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Comparing deliantra/server/common/object.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:00 2006 UTC vs.
Revision 1.108 by root, Sun Jan 7 02:39:13 2007 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.1 2006/08/13 17:16:00 elmex Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
11 7
12 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
21 17
22 You should have received a copy of the GNU General Public License 18 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 21
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 23*/
28 24
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 27 variable. */
32#include <global.h> 28#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 29#include <stdio.h>
35#include <sys/types.h> 30#include <sys/types.h>
36#include <sys/uio.h> 31#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 32#include <object.h>
39#include <funcpoint.h> 33#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 34#include <loader.h>
42#ifdef MEMORY_DEBUG 35
43int nroffreeobjects = 0; 36#include <bitset>
37
44int nrofallocobjects = 0; 38int nrofallocobjects = 0;
45#undef OBJ_EXPAND 39static UUID uuid;
46#define OBJ_EXPAND 1 40const uint64 UUID_SKIP = 1<<19;
47#else
48object objarray[STARTMAX]; /* All objects, allocated this way at first */
49int nroffreeobjects = STARTMAX; /* How many OBs allocated and free (free) */
50int nrofallocobjects = STARTMAX; /* How many OBs allocated (free + used) */
51#endif
52 41
53object *objects; /* Pointer to the list of used objects */ 42objectvec objects;
54object *free_objects; /* Pointer to the list of unused objects */ 43activevec actives;
55object *active_objects; /* List of active objects that need to be processed */
56 44
57void (*object_free_callback)(object *ob); 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
58
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}; 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
62short freearr_y[SIZEOFFREE]= 47};
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, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
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}; 49 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
65int maxfree[SIZEOFFREE]= 50};
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, 51int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
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}; 52 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
53};
68int freedir[SIZEOFFREE]= { 54int 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, 55 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
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}; 56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
57};
71 58
59static void
60write_uuid (void)
61{
62 char filename1[MAX_BUF], filename2[MAX_BUF];
63
64 sprintf (filename1, "%s/uuid", settings.localdir);
65 sprintf (filename2, "%s/uuid~", settings.localdir);
66
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78}
79
80static void
81read_uuid (void)
82{
83 char filename[MAX_BUF];
84
85 sprintf (filename, "%s/uuid", settings.localdir);
86
87 FILE *fp;
88
89 if (!(fp = fopen (filename, "r")))
90 {
91 if (errno == ENOENT)
92 {
93 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0;
95 write_uuid ();
96 return;
97 }
98
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1);
101 }
102
103 int version;
104 unsigned long long uid;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
106 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
108 _exit (1);
109 }
110
111 uuid.seq = uid;
112 write_uuid ();
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
114 fclose (fp);
115}
116
117UUID
118gen_uuid ()
119{
120 UUID uid;
121
122 uid.seq = ++uuid.seq;
123
124 if (!(uuid.seq & (UUID_SKIP - 1)))
125 write_uuid ();
126
127 return uid;
128}
129
130void
131init_uuid ()
132{
133 read_uuid ();
134}
72 135
73/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
137static int
74static int compare_ob_value_lists_one(const object * wants, const object * has) { 138compare_ob_value_lists_one (const object *wants, const object *has)
139{
75 key_value * wants_field; 140 key_value *wants_field;
76 141
77 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 142 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
78 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
79 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
80 */ 145 */
81 146
82 /* For each field in wants, */ 147 /* For each field in wants, */
83 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
149 {
84 key_value * has_field; 150 key_value *has_field;
85 151
86 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
87 has_field = get_ob_key_link(has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
154
155 if (has_field == NULL)
88 156 {
89 if (has_field == NULL) {
90 /* No field with that name. */ 157 /* No field with that name. */
91 return FALSE; 158 return FALSE;
92 }
93 159 }
160
94 /* Found the matching field. */ 161 /* Found the matching field. */
95 if (has_field->value != wants_field->value) { 162 if (has_field->value != wants_field->value)
163 {
96 /* Values don't match, so this half of the comparison is false. */ 164 /* Values don't match, so this half of the comparison is false. */
97 return FALSE; 165 return FALSE;
98 } 166 }
99 167
100 /* If we get here, we found a match. Now for the next field in wants. */ 168 /* If we get here, we found a match. Now for the next field in wants. */
101 }
102 169 }
170
103 /* If we get here, every field in wants has a matching field in has. */ 171 /* If we get here, every field in wants has a matching field in has. */
104 return TRUE; 172 return TRUE;
105} 173}
106 174
107/* Returns TRUE if ob1 has the same key_values as ob2. */ 175/* Returns TRUE if ob1 has the same key_values as ob2. */
176static int
108static int compare_ob_value_lists(const object * ob1, const object * ob2) { 177compare_ob_value_lists (const object *ob1, const object *ob2)
178{
109 /* However, there may be fields in has which aren't partnered in wants, 179 /* However, there may be fields in has which aren't partnered in wants,
110 * so we need to run the comparison *twice*. :( 180 * so we need to run the comparison *twice*. :(
111 */ 181 */
112 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 182 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
113} 183}
114 184
115/* Function examines the 2 objects given to it, and returns true if 185/* Function examines the 2 objects given to it, and returns true if
116 * they can be merged together. 186 * they can be merged together.
117 * 187 *
118 * Note that this function appears a lot longer than the macro it 188 * Note that this function appears a lot longer than the macro it
119 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
120 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
121 * 191 *
122 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
123 * 193 *
124 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
125 * check weight 195 * check weight
126 */ 196 */
127 197bool object::can_merge_slow (object *ob1, object *ob2)
128int CAN_MERGE(object *ob1, object *ob2) { 198{
129
130 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
131 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 200 if (ob1 == ob2
132 201 || ob1->type != ob2->type
133 if (ob1->speed != ob2->speed) return 0; 202 || ob1->speed != ob2->speed
134 /* Note sure why the following is the case - either the object has to 203 || ob1->value != ob2->value
135 * be animated or have a very low speed. Is this an attempted monster 204 || ob1->name != ob2->name)
136 * check?
137 */
138 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED)
139 return 0; 205 return 0;
140 206
207 //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 208 /* 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 209 * value could not be stored in a sint32 (which unfortunately sometimes is
143 * used to store nrof). 210 * used to store nrof).
144 */ 211 */
145 if (ob1->nrof+ob2->nrof >= 1UL<<31) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
146 return 0; 213 return 0;
147 214
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. 215 /* 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 216 * 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 217 * 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 218 * are not equal - just if it has been identified, the been_applied
167 * flags lose any meaning. 219 * flags lose any meaning.
168 */ 220 */
169 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED)) 221 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
170 SET_FLAG(ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
171 223
172 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
173 SET_FLAG(ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
174 226
175 227 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 228 || ob1->arch != ob2->arch
177 * being locked in inventory should prevent merging. 229 || ob1->name != ob2->name
178 * 0x4 in flags3 is CLIENT_SENT 230 || ob1->title != ob2->title
179 */ 231 || ob1->msg != ob2->msg
180 if ((ob1->arch != ob2->arch) || 232 || 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) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
190 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
191 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
192 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
193 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
194 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
195 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
196 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
197 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
198 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
199 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
200 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
201 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
202 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
203 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
204 (ob1->move_on != ob2->move_on) || 248 || ob1->move_on != ob2->move_on
205 (ob1->move_off != ob2->move_off) || 249 || ob1->move_off != ob2->move_off
206 (ob1->move_slow != ob2->move_slow) || 250 || ob1->move_slow != ob2->move_slow
207 (ob1->move_slow_penalty != ob2->move_slow_penalty) 251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
208 )
209 return 0; 252 return 0;
210 253
254 /* This is really a spellbook check - really, we should
255 * check all objects in the inventory.
256 */
257 if (ob1->inv || ob2->inv)
258 {
259 /* if one object has inventory but the other doesn't, not equiv */
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
261 return 0;
262
263 /* Now check to see if the two inventory objects could merge */
264 if (!object::can_merge (ob1->inv, ob2->inv))
265 return 0;
266
267 /* inventory ok - still need to check rest of this object to see
268 * if it is valid.
269 */
270 }
271
211 /* Don't merge objects that are applied. With the new 'body' code, 272 /* Don't merge objects that are applied. With the new 'body' code,
212 * it is possible for most any character to have more than one of 273 * it is possible for most any character to have more than one of
213 * some items equipped, and we don't want those to merge. 274 * some items equipped, and we don't want those to merge.
214 */ 275 */
215 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 276 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
216 return 0; 277 return 0;
217 278
279 /* Note sure why the following is the case - either the object has to
280 * be animated or have a very low speed. Is this an attempted monster
281 * check?
282 */
283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
284 return 0;
285
218 switch (ob1->type) { 286 switch (ob1->type)
287 {
219 case SCROLL: 288 case SCROLL:
220 if (ob1->level != ob2->level) return 0; 289 if (ob1->level != ob2->level)
290 return 0;
221 break; 291 break;
222
223 } 292 }
293
224 if (ob1->key_values != NULL || ob2->key_values != NULL) { 294 if (ob1->key_values != NULL || ob2->key_values != NULL)
295 {
225 /* At least one of these has key_values. */ 296 /* At least one of these has key_values. */
226 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) { 297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
227 /* One has fields, but the other one doesn't. */ 298 /* One has fields, but the other one doesn't. */
228 return 0; 299 return 0;
229 } else if (!compare_ob_value_lists(ob1, ob2)) { 300 else if (!compare_ob_value_lists (ob1, ob2))
230 return 0; 301 return 0;
231 } 302 }
303
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self)
232 } 306 {
307 ob1->optimise ();
308 ob2->optimise ();
233 309
310 if (ob1->self || ob2->self)
311 return 0;
312 }
313
234 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
235 return 1; 315 return 1;
236} 316}
237 317
238/* 318/*
239 * sum_weight() is a recursive function which calculates the weight 319 * sum_weight() is a recursive function which calculates the weight
240 * an object is carrying. It goes through in figures out how much 320 * an object is carrying. It goes through in figures out how much
241 * containers are carrying, and sums it up. 321 * containers are carrying, and sums it up.
242 */ 322 */
243signed long sum_weight(object *op) { 323long
324sum_weight (object *op)
325{
244 signed long sum; 326 long sum;
245 object *inv; 327 object *inv;
328
246 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
330 {
247 if (inv->inv) 331 if (inv->inv)
248 sum_weight(inv); 332 sum_weight (inv);
249 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
250 } 334 }
335
251 if (op->type == CONTAINER && op->stats.Str) 336 if (op->type == CONTAINER && op->stats.Str)
252 sum = (sum * (100 - op->stats.Str))/100; 337 sum = (sum * (100 - op->stats.Str)) / 100;
338
253 if(op->carrying != sum) 339 if (op->carrying != sum)
254 op->carrying = sum; 340 op->carrying = sum;
341
255 return sum; 342 return sum;
256} 343}
257 344
258/** 345/**
259 * Return the outermost environment object for a given object. 346 * Return the outermost environment object for a given object.
260 */ 347 */
261 348
349object *
262object *object_get_env_recursive (object *op) { 350object_get_env_recursive (object *op)
351{
263 while (op->env != NULL) 352 while (op->env != NULL)
264 op = op->env; 353 op = op->env;
265 return op; 354 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} 355}
280 356
281/* 357/*
282 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
283 * Some error messages. 359 * Some error messages.
284 * The result of the dump is stored in the static global errmsg array. 360 * The result of the dump is stored in the static global errmsg array.
285 */ 361 */
286 362
287void dump_object2(object *op) { 363char *
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) { 364dump_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{ 365{
342 char *cp; 366 if (!op)
367 return strdup ("[NULLOBJ]");
343 368
344 if(op==NULL) 369 object_freezer freezer;
345 { 370 save_object (freezer, op, 1);
346 strcpy(outstr,"[NULL pointer]"); 371 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} 372}
384 373
385/* 374/*
386 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
387 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
388 * If it's not a multi-object, it is returned. 377 * If it's not a multi-object, it is returned.
389 */ 378 */
390 379
380object *
391object *get_nearest_part(object *op, const object *pl) { 381get_nearest_part (object *op, const object *pl)
382{
392 object *tmp,*closest; 383 object *tmp, *closest;
393 int last_dist,i; 384 int last_dist, i;
385
394 if(op->more==NULL) 386 if (op->more == NULL)
395 return op; 387 return op;
396 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 388 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
397 if((i=distance(tmp,pl))<last_dist) 389 if ((i = distance (tmp, pl)) < last_dist)
398 closest=tmp,last_dist=i; 390 closest = tmp, last_dist = i;
399 return closest; 391 return closest;
400} 392}
401 393
402/* 394/*
403 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
404 */ 396 */
405 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 return ((unsigned int)i) < objects.size ()
409 if(op->count==i) 401 ? objects [i]
410 break; 402 : 0;
411 return op;
412} 403}
413 404
414/* 405/*
415 * Returns the first object which has a name equal to the argument. 406 * Returns the first object which has a name equal to the argument.
416 * Used only by the patch command, but not all that useful. 407 * Used only by the patch command, but not all that useful.
417 * Enables features like "patch <name-of-other-player> food 999" 408 * Enables features like "patch <name-of-other-player> food 999"
418 */ 409 */
419 410object *
420object *find_object_name(const char *str) { 411find_object_name (const char *str)
421 const char *name=add_string(str); 412{
413 shstr_cmp str_ (str);
422 object *op; 414 object *op;
423 for(op=objects;op!=NULL;op=op->next) 415
416 for_all_objects (op)
424 if(op->name==name) 417 if (op->name == str_)
425 break; 418 break;
426 free_string(name); 419
427 return op; 420 return op;
428} 421}
429 422
423void
430void free_all_object_data(void) { 424free_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{ 425{
472 if (!op) return; 426 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} 427}
480
481
482 428
483/* 429/*
484 * Sets the owner and sets the skill and exp pointers to owner's current 430 * Sets the owner and sets the skill and exp pointers to owner's current
485 * skill and experience objects. 431 * skill and experience objects.
486 */ 432 */
487void set_owner (object *op, object *owner) 433void
434object::set_owner (object *owner)
488{ 435{
489 if(owner==NULL||op==NULL) 436 if (!owner)
490 return; 437 return;
491 438
492 /* next line added to allow objects which own objects */ 439 /* next line added to allow objects which own objects */
493 /* Add a check for ownercounts in here, as I got into an endless loop 440 /* Add a check for ownercounts in here, as I got into an endless loop
494 * with the fireball owning a poison cloud which then owned the 441 * with the fireball owning a poison cloud which then owned the
495 * fireball. I believe that was caused by one of the objects getting 442 * fireball. I believe that was caused by one of the objects getting
496 * freed and then another object replacing it. Since the ownercounts 443 * 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. 444 * didn't match, this check is valid and I believe that cause is valid.
498 */ 445 */
499 while (owner->owner && owner!=owner->owner && 446 while (owner->owner)
500 owner->ownercount==owner->owner->count) owner=owner->owner; 447 owner = owner->owner;
501 448
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; 449 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} 450}
556 451
557/* Zero the key_values on op, decrementing the shared-string 452/* Zero the key_values on op, decrementing the shared-string
558 * refcounts and freeing the links. 453 * refcounts and freeing the links.
559 */ 454 */
455static void
560static void free_key_values(object * op) { 456free_key_values (object *op)
561 key_value * i; 457{
562 key_value * next = NULL; 458 for (key_value *i = op->key_values; i != 0;)
563 459 {
564 if (op->key_values == NULL) return; 460 key_value *next = i->next;
461 delete i;
462
463 i = next;
565 464 }
566 for (i = op->key_values; i != NULL; i = next) { 465
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; 466 op->key_values = 0;
577} 467}
578 468
579
580/* 469/*
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 event *evt;
588 event *evt2;
589
590 /* redo this to be simpler/more efficient. Was also seeing
591 * crashes in the old code. Move this to the top - am
592 * seeing periodic crashes in this code, and would like to have
593 * as much info available as possible (eg, object name).
594 */
595 for (evt = op->events; evt; evt=evt2) {
596 evt2 = evt->next;
597
598 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
599 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
600 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
601
602 free(evt);
603 }
604 op->events = NULL;
605
606 free_key_values(op);
607
608 /* the memset will clear all these values for us, but we need
609 * to reduce the refcount on them.
610 */
611 if (op->name!=NULL) FREE_AND_CLEAR_STR(op->name);
612 if (op->name_pl!=NULL) FREE_AND_CLEAR_STR(op->name_pl);
613 if (op->title != NULL) FREE_AND_CLEAR_STR(op->title);
614 if (op->race!=NULL) FREE_AND_CLEAR_STR(op->race);
615 if (op->slaying!=NULL) FREE_AND_CLEAR_STR(op->slaying);
616 if (op->skill!=NULL) FREE_AND_CLEAR_STR(op->skill);
617 if (op->msg!=NULL) FREE_AND_CLEAR_STR(op->msg);
618 if (op->lore!=NULL) FREE_AND_CLEAR_STR(op->lore);
619 if (op->materialname!= NULL) FREE_AND_CLEAR_STR(op->materialname);
620
621
622 memset((void*)op, 0, sizeof (object_special));
623 /* Below here, we clear things that are not done by the memset,
624 * or set default values that are not zero.
625 */
626 /* This is more or less true */
627 SET_FLAG(op, FLAG_REMOVED);
628
629
630 op->contr = NULL;
631 op->below=NULL;
632 op->above=NULL;
633 op->inv=NULL;
634 op->events=NULL;
635 op->container=NULL;
636 op->env=NULL;
637 op->more=NULL;
638 op->head=NULL;
639 op->map=NULL;
640 op->refcount=0;
641 op->active_next = NULL;
642 op->active_prev = NULL;
643 /* What is not cleared is next, prev, and count */
644
645 op->expmul=1.0;
646 op->face = blank_face;
647 op->attacked_by_count = (tag_t) -1;
648 if (settings.casting_time)
649 op->casting_time = -1;
650
651}
652
653/*
654 * copy object first frees everything allocated by the second object, 470 * copy_to first frees everything allocated by the dst object,
655 * and then copies the contends of the first object into the second 471 * and then copies the contents of itself into the second
656 * object, allocating what needs to be allocated. Basically, any 472 * object, allocating what needs to be allocated. Basically, any
657 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 473 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
658 * if the first object is freed, the pointers in the new object 474 * if the first object is freed, the pointers in the new object
659 * will point at garbage. 475 * will point at garbage.
660 */ 476 */
477void
478object::copy_to (object *dst)
479{
480 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
481 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
661 482
662void copy_object(object *op2, object *op) { 483 *(object_copy *)dst = *this;
663 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED);
664 event *evt, *evt2, *evt_new;
665 484
666 /* Decrement the refcounts, but don't bother zeroing the fields; 485 if (is_freed)
667 they'll be overwritten by memcpy. */ 486 SET_FLAG (dst, FLAG_FREED);
668 if(op->name!=NULL) free_string(op->name);
669 if(op->name_pl!=NULL) free_string(op->name_pl);
670 if(op->title!=NULL) free_string(op->title);
671 if(op->race!=NULL) free_string(op->race);
672 if(op->slaying!=NULL) free_string(op->slaying);
673 if(op->skill!=NULL) free_string(op->skill);
674 if(op->msg!=NULL) free_string(op->msg);
675 if(op->lore!=NULL) free_string(op->lore);
676 if(op->materialname != NULL) free_string(op->materialname);
677 if(op->custom_name != NULL) free_string(op->custom_name);
678 487
679 /* Basically, same code as from clear_object() */ 488 if (is_removed)
680 for (evt = op->events; evt; evt=evt2) { 489 SET_FLAG (dst, FLAG_REMOVED);
681 evt2 = evt->next;
682 490
683 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook); 491 if (speed < 0)
684 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
685 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
686
687 free(evt);
688 }
689 op->events = NULL;
690
691 free_key_values(op);
692
693 *(object_special *)op = *(object_special *)op2;
694
695 if(is_freed) SET_FLAG(op,FLAG_FREED);
696 if(is_removed) SET_FLAG(op,FLAG_REMOVED);
697 if(op->name!=NULL) add_refcount(op->name);
698 if(op->name_pl!=NULL) add_refcount(op->name_pl);
699 if(op->title!=NULL) add_refcount(op->title);
700 if(op->race!=NULL) add_refcount(op->race);
701 if(op->slaying!=NULL) add_refcount(op->slaying);
702 if(op->skill!=NULL) add_refcount(op->skill);
703 if(op->lore!=NULL) add_refcount(op->lore);
704 if(op->msg!=NULL) add_refcount(op->msg);
705 if(op->custom_name!=NULL) add_refcount(op->custom_name);
706 if (op->materialname != NULL) add_refcount(op->materialname);
707
708 if((op2->speed<0) && !editor)
709 op->speed_left=op2->speed_left-RANDOM()%200/100.0; 492 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
710 493
711 /* Copy over event information */
712 evt2 = NULL;
713 for (evt = op2->events; evt; evt=evt->next) {
714 evt_new = (event *) malloc(sizeof(event));
715 memcpy(evt_new, evt, sizeof(event));
716 if (evt_new->hook) add_refcount(evt_new->hook);
717 if (evt_new->plugin) add_refcount(evt_new->plugin);
718 if (evt_new->options) add_refcount(evt_new->options);
719 evt_new->next = NULL;
720
721 /* Try to be a little clever here, and store away the
722 * last event we copied, so that its simpler to update the
723 * pointer.
724 */
725 if (evt2)
726 evt2->next = evt_new;
727 else
728 op->events = evt_new;
729
730 evt2 = evt_new;
731 }
732 /* Copy over key_values, if any. */ 494 /* Copy over key_values, if any. */
733 if (op2->key_values != NULL) { 495 if (key_values)
734 key_value * tail = NULL; 496 {
497 key_value *tail = 0;
735 key_value * i; 498 key_value *i;
736 499
737 op->key_values = NULL; 500 dst->key_values = 0;
738 501
739 for (i = op2->key_values; i != NULL; i = i->next) { 502 for (i = key_values; i; i = i->next)
740 key_value * new_link = (key_value *) malloc(sizeof(key_value)); 503 {
504 key_value *new_link = new key_value;
741 505
742 new_link->next = NULL; 506 new_link->next = 0;
743 new_link->key = add_refcount(i->key); 507 new_link->key = i->key;
744 if (i->value) 508 new_link->value = i->value;
745 new_link->value = add_refcount(i->value);
746 else
747 new_link->value = NULL;
748 509
749 /* Try and be clever here, too. */ 510 /* Try and be clever here, too. */
750 if (op->key_values == NULL) { 511 if (!dst->key_values)
751 op->key_values = new_link; 512 {
752 tail = new_link; 513 dst->key_values = new_link;
753 } else { 514 tail = new_link;
754 tail->next = new_link; 515 }
755 tail = new_link; 516 else
517 {
518 tail->next = new_link;
519 tail = new_link;
520 }
521 }
756 } 522 }
757 }
758 }
759
760 update_ob_speed(op);
761}
762 523
763/* 524 dst->set_speed (dst->speed);
764 * expand_objects() allocates more objects for the list of unused objects.
765 * It is called from get_object() if the unused list is empty.
766 */
767
768void expand_objects(void) {
769 int i;
770 object *obj;
771 obj = (object *) CALLOC(OBJ_EXPAND,sizeof(object));
772
773 if(obj==NULL)
774 fatal(OUT_OF_MEMORY);
775 free_objects=obj;
776 obj[0].prev=NULL;
777 obj[0].next= &obj[1],
778 SET_FLAG(&(obj[0]), FLAG_REMOVED);
779 SET_FLAG(&(obj[0]), FLAG_FREED);
780
781 for(i=1;i<OBJ_EXPAND-1;i++) {
782 obj[i].next= &obj[i+1],
783 obj[i].prev= &obj[i-1],
784 SET_FLAG(&(obj[i]), FLAG_REMOVED);
785 SET_FLAG(&(obj[i]), FLAG_FREED);
786 }
787 obj[OBJ_EXPAND-1].prev= &obj[OBJ_EXPAND-2],
788 obj[OBJ_EXPAND-1].next=NULL,
789 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_REMOVED);
790 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_FREED);
791
792 nrofallocobjects += OBJ_EXPAND;
793 nroffreeobjects += OBJ_EXPAND;
794} 525}
795 526
796/*
797 * get_object() grabs an object from the list of unused objects, makes
798 * sure it is initialised, and returns it.
799 * If there are no free objects, expand_objects() is called to get more.
800 */
801
802object *get_object(void) {
803 object *op; 527object *
804 528object::clone ()
805 if(free_objects==NULL) { 529{
806 expand_objects(); 530 object *neu = create ();
807 } 531 copy_to (neu);
808 op=free_objects;
809#ifdef MEMORY_DEBUG
810 /* The idea is hopefully by doing a realloc, the memory
811 * debugging program will now use the current stack trace to
812 * report leaks.
813 */
814 op = realloc(op, sizeof(object));
815 SET_FLAG(op, FLAG_REMOVED);
816 SET_FLAG(op, FLAG_FREED);
817#endif
818
819 if(!QUERY_FLAG(op,FLAG_FREED)) {
820 LOG(llevError,"Fatal: Getting busy object.\n");
821 }
822 free_objects=op->next;
823 if(free_objects!=NULL)
824 free_objects->prev=NULL;
825 op->count= ++ob_count;
826 op->name=NULL;
827 op->name_pl=NULL;
828 op->title=NULL;
829 op->race=NULL;
830 op->slaying=NULL;
831 op->skill = NULL;
832 op->lore=NULL;
833 op->msg=NULL;
834 op->materialname=NULL;
835 op->next=objects;
836 op->prev=NULL;
837 op->active_next = NULL;
838 op->active_prev = NULL;
839 if(objects!=NULL)
840 objects->prev=op;
841 objects=op;
842 clear_object(op);
843 SET_FLAG(op,FLAG_REMOVED);
844 nroffreeobjects--;
845 return op; 532 return neu;
846} 533}
847 534
848/* 535/*
849 * If an object with the IS_TURNABLE() flag needs to be turned due 536 * If an object with the IS_TURNABLE() flag needs to be turned due
850 * to the closest player being on the other side, this function can 537 * to the closest player being on the other side, this function can
851 * be called to update the face variable, _and_ how it looks on the map. 538 * be called to update the face variable, _and_ how it looks on the map.
852 */ 539 */
853 540void
854void update_turn_face(object *op) { 541update_turn_face (object *op)
542{
855 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 543 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
856 return; 544 return;
545
857 SET_ANIMATION(op, op->direction); 546 SET_ANIMATION (op, op->direction);
858 update_object(op,UP_OBJ_FACE); 547 update_object (op, UP_OBJ_FACE);
859} 548}
860 549
861/* 550/*
862 * Updates the speed of an object. If the speed changes from 0 to another 551 * Updates the speed of an object. If the speed changes from 0 to another
863 * value, or vice versa, then add/remove the object from the active list. 552 * value, or vice versa, then add/remove the object from the active list.
864 * This function needs to be called whenever the speed of an object changes. 553 * This function needs to be called whenever the speed of an object changes.
865 */ 554 */
866 555void
867void update_ob_speed(object *op) { 556object::set_speed (float speed)
868 extern int arch_init; 557{
869 558 if (flag [FLAG_FREED] && speed)
870 /* No reason putting the archetypes objects on the speed list, 559 {
871 * since they never really need to be updated.
872 */
873
874 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
875 LOG(llevError,"Object %s is freed but has speed.\n", op->name); 560 LOG (llevError, "Object %s is freed but has speed.\n", &name);
876#ifdef MANY_CORES 561 speed = 0;
877 abort();
878#else
879 op->speed = 0;
880#endif
881 } 562 }
882 if (arch_init) {
883 return;
884 }
885 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
886 /* If already on active list, don't do anything */
887 if (op->active_next || op->active_prev || op==active_objects)
888 return;
889 563
890 /* process_events() expects us to insert the object at the beginning 564 this->speed = speed;
891 * of the list. */ 565
892 op->active_next = active_objects; 566 if (has_active_speed ())
893 if (op->active_next!=NULL) 567 activate ();
894 op->active_next->active_prev = op;
895 active_objects = op;
896 }
897 else { 568 else
898 /* If not on the active list, nothing needs to be done */ 569 deactivate ();
899 if (!op->active_next && !op->active_prev && op!=active_objects)
900 return;
901
902 if (op->active_prev==NULL) {
903 active_objects = op->active_next;
904 if (op->active_next!=NULL)
905 op->active_next->active_prev = NULL;
906 }
907 else {
908 op->active_prev->active_next = op->active_next;
909 if (op->active_next)
910 op->active_next->active_prev = op->active_prev;
911 }
912 op->active_next = NULL;
913 op->active_prev = NULL;
914 }
915} 570}
916 571
917/* This function removes object 'op' from the list of active
918 * objects.
919 * This should only be used for style maps or other such
920 * reference maps where you don't want an object that isn't
921 * in play chewing up cpu time getting processed.
922 * The reverse of this is to call update_ob_speed, which
923 * will do the right thing based on the speed of the object.
924 */
925void remove_from_active_list(object *op)
926{
927 /* If not on the active list, nothing needs to be done */
928 if (!op->active_next && !op->active_prev && op!=active_objects)
929 return;
930
931 if (op->active_prev==NULL) {
932 active_objects = op->active_next;
933 if (op->active_next!=NULL)
934 op->active_next->active_prev = NULL;
935 }
936 else {
937 op->active_prev->active_next = op->active_next;
938 if (op->active_next)
939 op->active_next->active_prev = op->active_prev;
940 }
941 op->active_next = NULL;
942 op->active_prev = NULL;
943}
944
945/* 572/*
946 * update_object() updates the array which represents the map. 573 * update_object() updates the the map.
947 * It takes into account invisible objects (and represent squares covered 574 * It takes into account invisible objects (and represent squares covered
948 * by invisible objects by whatever is below them (unless it's another 575 * by invisible objects by whatever is below them (unless it's another
949 * invisible object, etc...) 576 * invisible object, etc...)
950 * If the object being updated is beneath a player, the look-window 577 * If the object being updated is beneath a player, the look-window
951 * of that player is updated (this might be a suboptimal way of 578 * of that player is updated (this might be a suboptimal way of
952 * updating that window, though, since update_object() is called _often_) 579 * updating that window, though, since update_object() is called _often_)
953 * 580 *
954 * action is a hint of what the caller believes need to be done. 581 * action is a hint of what the caller believes need to be done.
955 * For example, if the only thing that has changed is the face (due to
956 * an animation), we don't need to call update_position until that actually
957 * comes into view of a player. OTOH, many other things, like addition/removal
958 * of walls or living creatures may need us to update the flags now.
959 * current action are: 582 * current action are:
960 * UP_OBJ_INSERT: op was inserted 583 * UP_OBJ_INSERT: op was inserted
961 * UP_OBJ_REMOVE: op was removed 584 * UP_OBJ_REMOVE: op was removed
962 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 585 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
963 * as that is easier than trying to look at what may have changed. 586 * as that is easier than trying to look at what may have changed.
964 * UP_OBJ_FACE: only the objects face has changed. 587 * UP_OBJ_FACE: only the objects face has changed.
965 */ 588 */
966 589void
967void update_object(object *op, int action) { 590update_object (object *op, int action)
968 int update_now=0, flags; 591{
969 MoveType move_on, move_off, move_block, move_slow; 592 MoveType move_on, move_off, move_block, move_slow;
970 593
971 if (op == NULL) { 594 if (op == NULL)
595 {
972 /* this should never happen */ 596 /* this should never happen */
973 LOG(llevDebug,"update_object() called for NULL object.\n"); 597 LOG (llevDebug, "update_object() called for NULL object.\n");
974 return; 598 return;
975 }
976 599 }
977 if(op->env!=NULL) { 600
601 if (op->env)
602 {
978 /* Animation is currently handled by client, so nothing 603 /* Animation is currently handled by client, so nothing
979 * to do in this case. 604 * to do in this case.
980 */ 605 */
981 return; 606 return;
982 } 607 }
983 608
984 /* If the map is saving, don't do anything as everything is 609 /* If the map is saving, don't do anything as everything is
985 * going to get freed anyways. 610 * going to get freed anyways.
986 */ 611 */
987 if (!op->map || op->map->in_memory == MAP_SAVING) return; 612 if (!op->map || op->map->in_memory == MAP_SAVING)
988 613 return;
614
989 /* make sure the object is within map boundaries */ 615 /* make sure the object is within map boundaries */
990 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 616 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
991 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 617 {
992 LOG(llevError,"update_object() called for object out of map!\n"); 618 LOG (llevError, "update_object() called for object out of map!\n");
993#ifdef MANY_CORES 619#ifdef MANY_CORES
994 abort(); 620 abort ();
995#endif 621#endif
996 return; 622 return;
997 }
998 623 }
999 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
1000 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
1001 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
1002 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
1003 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
1004 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
1005 624
625 mapspace &m = op->ms ();
626
627 if (!(m.flags_ & P_UPTODATE))
628 /* nop */;
1006 if (action == UP_OBJ_INSERT) { 629 else if (action == UP_OBJ_INSERT)
630 {
631 // this is likely overkill, TODO: revisit (schmorp)
1007 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 632 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
1008 update_now=1;
1009
1010 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 633 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
1011 update_now=1; 634 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
1012 635 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
636 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
1013 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 637 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
1014 update_now=1; 638 || (m.move_on | op->move_on ) != m.move_on
1015 639 || (m.move_off | op->move_off ) != m.move_off
1016 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 640 || (m.move_slow | op->move_slow) != m.move_slow
1017 update_now=1;
1018
1019 if ((move_on | op->move_on) != move_on) update_now=1;
1020 if ((move_off | op->move_off) != move_off) update_now=1;
1021 /* This isn't perfect, but I don't expect a lot of objects to 641 /* This isn't perfect, but I don't expect a lot of objects to
1022 * to have move_allow right now. 642 * to have move_allow right now.
1023 */ 643 */
1024 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 644 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
1025 update_now=1; 645 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
1026 if ((move_slow | op->move_slow) != move_slow) update_now=1; 646 m.flags_ = 0;
1027 } 647 }
1028 /* if the object is being removed, we can't make intelligent 648 /* if the object is being removed, we can't make intelligent
1029 * decisions, because remove_ob can't really pass the object 649 * decisions, because remove_ob can't really pass the object
1030 * that is being removed. 650 * that is being removed.
1031 */ 651 */
1032 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 652 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
1033 update_now=1; 653 m.flags_ = 0;
1034 } else if (action == UP_OBJ_FACE) { 654 else if (action == UP_OBJ_FACE)
1035 /* Nothing to do for that case */ 655 /* Nothing to do for that case */ ;
1036 }
1037 else { 656 else
1038 LOG(llevError,"update_object called with invalid action: %d\n", action); 657 LOG (llevError, "update_object called with invalid action: %d\n", action);
1039 }
1040 658
1041 if (update_now) {
1042 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
1043 update_position(op->map, op->x, op->y);
1044 }
1045
1046 if(op->more!=NULL) 659 if (op->more)
1047 update_object(op->more, action); 660 update_object (op->more, action);
1048} 661}
1049 662
663object *object::first;
1050 664
1051/* 665object::object ()
1052 * free_object() frees everything allocated by an object, removes 666{
1053 * it from the list of used objects, and puts it on the list of 667 SET_FLAG (this, FLAG_REMOVED);
1054 * free objects. The IS_FREED() flag is set in the object. 668
1055 * The object must have been removed by remove_ob() first for 669 expmul = 1.0;
1056 * this function to succeed. 670 face = blank_face;
671}
672
673object::~object ()
674{
675 free_key_values (this);
676}
677
678void object::link ()
679{
680 uuid = gen_uuid ();
681
682 objects.insert (this);
683}
684
685void object::unlink ()
686{
687 objects.erase (this);
688}
689
690void
691object::activate ()
692{
693 /* If already on active list, don't do anything */
694 if (active)
695 return;
696
697 if (has_active_speed ())
698 actives.insert (this);
699}
700
701void
702object::activate_recursive ()
703{
704 activate ();
705
706 for (object *op = inv; op; op = op->below)
707 op->activate_recursive ();
708}
709
710/* This function removes object 'op' from the list of active
711 * objects.
712 * This should only be used for style maps or other such
713 * reference maps where you don't want an object that isn't
714 * in play chewing up cpu time getting processed.
715 * The reverse of this is to call update_ob_speed, which
716 * will do the right thing based on the speed of the object.
1057 * 717 */
1058 * If free_inventory is set, free inventory as well. Else drop items in 718void
1059 * inventory to the ground. 719object::deactivate ()
1060 */ 720{
721 /* If not on the active list, nothing needs to be done */
722 if (!active)
723 return;
1061 724
1062void free_object(object *ob) { 725 actives.erase (this);
1063 free_object2(ob, 0);
1064} 726}
1065void free_object2(object *ob, int free_inventory) {
1066 object *tmp,*op;
1067 727
1068 if (object_free_callback) 728void
1069 object_free_callback (ob); 729object::deactivate_recursive ()
730{
731 for (object *op = inv; op; op = op->below)
732 op->deactivate_recursive ();
1070 733
1071 if (!QUERY_FLAG(ob,FLAG_REMOVED)) { 734 deactivate ();
1072 LOG(llevDebug,"Free object called with non removed object\n"); 735}
1073 dump_object(ob); 736
1074#ifdef MANY_CORES 737void
1075 abort(); 738object::set_flag_inv (int flag, int value)
1076#endif 739{
740 for (object *op = inv; op; op = op->below)
1077 } 741 {
1078 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) { 742 op->flag [flag] = value;
1079 LOG(llevMonster,"Warning: tried to free friendly object.\n"); 743 op->set_flag_inv (flag, value);
1080 remove_friendly_object(ob);
1081 } 744 }
1082 if(QUERY_FLAG(ob,FLAG_FREED)) { 745}
1083 dump_object(ob); 746
1084 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg); 747/*
1085 return; 748 * Remove and free all objects in the inventory of the given object.
1086 } 749 * object.c ?
1087 if(ob->more!=NULL) { 750 */
1088 free_object2(ob->more, free_inventory); 751void
1089 ob->more=NULL; 752object::destroy_inv (bool drop_to_ground)
1090 } 753{
1091 if (ob->inv) { 754 // need to check first, because the checks below might segfault
755 // as we might be on an invalid mapspace and crossfire code
756 // is too buggy to ensure that the inventory is empty.
757 // corollary: if you create arrows etc. with stuff in tis inventory,
758 // cf will crash below with off-map x and y
759 if (!inv)
760 return;
761
1092 /* Only if the space blocks everything do we not process - 762 /* Only if the space blocks everything do we not process -
1093 * if some form of movemnt is allowed, let objects 763 * if some form of movement is allowed, let objects
1094 * drop on that space. 764 * drop on that space.
1095 */ 765 */
1096 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 766 if (!drop_to_ground
1097 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL)) 767 || !map
1098 { 768 || map->in_memory != MAP_IN_MEMORY
1099 op=ob->inv; 769 || ms ().move_block == MOVE_ALL)
1100 while(op!=NULL) { 770 {
1101 tmp=op->below; 771 while (inv)
1102 remove_ob(op); 772 {
1103 free_object2(op, free_inventory); 773 inv->destroy_inv (drop_to_ground);
1104 op=tmp; 774 inv->destroy ();
775 }
1105 } 776 }
1106 } 777 else
1107 else { /* Put objects in inventory onto this space */ 778 { /* Put objects in inventory onto this space */
1108 op=ob->inv; 779 while (inv)
1109 while(op!=NULL) { 780 {
1110 tmp=op->below; 781 object *op = inv;
1111 remove_ob(op); 782
1112 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) || 783 if (op->flag [FLAG_STARTEQUIP]
1113 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 784 || op->flag [FLAG_NO_DROP]
1114 free_object(op); 785 || op->type == RUNE
1115 else { 786 || op->type == TRAP
1116 op->x=ob->x; 787 || op->flag [FLAG_IS_A_TEMPLATE])
1117 op->y=ob->y; 788 op->destroy ();
1118 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */ 789 else
1119 } 790 map->insert (op, x, y);
1120 op=tmp; 791 }
1121 } 792 }
1122 } 793}
794
795object *object::create ()
796{
797 object *op = new object;
798 op->link ();
799 return op;
800}
801
802void
803object::do_destroy ()
804{
805 if (flag [FLAG_IS_LINKED])
806 remove_button_link (this);
807
808 if (flag [FLAG_FRIENDLY])
809 remove_friendly_object (this);
810
811 if (!flag [FLAG_REMOVED])
812 remove ();
813
814 if (flag [FLAG_FREED])
815 return;
816
817 set_speed (0);
818
819 flag [FLAG_FREED] = 1;
820
821 attachable::do_destroy ();
822
823 destroy_inv (true);
824 unlink ();
825
826 // hack to ensure that freed objects still have a valid map
827 {
828 static maptile *freed_map; // freed objects are moved here to avoid crashes
829
830 if (!freed_map)
831 {
832 freed_map = new maptile;
833
834 freed_map->name = "/internal/freed_objects_map";
835 freed_map->width = 3;
836 freed_map->height = 3;
837
838 freed_map->alloc ();
839 freed_map->in_memory = MAP_IN_MEMORY;
1123 } 840 }
1124 /* Remove object from the active list */
1125 ob->speed = 0;
1126 update_ob_speed(ob);
1127 841
1128 SET_FLAG(ob, FLAG_FREED); 842 map = freed_map;
1129 ob->count = 0; 843 x = 1;
1130 844 y = 1;
1131 /* Remove this object from the list of used objects */
1132 if(ob->prev==NULL) {
1133 objects=ob->next;
1134 if(objects!=NULL)
1135 objects->prev=NULL;
1136 }
1137 else {
1138 ob->prev->next=ob->next;
1139 if(ob->next!=NULL)
1140 ob->next->prev=ob->prev;
1141 }
1142 845 }
1143 if(ob->name!=NULL) FREE_AND_CLEAR_STR(ob->name);
1144 if(ob->name_pl!=NULL) FREE_AND_CLEAR_STR(ob->name_pl);
1145 if(ob->title!=NULL) FREE_AND_CLEAR_STR(ob->title);
1146 if(ob->race!=NULL) FREE_AND_CLEAR_STR(ob->race);
1147 if(ob->slaying!=NULL) FREE_AND_CLEAR_STR(ob->slaying);
1148 if(ob->skill!=NULL) FREE_AND_CLEAR_STR(ob->skill);
1149 if(ob->lore!=NULL) FREE_AND_CLEAR_STR(ob->lore);
1150 if(ob->msg!=NULL) FREE_AND_CLEAR_STR(ob->msg);
1151 if(ob->materialname!=NULL) FREE_AND_CLEAR_STR(ob->materialname);
1152 846
847 head = 0;
848
849 if (more)
1153 850 {
1154 /* Why aren't events freed? */ 851 more->destroy ();
1155 free_key_values(ob); 852 more = 0;
853 }
1156 854
1157#if 0 /* MEMORY_DEBUG*/ 855 // clear those pointers that likely might have circular references to us
1158 /* This is a nice idea. Unfortunately, a lot of the code in crossfire 856 owner = 0;
1159 * presumes the freed_object will stick around for at least a little 857 enemy = 0;
1160 * bit 858 attacked_by = 0;
1161 */
1162 /* this is necessary so that memory debugging programs will
1163 * be able to accurately report source of malloc. If we recycle
1164 * objects, then some other area may be doing the get_object
1165 * and not freeing it, but the original one that malloc'd the
1166 * object will get the blame.
1167 */
1168 free(ob);
1169#else
1170
1171 /* Now link it with the free_objects list: */
1172 ob->prev=NULL;
1173 ob->next=free_objects;
1174 if(free_objects!=NULL)
1175 free_objects->prev=ob;
1176 free_objects=ob;
1177 nroffreeobjects++;
1178#endif
1179} 859}
1180 860
1181/* 861void
1182 * count_free() returns the number of objects on the list of free objects. 862object::destroy (bool destroy_inventory)
1183 */ 863{
1184 864 if (destroyed ())
1185int count_free(void) {
1186 int i=0;
1187 object *tmp=free_objects;
1188 while(tmp!=NULL)
1189 tmp=tmp->next, i++;
1190 return i; 865 return;
1191}
1192 866
1193/* 867 if (destroy_inventory)
1194 * count_used() returns the number of objects on the list of used objects. 868 destroy_inv (false);
1195 */
1196 869
1197int count_used(void) { 870 attachable::destroy ();
1198 int i=0;
1199 object *tmp=objects;
1200 while(tmp!=NULL)
1201 tmp=tmp->next, i++;
1202 return i;
1203}
1204
1205/*
1206 * count_active() returns the number of objects on the list of active objects.
1207 */
1208
1209int count_active(void) {
1210 int i=0;
1211 object *tmp=active_objects;
1212 while(tmp!=NULL)
1213 tmp=tmp->active_next, i++;
1214 return i;
1215} 871}
1216 872
1217/* 873/*
1218 * sub_weight() recursively (outwards) subtracts a number from the 874 * sub_weight() recursively (outwards) subtracts a number from the
1219 * weight of an object (and what is carried by it's environment(s)). 875 * weight of an object (and what is carried by it's environment(s)).
1220 */ 876 */
1221 877void
1222void sub_weight (object *op, signed long weight) { 878sub_weight (object *op, signed long weight)
879{
1223 while (op != NULL) { 880 while (op != NULL)
881 {
1224 if (op->type == CONTAINER) { 882 if (op->type == CONTAINER)
1225 weight=(signed long)(weight*(100-op->stats.Str)/100); 883 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1226 } 884
1227 op->carrying-=weight; 885 op->carrying -= weight;
1228 op = op->env; 886 op = op->env;
1229 } 887 }
1230} 888}
1231 889
1232/* remove_ob(op): 890/* op->remove ():
1233 * This function removes the object op from the linked list of objects 891 * This function removes the object op from the linked list of objects
1234 * which it is currently tied to. When this function is done, the 892 * which it is currently tied to. When this function is done, the
1235 * object will have no environment. If the object previously had an 893 * object will have no environment. If the object previously had an
1236 * environment, the x and y coordinates will be updated to 894 * environment, the x and y coordinates will be updated to
1237 * the previous environment. 895 * the previous environment.
1238 * Beware: This function is called from the editor as well! 896 * Beware: This function is called from the editor as well!
1239 */ 897 */
1240 898void
1241void remove_ob(object *op) { 899object::remove ()
900{
1242 object *tmp,*last=NULL; 901 object *tmp, *last = 0;
1243 object *otmp; 902 object *otmp;
1244 tag_t tag;
1245 int check_walk_off;
1246 mapstruct *m;
1247 sint16 x,y;
1248
1249 903
1250 if(QUERY_FLAG(op,FLAG_REMOVED)) { 904 if (QUERY_FLAG (this, FLAG_REMOVED))
1251 dump_object(op); 905 return;
1252 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1253 906
1254 /* Changed it to always dump core in this case. As has been learned
1255 * in the past, trying to recover from errors almost always
1256 * make things worse, and this is a real error here - something
1257 * that should not happen.
1258 * Yes, if this was a mission critical app, trying to do something
1259 * to recover may make sense, but that is because failure of the app
1260 * may have other disastrous problems. Cf runs out of a script
1261 * so is easily enough restarted without any real problems.
1262 * MSW 2001-07-01
1263 */
1264 abort();
1265 }
1266 if(op->more!=NULL)
1267 remove_ob(op->more);
1268
1269 SET_FLAG(op, FLAG_REMOVED); 907 SET_FLAG (this, FLAG_REMOVED);
908 INVOKE_OBJECT (REMOVE, this);
1270 909
910 if (more)
911 more->remove ();
912
1271 /* 913 /*
1272 * In this case, the object to be removed is in someones 914 * In this case, the object to be removed is in someones
1273 * inventory. 915 * inventory.
1274 */ 916 */
1275 if(op->env!=NULL) { 917 if (env)
1276 if(op->nrof) 918 {
919 if (nrof)
1277 sub_weight(op->env, op->weight*op->nrof); 920 sub_weight (env, weight * nrof);
1278 else 921 else
1279 sub_weight(op->env, op->weight+op->carrying); 922 sub_weight (env, weight + carrying);
1280 923
1281 /* NO_FIX_PLAYER is set when a great many changes are being 924 /* NO_FIX_PLAYER is set when a great many changes are being
1282 * made to players inventory. If set, avoiding the call 925 * made to players inventory. If set, avoiding the call
1283 * to save cpu time. 926 * to save cpu time.
1284 */ 927 */
1285 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 928 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1286 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 929 otmp->update_stats ();
1287 fix_player(otmp);
1288 930
1289 if(op->above!=NULL) 931 if (above)
1290 op->above->below=op->below; 932 above->below = below;
1291 else 933 else
1292 op->env->inv=op->below; 934 env->inv = below;
1293 935
1294 if(op->below!=NULL) 936 if (below)
1295 op->below->above=op->above; 937 below->above = above;
1296 938
1297 /* we set up values so that it could be inserted into 939 /* we set up values so that it could be inserted into
1298 * the map, but we don't actually do that - it is up 940 * the map, but we don't actually do that - it is up
1299 * to the caller to decide what we want to do. 941 * to the caller to decide what we want to do.
1300 */
1301 op->x=op->env->x,op->y=op->env->y;
1302 op->ox=op->x,op->oy=op->y;
1303 op->map=op->env->map;
1304 op->above=NULL,op->below=NULL;
1305 op->env=NULL;
1306 return;
1307 }
1308
1309 /* If we get here, we are removing it from a map */
1310 if (op->map == NULL) return;
1311
1312 x = op->x;
1313 y = op->y;
1314 m = get_map_from_coord(op->map, &x, &y);
1315
1316 if (!m) {
1317 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1318 op->map->path, op->x, op->y);
1319 /* in old days, we used to set x and y to 0 and continue.
1320 * it seems if we get into this case, something is probablye
1321 * screwed up and should be fixed.
1322 */
1323 abort();
1324 }
1325 if (op->map != m) {
1326 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1327 op->map->path, m->path, op->x, op->y, x, y);
1328 }
1329
1330 /* Re did the following section of code - it looks like it had
1331 * lots of logic for things we no longer care about
1332 */ 942 */
943 x = env->x, y = env->y;
944 map = env->map;
945 above = 0, below = 0;
946 env = 0;
947 }
948 else if (map)
949 {
950 if (type == PLAYER)
951 {
952 --map->players;
953 map->touch ();
954 }
1333 955
956 map->dirty = true;
957
1334 /* link the object above us */ 958 /* link the object above us */
1335 if (op->above) 959 if (above)
1336 op->above->below=op->below; 960 above->below = below;
1337 else 961 else
1338 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */ 962 map->at (x, y).top = below; /* we were top, set new top */
1339 963
1340 /* Relink the object below us, if there is one */ 964 /* Relink the object below us, if there is one */
1341 if(op->below) { 965 if (below)
1342 op->below->above=op->above; 966 below->above = above;
1343 } else { 967 else
968 {
1344 /* Nothing below, which means we need to relink map object for this space 969 /* Nothing below, which means we need to relink map object for this space
1345 * use translated coordinates in case some oddness with map tiling is 970 * use translated coordinates in case some oddness with map tiling is
1346 * evident 971 * evident
1347 */ 972 */
1348 if(GET_MAP_OB(m,x,y)!=op) { 973 if (GET_MAP_OB (map, x, y) != this)
1349 dump_object(op); 974 {
975 char *dump = dump_object (this);
976 LOG (llevError,
1350 LOG(llevError,"remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 977 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1351 dump_object(GET_MAP_OB(m,x,y)); 978 free (dump);
1352 LOG(llevError,"%s\n",errmsg); 979 dump = dump_object (GET_MAP_OB (map, x, y));
1353 } 980 LOG (llevError, "%s\n", dump);
1354 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 981 free (dump);
1355 } 982 }
1356 op->above=NULL;
1357 op->below=NULL;
1358 983
984 map->at (x, y).bot = above; /* goes on above it. */
985 }
986
987 above = 0;
988 below = 0;
989
1359 if (op->map->in_memory == MAP_SAVING) 990 if (map->in_memory == MAP_SAVING)
1360 return; 991 return;
1361 992
1362 tag = op->count; 993 int check_walk_off = !flag [FLAG_NO_APPLY];
1363 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 994
1364 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 995 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
996 {
1365 /* No point updating the players look faces if he is the object 997 /* No point updating the players look faces if he is the object
1366 * being removed. 998 * being removed.
1367 */ 999 */
1368 1000
1369 if(tmp->type==PLAYER && tmp!=op) { 1001 if (tmp->type == PLAYER && tmp != this)
1002 {
1370 /* If a container that the player is currently using somehow gets 1003 /* If a container that the player is currently using somehow gets
1371 * removed (most likely destroyed), update the player view 1004 * removed (most likely destroyed), update the player view
1372 * appropriately. 1005 * appropriately.
1373 */ 1006 */
1374 if (tmp->container==op) { 1007 if (tmp->container == this)
1375 CLEAR_FLAG(op, FLAG_APPLIED); 1008 {
1376 tmp->container=NULL; 1009 flag [FLAG_APPLIED] = 0;
1377 } 1010 tmp->container = 0;
1378 tmp->contr->socket.update_look=1; 1011 }
1379 } 1012
1013 if (tmp->contr->ns)
1014 tmp->contr->ns->floorbox_update ();
1015 }
1016
1380 /* See if player moving off should effect something */ 1017 /* See if object moving off should effect something */
1381 if (check_walk_off && ((op->move_type & tmp->move_off) && 1018 if (check_walk_off
1019 && ((move_type & tmp->move_off)
1382 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1020 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1021 {
1022 move_apply (tmp, this, 0);
1383 1023
1384 move_apply(tmp, op, NULL); 1024 if (destroyed ())
1385 if (was_destroyed (op, tag)) { 1025 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1386 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1026 }
1387 "leaving object\n", tmp->name, tmp->arch->name);
1388 }
1389 }
1390 1027
1391 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1028 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1392 1029 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1393 if(tmp->above == tmp) 1030 if (tmp->above == tmp)
1394 tmp->above = NULL; 1031 tmp->above = 0;
1395 last=tmp; 1032
1396 } 1033 last = tmp;
1034 }
1035
1397 /* last == NULL of there are no objects on this space */ 1036 /* last == NULL if there are no objects on this space */
1398 if (last==NULL) { 1037 //TODO: this makes little sense, why only update the topmost object?
1399 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1038 if (!last)
1400 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1039 map->at (x, y).flags_ = 0;
1401 * those out anyways, and if there are any flags set right now, they won't
1402 * be correct anyways.
1403 */
1404 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1405 update_position(op->map, op->x, op->y);
1406 }
1407 else 1040 else
1408 update_object(last, UP_OBJ_REMOVE); 1041 update_object (last, UP_OBJ_REMOVE);
1409 1042
1410 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1043 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1411 update_all_los(op->map, op->x, op->y); 1044 update_all_los (map, x, y);
1412 1045 }
1413} 1046}
1414 1047
1415/* 1048/*
1416 * merge_ob(op,top): 1049 * merge_ob(op,top):
1417 * 1050 *
1418 * This function goes through all objects below and including top, and 1051 * This function goes through all objects below and including top, and
1419 * merges op to the first matching object. 1052 * merges op to the first matching object.
1420 * If top is NULL, it is calculated. 1053 * If top is NULL, it is calculated.
1421 * Returns pointer to object if it succeded in the merge, otherwise NULL 1054 * Returns pointer to object if it succeded in the merge, otherwise NULL
1422 */ 1055 */
1423 1056object *
1424object *merge_ob(object *op, object *top) { 1057merge_ob (object *op, object *top)
1058{
1425 if(!op->nrof) 1059 if (!op->nrof)
1426 return 0; 1060 return 0;
1427 if(top==NULL) 1061
1062 if (top)
1428 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1063 for (top = op; top && top->above; top = top->above)
1064 ;
1065
1429 for(;top!=NULL;top=top->below) { 1066 for (; top; top = top->below)
1067 {
1430 if(top==op) 1068 if (top == op)
1431 continue; 1069 continue;
1432 if (CAN_MERGE(op,top)) 1070
1433 { 1071 if (object::can_merge (op, top))
1072 {
1434 top->nrof+=op->nrof; 1073 top->nrof += op->nrof;
1074
1435/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1075/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1436 op->weight = 0; /* Don't want any adjustements now */ 1076 op->weight = 0; /* Don't want any adjustements now */
1437 remove_ob(op); 1077 op->destroy ();
1438 free_object(op);
1439 return top; 1078 return top;
1440 } 1079 }
1441 } 1080 }
1081
1442 return NULL; 1082 return 0;
1443} 1083}
1444 1084
1445/* 1085/*
1446 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1086 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1447 * job preparing multi-part monsters 1087 * job preparing multi-part monsters
1448 */ 1088 */
1089object *
1449object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1090insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1450 object* tmp; 1091{
1451 if (op->head) 1092 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1452 op=op->head; 1093 {
1453 for (tmp=op;tmp;tmp=tmp->more){
1454 tmp->x=x+tmp->arch->clone.x; 1094 tmp->x = x + tmp->arch->clone.x;
1455 tmp->y=y+tmp->arch->clone.y; 1095 tmp->y = y + tmp->arch->clone.y;
1456 } 1096 }
1097
1457 return insert_ob_in_map (op, m, originator, flag); 1098 return insert_ob_in_map (op, m, originator, flag);
1458} 1099}
1459 1100
1460/* 1101/*
1461 * insert_ob_in_map (op, map, originator, flag): 1102 * insert_ob_in_map (op, map, originator, flag):
1462 * This function inserts the object in the two-way linked list 1103 * This function inserts the object in the two-way linked list
1475 * Return value: 1116 * Return value:
1476 * new object if 'op' was merged with other object 1117 * new object if 'op' was merged with other object
1477 * NULL if 'op' was destroyed 1118 * NULL if 'op' was destroyed
1478 * just 'op' otherwise 1119 * just 'op' otherwise
1479 */ 1120 */
1480 1121object *
1481object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1122insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1482{ 1123{
1483 object *tmp, *top, *floor=NULL; 1124 object *tmp, *top, *floor = NULL;
1484 sint16 x,y; 1125 sint16 x, y;
1485 1126
1486 if (QUERY_FLAG (op, FLAG_FREED)) { 1127 if (QUERY_FLAG (op, FLAG_FREED))
1128 {
1487 LOG (llevError, "Trying to insert freed object!\n"); 1129 LOG (llevError, "Trying to insert freed object!\n");
1488 return NULL; 1130 return NULL;
1131 }
1132
1133 if (!m)
1489 } 1134 {
1490 if(m==NULL) { 1135 char *dump = dump_object (op);
1491 dump_object(op);
1492 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1136 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1493 return op; 1137 free (dump);
1138 return op;
1494 } 1139 }
1140
1495 if(out_of_map(m,op->x,op->y)) { 1141 if (out_of_map (m, op->x, op->y))
1496 dump_object(op); 1142 {
1143 char *dump = dump_object (op);
1497 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1144 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1498#ifdef MANY_CORES 1145#ifdef MANY_CORES
1499 /* Better to catch this here, as otherwise the next use of this object 1146 /* Better to catch this here, as otherwise the next use of this object
1500 * is likely to cause a crash. Better to find out where it is getting 1147 * is likely to cause a crash. Better to find out where it is getting
1501 * improperly inserted. 1148 * improperly inserted.
1502 */ 1149 */
1503 abort(); 1150 abort ();
1504#endif 1151#endif
1505 return op; 1152 free (dump);
1153 return op;
1506 } 1154 }
1155
1507 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1156 if (!QUERY_FLAG (op, FLAG_REMOVED))
1508 dump_object(op); 1157 {
1158 char *dump = dump_object (op);
1509 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1159 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1510 return op; 1160 free (dump);
1161 return op;
1162 }
1163
1164 if (op->more)
1511 } 1165 {
1512 if(op->more!=NULL) {
1513 /* The part may be on a different map. */ 1166 /* The part may be on a different map. */
1514 1167
1515 object *more = op->more; 1168 object *more = op->more;
1516 1169
1517 /* We really need the caller to normalize coordinates - if 1170 /* We really need the caller to normalise coordinates - if
1518 * we set the map, that doesn't work if the location is within 1171 * we set the map, that doesn't work if the location is within
1519 * a map and this is straddling an edge. So only if coordinate 1172 * a map and this is straddling an edge. So only if coordinate
1520 * is clear wrong do we normalize it. 1173 * is clear wrong do we normalise it.
1521 */ 1174 */
1522 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1175 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1523 /* Debugging information so you can see the last coordinates this object had */
1524 more->ox = more->x;
1525 more->oy = more->y;
1526 more->map = get_map_from_coord(m, &more->x, &more->y); 1176 more->map = get_map_from_coord (m, &more->x, &more->y);
1527 } else if (!more->map) { 1177 else if (!more->map)
1178 {
1528 /* For backwards compatibility - when not dealing with tiled maps, 1179 /* For backwards compatibility - when not dealing with tiled maps,
1529 * more->map should always point to the parent. 1180 * more->map should always point to the parent.
1530 */ 1181 */
1531 more->map = m; 1182 more->map = m;
1532 } 1183 }
1533 1184
1534 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1185 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1186 {
1535 if ( ! op->head) 1187 if (!op->head)
1536 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1188 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1537 return NULL; 1189
1538 } 1190 return 0;
1191 }
1539 } 1192 }
1193
1540 CLEAR_FLAG(op,FLAG_REMOVED); 1194 CLEAR_FLAG (op, FLAG_REMOVED);
1541 1195
1542 /* Debugging information so you can see the last coordinates this object had */
1543 op->ox=op->x;
1544 op->oy=op->y;
1545
1546 /* Ideally, the caller figures this out. However, it complicates a lot 1196 /* Ideally, the caller figures this out. However, it complicates a lot
1547 * of areas of callers (eg, anything that uses find_free_spot would now 1197 * of areas of callers (eg, anything that uses find_free_spot would now
1548 * need extra work 1198 * need extra work
1549 */ 1199 */
1550 op->map=get_map_from_coord(m, &op->x, &op->y); 1200 op->map = get_map_from_coord (m, &op->x, &op->y);
1551 x = op->x; 1201 x = op->x;
1552 y = op->y; 1202 y = op->y;
1553 1203
1554 /* this has to be done after we translate the coordinates. 1204 /* this has to be done after we translate the coordinates.
1555 */ 1205 */
1556 if(op->nrof && !(flag & INS_NO_MERGE)) { 1206 if (op->nrof && !(flag & INS_NO_MERGE))
1557 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1207 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1558 if (CAN_MERGE(op,tmp)) { 1208 if (object::can_merge (op, tmp))
1559 op->nrof+=tmp->nrof; 1209 {
1560 remove_ob(tmp); 1210 op->nrof += tmp->nrof;
1561 free_object(tmp); 1211 tmp->destroy ();
1562 } 1212 }
1563 }
1564 1213
1565 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1214 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1566 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1215 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1216
1567 if (!QUERY_FLAG(op, FLAG_ALIVE)) 1217 if (!QUERY_FLAG (op, FLAG_ALIVE))
1568 CLEAR_FLAG(op, FLAG_NO_STEAL); 1218 CLEAR_FLAG (op, FLAG_NO_STEAL);
1569 1219
1570 if (flag & INS_BELOW_ORIGINATOR) { 1220 if (flag & INS_BELOW_ORIGINATOR)
1221 {
1571 if (originator->map != op->map || originator->x != op->x || 1222 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1572 originator->y != op->y) { 1223 {
1573 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1224 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1574 abort(); 1225 abort ();
1575 } 1226 }
1227
1576 op->above = originator; 1228 op->above = originator;
1577 op->below = originator->below; 1229 op->below = originator->below;
1578 if (op->below) op->below->above = op; 1230
1579 else SET_MAP_OB(op->map, op->x, op->y, op); 1231 if (op->below)
1232 op->below->above = op;
1233 else
1234 op->ms ().bot = op;
1235
1580 /* since *below* originator, no need to update top */ 1236 /* since *below* originator, no need to update top */
1581 originator->below = op; 1237 originator->below = op;
1582 } else { 1238 }
1239 else
1240 {
1583 /* If there are other objects, then */ 1241 /* If there are other objects, then */
1584 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) { 1242 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1585 object *last=NULL; 1243 {
1586 /* 1244 object *last = 0;
1245
1246 /*
1587 * If there are multiple objects on this space, we do some trickier handling. 1247 * If there are multiple objects on this space, we do some trickier handling.
1588 * We've already dealt with merging if appropriate. 1248 * We've already dealt with merging if appropriate.
1589 * Generally, we want to put the new object on top. But if 1249 * Generally, we want to put the new object on top. But if
1590 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1250 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1591 * floor, we want to insert above that and no further. 1251 * floor, we want to insert above that and no further.
1592 * Also, if there are spell objects on this space, we stop processing 1252 * Also, if there are spell objects on this space, we stop processing
1593 * once we get to them. This reduces the need to traverse over all of 1253 * once we get to them. This reduces the need to traverse over all of
1594 * them when adding another one - this saves quite a bit of cpu time 1254 * them when adding another one - this saves quite a bit of cpu time
1595 * when lots of spells are cast in one area. Currently, it is presumed 1255 * when lots of spells are cast in one area. Currently, it is presumed
1596 * that flying non pickable objects are spell objects. 1256 * that flying non pickable objects are spell objects.
1597 */ 1257 */
1258 while (top)
1259 {
1260 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1261 floor = top;
1598 1262
1599 while (top != NULL) { 1263 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1600 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1601 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1602 if (QUERY_FLAG(top, FLAG_NO_PICK)
1603 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1604 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1605 { 1264 {
1606 /* We insert above top, so we want this object below this */ 1265 /* We insert above top, so we want this object below this */
1607 top=top->below; 1266 top = top->below;
1608 break; 1267 break;
1609 } 1268 }
1610 last = top; 1269
1611 top = top->above; 1270 last = top;
1612 } 1271 top = top->above;
1272 }
1273
1613 /* Don't want top to be NULL, so set it to the last valid object */ 1274 /* Don't want top to be NULL, so set it to the last valid object */
1614 top = last; 1275 top = last;
1615 1276
1616 /* We let update_position deal with figuring out what the space 1277 /* We let update_position deal with figuring out what the space
1617 * looks like instead of lots of conditions here. 1278 * looks like instead of lots of conditions here.
1618 * makes things faster, and effectively the same result. 1279 * makes things faster, and effectively the same result.
1619 */ 1280 */
1620 1281
1621 /* Have object 'fall below' other objects that block view. 1282 /* Have object 'fall below' other objects that block view.
1622 * Unless those objects are exits, type 66 1283 * Unless those objects are exits, type 66
1623 * If INS_ON_TOP is used, don't do this processing 1284 * If INS_ON_TOP is used, don't do this processing
1624 * Need to find the object that in fact blocks view, otherwise 1285 * Need to find the object that in fact blocks view, otherwise
1625 * stacking is a bit odd. 1286 * stacking is a bit odd.
1626 */ 1287 */
1627 if (!(flag & INS_ON_TOP) && 1288 if (!(flag & INS_ON_TOP) &&
1628 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && 1289 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1629 (op->face && !op->face->visibility)) { 1290 {
1630 for (last=top; last != floor; last=last->below) 1291 for (last = top; last != floor; last = last->below)
1631 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break; 1292 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1293 break;
1632 /* Check to see if we found the object that blocks view, 1294 /* Check to see if we found the object that blocks view,
1633 * and make sure we have a below pointer for it so that 1295 * and make sure we have a below pointer for it so that
1634 * we can get inserted below this one, which requires we 1296 * we can get inserted below this one, which requires we
1635 * set top to the object below us. 1297 * set top to the object below us.
1636 */ 1298 */
1637 if (last && last->below && last != floor) top=last->below; 1299 if (last && last->below && last != floor)
1638 } 1300 top = last->below;
1639 } /* If objects on this space */ 1301 }
1302 } /* If objects on this space */
1303
1640 if (flag & INS_MAP_LOAD) 1304 if (flag & INS_MAP_LOAD)
1641 top = GET_MAP_TOP(op->map,op->x,op->y); 1305 top = GET_MAP_TOP (op->map, op->x, op->y);
1306
1642 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1307 if (flag & INS_ABOVE_FLOOR_ONLY)
1308 top = floor;
1643 1309
1644 /* Top is the object that our object (op) is going to get inserted above. 1310 /* Top is the object that our object (op) is going to get inserted above.
1645 */ 1311 */
1646 1312
1647 /* First object on this space */ 1313 /* First object on this space */
1648 if (!top) { 1314 if (!top)
1315 {
1649 op->above = GET_MAP_OB(op->map, op->x, op->y); 1316 op->above = GET_MAP_OB (op->map, op->x, op->y);
1650 if (op->above) op->above->below = op; 1317
1651 op->below = NULL; 1318 if (op->above)
1652 SET_MAP_OB(op->map, op->x, op->y, op); 1319 op->above->below = op;
1653 } else { /* get inserted into the stack above top */ 1320
1321 op->below = 0;
1322 op->ms ().bot = op;
1323 }
1324 else
1325 { /* get inserted into the stack above top */
1654 op->above = top->above; 1326 op->above = top->above;
1655 if (op->above) op->above->below = op; 1327
1328 if (op->above)
1329 op->above->below = op;
1330
1656 op->below = top; 1331 op->below = top;
1657 top->above = op; 1332 top->above = op;
1658 } 1333 }
1659 if (op->above==NULL) 1334
1660 SET_MAP_TOP(op->map,op->x, op->y, op); 1335 if (!op->above)
1336 op->ms ().top = op;
1661 } /* else not INS_BELOW_ORIGINATOR */ 1337 } /* else not INS_BELOW_ORIGINATOR */
1662 1338
1663 if(op->type==PLAYER) 1339 if (op->type == PLAYER)
1340 {
1664 op->contr->do_los=1; 1341 op->contr->do_los = 1;
1342 ++op->map->players;
1343 op->map->touch ();
1344 }
1665 1345
1346 op->map->dirty = true;
1347
1666 /* If we have a floor, we know the player, if any, will be above 1348 /* If we have a floor, we know the player, if any, will be above
1667 * it, so save a few ticks and start from there. 1349 * it, so save a few ticks and start from there.
1668 */ 1350 */
1669 if (!(flag & INS_MAP_LOAD)) 1351 if (!(flag & INS_MAP_LOAD))
1670 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1352 if (object *pl = op->ms ().player ())
1671 if (tmp->type == PLAYER) 1353 if (pl->contr->ns)
1672 tmp->contr->socket.update_look=1; 1354 pl->contr->ns->floorbox_update ();
1673 }
1674 1355
1675 /* If this object glows, it may affect lighting conditions that are 1356 /* If this object glows, it may affect lighting conditions that are
1676 * visible to others on this map. But update_all_los is really 1357 * visible to others on this map. But update_all_los is really
1677 * an inefficient way to do this, as it means los for all players 1358 * an inefficient way to do this, as it means los for all players
1678 * on the map will get recalculated. The players could very well 1359 * on the map will get recalculated. The players could very well
1679 * be far away from this change and not affected in any way - 1360 * be far away from this change and not affected in any way -
1680 * this should get redone to only look for players within range, 1361 * this should get redone to only look for players within range,
1681 * or just updating the P_NEED_UPDATE for spaces within this area 1362 * or just updating the P_UPTODATE for spaces within this area
1682 * of effect may be sufficient. 1363 * of effect may be sufficient.
1683 */ 1364 */
1684 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1365 if (op->map->darkness && (op->glow_radius != 0))
1685 update_all_los(op->map, op->x, op->y); 1366 update_all_los (op->map, op->x, op->y);
1686 1367
1687
1688 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1368 /* updates flags (blocked, alive, no magic, etc) for this map space */
1689 update_object(op,UP_OBJ_INSERT); 1369 update_object (op, UP_OBJ_INSERT);
1690 1370
1371 INVOKE_OBJECT (INSERT, op);
1691 1372
1692 /* Don't know if moving this to the end will break anything. However, 1373 /* Don't know if moving this to the end will break anything. However,
1693 * we want to have update_look set above before calling this. 1374 * we want to have floorbox_update called before calling this.
1694 * 1375 *
1695 * check_move_on() must be after this because code called from 1376 * check_move_on() must be after this because code called from
1696 * check_move_on() depends on correct map flags (so functions like 1377 * check_move_on() depends on correct map flags (so functions like
1697 * blocked() and wall() work properly), and these flags are updated by 1378 * blocked() and wall() work properly), and these flags are updated by
1698 * update_object(). 1379 * update_object().
1699 */ 1380 */
1700 1381
1701 /* if this is not the head or flag has been passed, don't check walk on status */ 1382 /* if this is not the head or flag has been passed, don't check walk on status */
1702
1703 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1383 if (!(flag & INS_NO_WALK_ON) && !op->head)
1384 {
1704 if (check_move_on(op, originator)) 1385 if (check_move_on (op, originator))
1705 return NULL; 1386 return 0;
1706 1387
1707 /* If we are a multi part object, lets work our way through the check 1388 /* If we are a multi part object, lets work our way through the check
1708 * walk on's. 1389 * walk on's.
1709 */ 1390 */
1710 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1391 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1711 if (check_move_on (tmp, originator)) 1392 if (check_move_on (tmp, originator))
1712 return NULL; 1393 return 0;
1713 } 1394 }
1395
1714 return op; 1396 return op;
1715} 1397}
1716 1398
1717/* this function inserts an object in the map, but if it 1399/* this function inserts an object in the map, but if it
1718 * finds an object of its own type, it'll remove that one first. 1400 * finds an object of its own type, it'll remove that one first.
1719 * op is the object to insert it under: supplies x and the map. 1401 * op is the object to insert it under: supplies x and the map.
1720 */ 1402 */
1403void
1721void replace_insert_ob_in_map(const char *arch_string, object *op) { 1404replace_insert_ob_in_map (const char *arch_string, object *op)
1722 object *tmp; 1405{
1723 object *tmp1; 1406 object *tmp, *tmp1;
1724 1407
1725 /* first search for itself and remove any old instances */ 1408 /* first search for itself and remove any old instances */
1726 1409
1727 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1410 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1728 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1411 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1729 remove_ob(tmp); 1412 tmp->destroy ();
1730 free_object(tmp);
1731 }
1732 }
1733 1413
1734 tmp1=arch_to_object(find_archetype(arch_string)); 1414 tmp1 = arch_to_object (archetype::find (arch_string));
1735 1415
1736 1416 tmp1->x = op->x;
1737 tmp1->x = op->x; tmp1->y = op->y; 1417 tmp1->y = op->y;
1738 insert_ob_in_map(tmp1,op->map,op,0); 1418 insert_ob_in_map (tmp1, op->map, op, 0);
1739} 1419}
1420
1421object *
1422object::insert_at (object *where, object *originator, int flags)
1423{
1424 where->map->insert (this, where->x, where->y, originator, flags);
1425}
1740 1426
1741/* 1427/*
1742 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1428 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1743 * is returned contains nr objects, and the remaining parts contains 1429 * is returned contains nr objects, and the remaining parts contains
1744 * the rest (or is removed and freed if that number is 0). 1430 * the rest (or is removed and freed if that number is 0).
1745 * On failure, NULL is returned, and the reason put into the 1431 * On failure, NULL is returned, and the reason put into the
1746 * global static errmsg array. 1432 * global static errmsg array.
1747 */ 1433 */
1748 1434object *
1749object *get_split_ob(object *orig_ob, uint32 nr) { 1435get_split_ob (object *orig_ob, uint32 nr)
1436{
1750 object *newob; 1437 object *newob;
1751 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1438 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1752 1439
1753 if(orig_ob->nrof<nr) { 1440 if (orig_ob->nrof < nr)
1754 sprintf(errmsg,"There are only %d %ss.",
1755 orig_ob->nrof?orig_ob->nrof:1, orig_ob->name);
1756 return NULL;
1757 } 1441 {
1442 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1443 return NULL;
1444 }
1445
1758 newob = object_create_clone(orig_ob); 1446 newob = object_create_clone (orig_ob);
1447
1759 if((orig_ob->nrof-=nr)<1) { 1448 if ((orig_ob->nrof -= nr) < 1)
1760 if ( ! is_removed) 1449 orig_ob->destroy (1);
1761 remove_ob(orig_ob);
1762 free_object2(orig_ob, 1);
1763 }
1764 else if ( ! is_removed) { 1450 else if (!is_removed)
1451 {
1765 if(orig_ob->env!=NULL) 1452 if (orig_ob->env != NULL)
1766 sub_weight (orig_ob->env,orig_ob->weight*nr); 1453 sub_weight (orig_ob->env, orig_ob->weight * nr);
1767 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1454 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1455 {
1768 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1456 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1769 LOG(llevDebug,
1770 "Error, Tried to split object whose map is not in memory.\n"); 1457 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1771 return NULL; 1458 return NULL;
1772 } 1459 }
1773 } 1460 }
1461
1774 newob->nrof=nr; 1462 newob->nrof = nr;
1775 1463
1776 return newob; 1464 return newob;
1777} 1465}
1778 1466
1779/* 1467/*
1780 * decrease_ob_nr(object, number) decreases a specified number from 1468 * decrease_ob_nr(object, number) decreases a specified number from
1781 * the amount of an object. If the amount reaches 0, the object 1469 * the amount of an object. If the amount reaches 0, the object
1782 * is subsequently removed and freed. 1470 * is subsequently removed and freed.
1783 * 1471 *
1784 * Return value: 'op' if something is left, NULL if the amount reached 0 1472 * Return value: 'op' if something is left, NULL if the amount reached 0
1785 */ 1473 */
1786 1474
1475object *
1787object *decrease_ob_nr (object *op, uint32 i) 1476decrease_ob_nr (object *op, uint32 i)
1788{ 1477{
1789 object *tmp; 1478 object *tmp;
1790 player *pl;
1791 1479
1792 if (i == 0) /* objects with op->nrof require this check */ 1480 if (i == 0) /* objects with op->nrof require this check */
1793 return op; 1481 return op;
1794 1482
1795 if (i > op->nrof) 1483 if (i > op->nrof)
1796 i = op->nrof; 1484 i = op->nrof;
1797 1485
1798 if (QUERY_FLAG (op, FLAG_REMOVED)) 1486 if (QUERY_FLAG (op, FLAG_REMOVED))
1487 op->nrof -= i;
1488 else if (op->env)
1489 {
1490 /* is this object in the players inventory, or sub container
1491 * therein?
1492 */
1493 tmp = op->in_player ();
1494 /* nope. Is this a container the player has opened?
1495 * If so, set tmp to that player.
1496 * IMO, searching through all the players will mostly
1497 * likely be quicker than following op->env to the map,
1498 * and then searching the map for a player.
1499 */
1500 if (!tmp)
1501 for_all_players (pl)
1502 if (pl->ob->container == op->env)
1503 {
1504 tmp = pl->ob;
1505 break;
1506 }
1507
1508 if (i < op->nrof)
1509 {
1510 sub_weight (op->env, op->weight * i);
1511 op->nrof -= i;
1512 if (tmp)
1513 esrv_send_item (tmp, op);
1514 }
1515 else
1516 {
1517 op->remove ();
1518 op->nrof = 0;
1519 if (tmp)
1520 esrv_del_item (tmp->contr, op->count);
1521 }
1799 { 1522 }
1523 else
1524 {
1525 object *above = op->above;
1526
1527 if (i < op->nrof)
1800 op->nrof -= i; 1528 op->nrof -= i;
1801 } 1529 else
1802 else if (op->env != NULL) 1530 {
1803 { 1531 op->remove ();
1804 /* is this object in the players inventory, or sub container
1805 * therein?
1806 */
1807 tmp = is_player_inv (op->env);
1808 /* nope. Is this a container the player has opened?
1809 * If so, set tmp to that player.
1810 * IMO, searching through all the players will mostly
1811 * likely be quicker than following op->env to the map,
1812 * and then searching the map for a player.
1813 */
1814 if (!tmp) {
1815 for (pl=first_player; pl; pl=pl->next)
1816 if (pl->ob->container == op->env) break;
1817 if (pl) tmp=pl->ob;
1818 else tmp=NULL;
1819 }
1820
1821 if (i < op->nrof) {
1822 sub_weight (op->env, op->weight * i);
1823 op->nrof -= i; 1532 op->nrof = 0;
1533 }
1534
1535 /* Since we just removed op, op->above is null */
1536 for (tmp = above; tmp; tmp = tmp->above)
1537 if (tmp->type == PLAYER)
1538 {
1824 if (tmp) { 1539 if (op->nrof)
1825 esrv_send_item(tmp, op); 1540 esrv_send_item (tmp, op);
1826 } 1541 else
1827 } else {
1828 remove_ob (op);
1829 op->nrof = 0;
1830 if (tmp) {
1831 esrv_del_item(tmp->contr, op->count); 1542 esrv_del_item (tmp->contr, op->count);
1832 } 1543 }
1833 }
1834 }
1835 else
1836 { 1544 }
1837 object *above = op->above;
1838 1545
1839 if (i < op->nrof) {
1840 op->nrof -= i;
1841 } else {
1842 remove_ob (op);
1843 op->nrof = 0;
1844 }
1845 /* Since we just removed op, op->above is null */
1846 for (tmp = above; tmp != NULL; tmp = tmp->above)
1847 if (tmp->type == PLAYER) {
1848 if (op->nrof)
1849 esrv_send_item(tmp, op);
1850 else
1851 esrv_del_item(tmp->contr, op->count);
1852 }
1853 }
1854
1855 if (op->nrof) { 1546 if (op->nrof)
1856 return op; 1547 return op;
1857 } else { 1548 else
1858 free_object (op); 1549 {
1550 op->destroy ();
1859 return NULL; 1551 return 0;
1860 } 1552 }
1861} 1553}
1862 1554
1863/* 1555/*
1864 * add_weight(object, weight) adds the specified weight to an object, 1556 * add_weight(object, weight) adds the specified weight to an object,
1865 * and also updates how much the environment(s) is/are carrying. 1557 * and also updates how much the environment(s) is/are carrying.
1866 */ 1558 */
1867 1559
1560void
1868void add_weight (object *op, signed long weight) { 1561add_weight (object *op, signed long weight)
1562{
1869 while (op!=NULL) { 1563 while (op != NULL)
1564 {
1870 if (op->type == CONTAINER) { 1565 if (op->type == CONTAINER)
1871 weight=(signed long)(weight*(100-op->stats.Str)/100); 1566 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1872 } 1567
1873 op->carrying+=weight; 1568 op->carrying += weight;
1874 op=op->env; 1569 op = op->env;
1875 } 1570 }
1876} 1571}
1877 1572
1573object *
1574insert_ob_in_ob (object *op, object *where)
1575{
1576 if (!where)
1577 {
1578 char *dump = dump_object (op);
1579 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1580 free (dump);
1581 return op;
1582 }
1583
1584 if (where->head)
1585 {
1586 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1587 where = where->head;
1588 }
1589
1590 return where->insert (op);
1591}
1592
1878/* 1593/*
1879 * insert_ob_in_ob(op,environment): 1594 * env->insert (op)
1880 * This function inserts the object op in the linked list 1595 * This function inserts the object op in the linked list
1881 * inside the object environment. 1596 * inside the object environment.
1882 * 1597 *
1883 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1884 * the inventory at the last position or next to other objects of the same
1885 * type.
1886 * Frank: Now sorted by type, archetype and magic!
1887 *
1888 * The function returns now pointer to inserted item, and return value can 1598 * The function returns now pointer to inserted item, and return value can
1889 * be != op, if items are merged. -Tero 1599 * be != op, if items are merged. -Tero
1890 */ 1600 */
1891 1601
1892object *insert_ob_in_ob(object *op,object *where) { 1602object *
1603object::insert (object *op)
1604{
1893 object *tmp, *otmp; 1605 object *tmp, *otmp;
1894 1606
1895 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1607 if (!QUERY_FLAG (op, FLAG_REMOVED))
1896 dump_object(op); 1608 op->remove ();
1897 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1609
1898 return op;
1899 }
1900 if(where==NULL) {
1901 dump_object(op);
1902 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1903 return op;
1904 }
1905 if (where->head) {
1906 LOG(llevDebug,
1907 "Warning: Tried to insert object wrong part of multipart object.\n");
1908 where = where->head;
1909 }
1910 if (op->more) { 1610 if (op->more)
1611 {
1911 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1612 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1912 op->name, op->count);
1913 return op; 1613 return op;
1914 } 1614 }
1615
1915 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1616 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1916 CLEAR_FLAG(op, FLAG_REMOVED); 1617 CLEAR_FLAG (op, FLAG_REMOVED);
1917 if(op->nrof) { 1618 if (op->nrof)
1619 {
1918 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1620 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1919 if ( CAN_MERGE(tmp,op) ) { 1621 if (object::can_merge (tmp, op))
1622 {
1920 /* return the original object and remove inserted object 1623 /* return the original object and remove inserted object
1921 (client needs the original object) */ 1624 (client needs the original object) */
1922 tmp->nrof += op->nrof; 1625 tmp->nrof += op->nrof;
1923 /* Weight handling gets pretty funky. Since we are adding to 1626 /* Weight handling gets pretty funky. Since we are adding to
1924 * tmp->nrof, we need to increase the weight. 1627 * tmp->nrof, we need to increase the weight.
1925 */ 1628 */
1926 add_weight (where, op->weight*op->nrof); 1629 add_weight (this, op->weight * op->nrof);
1927 SET_FLAG(op, FLAG_REMOVED); 1630 SET_FLAG (op, FLAG_REMOVED);
1928 free_object(op); /* free the inserted object */ 1631 op->destroy (); /* free the inserted object */
1929 op = tmp; 1632 op = tmp;
1930 remove_ob (op); /* and fix old object's links */ 1633 op->remove (); /* and fix old object's links */
1931 CLEAR_FLAG(op, FLAG_REMOVED); 1634 CLEAR_FLAG (op, FLAG_REMOVED);
1932 break; 1635 break;
1933 } 1636 }
1934 1637
1935 /* I assume combined objects have no inventory 1638 /* I assume combined objects have no inventory
1936 * We add the weight - this object could have just been removed 1639 * We add the weight - this object could have just been removed
1937 * (if it was possible to merge). calling remove_ob will subtract 1640 * (if it was possible to merge). calling remove_ob will subtract
1938 * the weight, so we need to add it in again, since we actually do 1641 * the weight, so we need to add it in again, since we actually do
1939 * the linking below 1642 * the linking below
1940 */ 1643 */
1941 add_weight (where, op->weight*op->nrof); 1644 add_weight (this, op->weight * op->nrof);
1645 }
1942 } else 1646 else
1943 add_weight (where, (op->weight+op->carrying)); 1647 add_weight (this, (op->weight + op->carrying));
1944 1648
1945 otmp=is_player_inv(where); 1649 otmp = this->in_player ();
1946 if (otmp&&otmp->contr!=NULL) { 1650 if (otmp && otmp->contr)
1947 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1651 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1948 fix_player(otmp); 1652 otmp->update_stats ();
1949 }
1950 1653
1951 op->map=NULL; 1654 op->map = 0;
1952 op->env=where; 1655 op->env = this;
1953 op->above=NULL; 1656 op->above = 0;
1954 op->below=NULL; 1657 op->below = 0;
1955 op->x=0,op->y=0; 1658 op->x = 0, op->y = 0;
1956 op->ox=0,op->oy=0;
1957 1659
1958 /* reset the light list and los of the players on the map */ 1660 /* reset the light list and los of the players on the map */
1959 if((op->glow_radius!=0)&&where->map) 1661 if ((op->glow_radius != 0) && map)
1960 { 1662 {
1961#ifdef DEBUG_LIGHTS 1663#ifdef DEBUG_LIGHTS
1962 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1664 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1963 op->name);
1964#endif /* DEBUG_LIGHTS */ 1665#endif /* DEBUG_LIGHTS */
1965 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1666 if (map->darkness)
1667 update_all_los (map, x, y);
1966 } 1668 }
1967 1669
1968 /* Client has no idea of ordering so lets not bother ordering it here. 1670 /* Client has no idea of ordering so lets not bother ordering it here.
1969 * It sure simplifies this function... 1671 * It sure simplifies this function...
1970 */ 1672 */
1971 if (where->inv==NULL) 1673 if (!inv)
1972 where->inv=op; 1674 inv = op;
1973 else { 1675 else
1676 {
1974 op->below = where->inv; 1677 op->below = inv;
1975 op->below->above = op; 1678 op->below->above = op;
1976 where->inv = op; 1679 inv = op;
1977 } 1680 }
1681
1682 INVOKE_OBJECT (INSERT, this);
1683
1978 return op; 1684 return op;
1979} 1685}
1980 1686
1981/* 1687/*
1982 * Checks if any objects has a move_type that matches objects 1688 * Checks if any objects has a move_type that matches objects
1996 * 1702 *
1997 * MSW 2001-07-08: Check all objects on space, not just those below 1703 * MSW 2001-07-08: Check all objects on space, not just those below
1998 * object being inserted. insert_ob_in_map may not put new objects 1704 * object being inserted. insert_ob_in_map may not put new objects
1999 * on top. 1705 * on top.
2000 */ 1706 */
2001 1707int
2002int check_move_on (object *op, object *originator) 1708check_move_on (object *op, object *originator)
2003{ 1709{
2004 object *tmp; 1710 object *tmp;
2005 tag_t tag;
2006 mapstruct *m=op->map; 1711 maptile *m = op->map;
2007 int x=op->x, y=op->y; 1712 int x = op->x, y = op->y;
1713
2008 MoveType move_on, move_slow, move_block; 1714 MoveType move_on, move_slow, move_block;
2009 1715
2010 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1716 if (QUERY_FLAG (op, FLAG_NO_APPLY))
2011 return 0;
2012
2013 tag = op->count;
2014
2015 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
2016 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
2017 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
2018
2019 /* if nothing on this space will slow op down or be applied,
2020 * no need to do checking below. have to make sure move_type
2021 * is set, as lots of objects don't have it set - we treat that
2022 * as walking.
2023 */
2024 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
2025 return 0;
2026
2027 /* This is basically inverse logic of that below - basically,
2028 * if the object can avoid the move on or slow move, they do so,
2029 * but can't do it if the alternate movement they are using is
2030 * blocked. Logic on this seems confusing, but does seem correct.
2031 */
2032 if ((op->move_type & ~move_on & ~move_block) != 0 &&
2033 (op->move_type & ~move_slow & ~move_block) != 0) return 0;
2034
2035 /* The objects have to be checked from top to bottom.
2036 * Hence, we first go to the top:
2037 */
2038
2039 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL &&
2040 tmp->above!=NULL; tmp=tmp->above) {
2041 /* Trim the search when we find the first other spell effect
2042 * this helps performance so that if a space has 50 spell objects,
2043 * we don't need to check all of them.
2044 */
2045 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break;
2046 }
2047 for(;tmp!=NULL; tmp=tmp->below) {
2048 if (tmp == op) continue; /* Can't apply yourself */
2049
2050 /* Check to see if one of the movement types should be slowed down.
2051 * Second check makes sure that the movement types not being slowed
2052 * (~slow_move) is not blocked on this space - just because the
2053 * space doesn't slow down swimming (for example), if you can't actually
2054 * swim on that space, can't use it to avoid the penalty.
2055 */
2056 if (!QUERY_FLAG(op, FLAG_WIZPASS)) {
2057 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2058 ((op->move_type & tmp->move_slow) &&
2059 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) {
2060
2061 float diff;
2062
2063 diff = tmp->move_slow_penalty*FABS(op->speed);
2064 if (op->type == PLAYER) {
2065 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) ||
2066 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) {
2067 diff /= 4.0;
2068 }
2069 }
2070 op->speed_left -= diff;
2071 }
2072 }
2073
2074 /* Basically same logic as above, except now for actual apply. */
2075 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2076 ((op->move_type & tmp->move_on) &&
2077 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) {
2078
2079 move_apply(tmp, op, originator);
2080 if (was_destroyed (op, tag))
2081 return 1;
2082
2083 /* what the person/creature stepped onto has moved the object
2084 * someplace new. Don't process any further - if we did,
2085 * have a feeling strange problems would result.
2086 */
2087 if (op->map != m || op->x != x || op->y != y) return 0;
2088 }
2089 }
2090 return 0; 1717 return 0;
1718
1719 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1720 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1721 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1722
1723 /* if nothing on this space will slow op down or be applied,
1724 * no need to do checking below. have to make sure move_type
1725 * is set, as lots of objects don't have it set - we treat that
1726 * as walking.
1727 */
1728 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1729 return 0;
1730
1731 /* This is basically inverse logic of that below - basically,
1732 * if the object can avoid the move on or slow move, they do so,
1733 * but can't do it if the alternate movement they are using is
1734 * blocked. Logic on this seems confusing, but does seem correct.
1735 */
1736 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1737 return 0;
1738
1739 /* The objects have to be checked from top to bottom.
1740 * Hence, we first go to the top:
1741 */
1742
1743 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1744 {
1745 /* Trim the search when we find the first other spell effect
1746 * this helps performance so that if a space has 50 spell objects,
1747 * we don't need to check all of them.
1748 */
1749 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1750 break;
1751 }
1752
1753 for (; tmp; tmp = tmp->below)
1754 {
1755 if (tmp == op)
1756 continue; /* Can't apply yourself */
1757
1758 /* Check to see if one of the movement types should be slowed down.
1759 * Second check makes sure that the movement types not being slowed
1760 * (~slow_move) is not blocked on this space - just because the
1761 * space doesn't slow down swimming (for example), if you can't actually
1762 * swim on that space, can't use it to avoid the penalty.
1763 */
1764 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1765 {
1766 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1767 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1768 {
1769
1770 float
1771 diff = tmp->move_slow_penalty * FABS (op->speed);
1772
1773 if (op->type == PLAYER)
1774 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1775 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1776 diff /= 4.0;
1777
1778 op->speed_left -= diff;
1779 }
1780 }
1781
1782 /* Basically same logic as above, except now for actual apply. */
1783 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1784 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1785 {
1786 move_apply (tmp, op, originator);
1787
1788 if (op->destroyed ())
1789 return 1;
1790
1791 /* what the person/creature stepped onto has moved the object
1792 * someplace new. Don't process any further - if we did,
1793 * have a feeling strange problems would result.
1794 */
1795 if (op->map != m || op->x != x || op->y != y)
1796 return 0;
1797 }
1798 }
1799
1800 return 0;
2091} 1801}
2092 1802
2093/* 1803/*
2094 * present_arch(arch, map, x, y) searches for any objects with 1804 * present_arch(arch, map, x, y) searches for any objects with
2095 * a matching archetype at the given map and coordinates. 1805 * a matching archetype at the given map and coordinates.
2096 * The first matching object is returned, or NULL if none. 1806 * The first matching object is returned, or NULL if none.
2097 */ 1807 */
2098 1808object *
2099object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1809present_arch (const archetype *at, maptile *m, int x, int y)
2100 object *tmp; 1810{
2101 if(m==NULL || out_of_map(m,x,y)) { 1811 if (!m || out_of_map (m, x, y))
1812 {
2102 LOG(llevError,"Present_arch called outside map.\n"); 1813 LOG (llevError, "Present_arch called outside map.\n");
2103 return NULL; 1814 return NULL;
2104 } 1815 }
2105 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1816
1817 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2106 if(tmp->arch == at) 1818 if (tmp->arch == at)
2107 return tmp; 1819 return tmp;
1820
2108 return NULL; 1821 return NULL;
2109} 1822}
2110 1823
2111/* 1824/*
2112 * present(type, map, x, y) searches for any objects with 1825 * present(type, map, x, y) searches for any objects with
2113 * a matching type variable at the given map and coordinates. 1826 * a matching type variable at the given map and coordinates.
2114 * The first matching object is returned, or NULL if none. 1827 * The first matching object is returned, or NULL if none.
2115 */ 1828 */
2116 1829object *
2117object *present(unsigned char type,mapstruct *m, int x,int y) { 1830present (unsigned char type, maptile *m, int x, int y)
2118 object *tmp; 1831{
2119 if(out_of_map(m,x,y)) { 1832 if (out_of_map (m, x, y))
1833 {
2120 LOG(llevError,"Present called outside map.\n"); 1834 LOG (llevError, "Present called outside map.\n");
2121 return NULL; 1835 return NULL;
2122 } 1836 }
2123 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1837
1838 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2124 if(tmp->type==type) 1839 if (tmp->type == type)
2125 return tmp; 1840 return tmp;
1841
2126 return NULL; 1842 return NULL;
2127} 1843}
2128 1844
2129/* 1845/*
2130 * present_in_ob(type, object) searches for any objects with 1846 * present_in_ob(type, object) searches for any objects with
2131 * a matching type variable in the inventory of the given object. 1847 * a matching type variable in the inventory of the given object.
2132 * The first matching object is returned, or NULL if none. 1848 * The first matching object is returned, or NULL if none.
2133 */ 1849 */
2134 1850object *
2135object *present_in_ob(unsigned char type, const object *op) { 1851present_in_ob (unsigned char type, const object *op)
2136 object *tmp; 1852{
2137 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1853 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2138 if(tmp->type==type) 1854 if (tmp->type == type)
2139 return tmp; 1855 return tmp;
1856
2140 return NULL; 1857 return NULL;
2141} 1858}
2142 1859
2143/* 1860/*
2144 * present_in_ob (type, str, object) searches for any objects with 1861 * present_in_ob (type, str, object) searches for any objects with
2152 * str is the string to match against. Note that we match against 1869 * str is the string to match against. Note that we match against
2153 * the object name, not the archetype name. this is so that the 1870 * the object name, not the archetype name. this is so that the
2154 * spell code can use one object type (force), but change it's name 1871 * spell code can use one object type (force), but change it's name
2155 * to be unique. 1872 * to be unique.
2156 */ 1873 */
2157 1874object *
2158object *present_in_ob_by_name(int type, const char *str, const object *op) { 1875present_in_ob_by_name (int type, const char *str, const object *op)
2159 object *tmp; 1876{
2160
2161 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1877 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2162 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1878 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2163 return tmp; 1879 return tmp;
2164 } 1880
2165 return NULL; 1881 return 0;
2166} 1882}
2167 1883
2168/* 1884/*
2169 * present_arch_in_ob(archetype, object) searches for any objects with 1885 * present_arch_in_ob(archetype, object) searches for any objects with
2170 * a matching archetype in the inventory of the given object. 1886 * a matching archetype in the inventory of the given object.
2171 * The first matching object is returned, or NULL if none. 1887 * The first matching object is returned, or NULL if none.
2172 */ 1888 */
2173 1889object *
2174object *present_arch_in_ob(const archetype *at, const object *op) { 1890present_arch_in_ob (const archetype *at, const object *op)
2175 object *tmp; 1891{
2176 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1892 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2177 if( tmp->arch == at) 1893 if (tmp->arch == at)
2178 return tmp; 1894 return tmp;
1895
2179 return NULL; 1896 return NULL;
2180} 1897}
2181 1898
2182/* 1899/*
2183 * activate recursively a flag on an object inventory 1900 * activate recursively a flag on an object inventory
2184 */ 1901 */
1902void
2185void flag_inv(object*op, int flag){ 1903flag_inv (object *op, int flag)
2186 object *tmp; 1904{
2187 if(op->inv) 1905 if (op->inv)
2188 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1906 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1907 {
2189 SET_FLAG(tmp, flag); 1908 SET_FLAG (tmp, flag);
2190 flag_inv(tmp,flag); 1909 flag_inv (tmp, flag);
2191 } 1910 }
1911}
1912
2192}/* 1913/*
2193 * desactivate recursively a flag on an object inventory 1914 * deactivate recursively a flag on an object inventory
2194 */ 1915 */
1916void
2195void unflag_inv(object*op, int flag){ 1917unflag_inv (object *op, int flag)
2196 object *tmp; 1918{
2197 if(op->inv) 1919 if (op->inv)
2198 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1920 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1921 {
2199 CLEAR_FLAG(tmp, flag); 1922 CLEAR_FLAG (tmp, flag);
2200 unflag_inv(tmp,flag); 1923 unflag_inv (tmp, flag);
2201 } 1924 }
2202} 1925}
2203 1926
2204/* 1927/*
2205 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1928 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2206 * all it's inventory (recursively). 1929 * all it's inventory (recursively).
2207 * If checksums are used, a player will get set_cheat called for 1930 * If checksums are used, a player will get set_cheat called for
2208 * him/her-self and all object carried by a call to this function. 1931 * him/her-self and all object carried by a call to this function.
2209 */ 1932 */
2210 1933void
2211void set_cheat(object *op) { 1934set_cheat (object *op)
1935{
2212 SET_FLAG(op, FLAG_WAS_WIZ); 1936 SET_FLAG (op, FLAG_WAS_WIZ);
2213 flag_inv(op, FLAG_WAS_WIZ); 1937 flag_inv (op, FLAG_WAS_WIZ);
2214} 1938}
2215 1939
2216/* 1940/*
2217 * find_free_spot(object, map, x, y, start, stop) will search for 1941 * find_free_spot(object, map, x, y, start, stop) will search for
2218 * a spot at the given map and coordinates which will be able to contain 1942 * a spot at the given map and coordinates which will be able to contain
2232 * because arch_blocked (now ob_blocked) needs to know the movement type 1956 * because arch_blocked (now ob_blocked) needs to know the movement type
2233 * to know if the space in question will block the object. We can't use 1957 * to know if the space in question will block the object. We can't use
2234 * the archetype because that isn't correct if the monster has been 1958 * the archetype because that isn't correct if the monster has been
2235 * customized, changed states, etc. 1959 * customized, changed states, etc.
2236 */ 1960 */
2237 1961int
2238int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 1962find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1963{
2239 int i,index=0, flag; 1964 int index = 0, flag;
2240 static int altern[SIZEOFFREE]; 1965 int altern[SIZEOFFREE];
2241 1966
2242 for(i=start;i<stop;i++) { 1967 for (int i = start; i < stop; i++)
1968 {
2243 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 1969 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2244 if(!flag) 1970 if (!flag)
2245 altern[index++]=i; 1971 altern [index++] = i;
2246 1972
2247 /* Basically, if we find a wall on a space, we cut down the search size. 1973 /* Basically, if we find a wall on a space, we cut down the search size.
2248 * In this way, we won't return spaces that are on another side of a wall. 1974 * In this way, we won't return spaces that are on another side of a wall.
2249 * This mostly work, but it cuts down the search size in all directions - 1975 * This mostly work, but it cuts down the search size in all directions -
2250 * if the space being examined only has a wall to the north and empty 1976 * if the space being examined only has a wall to the north and empty
2251 * spaces in all the other directions, this will reduce the search space 1977 * spaces in all the other directions, this will reduce the search space
2252 * to only the spaces immediately surrounding the target area, and 1978 * to only the spaces immediately surrounding the target area, and
2253 * won't look 2 spaces south of the target space. 1979 * won't look 2 spaces south of the target space.
2254 */ 1980 */
2255 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 1981 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2256 stop=maxfree[i]; 1982 stop = maxfree[i];
2257 } 1983 }
2258 if(!index) return -1; 1984
1985 if (!index)
1986 return -1;
1987
2259 return altern[RANDOM()%index]; 1988 return altern[RANDOM () % index];
2260} 1989}
2261 1990
2262/* 1991/*
2263 * find_first_free_spot(archetype, mapstruct, x, y) works like 1992 * find_first_free_spot(archetype, maptile, x, y) works like
2264 * find_free_spot(), but it will search max number of squares. 1993 * find_free_spot(), but it will search max number of squares.
2265 * But it will return the first available spot, not a random choice. 1994 * But it will return the first available spot, not a random choice.
2266 * Changed 0.93.2: Have it return -1 if there is no free spot available. 1995 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2267 */ 1996 */
2268 1997int
2269int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 1998find_first_free_spot (const object *ob, maptile *m, int x, int y)
2270 int i; 1999{
2271 for(i=0;i<SIZEOFFREE;i++) { 2000 for (int i = 0; i < SIZEOFFREE; i++)
2272 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2001 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2273 return i; 2002 return i;
2274 } 2003
2275 return -1; 2004 return -1;
2276} 2005}
2277 2006
2278/* 2007/*
2279 * The function permute(arr, begin, end) randomly reorders the array 2008 * The function permute(arr, begin, end) randomly reorders the array
2280 * arr[begin..end-1]. 2009 * arr[begin..end-1].
2010 * now uses a fisher-yates shuffle, old permute was broken
2281 */ 2011 */
2012static void
2282static void permute(int *arr, int begin, int end) 2013permute (int *arr, int begin, int end)
2283{ 2014{
2284 int i, j, tmp, len; 2015 arr += begin;
2016 end -= begin;
2285 2017
2286 len = end-begin; 2018 while (--end)
2287 for(i = begin; i < end; i++) 2019 swap (arr [end], arr [RANDOM () % (end + 1)]);
2288 {
2289 j = begin+RANDOM()%len;
2290
2291 tmp = arr[i];
2292 arr[i] = arr[j];
2293 arr[j] = tmp;
2294 }
2295} 2020}
2296 2021
2297/* new function to make monster searching more efficient, and effective! 2022/* new function to make monster searching more efficient, and effective!
2298 * This basically returns a randomized array (in the passed pointer) of 2023 * This basically returns a randomized array (in the passed pointer) of
2299 * the spaces to find monsters. In this way, it won't always look for 2024 * the spaces to find monsters. In this way, it won't always look for
2300 * monsters to the north first. However, the size of the array passed 2025 * monsters to the north first. However, the size of the array passed
2301 * covers all the spaces, so within that size, all the spaces within 2026 * covers all the spaces, so within that size, all the spaces within
2302 * the 3x3 area will be searched, just not in a predictable order. 2027 * the 3x3 area will be searched, just not in a predictable order.
2303 */ 2028 */
2029void
2304void get_search_arr(int *search_arr) 2030get_search_arr (int *search_arr)
2305{ 2031{
2306 int i; 2032 int i;
2307 2033
2308 for(i = 0; i < SIZEOFFREE; i++) 2034 for (i = 0; i < SIZEOFFREE; i++)
2309 {
2310 search_arr[i] = i; 2035 search_arr[i] = i;
2311 }
2312 2036
2313 permute(search_arr, 1, SIZEOFFREE1+1); 2037 permute (search_arr, 1, SIZEOFFREE1 + 1);
2314 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2038 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2315 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2039 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2316} 2040}
2317 2041
2318/* 2042/*
2319 * find_dir(map, x, y, exclude) will search some close squares in the 2043 * find_dir(map, x, y, exclude) will search some close squares in the
2320 * given map at the given coordinates for live objects. 2044 * given map at the given coordinates for live objects.
2325 * Perhaps incorrectly, but I'm making the assumption that exclude 2049 * Perhaps incorrectly, but I'm making the assumption that exclude
2326 * is actually want is going to try and move there. We need this info 2050 * is actually want is going to try and move there. We need this info
2327 * because we have to know what movement the thing looking to move 2051 * because we have to know what movement the thing looking to move
2328 * there is capable of. 2052 * there is capable of.
2329 */ 2053 */
2330 2054int
2331int find_dir(mapstruct *m, int x, int y, object *exclude) { 2055find_dir (maptile *m, int x, int y, object *exclude)
2056{
2332 int i,max=SIZEOFFREE, mflags; 2057 int i, max = SIZEOFFREE, mflags;
2058
2333 sint16 nx, ny; 2059 sint16 nx, ny;
2334 object *tmp; 2060 object *tmp;
2335 mapstruct *mp; 2061 maptile *mp;
2062
2336 MoveType blocked, move_type; 2063 MoveType blocked, move_type;
2337 2064
2338 if (exclude && exclude->head) { 2065 if (exclude && exclude->head)
2066 {
2339 exclude = exclude->head; 2067 exclude = exclude->head;
2340 move_type = exclude->move_type; 2068 move_type = exclude->move_type;
2341 } else { 2069 }
2070 else
2071 {
2342 /* If we don't have anything, presume it can use all movement types. */ 2072 /* If we don't have anything, presume it can use all movement types. */
2343 move_type=MOVE_ALL; 2073 move_type = MOVE_ALL;
2074 }
2075
2076 for (i = 1; i < max; i++)
2344 } 2077 {
2345 2078 mp = m;
2346 for(i=1;i<max;i++) {
2347 mp = m;
2348 nx = x + freearr_x[i]; 2079 nx = x + freearr_x[i];
2349 ny = y + freearr_y[i]; 2080 ny = y + freearr_y[i];
2350 2081
2351 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2082 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2083
2352 if (mflags & P_OUT_OF_MAP) { 2084 if (mflags & P_OUT_OF_MAP)
2353 max = maxfree[i]; 2085 max = maxfree[i];
2354 } else { 2086 else
2355 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2087 {
2088 mapspace &ms = mp->at (nx, ny);
2356 2089
2090 blocked = ms.move_block;
2091
2357 if ((move_type & blocked) == move_type) { 2092 if ((move_type & blocked) == move_type)
2358 max=maxfree[i]; 2093 max = maxfree[i];
2359 } else if (mflags & P_IS_ALIVE) { 2094 else if (mflags & P_IS_ALIVE)
2360 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2095 {
2361 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2096 for (tmp = ms.bot; tmp; tmp = tmp->above)
2097 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2362 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2098 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2363 break; 2099 break;
2364 } 2100
2365 } 2101 if (tmp)
2366 if(tmp) {
2367 return freedir[i]; 2102 return freedir[i];
2368 } 2103 }
2104 }
2369 } 2105 }
2370 } 2106
2371 }
2372 return 0; 2107 return 0;
2373} 2108}
2374 2109
2375/* 2110/*
2376 * distance(object 1, object 2) will return the square of the 2111 * distance(object 1, object 2) will return the square of the
2377 * distance between the two given objects. 2112 * distance between the two given objects.
2378 */ 2113 */
2379 2114int
2380int distance(const object *ob1, const object *ob2) { 2115distance (const object *ob1, const object *ob2)
2381 int i; 2116{
2382 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2117 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2383 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2384 return i;
2385} 2118}
2386 2119
2387/* 2120/*
2388 * find_dir_2(delta-x,delta-y) will return a direction in which 2121 * find_dir_2(delta-x,delta-y) will return a direction in which
2389 * an object which has subtracted the x and y coordinates of another 2122 * an object which has subtracted the x and y coordinates of another
2390 * object, needs to travel toward it. 2123 * object, needs to travel toward it.
2391 */ 2124 */
2392 2125int
2393int find_dir_2(int x, int y) { 2126find_dir_2 (int x, int y)
2127{
2394 int q; 2128 int q;
2395 2129
2396 if(y) 2130 if (y)
2397 q=x*100/y; 2131 q = x * 100 / y;
2398 else if (x) 2132 else if (x)
2399 q= -300*x; 2133 q = -300 * x;
2400 else 2134 else
2401 return 0; 2135 return 0;
2402 2136
2403 if(y>0) { 2137 if (y > 0)
2138 {
2404 if(q < -242) 2139 if (q < -242)
2405 return 3 ; 2140 return 3;
2406 if (q < -41) 2141 if (q < -41)
2407 return 2 ; 2142 return 2;
2408 if (q < 41) 2143 if (q < 41)
2409 return 1 ; 2144 return 1;
2410 if (q < 242) 2145 if (q < 242)
2411 return 8 ; 2146 return 8;
2412 return 7 ; 2147 return 7;
2413 } 2148 }
2414 2149
2415 if (q < -242) 2150 if (q < -242)
2416 return 7 ; 2151 return 7;
2417 if (q < -41) 2152 if (q < -41)
2418 return 6 ; 2153 return 6;
2419 if (q < 41) 2154 if (q < 41)
2420 return 5 ; 2155 return 5;
2421 if (q < 242) 2156 if (q < 242)
2422 return 4 ; 2157 return 4;
2423 2158
2424 return 3 ; 2159 return 3;
2425} 2160}
2426 2161
2427/* 2162/*
2428 * absdir(int): Returns a number between 1 and 8, which represent 2163 * absdir(int): Returns a number between 1 and 8, which represent
2429 * the "absolute" direction of a number (it actually takes care of 2164 * the "absolute" direction of a number (it actually takes care of
2430 * "overflow" in previous calculations of a direction). 2165 * "overflow" in previous calculations of a direction).
2431 */ 2166 */
2432 2167
2168int
2433int absdir(int d) { 2169absdir (int d)
2434 while(d<1) d+=8; 2170{
2435 while(d>8) d-=8; 2171 while (d < 1)
2172 d += 8;
2173
2174 while (d > 8)
2175 d -= 8;
2176
2436 return d; 2177 return d;
2437} 2178}
2438 2179
2439/* 2180/*
2440 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2181 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2441 * between two directions (which are expected to be absolute (see absdir()) 2182 * between two directions (which are expected to be absolute (see absdir())
2442 */ 2183 */
2443 2184
2185int
2444int dirdiff(int dir1, int dir2) { 2186dirdiff (int dir1, int dir2)
2187{
2445 int d; 2188 int d;
2189
2446 d = abs(dir1 - dir2); 2190 d = abs (dir1 - dir2);
2447 if(d>4) 2191 if (d > 4)
2448 d = 8 - d; 2192 d = 8 - d;
2193
2449 return d; 2194 return d;
2450} 2195}
2451 2196
2452/* peterm: 2197/* peterm:
2453 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2198 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2456 * This basically means that if direction is 15, then it could either go 2201 * This basically means that if direction is 15, then it could either go
2457 * direction 4, 14, or 16 to get back to where we are. 2202 * direction 4, 14, or 16 to get back to where we are.
2458 * Moved from spell_util.c to object.c with the other related direction 2203 * Moved from spell_util.c to object.c with the other related direction
2459 * functions. 2204 * functions.
2460 */ 2205 */
2461
2462int reduction_dir[SIZEOFFREE][3] = { 2206int reduction_dir[SIZEOFFREE][3] = {
2463 {0,0,0}, /* 0 */ 2207 {0, 0, 0}, /* 0 */
2464 {0,0,0}, /* 1 */ 2208 {0, 0, 0}, /* 1 */
2465 {0,0,0}, /* 2 */ 2209 {0, 0, 0}, /* 2 */
2466 {0,0,0}, /* 3 */ 2210 {0, 0, 0}, /* 3 */
2467 {0,0,0}, /* 4 */ 2211 {0, 0, 0}, /* 4 */
2468 {0,0,0}, /* 5 */ 2212 {0, 0, 0}, /* 5 */
2469 {0,0,0}, /* 6 */ 2213 {0, 0, 0}, /* 6 */
2470 {0,0,0}, /* 7 */ 2214 {0, 0, 0}, /* 7 */
2471 {0,0,0}, /* 8 */ 2215 {0, 0, 0}, /* 8 */
2472 {8,1,2}, /* 9 */ 2216 {8, 1, 2}, /* 9 */
2473 {1,2,-1}, /* 10 */ 2217 {1, 2, -1}, /* 10 */
2474 {2,10,12}, /* 11 */ 2218 {2, 10, 12}, /* 11 */
2475 {2,3,-1}, /* 12 */ 2219 {2, 3, -1}, /* 12 */
2476 {2,3,4}, /* 13 */ 2220 {2, 3, 4}, /* 13 */
2477 {3,4,-1}, /* 14 */ 2221 {3, 4, -1}, /* 14 */
2478 {4,14,16}, /* 15 */ 2222 {4, 14, 16}, /* 15 */
2479 {5,4,-1}, /* 16 */ 2223 {5, 4, -1}, /* 16 */
2480 {4,5,6}, /* 17 */ 2224 {4, 5, 6}, /* 17 */
2481 {6,5,-1}, /* 18 */ 2225 {6, 5, -1}, /* 18 */
2482 {6,20,18}, /* 19 */ 2226 {6, 20, 18}, /* 19 */
2483 {7,6,-1}, /* 20 */ 2227 {7, 6, -1}, /* 20 */
2484 {6,7,8}, /* 21 */ 2228 {6, 7, 8}, /* 21 */
2485 {7,8,-1}, /* 22 */ 2229 {7, 8, -1}, /* 22 */
2486 {8,22,24}, /* 23 */ 2230 {8, 22, 24}, /* 23 */
2487 {8,1,-1}, /* 24 */ 2231 {8, 1, -1}, /* 24 */
2488 {24,9,10}, /* 25 */ 2232 {24, 9, 10}, /* 25 */
2489 {9,10,-1}, /* 26 */ 2233 {9, 10, -1}, /* 26 */
2490 {10,11,-1}, /* 27 */ 2234 {10, 11, -1}, /* 27 */
2491 {27,11,29}, /* 28 */ 2235 {27, 11, 29}, /* 28 */
2492 {11,12,-1}, /* 29 */ 2236 {11, 12, -1}, /* 29 */
2493 {12,13,-1}, /* 30 */ 2237 {12, 13, -1}, /* 30 */
2494 {12,13,14}, /* 31 */ 2238 {12, 13, 14}, /* 31 */
2495 {13,14,-1}, /* 32 */ 2239 {13, 14, -1}, /* 32 */
2496 {14,15,-1}, /* 33 */ 2240 {14, 15, -1}, /* 33 */
2497 {33,15,35}, /* 34 */ 2241 {33, 15, 35}, /* 34 */
2498 {16,15,-1}, /* 35 */ 2242 {16, 15, -1}, /* 35 */
2499 {17,16,-1}, /* 36 */ 2243 {17, 16, -1}, /* 36 */
2500 {18,17,16}, /* 37 */ 2244 {18, 17, 16}, /* 37 */
2501 {18,17,-1}, /* 38 */ 2245 {18, 17, -1}, /* 38 */
2502 {18,19,-1}, /* 39 */ 2246 {18, 19, -1}, /* 39 */
2503 {41,19,39}, /* 40 */ 2247 {41, 19, 39}, /* 40 */
2504 {19,20,-1}, /* 41 */ 2248 {19, 20, -1}, /* 41 */
2505 {20,21,-1}, /* 42 */ 2249 {20, 21, -1}, /* 42 */
2506 {20,21,22}, /* 43 */ 2250 {20, 21, 22}, /* 43 */
2507 {21,22,-1}, /* 44 */ 2251 {21, 22, -1}, /* 44 */
2508 {23,22,-1}, /* 45 */ 2252 {23, 22, -1}, /* 45 */
2509 {45,47,23}, /* 46 */ 2253 {45, 47, 23}, /* 46 */
2510 {23,24,-1}, /* 47 */ 2254 {23, 24, -1}, /* 47 */
2511 {24,9,-1}}; /* 48 */ 2255 {24, 9, -1}
2256}; /* 48 */
2512 2257
2513/* Recursive routine to step back and see if we can 2258/* Recursive routine to step back and see if we can
2514 * find a path to that monster that we found. If not, 2259 * find a path to that monster that we found. If not,
2515 * we don't bother going toward it. Returns 1 if we 2260 * we don't bother going toward it. Returns 1 if we
2516 * can see a direct way to get it 2261 * can see a direct way to get it
2517 * Modified to be map tile aware -.MSW 2262 * Modified to be map tile aware -.MSW
2518 */ 2263 */
2519 2264int
2520
2521int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2265can_see_monsterP (maptile *m, int x, int y, int dir)
2266{
2522 sint16 dx, dy; 2267 sint16 dx, dy;
2523 int mflags; 2268 int mflags;
2524 2269
2270 if (dir < 0)
2525 if(dir<0) return 0; /* exit condition: invalid direction */ 2271 return 0; /* exit condition: invalid direction */
2526 2272
2527 dx = x + freearr_x[dir]; 2273 dx = x + freearr_x[dir];
2528 dy = y + freearr_y[dir]; 2274 dy = y + freearr_y[dir];
2529 2275
2530 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2276 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2531 2277
2532 /* This functional arguably was incorrect before - it was 2278 /* This functional arguably was incorrect before - it was
2533 * checking for P_WALL - that was basically seeing if 2279 * checking for P_WALL - that was basically seeing if
2534 * we could move to the monster - this is being more 2280 * we could move to the monster - this is being more
2535 * literal on if we can see it. To know if we can actually 2281 * literal on if we can see it. To know if we can actually
2536 * move to the monster, we'd need the monster passed in or 2282 * move to the monster, we'd need the monster passed in or
2537 * at least its move type. 2283 * at least its move type.
2538 */ 2284 */
2539 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2285 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2286 return 0;
2540 2287
2541 /* yes, can see. */ 2288 /* yes, can see. */
2542 if(dir < 9) return 1; 2289 if (dir < 9)
2290 return 1;
2291
2543 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2292 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2544 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2293 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2545 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2294 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2546} 2295}
2547 2296
2548
2549
2550/* 2297/*
2551 * can_pick(picker, item): finds out if an object is possible to be 2298 * can_pick(picker, item): finds out if an object is possible to be
2552 * picked up by the picker. Returnes 1 if it can be 2299 * picked up by the picker. Returnes 1 if it can be
2553 * picked up, otherwise 0. 2300 * picked up, otherwise 0.
2554 * 2301 *
2556 * core dumps if they do. 2303 * core dumps if they do.
2557 * 2304 *
2558 * Add a check so we can't pick up invisible objects (0.93.8) 2305 * Add a check so we can't pick up invisible objects (0.93.8)
2559 */ 2306 */
2560 2307
2308int
2561int can_pick(const object *who, const object *item) { 2309can_pick (const object *who, const object *item)
2310{
2562 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2311 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2563 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2312 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2564 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2313 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2565 (who->type==PLAYER||item->weight<who->weight/3));
2566} 2314}
2567
2568 2315
2569/* 2316/*
2570 * create clone from object to another 2317 * create clone from object to another
2571 */ 2318 */
2319object *
2572object *object_create_clone (object *asrc) { 2320object_create_clone (object *asrc)
2321{
2573 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2322 object *dst = 0, *tmp, *src, *part, *prev, *item;
2574 2323
2575 if(!asrc) return NULL; 2324 if (!asrc)
2325 return 0;
2326
2576 src = asrc; 2327 src = asrc;
2577 if(src->head) 2328 if (src->head)
2578 src = src->head; 2329 src = src->head;
2579 2330
2580 prev = NULL; 2331 prev = 0;
2581 for(part = src; part; part = part->more) { 2332 for (part = src; part; part = part->more)
2582 tmp = get_object(); 2333 {
2583 copy_object(part,tmp); 2334 tmp = part->clone ();
2584 tmp->x -= src->x; 2335 tmp->x -= src->x;
2585 tmp->y -= src->y; 2336 tmp->y -= src->y;
2337
2586 if(!part->head) { 2338 if (!part->head)
2339 {
2587 dst = tmp; 2340 dst = tmp;
2588 tmp->head = NULL; 2341 tmp->head = 0;
2342 }
2589 } else { 2343 else
2590 tmp->head = dst; 2344 tmp->head = dst;
2591 } 2345
2592 tmp->more = NULL; 2346 tmp->more = 0;
2347
2593 if(prev) 2348 if (prev)
2594 prev->more = tmp; 2349 prev->more = tmp;
2350
2595 prev = tmp; 2351 prev = tmp;
2596 } 2352 }
2597 /*** copy inventory ***/ 2353
2598 for(item = src->inv; item; item = item->below) { 2354 for (item = src->inv; item; item = item->below)
2599 (void) insert_ob_in_ob(object_create_clone(item),dst); 2355 insert_ob_in_ob (object_create_clone (item), dst);
2600 }
2601 2356
2602 return dst; 2357 return dst;
2603}
2604
2605/* return true if the object was destroyed, 0 otherwise */
2606int was_destroyed (const object *op, tag_t old_tag)
2607{
2608 /* checking for FLAG_FREED isn't necessary, but makes this function more
2609 * robust */
2610 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2611} 2358}
2612 2359
2613/* GROS - Creates an object using a string representing its content. */ 2360/* GROS - Creates an object using a string representing its content. */
2614/* Basically, we save the content of the string to a temp file, then call */ 2361/* Basically, we save the content of the string to a temp file, then call */
2615/* load_object on it. I admit it is a highly inefficient way to make things, */ 2362/* load_object on it. I admit it is a highly inefficient way to make things, */
2616/* but it was simple to make and allows reusing the load_object function. */ 2363/* but it was simple to make and allows reusing the load_object function. */
2617/* Remember not to use load_object_str in a time-critical situation. */ 2364/* Remember not to use load_object_str in a time-critical situation. */
2618/* Also remember that multiparts objects are not supported for now. */ 2365/* Also remember that multiparts objects are not supported for now. */
2619 2366object *
2620object* load_object_str(const char *obstr) 2367load_object_str (const char *obstr)
2621{ 2368{
2622 object *op; 2369 object *op;
2623 FILE *tempfile;
2624 char filename[MAX_BUF]; 2370 char filename[MAX_BUF];
2371
2625 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2372 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2373
2626 tempfile=fopen(filename,"w"); 2374 FILE *tempfile = fopen (filename, "w");
2375
2627 if (tempfile == NULL) 2376 if (tempfile == NULL)
2628 { 2377 {
2629 LOG(llevError,"Error - Unable to access load object temp file\n"); 2378 LOG (llevError, "Error - Unable to access load object temp file\n");
2630 return NULL; 2379 return NULL;
2631 }; 2380 }
2381
2632 fprintf(tempfile,obstr); 2382 fprintf (tempfile, obstr);
2633 fclose(tempfile); 2383 fclose (tempfile);
2634 2384
2635 op=get_object(); 2385 op = object::create ();
2636 2386
2637 tempfile=fopen(filename,"r"); 2387 object_thawer thawer (filename);
2638 if (tempfile == NULL) 2388
2639 { 2389 if (thawer)
2640 LOG(llevError,"Error - Unable to read object temp file\n"); 2390 load_object (thawer, op, 0);
2641 return NULL; 2391
2642 };
2643 load_object(tempfile,op,LO_NEWFILE,0);
2644 LOG(llevDebug," load str completed, object=%s\n",op->name); 2392 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2645 CLEAR_FLAG(op,FLAG_REMOVED); 2393 CLEAR_FLAG (op, FLAG_REMOVED);
2646 fclose(tempfile); 2394
2647 return op; 2395 return op;
2648} 2396}
2649 2397
2650/* This returns the first object in who's inventory that 2398/* This returns the first object in who's inventory that
2651 * has the same type and subtype match. 2399 * has the same type and subtype match.
2652 * returns NULL if no match. 2400 * returns NULL if no match.
2653 */ 2401 */
2402object *
2654object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2403find_obj_by_type_subtype (const object *who, int type, int subtype)
2655{ 2404{
2656 object *tmp;
2657
2658 for (tmp=who->inv; tmp; tmp=tmp->below) 2405 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2659 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2406 if (tmp->type == type && tmp->subtype == subtype)
2407 return tmp;
2660 2408
2661 return NULL; 2409 return 0;
2662} 2410}
2663 2411
2664/* If ob has a field named key, return the link from the list, 2412/* If ob has a field named key, return the link from the list,
2665 * otherwise return NULL. 2413 * otherwise return NULL.
2666 * 2414 *
2667 * key must be a passed in shared string - otherwise, this won't 2415 * key must be a passed in shared string - otherwise, this won't
2668 * do the desired thing. 2416 * do the desired thing.
2669 */ 2417 */
2418key_value *
2670key_value * get_ob_key_link(const object * ob, const char * key) { 2419get_ob_key_link (const object *ob, const char *key)
2671 key_value * link; 2420{
2672
2673 for (link = ob->key_values; link != NULL; link = link->next) { 2421 for (key_value *link = ob->key_values; link; link = link->next)
2674 if (link->key == key) { 2422 if (link->key == key)
2675 return link; 2423 return link;
2676 } 2424
2677 } 2425 return 0;
2678 2426}
2679 return NULL;
2680}
2681 2427
2682/* 2428/*
2683 * Returns the value of op has an extra_field for key, or NULL. 2429 * Returns the value of op has an extra_field for key, or NULL.
2684 * 2430 *
2685 * The argument doesn't need to be a shared string. 2431 * The argument doesn't need to be a shared string.
2686 * 2432 *
2687 * The returned string is shared. 2433 * The returned string is shared.
2688 */ 2434 */
2435const char *
2689const char * get_ob_key_value(const object * op, const char * const key) { 2436get_ob_key_value (const object *op, const char *const key)
2437{
2690 key_value * link; 2438 key_value *link;
2691 const char * canonical_key; 2439 shstr_cmp canonical_key (key);
2440
2441 if (!canonical_key)
2692 2442 {
2693 canonical_key = find_string(key);
2694
2695 if (canonical_key == NULL) {
2696 /* 1. There being a field named key on any object 2443 /* 1. There being a field named key on any object
2697 * implies there'd be a shared string to find. 2444 * implies there'd be a shared string to find.
2698 * 2. Since there isn't, no object has this field. 2445 * 2. Since there isn't, no object has this field.
2699 * 3. Therefore, *this* object doesn't have this field. 2446 * 3. Therefore, *this* object doesn't have this field.
2700 */ 2447 */
2701 return NULL; 2448 return 0;
2702 } 2449 }
2703 2450
2704 /* This is copied from get_ob_key_link() above - 2451 /* This is copied from get_ob_key_link() above -
2705 * only 4 lines, and saves the function call overhead. 2452 * only 4 lines, and saves the function call overhead.
2706 */ 2453 */
2707 for (link = op->key_values; link != NULL; link = link->next) { 2454 for (link = op->key_values; link; link = link->next)
2708 if (link->key == canonical_key) { 2455 if (link->key == canonical_key)
2709 return link->value; 2456 return link->value;
2710 } 2457
2711 } 2458 return 0;
2712 return NULL;
2713} 2459}
2714 2460
2715 2461
2716/* 2462/*
2717 * Updates the canonical_key in op to value. 2463 * Updates the canonical_key in op to value.
2721 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2467 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2722 * keys. 2468 * keys.
2723 * 2469 *
2724 * Returns TRUE on success. 2470 * Returns TRUE on success.
2725 */ 2471 */
2472int
2726int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) { 2473set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2474{
2727 key_value * field = NULL, *last=NULL; 2475 key_value *field = NULL, *last = NULL;
2728 2476
2729 for (field=op->key_values; field != NULL; field=field->next) { 2477 for (field = op->key_values; field != NULL; field = field->next)
2730 if (field->key != canonical_key) {
2731 last = field;
2732 continue;
2733 }
2734 2478 {
2735 if (field->value) FREE_AND_CLEAR_STR(field->value); 2479 if (field->key != canonical_key)
2736 if (value) 2480 {
2737 field->value = add_string(value); 2481 last = field;
2738 else { 2482 continue;
2483 }
2484
2485 if (value)
2486 field->value = value;
2487 else
2488 {
2739 /* Basically, if the archetype has this key set, 2489 /* Basically, if the archetype has this key set,
2740 * we need to store the null value so when we save 2490 * we need to store the null value so when we save
2741 * it, we save the empty value so that when we load, 2491 * it, we save the empty value so that when we load,
2742 * we get this value back again. 2492 * we get this value back again.
2743 */ 2493 */
2744 if (get_ob_key_link(&op->arch->clone, canonical_key)) 2494 if (get_ob_key_link (&op->arch->clone, canonical_key))
2745 field->value = NULL; 2495 field->value = 0;
2746 else { 2496 else
2747 /* Delete this link */ 2497 {
2748 if (field->key) FREE_AND_CLEAR_STR(field->key); 2498 if (last)
2749 if (field->value) FREE_AND_CLEAR_STR(field->value); 2499 last->next = field->next;
2750 if (last) last->next = field->next; 2500 else
2751 else op->key_values = field->next; 2501 op->key_values = field->next;
2752 free(field); 2502
2753 } 2503 delete field;
2754 } 2504 }
2505 }
2755 return TRUE; 2506 return TRUE;
2756 } 2507 }
2757 /* IF we get here, key doesn't exist */ 2508 /* IF we get here, key doesn't exist */
2758 2509
2759 /* No field, we'll have to add it. */ 2510 /* No field, we'll have to add it. */
2760 2511
2761 if (!add_key) { 2512 if (!add_key)
2762 return FALSE; 2513 return FALSE;
2763 } 2514
2764 /* There isn't any good reason to store a null 2515 /* There isn't any good reason to store a null
2765 * value in the key/value list. If the archetype has 2516 * value in the key/value list. If the archetype has
2766 * this key, then we should also have it, so shouldn't 2517 * this key, then we should also have it, so shouldn't
2767 * be here. If user wants to store empty strings, 2518 * be here. If user wants to store empty strings,
2768 * should pass in "" 2519 * should pass in ""
2769 */ 2520 */
2770 if (value == NULL) return TRUE; 2521 if (value == NULL)
2771
2772 field = (key_value *) malloc(sizeof(key_value));
2773
2774 field->key = add_refcount(canonical_key);
2775 field->value = add_string(value);
2776 /* Usual prepend-addition. */
2777 field->next = op->key_values;
2778 op->key_values = field;
2779
2780 return TRUE; 2522 return TRUE;
2523
2524 field = new key_value;
2525
2526 field->key = canonical_key;
2527 field->value = value;
2528 /* Usual prepend-addition. */
2529 field->next = op->key_values;
2530 op->key_values = field;
2531
2532 return TRUE;
2781} 2533}
2782 2534
2783/* 2535/*
2784 * Updates the key in op to value. 2536 * Updates the key in op to value.
2785 * 2537 *
2787 * and not add new ones. 2539 * and not add new ones.
2788 * In general, should be little reason FALSE is ever passed in for add_key 2540 * In general, should be little reason FALSE is ever passed in for add_key
2789 * 2541 *
2790 * Returns TRUE on success. 2542 * Returns TRUE on success.
2791 */ 2543 */
2544int
2792int set_ob_key_value(object * op, const char * key, const char * value, int add_key) { 2545set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2793 const char * canonical_key = NULL; 2546{
2794 int floating_ref = FALSE; 2547 shstr key_ (key);
2795 int ret; 2548
2549 return set_ob_key_value_s (op, key_, value, add_key);
2550}
2551
2552object::depth_iterator::depth_iterator (object *container)
2553: iterator_base (container)
2554{
2555 while (item->inv)
2556 item = item->inv;
2557}
2558
2559void
2560object::depth_iterator::next ()
2561{
2562 if (item->below)
2796 2563 {
2797 /* HACK This mess is to make sure set_ob_value() passes a shared string 2564 item = item->below;
2798 * to get_ob_key_link(), without leaving a leaked refcount. 2565
2799 */ 2566 while (item->inv)
2567 item = item->inv;
2800 2568 }
2801 canonical_key = find_string(key); 2569 else
2802 if (canonical_key == NULL) { 2570 item = item->env;
2803 canonical_key = add_string(key); 2571}
2804 floating_ref = TRUE; 2572
2805 } 2573
2574const char *
2575object::flag_desc (char *desc, int len) const
2576{
2577 char *p = desc;
2578 bool first = true;
2579
2580 *p = 0;
2581
2582 for (int i = 0; i < NUM_FLAGS; i++)
2806 2583 {
2807 ret = set_ob_key_value_s(op, canonical_key, value, add_key); 2584 if (len <= 10) // magic constant!
2585 {
2586 snprintf (p, len, ",...");
2587 break;
2588 }
2589
2590 if (flag [i])
2591 {
2592 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2593 len -= cnt;
2594 p += cnt;
2595 first = false;
2596 }
2808 2597 }
2809 if (floating_ref) { 2598
2810 free_string(canonical_key);
2811 }
2812
2813 return ret; 2599 return desc;
2814} 2600}
2601
2602// return a suitable string describing an object in enough detail to find it
2603const char *
2604object::debug_desc (char *info) const
2605{
2606 char flagdesc[512];
2607 char info2[256 * 4];
2608 char *p = info;
2609
2610 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2611 count, uuid.seq,
2612 &name,
2613 title ? "\",title:" : "",
2614 title ? (const char *)title : "",
2615 flag_desc (flagdesc, 512), type);
2616
2617 if (env)
2618 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2619
2620 if (map)
2621 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2622
2623 return info;
2624}
2625
2626const char *
2627object::debug_desc () const
2628{
2629 static char info[256 * 4];
2630 return debug_desc (info);
2631}
2632

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