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Comparing deliantra/server/common/object.C (file contents):
Revision 1.7 by root, Tue Aug 29 05:03:54 2006 UTC vs.
Revision 1.58 by pippijn, Mon Dec 4 17:48:35 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.7 2006/08/29 05:03:54 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
42#ifdef MEMORY_DEBUG 34
43int nroffreeobjects = 0;
44int nrofallocobjects = 0; 35int nrofallocobjects = 0;
45#undef OBJ_EXPAND 36static UUID uuid;
46#define OBJ_EXPAND 1 37const uint64 UUID_SKIP = 1<<19;
47#else
48object objarray[STARTMAX]; /* All objects, allocated this way at first */
49int nroffreeobjects = STARTMAX; /* How many OBs allocated and free (free) */
50int nrofallocobjects = STARTMAX; /* How many OBs allocated (free + used) */
51#endif
52 38
53object *objects; /* Pointer to the list of used objects */
54object *free_objects; /* Pointer to the list of unused objects */
55object *active_objects; /* List of active objects that need to be processed */ 39object *active_objects; /* List of active objects that need to be processed */
56 40
57short freearr_x[SIZEOFFREE]= 41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
58 {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}; 42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
60short freearr_y[SIZEOFFREE]= 43};
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, 44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
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}; 45 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
63int maxfree[SIZEOFFREE]= 46};
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, 47int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
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}; 48 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
49};
66int freedir[SIZEOFFREE]= { 50int 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, 51 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
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}; 52 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
53};
69 54
55static void
56write_uuid (void)
57{
58 char filename1[MAX_BUF], filename2[MAX_BUF];
59
60 sprintf (filename1, "%s/uuid", settings.localdir);
61 sprintf (filename2, "%s/uuid~", settings.localdir);
62
63 FILE *fp;
64
65 if (!(fp = fopen (filename2, "w")))
66 {
67 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
68 return;
69 }
70
71 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
72 fclose (fp);
73 rename (filename2, filename1);
74}
75
76static void
77read_uuid (void)
78{
79 char filename[MAX_BUF];
80
81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 FILE *fp;
84
85 if (!(fp = fopen (filename, "r")))
86 {
87 if (errno == ENOENT)
88 {
89 LOG (llevInfo, "RESET uid to 1\n");
90 uuid.seq = 0;
91 write_uuid ();
92 return;
93 }
94
95 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
96 _exit (1);
97 }
98
99 int version;
100 unsigned long long uid;
101 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
102 {
103 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
104 _exit (1);
105 }
106
107 uuid.seq = uid;
108 write_uuid ();
109 LOG (llevDebug, "read UID: %lld\n", uid);
110 fclose (fp);
111}
112
113UUID
114gen_uuid ()
115{
116 UUID uid;
117
118 uid.seq = ++uuid.seq;
119
120 if (!(uuid.seq & (UUID_SKIP - 1)))
121 write_uuid ();
122
123 return uid;
124}
125
126void
127init_uuid ()
128{
129 read_uuid ();
130}
70 131
71/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 132/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
133static int
72static int compare_ob_value_lists_one(const object * wants, const object * has) { 134compare_ob_value_lists_one (const object *wants, const object *has)
135{
73 key_value * wants_field; 136 key_value *wants_field;
74 137
75 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 138 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
76 * objects with lists are rare, and lists stay short. If not, use a 139 * objects with lists are rare, and lists stay short. If not, use a
77 * different structure or at least keep the lists sorted... 140 * different structure or at least keep the lists sorted...
78 */ 141 */
79 142
80 /* For each field in wants, */ 143 /* For each field in wants, */
81 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
145 {
82 key_value * has_field; 146 key_value *has_field;
83 147
84 /* Look for a field in has with the same key. */ 148 /* Look for a field in has with the same key. */
85 has_field = get_ob_key_link(has, wants_field->key); 149 has_field = get_ob_key_link (has, wants_field->key);
150
151 if (has_field == NULL)
86 152 {
87 if (has_field == NULL) {
88 /* No field with that name. */ 153 /* No field with that name. */
89 return FALSE; 154 return FALSE;
90 }
91 155 }
156
92 /* Found the matching field. */ 157 /* Found the matching field. */
93 if (has_field->value != wants_field->value) { 158 if (has_field->value != wants_field->value)
159 {
94 /* Values don't match, so this half of the comparison is false. */ 160 /* Values don't match, so this half of the comparison is false. */
95 return FALSE; 161 return FALSE;
96 } 162 }
97 163
98 /* If we get here, we found a match. Now for the next field in wants. */ 164 /* If we get here, we found a match. Now for the next field in wants. */
99 }
100 165 }
166
101 /* If we get here, every field in wants has a matching field in has. */ 167 /* If we get here, every field in wants has a matching field in has. */
102 return TRUE; 168 return TRUE;
103} 169}
104 170
105/* Returns TRUE if ob1 has the same key_values as ob2. */ 171/* Returns TRUE if ob1 has the same key_values as ob2. */
172static int
106static int compare_ob_value_lists(const object * ob1, const object * ob2) { 173compare_ob_value_lists (const object *ob1, const object *ob2)
174{
107 /* However, there may be fields in has which aren't partnered in wants, 175 /* However, there may be fields in has which aren't partnered in wants,
108 * so we need to run the comparison *twice*. :( 176 * so we need to run the comparison *twice*. :(
109 */ 177 */
110 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 178 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
111} 179}
112 180
113/* Function examines the 2 objects given to it, and returns true if 181/* Function examines the 2 objects given to it, and returns true if
114 * they can be merged together. 182 * they can be merged together.
115 * 183 *
121 * 189 *
122 * Improvements made with merge: Better checking on potion, and also 190 * Improvements made with merge: Better checking on potion, and also
123 * check weight 191 * check weight
124 */ 192 */
125 193
126int CAN_MERGE(object *ob1, object *ob2) { 194bool object::can_merge (object *ob1, object *ob2)
127 195{
128 /* A couple quicksanity checks */ 196 /* A couple quicksanity checks */
129 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 197 if ((ob1 == ob2) || (ob1->type != ob2->type))
198 return 0;
130 199
131 if (ob1->speed != ob2->speed) return 0; 200 if (ob1->speed != ob2->speed)
132 /* Note sure why the following is the case - either the object has to
133 * be animated or have a very low speed. Is this an attempted monster
134 * check?
135 */
136 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED)
137 return 0; 201 return 0;
138 202
139 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
140 * value could not be stored in a sint32 (which unfortunately sometimes is 204 * value could not be stored in a sint32 (which unfortunately sometimes is
141 * used to store nrof). 205 * used to store nrof).
142 */ 206 */
143 if (ob1->nrof+ob2->nrof >= 1UL<<31) 207 if (ob1->nrof + ob2->nrof >= 1UL << 31)
144 return 0; 208 return 0;
145 209
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. 210 /* 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 211 * 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 212 * 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 213 * are not equal - just if it has been identified, the been_applied
165 * flags lose any meaning. 214 * flags lose any meaning.
166 */ 215 */
167 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED)) 216 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
168 SET_FLAG(ob1, FLAG_BEEN_APPLIED); 217 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
169 218
170 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED)) 219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
171 SET_FLAG(ob2, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
172 221
173 222
174 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
175 * being locked in inventory should prevent merging. 224 * being locked in inventory should prevent merging.
176 * 0x4 in flags3 is CLIENT_SENT 225 * 0x4 in flags3 is CLIENT_SENT
177 */ 226 */
178 if ((ob1->arch != ob2->arch) || 227 if ((ob1->arch != ob2->arch) ||
179 (ob1->flags[0] != ob2->flags[0]) || 228 (ob1->flags[0] != ob2->flags[0]) ||
180 (ob1->flags[1] != ob2->flags[1]) || 229 (ob1->flags[1] != ob2->flags[1]) ||
181 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) || 230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
182 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) || 231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
183 (ob1->name != ob2->name) || 232 (ob1->name != ob2->name) ||
184 (ob1->title != ob2->title) || 233 (ob1->title != ob2->title) ||
185 (ob1->msg != ob2->msg) || 234 (ob1->msg != ob2->msg) ||
186 (ob1->weight != ob2->weight) || 235 (ob1->weight != ob2->weight) ||
187 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) || 236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
188 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) || 237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
189 (ob1->attacktype != ob2->attacktype) || 238 (ob1->attacktype != ob2->attacktype) ||
190 (ob1->magic != ob2->magic) || 239 (ob1->magic != ob2->magic) ||
191 (ob1->slaying != ob2->slaying) || 240 (ob1->slaying != ob2->slaying) ||
192 (ob1->skill != ob2->skill) || 241 (ob1->skill != ob2->skill) ||
193 (ob1->value != ob2->value) || 242 (ob1->value != ob2->value) ||
194 (ob1->animation_id != ob2->animation_id) || 243 (ob1->animation_id != ob2->animation_id) ||
195 (ob1->client_type != ob2->client_type) || 244 (ob1->client_type != ob2->client_type) ||
196 (ob1->materialname != ob2->materialname) || 245 (ob1->materialname != ob2->materialname) ||
197 (ob1->lore != ob2->lore) || 246 (ob1->lore != ob2->lore) ||
198 (ob1->subtype != ob2->subtype) || 247 (ob1->subtype != ob2->subtype) ||
199 (ob1->move_type != ob2->move_type) || 248 (ob1->move_type != ob2->move_type) ||
200 (ob1->move_block != ob2->move_block) || 249 (ob1->move_block != ob2->move_block) ||
201 (ob1->move_allow != ob2->move_allow) || 250 (ob1->move_allow != ob2->move_allow) ||
202 (ob1->move_on != ob2->move_on) || 251 (ob1->move_on != ob2->move_on) ||
203 (ob1->move_off != ob2->move_off) || 252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty))
204 (ob1->move_slow != ob2->move_slow) ||
205 (ob1->move_slow_penalty != ob2->move_slow_penalty)
206 )
207 return 0; 253 return 0;
208 254
255 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory.
257 */
258 if (ob1->inv || ob2->inv)
259 {
260 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0;
263
264 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv))
266 return 0;
267
268 /* inventory ok - still need to check rest of this object to see
269 * if it is valid.
270 */
271 }
272
209 /* Don't merge objects that are applied. With the new 'body' code, 273 /* Don't merge objects that are applied. With the new 'body' code,
210 * it is possible for most any character to have more than one of 274 * it is possible for most any character to have more than one of
211 * some items equipped, and we don't want those to merge. 275 * some items equipped, and we don't want those to merge.
212 */ 276 */
213 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 277 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
214 return 0; 278 return 0;
215 279
280 /* Note sure why the following is the case - either the object has to
281 * be animated or have a very low speed. Is this an attempted monster
282 * check?
283 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
285 return 0;
286
216 switch (ob1->type) { 287 switch (ob1->type)
288 {
217 case SCROLL: 289 case SCROLL:
218 if (ob1->level != ob2->level) return 0; 290 if (ob1->level != ob2->level)
291 return 0;
219 break; 292 break;
220
221 } 293 }
294
222 if (ob1->key_values != NULL || ob2->key_values != NULL) { 295 if (ob1->key_values != NULL || ob2->key_values != NULL)
296 {
223 /* At least one of these has key_values. */ 297 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) { 298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
225 /* One has fields, but the other one doesn't. */ 299 /* One has fields, but the other one doesn't. */
226 return 0; 300 return 0;
227 } else if (!compare_ob_value_lists(ob1, ob2)) { 301 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 302 return 0;
229 } 303 }
304
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self)
230 } 307 {
308 ob1->optimise ();
309 ob2->optimise ();
231 310
311 if (ob1->self || ob2->self)
312 return 0;
313 }
314
232 /* Everything passes, must be OK. */ 315 /* Everything passes, must be OK. */
233 return 1; 316 return 1;
234} 317}
235 318
236/* 319/*
237 * sum_weight() is a recursive function which calculates the weight 320 * sum_weight() is a recursive function which calculates the weight
238 * an object is carrying. It goes through in figures out how much 321 * an object is carrying. It goes through in figures out how much
239 * containers are carrying, and sums it up. 322 * containers are carrying, and sums it up.
240 */ 323 */
241signed long sum_weight(object *op) { 324long
325sum_weight (object *op)
326{
242 signed long sum; 327 long sum;
243 object *inv; 328 object *inv;
329
244 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
331 {
245 if (inv->inv) 332 if (inv->inv)
246 sum_weight(inv); 333 sum_weight (inv);
247 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
248 } 335 }
336
249 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
250 sum = (sum * (100 - op->stats.Str))/100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
339
251 if(op->carrying != sum) 340 if (op->carrying != sum)
252 op->carrying = sum; 341 op->carrying = sum;
342
253 return sum; 343 return sum;
254} 344}
255 345
256/** 346/**
257 * Return the outermost environment object for a given object. 347 * Return the outermost environment object for a given object.
258 */ 348 */
259 349
350object *
260object *object_get_env_recursive (object *op) { 351object_get_env_recursive (object *op)
352{
261 while (op->env != NULL) 353 while (op->env != NULL)
262 op = op->env; 354 op = op->env;
263 return op; 355 return op;
264} 356}
265 357
266/* 358/*
267 * Eneq(@csd.uu.se): Since we can have items buried in a character we need 359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
268 * a better check. We basically keeping traversing up until we can't 360 * a better check. We basically keeping traversing up until we can't
269 * or find a player. 361 * or find a player.
270 */ 362 */
271 363
364object *
272object *is_player_inv (object *op) { 365is_player_inv (object *op)
366{
273 for (;op!=NULL&&op->type!=PLAYER; op=op->env) 367 for (; op != NULL && op->type != PLAYER; op = op->env)
274 if (op->env==op) 368 if (op->env == op)
275 op->env = NULL; 369 op->env = NULL;
276 return op; 370 return op;
277} 371}
278 372
279/* 373/*
280 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
281 * Some error messages. 375 * Some error messages.
282 * The result of the dump is stored in the static global errmsg array. 376 * The result of the dump is stored in the static global errmsg array.
283 */ 377 */
284 378
285void dump_object2(object *op) { 379char *
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) { 380dump_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{ 381{
340 char *cp; 382 if (!op)
383 return strdup ("[NULLOBJ]");
341 384
342 if(op==NULL) 385 object_freezer freezer;
343 { 386 save_object (freezer, op, 3);
344 strcpy(outstr,"[NULL pointer]"); 387 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} 388}
382 389
383/* 390/*
384 * get_nearest_part(multi-object, object 2) returns the part of the 391 * get_nearest_part(multi-object, object 2) returns the part of the
385 * multi-object 1 which is closest to the second object. 392 * multi-object 1 which is closest to the second object.
386 * If it's not a multi-object, it is returned. 393 * If it's not a multi-object, it is returned.
387 */ 394 */
388 395
396object *
389object *get_nearest_part(object *op, const object *pl) { 397get_nearest_part (object *op, const object *pl)
398{
390 object *tmp,*closest; 399 object *tmp, *closest;
391 int last_dist,i; 400 int last_dist, i;
401
392 if(op->more==NULL) 402 if (op->more == NULL)
393 return op; 403 return op;
394 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 404 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
395 if((i=distance(tmp,pl))<last_dist) 405 if ((i = distance (tmp, pl)) < last_dist)
396 closest=tmp,last_dist=i; 406 closest = tmp, last_dist = i;
397 return closest; 407 return closest;
398} 408}
399 409
400/* 410/*
401 * Returns the object which has the count-variable equal to the argument. 411 * Returns the object which has the count-variable equal to the argument.
402 */ 412 */
403 413
414object *
404object *find_object(tag_t i) { 415find_object (tag_t i)
405 object *op; 416{
406 for(op=objects;op!=NULL;op=op->next) 417 for (object *op = object::first; op; op = op->next)
407 if(op->count==i) 418 if (op->count == i)
408 break; 419 return op;
420
409 return op; 421 return 0;
410} 422}
411 423
412/* 424/*
413 * Returns the first object which has a name equal to the argument. 425 * Returns the first object which has a name equal to the argument.
414 * Used only by the patch command, but not all that useful. 426 * Used only by the patch command, but not all that useful.
415 * Enables features like "patch <name-of-other-player> food 999" 427 * Enables features like "patch <name-of-other-player> food 999"
416 */ 428 */
417 429
430object *
418object *find_object_name(const char *str) { 431find_object_name (const char *str)
419 const char *name=add_string(str); 432{
433 shstr_cmp str_ (str);
420 object *op; 434 object *op;
435
421 for(op=objects;op!=NULL;op=op->next) 436 for (op = object::first; op != NULL; op = op->next)
422 if(op->name==name) 437 if (op->name == str_)
423 break; 438 break;
424 free_string(name); 439
425 return op; 440 return op;
426} 441}
427 442
443void
428void free_all_object_data(void) { 444free_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{ 445{
470 if (!op) return; 446 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} 447}
478
479
480 448
481/* 449/*
482 * Sets the owner and sets the skill and exp pointers to owner's current 450 * Sets the owner and sets the skill and exp pointers to owner's current
483 * skill and experience objects. 451 * skill and experience objects.
484 */ 452 */
485void set_owner (object *op, object *owner) 453void
454object::set_owner (object *owner)
486{ 455{
487 if(owner==NULL||op==NULL) 456 if (!owner)
488 return; 457 return;
489 458
490 /* next line added to allow objects which own objects */ 459 /* next line added to allow objects which own objects */
491 /* Add a check for ownercounts in here, as I got into an endless loop 460 /* 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 461 * with the fireball owning a poison cloud which then owned the
493 * fireball. I believe that was caused by one of the objects getting 462 * fireball. I believe that was caused by one of the objects getting
494 * freed and then another object replacing it. Since the ownercounts 463 * 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. 464 * didn't match, this check is valid and I believe that cause is valid.
