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Comparing deliantra/server/common/object.C (file contents):
Revision 1.2 by root, Fri Aug 25 17:11:52 2006 UTC vs.
Revision 1.81 by root, Sat Dec 23 13:56:25 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.2 2006/08/25 17:11:52 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
42#ifdef MEMORY_DEBUG 34
43int nroffreeobjects = 0; 35#include <bitset>
36
44int nrofallocobjects = 0; 37int nrofallocobjects = 0;
45#undef OBJ_EXPAND 38static UUID uuid;
46#define OBJ_EXPAND 1 39const uint64 UUID_SKIP = 1<<19;
47#else
48object objarray[STARTMAX]; /* All objects, allocated this way at first */
49int nroffreeobjects = STARTMAX; /* How many OBs allocated and free (free) */
50int nrofallocobjects = STARTMAX; /* How many OBs allocated (free + used) */
51#endif
52 40
53object *objects; /* Pointer to the list of used objects */
54object *free_objects; /* Pointer to the list of unused objects */
55object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
56 42
57void (*object_free_callback)(object *ob); 43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
58
59short freearr_x[SIZEOFFREE]=
60 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
61 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
62short freearr_y[SIZEOFFREE]= 45};
63 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
64 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
65int maxfree[SIZEOFFREE]= 48};
66 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
67 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51};
68int freedir[SIZEOFFREE]= { 52int freedir[SIZEOFFREE] = {
69 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
70 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55};
71 56
57static void
58write_uuid (void)
59{
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76}
77
78static void
79read_uuid (void)
80{
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp);
113}
114
115UUID
116gen_uuid ()
117{
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126}
127
128void
129init_uuid ()
130{
131 read_uuid ();
132}
72 133
73/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int
74static int compare_ob_value_lists_one(const object * wants, const object * has) { 136compare_ob_value_lists_one (const object *wants, const object *has)
137{
75 key_value * wants_field; 138 key_value *wants_field;
76 139
77 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
78 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
79 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
80 */ 143 */
81 144
82 /* For each field in wants, */ 145 /* For each field in wants, */
83 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
147 {
84 key_value * has_field; 148 key_value *has_field;
85 149
86 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
87 has_field = get_ob_key_link(has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
88 154 {
89 if (has_field == NULL) {
90 /* No field with that name. */ 155 /* No field with that name. */
91 return FALSE; 156 return FALSE;
92 } 157 }
93 158
94 /* Found the matching field. */ 159 /* Found the matching field. */
95 if (has_field->value != wants_field->value) { 160 if (has_field->value != wants_field->value)
161 {
96 /* Values don't match, so this half of the comparison is false. */ 162 /* Values don't match, so this half of the comparison is false. */
97 return FALSE; 163 return FALSE;
98 } 164 }
99 165
100 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
101 }
102 167 }
168
103 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
104 return TRUE; 170 return TRUE;
105} 171}
106 172
107/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int
108static int compare_ob_value_lists(const object * ob1, const object * ob2) { 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{
109 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
110 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
111 */ 179 */
112 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
113} 181}
114 182
115/* Function examines the 2 objects given to it, and returns true if 183/* Function examines the 2 objects given to it, and returns true if
116 * they can be merged together. 184 * they can be merged together.
117 * 185 *
118 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
119 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
120 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
121 * 189 *
122 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
123 * 191 *
124 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
125 * check weight 193 * check weight
126 */ 194 */
127 195
128int CAN_MERGE(object *ob1, object *ob2) { 196bool object::can_merge_slow (object *ob1, object *ob2)
129 197{
130 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
131 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 199 if (ob1 == ob2
132 200 || ob1->type != ob2->type
133 if (ob1->speed != ob2->speed) return 0; 201 || ob1->speed != ob2->speed
134 /* Note sure why the following is the case - either the object has to 202 || ob1->value != ob2->value
135 * be animated or have a very low speed. Is this an attempted monster 203 || ob1->name != ob2->name)
136 * check?
137 */
138 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED)
139 return 0; 204 return 0;
140 205
206 //TODO: this ain't working well, use nicer and correct overflow check
141 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
142 * value could not be stored in a sint32 (which unfortunately sometimes is 208 * value could not be stored in a sint32 (which unfortunately sometimes is
143 * used to store nrof). 209 * used to store nrof).
144 */ 210 */
145 if (ob1->nrof+ob2->nrof >= 1UL<<31) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
146 return 0; 212 return 0;
147 213
148 /* This is really a spellbook check - really, we should
149 * check all objects in the inventory.
150 */
151 if (ob1->inv || ob2->inv) {
152 /* if one object has inventory but the other doesn't, not equiv */
153 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
154
155 /* Now check to see if the two inventory objects could merge */
156 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
157
158 /* inventory ok - still need to check rest of this object to see
159 * if it is valid.
160 */
161 }
162
163 /* If the objects have been identified, set the BEEN_APPLIED flag. 214 /* If the objects have been identified, set the BEEN_APPLIED flag.
164 * This is to the comparison of the flags below will be OK. We 215 * This is to the comparison of the flags below will be OK. We
165 * just can't ignore the been applied or identified flags, as they 216 * just can't ignore the been applied or identified flags, as they
166 * are not equal - just if it has been identified, the been_applied 217 * are not equal - just if it has been identified, the been_applied
167 * flags lose any meaning. 218 * flags lose any meaning.
168 */ 219 */
169 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED)) 220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
170 SET_FLAG(ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
171 222
172 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
173 SET_FLAG(ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
174 225
175 226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
176 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 || ob1->arch != ob2->arch
177 * being locked in inventory should prevent merging. 228 || ob1->name != ob2->name
178 * 0x4 in flags3 is CLIENT_SENT 229 || ob1->title != ob2->title
179 */ 230 || ob1->msg != ob2->msg
180 if ((ob1->arch != ob2->arch) || 231 || ob1->weight != ob2->weight
181 (ob1->flags[0] != ob2->flags[0]) ||
182 (ob1->flags[1] != ob2->flags[1]) ||
183 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
184 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
185 (ob1->name != ob2->name) ||
186 (ob1->title != ob2->title) ||
187 (ob1->msg != ob2->msg) ||
188 (ob1->weight != ob2->weight) ||
189 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
190 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
191 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
192 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
193 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
194 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
195 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
196 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
197 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
198 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
199 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
200 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
201 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
202 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
203 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
204 (ob1->move_on != ob2->move_on) || 247 || ob1->move_on != ob2->move_on
205 (ob1->move_off != ob2->move_off) || 248 || ob1->move_off != ob2->move_off
206 (ob1->move_slow != ob2->move_slow) || 249 || ob1->move_slow != ob2->move_slow
207 (ob1->move_slow_penalty != ob2->move_slow_penalty) 250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
208 )
209 return 0; 251 return 0;
210 252
253 /* This is really a spellbook check - really, we should
254 * check all objects in the inventory.
255 */
256 if (ob1->inv || ob2->inv)
257 {
258 /* if one object has inventory but the other doesn't, not equiv */
259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
260 return 0;
261
262 /* Now check to see if the two inventory objects could merge */
263 if (!object::can_merge (ob1->inv, ob2->inv))
264 return 0;
265
266 /* inventory ok - still need to check rest of this object to see
267 * if it is valid.
268 */
269 }
270
211 /* Don't merge objects that are applied. With the new 'body' code, 271 /* Don't merge objects that are applied. With the new 'body' code,
212 * it is possible for most any character to have more than one of 272 * it is possible for most any character to have more than one of
213 * some items equipped, and we don't want those to merge. 273 * some items equipped, and we don't want those to merge.
214 */ 274 */
215 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 275 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
216 return 0; 276 return 0;
217 277
278 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster
280 * check?
281 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
283 return 0;
284
218 switch (ob1->type) { 285 switch (ob1->type)
286 {
219 case SCROLL: 287 case SCROLL:
220 if (ob1->level != ob2->level) return 0; 288 if (ob1->level != ob2->level)
289 return 0;
221 break; 290 break;
222
223 } 291 }
292
224 if (ob1->key_values != NULL || ob2->key_values != NULL) { 293 if (ob1->key_values != NULL || ob2->key_values != NULL)
294 {
225 /* At least one of these has key_values. */ 295 /* At least one of these has key_values. */
226 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) { 296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
227 /* One has fields, but the other one doesn't. */ 297 /* One has fields, but the other one doesn't. */
228 return 0; 298 return 0;
229 } else if (!compare_ob_value_lists(ob1, ob2)) { 299 else if (!compare_ob_value_lists (ob1, ob2))
230 return 0; 300 return 0;
231 } 301 }
302
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self)
232 } 305 {
306 ob1->optimise ();
307 ob2->optimise ();
233 308
309 if (ob1->self || ob2->self)
310 return 0;
311 }
312
234 /* Everything passes, must be OK. */ 313 /* Everything passes, must be OK. */
235 return 1; 314 return 1;
236} 315}
237 316
238/* 317/*
239 * sum_weight() is a recursive function which calculates the weight 318 * sum_weight() is a recursive function which calculates the weight
240 * an object is carrying. It goes through in figures out how much 319 * an object is carrying. It goes through in figures out how much
241 * containers are carrying, and sums it up. 320 * containers are carrying, and sums it up.
242 */ 321 */
243signed long sum_weight(object *op) { 322long
323sum_weight (object *op)
324{
244 signed long sum; 325 long sum;
245 object *inv; 326 object *inv;
327
246 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
329 {
247 if (inv->inv) 330 if (inv->inv)
248 sum_weight(inv); 331 sum_weight (inv);
249 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
250 } 333 }
334
251 if (op->type == CONTAINER && op->stats.Str) 335 if (op->type == CONTAINER && op->stats.Str)
252 sum = (sum * (100 - op->stats.Str))/100; 336 sum = (sum * (100 - op->stats.Str)) / 100;
337
253 if(op->carrying != sum) 338 if (op->carrying != sum)
254 op->carrying = sum; 339 op->carrying = sum;
340
255 return sum; 341 return sum;
256} 342}
257 343
258/** 344/**
259 * Return the outermost environment object for a given object. 345 * Return the outermost environment object for a given object.
260 */ 346 */
261 347
348object *
262object *object_get_env_recursive (object *op) { 349object_get_env_recursive (object *op)
350{
263 while (op->env != NULL) 351 while (op->env != NULL)
264 op = op->env; 352 op = op->env;
265 return op; 353 return op;
266}
267
268/*
269 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
270 * a better check. We basically keeping traversing up until we can't
271 * or find a player.
272 */
273
274object *is_player_inv (object *op) {
275 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
276 if (op->env==op)
277 op->env = NULL;
278 return op;
279} 354}
280 355
281/* 356/*
282 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
283 * Some error messages. 358 * Some error messages.
284 * The result of the dump is stored in the static global errmsg array. 359 * The result of the dump is stored in the static global errmsg array.
285 */ 360 */
286 361
287void dump_object2(object *op) { 362char *
288 char *cp;
289/* object *tmp;*/
290
291 if(op->arch!=NULL) {
292 strcat(errmsg,"arch ");
293 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
294 strcat(errmsg,"\n");
295 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
296 strcat(errmsg,cp);
297#if 0
298 /* Don't dump player diffs - they are too long, mostly meaningless, and
299 * will overflow the buffer.
300 * Changed so that we don't dump inventory either. This may
301 * also overflow the buffer.
302 */
303 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
304 strcat(errmsg,cp);
305 for (tmp=op->inv; tmp; tmp=tmp->below)
306 dump_object2(tmp);
307#endif
308 strcat(errmsg,"end\n");
309 } else {
310 strcat(errmsg,"Object ");
311 if (op->name==NULL) strcat(errmsg, "(null)");
312 else strcat(errmsg,op->name);
313 strcat(errmsg,"\n");
314#if 0
315 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
316 strcat(errmsg,cp);
317 for (tmp=op->inv; tmp; tmp=tmp->below)
318 dump_object2(tmp);
319#endif
320 strcat(errmsg,"end\n");
321 }
322}
323
324/*
325 * Dumps an object. Returns output in the static global errmsg array.
326 */
327
328void dump_object(object *op) { 363dump_object (object *op)
329 if(op==NULL) {
330 strcpy(errmsg,"[NULL pointer]");
331 return;
332 }
333 errmsg[0]='\0';
334 dump_object2(op);
335}
336
337/* GROS - Dumps an object. Return the result into a string */
338/* Note that no checking is done for the validity of the target string, so */
339/* you need to be sure that you allocated enough space for it. */
340void dump_me(object *op, char *outstr)
341{ 364{
342 char *cp; 365 if (!op)
366 return strdup ("[NULLOBJ]");
343 367
344 if(op==NULL) 368 object_freezer freezer;
345 { 369 save_object (freezer, op, 3);
346 strcpy(outstr,"[NULL pointer]"); 370 return freezer.as_string ();
347 return;
348 }
349 outstr[0]='\0';
350
351 if(op->arch!=NULL)
352 {
353 strcat(outstr,"arch ");
354 strcat(outstr,op->arch->name?op->arch->name:"(null)");
355 strcat(outstr,"\n");
356 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
357 strcat(outstr,cp);
358 strcat(outstr,"end\n");
359 }
360 else
361 {
362 strcat(outstr,"Object ");
363 if (op->name==NULL)
364 strcat(outstr, "(null)");
365 else
366 strcat(outstr,op->name);
367 strcat(outstr,"\n");
368 strcat(outstr,"end\n");
369 }
370}
371
372/*
373 * This is really verbose...Can be triggered by the P key while in DM mode.
374 * All objects are dumped to stderr (or alternate logfile, if in server-mode)
375 */
376
377void dump_all_objects(void) {
378 object *op;
379 for(op=objects;op!=NULL;op=op->next) {
380 dump_object(op);
381 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
382 }
383} 371}
384 372
385/* 373/*
386 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
387 * multi-object 1 which is closest to the second object. 375 * multi-object 1 which is closest to the second object.
388 * If it's not a multi-object, it is returned. 376 * If it's not a multi-object, it is returned.
389 */ 377 */
390 378
379object *
391object *get_nearest_part(object *op, const object *pl) { 380get_nearest_part (object *op, const object *pl)
381{
392 object *tmp,*closest; 382 object *tmp, *closest;
393 int last_dist,i; 383 int last_dist, i;
384
394 if(op->more==NULL) 385 if (op->more == NULL)
395 return op; 386 return op;
396 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 387 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
397 if((i=distance(tmp,pl))<last_dist) 388 if ((i = distance (tmp, pl)) < last_dist)
398 closest=tmp,last_dist=i; 389 closest = tmp, last_dist = i;
399 return closest; 390 return closest;
400} 391}
401 392
402/* 393/*
403 * Returns the object which has the count-variable equal to the argument. 394 * Returns the object which has the count-variable equal to the argument.
404 */ 395 */
405 396
397object *
406object *find_object(tag_t i) { 398find_object (tag_t i)
407 object *op; 399{
408 for(op=objects;op!=NULL;op=op->next) 400 for (object *op = object::first; op; op = op->next)
409 if(op->count==i) 401 if (op->count == i)
410 break; 402 return op;
403
411 return op; 404 return 0;
412} 405}
413 406
414/* 407/*
415 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
416 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
417 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
418 */ 411 */
419 412
413object *
420object *find_object_name(const char *str) { 414find_object_name (const char *str)
421 const char *name=add_string(str); 415{
416 shstr_cmp str_ (str);
422 object *op; 417 object *op;
418
423 for(op=objects;op!=NULL;op=op->next) 419 for (op = object::first; op != NULL; op = op->next)
424 if(op->name==name) 420 if (op->name == str_)
425 break; 421 break;
426 free_string(name); 422
427 return op; 423 return op;
428} 424}
429 425
426void
430void free_all_object_data(void) { 427free_all_object_data ()
431#ifdef MEMORY_DEBUG
432 object *op, *next;
433
434 for (op=free_objects; op!=NULL; ) {
435 next=op->next;
436 free(op);
437 nrofallocobjects--;
438 nroffreeobjects--;
439 op=next;
440 }
441#endif
442 LOG(llevDebug,"%d allocated objects, %d free objects, STARMAX=%d\n",
443 nrofallocobjects, nroffreeobjects,STARTMAX);
444}
445
446/*
447 * Returns the object which this object marks as being the owner.
448 * A id-scheme is used to avoid pointing to objects which have been
449 * freed and are now reused. If this is detected, the owner is
450 * set to NULL, and NULL is returned.
451 * Changed 2004-02-12 - if the player is setting at the play again
452 * prompt, he is removed, and we don't want to treat him as an owner of
453 * anything, so check removed flag. I don't expect that this should break
454 * anything - once an object is removed, it is basically dead anyways.
455 */
456
457object *get_owner(object *op) {
458 if(op->owner==NULL)
459 return NULL;
460
461 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
462 op->owner->count==op->ownercount)
463 return op->owner;
464
465 op->owner=NULL;
466 op->ownercount=0;
467 return NULL;
468}
469
470void clear_owner(object *op)
471{ 428{
472 if (!op) return; 429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
473
474 if (op->owner && op->ownercount == op->owner->count)
475 op->owner->refcount--;
476
477 op->owner = NULL;
478 op->ownercount = 0;
479} 430}
480
481
482 431
483/* 432/*
484 * Sets the owner and sets the skill and exp pointers to owner's current 433 * Sets the owner and sets the skill and exp pointers to owner's current
485 * skill and experience objects. 434 * skill and experience objects.
486 */ 435 */
487void set_owner (object *op, object *owner) 436void
437object::set_owner (object *owner)
488{ 438{
489 if(owner==NULL||op==NULL) 439 if (!owner)
490 return; 440 return;
491 441
492 /* next line added to allow objects which own objects */ 442 /* next line added to allow objects which own objects */
493 /* Add a check for ownercounts in here, as I got into an endless loop 443 /* Add a check for ownercounts in here, as I got into an endless loop
494 * with the fireball owning a poison cloud which then owned the 444 * with the fireball owning a poison cloud which then owned the
495 * fireball. I believe that was caused by one of the objects getting 445 * fireball. I believe that was caused by one of the objects getting
496 * freed and then another object replacing it. Since the ownercounts 446 * freed and then another object replacing it. Since the ownercounts
497 * didn't match, this check is valid and I believe that cause is valid. 447 * didn't match, this check is valid and I believe that cause is valid.
