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Comparing deliantra/server/common/object.C (file contents):
Revision 1.5 by root, Sun Aug 27 16:15:11 2006 UTC vs.
Revision 1.106 by root, Wed Jan 3 20:08:04 2007 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.5 2006/08/27 16:15:11 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
42#ifdef MEMORY_DEBUG 34
43int nroffreeobjects = 0; 35#include <bitset>
36
44int nrofallocobjects = 0; 37int nrofallocobjects = 0;
45#undef OBJ_EXPAND 38static UUID uuid;
46#define OBJ_EXPAND 1 39const uint64 UUID_SKIP = 1<<19;
47#else
48object objarray[STARTMAX]; /* All objects, allocated this way at first */
49int nroffreeobjects = STARTMAX; /* How many OBs allocated and free (free) */
50int nrofallocobjects = STARTMAX; /* How many OBs allocated (free + used) */
51#endif
52 40
53object *objects; /* Pointer to the list of used objects */
54object *free_objects; /* Pointer to the list of unused objects */
55object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
56 42
57short freearr_x[SIZEOFFREE]= 43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
58 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
59 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
60short freearr_y[SIZEOFFREE]= 45};
61 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
62 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
63int maxfree[SIZEOFFREE]= 48};
64 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
65 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51};
66int freedir[SIZEOFFREE]= { 52int freedir[SIZEOFFREE] = {
67 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
68 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55};
69 56
57static void
58write_uuid (void)
59{
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76}
77
78static void
79read_uuid (void)
80{
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp);
113}
114
115UUID
116gen_uuid ()
117{
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126}
127
128void
129init_uuid ()
130{
131 read_uuid ();
132}
70 133
71/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int
72static int compare_ob_value_lists_one(const object * wants, const object * has) { 136compare_ob_value_lists_one (const object *wants, const object *has)
137{
73 key_value * wants_field; 138 key_value *wants_field;
74 139
75 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
76 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
77 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
78 */ 143 */
79 144
80 /* For each field in wants, */ 145 /* For each field in wants, */
81 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 {
82 key_value * has_field; 148 key_value *has_field;
83 149
84 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
85 has_field = get_ob_key_link(has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
86 154 {
87 if (has_field == NULL) {
88 /* No field with that name. */ 155 /* No field with that name. */
89 return FALSE; 156 return FALSE;
90 }
91 157 }
158
92 /* Found the matching field. */ 159 /* Found the matching field. */
93 if (has_field->value != wants_field->value) { 160 if (has_field->value != wants_field->value)
161 {
94 /* Values don't match, so this half of the comparison is false. */ 162 /* Values don't match, so this half of the comparison is false. */
95 return FALSE; 163 return FALSE;
96 } 164 }
97 165
98 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
99 }
100 167 }
168
101 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
102 return TRUE; 170 return TRUE;
103} 171}
104 172
105/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int
106static int compare_ob_value_lists(const object * ob1, const object * ob2) { 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{
107 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
108 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
109 */ 179 */
110 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
111} 181}
112 182
113/* Function examines the 2 objects given to it, and returns true if 183/* Function examines the 2 objects given to it, and returns true if
114 * they can be merged together. 184 * they can be merged together.
115 * 185 *
116 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
117 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
118 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
119 * 189 *
120 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
121 * 191 *
122 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
123 * check weight 193 * check weight
124 */ 194 */
125 195bool object::can_merge_slow (object *ob1, object *ob2)
126int CAN_MERGE(object *ob1, object *ob2) { 196{
127
128 /* A couple quicksanity checks */ 197 /* A couple quicksanity checks */
129 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 198 if (ob1 == ob2
130 199 || ob1->type != ob2->type
131 if (ob1->speed != ob2->speed) return 0; 200 || ob1->speed != ob2->speed
132 /* Note sure why the following is the case - either the object has to 201 || ob1->value != ob2->value
133 * be animated or have a very low speed. Is this an attempted monster 202 || ob1->name != ob2->name)
134 * check?
135 */
136 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED)
137 return 0; 203 return 0;
138 204
205 //TODO: this ain't working well, use nicer and correct overflow check
139 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 206 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
140 * value could not be stored in a sint32 (which unfortunately sometimes is 207 * value could not be stored in a sint32 (which unfortunately sometimes is
141 * used to store nrof). 208 * used to store nrof).
142 */ 209 */
143 if (ob1->nrof+ob2->nrof >= 1UL<<31) 210 if (ob1->nrof + ob2->nrof >= 1UL << 31)
144 return 0; 211 return 0;
145 212
146 /* This is really a spellbook check - really, we should
147 * check all objects in the inventory.
148 */
149 if (ob1->inv || ob2->inv) {
150 /* if one object has inventory but the other doesn't, not equiv */
151 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
152
153 /* Now check to see if the two inventory objects could merge */
154 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
155
156 /* inventory ok - still need to check rest of this object to see
157 * if it is valid.
158 */
159 }
160
161 /* If the objects have been identified, set the BEEN_APPLIED flag. 213 /* If the objects have been identified, set the BEEN_APPLIED flag.
162 * This is to the comparison of the flags below will be OK. We 214 * This is to the comparison of the flags below will be OK. We
163 * just can't ignore the been applied or identified flags, as they 215 * just can't ignore the been applied or identified flags, as they
164 * are not equal - just if it has been identified, the been_applied 216 * are not equal - just if it has been identified, the been_applied
165 * flags lose any meaning. 217 * flags lose any meaning.
166 */ 218 */
167 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED)) 219 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
168 SET_FLAG(ob1, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
169 221
170 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED)) 222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
171 SET_FLAG(ob2, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
172 224
173 225 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
174 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 226 || ob1->arch != ob2->arch
175 * being locked in inventory should prevent merging. 227 || ob1->name != ob2->name
176 * 0x4 in flags3 is CLIENT_SENT 228 || ob1->title != ob2->title
177 */ 229 || ob1->msg != ob2->msg
178 if ((ob1->arch != ob2->arch) || 230 || ob1->weight != ob2->weight
179 (ob1->flags[0] != ob2->flags[0]) ||
180 (ob1->flags[1] != ob2->flags[1]) ||
181 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
182 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
183 (ob1->name != ob2->name) ||
184 (ob1->title != ob2->title) ||
185 (ob1->msg != ob2->msg) ||
186 (ob1->weight != ob2->weight) ||
187 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) || 231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
188 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) || 232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
189 (ob1->attacktype != ob2->attacktype) || 233 || ob1->attacktype != ob2->attacktype
190 (ob1->magic != ob2->magic) || 234 || ob1->magic != ob2->magic
191 (ob1->slaying != ob2->slaying) || 235 || ob1->slaying != ob2->slaying
192 (ob1->skill != ob2->skill) || 236 || ob1->skill != ob2->skill
193 (ob1->value != ob2->value) || 237 || ob1->value != ob2->value
194 (ob1->animation_id != ob2->animation_id) || 238 || ob1->animation_id != ob2->animation_id
195 (ob1->client_type != ob2->client_type) || 239 || ob1->client_type != ob2->client_type
196 (ob1->materialname != ob2->materialname) || 240 || ob1->materialname != ob2->materialname
197 (ob1->lore != ob2->lore) || 241 || ob1->lore != ob2->lore
198 (ob1->subtype != ob2->subtype) || 242 || ob1->subtype != ob2->subtype
199 (ob1->move_type != ob2->move_type) || 243 || ob1->move_type != ob2->move_type
200 (ob1->move_block != ob2->move_block) || 244 || ob1->move_block != ob2->move_block
201 (ob1->move_allow != ob2->move_allow) || 245 || ob1->move_allow != ob2->move_allow
202 (ob1->move_on != ob2->move_on) || 246 || ob1->move_on != ob2->move_on
203 (ob1->move_off != ob2->move_off) || 247 || ob1->move_off != ob2->move_off
204 (ob1->move_slow != ob2->move_slow) || 248 || ob1->move_slow != ob2->move_slow
205 (ob1->move_slow_penalty != ob2->move_slow_penalty) 249 || ob1->move_slow_penalty != ob2->move_slow_penalty)
206 )
207 return 0; 250 return 0;
208 251
252 /* This is really a spellbook check - really, we should
253 * check all objects in the inventory.
254 */
255 if (ob1->inv || ob2->inv)
256 {
257 /* if one object has inventory but the other doesn't, not equiv */
258 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
259 return 0;
260
261 /* Now check to see if the two inventory objects could merge */
262 if (!object::can_merge (ob1->inv, ob2->inv))
263 return 0;
264
265 /* inventory ok - still need to check rest of this object to see
266 * if it is valid.
267 */
268 }
269
209 /* Don't merge objects that are applied. With the new 'body' code, 270 /* Don't merge objects that are applied. With the new 'body' code,
210 * it is possible for most any character to have more than one of 271 * it is possible for most any character to have more than one of
211 * some items equipped, and we don't want those to merge. 272 * some items equipped, and we don't want those to merge.
212 */ 273 */
213 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 274 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
214 return 0; 275 return 0;
215 276
277 /* Note sure why the following is the case - either the object has to
278 * be animated or have a very low speed. Is this an attempted monster
279 * check?
280 */
281 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
282 return 0;
283
216 switch (ob1->type) { 284 switch (ob1->type)
285 {
217 case SCROLL: 286 case SCROLL:
218 if (ob1->level != ob2->level) return 0; 287 if (ob1->level != ob2->level)
288 return 0;
219 break; 289 break;
220
221 } 290 }
291
222 if (ob1->key_values != NULL || ob2->key_values != NULL) { 292 if (ob1->key_values != NULL || ob2->key_values != NULL)
293 {
223 /* At least one of these has key_values. */ 294 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) { 295 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
225 /* One has fields, but the other one doesn't. */ 296 /* One has fields, but the other one doesn't. */
226 return 0; 297 return 0;
227 } else if (!compare_ob_value_lists(ob1, ob2)) { 298 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 299 return 0;
229 } 300 }
301
302 //TODO: generate an event or call into perl for additional checks
303 if (ob1->self || ob2->self)
230 } 304 {
305 ob1->optimise ();
306 ob2->optimise ();
231 307
308 if (ob1->self || ob2->self)
309 return 0;
310 }
311
232 /* Everything passes, must be OK. */ 312 /* Everything passes, must be OK. */
233 return 1; 313 return 1;
234} 314}
235 315
236/* 316/*
237 * sum_weight() is a recursive function which calculates the weight 317 * sum_weight() is a recursive function which calculates the weight
238 * an object is carrying. It goes through in figures out how much 318 * an object is carrying. It goes through in figures out how much
239 * containers are carrying, and sums it up. 319 * containers are carrying, and sums it up.
240 */ 320 */
241signed long sum_weight(object *op) { 321long
322sum_weight (object *op)
323{
242 signed long sum; 324 long sum;
243 object *inv; 325 object *inv;
326
244 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 327 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
328 {
245 if (inv->inv) 329 if (inv->inv)
246 sum_weight(inv); 330 sum_weight (inv);
247 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 331 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
248 } 332 }
333
249 if (op->type == CONTAINER && op->stats.Str) 334 if (op->type == CONTAINER && op->stats.Str)
250 sum = (sum * (100 - op->stats.Str))/100; 335 sum = (sum * (100 - op->stats.Str)) / 100;
336
251 if(op->carrying != sum) 337 if (op->carrying != sum)
252 op->carrying = sum; 338 op->carrying = sum;
339
253 return sum; 340 return sum;
254} 341}
255 342
256/** 343/**
257 * Return the outermost environment object for a given object. 344 * Return the outermost environment object for a given object.
258 */ 345 */
259 346
347object *
260object *object_get_env_recursive (object *op) { 348object_get_env_recursive (object *op)
349{
261 while (op->env != NULL) 350 while (op->env != NULL)
262 op = op->env; 351 op = op->env;
263 return op; 352 return op;
264}
265
266/*
267 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
268 * a better check. We basically keeping traversing up until we can't
269 * or find a player.
270 */
271
272object *is_player_inv (object *op) {
273 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
274 if (op->env==op)
275 op->env = NULL;
276 return op;
277} 353}
278 354
279/* 355/*
280 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
281 * Some error messages. 357 * Some error messages.
282 * The result of the dump is stored in the static global errmsg array. 358 * The result of the dump is stored in the static global errmsg array.
283 */ 359 */
284 360
285void dump_object2(object *op) { 361char *
286 char *cp;
287/* object *tmp;*/
288
289 if(op->arch!=NULL) {
290 strcat(errmsg,"arch ");
291 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
292 strcat(errmsg,"\n");
293 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
294 strcat(errmsg,cp);
295#if 0
296 /* Don't dump player diffs - they are too long, mostly meaningless, and
297 * will overflow the buffer.
298 * Changed so that we don't dump inventory either. This may
299 * also overflow the buffer.
300 */
301 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
302 strcat(errmsg,cp);
303 for (tmp=op->inv; tmp; tmp=tmp->below)
304 dump_object2(tmp);
305#endif
306 strcat(errmsg,"end\n");
307 } else {
308 strcat(errmsg,"Object ");
309 if (op->name==NULL) strcat(errmsg, "(null)");
310 else strcat(errmsg,op->name);
311 strcat(errmsg,"\n");
312#if 0
313 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
314 strcat(errmsg,cp);
315 for (tmp=op->inv; tmp; tmp=tmp->below)
316 dump_object2(tmp);
317#endif
318 strcat(errmsg,"end\n");
319 }
320}
321
322/*
323 * Dumps an object. Returns output in the static global errmsg array.
324 */
325
326void dump_object(object *op) { 362dump_object (object *op)
327 if(op==NULL) {
328 strcpy(errmsg,"[NULL pointer]");
329 return;
330 }
331 errmsg[0]='\0';
332 dump_object2(op);
333}
334
335/* GROS - Dumps an object. Return the result into a string */
336/* Note that no checking is done for the validity of the target string, so */
337/* you need to be sure that you allocated enough space for it. */
338void dump_me(object *op, char *outstr)
339{ 363{
340 char *cp; 364 if (!op)
365 return strdup ("[NULLOBJ]");
341 366
342 if(op==NULL) 367 object_freezer freezer;
343 { 368 save_object (freezer, op, 1);
344 strcpy(outstr,"[NULL pointer]"); 369 return freezer.as_string ();
345 return;
346 }
347 outstr[0]='\0';
348
349 if(op->arch!=NULL)
350 {
351 strcat(outstr,"arch ");
352 strcat(outstr,op->arch->name?op->arch->name:"(null)");
353 strcat(outstr,"\n");
354 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
355 strcat(outstr,cp);
356 strcat(outstr,"end\n");
357 }
358 else
359 {
360 strcat(outstr,"Object ");
361 if (op->name==NULL)
362 strcat(outstr, "(null)");
363 else
364 strcat(outstr,op->name);
365 strcat(outstr,"\n");
366 strcat(outstr,"end\n");
367 }
368}
369
370/*
371 * This is really verbose...Can be triggered by the P key while in DM mode.
372 * All objects are dumped to stderr (or alternate logfile, if in server-mode)
373 */
374
375void dump_all_objects(void) {
376 object *op;
377 for(op=objects;op!=NULL;op=op->next) {
378 dump_object(op);
379 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
380 }
381} 370}
382 371
383/* 372/*
384 * get_nearest_part(multi-object, object 2) returns the part of the 373 * get_nearest_part(multi-object, object 2) returns the part of the
385 * multi-object 1 which is closest to the second object. 374 * multi-object 1 which is closest to the second object.
386 * If it's not a multi-object, it is returned. 375 * If it's not a multi-object, it is returned.
387 */ 376 */
388 377
378object *
389object *get_nearest_part(object *op, const object *pl) { 379get_nearest_part (object *op, const object *pl)
380{
390 object *tmp,*closest; 381 object *tmp, *closest;
391 int last_dist,i; 382 int last_dist, i;
383
392 if(op->more==NULL) 384 if (op->more == NULL)
393 return op; 385 return op;
394 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 386 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
395 if((i=distance(tmp,pl))<last_dist) 387 if ((i = distance (tmp, pl)) < last_dist)
396 closest=tmp,last_dist=i; 388 closest = tmp, last_dist = i;
397 return closest; 389 return closest;
398} 390}
399 391
400/* 392/*
401 * Returns the object which has the count-variable equal to the argument. 393 * Returns the object which has the count-variable equal to the argument.
402 */ 394 */
403 395
396object *
404object *find_object(tag_t i) { 397find_object (tag_t i)
405 object *op; 398{
406 for(op=objects;op!=NULL;op=op->next) 399 for (object *op = object::first; op; op = op->next)
407 if(op->count==i) 400 if (op->count == i)
408 break; 401 return op;
402
409 return op; 403 return 0;
410} 404}
411 405
412/* 406/*
413 * Returns the first object which has a name equal to the argument. 407 * Returns the first object which has a name equal to the argument.
414 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
415 * Enables features like "patch <name-of-other-player> food 999" 409 * Enables features like "patch <name-of-other-player> food 999"
416 */ 410 */
417 411
412object *
418object *find_object_name(const char *str) { 413find_object_name (const char *str)
419 const char *name=add_string(str); 414{
415 shstr_cmp str_ (str);
420 object *op; 416 object *op;
417
421 for(op=objects;op!=NULL;op=op->next) 418 for (op = object::first; op != NULL; op = op->next)
422 if(op->name==name) 419 if (op->name == str_)
423 break; 420 break;
424 free_string(name); 421
425 return op; 422 return op;
426} 423}
427 424
425void
428void free_all_object_data(void) { 426free_all_object_data ()
429#ifdef MEMORY_DEBUG
430 object *op, *next;
431
432 for (op=free_objects; op!=NULL; ) {
433 next=op->next;
434 free(op);
435 nrofallocobjects--;
436 nroffreeobjects--;
437 op=next;
438 }
439#endif
440 LOG(llevDebug,"%d allocated objects, %d free objects, STARMAX=%d\n",
441 nrofallocobjects, nroffreeobjects,STARTMAX);
442}
443
444/*
445 * Returns the object which this object marks as being the owner.
446 * A id-scheme is used to avoid pointing to objects which have been
447 * freed and are now reused. If this is detected, the owner is
448 * set to NULL, and NULL is returned.