496 */ 465 */
497 while (owner->owner && owner!=owner->owner && 466 while (owner->owner)
498 owner->ownercount==owner->owner->count) owner=owner->owner; 467 owner = owner->owner;
499 468
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; 469 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 clear_object(op);
552} 470}
553 471
554/* Zero the key_values on op, decrementing the shared-string 472/* Zero the key_values on op, decrementing the shared-string
555 * refcounts and freeing the links. 473 * refcounts and freeing the links.
556 */ 474 */
475static void
557static void free_key_values(object * op) { 476free_key_values (object *op)
558 key_value * i; 477{
559 key_value * next = NULL; 478 for (key_value *i = op->key_values; i != 0;)
560 479 {
561 if (op->key_values == NULL) return; 480 key_value *next = i->next;
481 delete i;
482
483 i = next;
562 484 }
563 for (i = op->key_values; i != NULL; i = next) { 485
564 /* Store next *first*. */
565 next = i->next;
566
567 if (i->key) FREE_AND_CLEAR_STR(i->key);
568 if (i->value) FREE_AND_CLEAR_STR(i->value);
569 i->next = NULL;
570 free(i);
571 }
572
573 op->key_values = NULL; 486 op->key_values = 0;
574} 487}
575 488
489void object::clear ()
490{
491 attachable_base::clear ();
576 492
577/*
578 * clear_object() frees everything allocated by an object, and also
579 * clears all variables and flags to default settings.
580 */
581
582void clear_object(object *op) {
583 op->clear ();
584
585 event *evt;
586 event *evt2;
587
588 /* redo this to be simpler/more efficient. Was also seeing
589 * crashes in the old code. Move this to the top - am
590 * seeing periodic crashes in this code, and would like to have
591 * as much info available as possible (eg, object name).
592 */
593 for (evt = op->events; evt; evt=evt2) {
594 evt2 = evt->next;
595
596 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
597 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
598 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
599
600 free(evt);
601 }
602 op->events = NULL;
603
604 free_key_values(op); 493 free_key_values (this);
605 494
606 /* the memset will clear all these values for us, but we need 495 owner = 0;
607 * to reduce the refcount on them. 496 name = 0;
608 */ 497 name_pl = 0;
609 if (op->name!=NULL) FREE_AND_CLEAR_STR(op->name); 498 title = 0;
610 if (op->name_pl!=NULL) FREE_AND_CLEAR_STR(op->name_pl); 499 race = 0;
611 if (op->title != NULL) FREE_AND_CLEAR_STR(op->title); 500 slaying = 0;
612 if (op->race!=NULL) FREE_AND_CLEAR_STR(op->race); 501 skill = 0;
613 if (op->slaying!=NULL) FREE_AND_CLEAR_STR(op->slaying); 502 msg = 0;
614 if (op->skill!=NULL) FREE_AND_CLEAR_STR(op->skill); 503 lore = 0;
615 if (op->msg!=NULL) FREE_AND_CLEAR_STR(op->msg); 504 custom_name = 0;
616 if (op->lore!=NULL) FREE_AND_CLEAR_STR(op->lore); 505 materialname = 0;
617 if (op->materialname!= NULL) FREE_AND_CLEAR_STR(op->materialname); 506 contr = 0;
507 below = 0;
508 above = 0;
509 inv = 0;
510 container = 0;
511 env = 0;
512 more = 0;
513 head = 0;
514 map = 0;
515 active_next = 0;
516 active_prev = 0;
618 517
518 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
619 519
620 memset((void*)op, 0, sizeof (object_special));
621 /* Below here, we clear things that are not done by the memset,
622 * or set default values that are not zero.
623 */
624 /* This is more or less true */
625 SET_FLAG(op, FLAG_REMOVED); 520 SET_FLAG (this, FLAG_REMOVED);
626 521
627
628 op->contr = NULL;
629 op->below=NULL;
630 op->above=NULL;
631 op->inv=NULL;
632 op->events=NULL;
633 op->container=NULL;
634 op->env=NULL;
635 op->more=NULL;
636 op->head=NULL;
637 op->map=NULL;
638 op->refcount=0;
639 op->active_next = NULL;
640 op->active_prev = NULL;
641 /* What is not cleared is next, prev, and count */ 522 /* What is not cleared is next, prev, and count */
642 523
643 op->expmul=1.0; 524 expmul = 1.0;
644 op->face = blank_face; 525 face = blank_face;
645 op->attacked_by_count = (tag_t) -1; 526
646 if (settings.casting_time) 527 if (settings.casting_time)
647 op->casting_time = -1; 528 casting_time = -1;
529}
648 530
531void object::clone (object *destination)
532{
533 *(object_copy *)destination = *this;
534 *(object_pod *)destination = *this;
535
536 if (self || cb)
537 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
649} 538}
650 539
651/* 540/*
652 * copy object first frees everything allocated by the second object, 541 * copy object first frees everything allocated by the second object,
653 * and then copies the contends of the first object into the second 542 * and then copies the contends of the first object into the second
654 * object, allocating what needs to be allocated. Basically, any 543 * object, allocating what needs to be allocated. Basically, any
655 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 544 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
656 * if the first object is freed, the pointers in the new object 545 * if the first object is freed, the pointers in the new object
657 * will point at garbage. 546 * will point at garbage.
658 */ 547 */
659 548void
660void copy_object(object *op2, object *op) { 549copy_object (object *op2, object *op)
661 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED); 550{
662 event *evt, *evt2, *evt_new; 551 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
552 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
663 553
664 op->clear ();
665
666 /* Decrement the refcounts, but don't bother zeroing the fields;
667 they'll be overwritten by memcpy. */
668 if(op->name!=NULL) free_string(op->name);
669 if(op->name_pl!=NULL) free_string(op->name_pl);
670 if(op->title!=NULL) free_string(op->title);
671 if(op->race!=NULL) free_string(op->race);
672 if(op->slaying!=NULL) free_string(op->slaying);
673 if(op->skill!=NULL) free_string(op->skill);
674 if(op->msg!=NULL) free_string(op->msg);
675 if(op->lore!=NULL) free_string(op->lore);
676 if(op->materialname != NULL) free_string(op->materialname);
677 if(op->custom_name != NULL) free_string(op->custom_name);
678
679 /* Basically, same code as from clear_object() */
680 for (evt = op->events; evt; evt=evt2) {
681 evt2 = evt->next;
682
683 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
684 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
685 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
686
687 free(evt);
688 }
689 op->events = NULL;
690
691 free_key_values(op);
692
693 *(object_special *)op = *(object_special *)op2;
694 op2->clone (op); 554 op2->clone (op);
695 555
696 if(is_freed) SET_FLAG(op,FLAG_FREED); 556 if (is_freed)
697 if(is_removed) SET_FLAG(op,FLAG_REMOVED); 557 SET_FLAG (op, FLAG_FREED);
698 if(op->name!=NULL) add_refcount(op->name); 558 if (is_removed)
699 if(op->name_pl!=NULL) add_refcount(op->name_pl); 559 SET_FLAG (op, FLAG_REMOVED);
700 if(op->title!=NULL) add_refcount(op->title);
701 if(op->race!=NULL) add_refcount(op->race);
702 if(op->slaying!=NULL) add_refcount(op->slaying);
703 if(op->skill!=NULL) add_refcount(op->skill);
704 if(op->lore!=NULL) add_refcount(op->lore);
705 if(op->msg!=NULL) add_refcount(op->msg);
706 if(op->custom_name!=NULL) add_refcount(op->custom_name);
707 if (op->materialname != NULL) add_refcount(op->materialname);
708 560
709 if((op2->speed<0) && !editor) 561 if (op2->speed < 0)
710 op->speed_left=op2->speed_left-RANDOM()%200/100.0; 562 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
711 563
712 /* Copy over event information */
713 evt2 = NULL;
714 for (evt = op2->events; evt; evt=evt->next) {
715 evt_new = (event *) malloc(sizeof(event));
716 memcpy(evt_new, evt, sizeof(event));
717 if (evt_new->hook) add_refcount(evt_new->hook);
718 if (evt_new->plugin) add_refcount(evt_new->plugin);
719 if (evt_new->options) add_refcount(evt_new->options);
720 evt_new->next = NULL;
721
722 /* Try to be a little clever here, and store away the
723 * last event we copied, so that its simpler to update the
724 * pointer.
725 */
726 if (evt2)
727 evt2->next = evt_new;
728 else
729 op->events = evt_new;
730
731 evt2 = evt_new;
732 }
733 /* Copy over key_values, if any. */ 564 /* Copy over key_values, if any. */
734 if (op2->key_values != NULL) { 565 if (op2->key_values)
735 key_value * tail = NULL; 566 {
567 key_value *tail = 0;
736 key_value * i; 568 key_value *i;
737 569
738 op->key_values = NULL; 570 op->key_values = 0;
739 571
740 for (i = op2->key_values; i != NULL; i = i->next) { 572 for (i = op2->key_values; i; i = i->next)
741 key_value * new_link = (key_value *) malloc(sizeof(key_value)); 573 {
574 key_value *new_link = new key_value;
742 575
743 new_link->next = NULL; 576 new_link->next = 0;
744 new_link->key = add_refcount(i->key); 577 new_link->key = i->key;
745 if (i->value) 578 new_link->value = i->value;
746 new_link->value = add_refcount(i->value);
747 else
748 new_link->value = NULL;
749 579
750 /* Try and be clever here, too. */ 580 /* Try and be clever here, too. */
751 if (op->key_values == NULL) { 581 if (!op->key_values)
582 {
752 op->key_values = new_link; 583 op->key_values = new_link;
753 tail = new_link; 584 tail = new_link;
754 } else { 585 }
755 tail->next = new_link; 586 else
756 tail = new_link; 587 {
588 tail->next = new_link;
589 tail = new_link;
590 }
591 }
757 } 592 }
758 }
759 }
760 593
761 update_ob_speed(op); 594 update_ob_speed (op);
762}
763
764/*
765 * expand_objects() allocates more objects for the list of unused objects.
766 * It is called from get_object() if the unused list is empty.
767 */
768
769void expand_objects(void) {
770 int i;
771 object *obj;
772 obj = (object *) CALLOC(OBJ_EXPAND,sizeof(object));
773
774 if(obj==NULL)
775 fatal(OUT_OF_MEMORY);
776 free_objects=obj;
777 obj[0].prev=NULL;
778 obj[0].next= &obj[1],
779 SET_FLAG(&(obj[0]), FLAG_REMOVED);
780 SET_FLAG(&(obj[0]), FLAG_FREED);
781
782 for(i=1;i<OBJ_EXPAND-1;i++) {
783 obj[i].next= &obj[i+1],
784 obj[i].prev= &obj[i-1],
785 SET_FLAG(&(obj[i]), FLAG_REMOVED);
786 SET_FLAG(&(obj[i]), FLAG_FREED);
787 }
788 obj[OBJ_EXPAND-1].prev= &obj[OBJ_EXPAND-2],
789 obj[OBJ_EXPAND-1].next=NULL,
790 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_REMOVED);
791 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_FREED);
792
793 nrofallocobjects += OBJ_EXPAND;
794 nroffreeobjects += OBJ_EXPAND;
795}
796
797/*
798 * get_object() grabs an object from the list of unused objects, makes
799 * sure it is initialised, and returns it.
800 * If there are no free objects, expand_objects() is called to get more.
801 */
802
803object *get_object(void) {
804 object *op;
805
806 if(free_objects==NULL) {
807 expand_objects();
808 }
809 op=free_objects;
810#ifdef MEMORY_DEBUG
811 /* The idea is hopefully by doing a realloc, the memory
812 * debugging program will now use the current stack trace to
813 * report leaks.
814 */
815 op = realloc(op, sizeof(object));
816 SET_FLAG(op, FLAG_REMOVED);
817 SET_FLAG(op, FLAG_FREED);
818#endif
819
820 if(!QUERY_FLAG(op,FLAG_FREED)) {
821 LOG(llevError,"Fatal: Getting busy object.\n");
822 }
823 free_objects=op->next;
824 if(free_objects!=NULL)
825 free_objects->prev=NULL;
826 op->count= ++ob_count;
827 op->name=NULL;
828 op->name_pl=NULL;
829 op->title=NULL;
830 op->race=NULL;
831 op->slaying=NULL;
832 op->skill = NULL;
833 op->lore=NULL;
834 op->msg=NULL;
835 op->materialname=NULL;
836 op->next=objects;
837 op->prev=NULL;
838 op->active_next = NULL;
839 op->active_prev = NULL;
840 if(objects!=NULL)
841 objects->prev=op;
842 objects=op;
843 clear_object(op);
844 SET_FLAG(op,FLAG_REMOVED);
845 nroffreeobjects--;
846 return op;
847} 595}
848 596
849/* 597/*
850 * If an object with the IS_TURNABLE() flag needs to be turned due 598 * If an object with the IS_TURNABLE() flag needs to be turned due
851 * to the closest player being on the other side, this function can 599 * to the closest player being on the other side, this function can
852 * be called to update the face variable, _and_ how it looks on the map. 600 * be called to update the face variable, _and_ how it looks on the map.
853 */ 601 */
854 602
603void
855void update_turn_face(object *op) { 604update_turn_face (object *op)
605{
856 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 606 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
857 return; 607 return;
858 SET_ANIMATION(op, op->direction); 608 SET_ANIMATION (op, op->direction);
859 update_object(op,UP_OBJ_FACE); 609 update_object (op, UP_OBJ_FACE);
860} 610}
861 611
862/* 612/*
863 * Updates the speed of an object. If the speed changes from 0 to another 613 * Updates the speed of an object. If the speed changes from 0 to another
864 * value, or vice versa, then add/remove the object from the active list. 614 * value, or vice versa, then add/remove the object from the active list.
865 * This function needs to be called whenever the speed of an object changes. 615 * This function needs to be called whenever the speed of an object changes.
866 */ 616 */
867 617void
868void update_ob_speed(object *op) { 618update_ob_speed (object *op)
619{
869 extern int arch_init; 620 extern int arch_init;
870 621
871 /* No reason putting the archetypes objects on the speed list, 622 /* No reason putting the archetypes objects on the speed list,
872 * since they never really need to be updated. 623 * since they never really need to be updated.
873 */ 624 */
874 625
875 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 626 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
627 {
876 LOG(llevError,"Object %s is freed but has speed.\n", op->name); 628 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
877#ifdef MANY_CORES 629#ifdef MANY_CORES
878 abort(); 630 abort ();
879#else 631#else
880 op->speed = 0; 632 op->speed = 0;
881#endif 633#endif
882 } 634 }
635
883 if (arch_init) { 636 if (arch_init)
884 return;
885 }
886 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
887 /* If already on active list, don't do anything */
888 if (op->active_next || op->active_prev || op==active_objects)
889 return; 637 return;
890 638
639 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
640 {
641 /* If already on active list, don't do anything */
642 if (op->active_next || op->active_prev || op == active_objects)
643 return;
644
891 /* process_events() expects us to insert the object at the beginning 645 /* process_events() expects us to insert the object at the beginning
892 * of the list. */ 646 * of the list. */
893 op->active_next = active_objects; 647 op->active_next = active_objects;
648
894 if (op->active_next!=NULL) 649 if (op->active_next != NULL)
895 op->active_next->active_prev = op; 650 op->active_next->active_prev = op;
651
896 active_objects = op; 652 active_objects = op;
653 }
654 else
897 } 655 {
898 else {
899 /* If not on the active list, nothing needs to be done */ 656 /* If not on the active list, nothing needs to be done */
900 if (!op->active_next && !op->active_prev && op!=active_objects) 657 if (!op->active_next && !op->active_prev && op != active_objects)
901 return; 658 return;
902 659
903 if (op->active_prev==NULL) { 660 if (op->active_prev == NULL)
661 {
904 active_objects = op->active_next; 662 active_objects = op->active_next;
663
905 if (op->active_next!=NULL) 664 if (op->active_next != NULL)
906 op->active_next->active_prev = NULL; 665 op->active_next->active_prev = NULL;
907 } 666 }
908 else { 667 else
668 {
909 op->active_prev->active_next = op->active_next; 669 op->active_prev->active_next = op->active_next;
670
910 if (op->active_next) 671 if (op->active_next)
911 op->active_next->active_prev = op->active_prev; 672 op->active_next->active_prev = op->active_prev;
912 } 673 }
674
913 op->active_next = NULL; 675 op->active_next = NULL;
914 op->active_prev = NULL; 676 op->active_prev = NULL;
915 } 677 }
916} 678}
917 679
918/* This function removes object 'op' from the list of active 680/* This function removes object 'op' from the list of active
919 * objects. 681 * objects.
921 * reference maps where you don't want an object that isn't 683 * reference maps where you don't want an object that isn't
922 * in play chewing up cpu time getting processed. 684 * in play chewing up cpu time getting processed.
923 * The reverse of this is to call update_ob_speed, which 685 * The reverse of this is to call update_ob_speed, which
924 * will do the right thing based on the speed of the object. 686 * will do the right thing based on the speed of the object.
925 */ 687 */
688void
926void remove_from_active_list(object *op) 689remove_from_active_list (object *op)
927{ 690{
928 /* If not on the active list, nothing needs to be done */ 691 /* If not on the active list, nothing needs to be done */
929 if (!op->active_next && !op->active_prev && op!=active_objects) 692 if (!op->active_next && !op->active_prev && op != active_objects)
930 return; 693 return;
931 694
932 if (op->active_prev==NULL) { 695 if (op->active_prev == NULL)
696 {
933 active_objects = op->active_next; 697 active_objects = op->active_next;
934 if (op->active_next!=NULL) 698 if (op->active_next != NULL)
935 op->active_next->active_prev = NULL; 699 op->active_next->active_prev = NULL;
700 }
701 else
936 } 702 {
937 else {
938 op->active_prev->active_next = op->active_next; 703 op->active_prev->active_next = op->active_next;
939 if (op->active_next) 704 if (op->active_next)
940 op->active_next->active_prev = op->active_prev; 705 op->active_next->active_prev = op->active_prev;
941 } 706 }
942 op->active_next = NULL; 707 op->active_next = NULL;
943 op->active_prev = NULL; 708 op->active_prev = NULL;
944} 709}
945 710
946/* 711/*
947 * update_object() updates the array which represents the map. 712 * update_object() updates the array which represents the map.
