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Comparing deliantra/server/common/object.C (file contents):
Revision 1.2 by root, Fri Aug 25 17:11:52 2006 UTC vs.
Revision 1.73 by root, Wed Dec 20 01:19:11 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.2 2006/08/25 17:11:52 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
42#ifdef MEMORY_DEBUG 34
43int nroffreeobjects = 0; 35#include <bitset>
36
44int nrofallocobjects = 0; 37int nrofallocobjects = 0;
45#undef OBJ_EXPAND 38static UUID uuid;
46#define OBJ_EXPAND 1 39const uint64 UUID_SKIP = 1<<19;
47#else
48object objarray[STARTMAX]; /* All objects, allocated this way at first */
49int nroffreeobjects = STARTMAX; /* How many OBs allocated and free (free) */
50int nrofallocobjects = STARTMAX; /* How many OBs allocated (free + used) */
51#endif
52 40
53object *objects; /* Pointer to the list of used objects */
54object *free_objects; /* Pointer to the list of unused objects */
55object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
56 42
57void (*object_free_callback)(object *ob); 43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
58
59short freearr_x[SIZEOFFREE]=
60 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
61 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
62short freearr_y[SIZEOFFREE]= 45};
63 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
64 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
65int maxfree[SIZEOFFREE]= 48};
66 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
67 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51};
68int freedir[SIZEOFFREE]= { 52int freedir[SIZEOFFREE] = {
69 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
70 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55};
71 56
57static void
58write_uuid (void)
59{
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76}
77
78static void
79read_uuid (void)
80{
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp);
113}
114
115UUID
116gen_uuid ()
117{
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126}
127
128void
129init_uuid ()
130{
131 read_uuid ();
132}
72 133
73/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int
74static int compare_ob_value_lists_one(const object * wants, const object * has) { 136compare_ob_value_lists_one (const object *wants, const object *has)
137{
75 key_value * wants_field; 138 key_value *wants_field;
76 139
77 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
78 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
79 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
80 */ 143 */
81 144
82 /* For each field in wants, */ 145 /* For each field in wants, */
83 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
147 {
84 key_value * has_field; 148 key_value *has_field;
85 149
86 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
87 has_field = get_ob_key_link(has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
88 154 {
89 if (has_field == NULL) {
90 /* No field with that name. */ 155 /* No field with that name. */
91 return FALSE; 156 return FALSE;
92 }
93 157 }
158
94 /* Found the matching field. */ 159 /* Found the matching field. */
95 if (has_field->value != wants_field->value) { 160 if (has_field->value != wants_field->value)
161 {
96 /* Values don't match, so this half of the comparison is false. */ 162 /* Values don't match, so this half of the comparison is false. */
97 return FALSE; 163 return FALSE;
98 } 164 }
99 165
100 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
101 }
102 167 }
168
103 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
104 return TRUE; 170 return TRUE;
105} 171}
106 172
107/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int
108static int compare_ob_value_lists(const object * ob1, const object * ob2) { 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{
109 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
110 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
111 */ 179 */
112 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
113} 181}
114 182
115/* Function examines the 2 objects given to it, and returns true if 183/* Function examines the 2 objects given to it, and returns true if
116 * they can be merged together. 184 * they can be merged together.
117 * 185 *
118 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
119 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
120 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
121 * 189 *
122 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
123 * 191 *
124 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
125 * check weight 193 * check weight
126 */ 194 */
127 195
128int CAN_MERGE(object *ob1, object *ob2) { 196bool object::can_merge_slow (object *ob1, object *ob2)
129 197{
130 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
131 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 199 if (ob1 == ob2
132 200 || ob1->type != ob2->type
133 if (ob1->speed != ob2->speed) return 0; 201 || ob1->speed != ob2->speed
134 /* Note sure why the following is the case - either the object has to 202 || ob1->value != ob2->value
135 * be animated or have a very low speed. Is this an attempted monster 203 || ob1->name != ob2->name)
136 * check?
137 */
138 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED)
139 return 0; 204 return 0;
140 205
206 //TODO: this ain't working well, use nicer and correct overflow check
141 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
142 * value could not be stored in a sint32 (which unfortunately sometimes is 208 * value could not be stored in a sint32 (which unfortunately sometimes is
143 * used to store nrof). 209 * used to store nrof).
