ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.10 by root, Thu Aug 31 17:54:14 2006 UTC vs.
Revision 1.68 by root, Mon Dec 18 02:35:00 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.10 2006/08/31 17:54:14 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
42#ifdef MEMORY_DEBUG 34
43int nroffreeobjects = 0; 35#include <bitset>
36
44int nrofallocobjects = 0; 37int nrofallocobjects = 0;
45#undef OBJ_EXPAND 38static UUID uuid;
46#define OBJ_EXPAND 1 39const uint64 UUID_SKIP = 1<<19;
47#else
48object objarray[STARTMAX]; /* All objects, allocated this way at first */
49int nroffreeobjects = STARTMAX; /* How many OBs allocated and free (free) */
50int nrofallocobjects = STARTMAX; /* How many OBs allocated (free + used) */
51#endif
52 40
53object *objects; /* Pointer to the list of used objects */
54object *free_objects; /* Pointer to the list of unused objects */
55object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
56 42
57short freearr_x[SIZEOFFREE]= 43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
58 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
59 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
60short freearr_y[SIZEOFFREE]= 45};
61 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
62 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
63int maxfree[SIZEOFFREE]= 48};
64 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
65 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51};
66int freedir[SIZEOFFREE]= { 52int freedir[SIZEOFFREE] = {
67 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
68 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55};
69 56
57static void
58write_uuid (void)
59{
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76}
77
78static void
79read_uuid (void)
80{
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp);
113}
114
115UUID
116gen_uuid ()
117{
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126}
127
128void
129init_uuid ()
130{
131 read_uuid ();
132}
70 133
71/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int
72static int compare_ob_value_lists_one(const object * wants, const object * has) { 136compare_ob_value_lists_one (const object *wants, const object *has)
137{
73 key_value * wants_field; 138 key_value *wants_field;
74 139
75 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
76 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
77 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
78 */ 143 */
79 144
80 /* For each field in wants, */ 145 /* For each field in wants, */
81 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
147 {
82 key_value * has_field; 148 key_value *has_field;
83 149
84 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
85 has_field = get_ob_key_link(has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
86 154 {
87 if (has_field == NULL) {
88 /* No field with that name. */ 155 /* No field with that name. */
89 return FALSE; 156 return FALSE;
90 }
91 157 }
158
92 /* Found the matching field. */ 159 /* Found the matching field. */
93 if (has_field->value != wants_field->value) { 160 if (has_field->value != wants_field->value)
161 {
94 /* Values don't match, so this half of the comparison is false. */ 162 /* Values don't match, so this half of the comparison is false. */
95 return FALSE; 163 return FALSE;
96 } 164 }
97 165
98 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
99 }
100 167 }
168
101 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
102 return TRUE; 170 return TRUE;
103} 171}
104 172
105/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int
106static int compare_ob_value_lists(const object * ob1, const object * ob2) { 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{
107 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
108 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
109 */ 179 */
110 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
111} 181}
112 182
113/* Function examines the 2 objects given to it, and returns true if 183/* Function examines the 2 objects given to it, and returns true if
114 * they can be merged together. 184 * they can be merged together.
115 * 185 *
116 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
117 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
118 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
119 * 189 *
120 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
121 * 191 *
122 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
123 * check weight 193 * check weight
124 */ 194 */
125 195
126int CAN_MERGE(object *ob1, object *ob2) { 196bool object::can_merge_slow (object *ob1, object *ob2)
127 197{
128 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
129 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 199 if (ob1 == ob2
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
204 return 0;
130 205
131 if (ob1->speed != ob2->speed) return 0; 206 //TODO: this ain't working well, use nicer and correct overflow check
132 /* Note sure why the following is the case - either the object has to 207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
133 * be animated or have a very low speed. Is this an attempted monster 208 * value could not be stored in a sint32 (which unfortunately sometimes is
134 * check? 209 * used to store nrof).
135 */ 210 */
136 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
212 return 0;
213
214 /* If the objects have been identified, set the BEEN_APPLIED flag.
215 * This is to the comparison of the flags below will be OK. We
216 * just can't ignore the been applied or identified flags, as they
217 * are not equal - just if it has been identified, the been_applied
218 * flags lose any meaning.
219 */
220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225
226
227 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
228 || ob1->arch != ob2->arch
229 || ob1->name != ob2->name
230 || ob1->title != ob2->title
231 || ob1->msg != ob2->msg
232 || ob1->weight != ob2->weight
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
235 || ob1->attacktype != ob2->attacktype
236 || ob1->magic != ob2->magic
237 || ob1->slaying != ob2->slaying
238 || ob1->skill != ob2->skill
239 || ob1->value != ob2->value
240 || ob1->animation_id != ob2->animation_id
241 || ob1->client_type != ob2->client_type
242 || ob1->materialname != ob2->materialname
243 || ob1->lore != ob2->lore
244 || ob1->subtype != ob2->subtype
245 || ob1->move_type != ob2->move_type
246 || ob1->move_block != ob2->move_block
247 || ob1->move_allow != ob2->move_allow
248 || ob1->move_on != ob2->move_on
249 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
252 return 0;
253
254 /* This is really a spellbook check - really, we should
255 * check all objects in the inventory.
256 */
257 if (ob1->inv || ob2->inv)
258 {
259 /* if one object has inventory but the other doesn't, not equiv */
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
137 return 0; 261 return 0;
138 262
139 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 263 /* Now check to see if the two inventory objects could merge */
140 * value could not be stored in a sint32 (which unfortunately sometimes is 264 if (!object::can_merge (ob1->inv, ob2->inv))
141 * used to store nrof).
142 */
143 if (ob1->nrof+ob2->nrof >= 1UL<<31)
144 return 0; 265 return 0;
145 266
146 /* This is really a spellbook check - really, we should
147 * check all objects in the inventory.
148 */
149 if (ob1->inv || ob2->inv) {
150 /* if one object has inventory but the other doesn't, not equiv */
151 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
152
153 /* Now check to see if the two inventory objects could merge */
154 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
155
156 /* inventory ok - still need to check rest of this object to see 267 /* inventory ok - still need to check rest of this object to see
157 * if it is valid. 268 * if it is valid.
158 */ 269 */
159 } 270 }
160 271
161 /* If the objects have been identified, set the BEEN_APPLIED flag.
162 * This is to the comparison of the flags below will be OK. We
163 * just can't ignore the been applied or identified flags, as they
164 * are not equal - just if it has been identified, the been_applied
165 * flags lose any meaning.
166 */
167 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED))
168 SET_FLAG(ob1, FLAG_BEEN_APPLIED);
169
170 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
171 SET_FLAG(ob2, FLAG_BEEN_APPLIED);
172
173
174 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
175 * being locked in inventory should prevent merging.
176 * 0x4 in flags3 is CLIENT_SENT
177 */
178 if ((ob1->arch != ob2->arch) ||
179 (ob1->flags[0] != ob2->flags[0]) ||
180 (ob1->flags[1] != ob2->flags[1]) ||
181 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
182 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
183 (ob1->name != ob2->name) ||
184 (ob1->title != ob2->title) ||
185 (ob1->msg != ob2->msg) ||
186 (ob1->weight != ob2->weight) ||
187 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) ||
188 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
189 (ob1->attacktype != ob2->attacktype) ||
190 (ob1->magic != ob2->magic) ||
191 (ob1->slaying != ob2->slaying) ||
192 (ob1->skill != ob2->skill) ||
193 (ob1->value != ob2->value) ||
194 (ob1->animation_id != ob2->animation_id) ||
195 (ob1->client_type != ob2->client_type) ||
196 (ob1->materialname != ob2->materialname) ||
197 (ob1->lore != ob2->lore) ||
198 (ob1->subtype != ob2->subtype) ||
199 (ob1->move_type != ob2->move_type) ||
200 (ob1->move_block != ob2->move_block) ||
201 (ob1->move_allow != ob2->move_allow) ||
202 (ob1->move_on != ob2->move_on) ||
203 (ob1->move_off != ob2->move_off) ||
204 (ob1->move_slow != ob2->move_slow) ||
205 (ob1->move_slow_penalty != ob2->move_slow_penalty)
206 )
207 return 0;
208
209 /* Don't merge objects that are applied. With the new 'body' code, 272 /* Don't merge objects that are applied. With the new 'body' code,
210 * it is possible for most any character to have more than one of 273 * it is possible for most any character to have more than one of
211 * some items equipped, and we don't want those to merge. 274 * some items equipped, and we don't want those to merge.
212 */ 275 */
213 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 276 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
277 return 0;
278
279 /* Note sure why the following is the case - either the object has to
280 * be animated or have a very low speed. Is this an attempted monster
281 * check?
282 */
283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
284 return 0;
285
286 switch (ob1->type)
287 {
288 case SCROLL:
289 if (ob1->level != ob2->level)
290 return 0;
291 break;
292 }
293
294 if (ob1->key_values != NULL || ob2->key_values != NULL)
295 {
296 /* At least one of these has key_values. */
297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
298 /* One has fields, but the other one doesn't. */
214 return 0; 299 return 0;
215
216 switch (ob1->type) {
217 case SCROLL:
218 if (ob1->level != ob2->level) return 0;
219 break;
220
221 }
222 if (ob1->key_values != NULL || ob2->key_values != NULL) {
223 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) {
225 /* One has fields, but the other one doesn't. */
226 return 0;
227 } else if (!compare_ob_value_lists(ob1, ob2)) { 300 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 301 return 0;
229 } 302 }
303
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self)
230 } 306 {
307 ob1->optimise ();
308 ob2->optimise ();
231 309
310 if (ob1->self || ob2->self)
311 return 0;
312 }
313
232 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
233 return 1; 315 return 1;
234} 316}
235 317
236/* 318/*
237 * sum_weight() is a recursive function which calculates the weight 319 * sum_weight() is a recursive function which calculates the weight
238 * an object is carrying. It goes through in figures out how much 320 * an object is carrying. It goes through in figures out how much
239 * containers are carrying, and sums it up. 321 * containers are carrying, and sums it up.
240 */ 322 */
241signed long sum_weight(object *op) { 323long
324sum_weight (object *op)
325{
242 signed long sum; 326 long sum;
243 object *inv; 327 object *inv;
328
244 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
330 {
245 if (inv->inv) 331 if (inv->inv)
246 sum_weight(inv); 332 sum_weight (inv);
247 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
248 } 334 }
335
249 if (op->type == CONTAINER && op->stats.Str) 336 if (op->type == CONTAINER && op->stats.Str)
250 sum = (sum * (100 - op->stats.Str))/100; 337 sum = (sum * (100 - op->stats.Str)) / 100;
338
251 if(op->carrying != sum) 339 if (op->carrying != sum)
252 op->carrying = sum; 340 op->carrying = sum;
341
253 return sum; 342 return sum;
254} 343}
255 344
256/** 345/**
257 * Return the outermost environment object for a given object. 346 * Return the outermost environment object for a given object.
258 */ 347 */
259 348
349object *
260object *object_get_env_recursive (object *op) { 350object_get_env_recursive (object *op)
351{
261 while (op->env != NULL) 352 while (op->env != NULL)
262 op = op->env; 353 op = op->env;
263 return op; 354 return op;
264} 355}
265 356
266/* 357/*
267 * Eneq(@csd.uu.se): Since we can have items buried in a character we need 358 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
268 * a better check. We basically keeping traversing up until we can't 359 * a better check. We basically keeping traversing up until we can't
269 * or find a player. 360 * or find a player.
270 */ 361 */
271 362
363object *
272object *is_player_inv (object *op) { 364is_player_inv (object *op)
365{
273 for (;op!=NULL&&op->type!=PLAYER; op=op->env) 366 for (; op != NULL && op->type != PLAYER; op = op->env)
274 if (op->env==op) 367 if (op->env == op)
275 op->env = NULL; 368 op->env = NULL;
276 return op; 369 return op;
277} 370}
278 371
279/* 372/*
280 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 373 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
281 * Some error messages. 374 * Some error messages.
282 * The result of the dump is stored in the static global errmsg array. 375 * The result of the dump is stored in the static global errmsg array.
283 */ 376 */
284 377
285void dump_object2(object *op) { 378char *
286errmsg[0] = 0;
287return;
288 //TODO//D#d#
289#if 0
290 char *cp;
291/* object *tmp;*/
292
293 if(op->arch!=NULL) {
294 strcat(errmsg,"arch ");
295 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
296 strcat(errmsg,"\n");
297 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
298 strcat(errmsg,cp);
299#if 0
300 /* Don't dump player diffs - they are too long, mostly meaningless, and
301 * will overflow the buffer.
302 * Changed so that we don't dump inventory either. This may
303 * also overflow the buffer.
304 */
305 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
306 strcat(errmsg,cp);
307 for (tmp=op->inv; tmp; tmp=tmp->below)
308 dump_object2(tmp);
309#endif
310 strcat(errmsg,"end\n");
311 } else {
312 strcat(errmsg,"Object ");
313 if (op->name==NULL) strcat(errmsg, "(null)");
314 else strcat(errmsg,op->name);
315 strcat(errmsg,"\n");
316#if 0
317 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
318 strcat(errmsg,cp);
319 for (tmp=op->inv; tmp; tmp=tmp->below)
320 dump_object2(tmp);
321#endif
322 strcat(errmsg,"end\n");
323 }
324#endif
325}
326
327/*
328 * Dumps an object. Returns output in the static global errmsg array.
329 */
330
331void dump_object(object *op) { 379dump_object (object *op)
332 if(op==NULL) { 380{
333 strcpy(errmsg,"[NULL pointer]"); 381 if (!op)
334 return; 382 return strdup ("[NULLOBJ]");
335 }
336 errmsg[0]='\0';
337 dump_object2(op);
338}
339 383
340void dump_all_objects(void) { 384 object_freezer freezer;
341 object *op; 385 save_object (freezer, op, 3);
342 for(op=objects;op!=NULL;op=op->next) { 386 return freezer.as_string ();
343 dump_object(op);
344 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
345 }
346} 387}
347 388
348/* 389/*
349 * get_nearest_part(multi-object, object 2) returns the part of the 390 * get_nearest_part(multi-object, object 2) returns the part of the
350 * multi-object 1 which is closest to the second object. 391 * multi-object 1 which is closest to the second object.
351 * If it's not a multi-object, it is returned. 392 * If it's not a multi-object, it is returned.
352 */ 393 */
353 394
395object *
354object *get_nearest_part(object *op, const object *pl) { 396get_nearest_part (object *op, const object *pl)
397{
355 object *tmp,*closest; 398 object *tmp, *closest;
356 int last_dist,i; 399 int last_dist, i;
400
357 if(op->more==NULL) 401 if (op->more == NULL)
358 return op; 402 return op;
359 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 403 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
360 if((i=distance(tmp,pl))<last_dist) 404 if ((i = distance (tmp, pl)) < last_dist)
361 closest=tmp,last_dist=i; 405 closest = tmp, last_dist = i;
362 return closest; 406 return closest;
363} 407}
364 408
365/* 409/*
366 * Returns the object which has the count-variable equal to the argument. 410 * Returns the object which has the count-variable equal to the argument.
367 */ 411 */
368 412
413object *
369object *find_object(tag_t i) { 414find_object (tag_t i)
370 object *op; 415{
371 for(op=objects;op!=NULL;op=op->next) 416 for (object *op = object::first; op; op = op->next)
372 if(op->count==i) 417 if (op->count == i)
373 break; 418 return op;
419
374 return op; 420 return 0;
375} 421}
376 422
377/* 423/*
378 * Returns the first object which has a name equal to the argument. 424 * Returns the first object which has a name equal to the argument.
379 * Used only by the patch command, but not all that useful. 425 * Used only by the patch command, but not all that useful.
380 * Enables features like "patch <name-of-other-player> food 999" 426 * Enables features like "patch <name-of-other-player> food 999"
381 */ 427 */
382 428
429object *
383object *find_object_name(const char *str) { 430find_object_name (const char *str)
384 const char *name=add_string(str); 431{
432 shstr_cmp str_ (str);
385 object *op; 433 object *op;
434
386 for(op=objects;op!=NULL;op=op->next) 435 for (op = object::first; op != NULL; op = op->next)
387 if(op->name==name) 436 if (op->name == str_)
388 break; 437 break;
389 free_string(name); 438
390 return op; 439 return op;
391} 440}
392 441
442void
393void free_all_object_data(void) { 443free_all_object_data ()
394#ifdef MEMORY_DEBUG
395 object *op, *next;
396
397 for (op=free_objects; op!=NULL; ) {
398 next=op->next;
399 free(op);
400 nrofallocobjects--;
401 nroffreeobjects--;
402 op=next;
403 }
404#endif
405 LOG(llevDebug,"%d allocated objects, %d free objects, STARMAX=%d\n",
406 nrofallocobjects, nroffreeobjects,STARTMAX);
407}
408
409/*
410 * Returns the object which this object marks as being the owner.
411 * A id-scheme is used to avoid pointing to objects which have been
412 * freed and are now reused. If this is detected, the owner is
413 * set to NULL, and NULL is returned.
414 * Changed 2004-02-12 - if the player is setting at the play again
415 * prompt, he is removed, and we don't want to treat him as an owner of
416 * anything, so check removed flag. I don't expect that this should break
417 * anything - once an object is removed, it is basically dead anyways.
418 */
419
420object *get_owner(object *op) {
421 if(op->owner==NULL)
422 return NULL;
423
424 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
425 op->owner->count==op->ownercount)
426 return op->owner;
427
428 op->owner=NULL;
429 op->ownercount=0;
430 return NULL;
431}
432
433void clear_owner(object *op)
434{ 444{
435 if (!op) return; 445 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
436
437 if (op->owner && op->ownercount == op->owner->count)
438 op->owner->refcount--;
439
440 op->owner = NULL;
441 op->ownercount = 0;
442} 446}
443
444
445 447
446/* 448/*
447 * Sets the owner and sets the skill and exp pointers to owner's current 449 * Sets the owner and sets the skill and exp pointers to owner's current
448 * skill and experience objects. 450 * skill and experience objects.