449 * Changed 2004-02-12 - if the player is setting at the play again
450 * prompt, he is removed, and we don't want to treat him as an owner of
451 * anything, so check removed flag. I don't expect that this should break
452 * anything - once an object is removed, it is basically dead anyways.
453 */
454
455object *get_owner(object *op) {
456 if(op->owner==NULL)
457 return NULL;
458
459 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
460 op->owner->count==op->ownercount)
461 return op->owner;
462
463 op->owner=NULL;
464 op->ownercount=0;
465 return NULL;
466}
467
468void clear_owner(object *op)
469{ 427{
470 if (!op) return; 428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
471
472 if (op->owner && op->ownercount == op->owner->count)
473 op->owner->refcount--;
474
475 op->owner = NULL;
476 op->ownercount = 0;
477} 429}
478
479
480 430
481/* 431/*
482 * Sets the owner and sets the skill and exp pointers to owner's current 432 * Sets the owner and sets the skill and exp pointers to owner's current
483 * skill and experience objects. 433 * skill and experience objects.
484 */ 434 */
485void set_owner (object *op, object *owner) 435void
436object::set_owner (object *owner)
486{ 437{
487 if(owner==NULL||op==NULL) 438 if (!owner)
488 return; 439 return;
489 440
490 /* next line added to allow objects which own objects */ 441 /* next line added to allow objects which own objects */
491 /* Add a check for ownercounts in here, as I got into an endless loop 442 /* Add a check for ownercounts in here, as I got into an endless loop
492 * with the fireball owning a poison cloud which then owned the 443 * with the fireball owning a poison cloud which then owned the
493 * fireball. I believe that was caused by one of the objects getting 444 * fireball. I believe that was caused by one of the objects getting
494 * freed and then another object replacing it. Since the ownercounts 445 * freed and then another object replacing it. Since the ownercounts
495 * didn't match, this check is valid and I believe that cause is valid. 446 * didn't match, this check is valid and I believe that cause is valid.
496 */ 447 */
497 while (owner->owner && owner!=owner->owner && 448 while (owner->owner)
498 owner->ownercount==owner->owner->count) owner=owner->owner; 449 owner = owner->owner;
499 450
500 /* IF the owner still has an owner, we did not resolve to a final owner.
501 * so lets not add to that.
502 */
503 if (owner->owner) return;
504
505 op->owner=owner; 451 this->owner = owner;
506
507 op->ownercount=owner->count;
508 owner->refcount++;
509
510}
511
512/* Set the owner to clone's current owner and set the skill and experience
513 * objects to clone's objects (typically those objects that where the owner's
514 * current skill and experience objects at the time when clone's owner was
515 * set - not the owner's current skill and experience objects).
516 *
517 * Use this function if player created an object (e.g. fire bullet, swarm
518 * spell), and this object creates further objects whose kills should be
519 * accounted for the player's original skill, even if player has changed
520 * skills meanwhile.
521 */
522void copy_owner (object *op, object *clone)
523{
524 object *owner = get_owner (clone);
525 if (owner == NULL) {
526 /* players don't have owners - they own themselves. Update
527 * as appropriate.
528 */
529 if (clone->type == PLAYER) owner=clone;
530 else return;
531 }
532 set_owner(op, owner);
533
534}
535
536/*
537 * Resets vital variables in an object
538 */
539
540void reset_object(object *op) {
541
542 op->name = NULL;
543 op->name_pl = NULL;
544 op->title = NULL;
545 op->race = NULL;
546 op->slaying = NULL;
547 op->skill = NULL;
548 op->msg = NULL;
549 op->materialname = NULL;
550 op->lore = NULL;
551 op->current_weapon_script = NULL;
552 clear_object(op);
553} 452}
554 453
555/* Zero the key_values on op, decrementing the shared-string 454/* Zero the key_values on op, decrementing the shared-string
556 * refcounts and freeing the links. 455 * refcounts and freeing the links.
557 */ 456 */
457static void
558static void free_key_values(object * op) { 458free_key_values (object *op)
559 key_value * i; 459{
560 key_value * next = NULL; 460 for (key_value *i = op->key_values; i != 0;)
561 461 {
562 if (op->key_values == NULL) return; 462 key_value *next = i->next;
463 delete i;
464
465 i = next;
563 466 }
564 for (i = op->key_values; i != NULL; i = next) { 467
565 /* Store next *first*. */
566 next = i->next;
567
568 if (i->key) FREE_AND_CLEAR_STR(i->key);
569 if (i->value) FREE_AND_CLEAR_STR(i->value);
570 i->next = NULL;
571 free(i);
572 }
573
574 op->key_values = NULL; 468 op->key_values = 0;
575} 469}
576 470
577
578/* 471/*
579 * clear_object() frees everything allocated by an object, and also
580 * clears all variables and flags to default settings.
581 */
582
583void clear_object(object *op) {
584 op->clear ();
585
586 event *evt;
587 event *evt2;
588
589 /* redo this to be simpler/more efficient. Was also seeing
590 * crashes in the old code. Move this to the top - am
591 * seeing periodic crashes in this code, and would like to have
592 * as much info available as possible (eg, object name).
593 */
594 for (evt = op->events; evt; evt=evt2) {
595 evt2 = evt->next;
596
597 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
598 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
599 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
600
601 free(evt);
602 }
603 op->events = NULL;
604
605 free_key_values(op);
606
607 /* the memset will clear all these values for us, but we need
608 * to reduce the refcount on them.
609 */
610 if (op->name!=NULL) FREE_AND_CLEAR_STR(op->name);
611 if (op->name_pl!=NULL) FREE_AND_CLEAR_STR(op->name_pl);
612 if (op->title != NULL) FREE_AND_CLEAR_STR(op->title);
613 if (op->race!=NULL) FREE_AND_CLEAR_STR(op->race);
614 if (op->slaying!=NULL) FREE_AND_CLEAR_STR(op->slaying);
615 if (op->skill!=NULL) FREE_AND_CLEAR_STR(op->skill);
616 if (op->msg!=NULL) FREE_AND_CLEAR_STR(op->msg);
617 if (op->lore!=NULL) FREE_AND_CLEAR_STR(op->lore);
618 if (op->materialname!= NULL) FREE_AND_CLEAR_STR(op->materialname);
619
620
621 memset((void*)op, 0, sizeof (object_special));
622 /* Below here, we clear things that are not done by the memset,
623 * or set default values that are not zero.
624 */
625 /* This is more or less true */
626 SET_FLAG(op, FLAG_REMOVED);
627
628
629 op->contr = NULL;
630 op->below=NULL;
631 op->above=NULL;
632 op->inv=NULL;
633 op->events=NULL;
634 op->container=NULL;
635 op->env=NULL;
636 op->more=NULL;
637 op->head=NULL;
638 op->map=NULL;
639 op->refcount=0;
640 op->active_next = NULL;
641 op->active_prev = NULL;
642 /* What is not cleared is next, prev, and count */
643
644 op->expmul=1.0;
645 op->face = blank_face;
646 op->attacked_by_count = (tag_t) -1;
647 if (settings.casting_time)
648 op->casting_time = -1;
649
650}
651
652/*
653 * copy object first frees everything allocated by the second object, 472 * copy_to first frees everything allocated by the dst object,
654 * and then copies the contends of the first object into the second 473 * and then copies the contents of itself into the second
655 * object, allocating what needs to be allocated. Basically, any 474 * object, allocating what needs to be allocated. Basically, any
656 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
657 * if the first object is freed, the pointers in the new object 476 * if the first object is freed, the pointers in the new object
658 * will point at garbage. 477 * will point at garbage.
659 */ 478 */
479void
480object::copy_to (object *dst)
481{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
660 484
661void copy_object(object *op2, object *op) { 485 *(object_copy *)dst = *this;
662 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED);
663 event *evt, *evt2, *evt_new;
664 486
665 op->clear (); 487 if (is_freed)
488 SET_FLAG (dst, FLAG_FREED);
666 489
667 /* Decrement the refcounts, but don't bother zeroing the fields; 490 if (is_removed)
668 they'll be overwritten by memcpy. */ 491 SET_FLAG (dst, FLAG_REMOVED);
669 if(op->name!=NULL) free_string(op->name);
670 if(op->name_pl!=NULL) free_string(op->name_pl);
671 if(op->title!=NULL) free_string(op->title);
672 if(op->race!=NULL) free_string(op->race);
673 if(op->slaying!=NULL) free_string(op->slaying);
674 if(op->skill!=NULL) free_string(op->skill);
675 if(op->msg!=NULL) free_string(op->msg);
676 if(op->lore!=NULL) free_string(op->lore);
677 if(op->materialname != NULL) free_string(op->materialname);
678 if(op->custom_name != NULL) free_string(op->custom_name);
679 492
680 /* Basically, same code as from clear_object() */ 493 if (speed < 0)
681 for (evt = op->events; evt; evt=evt2) {
682 evt2 = evt->next;
683
684 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
685 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
686 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
687
688 free(evt);
689 }
690 op->events = NULL;
691
692 free_key_values(op);
693
694 *(object_special *)op = *(object_special *)op2;
695 op2->clone (op);
696
697 if(is_freed) SET_FLAG(op,FLAG_FREED);
698 if(is_removed) SET_FLAG(op,FLAG_REMOVED);
699 if(op->name!=NULL) add_refcount(op->name);
700 if(op->name_pl!=NULL) add_refcount(op->name_pl);
701 if(op->title!=NULL) add_refcount(op->title);
702 if(op->race!=NULL) add_refcount(op->race);
703 if(op->slaying!=NULL) add_refcount(op->slaying);
704 if(op->skill!=NULL) add_refcount(op->skill);
705 if(op->lore!=NULL) add_refcount(op->lore);
706 if(op->msg!=NULL) add_refcount(op->msg);
707 if(op->custom_name!=NULL) add_refcount(op->custom_name);
708 if (op->materialname != NULL) add_refcount(op->materialname);
709
710 if((op2->speed<0) && !editor)
711 op->speed_left=op2->speed_left-RANDOM()%200/100.0; 494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
712 495
713 /* Copy over event information */
714 evt2 = NULL;
715 for (evt = op2->events; evt; evt=evt->next) {
716 evt_new = (event *) malloc(sizeof(event));
717 memcpy(evt_new, evt, sizeof(event));
718 if (evt_new->hook) add_refcount(evt_new->hook);
719 if (evt_new->plugin) add_refcount(evt_new->plugin);
720 if (evt_new->options) add_refcount(evt_new->options);
721 evt_new->next = NULL;
722
723 /* Try to be a little clever here, and store away the
724 * last event we copied, so that its simpler to update the
725 * pointer.
726 */
727 if (evt2)
728 evt2->next = evt_new;
729 else
730 op->events = evt_new;
731
732 evt2 = evt_new;
733 }
734 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
735 if (op2->key_values != NULL) { 497 if (key_values)
736 key_value * tail = NULL; 498 {
499 key_value *tail = 0;
737 key_value * i; 500 key_value *i;
738 501
739 op->key_values = NULL; 502 dst->key_values = 0;
740 503
741 for (i = op2->key_values; i != NULL; i = i->next) { 504 for (i = key_values; i; i = i->next)
742 key_value * new_link = (key_value *) malloc(sizeof(key_value)); 505 {
506 key_value *new_link = new key_value;
743 507
744 new_link->next = NULL; 508 new_link->next = 0;
745 new_link->key = add_refcount(i->key); 509 new_link->key = i->key;
746 if (i->value) 510 new_link->value = i->value;
747 new_link->value = add_refcount(i->value);
748 else
749 new_link->value = NULL;
750 511
751 /* Try and be clever here, too. */ 512 /* Try and be clever here, too. */
752 if (op->key_values == NULL) { 513 if (!dst->key_values)
753 op->key_values = new_link; 514 {
754 tail = new_link; 515 dst->key_values = new_link;
755 } else { 516 tail = new_link;
756 tail->next = new_link; 517 }
757 tail = new_link; 518 else
519 {
520 tail->next = new_link;
521 tail = new_link;
522 }
523 }
758 } 524 }
759 }
760 }
761 525
762 update_ob_speed(op); 526 dst->set_speed (dst->speed);
763} 527}
764 528
765/*
766 * expand_objects() allocates more objects for the list of unused objects.
767 * It is called from get_object() if the unused list is empty.
768 */
769
770void expand_objects(void) {
771 int i;
772 object *obj;
773 obj = (object *) CALLOC(OBJ_EXPAND,sizeof(object));
774
775 if(obj==NULL)
776 fatal(OUT_OF_MEMORY);
777 free_objects=obj;
778 obj[0].prev=NULL;
779 obj[0].next= &obj[1],
780 SET_FLAG(&(obj[0]), FLAG_REMOVED);
781 SET_FLAG(&(obj[0]), FLAG_FREED);
782
783 for(i=1;i<OBJ_EXPAND-1;i++) {
784 obj[i].next= &obj[i+1],
785 obj[i].prev= &obj[i-1],
786 SET_FLAG(&(obj[i]), FLAG_REMOVED);
787 SET_FLAG(&(obj[i]), FLAG_FREED);
788 }
789 obj[OBJ_EXPAND-1].prev= &obj[OBJ_EXPAND-2],
790 obj[OBJ_EXPAND-1].next=NULL,
791 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_REMOVED);
792 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_FREED);
793
794 nrofallocobjects += OBJ_EXPAND;
795 nroffreeobjects += OBJ_EXPAND;
796}
797
798/*
799 * get_object() grabs an object from the list of unused objects, makes
800 * sure it is initialised, and returns it.
801 * If there are no free objects, expand_objects() is called to get more.
802 */
803
804object *get_object(void) {
805 object *op; 529object *
806 530object::clone ()
807 if(free_objects==NULL) { 531{
808 expand_objects(); 532 object *neu = create ();
809 } 533 copy_to (neu);
810 op=free_objects;
811#ifdef MEMORY_DEBUG
812 /* The idea is hopefully by doing a realloc, the memory
813 * debugging program will now use the current stack trace to
814 * report leaks.
815 */
816 op = realloc(op, sizeof(object));
817 SET_FLAG(op, FLAG_REMOVED);
818 SET_FLAG(op, FLAG_FREED);
819#endif
820
821 if(!QUERY_FLAG(op,FLAG_FREED)) {
822 LOG(llevError,"Fatal: Getting busy object.\n");
823 }
824 free_objects=op->next;
825 if(free_objects!=NULL)
826 free_objects->prev=NULL;
827 op->count= ++ob_count;
828 op->name=NULL;
829 op->name_pl=NULL;
830 op->title=NULL;
831 op->race=NULL;
832 op->slaying=NULL;
833 op->skill = NULL;
834 op->lore=NULL;
835 op->msg=NULL;
836 op->materialname=NULL;
837 op->next=objects;
838 op->prev=NULL;
839 op->active_next = NULL;
840 op->active_prev = NULL;
841 if(objects!=NULL)
842 objects->prev=op;
843 objects=op;
844 clear_object(op);
845 SET_FLAG(op,FLAG_REMOVED);
846 nroffreeobjects--;
847 return op; 534 return neu;
848} 535}
849 536
850/* 537/*
851 * If an object with the IS_TURNABLE() flag needs to be turned due 538 * If an object with the IS_TURNABLE() flag needs to be turned due
852 * to the closest player being on the other side, this function can 539 * to the closest player being on the other side, this function can
853 * be called to update the face variable, _and_ how it looks on the map. 540 * be called to update the face variable, _and_ how it looks on the map.
854 */ 541 */
855 542void
856void update_turn_face(object *op) { 543update_turn_face (object *op)
544{
857 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
858 return; 546 return;
547
859 SET_ANIMATION(op, op->direction); 548 SET_ANIMATION (op, op->direction);
860 update_object(op,UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
861} 550}
862 551
863/* 552/*
864 * Updates the speed of an object. If the speed changes from 0 to another 553 * Updates the speed of an object. If the speed changes from 0 to another
865 * value, or vice versa, then add/remove the object from the active list. 554 * value, or vice versa, then add/remove the object from the active list.
866 * This function needs to be called whenever the speed of an object changes. 555 * This function needs to be called whenever the speed of an object changes.
867 */ 556 */
868 557void
869void update_ob_speed(object *op) { 558object::set_speed (float speed)
870 extern int arch_init; 559{
871 560 if (flag [FLAG_FREED] && speed)
872 /* No reason putting the archetypes objects on the speed list, 561 {
873 * since they never really need to be updated.
874 */
875
876 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
877 LOG(llevError,"Object %s is freed but has speed.\n", op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
878#ifdef MANY_CORES 563 speed = 0;
879 abort();
880#else
881 op->speed = 0;
882#endif
883 } 564 }
884 if (arch_init) {
885 return;
886 }
887 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
888 /* If already on active list, don't do anything */
889 if (op->active_next || op->active_prev || op==active_objects)
890 return;
891 565
892 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
893 * of the list. */ 567
894 op->active_next = active_objects; 568 if (has_active_speed ())
895 if (op->active_next!=NULL) 569 activate ();
896 op->active_next->active_prev = op;
897 active_objects = op;
898 }
899 else { 570 else
900 /* If not on the active list, nothing needs to be done */ 571 deactivate ();
901 if (!op->active_next && !op->active_prev && op!=active_objects)
902 return;
903
904 if (op->active_prev==NULL) {
905 active_objects = op->active_next;
906 if (op->active_next!=NULL)
907 op->active_next->active_prev = NULL;
908 }
909 else {
910 op->active_prev->active_next = op->active_next;
911 if (op->active_next)
912 op->active_next->active_prev = op->active_prev;
913 }
914 op->active_next = NULL;
915 op->active_prev = NULL;
916 }
917} 572}
918 573
919/* This function removes object 'op' from the list of active
920 * objects.
921 * This should only be used for style maps or other such
922 * reference maps where you don't want an object that isn't
923 * in play chewing up cpu time getting processed.
924 * The reverse of this is to call update_ob_speed, which
925 * will do the right thing based on the speed of the object.
