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Comparing deliantra/server/common/object.C (file contents):
Revision 1.4 by root, Sat Aug 26 23:36:30 2006 UTC vs.
Revision 1.110 by root, Sun Jan 7 23:12:03 2007 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.4 2006/08/26 23:36:30 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
11 7
12 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
21 17
22 You should have received a copy of the GNU General Public License 18 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 21
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 23*/
28 24
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 27 variable. */
32#include <global.h> 28#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 29#include <stdio.h>
35#include <sys/types.h> 30#include <sys/types.h>
36#include <sys/uio.h> 31#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 32#include <object.h>
39#include <funcpoint.h> 33#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 34#include <loader.h>
42#ifdef MEMORY_DEBUG 35
43int nroffreeobjects = 0; 36#include <bitset>
37
44int nrofallocobjects = 0; 38int nrofallocobjects = 0;
45#undef OBJ_EXPAND 39static UUID uuid;
46#define OBJ_EXPAND 1 40const 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 41
53object *objects; /* Pointer to the list of used objects */ 42objectvec objects;
54object *free_objects; /* Pointer to the list of unused objects */ 43activevec actives;
55object *active_objects; /* List of active objects that need to be processed */
56 44
57short freearr_x[SIZEOFFREE]= 45short 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}; 46 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]= 47};
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, 48short 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}; 49 -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]= 50};
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, 51int 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}; 52 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
53};
66int freedir[SIZEOFFREE]= { 54int 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, 55 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}; 56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
57};
69 58
59static void
60write_uuid (void)
61{
62 char filename1[MAX_BUF], filename2[MAX_BUF];
63
64 sprintf (filename1, "%s/uuid", settings.localdir);
65 sprintf (filename2, "%s/uuid~", settings.localdir);
66
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78}
79
80static void
81read_uuid (void)
82{
83 char filename[MAX_BUF];
84
85 sprintf (filename, "%s/uuid", settings.localdir);
86
87 FILE *fp;
88
89 if (!(fp = fopen (filename, "r")))
90 {
91 if (errno == ENOENT)
92 {
93 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0;
95 write_uuid ();
96 return;
97 }
98
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1);
101 }
102
103 int version;
104 unsigned long long uid;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
106 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
108 _exit (1);
109 }
110
111 uuid.seq = uid;
112 write_uuid ();
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
114 fclose (fp);
115}
116
117UUID
118gen_uuid ()
119{
120 UUID uid;
121
122 uid.seq = ++uuid.seq;
123
124 if (!(uuid.seq & (UUID_SKIP - 1)))
125 write_uuid ();
126
127 return uid;
128}
129
130void
131init_uuid ()
132{
133 read_uuid ();
134}
70 135
71/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
137static int
72static int compare_ob_value_lists_one(const object * wants, const object * has) { 138compare_ob_value_lists_one (const object *wants, const object *has)
139{
73 key_value * wants_field; 140 key_value *wants_field;
74 141
75 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 142 /* 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 143 * objects with lists are rare, and lists stay short. If not, use a
77 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
78 */ 145 */
79 146
80 /* For each field in wants, */ 147 /* For each field in wants, */
81 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
149 {
82 key_value * has_field; 150 key_value *has_field;
83 151
84 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
85 has_field = get_ob_key_link(has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
154
155 if (has_field == NULL)
86 156 {
87 if (has_field == NULL) {
88 /* No field with that name. */ 157 /* No field with that name. */
89 return FALSE; 158 return FALSE;
90 }
91 159 }
160
92 /* Found the matching field. */ 161 /* Found the matching field. */
93 if (has_field->value != wants_field->value) { 162 if (has_field->value != wants_field->value)
163 {
94 /* Values don't match, so this half of the comparison is false. */ 164 /* Values don't match, so this half of the comparison is false. */
95 return FALSE; 165 return FALSE;
96 } 166 }
97 167
98 /* If we get here, we found a match. Now for the next field in wants. */ 168 /* If we get here, we found a match. Now for the next field in wants. */
99 }
100 169 }
170
101 /* If we get here, every field in wants has a matching field in has. */ 171 /* If we get here, every field in wants has a matching field in has. */
102 return TRUE; 172 return TRUE;
103} 173}
104 174
105/* Returns TRUE if ob1 has the same key_values as ob2. */ 175/* Returns TRUE if ob1 has the same key_values as ob2. */
176static int
106static int compare_ob_value_lists(const object * ob1, const object * ob2) { 177compare_ob_value_lists (const object *ob1, const object *ob2)
178{
107 /* However, there may be fields in has which aren't partnered in wants, 179 /* However, there may be fields in has which aren't partnered in wants,
108 * so we need to run the comparison *twice*. :( 180 * so we need to run the comparison *twice*. :(
109 */ 181 */
110 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 182 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
111} 183}
112 184
113/* Function examines the 2 objects given to it, and returns true if 185/* Function examines the 2 objects given to it, and returns true if
114 * they can be merged together. 186 * they can be merged together.
115 * 187 *
116 * Note that this function appears a lot longer than the macro it 188 * Note that this function appears a lot longer than the macro it
117 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
118 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
119 * 191 *
120 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
121 * 193 *
122 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
123 * check weight 195 * check weight
124 */ 196 */
125 197bool object::can_merge_slow (object *ob1, object *ob2)
126int CAN_MERGE(object *ob1, object *ob2) { 198{
127
128 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
129 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 200 if (ob1 == ob2
130 201 || ob1->type != ob2->type
131 if (ob1->speed != ob2->speed) return 0; 202 || ob1->speed != ob2->speed
132 /* Note sure why the following is the case - either the object has to 203 || ob1->value != ob2->value
133 * be animated or have a very low speed. Is this an attempted monster 204 || ob1->name != ob2->name)
134 * check?
135 */
136 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED)
137 return 0; 205 return 0;
138 206
207 //TODO: this ain't working well, use nicer and correct overflow check
139 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
140 * value could not be stored in a sint32 (which unfortunately sometimes is 209 * value could not be stored in a sint32 (which unfortunately sometimes is
141 * used to store nrof). 210 * used to store nrof).
142 */ 211 */
143 if (ob1->nrof+ob2->nrof >= 1UL<<31) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
144 return 0; 213 return 0;
145 214
146 /* This is really a spellbook check - really, we should
147 * check all objects in the inventory.
148 */
149 if (ob1->inv || ob2->inv) {
150 /* if one object has inventory but the other doesn't, not equiv */
151 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
152
153 /* Now check to see if the two inventory objects could merge */
154 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
155
156 /* inventory ok - still need to check rest of this object to see
157 * if it is valid.
158 */
159 }
160
161 /* If the objects have been identified, set the BEEN_APPLIED flag. 215 /* 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 216 * 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 217 * 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 218 * are not equal - just if it has been identified, the been_applied
165 * flags lose any meaning. 219 * flags lose any meaning.
166 */ 220 */
167 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED)) 221 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
168 SET_FLAG(ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
169 223
170 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
171 SET_FLAG(ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
172 226
173 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
174 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 228 || ob1->arch != ob2->arch
175 * being locked in inventory should prevent merging. 229 || ob1->name != ob2->name
176 * 0x4 in flags3 is CLIENT_SENT 230 || ob1->title != ob2->title
177 */ 231 || ob1->msg != ob2->msg
178 if ((ob1->arch != ob2->arch) || 232 || ob1->weight != ob2->weight
179 (ob1->flags[0] != ob2->flags[0]) ||
180 (ob1->flags[1] != ob2->flags[1]) ||
181 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
182 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
183 (ob1->name != ob2->name) ||
184 (ob1->title != ob2->title) ||
185 (ob1->msg != ob2->msg) ||
186 (ob1->weight != ob2->weight) ||
187 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
188 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
189 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
190 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
191 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
192 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
193 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
194 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
195 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
196 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
197 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
198 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
199 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
200 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
201 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
202 (ob1->move_on != ob2->move_on) || 248 || ob1->move_on != ob2->move_on
203 (ob1->move_off != ob2->move_off) || 249 || ob1->move_off != ob2->move_off
204 (ob1->move_slow != ob2->move_slow) || 250 || ob1->move_slow != ob2->move_slow
205 (ob1->move_slow_penalty != ob2->move_slow_penalty) 251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
206 )
207 return 0; 252 return 0;
208 253
254 /* This is really a spellbook check - really, we should
255 * check all objects in the inventory.
256 */
257 if (ob1->inv || ob2->inv)
258 {
259 /* if one object has inventory but the other doesn't, not equiv */
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
261 return 0;
262
263 /* Now check to see if the two inventory objects could merge */
264 if (!object::can_merge (ob1->inv, ob2->inv))
265 return 0;
266
267 /* inventory ok - still need to check rest of this object to see
268 * if it is valid.
269 */
270 }
271
209 /* Don't merge objects that are applied. With the new 'body' code, 272 /* 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 273 * 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. 274 * some items equipped, and we don't want those to merge.
212 */ 275 */
213 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 276 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
214 return 0; 277 return 0;
215 278
279 /* Note sure why the following is the case - either the object has to
280 * be animated or have a very low speed. Is this an attempted monster
281 * check?
282 */
283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
284 return 0;
285
216 switch (ob1->type) { 286 switch (ob1->type)
287 {
217 case SCROLL: 288 case SCROLL:
218 if (ob1->level != ob2->level) return 0; 289 if (ob1->level != ob2->level)
290 return 0;
219 break; 291 break;
220
221 } 292 }
293
222 if (ob1->key_values != NULL || ob2->key_values != NULL) { 294 if (ob1->key_values != NULL || ob2->key_values != NULL)
295 {
223 /* At least one of these has key_values. */ 296 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) { 297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
225 /* One has fields, but the other one doesn't. */ 298 /* One has fields, but the other one doesn't. */
226 return 0; 299 return 0;
227 } else if (!compare_ob_value_lists(ob1, ob2)) { 300 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 301 return 0;
229 } 302 }
303
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self)
230 } 306 {
307 ob1->optimise ();
308 ob2->optimise ();
231 309
310 if (ob1->self || ob2->self)
311 return 0;
312 }
313
232 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
233 return 1; 315 return 1;
234} 316}
235 317
236/* 318/*
237 * sum_weight() is a recursive function which calculates the weight 319 * sum_weight() is a recursive function which calculates the weight
238 * an object is carrying. It goes through in figures out how much 320 * an object is carrying. It goes through in figures out how much
239 * containers are carrying, and sums it up. 321 * containers are carrying, and sums it up.
240 */ 322 */
241signed long sum_weight(object *op) { 323long
324sum_weight (object *op)
325{
242 signed long sum; 326 long sum;
243 object *inv; 327 object *inv;
328
244 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
330 {
245 if (inv->inv) 331 if (inv->inv)
246 sum_weight(inv); 332 sum_weight (inv);
247 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
248 } 334 }
335
249 if (op->type == CONTAINER && op->stats.Str) 336 if (op->type == CONTAINER && op->stats.Str)
250 sum = (sum * (100 - op->stats.Str))/100; 337 sum = (sum * (100 - op->stats.Str)) / 100;
338
251 if(op->carrying != sum) 339 if (op->carrying != sum)
252 op->carrying = sum; 340 op->carrying = sum;
341
253 return sum; 342 return sum;
254} 343}
255 344
256/** 345/**
257 * Return the outermost environment object for a given object. 346 * Return the outermost environment object for a given object.
258 */ 347 */
259 348
349object *
260object *object_get_env_recursive (object *op) { 350object_get_env_recursive (object *op)
351{
261 while (op->env != NULL) 352 while (op->env != NULL)
262 op = op->env; 353 op = op->env;
263 return op; 354 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} 355}
278 356
279/* 357/*
280 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
281 * Some error messages. 359 * Some error messages.
282 * The result of the dump is stored in the static global errmsg array. 360 * The result of the dump is stored in the static global errmsg array.
283 */ 361 */
284 362
285void dump_object2(object *op) { 363char *
286 char *cp;
287/* object *tmp;*/
288
289 if(op->arch!=NULL) {
290 strcat(errmsg,"arch ");
291 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
292 strcat(errmsg,"\n");
293 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
294 strcat(errmsg,cp);
295#if 0
296 /* Don't dump player diffs - they are too long, mostly meaningless, and
297 * will overflow the buffer.
298 * Changed so that we don't dump inventory either. This may
299 * also overflow the buffer.
300 */
301 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
302 strcat(errmsg,cp);
303 for (tmp=op->inv; tmp; tmp=tmp->below)
304 dump_object2(tmp);
305#endif
306 strcat(errmsg,"end\n");
307 } else {
308 strcat(errmsg,"Object ");
309 if (op->name==NULL) strcat(errmsg, "(null)");
310 else strcat(errmsg,op->name);
311 strcat(errmsg,"\n");
312#if 0
313 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
314 strcat(errmsg,cp);
315 for (tmp=op->inv; tmp; tmp=tmp->below)
316 dump_object2(tmp);
317#endif
318 strcat(errmsg,"end\n");
319 }
320}
321
322/*
323 * Dumps an object. Returns output in the static global errmsg array.
324 */
325
326void dump_object(object *op) { 364dump_object (object *op)
327 if(op==NULL) {
328 strcpy(errmsg,"[NULL pointer]");
329 return;
330 }
331 errmsg[0]='\0';
332 dump_object2(op);
333}
334
335/* GROS - Dumps an object. Return the result into a string */
336/* Note that no checking is done for the validity of the target string, so */
337/* you need to be sure that you allocated enough space for it. */
338void dump_me(object *op, char *outstr)
339{ 365{
340 char *cp; 366 if (!op)
367 return strdup ("[NULLOBJ]");
341 368
342 if(op==NULL) 369 object_freezer freezer;
343 { 370 save_object (freezer, op, 1);
344 strcpy(outstr,"[NULL pointer]"); 371 return freezer.as_string ();
345 return;
346 }
347 outstr[0]='\0';
348
349 if(op->arch!=NULL)
350 {
351 strcat(outstr,"arch ");
352 strcat(outstr,op->arch->name?op->arch->name:"(null)");
353 strcat(outstr,"\n");
354 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
355 strcat(outstr,cp);
356 strcat(outstr,"end\n");
357 }
358 else
359 {
360 strcat(outstr,"Object ");
361 if (op->name==NULL)
362 strcat(outstr, "(null)");
363 else
364 strcat(outstr,op->name);
365 strcat(outstr,"\n");
366 strcat(outstr,"end\n");
367 }
368}
369
370/*
371 * This is really verbose...Can be triggered by the P key while in DM mode.
372 * All objects are dumped to stderr (or alternate logfile, if in server-mode)
373 */
374
375void dump_all_objects(void) {
376 object *op;
377 for(op=objects;op!=NULL;op=op->next) {
378 dump_object(op);
379 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
380 }
381} 372}
382 373
383/* 374/*
384 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
385 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
386 * If it's not a multi-object, it is returned. 377 * If it's not a multi-object, it is returned.
387 */ 378 */
388 379
380object *
389object *get_nearest_part(object *op, const object *pl) { 381get_nearest_part (object *op, const object *pl)
382{
390 object *tmp,*closest; 383 object *tmp, *closest;
391 int last_dist,i; 384 int last_dist, i;
385
392 if(op->more==NULL) 386 if (op->more == NULL)
393 return op; 387 return op;
394 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 388 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
395 if((i=distance(tmp,pl))<last_dist) 389 if ((i = distance (tmp, pl)) < last_dist)
396 closest=tmp,last_dist=i; 390 closest = tmp, last_dist = i;
397 return closest; 391 return closest;
398} 392}
399 393
400/* 394/*
401 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
402 */ 396 */
403 397object *
404object *find_object(tag_t i) { 398find_object (tag_t i)
405 object *op; 399{
406 for(op=objects;op!=NULL;op=op->next) 400 return ((unsigned int)i) < objects.size ()
407 if(op->count==i) 401 ? objects [i]
408 break; 402 : 0;
409 return op;
410} 403}
411 404
412/* 405/*
413 * Returns the first object which has a name equal to the argument. 406 * Returns the first object which has a name equal to the argument.
414 * Used only by the patch command, but not all that useful. 407 * Used only by the patch command, but not all that useful.
415 * Enables features like "patch <name-of-other-player> food 999" 408 * Enables features like "patch <name-of-other-player> food 999"
416 */ 409 */
417 410object *
418object *find_object_name(const char *str) { 411find_object_name (const char *str)
419 const char *name=add_string(str); 412{
413 shstr_cmp str_ (str);
420 object *op; 414 object *op;
421 for(op=objects;op!=NULL;op=op->next) 415
416 for_all_objects (op)
422 if(op->name==name) 417 if (op->name == str_)
423 break; 418 break;
424 free_string(name); 419
425 return op; 420 return op;
426} 421}
427 422
423void
428void free_all_object_data(void) { 424free_all_object_data ()
429#ifdef MEMORY_DEBUG
430 object *op, *next;
431
432 for (op=free_objects; op!=NULL; ) {
433 next=op->next;
434 free(op);
435 nrofallocobjects--;
436 nroffreeobjects--;
437 op=next;
438 }
439#endif
440 LOG(llevDebug,"%d allocated objects, %d free objects, STARMAX=%d\n",
441 nrofallocobjects, nroffreeobjects,STARTMAX);
442}
443
444/*
445 * Returns the object which this object marks as being the owner.
446 * A id-scheme is used to avoid pointing to objects which have been
447 * freed and are now reused. If this is detected, the owner is
448 * set to NULL, and NULL is returned.
449 * Changed 2004-02-12 - if the player is setting at the play again
450 * prompt, he is removed, and we don't want to treat him as an owner of
451 * anything, so check removed flag. I don't expect that this should break
452 * anything - once an object is removed, it is basically dead anyways.
