NULL;
798 op->lore=NULL;
799 op->msg=NULL;
800 op->materialname=NULL;
801 op->next=objects;
802 op->prev=NULL;
803 op->active_next = NULL;
804 op->active_prev = NULL;
805 if(objects!=NULL)
806 objects->prev=op;
807 objects=op;
808 clear_object(op);
809 SET_FLAG(op,FLAG_REMOVED);
810 nroffreeobjects--;
811 return op; 534 return neu;
812} 535}
813 536
814/* 537/*
815 * If an object with the IS_TURNABLE() flag needs to be turned due 538 * If an object with the IS_TURNABLE() flag needs to be turned due
816 * to the closest player being on the other side, this function can 539 * to the closest player being on the other side, this function can
817 * be called to update the face variable, _and_ how it looks on the map. 540 * be called to update the face variable, _and_ how it looks on the map.
818 */ 541 */
819 542void
820void update_turn_face(object *op) { 543update_turn_face (object *op)
544{
821 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
822 return; 546 return;
547
823 SET_ANIMATION(op, op->direction); 548 SET_ANIMATION (op, op->direction);
824 update_object(op,UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
825} 550}
826 551
827/* 552/*
828 * Updates the speed of an object. If the speed changes from 0 to another 553 * Updates the speed of an object. If the speed changes from 0 to another
829 * value, or vice versa, then add/remove the object from the active list. 554 * value, or vice versa, then add/remove the object from the active list.
830 * This function needs to be called whenever the speed of an object changes. 555 * This function needs to be called whenever the speed of an object changes.
831 */ 556 */
832 557void
833void update_ob_speed(object *op) { 558object::set_speed (float speed)
834 extern int arch_init; 559{
835 560 if (flag [FLAG_FREED] && speed)
836 /* No reason putting the archetypes objects on the speed list, 561 {
837 * since they never really need to be updated.
838 */
839
840 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
841 LOG(llevError,"Object %s is freed but has speed.\n", op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
842#ifdef MANY_CORES
843 abort();
844#else
845 op->speed = 0; 563 speed = 0;
846#endif
847 } 564 }
848 if (arch_init) {
849 return;
850 }
851 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
852 /* If already on active list, don't do anything */
853 if (op->active_next || op->active_prev || op==active_objects)
854 return;
855 565
856 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
857 * of the list. */ 567
858 op->active_next = active_objects; 568 if (has_active_speed ())
859 if (op->active_next!=NULL) 569 activate (false);
860 op->active_next->active_prev = op;
861 active_objects = op;
862 }
863 else { 570 else
864 /* If not on the active list, nothing needs to be done */ 571 deactivate (false);
865 if (!op->active_next && !op->active_prev && op!=active_objects)
866 return;
867
868 if (op->active_prev==NULL) {
869 active_objects = op->active_next;
870 if (op->active_next!=NULL)
871 op->active_next->active_prev = NULL;
872 }
873 else {
874 op->active_prev->active_next = op->active_next;
875 if (op->active_next)
876 op->active_next->active_prev = op->active_prev;
877 }
878 op->active_next = NULL;
879 op->active_prev = NULL;
880 }
881} 572}
882 573
883/* This function removes object 'op' from the list of active
884 * objects.
885 * This should only be used for style maps or other such
886 * reference maps where you don't want an object that isn't
887 * in play chewing up cpu time getting processed.
888 * The reverse of this is to call update_ob_speed, which
889 * will do the right thing based on the speed of the object.
890 */
891void remove_from_active_list(object *op)
892{
893 /* If not on the active list, nothing needs to be done */
894 if (!op->active_next && !op->active_prev && op!=active_objects)
895 return;
896
897 if (op->active_prev==NULL) {
898 active_objects = op->active_next;
899 if (op->active_next!=NULL)
900 op->active_next->active_prev = NULL;
901 }
902 else {
903 op->active_prev->active_next = op->active_next;
904 if (op->active_next)
905 op->active_next->active_prev = op->active_prev;
906 }
907 op->active_next = NULL;
908 op->active_prev = NULL;
909}
910
911/* 574/*
912 * update_object() updates the array which represents the map. 575 * update_object() updates the the map.
913 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
914 * by invisible objects by whatever is below them (unless it's another 577 * by invisible objects by whatever is below them (unless it's another
915 * invisible object, etc...) 578 * invisible object, etc...)
916 * If the object being updated is beneath a player, the look-window 579 * If the object being updated is beneath a player, the look-window
917 * of that player is updated (this might be a suboptimal way of 580 * of that player is updated (this might be a suboptimal way of
918 * updating that window, though, since update_object() is called _often_) 581 * updating that window, though, since update_object() is called _often_)
919 * 582 *
920 * action is a hint of what the caller believes need to be done. 583 * action is a hint of what the caller believes need to be done.
921 * For example, if the only thing that has changed is the face (due to
922 * an animation), we don't need to call update_position until that actually
923 * comes into view of a player. OTOH, many other things, like addition/removal
924 * of walls or living creatures may need us to update the flags now.
925 * current action are: 584 * current action are:
926 * UP_OBJ_INSERT: op was inserted 585 * UP_OBJ_INSERT: op was inserted
927 * UP_OBJ_REMOVE: op was removed 586 * UP_OBJ_REMOVE: op was removed
928 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 587 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
929 * as that is easier than trying to look at what may have changed. 588 * as that is easier than trying to look at what may have changed.
930 * UP_OBJ_FACE: only the objects face has changed. 589 * UP_OBJ_FACE: only the objects face has changed.
931 */ 590 */
932 591void
933void update_object(object *op, int action) { 592update_object (object *op, int action)
934 int update_now=0, flags; 593{
935 MoveType move_on, move_off, move_block, move_slow; 594 MoveType move_on, move_off, move_block, move_slow;
936 595
937 if (op == NULL) { 596 if (op == NULL)
597 {
938 /* this should never happen */ 598 /* this should never happen */
939 LOG(llevDebug,"update_object() called for NULL object.\n"); 599 LOG (llevDebug, "update_object() called for NULL object.\n");
940 return; 600 return;
941 }
942 601 }
943 if(op->env!=NULL) { 602
603 if (op->env)
604 {
944 /* Animation is currently handled by client, so nothing 605 /* Animation is currently handled by client, so nothing
945 * to do in this case. 606 * to do in this case.
946 */ 607 */
947 return; 608 return;
948 } 609 }
949 610
950 /* If the map is saving, don't do anything as everything is 611 /* If the map is saving, don't do anything as everything is
951 * going to get freed anyways. 612 * going to get freed anyways.
952 */ 613 */
953 if (!op->map || op->map->in_memory == MAP_SAVING) return; 614 if (!op->map || op->map->in_memory == MAP_SAVING)
954 615 return;
616
955 /* make sure the object is within map boundaries */ 617 /* make sure the object is within map boundaries */
956 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
957 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 619 {
958 LOG(llevError,"update_object() called for object out of map!\n"); 620 LOG (llevError, "update_object() called for object out of map!\n");
959#ifdef MANY_CORES 621#ifdef MANY_CORES
960 abort(); 622 abort ();
961#endif 623#endif
962 return; 624 return;
963 }
964 625 }
965 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
966 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
967 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
968 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
969 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
970 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
971 626
627 mapspace &m = op->ms ();
628
629 if (m.flags_ & P_NEED_UPDATE)
630 /* nop */;
972 if (action == UP_OBJ_INSERT) { 631 else if (action == UP_OBJ_INSERT)
632 {
633 // this is likely overkill, TODO: revisit (schmorp)
973 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
974 update_now=1;
975
976 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
977 update_now=1; 636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
978 637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
979 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
980 update_now=1; 640 || (m.move_on | op->move_on ) != m.move_on
981
982 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
983 update_now=1;
984
985 if ((move_on | op->move_on) != move_on) update_now=1;
986 if ((move_off | op->move_off) != move_off) update_now=1; 641 || (m.move_off | op->move_off ) != m.move_off
642 || (m.move_slow | op->move_slow) != m.move_slow
987 /* This isn't perfect, but I don't expect a lot of objects to 643 /* This isn't perfect, but I don't expect a lot of objects to
988 * to have move_allow right now. 644 * to have move_allow right now.
989 */ 645 */
990 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
991 update_now=1; 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
992 if ((move_slow | op->move_slow) != move_slow) update_now=1; 648 m.flags_ = P_NEED_UPDATE;
993 } 649 }
994 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
995 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
996 * that is being removed. 652 * that is being removed.
997 */ 653 */
998 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
999 update_now=1; 655 m.flags_ = P_NEED_UPDATE;
1000 } else if (action == UP_OBJ_FACE) { 656 else if (action == UP_OBJ_FACE)
1001 /* Nothing to do for that case */ 657 /* Nothing to do for that case */ ;
1002 }
1003 else { 658 else
1004 LOG(llevError,"update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
1005 }
1006 660
1007 if (update_now) {
1008 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
1009 update_position(op->map, op->x, op->y);
1010 }
1011
1012 if(op->more!=NULL) 661 if (op->more)
1013 update_object(op->more, action); 662 update_object (op->more, action);
1014} 663}
1015 664
665object::vector object::objects; // not yet used
666object *object::first;
1016 667
1017/* 668object::object ()
1018 * free_object() frees everything allocated by an object, removes 669{
1019 * it from the list of used objects, and puts it on the list of 670 SET_FLAG (this, FLAG_REMOVED);
1020 * free objects. The IS_FREED() flag is set in the object.
1021 * The object must have been removed by remove_ob() first for
1022 * this function to succeed.
1023 *
1024 * If free_inventory is set, free inventory as well. Else drop items in
1025 * inventory to the ground.
1026 */
1027 671
1028void free_object(object *ob) { 672 expmul = 1.0;
1029 free_object2(ob, 0); 673 face = blank_face;
1030} 674}
1031void free_object2(object *ob, int free_inventory) {
1032 object *tmp,*op;
1033 675
1034 ob->clear (); 676object::~object ()
677{
678 free_key_values (this);
679}
1035 680
1036 if (!QUERY_FLAG(ob,FLAG_REMOVED)) { 681void object::link ()
1037 LOG(llevDebug,"Free object called with non removed object\n"); 682{
1038 dump_object(ob); 683 count = ++ob_count;
1039#ifdef MANY_CORES 684 uuid = gen_uuid ();
1040 abort(); 685
1041#endif 686 prev = 0;
687 next = object::first;
688
689 if (object::first)
690 object::first->prev = this;
691
692 object::first = this;
693}
694
695void object::unlink ()
696{
697 if (this == object::first)
698 object::first = next;
699
700 /* Remove this object from the list of used objects */
701 if (prev) prev->next = next;
702 if (next) next->prev = prev;
703
704 prev = 0;
705 next = 0;
706}
707
708void
709object::activate (bool recursive)
710{
711 if (has_active_speed ())
1042 } 712 {
1043 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) { 713 /* If already on active list, don't do anything */
1044 LOG(llevMonster,"Warning: tried to free friendly object.\n"); 714 if (active_next || active_prev || this == active_objects)
1045 remove_friendly_object(ob);
1046 }
1047 if(QUERY_FLAG(ob,FLAG_FREED)) {
1048 dump_object(ob);
1049 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg);
1050 return; 715 return;
716
717 /* process_events() expects us to insert the object at the beginning
718 * of the list. */
719 active_next = active_objects;
720
721 if (active_next)
722 active_next->active_prev = this;
723
724 active_objects = this;
725 }
726
727 if (recursive)
728 for (object *op = inv; op; op = op->above)
729 op->activate (1);
730}
731
732/* This function removes object 'op' from the list of active
733 * objects.
734 * This should only be used for style maps or other such
735 * reference maps where you don't want an object that isn't
736 * in play chewing up cpu time getting processed.
737 * The reverse of this is to call update_ob_speed, which
738 * will do the right thing based on the speed of the object.
739 */
740void
741object::deactivate (bool recursive)
742{
743 /* If not on the active list, nothing needs to be done */
744 if (!active_next && !active_prev && this != active_objects)
745 return;
746
747 if (active_prev == 0)
1051 } 748 {
1052 if(ob->more!=NULL) { 749 active_objects = active_next;
1053 free_object2(ob->more, free_inventory); 750 if (active_next)
1054 ob->more=NULL; 751 active_next->active_prev = 0;
752 }
753 else
1055 } 754 {
1056 if (ob->inv) { 755 active_prev->active_next = active_next;
756 if (active_next)
757 active_next->active_prev = active_prev;
758 }
759
760 active_next = 0;
761 active_prev = 0;
762
763 if (recursive)
764 for (object *op = inv; op; op = op->above)
765 op->deactivate (1);
766}
767
768/*
769 * Remove and free all objects in the inventory of the given object.
770 * object.c ?
771 */
772void
773object::destroy_inv (bool drop_to_ground)
774{
775 // need to check first, because the checks below might segfault
776 // as we might be on an invalid mapspace and crossfire code
777 // is too buggy to ensure that the inventory is empty.
778 // corollary: if you create arrows etc. with stuff in tis inventory,
779 // cf will crash below with off-map x and y
780 if (!inv)
781 return;
782
1057 /* Only if the space blocks everything do we not process - 783 /* Only if the space blocks everything do we not process -
1058 * if some form of movemnt is allowed, let objects 784 * if some form of movement is allowed, let objects
1059 * drop on that space. 785 * drop on that space.
