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Comparing deliantra/server/common/object.C (file contents):
Revision 1.2 by root, Fri Aug 25 17:11:52 2006 UTC vs.
Revision 1.48 by root, Thu Sep 14 23:13:48 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.2 2006/08/25 17:11:52 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
42#ifdef MEMORY_DEBUG 34
43int nroffreeobjects = 0;
44int nrofallocobjects = 0; 35int nrofallocobjects = 0;
45#undef OBJ_EXPAND 36static UUID uuid;
46#define OBJ_EXPAND 1 37const 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 38
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 */ 39object *active_objects; /* List of active objects that need to be processed */
56 40
57void (*object_free_callback)(object *ob); 41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
58
59short freearr_x[SIZEOFFREE]=
60 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
61 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
62short freearr_y[SIZEOFFREE]= 43};
63 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
64 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 45 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
65int maxfree[SIZEOFFREE]= 46};
66 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 47int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
67 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 48 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
49};
68int freedir[SIZEOFFREE]= { 50int freedir[SIZEOFFREE] = {
69 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 51 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
70 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 52 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
53};
71 54
55static void
56write_uuid (void)
57{
58 char filename1[MAX_BUF], filename2[MAX_BUF];
59
60 sprintf (filename1, "%s/uuid", settings.localdir);
61 sprintf (filename2, "%s/uuid~", settings.localdir);
62
63 FILE *fp;
64
65 if (!(fp = fopen (filename2, "w")))
66 {
67 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
68 return;
69 }
70
71 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
72 fclose (fp);
73 rename (filename2, filename1);
74}
75
76static void
77read_uuid (void)
78{
79 char filename[MAX_BUF];
80
81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 FILE *fp;
84
85 if (!(fp = fopen (filename, "r")))
86 {
87 if (errno == ENOENT)
88 {
89 LOG (llevInfo, "RESET uid to 1\n");
90 uuid.seq = 0;
91 write_uuid ();
92 return;
93 }
94
95 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
96 _exit (1);
97 }
98
99 int version;
100 unsigned long long uid;
101 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
102 {
103 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
104 _exit (1);
105 }
106
107 uuid.seq = uid;
108 write_uuid ();
109 LOG (llevDebug, "read UID: %lld\n", uid);
110 fclose (fp);
111}
112
113UUID
114gen_uuid ()
115{
116 UUID uid;
117
118 uid.seq = ++uuid.seq;
119
120 if (!(uuid.seq & (UUID_SKIP - 1)))
121 write_uuid ();
122
123 return uid;
124}
125
126void
127init_uuid ()
128{
129 read_uuid ();
130}
72 131
73/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 132/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
133static int
74static int compare_ob_value_lists_one(const object * wants, const object * has) { 134compare_ob_value_lists_one (const object *wants, const object *has)
135{
75 key_value * wants_field; 136 key_value *wants_field;
76 137
77 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 138 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
78 * objects with lists are rare, and lists stay short. If not, use a 139 * objects with lists are rare, and lists stay short. If not, use a
79 * different structure or at least keep the lists sorted... 140 * different structure or at least keep the lists sorted...
80 */ 141 */
81 142
82 /* For each field in wants, */ 143 /* For each field in wants, */
83 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
145 {
84 key_value * has_field; 146 key_value *has_field;
85 147
86 /* Look for a field in has with the same key. */ 148 /* Look for a field in has with the same key. */
87 has_field = get_ob_key_link(has, wants_field->key); 149 has_field = get_ob_key_link (has, wants_field->key);
150
151 if (has_field == NULL)
88 152 {
89 if (has_field == NULL) {
90 /* No field with that name. */ 153 /* No field with that name. */
91 return FALSE; 154 return FALSE;
92 }
93 155 }
156
94 /* Found the matching field. */ 157 /* Found the matching field. */
95 if (has_field->value != wants_field->value) { 158 if (has_field->value != wants_field->value)
159 {
96 /* Values don't match, so this half of the comparison is false. */ 160 /* Values don't match, so this half of the comparison is false. */
97 return FALSE; 161 return FALSE;
98 } 162 }
99 163
100 /* If we get here, we found a match. Now for the next field in wants. */ 164 /* If we get here, we found a match. Now for the next field in wants. */
101 }
102 165 }
166
103 /* If we get here, every field in wants has a matching field in has. */ 167 /* If we get here, every field in wants has a matching field in has. */
104 return TRUE; 168 return TRUE;
105} 169}
106 170
107/* Returns TRUE if ob1 has the same key_values as ob2. */ 171/* Returns TRUE if ob1 has the same key_values as ob2. */
172static int
108static int compare_ob_value_lists(const object * ob1, const object * ob2) { 173compare_ob_value_lists (const object *ob1, const object *ob2)
174{
109 /* However, there may be fields in has which aren't partnered in wants, 175 /* However, there may be fields in has which aren't partnered in wants,
110 * so we need to run the comparison *twice*. :( 176 * so we need to run the comparison *twice*. :(
111 */ 177 */
112 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 178 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
113} 179}
114 180
115/* Function examines the 2 objects given to it, and returns true if 181/* Function examines the 2 objects given to it, and returns true if
116 * they can be merged together. 182 * they can be merged together.
117 * 183 *
123 * 189 *
124 * Improvements made with merge: Better checking on potion, and also 190 * Improvements made with merge: Better checking on potion, and also
125 * check weight 191 * check weight
126 */ 192 */
127 193
128int CAN_MERGE(object *ob1, object *ob2) { 194bool object::can_merge (object *ob1, object *ob2)
129 195{
130 /* A couple quicksanity checks */ 196 /* A couple quicksanity checks */
131 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 197 if ((ob1 == ob2) || (ob1->type != ob2->type))
198 return 0;
132 199
133 if (ob1->speed != ob2->speed) return 0; 200 if (ob1->speed != ob2->speed)
134 /* Note sure why the following is the case - either the object has to
135 * be animated or have a very low speed. Is this an attempted monster
136 * check?
137 */
138 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED)
139 return 0; 201 return 0;
140 202
141 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
142 * value could not be stored in a sint32 (which unfortunately sometimes is 204 * value could not be stored in a sint32 (which unfortunately sometimes is
143 * used to store nrof). 205 * used to store nrof).
144 */ 206 */
145 if (ob1->nrof+ob2->nrof >= 1UL<<31) 207 if (ob1->nrof + ob2->nrof >= 1UL << 31)
146 return 0; 208 return 0;
147 209
148 /* This is really a spellbook check - really, we should
149 * check all objects in the inventory.
150 */
151 if (ob1->inv || ob2->inv) {
152 /* if one object has inventory but the other doesn't, not equiv */
153 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
154
155 /* Now check to see if the two inventory objects could merge */
156 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
157
158 /* inventory ok - still need to check rest of this object to see
159 * if it is valid.
160 */
161 }
162
163 /* If the objects have been identified, set the BEEN_APPLIED flag. 210 /* If the objects have been identified, set the BEEN_APPLIED flag.
164 * This is to the comparison of the flags below will be OK. We 211 * This is to the comparison of the flags below will be OK. We
165 * just can't ignore the been applied or identified flags, as they 212 * just can't ignore the been applied or identified flags, as they
166 * are not equal - just if it has been identified, the been_applied 213 * are not equal - just if it has been identified, the been_applied
167 * flags lose any meaning. 214 * flags lose any meaning.
168 */ 215 */
169 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED)) 216 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
170 SET_FLAG(ob1, FLAG_BEEN_APPLIED); 217 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
171 218
172 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED)) 219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
173 SET_FLAG(ob2, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
174 221
175 222
176 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
177 * being locked in inventory should prevent merging. 224 * being locked in inventory should prevent merging.
178 * 0x4 in flags3 is CLIENT_SENT 225 * 0x4 in flags3 is CLIENT_SENT
179 */ 226 */
180 if ((ob1->arch != ob2->arch) || 227 if ((ob1->arch != ob2->arch) ||
181 (ob1->flags[0] != ob2->flags[0]) || 228 (ob1->flags[0] != ob2->flags[0]) ||
182 (ob1->flags[1] != ob2->flags[1]) || 229 (ob1->flags[1] != ob2->flags[1]) ||
183 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) || 230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
184 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) || 231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
185 (ob1->name != ob2->name) || 232 (ob1->name != ob2->name) ||
186 (ob1->title != ob2->title) || 233 (ob1->title != ob2->title) ||
187 (ob1->msg != ob2->msg) || 234 (ob1->msg != ob2->msg) ||
188 (ob1->weight != ob2->weight) || 235 (ob1->weight != ob2->weight) ||
189 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) || 236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
190 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) || 237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
191 (ob1->attacktype != ob2->attacktype) || 238 (ob1->attacktype != ob2->attacktype) ||
192 (ob1->magic != ob2->magic) || 239 (ob1->magic != ob2->magic) ||
193 (ob1->slaying != ob2->slaying) || 240 (ob1->slaying != ob2->slaying) ||
194 (ob1->skill != ob2->skill) || 241 (ob1->skill != ob2->skill) ||
195 (ob1->value != ob2->value) || 242 (ob1->value != ob2->value) ||
196 (ob1->animation_id != ob2->animation_id) || 243 (ob1->animation_id != ob2->animation_id) ||
197 (ob1->client_type != ob2->client_type) || 244 (ob1->client_type != ob2->client_type) ||
198 (ob1->materialname != ob2->materialname) || 245 (ob1->materialname != ob2->materialname) ||
199 (ob1->lore != ob2->lore) || 246 (ob1->lore != ob2->lore) ||
200 (ob1->subtype != ob2->subtype) || 247 (ob1->subtype != ob2->subtype) ||
201 (ob1->move_type != ob2->move_type) || 248 (ob1->move_type != ob2->move_type) ||
202 (ob1->move_block != ob2->move_block) || 249 (ob1->move_block != ob2->move_block) ||
203 (ob1->move_allow != ob2->move_allow) || 250 (ob1->move_allow != ob2->move_allow) ||
204 (ob1->move_on != ob2->move_on) || 251 (ob1->move_on != ob2->move_on) ||
205 (ob1->move_off != ob2->move_off) || 252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty))
206 (ob1->move_slow != ob2->move_slow) ||
207 (ob1->move_slow_penalty != ob2->move_slow_penalty)
208 )
209 return 0; 253 return 0;
210 254
255 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory.
257 */
258 if (ob1->inv || ob2->inv)
259 {
260 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0;
263
264 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv))
266 return 0;
267
268 /* inventory ok - still need to check rest of this object to see
269 * if it is valid.
270 */
271 }
272
211 /* Don't merge objects that are applied. With the new 'body' code, 273 /* Don't merge objects that are applied. With the new 'body' code,
212 * it is possible for most any character to have more than one of 274 * it is possible for most any character to have more than one of
213 * some items equipped, and we don't want those to merge. 275 * some items equipped, and we don't want those to merge.
214 */ 276 */
215 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 277 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
216 return 0; 278 return 0;
217 279
280 /* Note sure why the following is the case - either the object has to
281 * be animated or have a very low speed. Is this an attempted monster
282 * check?
283 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
285 return 0;
286
218 switch (ob1->type) { 287 switch (ob1->type)
288 {
219 case SCROLL: 289 case SCROLL:
220 if (ob1->level != ob2->level) return 0; 290 if (ob1->level != ob2->level)
291 return 0;
221 break; 292 break;
222
223 } 293 }
294
224 if (ob1->key_values != NULL || ob2->key_values != NULL) { 295 if (ob1->key_values != NULL || ob2->key_values != NULL)
296 {
225 /* At least one of these has key_values. */ 297 /* At least one of these has key_values. */
226 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) { 298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
227 /* One has fields, but the other one doesn't. */ 299 /* One has fields, but the other one doesn't. */
228 return 0; 300 return 0;
229 } else if (!compare_ob_value_lists(ob1, ob2)) { 301 else if (!compare_ob_value_lists (ob1, ob2))
230 return 0; 302 return 0;
231 } 303 }
304
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self)
232 } 307 {
308 ob1->optimise ();
309 ob2->optimise ();
233 310
311 if (ob1->self || ob2->self)
312 return 0;
313 }
314
234 /* Everything passes, must be OK. */ 315 /* Everything passes, must be OK. */
235 return 1; 316 return 1;
236} 317}
237 318
238/* 319/*
239 * sum_weight() is a recursive function which calculates the weight 320 * sum_weight() is a recursive function which calculates the weight
240 * an object is carrying. It goes through in figures out how much 321 * an object is carrying. It goes through in figures out how much
241 * containers are carrying, and sums it up. 322 * containers are carrying, and sums it up.
242 */ 323 */
243signed long sum_weight(object *op) { 324long
325sum_weight (object *op)
326{
244 signed long sum; 327 long sum;
245 object *inv; 328 object *inv;
329
246 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
331 {
247 if (inv->inv) 332 if (inv->inv)
248 sum_weight(inv); 333 sum_weight (inv);
249 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
250 } 335 }
336
251 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
252 sum = (sum * (100 - op->stats.Str))/100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
339
253 if(op->carrying != sum) 340 if (op->carrying != sum)
254 op->carrying = sum; 341 op->carrying = sum;
342
255 return sum; 343 return sum;
256} 344}
257 345
258/** 346/**
259 * Return the outermost environment object for a given object. 347 * Return the outermost environment object for a given object.
260 */ 348 */
261 349
350object *
262object *object_get_env_recursive (object *op) { 351object_get_env_recursive (object *op)
352{
263 while (op->env != NULL) 353 while (op->env != NULL)
264 op = op->env; 354 op = op->env;
265 return op; 355 return op;
266} 356}
267 357
268/* 358/*
269 * Eneq(@csd.uu.se): Since we can have items buried in a character we need 359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
270 * a better check. We basically keeping traversing up until we can't 360 * a better check. We basically keeping traversing up until we can't
271 * or find a player. 361 * or find a player.
272 */ 362 */
273 363
364object *
274object *is_player_inv (object *op) { 365is_player_inv (object *op)
366{
275 for (;op!=NULL&&op->type!=PLAYER; op=op->env) 367 for (; op != NULL && op->type != PLAYER; op = op->env)
276 if (op->env==op) 368 if (op->env == op)
277 op->env = NULL; 369 op->env = NULL;
278 return op; 370 return op;
279} 371}
280 372
281/* 373/*
282 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
283 * Some error messages. 375 * Some error messages.
284 * The result of the dump is stored in the static global errmsg array. 376 * The result of the dump is stored in the static global errmsg array.
285 */ 377 */
286 378
379void
287void dump_object2(object *op) { 380dump_object2 (object *op)
381{
382 errmsg[0] = 0;
383 return;
384 //TODO//D#d#
385#if 0
288 char *cp; 386 char *cp;
387
289/* object *tmp;*/ 388/* object *tmp;*/
290 389
291 if(op->arch!=NULL) { 390 if (op->arch != NULL)
391 {
292 strcat(errmsg,"arch "); 392 strcat (errmsg, "arch ");
293 strcat(errmsg,op->arch->name?op->arch->name:"(null)"); 393 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
294 strcat(errmsg,"\n"); 394 strcat (errmsg, "\n");
295 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL) 395 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
296 strcat(errmsg,cp); 396 strcat (errmsg, cp);
297#if 0 397# if 0
298 /* Don't dump player diffs - they are too long, mostly meaningless, and 398 /* Don't dump player diffs - they are too long, mostly meaningless, and
299 * will overflow the buffer. 399 * will overflow the buffer.
300 * Changed so that we don't dump inventory either. This may 400 * Changed so that we don't dump inventory either. This may
301 * also overflow the buffer. 401 * also overflow the buffer.
302 */ 402 */
303 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL) 403 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
304 strcat(errmsg,cp); 404 strcat (errmsg, cp);
305 for (tmp=op->inv; tmp; tmp=tmp->below) 405 for (tmp = op->inv; tmp; tmp = tmp->below)
306 dump_object2(tmp); 406 dump_object2 (tmp);
407# endif
408 strcat (errmsg, "end\n");
409 }
410 else
411 {
412 strcat (errmsg, "Object ");
413 if (op->name == NULL)
414 strcat (errmsg, "(null)");
415 else
416 strcat (errmsg, op->name);
417 strcat (errmsg, "\n");
418# if 0
419 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
420 strcat (errmsg, cp);
421 for (tmp = op->inv; tmp; tmp = tmp->below)
422 dump_object2 (tmp);
423# endif
424 strcat (errmsg, "end\n");
425 }
307#endif 426#endif
308 strcat(errmsg,"end\n");
309 } else {
310 strcat(errmsg,"Object ");
311 if (op->name==NULL) strcat(errmsg, "(null)");
312 else strcat(errmsg,op->name);
313 strcat(errmsg,"\n");
314#if 0
315 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
316 strcat(errmsg,cp);
317 for (tmp=op->inv; tmp; tmp=tmp->below)
318 dump_object2(tmp);
319#endif
320 strcat(errmsg,"end\n");
321 }
322} 427}
323 428
324/* 429/*
325 * Dumps an object. Returns output in the static global errmsg array. 430 * Dumps an object. Returns output in the static global errmsg array.
326 */ 431 */
327 432
433void
328void dump_object(object *op) { 434dump_object (object *op)
435{
329 if(op==NULL) { 436 if (op == NULL)
437 {
330 strcpy(errmsg,"[NULL pointer]"); 438 strcpy (errmsg, "[NULL pointer]");
331 return; 439 return;
332 } 440 }
333 errmsg[0]='\0'; 441 errmsg[0] = '\0';
334 dump_object2(op); 442 dump_object2 (op);
335} 443}
336 444
337/* GROS - Dumps an object. Return the result into a string */ 445void
338/* Note that no checking is done for the validity of the target string, so */
339/* you need to be sure that you allocated enough space for it. */
340void dump_me(object *op, char *outstr)
341{
342 char *cp;
343
344 if(op==NULL)
345 {
346 strcpy(outstr,"[NULL pointer]");
347 return;
348 }
349 outstr[0]='\0';
350
351 if(op->arch!=NULL)
352 {
353 strcat(outstr,"arch ");
354 strcat(outstr,op->arch->name?op->arch->name:"(null)");
355 strcat(outstr,"\n");
356 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
357 strcat(outstr,cp);
358 strcat(outstr,"end\n");
359 }
360 else
361 {
362 strcat(outstr,"Object ");
363 if (op->name==NULL)
364 strcat(outstr, "(null)");
365 else
366 strcat(outstr,op->name);
367 strcat(outstr,"\n");
368 strcat(outstr,"end\n");
369 }
370}
371
372/*
373 * This is really verbose...Can be triggered by the P key while in DM mode.
