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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 1.50 by root, Sat Sep 16 22:40:22 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.2 2006/08/25 17:11:52 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
42#ifdef MEMORY_DEBUG 34
43int nroffreeobjects = 0;
44int nrofallocobjects = 0; 35int nrofallocobjects = 0;
45#undef OBJ_EXPAND 36static UUID uuid;
46#define OBJ_EXPAND 1 37const uint64 UUID_SKIP = 1<<19;
47#else
48object objarray[STARTMAX]; /* All objects, allocated this way at first */
49int nroffreeobjects = STARTMAX; /* How many OBs allocated and free (free) */
50int nrofallocobjects = STARTMAX; /* How many OBs allocated (free + used) */
51#endif
52 38
53object *objects; /* Pointer to the list of used objects */
54object *free_objects; /* Pointer to the list of unused objects */
55object *active_objects; /* List of active objects that need to be processed */ 39object *active_objects; /* List of active objects that need to be processed */
56 40
57void (*object_free_callback)(object *ob); 41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
58
59short freearr_x[SIZEOFFREE]=
60 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
61 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
62short freearr_y[SIZEOFFREE]= 43};
63 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
64 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 45 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
65int maxfree[SIZEOFFREE]= 46};
66 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 47int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
67 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 48 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
49};
68int freedir[SIZEOFFREE]= { 50int freedir[SIZEOFFREE] = {
69 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 51 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
70 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 52 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
53};
71 54
55static void
56write_uuid (void)
57{
58 char filename1[MAX_BUF], filename2[MAX_BUF];
59
60 sprintf (filename1, "%s/uuid", settings.localdir);
61 sprintf (filename2, "%s/uuid~", settings.localdir);
62
63 FILE *fp;
64
65 if (!(fp = fopen (filename2, "w")))
66 {
67 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
68 return;
69 }
70
71 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
72 fclose (fp);
73 rename (filename2, filename1);
74}
75
76static void
77read_uuid (void)
78{
79 char filename[MAX_BUF];
80
81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 FILE *fp;
84
85 if (!(fp = fopen (filename, "r")))
86 {
87 if (errno == ENOENT)
88 {
89 LOG (llevInfo, "RESET uid to 1\n");
90 uuid.seq = 0;
91 write_uuid ();
92 return;
93 }
94
95 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
96 _exit (1);
97 }
98
99 int version;
100 unsigned long long uid;
101 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
102 {
103 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
104 _exit (1);
105 }
106
107 uuid.seq = uid;
108 write_uuid ();
109 LOG (llevDebug, "read UID: %lld\n", uid);
110 fclose (fp);
111}
112
113UUID
114gen_uuid ()
115{
116 UUID uid;
117
118 uid.seq = ++uuid.seq;
119
120 if (!(uuid.seq & (UUID_SKIP - 1)))
121 write_uuid ();
122
123 return uid;
124}
125
126void
127init_uuid ()
128{
129 read_uuid ();
130}
72 131
73/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 132/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
133static int
74static int compare_ob_value_lists_one(const object * wants, const object * has) { 134compare_ob_value_lists_one (const object *wants, const object *has)
135{
75 key_value * wants_field; 136 key_value *wants_field;
76 137
77 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 138 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
78 * objects with lists are rare, and lists stay short. If not, use a 139 * objects with lists are rare, and lists stay short. If not, use a
79 * different structure or at least keep the lists sorted... 140 * different structure or at least keep the lists sorted...
80 */ 141 */
81 142
82 /* For each field in wants, */ 143 /* For each field in wants, */
83 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
145 {
84 key_value * has_field; 146 key_value *has_field;
85 147
86 /* Look for a field in has with the same key. */ 148 /* Look for a field in has with the same key. */
87 has_field = get_ob_key_link(has, wants_field->key); 149 has_field = get_ob_key_link (has, wants_field->key);
150
151 if (has_field == NULL)
88 152 {
89 if (has_field == NULL) {
90 /* No field with that name. */ 153 /* No field with that name. */
91 return FALSE; 154 return FALSE;
92 }
93 155 }
156
94 /* Found the matching field. */ 157 /* Found the matching field. */
95 if (has_field->value != wants_field->value) { 158 if (has_field->value != wants_field->value)
159 {
96 /* Values don't match, so this half of the comparison is false. */ 160 /* Values don't match, so this half of the comparison is false. */
97 return FALSE; 161 return FALSE;
98 } 162 }
99 163
100 /* If we get here, we found a match. Now for the next field in wants. */ 164 /* If we get here, we found a match. Now for the next field in wants. */
101 }
102 165 }
166
103 /* If we get here, every field in wants has a matching field in has. */ 167 /* If we get here, every field in wants has a matching field in has. */
104 return TRUE; 168 return TRUE;
105} 169}
106 170
107/* Returns TRUE if ob1 has the same key_values as ob2. */ 171/* Returns TRUE if ob1 has the same key_values as ob2. */
172static int
108static int compare_ob_value_lists(const object * ob1, const object * ob2) { 173compare_ob_value_lists (const object *ob1, const object *ob2)
174{
109 /* However, there may be fields in has which aren't partnered in wants, 175 /* However, there may be fields in has which aren't partnered in wants,
110 * so we need to run the comparison *twice*. :( 176 * so we need to run the comparison *twice*. :(
111 */ 177 */
112 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 178 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
113} 179}
114 180
115/* Function examines the 2 objects given to it, and returns true if 181/* Function examines the 2 objects given to it, and returns true if
116 * they can be merged together. 182 * they can be merged together.
117 * 183 *
123 * 189 *
124 * Improvements made with merge: Better checking on potion, and also 190 * Improvements made with merge: Better checking on potion, and also
125 * check weight 191 * check weight
126 */ 192 */
127 193
128int CAN_MERGE(object *ob1, object *ob2) { 194bool object::can_merge (object *ob1, object *ob2)
129 195{
130 /* A couple quicksanity checks */ 196 /* A couple quicksanity checks */
131 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 197 if ((ob1 == ob2) || (ob1->type != ob2->type))
198 return 0;
132 199
133 if (ob1->speed != ob2->speed) return 0; 200 if (ob1->speed != ob2->speed)
134 /* Note sure why the following is the case - either the object has to
135 * be animated or have a very low speed. Is this an attempted monster
136 * check?
137 */
138 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED)
139 return 0; 201 return 0;
140 202
141 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
142 * value could not be stored in a sint32 (which unfortunately sometimes is 204 * value could not be stored in a sint32 (which unfortunately sometimes is
143 * used to store nrof). 205 * used to store nrof).
144 */ 206 */
145 if (ob1->nrof+ob2->nrof >= 1UL<<31) 207 if (ob1->nrof + ob2->nrof >= 1UL << 31)
146 return 0; 208 return 0;
147 209
148 /* This is really a spellbook check - really, we should
149 * check all objects in the inventory.
150 */
151 if (ob1->inv || ob2->inv) {
152 /* if one object has inventory but the other doesn't, not equiv */
153 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
154
155 /* Now check to see if the two inventory objects could merge */
156 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
157
158 /* inventory ok - still need to check rest of this object to see
159 * if it is valid.
160 */
161 }
162
163 /* If the objects have been identified, set the BEEN_APPLIED flag. 210 /* If the objects have been identified, set the BEEN_APPLIED flag.
164 * This is to the comparison of the flags below will be OK. We 211 * This is to the comparison of the flags below will be OK. We
165 * just can't ignore the been applied or identified flags, as they 212 * just can't ignore the been applied or identified flags, as they
166 * are not equal - just if it has been identified, the been_applied 213 * are not equal - just if it has been identified, the been_applied
167 * flags lose any meaning. 214 * flags lose any meaning.
168 */ 215 */
169 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED)) 216 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
170 SET_FLAG(ob1, FLAG_BEEN_APPLIED); 217 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
171 218
172 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED)) 219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
173 SET_FLAG(ob2, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
174 221
175 222
176 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
177 * being locked in inventory should prevent merging. 224 * being locked in inventory should prevent merging.
178 * 0x4 in flags3 is CLIENT_SENT 225 * 0x4 in flags3 is CLIENT_SENT
179 */ 226 */
180 if ((ob1->arch != ob2->arch) || 227 if ((ob1->arch != ob2->arch) ||
181 (ob1->flags[0] != ob2->flags[0]) || 228 (ob1->flags[0] != ob2->flags[0]) ||
182 (ob1->flags[1] != ob2->flags[1]) || 229 (ob1->flags[1] != ob2->flags[1]) ||
183 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) || 230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
184 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) || 231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
185 (ob1->name != ob2->name) || 232 (ob1->name != ob2->name) ||
186 (ob1->title != ob2->title) || 233 (ob1->title != ob2->title) ||
187 (ob1->msg != ob2->msg) || 234 (ob1->msg != ob2->msg) ||
188 (ob1->weight != ob2->weight) || 235 (ob1->weight != ob2->weight) ||
189 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) || 236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
190 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) || 237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
191 (ob1->attacktype != ob2->attacktype) || 238 (ob1->attacktype != ob2->attacktype) ||
192 (ob1->magic != ob2->magic) || 239 (ob1->magic != ob2->magic) ||
193 (ob1->slaying != ob2->slaying) || 240 (ob1->slaying != ob2->slaying) ||
194 (ob1->skill != ob2->skill) || 241 (ob1->skill != ob2->skill) ||
195 (ob1->value != ob2->value) || 242 (ob1->value != ob2->value) ||
196 (ob1->animation_id != ob2->animation_id) || 243 (ob1->animation_id != ob2->animation_id) ||
197 (ob1->client_type != ob2->client_type) || 244 (ob1->client_type != ob2->client_type) ||
198 (ob1->materialname != ob2->materialname) || 245 (ob1->materialname != ob2->materialname) ||
199 (ob1->lore != ob2->lore) || 246 (ob1->lore != ob2->lore) ||
200 (ob1->subtype != ob2->subtype) || 247 (ob1->subtype != ob2->subtype) ||
201 (ob1->move_type != ob2->move_type) || 248 (ob1->move_type != ob2->move_type) ||
202 (ob1->move_block != ob2->move_block) || 249 (ob1->move_block != ob2->move_block) ||
203 (ob1->move_allow != ob2->move_allow) || 250 (ob1->move_allow != ob2->move_allow) ||
204 (ob1->move_on != ob2->move_on) || 251 (ob1->move_on != ob2->move_on) ||
205 (ob1->move_off != ob2->move_off) || 252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty))
206 (ob1->move_slow != ob2->move_slow) ||
207 (ob1->move_slow_penalty != ob2->move_slow_penalty)
208 )
209 return 0; 253 return 0;
210 254
255 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory.
257 */
258 if (ob1->inv || ob2->inv)
259 {
260 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0;
263
264 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv))
266 return 0;
267
268 /* inventory ok - still need to check rest of this object to see
269 * if it is valid.
270 */
271 }
272
211 /* Don't merge objects that are applied. With the new 'body' code, 273 /* Don't merge objects that are applied. With the new 'body' code,
212 * it is possible for most any character to have more than one of 274 * it is possible for most any character to have more than one of
213 * some items equipped, and we don't want those to merge. 275 * some items equipped, and we don't want those to merge.
214 */ 276 */
215 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 277 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
216 return 0; 278 return 0;
217 279
280 /* Note sure why the following is the case - either the object has to
281 * be animated or have a very low speed. Is this an attempted monster
282 * check?
283 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
285 return 0;
286
218 switch (ob1->type) { 287 switch (ob1->type)
288 {
219 case SCROLL: 289 case SCROLL:
220 if (ob1->level != ob2->level) return 0; 290 if (ob1->level != ob2->level)
291 return 0;
221 break; 292 break;
222
223 } 293 }
294
224 if (ob1->key_values != NULL || ob2->key_values != NULL) { 295 if (ob1->key_values != NULL || ob2->key_values != NULL)
296 {
225 /* At least one of these has key_values. */ 297 /* At least one of these has key_values. */
226 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) { 298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
227 /* One has fields, but the other one doesn't. */ 299 /* One has fields, but the other one doesn't. */
228 return 0; 300 return 0;
229 } else if (!compare_ob_value_lists(ob1, ob2)) { 301 else if (!compare_ob_value_lists (ob1, ob2))
230 return 0; 302 return 0;
231 } 303 }
304
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self)
232 } 307 {
308 ob1->optimise ();
309 ob2->optimise ();
233 310
311 if (ob1->self || ob2->self)
312 return 0;
313 }
314
234 /* Everything passes, must be OK. */ 315 /* Everything passes, must be OK. */
235 return 1; 316 return 1;
236} 317}
237 318
238/* 319/*
239 * sum_weight() is a recursive function which calculates the weight 320 * sum_weight() is a recursive function which calculates the weight
240 * an object is carrying. It goes through in figures out how much 321 * an object is carrying. It goes through in figures out how much
241 * containers are carrying, and sums it up. 322 * containers are carrying, and sums it up.
242 */ 323 */
243signed long sum_weight(object *op) { 324long
325sum_weight (object *op)
326{
244 signed long sum; 327 long sum;
245 object *inv; 328 object *inv;
329
246 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
331 {
247 if (inv->inv) 332 if (inv->inv)
248 sum_weight(inv); 333 sum_weight (inv);
249 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
250 } 335 }
336
251 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
252 sum = (sum * (100 - op->stats.Str))/100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
339
253 if(op->carrying != sum) 340 if (op->carrying != sum)
254 op->carrying = sum; 341 op->carrying = sum;
342
255 return sum; 343 return sum;
256} 344}
257 345
258/** 346/**
259 * Return the outermost environment object for a given object. 347 * Return the outermost environment object for a given object.
260 */ 348 */
261 349
350object *
262object *object_get_env_recursive (object *op) { 351object_get_env_recursive (object *op)
352{
263 while (op->env != NULL) 353 while (op->env != NULL)
264 op = op->env; 354 op = op->env;
265 return op; 355 return op;
266} 356}
267 357
268/* 358/*
269 * Eneq(@csd.uu.se): Since we can have items buried in a character we need 359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
270 * a better check. We basically keeping traversing up until we can't 360 * a better check. We basically keeping traversing up until we can't
271 * or find a player. 361 * or find a player.
272 */ 362 */
273 363
364object *
274object *is_player_inv (object *op) { 365is_player_inv (object *op)
366{
275 for (;op!=NULL&&op->type!=PLAYER; op=op->env) 367 for (; op != NULL && op->type != PLAYER; op = op->env)
276 if (op->env==op) 368 if (op->env == op)
277 op->env = NULL; 369 op->env = NULL;
278 return op; 370 return op;
279} 371}
280 372
281/* 373/*
282 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
283 * Some error messages. 375 * Some error messages.
284 * The result of the dump is stored in the static global errmsg array. 376 * The result of the dump is stored in the static global errmsg array.
285 */ 377 */
286 378
379void
287void dump_object2(object *op) { 380dump_object2 (object *op)
381{
382 errmsg[0] = 0;
383 return;
384 //TODO//D#d#
385#if 0
288 char *cp; 386 char *cp;
387
289/* object *tmp;*/ 388/* object *tmp;*/
290 389
291 if(op->arch!=NULL) { 390 if (op->arch != NULL)
391 {
292 strcat(errmsg,"arch "); 392 strcat (errmsg, "arch ");
293 strcat(errmsg,op->arch->name?op->arch->name:"(null)"); 393 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
294 strcat(errmsg,"\n"); 394 strcat (errmsg, "\n");
295 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL) 395 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
296 strcat(errmsg,cp); 396 strcat (errmsg, cp);
297#if 0 397# if 0
298 /* Don't dump player diffs - they are too long, mostly meaningless, and 398 /* Don't dump player diffs - they are too long, mostly meaningless, and
299 * will overflow the buffer. 399 * will overflow the buffer.
300 * Changed so that we don't dump inventory either. This may 400 * Changed so that we don't dump inventory either. This may
301 * also overflow the buffer. 401 * also overflow the buffer.
302 */ 402 */
303 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL) 403 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
304 strcat(errmsg,cp); 404 strcat (errmsg, cp);
305 for (tmp=op->inv; tmp; tmp=tmp->below) 405 for (tmp = op->inv; tmp; tmp = tmp->below)
306 dump_object2(tmp); 406 dump_object2 (tmp);
407# endif
408 strcat (errmsg, "end\n");
409 }
410 else
411 {
412 strcat (errmsg, "Object ");
413 if (op->name == NULL)
414 strcat (errmsg, "(null)");
415 else
416 strcat (errmsg, op->name);
417 strcat (errmsg, "\n");
418# if 0
419 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
420 strcat (errmsg, cp);
421 for (tmp = op->inv; tmp; tmp = tmp->below)
422 dump_object2 (tmp);
423# endif
424 strcat (errmsg, "end\n");
425 }
307#endif 426#endif
308 strcat(errmsg,"end\n");
309 } else {
310 strcat(errmsg,"Object ");
311 if (op->name==NULL) strcat(errmsg, "(null)");
312 else strcat(errmsg,op->name);
313 strcat(errmsg,"\n");
314#if 0
315 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
316 strcat(errmsg,cp);
317 for (tmp=op->inv; tmp; tmp=tmp->below)
318 dump_object2(tmp);
319#endif
320 strcat(errmsg,"end\n");
321 }
322} 427}
323 428
324/* 429/*
325 * Dumps an object. Returns output in the static global errmsg array. 430 * Dumps an object. Returns output in the static global errmsg array.