1060 */ 786 */
1061 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 787 if (!drop_to_ground
1062 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL)) 788 || !map
1063 { 789 || map->in_memory != MAP_IN_MEMORY
1064 op=ob->inv; 790 || ms ().move_block == MOVE_ALL)
1065 while(op!=NULL) {
1066 tmp=op->below;
1067 remove_ob(op);
1068 free_object2(op, free_inventory);
1069 op=tmp;
1070 }
1071 }
1072 else { /* Put objects in inventory onto this space */
1073 op=ob->inv;
1074 while(op!=NULL) {
1075 tmp=op->below;
1076 remove_ob(op);
1077 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) ||
1078 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
1079 free_object(op);
1080 else {
1081 op->x=ob->x;
1082 op->y=ob->y;
1083 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */
1084 }
1085 op=tmp;
1086 }
1087 }
1088 }
1089 /* Remove object from the active list */
1090 ob->speed = 0;
1091 update_ob_speed(ob);
1092
1093 SET_FLAG(ob, FLAG_FREED);
1094 ob->count = 0;
1095
1096 /* Remove this object from the list of used objects */
1097 if(ob->prev==NULL) {
1098 objects=ob->next;
1099 if(objects!=NULL)
1100 objects->prev=NULL;
1101 }
1102 else {
1103 ob->prev->next=ob->next;
1104 if(ob->next!=NULL)
1105 ob->next->prev=ob->prev;
1106 }
1107
1108 if(ob->name!=NULL) FREE_AND_CLEAR_STR(ob->name);
1109 if(ob->name_pl!=NULL) FREE_AND_CLEAR_STR(ob->name_pl);
1110 if(ob->title!=NULL) FREE_AND_CLEAR_STR(ob->title);
1111 if(ob->race!=NULL) FREE_AND_CLEAR_STR(ob->race);
1112 if(ob->slaying!=NULL) FREE_AND_CLEAR_STR(ob->slaying);
1113 if(ob->skill!=NULL) FREE_AND_CLEAR_STR(ob->skill);
1114 if(ob->lore!=NULL) FREE_AND_CLEAR_STR(ob->lore);
1115 if(ob->msg!=NULL) FREE_AND_CLEAR_STR(ob->msg);
1116 if(ob->materialname!=NULL) FREE_AND_CLEAR_STR(ob->materialname);
1117
1118 791 {
1119 /* Why aren't events freed? */ 792 while (inv)
1120 free_key_values(ob); 793 {
794 inv->destroy_inv (drop_to_ground);
795 inv->destroy ();
796 }
797 }
798 else
799 { /* Put objects in inventory onto this space */
800 while (inv)
801 {
802 object *op = inv;
1121 803
1122#if 0 /* MEMORY_DEBUG*/ 804 if (op->flag [FLAG_STARTEQUIP]
1123 /* This is a nice idea. Unfortunately, a lot of the code in crossfire 805 || op->flag [FLAG_NO_DROP]
1124 * presumes the freed_object will stick around for at least a little 806 || op->type == RUNE
1125 * bit 807 || op->type == TRAP
1126 */ 808 || op->flag [FLAG_IS_A_TEMPLATE])
1127 /* this is necessary so that memory debugging programs will 809 op->destroy ();
1128 * be able to accurately report source of malloc. If we recycle 810 else
1129 * objects, then some other area may be doing the get_object 811 map->insert (op, x, y);
1130 * and not freeing it, but the original one that malloc'd the 812 }
1131 * object will get the blame. 813 }
1132 */
1133 free(ob);
1134#else
1135
1136 /* Now link it with the free_objects list: */
1137 ob->prev=NULL;
1138 ob->next=free_objects;
1139 if(free_objects!=NULL)
1140 free_objects->prev=ob;
1141 free_objects=ob;
1142 nroffreeobjects++;
1143#endif
1144} 814}
1145 815
1146/* 816object *object::create ()
1147 * count_free() returns the number of objects on the list of free objects. 817{
1148 */
1149
1150int count_free(void) {
1151 int i=0;
1152 object *tmp=free_objects; 818 object *op = new object;
1153 while(tmp!=NULL) 819 op->link ();
1154 tmp=tmp->next, i++;
1155 return i; 820 return op;
1156} 821}
1157 822
1158/* 823void
1159 * count_used() returns the number of objects on the list of used objects. 824object::do_destroy ()
1160 */ 825{
826 if (flag [FLAG_IS_LINKED])
827 remove_button_link (this);
1161 828
1162int count_used(void) { 829 if (flag [FLAG_FRIENDLY])
1163 int i=0; 830 remove_friendly_object (this);
1164 object *tmp=objects; 831
1165 while(tmp!=NULL) 832 if (!flag [FLAG_REMOVED])
1166 tmp=tmp->next, i++; 833 remove ();
834
835 if (flag [FLAG_FREED])
1167 return i; 836 return;
1168}
1169 837
1170/* 838 set_speed (0);
1171 * count_active() returns the number of objects on the list of active objects.
1172 */
1173 839
1174int count_active(void) { 840 flag [FLAG_FREED] = 1;
1175 int i=0; 841
1176 object *tmp=active_objects; 842 attachable::do_destroy ();
1177 while(tmp!=NULL) 843
1178 tmp=tmp->active_next, i++; 844 destroy_inv (true);
845 unlink ();
846
847 // hack to ensure that freed objects still have a valid map
848 {
849 static maptile *freed_map; // freed objects are moved here to avoid crashes
850
851 if (!freed_map)
852 {
853 freed_map = new maptile;
854
855 freed_map->name = "/internal/freed_objects_map";
856 freed_map->width = 3;
857 freed_map->height = 3;
858
859 freed_map->alloc ();
860 }
861
862 map = freed_map;
863 x = 1;
864 y = 1;
865 }
866
867 head = 0;
868
869 if (more)
870 {
871 more->destroy ();
872 more = 0;
873 }
874
875 // clear those pointers that likely might have circular references to us
876 owner = 0;
877 enemy = 0;
878 attacked_by = 0;
879
880 // only relevant for players(?), but make sure of it anyways
881 contr = 0;
882}
883
884void
885object::destroy (bool destroy_inventory)
886{
887 if (destroyed ())
1179 return i; 888 return;
889
890 if (destroy_inventory)
891 destroy_inv (false);
892
893 attachable::destroy ();
1180} 894}
1181 895
1182/* 896/*
1183 * sub_weight() recursively (outwards) subtracts a number from the 897 * sub_weight() recursively (outwards) subtracts a number from the
1184 * weight of an object (and what is carried by it's environment(s)). 898 * weight of an object (and what is carried by it's environment(s)).
1185 */ 899 */
1186 900void
1187void sub_weight (object *op, signed long weight) { 901sub_weight (object *op, signed long weight)
902{
1188 while (op != NULL) { 903 while (op != NULL)
904 {
1189 if (op->type == CONTAINER) { 905 if (op->type == CONTAINER)
1190 weight=(signed long)(weight*(100-op->stats.Str)/100); 906 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1191 } 907
1192 op->carrying-=weight; 908 op->carrying -= weight;
1193 op = op->env; 909 op = op->env;
1194 } 910 }
1195} 911}
1196 912
1197/* remove_ob(op): 913/* op->remove ():
1198 * This function removes the object op from the linked list of objects 914 * This function removes the object op from the linked list of objects
1199 * which it is currently tied to. When this function is done, the 915 * which it is currently tied to. When this function is done, the
1200 * object will have no environment. If the object previously had an 916 * object will have no environment. If the object previously had an
1201 * environment, the x and y coordinates will be updated to 917 * environment, the x and y coordinates will be updated to
1202 * the previous environment. 918 * the previous environment.
1203 * Beware: This function is called from the editor as well! 919 * Beware: This function is called from the editor as well!
1204 */ 920 */
1205 921void
1206void remove_ob(object *op) { 922object::remove ()
923{
1207 object *tmp,*last=NULL; 924 object *tmp, *last = 0;
1208 object *otmp; 925 object *otmp;
1209 tag_t tag;
1210 int check_walk_off;
1211 mapstruct *m;
1212 sint16 x,y;
1213
1214 926
1215 if(QUERY_FLAG(op,FLAG_REMOVED)) { 927 if (QUERY_FLAG (this, FLAG_REMOVED))
1216 dump_object(op); 928 return;
1217 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1218 929
1219 /* Changed it to always dump core in this case. As has been learned
1220 * in the past, trying to recover from errors almost always
1221 * make things worse, and this is a real error here - something
1222 * that should not happen.
1223 * Yes, if this was a mission critical app, trying to do something
1224 * to recover may make sense, but that is because failure of the app
1225 * may have other disastrous problems. Cf runs out of a script
1226 * so is easily enough restarted without any real problems.
1227 * MSW 2001-07-01
1228 */
1229 abort();
1230 }
1231 if(op->more!=NULL)
1232 remove_ob(op->more);
1233
1234 SET_FLAG(op, FLAG_REMOVED); 930 SET_FLAG (this, FLAG_REMOVED);
931 INVOKE_OBJECT (REMOVE, this);
1235 932
933 if (more)
934 more->remove ();
935
1236 /* 936 /*
1237 * In this case, the object to be removed is in someones 937 * In this case, the object to be removed is in someones
1238 * inventory. 938 * inventory.
1239 */ 939 */
1240 if(op->env!=NULL) { 940 if (env)
941 {
1241 if(op->nrof) 942 if (nrof)
1242 sub_weight(op->env, op->weight*op->nrof); 943 sub_weight (env, weight * nrof);
1243 else 944 else
1244 sub_weight(op->env, op->weight+op->carrying); 945 sub_weight (env, weight + carrying);
1245 946
1246 /* NO_FIX_PLAYER is set when a great many changes are being 947 /* NO_FIX_PLAYER is set when a great many changes are being
1247 * made to players inventory. If set, avoiding the call 948 * made to players inventory. If set, avoiding the call
1248 * to save cpu time. 949 * to save cpu time.
1249 */ 950 */
1250 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 951 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1251 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 952 otmp->update_stats ();
1252 fix_player(otmp);
1253 953
1254 if(op->above!=NULL) 954 if (above)
1255 op->above->below=op->below; 955 above->below = below;
1256 else 956 else
1257 op->env->inv=op->below; 957 env->inv = below;
1258 958
1259 if(op->below!=NULL) 959 if (below)
1260 op->below->above=op->above; 960 below->above = above;
1261 961
1262 /* we set up values so that it could be inserted into 962 /* we set up values so that it could be inserted into
1263 * the map, but we don't actually do that - it is up 963 * the map, but we don't actually do that - it is up
1264 * to the caller to decide what we want to do. 964 * to the caller to decide what we want to do.
965 */
966 x = env->x, y = env->y;
967 map = env->map;
968 above = 0, below = 0;
969 env = 0;
970 }
971 else if (map)
972 {
973 if (type == PLAYER)
974 {
975 --map->players;
976 map->last_access = runtime;
977 }
978
979
980 /* link the object above us */
981 if (above)
982 above->below = below;
983 else
984 map->at (x, y).top = below; /* we were top, set new top */
985
986 /* Relink the object below us, if there is one */
987 if (below)
988 below->above = above;
989 else
990 {
991 /* Nothing below, which means we need to relink map object for this space
992 * use translated coordinates in case some oddness with map tiling is
993 * evident
1265 */ 994 */
1266 op->x=op->env->x,op->y=op->env->y; 995 if (GET_MAP_OB (map, x, y) != this)
1267 op->ox=op->x,op->oy=op->y; 996 {
1268 op->map=op->env->map; 997 char *dump = dump_object (this);
1269 op->above=NULL,op->below=NULL; 998 LOG (llevError,
1270 op->env=NULL; 999 "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);
1000 free (dump);
1001 dump = dump_object (GET_MAP_OB (map, x, y));
1002 LOG (llevError, "%s\n", dump);
1003 free (dump);
1004 }
1005
1006 map->at (x, y).bot = above; /* goes on above it. */
1007 }
1008
1009 above = 0;
1010 below = 0;
1011
1012 if (map->in_memory == MAP_SAVING)
1271 return; 1013 return;
1272 }
1273 1014
1274 /* If we get here, we are removing it from a map */ 1015 int check_walk_off = !flag [FLAG_NO_APPLY];
1275 if (op->map == NULL) return;
1276 1016
1277 x = op->x; 1017 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1278 y = op->y;
1279 m = get_map_from_coord(op->map, &x, &y);
1280
1281 if (!m) {
1282 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1283 op->map->path, op->x, op->y);
1284 /* in old days, we used to set x and y to 0 and continue.
1285 * it seems if we get into this case, something is probablye
1286 * screwed up and should be fixed.
1287 */
1288 abort();
1289 }
1290 if (op->map != m) {
1291 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1292 op->map->path, m->path, op->x, op->y, x, y);
1293 }
1294
1295 /* Re did the following section of code - it looks like it had
1296 * lots of logic for things we no longer care about
1297 */
1298
1299 /* link the object above us */
1300 if (op->above)
1301 op->above->below=op->below;
1302 else
1303 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1304
1305 /* Relink the object below us, if there is one */
1306 if(op->below) {
1307 op->below->above=op->above;
1308 } else {
1309 /* Nothing below, which means we need to relink map object for this space
1310 * use translated coordinates in case some oddness with map tiling is
1311 * evident
1312 */
1313 if(GET_MAP_OB(m,x,y)!=op) {
1314 dump_object(op);
1315 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);
1316 dump_object(GET_MAP_OB(m,x,y));
1317 LOG(llevError,"%s\n",errmsg);
1318 } 1018 {
1319 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1320 }
1321 op->above=NULL;
1322 op->below=NULL;
1323
1324 if (op->map->in_memory == MAP_SAVING)
1325 return;
1326
1327 tag = op->count;
1328 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1329 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1330 /* No point updating the players look faces if he is the object 1019 /* No point updating the players look faces if he is the object
1331 * being removed. 1020 * being removed.
1332 */ 1021 */
1333 1022
1334 if(tmp->type==PLAYER && tmp!=op) { 1023 if (tmp->type == PLAYER && tmp != this)
1024 {
1335 /* If a container that the player is currently using somehow gets 1025 /* If a container that the player is currently using somehow gets
1336 * removed (most likely destroyed), update the player view 1026 * removed (most likely destroyed), update the player view
1337 * appropriately. 1027 * appropriately.
