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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 1.110 by root, Sun Jan 7 23:12:03 2007 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
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
11 7
12 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
21 17
22 You should have received a copy of the GNU General Public License 18 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 21
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 23*/
28 24
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 27 variable. */
32#include <global.h> 28#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 29#include <stdio.h>
35#include <sys/types.h> 30#include <sys/types.h>
36#include <sys/uio.h> 31#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 32#include <object.h>
39#include <funcpoint.h> 33#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 34#include <loader.h>
42#ifdef MEMORY_DEBUG 35
43int nroffreeobjects = 0; 36#include <bitset>
37
44int nrofallocobjects = 0; 38int nrofallocobjects = 0;
45#undef OBJ_EXPAND 39static UUID uuid;
46#define OBJ_EXPAND 1 40const 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 41
53object *objects; /* Pointer to the list of used objects */ 42objectvec objects;
54object *free_objects; /* Pointer to the list of unused objects */ 43activevec actives;
55object *active_objects; /* List of active objects that need to be processed */
56 44
57short freearr_x[SIZEOFFREE]= 45short 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}; 46 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]= 47};
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, 48short 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}; 49 -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]= 50};
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, 51int 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}; 52 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
53};
66int freedir[SIZEOFFREE]= { 54int 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, 55 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}; 56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
57};
69 58
59static void
60write_uuid (void)
61{
62 char filename1[MAX_BUF], filename2[MAX_BUF];
63
64 sprintf (filename1, "%s/uuid", settings.localdir);
65 sprintf (filename2, "%s/uuid~", settings.localdir);
66
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78}
79
80static void
81read_uuid (void)
82{
83 char filename[MAX_BUF];
84
85 sprintf (filename, "%s/uuid", settings.localdir);
86
87 FILE *fp;
88
89 if (!(fp = fopen (filename, "r")))
90 {
91 if (errno == ENOENT)
92 {
93 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0;
95 write_uuid ();
96 return;
97 }
98
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1);
101 }
102
103 int version;
104 unsigned long long uid;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
106 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
108 _exit (1);
109 }
110
111 uuid.seq = uid;
112 write_uuid ();
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
114 fclose (fp);
115}
116
117UUID
118gen_uuid ()
119{
120 UUID uid;
121
122 uid.seq = ++uuid.seq;
123
124 if (!(uuid.seq & (UUID_SKIP - 1)))
125 write_uuid ();
126
127 return uid;
128}
129
130void
131init_uuid ()
132{
133 read_uuid ();
134}
70 135
71/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
137static int
72static int compare_ob_value_lists_one(const object * wants, const object * has) { 138compare_ob_value_lists_one (const object *wants, const object *has)
139{
73 key_value * wants_field; 140 key_value *wants_field;
74 141
75 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 142 /* 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 143 * objects with lists are rare, and lists stay short. If not, use a
77 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
78 */ 145 */
79 146
80 /* For each field in wants, */ 147 /* For each field in wants, */
81 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
149 {
82 key_value * has_field; 150 key_value *has_field;
83 151
84 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
85 has_field = get_ob_key_link(has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
154
155 if (has_field == NULL)
86 156 {
87 if (has_field == NULL) {
88 /* No field with that name. */ 157 /* No field with that name. */
89 return FALSE; 158 return FALSE;
90 }
91 159 }
160
92 /* Found the matching field. */ 161 /* Found the matching field. */
93 if (has_field->value != wants_field->value) { 162 if (has_field->value != wants_field->value)
163 {
94 /* Values don't match, so this half of the comparison is false. */ 164 /* Values don't match, so this half of the comparison is false. */
95 return FALSE; 165 return FALSE;
96 } 166 }
97 167
98 /* If we get here, we found a match. Now for the next field in wants. */ 168 /* If we get here, we found a match. Now for the next field in wants. */
99 }
100 169 }
170
101 /* If we get here, every field in wants has a matching field in has. */ 171 /* If we get here, every field in wants has a matching field in has. */
102 return TRUE; 172 return TRUE;
103} 173}
104 174
105/* Returns TRUE if ob1 has the same key_values as ob2. */ 175/* Returns TRUE if ob1 has the same key_values as ob2. */
176static int
106static int compare_ob_value_lists(const object * ob1, const object * ob2) { 177compare_ob_value_lists (const object *ob1, const object *ob2)
178{
107 /* However, there may be fields in has which aren't partnered in wants, 179 /* However, there may be fields in has which aren't partnered in wants,
108 * so we need to run the comparison *twice*. :( 180 * so we need to run the comparison *twice*. :(
109 */ 181 */
110 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 182 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
111} 183}
112 184
113/* Function examines the 2 objects given to it, and returns true if 185/* Function examines the 2 objects given to it, and returns true if
114 * they can be merged together. 186 * they can be merged together.
115 * 187 *
116 * Note that this function appears a lot longer than the macro it 188 * Note that this function appears a lot longer than the macro it
117 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
118 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
119 * 191 *
120 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
121 * 193 *
122 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
123 * check weight 195 * check weight
124 */ 196 */
125 197bool object::can_merge_slow (object *ob1, object *ob2)
126int CAN_MERGE(object *ob1, object *ob2) { 198{
127
128 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
129 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 200 if (ob1 == ob2
201 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value
204 || ob1->name != ob2->name)
205 return 0;
130 206
131 if (ob1->speed != ob2->speed) return 0; 207 //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 208 /* 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 209 * value could not be stored in a sint32 (which unfortunately sometimes is
134 * check? 210 * used to store nrof).
135 */ 211 */
136 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
213 return 0;
214
215 /* If the objects have been identified, set the BEEN_APPLIED flag.
216 * This is to the comparison of the flags below will be OK. We
217 * just can't ignore the been applied or identified flags, as they
218 * are not equal - just if it has been identified, the been_applied
219 * flags lose any meaning.
220 */
221 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
223
224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
226
227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
228 || ob1->arch != ob2->arch
229 || ob1->name != ob2->name
230 || ob1->title != ob2->title
231 || ob1->msg != ob2->msg
232 || ob1->weight != ob2->weight
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
235 || ob1->attacktype != ob2->attacktype
236 || ob1->magic != ob2->magic
237 || ob1->slaying != ob2->slaying
238 || ob1->skill != ob2->skill
239 || ob1->value != ob2->value
240 || ob1->animation_id != ob2->animation_id
241 || ob1->client_type != ob2->client_type
242 || ob1->materialname != ob2->materialname
243 || ob1->lore != ob2->lore
244 || ob1->subtype != ob2->subtype
245 || ob1->move_type != ob2->move_type
246 || ob1->move_block != ob2->move_block
247 || ob1->move_allow != ob2->move_allow
248 || ob1->move_on != ob2->move_on
249 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
252 return 0;
253
254 /* This is really a spellbook check - really, we should
255 * check all objects in the inventory.
256 */
257 if (ob1->inv || ob2->inv)
258 {
259 /* if one object has inventory but the other doesn't, not equiv */
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
137 return 0; 261 return 0;
138 262
139 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 263 /* Now check to see if the two inventory objects could merge */
140 * value could not be stored in a sint32 (which unfortunately sometimes is 264 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; 265 return 0;
145 266
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 267 /* inventory ok - still need to check rest of this object to see
157 * if it is valid. 268 * if it is valid.
158 */ 269 */
159 } 270 }
160 271
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, 272 /* 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 273 * 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. 274 * some items equipped, and we don't want those to merge.
212 */ 275 */
213 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 276 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
277 return 0;
278
279 /* Note sure why the following is the case - either the object has to
280 * be animated or have a very low speed. Is this an attempted monster
281 * check?
282 */
283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
284 return 0;
285
286 switch (ob1->type)
287 {
288 case SCROLL:
289 if (ob1->level != ob2->level)
290 return 0;
291 break;
292 }
293
294 if (ob1->key_values != NULL || ob2->key_values != NULL)
295 {
296 /* At least one of these has key_values. */
297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
298 /* One has fields, but the other one doesn't. */
214 return 0; 299 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)) { 300 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 301 return 0;
229 } 302 }
303
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self)
230 } 306 {
307 ob1->optimise ();
308 ob2->optimise ();
231 309
310 if (ob1->self || ob2->self)
311 return 0;
312 }
313
232 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
233 return 1; 315 return 1;
234} 316}
235 317
236/* 318/*
237 * sum_weight() is a recursive function which calculates the weight 319 * sum_weight() is a recursive function which calculates the weight
238 * an object is carrying. It goes through in figures out how much 320 * an object is carrying. It goes through in figures out how much
239 * containers are carrying, and sums it up. 321 * containers are carrying, and sums it up.
240 */ 322 */
241signed long sum_weight(object *op) { 323long
324sum_weight (object *op)
325{
242 signed long sum; 326 long sum;
243 object *inv; 327 object *inv;
328
244 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
330 {
245 if (inv->inv) 331 if (inv->inv)
246 sum_weight(inv); 332 sum_weight (inv);
247 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
248 } 334 }
335
249 if (op->type == CONTAINER && op->stats.Str) 336 if (op->type == CONTAINER && op->stats.Str)
250 sum = (sum * (100 - op->stats.Str))/100; 337 sum = (sum * (100 - op->stats.Str)) / 100;
338
251 if(op->carrying != sum) 339 if (op->carrying != sum)
252 op->carrying = sum; 340 op->carrying = sum;
341
253 return sum; 342 return sum;
254} 343}
255 344
256/** 345/**
257 * Return the outermost environment object for a given object. 346 * Return the outermost environment object for a given object.
258 */ 347 */
259 348
349object *
260object *object_get_env_recursive (object *op) { 350object_get_env_recursive (object *op)
351{
261 while (op->env != NULL) 352 while (op->env != NULL)
262 op = op->env; 353 op = op->env;
263 return op; 354 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} 355}
278 356
279/* 357/*
280 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
281 * Some error messages. 359 * Some error messages.
282 * The result of the dump is stored in the static global errmsg array. 360 * The result of the dump is stored in the static global errmsg array.
283 */ 361 */
284 362
285void dump_object2(object *op) { 363char *
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) { 364dump_object (object *op)
332 if(op==NULL) { 365{
333 strcpy(errmsg,"[NULL pointer]"); 366 if (!op)
334 return; 367 return strdup ("[NULLOBJ]");
335 }
336 errmsg[0]='\0';
337 dump_object2(op);
338}
339 368
340void dump_all_objects(void) { 369 object_freezer freezer;
341 object *op; 370 save_object (freezer, op, 1);
342 for(op=objects;op!=NULL;op=op->next) { 371 return freezer.as_string ();
343 dump_object(op);
344 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
345 }
346} 372}
347 373
348/* 374/*
349 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
350 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
351 * If it's not a multi-object, it is returned. 377 * If it's not a multi-object, it is returned.
352 */ 378 */
353 379
380object *
354object *get_nearest_part(object *op, const object *pl) { 381get_nearest_part (object *op, const object *pl)
382{
355 object *tmp,*closest; 383 object *tmp, *closest;
356 int last_dist,i; 384 int last_dist, i;
385
357 if(op->more==NULL) 386 if (op->more == NULL)
358 return op; 387 return op;
359 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 388 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
360 if((i=distance(tmp,pl))<last_dist) 389 if ((i = distance (tmp, pl)) < last_dist)
361 closest=tmp,last_dist=i; 390 closest = tmp, last_dist = i;
362 return closest; 391 return closest;
363} 392}
364 393
365/* 394/*
366 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
367 */ 396 */
368 397object *
369object *find_object(tag_t i) { 398find_object (tag_t i)
370 object *op; 399{
371 for(op=objects;op!=NULL;op=op->next) 400 return ((unsigned int)i) < objects.size ()
372 if(op->count==i) 401 ? objects [i]
373 break; 402 : 0;
374 return op;
375} 403}
376 404
377/* 405/*
378 * Returns the first object which has a name equal to the argument. 406 * Returns the first object which has a name equal to the argument.
379 * Used only by the patch command, but not all that useful. 407 * Used only by the patch command, but not all that useful.
380 * Enables features like "patch <name-of-other-player> food 999" 408 * Enables features like "patch <name-of-other-player> food 999"
381 */ 409 */
382 410object *
383object *find_object_name(const char *str) { 411find_object_name (const char *str)
384 const char *name=add_string(str); 412{
413 shstr_cmp str_ (str);
385 object *op; 414 object *op;
386 for(op=objects;op!=NULL;op=op->next) 415
416 for_all_objects (op)
387 if(op->name==name) 417 if (op->name == str_)
388 break; 418 break;
389 free_string(name); 419
390 return op; 420 return op;
391} 421}
392 422
423void
393void free_all_object_data(void) { 424free_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{ 425{
435 if (!op) return; 426 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} 427}
443
444
445 428
446/* 429/*
447 * Sets the owner and sets the skill and exp pointers to owner's current 430 * Sets the owner and sets the skill and exp pointers to owner's current
448 * skill and experience objects. 431 * skill and experience objects.
449 */ 432 */
450void set_owner (object *op, object *owner) 433void
434object::set_owner (object *owner)
451{ 435{
452 if(owner==NULL||op==NULL) 436 if (!owner)
453 return; 437 return;
454 438
455 /* next line added to allow objects which own objects */ 439 /* next line added to allow objects which own objects */
456 /* Add a check for ownercounts in here, as I got into an endless loop 440 /* 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 441 * with the fireball owning a poison cloud which then owned the
458 * fireball. I believe that was caused by one of the objects getting 442 * fireball. I believe that was caused by one of the objects getting
459 * freed and then another object replacing it. Since the ownercounts 443 * 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. 444 * didn't match, this check is valid and I believe that cause is valid.
461 */ 445 */
462 while (owner->owner && owner!=owner->owner && 446 while (owner->owner)
463 owner->ownercount==owner->owner->count) owner=owner->owner; 447 owner = owner->owner;
464 448
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; 449 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} 450}
518 451
519/* Zero the key_values on op, decrementing the shared-string 452/* Zero the key_values on op, decrementing the shared-string
520 * refcounts and freeing the links. 453 * refcounts and freeing the links.