926 */
927void remove_from_active_list(object *op)
928{
929 /* If not on the active list, nothing needs to be done */
930 if (!op->active_next && !op->active_prev && op!=active_objects)
931 return;
932
933 if (op->active_prev==NULL) {
934 active_objects = op->active_next;
935 if (op->active_next!=NULL)
936 op->active_next->active_prev = NULL;
937 }
938 else {
939 op->active_prev->active_next = op->active_next;
940 if (op->active_next)
941 op->active_next->active_prev = op->active_prev;
942 }
943 op->active_next = NULL;
944 op->active_prev = NULL;
945}
946
947/* 574/*
948 * update_object() updates the array which represents the map. 575 * update_object() updates the the map.
949 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
950 * by invisible objects by whatever is below them (unless it's another 577 * by invisible objects by whatever is below them (unless it's another
951 * invisible object, etc...) 578 * invisible object, etc...)
952 * If the object being updated is beneath a player, the look-window 579 * If the object being updated is beneath a player, the look-window
953 * of that player is updated (this might be a suboptimal way of 580 * of that player is updated (this might be a suboptimal way of
954 * updating that window, though, since update_object() is called _often_) 581 * updating that window, though, since update_object() is called _often_)
955 * 582 *
956 * action is a hint of what the caller believes need to be done. 583 * action is a hint of what the caller believes need to be done.
957 * For example, if the only thing that has changed is the face (due to
958 * an animation), we don't need to call update_position until that actually
959 * comes into view of a player. OTOH, many other things, like addition/removal
960 * of walls or living creatures may need us to update the flags now.
961 * current action are: 584 * current action are:
962 * UP_OBJ_INSERT: op was inserted 585 * UP_OBJ_INSERT: op was inserted
963 * UP_OBJ_REMOVE: op was removed 586 * UP_OBJ_REMOVE: op was removed
964 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 587 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
965 * as that is easier than trying to look at what may have changed. 588 * as that is easier than trying to look at what may have changed.
966 * UP_OBJ_FACE: only the objects face has changed. 589 * UP_OBJ_FACE: only the objects face has changed.
967 */ 590 */
968 591void
969void update_object(object *op, int action) { 592update_object (object *op, int action)
970 int update_now=0, flags; 593{
971 MoveType move_on, move_off, move_block, move_slow; 594 MoveType move_on, move_off, move_block, move_slow;
972 595
973 if (op == NULL) { 596 if (op == NULL)
597 {
974 /* this should never happen */ 598 /* this should never happen */
975 LOG(llevDebug,"update_object() called for NULL object.\n"); 599 LOG (llevDebug, "update_object() called for NULL object.\n");
976 return; 600 return;
977 }
978 601 }
979 if(op->env!=NULL) { 602
603 if (op->env)
604 {
980 /* Animation is currently handled by client, so nothing 605 /* Animation is currently handled by client, so nothing
981 * to do in this case. 606 * to do in this case.
982 */ 607 */
983 return; 608 return;
984 } 609 }
985 610
986 /* If the map is saving, don't do anything as everything is 611 /* If the map is saving, don't do anything as everything is
987 * going to get freed anyways. 612 * going to get freed anyways.
988 */ 613 */
989 if (!op->map || op->map->in_memory == MAP_SAVING) return; 614 if (!op->map || op->map->in_memory == MAP_SAVING)
990 615 return;
616
991 /* make sure the object is within map boundaries */ 617 /* make sure the object is within map boundaries */
992 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
993 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 619 {
994 LOG(llevError,"update_object() called for object out of map!\n"); 620 LOG (llevError, "update_object() called for object out of map!\n");
995#ifdef MANY_CORES 621#ifdef MANY_CORES
996 abort(); 622 abort ();
997#endif 623#endif
998 return; 624 return;
999 }
1000 625 }
1001 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
1002 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
1003 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
1004 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
1005 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
1006 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
1007 626
627 mapspace &m = op->ms ();
628
629 if (!(m.flags_ & P_UPTODATE))
630 /* nop */;
1008 if (action == UP_OBJ_INSERT) { 631 else if (action == UP_OBJ_INSERT)
632 {
633 // this is likely overkill, TODO: revisit (schmorp)
1009 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
1010 update_now=1;
1011
1012 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
1013 update_now=1; 636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
1014 637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
1015 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
1016 update_now=1; 640 || (m.move_on | op->move_on ) != m.move_on
1017 641 || (m.move_off | op->move_off ) != m.move_off
1018 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 642 || (m.move_slow | op->move_slow) != m.move_slow
1019 update_now=1;
1020
1021 if ((move_on | op->move_on) != move_on) update_now=1;
1022 if ((move_off | op->move_off) != move_off) update_now=1;
1023 /* This isn't perfect, but I don't expect a lot of objects to 643 /* This isn't perfect, but I don't expect a lot of objects to
1024 * to have move_allow right now. 644 * to have move_allow right now.
1025 */ 645 */
1026 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
1027 update_now=1; 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
1028 if ((move_slow | op->move_slow) != move_slow) update_now=1; 648 m.flags_ = 0;
1029 } 649 }
1030 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
1031 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
1032 * that is being removed. 652 * that is being removed.
1033 */ 653 */
1034 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
1035 update_now=1; 655 m.flags_ = 0;
1036 } else if (action == UP_OBJ_FACE) { 656 else if (action == UP_OBJ_FACE)
1037 /* Nothing to do for that case */ 657 /* Nothing to do for that case */ ;
1038 }
1039 else { 658 else
1040 LOG(llevError,"update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
1041 }
1042 660
1043 if (update_now) {
1044 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
1045 update_position(op->map, op->x, op->y);
1046 }
1047
1048 if(op->more!=NULL) 661 if (op->more)
1049 update_object(op->more, action); 662 update_object (op->more, action);
1050} 663}
1051 664
665object *object::first;
1052 666
1053/* 667object::object ()
1054 * free_object() frees everything allocated by an object, removes 668{
1055 * it from the list of used objects, and puts it on the list of
1056 * free objects. The IS_FREED() flag is set in the object.
1057 * The object must have been removed by remove_ob() first for
1058 * this function to succeed.
1059 *
1060 * If free_inventory is set, free inventory as well. Else drop items in
1061 * inventory to the ground.
1062 */
1063
1064void free_object(object *ob) {
1065 free_object2(ob, 0);
1066}
1067void free_object2(object *ob, int free_inventory) {
1068 object *tmp,*op;
1069
1070 ob->clear ();
1071
1072 if (!QUERY_FLAG(ob,FLAG_REMOVED)) {
1073 LOG(llevDebug,"Free object called with non removed object\n");
1074 dump_object(ob);
1075#ifdef MANY_CORES
1076 abort();
1077#endif
1078 }
1079 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) {
1080 LOG(llevMonster,"Warning: tried to free friendly object.\n");
1081 remove_friendly_object(ob);
1082 }
1083 if(QUERY_FLAG(ob,FLAG_FREED)) {
1084 dump_object(ob);
1085 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg);
1086 return;
1087 }
1088 if(ob->more!=NULL) {
1089 free_object2(ob->more, free_inventory);
1090 ob->more=NULL;
1091 }
1092 if (ob->inv) {
1093 /* Only if the space blocks everything do we not process -
1094 * if some form of movemnt is allowed, let objects
1095 * drop on that space.
1096 */
1097 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY ||
1098 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL))
1099 {
1100 op=ob->inv;
1101 while(op!=NULL) {
1102 tmp=op->below;
1103 remove_ob(op);
1104 free_object2(op, free_inventory);
1105 op=tmp;
1106 }
1107 }
1108 else { /* Put objects in inventory onto this space */
1109 op=ob->inv;
1110 while(op!=NULL) {
1111 tmp=op->below;
1112 remove_ob(op);
1113 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) ||
1114 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
1115 free_object(op);
1116 else {
1117 op->x=ob->x;
1118 op->y=ob->y;
1119 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */
1120 }
1121 op=tmp;
1122 }
1123 }
1124 }
1125 /* Remove object from the active list */
1126 ob->speed = 0;
1127 update_ob_speed(ob);
1128
1129 SET_FLAG(ob, FLAG_FREED); 669 SET_FLAG (this, FLAG_REMOVED);
1130 ob->count = 0;
1131 670
671 expmul = 1.0;
672 face = blank_face;
673}
674
675object::~object ()
676{
677 free_key_values (this);
678}
679
680void object::link ()
681{
682 count = ++ob_count;
683 uuid = gen_uuid ();
684
685 prev = 0;
686 next = object::first;
687
688 if (object::first)
689 object::first->prev = this;
690
691 object::first = this;
692}
693
694void object::unlink ()
695{
696 if (this == object::first)
697 object::first = next;
698
1132 /* Remove this object from the list of used objects */ 699 /* Remove this object from the list of used objects */
1133 if(ob->prev==NULL) { 700 if (prev) prev->next = next;
1134 objects=ob->next; 701 if (next) next->prev = prev;
1135 if(objects!=NULL)
1136 objects->prev=NULL;
1137 }
1138 else {
1139 ob->prev->next=ob->next;
1140 if(ob->next!=NULL)
1141 ob->next->prev=ob->prev;
1142 }
1143
1144 if(ob->name!=NULL) FREE_AND_CLEAR_STR(ob->name);
1145 if(ob->name_pl!=NULL) FREE_AND_CLEAR_STR(ob->name_pl);
1146 if(ob->title!=NULL) FREE_AND_CLEAR_STR(ob->title);
1147 if(ob->race!=NULL) FREE_AND_CLEAR_STR(ob->race);
1148 if(ob->slaying!=NULL) FREE_AND_CLEAR_STR(ob->slaying);
1149 if(ob->skill!=NULL) FREE_AND_CLEAR_STR(ob->skill);
1150 if(ob->lore!=NULL) FREE_AND_CLEAR_STR(ob->lore);
1151 if(ob->msg!=NULL) FREE_AND_CLEAR_STR(ob->msg);
1152 if(ob->materialname!=NULL) FREE_AND_CLEAR_STR(ob->materialname);
1153 702
703 prev = 0;
704 next = 0;
705}
706
707bool
708object::active () const
709{
710 return active_next || active_prev || this == active_objects;
711}
712
713void
714object::activate ()
715{
716 /* If already on active list, don't do anything */
717 if (active ())
718 return;
719
720 if (has_active_speed ())
1154 721 {
1155 /* Why aren't events freed? */ 722 /* process_events() expects us to insert the object at the beginning
1156 free_key_values(ob); 723 * of the list. */
724 active_next = active_objects;
1157 725
1158#if 0 /* MEMORY_DEBUG*/ 726 if (active_next)
1159 /* This is a nice idea. Unfortunately, a lot of the code in crossfire 727 active_next->active_prev = this;
1160 * presumes the freed_object will stick around for at least a little 728
1161 * bit 729 active_objects = this;
1162 */ 730 }
1163 /* this is necessary so that memory debugging programs will 731}
1164 * be able to accurately report source of malloc. If we recycle 732
1165 * objects, then some other area may be doing the get_object 733void
1166 * and not freeing it, but the original one that malloc'd the 734object::activate_recursive ()
1167 * object will get the blame. 735{
736 activate ();
737
738 for (object *op = inv; op; op = op->below)
739 op->activate_recursive ();
740}
741
742/* This function removes object 'op' from the list of active
743 * objects.
744 * This should only be used for style maps or other such
745 * reference maps where you don't want an object that isn't
746 * in play chewing up cpu time getting processed.
747 * The reverse of this is to call update_ob_speed, which
748 * will do the right thing based on the speed of the object.
749 */
750void
751object::deactivate ()
752{
753 /* If not on the active list, nothing needs to be done */
754 if (!active ())
755 return;
756
757 if (active_prev == 0)
758 {
759 active_objects = active_next;
760 if (active_next)
761 active_next->active_prev = 0;
762 }
763 else
764 {
765 active_prev->active_next = active_next;
766 if (active_next)
767 active_next->active_prev = active_prev;
768 }
769
770 active_next = 0;
771 active_prev = 0;
772}
773
774void
775object::deactivate_recursive ()
776{
777 for (object *op = inv; op; op = op->below)
778 op->deactivate_recursive ();
779
780 deactivate ();
781}
782
783void
784object::set_flag_inv (int flag, int value)
785{
786 for (object *op = inv; op; op = op->below)
787 {
788 op->flag [flag] = value;
789 op->set_flag_inv (flag, value);
790 }
791}
792
793/*
794 * Remove and free all objects in the inventory of the given object.
795 * object.c ?
796 */
797void
798object::destroy_inv (bool drop_to_ground)
799{
800 // need to check first, because the checks below might segfault
801 // as we might be on an invalid mapspace and crossfire code
802 // is too buggy to ensure that the inventory is empty.
803 // corollary: if you create arrows etc. with stuff in tis inventory,
804 // cf will crash below with off-map x and y
805 if (!inv)
806 return;
807
808 /* Only if the space blocks everything do we not process -
809 * if some form of movement is allowed, let objects
810 * drop on that space.
1168 */ 811 */
1169 free(ob); 812 if (!drop_to_ground
1170#else 813 || !map
814 || map->in_memory != MAP_IN_MEMORY
815 || ms ().move_block == MOVE_ALL)
816 {
817 while (inv)
818 {
819 inv->destroy_inv (drop_to_ground);
820 inv->destroy ();
821 }
822 }
823 else
824 { /* Put objects in inventory onto this space */
825 while (inv)
826 {
827 object *op = inv;
1171 828
1172 /* Now link it with the free_objects list: */ 829 if (op->flag [FLAG_STARTEQUIP]
1173 ob->prev=NULL; 830 || op->flag [FLAG_NO_DROP]
1174 ob->next=free_objects; 831 || op->type == RUNE
1175 if(free_objects!=NULL) 832 || op->type == TRAP
1176 free_objects->prev=ob; 833 || op->flag [FLAG_IS_A_TEMPLATE])
1177 free_objects=ob; 834 op->destroy ();
1178 nroffreeobjects++; 835 else
1179#endif 836 map->insert (op, x, y);
837 }
838 }
1180} 839}
1181 840
1182/* 841object *object::create ()
1183 * count_free() returns the number of objects on the list of free objects. 842{
1184 */
1185
1186int count_free(void) {
1187 int i=0;
1188 object *tmp=free_objects; 843 object *op = new object;
1189 while(tmp!=NULL) 844 op->link ();
1190 tmp=tmp->next, i++;
1191 return i; 845 return op;
1192} 846}
1193 847
1194/* 848void
1195 * count_used() returns the number of objects on the list of used objects. 849object::do_destroy ()
1196 */ 850{
851 if (flag [FLAG_IS_LINKED])
852 remove_button_link (this);
1197 853
1198int count_used(void) { 854 if (flag [FLAG_FRIENDLY])
1199 int i=0; 855 remove_friendly_object (this);
1200 object *tmp=objects; 856
1201 while(tmp!=NULL) 857 if (!flag [FLAG_REMOVED])
1202 tmp=tmp->next, i++; 858 remove ();
859
860 if (flag [FLAG_FREED])
1203 return i; 861 return;
1204}
1205 862
1206/* 863 set_speed (0);
1207 * count_active() returns the number of objects on the list of active objects.
1208 */
1209 864
1210int count_active(void) { 865 flag [FLAG_FREED] = 1;
1211 int i=0; 866
1212 object *tmp=active_objects; 867 attachable::do_destroy ();
1213 while(tmp!=NULL) 868
1214 tmp=tmp->active_next, i++; 869 destroy_inv (true);
870 unlink ();
871
872 // hack to ensure that freed objects still have a valid map
873 {
874 static maptile *freed_map; // freed objects are moved here to avoid crashes
875
876 if (!freed_map)
877 {
878 freed_map = new maptile;
879
880 freed_map->name = "/internal/freed_objects_map";
881 freed_map->width = 3;
882 freed_map->height = 3;
883
884 freed_map->alloc ();
885 freed_map->in_memory = MAP_IN_MEMORY;
886 }
887
888 map = freed_map;
889 x = 1;
890 y = 1;
891 }
892
893 head = 0;
894
895 if (more)
896 {
897 more->destroy ();
898 more = 0;
899 }
900
901 // clear those pointers that likely might have circular references to us
902 owner = 0;
903 enemy = 0;
904 attacked_by = 0;
905
906 // only relevant for players(?), but make sure of it anyways
907 contr = 0;
908}
909
910void
911object::destroy (bool destroy_inventory)
912{
913 if (destroyed ())
1215 return i; 914 return;
915
916 if (destroy_inventory)
917 destroy_inv (false);
918
919 attachable::destroy ();
1216} 920}
1217 921
1218/* 922/*
1219 * sub_weight() recursively (outwards) subtracts a number from the 923 * sub_weight() recursively (outwards) subtracts a number from the
1220 * weight of an object (and what is carried by it's environment(s)). 924 * weight of an object (and what is carried by it's environment(s)).
1221 */ 925 */
1222 926void
1223void sub_weight (object *op, signed long weight) { 927sub_weight (object *op, signed long weight)
928{
1224 while (op != NULL) { 929 while (op != NULL)
930 {
1225 if (op->type == CONTAINER) { 931 if (op->type == CONTAINER)
1226 weight=(signed long)(weight*(100-op->stats.Str)/100); 932 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1227 } 933
1228 op->carrying-=weight; 934 op->carrying -= weight;
1229 op = op->env; 935 op = op->env;
1230 } 936 }
1231} 937}
1232 938
1233/* remove_ob(op): 939/* op->remove ():
1234 * This function removes the object op from the linked list of objects 940 * This function removes the object op from the linked list of objects
1235 * which it is currently tied to. When this function is done, the 941 * which it is currently tied to. When this function is done, the
1236 * object will have no environment. If the object previously had an 942 * object will have no environment. If the object previously had an
1237 * environment, the x and y coordinates will be updated to 943 * environment, the x and y coordinates will be updated to
1238 * the previous environment. 944 * the previous environment.
1239 * Beware: This function is called from the editor as well! 945 * Beware: This function is called from the editor as well!