948 * It takes into account invisible objects (and represent squares covered 713 * It takes into account invisible objects (and represent squares covered
963 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 728 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
964 * as that is easier than trying to look at what may have changed. 729 * as that is easier than trying to look at what may have changed.
965 * UP_OBJ_FACE: only the objects face has changed. 730 * UP_OBJ_FACE: only the objects face has changed.
966 */ 731 */
967 732
733void
968void update_object(object *op, int action) { 734update_object (object *op, int action)
735{
969 int update_now=0, flags; 736 int update_now = 0, flags;
970 MoveType move_on, move_off, move_block, move_slow; 737 MoveType move_on, move_off, move_block, move_slow;
971 738
972 if (op == NULL) { 739 if (op == NULL)
740 {
973 /* this should never happen */ 741 /* this should never happen */
974 LOG(llevDebug,"update_object() called for NULL object.\n"); 742 LOG (llevDebug, "update_object() called for NULL object.\n");
975 return; 743 return;
976 }
977 744 }
745
978 if(op->env!=NULL) { 746 if (op->env != NULL)
747 {
979 /* Animation is currently handled by client, so nothing 748 /* Animation is currently handled by client, so nothing
980 * to do in this case. 749 * to do in this case.
981 */ 750 */
982 return; 751 return;
983 } 752 }
984 753
985 /* If the map is saving, don't do anything as everything is 754 /* If the map is saving, don't do anything as everything is
986 * going to get freed anyways. 755 * going to get freed anyways.
987 */ 756 */
988 if (!op->map || op->map->in_memory == MAP_SAVING) return; 757 if (!op->map || op->map->in_memory == MAP_SAVING)
989 758 return;
759
990 /* make sure the object is within map boundaries */ 760 /* make sure the object is within map boundaries */
991 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 761 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
992 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 762 {
993 LOG(llevError,"update_object() called for object out of map!\n"); 763 LOG (llevError, "update_object() called for object out of map!\n");
994#ifdef MANY_CORES 764#ifdef MANY_CORES
995 abort(); 765 abort ();
996#endif 766#endif
997 return; 767 return;
998 }
999 768 }
769
1000 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 770 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
1001 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 771 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
1002 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 772 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1003 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 773 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1004 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 774 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1005 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y); 775 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
1006 776
1007 if (action == UP_OBJ_INSERT) { 777 if (action == UP_OBJ_INSERT)
778 {
1008 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 779 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
1009 update_now=1; 780 update_now = 1;
1010 781
1011 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 782 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
1012 update_now=1; 783 update_now = 1;
1013 784
1014 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 785 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
1015 update_now=1; 786 update_now = 1;
1016 787
1017 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 788 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
1018 update_now=1; 789 update_now = 1;
1019 790
791 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
792 update_now = 1;
793
1020 if ((move_on | op->move_on) != move_on) update_now=1; 794 if ((move_on | op->move_on) != move_on)
795 update_now = 1;
796
1021 if ((move_off | op->move_off) != move_off) update_now=1; 797 if ((move_off | op->move_off) != move_off)
798 update_now = 1;
799
1022 /* This isn't perfect, but I don't expect a lot of objects to 800 /* This isn't perfect, but I don't expect a lot of objects to
1023 * to have move_allow right now. 801 * to have move_allow right now.
1024 */ 802 */
1025 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 803 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
1026 update_now=1; 804 update_now = 1;
805
1027 if ((move_slow | op->move_slow) != move_slow) update_now=1; 806 if ((move_slow | op->move_slow) != move_slow)
807 update_now = 1;
1028 } 808 }
1029 /* if the object is being removed, we can't make intelligent 809 /* if the object is being removed, we can't make intelligent
1030 * decisions, because remove_ob can't really pass the object 810 * decisions, because remove_ob can't really pass the object
1031 * that is being removed. 811 * that is being removed.
1032 */ 812 */
1033 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 813 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
1034 update_now=1; 814 update_now = 1;
1035 } else if (action == UP_OBJ_FACE) { 815 else if (action == UP_OBJ_FACE)
1036 /* Nothing to do for that case */ 816 /* Nothing to do for that case */ ;
1037 }
1038 else { 817 else
1039 LOG(llevError,"update_object called with invalid action: %d\n", action); 818 LOG (llevError, "update_object called with invalid action: %d\n", action);
1040 }
1041 819
1042 if (update_now) { 820 if (update_now)
821 {
1043 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 822 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
1044 update_position(op->map, op->x, op->y); 823 update_position (op->map, op->x, op->y);
1045 } 824 }
1046 825
1047 if(op->more!=NULL) 826 if (op->more != NULL)
1048 update_object(op->more, action); 827 update_object (op->more, action);
1049} 828}
1050 829
830object::vector object::mortals;
831object::vector object::objects; // not yet used
832object *object::first;
833
834void object::free_mortals ()
835{
836 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
837 if ((*i)->refcnt)
838 ++i; // further delay freeing
839 else
840 {
841 delete *i;
842 mortals.erase (i);
843 }
844}
845
846object::object ()
847{
848 SET_FLAG (this, FLAG_REMOVED);
849
850 expmul = 1.0;
851 face = blank_face;
852}
853
854object::~object ()
855{
856 free_key_values (this);
857}
858
859void object::link ()
860{
861 count = ++ob_count;
862 uuid = gen_uuid ();
863
864 prev = 0;
865 next = object::first;
866
867 if (object::first)
868 object::first->prev = this;
869
870 object::first = this;
871}
872
873void object::unlink ()
874{
875 if (this == object::first)
876 object::first = next;
877
878 /* Remove this object from the list of used objects */
879 if (prev) prev->next = next;
880 if (next) next->prev = prev;
881
882 prev = 0;
883 next = 0;
884}
885
886object *object::create ()
887{
888 object *op = new object;
889 op->link ();
890 return op;
891}
1051 892
1052/* 893/*
1053 * free_object() frees everything allocated by an object, removes 894 * free_object() frees everything allocated by an object, removes
1054 * it from the list of used objects, and puts it on the list of 895 * it from the list of used objects, and puts it on the list of
1055 * free objects. The IS_FREED() flag is set in the object. 896 * free objects. The IS_FREED() flag is set in the object.
1056 * The object must have been removed by remove_ob() first for 897 * The object must have been removed by remove_ob() first for
1057 * this function to succeed. 898 * this function to succeed.
1058 * 899 *
1059 * If free_inventory is set, free inventory as well. Else drop items in 900 * If destroy_inventory is set, free inventory as well. Else drop items in
1060 * inventory to the ground. 901 * inventory to the ground.
1061 */ 902 */
903void object::destroy (bool destroy_inventory)
904{
905 if (QUERY_FLAG (this, FLAG_FREED))
906 return;
1062 907
1063void free_object(object *ob) { 908 if (QUERY_FLAG (this, FLAG_FRIENDLY))
1064 free_object2(ob, 0); 909 remove_friendly_object (this);
1065}
1066void free_object2(object *ob, int free_inventory) {
1067 object *tmp,*op;
1068 910
1069 ob->clear ();
1070
1071 if (!QUERY_FLAG(ob,FLAG_REMOVED)) { 911 if (!QUERY_FLAG (this, FLAG_REMOVED))
1072 LOG(llevDebug,"Free object called with non removed object\n"); 912 remove_ob (this);
1073 dump_object(ob); 913
1074#ifdef MANY_CORES 914 SET_FLAG (this, FLAG_FREED);
1075 abort(); 915
1076#endif 916 if (more)
1077 } 917 {
1078 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) { 918 more->destroy (destroy_inventory);
1079 LOG(llevMonster,"Warning: tried to free friendly object.\n"); 919 more = 0;
1080 remove_friendly_object(ob); 920 }
921
922 if (inv)
1081 } 923 {
1082 if(QUERY_FLAG(ob,FLAG_FREED)) {
1083 dump_object(ob);
1084 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg);
1085 return;
1086 }
1087 if(ob->more!=NULL) {
1088 free_object2(ob->more, free_inventory);
1089 ob->more=NULL;
1090 }
1091 if (ob->inv) {
1092 /* Only if the space blocks everything do we not process - 924 /* Only if the space blocks everything do we not process -
1093 * if some form of movemnt is allowed, let objects 925 * if some form of movement is allowed, let objects
1094 * drop on that space. 926 * drop on that space.
1095 */ 927 */
1096 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 928 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1097 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL)) 929 {
1098 { 930 object *op = inv;
1099 op=ob->inv; 931
1100 while(op!=NULL) { 932 while (op)
1101 tmp=op->below; 933 {
1102 remove_ob(op); 934 object *tmp = op->below;
1103 free_object2(op, free_inventory); 935 op->destroy (destroy_inventory);
1104 op=tmp; 936 op = tmp;
937 }
938 }
939 else
940 { /* Put objects in inventory onto this space */
941 object *op = inv;
942
943 while (op)
944 {
945 object *tmp = op->below;
946
947 remove_ob (op);
948
949 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
950 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
951 free_object (op);
952 else
953 {
954 op->x = x;
955 op->y = y;
956 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
957 }
958
959 op = tmp;
960 }
961 }
1105 } 962 }
1106 } 963
1107 else { /* Put objects in inventory onto this space */ 964 // hack to ensure that freed objects still have a valid map
1108 op=ob->inv; 965 {
1109 while(op!=NULL) { 966 static maptile *freed_map; // freed objects are moved here to avoid crashes
1110 tmp=op->below; 967
1111 remove_ob(op); 968 if (!freed_map)
1112 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) || 969 {
1113 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 970 freed_map = new maptile;
1114 free_object(op); 971
1115 else { 972 freed_map->name = "/internal/freed_objects_map";
1116 op->x=ob->x; 973 freed_map->width = 3;
1117 op->y=ob->y; 974 freed_map->height = 3;
1118 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */ 975
1119 } 976 freed_map->allocate ();
1120 op=tmp;
1121 }
1122 }
1123 } 977 }
978
979 map = freed_map;
980 x = 1;
981 y = 1;
982 }
983
984 // clear those pointers that likely might have circular references to us
985 owner = 0;
986 enemy = 0;
987 attacked_by = 0;
988
989 // only relevant for players(?), but make sure of it anyways
990 contr = 0;
991
1124 /* Remove object from the active list */ 992 /* Remove object from the active list */
1125 ob->speed = 0; 993 speed = 0;
1126 update_ob_speed(ob); 994 update_ob_speed (this);
1127 995
1128 SET_FLAG(ob, FLAG_FREED); 996 unlink ();
1129 ob->count = 0;
1130 997
1131 /* Remove this object from the list of used objects */ 998 mortals.push_back (this);
1132 if(ob->prev==NULL) {
1133 objects=ob->next;
1134 if(objects!=NULL)
1135 objects->prev=NULL;
1136 }
1137 else {
1138 ob->prev->next=ob->next;
1139 if(ob->next!=NULL)
1140 ob->next->prev=ob->prev;
1141 }
1142
1143 if(ob->name!=NULL) FREE_AND_CLEAR_STR(ob->name);
1144 if(ob->name_pl!=NULL) FREE_AND_CLEAR_STR(ob->name_pl);
1145 if(ob->title!=NULL) FREE_AND_CLEAR_STR(ob->title);
1146 if(ob->race!=NULL) FREE_AND_CLEAR_STR(ob->race);
1147 if(ob->slaying!=NULL) FREE_AND_CLEAR_STR(ob->slaying);
1148 if(ob->skill!=NULL) FREE_AND_CLEAR_STR(ob->skill);
1149 if(ob->lore!=NULL) FREE_AND_CLEAR_STR(ob->lore);
1150 if(ob->msg!=NULL) FREE_AND_CLEAR_STR(ob->msg);
1151 if(ob->materialname!=NULL) FREE_AND_CLEAR_STR(ob->materialname);
1152
1153
1154 /* Why aren't events freed? */
1155 free_key_values(ob);
1156
1157#if 0 /* MEMORY_DEBUG*/
1158 /* This is a nice idea. Unfortunately, a lot of the code in crossfire
1159 * presumes the freed_object will stick around for at least a little
1160 * bit
1161 */
1162 /* this is necessary so that memory debugging programs will
1163 * be able to accurately report source of malloc. If we recycle
1164 * objects, then some other area may be doing the get_object
1165 * and not freeing it, but the original one that malloc'd the
1166 * object will get the blame.
1167 */
1168 free(ob);
1169#else
1170
1171 /* Now link it with the free_objects list: */
1172 ob->prev=NULL;
1173 ob->next=free_objects;
1174 if(free_objects!=NULL)
1175 free_objects->prev=ob;
1176 free_objects=ob;
1177 nroffreeobjects++;
1178#endif
1179}
1180
1181/*
1182 * count_free() returns the number of objects on the list of free objects.
1183 */
1184
1185int count_free(void) {
1186 int i=0;
1187 object *tmp=free_objects;
1188 while(tmp!=NULL)
1189 tmp=tmp->next, i++;
1190 return i;
1191}
1192
1193/*
1194 * count_used() returns the number of objects on the list of used objects.
1195 */
1196
1197int count_used(void) {
1198 int i=0;
1199 object *tmp=objects;
1200 while(tmp!=NULL)
1201 tmp=tmp->next, i++;
1202 return i;
1203}
1204
1205/*
1206 * count_active() returns the number of objects on the list of active objects.
1207 */
1208
1209int count_active(void) {
1210 int i=0;
1211 object *tmp=active_objects;
1212 while(tmp!=NULL)
1213 tmp=tmp->active_next, i++;
1214 return i;
1215} 999}
1216 1000
1217/* 1001/*
1218 * sub_weight() recursively (outwards) subtracts a number from the 1002 * sub_weight() recursively (outwards) subtracts a number from the
1219 * weight of an object (and what is carried by it's environment(s)). 1003 * weight of an object (and what is carried by it's environment(s)).
1220 */ 1004 */
1221 1005
1006void
1222void sub_weight (object *op, signed long weight) { 1007sub_weight (object *op, signed long weight)
1008{
1223 while (op != NULL) { 1009 while (op != NULL)
1010 {
1224 if (op->type == CONTAINER) { 1011 if (op->type == CONTAINER)
1225 weight=(signed long)(weight*(100-op->stats.Str)/100); 1012 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1226 } 1013
1227 op->carrying-=weight; 1014 op->carrying -= weight;
1228 op = op->env; 1015 op = op->env;
1229 } 1016 }
1230} 1017}
1231 1018
1232/* remove_ob(op): 1019/* remove_ob(op):
1233 * This function removes the object op from the linked list of objects 1020 * This function removes the object op from the linked list of objects
1234 * which it is currently tied to. When this function is done, the 1021 * which it is currently tied to. When this function is done, the
1236 * environment, the x and y coordinates will be updated to 1023 * environment, the x and y coordinates will be updated to
1237 * the previous environment. 1024 * the previous environment.
1238 * Beware: This function is called from the editor as well! 1025 * Beware: This function is called from the editor as well!
1239 */ 1026 */
1240 1027
1028void
1241void remove_ob(object *op) { 1029remove_ob (object *op)
1030{
1242 object *tmp,*last=NULL; 1031 object *tmp, *last = 0;
1243 object *otmp; 1032 object *otmp;
1244 tag_t tag; 1033
1245 int check_walk_off; 1034 int check_walk_off;
1246 mapstruct *m; 1035 maptile *m;
1036
1247 sint16 x,y; 1037 sint16 x, y;
1248
1249 1038
1250 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1039 if (QUERY_FLAG (op, FLAG_REMOVED))
1251 dump_object(op); 1040 return;
1252 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1253 1041
1254 /* Changed it to always dump core in this case. As has been learned
1255 * in the past, trying to recover from errors almost always
1256 * make things worse, and this is a real error here - something
1257 * that should not happen.
1258 * Yes, if this was a mission critical app, trying to do something
1259 * to recover may make sense, but that is because failure of the app
1260 * may have other disastrous problems. Cf runs out of a script
1261 * so is easily enough restarted without any real problems.
1262 * MSW 2001-07-01
1263 */
1264 abort();
1265 }
1266 if(op->more!=NULL)
1267 remove_ob(op->more);
1268
1269 SET_FLAG(op, FLAG_REMOVED); 1042 SET_FLAG (op, FLAG_REMOVED);
1270 1043
1044 if (op->more != NULL)
1045 remove_ob (op->more);
1046
1271 /* 1047 /*
1272 * In this case, the object to be removed is in someones 1048 * In this case, the object to be removed is in someones
1273 * inventory. 1049 * inventory.
1274 */ 1050 */
1275 if(op->env!=NULL) { 1051 if (op->env != NULL)
1052 {
1276 if(op->nrof) 1053 if (op->nrof)
1277 sub_weight(op->env, op->weight*op->nrof); 1054 sub_weight (op->env, op->weight * op->nrof);
1278 else 1055 else
1279 sub_weight(op->env, op->weight+op->carrying); 1056 sub_weight (op->env, op->weight + op->carrying);
1280 1057
1281 /* NO_FIX_PLAYER is set when a great many changes are being 1058 /* NO_FIX_PLAYER is set when a great many changes are being
1282 * made to players inventory. If set, avoiding the call 1059 * made to players inventory. If set, avoiding the call
1283 * to save cpu time. 1060 * to save cpu time.