374 * All objects are dumped to stderr (or alternate logfile, if in server-mode)
375 */
376
377void dump_all_objects(void) { 446dump_all_objects (void)
447{
378 object *op; 448 object *op;
449
379 for(op=objects;op!=NULL;op=op->next) { 450 for (op = object::first; op != NULL; op = op->next)
451 {
380 dump_object(op); 452 dump_object (op);
381 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg); 453 fprintf (logfile, "Object %s\n", errmsg);
382 } 454 }
383} 455}
384 456
385/* 457/*
386 * get_nearest_part(multi-object, object 2) returns the part of the 458 * get_nearest_part(multi-object, object 2) returns the part of the
387 * multi-object 1 which is closest to the second object. 459 * multi-object 1 which is closest to the second object.
388 * If it's not a multi-object, it is returned. 460 * If it's not a multi-object, it is returned.
389 */ 461 */
390 462
463object *
391object *get_nearest_part(object *op, const object *pl) { 464get_nearest_part (object *op, const object *pl)
465{
392 object *tmp,*closest; 466 object *tmp, *closest;
393 int last_dist,i; 467 int last_dist, i;
468
394 if(op->more==NULL) 469 if (op->more == NULL)
395 return op; 470 return op;
396 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 471 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
397 if((i=distance(tmp,pl))<last_dist) 472 if ((i = distance (tmp, pl)) < last_dist)
398 closest=tmp,last_dist=i; 473 closest = tmp, last_dist = i;
399 return closest; 474 return closest;
400} 475}
401 476
402/* 477/*
403 * Returns the object which has the count-variable equal to the argument. 478 * Returns the object which has the count-variable equal to the argument.
404 */ 479 */
405 480
481object *
406object *find_object(tag_t i) { 482find_object (tag_t i)
483{
407 object *op; 484 object *op;
485
408 for(op=objects;op!=NULL;op=op->next) 486 for (op = object::first; op != NULL; op = op->next)
409 if(op->count==i) 487 if (op->count == i)
410 break; 488 break;
489
411 return op; 490 return op;
412} 491}
413 492
414/* 493/*
415 * Returns the first object which has a name equal to the argument. 494 * Returns the first object which has a name equal to the argument.
416 * Used only by the patch command, but not all that useful. 495 * Used only by the patch command, but not all that useful.
417 * Enables features like "patch <name-of-other-player> food 999" 496 * Enables features like "patch <name-of-other-player> food 999"
418 */ 497 */
419 498
499object *
420object *find_object_name(const char *str) { 500find_object_name (const char *str)
421 const char *name=add_string(str); 501{
502 shstr_cmp str_ (str);
422 object *op; 503 object *op;
504
423 for(op=objects;op!=NULL;op=op->next) 505 for (op = object::first; op != NULL; op = op->next)
424 if(op->name==name) 506 if (op->name == str_)
425 break; 507 break;
426 free_string(name); 508
427 return op; 509 return op;
428} 510}
429 511
512void
430void free_all_object_data(void) { 513free_all_object_data ()
431#ifdef MEMORY_DEBUG
432 object *op, *next;
433
434 for (op=free_objects; op!=NULL; ) {
435 next=op->next;
436 free(op);
437 nrofallocobjects--;
438 nroffreeobjects--;
439 op=next;
440 }
441#endif
442 LOG(llevDebug,"%d allocated objects, %d free objects, STARMAX=%d\n",
443 nrofallocobjects, nroffreeobjects,STARTMAX);
444}
445
446/*
447 * Returns the object which this object marks as being the owner.
448 * A id-scheme is used to avoid pointing to objects which have been
449 * freed and are now reused. If this is detected, the owner is
450 * set to NULL, and NULL is returned.
451 * Changed 2004-02-12 - if the player is setting at the play again
452 * prompt, he is removed, and we don't want to treat him as an owner of
453 * anything, so check removed flag. I don't expect that this should break
454 * anything - once an object is removed, it is basically dead anyways.
455 */
456
457object *get_owner(object *op) {
458 if(op->owner==NULL)
459 return NULL;
460
461 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
462 op->owner->count==op->ownercount)
463 return op->owner;
464
465 op->owner=NULL;
466 op->ownercount=0;
467 return NULL;
468}
469
470void clear_owner(object *op)
471{ 514{
472 if (!op) return; 515 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
473
474 if (op->owner && op->ownercount == op->owner->count)
475 op->owner->refcount--;
476
477 op->owner = NULL;
478 op->ownercount = 0;
479} 516}
480
481
482 517
483/* 518/*
484 * Sets the owner and sets the skill and exp pointers to owner's current 519 * Sets the owner and sets the skill and exp pointers to owner's current
485 * skill and experience objects. 520 * skill and experience objects.
486 */ 521 */
487void set_owner (object *op, object *owner) 522void
523object::set_owner (object *owner)
488{ 524{
489 if(owner==NULL||op==NULL) 525 if (!owner)
490 return; 526 return;
491 527
492 /* next line added to allow objects which own objects */ 528 /* next line added to allow objects which own objects */
493 /* Add a check for ownercounts in here, as I got into an endless loop 529 /* Add a check for ownercounts in here, as I got into an endless loop
494 * with the fireball owning a poison cloud which then owned the 530 * with the fireball owning a poison cloud which then owned the
495 * fireball. I believe that was caused by one of the objects getting 531 * fireball. I believe that was caused by one of the objects getting
496 * freed and then another object replacing it. Since the ownercounts 532 * freed and then another object replacing it. Since the ownercounts
497 * didn't match, this check is valid and I believe that cause is valid. 533 * didn't match, this check is valid and I believe that cause is valid.
498 */ 534 */
499 while (owner->owner && owner!=owner->owner && 535 while (owner->owner)
500 owner->ownercount==owner->owner->count) owner=owner->owner; 536 owner = owner->owner;
501 537
502 /* IF the owner still has an owner, we did not resolve to a final owner.
503 * so lets not add to that.
504 */
505 if (owner->owner) return;
506
507 op->owner=owner; 538 this->owner = owner;
508
509 op->ownercount=owner->count;
510 owner->refcount++;
511
512}
513
514/* Set the owner to clone's current owner and set the skill and experience
515 * objects to clone's objects (typically those objects that where the owner's
516 * current skill and experience objects at the time when clone's owner was
517 * set - not the owner's current skill and experience objects).
518 *
519 * Use this function if player created an object (e.g. fire bullet, swarm
520 * spell), and this object creates further objects whose kills should be
521 * accounted for the player's original skill, even if player has changed
522 * skills meanwhile.
523 */
524void copy_owner (object *op, object *clone)
525{
526 object *owner = get_owner (clone);
527 if (owner == NULL) {
528 /* players don't have owners - they own themselves. Update
529 * as appropriate.
530 */
531 if (clone->type == PLAYER) owner=clone;
532 else return;
533 }
534 set_owner(op, owner);
535
536}
537
538/*
539 * Resets vital variables in an object
540 */
541
542void reset_object(object *op) {
543
544 op->name = NULL;
545 op->name_pl = NULL;
546 op->title = NULL;
547 op->race = NULL;
548 op->slaying = NULL;
549 op->skill = NULL;
550 op->msg = NULL;
551 op->materialname = NULL;
552 op->lore = NULL;
553 op->current_weapon_script = NULL;
554 clear_object(op);
555} 539}
556 540
557/* Zero the key_values on op, decrementing the shared-string 541/* Zero the key_values on op, decrementing the shared-string
558 * refcounts and freeing the links. 542 * refcounts and freeing the links.
559 */ 543 */
544static void
560static void free_key_values(object * op) { 545free_key_values (object *op)
561 key_value * i; 546{
562 key_value * next = NULL; 547 for (key_value *i = op->key_values; i != 0;)
563 548 {
564 if (op->key_values == NULL) return; 549 key_value *next = i->next;
550 delete i;
551
552 i = next;
565 553 }
566 for (i = op->key_values; i != NULL; i = next) { 554
567 /* Store next *first*. */
568 next = i->next;
569
570 if (i->key) FREE_AND_CLEAR_STR(i->key);
571 if (i->value) FREE_AND_CLEAR_STR(i->value);
572 i->next = NULL;
573 free(i);
574 }
575
576 op->key_values = NULL; 555 op->key_values = 0;
577} 556}
578 557
558void object::clear ()
559{
560 attachable_base::clear ();
579 561
580/*
581 * clear_object() frees everything allocated by an object, and also
582 * clears all variables and flags to default settings.
583 */
584
585void clear_object(object *op) {
586
587 if (object_free_callback)
588 object_free_callback (op);
589
590 event *evt;
591 event *evt2;
592
593 /* redo this to be simpler/more efficient. Was also seeing
594 * crashes in the old code. Move this to the top - am
595 * seeing periodic crashes in this code, and would like to have
596 * as much info available as possible (eg, object name).
597 */
598 for (evt = op->events; evt; evt=evt2) {
599 evt2 = evt->next;
600
601 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
602 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
603 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
604
605 free(evt);
606 }
607 op->events = NULL;
608
609 free_key_values(op); 562 free_key_values (this);
610 563
611 /* the memset will clear all these values for us, but we need 564 owner = 0;
612 * to reduce the refcount on them. 565 name = 0;
613 */ 566 name_pl = 0;
614 if (op->name!=NULL) FREE_AND_CLEAR_STR(op->name); 567 title = 0;
615 if (op->name_pl!=NULL) FREE_AND_CLEAR_STR(op->name_pl); 568 race = 0;
616 if (op->title != NULL) FREE_AND_CLEAR_STR(op->title); 569 slaying = 0;
617 if (op->race!=NULL) FREE_AND_CLEAR_STR(op->race); 570 skill = 0;
618 if (op->slaying!=NULL) FREE_AND_CLEAR_STR(op->slaying); 571 msg = 0;
619 if (op->skill!=NULL) FREE_AND_CLEAR_STR(op->skill); 572 lore = 0;
620 if (op->msg!=NULL) FREE_AND_CLEAR_STR(op->msg); 573 custom_name = 0;
621 if (op->lore!=NULL) FREE_AND_CLEAR_STR(op->lore); 574 materialname = 0;
622 if (op->materialname!= NULL) FREE_AND_CLEAR_STR(op->materialname); 575 contr = 0;
576 below = 0;
577 above = 0;
578 inv = 0;
579 container = 0;
580 env = 0;
581 more = 0;
582 head = 0;
583 map = 0;
584 active_next = 0;
585 active_prev = 0;
623 586
587 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
624 588
625 memset((void*)op, 0, sizeof (object_special));
626 /* Below here, we clear things that are not done by the memset,
627 * or set default values that are not zero.
628 */
629 /* This is more or less true */
630 SET_FLAG(op, FLAG_REMOVED); 589 SET_FLAG (this, FLAG_REMOVED);
631 590
632
633 op->contr = NULL;
634 op->below=NULL;
635 op->above=NULL;
636 op->inv=NULL;
637 op->events=NULL;
638 op->container=NULL;
639 op->env=NULL;
640 op->more=NULL;
641 op->head=NULL;
642 op->map=NULL;
643 op->refcount=0;
644 op->active_next = NULL;
645 op->active_prev = NULL;
646 /* What is not cleared is next, prev, and count */ 591 /* What is not cleared is next, prev, and count */
647 592
648 op->expmul=1.0; 593 expmul = 1.0;
649 op->face = blank_face; 594 face = blank_face;
650 op->attacked_by_count = (tag_t) -1; 595
651 if (settings.casting_time) 596 if (settings.casting_time)
652 op->casting_time = -1; 597 casting_time = -1;
598}
653 599
600void object::clone (object *destination)
601{
602 *(object_copy *)destination = *this;
603 *(object_pod *)destination = *this;
604
605 if (self || cb)
606 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
654} 607}
655 608
656/* 609/*
657 * copy object first frees everything allocated by the second object, 610 * copy object first frees everything allocated by the second object,
658 * and then copies the contends of the first object into the second 611 * and then copies the contends of the first object into the second
659 * object, allocating what needs to be allocated. Basically, any 612 * object, allocating what needs to be allocated. Basically, any
660 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 613 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
661 * if the first object is freed, the pointers in the new object 614 * if the first object is freed, the pointers in the new object
662 * will point at garbage. 615 * will point at garbage.
663 */ 616 */
664 617void
665void copy_object(object *op2, object *op) { 618copy_object (object *op2, object *op)
666 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED); 619{
667 event *evt, *evt2, *evt_new; 620 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
621 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
668 622
669 if (object_free_callback) 623 op2->clone (op);
670 object_free_callback (op);
671 624
672 // callback registries and self are empty for copied objects 625 if (is_freed)
673 // this ought to change in the future 626 SET_FLAG (op, FLAG_FREED);
627 if (is_removed)
628 SET_FLAG (op, FLAG_REMOVED);
674 629
675 /* Decrement the refcounts, but don't bother zeroing the fields; 630 if (op2->speed < 0)
676 they'll be overwritten by memcpy. */
677 if(op->name!=NULL) free_string(op->name);
678 if(op->name_pl!=NULL) free_string(op->name_pl);
679 if(op->title!=NULL) free_string(op->title);
680 if(op->race!=NULL) free_string(op->race);
681 if(op->slaying!=NULL) free_string(op->slaying);
682 if(op->skill!=NULL) free_string(op->skill);
683 if(op->msg!=NULL) free_string(op->msg);
684 if(op->lore!=NULL) free_string(op->lore);
685 if(op->materialname != NULL) free_string(op->materialname);
686 if(op->custom_name != NULL) free_string(op->custom_name);
687
688 /* Basically, same code as from clear_object() */
689 for (evt = op->events; evt; evt=evt2) {
690 evt2 = evt->next;
691
692 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
693 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
694 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
695
696 free(evt);
697 }
698 op->events = NULL;
699
700 free_key_values(op);
701
702 *(object_special *)op = *(object_special *)op2;
703
704 if(is_freed) SET_FLAG(op,FLAG_FREED);
705 if(is_removed) SET_FLAG(op,FLAG_REMOVED);
706 if(op->name!=NULL) add_refcount(op->name);
707 if(op->name_pl!=NULL) add_refcount(op->name_pl);
708 if(op->title!=NULL) add_refcount(op->title);
709 if(op->race!=NULL) add_refcount(op->race);
710 if(op->slaying!=NULL) add_refcount(op->slaying);
711 if(op->skill!=NULL) add_refcount(op->skill);
712 if(op->lore!=NULL) add_refcount(op->lore);
713 if(op->msg!=NULL) add_refcount(op->msg);
714 if(op->custom_name!=NULL) add_refcount(op->custom_name);
715 if (op->materialname != NULL) add_refcount(op->materialname);
716
717 if((op2->speed<0) && !editor)
718 op->speed_left=op2->speed_left-RANDOM()%200/100.0; 631 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
719 632
720 /* Copy over event information */
721 evt2 = NULL;
722 for (evt = op2->events; evt; evt=evt->next) {
723 evt_new = (event *) malloc(sizeof(event));
724 memcpy(evt_new, evt, sizeof(event));
725 if (evt_new->hook) add_refcount(evt_new->hook);
726 if (evt_new->plugin) add_refcount(evt_new->plugin);
727 if (evt_new->options) add_refcount(evt_new->options);
728 evt_new->next = NULL;
729
730 /* Try to be a little clever here, and store away the
731 * last event we copied, so that its simpler to update the
732 * pointer.
733 */
734 if (evt2)
735 evt2->next = evt_new;
736 else
737 op->events = evt_new;
738
739 evt2 = evt_new;
740 }
741 /* Copy over key_values, if any. */ 633 /* Copy over key_values, if any. */
742 if (op2->key_values != NULL) { 634 if (op2->key_values)
743 key_value * tail = NULL; 635 {
636 key_value *tail = 0;
744 key_value * i; 637 key_value *i;
745 638
746 op->key_values = NULL; 639 op->key_values = 0;
747 640
748 for (i = op2->key_values; i != NULL; i = i->next) { 641 for (i = op2->key_values; i; i = i->next)
749 key_value * new_link = (key_value *) malloc(sizeof(key_value)); 642 {
643 key_value *new_link = new key_value;
750 644
751 new_link->next = NULL; 645 new_link->next = 0;
752 new_link->key = add_refcount(i->key); 646 new_link->key = i->key;
753 if (i->value) 647 new_link->value = i->value;
754 new_link->value = add_refcount(i->value);
755 else
756 new_link->value = NULL;
757 648
758 /* Try and be clever here, too. */ 649 /* Try and be clever here, too. */
759 if (op->key_values == NULL) { 650 if (!op->key_values)
651 {
760 op->key_values = new_link; 652 op->key_values = new_link;
761 tail = new_link; 653 tail = new_link;
762 } else { 654 }
763 tail->next = new_link; 655 else
764 tail = new_link; 656 {
657 tail->next = new_link;
658 tail = new_link;
659 }
660 }
765 } 661 }
766 }
767 }
768 662
769 update_ob_speed(op); 663 update_ob_speed (op);
770}
771
772/*
773 * expand_objects() allocates more objects for the list of unused objects.
774 * It is called from get_object() if the unused list is empty.
775 */
776
777void expand_objects(void) {
778 int i;
779 object *obj;
780 obj = (object *) CALLOC(OBJ_EXPAND,sizeof(object));
781
782 if(obj==NULL)
783 fatal(OUT_OF_MEMORY);
784 free_objects=obj;
785 obj[0].prev=NULL;
786 obj[0].next= &obj[1],
787 SET_FLAG(&(obj[0]), FLAG_REMOVED);
788 SET_FLAG(&(obj[0]), FLAG_FREED);
789
790 for(i=1;i<OBJ_EXPAND-1;i++) {
791 obj[i].next= &obj[i+1],
792 obj[i].prev= &obj[i-1],
793 SET_FLAG(&(obj[i]), FLAG_REMOVED);
794 SET_FLAG(&(obj[i]), FLAG_FREED);
795 }
796 obj[OBJ_EXPAND-1].prev= &obj[OBJ_EXPAND-2],
797 obj[OBJ_EXPAND-1].next=NULL,
798 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_REMOVED);
799 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_FREED);
800
801 nrofallocobjects += OBJ_EXPAND;
802 nroffreeobjects += OBJ_EXPAND;
803}
804
805/*
806 * get_object() grabs an object from the list of unused objects, makes
807 * sure it is initialised, and returns it.
808 * If there are no free objects, expand_objects() is called to get more.
809 */
810
811object *get_object(void) {
812 object *op;
813
814 if(free_objects==NULL) {
815 expand_objects();
816 }
817 op=free_objects;
818#ifdef MEMORY_DEBUG
819 /* The idea is hopefully by doing a realloc, the memory
820 * debugging program will now use the current stack trace to
821 * report leaks.