326 */ 431 */
327 432
433void
328void dump_object(object *op) { 434dump_object (object *op)
435{
329 if(op==NULL) { 436 if (op == NULL)
437 {
330 strcpy(errmsg,"[NULL pointer]"); 438 strcpy (errmsg, "[NULL pointer]");
331 return; 439 return;
332 } 440 }
333 errmsg[0]='\0'; 441 errmsg[0] = '\0';
334 dump_object2(op); 442 dump_object2 (op);
335} 443}
336 444
337/* GROS - Dumps an object. Return the result into a string */ 445void
338/* Note that no checking is done for the validity of the target string, so */
339/* you need to be sure that you allocated enough space for it. */
340void dump_me(object *op, char *outstr)
341{
342 char *cp;
343
344 if(op==NULL)
345 {
346 strcpy(outstr,"[NULL pointer]");
347 return;
348 }
349 outstr[0]='\0';
350
351 if(op->arch!=NULL)
352 {
353 strcat(outstr,"arch ");
354 strcat(outstr,op->arch->name?op->arch->name:"(null)");
355 strcat(outstr,"\n");
356 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
357 strcat(outstr,cp);
358 strcat(outstr,"end\n");
359 }
360 else
361 {
362 strcat(outstr,"Object ");
363 if (op->name==NULL)
364 strcat(outstr, "(null)");
365 else
366 strcat(outstr,op->name);
367 strcat(outstr,"\n");
368 strcat(outstr,"end\n");
369 }
370}
371
372/*
373 * This is really verbose...Can be triggered by the P key while in DM mode.
374 * All objects are dumped to stderr (or alternate logfile, if in server-mode)
375 */
376
377void dump_all_objects(void) { 446dump_all_objects (void)
447{
378 object *op; 448 object *op;
449
379 for(op=objects;op!=NULL;op=op->next) { 450 for (op = object::first; op != NULL; op = op->next)
451 {
380 dump_object(op); 452 dump_object (op);
381 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg); 453 fprintf (logfile, "Object %s\n", errmsg);
382 } 454 }
383} 455}
384 456
385/* 457/*
386 * get_nearest_part(multi-object, object 2) returns the part of the 458 * get_nearest_part(multi-object, object 2) returns the part of the
387 * multi-object 1 which is closest to the second object. 459 * multi-object 1 which is closest to the second object.
388 * If it's not a multi-object, it is returned. 460 * If it's not a multi-object, it is returned.
389 */ 461 */
390 462
463object *
391object *get_nearest_part(object *op, const object *pl) { 464get_nearest_part (object *op, const object *pl)
465{
392 object *tmp,*closest; 466 object *tmp, *closest;
393 int last_dist,i; 467 int last_dist, i;
468
394 if(op->more==NULL) 469 if (op->more == NULL)
395 return op; 470 return op;
396 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 471 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
397 if((i=distance(tmp,pl))<last_dist) 472 if ((i = distance (tmp, pl)) < last_dist)
398 closest=tmp,last_dist=i; 473 closest = tmp, last_dist = i;
399 return closest; 474 return closest;
400} 475}
401 476
402/* 477/*
403 * Returns the object which has the count-variable equal to the argument. 478 * Returns the object which has the count-variable equal to the argument.
404 */ 479 */
405 480
481object *
406object *find_object(tag_t i) { 482find_object (tag_t i)
483{
407 object *op; 484 object *op;
485
408 for(op=objects;op!=NULL;op=op->next) 486 for (op = object::first; op != NULL; op = op->next)
409 if(op->count==i) 487 if (op->count == i)
410 break; 488 break;
489
411 return op; 490 return op;
412} 491}
413 492
414/* 493/*
415 * Returns the first object which has a name equal to the argument. 494 * Returns the first object which has a name equal to the argument.
416 * Used only by the patch command, but not all that useful. 495 * Used only by the patch command, but not all that useful.
417 * Enables features like "patch <name-of-other-player> food 999" 496 * Enables features like "patch <name-of-other-player> food 999"
418 */ 497 */
419 498
499object *
420object *find_object_name(const char *str) { 500find_object_name (const char *str)
421 const char *name=add_string(str); 501{
502 shstr_cmp str_ (str);
422 object *op; 503 object *op;
504
423 for(op=objects;op!=NULL;op=op->next) 505 for (op = object::first; op != NULL; op = op->next)
424 if(op->name==name) 506 if (op->name == str_)
425 break; 507 break;
426 free_string(name); 508
427 return op; 509 return op;
428} 510}
429 511
512void
430void free_all_object_data(void) { 513free_all_object_data ()
431#ifdef MEMORY_DEBUG
432 object *op, *next;
433
434 for (op=free_objects; op!=NULL; ) {
435 next=op->next;
436 free(op);
437 nrofallocobjects--;
438 nroffreeobjects--;
439 op=next;
440 }
441#endif
442 LOG(llevDebug,"%d allocated objects, %d free objects, STARMAX=%d\n",
443 nrofallocobjects, nroffreeobjects,STARTMAX);
444}
445
446/*
447 * Returns the object which this object marks as being the owner.
448 * A id-scheme is used to avoid pointing to objects which have been
449 * freed and are now reused. If this is detected, the owner is
450 * set to NULL, and NULL is returned.
451 * Changed 2004-02-12 - if the player is setting at the play again
452 * prompt, he is removed, and we don't want to treat him as an owner of
453 * anything, so check removed flag. I don't expect that this should break
454 * anything - once an object is removed, it is basically dead anyways.
455 */
456
457object *get_owner(object *op) {
458 if(op->owner==NULL)
459 return NULL;
460
461 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
462 op->owner->count==op->ownercount)
463 return op->owner;
464
465 op->owner=NULL;
466 op->ownercount=0;
467 return NULL;
468}
469
470void clear_owner(object *op)
471{ 514{
472 if (!op) return; 515 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
473
474 if (op->owner && op->ownercount == op->owner->count)
475 op->owner->refcount--;
476
477 op->owner = NULL;
478 op->ownercount = 0;
479} 516}
480
481
482 517
483/* 518/*
484 * Sets the owner and sets the skill and exp pointers to owner's current 519 * Sets the owner and sets the skill and exp pointers to owner's current
485 * skill and experience objects. 520 * skill and experience objects.
486 */ 521 */
487void set_owner (object *op, object *owner) 522void
523object::set_owner (object *owner)
488{ 524{
489 if(owner==NULL||op==NULL) 525 if (!owner)
490 return; 526 return;
491 527
492 /* next line added to allow objects which own objects */ 528 /* next line added to allow objects which own objects */
493 /* Add a check for ownercounts in here, as I got into an endless loop 529 /* Add a check for ownercounts in here, as I got into an endless loop
494 * with the fireball owning a poison cloud which then owned the 530 * with the fireball owning a poison cloud which then owned the
495 * fireball. I believe that was caused by one of the objects getting 531 * fireball. I believe that was caused by one of the objects getting
496 * freed and then another object replacing it. Since the ownercounts 532 * freed and then another object replacing it. Since the ownercounts
497 * didn't match, this check is valid and I believe that cause is valid. 533 * didn't match, this check is valid and I believe that cause is valid.
498 */ 534 */
499 while (owner->owner && owner!=owner->owner && 535 while (owner->owner)
500 owner->ownercount==owner->owner->count) owner=owner->owner; 536 owner = owner->owner;
501 537
502 /* IF the owner still has an owner, we did not resolve to a final owner.
503 * so lets not add to that.
504 */
505 if (owner->owner) return;
506
507 op->owner=owner; 538 this->owner = owner;
508
509 op->ownercount=owner->count;
510 owner->refcount++;
511
512}
513
514/* Set the owner to clone's current owner and set the skill and experience
515 * objects to clone's objects (typically those objects that where the owner's
516 * current skill and experience objects at the time when clone's owner was
517 * set - not the owner's current skill and experience objects).
518 *
519 * Use this function if player created an object (e.g. fire bullet, swarm
520 * spell), and this object creates further objects whose kills should be
521 * accounted for the player's original skill, even if player has changed
522 * skills meanwhile.
523 */
524void copy_owner (object *op, object *clone)
525{
526 object *owner = get_owner (clone);
527 if (owner == NULL) {
528 /* players don't have owners - they own themselves. Update
529 * as appropriate.
530 */
531 if (clone->type == PLAYER) owner=clone;
532 else return;
533 }
534 set_owner(op, owner);
535
536}
537
538/*
539 * Resets vital variables in an object
540 */
541
542void reset_object(object *op) {
543
544 op->name = NULL;
545 op->name_pl = NULL;
546 op->title = NULL;
547 op->race = NULL;
548 op->slaying = NULL;
549 op->skill = NULL;
550 op->msg = NULL;
551 op->materialname = NULL;
552 op->lore = NULL;
553 op->current_weapon_script = NULL;
554 clear_object(op);
555} 539}
556 540
557/* Zero the key_values on op, decrementing the shared-string 541/* Zero the key_values on op, decrementing the shared-string
558 * refcounts and freeing the links. 542 * refcounts and freeing the links.
559 */ 543 */
544static void
560static void free_key_values(object * op) { 545free_key_values (object *op)
561 key_value * i; 546{
562 key_value * next = NULL; 547 for (key_value *i = op->key_values; i != 0;)
563 548 {
564 if (op->key_values == NULL) return; 549 key_value *next = i->next;
550 delete i;
551
552 i = next;
565 553 }
566 for (i = op->key_values; i != NULL; i = next) { 554
567 /* Store next *first*. */
568 next = i->next;
569
570 if (i->key) FREE_AND_CLEAR_STR(i->key);
571 if (i->value) FREE_AND_CLEAR_STR(i->value);
572 i->next = NULL;
573 free(i);
574 }
575
576 op->key_values = NULL; 555 op->key_values = 0;
577} 556}
578 557
558void object::clear ()
559{
560 attachable_base::clear ();
579 561
580/*
581 * clear_object() frees everything allocated by an object, and also
582 * clears all variables and flags to default settings.
583 */
584
585void clear_object(object *op) {
586
587 if (object_free_callback)
588 object_free_callback (op);
589
590 event *evt;
591 event *evt2;
592
593 /* redo this to be simpler/more efficient. Was also seeing
594 * crashes in the old code. Move this to the top - am
595 * seeing periodic crashes in this code, and would like to have
596 * as much info available as possible (eg, object name).
597 */
598 for (evt = op->events; evt; evt=evt2) {
599 evt2 = evt->next;
600
601 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
602 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
603 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
604
605 free(evt);
606 }
607 op->events = NULL;
608
609 free_key_values(op); 562 free_key_values (this);
610 563
611 /* the memset will clear all these values for us, but we need 564 owner = 0;
612 * to reduce the refcount on them. 565 name = 0;
613 */ 566 name_pl = 0;
614 if (op->name!=NULL) FREE_AND_CLEAR_STR(op->name); 567 title = 0;
615 if (op->name_pl!=NULL) FREE_AND_CLEAR_STR(op->name_pl); 568 race = 0;
616 if (op->title != NULL) FREE_AND_CLEAR_STR(op->title); 569 slaying = 0;
617 if (op->race!=NULL) FREE_AND_CLEAR_STR(op->race); 570 skill = 0;
618 if (op->slaying!=NULL) FREE_AND_CLEAR_STR(op->slaying); 571 msg = 0;
619 if (op->skill!=NULL) FREE_AND_CLEAR_STR(op->skill); 572 lore = 0;
620 if (op->msg!=NULL) FREE_AND_CLEAR_STR(op->msg); 573 custom_name = 0;
621 if (op->lore!=NULL) FREE_AND_CLEAR_STR(op->lore); 574 materialname = 0;
622 if (op->materialname!= NULL) FREE_AND_CLEAR_STR(op->materialname); 575 contr = 0;
576 below = 0;
577 above = 0;
578 inv = 0;
579 container = 0;
580 env = 0;
581 more = 0;
582 head = 0;
583 map = 0;
584 active_next = 0;
585 active_prev = 0;
623 586
587 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
624 588
625 memset((void*)op, 0, sizeof (object_special));
626 /* Below here, we clear things that are not done by the memset,
627 * or set default values that are not zero.
628 */
629 /* This is more or less true */
630 SET_FLAG(op, FLAG_REMOVED); 589 SET_FLAG (this, FLAG_REMOVED);
631 590
632
633 op->contr = NULL;
634 op->below=NULL;
635 op->above=NULL;
636 op->inv=NULL;
637 op->events=NULL;
638 op->container=NULL;
639 op->env=NULL;
640 op->more=NULL;
641 op->head=NULL;
642 op->map=NULL;
643 op->refcount=0;
644 op->active_next = NULL;
645 op->active_prev = NULL;
646 /* What is not cleared is next, prev, and count */ 591 /* What is not cleared is next, prev, and count */
647 592
648 op->expmul=1.0; 593 expmul = 1.0;
649 op->face = blank_face; 594 face = blank_face;
650 op->attacked_by_count = (tag_t) -1; 595
651 if (settings.casting_time) 596 if (settings.casting_time)
652 op->casting_time = -1; 597 casting_time = -1;
598}
653 599
600void object::clone (object *destination)
601{
602 *(object_copy *)destination = *this;
603 *(object_pod *)destination = *this;
604
605 if (self || cb)
606 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
654} 607}
655 608
656/* 609/*
657 * copy object first frees everything allocated by the second object, 610 * copy object first frees everything allocated by the second object,
658 * and then copies the contends of the first object into the second 611 * and then copies the contends of the first object into the second
659 * object, allocating what needs to be allocated. Basically, any 612 * object, allocating what needs to be allocated. Basically, any
660 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 613 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
661 * if the first object is freed, the pointers in the new object 614 * if the first object is freed, the pointers in the new object
662 * will point at garbage. 615 * will point at garbage.
663 */ 616 */
664 617void
665void copy_object(object *op2, object *op) { 618copy_object (object *op2, object *op)
666 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED); 619{
667 event *evt, *evt2, *evt_new; 620 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
621 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
668 622
669 if (object_free_callback) 623 op2->clone (op);
670 object_free_callback (op);
671 624
672 // callback registries and self are empty for copied objects 625 if (is_freed)
673 // this ought to change in the future 626 SET_FLAG (op, FLAG_FREED);
627 if (is_removed)
628 SET_FLAG (op, FLAG_REMOVED);
674 629
675 /* Decrement the refcounts, but don't bother zeroing the fields; 630 if (op2->speed < 0)
676 they'll be overwritten by memcpy. */
677 if(op->name!=NULL) free_string(op->name);
678 if(op->name_pl!=NULL) free_string(op->name_pl);
679 if(op->title!=NULL) free_string(op->title);
680 if(op->race!=NULL) free_string(op->race);
681 if(op->slaying!=NULL) free_string(op->slaying);
682 if(op->skill!=NULL) free_string(op->skill);
683 if(op->msg!=NULL) free_string(op->msg);
684 if(op->lore!=NULL) free_string(op->lore);
685 if(op->materialname != NULL) free_string(op->materialname);
686 if(op->custom_name != NULL) free_string(op->custom_name);
687
688 /* Basically, same code as from clear_object() */
689 for (evt = op->events; evt; evt=evt2) {
690 evt2 = evt->next;
691
692 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
693 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
694 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
695
696 free(evt);
697 }
698 op->events = NULL;
699
700 free_key_values(op);
701
702 *(object_special *)op = *(object_special *)op2;
703
704 if(is_freed) SET_FLAG(op,FLAG_FREED);
705 if(is_removed) SET_FLAG(op,FLAG_REMOVED);
706 if(op->name!=NULL) add_refcount(op->name);
707 if(op->name_pl!=NULL) add_refcount(op->name_pl);
708 if(op->title!=NULL) add_refcount(op->title);
709 if(op->race!=NULL) add_refcount(op->race);
710 if(op->slaying!=NULL) add_refcount(op->slaying);
711 if(op->skill!=NULL) add_refcount(op->skill);
712 if(op->lore!=NULL) add_refcount(op->lore);
713 if(op->msg!=NULL) add_refcount(op->msg);
714 if(op->custom_name!=NULL) add_refcount(op->custom_name);
715 if (op->materialname != NULL) add_refcount(op->materialname);
716
717 if((op2->speed<0) && !editor)
718 op->speed_left=op2->speed_left-RANDOM()%200/100.0; 631 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
719 632
720 /* Copy over event information */
721 evt2 = NULL;
722 for (evt = op2->events; evt; evt=evt->next) {
723 evt_new = (event *) malloc(sizeof(event));
724 memcpy(evt_new, evt, sizeof(event));
725 if (evt_new->hook) add_refcount(evt_new->hook);
726 if (evt_new->plugin) add_refcount(evt_new->plugin);
727 if (evt_new->options) add_refcount(evt_new->options);
728 evt_new->next = NULL;
729
730 /* Try to be a little clever here, and store away the
731 * last event we copied, so that its simpler to update the
732 * pointer.
733 */
734 if (evt2)
735 evt2->next = evt_new;
736 else
737 op->events = evt_new;
738
739 evt2 = evt_new;
740 }
741 /* Copy over key_values, if any. */ 633 /* Copy over key_values, if any. */
742 if (op2->key_values != NULL) { 634 if (op2->key_values)
743 key_value * tail = NULL; 635 {
636 key_value *tail = 0;
744 key_value * i; 637 key_value *i;
745 638
746 op->key_values = NULL; 639 op->key_values = 0;
747 640
748 for (i = op2->key_values; i != NULL; i = i->next) { 641 for (i = op2->key_values; i; i = i->next)
749 key_value * new_link = (key_value *) malloc(sizeof(key_value)); 642 {
643 key_value *new_link = new key_value;
750 644
751 new_link->next = NULL; 645 new_link->next = 0;
752 new_link->key = add_refcount(i->key); 646 new_link->key = i->key;
753 if (i->value) 647 new_link->value = i->value;
754 new_link->value = add_refcount(i->value);
755 else
756 new_link->value = NULL;
757 648
758 /* Try and be clever here, too. */ 649 /* Try and be clever here, too. */
759 if (op->key_values == NULL) { 650 if (!op->key_values)
651 {
760 op->key_values = new_link; 652 op->key_values = new_link;
761 tail = new_link; 653 tail = new_link;
762 } else { 654 }
763 tail->next = new_link; 655 else
764 tail = new_link; 656 {
657 tail->next = new_link;
658 tail = new_link;
659 }
660 }
765 } 661 }
766 }
767 }
768 662
769 update_ob_speed(op); 663 update_ob_speed (op);
770}
771
772/*
773 * expand_objects() allocates more objects for the list of unused objects.
