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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 1.66 by root, Wed Dec 13 03:28:42 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: %" PRId64 "\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 *
118 * Note that this function appears a lot longer than the macro it 184 * Note that this function appears a lot longer than the macro it
119 * replaces - this is mostly for clarity - a decent compiler should hopefully 185 * replaces - this is mostly for clarity - a decent compiler should hopefully
120 * reduce this to the same efficiency. 186 * reduce this to the same efficiency.
121 * 187 *
122 * Check nrof variable *before* calling CAN_MERGE() 188 * Check nrof variable *before* calling can_merge()
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_slow (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
132 198 || ob1->type != ob2->type
133 if (ob1->speed != ob2->speed) return 0; 199 || ob1->speed != ob2->speed
134 /* Note sure why the following is the case - either the object has to 200 || ob1->value != ob2->value
135 * be animated or have a very low speed. Is this an attempted monster 201 || ob1->name != ob2->name)
136 * check?
137 */
138 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED)
139 return 0; 202 return 0;
140 203
204 //TODO: this ain't working well, use nicer and correct overflow check
141 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 205 /* 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 206 * value could not be stored in a sint32 (which unfortunately sometimes is
143 * used to store nrof). 207 * used to store nrof).
144 */ 208 */
145 if (ob1->nrof+ob2->nrof >= 1UL<<31) 209 if (ob1->nrof + ob2->nrof >= 1UL << 31)
146 return 0; 210 return 0;
147 211
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. 212 /* 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 213 * 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 214 * 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 215 * are not equal - just if it has been identified, the been_applied
167 * flags lose any meaning. 216 * flags lose any meaning.
168 */ 217 */
169 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED)) 218 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
170 SET_FLAG(ob1, FLAG_BEEN_APPLIED); 219 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
171 220
172 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED)) 221 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
173 SET_FLAG(ob2, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
174 223
175 224
176 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 225 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
177 * being locked in inventory should prevent merging. 226 * being locked in inventory should prevent merging.
178 * 0x4 in flags3 is CLIENT_SENT 227 * 0x4 in flags3 is CLIENT_SENT
179 */ 228 */
180 if ((ob1->arch != ob2->arch) || 229 if ((ob1->arch != ob2->arch) ||
181 (ob1->flags[0] != ob2->flags[0]) || 230 (ob1->flags[0] != ob2->flags[0]) ||
182 (ob1->flags[1] != ob2->flags[1]) || 231 (ob1->flags[1] != ob2->flags[1]) ||
183 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) || 232 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
184 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) || 233 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
185 (ob1->name != ob2->name) || 234 (ob1->name != ob2->name) ||
186 (ob1->title != ob2->title) || 235 (ob1->title != ob2->title) ||
187 (ob1->msg != ob2->msg) || 236 (ob1->msg != ob2->msg) ||
188 (ob1->weight != ob2->weight) || 237 (ob1->weight != ob2->weight) ||
189 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) || 238 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
190 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) || 239 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
191 (ob1->attacktype != ob2->attacktype) || 240 (ob1->attacktype != ob2->attacktype) ||
192 (ob1->magic != ob2->magic) || 241 (ob1->magic != ob2->magic) ||
193 (ob1->slaying != ob2->slaying) || 242 (ob1->slaying != ob2->slaying) ||
194 (ob1->skill != ob2->skill) || 243 (ob1->skill != ob2->skill) ||
195 (ob1->value != ob2->value) || 244 (ob1->value != ob2->value) ||
196 (ob1->animation_id != ob2->animation_id) || 245 (ob1->animation_id != ob2->animation_id) ||
197 (ob1->client_type != ob2->client_type) || 246 (ob1->client_type != ob2->client_type) ||
198 (ob1->materialname != ob2->materialname) || 247 (ob1->materialname != ob2->materialname) ||
199 (ob1->lore != ob2->lore) || 248 (ob1->lore != ob2->lore) ||
200 (ob1->subtype != ob2->subtype) || 249 (ob1->subtype != ob2->subtype) ||
201 (ob1->move_type != ob2->move_type) || 250 (ob1->move_type != ob2->move_type) ||
202 (ob1->move_block != ob2->move_block) || 251 (ob1->move_block != ob2->move_block) ||
203 (ob1->move_allow != ob2->move_allow) || 252 (ob1->move_allow != ob2->move_allow) ||
204 (ob1->move_on != ob2->move_on) || 253 (ob1->move_on != ob2->move_on) ||
205 (ob1->move_off != ob2->move_off) || 254 (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; 255 return 0;
210 256
257 /* This is really a spellbook check - really, we should
258 * check all objects in the inventory.
259 */
260 if (ob1->inv || ob2->inv)
261 {
262 /* if one object has inventory but the other doesn't, not equiv */
263 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
264 return 0;
265
266 /* Now check to see if the two inventory objects could merge */
267 if (!object::can_merge (ob1->inv, ob2->inv))
268 return 0;
269
270 /* inventory ok - still need to check rest of this object to see
271 * if it is valid.
272 */
273 }
274
211 /* Don't merge objects that are applied. With the new 'body' code, 275 /* 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 276 * 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. 277 * some items equipped, and we don't want those to merge.
214 */ 278 */
215 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 279 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
216 return 0; 280 return 0;
217 281
282 /* Note sure why the following is the case - either the object has to
283 * be animated or have a very low speed. Is this an attempted monster
284 * check?
285 */
286 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
287 return 0;
288
218 switch (ob1->type) { 289 switch (ob1->type)
290 {
219 case SCROLL: 291 case SCROLL:
220 if (ob1->level != ob2->level) return 0; 292 if (ob1->level != ob2->level)
293 return 0;
221 break; 294 break;
222
223 } 295 }
296
224 if (ob1->key_values != NULL || ob2->key_values != NULL) { 297 if (ob1->key_values != NULL || ob2->key_values != NULL)
298 {
225 /* At least one of these has key_values. */ 299 /* At least one of these has key_values. */
226 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) { 300 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
227 /* One has fields, but the other one doesn't. */ 301 /* One has fields, but the other one doesn't. */
228 return 0; 302 return 0;
229 } else if (!compare_ob_value_lists(ob1, ob2)) { 303 else if (!compare_ob_value_lists (ob1, ob2))
230 return 0; 304 return 0;
231 } 305 }
306
307 //TODO: generate an event or call into perl for additional checks
308 if (ob1->self || ob2->self)
232 } 309 {
310 ob1->optimise ();
311 ob2->optimise ();
233 312
313 if (ob1->self || ob2->self)
314 return 0;
315 }
316
234 /* Everything passes, must be OK. */ 317 /* Everything passes, must be OK. */
235 return 1; 318 return 1;
236} 319}
237 320
238/* 321/*
239 * sum_weight() is a recursive function which calculates the weight 322 * sum_weight() is a recursive function which calculates the weight
240 * an object is carrying. It goes through in figures out how much 323 * an object is carrying. It goes through in figures out how much
241 * containers are carrying, and sums it up. 324 * containers are carrying, and sums it up.
242 */ 325 */
243signed long sum_weight(object *op) { 326long
327sum_weight (object *op)
328{
244 signed long sum; 329 long sum;
245 object *inv; 330 object *inv;
331
246 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 332 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
333 {
247 if (inv->inv) 334 if (inv->inv)
248 sum_weight(inv); 335 sum_weight (inv);
249 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 336 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
250 } 337 }
338
251 if (op->type == CONTAINER && op->stats.Str) 339 if (op->type == CONTAINER && op->stats.Str)
252 sum = (sum * (100 - op->stats.Str))/100; 340 sum = (sum * (100 - op->stats.Str)) / 100;
341
253 if(op->carrying != sum) 342 if (op->carrying != sum)
254 op->carrying = sum; 343 op->carrying = sum;
344
255 return sum; 345 return sum;
256} 346}
257 347
258/** 348/**
259 * Return the outermost environment object for a given object. 349 * Return the outermost environment object for a given object.
260 */ 350 */
261 351
352object *
262object *object_get_env_recursive (object *op) { 353object_get_env_recursive (object *op)
354{
263 while (op->env != NULL) 355 while (op->env != NULL)
264 op = op->env; 356 op = op->env;
265 return op; 357 return op;
266} 358}
267 359
268/* 360/*
269 * Eneq(@csd.uu.se): Since we can have items buried in a character we need 361 * 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 362 * a better check. We basically keeping traversing up until we can't
271 * or find a player. 363 * or find a player.
272 */ 364 */
273 365
366object *
274object *is_player_inv (object *op) { 367is_player_inv (object *op)
368{
275 for (;op!=NULL&&op->type!=PLAYER; op=op->env) 369 for (; op != NULL && op->type != PLAYER; op = op->env)
276 if (op->env==op) 370 if (op->env == op)
277 op->env = NULL; 371 op->env = NULL;
278 return op; 372 return op;
279} 373}
280 374
281/* 375/*
282 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 376 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
283 * Some error messages. 377 * Some error messages.
284 * The result of the dump is stored in the static global errmsg array. 378 * The result of the dump is stored in the static global errmsg array.
285 */ 379 */
286 380
287void dump_object2(object *op) { 381char *
288 char *cp;
289/* object *tmp;*/
290
291 if(op->arch!=NULL) {
292 strcat(errmsg,"arch ");
293 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
294 strcat(errmsg,"\n");
295 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
296 strcat(errmsg,cp);
297#if 0
298 /* Don't dump player diffs - they are too long, mostly meaningless, and
299 * will overflow the buffer.
300 * Changed so that we don't dump inventory either. This may
301 * also overflow the buffer.
302 */
303 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
304 strcat(errmsg,cp);
305 for (tmp=op->inv; tmp; tmp=tmp->below)
306 dump_object2(tmp);
307#endif
308 strcat(errmsg,"end\n");
309 } else {
310 strcat(errmsg,"Object ");
311 if (op->name==NULL) strcat(errmsg, "(null)");
312 else strcat(errmsg,op->name);
313 strcat(errmsg,"\n");
314#if 0
315 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
316 strcat(errmsg,cp);
317 for (tmp=op->inv; tmp; tmp=tmp->below)
318 dump_object2(tmp);
319#endif
320 strcat(errmsg,"end\n");
321 }
322}
323
324/*
325 * Dumps an object. Returns output in the static global errmsg array.
326 */
327
328void dump_object(object *op) { 382dump_object (object *op)
329 if(op==NULL) {
330 strcpy(errmsg,"[NULL pointer]");
331 return;
332 }
333 errmsg[0]='\0';
334 dump_object2(op);
335}
336
337/* GROS - Dumps an object. Return the result into a string */
338/* Note that no checking is done for the validity of the target string, so */
339/* you need to be sure that you allocated enough space for it. */
340void dump_me(object *op, char *outstr)
341{ 383{
342 char *cp; 384 if (!op)
385 return strdup ("[NULLOBJ]");
343 386
344 if(op==NULL) 387 object_freezer freezer;
345 { 388 save_object (freezer, op, 3);
346 strcpy(outstr,"[NULL pointer]"); 389 return freezer.as_string ();
347 return;
348 }
349 outstr[0]='\0';
350
351 if(op->arch!=NULL)
352 {
353 strcat(outstr,"arch ");
354 strcat(outstr,op->arch->name?op->arch->name:"(null)");
355 strcat(outstr,"\n");
356 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
357 strcat(outstr,cp);
358 strcat(outstr,"end\n");
359 }
360 else
361 {
362 strcat(outstr,"Object ");
363 if (op->name==NULL)
364 strcat(outstr, "(null)");
365 else
366 strcat(outstr,op->name);
367 strcat(outstr,"\n");
368 strcat(outstr,"end\n");
369 }
370}
371
372/*
373 * This is really verbose...Can be triggered by the P key while in DM mode.
374 * All objects are dumped to stderr (or alternate logfile, if in server-mode)
375 */
376
377void dump_all_objects(void) {
378 object *op;
379 for(op=objects;op!=NULL;op=op->next) {
380 dump_object(op);
381 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
382 }
383} 390}
384 391
385/* 392/*
386 * get_nearest_part(multi-object, object 2) returns the part of the 393 * get_nearest_part(multi-object, object 2) returns the part of the
387 * multi-object 1 which is closest to the second object. 394 * multi-object 1 which is closest to the second object.
388 * If it's not a multi-object, it is returned. 395 * If it's not a multi-object, it is returned.
389 */ 396 */
390 397
398object *
391object *get_nearest_part(object *op, const object *pl) { 399get_nearest_part (object *op, const object *pl)
400{
392 object *tmp,*closest; 401 object *tmp, *closest;
393 int last_dist,i; 402 int last_dist, i;
403
394 if(op->more==NULL) 404 if (op->more == NULL)
395 return op; 405 return op;
396 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 406 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
397 if((i=distance(tmp,pl))<last_dist) 407 if ((i = distance (tmp, pl)) < last_dist)
398 closest=tmp,last_dist=i; 408 closest = tmp, last_dist = i;
399 return closest; 409 return closest;
400} 410}
401 411
402/* 412/*
403 * Returns the object which has the count-variable equal to the argument. 413 * Returns the object which has the count-variable equal to the argument.
404 */ 414 */
405 415
416object *
406object *find_object(tag_t i) { 417find_object (tag_t i)
407 object *op; 418{
408 for(op=objects;op!=NULL;op=op->next) 419 for (object *op = object::first; op; op = op->next)
409 if(op->count==i) 420 if (op->count == i)
410 break; 421 return op;
422
411 return op; 423 return 0;
412} 424}
413 425
414/* 426/*
415 * Returns the first object which has a name equal to the argument. 427 * Returns the first object which has a name equal to the argument.
416 * Used only by the patch command, but not all that useful. 428 * Used only by the patch command, but not all that useful.
417 * Enables features like "patch <name-of-other-player> food 999" 429 * Enables features like "patch <name-of-other-player> food 999"
418 */ 430 */
419 431
432object *
420object *find_object_name(const char *str) { 433find_object_name (const char *str)
421 const char *name=add_string(str); 434{
435 shstr_cmp str_ (str);
422 object *op; 436 object *op;
437
423 for(op=objects;op!=NULL;op=op->next) 438 for (op = object::first; op != NULL; op = op->next)
424 if(op->name==name) 439 if (op->name == str_)
425 break; 440 break;
426 free_string(name); 441
427 return op; 442 return op;
428} 443}
429 444
445void
430void free_all_object_data(void) { 446free_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{ 447{
472 if (!op) return; 448 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} 449}
480
481
482 450
483/* 451/*
484 * Sets the owner and sets the skill and exp pointers to owner's current 452 * Sets the owner and sets the skill and exp pointers to owner's current
485 * skill and experience objects. 453 * skill and experience objects.