822 */
823 op = realloc(op, sizeof(object));
824 SET_FLAG(op, FLAG_REMOVED);
825 SET_FLAG(op, FLAG_FREED);
826#endif
827
828 if(!QUERY_FLAG(op,FLAG_FREED)) {
829 LOG(llevError,"Fatal: Getting busy object.\n");
830 }
831 free_objects=op->next;
832 if(free_objects!=NULL)
833 free_objects->prev=NULL;
834 op->count= ++ob_count;
835 op->name=NULL;
836 op->name_pl=NULL;
837 op->title=NULL;
838 op->race=NULL;
839 op->slaying=NULL;
840 op->skill = NULL;
841 op->lore=NULL;
842 op->msg=NULL;
843 op->materialname=NULL;
844 op->next=objects;
845 op->prev=NULL;
846 op->active_next = NULL;
847 op->active_prev = NULL;
848 if(objects!=NULL)
849 objects->prev=op;
850 objects=op;
851 clear_object(op);
852 SET_FLAG(op,FLAG_REMOVED);
853 nroffreeobjects--;
854 return op;
855} 664}
856 665
857/* 666/*
858 * If an object with the IS_TURNABLE() flag needs to be turned due 667 * If an object with the IS_TURNABLE() flag needs to be turned due
859 * to the closest player being on the other side, this function can 668 * to the closest player being on the other side, this function can
860 * be called to update the face variable, _and_ how it looks on the map. 669 * be called to update the face variable, _and_ how it looks on the map.
861 */ 670 */
862 671
672void
863void update_turn_face(object *op) { 673update_turn_face (object *op)
674{
864 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 675 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
865 return; 676 return;
866 SET_ANIMATION(op, op->direction); 677 SET_ANIMATION (op, op->direction);
867 update_object(op,UP_OBJ_FACE); 678 update_object (op, UP_OBJ_FACE);
868} 679}
869 680
870/* 681/*
871 * Updates the speed of an object. If the speed changes from 0 to another 682 * Updates the speed of an object. If the speed changes from 0 to another
872 * value, or vice versa, then add/remove the object from the active list. 683 * value, or vice versa, then add/remove the object from the active list.
873 * This function needs to be called whenever the speed of an object changes. 684 * This function needs to be called whenever the speed of an object changes.
874 */ 685 */
875 686void
876void update_ob_speed(object *op) { 687update_ob_speed (object *op)
688{
877 extern int arch_init; 689 extern int arch_init;
878 690
879 /* No reason putting the archetypes objects on the speed list, 691 /* No reason putting the archetypes objects on the speed list,
880 * since they never really need to be updated. 692 * since they never really need to be updated.
881 */ 693 */
882 694
883 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 695 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
696 {
884 LOG(llevError,"Object %s is freed but has speed.\n", op->name); 697 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
885#ifdef MANY_CORES 698#ifdef MANY_CORES
886 abort(); 699 abort ();
887#else 700#else
888 op->speed = 0; 701 op->speed = 0;
889#endif 702#endif
890 } 703 }
704
891 if (arch_init) { 705 if (arch_init)
892 return;
893 }
894 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
895 /* If already on active list, don't do anything */
896 if (op->active_next || op->active_prev || op==active_objects)
897 return; 706 return;
898 707
708 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
709 {
710 /* If already on active list, don't do anything */
711 if (op->active_next || op->active_prev || op == active_objects)
712 return;
713
899 /* process_events() expects us to insert the object at the beginning 714 /* process_events() expects us to insert the object at the beginning
900 * of the list. */ 715 * of the list. */
901 op->active_next = active_objects; 716 op->active_next = active_objects;
717
902 if (op->active_next!=NULL) 718 if (op->active_next != NULL)
903 op->active_next->active_prev = op; 719 op->active_next->active_prev = op;
720
904 active_objects = op; 721 active_objects = op;
722 }
723 else
905 } 724 {
906 else {
907 /* If not on the active list, nothing needs to be done */ 725 /* If not on the active list, nothing needs to be done */
908 if (!op->active_next && !op->active_prev && op!=active_objects) 726 if (!op->active_next && !op->active_prev && op != active_objects)
909 return; 727 return;
910 728
911 if (op->active_prev==NULL) { 729 if (op->active_prev == NULL)
730 {
912 active_objects = op->active_next; 731 active_objects = op->active_next;
732
913 if (op->active_next!=NULL) 733 if (op->active_next != NULL)
914 op->active_next->active_prev = NULL; 734 op->active_next->active_prev = NULL;
915 } 735 }
916 else { 736 else
737 {
917 op->active_prev->active_next = op->active_next; 738 op->active_prev->active_next = op->active_next;
739
918 if (op->active_next) 740 if (op->active_next)
919 op->active_next->active_prev = op->active_prev; 741 op->active_next->active_prev = op->active_prev;
920 } 742 }
743
921 op->active_next = NULL; 744 op->active_next = NULL;
922 op->active_prev = NULL; 745 op->active_prev = NULL;
923 } 746 }
924} 747}
925 748
926/* This function removes object 'op' from the list of active 749/* This function removes object 'op' from the list of active
927 * objects. 750 * objects.
929 * reference maps where you don't want an object that isn't 752 * reference maps where you don't want an object that isn't
930 * in play chewing up cpu time getting processed. 753 * in play chewing up cpu time getting processed.
931 * The reverse of this is to call update_ob_speed, which 754 * The reverse of this is to call update_ob_speed, which
932 * will do the right thing based on the speed of the object. 755 * will do the right thing based on the speed of the object.
933 */ 756 */
757void
934void remove_from_active_list(object *op) 758remove_from_active_list (object *op)
935{ 759{
936 /* If not on the active list, nothing needs to be done */ 760 /* If not on the active list, nothing needs to be done */
937 if (!op->active_next && !op->active_prev && op!=active_objects) 761 if (!op->active_next && !op->active_prev && op != active_objects)
938 return; 762 return;
939 763
940 if (op->active_prev==NULL) { 764 if (op->active_prev == NULL)
765 {
941 active_objects = op->active_next; 766 active_objects = op->active_next;
942 if (op->active_next!=NULL) 767 if (op->active_next != NULL)
943 op->active_next->active_prev = NULL; 768 op->active_next->active_prev = NULL;
769 }
770 else
944 } 771 {
945 else {
946 op->active_prev->active_next = op->active_next; 772 op->active_prev->active_next = op->active_next;
947 if (op->active_next) 773 if (op->active_next)
948 op->active_next->active_prev = op->active_prev; 774 op->active_next->active_prev = op->active_prev;
949 } 775 }
950 op->active_next = NULL; 776 op->active_next = NULL;
951 op->active_prev = NULL; 777 op->active_prev = NULL;
952} 778}
953 779
954/* 780/*
955 * update_object() updates the array which represents the map. 781 * update_object() updates the array which represents the map.
956 * It takes into account invisible objects (and represent squares covered 782 * It takes into account invisible objects (and represent squares covered
971 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 797 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
972 * as that is easier than trying to look at what may have changed. 798 * as that is easier than trying to look at what may have changed.
973 * UP_OBJ_FACE: only the objects face has changed. 799 * UP_OBJ_FACE: only the objects face has changed.
974 */ 800 */
975 801
802void
976void update_object(object *op, int action) { 803update_object (object *op, int action)
804{
977 int update_now=0, flags; 805 int update_now = 0, flags;
978 MoveType move_on, move_off, move_block, move_slow; 806 MoveType move_on, move_off, move_block, move_slow;
979 807
980 if (op == NULL) { 808 if (op == NULL)
809 {
981 /* this should never happen */ 810 /* this should never happen */
982 LOG(llevDebug,"update_object() called for NULL object.\n"); 811 LOG (llevDebug, "update_object() called for NULL object.\n");
983 return; 812 return;
984 }
985 813 }
814
986 if(op->env!=NULL) { 815 if (op->env != NULL)
816 {
987 /* Animation is currently handled by client, so nothing 817 /* Animation is currently handled by client, so nothing
988 * to do in this case. 818 * to do in this case.
989 */ 819 */
990 return; 820 return;
991 } 821 }
992 822
993 /* If the map is saving, don't do anything as everything is 823 /* If the map is saving, don't do anything as everything is
994 * going to get freed anyways. 824 * going to get freed anyways.
995 */ 825 */
996 if (!op->map || op->map->in_memory == MAP_SAVING) return; 826 if (!op->map || op->map->in_memory == MAP_SAVING)
997 827 return;
828
998 /* make sure the object is within map boundaries */ 829 /* make sure the object is within map boundaries */
999 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 830 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
1000 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 831 {
1001 LOG(llevError,"update_object() called for object out of map!\n"); 832 LOG (llevError, "update_object() called for object out of map!\n");
1002#ifdef MANY_CORES 833#ifdef MANY_CORES
1003 abort(); 834 abort ();
1004#endif 835#endif
1005 return; 836 return;
1006 }
1007 837 }
838
1008 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 839 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
1009 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 840 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
1010 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 841 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1011 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 842 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1012 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 843 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1013 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y); 844 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
1014 845
1015 if (action == UP_OBJ_INSERT) { 846 if (action == UP_OBJ_INSERT)
847 {
1016 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 848 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
1017 update_now=1; 849 update_now = 1;
1018 850
1019 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 851 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
1020 update_now=1; 852 update_now = 1;
1021 853
1022 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 854 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
1023 update_now=1; 855 update_now = 1;
1024 856
1025 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 857 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
1026 update_now=1; 858 update_now = 1;
1027 859
860 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
861 update_now = 1;
862
1028 if ((move_on | op->move_on) != move_on) update_now=1; 863 if ((move_on | op->move_on) != move_on)
864 update_now = 1;
865
1029 if ((move_off | op->move_off) != move_off) update_now=1; 866 if ((move_off | op->move_off) != move_off)
867 update_now = 1;
868
1030 /* This isn't perfect, but I don't expect a lot of objects to 869 /* This isn't perfect, but I don't expect a lot of objects to
1031 * to have move_allow right now. 870 * to have move_allow right now.
1032 */ 871 */
1033 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 872 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
1034 update_now=1; 873 update_now = 1;
874
1035 if ((move_slow | op->move_slow) != move_slow) update_now=1; 875 if ((move_slow | op->move_slow) != move_slow)
876 update_now = 1;
1036 } 877 }
1037 /* if the object is being removed, we can't make intelligent 878 /* if the object is being removed, we can't make intelligent
1038 * decisions, because remove_ob can't really pass the object 879 * decisions, because remove_ob can't really pass the object
1039 * that is being removed. 880 * that is being removed.
1040 */ 881 */
1041 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 882 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
1042 update_now=1; 883 update_now = 1;
1043 } else if (action == UP_OBJ_FACE) { 884 else if (action == UP_OBJ_FACE)
1044 /* Nothing to do for that case */ 885 /* Nothing to do for that case */ ;
1045 }
1046 else { 886 else
1047 LOG(llevError,"update_object called with invalid action: %d\n", action); 887 LOG (llevError, "update_object called with invalid action: %d\n", action);
1048 }
1049 888
1050 if (update_now) { 889 if (update_now)
890 {
1051 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 891 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
1052 update_position(op->map, op->x, op->y); 892 update_position (op->map, op->x, op->y);
1053 } 893 }
1054 894
1055 if(op->more!=NULL) 895 if (op->more != NULL)
1056 update_object(op->more, action); 896 update_object (op->more, action);
1057} 897}
1058 898
899object::vector object::mortals;
900object::vector object::objects; // not yet used
901object *object::first;
902
903void object::free_mortals ()
904{
905 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
906 if ((*i)->refcnt)
907 ++i; // further delay freeing
908 else
909 {
910 delete *i;
911 mortals.erase (i);
912 }
913
914 static int lastmortals = 0;//D
915
916 if (mortals.size() != lastmortals)//D
917 {
918 lastmortals = mortals.size ();//D
919 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
920 }
921}
922
923object::object ()
924{
925 SET_FLAG (this, FLAG_REMOVED);
926
927 expmul = 1.0;
928 face = blank_face;
929}
930
931object::~object ()
932{
933 free_key_values (this);
934}
935
936void object::link ()
937{
938 count = ++ob_count;
939 uuid = gen_uuid ();
940
941 prev = 0;
942 next = object::first;
943
944 if (object::first)
945 object::first->prev = this;
946
947 object::first = this;
948}
949
950void object::unlink ()
951{
952 if (this == object::first)
953 object::first = next;
954
955 /* Remove this object from the list of used objects */
956 if (prev) prev->next = next;
957 if (next) next->prev = prev;
958
959 prev = 0;
960 next = 0;
961}
962
963object *object::create ()
964{
965 object *op = new object;
966 op->link ();
967 return op;
968}
1059 969
1060/* 970/*
1061 * free_object() frees everything allocated by an object, removes 971 * free_object() frees everything allocated by an object, removes
1062 * it from the list of used objects, and puts it on the list of 972 * it from the list of used objects, and puts it on the list of
1063 * free objects. The IS_FREED() flag is set in the object. 973 * free objects. The IS_FREED() flag is set in the object.
1065 * this function to succeed. 975 * this function to succeed.
1066 * 976 *
1067 * If free_inventory is set, free inventory as well. Else drop items in 977 * If free_inventory is set, free inventory as well. Else drop items in
1068 * inventory to the ground. 978 * inventory to the ground.
1069 */ 979 */
980void object::free (bool free_inventory)
981{
982 if (QUERY_FLAG (this, FLAG_FREED))
983 return;
1070 984
1071void free_object(object *ob) { 985 if (QUERY_FLAG (this, FLAG_FRIENDLY))
1072 free_object2(ob, 0); 986 remove_friendly_object (this);
1073}
1074void free_object2(object *ob, int free_inventory) {
1075 object *tmp,*op;
1076 987
1077 if (object_free_callback)
1078 object_free_callback (ob);
1079
1080 if (!QUERY_FLAG(ob,FLAG_REMOVED)) { 988 if (!QUERY_FLAG (this, FLAG_REMOVED))
1081 LOG(llevDebug,"Free object called with non removed object\n"); 989 remove_ob (this);
1082 dump_object(ob); 990
1083#ifdef MANY_CORES 991 SET_FLAG (this, FLAG_FREED);
1084 abort(); 992
1085#endif 993 if (more)
1086 } 994 {
1087 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) { 995 more->free (free_inventory);
1088 LOG(llevMonster,"Warning: tried to free friendly object.\n"); 996 more = 0;
1089 remove_friendly_object(ob); 997 }
998
999 if (inv)
1090 } 1000 {
1091 if(QUERY_FLAG(ob,FLAG_FREED)) {
1092 dump_object(ob);
1093 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg);
1094 return;
1095 }
1096 if(ob->more!=NULL) {
1097 free_object2(ob->more, free_inventory);
1098 ob->more=NULL;
1099 }
1100 if (ob->inv) {
1101 /* Only if the space blocks everything do we not process - 1001 /* Only if the space blocks everything do we not process -
1102 * if some form of movemnt is allowed, let objects 1002 * if some form of movement is allowed, let objects
1103 * drop on that space. 1003 * drop on that space.
1104 */ 1004 */
1105 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 1005 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1106 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL)) 1006 {
1107 { 1007 object *op = inv;
1108 op=ob->inv; 1008
1109 while(op!=NULL) { 1009 while (op)
1110 tmp=op->below; 1010 {
1111 remove_ob(op); 1011 object *tmp = op->below;
1112 free_object2(op, free_inventory); 1012 op->free (free_inventory);
1113 op=tmp; 1013 op = tmp;
1014 }
1015 }
1016 else
1017 { /* Put objects in inventory onto this space */
1018 object *op = inv;
1019
1020 while (op)
1021 {
1022 object *tmp = op->below;
1023
1024 remove_ob (op);
1025
1026 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1027 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1028 free_object (op);
1029 else
1030 {
1031 op->x = x;
1032 op->y = y;
1033 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1034 }
1035
1036 op = tmp;
1037 }
1038 }
1114 } 1039 }
1115 } 1040
1116 else { /* Put objects in inventory onto this space */ 1041 // clear those pointers that likely might have circular references to us
1117 op=ob->inv; 1042 owner = 0;
1118 while(op!=NULL) { 1043 enemy = 0;
1119 tmp=op->below; 1044 attacked_by = 0;
1120 remove_ob(op); 1045
1121 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) ||
1122 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
1123 free_object(op);
1124 else {
1125 op->x=ob->x;
1126 op->y=ob->y;
1127 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */
1128 }
1129 op=tmp;
1130 }
1131 }
1132 }
1133 /* Remove object from the active list */ 1046 /* Remove object from the active list */
1134 ob->speed = 0; 1047 speed = 0;
1135 update_ob_speed(ob); 1048 update_ob_speed (this);
1136 1049
1137 SET_FLAG(ob, FLAG_FREED); 1050 unlink ();
1138 ob->count = 0;
1139 1051
1140 /* Remove this object from the list of used objects */ 1052 mortals.push_back (this);
1141 if(ob->prev==NULL) {
1142 objects=ob->next;
1143 if(objects!=NULL)
1144 objects->prev=NULL;
1145 }
1146 else {
1147 ob->prev->next=ob->next;
1148 if(ob->next!=NULL)
1149 ob->next->prev=ob->prev;
1150 }
1151
1152 if(ob->name!=NULL) FREE_AND_CLEAR_STR(ob->name);
1153 if(ob->name_pl!=NULL) FREE_AND_CLEAR_STR(ob->name_pl);
1154 if(ob->title!=NULL) FREE_AND_CLEAR_STR(ob->title);
1155 if(ob->race!=NULL) FREE_AND_CLEAR_STR(ob->race);
1156 if(ob->slaying!=NULL) FREE_AND_CLEAR_STR(ob->slaying);
1157 if(ob->skill!=NULL) FREE_AND_CLEAR_STR(ob->skill);
1158 if(ob->lore!=NULL) FREE_AND_CLEAR_STR(ob->lore);
1159 if(ob->msg!=NULL) FREE_AND_CLEAR_STR(ob->msg);
1160 if(ob->materialname!=NULL) FREE_AND_CLEAR_STR(ob->materialname);
1161
1162
1163 /* Why aren't events freed? */
1164 free_key_values(ob);
1165
1166#if 0 /* MEMORY_DEBUG*/
1167 /* This is a nice idea. Unfortunately, a lot of the code in crossfire
1168 * presumes the freed_object will stick around for at least a little
1169 * bit
1170 */
1171 /* this is necessary so that memory debugging programs will
1172 * be able to accurately report source of malloc. If we recycle
1173 * objects, then some other area may be doing the get_object
1174 * and not freeing it, but the original one that malloc'd the
1175 * object will get the blame.
1176 */
1177 free(ob);
1178#else
1179
1180 /* Now link it with the free_objects list: */
1181 ob->prev=NULL;
1182 ob->next=free_objects;
1183 if(free_objects!=NULL)
1184 free_objects->prev=ob;
1185 free_objects=ob;
1186 nroffreeobjects++;
1187#endif
1188}
1189
1190/*
1191 * count_free() returns the number of objects on the list of free objects.
