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Comparing deliantra/server/common/object.C (file contents):
Revision 1.10 by root, Thu Aug 31 17:54:14 2006 UTC vs.
Revision 1.103 by root, Tue Jan 2 20:40:34 2007 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.10 2006/08/31 17:54:14 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
199 || ob1->type != ob2->type
200 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value
202 || ob1->name != ob2->name)
203 return 0;
130 204
131 if (ob1->speed != ob2->speed) return 0; 205 //TODO: this ain't working well, use nicer and correct overflow check
132 /* Note sure why the following is the case - either the object has to 206 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
133 * be animated or have a very low speed. Is this an attempted monster 207 * value could not be stored in a sint32 (which unfortunately sometimes is
134 * check? 208 * used to store nrof).
135 */ 209 */
136 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED) 210 if (ob1->nrof + ob2->nrof >= 1UL << 31)
211 return 0;
212
213 /* If the objects have been identified, set the BEEN_APPLIED flag.
214 * This is to the comparison of the flags below will be OK. We
215 * just can't ignore the been applied or identified flags, as they
216 * are not equal - just if it has been identified, the been_applied
217 * flags lose any meaning.
218 */
219 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
221
222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
224
225 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
226 || ob1->arch != ob2->arch
227 || ob1->name != ob2->name
228 || ob1->title != ob2->title
229 || ob1->msg != ob2->msg
230 || ob1->weight != ob2->weight
231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
233 || ob1->attacktype != ob2->attacktype
234 || ob1->magic != ob2->magic
235 || ob1->slaying != ob2->slaying
236 || ob1->skill != ob2->skill
237 || ob1->value != ob2->value
238 || ob1->animation_id != ob2->animation_id
239 || ob1->client_type != ob2->client_type
240 || ob1->materialname != ob2->materialname
241 || ob1->lore != ob2->lore
242 || ob1->subtype != ob2->subtype
243 || ob1->move_type != ob2->move_type
244 || ob1->move_block != ob2->move_block
245 || ob1->move_allow != ob2->move_allow
246 || ob1->move_on != ob2->move_on
247 || ob1->move_off != ob2->move_off
248 || ob1->move_slow != ob2->move_slow
249 || ob1->move_slow_penalty != ob2->move_slow_penalty)
250 return 0;
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))
137 return 0; 259 return 0;
138 260
139 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 261 /* Now check to see if the two inventory objects could merge */
140 * value could not be stored in a sint32 (which unfortunately sometimes is 262 if (!object::can_merge (ob1->inv, ob2->inv))
141 * used to store nrof).
142 */
143 if (ob1->nrof+ob2->nrof >= 1UL<<31)
144 return 0; 263 return 0;
145 264
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 265 /* inventory ok - still need to check rest of this object to see
157 * if it is valid. 266 * if it is valid.
158 */ 267 */
159 } 268 }
160 269
161 /* 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
163 * 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
165 * flags lose any meaning.
166 */
167 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED))
168 SET_FLAG(ob1, FLAG_BEEN_APPLIED);
169
170 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
171 SET_FLAG(ob2, FLAG_BEEN_APPLIED);
172
173
174 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
175 * being locked in inventory should prevent merging.
176 * 0x4 in flags3 is CLIENT_SENT
177 */
178 if ((ob1->arch != ob2->arch) ||
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) ||
188 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
189 (ob1->attacktype != ob2->attacktype) ||
190 (ob1->magic != ob2->magic) ||
191 (ob1->slaying != ob2->slaying) ||
192 (ob1->skill != ob2->skill) ||
193 (ob1->value != ob2->value) ||
194 (ob1->animation_id != ob2->animation_id) ||
195 (ob1->client_type != ob2->client_type) ||
196 (ob1->materialname != ob2->materialname) ||
197 (ob1->lore != ob2->lore) ||
198 (ob1->subtype != ob2->subtype) ||
199 (ob1->move_type != ob2->move_type) ||
200 (ob1->move_block != ob2->move_block) ||
201 (ob1->move_allow != ob2->move_allow) ||
202 (ob1->move_on != ob2->move_on) ||
203 (ob1->move_off != ob2->move_off) ||
204 (ob1->move_slow != ob2->move_slow) ||
205 (ob1->move_slow_penalty != ob2->move_slow_penalty)
206 )
207 return 0;
208
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))
275 return 0;
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
284 switch (ob1->type)
285 {
286 case SCROLL:
287 if (ob1->level != ob2->level)
288 return 0;
289 break;
290 }
291
292 if (ob1->key_values != NULL || ob2->key_values != NULL)
293 {
294 /* At least one of these has key_values. */
295 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
296 /* One has fields, but the other one doesn't. */
214 return 0; 297 return 0;
215
216 switch (ob1->type) {
217 case SCROLL:
218 if (ob1->level != ob2->level) return 0;
219 break;
220
221 }
222 if (ob1->key_values != NULL || ob2->key_values != NULL) {
223 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) {
225 /* One has fields, but the other one doesn't. */
226 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 *
286errmsg[0] = 0;
287return;
288 //TODO//D#d#
289#if 0
290 char *cp;
291/* object *tmp;*/
292
293 if(op->arch!=NULL) {
294 strcat(errmsg,"arch ");
295 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
296 strcat(errmsg,"\n");
297 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
298 strcat(errmsg,cp);
299#if 0
300 /* Don't dump player diffs - they are too long, mostly meaningless, and
301 * will overflow the buffer.
302 * Changed so that we don't dump inventory either. This may
303 * also overflow the buffer.
304 */
305 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
306 strcat(errmsg,cp);
307 for (tmp=op->inv; tmp; tmp=tmp->below)
308 dump_object2(tmp);
309#endif
310 strcat(errmsg,"end\n");
311 } else {
312 strcat(errmsg,"Object ");
313 if (op->name==NULL) strcat(errmsg, "(null)");
314 else strcat(errmsg,op->name);
315 strcat(errmsg,"\n");
316#if 0
317 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
318 strcat(errmsg,cp);
319 for (tmp=op->inv; tmp; tmp=tmp->below)
320 dump_object2(tmp);
321#endif
322 strcat(errmsg,"end\n");
323 }
324#endif
325}
326
327/*
328 * Dumps an object. Returns output in the static global errmsg array.
329 */
330
331void dump_object(object *op) { 362dump_object (object *op)
332 if(op==NULL) { 363{
333 strcpy(errmsg,"[NULL pointer]"); 364 if (!op)
334 return; 365 return strdup ("[NULLOBJ]");
335 }
336 errmsg[0]='\0';
337 dump_object2(op);
338}
339 366
340void dump_all_objects(void) { 367 object_freezer freezer;
341 object *op; 368 save_object (freezer, op, 1);
342 for(op=objects;op!=NULL;op=op->next) { 369 return freezer.as_string ();
343 dump_object(op);
344 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
345 }
346} 370}
347 371
348/* 372/*
349 * 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
350 * multi-object 1 which is closest to the second object. 374 * multi-object 1 which is closest to the second object.
351 * If it's not a multi-object, it is returned. 375 * If it's not a multi-object, it is returned.
352 */ 376 */
353 377
378object *
354object *get_nearest_part(object *op, const object *pl) { 379get_nearest_part (object *op, const object *pl)
380{
355 object *tmp,*closest; 381 object *tmp, *closest;
356 int last_dist,i; 382 int last_dist, i;
383
357 if(op->more==NULL) 384 if (op->more == NULL)
358 return op; 385 return op;
359 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)
360 if((i=distance(tmp,pl))<last_dist) 387 if ((i = distance (tmp, pl)) < last_dist)
361 closest=tmp,last_dist=i; 388 closest = tmp, last_dist = i;
362 return closest; 389 return closest;
363} 390}
364 391
365/* 392/*
366 * 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.
367 */ 394 */
368 395
396object *
369object *find_object(tag_t i) { 397find_object (tag_t i)
370 object *op; 398{
371 for(op=objects;op!=NULL;op=op->next) 399 for (object *op = object::first; op; op = op->next)
372 if(op->count==i) 400 if (op->count == i)
373 break; 401 return op;
402
374 return op; 403 return 0;
375} 404}
376 405
377/* 406/*
378 * 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.
379 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
380 * Enables features like "patch <name-of-other-player> food 999" 409 * Enables features like "patch <name-of-other-player> food 999"
381 */ 410 */
382 411
412object *
383object *find_object_name(const char *str) { 413find_object_name (const char *str)
384 const char *name=add_string(str); 414{
415 shstr_cmp str_ (str);
385 object *op; 416 object *op;
417
386 for(op=objects;op!=NULL;op=op->next) 418 for (op = object::first; op != NULL; op = op->next)
387 if(op->name==name) 419 if (op->name == str_)
388 break; 420 break;
389 free_string(name); 421
390 return op; 422 return op;
391} 423}
392 424
425void
393void free_all_object_data(void) { 426free_all_object_data ()
394#ifdef MEMORY_DEBUG
395 object *op, *next;
396
397 for (op=free_objects; op!=NULL; ) {
398 next=op->next;
399 free(op);
400 nrofallocobjects--;
401 nroffreeobjects--;
402 op=next;
403 }
404#endif
405 LOG(llevDebug,"%d allocated objects, %d free objects, STARMAX=%d\n",
406 nrofallocobjects, nroffreeobjects,STARTMAX);
407}
408
409/*
410 * Returns the object which this object marks as being the owner.
411 * A id-scheme is used to avoid pointing to objects which have been
412 * freed and are now reused. If this is detected, the owner is
413 * set to NULL, and NULL is returned.
414 * Changed 2004-02-12 - if the player is setting at the play again
415 * prompt, he is removed, and we don't want to treat him as an owner of
416 * anything, so check removed flag. I don't expect that this should break
417 * anything - once an object is removed, it is basically dead anyways.
418 */
419
420object *get_owner(object *op) {
421 if(op->owner==NULL)
422 return NULL;
423
424 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
425 op->owner->count==op->ownercount)
426 return op->owner;
427
428 op->owner=NULL;
429 op->ownercount=0;
430 return NULL;
431}
432
433void clear_owner(object *op)
434{ 427{
435 if (!op) return; 428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
436
437 if (op->owner && op->ownercount == op->owner->count)
438 op->owner->refcount--;
439
440 op->owner = NULL;
441 op->ownercount = 0;
442} 429}
443
444
445 430
446/* 431/*
447 * 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
448 * skill and experience objects. 433 * skill and experience objects.
449 */ 434 */
450void set_owner (object *op, object *owner) 435void
436object::set_owner (object *owner)
451{ 437{
452 if(owner==NULL||op==NULL) 438 if (!owner)
453 return; 439 return;
454 440
455 /* next line added to allow objects which own objects */ 441 /* next line added to allow objects which own objects */
456 /* 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
457 * with the fireball owning a poison cloud which then owned the 443 * with the fireball owning a poison cloud which then owned the
458 * 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
459 * freed and then another object replacing it. Since the ownercounts 445 * freed and then another object replacing it. Since the ownercounts
460 * 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.
461 */ 447 */
462 while (owner->owner && owner!=owner->owner && 448 while (owner->owner)
463 owner->ownercount==owner->owner->count) owner=owner->owner; 449 owner = owner->owner;
464 450
465 /* IF the owner still has an owner, we did not resolve to a final owner.
466 * so lets not add to that.
467 */
468 if (owner->owner) return;
469
470 op->owner=owner; 451 this->owner = owner;
471
472 op->ownercount=owner->count;
473 owner->refcount++;
474
475}
476
477/* Set the owner to clone's current owner and set the skill and experience
478 * objects to clone's objects (typically those objects that where the owner's
479 * current skill and experience objects at the time when clone's owner was
480 * set - not the owner's current skill and experience objects).
481 *
482 * Use this function if player created an object (e.g. fire bullet, swarm
483 * spell), and this object creates further objects whose kills should be
484 * accounted for the player's original skill, even if player has changed
485 * skills meanwhile.
486 */
487void copy_owner (object *op, object *clone)
488{
489 object *owner = get_owner (clone);
490 if (owner == NULL) {
491 /* players don't have owners - they own themselves. Update
492 * as appropriate.
493 */
494 if (clone->type == PLAYER) owner=clone;
495 else return;
496 }
497 set_owner(op, owner);
498
499}
500
501/*
502 * Resets vital variables in an object
503 */
504
505void reset_object(object *op) {
506
507 op->name = NULL;
508 op->name_pl = NULL;
509 op->title = NULL;
510 op->race = NULL;
511 op->slaying = NULL;
512 op->skill = NULL;
513 op->msg = NULL;
514 op->materialname = NULL;
515 op->lore = NULL;
516 clear_object(op);
517} 452}
518 453
519/* Zero the key_values on op, decrementing the shared-string 454/* Zero the key_values on op, decrementing the shared-string
520 * refcounts and freeing the links. 455 * refcounts and freeing the links.
521 */ 456 */
457static void
522static void free_key_values(object * op) { 458free_key_values (object *op)
523 key_value * i; 459{
524 key_value * next = NULL; 460 for (key_value *i = op->key_values; i != 0;)
525 461 {
526 if (op->key_values == NULL) return; 462 key_value *next = i->next;
463 delete i;
464
465 i = next;
527 466 }
528 for (i = op->key_values; i != NULL; i = next) { 467
529 /* Store next *first*. */
530 next = i->next;
531
532 if (i->key) FREE_AND_CLEAR_STR(i->key);
533 if (i->value) FREE_AND_CLEAR_STR(i->value);
534 i->next = NULL;
535 free(i);
536 }
537
538 op->key_values = NULL; 468 op->key_values = 0;
539} 469}
540 470
541
542/* 471/*
543 * clear_object() frees everything allocated by an object, and also
544 * clears all variables and flags to default settings.
545 */
546
547void clear_object(object *op) {
548 op->clear ();
549
550 event *evt;
551 event *evt2;
552
553 /* redo this to be simpler/more efficient. Was also seeing
554 * crashes in the old code. Move this to the top - am
555 * seeing periodic crashes in this code, and would like to have
556 * as much info available as possible (eg, object name).
557 */
558 for (evt = op->events; evt; evt=evt2) {
559 evt2 = evt->next;
560
561 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
562 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
563 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
564
565 free(evt);
566 }
567 op->events = NULL;
568
569 free_key_values(op);
570
571 /* the memset will clear all these values for us, but we need
572 * to reduce the refcount on them.
573 */
574 if (op->name!=NULL) FREE_AND_CLEAR_STR(op->name);
575 if (op->name_pl!=NULL) FREE_AND_CLEAR_STR(op->name_pl);
576 if (op->title != NULL) FREE_AND_CLEAR_STR(op->title);
577 if (op->race!=NULL) FREE_AND_CLEAR_STR(op->race);
578 if (op->slaying!=NULL) FREE_AND_CLEAR_STR(op->slaying);
579 if (op->skill!=NULL) FREE_AND_CLEAR_STR(op->skill);
580 if (op->msg!=NULL) FREE_AND_CLEAR_STR(op->msg);
581 if (op->lore!=NULL) FREE_AND_CLEAR_STR(op->lore);
582 if (op->materialname!= NULL) FREE_AND_CLEAR_STR(op->materialname);
583
584
585 memset((void*)op, 0, sizeof (object_special));
586 /* Below here, we clear things that are not done by the memset,
587 * or set default values that are not zero.
588 */
589 /* This is more or less true */
590 SET_FLAG(op, FLAG_REMOVED);
591
592
593 op->contr = NULL;
594 op->below=NULL;
595 op->above=NULL;
596 op->inv=NULL;
597 op->events=NULL;
598 op->container=NULL;
599 op->env=NULL;
600 op->more=NULL;
601 op->head=NULL;
602 op->map=NULL;
603 op->refcount=0;
604 op->active_next = NULL;
605 op->active_prev = NULL;
606 /* What is not cleared is next, prev, and count */
607
608 op->expmul=1.0;
609 op->face = blank_face;
610 op->attacked_by_count = (tag_t) -1;
611 if (settings.casting_time)
612 op->casting_time = -1;
613
614}
615
616/*
617 * copy object first frees everything allocated by the second object, 472 * copy_to first frees everything allocated by the dst object,
618 * and then copies the contends of the first object into the second 473 * and then copies the contents of itself into the second
619 * object, allocating what needs to be allocated. Basically, any 474 * object, allocating what needs to be allocated. Basically, any
620 * 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,
621 * 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
622 * will point at garbage. 477 * will point at garbage.