498 */ 448 */
499 while (owner->owner && owner!=owner->owner && 449 while (owner->owner)
500 owner->ownercount==owner->owner->count) owner=owner->owner; 450 owner = owner->owner;
501 451
502 /* IF the owner still has an owner, we did not resolve to a final owner.
503 * so lets not add to that.
504 */
505 if (owner->owner) return;
506
507 op->owner=owner; 452 this->owner = owner;
508
509 op->ownercount=owner->count;
510 owner->refcount++;
511
512}
513
514/* Set the owner to clone's current owner and set the skill and experience
515 * objects to clone's objects (typically those objects that where the owner's
516 * current skill and experience objects at the time when clone's owner was
517 * set - not the owner's current skill and experience objects).
518 *
519 * Use this function if player created an object (e.g. fire bullet, swarm
520 * spell), and this object creates further objects whose kills should be
521 * accounted for the player's original skill, even if player has changed
522 * skills meanwhile.
523 */
524void copy_owner (object *op, object *clone)
525{
526 object *owner = get_owner (clone);
527 if (owner == NULL) {
528 /* players don't have owners - they own themselves. Update
529 * as appropriate.
530 */
531 if (clone->type == PLAYER) owner=clone;
532 else return;
533 }
534 set_owner(op, owner);
535
536}
537
538/*
539 * Resets vital variables in an object
540 */
541
542void reset_object(object *op) {
543
544 op->name = NULL;
545 op->name_pl = NULL;
546 op->title = NULL;
547 op->race = NULL;
548 op->slaying = NULL;
549 op->skill = NULL;
550 op->msg = NULL;
551 op->materialname = NULL;
552 op->lore = NULL;
553 op->current_weapon_script = NULL;
554 clear_object(op);
555} 453}
556 454
557/* Zero the key_values on op, decrementing the shared-string 455/* Zero the key_values on op, decrementing the shared-string
558 * refcounts and freeing the links. 456 * refcounts and freeing the links.
559 */ 457 */
458static void
560static void free_key_values(object * op) { 459free_key_values (object *op)
561 key_value * i; 460{
562 key_value * next = NULL; 461 for (key_value *i = op->key_values; i != 0;)
563 462 {
564 if (op->key_values == NULL) return; 463 key_value *next = i->next;
464 delete i;
465
466 i = next;
565 467 }
566 for (i = op->key_values; i != NULL; i = next) { 468
567 /* Store next *first*. */
568 next = i->next;
569
570 if (i->key) FREE_AND_CLEAR_STR(i->key);
571 if (i->value) FREE_AND_CLEAR_STR(i->value);
572 i->next = NULL;
573 free(i);
574 }
575
576 op->key_values = NULL; 469 op->key_values = 0;
577} 470}
578 471
579
580/* 472/*
581 * clear_object() frees everything allocated by an object, and also
582 * clears all variables and flags to default settings.
583 */
584
585void clear_object(object *op) {
586
587 if (object_free_callback)
588 object_free_callback (op);
589
590 event *evt;
591 event *evt2;
592
593 /* redo this to be simpler/more efficient. Was also seeing
594 * crashes in the old code. Move this to the top - am
595 * seeing periodic crashes in this code, and would like to have
596 * as much info available as possible (eg, object name).
597 */
598 for (evt = op->events; evt; evt=evt2) {
599 evt2 = evt->next;
600
601 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
602 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
603 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
604
605 free(evt);
606 }
607 op->events = NULL;
608
609 free_key_values(op);
610
611 /* the memset will clear all these values for us, but we need
612 * to reduce the refcount on them.
613 */
614 if (op->name!=NULL) FREE_AND_CLEAR_STR(op->name);
615 if (op->name_pl!=NULL) FREE_AND_CLEAR_STR(op->name_pl);
616 if (op->title != NULL) FREE_AND_CLEAR_STR(op->title);
617 if (op->race!=NULL) FREE_AND_CLEAR_STR(op->race);
618 if (op->slaying!=NULL) FREE_AND_CLEAR_STR(op->slaying);
619 if (op->skill!=NULL) FREE_AND_CLEAR_STR(op->skill);
620 if (op->msg!=NULL) FREE_AND_CLEAR_STR(op->msg);
621 if (op->lore!=NULL) FREE_AND_CLEAR_STR(op->lore);
622 if (op->materialname!= NULL) FREE_AND_CLEAR_STR(op->materialname);
623
624
625 memset((void*)op, 0, sizeof (object_special));
626 /* Below here, we clear things that are not done by the memset,
627 * or set default values that are not zero.
628 */
629 /* This is more or less true */
630 SET_FLAG(op, FLAG_REMOVED);
631
632
633 op->contr = NULL;
634 op->below=NULL;
635 op->above=NULL;
636 op->inv=NULL;
637 op->events=NULL;
638 op->container=NULL;
639 op->env=NULL;
640 op->more=NULL;
641 op->head=NULL;
642 op->map=NULL;
643 op->refcount=0;
644 op->active_next = NULL;
645 op->active_prev = NULL;
646 /* What is not cleared is next, prev, and count */
647
648 op->expmul=1.0;
649 op->face = blank_face;
650 op->attacked_by_count = (tag_t) -1;
651 if (settings.casting_time)
652 op->casting_time = -1;
653
654}
655
656/*
657 * copy object first frees everything allocated by the second object, 473 * copy_to first frees everything allocated by the dst object,
658 * and then copies the contends of the first object into the second 474 * and then copies the contents of itself into the second
659 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
660 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
661 * if the first object is freed, the pointers in the new object 477 * if the first object is freed, the pointers in the new object
662 * will point at garbage. 478 * will point at garbage.
663 */ 479 */
480void
481object::copy_to (object *dst)
482{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
664 485
665void copy_object(object *op2, object *op) { 486 *(object_copy *)dst = *this;
666 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED);
667 event *evt, *evt2, *evt_new;
668 487
669 if (object_free_callback) 488 if (self || cb)
670 object_free_callback (op); 489 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
671 490
672 // callback registries and self are empty for copied objects 491 if (is_freed)
673 // this ought to change in the future 492 SET_FLAG (dst, FLAG_FREED);
674 493
675 /* Decrement the refcounts, but don't bother zeroing the fields; 494 if (is_removed)
676 they'll be overwritten by memcpy. */ 495 SET_FLAG (dst, FLAG_REMOVED);
677 if(op->name!=NULL) free_string(op->name);
678 if(op->name_pl!=NULL) free_string(op->name_pl);
679 if(op->title!=NULL) free_string(op->title);
680 if(op->race!=NULL) free_string(op->race);
681 if(op->slaying!=NULL) free_string(op->slaying);
682 if(op->skill!=NULL) free_string(op->skill);
683 if(op->msg!=NULL) free_string(op->msg);
684 if(op->lore!=NULL) free_string(op->lore);
685 if(op->materialname != NULL) free_string(op->materialname);
686 if(op->custom_name != NULL) free_string(op->custom_name);
687 496
688 /* Basically, same code as from clear_object() */ 497 if (speed < 0)
689 for (evt = op->events; evt; evt=evt2) {
690 evt2 = evt->next;
691
692 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
693 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
694 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
695
696 free(evt);
697 }
698 op->events = NULL;
699
700 free_key_values(op);
701
702 *(object_special *)op = *(object_special *)op2;
703
704 if(is_freed) SET_FLAG(op,FLAG_FREED);
705 if(is_removed) SET_FLAG(op,FLAG_REMOVED);
706 if(op->name!=NULL) add_refcount(op->name);
707 if(op->name_pl!=NULL) add_refcount(op->name_pl);
708 if(op->title!=NULL) add_refcount(op->title);
709 if(op->race!=NULL) add_refcount(op->race);
710 if(op->slaying!=NULL) add_refcount(op->slaying);
711 if(op->skill!=NULL) add_refcount(op->skill);
712 if(op->lore!=NULL) add_refcount(op->lore);
713 if(op->msg!=NULL) add_refcount(op->msg);
714 if(op->custom_name!=NULL) add_refcount(op->custom_name);
715 if (op->materialname != NULL) add_refcount(op->materialname);
716
717 if((op2->speed<0) && !editor)
718 op->speed_left=op2->speed_left-RANDOM()%200/100.0; 498 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
719 499
720 /* Copy over event information */
721 evt2 = NULL;
722 for (evt = op2->events; evt; evt=evt->next) {
723 evt_new = (event *) malloc(sizeof(event));
724 memcpy(evt_new, evt, sizeof(event));
725 if (evt_new->hook) add_refcount(evt_new->hook);
726 if (evt_new->plugin) add_refcount(evt_new->plugin);
727 if (evt_new->options) add_refcount(evt_new->options);
728 evt_new->next = NULL;
729
730 /* Try to be a little clever here, and store away the
731 * last event we copied, so that its simpler to update the
732 * pointer.
733 */
734 if (evt2)
735 evt2->next = evt_new;
736 else
737 op->events = evt_new;
738
739 evt2 = evt_new;
740 }
741 /* Copy over key_values, if any. */ 500 /* Copy over key_values, if any. */
742 if (op2->key_values != NULL) { 501 if (key_values)
743 key_value * tail = NULL; 502 {
503 key_value *tail = 0;
744 key_value * i; 504 key_value *i;
745 505
746 op->key_values = NULL; 506 dst->key_values = 0;
747 507
748 for (i = op2->key_values; i != NULL; i = i->next) { 508 for (i = key_values; i; i = i->next)
749 key_value * new_link = (key_value *) malloc(sizeof(key_value)); 509 {
510 key_value *new_link = new key_value;
750 511
751 new_link->next = NULL; 512 new_link->next = 0;
752 new_link->key = add_refcount(i->key); 513 new_link->key = i->key;
753 if (i->value) 514 new_link->value = i->value;
754 new_link->value = add_refcount(i->value);
755 else
756 new_link->value = NULL;
757 515
758 /* Try and be clever here, too. */ 516 /* Try and be clever here, too. */
759 if (op->key_values == NULL) { 517 if (!dst->key_values)
760 op->key_values = new_link; 518 {
761 tail = new_link; 519 dst->key_values = new_link;
762 } else { 520 tail = new_link;
763 tail->next = new_link; 521 }
764 tail = new_link; 522 else
523 {
524 tail->next = new_link;
525 tail = new_link;
526 }
527 }
765 } 528 }
766 }
767 }
768 529
769 update_ob_speed(op); 530 update_ob_speed (dst);
770} 531}
771 532
772/*
773 * expand_objects() allocates more objects for the list of unused objects.
774 * It is called from get_object() if the unused list is empty.
775 */
776
777void expand_objects(void) {
778 int i;
779 object *obj;
780 obj = (object *) CALLOC(OBJ_EXPAND,sizeof(object));
781
782 if(obj==NULL)
783 fatal(OUT_OF_MEMORY);
784 free_objects=obj;
785 obj[0].prev=NULL;
786 obj[0].next= &obj[1],
787 SET_FLAG(&(obj[0]), FLAG_REMOVED);
788 SET_FLAG(&(obj[0]), FLAG_FREED);
789
790 for(i=1;i<OBJ_EXPAND-1;i++) {
791 obj[i].next= &obj[i+1],
792 obj[i].prev= &obj[i-1],
793 SET_FLAG(&(obj[i]), FLAG_REMOVED);
794 SET_FLAG(&(obj[i]), FLAG_FREED);
795 }
796 obj[OBJ_EXPAND-1].prev= &obj[OBJ_EXPAND-2],
797 obj[OBJ_EXPAND-1].next=NULL,
798 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_REMOVED);
799 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_FREED);
800
801 nrofallocobjects += OBJ_EXPAND;
802 nroffreeobjects += OBJ_EXPAND;
803}
804
805/*
806 * get_object() grabs an object from the list of unused objects, makes
807 * sure it is initialised, and returns it.
808 * If there are no free objects, expand_objects() is called to get more.
809 */
810
811object *get_object(void) {
812 object *op; 533object *
813 534object::clone ()
814 if(free_objects==NULL) { 535{
815 expand_objects(); 536 object *neu = create ();
816 } 537 copy_to (neu);
817 op=free_objects;
818#ifdef MEMORY_DEBUG
819 /* The idea is hopefully by doing a realloc, the memory
820 * debugging program will now use the current stack trace to
821 * report leaks.
822 */
823 op = realloc(op, sizeof(object));
824 SET_FLAG(op, FLAG_REMOVED);
825 SET_FLAG(op, FLAG_FREED);
826#endif
827
828 if(!QUERY_FLAG(op,FLAG_FREED)) {
829 LOG(llevError,"Fatal: Getting busy object.\n");
830 }
831 free_objects=op->next;
832 if(free_objects!=NULL)
833 free_objects->prev=NULL;
834 op->count= ++ob_count;
835 op->name=NULL;
836 op->name_pl=NULL;
837 op->title=NULL;
838 op->race=NULL;
839 op->slaying=NULL;
840 op->skill = NULL;
841 op->lore=NULL;
842 op->msg=NULL;
843 op->materialname=NULL;
844 op->next=objects;
845 op->prev=NULL;
846 op->active_next = NULL;
847 op->active_prev = NULL;
848 if(objects!=NULL)
849 objects->prev=op;
850 objects=op;
851 clear_object(op);
852 SET_FLAG(op,FLAG_REMOVED);
853 nroffreeobjects--;
854 return op; 538 return neu;
855} 539}
856 540
857/* 541/*
858 * If an object with the IS_TURNABLE() flag needs to be turned due 542 * If an object with the IS_TURNABLE() flag needs to be turned due
859 * to the closest player being on the other side, this function can 543 * to the closest player being on the other side, this function can
860 * be called to update the face variable, _and_ how it looks on the map. 544 * be called to update the face variable, _and_ how it looks on the map.
861 */ 545 */
862 546
547void
863void update_turn_face(object *op) { 548update_turn_face (object *op)
549{
864 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 550 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
865 return; 551 return;
866 SET_ANIMATION(op, op->direction); 552 SET_ANIMATION (op, op->direction);
867 update_object(op,UP_OBJ_FACE); 553 update_object (op, UP_OBJ_FACE);
868} 554}
869 555
870/* 556/*
871 * Updates the speed of an object. If the speed changes from 0 to another 557 * Updates the speed of an object. If the speed changes from 0 to another
872 * value, or vice versa, then add/remove the object from the active list. 558 * value, or vice versa, then add/remove the object from the active list.
873 * This function needs to be called whenever the speed of an object changes. 559 * This function needs to be called whenever the speed of an object changes.
874 */ 560 */
875 561void
876void update_ob_speed(object *op) { 562update_ob_speed (object *op)
563{
877 extern int arch_init; 564 extern int arch_init;
878 565
879 /* No reason putting the archetypes objects on the speed list, 566 /* No reason putting the archetypes objects on the speed list,
880 * since they never really need to be updated. 567 * since they never really need to be updated.
881 */ 568 */
882 569
883 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 570 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
571 {
884 LOG(llevError,"Object %s is freed but has speed.\n", op->name); 572 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
885#ifdef MANY_CORES 573#ifdef MANY_CORES
886 abort(); 574 abort ();
887#else 575#else
888 op->speed = 0; 576 op->speed = 0;
889#endif 577#endif
890 } 578 }
579
891 if (arch_init) { 580 if (arch_init)
892 return;
893 }
894 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
895 /* If already on active list, don't do anything */
896 if (op->active_next || op->active_prev || op==active_objects)
897 return; 581 return;
898 582
583 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
584 {
585 /* If already on active list, don't do anything */
586 if (op->active_next || op->active_prev || op == active_objects)
587 return;
588
899 /* process_events() expects us to insert the object at the beginning 589 /* process_events() expects us to insert the object at the beginning
900 * of the list. */ 590 * of the list. */
901 op->active_next = active_objects; 591 op->active_next = active_objects;
592
902 if (op->active_next!=NULL) 593 if (op->active_next != NULL)
903 op->active_next->active_prev = op; 594 op->active_next->active_prev = op;
595
904 active_objects = op; 596 active_objects = op;
597 }
598 else
905 } 599 {
906 else {
907 /* If not on the active list, nothing needs to be done */ 600 /* If not on the active list, nothing needs to be done */
908 if (!op->active_next && !op->active_prev && op!=active_objects) 601 if (!op->active_next && !op->active_prev && op != active_objects)
909 return; 602 return;
910 603
911 if (op->active_prev==NULL) { 604 if (op->active_prev == NULL)
605 {
912 active_objects = op->active_next; 606 active_objects = op->active_next;
607
913 if (op->active_next!=NULL) 608 if (op->active_next != NULL)
914 op->active_next->active_prev = NULL; 609 op->active_next->active_prev = NULL;
915 } 610 }
916 else { 611 else
612 {
917 op->active_prev->active_next = op->active_next; 613 op->active_prev->active_next = op->active_next;
614
918 if (op->active_next) 615 if (op->active_next)
919 op->active_next->active_prev = op->active_prev; 616 op->active_next->active_prev = op->active_prev;
920 } 617 }
618
921 op->active_next = NULL; 619 op->active_next = NULL;
922 op->active_prev = NULL; 620 op->active_prev = NULL;
923 } 621 }
924} 622}
925 623
926/* This function removes object 'op' from the list of active 624/* This function removes object 'op' from the list of active
927 * objects. 625 * objects.
929 * reference maps where you don't want an object that isn't 627 * reference maps where you don't want an object that isn't
930 * in play chewing up cpu time getting processed. 628 * in play chewing up cpu time getting processed.
