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Comparing deliantra/server/common/object.C (file contents):
Revision 1.2 by root, Fri Aug 25 17:11:52 2006 UTC vs.
Revision 1.86 by root, Tue Dec 26 08:17:58 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.2 2006/08/25 17:11:52 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
42#ifdef MEMORY_DEBUG 34
43int nroffreeobjects = 0; 35#include <bitset>
36
44int nrofallocobjects = 0; 37int nrofallocobjects = 0;
45#undef OBJ_EXPAND 38static UUID uuid;
46#define OBJ_EXPAND 1 39const uint64 UUID_SKIP = 1<<19;
47#else
48object objarray[STARTMAX]; /* All objects, allocated this way at first */
49int nroffreeobjects = STARTMAX; /* How many OBs allocated and free (free) */
50int nrofallocobjects = STARTMAX; /* How many OBs allocated (free + used) */
51#endif
52 40
53object *objects; /* Pointer to the list of used objects */
54object *free_objects; /* Pointer to the list of unused objects */
55object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
56 42
57void (*object_free_callback)(object *ob); 43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
58
59short freearr_x[SIZEOFFREE]=
60 {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,
61 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
62short freearr_y[SIZEOFFREE]= 45};
63 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
64 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
65int maxfree[SIZEOFFREE]= 48};
66 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
67 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51};
68int freedir[SIZEOFFREE]= { 52int freedir[SIZEOFFREE] = {
69 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
70 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55};
71 56
57static void
58write_uuid (void)
59{
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76}
77
78static void
79read_uuid (void)
80{
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp);
113}
114
115UUID
116gen_uuid ()
117{
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126}
127
128void
129init_uuid ()
130{
131 read_uuid ();
132}
72 133
73/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int
74static int compare_ob_value_lists_one(const object * wants, const object * has) { 136compare_ob_value_lists_one (const object *wants, const object *has)
137{
75 key_value * wants_field; 138 key_value *wants_field;
76 139
77 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
78 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
79 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
80 */ 143 */
81 144
82 /* For each field in wants, */ 145 /* For each field in wants, */
83 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 {
84 key_value * has_field; 148 key_value *has_field;
85 149
86 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
87 has_field = get_ob_key_link(has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
88 154 {
89 if (has_field == NULL) {
90 /* No field with that name. */ 155 /* No field with that name. */
91 return FALSE; 156 return FALSE;
92 } 157 }
93 158
94 /* Found the matching field. */ 159 /* Found the matching field. */
95 if (has_field->value != wants_field->value) { 160 if (has_field->value != wants_field->value)
161 {
96 /* Values don't match, so this half of the comparison is false. */ 162 /* Values don't match, so this half of the comparison is false. */
97 return FALSE; 163 return FALSE;
98 } 164 }
99 165
100 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
101 }
102 167 }
168
103 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
104 return TRUE; 170 return TRUE;
105} 171}
106 172
107/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int
108static int compare_ob_value_lists(const object * ob1, const object * ob2) { 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{
109 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
110 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
111 */ 179 */
112 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
113} 181}
114 182
115/* Function examines the 2 objects given to it, and returns true if 183/* Function examines the 2 objects given to it, and returns true if
116 * they can be merged together. 184 * they can be merged together.
117 * 185 *
118 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
119 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
120 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
121 * 189 *
122 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
123 * 191 *
124 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
125 * check weight 193 * check weight
126 */ 194 */
127 195
128int CAN_MERGE(object *ob1, object *ob2) { 196bool object::can_merge_slow (object *ob1, object *ob2)
129 197{
130 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
131 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 199 if (ob1 == ob2
132 200 || ob1->type != ob2->type
133 if (ob1->speed != ob2->speed) return 0; 201 || ob1->speed != ob2->speed
134 /* Note sure why the following is the case - either the object has to 202 || ob1->value != ob2->value
135 * be animated or have a very low speed. Is this an attempted monster 203 || ob1->name != ob2->name)
136 * check?
137 */
138 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED)
139 return 0; 204 return 0;
140 205
206 //TODO: this ain't working well, use nicer and correct overflow check
141 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
142 * value could not be stored in a sint32 (which unfortunately sometimes is 208 * value could not be stored in a sint32 (which unfortunately sometimes is
143 * used to store nrof). 209 * used to store nrof).
144 */ 210 */
145 if (ob1->nrof+ob2->nrof >= 1UL<<31) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
146 return 0; 212 return 0;
147 213
148 /* This is really a spellbook check - really, we should
149 * check all objects in the inventory.
150 */
151 if (ob1->inv || ob2->inv) {
152 /* if one object has inventory but the other doesn't, not equiv */
153 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
154
155 /* Now check to see if the two inventory objects could merge */
156 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
157
158 /* inventory ok - still need to check rest of this object to see
159 * if it is valid.
160 */
161 }
162
163 /* If the objects have been identified, set the BEEN_APPLIED flag. 214 /* If the objects have been identified, set the BEEN_APPLIED flag.
164 * This is to the comparison of the flags below will be OK. We 215 * This is to the comparison of the flags below will be OK. We
165 * just can't ignore the been applied or identified flags, as they 216 * just can't ignore the been applied or identified flags, as they
166 * are not equal - just if it has been identified, the been_applied 217 * are not equal - just if it has been identified, the been_applied
167 * flags lose any meaning. 218 * flags lose any meaning.
168 */ 219 */
169 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED)) 220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
170 SET_FLAG(ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
171 222
172 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
173 SET_FLAG(ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
174 225
175 226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
176 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 || ob1->arch != ob2->arch
177 * being locked in inventory should prevent merging. 228 || ob1->name != ob2->name
178 * 0x4 in flags3 is CLIENT_SENT 229 || ob1->title != ob2->title
179 */ 230 || ob1->msg != ob2->msg
180 if ((ob1->arch != ob2->arch) || 231 || ob1->weight != ob2->weight
181 (ob1->flags[0] != ob2->flags[0]) ||
182 (ob1->flags[1] != ob2->flags[1]) ||
183 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
184 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
185 (ob1->name != ob2->name) ||
186 (ob1->title != ob2->title) ||
187 (ob1->msg != ob2->msg) ||
188 (ob1->weight != ob2->weight) ||
189 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
190 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
191 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
192 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
193 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
194 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
195 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
196 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
197 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
198 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
199 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
200 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
201 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
202 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
203 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
204 (ob1->move_on != ob2->move_on) || 247 || ob1->move_on != ob2->move_on
205 (ob1->move_off != ob2->move_off) || 248 || ob1->move_off != ob2->move_off
206 (ob1->move_slow != ob2->move_slow) || 249 || ob1->move_slow != ob2->move_slow
207 (ob1->move_slow_penalty != ob2->move_slow_penalty) 250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
208 )
209 return 0; 251 return 0;
210 252
253 /* This is really a spellbook check - really, we should
254 * check all objects in the inventory.
255 */
256 if (ob1->inv || ob2->inv)
257 {
258 /* if one object has inventory but the other doesn't, not equiv */
259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
260 return 0;
261
262 /* Now check to see if the two inventory objects could merge */
263 if (!object::can_merge (ob1->inv, ob2->inv))
264 return 0;
265
266 /* inventory ok - still need to check rest of this object to see
267 * if it is valid.
268 */
269 }
270
211 /* Don't merge objects that are applied. With the new 'body' code, 271 /* Don't merge objects that are applied. With the new 'body' code,
212 * it is possible for most any character to have more than one of 272 * it is possible for most any character to have more than one of
213 * some items equipped, and we don't want those to merge. 273 * some items equipped, and we don't want those to merge.
214 */ 274 */
215 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 275 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
216 return 0; 276 return 0;
217 277
278 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster
280 * check?
281 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
283 return 0;
284
218 switch (ob1->type) { 285 switch (ob1->type)
286 {
219 case SCROLL: 287 case SCROLL:
220 if (ob1->level != ob2->level) return 0; 288 if (ob1->level != ob2->level)
289 return 0;
221 break; 290 break;
222
223 } 291 }
292
224 if (ob1->key_values != NULL || ob2->key_values != NULL) { 293 if (ob1->key_values != NULL || ob2->key_values != NULL)
294 {
225 /* At least one of these has key_values. */ 295 /* At least one of these has key_values. */
226 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) { 296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
227 /* One has fields, but the other one doesn't. */ 297 /* One has fields, but the other one doesn't. */
228 return 0; 298 return 0;
229 } else if (!compare_ob_value_lists(ob1, ob2)) { 299 else if (!compare_ob_value_lists (ob1, ob2))
230 return 0; 300 return 0;
231 } 301 }
302
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self)
232 } 305 {
306 ob1->optimise ();
307 ob2->optimise ();
233 308
309 if (ob1->self || ob2->self)
310 return 0;
311 }
312
234 /* Everything passes, must be OK. */ 313 /* Everything passes, must be OK. */
235 return 1; 314 return 1;
236} 315}
237 316
238/* 317/*
239 * sum_weight() is a recursive function which calculates the weight 318 * sum_weight() is a recursive function which calculates the weight
240 * an object is carrying. It goes through in figures out how much 319 * an object is carrying. It goes through in figures out how much
241 * containers are carrying, and sums it up. 320 * containers are carrying, and sums it up.
242 */ 321 */
243signed long sum_weight(object *op) { 322long
323sum_weight (object *op)
324{
244 signed long sum; 325 long sum;
245 object *inv; 326 object *inv;
327
246 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
329 {
247 if (inv->inv) 330 if (inv->inv)
248 sum_weight(inv); 331 sum_weight (inv);
249 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
250 } 333 }
334
251 if (op->type == CONTAINER && op->stats.Str) 335 if (op->type == CONTAINER && op->stats.Str)
252 sum = (sum * (100 - op->stats.Str))/100; 336 sum = (sum * (100 - op->stats.Str)) / 100;
337
253 if(op->carrying != sum) 338 if (op->carrying != sum)
254 op->carrying = sum; 339 op->carrying = sum;
340
255 return sum; 341 return sum;
256} 342}
257 343
258/** 344/**
259 * Return the outermost environment object for a given object. 345 * Return the outermost environment object for a given object.
260 */ 346 */
261 347
348object *
262object *object_get_env_recursive (object *op) { 349object_get_env_recursive (object *op)
350{
263 while (op->env != NULL) 351 while (op->env != NULL)
264 op = op->env; 352 op = op->env;
265 return op; 353 return op;
266}
267
268/*
269 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
270 * a better check. We basically keeping traversing up until we can't
271 * or find a player.
272 */
273
274object *is_player_inv (object *op) {
275 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
276 if (op->env==op)
277 op->env = NULL;
278 return op;
279} 354}
280 355
281/* 356/*
282 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
283 * Some error messages. 358 * Some error messages.
284 * The result of the dump is stored in the static global errmsg array. 359 * The result of the dump is stored in the static global errmsg array.
285 */ 360 */
286 361
287void dump_object2(object *op) { 362char *
288 char *cp;
289/* object *tmp;*/
290
291 if(op->arch!=NULL) {
292 strcat(errmsg,"arch ");
293 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
294 strcat(errmsg,"\n");
295 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
296 strcat(errmsg,cp);
297#if 0
298 /* Don't dump player diffs - they are too long, mostly meaningless, and
299 * will overflow the buffer.
300 * Changed so that we don't dump inventory either. This may
301 * also overflow the buffer.
302 */
303 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
304 strcat(errmsg,cp);
305 for (tmp=op->inv; tmp; tmp=tmp->below)
306 dump_object2(tmp);
307#endif
308 strcat(errmsg,"end\n");
309 } else {
310 strcat(errmsg,"Object ");
311 if (op->name==NULL) strcat(errmsg, "(null)");
312 else strcat(errmsg,op->name);
313 strcat(errmsg,"\n");
314#if 0
315 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
316 strcat(errmsg,cp);
317 for (tmp=op->inv; tmp; tmp=tmp->below)
318 dump_object2(tmp);
319#endif
320 strcat(errmsg,"end\n");
321 }
322}
323
324/*
325 * Dumps an object. Returns output in the static global errmsg array.
326 */
327
328void dump_object(object *op) { 363dump_object (object *op)
329 if(op==NULL) {
330 strcpy(errmsg,"[NULL pointer]");
331 return;
332 }
333 errmsg[0]='\0';
334 dump_object2(op);
335}
336
337/* GROS - Dumps an object. Return the result into a string */
338/* Note that no checking is done for the validity of the target string, so */
339/* you need to be sure that you allocated enough space for it. */
340void dump_me(object *op, char *outstr)
341{ 364{
342 char *cp; 365 if (!op)
366 return strdup ("[NULLOBJ]");
343 367
344 if(op==NULL) 368 object_freezer freezer;
345 { 369 save_object (freezer, op, 1);
346 strcpy(outstr,"[NULL pointer]"); 370 return freezer.as_string ();
347 return;
348 }
349 outstr[0]='\0';
350
351 if(op->arch!=NULL)
352 {
353 strcat(outstr,"arch ");
354 strcat(outstr,op->arch->name?op->arch->name:"(null)");
355 strcat(outstr,"\n");
356 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
357 strcat(outstr,cp);
358 strcat(outstr,"end\n");
359 }
360 else
361 {
362 strcat(outstr,"Object ");
363 if (op->name==NULL)
364 strcat(outstr, "(null)");
365 else
366 strcat(outstr,op->name);
367 strcat(outstr,"\n");
368 strcat(outstr,"end\n");
369 }
370}
371
372/*
373 * This is really verbose...Can be triggered by the P key while in DM mode.
374 * All objects are dumped to stderr (or alternate logfile, if in server-mode)
375 */
376
377void dump_all_objects(void) {
378 object *op;
379 for(op=objects;op!=NULL;op=op->next) {
380 dump_object(op);
381 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
382 }
383} 371}
384 372
385/* 373/*
386 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
387 * multi-object 1 which is closest to the second object. 375 * multi-object 1 which is closest to the second object.
388 * If it's not a multi-object, it is returned. 376 * If it's not a multi-object, it is returned.
389 */ 377 */
390 378
379object *
391object *get_nearest_part(object *op, const object *pl) { 380get_nearest_part (object *op, const object *pl)
381{
392 object *tmp,*closest; 382 object *tmp, *closest;
393 int last_dist,i; 383 int last_dist, i;
384
394 if(op->more==NULL) 385 if (op->more == NULL)
395 return op; 386 return op;
396 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 387 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
397 if((i=distance(tmp,pl))<last_dist) 388 if ((i = distance (tmp, pl)) < last_dist)
398 closest=tmp,last_dist=i; 389 closest = tmp, last_dist = i;
399 return closest; 390 return closest;
400} 391}
401 392
402/* 393/*
403 * Returns the object which has the count-variable equal to the argument. 394 * Returns the object which has the count-variable equal to the argument.
404 */ 395 */
405 396
397object *
406object *find_object(tag_t i) { 398find_object (tag_t i)
407 object *op; 399{
408 for(op=objects;op!=NULL;op=op->next) 400 for (object *op = object::first; op; op = op->next)
409 if(op->count==i) 401 if (op->count == i)
410 break; 402 return op;
403
411 return op; 404 return 0;
412} 405}
413 406
414/* 407/*
415 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
416 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
417 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
418 */ 411 */
419 412
413object *
420object *find_object_name(const char *str) { 414find_object_name (const char *str)
421 const char *name=add_string(str); 415{
416 shstr_cmp str_ (str);
422 object *op; 417 object *op;
418
423 for(op=objects;op!=NULL;op=op->next) 419 for (op = object::first; op != NULL; op = op->next)
424 if(op->name==name) 420 if (op->name == str_)
425 break; 421 break;
426 free_string(name); 422
427 return op; 423 return op;
428} 424}
429 425
426void
430void free_all_object_data(void) { 427free_all_object_data ()
431#ifdef MEMORY_DEBUG
432 object *op, *next;
433
434 for (op=free_objects; op!=NULL; ) {
435 next=op->next;
436 free(op);
437 nrofallocobjects--;
438 nroffreeobjects--;
439 op=next;
440 }
441#endif
442 LOG(llevDebug,"%d allocated objects, %d free objects, STARMAX=%d\n",
443 nrofallocobjects, nroffreeobjects,STARTMAX);
444}
445
446/*
447 * Returns the object which this object marks as being the owner.
448 * A id-scheme is used to avoid pointing to objects which have been
449 * freed and are now reused. If this is detected, the owner is
450 * set to NULL, and NULL is returned.
451 * Changed 2004-02-12 - if the player is setting at the play again
452 * prompt, he is removed, and we don't want to treat him as an owner of
453 * anything, so check removed flag. I don't expect that this should break
454 * anything - once an object is removed, it is basically dead anyways.
455 */
456
457object *get_owner(object *op) {
458 if(op->owner==NULL)
459 return NULL;
460
461 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
462 op->owner->count==op->ownercount)
463 return op->owner;
464
465 op->owner=NULL;
466 op->ownercount=0;
467 return NULL;
468}
469
470void clear_owner(object *op)
471{ 428{
472 if (!op) return; 429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
473
474 if (op->owner && op->ownercount == op->owner->count)
475 op->owner->refcount--;
476
477 op->owner = NULL;
478 op->ownercount = 0;
479} 430}
480
481
482 431
483/* 432/*
484 * Sets the owner and sets the skill and exp pointers to owner's current 433 * Sets the owner and sets the skill and exp pointers to owner's current
485 * skill and experience objects. 434 * skill and experience objects.
486 */ 435 */
487void set_owner (object *op, object *owner) 436void
437object::set_owner (object *owner)
488{ 438{
489 if(owner==NULL||op==NULL) 439 if (!owner)
490 return; 440 return;
491 441
492 /* next line added to allow objects which own objects */ 442 /* next line added to allow objects which own objects */
493 /* Add a check for ownercounts in here, as I got into an endless loop 443 /* Add a check for ownercounts in here, as I got into an endless loop
494 * with the fireball owning a poison cloud which then owned the 444 * with the fireball owning a poison cloud which then owned the
495 * fireball. I believe that was caused by one of the objects getting 445 * fireball. I believe that was caused by one of the objects getting
496 * freed and then another object replacing it. Since the ownercounts 446 * freed and then another object replacing it. Since the ownercounts
497 * didn't match, this check is valid and I believe that cause is valid. 447 * didn't match, this check is valid and I believe that cause is valid.