1284 */ 1061 */
1285 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1062 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1286 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1287 fix_player(otmp); 1063 fix_player (otmp);
1288 1064
1289 if(op->above!=NULL) 1065 if (op->above != NULL)
1290 op->above->below=op->below; 1066 op->above->below = op->below;
1291 else 1067 else
1292 op->env->inv=op->below; 1068 op->env->inv = op->below;
1293 1069
1294 if(op->below!=NULL) 1070 if (op->below != NULL)
1295 op->below->above=op->above; 1071 op->below->above = op->above;
1296 1072
1297 /* we set up values so that it could be inserted into 1073 /* we set up values so that it could be inserted into
1298 * the map, but we don't actually do that - it is up 1074 * the map, but we don't actually do that - it is up
1299 * to the caller to decide what we want to do. 1075 * to the caller to decide what we want to do.
1300 */ 1076 */
1301 op->x=op->env->x,op->y=op->env->y; 1077 op->x = op->env->x, op->y = op->env->y;
1302 op->ox=op->x,op->oy=op->y;
1303 op->map=op->env->map; 1078 op->map = op->env->map;
1304 op->above=NULL,op->below=NULL; 1079 op->above = NULL, op->below = NULL;
1305 op->env=NULL; 1080 op->env = NULL;
1306 return; 1081 }
1082 else if (op->map)
1307 } 1083 {
1308
1309 /* If we get here, we are removing it from a map */
1310 if (op->map == NULL) return;
1311
1312 x = op->x; 1084 x = op->x;
1313 y = op->y; 1085 y = op->y;
1314 m = get_map_from_coord(op->map, &x, &y); 1086 m = get_map_from_coord (op->map, &x, &y);
1315 1087
1316 if (!m) { 1088 if (!m)
1089 {
1317 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1090 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1318 op->map->path, op->x, op->y); 1091 op->map->path, op->x, op->y);
1319 /* in old days, we used to set x and y to 0 and continue. 1092 /* in old days, we used to set x and y to 0 and continue.
1320 * it seems if we get into this case, something is probablye 1093 * it seems if we get into this case, something is probablye
1321 * screwed up and should be fixed. 1094 * screwed up and should be fixed.
1322 */ 1095 */
1323 abort(); 1096 abort ();
1324 } 1097 }
1098
1325 if (op->map != m) { 1099 if (op->map != m)
1326 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 1100 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1327 op->map->path, m->path, op->x, op->y, x, y); 1101 op->map->path, m->path, op->x, op->y, x, y);
1328 }
1329 1102
1330 /* Re did the following section of code - it looks like it had 1103 /* Re did the following section of code - it looks like it had
1331 * lots of logic for things we no longer care about 1104 * lots of logic for things we no longer care about
1332 */ 1105 */
1333 1106
1334 /* link the object above us */ 1107 /* link the object above us */
1335 if (op->above) 1108 if (op->above)
1336 op->above->below=op->below; 1109 op->above->below = op->below;
1337 else 1110 else
1338 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */ 1111 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1339 1112
1340 /* Relink the object below us, if there is one */ 1113 /* Relink the object below us, if there is one */
1341 if(op->below) { 1114 if (op->below)
1342 op->below->above=op->above; 1115 op->below->above = op->above;
1343 } else { 1116 else
1117 {
1344 /* Nothing below, which means we need to relink map object for this space 1118 /* Nothing below, which means we need to relink map object for this space
1345 * use translated coordinates in case some oddness with map tiling is 1119 * use translated coordinates in case some oddness with map tiling is
1346 * evident 1120 * evident
1347 */ 1121 */
1348 if(GET_MAP_OB(m,x,y)!=op) { 1122 if (GET_MAP_OB (m, x, y) != op)
1349 dump_object(op); 1123 {
1124 char *dump = dump_object (op);
1125 LOG (llevError,
1350 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); 1126 "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);
1351 dump_object(GET_MAP_OB(m,x,y)); 1127 free (dump);
1352 LOG(llevError,"%s\n",errmsg); 1128 dump = dump_object (GET_MAP_OB (m, x, y));
1353 } 1129 LOG (llevError, "%s\n", dump);
1130 free (dump);
1131 }
1132
1354 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 1133 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1355 } 1134 }
1356 op->above=NULL; 1135
1136 op->above = 0;
1357 op->below=NULL; 1137 op->below = 0;
1358 1138
1359 if (op->map->in_memory == MAP_SAVING) 1139 if (op->map->in_memory == MAP_SAVING)
1360 return; 1140 return;
1361 1141
1362 tag = op->count;
1363 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1142 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1143
1364 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1144 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1145 {
1365 /* No point updating the players look faces if he is the object 1146 /* No point updating the players look faces if he is the object
1366 * being removed. 1147 * being removed.
1367 */ 1148 */
1368 1149
1369 if(tmp->type==PLAYER && tmp!=op) { 1150 if (tmp->type == PLAYER && tmp != op)
1151 {
1370 /* If a container that the player is currently using somehow gets 1152 /* If a container that the player is currently using somehow gets
1371 * removed (most likely destroyed), update the player view 1153 * removed (most likely destroyed), update the player view
1372 * appropriately. 1154 * appropriately.
1373 */ 1155 */
1374 if (tmp->container==op) { 1156 if (tmp->container == op)
1375 CLEAR_FLAG(op, FLAG_APPLIED); 1157 {
1376 tmp->container=NULL; 1158 CLEAR_FLAG (op, FLAG_APPLIED);
1377 } 1159 tmp->container = NULL;
1160 }
1161
1378 tmp->contr->socket.update_look=1; 1162 tmp->contr->socket.update_look = 1;
1379 } 1163 }
1164
1380 /* See if player moving off should effect something */ 1165 /* See if player moving off should effect something */
1381 if (check_walk_off && ((op->move_type & tmp->move_off) && 1166 if (check_walk_off
1167 && ((op->move_type & tmp->move_off)
1382 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1168 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1383 1169 {
1384 move_apply(tmp, op, NULL); 1170 move_apply (tmp, op, NULL);
1385 if (was_destroyed (op, tag)) {
1386 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1387 "leaving object\n", tmp->name, tmp->arch->name);
1388 }
1389 }
1390 1171
1172 if (op->destroyed ())
1173 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1174 }
1175
1391 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1176 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1392 1177
1393 if(tmp->above == tmp) 1178 if (tmp->above == tmp)
1394 tmp->above = NULL; 1179 tmp->above = NULL;
1395 last=tmp; 1180
1396 } 1181 last = tmp;
1182 }
1183
1397 /* last == NULL of there are no objects on this space */ 1184 /* last == NULL of there are no objects on this space */
1398 if (last==NULL) { 1185 if (last == NULL)
1186 {
1399 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1187 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1400 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1188 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1401 * those out anyways, and if there are any flags set right now, they won't 1189 * those out anyways, and if there are any flags set right now, they won't
1402 * be correct anyways. 1190 * be correct anyways.
1403 */ 1191 */
1404 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1192 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1405 update_position(op->map, op->x, op->y); 1193 update_position (op->map, op->x, op->y);
1406 } 1194 }
1407 else 1195 else
1408 update_object(last, UP_OBJ_REMOVE); 1196 update_object (last, UP_OBJ_REMOVE);
1409 1197
1410 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1198 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1411 update_all_los(op->map, op->x, op->y); 1199 update_all_los (op->map, op->x, op->y);
1412 1200 }
1413} 1201}
1414 1202
1415/* 1203/*
1416 * merge_ob(op,top): 1204 * merge_ob(op,top):
1417 * 1205 *
1418 * This function goes through all objects below and including top, and 1206 * This function goes through all objects below and including top, and
1419 * merges op to the first matching object. 1207 * merges op to the first matching object.
1420 * If top is NULL, it is calculated. 1208 * If top is NULL, it is calculated.
1421 * Returns pointer to object if it succeded in the merge, otherwise NULL 1209 * Returns pointer to object if it succeded in the merge, otherwise NULL
1422 */ 1210 */
1423 1211object *
1424object *merge_ob(object *op, object *top) { 1212merge_ob (object *op, object *top)
1213{
1425 if(!op->nrof) 1214 if (!op->nrof)
1426 return 0; 1215 return 0;
1216
1427 if(top==NULL) 1217 if (top == NULL)
1428 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1218 for (top = op; top != NULL && top->above != NULL; top = top->above);
1219
1429 for(;top!=NULL;top=top->below) { 1220 for (; top != NULL; top = top->below)
1221 {
1430 if(top==op) 1222 if (top == op)
1431 continue; 1223 continue;
1432 if (CAN_MERGE(op,top)) 1224 if (CAN_MERGE (op, top))
1433 { 1225 {
1434 top->nrof+=op->nrof; 1226 top->nrof += op->nrof;
1227
1435/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1228/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1436 op->weight = 0; /* Don't want any adjustements now */ 1229 op->weight = 0; /* Don't want any adjustements now */
1437 remove_ob(op); 1230 remove_ob (op);
1438 free_object(op); 1231 free_object (op);
1439 return top; 1232 return top;
1440 } 1233 }
1441 } 1234 }
1235
1442 return NULL; 1236 return 0;
1443} 1237}
1444 1238
1445/* 1239/*
1446 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1240 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1447 * job preparing multi-part monsters 1241 * job preparing multi-part monsters
1448 */ 1242 */
1243object *
1449object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1244insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1245{
1450 object* tmp; 1246 object *tmp;
1247
1451 if (op->head) 1248 if (op->head)
1452 op=op->head; 1249 op = op->head;
1250
1453 for (tmp=op;tmp;tmp=tmp->more){ 1251 for (tmp = op; tmp; tmp = tmp->more)
1252 {
1454 tmp->x=x+tmp->arch->clone.x; 1253 tmp->x = x + tmp->arch->clone.x;
1455 tmp->y=y+tmp->arch->clone.y; 1254 tmp->y = y + tmp->arch->clone.y;
1456 } 1255 }
1256
1457 return insert_ob_in_map (op, m, originator, flag); 1257 return insert_ob_in_map (op, m, originator, flag);
1458} 1258}
1459 1259
1460/* 1260/*
1461 * insert_ob_in_map (op, map, originator, flag): 1261 * insert_ob_in_map (op, map, originator, flag):
1462 * This function inserts the object in the two-way linked list 1262 * This function inserts the object in the two-way linked list
1476 * new object if 'op' was merged with other object 1276 * new object if 'op' was merged with other object
1477 * NULL if 'op' was destroyed 1277 * NULL if 'op' was destroyed
1478 * just 'op' otherwise 1278 * just 'op' otherwise
1479 */ 1279 */
1480 1280
1281object *
1481object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1282insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1482{ 1283{
1483 object *tmp, *top, *floor=NULL; 1284 object *tmp, *top, *floor = NULL;
1484 sint16 x,y; 1285 sint16 x, y;
1485 1286
1486 if (QUERY_FLAG (op, FLAG_FREED)) { 1287 if (QUERY_FLAG (op, FLAG_FREED))
1288 {
1487 LOG (llevError, "Trying to insert freed object!\n"); 1289 LOG (llevError, "Trying to insert freed object!\n");
1488 return NULL; 1290 return NULL;
1291 }
1292
1293 if (m == NULL)
1489 } 1294 {
1490 if(m==NULL) { 1295 char *dump = dump_object (op);
1491 dump_object(op);
1492 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1296 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1493 return op; 1297 free (dump);
1298 return op;
1494 } 1299 }
1300
1495 if(out_of_map(m,op->x,op->y)) { 1301 if (out_of_map (m, op->x, op->y))
1496 dump_object(op); 1302 {
1303 char *dump = dump_object (op);
1497 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1304 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1498#ifdef MANY_CORES 1305#ifdef MANY_CORES
1499 /* Better to catch this here, as otherwise the next use of this object 1306 /* Better to catch this here, as otherwise the next use of this object
1500 * is likely to cause a crash. Better to find out where it is getting 1307 * is likely to cause a crash. Better to find out where it is getting
1501 * improperly inserted. 1308 * improperly inserted.
1502 */ 1309 */
1503 abort(); 1310 abort ();
1504#endif 1311#endif
1505 return op; 1312 free (dump);
1313 return op;
1506 } 1314 }
1315
1507 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1316 if (!QUERY_FLAG (op, FLAG_REMOVED))
1508 dump_object(op); 1317 {
1318 char *dump = dump_object (op);
1509 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1319 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1510 return op; 1320 free (dump);
1321 return op;
1511 } 1322 }
1323
1512 if(op->more!=NULL) { 1324 if (op->more != NULL)
1325 {
1513 /* The part may be on a different map. */ 1326 /* The part may be on a different map. */
1514 1327
1515 object *more = op->more; 1328 object *more = op->more;
1516 1329
1517 /* We really need the caller to normalize coordinates - if 1330 /* We really need the caller to normalize coordinates - if
1518 * we set the map, that doesn't work if the location is within 1331 * we set the map, that doesn't work if the location is within
1519 * a map and this is straddling an edge. So only if coordinate 1332 * a map and this is straddling an edge. So only if coordinate
1520 * is clear wrong do we normalize it. 1333 * is clear wrong do we normalize it.
1521 */ 1334 */
1522 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1335 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1523 /* Debugging information so you can see the last coordinates this object had */
1524 more->ox = more->x;
1525 more->oy = more->y;
1526 more->map = get_map_from_coord(m, &more->x, &more->y); 1336 more->map = get_map_from_coord (m, &more->x, &more->y);
1527 } else if (!more->map) { 1337 else if (!more->map)
1338 {
1528 /* For backwards compatibility - when not dealing with tiled maps, 1339 /* For backwards compatibility - when not dealing with tiled maps,
1529 * more->map should always point to the parent. 1340 * more->map should always point to the parent.
1530 */ 1341 */
1531 more->map = m; 1342 more->map = m;
1532 } 1343 }
1533 1344
1534 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1345 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1346 {
1535 if ( ! op->head) 1347 if (!op->head)
1536 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1348 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1349
1537 return NULL; 1350 return NULL;
1538 } 1351 }
1539 } 1352 }
1353
1540 CLEAR_FLAG(op,FLAG_REMOVED); 1354 CLEAR_FLAG (op, FLAG_REMOVED);
1541 1355
1542 /* Debugging information so you can see the last coordinates this object had */
1543 op->ox=op->x;
1544 op->oy=op->y;
1545
1546 /* Ideally, the caller figures this out. However, it complicates a lot 1356 /* Ideally, the caller figures this out. However, it complicates a lot
1547 * of areas of callers (eg, anything that uses find_free_spot would now 1357 * of areas of callers (eg, anything that uses find_free_spot would now
1548 * need extra work 1358 * need extra work
1549 */ 1359 */
1550 op->map=get_map_from_coord(m, &op->x, &op->y); 1360 op->map = get_map_from_coord (m, &op->x, &op->y);
1551 x = op->x; 1361 x = op->x;
1552 y = op->y; 1362 y = op->y;
1553 1363
1554 /* this has to be done after we translate the coordinates. 1364 /* this has to be done after we translate the coordinates.
1555 */ 1365 */
1556 if(op->nrof && !(flag & INS_NO_MERGE)) { 1366 if (op->nrof && !(flag & INS_NO_MERGE))
1557 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1367 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1558 if (CAN_MERGE(op,tmp)) { 1368 if (CAN_MERGE (op, tmp))
1559 op->nrof+=tmp->nrof; 1369 {
1560 remove_ob(tmp); 1370 op->nrof += tmp->nrof;
1561 free_object(tmp); 1371 remove_ob (tmp);
1562 } 1372 free_object (tmp);
1563 } 1373 }
1564 1374
1565 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1375 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1566 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1376 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1377
1567 if (!QUERY_FLAG(op, FLAG_ALIVE)) 1378 if (!QUERY_FLAG (op, FLAG_ALIVE))
1568 CLEAR_FLAG(op, FLAG_NO_STEAL); 1379 CLEAR_FLAG (op, FLAG_NO_STEAL);
1569 1380
1570 if (flag & INS_BELOW_ORIGINATOR) { 1381 if (flag & INS_BELOW_ORIGINATOR)
1382 {
1571 if (originator->map != op->map || originator->x != op->x || 1383 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1572 originator->y != op->y) { 1384 {
1573 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1385 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1574 abort(); 1386 abort ();
1575 } 1387 }
1388
1576 op->above = originator; 1389 op->above = originator;
1577 op->below = originator->below; 1390 op->below = originator->below;
1578 if (op->below) op->below->above = op; 1391
1392 if (op->below)
1393 op->below->above = op;
1394 else
1579 else SET_MAP_OB(op->map, op->x, op->y, op); 1395 SET_MAP_OB (op->map, op->x, op->y, op);
1396
1580 /* since *below* originator, no need to update top */ 1397 /* since *below* originator, no need to update top */
1581 originator->below = op; 1398 originator->below = op;
1582 } else { 1399 }
1400 else
1401 {
1583 /* If there are other objects, then */ 1402 /* If there are other objects, then */
1584 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) { 1403 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1404 {
1585 object *last=NULL; 1405 object *last = NULL;
1586 /* 1406
1407 /*
1587 * If there are multiple objects on this space, we do some trickier handling. 1408 * If there are multiple objects on this space, we do some trickier handling.
1588 * We've already dealt with merging if appropriate. 1409 * We've already dealt with merging if appropriate.
1589 * Generally, we want to put the new object on top. But if 1410 * Generally, we want to put the new object on top. But if
1590 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1411 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1591 * floor, we want to insert above that and no further. 1412 * floor, we want to insert above that and no further.
1592 * Also, if there are spell objects on this space, we stop processing 1413 * Also, if there are spell objects on this space, we stop processing
1593 * once we get to them. This reduces the need to traverse over all of 1414 * once we get to them. This reduces the need to traverse over all of
1594 * them when adding another one - this saves quite a bit of cpu time 1415 * them when adding another one - this saves quite a bit of cpu time
1595 * when lots of spells are cast in one area. Currently, it is presumed 1416 * when lots of spells are cast in one area. Currently, it is presumed
1596 * that flying non pickable objects are spell objects. 1417 * that flying non pickable objects are spell objects.