623 */ 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);
624 484
625void copy_object(object *op2, object *op) { 485 *(object_copy *)dst = *this;
626 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED);
627 event *evt, *evt2, *evt_new;
628 486
629 op->clear (); 487 if (is_freed)
488 SET_FLAG (dst, FLAG_FREED);
630 489
631 /* Decrement the refcounts, but don't bother zeroing the fields; 490 if (is_removed)
632 they'll be overwritten by memcpy. */ 491 SET_FLAG (dst, FLAG_REMOVED);
633 if(op->name!=NULL) free_string(op->name);
634 if(op->name_pl!=NULL) free_string(op->name_pl);
635 if(op->title!=NULL) free_string(op->title);
636 if(op->race!=NULL) free_string(op->race);
637 if(op->slaying!=NULL) free_string(op->slaying);
638 if(op->skill!=NULL) free_string(op->skill);
639 if(op->msg!=NULL) free_string(op->msg);
640 if(op->lore!=NULL) free_string(op->lore);
641 if(op->materialname != NULL) free_string(op->materialname);
642 if(op->custom_name != NULL) free_string(op->custom_name);
643 492
644 /* Basically, same code as from clear_object() */ 493 if (speed < 0)
645 for (evt = op->events; evt; evt=evt2) {
646 evt2 = evt->next;
647
648 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
649 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
650 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
651
652 free(evt);
653 }
654 op->events = NULL;
655
656 free_key_values(op);
657
658 *(object_special *)op = *(object_special *)op2;
659 op2->clone (op);
660
661 if(is_freed) SET_FLAG(op,FLAG_FREED);
662 if(is_removed) SET_FLAG(op,FLAG_REMOVED);
663 if(op->name!=NULL) add_refcount(op->name);
664 if(op->name_pl!=NULL) add_refcount(op->name_pl);
665 if(op->title!=NULL) add_refcount(op->title);
666 if(op->race!=NULL) add_refcount(op->race);
667 if(op->slaying!=NULL) add_refcount(op->slaying);
668 if(op->skill!=NULL) add_refcount(op->skill);
669 if(op->lore!=NULL) add_refcount(op->lore);
670 if(op->msg!=NULL) add_refcount(op->msg);
671 if(op->custom_name!=NULL) add_refcount(op->custom_name);
672 if (op->materialname != NULL) add_refcount(op->materialname);
673
674 if((op2->speed<0) && !editor)
675 op->speed_left=op2->speed_left-RANDOM()%200/100.0; 494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
676 495
677 /* Copy over event information */
678 evt2 = NULL;
679 for (evt = op2->events; evt; evt=evt->next) {
680 evt_new = (event *) malloc(sizeof(event));
681 memcpy(evt_new, evt, sizeof(event));
682 if (evt_new->hook) add_refcount(evt_new->hook);
683 if (evt_new->plugin) add_refcount(evt_new->plugin);
684 if (evt_new->options) add_refcount(evt_new->options);
685 evt_new->next = NULL;
686
687 /* Try to be a little clever here, and store away the
688 * last event we copied, so that its simpler to update the
689 * pointer.
690 */
691 if (evt2)
692 evt2->next = evt_new;
693 else
694 op->events = evt_new;
695
696 evt2 = evt_new;
697 }
698 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
699 if (op2->key_values != NULL) { 497 if (key_values)
498 {
700 key_value * tail = NULL; 499 key_value *tail = 0;
701 key_value * i; 500 key_value *i;
702 501
703 op->key_values = NULL; 502 dst->key_values = 0;
704 503
705 for (i = op2->key_values; i != NULL; i = i->next) { 504 for (i = key_values; i; i = i->next)
706 key_value * new_link = (key_value *) malloc(sizeof(key_value)); 505 {
506 key_value *new_link = new key_value;
707 507
708 new_link->next = NULL; 508 new_link->next = 0;
709 new_link->key = add_refcount(i->key); 509 new_link->key = i->key;
710 if (i->value)
711 new_link->value = add_refcount(i->value); 510 new_link->value = i->value;
712 else
713 new_link->value = NULL;
714 511
715 /* Try and be clever here, too. */ 512 /* Try and be clever here, too. */
716 if (op->key_values == NULL) { 513 if (!dst->key_values)
514 {
717 op->key_values = new_link; 515 dst->key_values = new_link;
718 tail = new_link; 516 tail = new_link;
719 } else {
720 tail->next = new_link;
721 tail = new_link;
722 } 517 }
518 else
519 {
520 tail->next = new_link;
521 tail = new_link;
723 } 522 }
724 } 523 }
725
726 update_ob_speed(op);
727}
728
729/*
730 * expand_objects() allocates more objects for the list of unused objects.
731 * It is called from get_object() if the unused list is empty.
732 */
733
734void expand_objects(void) {
735 int i;
736 object *obj;
737 obj = (object *) CALLOC(OBJ_EXPAND,sizeof(object));
738
739 if(obj==NULL)
740 fatal(OUT_OF_MEMORY);
741 free_objects=obj;
742 obj[0].prev=NULL;
743 obj[0].next= &obj[1],
744 SET_FLAG(&(obj[0]), FLAG_REMOVED);
745 SET_FLAG(&(obj[0]), FLAG_FREED);
746
747 for(i=1;i<OBJ_EXPAND-1;i++) {
748 obj[i].next= &obj[i+1],
749 obj[i].prev= &obj[i-1],
750 SET_FLAG(&(obj[i]), FLAG_REMOVED);
751 SET_FLAG(&(obj[i]), FLAG_FREED);
752 } 524 }
753 obj[OBJ_EXPAND-1].prev= &obj[OBJ_EXPAND-2],
754 obj[OBJ_EXPAND-1].next=NULL,
755 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_REMOVED);
756 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_FREED);
757 525
758 nrofallocobjects += OBJ_EXPAND; 526 dst->set_speed (dst->speed);
759 nroffreeobjects += OBJ_EXPAND;
760} 527}
761 528
762/*
763 * get_object() grabs an object from the list of unused objects, makes
764 * sure it is initialised, and returns it.
765 * If there are no free objects, expand_objects() is called to get more.
766 */
767
768object *get_object(void) {
769 object *op; 529object *
770 530object::clone ()
771 if(free_objects==NULL) { 531{
772 expand_objects(); 532 object *neu = create ();
773 } 533 copy_to (neu);
774 op=free_objects;
775#ifdef MEMORY_DEBUG
776 /* The idea is hopefully by doing a realloc, the memory
777 * debugging program will now use the current stack trace to
778 * report leaks.
779 */
780 op = realloc(op, sizeof(object));
781 SET_FLAG(op, FLAG_REMOVED);
782 SET_FLAG(op, FLAG_FREED);
783#endif
784
785 if(!QUERY_FLAG(op,FLAG_FREED)) {
786 LOG(llevError,"Fatal: Getting busy object.\n");
787 }
788 free_objects=op->next;
789 if(free_objects!=NULL)
790 free_objects->prev=NULL;
791 op->count= ++ob_count;
792 op->name=NULL;
793 op->name_pl=NULL;
794 op->title=NULL;
795 op->race=NULL;
796 op->slaying=NULL;
797 op->skill = NULL;
798 op->lore=NULL;
799 op->msg=NULL;
800 op->materialname=NULL;
801 op->next=objects;
802 op->prev=NULL;
803 op->active_next = NULL;
804 op->active_prev = NULL;
805 if(objects!=NULL)
806 objects->prev=op;
807 objects=op;
808 clear_object(op);
809 SET_FLAG(op,FLAG_REMOVED);
810 nroffreeobjects--;
811 return op; 534 return neu;
812} 535}
813 536
814/* 537/*
815 * 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
816 * 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
817 * 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.
818 */ 541 */
819 542void
820void update_turn_face(object *op) { 543update_turn_face (object *op)
544{
821 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
822 return; 546 return;
547
823 SET_ANIMATION(op, op->direction); 548 SET_ANIMATION (op, op->direction);
824 update_object(op,UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
825} 550}
826 551
827/* 552/*
828 * 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
829 * 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.
830 * 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.
831 */ 556 */
832 557void
833void update_ob_speed(object *op) { 558object::set_speed (float speed)
834 extern int arch_init; 559{
835 560 if (flag [FLAG_FREED] && speed)
836 /* No reason putting the archetypes objects on the speed list, 561 {
837 * since they never really need to be updated.
838 */
839
840 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
841 LOG(llevError,"Object %s is freed but has speed.\n", op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
842#ifdef MANY_CORES
843 abort();
844#else
845 op->speed = 0; 563 speed = 0;
846#endif
847 } 564 }
848 if (arch_init) {
849 return;
850 }
851 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
852 /* If already on active list, don't do anything */
853 if (op->active_next || op->active_prev || op==active_objects)
854 return;
855 565
856 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
857 * of the list. */ 567
858 op->active_next = active_objects; 568 if (has_active_speed ())
859 if (op->active_next!=NULL) 569 activate ();
860 op->active_next->active_prev = op;
861 active_objects = op;
862 }
863 else { 570 else
864 /* If not on the active list, nothing needs to be done */ 571 deactivate ();
865 if (!op->active_next && !op->active_prev && op!=active_objects)
866 return;
867
868 if (op->active_prev==NULL) {
869 active_objects = op->active_next;
870 if (op->active_next!=NULL)
871 op->active_next->active_prev = NULL;
872 }
873 else {
874 op->active_prev->active_next = op->active_next;
875 if (op->active_next)
876 op->active_next->active_prev = op->active_prev;
877 }
878 op->active_next = NULL;
879 op->active_prev = NULL;
880 }
881} 572}
882 573
883/* This function removes object 'op' from the list of active
884 * objects.
885 * This should only be used for style maps or other such
886 * reference maps where you don't want an object that isn't
887 * in play chewing up cpu time getting processed.
888 * The reverse of this is to call update_ob_speed, which
889 * will do the right thing based on the speed of the object.
890 */
891void remove_from_active_list(object *op)
892{
893 /* If not on the active list, nothing needs to be done */
894 if (!op->active_next && !op->active_prev && op!=active_objects)
895 return;
896
897 if (op->active_prev==NULL) {
898 active_objects = op->active_next;
899 if (op->active_next!=NULL)
900 op->active_next->active_prev = NULL;
901 }
902 else {
903 op->active_prev->active_next = op->active_next;
904 if (op->active_next)
905 op->active_next->active_prev = op->active_prev;
906 }
907 op->active_next = NULL;
908 op->active_prev = NULL;
909}
910
911/* 574/*
912 * update_object() updates the array which represents the map. 575 * update_object() updates the the map.
913 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
914 * 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
915 * invisible object, etc...) 578 * invisible object, etc...)
916 * 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
917 * 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
918 * updating that window, though, since update_object() is called _often_) 581 * updating that window, though, since update_object() is called _often_)
919 * 582 *
920 * 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.
921 * For example, if the only thing that has changed is the face (due to
922 * an animation), we don't need to call update_position until that actually
923 * comes into view of a player. OTOH, many other things, like addition/removal
924 * of walls or living creatures may need us to update the flags now.
925 * current action are: 584 * current action are:
926 * UP_OBJ_INSERT: op was inserted 585 * UP_OBJ_INSERT: op was inserted
927 * UP_OBJ_REMOVE: op was removed 586 * UP_OBJ_REMOVE: op was removed
928 * 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
929 * 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.
930 * UP_OBJ_FACE: only the objects face has changed. 589 * UP_OBJ_FACE: only the objects face has changed.
931 */ 590 */
932 591void
933void update_object(object *op, int action) { 592update_object (object *op, int action)
934 int update_now=0, flags; 593{
935 MoveType move_on, move_off, move_block, move_slow; 594 MoveType move_on, move_off, move_block, move_slow;
936 595
937 if (op == NULL) { 596 if (op == NULL)
597 {
938 /* this should never happen */ 598 /* this should never happen */
939 LOG(llevDebug,"update_object() called for NULL object.\n"); 599 LOG (llevDebug, "update_object() called for NULL object.\n");
940 return; 600 return;
941 }
942 601 }
943 if(op->env!=NULL) { 602
603 if (op->env)
604 {
944 /* Animation is currently handled by client, so nothing 605 /* Animation is currently handled by client, so nothing
945 * to do in this case. 606 * to do in this case.
946 */ 607 */
947 return; 608 return;
948 } 609 }
949 610
950 /* 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
951 * going to get freed anyways. 612 * going to get freed anyways.
952 */ 613 */
953 if (!op->map || op->map->in_memory == MAP_SAVING) return; 614 if (!op->map || op->map->in_memory == MAP_SAVING)
954 615 return;
616
955 /* make sure the object is within map boundaries */ 617 /* make sure the object is within map boundaries */
956 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)
957 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 619 {
958 LOG(llevError,"update_object() called for object out of map!\n"); 620 LOG (llevError, "update_object() called for object out of map!\n");
959#ifdef MANY_CORES 621#ifdef MANY_CORES
960 abort(); 622 abort ();
961#endif 623#endif
962 return; 624 return;
963 }
964 625 }
965 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
966 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
967 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
968 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
969 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
970 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
971 626
627 mapspace &m = op->ms ();
628
629 if (!(m.flags_ & P_UPTODATE))
630 /* nop */;
972 if (action == UP_OBJ_INSERT) { 631 else if (action == UP_OBJ_INSERT)
632 {
633 // this is likely overkill, TODO: revisit (schmorp)
973 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
974 update_now=1;
975
976 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
977 update_now=1; 636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
978 637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
979 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
980 update_now=1; 640 || (m.move_on | op->move_on ) != m.move_on
981
982 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
983 update_now=1;
984
985 if ((move_on | op->move_on) != move_on) update_now=1;
986 if ((move_off | op->move_off) != move_off) update_now=1; 641 || (m.move_off | op->move_off ) != m.move_off
642 || (m.move_slow | op->move_slow) != m.move_slow
987 /* 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
988 * to have move_allow right now. 644 * to have move_allow right now.
989 */ 645 */
990 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
991 update_now=1; 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
992 if ((move_slow | op->move_slow) != move_slow) update_now=1; 648 m.flags_ = 0;
993 } 649 }
994 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
995 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
996 * that is being removed. 652 * that is being removed.
997 */ 653 */
998 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
999 update_now=1; 655 m.flags_ = 0;
1000 } else if (action == UP_OBJ_FACE) { 656 else if (action == UP_OBJ_FACE)
1001 /* Nothing to do for that case */ 657 /* Nothing to do for that case */ ;
1002 }
1003 else { 658 else
1004 LOG(llevError,"update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
1005 }
1006 660
1007 if (update_now) {
1008 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
1009 update_position(op->map, op->x, op->y);
1010 }
1011
1012 if(op->more!=NULL) 661 if (op->more)
1013 update_object(op->more, action); 662 update_object (op->more, action);
1014} 663}
1015 664
665object *object::first;
1016 666
1017/* 667object::object ()
1018 * free_object() frees everything allocated by an object, removes 668{
1019 * it from the list of used objects, and puts it on the list of
1020 * free objects. The IS_FREED() flag is set in the object.
1021 * The object must have been removed by remove_ob() first for
1022 * this function to succeed.
1023 *
1024 * If free_inventory is set, free inventory as well. Else drop items in
1025 * inventory to the ground.
1026 */
1027
1028void free_object(object *ob) {
1029 free_object2(ob, 0);
1030}
1031void free_object2(object *ob, int free_inventory) {
1032 object *tmp,*op;
1033
1034 ob->clear ();
1035
1036 if (!QUERY_FLAG(ob,FLAG_REMOVED)) {
1037 LOG(llevDebug,"Free object called with non removed object\n");
1038 dump_object(ob);
1039#ifdef MANY_CORES
1040 abort();
1041#endif
1042 }
1043 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) {
1044 LOG(llevMonster,"Warning: tried to free friendly object.\n");
1045 remove_friendly_object(ob);
1046 }
1047 if(QUERY_FLAG(ob,FLAG_FREED)) {
1048 dump_object(ob);
1049 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg);
1050 return;
1051 }
1052 if(ob->more!=NULL) {
1053 free_object2(ob->more, free_inventory);
1054 ob->more=NULL;
1055 }
1056 if (ob->inv) {
1057 /* Only if the space blocks everything do we not process -
1058 * if some form of movemnt is allowed, let objects
1059 * drop on that space.