498 */ 448 */
499 while (owner->owner && owner!=owner->owner && 449 while (owner->owner)
500 owner->ownercount==owner->owner->count) owner=owner->owner; 450 owner = owner->owner;
501 451
502 /* IF the owner still has an owner, we did not resolve to a final owner.
503 * so lets not add to that.
504 */
505 if (owner->owner) return;
506
507 op->owner=owner; 452 this->owner = owner;
508
509 op->ownercount=owner->count;
510 owner->refcount++;
511
512}
513
514/* Set the owner to clone's current owner and set the skill and experience
515 * objects to clone's objects (typically those objects that where the owner's
516 * current skill and experience objects at the time when clone's owner was
517 * set - not the owner's current skill and experience objects).
518 *
519 * Use this function if player created an object (e.g. fire bullet, swarm
520 * spell), and this object creates further objects whose kills should be
521 * accounted for the player's original skill, even if player has changed
522 * skills meanwhile.
523 */
524void copy_owner (object *op, object *clone)
525{
526 object *owner = get_owner (clone);
527 if (owner == NULL) {
528 /* players don't have owners - they own themselves. Update
529 * as appropriate.
530 */
531 if (clone->type == PLAYER) owner=clone;
532 else return;
533 }
534 set_owner(op, owner);
535
536}
537
538/*
539 * Resets vital variables in an object
540 */
541
542void reset_object(object *op) {
543
544 op->name = NULL;
545 op->name_pl = NULL;
546 op->title = NULL;
547 op->race = NULL;
548 op->slaying = NULL;
549 op->skill = NULL;
550 op->msg = NULL;
551 op->materialname = NULL;
552 op->lore = NULL;
553 op->current_weapon_script = NULL;
554 clear_object(op);
555} 453}
556 454
557/* Zero the key_values on op, decrementing the shared-string 455/* Zero the key_values on op, decrementing the shared-string
558 * refcounts and freeing the links. 456 * refcounts and freeing the links.
559 */ 457 */
458static void
560static void free_key_values(object * op) { 459free_key_values (object *op)
561 key_value * i; 460{
562 key_value * next = NULL; 461 for (key_value *i = op->key_values; i != 0;)
563 462 {
564 if (op->key_values == NULL) return; 463 key_value *next = i->next;
464 delete i;
465
466 i = next;
565 467 }
566 for (i = op->key_values; i != NULL; i = next) { 468
567 /* Store next *first*. */
568 next = i->next;
569
570 if (i->key) FREE_AND_CLEAR_STR(i->key);
571 if (i->value) FREE_AND_CLEAR_STR(i->value);
572 i->next = NULL;
573 free(i);
574 }
575
576 op->key_values = NULL; 469 op->key_values = 0;
577} 470}
578 471
579
580/* 472/*
581 * clear_object() frees everything allocated by an object, and also
582 * clears all variables and flags to default settings.
583 */
584
585void clear_object(object *op) {
586
587 if (object_free_callback)
588 object_free_callback (op);
589
590 event *evt;
591 event *evt2;
592
593 /* redo this to be simpler/more efficient. Was also seeing
594 * crashes in the old code. Move this to the top - am
595 * seeing periodic crashes in this code, and would like to have
596 * as much info available as possible (eg, object name).
597 */
598 for (evt = op->events; evt; evt=evt2) {
599 evt2 = evt->next;
600
601 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
602 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
603 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
604
605 free(evt);
606 }
607 op->events = NULL;
608
609 free_key_values(op);
610
611 /* the memset will clear all these values for us, but we need
612 * to reduce the refcount on them.
613 */
614 if (op->name!=NULL) FREE_AND_CLEAR_STR(op->name);
615 if (op->name_pl!=NULL) FREE_AND_CLEAR_STR(op->name_pl);
616 if (op->title != NULL) FREE_AND_CLEAR_STR(op->title);
617 if (op->race!=NULL) FREE_AND_CLEAR_STR(op->race);
618 if (op->slaying!=NULL) FREE_AND_CLEAR_STR(op->slaying);
619 if (op->skill!=NULL) FREE_AND_CLEAR_STR(op->skill);
620 if (op->msg!=NULL) FREE_AND_CLEAR_STR(op->msg);
621 if (op->lore!=NULL) FREE_AND_CLEAR_STR(op->lore);
622 if (op->materialname!= NULL) FREE_AND_CLEAR_STR(op->materialname);
623
624
625 memset((void*)op, 0, sizeof (object_special));
626 /* Below here, we clear things that are not done by the memset,
627 * or set default values that are not zero.
628 */
629 /* This is more or less true */
630 SET_FLAG(op, FLAG_REMOVED);
631
632
633 op->contr = NULL;
634 op->below=NULL;
635 op->above=NULL;
636 op->inv=NULL;
637 op->events=NULL;
638 op->container=NULL;
639 op->env=NULL;
640 op->more=NULL;
641 op->head=NULL;
642 op->map=NULL;
643 op->refcount=0;
644 op->active_next = NULL;
645 op->active_prev = NULL;
646 /* What is not cleared is next, prev, and count */
647
648 op->expmul=1.0;
649 op->face = blank_face;
650 op->attacked_by_count = (tag_t) -1;
651 if (settings.casting_time)
652 op->casting_time = -1;
653
654}
655
656/*
657 * copy object first frees everything allocated by the second object, 473 * copy_to first frees everything allocated by the dst object,
658 * and then copies the contends of the first object into the second 474 * and then copies the contents of itself into the second
659 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
660 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
661 * if the first object is freed, the pointers in the new object 477 * if the first object is freed, the pointers in the new object
662 * will point at garbage. 478 * will point at garbage.
663 */ 479 */
480void
481object::copy_to (object *dst)
482{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
664 485
665void copy_object(object *op2, object *op) { 486 *(object_copy *)dst = *this;
666 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED);
667 event *evt, *evt2, *evt_new;
668 487
669 if (object_free_callback) 488 if (is_freed)
670 object_free_callback (op); 489 SET_FLAG (dst, FLAG_FREED);
671 490
672 // callback registries and self are empty for copied objects 491 if (is_removed)
673 // this ought to change in the future 492 SET_FLAG (dst, FLAG_REMOVED);
674 493
675 /* Decrement the refcounts, but don't bother zeroing the fields; 494 if (speed < 0)
676 they'll be overwritten by memcpy. */
677 if(op->name!=NULL) free_string(op->name);
678 if(op->name_pl!=NULL) free_string(op->name_pl);
679 if(op->title!=NULL) free_string(op->title);
680 if(op->race!=NULL) free_string(op->race);
681 if(op->slaying!=NULL) free_string(op->slaying);
682 if(op->skill!=NULL) free_string(op->skill);
683 if(op->msg!=NULL) free_string(op->msg);
684 if(op->lore!=NULL) free_string(op->lore);
685 if(op->materialname != NULL) free_string(op->materialname);
686 if(op->custom_name != NULL) free_string(op->custom_name);
687
688 /* Basically, same code as from clear_object() */
689 for (evt = op->events; evt; evt=evt2) {
690 evt2 = evt->next;
691
692 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
693 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
694 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
695
696 free(evt);
697 }
698 op->events = NULL;
699
700 free_key_values(op);
701
702 *(object_special *)op = *(object_special *)op2;
703
704 if(is_freed) SET_FLAG(op,FLAG_FREED);
705 if(is_removed) SET_FLAG(op,FLAG_REMOVED);
706 if(op->name!=NULL) add_refcount(op->name);
707 if(op->name_pl!=NULL) add_refcount(op->name_pl);
708 if(op->title!=NULL) add_refcount(op->title);
709 if(op->race!=NULL) add_refcount(op->race);
710 if(op->slaying!=NULL) add_refcount(op->slaying);
711 if(op->skill!=NULL) add_refcount(op->skill);
712 if(op->lore!=NULL) add_refcount(op->lore);
713 if(op->msg!=NULL) add_refcount(op->msg);
714 if(op->custom_name!=NULL) add_refcount(op->custom_name);
715 if (op->materialname != NULL) add_refcount(op->materialname);
716
717 if((op2->speed<0) && !editor)
718 op->speed_left=op2->speed_left-RANDOM()%200/100.0; 495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
719 496
720 /* Copy over event information */
721 evt2 = NULL;
722 for (evt = op2->events; evt; evt=evt->next) {
723 evt_new = (event *) malloc(sizeof(event));
724 memcpy(evt_new, evt, sizeof(event));
725 if (evt_new->hook) add_refcount(evt_new->hook);
726 if (evt_new->plugin) add_refcount(evt_new->plugin);
727 if (evt_new->options) add_refcount(evt_new->options);
728 evt_new->next = NULL;
729
730 /* Try to be a little clever here, and store away the
731 * last event we copied, so that its simpler to update the
732 * pointer.
733 */
734 if (evt2)
735 evt2->next = evt_new;
736 else
737 op->events = evt_new;
738
739 evt2 = evt_new;
740 }
741 /* Copy over key_values, if any. */ 497 /* Copy over key_values, if any. */
742 if (op2->key_values != NULL) { 498 if (key_values)
743 key_value * tail = NULL; 499 {
500 key_value *tail = 0;
744 key_value * i; 501 key_value *i;
745 502
746 op->key_values = NULL; 503 dst->key_values = 0;
747 504
748 for (i = op2->key_values; i != NULL; i = i->next) { 505 for (i = key_values; i; i = i->next)
749 key_value * new_link = (key_value *) malloc(sizeof(key_value)); 506 {
507 key_value *new_link = new key_value;
750 508
751 new_link->next = NULL; 509 new_link->next = 0;
752 new_link->key = add_refcount(i->key); 510 new_link->key = i->key;
753 if (i->value) 511 new_link->value = i->value;
754 new_link->value = add_refcount(i->value);
755 else
756 new_link->value = NULL;
757 512
758 /* Try and be clever here, too. */ 513 /* Try and be clever here, too. */
759 if (op->key_values == NULL) { 514 if (!dst->key_values)
760 op->key_values = new_link; 515 {
761 tail = new_link; 516 dst->key_values = new_link;
762 } else { 517 tail = new_link;
763 tail->next = new_link; 518 }
764 tail = new_link; 519 else
520 {
521 tail->next = new_link;
522 tail = new_link;
523 }
524 }
765 } 525 }
766 }
767 }
768 526
769 update_ob_speed(op); 527 update_ob_speed (dst);
770} 528}
771 529
772/*
773 * expand_objects() allocates more objects for the list of unused objects.
774 * It is called from get_object() if the unused list is empty.
775 */
776
777void expand_objects(void) {
778 int i;
779 object *obj;
780 obj = (object *) CALLOC(OBJ_EXPAND,sizeof(object));
781
782 if(obj==NULL)
783 fatal(OUT_OF_MEMORY);
784 free_objects=obj;
785 obj[0].prev=NULL;
786 obj[0].next= &obj[1],
787 SET_FLAG(&(obj[0]), FLAG_REMOVED);
788 SET_FLAG(&(obj[0]), FLAG_FREED);
789
790 for(i=1;i<OBJ_EXPAND-1;i++) {
791 obj[i].next= &obj[i+1],
792 obj[i].prev= &obj[i-1],
793 SET_FLAG(&(obj[i]), FLAG_REMOVED);
794 SET_FLAG(&(obj[i]), FLAG_FREED);
795 }
796 obj[OBJ_EXPAND-1].prev= &obj[OBJ_EXPAND-2],
797 obj[OBJ_EXPAND-1].next=NULL,
798 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_REMOVED);
799 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_FREED);
800
801 nrofallocobjects += OBJ_EXPAND;
802 nroffreeobjects += OBJ_EXPAND;
803}
804
805/*
806 * get_object() grabs an object from the list of unused objects, makes
807 * sure it is initialised, and returns it.
808 * If there are no free objects, expand_objects() is called to get more.
809 */
810
811object *get_object(void) {
812 object *op; 530object *
813 531object::clone ()
814 if(free_objects==NULL) { 532{
815 expand_objects(); 533 object *neu = create ();
816 } 534 copy_to (neu);
817 op=free_objects;
818#ifdef MEMORY_DEBUG
819 /* The idea is hopefully by doing a realloc, the memory
820 * debugging program will now use the current stack trace to
821 * report leaks.
822 */
823 op = realloc(op, sizeof(object));
824 SET_FLAG(op, FLAG_REMOVED);
825 SET_FLAG(op, FLAG_FREED);
826#endif
827
828 if(!QUERY_FLAG(op,FLAG_FREED)) {
829 LOG(llevError,"Fatal: Getting busy object.\n");
830 }
831 free_objects=op->next;
832 if(free_objects!=NULL)
833 free_objects->prev=NULL;
834 op->count= ++ob_count;
835 op->name=NULL;
836 op->name_pl=NULL;
837 op->title=NULL;
838 op->race=NULL;
839 op->slaying=NULL;
840 op->skill = NULL;
841 op->lore=NULL;
842 op->msg=NULL;
843 op->materialname=NULL;
844 op->next=objects;
845 op->prev=NULL;
846 op->active_next = NULL;
847 op->active_prev = NULL;
848 if(objects!=NULL)
849 objects->prev=op;
850 objects=op;
851 clear_object(op);
852 SET_FLAG(op,FLAG_REMOVED);
853 nroffreeobjects--;
854 return op; 535 return neu;
855} 536}
856 537
857/* 538/*
858 * If an object with the IS_TURNABLE() flag needs to be turned due 539 * If an object with the IS_TURNABLE() flag needs to be turned due
859 * to the closest player being on the other side, this function can 540 * to the closest player being on the other side, this function can
860 * be called to update the face variable, _and_ how it looks on the map. 541 * be called to update the face variable, _and_ how it looks on the map.
861 */ 542 */
862 543
544void
863void update_turn_face(object *op) { 545update_turn_face (object *op)
546{
864 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
865 return; 548 return;
866 SET_ANIMATION(op, op->direction); 549 SET_ANIMATION (op, op->direction);
867 update_object(op,UP_OBJ_FACE); 550 update_object (op, UP_OBJ_FACE);
868} 551}
869 552
870/* 553/*
871 * Updates the speed of an object. If the speed changes from 0 to another 554 * Updates the speed of an object. If the speed changes from 0 to another
872 * value, or vice versa, then add/remove the object from the active list. 555 * value, or vice versa, then add/remove the object from the active list.
873 * This function needs to be called whenever the speed of an object changes. 556 * This function needs to be called whenever the speed of an object changes.
874 */ 557 */
875 558void
876void update_ob_speed(object *op) { 559update_ob_speed (object *op)
560{
877 extern int arch_init; 561 extern int arch_init;
878 562
879 /* No reason putting the archetypes objects on the speed list, 563 /* No reason putting the archetypes objects on the speed list,
880 * since they never really need to be updated. 564 * since they never really need to be updated.
881 */ 565 */
882
883 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 566 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
567 {
884 LOG(llevError,"Object %s is freed but has speed.\n", op->name); 568 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
885#ifdef MANY_CORES
886 abort();
887#else
888 op->speed = 0; 569 op->speed = 0;
889#endif
890 } 570 }
571
891 if (arch_init) { 572 if (arch_init)
892 return;
893 }
894 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
895 /* If already on active list, don't do anything */
896 if (op->active_next || op->active_prev || op==active_objects)
897 return; 573 return;
898 574
575 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
576 {
577 /* If already on active list, don't do anything */
578 if (op->active_next || op->active_prev || op == active_objects)
579 return;
580
899 /* process_events() expects us to insert the object at the beginning 581 /* process_events() expects us to insert the object at the beginning
900 * of the list. */ 582 * of the list. */
901 op->active_next = active_objects; 583 op->active_next = active_objects;
584
902 if (op->active_next!=NULL) 585 if (op->active_next != NULL)
903 op->active_next->active_prev = op; 586 op->active_next->active_prev = op;
587
904 active_objects = op; 588 active_objects = op;
589 }
590 else
905 } 591 {
906 else {
907 /* If not on the active list, nothing needs to be done */ 592 /* If not on the active list, nothing needs to be done */
908 if (!op->active_next && !op->active_prev && op!=active_objects) 593 if (!op->active_next && !op->active_prev && op != active_objects)
909 return; 594 return;
910 595
911 if (op->active_prev==NULL) { 596 if (op->active_prev == NULL)
597 {
912 active_objects = op->active_next; 598 active_objects = op->active_next;
599
913 if (op->active_next!=NULL) 600 if (op->active_next != NULL)
914 op->active_next->active_prev = NULL; 601 op->active_next->active_prev = NULL;
915 } 602 }
916 else { 603 else
604 {
917 op->active_prev->active_next = op->active_next; 605 op->active_prev->active_next = op->active_next;
606
918 if (op->active_next) 607 if (op->active_next)
919 op->active_next->active_prev = op->active_prev; 608 op->active_next->active_prev = op->active_prev;
920 } 609 }
610
921 op->active_next = NULL; 611 op->active_next = NULL;
922 op->active_prev = NULL; 612 op->active_prev = NULL;
923 } 613 }
924} 614}
925 615
926/* This function removes object 'op' from the list of active 616/* This function removes object 'op' from the list of active
927 * objects. 617 * objects.
929 * reference maps where you don't want an object that isn't 619 * reference maps where you don't want an object that isn't
930 * in play chewing up cpu time getting processed. 620 * in play chewing up cpu time getting processed.
931 * The reverse of this is to call update_ob_speed, which 621 * The reverse of this is to call update_ob_speed, which
932 * will do the right thing based on the speed of the object. 622 * will do the right thing based on the speed of the object.