453 */
454
455object *get_owner(object *op) {
456 if(op->owner==NULL)
457 return NULL;
458
459 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
460 op->owner->count==op->ownercount)
461 return op->owner;
462
463 op->owner=NULL;
464 op->ownercount=0;
465 return NULL;
466}
467
468void clear_owner(object *op)
469{ 425{
470 if (!op) return; 426 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
471
472 if (op->owner && op->ownercount == op->owner->count)
473 op->owner->refcount--;
474
475 op->owner = NULL;
476 op->ownercount = 0;
477} 427}
478
479
480 428
481/* 429/*
482 * Sets the owner and sets the skill and exp pointers to owner's current 430 * Sets the owner and sets the skill and exp pointers to owner's current
483 * skill and experience objects. 431 * skill and experience objects.
484 */ 432 */
485void set_owner (object *op, object *owner) 433void
434object::set_owner (object *owner)
486{ 435{
487 if(owner==NULL||op==NULL) 436 if (!owner)
488 return; 437 return;
489 438
490 /* next line added to allow objects which own objects */ 439 /* next line added to allow objects which own objects */
491 /* Add a check for ownercounts in here, as I got into an endless loop 440 /* Add a check for ownercounts in here, as I got into an endless loop
492 * with the fireball owning a poison cloud which then owned the 441 * with the fireball owning a poison cloud which then owned the
493 * fireball. I believe that was caused by one of the objects getting 442 * fireball. I believe that was caused by one of the objects getting
494 * freed and then another object replacing it. Since the ownercounts 443 * freed and then another object replacing it. Since the ownercounts
495 * didn't match, this check is valid and I believe that cause is valid. 444 * didn't match, this check is valid and I believe that cause is valid.
496 */ 445 */
497 while (owner->owner && owner!=owner->owner && 446 while (owner->owner)
498 owner->ownercount==owner->owner->count) owner=owner->owner; 447 owner = owner->owner;
499 448
500 /* IF the owner still has an owner, we did not resolve to a final owner.
501 * so lets not add to that.
502 */
503 if (owner->owner) return;
504
505 op->owner=owner; 449 this->owner = owner;
506
507 op->ownercount=owner->count;
508 owner->refcount++;
509
510}
511
512/* Set the owner to clone's current owner and set the skill and experience
513 * objects to clone's objects (typically those objects that where the owner's
514 * current skill and experience objects at the time when clone's owner was
515 * set - not the owner's current skill and experience objects).
516 *
517 * Use this function if player created an object (e.g. fire bullet, swarm
518 * spell), and this object creates further objects whose kills should be
519 * accounted for the player's original skill, even if player has changed
520 * skills meanwhile.
521 */
522void copy_owner (object *op, object *clone)
523{
524 object *owner = get_owner (clone);
525 if (owner == NULL) {
526 /* players don't have owners - they own themselves. Update
527 * as appropriate.
528 */
529 if (clone->type == PLAYER) owner=clone;
530 else return;
531 }
532 set_owner(op, owner);
533
534}
535
536/*
537 * Resets vital variables in an object
538 */
539
540void reset_object(object *op) {
541
542 op->name = NULL;
543 op->name_pl = NULL;
544 op->title = NULL;
545 op->race = NULL;
546 op->slaying = NULL;
547 op->skill = NULL;
548 op->msg = NULL;
549 op->materialname = NULL;
550 op->lore = NULL;
551 op->current_weapon_script = NULL;
552 clear_object(op);
553} 450}
554 451
555/* Zero the key_values on op, decrementing the shared-string 452/* Zero the key_values on op, decrementing the shared-string
556 * refcounts and freeing the links. 453 * refcounts and freeing the links.
557 */ 454 */
455static void
558static void free_key_values(object * op) { 456free_key_values (object *op)
559 key_value * i; 457{
560 key_value * next = NULL; 458 for (key_value *i = op->key_values; i != 0;)
561 459 {
562 if (op->key_values == NULL) return; 460 key_value *next = i->next;
461 delete i;
462
463 i = next;
563 464 }
564 for (i = op->key_values; i != NULL; i = next) { 465
565 /* Store next *first*. */
566 next = i->next;
567
568 if (i->key) FREE_AND_CLEAR_STR(i->key);
569 if (i->value) FREE_AND_CLEAR_STR(i->value);
570 i->next = NULL;
571 free(i);
572 }
573
574 op->key_values = NULL; 466 op->key_values = 0;
575} 467}
576 468
577
578/* 469/*
579 * clear_object() frees everything allocated by an object, and also
580 * clears all variables and flags to default settings.
581 */
582
583void clear_object(object *op) {
584 op->clear ();
585
586 event *evt;
587 event *evt2;
588
589 /* redo this to be simpler/more efficient. Was also seeing
590 * crashes in the old code. Move this to the top - am
591 * seeing periodic crashes in this code, and would like to have
592 * as much info available as possible (eg, object name).
593 */
594 for (evt = op->events; evt; evt=evt2) {
595 evt2 = evt->next;
596
597 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
598 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
599 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
600
601 free(evt);
602 }
603 op->events = NULL;
604
605 free_key_values(op);
606
607 /* the memset will clear all these values for us, but we need
608 * to reduce the refcount on them.
609 */
610 if (op->name!=NULL) FREE_AND_CLEAR_STR(op->name);
611 if (op->name_pl!=NULL) FREE_AND_CLEAR_STR(op->name_pl);
612 if (op->title != NULL) FREE_AND_CLEAR_STR(op->title);
613 if (op->race!=NULL) FREE_AND_CLEAR_STR(op->race);
614 if (op->slaying!=NULL) FREE_AND_CLEAR_STR(op->slaying);
615 if (op->skill!=NULL) FREE_AND_CLEAR_STR(op->skill);
616 if (op->msg!=NULL) FREE_AND_CLEAR_STR(op->msg);
617 if (op->lore!=NULL) FREE_AND_CLEAR_STR(op->lore);
618 if (op->materialname!= NULL) FREE_AND_CLEAR_STR(op->materialname);
619
620
621 memset((void*)op, 0, sizeof (object_special));
622 /* Below here, we clear things that are not done by the memset,
623 * or set default values that are not zero.
624 */
625 /* This is more or less true */
626 SET_FLAG(op, FLAG_REMOVED);
627
628
629 op->contr = NULL;
630 op->below=NULL;
631 op->above=NULL;
632 op->inv=NULL;
633 op->events=NULL;
634 op->container=NULL;
635 op->env=NULL;
636 op->more=NULL;
637 op->head=NULL;
638 op->map=NULL;
639 op->refcount=0;
640 op->active_next = NULL;
641 op->active_prev = NULL;
642 /* What is not cleared is next, prev, and count */
643
644 op->expmul=1.0;
645 op->face = blank_face;
646 op->attacked_by_count = (tag_t) -1;
647 if (settings.casting_time)
648 op->casting_time = -1;
649
650}
651
652/*
653 * copy object first frees everything allocated by the second object, 470 * copy_to first frees everything allocated by the dst object,
654 * and then copies the contends of the first object into the second 471 * and then copies the contents of itself into the second
655 * object, allocating what needs to be allocated. Basically, any 472 * object, allocating what needs to be allocated. Basically, any
656 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 473 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
657 * if the first object is freed, the pointers in the new object 474 * if the first object is freed, the pointers in the new object
658 * will point at garbage. 475 * will point at garbage.
659 */ 476 */
477void
478object::copy_to (object *dst)
479{
480 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
481 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
660 482
661void copy_object(object *op2, object *op) { 483 *(object_copy *)dst = *this;
662 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED);
663 event *evt, *evt2, *evt_new;
664 484
665 op->clear (); 485 if (is_freed)
486 SET_FLAG (dst, FLAG_FREED);
666 487
667 /* Decrement the refcounts, but don't bother zeroing the fields; 488 if (is_removed)
668 they'll be overwritten by memcpy. */ 489 SET_FLAG (dst, FLAG_REMOVED);
669 if(op->name!=NULL) free_string(op->name);
670 if(op->name_pl!=NULL) free_string(op->name_pl);
671 if(op->title!=NULL) free_string(op->title);
672 if(op->race!=NULL) free_string(op->race);
673 if(op->slaying!=NULL) free_string(op->slaying);
674 if(op->skill!=NULL) free_string(op->skill);
675 if(op->msg!=NULL) free_string(op->msg);
676 if(op->lore!=NULL) free_string(op->lore);
677 if(op->materialname != NULL) free_string(op->materialname);
678 if(op->custom_name != NULL) free_string(op->custom_name);
679 490
680 /* Basically, same code as from clear_object() */ 491 if (speed < 0)
681 for (evt = op->events; evt; evt=evt2) {
682 evt2 = evt->next;
683
684 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
685 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
686 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
687
688 free(evt);
689 }
690 op->events = NULL;
691
692 free_key_values(op);
693
694 *(object_special *)op = *(object_special *)op2;
695 op2->clone (op);
696
697 if(is_freed) SET_FLAG(op,FLAG_FREED);
698 if(is_removed) SET_FLAG(op,FLAG_REMOVED);
699 if(op->name!=NULL) add_refcount(op->name);
700 if(op->name_pl!=NULL) add_refcount(op->name_pl);
701 if(op->title!=NULL) add_refcount(op->title);
702 if(op->race!=NULL) add_refcount(op->race);
703 if(op->slaying!=NULL) add_refcount(op->slaying);
704 if(op->skill!=NULL) add_refcount(op->skill);
705 if(op->lore!=NULL) add_refcount(op->lore);
706 if(op->msg!=NULL) add_refcount(op->msg);
707 if(op->custom_name!=NULL) add_refcount(op->custom_name);
708 if (op->materialname != NULL) add_refcount(op->materialname);
709
710 if((op2->speed<0) && !editor)
711 op->speed_left=op2->speed_left-RANDOM()%200/100.0; 492 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
712 493
713 /* Copy over event information */
714 evt2 = NULL;
715 for (evt = op2->events; evt; evt=evt->next) {
716 evt_new = (event *) malloc(sizeof(event));
717 memcpy(evt_new, evt, sizeof(event));
718 if (evt_new->hook) add_refcount(evt_new->hook);
719 if (evt_new->plugin) add_refcount(evt_new->plugin);
720 if (evt_new->options) add_refcount(evt_new->options);
721 evt_new->next = NULL;
722
723 /* Try to be a little clever here, and store away the
724 * last event we copied, so that its simpler to update the
725 * pointer.
726 */
727 if (evt2)
728 evt2->next = evt_new;
729 else
730 op->events = evt_new;
731
732 evt2 = evt_new;
733 }
734 /* Copy over key_values, if any. */ 494 /* Copy over key_values, if any. */
735 if (op2->key_values != NULL) { 495 if (key_values)
736 key_value * tail = NULL; 496 {
497 key_value *tail = 0;
737 key_value * i; 498 key_value *i;
738 499
739 op->key_values = NULL; 500 dst->key_values = 0;
740 501
741 for (i = op2->key_values; i != NULL; i = i->next) { 502 for (i = key_values; i; i = i->next)
742 key_value * new_link = (key_value *) malloc(sizeof(key_value)); 503 {
504 key_value *new_link = new key_value;
743 505
744 new_link->next = NULL; 506 new_link->next = 0;
745 new_link->key = add_refcount(i->key); 507 new_link->key = i->key;
746 if (i->value) 508 new_link->value = i->value;
747 new_link->value = add_refcount(i->value);
748 else
749 new_link->value = NULL;
750 509
751 /* Try and be clever here, too. */ 510 /* Try and be clever here, too. */
752 if (op->key_values == NULL) { 511 if (!dst->key_values)
753 op->key_values = new_link; 512 {
754 tail = new_link; 513 dst->key_values = new_link;
755 } else { 514 tail = new_link;
756 tail->next = new_link; 515 }
757 tail = new_link; 516 else
517 {
518 tail->next = new_link;
519 tail = new_link;
520 }
521 }
758 } 522 }
759 }
760 }
761 523
762 update_ob_speed(op); 524 dst->set_speed (dst->speed);
763} 525}
764 526
765/*
766 * expand_objects() allocates more objects for the list of unused objects.
767 * It is called from get_object() if the unused list is empty.
768 */
769
770void expand_objects(void) {
771 int i;
772 object *obj;
773 obj = (object *) CALLOC(OBJ_EXPAND,sizeof(object));
774
775 if(obj==NULL)
776 fatal(OUT_OF_MEMORY);
777 free_objects=obj;
778 obj[0].prev=NULL;
779 obj[0].next= &obj[1],
780 SET_FLAG(&(obj[0]), FLAG_REMOVED);
781 SET_FLAG(&(obj[0]), FLAG_FREED);
782
783 for(i=1;i<OBJ_EXPAND-1;i++) {
784 obj[i].next= &obj[i+1],
785 obj[i].prev= &obj[i-1],
786 SET_FLAG(&(obj[i]), FLAG_REMOVED);
787 SET_FLAG(&(obj[i]), FLAG_FREED);
788 }
789 obj[OBJ_EXPAND-1].prev= &obj[OBJ_EXPAND-2],
790 obj[OBJ_EXPAND-1].next=NULL,
791 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_REMOVED);
792 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_FREED);
793
794 nrofallocobjects += OBJ_EXPAND;
795 nroffreeobjects += OBJ_EXPAND;
796}
797
798/*
799 * get_object() grabs an object from the list of unused objects, makes
800 * sure it is initialised, and returns it.
801 * If there are no free objects, expand_objects() is called to get more.
802 */
803
804object *get_object(void) {
805 object *op; 527object *
806 528object::clone ()
807 if(free_objects==NULL) { 529{
808 expand_objects(); 530 object *neu = create ();
809 } 531 copy_to (neu);
810 op=free_objects;
811#ifdef MEMORY_DEBUG
812 /* The idea is hopefully by doing a realloc, the memory
813 * debugging program will now use the current stack trace to
814 * report leaks.
815 */
816 op = realloc(op, sizeof(object));
817 SET_FLAG(op, FLAG_REMOVED);
818 SET_FLAG(op, FLAG_FREED);
819#endif
820
821 if(!QUERY_FLAG(op,FLAG_FREED)) {
822 LOG(llevError,"Fatal: Getting busy object.\n");
823 }
824 free_objects=op->next;
825 if(free_objects!=NULL)
826 free_objects->prev=NULL;
827 op->count= ++ob_count;
828 op->name=NULL;
829 op->name_pl=NULL;
830 op->title=NULL;
831 op->race=NULL;
832 op->slaying=NULL;
833 op->skill = NULL;
834 op->lore=NULL;
835 op->msg=NULL;
836 op->materialname=NULL;
837 op->next=objects;
838 op->prev=NULL;
839 op->active_next = NULL;
840 op->active_prev = NULL;
841 if(objects!=NULL)
842 objects->prev=op;
843 objects=op;
844 clear_object(op);
845 SET_FLAG(op,FLAG_REMOVED);
846 nroffreeobjects--;
847 return op; 532 return neu;
848} 533}
849 534
850/* 535/*
851 * If an object with the IS_TURNABLE() flag needs to be turned due 536 * If an object with the IS_TURNABLE() flag needs to be turned due
852 * to the closest player being on the other side, this function can 537 * to the closest player being on the other side, this function can
853 * be called to update the face variable, _and_ how it looks on the map. 538 * be called to update the face variable, _and_ how it looks on the map.
854 */ 539 */
855 540void
856void update_turn_face(object *op) { 541update_turn_face (object *op)
542{
857 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 543 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
858 return; 544 return;
545
859 SET_ANIMATION(op, op->direction); 546 SET_ANIMATION (op, op->direction);
860 update_object(op,UP_OBJ_FACE); 547 update_object (op, UP_OBJ_FACE);
861} 548}
862 549
863/* 550/*
864 * Updates the speed of an object. If the speed changes from 0 to another 551 * Updates the speed of an object. If the speed changes from 0 to another
865 * value, or vice versa, then add/remove the object from the active list. 552 * value, or vice versa, then add/remove the object from the active list.
866 * This function needs to be called whenever the speed of an object changes. 553 * This function needs to be called whenever the speed of an object changes.
867 */ 554 */
868 555void
869void update_ob_speed(object *op) { 556object::set_speed (float speed)
870 extern int arch_init; 557{
871 558 if (flag [FLAG_FREED] && speed)
872 /* No reason putting the archetypes objects on the speed list, 559 {
873 * since they never really need to be updated.
874 */
875
876 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
877 LOG(llevError,"Object %s is freed but has speed.\n", op->name); 560 LOG (llevError, "Object %s is freed but has speed.\n", &name);
878#ifdef MANY_CORES 561 speed = 0;
879 abort();
880#else
881 op->speed = 0;
882#endif
883 } 562 }
884 if (arch_init) {
885 return;
886 }
887 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
888 /* If already on active list, don't do anything */
889 if (op->active_next || op->active_prev || op==active_objects)
890 return;
891 563
892 /* process_events() expects us to insert the object at the beginning 564 this->speed = speed;
893 * of the list. */ 565
894 op->active_next = active_objects; 566 if (has_active_speed ())
895 if (op->active_next!=NULL) 567 activate ();
896 op->active_next->active_prev = op;
897 active_objects = op;
898 }
899 else { 568 else
900 /* If not on the active list, nothing needs to be done */ 569 deactivate ();
901 if (!op->active_next && !op->active_prev && op!=active_objects)
902 return;
903
904 if (op->active_prev==NULL) {
905 active_objects = op->active_next;
906 if (op->active_next!=NULL)
907 op->active_next->active_prev = NULL;
908 }
909 else {
910 op->active_prev->active_next = op->active_next;
911 if (op->active_next)
912 op->active_next->active_prev = op->active_prev;
913 }
914 op->active_next = NULL;
915 op->active_prev = NULL;
916 }
917} 570}
918 571
919/* This function removes object 'op' from the list of active
920 * objects.
921 * This should only be used for style maps or other such
922 * reference maps where you don't want an object that isn't
923 * in play chewing up cpu time getting processed.
924 * The reverse of this is to call update_ob_speed, which
925 * will do the right thing based on the speed of the object.