521 */ 454 */
455static void
522static void free_key_values(object * op) { 456free_key_values (object *op)
523 key_value * i; 457{
524 key_value * next = NULL; 458 for (key_value *i = op->key_values; i != 0;)
525 459 {
526 if (op->key_values == NULL) return; 460 key_value *next = i->next;
461 delete i;
462
463 i = next;
527 464 }
528 for (i = op->key_values; i != NULL; i = next) { 465
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; 466 op->key_values = 0;
539} 467}
540 468
541
542/* 469/*
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, 470 * copy_to first frees everything allocated by the dst object,
618 * and then copies the contends of the first object into the second 471 * and then copies the contents of itself into the second
619 * object, allocating what needs to be allocated. Basically, any 472 * object, allocating what needs to be allocated. Basically, any
620 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 473 * 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 474 * if the first object is freed, the pointers in the new object
622 * will point at garbage. 475 * will point at garbage.
623 */ 476 */
477void
478object::copy_to (object *dst)
479{
480 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
481 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
624 482
625void copy_object(object *op2, object *op) { 483 *(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;
628 484
629 op->clear (); 485 if (is_freed)
486 SET_FLAG (dst, FLAG_FREED);
630 487
631 /* Decrement the refcounts, but don't bother zeroing the fields; 488 if (is_removed)
632 they'll be overwritten by memcpy. */ 489 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);
643 490
644 /* Basically, same code as from clear_object() */ 491 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; 492 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
676 493
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. */ 494 /* Copy over key_values, if any. */
699 if (op2->key_values != NULL) { 495 if (key_values)
496 {
700 key_value * tail = NULL; 497 key_value *tail = 0;
701 key_value * i; 498 key_value *i;
702 499
703 op->key_values = NULL; 500 dst->key_values = 0;
704 501
705 for (i = op2->key_values; i != NULL; i = i->next) { 502 for (i = key_values; i; i = i->next)
706 key_value * new_link = (key_value *) malloc(sizeof(key_value)); 503 {
504 key_value *new_link = new key_value;
707 505
708 new_link->next = NULL; 506 new_link->next = 0;
709 new_link->key = add_refcount(i->key); 507 new_link->key = i->key;
710 if (i->value)
711 new_link->value = add_refcount(i->value); 508 new_link->value = i->value;
712 else
713 new_link->value = NULL;
714 509
715 /* Try and be clever here, too. */ 510 /* Try and be clever here, too. */
716 if (op->key_values == NULL) { 511 if (!dst->key_values)
512 {
717 op->key_values = new_link; 513 dst->key_values = new_link;
718 tail = new_link; 514 tail = new_link;
719 } else {
720 tail->next = new_link;
721 tail = new_link;
722 } 515 }
516 else
517 {
518 tail->next = new_link;
519 tail = new_link;
723 } 520 }
724 } 521 }
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 } 522 }
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);
757 523
758 nrofallocobjects += OBJ_EXPAND; 524 dst->set_speed (dst->speed);
759 nroffreeobjects += OBJ_EXPAND;
760} 525}
761 526
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; 527object *
770 528object::clone ()
771 if(free_objects==NULL) { 529{
772 expand_objects(); 530 object *neu = create ();
773 } 531 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; 532 return neu;
812} 533}
813 534
814/* 535/*
815 * If an object with the IS_TURNABLE() flag needs to be turned due 536 * 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 537 * 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. 538 * be called to update the face variable, _and_ how it looks on the map.
818 */ 539 */
819 540void
820void update_turn_face(object *op) { 541update_turn_face (object *op)
542{
821 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 543 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
822 return; 544 return;
545
823 SET_ANIMATION(op, op->direction); 546 SET_ANIMATION (op, op->direction);
824 update_object(op,UP_OBJ_FACE); 547 update_object (op, UP_OBJ_FACE);
825} 548}
826 549
827/* 550/*
828 * Updates the speed of an object. If the speed changes from 0 to another 551 * 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. 552 * 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. 553 * This function needs to be called whenever the speed of an object changes.
831 */ 554 */
832 555void
833void update_ob_speed(object *op) { 556object::set_speed (float speed)
834 extern int arch_init; 557{
835 558 if (flag [FLAG_FREED] && speed)
836 /* No reason putting the archetypes objects on the speed list, 559 {
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); 560 LOG (llevError, "Object %s is freed but has speed.\n", &name);
842#ifdef MANY_CORES
843 abort();
844#else
845 op->speed = 0; 561 speed = 0;
846#endif
847 } 562 }
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;
855 563
856 /* process_events() expects us to insert the object at the beginning 564 this->speed = speed;
857 * of the list. */ 565
858 op->active_next = active_objects; 566 if (has_active_speed ())
859 if (op->active_next!=NULL) 567 activate ();
860 op->active_next->active_prev = op;
861 active_objects = op;
862 }
863 else { 568 else
864 /* If not on the active list, nothing needs to be done */ 569 deactivate ();
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} 570}
882 571
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/* 572/*
912 * update_object() updates the array which represents the map. 573 * update_object() updates the the map.
913 * It takes into account invisible objects (and represent squares covered 574 * It takes into account invisible objects (and represent squares covered
914 * by invisible objects by whatever is below them (unless it's another 575 * by invisible objects by whatever is below them (unless it's another
915 * invisible object, etc...) 576 * invisible object, etc...)
916 * If the object being updated is beneath a player, the look-window 577 * 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 578 * of that player is updated (this might be a suboptimal way of
918 * updating that window, though, since update_object() is called _often_) 579 * updating that window, though, since update_object() is called _often_)
919 * 580 *
920 * action is a hint of what the caller believes need to be done. 581 * 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: 582 * current action are:
926 * UP_OBJ_INSERT: op was inserted 583 * UP_OBJ_INSERT: op was inserted
927 * UP_OBJ_REMOVE: op was removed 584 * UP_OBJ_REMOVE: op was removed
928 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 585 * 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. 586 * as that is easier than trying to look at what may have changed.
930 * UP_OBJ_FACE: only the objects face has changed. 587 * UP_OBJ_FACE: only the objects face has changed.
931 */ 588 */
932 589void
933void update_object(object *op, int action) { 590update_object (object *op, int action)
934 int update_now=0, flags; 591{
935 MoveType move_on, move_off, move_block, move_slow; 592 MoveType move_on, move_off, move_block, move_slow;
936 593
937 if (op == NULL) { 594 if (op == NULL)
595 {
938 /* this should never happen */ 596 /* this should never happen */
939 LOG(llevDebug,"update_object() called for NULL object.\n"); 597 LOG (llevDebug, "update_object() called for NULL object.\n");
940 return; 598 return;
941 }
942 599 }
943 if(op->env!=NULL) { 600
601 if (op->env)
602 {
944 /* Animation is currently handled by client, so nothing 603 /* Animation is currently handled by client, so nothing
945 * to do in this case. 604 * to do in this case.
946 */ 605 */
947 return; 606 return;
948 } 607 }
949 608
950 /* If the map is saving, don't do anything as everything is 609 /* If the map is saving, don't do anything as everything is
951 * going to get freed anyways. 610 * going to get freed anyways.
952 */ 611 */
953 if (!op->map || op->map->in_memory == MAP_SAVING) return; 612 if (!op->map || op->map->in_memory == MAP_SAVING)
954 613 return;
614
955 /* make sure the object is within map boundaries */ 615 /* make sure the object is within map boundaries */
956 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 616 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)) { 617 {
958 LOG(llevError,"update_object() called for object out of map!\n"); 618 LOG (llevError, "update_object() called for object out of map!\n");
959#ifdef MANY_CORES 619#ifdef MANY_CORES
960 abort(); 620 abort ();
961#endif 621#endif
962 return; 622 return;
963 }
964 623 }
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);
971 624
625 mapspace &m = op->ms ();
626
627 if (!(m.flags_ & P_UPTODATE))
628 /* nop */;
972 if (action == UP_OBJ_INSERT) { 629 else if (action == UP_OBJ_INSERT)
630 {
631 // this is likely overkill, TODO: revisit (schmorp)
973 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 632 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)) 633 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
977 update_now=1; 634 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
978 635 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
636 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
979 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 637 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
980 update_now=1; 638 || (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; 639 || (m.move_off | op->move_off ) != m.move_off
640 || (m.move_slow | op->move_slow) != m.move_slow
987 /* This isn't perfect, but I don't expect a lot of objects to 641 /* This isn't perfect, but I don't expect a lot of objects to
988 * to have move_allow right now. 642 * to have move_allow right now.
989 */ 643 */
990 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 644 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
991 update_now=1; 645 || 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; 646 m.flags_ = 0;
993 } 647 }
994 /* if the object is being removed, we can't make intelligent 648 /* if the object is being removed, we can't make intelligent
995 * decisions, because remove_ob can't really pass the object 649 * decisions, because remove_ob can't really pass the object
996 * that is being removed. 650 * that is being removed.
997 */ 651 */
998 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 652 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
999 update_now=1; 653 m.flags_ = 0;
1000 } else if (action == UP_OBJ_FACE) { 654 else if (action == UP_OBJ_FACE)
1001 /* Nothing to do for that case */ 655 /* Nothing to do for that case */ ;
1002 }
1003 else { 656 else
1004 LOG(llevError,"update_object called with invalid action: %d\n", action); 657 LOG (llevError, "update_object called with invalid action: %d\n", action);
1005 }
1006 658
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) 659 if (op->more)
1013 update_object(op->more, action); 660 update_object (op->more, action);
1014} 661}
1015 662
663object *object::first;
1016 664
1017/* 665object::object ()
1018 * free_object() frees everything allocated by an object, removes 666{
1019 * it from the list of used objects, and puts it on the list of 667 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 668
1028void free_object(object *ob) { 669 expmul = 1.0;
1029 free_object2(ob, 0); 670 face = blank_face;
1030} 671}
1031void free_object2(object *ob, int free_inventory) {
1032 object *tmp,*op;
1033 672
1034 ob->clear (); 673object::~object ()
674{
675 free_key_values (this);
676}
1035 677
1036 if (!QUERY_FLAG(ob,FLAG_REMOVED)) { 678void object::link ()
1037 LOG(llevDebug,"Free object called with non removed object\n"); 679{
1038 dump_object(ob); 680 uuid = gen_uuid ();
1039#ifdef MANY_CORES 681
1040 abort(); 682 refcnt_inc ();
1041#endif 683 objects.insert (this);
1042 } 684}
1043 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) { 685
1044 LOG(llevMonster,"Warning: tried to free friendly object.\n"); 686void object::unlink ()
1045 remove_friendly_object(ob); 687{
1046 } 688 objects.erase (this);
1047 if(QUERY_FLAG(ob,FLAG_FREED)) { 689 refcnt_dec ();
1048 dump_object(ob); 690}
1049 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg); 691
692void
693object::activate ()
694{
695 /* If already on active list, don't do anything */
696 if (active)
1050 return; 697 return;
698
699 if (has_active_speed ())
700 actives.insert (this);
701}
702
703void
704object::activate_recursive ()
705{
706 activate ();
707
708 for (object *op = inv; op; op = op->below)
709 op->activate_recursive ();
710}
711
712/* This function removes object 'op' from the list of active
713 * objects.
714 * This should only be used for style maps or other such
715 * reference maps where you don't want an object that isn't
716 * in play chewing up cpu time getting processed.
717 * The reverse of this is to call update_ob_speed, which
718 * will do the right thing based on the speed of the object.
719 */
720void
721object::deactivate ()
722{
723 /* If not on the active list, nothing needs to be done */
724 if (!active)
725 return;
726
727 actives.erase (this);
728}
729
730void
731object::deactivate_recursive ()
732{
733 for (object *op = inv; op; op = op->below)
734 op->deactivate_recursive ();
735
736 deactivate ();
737}
738
739void
740object::set_flag_inv (int flag, int value)
741{
742 for (object *op = inv; op; op = op->below)
1051 } 743 {
1052 if(ob->more!=NULL) { 744 op->flag [flag] = value;
1053 free_object2(ob->more, free_inventory); 745 op->set_flag_inv (flag, value);
1054 ob->more=NULL;
1055 } 746 }
1056 if (ob->inv) { 747}
748
749/*
750 * Remove and free all objects in the inventory of the given object.
751 * object.c ?
752 */
753void
754object::destroy_inv (bool drop_to_ground)
755{
756 // need to check first, because the checks below might segfault
757 // as we might be on an invalid mapspace and crossfire code
758 // is too buggy to ensure that the inventory is empty.
759 // corollary: if you create arrows etc. with stuff in tis inventory,
760 // cf will crash below with off-map x and y
761 if (!inv)
762 return;
763
1057 /* Only if the space blocks everything do we not process - 764 /* Only if the space blocks everything do we not process -
1058 * if some form of movemnt is allowed, let objects 765 * if some form of movement is allowed, let objects
1059 * drop on that space. 766 * drop on that space.