449 */ 451 */
450void set_owner (object *op, object *owner) 452void
453object::set_owner (object *owner)
451{ 454{
452 if(owner==NULL||op==NULL) 455 if (!owner)
453 return; 456 return;
454 457
455 /* next line added to allow objects which own objects */ 458 /* next line added to allow objects which own objects */
456 /* Add a check for ownercounts in here, as I got into an endless loop 459 /* Add a check for ownercounts in here, as I got into an endless loop
457 * with the fireball owning a poison cloud which then owned the 460 * with the fireball owning a poison cloud which then owned the
458 * fireball. I believe that was caused by one of the objects getting 461 * fireball. I believe that was caused by one of the objects getting
459 * freed and then another object replacing it. Since the ownercounts 462 * freed and then another object replacing it. Since the ownercounts
460 * didn't match, this check is valid and I believe that cause is valid. 463 * didn't match, this check is valid and I believe that cause is valid.
461 */ 464 */
462 while (owner->owner && owner!=owner->owner && 465 while (owner->owner)
463 owner->ownercount==owner->owner->count) owner=owner->owner; 466 owner = owner->owner;
464 467
465 /* IF the owner still has an owner, we did not resolve to a final owner.
466 * so lets not add to that.
467 */
468 if (owner->owner) return;
469
470 op->owner=owner; 468 this->owner = owner;
471
472 op->ownercount=owner->count;
473 owner->refcount++;
474
475}
476
477/* Set the owner to clone's current owner and set the skill and experience
478 * objects to clone's objects (typically those objects that where the owner's
479 * current skill and experience objects at the time when clone's owner was
480 * set - not the owner's current skill and experience objects).
481 *
482 * Use this function if player created an object (e.g. fire bullet, swarm
483 * spell), and this object creates further objects whose kills should be
484 * accounted for the player's original skill, even if player has changed
485 * skills meanwhile.
486 */
487void copy_owner (object *op, object *clone)
488{
489 object *owner = get_owner (clone);
490 if (owner == NULL) {
491 /* players don't have owners - they own themselves. Update
492 * as appropriate.
493 */
494 if (clone->type == PLAYER) owner=clone;
495 else return;
496 }
497 set_owner(op, owner);
498
499}
500
501/*
502 * Resets vital variables in an object
503 */
504
505void reset_object(object *op) {
506
507 op->name = NULL;
508 op->name_pl = NULL;
509 op->title = NULL;
510 op->race = NULL;
511 op->slaying = NULL;
512 op->skill = NULL;
513 op->msg = NULL;
514 op->materialname = NULL;
515 op->lore = NULL;
516 clear_object(op);
517} 469}
518 470
519/* Zero the key_values on op, decrementing the shared-string 471/* Zero the key_values on op, decrementing the shared-string
520 * refcounts and freeing the links. 472 * refcounts and freeing the links.
521 */ 473 */
474static void
522static void free_key_values(object * op) { 475free_key_values (object *op)
523 key_value * i; 476{
524 key_value * next = NULL; 477 for (key_value *i = op->key_values; i != 0;)
525 478 {
526 if (op->key_values == NULL) return; 479 key_value *next = i->next;
480 delete i;
481
482 i = next;
527 483 }
528 for (i = op->key_values; i != NULL; i = next) { 484
529 /* Store next *first*. */
530 next = i->next;
531
532 if (i->key) FREE_AND_CLEAR_STR(i->key);
533 if (i->value) FREE_AND_CLEAR_STR(i->value);
534 i->next = NULL;
535 free(i);
536 }
537
538 op->key_values = NULL; 485 op->key_values = 0;
539} 486}
540 487
488void object::clear ()
489{
490 attachable_base::clear ();
541 491
542/*
543 * clear_object() frees everything allocated by an object, and also
544 * clears all variables and flags to default settings.
545 */
546
547void clear_object(object *op) {
548 op->clear ();
549
550 event *evt;
551 event *evt2;
552
553 /* redo this to be simpler/more efficient. Was also seeing
554 * crashes in the old code. Move this to the top - am
555 * seeing periodic crashes in this code, and would like to have
556 * as much info available as possible (eg, object name).
557 */
558 for (evt = op->events; evt; evt=evt2) {
559 evt2 = evt->next;
560
561 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
562 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
563 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
564
565 free(evt);
566 }
567 op->events = NULL;
568
569 free_key_values(op); 492 free_key_values (this);
570 493
571 /* the memset will clear all these values for us, but we need 494 owner = 0;
572 * to reduce the refcount on them. 495 name = 0;
573 */ 496 name_pl = 0;
574 if (op->name!=NULL) FREE_AND_CLEAR_STR(op->name); 497 title = 0;
575 if (op->name_pl!=NULL) FREE_AND_CLEAR_STR(op->name_pl); 498 race = 0;
576 if (op->title != NULL) FREE_AND_CLEAR_STR(op->title); 499 slaying = 0;
577 if (op->race!=NULL) FREE_AND_CLEAR_STR(op->race); 500 skill = 0;
578 if (op->slaying!=NULL) FREE_AND_CLEAR_STR(op->slaying); 501 msg = 0;
579 if (op->skill!=NULL) FREE_AND_CLEAR_STR(op->skill); 502 lore = 0;
580 if (op->msg!=NULL) FREE_AND_CLEAR_STR(op->msg); 503 custom_name = 0;
581 if (op->lore!=NULL) FREE_AND_CLEAR_STR(op->lore); 504 materialname = 0;
582 if (op->materialname!= NULL) FREE_AND_CLEAR_STR(op->materialname); 505 contr = 0;
506 below = 0;
507 above = 0;
508 inv = 0;
509 container = 0;
510 env = 0;
511 more = 0;
512 head = 0;
513 map = 0;
514 active_next = 0;
515 active_prev = 0;
583 516
517 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
584 518
585 memset((void*)op, 0, sizeof (object_special));
586 /* Below here, we clear things that are not done by the memset,
587 * or set default values that are not zero.
588 */
589 /* This is more or less true */
590 SET_FLAG(op, FLAG_REMOVED); 519 SET_FLAG (this, FLAG_REMOVED);
591 520
592
593 op->contr = NULL;
594 op->below=NULL;
595 op->above=NULL;
596 op->inv=NULL;
597 op->events=NULL;
598 op->container=NULL;
599 op->env=NULL;
600 op->more=NULL;
601 op->head=NULL;
602 op->map=NULL;
603 op->refcount=0;
604 op->active_next = NULL;
605 op->active_prev = NULL;
606 /* What is not cleared is next, prev, and count */ 521 /* What is not cleared is next, prev, and count */
607 522
608 op->expmul=1.0; 523 expmul = 1.0;
609 op->face = blank_face; 524 face = blank_face;
610 op->attacked_by_count = (tag_t) -1; 525
611 if (settings.casting_time) 526 if (settings.casting_time)
612 op->casting_time = -1; 527 casting_time = -1;
613
614} 528}
615 529
616/* 530/*
617 * copy object first frees everything allocated by the second object, 531 * copy_to first frees everything allocated by the dst object,
618 * and then copies the contends of the first object into the second 532 * and then copies the contents of itself into the second
619 * object, allocating what needs to be allocated. Basically, any 533 * object, allocating what needs to be allocated. Basically, any
620 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 534 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
621 * if the first object is freed, the pointers in the new object 535 * if the first object is freed, the pointers in the new object
622 * will point at garbage. 536 * will point at garbage.
623 */ 537 */
538void
539object::copy_to (object *dst)
540{
541 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
542 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
624 543
625void copy_object(object *op2, object *op) { 544 *(object_copy *)dst = *this;
626 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED); 545 *(object_pod *)dst = *this;
627 event *evt, *evt2, *evt_new;
628 546
629 op->clear (); 547 if (self || cb)
548 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
630 549
631 /* Decrement the refcounts, but don't bother zeroing the fields; 550 if (is_freed)
632 they'll be overwritten by memcpy. */ 551 SET_FLAG (dst, FLAG_FREED);
633 if(op->name!=NULL) free_string(op->name);
634 if(op->name_pl!=NULL) free_string(op->name_pl);
635 if(op->title!=NULL) free_string(op->title);
636 if(op->race!=NULL) free_string(op->race);
637 if(op->slaying!=NULL) free_string(op->slaying);
638 if(op->skill!=NULL) free_string(op->skill);
639 if(op->msg!=NULL) free_string(op->msg);
640 if(op->lore!=NULL) free_string(op->lore);
641 if(op->materialname != NULL) free_string(op->materialname);
642 if(op->custom_name != NULL) free_string(op->custom_name);
643 552
644 /* Basically, same code as from clear_object() */ 553 if (is_removed)
645 for (evt = op->events; evt; evt=evt2) { 554 SET_FLAG (dst, FLAG_REMOVED);
646 evt2 = evt->next;
647 555
648 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook); 556 if (speed < 0)
649 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
650 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
651
652 free(evt);
653 }
654 op->events = NULL;
655
656 free_key_values(op);
657
658 *(object_special *)op = *(object_special *)op2;
659 op2->clone (op);
660
661 if(is_freed) SET_FLAG(op,FLAG_FREED);
662 if(is_removed) SET_FLAG(op,FLAG_REMOVED);
663 if(op->name!=NULL) add_refcount(op->name);
664 if(op->name_pl!=NULL) add_refcount(op->name_pl);
665 if(op->title!=NULL) add_refcount(op->title);
666 if(op->race!=NULL) add_refcount(op->race);
667 if(op->slaying!=NULL) add_refcount(op->slaying);
668 if(op->skill!=NULL) add_refcount(op->skill);
669 if(op->lore!=NULL) add_refcount(op->lore);
670 if(op->msg!=NULL) add_refcount(op->msg);
671 if(op->custom_name!=NULL) add_refcount(op->custom_name);
672 if (op->materialname != NULL) add_refcount(op->materialname);
673
674 if((op2->speed<0) && !editor)
675 op->speed_left=op2->speed_left-RANDOM()%200/100.0; 557 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
676 558
677 /* Copy over event information */
678 evt2 = NULL;
679 for (evt = op2->events; evt; evt=evt->next) {
680 evt_new = (event *) malloc(sizeof(event));
681 memcpy(evt_new, evt, sizeof(event));
682 if (evt_new->hook) add_refcount(evt_new->hook);
683 if (evt_new->plugin) add_refcount(evt_new->plugin);
684 if (evt_new->options) add_refcount(evt_new->options);
685 evt_new->next = NULL;
686
687 /* Try to be a little clever here, and store away the
688 * last event we copied, so that its simpler to update the
689 * pointer.
690 */
691 if (evt2)
692 evt2->next = evt_new;
693 else
694 op->events = evt_new;
695
696 evt2 = evt_new;
697 }
698 /* Copy over key_values, if any. */ 559 /* Copy over key_values, if any. */
699 if (op2->key_values != NULL) { 560 if (key_values)
561 {
700 key_value * tail = NULL; 562 key_value *tail = 0;
701 key_value * i; 563 key_value *i;
702 564
703 op->key_values = NULL; 565 dst->key_values = 0;
704 566
705 for (i = op2->key_values; i != NULL; i = i->next) { 567 for (i = key_values; i; i = i->next)
706 key_value * new_link = (key_value *) malloc(sizeof(key_value)); 568 {
569 key_value *new_link = new key_value;
707 570
708 new_link->next = NULL; 571 new_link->next = 0;
709 new_link->key = add_refcount(i->key); 572 new_link->key = i->key;
710 if (i->value)
711 new_link->value = add_refcount(i->value); 573 new_link->value = i->value;
712 else
713 new_link->value = NULL;
714 574
715 /* Try and be clever here, too. */ 575 /* Try and be clever here, too. */
716 if (op->key_values == NULL) { 576 if (!dst->key_values)
577 {
717 op->key_values = new_link; 578 dst->key_values = new_link;
718 tail = new_link; 579 tail = new_link;
719 } else {
720 tail->next = new_link;
721 tail = new_link;
722 } 580 }
581 else
582 {
583 tail->next = new_link;
584 tail = new_link;
723 } 585 }
586 }
724 } 587 }
725 588
726 update_ob_speed(op); 589 update_ob_speed (dst);
727} 590}
728 591
729/*
730 * expand_objects() allocates more objects for the list of unused objects.
731 * It is called from get_object() if the unused list is empty.
732 */
733
734void expand_objects(void) {
735 int i;
736 object *obj;
737 obj = (object *) CALLOC(OBJ_EXPAND,sizeof(object));
738
739 if(obj==NULL)
740 fatal(OUT_OF_MEMORY);
741 free_objects=obj;
742 obj[0].prev=NULL;
743 obj[0].next= &obj[1],
744 SET_FLAG(&(obj[0]), FLAG_REMOVED);
745 SET_FLAG(&(obj[0]), FLAG_FREED);
746
747 for(i=1;i<OBJ_EXPAND-1;i++) {
748 obj[i].next= &obj[i+1],
749 obj[i].prev= &obj[i-1],
750 SET_FLAG(&(obj[i]), FLAG_REMOVED);
751 SET_FLAG(&(obj[i]), FLAG_FREED);
752 }
753 obj[OBJ_EXPAND-1].prev= &obj[OBJ_EXPAND-2],
754 obj[OBJ_EXPAND-1].next=NULL,
755 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_REMOVED);
756 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_FREED);
757
758 nrofallocobjects += OBJ_EXPAND;
759 nroffreeobjects += OBJ_EXPAND;
760}
761
762/*
763 * get_object() grabs an object from the list of unused objects, makes
764 * sure it is initialised, and returns it.
765 * If there are no free objects, expand_objects() is called to get more.
766 */
767
768object *get_object(void) {
769 object *op; 592object *
770 593object::clone ()
771 if(free_objects==NULL) { 594{
772 expand_objects(); 595 object *neu = create ();
773 } 596 copy_to (neu);
774 op=free_objects;
775#ifdef MEMORY_DEBUG
776 /* The idea is hopefully by doing a realloc, the memory
777 * debugging program will now use the current stack trace to
778 * report leaks.
779 */
780 op = realloc(op, sizeof(object));
781 SET_FLAG(op, FLAG_REMOVED);
782 SET_FLAG(op, FLAG_FREED);
783#endif
784
785 if(!QUERY_FLAG(op,FLAG_FREED)) {
786 LOG(llevError,"Fatal: Getting busy object.\n");
787 }
788 free_objects=op->next;
789 if(free_objects!=NULL)
790 free_objects->prev=NULL;
791 op->count= ++ob_count;
792 op->name=NULL;
793 op->name_pl=NULL;
794 op->title=NULL;
795 op->race=NULL;
796 op->slaying=NULL;
797 op->skill = NULL;
798 op->lore=NULL;
799 op->msg=NULL;
800 op->materialname=NULL;
801 op->next=objects;
802 op->prev=NULL;
803 op->active_next = NULL;
804 op->active_prev = NULL;
805 if(objects!=NULL)
806 objects->prev=op;
807 objects=op;
808 clear_object(op);
809 SET_FLAG(op,FLAG_REMOVED);
810 nroffreeobjects--;
811 return op; 597 return neu;
812} 598}
813 599
814/* 600/*
815 * If an object with the IS_TURNABLE() flag needs to be turned due 601 * If an object with the IS_TURNABLE() flag needs to be turned due
816 * to the closest player being on the other side, this function can 602 * to the closest player being on the other side, this function can
817 * be called to update the face variable, _and_ how it looks on the map. 603 * be called to update the face variable, _and_ how it looks on the map.
818 */ 604 */
819 605
606void
820void update_turn_face(object *op) { 607update_turn_face (object *op)
608{
821 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 609 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
822 return; 610 return;
823 SET_ANIMATION(op, op->direction); 611 SET_ANIMATION (op, op->direction);
824 update_object(op,UP_OBJ_FACE); 612 update_object (op, UP_OBJ_FACE);
825} 613}
826 614
827/* 615/*
828 * Updates the speed of an object. If the speed changes from 0 to another 616 * Updates the speed of an object. If the speed changes from 0 to another
829 * value, or vice versa, then add/remove the object from the active list. 617 * value, or vice versa, then add/remove the object from the active list.
830 * This function needs to be called whenever the speed of an object changes. 618 * This function needs to be called whenever the speed of an object changes.
831 */ 619 */
832 620void
833void update_ob_speed(object *op) { 621update_ob_speed (object *op)
622{
834 extern int arch_init; 623 extern int arch_init;
835 624
836 /* No reason putting the archetypes objects on the speed list, 625 /* No reason putting the archetypes objects on the speed list,
837 * since they never really need to be updated. 626 * since they never really need to be updated.
838 */ 627 */
839 628
840 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 629 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
630 {
841 LOG(llevError,"Object %s is freed but has speed.\n", op->name); 631 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
842#ifdef MANY_CORES 632#ifdef MANY_CORES
843 abort(); 633 abort ();
844#else 634#else
845 op->speed = 0; 635 op->speed = 0;
846#endif 636#endif
847 } 637 }
638
848 if (arch_init) { 639 if (arch_init)
640 return;
641
642 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
643 {
644 /* If already on active list, don't do anything */
645 if (op->active_next || op->active_prev || op == active_objects)
849 return; 646 return;
850 }
851 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
852 /* If already on active list, don't do anything */
853 if (op->active_next || op->active_prev || op==active_objects)
854 return;
855 647
856 /* process_events() expects us to insert the object at the beginning 648 /* process_events() expects us to insert the object at the beginning
857 * of the list. */ 649 * of the list. */
858 op->active_next = active_objects; 650 op->active_next = active_objects;
651
859 if (op->active_next!=NULL) 652 if (op->active_next != NULL)
860 op->active_next->active_prev = op; 653 op->active_next->active_prev = op;
654
861 active_objects = op; 655 active_objects = op;
656 }
657 else
862 } 658 {
863 else {
864 /* If not on the active list, nothing needs to be done */ 659 /* If not on the active list, nothing needs to be done */
865 if (!op->active_next && !op->active_prev && op!=active_objects) 660 if (!op->active_next && !op->active_prev && op != active_objects)
866 return; 661 return;
867 662
868 if (op->active_prev==NULL) { 663 if (op->active_prev == NULL)
664 {
869 active_objects = op->active_next; 665 active_objects = op->active_next;
666
870 if (op->active_next!=NULL) 667 if (op->active_next != NULL)
871 op->active_next->active_prev = NULL; 668 op->active_next->active_prev = NULL;
669 }
670 else
872 } 671 {
873 else {
874 op->active_prev->active_next = op->active_next; 672 op->active_prev->active_next = op->active_next;
673
875 if (op->active_next) 674 if (op->active_next)
876 op->active_next->active_prev = op->active_prev; 675 op->active_next->active_prev = op->active_prev;
877 } 676 }
677
878 op->active_next = NULL; 678 op->active_next = NULL;
879 op->active_prev = NULL; 679 op->active_prev = NULL;
880 } 680 }
881} 681}
882 682
883/* This function removes object 'op' from the list of active 683/* This function removes object 'op' from the list of active
884 * objects. 684 * objects.