1192 */
1193
1194int count_free(void) {
1195 int i=0;
1196 object *tmp=free_objects;
1197 while(tmp!=NULL)
1198 tmp=tmp->next, i++;
1199 return i;
1200}
1201
1202/*
1203 * count_used() returns the number of objects on the list of used objects.
1204 */
1205
1206int count_used(void) {
1207 int i=0;
1208 object *tmp=objects;
1209 while(tmp!=NULL)
1210 tmp=tmp->next, i++;
1211 return i;
1212}
1213
1214/*
1215 * count_active() returns the number of objects on the list of active objects.
1216 */
1217
1218int count_active(void) {
1219 int i=0;
1220 object *tmp=active_objects;
1221 while(tmp!=NULL)
1222 tmp=tmp->active_next, i++;
1223 return i;
1224} 1053}
1225 1054
1226/* 1055/*
1227 * sub_weight() recursively (outwards) subtracts a number from the 1056 * sub_weight() recursively (outwards) subtracts a number from the
1228 * weight of an object (and what is carried by it's environment(s)). 1057 * weight of an object (and what is carried by it's environment(s)).
1229 */ 1058 */
1230 1059
1060void
1231void sub_weight (object *op, signed long weight) { 1061sub_weight (object *op, signed long weight)
1062{
1232 while (op != NULL) { 1063 while (op != NULL)
1064 {
1233 if (op->type == CONTAINER) { 1065 if (op->type == CONTAINER)
1234 weight=(signed long)(weight*(100-op->stats.Str)/100); 1066 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1235 } 1067
1236 op->carrying-=weight; 1068 op->carrying -= weight;
1237 op = op->env; 1069 op = op->env;
1238 } 1070 }
1239} 1071}
1240 1072
1241/* remove_ob(op): 1073/* remove_ob(op):
1242 * This function removes the object op from the linked list of objects 1074 * This function removes the object op from the linked list of objects
1243 * which it is currently tied to. When this function is done, the 1075 * which it is currently tied to. When this function is done, the
1245 * environment, the x and y coordinates will be updated to 1077 * environment, the x and y coordinates will be updated to
1246 * the previous environment. 1078 * the previous environment.
1247 * Beware: This function is called from the editor as well! 1079 * Beware: This function is called from the editor as well!
1248 */ 1080 */
1249 1081
1082void
1250void remove_ob(object *op) { 1083remove_ob (object *op)
1084{
1251 object *tmp,*last=NULL; 1085 object *tmp, *last = 0;
1252 object *otmp; 1086 object *otmp;
1253 tag_t tag; 1087
1254 int check_walk_off; 1088 int check_walk_off;
1255 mapstruct *m; 1089 mapstruct *m;
1090
1256 sint16 x,y; 1091 sint16 x, y;
1257
1258 1092
1259 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1093 if (QUERY_FLAG (op, FLAG_REMOVED))
1260 dump_object(op); 1094 return;
1261 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1262 1095
1263 /* Changed it to always dump core in this case. As has been learned
1264 * in the past, trying to recover from errors almost always
1265 * make things worse, and this is a real error here - something
1266 * that should not happen.
1267 * Yes, if this was a mission critical app, trying to do something
1268 * to recover may make sense, but that is because failure of the app
1269 * may have other disastrous problems. Cf runs out of a script
1270 * so is easily enough restarted without any real problems.
1271 * MSW 2001-07-01
1272 */
1273 abort();
1274 }
1275 if(op->more!=NULL)
1276 remove_ob(op->more);
1277
1278 SET_FLAG(op, FLAG_REMOVED); 1096 SET_FLAG (op, FLAG_REMOVED);
1279 1097
1098 if (op->more != NULL)
1099 remove_ob (op->more);
1100
1280 /* 1101 /*
1281 * In this case, the object to be removed is in someones 1102 * In this case, the object to be removed is in someones
1282 * inventory. 1103 * inventory.
1283 */ 1104 */
1284 if(op->env!=NULL) { 1105 if (op->env != NULL)
1106 {
1285 if(op->nrof) 1107 if (op->nrof)
1286 sub_weight(op->env, op->weight*op->nrof); 1108 sub_weight (op->env, op->weight * op->nrof);
1287 else 1109 else
1288 sub_weight(op->env, op->weight+op->carrying); 1110 sub_weight (op->env, op->weight + op->carrying);
1289 1111
1290 /* NO_FIX_PLAYER is set when a great many changes are being 1112 /* NO_FIX_PLAYER is set when a great many changes are being
1291 * made to players inventory. If set, avoiding the call 1113 * made to players inventory. If set, avoiding the call
1292 * to save cpu time. 1114 * to save cpu time.
1293 */ 1115 */
1294 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1116 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1295 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1296 fix_player(otmp); 1117 fix_player (otmp);
1297 1118
1298 if(op->above!=NULL) 1119 if (op->above != NULL)
1299 op->above->below=op->below; 1120 op->above->below = op->below;
1300 else 1121 else
1301 op->env->inv=op->below; 1122 op->env->inv = op->below;
1302 1123
1303 if(op->below!=NULL) 1124 if (op->below != NULL)
1304 op->below->above=op->above; 1125 op->below->above = op->above;
1305 1126
1306 /* we set up values so that it could be inserted into 1127 /* we set up values so that it could be inserted into
1307 * the map, but we don't actually do that - it is up 1128 * the map, but we don't actually do that - it is up
1308 * to the caller to decide what we want to do. 1129 * to the caller to decide what we want to do.
1309 */ 1130 */
1310 op->x=op->env->x,op->y=op->env->y; 1131 op->x = op->env->x, op->y = op->env->y;
1311 op->ox=op->x,op->oy=op->y;
1312 op->map=op->env->map; 1132 op->map = op->env->map;
1313 op->above=NULL,op->below=NULL; 1133 op->above = NULL, op->below = NULL;
1314 op->env=NULL; 1134 op->env = NULL;
1315 return; 1135 }
1136 else if (op->map)
1316 } 1137 {
1317
1318 /* If we get here, we are removing it from a map */
1319 if (op->map == NULL) return;
1320
1321 x = op->x; 1138 x = op->x;
1322 y = op->y; 1139 y = op->y;
1323 m = get_map_from_coord(op->map, &x, &y); 1140 m = get_map_from_coord (op->map, &x, &y);
1324 1141
1325 if (!m) { 1142 if (!m)
1143 {
1326 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1144 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1327 op->map->path, op->x, op->y); 1145 op->map->path, op->x, op->y);
1328 /* in old days, we used to set x and y to 0 and continue. 1146 /* in old days, we used to set x and y to 0 and continue.
1329 * it seems if we get into this case, something is probablye 1147 * it seems if we get into this case, something is probablye
1330 * screwed up and should be fixed. 1148 * screwed up and should be fixed.
1331 */ 1149 */
1332 abort(); 1150 abort ();
1333 } 1151 }
1152
1334 if (op->map != m) { 1153 if (op->map != m)
1335 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 1154 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1336 op->map->path, m->path, op->x, op->y, x, y); 1155 op->map->path, m->path, op->x, op->y, x, y);
1337 }
1338 1156
1339 /* Re did the following section of code - it looks like it had 1157 /* Re did the following section of code - it looks like it had
1340 * lots of logic for things we no longer care about 1158 * lots of logic for things we no longer care about
1341 */ 1159 */
1342 1160
1343 /* link the object above us */ 1161 /* link the object above us */
1344 if (op->above) 1162 if (op->above)
1345 op->above->below=op->below; 1163 op->above->below = op->below;
1346 else 1164 else
1347 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */ 1165 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1348 1166
1349 /* Relink the object below us, if there is one */ 1167 /* Relink the object below us, if there is one */
1350 if(op->below) { 1168 if (op->below)
1351 op->below->above=op->above; 1169 op->below->above = op->above;
1352 } else { 1170 else
1171 {
1353 /* Nothing below, which means we need to relink map object for this space 1172 /* Nothing below, which means we need to relink map object for this space
1354 * use translated coordinates in case some oddness with map tiling is 1173 * use translated coordinates in case some oddness with map tiling is
1355 * evident 1174 * evident
1356 */ 1175 */
1357 if(GET_MAP_OB(m,x,y)!=op) { 1176 if (GET_MAP_OB (m, x, y) != op)
1177 {
1358 dump_object(op); 1178 dump_object (op);
1179 LOG (llevError,
1359 LOG(llevError,"remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 1180 "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);
1360 dump_object(GET_MAP_OB(m,x,y)); 1181 dump_object (GET_MAP_OB (m, x, y));
1361 LOG(llevError,"%s\n",errmsg); 1182 LOG (llevError, "%s\n", errmsg);
1362 } 1183 }
1184
1363 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 1185 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1364 } 1186 }
1365 op->above=NULL; 1187
1188 op->above = 0;
1366 op->below=NULL; 1189 op->below = 0;
1367 1190
1368 if (op->map->in_memory == MAP_SAVING) 1191 if (op->map->in_memory == MAP_SAVING)
1369 return; 1192 return;
1370 1193
1371 tag = op->count;
1372 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1194 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1195
1373 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1196 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1197 {
1374 /* No point updating the players look faces if he is the object 1198 /* No point updating the players look faces if he is the object
1375 * being removed. 1199 * being removed.
1376 */ 1200 */
1377 1201
1378 if(tmp->type==PLAYER && tmp!=op) { 1202 if (tmp->type == PLAYER && tmp != op)
1203 {
1379 /* If a container that the player is currently using somehow gets 1204 /* If a container that the player is currently using somehow gets
1380 * removed (most likely destroyed), update the player view 1205 * removed (most likely destroyed), update the player view
1381 * appropriately. 1206 * appropriately.
1382 */ 1207 */
1383 if (tmp->container==op) { 1208 if (tmp->container == op)
1384 CLEAR_FLAG(op, FLAG_APPLIED); 1209 {
1385 tmp->container=NULL; 1210 CLEAR_FLAG (op, FLAG_APPLIED);
1386 } 1211 tmp->container = NULL;
1212 }
1213
1387 tmp->contr->socket.update_look=1; 1214 tmp->contr->socket.update_look = 1;
1388 } 1215 }
1216
1389 /* See if player moving off should effect something */ 1217 /* See if player moving off should effect something */
1390 if (check_walk_off && ((op->move_type & tmp->move_off) && 1218 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1391 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1219 {
1392
1393 move_apply(tmp, op, NULL); 1220 move_apply (tmp, op, NULL);
1394 if (was_destroyed (op, tag)) {
1395 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1396 "leaving object\n", tmp->name, tmp->arch->name);
1397 }
1398 }
1399 1221
1222 if (op->destroyed ());
1223 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1224 }
1225
1400 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1226 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1401 1227
1402 if(tmp->above == tmp) 1228 if (tmp->above == tmp)
1403 tmp->above = NULL; 1229 tmp->above = NULL;
1404 last=tmp; 1230
1405 } 1231 last = tmp;
1232 }
1233
1406 /* last == NULL of there are no objects on this space */ 1234 /* last == NULL of there are no objects on this space */
1407 if (last==NULL) { 1235 if (last == NULL)
1236 {
1408 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1237 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1409 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1238 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1410 * those out anyways, and if there are any flags set right now, they won't 1239 * those out anyways, and if there are any flags set right now, they won't
1411 * be correct anyways. 1240 * be correct anyways.
1412 */ 1241 */
1413 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1242 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1414 update_position(op->map, op->x, op->y); 1243 update_position (op->map, op->x, op->y);
1415 } 1244 }
1416 else 1245 else
1417 update_object(last, UP_OBJ_REMOVE); 1246 update_object (last, UP_OBJ_REMOVE);
1418 1247
1419 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1248 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1420 update_all_los(op->map, op->x, op->y); 1249 update_all_los (op->map, op->x, op->y);
1421 1250 }
1422} 1251}
1423 1252
1424/* 1253/*
1425 * merge_ob(op,top): 1254 * merge_ob(op,top):
1426 * 1255 *
1427 * This function goes through all objects below and including top, and 1256 * This function goes through all objects below and including top, and
1428 * merges op to the first matching object. 1257 * merges op to the first matching object.
1429 * If top is NULL, it is calculated. 1258 * If top is NULL, it is calculated.
1430 * Returns pointer to object if it succeded in the merge, otherwise NULL 1259 * Returns pointer to object if it succeded in the merge, otherwise NULL
1431 */ 1260 */
1432 1261object *
1433object *merge_ob(object *op, object *top) { 1262merge_ob (object *op, object *top)
1263{
1434 if(!op->nrof) 1264 if (!op->nrof)
1435 return 0; 1265 return 0;
1266
1436 if(top==NULL) 1267 if (top == NULL)
1437 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1268 for (top = op; top != NULL && top->above != NULL; top = top->above);
1269
1438 for(;top!=NULL;top=top->below) { 1270 for (; top != NULL; top = top->below)
1271 {
1439 if(top==op) 1272 if (top == op)
1440 continue; 1273 continue;
1441 if (CAN_MERGE(op,top)) 1274 if (CAN_MERGE (op, top))
1442 { 1275 {
1443 top->nrof+=op->nrof; 1276 top->nrof += op->nrof;
1277
1444/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1278/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1445 op->weight = 0; /* Don't want any adjustements now */ 1279 op->weight = 0; /* Don't want any adjustements now */
1446 remove_ob(op); 1280 remove_ob (op);
1447 free_object(op); 1281 free_object (op);
1448 return top; 1282 return top;
1449 } 1283 }
1450 } 1284 }
1285
1451 return NULL; 1286 return 0;
1452} 1287}
1453 1288
1454/* 1289/*
1455 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1290 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1456 * job preparing multi-part monsters 1291 * job preparing multi-part monsters
1457 */ 1292 */
1293object *
1458object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1294insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y)
1295{
1459 object* tmp; 1296 object *tmp;
1297
1460 if (op->head) 1298 if (op->head)
1461 op=op->head; 1299 op = op->head;
1300
1462 for (tmp=op;tmp;tmp=tmp->more){ 1301 for (tmp = op; tmp; tmp = tmp->more)
1302 {
1463 tmp->x=x+tmp->arch->clone.x; 1303 tmp->x = x + tmp->arch->clone.x;
1464 tmp->y=y+tmp->arch->clone.y; 1304 tmp->y = y + tmp->arch->clone.y;
1465 } 1305 }
1306
1466 return insert_ob_in_map (op, m, originator, flag); 1307 return insert_ob_in_map (op, m, originator, flag);
1467} 1308}
1468 1309
1469/* 1310/*
1470 * insert_ob_in_map (op, map, originator, flag): 1311 * insert_ob_in_map (op, map, originator, flag):
1471 * This function inserts the object in the two-way linked list 1312 * This function inserts the object in the two-way linked list
1485 * new object if 'op' was merged with other object 1326 * new object if 'op' was merged with other object
1486 * NULL if 'op' was destroyed 1327 * NULL if 'op' was destroyed
1487 * just 'op' otherwise 1328 * just 'op' otherwise
1488 */ 1329 */
1489 1330
1331object *
1490object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1332insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag)
1491{ 1333{
1492 object *tmp, *top, *floor=NULL; 1334 object *tmp, *top, *floor = NULL;
1493 sint16 x,y; 1335 sint16 x, y;
1494 1336
1495 if (QUERY_FLAG (op, FLAG_FREED)) { 1337 if (QUERY_FLAG (op, FLAG_FREED))
1338 {
1496 LOG (llevError, "Trying to insert freed object!\n"); 1339 LOG (llevError, "Trying to insert freed object!\n");
1497 return NULL; 1340 return NULL;
1341 }
1342
1343 if (m == NULL)
1498 } 1344 {
1499 if(m==NULL) {
1500 dump_object(op); 1345 dump_object (op);
1501 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1346 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1502 return op; 1347 return op;
1503 } 1348 }
1349
1504 if(out_of_map(m,op->x,op->y)) { 1350 if (out_of_map (m, op->x, op->y))
1351 {
1505 dump_object(op); 1352 dump_object (op);
1506 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1353 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1507#ifdef MANY_CORES 1354#ifdef MANY_CORES
1508 /* Better to catch this here, as otherwise the next use of this object 1355 /* Better to catch this here, as otherwise the next use of this object
1509 * is likely to cause a crash. Better to find out where it is getting 1356 * is likely to cause a crash. Better to find out where it is getting
1510 * improperly inserted. 1357 * improperly inserted.
1511 */ 1358 */
1512 abort(); 1359 abort ();
1513#endif 1360#endif
1514 return op; 1361 return op;
1515 } 1362 }
1363
1516 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1364 if (!QUERY_FLAG (op, FLAG_REMOVED))
1365 {
1517 dump_object(op); 1366 dump_object (op);
1518 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1367 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1519 return op; 1368 return op;
1520 } 1369 }
1370
1521 if(op->more!=NULL) { 1371 if (op->more != NULL)
1372 {
1522 /* The part may be on a different map. */ 1373 /* The part may be on a different map. */
1523 1374
1524 object *more = op->more; 1375 object *more = op->more;
1525 1376
1526 /* We really need the caller to normalize coordinates - if 1377 /* We really need the caller to normalize coordinates - if
1527 * we set the map, that doesn't work if the location is within 1378 * we set the map, that doesn't work if the location is within
1528 * a map and this is straddling an edge. So only if coordinate 1379 * a map and this is straddling an edge. So only if coordinate
1529 * is clear wrong do we normalize it. 1380 * is clear wrong do we normalize it.
1530 */ 1381 */
1531 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1382 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1532 /* Debugging information so you can see the last coordinates this object had */
1533 more->ox = more->x;
1534 more->oy = more->y;
1535 more->map = get_map_from_coord(m, &more->x, &more->y); 1383 more->map = get_map_from_coord (m, &more->x, &more->y);
1536 } else if (!more->map) { 1384 else if (!more->map)
1385 {
1537 /* For backwards compatibility - when not dealing with tiled maps, 1386 /* For backwards compatibility - when not dealing with tiled maps,
1538 * more->map should always point to the parent. 1387 * more->map should always point to the parent.