144 */ 210 */
145 if (ob1->nrof+ob2->nrof >= 1UL<<31) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
146 return 0; 212 return 0;
147 213
148 /* This is really a spellbook check - really, we should
149 * check all objects in the inventory.
150 */
151 if (ob1->inv || ob2->inv) {
152 /* if one object has inventory but the other doesn't, not equiv */
153 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
154
155 /* Now check to see if the two inventory objects could merge */
156 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
157
158 /* inventory ok - still need to check rest of this object to see
159 * if it is valid.
160 */
161 }
162
163 /* If the objects have been identified, set the BEEN_APPLIED flag. 214 /* If the objects have been identified, set the BEEN_APPLIED flag.
164 * This is to the comparison of the flags below will be OK. We 215 * This is to the comparison of the flags below will be OK. We
165 * just can't ignore the been applied or identified flags, as they 216 * just can't ignore the been applied or identified flags, as they
166 * are not equal - just if it has been identified, the been_applied 217 * are not equal - just if it has been identified, the been_applied
167 * flags lose any meaning. 218 * flags lose any meaning.
168 */ 219 */
169 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED)) 220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
170 SET_FLAG(ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
171 222
172 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
173 SET_FLAG(ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
174 225
175 226 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
176 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 || ob1->arch != ob2->arch
177 * being locked in inventory should prevent merging. 228 || ob1->name != ob2->name
178 * 0x4 in flags3 is CLIENT_SENT 229 || ob1->title != ob2->title
179 */ 230 || ob1->msg != ob2->msg
180 if ((ob1->arch != ob2->arch) || 231 || ob1->weight != ob2->weight
181 (ob1->flags[0] != ob2->flags[0]) ||
182 (ob1->flags[1] != ob2->flags[1]) ||
183 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
184 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
185 (ob1->name != ob2->name) ||
186 (ob1->title != ob2->title) ||
187 (ob1->msg != ob2->msg) ||
188 (ob1->weight != ob2->weight) ||
189 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
190 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
191 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
192 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
193 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
194 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
195 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
196 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
197 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
198 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
199 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
200 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
201 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
202 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
203 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
204 (ob1->move_on != ob2->move_on) || 247 || ob1->move_on != ob2->move_on
205 (ob1->move_off != ob2->move_off) || 248 || ob1->move_off != ob2->move_off
206 (ob1->move_slow != ob2->move_slow) || 249 || ob1->move_slow != ob2->move_slow
207 (ob1->move_slow_penalty != ob2->move_slow_penalty) 250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
208 )
209 return 0; 251 return 0;
210 252
253 /* This is really a spellbook check - really, we should
254 * check all objects in the inventory.
255 */
256 if (ob1->inv || ob2->inv)
257 {
258 /* if one object has inventory but the other doesn't, not equiv */
259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
260 return 0;
261
262 /* Now check to see if the two inventory objects could merge */
263 if (!object::can_merge (ob1->inv, ob2->inv))
264 return 0;
265
266 /* inventory ok - still need to check rest of this object to see
267 * if it is valid.
268 */
269 }
270
211 /* Don't merge objects that are applied. With the new 'body' code, 271 /* Don't merge objects that are applied. With the new 'body' code,
212 * it is possible for most any character to have more than one of 272 * it is possible for most any character to have more than one of
213 * some items equipped, and we don't want those to merge. 273 * some items equipped, and we don't want those to merge.
214 */ 274 */
215 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 275 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
216 return 0; 276 return 0;
217 277
278 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster
280 * check?