1060 */ 767 */
1061 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 768 if (!drop_to_ground
1062 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL)) 769 || !map
1063 { 770 || map->in_memory != MAP_IN_MEMORY
1064 op=ob->inv; 771 || 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 772 {
1119 /* Why aren't events freed? */ 773 while (inv)
1120 free_key_values(ob); 774 {
775 inv->destroy_inv (drop_to_ground);
776 inv->destroy ();
777 }
778 }
779 else
780 { /* Put objects in inventory onto this space */
781 while (inv)
782 {
783 object *op = inv;
1121 784
1122#if 0 /* MEMORY_DEBUG*/ 785 if (op->flag [FLAG_STARTEQUIP]
1123 /* This is a nice idea. Unfortunately, a lot of the code in crossfire 786 || op->flag [FLAG_NO_DROP]
1124 * presumes the freed_object will stick around for at least a little 787 || op->type == RUNE
1125 * bit 788 || op->type == TRAP
1126 */ 789 || op->flag [FLAG_IS_A_TEMPLATE]
1127 /* this is necessary so that memory debugging programs will 790 || op->flag [FLAG_DESTROY_ON_DEATH])
1128 * be able to accurately report source of malloc. If we recycle 791 op->destroy ();
1129 * objects, then some other area may be doing the get_object 792 else
1130 * and not freeing it, but the original one that malloc'd the 793 map->insert (op, x, y);
1131 * object will get the blame. 794 }
1132 */ 795 }
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} 796}
1145 797
1146/* 798object *object::create ()
1147 * count_free() returns the number of objects on the list of free objects. 799{
1148 */
1149
1150int count_free(void) {
1151 int i=0;
1152 object *tmp=free_objects; 800 object *op = new object;
1153 while(tmp!=NULL) 801 op->link ();
1154 tmp=tmp->next, i++;
1155 return i; 802 return op;
1156} 803}
1157 804
1158/* 805void
1159 * count_used() returns the number of objects on the list of used objects. 806object::do_destroy ()
1160 */ 807{
808 if (flag [FLAG_IS_LINKED])
809 remove_button_link (this);
1161 810
1162int count_used(void) { 811 if (flag [FLAG_FRIENDLY])
1163 int i=0; 812 remove_friendly_object (this);
1164 object *tmp=objects; 813
1165 while(tmp!=NULL) 814 if (!flag [FLAG_REMOVED])
1166 tmp=tmp->next, i++; 815 remove ();
816
817 if (flag [FLAG_FREED])
1167 return i; 818 return;
1168}
1169 819
1170/* 820 set_speed (0);
1171 * count_active() returns the number of objects on the list of active objects.
1172 */
1173 821
1174int count_active(void) { 822 flag [FLAG_FREED] = 1;
1175 int i=0; 823
1176 object *tmp=active_objects; 824 attachable::do_destroy ();
1177 while(tmp!=NULL) 825
1178 tmp=tmp->active_next, i++; 826 destroy_inv (true);
827 unlink ();
828
829 // hack to ensure that freed objects still have a valid map
830 {
831 static maptile *freed_map; // freed objects are moved here to avoid crashes
832
833 if (!freed_map)
834 {
835 freed_map = new maptile;
836
837 freed_map->name = "/internal/freed_objects_map";
838 freed_map->width = 3;
839 freed_map->height = 3;
840
841 freed_map->alloc ();
842 freed_map->in_memory = MAP_IN_MEMORY;
843 }
844
845 map = freed_map;
846 x = 1;
847 y = 1;
848 }
849
850 head = 0;
851
852 if (more)
853 {
854 more->destroy ();
855 more = 0;
856 }
857
858 // clear those pointers that likely might have circular references to us
859 owner = 0;
860 enemy = 0;
861 attacked_by = 0;
862}
863
864void
865object::destroy (bool destroy_inventory)
866{
867 if (destroyed ())
1179 return i; 868 return;
869
870 if (destroy_inventory)
871 destroy_inv (false);
872
873 attachable::destroy ();
1180} 874}
1181 875
1182/* 876/*
1183 * sub_weight() recursively (outwards) subtracts a number from the 877 * sub_weight() recursively (outwards) subtracts a number from the
1184 * weight of an object (and what is carried by it's environment(s)). 878 * weight of an object (and what is carried by it's environment(s)).
1185 */ 879 */
1186 880void
1187void sub_weight (object *op, signed long weight) { 881sub_weight (object *op, signed long weight)
882{
1188 while (op != NULL) { 883 while (op != NULL)
884 {
1189 if (op->type == CONTAINER) { 885 if (op->type == CONTAINER)
1190 weight=(signed long)(weight*(100-op->stats.Str)/100); 886 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1191 } 887
1192 op->carrying-=weight; 888 op->carrying -= weight;
1193 op = op->env; 889 op = op->env;
1194 } 890 }
1195} 891}
1196 892
1197/* remove_ob(op): 893/* op->remove ():
1198 * This function removes the object op from the linked list of objects 894 * 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 895 * which it is currently tied to. When this function is done, the
1200 * object will have no environment. If the object previously had an 896 * object will have no environment. If the object previously had an
1201 * environment, the x and y coordinates will be updated to 897 * environment, the x and y coordinates will be updated to
1202 * the previous environment. 898 * the previous environment.
1203 * Beware: This function is called from the editor as well! 899 * Beware: This function is called from the editor as well!
1204 */ 900 */
1205 901void
1206void remove_ob(object *op) { 902object::remove ()
903{
1207 object *tmp,*last=NULL; 904 object *tmp, *last = 0;
1208 object *otmp; 905 object *otmp;
1209 tag_t tag;
1210 int check_walk_off;
1211 mapstruct *m;
1212 sint16 x,y;
1213
1214 906
1215 if(QUERY_FLAG(op,FLAG_REMOVED)) { 907 if (QUERY_FLAG (this, FLAG_REMOVED))
1216 dump_object(op); 908 return;
1217 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1218 909
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); 910 SET_FLAG (this, FLAG_REMOVED);
911 INVOKE_OBJECT (REMOVE, this);
1235 912
913 if (more)
914 more->remove ();
915
1236 /* 916 /*
1237 * In this case, the object to be removed is in someones 917 * In this case, the object to be removed is in someones
1238 * inventory. 918 * inventory.
1239 */ 919 */
1240 if(op->env!=NULL) { 920 if (env)
921 {
1241 if(op->nrof) 922 if (nrof)
1242 sub_weight(op->env, op->weight*op->nrof); 923 sub_weight (env, weight * nrof);
1243 else 924 else
1244 sub_weight(op->env, op->weight+op->carrying); 925 sub_weight (env, weight + carrying);
1245 926
1246 /* NO_FIX_PLAYER is set when a great many changes are being 927 /* NO_FIX_PLAYER is set when a great many changes are being
1247 * made to players inventory. If set, avoiding the call 928 * made to players inventory. If set, avoiding the call
1248 * to save cpu time. 929 * to save cpu time.
1249 */ 930 */
1250 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 931 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1251 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 932 otmp->update_stats ();
1252 fix_player(otmp);
1253 933
1254 if(op->above!=NULL) 934 if (above)
1255 op->above->below=op->below; 935 above->below = below;
1256 else 936 else
1257 op->env->inv=op->below; 937 env->inv = below;
1258 938
1259 if(op->below!=NULL) 939 if (below)
1260 op->below->above=op->above; 940 below->above = above;
1261 941
1262 /* we set up values so that it could be inserted into 942 /* we set up values so that it could be inserted into
1263 * the map, but we don't actually do that - it is up 943 * the map, but we don't actually do that - it is up
1264 * to the caller to decide what we want to do. 944 * to the caller to decide what we want to do.
945 */
946 x = env->x, y = env->y;
947 map = env->map;
948 above = 0, below = 0;
949 env = 0;
950 }
951 else if (map)
952 {
953 if (type == PLAYER)
954 {
955 --map->players;
956 map->touch ();
957 }
958
959 map->dirty = true;
960
961 /* link the object above us */
962 if (above)
963 above->below = below;
964 else
965 map->at (x, y).top = below; /* we were top, set new top */
966
967 /* Relink the object below us, if there is one */
968 if (below)
969 below->above = above;
970 else
971 {
972 /* Nothing below, which means we need to relink map object for this space
973 * use translated coordinates in case some oddness with map tiling is
974 * evident
1265 */ 975 */
1266 op->x=op->env->x,op->y=op->env->y; 976 if (GET_MAP_OB (map, x, y) != this)
1267 op->ox=op->x,op->oy=op->y; 977 {
1268 op->map=op->env->map; 978 char *dump = dump_object (this);
1269 op->above=NULL,op->below=NULL; 979 LOG (llevError,
1270 op->env=NULL; 980 "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);
981 free (dump);
982 dump = dump_object (GET_MAP_OB (map, x, y));
983 LOG (llevError, "%s\n", dump);
984 free (dump);
985 }
986
987 map->at (x, y).bot = above; /* goes on above it. */
988 }
989
990 above = 0;
991 below = 0;
992
993 if (map->in_memory == MAP_SAVING)
1271 return; 994 return;
1272 }
1273 995
1274 /* If we get here, we are removing it from a map */ 996 int check_walk_off = !flag [FLAG_NO_APPLY];
1275 if (op->map == NULL) return;
1276 997
1277 x = op->x; 998 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 } 999 {
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 1000 /* No point updating the players look faces if he is the object
1331 * being removed. 1001 * being removed.
1332 */ 1002 */
1333 1003
1334 if(tmp->type==PLAYER && tmp!=op) { 1004 if (tmp->type == PLAYER && tmp != this)
1005 {
1335 /* If a container that the player is currently using somehow gets 1006 /* If a container that the player is currently using somehow gets
1336 * removed (most likely destroyed), update the player view 1007 * removed (most likely destroyed), update the player view
1337 * appropriately. 1008 * appropriately.
1338 */ 1009 */
1339 if (tmp->container==op) { 1010 if (tmp->container == this)
1340 CLEAR_FLAG(op, FLAG_APPLIED); 1011 {
1012 flag [FLAG_APPLIED] = 0;
1341 tmp->container=NULL; 1013 tmp->container = 0;
1014 }
1015
1016 if (tmp->contr->ns)
1017 tmp->contr->ns->floorbox_update ();
1342 } 1018 }
1343 tmp->contr->socket.update_look=1; 1019
1344 }
1345 /* See if player moving off should effect something */ 1020 /* See if object moving off should effect something */
1346 if (check_walk_off && ((op->move_type & tmp->move_off) && 1021 if (check_walk_off
1022 && ((move_type & tmp->move_off)
1347 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1023 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1348 1024 {
1349 move_apply(tmp, op, NULL); 1025 move_apply (tmp, this, 0);
1026
1350 if (was_destroyed (op, tag)) { 1027 if (destroyed ())
1351 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1028 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1352 "leaving object\n", tmp->name, tmp->arch->name);
1353 } 1029 }
1354 }
1355 1030
1356 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1031 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1357 1032 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1358 if(tmp->above == tmp) 1033 if (tmp->above == tmp)
1359 tmp->above = NULL; 1034 tmp->above = 0;
1035
1360 last=tmp; 1036 last = tmp;
1361 } 1037 }
1038
1362 /* last == NULL of there are no objects on this space */ 1039 /* last == NULL if there are no objects on this space */
1363 if (last==NULL) { 1040 //TODO: this makes little sense, why only update the topmost object?
1364 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1041 if (!last)
1365 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1042 map->at (x, y).flags_ = 0;
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 1043 else
1373 update_object(last, UP_OBJ_REMOVE); 1044 update_object (last, UP_OBJ_REMOVE);
1374 1045
1375 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1046 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1376 update_all_los(op->map, op->x, op->y); 1047 update_all_los (map, x, y);
1377 1048 }
1378} 1049}
1379 1050
1380/* 1051/*
1381 * merge_ob(op,top): 1052 * merge_ob(op,top):
1382 * 1053 *
1383 * This function goes through all objects below and including top, and 1054 * This function goes through all objects below and including top, and
1384 * merges op to the first matching object. 1055 * merges op to the first matching object.
1385 * If top is NULL, it is calculated. 1056 * If top is NULL, it is calculated.
1386 * Returns pointer to object if it succeded in the merge, otherwise NULL 1057 * Returns pointer to object if it succeded in the merge, otherwise NULL
1387 */ 1058 */
1388 1059object *
1389object *merge_ob(object *op, object *top) { 1060merge_ob (object *op, object *top)
1061{
1390 if(!op->nrof) 1062 if (!op->nrof)
1391 return 0; 1063 return 0;
1392 if(top==NULL) 1064
1065 if (top)
1393 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1066 for (top = op; top && top->above; top = top->above)
1067 ;
1068
1394 for(;top!=NULL;top=top->below) { 1069 for (; top; top = top->below)
1070 {
1395 if(top==op) 1071 if (top == op)
1396 continue; 1072 continue;
1397 if (CAN_MERGE(op,top)) 1073
1398 { 1074 if (object::can_merge (op, top))
1075 {
1399 top->nrof+=op->nrof; 1076 top->nrof += op->nrof;
1077
1400/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1078/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1401 op->weight = 0; /* Don't want any adjustements now */ 1079 op->weight = 0; /* Don't want any adjustements now */
1402 remove_ob(op); 1080 op->destroy ();
1403 free_object(op);
1404 return top; 1081 return top;
1405 } 1082 }
1406 } 1083 }
1084
1407 return NULL; 1085 return 0;
1408} 1086}
1409 1087
1410/* 1088/*
1411 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1089 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1412 * job preparing multi-part monsters 1090 * job preparing multi-part monsters
1413 */ 1091 */
1092object *
1414object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1093insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1415 object* tmp; 1094{
1416 if (op->head) 1095 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1417 op=op->head; 1096 {
1418 for (tmp=op;tmp;tmp=tmp->more){
1419 tmp->x=x+tmp->arch->clone.x; 1097 tmp->x = x + tmp->arch->clone.x;
1420 tmp->y=y+tmp->arch->clone.y; 1098 tmp->y = y + tmp->arch->clone.y;
1421 } 1099 }
1100
1422 return insert_ob_in_map (op, m, originator, flag); 1101 return insert_ob_in_map (op, m, originator, flag);
1423} 1102}
1424 1103
1425/* 1104/*
1426 * insert_ob_in_map (op, map, originator, flag): 1105 * insert_ob_in_map (op, map, originator, flag):
1427 * This function inserts the object in the two-way linked list 1106 * This function inserts the object in the two-way linked list
1440 * Return value: 1119 * Return value:
1441 * new object if 'op' was merged with other object 1120 * new object if 'op' was merged with other object
1442 * NULL if 'op' was destroyed 1121 * NULL if 'op' was destroyed
1443 * just 'op' otherwise 1122 * just 'op' otherwise
1444 */ 1123 */
1445 1124object *
1446object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1125insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1447{ 1126{
1448 object *tmp, *top, *floor=NULL; 1127 object *tmp, *top, *floor = NULL;
1449 sint16 x,y; 1128 sint16 x, y;
1450 1129
1451 if (QUERY_FLAG (op, FLAG_FREED)) { 1130 if (QUERY_FLAG (op, FLAG_FREED))
1131 {
1452 LOG (llevError, "Trying to insert freed object!\n"); 1132 LOG (llevError, "Trying to insert freed object!\n");
1453 return NULL; 1133 return NULL;
1134 }
1135
1136 if (!m)
1454 } 1137 {
1455 if(m==NULL) {
1456 dump_object(op); 1138 char *dump = dump_object (op);
1457 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1139 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1140 free (dump);
1458 return op; 1141 return op;
1459 } 1142 }
1143
1460 if(out_of_map(m,op->x,op->y)) { 1144 if (out_of_map (m, op->x, op->y))
1145 {
1461 dump_object(op); 1146 char *dump = dump_object (op);
1462 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1147 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1463#ifdef MANY_CORES 1148#ifdef MANY_CORES
1464 /* Better to catch this here, as otherwise the next use of this object 1149 /* 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 1150 * is likely to cause a crash. Better to find out where it is getting
1466 * improperly inserted. 1151 * improperly inserted.