1338 */ 1028 */
1339 if (tmp->container==op) { 1029 if (tmp->container == this)
1340 CLEAR_FLAG(op, FLAG_APPLIED); 1030 {
1031 flag [FLAG_APPLIED] = 0;
1341 tmp->container=NULL; 1032 tmp->container = 0;
1033 }
1034
1035 if (tmp->contr->ns)
1036 tmp->contr->ns->floorbox_update ();
1342 } 1037 }
1343 tmp->contr->socket.update_look=1; 1038
1344 }
1345 /* See if player moving off should effect something */ 1039 /* See if object moving off should effect something */
1346 if (check_walk_off && ((op->move_type & tmp->move_off) && 1040 if (check_walk_off
1041 && ((move_type & tmp->move_off)
1347 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1042 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1348 1043 {
1349 move_apply(tmp, op, NULL); 1044 move_apply (tmp, this, 0);
1045
1350 if (was_destroyed (op, tag)) { 1046 if (destroyed ())
1351 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1047 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1352 "leaving object\n", tmp->name, tmp->arch->name);
1353 } 1048 }
1354 }
1355 1049
1356 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1050 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1357 1051 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1358 if(tmp->above == tmp) 1052 if (tmp->above == tmp)
1359 tmp->above = NULL; 1053 tmp->above = 0;
1054
1360 last=tmp; 1055 last = tmp;
1361 } 1056 }
1057
1362 /* last == NULL of there are no objects on this space */ 1058 /* last == NULL if there are no objects on this space */
1363 if (last==NULL) { 1059 //TODO: this makes little sense, why only update the topmost object?
1364 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1060 if (!last)
1365 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1061 map->at (x, y).flags_ = P_NEED_UPDATE;
1366 * those out anyways, and if there are any flags set right now, they won't
1367 * be correct anyways.
1368 */
1369 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1370 update_position(op->map, op->x, op->y);
1371 }
1372 else 1062 else
1373 update_object(last, UP_OBJ_REMOVE); 1063 update_object (last, UP_OBJ_REMOVE);
1374 1064
1375 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1065 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1376 update_all_los(op->map, op->x, op->y); 1066 update_all_los (map, x, y);
1377 1067 }
1378} 1068}
1379 1069
1380/* 1070/*
1381 * merge_ob(op,top): 1071 * merge_ob(op,top):
1382 * 1072 *
1383 * This function goes through all objects below and including top, and 1073 * This function goes through all objects below and including top, and
1384 * merges op to the first matching object. 1074 * merges op to the first matching object.
1385 * If top is NULL, it is calculated. 1075 * If top is NULL, it is calculated.
1386 * Returns pointer to object if it succeded in the merge, otherwise NULL 1076 * Returns pointer to object if it succeded in the merge, otherwise NULL
1387 */ 1077 */
1388 1078object *
1389object *merge_ob(object *op, object *top) { 1079merge_ob (object *op, object *top)
1080{
1390 if(!op->nrof) 1081 if (!op->nrof)
1391 return 0; 1082 return 0;
1392 if(top==NULL) 1083
1084 if (top)
1393 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1085 for (top = op; top && top->above; top = top->above)
1086 ;
1087
1394 for(;top!=NULL;top=top->below) { 1088 for (; top; top = top->below)
1089 {
1395 if(top==op) 1090 if (top == op)
1396 continue; 1091 continue;
1397 if (CAN_MERGE(op,top)) 1092
1398 { 1093 if (object::can_merge (op, top))
1094 {
1399 top->nrof+=op->nrof; 1095 top->nrof += op->nrof;
1096
1400/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1097/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1401 op->weight = 0; /* Don't want any adjustements now */ 1098 op->weight = 0; /* Don't want any adjustements now */
1402 remove_ob(op); 1099 op->destroy ();
1403 free_object(op);
1404 return top; 1100 return top;
1405 } 1101 }
1406 } 1102 }
1103
1407 return NULL; 1104 return 0;
1408} 1105}
1409 1106
1410/* 1107/*
1411 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1108 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1412 * job preparing multi-part monsters 1109 * job preparing multi-part monsters
1413 */ 1110 */
1111object *
1414object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1112insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1415 object* tmp; 1113{
1416 if (op->head) 1114 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1417 op=op->head; 1115 {
1418 for (tmp=op;tmp;tmp=tmp->more){
1419 tmp->x=x+tmp->arch->clone.x; 1116 tmp->x = x + tmp->arch->clone.x;
1420 tmp->y=y+tmp->arch->clone.y; 1117 tmp->y = y + tmp->arch->clone.y;
1421 } 1118 }
1119
1422 return insert_ob_in_map (op, m, originator, flag); 1120 return insert_ob_in_map (op, m, originator, flag);
1423} 1121}
1424 1122
1425/* 1123/*
1426 * insert_ob_in_map (op, map, originator, flag): 1124 * insert_ob_in_map (op, map, originator, flag):
1427 * This function inserts the object in the two-way linked list 1125 * This function inserts the object in the two-way linked list
1440 * Return value: 1138 * Return value:
1441 * new object if 'op' was merged with other object 1139 * new object if 'op' was merged with other object
1442 * NULL if 'op' was destroyed 1140 * NULL if 'op' was destroyed
1443 * just 'op' otherwise 1141 * just 'op' otherwise
1444 */ 1142 */
1445 1143object *
1446object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1144insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1447{ 1145{
1448 object *tmp, *top, *floor=NULL; 1146 object *tmp, *top, *floor = NULL;
1449 sint16 x,y; 1147 sint16 x, y;
1450 1148
1451 if (QUERY_FLAG (op, FLAG_FREED)) { 1149 if (QUERY_FLAG (op, FLAG_FREED))
1150 {
1452 LOG (llevError, "Trying to insert freed object!\n"); 1151 LOG (llevError, "Trying to insert freed object!\n");
1453 return NULL; 1152 return NULL;
1153 }
1154
1155 if (!m)
1454 } 1156 {
1455 if(m==NULL) {
1456 dump_object(op); 1157 char *dump = dump_object (op);
1457 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1158 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1159 free (dump);
1458 return op; 1160 return op;
1459 } 1161 }
1162
1460 if(out_of_map(m,op->x,op->y)) { 1163 if (out_of_map (m, op->x, op->y))
1164 {
1461 dump_object(op); 1165 char *dump = dump_object (op);
1462 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1166 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1463#ifdef MANY_CORES 1167#ifdef MANY_CORES
1464 /* Better to catch this here, as otherwise the next use of this object 1168 /* Better to catch this here, as otherwise the next use of this object
1465 * is likely to cause a crash. Better to find out where it is getting 1169 * is likely to cause a crash. Better to find out where it is getting
1466 * improperly inserted. 1170 * improperly inserted.
1467 */ 1171 */
1468 abort(); 1172 abort ();
1469#endif 1173#endif
1174 free (dump);
1470 return op; 1175 return op;
1471 } 1176 }
1177
1472 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1178 if (!QUERY_FLAG (op, FLAG_REMOVED))
1179 {
1473 dump_object(op); 1180 char *dump = dump_object (op);
1474 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1181 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1182 free (dump);
1475 return op; 1183 return op;
1184 }
1185
1186 if (op->more)
1476 } 1187 {
1477 if(op->more!=NULL) {
1478 /* The part may be on a different map. */ 1188 /* The part may be on a different map. */
1479 1189
1480 object *more = op->more; 1190 object *more = op->more;
1481 1191
1482 /* We really need the caller to normalize coordinates - if 1192 /* We really need the caller to normalize coordinates - if
1483 * we set the map, that doesn't work if the location is within 1193 * we set the map, that doesn't work if the location is within
1484 * a map and this is straddling an edge. So only if coordinate 1194 * a map and this is straddling an edge. So only if coordinate
1485 * is clear wrong do we normalize it. 1195 * is clear wrong do we normalize it.
1486 */ 1196 */
1487 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1197 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1488 /* Debugging information so you can see the last coordinates this object had */
1489 more->ox = more->x;
1490 more->oy = more->y;
1491 more->map = get_map_from_coord(m, &more->x, &more->y); 1198 more->map = get_map_from_coord (m, &more->x, &more->y);
1492 } else if (!more->map) { 1199 else if (!more->map)
1200 {
1493 /* For backwards compatibility - when not dealing with tiled maps, 1201 /* For backwards compatibility - when not dealing with tiled maps,
1494 * more->map should always point to the parent. 1202 * more->map should always point to the parent.
1495 */ 1203 */
1496 more->map = m; 1204 more->map = m;
1497 } 1205 }
1498 1206
1499 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1207 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1208 {
1500 if ( ! op->head) 1209 if (!op->head)
1501 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1210 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1211
1502 return NULL; 1212 return 0;
1503 } 1213 }
1504 } 1214 }
1215
1505 CLEAR_FLAG(op,FLAG_REMOVED); 1216 CLEAR_FLAG (op, FLAG_REMOVED);
1506 1217
1507 /* Debugging information so you can see the last coordinates this object had */
1508 op->ox=op->x;
1509 op->oy=op->y;
1510
1511 /* Ideally, the caller figures this out. However, it complicates a lot 1218 /* Ideally, the caller figures this out. However, it complicates a lot
1512 * of areas of callers (eg, anything that uses find_free_spot would now 1219 * of areas of callers (eg, anything that uses find_free_spot would now
1513 * need extra work 1220 * need extra work
1514 */ 1221 */
1515 op->map=get_map_from_coord(m, &op->x, &op->y); 1222 op->map = get_map_from_coord (m, &op->x, &op->y);
1516 x = op->x; 1223 x = op->x;
1517 y = op->y; 1224 y = op->y;
1518 1225
1519 /* this has to be done after we translate the coordinates. 1226 /* this has to be done after we translate the coordinates.
1520 */ 1227 */
1521 if(op->nrof && !(flag & INS_NO_MERGE)) { 1228 if (op->nrof && !(flag & INS_NO_MERGE))
1522 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1229 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1523 if (CAN_MERGE(op,tmp)) { 1230 if (object::can_merge (op, tmp))
1231 {
1524 op->nrof+=tmp->nrof; 1232 op->nrof += tmp->nrof;
1525 remove_ob(tmp); 1233 tmp->destroy ();
1526 free_object(tmp); 1234 }
1235
1236 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1237 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1238
1239 if (!QUERY_FLAG (op, FLAG_ALIVE))
1240 CLEAR_FLAG (op, FLAG_NO_STEAL);
1241
1242 if (flag & INS_BELOW_ORIGINATOR)
1243 {
1244 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1245 {
1246 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1247 abort ();
1248 }
1249
1250 op->above = originator;
1251 op->below = originator->below;
1252
1253 if (op->below)
1254 op->below->above = op;
1255 else
1256 op->ms ().bot = op;
1257
1258 /* since *below* originator, no need to update top */
1259 originator->below = op;
1260 }
1261 else
1262 {
1263 /* If there are other objects, then */
1264 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1265 {
1266 object *last = 0;
1267
1268 /*
1269 * If there are multiple objects on this space, we do some trickier handling.
1270 * We've already dealt with merging if appropriate.
1271 * Generally, we want to put the new object on top. But if
1272 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1273 * floor, we want to insert above that and no further.
1274 * Also, if there are spell objects on this space, we stop processing
1275 * once we get to them. This reduces the need to traverse over all of
1276 * them when adding another one - this saves quite a bit of cpu time
1277 * when lots of spells are cast in one area. Currently, it is presumed
1278 * that flying non pickable objects are spell objects.
1279 */
1280 while (top)
1281 {
1282 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1283 floor = top;
1284
1285 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1286 {
1287 /* We insert above top, so we want this object below this */
1288 top = top->below;
1289 break;
1290 }
1291
1292 last = top;
1293 top = top->above;
1527 } 1294 }
1528 }
1529 1295
1530 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1296 /* Don't want top to be NULL, so set it to the last valid object */
1531 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1297 top = last;
1532 if (!QUERY_FLAG(op, FLAG_ALIVE))
1533 CLEAR_FLAG(op, FLAG_NO_STEAL);
1534 1298
1535 if (flag & INS_BELOW_ORIGINATOR) { 1299 /* We let update_position deal with figuring out what the space
1536 if (originator->map != op->map || originator->x != op->x || 1300 * looks like instead of lots of conditions here.
1537 originator->y != op->y) { 1301 * makes things faster, and effectively the same result.
1538 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1539 abort();
1540 }
1541 op->above = originator;
1542 op->below = originator->below;
1543 if (op->below) op->below->above = op;
1544 else SET_MAP_OB(op->map, op->x, op->y, op);
1545 /* since *below* originator, no need to update top */
1546 originator->below = op;
1547 } else {
1548 /* If there are other objects, then */
1549 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1550 object *last=NULL;
1551 /* 1302 */
1552 * If there are multiple objects on this space, we do some trickier handling. 1303
1553 * We've already dealt with merging if appropriate. 1304 /* Have object 'fall below' other objects that block view.
1554 * Generally, we want to put the new object on top. But if 1305 * Unless those objects are exits, type 66
1555 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1306 * If INS_ON_TOP is used, don't do this processing
1556 * floor, we want to insert above that and no further. 1307 * Need to find the object that in fact blocks view, otherwise
1557 * Also, if there are spell objects on this space, we stop processing 1308 * stacking is a bit odd.
1558 * once we get to them. This reduces the need to traverse over all of 1309 */
1559 * them when adding another one - this saves quite a bit of cpu time 1310 if (!(flag & INS_ON_TOP) &&
1560 * when lots of spells are cast in one area. Currently, it is presumed 1311 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1561 * that flying non pickable objects are spell objects. 1312 {
1313 for (last = top; last != floor; last = last->below)
1314 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1315 break;
1316 /* Check to see if we found the object that blocks view,
1317 * and make sure we have a below pointer for it so that
1318 * we can get inserted below this one, which requires we
1319 * set top to the object below us.
1562 */ 1320 */
1563 1321 if (last && last->below && last != floor)
1564 while (top != NULL) {
1565 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1566 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1567 if (QUERY_FLAG(top, FLAG_NO_PICK)
1568 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1569 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1570 {
1571 /* We insert above top, so we want this object below this */
1572 top=top->below;
1573 break;
1574 }
1575 last = top;
1576 top = top->above; 1322 top = last->below;
1577 } 1323 }
1578 /* Don't want top to be NULL, so set it to the last valid object */
1579 top = last;
1580
1581 /* We let update_position deal with figuring out what the space
1582 * looks like instead of lots of conditions here.