281 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
283 return 0;
284
218 switch (ob1->type) { 285 switch (ob1->type)
286 {
219 case SCROLL: 287 case SCROLL:
220 if (ob1->level != ob2->level) return 0; 288 if (ob1->level != ob2->level)
289 return 0;
221 break; 290 break;
222
223 } 291 }
292
224 if (ob1->key_values != NULL || ob2->key_values != NULL) { 293 if (ob1->key_values != NULL || ob2->key_values != NULL)
294 {
225 /* At least one of these has key_values. */ 295 /* At least one of these has key_values. */
226 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) { 296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
227 /* One has fields, but the other one doesn't. */ 297 /* One has fields, but the other one doesn't. */
228 return 0; 298 return 0;
229 } else if (!compare_ob_value_lists(ob1, ob2)) { 299 else if (!compare_ob_value_lists (ob1, ob2))
230 return 0; 300 return 0;
231 } 301 }
302
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self)
232 } 305 {
306 ob1->optimise ();
307 ob2->optimise ();
233 308
309 if (ob1->self || ob2->self)
310 return 0;
311 }
312
234 /* Everything passes, must be OK. */ 313 /* Everything passes, must be OK. */
235 return 1; 314 return 1;
236} 315}
237 316
238/* 317/*
239 * sum_weight() is a recursive function which calculates the weight 318 * sum_weight() is a recursive function which calculates the weight
240 * an object is carrying. It goes through in figures out how much 319 * an object is carrying. It goes through in figures out how much
241 * containers are carrying, and sums it up. 320 * containers are carrying, and sums it up.
242 */ 321 */
243signed long sum_weight(object *op) { 322long
323sum_weight (object *op)
324{
244 signed long sum; 325 long sum;
245 object *inv; 326 object *inv;
327
246 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
329 {
247 if (inv->inv) 330 if (inv->inv)
248 sum_weight(inv); 331 sum_weight (inv);
249 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
250 } 333 }
334
251 if (op->type == CONTAINER && op->stats.Str) 335 if (op->type == CONTAINER && op->stats.Str)
252 sum = (sum * (100 - op->stats.Str))/100; 336 sum = (sum * (100 - op->stats.Str)) / 100;
337
253 if(op->carrying != sum) 338 if (op->carrying != sum)
254 op->carrying = sum; 339 op->carrying = sum;
340
255 return sum; 341 return sum;
256} 342}
257 343
258/** 344/**
259 * Return the outermost environment object for a given object. 345 * Return the outermost environment object for a given object.
260 */ 346 */
261 347
348object *
262object *object_get_env_recursive (object *op) { 349object_get_env_recursive (object *op)
350{
263 while (op->env != NULL) 351 while (op->env != NULL)
264 op = op->env; 352 op = op->env;
265 return op; 353 return op;
266} 354}
267 355
268/* 356/*
269 * Eneq(@csd.uu.se): Since we can have items buried in a character we need 357 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
270 * a better check. We basically keeping traversing up until we can't 358 * a better check. We basically keeping traversing up until we can't
271 * or find a player. 359 * or find a player.
272 */ 360 */
273 361
362object *
274object *is_player_inv (object *op) { 363is_player_inv (object *op)
364{
275 for (;op!=NULL&&op->type!=PLAYER; op=op->env) 365 for (; op != NULL && op->type != PLAYER; op = op->env)
276 if (op->env==op) 366 if (op->env == op)
277 op->env = NULL; 367 op->env = NULL;
278 return op; 368 return op;
279} 369}
280 370
281/* 371/*
282 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 372 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
283 * Some error messages. 373 * Some error messages.
284 * The result of the dump is stored in the static global errmsg array. 374 * The result of the dump is stored in the static global errmsg array.
285 */ 375 */
286 376
287void dump_object2(object *op) { 377char *
288 char *cp;
289/* object *tmp;*/
290
291 if(op->arch!=NULL) {
292 strcat(errmsg,"arch ");
293 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
294 strcat(errmsg,"\n");
295 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
296 strcat(errmsg,cp);
297#if 0
298 /* Don't dump player diffs - they are too long, mostly meaningless, and
299 * will overflow the buffer.
300 * Changed so that we don't dump inventory either. This may
301 * also overflow the buffer.
302 */
303 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
304 strcat(errmsg,cp);
305 for (tmp=op->inv; tmp; tmp=tmp->below)
306 dump_object2(tmp);
307#endif
308 strcat(errmsg,"end\n");
309 } else {
310 strcat(errmsg,"Object ");
311 if (op->name==NULL) strcat(errmsg, "(null)");
312 else strcat(errmsg,op->name);
313 strcat(errmsg,"\n");
314#if 0
315 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
316 strcat(errmsg,cp);
317 for (tmp=op->inv; tmp; tmp=tmp->below)
318 dump_object2(tmp);
319#endif
320 strcat(errmsg,"end\n");
321 }
322}
323
324/*
325 * Dumps an object. Returns output in the static global errmsg array.