486 */ 454 */
487void set_owner (object *op, object *owner) 455void
456object::set_owner (object *owner)
488{ 457{
489 if(owner==NULL||op==NULL) 458 if (!owner)
490 return; 459 return;
491 460
492 /* next line added to allow objects which own objects */ 461 /* next line added to allow objects which own objects */
493 /* Add a check for ownercounts in here, as I got into an endless loop 462 /* 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 463 * with the fireball owning a poison cloud which then owned the
495 * fireball. I believe that was caused by one of the objects getting 464 * fireball. I believe that was caused by one of the objects getting
496 * freed and then another object replacing it. Since the ownercounts 465 * 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. 466 * didn't match, this check is valid and I believe that cause is valid.
498 */ 467 */
499 while (owner->owner && owner!=owner->owner && 468 while (owner->owner)
500 owner->ownercount==owner->owner->count) owner=owner->owner; 469 owner = owner->owner;
501 470
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; 471 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} 472}
556 473
557/* Zero the key_values on op, decrementing the shared-string 474/* Zero the key_values on op, decrementing the shared-string
558 * refcounts and freeing the links. 475 * refcounts and freeing the links.
559 */ 476 */
477static void
560static void free_key_values(object * op) { 478free_key_values (object *op)
561 key_value * i; 479{
562 key_value * next = NULL; 480 for (key_value *i = op->key_values; i != 0;)
563 481 {
564 if (op->key_values == NULL) return; 482 key_value *next = i->next;
483 delete i;
484
485 i = next;
565 486 }
566 for (i = op->key_values; i != NULL; i = next) { 487
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; 488 op->key_values = 0;
577} 489}
578 490
491void object::clear ()
492{
493 attachable_base::clear ();
579 494
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); 495 free_key_values (this);
610 496
611 /* the memset will clear all these values for us, but we need 497 owner = 0;
612 * to reduce the refcount on them. 498 name = 0;
613 */ 499 name_pl = 0;
614 if (op->name!=NULL) FREE_AND_CLEAR_STR(op->name); 500 title = 0;
615 if (op->name_pl!=NULL) FREE_AND_CLEAR_STR(op->name_pl); 501 race = 0;
616 if (op->title != NULL) FREE_AND_CLEAR_STR(op->title); 502 slaying = 0;
617 if (op->race!=NULL) FREE_AND_CLEAR_STR(op->race); 503 skill = 0;
618 if (op->slaying!=NULL) FREE_AND_CLEAR_STR(op->slaying); 504 msg = 0;
619 if (op->skill!=NULL) FREE_AND_CLEAR_STR(op->skill); 505 lore = 0;
620 if (op->msg!=NULL) FREE_AND_CLEAR_STR(op->msg); 506 custom_name = 0;
621 if (op->lore!=NULL) FREE_AND_CLEAR_STR(op->lore); 507 materialname = 0;
622 if (op->materialname!= NULL) FREE_AND_CLEAR_STR(op->materialname); 508 contr = 0;
509 below = 0;
510 above = 0;
511 inv = 0;
512 container = 0;
513 env = 0;
514 more = 0;
515 head = 0;
516 map = 0;
517 active_next = 0;
518 active_prev = 0;
623 519
520 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
624 521
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); 522 SET_FLAG (this, FLAG_REMOVED);
631 523
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 */ 524 /* What is not cleared is next, prev, and count */
647 525
648 op->expmul=1.0; 526 expmul = 1.0;
649 op->face = blank_face; 527 face = blank_face;
650 op->attacked_by_count = (tag_t) -1; 528
651 if (settings.casting_time) 529 if (settings.casting_time)
652 op->casting_time = -1; 530 casting_time = -1;
653
654} 531}
655 532
656/* 533/*
657 * copy object first frees everything allocated by the second object, 534 * copy_to first frees everything allocated by the dst object,
658 * and then copies the contends of the first object into the second 535 * and then copies the contents of itself into the second
659 * object, allocating what needs to be allocated. Basically, any 536 * object, allocating what needs to be allocated. Basically, any
660 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 537 * 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 538 * if the first object is freed, the pointers in the new object
662 * will point at garbage. 539 * will point at garbage.
663 */ 540 */
541void
542object::copy_to (object *dst)
543{
544 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
545 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
664 546
665void copy_object(object *op2, object *op) { 547 *(object_copy *)dst = *this;
666 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED); 548 *(object_pod *)dst = *this;
667 event *evt, *evt2, *evt_new;
668 549
669 if (object_free_callback) 550 if (self || cb)
670 object_free_callback (op); 551 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
671 552
672 // callback registries and self are empty for copied objects 553 if (is_freed)
673 // this ought to change in the future 554 SET_FLAG (dst, FLAG_FREED);
674 555
675 /* Decrement the refcounts, but don't bother zeroing the fields; 556 if (is_removed)
676 they'll be overwritten by memcpy. */ 557 SET_FLAG (dst, FLAG_REMOVED);
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);
687 558
688 /* Basically, same code as from clear_object() */ 559 if (speed < 0)
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; 560 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
719 561
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. */ 562 /* Copy over key_values, if any. */
742 if (op2->key_values != NULL) { 563 if (key_values)
743 key_value * tail = NULL; 564 {
565 key_value *tail = 0;
744 key_value * i; 566 key_value *i;
745 567
746 op->key_values = NULL; 568 dst->key_values = 0;
747 569
748 for (i = op2->key_values; i != NULL; i = i->next) { 570 for (i = key_values; i; i = i->next)
749 key_value * new_link = (key_value *) malloc(sizeof(key_value)); 571 {
572 key_value *new_link = new key_value;
750 573
751 new_link->next = NULL; 574 new_link->next = 0;
752 new_link->key = add_refcount(i->key); 575 new_link->key = i->key;
753 if (i->value) 576 new_link->value = i->value;
754 new_link->value = add_refcount(i->value);
755 else
756 new_link->value = NULL;
757 577
758 /* Try and be clever here, too. */ 578 /* Try and be clever here, too. */
759 if (op->key_values == NULL) { 579 if (!dst->key_values)
760 op->key_values = new_link; 580 {
761 tail = new_link; 581 dst->key_values = new_link;
762 } else { 582 tail = new_link;
763 tail->next = new_link; 583 }
764 tail = new_link; 584 else
585 {
586 tail->next = new_link;
587 tail = new_link;
588 }
589 }
765 } 590 }
766 }
767 }
768 591
769 update_ob_speed(op); 592 update_ob_speed (dst);
770} 593}
771 594
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; 595object *
813 596object::clone ()
814 if(free_objects==NULL) { 597{
815 expand_objects(); 598 object *neu = create ();
816 } 599 copy_to (neu);
817 op=free_objects;
818#ifdef MEMORY_DEBUG
819 /* The idea is hopefully by doing a realloc, the memory
820 * debugging program will now use the current stack trace to
821 * report leaks.
822 */
823 op = realloc(op, sizeof(object));
824 SET_FLAG(op, FLAG_REMOVED);
825 SET_FLAG(op, FLAG_FREED);
826#endif
827
828 if(!QUERY_FLAG(op,FLAG_FREED)) {
829 LOG(llevError,"Fatal: Getting busy object.\n");
830 }
831 free_objects=op->next;
832 if(free_objects!=NULL)
833 free_objects->prev=NULL;
834 op->count= ++ob_count;
835 op->name=NULL;
836 op->name_pl=NULL;
837 op->title=NULL;
838 op->race=NULL;
839 op->slaying=NULL;
840 op->skill = NULL;
841 op->lore=NULL;
842 op->msg=NULL;
843 op->materialname=NULL;
844 op->next=objects;
845 op->prev=NULL;
846 op->active_next = NULL;
847 op->active_prev = NULL;
848 if(objects!=NULL)
849 objects->prev=op;
850 objects=op;
851 clear_object(op);
852 SET_FLAG(op,FLAG_REMOVED);
853 nroffreeobjects--;
854 return op; 600 return neu;
855} 601}
856 602
857/* 603/*
858 * If an object with the IS_TURNABLE() flag needs to be turned due 604 * 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 605 * 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. 606 * be called to update the face variable, _and_ how it looks on the map.
861 */ 607 */
862 608
609void
863void update_turn_face(object *op) { 610update_turn_face (object *op)
611{
864 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 612 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
865 return; 613 return;
866 SET_ANIMATION(op, op->direction); 614 SET_ANIMATION (op, op->direction);
867 update_object(op,UP_OBJ_FACE); 615 update_object (op, UP_OBJ_FACE);
868} 616}
869 617
870/* 618/*
871 * Updates the speed of an object. If the speed changes from 0 to another 619 * 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. 620 * 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. 621 * This function needs to be called whenever the speed of an object changes.
874 */ 622 */
875 623void
876void update_ob_speed(object *op) { 624update_ob_speed (object *op)
625{
877 extern int arch_init; 626 extern int arch_init;
878 627
879 /* No reason putting the archetypes objects on the speed list, 628 /* No reason putting the archetypes objects on the speed list,
880 * since they never really need to be updated. 629 * since they never really need to be updated.
881 */ 630 */
882 631
883 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 632 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
633 {
884 LOG(llevError,"Object %s is freed but has speed.\n", op->name); 634 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
885#ifdef MANY_CORES 635#ifdef MANY_CORES
886 abort(); 636 abort ();
887#else 637#else
888 op->speed = 0; 638 op->speed = 0;
889#endif 639#endif
890 } 640 }
641
891 if (arch_init) { 642 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; 643 return;
898 644
645 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
646 {
647 /* If already on active list, don't do anything */
648 if (op->active_next || op->active_prev || op == active_objects)
649 return;
650
899 /* process_events() expects us to insert the object at the beginning 651 /* process_events() expects us to insert the object at the beginning
900 * of the list. */ 652 * of the list. */
901 op->active_next = active_objects; 653 op->active_next = active_objects;
654
902 if (op->active_next!=NULL) 655 if (op->active_next != NULL)
903 op->active_next->active_prev = op; 656 op->active_next->active_prev = op;
657
904 active_objects = op; 658 active_objects = op;
659 }
660 else
905 } 661 {
906 else {
907 /* If not on the active list, nothing needs to be done */ 662 /* If not on the active list, nothing needs to be done */
908 if (!op->active_next && !op->active_prev && op!=active_objects) 663 if (!op->active_next && !op->active_prev && op != active_objects)
909 return; 664 return;
910 665
911 if (op->active_prev==NULL) { 666 if (op->active_prev == NULL)
667 {
912 active_objects = op->active_next; 668 active_objects = op->active_next;
669
913 if (op->active_next!=NULL) 670 if (op->active_next != NULL)
914 op->active_next->active_prev = NULL; 671 op->active_next->active_prev = NULL;
915 } 672 }
916 else { 673 else
674 {
917 op->active_prev->active_next = op->active_next; 675 op->active_prev->active_next = op->active_next;
676
918 if (op->active_next) 677 if (op->active_next)
919 op->active_next->active_prev = op->active_prev; 678 op->active_next->active_prev = op->active_prev;
920 } 679 }
680
921 op->active_next = NULL; 681 op->active_next = NULL;
922 op->active_prev = NULL; 682 op->active_prev = NULL;
923 } 683 }
924} 684}
925 685
926/* This function removes object 'op' from the list of active 686/* This function removes object 'op' from the list of active
927 * objects. 687 * objects.
929 * reference maps where you don't want an object that isn't 689 * reference maps where you don't want an object that isn't
930 * in play chewing up cpu time getting processed. 690 * in play chewing up cpu time getting processed.
931 * The reverse of this is to call update_ob_speed, which 691 * The reverse of this is to call update_ob_speed, which
932 * will do the right thing based on the speed of the object. 692 * will do the right thing based on the speed of the object.
933 */ 693 */
694void
934void remove_from_active_list(object *op) 695remove_from_active_list (object *op)
935{ 696{
936 /* If not on the active list, nothing needs to be done */ 697 /* If not on the active list, nothing needs to be done */
937 if (!op->active_next && !op->active_prev && op!=active_objects) 698 if (!op->active_next && !op->active_prev && op != active_objects)
938 return; 699 return;
939 700
940 if (op->active_prev==NULL) { 701 if (op->active_prev == NULL)
702 {
941 active_objects = op->active_next; 703 active_objects = op->active_next;
942 if (op->active_next!=NULL) 704 if (op->active_next != NULL)
943 op->active_next->active_prev = NULL; 705 op->active_next->active_prev = NULL;
706 }
707 else
944 } 708 {
945 else {
946 op->active_prev->active_next = op->active_next; 709 op->active_prev->active_next = op->active_next;
947 if (op->active_next) 710 if (op->active_next)
948 op->active_next->active_prev = op->active_prev; 711 op->active_next->active_prev = op->active_prev;
949 } 712 }
950 op->active_next = NULL; 713 op->active_next = NULL;
951 op->active_prev = NULL; 714 op->active_prev = NULL;
952} 715}
953 716
954/* 717/*
955 * update_object() updates the array which represents the map. 718 * update_object() updates the array which represents the map.
956 * It takes into account invisible objects (and represent squares covered 719 * It takes into account invisible objects (and represent squares covered
971 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 734 * 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. 735 * as that is easier than trying to look at what may have changed.
973 * UP_OBJ_FACE: only the objects face has changed. 736 * UP_OBJ_FACE: only the objects face has changed.
974 */ 737 */
975 738
739void
976void update_object(object *op, int action) { 740update_object (object *op, int action)
741{
977 int update_now=0, flags; 742 int update_now = 0, flags;
978 MoveType move_on, move_off, move_block, move_slow; 743 MoveType move_on, move_off, move_block, move_slow;
979 744
980 if (op == NULL) { 745 if (op == NULL)
746 {
981 /* this should never happen */ 747 /* this should never happen */
982 LOG(llevDebug,"update_object() called for NULL object.\n"); 748 LOG (llevDebug, "update_object() called for NULL object.\n");
983 return; 749 return;
984 }
985 750 }
751
986 if(op->env!=NULL) { 752 if (op->env != NULL)
753 {
987 /* Animation is currently handled by client, so nothing 754 /* Animation is currently handled by client, so nothing
988 * to do in this case. 755 * to do in this case.
989 */ 756 */
990 return; 757 return;
991 } 758 }
992 759
993 /* If the map is saving, don't do anything as everything is 760 /* If the map is saving, don't do anything as everything is
994 * going to get freed anyways. 761 * going to get freed anyways.
995 */ 762 */
996 if (!op->map || op->map->in_memory == MAP_SAVING) return; 763 if (!op->map || op->map->in_memory == MAP_SAVING)
997 764 return;
765
998 /* make sure the object is within map boundaries */ 766 /* make sure the object is within map boundaries */
999 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 767 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)) { 768 {
1001 LOG(llevError,"update_object() called for object out of map!\n"); 769 LOG (llevError, "update_object() called for object out of map!\n");
1002#ifdef MANY_CORES 770#ifdef MANY_CORES
1003 abort(); 771 abort ();
1004#endif 772#endif
1005 return; 773 return;
1006 }
1007 774 }
775
1008 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 776 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
1009 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 777 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); 778 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); 779 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); 780 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); 781 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
1014 782
1015 if (action == UP_OBJ_INSERT) { 783 if (action == UP_OBJ_INSERT)
784 {
1016 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 785 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
1017 update_now=1; 786 update_now = 1;
1018 787
1019 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 788 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
1020 update_now=1; 789 update_now = 1;
1021 790
1022 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 791 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
1023 update_now=1; 792 update_now = 1;
1024 793
1025 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 794 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
1026 update_now=1; 795 update_now = 1;
1027 796
797 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
798 update_now = 1;
799
1028 if ((move_on | op->move_on) != move_on) update_now=1; 800 if ((move_on | op->move_on) != move_on)
801 update_now = 1;
802
1029 if ((move_off | op->move_off) != move_off) update_now=1; 803 if ((move_off | op->move_off) != move_off)
804 update_now = 1;
805
1030 /* This isn't perfect, but I don't expect a lot of objects to 806 /* This isn't perfect, but I don't expect a lot of objects to
1031 * to have move_allow right now. 807 * to have move_allow right now.