774 * It is called from get_object() if the unused list is empty.
775 */
776
777void expand_objects(void) {
778 int i;
779 object *obj;
780 obj = (object *) CALLOC(OBJ_EXPAND,sizeof(object));
781
782 if(obj==NULL)
783 fatal(OUT_OF_MEMORY);
784 free_objects=obj;
785 obj[0].prev=NULL;
786 obj[0].next= &obj[1],
787 SET_FLAG(&(obj[0]), FLAG_REMOVED);
788 SET_FLAG(&(obj[0]), FLAG_FREED);
789
790 for(i=1;i<OBJ_EXPAND-1;i++) {
791 obj[i].next= &obj[i+1],
792 obj[i].prev= &obj[i-1],
793 SET_FLAG(&(obj[i]), FLAG_REMOVED);
794 SET_FLAG(&(obj[i]), FLAG_FREED);
795 }
796 obj[OBJ_EXPAND-1].prev= &obj[OBJ_EXPAND-2],
797 obj[OBJ_EXPAND-1].next=NULL,
798 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_REMOVED);
799 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_FREED);
800
801 nrofallocobjects += OBJ_EXPAND;
802 nroffreeobjects += OBJ_EXPAND;
803}
804
805/*
806 * get_object() grabs an object from the list of unused objects, makes
807 * sure it is initialised, and returns it.
808 * If there are no free objects, expand_objects() is called to get more.
809 */
810
811object *get_object(void) {
812 object *op;
813
814 if(free_objects==NULL) {
815 expand_objects();
816 }
817 op=free_objects;
818#ifdef MEMORY_DEBUG
819 /* The idea is hopefully by doing a realloc, the memory
820 * debugging program will now use the current stack trace to
821 * report leaks.
822 */
823 op = realloc(op, sizeof(object));
824 SET_FLAG(op, FLAG_REMOVED);
825 SET_FLAG(op, FLAG_FREED);
826#endif
827
828 if(!QUERY_FLAG(op,FLAG_FREED)) {
829 LOG(llevError,"Fatal: Getting busy object.\n");
830 }
831 free_objects=op->next;
832 if(free_objects!=NULL)
833 free_objects->prev=NULL;
834 op->count= ++ob_count;
835 op->name=NULL;
836 op->name_pl=NULL;
837 op->title=NULL;
838 op->race=NULL;
839 op->slaying=NULL;
840 op->skill = NULL;
841 op->lore=NULL;
842 op->msg=NULL;
843 op->materialname=NULL;
844 op->next=objects;
845 op->prev=NULL;
846 op->active_next = NULL;
847 op->active_prev = NULL;
848 if(objects!=NULL)
849 objects->prev=op;
850 objects=op;
851 clear_object(op);
852 SET_FLAG(op,FLAG_REMOVED);
853 nroffreeobjects--;
854 return op;
855} 664}
856 665
857/* 666/*
858 * If an object with the IS_TURNABLE() flag needs to be turned due 667 * If an object with the IS_TURNABLE() flag needs to be turned due
859 * to the closest player being on the other side, this function can 668 * to the closest player being on the other side, this function can
860 * be called to update the face variable, _and_ how it looks on the map. 669 * be called to update the face variable, _and_ how it looks on the map.
861 */ 670 */
862 671
672void
863void update_turn_face(object *op) { 673update_turn_face (object *op)
674{
864 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 675 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
865 return; 676 return;
866 SET_ANIMATION(op, op->direction); 677 SET_ANIMATION (op, op->direction);
867 update_object(op,UP_OBJ_FACE); 678 update_object (op, UP_OBJ_FACE);
868} 679}
869 680
870/* 681/*
871 * Updates the speed of an object. If the speed changes from 0 to another 682 * Updates the speed of an object. If the speed changes from 0 to another
872 * value, or vice versa, then add/remove the object from the active list. 683 * value, or vice versa, then add/remove the object from the active list.
873 * This function needs to be called whenever the speed of an object changes. 684 * This function needs to be called whenever the speed of an object changes.
874 */ 685 */
875 686void
876void update_ob_speed(object *op) { 687update_ob_speed (object *op)
688{
877 extern int arch_init; 689 extern int arch_init;
878 690
879 /* No reason putting the archetypes objects on the speed list, 691 /* No reason putting the archetypes objects on the speed list,
880 * since they never really need to be updated. 692 * since they never really need to be updated.
881 */ 693 */
882 694
883 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 695 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
696 {
884 LOG(llevError,"Object %s is freed but has speed.\n", op->name); 697 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
885#ifdef MANY_CORES 698#ifdef MANY_CORES
886 abort(); 699 abort ();
887#else 700#else
888 op->speed = 0; 701 op->speed = 0;
889#endif 702#endif
890 } 703 }
704
891 if (arch_init) { 705 if (arch_init)
892 return;
893 }
894 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
895 /* If already on active list, don't do anything */
896 if (op->active_next || op->active_prev || op==active_objects)
897 return; 706 return;
898 707
708 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
709 {
710 /* If already on active list, don't do anything */
711 if (op->active_next || op->active_prev || op == active_objects)
712 return;
713
899 /* process_events() expects us to insert the object at the beginning 714 /* process_events() expects us to insert the object at the beginning
900 * of the list. */ 715 * of the list. */
901 op->active_next = active_objects; 716 op->active_next = active_objects;
717
902 if (op->active_next!=NULL) 718 if (op->active_next != NULL)
903 op->active_next->active_prev = op; 719 op->active_next->active_prev = op;
720
904 active_objects = op; 721 active_objects = op;
722 }
723 else
905 } 724 {
906 else {
907 /* If not on the active list, nothing needs to be done */ 725 /* If not on the active list, nothing needs to be done */
908 if (!op->active_next && !op->active_prev && op!=active_objects) 726 if (!op->active_next && !op->active_prev && op != active_objects)
909 return; 727 return;
910 728
911 if (op->active_prev==NULL) { 729 if (op->active_prev == NULL)
730 {
912 active_objects = op->active_next; 731 active_objects = op->active_next;
732
913 if (op->active_next!=NULL) 733 if (op->active_next != NULL)
914 op->active_next->active_prev = NULL; 734 op->active_next->active_prev = NULL;
915 } 735 }
916 else { 736 else
737 {
917 op->active_prev->active_next = op->active_next; 738 op->active_prev->active_next = op->active_next;
739
918 if (op->active_next) 740 if (op->active_next)
919 op->active_next->active_prev = op->active_prev; 741 op->active_next->active_prev = op->active_prev;
920 } 742 }
743
921 op->active_next = NULL; 744 op->active_next = NULL;
922 op->active_prev = NULL; 745 op->active_prev = NULL;
923 } 746 }
924} 747}
925 748
926/* This function removes object 'op' from the list of active 749/* This function removes object 'op' from the list of active
927 * objects. 750 * objects.
929 * reference maps where you don't want an object that isn't 752 * reference maps where you don't want an object that isn't
930 * in play chewing up cpu time getting processed. 753 * in play chewing up cpu time getting processed.
931 * The reverse of this is to call update_ob_speed, which 754 * The reverse of this is to call update_ob_speed, which
932 * will do the right thing based on the speed of the object. 755 * will do the right thing based on the speed of the object.
933 */ 756 */
757void
934void remove_from_active_list(object *op) 758remove_from_active_list (object *op)
935{ 759{
936 /* If not on the active list, nothing needs to be done */ 760 /* If not on the active list, nothing needs to be done */
937 if (!op->active_next && !op->active_prev && op!=active_objects) 761 if (!op->active_next && !op->active_prev && op != active_objects)
938 return; 762 return;
939 763
940 if (op->active_prev==NULL) { 764 if (op->active_prev == NULL)
765 {
941 active_objects = op->active_next; 766 active_objects = op->active_next;
942 if (op->active_next!=NULL) 767 if (op->active_next != NULL)
943 op->active_next->active_prev = NULL; 768 op->active_next->active_prev = NULL;
769 }
770 else
944 } 771 {
945 else {
946 op->active_prev->active_next = op->active_next; 772 op->active_prev->active_next = op->active_next;
947 if (op->active_next) 773 if (op->active_next)
948 op->active_next->active_prev = op->active_prev; 774 op->active_next->active_prev = op->active_prev;
949 } 775 }
950 op->active_next = NULL; 776 op->active_next = NULL;
951 op->active_prev = NULL; 777 op->active_prev = NULL;
952} 778}
953 779
954/* 780/*
955 * update_object() updates the array which represents the map. 781 * update_object() updates the array which represents the map.
956 * It takes into account invisible objects (and represent squares covered 782 * It takes into account invisible objects (and represent squares covered
971 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 797 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
972 * as that is easier than trying to look at what may have changed. 798 * as that is easier than trying to look at what may have changed.
973 * UP_OBJ_FACE: only the objects face has changed. 799 * UP_OBJ_FACE: only the objects face has changed.
974 */ 800 */
975 801
802void
976void update_object(object *op, int action) { 803update_object (object *op, int action)
804{
977 int update_now=0, flags; 805 int update_now = 0, flags;
978 MoveType move_on, move_off, move_block, move_slow; 806 MoveType move_on, move_off, move_block, move_slow;
979 807
980 if (op == NULL) { 808 if (op == NULL)
809 {
981 /* this should never happen */ 810 /* this should never happen */
982 LOG(llevDebug,"update_object() called for NULL object.\n"); 811 LOG (llevDebug, "update_object() called for NULL object.\n");
983 return; 812 return;
984 }
985 813 }
814
986 if(op->env!=NULL) { 815 if (op->env != NULL)
816 {
987 /* Animation is currently handled by client, so nothing 817 /* Animation is currently handled by client, so nothing
988 * to do in this case. 818 * to do in this case.
989 */ 819 */
990 return; 820 return;
991 } 821 }
992 822
993 /* If the map is saving, don't do anything as everything is 823 /* If the map is saving, don't do anything as everything is
994 * going to get freed anyways. 824 * going to get freed anyways.
995 */ 825 */
996 if (!op->map || op->map->in_memory == MAP_SAVING) return; 826 if (!op->map || op->map->in_memory == MAP_SAVING)
997 827 return;
828
998 /* make sure the object is within map boundaries */ 829 /* make sure the object is within map boundaries */
999 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 830 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
1000 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 831 {
1001 LOG(llevError,"update_object() called for object out of map!\n"); 832 LOG (llevError, "update_object() called for object out of map!\n");
1002#ifdef MANY_CORES 833#ifdef MANY_CORES
1003 abort(); 834 abort ();
1004#endif 835#endif
1005 return; 836 return;
1006 }
1007 837 }
838
1008 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 839 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
1009 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 840 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
1010 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 841 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1011 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 842 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1012 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 843 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1013 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y); 844 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
1014 845
1015 if (action == UP_OBJ_INSERT) { 846 if (action == UP_OBJ_INSERT)
847 {
1016 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 848 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
1017 update_now=1; 849 update_now = 1;
1018 850
1019 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 851 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
1020 update_now=1; 852 update_now = 1;
1021 853
1022 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 854 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
1023 update_now=1; 855 update_now = 1;
1024 856
1025 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 857 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
1026 update_now=1; 858 update_now = 1;
1027 859
860 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
861 update_now = 1;
862
1028 if ((move_on | op->move_on) != move_on) update_now=1; 863 if ((move_on | op->move_on) != move_on)
864 update_now = 1;
865
1029 if ((move_off | op->move_off) != move_off) update_now=1; 866 if ((move_off | op->move_off) != move_off)
867 update_now = 1;
868
1030 /* This isn't perfect, but I don't expect a lot of objects to 869 /* This isn't perfect, but I don't expect a lot of objects to
1031 * to have move_allow right now. 870 * to have move_allow right now.
1032 */ 871 */
1033 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 872 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
1034 update_now=1; 873 update_now = 1;
874
1035 if ((move_slow | op->move_slow) != move_slow) update_now=1; 875 if ((move_slow | op->move_slow) != move_slow)
876 update_now = 1;
1036 } 877 }
1037 /* if the object is being removed, we can't make intelligent 878 /* if the object is being removed, we can't make intelligent
1038 * decisions, because remove_ob can't really pass the object 879 * decisions, because remove_ob can't really pass the object
1039 * that is being removed. 880 * that is being removed.
1040 */ 881 */
1041 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 882 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
1042 update_now=1; 883 update_now = 1;
1043 } else if (action == UP_OBJ_FACE) { 884 else if (action == UP_OBJ_FACE)
1044 /* Nothing to do for that case */ 885 /* Nothing to do for that case */ ;
1045 }
1046 else { 886 else
1047 LOG(llevError,"update_object called with invalid action: %d\n", action); 887 LOG (llevError, "update_object called with invalid action: %d\n", action);
1048 }
1049 888
1050 if (update_now) { 889 if (update_now)
890 {
1051 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 891 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
1052 update_position(op->map, op->x, op->y); 892 update_position (op->map, op->x, op->y);
1053 } 893 }
1054 894
1055 if(op->more!=NULL) 895 if (op->more != NULL)
1056 update_object(op->more, action); 896 update_object (op->more, action);
1057} 897}
1058 898
899object::vector object::mortals;
900object::vector object::objects; // not yet used
901object *object::first;
902
903void object::free_mortals ()
904{
905 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
906 if ((*i)->refcnt)
907 ++i; // further delay freeing
908 else
909 {
910 delete *i;
911 mortals.erase (i);
912 }
913
914 static int lastmortals = 0;//D
915
916 if (mortals.size() != lastmortals)//D
917 {
918 lastmortals = mortals.size ();//D
919 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
920 }
921}
922
923object::object ()
924{
925 SET_FLAG (this, FLAG_REMOVED);
926
927 expmul = 1.0;
928 face = blank_face;
929}
930
931object::~object ()
932{
933 free_key_values (this);
934}
935
936void object::link ()
937{
938 count = ++ob_count;
939 uuid = gen_uuid ();
940
941 prev = 0;
942 next = object::first;
943
944 if (object::first)
945 object::first->prev = this;
946
947 object::first = this;
948}
949
950void object::unlink ()
951{
952 if (this == object::first)
953 object::first = next;
954
955 /* Remove this object from the list of used objects */
956 if (prev) prev->next = next;
957 if (next) next->prev = prev;
958
959 prev = 0;
960 next = 0;
961}
962
963object *object::create ()
964{
965 object *op = new object;
966 op->link ();
967 return op;
968}
1059 969
1060/* 970/*
1061 * free_object() frees everything allocated by an object, removes 971 * free_object() frees everything allocated by an object, removes
1062 * it from the list of used objects, and puts it on the list of 972 * it from the list of used objects, and puts it on the list of
1063 * free objects. The IS_FREED() flag is set in the object. 973 * free objects. The IS_FREED() flag is set in the object.
1065 * this function to succeed. 975 * this function to succeed.
1066 * 976 *
1067 * If free_inventory is set, free inventory as well. Else drop items in 977 * If free_inventory is set, free inventory as well. Else drop items in
1068 * inventory to the ground. 978 * inventory to the ground.
1069 */ 979 */
980void object::free (bool free_inventory)
981{
982 if (QUERY_FLAG (this, FLAG_FREED))
983 return;
1070 984
1071void free_object(object *ob) { 985 if (QUERY_FLAG (this, FLAG_FRIENDLY))
1072 free_object2(ob, 0); 986 remove_friendly_object (this);
1073}
1074void free_object2(object *ob, int free_inventory) {
1075 object *tmp,*op;
1076 987
1077 if (object_free_callback)
1078 object_free_callback (ob);
1079
1080 if (!QUERY_FLAG(ob,FLAG_REMOVED)) { 988 if (!QUERY_FLAG (this, FLAG_REMOVED))
1081 LOG(llevDebug,"Free object called with non removed object\n"); 989 remove_ob (this);
1082 dump_object(ob); 990
1083#ifdef MANY_CORES 991 SET_FLAG (this, FLAG_FREED);
1084 abort(); 992
1085#endif 993 if (more)
1086 } 994 {
1087 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) { 995 more->free (free_inventory);
1088 LOG(llevMonster,"Warning: tried to free friendly object.\n"); 996 more = 0;
1089 remove_friendly_object(ob); 997 }
998
999 if (inv)
1090 } 1000 {
1091 if(QUERY_FLAG(ob,FLAG_FREED)) {
1092 dump_object(ob);
1093 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg);
1094 return;
1095 }
1096 if(ob->more!=NULL) {
1097 free_object2(ob->more, free_inventory);
1098 ob->more=NULL;
1099 }
1100 if (ob->inv) {
1101 /* Only if the space blocks everything do we not process - 1001 /* Only if the space blocks everything do we not process -
1102 * if some form of movemnt is allowed, let objects 1002 * if some form of movement is allowed, let objects
1103 * drop on that space. 1003 * drop on that space.