1240 */ 946 */
1241 947void
1242void remove_ob(object *op) { 948object::remove ()
949{
1243 object *tmp,*last=NULL; 950 object *tmp, *last = 0;
1244 object *otmp; 951 object *otmp;
1245 tag_t tag;
1246 int check_walk_off;
1247 mapstruct *m;
1248 sint16 x,y;
1249
1250 952
1251 if(QUERY_FLAG(op,FLAG_REMOVED)) { 953 if (QUERY_FLAG (this, FLAG_REMOVED))
1252 dump_object(op); 954 return;
1253 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1254 955
1255 /* Changed it to always dump core in this case. As has been learned
1256 * in the past, trying to recover from errors almost always
1257 * make things worse, and this is a real error here - something
1258 * that should not happen.
1259 * Yes, if this was a mission critical app, trying to do something
1260 * to recover may make sense, but that is because failure of the app
1261 * may have other disastrous problems. Cf runs out of a script
1262 * so is easily enough restarted without any real problems.
1263 * MSW 2001-07-01
1264 */
1265 abort();
1266 }
1267 if(op->more!=NULL)
1268 remove_ob(op->more);
1269
1270 SET_FLAG(op, FLAG_REMOVED); 956 SET_FLAG (this, FLAG_REMOVED);
957 INVOKE_OBJECT (REMOVE, this);
1271 958
959 if (more)
960 more->remove ();
961
1272 /* 962 /*
1273 * In this case, the object to be removed is in someones 963 * In this case, the object to be removed is in someones
1274 * inventory. 964 * inventory.
1275 */ 965 */
1276 if(op->env!=NULL) { 966 if (env)
1277 if(op->nrof) 967 {
968 if (nrof)
1278 sub_weight(op->env, op->weight*op->nrof); 969 sub_weight (env, weight * nrof);
1279 else 970 else
1280 sub_weight(op->env, op->weight+op->carrying); 971 sub_weight (env, weight + carrying);
1281 972
1282 /* NO_FIX_PLAYER is set when a great many changes are being 973 /* NO_FIX_PLAYER is set when a great many changes are being
1283 * made to players inventory. If set, avoiding the call 974 * made to players inventory. If set, avoiding the call
1284 * to save cpu time. 975 * to save cpu time.
1285 */ 976 */
1286 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 977 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1287 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 978 otmp->update_stats ();
1288 fix_player(otmp);
1289 979
1290 if(op->above!=NULL) 980 if (above)
1291 op->above->below=op->below; 981 above->below = below;
1292 else 982 else
1293 op->env->inv=op->below; 983 env->inv = below;
1294 984
1295 if(op->below!=NULL) 985 if (below)
1296 op->below->above=op->above; 986 below->above = above;
1297 987
1298 /* we set up values so that it could be inserted into 988 /* we set up values so that it could be inserted into
1299 * the map, but we don't actually do that - it is up 989 * the map, but we don't actually do that - it is up
1300 * to the caller to decide what we want to do. 990 * to the caller to decide what we want to do.
1301 */
1302 op->x=op->env->x,op->y=op->env->y;
1303 op->ox=op->x,op->oy=op->y;
1304 op->map=op->env->map;
1305 op->above=NULL,op->below=NULL;
1306 op->env=NULL;
1307 return;
1308 }
1309
1310 /* If we get here, we are removing it from a map */
1311 if (op->map == NULL) return;
1312
1313 x = op->x;
1314 y = op->y;
1315 m = get_map_from_coord(op->map, &x, &y);
1316
1317 if (!m) {
1318 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1319 op->map->path, op->x, op->y);
1320 /* in old days, we used to set x and y to 0 and continue.
1321 * it seems if we get into this case, something is probablye
1322 * screwed up and should be fixed.
1323 */
1324 abort();
1325 }
1326 if (op->map != m) {
1327 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1328 op->map->path, m->path, op->x, op->y, x, y);
1329 }
1330
1331 /* Re did the following section of code - it looks like it had
1332 * lots of logic for things we no longer care about
1333 */ 991 */
992 x = env->x, y = env->y;
993 map = env->map;
994 above = 0, below = 0;
995 env = 0;
996 }
997 else if (map)
998 {
999 if (type == PLAYER)
1000 {
1001 --map->players;
1002 map->touch ();
1003 }
1334 1004
1005 map->dirty = true;
1006
1335 /* link the object above us */ 1007 /* link the object above us */
1336 if (op->above) 1008 if (above)
1337 op->above->below=op->below; 1009 above->below = below;
1338 else 1010 else
1339 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */ 1011 map->at (x, y).top = below; /* we were top, set new top */
1340 1012
1341 /* Relink the object below us, if there is one */ 1013 /* Relink the object below us, if there is one */
1342 if(op->below) { 1014 if (below)
1343 op->below->above=op->above; 1015 below->above = above;
1344 } else { 1016 else
1017 {
1345 /* Nothing below, which means we need to relink map object for this space 1018 /* Nothing below, which means we need to relink map object for this space
1346 * use translated coordinates in case some oddness with map tiling is 1019 * use translated coordinates in case some oddness with map tiling is
1347 * evident 1020 * evident
1348 */ 1021 */
1349 if(GET_MAP_OB(m,x,y)!=op) { 1022 if (GET_MAP_OB (map, x, y) != this)
1350 dump_object(op); 1023 {
1024 char *dump = dump_object (this);
1025 LOG (llevError,
1351 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); 1026 "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);
1352 dump_object(GET_MAP_OB(m,x,y)); 1027 free (dump);
1353 LOG(llevError,"%s\n",errmsg); 1028 dump = dump_object (GET_MAP_OB (map, x, y));
1354 } 1029 LOG (llevError, "%s\n", dump);
1355 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 1030 free (dump);
1356 } 1031 }
1357 op->above=NULL;
1358 op->below=NULL;
1359 1032
1033 map->at (x, y).bot = above; /* goes on above it. */
1034 }
1035
1036 above = 0;
1037 below = 0;
1038
1360 if (op->map->in_memory == MAP_SAVING) 1039 if (map->in_memory == MAP_SAVING)
1361 return; 1040 return;
1362 1041
1363 tag = op->count; 1042 int check_walk_off = !flag [FLAG_NO_APPLY];
1364 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1043
1365 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1044 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1045 {
1366 /* No point updating the players look faces if he is the object 1046 /* No point updating the players look faces if he is the object
1367 * being removed. 1047 * being removed.
1368 */ 1048 */
1369 1049
1370 if(tmp->type==PLAYER && tmp!=op) { 1050 if (tmp->type == PLAYER && tmp != this)
1051 {
1371 /* If a container that the player is currently using somehow gets 1052 /* If a container that the player is currently using somehow gets
1372 * removed (most likely destroyed), update the player view 1053 * removed (most likely destroyed), update the player view
1373 * appropriately. 1054 * appropriately.
1374 */ 1055 */
1375 if (tmp->container==op) { 1056 if (tmp->container == this)
1376 CLEAR_FLAG(op, FLAG_APPLIED); 1057 {
1377 tmp->container=NULL; 1058 flag [FLAG_APPLIED] = 0;
1378 } 1059 tmp->container = 0;
1379 tmp->contr->socket.update_look=1; 1060 }
1380 } 1061
1062 if (tmp->contr->ns)
1063 tmp->contr->ns->floorbox_update ();
1064 }
1065
1381 /* See if player moving off should effect something */ 1066 /* See if object moving off should effect something */
1382 if (check_walk_off && ((op->move_type & tmp->move_off) && 1067 if (check_walk_off
1068 && ((move_type & tmp->move_off)
1383 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1069 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1070 {
1071 move_apply (tmp, this, 0);
1384 1072
1385 move_apply(tmp, op, NULL); 1073 if (destroyed ())
1386 if (was_destroyed (op, tag)) { 1074 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1387 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1075 }
1388 "leaving object\n", tmp->name, tmp->arch->name);
1389 }
1390 }
1391 1076
1392 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1077 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1393 1078 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1394 if(tmp->above == tmp) 1079 if (tmp->above == tmp)
1395 tmp->above = NULL; 1080 tmp->above = 0;
1396 last=tmp; 1081
1397 } 1082 last = tmp;
1083 }
1084
1398 /* last == NULL of there are no objects on this space */ 1085 /* last == NULL if there are no objects on this space */
1399 if (last==NULL) { 1086 //TODO: this makes little sense, why only update the topmost object?
1400 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1087 if (!last)
1401 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1088 map->at (x, y).flags_ = 0;
1402 * those out anyways, and if there are any flags set right now, they won't
1403 * be correct anyways.
1404 */
1405 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1406 update_position(op->map, op->x, op->y);
1407 }
1408 else 1089 else
1409 update_object(last, UP_OBJ_REMOVE); 1090 update_object (last, UP_OBJ_REMOVE);
1410 1091
1411 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1092 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1412 update_all_los(op->map, op->x, op->y); 1093 update_all_los (map, x, y);
1413 1094 }
1414} 1095}
1415 1096
1416/* 1097/*
1417 * merge_ob(op,top): 1098 * merge_ob(op,top):
1418 * 1099 *
1419 * This function goes through all objects below and including top, and 1100 * This function goes through all objects below and including top, and
1420 * merges op to the first matching object. 1101 * merges op to the first matching object.
1421 * If top is NULL, it is calculated. 1102 * If top is NULL, it is calculated.
1422 * Returns pointer to object if it succeded in the merge, otherwise NULL 1103 * Returns pointer to object if it succeded in the merge, otherwise NULL
1423 */ 1104 */
1424 1105object *
1425object *merge_ob(object *op, object *top) { 1106merge_ob (object *op, object *top)
1107{
1426 if(!op->nrof) 1108 if (!op->nrof)
1427 return 0; 1109 return 0;
1428 if(top==NULL) 1110
1111 if (top)
1429 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1112 for (top = op; top && top->above; top = top->above)
1113 ;
1114
1430 for(;top!=NULL;top=top->below) { 1115 for (; top; top = top->below)
1116 {
1431 if(top==op) 1117 if (top == op)
1432 continue; 1118 continue;
1433 if (CAN_MERGE(op,top)) 1119
1434 { 1120 if (object::can_merge (op, top))
1121 {
1435 top->nrof+=op->nrof; 1122 top->nrof += op->nrof;
1123
1436/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1124/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1437 op->weight = 0; /* Don't want any adjustements now */ 1125 op->weight = 0; /* Don't want any adjustements now */
1438 remove_ob(op); 1126 op->destroy ();
1439 free_object(op);
1440 return top; 1127 return top;
1441 } 1128 }
1442 } 1129 }
1130
1443 return NULL; 1131 return 0;
1444} 1132}
1445 1133
1446/* 1134/*
1447 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1135 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1448 * job preparing multi-part monsters 1136 * job preparing multi-part monsters
1449 */ 1137 */
1138object *
1450object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1139insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1451 object* tmp; 1140{
1452 if (op->head) 1141 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1453 op=op->head; 1142 {
1454 for (tmp=op;tmp;tmp=tmp->more){
1455 tmp->x=x+tmp->arch->clone.x; 1143 tmp->x = x + tmp->arch->clone.x;
1456 tmp->y=y+tmp->arch->clone.y; 1144 tmp->y = y + tmp->arch->clone.y;
1457 } 1145 }
1146
1458 return insert_ob_in_map (op, m, originator, flag); 1147 return insert_ob_in_map (op, m, originator, flag);
1459} 1148}
1460 1149
1461/* 1150/*
1462 * insert_ob_in_map (op, map, originator, flag): 1151 * insert_ob_in_map (op, map, originator, flag):
1463 * This function inserts the object in the two-way linked list 1152 * This function inserts the object in the two-way linked list
1476 * Return value: 1165 * Return value:
1477 * new object if 'op' was merged with other object 1166 * new object if 'op' was merged with other object
1478 * NULL if 'op' was destroyed 1167 * NULL if 'op' was destroyed
1479 * just 'op' otherwise 1168 * just 'op' otherwise
1480 */ 1169 */
1481 1170object *
1482object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1171insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1483{ 1172{
1484 object *tmp, *top, *floor=NULL; 1173 object *tmp, *top, *floor = NULL;
1485 sint16 x,y; 1174 sint16 x, y;
1486 1175
1487 if (QUERY_FLAG (op, FLAG_FREED)) { 1176 if (QUERY_FLAG (op, FLAG_FREED))
1177 {
1488 LOG (llevError, "Trying to insert freed object!\n"); 1178 LOG (llevError, "Trying to insert freed object!\n");
1489 return NULL; 1179 return NULL;
1180 }
1181
1182 if (!m)
1490 } 1183 {
1491 if(m==NULL) { 1184 char *dump = dump_object (op);
1492 dump_object(op);
1493 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1185 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1494 return op; 1186 free (dump);
1187 return op;
1495 } 1188 }
1189
1496 if(out_of_map(m,op->x,op->y)) { 1190 if (out_of_map (m, op->x, op->y))
1497 dump_object(op); 1191 {
1192 char *dump = dump_object (op);
1498 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1193 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1499#ifdef MANY_CORES 1194#ifdef MANY_CORES
1500 /* Better to catch this here, as otherwise the next use of this object 1195 /* Better to catch this here, as otherwise the next use of this object
1501 * is likely to cause a crash. Better to find out where it is getting 1196 * is likely to cause a crash. Better to find out where it is getting
1502 * improperly inserted. 1197 * improperly inserted.
1503 */ 1198 */
1504 abort(); 1199 abort ();
1505#endif 1200#endif
1506 return op; 1201 free (dump);
1202 return op;
1507 } 1203 }
1204
1508 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1205 if (!QUERY_FLAG (op, FLAG_REMOVED))
1509 dump_object(op); 1206 {
1207 char *dump = dump_object (op);
1510 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1208 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1511 return op; 1209 free (dump);
1210 return op;
1211 }
1212
1213 if (op->more)
1512 } 1214 {
1513 if(op->more!=NULL) {
1514 /* The part may be on a different map. */ 1215 /* The part may be on a different map. */
1515 1216
1516 object *more = op->more; 1217 object *more = op->more;
1517 1218
1518 /* We really need the caller to normalize coordinates - if 1219 /* We really need the caller to normalise coordinates - if
1519 * we set the map, that doesn't work if the location is within 1220 * we set the map, that doesn't work if the location is within
1520 * a map and this is straddling an edge. So only if coordinate 1221 * a map and this is straddling an edge. So only if coordinate
1521 * is clear wrong do we normalize it. 1222 * is clear wrong do we normalise it.
1522 */ 1223 */
1523 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1224 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1524 /* Debugging information so you can see the last coordinates this object had */
1525 more->ox = more->x;
1526 more->oy = more->y;
1527 more->map = get_map_from_coord(m, &more->x, &more->y); 1225 more->map = get_map_from_coord (m, &more->x, &more->y);
1528 } else if (!more->map) { 1226 else if (!more->map)
1227 {
1529 /* For backwards compatibility - when not dealing with tiled maps, 1228 /* For backwards compatibility - when not dealing with tiled maps,
1530 * more->map should always point to the parent. 1229 * more->map should always point to the parent.
1531 */ 1230 */
1532 more->map = m; 1231 more->map = m;
1533 } 1232 }
1534 1233
1535 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1234 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1235 {
1536 if ( ! op->head) 1236 if (!op->head)
1537 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1237 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1538 return NULL; 1238
1539 } 1239 return 0;
1240 }
1540 } 1241 }
1242
1541 CLEAR_FLAG(op,FLAG_REMOVED); 1243 CLEAR_FLAG (op, FLAG_REMOVED);
1542 1244
1543 /* Debugging information so you can see the last coordinates this object had */
1544 op->ox=op->x;
1545 op->oy=op->y;
1546
1547 /* Ideally, the caller figures this out. However, it complicates a lot 1245 /* Ideally, the caller figures this out. However, it complicates a lot
1548 * of areas of callers (eg, anything that uses find_free_spot would now 1246 * of areas of callers (eg, anything that uses find_free_spot would now
1549 * need extra work 1247 * need extra work
1550 */ 1248 */
1551 op->map=get_map_from_coord(m, &op->x, &op->y); 1249 op->map = get_map_from_coord (m, &op->x, &op->y);
1552 x = op->x; 1250 x = op->x;
1553 y = op->y; 1251 y = op->y;
1554 1252
1555 /* this has to be done after we translate the coordinates. 1253 /* this has to be done after we translate the coordinates.
1556 */ 1254 */
1557 if(op->nrof && !(flag & INS_NO_MERGE)) { 1255 if (op->nrof && !(flag & INS_NO_MERGE))
1558 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1256 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1559 if (CAN_MERGE(op,tmp)) { 1257 if (object::can_merge (op, tmp))
1560 op->nrof+=tmp->nrof; 1258 {
1561 remove_ob(tmp); 1259 op->nrof += tmp->nrof;
1562 free_object(tmp); 1260 tmp->destroy ();
1563 } 1261 }
1564 }
1565 1262
1566 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1263 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1567 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1264 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1265
1568 if (!QUERY_FLAG(op, FLAG_ALIVE)) 1266 if (!QUERY_FLAG (op, FLAG_ALIVE))
1569 CLEAR_FLAG(op, FLAG_NO_STEAL); 1267 CLEAR_FLAG (op, FLAG_NO_STEAL);
1570 1268
1571 if (flag & INS_BELOW_ORIGINATOR) { 1269 if (flag & INS_BELOW_ORIGINATOR)
1270 {
1572 if (originator->map != op->map || originator->x != op->x || 1271 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1573 originator->y != op->y) { 1272 {
1574 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1273 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1575 abort(); 1274 abort ();
1576 } 1275 }
1276
1577 op->above = originator; 1277 op->above = originator;
1578 op->below = originator->below; 1278 op->below = originator->below;
1579 if (op->below) op->below->above = op; 1279
1580 else SET_MAP_OB(op->map, op->x, op->y, op); 1280 if (op->below)
1281 op->below->above = op;
1282 else
1283 op->ms ().bot = op;
1284
1581 /* since *below* originator, no need to update top */ 1285 /* since *below* originator, no need to update top */
1582 originator->below = op; 1286 originator->below = op;
1583 } else { 1287 }
1288 else
1289 {
1584 /* If there are other objects, then */ 1290 /* If there are other objects, then */
1585 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) { 1291 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1586 object *last=NULL; 1292 {
1587 /* 1293 object *last = 0;
1294
1295 /*
1588 * If there are multiple objects on this space, we do some trickier handling. 1296 * If there are multiple objects on this space, we do some trickier handling.