1032 */ 808 */
1033 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 809 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
1034 update_now=1; 810 update_now = 1;
811
1035 if ((move_slow | op->move_slow) != move_slow) update_now=1; 812 if ((move_slow | op->move_slow) != move_slow)
813 update_now = 1;
1036 } 814 }
815
1037 /* if the object is being removed, we can't make intelligent 816 /* if the object is being removed, we can't make intelligent
1038 * decisions, because remove_ob can't really pass the object 817 * decisions, because remove_ob can't really pass the object
1039 * that is being removed. 818 * that is being removed.
1040 */ 819 */
1041 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 820 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
1042 update_now=1; 821 update_now = 1;
1043 } else if (action == UP_OBJ_FACE) { 822 else if (action == UP_OBJ_FACE)
1044 /* Nothing to do for that case */ 823 /* Nothing to do for that case */ ;
1045 }
1046 else { 824 else
1047 LOG(llevError,"update_object called with invalid action: %d\n", action); 825 LOG (llevError, "update_object called with invalid action: %d\n", action);
1048 }
1049 826
1050 if (update_now) { 827 if (update_now)
828 {
1051 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 829 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); 830 update_position (op->map, op->x, op->y);
1053 } 831 }
1054 832
1055 if(op->more!=NULL) 833 if (op->more != NULL)
1056 update_object(op->more, action); 834 update_object (op->more, action);
1057} 835}
1058 836
837object::vector object::mortals;
838object::vector object::objects; // not yet used
839object *object::first;
840
841void object::free_mortals ()
842{
843 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
844 if ((*i)->refcnt)
845 ++i; // further delay freeing
846 else
847 {
848 delete *i;
849 mortals.erase (i);
850 }
851}
852
853object::object ()
854{
855 SET_FLAG (this, FLAG_REMOVED);
856
857 expmul = 1.0;
858 face = blank_face;
859}
860
861object::~object ()
862{
863 free_key_values (this);
864}
865
866void object::link ()
867{
868 count = ++ob_count;
869 uuid = gen_uuid ();
870
871 prev = 0;
872 next = object::first;
873
874 if (object::first)
875 object::first->prev = this;
876
877 object::first = this;
878}
879
880void object::unlink ()
881{
882 if (this == object::first)
883 object::first = next;
884
885 /* Remove this object from the list of used objects */
886 if (prev) prev->next = next;
887 if (next) next->prev = prev;
888
889 prev = 0;
890 next = 0;
891}
892
893object *object::create ()
894{
895 object *op = new object;
896 op->link ();
897 return op;
898}
1059 899
1060/* 900/*
1061 * free_object() frees everything allocated by an object, removes 901 * free_object() frees everything allocated by an object, removes
1062 * it from the list of used objects, and puts it on the list of 902 * 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. 903 * free objects. The IS_FREED() flag is set in the object.
1064 * The object must have been removed by remove_ob() first for 904 * The object must have been removed by remove_ob() first for
1065 * this function to succeed. 905 * this function to succeed.
1066 * 906 *
1067 * If free_inventory is set, free inventory as well. Else drop items in 907 * If destroy_inventory is set, free inventory as well. Else drop items in
1068 * inventory to the ground. 908 * inventory to the ground.
1069 */ 909 */
910void object::destroy (bool destroy_inventory)
911{
912 if (QUERY_FLAG (this, FLAG_FREED))
913 return;
1070 914
1071void free_object(object *ob) { 915 if (QUERY_FLAG (this, FLAG_FRIENDLY))
1072 free_object2(ob, 0); 916 remove_friendly_object (this);
1073}
1074void free_object2(object *ob, int free_inventory) {
1075 object *tmp,*op;
1076 917
1077 if (object_free_callback)
1078 object_free_callback (ob);
1079
1080 if (!QUERY_FLAG(ob,FLAG_REMOVED)) { 918 if (!QUERY_FLAG (this, FLAG_REMOVED))
1081 LOG(llevDebug,"Free object called with non removed object\n"); 919 remove ();
1082 dump_object(ob); 920
1083#ifdef MANY_CORES 921 SET_FLAG (this, FLAG_FREED);
1084 abort(); 922
1085#endif 923 if (more)
1086 } 924 {
1087 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) { 925 more->destroy (destroy_inventory);
1088 LOG(llevMonster,"Warning: tried to free friendly object.\n"); 926 more = 0;
1089 remove_friendly_object(ob); 927 }
928
929 if (inv)
1090 } 930 {
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 - 931 /* Only if the space blocks everything do we not process -
1102 * if some form of movemnt is allowed, let objects 932 * if some form of movement is allowed, let objects
1103 * drop on that space. 933 * drop on that space.
1104 */ 934 */
1105 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 935 if (destroy_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)) 936 {
1107 { 937 object *op = inv;
1108 op=ob->inv; 938
1109 while(op!=NULL) { 939 while (op)
1110 tmp=op->below; 940 {
1111 remove_ob(op); 941 object *tmp = op->below;
1112 free_object2(op, free_inventory); 942 op->destroy (destroy_inventory);
1113 op=tmp; 943 op = tmp;
944 }
945 }
946 else
947 { /* Put objects in inventory onto this space */
948 object *op = inv;
949
950 while (op)
951 {
952 object *tmp = op->below;
953
954 op->remove ();
955
956 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
957 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
958 op->destroy ();
959 else
960 {
961 op->x = x;
962 op->y = y;
963 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
964 }
965
966 op = tmp;
967 }
968 }
1114 } 969 }
1115 } 970
1116 else { /* Put objects in inventory onto this space */ 971 // hack to ensure that freed objects still have a valid map
1117 op=ob->inv; 972 {
1118 while(op!=NULL) { 973 static maptile *freed_map; // freed objects are moved here to avoid crashes
1119 tmp=op->below; 974
1120 remove_ob(op); 975 if (!freed_map)
1121 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) || 976 {
1122 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 977 freed_map = new maptile;
1123 free_object(op); 978
1124 else { 979 freed_map->name = "/internal/freed_objects_map";
1125 op->x=ob->x; 980 freed_map->width = 3;
1126 op->y=ob->y; 981 freed_map->height = 3;
1127 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */ 982
1128 } 983 freed_map->allocate ();
1129 op=tmp;
1130 }
1131 }
1132 } 984 }
985
986 map = freed_map;
987 x = 1;
988 y = 1;
989 }
990
991 // clear those pointers that likely might have circular references to us
992 owner = 0;
993 enemy = 0;
994 attacked_by = 0;
995
996 // only relevant for players(?), but make sure of it anyways
997 contr = 0;
998
1133 /* Remove object from the active list */ 999 /* Remove object from the active list */
1134 ob->speed = 0; 1000 speed = 0;
1135 update_ob_speed(ob); 1001 update_ob_speed (this);
1136 1002
1137 SET_FLAG(ob, FLAG_FREED); 1003 unlink ();
1138 ob->count = 0;
1139 1004
1140 /* Remove this object from the list of used objects */ 1005 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} 1006}
1225 1007
1226/* 1008/*
1227 * sub_weight() recursively (outwards) subtracts a number from the 1009 * sub_weight() recursively (outwards) subtracts a number from the
1228 * weight of an object (and what is carried by it's environment(s)). 1010 * weight of an object (and what is carried by it's environment(s)).
1229 */ 1011 */
1230 1012void
1231void sub_weight (object *op, signed long weight) { 1013sub_weight (object *op, signed long weight)
1014{
1232 while (op != NULL) { 1015 while (op != NULL)
1016 {
1233 if (op->type == CONTAINER) { 1017 if (op->type == CONTAINER)
1234 weight=(signed long)(weight*(100-op->stats.Str)/100); 1018 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1235 } 1019
1236 op->carrying-=weight; 1020 op->carrying -= weight;
1237 op = op->env; 1021 op = op->env;
1238 } 1022 }
1239} 1023}
1240 1024
1241/* remove_ob(op): 1025/* op->remove ():
1242 * This function removes the object op from the linked list of objects 1026 * 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 1027 * which it is currently tied to. When this function is done, the
1244 * object will have no environment. If the object previously had an 1028 * object will have no environment. If the object previously had an
1245 * environment, the x and y coordinates will be updated to 1029 * environment, the x and y coordinates will be updated to
1246 * the previous environment. 1030 * the previous environment.
1247 * Beware: This function is called from the editor as well! 1031 * Beware: This function is called from the editor as well!
1248 */ 1032 */
1249 1033void
1250void remove_ob(object *op) { 1034object::remove ()
1035{
1251 object *tmp,*last=NULL; 1036 object *tmp, *last = 0;
1252 object *otmp; 1037 object *otmp;
1253 tag_t tag; 1038
1254 int check_walk_off; 1039 int check_walk_off;
1255 mapstruct *m;
1256 sint16 x,y;
1257
1258 1040
1259 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1041 if (QUERY_FLAG (this, FLAG_REMOVED))
1260 dump_object(op); 1042 return;
1261 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1262 1043
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); 1044 SET_FLAG (this, FLAG_REMOVED);
1279 1045
1046 if (more)
1047 more->remove ();
1048
1280 /* 1049 /*
1281 * In this case, the object to be removed is in someones 1050 * In this case, the object to be removed is in someones
1282 * inventory. 1051 * inventory.
1283 */ 1052 */
1284 if(op->env!=NULL) { 1053 if (env)
1285 if(op->nrof) 1054 {
1055 if (nrof)
1286 sub_weight(op->env, op->weight*op->nrof); 1056 sub_weight (env, weight * nrof);
1287 else 1057 else
1288 sub_weight(op->env, op->weight+op->carrying); 1058 sub_weight (env, weight + carrying);
1289 1059
1290 /* NO_FIX_PLAYER is set when a great many changes are being 1060 /* NO_FIX_PLAYER is set when a great many changes are being
1291 * made to players inventory. If set, avoiding the call 1061 * made to players inventory. If set, avoiding the call
1292 * to save cpu time. 1062 * to save cpu time.
1293 */ 1063 */
1294 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1064 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1295 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1296 fix_player(otmp); 1065 fix_player (otmp);
1297 1066
1298 if(op->above!=NULL) 1067 if (above != NULL)
1299 op->above->below=op->below; 1068 above->below = below;
1300 else 1069 else
1301 op->env->inv=op->below; 1070 env->inv = below;
1302 1071
1303 if(op->below!=NULL) 1072 if (below != NULL)
1304 op->below->above=op->above; 1073 below->above = above;
1305 1074
1306 /* we set up values so that it could be inserted into 1075 /* we set up values so that it could be inserted into
1307 * the map, but we don't actually do that - it is up 1076 * the map, but we don't actually do that - it is up
1308 * to the caller to decide what we want to do. 1077 * to the caller to decide what we want to do.
1309 */ 1078 */
1310 op->x=op->env->x,op->y=op->env->y; 1079 x = env->x, y = env->y;
1311 op->ox=op->x,op->oy=op->y; 1080 map = env->map;
1312 op->map=op->env->map; 1081 above = 0, below = 0;
1313 op->above=NULL,op->below=NULL; 1082 env = 0;
1314 op->env=NULL; 1083 }
1315 return; 1084 else if (map)
1316 } 1085 {
1317
1318 /* If we get here, we are removing it from a map */
1319 if (op->map == NULL) return;
1320
1321 x = op->x;
1322 y = op->y;
1323 m = get_map_from_coord(op->map, &x, &y);
1324
1325 if (!m) {
1326 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1327 op->map->path, op->x, op->y);
1328 /* in old days, we used to set x and y to 0 and continue.
1329 * it seems if we get into this case, something is probablye
1330 * screwed up and should be fixed.
1331 */
1332 abort();
1333 }
1334 if (op->map != m) {
1335 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1336 op->map->path, m->path, op->x, op->y, x, y);
1337 }
1338
1339 /* Re did the following section of code - it looks like it had 1086 /* Re did the following section of code - it looks like it had
1340 * lots of logic for things we no longer care about 1087 * lots of logic for things we no longer care about
1341 */ 1088 */
1342 1089
1343 /* link the object above us */ 1090 /* link the object above us */
1344 if (op->above) 1091 if (above)
1345 op->above->below=op->below; 1092 above->below = below;
1346 else 1093 else
1347 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */ 1094 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */
1348 1095
1349 /* Relink the object below us, if there is one */ 1096 /* Relink the object below us, if there is one */
1350 if(op->below) { 1097 if (below)
1351 op->below->above=op->above; 1098 below->above = above;
1352 } else { 1099 else
1100 {
1353 /* Nothing below, which means we need to relink map object for this space 1101 /* 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 1102 * use translated coordinates in case some oddness with map tiling is
1355 * evident 1103 * evident
1356 */ 1104 */
1357 if(GET_MAP_OB(m,x,y)!=op) { 1105 if (GET_MAP_OB (map, x, y) != this)
1358 dump_object(op); 1106 {
1107 char *dump = dump_object (this);
1108 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); 1109 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1360 dump_object(GET_MAP_OB(m,x,y)); 1110 free (dump);
1361 LOG(llevError,"%s\n",errmsg); 1111 dump = dump_object (GET_MAP_OB (map, x, y));
1362 } 1112 LOG (llevError, "%s\n", dump);
1113 free (dump);
1114 }
1115
1363 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 1116 SET_MAP_OB (map, x, y, above); /* goes on above it. */
1364 } 1117 }
1365 op->above=NULL;
1366 op->below=NULL;
1367 1118
1119 above = 0;
1120 below = 0;
1121
1368 if (op->map->in_memory == MAP_SAVING) 1122 if (map->in_memory == MAP_SAVING)
1369 return; 1123 return;
1370 1124
1371 tag = op->count;
1372 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1125 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1126
1373 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1127 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1128 {
1374 /* No point updating the players look faces if he is the object 1129 /* No point updating the players look faces if he is the object
1375 * being removed. 1130 * being removed.
1376 */ 1131 */
1377 1132
1378 if(tmp->type==PLAYER && tmp!=op) { 1133 if (tmp->type == PLAYER && tmp != this)
1134 {
1379 /* If a container that the player is currently using somehow gets 1135 /* If a container that the player is currently using somehow gets
1380 * removed (most likely destroyed), update the player view 1136 * removed (most likely destroyed), update the player view
1381 * appropriately. 1137 * appropriately.