326 */
327
328void dump_object(object *op) { 378dump_object (object *op)
329 if(op==NULL) {
330 strcpy(errmsg,"[NULL pointer]");
331 return;
332 }
333 errmsg[0]='\0';
334 dump_object2(op);
335}
336
337/* GROS - Dumps an object. Return the result into a string */
338/* Note that no checking is done for the validity of the target string, so */
339/* you need to be sure that you allocated enough space for it. */
340void dump_me(object *op, char *outstr)
341{ 379{
342 char *cp; 380 if (!op)
381 return strdup ("[NULLOBJ]");
343 382
344 if(op==NULL) 383 object_freezer freezer;
345 { 384 save_object (freezer, op, 3);
346 strcpy(outstr,"[NULL pointer]"); 385 return freezer.as_string ();
347 return;
348 }
349 outstr[0]='\0';
350
351 if(op->arch!=NULL)
352 {
353 strcat(outstr,"arch ");
354 strcat(outstr,op->arch->name?op->arch->name:"(null)");
355 strcat(outstr,"\n");
356 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
357 strcat(outstr,cp);
358 strcat(outstr,"end\n");
359 }
360 else
361 {
362 strcat(outstr,"Object ");
363 if (op->name==NULL)
364 strcat(outstr, "(null)");
365 else
366 strcat(outstr,op->name);
367 strcat(outstr,"\n");
368 strcat(outstr,"end\n");
369 }
370}
371
372/*
373 * This is really verbose...Can be triggered by the P key while in DM mode.
374 * All objects are dumped to stderr (or alternate logfile, if in server-mode)
375 */
376
377void dump_all_objects(void) {
378 object *op;
379 for(op=objects;op!=NULL;op=op->next) {
380 dump_object(op);
381 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
382 }
383} 386}
384 387
385/* 388/*
386 * get_nearest_part(multi-object, object 2) returns the part of the 389 * get_nearest_part(multi-object, object 2) returns the part of the
387 * multi-object 1 which is closest to the second object. 390 * multi-object 1 which is closest to the second object.
388 * If it's not a multi-object, it is returned. 391 * If it's not a multi-object, it is returned.
389 */ 392 */
390 393
394object *
391object *get_nearest_part(object *op, const object *pl) { 395get_nearest_part (object *op, const object *pl)
396{
392 object *tmp,*closest; 397 object *tmp, *closest;
393 int last_dist,i; 398 int last_dist, i;
399
394 if(op->more==NULL) 400 if (op->more == NULL)
395 return op; 401 return op;
396 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 402 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
397 if((i=distance(tmp,pl))<last_dist) 403 if ((i = distance (tmp, pl)) < last_dist)
398 closest=tmp,last_dist=i; 404 closest = tmp, last_dist = i;
399 return closest; 405 return closest;
400} 406}
401 407
402/* 408/*
403 * Returns the object which has the count-variable equal to the argument. 409 * Returns the object which has the count-variable equal to the argument.
404 */ 410 */
405 411
412object *
406object *find_object(tag_t i) { 413find_object (tag_t i)
407 object *op; 414{
408 for(op=objects;op!=NULL;op=op->next) 415 for (object *op = object::first; op; op = op->next)
409 if(op->count==i) 416 if (op->count == i)
410 break; 417 return op;
418
411 return op; 419 return 0;
412} 420}
413 421
414/* 422/*
415 * Returns the first object which has a name equal to the argument. 423 * Returns the first object which has a name equal to the argument.
416 * Used only by the patch command, but not all that useful. 424 * Used only by the patch command, but not all that useful.
417 * Enables features like "patch <name-of-other-player> food 999" 425 * Enables features like "patch <name-of-other-player> food 999"
418 */ 426 */
419 427
428object *
420object *find_object_name(const char *str) { 429find_object_name (const char *str)
421 const char *name=add_string(str); 430{
431 shstr_cmp str_ (str);
422 object *op; 432 object *op;
433
423 for(op=objects;op!=NULL;op=op->next) 434 for (op = object::first; op != NULL; op = op->next)
424 if(op->name==name) 435 if (op->name == str_)
425 break; 436 break;
426 free_string(name); 437
427 return op; 438 return op;
428} 439}
429 440
441void
430void free_all_object_data(void) { 442free_all_object_data ()
431#ifdef MEMORY_DEBUG
432 object *op, *next;
433
434 for (op=free_objects; op!=NULL; ) {
435 next=op->next;
436 free(op);
437 nrofallocobjects--;
438 nroffreeobjects--;
439 op=next;
440 }
441#endif
442 LOG(llevDebug,"%d allocated objects, %d free objects, STARMAX=%d\n",
443 nrofallocobjects, nroffreeobjects,STARTMAX);
444}
445
446/*
447 * Returns the object which this object marks as being the owner.
