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Comparing deliantra/server/common/object.C (file contents):
Revision 1.10 by root, Thu Aug 31 17:54:14 2006 UTC vs.
Revision 1.63 by root, Tue Dec 12 20:53:02 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.10 2006/08/31 17:54:14 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
42#ifdef MEMORY_DEBUG 34
43int nroffreeobjects = 0;
44int nrofallocobjects = 0; 35int nrofallocobjects = 0;
45#undef OBJ_EXPAND 36static UUID uuid;
46#define OBJ_EXPAND 1 37const uint64 UUID_SKIP = 1<<19;
47#else
48object objarray[STARTMAX]; /* All objects, allocated this way at first */
49int nroffreeobjects = STARTMAX; /* How many OBs allocated and free (free) */
50int nrofallocobjects = STARTMAX; /* How many OBs allocated (free + used) */
51#endif
52 38
53object *objects; /* Pointer to the list of used objects */
54object *free_objects; /* Pointer to the list of unused objects */
55object *active_objects; /* List of active objects that need to be processed */ 39object *active_objects; /* List of active objects that need to be processed */
56 40
57short freearr_x[SIZEOFFREE]= 41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
58 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
59 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
60short freearr_y[SIZEOFFREE]= 43};
61 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
62 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 45 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
63int maxfree[SIZEOFFREE]= 46};
64 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 47int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
65 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 48 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
49};
66int freedir[SIZEOFFREE]= { 50int freedir[SIZEOFFREE] = {
67 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 51 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
68 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 52 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
53};
69 54
55static void
56write_uuid (void)
57{
58 char filename1[MAX_BUF], filename2[MAX_BUF];
59
60 sprintf (filename1, "%s/uuid", settings.localdir);
61 sprintf (filename2, "%s/uuid~", settings.localdir);
62
63 FILE *fp;
64
65 if (!(fp = fopen (filename2, "w")))
66 {
67 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
68 return;
69 }
70
71 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
72 fclose (fp);
73 rename (filename2, filename1);
74}
75
76static void
77read_uuid (void)
78{
79 char filename[MAX_BUF];
80
81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 FILE *fp;
84
85 if (!(fp = fopen (filename, "r")))
86 {
87 if (errno == ENOENT)
88 {
89 LOG (llevInfo, "RESET uid to 1\n");
90 uuid.seq = 0;
91 write_uuid ();
92 return;
93 }
94
95 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
96 _exit (1);
97 }
98
99 int version;
100 unsigned long long uid;
101 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
102 {
103 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
104 _exit (1);
105 }
106
107 uuid.seq = uid;
108 write_uuid ();
109 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
110 fclose (fp);
111}
112
113UUID
114gen_uuid ()
115{
116 UUID uid;
117
118 uid.seq = ++uuid.seq;
119
120 if (!(uuid.seq & (UUID_SKIP - 1)))
121 write_uuid ();
122
123 return uid;
124}
125
126void
127init_uuid ()
128{
129 read_uuid ();
130}
70 131
71/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 132/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
133static int
72static int compare_ob_value_lists_one(const object * wants, const object * has) { 134compare_ob_value_lists_one (const object *wants, const object *has)
135{
73 key_value * wants_field; 136 key_value *wants_field;
74 137
75 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 138 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
76 * objects with lists are rare, and lists stay short. If not, use a 139 * objects with lists are rare, and lists stay short. If not, use a
77 * different structure or at least keep the lists sorted... 140 * different structure or at least keep the lists sorted...
78 */ 141 */
79 142
80 /* For each field in wants, */ 143 /* For each field in wants, */
81 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
145 {
82 key_value * has_field; 146 key_value *has_field;
83 147
84 /* Look for a field in has with the same key. */ 148 /* Look for a field in has with the same key. */
85 has_field = get_ob_key_link(has, wants_field->key); 149 has_field = get_ob_key_link (has, wants_field->key);
150
151 if (has_field == NULL)
86 152 {
87 if (has_field == NULL) {
88 /* No field with that name. */ 153 /* No field with that name. */
89 return FALSE; 154 return FALSE;
90 }
91 155 }
156
92 /* Found the matching field. */ 157 /* Found the matching field. */
93 if (has_field->value != wants_field->value) { 158 if (has_field->value != wants_field->value)
159 {
94 /* Values don't match, so this half of the comparison is false. */ 160 /* Values don't match, so this half of the comparison is false. */
95 return FALSE; 161 return FALSE;
96 } 162 }
97 163
98 /* If we get here, we found a match. Now for the next field in wants. */ 164 /* If we get here, we found a match. Now for the next field in wants. */
99 }
100 165 }
166
101 /* If we get here, every field in wants has a matching field in has. */ 167 /* If we get here, every field in wants has a matching field in has. */
102 return TRUE; 168 return TRUE;
103} 169}
104 170
105/* Returns TRUE if ob1 has the same key_values as ob2. */ 171/* Returns TRUE if ob1 has the same key_values as ob2. */
172static int
106static int compare_ob_value_lists(const object * ob1, const object * ob2) { 173compare_ob_value_lists (const object *ob1, const object *ob2)
174{
107 /* However, there may be fields in has which aren't partnered in wants, 175 /* However, there may be fields in has which aren't partnered in wants,
108 * so we need to run the comparison *twice*. :( 176 * so we need to run the comparison *twice*. :(
109 */ 177 */
110 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 178 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
111} 179}
112 180
113/* Function examines the 2 objects given to it, and returns true if 181/* Function examines the 2 objects given to it, and returns true if
114 * they can be merged together. 182 * they can be merged together.
115 * 183 *
121 * 189 *
122 * Improvements made with merge: Better checking on potion, and also 190 * Improvements made with merge: Better checking on potion, and also
123 * check weight 191 * check weight
124 */ 192 */
125 193
126int CAN_MERGE(object *ob1, object *ob2) { 194bool object::can_merge (object *ob1, object *ob2)
127 195{
128 /* A couple quicksanity checks */ 196 /* A couple quicksanity checks */
129 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 197 if ((ob1 == ob2) || (ob1->type != ob2->type))
198 return 0;
130 199
131 if (ob1->speed != ob2->speed) return 0; 200 if (ob1->speed != ob2->speed)
132 /* Note sure why the following is the case - either the object has to 201 return 0;
133 * be animated or have a very low speed. Is this an attempted monster 202
134 * check? 203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof).
135 */ 206 */
136 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED) 207 if (ob1->nrof + ob2->nrof >= 1UL << 31)
208 return 0;
209
210 /* If the objects have been identified, set the BEEN_APPLIED flag.
211 * This is to the comparison of the flags below will be OK. We
212 * just can't ignore the been applied or identified flags, as they
213 * are not equal - just if it has been identified, the been_applied
214 * flags lose any meaning.
215 */
216 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221
222
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) ||
233 (ob1->title != ob2->title) ||
234 (ob1->msg != ob2->msg) ||
235 (ob1->weight != ob2->weight) ||
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
238 (ob1->attacktype != ob2->attacktype) ||
239 (ob1->magic != ob2->magic) ||
240 (ob1->slaying != ob2->slaying) ||
241 (ob1->skill != ob2->skill) ||
242 (ob1->value != ob2->value) ||
243 (ob1->animation_id != ob2->animation_id) ||
244 (ob1->client_type != ob2->client_type) ||
245 (ob1->materialname != ob2->materialname) ||
246 (ob1->lore != ob2->lore) ||
247 (ob1->subtype != ob2->subtype) ||
248 (ob1->move_type != ob2->move_type) ||
249 (ob1->move_block != ob2->move_block) ||
250 (ob1->move_allow != ob2->move_allow) ||
251 (ob1->move_on != ob2->move_on) ||
252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty))
253 return 0;
254
255 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory.
257 */
258 if (ob1->inv || ob2->inv)
259 {
260 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
137 return 0; 262 return 0;
138 263
139 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 264 /* Now check to see if the two inventory objects could merge */
140 * value could not be stored in a sint32 (which unfortunately sometimes is 265 if (!CAN_MERGE (ob1->inv, ob2->inv))
141 * used to store nrof).
142 */
143 if (ob1->nrof+ob2->nrof >= 1UL<<31)
144 return 0; 266 return 0;
145 267
146 /* This is really a spellbook check - really, we should
147 * check all objects in the inventory.
148 */
149 if (ob1->inv || ob2->inv) {
150 /* if one object has inventory but the other doesn't, not equiv */
151 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
152
153 /* Now check to see if the two inventory objects could merge */
154 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
155
156 /* inventory ok - still need to check rest of this object to see 268 /* inventory ok - still need to check rest of this object to see
157 * if it is valid. 269 * if it is valid.
158 */ 270 */
159 } 271 }
160 272
161 /* If the objects have been identified, set the BEEN_APPLIED flag.
162 * This is to the comparison of the flags below will be OK. We
163 * just can't ignore the been applied or identified flags, as they
164 * are not equal - just if it has been identified, the been_applied
165 * flags lose any meaning.
166 */
167 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED))
168 SET_FLAG(ob1, FLAG_BEEN_APPLIED);
169
170 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
171 SET_FLAG(ob2, FLAG_BEEN_APPLIED);
172
173
174 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
175 * being locked in inventory should prevent merging.
176 * 0x4 in flags3 is CLIENT_SENT
177 */
178 if ((ob1->arch != ob2->arch) ||
179 (ob1->flags[0] != ob2->flags[0]) ||
180 (ob1->flags[1] != ob2->flags[1]) ||
181 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
182 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
183 (ob1->name != ob2->name) ||
184 (ob1->title != ob2->title) ||
185 (ob1->msg != ob2->msg) ||
186 (ob1->weight != ob2->weight) ||
187 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) ||
188 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
189 (ob1->attacktype != ob2->attacktype) ||
190 (ob1->magic != ob2->magic) ||
191 (ob1->slaying != ob2->slaying) ||
192 (ob1->skill != ob2->skill) ||
193 (ob1->value != ob2->value) ||
194 (ob1->animation_id != ob2->animation_id) ||
195 (ob1->client_type != ob2->client_type) ||
196 (ob1->materialname != ob2->materialname) ||
197 (ob1->lore != ob2->lore) ||
198 (ob1->subtype != ob2->subtype) ||
199 (ob1->move_type != ob2->move_type) ||
200 (ob1->move_block != ob2->move_block) ||
201 (ob1->move_allow != ob2->move_allow) ||
202 (ob1->move_on != ob2->move_on) ||
203 (ob1->move_off != ob2->move_off) ||
204 (ob1->move_slow != ob2->move_slow) ||
205 (ob1->move_slow_penalty != ob2->move_slow_penalty)
206 )
207 return 0;
208
209 /* Don't merge objects that are applied. With the new 'body' code, 273 /* Don't merge objects that are applied. With the new 'body' code,
210 * it is possible for most any character to have more than one of 274 * it is possible for most any character to have more than one of
211 * some items equipped, and we don't want those to merge. 275 * some items equipped, and we don't want those to merge.
212 */ 276 */
213 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 277 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
278 return 0;
279
280 /* Note sure why the following is the case - either the object has to
281 * be animated or have a very low speed. Is this an attempted monster
282 * check?
283 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
285 return 0;
286
287 switch (ob1->type)
288 {
289 case SCROLL:
290 if (ob1->level != ob2->level)
291 return 0;
292 break;
293 }
294
295 if (ob1->key_values != NULL || ob2->key_values != NULL)
296 {
297 /* At least one of these has key_values. */
298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
299 /* One has fields, but the other one doesn't. */
214 return 0; 300 return 0;
215
216 switch (ob1->type) {
217 case SCROLL:
218 if (ob1->level != ob2->level) return 0;
219 break;
220
221 }
222 if (ob1->key_values != NULL || ob2->key_values != NULL) {
223 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) {
225 /* One has fields, but the other one doesn't. */
226 return 0;
227 } else if (!compare_ob_value_lists(ob1, ob2)) { 301 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 302 return 0;
229 } 303 }
304
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self)
230 } 307 {
308 ob1->optimise ();
309 ob2->optimise ();
231 310
311 if (ob1->self || ob2->self)
312 return 0;
313 }
314
232 /* Everything passes, must be OK. */ 315 /* Everything passes, must be OK. */
233 return 1; 316 return 1;
234} 317}
235 318
236/* 319/*
237 * sum_weight() is a recursive function which calculates the weight 320 * sum_weight() is a recursive function which calculates the weight
238 * an object is carrying. It goes through in figures out how much 321 * an object is carrying. It goes through in figures out how much
239 * containers are carrying, and sums it up. 322 * containers are carrying, and sums it up.
240 */ 323 */
241signed long sum_weight(object *op) { 324long
325sum_weight (object *op)
326{
242 signed long sum; 327 long sum;
243 object *inv; 328 object *inv;
329
244 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
331 {
245 if (inv->inv) 332 if (inv->inv)
246 sum_weight(inv); 333 sum_weight (inv);
247 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
248 } 335 }
336
249 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
250 sum = (sum * (100 - op->stats.Str))/100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
339
251 if(op->carrying != sum) 340 if (op->carrying != sum)
252 op->carrying = sum; 341 op->carrying = sum;
342
253 return sum; 343 return sum;
254} 344}
255 345
256/** 346/**
257 * Return the outermost environment object for a given object. 347 * Return the outermost environment object for a given object.
258 */ 348 */
259 349
350object *
260object *object_get_env_recursive (object *op) { 351object_get_env_recursive (object *op)
352{
261 while (op->env != NULL) 353 while (op->env != NULL)
262 op = op->env; 354 op = op->env;
263 return op; 355 return op;
264} 356}
265 357
266/* 358/*
267 * Eneq(@csd.uu.se): Since we can have items buried in a character we need 359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
268 * a better check. We basically keeping traversing up until we can't 360 * a better check. We basically keeping traversing up until we can't
269 * or find a player. 361 * or find a player.
270 */ 362 */
271 363
364object *
272object *is_player_inv (object *op) { 365is_player_inv (object *op)
366{
273 for (;op!=NULL&&op->type!=PLAYER; op=op->env) 367 for (; op != NULL && op->type != PLAYER; op = op->env)
274 if (op->env==op) 368 if (op->env == op)
275 op->env = NULL; 369 op->env = NULL;
276 return op; 370 return op;
277} 371}
278 372
279/* 373/*
280 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
281 * Some error messages. 375 * Some error messages.
282 * The result of the dump is stored in the static global errmsg array. 376 * The result of the dump is stored in the static global errmsg array.
283 */ 377 */
284 378
285void dump_object2(object *op) { 379char *
286errmsg[0] = 0;
287return;
288 //TODO//D#d#
289#if 0
290 char *cp;
291/* object *tmp;*/
292
293 if(op->arch!=NULL) {
294 strcat(errmsg,"arch ");
295 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
296 strcat(errmsg,"\n");
297 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
298 strcat(errmsg,cp);
299#if 0
300 /* Don't dump player diffs - they are too long, mostly meaningless, and
301 * will overflow the buffer.
302 * Changed so that we don't dump inventory either. This may
303 * also overflow the buffer.
304 */
305 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
306 strcat(errmsg,cp);
307 for (tmp=op->inv; tmp; tmp=tmp->below)
308 dump_object2(tmp);
309#endif
310 strcat(errmsg,"end\n");
311 } else {
312 strcat(errmsg,"Object ");
313 if (op->name==NULL) strcat(errmsg, "(null)");
314 else strcat(errmsg,op->name);
315 strcat(errmsg,"\n");
316#if 0
317 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
318 strcat(errmsg,cp);
319 for (tmp=op->inv; tmp; tmp=tmp->below)
320 dump_object2(tmp);
321#endif
322 strcat(errmsg,"end\n");
323 }
324#endif
325}
326
327/*
328 * Dumps an object. Returns output in the static global errmsg array.
329 */
330
331void dump_object(object *op) { 380dump_object (object *op)
332 if(op==NULL) { 381{
333 strcpy(errmsg,"[NULL pointer]"); 382 if (!op)
334 return; 383 return strdup ("[NULLOBJ]");
335 }
336 errmsg[0]='\0';
337 dump_object2(op);
338}
339 384
340void dump_all_objects(void) { 385 object_freezer freezer;
341 object *op; 386 save_object (freezer, op, 3);
342 for(op=objects;op!=NULL;op=op->next) { 387 return freezer.as_string ();
343 dump_object(op);
344 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
345 }
346} 388}
347 389
348/* 390/*
349 * get_nearest_part(multi-object, object 2) returns the part of the 391 * get_nearest_part(multi-object, object 2) returns the part of the
350 * multi-object 1 which is closest to the second object. 392 * multi-object 1 which is closest to the second object.
351 * If it's not a multi-object, it is returned. 393 * If it's not a multi-object, it is returned.
352 */ 394 */
353 395
396object *
354object *get_nearest_part(object *op, const object *pl) { 397get_nearest_part (object *op, const object *pl)
398{
355 object *tmp,*closest; 399 object *tmp, *closest;
356 int last_dist,i; 400 int last_dist, i;
401
357 if(op->more==NULL) 402 if (op->more == NULL)
358 return op; 403 return op;
359 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 404 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
360 if((i=distance(tmp,pl))<last_dist) 405 if ((i = distance (tmp, pl)) < last_dist)
361 closest=tmp,last_dist=i; 406 closest = tmp, last_dist = i;
362 return closest; 407 return closest;
363} 408}
364 409
365/* 410/*
366 * Returns the object which has the count-variable equal to the argument. 411 * Returns the object which has the count-variable equal to the argument.
367 */ 412 */
368 413
414object *
369object *find_object(tag_t i) { 415find_object (tag_t i)
370 object *op; 416{
371 for(op=objects;op!=NULL;op=op->next) 417 for (object *op = object::first; op; op = op->next)
372 if(op->count==i) 418 if (op->count == i)
373 break; 419 return op;
420
374 return op; 421 return 0;
375} 422}
376 423
377/* 424/*
378 * Returns the first object which has a name equal to the argument. 425 * Returns the first object which has a name equal to the argument.
379 * Used only by the patch command, but not all that useful. 426 * Used only by the patch command, but not all that useful.