931 * The reverse of this is to call update_ob_speed, which 629 * The reverse of this is to call update_ob_speed, which
932 * will do the right thing based on the speed of the object. 630 * will do the right thing based on the speed of the object.
933 */ 631 */
632void
934void remove_from_active_list(object *op) 633remove_from_active_list (object *op)
935{ 634{
936 /* If not on the active list, nothing needs to be done */ 635 /* If not on the active list, nothing needs to be done */
937 if (!op->active_next && !op->active_prev && op!=active_objects) 636 if (!op->active_next && !op->active_prev && op != active_objects)
938 return; 637 return;
939 638
940 if (op->active_prev==NULL) { 639 if (op->active_prev == NULL)
640 {
941 active_objects = op->active_next; 641 active_objects = op->active_next;
942 if (op->active_next!=NULL) 642 if (op->active_next != NULL)
943 op->active_next->active_prev = NULL; 643 op->active_next->active_prev = NULL;
644 }
645 else
944 } 646 {
945 else {
946 op->active_prev->active_next = op->active_next; 647 op->active_prev->active_next = op->active_next;
947 if (op->active_next) 648 if (op->active_next)
948 op->active_next->active_prev = op->active_prev; 649 op->active_next->active_prev = op->active_prev;
949 } 650 }
950 op->active_next = NULL; 651 op->active_next = NULL;
951 op->active_prev = NULL; 652 op->active_prev = NULL;
952} 653}
953 654
954/* 655/*
955 * update_object() updates the array which represents the map. 656 * update_object() updates the the map.
956 * It takes into account invisible objects (and represent squares covered 657 * It takes into account invisible objects (and represent squares covered
957 * by invisible objects by whatever is below them (unless it's another 658 * by invisible objects by whatever is below them (unless it's another
958 * invisible object, etc...) 659 * invisible object, etc...)
959 * If the object being updated is beneath a player, the look-window 660 * If the object being updated is beneath a player, the look-window
960 * of that player is updated (this might be a suboptimal way of 661 * of that player is updated (this might be a suboptimal way of
961 * updating that window, though, since update_object() is called _often_) 662 * updating that window, though, since update_object() is called _often_)
962 * 663 *
963 * action is a hint of what the caller believes need to be done. 664 * action is a hint of what the caller believes need to be done.
964 * For example, if the only thing that has changed is the face (due to
965 * an animation), we don't need to call update_position until that actually
966 * comes into view of a player. OTOH, many other things, like addition/removal
967 * of walls or living creatures may need us to update the flags now.
968 * current action are: 665 * current action are:
969 * UP_OBJ_INSERT: op was inserted 666 * UP_OBJ_INSERT: op was inserted
970 * UP_OBJ_REMOVE: op was removed 667 * UP_OBJ_REMOVE: op was removed
971 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 668 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
972 * as that is easier than trying to look at what may have changed. 669 * as that is easier than trying to look at what may have changed.
973 * UP_OBJ_FACE: only the objects face has changed. 670 * UP_OBJ_FACE: only the objects face has changed.
974 */ 671 */
975 672void
976void update_object(object *op, int action) { 673update_object (object *op, int action)
977 int update_now=0, flags; 674{
978 MoveType move_on, move_off, move_block, move_slow; 675 MoveType move_on, move_off, move_block, move_slow;
979 676
980 if (op == NULL) { 677 if (op == NULL)
678 {
981 /* this should never happen */ 679 /* this should never happen */
982 LOG(llevDebug,"update_object() called for NULL object.\n"); 680 LOG (llevDebug, "update_object() called for NULL object.\n");
983 return; 681 return;
984 }
985 682 }
986 if(op->env!=NULL) { 683
684 if (op->env)
685 {
987 /* Animation is currently handled by client, so nothing 686 /* Animation is currently handled by client, so nothing
988 * to do in this case. 687 * to do in this case.
989 */ 688 */
990 return; 689 return;
991 } 690 }
992 691
993 /* If the map is saving, don't do anything as everything is 692 /* If the map is saving, don't do anything as everything is
994 * going to get freed anyways. 693 * going to get freed anyways.
995 */ 694 */
996 if (!op->map || op->map->in_memory == MAP_SAVING) return; 695 if (!op->map || op->map->in_memory == MAP_SAVING)
997 696 return;
697
998 /* make sure the object is within map boundaries */ 698 /* make sure the object is within map boundaries */
999 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 699 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
1000 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 700 {
1001 LOG(llevError,"update_object() called for object out of map!\n"); 701 LOG (llevError, "update_object() called for object out of map!\n");
1002#ifdef MANY_CORES 702#ifdef MANY_CORES
1003 abort(); 703 abort ();
1004#endif 704#endif
1005 return; 705 return;
1006 }
1007 706 }
1008 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
1009 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
1010 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
1011 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
1012 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
1013 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
1014 707
708 mapspace &m = op->ms ();
709
710 if (m.flags_ & P_NEED_UPDATE)
711 /* nop */;
1015 if (action == UP_OBJ_INSERT) { 712 else if (action == UP_OBJ_INSERT)
713 {
714 // this is likely overkill, TODO: revisit (schmorp)
1016 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 715 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
1017 update_now=1;
1018
1019 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 716 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
1020 update_now=1; 717 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
1021 718 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
719 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
1022 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 720 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
1023 update_now=1; 721 || (m.move_on | op->move_on ) != m.move_on
1024 722 || (m.move_off | op->move_off ) != m.move_off
1025 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 723 || (m.move_slow | op->move_slow) != m.move_slow
1026 update_now=1;
1027
1028 if ((move_on | op->move_on) != move_on) update_now=1;
1029 if ((move_off | op->move_off) != move_off) update_now=1;
1030 /* This isn't perfect, but I don't expect a lot of objects to 724 /* This isn't perfect, but I don't expect a lot of objects to
1031 * to have move_allow right now. 725 * to have move_allow right now.
1032 */ 726 */
1033 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 727 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
1034 update_now=1; 728 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
1035 if ((move_slow | op->move_slow) != move_slow) update_now=1; 729 m.flags_ = P_NEED_UPDATE;
1036 } 730 }
1037 /* if the object is being removed, we can't make intelligent 731 /* if the object is being removed, we can't make intelligent
1038 * decisions, because remove_ob can't really pass the object 732 * decisions, because remove_ob can't really pass the object
1039 * that is being removed. 733 * that is being removed.
1040 */ 734 */
1041 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 735 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
1042 update_now=1; 736 m.flags_ = P_NEED_UPDATE;
1043 } else if (action == UP_OBJ_FACE) { 737 else if (action == UP_OBJ_FACE)
1044 /* Nothing to do for that case */ 738 /* Nothing to do for that case */ ;
1045 }
1046 else { 739 else
1047 LOG(llevError,"update_object called with invalid action: %d\n", action); 740 LOG (llevError, "update_object called with invalid action: %d\n", action);
1048 }
1049 741
1050 if (update_now) {
1051 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
1052 update_position(op->map, op->x, op->y);
1053 }
1054
1055 if(op->more!=NULL) 742 if (op->more)
1056 update_object(op->more, action); 743 update_object (op->more, action);
1057} 744}
1058 745
746object::vector object::mortals;
747object::vector object::objects; // not yet used
748object *object::first;
749
750void object::free_mortals ()
751{
752 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
753 if ((*i)->refcnt)
754 ++i; // further delay freeing
755 else
756 {
757 delete *i;
758 mortals.erase (i);
759 }
760}
761
762object::object ()
763{
764 SET_FLAG (this, FLAG_REMOVED);
765
766 expmul = 1.0;
767 face = blank_face;
768}
769
770object::~object ()
771{
772 free_key_values (this);
773}
774
775void object::link ()
776{
777 count = ++ob_count;
778 uuid = gen_uuid ();
779
780 prev = 0;
781 next = object::first;
782
783 if (object::first)
784 object::first->prev = this;
785
786 object::first = this;
787}
788
789void object::unlink ()
790{
791 if (this == object::first)
792 object::first = next;
793
794 /* Remove this object from the list of used objects */
795 if (prev) prev->next = next;
796 if (next) next->prev = prev;
797
798 prev = 0;
799 next = 0;
800}
801
802object *object::create ()
803{
804 object *op = new object;
805 op->link ();
806 return op;
807}
1059 808
1060/* 809/*
1061 * free_object() frees everything allocated by an object, removes 810 * free_object() frees everything allocated by an object, removes
1062 * it from the list of used objects, and puts it on the list of 811 * it from the list of used objects, and puts it on the list of
1063 * free objects. The IS_FREED() flag is set in the object. 812 * free objects. The IS_FREED() flag is set in the object.
1064 * The object must have been removed by remove_ob() first for 813 * The object must have been removed by remove_ob() first for
1065 * this function to succeed. 814 * this function to succeed.
1066 * 815 *
1067 * If free_inventory is set, free inventory as well. Else drop items in 816 * If destroy_inventory is set, free inventory as well. Else drop items in
1068 * inventory to the ground. 817 * inventory to the ground.
1069 */ 818 */
819void object::destroy (bool destroy_inventory)
820{
821 if (QUERY_FLAG (this, FLAG_FREED))
822 return;
1070 823
1071void free_object(object *ob) { 824 if (QUERY_FLAG (this, FLAG_FRIENDLY))
1072 free_object2(ob, 0); 825 remove_friendly_object (this);
1073}
1074void free_object2(object *ob, int free_inventory) {
1075 object *tmp,*op;
1076 826
1077 if (object_free_callback)
1078 object_free_callback (ob);
1079
1080 if (!QUERY_FLAG(ob,FLAG_REMOVED)) { 827 if (!QUERY_FLAG (this, FLAG_REMOVED))
1081 LOG(llevDebug,"Free object called with non removed object\n"); 828 remove ();
1082 dump_object(ob); 829
1083#ifdef MANY_CORES 830 SET_FLAG (this, FLAG_FREED);
1084 abort(); 831
1085#endif 832 if (more)
1086 } 833 {
1087 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) { 834 more->destroy (destroy_inventory);
1088 LOG(llevMonster,"Warning: tried to free friendly object.\n"); 835 more = 0;
1089 remove_friendly_object(ob); 836 }
837
838 if (inv)
1090 } 839 {
1091 if(QUERY_FLAG(ob,FLAG_FREED)) {
1092 dump_object(ob);
1093 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg);
1094 return;
1095 }
1096 if(ob->more!=NULL) {
1097 free_object2(ob->more, free_inventory);
1098 ob->more=NULL;
1099 }
1100 if (ob->inv) {
1101 /* Only if the space blocks everything do we not process - 840 /* Only if the space blocks everything do we not process -
1102 * if some form of movemnt is allowed, let objects 841 * if some form of movement is allowed, let objects
1103 * drop on that space. 842 * drop on that space.
1104 */ 843 */
1105 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 844 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1106 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL)) 845 {
1107 { 846 object *op = inv;
1108 op=ob->inv; 847
1109 while(op!=NULL) { 848 while (op)
1110 tmp=op->below; 849 {
1111 remove_ob(op); 850 object *tmp = op->below;
1112 free_object2(op, free_inventory); 851 op->destroy (destroy_inventory);
1113 op=tmp; 852 op = tmp;
853 }
854 }
855 else
856 { /* Put objects in inventory onto this space */
857 object *op = inv;
858
859 while (op)
860 {
861 object *tmp = op->below;
862
863 op->remove ();
864
865 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
866 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
867 op->destroy ();
868 else
869 {
870 op->x = x;
871 op->y = y;
872 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
873 }
874
875 op = tmp;
876 }
877 }
1114 } 878 }
1115 } 879
1116 else { /* Put objects in inventory onto this space */ 880 // hack to ensure that freed objects still have a valid map
1117 op=ob->inv; 881 {
1118 while(op!=NULL) { 882 static maptile *freed_map; // freed objects are moved here to avoid crashes
1119 tmp=op->below; 883
1120 remove_ob(op); 884 if (!freed_map)
1121 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) || 885 {
1122 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 886 freed_map = new maptile;
1123 free_object(op); 887
1124 else { 888 freed_map->name = "/internal/freed_objects_map";
1125 op->x=ob->x; 889 freed_map->width = 3;
1126 op->y=ob->y; 890 freed_map->height = 3;
1127 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */ 891
1128 } 892 freed_map->allocate ();
1129 op=tmp;
1130 }
1131 }
1132 } 893 }
894
895 map = freed_map;
896 x = 1;
897 y = 1;
898 }
899
900 // clear those pointers that likely might have circular references to us
901 owner = 0;
902 enemy = 0;
903 attacked_by = 0;
904
905 // only relevant for players(?), but make sure of it anyways
906 contr = 0;
907
1133 /* Remove object from the active list */ 908 /* Remove object from the active list */
1134 ob->speed = 0; 909 speed = 0;
1135 update_ob_speed(ob); 910 update_ob_speed (this);
1136 911
1137 SET_FLAG(ob, FLAG_FREED); 912 unlink ();
1138 ob->count = 0;
1139 913
1140 /* Remove this object from the list of used objects */ 914 mortals.push_back (this);
1141 if(ob->prev==NULL) {
1142 objects=ob->next;
1143 if(objects!=NULL)
1144 objects->prev=NULL;
1145 }
1146 else {
1147 ob->prev->next=ob->next;
1148 if(ob->next!=NULL)
1149 ob->next->prev=ob->prev;
1150 }
1151
1152 if(ob->name!=NULL) FREE_AND_CLEAR_STR(ob->name);
1153 if(ob->name_pl!=NULL) FREE_AND_CLEAR_STR(ob->name_pl);
1154 if(ob->title!=NULL) FREE_AND_CLEAR_STR(ob->title);
1155 if(ob->race!=NULL) FREE_AND_CLEAR_STR(ob->race);
1156 if(ob->slaying!=NULL) FREE_AND_CLEAR_STR(ob->slaying);
1157 if(ob->skill!=NULL) FREE_AND_CLEAR_STR(ob->skill);
1158 if(ob->lore!=NULL) FREE_AND_CLEAR_STR(ob->lore);
1159 if(ob->msg!=NULL) FREE_AND_CLEAR_STR(ob->msg);
1160 if(ob->materialname!=NULL) FREE_AND_CLEAR_STR(ob->materialname);
1161
1162
1163 /* Why aren't events freed? */
1164 free_key_values(ob);
1165
1166#if 0 /* MEMORY_DEBUG*/
1167 /* This is a nice idea. Unfortunately, a lot of the code in crossfire
1168 * presumes the freed_object will stick around for at least a little
1169 * bit
1170 */
1171 /* this is necessary so that memory debugging programs will
1172 * be able to accurately report source of malloc. If we recycle
1173 * objects, then some other area may be doing the get_object
1174 * and not freeing it, but the original one that malloc'd the
1175 * object will get the blame.
1176 */
1177 free(ob);
1178#else
1179
1180 /* Now link it with the free_objects list: */
1181 ob->prev=NULL;
1182 ob->next=free_objects;
1183 if(free_objects!=NULL)
1184 free_objects->prev=ob;
1185 free_objects=ob;
1186 nroffreeobjects++;
1187#endif
1188}
1189
1190/*
1191 * count_free() returns the number of objects on the list of free objects.
1192 */
1193
1194int count_free(void) {
1195 int i=0;
1196 object *tmp=free_objects;
1197 while(tmp!=NULL)
1198 tmp=tmp->next, i++;
1199 return i;
1200}
1201
1202/*
1203 * count_used() returns the number of objects on the list of used objects.
1204 */
1205
1206int count_used(void) {
1207 int i=0;
1208 object *tmp=objects;
1209 while(tmp!=NULL)
1210 tmp=tmp->next, i++;
1211 return i;
1212}
1213
1214/*
1215 * count_active() returns the number of objects on the list of active objects.
1216 */
1217
1218int count_active(void) {
1219 int i=0;
1220 object *tmp=active_objects;
1221 while(tmp!=NULL)
1222 tmp=tmp->active_next, i++;
1223 return i;
1224} 915}
1225 916
1226/* 917/*
1227 * sub_weight() recursively (outwards) subtracts a number from the 918 * sub_weight() recursively (outwards) subtracts a number from the
1228 * weight of an object (and what is carried by it's environment(s)). 919 * weight of an object (and what is carried by it's environment(s)).
1229 */ 920 */
1230 921void
1231void sub_weight (object *op, signed long weight) { 922sub_weight (object *op, signed long weight)
923{
1232 while (op != NULL) { 924 while (op != NULL)
925 {
1233 if (op->type == CONTAINER) { 926 if (op->type == CONTAINER)
1234 weight=(signed long)(weight*(100-op->stats.Str)/100); 927 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1235 } 928
1236 op->carrying-=weight; 929 op->carrying -= weight;
1237 op = op->env; 930 op = op->env;
1238 } 931 }
1239} 932}
1240 933
1241/* remove_ob(op): 934/* op->remove ():
1242 * This function removes the object op from the linked list of objects 935 * This function removes the object op from the linked list of objects
1243 * which it is currently tied to. When this function is done, the 936 * which it is currently tied to. When this function is done, the
1244 * object will have no environment. If the object previously had an 937 * object will have no environment. If the object previously had an
1245 * environment, the x and y coordinates will be updated to 938 * environment, the x and y coordinates will be updated to
1246 * the previous environment. 939 * the previous environment.
1247 * Beware: This function is called from the editor as well! 940 * Beware: This function is called from the editor as well!
1248 */ 941 */
1249 942void
1250void remove_ob(object *op) { 943object::remove ()
944{
1251 object *tmp,*last=NULL; 945 object *tmp, *last = 0;
1252 object *otmp; 946 object *otmp;
1253 tag_t tag; 947
1254 int check_walk_off; 948 int check_walk_off;
1255 mapstruct *m;
1256 sint16 x,y;
1257
1258 949
1259 if(QUERY_FLAG(op,FLAG_REMOVED)) { 950 if (QUERY_FLAG (this, FLAG_REMOVED))
1260 dump_object(op); 951 return;
1261 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1262 952
1263 /* Changed it to always dump core in this case. As has been learned
1264 * in the past, trying to recover from errors almost always
1265 * make things worse, and this is a real error here - something
1266 * that should not happen.