1467 */ 1152 */
1468 abort(); 1153 abort ();
1469#endif 1154#endif
1155 free (dump);
1470 return op; 1156 return op;
1471 } 1157 }
1158
1472 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1159 if (!QUERY_FLAG (op, FLAG_REMOVED))
1160 {
1473 dump_object(op); 1161 char *dump = dump_object (op);
1474 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1162 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1163 free (dump);
1475 return op; 1164 return op;
1165 }
1166
1167 if (op->more)
1476 } 1168 {
1477 if(op->more!=NULL) {
1478 /* The part may be on a different map. */ 1169 /* The part may be on a different map. */
1479 1170
1480 object *more = op->more; 1171 object *more = op->more;
1481 1172
1482 /* We really need the caller to normalize coordinates - if 1173 /* We really need the caller to normalise coordinates - if
1483 * we set the map, that doesn't work if the location is within 1174 * 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 1175 * a map and this is straddling an edge. So only if coordinate
1485 * is clear wrong do we normalize it. 1176 * is clear wrong do we normalise it.
1486 */ 1177 */
1487 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1178 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); 1179 more->map = get_map_from_coord (m, &more->x, &more->y);
1492 } else if (!more->map) { 1180 else if (!more->map)
1181 {
1493 /* For backwards compatibility - when not dealing with tiled maps, 1182 /* For backwards compatibility - when not dealing with tiled maps,
1494 * more->map should always point to the parent. 1183 * more->map should always point to the parent.
1495 */ 1184 */
1496 more->map = m; 1185 more->map = m;
1497 } 1186 }
1498 1187
1499 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1188 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1189 {
1500 if ( ! op->head) 1190 if (!op->head)
1501 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1191 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1192
1502 return NULL; 1193 return 0;
1503 } 1194 }
1504 } 1195 }
1196
1505 CLEAR_FLAG(op,FLAG_REMOVED); 1197 CLEAR_FLAG (op, FLAG_REMOVED);
1506 1198
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 1199 /* 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 1200 * of areas of callers (eg, anything that uses find_free_spot would now
1513 * need extra work 1201 * need extra work
1514 */ 1202 */
1515 op->map=get_map_from_coord(m, &op->x, &op->y); 1203 op->map = get_map_from_coord (m, &op->x, &op->y);
1516 x = op->x; 1204 x = op->x;
1517 y = op->y; 1205 y = op->y;
1518 1206
1519 /* this has to be done after we translate the coordinates. 1207 /* this has to be done after we translate the coordinates.
1520 */ 1208 */
1521 if(op->nrof && !(flag & INS_NO_MERGE)) { 1209 if (op->nrof && !(flag & INS_NO_MERGE))
1522 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1210 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1523 if (CAN_MERGE(op,tmp)) { 1211 if (object::can_merge (op, tmp))
1212 {
1524 op->nrof+=tmp->nrof; 1213 op->nrof += tmp->nrof;
1525 remove_ob(tmp); 1214 tmp->destroy ();
1526 free_object(tmp); 1215 }
1216
1217 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1218 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1219
1220 if (!QUERY_FLAG (op, FLAG_ALIVE))
1221 CLEAR_FLAG (op, FLAG_NO_STEAL);
1222
1223 if (flag & INS_BELOW_ORIGINATOR)
1224 {
1225 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1226 {
1227 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1228 abort ();
1229 }
1230
1231 op->above = originator;
1232 op->below = originator->below;
1233
1234 if (op->below)
1235 op->below->above = op;
1236 else
1237 op->ms ().bot = op;
1238
1239 /* since *below* originator, no need to update top */
1240 originator->below = op;
1241 }
1242 else
1243 {
1244 /* If there are other objects, then */
1245 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1246 {
1247 object *last = 0;
1248
1249 /*
1250 * If there are multiple objects on this space, we do some trickier handling.
1251 * We've already dealt with merging if appropriate.
1252 * Generally, we want to put the new object on top. But if
1253 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1254 * floor, we want to insert above that and no further.
1255 * Also, if there are spell objects on this space, we stop processing
1256 * once we get to them. This reduces the need to traverse over all of
1257 * them when adding another one - this saves quite a bit of cpu time
1258 * when lots of spells are cast in one area. Currently, it is presumed
1259 * that flying non pickable objects are spell objects.
1260 */
1261 while (top)
1262 {
1263 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1264 floor = top;
1265
1266 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1267 {
1268 /* We insert above top, so we want this object below this */
1269 top = top->below;
1270 break;
1271 }
1272
1273 last = top;
1274 top = top->above;
1527 } 1275 }
1528 }
1529 1276
1530 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1277 /* Don't want top to be NULL, so set it to the last valid object */
1531 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1278 top = last;
1532 if (!QUERY_FLAG(op, FLAG_ALIVE))
1533 CLEAR_FLAG(op, FLAG_NO_STEAL);
1534 1279
1535 if (flag & INS_BELOW_ORIGINATOR) { 1280 /* We let update_position deal with figuring out what the space
1536 if (originator->map != op->map || originator->x != op->x || 1281 * looks like instead of lots of conditions here.
1537 originator->y != op->y) { 1282 * 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 /* 1283 */
1552 * If there are multiple objects on this space, we do some trickier handling. 1284
1553 * We've already dealt with merging if appropriate. 1285 /* Have object 'fall below' other objects that block view.
1554 * Generally, we want to put the new object on top. But if 1286 * Unless those objects are exits, type 66
1555 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1287 * If INS_ON_TOP is used, don't do this processing
1556 * floor, we want to insert above that and no further. 1288 * Need to find the object that in fact blocks view, otherwise
1557 * Also, if there are spell objects on this space, we stop processing 1289 * stacking is a bit odd.
1558 * once we get to them. This reduces the need to traverse over all of 1290 */
1559 * them when adding another one - this saves quite a bit of cpu time 1291 if (!(flag & INS_ON_TOP) &&
1560 * when lots of spells are cast in one area. Currently, it is presumed 1292 (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. 1293 {
1294 for (last = top; last != floor; last = last->below)
1295 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1296 break;
1297 /* Check to see if we found the object that blocks view,
1298 * and make sure we have a below pointer for it so that
1299 * we can get inserted below this one, which requires we
1300 * set top to the object below us.
1562 */ 1301 */
1563 1302 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; 1303 top = last->below;
1577 } 1304 }
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 */ 1305 } /* If objects on this space */
1306
1605 if (flag & INS_MAP_LOAD) 1307 if (flag & INS_MAP_LOAD)
1606 top = GET_MAP_TOP(op->map,op->x,op->y); 1308 top = GET_MAP_TOP (op->map, op->x, op->y);
1309
1607 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1310 if (flag & INS_ABOVE_FLOOR_ONLY)
1311 top = floor;
1608 1312
1609 /* Top is the object that our object (op) is going to get inserted above. 1313 /* Top is the object that our object (op) is going to get inserted above.
1610 */ 1314 */
1611 1315
1612 /* First object on this space */ 1316 /* First object on this space */
1613 if (!top) { 1317 if (!top)
1318 {
1614 op->above = GET_MAP_OB(op->map, op->x, op->y); 1319 op->above = GET_MAP_OB (op->map, op->x, op->y);
1320
1321 if (op->above)
1615 if (op->above) op->above->below = op; 1322 op->above->below = op;
1323
1616 op->below = NULL; 1324 op->below = 0;
1617 SET_MAP_OB(op->map, op->x, op->y, op); 1325 op->ms ().bot = op;
1326 }
1327 else
1618 } else { /* get inserted into the stack above top */ 1328 { /* get inserted into the stack above top */
1619 op->above = top->above; 1329 op->above = top->above;
1330
1331 if (op->above)
1620 if (op->above) op->above->below = op; 1332 op->above->below = op;
1333
1621 op->below = top; 1334 op->below = top;
1622 top->above = op; 1335 top->above = op;
1623 } 1336 }
1337
1624 if (op->above==NULL) 1338 if (!op->above)
1625 SET_MAP_TOP(op->map,op->x, op->y, op); 1339 op->ms ().top = op;
1626 } /* else not INS_BELOW_ORIGINATOR */ 1340 } /* else not INS_BELOW_ORIGINATOR */
1627 1341
1628 if(op->type==PLAYER) 1342 if (op->type == PLAYER)
1343 {
1629 op->contr->do_los=1; 1344 op->contr->do_los = 1;
1345 ++op->map->players;
1346 op->map->touch ();
1347 }
1630 1348
1349 op->map->dirty = true;
1350
1631 /* If we have a floor, we know the player, if any, will be above 1351 /* 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. 1352 * it, so save a few ticks and start from there.
1633 */ 1353 */
1634 if (!(flag & INS_MAP_LOAD)) 1354 if (!(flag & INS_MAP_LOAD))
1635 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1355 if (object *pl = op->ms ().player ())
1636 if (tmp->type == PLAYER) 1356 if (pl->contr->ns)
1637 tmp->contr->socket.update_look=1; 1357 pl->contr->ns->floorbox_update ();
1638 }
1639 1358
1640 /* If this object glows, it may affect lighting conditions that are 1359 /* If this object glows, it may affect lighting conditions that are
1641 * visible to others on this map. But update_all_los is really 1360 * 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 1361 * 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 1362 * on the map will get recalculated. The players could very well
1644 * be far away from this change and not affected in any way - 1363 * be far away from this change and not affected in any way -
1645 * this should get redone to only look for players within range, 1364 * this should get redone to only look for players within range,
1646 * or just updating the P_NEED_UPDATE for spaces within this area 1365 * or just updating the P_UPTODATE for spaces within this area
1647 * of effect may be sufficient. 1366 * of effect may be sufficient.
1648 */ 1367 */
1649 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1368 if (op->map->darkness && (op->glow_radius != 0))
1650 update_all_los(op->map, op->x, op->y); 1369 update_all_los (op->map, op->x, op->y);
1651 1370
1652
1653 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1371 /* updates flags (blocked, alive, no magic, etc) for this map space */
1654 update_object(op,UP_OBJ_INSERT); 1372 update_object (op, UP_OBJ_INSERT);
1655 1373
1374 INVOKE_OBJECT (INSERT, op);
1656 1375
1657 /* Don't know if moving this to the end will break anything. However, 1376 /* 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. 1377 * we want to have floorbox_update called before calling this.
1659 * 1378 *
1660 * check_move_on() must be after this because code called from 1379 * check_move_on() must be after this because code called from
1661 * check_move_on() depends on correct map flags (so functions like 1380 * check_move_on() depends on correct map flags (so functions like
1662 * blocked() and wall() work properly), and these flags are updated by 1381 * blocked() and wall() work properly), and these flags are updated by
1663 * update_object(). 1382 * update_object().
1664 */ 1383 */
1665 1384
1666 /* if this is not the head or flag has been passed, don't check walk on status */ 1385 /* 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) { 1386 if (!(flag & INS_NO_WALK_ON) && !op->head)
1387 {
1669 if (check_move_on(op, originator)) 1388 if (check_move_on (op, originator))
1670 return NULL; 1389 return 0;
1671 1390
1672 /* If we are a multi part object, lets work our way through the check 1391 /* If we are a multi part object, lets work our way through the check
1673 * walk on's. 1392 * walk on's.
1674 */ 1393 */
1675 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1394 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1676 if (check_move_on (tmp, originator)) 1395 if (check_move_on (tmp, originator))
1677 return NULL; 1396 return 0;
1678 } 1397 }
1398
1679 return op; 1399 return op;
1680} 1400}
1681 1401
1682/* this function inserts an object in the map, but if it 1402/* 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. 1403 * 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. 1404 * op is the object to insert it under: supplies x and the map.
1685 */ 1405 */
1406void
1686void replace_insert_ob_in_map(const char *arch_string, object *op) { 1407replace_insert_ob_in_map (const char *arch_string, object *op)
1687 object *tmp; 1408{
1688 object *tmp1; 1409 object *tmp, *tmp1;
1689 1410
1690 /* first search for itself and remove any old instances */ 1411 /* first search for itself and remove any old instances */
1691 1412
1692 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1413 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1693 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1414 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1694 remove_ob(tmp); 1415 tmp->destroy ();
1695 free_object(tmp);
1696 }
1697 }
1698 1416
1699 tmp1=arch_to_object(find_archetype(arch_string)); 1417 tmp1 = arch_to_object (archetype::find (arch_string));
1700 1418
1701 1419 tmp1->x = op->x;
1702 tmp1->x = op->x; tmp1->y = op->y; 1420 tmp1->y = op->y;
1703 insert_ob_in_map(tmp1,op->map,op,0); 1421 insert_ob_in_map (tmp1, op->map, op, 0);
1704} 1422}
1423
1424object *
1425object::insert_at (object *where, object *originator, int flags)
1426{
1427 where->map->insert (this, where->x, where->y, originator, flags);
1428}
1705 1429
1706/* 1430/*
1707 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1431 * 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 1432 * is returned contains nr objects, and the remaining parts contains
1709 * the rest (or is removed and freed if that number is 0). 1433 * the rest (or is removed and freed if that number is 0).