380 * Enables features like "patch <name-of-other-player> food 999" 427 * Enables features like "patch <name-of-other-player> food 999"
381 */ 428 */
382 429
430object *
383object *find_object_name(const char *str) { 431find_object_name (const char *str)
384 const char *name=add_string(str); 432{
433 shstr_cmp str_ (str);
385 object *op; 434 object *op;
435
386 for(op=objects;op!=NULL;op=op->next) 436 for (op = object::first; op != NULL; op = op->next)
387 if(op->name==name) 437 if (op->name == str_)
388 break; 438 break;
389 free_string(name); 439
390 return op; 440 return op;
391} 441}
392 442
443void
393void free_all_object_data(void) { 444free_all_object_data ()
394#ifdef MEMORY_DEBUG
395 object *op, *next;
396
397 for (op=free_objects; op!=NULL; ) {
398 next=op->next;
399 free(op);
400 nrofallocobjects--;
401 nroffreeobjects--;
402 op=next;
403 }
404#endif
405 LOG(llevDebug,"%d allocated objects, %d free objects, STARMAX=%d\n",
406 nrofallocobjects, nroffreeobjects,STARTMAX);
407}
408
409/*
410 * Returns the object which this object marks as being the owner.
411 * A id-scheme is used to avoid pointing to objects which have been
412 * freed and are now reused. If this is detected, the owner is
413 * set to NULL, and NULL is returned.
414 * Changed 2004-02-12 - if the player is setting at the play again
415 * prompt, he is removed, and we don't want to treat him as an owner of
416 * anything, so check removed flag. I don't expect that this should break
417 * anything - once an object is removed, it is basically dead anyways.
418 */
419
420object *get_owner(object *op) {
421 if(op->owner==NULL)
422 return NULL;
423
424 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
425 op->owner->count==op->ownercount)
426 return op->owner;
427
428 op->owner=NULL;
429 op->ownercount=0;
430 return NULL;
431}
432
433void clear_owner(object *op)
434{ 445{
435 if (!op) return; 446 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
436
437 if (op->owner && op->ownercount == op->owner->count)
438 op->owner->refcount--;
439
440 op->owner = NULL;
441 op->ownercount = 0;
442} 447}
443
444
445 448
446/* 449/*
447 * Sets the owner and sets the skill and exp pointers to owner's current 450 * Sets the owner and sets the skill and exp pointers to owner's current
448 * skill and experience objects. 451 * skill and experience objects.
449 */ 452 */
450void set_owner (object *op, object *owner) 453void
454object::set_owner (object *owner)
451{ 455{
452 if(owner==NULL||op==NULL) 456 if (!owner)
453 return; 457 return;
454 458
455 /* next line added to allow objects which own objects */ 459 /* next line added to allow objects which own objects */
456 /* Add a check for ownercounts in here, as I got into an endless loop 460 /* Add a check for ownercounts in here, as I got into an endless loop
457 * with the fireball owning a poison cloud which then owned the 461 * with the fireball owning a poison cloud which then owned the
458 * fireball. I believe that was caused by one of the objects getting 462 * fireball. I believe that was caused by one of the objects getting
459 * freed and then another object replacing it. Since the ownercounts 463 * freed and then another object replacing it. Since the ownercounts
460 * didn't match, this check is valid and I believe that cause is valid. 464 * didn't match, this check is valid and I believe that cause is valid.
461 */ 465 */
462 while (owner->owner && owner!=owner->owner && 466 while (owner->owner)
463 owner->ownercount==owner->owner->count) owner=owner->owner; 467 owner = owner->owner;
464 468
465 /* IF the owner still has an owner, we did not resolve to a final owner.
466 * so lets not add to that.
467 */
468 if (owner->owner) return;
469
470 op->owner=owner; 469 this->owner = owner;
471
472 op->ownercount=owner->count;
473 owner->refcount++;
474
475}
476
477/* Set the owner to clone's current owner and set the skill and experience
478 * objects to clone's objects (typically those objects that where the owner's
479 * current skill and experience objects at the time when clone's owner was
480 * set - not the owner's current skill and experience objects).
481 *
482 * Use this function if player created an object (e.g. fire bullet, swarm
483 * spell), and this object creates further objects whose kills should be
484 * accounted for the player's original skill, even if player has changed
485 * skills meanwhile.
486 */
487void copy_owner (object *op, object *clone)
488{
489 object *owner = get_owner (clone);
490 if (owner == NULL) {
491 /* players don't have owners - they own themselves. Update
492 * as appropriate.
493 */
494 if (clone->type == PLAYER) owner=clone;
495 else return;
496 }
497 set_owner(op, owner);
498
499}
500
501/*
502 * Resets vital variables in an object
503 */
504
505void reset_object(object *op) {
506
507 op->name = NULL;
508 op->name_pl = NULL;
509 op->title = NULL;
510 op->race = NULL;
511 op->slaying = NULL;
512 op->skill = NULL;
513 op->msg = NULL;
514 op->materialname = NULL;
515 op->lore = NULL;
516 clear_object(op);
517} 470}
518 471
519/* Zero the key_values on op, decrementing the shared-string 472/* Zero the key_values on op, decrementing the shared-string
520 * refcounts and freeing the links. 473 * refcounts and freeing the links.
521 */ 474 */
475static void
522static void free_key_values(object * op) { 476free_key_values (object *op)
523 key_value * i; 477{
524 key_value * next = NULL; 478 for (key_value *i = op->key_values; i != 0;)
525 479 {
526 if (op->key_values == NULL) return; 480 key_value *next = i->next;
481 delete i;
482
483 i = next;
527 484 }
528 for (i = op->key_values; i != NULL; i = next) { 485
529 /* Store next *first*. */
530 next = i->next;
531
532 if (i->key) FREE_AND_CLEAR_STR(i->key);
533 if (i->value) FREE_AND_CLEAR_STR(i->value);
534 i->next = NULL;
535 free(i);
536 }
537
538 op->key_values = NULL; 486 op->key_values = 0;
539} 487}
540 488
489void object::clear ()
490{
491 attachable_base::clear ();
541 492
542/*
543 * clear_object() frees everything allocated by an object, and also
544 * clears all variables and flags to default settings.
545 */
546
547void clear_object(object *op) {
548 op->clear ();
549
550 event *evt;
551 event *evt2;
552
553 /* redo this to be simpler/more efficient. Was also seeing
554 * crashes in the old code. Move this to the top - am
555 * seeing periodic crashes in this code, and would like to have
556 * as much info available as possible (eg, object name).
557 */
558 for (evt = op->events; evt; evt=evt2) {
559 evt2 = evt->next;
560
561 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
562 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
563 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
564
565 free(evt);
566 }
567 op->events = NULL;
568
569 free_key_values(op); 493 free_key_values (this);
570 494
571 /* the memset will clear all these values for us, but we need 495 owner = 0;
572 * to reduce the refcount on them. 496 name = 0;
573 */ 497 name_pl = 0;
574 if (op->name!=NULL) FREE_AND_CLEAR_STR(op->name); 498 title = 0;
575 if (op->name_pl!=NULL) FREE_AND_CLEAR_STR(op->name_pl); 499 race = 0;
576 if (op->title != NULL) FREE_AND_CLEAR_STR(op->title); 500 slaying = 0;
577 if (op->race!=NULL) FREE_AND_CLEAR_STR(op->race); 501 skill = 0;
578 if (op->slaying!=NULL) FREE_AND_CLEAR_STR(op->slaying); 502 msg = 0;
579 if (op->skill!=NULL) FREE_AND_CLEAR_STR(op->skill); 503 lore = 0;
580 if (op->msg!=NULL) FREE_AND_CLEAR_STR(op->msg); 504 custom_name = 0;
581 if (op->lore!=NULL) FREE_AND_CLEAR_STR(op->lore); 505 materialname = 0;
582 if (op->materialname!= NULL) FREE_AND_CLEAR_STR(op->materialname); 506 contr = 0;
507 below = 0;
508 above = 0;
509 inv = 0;
510 container = 0;
511 env = 0;
512 more = 0;
513 head = 0;
514 map = 0;
515 active_next = 0;
516 active_prev = 0;
583 517
518 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
584 519
585 memset((void*)op, 0, sizeof (object_special));
586 /* Below here, we clear things that are not done by the memset,
587 * or set default values that are not zero.
588 */
589 /* This is more or less true */
590 SET_FLAG(op, FLAG_REMOVED); 520 SET_FLAG (this, FLAG_REMOVED);
591 521
592
593 op->contr = NULL;
594 op->below=NULL;
595 op->above=NULL;
596 op->inv=NULL;
597 op->events=NULL;
598 op->container=NULL;
599 op->env=NULL;
600 op->more=NULL;
601 op->head=NULL;
602 op->map=NULL;
603 op->refcount=0;
604 op->active_next = NULL;
605 op->active_prev = NULL;
606 /* What is not cleared is next, prev, and count */ 522 /* What is not cleared is next, prev, and count */
607 523
608 op->expmul=1.0; 524 expmul = 1.0;
609 op->face = blank_face; 525 face = blank_face;
610 op->attacked_by_count = (tag_t) -1; 526
611 if (settings.casting_time) 527 if (settings.casting_time)
612 op->casting_time = -1; 528 casting_time = -1;
529}
613 530
531void object::clone (object *destination)
532{
533 *(object_copy *)destination = *this;
534 *(object_pod *)destination = *this;
535
536 if (self || cb)
537 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
614} 538}
615 539
616/* 540/*
617 * copy object first frees everything allocated by the second object, 541 * copy object first frees everything allocated by the second object,
618 * and then copies the contends of the first object into the second 542 * and then copies the contends of the first object into the second
619 * object, allocating what needs to be allocated. Basically, any 543 * object, allocating what needs to be allocated. Basically, any
620 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 544 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
621 * if the first object is freed, the pointers in the new object 545 * if the first object is freed, the pointers in the new object
622 * will point at garbage. 546 * will point at garbage.
623 */ 547 */
624 548void
625void copy_object(object *op2, object *op) { 549copy_object (object *op2, object *op)
626 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED); 550{
627 event *evt, *evt2, *evt_new; 551 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
552 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
628 553
629 op->clear ();
630
631 /* Decrement the refcounts, but don't bother zeroing the fields;
632 they'll be overwritten by memcpy. */
633 if(op->name!=NULL) free_string(op->name);
634 if(op->name_pl!=NULL) free_string(op->name_pl);
635 if(op->title!=NULL) free_string(op->title);
636 if(op->race!=NULL) free_string(op->race);
637 if(op->slaying!=NULL) free_string(op->slaying);
638 if(op->skill!=NULL) free_string(op->skill);
639 if(op->msg!=NULL) free_string(op->msg);
640 if(op->lore!=NULL) free_string(op->lore);
641 if(op->materialname != NULL) free_string(op->materialname);
642 if(op->custom_name != NULL) free_string(op->custom_name);
643
644 /* Basically, same code as from clear_object() */
645 for (evt = op->events; evt; evt=evt2) {
646 evt2 = evt->next;
647
648 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
649 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
650 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
651
652 free(evt);
653 }
654 op->events = NULL;
655
656 free_key_values(op);
657
658 *(object_special *)op = *(object_special *)op2;
659 op2->clone (op); 554 op2->clone (op);
660 555
661 if(is_freed) SET_FLAG(op,FLAG_FREED); 556 if (is_freed)
662 if(is_removed) SET_FLAG(op,FLAG_REMOVED); 557 SET_FLAG (op, FLAG_FREED);
663 if(op->name!=NULL) add_refcount(op->name);
664 if(op->name_pl!=NULL) add_refcount(op->name_pl);
665 if(op->title!=NULL) add_refcount(op->title);
666 if(op->race!=NULL) add_refcount(op->race);
667 if(op->slaying!=NULL) add_refcount(op->slaying);
668 if(op->skill!=NULL) add_refcount(op->skill);
669 if(op->lore!=NULL) add_refcount(op->lore);
670 if(op->msg!=NULL) add_refcount(op->msg);
671 if(op->custom_name!=NULL) add_refcount(op->custom_name);
672 if (op->materialname != NULL) add_refcount(op->materialname);
673 558
674 if((op2->speed<0) && !editor) 559 if (is_removed)
560 SET_FLAG (op, FLAG_REMOVED);
561
562 if (op2->speed < 0)
675 op->speed_left=op2->speed_left-RANDOM()%200/100.0; 563 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
676 564
677 /* Copy over event information */
678 evt2 = NULL;
679 for (evt = op2->events; evt; evt=evt->next) {
680 evt_new = (event *) malloc(sizeof(event));
681 memcpy(evt_new, evt, sizeof(event));
682 if (evt_new->hook) add_refcount(evt_new->hook);
683 if (evt_new->plugin) add_refcount(evt_new->plugin);
684 if (evt_new->options) add_refcount(evt_new->options);
685 evt_new->next = NULL;
686
687 /* Try to be a little clever here, and store away the
688 * last event we copied, so that its simpler to update the
689 * pointer.
690 */
691 if (evt2)
692 evt2->next = evt_new;
693 else
694 op->events = evt_new;
695
696 evt2 = evt_new;
697 }
698 /* Copy over key_values, if any. */ 565 /* Copy over key_values, if any. */
699 if (op2->key_values != NULL) { 566 if (op2->key_values)
567 {
700 key_value * tail = NULL; 568 key_value *tail = 0;
701 key_value * i; 569 key_value *i;
702 570
703 op->key_values = NULL; 571 op->key_values = 0;
704 572
705 for (i = op2->key_values; i != NULL; i = i->next) { 573 for (i = op2->key_values; i; i = i->next)
706 key_value * new_link = (key_value *) malloc(sizeof(key_value)); 574 {
575 key_value *new_link = new key_value;
707 576
708 new_link->next = NULL; 577 new_link->next = 0;
709 new_link->key = add_refcount(i->key); 578 new_link->key = i->key;
710 if (i->value)
711 new_link->value = add_refcount(i->value); 579 new_link->value = i->value;
712 else
713 new_link->value = NULL;
714 580
715 /* Try and be clever here, too. */ 581 /* Try and be clever here, too. */
716 if (op->key_values == NULL) { 582 if (!op->key_values)
583 {
717 op->key_values = new_link; 584 op->key_values = new_link;
718 tail = new_link; 585 tail = new_link;
719 } else {
720 tail->next = new_link;
721 tail = new_link;
722 } 586 }
587 else
588 {
589 tail->next = new_link;
590 tail = new_link;
723 } 591 }
592 }
724 } 593 }
725 594
726 update_ob_speed(op); 595 update_ob_speed (op);
727}
728
729/*
730 * expand_objects() allocates more objects for the list of unused objects.
731 * It is called from get_object() if the unused list is empty.
732 */
733
734void expand_objects(void) {
735 int i;
736 object *obj;
737 obj = (object *) CALLOC(OBJ_EXPAND,sizeof(object));
738
739 if(obj==NULL)
740 fatal(OUT_OF_MEMORY);
741 free_objects=obj;
742 obj[0].prev=NULL;
743 obj[0].next= &obj[1],
744 SET_FLAG(&(obj[0]), FLAG_REMOVED);
745 SET_FLAG(&(obj[0]), FLAG_FREED);
746
747 for(i=1;i<OBJ_EXPAND-1;i++) {
748 obj[i].next= &obj[i+1],
749 obj[i].prev= &obj[i-1],
750 SET_FLAG(&(obj[i]), FLAG_REMOVED);
751 SET_FLAG(&(obj[i]), FLAG_FREED);
752 }
753 obj[OBJ_EXPAND-1].prev= &obj[OBJ_EXPAND-2],
754 obj[OBJ_EXPAND-1].next=NULL,
755 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_REMOVED);
756 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_FREED);
757
758 nrofallocobjects += OBJ_EXPAND;
759 nroffreeobjects += OBJ_EXPAND;
760}
761
762/*
763 * get_object() grabs an object from the list of unused objects, makes
764 * sure it is initialised, and returns it.
765 * If there are no free objects, expand_objects() is called to get more.
766 */
767
768object *get_object(void) {
769 object *op;
770
771 if(free_objects==NULL) {
772 expand_objects();
773 }
774 op=free_objects;
775#ifdef MEMORY_DEBUG
776 /* The idea is hopefully by doing a realloc, the memory
777 * debugging program will now use the current stack trace to
778 * report leaks.
779 */
780 op = realloc(op, sizeof(object));
781 SET_FLAG(op, FLAG_REMOVED);
782 SET_FLAG(op, FLAG_FREED);
783#endif
784
785 if(!QUERY_FLAG(op,FLAG_FREED)) {
786 LOG(llevError,"Fatal: Getting busy object.\n");
787 }
788 free_objects=op->next;
789 if(free_objects!=NULL)
790 free_objects->prev=NULL;
791 op->count= ++ob_count;
792 op->name=NULL;
793 op->name_pl=NULL;
794 op->title=NULL;
795 op->race=NULL;
796 op->slaying=NULL;
797 op->skill = NULL;
798 op->lore=NULL;
799 op->msg=NULL;
800 op->materialname=NULL;
801 op->next=objects;
802 op->prev=NULL;
803 op->active_next = NULL;
804 op->active_prev = NULL;
805 if(objects!=NULL)
806 objects->prev=op;
807 objects=op;
808 clear_object(op);
809 SET_FLAG(op,FLAG_REMOVED);
810 nroffreeobjects--;
811 return op;
812} 596}
813 597
814/* 598/*
815 * If an object with the IS_TURNABLE() flag needs to be turned due 599 * If an object with the IS_TURNABLE() flag needs to be turned due
816 * to the closest player being on the other side, this function can 600 * to the closest player being on the other side, this function can
817 * be called to update the face variable, _and_ how it looks on the map. 601 * be called to update the face variable, _and_ how it looks on the map.
818 */ 602 */
819 603
604void
820void update_turn_face(object *op) { 605update_turn_face (object *op)
606{
821 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 607 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
822 return; 608 return;
823 SET_ANIMATION(op, op->direction); 609 SET_ANIMATION (op, op->direction);
824 update_object(op,UP_OBJ_FACE); 610 update_object (op, UP_OBJ_FACE);
825} 611}
826 612
827/* 613/*
828 * Updates the speed of an object. If the speed changes from 0 to another 614 * Updates the speed of an object. If the speed changes from 0 to another
829 * value, or vice versa, then add/remove the object from the active list. 615 * value, or vice versa, then add/remove the object from the active list.
830 * This function needs to be called whenever the speed of an object changes. 616 * This function needs to be called whenever the speed of an object changes.