1382 */ 1138 */
1383 if (tmp->container==op) { 1139 if (tmp->container == this)
1384 CLEAR_FLAG(op, FLAG_APPLIED); 1140 {
1385 tmp->container=NULL; 1141 CLEAR_FLAG (this, FLAG_APPLIED);
1386 } 1142 tmp->container = 0;
1143 }
1144
1387 tmp->contr->socket.update_look=1; 1145 tmp->contr->socket.update_look = 1;
1388 } 1146 }
1147
1389 /* See if player moving off should effect something */ 1148 /* See if player moving off should effect something */
1390 if (check_walk_off && ((op->move_type & tmp->move_off) && 1149 if (check_walk_off
1150 && ((move_type & tmp->move_off)
1391 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1151 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1152 {
1153 move_apply (tmp, this, 0);
1392 1154
1393 move_apply(tmp, op, NULL); 1155 if (destroyed ())
1394 if (was_destroyed (op, tag)) { 1156 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1395 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1157 }
1396 "leaving object\n", tmp->name, tmp->arch->name);
1397 }
1398 }
1399 1158
1400 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1159 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1401 1160
1402 if(tmp->above == tmp) 1161 if (tmp->above == tmp)
1403 tmp->above = NULL; 1162 tmp->above = 0;
1404 last=tmp; 1163
1405 } 1164 last = tmp;
1165 }
1166
1406 /* last == NULL of there are no objects on this space */ 1167 /* last == NULL of there are no objects on this space */
1407 if (last==NULL) { 1168 if (!last)
1169 {
1408 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1170 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1409 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1171 * 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 1172 * those out anyways, and if there are any flags set right now, they won't
1411 * be correct anyways. 1173 * be correct anyways.
1412 */ 1174 */
1413 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1175 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1414 update_position(op->map, op->x, op->y); 1176 update_position (map, x, y);
1415 } 1177 }
1416 else 1178 else
1417 update_object(last, UP_OBJ_REMOVE); 1179 update_object (last, UP_OBJ_REMOVE);
1418 1180
1419 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1181 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1420 update_all_los(op->map, op->x, op->y); 1182 update_all_los (map, x, y);
1421 1183 }
1422} 1184}
1423 1185
1424/* 1186/*
1425 * merge_ob(op,top): 1187 * merge_ob(op,top):
1426 * 1188 *
1427 * This function goes through all objects below and including top, and 1189 * This function goes through all objects below and including top, and
1428 * merges op to the first matching object. 1190 * merges op to the first matching object.
1429 * If top is NULL, it is calculated. 1191 * If top is NULL, it is calculated.
1430 * Returns pointer to object if it succeded in the merge, otherwise NULL 1192 * Returns pointer to object if it succeded in the merge, otherwise NULL
1431 */ 1193 */
1432 1194object *
1433object *merge_ob(object *op, object *top) { 1195merge_ob (object *op, object *top)
1196{
1434 if(!op->nrof) 1197 if (!op->nrof)
1435 return 0; 1198 return 0;
1199
1436 if(top==NULL) 1200 if (top == NULL)
1437 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1201 for (top = op; top != NULL && top->above != NULL; top = top->above);
1202
1438 for(;top!=NULL;top=top->below) { 1203 for (; top != NULL; top = top->below)
1204 {
1439 if(top==op) 1205 if (top == op)
1440 continue; 1206 continue;
1441 if (CAN_MERGE(op,top)) 1207
1442 { 1208 if (object::can_merge (op, top))
1209 {
1443 top->nrof+=op->nrof; 1210 top->nrof += op->nrof;
1211
1444/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1212/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1445 op->weight = 0; /* Don't want any adjustements now */ 1213 op->weight = 0; /* Don't want any adjustements now */
1446 remove_ob(op); 1214 op->destroy ();
1447 free_object(op);
1448 return top; 1215 return top;
1449 } 1216 }
1450 } 1217 }
1218
1451 return NULL; 1219 return 0;
1452} 1220}
1453 1221
1454/* 1222/*
1455 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1223 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1456 * job preparing multi-part monsters 1224 * job preparing multi-part monsters
1457 */ 1225 */
1226object *
1458object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1227insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1228{
1459 object* tmp; 1229 object *tmp;
1230
1460 if (op->head) 1231 if (op->head)
1461 op=op->head; 1232 op = op->head;
1233
1462 for (tmp=op;tmp;tmp=tmp->more){ 1234 for (tmp = op; tmp; tmp = tmp->more)
1235 {
1463 tmp->x=x+tmp->arch->clone.x; 1236 tmp->x = x + tmp->arch->clone.x;
1464 tmp->y=y+tmp->arch->clone.y; 1237 tmp->y = y + tmp->arch->clone.y;
1465 } 1238 }
1239
1466 return insert_ob_in_map (op, m, originator, flag); 1240 return insert_ob_in_map (op, m, originator, flag);
1467} 1241}
1468 1242
1469/* 1243/*
1470 * insert_ob_in_map (op, map, originator, flag): 1244 * insert_ob_in_map (op, map, originator, flag):
1471 * This function inserts the object in the two-way linked list 1245 * This function inserts the object in the two-way linked list
1485 * new object if 'op' was merged with other object 1259 * new object if 'op' was merged with other object
1486 * NULL if 'op' was destroyed 1260 * NULL if 'op' was destroyed
1487 * just 'op' otherwise 1261 * just 'op' otherwise
1488 */ 1262 */
1489 1263
1264object *
1490object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1265insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1491{ 1266{
1492 object *tmp, *top, *floor=NULL; 1267 object *tmp, *top, *floor = NULL;
1493 sint16 x,y; 1268 sint16 x, y;
1494 1269
1495 if (QUERY_FLAG (op, FLAG_FREED)) { 1270 if (QUERY_FLAG (op, FLAG_FREED))
1271 {
1496 LOG (llevError, "Trying to insert freed object!\n"); 1272 LOG (llevError, "Trying to insert freed object!\n");
1497 return NULL; 1273 return NULL;
1274 }
1275
1276 if (m == NULL)
1498 } 1277 {
1499 if(m==NULL) { 1278 char *dump = dump_object (op);
1500 dump_object(op);
1501 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1279 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1502 return op; 1280 free (dump);
1281 return op;
1503 } 1282 }
1283
1504 if(out_of_map(m,op->x,op->y)) { 1284 if (out_of_map (m, op->x, op->y))
1505 dump_object(op); 1285 {
1286 char *dump = dump_object (op);
1506 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1287 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1507#ifdef MANY_CORES 1288#ifdef MANY_CORES
1508 /* Better to catch this here, as otherwise the next use of this object 1289 /* 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 1290 * is likely to cause a crash. Better to find out where it is getting
1510 * improperly inserted. 1291 * improperly inserted.
1511 */ 1292 */
1512 abort(); 1293 abort ();
1513#endif 1294#endif
1514 return op; 1295 free (dump);
1296 return op;
1515 } 1297 }
1298
1516 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1299 if (!QUERY_FLAG (op, FLAG_REMOVED))
1517 dump_object(op); 1300 {
1301 char *dump = dump_object (op);
1518 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1302 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1519 return op; 1303 free (dump);
1304 return op;
1520 } 1305 }
1306
1521 if(op->more!=NULL) { 1307 if (op->more != NULL)
1308 {
1522 /* The part may be on a different map. */ 1309 /* The part may be on a different map. */
1523 1310
1524 object *more = op->more; 1311 object *more = op->more;
1525 1312
1526 /* We really need the caller to normalize coordinates - if 1313 /* We really need the caller to normalize coordinates - if
1527 * we set the map, that doesn't work if the location is within 1314 * 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 1315 * a map and this is straddling an edge. So only if coordinate
1529 * is clear wrong do we normalize it. 1316 * is clear wrong do we normalize it.
1530 */ 1317 */
1531 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1318 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); 1319 more->map = get_map_from_coord (m, &more->x, &more->y);
1536 } else if (!more->map) { 1320 else if (!more->map)
1321 {
1537 /* For backwards compatibility - when not dealing with tiled maps, 1322 /* For backwards compatibility - when not dealing with tiled maps,
1538 * more->map should always point to the parent. 1323 * more->map should always point to the parent.
1539 */ 1324 */
1540 more->map = m; 1325 more->map = m;
1541 } 1326 }
1542 1327
1543 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1328 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1329 {
1544 if ( ! op->head) 1330 if (!op->head)
1545 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1331 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1332
1546 return NULL; 1333 return NULL;
1547 } 1334 }
1548 } 1335 }
1336
1549 CLEAR_FLAG(op,FLAG_REMOVED); 1337 CLEAR_FLAG (op, FLAG_REMOVED);
1550 1338
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 1339 /* 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 1340 * of areas of callers (eg, anything that uses find_free_spot would now
1557 * need extra work 1341 * need extra work
1558 */ 1342 */
1559 op->map=get_map_from_coord(m, &op->x, &op->y); 1343 op->map = get_map_from_coord (m, &op->x, &op->y);
1560 x = op->x; 1344 x = op->x;
1561 y = op->y; 1345 y = op->y;
1562 1346
1563 /* this has to be done after we translate the coordinates. 1347 /* this has to be done after we translate the coordinates.
1564 */ 1348 */
1565 if(op->nrof && !(flag & INS_NO_MERGE)) { 1349 if (op->nrof && !(flag & INS_NO_MERGE))
1566 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1350 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1567 if (CAN_MERGE(op,tmp)) { 1351 if (object::can_merge (op, tmp))
1568 op->nrof+=tmp->nrof; 1352 {
1569 remove_ob(tmp); 1353 op->nrof += tmp->nrof;
1570 free_object(tmp); 1354 tmp->destroy ();
1571 } 1355 }
1572 }
1573 1356
1574 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1357 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1575 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1358 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1359
1576 if (!QUERY_FLAG(op, FLAG_ALIVE)) 1360 if (!QUERY_FLAG (op, FLAG_ALIVE))
1577 CLEAR_FLAG(op, FLAG_NO_STEAL); 1361 CLEAR_FLAG (op, FLAG_NO_STEAL);
1578 1362
1579 if (flag & INS_BELOW_ORIGINATOR) { 1363 if (flag & INS_BELOW_ORIGINATOR)
1364 {
1580 if (originator->map != op->map || originator->x != op->x || 1365 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1581 originator->y != op->y) { 1366 {
1582 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1367 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1583 abort(); 1368 abort ();
1584 } 1369 }
1370
1585 op->above = originator; 1371 op->above = originator;
1586 op->below = originator->below; 1372 op->below = originator->below;
1587 if (op->below) op->below->above = op; 1373
1374 if (op->below)
1375 op->below->above = op;
1376 else
1588 else SET_MAP_OB(op->map, op->x, op->y, op); 1377 SET_MAP_OB (op->map, op->x, op->y, op);
1378
1589 /* since *below* originator, no need to update top */ 1379 /* since *below* originator, no need to update top */
1590 originator->below = op; 1380 originator->below = op;
1591 } else { 1381 }
1382 else
1383 {
1592 /* If there are other objects, then */ 1384 /* If there are other objects, then */
1593 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) { 1385 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1386 {
1594 object *last=NULL; 1387 object *last = NULL;
1595 /* 1388
1389 /*
1596 * If there are multiple objects on this space, we do some trickier handling. 1390 * If there are multiple objects on this space, we do some trickier handling.
1597 * We've already dealt with merging if appropriate. 1391 * We've already dealt with merging if appropriate.
1598 * Generally, we want to put the new object on top. But if 1392 * Generally, we want to put the new object on top. But if
1599 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1393 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1600 * floor, we want to insert above that and no further. 1394 * floor, we want to insert above that and no further.
1601 * Also, if there are spell objects on this space, we stop processing 1395 * 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 1396 * 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 1397 * 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 1398 * when lots of spells are cast in one area. Currently, it is presumed
1605 * that flying non pickable objects are spell objects. 1399 * that flying non pickable objects are spell objects.
1606 */ 1400 */
1607 1401
1608 while (top != NULL) { 1402 while (top != NULL)
1609 if (QUERY_FLAG(top, FLAG_IS_FLOOR) || 1403 {
1610 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top; 1404 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1611 if (QUERY_FLAG(top, FLAG_NO_PICK) 1405 floor = top;
1612 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH)) 1406
1613 && !QUERY_FLAG(top, FLAG_IS_FLOOR)) 1407 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1614 { 1408 {
1615 /* We insert above top, so we want this object below this */ 1409 /* We insert above top, so we want this object below this */
1616 top=top->below; 1410 top = top->below;
1617 break; 1411 break;
1618 } 1412 }
1619 last = top; 1413
1620 top = top->above; 1414 last = top;
1621 } 1415 top = top->above;
1416 }
1417
1622 /* Don't want top to be NULL, so set it to the last valid object */ 1418 /* Don't want top to be NULL, so set it to the last valid object */
1623 top = last; 1419 top = last;
1624 1420
1625 /* We let update_position deal with figuring out what the space 1421 /* We let update_position deal with figuring out what the space
1626 * looks like instead of lots of conditions here. 1422 * looks like instead of lots of conditions here.
1627 * makes things faster, and effectively the same result. 1423 * makes things faster, and effectively the same result.
1628 */ 1424 */
1629 1425
1630 /* Have object 'fall below' other objects that block view. 1426 /* Have object 'fall below' other objects that block view.
1631 * Unless those objects are exits, type 66 1427 * Unless those objects are exits, type 66
1632 * If INS_ON_TOP is used, don't do this processing 1428 * If INS_ON_TOP is used, don't do this processing
1633 * Need to find the object that in fact blocks view, otherwise 1429 * Need to find the object that in fact blocks view, otherwise
1634 * stacking is a bit odd. 1430 * stacking is a bit odd.
1635 */ 1431 */
1636 if (!(flag & INS_ON_TOP) && 1432 if (!(flag & INS_ON_TOP) &&
1637 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && 1433 (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)) { 1434 {
1639 for (last=top; last != floor; last=last->below) 1435 for (last = top; last != floor; last = last->below)
1640 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break; 1436 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1437 break;
1641 /* Check to see if we found the object that blocks view, 1438 /* Check to see if we found the object that blocks view,
1642 * and make sure we have a below pointer for it so that 1439 * and make sure we have a below pointer for it so that
1643 * we can get inserted below this one, which requires we 1440 * we can get inserted below this one, which requires we
1644 * set top to the object below us. 1441 * set top to the object below us.
1645 */ 1442 */
1646 if (last && last->below && last != floor) top=last->below; 1443 if (last && last->below && last != floor)
1647 } 1444 top = last->below;
1648 } /* If objects on this space */ 1445 }
1446 } /* If objects on this space */
1447
1649 if (flag & INS_MAP_LOAD) 1448 if (flag & INS_MAP_LOAD)
1650 top = GET_MAP_TOP(op->map,op->x,op->y); 1449 top = GET_MAP_TOP (op->map, op->x, op->y);
1450
1651 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1451 if (flag & INS_ABOVE_FLOOR_ONLY)
1452 top = floor;
1652 1453
1653 /* Top is the object that our object (op) is going to get inserted above. 1454 /* Top is the object that our object (op) is going to get inserted above.