1104 */ 1004 */
1105 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 1005 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1106 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL)) 1006 {
1107 { 1007 object *op = inv;
1108 op=ob->inv; 1008
1109 while(op!=NULL) { 1009 while (op)
1110 tmp=op->below; 1010 {
1111 remove_ob(op); 1011 object *tmp = op->below;
1112 free_object2(op, free_inventory); 1012 op->free (free_inventory);
1113 op=tmp; 1013 op = tmp;
1014 }
1015 }
1016 else
1017 { /* Put objects in inventory onto this space */
1018 object *op = inv;
1019
1020 while (op)
1021 {
1022 object *tmp = op->below;
1023
1024 remove_ob (op);
1025
1026 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1027 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1028 free_object (op);
1029 else
1030 {
1031 op->x = x;
1032 op->y = y;
1033 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1034 }
1035
1036 op = tmp;
1037 }
1038 }
1114 } 1039 }
1115 } 1040
1116 else { /* Put objects in inventory onto this space */ 1041 // clear those pointers that likely might have circular references to us
1117 op=ob->inv; 1042 owner = 0;
1118 while(op!=NULL) { 1043 enemy = 0;
1119 tmp=op->below; 1044 attacked_by = 0;
1120 remove_ob(op); 1045
1121 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) ||
1122 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
1123 free_object(op);
1124 else {
1125 op->x=ob->x;
1126 op->y=ob->y;
1127 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */
1128 }
1129 op=tmp;
1130 }
1131 }
1132 }
1133 /* Remove object from the active list */ 1046 /* Remove object from the active list */
1134 ob->speed = 0; 1047 speed = 0;
1135 update_ob_speed(ob); 1048 update_ob_speed (this);
1136 1049
1137 SET_FLAG(ob, FLAG_FREED); 1050 unlink ();
1138 ob->count = 0;
1139 1051
1140 /* Remove this object from the list of used objects */ 1052 mortals.push_back (this);
1141 if(ob->prev==NULL) {
1142 objects=ob->next;
1143 if(objects!=NULL)
1144 objects->prev=NULL;
1145 }
1146 else {
1147 ob->prev->next=ob->next;
1148 if(ob->next!=NULL)
1149 ob->next->prev=ob->prev;
1150 }
1151
1152 if(ob->name!=NULL) FREE_AND_CLEAR_STR(ob->name);
1153 if(ob->name_pl!=NULL) FREE_AND_CLEAR_STR(ob->name_pl);
1154 if(ob->title!=NULL) FREE_AND_CLEAR_STR(ob->title);
1155 if(ob->race!=NULL) FREE_AND_CLEAR_STR(ob->race);
1156 if(ob->slaying!=NULL) FREE_AND_CLEAR_STR(ob->slaying);
1157 if(ob->skill!=NULL) FREE_AND_CLEAR_STR(ob->skill);
1158 if(ob->lore!=NULL) FREE_AND_CLEAR_STR(ob->lore);
1159 if(ob->msg!=NULL) FREE_AND_CLEAR_STR(ob->msg);
1160 if(ob->materialname!=NULL) FREE_AND_CLEAR_STR(ob->materialname);
1161
1162
1163 /* Why aren't events freed? */
1164 free_key_values(ob);
1165
1166#if 0 /* MEMORY_DEBUG*/
1167 /* This is a nice idea. Unfortunately, a lot of the code in crossfire
1168 * presumes the freed_object will stick around for at least a little
1169 * bit
1170 */
1171 /* this is necessary so that memory debugging programs will
1172 * be able to accurately report source of malloc. If we recycle
1173 * objects, then some other area may be doing the get_object
1174 * and not freeing it, but the original one that malloc'd the
1175 * object will get the blame.
1176 */
1177 free(ob);
1178#else
1179
1180 /* Now link it with the free_objects list: */
1181 ob->prev=NULL;
1182 ob->next=free_objects;
1183 if(free_objects!=NULL)
1184 free_objects->prev=ob;
1185 free_objects=ob;
1186 nroffreeobjects++;
1187#endif
1188}
1189
1190/*
1191 * count_free() returns the number of objects on the list of free objects.
1192 */
1193
1194int count_free(void) {
1195 int i=0;
1196 object *tmp=free_objects;
1197 while(tmp!=NULL)
1198 tmp=tmp->next, i++;
1199 return i;
1200}
1201
1202/*
1203 * count_used() returns the number of objects on the list of used objects.
1204 */
1205
1206int count_used(void) {
1207 int i=0;
1208 object *tmp=objects;
1209 while(tmp!=NULL)
1210 tmp=tmp->next, i++;
1211 return i;
1212}
1213
1214/*
1215 * count_active() returns the number of objects on the list of active objects.
1216 */
1217
1218int count_active(void) {
1219 int i=0;
1220 object *tmp=active_objects;
1221 while(tmp!=NULL)
1222 tmp=tmp->active_next, i++;
1223 return i;
1224} 1053}
1225 1054
1226/* 1055/*
1227 * sub_weight() recursively (outwards) subtracts a number from the 1056 * sub_weight() recursively (outwards) subtracts a number from the
1228 * weight of an object (and what is carried by it's environment(s)). 1057 * weight of an object (and what is carried by it's environment(s)).
1229 */ 1058 */
1230 1059
1060void
1231void sub_weight (object *op, signed long weight) { 1061sub_weight (object *op, signed long weight)
1062{
1232 while (op != NULL) { 1063 while (op != NULL)
1064 {
1233 if (op->type == CONTAINER) { 1065 if (op->type == CONTAINER)
1234 weight=(signed long)(weight*(100-op->stats.Str)/100); 1066 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1235 } 1067
1236 op->carrying-=weight; 1068 op->carrying -= weight;
1237 op = op->env; 1069 op = op->env;
1238 } 1070 }
1239} 1071}
1240 1072
1241/* remove_ob(op): 1073/* remove_ob(op):
1242 * This function removes the object op from the linked list of objects 1074 * This function removes the object op from the linked list of objects
1243 * which it is currently tied to. When this function is done, the 1075 * which it is currently tied to. When this function is done, the
1245 * environment, the x and y coordinates will be updated to 1077 * environment, the x and y coordinates will be updated to
1246 * the previous environment. 1078 * the previous environment.
1247 * Beware: This function is called from the editor as well! 1079 * Beware: This function is called from the editor as well!
1248 */ 1080 */
1249 1081
1082void
1250void remove_ob(object *op) { 1083remove_ob (object *op)
1084{
1251 object *tmp,*last=NULL; 1085 object *tmp, *last = 0;
1252 object *otmp; 1086 object *otmp;
1253 tag_t tag; 1087
1254 int check_walk_off; 1088 int check_walk_off;
1255 mapstruct *m; 1089 maptile *m;
1090
1256 sint16 x,y; 1091 sint16 x, y;
1257
1258 1092
1259 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1093 if (QUERY_FLAG (op, FLAG_REMOVED))
1260 dump_object(op); 1094 return;
1261 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1262 1095
1263 /* Changed it to always dump core in this case. As has been learned
1264 * in the past, trying to recover from errors almost always
1265 * make things worse, and this is a real error here - something
1266 * that should not happen.
1267 * Yes, if this was a mission critical app, trying to do something
1268 * to recover may make sense, but that is because failure of the app
1269 * may have other disastrous problems. Cf runs out of a script
1270 * so is easily enough restarted without any real problems.
1271 * MSW 2001-07-01
1272 */
1273 abort();
1274 }
1275 if(op->more!=NULL)
1276 remove_ob(op->more);
1277
1278 SET_FLAG(op, FLAG_REMOVED); 1096 SET_FLAG (op, FLAG_REMOVED);
1279 1097
1098 if (op->more != NULL)
1099 remove_ob (op->more);
1100
1280 /* 1101 /*
1281 * In this case, the object to be removed is in someones 1102 * In this case, the object to be removed is in someones
1282 * inventory. 1103 * inventory.
1283 */ 1104 */
1284 if(op->env!=NULL) { 1105 if (op->env != NULL)
1106 {
1285 if(op->nrof) 1107 if (op->nrof)
1286 sub_weight(op->env, op->weight*op->nrof); 1108 sub_weight (op->env, op->weight * op->nrof);
1287 else 1109 else
1288 sub_weight(op->env, op->weight+op->carrying); 1110 sub_weight (op->env, op->weight + op->carrying);
1289 1111
1290 /* NO_FIX_PLAYER is set when a great many changes are being 1112 /* NO_FIX_PLAYER is set when a great many changes are being
1291 * made to players inventory. If set, avoiding the call 1113 * made to players inventory. If set, avoiding the call
1292 * to save cpu time. 1114 * to save cpu time.
1293 */ 1115 */
1294 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1116 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1295 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1296 fix_player(otmp); 1117 fix_player (otmp);
1297 1118
1298 if(op->above!=NULL) 1119 if (op->above != NULL)
1299 op->above->below=op->below; 1120 op->above->below = op->below;
1300 else 1121 else
1301 op->env->inv=op->below; 1122 op->env->inv = op->below;
1302 1123
1303 if(op->below!=NULL) 1124 if (op->below != NULL)
1304 op->below->above=op->above; 1125 op->below->above = op->above;
1305 1126
1306 /* we set up values so that it could be inserted into 1127 /* we set up values so that it could be inserted into
1307 * the map, but we don't actually do that - it is up 1128 * the map, but we don't actually do that - it is up
1308 * to the caller to decide what we want to do. 1129 * to the caller to decide what we want to do.
1309 */ 1130 */
1310 op->x=op->env->x,op->y=op->env->y; 1131 op->x = op->env->x, op->y = op->env->y;
1311 op->ox=op->x,op->oy=op->y;
1312 op->map=op->env->map; 1132 op->map = op->env->map;
1313 op->above=NULL,op->below=NULL; 1133 op->above = NULL, op->below = NULL;
1314 op->env=NULL; 1134 op->env = NULL;
1315 return; 1135 }
1136 else if (op->map)
1316 } 1137 {
1317
1318 /* If we get here, we are removing it from a map */
1319 if (op->map == NULL) return;
1320
1321 x = op->x; 1138 x = op->x;
1322 y = op->y; 1139 y = op->y;
1323 m = get_map_from_coord(op->map, &x, &y); 1140 m = get_map_from_coord (op->map, &x, &y);
1324 1141
1325 if (!m) { 1142 if (!m)
1143 {
1326 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1144 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1327 op->map->path, op->x, op->y); 1145 op->map->path, op->x, op->y);
1328 /* in old days, we used to set x and y to 0 and continue. 1146 /* in old days, we used to set x and y to 0 and continue.
1329 * it seems if we get into this case, something is probablye 1147 * it seems if we get into this case, something is probablye
1330 * screwed up and should be fixed. 1148 * screwed up and should be fixed.
1331 */ 1149 */
1332 abort(); 1150 abort ();
1333 } 1151 }
1152
1334 if (op->map != m) { 1153 if (op->map != m)
1335 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 1154 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1336 op->map->path, m->path, op->x, op->y, x, y); 1155 op->map->path, m->path, op->x, op->y, x, y);
1337 }
1338 1156
1339 /* Re did the following section of code - it looks like it had 1157 /* Re did the following section of code - it looks like it had
1340 * lots of logic for things we no longer care about 1158 * lots of logic for things we no longer care about
1341 */ 1159 */
1342 1160
1343 /* link the object above us */ 1161 /* link the object above us */
1344 if (op->above) 1162 if (op->above)
1345 op->above->below=op->below; 1163 op->above->below = op->below;
1346 else 1164 else
1347 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */ 1165 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1348 1166
1349 /* Relink the object below us, if there is one */ 1167 /* Relink the object below us, if there is one */
1350 if(op->below) { 1168 if (op->below)
1351 op->below->above=op->above; 1169 op->below->above = op->above;
1352 } else { 1170 else
1171 {
1353 /* Nothing below, which means we need to relink map object for this space 1172 /* Nothing below, which means we need to relink map object for this space
1354 * use translated coordinates in case some oddness with map tiling is 1173 * use translated coordinates in case some oddness with map tiling is
1355 * evident 1174 * evident
1356 */ 1175 */
1357 if(GET_MAP_OB(m,x,y)!=op) { 1176 if (GET_MAP_OB (m, x, y) != op)
1177 {
1358 dump_object(op); 1178 dump_object (op);
1179 LOG (llevError,
1359 LOG(llevError,"remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 1180 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg);
1360 dump_object(GET_MAP_OB(m,x,y)); 1181 dump_object (GET_MAP_OB (m, x, y));
1361 LOG(llevError,"%s\n",errmsg); 1182 LOG (llevError, "%s\n", errmsg);
1362 } 1183 }
1184
1363 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 1185 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1364 } 1186 }
1365 op->above=NULL; 1187
1188 op->above = 0;
1366 op->below=NULL; 1189 op->below = 0;
1367 1190
1368 if (op->map->in_memory == MAP_SAVING) 1191 if (op->map->in_memory == MAP_SAVING)
1369 return; 1192 return;
1370 1193
1371 tag = op->count;
1372 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1194 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1195
1373 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1196 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1197 {
1374 /* No point updating the players look faces if he is the object 1198 /* No point updating the players look faces if he is the object
1375 * being removed. 1199 * being removed.
1376 */ 1200 */
1377 1201
1378 if(tmp->type==PLAYER && tmp!=op) { 1202 if (tmp->type == PLAYER && tmp != op)
1203 {
1379 /* If a container that the player is currently using somehow gets 1204 /* If a container that the player is currently using somehow gets
1380 * removed (most likely destroyed), update the player view 1205 * removed (most likely destroyed), update the player view
1381 * appropriately. 1206 * appropriately.
1382 */ 1207 */
1383 if (tmp->container==op) { 1208 if (tmp->container == op)
1384 CLEAR_FLAG(op, FLAG_APPLIED); 1209 {
1385 tmp->container=NULL; 1210 CLEAR_FLAG (op, FLAG_APPLIED);
1386 } 1211 tmp->container = NULL;
1212 }
1213
1387 tmp->contr->socket.update_look=1; 1214 tmp->contr->socket.update_look = 1;
1388 } 1215 }
1216
1389 /* See if player moving off should effect something */ 1217 /* See if player moving off should effect something */
1390 if (check_walk_off && ((op->move_type & tmp->move_off) && 1218 if (check_walk_off
1219 && ((op->move_type & tmp->move_off)
1391 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1220 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1392 1221 {
1393 move_apply(tmp, op, NULL); 1222 move_apply (tmp, op, NULL);
1394 if (was_destroyed (op, tag)) {
1395 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1396 "leaving object\n", tmp->name, tmp->arch->name);
1397 }
1398 }
1399 1223
1224 if (op->destroyed ())
1225 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1226 }
1227
1400 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1228 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1401 1229
1402 if(tmp->above == tmp) 1230 if (tmp->above == tmp)
1403 tmp->above = NULL; 1231 tmp->above = NULL;
1404 last=tmp; 1232
1405 } 1233 last = tmp;
1234 }
1235
1406 /* last == NULL of there are no objects on this space */ 1236 /* last == NULL of there are no objects on this space */
1407 if (last==NULL) { 1237 if (last == NULL)
1238 {
1408 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1239 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1409 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1240 * 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 1241 * those out anyways, and if there are any flags set right now, they won't
1411 * be correct anyways. 1242 * be correct anyways.
1412 */ 1243 */
1413 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1244 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1414 update_position(op->map, op->x, op->y); 1245 update_position (op->map, op->x, op->y);
1415 } 1246 }
1416 else 1247 else
1417 update_object(last, UP_OBJ_REMOVE); 1248 update_object (last, UP_OBJ_REMOVE);
1418 1249
1419 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1250 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1420 update_all_los(op->map, op->x, op->y); 1251 update_all_los (op->map, op->x, op->y);
1421 1252 }
1422} 1253}
1423 1254
1424/* 1255/*
1425 * merge_ob(op,top): 1256 * merge_ob(op,top):
1426 * 1257 *
1427 * This function goes through all objects below and including top, and 1258 * This function goes through all objects below and including top, and
1428 * merges op to the first matching object. 1259 * merges op to the first matching object.
1429 * If top is NULL, it is calculated. 1260 * If top is NULL, it is calculated.
1430 * Returns pointer to object if it succeded in the merge, otherwise NULL 1261 * Returns pointer to object if it succeded in the merge, otherwise NULL
1431 */ 1262 */
1432 1263object *
1433object *merge_ob(object *op, object *top) { 1264merge_ob (object *op, object *top)
1265{
1434 if(!op->nrof) 1266 if (!op->nrof)
1435 return 0; 1267 return 0;
1268
1436 if(top==NULL) 1269 if (top == NULL)
1437 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1270 for (top = op; top != NULL && top->above != NULL; top = top->above);
1271
1438 for(;top!=NULL;top=top->below) { 1272 for (; top != NULL; top = top->below)
1273 {
1439 if(top==op) 1274 if (top == op)
1440 continue; 1275 continue;
1441 if (CAN_MERGE(op,top)) 1276 if (CAN_MERGE (op, top))
1442 { 1277 {
1443 top->nrof+=op->nrof; 1278 top->nrof += op->nrof;
1279
1444/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1280/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1445 op->weight = 0; /* Don't want any adjustements now */ 1281 op->weight = 0; /* Don't want any adjustements now */
1446 remove_ob(op); 1282 remove_ob (op);
1447 free_object(op); 1283 free_object (op);
1448 return top; 1284 return top;
1449 } 1285 }
1450 } 1286 }
1287
1451 return NULL; 1288 return 0;
1452} 1289}
1453 1290
1454/* 1291/*
1455 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1292 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1456 * job preparing multi-part monsters 1293 * job preparing multi-part monsters
1457 */ 1294 */
1295object *
1458object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1296insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1297{
1459 object* tmp; 1298 object *tmp;
1299
1460 if (op->head) 1300 if (op->head)
1461 op=op->head; 1301 op = op->head;
1302
1462 for (tmp=op;tmp;tmp=tmp->more){ 1303 for (tmp = op; tmp; tmp = tmp->more)
1304 {
1463 tmp->x=x+tmp->arch->clone.x; 1305 tmp->x = x + tmp->arch->clone.x;
1464 tmp->y=y+tmp->arch->clone.y; 1306 tmp->y = y + tmp->arch->clone.y;
1465 } 1307 }
1308
1466 return insert_ob_in_map (op, m, originator, flag); 1309 return insert_ob_in_map (op, m, originator, flag);
1467} 1310}
1468 1311
1469/* 1312/*
1470 * insert_ob_in_map (op, map, originator, flag): 1313 * insert_ob_in_map (op, map, originator, flag):
1471 * This function inserts the object in the two-way linked list 1314 * This function inserts the object in the two-way linked list
1485 * new object if 'op' was merged with other object 1328 * new object if 'op' was merged with other object
1486 * NULL if 'op' was destroyed 1329 * NULL if 'op' was destroyed
1487 * just 'op' otherwise 1330 * just 'op' otherwise
1488 */ 1331 */
1489 1332
1333object *
1490object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1334insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1491{ 1335{
1492 object *tmp, *top, *floor=NULL; 1336 object *tmp, *top, *floor = NULL;
1493 sint16 x,y; 1337 sint16 x, y;
1494 1338
1495 if (QUERY_FLAG (op, FLAG_FREED)) { 1339 if (QUERY_FLAG (op, FLAG_FREED))
1340 {
1496 LOG (llevError, "Trying to insert freed object!\n"); 1341 LOG (llevError, "Trying to insert freed object!\n");
1497 return NULL; 1342 return NULL;
1343 }
1344
1345 if (m == NULL)
1498 } 1346 {
1499 if(m==NULL) {
1500 dump_object(op); 1347 dump_object (op);
1501 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1348 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1502 return op; 1349 return op;
1503 } 1350 }
1351
1504 if(out_of_map(m,op->x,op->y)) { 1352 if (out_of_map (m, op->x, op->y))
1353 {
1505 dump_object(op); 1354 dump_object (op);
1506 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1355 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1507#ifdef MANY_CORES 1356#ifdef MANY_CORES
1508 /* Better to catch this here, as otherwise the next use of this object 1357 /* 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 1358 * is likely to cause a crash. Better to find out where it is getting
1510 * improperly inserted. 1359 * improperly inserted.