831 */ 617 */
832 618void
833void update_ob_speed(object *op) { 619update_ob_speed (object *op)
620{
834 extern int arch_init; 621 extern int arch_init;
835 622
836 /* No reason putting the archetypes objects on the speed list, 623 /* No reason putting the archetypes objects on the speed list,
837 * since they never really need to be updated. 624 * since they never really need to be updated.
838 */ 625 */
839 626
840 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 627 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
628 {
841 LOG(llevError,"Object %s is freed but has speed.\n", op->name); 629 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
842#ifdef MANY_CORES 630#ifdef MANY_CORES
843 abort(); 631 abort ();
844#else 632#else
845 op->speed = 0; 633 op->speed = 0;
846#endif 634#endif
847 } 635 }
636
848 if (arch_init) { 637 if (arch_init)
638 return;
639
640 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
641 {
642 /* If already on active list, don't do anything */
643 if (op->active_next || op->active_prev || op == active_objects)
849 return; 644 return;
850 }
851 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
852 /* If already on active list, don't do anything */
853 if (op->active_next || op->active_prev || op==active_objects)
854 return;
855 645
856 /* process_events() expects us to insert the object at the beginning 646 /* process_events() expects us to insert the object at the beginning
857 * of the list. */ 647 * of the list. */
858 op->active_next = active_objects; 648 op->active_next = active_objects;
649
859 if (op->active_next!=NULL) 650 if (op->active_next != NULL)
860 op->active_next->active_prev = op; 651 op->active_next->active_prev = op;
652
861 active_objects = op; 653 active_objects = op;
654 }
655 else
862 } 656 {
863 else {
864 /* If not on the active list, nothing needs to be done */ 657 /* If not on the active list, nothing needs to be done */
865 if (!op->active_next && !op->active_prev && op!=active_objects) 658 if (!op->active_next && !op->active_prev && op != active_objects)
866 return; 659 return;
867 660
868 if (op->active_prev==NULL) { 661 if (op->active_prev == NULL)
662 {
869 active_objects = op->active_next; 663 active_objects = op->active_next;
664
870 if (op->active_next!=NULL) 665 if (op->active_next != NULL)
871 op->active_next->active_prev = NULL; 666 op->active_next->active_prev = NULL;
667 }
668 else
872 } 669 {
873 else {
874 op->active_prev->active_next = op->active_next; 670 op->active_prev->active_next = op->active_next;
671
875 if (op->active_next) 672 if (op->active_next)
876 op->active_next->active_prev = op->active_prev; 673 op->active_next->active_prev = op->active_prev;
877 } 674 }
675
878 op->active_next = NULL; 676 op->active_next = NULL;
879 op->active_prev = NULL; 677 op->active_prev = NULL;
880 } 678 }
881} 679}
882 680
883/* This function removes object 'op' from the list of active 681/* This function removes object 'op' from the list of active
884 * objects. 682 * objects.
886 * reference maps where you don't want an object that isn't 684 * reference maps where you don't want an object that isn't
887 * in play chewing up cpu time getting processed. 685 * in play chewing up cpu time getting processed.
888 * The reverse of this is to call update_ob_speed, which 686 * The reverse of this is to call update_ob_speed, which
889 * will do the right thing based on the speed of the object. 687 * will do the right thing based on the speed of the object.
890 */ 688 */
689void
891void remove_from_active_list(object *op) 690remove_from_active_list (object *op)
892{ 691{
893 /* If not on the active list, nothing needs to be done */ 692 /* If not on the active list, nothing needs to be done */
894 if (!op->active_next && !op->active_prev && op!=active_objects) 693 if (!op->active_next && !op->active_prev && op != active_objects)
895 return; 694 return;
896 695
897 if (op->active_prev==NULL) { 696 if (op->active_prev == NULL)
697 {
898 active_objects = op->active_next; 698 active_objects = op->active_next;
899 if (op->active_next!=NULL) 699 if (op->active_next != NULL)
900 op->active_next->active_prev = NULL; 700 op->active_next->active_prev = NULL;
701 }
702 else
901 } 703 {
902 else {
903 op->active_prev->active_next = op->active_next; 704 op->active_prev->active_next = op->active_next;
904 if (op->active_next) 705 if (op->active_next)
905 op->active_next->active_prev = op->active_prev; 706 op->active_next->active_prev = op->active_prev;
906 } 707 }
907 op->active_next = NULL; 708 op->active_next = NULL;
908 op->active_prev = NULL; 709 op->active_prev = NULL;
909} 710}
910 711
911/* 712/*
912 * update_object() updates the array which represents the map. 713 * update_object() updates the array which represents the map.
913 * It takes into account invisible objects (and represent squares covered 714 * It takes into account invisible objects (and represent squares covered
928 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 729 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
929 * as that is easier than trying to look at what may have changed. 730 * as that is easier than trying to look at what may have changed.
930 * UP_OBJ_FACE: only the objects face has changed. 731 * UP_OBJ_FACE: only the objects face has changed.
931 */ 732 */
932 733
734void
933void update_object(object *op, int action) { 735update_object (object *op, int action)
736{
934 int update_now=0, flags; 737 int update_now = 0, flags;
935 MoveType move_on, move_off, move_block, move_slow; 738 MoveType move_on, move_off, move_block, move_slow;
936 739
937 if (op == NULL) { 740 if (op == NULL)
741 {
938 /* this should never happen */ 742 /* this should never happen */
939 LOG(llevDebug,"update_object() called for NULL object.\n"); 743 LOG (llevDebug, "update_object() called for NULL object.\n");
940 return; 744 return;
941 }
942 745 }
746
943 if(op->env!=NULL) { 747 if (op->env != NULL)
748 {
944 /* Animation is currently handled by client, so nothing 749 /* Animation is currently handled by client, so nothing
945 * to do in this case. 750 * to do in this case.
946 */ 751 */
947 return; 752 return;
948 } 753 }
949 754
950 /* If the map is saving, don't do anything as everything is 755 /* If the map is saving, don't do anything as everything is
951 * going to get freed anyways. 756 * going to get freed anyways.
952 */ 757 */
953 if (!op->map || op->map->in_memory == MAP_SAVING) return; 758 if (!op->map || op->map->in_memory == MAP_SAVING)
954 759 return;
760
955 /* make sure the object is within map boundaries */ 761 /* make sure the object is within map boundaries */
956 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 762 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
957 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 763 {
958 LOG(llevError,"update_object() called for object out of map!\n"); 764 LOG (llevError, "update_object() called for object out of map!\n");
959#ifdef MANY_CORES 765#ifdef MANY_CORES
960 abort(); 766 abort ();
961#endif 767#endif
962 return; 768 return;
963 }
964 769 }
770
965 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 771 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
966 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 772 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
967 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 773 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
968 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 774 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
969 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 775 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
970 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y); 776 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
971 777
972 if (action == UP_OBJ_INSERT) { 778 if (action == UP_OBJ_INSERT)
779 {
973 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 780 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
974 update_now=1; 781 update_now = 1;
975 782
976 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 783 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
977 update_now=1; 784 update_now = 1;
978 785
979 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 786 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
980 update_now=1; 787 update_now = 1;
981 788
982 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 789 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
983 update_now=1; 790 update_now = 1;
984 791
792 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
793 update_now = 1;
794
985 if ((move_on | op->move_on) != move_on) update_now=1; 795 if ((move_on | op->move_on) != move_on)
796 update_now = 1;
797
986 if ((move_off | op->move_off) != move_off) update_now=1; 798 if ((move_off | op->move_off) != move_off)
799 update_now = 1;
800
987 /* This isn't perfect, but I don't expect a lot of objects to 801 /* This isn't perfect, but I don't expect a lot of objects to
988 * to have move_allow right now. 802 * to have move_allow right now.
989 */ 803 */
990 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 804 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
991 update_now=1; 805 update_now = 1;
806
992 if ((move_slow | op->move_slow) != move_slow) update_now=1; 807 if ((move_slow | op->move_slow) != move_slow)
808 update_now = 1;
993 } 809 }
810
994 /* if the object is being removed, we can't make intelligent 811 /* if the object is being removed, we can't make intelligent
995 * decisions, because remove_ob can't really pass the object 812 * decisions, because remove_ob can't really pass the object
996 * that is being removed. 813 * that is being removed.
997 */ 814 */
998 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 815 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
999 update_now=1; 816 update_now = 1;
1000 } else if (action == UP_OBJ_FACE) { 817 else if (action == UP_OBJ_FACE)
1001 /* Nothing to do for that case */ 818 /* Nothing to do for that case */ ;
1002 }
1003 else { 819 else
1004 LOG(llevError,"update_object called with invalid action: %d\n", action); 820 LOG (llevError, "update_object called with invalid action: %d\n", action);
1005 }
1006 821
1007 if (update_now) { 822 if (update_now)
823 {
1008 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 824 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
1009 update_position(op->map, op->x, op->y); 825 update_position (op->map, op->x, op->y);
1010 } 826 }
1011 827
1012 if(op->more!=NULL) 828 if (op->more != NULL)
1013 update_object(op->more, action); 829 update_object (op->more, action);
1014} 830}
1015 831
832object::vector object::mortals;
833object::vector object::objects; // not yet used
834object *object::first;
835
836void object::free_mortals ()
837{
838 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
839 if ((*i)->refcnt)
840 ++i; // further delay freeing
841 else
842 {
843 delete *i;
844 mortals.erase (i);
845 }
846}
847
848object::object ()
849{
850 SET_FLAG (this, FLAG_REMOVED);
851
852 expmul = 1.0;
853 face = blank_face;
854}
855
856object::~object ()
857{
858 free_key_values (this);
859}
860
861void object::link ()
862{
863 count = ++ob_count;
864 uuid = gen_uuid ();
865
866 prev = 0;
867 next = object::first;
868
869 if (object::first)
870 object::first->prev = this;
871
872 object::first = this;
873}
874
875void object::unlink ()
876{
877 if (this == object::first)
878 object::first = next;
879
880 /* Remove this object from the list of used objects */
881 if (prev) prev->next = next;
882 if (next) next->prev = prev;
883
884 prev = 0;
885 next = 0;
886}
887
888object *object::create ()
889{
890 object *op = new object;
891 op->link ();
892 return op;
893}
1016 894
1017/* 895/*
1018 * free_object() frees everything allocated by an object, removes 896 * free_object() frees everything allocated by an object, removes
1019 * it from the list of used objects, and puts it on the list of 897 * it from the list of used objects, and puts it on the list of
1020 * free objects. The IS_FREED() flag is set in the object. 898 * free objects. The IS_FREED() flag is set in the object.
1021 * The object must have been removed by remove_ob() first for 899 * The object must have been removed by remove_ob() first for
1022 * this function to succeed. 900 * this function to succeed.
1023 * 901 *
1024 * If free_inventory is set, free inventory as well. Else drop items in 902 * If destroy_inventory is set, free inventory as well. Else drop items in
1025 * inventory to the ground. 903 * inventory to the ground.
1026 */ 904 */
1027 905void object::destroy (bool destroy_inventory)
1028void free_object(object *ob) { 906{
1029 free_object2(ob, 0);
1030}
1031void free_object2(object *ob, int free_inventory) {
1032 object *tmp,*op;
1033
1034 ob->clear ();
1035
1036 if (!QUERY_FLAG(ob,FLAG_REMOVED)) {
1037 LOG(llevDebug,"Free object called with non removed object\n");
1038 dump_object(ob);
1039#ifdef MANY_CORES
1040 abort();
1041#endif
1042 }
1043 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) {
1044 LOG(llevMonster,"Warning: tried to free friendly object.\n");
1045 remove_friendly_object(ob);
1046 }
1047 if(QUERY_FLAG(ob,FLAG_FREED)) { 907 if (QUERY_FLAG (this, FLAG_FREED))
1048 dump_object(ob);
1049 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg);
1050 return; 908 return;
909
910 if (QUERY_FLAG (this, FLAG_FRIENDLY))
911 remove_friendly_object (this);
912
913 if (!QUERY_FLAG (this, FLAG_REMOVED))
914 remove ();
915
916 SET_FLAG (this, FLAG_FREED);
917
918 if (more)
1051 } 919 {
1052 if(ob->more!=NULL) { 920 more->destroy (destroy_inventory);
1053 free_object2(ob->more, free_inventory); 921 more = 0;
1054 ob->more=NULL; 922 }
923
924 if (inv)
1055 } 925 {
1056 if (ob->inv) {
1057 /* Only if the space blocks everything do we not process - 926 /* Only if the space blocks everything do we not process -
1058 * if some form of movemnt is allowed, let objects 927 * if some form of movement is allowed, let objects
1059 * drop on that space. 928 * drop on that space.
1060 */ 929 */
1061 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 930 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1062 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL)) 931 {
932 object *op = inv;
933
934 while (op)
1063 { 935 {
1064 op=ob->inv;
1065 while(op!=NULL) {
1066 tmp=op->below; 936 object *tmp = op->below;
1067 remove_ob(op); 937 op->destroy (destroy_inventory);
1068 free_object2(op, free_inventory);
1069 op=tmp; 938 op = tmp;
1070 } 939 }
1071 } 940 }
941 else
1072 else { /* Put objects in inventory onto this space */ 942 { /* Put objects in inventory onto this space */
1073 op=ob->inv; 943 object *op = inv;
944
1074 while(op!=NULL) { 945 while (op)
946 {
1075 tmp=op->below; 947 object *tmp = op->below;
948
1076 remove_ob(op); 949 op->remove ();
1077 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) || 950
1078 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 951 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1079 free_object(op); 952 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
953 op->destroy (0);
1080 else { 954 else
955 {
1081 op->x=ob->x; 956 op->x = x;
1082 op->y=ob->y; 957 op->y = y;
1083 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */ 958 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1084 } 959 }
960
1085 op=tmp; 961 op = tmp;
1086 } 962 }
1087 } 963 }
1088 } 964 }
965
966 // hack to ensure that freed objects still have a valid map
967 {
968 static maptile *freed_map; // freed objects are moved here to avoid crashes
969
970 if (!freed_map)
971 {
972 freed_map = new maptile;
973
974 freed_map->name = "/internal/freed_objects_map";
975 freed_map->width = 3;
976 freed_map->height = 3;
977
978 freed_map->allocate ();
979 }
980
981 map = freed_map;
982 x = 1;
983 y = 1;
984 }
985
986 // clear those pointers that likely might have circular references to us
987 owner = 0;
988 enemy = 0;
989 attacked_by = 0;
990
991 // only relevant for players(?), but make sure of it anyways
992 contr = 0;
993
1089 /* Remove object from the active list */ 994 /* Remove object from the active list */
1090 ob->speed = 0; 995 speed = 0;
1091 update_ob_speed(ob); 996 update_ob_speed (this);
1092 997
1093 SET_FLAG(ob, FLAG_FREED); 998 unlink ();
1094 ob->count = 0;
1095 999
1096 /* Remove this object from the list of used objects */ 1000 mortals.push_back (this);
1097 if(ob->prev==NULL) {
1098 objects=ob->next;
1099 if(objects!=NULL)
1100 objects->prev=NULL;
1101 }
1102 else {
1103 ob->prev->next=ob->next;
1104 if(ob->next!=NULL)
1105 ob->next->prev=ob->prev;
1106 }
1107
1108 if(ob->name!=NULL) FREE_AND_CLEAR_STR(ob->name);
1109 if(ob->name_pl!=NULL) FREE_AND_CLEAR_STR(ob->name_pl);
1110 if(ob->title!=NULL) FREE_AND_CLEAR_STR(ob->title);
1111 if(ob->race!=NULL) FREE_AND_CLEAR_STR(ob->race);
1112 if(ob->slaying!=NULL) FREE_AND_CLEAR_STR(ob->slaying);
1113 if(ob->skill!=NULL) FREE_AND_CLEAR_STR(ob->skill);
1114 if(ob->lore!=NULL) FREE_AND_CLEAR_STR(ob->lore);
1115 if(ob->msg!=NULL) FREE_AND_CLEAR_STR(ob->msg);
1116 if(ob->materialname!=NULL) FREE_AND_CLEAR_STR(ob->materialname);
1117
1118
1119 /* Why aren't events freed? */
1120 free_key_values(ob);
1121
1122#if 0 /* MEMORY_DEBUG*/
1123 /* This is a nice idea. Unfortunately, a lot of the code in crossfire
1124 * presumes the freed_object will stick around for at least a little
1125 * bit
1126 */
1127 /* this is necessary so that memory debugging programs will
1128 * be able to accurately report source of malloc. If we recycle
1129 * objects, then some other area may be doing the get_object
1130 * and not freeing it, but the original one that malloc'd the
1131 * object will get the blame.
1132 */
1133 free(ob);
1134#else
1135
1136 /* Now link it with the free_objects list: */
1137 ob->prev=NULL;
1138 ob->next=free_objects;
1139 if(free_objects!=NULL)
1140 free_objects->prev=ob;
1141 free_objects=ob;
1142 nroffreeobjects++;
1143#endif
1144}
1145
1146/*
1147 * count_free() returns the number of objects on the list of free objects.
1148 */
1149
1150int count_free(void) {
1151 int i=0;
1152 object *tmp=free_objects;
1153 while(tmp!=NULL)
1154 tmp=tmp->next, i++;
1155 return i;
1156}
1157
1158/*
1159 * count_used() returns the number of objects on the list of used objects.
1160 */
1161
1162int count_used(void) {
1163 int i=0;
1164 object *tmp=objects;
1165 while(tmp!=NULL)
1166 tmp=tmp->next, i++;
1167 return i;
1168}
1169
1170/*
1171 * count_active() returns the number of objects on the list of active objects.
1172 */
1173
1174int count_active(void) {
1175 int i=0;
1176 object *tmp=active_objects;
1177 while(tmp!=NULL)
1178 tmp=tmp->active_next, i++;
1179 return i;
1180} 1001}
1181 1002
1182/* 1003/*
1183 * sub_weight() recursively (outwards) subtracts a number from the 1004 * sub_weight() recursively (outwards) subtracts a number from the
1184 * weight of an object (and what is carried by it's environment(s)). 1005 * weight of an object (and what is carried by it's environment(s)).
1185 */ 1006 */
1186 1007void
1187void sub_weight (object *op, signed long weight) { 1008sub_weight (object *op, signed long weight)
1009{
1188 while (op != NULL) { 1010 while (op != NULL)
1011 {
1189 if (op->type == CONTAINER) { 1012 if (op->type == CONTAINER)
1190 weight=(signed long)(weight*(100-op->stats.Str)/100); 1013 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1191 } 1014
1192 op->carrying-=weight; 1015 op->carrying -= weight;
1193 op = op->env; 1016 op = op->env;
1194 } 1017 }
1195} 1018}
1196 1019
1197/* remove_ob(op): 1020/* op->remove ():
1198 * This function removes the object op from the linked list of objects 1021 * This function removes the object op from the linked list of objects
1199 * which it is currently tied to. When this function is done, the 1022 * which it is currently tied to. When this function is done, the
1200 * object will have no environment. If the object previously had an 1023 * object will have no environment. If the object previously had an
1201 * environment, the x and y coordinates will be updated to 1024 * environment, the x and y coordinates will be updated to
1202 * the previous environment. 1025 * the previous environment.
1203 * Beware: This function is called from the editor as well! 1026 * Beware: This function is called from the editor as well!
1204 */ 1027 */
1205 1028void
1206void remove_ob(object *op) { 1029object::remove ()
1030{
1207 object *tmp,*last=NULL; 1031 object *tmp, *last = 0;
1208 object *otmp; 1032 object *otmp;
1209 tag_t tag; 1033
1210 int check_walk_off; 1034 int check_walk_off;
1211 mapstruct *m;
1212 sint16 x,y;
1213
1214 1035
1215 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1036 if (QUERY_FLAG (this, FLAG_REMOVED))
1216 dump_object(op); 1037 return;
1217 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1218 1038
1219 /* Changed it to always dump core in this case. As has been learned
1220 * in the past, trying to recover from errors almost always
1221 * make things worse, and this is a real error here - something
1222 * that should not happen.
1223 * Yes, if this was a mission critical app, trying to do something
1224 * to recover may make sense, but that is because failure of the app
1225 * may have other disastrous problems. Cf runs out of a script
1226 * so is easily enough restarted without any real problems.
1227 * MSW 2001-07-01
1228 */
1229 abort();
1230 }
1231 if(op->more!=NULL)
1232 remove_ob(op->more);
1233
1234 SET_FLAG(op, FLAG_REMOVED); 1039 SET_FLAG (this, FLAG_REMOVED);
1235 1040
1041 if (more)
1042 more->remove ();
1043
1236 /* 1044 /*
1237 * In this case, the object to be removed is in someones 1045 * In this case, the object to be removed is in someones
1238 * inventory. 1046 * inventory.
1239 */ 1047 */
1240 if(op->env!=NULL) { 1048 if (env)
1049 {
1241 if(op->nrof) 1050 if (nrof)
1242 sub_weight(op->env, op->weight*op->nrof); 1051 sub_weight (env, weight * nrof);
1243 else 1052 else
1244 sub_weight(op->env, op->weight+op->carrying); 1053 sub_weight (env, weight + carrying);
1245 1054
1246 /* NO_FIX_PLAYER is set when a great many changes are being 1055 /* NO_FIX_PLAYER is set when a great many changes are being
1247 * made to players inventory. If set, avoiding the call 1056 * made to players inventory. If set, avoiding the call
1248 * to save cpu time. 1057 * to save cpu time.
1249 */ 1058 */
1250 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1059 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1251 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1252 fix_player(otmp); 1060 fix_player (otmp);
1253 1061
1254 if(op->above!=NULL) 1062 if (above != NULL)
1255 op->above->below=op->below; 1063 above->below = below;
1256 else 1064 else
1257 op->env->inv=op->below; 1065 env->inv = below;
1258 1066
1259 if(op->below!=NULL) 1067 if (below != NULL)
1260 op->below->above=op->above; 1068 below->above = above;
1261 1069
1262 /* we set up values so that it could be inserted into 1070 /* we set up values so that it could be inserted into
1263 * the map, but we don't actually do that - it is up 1071 * the map, but we don't actually do that - it is up
1264 * to the caller to decide what we want to do. 1072 * to the caller to decide what we want to do.
1073 */
1074 x = env->x, y = env->y;
1075 map = env->map;
1076 above = 0, below = 0;
1077 env = 0;
1078 }
1079 else if (map)
1080 {
1081 /* Re did the following section of code - it looks like it had
1082 * lots of logic for things we no longer care about
1083 */
1084
1085 /* link the object above us */
1086 if (above)
1087 above->below = below;
1088 else
1089 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */
1090
1091 /* Relink the object below us, if there is one */
1092 if (below)
1093 below->above = above;
1094 else
1095 {
1096 /* Nothing below, which means we need to relink map object for this space
1097 * use translated coordinates in case some oddness with map tiling is
1098 * evident
1265 */ 1099 */
1266 op->x=op->env->x,op->y=op->env->y; 1100 if (GET_MAP_OB (map, x, y) != this)
1267 op->ox=op->x,op->oy=op->y; 1101 {
1268 op->map=op->env->map; 1102 char *dump = dump_object (this);
1269 op->above=NULL,op->below=NULL; 1103 LOG (llevError,
1270 op->env=NULL; 1104 "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);
1105 free (dump);
1106 dump = dump_object (GET_MAP_OB (map, x, y));
1107 LOG (llevError, "%s\n", dump);
1108 free (dump);
1109 }
1110
1111 SET_MAP_OB (map, x, y, above); /* goes on above it. */
1112 }
1113
1114 above = 0;
1115 below = 0;
1116
1117 if (map->in_memory == MAP_SAVING)
1271 return; 1118 return;
1272 }
1273 1119
1274 /* If we get here, we are removing it from a map */
1275 if (op->map == NULL) return;
1276
1277 x = op->x;
1278 y = op->y;
1279 m = get_map_from_coord(op->map, &x, &y);
1280
1281 if (!m) {
1282 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1283 op->map->path, op->x, op->y);
1284 /* in old days, we used to set x and y to 0 and continue.
1285 * it seems if we get into this case, something is probablye
1286 * screwed up and should be fixed.
1287 */
1288 abort();
1289 }
1290 if (op->map != m) {
1291 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1292 op->map->path, m->path, op->x, op->y, x, y);
1293 }
1294
1295 /* Re did the following section of code - it looks like it had
1296 * lots of logic for things we no longer care about
1297 */
1298
1299 /* link the object above us */
1300 if (op->above)
1301 op->above->below=op->below;
1302 else
1303 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1304
1305 /* Relink the object below us, if there is one */
1306 if(op->below) {
1307 op->below->above=op->above;
1308 } else {
1309 /* Nothing below, which means we need to relink map object for this space
1310 * use translated coordinates in case some oddness with map tiling is
1311 * evident
1312 */
1313 if(GET_MAP_OB(m,x,y)!=op) {
1314 dump_object(op);
1315 LOG(llevError,"remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg);
1316 dump_object(GET_MAP_OB(m,x,y));
1317 LOG(llevError,"%s\n",errmsg);
1318 }
1319 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1320 }
1321 op->above=NULL;
1322 op->below=NULL;
1323
1324 if (op->map->in_memory == MAP_SAVING)
1325 return;
1326
1327 tag = op->count;
1328 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1120 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1121
1329 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1122 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1123 {
1330 /* No point updating the players look faces if he is the object 1124 /* No point updating the players look faces if he is the object
1331 * being removed. 1125 * being removed.
1332 */ 1126 */
1333 1127
1334 if(tmp->type==PLAYER && tmp!=op) { 1128 if (tmp->type == PLAYER && tmp != this)
1129 {
1335 /* If a container that the player is currently using somehow gets 1130 /* If a container that the player is currently using somehow gets
1336 * removed (most likely destroyed), update the player view 1131 * removed (most likely destroyed), update the player view
1337 * appropriately. 1132 * appropriately.
1338 */ 1133 */
1339 if (tmp->container==op) { 1134 if (tmp->container == this)
1135 {
1340 CLEAR_FLAG(op, FLAG_APPLIED); 1136 CLEAR_FLAG (this, FLAG_APPLIED);
1341 tmp->container=NULL; 1137 tmp->container = 0;
1138 }
1139
1140 tmp->contr->socket.update_look = 1;
1342 } 1141 }
1343 tmp->contr->socket.update_look=1; 1142
1344 }
1345 /* See if player moving off should effect something */ 1143 /* See if player moving off should effect something */
1346 if (check_walk_off && ((op->move_type & tmp->move_off) && 1144 if (check_walk_off
1145 && ((move_type & tmp->move_off)
1347 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1146 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1348 1147 {
1349 move_apply(tmp, op, NULL); 1148 move_apply (tmp, this, 0);
1149
1350 if (was_destroyed (op, tag)) { 1150 if (destroyed ())
1351 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1151 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1352 "leaving object\n", tmp->name, tmp->arch->name);
1353 } 1152 }
1354 }
1355 1153
1356 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1154 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1357 1155
1358 if(tmp->above == tmp) 1156 if (tmp->above == tmp)
1359 tmp->above = NULL; 1157 tmp->above = 0;
1158
1360 last=tmp; 1159 last = tmp;
1361 } 1160 }
1161
1362 /* last == NULL of there are no objects on this space */ 1162 /* last == NULL of there are no objects on this space */
1363 if (last==NULL) { 1163 if (!last)
1164 {
1364 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1165 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1365 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1166 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1366 * those out anyways, and if there are any flags set right now, they won't 1167 * those out anyways, and if there are any flags set right now, they won't
1367 * be correct anyways. 1168 * be correct anyways.
1368 */ 1169 */
1369 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1170 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1370 update_position(op->map, op->x, op->y); 1171 update_position (map, x, y);
1371 } 1172 }
1372 else 1173 else
1373 update_object(last, UP_OBJ_REMOVE); 1174 update_object (last, UP_OBJ_REMOVE);
1374 1175
1375 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1176 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1376 update_all_los(op->map, op->x, op->y); 1177 update_all_los (map, x, y);
1377 1178 }
1378} 1179}
1379 1180
1380/* 1181/*
1381 * merge_ob(op,top): 1182 * merge_ob(op,top):
1382 * 1183 *
1383 * This function goes through all objects below and including top, and 1184 * This function goes through all objects below and including top, and
1384 * merges op to the first matching object. 1185 * merges op to the first matching object.
1385 * If top is NULL, it is calculated. 1186 * If top is NULL, it is calculated.
1386 * Returns pointer to object if it succeded in the merge, otherwise NULL 1187 * Returns pointer to object if it succeded in the merge, otherwise NULL
1387 */ 1188 */
1388 1189object *
1389object *merge_ob(object *op, object *top) { 1190merge_ob (object *op, object *top)
1191{
1390 if(!op->nrof) 1192 if (!op->nrof)
1391 return 0; 1193 return 0;
1194
1392 if(top==NULL) 1195 if (top == NULL)
1393 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1196 for (top = op; top != NULL && top->above != NULL; top = top->above);
1197
1394 for(;top!=NULL;top=top->below) { 1198 for (; top != NULL; top = top->below)
1199 {
1395 if(top==op) 1200 if (top == op)
1396 continue; 1201 continue;
1397 if (CAN_MERGE(op,top)) 1202 if (CAN_MERGE (op, top))
1398 { 1203 {
1399 top->nrof+=op->nrof; 1204 top->nrof += op->nrof;
1205
1400/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1206/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1401 op->weight = 0; /* Don't want any adjustements now */ 1207 op->weight = 0; /* Don't want any adjustements now */
1402 remove_ob(op); 1208 op->remove ();
1403 free_object(op); 1209 op->destroy (0);
1404 return top; 1210 return top;
1405 } 1211 }
1406 } 1212 }
1213
1407 return NULL; 1214 return 0;
1408} 1215}
1409 1216
1410/* 1217/*
1411 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1218 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1412 * job preparing multi-part monsters 1219 * job preparing multi-part monsters
1413 */ 1220 */
1221object *
1414object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1222insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1223{
1415 object* tmp; 1224 object *tmp;
1225
1416 if (op->head) 1226 if (op->head)
1417 op=op->head; 1227 op = op->head;
1228
1418 for (tmp=op;tmp;tmp=tmp->more){ 1229 for (tmp = op; tmp; tmp = tmp->more)
1230 {
1419 tmp->x=x+tmp->arch->clone.x; 1231 tmp->x = x + tmp->arch->clone.x;
1420 tmp->y=y+tmp->arch->clone.y; 1232 tmp->y = y + tmp->arch->clone.y;
1421 } 1233 }
1234
1422 return insert_ob_in_map (op, m, originator, flag); 1235 return insert_ob_in_map (op, m, originator, flag);
1423} 1236}
1424 1237
1425/* 1238/*
1426 * insert_ob_in_map (op, map, originator, flag): 1239 * insert_ob_in_map (op, map, originator, flag):
1427 * This function inserts the object in the two-way linked list 1240 * This function inserts the object in the two-way linked list
1441 * new object if 'op' was merged with other object 1254 * new object if 'op' was merged with other object
1442 * NULL if 'op' was destroyed 1255 * NULL if 'op' was destroyed
1443 * just 'op' otherwise 1256 * just 'op' otherwise
1444 */ 1257 */
1445 1258
1259object *
1446object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1260insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1447{ 1261{
1448 object *tmp, *top, *floor=NULL; 1262 object *tmp, *top, *floor = NULL;
1449 sint16 x,y; 1263 sint16 x, y;
1450 1264
1451 if (QUERY_FLAG (op, FLAG_FREED)) { 1265 if (QUERY_FLAG (op, FLAG_FREED))
1266 {
1452 LOG (llevError, "Trying to insert freed object!\n"); 1267 LOG (llevError, "Trying to insert freed object!\n");
1268 return NULL;
1269 }
1270
1271 if (m == NULL)
1272 {
1273 char *dump = dump_object (op);
1274 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1275 free (dump);
1276 return op;
1277 }
1278
1279 if (out_of_map (m, op->x, op->y))
1280 {
1281 char *dump = dump_object (op);
1282 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1283#ifdef MANY_CORES
1284 /* Better to catch this here, as otherwise the next use of this object
1285 * is likely to cause a crash. Better to find out where it is getting
1286 * improperly inserted.
1287 */
1288 abort ();
1289#endif
1290 free (dump);
1291 return op;
1292 }
1293
1294 if (!QUERY_FLAG (op, FLAG_REMOVED))
1295 {
1296 char *dump = dump_object (op);
1297 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1298 free (dump);
1299 return op;
1300 }
1301
1302 if (op->more != NULL)
1303 {
1304 /* The part may be on a different map. */
1305
1306 object *more = op->more;
1307
1308 /* We really need the caller to normalize coordinates - if
1309 * we set the map, that doesn't work if the location is within
1310 * a map and this is straddling an edge. So only if coordinate
1311 * is clear wrong do we normalize it.
1312 */
1313 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1314 more->map = get_map_from_coord (m, &more->x, &more->y);
1315 else if (!more->map)
1316 {
1317 /* For backwards compatibility - when not dealing with tiled maps,
1318 * more->map should always point to the parent.
1319 */
1320 more->map = m;
1321 }
1322
1323 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1324 {
1325 if (!op->head)
1326 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1327
1328 return NULL;
1329 }
1330 }
1331
1332 CLEAR_FLAG (op, FLAG_REMOVED);
1333
1334 /* Ideally, the caller figures this out. However, it complicates a lot
1335 * of areas of callers (eg, anything that uses find_free_spot would now
1336 * need extra work
1337 */
1338 op->map = get_map_from_coord (m, &op->x, &op->y);
1339 x = op->x;
1340 y = op->y;
1341
1342 /* this has to be done after we translate the coordinates.
1343 */
1344 if (op->nrof && !(flag & INS_NO_MERGE))
1345 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1346 if (CAN_MERGE (op, tmp))
1347 {
1348 op->nrof += tmp->nrof;
1349 tmp->remove ();
1350 tmp->destroy (0);
1351 }
1352
1353 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1354 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1355
1356 if (!QUERY_FLAG (op, FLAG_ALIVE))
1357 CLEAR_FLAG (op, FLAG_NO_STEAL);
1358
1359 if (flag & INS_BELOW_ORIGINATOR)
1360 {
1361 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1362 {
1363 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1364 abort ();
1365 }
1366
1367 op->above = originator;
1368 op->below = originator->below;
1369
1370 if (op->below)
1371 op->below->above = op;
1372 else
1373 SET_MAP_OB (op->map, op->x, op->y, op);
1374
1375 /* since *below* originator, no need to update top */
1376 originator->below = op;
1377 }
1378 else
1379 {
1380 /* If there are other objects, then */
1381 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1382 {
1383 object *last = NULL;
1384
1385 /*
1386 * If there are multiple objects on this space, we do some trickier handling.
1387 * We've already dealt with merging if appropriate.
1388 * Generally, we want to put the new object on top. But if
1389 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1390 * floor, we want to insert above that and no further.
1391 * Also, if there are spell objects on this space, we stop processing
1392 * once we get to them. This reduces the need to traverse over all of
1393 * them when adding another one - this saves quite a bit of cpu time
1394 * when lots of spells are cast in one area. Currently, it is presumed
1395 * that flying non pickable objects are spell objects.
1396 */
1397
1398 while (top != NULL)
1399 {
1400 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1401 floor = top;
1402
1403 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1404 {
1405 /* We insert above top, so we want this object below this */
1406 top = top->below;
1407 break;
1408 }
1409
1410 last = top;
1411 top = top->above;
1412 }
1413
1414 /* Don't want top to be NULL, so set it to the last valid object */
1415 top = last;
1416
1417 /* We let update_position deal with figuring out what the space
1418 * looks like instead of lots of conditions here.
1419 * makes things faster, and effectively the same result.
1420 */
1421
1422 /* Have object 'fall below' other objects that block view.
1423 * Unless those objects are exits, type 66
1424 * If INS_ON_TOP is used, don't do this processing
1425 * Need to find the object that in fact blocks view, otherwise
1426 * stacking is a bit odd.
1427 */
1428 if (!(flag & INS_ON_TOP) &&
1429 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1430 {
1431 for (last = top; last != floor; last = last->below)
1432 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1433 break;
1434 /* Check to see if we found the object that blocks view,
1435 * and make sure we have a below pointer for it so that
1436 * we can get inserted below this one, which requires we
1437 * set top to the object below us.
1438 */
1439 if (last && last->below && last != floor)
1440 top = last->below;
1441 }
1442 } /* If objects on this space */
1443
1444 if (flag & INS_MAP_LOAD)
1445 top = GET_MAP_TOP (op->map, op->x, op->y);
1446
1447 if (flag & INS_ABOVE_FLOOR_ONLY)
1448 top = floor;
1449
1450 /* Top is the object that our object (op) is going to get inserted above.
1451 */
1452
1453 /* First object on this space */
1454 if (!top)
1455 {
1456 op->above = GET_MAP_OB (op->map, op->x, op->y);
1457
1458 if (op->above)
1459 op->above->below = op;
1460
1461 op->below = NULL;
1462 SET_MAP_OB (op->map, op->x, op->y, op);
1463 }
1464 else
1465 { /* get inserted into the stack above top */
1466 op->above = top->above;
1467
1468 if (op->above)
1469 op->above->below = op;
1470
1471 op->below = top;
1472 top->above = op;
1473 }
1474
1475 if (op->above == NULL)
1476 SET_MAP_TOP (op->map, op->x, op->y, op);
1477 } /* else not INS_BELOW_ORIGINATOR */
1478
1479 if (op->type == PLAYER)
1480 op->contr->do_los = 1;
1481
1482 /* If we have a floor, we know the player, if any, will be above
1483 * it, so save a few ticks and start from there.
1484 */
1485 if (!(flag & INS_MAP_LOAD))
1486 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1487 if (tmp->type == PLAYER)
1488 tmp->contr->socket.update_look = 1;
1489
1490 /* If this object glows, it may affect lighting conditions that are
1491 * visible to others on this map. But update_all_los is really
1492 * an inefficient way to do this, as it means los for all players
1493 * on the map will get recalculated. The players could very well
1494 * be far away from this change and not affected in any way -
1495 * this should get redone to only look for players within range,
1496 * or just updating the P_NEED_UPDATE for spaces within this area
1497 * of effect may be sufficient.
1498 */
1499 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1500 update_all_los (op->map, op->x, op->y);
1501
1502 /* updates flags (blocked, alive, no magic, etc) for this map space */
1503 update_object (op, UP_OBJ_INSERT);
1504
1505 /* Don't know if moving this to the end will break anything. However,
1506 * we want to have update_look set above before calling this.
1507 *
1508 * check_move_on() must be after this because code called from
1509 * check_move_on() depends on correct map flags (so functions like
1510 * blocked() and wall() work properly), and these flags are updated by
1511 * update_object().
1512 */
1513
1514 /* if this is not the head or flag has been passed, don't check walk on status */
1515 if (!(flag & INS_NO_WALK_ON) && !op->head)
1516 {
1517 if (check_move_on (op, originator))
1453 return NULL; 1518 return NULL;
1454 }
1455 if(m==NULL) {
1456 dump_object(op);
1457 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1458 return op;
1459 }
1460 if(out_of_map(m,op->x,op->y)) {
1461 dump_object(op);
1462 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1463#ifdef MANY_CORES
1464 /* Better to catch this here, as otherwise the next use of this object
1465 * is likely to cause a crash. Better to find out where it is getting
1466 * improperly inserted.
1467 */
1468 abort();
1469#endif
1470 return op;
1471 }
1472 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1473 dump_object(op);
1474 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1475 return op;
1476 }
1477 if(op->more!=NULL) {
1478 /* The part may be on a different map. */
1479 1519
1480 object *more = op->more;
1481
1482 /* We really need the caller to normalize coordinates - if
1483 * we set the map, that doesn't work if the location is within
1484 * a map and this is straddling an edge. So only if coordinate
1485 * is clear wrong do we normalize it.
1486 */
1487 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1488 /* Debugging information so you can see the last coordinates this object had */
1489 more->ox = more->x;
1490 more->oy = more->y;
1491 more->map = get_map_from_coord(m, &more->x, &more->y);
1492 } else if (!more->map) {
1493 /* For backwards compatibility - when not dealing with tiled maps,
1494 * more->map should always point to the parent.
1495 */
1496 more->map = m;
1497 }
1498
1499 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1500 if ( ! op->head)
1501 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1502 return NULL;
1503 }
1504 }
1505 CLEAR_FLAG(op,FLAG_REMOVED);
1506
1507 /* Debugging information so you can see the last coordinates this object had */
1508 op->ox=op->x;
1509 op->oy=op->y;
1510
1511 /* Ideally, the caller figures this out. However, it complicates a lot
1512 * of areas of callers (eg, anything that uses find_free_spot would now
1513 * need extra work
1514 */
1515 op->map=get_map_from_coord(m, &op->x, &op->y);
1516 x = op->x;
1517 y = op->y;
1518
1519 /* this has to be done after we translate the coordinates.
1520 */
1521 if(op->nrof && !(flag & INS_NO_MERGE)) {
1522 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1523 if (CAN_MERGE(op,tmp)) {
1524 op->nrof+=tmp->nrof;
1525 remove_ob(tmp);
1526 free_object(tmp);
1527 }
1528 }
1529
1530 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1531 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1532 if (!QUERY_FLAG(op, FLAG_ALIVE))
1533 CLEAR_FLAG(op, FLAG_NO_STEAL);
1534
1535 if (flag & INS_BELOW_ORIGINATOR) {
1536 if (originator->map != op->map || originator->x != op->x ||
1537 originator->y != op->y) {
1538 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1539 abort();
1540 }
1541 op->above = originator;
1542 op->below = originator->below;
1543 if (op->below) op->below->above = op;
1544 else SET_MAP_OB(op->map, op->x, op->y, op);
1545 /* since *below* originator, no need to update top */
1546 originator->below = op;
1547 } else {
1548 /* If there are other objects, then */
1549 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1550 object *last=NULL;
1551 /*
1552 * If there are multiple objects on this space, we do some trickier handling.
1553 * We've already dealt with merging if appropriate.
1554 * Generally, we want to put the new object on top. But if
1555 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1556 * floor, we want to insert above that and no further.
1557 * Also, if there are spell objects on this space, we stop processing
1558 * once we get to them. This reduces the need to traverse over all of
1559 * them when adding another one - this saves quite a bit of cpu time
1560 * when lots of spells are cast in one area. Currently, it is presumed
1561 * that flying non pickable objects are spell objects.
1562 */
1563
1564 while (top != NULL) {
1565 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1566 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1567 if (QUERY_FLAG(top, FLAG_NO_PICK)
1568 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1569 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1570 {
1571 /* We insert above top, so we want this object below this */
1572 top=top->below;
1573 break;
1574 }
1575 last = top;
1576 top = top->above;
1577 }
1578 /* Don't want top to be NULL, so set it to the last valid object */
1579 top = last;
1580
1581 /* We let update_position deal with figuring out what the space
1582 * looks like instead of lots of conditions here.
1583 * makes things faster, and effectively the same result.
1584 */
1585
1586 /* Have object 'fall below' other objects that block view.
1587 * Unless those objects are exits, type 66
1588 * If INS_ON_TOP is used, don't do this processing
1589 * Need to find the object that in fact blocks view, otherwise
1590 * stacking is a bit odd.
1591 */
1592 if (!(flag & INS_ON_TOP) &&
1593 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1594 (op->face && !op->face->visibility)) {
1595 for (last=top; last != floor; last=last->below)
1596 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1597 /* Check to see if we found the object that blocks view,
1598 * and make sure we have a below pointer for it so that
1599 * we can get inserted below this one, which requires we
1600 * set top to the object below us.
1601 */
1602 if (last && last->below && last != floor) top=last->below;
1603 }
1604 } /* If objects on this space */
1605 if (flag & INS_MAP_LOAD)
1606 top = GET_MAP_TOP(op->map,op->x,op->y);
1607 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1608
1609 /* Top is the object that our object (op) is going to get inserted above.
1610 */
1611
1612 /* First object on this space */
1613 if (!top) {
1614 op->above = GET_MAP_OB(op->map, op->x, op->y);
1615 if (op->above) op->above->below = op;
1616 op->below = NULL;
1617 SET_MAP_OB(op->map, op->x, op->y, op);
1618 } else { /* get inserted into the stack above top */
1619 op->above = top->above;
1620 if (op->above) op->above->below = op;
1621 op->below = top;
1622 top->above = op;
1623 }
1624 if (op->above==NULL)
1625 SET_MAP_TOP(op->map,op->x, op->y, op);
1626 } /* else not INS_BELOW_ORIGINATOR */
1627
1628 if(op->type==PLAYER)
1629 op->contr->do_los=1;
1630
1631 /* If we have a floor, we know the player, if any, will be above
1632 * it, so save a few ticks and start from there.
1633 */
1634 if (!(flag & INS_MAP_LOAD))
1635 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1636 if (tmp->type == PLAYER)
1637 tmp->contr->socket.update_look=1;
1638 }
1639
1640 /* If this object glows, it may affect lighting conditions that are
1641 * visible to others on this map. But update_all_los is really
1642 * an inefficient way to do this, as it means los for all players
1643 * on the map will get recalculated. The players could very well
1644 * be far away from this change and not affected in any way -
1645 * this should get redone to only look for players within range,
1646 * or just updating the P_NEED_UPDATE for spaces within this area
1647 * of effect may be sufficient.
1648 */
1649 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1650 update_all_los(op->map, op->x, op->y);
1651
1652
1653 /* updates flags (blocked, alive, no magic, etc) for this map space */
1654 update_object(op,UP_OBJ_INSERT);
1655
1656
1657 /* Don't know if moving this to the end will break anything. However,
1658 * we want to have update_look set above before calling this.
1659 *
1660 * check_move_on() must be after this because code called from
1661 * check_move_on() depends on correct map flags (so functions like
1662 * blocked() and wall() work properly), and these flags are updated by
1663 * update_object().
1664 */
1665
1666 /* if this is not the head or flag has been passed, don't check walk on status */
1667
1668 if (!(flag & INS_NO_WALK_ON) && !op->head) {
1669 if (check_move_on(op, originator))
1670 return NULL;
1671
1672 /* If we are a multi part object, lets work our way through the check 1520 /* If we are a multi part object, lets work our way through the check
1673 * walk on's. 1521 * walk on's.
1674 */ 1522 */
1675 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1523 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1676 if (check_move_on (tmp, originator)) 1524 if (check_move_on (tmp, originator))
1677 return NULL; 1525 return NULL;
1678 } 1526 }
1527
1679 return op; 1528 return op;
1680} 1529}
1681 1530
1682/* this function inserts an object in the map, but if it 1531/* this function inserts an object in the map, but if it
1683 * finds an object of its own type, it'll remove that one first. 1532 * finds an object of its own type, it'll remove that one first.
1684 * op is the object to insert it under: supplies x and the map. 1533 * op is the object to insert it under: supplies x and the map.
1685 */ 1534 */
1535void
1686void replace_insert_ob_in_map(const char *arch_string, object *op) { 1536replace_insert_ob_in_map (const char *arch_string, object *op)
1537{
1687 object *tmp; 1538 object *
1688 object *tmp1; 1539 tmp;
1540 object *
1541 tmp1;
1689 1542
1690 /* first search for itself and remove any old instances */ 1543 /* first search for itself and remove any old instances */
1691 1544
1692 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1545 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1546 {
1693 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1547 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1694 remove_ob(tmp);
1695 free_object(tmp);
1696 } 1548 {
1549 tmp->remove ();
1550 tmp->destroy (0);
1551 }
1697 } 1552 }
1698 1553
1699 tmp1=arch_to_object(find_archetype(arch_string)); 1554 tmp1 = arch_to_object (archetype::find (arch_string));
1700 1555
1701 1556 tmp1->x = op->x;
1702 tmp1->x = op->x; tmp1->y = op->y; 1557 tmp1->y = op->y;
1703 insert_ob_in_map(tmp1,op->map,op,0); 1558 insert_ob_in_map (tmp1, op->map, op, 0);
1704} 1559}
1705 1560
1706/* 1561/*
1707 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1562 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1708 * is returned contains nr objects, and the remaining parts contains 1563 * is returned contains nr objects, and the remaining parts contains
1709 * the rest (or is removed and freed if that number is 0). 1564 * the rest (or is removed and freed if that number is 0).
1710 * On failure, NULL is returned, and the reason put into the 1565 * On failure, NULL is returned, and the reason put into the
1711 * global static errmsg array. 1566 * global static errmsg array.
1712 */ 1567 */
1713 1568
1569object *
1714object *get_split_ob(object *orig_ob, uint32 nr) { 1570get_split_ob (object *orig_ob, uint32 nr)
1715 object *newob; 1571{
1572 object *
1573 newob;
1574 int
1716 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1575 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1717 1576
1718 if(orig_ob->nrof<nr) { 1577 if (orig_ob->nrof < nr)
1719 sprintf(errmsg,"There are only %d %ss.", 1578 {
1720 orig_ob->nrof?orig_ob->nrof:1, orig_ob->name); 1579 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1721 return NULL; 1580 return NULL;
1722 } 1581 }
1582
1723 newob = object_create_clone(orig_ob); 1583 newob = object_create_clone (orig_ob);
1584
1724 if((orig_ob->nrof-=nr)<1) { 1585 if ((orig_ob->nrof -= nr) < 1)
1725 if ( ! is_removed) 1586 orig_ob->destroy (1);
1726 remove_ob(orig_ob);
1727 free_object2(orig_ob, 1);
1728 }
1729 else if ( ! is_removed) { 1587 else if (!is_removed)
1588 {
1730 if(orig_ob->env!=NULL) 1589 if (orig_ob->env != NULL)
1731 sub_weight (orig_ob->env,orig_ob->weight*nr); 1590 sub_weight (orig_ob->env, orig_ob->weight * nr);
1732 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1591 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1592 {
1733 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1593 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1734 LOG(llevDebug,
1735 "Error, Tried to split object whose map is not in memory.\n"); 1594 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1736 return NULL; 1595 return NULL;
1737 } 1596 }
1738 } 1597 }
1598
1739 newob->nrof=nr; 1599 newob->nrof = nr;
1740 1600
1741 return newob; 1601 return newob;
1742} 1602}
1743 1603
1744/* 1604/*
1745 * decrease_ob_nr(object, number) decreases a specified number from 1605 * decrease_ob_nr(object, number) decreases a specified number from
1746 * the amount of an object. If the amount reaches 0, the object 1606 * the amount of an object. If the amount reaches 0, the object
1747 * is subsequently removed and freed. 1607 * is subsequently removed and freed.
1748 * 1608 *
1749 * Return value: 'op' if something is left, NULL if the amount reached 0 1609 * Return value: 'op' if something is left, NULL if the amount reached 0
1750 */ 1610 */
1751 1611
1612object *
1752object *decrease_ob_nr (object *op, uint32 i) 1613decrease_ob_nr (object *op, uint32 i)
1753{ 1614{
1754 object *tmp; 1615 object *tmp;
1755 player *pl; 1616 player *pl;
1756 1617
1757 if (i == 0) /* objects with op->nrof require this check */ 1618 if (i == 0) /* objects with op->nrof require this check */
1758 return op; 1619 return op;
1759 1620
1760 if (i > op->nrof) 1621 if (i > op->nrof)
1761 i = op->nrof; 1622 i = op->nrof;
1762 1623
1763 if (QUERY_FLAG (op, FLAG_REMOVED)) 1624 if (QUERY_FLAG (op, FLAG_REMOVED))
1625 op->nrof -= i;
1626 else if (op->env != NULL)
1627 {
1628 /* is this object in the players inventory, or sub container
1629 * therein?
1630 */
1631 tmp = is_player_inv (op->env);
1632 /* nope. Is this a container the player has opened?
1633 * If so, set tmp to that player.
1634 * IMO, searching through all the players will mostly
1635 * likely be quicker than following op->env to the map,
1636 * and then searching the map for a player.
1637 */
1638 if (!tmp)
1639 {
1640 for (pl = first_player; pl; pl = pl->next)
1641 if (pl->ob->container == op->env)
1642 break;
1643 if (pl)
1644 tmp = pl->ob;
1645 else
1646 tmp = NULL;
1647 }
1648
1649 if (i < op->nrof)
1650 {
1651 sub_weight (op->env, op->weight * i);
1652 op->nrof -= i;
1653 if (tmp)
1654 {
1655 esrv_send_item (tmp, op);
1656 }
1657 }
1658 else
1659 {
1660 op->remove ();
1661 op->nrof = 0;
1662 if (tmp)
1663 {
1664 esrv_del_item (tmp->contr, op->count);
1665 }
1666 }
1764 { 1667 }
1668 else
1669 {
1670 object *above = op->above;
1671
1672 if (i < op->nrof)
1765 op->nrof -= i; 1673 op->nrof -= i;
1766 } 1674 else
1767 else if (op->env != NULL)
1768 {
1769 /* is this object in the players inventory, or sub container
1770 * therein?
1771 */
1772 tmp = is_player_inv (op->env);
1773 /* nope. Is this a container the player has opened?
1774 * If so, set tmp to that player.
1775 * IMO, searching through all the players will mostly
1776 * likely be quicker than following op->env to the map,
1777 * and then searching the map for a player.
1778 */
1779 if (!tmp) {
1780 for (pl=first_player; pl; pl=pl->next)
1781 if (pl->ob->container == op->env) break;
1782 if (pl) tmp=pl->ob;
1783 else tmp=NULL;
1784 } 1675 {
1785
1786 if (i < op->nrof) {
1787 sub_weight (op->env, op->weight * i);
1788 op->nrof -= i;
1789 if (tmp) {
1790 esrv_send_item(tmp, op);
1791 }
1792 } else {
1793 remove_ob (op); 1676 op->remove ();
1794 op->nrof = 0; 1677 op->nrof = 0;
1795 if (tmp) {
1796 esrv_del_item(tmp->contr, op->count);
1797 } 1678 }
1798 }
1799 }
1800 else
1801 {
1802 object *above = op->above;
1803 1679
1804 if (i < op->nrof) {
1805 op->nrof -= i;
1806 } else {
1807 remove_ob (op);
1808 op->nrof = 0;
1809 }
1810 /* Since we just removed op, op->above is null */ 1680 /* Since we just removed op, op->above is null */
1811 for (tmp = above; tmp != NULL; tmp = tmp->above) 1681 for (tmp = above; tmp != NULL; tmp = tmp->above)
1812 if (tmp->type == PLAYER) { 1682 if (tmp->type == PLAYER)
1683 {
1813 if (op->nrof) 1684 if (op->nrof)
1814 esrv_send_item(tmp, op); 1685 esrv_send_item (tmp, op);
1815 else 1686 else
1816 esrv_del_item(tmp->contr, op->count); 1687 esrv_del_item (tmp->contr, op->count);
1817 } 1688 }
1818 } 1689 }
1819 1690
1820 if (op->nrof) { 1691 if (op->nrof)
1821 return op; 1692 return op;
1822 } else { 1693 else
1823 free_object (op); 1694 {
1695 op->destroy (0);
1824 return NULL; 1696 return NULL;
1825 } 1697 }
1826} 1698}
1827 1699
1828/* 1700/*
1829 * add_weight(object, weight) adds the specified weight to an object, 1701 * add_weight(object, weight) adds the specified weight to an object,
1830 * and also updates how much the environment(s) is/are carrying. 1702 * and also updates how much the environment(s) is/are carrying.
1831 */ 1703 */
1832 1704
1705void
1833void add_weight (object *op, signed long weight) { 1706add_weight (object *op, signed long weight)
1707{
1834 while (op!=NULL) { 1708 while (op != NULL)
1709 {
1835 if (op->type == CONTAINER) { 1710 if (op->type == CONTAINER)
1836 weight=(signed long)(weight*(100-op->stats.Str)/100); 1711 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1837 } 1712
1838 op->carrying+=weight; 1713 op->carrying += weight;
1839 op=op->env; 1714 op = op->env;
1840 } 1715 }
1841} 1716}
1842 1717
1718object *
1719insert_ob_in_ob (object *op, object *where)
1720{
1721 if (!where)
1722 {
1723 char *dump = dump_object (op);
1724 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1725 free (dump);
1726 return op;
1727 }
1728
1729 if (where->head)
1730 {
1731 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1732 where = where->head;
1733 }
1734
1735 return where->insert (op);
1736}
1737
1843/* 1738/*
1844 * insert_ob_in_ob(op,environment): 1739 * env->insert (op)
1845 * This function inserts the object op in the linked list 1740 * This function inserts the object op in the linked list
1846 * inside the object environment. 1741 * inside the object environment.
1847 * 1742 *
1848 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1849 * the inventory at the last position or next to other objects of the same
1850 * type.
1851 * Frank: Now sorted by type, archetype and magic!
1852 *
1853 * The function returns now pointer to inserted item, and return value can 1743 * The function returns now pointer to inserted item, and return value can
1854 * be != op, if items are merged. -Tero 1744 * be != op, if items are merged. -Tero
1855 */ 1745 */
1856 1746
1857object *insert_ob_in_ob(object *op,object *where) { 1747object *
1748object::insert (object *op)
1749{
1858 object *tmp, *otmp; 1750 object *tmp, *otmp;
1859 1751
1860 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1752 if (!QUERY_FLAG (op, FLAG_REMOVED))
1861 dump_object(op); 1753 op->remove ();
1862 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1754
1863 return op;
1864 }
1865 if(where==NULL) {
1866 dump_object(op);
1867 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1868 return op;
1869 }
1870 if (where->head) {
1871 LOG(llevDebug,
1872 "Warning: Tried to insert object wrong part of multipart object.\n");
1873 where = where->head;
1874 }
1875 if (op->more) { 1755 if (op->more)
1756 {
1876 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1757 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1877 op->name, op->count);
1878 return op; 1758 return op;
1879 } 1759 }
1760
1880 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1761 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1881 CLEAR_FLAG(op, FLAG_REMOVED); 1762 CLEAR_FLAG (op, FLAG_REMOVED);
1882 if(op->nrof) { 1763 if (op->nrof)
1764 {
1883 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1765 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1884 if ( CAN_MERGE(tmp,op) ) { 1766 if (CAN_MERGE (tmp, op))
1767 {
1885 /* return the original object and remove inserted object 1768 /* return the original object and remove inserted object
1886 (client needs the original object) */ 1769 (client needs the original object) */
1887 tmp->nrof += op->nrof; 1770 tmp->nrof += op->nrof;
1888 /* Weight handling gets pretty funky. Since we are adding to 1771 /* Weight handling gets pretty funky. Since we are adding to
1889 * tmp->nrof, we need to increase the weight. 1772 * tmp->nrof, we need to increase the weight.
1890 */ 1773 */
1891 add_weight (where, op->weight*op->nrof); 1774 add_weight (this, op->weight * op->nrof);
1892 SET_FLAG(op, FLAG_REMOVED); 1775 SET_FLAG (op, FLAG_REMOVED);
1893 free_object(op); /* free the inserted object */ 1776 op->destroy (); /* free the inserted object */
1894 op = tmp; 1777 op = tmp;
1895 remove_ob (op); /* and fix old object's links */ 1778 op->remove (); /* and fix old object's links */
1896 CLEAR_FLAG(op, FLAG_REMOVED); 1779 CLEAR_FLAG (op, FLAG_REMOVED);
1897 break; 1780 break;
1898 } 1781 }
1899 1782
1900 /* I assume combined objects have no inventory 1783 /* I assume combined objects have no inventory
1901 * We add the weight - this object could have just been removed 1784 * We add the weight - this object could have just been removed
1902 * (if it was possible to merge). calling remove_ob will subtract 1785 * (if it was possible to merge). calling remove_ob will subtract
1903 * the weight, so we need to add it in again, since we actually do 1786 * the weight, so we need to add it in again, since we actually do
1904 * the linking below 1787 * the linking below
1905 */ 1788 */
1906 add_weight (where, op->weight*op->nrof); 1789 add_weight (this, op->weight * op->nrof);
1790 }
1907 } else 1791 else
1908 add_weight (where, (op->weight+op->carrying)); 1792 add_weight (this, (op->weight + op->carrying));
1909 1793
1910 otmp=is_player_inv(where); 1794 otmp = is_player_inv (this);
1911 if (otmp&&otmp->contr!=NULL) { 1795 if (otmp && otmp->contr)
1912 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1796 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1913 fix_player(otmp); 1797 fix_player (otmp);
1914 }
1915 1798
1916 op->map=NULL; 1799 op->map = NULL;
1917 op->env=where; 1800 op->env = this;
1918 op->above=NULL; 1801 op->above = NULL;
1919 op->below=NULL; 1802 op->below = NULL;
1920 op->x=0,op->y=0; 1803 op->x = 0, op->y = 0;
1921 op->ox=0,op->oy=0;
1922 1804
1923 /* reset the light list and los of the players on the map */ 1805 /* reset the light list and los of the players on the map */
1924 if((op->glow_radius!=0)&&where->map) 1806 if ((op->glow_radius != 0) && map)
1925 { 1807 {
1926#ifdef DEBUG_LIGHTS 1808#ifdef DEBUG_LIGHTS
1927 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1809 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1928 op->name);
1929#endif /* DEBUG_LIGHTS */ 1810#endif /* DEBUG_LIGHTS */
1930 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1811 if (MAP_DARKNESS (map))
1812 update_all_los (map, x, y);
1931 } 1813 }
1932 1814
1933 /* Client has no idea of ordering so lets not bother ordering it here. 1815 /* Client has no idea of ordering so lets not bother ordering it here.
1934 * It sure simplifies this function... 1816 * It sure simplifies this function...
1935 */ 1817 */
1936 if (where->inv==NULL) 1818 if (!inv)
1937 where->inv=op; 1819 inv = op;
1938 else { 1820 else
1821 {
1939 op->below = where->inv; 1822 op->below = inv;
1940 op->below->above = op; 1823 op->below->above = op;
1941 where->inv = op; 1824 inv = op;
1942 } 1825 }
1826
1943 return op; 1827 return op;
1944} 1828}
1945 1829
1946/* 1830/*
1947 * Checks if any objects has a move_type that matches objects 1831 * Checks if any objects has a move_type that matches objects
1962 * MSW 2001-07-08: Check all objects on space, not just those below 1846 * MSW 2001-07-08: Check all objects on space, not just those below
1963 * object being inserted. insert_ob_in_map may not put new objects 1847 * object being inserted. insert_ob_in_map may not put new objects
1964 * on top. 1848 * on top.
1965 */ 1849 */
1966 1850
1851int
1967int check_move_on (object *op, object *originator) 1852check_move_on (object *op, object *originator)
1968{ 1853{
1969 object *tmp; 1854 object *tmp;
1970 tag_t tag;
1971 mapstruct *m=op->map; 1855 maptile *m = op->map;
1972 int x=op->x, y=op->y; 1856 int x = op->x, y = op->y;
1857
1973 MoveType move_on, move_slow, move_block; 1858 MoveType move_on, move_slow, move_block;
1974 1859
1975 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1860 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1976 return 0; 1861 return 0;
1977 1862
1978 tag = op->count;
1979
1980 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1863 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1981 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1864 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1982 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1865 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1983 1866
1984 /* if nothing on this space will slow op down or be applied, 1867 /* if nothing on this space will slow op down or be applied,
1985 * no need to do checking below. have to make sure move_type 1868 * no need to do checking below. have to make sure move_type
1986 * is set, as lots of objects don't have it set - we treat that 1869 * is set, as lots of objects don't have it set - we treat that
1987 * as walking. 1870 * as walking.
1988 */ 1871 */
1989 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1872 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1990 return 0; 1873 return 0;
1991 1874
1992 /* This is basically inverse logic of that below - basically, 1875 /* This is basically inverse logic of that below - basically,
1993 * if the object can avoid the move on or slow move, they do so, 1876 * if the object can avoid the move on or slow move, they do so,
1994 * but can't do it if the alternate movement they are using is 1877 * but can't do it if the alternate movement they are using is
1995 * blocked. Logic on this seems confusing, but does seem correct. 1878 * blocked. Logic on this seems confusing, but does seem correct.
1996 */ 1879 */
1997 if ((op->move_type & ~move_on & ~move_block) != 0 && 1880 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1998 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1881 return 0;
1999 1882
2000 /* The objects have to be checked from top to bottom. 1883 /* The objects have to be checked from top to bottom.
2001 * Hence, we first go to the top: 1884 * Hence, we first go to the top:
2002 */ 1885 */
2003 1886
2004 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1887 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
2005 tmp->above!=NULL; tmp=tmp->above) { 1888 {
2006 /* Trim the search when we find the first other spell effect 1889 /* Trim the search when we find the first other spell effect
2007 * this helps performance so that if a space has 50 spell objects, 1890 * this helps performance so that if a space has 50 spell objects,
2008 * we don't need to check all of them. 1891 * we don't need to check all of them.
2009 */ 1892 */
2010 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1893 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1894 break;
1895 }
1896
1897 for (; tmp; tmp = tmp->below)
2011 } 1898 {
2012 for(;tmp!=NULL; tmp=tmp->below) { 1899 if (tmp == op)
2013 if (tmp == op) continue; /* Can't apply yourself */ 1900 continue; /* Can't apply yourself */
2014 1901
2015 /* Check to see if one of the movement types should be slowed down. 1902 /* Check to see if one of the movement types should be slowed down.
2016 * Second check makes sure that the movement types not being slowed 1903 * Second check makes sure that the movement types not being slowed
2017 * (~slow_move) is not blocked on this space - just because the 1904 * (~slow_move) is not blocked on this space - just because the
2018 * space doesn't slow down swimming (for example), if you can't actually 1905 * space doesn't slow down swimming (for example), if you can't actually
2019 * swim on that space, can't use it to avoid the penalty. 1906 * swim on that space, can't use it to avoid the penalty.
2020 */ 1907 */
2021 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1908 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1909 {
2022 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1910 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2023 ((op->move_type & tmp->move_slow) &&
2024 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1911 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1912 {
2025 1913
2026 float diff; 1914 float
2027
2028 diff = tmp->move_slow_penalty*FABS(op->speed); 1915 diff = tmp->move_slow_penalty * FABS (op->speed);
1916
2029 if (op->type == PLAYER) { 1917 if (op->type == PLAYER)
2030 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1918 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2031 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1919 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2032 diff /= 4.0; 1920 diff /= 4.0;
2033 } 1921
2034 }
2035 op->speed_left -= diff; 1922 op->speed_left -= diff;
2036 } 1923 }
2037 } 1924 }
2038 1925
2039 /* Basically same logic as above, except now for actual apply. */ 1926 /* Basically same logic as above, except now for actual apply. */
2040 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1927 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2041 ((op->move_type & tmp->move_on) &&
2042 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1928 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2043 1929 {
2044 move_apply(tmp, op, originator); 1930 move_apply (tmp, op, originator);
1931
2045 if (was_destroyed (op, tag)) 1932 if (op->destroyed ())
2046 return 1; 1933 return 1;
2047 1934
2048 /* what the person/creature stepped onto has moved the object 1935 /* what the person/creature stepped onto has moved the object
2049 * someplace new. Don't process any further - if we did, 1936 * someplace new. Don't process any further - if we did,
2050 * have a feeling strange problems would result. 1937 * have a feeling strange problems would result.
2051 */ 1938 */
2052 if (op->map != m || op->x != x || op->y != y) return 0; 1939 if (op->map != m || op->x != x || op->y != y)
1940 return 0;
2053 } 1941 }
2054 } 1942 }
1943
2055 return 0; 1944 return 0;
2056} 1945}
2057 1946
2058/* 1947/*
2059 * present_arch(arch, map, x, y) searches for any objects with 1948 * present_arch(arch, map, x, y) searches for any objects with
2060 * a matching archetype at the given map and coordinates. 1949 * a matching archetype at the given map and coordinates.
2061 * The first matching object is returned, or NULL if none. 1950 * The first matching object is returned, or NULL if none.
2062 */ 1951 */
2063 1952
1953object *
2064object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1954present_arch (const archetype *at, maptile *m, int x, int y)
1955{
2065 object *tmp; 1956 object *
1957 tmp;
1958
2066 if(m==NULL || out_of_map(m,x,y)) { 1959 if (m == NULL || out_of_map (m, x, y))
1960 {
2067 LOG(llevError,"Present_arch called outside map.\n"); 1961 LOG (llevError, "Present_arch called outside map.\n");
2068 return NULL; 1962 return NULL;
2069 } 1963 }
2070 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1964 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2071 if(tmp->arch == at) 1965 if (tmp->arch == at)
2072 return tmp; 1966 return tmp;
2073 return NULL; 1967 return NULL;
2074} 1968}
2075 1969
2076/* 1970/*
2077 * present(type, map, x, y) searches for any objects with 1971 * present(type, map, x, y) searches for any objects with
2078 * a matching type variable at the given map and coordinates. 1972 * a matching type variable at the given map and coordinates.
2079 * The first matching object is returned, or NULL if none. 1973 * The first matching object is returned, or NULL if none.
2080 */ 1974 */
2081 1975
1976object *
2082object *present(unsigned char type,mapstruct *m, int x,int y) { 1977present (unsigned char type, maptile *m, int x, int y)
1978{
2083 object *tmp; 1979 object *
1980 tmp;
1981
2084 if(out_of_map(m,x,y)) { 1982 if (out_of_map (m, x, y))
1983 {
2085 LOG(llevError,"Present called outside map.\n"); 1984 LOG (llevError, "Present called outside map.\n");
2086 return NULL; 1985 return NULL;
2087 } 1986 }
2088 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1987 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2089 if(tmp->type==type) 1988 if (tmp->type == type)
2090 return tmp; 1989 return tmp;
2091 return NULL; 1990 return NULL;
2092} 1991}
2093 1992
2094/* 1993/*
2095 * present_in_ob(type, object) searches for any objects with 1994 * present_in_ob(type, object) searches for any objects with
2096 * a matching type variable in the inventory of the given object. 1995 * a matching type variable in the inventory of the given object.
2097 * The first matching object is returned, or NULL if none. 1996 * The first matching object is returned, or NULL if none.
2098 */ 1997 */
2099 1998
1999object *
2100object *present_in_ob(unsigned char type, const object *op) { 2000present_in_ob (unsigned char type, const object *op)
2001{
2101 object *tmp; 2002 object *
2003 tmp;
2004
2102 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2005 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2103 if(tmp->type==type) 2006 if (tmp->type == type)
2104 return tmp; 2007 return tmp;
2105 return NULL; 2008 return NULL;
2106} 2009}
2107 2010
2108/* 2011/*
2118 * the object name, not the archetype name. this is so that the 2021 * the object name, not the archetype name. this is so that the
2119 * spell code can use one object type (force), but change it's name 2022 * spell code can use one object type (force), but change it's name
2120 * to be unique. 2023 * to be unique.
2121 */ 2024 */
2122 2025
2026object *
2123object *present_in_ob_by_name(int type, const char *str, const object *op) { 2027present_in_ob_by_name (int type, const char *str, const object *op)
2028{
2124 object *tmp; 2029 object *
2030 tmp;
2125 2031
2126 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2032 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2033 {
2127 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2034 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2128 return tmp; 2035 return tmp;
2129 } 2036 }
2130 return NULL; 2037 return NULL;
2131} 2038}
2132 2039
2133/* 2040/*
2134 * present_arch_in_ob(archetype, object) searches for any objects with 2041 * present_arch_in_ob(archetype, object) searches for any objects with
2135 * a matching archetype in the inventory of the given object. 2042 * a matching archetype in the inventory of the given object.
2136 * The first matching object is returned, or NULL if none. 2043 * The first matching object is returned, or NULL if none.
2137 */ 2044 */
2138 2045
2046object *
2139object *present_arch_in_ob(const archetype *at, const object *op) { 2047present_arch_in_ob (const archetype *at, const object *op)
2048{
2140 object *tmp; 2049 object *
2050 tmp;
2051
2141 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2052 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2142 if( tmp->arch == at) 2053 if (tmp->arch == at)
2143 return tmp; 2054 return tmp;
2144 return NULL; 2055 return NULL;
2145} 2056}
2146 2057
2147/* 2058/*
2148 * activate recursively a flag on an object inventory 2059 * activate recursively a flag on an object inventory
2149 */ 2060 */
2061void
2150void flag_inv(object*op, int flag){ 2062flag_inv (object *op, int flag)
2063{
2151 object *tmp; 2064 object *
2065 tmp;
2066
2152 if(op->inv) 2067 if (op->inv)
2153 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2068 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2069 {
2154 SET_FLAG(tmp, flag); 2070 SET_FLAG (tmp, flag);
2155 flag_inv(tmp,flag); 2071 flag_inv (tmp, flag);
2156 } 2072 }
2157}/* 2073} /*
2158 * desactivate recursively a flag on an object inventory 2074 * desactivate recursively a flag on an object inventory
2159 */ 2075 */
2076void
2160void unflag_inv(object*op, int flag){ 2077unflag_inv (object *op, int flag)
2078{
2161 object *tmp; 2079 object *
2080 tmp;
2081
2162 if(op->inv) 2082 if (op->inv)
2163 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2083 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2084 {
2164 CLEAR_FLAG(tmp, flag); 2085 CLEAR_FLAG (tmp, flag);
2165 unflag_inv(tmp,flag); 2086 unflag_inv (tmp, flag);
2166 } 2087 }
2167} 2088}
2168 2089
2169/* 2090/*
2170 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2091 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2171 * all it's inventory (recursively). 2092 * all it's inventory (recursively).
2172 * If checksums are used, a player will get set_cheat called for 2093 * If checksums are used, a player will get set_cheat called for
2173 * him/her-self and all object carried by a call to this function. 2094 * him/her-self and all object carried by a call to this function.
2174 */ 2095 */
2175 2096
2097void
2176void set_cheat(object *op) { 2098set_cheat (object *op)
2099{
2177 SET_FLAG(op, FLAG_WAS_WIZ); 2100 SET_FLAG (op, FLAG_WAS_WIZ);
2178 flag_inv(op, FLAG_WAS_WIZ); 2101 flag_inv (op, FLAG_WAS_WIZ);
2179} 2102}
2180 2103
2181/* 2104/*
2182 * find_free_spot(object, map, x, y, start, stop) will search for 2105 * find_free_spot(object, map, x, y, start, stop) will search for
2183 * a spot at the given map and coordinates which will be able to contain 2106 * a spot at the given map and coordinates which will be able to contain
2198 * to know if the space in question will block the object. We can't use 2121 * to know if the space in question will block the object. We can't use
2199 * the archetype because that isn't correct if the monster has been 2122 * the archetype because that isn't correct if the monster has been
2200 * customized, changed states, etc. 2123 * customized, changed states, etc.
2201 */ 2124 */
2202 2125
2126int
2203int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2127find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2128{
2129 int
2130 i,
2204 int i,index=0, flag; 2131 index = 0, flag;
2132 static int
2205 static int altern[SIZEOFFREE]; 2133 altern[SIZEOFFREE];
2206 2134
2207 for(i=start;i<stop;i++) { 2135 for (i = start; i < stop; i++)
2136 {
2208 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2137 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2209 if(!flag) 2138 if (!flag)
2210 altern[index++]=i; 2139 altern[index++] = i;
2211 2140
2212 /* Basically, if we find a wall on a space, we cut down the search size. 2141 /* Basically, if we find a wall on a space, we cut down the search size.
2213 * In this way, we won't return spaces that are on another side of a wall. 2142 * In this way, we won't return spaces that are on another side of a wall.
2214 * This mostly work, but it cuts down the search size in all directions - 2143 * This mostly work, but it cuts down the search size in all directions -
2215 * if the space being examined only has a wall to the north and empty 2144 * if the space being examined only has a wall to the north and empty
2216 * spaces in all the other directions, this will reduce the search space 2145 * spaces in all the other directions, this will reduce the search space
2217 * to only the spaces immediately surrounding the target area, and 2146 * to only the spaces immediately surrounding the target area, and
2218 * won't look 2 spaces south of the target space. 2147 * won't look 2 spaces south of the target space.
2219 */ 2148 */
2220 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2149 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2221 stop=maxfree[i]; 2150 stop = maxfree[i];
2222 } 2151 }
2223 if(!index) return -1; 2152 if (!index)
2153 return -1;
2224 return altern[RANDOM()%index]; 2154 return altern[RANDOM () % index];
2225} 2155}
2226 2156
2227/* 2157/*
2228 * find_first_free_spot(archetype, mapstruct, x, y) works like 2158 * find_first_free_spot(archetype, maptile, x, y) works like
2229 * find_free_spot(), but it will search max number of squares. 2159 * find_free_spot(), but it will search max number of squares.
2230 * But it will return the first available spot, not a random choice. 2160 * But it will return the first available spot, not a random choice.
2231 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2161 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2232 */ 2162 */
2233 2163
2164int
2234int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2165find_first_free_spot (const object *ob, maptile *m, int x, int y)
2166{
2167 int
2235 int i; 2168 i;
2169
2236 for(i=0;i<SIZEOFFREE;i++) { 2170 for (i = 0; i < SIZEOFFREE; i++)
2171 {
2237 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2172 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2238 return i; 2173 return i;
2239 } 2174 }
2240 return -1; 2175 return -1;
2241} 2176}
2242 2177
2243/* 2178/*
2244 * The function permute(arr, begin, end) randomly reorders the array 2179 * The function permute(arr, begin, end) randomly reorders the array
2245 * arr[begin..end-1]. 2180 * arr[begin..end-1].
2246 */ 2181 */
2182static void
2247static void permute(int *arr, int begin, int end) 2183permute (int *arr, int begin, int end)
2248{ 2184{
2249 int i, j, tmp, len; 2185 int
2186 i,
2187 j,
2188 tmp,
2189 len;
2250 2190
2251 len = end-begin; 2191 len = end - begin;
2252 for(i = begin; i < end; i++) 2192 for (i = begin; i < end; i++)
2253 { 2193 {
2254 j = begin+RANDOM()%len; 2194 j = begin + RANDOM () % len;
2255 2195
2256 tmp = arr[i]; 2196 tmp = arr[i];
2257 arr[i] = arr[j]; 2197 arr[i] = arr[j];
2258 arr[j] = tmp; 2198 arr[j] = tmp;
2259 } 2199 }
2260} 2200}
2261 2201
2262/* new function to make monster searching more efficient, and effective! 2202/* new function to make monster searching more efficient, and effective!
2263 * This basically returns a randomized array (in the passed pointer) of 2203 * This basically returns a randomized array (in the passed pointer) of
2264 * the spaces to find monsters. In this way, it won't always look for 2204 * the spaces to find monsters. In this way, it won't always look for
2265 * monsters to the north first. However, the size of the array passed 2205 * monsters to the north first. However, the size of the array passed
2266 * covers all the spaces, so within that size, all the spaces within 2206 * covers all the spaces, so within that size, all the spaces within
2267 * the 3x3 area will be searched, just not in a predictable order. 2207 * the 3x3 area will be searched, just not in a predictable order.
2268 */ 2208 */
2209void
2269void get_search_arr(int *search_arr) 2210get_search_arr (int *search_arr)
2270{ 2211{
2212 int
2271 int i; 2213 i;
2272 2214
2273 for(i = 0; i < SIZEOFFREE; i++) 2215 for (i = 0; i < SIZEOFFREE; i++)
2274 { 2216 {
2275 search_arr[i] = i; 2217 search_arr[i] = i;
2276 } 2218 }
2277 2219
2278 permute(search_arr, 1, SIZEOFFREE1+1); 2220 permute (search_arr, 1, SIZEOFFREE1 + 1);
2279 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2221 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2280 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2222 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2281} 2223}
2282 2224
2283/* 2225/*
2284 * find_dir(map, x, y, exclude) will search some close squares in the 2226 * find_dir(map, x, y, exclude) will search some close squares in the
2285 * given map at the given coordinates for live objects. 2227 * given map at the given coordinates for live objects.
2291 * is actually want is going to try and move there. We need this info 2233 * is actually want is going to try and move there. We need this info
2292 * because we have to know what movement the thing looking to move 2234 * because we have to know what movement the thing looking to move
2293 * there is capable of. 2235 * there is capable of.
2294 */ 2236 */
2295 2237
2238int
2296int find_dir(mapstruct *m, int x, int y, object *exclude) { 2239find_dir (maptile *m, int x, int y, object *exclude)
2240{
2241 int
2242 i,
2297 int i,max=SIZEOFFREE, mflags; 2243 max = SIZEOFFREE, mflags;
2244
2298 sint16 nx, ny; 2245 sint16 nx, ny;
2299 object *tmp; 2246 object *
2300 mapstruct *mp; 2247 tmp;
2248 maptile *
2249 mp;
2250
2301 MoveType blocked, move_type; 2251 MoveType blocked, move_type;
2302 2252
2303 if (exclude && exclude->head) { 2253 if (exclude && exclude->head)
2254 {
2304 exclude = exclude->head; 2255 exclude = exclude->head;
2305 move_type = exclude->move_type; 2256 move_type = exclude->move_type;
2306 } else { 2257 }
2258 else
2259 {
2307 /* If we don't have anything, presume it can use all movement types. */ 2260 /* If we don't have anything, presume it can use all movement types. */
2308 move_type=MOVE_ALL; 2261 move_type = MOVE_ALL;
2262 }
2263
2264 for (i = 1; i < max; i++)
2309 } 2265 {
2310
2311 for(i=1;i<max;i++) {
2312 mp = m; 2266 mp = m;
2313 nx = x + freearr_x[i]; 2267 nx = x + freearr_x[i];
2314 ny = y + freearr_y[i]; 2268 ny = y + freearr_y[i];
2315 2269
2316 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2270 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2317 if (mflags & P_OUT_OF_MAP) { 2271 if (mflags & P_OUT_OF_MAP)
2272 {
2318 max = maxfree[i]; 2273 max = maxfree[i];
2274 }
2319 } else { 2275 else
2276 {
2320 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2277 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2321 2278
2322 if ((move_type & blocked) == move_type) { 2279 if ((move_type & blocked) == move_type)
2280 {
2323 max=maxfree[i]; 2281 max = maxfree[i];
2282 }
2324 } else if (mflags & P_IS_ALIVE) { 2283 else if (mflags & P_IS_ALIVE)
2284 {
2325 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2285 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2326 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2286 {
2327 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2287 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2288 {
2328 break; 2289 break;
2329 } 2290 }
2330 } 2291 }
2331 if(tmp) { 2292 if (tmp)
2293 {
2332 return freedir[i]; 2294 return freedir[i];
2333 } 2295 }
2334 } 2296 }
2335 } 2297 }
2336 } 2298 }
2337 return 0; 2299 return 0;
2338} 2300}
2339 2301
2340/* 2302/*
2341 * distance(object 1, object 2) will return the square of the 2303 * distance(object 1, object 2) will return the square of the
2342 * distance between the two given objects. 2304 * distance between the two given objects.
2343 */ 2305 */
2344 2306
2307int
2345int distance(const object *ob1, const object *ob2) { 2308distance (const object *ob1, const object *ob2)
2309{
2346 int i; 2310 int
2347 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2311 i;
2348 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2312
2313 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2349 return i; 2314 return i;
2350} 2315}
2351 2316
2352/* 2317/*
2353 * find_dir_2(delta-x,delta-y) will return a direction in which 2318 * find_dir_2(delta-x,delta-y) will return a direction in which
2354 * an object which has subtracted the x and y coordinates of another 2319 * an object which has subtracted the x and y coordinates of another
2355 * object, needs to travel toward it. 2320 * object, needs to travel toward it.
2356 */ 2321 */
2357 2322
2323int
2358int find_dir_2(int x, int y) { 2324find_dir_2 (int x, int y)
2325{
2359 int q; 2326 int
2327 q;
2360 2328
2361 if(y) 2329 if (y)
2362 q=x*100/y; 2330 q = x * 100 / y;
2363 else if (x) 2331 else if (x)
2364 q= -300*x; 2332 q = -300 * x;
2365 else 2333 else
2366 return 0; 2334 return 0;
2367 2335
2368 if(y>0) { 2336 if (y > 0)
2337 {
2369 if(q < -242) 2338 if (q < -242)
2370 return 3 ; 2339 return 3;
2371 if (q < -41) 2340 if (q < -41)
2372 return 2 ; 2341 return 2;
2373 if (q < 41) 2342 if (q < 41)
2374 return 1 ; 2343 return 1;
2375 if (q < 242) 2344 if (q < 242)
2376 return 8 ; 2345 return 8;
2377 return 7 ; 2346 return 7;
2378 } 2347 }
2379 2348
2380 if (q < -242) 2349 if (q < -242)
2381 return 7 ; 2350 return 7;
2382 if (q < -41) 2351 if (q < -41)
2383 return 6 ; 2352 return 6;
2384 if (q < 41) 2353 if (q < 41)
2385 return 5 ; 2354 return 5;
2386 if (q < 242) 2355 if (q < 242)
2387 return 4 ; 2356 return 4;
2388 2357
2389 return 3 ; 2358 return 3;
2390} 2359}
2391 2360
2392/* 2361/*
2393 * absdir(int): Returns a number between 1 and 8, which represent 2362 * absdir(int): Returns a number between 1 and 8, which represent
2394 * the "absolute" direction of a number (it actually takes care of 2363 * the "absolute" direction of a number (it actually takes care of
2395 * "overflow" in previous calculations of a direction). 2364 * "overflow" in previous calculations of a direction).
2396 */ 2365 */
2397 2366
2367int
2398int absdir(int d) { 2368absdir (int d)
2399 while(d<1) d+=8; 2369{
2400 while(d>8) d-=8; 2370 while (d < 1)
2371 d += 8;
2372 while (d > 8)
2373 d -= 8;
2401 return d; 2374 return d;
2402} 2375}
2403 2376
2404/* 2377/*
2405 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2378 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2406 * between two directions (which are expected to be absolute (see absdir()) 2379 * between two directions (which are expected to be absolute (see absdir())
2407 */ 2380 */
2408 2381
2382int
2409int dirdiff(int dir1, int dir2) { 2383dirdiff (int dir1, int dir2)
2384{
2410 int d; 2385 int
2386 d;
2387
2411 d = abs(dir1 - dir2); 2388 d = abs (dir1 - dir2);
2412 if(d>4) 2389 if (d > 4)
2413 d = 8 - d; 2390 d = 8 - d;
2414 return d; 2391 return d;
2415} 2392}
2416 2393
2417/* peterm: 2394/* peterm:
2422 * direction 4, 14, or 16 to get back to where we are. 2399 * direction 4, 14, or 16 to get back to where we are.
2423 * Moved from spell_util.c to object.c with the other related direction 2400 * Moved from spell_util.c to object.c with the other related direction
2424 * functions. 2401 * functions.
2425 */ 2402 */
2426 2403
2404int
2427int reduction_dir[SIZEOFFREE][3] = { 2405 reduction_dir[SIZEOFFREE][3] = {
2428 {0,0,0}, /* 0 */ 2406 {0, 0, 0}, /* 0 */
2429 {0,0,0}, /* 1 */ 2407 {0, 0, 0}, /* 1 */
2430 {0,0,0}, /* 2 */ 2408 {0, 0, 0}, /* 2 */
2431 {0,0,0}, /* 3 */ 2409 {0, 0, 0}, /* 3 */
2432 {0,0,0}, /* 4 */ 2410 {0, 0, 0}, /* 4 */
2433 {0,0,0}, /* 5 */ 2411 {0, 0, 0}, /* 5 */
2434 {0,0,0}, /* 6 */ 2412 {0, 0, 0}, /* 6 */
2435 {0,0,0}, /* 7 */ 2413 {0, 0, 0}, /* 7 */
2436 {0,0,0}, /* 8 */ 2414 {0, 0, 0}, /* 8 */
2437 {8,1,2}, /* 9 */ 2415 {8, 1, 2}, /* 9 */
2438 {1,2,-1}, /* 10 */ 2416 {1, 2, -1}, /* 10 */
2439 {2,10,12}, /* 11 */ 2417 {2, 10, 12}, /* 11 */
2440 {2,3,-1}, /* 12 */ 2418 {2, 3, -1}, /* 12 */
2441 {2,3,4}, /* 13 */ 2419 {2, 3, 4}, /* 13 */
2442 {3,4,-1}, /* 14 */ 2420 {3, 4, -1}, /* 14 */
2443 {4,14,16}, /* 15 */ 2421 {4, 14, 16}, /* 15 */
2444 {5,4,-1}, /* 16 */ 2422 {5, 4, -1}, /* 16 */
2445 {4,5,6}, /* 17 */ 2423 {4, 5, 6}, /* 17 */
2446 {6,5,-1}, /* 18 */ 2424 {6, 5, -1}, /* 18 */
2447 {6,20,18}, /* 19 */ 2425 {6, 20, 18}, /* 19 */
2448 {7,6,-1}, /* 20 */ 2426 {7, 6, -1}, /* 20 */
2449 {6,7,8}, /* 21 */ 2427 {6, 7, 8}, /* 21 */
2450 {7,8,-1}, /* 22 */ 2428 {7, 8, -1}, /* 22 */
2451 {8,22,24}, /* 23 */ 2429 {8, 22, 24}, /* 23 */
2452 {8,1,-1}, /* 24 */ 2430 {8, 1, -1}, /* 24 */
2453 {24,9,10}, /* 25 */ 2431 {24, 9, 10}, /* 25 */
2454 {9,10,-1}, /* 26 */ 2432 {9, 10, -1}, /* 26 */
2455 {10,11,-1}, /* 27 */ 2433 {10, 11, -1}, /* 27 */
2456 {27,11,29}, /* 28 */ 2434 {27, 11, 29}, /* 28 */
2457 {11,12,-1}, /* 29 */ 2435 {11, 12, -1}, /* 29 */
2458 {12,13,-1}, /* 30 */ 2436 {12, 13, -1}, /* 30 */
2459 {12,13,14}, /* 31 */ 2437 {12, 13, 14}, /* 31 */
2460 {13,14,-1}, /* 32 */ 2438 {13, 14, -1}, /* 32 */
2461 {14,15,-1}, /* 33 */ 2439 {14, 15, -1}, /* 33 */
2462 {33,15,35}, /* 34 */ 2440 {33, 15, 35}, /* 34 */
2463 {16,15,-1}, /* 35 */ 2441 {16, 15, -1}, /* 35 */
2464 {17,16,-1}, /* 36 */ 2442 {17, 16, -1}, /* 36 */
2465 {18,17,16}, /* 37 */ 2443 {18, 17, 16}, /* 37 */
2466 {18,17,-1}, /* 38 */ 2444 {18, 17, -1}, /* 38 */
2467 {18,19,-1}, /* 39 */ 2445 {18, 19, -1}, /* 39 */
2468 {41,19,39}, /* 40 */ 2446 {41, 19, 39}, /* 40 */
2469 {19,20,-1}, /* 41 */ 2447 {19, 20, -1}, /* 41 */
2470 {20,21,-1}, /* 42 */ 2448 {20, 21, -1}, /* 42 */
2471 {20,21,22}, /* 43 */ 2449 {20, 21, 22}, /* 43 */
2472 {21,22,-1}, /* 44 */ 2450 {21, 22, -1}, /* 44 */
2473 {23,22,-1}, /* 45 */ 2451 {23, 22, -1}, /* 45 */
2474 {45,47,23}, /* 46 */ 2452 {45, 47, 23}, /* 46 */
2475 {23,24,-1}, /* 47 */ 2453 {23, 24, -1}, /* 47 */
2476 {24,9,-1}}; /* 48 */ 2454 {24, 9, -1}
2455}; /* 48 */
2477 2456
2478/* Recursive routine to step back and see if we can 2457/* Recursive routine to step back and see if we can
2479 * find a path to that monster that we found. If not, 2458 * find a path to that monster that we found. If not,
2480 * we don't bother going toward it. Returns 1 if we 2459 * we don't bother going toward it. Returns 1 if we
2481 * can see a direct way to get it 2460 * can see a direct way to get it
2482 * Modified to be map tile aware -.MSW 2461 * Modified to be map tile aware -.MSW
2483 */ 2462 */
2484
2485 2463
2464
2465int
2486int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2466can_see_monsterP (maptile *m, int x, int y, int dir)
2467{
2487 sint16 dx, dy; 2468 sint16 dx, dy;
2469 int
2488 int mflags; 2470 mflags;
2489 2471
2472 if (dir < 0)
2490 if(dir<0) return 0; /* exit condition: invalid direction */ 2473 return 0; /* exit condition: invalid direction */
2491 2474
2492 dx = x + freearr_x[dir]; 2475 dx = x + freearr_x[dir];
2493 dy = y + freearr_y[dir]; 2476 dy = y + freearr_y[dir];
2494 2477
2495 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2478 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2496 2479
2497 /* This functional arguably was incorrect before - it was 2480 /* This functional arguably was incorrect before - it was
2498 * checking for P_WALL - that was basically seeing if 2481 * checking for P_WALL - that was basically seeing if
2499 * we could move to the monster - this is being more 2482 * we could move to the monster - this is being more
2500 * literal on if we can see it. To know if we can actually 2483 * literal on if we can see it. To know if we can actually
2501 * move to the monster, we'd need the monster passed in or 2484 * move to the monster, we'd need the monster passed in or
2502 * at least its move type. 2485 * at least its move type.