933 */ 623 */
624void
934void remove_from_active_list(object *op) 625remove_from_active_list (object *op)
935{ 626{
936 /* If not on the active list, nothing needs to be done */ 627 /* If not on the active list, nothing needs to be done */
937 if (!op->active_next && !op->active_prev && op!=active_objects) 628 if (!op->active_next && !op->active_prev && op != active_objects)
938 return; 629 return;
939 630
940 if (op->active_prev==NULL) { 631 if (op->active_prev == NULL)
632 {
941 active_objects = op->active_next; 633 active_objects = op->active_next;
942 if (op->active_next!=NULL) 634 if (op->active_next != NULL)
943 op->active_next->active_prev = NULL; 635 op->active_next->active_prev = NULL;
636 }
637 else
944 } 638 {
945 else {
946 op->active_prev->active_next = op->active_next; 639 op->active_prev->active_next = op->active_next;
947 if (op->active_next) 640 if (op->active_next)
948 op->active_next->active_prev = op->active_prev; 641 op->active_next->active_prev = op->active_prev;
949 } 642 }
950 op->active_next = NULL; 643 op->active_next = NULL;
951 op->active_prev = NULL; 644 op->active_prev = NULL;
952} 645}
953 646
954/* 647/*
955 * update_object() updates the array which represents the map. 648 * update_object() updates the the map.
956 * It takes into account invisible objects (and represent squares covered 649 * It takes into account invisible objects (and represent squares covered
957 * by invisible objects by whatever is below them (unless it's another 650 * by invisible objects by whatever is below them (unless it's another
958 * invisible object, etc...) 651 * invisible object, etc...)
959 * If the object being updated is beneath a player, the look-window 652 * If the object being updated is beneath a player, the look-window
960 * of that player is updated (this might be a suboptimal way of 653 * of that player is updated (this might be a suboptimal way of
961 * updating that window, though, since update_object() is called _often_) 654 * updating that window, though, since update_object() is called _often_)
962 * 655 *
963 * action is a hint of what the caller believes need to be done. 656 * action is a hint of what the caller believes need to be done.
964 * For example, if the only thing that has changed is the face (due to
965 * an animation), we don't need to call update_position until that actually
966 * comes into view of a player. OTOH, many other things, like addition/removal
967 * of walls or living creatures may need us to update the flags now.
968 * current action are: 657 * current action are:
969 * UP_OBJ_INSERT: op was inserted 658 * UP_OBJ_INSERT: op was inserted
970 * UP_OBJ_REMOVE: op was removed 659 * UP_OBJ_REMOVE: op was removed
971 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 660 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
972 * as that is easier than trying to look at what may have changed. 661 * as that is easier than trying to look at what may have changed.
973 * UP_OBJ_FACE: only the objects face has changed. 662 * UP_OBJ_FACE: only the objects face has changed.
974 */ 663 */
975 664void
976void update_object(object *op, int action) { 665update_object (object *op, int action)
977 int update_now=0, flags; 666{
978 MoveType move_on, move_off, move_block, move_slow; 667 MoveType move_on, move_off, move_block, move_slow;
979 668
980 if (op == NULL) { 669 if (op == NULL)
670 {
981 /* this should never happen */ 671 /* this should never happen */
982 LOG(llevDebug,"update_object() called for NULL object.\n"); 672 LOG (llevDebug, "update_object() called for NULL object.\n");
983 return; 673 return;
984 }
985 674 }
986 if(op->env!=NULL) { 675
676 if (op->env)
677 {
987 /* Animation is currently handled by client, so nothing 678 /* Animation is currently handled by client, so nothing
988 * to do in this case. 679 * to do in this case.
989 */ 680 */
990 return; 681 return;
991 } 682 }
992 683
993 /* If the map is saving, don't do anything as everything is 684 /* If the map is saving, don't do anything as everything is
994 * going to get freed anyways. 685 * going to get freed anyways.
995 */ 686 */
996 if (!op->map || op->map->in_memory == MAP_SAVING) return; 687 if (!op->map || op->map->in_memory == MAP_SAVING)
997 688 return;
689
998 /* make sure the object is within map boundaries */ 690 /* make sure the object is within map boundaries */
999 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 691 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
1000 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 692 {
1001 LOG(llevError,"update_object() called for object out of map!\n"); 693 LOG (llevError, "update_object() called for object out of map!\n");
1002#ifdef MANY_CORES 694#ifdef MANY_CORES
1003 abort(); 695 abort ();
1004#endif 696#endif
1005 return; 697 return;
1006 }
1007 698 }
1008 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
1009 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
1010 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
1011 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
1012 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
1013 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
1014 699
700 mapspace &m = op->ms ();
701
702 if (m.flags_ & P_NEED_UPDATE)
703 /* nop */;
1015 if (action == UP_OBJ_INSERT) { 704 else if (action == UP_OBJ_INSERT)
705 {
706 // this is likely overkill, TODO: revisit (schmorp)
1016 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 707 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
1017 update_now=1;
1018
1019 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 708 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
1020 update_now=1; 709 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
1021 710 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
711 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
1022 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 712 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
1023 update_now=1; 713 || (m.move_on | op->move_on ) != m.move_on
1024 714 || (m.move_off | op->move_off ) != m.move_off
1025 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 715 || (m.move_slow | op->move_slow) != m.move_slow
1026 update_now=1;
1027
1028 if ((move_on | op->move_on) != move_on) update_now=1;
1029 if ((move_off | op->move_off) != move_off) update_now=1;
1030 /* This isn't perfect, but I don't expect a lot of objects to 716 /* This isn't perfect, but I don't expect a lot of objects to
1031 * to have move_allow right now. 717 * to have move_allow right now.
1032 */ 718 */
1033 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 719 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
1034 update_now=1; 720 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
1035 if ((move_slow | op->move_slow) != move_slow) update_now=1; 721 m.flags_ = P_NEED_UPDATE;
1036 } 722 }
1037 /* if the object is being removed, we can't make intelligent 723 /* if the object is being removed, we can't make intelligent
1038 * decisions, because remove_ob can't really pass the object 724 * decisions, because remove_ob can't really pass the object
1039 * that is being removed. 725 * that is being removed.
1040 */ 726 */
1041 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 727 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
1042 update_now=1; 728 m.flags_ = P_NEED_UPDATE;
1043 } else if (action == UP_OBJ_FACE) { 729 else if (action == UP_OBJ_FACE)
1044 /* Nothing to do for that case */ 730 /* Nothing to do for that case */ ;
1045 }
1046 else { 731 else
1047 LOG(llevError,"update_object called with invalid action: %d\n", action); 732 LOG (llevError, "update_object called with invalid action: %d\n", action);
1048 }
1049 733
1050 if (update_now) {
1051 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
1052 update_position(op->map, op->x, op->y);
1053 }
1054
1055 if(op->more!=NULL) 734 if (op->more)
1056 update_object(op->more, action); 735 update_object (op->more, action);
1057} 736}
1058 737
738object::vector object::objects; // not yet used
739object *object::first;
740
741object::object ()
742{
743 SET_FLAG (this, FLAG_REMOVED);
744
745 expmul = 1.0;
746 face = blank_face;
747}
748
749object::~object ()
750{
751 free_key_values (this);
752}
753
754void object::link ()
755{
756 count = ++ob_count;
757 uuid = gen_uuid ();
758
759 prev = 0;
760 next = object::first;
761
762 if (object::first)
763 object::first->prev = this;
764
765 object::first = this;
766}
767
768void object::unlink ()
769{
770 if (this == object::first)
771 object::first = next;
772
773 /* Remove this object from the list of used objects */
774 if (prev) prev->next = next;
775 if (next) next->prev = prev;
776
777 prev = 0;
778 next = 0;
779}
780
781object *object::create ()
782{
783 object *op = new object;
784 op->link ();
785 return op;
786}
1059 787
1060/* 788/*
1061 * free_object() frees everything allocated by an object, removes 789 * free_object() frees everything allocated by an object, removes
1062 * it from the list of used objects, and puts it on the list of 790 * it from the list of used objects, and puts it on the list of
1063 * free objects. The IS_FREED() flag is set in the object. 791 * free objects. The IS_FREED() flag is set in the object.
1064 * The object must have been removed by remove_ob() first for 792 * The object must have been removed by remove_ob() first for
1065 * this function to succeed. 793 * this function to succeed.
1066 * 794 *
1067 * If free_inventory is set, free inventory as well. Else drop items in 795 * If destroy_inventory is set, free inventory as well. Else drop items in
1068 * inventory to the ground. 796 * inventory to the ground.
1069 */ 797 */
798void
799object::do_destroy ()
800{
801 attachable::do_destroy ();
1070 802
1071void free_object(object *ob) { 803 if (flag [FLAG_IS_LINKED])
1072 free_object2(ob, 0); 804 remove_button_link (this);
1073}
1074void free_object2(object *ob, int free_inventory) {
1075 object *tmp,*op;
1076 805
1077 if (object_free_callback) 806 if (flag [FLAG_FRIENDLY])
1078 object_free_callback (ob); 807 remove_friendly_object (this);
1079 808
1080 if (!QUERY_FLAG(ob,FLAG_REMOVED)) { 809 if (!flag [FLAG_REMOVED])
1081 LOG(llevDebug,"Free object called with non removed object\n"); 810 remove ();
1082 dump_object(ob); 811
1083#ifdef MANY_CORES 812 if (flag [FLAG_FREED])
1084 abort(); 813 return;
1085#endif 814
815 flag [FLAG_FREED] = 1;
816
817 // hack to ensure that freed objects still have a valid map
818 {
819 static maptile *freed_map; // freed objects are moved here to avoid crashes
820
821 if (!freed_map)
822 {
823 freed_map = new maptile;
824
825 freed_map->name = "/internal/freed_objects_map";
826 freed_map->width = 3;
827 freed_map->height = 3;
828
829 freed_map->allocate ();
1086 } 830 }
1087 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) { 831
1088 LOG(llevMonster,"Warning: tried to free friendly object.\n"); 832 map = freed_map;
1089 remove_friendly_object(ob); 833 x = 1;
834 y = 1;
1090 } 835 }
1091 if(QUERY_FLAG(ob,FLAG_FREED)) { 836
1092 dump_object(ob); 837 more = 0;
1093 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg); 838 head = 0;
1094 return; 839 inv = 0;
1095 } 840
1096 if(ob->more!=NULL) { 841 // clear those pointers that likely might have circular references to us
1097 free_object2(ob->more, free_inventory); 842 owner = 0;
1098 ob->more=NULL; 843 enemy = 0;
1099 } 844 attacked_by = 0;
1100 if (ob->inv) { 845
1101 /* Only if the space blocks everything do we not process - 846 // only relevant for players(?), but make sure of it anyways
1102 * if some form of movemnt is allowed, let objects 847 contr = 0;
1103 * drop on that space. 848
1104 */
1105 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY ||
1106 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL))
1107 {
1108 op=ob->inv;
1109 while(op!=NULL) {
1110 tmp=op->below;
1111 remove_ob(op);
1112 free_object2(op, free_inventory);
1113 op=tmp;
1114 }
1115 }
1116 else { /* Put objects in inventory onto this space */
1117 op=ob->inv;
1118 while(op!=NULL) {
1119 tmp=op->below;
1120 remove_ob(op);
1121 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) ||
1122 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
1123 free_object(op);
1124 else {
1125 op->x=ob->x;
1126 op->y=ob->y;
1127 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */
1128 }
1129 op=tmp;
1130 }
1131 }
1132 }
1133 /* Remove object from the active list */ 849 /* Remove object from the active list */
1134 ob->speed = 0; 850 speed = 0;
1135 update_ob_speed(ob); 851 update_ob_speed (this);
1136 852
1137 SET_FLAG(ob, FLAG_FREED); 853 unlink ();
1138 ob->count = 0; 854}
1139 855
1140 /* Remove this object from the list of used objects */ 856/*
1141 if(ob->prev==NULL) { 857 * Remove and free all objects in the inventory of the given object.
1142 objects=ob->next; 858 * object.c ?
1143 if(objects!=NULL) 859 */
1144 objects->prev=NULL; 860void
1145 } 861object::destroy_inv (bool drop_to_ground)
1146 else { 862{
1147 ob->prev->next=ob->next; 863 if (!inv)
1148 if(ob->next!=NULL) 864 return;
1149 ob->next->prev=ob->prev;
1150 }
1151
1152 if(ob->name!=NULL) FREE_AND_CLEAR_STR(ob->name);
1153 if(ob->name_pl!=NULL) FREE_AND_CLEAR_STR(ob->name_pl);
1154 if(ob->title!=NULL) FREE_AND_CLEAR_STR(ob->title);
1155 if(ob->race!=NULL) FREE_AND_CLEAR_STR(ob->race);
1156 if(ob->slaying!=NULL) FREE_AND_CLEAR_STR(ob->slaying);
1157 if(ob->skill!=NULL) FREE_AND_CLEAR_STR(ob->skill);
1158 if(ob->lore!=NULL) FREE_AND_CLEAR_STR(ob->lore);
1159 if(ob->msg!=NULL) FREE_AND_CLEAR_STR(ob->msg);
1160 if(ob->materialname!=NULL) FREE_AND_CLEAR_STR(ob->materialname);
1161 865
866 /* Only if the space blocks everything do we not process -
867 * if some form of movement is allowed, let objects
868 * drop on that space.
869 */
870 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1162 871 {
1163 /* Why aren't events freed? */ 872 while (inv)
1164 free_key_values(ob); 873 {
874 inv->destroy_inv (drop_to_ground);
875 inv->destroy ();
876 }
877 }
878 else
879 { /* Put objects in inventory onto this space */
880 while (inv)
881 {
882 object *op = inv;
1165 883
1166#if 0 /* MEMORY_DEBUG*/ 884 if (op->flag [FLAG_STARTEQUIP]
1167 /* This is a nice idea. Unfortunately, a lot of the code in crossfire 885 || op->flag [FLAG_NO_DROP]
1168 * presumes the freed_object will stick around for at least a little 886 || op->type == RUNE
1169 * bit 887 || op->type == TRAP
1170 */ 888 || op->flag [FLAG_IS_A_TEMPLATE])
1171 /* this is necessary so that memory debugging programs will 889 op->destroy ();
1172 * be able to accurately report source of malloc. If we recycle 890 else
1173 * objects, then some other area may be doing the get_object 891 {
1174 * and not freeing it, but the original one that malloc'd the 892 op->remove ();
1175 * object will get the blame. 893 op->x = x;
1176 */ 894 op->y = y;
1177 free(ob); 895 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1178#else 896 }
1179 897 }
1180 /* Now link it with the free_objects list: */ 898 }
1181 ob->prev=NULL;
1182 ob->next=free_objects;
1183 if(free_objects!=NULL)
1184 free_objects->prev=ob;
1185 free_objects=ob;
1186 nroffreeobjects++;
1187#endif
1188} 899}
1189 900
1190/* 901void
1191 * count_free() returns the number of objects on the list of free objects. 902object::destroy (bool destroy_inventory)
1192 */ 903{
1193 904 if (destroyed ())
1194int count_free(void) {
1195 int i=0;
1196 object *tmp=free_objects;
1197 while(tmp!=NULL)
1198 tmp=tmp->next, i++;
1199 return i; 905 return;
1200}
1201 906
1202/* 907 if (more)
1203 * count_used() returns the number of objects on the list of used objects. 908 {
1204 */ 909 //TODO: non-head objects must not have inventory
910 more->destroy (destroy_inventory);
911 more = 0;
912 }
1205 913
1206int count_used(void) { 914 if (destroy_inventory)
1207 int i=0; 915 destroy_inv (true);
1208 object *tmp=objects;
1209 while(tmp!=NULL)
1210 tmp=tmp->next, i++;
1211 return i;
1212}
1213 916
1214/* 917 attachable::destroy ();
1215 * count_active() returns the number of objects on the list of active objects.
1216 */
1217
1218int count_active(void) {
1219 int i=0;
1220 object *tmp=active_objects;
1221 while(tmp!=NULL)
1222 tmp=tmp->active_next, i++;
1223 return i;
1224} 918}
1225 919
1226/* 920/*
1227 * sub_weight() recursively (outwards) subtracts a number from the 921 * sub_weight() recursively (outwards) subtracts a number from the
1228 * weight of an object (and what is carried by it's environment(s)). 922 * weight of an object (and what is carried by it's environment(s)).
1229 */ 923 */
1230 924void
1231void sub_weight (object *op, signed long weight) { 925sub_weight (object *op, signed long weight)
926{
1232 while (op != NULL) { 927 while (op != NULL)
928 {
1233 if (op->type == CONTAINER) { 929 if (op->type == CONTAINER)
1234 weight=(signed long)(weight*(100-op->stats.Str)/100); 930 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1235 } 931
1236 op->carrying-=weight; 932 op->carrying -= weight;
1237 op = op->env; 933 op = op->env;
1238 } 934 }
1239} 935}
1240 936
1241/* remove_ob(op): 937/* op->remove ():
1242 * This function removes the object op from the linked list of objects 938 * This function removes the object op from the linked list of objects
1243 * which it is currently tied to. When this function is done, the 939 * which it is currently tied to. When this function is done, the
1244 * object will have no environment. If the object previously had an 940 * object will have no environment. If the object previously had an
1245 * environment, the x and y coordinates will be updated to 941 * environment, the x and y coordinates will be updated to
1246 * the previous environment. 942 * the previous environment.
1247 * Beware: This function is called from the editor as well! 943 * Beware: This function is called from the editor as well!
1248 */ 944 */
1249 945void
1250void remove_ob(object *op) { 946object::remove ()
947{
1251 object *tmp,*last=NULL; 948 object *tmp, *last = 0;
1252 object *otmp; 949 object *otmp;
1253 tag_t tag;
1254 int check_walk_off;
1255 mapstruct *m;
1256 sint16 x,y;
1257
1258 950
1259 if(QUERY_FLAG(op,FLAG_REMOVED)) { 951 if (QUERY_FLAG (this, FLAG_REMOVED))
1260 dump_object(op); 952 return;
1261 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1262 953
1263 /* Changed it to always dump core in this case. As has been learned
1264 * in the past, trying to recover from errors almost always
1265 * make things worse, and this is a real error here - something
1266 * that should not happen.