1267 * Yes, if this was a mission critical app, trying to do something
1268 * to recover may make sense, but that is because failure of the app
1269 * may have other disastrous problems. Cf runs out of a script
1270 * so is easily enough restarted without any real problems.
1271 * MSW 2001-07-01
1272 */
1273 abort();
1274 }
1275 if(op->more!=NULL)
1276 remove_ob(op->more);
1277
1278 SET_FLAG(op, FLAG_REMOVED); 953 SET_FLAG (this, FLAG_REMOVED);
1279 954
955 if (more)
956 more->remove ();
957
1280 /* 958 /*
1281 * In this case, the object to be removed is in someones 959 * In this case, the object to be removed is in someones
1282 * inventory. 960 * inventory.
1283 */ 961 */
1284 if(op->env!=NULL) { 962 if (env)
1285 if(op->nrof) 963 {
964 if (nrof)
1286 sub_weight(op->env, op->weight*op->nrof); 965 sub_weight (env, weight * nrof);
1287 else 966 else
1288 sub_weight(op->env, op->weight+op->carrying); 967 sub_weight (env, weight + carrying);
1289 968
1290 /* NO_FIX_PLAYER is set when a great many changes are being 969 /* NO_FIX_PLAYER is set when a great many changes are being
1291 * made to players inventory. If set, avoiding the call 970 * made to players inventory. If set, avoiding the call
1292 * to save cpu time. 971 * to save cpu time.
1293 */ 972 */
1294 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 973 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1295 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 974 otmp->update_stats ();
1296 fix_player(otmp);
1297 975
1298 if(op->above!=NULL) 976 if (above != NULL)
1299 op->above->below=op->below; 977 above->below = below;
1300 else 978 else
1301 op->env->inv=op->below; 979 env->inv = below;
1302 980
1303 if(op->below!=NULL) 981 if (below != NULL)
1304 op->below->above=op->above; 982 below->above = above;
1305 983
1306 /* we set up values so that it could be inserted into 984 /* we set up values so that it could be inserted into
1307 * the map, but we don't actually do that - it is up 985 * the map, but we don't actually do that - it is up
1308 * to the caller to decide what we want to do. 986 * to the caller to decide what we want to do.
1309 */ 987 */
1310 op->x=op->env->x,op->y=op->env->y; 988 x = env->x, y = env->y;
1311 op->ox=op->x,op->oy=op->y; 989 map = env->map;
1312 op->map=op->env->map; 990 above = 0, below = 0;
1313 op->above=NULL,op->below=NULL; 991 env = 0;
1314 op->env=NULL; 992 }
1315 return; 993 else if (map)
1316 } 994 {
1317
1318 /* If we get here, we are removing it from a map */
1319 if (op->map == NULL) return;
1320
1321 x = op->x;
1322 y = op->y;
1323 m = get_map_from_coord(op->map, &x, &y);
1324
1325 if (!m) {
1326 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1327 op->map->path, op->x, op->y);
1328 /* in old days, we used to set x and y to 0 and continue.
1329 * it seems if we get into this case, something is probablye
1330 * screwed up and should be fixed.
1331 */
1332 abort();
1333 }
1334 if (op->map != m) {
1335 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1336 op->map->path, m->path, op->x, op->y, x, y);
1337 }
1338
1339 /* Re did the following section of code - it looks like it had 995 /* Re did the following section of code - it looks like it had
1340 * lots of logic for things we no longer care about 996 * lots of logic for things we no longer care about
1341 */ 997 */
1342 998
1343 /* link the object above us */ 999 /* link the object above us */
1344 if (op->above) 1000 if (above)
1345 op->above->below=op->below; 1001 above->below = below;
1346 else 1002 else
1347 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */ 1003 map->at (x, y).top = below; /* we were top, set new top */
1348 1004
1349 /* Relink the object below us, if there is one */ 1005 /* Relink the object below us, if there is one */
1350 if(op->below) { 1006 if (below)
1351 op->below->above=op->above; 1007 below->above = above;
1352 } else { 1008 else
1009 {
1353 /* Nothing below, which means we need to relink map object for this space 1010 /* Nothing below, which means we need to relink map object for this space
1354 * use translated coordinates in case some oddness with map tiling is 1011 * use translated coordinates in case some oddness with map tiling is
1355 * evident 1012 * evident
1356 */ 1013 */
1357 if(GET_MAP_OB(m,x,y)!=op) { 1014 if (GET_MAP_OB (map, x, y) != this)
1358 dump_object(op); 1015 {
1016 char *dump = dump_object (this);
1017 LOG (llevError,
1359 LOG(llevError,"remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 1018 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1360 dump_object(GET_MAP_OB(m,x,y)); 1019 free (dump);
1361 LOG(llevError,"%s\n",errmsg); 1020 dump = dump_object (GET_MAP_OB (map, x, y));
1362 } 1021 LOG (llevError, "%s\n", dump);
1363 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 1022 free (dump);
1364 } 1023 }
1365 op->above=NULL;
1366 op->below=NULL;
1367 1024
1025 map->at (x, y).bottom = above; /* goes on above it. */
1026 }
1027
1028 above = 0;
1029 below = 0;
1030
1368 if (op->map->in_memory == MAP_SAVING) 1031 if (map->in_memory == MAP_SAVING)
1369 return; 1032 return;
1370 1033
1371 tag = op->count;
1372 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1034 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1035
1373 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1036 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1037 {
1374 /* No point updating the players look faces if he is the object 1038 /* No point updating the players look faces if he is the object
1375 * being removed. 1039 * being removed.
1376 */ 1040 */
1377 1041
1378 if(tmp->type==PLAYER && tmp!=op) { 1042 if (tmp->type == PLAYER && tmp != this)
1043 {
1379 /* If a container that the player is currently using somehow gets 1044 /* If a container that the player is currently using somehow gets
1380 * removed (most likely destroyed), update the player view 1045 * removed (most likely destroyed), update the player view
1381 * appropriately. 1046 * appropriately.
1382 */ 1047 */
1383 if (tmp->container==op) { 1048 if (tmp->container == this)
1384 CLEAR_FLAG(op, FLAG_APPLIED); 1049 {
1385 tmp->container=NULL; 1050 CLEAR_FLAG (this, FLAG_APPLIED);
1386 } 1051 tmp->container = 0;
1387 tmp->contr->socket.update_look=1; 1052 }
1388 } 1053
1054 tmp->contr->ns->floorbox_update ();
1055 }
1056
1389 /* See if player moving off should effect something */ 1057 /* See if player moving off should effect something */
1390 if (check_walk_off && ((op->move_type & tmp->move_off) && 1058 if (check_walk_off
1059 && ((move_type & tmp->move_off)
1391 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1060 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1061 {
1062 move_apply (tmp, this, 0);
1392 1063
1393 move_apply(tmp, op, NULL); 1064 if (destroyed ())
1394 if (was_destroyed (op, tag)) { 1065 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1395 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1066 }
1396 "leaving object\n", tmp->name, tmp->arch->name);
1397 }
1398 }
1399 1067
1400 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1068 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1401 1069
1402 if(tmp->above == tmp) 1070 if (tmp->above == tmp)
1403 tmp->above = NULL; 1071 tmp->above = 0;
1404 last=tmp; 1072
1405 } 1073 last = tmp;
1074 }
1075
1406 /* last == NULL of there are no objects on this space */ 1076 /* last == NULL of there are no objects on this space */
1407 if (last==NULL) { 1077 if (!last)
1408 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1078 map->at (x, y).flags_ = P_NEED_UPDATE;
1409 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1410 * those out anyways, and if there are any flags set right now, they won't
1411 * be correct anyways.
1412 */
1413 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1414 update_position(op->map, op->x, op->y);
1415 }
1416 else 1079 else
1417 update_object(last, UP_OBJ_REMOVE); 1080 update_object (last, UP_OBJ_REMOVE);
1418 1081
1419 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1082 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1420 update_all_los(op->map, op->x, op->y); 1083 update_all_los (map, x, y);
1421 1084 }
1422} 1085}
1423 1086
1424/* 1087/*
1425 * merge_ob(op,top): 1088 * merge_ob(op,top):
1426 * 1089 *
1427 * This function goes through all objects below and including top, and 1090 * This function goes through all objects below and including top, and
1428 * merges op to the first matching object. 1091 * merges op to the first matching object.
1429 * If top is NULL, it is calculated. 1092 * If top is NULL, it is calculated.
1430 * Returns pointer to object if it succeded in the merge, otherwise NULL 1093 * Returns pointer to object if it succeded in the merge, otherwise NULL
1431 */ 1094 */
1432 1095object *
1433object *merge_ob(object *op, object *top) { 1096merge_ob (object *op, object *top)
1097{
1434 if(!op->nrof) 1098 if (!op->nrof)
1435 return 0; 1099 return 0;
1100
1436 if(top==NULL) 1101 if (top == NULL)
1437 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1102 for (top = op; top != NULL && top->above != NULL; top = top->above);
1103
1438 for(;top!=NULL;top=top->below) { 1104 for (; top != NULL; top = top->below)
1105 {
1439 if(top==op) 1106 if (top == op)
1440 continue; 1107 continue;
1441 if (CAN_MERGE(op,top)) 1108
1442 { 1109 if (object::can_merge (op, top))
1110 {
1443 top->nrof+=op->nrof; 1111 top->nrof += op->nrof;
1112
1444/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1113/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1445 op->weight = 0; /* Don't want any adjustements now */ 1114 op->weight = 0; /* Don't want any adjustements now */
1446 remove_ob(op); 1115 op->destroy ();
1447 free_object(op);
1448 return top; 1116 return top;
1449 } 1117 }
1450 } 1118 }
1119
1451 return NULL; 1120 return 0;
1452} 1121}
1453 1122
1454/* 1123/*
1455 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1124 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1456 * job preparing multi-part monsters 1125 * job preparing multi-part monsters
1457 */ 1126 */
1127object *
1458object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1128insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1129{
1459 object* tmp; 1130 object *tmp;
1131
1460 if (op->head) 1132 if (op->head)
1461 op=op->head; 1133 op = op->head;
1134
1462 for (tmp=op;tmp;tmp=tmp->more){ 1135 for (tmp = op; tmp; tmp = tmp->more)
1136 {
1463 tmp->x=x+tmp->arch->clone.x; 1137 tmp->x = x + tmp->arch->clone.x;
1464 tmp->y=y+tmp->arch->clone.y; 1138 tmp->y = y + tmp->arch->clone.y;
1465 } 1139 }
1140
1466 return insert_ob_in_map (op, m, originator, flag); 1141 return insert_ob_in_map (op, m, originator, flag);
1467} 1142}
1468 1143
1469/* 1144/*
1470 * insert_ob_in_map (op, map, originator, flag): 1145 * insert_ob_in_map (op, map, originator, flag):
1471 * This function inserts the object in the two-way linked list 1146 * This function inserts the object in the two-way linked list
1485 * new object if 'op' was merged with other object 1160 * new object if 'op' was merged with other object
1486 * NULL if 'op' was destroyed 1161 * NULL if 'op' was destroyed
1487 * just 'op' otherwise 1162 * just 'op' otherwise
1488 */ 1163 */
1489 1164
1165object *
1490object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1166insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1491{ 1167{
1492 object *tmp, *top, *floor=NULL; 1168 object *tmp, *top, *floor = NULL;
1493 sint16 x,y; 1169 sint16 x, y;
1494 1170
1495 if (QUERY_FLAG (op, FLAG_FREED)) { 1171 if (QUERY_FLAG (op, FLAG_FREED))
1172 {
1496 LOG (llevError, "Trying to insert freed object!\n"); 1173 LOG (llevError, "Trying to insert freed object!\n");
1497 return NULL; 1174 return NULL;
1175 }
1176
1177 if (m == NULL)
1498 } 1178 {
1499 if(m==NULL) { 1179 char *dump = dump_object (op);
1500 dump_object(op);
1501 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1180 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1502 return op; 1181 free (dump);
1182 return op;
1503 } 1183 }
1184
1504 if(out_of_map(m,op->x,op->y)) { 1185 if (out_of_map (m, op->x, op->y))
1505 dump_object(op); 1186 {
1187 char *dump = dump_object (op);
1506 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1188 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1507#ifdef MANY_CORES 1189#ifdef MANY_CORES
1508 /* Better to catch this here, as otherwise the next use of this object 1190 /* Better to catch this here, as otherwise the next use of this object
1509 * is likely to cause a crash. Better to find out where it is getting 1191 * is likely to cause a crash. Better to find out where it is getting
1510 * improperly inserted. 1192 * improperly inserted.
1511 */ 1193 */
1512 abort(); 1194 abort ();
1513#endif 1195#endif
1514 return op; 1196 free (dump);
1197 return op;
1515 } 1198 }
1199
1516 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1200 if (!QUERY_FLAG (op, FLAG_REMOVED))
1517 dump_object(op); 1201 {
1202 char *dump = dump_object (op);
1518 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1203 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1519 return op; 1204 free (dump);
1205 return op;
1520 } 1206 }
1207
1521 if(op->more!=NULL) { 1208 if (op->more != NULL)
1209 {
1522 /* The part may be on a different map. */ 1210 /* The part may be on a different map. */
1523 1211
1524 object *more = op->more; 1212 object *more = op->more;
1525 1213
1526 /* We really need the caller to normalize coordinates - if 1214 /* We really need the caller to normalize coordinates - if
1527 * we set the map, that doesn't work if the location is within 1215 * we set the map, that doesn't work if the location is within
1528 * a map and this is straddling an edge. So only if coordinate 1216 * a map and this is straddling an edge. So only if coordinate
1529 * is clear wrong do we normalize it. 1217 * is clear wrong do we normalize it.
1530 */ 1218 */
1531 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1219 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1532 /* Debugging information so you can see the last coordinates this object had */
1533 more->ox = more->x;
1534 more->oy = more->y;
1535 more->map = get_map_from_coord(m, &more->x, &more->y); 1220 more->map = get_map_from_coord (m, &more->x, &more->y);
1536 } else if (!more->map) { 1221 else if (!more->map)
1222 {
1537 /* For backwards compatibility - when not dealing with tiled maps, 1223 /* For backwards compatibility - when not dealing with tiled maps,
1538 * more->map should always point to the parent. 1224 * more->map should always point to the parent.
1539 */ 1225 */
1540 more->map = m; 1226 more->map = m;
1541 } 1227 }
1542 1228
1543 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1229 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1230 {
1544 if ( ! op->head) 1231 if (!op->head)
1545 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1232 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1233
1546 return NULL; 1234 return NULL;
1547 } 1235 }
1548 } 1236 }
1237
1549 CLEAR_FLAG(op,FLAG_REMOVED); 1238 CLEAR_FLAG (op, FLAG_REMOVED);
1550 1239
1551 /* Debugging information so you can see the last coordinates this object had */
1552 op->ox=op->x;
1553 op->oy=op->y;
1554
1555 /* Ideally, the caller figures this out. However, it complicates a lot 1240 /* Ideally, the caller figures this out. However, it complicates a lot
1556 * of areas of callers (eg, anything that uses find_free_spot would now 1241 * of areas of callers (eg, anything that uses find_free_spot would now
1557 * need extra work 1242 * need extra work
1558 */ 1243 */
1559 op->map=get_map_from_coord(m, &op->x, &op->y); 1244 op->map = get_map_from_coord (m, &op->x, &op->y);
1560 x = op->x; 1245 x = op->x;
1561 y = op->y; 1246 y = op->y;
1562 1247
1563 /* this has to be done after we translate the coordinates. 1248 /* this has to be done after we translate the coordinates.
1564 */ 1249 */
1565 if(op->nrof && !(flag & INS_NO_MERGE)) { 1250 if (op->nrof && !(flag & INS_NO_MERGE))
1566 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1251 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1567 if (CAN_MERGE(op,tmp)) { 1252 if (object::can_merge (op, tmp))
1568 op->nrof+=tmp->nrof; 1253 {
1569 remove_ob(tmp); 1254 op->nrof += tmp->nrof;
1570 free_object(tmp); 1255 tmp->destroy ();
1571 } 1256 }
1572 }
1573 1257
1574 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1258 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1575 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1259 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1260
1576 if (!QUERY_FLAG(op, FLAG_ALIVE)) 1261 if (!QUERY_FLAG (op, FLAG_ALIVE))
1577 CLEAR_FLAG(op, FLAG_NO_STEAL); 1262 CLEAR_FLAG (op, FLAG_NO_STEAL);
1578 1263
1579 if (flag & INS_BELOW_ORIGINATOR) { 1264 if (flag & INS_BELOW_ORIGINATOR)
1265 {
1580 if (originator->map != op->map || originator->x != op->x || 1266 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1581 originator->y != op->y) { 1267 {
1582 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1268 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1583 abort(); 1269 abort ();
1584 } 1270 }
1271
1585 op->above = originator; 1272 op->above = originator;
1586 op->below = originator->below; 1273 op->below = originator->below;
1587 if (op->below) op->below->above = op; 1274
1588 else SET_MAP_OB(op->map, op->x, op->y, op); 1275 if (op->below)
1276 op->below->above = op;
1277 else
1278 op->ms ().bottom = op;
1279
1589 /* since *below* originator, no need to update top */ 1280 /* since *below* originator, no need to update top */
1590 originator->below = op; 1281 originator->below = op;
1591 } else { 1282 }
1283 else
1284 {
1592 /* If there are other objects, then */ 1285 /* If there are other objects, then */
1593 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) { 1286 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1287 {
1594 object *last=NULL; 1288 object *last = NULL;
1595 /* 1289
1290 /*
1596 * If there are multiple objects on this space, we do some trickier handling. 1291 * If there are multiple objects on this space, we do some trickier handling.