1539 */ 1388 */
1540 more->map = m; 1389 more->map = m;
1541 } 1390 }
1542 1391
1543 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1392 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1393 {
1544 if ( ! op->head) 1394 if (!op->head)
1545 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1395 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1396
1546 return NULL; 1397 return NULL;
1547 } 1398 }
1548 } 1399 }
1400
1549 CLEAR_FLAG(op,FLAG_REMOVED); 1401 CLEAR_FLAG (op, FLAG_REMOVED);
1550 1402
1551 /* Debugging information so you can see the last coordinates this object had */
1552 op->ox=op->x;
1553 op->oy=op->y;
1554
1555 /* Ideally, the caller figures this out. However, it complicates a lot 1403 /* Ideally, the caller figures this out. However, it complicates a lot
1556 * of areas of callers (eg, anything that uses find_free_spot would now 1404 * of areas of callers (eg, anything that uses find_free_spot would now
1557 * need extra work 1405 * need extra work
1558 */ 1406 */
1559 op->map=get_map_from_coord(m, &op->x, &op->y); 1407 op->map = get_map_from_coord (m, &op->x, &op->y);
1560 x = op->x; 1408 x = op->x;
1561 y = op->y; 1409 y = op->y;
1562 1410
1563 /* this has to be done after we translate the coordinates. 1411 /* this has to be done after we translate the coordinates.
1564 */ 1412 */
1565 if(op->nrof && !(flag & INS_NO_MERGE)) { 1413 if (op->nrof && !(flag & INS_NO_MERGE))
1566 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1414 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1567 if (CAN_MERGE(op,tmp)) { 1415 if (CAN_MERGE (op, tmp))
1568 op->nrof+=tmp->nrof; 1416 {
1569 remove_ob(tmp); 1417 op->nrof += tmp->nrof;
1570 free_object(tmp); 1418 remove_ob (tmp);
1571 } 1419 free_object (tmp);
1572 } 1420 }
1573 1421
1574 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1422 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1575 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1423 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1424
1576 if (!QUERY_FLAG(op, FLAG_ALIVE)) 1425 if (!QUERY_FLAG (op, FLAG_ALIVE))
1577 CLEAR_FLAG(op, FLAG_NO_STEAL); 1426 CLEAR_FLAG (op, FLAG_NO_STEAL);
1578 1427
1579 if (flag & INS_BELOW_ORIGINATOR) { 1428 if (flag & INS_BELOW_ORIGINATOR)
1429 {
1580 if (originator->map != op->map || originator->x != op->x || 1430 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1581 originator->y != op->y) { 1431 {
1582 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1432 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1583 abort(); 1433 abort ();
1584 } 1434 }
1435
1585 op->above = originator; 1436 op->above = originator;
1586 op->below = originator->below; 1437 op->below = originator->below;
1587 if (op->below) op->below->above = op; 1438
1439 if (op->below)
1440 op->below->above = op;
1441 else
1588 else SET_MAP_OB(op->map, op->x, op->y, op); 1442 SET_MAP_OB (op->map, op->x, op->y, op);
1443
1589 /* since *below* originator, no need to update top */ 1444 /* since *below* originator, no need to update top */
1590 originator->below = op; 1445 originator->below = op;
1591 } else { 1446 }
1447 else
1448 {
1592 /* If there are other objects, then */ 1449 /* If there are other objects, then */
1593 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) { 1450 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1451 {
1594 object *last=NULL; 1452 object *last = NULL;
1595 /* 1453
1454 /*
1596 * If there are multiple objects on this space, we do some trickier handling. 1455 * If there are multiple objects on this space, we do some trickier handling.
1597 * We've already dealt with merging if appropriate. 1456 * We've already dealt with merging if appropriate.
1598 * Generally, we want to put the new object on top. But if 1457 * Generally, we want to put the new object on top. But if
1599 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1458 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1600 * floor, we want to insert above that and no further. 1459 * floor, we want to insert above that and no further.
1601 * Also, if there are spell objects on this space, we stop processing 1460 * Also, if there are spell objects on this space, we stop processing
1602 * once we get to them. This reduces the need to traverse over all of 1461 * once we get to them. This reduces the need to traverse over all of
1603 * them when adding another one - this saves quite a bit of cpu time 1462 * them when adding another one - this saves quite a bit of cpu time
1604 * when lots of spells are cast in one area. Currently, it is presumed 1463 * when lots of spells are cast in one area. Currently, it is presumed
1605 * that flying non pickable objects are spell objects. 1464 * that flying non pickable objects are spell objects.
1606 */ 1465 */
1607 1466
1608 while (top != NULL) { 1467 while (top != NULL)
1609 if (QUERY_FLAG(top, FLAG_IS_FLOOR) || 1468 {
1610 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top; 1469 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1611 if (QUERY_FLAG(top, FLAG_NO_PICK) 1470 floor = top;
1612 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH)) 1471
1613 && !QUERY_FLAG(top, FLAG_IS_FLOOR)) 1472 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1614 { 1473 {
1615 /* We insert above top, so we want this object below this */ 1474 /* We insert above top, so we want this object below this */
1616 top=top->below; 1475 top = top->below;
1617 break; 1476 break;
1618 } 1477 }
1619 last = top; 1478
1620 top = top->above; 1479 last = top;
1621 } 1480 top = top->above;
1481 }
1482
1622 /* Don't want top to be NULL, so set it to the last valid object */ 1483 /* Don't want top to be NULL, so set it to the last valid object */
1623 top = last; 1484 top = last;
1624 1485
1625 /* We let update_position deal with figuring out what the space 1486 /* We let update_position deal with figuring out what the space
1626 * looks like instead of lots of conditions here. 1487 * looks like instead of lots of conditions here.
1627 * makes things faster, and effectively the same result. 1488 * makes things faster, and effectively the same result.
1628 */ 1489 */
1629 1490
1630 /* Have object 'fall below' other objects that block view. 1491 /* Have object 'fall below' other objects that block view.
1631 * Unless those objects are exits, type 66 1492 * Unless those objects are exits, type 66
1632 * If INS_ON_TOP is used, don't do this processing 1493 * If INS_ON_TOP is used, don't do this processing
1633 * Need to find the object that in fact blocks view, otherwise 1494 * Need to find the object that in fact blocks view, otherwise
1634 * stacking is a bit odd. 1495 * stacking is a bit odd.
1635 */ 1496 */
1636 if (!(flag & INS_ON_TOP) && 1497 if (!(flag & INS_ON_TOP) &&
1637 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && 1498 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1638 (op->face && !op->face->visibility)) { 1499 {
1639 for (last=top; last != floor; last=last->below) 1500 for (last = top; last != floor; last = last->below)
1640 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break; 1501 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1502 break;
1641 /* Check to see if we found the object that blocks view, 1503 /* Check to see if we found the object that blocks view,
1642 * and make sure we have a below pointer for it so that 1504 * and make sure we have a below pointer for it so that
1643 * we can get inserted below this one, which requires we 1505 * we can get inserted below this one, which requires we
1644 * set top to the object below us. 1506 * set top to the object below us.
1645 */ 1507 */
1646 if (last && last->below && last != floor) top=last->below; 1508 if (last && last->below && last != floor)
1647 } 1509 top = last->below;
1648 } /* If objects on this space */ 1510 }
1511 } /* If objects on this space */
1512
1649 if (flag & INS_MAP_LOAD) 1513 if (flag & INS_MAP_LOAD)
1650 top = GET_MAP_TOP(op->map,op->x,op->y); 1514 top = GET_MAP_TOP (op->map, op->x, op->y);
1515
1651 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1516 if (flag & INS_ABOVE_FLOOR_ONLY)
1517 top = floor;
1652 1518
1653 /* Top is the object that our object (op) is going to get inserted above. 1519 /* Top is the object that our object (op) is going to get inserted above.
1654 */ 1520 */
1655 1521
1656 /* First object on this space */ 1522 /* First object on this space */
1657 if (!top) { 1523 if (!top)
1524 {
1658 op->above = GET_MAP_OB(op->map, op->x, op->y); 1525 op->above = GET_MAP_OB (op->map, op->x, op->y);
1659 if (op->above) op->above->below = op; 1526
1527 if (op->above)
1528 op->above->below = op;
1529
1660 op->below = NULL; 1530 op->below = NULL;
1661 SET_MAP_OB(op->map, op->x, op->y, op); 1531 SET_MAP_OB (op->map, op->x, op->y, op);
1662 } else { /* get inserted into the stack above top */ 1532 }
1533 else
1534 { /* get inserted into the stack above top */
1663 op->above = top->above; 1535 op->above = top->above;
1664 if (op->above) op->above->below = op; 1536
1537 if (op->above)
1538 op->above->below = op;
1539
1665 op->below = top; 1540 op->below = top;
1666 top->above = op; 1541 top->above = op;
1667 } 1542 }
1543
1668 if (op->above==NULL) 1544 if (op->above == NULL)
1669 SET_MAP_TOP(op->map,op->x, op->y, op); 1545 SET_MAP_TOP (op->map, op->x, op->y, op);
1670 } /* else not INS_BELOW_ORIGINATOR */ 1546 } /* else not INS_BELOW_ORIGINATOR */
1671 1547
1672 if(op->type==PLAYER) 1548 if (op->type == PLAYER)
1673 op->contr->do_los=1; 1549 op->contr->do_los = 1;
1674 1550
1675 /* If we have a floor, we know the player, if any, will be above 1551 /* If we have a floor, we know the player, if any, will be above
1676 * it, so save a few ticks and start from there. 1552 * it, so save a few ticks and start from there.
1677 */ 1553 */
1678 if (!(flag & INS_MAP_LOAD)) 1554 if (!(flag & INS_MAP_LOAD))
1679 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1555 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1680 if (tmp->type == PLAYER) 1556 if (tmp->type == PLAYER)
1681 tmp->contr->socket.update_look=1; 1557 tmp->contr->socket.update_look = 1;
1682 }
1683 1558
1684 /* If this object glows, it may affect lighting conditions that are 1559 /* If this object glows, it may affect lighting conditions that are
1685 * visible to others on this map. But update_all_los is really 1560 * visible to others on this map. But update_all_los is really
1686 * an inefficient way to do this, as it means los for all players 1561 * an inefficient way to do this, as it means los for all players
1687 * on the map will get recalculated. The players could very well 1562 * on the map will get recalculated. The players could very well
1688 * be far away from this change and not affected in any way - 1563 * be far away from this change and not affected in any way -
1689 * this should get redone to only look for players within range, 1564 * this should get redone to only look for players within range,
1690 * or just updating the P_NEED_UPDATE for spaces within this area 1565 * or just updating the P_NEED_UPDATE for spaces within this area
1691 * of effect may be sufficient. 1566 * of effect may be sufficient.
1692 */ 1567 */
1693 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1568 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1694 update_all_los(op->map, op->x, op->y); 1569 update_all_los (op->map, op->x, op->y);
1695 1570
1696
1697 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1571 /* updates flags (blocked, alive, no magic, etc) for this map space */
1698 update_object(op,UP_OBJ_INSERT); 1572 update_object (op, UP_OBJ_INSERT);
1699 1573
1700
1701 /* Don't know if moving this to the end will break anything. However, 1574 /* Don't know if moving this to the end will break anything. However,
1702 * we want to have update_look set above before calling this. 1575 * we want to have update_look set above before calling this.
1703 * 1576 *
1704 * check_move_on() must be after this because code called from 1577 * check_move_on() must be after this because code called from
1705 * check_move_on() depends on correct map flags (so functions like 1578 * check_move_on() depends on correct map flags (so functions like
1706 * blocked() and wall() work properly), and these flags are updated by 1579 * blocked() and wall() work properly), and these flags are updated by
1707 * update_object(). 1580 * update_object().
1708 */ 1581 */
1709 1582
1710 /* if this is not the head or flag has been passed, don't check walk on status */ 1583 /* if this is not the head or flag has been passed, don't check walk on status */
1711
1712 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1584 if (!(flag & INS_NO_WALK_ON) && !op->head)
1585 {
1713 if (check_move_on(op, originator)) 1586 if (check_move_on (op, originator))
1714 return NULL; 1587 return NULL;
1715 1588
1716 /* If we are a multi part object, lets work our way through the check 1589 /* If we are a multi part object, lets work our way through the check
1717 * walk on's. 1590 * walk on's.
1718 */ 1591 */
1719 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1592 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1720 if (check_move_on (tmp, originator)) 1593 if (check_move_on (tmp, originator))
1721 return NULL; 1594 return NULL;
1722 } 1595 }
1596
1723 return op; 1597 return op;
1724} 1598}
1725 1599
1726/* this function inserts an object in the map, but if it 1600/* this function inserts an object in the map, but if it
1727 * finds an object of its own type, it'll remove that one first. 1601 * finds an object of its own type, it'll remove that one first.
1728 * op is the object to insert it under: supplies x and the map. 1602 * op is the object to insert it under: supplies x and the map.
1729 */ 1603 */
1604void
1730void replace_insert_ob_in_map(const char *arch_string, object *op) { 1605replace_insert_ob_in_map (const char *arch_string, object *op)
1606{
1731 object *tmp; 1607 object *
1732 object *tmp1; 1608 tmp;
1609 object *
1610 tmp1;
1733 1611
1734 /* first search for itself and remove any old instances */ 1612 /* first search for itself and remove any old instances */
1735 1613
1736 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1614 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1615 {
1737 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1616 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1617 {
1738 remove_ob(tmp); 1618 remove_ob (tmp);
1739 free_object(tmp); 1619 free_object (tmp);
1740 } 1620 }
1741 } 1621 }
1742 1622
1743 tmp1=arch_to_object(find_archetype(arch_string)); 1623 tmp1 = arch_to_object (archetype::find (arch_string));
1744 1624
1745 1625 tmp1->x = op->x;
1746 tmp1->x = op->x; tmp1->y = op->y; 1626 tmp1->y = op->y;
1747 insert_ob_in_map(tmp1,op->map,op,0); 1627 insert_ob_in_map (tmp1, op->map, op, 0);
1748} 1628}
1749 1629
1750/* 1630/*
1751 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1631 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1752 * is returned contains nr objects, and the remaining parts contains 1632 * is returned contains nr objects, and the remaining parts contains
1753 * the rest (or is removed and freed if that number is 0). 1633 * the rest (or is removed and freed if that number is 0).
1754 * On failure, NULL is returned, and the reason put into the 1634 * On failure, NULL is returned, and the reason put into the
1755 * global static errmsg array. 1635 * global static errmsg array.
1756 */ 1636 */
1757 1637
1638object *
1758object *get_split_ob(object *orig_ob, uint32 nr) { 1639get_split_ob (object *orig_ob, uint32 nr)
1759 object *newob; 1640{
1641 object *
1642 newob;
1643 int
1760 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1644 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1761 1645
1762 if(orig_ob->nrof<nr) { 1646 if (orig_ob->nrof < nr)
1763 sprintf(errmsg,"There are only %d %ss.",
1764 orig_ob->nrof?orig_ob->nrof:1, orig_ob->name);
1765 return NULL;
1766 } 1647 {
1648 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1649 return NULL;
1650 }
1651
1767 newob = object_create_clone(orig_ob); 1652 newob = object_create_clone (orig_ob);
1653
1768 if((orig_ob->nrof-=nr)<1) { 1654 if ((orig_ob->nrof -= nr) < 1)
1655 {
1769 if ( ! is_removed) 1656 if (!is_removed)
1770 remove_ob(orig_ob); 1657 remove_ob (orig_ob);
1771 free_object2(orig_ob, 1); 1658 free_object2 (orig_ob, 1);
1772 } 1659 }
1773 else if ( ! is_removed) { 1660 else if (!is_removed)
1661 {
1774 if(orig_ob->env!=NULL) 1662 if (orig_ob->env != NULL)
1775 sub_weight (orig_ob->env,orig_ob->weight*nr); 1663 sub_weight (orig_ob->env, orig_ob->weight * nr);
1776 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1664 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1665 {
1777 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1666 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1778 LOG(llevDebug,
1779 "Error, Tried to split object whose map is not in memory.\n"); 1667 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1780 return NULL; 1668 return NULL;
1781 } 1669 }
1782 } 1670 }
1671
1783 newob->nrof=nr; 1672 newob->nrof = nr;
1784 1673
1785 return newob; 1674 return newob;
1786} 1675}
1787 1676
1788/* 1677/*
1789 * decrease_ob_nr(object, number) decreases a specified number from 1678 * decrease_ob_nr(object, number) decreases a specified number from
1790 * the amount of an object. If the amount reaches 0, the object 1679 * the amount of an object. If the amount reaches 0, the object
1791 * is subsequently removed and freed. 1680 * is subsequently removed and freed.
1792 * 1681 *
1793 * Return value: 'op' if something is left, NULL if the amount reached 0 1682 * Return value: 'op' if something is left, NULL if the amount reached 0
1794 */ 1683 */
1795 1684
1685object *
1796object *decrease_ob_nr (object *op, uint32 i) 1686decrease_ob_nr (object *op, uint32 i)
1797{ 1687{
1798 object *tmp; 1688 object *tmp;
1799 player *pl; 1689 player *pl;
1800 1690
1801 if (i == 0) /* objects with op->nrof require this check */ 1691 if (i == 0) /* objects with op->nrof require this check */
1802 return op; 1692 return op;
1803 1693
1804 if (i > op->nrof) 1694 if (i > op->nrof)
1805 i = op->nrof; 1695 i = op->nrof;
1806 1696
1807 if (QUERY_FLAG (op, FLAG_REMOVED)) 1697 if (QUERY_FLAG (op, FLAG_REMOVED))
1698 op->nrof -= i;
1699 else if (op->env != NULL)
1700 {
1701 /* is this object in the players inventory, or sub container
1702 * therein?
1703 */
1704 tmp = is_player_inv (op->env);
1705 /* nope. Is this a container the player has opened?
1706 * If so, set tmp to that player.
1707 * IMO, searching through all the players will mostly
1708 * likely be quicker than following op->env to the map,
1709 * and then searching the map for a player.
1710 */
1711 if (!tmp)
1712 {
1713 for (pl = first_player; pl; pl = pl->next)
1714 if (pl->ob->container == op->env)
1715 break;
1716 if (pl)
1717 tmp = pl->ob;
1718 else
1719 tmp = NULL;
1720 }
1721
1722 if (i < op->nrof)
1723 {
1724 sub_weight (op->env, op->weight * i);
1725 op->nrof -= i;
1726 if (tmp)
1727 {
1728 esrv_send_item (tmp, op);
1729 }
1730 }
1731 else
1732 {
1733 remove_ob (op);
1734 op->nrof = 0;
1735 if (tmp)
1736 {
1737 esrv_del_item (tmp->contr, op->count);
1738 }
1739 }
1808 { 1740 }
1741 else
1742 {
1743 object *above = op->above;
1744
1745 if (i < op->nrof)
1809 op->nrof -= i; 1746 op->nrof -= i;
1810 }
1811 else if (op->env != NULL)
1812 {
1813 /* is this object in the players inventory, or sub container
1814 * therein?
1815 */
1816 tmp = is_player_inv (op->env);
1817 /* nope. Is this a container the player has opened?
1818 * If so, set tmp to that player.
1819 * IMO, searching through all the players will mostly
1820 * likely be quicker than following op->env to the map,
1821 * and then searching the map for a player.