1654 */ 1455 */
1655 1456
1656 /* First object on this space */ 1457 /* First object on this space */
1657 if (!top) { 1458 if (!top)
1459 {
1658 op->above = GET_MAP_OB(op->map, op->x, op->y); 1460 op->above = GET_MAP_OB (op->map, op->x, op->y);
1659 if (op->above) op->above->below = op; 1461
1462 if (op->above)
1463 op->above->below = op;
1464
1660 op->below = NULL; 1465 op->below = NULL;
1661 SET_MAP_OB(op->map, op->x, op->y, op); 1466 SET_MAP_OB (op->map, op->x, op->y, op);
1662 } else { /* get inserted into the stack above top */ 1467 }
1468 else
1469 { /* get inserted into the stack above top */
1663 op->above = top->above; 1470 op->above = top->above;
1664 if (op->above) op->above->below = op; 1471
1472 if (op->above)
1473 op->above->below = op;
1474
1665 op->below = top; 1475 op->below = top;
1666 top->above = op; 1476 top->above = op;
1667 } 1477 }
1478
1668 if (op->above==NULL) 1479 if (op->above == NULL)
1669 SET_MAP_TOP(op->map,op->x, op->y, op); 1480 SET_MAP_TOP (op->map, op->x, op->y, op);
1670 } /* else not INS_BELOW_ORIGINATOR */ 1481 } /* else not INS_BELOW_ORIGINATOR */
1671 1482
1672 if(op->type==PLAYER) 1483 if (op->type == PLAYER)
1673 op->contr->do_los=1; 1484 op->contr->do_los = 1;
1674 1485
1675 /* If we have a floor, we know the player, if any, will be above 1486 /* 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. 1487 * it, so save a few ticks and start from there.
1677 */ 1488 */
1678 if (!(flag & INS_MAP_LOAD)) 1489 if (!(flag & INS_MAP_LOAD))
1679 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1490 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1680 if (tmp->type == PLAYER) 1491 if (tmp->type == PLAYER)
1681 tmp->contr->socket.update_look=1; 1492 tmp->contr->socket.update_look = 1;
1682 }
1683 1493
1684 /* If this object glows, it may affect lighting conditions that are 1494 /* If this object glows, it may affect lighting conditions that are
1685 * visible to others on this map. But update_all_los is really 1495 * 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 1496 * 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 1497 * on the map will get recalculated. The players could very well
1688 * be far away from this change and not affected in any way - 1498 * be far away from this change and not affected in any way -
1689 * this should get redone to only look for players within range, 1499 * this should get redone to only look for players within range,
1690 * or just updating the P_NEED_UPDATE for spaces within this area 1500 * or just updating the P_NEED_UPDATE for spaces within this area
1691 * of effect may be sufficient. 1501 * of effect may be sufficient.
1692 */ 1502 */
1693 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1503 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1694 update_all_los(op->map, op->x, op->y); 1504 update_all_los (op->map, op->x, op->y);
1695 1505
1696
1697 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1506 /* updates flags (blocked, alive, no magic, etc) for this map space */
1698 update_object(op,UP_OBJ_INSERT); 1507 update_object (op, UP_OBJ_INSERT);
1699 1508
1700
1701 /* Don't know if moving this to the end will break anything. However, 1509 /* 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. 1510 * we want to have update_look set above before calling this.
1703 * 1511 *
1704 * check_move_on() must be after this because code called from 1512 * check_move_on() must be after this because code called from
1705 * check_move_on() depends on correct map flags (so functions like 1513 * check_move_on() depends on correct map flags (so functions like
1706 * blocked() and wall() work properly), and these flags are updated by 1514 * blocked() and wall() work properly), and these flags are updated by
1707 * update_object(). 1515 * update_object().
1708 */ 1516 */
1709 1517
1710 /* if this is not the head or flag has been passed, don't check walk on status */ 1518 /* 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) { 1519 if (!(flag & INS_NO_WALK_ON) && !op->head)
1520 {
1713 if (check_move_on(op, originator)) 1521 if (check_move_on (op, originator))
1714 return NULL; 1522 return NULL;
1715 1523
1716 /* If we are a multi part object, lets work our way through the check 1524 /* If we are a multi part object, lets work our way through the check
1717 * walk on's. 1525 * walk on's.
1718 */ 1526 */
1719 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1527 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1720 if (check_move_on (tmp, originator)) 1528 if (check_move_on (tmp, originator))
1721 return NULL; 1529 return NULL;
1722 } 1530 }
1531
1723 return op; 1532 return op;
1724} 1533}
1725 1534
1726/* this function inserts an object in the map, but if it 1535/* 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. 1536 * 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. 1537 * op is the object to insert it under: supplies x and the map.
1729 */ 1538 */
1539void
1730void replace_insert_ob_in_map(const char *arch_string, object *op) { 1540replace_insert_ob_in_map (const char *arch_string, object *op)
1541{
1731 object *tmp; 1542 object *
1732 object *tmp1; 1543 tmp;
1544 object *
1545 tmp1;
1733 1546
1734 /* first search for itself and remove any old instances */ 1547 /* first search for itself and remove any old instances */
1735 1548
1736 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1549 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1737 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1550 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1738 remove_ob(tmp); 1551 tmp->destroy ();
1739 free_object(tmp);
1740 }
1741 }
1742 1552
1743 tmp1=arch_to_object(find_archetype(arch_string)); 1553 tmp1 = arch_to_object (archetype::find (arch_string));
1744 1554
1745 1555 tmp1->x = op->x;
1746 tmp1->x = op->x; tmp1->y = op->y; 1556 tmp1->y = op->y;
1747 insert_ob_in_map(tmp1,op->map,op,0); 1557 insert_ob_in_map (tmp1, op->map, op, 0);
1748} 1558}
1749 1559
1750/* 1560/*
1751 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1561 * 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 1562 * is returned contains nr objects, and the remaining parts contains
1753 * the rest (or is removed and freed if that number is 0). 1563 * the rest (or is removed and freed if that number is 0).
1754 * On failure, NULL is returned, and the reason put into the 1564 * On failure, NULL is returned, and the reason put into the
1755 * global static errmsg array. 1565 * global static errmsg array.
1756 */ 1566 */
1757 1567
1568object *
1758object *get_split_ob(object *orig_ob, uint32 nr) { 1569get_split_ob (object *orig_ob, uint32 nr)
1570{
1759 object *newob; 1571 object *newob;
1760 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1572 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1761 1573
1762 if(orig_ob->nrof<nr) { 1574 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 } 1575 {
1576 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1577 return NULL;
1578 }
1579
1767 newob = object_create_clone(orig_ob); 1580 newob = object_create_clone (orig_ob);
1581
1768 if((orig_ob->nrof-=nr)<1) { 1582 if ((orig_ob->nrof -= nr) < 1)
1769 if ( ! is_removed) 1583 orig_ob->destroy (1);
1770 remove_ob(orig_ob);
1771 free_object2(orig_ob, 1);
1772 }
1773 else if ( ! is_removed) { 1584 else if (!is_removed)
1585 {
1774 if(orig_ob->env!=NULL) 1586 if (orig_ob->env != NULL)
1775 sub_weight (orig_ob->env,orig_ob->weight*nr); 1587 sub_weight (orig_ob->env, orig_ob->weight * nr);
1776 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1588 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1589 {
1777 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1590 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"); 1591 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1780 return NULL; 1592 return NULL;
1781 } 1593 }
1782 } 1594 }
1595
1783 newob->nrof=nr; 1596 newob->nrof = nr;
1784 1597
1785 return newob; 1598 return newob;
1786} 1599}
1787 1600
1788/* 1601/*
1789 * decrease_ob_nr(object, number) decreases a specified number from 1602 * decrease_ob_nr(object, number) decreases a specified number from
1790 * the amount of an object. If the amount reaches 0, the object 1603 * the amount of an object. If the amount reaches 0, the object
1791 * is subsequently removed and freed. 1604 * is subsequently removed and freed.
1792 * 1605 *
1793 * Return value: 'op' if something is left, NULL if the amount reached 0 1606 * Return value: 'op' if something is left, NULL if the amount reached 0
1794 */ 1607 */
1795 1608
1609object *
1796object *decrease_ob_nr (object *op, uint32 i) 1610decrease_ob_nr (object *op, uint32 i)
1797{ 1611{
1798 object *tmp; 1612 object *tmp;
1799 player *pl; 1613 player *pl;
1800 1614
1801 if (i == 0) /* objects with op->nrof require this check */ 1615 if (i == 0) /* objects with op->nrof require this check */
1802 return op; 1616 return op;
1803 1617
1804 if (i > op->nrof) 1618 if (i > op->nrof)
1805 i = op->nrof; 1619 i = op->nrof;
1806 1620
1807 if (QUERY_FLAG (op, FLAG_REMOVED)) 1621 if (QUERY_FLAG (op, FLAG_REMOVED))
1622 op->nrof -= i;
1623 else if (op->env != NULL)
1624 {
1625 /* is this object in the players inventory, or sub container
1626 * therein?
1627 */
1628 tmp = is_player_inv (op->env);
1629 /* nope. Is this a container the player has opened?
1630 * If so, set tmp to that player.
1631 * IMO, searching through all the players will mostly
1632 * likely be quicker than following op->env to the map,
1633 * and then searching the map for a player.
1634 */
1635 if (!tmp)
1636 {
1637 for (pl = first_player; pl; pl = pl->next)
1638 if (pl->ob->container == op->env)
1639 break;
1640 if (pl)
1641 tmp = pl->ob;
1642 else
1643 tmp = NULL;
1644 }
1645
1646 if (i < op->nrof)
1647 {
1648 sub_weight (op->env, op->weight * i);
1649 op->nrof -= i;
1650 if (tmp)
1651 {
1652 esrv_send_item (tmp, op);
1653 }
1654 }
1655 else
1656 {
1657 op->remove ();
1658 op->nrof = 0;
1659 if (tmp)
1660 {
1661 esrv_del_item (tmp->contr, op->count);
1662 }
1663 }
1808 { 1664 }
1665 else
1666 {
1667 object *above = op->above;
1668
1669 if (i < op->nrof)
1809 op->nrof -= i; 1670 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 { 1671 else
1672 {
1837 remove_ob (op); 1673 op->remove ();
1838 op->nrof = 0; 1674 op->nrof = 0;
1839 if (tmp) {
1840 esrv_del_item(tmp->contr, op->count);
1841 } 1675 }
1842 }
1843 }
1844 else
1845 {
1846 object *above = op->above;
1847 1676
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 */ 1677 /* Since we just removed op, op->above is null */
1855 for (tmp = above; tmp != NULL; tmp = tmp->above) 1678 for (tmp = above; tmp != NULL; tmp = tmp->above)
1856 if (tmp->type == PLAYER) { 1679 if (tmp->type == PLAYER)
1680 {
1857 if (op->nrof) 1681 if (op->nrof)
1858 esrv_send_item(tmp, op); 1682 esrv_send_item (tmp, op);
1859 else 1683 else
1860 esrv_del_item(tmp->contr, op->count); 1684 esrv_del_item (tmp->contr, op->count);
1861 } 1685 }
1862 } 1686 }
1863 1687
1864 if (op->nrof) { 1688 if (op->nrof)
1865 return op; 1689 return op;
1866 } else { 1690 else
1867 free_object (op); 1691 {
1692 op->destroy ();
1868 return NULL; 1693 return NULL;
1869 } 1694 }
1870} 1695}
1871 1696
1872/* 1697/*
1873 * add_weight(object, weight) adds the specified weight to an object, 1698 * add_weight(object, weight) adds the specified weight to an object,
1874 * and also updates how much the environment(s) is/are carrying. 1699 * and also updates how much the environment(s) is/are carrying.
1875 */ 1700 */
1876 1701
1702void
1877void add_weight (object *op, signed long weight) { 1703add_weight (object *op, signed long weight)
1704{
1878 while (op!=NULL) { 1705 while (op != NULL)
1706 {
1879 if (op->type == CONTAINER) { 1707 if (op->type == CONTAINER)
1880 weight=(signed long)(weight*(100-op->stats.Str)/100); 1708 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1881 } 1709
1882 op->carrying+=weight; 1710 op->carrying += weight;
1883 op=op->env; 1711 op = op->env;
1884 } 1712 }
1885} 1713}
1886 1714
1715object *
1716insert_ob_in_ob (object *op, object *where)
1717{
1718 if (!where)
1719 {
1720 char *dump = dump_object (op);
1721 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1722 free (dump);
1723 return op;
1724 }
1725
1726 if (where->head)
1727 {
1728 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1729 where = where->head;
1730 }
1731
1732 return where->insert (op);
1733}
1734
1887/* 1735/*
1888 * insert_ob_in_ob(op,environment): 1736 * env->insert (op)
1889 * This function inserts the object op in the linked list 1737 * This function inserts the object op in the linked list
1890 * inside the object environment. 1738 * inside the object environment.
1891 * 1739 *
1892 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1893 * the inventory at the last position or next to other objects of the same
1894 * type.
1895 * Frank: Now sorted by type, archetype and magic!
1896 *
1897 * The function returns now pointer to inserted item, and return value can 1740 * The function returns now pointer to inserted item, and return value can
1898 * be != op, if items are merged. -Tero 1741 * be != op, if items are merged. -Tero
1899 */ 1742 */
1900 1743
1901object *insert_ob_in_ob(object *op,object *where) { 1744object *
1745object::insert (object *op)
1746{
1902 object *tmp, *otmp; 1747 object *tmp, *otmp;
1903 1748
1904 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1749 if (!QUERY_FLAG (op, FLAG_REMOVED))
1905 dump_object(op); 1750 op->remove ();
1906 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1751
1907 return op;
1908 }
1909 if(where==NULL) {
1910 dump_object(op);
1911 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1912 return op;
1913 }
1914 if (where->head) {
1915 LOG(llevDebug,
1916 "Warning: Tried to insert object wrong part of multipart object.\n");
1917 where = where->head;
1918 }
1919 if (op->more) { 1752 if (op->more)
1753 {
1920 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1754 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1921 op->name, op->count);
1922 return op; 1755 return op;
1923 } 1756 }
1757
1924 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1758 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1925 CLEAR_FLAG(op, FLAG_REMOVED); 1759 CLEAR_FLAG (op, FLAG_REMOVED);
1926 if(op->nrof) { 1760 if (op->nrof)
1761 {
1927 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1762 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1928 if ( CAN_MERGE(tmp,op) ) { 1763 if (object::can_merge (tmp, op))
1764 {
1929 /* return the original object and remove inserted object 1765 /* return the original object and remove inserted object
1930 (client needs the original object) */ 1766 (client needs the original object) */
1931 tmp->nrof += op->nrof; 1767 tmp->nrof += op->nrof;
1932 /* Weight handling gets pretty funky. Since we are adding to 1768 /* Weight handling gets pretty funky. Since we are adding to
1933 * tmp->nrof, we need to increase the weight. 1769 * tmp->nrof, we need to increase the weight.