1267 * Yes, if this was a mission critical app, trying to do something
1268 * to recover may make sense, but that is because failure of the app
1269 * may have other disastrous problems. Cf runs out of a script
1270 * so is easily enough restarted without any real problems.
1271 * MSW 2001-07-01
1272 */
1273 abort();
1274 }
1275 if(op->more!=NULL)
1276 remove_ob(op->more);
1277
1278 SET_FLAG(op, FLAG_REMOVED); 954 SET_FLAG (this, FLAG_REMOVED);
955 INVOKE_OBJECT (REMOVE, this);
1279 956
957 if (more)
958 more->remove ();
959
1280 /* 960 /*
1281 * In this case, the object to be removed is in someones 961 * In this case, the object to be removed is in someones
1282 * inventory. 962 * inventory.
1283 */ 963 */
1284 if(op->env!=NULL) { 964 if (env)
1285 if(op->nrof) 965 {
966 if (nrof)
1286 sub_weight(op->env, op->weight*op->nrof); 967 sub_weight (env, weight * nrof);
1287 else 968 else
1288 sub_weight(op->env, op->weight+op->carrying); 969 sub_weight (env, weight + carrying);
1289 970
1290 /* NO_FIX_PLAYER is set when a great many changes are being 971 /* NO_FIX_PLAYER is set when a great many changes are being
1291 * made to players inventory. If set, avoiding the call 972 * made to players inventory. If set, avoiding the call
1292 * to save cpu time. 973 * to save cpu time.
1293 */ 974 */
1294 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 975 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1295 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 976 otmp->update_stats ();
1296 fix_player(otmp);
1297 977
1298 if(op->above!=NULL) 978 if (above != NULL)
1299 op->above->below=op->below; 979 above->below = below;
1300 else 980 else
1301 op->env->inv=op->below; 981 env->inv = below;
1302 982
1303 if(op->below!=NULL) 983 if (below != NULL)
1304 op->below->above=op->above; 984 below->above = above;
1305 985
1306 /* we set up values so that it could be inserted into 986 /* we set up values so that it could be inserted into
1307 * the map, but we don't actually do that - it is up 987 * the map, but we don't actually do that - it is up
1308 * to the caller to decide what we want to do. 988 * to the caller to decide what we want to do.
1309 */ 989 */
1310 op->x=op->env->x,op->y=op->env->y; 990 x = env->x, y = env->y;
1311 op->ox=op->x,op->oy=op->y; 991 map = env->map;
1312 op->map=op->env->map; 992 above = 0, below = 0;
1313 op->above=NULL,op->below=NULL; 993 env = 0;
1314 op->env=NULL; 994 }
1315 return; 995 else if (map)
1316 } 996 {
1317
1318 /* If we get here, we are removing it from a map */
1319 if (op->map == NULL) return;
1320
1321 x = op->x;
1322 y = op->y;
1323 m = get_map_from_coord(op->map, &x, &y);
1324
1325 if (!m) {
1326 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1327 op->map->path, op->x, op->y);
1328 /* in old days, we used to set x and y to 0 and continue.
1329 * it seems if we get into this case, something is probablye
1330 * screwed up and should be fixed.
1331 */
1332 abort();
1333 }
1334 if (op->map != m) {
1335 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1336 op->map->path, m->path, op->x, op->y, x, y);
1337 }
1338
1339 /* Re did the following section of code - it looks like it had 997 /* Re did the following section of code - it looks like it had
1340 * lots of logic for things we no longer care about 998 * lots of logic for things we no longer care about
1341 */ 999 */
1342 1000
1343 /* link the object above us */ 1001 /* link the object above us */
1344 if (op->above) 1002 if (above)
1345 op->above->below=op->below; 1003 above->below = below;
1346 else 1004 else
1347 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */ 1005 map->at (x, y).top = below; /* we were top, set new top */
1348 1006
1349 /* Relink the object below us, if there is one */ 1007 /* Relink the object below us, if there is one */
1350 if(op->below) { 1008 if (below)
1351 op->below->above=op->above; 1009 below->above = above;
1352 } else { 1010 else
1011 {
1353 /* Nothing below, which means we need to relink map object for this space 1012 /* Nothing below, which means we need to relink map object for this space
1354 * use translated coordinates in case some oddness with map tiling is 1013 * use translated coordinates in case some oddness with map tiling is
1355 * evident 1014 * evident
1356 */ 1015 */
1357 if(GET_MAP_OB(m,x,y)!=op) { 1016 if (GET_MAP_OB (map, x, y) != this)
1358 dump_object(op); 1017 {
1018 char *dump = dump_object (this);
1019 LOG (llevError,
1359 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); 1020 "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);
1360 dump_object(GET_MAP_OB(m,x,y)); 1021 free (dump);
1361 LOG(llevError,"%s\n",errmsg); 1022 dump = dump_object (GET_MAP_OB (map, x, y));
1362 } 1023 LOG (llevError, "%s\n", dump);
1363 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 1024 free (dump);
1364 } 1025 }
1365 op->above=NULL;
1366 op->below=NULL;
1367 1026
1027 map->at (x, y).bot = above; /* goes on above it. */
1028 }
1029
1030 above = 0;
1031 below = 0;
1032
1368 if (op->map->in_memory == MAP_SAVING) 1033 if (map->in_memory == MAP_SAVING)
1369 return; 1034 return;
1370 1035
1371 tag = op->count; 1036 int check_walk_off = !flag [FLAG_NO_APPLY];
1372 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1037
1373 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1038 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1039 {
1374 /* No point updating the players look faces if he is the object 1040 /* No point updating the players look faces if he is the object
1375 * being removed. 1041 * being removed.
1376 */ 1042 */
1377 1043
1378 if(tmp->type==PLAYER && tmp!=op) { 1044 if (tmp->type == PLAYER && tmp != this)
1045 {
1379 /* If a container that the player is currently using somehow gets 1046 /* If a container that the player is currently using somehow gets
1380 * removed (most likely destroyed), update the player view 1047 * removed (most likely destroyed), update the player view
1381 * appropriately. 1048 * appropriately.
1382 */ 1049 */
1383 if (tmp->container==op) { 1050 if (tmp->container == this)
1384 CLEAR_FLAG(op, FLAG_APPLIED); 1051 {
1385 tmp->container=NULL; 1052 flag [FLAG_APPLIED] = 0;
1386 } 1053 tmp->container = 0;
1387 tmp->contr->socket.update_look=1; 1054 }
1388 } 1055
1056 if (tmp->contr->ns)
1057 tmp->contr->ns->floorbox_update ();
1058 }
1059
1389 /* See if player moving off should effect something */ 1060 /* See if player moving off should effect something */
1390 if (check_walk_off && ((op->move_type & tmp->move_off) && 1061 if (check_walk_off
1062 && ((move_type & tmp->move_off)
1391 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1063 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1064 {
1065 move_apply (tmp, this, 0);
1392 1066
1393 move_apply(tmp, op, NULL); 1067 if (destroyed ())
1394 if (was_destroyed (op, tag)) { 1068 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1395 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1069 }
1396 "leaving object\n", tmp->name, tmp->arch->name);
1397 }
1398 }
1399 1070
1400 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1071 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1401 1072
1402 if(tmp->above == tmp) 1073 if (tmp->above == tmp)
1403 tmp->above = NULL; 1074 tmp->above = 0;
1404 last=tmp; 1075
1405 } 1076 last = tmp;
1077 }
1078
1406 /* last == NULL of there are no objects on this space */ 1079 /* last == NULL of there are no objects on this space */
1407 if (last==NULL) { 1080 if (!last)
1408 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1081 map->at (x, y).flags_ = P_NEED_UPDATE;
1409 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1410 * those out anyways, and if there are any flags set right now, they won't
1411 * be correct anyways.
1412 */
1413 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1414 update_position(op->map, op->x, op->y);
1415 }
1416 else 1082 else
1417 update_object(last, UP_OBJ_REMOVE); 1083 update_object (last, UP_OBJ_REMOVE);
1418 1084
1419 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1085 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1420 update_all_los(op->map, op->x, op->y); 1086 update_all_los (map, x, y);
1421 1087 }
1422} 1088}
1423 1089
1424/* 1090/*
1425 * merge_ob(op,top): 1091 * merge_ob(op,top):
1426 * 1092 *
1427 * This function goes through all objects below and including top, and 1093 * This function goes through all objects below and including top, and
1428 * merges op to the first matching object. 1094 * merges op to the first matching object.
1429 * If top is NULL, it is calculated. 1095 * If top is NULL, it is calculated.
1430 * Returns pointer to object if it succeded in the merge, otherwise NULL 1096 * Returns pointer to object if it succeded in the merge, otherwise NULL
1431 */ 1097 */
1432 1098object *
1433object *merge_ob(object *op, object *top) { 1099merge_ob (object *op, object *top)
1100{
1434 if(!op->nrof) 1101 if (!op->nrof)
1435 return 0; 1102 return 0;
1436 if(top==NULL) 1103
1104 if (top)
1437 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1105 for (top = op; top && top->above; top = top->above)
1106 ;
1107
1438 for(;top!=NULL;top=top->below) { 1108 for (; top; top = top->below)
1109 {
1439 if(top==op) 1110 if (top == op)
1440 continue; 1111 continue;
1441 if (CAN_MERGE(op,top)) 1112
1442 { 1113 if (object::can_merge (op, top))
1114 {
1443 top->nrof+=op->nrof; 1115 top->nrof += op->nrof;
1116
1444/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1117/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1445 op->weight = 0; /* Don't want any adjustements now */ 1118 op->weight = 0; /* Don't want any adjustements now */
1446 remove_ob(op); 1119 op->destroy ();
1447 free_object(op);
1448 return top; 1120 return top;
1449 } 1121 }
1450 } 1122 }
1123
1451 return NULL; 1124 return 0;
1452} 1125}
1453 1126
1454/* 1127/*
1455 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1128 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1456 * job preparing multi-part monsters 1129 * job preparing multi-part monsters
1457 */ 1130 */
1131object *
1458object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1132insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1133{
1459 object* tmp; 1134 object *tmp;
1135
1460 if (op->head) 1136 if (op->head)
1461 op=op->head; 1137 op = op->head;
1138
1462 for (tmp=op;tmp;tmp=tmp->more){ 1139 for (tmp = op; tmp; tmp = tmp->more)
1140 {
1463 tmp->x=x+tmp->arch->clone.x; 1141 tmp->x = x + tmp->arch->clone.x;
1464 tmp->y=y+tmp->arch->clone.y; 1142 tmp->y = y + tmp->arch->clone.y;
1465 } 1143 }
1144
1466 return insert_ob_in_map (op, m, originator, flag); 1145 return insert_ob_in_map (op, m, originator, flag);
1467} 1146}
1468 1147
1469/* 1148/*
1470 * insert_ob_in_map (op, map, originator, flag): 1149 * insert_ob_in_map (op, map, originator, flag):
1471 * This function inserts the object in the two-way linked list 1150 * This function inserts the object in the two-way linked list
1484 * Return value: 1163 * Return value:
1485 * new object if 'op' was merged with other object 1164 * new object if 'op' was merged with other object
1486 * NULL if 'op' was destroyed 1165 * NULL if 'op' was destroyed
1487 * just 'op' otherwise 1166 * just 'op' otherwise
1488 */ 1167 */
1489 1168object *
1490object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1169insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1491{ 1170{
1492 object *tmp, *top, *floor=NULL; 1171 object *tmp, *top, *floor = NULL;
1493 sint16 x,y; 1172 sint16 x, y;
1494 1173
1495 if (QUERY_FLAG (op, FLAG_FREED)) { 1174 if (QUERY_FLAG (op, FLAG_FREED))
1175 {
1496 LOG (llevError, "Trying to insert freed object!\n"); 1176 LOG (llevError, "Trying to insert freed object!\n");
1497 return NULL; 1177 return NULL;
1178 }
1179
1180 if (m == NULL)
1498 } 1181 {
1499 if(m==NULL) { 1182 char *dump = dump_object (op);
1500 dump_object(op);
1501 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1183 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1502 return op; 1184 free (dump);
1185 return op;
1503 } 1186 }
1187
1504 if(out_of_map(m,op->x,op->y)) { 1188 if (out_of_map (m, op->x, op->y))
1505 dump_object(op); 1189 {
1190 char *dump = dump_object (op);
1506 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1191 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1507#ifdef MANY_CORES 1192#ifdef MANY_CORES
1508 /* Better to catch this here, as otherwise the next use of this object 1193 /* Better to catch this here, as otherwise the next use of this object
1509 * is likely to cause a crash. Better to find out where it is getting 1194 * is likely to cause a crash. Better to find out where it is getting
1510 * improperly inserted. 1195 * improperly inserted.
1511 */ 1196 */
1512 abort(); 1197 abort ();
1513#endif 1198#endif
1514 return op; 1199 free (dump);
1200 return op;
1515 } 1201 }
1202
1516 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1203 if (!QUERY_FLAG (op, FLAG_REMOVED))
1517 dump_object(op); 1204 {
1205 char *dump = dump_object (op);
1518 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1206 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1519 return op; 1207 free (dump);
1208 return op;
1209 }
1210
1211 if (op->more)
1520 } 1212 {
1521 if(op->more!=NULL) {
1522 /* The part may be on a different map. */ 1213 /* The part may be on a different map. */
1523 1214
1524 object *more = op->more; 1215 object *more = op->more;
1525 1216
1526 /* We really need the caller to normalize coordinates - if 1217 /* We really need the caller to normalize coordinates - if
1527 * we set the map, that doesn't work if the location is within 1218 * we set the map, that doesn't work if the location is within
1528 * a map and this is straddling an edge. So only if coordinate 1219 * a map and this is straddling an edge. So only if coordinate
1529 * is clear wrong do we normalize it. 1220 * is clear wrong do we normalize it.
1530 */ 1221 */
1531 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1222 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1532 /* Debugging information so you can see the last coordinates this object had */
1533 more->ox = more->x;
1534 more->oy = more->y;
1535 more->map = get_map_from_coord(m, &more->x, &more->y); 1223 more->map = get_map_from_coord (m, &more->x, &more->y);
1536 } else if (!more->map) { 1224 else if (!more->map)
1225 {
1537 /* For backwards compatibility - when not dealing with tiled maps, 1226 /* For backwards compatibility - when not dealing with tiled maps,
1538 * more->map should always point to the parent. 1227 * more->map should always point to the parent.
1539 */ 1228 */
1540 more->map = m; 1229 more->map = m;
1541 } 1230 }
1542 1231
1543 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1232 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1233 {
1544 if ( ! op->head) 1234 if (!op->head)
1545 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1235 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1546 return NULL; 1236
1547 } 1237 return 0;
1238 }
1548 } 1239 }
1240
1549 CLEAR_FLAG(op,FLAG_REMOVED); 1241 CLEAR_FLAG (op, FLAG_REMOVED);
1550 1242
1551 /* Debugging information so you can see the last coordinates this object had */
1552 op->ox=op->x;
1553 op->oy=op->y;
1554
1555 /* Ideally, the caller figures this out. However, it complicates a lot 1243 /* Ideally, the caller figures this out. However, it complicates a lot
1556 * of areas of callers (eg, anything that uses find_free_spot would now 1244 * of areas of callers (eg, anything that uses find_free_spot would now
1557 * need extra work 1245 * need extra work
1558 */ 1246 */
1559 op->map=get_map_from_coord(m, &op->x, &op->y); 1247 op->map = get_map_from_coord (m, &op->x, &op->y);
1560 x = op->x; 1248 x = op->x;
1561 y = op->y; 1249 y = op->y;
1562 1250
1563 /* this has to be done after we translate the coordinates. 1251 /* this has to be done after we translate the coordinates.
1564 */ 1252 */
1565 if(op->nrof && !(flag & INS_NO_MERGE)) { 1253 if (op->nrof && !(flag & INS_NO_MERGE))
1566 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1254 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1567 if (CAN_MERGE(op,tmp)) { 1255 if (object::can_merge (op, tmp))
1568 op->nrof+=tmp->nrof; 1256 {
1569 remove_ob(tmp); 1257 op->nrof += tmp->nrof;
1570 free_object(tmp); 1258 tmp->destroy ();
1571 } 1259 }
1572 }
1573 1260
1574 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1261 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1575 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1262 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1263
1576 if (!QUERY_FLAG(op, FLAG_ALIVE)) 1264 if (!QUERY_FLAG (op, FLAG_ALIVE))
1577 CLEAR_FLAG(op, FLAG_NO_STEAL); 1265 CLEAR_FLAG (op, FLAG_NO_STEAL);
1578 1266
1579 if (flag & INS_BELOW_ORIGINATOR) { 1267 if (flag & INS_BELOW_ORIGINATOR)
1268 {
1580 if (originator->map != op->map || originator->x != op->x || 1269 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1581 originator->y != op->y) { 1270 {
1582 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1271 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1583 abort(); 1272 abort ();
1584 } 1273 }
1274
1585 op->above = originator; 1275 op->above = originator;
1586 op->below = originator->below; 1276 op->below = originator->below;
1587 if (op->below) op->below->above = op; 1277
1588 else SET_MAP_OB(op->map, op->x, op->y, op); 1278 if (op->below)
1279 op->below->above = op;
1280 else
1281 op->ms ().bot = op;
1282
1589 /* since *below* originator, no need to update top */ 1283 /* since *below* originator, no need to update top */
1590 originator->below = op; 1284 originator->below = op;
1591 } else { 1285 }
1286 else
1287 {
1592 /* If there are other objects, then */ 1288 /* If there are other objects, then */
1593 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) { 1289 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1290 {
1594 object *last=NULL; 1291 object *last = NULL;
1595 /* 1292
1293 /*
1596 * If there are multiple objects on this space, we do some trickier handling. 1294 * If there are multiple objects on this space, we do some trickier handling.