1583 * makes things faster, and effectively the same result.
1584 */
1585
1586 /* Have object 'fall below' other objects that block view.
1587 * Unless those objects are exits, type 66
1588 * If INS_ON_TOP is used, don't do this processing
1589 * Need to find the object that in fact blocks view, otherwise
1590 * stacking is a bit odd.
1591 */
1592 if (!(flag & INS_ON_TOP) &&
1593 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1594 (op->face && !op->face->visibility)) {
1595 for (last=top; last != floor; last=last->below)
1596 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1597 /* Check to see if we found the object that blocks view,
1598 * and make sure we have a below pointer for it so that
1599 * we can get inserted below this one, which requires we
1600 * set top to the object below us.
1601 */
1602 if (last && last->below && last != floor) top=last->below;
1603 }
1604 } /* If objects on this space */ 1324 } /* If objects on this space */
1325
1605 if (flag & INS_MAP_LOAD) 1326 if (flag & INS_MAP_LOAD)
1606 top = GET_MAP_TOP(op->map,op->x,op->y); 1327 top = GET_MAP_TOP (op->map, op->x, op->y);
1328
1607 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1329 if (flag & INS_ABOVE_FLOOR_ONLY)
1330 top = floor;
1608 1331
1609 /* Top is the object that our object (op) is going to get inserted above. 1332 /* Top is the object that our object (op) is going to get inserted above.
1610 */ 1333 */
1611 1334
1612 /* First object on this space */ 1335 /* First object on this space */
1613 if (!top) { 1336 if (!top)
1337 {
1614 op->above = GET_MAP_OB(op->map, op->x, op->y); 1338 op->above = GET_MAP_OB (op->map, op->x, op->y);
1339
1340 if (op->above)
1615 if (op->above) op->above->below = op; 1341 op->above->below = op;
1342
1616 op->below = NULL; 1343 op->below = 0;
1617 SET_MAP_OB(op->map, op->x, op->y, op); 1344 op->ms ().bot = op;
1345 }
1346 else
1618 } else { /* get inserted into the stack above top */ 1347 { /* get inserted into the stack above top */
1619 op->above = top->above; 1348 op->above = top->above;
1349
1350 if (op->above)
1620 if (op->above) op->above->below = op; 1351 op->above->below = op;
1352
1621 op->below = top; 1353 op->below = top;
1622 top->above = op; 1354 top->above = op;
1623 } 1355 }
1356
1624 if (op->above==NULL) 1357 if (!op->above)
1625 SET_MAP_TOP(op->map,op->x, op->y, op); 1358 op->ms ().top = op;
1626 } /* else not INS_BELOW_ORIGINATOR */ 1359 } /* else not INS_BELOW_ORIGINATOR */
1627 1360
1628 if(op->type==PLAYER) 1361 if (op->type == PLAYER)
1362 {
1629 op->contr->do_los=1; 1363 op->contr->do_los = 1;
1364 ++op->map->players;
1365 op->map->last_access = runtime;
1366 }
1630 1367
1631 /* If we have a floor, we know the player, if any, will be above 1368 /* If we have a floor, we know the player, if any, will be above
1632 * it, so save a few ticks and start from there. 1369 * it, so save a few ticks and start from there.
1633 */ 1370 */
1634 if (!(flag & INS_MAP_LOAD)) 1371 if (!(flag & INS_MAP_LOAD))
1635 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1372 if (object *pl = op->ms ().player ())
1636 if (tmp->type == PLAYER) 1373 if (pl->contr->ns)
1637 tmp->contr->socket.update_look=1; 1374 pl->contr->ns->floorbox_update ();
1638 }
1639 1375
1640 /* If this object glows, it may affect lighting conditions that are 1376 /* If this object glows, it may affect lighting conditions that are
1641 * visible to others on this map. But update_all_los is really 1377 * visible to others on this map. But update_all_los is really
1642 * an inefficient way to do this, as it means los for all players 1378 * an inefficient way to do this, as it means los for all players
1643 * on the map will get recalculated. The players could very well 1379 * on the map will get recalculated. The players could very well
1644 * be far away from this change and not affected in any way - 1380 * be far away from this change and not affected in any way -
1645 * this should get redone to only look for players within range, 1381 * this should get redone to only look for players within range,
1646 * or just updating the P_NEED_UPDATE for spaces within this area 1382 * or just updating the P_NEED_UPDATE for spaces within this area
1647 * of effect may be sufficient. 1383 * of effect may be sufficient.
1648 */ 1384 */
1649 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1385 if (op->map->darkness && (op->glow_radius != 0))
1650 update_all_los(op->map, op->x, op->y); 1386 update_all_los (op->map, op->x, op->y);
1651 1387
1652
1653 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1388 /* updates flags (blocked, alive, no magic, etc) for this map space */
1654 update_object(op,UP_OBJ_INSERT); 1389 update_object (op, UP_OBJ_INSERT);
1655 1390
1391 INVOKE_OBJECT (INSERT, op);
1656 1392
1657 /* Don't know if moving this to the end will break anything. However, 1393 /* Don't know if moving this to the end will break anything. However,
1658 * we want to have update_look set above before calling this. 1394 * we want to have floorbox_update called before calling this.
1659 * 1395 *
1660 * check_move_on() must be after this because code called from 1396 * check_move_on() must be after this because code called from
1661 * check_move_on() depends on correct map flags (so functions like 1397 * check_move_on() depends on correct map flags (so functions like
1662 * blocked() and wall() work properly), and these flags are updated by 1398 * blocked() and wall() work properly), and these flags are updated by
1663 * update_object(). 1399 * update_object().
1664 */ 1400 */
1665 1401
1666 /* if this is not the head or flag has been passed, don't check walk on status */ 1402 /* if this is not the head or flag has been passed, don't check walk on status */
1667
1668 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1403 if (!(flag & INS_NO_WALK_ON) && !op->head)
1404 {
1669 if (check_move_on(op, originator)) 1405 if (check_move_on (op, originator))
1670 return NULL; 1406 return 0;
1671 1407
1672 /* If we are a multi part object, lets work our way through the check 1408 /* If we are a multi part object, lets work our way through the check
1673 * walk on's. 1409 * walk on's.
1674 */ 1410 */
1675 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1411 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1676 if (check_move_on (tmp, originator)) 1412 if (check_move_on (tmp, originator))
1677 return NULL; 1413 return 0;
1678 } 1414 }
1415
1679 return op; 1416 return op;
1680} 1417}
1681 1418
1682/* this function inserts an object in the map, but if it 1419/* this function inserts an object in the map, but if it
1683 * finds an object of its own type, it'll remove that one first. 1420 * finds an object of its own type, it'll remove that one first.
1684 * op is the object to insert it under: supplies x and the map. 1421 * op is the object to insert it under: supplies x and the map.
1685 */ 1422 */
1423void
1686void replace_insert_ob_in_map(const char *arch_string, object *op) { 1424replace_insert_ob_in_map (const char *arch_string, object *op)
1687 object *tmp; 1425{
1688 object *tmp1; 1426 object *tmp, *tmp1;
1689 1427
1690 /* first search for itself and remove any old instances */ 1428 /* first search for itself and remove any old instances */
1691 1429
1692 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1430 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1693 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1431 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1694 remove_ob(tmp); 1432 tmp->destroy ();
1695 free_object(tmp);
1696 }
1697 }
1698 1433
1699 tmp1=arch_to_object(find_archetype(arch_string)); 1434 tmp1 = arch_to_object (archetype::find (arch_string));
1700 1435
1701 1436 tmp1->x = op->x;
1702 tmp1->x = op->x; tmp1->y = op->y; 1437 tmp1->y = op->y;
1703 insert_ob_in_map(tmp1,op->map,op,0); 1438 insert_ob_in_map (tmp1, op->map, op, 0);
1704} 1439}
1440
1441object *
1442object::insert_at (object *where, object *originator, int flags)
1443{
1444 where->map->insert (this, where->x, where->y, originator, flags);
1445}
1705 1446
1706/* 1447/*
1707 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1448 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1708 * is returned contains nr objects, and the remaining parts contains 1449 * is returned contains nr objects, and the remaining parts contains
1709 * the rest (or is removed and freed if that number is 0). 1450 * the rest (or is removed and freed if that number is 0).
1710 * On failure, NULL is returned, and the reason put into the 1451 * On failure, NULL is returned, and the reason put into the
1711 * global static errmsg array. 1452 * global static errmsg array.
1712 */ 1453 */
1713 1454object *
1714object *get_split_ob(object *orig_ob, uint32 nr) { 1455get_split_ob (object *orig_ob, uint32 nr)
1456{
1715 object *newob; 1457 object *newob;
1716 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1458 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1717 1459
1718 if(orig_ob->nrof<nr) { 1460 if (orig_ob->nrof < nr)
1719 sprintf(errmsg,"There are only %d %ss.", 1461 {
1720 orig_ob->nrof?orig_ob->nrof:1, orig_ob->name); 1462 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1721 return NULL; 1463 return NULL;
1722 } 1464 }
1465
1723 newob = object_create_clone(orig_ob); 1466 newob = object_create_clone (orig_ob);
1467
1724 if((orig_ob->nrof-=nr)<1) { 1468 if ((orig_ob->nrof -= nr) < 1)
1725 if ( ! is_removed) 1469 orig_ob->destroy (1);
1726 remove_ob(orig_ob);
1727 free_object2(orig_ob, 1);
1728 }
1729 else if ( ! is_removed) { 1470 else if (!is_removed)
1471 {
1730 if(orig_ob->env!=NULL) 1472 if (orig_ob->env != NULL)
1731 sub_weight (orig_ob->env,orig_ob->weight*nr); 1473 sub_weight (orig_ob->env, orig_ob->weight * nr);
1732 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1474 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1475 {
1733 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1476 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1734 LOG(llevDebug,
1735 "Error, Tried to split object whose map is not in memory.\n"); 1477 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1736 return NULL; 1478 return NULL;
1737 } 1479 }
1738 } 1480 }
1481
1739 newob->nrof=nr; 1482 newob->nrof = nr;
1740 1483
1741 return newob; 1484 return newob;
1742} 1485}
1743 1486
1744/* 1487/*
1745 * decrease_ob_nr(object, number) decreases a specified number from 1488 * decrease_ob_nr(object, number) decreases a specified number from
1746 * the amount of an object. If the amount reaches 0, the object 1489 * the amount of an object. If the amount reaches 0, the object
1747 * is subsequently removed and freed. 1490 * is subsequently removed and freed.
1748 * 1491 *
1749 * Return value: 'op' if something is left, NULL if the amount reached 0 1492 * Return value: 'op' if something is left, NULL if the amount reached 0
1750 */ 1493 */
1751 1494
1495object *
1752object *decrease_ob_nr (object *op, uint32 i) 1496decrease_ob_nr (object *op, uint32 i)
1753{ 1497{
1754 object *tmp; 1498 object *tmp;
1755 player *pl;
1756 1499
1757 if (i == 0) /* objects with op->nrof require this check */ 1500 if (i == 0) /* objects with op->nrof require this check */
1758 return op; 1501 return op;
1759 1502
1760 if (i > op->nrof) 1503 if (i > op->nrof)
1761 i = op->nrof; 1504 i = op->nrof;
1762 1505
1763 if (QUERY_FLAG (op, FLAG_REMOVED)) 1506 if (QUERY_FLAG (op, FLAG_REMOVED))
1507 op->nrof -= i;
1508 else if (op->env)
1509 {
1510 /* is this object in the players inventory, or sub container
1511 * therein?
1512 */
1513 tmp = op->in_player ();
1514 /* nope. Is this a container the player has opened?
1515 * If so, set tmp to that player.
1516 * IMO, searching through all the players will mostly
1517 * likely be quicker than following op->env to the map,
1518 * and then searching the map for a player.
1519 */
1520 if (!tmp)
1521 for_all_players (pl)
1522 if (pl->ob->container == op->env)
1523 {
1524 tmp = pl->ob;
1525 break;
1526 }
1527
1528 if (i < op->nrof)
1529 {
1530 sub_weight (op->env, op->weight * i);
1531 op->nrof -= i;
1532 if (tmp)
1533 esrv_send_item (tmp, op);
1534 }
1535 else
1536 {
1537 op->remove ();
1538 op->nrof = 0;
1539 if (tmp)
1540 esrv_del_item (tmp->contr, op->count);
1541 }
1764 { 1542 }
1543 else
1544 {
1545 object *above = op->above;
1546
1547 if (i < op->nrof)
1765 op->nrof -= i; 1548 op->nrof -= i;
1766 } 1549 else
1767 else if (op->env != NULL)
1768 {
1769 /* is this object in the players inventory, or sub container
1770 * therein?
1771 */
1772 tmp = is_player_inv (op->env);
1773 /* nope. Is this a container the player has opened?
1774 * If so, set tmp to that player.
1775 * IMO, searching through all the players will mostly
1776 * likely be quicker than following op->env to the map,
1777 * and then searching the map for a player.