1511 */ 1360 */
1512 abort(); 1361 abort ();
1513#endif 1362#endif
1514 return op; 1363 return op;
1515 } 1364 }
1365
1516 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1366 if (!QUERY_FLAG (op, FLAG_REMOVED))
1367 {
1517 dump_object(op); 1368 dump_object (op);
1518 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1369 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1519 return op; 1370 return op;
1520 } 1371 }
1372
1521 if(op->more!=NULL) { 1373 if (op->more != NULL)
1374 {
1522 /* The part may be on a different map. */ 1375 /* The part may be on a different map. */
1523 1376
1524 object *more = op->more; 1377 object *more = op->more;
1525 1378
1526 /* We really need the caller to normalize coordinates - if 1379 /* We really need the caller to normalize coordinates - if
1527 * we set the map, that doesn't work if the location is within 1380 * 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 1381 * a map and this is straddling an edge. So only if coordinate
1529 * is clear wrong do we normalize it. 1382 * is clear wrong do we normalize it.
1530 */ 1383 */
1531 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1384 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); 1385 more->map = get_map_from_coord (m, &more->x, &more->y);
1536 } else if (!more->map) { 1386 else if (!more->map)
1387 {
1537 /* For backwards compatibility - when not dealing with tiled maps, 1388 /* For backwards compatibility - when not dealing with tiled maps,
1538 * more->map should always point to the parent. 1389 * more->map should always point to the parent.
1539 */ 1390 */
1540 more->map = m; 1391 more->map = m;
1541 } 1392 }
1542 1393
1543 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1394 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1395 {
1544 if ( ! op->head) 1396 if (!op->head)
1545 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1397 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1398
1546 return NULL; 1399 return NULL;
1547 } 1400 }
1548 } 1401 }
1402
1549 CLEAR_FLAG(op,FLAG_REMOVED); 1403 CLEAR_FLAG (op, FLAG_REMOVED);
1550 1404
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 1405 /* 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 1406 * of areas of callers (eg, anything that uses find_free_spot would now
1557 * need extra work 1407 * need extra work
1558 */ 1408 */
1559 op->map=get_map_from_coord(m, &op->x, &op->y); 1409 op->map = get_map_from_coord (m, &op->x, &op->y);
1560 x = op->x; 1410 x = op->x;
1561 y = op->y; 1411 y = op->y;
1562 1412
1563 /* this has to be done after we translate the coordinates. 1413 /* this has to be done after we translate the coordinates.
1564 */ 1414 */
1565 if(op->nrof && !(flag & INS_NO_MERGE)) { 1415 if (op->nrof && !(flag & INS_NO_MERGE))
1566 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1416 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1567 if (CAN_MERGE(op,tmp)) { 1417 if (CAN_MERGE (op, tmp))
1568 op->nrof+=tmp->nrof; 1418 {
1569 remove_ob(tmp); 1419 op->nrof += tmp->nrof;
1570 free_object(tmp); 1420 remove_ob (tmp);
1571 } 1421 free_object (tmp);
1572 } 1422 }
1573 1423
1574 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1424 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1575 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1425 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1426
1576 if (!QUERY_FLAG(op, FLAG_ALIVE)) 1427 if (!QUERY_FLAG (op, FLAG_ALIVE))
1577 CLEAR_FLAG(op, FLAG_NO_STEAL); 1428 CLEAR_FLAG (op, FLAG_NO_STEAL);
1578 1429
1579 if (flag & INS_BELOW_ORIGINATOR) { 1430 if (flag & INS_BELOW_ORIGINATOR)
1431 {
1580 if (originator->map != op->map || originator->x != op->x || 1432 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1581 originator->y != op->y) { 1433 {
1582 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1434 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1583 abort(); 1435 abort ();
1584 } 1436 }
1437
1585 op->above = originator; 1438 op->above = originator;
1586 op->below = originator->below; 1439 op->below = originator->below;
1587 if (op->below) op->below->above = op; 1440
1441 if (op->below)
1442 op->below->above = op;
1443 else
1588 else SET_MAP_OB(op->map, op->x, op->y, op); 1444 SET_MAP_OB (op->map, op->x, op->y, op);
1445
1589 /* since *below* originator, no need to update top */ 1446 /* since *below* originator, no need to update top */
1590 originator->below = op; 1447 originator->below = op;
1591 } else { 1448 }
1449 else
1450 {
1592 /* If there are other objects, then */ 1451 /* If there are other objects, then */
1593 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) { 1452 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1453 {
1594 object *last=NULL; 1454 object *last = NULL;
1595 /* 1455
1456 /*
1596 * If there are multiple objects on this space, we do some trickier handling. 1457 * If there are multiple objects on this space, we do some trickier handling.
1597 * We've already dealt with merging if appropriate. 1458 * We've already dealt with merging if appropriate.
1598 * Generally, we want to put the new object on top. But if 1459 * Generally, we want to put the new object on top. But if
1599 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1460 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1600 * floor, we want to insert above that and no further. 1461 * floor, we want to insert above that and no further.
1601 * Also, if there are spell objects on this space, we stop processing 1462 * 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 1463 * 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 1464 * 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 1465 * when lots of spells are cast in one area. Currently, it is presumed
1605 * that flying non pickable objects are spell objects. 1466 * that flying non pickable objects are spell objects.
1606 */ 1467 */
1607 1468
1608 while (top != NULL) { 1469 while (top != NULL)
1609 if (QUERY_FLAG(top, FLAG_IS_FLOOR) || 1470 {
1610 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top; 1471 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1611 if (QUERY_FLAG(top, FLAG_NO_PICK) 1472 floor = top;
1612 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH)) 1473
1613 && !QUERY_FLAG(top, FLAG_IS_FLOOR)) 1474 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1614 { 1475 {
1615 /* We insert above top, so we want this object below this */ 1476 /* We insert above top, so we want this object below this */
1616 top=top->below; 1477 top = top->below;
1617 break; 1478 break;
1618 } 1479 }
1619 last = top; 1480
1620 top = top->above; 1481 last = top;
1621 } 1482 top = top->above;
1483 }
1484
1622 /* Don't want top to be NULL, so set it to the last valid object */ 1485 /* Don't want top to be NULL, so set it to the last valid object */
1623 top = last; 1486 top = last;
1624 1487
1625 /* We let update_position deal with figuring out what the space 1488 /* We let update_position deal with figuring out what the space
1626 * looks like instead of lots of conditions here. 1489 * looks like instead of lots of conditions here.
1627 * makes things faster, and effectively the same result. 1490 * makes things faster, and effectively the same result.
1628 */ 1491 */
1629 1492
1630 /* Have object 'fall below' other objects that block view. 1493 /* Have object 'fall below' other objects that block view.
1631 * Unless those objects are exits, type 66 1494 * Unless those objects are exits, type 66
1632 * If INS_ON_TOP is used, don't do this processing 1495 * If INS_ON_TOP is used, don't do this processing
1633 * Need to find the object that in fact blocks view, otherwise 1496 * Need to find the object that in fact blocks view, otherwise
1634 * stacking is a bit odd. 1497 * stacking is a bit odd.
1635 */ 1498 */
1636 if (!(flag & INS_ON_TOP) && 1499 if (!(flag & INS_ON_TOP) &&
1637 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && 1500 (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)) { 1501 {
1639 for (last=top; last != floor; last=last->below) 1502 for (last = top; last != floor; last = last->below)
1640 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break; 1503 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1504 break;
1641 /* Check to see if we found the object that blocks view, 1505 /* Check to see if we found the object that blocks view,
1642 * and make sure we have a below pointer for it so that 1506 * and make sure we have a below pointer for it so that
1643 * we can get inserted below this one, which requires we 1507 * we can get inserted below this one, which requires we
1644 * set top to the object below us. 1508 * set top to the object below us.
1645 */ 1509 */
1646 if (last && last->below && last != floor) top=last->below; 1510 if (last && last->below && last != floor)
1647 } 1511 top = last->below;
1648 } /* If objects on this space */ 1512 }
1513 } /* If objects on this space */
1514
1649 if (flag & INS_MAP_LOAD) 1515 if (flag & INS_MAP_LOAD)
1650 top = GET_MAP_TOP(op->map,op->x,op->y); 1516 top = GET_MAP_TOP (op->map, op->x, op->y);
1517
1651 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1518 if (flag & INS_ABOVE_FLOOR_ONLY)
1519 top = floor;
1652 1520
1653 /* Top is the object that our object (op) is going to get inserted above. 1521 /* Top is the object that our object (op) is going to get inserted above.
1654 */ 1522 */
1655 1523
1656 /* First object on this space */ 1524 /* First object on this space */
1657 if (!top) { 1525 if (!top)
1526 {
1658 op->above = GET_MAP_OB(op->map, op->x, op->y); 1527 op->above = GET_MAP_OB (op->map, op->x, op->y);
1659 if (op->above) op->above->below = op; 1528
1529 if (op->above)
1530 op->above->below = op;
1531
1660 op->below = NULL; 1532 op->below = NULL;
1661 SET_MAP_OB(op->map, op->x, op->y, op); 1533 SET_MAP_OB (op->map, op->x, op->y, op);
1662 } else { /* get inserted into the stack above top */ 1534 }
1535 else
1536 { /* get inserted into the stack above top */
1663 op->above = top->above; 1537 op->above = top->above;
1664 if (op->above) op->above->below = op; 1538
1539 if (op->above)
1540 op->above->below = op;
1541
1665 op->below = top; 1542 op->below = top;
1666 top->above = op; 1543 top->above = op;
1667 } 1544 }
1545
1668 if (op->above==NULL) 1546 if (op->above == NULL)
1669 SET_MAP_TOP(op->map,op->x, op->y, op); 1547 SET_MAP_TOP (op->map, op->x, op->y, op);
1670 } /* else not INS_BELOW_ORIGINATOR */ 1548 } /* else not INS_BELOW_ORIGINATOR */
1671 1549
1672 if(op->type==PLAYER) 1550 if (op->type == PLAYER)
1673 op->contr->do_los=1; 1551 op->contr->do_los = 1;
1674 1552
1675 /* If we have a floor, we know the player, if any, will be above 1553 /* 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. 1554 * it, so save a few ticks and start from there.
1677 */ 1555 */
1678 if (!(flag & INS_MAP_LOAD)) 1556 if (!(flag & INS_MAP_LOAD))
1679 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1557 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1680 if (tmp->type == PLAYER) 1558 if (tmp->type == PLAYER)
1681 tmp->contr->socket.update_look=1; 1559 tmp->contr->socket.update_look = 1;
1682 }
1683 1560
1684 /* If this object glows, it may affect lighting conditions that are 1561 /* If this object glows, it may affect lighting conditions that are
1685 * visible to others on this map. But update_all_los is really 1562 * 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 1563 * 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 1564 * on the map will get recalculated. The players could very well
1688 * be far away from this change and not affected in any way - 1565 * be far away from this change and not affected in any way -
1689 * this should get redone to only look for players within range, 1566 * this should get redone to only look for players within range,
1690 * or just updating the P_NEED_UPDATE for spaces within this area 1567 * or just updating the P_NEED_UPDATE for spaces within this area
1691 * of effect may be sufficient. 1568 * of effect may be sufficient.
1692 */ 1569 */
1693 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1570 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1694 update_all_los(op->map, op->x, op->y); 1571 update_all_los (op->map, op->x, op->y);
1695 1572
1696
1697 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1573 /* updates flags (blocked, alive, no magic, etc) for this map space */
1698 update_object(op,UP_OBJ_INSERT); 1574 update_object (op, UP_OBJ_INSERT);
1699 1575
1700
1701 /* Don't know if moving this to the end will break anything. However, 1576 /* 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. 1577 * we want to have update_look set above before calling this.
1703 * 1578 *
1704 * check_move_on() must be after this because code called from 1579 * check_move_on() must be after this because code called from
1705 * check_move_on() depends on correct map flags (so functions like 1580 * check_move_on() depends on correct map flags (so functions like
1706 * blocked() and wall() work properly), and these flags are updated by 1581 * blocked() and wall() work properly), and these flags are updated by
1707 * update_object(). 1582 * update_object().
1708 */ 1583 */
1709 1584
1710 /* if this is not the head or flag has been passed, don't check walk on status */ 1585 /* 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) { 1586 if (!(flag & INS_NO_WALK_ON) && !op->head)
1587 {
1713 if (check_move_on(op, originator)) 1588 if (check_move_on (op, originator))
1714 return NULL; 1589 return NULL;
1715 1590
1716 /* If we are a multi part object, lets work our way through the check 1591 /* If we are a multi part object, lets work our way through the check
1717 * walk on's. 1592 * walk on's.
1718 */ 1593 */
1719 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1594 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1720 if (check_move_on (tmp, originator)) 1595 if (check_move_on (tmp, originator))
1721 return NULL; 1596 return NULL;
1722 } 1597 }
1598
1723 return op; 1599 return op;
1724} 1600}
1725 1601
1726/* this function inserts an object in the map, but if it 1602/* 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. 1603 * 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. 1604 * op is the object to insert it under: supplies x and the map.
1729 */ 1605 */
1606void
1730void replace_insert_ob_in_map(const char *arch_string, object *op) { 1607replace_insert_ob_in_map (const char *arch_string, object *op)
1608{
1731 object *tmp; 1609 object *
1732 object *tmp1; 1610 tmp;
1611 object *
1612 tmp1;
1733 1613
1734 /* first search for itself and remove any old instances */ 1614 /* first search for itself and remove any old instances */
1735 1615
1736 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1616 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1617 {
1737 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1618 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1619 {
1738 remove_ob(tmp); 1620 remove_ob (tmp);
1739 free_object(tmp); 1621 free_object (tmp);
1740 } 1622 }
1741 } 1623 }
1742 1624
1743 tmp1=arch_to_object(find_archetype(arch_string)); 1625 tmp1 = arch_to_object (archetype::find (arch_string));
1744 1626
1745 1627 tmp1->x = op->x;
1746 tmp1->x = op->x; tmp1->y = op->y; 1628 tmp1->y = op->y;
1747 insert_ob_in_map(tmp1,op->map,op,0); 1629 insert_ob_in_map (tmp1, op->map, op, 0);
1748} 1630}
1749 1631
1750/* 1632/*
1751 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1633 * 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 1634 * is returned contains nr objects, and the remaining parts contains
1753 * the rest (or is removed and freed if that number is 0). 1635 * the rest (or is removed and freed if that number is 0).
1754 * On failure, NULL is returned, and the reason put into the 1636 * On failure, NULL is returned, and the reason put into the
1755 * global static errmsg array. 1637 * global static errmsg array.
1756 */ 1638 */
1757 1639
1640object *
1758object *get_split_ob(object *orig_ob, uint32 nr) { 1641get_split_ob (object *orig_ob, uint32 nr)
1759 object *newob; 1642{
1643 object *
1644 newob;
1645 int
1760 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1646 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1761 1647
1762 if(orig_ob->nrof<nr) { 1648 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 } 1649 {
1650 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1651 return NULL;
1652 }
1653
1767 newob = object_create_clone(orig_ob); 1654 newob = object_create_clone (orig_ob);
1655
1768 if((orig_ob->nrof-=nr)<1) { 1656 if ((orig_ob->nrof -= nr) < 1)
1657 {
1769 if ( ! is_removed) 1658 if (!is_removed)
1770 remove_ob(orig_ob); 1659 remove_ob (orig_ob);
1771 free_object2(orig_ob, 1); 1660 free_object2 (orig_ob, 1);
1772 } 1661 }
1773 else if ( ! is_removed) { 1662 else if (!is_removed)
1663 {
1774 if(orig_ob->env!=NULL) 1664 if (orig_ob->env != NULL)
1775 sub_weight (orig_ob->env,orig_ob->weight*nr); 1665 sub_weight (orig_ob->env, orig_ob->weight * nr);
1776 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1666 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1667 {
1777 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1668 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"); 1669 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1780 return NULL; 1670 return NULL;
1781 } 1671 }
1782 } 1672 }
1673
1783 newob->nrof=nr; 1674 newob->nrof = nr;
1784 1675
1785 return newob; 1676 return newob;
1786} 1677}
1787 1678
1788/* 1679/*
1789 * decrease_ob_nr(object, number) decreases a specified number from 1680 * decrease_ob_nr(object, number) decreases a specified number from
1790 * the amount of an object. If the amount reaches 0, the object 1681 * the amount of an object. If the amount reaches 0, the object
1791 * is subsequently removed and freed. 1682 * is subsequently removed and freed.