1934 */ 1770 */
1935 add_weight (where, op->weight*op->nrof); 1771 add_weight (this, op->weight * op->nrof);
1936 SET_FLAG(op, FLAG_REMOVED); 1772 SET_FLAG (op, FLAG_REMOVED);
1937 free_object(op); /* free the inserted object */ 1773 op->destroy (); /* free the inserted object */
1938 op = tmp; 1774 op = tmp;
1939 remove_ob (op); /* and fix old object's links */ 1775 op->remove (); /* and fix old object's links */
1940 CLEAR_FLAG(op, FLAG_REMOVED); 1776 CLEAR_FLAG (op, FLAG_REMOVED);
1941 break; 1777 break;
1942 } 1778 }
1943 1779
1944 /* I assume combined objects have no inventory 1780 /* I assume combined objects have no inventory
1945 * We add the weight - this object could have just been removed 1781 * We add the weight - this object could have just been removed
1946 * (if it was possible to merge). calling remove_ob will subtract 1782 * (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 1783 * the weight, so we need to add it in again, since we actually do
1948 * the linking below 1784 * the linking below
1949 */ 1785 */
1950 add_weight (where, op->weight*op->nrof); 1786 add_weight (this, op->weight * op->nrof);
1787 }
1951 } else 1788 else
1952 add_weight (where, (op->weight+op->carrying)); 1789 add_weight (this, (op->weight + op->carrying));
1953 1790
1954 otmp=is_player_inv(where); 1791 otmp = is_player_inv (this);
1955 if (otmp&&otmp->contr!=NULL) { 1792 if (otmp && otmp->contr)
1956 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1793 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1957 fix_player(otmp); 1794 fix_player (otmp);
1958 }
1959 1795
1960 op->map=NULL; 1796 op->map = NULL;
1961 op->env=where; 1797 op->env = this;
1962 op->above=NULL; 1798 op->above = NULL;
1963 op->below=NULL; 1799 op->below = NULL;
1964 op->x=0,op->y=0; 1800 op->x = 0, op->y = 0;
1965 op->ox=0,op->oy=0;
1966 1801
1967 /* reset the light list and los of the players on the map */ 1802 /* reset the light list and los of the players on the map */
1968 if((op->glow_radius!=0)&&where->map) 1803 if ((op->glow_radius != 0) && map)
1969 { 1804 {
1970#ifdef DEBUG_LIGHTS 1805#ifdef DEBUG_LIGHTS
1971 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1806 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1972 op->name);
1973#endif /* DEBUG_LIGHTS */ 1807#endif /* DEBUG_LIGHTS */
1974 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1808 if (MAP_DARKNESS (map))
1809 update_all_los (map, x, y);
1975 } 1810 }
1976 1811
1977 /* Client has no idea of ordering so lets not bother ordering it here. 1812 /* Client has no idea of ordering so lets not bother ordering it here.
1978 * It sure simplifies this function... 1813 * It sure simplifies this function...
1979 */ 1814 */
1980 if (where->inv==NULL) 1815 if (!inv)
1981 where->inv=op; 1816 inv = op;
1982 else { 1817 else
1818 {
1983 op->below = where->inv; 1819 op->below = inv;
1984 op->below->above = op; 1820 op->below->above = op;
1985 where->inv = op; 1821 inv = op;
1986 } 1822 }
1823
1987 return op; 1824 return op;
1988} 1825}
1989 1826
1990/* 1827/*
1991 * Checks if any objects has a move_type that matches objects 1828 * 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 1843 * 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 1844 * object being inserted. insert_ob_in_map may not put new objects
2008 * on top. 1845 * on top.
2009 */ 1846 */
2010 1847
1848int
2011int check_move_on (object *op, object *originator) 1849check_move_on (object *op, object *originator)
2012{ 1850{
2013 object *tmp; 1851 object *tmp;
2014 tag_t tag;
2015 mapstruct *m=op->map; 1852 maptile *m = op->map;
2016 int x=op->x, y=op->y; 1853 int x = op->x, y = op->y;
1854
2017 MoveType move_on, move_slow, move_block; 1855 MoveType move_on, move_slow, move_block;
2018 1856
2019 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1857 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; 1858 return 0;
1859
1860 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1861 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1862 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1863
1864 /* if nothing on this space will slow op down or be applied,
1865 * no need to do checking below. have to make sure move_type
1866 * is set, as lots of objects don't have it set - we treat that
1867 * as walking.
1868 */
1869 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1870 return 0;
1871
1872 /* This is basically inverse logic of that below - basically,
1873 * if the object can avoid the move on or slow move, they do so,
1874 * but can't do it if the alternate movement they are using is
1875 * blocked. Logic on this seems confusing, but does seem correct.
1876 */
1877 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1878 return 0;
1879
1880 /* The objects have to be checked from top to bottom.
1881 * Hence, we first go to the top:
1882 */
1883
1884 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1885 {
1886 /* Trim the search when we find the first other spell effect
1887 * this helps performance so that if a space has 50 spell objects,
1888 * we don't need to check all of them.
1889 */
1890 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1891 break;
1892 }
1893
1894 for (; tmp; tmp = tmp->below)
1895 {
1896 if (tmp == op)
1897 continue; /* Can't apply yourself */
1898
1899 /* Check to see if one of the movement types should be slowed down.
1900 * Second check makes sure that the movement types not being slowed
1901 * (~slow_move) is not blocked on this space - just because the
1902 * space doesn't slow down swimming (for example), if you can't actually
1903 * swim on that space, can't use it to avoid the penalty.
1904 */
1905 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1906 {
1907 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1908 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1909 {
1910
1911 float
1912 diff = tmp->move_slow_penalty * FABS (op->speed);
1913
1914 if (op->type == PLAYER)
1915 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1916 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1917 diff /= 4.0;
1918
1919 op->speed_left -= diff;
1920 }
1921 }
1922
1923 /* Basically same logic as above, except now for actual apply. */
1924 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1925 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1926 {
1927 move_apply (tmp, op, originator);
1928
1929 if (op->destroyed ())
1930 return 1;
1931
1932 /* what the person/creature stepped onto has moved the object
1933 * someplace new. Don't process any further - if we did,
1934 * have a feeling strange problems would result.
1935 */
1936 if (op->map != m || op->x != x || op->y != y)
1937 return 0;
1938 }
1939 }
1940
1941 return 0;
2100} 1942}
2101 1943
2102/* 1944/*
2103 * present_arch(arch, map, x, y) searches for any objects with 1945 * present_arch(arch, map, x, y) searches for any objects with
2104 * a matching archetype at the given map and coordinates. 1946 * a matching archetype at the given map and coordinates.
2105 * The first matching object is returned, or NULL if none. 1947 * The first matching object is returned, or NULL if none.
2106 */ 1948 */
2107 1949
1950object *
2108object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1951present_arch (const archetype *at, maptile *m, int x, int y)
1952{
2109 object *tmp; 1953 object *
1954 tmp;
1955
2110 if(m==NULL || out_of_map(m,x,y)) { 1956 if (m == NULL || out_of_map (m, x, y))
1957 {
2111 LOG(llevError,"Present_arch called outside map.\n"); 1958 LOG (llevError, "Present_arch called outside map.\n");
2112 return NULL; 1959 return NULL;
2113 } 1960 }
2114 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1961 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2115 if(tmp->arch == at) 1962 if (tmp->arch == at)
2116 return tmp; 1963 return tmp;
2117 return NULL; 1964 return NULL;
2118} 1965}
2119 1966
2120/* 1967/*
2121 * present(type, map, x, y) searches for any objects with 1968 * present(type, map, x, y) searches for any objects with
2122 * a matching type variable at the given map and coordinates. 1969 * a matching type variable at the given map and coordinates.
2123 * The first matching object is returned, or NULL if none. 1970 * The first matching object is returned, or NULL if none.
2124 */ 1971 */
2125 1972
1973object *
2126object *present(unsigned char type,mapstruct *m, int x,int y) { 1974present (unsigned char type, maptile *m, int x, int y)
1975{
2127 object *tmp; 1976 object *
1977 tmp;
1978
2128 if(out_of_map(m,x,y)) { 1979 if (out_of_map (m, x, y))
1980 {
2129 LOG(llevError,"Present called outside map.\n"); 1981 LOG (llevError, "Present called outside map.\n");
2130 return NULL; 1982 return NULL;
2131 } 1983 }
2132 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1984 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2133 if(tmp->type==type) 1985 if (tmp->type == type)
2134 return tmp; 1986 return tmp;
2135 return NULL; 1987 return NULL;
2136} 1988}
2137 1989
2138/* 1990/*
2139 * present_in_ob(type, object) searches for any objects with 1991 * present_in_ob(type, object) searches for any objects with
2140 * a matching type variable in the inventory of the given object. 1992 * a matching type variable in the inventory of the given object.
2141 * The first matching object is returned, or NULL if none. 1993 * The first matching object is returned, or NULL if none.
2142 */ 1994 */
2143 1995
1996object *
2144object *present_in_ob(unsigned char type, const object *op) { 1997present_in_ob (unsigned char type, const object *op)
1998{
2145 object *tmp; 1999 object *
2000 tmp;
2001
2146 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2002 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2147 if(tmp->type==type) 2003 if (tmp->type == type)
2148 return tmp; 2004 return tmp;
2149 return NULL; 2005 return NULL;
2150} 2006}
2151 2007
2152/* 2008/*
2162 * the object name, not the archetype name. this is so that the 2018 * 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 2019 * spell code can use one object type (force), but change it's name
2164 * to be unique. 2020 * to be unique.
2165 */ 2021 */
2166 2022
2023object *
2167object *present_in_ob_by_name(int type, const char *str, const object *op) { 2024present_in_ob_by_name (int type, const char *str, const object *op)
2025{
2168 object *tmp; 2026 object *
2027 tmp;
2169 2028
2170 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2029 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2030 {
2171 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2031 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2172 return tmp; 2032 return tmp;
2173 } 2033 }
2174 return NULL; 2034 return NULL;
2175} 2035}
2176 2036
2177/* 2037/*
2178 * present_arch_in_ob(archetype, object) searches for any objects with 2038 * present_arch_in_ob(archetype, object) searches for any objects with
2179 * a matching archetype in the inventory of the given object. 2039 * a matching archetype in the inventory of the given object.
2180 * The first matching object is returned, or NULL if none. 2040 * The first matching object is returned, or NULL if none.
2181 */ 2041 */
2182 2042
2043object *
2183object *present_arch_in_ob(const archetype *at, const object *op) { 2044present_arch_in_ob (const archetype *at, const object *op)
2045{
2184 object *tmp; 2046 object *
2047 tmp;
2048
2185 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2049 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2186 if( tmp->arch == at) 2050 if (tmp->arch == at)
2187 return tmp; 2051 return tmp;
2188 return NULL; 2052 return NULL;
2189} 2053}
2190 2054
2191/* 2055/*
2192 * activate recursively a flag on an object inventory 2056 * activate recursively a flag on an object inventory
2193 */ 2057 */
2058void
2194void flag_inv(object*op, int flag){ 2059flag_inv (object *op, int flag)
2060{
2195 object *tmp; 2061 object *
2062 tmp;
2063
2196 if(op->inv) 2064 if (op->inv)
2197 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2065 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2066 {
2198 SET_FLAG(tmp, flag); 2067 SET_FLAG (tmp, flag);
2199 flag_inv(tmp,flag); 2068 flag_inv (tmp, flag);
2200 } 2069 }
2201}/* 2070} /*
2202 * desactivate recursively a flag on an object inventory 2071 * desactivate recursively a flag on an object inventory
2203 */ 2072 */
2073void
2204void unflag_inv(object*op, int flag){ 2074unflag_inv (object *op, int flag)
2075{
2205 object *tmp; 2076 object *
2077 tmp;
2078
2206 if(op->inv) 2079 if (op->inv)
2207 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2080 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2081 {
2208 CLEAR_FLAG(tmp, flag); 2082 CLEAR_FLAG (tmp, flag);
2209 unflag_inv(tmp,flag); 2083 unflag_inv (tmp, flag);
2210 } 2084 }
2211} 2085}
2212 2086
2213/* 2087/*
2214 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2088 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2215 * all it's inventory (recursively). 2089 * all it's inventory (recursively).
2216 * If checksums are used, a player will get set_cheat called for 2090 * 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. 2091 * him/her-self and all object carried by a call to this function.
2218 */ 2092 */
2219 2093
2094void
2220void set_cheat(object *op) { 2095set_cheat (object *op)
2096{
2221 SET_FLAG(op, FLAG_WAS_WIZ); 2097 SET_FLAG (op, FLAG_WAS_WIZ);
2222 flag_inv(op, FLAG_WAS_WIZ); 2098 flag_inv (op, FLAG_WAS_WIZ);
2223} 2099}
2224 2100
2225/* 2101/*
2226 * find_free_spot(object, map, x, y, start, stop) will search for 2102 * 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 2103 * 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 2118 * 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 2119 * the archetype because that isn't correct if the monster has been
2244 * customized, changed states, etc. 2120 * customized, changed states, etc.
2245 */ 2121 */
2246 2122
2123int
2247int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2124find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2125{
2126 int
2127 i,
2248 int i,index=0, flag; 2128 index = 0, flag;
2129 static int
2249 static int altern[SIZEOFFREE]; 2130 altern[SIZEOFFREE];
2250 2131
2251 for(i=start;i<stop;i++) { 2132 for (i = start; i < stop; i++)
2133 {
2252 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2134 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2253 if(!flag) 2135 if (!flag)
2254 altern[index++]=i; 2136 altern[index++] = i;
2255 2137
2256 /* Basically, if we find a wall on a space, we cut down the search size. 2138 /* 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. 2139 * 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 - 2140 * 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 2141 * 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 2142 * spaces in all the other directions, this will reduce the search space
2261 * to only the spaces immediately surrounding the target area, and 2143 * to only the spaces immediately surrounding the target area, and
2262 * won't look 2 spaces south of the target space. 2144 * won't look 2 spaces south of the target space.
2263 */ 2145 */
2264 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2146 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2265 stop=maxfree[i]; 2147 stop = maxfree[i];
2266 } 2148 }
2267 if(!index) return -1; 2149 if (!index)
2150 return -1;
2268 return altern[RANDOM()%index]; 2151 return altern[RANDOM () % index];
2269} 2152}
2270 2153
2271/* 2154/*
2272 * find_first_free_spot(archetype, mapstruct, x, y) works like 2155 * find_first_free_spot(archetype, maptile, x, y) works like
2273 * find_free_spot(), but it will search max number of squares. 2156 * find_free_spot(), but it will search max number of squares.