1060 */
1061 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY ||
1062 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL))
1063 {
1064 op=ob->inv;
1065 while(op!=NULL) {
1066 tmp=op->below;
1067 remove_ob(op);
1068 free_object2(op, free_inventory);
1069 op=tmp;
1070 }
1071 }
1072 else { /* Put objects in inventory onto this space */
1073 op=ob->inv;
1074 while(op!=NULL) {
1075 tmp=op->below;
1076 remove_ob(op);
1077 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) ||
1078 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
1079 free_object(op);
1080 else {
1081 op->x=ob->x;
1082 op->y=ob->y;
1083 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */
1084 }
1085 op=tmp;
1086 }
1087 }
1088 }
1089 /* Remove object from the active list */
1090 ob->speed = 0;
1091 update_ob_speed(ob);
1092
1093 SET_FLAG(ob, FLAG_FREED); 669 SET_FLAG (this, FLAG_REMOVED);
1094 ob->count = 0;
1095 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
1096 /* Remove this object from the list of used objects */ 699 /* Remove this object from the list of used objects */
1097 if(ob->prev==NULL) { 700 if (prev) prev->next = next;
1098 objects=ob->next; 701 if (next) next->prev = prev;
1099 if(objects!=NULL)
1100 objects->prev=NULL;
1101 }
1102 else {
1103 ob->prev->next=ob->next;
1104 if(ob->next!=NULL)
1105 ob->next->prev=ob->prev;
1106 }
1107
1108 if(ob->name!=NULL) FREE_AND_CLEAR_STR(ob->name);
1109 if(ob->name_pl!=NULL) FREE_AND_CLEAR_STR(ob->name_pl);
1110 if(ob->title!=NULL) FREE_AND_CLEAR_STR(ob->title);
1111 if(ob->race!=NULL) FREE_AND_CLEAR_STR(ob->race);
1112 if(ob->slaying!=NULL) FREE_AND_CLEAR_STR(ob->slaying);
1113 if(ob->skill!=NULL) FREE_AND_CLEAR_STR(ob->skill);
1114 if(ob->lore!=NULL) FREE_AND_CLEAR_STR(ob->lore);
1115 if(ob->msg!=NULL) FREE_AND_CLEAR_STR(ob->msg);
1116 if(ob->materialname!=NULL) FREE_AND_CLEAR_STR(ob->materialname);
1117 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 ())
1118 721 {
1119 /* Why aren't events freed? */ 722 /* process_events() expects us to insert the object at the beginning
1120 free_key_values(ob); 723 * of the list. */
724 active_next = active_objects;
1121 725
1122#if 0 /* MEMORY_DEBUG*/ 726 if (active_next)
1123 /* This is a nice idea. Unfortunately, a lot of the code in crossfire 727 active_next->active_prev = this;
1124 * presumes the freed_object will stick around for at least a little 728
1125 * bit 729 active_objects = this;
1126 */ 730 }
1127 /* this is necessary so that memory debugging programs will 731}
1128 * be able to accurately report source of malloc. If we recycle 732
1129 * objects, then some other area may be doing the get_object 733void
1130 * and not freeing it, but the original one that malloc'd the 734object::activate_recursive ()
1131 * object will get the blame. 735{
736 activate ();
737
738 for (object *op = inv; op; op = op->above)
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->above)
778 op->deactivate_recursive ();
779
780 deactivate ();
781}
782
783/*
784 * Remove and free all objects in the inventory of the given object.
785 * object.c ?
786 */
787void
788object::destroy_inv (bool drop_to_ground)
789{
790 // need to check first, because the checks below might segfault
791 // as we might be on an invalid mapspace and crossfire code
792 // is too buggy to ensure that the inventory is empty.
793 // corollary: if you create arrows etc. with stuff in tis inventory,
794 // cf will crash below with off-map x and y
795 if (!inv)
796 return;
797
798 /* Only if the space blocks everything do we not process -
799 * if some form of movement is allowed, let objects
800 * drop on that space.
1132 */ 801 */
1133 free(ob); 802 if (!drop_to_ground
1134#else 803 || !map
804 || map->in_memory != MAP_IN_MEMORY
805 || ms ().move_block == MOVE_ALL)
806 {
807 while (inv)
808 {
809 inv->destroy_inv (drop_to_ground);
810 inv->destroy ();
811 }
812 }
813 else
814 { /* Put objects in inventory onto this space */
815 while (inv)
816 {
817 object *op = inv;
1135 818
1136 /* Now link it with the free_objects list: */ 819 if (op->flag [FLAG_STARTEQUIP]
1137 ob->prev=NULL; 820 || op->flag [FLAG_NO_DROP]
1138 ob->next=free_objects; 821 || op->type == RUNE
1139 if(free_objects!=NULL) 822 || op->type == TRAP
1140 free_objects->prev=ob; 823 || op->flag [FLAG_IS_A_TEMPLATE])
1141 free_objects=ob; 824 op->destroy ();
1142 nroffreeobjects++; 825 else
1143#endif 826 map->insert (op, x, y);
827 }
828 }
1144} 829}
1145 830
1146/* 831object *object::create ()
1147 * count_free() returns the number of objects on the list of free objects. 832{
1148 */
1149
1150int count_free(void) {
1151 int i=0;
1152 object *tmp=free_objects; 833 object *op = new object;
1153 while(tmp!=NULL) 834 op->link ();
1154 tmp=tmp->next, i++;
1155 return i; 835 return op;
1156} 836}
1157 837
1158/* 838void
1159 * count_used() returns the number of objects on the list of used objects. 839object::do_destroy ()
1160 */ 840{
841 if (flag [FLAG_IS_LINKED])
842 remove_button_link (this);
1161 843
1162int count_used(void) { 844 if (flag [FLAG_FRIENDLY])
1163 int i=0; 845 remove_friendly_object (this);
1164 object *tmp=objects; 846
1165 while(tmp!=NULL) 847 if (!flag [FLAG_REMOVED])
1166 tmp=tmp->next, i++; 848 remove ();
849
850 if (flag [FLAG_FREED])
1167 return i; 851 return;
1168}
1169 852
1170/* 853 set_speed (0);
1171 * count_active() returns the number of objects on the list of active objects.
1172 */
1173 854
1174int count_active(void) { 855 flag [FLAG_FREED] = 1;
1175 int i=0; 856
1176 object *tmp=active_objects; 857 attachable::do_destroy ();
1177 while(tmp!=NULL) 858
1178 tmp=tmp->active_next, i++; 859 destroy_inv (true);
860 unlink ();
861
862 // hack to ensure that freed objects still have a valid map
863 {
864 static maptile *freed_map; // freed objects are moved here to avoid crashes
865
866 if (!freed_map)
867 {
868 freed_map = new maptile;
869
870 freed_map->name = "/internal/freed_objects_map";
871 freed_map->width = 3;
872 freed_map->height = 3;
873
874 freed_map->alloc ();
875 freed_map->in_memory = MAP_IN_MEMORY;
876 }
877
878 map = freed_map;
879 x = 1;
880 y = 1;
881 }
882
883 head = 0;
884
885 if (more)
886 {
887 more->destroy ();
888 more = 0;
889 }
890
891 // clear those pointers that likely might have circular references to us
892 owner = 0;
893 enemy = 0;
894 attacked_by = 0;
895
896 // only relevant for players(?), but make sure of it anyways
897 contr = 0;
898}
899
900void
901object::destroy (bool destroy_inventory)
902{
903 if (destroyed ())
1179 return i; 904 return;
905
906 if (destroy_inventory)
907 destroy_inv (false);
908
909 attachable::destroy ();
1180} 910}
1181 911
1182/* 912/*
1183 * sub_weight() recursively (outwards) subtracts a number from the 913 * sub_weight() recursively (outwards) subtracts a number from the
1184 * weight of an object (and what is carried by it's environment(s)). 914 * weight of an object (and what is carried by it's environment(s)).
1185 */ 915 */
1186 916void
1187void sub_weight (object *op, signed long weight) { 917sub_weight (object *op, signed long weight)
918{
1188 while (op != NULL) { 919 while (op != NULL)
920 {
1189 if (op->type == CONTAINER) { 921 if (op->type == CONTAINER)
1190 weight=(signed long)(weight*(100-op->stats.Str)/100); 922 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1191 } 923
1192 op->carrying-=weight; 924 op->carrying -= weight;
1193 op = op->env; 925 op = op->env;
1194 } 926 }
1195} 927}
1196 928
1197/* remove_ob(op): 929/* op->remove ():
1198 * This function removes the object op from the linked list of objects 930 * This function removes the object op from the linked list of objects
1199 * which it is currently tied to. When this function is done, the 931 * which it is currently tied to. When this function is done, the
1200 * object will have no environment. If the object previously had an 932 * object will have no environment. If the object previously had an
1201 * environment, the x and y coordinates will be updated to 933 * environment, the x and y coordinates will be updated to
1202 * the previous environment. 934 * the previous environment.
1203 * Beware: This function is called from the editor as well! 935 * Beware: This function is called from the editor as well!
1204 */ 936 */
1205 937void
1206void remove_ob(object *op) { 938object::remove ()
939{
1207 object *tmp,*last=NULL; 940 object *tmp, *last = 0;
1208 object *otmp; 941 object *otmp;
1209 tag_t tag;
1210 int check_walk_off;
1211 mapstruct *m;
1212 sint16 x,y;
1213
1214 942
1215 if(QUERY_FLAG(op,FLAG_REMOVED)) { 943 if (QUERY_FLAG (this, FLAG_REMOVED))
1216 dump_object(op); 944 return;
1217 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1218 945
1219 /* Changed it to always dump core in this case. As has been learned
1220 * in the past, trying to recover from errors almost always
1221 * make things worse, and this is a real error here - something
1222 * that should not happen.
1223 * Yes, if this was a mission critical app, trying to do something
1224 * to recover may make sense, but that is because failure of the app
1225 * may have other disastrous problems. Cf runs out of a script
1226 * so is easily enough restarted without any real problems.
1227 * MSW 2001-07-01
1228 */
1229 abort();
1230 }
1231 if(op->more!=NULL)
1232 remove_ob(op->more);
1233
1234 SET_FLAG(op, FLAG_REMOVED); 946 SET_FLAG (this, FLAG_REMOVED);
947 INVOKE_OBJECT (REMOVE, this);
1235 948
949 if (more)
950 more->remove ();
951
1236 /* 952 /*
1237 * In this case, the object to be removed is in someones 953 * In this case, the object to be removed is in someones
1238 * inventory. 954 * inventory.
1239 */ 955 */
1240 if(op->env!=NULL) { 956 if (env)
957 {
1241 if(op->nrof) 958 if (nrof)
1242 sub_weight(op->env, op->weight*op->nrof); 959 sub_weight (env, weight * nrof);
1243 else 960 else
1244 sub_weight(op->env, op->weight+op->carrying); 961 sub_weight (env, weight + carrying);
1245 962
1246 /* NO_FIX_PLAYER is set when a great many changes are being 963 /* NO_FIX_PLAYER is set when a great many changes are being
1247 * made to players inventory. If set, avoiding the call 964 * made to players inventory. If set, avoiding the call
1248 * to save cpu time. 965 * to save cpu time.
1249 */ 966 */
1250 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 967 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1251 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 968 otmp->update_stats ();
1252 fix_player(otmp);
1253 969
1254 if(op->above!=NULL) 970 if (above)
1255 op->above->below=op->below; 971 above->below = below;
1256 else 972 else
1257 op->env->inv=op->below; 973 env->inv = below;
1258 974
1259 if(op->below!=NULL) 975 if (below)
1260 op->below->above=op->above; 976 below->above = above;
1261 977
1262 /* we set up values so that it could be inserted into 978 /* we set up values so that it could be inserted into
1263 * the map, but we don't actually do that - it is up 979 * the map, but we don't actually do that - it is up
1264 * to the caller to decide what we want to do. 980 * to the caller to decide what we want to do.
981 */
982 x = env->x, y = env->y;
983 map = env->map;
984 above = 0, below = 0;
985 env = 0;
986 }
987 else if (map)
988 {
989 if (type == PLAYER)
990 {
991 --map->players;
992 map->touch ();
993 }
994
995 map->dirty = true;
996
997 /* link the object above us */
998 if (above)
999 above->below = below;
1000 else
1001 map->at (x, y).top = below; /* we were top, set new top */
1002
1003 /* Relink the object below us, if there is one */
1004 if (below)
1005 below->above = above;
1006 else
1007 {
1008 /* Nothing below, which means we need to relink map object for this space
1009 * use translated coordinates in case some oddness with map tiling is
1010 * evident
1265 */ 1011 */
1266 op->x=op->env->x,op->y=op->env->y; 1012 if (GET_MAP_OB (map, x, y) != this)
1267 op->ox=op->x,op->oy=op->y; 1013 {
1268 op->map=op->env->map; 1014 char *dump = dump_object (this);
1269 op->above=NULL,op->below=NULL; 1015 LOG (llevError,
1270 op->env=NULL; 1016 "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);
1017 free (dump);
1018 dump = dump_object (GET_MAP_OB (map, x, y));
1019 LOG (llevError, "%s\n", dump);
1020 free (dump);
1021 }
1022
1023 map->at (x, y).bot = above; /* goes on above it. */
1024 }
1025
1026 above = 0;
1027 below = 0;
1028
1029 if (map->in_memory == MAP_SAVING)
1271 return; 1030 return;
1272 }
1273 1031
1274 /* If we get here, we are removing it from a map */ 1032 int check_walk_off = !flag [FLAG_NO_APPLY];
1275 if (op->map == NULL) return;
1276 1033
1277 x = op->x; 1034 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1278 y = op->y;
1279 m = get_map_from_coord(op->map, &x, &y);
1280
1281 if (!m) {
1282 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1283 op->map->path, op->x, op->y);
1284 /* in old days, we used to set x and y to 0 and continue.
1285 * it seems if we get into this case, something is probablye
1286 * screwed up and should be fixed.
1287 */
1288 abort();
1289 }
1290 if (op->map != m) {
1291 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1292 op->map->path, m->path, op->x, op->y, x, y);
1293 }
1294
1295 /* Re did the following section of code - it looks like it had
1296 * lots of logic for things we no longer care about
1297 */
1298
1299 /* link the object above us */
1300 if (op->above)
1301 op->above->below=op->below;
1302 else
1303 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1304
1305 /* Relink the object below us, if there is one */
1306 if(op->below) {
1307 op->below->above=op->above;
1308 } else {
1309 /* Nothing below, which means we need to relink map object for this space
1310 * use translated coordinates in case some oddness with map tiling is
1311 * evident
1312 */
1313 if(GET_MAP_OB(m,x,y)!=op) {
1314 dump_object(op);
1315 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);
1316 dump_object(GET_MAP_OB(m,x,y));
1317 LOG(llevError,"%s\n",errmsg);
1318 } 1035 {
1319 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1320 }
1321 op->above=NULL;
1322 op->below=NULL;
1323
1324 if (op->map->in_memory == MAP_SAVING)
1325 return;
1326
1327 tag = op->count;
1328 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1329 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1330 /* No point updating the players look faces if he is the object 1036 /* No point updating the players look faces if he is the object
1331 * being removed. 1037 * being removed.
1332 */ 1038 */
1333 1039
1334 if(tmp->type==PLAYER && tmp!=op) { 1040 if (tmp->type == PLAYER && tmp != this)
1041 {
1335 /* If a container that the player is currently using somehow gets 1042 /* If a container that the player is currently using somehow gets
1336 * removed (most likely destroyed), update the player view 1043 * removed (most likely destroyed), update the player view
1337 * appropriately. 1044 * appropriately.
1338 */ 1045 */
1339 if (tmp->container==op) { 1046 if (tmp->container == this)
1340 CLEAR_FLAG(op, FLAG_APPLIED); 1047 {
1048 flag [FLAG_APPLIED] = 0;
1341 tmp->container=NULL; 1049 tmp->container = 0;
1050 }
1051
1052 if (tmp->contr->ns)
1053 tmp->contr->ns->floorbox_update ();
1342 } 1054 }
1343 tmp->contr->socket.update_look=1; 1055
1344 }
1345 /* See if player moving off should effect something */ 1056 /* See if object moving off should effect something */
1346 if (check_walk_off && ((op->move_type & tmp->move_off) && 1057 if (check_walk_off
1058 && ((move_type & tmp->move_off)
1347 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1059 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1348 1060 {
1349 move_apply(tmp, op, NULL); 1061 move_apply (tmp, this, 0);
1062
1350 if (was_destroyed (op, tag)) { 1063 if (destroyed ())
1351 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1064 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1352 "leaving object\n", tmp->name, tmp->arch->name);
1353 } 1065 }
1354 }
1355 1066
1356 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1067 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1357 1068 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1358 if(tmp->above == tmp) 1069 if (tmp->above == tmp)
1359 tmp->above = NULL; 1070 tmp->above = 0;
1071
1360 last=tmp; 1072 last = tmp;
1361 } 1073 }
1074
1362 /* last == NULL of there are no objects on this space */ 1075 /* last == NULL if there are no objects on this space */
1363 if (last==NULL) { 1076 //TODO: this makes little sense, why only update the topmost object?