1778 */
1779 if (!tmp) {
1780 for (pl=first_player; pl; pl=pl->next)
1781 if (pl->ob->container == op->env) break;
1782 if (pl) tmp=pl->ob;
1783 else tmp=NULL;
1784 } 1550 {
1785
1786 if (i < op->nrof) {
1787 sub_weight (op->env, op->weight * i);
1788 op->nrof -= i;
1789 if (tmp) {
1790 esrv_send_item(tmp, op);
1791 }
1792 } else {
1793 remove_ob (op); 1551 op->remove ();
1794 op->nrof = 0; 1552 op->nrof = 0;
1795 if (tmp) {
1796 esrv_del_item(tmp->contr, op->count);
1797 } 1553 }
1798 }
1799 }
1800 else
1801 {
1802 object *above = op->above;
1803 1554
1804 if (i < op->nrof) {
1805 op->nrof -= i;
1806 } else {
1807 remove_ob (op);
1808 op->nrof = 0;
1809 }
1810 /* Since we just removed op, op->above is null */ 1555 /* Since we just removed op, op->above is null */
1811 for (tmp = above; tmp != NULL; tmp = tmp->above) 1556 for (tmp = above; tmp; tmp = tmp->above)
1812 if (tmp->type == PLAYER) { 1557 if (tmp->type == PLAYER)
1558 {
1813 if (op->nrof) 1559 if (op->nrof)
1814 esrv_send_item(tmp, op); 1560 esrv_send_item (tmp, op);
1815 else 1561 else
1816 esrv_del_item(tmp->contr, op->count); 1562 esrv_del_item (tmp->contr, op->count);
1817 } 1563 }
1818 } 1564 }
1819 1565
1820 if (op->nrof) { 1566 if (op->nrof)
1821 return op; 1567 return op;
1822 } else { 1568 else
1823 free_object (op); 1569 {
1570 op->destroy ();
1824 return NULL; 1571 return 0;
1825 } 1572 }
1826} 1573}
1827 1574
1828/* 1575/*
1829 * add_weight(object, weight) adds the specified weight to an object, 1576 * add_weight(object, weight) adds the specified weight to an object,
1830 * and also updates how much the environment(s) is/are carrying. 1577 * and also updates how much the environment(s) is/are carrying.
1831 */ 1578 */
1832 1579
1580void
1833void add_weight (object *op, signed long weight) { 1581add_weight (object *op, signed long weight)
1582{
1834 while (op!=NULL) { 1583 while (op != NULL)
1584 {
1835 if (op->type == CONTAINER) { 1585 if (op->type == CONTAINER)
1836 weight=(signed long)(weight*(100-op->stats.Str)/100); 1586 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1837 } 1587
1838 op->carrying+=weight; 1588 op->carrying += weight;
1839 op=op->env; 1589 op = op->env;
1840 } 1590 }
1841} 1591}
1842 1592
1593object *
1594insert_ob_in_ob (object *op, object *where)
1595{
1596 if (!where)
1597 {
1598 char *dump = dump_object (op);
1599 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1600 free (dump);
1601 return op;
1602 }
1603
1604 if (where->head)
1605 {
1606 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1607 where = where->head;
1608 }
1609
1610 return where->insert (op);
1611}
1612
1843/* 1613/*
1844 * insert_ob_in_ob(op,environment): 1614 * env->insert (op)
1845 * This function inserts the object op in the linked list 1615 * This function inserts the object op in the linked list
1846 * inside the object environment. 1616 * inside the object environment.
1847 * 1617 *
1848 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1849 * the inventory at the last position or next to other objects of the same
1850 * type.
1851 * Frank: Now sorted by type, archetype and magic!
1852 *
1853 * The function returns now pointer to inserted item, and return value can 1618 * The function returns now pointer to inserted item, and return value can
1854 * be != op, if items are merged. -Tero 1619 * be != op, if items are merged. -Tero
1855 */ 1620 */
1856 1621
1857object *insert_ob_in_ob(object *op,object *where) { 1622object *
1623object::insert (object *op)
1624{
1858 object *tmp, *otmp; 1625 object *tmp, *otmp;
1859 1626
1860 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1627 if (!QUERY_FLAG (op, FLAG_REMOVED))
1861 dump_object(op); 1628 op->remove ();
1862 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1629
1863 return op;
1864 }
1865 if(where==NULL) {
1866 dump_object(op);
1867 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1868 return op;
1869 }
1870 if (where->head) {
1871 LOG(llevDebug,
1872 "Warning: Tried to insert object wrong part of multipart object.\n");
1873 where = where->head;
1874 }
1875 if (op->more) { 1630 if (op->more)
1631 {
1876 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1632 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1877 op->name, op->count);
1878 return op; 1633 return op;
1879 } 1634 }
1635
1880 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1636 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1881 CLEAR_FLAG(op, FLAG_REMOVED); 1637 CLEAR_FLAG (op, FLAG_REMOVED);
1882 if(op->nrof) { 1638 if (op->nrof)
1639 {
1883 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1640 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1884 if ( CAN_MERGE(tmp,op) ) { 1641 if (object::can_merge (tmp, op))
1642 {
1885 /* return the original object and remove inserted object 1643 /* return the original object and remove inserted object
1886 (client needs the original object) */ 1644 (client needs the original object) */
1887 tmp->nrof += op->nrof; 1645 tmp->nrof += op->nrof;
1888 /* Weight handling gets pretty funky. Since we are adding to 1646 /* Weight handling gets pretty funky. Since we are adding to
1889 * tmp->nrof, we need to increase the weight. 1647 * tmp->nrof, we need to increase the weight.
1890 */ 1648 */
1891 add_weight (where, op->weight*op->nrof); 1649 add_weight (this, op->weight * op->nrof);
1892 SET_FLAG(op, FLAG_REMOVED); 1650 SET_FLAG (op, FLAG_REMOVED);
1893 free_object(op); /* free the inserted object */ 1651 op->destroy (); /* free the inserted object */
1894 op = tmp; 1652 op = tmp;
1895 remove_ob (op); /* and fix old object's links */ 1653 op->remove (); /* and fix old object's links */
1896 CLEAR_FLAG(op, FLAG_REMOVED); 1654 CLEAR_FLAG (op, FLAG_REMOVED);
1897 break; 1655 break;
1898 } 1656 }
1899 1657
1900 /* I assume combined objects have no inventory 1658 /* I assume combined objects have no inventory
1901 * We add the weight - this object could have just been removed 1659 * We add the weight - this object could have just been removed
1902 * (if it was possible to merge). calling remove_ob will subtract 1660 * (if it was possible to merge). calling remove_ob will subtract
1903 * the weight, so we need to add it in again, since we actually do 1661 * the weight, so we need to add it in again, since we actually do
1904 * the linking below 1662 * the linking below
1905 */ 1663 */
1906 add_weight (where, op->weight*op->nrof); 1664 add_weight (this, op->weight * op->nrof);
1665 }
1907 } else 1666 else
1908 add_weight (where, (op->weight+op->carrying)); 1667 add_weight (this, (op->weight + op->carrying));
1909 1668
1910 otmp=is_player_inv(where); 1669 otmp = this->in_player ();
1911 if (otmp&&otmp->contr!=NULL) { 1670 if (otmp && otmp->contr)
1912 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1671 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1913 fix_player(otmp); 1672 otmp->update_stats ();
1914 }
1915 1673
1916 op->map=NULL; 1674 op->map = 0;
1917 op->env=where; 1675 op->env = this;
1918 op->above=NULL; 1676 op->above = 0;
1919 op->below=NULL; 1677 op->below = 0;
1920 op->x=0,op->y=0; 1678 op->x = 0, op->y = 0;
1921 op->ox=0,op->oy=0;
1922 1679
1923 /* reset the light list and los of the players on the map */ 1680 /* reset the light list and los of the players on the map */
1924 if((op->glow_radius!=0)&&where->map) 1681 if ((op->glow_radius != 0) && map)
1925 { 1682 {
1926#ifdef DEBUG_LIGHTS 1683#ifdef DEBUG_LIGHTS
1927 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1684 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1928 op->name);
1929#endif /* DEBUG_LIGHTS */ 1685#endif /* DEBUG_LIGHTS */
1930 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1686 if (map->darkness)
1687 update_all_los (map, x, y);
1931 } 1688 }
1932 1689
1933 /* Client has no idea of ordering so lets not bother ordering it here. 1690 /* Client has no idea of ordering so lets not bother ordering it here.
1934 * It sure simplifies this function... 1691 * It sure simplifies this function...
1935 */ 1692 */
1936 if (where->inv==NULL) 1693 if (!inv)
1937 where->inv=op; 1694 inv = op;
1938 else { 1695 else
1696 {
1939 op->below = where->inv; 1697 op->below = inv;
1940 op->below->above = op; 1698 op->below->above = op;
1941 where->inv = op; 1699 inv = op;
1942 } 1700 }
1701
1702 INVOKE_OBJECT (INSERT, this);
1703
1943 return op; 1704 return op;
1944} 1705}
1945 1706
1946/* 1707/*
1947 * Checks if any objects has a move_type that matches objects 1708 * Checks if any objects has a move_type that matches objects
1961 * 1722 *
1962 * MSW 2001-07-08: Check all objects on space, not just those below 1723 * MSW 2001-07-08: Check all objects on space, not just those below
1963 * object being inserted. insert_ob_in_map may not put new objects 1724 * object being inserted. insert_ob_in_map may not put new objects
1964 * on top. 1725 * on top.
1965 */ 1726 */
1966 1727int
1967int check_move_on (object *op, object *originator) 1728check_move_on (object *op, object *originator)
1968{ 1729{
1969 object *tmp; 1730 object *tmp;
1970 tag_t tag;
1971 mapstruct *m=op->map; 1731 maptile *m = op->map;
1972 int x=op->x, y=op->y; 1732 int x = op->x, y = op->y;
1733
1973 MoveType move_on, move_slow, move_block; 1734 MoveType move_on, move_slow, move_block;
1974 1735
1975 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1736 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1976 return 0; 1737 return 0;
1977 1738
1978 tag = op->count;
1979
1980 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1739 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1981 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1740 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1982 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1741 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1983 1742
1984 /* if nothing on this space will slow op down or be applied, 1743 /* if nothing on this space will slow op down or be applied,
1985 * no need to do checking below. have to make sure move_type 1744 * no need to do checking below. have to make sure move_type
1986 * is set, as lots of objects don't have it set - we treat that 1745 * is set, as lots of objects don't have it set - we treat that
1987 * as walking. 1746 * as walking.
1988 */ 1747 */
1989 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1748 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1990 return 0; 1749 return 0;
1991 1750
1992 /* This is basically inverse logic of that below - basically, 1751 /* This is basically inverse logic of that below - basically,
1993 * if the object can avoid the move on or slow move, they do so, 1752 * if the object can avoid the move on or slow move, they do so,
1994 * but can't do it if the alternate movement they are using is 1753 * but can't do it if the alternate movement they are using is
1995 * blocked. Logic on this seems confusing, but does seem correct. 1754 * blocked. Logic on this seems confusing, but does seem correct.
1996 */ 1755 */
1997 if ((op->move_type & ~move_on & ~move_block) != 0 && 1756 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1998 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1757 return 0;
1999 1758
2000 /* The objects have to be checked from top to bottom. 1759 /* The objects have to be checked from top to bottom.
2001 * Hence, we first go to the top: 1760 * Hence, we first go to the top:
2002 */ 1761 */
2003 1762
2004 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1763 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
2005 tmp->above!=NULL; tmp=tmp->above) { 1764 {
2006 /* Trim the search when we find the first other spell effect 1765 /* Trim the search when we find the first other spell effect
2007 * this helps performance so that if a space has 50 spell objects, 1766 * this helps performance so that if a space has 50 spell objects,
2008 * we don't need to check all of them. 1767 * we don't need to check all of them.
2009 */ 1768 */
2010 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1769 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1770 break;
1771 }
1772
1773 for (; tmp; tmp = tmp->below)
2011 } 1774 {
2012 for(;tmp!=NULL; tmp=tmp->below) { 1775 if (tmp == op)
2013 if (tmp == op) continue; /* Can't apply yourself */ 1776 continue; /* Can't apply yourself */
2014 1777
2015 /* Check to see if one of the movement types should be slowed down. 1778 /* Check to see if one of the movement types should be slowed down.
2016 * Second check makes sure that the movement types not being slowed 1779 * Second check makes sure that the movement types not being slowed
2017 * (~slow_move) is not blocked on this space - just because the 1780 * (~slow_move) is not blocked on this space - just because the
2018 * space doesn't slow down swimming (for example), if you can't actually 1781 * space doesn't slow down swimming (for example), if you can't actually
2019 * swim on that space, can't use it to avoid the penalty. 1782 * swim on that space, can't use it to avoid the penalty.
2020 */ 1783 */
2021 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1784 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1785 {
2022 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1786 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2023 ((op->move_type & tmp->move_slow) &&
2024 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1787 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1788 {
2025 1789
2026 float diff; 1790 float
2027
2028 diff = tmp->move_slow_penalty*FABS(op->speed); 1791 diff = tmp->move_slow_penalty * FABS (op->speed);
1792
2029 if (op->type == PLAYER) { 1793 if (op->type == PLAYER)
2030 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1794 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2031 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1795 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2032 diff /= 4.0; 1796 diff /= 4.0;
2033 } 1797
2034 }
2035 op->speed_left -= diff; 1798 op->speed_left -= diff;
2036 } 1799 }
2037 } 1800 }
2038 1801
2039 /* Basically same logic as above, except now for actual apply. */ 1802 /* Basically same logic as above, except now for actual apply. */
2040 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1803 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2041 ((op->move_type & tmp->move_on) &&
2042 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1804 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2043 1805 {
2044 move_apply(tmp, op, originator); 1806 move_apply (tmp, op, originator);
1807
2045 if (was_destroyed (op, tag)) 1808 if (op->destroyed ())
2046 return 1; 1809 return 1;
2047 1810
2048 /* what the person/creature stepped onto has moved the object 1811 /* what the person/creature stepped onto has moved the object
2049 * someplace new. Don't process any further - if we did, 1812 * someplace new. Don't process any further - if we did,
2050 * have a feeling strange problems would result. 1813 * have a feeling strange problems would result.
2051 */ 1814 */
2052 if (op->map != m || op->x != x || op->y != y) return 0; 1815 if (op->map != m || op->x != x || op->y != y)
1816 return 0;
2053 } 1817 }
2054 } 1818 }
1819
2055 return 0; 1820 return 0;
2056} 1821}
2057 1822
2058/* 1823/*
2059 * present_arch(arch, map, x, y) searches for any objects with 1824 * present_arch(arch, map, x, y) searches for any objects with
2060 * a matching archetype at the given map and coordinates. 1825 * a matching archetype at the given map and coordinates.