1597 */ 1418 */
1598 1419
1599 while (top != NULL) { 1420 while (top != NULL)
1600 if (QUERY_FLAG(top, FLAG_IS_FLOOR) || 1421 {
1601 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top; 1422 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1602 if (QUERY_FLAG(top, FLAG_NO_PICK) 1423 floor = top;
1603 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH)) 1424
1604 && !QUERY_FLAG(top, FLAG_IS_FLOOR)) 1425 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1605 { 1426 {
1606 /* We insert above top, so we want this object below this */ 1427 /* We insert above top, so we want this object below this */
1607 top=top->below; 1428 top = top->below;
1608 break; 1429 break;
1609 } 1430 }
1610 last = top; 1431
1611 top = top->above; 1432 last = top;
1612 } 1433 top = top->above;
1434 }
1435
1613 /* Don't want top to be NULL, so set it to the last valid object */ 1436 /* Don't want top to be NULL, so set it to the last valid object */
1614 top = last; 1437 top = last;
1615 1438
1616 /* We let update_position deal with figuring out what the space 1439 /* We let update_position deal with figuring out what the space
1617 * looks like instead of lots of conditions here. 1440 * looks like instead of lots of conditions here.
1618 * makes things faster, and effectively the same result. 1441 * makes things faster, and effectively the same result.
1619 */ 1442 */
1620 1443
1621 /* Have object 'fall below' other objects that block view. 1444 /* Have object 'fall below' other objects that block view.
1622 * Unless those objects are exits, type 66 1445 * Unless those objects are exits, type 66
1623 * If INS_ON_TOP is used, don't do this processing 1446 * If INS_ON_TOP is used, don't do this processing
1624 * Need to find the object that in fact blocks view, otherwise 1447 * Need to find the object that in fact blocks view, otherwise
1625 * stacking is a bit odd. 1448 * stacking is a bit odd.
1626 */ 1449 */
1627 if (!(flag & INS_ON_TOP) && 1450 if (!(flag & INS_ON_TOP) &&
1628 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && 1451 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1629 (op->face && !op->face->visibility)) { 1452 {
1630 for (last=top; last != floor; last=last->below) 1453 for (last = top; last != floor; last = last->below)
1631 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break; 1454 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1455 break;
1632 /* Check to see if we found the object that blocks view, 1456 /* Check to see if we found the object that blocks view,
1633 * and make sure we have a below pointer for it so that 1457 * and make sure we have a below pointer for it so that
1634 * we can get inserted below this one, which requires we 1458 * we can get inserted below this one, which requires we
1635 * set top to the object below us. 1459 * set top to the object below us.
1636 */ 1460 */
1637 if (last && last->below && last != floor) top=last->below; 1461 if (last && last->below && last != floor)
1638 } 1462 top = last->below;
1639 } /* If objects on this space */ 1463 }
1464 } /* If objects on this space */
1465
1640 if (flag & INS_MAP_LOAD) 1466 if (flag & INS_MAP_LOAD)
1641 top = GET_MAP_TOP(op->map,op->x,op->y); 1467 top = GET_MAP_TOP (op->map, op->x, op->y);
1468
1642 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1469 if (flag & INS_ABOVE_FLOOR_ONLY)
1470 top = floor;
1643 1471
1644 /* Top is the object that our object (op) is going to get inserted above. 1472 /* Top is the object that our object (op) is going to get inserted above.
1645 */ 1473 */
1646 1474
1647 /* First object on this space */ 1475 /* First object on this space */
1648 if (!top) { 1476 if (!top)
1477 {
1649 op->above = GET_MAP_OB(op->map, op->x, op->y); 1478 op->above = GET_MAP_OB (op->map, op->x, op->y);
1650 if (op->above) op->above->below = op; 1479
1480 if (op->above)
1481 op->above->below = op;
1482
1651 op->below = NULL; 1483 op->below = NULL;
1652 SET_MAP_OB(op->map, op->x, op->y, op); 1484 SET_MAP_OB (op->map, op->x, op->y, op);
1653 } else { /* get inserted into the stack above top */ 1485 }
1486 else
1487 { /* get inserted into the stack above top */
1654 op->above = top->above; 1488 op->above = top->above;
1655 if (op->above) op->above->below = op; 1489
1490 if (op->above)
1491 op->above->below = op;
1492
1656 op->below = top; 1493 op->below = top;
1657 top->above = op; 1494 top->above = op;
1658 } 1495 }
1496
1659 if (op->above==NULL) 1497 if (op->above == NULL)
1660 SET_MAP_TOP(op->map,op->x, op->y, op); 1498 SET_MAP_TOP (op->map, op->x, op->y, op);
1661 } /* else not INS_BELOW_ORIGINATOR */ 1499 } /* else not INS_BELOW_ORIGINATOR */
1662 1500
1663 if(op->type==PLAYER) 1501 if (op->type == PLAYER)
1664 op->contr->do_los=1; 1502 op->contr->do_los = 1;
1665 1503
1666 /* If we have a floor, we know the player, if any, will be above 1504 /* If we have a floor, we know the player, if any, will be above
1667 * it, so save a few ticks and start from there. 1505 * it, so save a few ticks and start from there.
1668 */ 1506 */
1669 if (!(flag & INS_MAP_LOAD)) 1507 if (!(flag & INS_MAP_LOAD))
1670 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1508 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1671 if (tmp->type == PLAYER) 1509 if (tmp->type == PLAYER)
1672 tmp->contr->socket.update_look=1; 1510 tmp->contr->socket.update_look = 1;
1673 }
1674 1511
1675 /* If this object glows, it may affect lighting conditions that are 1512 /* If this object glows, it may affect lighting conditions that are
1676 * visible to others on this map. But update_all_los is really 1513 * visible to others on this map. But update_all_los is really
1677 * an inefficient way to do this, as it means los for all players 1514 * an inefficient way to do this, as it means los for all players
1678 * on the map will get recalculated. The players could very well 1515 * on the map will get recalculated. The players could very well
1679 * be far away from this change and not affected in any way - 1516 * be far away from this change and not affected in any way -
1680 * this should get redone to only look for players within range, 1517 * this should get redone to only look for players within range,
1681 * or just updating the P_NEED_UPDATE for spaces within this area 1518 * or just updating the P_NEED_UPDATE for spaces within this area
1682 * of effect may be sufficient. 1519 * of effect may be sufficient.
1683 */ 1520 */
1684 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1521 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1685 update_all_los(op->map, op->x, op->y); 1522 update_all_los (op->map, op->x, op->y);
1686 1523
1687
1688 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1524 /* updates flags (blocked, alive, no magic, etc) for this map space */
1689 update_object(op,UP_OBJ_INSERT); 1525 update_object (op, UP_OBJ_INSERT);
1690 1526
1691
1692 /* Don't know if moving this to the end will break anything. However, 1527 /* Don't know if moving this to the end will break anything. However,
1693 * we want to have update_look set above before calling this. 1528 * we want to have update_look set above before calling this.
1694 * 1529 *
1695 * check_move_on() must be after this because code called from 1530 * check_move_on() must be after this because code called from
1696 * check_move_on() depends on correct map flags (so functions like 1531 * check_move_on() depends on correct map flags (so functions like
1697 * blocked() and wall() work properly), and these flags are updated by 1532 * blocked() and wall() work properly), and these flags are updated by
1698 * update_object(). 1533 * update_object().
1699 */ 1534 */
1700 1535
1701 /* if this is not the head or flag has been passed, don't check walk on status */ 1536 /* if this is not the head or flag has been passed, don't check walk on status */
1702
1703 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1537 if (!(flag & INS_NO_WALK_ON) && !op->head)
1538 {
1704 if (check_move_on(op, originator)) 1539 if (check_move_on (op, originator))
1705 return NULL; 1540 return NULL;
1706 1541
1707 /* If we are a multi part object, lets work our way through the check 1542 /* If we are a multi part object, lets work our way through the check
1708 * walk on's. 1543 * walk on's.
1709 */ 1544 */
1710 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1545 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1711 if (check_move_on (tmp, originator)) 1546 if (check_move_on (tmp, originator))
1712 return NULL; 1547 return NULL;
1713 } 1548 }
1549
1714 return op; 1550 return op;
1715} 1551}
1716 1552
1717/* this function inserts an object in the map, but if it 1553/* this function inserts an object in the map, but if it
1718 * finds an object of its own type, it'll remove that one first. 1554 * finds an object of its own type, it'll remove that one first.
1719 * op is the object to insert it under: supplies x and the map. 1555 * op is the object to insert it under: supplies x and the map.
1720 */ 1556 */
1557void
1721void replace_insert_ob_in_map(const char *arch_string, object *op) { 1558replace_insert_ob_in_map (const char *arch_string, object *op)
1559{
1722 object *tmp; 1560 object *
1723 object *tmp1; 1561 tmp;
1562 object *
1563 tmp1;
1724 1564
1725 /* first search for itself and remove any old instances */ 1565 /* first search for itself and remove any old instances */
1726 1566
1727 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1567 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1568 {
1728 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1569 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1570 {
1729 remove_ob(tmp); 1571 remove_ob (tmp);
1730 free_object(tmp); 1572 free_object (tmp);
1731 } 1573 }
1732 } 1574 }
1733 1575
1734 tmp1=arch_to_object(find_archetype(arch_string)); 1576 tmp1 = arch_to_object (archetype::find (arch_string));
1735 1577
1736 1578 tmp1->x = op->x;
1737 tmp1->x = op->x; tmp1->y = op->y; 1579 tmp1->y = op->y;
1738 insert_ob_in_map(tmp1,op->map,op,0); 1580 insert_ob_in_map (tmp1, op->map, op, 0);
1739} 1581}
1740 1582
1741/* 1583/*
1742 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1584 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1743 * is returned contains nr objects, and the remaining parts contains 1585 * is returned contains nr objects, and the remaining parts contains
1744 * the rest (or is removed and freed if that number is 0). 1586 * the rest (or is removed and freed if that number is 0).
1745 * On failure, NULL is returned, and the reason put into the 1587 * On failure, NULL is returned, and the reason put into the
1746 * global static errmsg array. 1588 * global static errmsg array.
1747 */ 1589 */
1748 1590
1591object *
1749object *get_split_ob(object *orig_ob, uint32 nr) { 1592get_split_ob (object *orig_ob, uint32 nr)
1750 object *newob; 1593{
1594 object *
1595 newob;
1596 int
1751 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1597 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1752 1598
1753 if(orig_ob->nrof<nr) { 1599 if (orig_ob->nrof < nr)
1754 sprintf(errmsg,"There are only %d %ss.",
1755 orig_ob->nrof?orig_ob->nrof:1, orig_ob->name);
1756 return NULL;
1757 } 1600 {
1601 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1602 return NULL;
1603 }
1604
1758 newob = object_create_clone(orig_ob); 1605 newob = object_create_clone (orig_ob);
1606
1759 if((orig_ob->nrof-=nr)<1) { 1607 if ((orig_ob->nrof -= nr) < 1)
1608 {
1760 if ( ! is_removed) 1609 if (!is_removed)
1761 remove_ob(orig_ob); 1610 remove_ob (orig_ob);
1762 free_object2(orig_ob, 1); 1611 free_object2 (orig_ob, 1);
1763 } 1612 }
1764 else if ( ! is_removed) { 1613 else if (!is_removed)
1614 {
1765 if(orig_ob->env!=NULL) 1615 if (orig_ob->env != NULL)
1766 sub_weight (orig_ob->env,orig_ob->weight*nr); 1616 sub_weight (orig_ob->env, orig_ob->weight * nr);
1767 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1617 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1618 {
1768 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1619 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1769 LOG(llevDebug,
1770 "Error, Tried to split object whose map is not in memory.\n"); 1620 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1771 return NULL; 1621 return NULL;
1772 } 1622 }
1773 } 1623 }
1624
1774 newob->nrof=nr; 1625 newob->nrof = nr;
1775 1626
1776 return newob; 1627 return newob;
1777} 1628}
1778 1629
1779/* 1630/*
1780 * decrease_ob_nr(object, number) decreases a specified number from 1631 * decrease_ob_nr(object, number) decreases a specified number from
1781 * the amount of an object. If the amount reaches 0, the object 1632 * the amount of an object. If the amount reaches 0, the object
1782 * is subsequently removed and freed. 1633 * is subsequently removed and freed.
1783 * 1634 *
1784 * Return value: 'op' if something is left, NULL if the amount reached 0 1635 * Return value: 'op' if something is left, NULL if the amount reached 0
1785 */ 1636 */
1786 1637
1638object *
1787object *decrease_ob_nr (object *op, uint32 i) 1639decrease_ob_nr (object *op, uint32 i)
1788{ 1640{
1789 object *tmp; 1641 object *tmp;
1790 player *pl; 1642 player *pl;
1791 1643
1792 if (i == 0) /* objects with op->nrof require this check */ 1644 if (i == 0) /* objects with op->nrof require this check */
1793 return op; 1645 return op;
1794 1646
1795 if (i > op->nrof) 1647 if (i > op->nrof)
1796 i = op->nrof; 1648 i = op->nrof;
1797 1649
1798 if (QUERY_FLAG (op, FLAG_REMOVED)) 1650 if (QUERY_FLAG (op, FLAG_REMOVED))
1651 op->nrof -= i;
1652 else if (op->env != NULL)
1653 {
1654 /* is this object in the players inventory, or sub container
1655 * therein?
1656 */
1657 tmp = is_player_inv (op->env);
1658 /* nope. Is this a container the player has opened?
1659 * If so, set tmp to that player.
1660 * IMO, searching through all the players will mostly
1661 * likely be quicker than following op->env to the map,
1662 * and then searching the map for a player.
1663 */
1664 if (!tmp)
1665 {
1666 for (pl = first_player; pl; pl = pl->next)
1667 if (pl->ob->container == op->env)
1668 break;
1669 if (pl)
1670 tmp = pl->ob;
1671 else
1672 tmp = NULL;
1673 }
1674
1675 if (i < op->nrof)
1676 {
1677 sub_weight (op->env, op->weight * i);
1678 op->nrof -= i;
1679 if (tmp)
1680 {
1681 esrv_send_item (tmp, op);
1682 }
1683 }
1684 else
1685 {
1686 remove_ob (op);
1687 op->nrof = 0;
1688 if (tmp)
1689 {
1690 esrv_del_item (tmp->contr, op->count);
1691 }
1692 }
1799 { 1693 }
1694 else
1695 {
1696 object *above = op->above;
1697
1698 if (i < op->nrof)
1800 op->nrof -= i; 1699 op->nrof -= i;
1801 }
1802 else if (op->env != NULL)
1803 {
1804 /* is this object in the players inventory, or sub container
1805 * therein?
1806 */
1807 tmp = is_player_inv (op->env);
1808 /* nope. Is this a container the player has opened?
1809 * If so, set tmp to that player.
1810 * IMO, searching through all the players will mostly
1811 * likely be quicker than following op->env to the map,
1812 * and then searching the map for a player.
1813 */
1814 if (!tmp) {
1815 for (pl=first_player; pl; pl=pl->next)
1816 if (pl->ob->container == op->env) break;
1817 if (pl) tmp=pl->ob;
1818 else tmp=NULL;
1819 }
1820
1821 if (i < op->nrof) {
1822 sub_weight (op->env, op->weight * i);
1823 op->nrof -= i;
1824 if (tmp) {
1825 esrv_send_item(tmp, op);
1826 }
1827 } else { 1700 else
1701 {
1828 remove_ob (op); 1702 remove_ob (op);
1829 op->nrof = 0; 1703 op->nrof = 0;
1830 if (tmp) {
1831 esrv_del_item(tmp->contr, op->count);
1832 } 1704 }
1833 }
1834 }
1835 else
1836 {
1837 object *above = op->above;
1838 1705
1839 if (i < op->nrof) {
1840 op->nrof -= i;
1841 } else {
1842 remove_ob (op);
1843 op->nrof = 0;
1844 }
1845 /* Since we just removed op, op->above is null */ 1706 /* Since we just removed op, op->above is null */
1846 for (tmp = above; tmp != NULL; tmp = tmp->above) 1707 for (tmp = above; tmp != NULL; tmp = tmp->above)
1847 if (tmp->type == PLAYER) { 1708 if (tmp->type == PLAYER)
1709 {
1848 if (op->nrof) 1710 if (op->nrof)
1849 esrv_send_item(tmp, op); 1711 esrv_send_item (tmp, op);
1850 else 1712 else
1851 esrv_del_item(tmp->contr, op->count); 1713 esrv_del_item (tmp->contr, op->count);
1852 } 1714 }
1853 } 1715 }
1854 1716
1855 if (op->nrof) { 1717 if (op->nrof)
1856 return op; 1718 return op;
1857 } else { 1719 else
1720 {
1858 free_object (op); 1721 free_object (op);
1859 return NULL; 1722 return NULL;
1860 } 1723 }
1861} 1724}
1862 1725
1863/* 1726/*
1864 * add_weight(object, weight) adds the specified weight to an object, 1727 * add_weight(object, weight) adds the specified weight to an object,
1865 * and also updates how much the environment(s) is/are carrying. 1728 * and also updates how much the environment(s) is/are carrying.