1364 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1077 if (!last)
1365 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1078 map->at (x, y).flags_ = 0;
1366 * those out anyways, and if there are any flags set right now, they won't
1367 * be correct anyways.
1368 */
1369 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1370 update_position(op->map, op->x, op->y);
1371 }
1372 else 1079 else
1373 update_object(last, UP_OBJ_REMOVE); 1080 update_object (last, UP_OBJ_REMOVE);
1374 1081
1375 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1082 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1376 update_all_los(op->map, op->x, op->y); 1083 update_all_los (map, x, y);
1377 1084 }
1378} 1085}
1379 1086
1380/* 1087/*
1381 * merge_ob(op,top): 1088 * merge_ob(op,top):
1382 * 1089 *
1383 * This function goes through all objects below and including top, and 1090 * This function goes through all objects below and including top, and
1384 * merges op to the first matching object. 1091 * merges op to the first matching object.
1385 * If top is NULL, it is calculated. 1092 * If top is NULL, it is calculated.
1386 * Returns pointer to object if it succeded in the merge, otherwise NULL 1093 * Returns pointer to object if it succeded in the merge, otherwise NULL
1387 */ 1094 */
1388 1095object *
1389object *merge_ob(object *op, object *top) { 1096merge_ob (object *op, object *top)
1097{
1390 if(!op->nrof) 1098 if (!op->nrof)
1391 return 0; 1099 return 0;
1392 if(top==NULL) 1100
1101 if (top)
1393 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1102 for (top = op; top && top->above; top = top->above)
1103 ;
1104
1394 for(;top!=NULL;top=top->below) { 1105 for (; top; top = top->below)
1106 {
1395 if(top==op) 1107 if (top == op)
1396 continue; 1108 continue;
1397 if (CAN_MERGE(op,top)) 1109
1398 { 1110 if (object::can_merge (op, top))
1111 {
1399 top->nrof+=op->nrof; 1112 top->nrof += op->nrof;
1113
1400/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1114/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1401 op->weight = 0; /* Don't want any adjustements now */ 1115 op->weight = 0; /* Don't want any adjustements now */
1402 remove_ob(op); 1116 op->destroy ();
1403 free_object(op);
1404 return top; 1117 return top;
1405 } 1118 }
1406 } 1119 }
1120
1407 return NULL; 1121 return 0;
1408} 1122}
1409 1123
1410/* 1124/*
1411 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1125 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1412 * job preparing multi-part monsters 1126 * job preparing multi-part monsters
1413 */ 1127 */
1128object *
1414object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1129insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1415 object* tmp; 1130{
1416 if (op->head) 1131 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1417 op=op->head; 1132 {
1418 for (tmp=op;tmp;tmp=tmp->more){
1419 tmp->x=x+tmp->arch->clone.x; 1133 tmp->x = x + tmp->arch->clone.x;
1420 tmp->y=y+tmp->arch->clone.y; 1134 tmp->y = y + tmp->arch->clone.y;
1421 } 1135 }
1136
1422 return insert_ob_in_map (op, m, originator, flag); 1137 return insert_ob_in_map (op, m, originator, flag);
1423} 1138}
1424 1139
1425/* 1140/*
1426 * insert_ob_in_map (op, map, originator, flag): 1141 * insert_ob_in_map (op, map, originator, flag):
1427 * This function inserts the object in the two-way linked list 1142 * This function inserts the object in the two-way linked list
1440 * Return value: 1155 * Return value:
1441 * new object if 'op' was merged with other object 1156 * new object if 'op' was merged with other object
1442 * NULL if 'op' was destroyed 1157 * NULL if 'op' was destroyed
1443 * just 'op' otherwise 1158 * just 'op' otherwise
1444 */ 1159 */
1445 1160object *
1446object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1161insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1447{ 1162{
1448 object *tmp, *top, *floor=NULL; 1163 object *tmp, *top, *floor = NULL;
1449 sint16 x,y; 1164 sint16 x, y;
1450 1165
1451 if (QUERY_FLAG (op, FLAG_FREED)) { 1166 if (QUERY_FLAG (op, FLAG_FREED))
1167 {
1452 LOG (llevError, "Trying to insert freed object!\n"); 1168 LOG (llevError, "Trying to insert freed object!\n");
1453 return NULL; 1169 return NULL;
1170 }
1171
1172 if (!m)
1454 } 1173 {
1455 if(m==NULL) {
1456 dump_object(op); 1174 char *dump = dump_object (op);
1457 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1175 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1176 free (dump);
1458 return op; 1177 return op;
1459 } 1178 }
1179
1460 if(out_of_map(m,op->x,op->y)) { 1180 if (out_of_map (m, op->x, op->y))
1181 {
1461 dump_object(op); 1182 char *dump = dump_object (op);
1462 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1183 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1463#ifdef MANY_CORES 1184#ifdef MANY_CORES
1464 /* Better to catch this here, as otherwise the next use of this object 1185 /* Better to catch this here, as otherwise the next use of this object
1465 * is likely to cause a crash. Better to find out where it is getting 1186 * is likely to cause a crash. Better to find out where it is getting
1466 * improperly inserted. 1187 * improperly inserted.
1467 */ 1188 */
1468 abort(); 1189 abort ();
1469#endif 1190#endif
1191 free (dump);
1470 return op; 1192 return op;
1471 } 1193 }
1194
1472 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1195 if (!QUERY_FLAG (op, FLAG_REMOVED))
1196 {
1473 dump_object(op); 1197 char *dump = dump_object (op);
1474 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1198 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1199 free (dump);
1475 return op; 1200 return op;
1201 }
1202
1203 if (op->more)
1476 } 1204 {
1477 if(op->more!=NULL) {
1478 /* The part may be on a different map. */ 1205 /* The part may be on a different map. */
1479 1206
1480 object *more = op->more; 1207 object *more = op->more;
1481 1208
1482 /* We really need the caller to normalize coordinates - if 1209 /* We really need the caller to normalize coordinates - if
1483 * we set the map, that doesn't work if the location is within 1210 * we set the map, that doesn't work if the location is within
1484 * a map and this is straddling an edge. So only if coordinate 1211 * a map and this is straddling an edge. So only if coordinate
1485 * is clear wrong do we normalize it. 1212 * is clear wrong do we normalize it.
1486 */ 1213 */
1487 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1214 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1488 /* Debugging information so you can see the last coordinates this object had */
1489 more->ox = more->x;
1490 more->oy = more->y;
1491 more->map = get_map_from_coord(m, &more->x, &more->y); 1215 more->map = get_map_from_coord (m, &more->x, &more->y);
1492 } else if (!more->map) { 1216 else if (!more->map)
1217 {
1493 /* For backwards compatibility - when not dealing with tiled maps, 1218 /* For backwards compatibility - when not dealing with tiled maps,
1494 * more->map should always point to the parent. 1219 * more->map should always point to the parent.
1495 */ 1220 */
1496 more->map = m; 1221 more->map = m;
1497 } 1222 }
1498 1223
1499 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1224 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1225 {
1500 if ( ! op->head) 1226 if (!op->head)
1501 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1227 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1228
1502 return NULL; 1229 return 0;
1503 } 1230 }
1504 } 1231 }
1232
1505 CLEAR_FLAG(op,FLAG_REMOVED); 1233 CLEAR_FLAG (op, FLAG_REMOVED);
1506 1234
1507 /* Debugging information so you can see the last coordinates this object had */
1508 op->ox=op->x;
1509 op->oy=op->y;
1510
1511 /* Ideally, the caller figures this out. However, it complicates a lot 1235 /* Ideally, the caller figures this out. However, it complicates a lot
1512 * of areas of callers (eg, anything that uses find_free_spot would now 1236 * of areas of callers (eg, anything that uses find_free_spot would now
1513 * need extra work 1237 * need extra work
1514 */ 1238 */
1515 op->map=get_map_from_coord(m, &op->x, &op->y); 1239 op->map = get_map_from_coord (m, &op->x, &op->y);
1516 x = op->x; 1240 x = op->x;
1517 y = op->y; 1241 y = op->y;
1518 1242
1519 /* this has to be done after we translate the coordinates. 1243 /* this has to be done after we translate the coordinates.
1520 */ 1244 */
1521 if(op->nrof && !(flag & INS_NO_MERGE)) { 1245 if (op->nrof && !(flag & INS_NO_MERGE))
1522 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1246 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1523 if (CAN_MERGE(op,tmp)) { 1247 if (object::can_merge (op, tmp))
1248 {
1524 op->nrof+=tmp->nrof; 1249 op->nrof += tmp->nrof;
1525 remove_ob(tmp); 1250 tmp->destroy ();
1526 free_object(tmp); 1251 }
1252
1253 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1254 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1255
1256 if (!QUERY_FLAG (op, FLAG_ALIVE))
1257 CLEAR_FLAG (op, FLAG_NO_STEAL);
1258
1259 if (flag & INS_BELOW_ORIGINATOR)
1260 {
1261 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1262 {
1263 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1264 abort ();
1265 }
1266
1267 op->above = originator;
1268 op->below = originator->below;
1269
1270 if (op->below)
1271 op->below->above = op;
1272 else
1273 op->ms ().bot = op;
1274
1275 /* since *below* originator, no need to update top */
1276 originator->below = op;
1277 }
1278 else
1279 {
1280 /* If there are other objects, then */
1281 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1282 {
1283 object *last = 0;
1284
1285 /*
1286 * If there are multiple objects on this space, we do some trickier handling.
1287 * We've already dealt with merging if appropriate.
1288 * Generally, we want to put the new object on top. But if
1289 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1290 * floor, we want to insert above that and no further.
1291 * Also, if there are spell objects on this space, we stop processing
1292 * once we get to them. This reduces the need to traverse over all of
1293 * them when adding another one - this saves quite a bit of cpu time
1294 * when lots of spells are cast in one area. Currently, it is presumed
1295 * that flying non pickable objects are spell objects.
1296 */
1297 while (top)
1298 {
1299 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1300 floor = top;
1301
1302 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1303 {
1304 /* We insert above top, so we want this object below this */
1305 top = top->below;
1306 break;
1307 }
1308
1309 last = top;
1310 top = top->above;
1527 } 1311 }
1528 }
1529 1312
1530 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1313 /* Don't want top to be NULL, so set it to the last valid object */
1531 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1314 top = last;
1532 if (!QUERY_FLAG(op, FLAG_ALIVE))
1533 CLEAR_FLAG(op, FLAG_NO_STEAL);
1534 1315
1535 if (flag & INS_BELOW_ORIGINATOR) { 1316 /* We let update_position deal with figuring out what the space
1536 if (originator->map != op->map || originator->x != op->x || 1317 * looks like instead of lots of conditions here.
1537 originator->y != op->y) { 1318 * makes things faster, and effectively the same result.
1538 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1539 abort();
1540 }
1541 op->above = originator;
1542 op->below = originator->below;
1543 if (op->below) op->below->above = op;
1544 else SET_MAP_OB(op->map, op->x, op->y, op);
1545 /* since *below* originator, no need to update top */
1546 originator->below = op;
1547 } else {
1548 /* If there are other objects, then */
1549 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1550 object *last=NULL;
1551 /* 1319 */
1552 * If there are multiple objects on this space, we do some trickier handling. 1320
1553 * We've already dealt with merging if appropriate. 1321 /* Have object 'fall below' other objects that block view.
1554 * Generally, we want to put the new object on top. But if 1322 * Unless those objects are exits, type 66
1555 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1323 * If INS_ON_TOP is used, don't do this processing
1556 * floor, we want to insert above that and no further. 1324 * Need to find the object that in fact blocks view, otherwise
1557 * Also, if there are spell objects on this space, we stop processing 1325 * stacking is a bit odd.
1558 * once we get to them. This reduces the need to traverse over all of 1326 */
1559 * them when adding another one - this saves quite a bit of cpu time 1327 if (!(flag & INS_ON_TOP) &&
1560 * when lots of spells are cast in one area. Currently, it is presumed 1328 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1561 * that flying non pickable objects are spell objects. 1329 {
1330 for (last = top; last != floor; last = last->below)
1331 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1332 break;
1333 /* Check to see if we found the object that blocks view,
1334 * and make sure we have a below pointer for it so that
1335 * we can get inserted below this one, which requires we
1336 * set top to the object below us.
1562 */ 1337 */
1563 1338 if (last && last->below && last != floor)
1564 while (top != NULL) {
1565 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1566 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1567 if (QUERY_FLAG(top, FLAG_NO_PICK)
1568 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1569 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1570 {
1571 /* We insert above top, so we want this object below this */
1572 top=top->below;
1573 break;
1574 }
1575 last = top;
1576 top = top->above; 1339 top = last->below;
1577 } 1340 }
1578 /* Don't want top to be NULL, so set it to the last valid object */
1579 top = last;
1580
1581 /* We let update_position deal with figuring out what the space
1582 * looks like instead of lots of conditions here.
1583 * makes things faster, and effectively the same result.
1584 */
1585
1586 /* Have object 'fall below' other objects that block view.
1587 * Unless those objects are exits, type 66
1588 * If INS_ON_TOP is used, don't do this processing
1589 * Need to find the object that in fact blocks view, otherwise
1590 * stacking is a bit odd.
1591 */
1592 if (!(flag & INS_ON_TOP) &&
1593 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1594 (op->face && !op->face->visibility)) {
1595 for (last=top; last != floor; last=last->below)
1596 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1597 /* Check to see if we found the object that blocks view,
1598 * and make sure we have a below pointer for it so that
1599 * we can get inserted below this one, which requires we
1600 * set top to the object below us.
1601 */
1602 if (last && last->below && last != floor) top=last->below;
1603 }
1604 } /* If objects on this space */ 1341 } /* If objects on this space */
1342
1605 if (flag & INS_MAP_LOAD) 1343 if (flag & INS_MAP_LOAD)
1606 top = GET_MAP_TOP(op->map,op->x,op->y); 1344 top = GET_MAP_TOP (op->map, op->x, op->y);
1345
1607 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1346 if (flag & INS_ABOVE_FLOOR_ONLY)
1347 top = floor;
1608 1348
1609 /* Top is the object that our object (op) is going to get inserted above. 1349 /* Top is the object that our object (op) is going to get inserted above.
1610 */ 1350 */
1611 1351
1612 /* First object on this space */ 1352 /* First object on this space */
1613 if (!top) { 1353 if (!top)
1354 {
1614 op->above = GET_MAP_OB(op->map, op->x, op->y); 1355 op->above = GET_MAP_OB (op->map, op->x, op->y);
1356
1357 if (op->above)
1615 if (op->above) op->above->below = op; 1358 op->above->below = op;
1359
1616 op->below = NULL; 1360 op->below = 0;
1617 SET_MAP_OB(op->map, op->x, op->y, op); 1361 op->ms ().bot = op;
1362 }
1363 else
1618 } else { /* get inserted into the stack above top */ 1364 { /* get inserted into the stack above top */
1619 op->above = top->above; 1365 op->above = top->above;
1366
1367 if (op->above)
1620 if (op->above) op->above->below = op; 1368 op->above->below = op;
1369
1621 op->below = top; 1370 op->below = top;
1622 top->above = op; 1371 top->above = op;
1623 } 1372 }
1373
1624 if (op->above==NULL) 1374 if (!op->above)
1625 SET_MAP_TOP(op->map,op->x, op->y, op); 1375 op->ms ().top = op;
1626 } /* else not INS_BELOW_ORIGINATOR */ 1376 } /* else not INS_BELOW_ORIGINATOR */
1627 1377
1628 if(op->type==PLAYER) 1378 if (op->type == PLAYER)
1379 {
1629 op->contr->do_los=1; 1380 op->contr->do_los = 1;
1381 ++op->map->players;
1382 op->map->touch ();
1383 }
1630 1384
1385 op->map->dirty = true;
1386
1631 /* If we have a floor, we know the player, if any, will be above 1387 /* If we have a floor, we know the player, if any, will be above
1632 * it, so save a few ticks and start from there. 1388 * it, so save a few ticks and start from there.