1792 * 1683 *
1793 * Return value: 'op' if something is left, NULL if the amount reached 0 1684 * Return value: 'op' if something is left, NULL if the amount reached 0
1794 */ 1685 */
1795 1686
1687object *
1796object *decrease_ob_nr (object *op, uint32 i) 1688decrease_ob_nr (object *op, uint32 i)
1797{ 1689{
1798 object *tmp; 1690 object *tmp;
1799 player *pl; 1691 player *pl;
1800 1692
1801 if (i == 0) /* objects with op->nrof require this check */ 1693 if (i == 0) /* objects with op->nrof require this check */
1802 return op; 1694 return op;
1803 1695
1804 if (i > op->nrof) 1696 if (i > op->nrof)
1805 i = op->nrof; 1697 i = op->nrof;
1806 1698
1807 if (QUERY_FLAG (op, FLAG_REMOVED)) 1699 if (QUERY_FLAG (op, FLAG_REMOVED))
1700 op->nrof -= i;
1701 else if (op->env != NULL)
1702 {
1703 /* is this object in the players inventory, or sub container
1704 * therein?
1705 */
1706 tmp = is_player_inv (op->env);
1707 /* nope. Is this a container the player has opened?
1708 * If so, set tmp to that player.
1709 * IMO, searching through all the players will mostly
1710 * likely be quicker than following op->env to the map,
1711 * and then searching the map for a player.
1712 */
1713 if (!tmp)
1714 {
1715 for (pl = first_player; pl; pl = pl->next)
1716 if (pl->ob->container == op->env)
1717 break;
1718 if (pl)
1719 tmp = pl->ob;
1720 else
1721 tmp = NULL;
1722 }
1723
1724 if (i < op->nrof)
1725 {
1726 sub_weight (op->env, op->weight * i);
1727 op->nrof -= i;
1728 if (tmp)
1729 {
1730 esrv_send_item (tmp, op);
1731 }
1732 }
1733 else
1734 {
1735 remove_ob (op);
1736 op->nrof = 0;
1737 if (tmp)
1738 {
1739 esrv_del_item (tmp->contr, op->count);
1740 }
1741 }
1808 { 1742 }
1743 else
1744 {
1745 object *above = op->above;
1746
1747 if (i < op->nrof)
1809 op->nrof -= i; 1748 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 { 1749 else
1750 {
1837 remove_ob (op); 1751 remove_ob (op);
1838 op->nrof = 0; 1752 op->nrof = 0;
1839 if (tmp) {
1840 esrv_del_item(tmp->contr, op->count);
1841 } 1753 }
1842 }
1843 }
1844 else
1845 {
1846 object *above = op->above;
1847 1754
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 */ 1755 /* Since we just removed op, op->above is null */
1855 for (tmp = above; tmp != NULL; tmp = tmp->above) 1756 for (tmp = above; tmp != NULL; tmp = tmp->above)
1856 if (tmp->type == PLAYER) { 1757 if (tmp->type == PLAYER)
1758 {
1857 if (op->nrof) 1759 if (op->nrof)
1858 esrv_send_item(tmp, op); 1760 esrv_send_item (tmp, op);
1859 else 1761 else
1860 esrv_del_item(tmp->contr, op->count); 1762 esrv_del_item (tmp->contr, op->count);
1861 } 1763 }
1862 } 1764 }
1863 1765
1864 if (op->nrof) { 1766 if (op->nrof)
1865 return op; 1767 return op;
1866 } else { 1768 else
1769 {
1867 free_object (op); 1770 free_object (op);
1868 return NULL; 1771 return NULL;
1869 } 1772 }
1870} 1773}
1871 1774
1872/* 1775/*
1873 * add_weight(object, weight) adds the specified weight to an object, 1776 * add_weight(object, weight) adds the specified weight to an object,
1874 * and also updates how much the environment(s) is/are carrying. 1777 * and also updates how much the environment(s) is/are carrying.
1875 */ 1778 */
1876 1779
1780void
1877void add_weight (object *op, signed long weight) { 1781add_weight (object *op, signed long weight)
1782{
1878 while (op!=NULL) { 1783 while (op != NULL)
1784 {
1879 if (op->type == CONTAINER) { 1785 if (op->type == CONTAINER)
1880 weight=(signed long)(weight*(100-op->stats.Str)/100); 1786 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1881 } 1787
1882 op->carrying+=weight; 1788 op->carrying += weight;
1883 op=op->env; 1789 op = op->env;
1884 } 1790 }
1885} 1791}
1886 1792
1887/* 1793/*
1888 * insert_ob_in_ob(op,environment): 1794 * insert_ob_in_ob(op,environment):
1889 * This function inserts the object op in the linked list 1795 * This function inserts the object op in the linked list
1896 * 1802 *
1897 * The function returns now pointer to inserted item, and return value can 1803 * The function returns now pointer to inserted item, and return value can
1898 * be != op, if items are merged. -Tero 1804 * be != op, if items are merged. -Tero
1899 */ 1805 */
1900 1806
1807object *
1901object *insert_ob_in_ob(object *op,object *where) { 1808insert_ob_in_ob (object *op, object *where)
1902 object *tmp, *otmp; 1809{
1810 object *
1811 tmp, *
1812 otmp;
1903 1813
1904 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1814 if (!QUERY_FLAG (op, FLAG_REMOVED))
1815 {
1905 dump_object(op); 1816 dump_object (op);
1906 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1817 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1907 return op; 1818 return op;
1908 } 1819 }
1820
1909 if(where==NULL) { 1821 if (where == NULL)
1822 {
1910 dump_object(op); 1823 dump_object (op);
1911 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg); 1824 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1912 return op; 1825 return op;
1913 } 1826 }
1827
1914 if (where->head) { 1828 if (where->head)
1915 LOG(llevDebug, 1829 {
1916 "Warning: Tried to insert object wrong part of multipart object.\n"); 1830 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1917 where = where->head; 1831 where = where->head;
1918 } 1832 }
1833
1919 if (op->more) { 1834 if (op->more)
1835 {
1920 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1836 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1921 op->name, op->count);
1922 return op; 1837 return op;
1923 } 1838 }
1839
1924 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1840 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1925 CLEAR_FLAG(op, FLAG_REMOVED); 1841 CLEAR_FLAG (op, FLAG_REMOVED);
1926 if(op->nrof) { 1842 if (op->nrof)
1843 {
1927 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1844 for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1928 if ( CAN_MERGE(tmp,op) ) { 1845 if (CAN_MERGE (tmp, op))
1846 {
1929 /* return the original object and remove inserted object 1847 /* return the original object and remove inserted object
1930 (client needs the original object) */ 1848 (client needs the original object) */
1931 tmp->nrof += op->nrof; 1849 tmp->nrof += op->nrof;
1932 /* Weight handling gets pretty funky. Since we are adding to 1850 /* Weight handling gets pretty funky. Since we are adding to
1933 * tmp->nrof, we need to increase the weight. 1851 * tmp->nrof, we need to increase the weight.
1934 */ 1852 */
1935 add_weight (where, op->weight*op->nrof); 1853 add_weight (where, op->weight * op->nrof);
1936 SET_FLAG(op, FLAG_REMOVED); 1854 SET_FLAG (op, FLAG_REMOVED);
1937 free_object(op); /* free the inserted object */ 1855 free_object (op); /* free the inserted object */
1938 op = tmp; 1856 op = tmp;
1939 remove_ob (op); /* and fix old object's links */ 1857 remove_ob (op); /* and fix old object's links */
1940 CLEAR_FLAG(op, FLAG_REMOVED); 1858 CLEAR_FLAG (op, FLAG_REMOVED);
1941 break; 1859 break;
1942 } 1860 }
1943 1861
1944 /* I assume combined objects have no inventory 1862 /* I assume combined objects have no inventory
1945 * We add the weight - this object could have just been removed 1863 * We add the weight - this object could have just been removed
1946 * (if it was possible to merge). calling remove_ob will subtract 1864 * (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 1865 * the weight, so we need to add it in again, since we actually do
1948 * the linking below 1866 * the linking below
1949 */ 1867 */
1950 add_weight (where, op->weight*op->nrof); 1868 add_weight (where, op->weight * op->nrof);
1869 }
1951 } else 1870 else
1952 add_weight (where, (op->weight+op->carrying)); 1871 add_weight (where, (op->weight + op->carrying));
1953 1872
1954 otmp=is_player_inv(where); 1873 otmp = is_player_inv (where);
1955 if (otmp&&otmp->contr!=NULL) { 1874 if (otmp && otmp->contr != NULL)
1875 {
1956 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1876 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1957 fix_player(otmp); 1877 fix_player (otmp);
1958 } 1878 }
1959 1879
1960 op->map=NULL; 1880 op->map = NULL;
1961 op->env=where; 1881 op->env = where;
1962 op->above=NULL; 1882 op->above = NULL;
1963 op->below=NULL; 1883 op->below = NULL;
1964 op->x=0,op->y=0; 1884 op->x = 0, op->y = 0;
1965 op->ox=0,op->oy=0;
1966 1885
1967 /* reset the light list and los of the players on the map */ 1886 /* reset the light list and los of the players on the map */
1968 if((op->glow_radius!=0)&&where->map) 1887 if ((op->glow_radius != 0) && where->map)
1969 { 1888 {
1970#ifdef DEBUG_LIGHTS 1889#ifdef DEBUG_LIGHTS
1971 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1890 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1972 op->name);
1973#endif /* DEBUG_LIGHTS */ 1891#endif /* DEBUG_LIGHTS */
1892 if (MAP_DARKNESS (where->map))
1974 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1893 update_all_los (where->map, where->x, where->y);
1975 } 1894 }
1976 1895
1977 /* Client has no idea of ordering so lets not bother ordering it here. 1896 /* Client has no idea of ordering so lets not bother ordering it here.
1978 * It sure simplifies this function... 1897 * It sure simplifies this function...
1979 */ 1898 */
1980 if (where->inv==NULL) 1899 if (where->inv == NULL)
1981 where->inv=op; 1900 where->inv = op;
1982 else { 1901 else
1902 {
1983 op->below = where->inv; 1903 op->below = where->inv;
1984 op->below->above = op; 1904 op->below->above = op;
1985 where->inv = op; 1905 where->inv = op;
1986 } 1906 }
1987 return op; 1907 return op;
1988} 1908}
1989 1909
1990/* 1910/*
1991 * Checks if any objects has a move_type that matches objects 1911 * 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 1926 * 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 1927 * object being inserted. insert_ob_in_map may not put new objects
2008 * on top. 1928 * on top.
2009 */ 1929 */
2010 1930
1931int
2011int check_move_on (object *op, object *originator) 1932check_move_on (object *op, object *originator)
2012{ 1933{
2013 object *tmp; 1934 object *tmp;
2014 tag_t tag;
2015 mapstruct *m=op->map; 1935 maptile *m = op->map;
2016 int x=op->x, y=op->y; 1936 int x = op->x, y = op->y;
1937
2017 MoveType move_on, move_slow, move_block; 1938 MoveType move_on, move_slow, move_block;
2018 1939
2019 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1940 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; 1941 return 0;
1942
1943 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1944 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1945 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1946
1947 /* if nothing on this space will slow op down or be applied,
1948 * no need to do checking below. have to make sure move_type
1949 * is set, as lots of objects don't have it set - we treat that
1950 * as walking.
1951 */
1952 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1953 return 0;
1954
1955 /* This is basically inverse logic of that below - basically,
1956 * if the object can avoid the move on or slow move, they do so,
1957 * but can't do it if the alternate movement they are using is
1958 * blocked. Logic on this seems confusing, but does seem correct.
1959 */
1960 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1961 return 0;
1962
1963 /* The objects have to be checked from top to bottom.
1964 * Hence, we first go to the top:
1965 */
1966
1967 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1968 {
1969 /* Trim the search when we find the first other spell effect
1970 * this helps performance so that if a space has 50 spell objects,
1971 * we don't need to check all of them.
1972 */
1973 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1974 break;
1975 }
1976
1977 for (; tmp; tmp = tmp->below)
1978 {
1979 if (tmp == op)
1980 continue; /* Can't apply yourself */
1981
1982 /* Check to see if one of the movement types should be slowed down.
1983 * Second check makes sure that the movement types not being slowed
1984 * (~slow_move) is not blocked on this space - just because the
1985 * space doesn't slow down swimming (for example), if you can't actually
1986 * swim on that space, can't use it to avoid the penalty.
1987 */
1988 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1989 {
1990 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1991 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1992 {
1993
1994 float
1995 diff = tmp->move_slow_penalty * FABS (op->speed);
1996
1997 if (op->type == PLAYER)
1998 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1999 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2000 diff /= 4.0;
2001
2002 op->speed_left -= diff;
2003 }
2004 }
2005
2006 /* Basically same logic as above, except now for actual apply. */
2007 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2008 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2009 {
2010 move_apply (tmp, op, originator);
2011
2012 if (op->destroyed ())
2013 return 1;
2014
2015 /* what the person/creature stepped onto has moved the object
2016 * someplace new. Don't process any further - if we did,
2017 * have a feeling strange problems would result.
2018 */
2019 if (op->map != m || op->x != x || op->y != y)
2020 return 0;
2021 }
2022 }
2023
2024 return 0;
2100} 2025}
2101 2026
2102/* 2027/*
2103 * present_arch(arch, map, x, y) searches for any objects with 2028 * present_arch(arch, map, x, y) searches for any objects with
2104 * a matching archetype at the given map and coordinates. 2029 * a matching archetype at the given map and coordinates.
2105 * The first matching object is returned, or NULL if none. 2030 * The first matching object is returned, or NULL if none.
2106 */ 2031 */
2107 2032
2033object *
2108object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 2034present_arch (const archetype *at, maptile *m, int x, int y)
2035{
2109 object *tmp; 2036 object *
2037 tmp;
2038
2110 if(m==NULL || out_of_map(m,x,y)) { 2039 if (m == NULL || out_of_map (m, x, y))
2040 {
2111 LOG(llevError,"Present_arch called outside map.\n"); 2041 LOG (llevError, "Present_arch called outside map.\n");
2112 return NULL; 2042 return NULL;
2113 } 2043 }
2114 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 2044 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2115 if(tmp->arch == at) 2045 if (tmp->arch == at)
2116 return tmp; 2046 return tmp;
2117 return NULL; 2047 return NULL;
2118} 2048}
2119 2049
2120/* 2050/*
2121 * present(type, map, x, y) searches for any objects with 2051 * present(type, map, x, y) searches for any objects with
2122 * a matching type variable at the given map and coordinates. 2052 * a matching type variable at the given map and coordinates.
2123 * The first matching object is returned, or NULL if none. 2053 * The first matching object is returned, or NULL if none.
2124 */ 2054 */
2125 2055
2056object *
2126object *present(unsigned char type,mapstruct *m, int x,int y) { 2057present (unsigned char type, maptile *m, int x, int y)
2058{
2127 object *tmp; 2059 object *
2060 tmp;
2061
2128 if(out_of_map(m,x,y)) { 2062 if (out_of_map (m, x, y))
2063 {
2129 LOG(llevError,"Present called outside map.\n"); 2064 LOG (llevError, "Present called outside map.\n");
2130 return NULL; 2065 return NULL;
2131 } 2066 }
2132 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 2067 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2133 if(tmp->type==type) 2068 if (tmp->type == type)
2134 return tmp; 2069 return tmp;
2135 return NULL; 2070 return NULL;
2136} 2071}
2137 2072
2138/* 2073/*
2139 * present_in_ob(type, object) searches for any objects with 2074 * present_in_ob(type, object) searches for any objects with
2140 * a matching type variable in the inventory of the given object. 2075 * a matching type variable in the inventory of the given object.
2141 * The first matching object is returned, or NULL if none. 2076 * The first matching object is returned, or NULL if none.
2142 */ 2077 */
2143 2078
2079object *
2144object *present_in_ob(unsigned char type, const object *op) { 2080present_in_ob (unsigned char type, const object *op)
2081{
2145 object *tmp; 2082 object *
2083 tmp;
2084
2146 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2085 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2147 if(tmp->type==type) 2086 if (tmp->type == type)
2148 return tmp; 2087 return tmp;
2149 return NULL; 2088 return NULL;
2150} 2089}
2151 2090
2152/* 2091/*
2162 * the object name, not the archetype name. this is so that the 2101 * 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 2102 * spell code can use one object type (force), but change it's name
2164 * to be unique. 2103 * to be unique.
2165 */ 2104 */
2166 2105
2106object *
2167object *present_in_ob_by_name(int type, const char *str, const object *op) { 2107present_in_ob_by_name (int type, const char *str, const object *op)
2108{
2168 object *tmp; 2109 object *
2110 tmp;
2169 2111
2170 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2112 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2113 {
2171 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2114 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2172 return tmp; 2115 return tmp;
2173 } 2116 }
2174 return NULL; 2117 return NULL;
2175} 2118}
2176 2119
2177/* 2120/*
2178 * present_arch_in_ob(archetype, object) searches for any objects with 2121 * present_arch_in_ob(archetype, object) searches for any objects with
2179 * a matching archetype in the inventory of the given object. 2122 * a matching archetype in the inventory of the given object.