1597 * We've already dealt with merging if appropriate. 1292 * We've already dealt with merging if appropriate.
1598 * Generally, we want to put the new object on top. But if 1293 * Generally, we want to put the new object on top. But if
1599 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1294 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1600 * floor, we want to insert above that and no further. 1295 * floor, we want to insert above that and no further.
1601 * Also, if there are spell objects on this space, we stop processing 1296 * Also, if there are spell objects on this space, we stop processing
1602 * once we get to them. This reduces the need to traverse over all of 1297 * once we get to them. This reduces the need to traverse over all of
1603 * them when adding another one - this saves quite a bit of cpu time 1298 * them when adding another one - this saves quite a bit of cpu time
1604 * when lots of spells are cast in one area. Currently, it is presumed 1299 * when lots of spells are cast in one area. Currently, it is presumed
1605 * that flying non pickable objects are spell objects. 1300 * that flying non pickable objects are spell objects.
1606 */ 1301 */
1607 1302
1608 while (top != NULL) { 1303 while (top != NULL)
1609 if (QUERY_FLAG(top, FLAG_IS_FLOOR) || 1304 {
1610 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top; 1305 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1611 if (QUERY_FLAG(top, FLAG_NO_PICK) 1306 floor = top;
1612 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH)) 1307
1613 && !QUERY_FLAG(top, FLAG_IS_FLOOR)) 1308 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1614 { 1309 {
1615 /* We insert above top, so we want this object below this */ 1310 /* We insert above top, so we want this object below this */
1616 top=top->below; 1311 top = top->below;
1617 break; 1312 break;
1618 } 1313 }
1619 last = top; 1314
1620 top = top->above; 1315 last = top;
1621 } 1316 top = top->above;
1317 }
1318
1622 /* Don't want top to be NULL, so set it to the last valid object */ 1319 /* Don't want top to be NULL, so set it to the last valid object */
1623 top = last; 1320 top = last;
1624 1321
1625 /* We let update_position deal with figuring out what the space 1322 /* We let update_position deal with figuring out what the space
1626 * looks like instead of lots of conditions here. 1323 * looks like instead of lots of conditions here.
1627 * makes things faster, and effectively the same result. 1324 * makes things faster, and effectively the same result.
1628 */ 1325 */
1629 1326
1630 /* Have object 'fall below' other objects that block view. 1327 /* Have object 'fall below' other objects that block view.
1631 * Unless those objects are exits, type 66 1328 * Unless those objects are exits, type 66
1632 * If INS_ON_TOP is used, don't do this processing 1329 * If INS_ON_TOP is used, don't do this processing
1633 * Need to find the object that in fact blocks view, otherwise 1330 * Need to find the object that in fact blocks view, otherwise
1634 * stacking is a bit odd. 1331 * stacking is a bit odd.
1635 */ 1332 */
1636 if (!(flag & INS_ON_TOP) && 1333 if (!(flag & INS_ON_TOP) &&
1637 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && 1334 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1638 (op->face && !op->face->visibility)) { 1335 {
1639 for (last=top; last != floor; last=last->below) 1336 for (last = top; last != floor; last = last->below)
1640 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break; 1337 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1338 break;
1641 /* Check to see if we found the object that blocks view, 1339 /* Check to see if we found the object that blocks view,
1642 * and make sure we have a below pointer for it so that 1340 * and make sure we have a below pointer for it so that
1643 * we can get inserted below this one, which requires we 1341 * we can get inserted below this one, which requires we
1644 * set top to the object below us. 1342 * set top to the object below us.
1645 */ 1343 */
1646 if (last && last->below && last != floor) top=last->below; 1344 if (last && last->below && last != floor)
1647 } 1345 top = last->below;
1648 } /* If objects on this space */ 1346 }
1347 } /* If objects on this space */
1348
1649 if (flag & INS_MAP_LOAD) 1349 if (flag & INS_MAP_LOAD)
1650 top = GET_MAP_TOP(op->map,op->x,op->y); 1350 top = GET_MAP_TOP (op->map, op->x, op->y);
1351
1651 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1352 if (flag & INS_ABOVE_FLOOR_ONLY)
1353 top = floor;
1652 1354
1653 /* Top is the object that our object (op) is going to get inserted above. 1355 /* Top is the object that our object (op) is going to get inserted above.
1654 */ 1356 */
1655 1357
1656 /* First object on this space */ 1358 /* First object on this space */
1657 if (!top) { 1359 if (!top)
1360 {
1658 op->above = GET_MAP_OB(op->map, op->x, op->y); 1361 op->above = GET_MAP_OB (op->map, op->x, op->y);
1659 if (op->above) op->above->below = op; 1362
1363 if (op->above)
1364 op->above->below = op;
1365
1660 op->below = NULL; 1366 op->below = NULL;
1661 SET_MAP_OB(op->map, op->x, op->y, op); 1367 op->ms ().bottom = op;
1662 } else { /* get inserted into the stack above top */ 1368 }
1369 else
1370 { /* get inserted into the stack above top */
1663 op->above = top->above; 1371 op->above = top->above;
1664 if (op->above) op->above->below = op; 1372
1373 if (op->above)
1374 op->above->below = op;
1375
1665 op->below = top; 1376 op->below = top;
1666 top->above = op; 1377 top->above = op;
1667 } 1378 }
1379
1668 if (op->above==NULL) 1380 if (op->above == NULL)
1669 SET_MAP_TOP(op->map,op->x, op->y, op); 1381 op->ms ().top = op;
1670 } /* else not INS_BELOW_ORIGINATOR */ 1382 } /* else not INS_BELOW_ORIGINATOR */
1671 1383
1672 if(op->type==PLAYER) 1384 if (op->type == PLAYER)
1673 op->contr->do_los=1; 1385 op->contr->do_los = 1;
1674 1386
1675 /* If we have a floor, we know the player, if any, will be above 1387 /* If we have a floor, we know the player, if any, will be above
1676 * it, so save a few ticks and start from there. 1388 * it, so save a few ticks and start from there.
1677 */ 1389 */
1678 if (!(flag & INS_MAP_LOAD)) 1390 if (!(flag & INS_MAP_LOAD))
1679 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1391 if (object *pl = op->ms ().player ())
1680 if (tmp->type == PLAYER) 1392 pl->contr->ns->floorbox_update ();
1681 tmp->contr->socket.update_look=1;
1682 }
1683 1393
1684 /* If this object glows, it may affect lighting conditions that are 1394 /* If this object glows, it may affect lighting conditions that are
1685 * visible to others on this map. But update_all_los is really 1395 * visible to others on this map. But update_all_los is really
1686 * an inefficient way to do this, as it means los for all players 1396 * an inefficient way to do this, as it means los for all players
1687 * on the map will get recalculated. The players could very well 1397 * on the map will get recalculated. The players could very well
1688 * be far away from this change and not affected in any way - 1398 * be far away from this change and not affected in any way -
1689 * this should get redone to only look for players within range, 1399 * this should get redone to only look for players within range,
1690 * or just updating the P_NEED_UPDATE for spaces within this area 1400 * or just updating the P_NEED_UPDATE for spaces within this area
1691 * of effect may be sufficient. 1401 * of effect may be sufficient.
1692 */ 1402 */
1693 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1403 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1694 update_all_los(op->map, op->x, op->y); 1404 update_all_los (op->map, op->x, op->y);
1695 1405
1696
1697 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1406 /* updates flags (blocked, alive, no magic, etc) for this map space */
1698 update_object(op,UP_OBJ_INSERT); 1407 update_object (op, UP_OBJ_INSERT);
1699 1408
1700
1701 /* Don't know if moving this to the end will break anything. However, 1409 /* Don't know if moving this to the end will break anything. However,
1702 * we want to have update_look set above before calling this. 1410 * we want to have floorbox_update called before calling this.
1703 * 1411 *
1704 * check_move_on() must be after this because code called from 1412 * check_move_on() must be after this because code called from
1705 * check_move_on() depends on correct map flags (so functions like 1413 * check_move_on() depends on correct map flags (so functions like
1706 * blocked() and wall() work properly), and these flags are updated by 1414 * blocked() and wall() work properly), and these flags are updated by
1707 * update_object(). 1415 * update_object().
1708 */ 1416 */
1709 1417
1710 /* if this is not the head or flag has been passed, don't check walk on status */ 1418 /* if this is not the head or flag has been passed, don't check walk on status */
1711
1712 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1419 if (!(flag & INS_NO_WALK_ON) && !op->head)
1420 {
1713 if (check_move_on(op, originator)) 1421 if (check_move_on (op, originator))
1714 return NULL; 1422 return NULL;
1715 1423
1716 /* If we are a multi part object, lets work our way through the check 1424 /* If we are a multi part object, lets work our way through the check
1717 * walk on's. 1425 * walk on's.
1718 */ 1426 */
1719 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1427 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1720 if (check_move_on (tmp, originator)) 1428 if (check_move_on (tmp, originator))
1721 return NULL; 1429 return NULL;
1722 } 1430 }
1431
1723 return op; 1432 return op;
1724} 1433}
1725 1434
1726/* this function inserts an object in the map, but if it 1435/* this function inserts an object in the map, but if it
1727 * finds an object of its own type, it'll remove that one first. 1436 * finds an object of its own type, it'll remove that one first.
1728 * op is the object to insert it under: supplies x and the map. 1437 * op is the object to insert it under: supplies x and the map.
1729 */ 1438 */
1439void
1730void replace_insert_ob_in_map(const char *arch_string, object *op) { 1440replace_insert_ob_in_map (const char *arch_string, object *op)
1731 object *tmp; 1441{
1732 object *tmp1; 1442 object *tmp, *tmp1;
1733 1443
1734 /* first search for itself and remove any old instances */ 1444 /* first search for itself and remove any old instances */
1735 1445
1736 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1446 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1737 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1447 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1738 remove_ob(tmp); 1448 tmp->destroy ();
1739 free_object(tmp);
1740 }
1741 }
1742 1449
1743 tmp1=arch_to_object(find_archetype(arch_string)); 1450 tmp1 = arch_to_object (archetype::find (arch_string));
1744 1451
1745 1452 tmp1->x = op->x;
1746 tmp1->x = op->x; tmp1->y = op->y; 1453 tmp1->y = op->y;
1747 insert_ob_in_map(tmp1,op->map,op,0); 1454 insert_ob_in_map (tmp1, op->map, op, 0);
1748} 1455}
1749 1456
1750/* 1457/*
1751 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1458 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1752 * is returned contains nr objects, and the remaining parts contains 1459 * is returned contains nr objects, and the remaining parts contains
1753 * the rest (or is removed and freed if that number is 0). 1460 * the rest (or is removed and freed if that number is 0).
1754 * On failure, NULL is returned, and the reason put into the 1461 * On failure, NULL is returned, and the reason put into the
1755 * global static errmsg array. 1462 * global static errmsg array.
1756 */ 1463 */
1757 1464
1465object *
1758object *get_split_ob(object *orig_ob, uint32 nr) { 1466get_split_ob (object *orig_ob, uint32 nr)
1467{
1759 object *newob; 1468 object *newob;
1760 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1469 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1761 1470
1762 if(orig_ob->nrof<nr) { 1471 if (orig_ob->nrof < nr)
1763 sprintf(errmsg,"There are only %d %ss.",
1764 orig_ob->nrof?orig_ob->nrof:1, orig_ob->name);
1765 return NULL;
1766 } 1472 {
1473 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1474 return NULL;
1475 }
1476
1767 newob = object_create_clone(orig_ob); 1477 newob = object_create_clone (orig_ob);
1478
1768 if((orig_ob->nrof-=nr)<1) { 1479 if ((orig_ob->nrof -= nr) < 1)
1769 if ( ! is_removed) 1480 orig_ob->destroy (1);
1770 remove_ob(orig_ob);
1771 free_object2(orig_ob, 1);
1772 }
1773 else if ( ! is_removed) { 1481 else if (!is_removed)
1482 {
1774 if(orig_ob->env!=NULL) 1483 if (orig_ob->env != NULL)
1775 sub_weight (orig_ob->env,orig_ob->weight*nr); 1484 sub_weight (orig_ob->env, orig_ob->weight * nr);
1776 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1485 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1486 {
1777 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1487 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1778 LOG(llevDebug,
1779 "Error, Tried to split object whose map is not in memory.\n"); 1488 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1780 return NULL; 1489 return NULL;
1781 } 1490 }
1782 } 1491 }
1492
1783 newob->nrof=nr; 1493 newob->nrof = nr;
1784 1494
1785 return newob; 1495 return newob;
1786} 1496}
1787 1497
1788/* 1498/*
1789 * decrease_ob_nr(object, number) decreases a specified number from 1499 * decrease_ob_nr(object, number) decreases a specified number from
1790 * the amount of an object. If the amount reaches 0, the object 1500 * the amount of an object. If the amount reaches 0, the object
1791 * is subsequently removed and freed. 1501 * is subsequently removed and freed.
1792 * 1502 *
1793 * Return value: 'op' if something is left, NULL if the amount reached 0 1503 * Return value: 'op' if something is left, NULL if the amount reached 0
1794 */ 1504 */
1795 1505
1506object *
1796object *decrease_ob_nr (object *op, uint32 i) 1507decrease_ob_nr (object *op, uint32 i)
1797{ 1508{
1798 object *tmp; 1509 object *tmp;
1799 player *pl;
1800 1510
1801 if (i == 0) /* objects with op->nrof require this check */ 1511 if (i == 0) /* objects with op->nrof require this check */
1802 return op; 1512 return op;
1803 1513
1804 if (i > op->nrof) 1514 if (i > op->nrof)
1805 i = op->nrof; 1515 i = op->nrof;
1806 1516
1807 if (QUERY_FLAG (op, FLAG_REMOVED)) 1517 if (QUERY_FLAG (op, FLAG_REMOVED))
1518 op->nrof -= i;
1519 else if (op->env)
1520 {
1521 /* is this object in the players inventory, or sub container
1522 * therein?
1523 */
1524 tmp = op->in_player ();
1525 /* nope. Is this a container the player has opened?
1526 * If so, set tmp to that player.
1527 * IMO, searching through all the players will mostly
1528 * likely be quicker than following op->env to the map,
1529 * and then searching the map for a player.
1530 */
1531 if (!tmp)
1532 for_all_players (pl)
1533 if (pl->ob->container == op->env)
1534 {
1535 tmp = pl->ob;
1536 break;
1537 }
1538
1539 if (i < op->nrof)
1540 {
1541 sub_weight (op->env, op->weight * i);
1542 op->nrof -= i;
1543 if (tmp)
1544 esrv_send_item (tmp, op);
1545 }
1546 else
1547 {
1548 op->remove ();
1549 op->nrof = 0;
1550 if (tmp)
1551 esrv_del_item (tmp->contr, op->count);
1552 }
1808 { 1553 }
1554 else
1555 {
1556 object *above = op->above;
1557
1558 if (i < op->nrof)
1809 op->nrof -= i; 1559 op->nrof -= i;
1810 }
1811 else if (op->env != NULL)
1812 {
1813 /* is this object in the players inventory, or sub container
1814 * therein?
1815 */
1816 tmp = is_player_inv (op->env);
1817 /* nope. Is this a container the player has opened?
1818 * If so, set tmp to that player.
1819 * IMO, searching through all the players will mostly
1820 * likely be quicker than following op->env to the map,
1821 * and then searching the map for a player.
1822 */
1823 if (!tmp) {
1824 for (pl=first_player; pl; pl=pl->next)
1825 if (pl->ob->container == op->env) break;
1826 if (pl) tmp=pl->ob;
1827 else tmp=NULL;
1828 }
1829
1830 if (i < op->nrof) {
1831 sub_weight (op->env, op->weight * i);
1832 op->nrof -= i;
1833 if (tmp) {
1834 esrv_send_item(tmp, op);
1835 }
1836 } else { 1560 else
1561 {
1837 remove_ob (op); 1562 op->remove ();
1838 op->nrof = 0; 1563 op->nrof = 0;
1839 if (tmp) {
1840 esrv_del_item(tmp->contr, op->count);
1841 }
1842 } 1564 }
1843 }
1844 else
1845 {
1846 object *above = op->above;
1847 1565
1848 if (i < op->nrof) {
1849 op->nrof -= i;
1850 } else {
1851 remove_ob (op);
1852 op->nrof = 0;
1853 }
1854 /* Since we just removed op, op->above is null */ 1566 /* Since we just removed op, op->above is null */
1855 for (tmp = above; tmp != NULL; tmp = tmp->above) 1567 for (tmp = above; tmp; tmp = tmp->above)
1856 if (tmp->type == PLAYER) { 1568 if (tmp->type == PLAYER)
1569 {
1857 if (op->nrof) 1570 if (op->nrof)
1858 esrv_send_item(tmp, op); 1571 esrv_send_item (tmp, op);
1859 else 1572 else
1860 esrv_del_item(tmp->contr, op->count); 1573 esrv_del_item (tmp->contr, op->count);
1861 } 1574 }
1862 } 1575 }
1863 1576
1864 if (op->nrof) { 1577 if (op->nrof)
1865 return op; 1578 return op;
1866 } else { 1579 else
1867 free_object (op); 1580 {
1581 op->destroy ();
1868 return NULL; 1582 return 0;
1869 } 1583 }
1870} 1584}
1871 1585
1872/* 1586/*
1873 * add_weight(object, weight) adds the specified weight to an object, 1587 * add_weight(object, weight) adds the specified weight to an object,
1874 * and also updates how much the environment(s) is/are carrying. 1588 * and also updates how much the environment(s) is/are carrying.