1633 */ 1389 */
1634 if (!(flag & INS_MAP_LOAD)) 1390 if (!(flag & INS_MAP_LOAD))
1635 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1391 if (object *pl = op->ms ().player ())
1636 if (tmp->type == PLAYER) 1392 if (pl->contr->ns)
1637 tmp->contr->socket.update_look=1; 1393 pl->contr->ns->floorbox_update ();
1638 }
1639 1394
1640 /* If this object glows, it may affect lighting conditions that are 1395 /* If this object glows, it may affect lighting conditions that are
1641 * visible to others on this map. But update_all_los is really 1396 * visible to others on this map. But update_all_los is really
1642 * an inefficient way to do this, as it means los for all players 1397 * an inefficient way to do this, as it means los for all players
1643 * on the map will get recalculated. The players could very well 1398 * on the map will get recalculated. The players could very well
1644 * be far away from this change and not affected in any way - 1399 * be far away from this change and not affected in any way -
1645 * this should get redone to only look for players within range, 1400 * this should get redone to only look for players within range,
1646 * or just updating the P_NEED_UPDATE for spaces within this area 1401 * or just updating the P_UPTODATE for spaces within this area
1647 * of effect may be sufficient. 1402 * of effect may be sufficient.
1648 */ 1403 */
1649 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1404 if (op->map->darkness && (op->glow_radius != 0))
1650 update_all_los(op->map, op->x, op->y); 1405 update_all_los (op->map, op->x, op->y);
1651 1406
1652
1653 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1407 /* updates flags (blocked, alive, no magic, etc) for this map space */
1654 update_object(op,UP_OBJ_INSERT); 1408 update_object (op, UP_OBJ_INSERT);
1655 1409
1410 INVOKE_OBJECT (INSERT, op);
1656 1411
1657 /* Don't know if moving this to the end will break anything. However, 1412 /* Don't know if moving this to the end will break anything. However,
1658 * we want to have update_look set above before calling this. 1413 * we want to have floorbox_update called before calling this.
1659 * 1414 *
1660 * check_move_on() must be after this because code called from 1415 * check_move_on() must be after this because code called from
1661 * check_move_on() depends on correct map flags (so functions like 1416 * check_move_on() depends on correct map flags (so functions like
1662 * blocked() and wall() work properly), and these flags are updated by 1417 * blocked() and wall() work properly), and these flags are updated by
1663 * update_object(). 1418 * update_object().
1664 */ 1419 */
1665 1420
1666 /* if this is not the head or flag has been passed, don't check walk on status */ 1421 /* if this is not the head or flag has been passed, don't check walk on status */
1667
1668 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1422 if (!(flag & INS_NO_WALK_ON) && !op->head)
1423 {
1669 if (check_move_on(op, originator)) 1424 if (check_move_on (op, originator))
1670 return NULL; 1425 return 0;
1671 1426
1672 /* If we are a multi part object, lets work our way through the check 1427 /* If we are a multi part object, lets work our way through the check
1673 * walk on's. 1428 * walk on's.
1674 */ 1429 */
1675 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1430 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1676 if (check_move_on (tmp, originator)) 1431 if (check_move_on (tmp, originator))
1677 return NULL; 1432 return 0;
1678 } 1433 }
1434
1679 return op; 1435 return op;
1680} 1436}
1681 1437
1682/* this function inserts an object in the map, but if it 1438/* this function inserts an object in the map, but if it
1683 * finds an object of its own type, it'll remove that one first. 1439 * finds an object of its own type, it'll remove that one first.
1684 * op is the object to insert it under: supplies x and the map. 1440 * op is the object to insert it under: supplies x and the map.
1685 */ 1441 */
1442void
1686void replace_insert_ob_in_map(const char *arch_string, object *op) { 1443replace_insert_ob_in_map (const char *arch_string, object *op)
1687 object *tmp; 1444{
1688 object *tmp1; 1445 object *tmp, *tmp1;
1689 1446
1690 /* first search for itself and remove any old instances */ 1447 /* first search for itself and remove any old instances */
1691 1448
1692 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1449 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1693 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1450 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1694 remove_ob(tmp); 1451 tmp->destroy ();
1695 free_object(tmp);
1696 }
1697 }
1698 1452
1699 tmp1=arch_to_object(find_archetype(arch_string)); 1453 tmp1 = arch_to_object (archetype::find (arch_string));
1700 1454
1701 1455 tmp1->x = op->x;
1702 tmp1->x = op->x; tmp1->y = op->y; 1456 tmp1->y = op->y;
1703 insert_ob_in_map(tmp1,op->map,op,0); 1457 insert_ob_in_map (tmp1, op->map, op, 0);
1704} 1458}
1459
1460object *
1461object::insert_at (object *where, object *originator, int flags)
1462{
1463 where->map->insert (this, where->x, where->y, originator, flags);
1464}
1705 1465
1706/* 1466/*
1707 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1467 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1708 * is returned contains nr objects, and the remaining parts contains 1468 * is returned contains nr objects, and the remaining parts contains
1709 * the rest (or is removed and freed if that number is 0). 1469 * the rest (or is removed and freed if that number is 0).
1710 * On failure, NULL is returned, and the reason put into the 1470 * On failure, NULL is returned, and the reason put into the
1711 * global static errmsg array. 1471 * global static errmsg array.
1712 */ 1472 */
1713 1473object *
1714object *get_split_ob(object *orig_ob, uint32 nr) { 1474get_split_ob (object *orig_ob, uint32 nr)
1475{
1715 object *newob; 1476 object *newob;
1716 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1477 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1717 1478
1718 if(orig_ob->nrof<nr) { 1479 if (orig_ob->nrof < nr)
1719 sprintf(errmsg,"There are only %d %ss.", 1480 {
1720 orig_ob->nrof?orig_ob->nrof:1, orig_ob->name); 1481 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1721 return NULL; 1482 return NULL;
1722 } 1483 }
1484
1723 newob = object_create_clone(orig_ob); 1485 newob = object_create_clone (orig_ob);
1486
1724 if((orig_ob->nrof-=nr)<1) { 1487 if ((orig_ob->nrof -= nr) < 1)
1725 if ( ! is_removed) 1488 orig_ob->destroy (1);
1726 remove_ob(orig_ob);
1727 free_object2(orig_ob, 1);
1728 }
1729 else if ( ! is_removed) { 1489 else if (!is_removed)
1490 {
1730 if(orig_ob->env!=NULL) 1491 if (orig_ob->env != NULL)
1731 sub_weight (orig_ob->env,orig_ob->weight*nr); 1492 sub_weight (orig_ob->env, orig_ob->weight * nr);
1732 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1493 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1494 {
1733 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1495 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1734 LOG(llevDebug,
1735 "Error, Tried to split object whose map is not in memory.\n"); 1496 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1736 return NULL; 1497 return NULL;
1737 } 1498 }
1738 } 1499 }
1500
1739 newob->nrof=nr; 1501 newob->nrof = nr;
1740 1502
1741 return newob; 1503 return newob;
1742} 1504}
1743 1505
1744/* 1506/*
1745 * decrease_ob_nr(object, number) decreases a specified number from 1507 * decrease_ob_nr(object, number) decreases a specified number from
1746 * the amount of an object. If the amount reaches 0, the object 1508 * the amount of an object. If the amount reaches 0, the object
1747 * is subsequently removed and freed. 1509 * is subsequently removed and freed.
1748 * 1510 *
1749 * Return value: 'op' if something is left, NULL if the amount reached 0 1511 * Return value: 'op' if something is left, NULL if the amount reached 0
1750 */ 1512 */
1751 1513
1514object *
1752object *decrease_ob_nr (object *op, uint32 i) 1515decrease_ob_nr (object *op, uint32 i)
1753{ 1516{
1754 object *tmp; 1517 object *tmp;
1755 player *pl;
1756 1518
1757 if (i == 0) /* objects with op->nrof require this check */ 1519 if (i == 0) /* objects with op->nrof require this check */
1758 return op; 1520 return op;
1759 1521
1760 if (i > op->nrof) 1522 if (i > op->nrof)
1761 i = op->nrof; 1523 i = op->nrof;
1762 1524
1763 if (QUERY_FLAG (op, FLAG_REMOVED)) 1525 if (QUERY_FLAG (op, FLAG_REMOVED))
1526 op->nrof -= i;
1527 else if (op->env)
1528 {
1529 /* is this object in the players inventory, or sub container
1530 * therein?
1531 */
1532 tmp = op->in_player ();
1533 /* nope. Is this a container the player has opened?
1534 * If so, set tmp to that player.
1535 * IMO, searching through all the players will mostly
1536 * likely be quicker than following op->env to the map,
1537 * and then searching the map for a player.
1538 */
1539 if (!tmp)
1540 for_all_players (pl)
1541 if (pl->ob->container == op->env)
1542 {
1543 tmp = pl->ob;
1544 break;
1545 }
1546
1547 if (i < op->nrof)
1548 {
1549 sub_weight (op->env, op->weight * i);
1550 op->nrof -= i;
1551 if (tmp)
1552 esrv_send_item (tmp, op);
1553 }
1554 else
1555 {
1556 op->remove ();
1557 op->nrof = 0;
1558 if (tmp)
1559 esrv_del_item (tmp->contr, op->count);
1560 }
1764 { 1561 }
1562 else
1563 {
1564 object *above = op->above;
1565
1566 if (i < op->nrof)
1765 op->nrof -= i; 1567 op->nrof -= i;
1766 } 1568 else
1767 else if (op->env != NULL)
1768 {
1769 /* is this object in the players inventory, or sub container
1770 * therein?
1771 */
1772 tmp = is_player_inv (op->env);
1773 /* nope. Is this a container the player has opened?
1774 * If so, set tmp to that player.
1775 * IMO, searching through all the players will mostly
1776 * likely be quicker than following op->env to the map,
1777 * and then searching the map for a player.
1778 */
1779 if (!tmp) {
1780 for (pl=first_player; pl; pl=pl->next)
1781 if (pl->ob->container == op->env) break;
1782 if (pl) tmp=pl->ob;
1783 else tmp=NULL;
1784 } 1569 {
1785
1786 if (i < op->nrof) {
1787 sub_weight (op->env, op->weight * i);
1788 op->nrof -= i;
1789 if (tmp) {
1790 esrv_send_item(tmp, op);
1791 }
1792 } else {
1793 remove_ob (op); 1570 op->remove ();
1794 op->nrof = 0; 1571 op->nrof = 0;
1795 if (tmp) {
1796 esrv_del_item(tmp->contr, op->count);
1797 } 1572 }
1798 }
1799 }
1800 else
1801 {
1802 object *above = op->above;
1803 1573
1804 if (i < op->nrof) {
1805 op->nrof -= i;
1806 } else {
1807 remove_ob (op);
1808 op->nrof = 0;
1809 }
1810 /* Since we just removed op, op->above is null */ 1574 /* Since we just removed op, op->above is null */
1811 for (tmp = above; tmp != NULL; tmp = tmp->above) 1575 for (tmp = above; tmp; tmp = tmp->above)
1812 if (tmp->type == PLAYER) { 1576 if (tmp->type == PLAYER)
1577 {
1813 if (op->nrof) 1578 if (op->nrof)
1814 esrv_send_item(tmp, op); 1579 esrv_send_item (tmp, op);
1815 else 1580 else
1816 esrv_del_item(tmp->contr, op->count); 1581 esrv_del_item (tmp->contr, op->count);
1817 } 1582 }
1818 } 1583 }
1819 1584
1820 if (op->nrof) { 1585 if (op->nrof)
1821 return op; 1586 return op;
1822 } else { 1587 else
1823 free_object (op); 1588 {
1589 op->destroy ();
1824 return NULL; 1590 return 0;
1825 } 1591 }
1826} 1592}
1827 1593
1828/* 1594/*
1829 * add_weight(object, weight) adds the specified weight to an object, 1595 * add_weight(object, weight) adds the specified weight to an object,
1830 * and also updates how much the environment(s) is/are carrying. 1596 * and also updates how much the environment(s) is/are carrying.
1831 */ 1597 */
1832 1598
1599void
1833void add_weight (object *op, signed long weight) { 1600add_weight (object *op, signed long weight)
1601{
1834 while (op!=NULL) { 1602 while (op != NULL)
1603 {
1835 if (op->type == CONTAINER) { 1604 if (op->type == CONTAINER)
1836 weight=(signed long)(weight*(100-op->stats.Str)/100); 1605 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1837 } 1606
1838 op->carrying+=weight; 1607 op->carrying += weight;
1839 op=op->env; 1608 op = op->env;
1840 } 1609 }
1841} 1610}
1842 1611
1612object *
1613insert_ob_in_ob (object *op, object *where)
1614{
1615 if (!where)
1616 {
1617 char *dump = dump_object (op);
1618 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1619 free (dump);
1620 return op;
1621 }
1622
1623 if (where->head)
1624 {
1625 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1626 where = where->head;
1627 }
1628
1629 return where->insert (op);
1630}
1631
1843/* 1632/*
1844 * insert_ob_in_ob(op,environment): 1633 * env->insert (op)
1845 * This function inserts the object op in the linked list 1634 * This function inserts the object op in the linked list
1846 * inside the object environment. 1635 * inside the object environment.
1847 * 1636 *
1848 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1849 * the inventory at the last position or next to other objects of the same
1850 * type.
1851 * Frank: Now sorted by type, archetype and magic!
1852 *
1853 * The function returns now pointer to inserted item, and return value can 1637 * The function returns now pointer to inserted item, and return value can
1854 * be != op, if items are merged. -Tero 1638 * be != op, if items are merged. -Tero
1855 */ 1639 */
1856 1640
1857object *insert_ob_in_ob(object *op,object *where) { 1641object *
1642object::insert (object *op)
1643{
1858 object *tmp, *otmp; 1644 object *tmp, *otmp;
1859 1645
1860 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1646 if (!QUERY_FLAG (op, FLAG_REMOVED))
1861 dump_object(op); 1647 op->remove ();
1862 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1648
1863 return op;
1864 }
1865 if(where==NULL) {
1866 dump_object(op);
1867 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1868 return op;
1869 }
1870 if (where->head) {
1871 LOG(llevDebug,
1872 "Warning: Tried to insert object wrong part of multipart object.\n");
1873 where = where->head;
1874 }
1875 if (op->more) { 1649 if (op->more)
1650 {
1876 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1651 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1877 op->name, op->count);
1878 return op; 1652 return op;
1879 } 1653 }
1654
1880 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1655 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1881 CLEAR_FLAG(op, FLAG_REMOVED); 1656 CLEAR_FLAG (op, FLAG_REMOVED);
1882 if(op->nrof) { 1657 if (op->nrof)
1658 {
1883 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1659 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1884 if ( CAN_MERGE(tmp,op) ) { 1660 if (object::can_merge (tmp, op))
1661 {
1885 /* return the original object and remove inserted object 1662 /* return the original object and remove inserted object
1886 (client needs the original object) */ 1663 (client needs the original object) */
1887 tmp->nrof += op->nrof; 1664 tmp->nrof += op->nrof;
1888 /* Weight handling gets pretty funky. Since we are adding to 1665 /* Weight handling gets pretty funky. Since we are adding to
1889 * tmp->nrof, we need to increase the weight. 1666 * tmp->nrof, we need to increase the weight.