1866 */ 1729 */
1867 1730
1731void
1868void add_weight (object *op, signed long weight) { 1732add_weight (object *op, signed long weight)
1733{
1869 while (op!=NULL) { 1734 while (op != NULL)
1735 {
1870 if (op->type == CONTAINER) { 1736 if (op->type == CONTAINER)
1871 weight=(signed long)(weight*(100-op->stats.Str)/100); 1737 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1872 } 1738
1873 op->carrying+=weight; 1739 op->carrying += weight;
1874 op=op->env; 1740 op = op->env;
1875 } 1741 }
1876} 1742}
1877 1743
1878/* 1744/*
1879 * insert_ob_in_ob(op,environment): 1745 * insert_ob_in_ob(op,environment):
1880 * This function inserts the object op in the linked list 1746 * This function inserts the object op in the linked list
1887 * 1753 *
1888 * The function returns now pointer to inserted item, and return value can 1754 * The function returns now pointer to inserted item, and return value can
1889 * be != op, if items are merged. -Tero 1755 * be != op, if items are merged. -Tero
1890 */ 1756 */
1891 1757
1758object *
1892object *insert_ob_in_ob(object *op,object *where) { 1759insert_ob_in_ob (object *op, object *where)
1893 object *tmp, *otmp; 1760{
1761 object *
1762 tmp, *
1763 otmp;
1894 1764
1895 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1765 if (!QUERY_FLAG (op, FLAG_REMOVED))
1896 dump_object(op); 1766 {
1767 char *dump = dump_object (op);
1897 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1768 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", dump);
1769 free (dump);
1898 return op; 1770 return op;
1899 } 1771 }
1772
1900 if(where==NULL) { 1773 if (where == NULL)
1901 dump_object(op); 1774 {
1775 char *dump = dump_object (op);
1902 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg); 1776 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1777 free (dump);
1903 return op; 1778 return op;
1904 } 1779 }
1780
1905 if (where->head) { 1781 if (where->head)
1906 LOG(llevDebug, 1782 {
1907 "Warning: Tried to insert object wrong part of multipart object.\n"); 1783 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1908 where = where->head; 1784 where = where->head;
1909 } 1785 }
1786
1910 if (op->more) { 1787 if (op->more)
1788 {
1911 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1789 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1912 op->name, op->count);
1913 return op; 1790 return op;
1914 } 1791 }
1792
1915 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1793 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1916 CLEAR_FLAG(op, FLAG_REMOVED); 1794 CLEAR_FLAG (op, FLAG_REMOVED);
1917 if(op->nrof) { 1795 if (op->nrof)
1796 {
1918 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1797 for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1919 if ( CAN_MERGE(tmp,op) ) { 1798 if (CAN_MERGE (tmp, op))
1799 {
1920 /* return the original object and remove inserted object 1800 /* return the original object and remove inserted object
1921 (client needs the original object) */ 1801 (client needs the original object) */
1922 tmp->nrof += op->nrof; 1802 tmp->nrof += op->nrof;
1923 /* Weight handling gets pretty funky. Since we are adding to 1803 /* Weight handling gets pretty funky. Since we are adding to
1924 * tmp->nrof, we need to increase the weight. 1804 * tmp->nrof, we need to increase the weight.
1925 */ 1805 */
1926 add_weight (where, op->weight*op->nrof); 1806 add_weight (where, op->weight * op->nrof);
1927 SET_FLAG(op, FLAG_REMOVED); 1807 SET_FLAG (op, FLAG_REMOVED);
1928 free_object(op); /* free the inserted object */ 1808 free_object (op); /* free the inserted object */
1929 op = tmp; 1809 op = tmp;
1930 remove_ob (op); /* and fix old object's links */ 1810 remove_ob (op); /* and fix old object's links */
1931 CLEAR_FLAG(op, FLAG_REMOVED); 1811 CLEAR_FLAG (op, FLAG_REMOVED);
1932 break; 1812 break;
1933 } 1813 }
1934 1814
1935 /* I assume combined objects have no inventory 1815 /* I assume combined objects have no inventory
1936 * We add the weight - this object could have just been removed 1816 * We add the weight - this object could have just been removed
1937 * (if it was possible to merge). calling remove_ob will subtract 1817 * (if it was possible to merge). calling remove_ob will subtract
1938 * the weight, so we need to add it in again, since we actually do 1818 * the weight, so we need to add it in again, since we actually do
1939 * the linking below 1819 * the linking below
1940 */ 1820 */
1941 add_weight (where, op->weight*op->nrof); 1821 add_weight (where, op->weight * op->nrof);
1822 }
1942 } else 1823 else
1943 add_weight (where, (op->weight+op->carrying)); 1824 add_weight (where, (op->weight + op->carrying));
1944 1825
1945 otmp=is_player_inv(where); 1826 otmp = is_player_inv (where);
1946 if (otmp&&otmp->contr!=NULL) { 1827 if (otmp && otmp->contr != NULL)
1828 {
1947 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1829 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1948 fix_player(otmp); 1830 fix_player (otmp);
1949 } 1831 }
1950 1832
1951 op->map=NULL; 1833 op->map = NULL;
1952 op->env=where; 1834 op->env = where;
1953 op->above=NULL; 1835 op->above = NULL;
1954 op->below=NULL; 1836 op->below = NULL;
1955 op->x=0,op->y=0; 1837 op->x = 0, op->y = 0;
1956 op->ox=0,op->oy=0;
1957 1838
1958 /* reset the light list and los of the players on the map */ 1839 /* reset the light list and los of the players on the map */
1959 if((op->glow_radius!=0)&&where->map) 1840 if ((op->glow_radius != 0) && where->map)
1960 { 1841 {
1961#ifdef DEBUG_LIGHTS 1842#ifdef DEBUG_LIGHTS
1962 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1843 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1963 op->name);
1964#endif /* DEBUG_LIGHTS */ 1844#endif /* DEBUG_LIGHTS */
1845 if (MAP_DARKNESS (where->map))
1965 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1846 update_all_los (where->map, where->x, where->y);
1966 } 1847 }
1967 1848
1968 /* Client has no idea of ordering so lets not bother ordering it here. 1849 /* Client has no idea of ordering so lets not bother ordering it here.
1969 * It sure simplifies this function... 1850 * It sure simplifies this function...
1970 */ 1851 */
1971 if (where->inv==NULL) 1852 if (where->inv == NULL)
1972 where->inv=op; 1853 where->inv = op;
1973 else { 1854 else
1855 {
1974 op->below = where->inv; 1856 op->below = where->inv;
1975 op->below->above = op; 1857 op->below->above = op;
1976 where->inv = op; 1858 where->inv = op;
1977 } 1859 }
1978 return op; 1860 return op;
1979} 1861}
1980 1862
1981/* 1863/*
1982 * Checks if any objects has a move_type that matches objects 1864 * Checks if any objects has a move_type that matches objects
1997 * MSW 2001-07-08: Check all objects on space, not just those below 1879 * MSW 2001-07-08: Check all objects on space, not just those below
1998 * object being inserted. insert_ob_in_map may not put new objects 1880 * object being inserted. insert_ob_in_map may not put new objects
1999 * on top. 1881 * on top.
2000 */ 1882 */
2001 1883
1884int
2002int check_move_on (object *op, object *originator) 1885check_move_on (object *op, object *originator)
2003{ 1886{
2004 object *tmp; 1887 object *tmp;
2005 tag_t tag;
2006 mapstruct *m=op->map; 1888 maptile *m = op->map;
2007 int x=op->x, y=op->y; 1889 int x = op->x, y = op->y;
1890
2008 MoveType move_on, move_slow, move_block; 1891 MoveType move_on, move_slow, move_block;
2009 1892
2010 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1893 if (QUERY_FLAG (op, FLAG_NO_APPLY))
2011 return 0;
2012
2013 tag = op->count;
2014
2015 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
2016 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
2017 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
2018
2019 /* if nothing on this space will slow op down or be applied,
2020 * no need to do checking below. have to make sure move_type
2021 * is set, as lots of objects don't have it set - we treat that
2022 * as walking.
2023 */
2024 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
2025 return 0;
2026
2027 /* This is basically inverse logic of that below - basically,
2028 * if the object can avoid the move on or slow move, they do so,
2029 * but can't do it if the alternate movement they are using is
2030 * blocked. Logic on this seems confusing, but does seem correct.
2031 */
2032 if ((op->move_type & ~move_on & ~move_block) != 0 &&
2033 (op->move_type & ~move_slow & ~move_block) != 0) return 0;
2034
2035 /* The objects have to be checked from top to bottom.
2036 * Hence, we first go to the top:
2037 */
2038
2039 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL &&
2040 tmp->above!=NULL; tmp=tmp->above) {
2041 /* Trim the search when we find the first other spell effect
2042 * this helps performance so that if a space has 50 spell objects,
2043 * we don't need to check all of them.
2044 */
2045 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break;
2046 }
2047 for(;tmp!=NULL; tmp=tmp->below) {
2048 if (tmp == op) continue; /* Can't apply yourself */
2049
2050 /* Check to see if one of the movement types should be slowed down.
2051 * Second check makes sure that the movement types not being slowed
2052 * (~slow_move) is not blocked on this space - just because the
2053 * space doesn't slow down swimming (for example), if you can't actually
2054 * swim on that space, can't use it to avoid the penalty.
2055 */
2056 if (!QUERY_FLAG(op, FLAG_WIZPASS)) {
2057 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2058 ((op->move_type & tmp->move_slow) &&
2059 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) {
2060
2061 float diff;
2062
2063 diff = tmp->move_slow_penalty*FABS(op->speed);
2064 if (op->type == PLAYER) {
2065 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) ||
2066 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) {
2067 diff /= 4.0;
2068 }
2069 }
2070 op->speed_left -= diff;
2071 }
2072 }
2073
2074 /* Basically same logic as above, except now for actual apply. */
2075 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2076 ((op->move_type & tmp->move_on) &&
2077 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) {
2078
2079 move_apply(tmp, op, originator);
2080 if (was_destroyed (op, tag))
2081 return 1;
2082
2083 /* what the person/creature stepped onto has moved the object
2084 * someplace new. Don't process any further - if we did,
2085 * have a feeling strange problems would result.
2086 */
2087 if (op->map != m || op->x != x || op->y != y) return 0;
2088 }
2089 }
2090 return 0; 1894 return 0;
1895
1896 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1897 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1898 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1899
1900 /* if nothing on this space will slow op down or be applied,
1901 * no need to do checking below. have to make sure move_type
1902 * is set, as lots of objects don't have it set - we treat that
1903 * as walking.
1904 */
1905 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1906 return 0;
1907
1908 /* This is basically inverse logic of that below - basically,
1909 * if the object can avoid the move on or slow move, they do so,
1910 * but can't do it if the alternate movement they are using is
1911 * blocked. Logic on this seems confusing, but does seem correct.
1912 */
1913 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1914 return 0;
1915
1916 /* The objects have to be checked from top to bottom.
1917 * Hence, we first go to the top:
1918 */
1919
1920 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1921 {
1922 /* Trim the search when we find the first other spell effect
1923 * this helps performance so that if a space has 50 spell objects,
1924 * we don't need to check all of them.
1925 */
1926 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1927 break;
1928 }
1929
1930 for (; tmp; tmp = tmp->below)
1931 {
1932 if (tmp == op)
1933 continue; /* Can't apply yourself */
1934
1935 /* Check to see if one of the movement types should be slowed down.
1936 * Second check makes sure that the movement types not being slowed
1937 * (~slow_move) is not blocked on this space - just because the
1938 * space doesn't slow down swimming (for example), if you can't actually
1939 * swim on that space, can't use it to avoid the penalty.
1940 */
1941 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1942 {
1943 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1944 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1945 {
1946
1947 float
1948 diff = tmp->move_slow_penalty * FABS (op->speed);
1949
1950 if (op->type == PLAYER)
1951 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1952 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1953 diff /= 4.0;
1954
1955 op->speed_left -= diff;
1956 }
1957 }
1958
1959 /* Basically same logic as above, except now for actual apply. */
1960 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1961 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1962 {
1963 move_apply (tmp, op, originator);
1964
1965 if (op->destroyed ())
1966 return 1;
1967
1968 /* what the person/creature stepped onto has moved the object
1969 * someplace new. Don't process any further - if we did,
1970 * have a feeling strange problems would result.
1971 */
1972 if (op->map != m || op->x != x || op->y != y)
1973 return 0;
1974 }
1975 }
1976
1977 return 0;
2091} 1978}
2092 1979
2093/* 1980/*
2094 * present_arch(arch, map, x, y) searches for any objects with 1981 * present_arch(arch, map, x, y) searches for any objects with
2095 * a matching archetype at the given map and coordinates. 1982 * a matching archetype at the given map and coordinates.
2096 * The first matching object is returned, or NULL if none. 1983 * The first matching object is returned, or NULL if none.
2097 */ 1984 */
2098 1985
1986object *
2099object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1987present_arch (const archetype *at, maptile *m, int x, int y)
1988{
2100 object *tmp; 1989 object *
1990 tmp;
1991
2101 if(m==NULL || out_of_map(m,x,y)) { 1992 if (m == NULL || out_of_map (m, x, y))
1993 {
2102 LOG(llevError,"Present_arch called outside map.\n"); 1994 LOG (llevError, "Present_arch called outside map.\n");
2103 return NULL; 1995 return NULL;
2104 } 1996 }
2105 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1997 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2106 if(tmp->arch == at) 1998 if (tmp->arch == at)
2107 return tmp; 1999 return tmp;
2108 return NULL; 2000 return NULL;
2109} 2001}
2110 2002
2111/* 2003/*
2112 * present(type, map, x, y) searches for any objects with 2004 * present(type, map, x, y) searches for any objects with
2113 * a matching type variable at the given map and coordinates. 2005 * a matching type variable at the given map and coordinates.
2114 * The first matching object is returned, or NULL if none. 2006 * The first matching object is returned, or NULL if none.
2115 */ 2007 */
2116 2008
2009object *
2117object *present(unsigned char type,mapstruct *m, int x,int y) { 2010present (unsigned char type, maptile *m, int x, int y)
2011{
2118 object *tmp; 2012 object *
2013 tmp;
2014
2119 if(out_of_map(m,x,y)) { 2015 if (out_of_map (m, x, y))
2016 {
2120 LOG(llevError,"Present called outside map.\n"); 2017 LOG (llevError, "Present called outside map.\n");
2121 return NULL; 2018 return NULL;
2122 } 2019 }
2123 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 2020 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2124 if(tmp->type==type) 2021 if (tmp->type == type)
2125 return tmp; 2022 return tmp;
2126 return NULL; 2023 return NULL;
2127} 2024}
2128 2025
2129/* 2026/*
2130 * present_in_ob(type, object) searches for any objects with 2027 * present_in_ob(type, object) searches for any objects with
2131 * a matching type variable in the inventory of the given object. 2028 * a matching type variable in the inventory of the given object.
2132 * The first matching object is returned, or NULL if none. 2029 * The first matching object is returned, or NULL if none.
2133 */ 2030 */
2134 2031
2032object *
2135object *present_in_ob(unsigned char type, const object *op) { 2033present_in_ob (unsigned char type, const object *op)
2034{
2136 object *tmp; 2035 object *
2036 tmp;
2037
2137 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2038 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2138 if(tmp->type==type) 2039 if (tmp->type == type)
2139 return tmp; 2040 return tmp;
2140 return NULL; 2041 return NULL;
2141} 2042}
2142 2043
2143/* 2044/*
2153 * the object name, not the archetype name. this is so that the 2054 * the object name, not the archetype name. this is so that the
2154 * spell code can use one object type (force), but change it's name 2055 * spell code can use one object type (force), but change it's name
2155 * to be unique. 2056 * to be unique.
2156 */ 2057 */
2157 2058
2059object *
2158object *present_in_ob_by_name(int type, const char *str, const object *op) { 2060present_in_ob_by_name (int type, const char *str, const object *op)
2061{
2159 object *tmp; 2062 object *
2063 tmp;
2160 2064
2161 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2065 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2066 {
2162 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2067 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2163 return tmp; 2068 return tmp;
2164 } 2069 }
2165 return NULL; 2070 return NULL;
2166} 2071}
2167 2072
2168/* 2073/*
2169 * present_arch_in_ob(archetype, object) searches for any objects with 2074 * present_arch_in_ob(archetype, object) searches for any objects with
2170 * a matching archetype in the inventory of the given object. 2075 * a matching archetype in the inventory of the given object.
2171 * The first matching object is returned, or NULL if none. 2076 * The first matching object is returned, or NULL if none.
2172 */ 2077 */
2173 2078
2079object *
2174object *present_arch_in_ob(const archetype *at, const object *op) { 2080present_arch_in_ob (const archetype *at, const object *op)
2081{
2175 object *tmp; 2082 object *
2083 tmp;
2084
2176 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2085 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2177 if( tmp->arch == at) 2086 if (tmp->arch == at)
2178 return tmp; 2087 return tmp;
2179 return NULL; 2088 return NULL;
2180} 2089}
2181 2090
2182/* 2091/*
2183 * activate recursively a flag on an object inventory 2092 * activate recursively a flag on an object inventory
2184 */ 2093 */
2094void
2185void flag_inv(object*op, int flag){ 2095flag_inv (object *op, int flag)
2096{
2186 object *tmp; 2097 object *
2098 tmp;
2099
2187 if(op->inv) 2100 if (op->inv)
2188 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2101 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2102 {
2189 SET_FLAG(tmp, flag); 2103 SET_FLAG (tmp, flag);
2190 flag_inv(tmp,flag); 2104 flag_inv (tmp, flag);
2191 } 2105 }
2192}/* 2106} /*
2193 * desactivate recursively a flag on an object inventory 2107 * desactivate recursively a flag on an object inventory
2194 */ 2108 */
2109void
2195void unflag_inv(object*op, int flag){ 2110unflag_inv (object *op, int flag)
2111{
2196 object *tmp; 2112 object *
2113 tmp;
2114
2197 if(op->inv) 2115 if (op->inv)
2198 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2116 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2117 {
2199 CLEAR_FLAG(tmp, flag); 2118 CLEAR_FLAG (tmp, flag);
2200 unflag_inv(tmp,flag); 2119 unflag_inv (tmp, flag);
2201 } 2120 }
2202} 2121}
2203 2122
2204/* 2123/*
2205 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2124 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2206 * all it's inventory (recursively). 2125 * all it's inventory (recursively).