886 * reference maps where you don't want an object that isn't 686 * reference maps where you don't want an object that isn't
887 * in play chewing up cpu time getting processed. 687 * in play chewing up cpu time getting processed.
888 * The reverse of this is to call update_ob_speed, which 688 * The reverse of this is to call update_ob_speed, which
889 * will do the right thing based on the speed of the object. 689 * will do the right thing based on the speed of the object.
890 */ 690 */
691void
891void remove_from_active_list(object *op) 692remove_from_active_list (object *op)
892{ 693{
893 /* If not on the active list, nothing needs to be done */ 694 /* If not on the active list, nothing needs to be done */
894 if (!op->active_next && !op->active_prev && op!=active_objects) 695 if (!op->active_next && !op->active_prev && op != active_objects)
895 return; 696 return;
896 697
897 if (op->active_prev==NULL) { 698 if (op->active_prev == NULL)
699 {
898 active_objects = op->active_next; 700 active_objects = op->active_next;
899 if (op->active_next!=NULL) 701 if (op->active_next != NULL)
900 op->active_next->active_prev = NULL; 702 op->active_next->active_prev = NULL;
703 }
704 else
901 } 705 {
902 else {
903 op->active_prev->active_next = op->active_next; 706 op->active_prev->active_next = op->active_next;
904 if (op->active_next) 707 if (op->active_next)
905 op->active_next->active_prev = op->active_prev; 708 op->active_next->active_prev = op->active_prev;
906 } 709 }
907 op->active_next = NULL; 710 op->active_next = NULL;
908 op->active_prev = NULL; 711 op->active_prev = NULL;
909} 712}
910 713
911/* 714/*
912 * update_object() updates the array which represents the map. 715 * update_object() updates the array which represents the map.
913 * It takes into account invisible objects (and represent squares covered 716 * It takes into account invisible objects (and represent squares covered
928 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 731 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
929 * as that is easier than trying to look at what may have changed. 732 * as that is easier than trying to look at what may have changed.
930 * UP_OBJ_FACE: only the objects face has changed. 733 * UP_OBJ_FACE: only the objects face has changed.
931 */ 734 */
932 735
736void
933void update_object(object *op, int action) { 737update_object (object *op, int action)
738{
934 int update_now=0, flags; 739 int update_now = 0, flags;
935 MoveType move_on, move_off, move_block, move_slow; 740 MoveType move_on, move_off, move_block, move_slow;
936 741
937 if (op == NULL) { 742 if (op == NULL)
743 {
938 /* this should never happen */ 744 /* this should never happen */
939 LOG(llevDebug,"update_object() called for NULL object.\n"); 745 LOG (llevDebug, "update_object() called for NULL object.\n");
940 return; 746 return;
941 }
942 747 }
748
943 if(op->env!=NULL) { 749 if (op->env != NULL)
750 {
944 /* Animation is currently handled by client, so nothing 751 /* Animation is currently handled by client, so nothing
945 * to do in this case. 752 * to do in this case.
946 */ 753 */
947 return; 754 return;
948 } 755 }
949 756
950 /* If the map is saving, don't do anything as everything is 757 /* If the map is saving, don't do anything as everything is
951 * going to get freed anyways. 758 * going to get freed anyways.
952 */ 759 */
953 if (!op->map || op->map->in_memory == MAP_SAVING) return; 760 if (!op->map || op->map->in_memory == MAP_SAVING)
954 761 return;
762
955 /* make sure the object is within map boundaries */ 763 /* make sure the object is within map boundaries */
956 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 764 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
957 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 765 {
958 LOG(llevError,"update_object() called for object out of map!\n"); 766 LOG (llevError, "update_object() called for object out of map!\n");
959#ifdef MANY_CORES 767#ifdef MANY_CORES
960 abort(); 768 abort ();
961#endif 769#endif
962 return; 770 return;
963 }
964 771 }
772
965 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 773 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
966 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 774 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
967 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 775 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
968 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 776 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
969 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 777 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
970 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y); 778 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
971 779
972 if (action == UP_OBJ_INSERT) { 780 if (action == UP_OBJ_INSERT)
781 {
973 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 782 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
974 update_now=1; 783 update_now = 1;
975 784
976 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 785 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
977 update_now=1; 786 update_now = 1;
978 787
979 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 788 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
980 update_now=1; 789 update_now = 1;
981 790
982 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 791 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
983 update_now=1; 792 update_now = 1;
984 793
794 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
795 update_now = 1;
796
985 if ((move_on | op->move_on) != move_on) update_now=1; 797 if ((move_on | op->move_on) != move_on)
798 update_now = 1;
799
986 if ((move_off | op->move_off) != move_off) update_now=1; 800 if ((move_off | op->move_off) != move_off)
801 update_now = 1;
802
987 /* This isn't perfect, but I don't expect a lot of objects to 803 /* This isn't perfect, but I don't expect a lot of objects to
988 * to have move_allow right now. 804 * to have move_allow right now.
989 */ 805 */
990 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 806 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
991 update_now=1; 807 update_now = 1;
808
992 if ((move_slow | op->move_slow) != move_slow) update_now=1; 809 if ((move_slow | op->move_slow) != move_slow)
810 update_now = 1;
993 } 811 }
812
994 /* if the object is being removed, we can't make intelligent 813 /* if the object is being removed, we can't make intelligent
995 * decisions, because remove_ob can't really pass the object 814 * decisions, because remove_ob can't really pass the object
996 * that is being removed. 815 * that is being removed.
997 */ 816 */
998 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 817 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
999 update_now=1; 818 update_now = 1;
1000 } else if (action == UP_OBJ_FACE) { 819 else if (action == UP_OBJ_FACE)
1001 /* Nothing to do for that case */ 820 /* Nothing to do for that case */ ;
1002 }
1003 else { 821 else
1004 LOG(llevError,"update_object called with invalid action: %d\n", action); 822 LOG (llevError, "update_object called with invalid action: %d\n", action);
1005 }
1006 823
1007 if (update_now) { 824 if (update_now)
825 {
1008 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 826 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
1009 update_position(op->map, op->x, op->y); 827 update_position (op->map, op->x, op->y);
1010 } 828 }
1011 829
1012 if(op->more!=NULL) 830 if (op->more != NULL)
1013 update_object(op->more, action); 831 update_object (op->more, action);
1014} 832}
1015 833
834object::vector object::mortals;
835object::vector object::objects; // not yet used
836object *object::first;
837
838void object::free_mortals ()
839{
840 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
841 if ((*i)->refcnt)
842 ++i; // further delay freeing
843 else
844 {
845 delete *i;
846 mortals.erase (i);
847 }
848}
849
850object::object ()
851{
852 SET_FLAG (this, FLAG_REMOVED);
853
854 expmul = 1.0;
855 face = blank_face;
856}
857
858object::~object ()
859{
860 free_key_values (this);
861}
862
863void object::link ()
864{
865 count = ++ob_count;
866 uuid = gen_uuid ();
867
868 prev = 0;
869 next = object::first;
870
871 if (object::first)
872 object::first->prev = this;
873
874 object::first = this;
875}
876
877void object::unlink ()
878{
879 if (this == object::first)
880 object::first = next;
881
882 /* Remove this object from the list of used objects */
883 if (prev) prev->next = next;
884 if (next) next->prev = prev;
885
886 prev = 0;
887 next = 0;
888}
889
890object *object::create ()
891{
892 object *op = new object;
893 op->link ();
894 return op;
895}
1016 896
1017/* 897/*
1018 * free_object() frees everything allocated by an object, removes 898 * free_object() frees everything allocated by an object, removes
1019 * it from the list of used objects, and puts it on the list of 899 * it from the list of used objects, and puts it on the list of
1020 * free objects. The IS_FREED() flag is set in the object. 900 * free objects. The IS_FREED() flag is set in the object.
1021 * The object must have been removed by remove_ob() first for 901 * The object must have been removed by remove_ob() first for
1022 * this function to succeed. 902 * this function to succeed.
1023 * 903 *
1024 * If free_inventory is set, free inventory as well. Else drop items in 904 * If destroy_inventory is set, free inventory as well. Else drop items in
1025 * inventory to the ground. 905 * inventory to the ground.
1026 */ 906 */
1027 907void object::destroy (bool destroy_inventory)
1028void free_object(object *ob) { 908{
1029 free_object2(ob, 0);
1030}
1031void free_object2(object *ob, int free_inventory) {
1032 object *tmp,*op;
1033
1034 ob->clear ();
1035
1036 if (!QUERY_FLAG(ob,FLAG_REMOVED)) {
1037 LOG(llevDebug,"Free object called with non removed object\n");
1038 dump_object(ob);
1039#ifdef MANY_CORES
1040 abort();
1041#endif
1042 }
1043 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) {
1044 LOG(llevMonster,"Warning: tried to free friendly object.\n");
1045 remove_friendly_object(ob);
1046 }
1047 if(QUERY_FLAG(ob,FLAG_FREED)) { 909 if (QUERY_FLAG (this, FLAG_FREED))
1048 dump_object(ob);
1049 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg);
1050 return; 910 return;
911
912 if (QUERY_FLAG (this, FLAG_FRIENDLY))
913 remove_friendly_object (this);
914
915 if (!QUERY_FLAG (this, FLAG_REMOVED))
916 remove ();
917
918 SET_FLAG (this, FLAG_FREED);
919
920 if (more)
1051 } 921 {
1052 if(ob->more!=NULL) { 922 more->destroy (destroy_inventory);
1053 free_object2(ob->more, free_inventory); 923 more = 0;
1054 ob->more=NULL; 924 }
925
926 if (inv)
1055 } 927 {
1056 if (ob->inv) {
1057 /* Only if the space blocks everything do we not process - 928 /* Only if the space blocks everything do we not process -
1058 * if some form of movemnt is allowed, let objects 929 * if some form of movement is allowed, let objects
1059 * drop on that space. 930 * drop on that space.
1060 */ 931 */
1061 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 932 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1062 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL)) 933 {
934 object *op = inv;
935
936 while (op)
1063 { 937 {
1064 op=ob->inv;
1065 while(op!=NULL) {
1066 tmp=op->below; 938 object *tmp = op->below;
1067 remove_ob(op); 939 op->destroy (destroy_inventory);
1068 free_object2(op, free_inventory);
1069 op=tmp; 940 op = tmp;
1070 } 941 }
1071 } 942 }
943 else
1072 else { /* Put objects in inventory onto this space */ 944 { /* Put objects in inventory onto this space */
1073 op=ob->inv; 945 object *op = inv;
946
1074 while(op!=NULL) { 947 while (op)
948 {
1075 tmp=op->below; 949 object *tmp = op->below;
950
1076 remove_ob(op); 951 op->remove ();
1077 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) || 952
1078 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 953 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1079 free_object(op); 954 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
955 op->destroy ();
1080 else { 956 else
957 {
1081 op->x=ob->x; 958 op->x = x;
1082 op->y=ob->y; 959 op->y = y;
1083 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */ 960 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1084 } 961 }
962
1085 op=tmp; 963 op = tmp;
1086 } 964 }
1087 } 965 }
1088 } 966 }
967
968 // hack to ensure that freed objects still have a valid map
969 {
970 static maptile *freed_map; // freed objects are moved here to avoid crashes
971
972 if (!freed_map)
973 {
974 freed_map = new maptile;
975
976 freed_map->name = "/internal/freed_objects_map";
977 freed_map->width = 3;
978 freed_map->height = 3;
979
980 freed_map->allocate ();
981 }
982
983 map = freed_map;
984 x = 1;
985 y = 1;
986 }
987
988 // clear those pointers that likely might have circular references to us
989 owner = 0;
990 enemy = 0;
991 attacked_by = 0;
992
993 // only relevant for players(?), but make sure of it anyways
994 contr = 0;
995
1089 /* Remove object from the active list */ 996 /* Remove object from the active list */
1090 ob->speed = 0; 997 speed = 0;
1091 update_ob_speed(ob); 998 update_ob_speed (this);
1092 999
1093 SET_FLAG(ob, FLAG_FREED); 1000 unlink ();
1094 ob->count = 0;
1095 1001
1096 /* Remove this object from the list of used objects */ 1002 mortals.push_back (this);
1097 if(ob->prev==NULL) {
1098 objects=ob->next;
1099 if(objects!=NULL)
1100 objects->prev=NULL;
1101 }
1102 else {
1103 ob->prev->next=ob->next;
1104 if(ob->next!=NULL)
1105 ob->next->prev=ob->prev;
1106 }
1107
1108 if(ob->name!=NULL) FREE_AND_CLEAR_STR(ob->name);
1109 if(ob->name_pl!=NULL) FREE_AND_CLEAR_STR(ob->name_pl);
1110 if(ob->title!=NULL) FREE_AND_CLEAR_STR(ob->title);
1111 if(ob->race!=NULL) FREE_AND_CLEAR_STR(ob->race);
1112 if(ob->slaying!=NULL) FREE_AND_CLEAR_STR(ob->slaying);
1113 if(ob->skill!=NULL) FREE_AND_CLEAR_STR(ob->skill);
1114 if(ob->lore!=NULL) FREE_AND_CLEAR_STR(ob->lore);
1115 if(ob->msg!=NULL) FREE_AND_CLEAR_STR(ob->msg);
1116 if(ob->materialname!=NULL) FREE_AND_CLEAR_STR(ob->materialname);
1117
1118
1119 /* Why aren't events freed? */
1120 free_key_values(ob);
1121
1122#if 0 /* MEMORY_DEBUG*/
1123 /* This is a nice idea. Unfortunately, a lot of the code in crossfire
1124 * presumes the freed_object will stick around for at least a little
1125 * bit
1126 */
1127 /* this is necessary so that memory debugging programs will
1128 * be able to accurately report source of malloc. If we recycle
1129 * objects, then some other area may be doing the get_object
1130 * and not freeing it, but the original one that malloc'd the
1131 * object will get the blame.
1132 */
1133 free(ob);
1134#else
1135
1136 /* Now link it with the free_objects list: */
1137 ob->prev=NULL;
1138 ob->next=free_objects;
1139 if(free_objects!=NULL)
1140 free_objects->prev=ob;
1141 free_objects=ob;
1142 nroffreeobjects++;
1143#endif
1144}
1145
1146/*
1147 * count_free() returns the number of objects on the list of free objects.
1148 */
1149
1150int count_free(void) {
1151 int i=0;
1152 object *tmp=free_objects;
1153 while(tmp!=NULL)
1154 tmp=tmp->next, i++;
1155 return i;
1156}
1157
1158/*
1159 * count_used() returns the number of objects on the list of used objects.
1160 */
1161
1162int count_used(void) {
1163 int i=0;
1164 object *tmp=objects;
1165 while(tmp!=NULL)
1166 tmp=tmp->next, i++;
1167 return i;
1168}
1169
1170/*
1171 * count_active() returns the number of objects on the list of active objects.
1172 */
1173
1174int count_active(void) {
1175 int i=0;
1176 object *tmp=active_objects;
1177 while(tmp!=NULL)
1178 tmp=tmp->active_next, i++;
1179 return i;
1180} 1003}
1181 1004
1182/* 1005/*
1183 * sub_weight() recursively (outwards) subtracts a number from the 1006 * sub_weight() recursively (outwards) subtracts a number from the
1184 * weight of an object (and what is carried by it's environment(s)). 1007 * weight of an object (and what is carried by it's environment(s)).
1185 */ 1008 */
1186 1009void
1187void sub_weight (object *op, signed long weight) { 1010sub_weight (object *op, signed long weight)
1011{
1188 while (op != NULL) { 1012 while (op != NULL)
1013 {
1189 if (op->type == CONTAINER) { 1014 if (op->type == CONTAINER)
1190 weight=(signed long)(weight*(100-op->stats.Str)/100); 1015 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1191 } 1016
1192 op->carrying-=weight; 1017 op->carrying -= weight;
1193 op = op->env; 1018 op = op->env;
1194 } 1019 }
1195} 1020}
1196 1021
1197/* remove_ob(op): 1022/* op->remove ():
1198 * This function removes the object op from the linked list of objects 1023 * This function removes the object op from the linked list of objects
1199 * which it is currently tied to. When this function is done, the 1024 * which it is currently tied to. When this function is done, the
1200 * object will have no environment. If the object previously had an 1025 * object will have no environment. If the object previously had an
1201 * environment, the x and y coordinates will be updated to 1026 * environment, the x and y coordinates will be updated to
1202 * the previous environment. 1027 * the previous environment.
1203 * Beware: This function is called from the editor as well! 1028 * Beware: This function is called from the editor as well!