1890 */ 1667 */
1891 add_weight (where, op->weight*op->nrof); 1668 add_weight (this, op->weight * op->nrof);
1892 SET_FLAG(op, FLAG_REMOVED); 1669 SET_FLAG (op, FLAG_REMOVED);
1893 free_object(op); /* free the inserted object */ 1670 op->destroy (); /* free the inserted object */
1894 op = tmp; 1671 op = tmp;
1895 remove_ob (op); /* and fix old object's links */ 1672 op->remove (); /* and fix old object's links */
1896 CLEAR_FLAG(op, FLAG_REMOVED); 1673 CLEAR_FLAG (op, FLAG_REMOVED);
1897 break; 1674 break;
1898 } 1675 }
1899 1676
1900 /* I assume combined objects have no inventory 1677 /* I assume combined objects have no inventory
1901 * We add the weight - this object could have just been removed 1678 * We add the weight - this object could have just been removed
1902 * (if it was possible to merge). calling remove_ob will subtract 1679 * (if it was possible to merge). calling remove_ob will subtract
1903 * the weight, so we need to add it in again, since we actually do 1680 * the weight, so we need to add it in again, since we actually do
1904 * the linking below 1681 * the linking below
1905 */ 1682 */
1906 add_weight (where, op->weight*op->nrof); 1683 add_weight (this, op->weight * op->nrof);
1684 }
1907 } else 1685 else
1908 add_weight (where, (op->weight+op->carrying)); 1686 add_weight (this, (op->weight + op->carrying));
1909 1687
1910 otmp=is_player_inv(where); 1688 otmp = this->in_player ();
1911 if (otmp&&otmp->contr!=NULL) { 1689 if (otmp && otmp->contr)
1912 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1690 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1913 fix_player(otmp); 1691 otmp->update_stats ();
1914 }
1915 1692
1916 op->map=NULL; 1693 op->map = 0;
1917 op->env=where; 1694 op->env = this;
1918 op->above=NULL; 1695 op->above = 0;
1919 op->below=NULL; 1696 op->below = 0;
1920 op->x=0,op->y=0; 1697 op->x = 0, op->y = 0;
1921 op->ox=0,op->oy=0;
1922 1698
1923 /* reset the light list and los of the players on the map */ 1699 /* reset the light list and los of the players on the map */
1924 if((op->glow_radius!=0)&&where->map) 1700 if ((op->glow_radius != 0) && map)
1925 { 1701 {
1926#ifdef DEBUG_LIGHTS 1702#ifdef DEBUG_LIGHTS
1927 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1703 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1928 op->name);
1929#endif /* DEBUG_LIGHTS */ 1704#endif /* DEBUG_LIGHTS */
1930 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1705 if (map->darkness)
1706 update_all_los (map, x, y);
1931 } 1707 }
1932 1708
1933 /* Client has no idea of ordering so lets not bother ordering it here. 1709 /* Client has no idea of ordering so lets not bother ordering it here.
1934 * It sure simplifies this function... 1710 * It sure simplifies this function...
1935 */ 1711 */
1936 if (where->inv==NULL) 1712 if (!inv)
1937 where->inv=op; 1713 inv = op;
1938 else { 1714 else
1715 {
1939 op->below = where->inv; 1716 op->below = inv;
1940 op->below->above = op; 1717 op->below->above = op;
1941 where->inv = op; 1718 inv = op;
1942 } 1719 }
1720
1721 INVOKE_OBJECT (INSERT, this);
1722
1943 return op; 1723 return op;
1944} 1724}
1945 1725
1946/* 1726/*
1947 * Checks if any objects has a move_type that matches objects 1727 * Checks if any objects has a move_type that matches objects
1961 * 1741 *
1962 * MSW 2001-07-08: Check all objects on space, not just those below 1742 * MSW 2001-07-08: Check all objects on space, not just those below
1963 * object being inserted. insert_ob_in_map may not put new objects 1743 * object being inserted. insert_ob_in_map may not put new objects
1964 * on top. 1744 * on top.
1965 */ 1745 */
1966 1746int
1967int check_move_on (object *op, object *originator) 1747check_move_on (object *op, object *originator)
1968{ 1748{
1969 object *tmp; 1749 object *tmp;
1970 tag_t tag;
1971 mapstruct *m=op->map; 1750 maptile *m = op->map;
1972 int x=op->x, y=op->y; 1751 int x = op->x, y = op->y;
1752
1973 MoveType move_on, move_slow, move_block; 1753 MoveType move_on, move_slow, move_block;
1974 1754
1975 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1755 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1976 return 0; 1756 return 0;
1977 1757
1978 tag = op->count;
1979
1980 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1758 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1981 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1759 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1982 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1760 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1983 1761
1984 /* if nothing on this space will slow op down or be applied, 1762 /* if nothing on this space will slow op down or be applied,
1985 * no need to do checking below. have to make sure move_type 1763 * no need to do checking below. have to make sure move_type
1986 * is set, as lots of objects don't have it set - we treat that 1764 * is set, as lots of objects don't have it set - we treat that
1987 * as walking. 1765 * as walking.
1988 */ 1766 */
1989 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1767 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1990 return 0; 1768 return 0;
1991 1769
1992 /* This is basically inverse logic of that below - basically, 1770 /* This is basically inverse logic of that below - basically,
1993 * if the object can avoid the move on or slow move, they do so, 1771 * if the object can avoid the move on or slow move, they do so,
1994 * but can't do it if the alternate movement they are using is 1772 * but can't do it if the alternate movement they are using is
1995 * blocked. Logic on this seems confusing, but does seem correct. 1773 * blocked. Logic on this seems confusing, but does seem correct.
1996 */ 1774 */
1997 if ((op->move_type & ~move_on & ~move_block) != 0 && 1775 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1998 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1776 return 0;
1999 1777
2000 /* The objects have to be checked from top to bottom. 1778 /* The objects have to be checked from top to bottom.
2001 * Hence, we first go to the top: 1779 * Hence, we first go to the top:
2002 */ 1780 */
2003 1781
2004 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1782 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
2005 tmp->above!=NULL; tmp=tmp->above) { 1783 {
2006 /* Trim the search when we find the first other spell effect 1784 /* Trim the search when we find the first other spell effect
2007 * this helps performance so that if a space has 50 spell objects, 1785 * this helps performance so that if a space has 50 spell objects,
2008 * we don't need to check all of them. 1786 * we don't need to check all of them.
2009 */ 1787 */
2010 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1788 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1789 break;
1790 }
1791
1792 for (; tmp; tmp = tmp->below)
2011 } 1793 {
2012 for(;tmp!=NULL; tmp=tmp->below) { 1794 if (tmp == op)
2013 if (tmp == op) continue; /* Can't apply yourself */ 1795 continue; /* Can't apply yourself */
2014 1796
2015 /* Check to see if one of the movement types should be slowed down. 1797 /* Check to see if one of the movement types should be slowed down.
2016 * Second check makes sure that the movement types not being slowed 1798 * Second check makes sure that the movement types not being slowed
2017 * (~slow_move) is not blocked on this space - just because the 1799 * (~slow_move) is not blocked on this space - just because the
2018 * space doesn't slow down swimming (for example), if you can't actually 1800 * space doesn't slow down swimming (for example), if you can't actually
2019 * swim on that space, can't use it to avoid the penalty. 1801 * swim on that space, can't use it to avoid the penalty.
2020 */ 1802 */
2021 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1803 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1804 {
2022 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1805 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2023 ((op->move_type & tmp->move_slow) &&
2024 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1806 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1807 {
2025 1808
2026 float diff; 1809 float
2027
2028 diff = tmp->move_slow_penalty*FABS(op->speed); 1810 diff = tmp->move_slow_penalty * FABS (op->speed);
1811
2029 if (op->type == PLAYER) { 1812 if (op->type == PLAYER)
2030 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1813 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2031 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1814 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2032 diff /= 4.0; 1815 diff /= 4.0;
2033 } 1816
2034 }
2035 op->speed_left -= diff; 1817 op->speed_left -= diff;
2036 } 1818 }
2037 } 1819 }
2038 1820
2039 /* Basically same logic as above, except now for actual apply. */ 1821 /* Basically same logic as above, except now for actual apply. */
2040 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1822 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2041 ((op->move_type & tmp->move_on) &&
2042 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1823 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2043 1824 {
2044 move_apply(tmp, op, originator); 1825 move_apply (tmp, op, originator);
1826
2045 if (was_destroyed (op, tag)) 1827 if (op->destroyed ())
2046 return 1; 1828 return 1;
2047 1829
2048 /* what the person/creature stepped onto has moved the object 1830 /* what the person/creature stepped onto has moved the object
2049 * someplace new. Don't process any further - if we did, 1831 * someplace new. Don't process any further - if we did,
2050 * have a feeling strange problems would result. 1832 * have a feeling strange problems would result.
2051 */ 1833 */
2052 if (op->map != m || op->x != x || op->y != y) return 0; 1834 if (op->map != m || op->x != x || op->y != y)
1835 return 0;
2053 } 1836 }
2054 } 1837 }
1838
2055 return 0; 1839 return 0;
2056} 1840}
2057 1841
2058/* 1842/*
2059 * present_arch(arch, map, x, y) searches for any objects with 1843 * present_arch(arch, map, x, y) searches for any objects with
2060 * a matching archetype at the given map and coordinates. 1844 * a matching archetype at the given map and coordinates.
2061 * The first matching object is returned, or NULL if none. 1845 * The first matching object is returned, or NULL if none.
2062 */ 1846 */
2063 1847object *
2064object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1848present_arch (const archetype *at, maptile *m, int x, int y)
2065 object *tmp; 1849{
2066 if(m==NULL || out_of_map(m,x,y)) { 1850 if (m == NULL || out_of_map (m, x, y))
1851 {
2067 LOG(llevError,"Present_arch called outside map.\n"); 1852 LOG (llevError, "Present_arch called outside map.\n");
2068 return NULL; 1853 return NULL;
2069 } 1854 }
1855
2070 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1856 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2071 if(tmp->arch == at) 1857 if (tmp->arch == at)
2072 return tmp; 1858 return tmp;
1859
2073 return NULL; 1860 return NULL;
2074} 1861}
2075 1862
2076/* 1863/*
2077 * present(type, map, x, y) searches for any objects with 1864 * present(type, map, x, y) searches for any objects with
2078 * a matching type variable at the given map and coordinates. 1865 * a matching type variable at the given map and coordinates.
2079 * The first matching object is returned, or NULL if none. 1866 * The first matching object is returned, or NULL if none.
2080 */ 1867 */
2081 1868object *
2082object *present(unsigned char type,mapstruct *m, int x,int y) { 1869present (unsigned char type, maptile *m, int x, int y)
2083 object *tmp; 1870{
2084 if(out_of_map(m,x,y)) { 1871 if (out_of_map (m, x, y))
1872 {
2085 LOG(llevError,"Present called outside map.\n"); 1873 LOG (llevError, "Present called outside map.\n");
2086 return NULL; 1874 return NULL;
2087 } 1875 }
1876
2088 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1877 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2089 if(tmp->type==type) 1878 if (tmp->type == type)
2090 return tmp; 1879 return tmp;
1880
2091 return NULL; 1881 return NULL;
2092} 1882}
2093 1883
2094/* 1884/*
2095 * present_in_ob(type, object) searches for any objects with 1885 * present_in_ob(type, object) searches for any objects with
2096 * a matching type variable in the inventory of the given object. 1886 * a matching type variable in the inventory of the given object.
2097 * The first matching object is returned, or NULL if none. 1887 * The first matching object is returned, or NULL if none.
2098 */ 1888 */
2099 1889object *
2100object *present_in_ob(unsigned char type, const object *op) { 1890present_in_ob (unsigned char type, const object *op)
2101 object *tmp; 1891{
2102 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1892 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2103 if(tmp->type==type) 1893 if (tmp->type == type)
2104 return tmp; 1894 return tmp;
1895
2105 return NULL; 1896 return NULL;
2106} 1897}
2107 1898
2108/* 1899/*
2109 * present_in_ob (type, str, object) searches for any objects with 1900 * present_in_ob (type, str, object) searches for any objects with
2117 * str is the string to match against. Note that we match against 1908 * str is the string to match against. Note that we match against
2118 * the object name, not the archetype name. this is so that the 1909 * the object name, not the archetype name. this is so that the
2119 * spell code can use one object type (force), but change it's name 1910 * spell code can use one object type (force), but change it's name
2120 * to be unique. 1911 * to be unique.
2121 */ 1912 */
2122 1913object *
2123object *present_in_ob_by_name(int type, const char *str, const object *op) { 1914present_in_ob_by_name (int type, const char *str, const object *op)
2124 object *tmp; 1915{
2125
2126 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1916 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2127 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1917 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2128 return tmp; 1918 return tmp;
2129 } 1919
2130 return NULL; 1920 return 0;
2131} 1921}
2132 1922
2133/* 1923/*
2134 * present_arch_in_ob(archetype, object) searches for any objects with 1924 * present_arch_in_ob(archetype, object) searches for any objects with
2135 * a matching archetype in the inventory of the given object. 1925 * a matching archetype in the inventory of the given object.
2136 * The first matching object is returned, or NULL if none. 1926 * The first matching object is returned, or NULL if none.
2137 */ 1927 */
2138 1928object *
2139object *present_arch_in_ob(const archetype *at, const object *op) { 1929present_arch_in_ob (const archetype *at, const object *op)
2140 object *tmp; 1930{
2141 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1931 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2142 if( tmp->arch == at) 1932 if (tmp->arch == at)
2143 return tmp; 1933 return tmp;
1934
2144 return NULL; 1935 return NULL;
2145} 1936}
2146 1937
2147/* 1938/*
2148 * activate recursively a flag on an object inventory 1939 * activate recursively a flag on an object inventory
2149 */ 1940 */
1941void
2150void flag_inv(object*op, int flag){ 1942flag_inv (object *op, int flag)
2151 object *tmp; 1943{
2152 if(op->inv) 1944 if (op->inv)
2153 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1945 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1946 {
2154 SET_FLAG(tmp, flag); 1947 SET_FLAG (tmp, flag);
2155 flag_inv(tmp,flag); 1948 flag_inv (tmp, flag);
2156 } 1949 }
1950}
1951
2157}/* 1952/*
2158 * desactivate recursively a flag on an object inventory 1953 * deactivate recursively a flag on an object inventory
2159 */ 1954 */
1955void
2160void unflag_inv(object*op, int flag){ 1956unflag_inv (object *op, int flag)
2161 object *tmp; 1957{
2162 if(op->inv) 1958 if (op->inv)
2163 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1959 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1960 {
2164 CLEAR_FLAG(tmp, flag); 1961 CLEAR_FLAG (tmp, flag);
2165 unflag_inv(tmp,flag); 1962 unflag_inv (tmp, flag);
2166 } 1963 }
2167} 1964}
2168 1965
2169/* 1966/*
2170 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1967 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2171 * all it's inventory (recursively). 1968 * all it's inventory (recursively).
2172 * If checksums are used, a player will get set_cheat called for 1969 * If checksums are used, a player will get set_cheat called for
2173 * him/her-self and all object carried by a call to this function. 1970 * him/her-self and all object carried by a call to this function.
2174 */ 1971 */
2175 1972void
2176void set_cheat(object *op) { 1973set_cheat (object *op)
1974{
2177 SET_FLAG(op, FLAG_WAS_WIZ); 1975 SET_FLAG (op, FLAG_WAS_WIZ);
2178 flag_inv(op, FLAG_WAS_WIZ); 1976 flag_inv (op, FLAG_WAS_WIZ);
2179} 1977}
2180 1978
2181/* 1979/*
2182 * find_free_spot(object, map, x, y, start, stop) will search for 1980 * find_free_spot(object, map, x, y, start, stop) will search for
2183 * a spot at the given map and coordinates which will be able to contain 1981 * a spot at the given map and coordinates which will be able to contain
2197 * because arch_blocked (now ob_blocked) needs to know the movement type 1995 * because arch_blocked (now ob_blocked) needs to know the movement type
2198 * to know if the space in question will block the object. We can't use 1996 * to know if the space in question will block the object. We can't use
2199 * the archetype because that isn't correct if the monster has been 1997 * the archetype because that isn't correct if the monster has been
2200 * customized, changed states, etc. 1998 * customized, changed states, etc.
2201 */ 1999 */
2202 2000int
2203int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2001find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2002{
2204 int i,index=0, flag; 2003 int index = 0, flag;
2205 static int altern[SIZEOFFREE]; 2004 int altern[SIZEOFFREE];
2206 2005
2207 for(i=start;i<stop;i++) { 2006 for (int i = start; i < stop; i++)
2007 {
2208 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2008 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2209 if(!flag) 2009 if (!flag)
2210 altern[index++]=i; 2010 altern [index++] = i;
2211 2011
2212 /* Basically, if we find a wall on a space, we cut down the search size. 2012 /* Basically, if we find a wall on a space, we cut down the search size.
2213 * In this way, we won't return spaces that are on another side of a wall. 2013 * In this way, we won't return spaces that are on another side of a wall.
2214 * This mostly work, but it cuts down the search size in all directions - 2014 * This mostly work, but it cuts down the search size in all directions -
2215 * if the space being examined only has a wall to the north and empty 2015 * if the space being examined only has a wall to the north and empty
2216 * spaces in all the other directions, this will reduce the search space 2016 * spaces in all the other directions, this will reduce the search space
2217 * to only the spaces immediately surrounding the target area, and 2017 * to only the spaces immediately surrounding the target area, and
2218 * won't look 2 spaces south of the target space. 2018 * won't look 2 spaces south of the target space.