2207 * If checksums are used, a player will get set_cheat called for 2126 * If checksums are used, a player will get set_cheat called for
2208 * him/her-self and all object carried by a call to this function. 2127 * him/her-self and all object carried by a call to this function.
2209 */ 2128 */
2210 2129
2130void
2211void set_cheat(object *op) { 2131set_cheat (object *op)
2132{
2212 SET_FLAG(op, FLAG_WAS_WIZ); 2133 SET_FLAG (op, FLAG_WAS_WIZ);
2213 flag_inv(op, FLAG_WAS_WIZ); 2134 flag_inv (op, FLAG_WAS_WIZ);
2214} 2135}
2215 2136
2216/* 2137/*
2217 * find_free_spot(object, map, x, y, start, stop) will search for 2138 * find_free_spot(object, map, x, y, start, stop) will search for
2218 * a spot at the given map and coordinates which will be able to contain 2139 * a spot at the given map and coordinates which will be able to contain
2233 * to know if the space in question will block the object. We can't use 2154 * to know if the space in question will block the object. We can't use
2234 * the archetype because that isn't correct if the monster has been 2155 * the archetype because that isn't correct if the monster has been
2235 * customized, changed states, etc. 2156 * customized, changed states, etc.
2236 */ 2157 */
2237 2158
2159int
2238int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2160find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2161{
2162 int
2163 i,
2239 int i,index=0, flag; 2164 index = 0, flag;
2165 static int
2240 static int altern[SIZEOFFREE]; 2166 altern[SIZEOFFREE];
2241 2167
2242 for(i=start;i<stop;i++) { 2168 for (i = start; i < stop; i++)
2169 {
2243 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2170 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2244 if(!flag) 2171 if (!flag)
2245 altern[index++]=i; 2172 altern[index++] = i;
2246 2173
2247 /* Basically, if we find a wall on a space, we cut down the search size. 2174 /* Basically, if we find a wall on a space, we cut down the search size.
2248 * In this way, we won't return spaces that are on another side of a wall. 2175 * In this way, we won't return spaces that are on another side of a wall.
2249 * This mostly work, but it cuts down the search size in all directions - 2176 * This mostly work, but it cuts down the search size in all directions -
2250 * if the space being examined only has a wall to the north and empty 2177 * if the space being examined only has a wall to the north and empty
2251 * spaces in all the other directions, this will reduce the search space 2178 * spaces in all the other directions, this will reduce the search space
2252 * to only the spaces immediately surrounding the target area, and 2179 * to only the spaces immediately surrounding the target area, and
2253 * won't look 2 spaces south of the target space. 2180 * won't look 2 spaces south of the target space.
2254 */ 2181 */
2255 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2182 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2256 stop=maxfree[i]; 2183 stop = maxfree[i];
2257 } 2184 }
2258 if(!index) return -1; 2185 if (!index)
2186 return -1;
2259 return altern[RANDOM()%index]; 2187 return altern[RANDOM () % index];
2260} 2188}
2261 2189
2262/* 2190/*
2263 * find_first_free_spot(archetype, mapstruct, x, y) works like 2191 * find_first_free_spot(archetype, maptile, x, y) works like
2264 * find_free_spot(), but it will search max number of squares. 2192 * find_free_spot(), but it will search max number of squares.
2265 * But it will return the first available spot, not a random choice. 2193 * But it will return the first available spot, not a random choice.
2266 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2194 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2267 */ 2195 */
2268 2196
2197int
2269int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2198find_first_free_spot (const object *ob, maptile *m, int x, int y)
2199{
2200 int
2270 int i; 2201 i;
2202
2271 for(i=0;i<SIZEOFFREE;i++) { 2203 for (i = 0; i < SIZEOFFREE; i++)
2204 {
2272 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2205 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2273 return i; 2206 return i;
2274 } 2207 }
2275 return -1; 2208 return -1;
2276} 2209}
2277 2210
2278/* 2211/*
2279 * The function permute(arr, begin, end) randomly reorders the array 2212 * The function permute(arr, begin, end) randomly reorders the array
2280 * arr[begin..end-1]. 2213 * arr[begin..end-1].
2281 */ 2214 */
2215static void
2282static void permute(int *arr, int begin, int end) 2216permute (int *arr, int begin, int end)
2283{ 2217{
2284 int i, j, tmp, len; 2218 int
2219 i,
2220 j,
2221 tmp,
2222 len;
2285 2223
2286 len = end-begin; 2224 len = end - begin;
2287 for(i = begin; i < end; i++) 2225 for (i = begin; i < end; i++)
2288 { 2226 {
2289 j = begin+RANDOM()%len; 2227 j = begin + RANDOM () % len;
2290 2228
2291 tmp = arr[i]; 2229 tmp = arr[i];
2292 arr[i] = arr[j]; 2230 arr[i] = arr[j];
2293 arr[j] = tmp; 2231 arr[j] = tmp;
2294 } 2232 }
2295} 2233}
2296 2234
2297/* new function to make monster searching more efficient, and effective! 2235/* new function to make monster searching more efficient, and effective!
2298 * This basically returns a randomized array (in the passed pointer) of 2236 * This basically returns a randomized array (in the passed pointer) of
2299 * the spaces to find monsters. In this way, it won't always look for 2237 * the spaces to find monsters. In this way, it won't always look for
2300 * monsters to the north first. However, the size of the array passed 2238 * monsters to the north first. However, the size of the array passed
2301 * covers all the spaces, so within that size, all the spaces within 2239 * covers all the spaces, so within that size, all the spaces within
2302 * the 3x3 area will be searched, just not in a predictable order. 2240 * the 3x3 area will be searched, just not in a predictable order.
2303 */ 2241 */
2242void
2304void get_search_arr(int *search_arr) 2243get_search_arr (int *search_arr)
2305{ 2244{
2245 int
2306 int i; 2246 i;
2307 2247
2308 for(i = 0; i < SIZEOFFREE; i++) 2248 for (i = 0; i < SIZEOFFREE; i++)
2309 { 2249 {
2310 search_arr[i] = i; 2250 search_arr[i] = i;
2311 } 2251 }
2312 2252
2313 permute(search_arr, 1, SIZEOFFREE1+1); 2253 permute (search_arr, 1, SIZEOFFREE1 + 1);
2314 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2254 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2315 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2255 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2316} 2256}
2317 2257
2318/* 2258/*
2319 * find_dir(map, x, y, exclude) will search some close squares in the 2259 * find_dir(map, x, y, exclude) will search some close squares in the
2320 * given map at the given coordinates for live objects. 2260 * given map at the given coordinates for live objects.
2326 * is actually want is going to try and move there. We need this info 2266 * is actually want is going to try and move there. We need this info
2327 * because we have to know what movement the thing looking to move 2267 * because we have to know what movement the thing looking to move
2328 * there is capable of. 2268 * there is capable of.
2329 */ 2269 */
2330 2270
2271int
2331int find_dir(mapstruct *m, int x, int y, object *exclude) { 2272find_dir (maptile *m, int x, int y, object *exclude)
2273{
2274 int
2275 i,
2332 int i,max=SIZEOFFREE, mflags; 2276 max = SIZEOFFREE, mflags;
2277
2333 sint16 nx, ny; 2278 sint16 nx, ny;
2334 object *tmp; 2279 object *
2335 mapstruct *mp; 2280 tmp;
2281 maptile *
2282 mp;
2283
2336 MoveType blocked, move_type; 2284 MoveType blocked, move_type;
2337 2285
2338 if (exclude && exclude->head) { 2286 if (exclude && exclude->head)
2287 {
2339 exclude = exclude->head; 2288 exclude = exclude->head;
2340 move_type = exclude->move_type; 2289 move_type = exclude->move_type;
2341 } else { 2290 }
2291 else
2292 {
2342 /* If we don't have anything, presume it can use all movement types. */ 2293 /* If we don't have anything, presume it can use all movement types. */
2343 move_type=MOVE_ALL; 2294 move_type = MOVE_ALL;
2295 }
2296
2297 for (i = 1; i < max; i++)
2344 } 2298 {
2345 2299 mp = m;
2346 for(i=1;i<max;i++) {
2347 mp = m;
2348 nx = x + freearr_x[i]; 2300 nx = x + freearr_x[i];
2349 ny = y + freearr_y[i]; 2301 ny = y + freearr_y[i];
2350 2302
2351 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2303 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2352 if (mflags & P_OUT_OF_MAP) { 2304 if (mflags & P_OUT_OF_MAP)
2305 {
2353 max = maxfree[i]; 2306 max = maxfree[i];
2354 } else { 2307 }
2308 else
2309 {
2355 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2310 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2356 2311
2357 if ((move_type & blocked) == move_type) { 2312 if ((move_type & blocked) == move_type)
2358 max=maxfree[i]; 2313 {
2314 max = maxfree[i];
2315 }
2359 } else if (mflags & P_IS_ALIVE) { 2316 else if (mflags & P_IS_ALIVE)
2317 {
2360 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2318 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2361 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2319 {
2362 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2320 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2363 break; 2321 {
2364 } 2322 break;
2365 } 2323 }
2366 if(tmp) { 2324 }
2367 return freedir[i]; 2325 if (tmp)
2368 } 2326 {
2327 return freedir[i];
2328 }
2329 }
2330 }
2369 } 2331 }
2370 }
2371 }
2372 return 0; 2332 return 0;
2373} 2333}
2374 2334
2375/* 2335/*
2376 * distance(object 1, object 2) will return the square of the 2336 * distance(object 1, object 2) will return the square of the
2377 * distance between the two given objects. 2337 * distance between the two given objects.
2378 */ 2338 */
2379 2339
2340int
2380int distance(const object *ob1, const object *ob2) { 2341distance (const object *ob1, const object *ob2)
2342{
2381 int i; 2343 int
2382 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2344 i;
2383 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2345
2346 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2384 return i; 2347 return i;
2385} 2348}
2386 2349
2387/* 2350/*
2388 * find_dir_2(delta-x,delta-y) will return a direction in which 2351 * find_dir_2(delta-x,delta-y) will return a direction in which
2389 * an object which has subtracted the x and y coordinates of another 2352 * an object which has subtracted the x and y coordinates of another
2390 * object, needs to travel toward it. 2353 * object, needs to travel toward it.
2391 */ 2354 */
2392 2355
2356int
2393int find_dir_2(int x, int y) { 2357find_dir_2 (int x, int y)
2358{
2394 int q; 2359 int
2360 q;
2395 2361
2396 if(y) 2362 if (y)
2397 q=x*100/y; 2363 q = x * 100 / y;
2398 else if (x) 2364 else if (x)
2399 q= -300*x; 2365 q = -300 * x;
2400 else 2366 else
2401 return 0; 2367 return 0;
2402 2368
2403 if(y>0) { 2369 if (y > 0)
2370 {
2404 if(q < -242) 2371 if (q < -242)
2405 return 3 ; 2372 return 3;
2406 if (q < -41) 2373 if (q < -41)
2407 return 2 ; 2374 return 2;
2408 if (q < 41) 2375 if (q < 41)
2409 return 1 ; 2376 return 1;
2410 if (q < 242) 2377 if (q < 242)
2411 return 8 ; 2378 return 8;
2412 return 7 ; 2379 return 7;
2413 } 2380 }
2414 2381
2415 if (q < -242) 2382 if (q < -242)
2416 return 7 ; 2383 return 7;
2417 if (q < -41) 2384 if (q < -41)
2418 return 6 ; 2385 return 6;
2419 if (q < 41) 2386 if (q < 41)
2420 return 5 ; 2387 return 5;
2421 if (q < 242) 2388 if (q < 242)
2422 return 4 ; 2389 return 4;
2423 2390
2424 return 3 ; 2391 return 3;
2425} 2392}
2426 2393
2427/* 2394/*
2428 * absdir(int): Returns a number between 1 and 8, which represent 2395 * absdir(int): Returns a number between 1 and 8, which represent
2429 * the "absolute" direction of a number (it actually takes care of 2396 * the "absolute" direction of a number (it actually takes care of
2430 * "overflow" in previous calculations of a direction). 2397 * "overflow" in previous calculations of a direction).
2431 */ 2398 */
2432 2399
2400int
2433int absdir(int d) { 2401absdir (int d)
2434 while(d<1) d+=8; 2402{
2435 while(d>8) d-=8; 2403 while (d < 1)
2404 d += 8;
2405 while (d > 8)
2406 d -= 8;
2436 return d; 2407 return d;
2437} 2408}
2438 2409
2439/* 2410/*
2440 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2411 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2441 * between two directions (which are expected to be absolute (see absdir()) 2412 * between two directions (which are expected to be absolute (see absdir())
2442 */ 2413 */
2443 2414
2415int
2444int dirdiff(int dir1, int dir2) { 2416dirdiff (int dir1, int dir2)
2417{
2445 int d; 2418 int
2419 d;
2420
2446 d = abs(dir1 - dir2); 2421 d = abs (dir1 - dir2);
2447 if(d>4) 2422 if (d > 4)
2448 d = 8 - d; 2423 d = 8 - d;
2449 return d; 2424 return d;
2450} 2425}
2451 2426
2452/* peterm: 2427/* peterm:
2457 * direction 4, 14, or 16 to get back to where we are. 2432 * direction 4, 14, or 16 to get back to where we are.
2458 * Moved from spell_util.c to object.c with the other related direction 2433 * Moved from spell_util.c to object.c with the other related direction
2459 * functions. 2434 * functions.
2460 */ 2435 */
2461 2436
2437int
2462int reduction_dir[SIZEOFFREE][3] = { 2438 reduction_dir[SIZEOFFREE][3] = {
2463 {0,0,0}, /* 0 */ 2439 {0, 0, 0}, /* 0 */
2464 {0,0,0}, /* 1 */ 2440 {0, 0, 0}, /* 1 */
2465 {0,0,0}, /* 2 */ 2441 {0, 0, 0}, /* 2 */
2466 {0,0,0}, /* 3 */ 2442 {0, 0, 0}, /* 3 */
2467 {0,0,0}, /* 4 */ 2443 {0, 0, 0}, /* 4 */
2468 {0,0,0}, /* 5 */ 2444 {0, 0, 0}, /* 5 */
2469 {0,0,0}, /* 6 */ 2445 {0, 0, 0}, /* 6 */
2470 {0,0,0}, /* 7 */ 2446 {0, 0, 0}, /* 7 */
2471 {0,0,0}, /* 8 */ 2447 {0, 0, 0}, /* 8 */
2472 {8,1,2}, /* 9 */ 2448 {8, 1, 2}, /* 9 */
2473 {1,2,-1}, /* 10 */ 2449 {1, 2, -1}, /* 10 */
2474 {2,10,12}, /* 11 */ 2450 {2, 10, 12}, /* 11 */
2475 {2,3,-1}, /* 12 */ 2451 {2, 3, -1}, /* 12 */
2476 {2,3,4}, /* 13 */ 2452 {2, 3, 4}, /* 13 */
2477 {3,4,-1}, /* 14 */ 2453 {3, 4, -1}, /* 14 */
2478 {4,14,16}, /* 15 */ 2454 {4, 14, 16}, /* 15 */
2479 {5,4,-1}, /* 16 */ 2455 {5, 4, -1}, /* 16 */
2480 {4,5,6}, /* 17 */ 2456 {4, 5, 6}, /* 17 */
2481 {6,5,-1}, /* 18 */ 2457 {6, 5, -1}, /* 18 */
2482 {6,20,18}, /* 19 */ 2458 {6, 20, 18}, /* 19 */
2483 {7,6,-1}, /* 20 */ 2459 {7, 6, -1}, /* 20 */
2484 {6,7,8}, /* 21 */ 2460 {6, 7, 8}, /* 21 */
2485 {7,8,-1}, /* 22 */ 2461 {7, 8, -1}, /* 22 */
2486 {8,22,24}, /* 23 */ 2462 {8, 22, 24}, /* 23 */
2487 {8,1,-1}, /* 24 */ 2463 {8, 1, -1}, /* 24 */
2488 {24,9,10}, /* 25 */ 2464 {24, 9, 10}, /* 25 */
2489 {9,10,-1}, /* 26 */ 2465 {9, 10, -1}, /* 26 */
2490 {10,11,-1}, /* 27 */ 2466 {10, 11, -1}, /* 27 */
2491 {27,11,29}, /* 28 */ 2467 {27, 11, 29}, /* 28 */
2492 {11,12,-1}, /* 29 */ 2468 {11, 12, -1}, /* 29 */
2493 {12,13,-1}, /* 30 */ 2469 {12, 13, -1}, /* 30 */
2494 {12,13,14}, /* 31 */ 2470 {12, 13, 14}, /* 31 */
2495 {13,14,-1}, /* 32 */ 2471 {13, 14, -1}, /* 32 */
2496 {14,15,-1}, /* 33 */ 2472 {14, 15, -1}, /* 33 */
2497 {33,15,35}, /* 34 */ 2473 {33, 15, 35}, /* 34 */
2498 {16,15,-1}, /* 35 */ 2474 {16, 15, -1}, /* 35 */
2499 {17,16,-1}, /* 36 */ 2475 {17, 16, -1}, /* 36 */
2500 {18,17,16}, /* 37 */ 2476 {18, 17, 16}, /* 37 */
2501 {18,17,-1}, /* 38 */ 2477 {18, 17, -1}, /* 38 */
2502 {18,19,-1}, /* 39 */ 2478 {18, 19, -1}, /* 39 */
2503 {41,19,39}, /* 40 */ 2479 {41, 19, 39}, /* 40 */
2504 {19,20,-1}, /* 41 */ 2480 {19, 20, -1}, /* 41 */
2505 {20,21,-1}, /* 42 */ 2481 {20, 21, -1}, /* 42 */
2506 {20,21,22}, /* 43 */ 2482 {20, 21, 22}, /* 43 */
2507 {21,22,-1}, /* 44 */ 2483 {21, 22, -1}, /* 44 */
2508 {23,22,-1}, /* 45 */ 2484 {23, 22, -1}, /* 45 */
2509 {45,47,23}, /* 46 */ 2485 {45, 47, 23}, /* 46 */
2510 {23,24,-1}, /* 47 */ 2486 {23, 24, -1}, /* 47 */
2511 {24,9,-1}}; /* 48 */ 2487 {24, 9, -1}
2488}; /* 48 */
2512 2489
2513/* Recursive routine to step back and see if we can 2490/* Recursive routine to step back and see if we can
2514 * find a path to that monster that we found. If not, 2491 * find a path to that monster that we found. If not,
2515 * we don't bother going toward it. Returns 1 if we 2492 * we don't bother going toward it. Returns 1 if we
2516 * can see a direct way to get it 2493 * can see a direct way to get it
2517 * Modified to be map tile aware -.MSW 2494 * Modified to be map tile aware -.MSW
2518 */ 2495 */
2519
2520 2496
2497
2498int
2521int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2499can_see_monsterP (maptile *m, int x, int y, int dir)
2500{
2522 sint16 dx, dy; 2501 sint16 dx, dy;
2502 int
2523 int mflags; 2503 mflags;
2524 2504
2505 if (dir < 0)
2525 if(dir<0) return 0; /* exit condition: invalid direction */ 2506 return 0; /* exit condition: invalid direction */
2526 2507
2527 dx = x + freearr_x[dir]; 2508 dx = x + freearr_x[dir];
2528 dy = y + freearr_y[dir]; 2509 dy = y + freearr_y[dir];
2529 2510
2530 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2511 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2531 2512
2532 /* This functional arguably was incorrect before - it was 2513 /* This functional arguably was incorrect before - it was
2533 * checking for P_WALL - that was basically seeing if 2514 * checking for P_WALL - that was basically seeing if
2534 * we could move to the monster - this is being more 2515 * we could move to the monster - this is being more
2535 * literal on if we can see it. To know if we can actually 2516 * literal on if we can see it. To know if we can actually
2536 * move to the monster, we'd need the monster passed in or 2517 * move to the monster, we'd need the monster passed in or
2537 * at least its move type. 2518 * at least its move type.