1589 * We've already dealt with merging if appropriate. 1297 * We've already dealt with merging if appropriate.
1590 * Generally, we want to put the new object on top. But if 1298 * Generally, we want to put the new object on top. But if
1591 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1299 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1592 * floor, we want to insert above that and no further. 1300 * floor, we want to insert above that and no further.
1593 * Also, if there are spell objects on this space, we stop processing 1301 * Also, if there are spell objects on this space, we stop processing
1594 * once we get to them. This reduces the need to traverse over all of 1302 * once we get to them. This reduces the need to traverse over all of
1595 * them when adding another one - this saves quite a bit of cpu time 1303 * them when adding another one - this saves quite a bit of cpu time
1596 * when lots of spells are cast in one area. Currently, it is presumed 1304 * when lots of spells are cast in one area. Currently, it is presumed
1597 * that flying non pickable objects are spell objects. 1305 * that flying non pickable objects are spell objects.
1598 */ 1306 */
1307 while (top)
1308 {
1309 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1310 floor = top;
1599 1311
1600 while (top != NULL) { 1312 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1601 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1602 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1603 if (QUERY_FLAG(top, FLAG_NO_PICK)
1604 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1605 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1606 { 1313 {
1607 /* We insert above top, so we want this object below this */ 1314 /* We insert above top, so we want this object below this */
1608 top=top->below; 1315 top = top->below;
1609 break; 1316 break;
1610 } 1317 }
1611 last = top; 1318
1612 top = top->above; 1319 last = top;
1613 } 1320 top = top->above;
1321 }
1322
1614 /* Don't want top to be NULL, so set it to the last valid object */ 1323 /* Don't want top to be NULL, so set it to the last valid object */
1615 top = last; 1324 top = last;
1616 1325
1617 /* We let update_position deal with figuring out what the space 1326 /* We let update_position deal with figuring out what the space
1618 * looks like instead of lots of conditions here. 1327 * looks like instead of lots of conditions here.
1619 * makes things faster, and effectively the same result. 1328 * makes things faster, and effectively the same result.
1620 */ 1329 */
1621 1330
1622 /* Have object 'fall below' other objects that block view. 1331 /* Have object 'fall below' other objects that block view.
1623 * Unless those objects are exits, type 66 1332 * Unless those objects are exits, type 66
1624 * If INS_ON_TOP is used, don't do this processing 1333 * If INS_ON_TOP is used, don't do this processing
1625 * Need to find the object that in fact blocks view, otherwise 1334 * Need to find the object that in fact blocks view, otherwise
1626 * stacking is a bit odd. 1335 * stacking is a bit odd.
1627 */ 1336 */
1628 if (!(flag & INS_ON_TOP) && 1337 if (!(flag & INS_ON_TOP) &&
1629 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && 1338 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1630 (op->face && !op->face->visibility)) { 1339 {
1631 for (last=top; last != floor; last=last->below) 1340 for (last = top; last != floor; last = last->below)
1632 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break; 1341 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1342 break;
1633 /* Check to see if we found the object that blocks view, 1343 /* Check to see if we found the object that blocks view,
1634 * and make sure we have a below pointer for it so that 1344 * and make sure we have a below pointer for it so that
1635 * we can get inserted below this one, which requires we 1345 * we can get inserted below this one, which requires we
1636 * set top to the object below us. 1346 * set top to the object below us.
1637 */ 1347 */
1638 if (last && last->below && last != floor) top=last->below; 1348 if (last && last->below && last != floor)
1639 } 1349 top = last->below;
1640 } /* If objects on this space */ 1350 }
1351 } /* If objects on this space */
1352
1641 if (flag & INS_MAP_LOAD) 1353 if (flag & INS_MAP_LOAD)
1642 top = GET_MAP_TOP(op->map,op->x,op->y); 1354 top = GET_MAP_TOP (op->map, op->x, op->y);
1355
1643 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1356 if (flag & INS_ABOVE_FLOOR_ONLY)
1357 top = floor;
1644 1358
1645 /* Top is the object that our object (op) is going to get inserted above. 1359 /* Top is the object that our object (op) is going to get inserted above.
1646 */ 1360 */
1647 1361
1648 /* First object on this space */ 1362 /* First object on this space */
1649 if (!top) { 1363 if (!top)
1364 {
1650 op->above = GET_MAP_OB(op->map, op->x, op->y); 1365 op->above = GET_MAP_OB (op->map, op->x, op->y);
1651 if (op->above) op->above->below = op; 1366
1652 op->below = NULL; 1367 if (op->above)
1653 SET_MAP_OB(op->map, op->x, op->y, op); 1368 op->above->below = op;
1654 } else { /* get inserted into the stack above top */ 1369
1370 op->below = 0;
1371 op->ms ().bot = op;
1372 }
1373 else
1374 { /* get inserted into the stack above top */
1655 op->above = top->above; 1375 op->above = top->above;
1656 if (op->above) op->above->below = op; 1376
1377 if (op->above)
1378 op->above->below = op;
1379
1657 op->below = top; 1380 op->below = top;
1658 top->above = op; 1381 top->above = op;
1659 } 1382 }
1660 if (op->above==NULL) 1383
1661 SET_MAP_TOP(op->map,op->x, op->y, op); 1384 if (!op->above)
1385 op->ms ().top = op;
1662 } /* else not INS_BELOW_ORIGINATOR */ 1386 } /* else not INS_BELOW_ORIGINATOR */
1663 1387
1664 if(op->type==PLAYER) 1388 if (op->type == PLAYER)
1389 {
1665 op->contr->do_los=1; 1390 op->contr->do_los = 1;
1391 ++op->map->players;
1392 op->map->touch ();
1393 }
1666 1394
1395 op->map->dirty = true;
1396
1667 /* If we have a floor, we know the player, if any, will be above 1397 /* If we have a floor, we know the player, if any, will be above
1668 * it, so save a few ticks and start from there. 1398 * it, so save a few ticks and start from there.
1669 */ 1399 */
1670 if (!(flag & INS_MAP_LOAD)) 1400 if (!(flag & INS_MAP_LOAD))
1671 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1401 if (object *pl = op->ms ().player ())
1672 if (tmp->type == PLAYER) 1402 if (pl->contr->ns)
1673 tmp->contr->socket.update_look=1; 1403 pl->contr->ns->floorbox_update ();
1674 }
1675 1404
1676 /* If this object glows, it may affect lighting conditions that are 1405 /* If this object glows, it may affect lighting conditions that are
1677 * visible to others on this map. But update_all_los is really 1406 * visible to others on this map. But update_all_los is really
1678 * an inefficient way to do this, as it means los for all players 1407 * an inefficient way to do this, as it means los for all players
1679 * on the map will get recalculated. The players could very well 1408 * on the map will get recalculated. The players could very well
1680 * be far away from this change and not affected in any way - 1409 * be far away from this change and not affected in any way -
1681 * this should get redone to only look for players within range, 1410 * this should get redone to only look for players within range,
1682 * or just updating the P_NEED_UPDATE for spaces within this area 1411 * or just updating the P_UPTODATE for spaces within this area
1683 * of effect may be sufficient. 1412 * of effect may be sufficient.
1684 */ 1413 */
1685 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1414 if (op->map->darkness && (op->glow_radius != 0))
1686 update_all_los(op->map, op->x, op->y); 1415 update_all_los (op->map, op->x, op->y);
1687 1416
1688
1689 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1417 /* updates flags (blocked, alive, no magic, etc) for this map space */
1690 update_object(op,UP_OBJ_INSERT); 1418 update_object (op, UP_OBJ_INSERT);
1691 1419
1420 INVOKE_OBJECT (INSERT, op);
1692 1421
1693 /* Don't know if moving this to the end will break anything. However, 1422 /* Don't know if moving this to the end will break anything. However,
1694 * we want to have update_look set above before calling this. 1423 * we want to have floorbox_update called before calling this.
1695 * 1424 *
1696 * check_move_on() must be after this because code called from 1425 * check_move_on() must be after this because code called from
1697 * check_move_on() depends on correct map flags (so functions like 1426 * check_move_on() depends on correct map flags (so functions like
1698 * blocked() and wall() work properly), and these flags are updated by 1427 * blocked() and wall() work properly), and these flags are updated by
1699 * update_object(). 1428 * update_object().
1700 */ 1429 */
1701 1430
1702 /* if this is not the head or flag has been passed, don't check walk on status */ 1431 /* if this is not the head or flag has been passed, don't check walk on status */
1703
1704 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1432 if (!(flag & INS_NO_WALK_ON) && !op->head)
1433 {
1705 if (check_move_on(op, originator)) 1434 if (check_move_on (op, originator))
1706 return NULL; 1435 return 0;
1707 1436
1708 /* If we are a multi part object, lets work our way through the check 1437 /* If we are a multi part object, lets work our way through the check
1709 * walk on's. 1438 * walk on's.
1710 */ 1439 */
1711 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1440 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1712 if (check_move_on (tmp, originator)) 1441 if (check_move_on (tmp, originator))
1713 return NULL; 1442 return 0;
1714 } 1443 }
1444
1715 return op; 1445 return op;
1716} 1446}
1717 1447
1718/* this function inserts an object in the map, but if it 1448/* this function inserts an object in the map, but if it
1719 * finds an object of its own type, it'll remove that one first. 1449 * finds an object of its own type, it'll remove that one first.
1720 * op is the object to insert it under: supplies x and the map. 1450 * op is the object to insert it under: supplies x and the map.
1721 */ 1451 */
1452void
1722void replace_insert_ob_in_map(const char *arch_string, object *op) { 1453replace_insert_ob_in_map (const char *arch_string, object *op)
1723 object *tmp; 1454{
1724 object *tmp1; 1455 object *tmp, *tmp1;
1725 1456
1726 /* first search for itself and remove any old instances */ 1457 /* first search for itself and remove any old instances */
1727 1458
1728 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1459 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1729 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1460 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1730 remove_ob(tmp); 1461 tmp->destroy ();
1731 free_object(tmp);
1732 }
1733 }
1734 1462
1735 tmp1=arch_to_object(find_archetype(arch_string)); 1463 tmp1 = arch_to_object (archetype::find (arch_string));
1736 1464
1737 1465 tmp1->x = op->x;
1738 tmp1->x = op->x; tmp1->y = op->y; 1466 tmp1->y = op->y;
1739 insert_ob_in_map(tmp1,op->map,op,0); 1467 insert_ob_in_map (tmp1, op->map, op, 0);
1740} 1468}
1469
1470object *
1471object::insert_at (object *where, object *originator, int flags)
1472{
1473 where->map->insert (this, where->x, where->y, originator, flags);
1474}
1741 1475
1742/* 1476/*
1743 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1477 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1744 * is returned contains nr objects, and the remaining parts contains 1478 * is returned contains nr objects, and the remaining parts contains
1745 * the rest (or is removed and freed if that number is 0). 1479 * the rest (or is removed and freed if that number is 0).
1746 * On failure, NULL is returned, and the reason put into the 1480 * On failure, NULL is returned, and the reason put into the
1747 * global static errmsg array. 1481 * global static errmsg array.
1748 */ 1482 */
1749 1483object *
1750object *get_split_ob(object *orig_ob, uint32 nr) { 1484get_split_ob (object *orig_ob, uint32 nr)
1485{
1751 object *newob; 1486 object *newob;
1752 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1487 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1753 1488
1754 if(orig_ob->nrof<nr) { 1489 if (orig_ob->nrof < nr)
1755 sprintf(errmsg,"There are only %d %ss.",
1756 orig_ob->nrof?orig_ob->nrof:1, orig_ob->name);
1757 return NULL;
1758 } 1490 {
1491 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1492 return NULL;
1493 }
1494
1759 newob = object_create_clone(orig_ob); 1495 newob = object_create_clone (orig_ob);
1496
1760 if((orig_ob->nrof-=nr)<1) { 1497 if ((orig_ob->nrof -= nr) < 1)
1761 if ( ! is_removed) 1498 orig_ob->destroy (1);
1762 remove_ob(orig_ob);
1763 free_object2(orig_ob, 1);
1764 }
1765 else if ( ! is_removed) { 1499 else if (!is_removed)
1500 {
1766 if(orig_ob->env!=NULL) 1501 if (orig_ob->env != NULL)
1767 sub_weight (orig_ob->env,orig_ob->weight*nr); 1502 sub_weight (orig_ob->env, orig_ob->weight * nr);
1768 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1503 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1504 {
1769 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1505 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1770 LOG(llevDebug,
1771 "Error, Tried to split object whose map is not in memory.\n"); 1506 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1772 return NULL; 1507 return NULL;
1773 } 1508 }
1774 } 1509 }
1510
1775 newob->nrof=nr; 1511 newob->nrof = nr;
1776 1512
1777 return newob; 1513 return newob;
1778} 1514}
1779 1515
1780/* 1516/*
1781 * decrease_ob_nr(object, number) decreases a specified number from 1517 * decrease_ob_nr(object, number) decreases a specified number from
1782 * the amount of an object. If the amount reaches 0, the object 1518 * the amount of an object. If the amount reaches 0, the object
1783 * is subsequently removed and freed. 1519 * is subsequently removed and freed.
1784 * 1520 *
1785 * Return value: 'op' if something is left, NULL if the amount reached 0 1521 * Return value: 'op' if something is left, NULL if the amount reached 0
1786 */ 1522 */
1787 1523
1524object *
1788object *decrease_ob_nr (object *op, uint32 i) 1525decrease_ob_nr (object *op, uint32 i)
1789{ 1526{
1790 object *tmp; 1527 object *tmp;
1791 player *pl;
1792 1528
1793 if (i == 0) /* objects with op->nrof require this check */ 1529 if (i == 0) /* objects with op->nrof require this check */
1794 return op; 1530 return op;
1795 1531
1796 if (i > op->nrof) 1532 if (i > op->nrof)
1797 i = op->nrof; 1533 i = op->nrof;
1798 1534
1799 if (QUERY_FLAG (op, FLAG_REMOVED)) 1535 if (QUERY_FLAG (op, FLAG_REMOVED))
1536 op->nrof -= i;
1537 else if (op->env)
1538 {
1539 /* is this object in the players inventory, or sub container
1540 * therein?
1541 */
1542 tmp = op->in_player ();
1543 /* nope. Is this a container the player has opened?
1544 * If so, set tmp to that player.
1545 * IMO, searching through all the players will mostly
1546 * likely be quicker than following op->env to the map,
1547 * and then searching the map for a player.
1548 */
1549 if (!tmp)
1550 for_all_players (pl)
1551 if (pl->ob->container == op->env)
1552 {
1553 tmp = pl->ob;
1554 break;
1555 }
1556
1557 if (i < op->nrof)
1558 {
1559 sub_weight (op->env, op->weight * i);
1560 op->nrof -= i;
1561 if (tmp)
1562 esrv_send_item (tmp, op);
1563 }
1564 else
1565 {
1566 op->remove ();
1567 op->nrof = 0;
1568 if (tmp)
1569 esrv_del_item (tmp->contr, op->count);
1570 }
1800 { 1571 }
1572 else
1573 {
1574 object *above = op->above;
1575
1576 if (i < op->nrof)
1801 op->nrof -= i; 1577 op->nrof -= i;
1802 } 1578 else
1803 else if (op->env != NULL) 1579 {
1804 { 1580 op->remove ();
1805 /* is this object in the players inventory, or sub container
1806 * therein?
1807 */
1808 tmp = is_player_inv (op->env);
1809 /* nope. Is this a container the player has opened?
1810 * If so, set tmp to that player.
1811 * IMO, searching through all the players will mostly
1812 * likely be quicker than following op->env to the map,
1813 * and then searching the map for a player.
1814 */
1815 if (!tmp) {
1816 for (pl=first_player; pl; pl=pl->next)
1817 if (pl->ob->container == op->env) break;
1818 if (pl) tmp=pl->ob;
1819 else tmp=NULL;
1820 }
1821
1822 if (i < op->nrof) {
1823 sub_weight (op->env, op->weight * i);
1824 op->nrof -= i; 1581 op->nrof = 0;
1582 }
1583
1584 /* Since we just removed op, op->above is null */
1585 for (tmp = above; tmp; tmp = tmp->above)
1586 if (tmp->type == PLAYER)
1587 {
1825 if (tmp) { 1588 if (op->nrof)
1826 esrv_send_item(tmp, op); 1589 esrv_send_item (tmp, op);
1827 } 1590 else
1828 } else {
1829 remove_ob (op);
1830 op->nrof = 0;
1831 if (tmp) {
1832 esrv_del_item(tmp->contr, op->count); 1591 esrv_del_item (tmp->contr, op->count);
1833 } 1592 }
1834 }
1835 }
1836 else
1837 { 1593 }
1838 object *above = op->above;
1839 1594
1840 if (i < op->nrof) {
1841 op->nrof -= i;
1842 } else {
1843 remove_ob (op);
1844 op->nrof = 0;
1845 }
1846 /* Since we just removed op, op->above is null */
1847 for (tmp = above; tmp != NULL; tmp = tmp->above)
1848 if (tmp->type == PLAYER) {
1849 if (op->nrof)
1850 esrv_send_item(tmp, op);
1851 else
1852 esrv_del_item(tmp->contr, op->count);
1853 }
1854 }
1855
1856 if (op->nrof) { 1595 if (op->nrof)
1857 return op; 1596 return op;
1858 } else { 1597 else
1859 free_object (op); 1598 {
1599 op->destroy ();
1860 return NULL; 1600 return 0;
1861 } 1601 }
1862} 1602}
1863 1603
1864/* 1604/*
1865 * add_weight(object, weight) adds the specified weight to an object, 1605 * add_weight(object, weight) adds the specified weight to an object,
1866 * and also updates how much the environment(s) is/are carrying. 1606 * and also updates how much the environment(s) is/are carrying.