1822 */
1823 if (!tmp) {
1824 for (pl=first_player; pl; pl=pl->next)
1825 if (pl->ob->container == op->env) break;
1826 if (pl) tmp=pl->ob;
1827 else tmp=NULL;
1828 }
1829
1830 if (i < op->nrof) {
1831 sub_weight (op->env, op->weight * i);
1832 op->nrof -= i;
1833 if (tmp) {
1834 esrv_send_item(tmp, op);
1835 }
1836 } else { 1747 else
1748 {
1837 remove_ob (op); 1749 remove_ob (op);
1838 op->nrof = 0; 1750 op->nrof = 0;
1839 if (tmp) {
1840 esrv_del_item(tmp->contr, op->count);
1841 } 1751 }
1842 }
1843 }
1844 else
1845 {
1846 object *above = op->above;
1847 1752
1848 if (i < op->nrof) {
1849 op->nrof -= i;
1850 } else {
1851 remove_ob (op);
1852 op->nrof = 0;
1853 }
1854 /* Since we just removed op, op->above is null */ 1753 /* Since we just removed op, op->above is null */
1855 for (tmp = above; tmp != NULL; tmp = tmp->above) 1754 for (tmp = above; tmp != NULL; tmp = tmp->above)
1856 if (tmp->type == PLAYER) { 1755 if (tmp->type == PLAYER)
1756 {
1857 if (op->nrof) 1757 if (op->nrof)
1858 esrv_send_item(tmp, op); 1758 esrv_send_item (tmp, op);
1859 else 1759 else
1860 esrv_del_item(tmp->contr, op->count); 1760 esrv_del_item (tmp->contr, op->count);
1861 } 1761 }
1862 } 1762 }
1863 1763
1864 if (op->nrof) { 1764 if (op->nrof)
1865 return op; 1765 return op;
1866 } else { 1766 else
1767 {
1867 free_object (op); 1768 free_object (op);
1868 return NULL; 1769 return NULL;
1869 } 1770 }
1870} 1771}
1871 1772
1872/* 1773/*
1873 * add_weight(object, weight) adds the specified weight to an object, 1774 * add_weight(object, weight) adds the specified weight to an object,
1874 * and also updates how much the environment(s) is/are carrying. 1775 * and also updates how much the environment(s) is/are carrying.
1875 */ 1776 */
1876 1777
1778void
1877void add_weight (object *op, signed long weight) { 1779add_weight (object *op, signed long weight)
1780{
1878 while (op!=NULL) { 1781 while (op != NULL)
1782 {
1879 if (op->type == CONTAINER) { 1783 if (op->type == CONTAINER)
1880 weight=(signed long)(weight*(100-op->stats.Str)/100); 1784 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1881 } 1785
1882 op->carrying+=weight; 1786 op->carrying += weight;
1883 op=op->env; 1787 op = op->env;
1884 } 1788 }
1885} 1789}
1886 1790
1887/* 1791/*
1888 * insert_ob_in_ob(op,environment): 1792 * insert_ob_in_ob(op,environment):
1889 * This function inserts the object op in the linked list 1793 * This function inserts the object op in the linked list
1896 * 1800 *
1897 * The function returns now pointer to inserted item, and return value can 1801 * The function returns now pointer to inserted item, and return value can
1898 * be != op, if items are merged. -Tero 1802 * be != op, if items are merged. -Tero
1899 */ 1803 */
1900 1804
1805object *
1901object *insert_ob_in_ob(object *op,object *where) { 1806insert_ob_in_ob (object *op, object *where)
1902 object *tmp, *otmp; 1807{
1808 object *
1809 tmp, *
1810 otmp;
1903 1811
1904 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1812 if (!QUERY_FLAG (op, FLAG_REMOVED))
1813 {
1905 dump_object(op); 1814 dump_object (op);
1906 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1815 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1907 return op; 1816 return op;
1908 } 1817 }
1818
1909 if(where==NULL) { 1819 if (where == NULL)
1820 {
1910 dump_object(op); 1821 dump_object (op);
1911 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg); 1822 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1912 return op; 1823 return op;
1913 } 1824 }
1825
1914 if (where->head) { 1826 if (where->head)
1915 LOG(llevDebug, 1827 {
1916 "Warning: Tried to insert object wrong part of multipart object.\n"); 1828 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1917 where = where->head; 1829 where = where->head;
1918 } 1830 }
1831
1919 if (op->more) { 1832 if (op->more)
1833 {
1920 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1834 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1921 op->name, op->count);
1922 return op; 1835 return op;
1923 } 1836 }
1837
1924 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1838 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1925 CLEAR_FLAG(op, FLAG_REMOVED); 1839 CLEAR_FLAG (op, FLAG_REMOVED);
1926 if(op->nrof) { 1840 if (op->nrof)
1841 {
1927 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1842 for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1928 if ( CAN_MERGE(tmp,op) ) { 1843 if (CAN_MERGE (tmp, op))
1844 {
1929 /* return the original object and remove inserted object 1845 /* return the original object and remove inserted object
1930 (client needs the original object) */ 1846 (client needs the original object) */
1931 tmp->nrof += op->nrof; 1847 tmp->nrof += op->nrof;
1932 /* Weight handling gets pretty funky. Since we are adding to 1848 /* Weight handling gets pretty funky. Since we are adding to
1933 * tmp->nrof, we need to increase the weight. 1849 * tmp->nrof, we need to increase the weight.
1934 */ 1850 */
1935 add_weight (where, op->weight*op->nrof); 1851 add_weight (where, op->weight * op->nrof);
1936 SET_FLAG(op, FLAG_REMOVED); 1852 SET_FLAG (op, FLAG_REMOVED);
1937 free_object(op); /* free the inserted object */ 1853 free_object (op); /* free the inserted object */
1938 op = tmp; 1854 op = tmp;
1939 remove_ob (op); /* and fix old object's links */ 1855 remove_ob (op); /* and fix old object's links */
1940 CLEAR_FLAG(op, FLAG_REMOVED); 1856 CLEAR_FLAG (op, FLAG_REMOVED);
1941 break; 1857 break;
1942 } 1858 }
1943 1859
1944 /* I assume combined objects have no inventory 1860 /* I assume combined objects have no inventory
1945 * We add the weight - this object could have just been removed 1861 * We add the weight - this object could have just been removed
1946 * (if it was possible to merge). calling remove_ob will subtract 1862 * (if it was possible to merge). calling remove_ob will subtract
1947 * the weight, so we need to add it in again, since we actually do 1863 * the weight, so we need to add it in again, since we actually do
1948 * the linking below 1864 * the linking below
1949 */ 1865 */
1950 add_weight (where, op->weight*op->nrof); 1866 add_weight (where, op->weight * op->nrof);
1867 }
1951 } else 1868 else
1952 add_weight (where, (op->weight+op->carrying)); 1869 add_weight (where, (op->weight + op->carrying));
1953 1870
1954 otmp=is_player_inv(where); 1871 otmp = is_player_inv (where);
1955 if (otmp&&otmp->contr!=NULL) { 1872 if (otmp && otmp->contr != NULL)
1873 {
1956 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1874 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1957 fix_player(otmp); 1875 fix_player (otmp);
1958 } 1876 }
1959 1877
1960 op->map=NULL; 1878 op->map = NULL;
1961 op->env=where; 1879 op->env = where;
1962 op->above=NULL; 1880 op->above = NULL;
1963 op->below=NULL; 1881 op->below = NULL;
1964 op->x=0,op->y=0; 1882 op->x = 0, op->y = 0;
1965 op->ox=0,op->oy=0;
1966 1883
1967 /* reset the light list and los of the players on the map */ 1884 /* reset the light list and los of the players on the map */
1968 if((op->glow_radius!=0)&&where->map) 1885 if ((op->glow_radius != 0) && where->map)
1969 { 1886 {
1970#ifdef DEBUG_LIGHTS 1887#ifdef DEBUG_LIGHTS
1971 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1888 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1972 op->name);
1973#endif /* DEBUG_LIGHTS */ 1889#endif /* DEBUG_LIGHTS */
1890 if (MAP_DARKNESS (where->map))
1974 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1891 update_all_los (where->map, where->x, where->y);
1975 } 1892 }
1976 1893
1977 /* Client has no idea of ordering so lets not bother ordering it here. 1894 /* Client has no idea of ordering so lets not bother ordering it here.
1978 * It sure simplifies this function... 1895 * It sure simplifies this function...
1979 */ 1896 */
1980 if (where->inv==NULL) 1897 if (where->inv == NULL)
1981 where->inv=op; 1898 where->inv = op;
1982 else { 1899 else
1900 {
1983 op->below = where->inv; 1901 op->below = where->inv;
1984 op->below->above = op; 1902 op->below->above = op;
1985 where->inv = op; 1903 where->inv = op;
1986 } 1904 }
1987 return op; 1905 return op;
1988} 1906}
1989 1907
1990/* 1908/*
1991 * Checks if any objects has a move_type that matches objects 1909 * Checks if any objects has a move_type that matches objects
2006 * MSW 2001-07-08: Check all objects on space, not just those below 1924 * MSW 2001-07-08: Check all objects on space, not just those below
2007 * object being inserted. insert_ob_in_map may not put new objects 1925 * object being inserted. insert_ob_in_map may not put new objects
2008 * on top. 1926 * on top.
2009 */ 1927 */
2010 1928
1929int
2011int check_move_on (object *op, object *originator) 1930check_move_on (object *op, object *originator)
2012{ 1931{
2013 object *tmp; 1932 object *tmp;
2014 tag_t tag;
2015 mapstruct *m=op->map; 1933 mapstruct *m = op->map;
2016 int x=op->x, y=op->y; 1934 int x = op->x, y = op->y;
1935
2017 MoveType move_on, move_slow, move_block; 1936 MoveType move_on, move_slow, move_block;
2018 1937
2019 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1938 if (QUERY_FLAG (op, FLAG_NO_APPLY))
2020 return 0;
2021
2022 tag = op->count;
2023
2024 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
2025 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
2026 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
2027
2028 /* if nothing on this space will slow op down or be applied,
2029 * no need to do checking below. have to make sure move_type
2030 * is set, as lots of objects don't have it set - we treat that
2031 * as walking.
2032 */
2033 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
2034 return 0;
2035
2036 /* This is basically inverse logic of that below - basically,
2037 * if the object can avoid the move on or slow move, they do so,
2038 * but can't do it if the alternate movement they are using is
2039 * blocked. Logic on this seems confusing, but does seem correct.
2040 */
2041 if ((op->move_type & ~move_on & ~move_block) != 0 &&
2042 (op->move_type & ~move_slow & ~move_block) != 0) return 0;
2043
2044 /* The objects have to be checked from top to bottom.
2045 * Hence, we first go to the top:
2046 */
2047
2048 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL &&
2049 tmp->above!=NULL; tmp=tmp->above) {
2050 /* Trim the search when we find the first other spell effect
2051 * this helps performance so that if a space has 50 spell objects,
2052 * we don't need to check all of them.
2053 */
2054 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break;
2055 }
2056 for(;tmp!=NULL; tmp=tmp->below) {
2057 if (tmp == op) continue; /* Can't apply yourself */
2058
2059 /* Check to see if one of the movement types should be slowed down.
2060 * Second check makes sure that the movement types not being slowed
2061 * (~slow_move) is not blocked on this space - just because the
2062 * space doesn't slow down swimming (for example), if you can't actually
2063 * swim on that space, can't use it to avoid the penalty.
2064 */
2065 if (!QUERY_FLAG(op, FLAG_WIZPASS)) {
2066 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2067 ((op->move_type & tmp->move_slow) &&
2068 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) {
2069
2070 float diff;
2071
2072 diff = tmp->move_slow_penalty*FABS(op->speed);
2073 if (op->type == PLAYER) {
2074 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) ||
2075 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) {
2076 diff /= 4.0;
2077 }
2078 }
2079 op->speed_left -= diff;
2080 }
2081 }
2082
2083 /* Basically same logic as above, except now for actual apply. */
2084 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2085 ((op->move_type & tmp->move_on) &&
2086 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) {
2087
2088 move_apply(tmp, op, originator);
2089 if (was_destroyed (op, tag))
2090 return 1;
2091
2092 /* what the person/creature stepped onto has moved the object
2093 * someplace new. Don't process any further - if we did,
2094 * have a feeling strange problems would result.
2095 */
2096 if (op->map != m || op->x != x || op->y != y) return 0;
2097 }
2098 }
2099 return 0; 1939 return 0;
1940
1941 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1942 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1943 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1944
1945 /* if nothing on this space will slow op down or be applied,
1946 * no need to do checking below. have to make sure move_type
1947 * is set, as lots of objects don't have it set - we treat that
1948 * as walking.
1949 */
1950 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1951 return 0;
1952
1953 /* This is basically inverse logic of that below - basically,
1954 * if the object can avoid the move on or slow move, they do so,
1955 * but can't do it if the alternate movement they are using is
1956 * blocked. Logic on this seems confusing, but does seem correct.
1957 */
1958 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1959 return 0;
1960
1961 /* The objects have to be checked from top to bottom.
1962 * Hence, we first go to the top:
1963 */
1964
1965 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1966 {
1967 /* Trim the search when we find the first other spell effect
1968 * this helps performance so that if a space has 50 spell objects,
1969 * we don't need to check all of them.
1970 */
1971 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1972 break;
1973 }
1974
1975 for (; tmp; tmp = tmp->below)
1976 {
1977 if (tmp == op)
1978 continue; /* Can't apply yourself */
1979
1980 /* Check to see if one of the movement types should be slowed down.
1981 * Second check makes sure that the movement types not being slowed
1982 * (~slow_move) is not blocked on this space - just because the
1983 * space doesn't slow down swimming (for example), if you can't actually
1984 * swim on that space, can't use it to avoid the penalty.
1985 */
1986 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1987 {
1988 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1989 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1990 {
1991
1992 float
1993 diff = tmp->move_slow_penalty * FABS (op->speed);
1994
1995 if (op->type == PLAYER)
1996 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1997 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1998 diff /= 4.0;
1999
2000 op->speed_left -= diff;
2001 }
2002 }
2003
2004 /* Basically same logic as above, except now for actual apply. */
2005 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2006 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2007 {
2008 move_apply (tmp, op, originator);
2009
2010 if (op->destroyed ())
2011 return 1;
2012
2013 /* what the person/creature stepped onto has moved the object
2014 * someplace new. Don't process any further - if we did,
2015 * have a feeling strange problems would result.
2016 */
2017 if (op->map != m || op->x != x || op->y != y)
2018 return 0;
2019 }
2020 }
2021
2022 return 0;
2100} 2023}
2101 2024
2102/* 2025/*
2103 * present_arch(arch, map, x, y) searches for any objects with 2026 * present_arch(arch, map, x, y) searches for any objects with
2104 * a matching archetype at the given map and coordinates. 2027 * a matching archetype at the given map and coordinates.
2105 * The first matching object is returned, or NULL if none. 2028 * The first matching object is returned, or NULL if none.
2106 */ 2029 */
2107 2030
2031object *
2108object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 2032present_arch (const archetype *at, mapstruct *m, int x, int y)
2033{
2109 object *tmp; 2034 object *
2035 tmp;
2036
2110 if(m==NULL || out_of_map(m,x,y)) { 2037 if (m == NULL || out_of_map (m, x, y))
2038 {
2111 LOG(llevError,"Present_arch called outside map.\n"); 2039 LOG (llevError, "Present_arch called outside map.\n");
2112 return NULL; 2040 return NULL;
2113 } 2041 }
2114 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 2042 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2115 if(tmp->arch == at) 2043 if (tmp->arch == at)
2116 return tmp; 2044 return tmp;
2117 return NULL; 2045 return NULL;
2118} 2046}
2119 2047
2120/* 2048/*
2121 * present(type, map, x, y) searches for any objects with 2049 * present(type, map, x, y) searches for any objects with
2122 * a matching type variable at the given map and coordinates. 2050 * a matching type variable at the given map and coordinates.
2123 * The first matching object is returned, or NULL if none. 2051 * The first matching object is returned, or NULL if none.
2124 */ 2052 */
2125 2053
2054object *
2126object *present(unsigned char type,mapstruct *m, int x,int y) { 2055present (unsigned char type, mapstruct *m, int x, int y)
2056{
2127 object *tmp; 2057 object *
2058 tmp;
2059
2128 if(out_of_map(m,x,y)) { 2060 if (out_of_map (m, x, y))
2061 {
2129 LOG(llevError,"Present called outside map.\n"); 2062 LOG (llevError, "Present called outside map.\n");
2130 return NULL; 2063 return NULL;
2131 } 2064 }
2132 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 2065 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2133 if(tmp->type==type) 2066 if (tmp->type == type)
2134 return tmp; 2067 return tmp;
2135 return NULL; 2068 return NULL;
2136} 2069}
2137 2070
2138/* 2071/*
2139 * present_in_ob(type, object) searches for any objects with 2072 * present_in_ob(type, object) searches for any objects with
2140 * a matching type variable in the inventory of the given object. 2073 * a matching type variable in the inventory of the given object.
2141 * The first matching object is returned, or NULL if none. 2074 * The first matching object is returned, or NULL if none.
2142 */ 2075 */
2143 2076
2077object *
2144object *present_in_ob(unsigned char type, const object *op) { 2078present_in_ob (unsigned char type, const object *op)
2079{
2145 object *tmp; 2080 object *
2081 tmp;
2082
2146 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2083 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2147 if(tmp->type==type) 2084 if (tmp->type == type)
2148 return tmp; 2085 return tmp;
2149 return NULL; 2086 return NULL;
2150} 2087}
2151 2088
2152/* 2089/*
2162 * the object name, not the archetype name. this is so that the 2099 * the object name, not the archetype name. this is so that the
2163 * spell code can use one object type (force), but change it's name 2100 * spell code can use one object type (force), but change it's name
2164 * to be unique. 2101 * to be unique.
2165 */ 2102 */
2166 2103
2104object *
2167object *present_in_ob_by_name(int type, const char *str, const object *op) { 2105present_in_ob_by_name (int type, const char *str, const object *op)
2106{
2168 object *tmp; 2107 object *
2108 tmp;
2169 2109
2170 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2110 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2111 {
2171 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2112 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2172 return tmp; 2113 return tmp;
2173 } 2114 }
2174 return NULL; 2115 return NULL;
2175} 2116}
2176 2117
2177/* 2118/*
2178 * present_arch_in_ob(archetype, object) searches for any objects with 2119 * present_arch_in_ob(archetype, object) searches for any objects with
2179 * a matching archetype in the inventory of the given object. 2120 * a matching archetype in the inventory of the given object.
2180 * The first matching object is returned, or NULL if none. 2121 * The first matching object is returned, or NULL if none.