926 */
927void remove_from_active_list(object *op)
928{
929 /* If not on the active list, nothing needs to be done */
930 if (!op->active_next && !op->active_prev && op!=active_objects)
931 return;
932
933 if (op->active_prev==NULL) {
934 active_objects = op->active_next;
935 if (op->active_next!=NULL)
936 op->active_next->active_prev = NULL;
937 }
938 else {
939 op->active_prev->active_next = op->active_next;
940 if (op->active_next)
941 op->active_next->active_prev = op->active_prev;
942 }
943 op->active_next = NULL;
944 op->active_prev = NULL;
945}
946
947/* 572/*
948 * update_object() updates the array which represents the map. 573 * update_object() updates the the map.
949 * It takes into account invisible objects (and represent squares covered 574 * It takes into account invisible objects (and represent squares covered
950 * by invisible objects by whatever is below them (unless it's another 575 * by invisible objects by whatever is below them (unless it's another
951 * invisible object, etc...) 576 * invisible object, etc...)
952 * If the object being updated is beneath a player, the look-window 577 * If the object being updated is beneath a player, the look-window
953 * of that player is updated (this might be a suboptimal way of 578 * of that player is updated (this might be a suboptimal way of
954 * updating that window, though, since update_object() is called _often_) 579 * updating that window, though, since update_object() is called _often_)
955 * 580 *
956 * action is a hint of what the caller believes need to be done. 581 * action is a hint of what the caller believes need to be done.
957 * For example, if the only thing that has changed is the face (due to
958 * an animation), we don't need to call update_position until that actually
959 * comes into view of a player. OTOH, many other things, like addition/removal
960 * of walls or living creatures may need us to update the flags now.
961 * current action are: 582 * current action are:
962 * UP_OBJ_INSERT: op was inserted 583 * UP_OBJ_INSERT: op was inserted
963 * UP_OBJ_REMOVE: op was removed 584 * UP_OBJ_REMOVE: op was removed
964 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 585 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
965 * as that is easier than trying to look at what may have changed. 586 * as that is easier than trying to look at what may have changed.
966 * UP_OBJ_FACE: only the objects face has changed. 587 * UP_OBJ_FACE: only the objects face has changed.
967 */ 588 */
968 589void
969void update_object(object *op, int action) { 590update_object (object *op, int action)
970 int update_now=0, flags; 591{
971 MoveType move_on, move_off, move_block, move_slow; 592 MoveType move_on, move_off, move_block, move_slow;
972 593
973 if (op == NULL) { 594 if (op == NULL)
595 {
974 /* this should never happen */ 596 /* this should never happen */
975 LOG(llevDebug,"update_object() called for NULL object.\n"); 597 LOG (llevDebug, "update_object() called for NULL object.\n");
976 return; 598 return;
977 }
978 599 }
979 if(op->env!=NULL) { 600
601 if (op->env)
602 {
980 /* Animation is currently handled by client, so nothing 603 /* Animation is currently handled by client, so nothing
981 * to do in this case. 604 * to do in this case.
982 */ 605 */
983 return; 606 return;
984 } 607 }
985 608
986 /* If the map is saving, don't do anything as everything is 609 /* If the map is saving, don't do anything as everything is
987 * going to get freed anyways. 610 * going to get freed anyways.
988 */ 611 */
989 if (!op->map || op->map->in_memory == MAP_SAVING) return; 612 if (!op->map || op->map->in_memory == MAP_SAVING)
990 613 return;
614
991 /* make sure the object is within map boundaries */ 615 /* make sure the object is within map boundaries */
992 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 616 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
993 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 617 {
994 LOG(llevError,"update_object() called for object out of map!\n"); 618 LOG (llevError, "update_object() called for object out of map!\n");
995#ifdef MANY_CORES 619#ifdef MANY_CORES
996 abort(); 620 abort ();
997#endif 621#endif
998 return; 622 return;
999 }
1000 623 }
1001 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
1002 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
1003 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
1004 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
1005 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
1006 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
1007 624
625 mapspace &m = op->ms ();
626
627 if (!(m.flags_ & P_UPTODATE))
628 /* nop */;
1008 if (action == UP_OBJ_INSERT) { 629 else if (action == UP_OBJ_INSERT)
630 {
631 // this is likely overkill, TODO: revisit (schmorp)
1009 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 632 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
1010 update_now=1;
1011
1012 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 633 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
1013 update_now=1; 634 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
1014 635 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
636 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
1015 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 637 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
1016 update_now=1; 638 || (m.move_on | op->move_on ) != m.move_on
1017 639 || (m.move_off | op->move_off ) != m.move_off
1018 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 640 || (m.move_slow | op->move_slow) != m.move_slow
1019 update_now=1;
1020
1021 if ((move_on | op->move_on) != move_on) update_now=1;
1022 if ((move_off | op->move_off) != move_off) update_now=1;
1023 /* This isn't perfect, but I don't expect a lot of objects to 641 /* This isn't perfect, but I don't expect a lot of objects to
1024 * to have move_allow right now. 642 * to have move_allow right now.
1025 */ 643 */
1026 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 644 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
1027 update_now=1; 645 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
1028 if ((move_slow | op->move_slow) != move_slow) update_now=1; 646 m.flags_ = 0;
1029 } 647 }
1030 /* if the object is being removed, we can't make intelligent 648 /* if the object is being removed, we can't make intelligent
1031 * decisions, because remove_ob can't really pass the object 649 * decisions, because remove_ob can't really pass the object
1032 * that is being removed. 650 * that is being removed.
1033 */ 651 */
1034 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 652 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
1035 update_now=1; 653 m.flags_ = 0;
1036 } else if (action == UP_OBJ_FACE) { 654 else if (action == UP_OBJ_FACE)
1037 /* Nothing to do for that case */ 655 /* Nothing to do for that case */ ;
1038 }
1039 else { 656 else
1040 LOG(llevError,"update_object called with invalid action: %d\n", action); 657 LOG (llevError, "update_object called with invalid action: %d\n", action);
1041 }
1042 658
1043 if (update_now) {
1044 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
1045 update_position(op->map, op->x, op->y);
1046 }
1047
1048 if(op->more!=NULL) 659 if (op->more)
1049 update_object(op->more, action); 660 update_object (op->more, action);
1050} 661}
1051 662
663object *object::first;
1052 664
1053/* 665object::object ()
1054 * free_object() frees everything allocated by an object, removes 666{
1055 * it from the list of used objects, and puts it on the list of 667 SET_FLAG (this, FLAG_REMOVED);
1056 * free objects. The IS_FREED() flag is set in the object. 668
1057 * The object must have been removed by remove_ob() first for 669 expmul = 1.0;
1058 * this function to succeed. 670 face = blank_face;
671}
672
673object::~object ()
674{
675 free_key_values (this);
676}
677
678void object::link ()
679{
680 uuid = gen_uuid ();
681
682 refcnt_inc ();
683 objects.insert (this);
684}
685
686void object::unlink ()
687{
688 objects.erase (this);
689 refcnt_dec ();
690}
691
692void
693object::activate ()
694{
695 /* If already on active list, don't do anything */
696 if (active)
697 return;
698
699 if (has_active_speed ())
700 actives.insert (this);
701}
702
703void
704object::activate_recursive ()
705{
706 activate ();
707
708 for (object *op = inv; op; op = op->below)
709 op->activate_recursive ();
710}
711
712/* This function removes object 'op' from the list of active
713 * objects.
714 * This should only be used for style maps or other such
715 * reference maps where you don't want an object that isn't
716 * in play chewing up cpu time getting processed.
717 * The reverse of this is to call update_ob_speed, which
718 * will do the right thing based on the speed of the object.
1059 * 719 */
1060 * If free_inventory is set, free inventory as well. Else drop items in 720void
1061 * inventory to the ground. 721object::deactivate ()
1062 */ 722{
723 /* If not on the active list, nothing needs to be done */
724 if (!active)
725 return;
1063 726
1064void free_object(object *ob) { 727 actives.erase (this);
1065 free_object2(ob, 0);
1066} 728}
1067void free_object2(object *ob, int free_inventory) {
1068 object *tmp,*op;
1069 729
1070 ob->clear (); 730void
731object::deactivate_recursive ()
732{
733 for (object *op = inv; op; op = op->below)
734 op->deactivate_recursive ();
1071 735
1072 if (!QUERY_FLAG(ob,FLAG_REMOVED)) { 736 deactivate ();
1073 LOG(llevDebug,"Free object called with non removed object\n"); 737}
1074 dump_object(ob); 738
1075#ifdef MANY_CORES 739void
1076 abort(); 740object::set_flag_inv (int flag, int value)
1077#endif 741{
742 for (object *op = inv; op; op = op->below)
1078 } 743 {
1079 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) { 744 op->flag [flag] = value;
1080 LOG(llevMonster,"Warning: tried to free friendly object.\n"); 745 op->set_flag_inv (flag, value);
1081 remove_friendly_object(ob);
1082 } 746 }
1083 if(QUERY_FLAG(ob,FLAG_FREED)) { 747}
1084 dump_object(ob); 748
1085 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg); 749/*
1086 return; 750 * Remove and free all objects in the inventory of the given object.
1087 } 751 * object.c ?
1088 if(ob->more!=NULL) { 752 */
1089 free_object2(ob->more, free_inventory); 753void
1090 ob->more=NULL; 754object::destroy_inv (bool drop_to_ground)
1091 } 755{
1092 if (ob->inv) { 756 // need to check first, because the checks below might segfault
757 // as we might be on an invalid mapspace and crossfire code
758 // is too buggy to ensure that the inventory is empty.
759 // corollary: if you create arrows etc. with stuff in tis inventory,
760 // cf will crash below with off-map x and y
761 if (!inv)
762 return;
763
1093 /* Only if the space blocks everything do we not process - 764 /* Only if the space blocks everything do we not process -
1094 * if some form of movemnt is allowed, let objects 765 * if some form of movement is allowed, let objects
1095 * drop on that space. 766 * drop on that space.
1096 */ 767 */
1097 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 768 if (!drop_to_ground
1098 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL)) 769 || !map
1099 { 770 || map->in_memory != MAP_IN_MEMORY
1100 op=ob->inv; 771 || ms ().move_block == MOVE_ALL)
1101 while(op!=NULL) { 772 {
1102 tmp=op->below; 773 while (inv)
1103 remove_ob(op); 774 {
1104 free_object2(op, free_inventory); 775 inv->destroy_inv (drop_to_ground);
1105 op=tmp; 776 inv->destroy ();
777 }
1106 } 778 }
1107 } 779 else
1108 else { /* Put objects in inventory onto this space */ 780 { /* Put objects in inventory onto this space */
1109 op=ob->inv; 781 while (inv)
1110 while(op!=NULL) { 782 {
1111 tmp=op->below; 783 object *op = inv;
1112 remove_ob(op); 784
1113 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) || 785 if (op->flag [FLAG_STARTEQUIP]
1114 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 786 || op->flag [FLAG_NO_DROP]
1115 free_object(op); 787 || op->type == RUNE
1116 else { 788 || op->type == TRAP
1117 op->x=ob->x; 789 || op->flag [FLAG_IS_A_TEMPLATE]
1118 op->y=ob->y; 790 || op->flag [FLAG_DESTROY_ON_DEATH])
1119 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */ 791 op->destroy ();
1120 } 792 else
1121 op=tmp; 793 map->insert (op, x, y);
794 }
1122 } 795 }
1123 } 796}
797
798object *object::create ()
799{
800 object *op = new object;
801 op->link ();
802 return op;
803}
804
805void
806object::do_destroy ()
807{
808 if (flag [FLAG_IS_LINKED])
809 remove_button_link (this);
810
811 if (flag [FLAG_FRIENDLY])
812 remove_friendly_object (this);
813
814 if (!flag [FLAG_REMOVED])
815 remove ();
816
817 if (flag [FLAG_FREED])
818 return;
819
820 set_speed (0);
821
822 flag [FLAG_FREED] = 1;
823
824 attachable::do_destroy ();
825
826 destroy_inv (true);
827 unlink ();
828
829 // hack to ensure that freed objects still have a valid map
830 {
831 static maptile *freed_map; // freed objects are moved here to avoid crashes
832
833 if (!freed_map)
834 {
835 freed_map = new maptile;
836
837 freed_map->name = "/internal/freed_objects_map";
838 freed_map->width = 3;
839 freed_map->height = 3;
840
841 freed_map->alloc ();
842 freed_map->in_memory = MAP_IN_MEMORY;
1124 } 843 }
1125 /* Remove object from the active list */
1126 ob->speed = 0;
1127 update_ob_speed(ob);
1128 844
1129 SET_FLAG(ob, FLAG_FREED); 845 map = freed_map;
1130 ob->count = 0; 846 x = 1;
1131 847 y = 1;
1132 /* Remove this object from the list of used objects */
1133 if(ob->prev==NULL) {
1134 objects=ob->next;
1135 if(objects!=NULL)
1136 objects->prev=NULL;
1137 }
1138 else {
1139 ob->prev->next=ob->next;
1140 if(ob->next!=NULL)
1141 ob->next->prev=ob->prev;
1142 }
1143 848 }
1144 if(ob->name!=NULL) FREE_AND_CLEAR_STR(ob->name);
1145 if(ob->name_pl!=NULL) FREE_AND_CLEAR_STR(ob->name_pl);
1146 if(ob->title!=NULL) FREE_AND_CLEAR_STR(ob->title);
1147 if(ob->race!=NULL) FREE_AND_CLEAR_STR(ob->race);
1148 if(ob->slaying!=NULL) FREE_AND_CLEAR_STR(ob->slaying);
1149 if(ob->skill!=NULL) FREE_AND_CLEAR_STR(ob->skill);
1150 if(ob->lore!=NULL) FREE_AND_CLEAR_STR(ob->lore);
1151 if(ob->msg!=NULL) FREE_AND_CLEAR_STR(ob->msg);
1152 if(ob->materialname!=NULL) FREE_AND_CLEAR_STR(ob->materialname);
1153 849
850 head = 0;
851
852 if (more)
1154 853 {
1155 /* Why aren't events freed? */ 854 more->destroy ();
1156 free_key_values(ob); 855 more = 0;
856 }
1157 857
1158#if 0 /* MEMORY_DEBUG*/ 858 // clear those pointers that likely might have circular references to us
1159 /* This is a nice idea. Unfortunately, a lot of the code in crossfire 859 owner = 0;
1160 * presumes the freed_object will stick around for at least a little 860 enemy = 0;
1161 * bit 861 attacked_by = 0;
1162 */
1163 /* this is necessary so that memory debugging programs will
1164 * be able to accurately report source of malloc. If we recycle
1165 * objects, then some other area may be doing the get_object
1166 * and not freeing it, but the original one that malloc'd the
1167 * object will get the blame.
1168 */
1169 free(ob);
1170#else
1171
1172 /* Now link it with the free_objects list: */
1173 ob->prev=NULL;
1174 ob->next=free_objects;
1175 if(free_objects!=NULL)
1176 free_objects->prev=ob;
1177 free_objects=ob;
1178 nroffreeobjects++;
1179#endif
1180} 862}
1181 863
1182/* 864void
1183 * count_free() returns the number of objects on the list of free objects. 865object::destroy (bool destroy_inventory)
1184 */ 866{
1185 867 if (destroyed ())
1186int count_free(void) {
1187 int i=0;
1188 object *tmp=free_objects;
1189 while(tmp!=NULL)
1190 tmp=tmp->next, i++;
1191 return i; 868 return;
1192}
1193 869
1194/* 870 if (destroy_inventory)
1195 * count_used() returns the number of objects on the list of used objects. 871 destroy_inv (false);
1196 */
1197 872
1198int count_used(void) { 873 attachable::destroy ();
1199 int i=0;
1200 object *tmp=objects;
1201 while(tmp!=NULL)
1202 tmp=tmp->next, i++;
1203 return i;
1204}
1205
1206/*
1207 * count_active() returns the number of objects on the list of active objects.
1208 */
1209
1210int count_active(void) {
1211 int i=0;
1212 object *tmp=active_objects;
1213 while(tmp!=NULL)
1214 tmp=tmp->active_next, i++;
1215 return i;
1216} 874}
1217 875
1218/* 876/*
1219 * sub_weight() recursively (outwards) subtracts a number from the 877 * sub_weight() recursively (outwards) subtracts a number from the
1220 * weight of an object (and what is carried by it's environment(s)). 878 * weight of an object (and what is carried by it's environment(s)).
1221 */ 879 */
1222 880void
1223void sub_weight (object *op, signed long weight) { 881sub_weight (object *op, signed long weight)
882{
1224 while (op != NULL) { 883 while (op != NULL)
884 {
1225 if (op->type == CONTAINER) { 885 if (op->type == CONTAINER)
1226 weight=(signed long)(weight*(100-op->stats.Str)/100); 886 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1227 } 887
1228 op->carrying-=weight; 888 op->carrying -= weight;
1229 op = op->env; 889 op = op->env;
1230 } 890 }
1231} 891}
1232 892
1233/* remove_ob(op): 893/* op->remove ():
1234 * This function removes the object op from the linked list of objects 894 * This function removes the object op from the linked list of objects
1235 * which it is currently tied to. When this function is done, the 895 * which it is currently tied to. When this function is done, the
1236 * object will have no environment. If the object previously had an 896 * object will have no environment. If the object previously had an
1237 * environment, the x and y coordinates will be updated to 897 * environment, the x and y coordinates will be updated to
1238 * the previous environment. 898 * the previous environment.
1239 * Beware: This function is called from the editor as well! 899 * Beware: This function is called from the editor as well!
1240 */ 900 */
1241 901void
1242void remove_ob(object *op) { 902object::remove ()
903{
1243 object *tmp,*last=NULL; 904 object *tmp, *last = 0;
1244 object *otmp; 905 object *otmp;
1245 tag_t tag;
1246 int check_walk_off;
1247 mapstruct *m;
1248 sint16 x,y;
1249
1250 906
1251 if(QUERY_FLAG(op,FLAG_REMOVED)) { 907 if (QUERY_FLAG (this, FLAG_REMOVED))
1252 dump_object(op); 908 return;
1253 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1254 909
1255 /* Changed it to always dump core in this case. As has been learned
1256 * in the past, trying to recover from errors almost always
1257 * make things worse, and this is a real error here - something
1258 * that should not happen.