1710 * On failure, NULL is returned, and the reason put into the 1434 * On failure, NULL is returned, and the reason put into the
1711 * global static errmsg array. 1435 * global static errmsg array.
1712 */ 1436 */
1713 1437object *
1714object *get_split_ob(object *orig_ob, uint32 nr) { 1438get_split_ob (object *orig_ob, uint32 nr)
1439{
1715 object *newob; 1440 object *newob;
1716 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1441 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1717 1442
1718 if(orig_ob->nrof<nr) { 1443 if (orig_ob->nrof < nr)
1719 sprintf(errmsg,"There are only %d %ss.", 1444 {
1720 orig_ob->nrof?orig_ob->nrof:1, orig_ob->name); 1445 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1721 return NULL; 1446 return NULL;
1722 } 1447 }
1448
1723 newob = object_create_clone(orig_ob); 1449 newob = object_create_clone (orig_ob);
1450
1724 if((orig_ob->nrof-=nr)<1) { 1451 if ((orig_ob->nrof -= nr) < 1)
1725 if ( ! is_removed) 1452 orig_ob->destroy (1);
1726 remove_ob(orig_ob);
1727 free_object2(orig_ob, 1);
1728 }
1729 else if ( ! is_removed) { 1453 else if (!is_removed)
1454 {
1730 if(orig_ob->env!=NULL) 1455 if (orig_ob->env != NULL)
1731 sub_weight (orig_ob->env,orig_ob->weight*nr); 1456 sub_weight (orig_ob->env, orig_ob->weight * nr);
1732 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1457 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1458 {
1733 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1459 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"); 1460 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1736 return NULL; 1461 return NULL;
1737 } 1462 }
1738 } 1463 }
1464
1739 newob->nrof=nr; 1465 newob->nrof = nr;
1740 1466
1741 return newob; 1467 return newob;
1742} 1468}
1743 1469
1744/* 1470/*
1745 * decrease_ob_nr(object, number) decreases a specified number from 1471 * decrease_ob_nr(object, number) decreases a specified number from
1746 * the amount of an object. If the amount reaches 0, the object 1472 * the amount of an object. If the amount reaches 0, the object
1747 * is subsequently removed and freed. 1473 * is subsequently removed and freed.
1748 * 1474 *
1749 * Return value: 'op' if something is left, NULL if the amount reached 0 1475 * Return value: 'op' if something is left, NULL if the amount reached 0
1750 */ 1476 */
1751 1477
1478object *
1752object *decrease_ob_nr (object *op, uint32 i) 1479decrease_ob_nr (object *op, uint32 i)
1753{ 1480{
1754 object *tmp; 1481 object *tmp;
1755 player *pl;
1756 1482
1757 if (i == 0) /* objects with op->nrof require this check */ 1483 if (i == 0) /* objects with op->nrof require this check */
1758 return op; 1484 return op;
1759 1485
1760 if (i > op->nrof) 1486 if (i > op->nrof)
1761 i = op->nrof; 1487 i = op->nrof;
1762 1488
1763 if (QUERY_FLAG (op, FLAG_REMOVED)) 1489 if (QUERY_FLAG (op, FLAG_REMOVED))
1490 op->nrof -= i;
1491 else if (op->env)
1492 {
1493 /* is this object in the players inventory, or sub container
1494 * therein?
1495 */
1496 tmp = op->in_player ();
1497 /* nope. Is this a container the player has opened?
1498 * If so, set tmp to that player.
1499 * IMO, searching through all the players will mostly
1500 * likely be quicker than following op->env to the map,
1501 * and then searching the map for a player.
1502 */
1503 if (!tmp)
1504 for_all_players (pl)
1505 if (pl->ob->container == op->env)
1506 {
1507 tmp = pl->ob;
1508 break;
1509 }
1510
1511 if (i < op->nrof)
1512 {
1513 sub_weight (op->env, op->weight * i);
1514 op->nrof -= i;
1515 if (tmp)
1516 esrv_send_item (tmp, op);
1517 }
1518 else
1519 {
1520 op->remove ();
1521 op->nrof = 0;
1522 if (tmp)
1523 esrv_del_item (tmp->contr, op->count);
1524 }
1764 { 1525 }
1526 else
1527 {
1528 object *above = op->above;
1529
1530 if (i < op->nrof)
1765 op->nrof -= i; 1531 op->nrof -= i;
1766 } 1532 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 } 1533 {
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); 1534 op->remove ();
1794 op->nrof = 0; 1535 op->nrof = 0;
1795 if (tmp) {
1796 esrv_del_item(tmp->contr, op->count);
1797 } 1536 }
1798 }
1799 }
1800 else
1801 {
1802 object *above = op->above;
1803 1537
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 */ 1538 /* Since we just removed op, op->above is null */
1811 for (tmp = above; tmp != NULL; tmp = tmp->above) 1539 for (tmp = above; tmp; tmp = tmp->above)
1812 if (tmp->type == PLAYER) { 1540 if (tmp->type == PLAYER)
1541 {
1813 if (op->nrof) 1542 if (op->nrof)
1814 esrv_send_item(tmp, op); 1543 esrv_send_item (tmp, op);
1815 else 1544 else
1816 esrv_del_item(tmp->contr, op->count); 1545 esrv_del_item (tmp->contr, op->count);
1817 } 1546 }
1818 } 1547 }
1819 1548
1820 if (op->nrof) { 1549 if (op->nrof)
1821 return op; 1550 return op;
1822 } else { 1551 else
1823 free_object (op); 1552 {
1553 op->destroy ();
1824 return NULL; 1554 return 0;
1825 } 1555 }
1826} 1556}
1827 1557
1828/* 1558/*
1829 * add_weight(object, weight) adds the specified weight to an object, 1559 * add_weight(object, weight) adds the specified weight to an object,
1830 * and also updates how much the environment(s) is/are carrying. 1560 * and also updates how much the environment(s) is/are carrying.
1831 */ 1561 */
1832 1562
1563void
1833void add_weight (object *op, signed long weight) { 1564add_weight (object *op, signed long weight)
1565{
1834 while (op!=NULL) { 1566 while (op != NULL)
1567 {
1835 if (op->type == CONTAINER) { 1568 if (op->type == CONTAINER)
1836 weight=(signed long)(weight*(100-op->stats.Str)/100); 1569 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1837 } 1570
1838 op->carrying+=weight; 1571 op->carrying += weight;
1839 op=op->env; 1572 op = op->env;
1840 } 1573 }
1841} 1574}
1842 1575
1576object *
1577insert_ob_in_ob (object *op, object *where)
1578{
1579 if (!where)
1580 {
1581 char *dump = dump_object (op);
1582 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1583 free (dump);
1584 return op;
1585 }
1586
1587 if (where->head)
1588 {
1589 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1590 where = where->head;
1591 }
1592
1593 return where->insert (op);
1594}
1595
1843/* 1596/*
1844 * insert_ob_in_ob(op,environment): 1597 * env->insert (op)
1845 * This function inserts the object op in the linked list 1598 * This function inserts the object op in the linked list
1846 * inside the object environment. 1599 * inside the object environment.
1847 * 1600 *
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 1601 * The function returns now pointer to inserted item, and return value can
1854 * be != op, if items are merged. -Tero 1602 * be != op, if items are merged. -Tero
1855 */ 1603 */
1856 1604
1857object *insert_ob_in_ob(object *op,object *where) { 1605object *
1606object::insert (object *op)
1607{
1858 object *tmp, *otmp; 1608 object *tmp, *otmp;
1859 1609
1860 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1610 if (!QUERY_FLAG (op, FLAG_REMOVED))
1861 dump_object(op); 1611 op->remove ();
1862 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1612
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) { 1613 if (op->more)
1614 {
1876 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1615 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1877 op->name, op->count);
1878 return op; 1616 return op;
1879 } 1617 }
1618
1880 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1619 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1881 CLEAR_FLAG(op, FLAG_REMOVED); 1620 CLEAR_FLAG (op, FLAG_REMOVED);
1882 if(op->nrof) { 1621 if (op->nrof)
1622 {
1883 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1623 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1884 if ( CAN_MERGE(tmp,op) ) { 1624 if (object::can_merge (tmp, op))
1625 {
1885 /* return the original object and remove inserted object 1626 /* return the original object and remove inserted object
1886 (client needs the original object) */ 1627 (client needs the original object) */
1887 tmp->nrof += op->nrof; 1628 tmp->nrof += op->nrof;
1888 /* Weight handling gets pretty funky. Since we are adding to 1629 /* Weight handling gets pretty funky. Since we are adding to
1889 * tmp->nrof, we need to increase the weight. 1630 * tmp->nrof, we need to increase the weight.
1890 */ 1631 */
1891 add_weight (where, op->weight*op->nrof); 1632 add_weight (this, op->weight * op->nrof);
1892 SET_FLAG(op, FLAG_REMOVED); 1633 SET_FLAG (op, FLAG_REMOVED);
1893 free_object(op); /* free the inserted object */ 1634 op->destroy (); /* free the inserted object */
1894 op = tmp; 1635 op = tmp;
1895 remove_ob (op); /* and fix old object's links */ 1636 op->remove (); /* and fix old object's links */
1896 CLEAR_FLAG(op, FLAG_REMOVED); 1637 CLEAR_FLAG (op, FLAG_REMOVED);
1897 break; 1638 break;
1898 } 1639 }
1899 1640
1900 /* I assume combined objects have no inventory 1641 /* I assume combined objects have no inventory
1901 * We add the weight - this object could have just been removed 1642 * We add the weight - this object could have just been removed
1902 * (if it was possible to merge). calling remove_ob will subtract 1643 * (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 1644 * the weight, so we need to add it in again, since we actually do
1904 * the linking below 1645 * the linking below
1905 */ 1646 */
1906 add_weight (where, op->weight*op->nrof); 1647 add_weight (this, op->weight * op->nrof);
1648 }
1907 } else 1649 else
1908 add_weight (where, (op->weight+op->carrying)); 1650 add_weight (this, (op->weight + op->carrying));
1909 1651
1910 otmp=is_player_inv(where); 1652 otmp = this->in_player ();
1911 if (otmp&&otmp->contr!=NULL) { 1653 if (otmp && otmp->contr)
1912 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1654 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1913 fix_player(otmp); 1655 otmp->update_stats ();
1914 }
1915 1656
1916 op->map=NULL; 1657 op->map = 0;
1917 op->env=where; 1658 op->env = this;
1918 op->above=NULL; 1659 op->above = 0;
1919 op->below=NULL; 1660 op->below = 0;
1920 op->x=0,op->y=0; 1661 op->x = 0, op->y = 0;
1921 op->ox=0,op->oy=0;
1922 1662
1923 /* reset the light list and los of the players on the map */ 1663 /* reset the light list and los of the players on the map */
1924 if((op->glow_radius!=0)&&where->map) 1664 if ((op->glow_radius != 0) && map)
1925 { 1665 {
1926#ifdef DEBUG_LIGHTS 1666#ifdef DEBUG_LIGHTS
1927 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1667 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1928 op->name);
1929#endif /* DEBUG_LIGHTS */ 1668#endif /* DEBUG_LIGHTS */
1930 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1669 if (map->darkness)
1670 update_all_los (map, x, y);
1931 } 1671 }
1932 1672
1933 /* Client has no idea of ordering so lets not bother ordering it here. 1673 /* Client has no idea of ordering so lets not bother ordering it here.
1934 * It sure simplifies this function... 1674 * It sure simplifies this function...
1935 */ 1675 */
1936 if (where->inv==NULL) 1676 if (!inv)
1937 where->inv=op; 1677 inv = op;
1938 else { 1678 else
1679 {
1939 op->below = where->inv; 1680 op->below = inv;
1940 op->below->above = op; 1681 op->below->above = op;
1941 where->inv = op; 1682 inv = op;
1942 } 1683 }
1684
1685 INVOKE_OBJECT (INSERT, this);
1686
1943 return op; 1687 return op;
1944} 1688}
1945 1689
1946/* 1690/*
1947 * Checks if any objects has a move_type that matches objects 1691 * Checks if any objects has a move_type that matches objects
1961 * 1705 *
1962 * MSW 2001-07-08: Check all objects on space, not just those below 1706 * 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 1707 * object being inserted. insert_ob_in_map may not put new objects
1964 * on top. 1708 * on top.
1965 */ 1709 */
1966 1710int
1967int check_move_on (object *op, object *originator) 1711check_move_on (object *op, object *originator)
1968{ 1712{
1969 object *tmp; 1713 object *tmp;
1970 tag_t tag;
1971 mapstruct *m=op->map; 1714 maptile *m = op->map;
1972 int x=op->x, y=op->y; 1715 int x = op->x, y = op->y;
1716
1973 MoveType move_on, move_slow, move_block; 1717 MoveType move_on, move_slow, move_block;
1974 1718
1975 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1719 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1976 return 0; 1720 return 0;
1977 1721
1978 tag = op->count;
1979
1980 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1722 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); 1723 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); 1724 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1983 1725
1984 /* if nothing on this space will slow op down or be applied, 1726 /* 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 1727 * 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 1728 * is set, as lots of objects don't have it set - we treat that
1987 * as walking. 1729 * as walking.