1867 */ 1607 */
1868 1608
1609void
1869void add_weight (object *op, signed long weight) { 1610add_weight (object *op, signed long weight)
1611{
1870 while (op!=NULL) { 1612 while (op != NULL)
1613 {
1871 if (op->type == CONTAINER) { 1614 if (op->type == CONTAINER)
1872 weight=(signed long)(weight*(100-op->stats.Str)/100); 1615 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1873 } 1616
1874 op->carrying+=weight; 1617 op->carrying += weight;
1875 op=op->env; 1618 op = op->env;
1876 } 1619 }
1877} 1620}
1878 1621
1622object *
1623insert_ob_in_ob (object *op, object *where)
1624{
1625 if (!where)
1626 {
1627 char *dump = dump_object (op);
1628 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1629 free (dump);
1630 return op;
1631 }
1632
1633 if (where->head)
1634 {
1635 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1636 where = where->head;
1637 }
1638
1639 return where->insert (op);
1640}
1641
1879/* 1642/*
1880 * insert_ob_in_ob(op,environment): 1643 * env->insert (op)
1881 * This function inserts the object op in the linked list 1644 * This function inserts the object op in the linked list
1882 * inside the object environment. 1645 * inside the object environment.
1883 * 1646 *
1884 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1885 * the inventory at the last position or next to other objects of the same
1886 * type.
1887 * Frank: Now sorted by type, archetype and magic!
1888 *
1889 * The function returns now pointer to inserted item, and return value can 1647 * The function returns now pointer to inserted item, and return value can
1890 * be != op, if items are merged. -Tero 1648 * be != op, if items are merged. -Tero
1891 */ 1649 */
1892 1650
1893object *insert_ob_in_ob(object *op,object *where) { 1651object *
1652object::insert (object *op)
1653{
1894 object *tmp, *otmp; 1654 object *tmp, *otmp;
1895 1655
1896 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1656 if (!QUERY_FLAG (op, FLAG_REMOVED))
1897 dump_object(op); 1657 op->remove ();
1898 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1658
1899 return op;
1900 }
1901 if(where==NULL) {
1902 dump_object(op);
1903 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1904 return op;
1905 }
1906 if (where->head) {
1907 LOG(llevDebug,
1908 "Warning: Tried to insert object wrong part of multipart object.\n");
1909 where = where->head;
1910 }
1911 if (op->more) { 1659 if (op->more)
1660 {
1912 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1661 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1913 op->name, op->count);
1914 return op; 1662 return op;
1915 } 1663 }
1664
1916 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1665 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1917 CLEAR_FLAG(op, FLAG_REMOVED); 1666 CLEAR_FLAG (op, FLAG_REMOVED);
1918 if(op->nrof) { 1667 if (op->nrof)
1668 {
1919 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1669 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1920 if ( CAN_MERGE(tmp,op) ) { 1670 if (object::can_merge (tmp, op))
1671 {
1921 /* return the original object and remove inserted object 1672 /* return the original object and remove inserted object
1922 (client needs the original object) */ 1673 (client needs the original object) */
1923 tmp->nrof += op->nrof; 1674 tmp->nrof += op->nrof;
1924 /* Weight handling gets pretty funky. Since we are adding to 1675 /* Weight handling gets pretty funky. Since we are adding to
1925 * tmp->nrof, we need to increase the weight. 1676 * tmp->nrof, we need to increase the weight.
1926 */ 1677 */
1927 add_weight (where, op->weight*op->nrof); 1678 add_weight (this, op->weight * op->nrof);
1928 SET_FLAG(op, FLAG_REMOVED); 1679 SET_FLAG (op, FLAG_REMOVED);
1929 free_object(op); /* free the inserted object */ 1680 op->destroy (); /* free the inserted object */
1930 op = tmp; 1681 op = tmp;
1931 remove_ob (op); /* and fix old object's links */ 1682 op->remove (); /* and fix old object's links */
1932 CLEAR_FLAG(op, FLAG_REMOVED); 1683 CLEAR_FLAG (op, FLAG_REMOVED);
1933 break; 1684 break;
1934 } 1685 }
1935 1686
1936 /* I assume combined objects have no inventory 1687 /* I assume combined objects have no inventory
1937 * We add the weight - this object could have just been removed 1688 * We add the weight - this object could have just been removed
1938 * (if it was possible to merge). calling remove_ob will subtract 1689 * (if it was possible to merge). calling remove_ob will subtract
1939 * the weight, so we need to add it in again, since we actually do 1690 * the weight, so we need to add it in again, since we actually do
1940 * the linking below 1691 * the linking below
1941 */ 1692 */
1942 add_weight (where, op->weight*op->nrof); 1693 add_weight (this, op->weight * op->nrof);
1694 }
1943 } else 1695 else
1944 add_weight (where, (op->weight+op->carrying)); 1696 add_weight (this, (op->weight + op->carrying));
1945 1697
1946 otmp=is_player_inv(where); 1698 otmp = this->in_player ();
1947 if (otmp&&otmp->contr!=NULL) { 1699 if (otmp && otmp->contr)
1948 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1700 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1949 fix_player(otmp); 1701 otmp->update_stats ();
1950 }
1951 1702
1952 op->map=NULL; 1703 op->map = 0;
1953 op->env=where; 1704 op->env = this;
1954 op->above=NULL; 1705 op->above = 0;
1955 op->below=NULL; 1706 op->below = 0;
1956 op->x=0,op->y=0; 1707 op->x = 0, op->y = 0;
1957 op->ox=0,op->oy=0;
1958 1708
1959 /* reset the light list and los of the players on the map */ 1709 /* reset the light list and los of the players on the map */
1960 if((op->glow_radius!=0)&&where->map) 1710 if ((op->glow_radius != 0) && map)
1961 { 1711 {
1962#ifdef DEBUG_LIGHTS 1712#ifdef DEBUG_LIGHTS
1963 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1713 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1964 op->name);
1965#endif /* DEBUG_LIGHTS */ 1714#endif /* DEBUG_LIGHTS */
1966 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1715 if (map->darkness)
1716 update_all_los (map, x, y);
1967 } 1717 }
1968 1718
1969 /* Client has no idea of ordering so lets not bother ordering it here. 1719 /* Client has no idea of ordering so lets not bother ordering it here.
1970 * It sure simplifies this function... 1720 * It sure simplifies this function...
1971 */ 1721 */
1972 if (where->inv==NULL) 1722 if (!inv)
1973 where->inv=op; 1723 inv = op;
1974 else { 1724 else
1725 {
1975 op->below = where->inv; 1726 op->below = inv;
1976 op->below->above = op; 1727 op->below->above = op;
1977 where->inv = op; 1728 inv = op;
1978 } 1729 }
1730
1731 INVOKE_OBJECT (INSERT, this);
1732
1979 return op; 1733 return op;
1980} 1734}
1981 1735
1982/* 1736/*
1983 * Checks if any objects has a move_type that matches objects 1737 * Checks if any objects has a move_type that matches objects
1997 * 1751 *
1998 * MSW 2001-07-08: Check all objects on space, not just those below 1752 * MSW 2001-07-08: Check all objects on space, not just those below
1999 * object being inserted. insert_ob_in_map may not put new objects 1753 * object being inserted. insert_ob_in_map may not put new objects
2000 * on top. 1754 * on top.
2001 */ 1755 */
2002 1756int
2003int check_move_on (object *op, object *originator) 1757check_move_on (object *op, object *originator)
2004{ 1758{
2005 object *tmp; 1759 object *tmp;
2006 tag_t tag;
2007 mapstruct *m=op->map; 1760 maptile *m = op->map;
2008 int x=op->x, y=op->y; 1761 int x = op->x, y = op->y;
1762
2009 MoveType move_on, move_slow, move_block; 1763 MoveType move_on, move_slow, move_block;
2010 1764
2011 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1765 if (QUERY_FLAG (op, FLAG_NO_APPLY))
2012 return 0;
2013
2014 tag = op->count;
2015
2016 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
2017 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
2018 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
2019
2020 /* if nothing on this space will slow op down or be applied,
2021 * no need to do checking below. have to make sure move_type
2022 * is set, as lots of objects don't have it set - we treat that
2023 * as walking.
2024 */
2025 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
2026 return 0;
2027
2028 /* This is basically inverse logic of that below - basically,
2029 * if the object can avoid the move on or slow move, they do so,
2030 * but can't do it if the alternate movement they are using is
2031 * blocked. Logic on this seems confusing, but does seem correct.
2032 */
2033 if ((op->move_type & ~move_on & ~move_block) != 0 &&
2034 (op->move_type & ~move_slow & ~move_block) != 0) return 0;
2035
2036 /* The objects have to be checked from top to bottom.
2037 * Hence, we first go to the top:
2038 */
2039
2040 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL &&
2041 tmp->above!=NULL; tmp=tmp->above) {
2042 /* Trim the search when we find the first other spell effect
2043 * this helps performance so that if a space has 50 spell objects,
2044 * we don't need to check all of them.
2045 */
2046 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break;
2047 }
2048 for(;tmp!=NULL; tmp=tmp->below) {
2049 if (tmp == op) continue; /* Can't apply yourself */
2050
2051 /* Check to see if one of the movement types should be slowed down.
2052 * Second check makes sure that the movement types not being slowed
2053 * (~slow_move) is not blocked on this space - just because the
2054 * space doesn't slow down swimming (for example), if you can't actually
2055 * swim on that space, can't use it to avoid the penalty.
2056 */
2057 if (!QUERY_FLAG(op, FLAG_WIZPASS)) {
2058 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2059 ((op->move_type & tmp->move_slow) &&
2060 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) {
2061
2062 float diff;
2063
2064 diff = tmp->move_slow_penalty*FABS(op->speed);
2065 if (op->type == PLAYER) {
2066 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) ||
2067 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) {
2068 diff /= 4.0;
2069 }
2070 }
2071 op->speed_left -= diff;
2072 }
2073 }
2074
2075 /* Basically same logic as above, except now for actual apply. */
2076 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2077 ((op->move_type & tmp->move_on) &&
2078 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) {
2079
2080 move_apply(tmp, op, originator);
2081 if (was_destroyed (op, tag))
2082 return 1;
2083
2084 /* what the person/creature stepped onto has moved the object
2085 * someplace new. Don't process any further - if we did,
2086 * have a feeling strange problems would result.
2087 */
2088 if (op->map != m || op->x != x || op->y != y) return 0;
2089 }
2090 }
2091 return 0; 1766 return 0;
1767
1768 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1769 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1770 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1771
1772 /* if nothing on this space will slow op down or be applied,
1773 * no need to do checking below. have to make sure move_type
1774 * is set, as lots of objects don't have it set - we treat that
1775 * as walking.
1776 */
1777 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1778 return 0;
1779
1780 /* This is basically inverse logic of that below - basically,
1781 * if the object can avoid the move on or slow move, they do so,
1782 * but can't do it if the alternate movement they are using is
1783 * blocked. Logic on this seems confusing, but does seem correct.
1784 */
1785 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1786 return 0;
1787
1788 /* The objects have to be checked from top to bottom.
1789 * Hence, we first go to the top:
1790 */
1791
1792 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1793 {
1794 /* Trim the search when we find the first other spell effect
1795 * this helps performance so that if a space has 50 spell objects,
1796 * we don't need to check all of them.
1797 */
1798 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1799 break;
1800 }
1801
1802 for (; tmp; tmp = tmp->below)
1803 {
1804 if (tmp == op)
1805 continue; /* Can't apply yourself */
1806
1807 /* Check to see if one of the movement types should be slowed down.
1808 * Second check makes sure that the movement types not being slowed
1809 * (~slow_move) is not blocked on this space - just because the
1810 * space doesn't slow down swimming (for example), if you can't actually
1811 * swim on that space, can't use it to avoid the penalty.
1812 */
1813 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1814 {
1815 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1816 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1817 {
1818
1819 float
1820 diff = tmp->move_slow_penalty * FABS (op->speed);
1821
1822 if (op->type == PLAYER)
1823 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1824 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1825 diff /= 4.0;
1826
1827 op->speed_left -= diff;
1828 }
1829 }
1830
1831 /* Basically same logic as above, except now for actual apply. */
1832 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1833 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1834 {
1835 move_apply (tmp, op, originator);
1836
1837 if (op->destroyed ())
1838 return 1;
1839
1840 /* what the person/creature stepped onto has moved the object
1841 * someplace new. Don't process any further - if we did,
1842 * have a feeling strange problems would result.
1843 */
1844 if (op->map != m || op->x != x || op->y != y)
1845 return 0;
1846 }
1847 }
1848
1849 return 0;
2092} 1850}
2093 1851
2094/* 1852/*
2095 * present_arch(arch, map, x, y) searches for any objects with 1853 * present_arch(arch, map, x, y) searches for any objects with
2096 * a matching archetype at the given map and coordinates. 1854 * a matching archetype at the given map and coordinates.
2097 * The first matching object is returned, or NULL if none. 1855 * The first matching object is returned, or NULL if none.
2098 */ 1856 */
2099 1857object *
2100object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1858present_arch (const archetype *at, maptile *m, int x, int y)
2101 object *tmp; 1859{
2102 if(m==NULL || out_of_map(m,x,y)) { 1860 if (!m || out_of_map (m, x, y))
1861 {
2103 LOG(llevError,"Present_arch called outside map.\n"); 1862 LOG (llevError, "Present_arch called outside map.\n");
2104 return NULL; 1863 return NULL;
2105 } 1864 }
2106 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1865
1866 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2107 if(tmp->arch == at) 1867 if (tmp->arch == at)
2108 return tmp; 1868 return tmp;
1869
2109 return NULL; 1870 return NULL;
2110} 1871}
2111 1872
2112/* 1873/*
2113 * present(type, map, x, y) searches for any objects with 1874 * present(type, map, x, y) searches for any objects with
2114 * a matching type variable at the given map and coordinates. 1875 * a matching type variable at the given map and coordinates.
2115 * The first matching object is returned, or NULL if none. 1876 * The first matching object is returned, or NULL if none.
2116 */ 1877 */
2117 1878object *
2118object *present(unsigned char type,mapstruct *m, int x,int y) { 1879present (unsigned char type, maptile *m, int x, int y)
2119 object *tmp; 1880{
2120 if(out_of_map(m,x,y)) { 1881 if (out_of_map (m, x, y))
1882 {
2121 LOG(llevError,"Present called outside map.\n"); 1883 LOG (llevError, "Present called outside map.\n");
2122 return NULL; 1884 return NULL;
2123 } 1885 }
2124 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1886
1887 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2125 if(tmp->type==type) 1888 if (tmp->type == type)
2126 return tmp; 1889 return tmp;
1890
2127 return NULL; 1891 return NULL;
2128} 1892}
2129 1893
2130/* 1894/*
2131 * present_in_ob(type, object) searches for any objects with 1895 * present_in_ob(type, object) searches for any objects with
2132 * a matching type variable in the inventory of the given object. 1896 * a matching type variable in the inventory of the given object.
2133 * The first matching object is returned, or NULL if none. 1897 * The first matching object is returned, or NULL if none.
2134 */ 1898 */
2135 1899object *
2136object *present_in_ob(unsigned char type, const object *op) { 1900present_in_ob (unsigned char type, const object *op)
2137 object *tmp; 1901{
2138 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1902 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2139 if(tmp->type==type) 1903 if (tmp->type == type)
2140 return tmp; 1904 return tmp;
1905
2141 return NULL; 1906 return NULL;
2142} 1907}
2143 1908
2144/* 1909/*
2145 * present_in_ob (type, str, object) searches for any objects with 1910 * present_in_ob (type, str, object) searches for any objects with
2153 * str is the string to match against. Note that we match against 1918 * str is the string to match against. Note that we match against
2154 * the object name, not the archetype name. this is so that the 1919 * the object name, not the archetype name. this is so that the
2155 * spell code can use one object type (force), but change it's name 1920 * spell code can use one object type (force), but change it's name
2156 * to be unique. 1921 * to be unique.
2157 */ 1922 */
2158 1923object *
2159object *present_in_ob_by_name(int type, const char *str, const object *op) { 1924present_in_ob_by_name (int type, const char *str, const object *op)
2160 object *tmp; 1925{
2161
2162 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1926 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2163 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1927 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2164 return tmp; 1928 return tmp;
2165 } 1929
2166 return NULL; 1930 return 0;
2167} 1931}
2168 1932
2169/* 1933/*
2170 * present_arch_in_ob(archetype, object) searches for any objects with 1934 * present_arch_in_ob(archetype, object) searches for any objects with
2171 * a matching archetype in the inventory of the given object. 1935 * a matching archetype in the inventory of the given object.
2172 * The first matching object is returned, or NULL if none. 1936 * The first matching object is returned, or NULL if none.
2173 */ 1937 */
2174 1938object *
2175object *present_arch_in_ob(const archetype *at, const object *op) { 1939present_arch_in_ob (const archetype *at, const object *op)
2176 object *tmp; 1940{
2177 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1941 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2178 if( tmp->arch == at) 1942 if (tmp->arch == at)
2179 return tmp; 1943 return tmp;
1944
2180 return NULL; 1945 return NULL;
2181} 1946}
2182 1947
2183/* 1948/*
2184 * activate recursively a flag on an object inventory 1949 * activate recursively a flag on an object inventory
2185 */ 1950 */
1951void
2186void flag_inv(object*op, int flag){ 1952flag_inv (object *op, int flag)
2187 object *tmp; 1953{
2188 if(op->inv) 1954 if (op->inv)
2189 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1955 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1956 {
2190 SET_FLAG(tmp, flag); 1957 SET_FLAG (tmp, flag);
2191 flag_inv(tmp,flag); 1958 flag_inv (tmp, flag);
2192 } 1959 }
1960}
1961
2193}/* 1962/*
2194 * desactivate recursively a flag on an object inventory 1963 * deactivate recursively a flag on an object inventory
2195 */ 1964 */
1965void
2196void unflag_inv(object*op, int flag){ 1966unflag_inv (object *op, int flag)
2197 object *tmp; 1967{
2198 if(op->inv) 1968 if (op->inv)
2199 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1969 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1970 {
2200 CLEAR_FLAG(tmp, flag); 1971 CLEAR_FLAG (tmp, flag);
2201 unflag_inv(tmp,flag); 1972 unflag_inv (tmp, flag);
2202 } 1973 }
2203} 1974}
2204 1975
2205/* 1976/*
2206 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1977 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2207 * all it's inventory (recursively). 1978 * all it's inventory (recursively).