1259 * Yes, if this was a mission critical app, trying to do something
1260 * to recover may make sense, but that is because failure of the app
1261 * may have other disastrous problems. Cf runs out of a script
1262 * so is easily enough restarted without any real problems.
1263 * MSW 2001-07-01
1264 */
1265 abort();
1266 }
1267 if(op->more!=NULL)
1268 remove_ob(op->more);
1269
1270 SET_FLAG(op, FLAG_REMOVED); 910 SET_FLAG (this, FLAG_REMOVED);
911 INVOKE_OBJECT (REMOVE, this);
1271 912
913 if (more)
914 more->remove ();
915
1272 /* 916 /*
1273 * In this case, the object to be removed is in someones 917 * In this case, the object to be removed is in someones
1274 * inventory. 918 * inventory.
1275 */ 919 */
1276 if(op->env!=NULL) { 920 if (env)
1277 if(op->nrof) 921 {
922 if (nrof)
1278 sub_weight(op->env, op->weight*op->nrof); 923 sub_weight (env, weight * nrof);
1279 else 924 else
1280 sub_weight(op->env, op->weight+op->carrying); 925 sub_weight (env, weight + carrying);
1281 926
1282 /* NO_FIX_PLAYER is set when a great many changes are being 927 /* NO_FIX_PLAYER is set when a great many changes are being
1283 * made to players inventory. If set, avoiding the call 928 * made to players inventory. If set, avoiding the call
1284 * to save cpu time. 929 * to save cpu time.
1285 */ 930 */
1286 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 931 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1287 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 932 otmp->update_stats ();
1288 fix_player(otmp);
1289 933
1290 if(op->above!=NULL) 934 if (above)
1291 op->above->below=op->below; 935 above->below = below;
1292 else 936 else
1293 op->env->inv=op->below; 937 env->inv = below;
1294 938
1295 if(op->below!=NULL) 939 if (below)
1296 op->below->above=op->above; 940 below->above = above;
1297 941
1298 /* we set up values so that it could be inserted into 942 /* we set up values so that it could be inserted into
1299 * the map, but we don't actually do that - it is up 943 * the map, but we don't actually do that - it is up
1300 * to the caller to decide what we want to do. 944 * to the caller to decide what we want to do.
1301 */
1302 op->x=op->env->x,op->y=op->env->y;
1303 op->ox=op->x,op->oy=op->y;
1304 op->map=op->env->map;
1305 op->above=NULL,op->below=NULL;
1306 op->env=NULL;
1307 return;
1308 }
1309
1310 /* If we get here, we are removing it from a map */
1311 if (op->map == NULL) return;
1312
1313 x = op->x;
1314 y = op->y;
1315 m = get_map_from_coord(op->map, &x, &y);
1316
1317 if (!m) {
1318 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1319 op->map->path, op->x, op->y);
1320 /* in old days, we used to set x and y to 0 and continue.
1321 * it seems if we get into this case, something is probablye
1322 * screwed up and should be fixed.
1323 */
1324 abort();
1325 }
1326 if (op->map != m) {
1327 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1328 op->map->path, m->path, op->x, op->y, x, y);
1329 }
1330
1331 /* Re did the following section of code - it looks like it had
1332 * lots of logic for things we no longer care about
1333 */ 945 */
946 x = env->x, y = env->y;
947 map = env->map;
948 above = 0, below = 0;
949 env = 0;
950 }
951 else if (map)
952 {
953 if (type == PLAYER)
954 {
955 --map->players;
956 map->touch ();
957 }
1334 958
959 map->dirty = true;
960
1335 /* link the object above us */ 961 /* link the object above us */
1336 if (op->above) 962 if (above)
1337 op->above->below=op->below; 963 above->below = below;
1338 else 964 else
1339 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */ 965 map->at (x, y).top = below; /* we were top, set new top */
1340 966
1341 /* Relink the object below us, if there is one */ 967 /* Relink the object below us, if there is one */
1342 if(op->below) { 968 if (below)
1343 op->below->above=op->above; 969 below->above = above;
1344 } else { 970 else
971 {
1345 /* Nothing below, which means we need to relink map object for this space 972 /* Nothing below, which means we need to relink map object for this space
1346 * use translated coordinates in case some oddness with map tiling is 973 * use translated coordinates in case some oddness with map tiling is
1347 * evident 974 * evident
1348 */ 975 */
1349 if(GET_MAP_OB(m,x,y)!=op) { 976 if (GET_MAP_OB (map, x, y) != this)
1350 dump_object(op); 977 {
978 char *dump = dump_object (this);
979 LOG (llevError,
1351 LOG(llevError,"remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 980 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1352 dump_object(GET_MAP_OB(m,x,y)); 981 free (dump);
1353 LOG(llevError,"%s\n",errmsg); 982 dump = dump_object (GET_MAP_OB (map, x, y));
1354 } 983 LOG (llevError, "%s\n", dump);
1355 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 984 free (dump);
1356 } 985 }
1357 op->above=NULL;
1358 op->below=NULL;
1359 986
987 map->at (x, y).bot = above; /* goes on above it. */
988 }
989
990 above = 0;
991 below = 0;
992
1360 if (op->map->in_memory == MAP_SAVING) 993 if (map->in_memory == MAP_SAVING)
1361 return; 994 return;
1362 995
1363 tag = op->count; 996 int check_walk_off = !flag [FLAG_NO_APPLY];
1364 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 997
1365 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 998 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
999 {
1366 /* No point updating the players look faces if he is the object 1000 /* No point updating the players look faces if he is the object
1367 * being removed. 1001 * being removed.
1368 */ 1002 */
1369 1003
1370 if(tmp->type==PLAYER && tmp!=op) { 1004 if (tmp->type == PLAYER && tmp != this)
1005 {
1371 /* If a container that the player is currently using somehow gets 1006 /* If a container that the player is currently using somehow gets
1372 * removed (most likely destroyed), update the player view 1007 * removed (most likely destroyed), update the player view
1373 * appropriately. 1008 * appropriately.
1374 */ 1009 */
1375 if (tmp->container==op) { 1010 if (tmp->container == this)
1376 CLEAR_FLAG(op, FLAG_APPLIED); 1011 {
1377 tmp->container=NULL; 1012 flag [FLAG_APPLIED] = 0;
1378 } 1013 tmp->container = 0;
1379 tmp->contr->socket.update_look=1; 1014 }
1380 } 1015
1016 if (tmp->contr->ns)
1017 tmp->contr->ns->floorbox_update ();
1018 }
1019
1381 /* See if player moving off should effect something */ 1020 /* See if object moving off should effect something */
1382 if (check_walk_off && ((op->move_type & tmp->move_off) && 1021 if (check_walk_off
1022 && ((move_type & tmp->move_off)
1383 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1023 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1024 {
1025 move_apply (tmp, this, 0);
1384 1026
1385 move_apply(tmp, op, NULL); 1027 if (destroyed ())
1386 if (was_destroyed (op, tag)) { 1028 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1387 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1029 }
1388 "leaving object\n", tmp->name, tmp->arch->name);
1389 }
1390 }
1391 1030
1392 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1031 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1393 1032 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1394 if(tmp->above == tmp) 1033 if (tmp->above == tmp)
1395 tmp->above = NULL; 1034 tmp->above = 0;
1396 last=tmp; 1035
1397 } 1036 last = tmp;
1037 }
1038
1398 /* last == NULL of there are no objects on this space */ 1039 /* last == NULL if there are no objects on this space */
1399 if (last==NULL) { 1040 //TODO: this makes little sense, why only update the topmost object?
1400 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1041 if (!last)
1401 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1042 map->at (x, y).flags_ = 0;
1402 * those out anyways, and if there are any flags set right now, they won't
1403 * be correct anyways.
1404 */
1405 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1406 update_position(op->map, op->x, op->y);
1407 }
1408 else 1043 else
1409 update_object(last, UP_OBJ_REMOVE); 1044 update_object (last, UP_OBJ_REMOVE);
1410 1045
1411 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1046 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1412 update_all_los(op->map, op->x, op->y); 1047 update_all_los (map, x, y);
1413 1048 }
1414} 1049}
1415 1050
1416/* 1051/*
1417 * merge_ob(op,top): 1052 * merge_ob(op,top):
1418 * 1053 *
1419 * This function goes through all objects below and including top, and 1054 * This function goes through all objects below and including top, and
1420 * merges op to the first matching object. 1055 * merges op to the first matching object.
1421 * If top is NULL, it is calculated. 1056 * If top is NULL, it is calculated.
1422 * Returns pointer to object if it succeded in the merge, otherwise NULL 1057 * Returns pointer to object if it succeded in the merge, otherwise NULL
1423 */ 1058 */
1424 1059object *
1425object *merge_ob(object *op, object *top) { 1060merge_ob (object *op, object *top)
1061{
1426 if(!op->nrof) 1062 if (!op->nrof)
1427 return 0; 1063 return 0;
1428 if(top==NULL) 1064
1065 if (top)
1429 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1066 for (top = op; top && top->above; top = top->above)
1067 ;
1068
1430 for(;top!=NULL;top=top->below) { 1069 for (; top; top = top->below)
1070 {
1431 if(top==op) 1071 if (top == op)
1432 continue; 1072 continue;
1433 if (CAN_MERGE(op,top)) 1073
1434 { 1074 if (object::can_merge (op, top))
1075 {
1435 top->nrof+=op->nrof; 1076 top->nrof += op->nrof;
1077
1436/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1078/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1437 op->weight = 0; /* Don't want any adjustements now */ 1079 op->weight = 0; /* Don't want any adjustements now */
1438 remove_ob(op); 1080 op->destroy ();
1439 free_object(op);
1440 return top; 1081 return top;
1441 } 1082 }
1442 } 1083 }
1084
1443 return NULL; 1085 return 0;
1444} 1086}
1445 1087
1446/* 1088/*
1447 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1089 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1448 * job preparing multi-part monsters 1090 * job preparing multi-part monsters
1449 */ 1091 */
1092object *
1450object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1093insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1451 object* tmp; 1094{
1452 if (op->head) 1095 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1453 op=op->head; 1096 {
1454 for (tmp=op;tmp;tmp=tmp->more){
1455 tmp->x=x+tmp->arch->clone.x; 1097 tmp->x = x + tmp->arch->clone.x;
1456 tmp->y=y+tmp->arch->clone.y; 1098 tmp->y = y + tmp->arch->clone.y;
1457 } 1099 }
1100
1458 return insert_ob_in_map (op, m, originator, flag); 1101 return insert_ob_in_map (op, m, originator, flag);
1459} 1102}
1460 1103
1461/* 1104/*
1462 * insert_ob_in_map (op, map, originator, flag): 1105 * insert_ob_in_map (op, map, originator, flag):
1463 * This function inserts the object in the two-way linked list 1106 * This function inserts the object in the two-way linked list
1476 * Return value: 1119 * Return value:
1477 * new object if 'op' was merged with other object 1120 * new object if 'op' was merged with other object
1478 * NULL if 'op' was destroyed 1121 * NULL if 'op' was destroyed
1479 * just 'op' otherwise 1122 * just 'op' otherwise
1480 */ 1123 */
1481 1124object *
1482object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1125insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1483{ 1126{
1484 object *tmp, *top, *floor=NULL; 1127 object *tmp, *top, *floor = NULL;
1485 sint16 x,y; 1128 sint16 x, y;
1486 1129
1487 if (QUERY_FLAG (op, FLAG_FREED)) { 1130 if (QUERY_FLAG (op, FLAG_FREED))
1131 {
1488 LOG (llevError, "Trying to insert freed object!\n"); 1132 LOG (llevError, "Trying to insert freed object!\n");
1489 return NULL; 1133 return NULL;
1134 }
1135
1136 if (!m)
1490 } 1137 {
1491 if(m==NULL) { 1138 char *dump = dump_object (op);
1492 dump_object(op);
1493 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1139 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1494 return op; 1140 free (dump);
1141 return op;
1495 } 1142 }
1143
1496 if(out_of_map(m,op->x,op->y)) { 1144 if (out_of_map (m, op->x, op->y))
1497 dump_object(op); 1145 {
1146 char *dump = dump_object (op);
1498 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1147 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1499#ifdef MANY_CORES 1148#ifdef MANY_CORES
1500 /* Better to catch this here, as otherwise the next use of this object 1149 /* Better to catch this here, as otherwise the next use of this object
1501 * is likely to cause a crash. Better to find out where it is getting 1150 * is likely to cause a crash. Better to find out where it is getting
1502 * improperly inserted. 1151 * improperly inserted.
1503 */ 1152 */
1504 abort(); 1153 abort ();
1505#endif 1154#endif
1506 return op; 1155 free (dump);
1156 return op;
1507 } 1157 }
1158
1508 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1159 if (!QUERY_FLAG (op, FLAG_REMOVED))
1509 dump_object(op); 1160 {
1161 char *dump = dump_object (op);
1510 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1162 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1511 return op; 1163 free (dump);
1164 return op;
1165 }
1166
1167 if (op->more)
1512 } 1168 {
1513 if(op->more!=NULL) {
1514 /* The part may be on a different map. */ 1169 /* The part may be on a different map. */
1515 1170
1516 object *more = op->more; 1171 object *more = op->more;
1517 1172
1518 /* We really need the caller to normalize coordinates - if 1173 /* We really need the caller to normalise coordinates - if
1519 * we set the map, that doesn't work if the location is within 1174 * we set the map, that doesn't work if the location is within
1520 * a map and this is straddling an edge. So only if coordinate 1175 * a map and this is straddling an edge. So only if coordinate
1521 * is clear wrong do we normalize it. 1176 * is clear wrong do we normalise it.
1522 */ 1177 */
1523 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1178 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1524 /* Debugging information so you can see the last coordinates this object had */
1525 more->ox = more->x;
1526 more->oy = more->y;
1527 more->map = get_map_from_coord(m, &more->x, &more->y); 1179 more->map = get_map_from_coord (m, &more->x, &more->y);
1528 } else if (!more->map) { 1180 else if (!more->map)
1181 {
1529 /* For backwards compatibility - when not dealing with tiled maps, 1182 /* For backwards compatibility - when not dealing with tiled maps,
1530 * more->map should always point to the parent. 1183 * more->map should always point to the parent.
1531 */ 1184 */
1532 more->map = m; 1185 more->map = m;
1533 } 1186 }
1534 1187
1535 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1188 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1189 {
1536 if ( ! op->head) 1190 if (!op->head)
1537 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1191 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1538 return NULL; 1192
1539 } 1193 return 0;
1194 }
1540 } 1195 }
1196
1541 CLEAR_FLAG(op,FLAG_REMOVED); 1197 CLEAR_FLAG (op, FLAG_REMOVED);
1542 1198
1543 /* Debugging information so you can see the last coordinates this object had */
1544 op->ox=op->x;
1545 op->oy=op->y;
1546
1547 /* Ideally, the caller figures this out. However, it complicates a lot 1199 /* Ideally, the caller figures this out. However, it complicates a lot
1548 * of areas of callers (eg, anything that uses find_free_spot would now 1200 * of areas of callers (eg, anything that uses find_free_spot would now
1549 * need extra work 1201 * need extra work
1550 */ 1202 */
1551 op->map=get_map_from_coord(m, &op->x, &op->y); 1203 op->map = get_map_from_coord (m, &op->x, &op->y);
1552 x = op->x; 1204 x = op->x;
1553 y = op->y; 1205 y = op->y;
1554 1206
1555 /* this has to be done after we translate the coordinates. 1207 /* this has to be done after we translate the coordinates.
1556 */ 1208 */
1557 if(op->nrof && !(flag & INS_NO_MERGE)) { 1209 if (op->nrof && !(flag & INS_NO_MERGE))
1558 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1210 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1559 if (CAN_MERGE(op,tmp)) { 1211 if (object::can_merge (op, tmp))
1560 op->nrof+=tmp->nrof; 1212 {
1561 remove_ob(tmp); 1213 op->nrof += tmp->nrof;
1562 free_object(tmp); 1214 tmp->destroy ();
1563 } 1215 }
1564 }
1565 1216
1566 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1217 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1567 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1218 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1219
1568 if (!QUERY_FLAG(op, FLAG_ALIVE)) 1220 if (!QUERY_FLAG (op, FLAG_ALIVE))
1569 CLEAR_FLAG(op, FLAG_NO_STEAL); 1221 CLEAR_FLAG (op, FLAG_NO_STEAL);
1570 1222
1571 if (flag & INS_BELOW_ORIGINATOR) { 1223 if (flag & INS_BELOW_ORIGINATOR)
1224 {
1572 if (originator->map != op->map || originator->x != op->x || 1225 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1573 originator->y != op->y) { 1226 {
1574 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1227 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1575 abort(); 1228 abort ();
1576 } 1229 }
1230
1577 op->above = originator; 1231 op->above = originator;
1578 op->below = originator->below; 1232 op->below = originator->below;
1579 if (op->below) op->below->above = op; 1233
1580 else SET_MAP_OB(op->map, op->x, op->y, op); 1234 if (op->below)
1235 op->below->above = op;
1236 else
1237 op->ms ().bot = op;
1238
1581 /* since *below* originator, no need to update top */ 1239 /* since *below* originator, no need to update top */
1582 originator->below = op; 1240 originator->below = op;
1583 } else { 1241 }
1242 else
1243 {
1584 /* If there are other objects, then */ 1244 /* If there are other objects, then */
1585 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) { 1245 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1586 object *last=NULL; 1246 {
1587 /* 1247 object *last = 0;
1248
1249 /*
1588 * If there are multiple objects on this space, we do some trickier handling. 1250 * If there are multiple objects on this space, we do some trickier handling.
1589 * We've already dealt with merging if appropriate. 1251 * We've already dealt with merging if appropriate.
1590 * Generally, we want to put the new object on top. But if 1252 * Generally, we want to put the new object on top. But if
1591 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1253 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1592 * floor, we want to insert above that and no further. 1254 * floor, we want to insert above that and no further.