1597 * We've already dealt with merging if appropriate. 1295 * We've already dealt with merging if appropriate.
1598 * Generally, we want to put the new object on top. But if 1296 * Generally, we want to put the new object on top. But if
1599 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1297 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1600 * floor, we want to insert above that and no further. 1298 * floor, we want to insert above that and no further.
1601 * Also, if there are spell objects on this space, we stop processing 1299 * Also, if there are spell objects on this space, we stop processing
1602 * once we get to them. This reduces the need to traverse over all of 1300 * once we get to them. This reduces the need to traverse over all of
1603 * them when adding another one - this saves quite a bit of cpu time 1301 * them when adding another one - this saves quite a bit of cpu time
1604 * when lots of spells are cast in one area. Currently, it is presumed 1302 * when lots of spells are cast in one area. Currently, it is presumed
1605 * that flying non pickable objects are spell objects. 1303 * that flying non pickable objects are spell objects.
1606 */ 1304 */
1607 1305
1608 while (top != NULL) { 1306 while (top != NULL)
1609 if (QUERY_FLAG(top, FLAG_IS_FLOOR) || 1307 {
1610 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top; 1308 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1611 if (QUERY_FLAG(top, FLAG_NO_PICK) 1309 floor = top;
1612 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH)) 1310
1613 && !QUERY_FLAG(top, FLAG_IS_FLOOR)) 1311 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1614 { 1312 {
1615 /* We insert above top, so we want this object below this */ 1313 /* We insert above top, so we want this object below this */
1616 top=top->below; 1314 top = top->below;
1617 break; 1315 break;
1618 } 1316 }
1619 last = top; 1317
1620 top = top->above; 1318 last = top;
1621 } 1319 top = top->above;
1320 }
1321
1622 /* Don't want top to be NULL, so set it to the last valid object */ 1322 /* Don't want top to be NULL, so set it to the last valid object */
1623 top = last; 1323 top = last;
1624 1324
1625 /* We let update_position deal with figuring out what the space 1325 /* We let update_position deal with figuring out what the space
1626 * looks like instead of lots of conditions here. 1326 * looks like instead of lots of conditions here.
1627 * makes things faster, and effectively the same result. 1327 * makes things faster, and effectively the same result.
1628 */ 1328 */
1629 1329
1630 /* Have object 'fall below' other objects that block view. 1330 /* Have object 'fall below' other objects that block view.
1631 * Unless those objects are exits, type 66 1331 * Unless those objects are exits, type 66
1632 * If INS_ON_TOP is used, don't do this processing 1332 * If INS_ON_TOP is used, don't do this processing
1633 * Need to find the object that in fact blocks view, otherwise 1333 * Need to find the object that in fact blocks view, otherwise
1634 * stacking is a bit odd. 1334 * stacking is a bit odd.
1635 */ 1335 */
1636 if (!(flag & INS_ON_TOP) && 1336 if (!(flag & INS_ON_TOP) &&
1637 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && 1337 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1638 (op->face && !op->face->visibility)) { 1338 {
1639 for (last=top; last != floor; last=last->below) 1339 for (last = top; last != floor; last = last->below)
1640 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break; 1340 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1341 break;
1641 /* Check to see if we found the object that blocks view, 1342 /* Check to see if we found the object that blocks view,
1642 * and make sure we have a below pointer for it so that 1343 * and make sure we have a below pointer for it so that
1643 * we can get inserted below this one, which requires we 1344 * we can get inserted below this one, which requires we
1644 * set top to the object below us. 1345 * set top to the object below us.
1645 */ 1346 */
1646 if (last && last->below && last != floor) top=last->below; 1347 if (last && last->below && last != floor)
1647 } 1348 top = last->below;
1648 } /* If objects on this space */ 1349 }
1350 } /* If objects on this space */
1351
1649 if (flag & INS_MAP_LOAD) 1352 if (flag & INS_MAP_LOAD)
1650 top = GET_MAP_TOP(op->map,op->x,op->y); 1353 top = GET_MAP_TOP (op->map, op->x, op->y);
1354
1651 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1355 if (flag & INS_ABOVE_FLOOR_ONLY)
1356 top = floor;
1652 1357
1653 /* Top is the object that our object (op) is going to get inserted above. 1358 /* Top is the object that our object (op) is going to get inserted above.
1654 */ 1359 */
1655 1360
1656 /* First object on this space */ 1361 /* First object on this space */
1657 if (!top) { 1362 if (!top)
1363 {
1658 op->above = GET_MAP_OB(op->map, op->x, op->y); 1364 op->above = GET_MAP_OB (op->map, op->x, op->y);
1659 if (op->above) op->above->below = op; 1365
1366 if (op->above)
1367 op->above->below = op;
1368
1660 op->below = NULL; 1369 op->below = NULL;
1661 SET_MAP_OB(op->map, op->x, op->y, op); 1370 op->ms ().bot = op;
1662 } else { /* get inserted into the stack above top */ 1371 }
1372 else
1373 { /* get inserted into the stack above top */
1663 op->above = top->above; 1374 op->above = top->above;
1664 if (op->above) op->above->below = op; 1375
1376 if (op->above)
1377 op->above->below = op;
1378
1665 op->below = top; 1379 op->below = top;
1666 top->above = op; 1380 top->above = op;
1667 } 1381 }
1382
1668 if (op->above==NULL) 1383 if (op->above == NULL)
1669 SET_MAP_TOP(op->map,op->x, op->y, op); 1384 op->ms ().top = op;
1670 } /* else not INS_BELOW_ORIGINATOR */ 1385 } /* else not INS_BELOW_ORIGINATOR */
1671 1386
1672 if(op->type==PLAYER) 1387 if (op->type == PLAYER)
1673 op->contr->do_los=1; 1388 op->contr->do_los = 1;
1674 1389
1675 /* If we have a floor, we know the player, if any, will be above 1390 /* If we have a floor, we know the player, if any, will be above
1676 * it, so save a few ticks and start from there. 1391 * it, so save a few ticks and start from there.
1677 */ 1392 */
1678 if (!(flag & INS_MAP_LOAD)) 1393 if (!(flag & INS_MAP_LOAD))
1679 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1394 if (object *pl = op->ms ().player ())
1680 if (tmp->type == PLAYER) 1395 if (pl->contr->ns)
1681 tmp->contr->socket.update_look=1; 1396 pl->contr->ns->floorbox_update ();
1682 }
1683 1397
1684 /* If this object glows, it may affect lighting conditions that are 1398 /* If this object glows, it may affect lighting conditions that are
1685 * visible to others on this map. But update_all_los is really 1399 * visible to others on this map. But update_all_los is really
1686 * an inefficient way to do this, as it means los for all players 1400 * an inefficient way to do this, as it means los for all players
1687 * on the map will get recalculated. The players could very well 1401 * on the map will get recalculated. The players could very well
1688 * be far away from this change and not affected in any way - 1402 * be far away from this change and not affected in any way -
1689 * this should get redone to only look for players within range, 1403 * this should get redone to only look for players within range,
1690 * or just updating the P_NEED_UPDATE for spaces within this area 1404 * or just updating the P_NEED_UPDATE for spaces within this area
1691 * of effect may be sufficient. 1405 * of effect may be sufficient.
1692 */ 1406 */
1693 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1407 if (op->map->darkness && (op->glow_radius != 0))
1694 update_all_los(op->map, op->x, op->y); 1408 update_all_los (op->map, op->x, op->y);
1695 1409
1696
1697 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1410 /* updates flags (blocked, alive, no magic, etc) for this map space */
1698 update_object(op,UP_OBJ_INSERT); 1411 update_object (op, UP_OBJ_INSERT);
1699 1412
1413 INVOKE_OBJECT (INSERT, op);
1700 1414
1701 /* Don't know if moving this to the end will break anything. However, 1415 /* Don't know if moving this to the end will break anything. However,
1702 * we want to have update_look set above before calling this. 1416 * we want to have floorbox_update called before calling this.
1703 * 1417 *
1704 * check_move_on() must be after this because code called from 1418 * check_move_on() must be after this because code called from
1705 * check_move_on() depends on correct map flags (so functions like 1419 * check_move_on() depends on correct map flags (so functions like
1706 * blocked() and wall() work properly), and these flags are updated by 1420 * blocked() and wall() work properly), and these flags are updated by
1707 * update_object(). 1421 * update_object().
1708 */ 1422 */
1709 1423
1710 /* if this is not the head or flag has been passed, don't check walk on status */ 1424 /* if this is not the head or flag has been passed, don't check walk on status */
1711
1712 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1425 if (!(flag & INS_NO_WALK_ON) && !op->head)
1426 {
1713 if (check_move_on(op, originator)) 1427 if (check_move_on (op, originator))
1714 return NULL; 1428 return 0;
1715 1429
1716 /* If we are a multi part object, lets work our way through the check 1430 /* If we are a multi part object, lets work our way through the check
1717 * walk on's. 1431 * walk on's.
1718 */ 1432 */
1719 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1433 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1720 if (check_move_on (tmp, originator)) 1434 if (check_move_on (tmp, originator))
1721 return NULL; 1435 return 0;
1722 } 1436 }
1437
1723 return op; 1438 return op;
1724} 1439}
1725 1440
1726/* this function inserts an object in the map, but if it 1441/* this function inserts an object in the map, but if it
1727 * finds an object of its own type, it'll remove that one first. 1442 * finds an object of its own type, it'll remove that one first.
1728 * op is the object to insert it under: supplies x and the map. 1443 * op is the object to insert it under: supplies x and the map.
1729 */ 1444 */
1445void
1730void replace_insert_ob_in_map(const char *arch_string, object *op) { 1446replace_insert_ob_in_map (const char *arch_string, object *op)
1731 object *tmp; 1447{
1732 object *tmp1; 1448 object *tmp, *tmp1;
1733 1449
1734 /* first search for itself and remove any old instances */ 1450 /* first search for itself and remove any old instances */
1735 1451
1736 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1452 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1737 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1453 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1738 remove_ob(tmp); 1454 tmp->destroy ();
1739 free_object(tmp);
1740 }
1741 }
1742 1455
1743 tmp1=arch_to_object(find_archetype(arch_string)); 1456 tmp1 = arch_to_object (archetype::find (arch_string));
1744 1457
1745 1458 tmp1->x = op->x;
1746 tmp1->x = op->x; tmp1->y = op->y; 1459 tmp1->y = op->y;
1747 insert_ob_in_map(tmp1,op->map,op,0); 1460 insert_ob_in_map (tmp1, op->map, op, 0);
1748} 1461}
1749 1462
1750/* 1463/*
1751 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1464 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1752 * is returned contains nr objects, and the remaining parts contains 1465 * is returned contains nr objects, and the remaining parts contains
1753 * the rest (or is removed and freed if that number is 0). 1466 * the rest (or is removed and freed if that number is 0).
1754 * On failure, NULL is returned, and the reason put into the 1467 * On failure, NULL is returned, and the reason put into the
1755 * global static errmsg array. 1468 * global static errmsg array.
1756 */ 1469 */
1757 1470
1471object *
1758object *get_split_ob(object *orig_ob, uint32 nr) { 1472get_split_ob (object *orig_ob, uint32 nr)
1473{
1759 object *newob; 1474 object *newob;
1760 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1475 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1761 1476
1762 if(orig_ob->nrof<nr) { 1477 if (orig_ob->nrof < nr)
1763 sprintf(errmsg,"There are only %d %ss.",
1764 orig_ob->nrof?orig_ob->nrof:1, orig_ob->name);
1765 return NULL;
1766 } 1478 {
1479 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1480 return NULL;
1481 }
1482
1767 newob = object_create_clone(orig_ob); 1483 newob = object_create_clone (orig_ob);
1484
1768 if((orig_ob->nrof-=nr)<1) { 1485 if ((orig_ob->nrof -= nr) < 1)
1769 if ( ! is_removed) 1486 orig_ob->destroy (1);
1770 remove_ob(orig_ob);
1771 free_object2(orig_ob, 1);
1772 }
1773 else if ( ! is_removed) { 1487 else if (!is_removed)
1488 {
1774 if(orig_ob->env!=NULL) 1489 if (orig_ob->env != NULL)
1775 sub_weight (orig_ob->env,orig_ob->weight*nr); 1490 sub_weight (orig_ob->env, orig_ob->weight * nr);
1776 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1491 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1492 {
1777 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1493 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1778 LOG(llevDebug,
1779 "Error, Tried to split object whose map is not in memory.\n"); 1494 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1780 return NULL; 1495 return NULL;
1781 } 1496 }
1782 } 1497 }
1498
1783 newob->nrof=nr; 1499 newob->nrof = nr;
1784 1500
1785 return newob; 1501 return newob;
1786} 1502}
1787 1503
1788/* 1504/*
1789 * decrease_ob_nr(object, number) decreases a specified number from 1505 * decrease_ob_nr(object, number) decreases a specified number from
1790 * the amount of an object. If the amount reaches 0, the object 1506 * the amount of an object. If the amount reaches 0, the object
1791 * is subsequently removed and freed. 1507 * is subsequently removed and freed.
1792 * 1508 *
1793 * Return value: 'op' if something is left, NULL if the amount reached 0 1509 * Return value: 'op' if something is left, NULL if the amount reached 0
1794 */ 1510 */
1795 1511
1512object *
1796object *decrease_ob_nr (object *op, uint32 i) 1513decrease_ob_nr (object *op, uint32 i)
1797{ 1514{
1798 object *tmp; 1515 object *tmp;
1799 player *pl;
1800 1516
1801 if (i == 0) /* objects with op->nrof require this check */ 1517 if (i == 0) /* objects with op->nrof require this check */
1802 return op; 1518 return op;
1803 1519
1804 if (i > op->nrof) 1520 if (i > op->nrof)
1805 i = op->nrof; 1521 i = op->nrof;
1806 1522
1807 if (QUERY_FLAG (op, FLAG_REMOVED)) 1523 if (QUERY_FLAG (op, FLAG_REMOVED))
1524 op->nrof -= i;
1525 else if (op->env)
1526 {
1527 /* is this object in the players inventory, or sub container
1528 * therein?
1529 */
1530 tmp = op->in_player ();
1531 /* nope. Is this a container the player has opened?
1532 * If so, set tmp to that player.
1533 * IMO, searching through all the players will mostly
1534 * likely be quicker than following op->env to the map,
1535 * and then searching the map for a player.
1536 */
1537 if (!tmp)
1538 for_all_players (pl)
1539 if (pl->ob->container == op->env)
1540 {
1541 tmp = pl->ob;
1542 break;
1543 }
1544
1545 if (i < op->nrof)
1546 {
1547 sub_weight (op->env, op->weight * i);
1548 op->nrof -= i;
1549 if (tmp)
1550 esrv_send_item (tmp, op);
1551 }
1552 else
1553 {
1554 op->remove ();
1555 op->nrof = 0;
1556 if (tmp)
1557 esrv_del_item (tmp->contr, op->count);
1558 }
1808 { 1559 }
1560 else
1561 {
1562 object *above = op->above;
1563
1564 if (i < op->nrof)
1809 op->nrof -= i; 1565 op->nrof -= i;
1810 }
1811 else if (op->env != NULL)
1812 {
1813 /* is this object in the players inventory, or sub container
1814 * therein?
1815 */
1816 tmp = is_player_inv (op->env);
1817 /* nope. Is this a container the player has opened?
1818 * If so, set tmp to that player.
1819 * IMO, searching through all the players will mostly
1820 * likely be quicker than following op->env to the map,
1821 * and then searching the map for a player.
1822 */
1823 if (!tmp) {
1824 for (pl=first_player; pl; pl=pl->next)
1825 if (pl->ob->container == op->env) break;
1826 if (pl) tmp=pl->ob;
1827 else tmp=NULL;
1828 }
1829
1830 if (i < op->nrof) {
1831 sub_weight (op->env, op->weight * i);
1832 op->nrof -= i;
1833 if (tmp) {
1834 esrv_send_item(tmp, op);
1835 }
1836 } else { 1566 else
1567 {
1837 remove_ob (op); 1568 op->remove ();
1838 op->nrof = 0; 1569 op->nrof = 0;
1839 if (tmp) {
1840 esrv_del_item(tmp->contr, op->count);
1841 }
1842 } 1570 }
1843 }
1844 else
1845 {
1846 object *above = op->above;
1847 1571
1848 if (i < op->nrof) {
1849 op->nrof -= i;
1850 } else {
1851 remove_ob (op);
1852 op->nrof = 0;
1853 }
1854 /* Since we just removed op, op->above is null */ 1572 /* Since we just removed op, op->above is null */
1855 for (tmp = above; tmp != NULL; tmp = tmp->above) 1573 for (tmp = above; tmp; tmp = tmp->above)
1856 if (tmp->type == PLAYER) { 1574 if (tmp->type == PLAYER)
1575 {
1857 if (op->nrof) 1576 if (op->nrof)
1858 esrv_send_item(tmp, op); 1577 esrv_send_item (tmp, op);
1859 else 1578 else
1860 esrv_del_item(tmp->contr, op->count); 1579 esrv_del_item (tmp->contr, op->count);
1861 } 1580 }
1862 } 1581 }
1863 1582
1864 if (op->nrof) { 1583 if (op->nrof)
1865 return op; 1584 return op;
1866 } else { 1585 else
1867 free_object (op); 1586 {
1587 op->destroy ();
1868 return NULL; 1588 return 0;
1869 } 1589 }
1870} 1590}
1871 1591
1872/* 1592/*
1873 * add_weight(object, weight) adds the specified weight to an object, 1593 * add_weight(object, weight) adds the specified weight to an object,
1874 * and also updates how much the environment(s) is/are carrying. 1594 * and also updates how much the environment(s) is/are carrying.