2181 */ 2122 */
2182 2123
2124object *
2183object *present_arch_in_ob(const archetype *at, const object *op) { 2125present_arch_in_ob (const archetype *at, const object *op)
2126{
2184 object *tmp; 2127 object *
2128 tmp;
2129
2185 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2130 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2186 if( tmp->arch == at) 2131 if (tmp->arch == at)
2187 return tmp; 2132 return tmp;
2188 return NULL; 2133 return NULL;
2189} 2134}
2190 2135
2191/* 2136/*
2192 * activate recursively a flag on an object inventory 2137 * activate recursively a flag on an object inventory
2193 */ 2138 */
2139void
2194void flag_inv(object*op, int flag){ 2140flag_inv (object *op, int flag)
2141{
2195 object *tmp; 2142 object *
2143 tmp;
2144
2196 if(op->inv) 2145 if (op->inv)
2197 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2146 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2147 {
2198 SET_FLAG(tmp, flag); 2148 SET_FLAG (tmp, flag);
2199 flag_inv(tmp,flag); 2149 flag_inv (tmp, flag);
2200 } 2150 }
2201}/* 2151} /*
2202 * desactivate recursively a flag on an object inventory 2152 * desactivate recursively a flag on an object inventory
2203 */ 2153 */
2154void
2204void unflag_inv(object*op, int flag){ 2155unflag_inv (object *op, int flag)
2156{
2205 object *tmp; 2157 object *
2158 tmp;
2159
2206 if(op->inv) 2160 if (op->inv)
2207 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2161 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2162 {
2208 CLEAR_FLAG(tmp, flag); 2163 CLEAR_FLAG (tmp, flag);
2209 unflag_inv(tmp,flag); 2164 unflag_inv (tmp, flag);
2210 } 2165 }
2211} 2166}
2212 2167
2213/* 2168/*
2214 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2169 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2215 * all it's inventory (recursively). 2170 * all it's inventory (recursively).
2216 * If checksums are used, a player will get set_cheat called for 2171 * If checksums are used, a player will get set_cheat called for
2217 * him/her-self and all object carried by a call to this function. 2172 * him/her-self and all object carried by a call to this function.
2218 */ 2173 */
2219 2174
2175void
2220void set_cheat(object *op) { 2176set_cheat (object *op)
2177{
2221 SET_FLAG(op, FLAG_WAS_WIZ); 2178 SET_FLAG (op, FLAG_WAS_WIZ);
2222 flag_inv(op, FLAG_WAS_WIZ); 2179 flag_inv (op, FLAG_WAS_WIZ);
2223} 2180}
2224 2181
2225/* 2182/*
2226 * find_free_spot(object, map, x, y, start, stop) will search for 2183 * find_free_spot(object, map, x, y, start, stop) will search for
2227 * a spot at the given map and coordinates which will be able to contain 2184 * a spot at the given map and coordinates which will be able to contain
2242 * to know if the space in question will block the object. We can't use 2199 * to know if the space in question will block the object. We can't use
2243 * the archetype because that isn't correct if the monster has been 2200 * the archetype because that isn't correct if the monster has been
2244 * customized, changed states, etc. 2201 * customized, changed states, etc.
2245 */ 2202 */
2246 2203
2204int
2247int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2205find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop)
2206{
2207 int
2208 i,
2248 int i,index=0, flag; 2209 index = 0, flag;
2210 static int
2249 static int altern[SIZEOFFREE]; 2211 altern[SIZEOFFREE];
2250 2212
2251 for(i=start;i<stop;i++) { 2213 for (i = start; i < stop; i++)
2214 {
2252 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2215 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2253 if(!flag) 2216 if (!flag)
2254 altern[index++]=i; 2217 altern[index++] = i;
2255 2218
2256 /* Basically, if we find a wall on a space, we cut down the search size. 2219 /* Basically, if we find a wall on a space, we cut down the search size.
2257 * In this way, we won't return spaces that are on another side of a wall. 2220 * In this way, we won't return spaces that are on another side of a wall.
2258 * This mostly work, but it cuts down the search size in all directions - 2221 * This mostly work, but it cuts down the search size in all directions -
2259 * if the space being examined only has a wall to the north and empty 2222 * if the space being examined only has a wall to the north and empty
2260 * spaces in all the other directions, this will reduce the search space 2223 * spaces in all the other directions, this will reduce the search space
2261 * to only the spaces immediately surrounding the target area, and 2224 * to only the spaces immediately surrounding the target area, and
2262 * won't look 2 spaces south of the target space. 2225 * won't look 2 spaces south of the target space.
2263 */ 2226 */
2264 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2227 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2265 stop=maxfree[i]; 2228 stop = maxfree[i];
2266 } 2229 }
2267 if(!index) return -1; 2230 if (!index)
2231 return -1;
2268 return altern[RANDOM()%index]; 2232 return altern[RANDOM () % index];
2269} 2233}
2270 2234
2271/* 2235/*
2272 * find_first_free_spot(archetype, mapstruct, x, y) works like 2236 * find_first_free_spot(archetype, mapstruct, x, y) works like
2273 * find_free_spot(), but it will search max number of squares. 2237 * find_free_spot(), but it will search max number of squares.
2274 * But it will return the first available spot, not a random choice. 2238 * But it will return the first available spot, not a random choice.
2275 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2239 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2276 */ 2240 */
2277 2241
2242int
2278int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2243find_first_free_spot (const object *ob, mapstruct *m, int x, int y)
2244{
2245 int
2279 int i; 2246 i;
2247
2280 for(i=0;i<SIZEOFFREE;i++) { 2248 for (i = 0; i < SIZEOFFREE; i++)
2249 {
2281 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2250 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2282 return i; 2251 return i;
2283 } 2252 }
2284 return -1; 2253 return -1;
2285} 2254}
2286 2255
2287/* 2256/*
2288 * The function permute(arr, begin, end) randomly reorders the array 2257 * The function permute(arr, begin, end) randomly reorders the array
2289 * arr[begin..end-1]. 2258 * arr[begin..end-1].
2290 */ 2259 */
2260static void
2291static void permute(int *arr, int begin, int end) 2261permute (int *arr, int begin, int end)
2292{ 2262{
2293 int i, j, tmp, len; 2263 int
2264 i,
2265 j,
2266 tmp,
2267 len;
2294 2268
2295 len = end-begin; 2269 len = end - begin;
2296 for(i = begin; i < end; i++) 2270 for (i = begin; i < end; i++)
2297 { 2271 {
2298 j = begin+RANDOM()%len; 2272 j = begin + RANDOM () % len;
2299 2273
2300 tmp = arr[i]; 2274 tmp = arr[i];
2301 arr[i] = arr[j]; 2275 arr[i] = arr[j];
2302 arr[j] = tmp; 2276 arr[j] = tmp;
2303 } 2277 }
2304} 2278}
2305 2279
2306/* new function to make monster searching more efficient, and effective! 2280/* new function to make monster searching more efficient, and effective!
2307 * This basically returns a randomized array (in the passed pointer) of 2281 * This basically returns a randomized array (in the passed pointer) of
2308 * the spaces to find monsters. In this way, it won't always look for 2282 * the spaces to find monsters. In this way, it won't always look for
2309 * monsters to the north first. However, the size of the array passed 2283 * monsters to the north first. However, the size of the array passed
2310 * covers all the spaces, so within that size, all the spaces within 2284 * covers all the spaces, so within that size, all the spaces within
2311 * the 3x3 area will be searched, just not in a predictable order. 2285 * the 3x3 area will be searched, just not in a predictable order.
2312 */ 2286 */
2287void
2313void get_search_arr(int *search_arr) 2288get_search_arr (int *search_arr)
2314{ 2289{
2290 int
2315 int i; 2291 i;
2316 2292
2317 for(i = 0; i < SIZEOFFREE; i++) 2293 for (i = 0; i < SIZEOFFREE; i++)
2318 { 2294 {
2319 search_arr[i] = i; 2295 search_arr[i] = i;
2320 } 2296 }
2321 2297
2322 permute(search_arr, 1, SIZEOFFREE1+1); 2298 permute (search_arr, 1, SIZEOFFREE1 + 1);
2323 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2299 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2324 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2300 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2325} 2301}
2326 2302
2327/* 2303/*
2328 * find_dir(map, x, y, exclude) will search some close squares in the 2304 * find_dir(map, x, y, exclude) will search some close squares in the
2329 * given map at the given coordinates for live objects. 2305 * given map at the given coordinates for live objects.
2335 * is actually want is going to try and move there. We need this info 2311 * is actually want is going to try and move there. We need this info
2336 * because we have to know what movement the thing looking to move 2312 * because we have to know what movement the thing looking to move
2337 * there is capable of. 2313 * there is capable of.
2338 */ 2314 */
2339 2315
2316int
2340int find_dir(mapstruct *m, int x, int y, object *exclude) { 2317find_dir (mapstruct *m, int x, int y, object *exclude)
2318{
2319 int
2320 i,
2341 int i,max=SIZEOFFREE, mflags; 2321 max = SIZEOFFREE, mflags;
2322
2342 sint16 nx, ny; 2323 sint16 nx, ny;
2343 object *tmp; 2324 object *
2325 tmp;
2344 mapstruct *mp; 2326 mapstruct *
2327 mp;
2328
2345 MoveType blocked, move_type; 2329 MoveType blocked, move_type;
2346 2330
2347 if (exclude && exclude->head) { 2331 if (exclude && exclude->head)
2332 {
2348 exclude = exclude->head; 2333 exclude = exclude->head;
2349 move_type = exclude->move_type; 2334 move_type = exclude->move_type;
2350 } else { 2335 }
2336 else
2337 {
2351 /* If we don't have anything, presume it can use all movement types. */ 2338 /* If we don't have anything, presume it can use all movement types. */
2352 move_type=MOVE_ALL; 2339 move_type = MOVE_ALL;
2340 }
2341
2342 for (i = 1; i < max; i++)
2353 } 2343 {
2354 2344 mp = m;
2355 for(i=1;i<max;i++) {
2356 mp = m;
2357 nx = x + freearr_x[i]; 2345 nx = x + freearr_x[i];
2358 ny = y + freearr_y[i]; 2346 ny = y + freearr_y[i];
2359 2347
2360 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2348 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2361 if (mflags & P_OUT_OF_MAP) { 2349 if (mflags & P_OUT_OF_MAP)
2350 {
2362 max = maxfree[i]; 2351 max = maxfree[i];
2363 } else { 2352 }
2353 else
2354 {
2364 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2355 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2365 2356
2366 if ((move_type & blocked) == move_type) { 2357 if ((move_type & blocked) == move_type)
2367 max=maxfree[i]; 2358 {
2359 max = maxfree[i];
2360 }
2368 } else if (mflags & P_IS_ALIVE) { 2361 else if (mflags & P_IS_ALIVE)
2362 {
2369 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2363 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2370 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2364 {
2371 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2365 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2372 break; 2366 {
2373 } 2367 break;
2374 } 2368 }
2375 if(tmp) { 2369 }
2376 return freedir[i]; 2370 if (tmp)
2377 } 2371 {
2372 return freedir[i];
2373 }
2374 }
2375 }
2378 } 2376 }
2379 }
2380 }
2381 return 0; 2377 return 0;
2382} 2378}
2383 2379
2384/* 2380/*
2385 * distance(object 1, object 2) will return the square of the 2381 * distance(object 1, object 2) will return the square of the
2386 * distance between the two given objects. 2382 * distance between the two given objects.
2387 */ 2383 */
2388 2384
2385int
2389int distance(const object *ob1, const object *ob2) { 2386distance (const object *ob1, const object *ob2)
2387{
2390 int i; 2388 int
2391 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2389 i;
2392 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2390
2391 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2393 return i; 2392 return i;
2394} 2393}
2395 2394
2396/* 2395/*
2397 * find_dir_2(delta-x,delta-y) will return a direction in which 2396 * find_dir_2(delta-x,delta-y) will return a direction in which
2398 * an object which has subtracted the x and y coordinates of another 2397 * an object which has subtracted the x and y coordinates of another
2399 * object, needs to travel toward it. 2398 * object, needs to travel toward it.
2400 */ 2399 */
2401 2400
2401int
2402int find_dir_2(int x, int y) { 2402find_dir_2 (int x, int y)
2403{
2403 int q; 2404 int
2405 q;
2404 2406
2405 if(y) 2407 if (y)
2406 q=x*100/y; 2408 q = x * 100 / y;
2407 else if (x) 2409 else if (x)
2408 q= -300*x; 2410 q = -300 * x;
2409 else 2411 else
2410 return 0; 2412 return 0;
2411 2413
2412 if(y>0) { 2414 if (y > 0)
2415 {
2413 if(q < -242) 2416 if (q < -242)
2414 return 3 ; 2417 return 3;
2415 if (q < -41) 2418 if (q < -41)
2416 return 2 ; 2419 return 2;
2417 if (q < 41) 2420 if (q < 41)
2418 return 1 ; 2421 return 1;
2419 if (q < 242) 2422 if (q < 242)
2420 return 8 ; 2423 return 8;
2421 return 7 ; 2424 return 7;
2422 } 2425 }
2423 2426
2424 if (q < -242) 2427 if (q < -242)
2425 return 7 ; 2428 return 7;
2426 if (q < -41) 2429 if (q < -41)
2427 return 6 ; 2430 return 6;
2428 if (q < 41) 2431 if (q < 41)
2429 return 5 ; 2432 return 5;
2430 if (q < 242) 2433 if (q < 242)
2431 return 4 ; 2434 return 4;
2432 2435
2433 return 3 ; 2436 return 3;
2434} 2437}
2435 2438
2436/* 2439/*
2437 * absdir(int): Returns a number between 1 and 8, which represent 2440 * absdir(int): Returns a number between 1 and 8, which represent
2438 * the "absolute" direction of a number (it actually takes care of 2441 * the "absolute" direction of a number (it actually takes care of
2439 * "overflow" in previous calculations of a direction). 2442 * "overflow" in previous calculations of a direction).
2440 */ 2443 */
2441 2444
2445int
2442int absdir(int d) { 2446absdir (int d)
2443 while(d<1) d+=8; 2447{
2444 while(d>8) d-=8; 2448 while (d < 1)
2449 d += 8;
2450 while (d > 8)
2451 d -= 8;
2445 return d; 2452 return d;
2446} 2453}
2447 2454
2448/* 2455/*
2449 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2456 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2450 * between two directions (which are expected to be absolute (see absdir()) 2457 * between two directions (which are expected to be absolute (see absdir())
2451 */ 2458 */
2452 2459
2460int
2453int dirdiff(int dir1, int dir2) { 2461dirdiff (int dir1, int dir2)
2462{
2454 int d; 2463 int
2464 d;
2465
2455 d = abs(dir1 - dir2); 2466 d = abs (dir1 - dir2);
2456 if(d>4) 2467 if (d > 4)
2457 d = 8 - d; 2468 d = 8 - d;
2458 return d; 2469 return d;
2459} 2470}
2460 2471
2461/* peterm: 2472/* peterm:
2466 * direction 4, 14, or 16 to get back to where we are. 2477 * direction 4, 14, or 16 to get back to where we are.
2467 * Moved from spell_util.c to object.c with the other related direction 2478 * Moved from spell_util.c to object.c with the other related direction
2468 * functions. 2479 * functions.
2469 */ 2480 */
2470 2481
2482int
2471int reduction_dir[SIZEOFFREE][3] = { 2483 reduction_dir[SIZEOFFREE][3] = {
2472 {0,0,0}, /* 0 */ 2484 {0, 0, 0}, /* 0 */
2473 {0,0,0}, /* 1 */ 2485 {0, 0, 0}, /* 1 */
2474 {0,0,0}, /* 2 */ 2486 {0, 0, 0}, /* 2 */
2475 {0,0,0}, /* 3 */ 2487 {0, 0, 0}, /* 3 */
2476 {0,0,0}, /* 4 */ 2488 {0, 0, 0}, /* 4 */
2477 {0,0,0}, /* 5 */ 2489 {0, 0, 0}, /* 5 */
2478 {0,0,0}, /* 6 */ 2490 {0, 0, 0}, /* 6 */
2479 {0,0,0}, /* 7 */ 2491 {0, 0, 0}, /* 7 */
2480 {0,0,0}, /* 8 */ 2492 {0, 0, 0}, /* 8 */
2481 {8,1,2}, /* 9 */ 2493 {8, 1, 2}, /* 9 */
2482 {1,2,-1}, /* 10 */ 2494 {1, 2, -1}, /* 10 */
2483 {2,10,12}, /* 11 */ 2495 {2, 10, 12}, /* 11 */
2484 {2,3,-1}, /* 12 */ 2496 {2, 3, -1}, /* 12 */
2485 {2,3,4}, /* 13 */ 2497 {2, 3, 4}, /* 13 */
2486 {3,4,-1}, /* 14 */ 2498 {3, 4, -1}, /* 14 */
2487 {4,14,16}, /* 15 */ 2499 {4, 14, 16}, /* 15 */
2488 {5,4,-1}, /* 16 */ 2500 {5, 4, -1}, /* 16 */
2489 {4,5,6}, /* 17 */ 2501 {4, 5, 6}, /* 17 */
2490 {6,5,-1}, /* 18 */ 2502 {6, 5, -1}, /* 18 */
2491 {6,20,18}, /* 19 */ 2503 {6, 20, 18}, /* 19 */
2492 {7,6,-1}, /* 20 */ 2504 {7, 6, -1}, /* 20 */
2493 {6,7,8}, /* 21 */ 2505 {6, 7, 8}, /* 21 */
2494 {7,8,-1}, /* 22 */ 2506 {7, 8, -1}, /* 22 */
2495 {8,22,24}, /* 23 */ 2507 {8, 22, 24}, /* 23 */
2496 {8,1,-1}, /* 24 */ 2508 {8, 1, -1}, /* 24 */
2497 {24,9,10}, /* 25 */ 2509 {24, 9, 10}, /* 25 */
2498 {9,10,-1}, /* 26 */ 2510 {9, 10, -1}, /* 26 */
2499 {10,11,-1}, /* 27 */ 2511 {10, 11, -1}, /* 27 */
2500 {27,11,29}, /* 28 */ 2512 {27, 11, 29}, /* 28 */
2501 {11,12,-1}, /* 29 */ 2513 {11, 12, -1}, /* 29 */
2502 {12,13,-1}, /* 30 */ 2514 {12, 13, -1}, /* 30 */
2503 {12,13,14}, /* 31 */ 2515 {12, 13, 14}, /* 31 */
2504 {13,14,-1}, /* 32 */ 2516 {13, 14, -1}, /* 32 */
2505 {14,15,-1}, /* 33 */ 2517 {14, 15, -1}, /* 33 */
2506 {33,15,35}, /* 34 */ 2518 {33, 15, 35}, /* 34 */
2507 {16,15,-1}, /* 35 */ 2519 {16, 15, -1}, /* 35 */
2508 {17,16,-1}, /* 36 */ 2520 {17, 16, -1}, /* 36 */
2509 {18,17,16}, /* 37 */ 2521 {18, 17, 16}, /* 37 */
2510 {18,17,-1}, /* 38 */ 2522 {18, 17, -1}, /* 38 */
2511 {18,19,-1}, /* 39 */ 2523 {18, 19, -1}, /* 39 */
2512 {41,19,39}, /* 40 */ 2524 {41, 19, 39}, /* 40 */
2513 {19,20,-1}, /* 41 */ 2525 {19, 20, -1}, /* 41 */
2514 {20,21,-1}, /* 42 */ 2526 {20, 21, -1}, /* 42 */
2515 {20,21,22}, /* 43 */ 2527 {20, 21, 22}, /* 43 */
2516 {21,22,-1}, /* 44 */ 2528 {21, 22, -1}, /* 44 */
2517 {23,22,-1}, /* 45 */ 2529 {23, 22, -1}, /* 45 */
2518 {45,47,23}, /* 46 */ 2530 {45, 47, 23}, /* 46 */
2519 {23,24,-1}, /* 47 */ 2531 {23, 24, -1}, /* 47 */
2520 {24,9,-1}}; /* 48 */ 2532 {24, 9, -1}
2533}; /* 48 */
2521 2534
2522/* Recursive routine to step back and see if we can 2535/* Recursive routine to step back and see if we can
2523 * find a path to that monster that we found. If not, 2536 * find a path to that monster that we found. If not,
2524 * we don't bother going toward it. Returns 1 if we 2537 * we don't bother going toward it. Returns 1 if we
2525 * can see a direct way to get it 2538 * can see a direct way to get it
2526 * Modified to be map tile aware -.MSW 2539 * Modified to be map tile aware -.MSW
2527 */ 2540 */
2528
2529 2541
2542
2543int
2530int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2544can_see_monsterP (mapstruct *m, int x, int y, int dir)
2545{
2531 sint16 dx, dy; 2546 sint16 dx, dy;
2547 int
2532 int mflags; 2548 mflags;
2533 2549
2550 if (dir < 0)
2534 if(dir<0) return 0; /* exit condition: invalid direction */ 2551 return 0; /* exit condition: invalid direction */
2535 2552
2536 dx = x + freearr_x[dir]; 2553 dx = x + freearr_x[dir];
2537 dy = y + freearr_y[dir]; 2554 dy = y + freearr_y[dir];
2538 2555
2539 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2556 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2540 2557
2541 /* This functional arguably was incorrect before - it was 2558 /* This functional arguably was incorrect before - it was
2542 * checking for P_WALL - that was basically seeing if 2559 * checking for P_WALL - that was basically seeing if
2543 * we could move to the monster - this is being more 2560 * we could move to the monster - this is being more
2544 * literal on if we can see it. To know if we can actually 2561 * literal on if we can see it. To know if we can actually
2545 * move to the monster, we'd need the monster passed in or 2562 * move to the monster, we'd need the monster passed in or
2546 * at least its move type. 2563 * at least its move type.