1593 * Also, if there are spell objects on this space, we stop processing 1255 * Also, if there are spell objects on this space, we stop processing
1594 * once we get to them. This reduces the need to traverse over all of 1256 * once we get to them. This reduces the need to traverse over all of
1595 * them when adding another one - this saves quite a bit of cpu time 1257 * them when adding another one - this saves quite a bit of cpu time
1596 * when lots of spells are cast in one area. Currently, it is presumed 1258 * when lots of spells are cast in one area. Currently, it is presumed
1597 * that flying non pickable objects are spell objects. 1259 * that flying non pickable objects are spell objects.
1598 */ 1260 */
1261 while (top)
1262 {
1263 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1264 floor = top;
1599 1265
1600 while (top != NULL) { 1266 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1601 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1602 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1603 if (QUERY_FLAG(top, FLAG_NO_PICK)
1604 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1605 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1606 { 1267 {
1607 /* We insert above top, so we want this object below this */ 1268 /* We insert above top, so we want this object below this */
1608 top=top->below; 1269 top = top->below;
1609 break; 1270 break;
1610 } 1271 }
1611 last = top; 1272
1612 top = top->above; 1273 last = top;
1613 } 1274 top = top->above;
1275 }
1276
1614 /* Don't want top to be NULL, so set it to the last valid object */ 1277 /* Don't want top to be NULL, so set it to the last valid object */
1615 top = last; 1278 top = last;
1616 1279
1617 /* We let update_position deal with figuring out what the space 1280 /* We let update_position deal with figuring out what the space
1618 * looks like instead of lots of conditions here. 1281 * looks like instead of lots of conditions here.
1619 * makes things faster, and effectively the same result. 1282 * makes things faster, and effectively the same result.
1620 */ 1283 */
1621 1284
1622 /* Have object 'fall below' other objects that block view. 1285 /* Have object 'fall below' other objects that block view.
1623 * Unless those objects are exits, type 66 1286 * Unless those objects are exits, type 66
1624 * If INS_ON_TOP is used, don't do this processing 1287 * If INS_ON_TOP is used, don't do this processing
1625 * Need to find the object that in fact blocks view, otherwise 1288 * Need to find the object that in fact blocks view, otherwise
1626 * stacking is a bit odd. 1289 * stacking is a bit odd.
1627 */ 1290 */
1628 if (!(flag & INS_ON_TOP) && 1291 if (!(flag & INS_ON_TOP) &&
1629 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && 1292 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1630 (op->face && !op->face->visibility)) { 1293 {
1631 for (last=top; last != floor; last=last->below) 1294 for (last = top; last != floor; last = last->below)
1632 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break; 1295 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1296 break;
1633 /* Check to see if we found the object that blocks view, 1297 /* Check to see if we found the object that blocks view,
1634 * and make sure we have a below pointer for it so that 1298 * and make sure we have a below pointer for it so that
1635 * we can get inserted below this one, which requires we 1299 * we can get inserted below this one, which requires we
1636 * set top to the object below us. 1300 * set top to the object below us.
1637 */ 1301 */
1638 if (last && last->below && last != floor) top=last->below; 1302 if (last && last->below && last != floor)
1639 } 1303 top = last->below;
1640 } /* If objects on this space */ 1304 }
1305 } /* If objects on this space */
1306
1641 if (flag & INS_MAP_LOAD) 1307 if (flag & INS_MAP_LOAD)
1642 top = GET_MAP_TOP(op->map,op->x,op->y); 1308 top = GET_MAP_TOP (op->map, op->x, op->y);
1309
1643 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1310 if (flag & INS_ABOVE_FLOOR_ONLY)
1311 top = floor;
1644 1312
1645 /* Top is the object that our object (op) is going to get inserted above. 1313 /* Top is the object that our object (op) is going to get inserted above.
1646 */ 1314 */
1647 1315
1648 /* First object on this space */ 1316 /* First object on this space */
1649 if (!top) { 1317 if (!top)
1318 {
1650 op->above = GET_MAP_OB(op->map, op->x, op->y); 1319 op->above = GET_MAP_OB (op->map, op->x, op->y);
1651 if (op->above) op->above->below = op; 1320
1652 op->below = NULL; 1321 if (op->above)
1653 SET_MAP_OB(op->map, op->x, op->y, op); 1322 op->above->below = op;
1654 } else { /* get inserted into the stack above top */ 1323
1324 op->below = 0;
1325 op->ms ().bot = op;
1326 }
1327 else
1328 { /* get inserted into the stack above top */
1655 op->above = top->above; 1329 op->above = top->above;
1656 if (op->above) op->above->below = op; 1330
1331 if (op->above)
1332 op->above->below = op;
1333
1657 op->below = top; 1334 op->below = top;
1658 top->above = op; 1335 top->above = op;
1659 } 1336 }
1660 if (op->above==NULL) 1337
1661 SET_MAP_TOP(op->map,op->x, op->y, op); 1338 if (!op->above)
1339 op->ms ().top = op;
1662 } /* else not INS_BELOW_ORIGINATOR */ 1340 } /* else not INS_BELOW_ORIGINATOR */
1663 1341
1664 if(op->type==PLAYER) 1342 if (op->type == PLAYER)
1343 {
1665 op->contr->do_los=1; 1344 op->contr->do_los = 1;
1345 ++op->map->players;
1346 op->map->touch ();
1347 }
1666 1348
1349 op->map->dirty = true;
1350
1667 /* If we have a floor, we know the player, if any, will be above 1351 /* If we have a floor, we know the player, if any, will be above
1668 * it, so save a few ticks and start from there. 1352 * it, so save a few ticks and start from there.
1669 */ 1353 */
1670 if (!(flag & INS_MAP_LOAD)) 1354 if (!(flag & INS_MAP_LOAD))
1671 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1355 if (object *pl = op->ms ().player ())
1672 if (tmp->type == PLAYER) 1356 if (pl->contr->ns)
1673 tmp->contr->socket.update_look=1; 1357 pl->contr->ns->floorbox_update ();
1674 }
1675 1358
1676 /* If this object glows, it may affect lighting conditions that are 1359 /* If this object glows, it may affect lighting conditions that are
1677 * visible to others on this map. But update_all_los is really 1360 * visible to others on this map. But update_all_los is really
1678 * an inefficient way to do this, as it means los for all players 1361 * an inefficient way to do this, as it means los for all players
1679 * on the map will get recalculated. The players could very well 1362 * on the map will get recalculated. The players could very well
1680 * be far away from this change and not affected in any way - 1363 * be far away from this change and not affected in any way -
1681 * this should get redone to only look for players within range, 1364 * this should get redone to only look for players within range,
1682 * or just updating the P_NEED_UPDATE for spaces within this area 1365 * or just updating the P_UPTODATE for spaces within this area
1683 * of effect may be sufficient. 1366 * of effect may be sufficient.
1684 */ 1367 */
1685 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1368 if (op->map->darkness && (op->glow_radius != 0))
1686 update_all_los(op->map, op->x, op->y); 1369 update_all_los (op->map, op->x, op->y);
1687 1370
1688
1689 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1371 /* updates flags (blocked, alive, no magic, etc) for this map space */
1690 update_object(op,UP_OBJ_INSERT); 1372 update_object (op, UP_OBJ_INSERT);
1691 1373
1374 INVOKE_OBJECT (INSERT, op);
1692 1375
1693 /* Don't know if moving this to the end will break anything. However, 1376 /* Don't know if moving this to the end will break anything. However,
1694 * we want to have update_look set above before calling this. 1377 * we want to have floorbox_update called before calling this.
1695 * 1378 *
1696 * check_move_on() must be after this because code called from 1379 * check_move_on() must be after this because code called from
1697 * check_move_on() depends on correct map flags (so functions like 1380 * check_move_on() depends on correct map flags (so functions like
1698 * blocked() and wall() work properly), and these flags are updated by 1381 * blocked() and wall() work properly), and these flags are updated by
1699 * update_object(). 1382 * update_object().
1700 */ 1383 */
1701 1384
1702 /* if this is not the head or flag has been passed, don't check walk on status */ 1385 /* if this is not the head or flag has been passed, don't check walk on status */
1703
1704 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1386 if (!(flag & INS_NO_WALK_ON) && !op->head)
1387 {
1705 if (check_move_on(op, originator)) 1388 if (check_move_on (op, originator))
1706 return NULL; 1389 return 0;
1707 1390
1708 /* If we are a multi part object, lets work our way through the check 1391 /* If we are a multi part object, lets work our way through the check
1709 * walk on's. 1392 * walk on's.
1710 */ 1393 */
1711 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1394 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1712 if (check_move_on (tmp, originator)) 1395 if (check_move_on (tmp, originator))
1713 return NULL; 1396 return 0;
1714 } 1397 }
1398
1715 return op; 1399 return op;
1716} 1400}
1717 1401
1718/* this function inserts an object in the map, but if it 1402/* this function inserts an object in the map, but if it
1719 * finds an object of its own type, it'll remove that one first. 1403 * finds an object of its own type, it'll remove that one first.
1720 * op is the object to insert it under: supplies x and the map. 1404 * op is the object to insert it under: supplies x and the map.
1721 */ 1405 */
1406void
1722void replace_insert_ob_in_map(const char *arch_string, object *op) { 1407replace_insert_ob_in_map (const char *arch_string, object *op)
1723 object *tmp; 1408{
1724 object *tmp1; 1409 object *tmp, *tmp1;
1725 1410
1726 /* first search for itself and remove any old instances */ 1411 /* first search for itself and remove any old instances */
1727 1412
1728 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1413 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1729 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1414 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1730 remove_ob(tmp); 1415 tmp->destroy ();
1731 free_object(tmp);
1732 }
1733 }
1734 1416
1735 tmp1=arch_to_object(find_archetype(arch_string)); 1417 tmp1 = arch_to_object (archetype::find (arch_string));
1736 1418
1737 1419 tmp1->x = op->x;
1738 tmp1->x = op->x; tmp1->y = op->y; 1420 tmp1->y = op->y;
1739 insert_ob_in_map(tmp1,op->map,op,0); 1421 insert_ob_in_map (tmp1, op->map, op, 0);
1740} 1422}
1423
1424object *
1425object::insert_at (object *where, object *originator, int flags)
1426{
1427 where->map->insert (this, where->x, where->y, originator, flags);
1428}
1741 1429
1742/* 1430/*
1743 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1431 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1744 * is returned contains nr objects, and the remaining parts contains 1432 * is returned contains nr objects, and the remaining parts contains
1745 * the rest (or is removed and freed if that number is 0). 1433 * the rest (or is removed and freed if that number is 0).
1746 * On failure, NULL is returned, and the reason put into the 1434 * On failure, NULL is returned, and the reason put into the
1747 * global static errmsg array. 1435 * global static errmsg array.
1748 */ 1436 */
1749 1437object *
1750object *get_split_ob(object *orig_ob, uint32 nr) { 1438get_split_ob (object *orig_ob, uint32 nr)
1439{
1751 object *newob; 1440 object *newob;
1752 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1441 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1753 1442
1754 if(orig_ob->nrof<nr) { 1443 if (orig_ob->nrof < nr)
1755 sprintf(errmsg,"There are only %d %ss.",
1756 orig_ob->nrof?orig_ob->nrof:1, orig_ob->name);
1757 return NULL;
1758 } 1444 {
1445 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1446 return NULL;
1447 }
1448
1759 newob = object_create_clone(orig_ob); 1449 newob = object_create_clone (orig_ob);
1450
1760 if((orig_ob->nrof-=nr)<1) { 1451 if ((orig_ob->nrof -= nr) < 1)
1761 if ( ! is_removed) 1452 orig_ob->destroy (1);
1762 remove_ob(orig_ob);
1763 free_object2(orig_ob, 1);
1764 }
1765 else if ( ! is_removed) { 1453 else if (!is_removed)
1454 {
1766 if(orig_ob->env!=NULL) 1455 if (orig_ob->env != NULL)
1767 sub_weight (orig_ob->env,orig_ob->weight*nr); 1456 sub_weight (orig_ob->env, orig_ob->weight * nr);
1768 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1457 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1458 {
1769 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1459 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1770 LOG(llevDebug,
1771 "Error, Tried to split object whose map is not in memory.\n"); 1460 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1772 return NULL; 1461 return NULL;
1773 } 1462 }
1774 } 1463 }
1464
1775 newob->nrof=nr; 1465 newob->nrof = nr;
1776 1466
1777 return newob; 1467 return newob;
1778} 1468}
1779 1469
1780/* 1470/*
1781 * decrease_ob_nr(object, number) decreases a specified number from 1471 * decrease_ob_nr(object, number) decreases a specified number from
1782 * the amount of an object. If the amount reaches 0, the object 1472 * the amount of an object. If the amount reaches 0, the object
1783 * is subsequently removed and freed. 1473 * is subsequently removed and freed.
1784 * 1474 *
1785 * Return value: 'op' if something is left, NULL if the amount reached 0 1475 * Return value: 'op' if something is left, NULL if the amount reached 0
1786 */ 1476 */
1787 1477
1478object *
1788object *decrease_ob_nr (object *op, uint32 i) 1479decrease_ob_nr (object *op, uint32 i)
1789{ 1480{
1790 object *tmp; 1481 object *tmp;
1791 player *pl;
1792 1482
1793 if (i == 0) /* objects with op->nrof require this check */ 1483 if (i == 0) /* objects with op->nrof require this check */
1794 return op; 1484 return op;
1795 1485
1796 if (i > op->nrof) 1486 if (i > op->nrof)
1797 i = op->nrof; 1487 i = op->nrof;
1798 1488
1799 if (QUERY_FLAG (op, FLAG_REMOVED)) 1489 if (QUERY_FLAG (op, FLAG_REMOVED))
1490 op->nrof -= i;
1491 else if (op->env)
1492 {
1493 /* is this object in the players inventory, or sub container
1494 * therein?
1495 */
1496 tmp = op->in_player ();
1497 /* nope. Is this a container the player has opened?
1498 * If so, set tmp to that player.
1499 * IMO, searching through all the players will mostly
1500 * likely be quicker than following op->env to the map,
1501 * and then searching the map for a player.
1502 */
1503 if (!tmp)
1504 for_all_players (pl)
1505 if (pl->ob->container == op->env)
1506 {
1507 tmp = pl->ob;
1508 break;
1509 }
1510
1511 if (i < op->nrof)
1512 {
1513 sub_weight (op->env, op->weight * i);
1514 op->nrof -= i;
1515 if (tmp)
1516 esrv_send_item (tmp, op);
1517 }
1518 else
1519 {
1520 op->remove ();
1521 op->nrof = 0;
1522 if (tmp)
1523 esrv_del_item (tmp->contr, op->count);
1524 }
1800 { 1525 }
1526 else
1527 {
1528 object *above = op->above;
1529
1530 if (i < op->nrof)
1801 op->nrof -= i; 1531 op->nrof -= i;
1802 } 1532 else
1803 else if (op->env != NULL) 1533 {
1804 { 1534 op->remove ();
1805 /* is this object in the players inventory, or sub container
1806 * therein?
1807 */
1808 tmp = is_player_inv (op->env);
1809 /* nope. Is this a container the player has opened?
1810 * If so, set tmp to that player.
1811 * IMO, searching through all the players will mostly
1812 * likely be quicker than following op->env to the map,
1813 * and then searching the map for a player.
1814 */
1815 if (!tmp) {
1816 for (pl=first_player; pl; pl=pl->next)
1817 if (pl->ob->container == op->env) break;
1818 if (pl) tmp=pl->ob;
1819 else tmp=NULL;
1820 }
1821
1822 if (i < op->nrof) {
1823 sub_weight (op->env, op->weight * i);
1824 op->nrof -= i; 1535 op->nrof = 0;
1536 }
1537
1538 /* Since we just removed op, op->above is null */
1539 for (tmp = above; tmp; tmp = tmp->above)
1540 if (tmp->type == PLAYER)
1541 {
1825 if (tmp) { 1542 if (op->nrof)
1826 esrv_send_item(tmp, op); 1543 esrv_send_item (tmp, op);
1827 } 1544 else
1828 } else {
1829 remove_ob (op);
1830 op->nrof = 0;
1831 if (tmp) {
1832 esrv_del_item(tmp->contr, op->count); 1545 esrv_del_item (tmp->contr, op->count);
1833 } 1546 }
1834 }
1835 }
1836 else
1837 { 1547 }
1838 object *above = op->above;
1839 1548
1840 if (i < op->nrof) {
1841 op->nrof -= i;
1842 } else {
1843 remove_ob (op);
1844 op->nrof = 0;
1845 }
1846 /* Since we just removed op, op->above is null */
1847 for (tmp = above; tmp != NULL; tmp = tmp->above)
1848 if (tmp->type == PLAYER) {
1849 if (op->nrof)
1850 esrv_send_item(tmp, op);
1851 else
1852 esrv_del_item(tmp->contr, op->count);
1853 }
1854 }
1855
1856 if (op->nrof) { 1549 if (op->nrof)
1857 return op; 1550 return op;
1858 } else { 1551 else
1859 free_object (op); 1552 {
1553 op->destroy ();
1860 return NULL; 1554 return 0;
1861 } 1555 }
1862} 1556}
1863 1557
1864/* 1558/*
1865 * add_weight(object, weight) adds the specified weight to an object, 1559 * add_weight(object, weight) adds the specified weight to an object,
1866 * and also updates how much the environment(s) is/are carrying. 1560 * and also updates how much the environment(s) is/are carrying.
1867 */ 1561 */
1868 1562
1563void
1869void add_weight (object *op, signed long weight) { 1564add_weight (object *op, signed long weight)
1565{
1870 while (op!=NULL) { 1566 while (op != NULL)
1567 {
1871 if (op->type == CONTAINER) { 1568 if (op->type == CONTAINER)
1872 weight=(signed long)(weight*(100-op->stats.Str)/100); 1569 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1873 } 1570
1874 op->carrying+=weight; 1571 op->carrying += weight;
1875 op=op->env; 1572 op = op->env;
1876 } 1573 }
1877} 1574}
1878 1575
1576object *
1577insert_ob_in_ob (object *op, object *where)
1578{
1579 if (!where)
1580 {
1581 char *dump = dump_object (op);
1582 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1583 free (dump);
1584 return op;
1585 }
1586
1587 if (where->head)
1588 {
1589 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1590 where = where->head;
1591 }
1592
1593 return where->insert (op);
1594}
1595
1879/* 1596/*
1880 * insert_ob_in_ob(op,environment): 1597 * env->insert (op)
1881 * This function inserts the object op in the linked list 1598 * This function inserts the object op in the linked list
1882 * inside the object environment. 1599 * inside the object environment.