1875 */ 1595 */
1876 1596
1597void
1877void add_weight (object *op, signed long weight) { 1598add_weight (object *op, signed long weight)
1599{
1878 while (op!=NULL) { 1600 while (op != NULL)
1601 {
1879 if (op->type == CONTAINER) { 1602 if (op->type == CONTAINER)
1880 weight=(signed long)(weight*(100-op->stats.Str)/100); 1603 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1881 } 1604
1882 op->carrying+=weight; 1605 op->carrying += weight;
1883 op=op->env; 1606 op = op->env;
1884 } 1607 }
1885} 1608}
1886 1609
1610object *
1611insert_ob_in_ob (object *op, object *where)
1612{
1613 if (!where)
1614 {
1615 char *dump = dump_object (op);
1616 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1617 free (dump);
1618 return op;
1619 }
1620
1621 if (where->head)
1622 {
1623 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1624 where = where->head;
1625 }
1626
1627 return where->insert (op);
1628}
1629
1887/* 1630/*
1888 * insert_ob_in_ob(op,environment): 1631 * env->insert (op)
1889 * This function inserts the object op in the linked list 1632 * This function inserts the object op in the linked list
1890 * inside the object environment. 1633 * inside the object environment.
1891 * 1634 *
1892 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1893 * the inventory at the last position or next to other objects of the same
1894 * type.
1895 * Frank: Now sorted by type, archetype and magic!
1896 *
1897 * The function returns now pointer to inserted item, and return value can 1635 * The function returns now pointer to inserted item, and return value can
1898 * be != op, if items are merged. -Tero 1636 * be != op, if items are merged. -Tero
1899 */ 1637 */
1900 1638
1901object *insert_ob_in_ob(object *op,object *where) { 1639object *
1640object::insert (object *op)
1641{
1902 object *tmp, *otmp; 1642 object *tmp, *otmp;
1903 1643
1904 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1644 if (!QUERY_FLAG (op, FLAG_REMOVED))
1905 dump_object(op); 1645 op->remove ();
1906 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1646
1907 return op;
1908 }
1909 if(where==NULL) {
1910 dump_object(op);
1911 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1912 return op;
1913 }
1914 if (where->head) {
1915 LOG(llevDebug,
1916 "Warning: Tried to insert object wrong part of multipart object.\n");
1917 where = where->head;
1918 }
1919 if (op->more) { 1647 if (op->more)
1648 {
1920 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1649 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1921 op->name, op->count);
1922 return op; 1650 return op;
1923 } 1651 }
1652
1924 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1653 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1925 CLEAR_FLAG(op, FLAG_REMOVED); 1654 CLEAR_FLAG (op, FLAG_REMOVED);
1926 if(op->nrof) { 1655 if (op->nrof)
1656 {
1927 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1657 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1928 if ( CAN_MERGE(tmp,op) ) { 1658 if (object::can_merge (tmp, op))
1659 {
1929 /* return the original object and remove inserted object 1660 /* return the original object and remove inserted object
1930 (client needs the original object) */ 1661 (client needs the original object) */
1931 tmp->nrof += op->nrof; 1662 tmp->nrof += op->nrof;
1932 /* Weight handling gets pretty funky. Since we are adding to 1663 /* Weight handling gets pretty funky. Since we are adding to
1933 * tmp->nrof, we need to increase the weight. 1664 * tmp->nrof, we need to increase the weight.
1934 */ 1665 */
1935 add_weight (where, op->weight*op->nrof); 1666 add_weight (this, op->weight * op->nrof);
1936 SET_FLAG(op, FLAG_REMOVED); 1667 SET_FLAG (op, FLAG_REMOVED);
1937 free_object(op); /* free the inserted object */ 1668 op->destroy (); /* free the inserted object */
1938 op = tmp; 1669 op = tmp;
1939 remove_ob (op); /* and fix old object's links */ 1670 op->remove (); /* and fix old object's links */
1940 CLEAR_FLAG(op, FLAG_REMOVED); 1671 CLEAR_FLAG (op, FLAG_REMOVED);
1941 break; 1672 break;
1942 } 1673 }
1943 1674
1944 /* I assume combined objects have no inventory 1675 /* I assume combined objects have no inventory
1945 * We add the weight - this object could have just been removed 1676 * We add the weight - this object could have just been removed
1946 * (if it was possible to merge). calling remove_ob will subtract 1677 * (if it was possible to merge). calling remove_ob will subtract
1947 * the weight, so we need to add it in again, since we actually do 1678 * the weight, so we need to add it in again, since we actually do
1948 * the linking below 1679 * the linking below
1949 */ 1680 */
1950 add_weight (where, op->weight*op->nrof); 1681 add_weight (this, op->weight * op->nrof);
1682 }
1951 } else 1683 else
1952 add_weight (where, (op->weight+op->carrying)); 1684 add_weight (this, (op->weight + op->carrying));
1953 1685
1954 otmp=is_player_inv(where); 1686 otmp = this->in_player ();
1955 if (otmp&&otmp->contr!=NULL) { 1687 if (otmp && otmp->contr)
1956 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1688 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1957 fix_player(otmp); 1689 otmp->update_stats ();
1958 }
1959 1690
1960 op->map=NULL; 1691 op->map = 0;
1961 op->env=where; 1692 op->env = this;
1962 op->above=NULL; 1693 op->above = 0;
1963 op->below=NULL; 1694 op->below = 0;
1964 op->x=0,op->y=0; 1695 op->x = 0, op->y = 0;
1965 op->ox=0,op->oy=0;
1966 1696
1967 /* reset the light list and los of the players on the map */ 1697 /* reset the light list and los of the players on the map */
1968 if((op->glow_radius!=0)&&where->map) 1698 if ((op->glow_radius != 0) && map)
1969 { 1699 {
1970#ifdef DEBUG_LIGHTS 1700#ifdef DEBUG_LIGHTS
1971 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1701 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1972 op->name);
1973#endif /* DEBUG_LIGHTS */ 1702#endif /* DEBUG_LIGHTS */
1974 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1703 if (map->darkness)
1704 update_all_los (map, x, y);
1975 } 1705 }
1976 1706
1977 /* Client has no idea of ordering so lets not bother ordering it here. 1707 /* Client has no idea of ordering so lets not bother ordering it here.
1978 * It sure simplifies this function... 1708 * It sure simplifies this function...
1979 */ 1709 */
1980 if (where->inv==NULL) 1710 if (!inv)
1981 where->inv=op; 1711 inv = op;
1982 else { 1712 else
1713 {
1983 op->below = where->inv; 1714 op->below = inv;
1984 op->below->above = op; 1715 op->below->above = op;
1985 where->inv = op; 1716 inv = op;
1986 } 1717 }
1718
1719 INVOKE_OBJECT (INSERT, this);
1720
1987 return op; 1721 return op;
1988} 1722}
1989 1723
1990/* 1724/*
1991 * Checks if any objects has a move_type that matches objects 1725 * Checks if any objects has a move_type that matches objects
2006 * MSW 2001-07-08: Check all objects on space, not just those below 1740 * MSW 2001-07-08: Check all objects on space, not just those below
2007 * object being inserted. insert_ob_in_map may not put new objects 1741 * object being inserted. insert_ob_in_map may not put new objects
2008 * on top. 1742 * on top.
2009 */ 1743 */
2010 1744
1745int
2011int check_move_on (object *op, object *originator) 1746check_move_on (object *op, object *originator)
2012{ 1747{
2013 object *tmp; 1748 object *tmp;
2014 tag_t tag;
2015 mapstruct *m=op->map; 1749 maptile *m = op->map;
2016 int x=op->x, y=op->y; 1750 int x = op->x, y = op->y;
1751
2017 MoveType move_on, move_slow, move_block; 1752 MoveType move_on, move_slow, move_block;
2018 1753
2019 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1754 if (QUERY_FLAG (op, FLAG_NO_APPLY))
2020 return 0;
2021
2022 tag = op->count;
2023
2024 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
2025 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
2026 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
2027
2028 /* if nothing on this space will slow op down or be applied,
2029 * no need to do checking below. have to make sure move_type
2030 * is set, as lots of objects don't have it set - we treat that
2031 * as walking.
2032 */
2033 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
2034 return 0;
2035
2036 /* This is basically inverse logic of that below - basically,
2037 * if the object can avoid the move on or slow move, they do so,
2038 * but can't do it if the alternate movement they are using is
2039 * blocked. Logic on this seems confusing, but does seem correct.
2040 */
2041 if ((op->move_type & ~move_on & ~move_block) != 0 &&
2042 (op->move_type & ~move_slow & ~move_block) != 0) return 0;
2043
2044 /* The objects have to be checked from top to bottom.
2045 * Hence, we first go to the top:
2046 */
2047
2048 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL &&
2049 tmp->above!=NULL; tmp=tmp->above) {
2050 /* Trim the search when we find the first other spell effect
2051 * this helps performance so that if a space has 50 spell objects,
2052 * we don't need to check all of them.
2053 */
2054 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break;
2055 }
2056 for(;tmp!=NULL; tmp=tmp->below) {
2057 if (tmp == op) continue; /* Can't apply yourself */
2058
2059 /* Check to see if one of the movement types should be slowed down.
2060 * Second check makes sure that the movement types not being slowed
2061 * (~slow_move) is not blocked on this space - just because the
2062 * space doesn't slow down swimming (for example), if you can't actually
2063 * swim on that space, can't use it to avoid the penalty.
2064 */
2065 if (!QUERY_FLAG(op, FLAG_WIZPASS)) {
2066 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2067 ((op->move_type & tmp->move_slow) &&
2068 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) {
2069
2070 float diff;
2071
2072 diff = tmp->move_slow_penalty*FABS(op->speed);
2073 if (op->type == PLAYER) {
2074 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) ||
2075 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) {
2076 diff /= 4.0;
2077 }
2078 }
2079 op->speed_left -= diff;
2080 }
2081 }
2082
2083 /* Basically same logic as above, except now for actual apply. */
2084 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2085 ((op->move_type & tmp->move_on) &&
2086 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) {
2087
2088 move_apply(tmp, op, originator);
2089 if (was_destroyed (op, tag))
2090 return 1;
2091
2092 /* what the person/creature stepped onto has moved the object
2093 * someplace new. Don't process any further - if we did,
2094 * have a feeling strange problems would result.
2095 */
2096 if (op->map != m || op->x != x || op->y != y) return 0;
2097 }
2098 }
2099 return 0; 1755 return 0;
1756
1757 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1758 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1759 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1760
1761 /* if nothing on this space will slow op down or be applied,
1762 * no need to do checking below. have to make sure move_type
1763 * is set, as lots of objects don't have it set - we treat that
1764 * as walking.
1765 */
1766 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1767 return 0;
1768
1769 /* This is basically inverse logic of that below - basically,
1770 * if the object can avoid the move on or slow move, they do so,
1771 * but can't do it if the alternate movement they are using is
1772 * blocked. Logic on this seems confusing, but does seem correct.
1773 */
1774 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1775 return 0;
1776
1777 /* The objects have to be checked from top to bottom.
1778 * Hence, we first go to the top:
1779 */
1780
1781 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1782 {
1783 /* Trim the search when we find the first other spell effect
1784 * this helps performance so that if a space has 50 spell objects,
1785 * we don't need to check all of them.
1786 */
1787 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1788 break;
1789 }
1790
1791 for (; tmp; tmp = tmp->below)
1792 {
1793 if (tmp == op)
1794 continue; /* Can't apply yourself */
1795
1796 /* Check to see if one of the movement types should be slowed down.
1797 * Second check makes sure that the movement types not being slowed
1798 * (~slow_move) is not blocked on this space - just because the
1799 * space doesn't slow down swimming (for example), if you can't actually
1800 * swim on that space, can't use it to avoid the penalty.
1801 */
1802 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1803 {
1804 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1805 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1806 {
1807
1808 float
1809 diff = tmp->move_slow_penalty * FABS (op->speed);
1810
1811 if (op->type == PLAYER)
1812 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1813 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1814 diff /= 4.0;
1815
1816 op->speed_left -= diff;
1817 }
1818 }
1819
1820 /* Basically same logic as above, except now for actual apply. */
1821 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1822 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1823 {
1824 move_apply (tmp, op, originator);
1825
1826 if (op->destroyed ())
1827 return 1;
1828
1829 /* what the person/creature stepped onto has moved the object
1830 * someplace new. Don't process any further - if we did,
1831 * have a feeling strange problems would result.
1832 */
1833 if (op->map != m || op->x != x || op->y != y)
1834 return 0;
1835 }
1836 }
1837
1838 return 0;
2100} 1839}
2101 1840
2102/* 1841/*
2103 * present_arch(arch, map, x, y) searches for any objects with 1842 * present_arch(arch, map, x, y) searches for any objects with
2104 * a matching archetype at the given map and coordinates. 1843 * a matching archetype at the given map and coordinates.
2105 * The first matching object is returned, or NULL if none. 1844 * The first matching object is returned, or NULL if none.
2106 */ 1845 */
2107 1846object *
2108object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1847present_arch (const archetype *at, maptile *m, int x, int y)
2109 object *tmp; 1848{
2110 if(m==NULL || out_of_map(m,x,y)) { 1849 if (m == NULL || out_of_map (m, x, y))
1850 {
2111 LOG(llevError,"Present_arch called outside map.\n"); 1851 LOG (llevError, "Present_arch called outside map.\n");
2112 return NULL; 1852 return NULL;
2113 } 1853 }
1854
2114 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1855 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2115 if(tmp->arch == at) 1856 if (tmp->arch == at)
2116 return tmp; 1857 return tmp;
1858
2117 return NULL; 1859 return NULL;
2118} 1860}
2119 1861
2120/* 1862/*
2121 * present(type, map, x, y) searches for any objects with 1863 * present(type, map, x, y) searches for any objects with
2122 * a matching type variable at the given map and coordinates. 1864 * a matching type variable at the given map and coordinates.
2123 * The first matching object is returned, or NULL if none. 1865 * The first matching object is returned, or NULL if none.
2124 */ 1866 */
2125 1867object *
2126object *present(unsigned char type,mapstruct *m, int x,int y) { 1868present (unsigned char type, maptile *m, int x, int y)
2127 object *tmp; 1869{
2128 if(out_of_map(m,x,y)) { 1870 if (out_of_map (m, x, y))
1871 {
2129 LOG(llevError,"Present called outside map.\n"); 1872 LOG (llevError, "Present called outside map.\n");
2130 return NULL; 1873 return NULL;
2131 } 1874 }
1875
2132 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1876 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2133 if(tmp->type==type) 1877 if (tmp->type == type)
2134 return tmp; 1878 return tmp;
1879
2135 return NULL; 1880 return NULL;
2136} 1881}
2137 1882
2138/* 1883/*
2139 * present_in_ob(type, object) searches for any objects with 1884 * present_in_ob(type, object) searches for any objects with
2140 * a matching type variable in the inventory of the given object. 1885 * a matching type variable in the inventory of the given object.
2141 * The first matching object is returned, or NULL if none. 1886 * The first matching object is returned, or NULL if none.
2142 */ 1887 */
2143 1888object *
2144object *present_in_ob(unsigned char type, const object *op) { 1889present_in_ob (unsigned char type, const object *op)
2145 object *tmp; 1890{
2146 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1891 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2147 if(tmp->type==type) 1892 if (tmp->type == type)
2148 return tmp; 1893 return tmp;
1894
2149 return NULL; 1895 return NULL;
2150} 1896}
2151 1897
2152/* 1898/*
2153 * present_in_ob (type, str, object) searches for any objects with 1899 * present_in_ob (type, str, object) searches for any objects with
2161 * str is the string to match against. Note that we match against 1907 * str is the string to match against. Note that we match against
2162 * the object name, not the archetype name. this is so that the 1908 * the object name, not the archetype name. this is so that the
2163 * spell code can use one object type (force), but change it's name 1909 * spell code can use one object type (force), but change it's name
2164 * to be unique. 1910 * to be unique.
2165 */ 1911 */
2166 1912object *
2167object *present_in_ob_by_name(int type, const char *str, const object *op) { 1913present_in_ob_by_name (int type, const char *str, const object *op)
2168 object *tmp; 1914{
2169
2170 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1915 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2171 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1916 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2172 return tmp; 1917 return tmp;
2173 } 1918
2174 return NULL; 1919 return 0;
2175} 1920}
2176 1921
2177/* 1922/*
2178 * present_arch_in_ob(archetype, object) searches for any objects with 1923 * present_arch_in_ob(archetype, object) searches for any objects with
2179 * a matching archetype in the inventory of the given object. 1924 * a matching archetype in the inventory of the given object.
2180 * The first matching object is returned, or NULL if none. 1925 * The first matching object is returned, or NULL if none.
2181 */ 1926 */
2182 1927object *
2183object *present_arch_in_ob(const archetype *at, const object *op) { 1928present_arch_in_ob (const archetype *at, const object *op)
2184 object *tmp; 1929{
2185 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1930 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2186 if( tmp->arch == at) 1931 if (tmp->arch == at)
2187 return tmp; 1932 return tmp;
1933
2188 return NULL; 1934 return NULL;
2189} 1935}
2190 1936
2191/* 1937/*
2192 * activate recursively a flag on an object inventory 1938 * activate recursively a flag on an object inventory
2193 */ 1939 */
1940void
2194void flag_inv(object*op, int flag){ 1941flag_inv (object *op, int flag)
2195 object *tmp; 1942{
2196 if(op->inv) 1943 if (op->inv)
2197 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1944 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1945 {
2198 SET_FLAG(tmp, flag); 1946 SET_FLAG (tmp, flag);
2199 flag_inv(tmp,flag); 1947 flag_inv (tmp, flag);
2200 } 1948 }
1949}
1950
2201}/* 1951/*
2202 * desactivate recursively a flag on an object inventory 1952 * deactivate recursively a flag on an object inventory
2203 */ 1953 */
1954void
2204void unflag_inv(object*op, int flag){ 1955unflag_inv (object *op, int flag)
2205 object *tmp; 1956{
2206 if(op->inv) 1957 if (op->inv)
2207 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1958 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1959 {
2208 CLEAR_FLAG(tmp, flag); 1960 CLEAR_FLAG (tmp, flag);
2209 unflag_inv(tmp,flag); 1961 unflag_inv (tmp, flag);
2210 } 1962 }
2211} 1963}
2212 1964
2213/* 1965/*
2214 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1966 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2215 * all it's inventory (recursively). 1967 * all it's inventory (recursively).