2208 * If checksums are used, a player will get set_cheat called for 1979 * If checksums are used, a player will get set_cheat called for
2209 * him/her-self and all object carried by a call to this function. 1980 * him/her-self and all object carried by a call to this function.
2210 */ 1981 */
2211 1982void
2212void set_cheat(object *op) { 1983set_cheat (object *op)
1984{
2213 SET_FLAG(op, FLAG_WAS_WIZ); 1985 SET_FLAG (op, FLAG_WAS_WIZ);
2214 flag_inv(op, FLAG_WAS_WIZ); 1986 flag_inv (op, FLAG_WAS_WIZ);
2215} 1987}
2216 1988
2217/* 1989/*
2218 * find_free_spot(object, map, x, y, start, stop) will search for 1990 * find_free_spot(object, map, x, y, start, stop) will search for
2219 * a spot at the given map and coordinates which will be able to contain 1991 * a spot at the given map and coordinates which will be able to contain
2233 * because arch_blocked (now ob_blocked) needs to know the movement type 2005 * because arch_blocked (now ob_blocked) needs to know the movement type
2234 * to know if the space in question will block the object. We can't use 2006 * to know if the space in question will block the object. We can't use
2235 * the archetype because that isn't correct if the monster has been 2007 * the archetype because that isn't correct if the monster has been
2236 * customized, changed states, etc. 2008 * customized, changed states, etc.
2237 */ 2009 */
2238 2010int
2239int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2011find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2012{
2240 int i,index=0, flag; 2013 int index = 0, flag;
2241 static int altern[SIZEOFFREE]; 2014 int altern[SIZEOFFREE];
2242 2015
2243 for(i=start;i<stop;i++) { 2016 for (int i = start; i < stop; i++)
2017 {
2244 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2018 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2245 if(!flag) 2019 if (!flag)
2246 altern[index++]=i; 2020 altern [index++] = i;
2247 2021
2248 /* Basically, if we find a wall on a space, we cut down the search size. 2022 /* Basically, if we find a wall on a space, we cut down the search size.
2249 * In this way, we won't return spaces that are on another side of a wall. 2023 * In this way, we won't return spaces that are on another side of a wall.
2250 * This mostly work, but it cuts down the search size in all directions - 2024 * This mostly work, but it cuts down the search size in all directions -
2251 * if the space being examined only has a wall to the north and empty 2025 * if the space being examined only has a wall to the north and empty
2252 * spaces in all the other directions, this will reduce the search space 2026 * spaces in all the other directions, this will reduce the search space
2253 * to only the spaces immediately surrounding the target area, and 2027 * to only the spaces immediately surrounding the target area, and
2254 * won't look 2 spaces south of the target space. 2028 * won't look 2 spaces south of the target space.
2255 */ 2029 */
2256 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2030 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2257 stop=maxfree[i]; 2031 stop = maxfree[i];
2258 } 2032 }
2259 if(!index) return -1; 2033
2034 if (!index)
2035 return -1;
2036
2260 return altern[RANDOM()%index]; 2037 return altern[RANDOM () % index];
2261} 2038}
2262 2039
2263/* 2040/*
2264 * find_first_free_spot(archetype, mapstruct, x, y) works like 2041 * find_first_free_spot(archetype, maptile, x, y) works like
2265 * find_free_spot(), but it will search max number of squares. 2042 * find_free_spot(), but it will search max number of squares.
2266 * But it will return the first available spot, not a random choice. 2043 * But it will return the first available spot, not a random choice.
2267 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2044 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2268 */ 2045 */
2269 2046int
2270int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2047find_first_free_spot (const object *ob, maptile *m, int x, int y)
2271 int i; 2048{
2272 for(i=0;i<SIZEOFFREE;i++) { 2049 for (int i = 0; i < SIZEOFFREE; i++)
2273 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2050 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2274 return i; 2051 return i;
2275 } 2052
2276 return -1; 2053 return -1;
2277} 2054}
2278 2055
2279/* 2056/*
2280 * The function permute(arr, begin, end) randomly reorders the array 2057 * The function permute(arr, begin, end) randomly reorders the array
2281 * arr[begin..end-1]. 2058 * arr[begin..end-1].
2059 * now uses a fisher-yates shuffle, old permute was broken
2282 */ 2060 */
2061static void
2283static void permute(int *arr, int begin, int end) 2062permute (int *arr, int begin, int end)
2284{ 2063{
2285 int i, j, tmp, len; 2064 arr += begin;
2065 end -= begin;
2286 2066
2287 len = end-begin; 2067 while (--end)
2288 for(i = begin; i < end; i++) 2068 swap (arr [end], arr [RANDOM () % (end + 1)]);
2289 {
2290 j = begin+RANDOM()%len;
2291
2292 tmp = arr[i];
2293 arr[i] = arr[j];
2294 arr[j] = tmp;
2295 }
2296} 2069}
2297 2070
2298/* new function to make monster searching more efficient, and effective! 2071/* new function to make monster searching more efficient, and effective!
2299 * This basically returns a randomized array (in the passed pointer) of 2072 * This basically returns a randomized array (in the passed pointer) of
2300 * the spaces to find monsters. In this way, it won't always look for 2073 * the spaces to find monsters. In this way, it won't always look for
2301 * monsters to the north first. However, the size of the array passed 2074 * monsters to the north first. However, the size of the array passed
2302 * covers all the spaces, so within that size, all the spaces within 2075 * covers all the spaces, so within that size, all the spaces within
2303 * the 3x3 area will be searched, just not in a predictable order. 2076 * the 3x3 area will be searched, just not in a predictable order.
2304 */ 2077 */
2078void
2305void get_search_arr(int *search_arr) 2079get_search_arr (int *search_arr)
2306{ 2080{
2307 int i; 2081 int i;
2308 2082
2309 for(i = 0; i < SIZEOFFREE; i++) 2083 for (i = 0; i < SIZEOFFREE; i++)
2310 {
2311 search_arr[i] = i; 2084 search_arr[i] = i;
2312 }
2313 2085
2314 permute(search_arr, 1, SIZEOFFREE1+1); 2086 permute (search_arr, 1, SIZEOFFREE1 + 1);
2315 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2087 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2316 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2088 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2317} 2089}
2318 2090
2319/* 2091/*
2320 * find_dir(map, x, y, exclude) will search some close squares in the 2092 * find_dir(map, x, y, exclude) will search some close squares in the
2321 * given map at the given coordinates for live objects. 2093 * given map at the given coordinates for live objects.
2326 * Perhaps incorrectly, but I'm making the assumption that exclude 2098 * Perhaps incorrectly, but I'm making the assumption that exclude
2327 * is actually want is going to try and move there. We need this info 2099 * is actually want is going to try and move there. We need this info
2328 * because we have to know what movement the thing looking to move 2100 * because we have to know what movement the thing looking to move
2329 * there is capable of. 2101 * there is capable of.
2330 */ 2102 */
2331 2103int
2332int find_dir(mapstruct *m, int x, int y, object *exclude) { 2104find_dir (maptile *m, int x, int y, object *exclude)
2105{
2333 int i,max=SIZEOFFREE, mflags; 2106 int i, max = SIZEOFFREE, mflags;
2107
2334 sint16 nx, ny; 2108 sint16 nx, ny;
2335 object *tmp; 2109 object *tmp;
2336 mapstruct *mp; 2110 maptile *mp;
2111
2337 MoveType blocked, move_type; 2112 MoveType blocked, move_type;
2338 2113
2339 if (exclude && exclude->head) { 2114 if (exclude && exclude->head)
2115 {
2340 exclude = exclude->head; 2116 exclude = exclude->head;
2341 move_type = exclude->move_type; 2117 move_type = exclude->move_type;
2342 } else { 2118 }
2119 else
2120 {
2343 /* If we don't have anything, presume it can use all movement types. */ 2121 /* If we don't have anything, presume it can use all movement types. */
2344 move_type=MOVE_ALL; 2122 move_type = MOVE_ALL;
2123 }
2124
2125 for (i = 1; i < max; i++)
2345 } 2126 {
2346 2127 mp = m;
2347 for(i=1;i<max;i++) {
2348 mp = m;
2349 nx = x + freearr_x[i]; 2128 nx = x + freearr_x[i];
2350 ny = y + freearr_y[i]; 2129 ny = y + freearr_y[i];
2351 2130
2352 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2131 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2132
2353 if (mflags & P_OUT_OF_MAP) { 2133 if (mflags & P_OUT_OF_MAP)
2354 max = maxfree[i]; 2134 max = maxfree[i];
2355 } else { 2135 else
2356 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2136 {
2137 mapspace &ms = mp->at (nx, ny);
2357 2138
2139 blocked = ms.move_block;
2140
2358 if ((move_type & blocked) == move_type) { 2141 if ((move_type & blocked) == move_type)
2359 max=maxfree[i]; 2142 max = maxfree[i];
2360 } else if (mflags & P_IS_ALIVE) { 2143 else if (mflags & P_IS_ALIVE)
2361 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2144 {
2362 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2145 for (tmp = ms.bot; tmp; tmp = tmp->above)
2146 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2363 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2147 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2364 break; 2148 break;
2365 } 2149
2366 } 2150 if (tmp)
2367 if(tmp) {
2368 return freedir[i]; 2151 return freedir[i];
2369 } 2152 }
2153 }
2370 } 2154 }
2371 } 2155
2372 }
2373 return 0; 2156 return 0;
2374} 2157}
2375 2158
2376/* 2159/*
2377 * distance(object 1, object 2) will return the square of the 2160 * distance(object 1, object 2) will return the square of the
2378 * distance between the two given objects. 2161 * distance between the two given objects.
2379 */ 2162 */
2380 2163int
2381int distance(const object *ob1, const object *ob2) { 2164distance (const object *ob1, const object *ob2)
2382 int i; 2165{
2383 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2166 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2384 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2385 return i;
2386} 2167}
2387 2168
2388/* 2169/*
2389 * find_dir_2(delta-x,delta-y) will return a direction in which 2170 * find_dir_2(delta-x,delta-y) will return a direction in which
2390 * an object which has subtracted the x and y coordinates of another 2171 * an object which has subtracted the x and y coordinates of another
2391 * object, needs to travel toward it. 2172 * object, needs to travel toward it.
2392 */ 2173 */
2393 2174int
2394int find_dir_2(int x, int y) { 2175find_dir_2 (int x, int y)
2176{
2395 int q; 2177 int q;
2396 2178
2397 if(y) 2179 if (y)
2398 q=x*100/y; 2180 q = x * 100 / y;
2399 else if (x) 2181 else if (x)
2400 q= -300*x; 2182 q = -300 * x;
2401 else 2183 else
2402 return 0; 2184 return 0;
2403 2185
2404 if(y>0) { 2186 if (y > 0)
2187 {
2405 if(q < -242) 2188 if (q < -242)
2406 return 3 ; 2189 return 3;
2407 if (q < -41) 2190 if (q < -41)
2408 return 2 ; 2191 return 2;
2409 if (q < 41) 2192 if (q < 41)
2410 return 1 ; 2193 return 1;
2411 if (q < 242) 2194 if (q < 242)
2412 return 8 ; 2195 return 8;
2413 return 7 ; 2196 return 7;
2414 } 2197 }
2415 2198
2416 if (q < -242) 2199 if (q < -242)
2417 return 7 ; 2200 return 7;
2418 if (q < -41) 2201 if (q < -41)
2419 return 6 ; 2202 return 6;
2420 if (q < 41) 2203 if (q < 41)
2421 return 5 ; 2204 return 5;
2422 if (q < 242) 2205 if (q < 242)
2423 return 4 ; 2206 return 4;
2424 2207
2425 return 3 ; 2208 return 3;
2426} 2209}
2427 2210
2428/* 2211/*
2429 * absdir(int): Returns a number between 1 and 8, which represent 2212 * absdir(int): Returns a number between 1 and 8, which represent
2430 * the "absolute" direction of a number (it actually takes care of 2213 * the "absolute" direction of a number (it actually takes care of
2431 * "overflow" in previous calculations of a direction). 2214 * "overflow" in previous calculations of a direction).
2432 */ 2215 */
2433 2216
2217int
2434int absdir(int d) { 2218absdir (int d)
2435 while(d<1) d+=8; 2219{
2436 while(d>8) d-=8; 2220 while (d < 1)
2221 d += 8;
2222
2223 while (d > 8)
2224 d -= 8;
2225
2437 return d; 2226 return d;
2438} 2227}
2439 2228
2440/* 2229/*
2441 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2230 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2442 * between two directions (which are expected to be absolute (see absdir()) 2231 * between two directions (which are expected to be absolute (see absdir())
2443 */ 2232 */
2444 2233
2234int
2445int dirdiff(int dir1, int dir2) { 2235dirdiff (int dir1, int dir2)
2236{
2446 int d; 2237 int d;
2238
2447 d = abs(dir1 - dir2); 2239 d = abs (dir1 - dir2);
2448 if(d>4) 2240 if (d > 4)
2449 d = 8 - d; 2241 d = 8 - d;
2242
2450 return d; 2243 return d;
2451} 2244}
2452 2245
2453/* peterm: 2246/* peterm:
2454 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2247 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2457 * This basically means that if direction is 15, then it could either go 2250 * This basically means that if direction is 15, then it could either go
2458 * direction 4, 14, or 16 to get back to where we are. 2251 * direction 4, 14, or 16 to get back to where we are.
2459 * Moved from spell_util.c to object.c with the other related direction 2252 * Moved from spell_util.c to object.c with the other related direction
2460 * functions. 2253 * functions.
2461 */ 2254 */
2462
2463int reduction_dir[SIZEOFFREE][3] = { 2255int reduction_dir[SIZEOFFREE][3] = {
2464 {0,0,0}, /* 0 */ 2256 {0, 0, 0}, /* 0 */
2465 {0,0,0}, /* 1 */ 2257 {0, 0, 0}, /* 1 */
2466 {0,0,0}, /* 2 */ 2258 {0, 0, 0}, /* 2 */
2467 {0,0,0}, /* 3 */ 2259 {0, 0, 0}, /* 3 */
2468 {0,0,0}, /* 4 */ 2260 {0, 0, 0}, /* 4 */
2469 {0,0,0}, /* 5 */ 2261 {0, 0, 0}, /* 5 */
2470 {0,0,0}, /* 6 */ 2262 {0, 0, 0}, /* 6 */
2471 {0,0,0}, /* 7 */ 2263 {0, 0, 0}, /* 7 */
2472 {0,0,0}, /* 8 */ 2264 {0, 0, 0}, /* 8 */
2473 {8,1,2}, /* 9 */ 2265 {8, 1, 2}, /* 9 */
2474 {1,2,-1}, /* 10 */ 2266 {1, 2, -1}, /* 10 */
2475 {2,10,12}, /* 11 */ 2267 {2, 10, 12}, /* 11 */
2476 {2,3,-1}, /* 12 */ 2268 {2, 3, -1}, /* 12 */
2477 {2,3,4}, /* 13 */ 2269 {2, 3, 4}, /* 13 */
2478 {3,4,-1}, /* 14 */ 2270 {3, 4, -1}, /* 14 */
2479 {4,14,16}, /* 15 */ 2271 {4, 14, 16}, /* 15 */
2480 {5,4,-1}, /* 16 */ 2272 {5, 4, -1}, /* 16 */
2481 {4,5,6}, /* 17 */ 2273 {4, 5, 6}, /* 17 */
2482 {6,5,-1}, /* 18 */ 2274 {6, 5, -1}, /* 18 */
2483 {6,20,18}, /* 19 */ 2275 {6, 20, 18}, /* 19 */
2484 {7,6,-1}, /* 20 */ 2276 {7, 6, -1}, /* 20 */
2485 {6,7,8}, /* 21 */ 2277 {6, 7, 8}, /* 21 */
2486 {7,8,-1}, /* 22 */ 2278 {7, 8, -1}, /* 22 */
2487 {8,22,24}, /* 23 */ 2279 {8, 22, 24}, /* 23 */
2488 {8,1,-1}, /* 24 */ 2280 {8, 1, -1}, /* 24 */
2489 {24,9,10}, /* 25 */ 2281 {24, 9, 10}, /* 25 */
2490 {9,10,-1}, /* 26 */ 2282 {9, 10, -1}, /* 26 */
2491 {10,11,-1}, /* 27 */ 2283 {10, 11, -1}, /* 27 */
2492 {27,11,29}, /* 28 */ 2284 {27, 11, 29}, /* 28 */
2493 {11,12,-1}, /* 29 */ 2285 {11, 12, -1}, /* 29 */
2494 {12,13,-1}, /* 30 */ 2286 {12, 13, -1}, /* 30 */
2495 {12,13,14}, /* 31 */ 2287 {12, 13, 14}, /* 31 */
2496 {13,14,-1}, /* 32 */ 2288 {13, 14, -1}, /* 32 */
2497 {14,15,-1}, /* 33 */ 2289 {14, 15, -1}, /* 33 */
2498 {33,15,35}, /* 34 */ 2290 {33, 15, 35}, /* 34 */
2499 {16,15,-1}, /* 35 */ 2291 {16, 15, -1}, /* 35 */
2500 {17,16,-1}, /* 36 */ 2292 {17, 16, -1}, /* 36 */
2501 {18,17,16}, /* 37 */ 2293 {18, 17, 16}, /* 37 */
2502 {18,17,-1}, /* 38 */ 2294 {18, 17, -1}, /* 38 */
2503 {18,19,-1}, /* 39 */ 2295 {18, 19, -1}, /* 39 */
2504 {41,19,39}, /* 40 */ 2296 {41, 19, 39}, /* 40 */
2505 {19,20,-1}, /* 41 */ 2297 {19, 20, -1}, /* 41 */
2506 {20,21,-1}, /* 42 */ 2298 {20, 21, -1}, /* 42 */
2507 {20,21,22}, /* 43 */ 2299 {20, 21, 22}, /* 43 */
2508 {21,22,-1}, /* 44 */ 2300 {21, 22, -1}, /* 44 */
2509 {23,22,-1}, /* 45 */ 2301 {23, 22, -1}, /* 45 */
2510 {45,47,23}, /* 46 */ 2302 {45, 47, 23}, /* 46 */
2511 {23,24,-1}, /* 47 */ 2303 {23, 24, -1}, /* 47 */
2512 {24,9,-1}}; /* 48 */ 2304 {24, 9, -1}
2305}; /* 48 */
2513 2306
2514/* Recursive routine to step back and see if we can 2307/* Recursive routine to step back and see if we can
2515 * find a path to that monster that we found. If not, 2308 * find a path to that monster that we found. If not,
2516 * we don't bother going toward it. Returns 1 if we 2309 * we don't bother going toward it. Returns 1 if we
2517 * can see a direct way to get it 2310 * can see a direct way to get it
2518 * Modified to be map tile aware -.MSW 2311 * Modified to be map tile aware -.MSW
2519 */ 2312 */
2520 2313int
2521
2522int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2314can_see_monsterP (maptile *m, int x, int y, int dir)
2315{
2523 sint16 dx, dy; 2316 sint16 dx, dy;
2524 int mflags; 2317 int mflags;
2525 2318
2319 if (dir < 0)
2526 if(dir<0) return 0; /* exit condition: invalid direction */ 2320 return 0; /* exit condition: invalid direction */
2527 2321
2528 dx = x + freearr_x[dir]; 2322 dx = x + freearr_x[dir];
2529 dy = y + freearr_y[dir]; 2323 dy = y + freearr_y[dir];
2530 2324
2531 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2325 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2532 2326
2533 /* This functional arguably was incorrect before - it was 2327 /* This functional arguably was incorrect before - it was
2534 * checking for P_WALL - that was basically seeing if 2328 * checking for P_WALL - that was basically seeing if
2535 * we could move to the monster - this is being more 2329 * we could move to the monster - this is being more
2536 * literal on if we can see it. To know if we can actually 2330 * literal on if we can see it. To know if we can actually
2537 * move to the monster, we'd need the monster passed in or 2331 * move to the monster, we'd need the monster passed in or
2538 * at least its move type. 2332 * at least its move type.