2538 */ 2519 */
2539 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2520 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2521 return 0;
2540 2522
2541 /* yes, can see. */ 2523 /* yes, can see. */
2542 if(dir < 9) return 1; 2524 if (dir < 9)
2525 return 1;
2543 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2526 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2544 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2527 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2545 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2546} 2528}
2547 2529
2548 2530
2549 2531
2550/* 2532/*
2551 * can_pick(picker, item): finds out if an object is possible to be 2533 * can_pick(picker, item): finds out if an object is possible to be
2552 * picked up by the picker. Returnes 1 if it can be 2534 * picked up by the picker. Returnes 1 if it can be
2553 * picked up, otherwise 0. 2535 * picked up, otherwise 0.
2554 * 2536 *
2556 * core dumps if they do. 2538 * core dumps if they do.
2557 * 2539 *
2558 * Add a check so we can't pick up invisible objects (0.93.8) 2540 * Add a check so we can't pick up invisible objects (0.93.8)
2559 */ 2541 */
2560 2542
2543int
2561int can_pick(const object *who, const object *item) { 2544can_pick (const object *who, const object *item)
2545{
2562 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2546 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2563 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2547 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2564 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2548 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2565 (who->type==PLAYER||item->weight<who->weight/3));
2566} 2549}
2567 2550
2568 2551
2569/* 2552/*
2570 * create clone from object to another 2553 * create clone from object to another
2571 */ 2554 */
2555object *
2572object *object_create_clone (object *asrc) { 2556object_create_clone (object *asrc)
2557{
2558 object *
2573 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2559 dst = NULL, *tmp, *src, *part, *prev, *item;
2574 2560
2561 if (!asrc)
2575 if(!asrc) return NULL; 2562 return NULL;
2576 src = asrc; 2563 src = asrc;
2577 if(src->head) 2564 if (src->head)
2578 src = src->head; 2565 src = src->head;
2579 2566
2580 prev = NULL; 2567 prev = NULL;
2581 for(part = src; part; part = part->more) { 2568 for (part = src; part; part = part->more)
2569 {
2582 tmp = get_object(); 2570 tmp = get_object ();
2583 copy_object(part,tmp); 2571 copy_object (part, tmp);
2584 tmp->x -= src->x; 2572 tmp->x -= src->x;
2585 tmp->y -= src->y; 2573 tmp->y -= src->y;
2586 if(!part->head) { 2574 if (!part->head)
2575 {
2587 dst = tmp; 2576 dst = tmp;
2588 tmp->head = NULL; 2577 tmp->head = NULL;
2578 }
2589 } else { 2579 else
2580 {
2590 tmp->head = dst; 2581 tmp->head = dst;
2591 } 2582 }
2592 tmp->more = NULL; 2583 tmp->more = NULL;
2593 if(prev) 2584 if (prev)
2594 prev->more = tmp; 2585 prev->more = tmp;
2595 prev = tmp; 2586 prev = tmp;
2596 } 2587 }
2597 /*** copy inventory ***/ 2588
2598 for(item = src->inv; item; item = item->below) { 2589 for (item = src->inv; item; item = item->below)
2599 (void) insert_ob_in_ob(object_create_clone(item),dst); 2590 insert_ob_in_ob (object_create_clone (item), dst);
2600 }
2601 2591
2602 return dst; 2592 return dst;
2603}
2604
2605/* return true if the object was destroyed, 0 otherwise */
2606int was_destroyed (const object *op, tag_t old_tag)
2607{
2608 /* checking for FLAG_FREED isn't necessary, but makes this function more
2609 * robust */
2610 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2611} 2593}
2612 2594
2613/* GROS - Creates an object using a string representing its content. */ 2595/* GROS - Creates an object using a string representing its content. */
2614/* Basically, we save the content of the string to a temp file, then call */ 2596/* Basically, we save the content of the string to a temp file, then call */
2615/* load_object on it. I admit it is a highly inefficient way to make things, */ 2597/* load_object on it. I admit it is a highly inefficient way to make things, */
2616/* but it was simple to make and allows reusing the load_object function. */ 2598/* but it was simple to make and allows reusing the load_object function. */
2617/* Remember not to use load_object_str in a time-critical situation. */ 2599/* Remember not to use load_object_str in a time-critical situation. */
2618/* Also remember that multiparts objects are not supported for now. */ 2600/* Also remember that multiparts objects are not supported for now. */
2619 2601
2602object *
2620object* load_object_str(const char *obstr) 2603load_object_str (const char *obstr)
2621{ 2604{
2622 object *op; 2605 object *op;
2623 FILE *tempfile;
2624 char filename[MAX_BUF]; 2606 char filename[MAX_BUF];
2607
2625 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2608 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2609
2626 tempfile=fopen(filename,"w"); 2610 FILE *tempfile = fopen (filename, "w");
2611
2627 if (tempfile == NULL) 2612 if (tempfile == NULL)
2628 { 2613 {
2629 LOG(llevError,"Error - Unable to access load object temp file\n"); 2614 LOG (llevError, "Error - Unable to access load object temp file\n");
2630 return NULL; 2615 return NULL;
2631 }; 2616 }
2617
2632 fprintf(tempfile,obstr); 2618 fprintf (tempfile, obstr);
2633 fclose(tempfile); 2619 fclose (tempfile);
2634 2620
2635 op=get_object(); 2621 op = get_object ();
2636 2622
2637 tempfile=fopen(filename,"r");
2638 if (tempfile == NULL)
2639 {
2640 LOG(llevError,"Error - Unable to read object temp file\n");
2641 return NULL;
2642 };
2643 object_thawer thawer (tempfile); 2623 object_thawer thawer (filename);
2624
2625 if (thawer)
2644 load_object(thawer,op,LO_NEWFILE,0); 2626 load_object (thawer, op, 0);
2627
2645 LOG(llevDebug," load str completed, object=%s\n",op->name); 2628 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2646 CLEAR_FLAG(op,FLAG_REMOVED); 2629 CLEAR_FLAG (op, FLAG_REMOVED);
2647 fclose(tempfile); 2630
2648 return op; 2631 return op;
2649} 2632}
2650 2633
2651/* This returns the first object in who's inventory that 2634/* This returns the first object in who's inventory that
2652 * has the same type and subtype match. 2635 * has the same type and subtype match.
2653 * returns NULL if no match. 2636 * returns NULL if no match.
2654 */ 2637 */
2638object *
2655object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2639find_obj_by_type_subtype (const object *who, int type, int subtype)
2656{ 2640{
2657 object *tmp; 2641 object *tmp;
2658 2642
2659 for (tmp=who->inv; tmp; tmp=tmp->below) 2643 for (tmp = who->inv; tmp; tmp = tmp->below)
2660 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2644 if (tmp->type == type && tmp->subtype == subtype)
2645 return tmp;
2661 2646
2662 return NULL; 2647 return NULL;
2663} 2648}
2664 2649
2665/* If ob has a field named key, return the link from the list, 2650/* If ob has a field named key, return the link from the list,
2666 * otherwise return NULL. 2651 * otherwise return NULL.
2667 * 2652 *
2668 * key must be a passed in shared string - otherwise, this won't 2653 * key must be a passed in shared string - otherwise, this won't
2669 * do the desired thing. 2654 * do the desired thing.
2670 */ 2655 */
2656key_value *
2671key_value * get_ob_key_link(const object * ob, const char * key) { 2657get_ob_key_link (const object *ob, const char *key)
2658{
2672 key_value * link; 2659 key_value *link;
2673 2660
2674 for (link = ob->key_values; link != NULL; link = link->next) { 2661 for (link = ob->key_values; link != NULL; link = link->next)
2675 if (link->key == key) { 2662 if (link->key == key)
2676 return link; 2663 return link;
2677 } 2664
2678 }
2679
2680 return NULL; 2665 return NULL;
2681} 2666}
2682 2667
2683/* 2668/*
2684 * Returns the value of op has an extra_field for key, or NULL. 2669 * Returns the value of op has an extra_field for key, or NULL.
2685 * 2670 *
2686 * The argument doesn't need to be a shared string. 2671 * The argument doesn't need to be a shared string.
2687 * 2672 *
2688 * The returned string is shared. 2673 * The returned string is shared.
2689 */ 2674 */
2675const char *
2690const char * get_ob_key_value(const object * op, const char * const key) { 2676get_ob_key_value (const object *op, const char *const key)
2677{
2691 key_value * link; 2678 key_value *link;
2692 const char * canonical_key; 2679 shstr_cmp canonical_key (key);
2680
2681 if (!canonical_key)
2693 2682 {
2694 canonical_key = find_string(key);
2695
2696 if (canonical_key == NULL) {
2697 /* 1. There being a field named key on any object 2683 /* 1. There being a field named key on any object
2698 * implies there'd be a shared string to find. 2684 * implies there'd be a shared string to find.
2699 * 2. Since there isn't, no object has this field. 2685 * 2. Since there isn't, no object has this field.
2700 * 3. Therefore, *this* object doesn't have this field. 2686 * 3. Therefore, *this* object doesn't have this field.
2701 */ 2687 */
2702 return NULL; 2688 return 0;
2703 } 2689 }
2704 2690
2705 /* This is copied from get_ob_key_link() above - 2691 /* This is copied from get_ob_key_link() above -
2706 * only 4 lines, and saves the function call overhead. 2692 * only 4 lines, and saves the function call overhead.
2707 */ 2693 */
2708 for (link = op->key_values; link != NULL; link = link->next) { 2694 for (link = op->key_values; link; link = link->next)
2709 if (link->key == canonical_key) { 2695 if (link->key == canonical_key)
2710 return link->value; 2696 return link->value;
2711 } 2697
2712 } 2698 return 0;
2713 return NULL;
2714} 2699}
2715 2700
2716 2701
2717/* 2702/*
2718 * Updates the canonical_key in op to value. 2703 * 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 2707 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2723 * keys. 2708 * keys.
2724 * 2709 *
2725 * Returns TRUE on success. 2710 * Returns TRUE on success.
2726 */ 2711 */
2712int
2727int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) { 2713set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2714{
2715 key_value *
2728 key_value * field = NULL, *last=NULL; 2716 field = NULL, *last = NULL;
2729 2717
2730 for (field=op->key_values; field != NULL; field=field->next) { 2718 for (field = op->key_values; field != NULL; field = field->next)
2731 if (field->key != canonical_key) {
2732 last = field;
2733 continue;
2734 }
2735 2719 {
2736 if (field->value) FREE_AND_CLEAR_STR(field->value); 2720 if (field->key != canonical_key)
2737 if (value) 2721 {
2738 field->value = add_string(value); 2722 last = field;
2739 else { 2723 continue;
2724 }
2725
2726 if (value)
2727 field->value = value;
2728 else
2729 {
2740 /* Basically, if the archetype has this key set, 2730 /* Basically, if the archetype has this key set,
2741 * we need to store the null value so when we save 2731 * we need to store the null value so when we save
2742 * it, we save the empty value so that when we load, 2732 * it, we save the empty value so that when we load,
2743 * we get this value back again. 2733 * we get this value back again.
2744 */ 2734 */
2745 if (get_ob_key_link(&op->arch->clone, canonical_key)) 2735 if (get_ob_key_link (&op->arch->clone, canonical_key))
2746 field->value = NULL; 2736 field->value = 0;
2747 else { 2737 else
2748 /* Delete this link */ 2738 {
2749 if (field->key) FREE_AND_CLEAR_STR(field->key); 2739 if (last)
2750 if (field->value) FREE_AND_CLEAR_STR(field->value); 2740 last->next = field->next;
2751 if (last) last->next = field->next; 2741 else
2752 else op->key_values = field->next; 2742 op->key_values = field->next;
2753 free(field); 2743
2754 } 2744 delete field;
2755 } 2745 }
2746 }
2756 return TRUE; 2747 return TRUE;
2757 } 2748 }
2758 /* IF we get here, key doesn't exist */ 2749 /* IF we get here, key doesn't exist */
2759 2750
2760 /* No field, we'll have to add it. */ 2751 /* No field, we'll have to add it. */
2752
2753 if (!add_key)
2761 2754 {
2762 if (!add_key) {
2763 return FALSE; 2755 return FALSE;
2764 } 2756 }
2765 /* There isn't any good reason to store a null 2757 /* There isn't any good reason to store a null
2766 * value in the key/value list. If the archetype has 2758 * value in the key/value list. If the archetype has
2767 * this key, then we should also have it, so shouldn't 2759 * this key, then we should also have it, so shouldn't
2768 * be here. If user wants to store empty strings, 2760 * be here. If user wants to store empty strings,
2769 * should pass in "" 2761 * should pass in ""
2770 */ 2762 */
2771 if (value == NULL) return TRUE; 2763 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; 2764 return TRUE;
2765
2766 field = new key_value;
2767
2768 field->key = canonical_key;
2769 field->value = value;
2770 /* Usual prepend-addition. */
2771 field->next = op->key_values;
2772 op->key_values = field;
2773
2774 return TRUE;
2782} 2775}
2783 2776
2784/* 2777/*
2785 * Updates the key in op to value. 2778 * Updates the key in op to value.
2786 * 2779 *
2788 * and not add new ones. 2781 * and not add new ones.
2789 * In general, should be little reason FALSE is ever passed in for add_key 2782 * In general, should be little reason FALSE is ever passed in for add_key
2790 * 2783 *
2791 * Returns TRUE on success. 2784 * Returns TRUE on success.
2792 */ 2785 */
2786int
2793int set_ob_key_value(object * op, const char * key, const char * value, int add_key) { 2787set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2794 const char * canonical_key = NULL; 2788{
2795 int floating_ref = FALSE; 2789 shstr key_ (key);
2796 int ret; 2790
2791 return set_ob_key_value_s (op, key_, value, add_key);
2792}
2793
2794object::depth_iterator::depth_iterator (object *container)
2795: iterator_base (container)
2796{
2797 while (item->inv)
2798 item = item->inv;
2799}
2800
2801void
2802object::depth_iterator::next ()
2803{
2804 if (item->below)
2797 2805 {
2798 /* HACK This mess is to make sure set_ob_value() passes a shared string 2806 item = item->below;
2799 * to get_ob_key_link(), without leaving a leaked refcount. 2807
2800 */ 2808 while (item->inv)
2809 item = item->inv;
2801 2810 }
2802 canonical_key = find_string(key); 2811 else
2803 if (canonical_key == NULL) { 2812 item = item->env;
2804 canonical_key = add_string(key);
2805 floating_ref = TRUE;
2806 }
2807
2808 ret = set_ob_key_value_s(op, canonical_key, value, add_key);
2809
2810 if (floating_ref) {
2811 free_string(canonical_key);
2812 }
2813
2814 return ret;
2815} 2813}
2814
2815// return a suitable string describing an objetc in enough detail to find it
2816const char *
2817object::debug_desc (char *info) const
2818{
2819 char info2[256 * 3];
2820 char *p = info;
2821
2822 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2823 count,
2824 &name,
2825 title ? " " : "",
2826 title ? (const char *)title : "");
2827
2828 if (env)
2829 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2830
2831 if (map)
2832 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2833
2834 return info;
2835}
2836
2837const char *
2838object::debug_desc () const
2839{
2840 static char info[256 * 3];
2841 return debug_desc (info);
2842}
2843

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