2219 */ 2019 */
2220 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2020 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2221 stop=maxfree[i]; 2021 stop = maxfree[i];
2222 } 2022 }
2223 if(!index) return -1; 2023
2024 if (!index)
2025 return -1;
2026
2224 return altern[RANDOM()%index]; 2027 return altern[RANDOM () % index];
2225} 2028}
2226 2029
2227/* 2030/*
2228 * find_first_free_spot(archetype, mapstruct, x, y) works like 2031 * find_first_free_spot(archetype, maptile, x, y) works like
2229 * find_free_spot(), but it will search max number of squares. 2032 * find_free_spot(), but it will search max number of squares.
2230 * But it will return the first available spot, not a random choice. 2033 * But it will return the first available spot, not a random choice.
2231 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2034 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2232 */ 2035 */
2233 2036int
2234int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2037find_first_free_spot (const object *ob, maptile *m, int x, int y)
2235 int i; 2038{
2236 for(i=0;i<SIZEOFFREE;i++) { 2039 for (int i = 0; i < SIZEOFFREE; i++)
2237 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2040 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2238 return i; 2041 return i;
2239 } 2042
2240 return -1; 2043 return -1;
2241} 2044}
2242 2045
2243/* 2046/*
2244 * The function permute(arr, begin, end) randomly reorders the array 2047 * The function permute(arr, begin, end) randomly reorders the array
2245 * arr[begin..end-1]. 2048 * arr[begin..end-1].
2049 * now uses a fisher-yates shuffle, old permute was broken
2246 */ 2050 */
2051static void
2247static void permute(int *arr, int begin, int end) 2052permute (int *arr, int begin, int end)
2248{ 2053{
2249 int i, j, tmp, len; 2054 arr += begin;
2055 end -= begin;
2250 2056
2251 len = end-begin; 2057 while (--end)
2252 for(i = begin; i < end; i++) 2058 swap (arr [end], arr [RANDOM () % (end + 1)]);
2253 {
2254 j = begin+RANDOM()%len;
2255
2256 tmp = arr[i];
2257 arr[i] = arr[j];
2258 arr[j] = tmp;
2259 }
2260} 2059}
2261 2060
2262/* new function to make monster searching more efficient, and effective! 2061/* new function to make monster searching more efficient, and effective!
2263 * This basically returns a randomized array (in the passed pointer) of 2062 * This basically returns a randomized array (in the passed pointer) of
2264 * the spaces to find monsters. In this way, it won't always look for 2063 * the spaces to find monsters. In this way, it won't always look for
2265 * monsters to the north first. However, the size of the array passed 2064 * monsters to the north first. However, the size of the array passed
2266 * covers all the spaces, so within that size, all the spaces within 2065 * covers all the spaces, so within that size, all the spaces within
2267 * the 3x3 area will be searched, just not in a predictable order. 2066 * the 3x3 area will be searched, just not in a predictable order.
2268 */ 2067 */
2068void
2269void get_search_arr(int *search_arr) 2069get_search_arr (int *search_arr)
2270{ 2070{
2271 int i; 2071 int i;
2272 2072
2273 for(i = 0; i < SIZEOFFREE; i++) 2073 for (i = 0; i < SIZEOFFREE; i++)
2274 {
2275 search_arr[i] = i; 2074 search_arr[i] = i;
2276 }
2277 2075
2278 permute(search_arr, 1, SIZEOFFREE1+1); 2076 permute (search_arr, 1, SIZEOFFREE1 + 1);
2279 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2077 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2280 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2078 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2281} 2079}
2282 2080
2283/* 2081/*
2284 * find_dir(map, x, y, exclude) will search some close squares in the 2082 * find_dir(map, x, y, exclude) will search some close squares in the
2285 * given map at the given coordinates for live objects. 2083 * given map at the given coordinates for live objects.
2290 * Perhaps incorrectly, but I'm making the assumption that exclude 2088 * Perhaps incorrectly, but I'm making the assumption that exclude
2291 * is actually want is going to try and move there. We need this info 2089 * is actually want is going to try and move there. We need this info
2292 * because we have to know what movement the thing looking to move 2090 * because we have to know what movement the thing looking to move
2293 * there is capable of. 2091 * there is capable of.
2294 */ 2092 */
2295 2093int
2296int find_dir(mapstruct *m, int x, int y, object *exclude) { 2094find_dir (maptile *m, int x, int y, object *exclude)
2095{
2297 int i,max=SIZEOFFREE, mflags; 2096 int i, max = SIZEOFFREE, mflags;
2097
2298 sint16 nx, ny; 2098 sint16 nx, ny;
2299 object *tmp; 2099 object *tmp;
2300 mapstruct *mp; 2100 maptile *mp;
2101
2301 MoveType blocked, move_type; 2102 MoveType blocked, move_type;
2302 2103
2303 if (exclude && exclude->head) { 2104 if (exclude && exclude->head)
2105 {
2304 exclude = exclude->head; 2106 exclude = exclude->head;
2305 move_type = exclude->move_type; 2107 move_type = exclude->move_type;
2306 } else { 2108 }
2109 else
2110 {
2307 /* If we don't have anything, presume it can use all movement types. */ 2111 /* If we don't have anything, presume it can use all movement types. */
2308 move_type=MOVE_ALL; 2112 move_type = MOVE_ALL;
2113 }
2114
2115 for (i = 1; i < max; i++)
2309 } 2116 {
2310
2311 for(i=1;i<max;i++) {
2312 mp = m; 2117 mp = m;
2313 nx = x + freearr_x[i]; 2118 nx = x + freearr_x[i];
2314 ny = y + freearr_y[i]; 2119 ny = y + freearr_y[i];
2315 2120
2316 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2121 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2122
2317 if (mflags & P_OUT_OF_MAP) { 2123 if (mflags & P_OUT_OF_MAP)
2124 max = maxfree[i];
2125 else
2126 {
2127 mapspace &ms = mp->at (nx, ny);
2128
2129 blocked = ms.move_block;
2130
2131 if ((move_type & blocked) == move_type)
2318 max = maxfree[i]; 2132 max = maxfree[i];
2319 } else {
2320 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2321
2322 if ((move_type & blocked) == move_type) {
2323 max=maxfree[i];
2324 } else if (mflags & P_IS_ALIVE) { 2133 else if (mflags & P_IS_ALIVE)
2325 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2134 {
2135 for (tmp = ms.bot; tmp; tmp = tmp->above)
2326 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2136 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2327 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2137 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2328 break; 2138 break;
2329 } 2139
2330 }
2331 if(tmp) { 2140 if (tmp)
2332 return freedir[i]; 2141 return freedir[i];
2333 }
2334 } 2142 }
2335 } 2143 }
2336 } 2144 }
2145
2337 return 0; 2146 return 0;
2338} 2147}
2339 2148
2340/* 2149/*
2341 * distance(object 1, object 2) will return the square of the 2150 * distance(object 1, object 2) will return the square of the
2342 * distance between the two given objects. 2151 * distance between the two given objects.
2343 */ 2152 */
2344 2153int
2345int distance(const object *ob1, const object *ob2) { 2154distance (const object *ob1, const object *ob2)
2346 int i; 2155{
2347 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2156 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2348 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2349 return i;
2350} 2157}
2351 2158
2352/* 2159/*
2353 * find_dir_2(delta-x,delta-y) will return a direction in which 2160 * find_dir_2(delta-x,delta-y) will return a direction in which
2354 * an object which has subtracted the x and y coordinates of another 2161 * an object which has subtracted the x and y coordinates of another
2355 * object, needs to travel toward it. 2162 * object, needs to travel toward it.
2356 */ 2163 */
2357 2164int
2358int find_dir_2(int x, int y) { 2165find_dir_2 (int x, int y)
2166{
2359 int q; 2167 int q;
2360 2168
2361 if(y) 2169 if (y)
2362 q=x*100/y; 2170 q = x * 100 / y;
2363 else if (x) 2171 else if (x)
2364 q= -300*x; 2172 q = -300 * x;
2365 else 2173 else
2366 return 0; 2174 return 0;
2367 2175
2368 if(y>0) { 2176 if (y > 0)
2177 {
2369 if(q < -242) 2178 if (q < -242)
2370 return 3 ; 2179 return 3;
2371 if (q < -41) 2180 if (q < -41)
2372 return 2 ; 2181 return 2;
2373 if (q < 41) 2182 if (q < 41)
2374 return 1 ; 2183 return 1;
2375 if (q < 242) 2184 if (q < 242)
2376 return 8 ; 2185 return 8;
2377 return 7 ; 2186 return 7;
2378 } 2187 }
2379 2188
2380 if (q < -242) 2189 if (q < -242)
2381 return 7 ; 2190 return 7;
2382 if (q < -41) 2191 if (q < -41)
2383 return 6 ; 2192 return 6;
2384 if (q < 41) 2193 if (q < 41)
2385 return 5 ; 2194 return 5;
2386 if (q < 242) 2195 if (q < 242)
2387 return 4 ; 2196 return 4;
2388 2197
2389 return 3 ; 2198 return 3;
2390} 2199}
2391 2200
2392/* 2201/*
2393 * absdir(int): Returns a number between 1 and 8, which represent 2202 * absdir(int): Returns a number between 1 and 8, which represent
2394 * the "absolute" direction of a number (it actually takes care of 2203 * the "absolute" direction of a number (it actually takes care of
2395 * "overflow" in previous calculations of a direction). 2204 * "overflow" in previous calculations of a direction).
2396 */ 2205 */
2397 2206
2207int
2398int absdir(int d) { 2208absdir (int d)
2399 while(d<1) d+=8; 2209{
2400 while(d>8) d-=8; 2210 while (d < 1)
2211 d += 8;
2212
2213 while (d > 8)
2214 d -= 8;
2215
2401 return d; 2216 return d;
2402} 2217}
2403 2218
2404/* 2219/*
2405 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2220 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2406 * between two directions (which are expected to be absolute (see absdir()) 2221 * between two directions (which are expected to be absolute (see absdir())
2407 */ 2222 */
2408 2223
2224int
2409int dirdiff(int dir1, int dir2) { 2225dirdiff (int dir1, int dir2)
2226{
2410 int d; 2227 int d;
2228
2411 d = abs(dir1 - dir2); 2229 d = abs (dir1 - dir2);
2412 if(d>4) 2230 if (d > 4)
2413 d = 8 - d; 2231 d = 8 - d;
2232
2414 return d; 2233 return d;
2415} 2234}
2416 2235
2417/* peterm: 2236/* peterm:
2418 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2237 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2421 * This basically means that if direction is 15, then it could either go 2240 * This basically means that if direction is 15, then it could either go
2422 * direction 4, 14, or 16 to get back to where we are. 2241 * direction 4, 14, or 16 to get back to where we are.
2423 * Moved from spell_util.c to object.c with the other related direction 2242 * Moved from spell_util.c to object.c with the other related direction
2424 * functions. 2243 * functions.
2425 */ 2244 */
2426
2427int reduction_dir[SIZEOFFREE][3] = { 2245int reduction_dir[SIZEOFFREE][3] = {
2428 {0,0,0}, /* 0 */ 2246 {0, 0, 0}, /* 0 */
2429 {0,0,0}, /* 1 */ 2247 {0, 0, 0}, /* 1 */
2430 {0,0,0}, /* 2 */ 2248 {0, 0, 0}, /* 2 */
2431 {0,0,0}, /* 3 */ 2249 {0, 0, 0}, /* 3 */
2432 {0,0,0}, /* 4 */ 2250 {0, 0, 0}, /* 4 */
2433 {0,0,0}, /* 5 */ 2251 {0, 0, 0}, /* 5 */
2434 {0,0,0}, /* 6 */ 2252 {0, 0, 0}, /* 6 */
2435 {0,0,0}, /* 7 */ 2253 {0, 0, 0}, /* 7 */
2436 {0,0,0}, /* 8 */ 2254 {0, 0, 0}, /* 8 */
2437 {8,1,2}, /* 9 */ 2255 {8, 1, 2}, /* 9 */
2438 {1,2,-1}, /* 10 */ 2256 {1, 2, -1}, /* 10 */
2439 {2,10,12}, /* 11 */ 2257 {2, 10, 12}, /* 11 */
2440 {2,3,-1}, /* 12 */ 2258 {2, 3, -1}, /* 12 */
2441 {2,3,4}, /* 13 */ 2259 {2, 3, 4}, /* 13 */
2442 {3,4,-1}, /* 14 */ 2260 {3, 4, -1}, /* 14 */
2443 {4,14,16}, /* 15 */ 2261 {4, 14, 16}, /* 15 */
2444 {5,4,-1}, /* 16 */ 2262 {5, 4, -1}, /* 16 */
2445 {4,5,6}, /* 17 */ 2263 {4, 5, 6}, /* 17 */
2446 {6,5,-1}, /* 18 */ 2264 {6, 5, -1}, /* 18 */
2447 {6,20,18}, /* 19 */ 2265 {6, 20, 18}, /* 19 */
2448 {7,6,-1}, /* 20 */ 2266 {7, 6, -1}, /* 20 */
2449 {6,7,8}, /* 21 */ 2267 {6, 7, 8}, /* 21 */
2450 {7,8,-1}, /* 22 */ 2268 {7, 8, -1}, /* 22 */
2451 {8,22,24}, /* 23 */ 2269 {8, 22, 24}, /* 23 */
2452 {8,1,-1}, /* 24 */ 2270 {8, 1, -1}, /* 24 */
2453 {24,9,10}, /* 25 */ 2271 {24, 9, 10}, /* 25 */
2454 {9,10,-1}, /* 26 */ 2272 {9, 10, -1}, /* 26 */
2455 {10,11,-1}, /* 27 */ 2273 {10, 11, -1}, /* 27 */
2456 {27,11,29}, /* 28 */ 2274 {27, 11, 29}, /* 28 */
2457 {11,12,-1}, /* 29 */ 2275 {11, 12, -1}, /* 29 */
2458 {12,13,-1}, /* 30 */ 2276 {12, 13, -1}, /* 30 */
2459 {12,13,14}, /* 31 */ 2277 {12, 13, 14}, /* 31 */
2460 {13,14,-1}, /* 32 */ 2278 {13, 14, -1}, /* 32 */
2461 {14,15,-1}, /* 33 */ 2279 {14, 15, -1}, /* 33 */
2462 {33,15,35}, /* 34 */ 2280 {33, 15, 35}, /* 34 */
2463 {16,15,-1}, /* 35 */ 2281 {16, 15, -1}, /* 35 */
2464 {17,16,-1}, /* 36 */ 2282 {17, 16, -1}, /* 36 */
2465 {18,17,16}, /* 37 */ 2283 {18, 17, 16}, /* 37 */
2466 {18,17,-1}, /* 38 */ 2284 {18, 17, -1}, /* 38 */
2467 {18,19,-1}, /* 39 */ 2285 {18, 19, -1}, /* 39 */
2468 {41,19,39}, /* 40 */ 2286 {41, 19, 39}, /* 40 */
2469 {19,20,-1}, /* 41 */ 2287 {19, 20, -1}, /* 41 */
2470 {20,21,-1}, /* 42 */ 2288 {20, 21, -1}, /* 42 */
2471 {20,21,22}, /* 43 */ 2289 {20, 21, 22}, /* 43 */
2472 {21,22,-1}, /* 44 */ 2290 {21, 22, -1}, /* 44 */
2473 {23,22,-1}, /* 45 */ 2291 {23, 22, -1}, /* 45 */
2474 {45,47,23}, /* 46 */ 2292 {45, 47, 23}, /* 46 */
2475 {23,24,-1}, /* 47 */ 2293 {23, 24, -1}, /* 47 */
2476 {24,9,-1}}; /* 48 */ 2294 {24, 9, -1}
2295}; /* 48 */
2477 2296
2478/* Recursive routine to step back and see if we can 2297/* Recursive routine to step back and see if we can
2479 * find a path to that monster that we found. If not, 2298 * find a path to that monster that we found. If not,
2480 * we don't bother going toward it. Returns 1 if we 2299 * we don't bother going toward it. Returns 1 if we
2481 * can see a direct way to get it 2300 * can see a direct way to get it
2482 * Modified to be map tile aware -.MSW 2301 * Modified to be map tile aware -.MSW
2483 */ 2302 */
2484 2303int
2485
2486int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2304can_see_monsterP (maptile *m, int x, int y, int dir)
2305{
2487 sint16 dx, dy; 2306 sint16 dx, dy;
2488 int mflags; 2307 int mflags;
2489 2308
2309 if (dir < 0)
2490 if(dir<0) return 0; /* exit condition: invalid direction */ 2310 return 0; /* exit condition: invalid direction */
2491 2311
2492 dx = x + freearr_x[dir]; 2312 dx = x + freearr_x[dir];
2493 dy = y + freearr_y[dir]; 2313 dy = y + freearr_y[dir];
2494 2314
2495 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2315 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2496 2316
2497 /* This functional arguably was incorrect before - it was 2317 /* This functional arguably was incorrect before - it was
2498 * checking for P_WALL - that was basically seeing if 2318 * checking for P_WALL - that was basically seeing if
2499 * we could move to the monster - this is being more 2319 * we could move to the monster - this is being more
2500 * literal on if we can see it. To know if we can actually 2320 * literal on if we can see it. To know if we can actually
2501 * move to the monster, we'd need the monster passed in or 2321 * move to the monster, we'd need the monster passed in or
2502 * at least its move type. 2322 * at least its move type.