2216 * If checksums are used, a player will get set_cheat called for 1968 * If checksums are used, a player will get set_cheat called for
2217 * him/her-self and all object carried by a call to this function. 1969 * him/her-self and all object carried by a call to this function.
2218 */ 1970 */
2219 1971void
2220void set_cheat(object *op) { 1972set_cheat (object *op)
1973{
2221 SET_FLAG(op, FLAG_WAS_WIZ); 1974 SET_FLAG (op, FLAG_WAS_WIZ);
2222 flag_inv(op, FLAG_WAS_WIZ); 1975 flag_inv (op, FLAG_WAS_WIZ);
2223} 1976}
2224 1977
2225/* 1978/*
2226 * find_free_spot(object, map, x, y, start, stop) will search for 1979 * find_free_spot(object, map, x, y, start, stop) will search for
2227 * a spot at the given map and coordinates which will be able to contain 1980 * a spot at the given map and coordinates which will be able to contain
2241 * because arch_blocked (now ob_blocked) needs to know the movement type 1994 * because arch_blocked (now ob_blocked) needs to know the movement type
2242 * to know if the space in question will block the object. We can't use 1995 * to know if the space in question will block the object. We can't use
2243 * the archetype because that isn't correct if the monster has been 1996 * the archetype because that isn't correct if the monster has been
2244 * customized, changed states, etc. 1997 * customized, changed states, etc.
2245 */ 1998 */
2246 1999int
2247int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2000find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2001{
2248 int i,index=0, flag; 2002 int index = 0, flag;
2249 static int altern[SIZEOFFREE]; 2003 int altern[SIZEOFFREE];
2250 2004
2251 for(i=start;i<stop;i++) { 2005 for (int i = start; i < stop; i++)
2006 {
2252 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2007 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2253 if(!flag) 2008 if (!flag)
2254 altern[index++]=i; 2009 altern [index++] = i;
2255 2010
2256 /* Basically, if we find a wall on a space, we cut down the search size. 2011 /* Basically, if we find a wall on a space, we cut down the search size.
2257 * In this way, we won't return spaces that are on another side of a wall. 2012 * In this way, we won't return spaces that are on another side of a wall.
2258 * This mostly work, but it cuts down the search size in all directions - 2013 * This mostly work, but it cuts down the search size in all directions -
2259 * if the space being examined only has a wall to the north and empty 2014 * if the space being examined only has a wall to the north and empty
2260 * spaces in all the other directions, this will reduce the search space 2015 * spaces in all the other directions, this will reduce the search space
2261 * to only the spaces immediately surrounding the target area, and 2016 * to only the spaces immediately surrounding the target area, and
2262 * won't look 2 spaces south of the target space. 2017 * won't look 2 spaces south of the target space.
2263 */ 2018 */
2264 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2019 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2265 stop=maxfree[i]; 2020 stop = maxfree[i];
2266 } 2021 }
2267 if(!index) return -1; 2022
2023 if (!index)
2024 return -1;
2025
2268 return altern[RANDOM()%index]; 2026 return altern[RANDOM () % index];
2269} 2027}
2270 2028
2271/* 2029/*
2272 * find_first_free_spot(archetype, mapstruct, x, y) works like 2030 * find_first_free_spot(archetype, maptile, x, y) works like
2273 * find_free_spot(), but it will search max number of squares. 2031 * find_free_spot(), but it will search max number of squares.
2274 * But it will return the first available spot, not a random choice. 2032 * But it will return the first available spot, not a random choice.
2275 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2033 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2276 */ 2034 */
2277 2035int
2278int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2036find_first_free_spot (const object *ob, maptile *m, int x, int y)
2279 int i; 2037{
2280 for(i=0;i<SIZEOFFREE;i++) { 2038 for (int i = 0; i < SIZEOFFREE; i++)
2281 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2039 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2282 return i; 2040 return i;
2283 } 2041
2284 return -1; 2042 return -1;
2285} 2043}
2286 2044
2287/* 2045/*
2288 * The function permute(arr, begin, end) randomly reorders the array 2046 * The function permute(arr, begin, end) randomly reorders the array
2289 * arr[begin..end-1]. 2047 * arr[begin..end-1].
2048 * now uses a fisher-yates shuffle, old permute was broken
2290 */ 2049 */
2050static void
2291static void permute(int *arr, int begin, int end) 2051permute (int *arr, int begin, int end)
2292{ 2052{
2293 int i, j, tmp, len; 2053 arr += begin;
2054 end -= begin;
2294 2055
2295 len = end-begin; 2056 while (--end)
2296 for(i = begin; i < end; i++) 2057 swap (arr [end], arr [RANDOM () % (end + 1)]);
2297 {
2298 j = begin+RANDOM()%len;
2299
2300 tmp = arr[i];
2301 arr[i] = arr[j];
2302 arr[j] = tmp;
2303 }
2304} 2058}
2305 2059
2306/* new function to make monster searching more efficient, and effective! 2060/* new function to make monster searching more efficient, and effective!
2307 * This basically returns a randomized array (in the passed pointer) of 2061 * This basically returns a randomized array (in the passed pointer) of
2308 * the spaces to find monsters. In this way, it won't always look for 2062 * the spaces to find monsters. In this way, it won't always look for
2309 * monsters to the north first. However, the size of the array passed 2063 * monsters to the north first. However, the size of the array passed
2310 * covers all the spaces, so within that size, all the spaces within 2064 * covers all the spaces, so within that size, all the spaces within
2311 * the 3x3 area will be searched, just not in a predictable order. 2065 * the 3x3 area will be searched, just not in a predictable order.
2312 */ 2066 */
2067void
2313void get_search_arr(int *search_arr) 2068get_search_arr (int *search_arr)
2314{ 2069{
2315 int i; 2070 int i;
2316 2071
2317 for(i = 0; i < SIZEOFFREE; i++) 2072 for (i = 0; i < SIZEOFFREE; i++)
2318 {
2319 search_arr[i] = i; 2073 search_arr[i] = i;
2320 }
2321 2074
2322 permute(search_arr, 1, SIZEOFFREE1+1); 2075 permute (search_arr, 1, SIZEOFFREE1 + 1);
2323 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2076 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2324 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2077 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2325} 2078}
2326 2079
2327/* 2080/*
2328 * find_dir(map, x, y, exclude) will search some close squares in the 2081 * find_dir(map, x, y, exclude) will search some close squares in the
2329 * given map at the given coordinates for live objects. 2082 * given map at the given coordinates for live objects.
2334 * Perhaps incorrectly, but I'm making the assumption that exclude 2087 * Perhaps incorrectly, but I'm making the assumption that exclude
2335 * is actually want is going to try and move there. We need this info 2088 * is actually want is going to try and move there. We need this info
2336 * because we have to know what movement the thing looking to move 2089 * because we have to know what movement the thing looking to move
2337 * there is capable of. 2090 * there is capable of.
2338 */ 2091 */
2339 2092int
2340int find_dir(mapstruct *m, int x, int y, object *exclude) { 2093find_dir (maptile *m, int x, int y, object *exclude)
2094{
2341 int i,max=SIZEOFFREE, mflags; 2095 int i, max = SIZEOFFREE, mflags;
2096
2342 sint16 nx, ny; 2097 sint16 nx, ny;
2343 object *tmp; 2098 object *tmp;
2344 mapstruct *mp; 2099 maptile *mp;
2100
2345 MoveType blocked, move_type; 2101 MoveType blocked, move_type;
2346 2102
2347 if (exclude && exclude->head) { 2103 if (exclude && exclude->head)
2104 {
2348 exclude = exclude->head; 2105 exclude = exclude->head;
2349 move_type = exclude->move_type; 2106 move_type = exclude->move_type;
2350 } else { 2107 }
2108 else
2109 {
2351 /* If we don't have anything, presume it can use all movement types. */ 2110 /* If we don't have anything, presume it can use all movement types. */
2352 move_type=MOVE_ALL; 2111 move_type = MOVE_ALL;
2112 }
2113
2114 for (i = 1; i < max; i++)
2353 } 2115 {
2354 2116 mp = m;
2355 for(i=1;i<max;i++) {
2356 mp = m;
2357 nx = x + freearr_x[i]; 2117 nx = x + freearr_x[i];
2358 ny = y + freearr_y[i]; 2118 ny = y + freearr_y[i];
2359 2119
2360 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2120 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2121
2361 if (mflags & P_OUT_OF_MAP) { 2122 if (mflags & P_OUT_OF_MAP)
2362 max = maxfree[i]; 2123 max = maxfree[i];
2363 } else { 2124 else
2364 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2125 {
2126 mapspace &ms = mp->at (nx, ny);
2365 2127
2128 blocked = ms.move_block;
2129
2366 if ((move_type & blocked) == move_type) { 2130 if ((move_type & blocked) == move_type)
2367 max=maxfree[i]; 2131 max = maxfree[i];
2368 } else if (mflags & P_IS_ALIVE) { 2132 else if (mflags & P_IS_ALIVE)
2369 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2133 {
2370 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2134 for (tmp = ms.bot; tmp; tmp = tmp->above)
2135 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2371 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2136 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2372 break; 2137 break;
2373 } 2138
2374 } 2139 if (tmp)
2375 if(tmp) {
2376 return freedir[i]; 2140 return freedir[i];
2377 } 2141 }
2142 }
2378 } 2143 }
2379 } 2144
2380 }
2381 return 0; 2145 return 0;
2382} 2146}
2383 2147
2384/* 2148/*
2385 * distance(object 1, object 2) will return the square of the 2149 * distance(object 1, object 2) will return the square of the
2386 * distance between the two given objects. 2150 * distance between the two given objects.
2387 */ 2151 */
2388 2152int
2389int distance(const object *ob1, const object *ob2) { 2153distance (const object *ob1, const object *ob2)
2390 int i; 2154{
2391 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2155 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2392 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2393 return i;
2394} 2156}
2395 2157
2396/* 2158/*
2397 * find_dir_2(delta-x,delta-y) will return a direction in which 2159 * find_dir_2(delta-x,delta-y) will return a direction in which
2398 * an object which has subtracted the x and y coordinates of another 2160 * an object which has subtracted the x and y coordinates of another
2399 * object, needs to travel toward it. 2161 * object, needs to travel toward it.
2400 */ 2162 */
2401 2163int
2402int find_dir_2(int x, int y) { 2164find_dir_2 (int x, int y)
2165{
2403 int q; 2166 int q;
2404 2167
2405 if(y) 2168 if (y)
2406 q=x*100/y; 2169 q = x * 100 / y;
2407 else if (x) 2170 else if (x)
2408 q= -300*x; 2171 q = -300 * x;
2409 else 2172 else
2410 return 0; 2173 return 0;
2411 2174
2412 if(y>0) { 2175 if (y > 0)
2176 {
2413 if(q < -242) 2177 if (q < -242)
2414 return 3 ; 2178 return 3;
2415 if (q < -41) 2179 if (q < -41)
2416 return 2 ; 2180 return 2;
2417 if (q < 41) 2181 if (q < 41)
2418 return 1 ; 2182 return 1;
2419 if (q < 242) 2183 if (q < 242)
2420 return 8 ; 2184 return 8;
2421 return 7 ; 2185 return 7;
2422 } 2186 }
2423 2187
2424 if (q < -242) 2188 if (q < -242)
2425 return 7 ; 2189 return 7;
2426 if (q < -41) 2190 if (q < -41)
2427 return 6 ; 2191 return 6;
2428 if (q < 41) 2192 if (q < 41)
2429 return 5 ; 2193 return 5;
2430 if (q < 242) 2194 if (q < 242)
2431 return 4 ; 2195 return 4;
2432 2196
2433 return 3 ; 2197 return 3;
2434} 2198}
2435 2199
2436/* 2200/*
2437 * absdir(int): Returns a number between 1 and 8, which represent 2201 * absdir(int): Returns a number between 1 and 8, which represent
2438 * the "absolute" direction of a number (it actually takes care of 2202 * the "absolute" direction of a number (it actually takes care of
2439 * "overflow" in previous calculations of a direction). 2203 * "overflow" in previous calculations of a direction).
2440 */ 2204 */
2441 2205
2206int
2442int absdir(int d) { 2207absdir (int d)
2443 while(d<1) d+=8; 2208{
2444 while(d>8) d-=8; 2209 while (d < 1)
2210 d += 8;
2211
2212 while (d > 8)
2213 d -= 8;
2214
2445 return d; 2215 return d;
2446} 2216}
2447 2217
2448/* 2218/*
2449 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2219 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2450 * between two directions (which are expected to be absolute (see absdir()) 2220 * between two directions (which are expected to be absolute (see absdir())
2451 */ 2221 */
2452 2222
2223int
2453int dirdiff(int dir1, int dir2) { 2224dirdiff (int dir1, int dir2)
2225{
2454 int d; 2226 int d;
2227
2455 d = abs(dir1 - dir2); 2228 d = abs (dir1 - dir2);
2456 if(d>4) 2229 if (d > 4)
2457 d = 8 - d; 2230 d = 8 - d;
2231
2458 return d; 2232 return d;
2459} 2233}
2460 2234
2461/* peterm: 2235/* peterm:
2462 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2236 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2465 * This basically means that if direction is 15, then it could either go 2239 * This basically means that if direction is 15, then it could either go
2466 * direction 4, 14, or 16 to get back to where we are. 2240 * direction 4, 14, or 16 to get back to where we are.
2467 * Moved from spell_util.c to object.c with the other related direction 2241 * Moved from spell_util.c to object.c with the other related direction
2468 * functions. 2242 * functions.
2469 */ 2243 */
2470
2471int reduction_dir[SIZEOFFREE][3] = { 2244int reduction_dir[SIZEOFFREE][3] = {
2472 {0,0,0}, /* 0 */ 2245 {0, 0, 0}, /* 0 */
2473 {0,0,0}, /* 1 */ 2246 {0, 0, 0}, /* 1 */
2474 {0,0,0}, /* 2 */ 2247 {0, 0, 0}, /* 2 */
2475 {0,0,0}, /* 3 */ 2248 {0, 0, 0}, /* 3 */
2476 {0,0,0}, /* 4 */ 2249 {0, 0, 0}, /* 4 */
2477 {0,0,0}, /* 5 */ 2250 {0, 0, 0}, /* 5 */
2478 {0,0,0}, /* 6 */ 2251 {0, 0, 0}, /* 6 */
2479 {0,0,0}, /* 7 */ 2252 {0, 0, 0}, /* 7 */
2480 {0,0,0}, /* 8 */ 2253 {0, 0, 0}, /* 8 */
2481 {8,1,2}, /* 9 */ 2254 {8, 1, 2}, /* 9 */
2482 {1,2,-1}, /* 10 */ 2255 {1, 2, -1}, /* 10 */
2483 {2,10,12}, /* 11 */ 2256 {2, 10, 12}, /* 11 */
2484 {2,3,-1}, /* 12 */ 2257 {2, 3, -1}, /* 12 */
2485 {2,3,4}, /* 13 */ 2258 {2, 3, 4}, /* 13 */
2486 {3,4,-1}, /* 14 */ 2259 {3, 4, -1}, /* 14 */
2487 {4,14,16}, /* 15 */ 2260 {4, 14, 16}, /* 15 */
2488 {5,4,-1}, /* 16 */ 2261 {5, 4, -1}, /* 16 */
2489 {4,5,6}, /* 17 */ 2262 {4, 5, 6}, /* 17 */
2490 {6,5,-1}, /* 18 */ 2263 {6, 5, -1}, /* 18 */
2491 {6,20,18}, /* 19 */ 2264 {6, 20, 18}, /* 19 */
2492 {7,6,-1}, /* 20 */ 2265 {7, 6, -1}, /* 20 */
2493 {6,7,8}, /* 21 */ 2266 {6, 7, 8}, /* 21 */
2494 {7,8,-1}, /* 22 */ 2267 {7, 8, -1}, /* 22 */
2495 {8,22,24}, /* 23 */ 2268 {8, 22, 24}, /* 23 */
2496 {8,1,-1}, /* 24 */ 2269 {8, 1, -1}, /* 24 */
2497 {24,9,10}, /* 25 */ 2270 {24, 9, 10}, /* 25 */
2498 {9,10,-1}, /* 26 */ 2271 {9, 10, -1}, /* 26 */
2499 {10,11,-1}, /* 27 */ 2272 {10, 11, -1}, /* 27 */
2500 {27,11,29}, /* 28 */ 2273 {27, 11, 29}, /* 28 */
2501 {11,12,-1}, /* 29 */ 2274 {11, 12, -1}, /* 29 */
2502 {12,13,-1}, /* 30 */ 2275 {12, 13, -1}, /* 30 */
2503 {12,13,14}, /* 31 */ 2276 {12, 13, 14}, /* 31 */
2504 {13,14,-1}, /* 32 */ 2277 {13, 14, -1}, /* 32 */
2505 {14,15,-1}, /* 33 */ 2278 {14, 15, -1}, /* 33 */
2506 {33,15,35}, /* 34 */ 2279 {33, 15, 35}, /* 34 */
2507 {16,15,-1}, /* 35 */ 2280 {16, 15, -1}, /* 35 */
2508 {17,16,-1}, /* 36 */ 2281 {17, 16, -1}, /* 36 */
2509 {18,17,16}, /* 37 */ 2282 {18, 17, 16}, /* 37 */
2510 {18,17,-1}, /* 38 */ 2283 {18, 17, -1}, /* 38 */
2511 {18,19,-1}, /* 39 */ 2284 {18, 19, -1}, /* 39 */
2512 {41,19,39}, /* 40 */ 2285 {41, 19, 39}, /* 40 */
2513 {19,20,-1}, /* 41 */ 2286 {19, 20, -1}, /* 41 */
2514 {20,21,-1}, /* 42 */ 2287 {20, 21, -1}, /* 42 */
2515 {20,21,22}, /* 43 */ 2288 {20, 21, 22}, /* 43 */
2516 {21,22,-1}, /* 44 */ 2289 {21, 22, -1}, /* 44 */
2517 {23,22,-1}, /* 45 */ 2290 {23, 22, -1}, /* 45 */
2518 {45,47,23}, /* 46 */ 2291 {45, 47, 23}, /* 46 */
2519 {23,24,-1}, /* 47 */ 2292 {23, 24, -1}, /* 47 */
2520 {24,9,-1}}; /* 48 */ 2293 {24, 9, -1}
2294}; /* 48 */
2521 2295
2522/* Recursive routine to step back and see if we can 2296/* Recursive routine to step back and see if we can
2523 * find a path to that monster that we found. If not, 2297 * find a path to that monster that we found. If not,
2524 * we don't bother going toward it. Returns 1 if we 2298 * we don't bother going toward it. Returns 1 if we
2525 * can see a direct way to get it 2299 * can see a direct way to get it
2526 * Modified to be map tile aware -.MSW 2300 * Modified to be map tile aware -.MSW
2527 */ 2301 */
2528 2302int
2529
2530int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2303can_see_monsterP (maptile *m, int x, int y, int dir)
2304{
2531 sint16 dx, dy; 2305 sint16 dx, dy;
2532 int mflags; 2306 int mflags;
2533 2307
2308 if (dir < 0)
2534 if(dir<0) return 0; /* exit condition: invalid direction */ 2309 return 0; /* exit condition: invalid direction */
2535 2310
2536 dx = x + freearr_x[dir]; 2311 dx = x + freearr_x[dir];
2537 dy = y + freearr_y[dir]; 2312 dy = y + freearr_y[dir];
2538 2313
2539 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2314 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2540 2315
2541 /* This functional arguably was incorrect before - it was 2316 /* This functional arguably was incorrect before - it was
2542 * checking for P_WALL - that was basically seeing if 2317 * checking for P_WALL - that was basically seeing if
2543 * we could move to the monster - this is being more 2318 * we could move to the monster - this is being more
2544 * literal on if we can see it. To know if we can actually 2319 * literal on if we can see it. To know if we can actually
2545 * move to the monster, we'd need the monster passed in or 2320 * move to the monster, we'd need the monster passed in or
2546 * at least its move type. 2321 * at least its move type.