1204 */ 1029 */
1205 1030void
1206void remove_ob(object *op) { 1031object::remove ()
1032{
1207 object *tmp,*last=NULL; 1033 object *tmp, *last = 0;
1208 object *otmp; 1034 object *otmp;
1209 tag_t tag; 1035
1210 int check_walk_off; 1036 int check_walk_off;
1211 mapstruct *m;
1212 sint16 x,y;
1213
1214 1037
1215 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1038 if (QUERY_FLAG (this, FLAG_REMOVED))
1216 dump_object(op); 1039 return;
1217 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1218 1040
1219 /* Changed it to always dump core in this case. As has been learned
1220 * in the past, trying to recover from errors almost always
1221 * make things worse, and this is a real error here - something
1222 * that should not happen.
1223 * Yes, if this was a mission critical app, trying to do something
1224 * to recover may make sense, but that is because failure of the app
1225 * may have other disastrous problems. Cf runs out of a script
1226 * so is easily enough restarted without any real problems.
1227 * MSW 2001-07-01
1228 */
1229 abort();
1230 }
1231 if(op->more!=NULL)
1232 remove_ob(op->more);
1233
1234 SET_FLAG(op, FLAG_REMOVED); 1041 SET_FLAG (this, FLAG_REMOVED);
1235 1042
1043 if (more)
1044 more->remove ();
1045
1236 /* 1046 /*
1237 * In this case, the object to be removed is in someones 1047 * In this case, the object to be removed is in someones
1238 * inventory. 1048 * inventory.
1239 */ 1049 */
1240 if(op->env!=NULL) { 1050 if (env)
1051 {
1241 if(op->nrof) 1052 if (nrof)
1242 sub_weight(op->env, op->weight*op->nrof); 1053 sub_weight (env, weight * nrof);
1243 else 1054 else
1244 sub_weight(op->env, op->weight+op->carrying); 1055 sub_weight (env, weight + carrying);
1245 1056
1246 /* NO_FIX_PLAYER is set when a great many changes are being 1057 /* NO_FIX_PLAYER is set when a great many changes are being
1247 * made to players inventory. If set, avoiding the call 1058 * made to players inventory. If set, avoiding the call
1248 * to save cpu time. 1059 * to save cpu time.
1249 */ 1060 */
1250 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1061 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1251 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1252 fix_player(otmp); 1062 fix_player (otmp);
1253 1063
1254 if(op->above!=NULL) 1064 if (above != NULL)
1255 op->above->below=op->below; 1065 above->below = below;
1256 else 1066 else
1257 op->env->inv=op->below; 1067 env->inv = below;
1258 1068
1259 if(op->below!=NULL) 1069 if (below != NULL)
1260 op->below->above=op->above; 1070 below->above = above;
1261 1071
1262 /* we set up values so that it could be inserted into 1072 /* we set up values so that it could be inserted into
1263 * the map, but we don't actually do that - it is up 1073 * the map, but we don't actually do that - it is up
1264 * to the caller to decide what we want to do. 1074 * to the caller to decide what we want to do.
1075 */
1076 x = env->x, y = env->y;
1077 map = env->map;
1078 above = 0, below = 0;
1079 env = 0;
1080 }
1081 else if (map)
1082 {
1083 /* Re did the following section of code - it looks like it had
1084 * lots of logic for things we no longer care about
1085 */
1086
1087 /* link the object above us */
1088 if (above)
1089 above->below = below;
1090 else
1091 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */
1092
1093 /* Relink the object below us, if there is one */
1094 if (below)
1095 below->above = above;
1096 else
1097 {
1098 /* Nothing below, which means we need to relink map object for this space
1099 * use translated coordinates in case some oddness with map tiling is
1100 * evident
1265 */ 1101 */
1266 op->x=op->env->x,op->y=op->env->y; 1102 if (GET_MAP_OB (map, x, y) != this)
1267 op->ox=op->x,op->oy=op->y; 1103 {
1268 op->map=op->env->map; 1104 char *dump = dump_object (this);
1269 op->above=NULL,op->below=NULL; 1105 LOG (llevError,
1270 op->env=NULL; 1106 "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);
1107 free (dump);
1108 dump = dump_object (GET_MAP_OB (map, x, y));
1109 LOG (llevError, "%s\n", dump);
1110 free (dump);
1111 }
1112
1113 SET_MAP_OB (map, x, y, above); /* goes on above it. */
1114 }
1115
1116 above = 0;
1117 below = 0;
1118
1119 if (map->in_memory == MAP_SAVING)
1271 return; 1120 return;
1272 }
1273 1121
1274 /* If we get here, we are removing it from a map */
1275 if (op->map == NULL) return;
1276
1277 x = op->x;
1278 y = op->y;
1279 m = get_map_from_coord(op->map, &x, &y);
1280
1281 if (!m) {
1282 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1283 op->map->path, op->x, op->y);
1284 /* in old days, we used to set x and y to 0 and continue.
1285 * it seems if we get into this case, something is probablye
1286 * screwed up and should be fixed.
1287 */
1288 abort();
1289 }
1290 if (op->map != m) {
1291 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1292 op->map->path, m->path, op->x, op->y, x, y);
1293 }
1294
1295 /* Re did the following section of code - it looks like it had
1296 * lots of logic for things we no longer care about
1297 */
1298
1299 /* link the object above us */
1300 if (op->above)
1301 op->above->below=op->below;
1302 else
1303 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1304
1305 /* Relink the object below us, if there is one */
1306 if(op->below) {
1307 op->below->above=op->above;
1308 } else {
1309 /* Nothing below, which means we need to relink map object for this space
1310 * use translated coordinates in case some oddness with map tiling is
1311 * evident
1312 */
1313 if(GET_MAP_OB(m,x,y)!=op) {
1314 dump_object(op);
1315 LOG(llevError,"remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg);
1316 dump_object(GET_MAP_OB(m,x,y));
1317 LOG(llevError,"%s\n",errmsg);
1318 }
1319 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1320 }
1321 op->above=NULL;
1322 op->below=NULL;
1323
1324 if (op->map->in_memory == MAP_SAVING)
1325 return;
1326
1327 tag = op->count;
1328 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1122 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1123
1329 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1124 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1125 {
1330 /* No point updating the players look faces if he is the object 1126 /* No point updating the players look faces if he is the object
1331 * being removed. 1127 * being removed.
1332 */ 1128 */
1333 1129
1334 if(tmp->type==PLAYER && tmp!=op) { 1130 if (tmp->type == PLAYER && tmp != this)
1131 {
1335 /* If a container that the player is currently using somehow gets 1132 /* If a container that the player is currently using somehow gets
1336 * removed (most likely destroyed), update the player view 1133 * removed (most likely destroyed), update the player view
1337 * appropriately. 1134 * appropriately.
1338 */ 1135 */
1339 if (tmp->container==op) { 1136 if (tmp->container == this)
1137 {
1340 CLEAR_FLAG(op, FLAG_APPLIED); 1138 CLEAR_FLAG (this, FLAG_APPLIED);
1341 tmp->container=NULL; 1139 tmp->container = 0;
1140 }
1141
1142 tmp->contr->socket->update_look = 1;
1342 } 1143 }
1343 tmp->contr->socket.update_look=1; 1144
1344 }
1345 /* See if player moving off should effect something */ 1145 /* See if player moving off should effect something */
1346 if (check_walk_off && ((op->move_type & tmp->move_off) && 1146 if (check_walk_off
1147 && ((move_type & tmp->move_off)
1347 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1148 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1348 1149 {
1349 move_apply(tmp, op, NULL); 1150 move_apply (tmp, this, 0);
1151
1350 if (was_destroyed (op, tag)) { 1152 if (destroyed ())
1351 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1153 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1352 "leaving object\n", tmp->name, tmp->arch->name);
1353 } 1154 }
1354 }
1355 1155
1356 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1156 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1357 1157
1358 if(tmp->above == tmp) 1158 if (tmp->above == tmp)
1359 tmp->above = NULL; 1159 tmp->above = 0;
1160
1360 last=tmp; 1161 last = tmp;
1361 } 1162 }
1163
1362 /* last == NULL of there are no objects on this space */ 1164 /* last == NULL of there are no objects on this space */
1363 if (last==NULL) { 1165 if (!last)
1166 {
1364 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1167 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1365 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1168 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1366 * those out anyways, and if there are any flags set right now, they won't 1169 * those out anyways, and if there are any flags set right now, they won't
1367 * be correct anyways. 1170 * be correct anyways.
1368 */ 1171 */
1369 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1172 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1370 update_position(op->map, op->x, op->y); 1173 update_position (map, x, y);
1371 } 1174 }
1372 else 1175 else
1373 update_object(last, UP_OBJ_REMOVE); 1176 update_object (last, UP_OBJ_REMOVE);
1374 1177
1375 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1178 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1376 update_all_los(op->map, op->x, op->y); 1179 update_all_los (map, x, y);
1377 1180 }
1378} 1181}
1379 1182
1380/* 1183/*
1381 * merge_ob(op,top): 1184 * merge_ob(op,top):
1382 * 1185 *
1383 * This function goes through all objects below and including top, and 1186 * This function goes through all objects below and including top, and
1384 * merges op to the first matching object. 1187 * merges op to the first matching object.
1385 * If top is NULL, it is calculated. 1188 * If top is NULL, it is calculated.
1386 * Returns pointer to object if it succeded in the merge, otherwise NULL 1189 * Returns pointer to object if it succeded in the merge, otherwise NULL
1387 */ 1190 */
1388 1191object *
1389object *merge_ob(object *op, object *top) { 1192merge_ob (object *op, object *top)
1193{
1390 if(!op->nrof) 1194 if (!op->nrof)
1391 return 0; 1195 return 0;
1196
1392 if(top==NULL) 1197 if (top == NULL)
1393 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1198 for (top = op; top != NULL && top->above != NULL; top = top->above);
1199
1394 for(;top!=NULL;top=top->below) { 1200 for (; top != NULL; top = top->below)
1201 {
1395 if(top==op) 1202 if (top == op)
1396 continue; 1203 continue;
1397 if (CAN_MERGE(op,top)) 1204
1398 { 1205 if (object::can_merge (op, top))
1206 {
1399 top->nrof+=op->nrof; 1207 top->nrof += op->nrof;
1208
1400/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1209/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1401 op->weight = 0; /* Don't want any adjustements now */ 1210 op->weight = 0; /* Don't want any adjustements now */
1402 remove_ob(op); 1211 op->destroy ();
1403 free_object(op);
1404 return top; 1212 return top;
1405 } 1213 }
1406 } 1214 }
1215
1407 return NULL; 1216 return 0;
1408} 1217}
1409 1218
1410/* 1219/*
1411 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1220 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1412 * job preparing multi-part monsters 1221 * job preparing multi-part monsters
1413 */ 1222 */
1223object *
1414object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1224insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1225{
1415 object* tmp; 1226 object *tmp;
1227
1416 if (op->head) 1228 if (op->head)
1417 op=op->head; 1229 op = op->head;
1230
1418 for (tmp=op;tmp;tmp=tmp->more){ 1231 for (tmp = op; tmp; tmp = tmp->more)
1232 {
1419 tmp->x=x+tmp->arch->clone.x; 1233 tmp->x = x + tmp->arch->clone.x;
1420 tmp->y=y+tmp->arch->clone.y; 1234 tmp->y = y + tmp->arch->clone.y;
1421 } 1235 }
1236
1422 return insert_ob_in_map (op, m, originator, flag); 1237 return insert_ob_in_map (op, m, originator, flag);
1423} 1238}
1424 1239
1425/* 1240/*
1426 * insert_ob_in_map (op, map, originator, flag): 1241 * insert_ob_in_map (op, map, originator, flag):
1427 * This function inserts the object in the two-way linked list 1242 * This function inserts the object in the two-way linked list
1441 * new object if 'op' was merged with other object 1256 * new object if 'op' was merged with other object
1442 * NULL if 'op' was destroyed 1257 * NULL if 'op' was destroyed
1443 * just 'op' otherwise 1258 * just 'op' otherwise
1444 */ 1259 */
1445 1260
1261object *
1446object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1262insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1447{ 1263{
1448 object *tmp, *top, *floor=NULL; 1264 object *tmp, *top, *floor = NULL;
1449 sint16 x,y; 1265 sint16 x, y;
1450 1266
1451 if (QUERY_FLAG (op, FLAG_FREED)) { 1267 if (QUERY_FLAG (op, FLAG_FREED))
1268 {
1452 LOG (llevError, "Trying to insert freed object!\n"); 1269 LOG (llevError, "Trying to insert freed object!\n");
1270 return NULL;
1271 }
1272
1273 if (m == NULL)
1274 {
1275 char *dump = dump_object (op);
1276 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1277 free (dump);
1278 return op;
1279 }
1280
1281 if (out_of_map (m, op->x, op->y))
1282 {
1283 char *dump = dump_object (op);
1284 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1285#ifdef MANY_CORES
1286 /* Better to catch this here, as otherwise the next use of this object
1287 * is likely to cause a crash. Better to find out where it is getting
1288 * improperly inserted.
1289 */
1290 abort ();
1291#endif
1292 free (dump);
1293 return op;
1294 }
1295
1296 if (!QUERY_FLAG (op, FLAG_REMOVED))
1297 {
1298 char *dump = dump_object (op);
1299 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1300 free (dump);
1301 return op;
1302 }
1303
1304 if (op->more != NULL)
1305 {
1306 /* The part may be on a different map. */
1307
1308 object *more = op->more;
1309
1310 /* We really need the caller to normalize coordinates - if
1311 * we set the map, that doesn't work if the location is within
1312 * a map and this is straddling an edge. So only if coordinate
1313 * is clear wrong do we normalize it.
1314 */
1315 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1316 more->map = get_map_from_coord (m, &more->x, &more->y);
1317 else if (!more->map)
1318 {
1319 /* For backwards compatibility - when not dealing with tiled maps,
1320 * more->map should always point to the parent.
1321 */
1322 more->map = m;
1323 }
1324
1325 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1326 {
1327 if (!op->head)
1328 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1329
1330 return NULL;
1331 }
1332 }
1333
1334 CLEAR_FLAG (op, FLAG_REMOVED);
1335
1336 /* Ideally, the caller figures this out. However, it complicates a lot
1337 * of areas of callers (eg, anything that uses find_free_spot would now
1338 * need extra work
1339 */
1340 op->map = get_map_from_coord (m, &op->x, &op->y);
1341 x = op->x;
1342 y = op->y;
1343
1344 /* this has to be done after we translate the coordinates.
1345 */
1346 if (op->nrof && !(flag & INS_NO_MERGE))
1347 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1348 if (object::can_merge (op, tmp))
1349 {
1350 op->nrof += tmp->nrof;
1351 tmp->destroy ();
1352 }
1353
1354 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1355 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1356
1357 if (!QUERY_FLAG (op, FLAG_ALIVE))
1358 CLEAR_FLAG (op, FLAG_NO_STEAL);
1359
1360 if (flag & INS_BELOW_ORIGINATOR)
1361 {
1362 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1363 {
1364 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1365 abort ();
1366 }
1367
1368 op->above = originator;
1369 op->below = originator->below;
1370
1371 if (op->below)
1372 op->below->above = op;
1373 else
1374 SET_MAP_OB (op->map, op->x, op->y, op);
1375
1376 /* since *below* originator, no need to update top */
1377 originator->below = op;
1378 }
1379 else
1380 {
1381 /* If there are other objects, then */
1382 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1383 {
1384 object *last = NULL;
1385
1386 /*
1387 * If there are multiple objects on this space, we do some trickier handling.
1388 * We've already dealt with merging if appropriate.
1389 * Generally, we want to put the new object on top. But if
1390 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1391 * floor, we want to insert above that and no further.
1392 * Also, if there are spell objects on this space, we stop processing
1393 * once we get to them. This reduces the need to traverse over all of
1394 * them when adding another one - this saves quite a bit of cpu time
1395 * when lots of spells are cast in one area. Currently, it is presumed
1396 * that flying non pickable objects are spell objects.
1397 */
1398
1399 while (top != NULL)
1400 {
1401 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1402 floor = top;
1403
1404 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1405 {
1406 /* We insert above top, so we want this object below this */
1407 top = top->below;
1408 break;
1409 }
1410
1411 last = top;
1412 top = top->above;
1413 }
1414
1415 /* Don't want top to be NULL, so set it to the last valid object */
1416 top = last;
1417
1418 /* We let update_position deal with figuring out what the space
1419 * looks like instead of lots of conditions here.
1420 * makes things faster, and effectively the same result.
1421 */
1422
1423 /* Have object 'fall below' other objects that block view.
1424 * Unless those objects are exits, type 66
1425 * If INS_ON_TOP is used, don't do this processing
1426 * Need to find the object that in fact blocks view, otherwise
1427 * stacking is a bit odd.
1428 */
1429 if (!(flag & INS_ON_TOP) &&
1430 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1431 {
1432 for (last = top; last != floor; last = last->below)
1433 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1434 break;
1435 /* Check to see if we found the object that blocks view,
1436 * and make sure we have a below pointer for it so that
1437 * we can get inserted below this one, which requires we
1438 * set top to the object below us.
1439 */
1440 if (last && last->below && last != floor)
1441 top = last->below;
1442 }
1443 } /* If objects on this space */
1444
1445 if (flag & INS_MAP_LOAD)
1446 top = GET_MAP_TOP (op->map, op->x, op->y);
1447
1448 if (flag & INS_ABOVE_FLOOR_ONLY)
1449 top = floor;
1450
1451 /* Top is the object that our object (op) is going to get inserted above.
1452 */
1453
1454 /* First object on this space */
1455 if (!top)
1456 {
1457 op->above = GET_MAP_OB (op->map, op->x, op->y);
1458
1459 if (op->above)
1460 op->above->below = op;
1461
1462 op->below = NULL;
1463 SET_MAP_OB (op->map, op->x, op->y, op);
1464 }
1465 else
1466 { /* get inserted into the stack above top */
1467 op->above = top->above;
1468
1469 if (op->above)
1470 op->above->below = op;
1471
1472 op->below = top;
1473 top->above = op;
1474 }
1475
1476 if (op->above == NULL)
1477 SET_MAP_TOP (op->map, op->x, op->y, op);
1478 } /* else not INS_BELOW_ORIGINATOR */
1479
1480 if (op->type == PLAYER)
1481 op->contr->do_los = 1;
1482
1483 /* If we have a floor, we know the player, if any, will be above
1484 * it, so save a few ticks and start from there.