1883 * 1600 *
1884 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1885 * the inventory at the last position or next to other objects of the same
1886 * type.
1887 * Frank: Now sorted by type, archetype and magic!
1888 *
1889 * The function returns now pointer to inserted item, and return value can 1601 * The function returns now pointer to inserted item, and return value can
1890 * be != op, if items are merged. -Tero 1602 * be != op, if items are merged. -Tero
1891 */ 1603 */
1892 1604
1893object *insert_ob_in_ob(object *op,object *where) { 1605object *
1606object::insert (object *op)
1607{
1894 object *tmp, *otmp; 1608 object *tmp, *otmp;
1895 1609
1896 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1610 if (!QUERY_FLAG (op, FLAG_REMOVED))
1897 dump_object(op); 1611 op->remove ();
1898 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1612
1899 return op;
1900 }
1901 if(where==NULL) {
1902 dump_object(op);
1903 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1904 return op;
1905 }
1906 if (where->head) {
1907 LOG(llevDebug,
1908 "Warning: Tried to insert object wrong part of multipart object.\n");
1909 where = where->head;
1910 }
1911 if (op->more) { 1613 if (op->more)
1614 {
1912 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1615 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1913 op->name, op->count);
1914 return op; 1616 return op;
1915 } 1617 }
1618
1916 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1619 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1917 CLEAR_FLAG(op, FLAG_REMOVED); 1620 CLEAR_FLAG (op, FLAG_REMOVED);
1918 if(op->nrof) { 1621 if (op->nrof)
1622 {
1919 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1623 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1920 if ( CAN_MERGE(tmp,op) ) { 1624 if (object::can_merge (tmp, op))
1625 {
1921 /* return the original object and remove inserted object 1626 /* return the original object and remove inserted object
1922 (client needs the original object) */ 1627 (client needs the original object) */
1923 tmp->nrof += op->nrof; 1628 tmp->nrof += op->nrof;
1924 /* Weight handling gets pretty funky. Since we are adding to 1629 /* Weight handling gets pretty funky. Since we are adding to
1925 * tmp->nrof, we need to increase the weight. 1630 * tmp->nrof, we need to increase the weight.
1926 */ 1631 */
1927 add_weight (where, op->weight*op->nrof); 1632 add_weight (this, op->weight * op->nrof);
1928 SET_FLAG(op, FLAG_REMOVED); 1633 SET_FLAG (op, FLAG_REMOVED);
1929 free_object(op); /* free the inserted object */ 1634 op->destroy (); /* free the inserted object */
1930 op = tmp; 1635 op = tmp;
1931 remove_ob (op); /* and fix old object's links */ 1636 op->remove (); /* and fix old object's links */
1932 CLEAR_FLAG(op, FLAG_REMOVED); 1637 CLEAR_FLAG (op, FLAG_REMOVED);
1933 break; 1638 break;
1934 } 1639 }
1935 1640
1936 /* I assume combined objects have no inventory 1641 /* I assume combined objects have no inventory
1937 * We add the weight - this object could have just been removed 1642 * We add the weight - this object could have just been removed
1938 * (if it was possible to merge). calling remove_ob will subtract 1643 * (if it was possible to merge). calling remove_ob will subtract
1939 * the weight, so we need to add it in again, since we actually do 1644 * the weight, so we need to add it in again, since we actually do
1940 * the linking below 1645 * the linking below
1941 */ 1646 */
1942 add_weight (where, op->weight*op->nrof); 1647 add_weight (this, op->weight * op->nrof);
1648 }
1943 } else 1649 else
1944 add_weight (where, (op->weight+op->carrying)); 1650 add_weight (this, (op->weight + op->carrying));
1945 1651
1946 otmp=is_player_inv(where); 1652 otmp = this->in_player ();
1947 if (otmp&&otmp->contr!=NULL) { 1653 if (otmp && otmp->contr)
1948 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1654 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1949 fix_player(otmp); 1655 otmp->update_stats ();
1950 }
1951 1656
1952 op->map=NULL; 1657 op->map = 0;
1953 op->env=where; 1658 op->env = this;
1954 op->above=NULL; 1659 op->above = 0;
1955 op->below=NULL; 1660 op->below = 0;
1956 op->x=0,op->y=0; 1661 op->x = 0, op->y = 0;
1957 op->ox=0,op->oy=0;
1958 1662
1959 /* reset the light list and los of the players on the map */ 1663 /* reset the light list and los of the players on the map */
1960 if((op->glow_radius!=0)&&where->map) 1664 if ((op->glow_radius != 0) && map)
1961 { 1665 {
1962#ifdef DEBUG_LIGHTS 1666#ifdef DEBUG_LIGHTS
1963 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1667 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1964 op->name);
1965#endif /* DEBUG_LIGHTS */ 1668#endif /* DEBUG_LIGHTS */
1966 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1669 if (map->darkness)
1670 update_all_los (map, x, y);
1967 } 1671 }
1968 1672
1969 /* Client has no idea of ordering so lets not bother ordering it here. 1673 /* Client has no idea of ordering so lets not bother ordering it here.
1970 * It sure simplifies this function... 1674 * It sure simplifies this function...
1971 */ 1675 */
1972 if (where->inv==NULL) 1676 if (!inv)
1973 where->inv=op; 1677 inv = op;
1974 else { 1678 else
1679 {
1975 op->below = where->inv; 1680 op->below = inv;
1976 op->below->above = op; 1681 op->below->above = op;
1977 where->inv = op; 1682 inv = op;
1978 } 1683 }
1684
1685 INVOKE_OBJECT (INSERT, this);
1686
1979 return op; 1687 return op;
1980} 1688}
1981 1689
1982/* 1690/*
1983 * Checks if any objects has a move_type that matches objects 1691 * Checks if any objects has a move_type that matches objects
1997 * 1705 *
1998 * MSW 2001-07-08: Check all objects on space, not just those below 1706 * MSW 2001-07-08: Check all objects on space, not just those below
1999 * object being inserted. insert_ob_in_map may not put new objects 1707 * object being inserted. insert_ob_in_map may not put new objects
2000 * on top. 1708 * on top.
2001 */ 1709 */
2002 1710int
2003int check_move_on (object *op, object *originator) 1711check_move_on (object *op, object *originator)
2004{ 1712{
2005 object *tmp; 1713 object *tmp;
2006 tag_t tag;
2007 mapstruct *m=op->map; 1714 maptile *m = op->map;
2008 int x=op->x, y=op->y; 1715 int x = op->x, y = op->y;
1716
2009 MoveType move_on, move_slow, move_block; 1717 MoveType move_on, move_slow, move_block;
2010 1718
2011 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1719 if (QUERY_FLAG (op, FLAG_NO_APPLY))
2012 return 0;
2013
2014 tag = op->count;
2015
2016 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
2017 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
2018 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
2019
2020 /* if nothing on this space will slow op down or be applied,
2021 * no need to do checking below. have to make sure move_type
2022 * is set, as lots of objects don't have it set - we treat that
2023 * as walking.
2024 */
2025 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
2026 return 0;
2027
2028 /* This is basically inverse logic of that below - basically,
2029 * if the object can avoid the move on or slow move, they do so,
2030 * but can't do it if the alternate movement they are using is
2031 * blocked. Logic on this seems confusing, but does seem correct.
2032 */
2033 if ((op->move_type & ~move_on & ~move_block) != 0 &&
2034 (op->move_type & ~move_slow & ~move_block) != 0) return 0;
2035
2036 /* The objects have to be checked from top to bottom.
2037 * Hence, we first go to the top:
2038 */
2039
2040 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL &&
2041 tmp->above!=NULL; tmp=tmp->above) {
2042 /* Trim the search when we find the first other spell effect
2043 * this helps performance so that if a space has 50 spell objects,
2044 * we don't need to check all of them.
2045 */
2046 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break;
2047 }
2048 for(;tmp!=NULL; tmp=tmp->below) {
2049 if (tmp == op) continue; /* Can't apply yourself */
2050
2051 /* Check to see if one of the movement types should be slowed down.
2052 * Second check makes sure that the movement types not being slowed
2053 * (~slow_move) is not blocked on this space - just because the
2054 * space doesn't slow down swimming (for example), if you can't actually
2055 * swim on that space, can't use it to avoid the penalty.
2056 */
2057 if (!QUERY_FLAG(op, FLAG_WIZPASS)) {
2058 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2059 ((op->move_type & tmp->move_slow) &&
2060 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) {
2061
2062 float diff;
2063
2064 diff = tmp->move_slow_penalty*FABS(op->speed);
2065 if (op->type == PLAYER) {
2066 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) ||
2067 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) {
2068 diff /= 4.0;
2069 }
2070 }
2071 op->speed_left -= diff;
2072 }
2073 }
2074
2075 /* Basically same logic as above, except now for actual apply. */
2076 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2077 ((op->move_type & tmp->move_on) &&
2078 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) {
2079
2080 move_apply(tmp, op, originator);
2081 if (was_destroyed (op, tag))
2082 return 1;
2083
2084 /* what the person/creature stepped onto has moved the object
2085 * someplace new. Don't process any further - if we did,
2086 * have a feeling strange problems would result.
2087 */
2088 if (op->map != m || op->x != x || op->y != y) return 0;
2089 }
2090 }
2091 return 0; 1720 return 0;
1721
1722 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1723 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1724 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1725
1726 /* if nothing on this space will slow op down or be applied,
1727 * no need to do checking below. have to make sure move_type
1728 * is set, as lots of objects don't have it set - we treat that
1729 * as walking.
1730 */
1731 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1732 return 0;
1733
1734 /* This is basically inverse logic of that below - basically,
1735 * if the object can avoid the move on or slow move, they do so,
1736 * but can't do it if the alternate movement they are using is
1737 * blocked. Logic on this seems confusing, but does seem correct.
1738 */
1739 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1740 return 0;
1741
1742 /* The objects have to be checked from top to bottom.
1743 * Hence, we first go to the top:
1744 */
1745
1746 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1747 {
1748 /* Trim the search when we find the first other spell effect
1749 * this helps performance so that if a space has 50 spell objects,
1750 * we don't need to check all of them.
1751 */
1752 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1753 break;
1754 }
1755
1756 for (; tmp; tmp = tmp->below)
1757 {
1758 if (tmp == op)
1759 continue; /* Can't apply yourself */
1760
1761 /* Check to see if one of the movement types should be slowed down.
1762 * Second check makes sure that the movement types not being slowed
1763 * (~slow_move) is not blocked on this space - just because the
1764 * space doesn't slow down swimming (for example), if you can't actually
1765 * swim on that space, can't use it to avoid the penalty.
1766 */
1767 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1768 {
1769 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1770 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1771 {
1772
1773 float
1774 diff = tmp->move_slow_penalty * FABS (op->speed);
1775
1776 if (op->type == PLAYER)
1777 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1778 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1779 diff /= 4.0;
1780
1781 op->speed_left -= diff;
1782 }
1783 }
1784
1785 /* Basically same logic as above, except now for actual apply. */
1786 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1787 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1788 {
1789 move_apply (tmp, op, originator);
1790
1791 if (op->destroyed ())
1792 return 1;
1793
1794 /* what the person/creature stepped onto has moved the object
1795 * someplace new. Don't process any further - if we did,
1796 * have a feeling strange problems would result.
1797 */
1798 if (op->map != m || op->x != x || op->y != y)
1799 return 0;
1800 }
1801 }
1802
1803 return 0;
2092} 1804}
2093 1805
2094/* 1806/*
2095 * present_arch(arch, map, x, y) searches for any objects with 1807 * present_arch(arch, map, x, y) searches for any objects with
2096 * a matching archetype at the given map and coordinates. 1808 * a matching archetype at the given map and coordinates.
2097 * The first matching object is returned, or NULL if none. 1809 * The first matching object is returned, or NULL if none.
2098 */ 1810 */
2099 1811object *
2100object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1812present_arch (const archetype *at, maptile *m, int x, int y)
2101 object *tmp; 1813{
2102 if(m==NULL || out_of_map(m,x,y)) { 1814 if (!m || out_of_map (m, x, y))
1815 {
2103 LOG(llevError,"Present_arch called outside map.\n"); 1816 LOG (llevError, "Present_arch called outside map.\n");
2104 return NULL; 1817 return NULL;
2105 } 1818 }
2106 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1819
1820 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2107 if(tmp->arch == at) 1821 if (tmp->arch == at)
2108 return tmp; 1822 return tmp;
1823
2109 return NULL; 1824 return NULL;
2110} 1825}
2111 1826
2112/* 1827/*
2113 * present(type, map, x, y) searches for any objects with 1828 * present(type, map, x, y) searches for any objects with
2114 * a matching type variable at the given map and coordinates. 1829 * a matching type variable at the given map and coordinates.
2115 * The first matching object is returned, or NULL if none. 1830 * The first matching object is returned, or NULL if none.
2116 */ 1831 */
2117 1832object *
2118object *present(unsigned char type,mapstruct *m, int x,int y) { 1833present (unsigned char type, maptile *m, int x, int y)
2119 object *tmp; 1834{
2120 if(out_of_map(m,x,y)) { 1835 if (out_of_map (m, x, y))
1836 {
2121 LOG(llevError,"Present called outside map.\n"); 1837 LOG (llevError, "Present called outside map.\n");
2122 return NULL; 1838 return NULL;
2123 } 1839 }
2124 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1840
1841 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2125 if(tmp->type==type) 1842 if (tmp->type == type)
2126 return tmp; 1843 return tmp;
1844
2127 return NULL; 1845 return NULL;
2128} 1846}
2129 1847
2130/* 1848/*
2131 * present_in_ob(type, object) searches for any objects with 1849 * present_in_ob(type, object) searches for any objects with
2132 * a matching type variable in the inventory of the given object. 1850 * a matching type variable in the inventory of the given object.
2133 * The first matching object is returned, or NULL if none. 1851 * The first matching object is returned, or NULL if none.
2134 */ 1852 */
2135 1853object *
2136object *present_in_ob(unsigned char type, const object *op) { 1854present_in_ob (unsigned char type, const object *op)
2137 object *tmp; 1855{
2138 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1856 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2139 if(tmp->type==type) 1857 if (tmp->type == type)
2140 return tmp; 1858 return tmp;
1859
2141 return NULL; 1860 return NULL;
2142} 1861}
2143 1862
2144/* 1863/*
2145 * present_in_ob (type, str, object) searches for any objects with 1864 * present_in_ob (type, str, object) searches for any objects with
2153 * str is the string to match against. Note that we match against 1872 * str is the string to match against. Note that we match against
2154 * the object name, not the archetype name. this is so that the 1873 * the object name, not the archetype name. this is so that the
2155 * spell code can use one object type (force), but change it's name 1874 * spell code can use one object type (force), but change it's name
2156 * to be unique. 1875 * to be unique.
2157 */ 1876 */
2158 1877object *
2159object *present_in_ob_by_name(int type, const char *str, const object *op) { 1878present_in_ob_by_name (int type, const char *str, const object *op)
2160 object *tmp; 1879{
2161
2162 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1880 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2163 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1881 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2164 return tmp; 1882 return tmp;
2165 } 1883
2166 return NULL; 1884 return 0;
2167} 1885}
2168 1886
2169/* 1887/*
2170 * present_arch_in_ob(archetype, object) searches for any objects with 1888 * present_arch_in_ob(archetype, object) searches for any objects with
2171 * a matching archetype in the inventory of the given object. 1889 * a matching archetype in the inventory of the given object.
2172 * The first matching object is returned, or NULL if none. 1890 * The first matching object is returned, or NULL if none.
2173 */ 1891 */
2174 1892object *
2175object *present_arch_in_ob(const archetype *at, const object *op) { 1893present_arch_in_ob (const archetype *at, const object *op)
2176 object *tmp; 1894{
2177 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1895 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2178 if( tmp->arch == at) 1896 if (tmp->arch == at)
2179 return tmp; 1897 return tmp;
1898
2180 return NULL; 1899 return NULL;
2181} 1900}
2182 1901
2183/* 1902/*
2184 * activate recursively a flag on an object inventory 1903 * activate recursively a flag on an object inventory
2185 */ 1904 */
1905void
2186void flag_inv(object*op, int flag){ 1906flag_inv (object *op, int flag)
2187 object *tmp; 1907{
2188 if(op->inv) 1908 if (op->inv)
2189 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1909 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1910 {
2190 SET_FLAG(tmp, flag); 1911 SET_FLAG (tmp, flag);
2191 flag_inv(tmp,flag); 1912 flag_inv (tmp, flag);
2192 } 1913 }
1914}
1915
2193}/* 1916/*
2194 * desactivate recursively a flag on an object inventory 1917 * deactivate recursively a flag on an object inventory
2195 */ 1918 */
1919void
2196void unflag_inv(object*op, int flag){ 1920unflag_inv (object *op, int flag)
2197 object *tmp; 1921{
2198 if(op->inv) 1922 if (op->inv)
2199 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1923 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1924 {
2200 CLEAR_FLAG(tmp, flag); 1925 CLEAR_FLAG (tmp, flag);
2201 unflag_inv(tmp,flag); 1926 unflag_inv (tmp, flag);
2202 } 1927 }
2203} 1928}
2204 1929
2205/* 1930/*
2206 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1931 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2207 * all it's inventory (recursively). 1932 * all it's inventory (recursively).
2208 * If checksums are used, a player will get set_cheat called for 1933 * If checksums are used, a player will get set_cheat called for
2209 * him/her-self and all object carried by a call to this function. 1934 * him/her-self and all object carried by a call to this function.