2061 * The first matching object is returned, or NULL if none. 1826 * The first matching object is returned, or NULL if none.
2062 */ 1827 */
2063 1828object *
2064object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1829present_arch (const archetype *at, maptile *m, int x, int y)
2065 object *tmp; 1830{
2066 if(m==NULL || out_of_map(m,x,y)) { 1831 if (m == NULL || out_of_map (m, x, y))
1832 {
2067 LOG(llevError,"Present_arch called outside map.\n"); 1833 LOG (llevError, "Present_arch called outside map.\n");
2068 return NULL; 1834 return NULL;
2069 } 1835 }
1836
2070 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1837 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2071 if(tmp->arch == at) 1838 if (tmp->arch == at)
2072 return tmp; 1839 return tmp;
1840
2073 return NULL; 1841 return NULL;
2074} 1842}
2075 1843
2076/* 1844/*
2077 * present(type, map, x, y) searches for any objects with 1845 * present(type, map, x, y) searches for any objects with
2078 * a matching type variable at the given map and coordinates. 1846 * a matching type variable at the given map and coordinates.
2079 * The first matching object is returned, or NULL if none. 1847 * The first matching object is returned, or NULL if none.
2080 */ 1848 */
2081 1849object *
2082object *present(unsigned char type,mapstruct *m, int x,int y) { 1850present (unsigned char type, maptile *m, int x, int y)
2083 object *tmp; 1851{
2084 if(out_of_map(m,x,y)) { 1852 if (out_of_map (m, x, y))
1853 {
2085 LOG(llevError,"Present called outside map.\n"); 1854 LOG (llevError, "Present called outside map.\n");
2086 return NULL; 1855 return NULL;
2087 } 1856 }
1857
2088 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1858 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2089 if(tmp->type==type) 1859 if (tmp->type == type)
2090 return tmp; 1860 return tmp;
1861
2091 return NULL; 1862 return NULL;
2092} 1863}
2093 1864
2094/* 1865/*
2095 * present_in_ob(type, object) searches for any objects with 1866 * present_in_ob(type, object) searches for any objects with
2096 * a matching type variable in the inventory of the given object. 1867 * a matching type variable in the inventory of the given object.
2097 * The first matching object is returned, or NULL if none. 1868 * The first matching object is returned, or NULL if none.
2098 */ 1869 */
2099 1870object *
2100object *present_in_ob(unsigned char type, const object *op) { 1871present_in_ob (unsigned char type, const object *op)
2101 object *tmp; 1872{
2102 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1873 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2103 if(tmp->type==type) 1874 if (tmp->type == type)
2104 return tmp; 1875 return tmp;
1876
2105 return NULL; 1877 return NULL;
2106} 1878}
2107 1879
2108/* 1880/*
2109 * present_in_ob (type, str, object) searches for any objects with 1881 * present_in_ob (type, str, object) searches for any objects with
2117 * str is the string to match against. Note that we match against 1889 * str is the string to match against. Note that we match against
2118 * the object name, not the archetype name. this is so that the 1890 * the object name, not the archetype name. this is so that the
2119 * spell code can use one object type (force), but change it's name 1891 * spell code can use one object type (force), but change it's name
2120 * to be unique. 1892 * to be unique.
2121 */ 1893 */
2122 1894object *
2123object *present_in_ob_by_name(int type, const char *str, const object *op) { 1895present_in_ob_by_name (int type, const char *str, const object *op)
2124 object *tmp; 1896{
2125
2126 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1897 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2127 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1898 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2128 return tmp; 1899 return tmp;
2129 } 1900
2130 return NULL; 1901 return 0;
2131} 1902}
2132 1903
2133/* 1904/*
2134 * present_arch_in_ob(archetype, object) searches for any objects with 1905 * present_arch_in_ob(archetype, object) searches for any objects with
2135 * a matching archetype in the inventory of the given object. 1906 * a matching archetype in the inventory of the given object.
2136 * The first matching object is returned, or NULL if none. 1907 * The first matching object is returned, or NULL if none.
2137 */ 1908 */
2138 1909object *
2139object *present_arch_in_ob(const archetype *at, const object *op) { 1910present_arch_in_ob (const archetype *at, const object *op)
2140 object *tmp; 1911{
2141 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1912 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2142 if( tmp->arch == at) 1913 if (tmp->arch == at)
2143 return tmp; 1914 return tmp;
1915
2144 return NULL; 1916 return NULL;
2145} 1917}
2146 1918
2147/* 1919/*
2148 * activate recursively a flag on an object inventory 1920 * activate recursively a flag on an object inventory
2149 */ 1921 */
1922void
2150void flag_inv(object*op, int flag){ 1923flag_inv (object *op, int flag)
2151 object *tmp; 1924{
2152 if(op->inv) 1925 if (op->inv)
2153 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1926 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1927 {
2154 SET_FLAG(tmp, flag); 1928 SET_FLAG (tmp, flag);
2155 flag_inv(tmp,flag); 1929 flag_inv (tmp, flag);
2156 } 1930 }
1931}
1932
2157}/* 1933/*
2158 * desactivate recursively a flag on an object inventory 1934 * deactivate recursively a flag on an object inventory
2159 */ 1935 */
1936void
2160void unflag_inv(object*op, int flag){ 1937unflag_inv (object *op, int flag)
2161 object *tmp; 1938{
2162 if(op->inv) 1939 if (op->inv)
2163 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1940 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1941 {
2164 CLEAR_FLAG(tmp, flag); 1942 CLEAR_FLAG (tmp, flag);
2165 unflag_inv(tmp,flag); 1943 unflag_inv (tmp, flag);
2166 } 1944 }
2167} 1945}
2168 1946
2169/* 1947/*
2170 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1948 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2171 * all it's inventory (recursively). 1949 * all it's inventory (recursively).
2172 * If checksums are used, a player will get set_cheat called for 1950 * If checksums are used, a player will get set_cheat called for
2173 * him/her-self and all object carried by a call to this function. 1951 * him/her-self and all object carried by a call to this function.
2174 */ 1952 */
2175 1953void
2176void set_cheat(object *op) { 1954set_cheat (object *op)
1955{
2177 SET_FLAG(op, FLAG_WAS_WIZ); 1956 SET_FLAG (op, FLAG_WAS_WIZ);
2178 flag_inv(op, FLAG_WAS_WIZ); 1957 flag_inv (op, FLAG_WAS_WIZ);
2179} 1958}
2180 1959
2181/* 1960/*
2182 * find_free_spot(object, map, x, y, start, stop) will search for 1961 * find_free_spot(object, map, x, y, start, stop) will search for
2183 * a spot at the given map and coordinates which will be able to contain 1962 * a spot at the given map and coordinates which will be able to contain
2197 * because arch_blocked (now ob_blocked) needs to know the movement type 1976 * because arch_blocked (now ob_blocked) needs to know the movement type
2198 * to know if the space in question will block the object. We can't use 1977 * to know if the space in question will block the object. We can't use
2199 * the archetype because that isn't correct if the monster has been 1978 * the archetype because that isn't correct if the monster has been
2200 * customized, changed states, etc. 1979 * customized, changed states, etc.
2201 */ 1980 */
2202 1981int
2203int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 1982find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1983{
2204 int i,index=0, flag; 1984 int index = 0, flag;
2205 static int altern[SIZEOFFREE]; 1985 int altern[SIZEOFFREE];
2206 1986
2207 for(i=start;i<stop;i++) { 1987 for (int i = start; i < stop; i++)
1988 {
2208 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 1989 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2209 if(!flag) 1990 if (!flag)
2210 altern[index++]=i; 1991 altern [index++] = i;
2211 1992
2212 /* Basically, if we find a wall on a space, we cut down the search size. 1993 /* Basically, if we find a wall on a space, we cut down the search size.
2213 * In this way, we won't return spaces that are on another side of a wall. 1994 * In this way, we won't return spaces that are on another side of a wall.
2214 * This mostly work, but it cuts down the search size in all directions - 1995 * This mostly work, but it cuts down the search size in all directions -
2215 * if the space being examined only has a wall to the north and empty 1996 * if the space being examined only has a wall to the north and empty
2216 * spaces in all the other directions, this will reduce the search space 1997 * spaces in all the other directions, this will reduce the search space
2217 * to only the spaces immediately surrounding the target area, and 1998 * to only the spaces immediately surrounding the target area, and
2218 * won't look 2 spaces south of the target space. 1999 * won't look 2 spaces south of the target space.
2219 */ 2000 */
2220 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2001 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2221 stop=maxfree[i]; 2002 stop = maxfree[i];
2222 } 2003 }
2223 if(!index) return -1; 2004
2005 if (!index)
2006 return -1;
2007
2224 return altern[RANDOM()%index]; 2008 return altern[RANDOM () % index];
2225} 2009}
2226 2010
2227/* 2011/*
2228 * find_first_free_spot(archetype, mapstruct, x, y) works like 2012 * find_first_free_spot(archetype, maptile, x, y) works like
2229 * find_free_spot(), but it will search max number of squares. 2013 * find_free_spot(), but it will search max number of squares.
2230 * But it will return the first available spot, not a random choice. 2014 * But it will return the first available spot, not a random choice.
2231 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2015 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2232 */ 2016 */
2233 2017int
2234int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2018find_first_free_spot (const object *ob, maptile *m, int x, int y)
2235 int i; 2019{
2236 for(i=0;i<SIZEOFFREE;i++) { 2020 for (int i = 0; i < SIZEOFFREE; i++)
2237 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2021 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2238 return i; 2022 return i;
2239 } 2023
2240 return -1; 2024 return -1;
2241} 2025}
2242 2026
2243/* 2027/*
2244 * The function permute(arr, begin, end) randomly reorders the array 2028 * The function permute(arr, begin, end) randomly reorders the array
2245 * arr[begin..end-1]. 2029 * arr[begin..end-1].
2030 * now uses a fisher-yates shuffle, old permute was broken
2246 */ 2031 */
2032static void
2247static void permute(int *arr, int begin, int end) 2033permute (int *arr, int begin, int end)
2248{ 2034{
2249 int i, j, tmp, len; 2035 arr += begin;
2036 end -= begin;
2250 2037
2251 len = end-begin; 2038 while (--end)
2252 for(i = begin; i < end; i++) 2039 swap (arr [end], arr [RANDOM () % (end + 1)]);
2253 {
2254 j = begin+RANDOM()%len;
2255
2256 tmp = arr[i];
2257 arr[i] = arr[j];
2258 arr[j] = tmp;
2259 }
2260} 2040}
2261 2041
2262/* new function to make monster searching more efficient, and effective! 2042/* new function to make monster searching more efficient, and effective!
2263 * This basically returns a randomized array (in the passed pointer) of 2043 * This basically returns a randomized array (in the passed pointer) of
2264 * the spaces to find monsters. In this way, it won't always look for 2044 * the spaces to find monsters. In this way, it won't always look for
2265 * monsters to the north first. However, the size of the array passed 2045 * monsters to the north first. However, the size of the array passed
2266 * covers all the spaces, so within that size, all the spaces within 2046 * covers all the spaces, so within that size, all the spaces within
2267 * the 3x3 area will be searched, just not in a predictable order. 2047 * the 3x3 area will be searched, just not in a predictable order.
2268 */ 2048 */
2049void
2269void get_search_arr(int *search_arr) 2050get_search_arr (int *search_arr)
2270{ 2051{
2271 int i; 2052 int i;
2272 2053
2273 for(i = 0; i < SIZEOFFREE; i++) 2054 for (i = 0; i < SIZEOFFREE; i++)
2274 {
2275 search_arr[i] = i; 2055 search_arr[i] = i;
2276 }
2277 2056
2278 permute(search_arr, 1, SIZEOFFREE1+1); 2057 permute (search_arr, 1, SIZEOFFREE1 + 1);
2279 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2058 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2280 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2059 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2281} 2060}
2282 2061
2283/* 2062/*
2284 * find_dir(map, x, y, exclude) will search some close squares in the 2063 * find_dir(map, x, y, exclude) will search some close squares in the
2285 * given map at the given coordinates for live objects. 2064 * given map at the given coordinates for live objects.
2290 * Perhaps incorrectly, but I'm making the assumption that exclude 2069 * Perhaps incorrectly, but I'm making the assumption that exclude
2291 * is actually want is going to try and move there. We need this info 2070 * is actually want is going to try and move there. We need this info
2292 * because we have to know what movement the thing looking to move 2071 * because we have to know what movement the thing looking to move
2293 * there is capable of. 2072 * there is capable of.