2180 * The first matching object is returned, or NULL if none. 2123 * The first matching object is returned, or NULL if none.
2181 */ 2124 */
2182 2125
2126object *
2183object *present_arch_in_ob(const archetype *at, const object *op) { 2127present_arch_in_ob (const archetype *at, const object *op)
2128{
2184 object *tmp; 2129 object *
2130 tmp;
2131
2185 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2132 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2186 if( tmp->arch == at) 2133 if (tmp->arch == at)
2187 return tmp; 2134 return tmp;
2188 return NULL; 2135 return NULL;
2189} 2136}
2190 2137
2191/* 2138/*
2192 * activate recursively a flag on an object inventory 2139 * activate recursively a flag on an object inventory
2193 */ 2140 */
2141void
2194void flag_inv(object*op, int flag){ 2142flag_inv (object *op, int flag)
2143{
2195 object *tmp; 2144 object *
2145 tmp;
2146
2196 if(op->inv) 2147 if (op->inv)
2197 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2148 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2149 {
2198 SET_FLAG(tmp, flag); 2150 SET_FLAG (tmp, flag);
2199 flag_inv(tmp,flag); 2151 flag_inv (tmp, flag);
2200 } 2152 }
2201}/* 2153} /*
2202 * desactivate recursively a flag on an object inventory 2154 * desactivate recursively a flag on an object inventory
2203 */ 2155 */
2156void
2204void unflag_inv(object*op, int flag){ 2157unflag_inv (object *op, int flag)
2158{
2205 object *tmp; 2159 object *
2160 tmp;
2161
2206 if(op->inv) 2162 if (op->inv)
2207 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2163 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2164 {
2208 CLEAR_FLAG(tmp, flag); 2165 CLEAR_FLAG (tmp, flag);
2209 unflag_inv(tmp,flag); 2166 unflag_inv (tmp, flag);
2210 } 2167 }
2211} 2168}
2212 2169
2213/* 2170/*
2214 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2171 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2215 * all it's inventory (recursively). 2172 * all it's inventory (recursively).
2216 * If checksums are used, a player will get set_cheat called for 2173 * 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. 2174 * him/her-self and all object carried by a call to this function.
2218 */ 2175 */
2219 2176
2177void
2220void set_cheat(object *op) { 2178set_cheat (object *op)
2179{
2221 SET_FLAG(op, FLAG_WAS_WIZ); 2180 SET_FLAG (op, FLAG_WAS_WIZ);
2222 flag_inv(op, FLAG_WAS_WIZ); 2181 flag_inv (op, FLAG_WAS_WIZ);
2223} 2182}
2224 2183
2225/* 2184/*
2226 * find_free_spot(object, map, x, y, start, stop) will search for 2185 * 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 2186 * 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 2201 * 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 2202 * the archetype because that isn't correct if the monster has been
2244 * customized, changed states, etc. 2203 * customized, changed states, etc.
2245 */ 2204 */
2246 2205
2206int
2247int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2207find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2208{
2209 int
2210 i,
2248 int i,index=0, flag; 2211 index = 0, flag;
2212 static int
2249 static int altern[SIZEOFFREE]; 2213 altern[SIZEOFFREE];
2250 2214
2251 for(i=start;i<stop;i++) { 2215 for (i = start; i < stop; i++)
2216 {
2252 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2217 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2253 if(!flag) 2218 if (!flag)
2254 altern[index++]=i; 2219 altern[index++] = i;
2255 2220
2256 /* Basically, if we find a wall on a space, we cut down the search size. 2221 /* 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. 2222 * 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 - 2223 * 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 2224 * 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 2225 * spaces in all the other directions, this will reduce the search space
2261 * to only the spaces immediately surrounding the target area, and 2226 * to only the spaces immediately surrounding the target area, and
2262 * won't look 2 spaces south of the target space. 2227 * won't look 2 spaces south of the target space.
2263 */ 2228 */
2264 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2229 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2265 stop=maxfree[i]; 2230 stop = maxfree[i];
2266 } 2231 }
2267 if(!index) return -1; 2232 if (!index)
2233 return -1;
2268 return altern[RANDOM()%index]; 2234 return altern[RANDOM () % index];
2269} 2235}
2270 2236
2271/* 2237/*
2272 * find_first_free_spot(archetype, mapstruct, x, y) works like 2238 * find_first_free_spot(archetype, maptile, x, y) works like
2273 * find_free_spot(), but it will search max number of squares. 2239 * find_free_spot(), but it will search max number of squares.
2274 * But it will return the first available spot, not a random choice. 2240 * 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. 2241 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2276 */ 2242 */
2277 2243
2244int
2278int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2245find_first_free_spot (const object *ob, maptile *m, int x, int y)
2246{
2247 int
2279 int i; 2248 i;
2249
2280 for(i=0;i<SIZEOFFREE;i++) { 2250 for (i = 0; i < SIZEOFFREE; i++)
2251 {
2281 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2252 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2282 return i; 2253 return i;
2283 } 2254 }
2284 return -1; 2255 return -1;
2285} 2256}
2286 2257
2287/* 2258/*
2288 * The function permute(arr, begin, end) randomly reorders the array 2259 * The function permute(arr, begin, end) randomly reorders the array
2289 * arr[begin..end-1]. 2260 * arr[begin..end-1].
2290 */ 2261 */
2262static void
2291static void permute(int *arr, int begin, int end) 2263permute (int *arr, int begin, int end)
2292{ 2264{
2293 int i, j, tmp, len; 2265 int
2266 i,
2267 j,
2268 tmp,
2269 len;
2294 2270
2295 len = end-begin; 2271 len = end - begin;
2296 for(i = begin; i < end; i++) 2272 for (i = begin; i < end; i++)
2297 { 2273 {
2298 j = begin+RANDOM()%len; 2274 j = begin + RANDOM () % len;
2299 2275
2300 tmp = arr[i]; 2276 tmp = arr[i];
2301 arr[i] = arr[j]; 2277 arr[i] = arr[j];
2302 arr[j] = tmp; 2278 arr[j] = tmp;
2303 } 2279 }
2304} 2280}
2305 2281
2306/* new function to make monster searching more efficient, and effective! 2282/* new function to make monster searching more efficient, and effective!
2307 * This basically returns a randomized array (in the passed pointer) of 2283 * 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 2284 * 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 2285 * 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 2286 * 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. 2287 * the 3x3 area will be searched, just not in a predictable order.
2312 */ 2288 */
2289void
2313void get_search_arr(int *search_arr) 2290get_search_arr (int *search_arr)
2314{ 2291{
2292 int
2315 int i; 2293 i;
2316 2294
2317 for(i = 0; i < SIZEOFFREE; i++) 2295 for (i = 0; i < SIZEOFFREE; i++)
2318 { 2296 {
2319 search_arr[i] = i; 2297 search_arr[i] = i;
2320 } 2298 }
2321 2299
2322 permute(search_arr, 1, SIZEOFFREE1+1); 2300 permute (search_arr, 1, SIZEOFFREE1 + 1);
2323 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2301 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2324 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2302 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2325} 2303}
2326 2304
2327/* 2305/*
2328 * find_dir(map, x, y, exclude) will search some close squares in the 2306 * find_dir(map, x, y, exclude) will search some close squares in the
2329 * given map at the given coordinates for live objects. 2307 * given map at the given coordinates for live objects.
2335 * is actually want is going to try and move there. We need this info 2313 * 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 2314 * because we have to know what movement the thing looking to move
2337 * there is capable of. 2315 * there is capable of.
2338 */ 2316 */
2339 2317
2318int
2340int find_dir(mapstruct *m, int x, int y, object *exclude) { 2319find_dir (maptile *m, int x, int y, object *exclude)
2320{
2321 int
2322 i,
2341 int i,max=SIZEOFFREE, mflags; 2323 max = SIZEOFFREE, mflags;
2324
2342 sint16 nx, ny; 2325 sint16 nx, ny;
2343 object *tmp; 2326 object *
2344 mapstruct *mp; 2327 tmp;
2328 maptile *
2329 mp;
2330
2345 MoveType blocked, move_type; 2331 MoveType blocked, move_type;
2346 2332
2347 if (exclude && exclude->head) { 2333 if (exclude && exclude->head)
2334 {
2348 exclude = exclude->head; 2335 exclude = exclude->head;
2349 move_type = exclude->move_type; 2336 move_type = exclude->move_type;
2350 } else { 2337 }
2338 else
2339 {
2351 /* If we don't have anything, presume it can use all movement types. */ 2340 /* If we don't have anything, presume it can use all movement types. */
2352 move_type=MOVE_ALL; 2341 move_type = MOVE_ALL;
2342 }
2343
2344 for (i = 1; i < max; i++)
2353 } 2345 {
2354 2346 mp = m;
2355 for(i=1;i<max;i++) {
2356 mp = m;
2357 nx = x + freearr_x[i]; 2347 nx = x + freearr_x[i];
2358 ny = y + freearr_y[i]; 2348 ny = y + freearr_y[i];
2359 2349
2360 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2350 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2361 if (mflags & P_OUT_OF_MAP) { 2351 if (mflags & P_OUT_OF_MAP)
2352 {
2362 max = maxfree[i]; 2353 max = maxfree[i];
2363 } else { 2354 }
2355 else
2356 {
2364 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2357 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2365 2358
2366 if ((move_type & blocked) == move_type) { 2359 if ((move_type & blocked) == move_type)
2367 max=maxfree[i]; 2360 {
2361 max = maxfree[i];
2362 }
2368 } else if (mflags & P_IS_ALIVE) { 2363 else if (mflags & P_IS_ALIVE)
2364 {
2369 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2365 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2370 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2366 {
2371 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2367 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2372 break; 2368 {
2373 } 2369 break;
2374 } 2370 }
2375 if(tmp) { 2371 }
2376 return freedir[i]; 2372 if (tmp)
2377 } 2373 {
2374 return freedir[i];
2375 }
2376 }
2377 }
2378 } 2378 }
2379 }
2380 }
2381 return 0; 2379 return 0;
2382} 2380}
2383 2381
2384/* 2382/*
2385 * distance(object 1, object 2) will return the square of the 2383 * distance(object 1, object 2) will return the square of the
2386 * distance between the two given objects. 2384 * distance between the two given objects.
2387 */ 2385 */
2388 2386
2387int
2389int distance(const object *ob1, const object *ob2) { 2388distance (const object *ob1, const object *ob2)
2389{
2390 int i; 2390 int
2391 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2391 i;
2392 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2392
2393 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2393 return i; 2394 return i;
2394} 2395}
2395 2396
2396/* 2397/*
2397 * find_dir_2(delta-x,delta-y) will return a direction in which 2398 * 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 2399 * an object which has subtracted the x and y coordinates of another
2399 * object, needs to travel toward it. 2400 * object, needs to travel toward it.
2400 */ 2401 */
2401 2402
2403int
2402int find_dir_2(int x, int y) { 2404find_dir_2 (int x, int y)
2405{
2403 int q; 2406 int
2407 q;
2404 2408
2405 if(y) 2409 if (y)
2406 q=x*100/y; 2410 q = x * 100 / y;
2407 else if (x) 2411 else if (x)
2408 q= -300*x; 2412 q = -300 * x;
2409 else 2413 else
2410 return 0; 2414 return 0;
2411 2415
2412 if(y>0) { 2416 if (y > 0)
2417 {
2413 if(q < -242) 2418 if (q < -242)
2414 return 3 ; 2419 return 3;
2415 if (q < -41) 2420 if (q < -41)
2416 return 2 ; 2421 return 2;
2417 if (q < 41) 2422 if (q < 41)
2418 return 1 ; 2423 return 1;
2419 if (q < 242) 2424 if (q < 242)
2420 return 8 ; 2425 return 8;
2421 return 7 ; 2426 return 7;
2422 } 2427 }
2423 2428
2424 if (q < -242) 2429 if (q < -242)
2425 return 7 ; 2430 return 7;
2426 if (q < -41) 2431 if (q < -41)
2427 return 6 ; 2432 return 6;
2428 if (q < 41) 2433 if (q < 41)
2429 return 5 ; 2434 return 5;
2430 if (q < 242) 2435 if (q < 242)
2431 return 4 ; 2436 return 4;
2432 2437
2433 return 3 ; 2438 return 3;
2434} 2439}
2435 2440
2436/* 2441/*
2437 * absdir(int): Returns a number between 1 and 8, which represent 2442 * absdir(int): Returns a number between 1 and 8, which represent
2438 * the "absolute" direction of a number (it actually takes care of 2443 * the "absolute" direction of a number (it actually takes care of
2439 * "overflow" in previous calculations of a direction). 2444 * "overflow" in previous calculations of a direction).
2440 */ 2445 */
2441 2446
2447int
2442int absdir(int d) { 2448absdir (int d)
2443 while(d<1) d+=8; 2449{
2444 while(d>8) d-=8; 2450 while (d < 1)
2451 d += 8;
2452 while (d > 8)
2453 d -= 8;
2445 return d; 2454 return d;
2446} 2455}
2447 2456
2448/* 2457/*
2449 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2458 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2450 * between two directions (which are expected to be absolute (see absdir()) 2459 * between two directions (which are expected to be absolute (see absdir())
2451 */ 2460 */
2452 2461
2462int
2453int dirdiff(int dir1, int dir2) { 2463dirdiff (int dir1, int dir2)
2464{
2454 int d; 2465 int
2466 d;
2467
2455 d = abs(dir1 - dir2); 2468 d = abs (dir1 - dir2);
2456 if(d>4) 2469 if (d > 4)
2457 d = 8 - d; 2470 d = 8 - d;
2458 return d; 2471 return d;
2459} 2472}
2460 2473
2461/* peterm: 2474/* peterm:
2466 * direction 4, 14, or 16 to get back to where we are. 2479 * 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 2480 * Moved from spell_util.c to object.c with the other related direction
2468 * functions. 2481 * functions.
2469 */ 2482 */
2470 2483
2484int
2471int reduction_dir[SIZEOFFREE][3] = { 2485 reduction_dir[SIZEOFFREE][3] = {
2472 {0,0,0}, /* 0 */ 2486 {0, 0, 0}, /* 0 */
2473 {0,0,0}, /* 1 */ 2487 {0, 0, 0}, /* 1 */
2474 {0,0,0}, /* 2 */ 2488 {0, 0, 0}, /* 2 */
2475 {0,0,0}, /* 3 */ 2489 {0, 0, 0}, /* 3 */
2476 {0,0,0}, /* 4 */ 2490 {0, 0, 0}, /* 4 */
2477 {0,0,0}, /* 5 */ 2491 {0, 0, 0}, /* 5 */
2478 {0,0,0}, /* 6 */ 2492 {0, 0, 0}, /* 6 */
2479 {0,0,0}, /* 7 */ 2493 {0, 0, 0}, /* 7 */
2480 {0,0,0}, /* 8 */ 2494 {0, 0, 0}, /* 8 */
2481 {8,1,2}, /* 9 */ 2495 {8, 1, 2}, /* 9 */
2482 {1,2,-1}, /* 10 */ 2496 {1, 2, -1}, /* 10 */
2483 {2,10,12}, /* 11 */ 2497 {2, 10, 12}, /* 11 */
2484 {2,3,-1}, /* 12 */ 2498 {2, 3, -1}, /* 12 */
2485 {2,3,4}, /* 13 */ 2499 {2, 3, 4}, /* 13 */
2486 {3,4,-1}, /* 14 */ 2500 {3, 4, -1}, /* 14 */
2487 {4,14,16}, /* 15 */ 2501 {4, 14, 16}, /* 15 */
2488 {5,4,-1}, /* 16 */ 2502 {5, 4, -1}, /* 16 */
2489 {4,5,6}, /* 17 */ 2503 {4, 5, 6}, /* 17 */
2490 {6,5,-1}, /* 18 */ 2504 {6, 5, -1}, /* 18 */
2491 {6,20,18}, /* 19 */ 2505 {6, 20, 18}, /* 19 */
2492 {7,6,-1}, /* 20 */ 2506 {7, 6, -1}, /* 20 */
2493 {6,7,8}, /* 21 */ 2507 {6, 7, 8}, /* 21 */
2494 {7,8,-1}, /* 22 */ 2508 {7, 8, -1}, /* 22 */
2495 {8,22,24}, /* 23 */ 2509 {8, 22, 24}, /* 23 */
2496 {8,1,-1}, /* 24 */ 2510 {8, 1, -1}, /* 24 */
2497 {24,9,10}, /* 25 */ 2511 {24, 9, 10}, /* 25 */
2498 {9,10,-1}, /* 26 */ 2512 {9, 10, -1}, /* 26 */
2499 {10,11,-1}, /* 27 */ 2513 {10, 11, -1}, /* 27 */
2500 {27,11,29}, /* 28 */ 2514 {27, 11, 29}, /* 28 */
2501 {11,12,-1}, /* 29 */ 2515 {11, 12, -1}, /* 29 */
2502 {12,13,-1}, /* 30 */ 2516 {12, 13, -1}, /* 30 */
2503 {12,13,14}, /* 31 */ 2517 {12, 13, 14}, /* 31 */
2504 {13,14,-1}, /* 32 */ 2518 {13, 14, -1}, /* 32 */
2505 {14,15,-1}, /* 33 */ 2519 {14, 15, -1}, /* 33 */
2506 {33,15,35}, /* 34 */ 2520 {33, 15, 35}, /* 34 */
2507 {16,15,-1}, /* 35 */ 2521 {16, 15, -1}, /* 35 */
2508 {17,16,-1}, /* 36 */ 2522 {17, 16, -1}, /* 36 */
2509 {18,17,16}, /* 37 */ 2523 {18, 17, 16}, /* 37 */
2510 {18,17,-1}, /* 38 */ 2524 {18, 17, -1}, /* 38 */
2511 {18,19,-1}, /* 39 */ 2525 {18, 19, -1}, /* 39 */
2512 {41,19,39}, /* 40 */ 2526 {41, 19, 39}, /* 40 */
2513 {19,20,-1}, /* 41 */ 2527 {19, 20, -1}, /* 41 */
2514 {20,21,-1}, /* 42 */ 2528 {20, 21, -1}, /* 42 */
2515 {20,21,22}, /* 43 */ 2529 {20, 21, 22}, /* 43 */
2516 {21,22,-1}, /* 44 */ 2530 {21, 22, -1}, /* 44 */
2517 {23,22,-1}, /* 45 */ 2531 {23, 22, -1}, /* 45 */
2518 {45,47,23}, /* 46 */ 2532 {45, 47, 23}, /* 46 */
2519 {23,24,-1}, /* 47 */ 2533 {23, 24, -1}, /* 47 */
2520 {24,9,-1}}; /* 48 */ 2534 {24, 9, -1}
2535}; /* 48 */
2521 2536
2522/* Recursive routine to step back and see if we can 2537/* Recursive routine to step back and see if we can
2523 * find a path to that monster that we found. If not, 2538 * find a path to that monster that we found. If not,
2524 * we don't bother going toward it. Returns 1 if we 2539 * we don't bother going toward it. Returns 1 if we
2525 * can see a direct way to get it 2540 * can see a direct way to get it
2526 * Modified to be map tile aware -.MSW 2541 * Modified to be map tile aware -.MSW
2527 */ 2542 */
2528
2529 2543
2544
2545int
2530int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2546can_see_monsterP (maptile *m, int x, int y, int dir)
2547{
2531 sint16 dx, dy; 2548 sint16 dx, dy;
2549 int
2532 int mflags; 2550 mflags;
2533 2551
2552 if (dir < 0)
2534 if(dir<0) return 0; /* exit condition: invalid direction */ 2553 return 0; /* exit condition: invalid direction */
2535 2554
2536 dx = x + freearr_x[dir]; 2555 dx = x + freearr_x[dir];
2537 dy = y + freearr_y[dir]; 2556 dy = y + freearr_y[dir];
2538 2557
2539 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2558 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2540 2559
2541 /* This functional arguably was incorrect before - it was 2560 /* This functional arguably was incorrect before - it was
2542 * checking for P_WALL - that was basically seeing if 2561 * checking for P_WALL - that was basically seeing if
2543 * we could move to the monster - this is being more 2562 * we could move to the monster - this is being more
2544 * literal on if we can see it. To know if we can actually 2563 * 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 2564 * move to the monster, we'd need the monster passed in or
2546 * at least its move type. 2565 * at least its move type.