1485 */
1486 if (!(flag & INS_MAP_LOAD))
1487 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1488 if (tmp->type == PLAYER)
1489 tmp->contr->socket->update_look = 1;
1490
1491 /* If this object glows, it may affect lighting conditions that are
1492 * visible to others on this map. But update_all_los is really
1493 * an inefficient way to do this, as it means los for all players
1494 * on the map will get recalculated. The players could very well
1495 * be far away from this change and not affected in any way -
1496 * this should get redone to only look for players within range,
1497 * or just updating the P_NEED_UPDATE for spaces within this area
1498 * of effect may be sufficient.
1499 */
1500 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1501 update_all_los (op->map, op->x, op->y);
1502
1503 /* updates flags (blocked, alive, no magic, etc) for this map space */
1504 update_object (op, UP_OBJ_INSERT);
1505
1506 /* Don't know if moving this to the end will break anything. However,
1507 * we want to have update_look set above before calling this.
1508 *
1509 * check_move_on() must be after this because code called from
1510 * check_move_on() depends on correct map flags (so functions like
1511 * blocked() and wall() work properly), and these flags are updated by
1512 * update_object().
1513 */
1514
1515 /* if this is not the head or flag has been passed, don't check walk on status */
1516 if (!(flag & INS_NO_WALK_ON) && !op->head)
1517 {
1518 if (check_move_on (op, originator))
1453 return NULL; 1519 return NULL;
1454 }
1455 if(m==NULL) {
1456 dump_object(op);
1457 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1458 return op;
1459 }
1460 if(out_of_map(m,op->x,op->y)) {
1461 dump_object(op);
1462 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1463#ifdef MANY_CORES
1464 /* Better to catch this here, as otherwise the next use of this object
1465 * is likely to cause a crash. Better to find out where it is getting
1466 * improperly inserted.
1467 */
1468 abort();
1469#endif
1470 return op;
1471 }
1472 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1473 dump_object(op);
1474 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1475 return op;
1476 }
1477 if(op->more!=NULL) {
1478 /* The part may be on a different map. */
1479 1520
1480 object *more = op->more;
1481
1482 /* We really need the caller to normalize coordinates - if
1483 * we set the map, that doesn't work if the location is within
1484 * a map and this is straddling an edge. So only if coordinate
1485 * is clear wrong do we normalize it.
1486 */
1487 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1488 /* Debugging information so you can see the last coordinates this object had */
1489 more->ox = more->x;
1490 more->oy = more->y;
1491 more->map = get_map_from_coord(m, &more->x, &more->y);
1492 } else if (!more->map) {
1493 /* For backwards compatibility - when not dealing with tiled maps,
1494 * more->map should always point to the parent.
1495 */
1496 more->map = m;
1497 }
1498
1499 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1500 if ( ! op->head)
1501 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1502 return NULL;
1503 }
1504 }
1505 CLEAR_FLAG(op,FLAG_REMOVED);
1506
1507 /* Debugging information so you can see the last coordinates this object had */
1508 op->ox=op->x;
1509 op->oy=op->y;
1510
1511 /* Ideally, the caller figures this out. However, it complicates a lot
1512 * of areas of callers (eg, anything that uses find_free_spot would now
1513 * need extra work
1514 */
1515 op->map=get_map_from_coord(m, &op->x, &op->y);
1516 x = op->x;
1517 y = op->y;
1518
1519 /* this has to be done after we translate the coordinates.
1520 */
1521 if(op->nrof && !(flag & INS_NO_MERGE)) {
1522 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1523 if (CAN_MERGE(op,tmp)) {
1524 op->nrof+=tmp->nrof;
1525 remove_ob(tmp);
1526 free_object(tmp);
1527 }
1528 }
1529
1530 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1531 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1532 if (!QUERY_FLAG(op, FLAG_ALIVE))
1533 CLEAR_FLAG(op, FLAG_NO_STEAL);
1534
1535 if (flag & INS_BELOW_ORIGINATOR) {
1536 if (originator->map != op->map || originator->x != op->x ||
1537 originator->y != op->y) {
1538 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1539 abort();
1540 }
1541 op->above = originator;
1542 op->below = originator->below;
1543 if (op->below) op->below->above = op;
1544 else SET_MAP_OB(op->map, op->x, op->y, op);
1545 /* since *below* originator, no need to update top */
1546 originator->below = op;
1547 } else {
1548 /* If there are other objects, then */
1549 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1550 object *last=NULL;
1551 /*
1552 * If there are multiple objects on this space, we do some trickier handling.
1553 * We've already dealt with merging if appropriate.
1554 * Generally, we want to put the new object on top. But if
1555 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1556 * floor, we want to insert above that and no further.
1557 * Also, if there are spell objects on this space, we stop processing
1558 * once we get to them. This reduces the need to traverse over all of
1559 * them when adding another one - this saves quite a bit of cpu time
1560 * when lots of spells are cast in one area. Currently, it is presumed
1561 * that flying non pickable objects are spell objects.
1562 */
1563
1564 while (top != NULL) {
1565 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1566 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1567 if (QUERY_FLAG(top, FLAG_NO_PICK)
1568 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1569 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1570 {
1571 /* We insert above top, so we want this object below this */
1572 top=top->below;
1573 break;
1574 }
1575 last = top;
1576 top = top->above;
1577 }
1578 /* Don't want top to be NULL, so set it to the last valid object */
1579 top = last;
1580
1581 /* We let update_position deal with figuring out what the space
1582 * looks like instead of lots of conditions here.
1583 * makes things faster, and effectively the same result.
1584 */
1585
1586 /* Have object 'fall below' other objects that block view.
1587 * Unless those objects are exits, type 66
1588 * If INS_ON_TOP is used, don't do this processing
1589 * Need to find the object that in fact blocks view, otherwise
1590 * stacking is a bit odd.
1591 */
1592 if (!(flag & INS_ON_TOP) &&
1593 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1594 (op->face && !op->face->visibility)) {
1595 for (last=top; last != floor; last=last->below)
1596 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1597 /* Check to see if we found the object that blocks view,
1598 * and make sure we have a below pointer for it so that
1599 * we can get inserted below this one, which requires we
1600 * set top to the object below us.
1601 */
1602 if (last && last->below && last != floor) top=last->below;
1603 }
1604 } /* If objects on this space */
1605 if (flag & INS_MAP_LOAD)
1606 top = GET_MAP_TOP(op->map,op->x,op->y);
1607 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1608
1609 /* Top is the object that our object (op) is going to get inserted above.
1610 */
1611
1612 /* First object on this space */
1613 if (!top) {
1614 op->above = GET_MAP_OB(op->map, op->x, op->y);
1615 if (op->above) op->above->below = op;
1616 op->below = NULL;
1617 SET_MAP_OB(op->map, op->x, op->y, op);
1618 } else { /* get inserted into the stack above top */
1619 op->above = top->above;
1620 if (op->above) op->above->below = op;
1621 op->below = top;
1622 top->above = op;
1623 }
1624 if (op->above==NULL)
1625 SET_MAP_TOP(op->map,op->x, op->y, op);
1626 } /* else not INS_BELOW_ORIGINATOR */
1627
1628 if(op->type==PLAYER)
1629 op->contr->do_los=1;
1630
1631 /* If we have a floor, we know the player, if any, will be above
1632 * it, so save a few ticks and start from there.
1633 */
1634 if (!(flag & INS_MAP_LOAD))
1635 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1636 if (tmp->type == PLAYER)
1637 tmp->contr->socket.update_look=1;
1638 }
1639
1640 /* If this object glows, it may affect lighting conditions that are
1641 * visible to others on this map. But update_all_los is really
1642 * an inefficient way to do this, as it means los for all players
1643 * on the map will get recalculated. The players could very well
1644 * be far away from this change and not affected in any way -
1645 * this should get redone to only look for players within range,
1646 * or just updating the P_NEED_UPDATE for spaces within this area
1647 * of effect may be sufficient.
1648 */
1649 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1650 update_all_los(op->map, op->x, op->y);
1651
1652
1653 /* updates flags (blocked, alive, no magic, etc) for this map space */
1654 update_object(op,UP_OBJ_INSERT);
1655
1656
1657 /* Don't know if moving this to the end will break anything. However,
1658 * we want to have update_look set above before calling this.
1659 *
1660 * check_move_on() must be after this because code called from
1661 * check_move_on() depends on correct map flags (so functions like
1662 * blocked() and wall() work properly), and these flags are updated by
1663 * update_object().
1664 */
1665
1666 /* if this is not the head or flag has been passed, don't check walk on status */
1667
1668 if (!(flag & INS_NO_WALK_ON) && !op->head) {
1669 if (check_move_on(op, originator))
1670 return NULL;
1671
1672 /* If we are a multi part object, lets work our way through the check 1521 /* If we are a multi part object, lets work our way through the check
1673 * walk on's. 1522 * walk on's.
1674 */ 1523 */
1675 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1524 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1676 if (check_move_on (tmp, originator)) 1525 if (check_move_on (tmp, originator))
1677 return NULL; 1526 return NULL;
1678 } 1527 }
1528
1679 return op; 1529 return op;
1680} 1530}
1681 1531
1682/* this function inserts an object in the map, but if it 1532/* this function inserts an object in the map, but if it
1683 * finds an object of its own type, it'll remove that one first. 1533 * finds an object of its own type, it'll remove that one first.
1684 * op is the object to insert it under: supplies x and the map. 1534 * op is the object to insert it under: supplies x and the map.
1685 */ 1535 */
1536void
1686void replace_insert_ob_in_map(const char *arch_string, object *op) { 1537replace_insert_ob_in_map (const char *arch_string, object *op)
1538{
1687 object *tmp; 1539 object *
1688 object *tmp1; 1540 tmp;
1541 object *
1542 tmp1;
1689 1543
1690 /* first search for itself and remove any old instances */ 1544 /* first search for itself and remove any old instances */
1691 1545
1692 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1546 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1693 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1547 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1694 remove_ob(tmp); 1548 tmp->destroy ();
1695 free_object(tmp);
1696 }
1697 }
1698 1549
1699 tmp1=arch_to_object(find_archetype(arch_string)); 1550 tmp1 = arch_to_object (archetype::find (arch_string));
1700 1551
1701 1552 tmp1->x = op->x;
1702 tmp1->x = op->x; tmp1->y = op->y; 1553 tmp1->y = op->y;
1703 insert_ob_in_map(tmp1,op->map,op,0); 1554 insert_ob_in_map (tmp1, op->map, op, 0);
1704} 1555}
1705 1556
1706/* 1557/*
1707 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1558 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1708 * is returned contains nr objects, and the remaining parts contains 1559 * is returned contains nr objects, and the remaining parts contains
1709 * the rest (or is removed and freed if that number is 0). 1560 * the rest (or is removed and freed if that number is 0).
1710 * On failure, NULL is returned, and the reason put into the 1561 * On failure, NULL is returned, and the reason put into the
1711 * global static errmsg array. 1562 * global static errmsg array.
1712 */ 1563 */
1713 1564
1565object *
1714object *get_split_ob(object *orig_ob, uint32 nr) { 1566get_split_ob (object *orig_ob, uint32 nr)
1567{
1715 object *newob; 1568 object *newob;
1716 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1569 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1717 1570
1718 if(orig_ob->nrof<nr) { 1571 if (orig_ob->nrof < nr)
1719 sprintf(errmsg,"There are only %d %ss.", 1572 {
1720 orig_ob->nrof?orig_ob->nrof:1, orig_ob->name); 1573 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1721 return NULL; 1574 return NULL;
1722 } 1575 }
1576
1723 newob = object_create_clone(orig_ob); 1577 newob = object_create_clone (orig_ob);
1578
1724 if((orig_ob->nrof-=nr)<1) { 1579 if ((orig_ob->nrof -= nr) < 1)
1725 if ( ! is_removed) 1580 orig_ob->destroy (1);
1726 remove_ob(orig_ob);
1727 free_object2(orig_ob, 1);
1728 }
1729 else if ( ! is_removed) { 1581 else if (!is_removed)
1582 {
1730 if(orig_ob->env!=NULL) 1583 if (orig_ob->env != NULL)
1731 sub_weight (orig_ob->env,orig_ob->weight*nr); 1584 sub_weight (orig_ob->env, orig_ob->weight * nr);
1732 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1585 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1586 {
1733 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1587 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1734 LOG(llevDebug,
1735 "Error, Tried to split object whose map is not in memory.\n"); 1588 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1736 return NULL; 1589 return NULL;
1737 } 1590 }
1738 } 1591 }
1592
1739 newob->nrof=nr; 1593 newob->nrof = nr;
1740 1594
1741 return newob; 1595 return newob;
1742} 1596}
1743 1597
1744/* 1598/*
1745 * decrease_ob_nr(object, number) decreases a specified number from 1599 * decrease_ob_nr(object, number) decreases a specified number from
1746 * the amount of an object. If the amount reaches 0, the object 1600 * the amount of an object. If the amount reaches 0, the object
1747 * is subsequently removed and freed. 1601 * is subsequently removed and freed.
1748 * 1602 *
1749 * Return value: 'op' if something is left, NULL if the amount reached 0 1603 * Return value: 'op' if something is left, NULL if the amount reached 0
1750 */ 1604 */
1751 1605
1606object *
1752object *decrease_ob_nr (object *op, uint32 i) 1607decrease_ob_nr (object *op, uint32 i)
1753{ 1608{
1754 object *tmp; 1609 object *tmp;
1755 player *pl; 1610 player *pl;
1756 1611
1757 if (i == 0) /* objects with op->nrof require this check */ 1612 if (i == 0) /* objects with op->nrof require this check */
1758 return op; 1613 return op;
1759 1614
1760 if (i > op->nrof) 1615 if (i > op->nrof)
1761 i = op->nrof; 1616 i = op->nrof;
1762 1617
1763 if (QUERY_FLAG (op, FLAG_REMOVED)) 1618 if (QUERY_FLAG (op, FLAG_REMOVED))
1619 op->nrof -= i;
1620 else if (op->env != NULL)
1621 {
1622 /* is this object in the players inventory, or sub container
1623 * therein?
1624 */
1625 tmp = is_player_inv (op->env);
1626 /* nope. Is this a container the player has opened?
1627 * If so, set tmp to that player.
1628 * IMO, searching through all the players will mostly
1629 * likely be quicker than following op->env to the map,
1630 * and then searching the map for a player.
1631 */
1632 if (!tmp)
1633 {
1634 for (pl = first_player; pl; pl = pl->next)
1635 if (pl->ob->container == op->env)
1636 break;
1637 if (pl)
1638 tmp = pl->ob;
1639 else
1640 tmp = NULL;
1641 }
1642
1643 if (i < op->nrof)
1644 {
1645 sub_weight (op->env, op->weight * i);
1646 op->nrof -= i;
1647 if (tmp)
1648 {
1649 esrv_send_item (tmp, op);
1650 }
1651 }
1652 else
1653 {
1654 op->remove ();
1655 op->nrof = 0;
1656 if (tmp)
1657 {
1658 esrv_del_item (tmp->contr, op->count);
1659 }
1660 }
1764 { 1661 }
1662 else
1663 {
1664 object *above = op->above;
1665
1666 if (i < op->nrof)
1765 op->nrof -= i; 1667 op->nrof -= i;
1766 } 1668 else
1767 else if (op->env != NULL)
1768 {
1769 /* is this object in the players inventory, or sub container
1770 * therein?
1771 */
1772 tmp = is_player_inv (op->env);
1773 /* nope. Is this a container the player has opened?
1774 * If so, set tmp to that player.
1775 * IMO, searching through all the players will mostly
1776 * likely be quicker than following op->env to the map,
1777 * and then searching the map for a player.
1778 */
1779 if (!tmp) {
1780 for (pl=first_player; pl; pl=pl->next)
1781 if (pl->ob->container == op->env) break;
1782 if (pl) tmp=pl->ob;
1783 else tmp=NULL;
1784 } 1669 {
1785
1786 if (i < op->nrof) {
1787 sub_weight (op->env, op->weight * i);
1788 op->nrof -= i;
1789 if (tmp) {
1790 esrv_send_item(tmp, op);
1791 }
1792 } else {
1793 remove_ob (op); 1670 op->remove ();
1794 op->nrof = 0; 1671 op->nrof = 0;
1795 if (tmp) {
1796 esrv_del_item(tmp->contr, op->count);
1797 } 1672 }
1798 }
1799 }
1800 else
1801 {
1802 object *above = op->above;
1803 1673
1804 if (i < op->nrof) {
1805 op->nrof -= i;
1806 } else {
1807 remove_ob (op);
1808 op->nrof = 0;
1809 }
1810 /* Since we just removed op, op->above is null */ 1674 /* Since we just removed op, op->above is null */
1811 for (tmp = above; tmp != NULL; tmp = tmp->above) 1675 for (tmp = above; tmp != NULL; tmp = tmp->above)
1812 if (tmp->type == PLAYER) { 1676 if (tmp->type == PLAYER)
1677 {
1813 if (op->nrof) 1678 if (op->nrof)
1814 esrv_send_item(tmp, op); 1679 esrv_send_item (tmp, op);
1815 else 1680 else
1816 esrv_del_item(tmp->contr, op->count); 1681 esrv_del_item (tmp->contr, op->count);
1817 } 1682 }
1818 } 1683 }
1819 1684
1820 if (op->nrof) { 1685 if (op->nrof)
1821 return op; 1686 return op;
1822 } else { 1687 else
1823 free_object (op); 1688 {
1689 op->destroy ();
1824 return NULL; 1690 return NULL;
1825 } 1691 }
1826} 1692}
1827 1693
1828/* 1694/*
1829 * add_weight(object, weight) adds the specified weight to an object, 1695 * add_weight(object, weight) adds the specified weight to an object,
1830 * and also updates how much the environment(s) is/are carrying. 1696 * and also updates how much the environment(s) is/are carrying.