2294 */ 2073 */
2295 2074int
2296int find_dir(mapstruct *m, int x, int y, object *exclude) { 2075find_dir (maptile *m, int x, int y, object *exclude)
2076{
2297 int i,max=SIZEOFFREE, mflags; 2077 int i, max = SIZEOFFREE, mflags;
2078
2298 sint16 nx, ny; 2079 sint16 nx, ny;
2299 object *tmp; 2080 object *tmp;
2300 mapstruct *mp; 2081 maptile *mp;
2082
2301 MoveType blocked, move_type; 2083 MoveType blocked, move_type;
2302 2084
2303 if (exclude && exclude->head) { 2085 if (exclude && exclude->head)
2086 {
2304 exclude = exclude->head; 2087 exclude = exclude->head;
2305 move_type = exclude->move_type; 2088 move_type = exclude->move_type;
2306 } else { 2089 }
2090 else
2091 {
2307 /* If we don't have anything, presume it can use all movement types. */ 2092 /* If we don't have anything, presume it can use all movement types. */
2308 move_type=MOVE_ALL; 2093 move_type = MOVE_ALL;
2094 }
2095
2096 for (i = 1; i < max; i++)
2309 } 2097 {
2310
2311 for(i=1;i<max;i++) {
2312 mp = m; 2098 mp = m;
2313 nx = x + freearr_x[i]; 2099 nx = x + freearr_x[i];
2314 ny = y + freearr_y[i]; 2100 ny = y + freearr_y[i];
2315 2101
2316 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2102 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2103
2317 if (mflags & P_OUT_OF_MAP) { 2104 if (mflags & P_OUT_OF_MAP)
2105 max = maxfree[i];
2106 else
2107 {
2108 mapspace &ms = mp->at (nx, ny);
2109
2110 blocked = ms.move_block;
2111
2112 if ((move_type & blocked) == move_type)
2318 max = maxfree[i]; 2113 max = maxfree[i];
2319 } else {
2320 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2321
2322 if ((move_type & blocked) == move_type) {
2323 max=maxfree[i];
2324 } else if (mflags & P_IS_ALIVE) { 2114 else if (mflags & P_IS_ALIVE)
2325 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2115 {
2116 for (tmp = ms.bot; tmp; tmp = tmp->above)
2326 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2117 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2327 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2118 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2328 break; 2119 break;
2329 } 2120
2330 }
2331 if(tmp) { 2121 if (tmp)
2332 return freedir[i]; 2122 return freedir[i];
2333 }
2334 } 2123 }
2335 } 2124 }
2336 } 2125 }
2126
2337 return 0; 2127 return 0;
2338} 2128}
2339 2129
2340/* 2130/*
2341 * distance(object 1, object 2) will return the square of the 2131 * distance(object 1, object 2) will return the square of the
2342 * distance between the two given objects. 2132 * distance between the two given objects.
2343 */ 2133 */
2344 2134int
2345int distance(const object *ob1, const object *ob2) { 2135distance (const object *ob1, const object *ob2)
2346 int i; 2136{
2347 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2137 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2348 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2349 return i;
2350} 2138}
2351 2139
2352/* 2140/*
2353 * find_dir_2(delta-x,delta-y) will return a direction in which 2141 * find_dir_2(delta-x,delta-y) will return a direction in which
2354 * an object which has subtracted the x and y coordinates of another 2142 * an object which has subtracted the x and y coordinates of another
2355 * object, needs to travel toward it. 2143 * object, needs to travel toward it.
2356 */ 2144 */
2357 2145int
2358int find_dir_2(int x, int y) { 2146find_dir_2 (int x, int y)
2147{
2359 int q; 2148 int q;
2360 2149
2361 if(y) 2150 if (y)
2362 q=x*100/y; 2151 q = x * 100 / y;
2363 else if (x) 2152 else if (x)
2364 q= -300*x; 2153 q = -300 * x;
2365 else 2154 else
2366 return 0; 2155 return 0;
2367 2156
2368 if(y>0) { 2157 if (y > 0)
2158 {
2369 if(q < -242) 2159 if (q < -242)
2370 return 3 ; 2160 return 3;
2371 if (q < -41) 2161 if (q < -41)
2372 return 2 ; 2162 return 2;
2373 if (q < 41) 2163 if (q < 41)
2374 return 1 ; 2164 return 1;
2375 if (q < 242) 2165 if (q < 242)
2376 return 8 ; 2166 return 8;
2377 return 7 ; 2167 return 7;
2378 } 2168 }
2379 2169
2380 if (q < -242) 2170 if (q < -242)
2381 return 7 ; 2171 return 7;
2382 if (q < -41) 2172 if (q < -41)
2383 return 6 ; 2173 return 6;
2384 if (q < 41) 2174 if (q < 41)
2385 return 5 ; 2175 return 5;
2386 if (q < 242) 2176 if (q < 242)
2387 return 4 ; 2177 return 4;
2388 2178
2389 return 3 ; 2179 return 3;
2390} 2180}
2391 2181
2392/* 2182/*
2393 * absdir(int): Returns a number between 1 and 8, which represent 2183 * absdir(int): Returns a number between 1 and 8, which represent
2394 * the "absolute" direction of a number (it actually takes care of 2184 * the "absolute" direction of a number (it actually takes care of
2395 * "overflow" in previous calculations of a direction). 2185 * "overflow" in previous calculations of a direction).
2396 */ 2186 */
2397 2187
2188int
2398int absdir(int d) { 2189absdir (int d)
2399 while(d<1) d+=8; 2190{
2400 while(d>8) d-=8; 2191 while (d < 1)
2192 d += 8;
2193
2194 while (d > 8)
2195 d -= 8;
2196
2401 return d; 2197 return d;
2402} 2198}
2403 2199
2404/* 2200/*
2405 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2201 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2406 * between two directions (which are expected to be absolute (see absdir()) 2202 * between two directions (which are expected to be absolute (see absdir())
2407 */ 2203 */
2408 2204
2205int
2409int dirdiff(int dir1, int dir2) { 2206dirdiff (int dir1, int dir2)
2207{
2410 int d; 2208 int d;
2209
2411 d = abs(dir1 - dir2); 2210 d = abs (dir1 - dir2);
2412 if(d>4) 2211 if (d > 4)
2413 d = 8 - d; 2212 d = 8 - d;
2213
2414 return d; 2214 return d;
2415} 2215}
2416 2216
2417/* peterm: 2217/* peterm:
2418 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2218 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2421 * This basically means that if direction is 15, then it could either go 2221 * This basically means that if direction is 15, then it could either go
2422 * direction 4, 14, or 16 to get back to where we are. 2222 * direction 4, 14, or 16 to get back to where we are.
2423 * Moved from spell_util.c to object.c with the other related direction 2223 * Moved from spell_util.c to object.c with the other related direction
2424 * functions. 2224 * functions.
2425 */ 2225 */
2426
2427int reduction_dir[SIZEOFFREE][3] = { 2226int reduction_dir[SIZEOFFREE][3] = {
2428 {0,0,0}, /* 0 */ 2227 {0, 0, 0}, /* 0 */
2429 {0,0,0}, /* 1 */ 2228 {0, 0, 0}, /* 1 */
2430 {0,0,0}, /* 2 */ 2229 {0, 0, 0}, /* 2 */
2431 {0,0,0}, /* 3 */ 2230 {0, 0, 0}, /* 3 */
2432 {0,0,0}, /* 4 */ 2231 {0, 0, 0}, /* 4 */
2433 {0,0,0}, /* 5 */ 2232 {0, 0, 0}, /* 5 */
2434 {0,0,0}, /* 6 */ 2233 {0, 0, 0}, /* 6 */
2435 {0,0,0}, /* 7 */ 2234 {0, 0, 0}, /* 7 */
2436 {0,0,0}, /* 8 */ 2235 {0, 0, 0}, /* 8 */
2437 {8,1,2}, /* 9 */ 2236 {8, 1, 2}, /* 9 */
2438 {1,2,-1}, /* 10 */ 2237 {1, 2, -1}, /* 10 */
2439 {2,10,12}, /* 11 */ 2238 {2, 10, 12}, /* 11 */
2440 {2,3,-1}, /* 12 */ 2239 {2, 3, -1}, /* 12 */
2441 {2,3,4}, /* 13 */ 2240 {2, 3, 4}, /* 13 */
2442 {3,4,-1}, /* 14 */ 2241 {3, 4, -1}, /* 14 */
2443 {4,14,16}, /* 15 */ 2242 {4, 14, 16}, /* 15 */
2444 {5,4,-1}, /* 16 */ 2243 {5, 4, -1}, /* 16 */
2445 {4,5,6}, /* 17 */ 2244 {4, 5, 6}, /* 17 */
2446 {6,5,-1}, /* 18 */ 2245 {6, 5, -1}, /* 18 */
2447 {6,20,18}, /* 19 */ 2246 {6, 20, 18}, /* 19 */
2448 {7,6,-1}, /* 20 */ 2247 {7, 6, -1}, /* 20 */
2449 {6,7,8}, /* 21 */ 2248 {6, 7, 8}, /* 21 */
2450 {7,8,-1}, /* 22 */ 2249 {7, 8, -1}, /* 22 */
2451 {8,22,24}, /* 23 */ 2250 {8, 22, 24}, /* 23 */
2452 {8,1,-1}, /* 24 */ 2251 {8, 1, -1}, /* 24 */
2453 {24,9,10}, /* 25 */ 2252 {24, 9, 10}, /* 25 */
2454 {9,10,-1}, /* 26 */ 2253 {9, 10, -1}, /* 26 */
2455 {10,11,-1}, /* 27 */ 2254 {10, 11, -1}, /* 27 */
2456 {27,11,29}, /* 28 */ 2255 {27, 11, 29}, /* 28 */
2457 {11,12,-1}, /* 29 */ 2256 {11, 12, -1}, /* 29 */
2458 {12,13,-1}, /* 30 */ 2257 {12, 13, -1}, /* 30 */
2459 {12,13,14}, /* 31 */ 2258 {12, 13, 14}, /* 31 */
2460 {13,14,-1}, /* 32 */ 2259 {13, 14, -1}, /* 32 */
2461 {14,15,-1}, /* 33 */ 2260 {14, 15, -1}, /* 33 */
2462 {33,15,35}, /* 34 */ 2261 {33, 15, 35}, /* 34 */
2463 {16,15,-1}, /* 35 */ 2262 {16, 15, -1}, /* 35 */
2464 {17,16,-1}, /* 36 */ 2263 {17, 16, -1}, /* 36 */
2465 {18,17,16}, /* 37 */ 2264 {18, 17, 16}, /* 37 */
2466 {18,17,-1}, /* 38 */ 2265 {18, 17, -1}, /* 38 */
2467 {18,19,-1}, /* 39 */ 2266 {18, 19, -1}, /* 39 */
2468 {41,19,39}, /* 40 */ 2267 {41, 19, 39}, /* 40 */
2469 {19,20,-1}, /* 41 */ 2268 {19, 20, -1}, /* 41 */
2470 {20,21,-1}, /* 42 */ 2269 {20, 21, -1}, /* 42 */
2471 {20,21,22}, /* 43 */ 2270 {20, 21, 22}, /* 43 */
2472 {21,22,-1}, /* 44 */ 2271 {21, 22, -1}, /* 44 */
2473 {23,22,-1}, /* 45 */ 2272 {23, 22, -1}, /* 45 */
2474 {45,47,23}, /* 46 */ 2273 {45, 47, 23}, /* 46 */
2475 {23,24,-1}, /* 47 */ 2274 {23, 24, -1}, /* 47 */
2476 {24,9,-1}}; /* 48 */ 2275 {24, 9, -1}
2276}; /* 48 */
2477 2277
2478/* Recursive routine to step back and see if we can 2278/* Recursive routine to step back and see if we can
2479 * find a path to that monster that we found. If not, 2279 * find a path to that monster that we found. If not,
2480 * we don't bother going toward it. Returns 1 if we 2280 * we don't bother going toward it. Returns 1 if we
2481 * can see a direct way to get it 2281 * can see a direct way to get it
2482 * Modified to be map tile aware -.MSW 2282 * Modified to be map tile aware -.MSW
2483 */ 2283 */
2484 2284int
2485
2486int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2285can_see_monsterP (maptile *m, int x, int y, int dir)
2286{
2487 sint16 dx, dy; 2287 sint16 dx, dy;
2488 int mflags; 2288 int mflags;
2489 2289
2290 if (dir < 0)
2490 if(dir<0) return 0; /* exit condition: invalid direction */ 2291 return 0; /* exit condition: invalid direction */
2491 2292
2492 dx = x + freearr_x[dir]; 2293 dx = x + freearr_x[dir];
2493 dy = y + freearr_y[dir]; 2294 dy = y + freearr_y[dir];
2494 2295
2495 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2296 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2496 2297
2497 /* This functional arguably was incorrect before - it was 2298 /* This functional arguably was incorrect before - it was
2498 * checking for P_WALL - that was basically seeing if 2299 * checking for P_WALL - that was basically seeing if
2499 * we could move to the monster - this is being more 2300 * we could move to the monster - this is being more
2500 * literal on if we can see it. To know if we can actually 2301 * literal on if we can see it. To know if we can actually
2501 * move to the monster, we'd need the monster passed in or 2302 * move to the monster, we'd need the monster passed in or
2502 * at least its move type. 2303 * at least its move type.
2503 */ 2304 */
2504 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2305 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2306 return 0;
2505 2307
2506 /* yes, can see. */ 2308 /* yes, can see. */
2507 if(dir < 9) return 1; 2309 if (dir < 9)
2310 return 1;
2311
2508 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2312 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2509 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2313 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2510 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2314 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2511} 2315}
2512 2316
2513
2514
2515/* 2317/*
2516 * can_pick(picker, item): finds out if an object is possible to be 2318 * can_pick(picker, item): finds out if an object is possible to be
2517 * picked up by the picker. Returnes 1 if it can be 2319 * picked up by the picker. Returnes 1 if it can be
2518 * picked up, otherwise 0. 2320 * picked up, otherwise 0.
2519 * 2321 *
2521 * core dumps if they do. 2323 * core dumps if they do.