2547 */ 2322 */
2548 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2323 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2324 return 0;
2549 2325
2550 /* yes, can see. */ 2326 /* yes, can see. */
2551 if(dir < 9) return 1; 2327 if (dir < 9)
2328 return 1;
2329
2552 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2330 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2553 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2331 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2554 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2332 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2555} 2333}
2556 2334
2557
2558
2559/* 2335/*
2560 * can_pick(picker, item): finds out if an object is possible to be 2336 * can_pick(picker, item): finds out if an object is possible to be
2561 * picked up by the picker. Returnes 1 if it can be 2337 * picked up by the picker. Returnes 1 if it can be
2562 * picked up, otherwise 0. 2338 * picked up, otherwise 0.
2563 * 2339 *
2565 * core dumps if they do. 2341 * core dumps if they do.
2566 * 2342 *
2567 * Add a check so we can't pick up invisible objects (0.93.8) 2343 * Add a check so we can't pick up invisible objects (0.93.8)
2568 */ 2344 */
2569 2345
2346int
2570int can_pick(const object *who, const object *item) { 2347can_pick (const object *who, const object *item)
2348{
2571 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2349 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2572 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2350 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2573 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2351 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2574 (who->type==PLAYER||item->weight<who->weight/3));
2575} 2352}
2576
2577 2353
2578/* 2354/*
2579 * create clone from object to another 2355 * create clone from object to another
2580 */ 2356 */
2357object *
2581object *object_create_clone (object *asrc) { 2358object_create_clone (object *asrc)
2359{
2582 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2360 object *dst = 0, *tmp, *src, *part, *prev, *item;
2583 2361
2584 if(!asrc) return NULL; 2362 if (!asrc)
2363 return 0;
2364
2585 src = asrc; 2365 src = asrc;
2586 if(src->head) 2366 if (src->head)
2587 src = src->head; 2367 src = src->head;
2588 2368
2589 prev = NULL; 2369 prev = 0;
2590 for(part = src; part; part = part->more) { 2370 for (part = src; part; part = part->more)
2591 tmp = get_object(); 2371 {
2592 copy_object(part,tmp); 2372 tmp = part->clone ();
2593 tmp->x -= src->x; 2373 tmp->x -= src->x;
2594 tmp->y -= src->y; 2374 tmp->y -= src->y;
2375
2595 if(!part->head) { 2376 if (!part->head)
2377 {
2596 dst = tmp; 2378 dst = tmp;
2597 tmp->head = NULL;
2598 } else {
2599 tmp->head = dst; 2379 tmp->head = 0;
2600 } 2380 }
2381 else
2382 tmp->head = dst;
2383
2601 tmp->more = NULL; 2384 tmp->more = 0;
2385
2602 if(prev) 2386 if (prev)
2603 prev->more = tmp; 2387 prev->more = tmp;
2388
2604 prev = tmp; 2389 prev = tmp;
2605 } 2390 }
2606 /*** copy inventory ***/ 2391
2607 for(item = src->inv; item; item = item->below) { 2392 for (item = src->inv; item; item = item->below)
2608 (void) insert_ob_in_ob(object_create_clone(item),dst); 2393 insert_ob_in_ob (object_create_clone (item), dst);
2609 }
2610 2394
2611 return dst; 2395 return dst;
2612}
2613
2614/* return true if the object was destroyed, 0 otherwise */
2615int was_destroyed (const object *op, tag_t old_tag)
2616{
2617 /* checking for FLAG_FREED isn't necessary, but makes this function more
2618 * robust */
2619 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2620} 2396}
2621 2397
2622/* GROS - Creates an object using a string representing its content. */ 2398/* GROS - Creates an object using a string representing its content. */
2623/* Basically, we save the content of the string to a temp file, then call */ 2399/* Basically, we save the content of the string to a temp file, then call */
2624/* load_object on it. I admit it is a highly inefficient way to make things, */ 2400/* load_object on it. I admit it is a highly inefficient way to make things, */
2625/* but it was simple to make and allows reusing the load_object function. */ 2401/* but it was simple to make and allows reusing the load_object function. */
2626/* Remember not to use load_object_str in a time-critical situation. */ 2402/* Remember not to use load_object_str in a time-critical situation. */
2627/* Also remember that multiparts objects are not supported for now. */ 2403/* Also remember that multiparts objects are not supported for now. */
2628 2404object *
2629object* load_object_str(const char *obstr) 2405load_object_str (const char *obstr)
2630{ 2406{
2631 object *op; 2407 object *op;
2632 FILE *tempfile;
2633 char filename[MAX_BUF]; 2408 char filename[MAX_BUF];
2409
2634 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2410 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2411
2635 tempfile=fopen(filename,"w"); 2412 FILE *tempfile = fopen (filename, "w");
2413
2636 if (tempfile == NULL) 2414 if (tempfile == NULL)
2637 { 2415 {
2638 LOG(llevError,"Error - Unable to access load object temp file\n"); 2416 LOG (llevError, "Error - Unable to access load object temp file\n");
2639 return NULL; 2417 return NULL;
2640 }; 2418 }
2419
2641 fprintf(tempfile,obstr); 2420 fprintf (tempfile, obstr);
2642 fclose(tempfile); 2421 fclose (tempfile);
2643 2422
2644 op=get_object(); 2423 op = object::create ();
2645 2424
2646 tempfile=fopen(filename,"r"); 2425 object_thawer thawer (filename);
2647 if (tempfile == NULL) 2426
2648 { 2427 if (thawer)
2649 LOG(llevError,"Error - Unable to read object temp file\n"); 2428 load_object (thawer, op, 0);
2650 return NULL; 2429
2651 };
2652 load_object(tempfile,op,LO_NEWFILE,0);
2653 LOG(llevDebug," load str completed, object=%s\n",op->name); 2430 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2654 CLEAR_FLAG(op,FLAG_REMOVED); 2431 CLEAR_FLAG (op, FLAG_REMOVED);
2655 fclose(tempfile); 2432
2656 return op; 2433 return op;
2657} 2434}
2658 2435
2659/* This returns the first object in who's inventory that 2436/* This returns the first object in who's inventory that
2660 * has the same type and subtype match. 2437 * has the same type and subtype match.
2661 * returns NULL if no match. 2438 * returns NULL if no match.
2662 */ 2439 */
2440object *
2663object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2441find_obj_by_type_subtype (const object *who, int type, int subtype)
2664{ 2442{
2665 object *tmp;
2666
2667 for (tmp=who->inv; tmp; tmp=tmp->below) 2443 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2668 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2444 if (tmp->type == type && tmp->subtype == subtype)
2445 return tmp;
2669 2446
2670 return NULL; 2447 return 0;
2671} 2448}
2672 2449
2673/* If ob has a field named key, return the link from the list, 2450/* If ob has a field named key, return the link from the list,
2674 * otherwise return NULL. 2451 * otherwise return NULL.
2675 * 2452 *
2676 * key must be a passed in shared string - otherwise, this won't 2453 * key must be a passed in shared string - otherwise, this won't
2677 * do the desired thing. 2454 * do the desired thing.
2678 */ 2455 */
2456key_value *
2679key_value * get_ob_key_link(const object * ob, const char * key) { 2457get_ob_key_link (const object *ob, const char *key)
2680 key_value * link; 2458{
2681
2682 for (link = ob->key_values; link != NULL; link = link->next) { 2459 for (key_value *link = ob->key_values; link; link = link->next)
2683 if (link->key == key) { 2460 if (link->key == key)
2684 return link; 2461 return link;
2685 } 2462
2686 } 2463 return 0;
2687 2464}
2688 return NULL;
2689}
2690 2465
2691/* 2466/*
2692 * Returns the value of op has an extra_field for key, or NULL. 2467 * Returns the value of op has an extra_field for key, or NULL.
2693 * 2468 *
2694 * The argument doesn't need to be a shared string. 2469 * The argument doesn't need to be a shared string.
2695 * 2470 *
2696 * The returned string is shared. 2471 * The returned string is shared.
2697 */ 2472 */
2473const char *
2698const char * get_ob_key_value(const object * op, const char * const key) { 2474get_ob_key_value (const object *op, const char *const key)
2475{
2699 key_value * link; 2476 key_value *link;
2700 const char * canonical_key; 2477 shstr_cmp canonical_key (key);
2478
2479 if (!canonical_key)
2701 2480 {
2702 canonical_key = find_string(key);
2703
2704 if (canonical_key == NULL) {
2705 /* 1. There being a field named key on any object 2481 /* 1. There being a field named key on any object
2706 * implies there'd be a shared string to find. 2482 * implies there'd be a shared string to find.
2707 * 2. Since there isn't, no object has this field. 2483 * 2. Since there isn't, no object has this field.
2708 * 3. Therefore, *this* object doesn't have this field. 2484 * 3. Therefore, *this* object doesn't have this field.
2709 */ 2485 */
2710 return NULL; 2486 return 0;
2711 } 2487 }
2712 2488
2713 /* This is copied from get_ob_key_link() above - 2489 /* This is copied from get_ob_key_link() above -
2714 * only 4 lines, and saves the function call overhead. 2490 * only 4 lines, and saves the function call overhead.
2715 */ 2491 */
2716 for (link = op->key_values; link != NULL; link = link->next) { 2492 for (link = op->key_values; link; link = link->next)
2717 if (link->key == canonical_key) { 2493 if (link->key == canonical_key)
2718 return link->value; 2494 return link->value;
2719 } 2495
2720 } 2496 return 0;
2721 return NULL;
2722} 2497}
2723 2498
2724 2499
2725/* 2500/*
2726 * Updates the canonical_key in op to value. 2501 * Updates the canonical_key in op to value.
2730 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2505 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2731 * keys. 2506 * keys.
2732 * 2507 *
2733 * Returns TRUE on success. 2508 * Returns TRUE on success.
2734 */ 2509 */
2510int
2735int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) { 2511set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2512{
2736 key_value * field = NULL, *last=NULL; 2513 key_value *field = NULL, *last = NULL;
2737 2514
2738 for (field=op->key_values; field != NULL; field=field->next) { 2515 for (field = op->key_values; field != NULL; field = field->next)
2739 if (field->key != canonical_key) {
2740 last = field;
2741 continue;
2742 }
2743 2516 {
2744 if (field->value) FREE_AND_CLEAR_STR(field->value); 2517 if (field->key != canonical_key)
2745 if (value) 2518 {
2746 field->value = add_string(value); 2519 last = field;
2747 else { 2520 continue;
2521 }
2522
2523 if (value)
2524 field->value = value;
2525 else
2526 {
2748 /* Basically, if the archetype has this key set, 2527 /* Basically, if the archetype has this key set,
2749 * we need to store the null value so when we save 2528 * we need to store the null value so when we save
2750 * it, we save the empty value so that when we load, 2529 * it, we save the empty value so that when we load,
2751 * we get this value back again. 2530 * we get this value back again.
2752 */ 2531 */
2753 if (get_ob_key_link(&op->arch->clone, canonical_key)) 2532 if (get_ob_key_link (&op->arch->clone, canonical_key))
2754 field->value = NULL; 2533 field->value = 0;
2755 else { 2534 else
2756 /* Delete this link */ 2535 {
2757 if (field->key) FREE_AND_CLEAR_STR(field->key); 2536 if (last)
2758 if (field->value) FREE_AND_CLEAR_STR(field->value); 2537 last->next = field->next;
2759 if (last) last->next = field->next; 2538 else
2760 else op->key_values = field->next; 2539 op->key_values = field->next;
2761 free(field); 2540
2762 } 2541 delete field;
2763 } 2542 }
2543 }
2764 return TRUE; 2544 return TRUE;
2765 } 2545 }
2766 /* IF we get here, key doesn't exist */ 2546 /* IF we get here, key doesn't exist */
2767 2547
2768 /* No field, we'll have to add it. */ 2548 /* No field, we'll have to add it. */
2769 2549
2770 if (!add_key) { 2550 if (!add_key)
2771 return FALSE; 2551 return FALSE;
2772 } 2552
2773 /* There isn't any good reason to store a null 2553 /* There isn't any good reason to store a null
2774 * value in the key/value list. If the archetype has 2554 * value in the key/value list. If the archetype has
2775 * this key, then we should also have it, so shouldn't 2555 * this key, then we should also have it, so shouldn't
2776 * be here. If user wants to store empty strings, 2556 * be here. If user wants to store empty strings,
2777 * should pass in "" 2557 * should pass in ""
2778 */ 2558 */
2779 if (value == NULL) return TRUE; 2559 if (value == NULL)
2780
2781 field = (key_value *) malloc(sizeof(key_value));
2782
2783 field->key = add_refcount(canonical_key);
2784 field->value = add_string(value);
2785 /* Usual prepend-addition. */
2786 field->next = op->key_values;
2787 op->key_values = field;
2788
2789 return TRUE; 2560 return TRUE;
2561
2562 field = new key_value;
2563
2564 field->key = canonical_key;
2565 field->value = value;
2566 /* Usual prepend-addition. */
2567 field->next = op->key_values;
2568 op->key_values = field;
2569
2570 return TRUE;
2790} 2571}
2791 2572
2792/* 2573/*
2793 * Updates the key in op to value. 2574 * Updates the key in op to value.
2794 * 2575 *
2796 * and not add new ones. 2577 * and not add new ones.
2797 * In general, should be little reason FALSE is ever passed in for add_key 2578 * In general, should be little reason FALSE is ever passed in for add_key
2798 * 2579 *
2799 * Returns TRUE on success. 2580 * Returns TRUE on success.
2800 */ 2581 */
2582int
2801int set_ob_key_value(object * op, const char * key, const char * value, int add_key) { 2583set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2802 const char * canonical_key = NULL; 2584{
2803 int floating_ref = FALSE; 2585 shstr key_ (key);
2804 int ret; 2586
2587 return set_ob_key_value_s (op, key_, value, add_key);
2588}
2589
2590object::depth_iterator::depth_iterator (object *container)
2591: iterator_base (container)
2592{
2593 while (item->inv)
2594 item = item->inv;
2595}
2596
2597void
2598object::depth_iterator::next ()
2599{
2600 if (item->below)
2805 2601 {
2806 /* HACK This mess is to make sure set_ob_value() passes a shared string 2602 item = item->below;
2807 * to get_ob_key_link(), without leaving a leaked refcount. 2603
2808 */ 2604 while (item->inv)
2605 item = item->inv;
2809 2606 }
2810 canonical_key = find_string(key); 2607 else
2811 if (canonical_key == NULL) { 2608 item = item->env;
2812 canonical_key = add_string(key);
2813 floating_ref = TRUE;
2814 }
2815
2816 ret = set_ob_key_value_s(op, canonical_key, value, add_key);
2817
2818 if (floating_ref) {
2819 free_string(canonical_key);
2820 }
2821
2822 return ret;
2823} 2609}
2610
2611// return a suitable string describing an objetc in enough detail to find it
2612const char *
2613object::debug_desc (char *info) const
2614{
2615 char info2[256 * 3];
2616 char *p = info;
2617
2618 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2619 count,
2620 &name,
2621 title ? " " : "",
2622 title ? (const char *)title : "");
2623
2624 if (env)
2625 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2626
2627 if (map)
2628 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2629
2630 return info;
2631}
2632
2633const char *
2634object::debug_desc () const
2635{
2636 static char info[256 * 3];
2637 return debug_desc (info);
2638}
2639

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