2210 */ 1935 */
2211 1936void
2212void set_cheat(object *op) { 1937set_cheat (object *op)
1938{
2213 SET_FLAG(op, FLAG_WAS_WIZ); 1939 SET_FLAG (op, FLAG_WAS_WIZ);
2214 flag_inv(op, FLAG_WAS_WIZ); 1940 flag_inv (op, FLAG_WAS_WIZ);
2215} 1941}
2216 1942
2217/* 1943/*
2218 * find_free_spot(object, map, x, y, start, stop) will search for 1944 * find_free_spot(object, map, x, y, start, stop) will search for
2219 * a spot at the given map and coordinates which will be able to contain 1945 * a spot at the given map and coordinates which will be able to contain
2233 * because arch_blocked (now ob_blocked) needs to know the movement type 1959 * because arch_blocked (now ob_blocked) needs to know the movement type
2234 * to know if the space in question will block the object. We can't use 1960 * to know if the space in question will block the object. We can't use
2235 * the archetype because that isn't correct if the monster has been 1961 * the archetype because that isn't correct if the monster has been
2236 * customized, changed states, etc. 1962 * customized, changed states, etc.
2237 */ 1963 */
2238 1964int
2239int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 1965find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1966{
2240 int i,index=0, flag; 1967 int index = 0, flag;
2241 static int altern[SIZEOFFREE]; 1968 int altern[SIZEOFFREE];
2242 1969
2243 for(i=start;i<stop;i++) { 1970 for (int i = start; i < stop; i++)
1971 {
2244 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 1972 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2245 if(!flag) 1973 if (!flag)
2246 altern[index++]=i; 1974 altern [index++] = i;
2247 1975
2248 /* Basically, if we find a wall on a space, we cut down the search size. 1976 /* Basically, if we find a wall on a space, we cut down the search size.
2249 * In this way, we won't return spaces that are on another side of a wall. 1977 * In this way, we won't return spaces that are on another side of a wall.
2250 * This mostly work, but it cuts down the search size in all directions - 1978 * This mostly work, but it cuts down the search size in all directions -
2251 * if the space being examined only has a wall to the north and empty 1979 * if the space being examined only has a wall to the north and empty
2252 * spaces in all the other directions, this will reduce the search space 1980 * spaces in all the other directions, this will reduce the search space
2253 * to only the spaces immediately surrounding the target area, and 1981 * to only the spaces immediately surrounding the target area, and
2254 * won't look 2 spaces south of the target space. 1982 * won't look 2 spaces south of the target space.
2255 */ 1983 */
2256 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 1984 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2257 stop=maxfree[i]; 1985 stop = maxfree[i];
2258 } 1986 }
2259 if(!index) return -1; 1987
1988 if (!index)
1989 return -1;
1990
2260 return altern[RANDOM()%index]; 1991 return altern[RANDOM () % index];
2261} 1992}
2262 1993
2263/* 1994/*
2264 * find_first_free_spot(archetype, mapstruct, x, y) works like 1995 * find_first_free_spot(archetype, maptile, x, y) works like
2265 * find_free_spot(), but it will search max number of squares. 1996 * find_free_spot(), but it will search max number of squares.
2266 * But it will return the first available spot, not a random choice. 1997 * But it will return the first available spot, not a random choice.
2267 * Changed 0.93.2: Have it return -1 if there is no free spot available. 1998 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2268 */ 1999 */
2269 2000int
2270int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2001find_first_free_spot (const object *ob, maptile *m, int x, int y)
2271 int i; 2002{
2272 for(i=0;i<SIZEOFFREE;i++) { 2003 for (int i = 0; i < SIZEOFFREE; i++)
2273 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2004 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2274 return i; 2005 return i;
2275 } 2006
2276 return -1; 2007 return -1;
2277} 2008}
2278 2009
2279/* 2010/*
2280 * The function permute(arr, begin, end) randomly reorders the array 2011 * The function permute(arr, begin, end) randomly reorders the array
2281 * arr[begin..end-1]. 2012 * arr[begin..end-1].
2013 * now uses a fisher-yates shuffle, old permute was broken
2282 */ 2014 */
2015static void
2283static void permute(int *arr, int begin, int end) 2016permute (int *arr, int begin, int end)
2284{ 2017{
2285 int i, j, tmp, len; 2018 arr += begin;
2019 end -= begin;
2286 2020
2287 len = end-begin; 2021 while (--end)
2288 for(i = begin; i < end; i++) 2022 swap (arr [end], arr [RANDOM () % (end + 1)]);
2289 {
2290 j = begin+RANDOM()%len;
2291
2292 tmp = arr[i];
2293 arr[i] = arr[j];
2294 arr[j] = tmp;
2295 }
2296} 2023}
2297 2024
2298/* new function to make monster searching more efficient, and effective! 2025/* new function to make monster searching more efficient, and effective!
2299 * This basically returns a randomized array (in the passed pointer) of 2026 * This basically returns a randomized array (in the passed pointer) of
2300 * the spaces to find monsters. In this way, it won't always look for 2027 * the spaces to find monsters. In this way, it won't always look for
2301 * monsters to the north first. However, the size of the array passed 2028 * monsters to the north first. However, the size of the array passed
2302 * covers all the spaces, so within that size, all the spaces within 2029 * covers all the spaces, so within that size, all the spaces within
2303 * the 3x3 area will be searched, just not in a predictable order. 2030 * the 3x3 area will be searched, just not in a predictable order.
2304 */ 2031 */
2032void
2305void get_search_arr(int *search_arr) 2033get_search_arr (int *search_arr)
2306{ 2034{
2307 int i; 2035 int i;
2308 2036
2309 for(i = 0; i < SIZEOFFREE; i++) 2037 for (i = 0; i < SIZEOFFREE; i++)
2310 {
2311 search_arr[i] = i; 2038 search_arr[i] = i;
2312 }
2313 2039
2314 permute(search_arr, 1, SIZEOFFREE1+1); 2040 permute (search_arr, 1, SIZEOFFREE1 + 1);
2315 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2041 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2316 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2042 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2317} 2043}
2318 2044
2319/* 2045/*
2320 * find_dir(map, x, y, exclude) will search some close squares in the 2046 * find_dir(map, x, y, exclude) will search some close squares in the
2321 * given map at the given coordinates for live objects. 2047 * given map at the given coordinates for live objects.
2326 * Perhaps incorrectly, but I'm making the assumption that exclude 2052 * Perhaps incorrectly, but I'm making the assumption that exclude
2327 * is actually want is going to try and move there. We need this info 2053 * is actually want is going to try and move there. We need this info
2328 * because we have to know what movement the thing looking to move 2054 * because we have to know what movement the thing looking to move
2329 * there is capable of. 2055 * there is capable of.
2330 */ 2056 */
2331 2057int
2332int find_dir(mapstruct *m, int x, int y, object *exclude) { 2058find_dir (maptile *m, int x, int y, object *exclude)
2059{
2333 int i,max=SIZEOFFREE, mflags; 2060 int i, max = SIZEOFFREE, mflags;
2061
2334 sint16 nx, ny; 2062 sint16 nx, ny;
2335 object *tmp; 2063 object *tmp;
2336 mapstruct *mp; 2064 maptile *mp;
2065
2337 MoveType blocked, move_type; 2066 MoveType blocked, move_type;
2338 2067
2339 if (exclude && exclude->head) { 2068 if (exclude && exclude->head)
2069 {
2340 exclude = exclude->head; 2070 exclude = exclude->head;
2341 move_type = exclude->move_type; 2071 move_type = exclude->move_type;
2342 } else { 2072 }
2073 else
2074 {
2343 /* If we don't have anything, presume it can use all movement types. */ 2075 /* If we don't have anything, presume it can use all movement types. */
2344 move_type=MOVE_ALL; 2076 move_type = MOVE_ALL;
2077 }
2078
2079 for (i = 1; i < max; i++)
2345 } 2080 {
2346 2081 mp = m;
2347 for(i=1;i<max;i++) {
2348 mp = m;
2349 nx = x + freearr_x[i]; 2082 nx = x + freearr_x[i];
2350 ny = y + freearr_y[i]; 2083 ny = y + freearr_y[i];
2351 2084
2352 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2085 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2086
2353 if (mflags & P_OUT_OF_MAP) { 2087 if (mflags & P_OUT_OF_MAP)
2354 max = maxfree[i]; 2088 max = maxfree[i];
2355 } else { 2089 else
2356 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2090 {
2091 mapspace &ms = mp->at (nx, ny);
2357 2092
2093 blocked = ms.move_block;
2094
2358 if ((move_type & blocked) == move_type) { 2095 if ((move_type & blocked) == move_type)
2359 max=maxfree[i]; 2096 max = maxfree[i];
2360 } else if (mflags & P_IS_ALIVE) { 2097 else if (mflags & P_IS_ALIVE)
2361 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2098 {
2362 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2099 for (tmp = ms.bot; tmp; tmp = tmp->above)
2100 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2363 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2101 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2364 break; 2102 break;
2365 } 2103
2366 } 2104 if (tmp)
2367 if(tmp) {
2368 return freedir[i]; 2105 return freedir[i];
2369 } 2106 }
2107 }
2370 } 2108 }
2371 } 2109
2372 }
2373 return 0; 2110 return 0;
2374} 2111}
2375 2112
2376/* 2113/*
2377 * distance(object 1, object 2) will return the square of the 2114 * distance(object 1, object 2) will return the square of the
2378 * distance between the two given objects. 2115 * distance between the two given objects.
2379 */ 2116 */
2380 2117int
2381int distance(const object *ob1, const object *ob2) { 2118distance (const object *ob1, const object *ob2)
2382 int i; 2119{
2383 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2120 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2384 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2385 return i;
2386} 2121}
2387 2122
2388/* 2123/*
2389 * find_dir_2(delta-x,delta-y) will return a direction in which 2124 * find_dir_2(delta-x,delta-y) will return a direction in which
2390 * an object which has subtracted the x and y coordinates of another 2125 * an object which has subtracted the x and y coordinates of another
2391 * object, needs to travel toward it. 2126 * object, needs to travel toward it.
2392 */ 2127 */
2393 2128int
2394int find_dir_2(int x, int y) { 2129find_dir_2 (int x, int y)
2130{
2395 int q; 2131 int q;
2396 2132
2397 if(y) 2133 if (y)
2398 q=x*100/y; 2134 q = x * 100 / y;
2399 else if (x) 2135 else if (x)
2400 q= -300*x; 2136 q = -300 * x;
2401 else 2137 else
2402 return 0; 2138 return 0;
2403 2139
2404 if(y>0) { 2140 if (y > 0)
2141 {
2405 if(q < -242) 2142 if (q < -242)
2406 return 3 ; 2143 return 3;
2407 if (q < -41) 2144 if (q < -41)
2408 return 2 ; 2145 return 2;
2409 if (q < 41) 2146 if (q < 41)
2410 return 1 ; 2147 return 1;
2411 if (q < 242) 2148 if (q < 242)
2412 return 8 ; 2149 return 8;
2413 return 7 ; 2150 return 7;
2414 } 2151 }
2415 2152
2416 if (q < -242) 2153 if (q < -242)
2417 return 7 ; 2154 return 7;
2418 if (q < -41) 2155 if (q < -41)
2419 return 6 ; 2156 return 6;
2420 if (q < 41) 2157 if (q < 41)
2421 return 5 ; 2158 return 5;
2422 if (q < 242) 2159 if (q < 242)
2423 return 4 ; 2160 return 4;
2424 2161
2425 return 3 ; 2162 return 3;
2426} 2163}
2427 2164
2428/* 2165/*
2429 * absdir(int): Returns a number between 1 and 8, which represent 2166 * absdir(int): Returns a number between 1 and 8, which represent
2430 * the "absolute" direction of a number (it actually takes care of 2167 * the "absolute" direction of a number (it actually takes care of
2431 * "overflow" in previous calculations of a direction). 2168 * "overflow" in previous calculations of a direction).
2432 */ 2169 */
2433 2170
2171int
2434int absdir(int d) { 2172absdir (int d)
2435 while(d<1) d+=8; 2173{
2436 while(d>8) d-=8; 2174 while (d < 1)
2175 d += 8;
2176
2177 while (d > 8)
2178 d -= 8;
2179
2437 return d; 2180 return d;
2438} 2181}
2439 2182
2440/* 2183/*
2441 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2184 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2442 * between two directions (which are expected to be absolute (see absdir()) 2185 * between two directions (which are expected to be absolute (see absdir())
2443 */ 2186 */
2444 2187
2188int
2445int dirdiff(int dir1, int dir2) { 2189dirdiff (int dir1, int dir2)
2190{
2446 int d; 2191 int d;
2192
2447 d = abs(dir1 - dir2); 2193 d = abs (dir1 - dir2);
2448 if(d>4) 2194 if (d > 4)
2449 d = 8 - d; 2195 d = 8 - d;
2196
2450 return d; 2197 return d;
2451} 2198}
2452 2199
2453/* peterm: 2200/* peterm:
2454 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2201 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2457 * This basically means that if direction is 15, then it could either go 2204 * This basically means that if direction is 15, then it could either go
2458 * direction 4, 14, or 16 to get back to where we are. 2205 * direction 4, 14, or 16 to get back to where we are.
2459 * Moved from spell_util.c to object.c with the other related direction 2206 * Moved from spell_util.c to object.c with the other related direction
2460 * functions. 2207 * functions.
2461 */ 2208 */
2462
2463int reduction_dir[SIZEOFFREE][3] = { 2209int reduction_dir[SIZEOFFREE][3] = {
2464 {0,0,0}, /* 0 */ 2210 {0, 0, 0}, /* 0 */
2465 {0,0,0}, /* 1 */ 2211 {0, 0, 0}, /* 1 */
2466 {0,0,0}, /* 2 */ 2212 {0, 0, 0}, /* 2 */
2467 {0,0,0}, /* 3 */ 2213 {0, 0, 0}, /* 3 */
2468 {0,0,0}, /* 4 */ 2214 {0, 0, 0}, /* 4 */
2469 {0,0,0}, /* 5 */ 2215 {0, 0, 0}, /* 5 */
2470 {0,0,0}, /* 6 */ 2216 {0, 0, 0}, /* 6 */
2471 {0,0,0}, /* 7 */ 2217 {0, 0, 0}, /* 7 */
2472 {0,0,0}, /* 8 */ 2218 {0, 0, 0}, /* 8 */
2473 {8,1,2}, /* 9 */ 2219 {8, 1, 2}, /* 9 */
2474 {1,2,-1}, /* 10 */ 2220 {1, 2, -1}, /* 10 */
2475 {2,10,12}, /* 11 */ 2221 {2, 10, 12}, /* 11 */
2476 {2,3,-1}, /* 12 */ 2222 {2, 3, -1}, /* 12 */
2477 {2,3,4}, /* 13 */ 2223 {2, 3, 4}, /* 13 */
2478 {3,4,-1}, /* 14 */ 2224 {3, 4, -1}, /* 14 */
2479 {4,14,16}, /* 15 */ 2225 {4, 14, 16}, /* 15 */
2480 {5,4,-1}, /* 16 */ 2226 {5, 4, -1}, /* 16 */
2481 {4,5,6}, /* 17 */ 2227 {4, 5, 6}, /* 17 */
2482 {6,5,-1}, /* 18 */ 2228 {6, 5, -1}, /* 18 */
2483 {6,20,18}, /* 19 */ 2229 {6, 20, 18}, /* 19 */
2484 {7,6,-1}, /* 20 */ 2230 {7, 6, -1}, /* 20 */
2485 {6,7,8}, /* 21 */ 2231 {6, 7, 8}, /* 21 */
2486 {7,8,-1}, /* 22 */ 2232 {7, 8, -1}, /* 22 */
2487 {8,22,24}, /* 23 */ 2233 {8, 22, 24}, /* 23 */
2488 {8,1,-1}, /* 24 */ 2234 {8, 1, -1}, /* 24 */
2489 {24,9,10}, /* 25 */ 2235 {24, 9, 10}, /* 25 */
2490 {9,10,-1}, /* 26 */ 2236 {9, 10, -1}, /* 26 */
2491 {10,11,-1}, /* 27 */ 2237 {10, 11, -1}, /* 27 */
2492 {27,11,29}, /* 28 */ 2238 {27, 11, 29}, /* 28 */
2493 {11,12,-1}, /* 29 */ 2239 {11, 12, -1}, /* 29 */
2494 {12,13,-1}, /* 30 */ 2240 {12, 13, -1}, /* 30 */
2495 {12,13,14}, /* 31 */ 2241 {12, 13, 14}, /* 31 */
2496 {13,14,-1}, /* 32 */ 2242 {13, 14, -1}, /* 32 */
2497 {14,15,-1}, /* 33 */ 2243 {14, 15, -1}, /* 33 */
2498 {33,15,35}, /* 34 */ 2244 {33, 15, 35}, /* 34 */
2499 {16,15,-1}, /* 35 */ 2245 {16, 15, -1}, /* 35 */
2500 {17,16,-1}, /* 36 */ 2246 {17, 16, -1}, /* 36 */
2501 {18,17,16}, /* 37 */ 2247 {18, 17, 16}, /* 37 */
2502 {18,17,-1}, /* 38 */ 2248 {18, 17, -1}, /* 38 */
2503 {18,19,-1}, /* 39 */ 2249 {18, 19, -1}, /* 39 */
2504 {41,19,39}, /* 40 */ 2250 {41, 19, 39}, /* 40 */
2505 {19,20,-1}, /* 41 */ 2251 {19, 20, -1}, /* 41 */
2506 {20,21,-1}, /* 42 */ 2252 {20, 21, -1}, /* 42 */
2507 {20,21,22}, /* 43 */ 2253 {20, 21, 22}, /* 43 */
2508 {21,22,-1}, /* 44 */ 2254 {21, 22, -1}, /* 44 */
2509 {23,22,-1}, /* 45 */ 2255 {23, 22, -1}, /* 45 */
2510 {45,47,23}, /* 46 */ 2256 {45, 47, 23}, /* 46 */
2511 {23,24,-1}, /* 47 */ 2257 {23, 24, -1}, /* 47 */
2512 {24,9,-1}}; /* 48 */ 2258 {24, 9, -1}
2259}; /* 48 */
2513 2260
2514/* Recursive routine to step back and see if we can 2261/* Recursive routine to step back and see if we can
2515 * find a path to that monster that we found. If not, 2262 * find a path to that monster that we found. If not,
2516 * we don't bother going toward it. Returns 1 if we 2263 * we don't bother going toward it. Returns 1 if we
2517 * can see a direct way to get it 2264 * can see a direct way to get it
2518 * Modified to be map tile aware -.MSW 2265 * Modified to be map tile aware -.MSW
2519 */ 2266 */
2520 2267int
2521
2522int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2268can_see_monsterP (maptile *m, int x, int y, int dir)
2269{
2523 sint16 dx, dy; 2270 sint16 dx, dy;
2524 int mflags; 2271 int mflags;
2525 2272
2273 if (dir < 0)
2526 if(dir<0) return 0; /* exit condition: invalid direction */ 2274 return 0; /* exit condition: invalid direction */
2527 2275
2528 dx = x + freearr_x[dir]; 2276 dx = x + freearr_x[dir];
2529 dy = y + freearr_y[dir]; 2277 dy = y + freearr_y[dir];
2530 2278
2531 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2279 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2532 2280
2533 /* This functional arguably was incorrect before - it was 2281 /* This functional arguably was incorrect before - it was
2534 * checking for P_WALL - that was basically seeing if 2282 * checking for P_WALL - that was basically seeing if
2535 * we could move to the monster - this is being more 2283 * we could move to the monster - this is being more
2536 * literal on if we can see it. To know if we can actually 2284 * literal on if we can see it. To know if we can actually
2537 * move to the monster, we'd need the monster passed in or 2285 * move to the monster, we'd need the monster passed in or
2538 * at least its move type. 2286 * at least its move type.