2547 */ 2566 */
2548 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2567 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2568 return 0;
2549 2569
2550 /* yes, can see. */ 2570 /* yes, can see. */
2551 if(dir < 9) return 1; 2571 if (dir < 9)
2572 return 1;
2552 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2573 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2553 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2574 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} 2575}
2556 2576
2557 2577
2558 2578
2559/* 2579/*
2560 * can_pick(picker, item): finds out if an object is possible to be 2580 * 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 2581 * picked up by the picker. Returnes 1 if it can be
2562 * picked up, otherwise 0. 2582 * picked up, otherwise 0.
2563 * 2583 *
2565 * core dumps if they do. 2585 * core dumps if they do.
2566 * 2586 *
2567 * Add a check so we can't pick up invisible objects (0.93.8) 2587 * Add a check so we can't pick up invisible objects (0.93.8)
2568 */ 2588 */
2569 2589
2590int
2570int can_pick(const object *who, const object *item) { 2591can_pick (const object *who, const object *item)
2592{
2571 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2593 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2572 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2594 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2573 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2595 !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} 2596}
2576 2597
2577 2598
2578/* 2599/*
2579 * create clone from object to another 2600 * create clone from object to another
2580 */ 2601 */
2602object *
2581object *object_create_clone (object *asrc) { 2603object_create_clone (object *asrc)
2604{
2605 object *
2582 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2606 dst = NULL, *tmp, *src, *part, *prev, *item;
2583 2607
2608 if (!asrc)
2584 if(!asrc) return NULL; 2609 return NULL;
2585 src = asrc; 2610 src = asrc;
2586 if(src->head) 2611 if (src->head)
2587 src = src->head; 2612 src = src->head;
2588 2613
2589 prev = NULL; 2614 prev = NULL;
2590 for(part = src; part; part = part->more) { 2615 for (part = src; part; part = part->more)
2616 {
2591 tmp = get_object(); 2617 tmp = get_object ();
2592 copy_object(part,tmp); 2618 copy_object (part, tmp);
2593 tmp->x -= src->x; 2619 tmp->x -= src->x;
2594 tmp->y -= src->y; 2620 tmp->y -= src->y;
2595 if(!part->head) { 2621 if (!part->head)
2622 {
2596 dst = tmp; 2623 dst = tmp;
2597 tmp->head = NULL; 2624 tmp->head = NULL;
2625 }
2598 } else { 2626 else
2627 {
2599 tmp->head = dst; 2628 tmp->head = dst;
2600 } 2629 }
2601 tmp->more = NULL; 2630 tmp->more = NULL;
2602 if(prev) 2631 if (prev)
2603 prev->more = tmp; 2632 prev->more = tmp;
2604 prev = tmp; 2633 prev = tmp;
2605 } 2634 }
2606 /*** copy inventory ***/ 2635
2607 for(item = src->inv; item; item = item->below) { 2636 for (item = src->inv; item; item = item->below)
2608 (void) insert_ob_in_ob(object_create_clone(item),dst); 2637 insert_ob_in_ob (object_create_clone (item), dst);
2609 }
2610 2638
2611 return dst; 2639 return dst;
2612}
2613
2614/* return true if the object was destroyed, 0 otherwise */
2615int was_destroyed (const object *op, tag_t old_tag)
2616{
2617 /* checking for FLAG_FREED isn't necessary, but makes this function more
2618 * robust */
2619 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2620} 2640}
2621 2641
2622/* GROS - Creates an object using a string representing its content. */ 2642/* GROS - Creates an object using a string representing its content. */
2623/* Basically, we save the content of the string to a temp file, then call */ 2643/* Basically, we save the content of the string to a temp file, then call */
2624/* load_object on it. I admit it is a highly inefficient way to make things, */ 2644/* load_object on it. I admit it is a highly inefficient way to make things, */
2625/* but it was simple to make and allows reusing the load_object function. */ 2645/* but it was simple to make and allows reusing the load_object function. */
2626/* Remember not to use load_object_str in a time-critical situation. */ 2646/* Remember not to use load_object_str in a time-critical situation. */
2627/* Also remember that multiparts objects are not supported for now. */ 2647/* Also remember that multiparts objects are not supported for now. */
2628 2648
2649object *
2629object* load_object_str(const char *obstr) 2650load_object_str (const char *obstr)
2630{ 2651{
2631 object *op; 2652 object *op;
2632 FILE *tempfile;
2633 char filename[MAX_BUF]; 2653 char filename[MAX_BUF];
2654
2634 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2655 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2656
2635 tempfile=fopen(filename,"w"); 2657 FILE *tempfile = fopen (filename, "w");
2658
2636 if (tempfile == NULL) 2659 if (tempfile == NULL)
2637 { 2660 {
2638 LOG(llevError,"Error - Unable to access load object temp file\n"); 2661 LOG (llevError, "Error - Unable to access load object temp file\n");
2639 return NULL; 2662 return NULL;
2640 }; 2663 }
2664
2641 fprintf(tempfile,obstr); 2665 fprintf (tempfile, obstr);
2642 fclose(tempfile); 2666 fclose (tempfile);
2643 2667
2644 op=get_object(); 2668 op = get_object ();
2645 2669
2646 tempfile=fopen(filename,"r"); 2670 object_thawer thawer (filename);
2647 if (tempfile == NULL) 2671
2648 { 2672 if (thawer)
2649 LOG(llevError,"Error - Unable to read object temp file\n"); 2673 load_object (thawer, op, 0);
2650 return NULL; 2674
2651 };
2652 load_object(tempfile,op,LO_NEWFILE,0);
2653 LOG(llevDebug," load str completed, object=%s\n",op->name); 2675 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2654 CLEAR_FLAG(op,FLAG_REMOVED); 2676 CLEAR_FLAG (op, FLAG_REMOVED);
2655 fclose(tempfile); 2677
2656 return op; 2678 return op;
2657} 2679}
2658 2680
2659/* This returns the first object in who's inventory that 2681/* This returns the first object in who's inventory that
2660 * has the same type and subtype match. 2682 * has the same type and subtype match.
2661 * returns NULL if no match. 2683 * returns NULL if no match.
2662 */ 2684 */
2685object *
2663object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2686find_obj_by_type_subtype (const object *who, int type, int subtype)
2664{ 2687{
2665 object *tmp; 2688 object *tmp;
2666 2689
2667 for (tmp=who->inv; tmp; tmp=tmp->below) 2690 for (tmp = who->inv; tmp; tmp = tmp->below)
2668 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2691 if (tmp->type == type && tmp->subtype == subtype)
2692 return tmp;
2669 2693
2670 return NULL; 2694 return NULL;
2671} 2695}
2672 2696
2673/* If ob has a field named key, return the link from the list, 2697/* If ob has a field named key, return the link from the list,
2674 * otherwise return NULL. 2698 * otherwise return NULL.
2675 * 2699 *
2676 * key must be a passed in shared string - otherwise, this won't 2700 * key must be a passed in shared string - otherwise, this won't
2677 * do the desired thing. 2701 * do the desired thing.
2678 */ 2702 */
2703key_value *
2679key_value * get_ob_key_link(const object * ob, const char * key) { 2704get_ob_key_link (const object *ob, const char *key)
2705{
2680 key_value * link; 2706 key_value *link;
2681 2707
2682 for (link = ob->key_values; link != NULL; link = link->next) { 2708 for (link = ob->key_values; link != NULL; link = link->next)
2683 if (link->key == key) { 2709 if (link->key == key)
2684 return link; 2710 return link;
2685 } 2711
2686 }
2687
2688 return NULL; 2712 return NULL;
2689} 2713}
2690 2714
2691/* 2715/*
2692 * Returns the value of op has an extra_field for key, or NULL. 2716 * Returns the value of op has an extra_field for key, or NULL.
2693 * 2717 *
2694 * The argument doesn't need to be a shared string. 2718 * The argument doesn't need to be a shared string.
2695 * 2719 *
2696 * The returned string is shared. 2720 * The returned string is shared.
2697 */ 2721 */
2722const char *
2698const char * get_ob_key_value(const object * op, const char * const key) { 2723get_ob_key_value (const object *op, const char *const key)
2724{
2699 key_value * link; 2725 key_value *link;
2700 const char * canonical_key; 2726 shstr_cmp canonical_key (key);
2727
2728 if (!canonical_key)
2701 2729 {
2702 canonical_key = find_string(key);
2703
2704 if (canonical_key == NULL) {
2705 /* 1. There being a field named key on any object 2730 /* 1. There being a field named key on any object
2706 * implies there'd be a shared string to find. 2731 * implies there'd be a shared string to find.
2707 * 2. Since there isn't, no object has this field. 2732 * 2. Since there isn't, no object has this field.
2708 * 3. Therefore, *this* object doesn't have this field. 2733 * 3. Therefore, *this* object doesn't have this field.
2709 */ 2734 */
2710 return NULL; 2735 return 0;
2711 } 2736 }
2712 2737
2713 /* This is copied from get_ob_key_link() above - 2738 /* This is copied from get_ob_key_link() above -
2714 * only 4 lines, and saves the function call overhead. 2739 * only 4 lines, and saves the function call overhead.
2715 */ 2740 */
2716 for (link = op->key_values; link != NULL; link = link->next) { 2741 for (link = op->key_values; link; link = link->next)
2717 if (link->key == canonical_key) { 2742 if (link->key == canonical_key)
2718 return link->value; 2743 return link->value;
2719 } 2744
2720 } 2745 return 0;
2721 return NULL;
2722} 2746}
2723 2747
2724 2748
2725/* 2749/*
2726 * Updates the canonical_key in op to value. 2750 * 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 2754 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2731 * keys. 2755 * keys.
2732 * 2756 *
2733 * Returns TRUE on success. 2757 * Returns TRUE on success.
2734 */ 2758 */
2759int
2735int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) { 2760set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2761{
2762 key_value *
2736 key_value * field = NULL, *last=NULL; 2763 field = NULL, *last = NULL;
2737 2764
2738 for (field=op->key_values; field != NULL; field=field->next) { 2765 for (field = op->key_values; field != NULL; field = field->next)
2739 if (field->key != canonical_key) {
2740 last = field;
2741 continue;
2742 }
2743 2766 {
2744 if (field->value) FREE_AND_CLEAR_STR(field->value); 2767 if (field->key != canonical_key)
2745 if (value) 2768 {
2746 field->value = add_string(value); 2769 last = field;
2747 else { 2770 continue;
2771 }
2772
2773 if (value)
2774 field->value = value;
2775 else
2776 {
2748 /* Basically, if the archetype has this key set, 2777 /* Basically, if the archetype has this key set,
2749 * we need to store the null value so when we save 2778 * we need to store the null value so when we save
2750 * it, we save the empty value so that when we load, 2779 * it, we save the empty value so that when we load,
2751 * we get this value back again. 2780 * we get this value back again.
2752 */ 2781 */
2753 if (get_ob_key_link(&op->arch->clone, canonical_key)) 2782 if (get_ob_key_link (&op->arch->clone, canonical_key))
2754 field->value = NULL; 2783 field->value = 0;
2755 else { 2784 else
2756 /* Delete this link */ 2785 {
2757 if (field->key) FREE_AND_CLEAR_STR(field->key); 2786 if (last)
2758 if (field->value) FREE_AND_CLEAR_STR(field->value); 2787 last->next = field->next;
2759 if (last) last->next = field->next; 2788 else
2760 else op->key_values = field->next; 2789 op->key_values = field->next;
2761 free(field); 2790
2762 } 2791 delete field;
2763 } 2792 }
2793 }
2764 return TRUE; 2794 return TRUE;
2765 } 2795 }
2766 /* IF we get here, key doesn't exist */ 2796 /* IF we get here, key doesn't exist */
2767 2797
2768 /* No field, we'll have to add it. */ 2798 /* No field, we'll have to add it. */
2799
2800 if (!add_key)
2769 2801 {
2770 if (!add_key) {
2771 return FALSE; 2802 return FALSE;
2772 } 2803 }
2773 /* There isn't any good reason to store a null 2804 /* There isn't any good reason to store a null
2774 * value in the key/value list. If the archetype has 2805 * value in the key/value list. If the archetype has
2775 * this key, then we should also have it, so shouldn't 2806 * this key, then we should also have it, so shouldn't
2776 * be here. If user wants to store empty strings, 2807 * be here. If user wants to store empty strings,
2777 * should pass in "" 2808 * should pass in ""
2778 */ 2809 */
2779 if (value == NULL) return TRUE; 2810 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; 2811 return TRUE;
2812
2813 field = new key_value;
2814
2815 field->key = canonical_key;
2816 field->value = value;
2817 /* Usual prepend-addition. */
2818 field->next = op->key_values;
2819 op->key_values = field;
2820
2821 return TRUE;
2790} 2822}
2791 2823
2792/* 2824/*
2793 * Updates the key in op to value. 2825 * Updates the key in op to value.
2794 * 2826 *
2796 * and not add new ones. 2828 * and not add new ones.
2797 * In general, should be little reason FALSE is ever passed in for add_key 2829 * In general, should be little reason FALSE is ever passed in for add_key
2798 * 2830 *
2799 * Returns TRUE on success. 2831 * Returns TRUE on success.
2800 */ 2832 */
2833int
2801int set_ob_key_value(object * op, const char * key, const char * value, int add_key) { 2834set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2802 const char * canonical_key = NULL; 2835{
2803 int floating_ref = FALSE; 2836 shstr key_ (key);
2804 int ret; 2837
2838 return set_ob_key_value_s (op, key_, value, add_key);
2839}
2840
2841object::depth_iterator::depth_iterator (object *container)
2842: iterator_base (container)
2843{
2844 while (item->inv)
2845 item = item->inv;
2846}
2847
2848void
2849object::depth_iterator::next ()
2850{
2851 if (item->below)
2805 2852 {
2806 /* HACK This mess is to make sure set_ob_value() passes a shared string 2853 item = item->below;
2807 * to get_ob_key_link(), without leaving a leaked refcount. 2854
2808 */ 2855 while (item->inv)
2856 item = item->inv;
2809 2857 }
2810 canonical_key = find_string(key); 2858 else
2811 if (canonical_key == NULL) { 2859 item = item->env;
2812 canonical_key = add_string(key);
2813 floating_ref = TRUE;
2814 }
2815
2816 ret = set_ob_key_value_s(op, canonical_key, value, add_key);
2817
2818 if (floating_ref) {
2819 free_string(canonical_key);
2820 }
2821
2822 return ret;
2823} 2860}
2861
2862// return a suitable string describing an objetc in enough detail to find it
2863const char *
2864object::debug_desc (char *info) const
2865{
2866 char info2[256 * 3];
2867 char *p = info;
2868
2869 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2870 count,
2871 &name,
2872 title ? " " : "",
2873 title ? (const char *)title : "");
2874
2875 if (env)
2876 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2877
2878 if (map)
2879 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2880
2881 return info;
2882}
2883
2884const char *
2885object::debug_desc () const
2886{
2887 static char info[256 * 3];
2888 return debug_desc (info);
2889}
2890

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