2547 */ 2564 */
2548 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2565 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2566 return 0;
2549 2567
2550 /* yes, can see. */ 2568 /* yes, can see. */
2551 if(dir < 9) return 1; 2569 if (dir < 9)
2570 return 1;
2552 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2571 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2553 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2572 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2554 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2555} 2573}
2556 2574
2557 2575
2558 2576
2559/* 2577/*
2560 * can_pick(picker, item): finds out if an object is possible to be 2578 * can_pick(picker, item): finds out if an object is possible to be
2561 * picked up by the picker. Returnes 1 if it can be 2579 * picked up by the picker. Returnes 1 if it can be
2562 * picked up, otherwise 0. 2580 * picked up, otherwise 0.
2563 * 2581 *
2565 * core dumps if they do. 2583 * core dumps if they do.
2566 * 2584 *
2567 * Add a check so we can't pick up invisible objects (0.93.8) 2585 * Add a check so we can't pick up invisible objects (0.93.8)
2568 */ 2586 */
2569 2587
2588int
2570int can_pick(const object *who, const object *item) { 2589can_pick (const object *who, const object *item)
2590{
2571 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2591 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2572 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2592 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2573 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2593 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2574 (who->type==PLAYER||item->weight<who->weight/3));
2575} 2594}
2576 2595
2577 2596
2578/* 2597/*
2579 * create clone from object to another 2598 * create clone from object to another
2580 */ 2599 */
2600object *
2581object *object_create_clone (object *asrc) { 2601object_create_clone (object *asrc)
2602{
2603 object *
2582 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2604 dst = NULL, *tmp, *src, *part, *prev, *item;
2583 2605
2606 if (!asrc)
2584 if(!asrc) return NULL; 2607 return NULL;
2585 src = asrc; 2608 src = asrc;
2586 if(src->head) 2609 if (src->head)
2587 src = src->head; 2610 src = src->head;
2588 2611
2589 prev = NULL; 2612 prev = NULL;
2590 for(part = src; part; part = part->more) { 2613 for (part = src; part; part = part->more)
2614 {
2591 tmp = get_object(); 2615 tmp = get_object ();
2592 copy_object(part,tmp); 2616 copy_object (part, tmp);
2593 tmp->x -= src->x; 2617 tmp->x -= src->x;
2594 tmp->y -= src->y; 2618 tmp->y -= src->y;
2595 if(!part->head) { 2619 if (!part->head)
2620 {
2596 dst = tmp; 2621 dst = tmp;
2597 tmp->head = NULL; 2622 tmp->head = NULL;
2623 }
2598 } else { 2624 else
2625 {
2599 tmp->head = dst; 2626 tmp->head = dst;
2600 } 2627 }
2601 tmp->more = NULL; 2628 tmp->more = NULL;
2602 if(prev) 2629 if (prev)
2603 prev->more = tmp; 2630 prev->more = tmp;
2604 prev = tmp; 2631 prev = tmp;
2605 } 2632 }
2606 /*** copy inventory ***/ 2633
2607 for(item = src->inv; item; item = item->below) { 2634 for (item = src->inv; item; item = item->below)
2608 (void) insert_ob_in_ob(object_create_clone(item),dst); 2635 insert_ob_in_ob (object_create_clone (item), dst);
2609 }
2610 2636
2611 return dst; 2637 return dst;
2612}
2613
2614/* return true if the object was destroyed, 0 otherwise */
2615int was_destroyed (const object *op, tag_t old_tag)
2616{
2617 /* checking for FLAG_FREED isn't necessary, but makes this function more
2618 * robust */
2619 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2620} 2638}
2621 2639
2622/* GROS - Creates an object using a string representing its content. */ 2640/* GROS - Creates an object using a string representing its content. */
2623/* Basically, we save the content of the string to a temp file, then call */ 2641/* Basically, we save the content of the string to a temp file, then call */
2624/* load_object on it. I admit it is a highly inefficient way to make things, */ 2642/* load_object on it. I admit it is a highly inefficient way to make things, */
2625/* but it was simple to make and allows reusing the load_object function. */ 2643/* but it was simple to make and allows reusing the load_object function. */
2626/* Remember not to use load_object_str in a time-critical situation. */ 2644/* Remember not to use load_object_str in a time-critical situation. */
2627/* Also remember that multiparts objects are not supported for now. */ 2645/* Also remember that multiparts objects are not supported for now. */
2628 2646
2647object *
2629object* load_object_str(const char *obstr) 2648load_object_str (const char *obstr)
2630{ 2649{
2631 object *op; 2650 object *op;
2632 FILE *tempfile;
2633 char filename[MAX_BUF]; 2651 char filename[MAX_BUF];
2652
2634 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2653 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2654
2635 tempfile=fopen(filename,"w"); 2655 FILE *tempfile = fopen (filename, "w");
2656
2636 if (tempfile == NULL) 2657 if (tempfile == NULL)
2637 { 2658 {
2638 LOG(llevError,"Error - Unable to access load object temp file\n"); 2659 LOG (llevError, "Error - Unable to access load object temp file\n");
2639 return NULL; 2660 return NULL;
2640 }; 2661 }
2662
2641 fprintf(tempfile,obstr); 2663 fprintf (tempfile, obstr);
2642 fclose(tempfile); 2664 fclose (tempfile);
2643 2665
2644 op=get_object(); 2666 op = get_object ();
2645 2667
2646 tempfile=fopen(filename,"r"); 2668 object_thawer thawer (filename);
2647 if (tempfile == NULL) 2669
2648 { 2670 if (thawer)
2649 LOG(llevError,"Error - Unable to read object temp file\n"); 2671 load_object (thawer, op, 0);
2650 return NULL; 2672
2651 };
2652 load_object(tempfile,op,LO_NEWFILE,0);
2653 LOG(llevDebug," load str completed, object=%s\n",op->name); 2673 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2654 CLEAR_FLAG(op,FLAG_REMOVED); 2674 CLEAR_FLAG (op, FLAG_REMOVED);
2655 fclose(tempfile); 2675
2656 return op; 2676 return op;
2657} 2677}
2658 2678
2659/* This returns the first object in who's inventory that 2679/* This returns the first object in who's inventory that
2660 * has the same type and subtype match. 2680 * has the same type and subtype match.
2661 * returns NULL if no match. 2681 * returns NULL if no match.
2662 */ 2682 */
2683object *
2663object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2684find_obj_by_type_subtype (const object *who, int type, int subtype)
2664{ 2685{
2665 object *tmp; 2686 object *tmp;
2666 2687
2667 for (tmp=who->inv; tmp; tmp=tmp->below) 2688 for (tmp = who->inv; tmp; tmp = tmp->below)
2668 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2689 if (tmp->type == type && tmp->subtype == subtype)
2690 return tmp;
2669 2691
2670 return NULL; 2692 return NULL;
2671} 2693}
2672 2694
2673/* If ob has a field named key, return the link from the list, 2695/* If ob has a field named key, return the link from the list,
2674 * otherwise return NULL. 2696 * otherwise return NULL.
2675 * 2697 *
2676 * key must be a passed in shared string - otherwise, this won't 2698 * key must be a passed in shared string - otherwise, this won't
2677 * do the desired thing. 2699 * do the desired thing.
2678 */ 2700 */
2701key_value *
2679key_value * get_ob_key_link(const object * ob, const char * key) { 2702get_ob_key_link (const object *ob, const char *key)
2703{
2680 key_value * link; 2704 key_value *link;
2681 2705
2682 for (link = ob->key_values; link != NULL; link = link->next) { 2706 for (link = ob->key_values; link != NULL; link = link->next)
2683 if (link->key == key) { 2707 if (link->key == key)
2684 return link; 2708 return link;
2685 } 2709
2686 }
2687
2688 return NULL; 2710 return NULL;
2689} 2711}
2690 2712
2691/* 2713/*
2692 * Returns the value of op has an extra_field for key, or NULL. 2714 * Returns the value of op has an extra_field for key, or NULL.
2693 * 2715 *
2694 * The argument doesn't need to be a shared string. 2716 * The argument doesn't need to be a shared string.
2695 * 2717 *
2696 * The returned string is shared. 2718 * The returned string is shared.
2697 */ 2719 */
2720const char *
2698const char * get_ob_key_value(const object * op, const char * const key) { 2721get_ob_key_value (const object *op, const char *const key)
2722{
2699 key_value * link; 2723 key_value *link;
2700 const char * canonical_key; 2724 shstr_cmp canonical_key (key);
2725
2726 if (!canonical_key)
2701 2727 {
2702 canonical_key = find_string(key);
2703
2704 if (canonical_key == NULL) {
2705 /* 1. There being a field named key on any object 2728 /* 1. There being a field named key on any object
2706 * implies there'd be a shared string to find. 2729 * implies there'd be a shared string to find.
2707 * 2. Since there isn't, no object has this field. 2730 * 2. Since there isn't, no object has this field.
2708 * 3. Therefore, *this* object doesn't have this field. 2731 * 3. Therefore, *this* object doesn't have this field.
2709 */ 2732 */
2710 return NULL; 2733 return 0;
2711 } 2734 }
2712 2735
2713 /* This is copied from get_ob_key_link() above - 2736 /* This is copied from get_ob_key_link() above -
2714 * only 4 lines, and saves the function call overhead. 2737 * only 4 lines, and saves the function call overhead.
2715 */ 2738 */
2716 for (link = op->key_values; link != NULL; link = link->next) { 2739 for (link = op->key_values; link; link = link->next)
2717 if (link->key == canonical_key) { 2740 if (link->key == canonical_key)
2718 return link->value; 2741 return link->value;
2719 } 2742
2720 } 2743 return 0;
2721 return NULL;
2722} 2744}
2723 2745
2724 2746
2725/* 2747/*
2726 * Updates the canonical_key in op to value. 2748 * Updates the canonical_key in op to value.
2730 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2752 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2731 * keys. 2753 * keys.
2732 * 2754 *
2733 * Returns TRUE on success. 2755 * Returns TRUE on success.
2734 */ 2756 */
2757int
2735int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) { 2758set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2759{
2760 key_value *
2736 key_value * field = NULL, *last=NULL; 2761 field = NULL, *last = NULL;
2737 2762
2738 for (field=op->key_values; field != NULL; field=field->next) { 2763 for (field = op->key_values; field != NULL; field = field->next)
2739 if (field->key != canonical_key) {
2740 last = field;
2741 continue;
2742 }
2743 2764 {
2744 if (field->value) FREE_AND_CLEAR_STR(field->value); 2765 if (field->key != canonical_key)
2745 if (value) 2766 {
2746 field->value = add_string(value); 2767 last = field;
2747 else { 2768 continue;
2769 }
2770
2771 if (value)
2772 field->value = value;
2773 else
2774 {
2748 /* Basically, if the archetype has this key set, 2775 /* Basically, if the archetype has this key set,
2749 * we need to store the null value so when we save 2776 * we need to store the null value so when we save
2750 * it, we save the empty value so that when we load, 2777 * it, we save the empty value so that when we load,
2751 * we get this value back again. 2778 * we get this value back again.
2752 */ 2779 */
2753 if (get_ob_key_link(&op->arch->clone, canonical_key)) 2780 if (get_ob_key_link (&op->arch->clone, canonical_key))
2754 field->value = NULL; 2781 field->value = 0;
2755 else { 2782 else
2756 /* Delete this link */ 2783 {
2757 if (field->key) FREE_AND_CLEAR_STR(field->key); 2784 if (last)
2758 if (field->value) FREE_AND_CLEAR_STR(field->value); 2785 last->next = field->next;
2759 if (last) last->next = field->next; 2786 else
2760 else op->key_values = field->next; 2787 op->key_values = field->next;
2761 free(field); 2788
2762 } 2789 delete field;
2763 } 2790 }
2791 }
2764 return TRUE; 2792 return TRUE;
2765 } 2793 }
2766 /* IF we get here, key doesn't exist */ 2794 /* IF we get here, key doesn't exist */
2767 2795
2768 /* No field, we'll have to add it. */ 2796 /* No field, we'll have to add it. */
2797
2798 if (!add_key)
2769 2799 {
2770 if (!add_key) {
2771 return FALSE; 2800 return FALSE;
2772 } 2801 }
2773 /* There isn't any good reason to store a null 2802 /* There isn't any good reason to store a null
2774 * value in the key/value list. If the archetype has 2803 * value in the key/value list. If the archetype has
2775 * this key, then we should also have it, so shouldn't 2804 * this key, then we should also have it, so shouldn't
2776 * be here. If user wants to store empty strings, 2805 * be here. If user wants to store empty strings,
2777 * should pass in "" 2806 * should pass in ""
2778 */ 2807 */
2779 if (value == NULL) return TRUE; 2808 if (value == NULL)
2780
2781 field = (key_value *) malloc(sizeof(key_value));
2782
2783 field->key = add_refcount(canonical_key);
2784 field->value = add_string(value);
2785 /* Usual prepend-addition. */
2786 field->next = op->key_values;
2787 op->key_values = field;
2788
2789 return TRUE; 2809 return TRUE;
2810
2811 field = new key_value;
2812
2813 field->key = canonical_key;
2814 field->value = value;
2815 /* Usual prepend-addition. */
2816 field->next = op->key_values;
2817 op->key_values = field;
2818
2819 return TRUE;
2790} 2820}
2791 2821
2792/* 2822/*
2793 * Updates the key in op to value. 2823 * Updates the key in op to value.
2794 * 2824 *
2796 * and not add new ones. 2826 * and not add new ones.
2797 * In general, should be little reason FALSE is ever passed in for add_key 2827 * In general, should be little reason FALSE is ever passed in for add_key
2798 * 2828 *
2799 * Returns TRUE on success. 2829 * Returns TRUE on success.
2800 */ 2830 */
2831int
2801int set_ob_key_value(object * op, const char * key, const char * value, int add_key) { 2832set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2802 const char * canonical_key = NULL; 2833{
2803 int floating_ref = FALSE; 2834 shstr key_ (key);
2804 int ret; 2835
2836 return set_ob_key_value_s (op, key_, value, add_key);
2837}
2838
2839object::depth_iterator::depth_iterator (object *container)
2840: iterator_base (container)
2841{
2842 while (item->inv)
2843 item = item->inv;
2844}
2845
2846void
2847object::depth_iterator::next ()
2848{
2849 if (item->below)
2805 2850 {
2806 /* HACK This mess is to make sure set_ob_value() passes a shared string 2851 item = item->below;
2807 * to get_ob_key_link(), without leaving a leaked refcount. 2852
2808 */ 2853 while (item->inv)
2854 item = item->inv;
2809 2855 }
2810 canonical_key = find_string(key); 2856 else
2811 if (canonical_key == NULL) { 2857 item = item->env;
2812 canonical_key = add_string(key);
2813 floating_ref = TRUE;
2814 }
2815
2816 ret = set_ob_key_value_s(op, canonical_key, value, add_key);
2817
2818 if (floating_ref) {
2819 free_string(canonical_key);
2820 }
2821
2822 return ret;
2823} 2858}
2859
2860// return a suitable string describing an objetc in enough detail to find it
2861const char *
2862object::debug_desc (char *info) const
2863{
2864 char info2[256 * 3];
2865 char *p = info;
2866
2867 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2868 count,
2869 &name,
2870 title ? " " : "",
2871 title ? (const char *)title : "");
2872
2873 if (env)
2874 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2875
2876 if (map)
2877 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2878
2879 return info;
2880}
2881
2882const char *
2883object::debug_desc () const
2884{
2885 static char info[256 * 3];
2886 return debug_desc (info);
2887}
2888

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