1831 */ 1697 */
1832 1698
1699void
1833void add_weight (object *op, signed long weight) { 1700add_weight (object *op, signed long weight)
1701{
1834 while (op!=NULL) { 1702 while (op != NULL)
1703 {
1835 if (op->type == CONTAINER) { 1704 if (op->type == CONTAINER)
1836 weight=(signed long)(weight*(100-op->stats.Str)/100); 1705 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1837 } 1706
1838 op->carrying+=weight; 1707 op->carrying += weight;
1839 op=op->env; 1708 op = op->env;
1840 } 1709 }
1841} 1710}
1842 1711
1712object *
1713insert_ob_in_ob (object *op, object *where)
1714{
1715 if (!where)
1716 {
1717 char *dump = dump_object (op);
1718 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1719 free (dump);
1720 return op;
1721 }
1722
1723 if (where->head)
1724 {
1725 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1726 where = where->head;
1727 }
1728
1729 return where->insert (op);
1730}
1731
1843/* 1732/*
1844 * insert_ob_in_ob(op,environment): 1733 * env->insert (op)
1845 * This function inserts the object op in the linked list 1734 * This function inserts the object op in the linked list
1846 * inside the object environment. 1735 * inside the object environment.
1847 * 1736 *
1848 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1849 * the inventory at the last position or next to other objects of the same
1850 * type.
1851 * Frank: Now sorted by type, archetype and magic!
1852 *
1853 * The function returns now pointer to inserted item, and return value can 1737 * The function returns now pointer to inserted item, and return value can
1854 * be != op, if items are merged. -Tero 1738 * be != op, if items are merged. -Tero
1855 */ 1739 */
1856 1740
1857object *insert_ob_in_ob(object *op,object *where) { 1741object *
1742object::insert (object *op)
1743{
1858 object *tmp, *otmp; 1744 object *tmp, *otmp;
1859 1745
1860 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1746 if (!QUERY_FLAG (op, FLAG_REMOVED))
1861 dump_object(op); 1747 op->remove ();
1862 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1748
1863 return op;
1864 }
1865 if(where==NULL) {
1866 dump_object(op);
1867 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1868 return op;
1869 }
1870 if (where->head) {
1871 LOG(llevDebug,
1872 "Warning: Tried to insert object wrong part of multipart object.\n");
1873 where = where->head;
1874 }
1875 if (op->more) { 1749 if (op->more)
1750 {
1876 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1751 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1877 op->name, op->count);
1878 return op; 1752 return op;
1879 } 1753 }
1754
1880 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1755 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1881 CLEAR_FLAG(op, FLAG_REMOVED); 1756 CLEAR_FLAG (op, FLAG_REMOVED);
1882 if(op->nrof) { 1757 if (op->nrof)
1758 {
1883 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1759 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1884 if ( CAN_MERGE(tmp,op) ) { 1760 if (object::can_merge (tmp, op))
1761 {
1885 /* return the original object and remove inserted object 1762 /* return the original object and remove inserted object
1886 (client needs the original object) */ 1763 (client needs the original object) */
1887 tmp->nrof += op->nrof; 1764 tmp->nrof += op->nrof;
1888 /* Weight handling gets pretty funky. Since we are adding to 1765 /* Weight handling gets pretty funky. Since we are adding to
1889 * tmp->nrof, we need to increase the weight. 1766 * tmp->nrof, we need to increase the weight.
1890 */ 1767 */
1891 add_weight (where, op->weight*op->nrof); 1768 add_weight (this, op->weight * op->nrof);
1892 SET_FLAG(op, FLAG_REMOVED); 1769 SET_FLAG (op, FLAG_REMOVED);
1893 free_object(op); /* free the inserted object */ 1770 op->destroy (); /* free the inserted object */
1894 op = tmp; 1771 op = tmp;
1895 remove_ob (op); /* and fix old object's links */ 1772 op->remove (); /* and fix old object's links */
1896 CLEAR_FLAG(op, FLAG_REMOVED); 1773 CLEAR_FLAG (op, FLAG_REMOVED);
1897 break; 1774 break;
1898 } 1775 }
1899 1776
1900 /* I assume combined objects have no inventory 1777 /* I assume combined objects have no inventory
1901 * We add the weight - this object could have just been removed 1778 * We add the weight - this object could have just been removed
1902 * (if it was possible to merge). calling remove_ob will subtract 1779 * (if it was possible to merge). calling remove_ob will subtract
1903 * the weight, so we need to add it in again, since we actually do 1780 * the weight, so we need to add it in again, since we actually do
1904 * the linking below 1781 * the linking below
1905 */ 1782 */
1906 add_weight (where, op->weight*op->nrof); 1783 add_weight (this, op->weight * op->nrof);
1784 }
1907 } else 1785 else
1908 add_weight (where, (op->weight+op->carrying)); 1786 add_weight (this, (op->weight + op->carrying));
1909 1787
1910 otmp=is_player_inv(where); 1788 otmp = is_player_inv (this);
1911 if (otmp&&otmp->contr!=NULL) { 1789 if (otmp && otmp->contr)
1912 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1790 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1913 fix_player(otmp); 1791 fix_player (otmp);
1914 }
1915 1792
1916 op->map=NULL; 1793 op->map = NULL;
1917 op->env=where; 1794 op->env = this;
1918 op->above=NULL; 1795 op->above = NULL;
1919 op->below=NULL; 1796 op->below = NULL;
1920 op->x=0,op->y=0; 1797 op->x = 0, op->y = 0;
1921 op->ox=0,op->oy=0;
1922 1798
1923 /* reset the light list and los of the players on the map */ 1799 /* reset the light list and los of the players on the map */
1924 if((op->glow_radius!=0)&&where->map) 1800 if ((op->glow_radius != 0) && map)
1925 { 1801 {
1926#ifdef DEBUG_LIGHTS 1802#ifdef DEBUG_LIGHTS
1927 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1803 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1928 op->name);
1929#endif /* DEBUG_LIGHTS */ 1804#endif /* DEBUG_LIGHTS */
1930 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1805 if (MAP_DARKNESS (map))
1806 update_all_los (map, x, y);
1931 } 1807 }
1932 1808
1933 /* Client has no idea of ordering so lets not bother ordering it here. 1809 /* Client has no idea of ordering so lets not bother ordering it here.
1934 * It sure simplifies this function... 1810 * It sure simplifies this function...
1935 */ 1811 */
1936 if (where->inv==NULL) 1812 if (!inv)
1937 where->inv=op; 1813 inv = op;
1938 else { 1814 else
1815 {
1939 op->below = where->inv; 1816 op->below = inv;
1940 op->below->above = op; 1817 op->below->above = op;
1941 where->inv = op; 1818 inv = op;
1942 } 1819 }
1820
1943 return op; 1821 return op;
1944} 1822}
1945 1823
1946/* 1824/*
1947 * Checks if any objects has a move_type that matches objects 1825 * Checks if any objects has a move_type that matches objects
1962 * MSW 2001-07-08: Check all objects on space, not just those below 1840 * MSW 2001-07-08: Check all objects on space, not just those below
1963 * object being inserted. insert_ob_in_map may not put new objects 1841 * object being inserted. insert_ob_in_map may not put new objects
1964 * on top. 1842 * on top.
1965 */ 1843 */
1966 1844
1845int
1967int check_move_on (object *op, object *originator) 1846check_move_on (object *op, object *originator)
1968{ 1847{
1969 object *tmp; 1848 object *tmp;
1970 tag_t tag;
1971 mapstruct *m=op->map; 1849 maptile *m = op->map;
1972 int x=op->x, y=op->y; 1850 int x = op->x, y = op->y;
1851
1973 MoveType move_on, move_slow, move_block; 1852 MoveType move_on, move_slow, move_block;
1974 1853
1975 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1854 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1976 return 0; 1855 return 0;
1977 1856
1978 tag = op->count;
1979
1980 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1857 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1981 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1858 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1982 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1859 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1983 1860
1984 /* if nothing on this space will slow op down or be applied, 1861 /* if nothing on this space will slow op down or be applied,
1985 * no need to do checking below. have to make sure move_type 1862 * no need to do checking below. have to make sure move_type
1986 * is set, as lots of objects don't have it set - we treat that 1863 * is set, as lots of objects don't have it set - we treat that
1987 * as walking. 1864 * as walking.
1988 */ 1865 */
1989 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1866 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1990 return 0; 1867 return 0;
1991 1868
1992 /* This is basically inverse logic of that below - basically, 1869 /* This is basically inverse logic of that below - basically,
1993 * if the object can avoid the move on or slow move, they do so, 1870 * if the object can avoid the move on or slow move, they do so,
1994 * but can't do it if the alternate movement they are using is 1871 * but can't do it if the alternate movement they are using is
1995 * blocked. Logic on this seems confusing, but does seem correct. 1872 * blocked. Logic on this seems confusing, but does seem correct.
1996 */ 1873 */
1997 if ((op->move_type & ~move_on & ~move_block) != 0 && 1874 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1998 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1875 return 0;
1999 1876
2000 /* The objects have to be checked from top to bottom. 1877 /* The objects have to be checked from top to bottom.
2001 * Hence, we first go to the top: 1878 * Hence, we first go to the top:
2002 */ 1879 */
2003 1880
2004 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1881 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
2005 tmp->above!=NULL; tmp=tmp->above) { 1882 {
2006 /* Trim the search when we find the first other spell effect 1883 /* Trim the search when we find the first other spell effect
2007 * this helps performance so that if a space has 50 spell objects, 1884 * this helps performance so that if a space has 50 spell objects,
2008 * we don't need to check all of them. 1885 * we don't need to check all of them.
2009 */ 1886 */
2010 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1887 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1888 break;
1889 }
1890
1891 for (; tmp; tmp = tmp->below)
2011 } 1892 {
2012 for(;tmp!=NULL; tmp=tmp->below) { 1893 if (tmp == op)
2013 if (tmp == op) continue; /* Can't apply yourself */ 1894 continue; /* Can't apply yourself */
2014 1895
2015 /* Check to see if one of the movement types should be slowed down. 1896 /* Check to see if one of the movement types should be slowed down.
2016 * Second check makes sure that the movement types not being slowed 1897 * Second check makes sure that the movement types not being slowed
2017 * (~slow_move) is not blocked on this space - just because the 1898 * (~slow_move) is not blocked on this space - just because the
2018 * space doesn't slow down swimming (for example), if you can't actually 1899 * space doesn't slow down swimming (for example), if you can't actually
2019 * swim on that space, can't use it to avoid the penalty. 1900 * swim on that space, can't use it to avoid the penalty.
2020 */ 1901 */
2021 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1902 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1903 {
2022 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1904 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2023 ((op->move_type & tmp->move_slow) &&
2024 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1905 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1906 {
2025 1907
2026 float diff; 1908 float
2027
2028 diff = tmp->move_slow_penalty*FABS(op->speed); 1909 diff = tmp->move_slow_penalty * FABS (op->speed);
1910
2029 if (op->type == PLAYER) { 1911 if (op->type == PLAYER)
2030 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1912 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2031 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1913 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2032 diff /= 4.0; 1914 diff /= 4.0;
2033 } 1915
2034 }
2035 op->speed_left -= diff; 1916 op->speed_left -= diff;
2036 } 1917 }
2037 } 1918 }
2038 1919
2039 /* Basically same logic as above, except now for actual apply. */ 1920 /* Basically same logic as above, except now for actual apply. */
2040 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1921 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2041 ((op->move_type & tmp->move_on) &&
2042 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1922 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2043 1923 {
2044 move_apply(tmp, op, originator); 1924 move_apply (tmp, op, originator);
1925
2045 if (was_destroyed (op, tag)) 1926 if (op->destroyed ())
2046 return 1; 1927 return 1;
2047 1928
2048 /* what the person/creature stepped onto has moved the object 1929 /* what the person/creature stepped onto has moved the object
2049 * someplace new. Don't process any further - if we did, 1930 * someplace new. Don't process any further - if we did,
2050 * have a feeling strange problems would result. 1931 * have a feeling strange problems would result.
2051 */ 1932 */
2052 if (op->map != m || op->x != x || op->y != y) return 0; 1933 if (op->map != m || op->x != x || op->y != y)
1934 return 0;
2053 } 1935 }
2054 } 1936 }
1937
2055 return 0; 1938 return 0;
2056} 1939}
2057 1940
2058/* 1941/*
2059 * present_arch(arch, map, x, y) searches for any objects with 1942 * present_arch(arch, map, x, y) searches for any objects with
2060 * a matching archetype at the given map and coordinates. 1943 * a matching archetype at the given map and coordinates.
2061 * The first matching object is returned, or NULL if none. 1944 * The first matching object is returned, or NULL if none.
2062 */ 1945 */
2063 1946
1947object *
2064object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1948present_arch (const archetype *at, maptile *m, int x, int y)
1949{
2065 object *tmp; 1950 object *
1951 tmp;
1952
2066 if(m==NULL || out_of_map(m,x,y)) { 1953 if (m == NULL || out_of_map (m, x, y))
1954 {
2067 LOG(llevError,"Present_arch called outside map.\n"); 1955 LOG (llevError, "Present_arch called outside map.\n");
2068 return NULL; 1956 return NULL;
2069 } 1957 }
2070 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1958 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2071 if(tmp->arch == at) 1959 if (tmp->arch == at)
2072 return tmp; 1960 return tmp;
2073 return NULL; 1961 return NULL;
2074} 1962}
2075 1963
2076/* 1964/*
2077 * present(type, map, x, y) searches for any objects with 1965 * present(type, map, x, y) searches for any objects with
2078 * a matching type variable at the given map and coordinates. 1966 * a matching type variable at the given map and coordinates.
2079 * The first matching object is returned, or NULL if none. 1967 * The first matching object is returned, or NULL if none.
2080 */ 1968 */
2081 1969
1970object *
2082object *present(unsigned char type,mapstruct *m, int x,int y) { 1971present (unsigned char type, maptile *m, int x, int y)
1972{
2083 object *tmp; 1973 object *
1974 tmp;
1975
2084 if(out_of_map(m,x,y)) { 1976 if (out_of_map (m, x, y))
1977 {
2085 LOG(llevError,"Present called outside map.\n"); 1978 LOG (llevError, "Present called outside map.\n");
2086 return NULL; 1979 return NULL;
2087 } 1980 }
2088 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1981 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2089 if(tmp->type==type) 1982 if (tmp->type == type)
2090 return tmp; 1983 return tmp;
2091 return NULL; 1984 return NULL;
2092} 1985}
2093 1986
2094/* 1987/*
2095 * present_in_ob(type, object) searches for any objects with 1988 * present_in_ob(type, object) searches for any objects with
2096 * a matching type variable in the inventory of the given object. 1989 * a matching type variable in the inventory of the given object.
2097 * The first matching object is returned, or NULL if none. 1990 * The first matching object is returned, or NULL if none.
2098 */ 1991 */
2099 1992
1993object *
2100object *present_in_ob(unsigned char type, const object *op) { 1994present_in_ob (unsigned char type, const object *op)
1995{
2101 object *tmp; 1996 object *
1997 tmp;
1998
2102 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1999 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2103 if(tmp->type==type) 2000 if (tmp->type == type)
2104 return tmp; 2001 return tmp;
2105 return NULL; 2002 return NULL;
2106} 2003}
2107 2004
2108/* 2005/*
2118 * the object name, not the archetype name. this is so that the 2015 * the object name, not the archetype name. this is so that the
2119 * spell code can use one object type (force), but change it's name 2016 * spell code can use one object type (force), but change it's name
2120 * to be unique. 2017 * to be unique.
2121 */ 2018 */
2122 2019
2020object *
2123object *present_in_ob_by_name(int type, const char *str, const object *op) { 2021present_in_ob_by_name (int type, const char *str, const object *op)
2022{
2124 object *tmp; 2023 object *
2024 tmp;
2125 2025
2126 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2026 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2027 {
2127 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2028 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2128 return tmp; 2029 return tmp;
2129 } 2030 }
2130 return NULL; 2031 return NULL;
2131} 2032}
2132 2033
2133/* 2034/*
2134 * present_arch_in_ob(archetype, object) searches for any objects with 2035 * present_arch_in_ob(archetype, object) searches for any objects with
2135 * a matching archetype in the inventory of the given object. 2036 * a matching archetype in the inventory of the given object.
2136 * The first matching object is returned, or NULL if none. 2037 * The first matching object is returned, or NULL if none.
2137 */ 2038 */
2138 2039
2040object *
2139object *present_arch_in_ob(const archetype *at, const object *op) { 2041present_arch_in_ob (const archetype *at, const object *op)
2042{
2140 object *tmp; 2043 object *
2044 tmp;
2045
2141 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2046 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2142 if( tmp->arch == at) 2047 if (tmp->arch == at)
2143 return tmp; 2048 return tmp;
2144 return NULL; 2049 return NULL;
2145} 2050}
2146 2051
2147/* 2052/*
2148 * activate recursively a flag on an object inventory 2053 * activate recursively a flag on an object inventory
2149 */ 2054 */
2055void
2150void flag_inv(object*op, int flag){ 2056flag_inv (object *op, int flag)
2057{
2151 object *tmp; 2058 object *
2059 tmp;
2060
2152 if(op->inv) 2061 if (op->inv)
2153 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2062 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2063 {
2154 SET_FLAG(tmp, flag); 2064 SET_FLAG (tmp, flag);
2155 flag_inv(tmp,flag); 2065 flag_inv (tmp, flag);
2156 } 2066 }
2157}/* 2067} /*
2158 * desactivate recursively a flag on an object inventory 2068 * desactivate recursively a flag on an object inventory
2159 */ 2069 */
2070void
2160void unflag_inv(object*op, int flag){ 2071unflag_inv (object *op, int flag)
2072{
2161 object *tmp; 2073 object *
2074 tmp;
2075
2162 if(op->inv) 2076 if (op->inv)
2163 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2077 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2078 {
2164 CLEAR_FLAG(tmp, flag); 2079 CLEAR_FLAG (tmp, flag);
2165 unflag_inv(tmp,flag); 2080 unflag_inv (tmp, flag);
2166 } 2081 }
2167} 2082}
2168 2083
2169/* 2084/*
2170 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2085 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2171 * all it's inventory (recursively). 2086 * all it's inventory (recursively).