2539 */ 2287 */
2540 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2288 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2289 return 0;
2541 2290
2542 /* yes, can see. */ 2291 /* yes, can see. */
2543 if(dir < 9) return 1; 2292 if (dir < 9)
2293 return 1;
2294
2544 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2295 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2545 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2296 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2546 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2297 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2547} 2298}
2548 2299
2549
2550
2551/* 2300/*
2552 * can_pick(picker, item): finds out if an object is possible to be 2301 * can_pick(picker, item): finds out if an object is possible to be
2553 * picked up by the picker. Returnes 1 if it can be 2302 * picked up by the picker. Returnes 1 if it can be
2554 * picked up, otherwise 0. 2303 * picked up, otherwise 0.
2555 * 2304 *
2557 * core dumps if they do. 2306 * core dumps if they do.
2558 * 2307 *
2559 * Add a check so we can't pick up invisible objects (0.93.8) 2308 * Add a check so we can't pick up invisible objects (0.93.8)
2560 */ 2309 */
2561 2310
2311int
2562int can_pick(const object *who, const object *item) { 2312can_pick (const object *who, const object *item)
2313{
2563 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2314 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2564 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2315 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2565 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2316 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2566 (who->type==PLAYER||item->weight<who->weight/3));
2567} 2317}
2568
2569 2318
2570/* 2319/*
2571 * create clone from object to another 2320 * create clone from object to another
2572 */ 2321 */
2322object *
2573object *object_create_clone (object *asrc) { 2323object_create_clone (object *asrc)
2324{
2574 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2325 object *dst = 0, *tmp, *src, *part, *prev, *item;
2575 2326
2576 if(!asrc) return NULL; 2327 if (!asrc)
2328 return 0;
2329
2577 src = asrc; 2330 src = asrc;
2578 if(src->head) 2331 if (src->head)
2579 src = src->head; 2332 src = src->head;
2580 2333
2581 prev = NULL; 2334 prev = 0;
2582 for(part = src; part; part = part->more) { 2335 for (part = src; part; part = part->more)
2583 tmp = get_object(); 2336 {
2584 copy_object(part,tmp); 2337 tmp = part->clone ();
2585 tmp->x -= src->x; 2338 tmp->x -= src->x;
2586 tmp->y -= src->y; 2339 tmp->y -= src->y;
2340
2587 if(!part->head) { 2341 if (!part->head)
2342 {
2588 dst = tmp; 2343 dst = tmp;
2589 tmp->head = NULL; 2344 tmp->head = 0;
2345 }
2590 } else { 2346 else
2591 tmp->head = dst; 2347 tmp->head = dst;
2592 } 2348
2593 tmp->more = NULL; 2349 tmp->more = 0;
2350
2594 if(prev) 2351 if (prev)
2595 prev->more = tmp; 2352 prev->more = tmp;
2353
2596 prev = tmp; 2354 prev = tmp;
2597 } 2355 }
2598 /*** copy inventory ***/ 2356
2599 for(item = src->inv; item; item = item->below) { 2357 for (item = src->inv; item; item = item->below)
2600 (void) insert_ob_in_ob(object_create_clone(item),dst); 2358 insert_ob_in_ob (object_create_clone (item), dst);
2601 }
2602 2359
2603 return dst; 2360 return dst;
2604}
2605
2606/* return true if the object was destroyed, 0 otherwise */
2607int was_destroyed (const object *op, tag_t old_tag)
2608{
2609 /* checking for FLAG_FREED isn't necessary, but makes this function more
2610 * robust */
2611 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2612} 2361}
2613 2362
2614/* GROS - Creates an object using a string representing its content. */ 2363/* GROS - Creates an object using a string representing its content. */
2615/* Basically, we save the content of the string to a temp file, then call */ 2364/* Basically, we save the content of the string to a temp file, then call */
2616/* load_object on it. I admit it is a highly inefficient way to make things, */ 2365/* load_object on it. I admit it is a highly inefficient way to make things, */
2617/* but it was simple to make and allows reusing the load_object function. */ 2366/* but it was simple to make and allows reusing the load_object function. */
2618/* Remember not to use load_object_str in a time-critical situation. */ 2367/* Remember not to use load_object_str in a time-critical situation. */
2619/* Also remember that multiparts objects are not supported for now. */ 2368/* Also remember that multiparts objects are not supported for now. */
2620 2369object *
2621object* load_object_str(const char *obstr) 2370load_object_str (const char *obstr)
2622{ 2371{
2623 object *op; 2372 object *op;
2624 FILE *tempfile;
2625 char filename[MAX_BUF]; 2373 char filename[MAX_BUF];
2374
2626 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2375 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2376
2627 tempfile=fopen(filename,"w"); 2377 FILE *tempfile = fopen (filename, "w");
2378
2628 if (tempfile == NULL) 2379 if (tempfile == NULL)
2629 { 2380 {
2630 LOG(llevError,"Error - Unable to access load object temp file\n"); 2381 LOG (llevError, "Error - Unable to access load object temp file\n");
2631 return NULL; 2382 return NULL;
2632 }; 2383 }
2384
2633 fprintf(tempfile,obstr); 2385 fprintf (tempfile, obstr);
2634 fclose(tempfile); 2386 fclose (tempfile);
2635 2387
2636 op=get_object(); 2388 op = object::create ();
2637 2389
2638 tempfile=fopen(filename,"r"); 2390 object_thawer thawer (filename);
2639 if (tempfile == NULL) 2391
2640 { 2392 if (thawer)
2641 LOG(llevError,"Error - Unable to read object temp file\n"); 2393 load_object (thawer, op, 0);
2642 return NULL; 2394
2643 };
2644 load_object(tempfile,op,LO_NEWFILE,0);
2645 LOG(llevDebug," load str completed, object=%s\n",op->name); 2395 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2646 CLEAR_FLAG(op,FLAG_REMOVED); 2396 CLEAR_FLAG (op, FLAG_REMOVED);
2647 fclose(tempfile); 2397
2648 return op; 2398 return op;
2649} 2399}
2650 2400
2651/* This returns the first object in who's inventory that 2401/* This returns the first object in who's inventory that
2652 * has the same type and subtype match. 2402 * has the same type and subtype match.
2653 * returns NULL if no match. 2403 * returns NULL if no match.
2654 */ 2404 */
2405object *
2655object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2406find_obj_by_type_subtype (const object *who, int type, int subtype)
2656{ 2407{
2657 object *tmp;
2658
2659 for (tmp=who->inv; tmp; tmp=tmp->below) 2408 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2660 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2409 if (tmp->type == type && tmp->subtype == subtype)
2410 return tmp;
2661 2411
2662 return NULL; 2412 return 0;
2663} 2413}
2664 2414
2665/* If ob has a field named key, return the link from the list, 2415/* If ob has a field named key, return the link from the list,
2666 * otherwise return NULL. 2416 * otherwise return NULL.
2667 * 2417 *
2668 * key must be a passed in shared string - otherwise, this won't 2418 * key must be a passed in shared string - otherwise, this won't
2669 * do the desired thing. 2419 * do the desired thing.
2670 */ 2420 */
2421key_value *
2671key_value * get_ob_key_link(const object * ob, const char * key) { 2422get_ob_key_link (const object *ob, const char *key)
2672 key_value * link; 2423{
2673
2674 for (link = ob->key_values; link != NULL; link = link->next) { 2424 for (key_value *link = ob->key_values; link; link = link->next)
2675 if (link->key == key) { 2425 if (link->key == key)
2676 return link; 2426 return link;
2677 } 2427
2678 } 2428 return 0;
2679 2429}
2680 return NULL;
2681}
2682 2430
2683/* 2431/*
2684 * Returns the value of op has an extra_field for key, or NULL. 2432 * Returns the value of op has an extra_field for key, or NULL.
2685 * 2433 *
2686 * The argument doesn't need to be a shared string. 2434 * The argument doesn't need to be a shared string.
2687 * 2435 *
2688 * The returned string is shared. 2436 * The returned string is shared.
2689 */ 2437 */
2438const char *
2690const char * get_ob_key_value(const object * op, const char * const key) { 2439get_ob_key_value (const object *op, const char *const key)
2440{
2691 key_value * link; 2441 key_value *link;
2692 const char * canonical_key; 2442 shstr_cmp canonical_key (key);
2443
2444 if (!canonical_key)
2693 2445 {
2694 canonical_key = find_string(key);
2695
2696 if (canonical_key == NULL) {
2697 /* 1. There being a field named key on any object 2446 /* 1. There being a field named key on any object
2698 * implies there'd be a shared string to find. 2447 * implies there'd be a shared string to find.
2699 * 2. Since there isn't, no object has this field. 2448 * 2. Since there isn't, no object has this field.
2700 * 3. Therefore, *this* object doesn't have this field. 2449 * 3. Therefore, *this* object doesn't have this field.
2701 */ 2450 */
2702 return NULL; 2451 return 0;
2703 } 2452 }
2704 2453
2705 /* This is copied from get_ob_key_link() above - 2454 /* This is copied from get_ob_key_link() above -
2706 * only 4 lines, and saves the function call overhead. 2455 * only 4 lines, and saves the function call overhead.
2707 */ 2456 */
2708 for (link = op->key_values; link != NULL; link = link->next) { 2457 for (link = op->key_values; link; link = link->next)
2709 if (link->key == canonical_key) { 2458 if (link->key == canonical_key)
2710 return link->value; 2459 return link->value;
2711 } 2460
2712 } 2461 return 0;
2713 return NULL;
2714} 2462}
2715 2463
2716 2464
2717/* 2465/*
2718 * Updates the canonical_key in op to value. 2466 * Updates the canonical_key in op to value.
2722 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2470 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2723 * keys. 2471 * keys.
2724 * 2472 *
2725 * Returns TRUE on success. 2473 * Returns TRUE on success.
2726 */ 2474 */
2475int
2727int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) { 2476set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2477{
2728 key_value * field = NULL, *last=NULL; 2478 key_value *field = NULL, *last = NULL;
2729 2479
2730 for (field=op->key_values; field != NULL; field=field->next) { 2480 for (field = op->key_values; field != NULL; field = field->next)
2731 if (field->key != canonical_key) {
2732 last = field;
2733 continue;
2734 }
2735 2481 {
2736 if (field->value) FREE_AND_CLEAR_STR(field->value); 2482 if (field->key != canonical_key)
2737 if (value) 2483 {
2738 field->value = add_string(value); 2484 last = field;
2739 else { 2485 continue;
2486 }
2487
2488 if (value)
2489 field->value = value;
2490 else
2491 {
2740 /* Basically, if the archetype has this key set, 2492 /* Basically, if the archetype has this key set,
2741 * we need to store the null value so when we save 2493 * we need to store the null value so when we save
2742 * it, we save the empty value so that when we load, 2494 * it, we save the empty value so that when we load,
2743 * we get this value back again. 2495 * we get this value back again.
2744 */ 2496 */
2745 if (get_ob_key_link(&op->arch->clone, canonical_key)) 2497 if (get_ob_key_link (&op->arch->clone, canonical_key))
2746 field->value = NULL; 2498 field->value = 0;
2747 else { 2499 else
2748 /* Delete this link */ 2500 {
2749 if (field->key) FREE_AND_CLEAR_STR(field->key); 2501 if (last)
2750 if (field->value) FREE_AND_CLEAR_STR(field->value); 2502 last->next = field->next;
2751 if (last) last->next = field->next; 2503 else
2752 else op->key_values = field->next; 2504 op->key_values = field->next;
2753 free(field); 2505
2754 } 2506 delete field;
2755 } 2507 }
2508 }
2756 return TRUE; 2509 return TRUE;
2757 } 2510 }
2758 /* IF we get here, key doesn't exist */ 2511 /* IF we get here, key doesn't exist */
2759 2512
2760 /* No field, we'll have to add it. */ 2513 /* No field, we'll have to add it. */
2761 2514
2762 if (!add_key) { 2515 if (!add_key)
2763 return FALSE; 2516 return FALSE;
2764 } 2517
2765 /* There isn't any good reason to store a null 2518 /* There isn't any good reason to store a null
2766 * value in the key/value list. If the archetype has 2519 * value in the key/value list. If the archetype has
2767 * this key, then we should also have it, so shouldn't 2520 * this key, then we should also have it, so shouldn't
2768 * be here. If user wants to store empty strings, 2521 * be here. If user wants to store empty strings,
2769 * should pass in "" 2522 * should pass in ""
2770 */ 2523 */
2771 if (value == NULL) return TRUE; 2524 if (value == NULL)
2772
2773 field = (key_value *) malloc(sizeof(key_value));
2774
2775 field->key = add_refcount(canonical_key);
2776 field->value = add_string(value);
2777 /* Usual prepend-addition. */
2778 field->next = op->key_values;
2779 op->key_values = field;
2780
2781 return TRUE; 2525 return TRUE;
2526
2527 field = new key_value;
2528
2529 field->key = canonical_key;
2530 field->value = value;
2531 /* Usual prepend-addition. */
2532 field->next = op->key_values;
2533 op->key_values = field;
2534
2535 return TRUE;
2782} 2536}
2783 2537
2784/* 2538/*
2785 * Updates the key in op to value. 2539 * Updates the key in op to value.
2786 * 2540 *
2788 * and not add new ones. 2542 * and not add new ones.
2789 * In general, should be little reason FALSE is ever passed in for add_key 2543 * In general, should be little reason FALSE is ever passed in for add_key
2790 * 2544 *
2791 * Returns TRUE on success. 2545 * Returns TRUE on success.
2792 */ 2546 */
2547int
2793int set_ob_key_value(object * op, const char * key, const char * value, int add_key) { 2548set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2794 const char * canonical_key = NULL; 2549{
2795 int floating_ref = FALSE; 2550 shstr key_ (key);
2796 int ret; 2551
2552 return set_ob_key_value_s (op, key_, value, add_key);
2553}
2554
2555object::depth_iterator::depth_iterator (object *container)
2556: iterator_base (container)
2557{
2558 while (item->inv)
2559 item = item->inv;
2560}
2561
2562void
2563object::depth_iterator::next ()
2564{
2565 if (item->below)
2797 2566 {
2798 /* HACK This mess is to make sure set_ob_value() passes a shared string 2567 item = item->below;
2799 * to get_ob_key_link(), without leaving a leaked refcount. 2568
2800 */ 2569 while (item->inv)
2570 item = item->inv;
2801 2571 }
2802 canonical_key = find_string(key); 2572 else
2803 if (canonical_key == NULL) { 2573 item = item->env;
2804 canonical_key = add_string(key); 2574}
2805 floating_ref = TRUE; 2575
2806 } 2576
2577const char *
2578object::flag_desc (char *desc, int len) const
2579{
2580 char *p = desc;
2581 bool first = true;
2582
2583 *p = 0;
2584
2585 for (int i = 0; i < NUM_FLAGS; i++)
2807 2586 {
2808 ret = set_ob_key_value_s(op, canonical_key, value, add_key); 2587 if (len <= 10) // magic constant!
2588 {
2589 snprintf (p, len, ",...");
2590 break;
2591 }
2592
2593 if (flag [i])
2594 {
2595 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2596 len -= cnt;
2597 p += cnt;
2598 first = false;
2599 }
2809 2600 }
2810 if (floating_ref) { 2601
2811 free_string(canonical_key);
2812 }
2813
2814 return ret; 2602 return desc;
2815} 2603}
2604
2605// return a suitable string describing an object in enough detail to find it
2606const char *
2607object::debug_desc (char *info) const
2608{
2609 char flagdesc[512];
2610 char info2[256 * 4];
2611 char *p = info;
2612
2613 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2614 count, uuid.seq,
2615 &name,
2616 title ? "\",title:" : "",
2617 title ? (const char *)title : "",
2618 flag_desc (flagdesc, 512), type);
2619
2620 if (env)
2621 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2622
2623 if (map)
2624 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2625
2626 return info;
2627}
2628
2629const char *
2630object::debug_desc () const
2631{
2632 static char info[256 * 4];
2633 return debug_desc (info);
2634}
2635

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