2503 */ 2323 */
2504 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2324 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2325 return 0;
2505 2326
2506 /* yes, can see. */ 2327 /* yes, can see. */
2507 if(dir < 9) return 1; 2328 if (dir < 9)
2329 return 1;
2330
2508 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2331 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2509 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2332 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2510 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2333 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2511} 2334}
2512 2335
2513
2514
2515/* 2336/*
2516 * can_pick(picker, item): finds out if an object is possible to be 2337 * can_pick(picker, item): finds out if an object is possible to be
2517 * picked up by the picker. Returnes 1 if it can be 2338 * picked up by the picker. Returnes 1 if it can be
2518 * picked up, otherwise 0. 2339 * picked up, otherwise 0.
2519 * 2340 *
2521 * core dumps if they do. 2342 * core dumps if they do.
2522 * 2343 *
2523 * Add a check so we can't pick up invisible objects (0.93.8) 2344 * Add a check so we can't pick up invisible objects (0.93.8)
2524 */ 2345 */
2525 2346
2347int
2526int can_pick(const object *who, const object *item) { 2348can_pick (const object *who, const object *item)
2349{
2527 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2350 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2528 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2351 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2529 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2352 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2530 (who->type==PLAYER||item->weight<who->weight/3));
2531} 2353}
2532
2533 2354
2534/* 2355/*
2535 * create clone from object to another 2356 * create clone from object to another
2536 */ 2357 */
2358object *
2537object *object_create_clone (object *asrc) { 2359object_create_clone (object *asrc)
2360{
2538 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2361 object *dst = 0, *tmp, *src, *part, *prev, *item;
2539 2362
2540 if(!asrc) return NULL; 2363 if (!asrc)
2364 return 0;
2365
2541 src = asrc; 2366 src = asrc;
2542 if(src->head) 2367 if (src->head)
2543 src = src->head; 2368 src = src->head;
2544 2369
2545 prev = NULL; 2370 prev = 0;
2546 for(part = src; part; part = part->more) { 2371 for (part = src; part; part = part->more)
2547 tmp = get_object(); 2372 {
2548 copy_object(part,tmp); 2373 tmp = part->clone ();
2549 tmp->x -= src->x; 2374 tmp->x -= src->x;
2550 tmp->y -= src->y; 2375 tmp->y -= src->y;
2376
2551 if(!part->head) { 2377 if (!part->head)
2378 {
2552 dst = tmp; 2379 dst = tmp;
2553 tmp->head = NULL; 2380 tmp->head = 0;
2381 }
2554 } else { 2382 else
2555 tmp->head = dst; 2383 tmp->head = dst;
2556 } 2384
2557 tmp->more = NULL; 2385 tmp->more = 0;
2386
2558 if(prev) 2387 if (prev)
2559 prev->more = tmp; 2388 prev->more = tmp;
2389
2560 prev = tmp; 2390 prev = tmp;
2561 } 2391 }
2562 /*** copy inventory ***/ 2392
2563 for(item = src->inv; item; item = item->below) { 2393 for (item = src->inv; item; item = item->below)
2564 (void) insert_ob_in_ob(object_create_clone(item),dst); 2394 insert_ob_in_ob (object_create_clone (item), dst);
2565 }
2566 2395
2567 return dst; 2396 return dst;
2568}
2569
2570/* return true if the object was destroyed, 0 otherwise */
2571int was_destroyed (const object *op, tag_t old_tag)
2572{
2573 /* checking for FLAG_FREED isn't necessary, but makes this function more
2574 * robust */
2575 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2576} 2397}
2577 2398
2578/* GROS - Creates an object using a string representing its content. */ 2399/* GROS - Creates an object using a string representing its content. */
2579/* Basically, we save the content of the string to a temp file, then call */ 2400/* Basically, we save the content of the string to a temp file, then call */
2580/* load_object on it. I admit it is a highly inefficient way to make things, */ 2401/* load_object on it. I admit it is a highly inefficient way to make things, */
2581/* but it was simple to make and allows reusing the load_object function. */ 2402/* but it was simple to make and allows reusing the load_object function. */
2582/* Remember not to use load_object_str in a time-critical situation. */ 2403/* Remember not to use load_object_str in a time-critical situation. */
2583/* Also remember that multiparts objects are not supported for now. */ 2404/* Also remember that multiparts objects are not supported for now. */
2584 2405object *
2585object* load_object_str(const char *obstr) 2406load_object_str (const char *obstr)
2586{ 2407{
2587 object *op; 2408 object *op;
2588 char filename[MAX_BUF]; 2409 char filename[MAX_BUF];
2410
2589 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2411 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2590 2412
2591 FILE *tempfile=fopen(filename,"w"); 2413 FILE *tempfile = fopen (filename, "w");
2414
2592 if (tempfile == NULL) 2415 if (tempfile == NULL)
2593 { 2416 {
2594 LOG(llevError,"Error - Unable to access load object temp file\n"); 2417 LOG (llevError, "Error - Unable to access load object temp file\n");
2595 return NULL; 2418 return NULL;
2596 }; 2419 }
2420
2597 fprintf(tempfile,obstr); 2421 fprintf (tempfile, obstr);
2598 fclose(tempfile); 2422 fclose (tempfile);
2599 2423
2600 op=get_object(); 2424 op = object::create ();
2601 2425
2602 object_thawer thawer (filename); 2426 object_thawer thawer (filename);
2427
2603 if (thawer) 2428 if (thawer)
2604 load_object(thawer,op,LO_NEWFILE,0); 2429 load_object (thawer, op, 0);
2430
2605 LOG(llevDebug," load str completed, object=%s\n",op->name); 2431 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2606 CLEAR_FLAG(op,FLAG_REMOVED); 2432 CLEAR_FLAG (op, FLAG_REMOVED);
2607 2433
2608 return op; 2434 return op;
2609} 2435}
2610 2436
2611/* This returns the first object in who's inventory that 2437/* This returns the first object in who's inventory that
2612 * has the same type and subtype match. 2438 * has the same type and subtype match.
2613 * returns NULL if no match. 2439 * returns NULL if no match.
2614 */ 2440 */
2441object *
2615object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2442find_obj_by_type_subtype (const object *who, int type, int subtype)
2616{ 2443{
2617 object *tmp;
2618
2619 for (tmp=who->inv; tmp; tmp=tmp->below) 2444 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2620 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2445 if (tmp->type == type && tmp->subtype == subtype)
2446 return tmp;
2621 2447
2622 return NULL; 2448 return 0;
2623} 2449}
2624 2450
2625/* If ob has a field named key, return the link from the list, 2451/* If ob has a field named key, return the link from the list,
2626 * otherwise return NULL. 2452 * otherwise return NULL.
2627 * 2453 *
2628 * key must be a passed in shared string - otherwise, this won't 2454 * key must be a passed in shared string - otherwise, this won't
2629 * do the desired thing. 2455 * do the desired thing.
2630 */ 2456 */
2457key_value *
2631key_value * get_ob_key_link(const object * ob, const char * key) { 2458get_ob_key_link (const object *ob, const char *key)
2632 key_value * link; 2459{
2633
2634 for (link = ob->key_values; link != NULL; link = link->next) { 2460 for (key_value *link = ob->key_values; link; link = link->next)
2635 if (link->key == key) { 2461 if (link->key == key)
2636 return link; 2462 return link;
2637 } 2463
2638 } 2464 return 0;
2639 2465}
2640 return NULL;
2641}
2642 2466
2643/* 2467/*
2644 * Returns the value of op has an extra_field for key, or NULL. 2468 * Returns the value of op has an extra_field for key, or NULL.
2645 * 2469 *
2646 * The argument doesn't need to be a shared string. 2470 * The argument doesn't need to be a shared string.
2647 * 2471 *
2648 * The returned string is shared. 2472 * The returned string is shared.
2649 */ 2473 */
2474const char *
2650const char * get_ob_key_value(const object * op, const char * const key) { 2475get_ob_key_value (const object *op, const char *const key)
2476{
2651 key_value * link; 2477 key_value *link;
2652 const char * canonical_key; 2478 shstr_cmp canonical_key (key);
2479
2480 if (!canonical_key)
2653 2481 {
2654 canonical_key = find_string(key);
2655
2656 if (canonical_key == NULL) {
2657 /* 1. There being a field named key on any object 2482 /* 1. There being a field named key on any object
2658 * implies there'd be a shared string to find. 2483 * implies there'd be a shared string to find.
2659 * 2. Since there isn't, no object has this field. 2484 * 2. Since there isn't, no object has this field.
2660 * 3. Therefore, *this* object doesn't have this field. 2485 * 3. Therefore, *this* object doesn't have this field.
2661 */ 2486 */
2662 return NULL; 2487 return 0;
2663 } 2488 }
2664 2489
2665 /* This is copied from get_ob_key_link() above - 2490 /* This is copied from get_ob_key_link() above -
2666 * only 4 lines, and saves the function call overhead. 2491 * only 4 lines, and saves the function call overhead.
2667 */ 2492 */
2668 for (link = op->key_values; link != NULL; link = link->next) { 2493 for (link = op->key_values; link; link = link->next)
2669 if (link->key == canonical_key) { 2494 if (link->key == canonical_key)
2670 return link->value; 2495 return link->value;
2671 } 2496
2672 } 2497 return 0;
2673 return NULL;
2674} 2498}
2675 2499
2676 2500
2677/* 2501/*
2678 * Updates the canonical_key in op to value. 2502 * Updates the canonical_key in op to value.
2682 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2506 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2683 * keys. 2507 * keys.
2684 * 2508 *
2685 * Returns TRUE on success. 2509 * Returns TRUE on success.
2686 */ 2510 */
2511int
2687int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) { 2512set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2513{
2688 key_value * field = NULL, *last=NULL; 2514 key_value *field = NULL, *last = NULL;
2689 2515
2690 for (field=op->key_values; field != NULL; field=field->next) { 2516 for (field = op->key_values; field != NULL; field = field->next)
2517 {
2691 if (field->key != canonical_key) { 2518 if (field->key != canonical_key)
2519 {
2692 last = field; 2520 last = field;
2693 continue; 2521 continue;
2694 } 2522 }
2695 2523
2696 if (field->value) FREE_AND_CLEAR_STR(field->value);
2697 if (value) 2524 if (value)
2698 field->value = add_string(value); 2525 field->value = value;
2699 else { 2526 else
2527 {
2700 /* Basically, if the archetype has this key set, 2528 /* Basically, if the archetype has this key set,
2701 * we need to store the null value so when we save 2529 * we need to store the null value so when we save
2702 * it, we save the empty value so that when we load, 2530 * it, we save the empty value so that when we load,
2703 * we get this value back again. 2531 * we get this value back again.
2704 */ 2532 */
2705 if (get_ob_key_link(&op->arch->clone, canonical_key)) 2533 if (get_ob_key_link (&op->arch->clone, canonical_key))
2706 field->value = NULL; 2534 field->value = 0;
2707 else { 2535 else
2708 /* Delete this link */ 2536 {
2709 if (field->key) FREE_AND_CLEAR_STR(field->key); 2537 if (last)
2710 if (field->value) FREE_AND_CLEAR_STR(field->value);
2711 if (last) last->next = field->next; 2538 last->next = field->next;
2539 else
2712 else op->key_values = field->next; 2540 op->key_values = field->next;
2541
2713 free(field); 2542 delete field;
2714 } 2543 }
2715 } 2544 }
2716 return TRUE; 2545 return TRUE;
2717 } 2546 }
2718 /* IF we get here, key doesn't exist */ 2547 /* IF we get here, key doesn't exist */
2719 2548
2720 /* No field, we'll have to add it. */ 2549 /* No field, we'll have to add it. */
2721 2550
2722 if (!add_key) { 2551 if (!add_key)
2723 return FALSE; 2552 return FALSE;
2724 } 2553
2725 /* There isn't any good reason to store a null 2554 /* There isn't any good reason to store a null
2726 * value in the key/value list. If the archetype has 2555 * value in the key/value list. If the archetype has
2727 * this key, then we should also have it, so shouldn't 2556 * this key, then we should also have it, so shouldn't
2728 * be here. If user wants to store empty strings, 2557 * be here. If user wants to store empty strings,
2729 * should pass in "" 2558 * should pass in ""
2730 */ 2559 */
2731 if (value == NULL) return TRUE; 2560 if (value == NULL)
2732
2733 field = (key_value *) malloc(sizeof(key_value));
2734
2735 field->key = add_refcount(canonical_key);
2736 field->value = add_string(value);
2737 /* Usual prepend-addition. */
2738 field->next = op->key_values;
2739 op->key_values = field;
2740
2741 return TRUE; 2561 return TRUE;
2562
2563 field = new key_value;
2564
2565 field->key = canonical_key;
2566 field->value = value;
2567 /* Usual prepend-addition. */
2568 field->next = op->key_values;
2569 op->key_values = field;
2570
2571 return TRUE;
2742} 2572}
2743 2573
2744/* 2574/*
2745 * Updates the key in op to value. 2575 * Updates the key in op to value.
2746 * 2576 *
2748 * and not add new ones. 2578 * and not add new ones.
2749 * In general, should be little reason FALSE is ever passed in for add_key 2579 * In general, should be little reason FALSE is ever passed in for add_key
2750 * 2580 *
2751 * Returns TRUE on success. 2581 * Returns TRUE on success.
2752 */ 2582 */
2583int
2753int set_ob_key_value(object * op, const char * key, const char * value, int add_key) { 2584set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2754 const char * canonical_key = NULL; 2585{
2755 int floating_ref = FALSE; 2586 shstr key_ (key);
2756 int ret; 2587
2588 return set_ob_key_value_s (op, key_, value, add_key);
2589}
2590
2591object::depth_iterator::depth_iterator (object *container)
2592: iterator_base (container)
2593{
2594 while (item->inv)
2595 item = item->inv;
2596}
2597
2598void
2599object::depth_iterator::next ()
2600{
2601 if (item->below)
2757 2602 {
2758 /* HACK This mess is to make sure set_ob_value() passes a shared string 2603 item = item->below;
2759 * to get_ob_key_link(), without leaving a leaked refcount. 2604
2760 */ 2605 while (item->inv)
2606 item = item->inv;
2761 2607 }
2762 canonical_key = find_string(key); 2608 else
2763 if (canonical_key == NULL) { 2609 item = item->env;
2764 canonical_key = add_string(key); 2610}
2765 floating_ref = TRUE; 2611
2766 } 2612
2613const char *
2614object::flag_desc (char *desc, int len) const
2615{
2616 char *p = desc;
2617 bool first = true;
2618
2619 *p = 0;
2620
2621 for (int i = 0; i < NUM_FLAGS; i++)
2767 2622 {
2768 ret = set_ob_key_value_s(op, canonical_key, value, add_key); 2623 if (len <= 10) // magic constant!
2624 {
2625 snprintf (p, len, ",...");
2626 break;
2627 }
2628
2629 if (flag [i])
2630 {
2631 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2632 len -= cnt;
2633 p += cnt;
2634 first = false;
2635 }
2769 2636 }
2770 if (floating_ref) { 2637
2771 free_string(canonical_key);
2772 }
2773
2774 return ret; 2638 return desc;
2775} 2639}
2640
2641// return a suitable string describing an object in enough detail to find it
2642const char *
2643object::debug_desc (char *info) const
2644{
2645 char flagdesc[512];
2646 char info2[256 * 4];
2647 char *p = info;
2648
2649 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2650 count, uuid.seq,
2651 &name,
2652 title ? "\",title:" : "",
2653 title ? (const char *)title : "",
2654 flag_desc (flagdesc, 512), type);
2655
2656 if (env)
2657 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2658
2659 if (map)
2660 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2661
2662 return info;
2663}
2664
2665const char *
2666object::debug_desc () const
2667{
2668 static char info[256 * 4];
2669 return debug_desc (info);
2670}
2671

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