1988 */ 1730 */
1989 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1731 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1990 return 0; 1732 return 0;
1991 1733
1992 /* This is basically inverse logic of that below - basically, 1734 /* This is basically inverse logic of that below - basically,
1993 * if the object can avoid the move on or slow move, they do so, 1735 * 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 1736 * but can't do it if the alternate movement they are using is
1995 * blocked. Logic on this seems confusing, but does seem correct. 1737 * blocked. Logic on this seems confusing, but does seem correct.
1996 */ 1738 */
1997 if ((op->move_type & ~move_on & ~move_block) != 0 && 1739 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; 1740 return 0;
1999 1741
2000 /* The objects have to be checked from top to bottom. 1742 /* The objects have to be checked from top to bottom.
2001 * Hence, we first go to the top: 1743 * Hence, we first go to the top:
2002 */ 1744 */
2003 1745
2004 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1746 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
2005 tmp->above!=NULL; tmp=tmp->above) { 1747 {
2006 /* Trim the search when we find the first other spell effect 1748 /* Trim the search when we find the first other spell effect
2007 * this helps performance so that if a space has 50 spell objects, 1749 * this helps performance so that if a space has 50 spell objects,
2008 * we don't need to check all of them. 1750 * we don't need to check all of them.
2009 */ 1751 */
2010 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1752 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1753 break;
1754 }
1755
1756 for (; tmp; tmp = tmp->below)
2011 } 1757 {
2012 for(;tmp!=NULL; tmp=tmp->below) { 1758 if (tmp == op)
2013 if (tmp == op) continue; /* Can't apply yourself */ 1759 continue; /* Can't apply yourself */
2014 1760
2015 /* Check to see if one of the movement types should be slowed down. 1761 /* 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 1762 * Second check makes sure that the movement types not being slowed
2017 * (~slow_move) is not blocked on this space - just because the 1763 * (~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 1764 * 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. 1765 * swim on that space, can't use it to avoid the penalty.
2020 */ 1766 */
2021 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1767 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1768 {
2022 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1769 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)) { 1770 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1771 {
2025 1772
2026 float diff; 1773 float
2027
2028 diff = tmp->move_slow_penalty*FABS(op->speed); 1774 diff = tmp->move_slow_penalty * FABS (op->speed);
1775
2029 if (op->type == PLAYER) { 1776 if (op->type == PLAYER)
2030 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1777 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))) { 1778 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2032 diff /= 4.0; 1779 diff /= 4.0;
2033 } 1780
2034 }
2035 op->speed_left -= diff; 1781 op->speed_left -= diff;
2036 } 1782 }
2037 } 1783 }
2038 1784
2039 /* Basically same logic as above, except now for actual apply. */ 1785 /* Basically same logic as above, except now for actual apply. */
2040 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1786 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)) { 1787 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2043 1788 {
2044 move_apply(tmp, op, originator); 1789 move_apply (tmp, op, originator);
1790
2045 if (was_destroyed (op, tag)) 1791 if (op->destroyed ())
2046 return 1; 1792 return 1;
2047 1793
2048 /* what the person/creature stepped onto has moved the object 1794 /* what the person/creature stepped onto has moved the object
2049 * someplace new. Don't process any further - if we did, 1795 * someplace new. Don't process any further - if we did,
2050 * have a feeling strange problems would result. 1796 * have a feeling strange problems would result.
2051 */ 1797 */
2052 if (op->map != m || op->x != x || op->y != y) return 0; 1798 if (op->map != m || op->x != x || op->y != y)
1799 return 0;
2053 } 1800 }
2054 } 1801 }
1802
2055 return 0; 1803 return 0;
2056} 1804}
2057 1805
2058/* 1806/*
2059 * present_arch(arch, map, x, y) searches for any objects with 1807 * present_arch(arch, map, x, y) searches for any objects with
2060 * a matching archetype at the given map and coordinates. 1808 * a matching archetype at the given map and coordinates.
2061 * The first matching object is returned, or NULL if none. 1809 * The first matching object is returned, or NULL if none.
2062 */ 1810 */
2063 1811object *
2064object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1812present_arch (const archetype *at, maptile *m, int x, int y)
2065 object *tmp; 1813{
2066 if(m==NULL || out_of_map(m,x,y)) { 1814 if (!m || out_of_map (m, x, y))
1815 {
2067 LOG(llevError,"Present_arch called outside map.\n"); 1816 LOG (llevError, "Present_arch called outside map.\n");
2068 return NULL; 1817 return NULL;
2069 } 1818 }
2070 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1819
1820 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2071 if(tmp->arch == at) 1821 if (tmp->arch == at)
2072 return tmp; 1822 return tmp;
1823
2073 return NULL; 1824 return NULL;
2074} 1825}
2075 1826
2076/* 1827/*
2077 * present(type, map, x, y) searches for any objects with 1828 * present(type, map, x, y) searches for any objects with
2078 * a matching type variable at the given map and coordinates. 1829 * a matching type variable at the given map and coordinates.
2079 * The first matching object is returned, or NULL if none. 1830 * The first matching object is returned, or NULL if none.
2080 */ 1831 */
2081 1832object *
2082object *present(unsigned char type,mapstruct *m, int x,int y) { 1833present (unsigned char type, maptile *m, int x, int y)
2083 object *tmp; 1834{
2084 if(out_of_map(m,x,y)) { 1835 if (out_of_map (m, x, y))
1836 {
2085 LOG(llevError,"Present called outside map.\n"); 1837 LOG (llevError, "Present called outside map.\n");
2086 return NULL; 1838 return NULL;
2087 } 1839 }
2088 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1840
1841 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2089 if(tmp->type==type) 1842 if (tmp->type == type)
2090 return tmp; 1843 return tmp;
1844
2091 return NULL; 1845 return NULL;
2092} 1846}
2093 1847
2094/* 1848/*
2095 * present_in_ob(type, object) searches for any objects with 1849 * present_in_ob(type, object) searches for any objects with
2096 * a matching type variable in the inventory of the given object. 1850 * a matching type variable in the inventory of the given object.
2097 * The first matching object is returned, or NULL if none. 1851 * The first matching object is returned, or NULL if none.
2098 */ 1852 */
2099 1853object *
2100object *present_in_ob(unsigned char type, const object *op) { 1854present_in_ob (unsigned char type, const object *op)
2101 object *tmp; 1855{
2102 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1856 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2103 if(tmp->type==type) 1857 if (tmp->type == type)
2104 return tmp; 1858 return tmp;
1859
2105 return NULL; 1860 return NULL;
2106} 1861}
2107 1862
2108/* 1863/*
2109 * present_in_ob (type, str, object) searches for any objects with 1864 * present_in_ob (type, str, object) searches for any objects with
2117 * str is the string to match against. Note that we match against 1872 * 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 1873 * 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 1874 * spell code can use one object type (force), but change it's name
2120 * to be unique. 1875 * to be unique.
2121 */ 1876 */
2122 1877object *
2123object *present_in_ob_by_name(int type, const char *str, const object *op) { 1878present_in_ob_by_name (int type, const char *str, const object *op)
2124 object *tmp; 1879{
2125
2126 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1880 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2127 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1881 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2128 return tmp; 1882 return tmp;
2129 } 1883
2130 return NULL; 1884 return 0;
2131} 1885}
2132 1886
2133/* 1887/*
2134 * present_arch_in_ob(archetype, object) searches for any objects with 1888 * present_arch_in_ob(archetype, object) searches for any objects with
2135 * a matching archetype in the inventory of the given object. 1889 * a matching archetype in the inventory of the given object.
2136 * The first matching object is returned, or NULL if none. 1890 * The first matching object is returned, or NULL if none.
2137 */ 1891 */
2138 1892object *
2139object *present_arch_in_ob(const archetype *at, const object *op) { 1893present_arch_in_ob (const archetype *at, const object *op)
2140 object *tmp; 1894{
2141 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1895 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2142 if( tmp->arch == at) 1896 if (tmp->arch == at)
2143 return tmp; 1897 return tmp;
1898
2144 return NULL; 1899 return NULL;
2145} 1900}
2146 1901
2147/* 1902/*
2148 * activate recursively a flag on an object inventory 1903 * activate recursively a flag on an object inventory
2149 */ 1904 */
1905void
2150void flag_inv(object*op, int flag){ 1906flag_inv (object *op, int flag)
2151 object *tmp; 1907{
2152 if(op->inv) 1908 if (op->inv)
2153 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1909 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1910 {
2154 SET_FLAG(tmp, flag); 1911 SET_FLAG (tmp, flag);
2155 flag_inv(tmp,flag); 1912 flag_inv (tmp, flag);
2156 } 1913 }
1914}
1915
2157}/* 1916/*
2158 * desactivate recursively a flag on an object inventory 1917 * deactivate recursively a flag on an object inventory
2159 */ 1918 */
1919void
2160void unflag_inv(object*op, int flag){ 1920unflag_inv (object *op, int flag)
2161 object *tmp; 1921{
2162 if(op->inv) 1922 if (op->inv)
2163 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1923 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1924 {
2164 CLEAR_FLAG(tmp, flag); 1925 CLEAR_FLAG (tmp, flag);
2165 unflag_inv(tmp,flag); 1926 unflag_inv (tmp, flag);
2166 } 1927 }
2167} 1928}
2168 1929
2169/* 1930/*
2170 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1931 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2171 * all it's inventory (recursively). 1932 * all it's inventory (recursively).
2172 * If checksums are used, a player will get set_cheat called for 1933 * 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. 1934 * him/her-self and all object carried by a call to this function.
2174 */ 1935 */
2175 1936void
2176void set_cheat(object *op) { 1937set_cheat (object *op)
1938{
2177 SET_FLAG(op, FLAG_WAS_WIZ); 1939 SET_FLAG (op, FLAG_WAS_WIZ);
2178 flag_inv(op, FLAG_WAS_WIZ); 1940 flag_inv (op, FLAG_WAS_WIZ);
2179} 1941}
2180 1942
2181/* 1943/*
2182 * find_free_spot(object, map, x, y, start, stop) will search for 1944 * 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 1945 * 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 1959 * 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 1960 * 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 1961 * the archetype because that isn't correct if the monster has been
2200 * customized, changed states, etc. 1962 * customized, changed states, etc.
2201 */ 1963 */
2202 1964int
2203int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 1965find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1966{
2204 int i,index=0, flag; 1967 int index = 0, flag;
2205 static int altern[SIZEOFFREE]; 1968 int altern[SIZEOFFREE];
2206 1969
2207 for(i=start;i<stop;i++) { 1970 for (int i = start; i < stop; i++)
1971 {
2208 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 1972 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2209 if(!flag) 1973 if (!flag)
2210 altern[index++]=i; 1974 altern [index++] = i;
2211 1975
2212 /* Basically, if we find a wall on a space, we cut down the search size. 1976 /* 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. 1977 * 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 - 1978 * 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 1979 * 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 1980 * spaces in all the other directions, this will reduce the search space
2217 * to only the spaces immediately surrounding the target area, and 1981 * to only the spaces immediately surrounding the target area, and
2218 * won't look 2 spaces south of the target space. 1982 * won't look 2 spaces south of the target space.
2219 */ 1983 */
2220 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 1984 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2221 stop=maxfree[i]; 1985 stop = maxfree[i];
2222 } 1986 }
2223 if(!index) return -1; 1987
1988 if (!index)
1989 return -1;
1990
2224 return altern[RANDOM()%index]; 1991 return altern[RANDOM () % index];
2225} 1992}
2226 1993
2227/* 1994/*
2228 * find_first_free_spot(archetype, mapstruct, x, y) works like 1995 * find_first_free_spot(archetype, maptile, x, y) works like
2229 * find_free_spot(), but it will search max number of squares. 1996 * find_free_spot(), but it will search max number of squares.
2230 * But it will return the first available spot, not a random choice. 1997 * 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. 1998 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2232 */ 1999 */
2233 2000int
2234int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2001find_first_free_spot (const object *ob, maptile *m, int x, int y)
2235 int i; 2002{
2236 for(i=0;i<SIZEOFFREE;i++) { 2003 for (int i = 0; i < SIZEOFFREE; i++)
2237 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2004 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2238 return i; 2005 return i;
2239 } 2006
2240 return -1; 2007 return -1;
2241} 2008}
2242 2009
2243/* 2010/*
2244 * The function permute(arr, begin, end) randomly reorders the array 2011 * The function permute(arr, begin, end) randomly reorders the array
2245 * arr[begin..end-1]. 2012 * arr[begin..end-1].
2013 * now uses a fisher-yates shuffle, old permute was broken
2246 */ 2014 */
2015static void
2247static void permute(int *arr, int begin, int end) 2016permute (int *arr, int begin, int end)
2248{ 2017{
2249 int i, j, tmp, len; 2018 arr += begin;
2019 end -= begin;
2250 2020
2251 len = end-begin; 2021 while (--end)
2252 for(i = begin; i < end; i++) 2022 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} 2023}
2261 2024
2262/* new function to make monster searching more efficient, and effective! 2025/* new function to make monster searching more efficient, and effective!
2263 * This basically returns a randomized array (in the passed pointer) of 2026 * 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 2027 * 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 2028 * 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 2029 * 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. 2030 * the 3x3 area will be searched, just not in a predictable order.
2268 */ 2031 */
2032void
2269void get_search_arr(int *search_arr) 2033get_search_arr (int *search_arr)
2270{ 2034{
2271 int i; 2035 int i;
2272 2036
2273 for(i = 0; i < SIZEOFFREE; i++) 2037 for (i = 0; i < SIZEOFFREE; i++)
2274 {
2275 search_arr[i] = i; 2038 search_arr[i] = i;
2276 }
2277 2039
2278 permute(search_arr, 1, SIZEOFFREE1+1); 2040 permute (search_arr, 1, SIZEOFFREE1 + 1);
2279 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2041 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2280 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2042 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2281} 2043}
2282 2044
2283/* 2045/*
2284 * find_dir(map, x, y, exclude) will search some close squares in the 2046 * find_dir(map, x, y, exclude) will search some close squares in the
2285 * given map at the given coordinates for live objects. 2047 * given map at the given coordinates for live objects.