2522 * 2324 *
2523 * Add a check so we can't pick up invisible objects (0.93.8) 2325 * Add a check so we can't pick up invisible objects (0.93.8)
2524 */ 2326 */
2525 2327
2328int
2526int can_pick(const object *who, const object *item) { 2329can_pick (const object *who, const object *item)
2330{
2527 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2331 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2528 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2332 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2529 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2333 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2530 (who->type==PLAYER||item->weight<who->weight/3));
2531} 2334}
2532
2533 2335
2534/* 2336/*
2535 * create clone from object to another 2337 * create clone from object to another
2536 */ 2338 */
2339object *
2537object *object_create_clone (object *asrc) { 2340object_create_clone (object *asrc)
2341{
2538 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2342 object *dst = 0, *tmp, *src, *part, *prev, *item;
2539 2343
2540 if(!asrc) return NULL; 2344 if (!asrc)
2345 return 0;
2346
2541 src = asrc; 2347 src = asrc;
2542 if(src->head) 2348 if (src->head)
2543 src = src->head; 2349 src = src->head;
2544 2350
2545 prev = NULL; 2351 prev = 0;
2546 for(part = src; part; part = part->more) { 2352 for (part = src; part; part = part->more)
2547 tmp = get_object(); 2353 {
2548 copy_object(part,tmp); 2354 tmp = part->clone ();
2549 tmp->x -= src->x; 2355 tmp->x -= src->x;
2550 tmp->y -= src->y; 2356 tmp->y -= src->y;
2357
2551 if(!part->head) { 2358 if (!part->head)
2359 {
2552 dst = tmp; 2360 dst = tmp;
2553 tmp->head = NULL; 2361 tmp->head = 0;
2362 }
2554 } else { 2363 else
2555 tmp->head = dst; 2364 tmp->head = dst;
2556 } 2365
2557 tmp->more = NULL; 2366 tmp->more = 0;
2367
2558 if(prev) 2368 if (prev)
2559 prev->more = tmp; 2369 prev->more = tmp;
2370
2560 prev = tmp; 2371 prev = tmp;
2561 } 2372 }
2562 /*** copy inventory ***/ 2373
2563 for(item = src->inv; item; item = item->below) { 2374 for (item = src->inv; item; item = item->below)
2564 (void) insert_ob_in_ob(object_create_clone(item),dst); 2375 insert_ob_in_ob (object_create_clone (item), dst);
2565 }
2566 2376
2567 return dst; 2377 return dst;
2568}
2569
2570/* return true if the object was destroyed, 0 otherwise */
2571int was_destroyed (const object *op, tag_t old_tag)
2572{
2573 /* checking for FLAG_FREED isn't necessary, but makes this function more
2574 * robust */
2575 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2576} 2378}
2577 2379
2578/* GROS - Creates an object using a string representing its content. */ 2380/* GROS - Creates an object using a string representing its content. */
2579/* Basically, we save the content of the string to a temp file, then call */ 2381/* Basically, we save the content of the string to a temp file, then call */
2580/* load_object on it. I admit it is a highly inefficient way to make things, */ 2382/* load_object on it. I admit it is a highly inefficient way to make things, */
2581/* but it was simple to make and allows reusing the load_object function. */ 2383/* but it was simple to make and allows reusing the load_object function. */
2582/* Remember not to use load_object_str in a time-critical situation. */ 2384/* Remember not to use load_object_str in a time-critical situation. */
2583/* Also remember that multiparts objects are not supported for now. */ 2385/* Also remember that multiparts objects are not supported for now. */
2584 2386object *
2585object* load_object_str(const char *obstr) 2387load_object_str (const char *obstr)
2586{ 2388{
2587 object *op; 2389 object *op;
2588 char filename[MAX_BUF]; 2390 char filename[MAX_BUF];
2391
2589 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2392 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2590 2393
2591 FILE *tempfile=fopen(filename,"w"); 2394 FILE *tempfile = fopen (filename, "w");
2395
2592 if (tempfile == NULL) 2396 if (tempfile == NULL)
2593 { 2397 {
2594 LOG(llevError,"Error - Unable to access load object temp file\n"); 2398 LOG (llevError, "Error - Unable to access load object temp file\n");
2595 return NULL; 2399 return NULL;
2596 }; 2400 }
2401
2597 fprintf(tempfile,obstr); 2402 fprintf (tempfile, obstr);
2598 fclose(tempfile); 2403 fclose (tempfile);
2599 2404
2600 op=get_object(); 2405 op = object::create ();
2601 2406
2602 object_thawer thawer (filename); 2407 object_thawer thawer (filename);
2408
2603 if (thawer) 2409 if (thawer)
2604 load_object(thawer,op,LO_NEWFILE,0); 2410 load_object (thawer, op, 0);
2411
2605 LOG(llevDebug," load str completed, object=%s\n",op->name); 2412 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2606 CLEAR_FLAG(op,FLAG_REMOVED); 2413 CLEAR_FLAG (op, FLAG_REMOVED);
2607 2414
2608 return op; 2415 return op;
2609} 2416}
2610 2417
2611/* This returns the first object in who's inventory that 2418/* This returns the first object in who's inventory that
2612 * has the same type and subtype match. 2419 * has the same type and subtype match.
2613 * returns NULL if no match. 2420 * returns NULL if no match.
2614 */ 2421 */
2422object *
2615object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2423find_obj_by_type_subtype (const object *who, int type, int subtype)
2616{ 2424{
2617 object *tmp;
2618
2619 for (tmp=who->inv; tmp; tmp=tmp->below) 2425 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2620 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2426 if (tmp->type == type && tmp->subtype == subtype)
2427 return tmp;
2621 2428
2622 return NULL; 2429 return 0;
2623} 2430}
2624 2431
2625/* If ob has a field named key, return the link from the list, 2432/* If ob has a field named key, return the link from the list,
2626 * otherwise return NULL. 2433 * otherwise return NULL.
2627 * 2434 *
2628 * key must be a passed in shared string - otherwise, this won't 2435 * key must be a passed in shared string - otherwise, this won't
2629 * do the desired thing. 2436 * do the desired thing.
2630 */ 2437 */
2438key_value *
2631key_value * get_ob_key_link(const object * ob, const char * key) { 2439get_ob_key_link (const object *ob, const char *key)
2632 key_value * link; 2440{
2633
2634 for (link = ob->key_values; link != NULL; link = link->next) { 2441 for (key_value *link = ob->key_values; link; link = link->next)
2635 if (link->key == key) { 2442 if (link->key == key)
2636 return link; 2443 return link;
2637 } 2444
2638 } 2445 return 0;
2639 2446}
2640 return NULL;
2641}
2642 2447
2643/* 2448/*
2644 * Returns the value of op has an extra_field for key, or NULL. 2449 * Returns the value of op has an extra_field for key, or NULL.
2645 * 2450 *
2646 * The argument doesn't need to be a shared string. 2451 * The argument doesn't need to be a shared string.
2647 * 2452 *
2648 * The returned string is shared. 2453 * The returned string is shared.
2649 */ 2454 */
2455const char *
2650const char * get_ob_key_value(const object * op, const char * const key) { 2456get_ob_key_value (const object *op, const char *const key)
2457{
2651 key_value * link; 2458 key_value *link;
2652 const char * canonical_key; 2459 shstr_cmp canonical_key (key);
2460
2461 if (!canonical_key)
2653 2462 {
2654 canonical_key = find_string(key);
2655
2656 if (canonical_key == NULL) {
2657 /* 1. There being a field named key on any object 2463 /* 1. There being a field named key on any object
2658 * implies there'd be a shared string to find. 2464 * implies there'd be a shared string to find.
2659 * 2. Since there isn't, no object has this field. 2465 * 2. Since there isn't, no object has this field.
2660 * 3. Therefore, *this* object doesn't have this field. 2466 * 3. Therefore, *this* object doesn't have this field.
2661 */ 2467 */
2662 return NULL; 2468 return 0;
2663 } 2469 }
2664 2470
2665 /* This is copied from get_ob_key_link() above - 2471 /* This is copied from get_ob_key_link() above -
2666 * only 4 lines, and saves the function call overhead. 2472 * only 4 lines, and saves the function call overhead.
2667 */ 2473 */
2668 for (link = op->key_values; link != NULL; link = link->next) { 2474 for (link = op->key_values; link; link = link->next)
2669 if (link->key == canonical_key) { 2475 if (link->key == canonical_key)
2670 return link->value; 2476 return link->value;
2671 } 2477
2672 } 2478 return 0;
2673 return NULL;
2674} 2479}
2675 2480
2676 2481
2677/* 2482/*
2678 * Updates the canonical_key in op to value. 2483 * Updates the canonical_key in op to value.
2682 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2487 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2683 * keys. 2488 * keys.
2684 * 2489 *
2685 * Returns TRUE on success. 2490 * Returns TRUE on success.
2686 */ 2491 */
2492int
2687int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) { 2493set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2494{
2688 key_value * field = NULL, *last=NULL; 2495 key_value *field = NULL, *last = NULL;
2689 2496
2690 for (field=op->key_values; field != NULL; field=field->next) { 2497 for (field = op->key_values; field != NULL; field = field->next)
2498 {
2691 if (field->key != canonical_key) { 2499 if (field->key != canonical_key)
2500 {
2692 last = field; 2501 last = field;
2693 continue; 2502 continue;
2694 } 2503 }
2695 2504
2696 if (field->value) FREE_AND_CLEAR_STR(field->value);
2697 if (value) 2505 if (value)
2698 field->value = add_string(value); 2506 field->value = value;
2699 else { 2507 else
2508 {
2700 /* Basically, if the archetype has this key set, 2509 /* Basically, if the archetype has this key set,
2701 * we need to store the null value so when we save 2510 * we need to store the null value so when we save
2702 * it, we save the empty value so that when we load, 2511 * it, we save the empty value so that when we load,
2703 * we get this value back again. 2512 * we get this value back again.
2704 */ 2513 */
2705 if (get_ob_key_link(&op->arch->clone, canonical_key)) 2514 if (get_ob_key_link (&op->arch->clone, canonical_key))
2706 field->value = NULL; 2515 field->value = 0;
2707 else { 2516 else
2708 /* Delete this link */ 2517 {
2709 if (field->key) FREE_AND_CLEAR_STR(field->key); 2518 if (last)
2710 if (field->value) FREE_AND_CLEAR_STR(field->value);
2711 if (last) last->next = field->next; 2519 last->next = field->next;
2520 else
2712 else op->key_values = field->next; 2521 op->key_values = field->next;
2522
2713 free(field); 2523 delete field;
2714 } 2524 }
2715 } 2525 }
2716 return TRUE; 2526 return TRUE;
2717 } 2527 }
2718 /* IF we get here, key doesn't exist */ 2528 /* IF we get here, key doesn't exist */
2719 2529
2720 /* No field, we'll have to add it. */ 2530 /* No field, we'll have to add it. */
2721 2531
2722 if (!add_key) { 2532 if (!add_key)
2723 return FALSE; 2533 return FALSE;
2724 } 2534
2725 /* There isn't any good reason to store a null 2535 /* There isn't any good reason to store a null
2726 * value in the key/value list. If the archetype has 2536 * value in the key/value list. If the archetype has
2727 * this key, then we should also have it, so shouldn't 2537 * this key, then we should also have it, so shouldn't
2728 * be here. If user wants to store empty strings, 2538 * be here. If user wants to store empty strings,
2729 * should pass in "" 2539 * should pass in ""
2730 */ 2540 */
2731 if (value == NULL) return TRUE; 2541 if (value == NULL)
2732
2733 field = (key_value *) malloc(sizeof(key_value));
2734
2735 field->key = add_refcount(canonical_key);
2736 field->value = add_string(value);
2737 /* Usual prepend-addition. */
2738 field->next = op->key_values;
2739 op->key_values = field;
2740
2741 return TRUE; 2542 return TRUE;
2543
2544 field = new key_value;
2545
2546 field->key = canonical_key;
2547 field->value = value;
2548 /* Usual prepend-addition. */
2549 field->next = op->key_values;
2550 op->key_values = field;
2551
2552 return TRUE;
2742} 2553}
2743 2554
2744/* 2555/*
2745 * Updates the key in op to value. 2556 * Updates the key in op to value.
2746 * 2557 *
2748 * and not add new ones. 2559 * and not add new ones.
2749 * In general, should be little reason FALSE is ever passed in for add_key 2560 * In general, should be little reason FALSE is ever passed in for add_key
2750 * 2561 *
2751 * Returns TRUE on success. 2562 * Returns TRUE on success.
2752 */ 2563 */
2564int
2753int set_ob_key_value(object * op, const char * key, const char * value, int add_key) { 2565set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2754 const char * canonical_key = NULL; 2566{
2755 int floating_ref = FALSE; 2567 shstr key_ (key);
2756 int ret; 2568
2569 return set_ob_key_value_s (op, key_, value, add_key);
2570}
2571
2572object::depth_iterator::depth_iterator (object *container)
2573: iterator_base (container)
2574{
2575 while (item->inv)
2576 item = item->inv;
2577}
2578
2579void
2580object::depth_iterator::next ()
2581{
2582 if (item->below)
2757 2583 {
2758 /* HACK This mess is to make sure set_ob_value() passes a shared string 2584 item = item->below;
2759 * to get_ob_key_link(), without leaving a leaked refcount. 2585
2760 */ 2586 while (item->inv)
2587 item = item->inv;
2761 2588 }
2762 canonical_key = find_string(key); 2589 else
2763 if (canonical_key == NULL) { 2590 item = item->env;
2764 canonical_key = add_string(key); 2591}
2765 floating_ref = TRUE; 2592
2766 } 2593
2594const char *
2595object::flag_desc (char *desc, int len) const
2596{
2597 char *p = desc;
2598 bool first = true;
2599
2600 for (int i = 0; i < NUM_FLAGS; i++)
2767 2601 {
2768 ret = set_ob_key_value_s(op, canonical_key, value, add_key); 2602 if (len <= 10) // magic constant!
2603 {
2604 snprintf (p, len, ",...");
2605 break;
2606 }
2607
2608 if (flag[i])
2609 {
2610 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2611 len -= cnt;
2612 p += cnt;
2613 first = false;
2614 }
2769 2615 }
2770 if (floating_ref) { 2616
2771 free_string(canonical_key);
2772 }
2773
2774 return ret; 2617 return desc;
2775} 2618}
2619
2620// return a suitable string describing an objetc in enough detail to find it
2621const char *
2622object::debug_desc (char *info) const
2623{
2624 char flagdesc[512];
2625 char info2[256 * 4];
2626 char *p = info;
2627
2628 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2629 count, uuid.seq,
2630 &name,
2631 title ? "\",title:" : "",
2632 title ? (const char *)title : "",
2633 flag_desc (flagdesc, 512), type);
2634
2635 if (env)
2636 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2637
2638 if (map)
2639 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2640
2641 return info;
2642}
2643
2644const char *
2645object::debug_desc () const
2646{
2647 static char info[256 * 3];
2648 return debug_desc (info);
2649}
2650

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