448 * A id-scheme is used to avoid pointing to objects which have been
449 * freed and are now reused. If this is detected, the owner is
450 * set to NULL, and NULL is returned.
451 * Changed 2004-02-12 - if the player is setting at the play again
452 * prompt, he is removed, and we don't want to treat him as an owner of
453 * anything, so check removed flag. I don't expect that this should break
454 * anything - once an object is removed, it is basically dead anyways.
455 */
456
457object *get_owner(object *op) {
458 if(op->owner==NULL)
459 return NULL;
460
461 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
462 op->owner->count==op->ownercount)
463 return op->owner;
464
465 op->owner=NULL;
466 op->ownercount=0;
467 return NULL;
468}
469
470void clear_owner(object *op)
471{ 443{
472 if (!op) return; 444 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
473
474 if (op->owner && op->ownercount == op->owner->count)
475 op->owner->refcount--;
476
477 op->owner = NULL;
478 op->ownercount = 0;
479} 445}
480
481
482 446
483/* 447/*
484 * Sets the owner and sets the skill and exp pointers to owner's current 448 * Sets the owner and sets the skill and exp pointers to owner's current
485 * skill and experience objects. 449 * skill and experience objects.
486 */ 450 */
487void set_owner (object *op, object *owner) 451void
452object::set_owner (object *owner)
488{ 453{
489 if(owner==NULL||op==NULL) 454 if (!owner)
490 return; 455 return;
491 456
492 /* next line added to allow objects which own objects */ 457 /* next line added to allow objects which own objects */
493 /* Add a check for ownercounts in here, as I got into an endless loop 458 /* Add a check for ownercounts in here, as I got into an endless loop
494 * with the fireball owning a poison cloud which then owned the 459 * with the fireball owning a poison cloud which then owned the
495 * fireball. I believe that was caused by one of the objects getting 460 * fireball. I believe that was caused by one of the objects getting
496 * freed and then another object replacing it. Since the ownercounts 461 * freed and then another object replacing it. Since the ownercounts
497 * didn't match, this check is valid and I believe that cause is valid. 462 * didn't match, this check is valid and I believe that cause is valid.
498 */ 463 */
499 while (owner->owner && owner!=owner->owner && 464 while (owner->owner)
500 owner->ownercount==owner->owner->count) owner=owner->owner; 465 owner = owner->owner;
501 466
502 /* IF the owner still has an owner, we did not resolve to a final owner.
503 * so lets not add to that.
504 */
505 if (owner->owner) return;
506
507 op->owner=owner; 467 this->owner = owner;
508
509 op->ownercount=owner->count;
510 owner->refcount++;
511
512}
513
514/* Set the owner to clone's current owner and set the skill and experience
515 * objects to clone's objects (typically those objects that where the owner's
516 * current skill and experience objects at the time when clone's owner was
517 * set - not the owner's current skill and experience objects).
518 *
519 * Use this function if player created an object (e.g. fire bullet, swarm
520 * spell), and this object creates further objects whose kills should be
521 * accounted for the player's original skill, even if player has changed
522 * skills meanwhile.
523 */
524void copy_owner (object *op, object *clone)
525{
526 object *owner = get_owner (clone);
527 if (owner == NULL) {
528 /* players don't have owners - they own themselves. Update
529 * as appropriate.
530 */
531 if (clone->type == PLAYER) owner=clone;
532 else return;
533 }
534 set_owner(op, owner);
535
536}
537
538/*
539 * Resets vital variables in an object
540 */
541
542void reset_object(object *op) {
543
544 op->name = NULL;
545 op->name_pl = NULL;
546 op->title = NULL;
547 op->race = NULL;
548 op->slaying = NULL;
549 op->skill = NULL;
550 op->msg = NULL;
551 op->materialname = NULL;
552 op->lore = NULL;
553 op->current_weapon_script = NULL;
554 clear_object(op);
555} 468}
556 469
557/* Zero the key_values on op, decrementing the shared-string 470/* Zero the key_values on op, decrementing the shared-string
558 * refcounts and freeing the links. 471 * refcounts and freeing the links.