1875 */ 1589 */
1876 1590
1591void
1877void add_weight (object *op, signed long weight) { 1592add_weight (object *op, signed long weight)
1593{
1878 while (op!=NULL) { 1594 while (op != NULL)
1595 {
1879 if (op->type == CONTAINER) { 1596 if (op->type == CONTAINER)
1880 weight=(signed long)(weight*(100-op->stats.Str)/100); 1597 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1881 } 1598
1882 op->carrying+=weight; 1599 op->carrying += weight;
1883 op=op->env; 1600 op = op->env;
1884 } 1601 }
1885} 1602}
1886 1603
1604object *
1605insert_ob_in_ob (object *op, object *where)
1606{
1607 if (!where)
1608 {
1609 char *dump = dump_object (op);
1610 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1611 free (dump);
1612 return op;
1613 }
1614
1615 if (where->head)
1616 {
1617 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1618 where = where->head;
1619 }
1620
1621 return where->insert (op);
1622}
1623
1887/* 1624/*
1888 * insert_ob_in_ob(op,environment): 1625 * env->insert (op)
1889 * This function inserts the object op in the linked list 1626 * This function inserts the object op in the linked list
1890 * inside the object environment. 1627 * inside the object environment.
1891 * 1628 *
1892 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1893 * the inventory at the last position or next to other objects of the same
1894 * type.
1895 * Frank: Now sorted by type, archetype and magic!
1896 *
1897 * The function returns now pointer to inserted item, and return value can 1629 * The function returns now pointer to inserted item, and return value can
1898 * be != op, if items are merged. -Tero 1630 * be != op, if items are merged. -Tero
1899 */ 1631 */
1900 1632
1901object *insert_ob_in_ob(object *op,object *where) { 1633object *
1634object::insert (object *op)
1635{
1902 object *tmp, *otmp; 1636 object *tmp, *otmp;
1903 1637
1904 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1638 if (!QUERY_FLAG (op, FLAG_REMOVED))
1905 dump_object(op); 1639 op->remove ();
1906 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1640
1907 return op;
1908 }
1909 if(where==NULL) {
1910 dump_object(op);
1911 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1912 return op;
1913 }
1914 if (where->head) {
1915 LOG(llevDebug,
1916 "Warning: Tried to insert object wrong part of multipart object.\n");
1917 where = where->head;
1918 }
1919 if (op->more) { 1641 if (op->more)
1642 {
1920 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1643 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1921 op->name, op->count);
1922 return op; 1644 return op;
1923 } 1645 }
1646
1924 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1647 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1925 CLEAR_FLAG(op, FLAG_REMOVED); 1648 CLEAR_FLAG (op, FLAG_REMOVED);
1926 if(op->nrof) { 1649 if (op->nrof)
1650 {
1927 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1651 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1928 if ( CAN_MERGE(tmp,op) ) { 1652 if (object::can_merge (tmp, op))
1653 {
1929 /* return the original object and remove inserted object 1654 /* return the original object and remove inserted object
1930 (client needs the original object) */ 1655 (client needs the original object) */
1931 tmp->nrof += op->nrof; 1656 tmp->nrof += op->nrof;
1932 /* Weight handling gets pretty funky. Since we are adding to 1657 /* Weight handling gets pretty funky. Since we are adding to
1933 * tmp->nrof, we need to increase the weight. 1658 * tmp->nrof, we need to increase the weight.
1934 */ 1659 */
1935 add_weight (where, op->weight*op->nrof); 1660 add_weight (this, op->weight * op->nrof);
1936 SET_FLAG(op, FLAG_REMOVED); 1661 SET_FLAG (op, FLAG_REMOVED);
1937 free_object(op); /* free the inserted object */ 1662 op->destroy (); /* free the inserted object */
1938 op = tmp; 1663 op = tmp;
1939 remove_ob (op); /* and fix old object's links */ 1664 op->remove (); /* and fix old object's links */
1940 CLEAR_FLAG(op, FLAG_REMOVED); 1665 CLEAR_FLAG (op, FLAG_REMOVED);
1941 break; 1666 break;
1942 } 1667 }
1943 1668
1944 /* I assume combined objects have no inventory 1669 /* I assume combined objects have no inventory
1945 * We add the weight - this object could have just been removed 1670 * We add the weight - this object could have just been removed
1946 * (if it was possible to merge). calling remove_ob will subtract 1671 * (if it was possible to merge). calling remove_ob will subtract
1947 * the weight, so we need to add it in again, since we actually do 1672 * the weight, so we need to add it in again, since we actually do
1948 * the linking below 1673 * the linking below
1949 */ 1674 */
1950 add_weight (where, op->weight*op->nrof); 1675 add_weight (this, op->weight * op->nrof);
1676 }
1951 } else 1677 else
1952 add_weight (where, (op->weight+op->carrying)); 1678 add_weight (this, (op->weight + op->carrying));
1953 1679
1954 otmp=is_player_inv(where); 1680 otmp = this->in_player ();
1955 if (otmp&&otmp->contr!=NULL) { 1681 if (otmp && otmp->contr)
1956 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1682 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1957 fix_player(otmp); 1683 otmp->update_stats ();
1958 }
1959 1684
1960 op->map=NULL; 1685 op->map = 0;
1961 op->env=where; 1686 op->env = this;
1962 op->above=NULL; 1687 op->above = 0;
1963 op->below=NULL; 1688 op->below = 0;
1964 op->x=0,op->y=0; 1689 op->x = 0, op->y = 0;
1965 op->ox=0,op->oy=0;
1966 1690
1967 /* reset the light list and los of the players on the map */ 1691 /* reset the light list and los of the players on the map */
1968 if((op->glow_radius!=0)&&where->map) 1692 if ((op->glow_radius != 0) && map)
1969 { 1693 {
1970#ifdef DEBUG_LIGHTS 1694#ifdef DEBUG_LIGHTS
1971 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1695 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1972 op->name);
1973#endif /* DEBUG_LIGHTS */ 1696#endif /* DEBUG_LIGHTS */
1974 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1697 if (MAP_DARKNESS (map))
1698 update_all_los (map, x, y);
1975 } 1699 }
1976 1700
1977 /* Client has no idea of ordering so lets not bother ordering it here. 1701 /* Client has no idea of ordering so lets not bother ordering it here.
1978 * It sure simplifies this function... 1702 * It sure simplifies this function...
1979 */ 1703 */
1980 if (where->inv==NULL) 1704 if (!inv)
1981 where->inv=op; 1705 inv = op;
1982 else { 1706 else
1707 {
1983 op->below = where->inv; 1708 op->below = inv;
1984 op->below->above = op; 1709 op->below->above = op;
1985 where->inv = op; 1710 inv = op;
1986 } 1711 }
1712
1987 return op; 1713 return op;
1988} 1714}
1989 1715
1990/* 1716/*
1991 * Checks if any objects has a move_type that matches objects 1717 * Checks if any objects has a move_type that matches objects
2006 * MSW 2001-07-08: Check all objects on space, not just those below 1732 * MSW 2001-07-08: Check all objects on space, not just those below
2007 * object being inserted. insert_ob_in_map may not put new objects 1733 * object being inserted. insert_ob_in_map may not put new objects
2008 * on top. 1734 * on top.
2009 */ 1735 */
2010 1736
1737int
2011int check_move_on (object *op, object *originator) 1738check_move_on (object *op, object *originator)
2012{ 1739{
2013 object *tmp; 1740 object *tmp;
2014 tag_t tag;
2015 mapstruct *m=op->map; 1741 maptile *m = op->map;
2016 int x=op->x, y=op->y; 1742 int x = op->x, y = op->y;
1743
2017 MoveType move_on, move_slow, move_block; 1744 MoveType move_on, move_slow, move_block;
2018 1745
2019 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1746 if (QUERY_FLAG (op, FLAG_NO_APPLY))
2020 return 0;
2021
2022 tag = op->count;
2023
2024 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
2025 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
2026 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
2027
2028 /* if nothing on this space will slow op down or be applied,
2029 * no need to do checking below. have to make sure move_type
2030 * is set, as lots of objects don't have it set - we treat that
2031 * as walking.
2032 */
2033 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
2034 return 0;
2035
2036 /* This is basically inverse logic of that below - basically,
2037 * if the object can avoid the move on or slow move, they do so,
2038 * but can't do it if the alternate movement they are using is
2039 * blocked. Logic on this seems confusing, but does seem correct.
2040 */
2041 if ((op->move_type & ~move_on & ~move_block) != 0 &&
2042 (op->move_type & ~move_slow & ~move_block) != 0) return 0;
2043
2044 /* The objects have to be checked from top to bottom.
2045 * Hence, we first go to the top:
2046 */
2047
2048 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL &&
2049 tmp->above!=NULL; tmp=tmp->above) {
2050 /* Trim the search when we find the first other spell effect
2051 * this helps performance so that if a space has 50 spell objects,
2052 * we don't need to check all of them.
2053 */
2054 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break;
2055 }
2056 for(;tmp!=NULL; tmp=tmp->below) {
2057 if (tmp == op) continue; /* Can't apply yourself */
2058
2059 /* Check to see if one of the movement types should be slowed down.
2060 * Second check makes sure that the movement types not being slowed
2061 * (~slow_move) is not blocked on this space - just because the
2062 * space doesn't slow down swimming (for example), if you can't actually
2063 * swim on that space, can't use it to avoid the penalty.
2064 */
2065 if (!QUERY_FLAG(op, FLAG_WIZPASS)) {
2066 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2067 ((op->move_type & tmp->move_slow) &&
2068 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) {
2069
2070 float diff;
2071
2072 diff = tmp->move_slow_penalty*FABS(op->speed);
2073 if (op->type == PLAYER) {
2074 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) ||
2075 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) {
2076 diff /= 4.0;
2077 }
2078 }
2079 op->speed_left -= diff;
2080 }
2081 }
2082
2083 /* Basically same logic as above, except now for actual apply. */
2084 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2085 ((op->move_type & tmp->move_on) &&
2086 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) {
2087
2088 move_apply(tmp, op, originator);
2089 if (was_destroyed (op, tag))
2090 return 1;
2091
2092 /* what the person/creature stepped onto has moved the object
2093 * someplace new. Don't process any further - if we did,
2094 * have a feeling strange problems would result.
2095 */
2096 if (op->map != m || op->x != x || op->y != y) return 0;
2097 }
2098 }
2099 return 0; 1747 return 0;
1748
1749 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1750 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1751 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1752
1753 /* if nothing on this space will slow op down or be applied,
1754 * no need to do checking below. have to make sure move_type
1755 * is set, as lots of objects don't have it set - we treat that
1756 * as walking.
1757 */
1758 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1759 return 0;
1760
1761 /* This is basically inverse logic of that below - basically,
1762 * if the object can avoid the move on or slow move, they do so,
1763 * but can't do it if the alternate movement they are using is
1764 * blocked. Logic on this seems confusing, but does seem correct.
1765 */
1766 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1767 return 0;
1768
1769 /* The objects have to be checked from top to bottom.
1770 * Hence, we first go to the top:
1771 */
1772
1773 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1774 {
1775 /* Trim the search when we find the first other spell effect
1776 * this helps performance so that if a space has 50 spell objects,
1777 * we don't need to check all of them.
1778 */
1779 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1780 break;
1781 }
1782
1783 for (; tmp; tmp = tmp->below)
1784 {
1785 if (tmp == op)
1786 continue; /* Can't apply yourself */
1787
1788 /* Check to see if one of the movement types should be slowed down.
1789 * Second check makes sure that the movement types not being slowed
1790 * (~slow_move) is not blocked on this space - just because the
1791 * space doesn't slow down swimming (for example), if you can't actually
1792 * swim on that space, can't use it to avoid the penalty.
1793 */
1794 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1795 {
1796 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1797 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1798 {
1799
1800 float
1801 diff = tmp->move_slow_penalty * FABS (op->speed);
1802
1803 if (op->type == PLAYER)
1804 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1805 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1806 diff /= 4.0;
1807
1808 op->speed_left -= diff;
1809 }
1810 }
1811
1812 /* Basically same logic as above, except now for actual apply. */
1813 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1814 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1815 {
1816 move_apply (tmp, op, originator);
1817
1818 if (op->destroyed ())
1819 return 1;
1820
1821 /* what the person/creature stepped onto has moved the object
1822 * someplace new. Don't process any further - if we did,
1823 * have a feeling strange problems would result.
1824 */
1825 if (op->map != m || op->x != x || op->y != y)
1826 return 0;
1827 }
1828 }
1829
1830 return 0;
2100} 1831}
2101 1832
2102/* 1833/*
2103 * present_arch(arch, map, x, y) searches for any objects with 1834 * present_arch(arch, map, x, y) searches for any objects with
2104 * a matching archetype at the given map and coordinates. 1835 * a matching archetype at the given map and coordinates.
2105 * The first matching object is returned, or NULL if none. 1836 * The first matching object is returned, or NULL if none.
2106 */ 1837 */
2107 1838
1839object *
2108object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1840present_arch (const archetype *at, maptile *m, int x, int y)
1841{
2109 object *tmp; 1842 object *
1843 tmp;
1844
2110 if(m==NULL || out_of_map(m,x,y)) { 1845 if (m == NULL || out_of_map (m, x, y))
1846 {
2111 LOG(llevError,"Present_arch called outside map.\n"); 1847 LOG (llevError, "Present_arch called outside map.\n");
2112 return NULL; 1848 return NULL;
2113 } 1849 }
2114 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1850 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2115 if(tmp->arch == at) 1851 if (tmp->arch == at)
2116 return tmp; 1852 return tmp;
2117 return NULL; 1853 return NULL;
2118} 1854}
2119 1855
2120/* 1856/*
2121 * present(type, map, x, y) searches for any objects with 1857 * present(type, map, x, y) searches for any objects with
2122 * a matching type variable at the given map and coordinates. 1858 * a matching type variable at the given map and coordinates.
2123 * The first matching object is returned, or NULL if none. 1859 * The first matching object is returned, or NULL if none.
2124 */ 1860 */
2125 1861
1862object *
2126object *present(unsigned char type,mapstruct *m, int x,int y) { 1863present (unsigned char type, maptile *m, int x, int y)
1864{
2127 object *tmp; 1865 object *
1866 tmp;
1867
2128 if(out_of_map(m,x,y)) { 1868 if (out_of_map (m, x, y))
1869 {
2129 LOG(llevError,"Present called outside map.\n"); 1870 LOG (llevError, "Present called outside map.\n");
2130 return NULL; 1871 return NULL;
2131 } 1872 }
2132 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1873 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2133 if(tmp->type==type) 1874 if (tmp->type == type)
2134 return tmp; 1875 return tmp;
2135 return NULL; 1876 return NULL;
2136} 1877}
2137 1878
2138/* 1879/*
2139 * present_in_ob(type, object) searches for any objects with 1880 * present_in_ob(type, object) searches for any objects with
2140 * a matching type variable in the inventory of the given object. 1881 * a matching type variable in the inventory of the given object.
2141 * The first matching object is returned, or NULL if none. 1882 * The first matching object is returned, or NULL if none.
2142 */ 1883 */
2143 1884
1885object *
2144object *present_in_ob(unsigned char type, const object *op) { 1886present_in_ob (unsigned char type, const object *op)
1887{
2145 object *tmp; 1888 object *
1889 tmp;
1890
2146 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1891 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2147 if(tmp->type==type) 1892 if (tmp->type == type)
2148 return tmp; 1893 return tmp;
2149 return NULL; 1894 return NULL;
2150} 1895}
2151 1896
2152/* 1897/*
2162 * the object name, not the archetype name. this is so that the 1907 * the object name, not the archetype name. this is so that the
2163 * spell code can use one object type (force), but change it's name 1908 * spell code can use one object type (force), but change it's name
2164 * to be unique. 1909 * to be unique.
2165 */ 1910 */
2166 1911
1912object *
2167object *present_in_ob_by_name(int type, const char *str, const object *op) { 1913present_in_ob_by_name (int type, const char *str, const object *op)
1914{
2168 object *tmp; 1915 object *
1916 tmp;
2169 1917
2170 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1918 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1919 {
2171 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1920 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2172 return tmp; 1921 return tmp;
2173 } 1922 }
2174 return NULL; 1923 return NULL;
2175} 1924}
2176 1925
2177/* 1926/*
2178 * present_arch_in_ob(archetype, object) searches for any objects with 1927 * present_arch_in_ob(archetype, object) searches for any objects with
2179 * a matching archetype in the inventory of the given object. 1928 * a matching archetype in the inventory of the given object.
2180 * The first matching object is returned, or NULL if none. 1929 * The first matching object is returned, or NULL if none.
2181 */ 1930 */
2182 1931
1932object *
2183object *present_arch_in_ob(const archetype *at, const object *op) { 1933present_arch_in_ob (const archetype *at, const object *op)
1934{
2184 object *tmp; 1935 object *
1936 tmp;
1937
2185 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1938 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2186 if( tmp->arch == at) 1939 if (tmp->arch == at)
2187 return tmp; 1940 return tmp;
2188 return NULL; 1941 return NULL;
2189} 1942}
2190 1943
2191/* 1944/*
2192 * activate recursively a flag on an object inventory 1945 * activate recursively a flag on an object inventory
2193 */ 1946 */
1947void
2194void flag_inv(object*op, int flag){ 1948flag_inv (object *op, int flag)
1949{
2195 object *tmp; 1950 object *
1951 tmp;
1952
2196 if(op->inv) 1953 if (op->inv)
2197 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1954 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1955 {
2198 SET_FLAG(tmp, flag); 1956 SET_FLAG (tmp, flag);
2199 flag_inv(tmp,flag); 1957 flag_inv (tmp, flag);
2200 } 1958 }
2201}/* 1959} /*
2202 * desactivate recursively a flag on an object inventory 1960 * desactivate recursively a flag on an object inventory
2203 */ 1961 */
1962void
2204void unflag_inv(object*op, int flag){ 1963unflag_inv (object *op, int flag)
1964{
2205 object *tmp; 1965 object *
1966 tmp;
1967
2206 if(op->inv) 1968 if (op->inv)
2207 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1969 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1970 {
2208 CLEAR_FLAG(tmp, flag); 1971 CLEAR_FLAG (tmp, flag);
2209 unflag_inv(tmp,flag); 1972 unflag_inv (tmp, flag);
2210 } 1973 }
2211} 1974}
2212 1975
2213/* 1976/*
2214 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1977 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2215 * all it's inventory (recursively). 1978 * all it's inventory (recursively).
2216 * If checksums are used, a player will get set_cheat called for 1979 * If checksums are used, a player will get set_cheat called for
2217 * him/her-self and all object carried by a call to this function. 1980 * him/her-self and all object carried by a call to this function.
2218 */ 1981 */
2219 1982
1983void
2220void set_cheat(object *op) { 1984set_cheat (object *op)
1985{
2221 SET_FLAG(op, FLAG_WAS_WIZ); 1986 SET_FLAG (op, FLAG_WAS_WIZ);
2222 flag_inv(op, FLAG_WAS_WIZ); 1987 flag_inv (op, FLAG_WAS_WIZ);
2223} 1988}
2224 1989
2225/* 1990/*
2226 * find_free_spot(object, map, x, y, start, stop) will search for 1991 * find_free_spot(object, map, x, y, start, stop) will search for
2227 * a spot at the given map and coordinates which will be able to contain 1992 * a spot at the given map and coordinates which will be able to contain
2242 * to know if the space in question will block the object. We can't use 2007 * to know if the space in question will block the object. We can't use
2243 * the archetype because that isn't correct if the monster has been 2008 * the archetype because that isn't correct if the monster has been
2244 * customized, changed states, etc. 2009 * customized, changed states, etc.
2245 */ 2010 */
2246 2011
2012int
2247int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2013find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2014{
2015 int
2016 i,
2248 int i,index=0, flag; 2017 index = 0, flag;
2018 static int
2249 static int altern[SIZEOFFREE]; 2019 altern[SIZEOFFREE];
2250 2020
2251 for(i=start;i<stop;i++) { 2021 for (i = start; i < stop; i++)
2022 {
2252 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2023 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2253 if(!flag) 2024 if (!flag)
2254 altern[index++]=i; 2025 altern[index++] = i;
2255 2026
2256 /* Basically, if we find a wall on a space, we cut down the search size. 2027 /* Basically, if we find a wall on a space, we cut down the search size.
2257 * In this way, we won't return spaces that are on another side of a wall. 2028 * In this way, we won't return spaces that are on another side of a wall.
2258 * This mostly work, but it cuts down the search size in all directions - 2029 * This mostly work, but it cuts down the search size in all directions -
2259 * if the space being examined only has a wall to the north and empty 2030 * if the space being examined only has a wall to the north and empty
2260 * spaces in all the other directions, this will reduce the search space 2031 * spaces in all the other directions, this will reduce the search space
2261 * to only the spaces immediately surrounding the target area, and 2032 * to only the spaces immediately surrounding the target area, and
2262 * won't look 2 spaces south of the target space. 2033 * won't look 2 spaces south of the target space.
2263 */ 2034 */
2264 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2035 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2265 stop=maxfree[i]; 2036 stop = maxfree[i];
2266 } 2037 }
2267 if(!index) return -1; 2038
2039 if (!index)
2040 return -1;
2041
2268 return altern[RANDOM()%index]; 2042 return altern[RANDOM () % index];
2269} 2043}
2270 2044
2271/* 2045/*
2272 * find_first_free_spot(archetype, mapstruct, x, y) works like 2046 * find_first_free_spot(archetype, maptile, x, y) works like
2273 * find_free_spot(), but it will search max number of squares. 2047 * find_free_spot(), but it will search max number of squares.
2274 * But it will return the first available spot, not a random choice. 2048 * But it will return the first available spot, not a random choice.
2275 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2049 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2276 */ 2050 */
2277 2051
2052int
2278int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2053find_first_free_spot (const object *ob, maptile *m, int x, int y)
2054{
2055 int
2279 int i; 2056 i;
2057
2280 for(i=0;i<SIZEOFFREE;i++) { 2058 for (i = 0; i < SIZEOFFREE; i++)
2059 {
2281 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2060 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2282 return i; 2061 return i;
2283 } 2062 }
2284 return -1; 2063 return -1;
2285} 2064}
2286 2065
2287/* 2066/*
2288 * The function permute(arr, begin, end) randomly reorders the array 2067 * The function permute(arr, begin, end) randomly reorders the array
2289 * arr[begin..end-1]. 2068 * arr[begin..end-1].
2290 */ 2069 */
2070static void
2291static void permute(int *arr, int begin, int end) 2071permute (int *arr, int begin, int end)
2292{ 2072{
2293 int i, j, tmp, len; 2073 int
2074 i,
2075 j,
2076 tmp,
2077 len;
2294 2078
2295 len = end-begin; 2079 len = end - begin;
2296 for(i = begin; i < end; i++) 2080 for (i = begin; i < end; i++)
2297 { 2081 {
2298 j = begin+RANDOM()%len; 2082 j = begin + RANDOM () % len;
2299 2083
2300 tmp = arr[i]; 2084 tmp = arr[i];
2301 arr[i] = arr[j]; 2085 arr[i] = arr[j];
2302 arr[j] = tmp; 2086 arr[j] = tmp;
2303 } 2087 }
2304} 2088}
2305 2089
2306/* new function to make monster searching more efficient, and effective! 2090/* new function to make monster searching more efficient, and effective!
2307 * This basically returns a randomized array (in the passed pointer) of 2091 * This basically returns a randomized array (in the passed pointer) of
2308 * the spaces to find monsters. In this way, it won't always look for 2092 * the spaces to find monsters. In this way, it won't always look for
2309 * monsters to the north first. However, the size of the array passed 2093 * monsters to the north first. However, the size of the array passed
2310 * covers all the spaces, so within that size, all the spaces within 2094 * covers all the spaces, so within that size, all the spaces within
2311 * the 3x3 area will be searched, just not in a predictable order. 2095 * the 3x3 area will be searched, just not in a predictable order.
2312 */ 2096 */
2097void
2313void get_search_arr(int *search_arr) 2098get_search_arr (int *search_arr)
2314{ 2099{
2100 int
2315 int i; 2101 i;
2316 2102
2317 for(i = 0; i < SIZEOFFREE; i++) 2103 for (i = 0; i < SIZEOFFREE; i++)
2318 { 2104 {
2319 search_arr[i] = i; 2105 search_arr[i] = i;
2320 } 2106 }
2321 2107
2322 permute(search_arr, 1, SIZEOFFREE1+1); 2108 permute (search_arr, 1, SIZEOFFREE1 + 1);
2323 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2109 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2324 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2110 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2325} 2111}
2326 2112
2327/* 2113/*
2328 * find_dir(map, x, y, exclude) will search some close squares in the 2114 * find_dir(map, x, y, exclude) will search some close squares in the
2329 * given map at the given coordinates for live objects. 2115 * given map at the given coordinates for live objects.
2335 * is actually want is going to try and move there. We need this info 2121 * is actually want is going to try and move there. We need this info
2336 * because we have to know what movement the thing looking to move 2122 * because we have to know what movement the thing looking to move
2337 * there is capable of. 2123 * there is capable of.
2338 */ 2124 */
2339 2125
2126int
2340int find_dir(mapstruct *m, int x, int y, object *exclude) { 2127find_dir (maptile *m, int x, int y, object *exclude)
2128{
2129 int
2130 i,
2341 int i,max=SIZEOFFREE, mflags; 2131 max = SIZEOFFREE, mflags;
2132
2342 sint16 nx, ny; 2133 sint16 nx, ny;
2343 object *tmp; 2134 object *
2344 mapstruct *mp; 2135 tmp;
2136 maptile *
2137 mp;
2138
2345 MoveType blocked, move_type; 2139 MoveType blocked, move_type;
2346 2140
2347 if (exclude && exclude->head) { 2141 if (exclude && exclude->head)
2142 {
2348 exclude = exclude->head; 2143 exclude = exclude->head;
2349 move_type = exclude->move_type; 2144 move_type = exclude->move_type;
2350 } else { 2145 }
2146 else
2147 {
2351 /* If we don't have anything, presume it can use all movement types. */ 2148 /* If we don't have anything, presume it can use all movement types. */
2352 move_type=MOVE_ALL; 2149 move_type = MOVE_ALL;
2150 }
2151
2152 for (i = 1; i < max; i++)
2353 } 2153 {
2354 2154 mp = m;
2355 for(i=1;i<max;i++) {
2356 mp = m;
2357 nx = x + freearr_x[i]; 2155 nx = x + freearr_x[i];
2358 ny = y + freearr_y[i]; 2156 ny = y + freearr_y[i];
2359 2157
2360 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2158 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2159
2361 if (mflags & P_OUT_OF_MAP) { 2160 if (mflags & P_OUT_OF_MAP)
2362 max = maxfree[i]; 2161 max = maxfree[i];
2363 } else { 2162 else
2163 {
2364 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2164 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2365 2165
2366 if ((move_type & blocked) == move_type) { 2166 if ((move_type & blocked) == move_type)
2367 max=maxfree[i]; 2167 max = maxfree[i];
2368 } else if (mflags & P_IS_ALIVE) { 2168 else if (mflags & P_IS_ALIVE)
2169 {
2369 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2170 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above)
2370 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2171 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2371 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2172 break;
2372 break; 2173
2373 } 2174 if (tmp)
2374 }
2375 if(tmp) {
2376 return freedir[i]; 2175 return freedir[i];
2377 } 2176 }
2177 }
2378 } 2178 }
2379 } 2179
2380 }
2381 return 0; 2180 return 0;
2382} 2181}
2383 2182
2384/* 2183/*
2385 * distance(object 1, object 2) will return the square of the 2184 * distance(object 1, object 2) will return the square of the
2386 * distance between the two given objects. 2185 * distance between the two given objects.
2387 */ 2186 */
2388 2187
2188int
2389int distance(const object *ob1, const object *ob2) { 2189distance (const object *ob1, const object *ob2)
2190{
2390 int i; 2191 int i;
2391 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2192
2392 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2193 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2393 return i; 2194 return i;
2394} 2195}
2395 2196
2396/* 2197/*
2397 * find_dir_2(delta-x,delta-y) will return a direction in which 2198 * find_dir_2(delta-x,delta-y) will return a direction in which
2398 * an object which has subtracted the x and y coordinates of another 2199 * an object which has subtracted the x and y coordinates of another
2399 * object, needs to travel toward it. 2200 * object, needs to travel toward it.
2400 */ 2201 */
2401 2202
2203int
2402int find_dir_2(int x, int y) { 2204find_dir_2 (int x, int y)
2205{
2403 int q; 2206 int q;
2404 2207
2405 if(y) 2208 if (y)
2406 q=x*100/y; 2209 q = x * 100 / y;
2407 else if (x) 2210 else if (x)
2408 q= -300*x; 2211 q = -300 * x;
2409 else 2212 else
2410 return 0; 2213 return 0;
2411 2214
2412 if(y>0) { 2215 if (y > 0)
2216 {
2413 if(q < -242) 2217 if (q < -242)
2414 return 3 ; 2218 return 3;
2415 if (q < -41) 2219 if (q < -41)
2416 return 2 ; 2220 return 2;
2417 if (q < 41) 2221 if (q < 41)
2418 return 1 ; 2222 return 1;
2419 if (q < 242) 2223 if (q < 242)
2420 return 8 ; 2224 return 8;
2421 return 7 ; 2225 return 7;
2422 } 2226 }
2423 2227
2424 if (q < -242) 2228 if (q < -242)
2425 return 7 ; 2229 return 7;
2426 if (q < -41) 2230 if (q < -41)
2427 return 6 ; 2231 return 6;
2428 if (q < 41) 2232 if (q < 41)
2429 return 5 ; 2233 return 5;
2430 if (q < 242) 2234 if (q < 242)
2431 return 4 ; 2235 return 4;
2432 2236
2433 return 3 ; 2237 return 3;
2434} 2238}
2435 2239
2436/* 2240/*
2437 * absdir(int): Returns a number between 1 and 8, which represent 2241 * absdir(int): Returns a number between 1 and 8, which represent
2438 * the "absolute" direction of a number (it actually takes care of 2242 * the "absolute" direction of a number (it actually takes care of
2439 * "overflow" in previous calculations of a direction). 2243 * "overflow" in previous calculations of a direction).
2440 */ 2244 */
2441 2245
2246int
2442int absdir(int d) { 2247absdir (int d)
2443 while(d<1) d+=8; 2248{
2444 while(d>8) d-=8; 2249 while (d < 1)
2250 d += 8;
2251 while (d > 8)
2252 d -= 8;
2445 return d; 2253 return d;
2446} 2254}
2447 2255
2448/* 2256/*
2449 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2257 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2450 * between two directions (which are expected to be absolute (see absdir()) 2258 * between two directions (which are expected to be absolute (see absdir())
2451 */ 2259 */
2452 2260
2261int
2453int dirdiff(int dir1, int dir2) { 2262dirdiff (int dir1, int dir2)
2263{
2454 int d; 2264 int
2265 d;
2266
2455 d = abs(dir1 - dir2); 2267 d = abs (dir1 - dir2);
2456 if(d>4) 2268 if (d > 4)
2457 d = 8 - d; 2269 d = 8 - d;
2458 return d; 2270 return d;
2459} 2271}
2460 2272
2461/* peterm: 2273/* peterm:
2466 * direction 4, 14, or 16 to get back to where we are. 2278 * direction 4, 14, or 16 to get back to where we are.
2467 * Moved from spell_util.c to object.c with the other related direction 2279 * Moved from spell_util.c to object.c with the other related direction
2468 * functions. 2280 * functions.
2469 */ 2281 */
2470 2282
2283int
2471int reduction_dir[SIZEOFFREE][3] = { 2284 reduction_dir[SIZEOFFREE][3] = {
2472 {0,0,0}, /* 0 */ 2285 {0, 0, 0}, /* 0 */
2473 {0,0,0}, /* 1 */ 2286 {0, 0, 0}, /* 1 */
2474 {0,0,0}, /* 2 */ 2287 {0, 0, 0}, /* 2 */
2475 {0,0,0}, /* 3 */ 2288 {0, 0, 0}, /* 3 */
2476 {0,0,0}, /* 4 */ 2289 {0, 0, 0}, /* 4 */
2477 {0,0,0}, /* 5 */ 2290 {0, 0, 0}, /* 5 */
2478 {0,0,0}, /* 6 */ 2291 {0, 0, 0}, /* 6 */
2479 {0,0,0}, /* 7 */ 2292 {0, 0, 0}, /* 7 */
2480 {0,0,0}, /* 8 */ 2293 {0, 0, 0}, /* 8 */
2481 {8,1,2}, /* 9 */ 2294 {8, 1, 2}, /* 9 */
2482 {1,2,-1}, /* 10 */ 2295 {1, 2, -1}, /* 10 */
2483 {2,10,12}, /* 11 */ 2296 {2, 10, 12}, /* 11 */
2484 {2,3,-1}, /* 12 */ 2297 {2, 3, -1}, /* 12 */
2485 {2,3,4}, /* 13 */ 2298 {2, 3, 4}, /* 13 */
2486 {3,4,-1}, /* 14 */ 2299 {3, 4, -1}, /* 14 */
2487 {4,14,16}, /* 15 */ 2300 {4, 14, 16}, /* 15 */
2488 {5,4,-1}, /* 16 */ 2301 {5, 4, -1}, /* 16 */
2489 {4,5,6}, /* 17 */ 2302 {4, 5, 6}, /* 17 */
2490 {6,5,-1}, /* 18 */ 2303 {6, 5, -1}, /* 18 */
2491 {6,20,18}, /* 19 */ 2304 {6, 20, 18}, /* 19 */
2492 {7,6,-1}, /* 20 */ 2305 {7, 6, -1}, /* 20 */
2493 {6,7,8}, /* 21 */ 2306 {6, 7, 8}, /* 21 */
2494 {7,8,-1}, /* 22 */ 2307 {7, 8, -1}, /* 22 */
2495 {8,22,24}, /* 23 */ 2308 {8, 22, 24}, /* 23 */
2496 {8,1,-1}, /* 24 */ 2309 {8, 1, -1}, /* 24 */
2497 {24,9,10}, /* 25 */ 2310 {24, 9, 10}, /* 25 */
2498 {9,10,-1}, /* 26 */ 2311 {9, 10, -1}, /* 26 */
2499 {10,11,-1}, /* 27 */ 2312 {10, 11, -1}, /* 27 */
2500 {27,11,29}, /* 28 */ 2313 {27, 11, 29}, /* 28 */
2501 {11,12,-1}, /* 29 */ 2314 {11, 12, -1}, /* 29 */
2502 {12,13,-1}, /* 30 */ 2315 {12, 13, -1}, /* 30 */
2503 {12,13,14}, /* 31 */ 2316 {12, 13, 14}, /* 31 */
2504 {13,14,-1}, /* 32 */ 2317 {13, 14, -1}, /* 32 */
2505 {14,15,-1}, /* 33 */ 2318 {14, 15, -1}, /* 33 */
2506 {33,15,35}, /* 34 */ 2319 {33, 15, 35}, /* 34 */
2507 {16,15,-1}, /* 35 */ 2320 {16, 15, -1}, /* 35 */
2508 {17,16,-1}, /* 36 */ 2321 {17, 16, -1}, /* 36 */
2509 {18,17,16}, /* 37 */ 2322 {18, 17, 16}, /* 37 */
2510 {18,17,-1}, /* 38 */ 2323 {18, 17, -1}, /* 38 */
2511 {18,19,-1}, /* 39 */ 2324 {18, 19, -1}, /* 39 */
2512 {41,19,39}, /* 40 */ 2325 {41, 19, 39}, /* 40 */
2513 {19,20,-1}, /* 41 */ 2326 {19, 20, -1}, /* 41 */
2514 {20,21,-1}, /* 42 */ 2327 {20, 21, -1}, /* 42 */
2515 {20,21,22}, /* 43 */ 2328 {20, 21, 22}, /* 43 */
2516 {21,22,-1}, /* 44 */ 2329 {21, 22, -1}, /* 44 */
2517 {23,22,-1}, /* 45 */ 2330 {23, 22, -1}, /* 45 */
2518 {45,47,23}, /* 46 */ 2331 {45, 47, 23}, /* 46 */
2519 {23,24,-1}, /* 47 */ 2332 {23, 24, -1}, /* 47 */
2520 {24,9,-1}}; /* 48 */ 2333 {24, 9, -1}
2334}; /* 48 */
2521 2335
2522/* Recursive routine to step back and see if we can 2336/* Recursive routine to step back and see if we can
2523 * find a path to that monster that we found. If not, 2337 * find a path to that monster that we found. If not,
2524 * we don't bother going toward it. Returns 1 if we 2338 * we don't bother going toward it. Returns 1 if we
2525 * can see a direct way to get it 2339 * can see a direct way to get it
2526 * Modified to be map tile aware -.MSW 2340 * Modified to be map tile aware -.MSW
2527 */ 2341 */
2528 2342int
2529
2530int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2343can_see_monsterP (maptile *m, int x, int y, int dir)
2344{
2531 sint16 dx, dy; 2345 sint16 dx, dy;
2532 int mflags; 2346 int mflags;
2533 2347
2348 if (dir < 0)
2534 if(dir<0) return 0; /* exit condition: invalid direction */ 2349 return 0; /* exit condition: invalid direction */
2535 2350
2536 dx = x + freearr_x[dir]; 2351 dx = x + freearr_x[dir];
2537 dy = y + freearr_y[dir]; 2352 dy = y + freearr_y[dir];
2538 2353
2539 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2354 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2540 2355
2541 /* This functional arguably was incorrect before - it was 2356 /* This functional arguably was incorrect before - it was
2542 * checking for P_WALL - that was basically seeing if 2357 * checking for P_WALL - that was basically seeing if
2543 * we could move to the monster - this is being more 2358 * we could move to the monster - this is being more
2544 * literal on if we can see it. To know if we can actually 2359 * literal on if we can see it. To know if we can actually
2545 * move to the monster, we'd need the monster passed in or 2360 * move to the monster, we'd need the monster passed in or
2546 * at least its move type. 2361 * at least its move type.