2172 * If checksums are used, a player will get set_cheat called for 2087 * If checksums are used, a player will get set_cheat called for
2173 * him/her-self and all object carried by a call to this function. 2088 * him/her-self and all object carried by a call to this function.
2174 */ 2089 */
2175 2090
2091void
2176void set_cheat(object *op) { 2092set_cheat (object *op)
2093{
2177 SET_FLAG(op, FLAG_WAS_WIZ); 2094 SET_FLAG (op, FLAG_WAS_WIZ);
2178 flag_inv(op, FLAG_WAS_WIZ); 2095 flag_inv (op, FLAG_WAS_WIZ);
2179} 2096}
2180 2097
2181/* 2098/*
2182 * find_free_spot(object, map, x, y, start, stop) will search for 2099 * find_free_spot(object, map, x, y, start, stop) will search for
2183 * a spot at the given map and coordinates which will be able to contain 2100 * a spot at the given map and coordinates which will be able to contain
2198 * to know if the space in question will block the object. We can't use 2115 * to know if the space in question will block the object. We can't use
2199 * the archetype because that isn't correct if the monster has been 2116 * the archetype because that isn't correct if the monster has been
2200 * customized, changed states, etc. 2117 * customized, changed states, etc.
2201 */ 2118 */
2202 2119
2120int
2203int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2121find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2122{
2123 int
2124 i,
2204 int i,index=0, flag; 2125 index = 0, flag;
2126 static int
2205 static int altern[SIZEOFFREE]; 2127 altern[SIZEOFFREE];
2206 2128
2207 for(i=start;i<stop;i++) { 2129 for (i = start; i < stop; i++)
2130 {
2208 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2131 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2209 if(!flag) 2132 if (!flag)
2210 altern[index++]=i; 2133 altern[index++] = i;
2211 2134
2212 /* Basically, if we find a wall on a space, we cut down the search size. 2135 /* Basically, if we find a wall on a space, we cut down the search size.
2213 * In this way, we won't return spaces that are on another side of a wall. 2136 * In this way, we won't return spaces that are on another side of a wall.
2214 * This mostly work, but it cuts down the search size in all directions - 2137 * This mostly work, but it cuts down the search size in all directions -
2215 * if the space being examined only has a wall to the north and empty 2138 * if the space being examined only has a wall to the north and empty
2216 * spaces in all the other directions, this will reduce the search space 2139 * spaces in all the other directions, this will reduce the search space
2217 * to only the spaces immediately surrounding the target area, and 2140 * to only the spaces immediately surrounding the target area, and
2218 * won't look 2 spaces south of the target space. 2141 * won't look 2 spaces south of the target space.
2219 */ 2142 */
2220 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2143 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2221 stop=maxfree[i]; 2144 stop = maxfree[i];
2222 } 2145 }
2223 if(!index) return -1; 2146 if (!index)
2147 return -1;
2224 return altern[RANDOM()%index]; 2148 return altern[RANDOM () % index];
2225} 2149}
2226 2150
2227/* 2151/*
2228 * find_first_free_spot(archetype, mapstruct, x, y) works like 2152 * find_first_free_spot(archetype, maptile, x, y) works like
2229 * find_free_spot(), but it will search max number of squares. 2153 * find_free_spot(), but it will search max number of squares.
2230 * But it will return the first available spot, not a random choice. 2154 * But it will return the first available spot, not a random choice.
2231 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2155 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2232 */ 2156 */
2233 2157
2158int
2234int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2159find_first_free_spot (const object *ob, maptile *m, int x, int y)
2160{
2161 int
2235 int i; 2162 i;
2163
2236 for(i=0;i<SIZEOFFREE;i++) { 2164 for (i = 0; i < SIZEOFFREE; i++)
2165 {
2237 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2166 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2238 return i; 2167 return i;
2239 } 2168 }
2240 return -1; 2169 return -1;
2241} 2170}
2242 2171
2243/* 2172/*
2244 * The function permute(arr, begin, end) randomly reorders the array 2173 * The function permute(arr, begin, end) randomly reorders the array
2245 * arr[begin..end-1]. 2174 * arr[begin..end-1].
2246 */ 2175 */
2176static void
2247static void permute(int *arr, int begin, int end) 2177permute (int *arr, int begin, int end)
2248{ 2178{
2249 int i, j, tmp, len; 2179 int
2180 i,
2181 j,
2182 tmp,
2183 len;
2250 2184
2251 len = end-begin; 2185 len = end - begin;
2252 for(i = begin; i < end; i++) 2186 for (i = begin; i < end; i++)
2253 { 2187 {
2254 j = begin+RANDOM()%len; 2188 j = begin + RANDOM () % len;
2255 2189
2256 tmp = arr[i]; 2190 tmp = arr[i];
2257 arr[i] = arr[j]; 2191 arr[i] = arr[j];
2258 arr[j] = tmp; 2192 arr[j] = tmp;
2259 } 2193 }
2260} 2194}
2261 2195
2262/* new function to make monster searching more efficient, and effective! 2196/* new function to make monster searching more efficient, and effective!
2263 * This basically returns a randomized array (in the passed pointer) of 2197 * This basically returns a randomized array (in the passed pointer) of
2264 * the spaces to find monsters. In this way, it won't always look for 2198 * the spaces to find monsters. In this way, it won't always look for
2265 * monsters to the north first. However, the size of the array passed 2199 * monsters to the north first. However, the size of the array passed
2266 * covers all the spaces, so within that size, all the spaces within 2200 * covers all the spaces, so within that size, all the spaces within
2267 * the 3x3 area will be searched, just not in a predictable order. 2201 * the 3x3 area will be searched, just not in a predictable order.
2268 */ 2202 */
2203void
2269void get_search_arr(int *search_arr) 2204get_search_arr (int *search_arr)
2270{ 2205{
2206 int
2271 int i; 2207 i;
2272 2208
2273 for(i = 0; i < SIZEOFFREE; i++) 2209 for (i = 0; i < SIZEOFFREE; i++)
2274 { 2210 {
2275 search_arr[i] = i; 2211 search_arr[i] = i;
2276 } 2212 }
2277 2213
2278 permute(search_arr, 1, SIZEOFFREE1+1); 2214 permute (search_arr, 1, SIZEOFFREE1 + 1);
2279 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2215 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2280 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2216 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2281} 2217}
2282 2218
2283/* 2219/*
2284 * find_dir(map, x, y, exclude) will search some close squares in the 2220 * find_dir(map, x, y, exclude) will search some close squares in the
2285 * given map at the given coordinates for live objects. 2221 * given map at the given coordinates for live objects.
2291 * is actually want is going to try and move there. We need this info 2227 * is actually want is going to try and move there. We need this info
2292 * because we have to know what movement the thing looking to move 2228 * because we have to know what movement the thing looking to move
2293 * there is capable of. 2229 * there is capable of.
2294 */ 2230 */
2295 2231
2232int
2296int find_dir(mapstruct *m, int x, int y, object *exclude) { 2233find_dir (maptile *m, int x, int y, object *exclude)
2234{
2235 int
2236 i,
2297 int i,max=SIZEOFFREE, mflags; 2237 max = SIZEOFFREE, mflags;
2238
2298 sint16 nx, ny; 2239 sint16 nx, ny;
2299 object *tmp; 2240 object *
2300 mapstruct *mp; 2241 tmp;
2242 maptile *
2243 mp;
2244
2301 MoveType blocked, move_type; 2245 MoveType blocked, move_type;
2302 2246
2303 if (exclude && exclude->head) { 2247 if (exclude && exclude->head)
2248 {
2304 exclude = exclude->head; 2249 exclude = exclude->head;
2305 move_type = exclude->move_type; 2250 move_type = exclude->move_type;
2306 } else { 2251 }
2252 else
2253 {
2307 /* If we don't have anything, presume it can use all movement types. */ 2254 /* If we don't have anything, presume it can use all movement types. */
2308 move_type=MOVE_ALL; 2255 move_type = MOVE_ALL;
2256 }
2257
2258 for (i = 1; i < max; i++)
2309 } 2259 {
2310
2311 for(i=1;i<max;i++) {
2312 mp = m; 2260 mp = m;
2313 nx = x + freearr_x[i]; 2261 nx = x + freearr_x[i];
2314 ny = y + freearr_y[i]; 2262 ny = y + freearr_y[i];
2315 2263
2316 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2264 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2317 if (mflags & P_OUT_OF_MAP) { 2265 if (mflags & P_OUT_OF_MAP)
2266 {
2318 max = maxfree[i]; 2267 max = maxfree[i];
2268 }
2319 } else { 2269 else
2270 {
2320 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2271 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2321 2272
2322 if ((move_type & blocked) == move_type) { 2273 if ((move_type & blocked) == move_type)
2274 {
2323 max=maxfree[i]; 2275 max = maxfree[i];
2276 }
2324 } else if (mflags & P_IS_ALIVE) { 2277 else if (mflags & P_IS_ALIVE)
2278 {
2325 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2279 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2326 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2280 {
2327 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2281 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2282 {
2328 break; 2283 break;
2329 } 2284 }
2330 } 2285 }
2331 if(tmp) { 2286 if (tmp)
2287 {
2332 return freedir[i]; 2288 return freedir[i];
2333 } 2289 }
2334 } 2290 }
2335 } 2291 }
2336 } 2292 }
2337 return 0; 2293 return 0;
2338} 2294}
2339 2295
2340/* 2296/*
2341 * distance(object 1, object 2) will return the square of the 2297 * distance(object 1, object 2) will return the square of the
2342 * distance between the two given objects. 2298 * distance between the two given objects.
2343 */ 2299 */
2344 2300
2301int
2345int distance(const object *ob1, const object *ob2) { 2302distance (const object *ob1, const object *ob2)
2303{
2346 int i; 2304 int
2347 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2305 i;
2348 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2306
2307 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2349 return i; 2308 return i;
2350} 2309}
2351 2310
2352/* 2311/*
2353 * find_dir_2(delta-x,delta-y) will return a direction in which 2312 * find_dir_2(delta-x,delta-y) will return a direction in which
2354 * an object which has subtracted the x and y coordinates of another 2313 * an object which has subtracted the x and y coordinates of another
2355 * object, needs to travel toward it. 2314 * object, needs to travel toward it.
2356 */ 2315 */
2357 2316
2317int
2358int find_dir_2(int x, int y) { 2318find_dir_2 (int x, int y)
2319{
2359 int q; 2320 int
2321 q;
2360 2322
2361 if(y) 2323 if (y)
2362 q=x*100/y; 2324 q = x * 100 / y;
2363 else if (x) 2325 else if (x)
2364 q= -300*x; 2326 q = -300 * x;
2365 else 2327 else
2366 return 0; 2328 return 0;
2367 2329
2368 if(y>0) { 2330 if (y > 0)
2331 {
2369 if(q < -242) 2332 if (q < -242)
2370 return 3 ; 2333 return 3;
2371 if (q < -41) 2334 if (q < -41)
2372 return 2 ; 2335 return 2;
2373 if (q < 41) 2336 if (q < 41)
2374 return 1 ; 2337 return 1;
2375 if (q < 242) 2338 if (q < 242)
2376 return 8 ; 2339 return 8;
2377 return 7 ; 2340 return 7;
2378 } 2341 }
2379 2342
2380 if (q < -242) 2343 if (q < -242)
2381 return 7 ; 2344 return 7;
2382 if (q < -41) 2345 if (q < -41)
2383 return 6 ; 2346 return 6;
2384 if (q < 41) 2347 if (q < 41)
2385 return 5 ; 2348 return 5;
2386 if (q < 242) 2349 if (q < 242)
2387 return 4 ; 2350 return 4;
2388 2351
2389 return 3 ; 2352 return 3;
2390} 2353}
2391 2354
2392/* 2355/*
2393 * absdir(int): Returns a number between 1 and 8, which represent 2356 * absdir(int): Returns a number between 1 and 8, which represent
2394 * the "absolute" direction of a number (it actually takes care of 2357 * the "absolute" direction of a number (it actually takes care of
2395 * "overflow" in previous calculations of a direction). 2358 * "overflow" in previous calculations of a direction).
2396 */ 2359 */
2397 2360
2361int
2398int absdir(int d) { 2362absdir (int d)
2399 while(d<1) d+=8; 2363{
2400 while(d>8) d-=8; 2364 while (d < 1)
2365 d += 8;
2366 while (d > 8)
2367 d -= 8;
2401 return d; 2368 return d;
2402} 2369}
2403 2370
2404/* 2371/*
2405 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2372 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2406 * between two directions (which are expected to be absolute (see absdir()) 2373 * between two directions (which are expected to be absolute (see absdir())
2407 */ 2374 */
2408 2375
2376int
2409int dirdiff(int dir1, int dir2) { 2377dirdiff (int dir1, int dir2)
2378{
2410 int d; 2379 int
2380 d;
2381
2411 d = abs(dir1 - dir2); 2382 d = abs (dir1 - dir2);
2412 if(d>4) 2383 if (d > 4)
2413 d = 8 - d; 2384 d = 8 - d;
2414 return d; 2385 return d;
2415} 2386}
2416 2387
2417/* peterm: 2388/* peterm:
2422 * direction 4, 14, or 16 to get back to where we are. 2393 * direction 4, 14, or 16 to get back to where we are.
2423 * Moved from spell_util.c to object.c with the other related direction 2394 * Moved from spell_util.c to object.c with the other related direction
2424 * functions. 2395 * functions.
2425 */ 2396 */
2426 2397
2398int
2427int reduction_dir[SIZEOFFREE][3] = { 2399 reduction_dir[SIZEOFFREE][3] = {
2428 {0,0,0}, /* 0 */ 2400 {0, 0, 0}, /* 0 */
2429 {0,0,0}, /* 1 */ 2401 {0, 0, 0}, /* 1 */
2430 {0,0,0}, /* 2 */ 2402 {0, 0, 0}, /* 2 */
2431 {0,0,0}, /* 3 */ 2403 {0, 0, 0}, /* 3 */
2432 {0,0,0}, /* 4 */ 2404 {0, 0, 0}, /* 4 */
2433 {0,0,0}, /* 5 */ 2405 {0, 0, 0}, /* 5 */
2434 {0,0,0}, /* 6 */ 2406 {0, 0, 0}, /* 6 */
2435 {0,0,0}, /* 7 */ 2407 {0, 0, 0}, /* 7 */
2436 {0,0,0}, /* 8 */ 2408 {0, 0, 0}, /* 8 */
2437 {8,1,2}, /* 9 */ 2409 {8, 1, 2}, /* 9 */
2438 {1,2,-1}, /* 10 */ 2410 {1, 2, -1}, /* 10 */
2439 {2,10,12}, /* 11 */ 2411 {2, 10, 12}, /* 11 */
2440 {2,3,-1}, /* 12 */ 2412 {2, 3, -1}, /* 12 */
2441 {2,3,4}, /* 13 */ 2413 {2, 3, 4}, /* 13 */
2442 {3,4,-1}, /* 14 */ 2414 {3, 4, -1}, /* 14 */
2443 {4,14,16}, /* 15 */ 2415 {4, 14, 16}, /* 15 */
2444 {5,4,-1}, /* 16 */ 2416 {5, 4, -1}, /* 16 */
2445 {4,5,6}, /* 17 */ 2417 {4, 5, 6}, /* 17 */
2446 {6,5,-1}, /* 18 */ 2418 {6, 5, -1}, /* 18 */
2447 {6,20,18}, /* 19 */ 2419 {6, 20, 18}, /* 19 */
2448 {7,6,-1}, /* 20 */ 2420 {7, 6, -1}, /* 20 */
2449 {6,7,8}, /* 21 */ 2421 {6, 7, 8}, /* 21 */
2450 {7,8,-1}, /* 22 */ 2422 {7, 8, -1}, /* 22 */
2451 {8,22,24}, /* 23 */ 2423 {8, 22, 24}, /* 23 */
2452 {8,1,-1}, /* 24 */ 2424 {8, 1, -1}, /* 24 */
2453 {24,9,10}, /* 25 */ 2425 {24, 9, 10}, /* 25 */
2454 {9,10,-1}, /* 26 */ 2426 {9, 10, -1}, /* 26 */
2455 {10,11,-1}, /* 27 */ 2427 {10, 11, -1}, /* 27 */
2456 {27,11,29}, /* 28 */ 2428 {27, 11, 29}, /* 28 */
2457 {11,12,-1}, /* 29 */ 2429 {11, 12, -1}, /* 29 */
2458 {12,13,-1}, /* 30 */ 2430 {12, 13, -1}, /* 30 */
2459 {12,13,14}, /* 31 */ 2431 {12, 13, 14}, /* 31 */
2460 {13,14,-1}, /* 32 */ 2432 {13, 14, -1}, /* 32 */
2461 {14,15,-1}, /* 33 */ 2433 {14, 15, -1}, /* 33 */
2462 {33,15,35}, /* 34 */ 2434 {33, 15, 35}, /* 34 */
2463 {16,15,-1}, /* 35 */ 2435 {16, 15, -1}, /* 35 */
2464 {17,16,-1}, /* 36 */ 2436 {17, 16, -1}, /* 36 */
2465 {18,17,16}, /* 37 */ 2437 {18, 17, 16}, /* 37 */
2466 {18,17,-1}, /* 38 */ 2438 {18, 17, -1}, /* 38 */
2467 {18,19,-1}, /* 39 */ 2439 {18, 19, -1}, /* 39 */
2468 {41,19,39}, /* 40 */ 2440 {41, 19, 39}, /* 40 */
2469 {19,20,-1}, /* 41 */ 2441 {19, 20, -1}, /* 41 */
2470 {20,21,-1}, /* 42 */ 2442 {20, 21, -1}, /* 42 */
2471 {20,21,22}, /* 43 */ 2443 {20, 21, 22}, /* 43 */
2472 {21,22,-1}, /* 44 */ 2444 {21, 22, -1}, /* 44 */
2473 {23,22,-1}, /* 45 */ 2445 {23, 22, -1}, /* 45 */
2474 {45,47,23}, /* 46 */ 2446 {45, 47, 23}, /* 46 */
2475 {23,24,-1}, /* 47 */ 2447 {23, 24, -1}, /* 47 */
2476 {24,9,-1}}; /* 48 */ 2448 {24, 9, -1}
2449}; /* 48 */
2477 2450
2478/* Recursive routine to step back and see if we can 2451/* Recursive routine to step back and see if we can
2479 * find a path to that monster that we found. If not, 2452 * find a path to that monster that we found. If not,
2480 * we don't bother going toward it. Returns 1 if we 2453 * we don't bother going toward it. Returns 1 if we
2481 * can see a direct way to get it 2454 * can see a direct way to get it
2482 * Modified to be map tile aware -.MSW 2455 * Modified to be map tile aware -.MSW
2483 */ 2456 */
2484
2485 2457
2458
2459int
2486int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2460can_see_monsterP (maptile *m, int x, int y, int dir)
2461{
2487 sint16 dx, dy; 2462 sint16 dx, dy;
2463 int
2488 int mflags; 2464 mflags;
2489 2465
2466 if (dir < 0)
2490 if(dir<0) return 0; /* exit condition: invalid direction */ 2467 return 0; /* exit condition: invalid direction */
2491 2468
2492 dx = x + freearr_x[dir]; 2469 dx = x + freearr_x[dir];
2493 dy = y + freearr_y[dir]; 2470 dy = y + freearr_y[dir];
2494 2471
2495 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2472 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2496 2473
2497 /* This functional arguably was incorrect before - it was 2474 /* This functional arguably was incorrect before - it was
2498 * checking for P_WALL - that was basically seeing if 2475 * checking for P_WALL - that was basically seeing if
2499 * we could move to the monster - this is being more 2476 * we could move to the monster - this is being more
2500 * literal on if we can see it. To know if we can actually 2477 * literal on if we can see it. To know if we can actually
2501 * move to the monster, we'd need the monster passed in or 2478 * move to the monster, we'd need the monster passed in or
2502 * at least its move type. 2479 * at least its move type.