559 */ 472 */
473static void
560static void free_key_values(object * op) { 474free_key_values (object *op)
561 key_value * i; 475{
562 key_value * next = NULL; 476 for (key_value *i = op->key_values; i != 0;)
563 477 {
564 if (op->key_values == NULL) return; 478 key_value *next = i->next;
479 delete i;
480
481 i = next;
565 482 }
566 for (i = op->key_values; i != NULL; i = next) { 483
567 /* Store next *first*. */
568 next = i->next;
569
570 if (i->key) FREE_AND_CLEAR_STR(i->key);
571 if (i->value) FREE_AND_CLEAR_STR(i->value);
572 i->next = NULL;
573 free(i);
574 }
575
576 op->key_values = NULL; 484 op->key_values = 0;
577} 485}
578 486
487void object::clear ()
488{
489 attachable_base::clear ();
579 490
580/*
581 * clear_object() frees everything allocated by an object, and also
582 * clears all variables and flags to default settings.
583 */
584
585void clear_object(object *op) {
586
587 if (object_free_callback)
588 object_free_callback (op);
589
590 event *evt;
591 event *evt2;
592
593 /* redo this to be simpler/more efficient. Was also seeing
594 * crashes in the old code. Move this to the top - am
595 * seeing periodic crashes in this code, and would like to have
596 * as much info available as possible (eg, object name).
597 */
598 for (evt = op->events; evt; evt=evt2) {
599 evt2 = evt->next;
600
601 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
602 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
603 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
604
605 free(evt);
606 }
607 op->events = NULL;
608
609 free_key_values(op); 491 free_key_values (this);
610 492
611 /* the memset will clear all these values for us, but we need 493 owner = 0;
612 * to reduce the refcount on them. 494 name = 0;
613 */ 495 name_pl = 0;
614 if (op->name!=NULL) FREE_AND_CLEAR_STR(op->name); 496 title = 0;
615 if (op->name_pl!=NULL) FREE_AND_CLEAR_STR(op->name_pl); 497 race = 0;
616 if (op->title != NULL) FREE_AND_CLEAR_STR(op->title); 498 slaying = 0;
617 if (op->race!=NULL) FREE_AND_CLEAR_STR(op->race); 499 skill = 0;
618 if (op->slaying!=NULL) FREE_AND_CLEAR_STR(op->slaying); 500 msg = 0;
619 if (op->skill!=NULL) FREE_AND_CLEAR_STR(op->skill); 501 lore = 0;
620 if (op->msg!=NULL) FREE_AND_CLEAR_STR(op->msg); 502 custom_name = 0;
621 if (op->lore!=NULL) FREE_AND_CLEAR_STR(op->lore); 503 materialname = 0;
622 if (op->materialname!= NULL) FREE_AND_CLEAR_STR(op->materialname); 504 contr = 0;
505 below = 0;
506 above = 0;
507 inv = 0;
508 container = 0;
509 env = 0;
510 more = 0;
511 head = 0;
512 map = 0;
513 active_next = 0;
514 active_prev = 0;
623 515
516 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
624 517
625 memset((void*)op, 0, sizeof (object_special));
626 /* Below here, we clear things that are not done by the memset,
627 * or set default values that are not zero.
628 */
629 /* This is more or less true */
630 SET_FLAG(op, FLAG_REMOVED); 518 SET_FLAG (this, FLAG_REMOVED);
631 519
632
633 op->contr = NULL;
634 op->below=NULL;
635 op->above=NULL;
636 op->inv=NULL;
637 op->events=NULL;
638 op->container=NULL;
639 op->env=NULL;
640 op->more=NULL;
641 op->head=NULL;
642 op->map=NULL;
643 op->refcount=0;
644 op->active_next = NULL;
645 op->active_prev = NULL;
646 /* What is not cleared is next, prev, and count */ 520 /* What is not cleared is next, prev, and count */
647 521
648 op->expmul=1.0; 522 expmul = 1.0;
649 op->face = blank_face; 523 face = blank_face;
650 op->attacked_by_count = (tag_t) -1; 524
651 if (settings.casting_time) 525 if (settings.casting_time)
652 op->casting_time = -1; 526 casting_time = -1;
653
654} 527}
655 528
656/* 529/*
657 * copy object first frees everything allocated by the second object, 530 * copy_to first frees everything allocated by the dst object,
658 * and then copies the contends of the first object into the second 531 * and then copies the contents of itself into the second
659 * object, allocating what needs to be allocated. Basically, any 532 * object, allocating what needs to be allocated. Basically, any
660 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 533 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
661 * if the first object is freed, the pointers in the new object 534 * if the first object is freed, the pointers in the new object
662 * will point at garbage. 535 * will point at garbage.