2547 */ 2362 */
2548 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2363 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2364 return 0;
2549 2365
2550 /* yes, can see. */ 2366 /* yes, can see. */
2551 if(dir < 9) return 1; 2367 if (dir < 9)
2368 return 1;
2369
2552 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2370 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2553 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2371 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2554 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2372 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2555} 2373}
2556 2374
2557
2558
2559/* 2375/*
2560 * can_pick(picker, item): finds out if an object is possible to be 2376 * can_pick(picker, item): finds out if an object is possible to be
2561 * picked up by the picker. Returnes 1 if it can be 2377 * picked up by the picker. Returnes 1 if it can be
2562 * picked up, otherwise 0. 2378 * picked up, otherwise 0.
2563 * 2379 *
2565 * core dumps if they do. 2381 * core dumps if they do.
2566 * 2382 *
2567 * Add a check so we can't pick up invisible objects (0.93.8) 2383 * Add a check so we can't pick up invisible objects (0.93.8)
2568 */ 2384 */
2569 2385
2386int
2570int can_pick(const object *who, const object *item) { 2387can_pick (const object *who, const object *item)
2388{
2571 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2389 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2572 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2390 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2573 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2391 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2574 (who->type==PLAYER||item->weight<who->weight/3));
2575} 2392}
2576
2577 2393
2578/* 2394/*
2579 * create clone from object to another 2395 * create clone from object to another
2580 */ 2396 */
2397object *
2581object *object_create_clone (object *asrc) { 2398object_create_clone (object *asrc)
2399{
2582 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2400 object *dst = 0, *tmp, *src, *part, *prev, *item;
2583 2401
2584 if(!asrc) return NULL; 2402 if (!asrc)
2403 return 0;
2404
2585 src = asrc; 2405 src = asrc;
2586 if(src->head) 2406 if (src->head)
2587 src = src->head; 2407 src = src->head;
2588 2408
2589 prev = NULL; 2409 prev = 0;
2590 for(part = src; part; part = part->more) { 2410 for (part = src; part; part = part->more)
2591 tmp = get_object(); 2411 {
2592 copy_object(part,tmp); 2412 tmp = part->clone ();
2593 tmp->x -= src->x; 2413 tmp->x -= src->x;
2594 tmp->y -= src->y; 2414 tmp->y -= src->y;
2415
2595 if(!part->head) { 2416 if (!part->head)
2417 {
2596 dst = tmp; 2418 dst = tmp;
2597 tmp->head = NULL;
2598 } else {
2599 tmp->head = dst; 2419 tmp->head = 0;
2600 } 2420 }
2421 else
2422 tmp->head = dst;
2423
2601 tmp->more = NULL; 2424 tmp->more = 0;
2425
2602 if(prev) 2426 if (prev)
2603 prev->more = tmp; 2427 prev->more = tmp;
2428
2604 prev = tmp; 2429 prev = tmp;
2605 } 2430 }
2606 /*** copy inventory ***/ 2431
2607 for(item = src->inv; item; item = item->below) { 2432 for (item = src->inv; item; item = item->below)
2608 (void) insert_ob_in_ob(object_create_clone(item),dst); 2433 insert_ob_in_ob (object_create_clone (item), dst);
2609 }
2610 2434
2611 return dst; 2435 return dst;
2612}
2613
2614/* return true if the object was destroyed, 0 otherwise */
2615int was_destroyed (const object *op, tag_t old_tag)
2616{
2617 /* checking for FLAG_FREED isn't necessary, but makes this function more
2618 * robust */
2619 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2620} 2436}
2621 2437
2622/* GROS - Creates an object using a string representing its content. */ 2438/* GROS - Creates an object using a string representing its content. */
2623/* Basically, we save the content of the string to a temp file, then call */ 2439/* Basically, we save the content of the string to a temp file, then call */
2624/* load_object on it. I admit it is a highly inefficient way to make things, */ 2440/* load_object on it. I admit it is a highly inefficient way to make things, */
2625/* but it was simple to make and allows reusing the load_object function. */ 2441/* but it was simple to make and allows reusing the load_object function. */
2626/* Remember not to use load_object_str in a time-critical situation. */ 2442/* Remember not to use load_object_str in a time-critical situation. */
2627/* Also remember that multiparts objects are not supported for now. */ 2443/* Also remember that multiparts objects are not supported for now. */
2628 2444
2445object *
2629object* load_object_str(const char *obstr) 2446load_object_str (const char *obstr)
2630{ 2447{
2631 object *op; 2448 object *op;
2632 FILE *tempfile;
2633 char filename[MAX_BUF]; 2449 char filename[MAX_BUF];
2450
2634 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2451 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2452
2635 tempfile=fopen(filename,"w"); 2453 FILE *tempfile = fopen (filename, "w");
2454
2636 if (tempfile == NULL) 2455 if (tempfile == NULL)
2637 { 2456 {
2638 LOG(llevError,"Error - Unable to access load object temp file\n"); 2457 LOG (llevError, "Error - Unable to access load object temp file\n");
2639 return NULL; 2458 return NULL;
2640 }; 2459 }
2460
2641 fprintf(tempfile,obstr); 2461 fprintf (tempfile, obstr);
2642 fclose(tempfile); 2462 fclose (tempfile);
2643 2463
2644 op=get_object(); 2464 op = object::create ();
2645 2465
2646 tempfile=fopen(filename,"r"); 2466 object_thawer thawer (filename);
2647 if (tempfile == NULL) 2467
2648 { 2468 if (thawer)
2649 LOG(llevError,"Error - Unable to read object temp file\n"); 2469 load_object (thawer, op, 0);
2650 return NULL; 2470
2651 };
2652 load_object(tempfile,op,LO_NEWFILE,0);
2653 LOG(llevDebug," load str completed, object=%s\n",op->name); 2471 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2654 CLEAR_FLAG(op,FLAG_REMOVED); 2472 CLEAR_FLAG (op, FLAG_REMOVED);
2655 fclose(tempfile); 2473
2656 return op; 2474 return op;
2657} 2475}
2658 2476
2659/* This returns the first object in who's inventory that 2477/* This returns the first object in who's inventory that
2660 * has the same type and subtype match. 2478 * has the same type and subtype match.
2661 * returns NULL if no match. 2479 * returns NULL if no match.
2662 */ 2480 */
2481object *
2663object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2482find_obj_by_type_subtype (const object *who, int type, int subtype)
2664{ 2483{
2665 object *tmp; 2484 object *tmp;
2666 2485
2667 for (tmp=who->inv; tmp; tmp=tmp->below) 2486 for (tmp = who->inv; tmp; tmp = tmp->below)
2668 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2487 if (tmp->type == type && tmp->subtype == subtype)
2488 return tmp;
2669 2489
2670 return NULL; 2490 return NULL;
2671} 2491}
2672 2492
2673/* If ob has a field named key, return the link from the list, 2493/* If ob has a field named key, return the link from the list,
2674 * otherwise return NULL. 2494 * otherwise return NULL.
2675 * 2495 *
2676 * key must be a passed in shared string - otherwise, this won't 2496 * key must be a passed in shared string - otherwise, this won't
2677 * do the desired thing. 2497 * do the desired thing.
2678 */ 2498 */
2499key_value *
2679key_value * get_ob_key_link(const object * ob, const char * key) { 2500get_ob_key_link (const object *ob, const char *key)
2501{
2680 key_value * link; 2502 key_value *link;
2681 2503
2682 for (link = ob->key_values; link != NULL; link = link->next) { 2504 for (link = ob->key_values; link != NULL; link = link->next)
2683 if (link->key == key) { 2505 if (link->key == key)
2684 return link; 2506 return link;
2685 } 2507
2686 }
2687
2688 return NULL; 2508 return NULL;
2689} 2509}
2690 2510
2691/* 2511/*
2692 * Returns the value of op has an extra_field for key, or NULL. 2512 * Returns the value of op has an extra_field for key, or NULL.
2693 * 2513 *
2694 * The argument doesn't need to be a shared string. 2514 * The argument doesn't need to be a shared string.
2695 * 2515 *
2696 * The returned string is shared. 2516 * The returned string is shared.
2697 */ 2517 */
2518const char *
2698const char * get_ob_key_value(const object * op, const char * const key) { 2519get_ob_key_value (const object *op, const char *const key)
2520{
2699 key_value * link; 2521 key_value *link;
2700 const char * canonical_key; 2522 shstr_cmp canonical_key (key);
2523
2524 if (!canonical_key)
2701 2525 {
2702 canonical_key = find_string(key);
2703
2704 if (canonical_key == NULL) {
2705 /* 1. There being a field named key on any object 2526 /* 1. There being a field named key on any object
2706 * implies there'd be a shared string to find. 2527 * implies there'd be a shared string to find.
2707 * 2. Since there isn't, no object has this field. 2528 * 2. Since there isn't, no object has this field.
2708 * 3. Therefore, *this* object doesn't have this field. 2529 * 3. Therefore, *this* object doesn't have this field.
2709 */ 2530 */
2710 return NULL; 2531 return 0;
2711 } 2532 }
2712 2533
2713 /* This is copied from get_ob_key_link() above - 2534 /* This is copied from get_ob_key_link() above -
2714 * only 4 lines, and saves the function call overhead. 2535 * only 4 lines, and saves the function call overhead.
2715 */ 2536 */
2716 for (link = op->key_values; link != NULL; link = link->next) { 2537 for (link = op->key_values; link; link = link->next)
2717 if (link->key == canonical_key) { 2538 if (link->key == canonical_key)
2718 return link->value; 2539 return link->value;
2719 } 2540
2720 } 2541 return 0;
2721 return NULL;
2722} 2542}
2723 2543
2724 2544
2725/* 2545/*
2726 * Updates the canonical_key in op to value. 2546 * Updates the canonical_key in op to value.
2730 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2550 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2731 * keys. 2551 * keys.
2732 * 2552 *
2733 * Returns TRUE on success. 2553 * Returns TRUE on success.
2734 */ 2554 */
2555int
2735int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) { 2556set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2557{
2558 key_value *
2736 key_value * field = NULL, *last=NULL; 2559 field = NULL, *last = NULL;
2737 2560
2738 for (field=op->key_values; field != NULL; field=field->next) { 2561 for (field = op->key_values; field != NULL; field = field->next)
2739 if (field->key != canonical_key) {
2740 last = field;
2741 continue;
2742 }
2743 2562 {
2744 if (field->value) FREE_AND_CLEAR_STR(field->value); 2563 if (field->key != canonical_key)
2745 if (value) 2564 {
2746 field->value = add_string(value); 2565 last = field;
2747 else { 2566 continue;
2567 }
2568
2569 if (value)
2570 field->value = value;
2571 else
2572 {
2748 /* Basically, if the archetype has this key set, 2573 /* Basically, if the archetype has this key set,
2749 * we need to store the null value so when we save 2574 * we need to store the null value so when we save
2750 * it, we save the empty value so that when we load, 2575 * it, we save the empty value so that when we load,
2751 * we get this value back again. 2576 * we get this value back again.
2752 */ 2577 */
2753 if (get_ob_key_link(&op->arch->clone, canonical_key)) 2578 if (get_ob_key_link (&op->arch->clone, canonical_key))
2754 field->value = NULL; 2579 field->value = 0;
2755 else { 2580 else
2756 /* Delete this link */ 2581 {
2757 if (field->key) FREE_AND_CLEAR_STR(field->key); 2582 if (last)
2758 if (field->value) FREE_AND_CLEAR_STR(field->value); 2583 last->next = field->next;
2759 if (last) last->next = field->next; 2584 else
2760 else op->key_values = field->next; 2585 op->key_values = field->next;
2761 free(field); 2586
2762 } 2587 delete field;
2763 } 2588 }
2589 }
2764 return TRUE; 2590 return TRUE;
2765 } 2591 }
2766 /* IF we get here, key doesn't exist */ 2592 /* IF we get here, key doesn't exist */
2767 2593
2768 /* No field, we'll have to add it. */ 2594 /* No field, we'll have to add it. */
2595
2596 if (!add_key)
2769 2597 {
2770 if (!add_key) {
2771 return FALSE; 2598 return FALSE;
2772 } 2599 }
2773 /* There isn't any good reason to store a null 2600 /* There isn't any good reason to store a null
2774 * value in the key/value list. If the archetype has 2601 * value in the key/value list. If the archetype has
2775 * this key, then we should also have it, so shouldn't 2602 * this key, then we should also have it, so shouldn't
2776 * be here. If user wants to store empty strings, 2603 * be here. If user wants to store empty strings,
2777 * should pass in "" 2604 * should pass in ""
2778 */ 2605 */
2779 if (value == NULL) return TRUE; 2606 if (value == NULL)
2780
2781 field = (key_value *) malloc(sizeof(key_value));
2782
2783 field->key = add_refcount(canonical_key);
2784 field->value = add_string(value);
2785 /* Usual prepend-addition. */
2786 field->next = op->key_values;
2787 op->key_values = field;
2788
2789 return TRUE; 2607 return TRUE;
2608
2609 field = new key_value;
2610
2611 field->key = canonical_key;
2612 field->value = value;
2613 /* Usual prepend-addition. */
2614 field->next = op->key_values;
2615 op->key_values = field;
2616
2617 return TRUE;
2790} 2618}
2791 2619
2792/* 2620/*
2793 * Updates the key in op to value. 2621 * Updates the key in op to value.
2794 * 2622 *
2796 * and not add new ones. 2624 * and not add new ones.
2797 * In general, should be little reason FALSE is ever passed in for add_key 2625 * In general, should be little reason FALSE is ever passed in for add_key
2798 * 2626 *
2799 * Returns TRUE on success. 2627 * Returns TRUE on success.
2800 */ 2628 */
2629int
2801int set_ob_key_value(object * op, const char * key, const char * value, int add_key) { 2630set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2802 const char * canonical_key = NULL; 2631{
2803 int floating_ref = FALSE; 2632 shstr key_ (key);
2804 int ret; 2633
2634 return set_ob_key_value_s (op, key_, value, add_key);
2635}
2636
2637object::depth_iterator::depth_iterator (object *container)
2638: iterator_base (container)
2639{
2640 while (item->inv)
2641 item = item->inv;
2642}
2643
2644void
2645object::depth_iterator::next ()
2646{
2647 if (item->below)
2805 2648 {
2806 /* HACK This mess is to make sure set_ob_value() passes a shared string 2649 item = item->below;
2807 * to get_ob_key_link(), without leaving a leaked refcount. 2650
2808 */ 2651 while (item->inv)
2652 item = item->inv;
2809 2653 }
2810 canonical_key = find_string(key); 2654 else
2811 if (canonical_key == NULL) { 2655 item = item->env;
2812 canonical_key = add_string(key);
2813 floating_ref = TRUE;
2814 }
2815
2816 ret = set_ob_key_value_s(op, canonical_key, value, add_key);
2817
2818 if (floating_ref) {
2819 free_string(canonical_key);
2820 }
2821
2822 return ret;
2823} 2656}
2657
2658// return a suitable string describing an objetc in enough detail to find it
2659const char *
2660object::debug_desc (char *info) const
2661{
2662 char info2[256 * 3];
2663 char *p = info;
2664
2665 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2666 count,
2667 &name,
2668 title ? " " : "",
2669 title ? (const char *)title : "");
2670
2671 if (env)
2672 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2673
2674 if (map)
2675 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2676
2677 return info;
2678}
2679
2680const char *
2681object::debug_desc () const
2682{
2683 static char info[256 * 3];
2684 return debug_desc (info);
2685}
2686

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