2539 */ 2333 */
2540 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2334 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2335 return 0;
2541 2336
2542 /* yes, can see. */ 2337 /* yes, can see. */
2543 if(dir < 9) return 1; 2338 if (dir < 9)
2339 return 1;
2340
2544 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2341 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2545 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2342 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2546 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2343 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2547} 2344}
2548 2345
2549
2550
2551/* 2346/*
2552 * can_pick(picker, item): finds out if an object is possible to be 2347 * can_pick(picker, item): finds out if an object is possible to be
2553 * picked up by the picker. Returnes 1 if it can be 2348 * picked up by the picker. Returnes 1 if it can be
2554 * picked up, otherwise 0. 2349 * picked up, otherwise 0.
2555 * 2350 *
2557 * core dumps if they do. 2352 * core dumps if they do.
2558 * 2353 *
2559 * Add a check so we can't pick up invisible objects (0.93.8) 2354 * Add a check so we can't pick up invisible objects (0.93.8)
2560 */ 2355 */
2561 2356
2357int
2562int can_pick(const object *who, const object *item) { 2358can_pick (const object *who, const object *item)
2359{
2563 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2360 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2564 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2361 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2565 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2362 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2566 (who->type==PLAYER||item->weight<who->weight/3));
2567} 2363}
2568
2569 2364
2570/* 2365/*
2571 * create clone from object to another 2366 * create clone from object to another
2572 */ 2367 */
2368object *
2573object *object_create_clone (object *asrc) { 2369object_create_clone (object *asrc)
2370{
2574 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2371 object *dst = 0, *tmp, *src, *part, *prev, *item;
2575 2372
2576 if(!asrc) return NULL; 2373 if (!asrc)
2374 return 0;
2375
2577 src = asrc; 2376 src = asrc;
2578 if(src->head) 2377 if (src->head)
2579 src = src->head; 2378 src = src->head;
2580 2379
2581 prev = NULL; 2380 prev = 0;
2582 for(part = src; part; part = part->more) { 2381 for (part = src; part; part = part->more)
2583 tmp = get_object(); 2382 {
2584 copy_object(part,tmp); 2383 tmp = part->clone ();
2585 tmp->x -= src->x; 2384 tmp->x -= src->x;
2586 tmp->y -= src->y; 2385 tmp->y -= src->y;
2386
2587 if(!part->head) { 2387 if (!part->head)
2388 {
2588 dst = tmp; 2389 dst = tmp;
2589 tmp->head = NULL; 2390 tmp->head = 0;
2391 }
2590 } else { 2392 else
2591 tmp->head = dst; 2393 tmp->head = dst;
2592 } 2394
2593 tmp->more = NULL; 2395 tmp->more = 0;
2396
2594 if(prev) 2397 if (prev)
2595 prev->more = tmp; 2398 prev->more = tmp;
2399
2596 prev = tmp; 2400 prev = tmp;
2597 } 2401 }
2598 /*** copy inventory ***/ 2402
2599 for(item = src->inv; item; item = item->below) { 2403 for (item = src->inv; item; item = item->below)
2600 (void) insert_ob_in_ob(object_create_clone(item),dst); 2404 insert_ob_in_ob (object_create_clone (item), dst);
2601 }
2602 2405
2603 return dst; 2406 return dst;
2604}
2605
2606/* return true if the object was destroyed, 0 otherwise */
2607int was_destroyed (const object *op, tag_t old_tag)
2608{
2609 /* checking for FLAG_FREED isn't necessary, but makes this function more
2610 * robust */
2611 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2612} 2407}
2613 2408
2614/* GROS - Creates an object using a string representing its content. */ 2409/* GROS - Creates an object using a string representing its content. */
2615/* Basically, we save the content of the string to a temp file, then call */ 2410/* Basically, we save the content of the string to a temp file, then call */
2616/* load_object on it. I admit it is a highly inefficient way to make things, */ 2411/* load_object on it. I admit it is a highly inefficient way to make things, */
2617/* but it was simple to make and allows reusing the load_object function. */ 2412/* but it was simple to make and allows reusing the load_object function. */
2618/* Remember not to use load_object_str in a time-critical situation. */ 2413/* Remember not to use load_object_str in a time-critical situation. */
2619/* Also remember that multiparts objects are not supported for now. */ 2414/* Also remember that multiparts objects are not supported for now. */
2620 2415object *
2621object* load_object_str(const char *obstr) 2416load_object_str (const char *obstr)
2622{ 2417{
2623 object *op; 2418 object *op;
2624 FILE *tempfile;
2625 char filename[MAX_BUF]; 2419 char filename[MAX_BUF];
2420
2626 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2421 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2422
2627 tempfile=fopen(filename,"w"); 2423 FILE *tempfile = fopen (filename, "w");
2424
2628 if (tempfile == NULL) 2425 if (tempfile == NULL)
2629 { 2426 {
2630 LOG(llevError,"Error - Unable to access load object temp file\n"); 2427 LOG (llevError, "Error - Unable to access load object temp file\n");
2631 return NULL; 2428 return NULL;
2632 }; 2429 }
2430
2633 fprintf(tempfile,obstr); 2431 fprintf (tempfile, obstr);
2634 fclose(tempfile); 2432 fclose (tempfile);
2635 2433
2636 op=get_object(); 2434 op = object::create ();
2637 2435
2638 tempfile=fopen(filename,"r");
2639 if (tempfile == NULL)
2640 {
2641 LOG(llevError,"Error - Unable to read object temp file\n");
2642 return NULL;
2643 };
2644 object_thawer thawer; 2436 object_thawer thawer (filename);
2645 load_object(tempfile,thawer,op,LO_NEWFILE,0); 2437
2438 if (thawer)
2439 load_object (thawer, op, 0);
2440
2646 LOG(llevDebug," load str completed, object=%s\n",op->name); 2441 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2647 CLEAR_FLAG(op,FLAG_REMOVED); 2442 CLEAR_FLAG (op, FLAG_REMOVED);
2648 fclose(tempfile); 2443
2649 return op; 2444 return op;
2650} 2445}
2651 2446
2652/* This returns the first object in who's inventory that 2447/* This returns the first object in who's inventory that
2653 * has the same type and subtype match. 2448 * has the same type and subtype match.
2654 * returns NULL if no match. 2449 * returns NULL if no match.
2655 */ 2450 */
2451object *
2656object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2452find_obj_by_type_subtype (const object *who, int type, int subtype)
2657{ 2453{
2658 object *tmp;
2659
2660 for (tmp=who->inv; tmp; tmp=tmp->below) 2454 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2661 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2455 if (tmp->type == type && tmp->subtype == subtype)
2456 return tmp;
2662 2457
2663 return NULL; 2458 return 0;
2664} 2459}
2665 2460
2666/* If ob has a field named key, return the link from the list, 2461/* If ob has a field named key, return the link from the list,
2667 * otherwise return NULL. 2462 * otherwise return NULL.
2668 * 2463 *
2669 * key must be a passed in shared string - otherwise, this won't 2464 * key must be a passed in shared string - otherwise, this won't
2670 * do the desired thing. 2465 * do the desired thing.
2671 */ 2466 */
2467key_value *
2672key_value * get_ob_key_link(const object * ob, const char * key) { 2468get_ob_key_link (const object *ob, const char *key)
2673 key_value * link; 2469{
2674
2675 for (link = ob->key_values; link != NULL; link = link->next) { 2470 for (key_value *link = ob->key_values; link; link = link->next)
2676 if (link->key == key) { 2471 if (link->key == key)
2677 return link; 2472 return link;
2678 } 2473
2679 } 2474 return 0;
2680 2475}
2681 return NULL;
2682}
2683 2476
2684/* 2477/*
2685 * Returns the value of op has an extra_field for key, or NULL. 2478 * Returns the value of op has an extra_field for key, or NULL.
2686 * 2479 *
2687 * The argument doesn't need to be a shared string. 2480 * The argument doesn't need to be a shared string.
2688 * 2481 *
2689 * The returned string is shared. 2482 * The returned string is shared.
2690 */ 2483 */
2484const char *
2691const char * get_ob_key_value(const object * op, const char * const key) { 2485get_ob_key_value (const object *op, const char *const key)
2486{
2692 key_value * link; 2487 key_value *link;
2693 const char * canonical_key; 2488 shstr_cmp canonical_key (key);
2489
2490 if (!canonical_key)
2694 2491 {
2695 canonical_key = find_string(key);
2696
2697 if (canonical_key == NULL) {
2698 /* 1. There being a field named key on any object 2492 /* 1. There being a field named key on any object
2699 * implies there'd be a shared string to find. 2493 * implies there'd be a shared string to find.
2700 * 2. Since there isn't, no object has this field. 2494 * 2. Since there isn't, no object has this field.
2701 * 3. Therefore, *this* object doesn't have this field. 2495 * 3. Therefore, *this* object doesn't have this field.
2702 */ 2496 */
2703 return NULL; 2497 return 0;
2704 } 2498 }
2705 2499
2706 /* This is copied from get_ob_key_link() above - 2500 /* This is copied from get_ob_key_link() above -
2707 * only 4 lines, and saves the function call overhead. 2501 * only 4 lines, and saves the function call overhead.
2708 */ 2502 */
2709 for (link = op->key_values; link != NULL; link = link->next) { 2503 for (link = op->key_values; link; link = link->next)
2710 if (link->key == canonical_key) { 2504 if (link->key == canonical_key)
2711 return link->value; 2505 return link->value;
2712 } 2506
2713 } 2507 return 0;
2714 return NULL;
2715} 2508}
2716 2509
2717 2510
2718/* 2511/*
2719 * Updates the canonical_key in op to value. 2512 * Updates the canonical_key in op to value.
2723 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2516 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2724 * keys. 2517 * keys.
2725 * 2518 *
2726 * Returns TRUE on success. 2519 * Returns TRUE on success.
2727 */ 2520 */
2521int
2728int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) { 2522set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2523{
2729 key_value * field = NULL, *last=NULL; 2524 key_value *field = NULL, *last = NULL;
2730 2525
2731 for (field=op->key_values; field != NULL; field=field->next) { 2526 for (field = op->key_values; field != NULL; field = field->next)
2732 if (field->key != canonical_key) {
2733 last = field;
2734 continue;
2735 }
2736 2527 {
2737 if (field->value) FREE_AND_CLEAR_STR(field->value); 2528 if (field->key != canonical_key)
2738 if (value) 2529 {
2739 field->value = add_string(value); 2530 last = field;
2740 else { 2531 continue;
2532 }
2533
2534 if (value)
2535 field->value = value;
2536 else
2537 {
2741 /* Basically, if the archetype has this key set, 2538 /* Basically, if the archetype has this key set,
2742 * we need to store the null value so when we save 2539 * we need to store the null value so when we save
2743 * it, we save the empty value so that when we load, 2540 * it, we save the empty value so that when we load,
2744 * we get this value back again. 2541 * we get this value back again.
2745 */ 2542 */
2746 if (get_ob_key_link(&op->arch->clone, canonical_key)) 2543 if (get_ob_key_link (&op->arch->clone, canonical_key))
2747 field->value = NULL; 2544 field->value = 0;
2748 else { 2545 else
2749 /* Delete this link */ 2546 {
2750 if (field->key) FREE_AND_CLEAR_STR(field->key); 2547 if (last)
2751 if (field->value) FREE_AND_CLEAR_STR(field->value); 2548 last->next = field->next;
2752 if (last) last->next = field->next; 2549 else
2753 else op->key_values = field->next; 2550 op->key_values = field->next;
2754 free(field); 2551
2755 } 2552 delete field;
2756 } 2553 }
2554 }
2757 return TRUE; 2555 return TRUE;
2758 } 2556 }
2759 /* IF we get here, key doesn't exist */ 2557 /* IF we get here, key doesn't exist */
2760 2558
2761 /* No field, we'll have to add it. */ 2559 /* No field, we'll have to add it. */
2762 2560
2763 if (!add_key) { 2561 if (!add_key)
2764 return FALSE; 2562 return FALSE;
2765 } 2563
2766 /* There isn't any good reason to store a null 2564 /* There isn't any good reason to store a null
2767 * value in the key/value list. If the archetype has 2565 * value in the key/value list. If the archetype has
2768 * this key, then we should also have it, so shouldn't 2566 * this key, then we should also have it, so shouldn't
2769 * be here. If user wants to store empty strings, 2567 * be here. If user wants to store empty strings,
2770 * should pass in "" 2568 * should pass in ""
2771 */ 2569 */
2772 if (value == NULL) return TRUE; 2570 if (value == NULL)
2773
2774 field = (key_value *) malloc(sizeof(key_value));
2775
2776 field->key = add_refcount(canonical_key);
2777 field->value = add_string(value);
2778 /* Usual prepend-addition. */
2779 field->next = op->key_values;
2780 op->key_values = field;
2781
2782 return TRUE; 2571 return TRUE;
2572
2573 field = new key_value;
2574
2575 field->key = canonical_key;
2576 field->value = value;
2577 /* Usual prepend-addition. */
2578 field->next = op->key_values;
2579 op->key_values = field;
2580
2581 return TRUE;
2783} 2582}
2784 2583
2785/* 2584/*
2786 * Updates the key in op to value. 2585 * Updates the key in op to value.
2787 * 2586 *
2789 * and not add new ones. 2588 * and not add new ones.
2790 * In general, should be little reason FALSE is ever passed in for add_key 2589 * In general, should be little reason FALSE is ever passed in for add_key
2791 * 2590 *
2792 * Returns TRUE on success. 2591 * Returns TRUE on success.
2793 */ 2592 */
2593int
2794int set_ob_key_value(object * op, const char * key, const char * value, int add_key) { 2594set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2795 const char * canonical_key = NULL; 2595{
2796 int floating_ref = FALSE; 2596 shstr key_ (key);
2797 int ret; 2597
2598 return set_ob_key_value_s (op, key_, value, add_key);
2599}
2600
2601object::depth_iterator::depth_iterator (object *container)
2602: iterator_base (container)
2603{
2604 while (item->inv)
2605 item = item->inv;
2606}
2607
2608void
2609object::depth_iterator::next ()
2610{
2611 if (item->below)
2798 2612 {
2799 /* HACK This mess is to make sure set_ob_value() passes a shared string 2613 item = item->below;
2800 * to get_ob_key_link(), without leaving a leaked refcount. 2614
2801 */ 2615 while (item->inv)
2616 item = item->inv;
2802 2617 }
2803 canonical_key = find_string(key); 2618 else
2804 if (canonical_key == NULL) { 2619 item = item->env;
2805 canonical_key = add_string(key); 2620}
2806 floating_ref = TRUE; 2621
2807 } 2622
2623const char *
2624object::flag_desc (char *desc, int len) const
2625{
2626 char *p = desc;
2627 bool first = true;
2628
2629 *p = 0;
2630
2631 for (int i = 0; i < NUM_FLAGS; i++)
2808 2632 {
2809 ret = set_ob_key_value_s(op, canonical_key, value, add_key); 2633 if (len <= 10) // magic constant!
2634 {
2635 snprintf (p, len, ",...");
2636 break;
2637 }
2638
2639 if (flag [i])
2640 {
2641 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2642 len -= cnt;
2643 p += cnt;
2644 first = false;
2645 }
2810 2646 }
2811 if (floating_ref) { 2647
2812 free_string(canonical_key);
2813 }
2814
2815 return ret; 2648 return desc;
2816} 2649}
2650
2651// return a suitable string describing an object in enough detail to find it
2652const char *
2653object::debug_desc (char *info) const
2654{
2655 char flagdesc[512];
2656 char info2[256 * 4];
2657 char *p = info;
2658
2659 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2660 count, uuid.seq,
2661 &name,
2662 title ? "\",title:" : "",
2663 title ? (const char *)title : "",
2664 flag_desc (flagdesc, 512), type);
2665
2666 if (env)
2667 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2668
2669 if (map)
2670 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2671
2672 return info;
2673}
2674
2675const char *
2676object::debug_desc () const
2677{
2678 static char info[256 * 4];
2679 return debug_desc (info);
2680}
2681

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