2503 */ 2480 */
2504 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2481 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2482 return 0;
2505 2483
2506 /* yes, can see. */ 2484 /* yes, can see. */
2507 if(dir < 9) return 1; 2485 if (dir < 9)
2486 return 1;
2508 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2487 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2509 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2488 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2510 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2511} 2489}
2512 2490
2513 2491
2514 2492
2515/* 2493/*
2516 * can_pick(picker, item): finds out if an object is possible to be 2494 * can_pick(picker, item): finds out if an object is possible to be
2517 * picked up by the picker. Returnes 1 if it can be 2495 * picked up by the picker. Returnes 1 if it can be
2518 * picked up, otherwise 0. 2496 * picked up, otherwise 0.
2519 * 2497 *
2521 * core dumps if they do. 2499 * core dumps if they do.
2522 * 2500 *
2523 * Add a check so we can't pick up invisible objects (0.93.8) 2501 * Add a check so we can't pick up invisible objects (0.93.8)
2524 */ 2502 */
2525 2503
2504int
2526int can_pick(const object *who, const object *item) { 2505can_pick (const object *who, const object *item)
2506{
2527 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2507 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2528 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2508 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2529 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2509 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2530 (who->type==PLAYER||item->weight<who->weight/3));
2531} 2510}
2532 2511
2533 2512
2534/* 2513/*
2535 * create clone from object to another 2514 * create clone from object to another
2536 */ 2515 */
2516object *
2537object *object_create_clone (object *asrc) { 2517object_create_clone (object *asrc)
2518{
2538 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2519 object *dst = 0, *tmp, *src, *part, *prev, *item;
2539 2520
2540 if(!asrc) return NULL; 2521 if (!asrc)
2522 return 0;
2523
2541 src = asrc; 2524 src = asrc;
2542 if(src->head) 2525 if (src->head)
2543 src = src->head; 2526 src = src->head;
2544 2527
2545 prev = NULL; 2528 prev = 0;
2546 for(part = src; part; part = part->more) { 2529 for (part = src; part; part = part->more)
2547 tmp = get_object(); 2530 {
2548 copy_object(part,tmp); 2531 tmp = part->clone ();
2549 tmp->x -= src->x; 2532 tmp->x -= src->x;
2550 tmp->y -= src->y; 2533 tmp->y -= src->y;
2534
2551 if(!part->head) { 2535 if (!part->head)
2536 {
2552 dst = tmp; 2537 dst = tmp;
2553 tmp->head = NULL; 2538 tmp->head = 0;
2539 }
2554 } else { 2540 else
2541 {
2555 tmp->head = dst; 2542 tmp->head = dst;
2556 } 2543 }
2544
2557 tmp->more = NULL; 2545 tmp->more = 0;
2546
2558 if(prev) 2547 if (prev)
2559 prev->more = tmp; 2548 prev->more = tmp;
2549
2560 prev = tmp; 2550 prev = tmp;
2561 } 2551 }
2562 /*** copy inventory ***/ 2552
2563 for(item = src->inv; item; item = item->below) { 2553 for (item = src->inv; item; item = item->below)
2564 (void) insert_ob_in_ob(object_create_clone(item),dst); 2554 insert_ob_in_ob (object_create_clone (item), dst);
2565 }
2566 2555
2567 return dst; 2556 return dst;
2568}
2569
2570/* return true if the object was destroyed, 0 otherwise */
2571int was_destroyed (const object *op, tag_t old_tag)
2572{
2573 /* checking for FLAG_FREED isn't necessary, but makes this function more
2574 * robust */
2575 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2576} 2557}
2577 2558
2578/* GROS - Creates an object using a string representing its content. */ 2559/* GROS - Creates an object using a string representing its content. */
2579/* Basically, we save the content of the string to a temp file, then call */ 2560/* Basically, we save the content of the string to a temp file, then call */
2580/* load_object on it. I admit it is a highly inefficient way to make things, */ 2561/* load_object on it. I admit it is a highly inefficient way to make things, */
2581/* but it was simple to make and allows reusing the load_object function. */ 2562/* but it was simple to make and allows reusing the load_object function. */
2582/* Remember not to use load_object_str in a time-critical situation. */ 2563/* Remember not to use load_object_str in a time-critical situation. */
2583/* Also remember that multiparts objects are not supported for now. */ 2564/* Also remember that multiparts objects are not supported for now. */
2584 2565
2566object *
2585object* load_object_str(const char *obstr) 2567load_object_str (const char *obstr)
2586{ 2568{
2587 object *op; 2569 object *op;
2588 char filename[MAX_BUF]; 2570 char filename[MAX_BUF];
2571
2589 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2572 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2590 2573
2591 FILE *tempfile=fopen(filename,"w"); 2574 FILE *tempfile = fopen (filename, "w");
2575
2592 if (tempfile == NULL) 2576 if (tempfile == NULL)
2593 { 2577 {
2594 LOG(llevError,"Error - Unable to access load object temp file\n"); 2578 LOG (llevError, "Error - Unable to access load object temp file\n");
2595 return NULL; 2579 return NULL;
2596 }; 2580 }
2581
2597 fprintf(tempfile,obstr); 2582 fprintf (tempfile, obstr);
2598 fclose(tempfile); 2583 fclose (tempfile);
2599 2584
2600 op=get_object(); 2585 op = object::create ();
2601 2586
2602 object_thawer thawer (filename); 2587 object_thawer thawer (filename);
2588
2603 if (thawer) 2589 if (thawer)
2604 load_object(thawer,op,LO_NEWFILE,0); 2590 load_object (thawer, op, 0);
2591
2605 LOG(llevDebug," load str completed, object=%s\n",op->name); 2592 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2606 CLEAR_FLAG(op,FLAG_REMOVED); 2593 CLEAR_FLAG (op, FLAG_REMOVED);
2607 2594
2608 return op; 2595 return op;
2609} 2596}
2610 2597
2611/* This returns the first object in who's inventory that 2598/* This returns the first object in who's inventory that
2612 * has the same type and subtype match. 2599 * has the same type and subtype match.
2613 * returns NULL if no match. 2600 * returns NULL if no match.
2614 */ 2601 */
2602object *
2615object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2603find_obj_by_type_subtype (const object *who, int type, int subtype)
2616{ 2604{
2617 object *tmp; 2605 object *tmp;
2618 2606
2619 for (tmp=who->inv; tmp; tmp=tmp->below) 2607 for (tmp = who->inv; tmp; tmp = tmp->below)
2620 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2608 if (tmp->type == type && tmp->subtype == subtype)
2609 return tmp;
2621 2610
2622 return NULL; 2611 return NULL;
2623} 2612}
2624 2613
2625/* If ob has a field named key, return the link from the list, 2614/* If ob has a field named key, return the link from the list,
2626 * otherwise return NULL. 2615 * otherwise return NULL.
2627 * 2616 *
2628 * key must be a passed in shared string - otherwise, this won't 2617 * key must be a passed in shared string - otherwise, this won't
2629 * do the desired thing. 2618 * do the desired thing.
2630 */ 2619 */
2620key_value *
2631key_value * get_ob_key_link(const object * ob, const char * key) { 2621get_ob_key_link (const object *ob, const char *key)
2622{
2632 key_value * link; 2623 key_value *link;
2633 2624
2634 for (link = ob->key_values; link != NULL; link = link->next) { 2625 for (link = ob->key_values; link != NULL; link = link->next)
2635 if (link->key == key) { 2626 if (link->key == key)
2636 return link; 2627 return link;
2637 } 2628
2638 }
2639
2640 return NULL; 2629 return NULL;
2641} 2630}
2642 2631
2643/* 2632/*
2644 * Returns the value of op has an extra_field for key, or NULL. 2633 * Returns the value of op has an extra_field for key, or NULL.
2645 * 2634 *
2646 * The argument doesn't need to be a shared string. 2635 * The argument doesn't need to be a shared string.
2647 * 2636 *
2648 * The returned string is shared. 2637 * The returned string is shared.
2649 */ 2638 */
2639const char *
2650const char * get_ob_key_value(const object * op, const char * const key) { 2640get_ob_key_value (const object *op, const char *const key)
2641{
2651 key_value * link; 2642 key_value *link;
2652 const char * canonical_key; 2643 shstr_cmp canonical_key (key);
2644
2645 if (!canonical_key)
2653 2646 {
2654 canonical_key = find_string(key);
2655
2656 if (canonical_key == NULL) {
2657 /* 1. There being a field named key on any object 2647 /* 1. There being a field named key on any object
2658 * implies there'd be a shared string to find. 2648 * implies there'd be a shared string to find.
2659 * 2. Since there isn't, no object has this field. 2649 * 2. Since there isn't, no object has this field.
2660 * 3. Therefore, *this* object doesn't have this field. 2650 * 3. Therefore, *this* object doesn't have this field.
2661 */ 2651 */
2662 return NULL; 2652 return 0;
2663 } 2653 }
2664 2654
2665 /* This is copied from get_ob_key_link() above - 2655 /* This is copied from get_ob_key_link() above -
2666 * only 4 lines, and saves the function call overhead. 2656 * only 4 lines, and saves the function call overhead.
2667 */ 2657 */
2668 for (link = op->key_values; link != NULL; link = link->next) { 2658 for (link = op->key_values; link; link = link->next)
2669 if (link->key == canonical_key) { 2659 if (link->key == canonical_key)
2670 return link->value; 2660 return link->value;
2671 } 2661
2672 } 2662 return 0;
2673 return NULL;
2674} 2663}
2675 2664
2676 2665
2677/* 2666/*
2678 * Updates the canonical_key in op to value. 2667 * Updates the canonical_key in op to value.
2682 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2671 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2683 * keys. 2672 * keys.
2684 * 2673 *
2685 * Returns TRUE on success. 2674 * Returns TRUE on success.
2686 */ 2675 */
2676int
2687int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) { 2677set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2678{
2679 key_value *
2688 key_value * field = NULL, *last=NULL; 2680 field = NULL, *last = NULL;
2689 2681
2690 for (field=op->key_values; field != NULL; field=field->next) { 2682 for (field = op->key_values; field != NULL; field = field->next)
2683 {
2691 if (field->key != canonical_key) { 2684 if (field->key != canonical_key)
2685 {
2692 last = field; 2686 last = field;
2693 continue; 2687 continue;
2694 } 2688 }
2695 2689
2696 if (field->value) FREE_AND_CLEAR_STR(field->value);
2697 if (value) 2690 if (value)
2698 field->value = add_string(value); 2691 field->value = value;
2699 else { 2692 else
2693 {
2700 /* Basically, if the archetype has this key set, 2694 /* Basically, if the archetype has this key set,
2701 * we need to store the null value so when we save 2695 * we need to store the null value so when we save
2702 * it, we save the empty value so that when we load, 2696 * it, we save the empty value so that when we load,
2703 * we get this value back again. 2697 * we get this value back again.
2704 */ 2698 */
2705 if (get_ob_key_link(&op->arch->clone, canonical_key)) 2699 if (get_ob_key_link (&op->arch->clone, canonical_key))
2706 field->value = NULL; 2700 field->value = 0;
2707 else { 2701 else
2708 /* Delete this link */ 2702 {
2709 if (field->key) FREE_AND_CLEAR_STR(field->key); 2703 if (last)
2710 if (field->value) FREE_AND_CLEAR_STR(field->value);
2711 if (last) last->next = field->next; 2704 last->next = field->next;
2705 else
2712 else op->key_values = field->next; 2706 op->key_values = field->next;
2707
2713 free(field); 2708 delete field;
2714 } 2709 }
2715 } 2710 }
2716 return TRUE; 2711 return TRUE;
2717 } 2712 }
2718 /* IF we get here, key doesn't exist */ 2713 /* IF we get here, key doesn't exist */
2719 2714
2720 /* No field, we'll have to add it. */ 2715 /* No field, we'll have to add it. */
2716
2717 if (!add_key)
2721 2718 {
2722 if (!add_key) {
2723 return FALSE; 2719 return FALSE;
2724 } 2720 }
2725 /* There isn't any good reason to store a null 2721 /* There isn't any good reason to store a null
2726 * value in the key/value list. If the archetype has 2722 * value in the key/value list. If the archetype has
2727 * this key, then we should also have it, so shouldn't 2723 * this key, then we should also have it, so shouldn't
2728 * be here. If user wants to store empty strings, 2724 * be here. If user wants to store empty strings,
2729 * should pass in "" 2725 * should pass in ""
2730 */ 2726 */
2731 if (value == NULL) return TRUE; 2727 if (value == NULL)
2732
2733 field = (key_value *) malloc(sizeof(key_value));
2734
2735 field->key = add_refcount(canonical_key);
2736 field->value = add_string(value);
2737 /* Usual prepend-addition. */
2738 field->next = op->key_values;
2739 op->key_values = field;
2740
2741 return TRUE; 2728 return TRUE;
2729
2730 field = new key_value;
2731
2732 field->key = canonical_key;
2733 field->value = value;
2734 /* Usual prepend-addition. */
2735 field->next = op->key_values;
2736 op->key_values = field;
2737
2738 return TRUE;
2742} 2739}
2743 2740
2744/* 2741/*
2745 * Updates the key in op to value. 2742 * Updates the key in op to value.
2746 * 2743 *
2748 * and not add new ones. 2745 * and not add new ones.
2749 * In general, should be little reason FALSE is ever passed in for add_key 2746 * In general, should be little reason FALSE is ever passed in for add_key
2750 * 2747 *
2751 * Returns TRUE on success. 2748 * Returns TRUE on success.
2752 */ 2749 */
2750int
2753int set_ob_key_value(object * op, const char * key, const char * value, int add_key) { 2751set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2754 const char * canonical_key = NULL; 2752{
2755 int floating_ref = FALSE; 2753 shstr key_ (key);
2756 int ret; 2754
2755 return set_ob_key_value_s (op, key_, value, add_key);
2756}
2757
2758object::depth_iterator::depth_iterator (object *container)
2759: iterator_base (container)
2760{
2761 while (item->inv)
2762 item = item->inv;
2763}
2764
2765void
2766object::depth_iterator::next ()
2767{
2768 if (item->below)
2757 2769 {
2758 /* HACK This mess is to make sure set_ob_value() passes a shared string 2770 item = item->below;
2759 * to get_ob_key_link(), without leaving a leaked refcount. 2771
2760 */ 2772 while (item->inv)
2773 item = item->inv;
2761 2774 }
2762 canonical_key = find_string(key); 2775 else
2763 if (canonical_key == NULL) { 2776 item = item->env;
2764 canonical_key = add_string(key);
2765 floating_ref = TRUE;
2766 }
2767
2768 ret = set_ob_key_value_s(op, canonical_key, value, add_key);
2769
2770 if (floating_ref) {
2771 free_string(canonical_key);
2772 }
2773
2774 return ret;
2775} 2777}
2778
2779// return a suitable string describing an objetc in enough detail to find it
2780const char *
2781object::debug_desc (char *info) const
2782{
2783 char info2[256 * 3];
2784 char *p = info;
2785
2786 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2787 count,
2788 &name,
2789 title ? " " : "",
2790 title ? (const char *)title : "");
2791
2792 if (env)
2793 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2794
2795 if (map)
2796 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2797
2798 return info;
2799}
2800
2801const char *
2802object::debug_desc () const
2803{
2804 static char info[256 * 3];
2805 return debug_desc (info);
2806}
2807

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines