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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 1.29 by root, Mon Sep 11 12:38:36 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 1
6/* 2/*
7 CrossFire, A Multiplayer game for X-windows 3 CrossFire, A Multiplayer game for X-windows
8 4
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
28 24
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 27 variable. */
32#include <global.h> 28#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 29#include <stdio.h>
35#include <sys/types.h> 30#include <sys/types.h>
36#include <sys/uio.h> 31#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 32#include <object.h>
39#include <funcpoint.h> 33#include <funcpoint.h>
40#include <skills.h> 34#include <skills.h>
41#include <loader.h> 35#include <loader.h>
42#ifdef MEMORY_DEBUG 36
43int nroffreeobjects = 0;
44int nrofallocobjects = 0; 37int nrofallocobjects = 0;
45#undef OBJ_EXPAND
46#define OBJ_EXPAND 1
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 */ 39object *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 */ 40object *active_objects; /* List of active objects that need to be processed */
56 41
57void (*object_free_callback)(object *ob); 42short 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}; 43 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]= 44};
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, 45short 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}; 46 -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]= 47};
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, 48int 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}; 49 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
50};
68int freedir[SIZEOFFREE]= { 51int 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, 52 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}; 53 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
71 54};
72 55
73/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 56/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
57static int
74static int compare_ob_value_lists_one(const object * wants, const object * has) { 58compare_ob_value_lists_one (const object *wants, const object *has)
59{
75 key_value * wants_field; 60 key_value *wants_field;
76 61
77 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 62 /* 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 63 * objects with lists are rare, and lists stay short. If not, use a
79 * different structure or at least keep the lists sorted... 64 * different structure or at least keep the lists sorted...
80 */ 65 */
81 66
82 /* For each field in wants, */ 67 /* For each field in wants, */
83 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 68 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
69 {
84 key_value * has_field; 70 key_value *has_field;
85 71
86 /* Look for a field in has with the same key. */ 72 /* Look for a field in has with the same key. */
87 has_field = get_ob_key_link(has, wants_field->key); 73 has_field = get_ob_key_link (has, wants_field->key);
74
75 if (has_field == NULL)
88 76 {
89 if (has_field == NULL) {
90 /* No field with that name. */ 77 /* No field with that name. */
91 return FALSE; 78 return FALSE;
92 }
93 79 }
80
94 /* Found the matching field. */ 81 /* Found the matching field. */
95 if (has_field->value != wants_field->value) { 82 if (has_field->value != wants_field->value)
83 {
96 /* Values don't match, so this half of the comparison is false. */ 84 /* Values don't match, so this half of the comparison is false. */
97 return FALSE; 85 return FALSE;
98 } 86 }
99 87
100 /* If we get here, we found a match. Now for the next field in wants. */ 88 /* If we get here, we found a match. Now for the next field in wants. */
101 }
102 89 }
90
103 /* If we get here, every field in wants has a matching field in has. */ 91 /* If we get here, every field in wants has a matching field in has. */
104 return TRUE; 92 return TRUE;
105} 93}
106 94
107/* Returns TRUE if ob1 has the same key_values as ob2. */ 95/* Returns TRUE if ob1 has the same key_values as ob2. */
96static int
108static int compare_ob_value_lists(const object * ob1, const object * ob2) { 97compare_ob_value_lists (const object *ob1, const object *ob2)
98{
109 /* However, there may be fields in has which aren't partnered in wants, 99 /* However, there may be fields in has which aren't partnered in wants,
110 * so we need to run the comparison *twice*. :( 100 * so we need to run the comparison *twice*. :(
111 */ 101 */
112 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 102 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
113} 103}
114 104
115/* Function examines the 2 objects given to it, and returns true if 105/* Function examines the 2 objects given to it, and returns true if
116 * they can be merged together. 106 * they can be merged together.
117 * 107 *
123 * 113 *
124 * Improvements made with merge: Better checking on potion, and also 114 * Improvements made with merge: Better checking on potion, and also
125 * check weight 115 * check weight
126 */ 116 */
127 117
128int CAN_MERGE(object *ob1, object *ob2) { 118bool object::can_merge (object *ob1, object *ob2)
129 119{
130 /* A couple quicksanity checks */ 120 /* A couple quicksanity checks */
131 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 121 if ((ob1 == ob2) || (ob1->type != ob2->type))
122 return 0;
132 123
133 if (ob1->speed != ob2->speed) return 0; 124 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; 125 return 0;
140 126
141 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 127 /* 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 128 * value could not be stored in a sint32 (which unfortunately sometimes is
143 * used to store nrof). 129 * used to store nrof).
144 */ 130 */
145 if (ob1->nrof+ob2->nrof >= 1UL<<31) 131 if (ob1->nrof + ob2->nrof >= 1UL << 31)
146 return 0; 132 return 0;
147 133
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. 134 /* 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 135 * 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 136 * 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 137 * are not equal - just if it has been identified, the been_applied
167 * flags lose any meaning. 138 * flags lose any meaning.
168 */ 139 */
169 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED)) 140 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
170 SET_FLAG(ob1, FLAG_BEEN_APPLIED); 141 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
171 142
172 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED)) 143 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
173 SET_FLAG(ob2, FLAG_BEEN_APPLIED); 144 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
174 145
175 146
176 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 147 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
177 * being locked in inventory should prevent merging. 148 * being locked in inventory should prevent merging.
178 * 0x4 in flags3 is CLIENT_SENT 149 * 0x4 in flags3 is CLIENT_SENT
179 */ 150 */
180 if ((ob1->arch != ob2->arch) || 151 if ((ob1->arch != ob2->arch) ||
181 (ob1->flags[0] != ob2->flags[0]) || 152 (ob1->flags[0] != ob2->flags[0]) ||
182 (ob1->flags[1] != ob2->flags[1]) || 153 (ob1->flags[1] != ob2->flags[1]) ||
183 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) || 154 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
184 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) || 155 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
185 (ob1->name != ob2->name) || 156 (ob1->name != ob2->name) ||
186 (ob1->title != ob2->title) || 157 (ob1->title != ob2->title) ||
187 (ob1->msg != ob2->msg) || 158 (ob1->msg != ob2->msg) ||
188 (ob1->weight != ob2->weight) || 159 (ob1->weight != ob2->weight) ||
189 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) || 160 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
190 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) || 161 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
191 (ob1->attacktype != ob2->attacktype) || 162 (ob1->attacktype != ob2->attacktype) ||
192 (ob1->magic != ob2->magic) || 163 (ob1->magic != ob2->magic) ||
193 (ob1->slaying != ob2->slaying) || 164 (ob1->slaying != ob2->slaying) ||
194 (ob1->skill != ob2->skill) || 165 (ob1->skill != ob2->skill) ||
195 (ob1->value != ob2->value) || 166 (ob1->value != ob2->value) ||
196 (ob1->animation_id != ob2->animation_id) || 167 (ob1->animation_id != ob2->animation_id) ||
197 (ob1->client_type != ob2->client_type) || 168 (ob1->client_type != ob2->client_type) ||
198 (ob1->materialname != ob2->materialname) || 169 (ob1->materialname != ob2->materialname) ||
199 (ob1->lore != ob2->lore) || 170 (ob1->lore != ob2->lore) ||
200 (ob1->subtype != ob2->subtype) || 171 (ob1->subtype != ob2->subtype) ||
201 (ob1->move_type != ob2->move_type) || 172 (ob1->move_type != ob2->move_type) ||
202 (ob1->move_block != ob2->move_block) || 173 (ob1->move_block != ob2->move_block) ||
203 (ob1->move_allow != ob2->move_allow) || 174 (ob1->move_allow != ob2->move_allow) ||
204 (ob1->move_on != ob2->move_on) || 175 (ob1->move_on != ob2->move_on) ||
205 (ob1->move_off != ob2->move_off) || 176 (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; 177 return 0;
210 178
179 /* This is really a spellbook check - really, we should
180 * check all objects in the inventory.
181 */
182 if (ob1->inv || ob2->inv)
183 {
184 /* if one object has inventory but the other doesn't, not equiv */
185 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
186 return 0;
187
188 /* Now check to see if the two inventory objects could merge */
189 if (!CAN_MERGE (ob1->inv, ob2->inv))
190 return 0;
191
192 /* inventory ok - still need to check rest of this object to see
193 * if it is valid.
194 */
195 }
196
211 /* Don't merge objects that are applied. With the new 'body' code, 197 /* 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 198 * 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. 199 * some items equipped, and we don't want those to merge.
214 */ 200 */
215 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 201 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
216 return 0; 202 return 0;
217 203
204 /* Note sure why the following is the case - either the object has to
205 * be animated or have a very low speed. Is this an attempted monster
206 * check?
207 */
208 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
209 return 0;
210
218 switch (ob1->type) { 211 switch (ob1->type)
212 {
219 case SCROLL: 213 case SCROLL:
220 if (ob1->level != ob2->level) return 0; 214 if (ob1->level != ob2->level)
215 return 0;
221 break; 216 break;
222
223 } 217 }
218
224 if (ob1->key_values != NULL || ob2->key_values != NULL) { 219 if (ob1->key_values != NULL || ob2->key_values != NULL)
220 {
225 /* At least one of these has key_values. */ 221 /* At least one of these has key_values. */
226 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) { 222 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
227 /* One has fields, but the other one doesn't. */ 223 /* One has fields, but the other one doesn't. */
228 return 0; 224 return 0;
229 } else if (!compare_ob_value_lists(ob1, ob2)) { 225 else if (!compare_ob_value_lists (ob1, ob2))
230 return 0; 226 return 0;
231 } 227 }
228
229 //TODO: generate an event or call into perl for additional checks
230 if (ob1->self || ob2->self)
232 } 231 {
232 ob1->optimise ();
233 ob2->optimise ();
233 234
235 if (ob1->self || ob2->self)
236 return 0;
237 }
238
234 /* Everything passes, must be OK. */ 239 /* Everything passes, must be OK. */
235 return 1; 240 return 1;
236} 241}
237 242
238/* 243/*
239 * sum_weight() is a recursive function which calculates the weight 244 * sum_weight() is a recursive function which calculates the weight
240 * an object is carrying. It goes through in figures out how much 245 * an object is carrying. It goes through in figures out how much
241 * containers are carrying, and sums it up. 246 * containers are carrying, and sums it up.
242 */ 247 */
243signed long sum_weight(object *op) { 248long
249sum_weight (object *op)
250{
244 signed long sum; 251 long sum;
245 object *inv; 252 object *inv;
253
246 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 254 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
255 {
247 if (inv->inv) 256 if (inv->inv)
248 sum_weight(inv); 257 sum_weight (inv);
249 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 258 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
250 } 259 }
251 if (op->type == CONTAINER && op->stats.Str) 260 if (op->type == CONTAINER && op->stats.Str)
252 sum = (sum * (100 - op->stats.Str))/100; 261 sum = (sum * (100 - op->stats.Str)) / 100;
253 if(op->carrying != sum) 262 if (op->carrying != sum)
254 op->carrying = sum; 263 op->carrying = sum;
255 return sum; 264 return sum;
256} 265}
257 266
258/** 267/**
259 * Return the outermost environment object for a given object. 268 * Return the outermost environment object for a given object.
260 */ 269 */
261 270
271object *
262object *object_get_env_recursive (object *op) { 272object_get_env_recursive (object *op)
273{
263 while (op->env != NULL) 274 while (op->env != NULL)
264 op = op->env; 275 op = op->env;
265 return op; 276 return op;
266} 277}
267 278
268/* 279/*
269 * Eneq(@csd.uu.se): Since we can have items buried in a character we need 280 * 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 281 * a better check. We basically keeping traversing up until we can't
271 * or find a player. 282 * or find a player.
272 */ 283 */
273 284
285object *
274object *is_player_inv (object *op) { 286is_player_inv (object *op)
287{
275 for (;op!=NULL&&op->type!=PLAYER; op=op->env) 288 for (; op != NULL && op->type != PLAYER; op = op->env)
276 if (op->env==op) 289 if (op->env == op)
277 op->env = NULL; 290 op->env = NULL;
278 return op; 291 return op;
279} 292}
280 293
281/* 294/*
282 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 295 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
283 * Some error messages. 296 * Some error messages.
284 * The result of the dump is stored in the static global errmsg array. 297 * The result of the dump is stored in the static global errmsg array.
285 */ 298 */
286 299
300void
287void dump_object2(object *op) { 301dump_object2 (object *op)
302{
303 errmsg[0] = 0;
304 return;
305 //TODO//D#d#
306#if 0
288 char *cp; 307 char *cp;
308
289/* object *tmp;*/ 309/* object *tmp;*/
290 310
291 if(op->arch!=NULL) { 311 if (op->arch != NULL)
312 {
292 strcat(errmsg,"arch "); 313 strcat (errmsg, "arch ");
293 strcat(errmsg,op->arch->name?op->arch->name:"(null)"); 314 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
294 strcat(errmsg,"\n"); 315 strcat (errmsg, "\n");
295 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL) 316 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
296 strcat(errmsg,cp); 317 strcat (errmsg, cp);
297#if 0 318# if 0
298 /* Don't dump player diffs - they are too long, mostly meaningless, and 319 /* Don't dump player diffs - they are too long, mostly meaningless, and
299 * will overflow the buffer. 320 * will overflow the buffer.
300 * Changed so that we don't dump inventory either. This may 321 * Changed so that we don't dump inventory either. This may
301 * also overflow the buffer. 322 * also overflow the buffer.
302 */ 323 */
303 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL) 324 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
304 strcat(errmsg,cp); 325 strcat (errmsg, cp);
305 for (tmp=op->inv; tmp; tmp=tmp->below) 326 for (tmp = op->inv; tmp; tmp = tmp->below)
306 dump_object2(tmp); 327 dump_object2 (tmp);
328# endif
329 strcat (errmsg, "end\n");
330 }
331 else
332 {
333 strcat (errmsg, "Object ");
334 if (op->name == NULL)
335 strcat (errmsg, "(null)");
336 else
337 strcat (errmsg, op->name);
338 strcat (errmsg, "\n");
339# if 0
340 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
341 strcat (errmsg, cp);
342 for (tmp = op->inv; tmp; tmp = tmp->below)
343 dump_object2 (tmp);
344# endif
345 strcat (errmsg, "end\n");
346 }
307#endif 347#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} 348}
323 349
324/* 350/*
325 * Dumps an object. Returns output in the static global errmsg array. 351 * Dumps an object. Returns output in the static global errmsg array.
326 */ 352 */
327 353
354void
328void dump_object(object *op) { 355dump_object (object *op)
356{
329 if(op==NULL) { 357 if (op == NULL)
358 {
330 strcpy(errmsg,"[NULL pointer]"); 359 strcpy (errmsg, "[NULL pointer]");
331 return; 360 return;
332 } 361 }
333 errmsg[0]='\0'; 362 errmsg[0] = '\0';
334 dump_object2(op); 363 dump_object2 (op);
335} 364}
336 365
337/* GROS - Dumps an object. Return the result into a string */ 366void
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) { 367dump_all_objects (void)
368{
378 object *op; 369 object *op;
370
379 for(op=objects;op!=NULL;op=op->next) { 371 for (op = objects; op != NULL; op = op->next)
372 {
380 dump_object(op); 373 dump_object (op);
381 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg); 374 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
382 } 375 }
383} 376}
384 377
385/* 378/*
386 * get_nearest_part(multi-object, object 2) returns the part of the 379 * get_nearest_part(multi-object, object 2) returns the part of the
387 * multi-object 1 which is closest to the second object. 380 * multi-object 1 which is closest to the second object.
388 * If it's not a multi-object, it is returned. 381 * If it's not a multi-object, it is returned.
389 */ 382 */
390 383
384object *
391object *get_nearest_part(object *op, const object *pl) { 385get_nearest_part (object *op, const object *pl)
386{
392 object *tmp,*closest; 387 object *tmp, *closest;
393 int last_dist,i; 388 int last_dist, i;
389
394 if(op->more==NULL) 390 if (op->more == NULL)
395 return op; 391 return op;
396 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 392 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
397 if((i=distance(tmp,pl))<last_dist) 393 if ((i = distance (tmp, pl)) < last_dist)
398 closest=tmp,last_dist=i; 394 closest = tmp, last_dist = i;
399 return closest; 395 return closest;
400} 396}
401 397
402/* 398/*
403 * Returns the object which has the count-variable equal to the argument. 399 * Returns the object which has the count-variable equal to the argument.
404 */ 400 */
405 401
402object *
406object *find_object(tag_t i) { 403find_object (tag_t i)
404{
407 object *op; 405 object *op;
406
408 for(op=objects;op!=NULL;op=op->next) 407 for (op = objects; op != NULL; op = op->next)
409 if(op->count==i) 408 if (op->count == i)
410 break; 409 break;
411 return op; 410 return op;
412} 411}
413 412
414/* 413/*
415 * Returns the first object which has a name equal to the argument. 414 * Returns the first object which has a name equal to the argument.
416 * Used only by the patch command, but not all that useful. 415 * Used only by the patch command, but not all that useful.
417 * Enables features like "patch <name-of-other-player> food 999" 416 * Enables features like "patch <name-of-other-player> food 999"
418 */ 417 */
419 418
419object *
420object *find_object_name(const char *str) { 420find_object_name (const char *str)
421{
421 const char *name=add_string(str); 422 const char *name = shstr::find (str);
422 object *op; 423 object *op;
424
423 for(op=objects;op!=NULL;op=op->next) 425 for (op = objects; op != NULL; op = op->next)
424 if(op->name==name) 426 if (&op->name == name)
425 break; 427 break;
426 free_string(name); 428
427 return op; 429 return op;
428} 430}
429 431
432void
430void free_all_object_data(void) { 433free_all_object_data ()
431#ifdef MEMORY_DEBUG 434{
432 object *op, *next; 435 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
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} 436}
445 437
446/* 438/*
447 * Returns the object which this object marks as being the owner. 439 * 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 440 * A id-scheme is used to avoid pointing to objects which have been
452 * prompt, he is removed, and we don't want to treat him as an owner of 444 * 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 445 * 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. 446 * anything - once an object is removed, it is basically dead anyways.
455 */ 447 */
456 448
449object *
457object *get_owner(object *op) { 450get_owner (object *op)
451{
458 if(op->owner==NULL) 452 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; 453 return NULL;
468}
469 454
455 if (!QUERY_FLAG (op->owner, FLAG_FREED) && !QUERY_FLAG (op->owner, FLAG_REMOVED) && op->owner->count == op->ownercount)
456 return op->owner;
457
458 op->owner = NULL;
459 op->ownercount = 0;
460 return NULL;
461}
462
463void
470void clear_owner(object *op) 464clear_owner (object *op)
471{ 465{
472 if (!op) return; 466 if (!op)
467 return;
473 468
474 if (op->owner && op->ownercount == op->owner->count) 469 if (op->owner && op->ownercount == op->owner->count)
475 op->owner->refcount--; 470 op->owner->refcount--;
476 471
477 op->owner = NULL; 472 op->owner = NULL;
478 op->ownercount = 0; 473 op->ownercount = 0;
479} 474}
480
481
482 475
483/* 476/*
484 * Sets the owner and sets the skill and exp pointers to owner's current 477 * Sets the owner and sets the skill and exp pointers to owner's current
485 * skill and experience objects. 478 * skill and experience objects.
486 */ 479 */
480void
487void set_owner (object *op, object *owner) 481set_owner (object *op, object *owner)
488{ 482{
489 if(owner==NULL||op==NULL) 483 if (owner == NULL || op == NULL)
490 return; 484 return;
491 485
492 /* next line added to allow objects which own objects */ 486 /* next line added to allow objects which own objects */
493 /* Add a check for ownercounts in here, as I got into an endless loop 487 /* 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 488 * with the fireball owning a poison cloud which then owned the
495 * fireball. I believe that was caused by one of the objects getting 489 * fireball. I believe that was caused by one of the objects getting
496 * freed and then another object replacing it. Since the ownercounts 490 * 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. 491 * didn't match, this check is valid and I believe that cause is valid.
498 */ 492 */
499 while (owner->owner && owner!=owner->owner && 493 while (owner->owner && owner != owner->owner && owner->ownercount == owner->owner->count)
500 owner->ownercount==owner->owner->count) owner=owner->owner; 494 owner = owner->owner;
501 495
502 /* IF the owner still has an owner, we did not resolve to a final owner. 496 /* IF the owner still has an owner, we did not resolve to a final owner.
503 * so lets not add to that. 497 * so lets not add to that.
504 */ 498 */
505 if (owner->owner) return; 499 if (owner->owner)
500 return;
506 501
507 op->owner=owner; 502 op->owner = owner;
508 503
509 op->ownercount=owner->count; 504 op->ownercount = owner->count;
510 owner->refcount++; 505 owner->refcount++;
511
512} 506}
513 507
514/* Set the owner to clone's current owner and set the skill and experience 508/* 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 509 * 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 510 * current skill and experience objects at the time when clone's owner was
519 * Use this function if player created an object (e.g. fire bullet, swarm 513 * 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 514 * spell), and this object creates further objects whose kills should be
521 * accounted for the player's original skill, even if player has changed 515 * accounted for the player's original skill, even if player has changed
522 * skills meanwhile. 516 * skills meanwhile.
523 */ 517 */
518void
524void copy_owner (object *op, object *clone) 519copy_owner (object *op, object *clone)
525{ 520{
526 object *owner = get_owner (clone); 521 object *owner = get_owner (clone);
522
527 if (owner == NULL) { 523 if (owner == NULL)
524 {
528 /* players don't have owners - they own themselves. Update 525 /* players don't have owners - they own themselves. Update
529 * as appropriate. 526 * as appropriate.
530 */ 527 */
531 if (clone->type == PLAYER) owner=clone; 528 if (clone->type == PLAYER)
532 else return; 529 owner = clone;
530 else
531 return;
533 } 532 }
533
534 set_owner(op, owner); 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} 535}
556 536
557/* Zero the key_values on op, decrementing the shared-string 537/* Zero the key_values on op, decrementing the shared-string
558 * refcounts and freeing the links. 538 * refcounts and freeing the links.
559 */ 539 */
540static void
560static void free_key_values(object * op) { 541free_key_values (object *op)
561 key_value * i; 542{
562 key_value * next = NULL; 543 for (key_value *i = op->key_values; i != 0;)
563 544 {
564 if (op->key_values == NULL) return; 545 key_value *next = i->next;
546 delete i;
547
548 i = next;
565 549 }
566 for (i = op->key_values; i != NULL; i = next) { 550
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; 551 op->key_values = 0;
577} 552}
578 553
554void object::clear ()
555{
556 attachable_base::clear ();
557
558 free_key_values (this);
559
560 clear_owner (this);
561
562 name = 0;
563 name_pl = 0;
564 title = 0;
565 race = 0;
566 slaying = 0;
567 skill = 0;
568 msg = 0;
569 lore = 0;
570 custom_name = 0;
571 materialname = 0;
572
573 memset (static_cast < object_pod * >(this), 0, sizeof (object_pod));
574
575 SET_FLAG (this, FLAG_REMOVED);
576}
577
578void object::clone (object *destination)
579{
580 *(object_copy *) destination = *this;
581 *(object_pod *) destination = *this;
582
583 if (self || cb)
584 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
585}
579 586
580/* 587/*
581 * clear_object() frees everything allocated by an object, and also 588 * clear_object() frees everything allocated by an object, and also
582 * clears all variables and flags to default settings. 589 * clears all variables and flags to default settings.
583 */ 590 */
584 591
592void
585void clear_object(object *op) { 593clear_object (object *op)
594{
595 op->clear ();
586 596
587 if (object_free_callback)
588 object_free_callback (op);
589
590 event *evt;
591 event *evt2;
592
593 /* redo this to be simpler/more efficient. Was also seeing
594 * crashes in the old code. Move this to the top - am
595 * seeing periodic crashes in this code, and would like to have
596 * as much info available as possible (eg, object name).
597 */
598 for (evt = op->events; evt; evt=evt2) {
599 evt2 = evt->next;
600
601 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
602 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
603 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
604
605 free(evt);
606 }
607 op->events = NULL;
608
609 free_key_values(op);
610
611 /* the memset will clear all these values for us, but we need
612 * to reduce the refcount on them.
613 */
614 if (op->name!=NULL) FREE_AND_CLEAR_STR(op->name);
615 if (op->name_pl!=NULL) FREE_AND_CLEAR_STR(op->name_pl);
616 if (op->title != NULL) FREE_AND_CLEAR_STR(op->title);
617 if (op->race!=NULL) FREE_AND_CLEAR_STR(op->race);
618 if (op->slaying!=NULL) FREE_AND_CLEAR_STR(op->slaying);
619 if (op->skill!=NULL) FREE_AND_CLEAR_STR(op->skill);
620 if (op->msg!=NULL) FREE_AND_CLEAR_STR(op->msg);
621 if (op->lore!=NULL) FREE_AND_CLEAR_STR(op->lore);
622 if (op->materialname!= NULL) FREE_AND_CLEAR_STR(op->materialname);
623
624
625 memset((void*)op, 0, sizeof (object_special));
626 /* Below here, we clear things that are not done by the memset,
627 * or set default values that are not zero.
628 */
629 /* This is more or less true */
630 SET_FLAG(op, FLAG_REMOVED);
631
632
633 op->contr = NULL; 597 op->contr = NULL;
634 op->below=NULL; 598 op->below = NULL;
635 op->above=NULL; 599 op->above = NULL;
636 op->inv=NULL; 600 op->inv = NULL;
637 op->events=NULL;
638 op->container=NULL; 601 op->container = NULL;
639 op->env=NULL; 602 op->env = NULL;
640 op->more=NULL; 603 op->more = NULL;
641 op->head=NULL; 604 op->head = NULL;
642 op->map=NULL; 605 op->map = NULL;
643 op->refcount=0; 606 op->refcount = 0;
644 op->active_next = NULL; 607 op->active_next = NULL;
645 op->active_prev = NULL; 608 op->active_prev = NULL;
646 /* What is not cleared is next, prev, and count */ 609 /* What is not cleared is next, prev, and count */
647 610
648 op->expmul=1.0; 611 op->expmul = 1.0;
649 op->face = blank_face; 612 op->face = blank_face;
650 op->attacked_by_count = (tag_t) -1; 613 op->attacked_by_count = -1;
614
651 if (settings.casting_time) 615 if (settings.casting_time)
652 op->casting_time = -1; 616 op->casting_time = -1;
653
654} 617}
655 618
656/* 619/*
657 * copy object first frees everything allocated by the second object, 620 * copy object first frees everything allocated by the second object,
658 * and then copies the contends of the first object into the second 621 * and then copies the contends of the first object into the second
660 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 623 * 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 624 * if the first object is freed, the pointers in the new object
662 * will point at garbage. 625 * will point at garbage.
663 */ 626 */
664 627
628void
665void copy_object(object *op2, object *op) { 629copy_object (object *op2, object *op)
666 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED); 630{
667 event *evt, *evt2, *evt_new; 631 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
632 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
668 633
669 if (object_free_callback) 634 op2->clone (op);
670 object_free_callback (op);
671 635
672 // callback registries and self are empty for copied objects 636 if (is_freed)
673 // this ought to change in the future 637 SET_FLAG (op, FLAG_FREED);
638 if (is_removed)
639 SET_FLAG (op, FLAG_REMOVED);
674 640
675 /* Decrement the refcounts, but don't bother zeroing the fields; 641 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; 642 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
719 643
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. */ 644 /* Copy over key_values, if any. */
742 if (op2->key_values != NULL) { 645 if (op2->key_values)
743 key_value * tail = NULL; 646 {
647 key_value *tail = 0;
744 key_value * i; 648 key_value *i;
745 649
746 op->key_values = NULL; 650 op->key_values = 0;
747 651
748 for (i = op2->key_values; i != NULL; i = i->next) { 652 for (i = op2->key_values; i; i = i->next)
749 key_value * new_link = (key_value *) malloc(sizeof(key_value)); 653 {
654 key_value *new_link = new key_value;
750 655
751 new_link->next = NULL; 656 new_link->next = 0;
752 new_link->key = add_refcount(i->key); 657 new_link->key = i->key;
753 if (i->value) 658 new_link->value = i->value;
754 new_link->value = add_refcount(i->value);
755 else
756 new_link->value = NULL;
757 659
758 /* Try and be clever here, too. */ 660 /* Try and be clever here, too. */
759 if (op->key_values == NULL) { 661 if (!op->key_values)
662 {
760 op->key_values = new_link; 663 op->key_values = new_link;
761 tail = new_link; 664 tail = new_link;
762 } else { 665 }
763 tail->next = new_link; 666 else
764 tail = new_link; 667 {
668 tail->next = new_link;
669 tail = new_link;
670 }
671 }
765 } 672 }
766 }
767 }
768 673
769 update_ob_speed(op); 674 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} 675}
856 676
857/* 677/*
858 * If an object with the IS_TURNABLE() flag needs to be turned due 678 * 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 679 * 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. 680 * be called to update the face variable, _and_ how it looks on the map.
861 */ 681 */
862 682
683void
863void update_turn_face(object *op) { 684update_turn_face (object *op)
685{
864 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 686 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
865 return; 687 return;
866 SET_ANIMATION(op, op->direction); 688 SET_ANIMATION (op, op->direction);
867 update_object(op,UP_OBJ_FACE); 689 update_object (op, UP_OBJ_FACE);
868} 690}
869 691
870/* 692/*
871 * Updates the speed of an object. If the speed changes from 0 to another 693 * 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. 694 * 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. 695 * This function needs to be called whenever the speed of an object changes.
874 */ 696 */
875 697
698void
876void update_ob_speed(object *op) { 699update_ob_speed (object *op)
700{
877 extern int arch_init; 701 extern int arch_init;
878 702
879 /* No reason putting the archetypes objects on the speed list, 703 /* No reason putting the archetypes objects on the speed list,
880 * since they never really need to be updated. 704 * since they never really need to be updated.
881 */ 705 */
882 706
883 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 707 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
708 {
884 LOG(llevError,"Object %s is freed but has speed.\n", op->name); 709 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
885#ifdef MANY_CORES 710#ifdef MANY_CORES
886 abort(); 711 abort ();
887#else 712#else
888 op->speed = 0; 713 op->speed = 0;
889#endif 714#endif
890 } 715 }
891 if (arch_init) { 716 if (arch_init)
892 return;
893 } 717 {
718 return;
719 }
894 if (FABS(op->speed)>MIN_ACTIVE_SPEED) { 720 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
721 {
895 /* If already on active list, don't do anything */ 722 /* If already on active list, don't do anything */
896 if (op->active_next || op->active_prev || op==active_objects) 723 if (op->active_next || op->active_prev || op == active_objects)
897 return; 724 return;
898 725
899 /* process_events() expects us to insert the object at the beginning 726 /* process_events() expects us to insert the object at the beginning
900 * of the list. */ 727 * of the list. */
901 op->active_next = active_objects; 728 op->active_next = active_objects;
902 if (op->active_next!=NULL) 729 if (op->active_next != NULL)
903 op->active_next->active_prev = op; 730 op->active_next->active_prev = op;
904 active_objects = op; 731 active_objects = op;
732 }
733 else
905 } 734 {
906 else {
907 /* If not on the active list, nothing needs to be done */ 735 /* If not on the active list, nothing needs to be done */
908 if (!op->active_next && !op->active_prev && op!=active_objects) 736 if (!op->active_next && !op->active_prev && op != active_objects)
909 return; 737 return;
910 738
911 if (op->active_prev==NULL) { 739 if (op->active_prev == NULL)
740 {
912 active_objects = op->active_next; 741 active_objects = op->active_next;
913 if (op->active_next!=NULL) 742 if (op->active_next != NULL)
914 op->active_next->active_prev = NULL; 743 op->active_next->active_prev = NULL;
915 } 744 }
916 else { 745 else
746 {
917 op->active_prev->active_next = op->active_next; 747 op->active_prev->active_next = op->active_next;
918 if (op->active_next) 748 if (op->active_next)
919 op->active_next->active_prev = op->active_prev; 749 op->active_next->active_prev = op->active_prev;
920 } 750 }
921 op->active_next = NULL; 751 op->active_next = NULL;
922 op->active_prev = NULL; 752 op->active_prev = NULL;
923 } 753 }
924} 754}
925 755
926/* This function removes object 'op' from the list of active 756/* This function removes object 'op' from the list of active
927 * objects. 757 * objects.
929 * reference maps where you don't want an object that isn't 759 * reference maps where you don't want an object that isn't
930 * in play chewing up cpu time getting processed. 760 * in play chewing up cpu time getting processed.
931 * The reverse of this is to call update_ob_speed, which 761 * The reverse of this is to call update_ob_speed, which
932 * will do the right thing based on the speed of the object. 762 * will do the right thing based on the speed of the object.
933 */ 763 */
764void
934void remove_from_active_list(object *op) 765remove_from_active_list (object *op)
935{ 766{
936 /* If not on the active list, nothing needs to be done */ 767 /* If not on the active list, nothing needs to be done */
937 if (!op->active_next && !op->active_prev && op!=active_objects) 768 if (!op->active_next && !op->active_prev && op != active_objects)
938 return; 769 return;
939 770
940 if (op->active_prev==NULL) { 771 if (op->active_prev == NULL)
772 {
941 active_objects = op->active_next; 773 active_objects = op->active_next;
942 if (op->active_next!=NULL) 774 if (op->active_next != NULL)
943 op->active_next->active_prev = NULL; 775 op->active_next->active_prev = NULL;
776 }
777 else
944 } 778 {
945 else {
946 op->active_prev->active_next = op->active_next; 779 op->active_prev->active_next = op->active_next;
947 if (op->active_next) 780 if (op->active_next)
948 op->active_next->active_prev = op->active_prev; 781 op->active_next->active_prev = op->active_prev;
949 } 782 }
950 op->active_next = NULL; 783 op->active_next = NULL;
951 op->active_prev = NULL; 784 op->active_prev = NULL;
952} 785}
953 786
954/* 787/*
955 * update_object() updates the array which represents the map. 788 * update_object() updates the array which represents the map.
956 * It takes into account invisible objects (and represent squares covered 789 * It takes into account invisible objects (and represent squares covered
971 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 804 * 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. 805 * as that is easier than trying to look at what may have changed.
973 * UP_OBJ_FACE: only the objects face has changed. 806 * UP_OBJ_FACE: only the objects face has changed.
974 */ 807 */
975 808
809void
976void update_object(object *op, int action) { 810update_object (object *op, int action)
811{
977 int update_now=0, flags; 812 int update_now = 0, flags;
978 MoveType move_on, move_off, move_block, move_slow; 813 MoveType move_on, move_off, move_block, move_slow;
979 814
980 if (op == NULL) { 815 if (op == NULL)
816 {
981 /* this should never happen */ 817 /* this should never happen */
982 LOG(llevDebug,"update_object() called for NULL object.\n"); 818 LOG (llevDebug, "update_object() called for NULL object.\n");
983 return; 819 return;
984 }
985 820 }
821
986 if(op->env!=NULL) { 822 if (op->env != NULL)
823 {
987 /* Animation is currently handled by client, so nothing 824 /* Animation is currently handled by client, so nothing
988 * to do in this case. 825 * to do in this case.
989 */ 826 */
990 return; 827 return;
991 } 828 }
992 829
993 /* If the map is saving, don't do anything as everything is 830 /* If the map is saving, don't do anything as everything is
994 * going to get freed anyways. 831 * going to get freed anyways.
995 */ 832 */
996 if (!op->map || op->map->in_memory == MAP_SAVING) return; 833 if (!op->map || op->map->in_memory == MAP_SAVING)
997 834 return;
835
998 /* make sure the object is within map boundaries */ 836 /* make sure the object is within map boundaries */
999 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 837 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)) { 838 {
1001 LOG(llevError,"update_object() called for object out of map!\n"); 839 LOG (llevError, "update_object() called for object out of map!\n");
1002#ifdef MANY_CORES 840#ifdef MANY_CORES
1003 abort(); 841 abort ();
1004#endif 842#endif
1005 return; 843 return;
1006 }
1007 844 }
845
1008 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 846 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
1009 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 847 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); 848 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); 849 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); 850 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); 851 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
1014 852
1015 if (action == UP_OBJ_INSERT) { 853 if (action == UP_OBJ_INSERT)
854 {
1016 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 855 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
1017 update_now=1; 856 update_now = 1;
1018 857
1019 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 858 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
1020 update_now=1; 859 update_now = 1;
1021 860
1022 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 861 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
1023 update_now=1; 862 update_now = 1;
1024 863
1025 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 864 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
1026 update_now=1; 865 update_now = 1;
1027 866
867 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
868 update_now = 1;
869
1028 if ((move_on | op->move_on) != move_on) update_now=1; 870 if ((move_on | op->move_on) != move_on)
871 update_now = 1;
872
1029 if ((move_off | op->move_off) != move_off) update_now=1; 873 if ((move_off | op->move_off) != move_off)
874 update_now = 1;
875
1030 /* This isn't perfect, but I don't expect a lot of objects to 876 /* This isn't perfect, but I don't expect a lot of objects to
1031 * to have move_allow right now. 877 * to have move_allow right now.
1032 */ 878 */
1033 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 879 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
1034 update_now=1; 880 update_now = 1;
881
1035 if ((move_slow | op->move_slow) != move_slow) update_now=1; 882 if ((move_slow | op->move_slow) != move_slow)
883 update_now = 1;
1036 } 884 }
1037 /* if the object is being removed, we can't make intelligent 885 /* if the object is being removed, we can't make intelligent
1038 * decisions, because remove_ob can't really pass the object 886 * decisions, because remove_ob can't really pass the object
1039 * that is being removed. 887 * that is being removed.
1040 */ 888 */
1041 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 889 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
1042 update_now=1; 890 update_now = 1;
1043 } else if (action == UP_OBJ_FACE) { 891 else if (action == UP_OBJ_FACE)
1044 /* Nothing to do for that case */ 892 /* Nothing to do for that case */ ;
1045 }
1046 else { 893 else
1047 LOG(llevError,"update_object called with invalid action: %d\n", action); 894 LOG (llevError, "update_object called with invalid action: %d\n", action);
1048 }
1049 895
1050 if (update_now) { 896 if (update_now)
897 {
1051 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 898 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); 899 update_position (op->map, op->x, op->y);
1053 } 900 }
1054 901
1055 if(op->more!=NULL) 902 if (op->more != NULL)
1056 update_object(op->more, action); 903 update_object (op->more, action);
1057} 904}
1058 905
906static unordered_vector < object *>mortals;
907static
908std::vector < object *>
909 freed;
910
911void object::free_mortals ()
912{
913 for (unordered_vector < object *>::iterator i = mortals.begin (); i != mortals.end ();)
914 if (!(*i)->refcount)
915 {
916 freed.push_back (*i);
917 mortals.erase (i);
918 }
919 else
920 ++i;
921}
922
923object::object ()
924{
925 SET_FLAG (this, FLAG_REMOVED);
926
927 expmul = 1.0;
928 face = blank_face;
929 attacked_by_count = -1;
930}
931
932object::~object ()
933{
934 free_key_values (this);
935}
936
937void object::link ()
938{
939 count = ++ob_count;
940
941 prev = 0;
942 next = objects;
943
944 if (objects)
945 objects->prev = this;
946
947 objects = this;
948}
949
950void object::unlink ()
951{
952 count = 0;
953
954 /* Remove this object from the list of used objects */
955 if (prev)
956 {
957 prev->next = next;
958 prev = 0;
959 }
960
961 if (next)
962 {
963 next->prev = prev;
964 next = 0;
965 }
966
967 if (this == objects)
968 objects = next;
969}
970
971object *object::create ()
972{
973 object *
974 op;
975
976 if (freed.empty ())
977 op = new object;
978
979 else
980 {
981 // highly annoying, but the only way to get it stable right now
982 op = freed.back ();
983 freed.pop_back ();
984 op->~object ();
985 new ((void *) op) object;
986 }
987
988 op->link ();
989 return op;
990}
1059 991
1060/* 992/*
1061 * free_object() frees everything allocated by an object, removes 993 * free_object() frees everything allocated by an object, removes
1062 * it from the list of used objects, and puts it on the list of 994 * 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. 995 * free objects. The IS_FREED() flag is set in the object.
1065 * this function to succeed. 997 * this function to succeed.
1066 * 998 *
1067 * If free_inventory is set, free inventory as well. Else drop items in 999 * If free_inventory is set, free inventory as well. Else drop items in
1068 * inventory to the ground. 1000 * inventory to the ground.
1069 */ 1001 */
1002void object::free (bool free_inventory)
1003{
1004 if (QUERY_FLAG (this, FLAG_FREED))
1005 return;
1070 1006
1071void free_object(object *ob) {
1072 free_object2(ob, 0);
1073}
1074void free_object2(object *ob, int free_inventory) {
1075 object *tmp,*op;
1076
1077 if (object_free_callback)
1078 object_free_callback (ob);
1079
1080 if (!QUERY_FLAG(ob,FLAG_REMOVED)) { 1007 if (!QUERY_FLAG (this, FLAG_REMOVED))
1081 LOG(llevDebug,"Free object called with non removed object\n"); 1008 remove_ob (this);
1082 dump_object(ob); 1009
1083#ifdef MANY_CORES
1084 abort();
1085#endif
1086 }
1087 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) { 1010 if (QUERY_FLAG (this, FLAG_FRIENDLY))
1088 LOG(llevMonster,"Warning: tried to free friendly object.\n");
1089 remove_friendly_object(ob); 1011 remove_friendly_object (this);
1012
1013 SET_FLAG (this, FLAG_FREED);
1014
1015 if (more)
1090 } 1016 {
1091 if(QUERY_FLAG(ob,FLAG_FREED)) { 1017 more->free (free_inventory);
1092 dump_object(ob); 1018 more = 0;
1093 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg); 1019 }
1094 return; 1020
1021 if (inv)
1095 } 1022 {
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 - 1023 /* Only if the space blocks everything do we not process -
1102 * if some form of movemnt is allowed, let objects 1024 * if some form of movement is allowed, let objects
1103 * drop on that space. 1025 * drop on that space.
1104 */ 1026 */
1105 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 1027 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)) 1028 {
1107 { 1029 object *op = inv;
1108 op=ob->inv; 1030
1109 while(op!=NULL) { 1031 while (op)
1110 tmp=op->below; 1032 {
1111 remove_ob(op); 1033 object *tmp = op->below;
1112 free_object2(op, free_inventory); 1034 op->free (free_inventory);
1113 op=tmp; 1035 op = tmp;
1036 }
1037 }
1038 else
1039 { /* Put objects in inventory onto this space */
1040 object *op = inv;
1041
1042 while (op)
1043 {
1044 object *tmp = op->below;
1045
1046 remove_ob (op);
1047
1048 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1049 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1050 free_object (op);
1051 else
1052 {
1053 op->x = x;
1054 op->y = y;
1055 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1056 }
1057
1058 op = tmp;
1059 }
1060 }
1114 } 1061 }
1115 } 1062
1116 else { /* Put objects in inventory onto this space */ 1063 clear_owner (this);
1117 op=ob->inv; 1064
1118 while(op!=NULL) {
1119 tmp=op->below;
1120 remove_ob(op);
1121 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) ||
1122 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
1123 free_object(op);
1124 else {
1125 op->x=ob->x;
1126 op->y=ob->y;
1127 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */
1128 }
1129 op=tmp;
1130 }
1131 }
1132 }
1133 /* Remove object from the active list */ 1065 /* Remove object from the active list */
1134 ob->speed = 0; 1066 speed = 0;
1135 update_ob_speed(ob); 1067 update_ob_speed (this);
1136 1068
1137 SET_FLAG(ob, FLAG_FREED); 1069 unlink ();
1138 ob->count = 0;
1139 1070
1140 /* Remove this object from the list of used objects */ 1071 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} 1072}
1225 1073
1226/* 1074/*
1227 * sub_weight() recursively (outwards) subtracts a number from the 1075 * sub_weight() recursively (outwards) subtracts a number from the
1228 * weight of an object (and what is carried by it's environment(s)). 1076 * weight of an object (and what is carried by it's environment(s)).
1229 */ 1077 */
1230 1078
1079void
1231void sub_weight (object *op, signed long weight) { 1080sub_weight (object *op, signed long weight)
1081{
1232 while (op != NULL) { 1082 while (op != NULL)
1083 {
1233 if (op->type == CONTAINER) { 1084 if (op->type == CONTAINER)
1085 {
1234 weight=(signed long)(weight*(100-op->stats.Str)/100); 1086 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1235 } 1087 }
1236 op->carrying-=weight; 1088 op->carrying -= weight;
1237 op = op->env; 1089 op = op->env;
1238 } 1090 }
1239} 1091}
1240 1092
1241/* remove_ob(op): 1093/* remove_ob(op):
1242 * This function removes the object op from the linked list of objects 1094 * 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 1095 * which it is currently tied to. When this function is done, the
1245 * environment, the x and y coordinates will be updated to 1097 * environment, the x and y coordinates will be updated to
1246 * the previous environment. 1098 * the previous environment.
1247 * Beware: This function is called from the editor as well! 1099 * Beware: This function is called from the editor as well!
1248 */ 1100 */
1249 1101
1102void
1250void remove_ob(object *op) { 1103remove_ob (object *op)
1251 object *tmp,*last=NULL; 1104{
1252 object *otmp; 1105 object *
1253 tag_t tag; 1106 tmp, *
1107 last = NULL;
1108 object *
1109 otmp;
1110
1111 tag_t
1112 tag;
1113 int
1254 int check_walk_off; 1114 check_walk_off;
1255 mapstruct *m; 1115 mapstruct *
1256 sint16 x,y;
1257 1116 m;
1258 1117
1118 sint16
1119 x,
1120 y;
1121
1259 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1122 if (QUERY_FLAG (op, FLAG_REMOVED))
1260 dump_object(op); 1123 return;
1261 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1262 1124
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); 1125 SET_FLAG (op, FLAG_REMOVED);
1279 1126
1127 if (op->more != NULL)
1128 remove_ob (op->more);
1129
1280 /* 1130 /*
1281 * In this case, the object to be removed is in someones 1131 * In this case, the object to be removed is in someones
1282 * inventory. 1132 * inventory.
1283 */ 1133 */
1284 if(op->env!=NULL) { 1134 if (op->env != NULL)
1135 {
1285 if(op->nrof) 1136 if (op->nrof)
1286 sub_weight(op->env, op->weight*op->nrof); 1137 sub_weight (op->env, op->weight * op->nrof);
1287 else 1138 else
1288 sub_weight(op->env, op->weight+op->carrying); 1139 sub_weight (op->env, op->weight + op->carrying);
1289 1140
1290 /* NO_FIX_PLAYER is set when a great many changes are being 1141 /* NO_FIX_PLAYER is set when a great many changes are being
1291 * made to players inventory. If set, avoiding the call 1142 * made to players inventory. If set, avoiding the call
1292 * to save cpu time. 1143 * to save cpu time.
1293 */ 1144 */
1294 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1145 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); 1146 fix_player (otmp);
1297 1147
1298 if(op->above!=NULL) 1148 if (op->above != NULL)
1299 op->above->below=op->below; 1149 op->above->below = op->below;
1300 else 1150 else
1301 op->env->inv=op->below; 1151 op->env->inv = op->below;
1302 1152
1303 if(op->below!=NULL) 1153 if (op->below != NULL)
1304 op->below->above=op->above; 1154 op->below->above = op->above;
1305 1155
1306 /* we set up values so that it could be inserted into 1156 /* we set up values so that it could be inserted into
1307 * the map, but we don't actually do that - it is up 1157 * the map, but we don't actually do that - it is up
1308 * to the caller to decide what we want to do. 1158 * to the caller to decide what we want to do.
1309 */ 1159 */
1310 op->x=op->env->x,op->y=op->env->y; 1160 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; 1161 op->map = op->env->map;
1313 op->above=NULL,op->below=NULL; 1162 op->above = NULL, op->below = NULL;
1314 op->env=NULL; 1163 op->env = NULL;
1315 return; 1164 }
1165 else if (op->map)
1316 } 1166 {
1317
1318 /* If we get here, we are removing it from a map */
1319 if (op->map == NULL) return;
1320
1321 x = op->x; 1167 x = op->x;
1322 y = op->y; 1168 y = op->y;
1323 m = get_map_from_coord(op->map, &x, &y); 1169 m = get_map_from_coord (op->map, &x, &y);
1324 1170
1325 if (!m) { 1171 if (!m)
1172 {
1326 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1173 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); 1174 op->map->path, op->x, op->y);
1328 /* in old days, we used to set x and y to 0 and continue. 1175 /* 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 1176 * it seems if we get into this case, something is probablye
1330 * screwed up and should be fixed. 1177 * screwed up and should be fixed.
1331 */ 1178 */
1332 abort(); 1179 abort ();
1333 } 1180 }
1181
1334 if (op->map != m) { 1182 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", 1183 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); 1184 op->map->path, m->path, op->x, op->y, x, y);
1337 }
1338 1185
1339 /* Re did the following section of code - it looks like it had 1186 /* Re did the following section of code - it looks like it had
1340 * lots of logic for things we no longer care about 1187 * lots of logic for things we no longer care about
1341 */ 1188 */
1342 1189
1343 /* link the object above us */ 1190 /* link the object above us */
1344 if (op->above) 1191 if (op->above)
1345 op->above->below=op->below; 1192 op->above->below = op->below;
1346 else 1193 else
1347 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */ 1194 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1348 1195
1349 /* Relink the object below us, if there is one */ 1196 /* Relink the object below us, if there is one */
1350 if(op->below) { 1197 if (op->below)
1351 op->below->above=op->above; 1198 op->below->above = op->above;
1352 } else { 1199 else
1200 {
1353 /* Nothing below, which means we need to relink map object for this space 1201 /* 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 1202 * use translated coordinates in case some oddness with map tiling is
1355 * evident 1203 * evident
1356 */ 1204 */
1357 if(GET_MAP_OB(m,x,y)!=op) { 1205 if (GET_MAP_OB (m, x, y) != op)
1206 {
1358 dump_object(op); 1207 dump_object (op);
1208 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); 1209 "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)); 1210 dump_object (GET_MAP_OB (m, x, y));
1361 LOG(llevError,"%s\n",errmsg); 1211 LOG (llevError, "%s\n", errmsg);
1362 } 1212 }
1213
1363 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 1214 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1364 } 1215 }
1365 op->above=NULL; 1216
1217 op->above = 0;
1366 op->below=NULL; 1218 op->below = 0;
1367 1219
1368 if (op->map->in_memory == MAP_SAVING) 1220 if (op->map->in_memory == MAP_SAVING)
1369 return; 1221 return;
1370 1222
1371 tag = op->count; 1223 tag = op->count;
1372 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1224 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1225
1373 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1226 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1227 {
1374 /* No point updating the players look faces if he is the object 1228 /* No point updating the players look faces if he is the object
1375 * being removed. 1229 * being removed.
1376 */ 1230 */
1377 1231
1378 if(tmp->type==PLAYER && tmp!=op) { 1232 if (tmp->type == PLAYER && tmp != op)
1233 {
1379 /* If a container that the player is currently using somehow gets 1234 /* If a container that the player is currently using somehow gets
1380 * removed (most likely destroyed), update the player view 1235 * removed (most likely destroyed), update the player view
1381 * appropriately. 1236 * appropriately.
1382 */ 1237 */
1383 if (tmp->container==op) { 1238 if (tmp->container == op)
1384 CLEAR_FLAG(op, FLAG_APPLIED); 1239 {
1385 tmp->container=NULL; 1240 CLEAR_FLAG (op, FLAG_APPLIED);
1386 } 1241 tmp->container = NULL;
1242 }
1243
1387 tmp->contr->socket.update_look=1; 1244 tmp->contr->socket.update_look = 1;
1388 } 1245 }
1246
1389 /* See if player moving off should effect something */ 1247 /* See if player moving off should effect something */
1390 if (check_walk_off && ((op->move_type & tmp->move_off) && 1248 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)) { 1249 {
1392
1393 move_apply(tmp, op, NULL); 1250 move_apply (tmp, op, NULL);
1251
1394 if (was_destroyed (op, tag)) { 1252 if (was_destroyed (op, tag))
1395 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1253 {
1396 "leaving object\n", tmp->name, tmp->arch->name); 1254 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1397 } 1255 }
1398 } 1256 }
1399 1257
1400 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1258 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1401 1259
1402 if(tmp->above == tmp) 1260 if (tmp->above == tmp)
1403 tmp->above = NULL; 1261 tmp->above = NULL;
1404 last=tmp; 1262
1405 } 1263 last = tmp;
1264 }
1265
1406 /* last == NULL of there are no objects on this space */ 1266 /* last == NULL of there are no objects on this space */
1407 if (last==NULL) { 1267 if (last == NULL)
1268 {
1408 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1269 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1409 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1270 * 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 1271 * those out anyways, and if there are any flags set right now, they won't
1411 * be correct anyways. 1272 * be correct anyways.
1412 */ 1273 */
1413 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1274 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1414 update_position(op->map, op->x, op->y); 1275 update_position (op->map, op->x, op->y);
1415 } 1276 }
1416 else 1277 else
1417 update_object(last, UP_OBJ_REMOVE); 1278 update_object (last, UP_OBJ_REMOVE);
1418 1279
1419 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1280 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1420 update_all_los(op->map, op->x, op->y); 1281 update_all_los (op->map, op->x, op->y);
1421 1282 }
1422} 1283}
1423 1284
1424/* 1285/*
1425 * merge_ob(op,top): 1286 * merge_ob(op,top):
1426 * 1287 *
1428 * merges op to the first matching object. 1289 * merges op to the first matching object.
1429 * If top is NULL, it is calculated. 1290 * If top is NULL, it is calculated.
1430 * Returns pointer to object if it succeded in the merge, otherwise NULL 1291 * Returns pointer to object if it succeded in the merge, otherwise NULL
1431 */ 1292 */
1432 1293
1294object *
1433object *merge_ob(object *op, object *top) { 1295merge_ob (object *op, object *top)
1296{
1434 if(!op->nrof) 1297 if (!op->nrof)
1435 return 0; 1298 return 0;
1299
1436 if(top==NULL) 1300 if (top == NULL)
1437 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1301 for (top = op; top != NULL && top->above != NULL; top = top->above);
1302
1438 for(;top!=NULL;top=top->below) { 1303 for (; top != NULL; top = top->below)
1304 {
1439 if(top==op) 1305 if (top == op)
1440 continue; 1306 continue;
1441 if (CAN_MERGE(op,top)) 1307 if (CAN_MERGE (op, top))
1442 { 1308 {
1443 top->nrof+=op->nrof; 1309 top->nrof += op->nrof;
1310
1444/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1311/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1445 op->weight = 0; /* Don't want any adjustements now */ 1312 op->weight = 0; /* Don't want any adjustements now */
1446 remove_ob(op); 1313 remove_ob (op);
1447 free_object(op); 1314 free_object (op);
1448 return top; 1315 return top;
1449 } 1316 }
1450 } 1317 }
1318
1451 return NULL; 1319 return NULL;
1452} 1320}
1453 1321
1454/* 1322/*
1455 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1323 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1456 * job preparing multi-part monsters 1324 * job preparing multi-part monsters
1457 */ 1325 */
1326object *
1458object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1327insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y)
1328{
1459 object* tmp; 1329 object *tmp;
1330
1460 if (op->head) 1331 if (op->head)
1461 op=op->head; 1332 op = op->head;
1333
1462 for (tmp=op;tmp;tmp=tmp->more){ 1334 for (tmp = op; tmp; tmp = tmp->more)
1335 {
1463 tmp->x=x+tmp->arch->clone.x; 1336 tmp->x = x + tmp->arch->clone.x;
1464 tmp->y=y+tmp->arch->clone.y; 1337 tmp->y = y + tmp->arch->clone.y;
1465 } 1338 }
1339
1466 return insert_ob_in_map (op, m, originator, flag); 1340 return insert_ob_in_map (op, m, originator, flag);
1467} 1341}
1468 1342
1469/* 1343/*
1470 * insert_ob_in_map (op, map, originator, flag): 1344 * insert_ob_in_map (op, map, originator, flag):
1471 * This function inserts the object in the two-way linked list 1345 * This function inserts the object in the two-way linked list
1485 * new object if 'op' was merged with other object 1359 * new object if 'op' was merged with other object
1486 * NULL if 'op' was destroyed 1360 * NULL if 'op' was destroyed
1487 * just 'op' otherwise 1361 * just 'op' otherwise
1488 */ 1362 */
1489 1363
1364object *
1490object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1365insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag)
1491{ 1366{
1492 object *tmp, *top, *floor=NULL; 1367 object *tmp, *top, *floor = NULL;
1493 sint16 x,y; 1368 sint16 x, y;
1494 1369
1495 if (QUERY_FLAG (op, FLAG_FREED)) { 1370 if (QUERY_FLAG (op, FLAG_FREED))
1371 {
1496 LOG (llevError, "Trying to insert freed object!\n"); 1372 LOG (llevError, "Trying to insert freed object!\n");
1497 return NULL; 1373 return NULL;
1374 }
1375
1376 if (m == NULL)
1498 } 1377 {
1499 if(m==NULL) {
1500 dump_object(op); 1378 dump_object (op);
1501 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1379 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1502 return op; 1380 return op;
1503 } 1381 }
1382
1504 if(out_of_map(m,op->x,op->y)) { 1383 if (out_of_map (m, op->x, op->y))
1384 {
1505 dump_object(op); 1385 dump_object (op);
1506 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1386 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1507#ifdef MANY_CORES 1387#ifdef MANY_CORES
1508 /* Better to catch this here, as otherwise the next use of this object 1388 /* 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 1389 * is likely to cause a crash. Better to find out where it is getting
1510 * improperly inserted. 1390 * improperly inserted.
1511 */ 1391 */
1512 abort(); 1392 abort ();
1513#endif 1393#endif
1514 return op; 1394 return op;
1515 } 1395 }
1396
1516 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1397 if (!QUERY_FLAG (op, FLAG_REMOVED))
1398 {
1517 dump_object(op); 1399 dump_object (op);
1518 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1400 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1519 return op; 1401 return op;
1520 } 1402 }
1403
1521 if(op->more!=NULL) { 1404 if (op->more != NULL)
1405 {
1522 /* The part may be on a different map. */ 1406 /* The part may be on a different map. */
1523 1407
1524 object *more = op->more; 1408 object *more = op->more;
1525 1409
1526 /* We really need the caller to normalize coordinates - if 1410 /* We really need the caller to normalize coordinates - if
1527 * we set the map, that doesn't work if the location is within 1411 * 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 1412 * a map and this is straddling an edge. So only if coordinate
1529 * is clear wrong do we normalize it. 1413 * is clear wrong do we normalize it.
1530 */ 1414 */
1531 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1415 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); 1416 more->map = get_map_from_coord (m, &more->x, &more->y);
1536 } else if (!more->map) { 1417 else if (!more->map)
1418 {
1537 /* For backwards compatibility - when not dealing with tiled maps, 1419 /* For backwards compatibility - when not dealing with tiled maps,
1538 * more->map should always point to the parent. 1420 * more->map should always point to the parent.
1539 */ 1421 */
1540 more->map = m; 1422 more->map = m;
1541 } 1423 }
1542 1424
1543 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1425 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1426 {
1544 if ( ! op->head) 1427 if (!op->head)
1545 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1428 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1429
1546 return NULL; 1430 return NULL;
1547 } 1431 }
1548 } 1432 }
1433
1549 CLEAR_FLAG(op,FLAG_REMOVED); 1434 CLEAR_FLAG (op, FLAG_REMOVED);
1550 1435
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 1436 /* 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 1437 * of areas of callers (eg, anything that uses find_free_spot would now
1557 * need extra work 1438 * need extra work
1558 */ 1439 */
1559 op->map=get_map_from_coord(m, &op->x, &op->y); 1440 op->map = get_map_from_coord (m, &op->x, &op->y);
1560 x = op->x; 1441 x = op->x;
1561 y = op->y; 1442 y = op->y;
1562 1443
1563 /* this has to be done after we translate the coordinates. 1444 /* this has to be done after we translate the coordinates.
1564 */ 1445 */
1565 if(op->nrof && !(flag & INS_NO_MERGE)) { 1446 if (op->nrof && !(flag & INS_NO_MERGE))
1566 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1447 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1567 if (CAN_MERGE(op,tmp)) { 1448 if (CAN_MERGE (op, tmp))
1568 op->nrof+=tmp->nrof; 1449 {
1569 remove_ob(tmp); 1450 op->nrof += tmp->nrof;
1570 free_object(tmp); 1451 remove_ob (tmp);
1571 } 1452 free_object (tmp);
1572 } 1453 }
1573 1454
1574 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1455 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1575 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1456 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1457
1576 if (!QUERY_FLAG(op, FLAG_ALIVE)) 1458 if (!QUERY_FLAG (op, FLAG_ALIVE))
1577 CLEAR_FLAG(op, FLAG_NO_STEAL); 1459 CLEAR_FLAG (op, FLAG_NO_STEAL);
1578 1460
1579 if (flag & INS_BELOW_ORIGINATOR) { 1461 if (flag & INS_BELOW_ORIGINATOR)
1462 {
1580 if (originator->map != op->map || originator->x != op->x || 1463 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1581 originator->y != op->y) { 1464 {
1582 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1465 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1583 abort(); 1466 abort ();
1584 } 1467 }
1468
1585 op->above = originator; 1469 op->above = originator;
1586 op->below = originator->below; 1470 op->below = originator->below;
1587 if (op->below) op->below->above = op; 1471
1472 if (op->below)
1473 op->below->above = op;
1474 else
1588 else SET_MAP_OB(op->map, op->x, op->y, op); 1475 SET_MAP_OB (op->map, op->x, op->y, op);
1476
1589 /* since *below* originator, no need to update top */ 1477 /* since *below* originator, no need to update top */
1590 originator->below = op; 1478 originator->below = op;
1591 } else { 1479 }
1480 else
1481 {
1592 /* If there are other objects, then */ 1482 /* If there are other objects, then */
1593 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) { 1483 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1484 {
1594 object *last=NULL; 1485 object *last = NULL;
1595 /* 1486
1487 /*
1596 * If there are multiple objects on this space, we do some trickier handling. 1488 * If there are multiple objects on this space, we do some trickier handling.
1597 * We've already dealt with merging if appropriate. 1489 * We've already dealt with merging if appropriate.
1598 * Generally, we want to put the new object on top. But if 1490 * Generally, we want to put the new object on top. But if
1599 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1491 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1600 * floor, we want to insert above that and no further. 1492 * floor, we want to insert above that and no further.
1601 * Also, if there are spell objects on this space, we stop processing 1493 * 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 1494 * 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 1495 * 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 1496 * when lots of spells are cast in one area. Currently, it is presumed
1605 * that flying non pickable objects are spell objects. 1497 * that flying non pickable objects are spell objects.
1606 */ 1498 */
1607 1499
1608 while (top != NULL) { 1500 while (top != NULL)
1609 if (QUERY_FLAG(top, FLAG_IS_FLOOR) || 1501 {
1610 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top; 1502 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1611 if (QUERY_FLAG(top, FLAG_NO_PICK) 1503 floor = top;
1612 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH)) 1504
1613 && !QUERY_FLAG(top, FLAG_IS_FLOOR)) 1505 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1614 { 1506 {
1615 /* We insert above top, so we want this object below this */ 1507 /* We insert above top, so we want this object below this */
1616 top=top->below; 1508 top = top->below;
1617 break; 1509 break;
1618 } 1510 }
1619 last = top; 1511
1620 top = top->above; 1512 last = top;
1621 } 1513 top = top->above;
1514 }
1515
1622 /* Don't want top to be NULL, so set it to the last valid object */ 1516 /* Don't want top to be NULL, so set it to the last valid object */
1623 top = last; 1517 top = last;
1624 1518
1625 /* We let update_position deal with figuring out what the space 1519 /* We let update_position deal with figuring out what the space
1626 * looks like instead of lots of conditions here. 1520 * looks like instead of lots of conditions here.
1627 * makes things faster, and effectively the same result. 1521 * makes things faster, and effectively the same result.
1628 */ 1522 */
1629 1523
1630 /* Have object 'fall below' other objects that block view. 1524 /* Have object 'fall below' other objects that block view.
1631 * Unless those objects are exits, type 66 1525 * Unless those objects are exits, type 66
1632 * If INS_ON_TOP is used, don't do this processing 1526 * If INS_ON_TOP is used, don't do this processing
1633 * Need to find the object that in fact blocks view, otherwise 1527 * Need to find the object that in fact blocks view, otherwise
1634 * stacking is a bit odd. 1528 * stacking is a bit odd.
1635 */ 1529 */
1636 if (!(flag & INS_ON_TOP) && 1530 if (!(flag & INS_ON_TOP) &&
1637 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && 1531 (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)) { 1532 {
1639 for (last=top; last != floor; last=last->below) 1533 for (last = top; last != floor; last = last->below)
1640 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break; 1534 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1535 break;
1641 /* Check to see if we found the object that blocks view, 1536 /* Check to see if we found the object that blocks view,
1642 * and make sure we have a below pointer for it so that 1537 * and make sure we have a below pointer for it so that
1643 * we can get inserted below this one, which requires we 1538 * we can get inserted below this one, which requires we
1644 * set top to the object below us. 1539 * set top to the object below us.
1645 */ 1540 */
1646 if (last && last->below && last != floor) top=last->below; 1541 if (last && last->below && last != floor)
1647 } 1542 top = last->below;
1648 } /* If objects on this space */ 1543 }
1544 } /* If objects on this space */
1545
1649 if (flag & INS_MAP_LOAD) 1546 if (flag & INS_MAP_LOAD)
1650 top = GET_MAP_TOP(op->map,op->x,op->y); 1547 top = GET_MAP_TOP (op->map, op->x, op->y);
1548
1651 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1549 if (flag & INS_ABOVE_FLOOR_ONLY)
1550 top = floor;
1652 1551
1653 /* Top is the object that our object (op) is going to get inserted above. 1552 /* Top is the object that our object (op) is going to get inserted above.
1654 */ 1553 */
1655 1554
1656 /* First object on this space */ 1555 /* First object on this space */
1657 if (!top) { 1556 if (!top)
1557 {
1658 op->above = GET_MAP_OB(op->map, op->x, op->y); 1558 op->above = GET_MAP_OB (op->map, op->x, op->y);
1659 if (op->above) op->above->below = op; 1559
1560 if (op->above)
1561 op->above->below = op;
1562
1660 op->below = NULL; 1563 op->below = NULL;
1661 SET_MAP_OB(op->map, op->x, op->y, op); 1564 SET_MAP_OB (op->map, op->x, op->y, op);
1662 } else { /* get inserted into the stack above top */ 1565 }
1566 else
1567 { /* get inserted into the stack above top */
1663 op->above = top->above; 1568 op->above = top->above;
1664 if (op->above) op->above->below = op; 1569
1570 if (op->above)
1571 op->above->below = op;
1572
1665 op->below = top; 1573 op->below = top;
1666 top->above = op; 1574 top->above = op;
1667 } 1575 }
1576
1668 if (op->above==NULL) 1577 if (op->above == NULL)
1669 SET_MAP_TOP(op->map,op->x, op->y, op); 1578 SET_MAP_TOP (op->map, op->x, op->y, op);
1670 } /* else not INS_BELOW_ORIGINATOR */ 1579 } /* else not INS_BELOW_ORIGINATOR */
1671 1580
1672 if(op->type==PLAYER) 1581 if (op->type == PLAYER)
1673 op->contr->do_los=1; 1582 op->contr->do_los = 1;
1674 1583
1675 /* If we have a floor, we know the player, if any, will be above 1584 /* 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. 1585 * it, so save a few ticks and start from there.
1677 */ 1586 */
1678 if (!(flag & INS_MAP_LOAD)) 1587 if (!(flag & INS_MAP_LOAD))
1679 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1588 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1680 if (tmp->type == PLAYER) 1589 if (tmp->type == PLAYER)
1681 tmp->contr->socket.update_look=1; 1590 tmp->contr->socket.update_look = 1;
1682 }
1683 1591
1684 /* If this object glows, it may affect lighting conditions that are 1592 /* If this object glows, it may affect lighting conditions that are
1685 * visible to others on this map. But update_all_los is really 1593 * 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 1594 * 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 1595 * on the map will get recalculated. The players could very well
1688 * be far away from this change and not affected in any way - 1596 * be far away from this change and not affected in any way -
1689 * this should get redone to only look for players within range, 1597 * this should get redone to only look for players within range,
1690 * or just updating the P_NEED_UPDATE for spaces within this area 1598 * or just updating the P_NEED_UPDATE for spaces within this area
1691 * of effect may be sufficient. 1599 * of effect may be sufficient.
1692 */ 1600 */
1693 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1601 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1694 update_all_los(op->map, op->x, op->y); 1602 update_all_los (op->map, op->x, op->y);
1695 1603
1696
1697 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1604 /* updates flags (blocked, alive, no magic, etc) for this map space */
1698 update_object(op,UP_OBJ_INSERT); 1605 update_object (op, UP_OBJ_INSERT);
1699 1606
1700
1701 /* Don't know if moving this to the end will break anything. However, 1607 /* 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. 1608 * we want to have update_look set above before calling this.
1703 * 1609 *
1704 * check_move_on() must be after this because code called from 1610 * check_move_on() must be after this because code called from
1705 * check_move_on() depends on correct map flags (so functions like 1611 * check_move_on() depends on correct map flags (so functions like
1706 * blocked() and wall() work properly), and these flags are updated by 1612 * blocked() and wall() work properly), and these flags are updated by
1707 * update_object(). 1613 * update_object().
1708 */ 1614 */
1709 1615
1710 /* if this is not the head or flag has been passed, don't check walk on status */ 1616 /* 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) { 1617 if (!(flag & INS_NO_WALK_ON) && !op->head)
1618 {
1713 if (check_move_on(op, originator)) 1619 if (check_move_on (op, originator))
1714 return NULL; 1620 return NULL;
1715 1621
1716 /* If we are a multi part object, lets work our way through the check 1622 /* If we are a multi part object, lets work our way through the check
1717 * walk on's. 1623 * walk on's.
1718 */ 1624 */
1719 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1625 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1720 if (check_move_on (tmp, originator)) 1626 if (check_move_on (tmp, originator))
1721 return NULL; 1627 return NULL;
1722 } 1628 }
1629
1723 return op; 1630 return op;
1724} 1631}
1725 1632
1726/* this function inserts an object in the map, but if it 1633/* 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. 1634 * 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. 1635 * op is the object to insert it under: supplies x and the map.
1729 */ 1636 */
1637void
1730void replace_insert_ob_in_map(const char *arch_string, object *op) { 1638replace_insert_ob_in_map (const char *arch_string, object *op)
1639{
1731 object *tmp; 1640 object *
1732 object *tmp1; 1641 tmp;
1642 object *
1643 tmp1;
1733 1644
1734 /* first search for itself and remove any old instances */ 1645 /* first search for itself and remove any old instances */
1735 1646
1736 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1647 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1648 {
1737 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1649 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1650 {
1738 remove_ob(tmp); 1651 remove_ob (tmp);
1739 free_object(tmp); 1652 free_object (tmp);
1740 } 1653 }
1741 } 1654 }
1742 1655
1743 tmp1=arch_to_object(find_archetype(arch_string)); 1656 tmp1 = arch_to_object (find_archetype (arch_string));
1744 1657
1745 1658 tmp1->x = op->x;
1746 tmp1->x = op->x; tmp1->y = op->y; 1659 tmp1->y = op->y;
1747 insert_ob_in_map(tmp1,op->map,op,0); 1660 insert_ob_in_map (tmp1, op->map, op, 0);
1748} 1661}
1749 1662
1750/* 1663/*
1751 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1664 * 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 1665 * is returned contains nr objects, and the remaining parts contains
1753 * the rest (or is removed and freed if that number is 0). 1666 * the rest (or is removed and freed if that number is 0).
1754 * On failure, NULL is returned, and the reason put into the 1667 * On failure, NULL is returned, and the reason put into the
1755 * global static errmsg array. 1668 * global static errmsg array.
1756 */ 1669 */
1757 1670
1671object *
1758object *get_split_ob(object *orig_ob, uint32 nr) { 1672get_split_ob (object *orig_ob, uint32 nr)
1759 object *newob; 1673{
1674 object *
1675 newob;
1676 int
1760 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1677 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1761 1678
1762 if(orig_ob->nrof<nr) { 1679 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 } 1680 {
1681 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1682 return NULL;
1683 }
1684
1767 newob = object_create_clone(orig_ob); 1685 newob = object_create_clone (orig_ob);
1686
1768 if((orig_ob->nrof-=nr)<1) { 1687 if ((orig_ob->nrof -= nr) < 1)
1688 {
1769 if ( ! is_removed) 1689 if (!is_removed)
1770 remove_ob(orig_ob); 1690 remove_ob (orig_ob);
1771 free_object2(orig_ob, 1); 1691 free_object2 (orig_ob, 1);
1772 } 1692 }
1773 else if ( ! is_removed) { 1693 else if (!is_removed)
1694 {
1774 if(orig_ob->env!=NULL) 1695 if (orig_ob->env != NULL)
1775 sub_weight (orig_ob->env,orig_ob->weight*nr); 1696 sub_weight (orig_ob->env, orig_ob->weight * nr);
1776 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1697 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1698 {
1777 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1699 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"); 1700 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1780 return NULL; 1701 return NULL;
1781 } 1702 }
1782 } 1703 }
1704
1783 newob->nrof=nr; 1705 newob->nrof = nr;
1784 1706
1785 return newob; 1707 return newob;
1786} 1708}
1787 1709
1788/* 1710/*
1789 * decrease_ob_nr(object, number) decreases a specified number from 1711 * decrease_ob_nr(object, number) decreases a specified number from
1790 * the amount of an object. If the amount reaches 0, the object 1712 * the amount of an object. If the amount reaches 0, the object
1791 * is subsequently removed and freed. 1713 * is subsequently removed and freed.
1792 * 1714 *
1793 * Return value: 'op' if something is left, NULL if the amount reached 0 1715 * Return value: 'op' if something is left, NULL if the amount reached 0
1794 */ 1716 */
1795 1717
1718object *
1796object *decrease_ob_nr (object *op, uint32 i) 1719decrease_ob_nr (object *op, uint32 i)
1797{ 1720{
1798 object *tmp; 1721 object *tmp;
1799 player *pl; 1722 player *pl;
1800 1723
1801 if (i == 0) /* objects with op->nrof require this check */ 1724 if (i == 0) /* objects with op->nrof require this check */
1802 return op; 1725 return op;
1803 1726
1804 if (i > op->nrof) 1727 if (i > op->nrof)
1805 i = op->nrof; 1728 i = op->nrof;
1806 1729
1807 if (QUERY_FLAG (op, FLAG_REMOVED)) 1730 if (QUERY_FLAG (op, FLAG_REMOVED))
1731 op->nrof -= i;
1732 else if (op->env != NULL)
1733 {
1734 /* is this object in the players inventory, or sub container
1735 * therein?
1736 */
1737 tmp = is_player_inv (op->env);
1738 /* nope. Is this a container the player has opened?
1739 * If so, set tmp to that player.
1740 * IMO, searching through all the players will mostly
1741 * likely be quicker than following op->env to the map,
1742 * and then searching the map for a player.
1743 */
1744 if (!tmp)
1745 {
1746 for (pl = first_player; pl; pl = pl->next)
1747 if (pl->ob->container == op->env)
1748 break;
1749 if (pl)
1750 tmp = pl->ob;
1751 else
1752 tmp = NULL;
1753 }
1754
1755 if (i < op->nrof)
1756 {
1757 sub_weight (op->env, op->weight * i);
1758 op->nrof -= i;
1759 if (tmp)
1760 {
1761 esrv_send_item (tmp, op);
1762 }
1763 }
1764 else
1765 {
1766 remove_ob (op);
1767 op->nrof = 0;
1768 if (tmp)
1769 {
1770 esrv_del_item (tmp->contr, op->count);
1771 }
1772 }
1808 { 1773 }
1774 else
1775 {
1776 object *above = op->above;
1777
1778 if (i < op->nrof)
1809 op->nrof -= i; 1779 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 { 1780 else
1781 {
1837 remove_ob (op); 1782 remove_ob (op);
1838 op->nrof = 0; 1783 op->nrof = 0;
1839 if (tmp) {
1840 esrv_del_item(tmp->contr, op->count);
1841 } 1784 }
1842 }
1843 }
1844 else
1845 {
1846 object *above = op->above;
1847 1785
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 */ 1786 /* Since we just removed op, op->above is null */
1855 for (tmp = above; tmp != NULL; tmp = tmp->above) 1787 for (tmp = above; tmp != NULL; tmp = tmp->above)
1856 if (tmp->type == PLAYER) { 1788 if (tmp->type == PLAYER)
1789 {
1857 if (op->nrof) 1790 if (op->nrof)
1858 esrv_send_item(tmp, op); 1791 esrv_send_item (tmp, op);
1859 else 1792 else
1860 esrv_del_item(tmp->contr, op->count); 1793 esrv_del_item (tmp->contr, op->count);
1861 } 1794 }
1862 } 1795 }
1863 1796
1864 if (op->nrof) { 1797 if (op->nrof)
1865 return op; 1798 return op;
1866 } else { 1799 else
1800 {
1867 free_object (op); 1801 free_object (op);
1868 return NULL; 1802 return NULL;
1869 } 1803 }
1870} 1804}
1871 1805
1872/* 1806/*
1873 * add_weight(object, weight) adds the specified weight to an object, 1807 * add_weight(object, weight) adds the specified weight to an object,
1874 * and also updates how much the environment(s) is/are carrying. 1808 * and also updates how much the environment(s) is/are carrying.
1875 */ 1809 */
1876 1810
1811void
1877void add_weight (object *op, signed long weight) { 1812add_weight (object *op, signed long weight)
1813{
1878 while (op!=NULL) { 1814 while (op != NULL)
1815 {
1879 if (op->type == CONTAINER) { 1816 if (op->type == CONTAINER)
1880 weight=(signed long)(weight*(100-op->stats.Str)/100); 1817 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1881 } 1818
1882 op->carrying+=weight; 1819 op->carrying += weight;
1883 op=op->env; 1820 op = op->env;
1884 } 1821 }
1885} 1822}
1886 1823
1887/* 1824/*
1888 * insert_ob_in_ob(op,environment): 1825 * insert_ob_in_ob(op,environment):
1889 * This function inserts the object op in the linked list 1826 * This function inserts the object op in the linked list
1896 * 1833 *
1897 * The function returns now pointer to inserted item, and return value can 1834 * The function returns now pointer to inserted item, and return value can
1898 * be != op, if items are merged. -Tero 1835 * be != op, if items are merged. -Tero
1899 */ 1836 */
1900 1837
1838object *
1901object *insert_ob_in_ob(object *op,object *where) { 1839insert_ob_in_ob (object *op, object *where)
1902 object *tmp, *otmp; 1840{
1841 object *
1842 tmp, *
1843 otmp;
1903 1844
1904 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1845 if (!QUERY_FLAG (op, FLAG_REMOVED))
1846 {
1905 dump_object(op); 1847 dump_object (op);
1906 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1848 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1907 return op; 1849 return op;
1908 } 1850 }
1851
1909 if(where==NULL) { 1852 if (where == NULL)
1853 {
1910 dump_object(op); 1854 dump_object (op);
1911 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg); 1855 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1912 return op; 1856 return op;
1913 } 1857 }
1858
1914 if (where->head) { 1859 if (where->head)
1915 LOG(llevDebug, 1860 {
1916 "Warning: Tried to insert object wrong part of multipart object.\n"); 1861 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1917 where = where->head; 1862 where = where->head;
1918 } 1863 }
1864
1919 if (op->more) { 1865 if (op->more)
1866 {
1920 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1867 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1921 op->name, op->count);
1922 return op; 1868 return op;
1923 } 1869 }
1870
1924 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1871 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1925 CLEAR_FLAG(op, FLAG_REMOVED); 1872 CLEAR_FLAG (op, FLAG_REMOVED);
1926 if(op->nrof) { 1873 if (op->nrof)
1874 {
1927 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1875 for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1928 if ( CAN_MERGE(tmp,op) ) { 1876 if (CAN_MERGE (tmp, op))
1877 {
1929 /* return the original object and remove inserted object 1878 /* return the original object and remove inserted object
1930 (client needs the original object) */ 1879 (client needs the original object) */
1931 tmp->nrof += op->nrof; 1880 tmp->nrof += op->nrof;
1932 /* Weight handling gets pretty funky. Since we are adding to 1881 /* Weight handling gets pretty funky. Since we are adding to
1933 * tmp->nrof, we need to increase the weight. 1882 * tmp->nrof, we need to increase the weight.
1934 */ 1883 */
1935 add_weight (where, op->weight*op->nrof); 1884 add_weight (where, op->weight * op->nrof);
1936 SET_FLAG(op, FLAG_REMOVED); 1885 SET_FLAG (op, FLAG_REMOVED);
1937 free_object(op); /* free the inserted object */ 1886 free_object (op); /* free the inserted object */
1938 op = tmp; 1887 op = tmp;
1939 remove_ob (op); /* and fix old object's links */ 1888 remove_ob (op); /* and fix old object's links */
1940 CLEAR_FLAG(op, FLAG_REMOVED); 1889 CLEAR_FLAG (op, FLAG_REMOVED);
1941 break; 1890 break;
1942 } 1891 }
1943 1892
1944 /* I assume combined objects have no inventory 1893 /* I assume combined objects have no inventory
1945 * We add the weight - this object could have just been removed 1894 * We add the weight - this object could have just been removed
1946 * (if it was possible to merge). calling remove_ob will subtract 1895 * (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 1896 * the weight, so we need to add it in again, since we actually do
1948 * the linking below 1897 * the linking below
1949 */ 1898 */
1950 add_weight (where, op->weight*op->nrof); 1899 add_weight (where, op->weight * op->nrof);
1900 }
1951 } else 1901 else
1952 add_weight (where, (op->weight+op->carrying)); 1902 add_weight (where, (op->weight + op->carrying));
1953 1903
1954 otmp=is_player_inv(where); 1904 otmp = is_player_inv (where);
1955 if (otmp&&otmp->contr!=NULL) { 1905 if (otmp && otmp->contr != NULL)
1906 {
1956 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1907 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1957 fix_player(otmp); 1908 fix_player (otmp);
1958 } 1909 }
1959 1910
1960 op->map=NULL; 1911 op->map = NULL;
1961 op->env=where; 1912 op->env = where;
1962 op->above=NULL; 1913 op->above = NULL;
1963 op->below=NULL; 1914 op->below = NULL;
1964 op->x=0,op->y=0; 1915 op->x = 0, op->y = 0;
1965 op->ox=0,op->oy=0;
1966 1916
1967 /* reset the light list and los of the players on the map */ 1917 /* reset the light list and los of the players on the map */
1968 if((op->glow_radius!=0)&&where->map) 1918 if ((op->glow_radius != 0) && where->map)
1969 { 1919 {
1970#ifdef DEBUG_LIGHTS 1920#ifdef DEBUG_LIGHTS
1971 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1921 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1972 op->name);
1973#endif /* DEBUG_LIGHTS */ 1922#endif /* DEBUG_LIGHTS */
1923 if (MAP_DARKNESS (where->map))
1974 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1924 update_all_los (where->map, where->x, where->y);
1975 } 1925 }
1976 1926
1977 /* Client has no idea of ordering so lets not bother ordering it here. 1927 /* Client has no idea of ordering so lets not bother ordering it here.
1978 * It sure simplifies this function... 1928 * It sure simplifies this function...
1979 */ 1929 */
1980 if (where->inv==NULL) 1930 if (where->inv == NULL)
1981 where->inv=op; 1931 where->inv = op;
1982 else { 1932 else
1933 {
1983 op->below = where->inv; 1934 op->below = where->inv;
1984 op->below->above = op; 1935 op->below->above = op;
1985 where->inv = op; 1936 where->inv = op;
1986 } 1937 }
1987 return op; 1938 return op;
1988} 1939}
1989 1940
1990/* 1941/*
1991 * Checks if any objects has a move_type that matches objects 1942 * 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 1957 * 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 1958 * object being inserted. insert_ob_in_map may not put new objects
2008 * on top. 1959 * on top.
2009 */ 1960 */
2010 1961
1962int
2011int check_move_on (object *op, object *originator) 1963check_move_on (object *op, object *originator)
2012{ 1964{
2013 object *tmp; 1965 object *
2014 tag_t tag; 1966 tmp;
2015 mapstruct *m=op->map; 1967 tag_t
1968 tag;
1969 mapstruct *
1970 m = op->map;
1971 int
2016 int x=op->x, y=op->y; 1972 x = op->x, y = op->y;
2017 MoveType move_on, move_slow, move_block;
2018 1973
1974 MoveType
1975 move_on,
1976 move_slow,
1977 move_block;
1978
2019 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1979 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; 1980 return 0;
1981
1982 tag = op->count;
1983
1984 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1985 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1986 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1987
1988 /* if nothing on this space will slow op down or be applied,
1989 * no need to do checking below. have to make sure move_type
1990 * is set, as lots of objects don't have it set - we treat that
1991 * as walking.
1992 */
1993 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1994 return 0;
1995
1996 /* This is basically inverse logic of that below - basically,
1997 * if the object can avoid the move on or slow move, they do so,
1998 * but can't do it if the alternate movement they are using is
1999 * blocked. Logic on this seems confusing, but does seem correct.
2000 */
2001 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
2002 return 0;
2003
2004 /* The objects have to be checked from top to bottom.
2005 * Hence, we first go to the top:
2006 */
2007
2008 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
2009 {
2010 /* Trim the search when we find the first other spell effect
2011 * this helps performance so that if a space has 50 spell objects,
2012 * we don't need to check all of them.
2013 */
2014 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
2015 break;
2016 }
2017
2018 for (; tmp; tmp = tmp->below)
2019 {
2020 if (tmp == op)
2021 continue; /* Can't apply yourself */
2022
2023 /* Check to see if one of the movement types should be slowed down.
2024 * Second check makes sure that the movement types not being slowed
2025 * (~slow_move) is not blocked on this space - just because the
2026 * space doesn't slow down swimming (for example), if you can't actually
2027 * swim on that space, can't use it to avoid the penalty.
2028 */
2029 if (!QUERY_FLAG (op, FLAG_WIZPASS))
2030 {
2031 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2032 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2033 {
2034
2035 float
2036 diff = tmp->move_slow_penalty * FABS (op->speed);
2037
2038 if (op->type == PLAYER)
2039 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2040 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2041 diff /= 4.0;
2042
2043 op->speed_left -= diff;
2044 }
2045 }
2046
2047 /* Basically same logic as above, except now for actual apply. */
2048 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2049 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2050 {
2051 move_apply (tmp, op, originator);
2052
2053 if (was_destroyed (op, tag))
2054 return 1;
2055
2056 /* what the person/creature stepped onto has moved the object
2057 * someplace new. Don't process any further - if we did,
2058 * have a feeling strange problems would result.
2059 */
2060 if (op->map != m || op->x != x || op->y != y)
2061 return 0;
2062 }
2063 }
2064
2065 return 0;
2100} 2066}
2101 2067
2102/* 2068/*
2103 * present_arch(arch, map, x, y) searches for any objects with 2069 * present_arch(arch, map, x, y) searches for any objects with
2104 * a matching archetype at the given map and coordinates. 2070 * a matching archetype at the given map and coordinates.
2105 * The first matching object is returned, or NULL if none. 2071 * The first matching object is returned, or NULL if none.
2106 */ 2072 */
2107 2073
2074object *
2108object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 2075present_arch (const archetype *at, mapstruct *m, int x, int y)
2076{
2109 object *tmp; 2077 object *
2078 tmp;
2079
2110 if(m==NULL || out_of_map(m,x,y)) { 2080 if (m == NULL || out_of_map (m, x, y))
2081 {
2111 LOG(llevError,"Present_arch called outside map.\n"); 2082 LOG (llevError, "Present_arch called outside map.\n");
2112 return NULL; 2083 return NULL;
2113 } 2084 }
2114 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 2085 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2115 if(tmp->arch == at) 2086 if (tmp->arch == at)
2116 return tmp; 2087 return tmp;
2117 return NULL; 2088 return NULL;
2118} 2089}
2119 2090
2120/* 2091/*
2121 * present(type, map, x, y) searches for any objects with 2092 * present(type, map, x, y) searches for any objects with
2122 * a matching type variable at the given map and coordinates. 2093 * a matching type variable at the given map and coordinates.
2123 * The first matching object is returned, or NULL if none. 2094 * The first matching object is returned, or NULL if none.
2124 */ 2095 */
2125 2096
2097object *
2126object *present(unsigned char type,mapstruct *m, int x,int y) { 2098present (unsigned char type, mapstruct *m, int x, int y)
2099{
2127 object *tmp; 2100 object *
2101 tmp;
2102
2128 if(out_of_map(m,x,y)) { 2103 if (out_of_map (m, x, y))
2104 {
2129 LOG(llevError,"Present called outside map.\n"); 2105 LOG (llevError, "Present called outside map.\n");
2130 return NULL; 2106 return NULL;
2131 } 2107 }
2132 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 2108 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2133 if(tmp->type==type) 2109 if (tmp->type == type)
2134 return tmp; 2110 return tmp;
2135 return NULL; 2111 return NULL;
2136} 2112}
2137 2113
2138/* 2114/*
2139 * present_in_ob(type, object) searches for any objects with 2115 * present_in_ob(type, object) searches for any objects with
2140 * a matching type variable in the inventory of the given object. 2116 * a matching type variable in the inventory of the given object.
2141 * The first matching object is returned, or NULL if none. 2117 * The first matching object is returned, or NULL if none.
2142 */ 2118 */
2143 2119
2120object *
2144object *present_in_ob(unsigned char type, const object *op) { 2121present_in_ob (unsigned char type, const object *op)
2122{
2145 object *tmp; 2123 object *
2124 tmp;
2125
2146 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2126 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2147 if(tmp->type==type) 2127 if (tmp->type == type)
2148 return tmp; 2128 return tmp;
2149 return NULL; 2129 return NULL;
2150} 2130}
2151 2131
2152/* 2132/*
2162 * the object name, not the archetype name. this is so that the 2142 * 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 2143 * spell code can use one object type (force), but change it's name
2164 * to be unique. 2144 * to be unique.
2165 */ 2145 */
2166 2146
2147object *
2167object *present_in_ob_by_name(int type, const char *str, const object *op) { 2148present_in_ob_by_name (int type, const char *str, const object *op)
2149{
2168 object *tmp; 2150 object *
2151 tmp;
2169 2152
2170 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2153 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2154 {
2171 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2155 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2172 return tmp; 2156 return tmp;
2173 } 2157 }
2174 return NULL; 2158 return NULL;
2175} 2159}
2176 2160
2177/* 2161/*
2178 * present_arch_in_ob(archetype, object) searches for any objects with 2162 * present_arch_in_ob(archetype, object) searches for any objects with
2179 * a matching archetype in the inventory of the given object. 2163 * a matching archetype in the inventory of the given object.
2180 * The first matching object is returned, or NULL if none. 2164 * The first matching object is returned, or NULL if none.
2181 */ 2165 */
2182 2166
2167object *
2183object *present_arch_in_ob(const archetype *at, const object *op) { 2168present_arch_in_ob (const archetype *at, const object *op)
2169{
2184 object *tmp; 2170 object *
2171 tmp;
2172
2185 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2173 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2186 if( tmp->arch == at) 2174 if (tmp->arch == at)
2187 return tmp; 2175 return tmp;
2188 return NULL; 2176 return NULL;
2189} 2177}
2190 2178
2191/* 2179/*
2192 * activate recursively a flag on an object inventory 2180 * activate recursively a flag on an object inventory
2193 */ 2181 */
2182void
2194void flag_inv(object*op, int flag){ 2183flag_inv (object *op, int flag)
2184{
2195 object *tmp; 2185 object *
2186 tmp;
2187
2196 if(op->inv) 2188 if (op->inv)
2197 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2189 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2190 {
2198 SET_FLAG(tmp, flag); 2191 SET_FLAG (tmp, flag);
2199 flag_inv(tmp,flag); 2192 flag_inv (tmp, flag);
2200 } 2193 }
2201}/* 2194} /*
2202 * desactivate recursively a flag on an object inventory 2195 * desactivate recursively a flag on an object inventory
2203 */ 2196 */
2197void
2204void unflag_inv(object*op, int flag){ 2198unflag_inv (object *op, int flag)
2199{
2205 object *tmp; 2200 object *
2201 tmp;
2202
2206 if(op->inv) 2203 if (op->inv)
2207 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2204 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2205 {
2208 CLEAR_FLAG(tmp, flag); 2206 CLEAR_FLAG (tmp, flag);
2209 unflag_inv(tmp,flag); 2207 unflag_inv (tmp, flag);
2210 } 2208 }
2211} 2209}
2212 2210
2213/* 2211/*
2214 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2212 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2215 * all it's inventory (recursively). 2213 * all it's inventory (recursively).
2216 * If checksums are used, a player will get set_cheat called for 2214 * 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. 2215 * him/her-self and all object carried by a call to this function.
2218 */ 2216 */
2219 2217
2218void
2220void set_cheat(object *op) { 2219set_cheat (object *op)
2220{
2221 SET_FLAG(op, FLAG_WAS_WIZ); 2221 SET_FLAG (op, FLAG_WAS_WIZ);
2222 flag_inv(op, FLAG_WAS_WIZ); 2222 flag_inv (op, FLAG_WAS_WIZ);
2223} 2223}
2224 2224
2225/* 2225/*
2226 * find_free_spot(object, map, x, y, start, stop) will search for 2226 * 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 2227 * 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 2242 * 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 2243 * the archetype because that isn't correct if the monster has been
2244 * customized, changed states, etc. 2244 * customized, changed states, etc.
2245 */ 2245 */
2246 2246
2247int
2247int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2248find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop)
2249{
2250 int
2251 i,
2248 int i,index=0, flag; 2252 index = 0, flag;
2253 static int
2249 static int altern[SIZEOFFREE]; 2254 altern[SIZEOFFREE];
2250 2255
2251 for(i=start;i<stop;i++) { 2256 for (i = start; i < stop; i++)
2257 {
2252 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2258 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2253 if(!flag) 2259 if (!flag)
2254 altern[index++]=i; 2260 altern[index++] = i;
2255 2261
2256 /* Basically, if we find a wall on a space, we cut down the search size. 2262 /* 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. 2263 * 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 - 2264 * 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 2265 * 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 2266 * spaces in all the other directions, this will reduce the search space
2261 * to only the spaces immediately surrounding the target area, and 2267 * to only the spaces immediately surrounding the target area, and
2262 * won't look 2 spaces south of the target space. 2268 * won't look 2 spaces south of the target space.
2263 */ 2269 */
2264 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2270 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2265 stop=maxfree[i]; 2271 stop = maxfree[i];
2266 } 2272 }
2267 if(!index) return -1; 2273 if (!index)
2274 return -1;
2268 return altern[RANDOM()%index]; 2275 return altern[RANDOM () % index];
2269} 2276}
2270 2277
2271/* 2278/*
2272 * find_first_free_spot(archetype, mapstruct, x, y) works like 2279 * find_first_free_spot(archetype, mapstruct, x, y) works like
2273 * find_free_spot(), but it will search max number of squares. 2280 * find_free_spot(), but it will search max number of squares.
2274 * But it will return the first available spot, not a random choice. 2281 * 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. 2282 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2276 */ 2283 */
2277 2284
2285int
2278int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2286find_first_free_spot (const object *ob, mapstruct *m, int x, int y)
2287{
2288 int
2279 int i; 2289 i;
2290
2280 for(i=0;i<SIZEOFFREE;i++) { 2291 for (i = 0; i < SIZEOFFREE; i++)
2292 {
2281 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2293 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2282 return i; 2294 return i;
2283 } 2295 }
2284 return -1; 2296 return -1;
2285} 2297}
2286 2298
2287/* 2299/*
2288 * The function permute(arr, begin, end) randomly reorders the array 2300 * The function permute(arr, begin, end) randomly reorders the array
2289 * arr[begin..end-1]. 2301 * arr[begin..end-1].
2290 */ 2302 */
2303static void
2291static void permute(int *arr, int begin, int end) 2304permute (int *arr, int begin, int end)
2292{ 2305{
2293 int i, j, tmp, len; 2306 int
2307 i,
2308 j,
2309 tmp,
2310 len;
2294 2311
2295 len = end-begin; 2312 len = end - begin;
2296 for(i = begin; i < end; i++) 2313 for (i = begin; i < end; i++)
2297 { 2314 {
2298 j = begin+RANDOM()%len; 2315 j = begin + RANDOM () % len;
2299 2316
2300 tmp = arr[i]; 2317 tmp = arr[i];
2301 arr[i] = arr[j]; 2318 arr[i] = arr[j];
2302 arr[j] = tmp; 2319 arr[j] = tmp;
2303 } 2320 }
2304} 2321}
2305 2322
2306/* new function to make monster searching more efficient, and effective! 2323/* new function to make monster searching more efficient, and effective!
2307 * This basically returns a randomized array (in the passed pointer) of 2324 * 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 2325 * 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 2326 * 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 2327 * 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. 2328 * the 3x3 area will be searched, just not in a predictable order.
2312 */ 2329 */
2330void
2313void get_search_arr(int *search_arr) 2331get_search_arr (int *search_arr)
2314{ 2332{
2333 int
2315 int i; 2334 i;
2316 2335
2317 for(i = 0; i < SIZEOFFREE; i++) 2336 for (i = 0; i < SIZEOFFREE; i++)
2318 { 2337 {
2319 search_arr[i] = i; 2338 search_arr[i] = i;
2320 } 2339 }
2321 2340
2322 permute(search_arr, 1, SIZEOFFREE1+1); 2341 permute (search_arr, 1, SIZEOFFREE1 + 1);
2323 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2342 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2324 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2343 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2325} 2344}
2326 2345
2327/* 2346/*
2328 * find_dir(map, x, y, exclude) will search some close squares in the 2347 * find_dir(map, x, y, exclude) will search some close squares in the
2329 * given map at the given coordinates for live objects. 2348 * given map at the given coordinates for live objects.
2335 * is actually want is going to try and move there. We need this info 2354 * 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 2355 * because we have to know what movement the thing looking to move
2337 * there is capable of. 2356 * there is capable of.
2338 */ 2357 */
2339 2358
2359int
2340int find_dir(mapstruct *m, int x, int y, object *exclude) { 2360find_dir (mapstruct *m, int x, int y, object *exclude)
2361{
2362 int
2363 i,
2341 int i,max=SIZEOFFREE, mflags; 2364 max = SIZEOFFREE, mflags;
2365
2342 sint16 nx, ny; 2366 sint16 nx, ny;
2343 object *tmp; 2367 object *
2368 tmp;
2344 mapstruct *mp; 2369 mapstruct *
2370 mp;
2371
2345 MoveType blocked, move_type; 2372 MoveType blocked, move_type;
2346 2373
2347 if (exclude && exclude->head) { 2374 if (exclude && exclude->head)
2375 {
2348 exclude = exclude->head; 2376 exclude = exclude->head;
2349 move_type = exclude->move_type; 2377 move_type = exclude->move_type;
2350 } else { 2378 }
2379 else
2380 {
2351 /* If we don't have anything, presume it can use all movement types. */ 2381 /* If we don't have anything, presume it can use all movement types. */
2352 move_type=MOVE_ALL; 2382 move_type = MOVE_ALL;
2383 }
2384
2385 for (i = 1; i < max; i++)
2353 } 2386 {
2354 2387 mp = m;
2355 for(i=1;i<max;i++) {
2356 mp = m;
2357 nx = x + freearr_x[i]; 2388 nx = x + freearr_x[i];
2358 ny = y + freearr_y[i]; 2389 ny = y + freearr_y[i];
2359 2390
2360 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2391 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2361 if (mflags & P_OUT_OF_MAP) { 2392 if (mflags & P_OUT_OF_MAP)
2393 {
2362 max = maxfree[i]; 2394 max = maxfree[i];
2363 } else { 2395 }
2396 else
2397 {
2364 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2398 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2365 2399
2366 if ((move_type & blocked) == move_type) { 2400 if ((move_type & blocked) == move_type)
2367 max=maxfree[i]; 2401 {
2402 max = maxfree[i];
2403 }
2368 } else if (mflags & P_IS_ALIVE) { 2404 else if (mflags & P_IS_ALIVE)
2405 {
2369 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2406 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2370 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2407 {
2371 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2408 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2372 break; 2409 {
2373 } 2410 break;
2374 } 2411 }
2375 if(tmp) { 2412 }
2376 return freedir[i]; 2413 if (tmp)
2377 } 2414 {
2415 return freedir[i];
2416 }
2417 }
2418 }
2378 } 2419 }
2379 }
2380 }
2381 return 0; 2420 return 0;
2382} 2421}
2383 2422
2384/* 2423/*
2385 * distance(object 1, object 2) will return the square of the 2424 * distance(object 1, object 2) will return the square of the
2386 * distance between the two given objects. 2425 * distance between the two given objects.
2387 */ 2426 */
2388 2427
2428int
2389int distance(const object *ob1, const object *ob2) { 2429distance (const object *ob1, const object *ob2)
2430{
2390 int i; 2431 int
2391 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2432 i;
2392 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2433
2434 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2393 return i; 2435 return i;
2394} 2436}
2395 2437
2396/* 2438/*
2397 * find_dir_2(delta-x,delta-y) will return a direction in which 2439 * 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 2440 * an object which has subtracted the x and y coordinates of another
2399 * object, needs to travel toward it. 2441 * object, needs to travel toward it.
2400 */ 2442 */
2401 2443
2444int
2402int find_dir_2(int x, int y) { 2445find_dir_2 (int x, int y)
2446{
2403 int q; 2447 int
2448 q;
2404 2449
2405 if(y) 2450 if (y)
2406 q=x*100/y; 2451 q = x * 100 / y;
2407 else if (x) 2452 else if (x)
2408 q= -300*x; 2453 q = -300 * x;
2409 else 2454 else
2410 return 0; 2455 return 0;
2411 2456
2412 if(y>0) { 2457 if (y > 0)
2458 {
2413 if(q < -242) 2459 if (q < -242)
2414 return 3 ; 2460 return 3;
2415 if (q < -41) 2461 if (q < -41)
2416 return 2 ; 2462 return 2;
2417 if (q < 41) 2463 if (q < 41)
2418 return 1 ; 2464 return 1;
2419 if (q < 242) 2465 if (q < 242)
2420 return 8 ; 2466 return 8;
2421 return 7 ; 2467 return 7;
2422 } 2468 }
2423 2469
2424 if (q < -242) 2470 if (q < -242)
2425 return 7 ; 2471 return 7;
2426 if (q < -41) 2472 if (q < -41)
2427 return 6 ; 2473 return 6;
2428 if (q < 41) 2474 if (q < 41)
2429 return 5 ; 2475 return 5;
2430 if (q < 242) 2476 if (q < 242)
2431 return 4 ; 2477 return 4;
2432 2478
2433 return 3 ; 2479 return 3;
2434} 2480}
2435 2481
2436/* 2482/*
2437 * absdir(int): Returns a number between 1 and 8, which represent 2483 * absdir(int): Returns a number between 1 and 8, which represent
2438 * the "absolute" direction of a number (it actually takes care of 2484 * the "absolute" direction of a number (it actually takes care of
2439 * "overflow" in previous calculations of a direction). 2485 * "overflow" in previous calculations of a direction).
2440 */ 2486 */
2441 2487
2488int
2442int absdir(int d) { 2489absdir (int d)
2443 while(d<1) d+=8; 2490{
2444 while(d>8) d-=8; 2491 while (d < 1)
2492 d += 8;
2493 while (d > 8)
2494 d -= 8;
2445 return d; 2495 return d;
2446} 2496}
2447 2497
2448/* 2498/*
2449 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2499 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2450 * between two directions (which are expected to be absolute (see absdir()) 2500 * between two directions (which are expected to be absolute (see absdir())
2451 */ 2501 */
2452 2502
2503int
2453int dirdiff(int dir1, int dir2) { 2504dirdiff (int dir1, int dir2)
2505{
2454 int d; 2506 int
2507 d;
2508
2455 d = abs(dir1 - dir2); 2509 d = abs (dir1 - dir2);
2456 if(d>4) 2510 if (d > 4)
2457 d = 8 - d; 2511 d = 8 - d;
2458 return d; 2512 return d;
2459} 2513}
2460 2514
2461/* peterm: 2515/* peterm:
2466 * direction 4, 14, or 16 to get back to where we are. 2520 * 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 2521 * Moved from spell_util.c to object.c with the other related direction
2468 * functions. 2522 * functions.
2469 */ 2523 */
2470 2524
2525int
2471int reduction_dir[SIZEOFFREE][3] = { 2526 reduction_dir[SIZEOFFREE][3] = {
2472 {0,0,0}, /* 0 */ 2527 {0, 0, 0}, /* 0 */
2473 {0,0,0}, /* 1 */ 2528 {0, 0, 0}, /* 1 */
2474 {0,0,0}, /* 2 */ 2529 {0, 0, 0}, /* 2 */
2475 {0,0,0}, /* 3 */ 2530 {0, 0, 0}, /* 3 */
2476 {0,0,0}, /* 4 */ 2531 {0, 0, 0}, /* 4 */
2477 {0,0,0}, /* 5 */ 2532 {0, 0, 0}, /* 5 */
2478 {0,0,0}, /* 6 */ 2533 {0, 0, 0}, /* 6 */
2479 {0,0,0}, /* 7 */ 2534 {0, 0, 0}, /* 7 */
2480 {0,0,0}, /* 8 */ 2535 {0, 0, 0}, /* 8 */
2481 {8,1,2}, /* 9 */ 2536 {8, 1, 2}, /* 9 */
2482 {1,2,-1}, /* 10 */ 2537 {1, 2, -1}, /* 10 */
2483 {2,10,12}, /* 11 */ 2538 {2, 10, 12}, /* 11 */
2484 {2,3,-1}, /* 12 */ 2539 {2, 3, -1}, /* 12 */
2485 {2,3,4}, /* 13 */ 2540 {2, 3, 4}, /* 13 */
2486 {3,4,-1}, /* 14 */ 2541 {3, 4, -1}, /* 14 */
2487 {4,14,16}, /* 15 */ 2542 {4, 14, 16}, /* 15 */
2488 {5,4,-1}, /* 16 */ 2543 {5, 4, -1}, /* 16 */
2489 {4,5,6}, /* 17 */ 2544 {4, 5, 6}, /* 17 */
2490 {6,5,-1}, /* 18 */ 2545 {6, 5, -1}, /* 18 */
2491 {6,20,18}, /* 19 */ 2546 {6, 20, 18}, /* 19 */
2492 {7,6,-1}, /* 20 */ 2547 {7, 6, -1}, /* 20 */
2493 {6,7,8}, /* 21 */ 2548 {6, 7, 8}, /* 21 */
2494 {7,8,-1}, /* 22 */ 2549 {7, 8, -1}, /* 22 */
2495 {8,22,24}, /* 23 */ 2550 {8, 22, 24}, /* 23 */
2496 {8,1,-1}, /* 24 */ 2551 {8, 1, -1}, /* 24 */
2497 {24,9,10}, /* 25 */ 2552 {24, 9, 10}, /* 25 */
2498 {9,10,-1}, /* 26 */ 2553 {9, 10, -1}, /* 26 */
2499 {10,11,-1}, /* 27 */ 2554 {10, 11, -1}, /* 27 */
2500 {27,11,29}, /* 28 */ 2555 {27, 11, 29}, /* 28 */
2501 {11,12,-1}, /* 29 */ 2556 {11, 12, -1}, /* 29 */
2502 {12,13,-1}, /* 30 */ 2557 {12, 13, -1}, /* 30 */
2503 {12,13,14}, /* 31 */ 2558 {12, 13, 14}, /* 31 */
2504 {13,14,-1}, /* 32 */ 2559 {13, 14, -1}, /* 32 */
2505 {14,15,-1}, /* 33 */ 2560 {14, 15, -1}, /* 33 */
2506 {33,15,35}, /* 34 */ 2561 {33, 15, 35}, /* 34 */
2507 {16,15,-1}, /* 35 */ 2562 {16, 15, -1}, /* 35 */
2508 {17,16,-1}, /* 36 */ 2563 {17, 16, -1}, /* 36 */
2509 {18,17,16}, /* 37 */ 2564 {18, 17, 16}, /* 37 */
2510 {18,17,-1}, /* 38 */ 2565 {18, 17, -1}, /* 38 */
2511 {18,19,-1}, /* 39 */ 2566 {18, 19, -1}, /* 39 */
2512 {41,19,39}, /* 40 */ 2567 {41, 19, 39}, /* 40 */
2513 {19,20,-1}, /* 41 */ 2568 {19, 20, -1}, /* 41 */
2514 {20,21,-1}, /* 42 */ 2569 {20, 21, -1}, /* 42 */
2515 {20,21,22}, /* 43 */ 2570 {20, 21, 22}, /* 43 */
2516 {21,22,-1}, /* 44 */ 2571 {21, 22, -1}, /* 44 */
2517 {23,22,-1}, /* 45 */ 2572 {23, 22, -1}, /* 45 */
2518 {45,47,23}, /* 46 */ 2573 {45, 47, 23}, /* 46 */
2519 {23,24,-1}, /* 47 */ 2574 {23, 24, -1}, /* 47 */
2520 {24,9,-1}}; /* 48 */ 2575 {24, 9, -1}
2576}; /* 48 */
2521 2577
2522/* Recursive routine to step back and see if we can 2578/* Recursive routine to step back and see if we can
2523 * find a path to that monster that we found. If not, 2579 * find a path to that monster that we found. If not,
2524 * we don't bother going toward it. Returns 1 if we 2580 * we don't bother going toward it. Returns 1 if we
2525 * can see a direct way to get it 2581 * can see a direct way to get it
2526 * Modified to be map tile aware -.MSW 2582 * Modified to be map tile aware -.MSW
2527 */ 2583 */
2528
2529 2584
2585
2586int
2530int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2587can_see_monsterP (mapstruct *m, int x, int y, int dir)
2588{
2531 sint16 dx, dy; 2589 sint16 dx, dy;
2590 int
2532 int mflags; 2591 mflags;
2533 2592
2593 if (dir < 0)
2534 if(dir<0) return 0; /* exit condition: invalid direction */ 2594 return 0; /* exit condition: invalid direction */
2535 2595
2536 dx = x + freearr_x[dir]; 2596 dx = x + freearr_x[dir];
2537 dy = y + freearr_y[dir]; 2597 dy = y + freearr_y[dir];
2538 2598
2539 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2599 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2540 2600
2541 /* This functional arguably was incorrect before - it was 2601 /* This functional arguably was incorrect before - it was
2542 * checking for P_WALL - that was basically seeing if 2602 * checking for P_WALL - that was basically seeing if
2543 * we could move to the monster - this is being more 2603 * we could move to the monster - this is being more
2544 * literal on if we can see it. To know if we can actually 2604 * 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 2605 * move to the monster, we'd need the monster passed in or
2546 * at least its move type. 2606 * at least its move type.
2547 */ 2607 */
2548 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2608 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2609 return 0;
2549 2610
2550 /* yes, can see. */ 2611 /* yes, can see. */
2551 if(dir < 9) return 1; 2612 if (dir < 9)
2613 return 1;
2552 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2614 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2553 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2615 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} 2616}
2556 2617
2557 2618
2558 2619
2559/* 2620/*
2560 * can_pick(picker, item): finds out if an object is possible to be 2621 * 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 2622 * picked up by the picker. Returnes 1 if it can be
2562 * picked up, otherwise 0. 2623 * picked up, otherwise 0.
2563 * 2624 *
2565 * core dumps if they do. 2626 * core dumps if they do.
2566 * 2627 *
2567 * Add a check so we can't pick up invisible objects (0.93.8) 2628 * Add a check so we can't pick up invisible objects (0.93.8)
2568 */ 2629 */
2569 2630
2631int
2570int can_pick(const object *who, const object *item) { 2632can_pick (const object *who, const object *item)
2633{
2571 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2634 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2572 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2635 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2573 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2636 !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} 2637}
2576 2638
2577 2639
2578/* 2640/*
2579 * create clone from object to another 2641 * create clone from object to another
2580 */ 2642 */
2643object *
2581object *object_create_clone (object *asrc) { 2644object_create_clone (object *asrc)
2645{
2646 object *
2582 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2647 dst = NULL, *tmp, *src, *part, *prev, *item;
2583 2648
2649 if (!asrc)
2584 if(!asrc) return NULL; 2650 return NULL;
2585 src = asrc; 2651 src = asrc;
2586 if(src->head) 2652 if (src->head)
2587 src = src->head; 2653 src = src->head;
2588 2654
2589 prev = NULL; 2655 prev = NULL;
2590 for(part = src; part; part = part->more) { 2656 for (part = src; part; part = part->more)
2657 {
2591 tmp = get_object(); 2658 tmp = get_object ();
2592 copy_object(part,tmp); 2659 copy_object (part, tmp);
2593 tmp->x -= src->x; 2660 tmp->x -= src->x;
2594 tmp->y -= src->y; 2661 tmp->y -= src->y;
2595 if(!part->head) { 2662 if (!part->head)
2663 {
2596 dst = tmp; 2664 dst = tmp;
2597 tmp->head = NULL; 2665 tmp->head = NULL;
2666 }
2598 } else { 2667 else
2668 {
2599 tmp->head = dst; 2669 tmp->head = dst;
2600 } 2670 }
2601 tmp->more = NULL; 2671 tmp->more = NULL;
2602 if(prev) 2672 if (prev)
2603 prev->more = tmp; 2673 prev->more = tmp;
2604 prev = tmp; 2674 prev = tmp;
2605 } 2675 }
2676
2606 /*** copy inventory ***/ 2677 /*** copy inventory ***/
2607 for(item = src->inv; item; item = item->below) { 2678 for (item = src->inv; item; item = item->below)
2679 {
2608 (void) insert_ob_in_ob(object_create_clone(item),dst); 2680 (void) insert_ob_in_ob (object_create_clone (item), dst);
2609 } 2681 }
2610 2682
2611 return dst; 2683 return dst;
2612} 2684}
2613 2685
2614/* return true if the object was destroyed, 0 otherwise */ 2686/* return true if the object was destroyed, 0 otherwise */
2687int
2615int was_destroyed (const object *op, tag_t old_tag) 2688was_destroyed (const object *op, tag_t old_tag)
2616{ 2689{
2617 /* checking for FLAG_FREED isn't necessary, but makes this function more 2690 /* checking for FLAG_FREED isn't necessary, but makes this function more
2618 * robust */ 2691 * robust */
2619 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED); 2692 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2620} 2693}
2621 2694
2622/* GROS - Creates an object using a string representing its content. */ 2695/* GROS - Creates an object using a string representing its content. */
2696
2623/* Basically, we save the content of the string to a temp file, then call */ 2697/* Basically, we save the content of the string to a temp file, then call */
2698
2624/* load_object on it. I admit it is a highly inefficient way to make things, */ 2699/* load_object on it. I admit it is a highly inefficient way to make things, */
2700
2625/* but it was simple to make and allows reusing the load_object function. */ 2701/* but it was simple to make and allows reusing the load_object function. */
2702
2626/* Remember not to use load_object_str in a time-critical situation. */ 2703/* Remember not to use load_object_str in a time-critical situation. */
2704
2627/* Also remember that multiparts objects are not supported for now. */ 2705/* Also remember that multiparts objects are not supported for now. */
2628 2706
2707object *
2629object* load_object_str(const char *obstr) 2708load_object_str (const char *obstr)
2630{ 2709{
2631 object *op; 2710 object *
2632 FILE *tempfile; 2711 op;
2712 char
2633 char filename[MAX_BUF]; 2713 filename[MAX_BUF];
2714
2634 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2715 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2716
2717 FILE *
2635 tempfile=fopen(filename,"w"); 2718 tempfile = fopen (filename, "w");
2719
2636 if (tempfile == NULL) 2720 if (tempfile == NULL)
2637 { 2721 {
2638 LOG(llevError,"Error - Unable to access load object temp file\n"); 2722 LOG (llevError, "Error - Unable to access load object temp file\n");
2639 return NULL; 2723 return NULL;
2640 }; 2724 };
2641 fprintf(tempfile,obstr); 2725 fprintf (tempfile, obstr);
2642 fclose(tempfile); 2726 fclose (tempfile);
2643 2727
2644 op=get_object(); 2728 op = get_object ();
2645 2729
2646 tempfile=fopen(filename,"r"); 2730 object_thawer thawer (filename);
2647 if (tempfile == NULL) 2731
2648 { 2732 if (thawer)
2649 LOG(llevError,"Error - Unable to read object temp file\n"); 2733 load_object (thawer, op, 0);
2650 return NULL; 2734
2651 };
2652 load_object(tempfile,op,LO_NEWFILE,0);
2653 LOG(llevDebug," load str completed, object=%s\n",op->name); 2735 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2654 CLEAR_FLAG(op,FLAG_REMOVED); 2736 CLEAR_FLAG (op, FLAG_REMOVED);
2655 fclose(tempfile); 2737
2656 return op; 2738 return op;
2657} 2739}
2658 2740
2659/* This returns the first object in who's inventory that 2741/* This returns the first object in who's inventory that
2660 * has the same type and subtype match. 2742 * has the same type and subtype match.
2661 * returns NULL if no match. 2743 * returns NULL if no match.
2662 */ 2744 */
2745object *
2663object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2746find_obj_by_type_subtype (const object *who, int type, int subtype)
2664{ 2747{
2665 object *tmp; 2748 object *
2749 tmp;
2666 2750
2667 for (tmp=who->inv; tmp; tmp=tmp->below) 2751 for (tmp = who->inv; tmp; tmp = tmp->below)
2668 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2752 if (tmp->type == type && tmp->subtype == subtype)
2753 return tmp;
2669 2754
2670 return NULL; 2755 return NULL;
2671} 2756}
2672 2757
2673/* If ob has a field named key, return the link from the list, 2758/* If ob has a field named key, return the link from the list,
2674 * otherwise return NULL. 2759 * otherwise return NULL.
2675 * 2760 *
2676 * key must be a passed in shared string - otherwise, this won't 2761 * key must be a passed in shared string - otherwise, this won't
2677 * do the desired thing. 2762 * do the desired thing.
2678 */ 2763 */
2764key_value *
2679key_value * get_ob_key_link(const object * ob, const char * key) { 2765get_ob_key_link (const object *ob, const char *key)
2766{
2680 key_value * link; 2767 key_value *
2681 2768 link;
2769
2682 for (link = ob->key_values; link != NULL; link = link->next) { 2770 for (link = ob->key_values; link != NULL; link = link->next)
2771 {
2683 if (link->key == key) { 2772 if (link->key == key)
2773 {
2684 return link; 2774 return link;
2685 } 2775 }
2686 }
2687 2776 }
2777
2688 return NULL; 2778 return NULL;
2689} 2779}
2690 2780
2691/* 2781/*
2692 * Returns the value of op has an extra_field for key, or NULL. 2782 * Returns the value of op has an extra_field for key, or NULL.
2693 * 2783 *
2694 * The argument doesn't need to be a shared string. 2784 * The argument doesn't need to be a shared string.
2695 * 2785 *
2696 * The returned string is shared. 2786 * The returned string is shared.
2697 */ 2787 */
2788const char *
2698const char * get_ob_key_value(const object * op, const char * const key) { 2789get_ob_key_value (const object *op, const char *const key)
2790{
2699 key_value * link; 2791 key_value *
2700 const char * canonical_key; 2792 link;
2701 2793 const char *
2794 canonical_key;
2795
2702 canonical_key = find_string(key); 2796 canonical_key = shstr::find (key);
2703 2797
2704 if (canonical_key == NULL) { 2798 if (canonical_key == NULL)
2799 {
2705 /* 1. There being a field named key on any object 2800 /* 1. There being a field named key on any object
2706 * implies there'd be a shared string to find. 2801 * implies there'd be a shared string to find.
2707 * 2. Since there isn't, no object has this field. 2802 * 2. Since there isn't, no object has this field.
2708 * 3. Therefore, *this* object doesn't have this field. 2803 * 3. Therefore, *this* object doesn't have this field.
2709 */ 2804 */
2710 return NULL; 2805 return NULL;
2711 } 2806 }
2712 2807
2713 /* This is copied from get_ob_key_link() above - 2808 /* This is copied from get_ob_key_link() above -
2714 * only 4 lines, and saves the function call overhead. 2809 * only 4 lines, and saves the function call overhead.
2715 */ 2810 */
2716 for (link = op->key_values; link != NULL; link = link->next) { 2811 for (link = op->key_values; link != NULL; link = link->next)
2812 {
2717 if (link->key == canonical_key) { 2813 if (link->key == canonical_key)
2814 {
2718 return link->value; 2815 return link->value;
2719 } 2816 }
2720 } 2817 }
2721 return NULL; 2818 return NULL;
2722} 2819}
2723 2820
2724 2821
2725/* 2822/*
2726 * Updates the canonical_key in op to value. 2823 * 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 2827 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2731 * keys. 2828 * keys.
2732 * 2829 *
2733 * Returns TRUE on success. 2830 * Returns TRUE on success.
2734 */ 2831 */
2832int
2735int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) { 2833set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2834{
2835 key_value *
2736 key_value * field = NULL, *last=NULL; 2836 field = NULL, *last = NULL;
2737 2837
2738 for (field=op->key_values; field != NULL; field=field->next) { 2838 for (field = op->key_values; field != NULL; field = field->next)
2739 if (field->key != canonical_key) {
2740 last = field;
2741 continue;
2742 }
2743 2839 {
2744 if (field->value) FREE_AND_CLEAR_STR(field->value); 2840 if (field->key != canonical_key)
2745 if (value) 2841 {
2746 field->value = add_string(value); 2842 last = field;
2747 else { 2843 continue;
2844 }
2845
2846 if (value)
2847 field->value = value;
2848 else
2849 {
2748 /* Basically, if the archetype has this key set, 2850 /* Basically, if the archetype has this key set,
2749 * we need to store the null value so when we save 2851 * we need to store the null value so when we save
2750 * it, we save the empty value so that when we load, 2852 * it, we save the empty value so that when we load,
2751 * we get this value back again. 2853 * we get this value back again.
2752 */ 2854 */
2753 if (get_ob_key_link(&op->arch->clone, canonical_key)) 2855 if (get_ob_key_link (&op->arch->clone, canonical_key))
2754 field->value = NULL; 2856 field->value = 0;
2755 else { 2857 else
2756 /* Delete this link */ 2858 {
2757 if (field->key) FREE_AND_CLEAR_STR(field->key); 2859 if (last)
2758 if (field->value) FREE_AND_CLEAR_STR(field->value); 2860 last->next = field->next;
2759 if (last) last->next = field->next; 2861 else
2760 else op->key_values = field->next; 2862 op->key_values = field->next;
2761 free(field); 2863
2762 } 2864 delete field;
2763 } 2865 }
2866 }
2764 return TRUE; 2867 return TRUE;
2765 } 2868 }
2766 /* IF we get here, key doesn't exist */ 2869 /* IF we get here, key doesn't exist */
2767 2870
2768 /* No field, we'll have to add it. */ 2871 /* No field, we'll have to add it. */
2872
2873 if (!add_key)
2769 2874 {
2770 if (!add_key) {
2771 return FALSE; 2875 return FALSE;
2772 } 2876 }
2773 /* There isn't any good reason to store a null 2877 /* There isn't any good reason to store a null
2774 * value in the key/value list. If the archetype has 2878 * value in the key/value list. If the archetype has
2775 * this key, then we should also have it, so shouldn't 2879 * this key, then we should also have it, so shouldn't
2776 * be here. If user wants to store empty strings, 2880 * be here. If user wants to store empty strings,
2777 * should pass in "" 2881 * should pass in ""
2778 */ 2882 */
2779 if (value == NULL) return TRUE; 2883 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; 2884 return TRUE;
2885
2886 field = new key_value;
2887
2888 field->key = canonical_key;
2889 field->value = value;
2890 /* Usual prepend-addition. */
2891 field->next = op->key_values;
2892 op->key_values = field;
2893
2894 return TRUE;
2790} 2895}
2791 2896
2792/* 2897/*
2793 * Updates the key in op to value. 2898 * Updates the key in op to value.
2794 * 2899 *
2796 * and not add new ones. 2901 * and not add new ones.
2797 * In general, should be little reason FALSE is ever passed in for add_key 2902 * In general, should be little reason FALSE is ever passed in for add_key
2798 * 2903 *
2799 * Returns TRUE on success. 2904 * Returns TRUE on success.
2800 */ 2905 */
2906int
2801int set_ob_key_value(object * op, const char * key, const char * value, int add_key) { 2907set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2802 const char * canonical_key = NULL; 2908{
2803 int floating_ref = FALSE; 2909 shstr key_ (key);
2804 int ret; 2910
2805
2806 /* HACK This mess is to make sure set_ob_value() passes a shared string
2807 * to get_ob_key_link(), without leaving a leaked refcount.
2808 */
2809
2810 canonical_key = find_string(key);
2811 if (canonical_key == NULL) {
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); 2911 return set_ob_key_value_s (op, key_, value, add_key);
2817
2818 if (floating_ref) {
2819 free_string(canonical_key);
2820 }
2821
2822 return ret;
2823} 2912}

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