2290 * Perhaps incorrectly, but I'm making the assumption that exclude 2052 * 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 2053 * 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 2054 * because we have to know what movement the thing looking to move
2293 * there is capable of. 2055 * there is capable of.
2294 */ 2056 */
2295 2057int
2296int find_dir(mapstruct *m, int x, int y, object *exclude) { 2058find_dir (maptile *m, int x, int y, object *exclude)
2059{
2297 int i,max=SIZEOFFREE, mflags; 2060 int i, max = SIZEOFFREE, mflags;
2061
2298 sint16 nx, ny; 2062 sint16 nx, ny;
2299 object *tmp; 2063 object *tmp;
2300 mapstruct *mp; 2064 maptile *mp;
2065
2301 MoveType blocked, move_type; 2066 MoveType blocked, move_type;
2302 2067
2303 if (exclude && exclude->head) { 2068 if (exclude && exclude->head)
2069 {
2304 exclude = exclude->head; 2070 exclude = exclude->head;
2305 move_type = exclude->move_type; 2071 move_type = exclude->move_type;
2306 } else { 2072 }
2073 else
2074 {
2307 /* If we don't have anything, presume it can use all movement types. */ 2075 /* If we don't have anything, presume it can use all movement types. */
2308 move_type=MOVE_ALL; 2076 move_type = MOVE_ALL;
2077 }
2078
2079 for (i = 1; i < max; i++)
2309 } 2080 {
2310
2311 for(i=1;i<max;i++) {
2312 mp = m; 2081 mp = m;
2313 nx = x + freearr_x[i]; 2082 nx = x + freearr_x[i];
2314 ny = y + freearr_y[i]; 2083 ny = y + freearr_y[i];
2315 2084
2316 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2085 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2086
2317 if (mflags & P_OUT_OF_MAP) { 2087 if (mflags & P_OUT_OF_MAP)
2088 max = maxfree[i];
2089 else
2090 {
2091 mapspace &ms = mp->at (nx, ny);
2092
2093 blocked = ms.move_block;
2094
2095 if ((move_type & blocked) == move_type)
2318 max = maxfree[i]; 2096 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) { 2097 else if (mflags & P_IS_ALIVE)
2325 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2098 {
2099 for (tmp = ms.bot; tmp; tmp = tmp->above)
2326 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2100 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2327 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2101 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2328 break; 2102 break;
2329 } 2103
2330 }
2331 if(tmp) { 2104 if (tmp)
2332 return freedir[i]; 2105 return freedir[i];
2333 }
2334 } 2106 }
2335 } 2107 }
2336 } 2108 }
2109
2337 return 0; 2110 return 0;
2338} 2111}
2339 2112
2340/* 2113/*
2341 * distance(object 1, object 2) will return the square of the 2114 * distance(object 1, object 2) will return the square of the
2342 * distance between the two given objects. 2115 * distance between the two given objects.
2343 */ 2116 */
2344 2117int
2345int distance(const object *ob1, const object *ob2) { 2118distance (const object *ob1, const object *ob2)
2346 int i; 2119{
2347 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2120 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} 2121}
2351 2122
2352/* 2123/*
2353 * find_dir_2(delta-x,delta-y) will return a direction in which 2124 * 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 2125 * an object which has subtracted the x and y coordinates of another
2355 * object, needs to travel toward it. 2126 * object, needs to travel toward it.
2356 */ 2127 */
2357 2128int
2358int find_dir_2(int x, int y) { 2129find_dir_2 (int x, int y)
2130{
2359 int q; 2131 int q;
2360 2132
2361 if(y) 2133 if (y)
2362 q=x*100/y; 2134 q = x * 100 / y;
2363 else if (x) 2135 else if (x)
2364 q= -300*x; 2136 q = -300 * x;
2365 else 2137 else
2366 return 0; 2138 return 0;
2367 2139
2368 if(y>0) { 2140 if (y > 0)
2141 {
2369 if(q < -242) 2142 if (q < -242)
2370 return 3 ; 2143 return 3;
2371 if (q < -41) 2144 if (q < -41)
2372 return 2 ; 2145 return 2;
2373 if (q < 41) 2146 if (q < 41)
2374 return 1 ; 2147 return 1;
2375 if (q < 242) 2148 if (q < 242)
2376 return 8 ; 2149 return 8;
2377 return 7 ; 2150 return 7;
2378 } 2151 }
2379 2152
2380 if (q < -242) 2153 if (q < -242)
2381 return 7 ; 2154 return 7;
2382 if (q < -41) 2155 if (q < -41)
2383 return 6 ; 2156 return 6;
2384 if (q < 41) 2157 if (q < 41)
2385 return 5 ; 2158 return 5;
2386 if (q < 242) 2159 if (q < 242)
2387 return 4 ; 2160 return 4;
2388 2161
2389 return 3 ; 2162 return 3;
2390} 2163}
2391 2164
2392/* 2165/*
2393 * absdir(int): Returns a number between 1 and 8, which represent 2166 * absdir(int): Returns a number between 1 and 8, which represent
2394 * the "absolute" direction of a number (it actually takes care of 2167 * the "absolute" direction of a number (it actually takes care of
2395 * "overflow" in previous calculations of a direction). 2168 * "overflow" in previous calculations of a direction).
2396 */ 2169 */
2397 2170
2171int
2398int absdir(int d) { 2172absdir (int d)
2399 while(d<1) d+=8; 2173{
2400 while(d>8) d-=8; 2174 while (d < 1)
2175 d += 8;
2176
2177 while (d > 8)
2178 d -= 8;
2179
2401 return d; 2180 return d;
2402} 2181}
2403 2182
2404/* 2183/*
2405 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2184 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2406 * between two directions (which are expected to be absolute (see absdir()) 2185 * between two directions (which are expected to be absolute (see absdir())
2407 */ 2186 */
2408 2187
2188int
2409int dirdiff(int dir1, int dir2) { 2189dirdiff (int dir1, int dir2)
2190{
2410 int d; 2191 int d;
2192
2411 d = abs(dir1 - dir2); 2193 d = abs (dir1 - dir2);
2412 if(d>4) 2194 if (d > 4)
2413 d = 8 - d; 2195 d = 8 - d;
2196
2414 return d; 2197 return d;
2415} 2198}
2416 2199
2417/* peterm: 2200/* peterm:
2418 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2201 * 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 2204 * 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. 2205 * 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 2206 * Moved from spell_util.c to object.c with the other related direction
2424 * functions. 2207 * functions.
2425 */ 2208 */
2426
2427int reduction_dir[SIZEOFFREE][3] = { 2209int reduction_dir[SIZEOFFREE][3] = {
2428 {0,0,0}, /* 0 */ 2210 {0, 0, 0}, /* 0 */
2429 {0,0,0}, /* 1 */ 2211 {0, 0, 0}, /* 1 */
2430 {0,0,0}, /* 2 */ 2212 {0, 0, 0}, /* 2 */
2431 {0,0,0}, /* 3 */ 2213 {0, 0, 0}, /* 3 */
2432 {0,0,0}, /* 4 */ 2214 {0, 0, 0}, /* 4 */
2433 {0,0,0}, /* 5 */ 2215 {0, 0, 0}, /* 5 */
2434 {0,0,0}, /* 6 */ 2216 {0, 0, 0}, /* 6 */
2435 {0,0,0}, /* 7 */ 2217 {0, 0, 0}, /* 7 */
2436 {0,0,0}, /* 8 */ 2218 {0, 0, 0}, /* 8 */
2437 {8,1,2}, /* 9 */ 2219 {8, 1, 2}, /* 9 */
2438 {1,2,-1}, /* 10 */ 2220 {1, 2, -1}, /* 10 */
2439 {2,10,12}, /* 11 */ 2221 {2, 10, 12}, /* 11 */
2440 {2,3,-1}, /* 12 */ 2222 {2, 3, -1}, /* 12 */
2441 {2,3,4}, /* 13 */ 2223 {2, 3, 4}, /* 13 */
2442 {3,4,-1}, /* 14 */ 2224 {3, 4, -1}, /* 14 */
2443 {4,14,16}, /* 15 */ 2225 {4, 14, 16}, /* 15 */
2444 {5,4,-1}, /* 16 */ 2226 {5, 4, -1}, /* 16 */
2445 {4,5,6}, /* 17 */ 2227 {4, 5, 6}, /* 17 */
2446 {6,5,-1}, /* 18 */ 2228 {6, 5, -1}, /* 18 */
2447 {6,20,18}, /* 19 */ 2229 {6, 20, 18}, /* 19 */
2448 {7,6,-1}, /* 20 */ 2230 {7, 6, -1}, /* 20 */
2449 {6,7,8}, /* 21 */ 2231 {6, 7, 8}, /* 21 */
2450 {7,8,-1}, /* 22 */ 2232 {7, 8, -1}, /* 22 */
2451 {8,22,24}, /* 23 */ 2233 {8, 22, 24}, /* 23 */
2452 {8,1,-1}, /* 24 */ 2234 {8, 1, -1}, /* 24 */
2453 {24,9,10}, /* 25 */ 2235 {24, 9, 10}, /* 25 */
2454 {9,10,-1}, /* 26 */ 2236 {9, 10, -1}, /* 26 */
2455 {10,11,-1}, /* 27 */ 2237 {10, 11, -1}, /* 27 */
2456 {27,11,29}, /* 28 */ 2238 {27, 11, 29}, /* 28 */
2457 {11,12,-1}, /* 29 */ 2239 {11, 12, -1}, /* 29 */
2458 {12,13,-1}, /* 30 */ 2240 {12, 13, -1}, /* 30 */
2459 {12,13,14}, /* 31 */ 2241 {12, 13, 14}, /* 31 */
2460 {13,14,-1}, /* 32 */ 2242 {13, 14, -1}, /* 32 */
2461 {14,15,-1}, /* 33 */ 2243 {14, 15, -1}, /* 33 */
2462 {33,15,35}, /* 34 */ 2244 {33, 15, 35}, /* 34 */
2463 {16,15,-1}, /* 35 */ 2245 {16, 15, -1}, /* 35 */
2464 {17,16,-1}, /* 36 */ 2246 {17, 16, -1}, /* 36 */
2465 {18,17,16}, /* 37 */ 2247 {18, 17, 16}, /* 37 */
2466 {18,17,-1}, /* 38 */ 2248 {18, 17, -1}, /* 38 */
2467 {18,19,-1}, /* 39 */ 2249 {18, 19, -1}, /* 39 */
2468 {41,19,39}, /* 40 */ 2250 {41, 19, 39}, /* 40 */
2469 {19,20,-1}, /* 41 */ 2251 {19, 20, -1}, /* 41 */
2470 {20,21,-1}, /* 42 */ 2252 {20, 21, -1}, /* 42 */
2471 {20,21,22}, /* 43 */ 2253 {20, 21, 22}, /* 43 */
2472 {21,22,-1}, /* 44 */ 2254 {21, 22, -1}, /* 44 */
2473 {23,22,-1}, /* 45 */ 2255 {23, 22, -1}, /* 45 */
2474 {45,47,23}, /* 46 */ 2256 {45, 47, 23}, /* 46 */
2475 {23,24,-1}, /* 47 */ 2257 {23, 24, -1}, /* 47 */
2476 {24,9,-1}}; /* 48 */ 2258 {24, 9, -1}
2259}; /* 48 */
2477 2260
2478/* Recursive routine to step back and see if we can 2261/* Recursive routine to step back and see if we can
2479 * find a path to that monster that we found. If not, 2262 * find a path to that monster that we found. If not,
2480 * we don't bother going toward it. Returns 1 if we 2263 * we don't bother going toward it. Returns 1 if we
2481 * can see a direct way to get it 2264 * can see a direct way to get it
2482 * Modified to be map tile aware -.MSW 2265 * Modified to be map tile aware -.MSW
2483 */ 2266 */
2484 2267int
2485
2486int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2268can_see_monsterP (maptile *m, int x, int y, int dir)
2269{
2487 sint16 dx, dy; 2270 sint16 dx, dy;
2488 int mflags; 2271 int mflags;
2489 2272
2273 if (dir < 0)
2490 if(dir<0) return 0; /* exit condition: invalid direction */ 2274 return 0; /* exit condition: invalid direction */
2491 2275
2492 dx = x + freearr_x[dir]; 2276 dx = x + freearr_x[dir];
2493 dy = y + freearr_y[dir]; 2277 dy = y + freearr_y[dir];
2494 2278
2495 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2279 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2496 2280
2497 /* This functional arguably was incorrect before - it was 2281 /* This functional arguably was incorrect before - it was
2498 * checking for P_WALL - that was basically seeing if 2282 * checking for P_WALL - that was basically seeing if
2499 * we could move to the monster - this is being more 2283 * we could move to the monster - this is being more
2500 * literal on if we can see it. To know if we can actually 2284 * 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 2285 * move to the monster, we'd need the monster passed in or
2502 * at least its move type. 2286 * at least its move type.
2503 */ 2287 */
2504 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2288 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2289 return 0;
2505 2290
2506 /* yes, can see. */ 2291 /* yes, can see. */
2507 if(dir < 9) return 1; 2292 if (dir < 9)
2293 return 1;
2294
2508 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2295 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2509 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2296 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2510 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2297 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2511} 2298}
2512 2299
2513
2514
2515/* 2300/*
2516 * can_pick(picker, item): finds out if an object is possible to be 2301 * 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 2302 * picked up by the picker. Returnes 1 if it can be
2518 * picked up, otherwise 0. 2303 * picked up, otherwise 0.
2519 * 2304 *
2521 * core dumps if they do. 2306 * core dumps if they do.