2274 * But it will return the first available spot, not a random choice. 2157 * 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. 2158 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2276 */ 2159 */
2277 2160
2161int
2278int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2162find_first_free_spot (const object *ob, maptile *m, int x, int y)
2163{
2164 int
2279 int i; 2165 i;
2166
2280 for(i=0;i<SIZEOFFREE;i++) { 2167 for (i = 0; i < SIZEOFFREE; i++)
2168 {
2281 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2169 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2282 return i; 2170 return i;
2283 } 2171 }
2284 return -1; 2172 return -1;
2285} 2173}
2286 2174
2287/* 2175/*
2288 * The function permute(arr, begin, end) randomly reorders the array 2176 * The function permute(arr, begin, end) randomly reorders the array
2289 * arr[begin..end-1]. 2177 * arr[begin..end-1].
2290 */ 2178 */
2179static void
2291static void permute(int *arr, int begin, int end) 2180permute (int *arr, int begin, int end)
2292{ 2181{
2293 int i, j, tmp, len; 2182 int
2183 i,
2184 j,
2185 tmp,
2186 len;
2294 2187
2295 len = end-begin; 2188 len = end - begin;
2296 for(i = begin; i < end; i++) 2189 for (i = begin; i < end; i++)
2297 { 2190 {
2298 j = begin+RANDOM()%len; 2191 j = begin + RANDOM () % len;
2299 2192
2300 tmp = arr[i]; 2193 tmp = arr[i];
2301 arr[i] = arr[j]; 2194 arr[i] = arr[j];
2302 arr[j] = tmp; 2195 arr[j] = tmp;
2303 } 2196 }
2304} 2197}
2305 2198
2306/* new function to make monster searching more efficient, and effective! 2199/* new function to make monster searching more efficient, and effective!
2307 * This basically returns a randomized array (in the passed pointer) of 2200 * 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 2201 * 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 2202 * 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 2203 * 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. 2204 * the 3x3 area will be searched, just not in a predictable order.
2312 */ 2205 */
2206void
2313void get_search_arr(int *search_arr) 2207get_search_arr (int *search_arr)
2314{ 2208{
2209 int
2315 int i; 2210 i;
2316 2211
2317 for(i = 0; i < SIZEOFFREE; i++) 2212 for (i = 0; i < SIZEOFFREE; i++)
2318 { 2213 {
2319 search_arr[i] = i; 2214 search_arr[i] = i;
2320 } 2215 }
2321 2216
2322 permute(search_arr, 1, SIZEOFFREE1+1); 2217 permute (search_arr, 1, SIZEOFFREE1 + 1);
2323 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2218 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2324 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2219 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2325} 2220}
2326 2221
2327/* 2222/*
2328 * find_dir(map, x, y, exclude) will search some close squares in the 2223 * find_dir(map, x, y, exclude) will search some close squares in the
2329 * given map at the given coordinates for live objects. 2224 * given map at the given coordinates for live objects.
2335 * is actually want is going to try and move there. We need this info 2230 * 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 2231 * because we have to know what movement the thing looking to move
2337 * there is capable of. 2232 * there is capable of.
2338 */ 2233 */
2339 2234
2235int
2340int find_dir(mapstruct *m, int x, int y, object *exclude) { 2236find_dir (maptile *m, int x, int y, object *exclude)
2237{
2238 int
2239 i,
2341 int i,max=SIZEOFFREE, mflags; 2240 max = SIZEOFFREE, mflags;
2241
2342 sint16 nx, ny; 2242 sint16 nx, ny;
2343 object *tmp; 2243 object *
2344 mapstruct *mp; 2244 tmp;
2245 maptile *
2246 mp;
2247
2345 MoveType blocked, move_type; 2248 MoveType blocked, move_type;
2346 2249
2347 if (exclude && exclude->head) { 2250 if (exclude && exclude->head)
2251 {
2348 exclude = exclude->head; 2252 exclude = exclude->head;
2349 move_type = exclude->move_type; 2253 move_type = exclude->move_type;
2350 } else { 2254 }
2255 else
2256 {
2351 /* If we don't have anything, presume it can use all movement types. */ 2257 /* If we don't have anything, presume it can use all movement types. */
2352 move_type=MOVE_ALL; 2258 move_type = MOVE_ALL;
2259 }
2260
2261 for (i = 1; i < max; i++)
2353 } 2262 {
2354 2263 mp = m;
2355 for(i=1;i<max;i++) {
2356 mp = m;
2357 nx = x + freearr_x[i]; 2264 nx = x + freearr_x[i];
2358 ny = y + freearr_y[i]; 2265 ny = y + freearr_y[i];
2359 2266
2360 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2267 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2361 if (mflags & P_OUT_OF_MAP) { 2268 if (mflags & P_OUT_OF_MAP)
2269 {
2362 max = maxfree[i]; 2270 max = maxfree[i];
2363 } else { 2271 }
2272 else
2273 {
2364 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2274 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2365 2275
2366 if ((move_type & blocked) == move_type) { 2276 if ((move_type & blocked) == move_type)
2367 max=maxfree[i]; 2277 {
2278 max = maxfree[i];
2279 }
2368 } else if (mflags & P_IS_ALIVE) { 2280 else if (mflags & P_IS_ALIVE)
2281 {
2369 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2282 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2370 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2283 {
2371 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2284 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2372 break; 2285 {
2373 } 2286 break;
2374 } 2287 }
2375 if(tmp) { 2288 }
2376 return freedir[i]; 2289 if (tmp)
2377 } 2290 {
2291 return freedir[i];
2292 }
2293 }
2294 }
2378 } 2295 }
2379 }
2380 }
2381 return 0; 2296 return 0;
2382} 2297}
2383 2298
2384/* 2299/*
2385 * distance(object 1, object 2) will return the square of the 2300 * distance(object 1, object 2) will return the square of the
2386 * distance between the two given objects. 2301 * distance between the two given objects.
2387 */ 2302 */
2388 2303
2304int
2389int distance(const object *ob1, const object *ob2) { 2305distance (const object *ob1, const object *ob2)
2306{
2390 int i; 2307 int
2391 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2308 i;
2392 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2309
2310 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2393 return i; 2311 return i;
2394} 2312}
2395 2313
2396/* 2314/*
2397 * find_dir_2(delta-x,delta-y) will return a direction in which 2315 * 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 2316 * an object which has subtracted the x and y coordinates of another
2399 * object, needs to travel toward it. 2317 * object, needs to travel toward it.
2400 */ 2318 */
2401 2319
2320int
2402int find_dir_2(int x, int y) { 2321find_dir_2 (int x, int y)
2322{
2403 int q; 2323 int
2324 q;
2404 2325
2405 if(y) 2326 if (y)
2406 q=x*100/y; 2327 q = x * 100 / y;
2407 else if (x) 2328 else if (x)
2408 q= -300*x; 2329 q = -300 * x;
2409 else 2330 else
2410 return 0; 2331 return 0;
2411 2332
2412 if(y>0) { 2333 if (y > 0)
2334 {
2413 if(q < -242) 2335 if (q < -242)
2414 return 3 ; 2336 return 3;
2415 if (q < -41) 2337 if (q < -41)
2416 return 2 ; 2338 return 2;
2417 if (q < 41) 2339 if (q < 41)
2418 return 1 ; 2340 return 1;
2419 if (q < 242) 2341 if (q < 242)
2420 return 8 ; 2342 return 8;
2421 return 7 ; 2343 return 7;
2422 } 2344 }
2423 2345
2424 if (q < -242) 2346 if (q < -242)
2425 return 7 ; 2347 return 7;
2426 if (q < -41) 2348 if (q < -41)
2427 return 6 ; 2349 return 6;
2428 if (q < 41) 2350 if (q < 41)
2429 return 5 ; 2351 return 5;
2430 if (q < 242) 2352 if (q < 242)
2431 return 4 ; 2353 return 4;
2432 2354
2433 return 3 ; 2355 return 3;
2434} 2356}
2435 2357
2436/* 2358/*
2437 * absdir(int): Returns a number between 1 and 8, which represent 2359 * absdir(int): Returns a number between 1 and 8, which represent
2438 * the "absolute" direction of a number (it actually takes care of 2360 * the "absolute" direction of a number (it actually takes care of
2439 * "overflow" in previous calculations of a direction). 2361 * "overflow" in previous calculations of a direction).
2440 */ 2362 */
2441 2363
2364int
2442int absdir(int d) { 2365absdir (int d)
2443 while(d<1) d+=8; 2366{
2444 while(d>8) d-=8; 2367 while (d < 1)
2368 d += 8;
2369 while (d > 8)
2370 d -= 8;
2445 return d; 2371 return d;
2446} 2372}
2447 2373
2448/* 2374/*
2449 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2375 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2450 * between two directions (which are expected to be absolute (see absdir()) 2376 * between two directions (which are expected to be absolute (see absdir())
2451 */ 2377 */
2452 2378
2379int
2453int dirdiff(int dir1, int dir2) { 2380dirdiff (int dir1, int dir2)
2381{
2454 int d; 2382 int
2383 d;
2384
2455 d = abs(dir1 - dir2); 2385 d = abs (dir1 - dir2);
2456 if(d>4) 2386 if (d > 4)
2457 d = 8 - d; 2387 d = 8 - d;
2458 return d; 2388 return d;
2459} 2389}
2460 2390
2461/* peterm: 2391/* peterm:
2466 * direction 4, 14, or 16 to get back to where we are. 2396 * 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 2397 * Moved from spell_util.c to object.c with the other related direction
2468 * functions. 2398 * functions.
2469 */ 2399 */
2470 2400
2401int
2471int reduction_dir[SIZEOFFREE][3] = { 2402 reduction_dir[SIZEOFFREE][3] = {
2472 {0,0,0}, /* 0 */ 2403 {0, 0, 0}, /* 0 */
2473 {0,0,0}, /* 1 */ 2404 {0, 0, 0}, /* 1 */
2474 {0,0,0}, /* 2 */ 2405 {0, 0, 0}, /* 2 */
2475 {0,0,0}, /* 3 */ 2406 {0, 0, 0}, /* 3 */
2476 {0,0,0}, /* 4 */ 2407 {0, 0, 0}, /* 4 */
2477 {0,0,0}, /* 5 */ 2408 {0, 0, 0}, /* 5 */
2478 {0,0,0}, /* 6 */ 2409 {0, 0, 0}, /* 6 */
2479 {0,0,0}, /* 7 */ 2410 {0, 0, 0}, /* 7 */
2480 {0,0,0}, /* 8 */ 2411 {0, 0, 0}, /* 8 */
2481 {8,1,2}, /* 9 */ 2412 {8, 1, 2}, /* 9 */
2482 {1,2,-1}, /* 10 */ 2413 {1, 2, -1}, /* 10 */
2483 {2,10,12}, /* 11 */ 2414 {2, 10, 12}, /* 11 */
2484 {2,3,-1}, /* 12 */ 2415 {2, 3, -1}, /* 12 */
2485 {2,3,4}, /* 13 */ 2416 {2, 3, 4}, /* 13 */
2486 {3,4,-1}, /* 14 */ 2417 {3, 4, -1}, /* 14 */
2487 {4,14,16}, /* 15 */ 2418 {4, 14, 16}, /* 15 */
2488 {5,4,-1}, /* 16 */ 2419 {5, 4, -1}, /* 16 */
2489 {4,5,6}, /* 17 */ 2420 {4, 5, 6}, /* 17 */
2490 {6,5,-1}, /* 18 */ 2421 {6, 5, -1}, /* 18 */
2491 {6,20,18}, /* 19 */ 2422 {6, 20, 18}, /* 19 */
2492 {7,6,-1}, /* 20 */ 2423 {7, 6, -1}, /* 20 */
2493 {6,7,8}, /* 21 */ 2424 {6, 7, 8}, /* 21 */
2494 {7,8,-1}, /* 22 */ 2425 {7, 8, -1}, /* 22 */
2495 {8,22,24}, /* 23 */ 2426 {8, 22, 24}, /* 23 */
2496 {8,1,-1}, /* 24 */ 2427 {8, 1, -1}, /* 24 */
2497 {24,9,10}, /* 25 */ 2428 {24, 9, 10}, /* 25 */
2498 {9,10,-1}, /* 26 */ 2429 {9, 10, -1}, /* 26 */
2499 {10,11,-1}, /* 27 */ 2430 {10, 11, -1}, /* 27 */
2500 {27,11,29}, /* 28 */ 2431 {27, 11, 29}, /* 28 */
2501 {11,12,-1}, /* 29 */ 2432 {11, 12, -1}, /* 29 */
2502 {12,13,-1}, /* 30 */ 2433 {12, 13, -1}, /* 30 */
2503 {12,13,14}, /* 31 */ 2434 {12, 13, 14}, /* 31 */
2504 {13,14,-1}, /* 32 */ 2435 {13, 14, -1}, /* 32 */
2505 {14,15,-1}, /* 33 */ 2436 {14, 15, -1}, /* 33 */
2506 {33,15,35}, /* 34 */ 2437 {33, 15, 35}, /* 34 */
2507 {16,15,-1}, /* 35 */ 2438 {16, 15, -1}, /* 35 */
2508 {17,16,-1}, /* 36 */ 2439 {17, 16, -1}, /* 36 */
2509 {18,17,16}, /* 37 */ 2440 {18, 17, 16}, /* 37 */
2510 {18,17,-1}, /* 38 */ 2441 {18, 17, -1}, /* 38 */
2511 {18,19,-1}, /* 39 */ 2442 {18, 19, -1}, /* 39 */
2512 {41,19,39}, /* 40 */ 2443 {41, 19, 39}, /* 40 */
2513 {19,20,-1}, /* 41 */ 2444 {19, 20, -1}, /* 41 */
2514 {20,21,-1}, /* 42 */ 2445 {20, 21, -1}, /* 42 */
2515 {20,21,22}, /* 43 */ 2446 {20, 21, 22}, /* 43 */
2516 {21,22,-1}, /* 44 */ 2447 {21, 22, -1}, /* 44 */
2517 {23,22,-1}, /* 45 */ 2448 {23, 22, -1}, /* 45 */
2518 {45,47,23}, /* 46 */ 2449 {45, 47, 23}, /* 46 */
2519 {23,24,-1}, /* 47 */ 2450 {23, 24, -1}, /* 47 */
2520 {24,9,-1}}; /* 48 */ 2451 {24, 9, -1}
2452}; /* 48 */
2521 2453
2522/* Recursive routine to step back and see if we can 2454/* Recursive routine to step back and see if we can
2523 * find a path to that monster that we found. If not, 2455 * find a path to that monster that we found. If not,
2524 * we don't bother going toward it. Returns 1 if we 2456 * we don't bother going toward it. Returns 1 if we
2525 * can see a direct way to get it 2457 * can see a direct way to get it
2526 * Modified to be map tile aware -.MSW 2458 * Modified to be map tile aware -.MSW
2527 */ 2459 */
2528
2529 2460
2461
2462int
2530int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2463can_see_monsterP (maptile *m, int x, int y, int dir)
2464{
2531 sint16 dx, dy; 2465 sint16 dx, dy;
2466 int
2532 int mflags; 2467 mflags;
2533 2468
2469 if (dir < 0)
2534 if(dir<0) return 0; /* exit condition: invalid direction */ 2470 return 0; /* exit condition: invalid direction */
2535 2471
2536 dx = x + freearr_x[dir]; 2472 dx = x + freearr_x[dir];
2537 dy = y + freearr_y[dir]; 2473 dy = y + freearr_y[dir];
2538 2474
2539 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2475 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2540 2476
2541 /* This functional arguably was incorrect before - it was 2477 /* This functional arguably was incorrect before - it was
2542 * checking for P_WALL - that was basically seeing if 2478 * checking for P_WALL - that was basically seeing if
2543 * we could move to the monster - this is being more 2479 * we could move to the monster - this is being more
2544 * literal on if we can see it. To know if we can actually 2480 * 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 2481 * move to the monster, we'd need the monster passed in or
2546 * at least its move type. 2482 * at least its move type.