2503 */ 2486 */
2504 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2487 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2488 return 0;
2505 2489
2506 /* yes, can see. */ 2490 /* yes, can see. */
2507 if(dir < 9) return 1; 2491 if (dir < 9)
2492 return 1;
2508 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2493 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2509 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2494 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2510 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2511} 2495}
2512 2496
2513 2497
2514 2498
2515/* 2499/*
2516 * can_pick(picker, item): finds out if an object is possible to be 2500 * can_pick(picker, item): finds out if an object is possible to be
2517 * picked up by the picker. Returnes 1 if it can be 2501 * picked up by the picker. Returnes 1 if it can be
2518 * picked up, otherwise 0. 2502 * picked up, otherwise 0.
2519 * 2503 *
2521 * core dumps if they do. 2505 * core dumps if they do.
2522 * 2506 *
2523 * Add a check so we can't pick up invisible objects (0.93.8) 2507 * Add a check so we can't pick up invisible objects (0.93.8)
2524 */ 2508 */
2525 2509
2510int
2526int can_pick(const object *who, const object *item) { 2511can_pick (const object *who, const object *item)
2512{
2527 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2513 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2528 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2514 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2529 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2515 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2530 (who->type==PLAYER||item->weight<who->weight/3));
2531} 2516}
2532 2517
2533 2518
2534/* 2519/*
2535 * create clone from object to another 2520 * create clone from object to another
2536 */ 2521 */
2522object *
2537object *object_create_clone (object *asrc) { 2523object_create_clone (object *asrc)
2524{
2538 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2525 object *dst = 0, *tmp, *src, *part, *prev, *item;
2539 2526
2540 if(!asrc) return NULL; 2527 if (!asrc)
2528 return 0;
2529
2541 src = asrc; 2530 src = asrc;
2542 if(src->head) 2531 if (src->head)
2543 src = src->head; 2532 src = src->head;
2544 2533
2545 prev = NULL; 2534 prev = 0;
2546 for(part = src; part; part = part->more) { 2535 for (part = src; part; part = part->more)
2536 {
2547 tmp = get_object(); 2537 tmp = get_object ();
2548 copy_object(part,tmp); 2538 copy_object (part, tmp);
2549 tmp->x -= src->x; 2539 tmp->x -= src->x;
2550 tmp->y -= src->y; 2540 tmp->y -= src->y;
2541
2551 if(!part->head) { 2542 if (!part->head)
2543 {
2552 dst = tmp; 2544 dst = tmp;
2553 tmp->head = NULL; 2545 tmp->head = 0;
2546 }
2554 } else { 2547 else
2548 {
2555 tmp->head = dst; 2549 tmp->head = dst;
2556 } 2550 }
2551
2557 tmp->more = NULL; 2552 tmp->more = 0;
2553
2558 if(prev) 2554 if (prev)
2559 prev->more = tmp; 2555 prev->more = tmp;
2556
2560 prev = tmp; 2557 prev = tmp;
2561 } 2558 }
2562 /*** copy inventory ***/ 2559
2563 for(item = src->inv; item; item = item->below) { 2560 for (item = src->inv; item; item = item->below)
2564 (void) insert_ob_in_ob(object_create_clone(item),dst); 2561 insert_ob_in_ob (object_create_clone (item), dst);
2565 }
2566 2562
2567 return dst; 2563 return dst;
2568}
2569
2570/* return true if the object was destroyed, 0 otherwise */
2571int was_destroyed (const object *op, tag_t old_tag)
2572{
2573 /* checking for FLAG_FREED isn't necessary, but makes this function more
2574 * robust */
2575 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2576} 2564}
2577 2565
2578/* GROS - Creates an object using a string representing its content. */ 2566/* GROS - Creates an object using a string representing its content. */
2579/* Basically, we save the content of the string to a temp file, then call */ 2567/* Basically, we save the content of the string to a temp file, then call */
2580/* load_object on it. I admit it is a highly inefficient way to make things, */ 2568/* load_object on it. I admit it is a highly inefficient way to make things, */
2581/* but it was simple to make and allows reusing the load_object function. */ 2569/* but it was simple to make and allows reusing the load_object function. */
2582/* Remember not to use load_object_str in a time-critical situation. */ 2570/* Remember not to use load_object_str in a time-critical situation. */
2583/* Also remember that multiparts objects are not supported for now. */ 2571/* Also remember that multiparts objects are not supported for now. */
2584 2572
2573object *
2585object* load_object_str(const char *obstr) 2574load_object_str (const char *obstr)
2586{ 2575{
2587 object *op; 2576 object *op;
2588 char filename[MAX_BUF]; 2577 char filename[MAX_BUF];
2578
2589 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2579 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2590 2580
2591 FILE *tempfile=fopen(filename,"w"); 2581 FILE *tempfile = fopen (filename, "w");
2582
2592 if (tempfile == NULL) 2583 if (tempfile == NULL)
2593 { 2584 {
2594 LOG(llevError,"Error - Unable to access load object temp file\n"); 2585 LOG (llevError, "Error - Unable to access load object temp file\n");
2595 return NULL; 2586 return NULL;
2596 }; 2587 }
2588
2597 fprintf(tempfile,obstr); 2589 fprintf (tempfile, obstr);
2598 fclose(tempfile); 2590 fclose (tempfile);
2599 2591
2600 op=get_object(); 2592 op = get_object ();
2601 2593
2602 object_thawer thawer (filename); 2594 object_thawer thawer (filename);
2595
2603 if (thawer) 2596 if (thawer)
2604 load_object(thawer,op,LO_NEWFILE,0); 2597 load_object (thawer, op, 0);
2598
2605 LOG(llevDebug," load str completed, object=%s\n",op->name); 2599 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2606 CLEAR_FLAG(op,FLAG_REMOVED); 2600 CLEAR_FLAG (op, FLAG_REMOVED);
2607 2601
2608 return op; 2602 return op;
2609} 2603}
2610 2604
2611/* This returns the first object in who's inventory that 2605/* This returns the first object in who's inventory that
2612 * has the same type and subtype match. 2606 * has the same type and subtype match.
2613 * returns NULL if no match. 2607 * returns NULL if no match.
2614 */ 2608 */
2609object *
2615object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2610find_obj_by_type_subtype (const object *who, int type, int subtype)
2616{ 2611{
2617 object *tmp; 2612 object *tmp;
2618 2613
2619 for (tmp=who->inv; tmp; tmp=tmp->below) 2614 for (tmp = who->inv; tmp; tmp = tmp->below)
2620 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2615 if (tmp->type == type && tmp->subtype == subtype)
2616 return tmp;
2621 2617
2622 return NULL; 2618 return NULL;
2623} 2619}
2624 2620
2625/* If ob has a field named key, return the link from the list, 2621/* If ob has a field named key, return the link from the list,
2626 * otherwise return NULL. 2622 * otherwise return NULL.
2627 * 2623 *
2628 * key must be a passed in shared string - otherwise, this won't 2624 * key must be a passed in shared string - otherwise, this won't
2629 * do the desired thing. 2625 * do the desired thing.
2630 */ 2626 */
2627key_value *
2631key_value * get_ob_key_link(const object * ob, const char * key) { 2628get_ob_key_link (const object *ob, const char *key)
2629{
2632 key_value * link; 2630 key_value *link;
2633 2631
2634 for (link = ob->key_values; link != NULL; link = link->next) { 2632 for (link = ob->key_values; link != NULL; link = link->next)
2635 if (link->key == key) { 2633 if (link->key == key)
2636 return link; 2634 return link;
2637 } 2635
2638 }
2639
2640 return NULL; 2636 return NULL;
2641} 2637}
2642 2638
2643/* 2639/*
2644 * Returns the value of op has an extra_field for key, or NULL. 2640 * Returns the value of op has an extra_field for key, or NULL.
2645 * 2641 *
2646 * The argument doesn't need to be a shared string. 2642 * The argument doesn't need to be a shared string.
2647 * 2643 *
2648 * The returned string is shared. 2644 * The returned string is shared.
2649 */ 2645 */
2646const char *
2650const char * get_ob_key_value(const object * op, const char * const key) { 2647get_ob_key_value (const object *op, const char *const key)
2648{
2651 key_value * link; 2649 key_value *link;
2652 const char * canonical_key; 2650 shstr_cmp canonical_key (key);
2651
2652 if (!canonical_key)
2653 2653 {
2654 canonical_key = find_string(key);
2655
2656 if (canonical_key == NULL) {
2657 /* 1. There being a field named key on any object 2654 /* 1. There being a field named key on any object
2658 * implies there'd be a shared string to find. 2655 * implies there'd be a shared string to find.
2659 * 2. Since there isn't, no object has this field. 2656 * 2. Since there isn't, no object has this field.
2660 * 3. Therefore, *this* object doesn't have this field. 2657 * 3. Therefore, *this* object doesn't have this field.
2661 */ 2658 */
2662 return NULL; 2659 return 0;
2663 } 2660 }
2664 2661
2665 /* This is copied from get_ob_key_link() above - 2662 /* This is copied from get_ob_key_link() above -
2666 * only 4 lines, and saves the function call overhead. 2663 * only 4 lines, and saves the function call overhead.
2667 */ 2664 */
2668 for (link = op->key_values; link != NULL; link = link->next) { 2665 for (link = op->key_values; link; link = link->next)
2669 if (link->key == canonical_key) { 2666 if (link->key == canonical_key)
2670 return link->value; 2667 return link->value;
2671 } 2668
2672 } 2669 return 0;
2673 return NULL;
2674} 2670}
2675 2671
2676 2672
2677/* 2673/*
2678 * Updates the canonical_key in op to value. 2674 * Updates the canonical_key in op to value.
2682 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2678 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2683 * keys. 2679 * keys.
2684 * 2680 *
2685 * Returns TRUE on success. 2681 * Returns TRUE on success.
2686 */ 2682 */
2683int
2687int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) { 2684set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2685{
2686 key_value *
2688 key_value * field = NULL, *last=NULL; 2687 field = NULL, *last = NULL;
2689 2688
2690 for (field=op->key_values; field != NULL; field=field->next) { 2689 for (field = op->key_values; field != NULL; field = field->next)
2690 {
2691 if (field->key != canonical_key) { 2691 if (field->key != canonical_key)
2692 {
2692 last = field; 2693 last = field;
2693 continue; 2694 continue;
2694 } 2695 }
2695 2696
2696 if (field->value) FREE_AND_CLEAR_STR(field->value);
2697 if (value) 2697 if (value)
2698 field->value = add_string(value); 2698 field->value = value;
2699 else { 2699 else
2700 {
2700 /* Basically, if the archetype has this key set, 2701 /* Basically, if the archetype has this key set,
2701 * we need to store the null value so when we save 2702 * we need to store the null value so when we save
2702 * it, we save the empty value so that when we load, 2703 * it, we save the empty value so that when we load,
2703 * we get this value back again. 2704 * we get this value back again.
2704 */ 2705 */
2705 if (get_ob_key_link(&op->arch->clone, canonical_key)) 2706 if (get_ob_key_link (&op->arch->clone, canonical_key))
2706 field->value = NULL; 2707 field->value = 0;
2707 else { 2708 else
2708 /* Delete this link */ 2709 {
2709 if (field->key) FREE_AND_CLEAR_STR(field->key); 2710 if (last)
2710 if (field->value) FREE_AND_CLEAR_STR(field->value);
2711 if (last) last->next = field->next; 2711 last->next = field->next;
2712 else
2712 else op->key_values = field->next; 2713 op->key_values = field->next;
2714
2713 free(field); 2715 delete field;
2714 } 2716 }
2715 } 2717 }
2716 return TRUE; 2718 return TRUE;
2717 } 2719 }
2718 /* IF we get here, key doesn't exist */ 2720 /* IF we get here, key doesn't exist */
2719 2721
2720 /* No field, we'll have to add it. */ 2722 /* No field, we'll have to add it. */
2723
2724 if (!add_key)
2721 2725 {
2722 if (!add_key) {
2723 return FALSE; 2726 return FALSE;
2724 } 2727 }
2725 /* There isn't any good reason to store a null 2728 /* There isn't any good reason to store a null
2726 * value in the key/value list. If the archetype has 2729 * value in the key/value list. If the archetype has
2727 * this key, then we should also have it, so shouldn't 2730 * this key, then we should also have it, so shouldn't
2728 * be here. If user wants to store empty strings, 2731 * be here. If user wants to store empty strings,
2729 * should pass in "" 2732 * should pass in ""
2730 */ 2733 */
2731 if (value == NULL) return TRUE; 2734 if (value == NULL)
2732
2733 field = (key_value *) malloc(sizeof(key_value));
2734
2735 field->key = add_refcount(canonical_key);
2736 field->value = add_string(value);
2737 /* Usual prepend-addition. */
2738 field->next = op->key_values;
2739 op->key_values = field;
2740
2741 return TRUE; 2735 return TRUE;
2736
2737 field = new key_value;
2738
2739 field->key = canonical_key;
2740 field->value = value;
2741 /* Usual prepend-addition. */
2742 field->next = op->key_values;
2743 op->key_values = field;
2744
2745 return TRUE;
2742} 2746}
2743 2747
2744/* 2748/*
2745 * Updates the key in op to value. 2749 * Updates the key in op to value.
2746 * 2750 *
2748 * and not add new ones. 2752 * and not add new ones.
2749 * In general, should be little reason FALSE is ever passed in for add_key 2753 * In general, should be little reason FALSE is ever passed in for add_key
2750 * 2754 *
2751 * Returns TRUE on success. 2755 * Returns TRUE on success.
2752 */ 2756 */
2757int
2753int set_ob_key_value(object * op, const char * key, const char * value, int add_key) { 2758set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2754 const char * canonical_key = NULL; 2759{
2755 int floating_ref = FALSE; 2760 shstr key_ (key);
2756 int ret; 2761
2762 return set_ob_key_value_s (op, key_, value, add_key);
2763}
2764
2765object::depth_iterator::depth_iterator (object *container)
2766: iterator_base (container)
2767{
2768 while (item->inv)
2769 item = item->inv;
2770}
2771
2772void
2773object::depth_iterator::next ()
2774{
2775 if (item->below)
2757 2776 {
2758 /* HACK This mess is to make sure set_ob_value() passes a shared string 2777 item = item->below;
2759 * to get_ob_key_link(), without leaving a leaked refcount. 2778
2760 */ 2779 while (item->inv)
2780 item = item->inv;
2761 2781 }
2762 canonical_key = find_string(key); 2782 else
2763 if (canonical_key == NULL) { 2783 item = item->env;
2764 canonical_key = add_string(key);
2765 floating_ref = TRUE;
2766 }
2767
2768 ret = set_ob_key_value_s(op, canonical_key, value, add_key);
2769
2770 if (floating_ref) {
2771 free_string(canonical_key);
2772 }
2773
2774 return ret;
2775} 2784}
2785
2786// return a suitable string describing an objetc in enough detail to find it
2787const char *
2788object::debug_desc (char *info) const
2789{
2790 char info2[256 * 3];
2791 char *p = info;
2792
2793 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2794 count,
2795 &name,
2796 title ? " " : "",
2797 title ? (const char *)title : "");
2798
2799 if (env)
2800 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2801
2802 if (map)
2803 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2804
2805 return info;
2806}
2807
2808const char *
2809object::debug_desc () const
2810{
2811 static char info[256 * 3];
2812 return debug_desc (info);
2813}
2814

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