2522 * 2307 *
2523 * Add a check so we can't pick up invisible objects (0.93.8) 2308 * Add a check so we can't pick up invisible objects (0.93.8)
2524 */ 2309 */
2525 2310
2311int
2526int can_pick(const object *who, const object *item) { 2312can_pick (const object *who, const object *item)
2313{
2527 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2314 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2528 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2315 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2529 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2316 !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} 2317}
2532
2533 2318
2534/* 2319/*
2535 * create clone from object to another 2320 * create clone from object to another
2536 */ 2321 */
2322object *
2537object *object_create_clone (object *asrc) { 2323object_create_clone (object *asrc)
2324{
2538 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2325 object *dst = 0, *tmp, *src, *part, *prev, *item;
2539 2326
2540 if(!asrc) return NULL; 2327 if (!asrc)
2328 return 0;
2329
2541 src = asrc; 2330 src = asrc;
2542 if(src->head) 2331 if (src->head)
2543 src = src->head; 2332 src = src->head;
2544 2333
2545 prev = NULL; 2334 prev = 0;
2546 for(part = src; part; part = part->more) { 2335 for (part = src; part; part = part->more)
2547 tmp = get_object(); 2336 {
2548 copy_object(part,tmp); 2337 tmp = part->clone ();
2549 tmp->x -= src->x; 2338 tmp->x -= src->x;
2550 tmp->y -= src->y; 2339 tmp->y -= src->y;
2340
2551 if(!part->head) { 2341 if (!part->head)
2342 {
2552 dst = tmp; 2343 dst = tmp;
2553 tmp->head = NULL; 2344 tmp->head = 0;
2345 }
2554 } else { 2346 else
2555 tmp->head = dst; 2347 tmp->head = dst;
2556 } 2348
2557 tmp->more = NULL; 2349 tmp->more = 0;
2350
2558 if(prev) 2351 if (prev)
2559 prev->more = tmp; 2352 prev->more = tmp;
2353
2560 prev = tmp; 2354 prev = tmp;
2561 } 2355 }
2562 /*** copy inventory ***/ 2356
2563 for(item = src->inv; item; item = item->below) { 2357 for (item = src->inv; item; item = item->below)
2564 (void) insert_ob_in_ob(object_create_clone(item),dst); 2358 insert_ob_in_ob (object_create_clone (item), dst);
2565 }
2566 2359
2567 return dst; 2360 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} 2361}
2577 2362
2578/* GROS - Creates an object using a string representing its content. */ 2363/* 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 */ 2364/* 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, */ 2365/* 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. */ 2366/* 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. */ 2367/* Remember not to use load_object_str in a time-critical situation. */
2583/* Also remember that multiparts objects are not supported for now. */ 2368/* Also remember that multiparts objects are not supported for now. */
2584 2369object *
2585object* load_object_str(const char *obstr) 2370load_object_str (const char *obstr)
2586{ 2371{
2587 object *op; 2372 object *op;
2588 char filename[MAX_BUF]; 2373 char filename[MAX_BUF];
2374
2589 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2375 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2590 2376
2591 FILE *tempfile=fopen(filename,"w"); 2377 FILE *tempfile = fopen (filename, "w");
2378
2592 if (tempfile == NULL) 2379 if (tempfile == NULL)
2593 { 2380 {
2594 LOG(llevError,"Error - Unable to access load object temp file\n"); 2381 LOG (llevError, "Error - Unable to access load object temp file\n");
2595 return NULL; 2382 return NULL;
2596 }; 2383 }
2384
2597 fprintf(tempfile,obstr); 2385 fprintf (tempfile, obstr);
2598 fclose(tempfile); 2386 fclose (tempfile);
2599 2387
2600 op=get_object(); 2388 op = object::create ();
2601 2389
2602 object_thawer thawer (filename); 2390 object_thawer thawer (filename);
2391
2603 if (thawer) 2392 if (thawer)
2604 load_object(thawer,op,LO_NEWFILE,0); 2393 load_object (thawer, op, 0);
2394
2605 LOG(llevDebug," load str completed, object=%s\n",op->name); 2395 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2606 CLEAR_FLAG(op,FLAG_REMOVED); 2396 CLEAR_FLAG (op, FLAG_REMOVED);
2607 2397
2608 return op; 2398 return op;
2609} 2399}
2610 2400
2611/* This returns the first object in who's inventory that 2401/* This returns the first object in who's inventory that
2612 * has the same type and subtype match. 2402 * has the same type and subtype match.
2613 * returns NULL if no match. 2403 * returns NULL if no match.
2614 */ 2404 */
2405object *
2615object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2406find_obj_by_type_subtype (const object *who, int type, int subtype)
2616{ 2407{
2617 object *tmp;
2618
2619 for (tmp=who->inv; tmp; tmp=tmp->below) 2408 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2620 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2409 if (tmp->type == type && tmp->subtype == subtype)
2410 return tmp;
2621 2411
2622 return NULL; 2412 return 0;
2623} 2413}
2624 2414
2625/* If ob has a field named key, return the link from the list, 2415/* If ob has a field named key, return the link from the list,
2626 * otherwise return NULL. 2416 * otherwise return NULL.
2627 * 2417 *
2628 * key must be a passed in shared string - otherwise, this won't 2418 * key must be a passed in shared string - otherwise, this won't
2629 * do the desired thing. 2419 * do the desired thing.
2630 */ 2420 */
2421key_value *
2631key_value * get_ob_key_link(const object * ob, const char * key) { 2422get_ob_key_link (const object *ob, const char *key)
2632 key_value * link; 2423{
2633
2634 for (link = ob->key_values; link != NULL; link = link->next) { 2424 for (key_value *link = ob->key_values; link; link = link->next)
2635 if (link->key == key) { 2425 if (link->key == key)
2636 return link; 2426 return link;
2637 } 2427
2638 } 2428 return 0;
2639 2429}
2640 return NULL;
2641}
2642 2430
2643/* 2431/*
2644 * Returns the value of op has an extra_field for key, or NULL. 2432 * Returns the value of op has an extra_field for key, or NULL.
2645 * 2433 *
2646 * The argument doesn't need to be a shared string. 2434 * The argument doesn't need to be a shared string.
2647 * 2435 *
2648 * The returned string is shared. 2436 * The returned string is shared.
2649 */ 2437 */
2438const char *
2650const char * get_ob_key_value(const object * op, const char * const key) { 2439get_ob_key_value (const object *op, const char *const key)
2440{
2651 key_value * link; 2441 key_value *link;
2652 const char * canonical_key; 2442 shstr_cmp canonical_key (key);
2443
2444 if (!canonical_key)
2653 2445 {
2654 canonical_key = find_string(key);
2655
2656 if (canonical_key == NULL) {
2657 /* 1. There being a field named key on any object 2446 /* 1. There being a field named key on any object
2658 * implies there'd be a shared string to find. 2447 * implies there'd be a shared string to find.
2659 * 2. Since there isn't, no object has this field. 2448 * 2. Since there isn't, no object has this field.
2660 * 3. Therefore, *this* object doesn't have this field. 2449 * 3. Therefore, *this* object doesn't have this field.
2661 */ 2450 */
2662 return NULL; 2451 return 0;
2663 } 2452 }
2664 2453
2665 /* This is copied from get_ob_key_link() above - 2454 /* This is copied from get_ob_key_link() above -
2666 * only 4 lines, and saves the function call overhead. 2455 * only 4 lines, and saves the function call overhead.
2667 */ 2456 */
2668 for (link = op->key_values; link != NULL; link = link->next) { 2457 for (link = op->key_values; link; link = link->next)
2669 if (link->key == canonical_key) { 2458 if (link->key == canonical_key)
2670 return link->value; 2459 return link->value;
2671 } 2460
2672 } 2461 return 0;
2673 return NULL;
2674} 2462}
2675 2463
2676 2464
2677/* 2465/*
2678 * Updates the canonical_key in op to value. 2466 * 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 2470 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2683 * keys. 2471 * keys.
2684 * 2472 *
2685 * Returns TRUE on success. 2473 * Returns TRUE on success.
2686 */ 2474 */
2475int
2687int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) { 2476set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2477{
2688 key_value * field = NULL, *last=NULL; 2478 key_value *field = NULL, *last = NULL;
2689 2479
2690 for (field=op->key_values; field != NULL; field=field->next) { 2480 for (field = op->key_values; field != NULL; field = field->next)
2481 {
2691 if (field->key != canonical_key) { 2482 if (field->key != canonical_key)
2483 {
2692 last = field; 2484 last = field;
2693 continue; 2485 continue;
2694 } 2486 }
2695 2487
2696 if (field->value) FREE_AND_CLEAR_STR(field->value);
2697 if (value) 2488 if (value)
2698 field->value = add_string(value); 2489 field->value = value;
2699 else { 2490 else
2491 {
2700 /* Basically, if the archetype has this key set, 2492 /* Basically, if the archetype has this key set,
2701 * we need to store the null value so when we save 2493 * we need to store the null value so when we save
2702 * it, we save the empty value so that when we load, 2494 * it, we save the empty value so that when we load,
2703 * we get this value back again. 2495 * we get this value back again.
2704 */ 2496 */
2705 if (get_ob_key_link(&op->arch->clone, canonical_key)) 2497 if (get_ob_key_link (&op->arch->clone, canonical_key))
2706 field->value = NULL; 2498 field->value = 0;
2707 else { 2499 else
2708 /* Delete this link */ 2500 {
2709 if (field->key) FREE_AND_CLEAR_STR(field->key); 2501 if (last)
2710 if (field->value) FREE_AND_CLEAR_STR(field->value);
2711 if (last) last->next = field->next; 2502 last->next = field->next;
2503 else
2712 else op->key_values = field->next; 2504 op->key_values = field->next;
2505
2713 free(field); 2506 delete field;
2714 } 2507 }
2715 } 2508 }
2716 return TRUE; 2509 return TRUE;
2717 } 2510 }
2718 /* IF we get here, key doesn't exist */ 2511 /* IF we get here, key doesn't exist */
2719 2512
2720 /* No field, we'll have to add it. */ 2513 /* No field, we'll have to add it. */
2721 2514
2722 if (!add_key) { 2515 if (!add_key)
2723 return FALSE; 2516 return FALSE;
2724 } 2517
2725 /* There isn't any good reason to store a null 2518 /* There isn't any good reason to store a null
2726 * value in the key/value list. If the archetype has 2519 * value in the key/value list. If the archetype has
2727 * this key, then we should also have it, so shouldn't 2520 * this key, then we should also have it, so shouldn't
2728 * be here. If user wants to store empty strings, 2521 * be here. If user wants to store empty strings,
2729 * should pass in "" 2522 * should pass in ""
2730 */ 2523 */
2731 if (value == NULL) return TRUE; 2524 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; 2525 return TRUE;
2526
2527 field = new key_value;
2528
2529 field->key = canonical_key;
2530 field->value = value;
2531 /* Usual prepend-addition. */
2532 field->next = op->key_values;
2533 op->key_values = field;
2534
2535 return TRUE;
2742} 2536}
2743 2537
2744/* 2538/*
2745 * Updates the key in op to value. 2539 * Updates the key in op to value.
2746 * 2540 *
2748 * and not add new ones. 2542 * and not add new ones.
2749 * In general, should be little reason FALSE is ever passed in for add_key 2543 * In general, should be little reason FALSE is ever passed in for add_key
2750 * 2544 *
2751 * Returns TRUE on success. 2545 * Returns TRUE on success.
2752 */ 2546 */
2547int
2753int set_ob_key_value(object * op, const char * key, const char * value, int add_key) { 2548set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2754 const char * canonical_key = NULL; 2549{
2755 int floating_ref = FALSE; 2550 shstr key_ (key);
2756 int ret; 2551
2552 return set_ob_key_value_s (op, key_, value, add_key);
2553}
2554
2555object::depth_iterator::depth_iterator (object *container)
2556: iterator_base (container)
2557{
2558 while (item->inv)
2559 item = item->inv;
2560}
2561
2562void
2563object::depth_iterator::next ()
2564{
2565 if (item->below)
2757 2566 {
2758 /* HACK This mess is to make sure set_ob_value() passes a shared string 2567 item = item->below;
2759 * to get_ob_key_link(), without leaving a leaked refcount. 2568
2760 */ 2569 while (item->inv)
2570 item = item->inv;
2761 2571 }
2762 canonical_key = find_string(key); 2572 else
2763 if (canonical_key == NULL) { 2573 item = item->env;
2764 canonical_key = add_string(key); 2574}
2765 floating_ref = TRUE; 2575
2766 } 2576
2577const char *
2578object::flag_desc (char *desc, int len) const
2579{
2580 char *p = desc;
2581 bool first = true;
2582
2583 *p = 0;
2584
2585 for (int i = 0; i < NUM_FLAGS; i++)
2767 2586 {
2768 ret = set_ob_key_value_s(op, canonical_key, value, add_key); 2587 if (len <= 10) // magic constant!
2588 {
2589 snprintf (p, len, ",...");
2590 break;
2591 }
2592
2593 if (flag [i])
2594 {
2595 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2596 len -= cnt;
2597 p += cnt;
2598 first = false;
2599 }
2769 2600 }
2770 if (floating_ref) { 2601
2771 free_string(canonical_key);
2772 }
2773
2774 return ret; 2602 return desc;
2775} 2603}
2604
2605// return a suitable string describing an object in enough detail to find it
2606const char *
2607object::debug_desc (char *info) const
2608{
2609 char flagdesc[512];
2610 char info2[256 * 4];
2611 char *p = info;
2612
2613 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2614 count, uuid.seq,
2615 &name,
2616 title ? "\",title:" : "",
2617 title ? (const char *)title : "",
2618 flag_desc (flagdesc, 512), type);
2619
2620 if (env)
2621 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2622
2623 if (map)
2624 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2625
2626 return info;
2627}
2628
2629const char *
2630object::debug_desc () const
2631{
2632 static char info[256 * 4];
2633 return debug_desc (info);
2634}
2635

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