2547 */ 2483 */
2548 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2484 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2485 return 0;
2549 2486
2550 /* yes, can see. */ 2487 /* yes, can see. */
2551 if(dir < 9) return 1; 2488 if (dir < 9)
2489 return 1;
2552 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2490 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2553 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2491 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} 2492}
2556 2493
2557 2494
2558 2495
2559/* 2496/*
2560 * can_pick(picker, item): finds out if an object is possible to be 2497 * 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 2498 * picked up by the picker. Returnes 1 if it can be
2562 * picked up, otherwise 0. 2499 * picked up, otherwise 0.
2563 * 2500 *
2565 * core dumps if they do. 2502 * core dumps if they do.
2566 * 2503 *
2567 * Add a check so we can't pick up invisible objects (0.93.8) 2504 * Add a check so we can't pick up invisible objects (0.93.8)
2568 */ 2505 */
2569 2506
2507int
2570int can_pick(const object *who, const object *item) { 2508can_pick (const object *who, const object *item)
2509{
2571 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2510 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2572 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2511 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2573 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2512 !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} 2513}
2576 2514
2577 2515
2578/* 2516/*
2579 * create clone from object to another 2517 * create clone from object to another
2580 */ 2518 */
2519object *
2581object *object_create_clone (object *asrc) { 2520object_create_clone (object *asrc)
2521{
2582 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2522 object *dst = 0, *tmp, *src, *part, *prev, *item;
2583 2523
2584 if(!asrc) return NULL; 2524 if (!asrc)
2525 return 0;
2526
2585 src = asrc; 2527 src = asrc;
2586 if(src->head) 2528 if (src->head)
2587 src = src->head; 2529 src = src->head;
2588 2530
2589 prev = NULL; 2531 prev = 0;
2590 for(part = src; part; part = part->more) { 2532 for (part = src; part; part = part->more)
2591 tmp = get_object(); 2533 {
2592 copy_object(part,tmp); 2534 tmp = part->clone ();
2593 tmp->x -= src->x; 2535 tmp->x -= src->x;
2594 tmp->y -= src->y; 2536 tmp->y -= src->y;
2537
2595 if(!part->head) { 2538 if (!part->head)
2539 {
2596 dst = tmp; 2540 dst = tmp;
2597 tmp->head = NULL; 2541 tmp->head = 0;
2542 }
2598 } else { 2543 else
2544 {
2599 tmp->head = dst; 2545 tmp->head = dst;
2600 } 2546 }
2547
2601 tmp->more = NULL; 2548 tmp->more = 0;
2549
2602 if(prev) 2550 if (prev)
2603 prev->more = tmp; 2551 prev->more = tmp;
2552
2604 prev = tmp; 2553 prev = tmp;
2605 } 2554 }
2606 /*** copy inventory ***/ 2555
2607 for(item = src->inv; item; item = item->below) { 2556 for (item = src->inv; item; item = item->below)
2608 (void) insert_ob_in_ob(object_create_clone(item),dst); 2557 insert_ob_in_ob (object_create_clone (item), dst);
2609 }
2610 2558
2611 return dst; 2559 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} 2560}
2621 2561
2622/* GROS - Creates an object using a string representing its content. */ 2562/* 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 */ 2563/* 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, */ 2564/* 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. */ 2565/* 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. */ 2566/* Remember not to use load_object_str in a time-critical situation. */
2627/* Also remember that multiparts objects are not supported for now. */ 2567/* Also remember that multiparts objects are not supported for now. */
2628 2568
2569object *
2629object* load_object_str(const char *obstr) 2570load_object_str (const char *obstr)
2630{ 2571{
2631 object *op; 2572 object *op;
2632 FILE *tempfile;
2633 char filename[MAX_BUF]; 2573 char filename[MAX_BUF];
2574
2634 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2575 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2576
2635 tempfile=fopen(filename,"w"); 2577 FILE *tempfile = fopen (filename, "w");
2578
2636 if (tempfile == NULL) 2579 if (tempfile == NULL)
2637 { 2580 {
2638 LOG(llevError,"Error - Unable to access load object temp file\n"); 2581 LOG (llevError, "Error - Unable to access load object temp file\n");
2639 return NULL; 2582 return NULL;
2640 }; 2583 }
2584
2641 fprintf(tempfile,obstr); 2585 fprintf (tempfile, obstr);
2642 fclose(tempfile); 2586 fclose (tempfile);
2643 2587
2644 op=get_object(); 2588 op = object::create ();
2645 2589
2646 tempfile=fopen(filename,"r"); 2590 object_thawer thawer (filename);
2647 if (tempfile == NULL) 2591
2648 { 2592 if (thawer)
2649 LOG(llevError,"Error - Unable to read object temp file\n"); 2593 load_object (thawer, op, 0);
2650 return NULL; 2594
2651 };
2652 load_object(tempfile,op,LO_NEWFILE,0);
2653 LOG(llevDebug," load str completed, object=%s\n",op->name); 2595 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2654 CLEAR_FLAG(op,FLAG_REMOVED); 2596 CLEAR_FLAG (op, FLAG_REMOVED);
2655 fclose(tempfile); 2597
2656 return op; 2598 return op;
2657} 2599}
2658 2600
2659/* This returns the first object in who's inventory that 2601/* This returns the first object in who's inventory that
2660 * has the same type and subtype match. 2602 * has the same type and subtype match.
2661 * returns NULL if no match. 2603 * returns NULL if no match.
2662 */ 2604 */
2605object *
2663object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2606find_obj_by_type_subtype (const object *who, int type, int subtype)
2664{ 2607{
2665 object *tmp; 2608 object *tmp;
2666 2609
2667 for (tmp=who->inv; tmp; tmp=tmp->below) 2610 for (tmp = who->inv; tmp; tmp = tmp->below)
2668 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2611 if (tmp->type == type && tmp->subtype == subtype)
2612 return tmp;
2669 2613
2670 return NULL; 2614 return NULL;
2671} 2615}
2672 2616
2673/* If ob has a field named key, return the link from the list, 2617/* If ob has a field named key, return the link from the list,
2674 * otherwise return NULL. 2618 * otherwise return NULL.
2675 * 2619 *
2676 * key must be a passed in shared string - otherwise, this won't 2620 * key must be a passed in shared string - otherwise, this won't
2677 * do the desired thing. 2621 * do the desired thing.
2678 */ 2622 */
2623key_value *
2679key_value * get_ob_key_link(const object * ob, const char * key) { 2624get_ob_key_link (const object *ob, const char *key)
2625{
2680 key_value * link; 2626 key_value *link;
2681 2627
2682 for (link = ob->key_values; link != NULL; link = link->next) { 2628 for (link = ob->key_values; link != NULL; link = link->next)
2683 if (link->key == key) { 2629 if (link->key == key)
2684 return link; 2630 return link;
2685 } 2631
2686 }
2687
2688 return NULL; 2632 return NULL;
2689} 2633}
2690 2634
2691/* 2635/*
2692 * Returns the value of op has an extra_field for key, or NULL. 2636 * Returns the value of op has an extra_field for key, or NULL.
2693 * 2637 *
2694 * The argument doesn't need to be a shared string. 2638 * The argument doesn't need to be a shared string.
2695 * 2639 *
2696 * The returned string is shared. 2640 * The returned string is shared.
2697 */ 2641 */
2642const char *
2698const char * get_ob_key_value(const object * op, const char * const key) { 2643get_ob_key_value (const object *op, const char *const key)
2644{
2699 key_value * link; 2645 key_value *link;
2700 const char * canonical_key; 2646 shstr_cmp canonical_key (key);
2647
2648 if (!canonical_key)
2701 2649 {
2702 canonical_key = find_string(key);
2703
2704 if (canonical_key == NULL) {
2705 /* 1. There being a field named key on any object 2650 /* 1. There being a field named key on any object
2706 * implies there'd be a shared string to find. 2651 * implies there'd be a shared string to find.
2707 * 2. Since there isn't, no object has this field. 2652 * 2. Since there isn't, no object has this field.
2708 * 3. Therefore, *this* object doesn't have this field. 2653 * 3. Therefore, *this* object doesn't have this field.
2709 */ 2654 */
2710 return NULL; 2655 return 0;
2711 } 2656 }
2712 2657
2713 /* This is copied from get_ob_key_link() above - 2658 /* This is copied from get_ob_key_link() above -
2714 * only 4 lines, and saves the function call overhead. 2659 * only 4 lines, and saves the function call overhead.
2715 */ 2660 */
2716 for (link = op->key_values; link != NULL; link = link->next) { 2661 for (link = op->key_values; link; link = link->next)
2717 if (link->key == canonical_key) { 2662 if (link->key == canonical_key)
2718 return link->value; 2663 return link->value;
2719 } 2664
2720 } 2665 return 0;
2721 return NULL;
2722} 2666}
2723 2667
2724 2668
2725/* 2669/*
2726 * Updates the canonical_key in op to value. 2670 * 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 2674 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2731 * keys. 2675 * keys.
2732 * 2676 *
2733 * Returns TRUE on success. 2677 * Returns TRUE on success.
2734 */ 2678 */
2679int
2735int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) { 2680set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2681{
2682 key_value *
2736 key_value * field = NULL, *last=NULL; 2683 field = NULL, *last = NULL;
2737 2684
2738 for (field=op->key_values; field != NULL; field=field->next) { 2685 for (field = op->key_values; field != NULL; field = field->next)
2739 if (field->key != canonical_key) {
2740 last = field;
2741 continue;
2742 }
2743 2686 {
2744 if (field->value) FREE_AND_CLEAR_STR(field->value); 2687 if (field->key != canonical_key)
2745 if (value) 2688 {
2746 field->value = add_string(value); 2689 last = field;
2747 else { 2690 continue;
2691 }
2692
2693 if (value)
2694 field->value = value;
2695 else
2696 {
2748 /* Basically, if the archetype has this key set, 2697 /* Basically, if the archetype has this key set,
2749 * we need to store the null value so when we save 2698 * we need to store the null value so when we save
2750 * it, we save the empty value so that when we load, 2699 * it, we save the empty value so that when we load,
2751 * we get this value back again. 2700 * we get this value back again.
2752 */ 2701 */
2753 if (get_ob_key_link(&op->arch->clone, canonical_key)) 2702 if (get_ob_key_link (&op->arch->clone, canonical_key))
2754 field->value = NULL; 2703 field->value = 0;
2755 else { 2704 else
2756 /* Delete this link */ 2705 {
2757 if (field->key) FREE_AND_CLEAR_STR(field->key); 2706 if (last)
2758 if (field->value) FREE_AND_CLEAR_STR(field->value); 2707 last->next = field->next;
2759 if (last) last->next = field->next; 2708 else
2760 else op->key_values = field->next; 2709 op->key_values = field->next;
2761 free(field); 2710
2762 } 2711 delete field;
2763 } 2712 }
2713 }
2764 return TRUE; 2714 return TRUE;
2765 } 2715 }
2766 /* IF we get here, key doesn't exist */ 2716 /* IF we get here, key doesn't exist */
2767 2717
2768 /* No field, we'll have to add it. */ 2718 /* No field, we'll have to add it. */
2719
2720 if (!add_key)
2769 2721 {
2770 if (!add_key) {
2771 return FALSE; 2722 return FALSE;
2772 } 2723 }
2773 /* There isn't any good reason to store a null 2724 /* There isn't any good reason to store a null
2774 * value in the key/value list. If the archetype has 2725 * value in the key/value list. If the archetype has
2775 * this key, then we should also have it, so shouldn't 2726 * this key, then we should also have it, so shouldn't
2776 * be here. If user wants to store empty strings, 2727 * be here. If user wants to store empty strings,
2777 * should pass in "" 2728 * should pass in ""
2778 */ 2729 */
2779 if (value == NULL) return TRUE; 2730 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; 2731 return TRUE;
2732
2733 field = new key_value;
2734
2735 field->key = canonical_key;
2736 field->value = value;
2737 /* Usual prepend-addition. */
2738 field->next = op->key_values;
2739 op->key_values = field;
2740
2741 return TRUE;
2790} 2742}
2791 2743
2792/* 2744/*
2793 * Updates the key in op to value. 2745 * Updates the key in op to value.
2794 * 2746 *
2796 * and not add new ones. 2748 * and not add new ones.
2797 * In general, should be little reason FALSE is ever passed in for add_key 2749 * In general, should be little reason FALSE is ever passed in for add_key
2798 * 2750 *
2799 * Returns TRUE on success. 2751 * Returns TRUE on success.
2800 */ 2752 */
2753int
2801int set_ob_key_value(object * op, const char * key, const char * value, int add_key) { 2754set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2802 const char * canonical_key = NULL; 2755{
2803 int floating_ref = FALSE; 2756 shstr key_ (key);
2804 int ret; 2757
2758 return set_ob_key_value_s (op, key_, value, add_key);
2759}
2760
2761object::depth_iterator::depth_iterator (object *container)
2762: iterator_base (container)
2763{
2764 while (item->inv)
2765 item = item->inv;
2766}
2767
2768void
2769object::depth_iterator::next ()
2770{
2771 if (item->below)
2805 2772 {
2806 /* HACK This mess is to make sure set_ob_value() passes a shared string 2773 item = item->below;
2807 * to get_ob_key_link(), without leaving a leaked refcount. 2774
2808 */ 2775 while (item->inv)
2776 item = item->inv;
2809 2777 }
2810 canonical_key = find_string(key); 2778 else
2811 if (canonical_key == NULL) { 2779 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} 2780}
2781
2782// return a suitable string describing an objetc in enough detail to find it
2783const char *
2784object::debug_desc (char *info) const
2785{
2786 char info2[256 * 3];
2787 char *p = info;
2788
2789 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2790 count,
2791 &name,
2792 title ? " " : "",
2793 title ? (const char *)title : "");
2794
2795 if (env)
2796 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2797
2798 if (map)
2799 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2800
2801 return info;
2802}
2803
2804const char *
2805object::debug_desc () const
2806{
2807 static char info[256 * 3];
2808 return debug_desc (info);
2809}
2810

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