663 */ 536 */
537void
538object::copy_to (object *dst)
539{
540 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
541 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
664 542
665void copy_object(object *op2, object *op) { 543 *(object_copy *)dst = *this;
666 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED); 544 *(object_pod *)dst = *this;
667 event *evt, *evt2, *evt_new;
668 545
669 if (object_free_callback) 546 if (self || cb)
670 object_free_callback (op); 547 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
671 548
672 // callback registries and self are empty for copied objects 549 if (is_freed)
673 // this ought to change in the future 550 SET_FLAG (dst, FLAG_FREED);
674 551
675 /* Decrement the refcounts, but don't bother zeroing the fields; 552 if (is_removed)
676 they'll be overwritten by memcpy. */ 553 SET_FLAG (dst, FLAG_REMOVED);
677 if(op->name!=NULL) free_string(op->name);
678 if(op->name_pl!=NULL) free_string(op->name_pl);
679 if(op->title!=NULL) free_string(op->title);
680 if(op->race!=NULL) free_string(op->race);
681 if(op->slaying!=NULL) free_string(op->slaying);
682 if(op->skill!=NULL) free_string(op->skill);
683 if(op->msg!=NULL) free_string(op->msg);
684 if(op->lore!=NULL) free_string(op->lore);
685 if(op->materialname != NULL) free_string(op->materialname);
686 if(op->custom_name != NULL) free_string(op->custom_name);
687 554
688 /* Basically, same code as from clear_object() */ 555 if (speed < 0)
689 for (evt = op->events; evt; evt=evt2) {
690 evt2 = evt->next;
691
692 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
693 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
694 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
695
696 free(evt);
697 }
698 op->events = NULL;
699
700 free_key_values(op);
701
702 *(object_special *)op = *(object_special *)op2;
703
704 if(is_freed) SET_FLAG(op,FLAG_FREED);
705 if(is_removed) SET_FLAG(op,FLAG_REMOVED);
706 if(op->name!=NULL) add_refcount(op->name);
707 if(op->name_pl!=NULL) add_refcount(op->name_pl);
708 if(op->title!=NULL) add_refcount(op->title);
709 if(op->race!=NULL) add_refcount(op->race);
710 if(op->slaying!=NULL) add_refcount(op->slaying);
711 if(op->skill!=NULL) add_refcount(op->skill);
712 if(op->lore!=NULL) add_refcount(op->lore);
713 if(op->msg!=NULL) add_refcount(op->msg);
714 if(op->custom_name!=NULL) add_refcount(op->custom_name);
715 if (op->materialname != NULL) add_refcount(op->materialname);
716
717 if((op2->speed<0) && !editor)
718 op->speed_left=op2->speed_left-RANDOM()%200/100.0; 556 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
719 557
720 /* Copy over event information */
721 evt2 = NULL;
722 for (evt = op2->events; evt; evt=evt->next) {
723 evt_new = (event *) malloc(sizeof(event));
724 memcpy(evt_new, evt, sizeof(event));
725 if (evt_new->hook) add_refcount(evt_new->hook);
726 if (evt_new->plugin) add_refcount(evt_new->plugin);
727 if (evt_new->options) add_refcount(evt_new->options);
728 evt_new->next = NULL;
729
730 /* Try to be a little clever here, and store away the
731 * last event we copied, so that its simpler to update the
732 * pointer.
733 */
734 if (evt2)
735 evt2->next = evt_new;
736 else
737 op->events = evt_new;
738
739 evt2 = evt_new;
740 }
741 /* Copy over key_values, if any. */ 558 /* Copy over key_values, if any. */
742 if (op2->key_values != NULL) { 559 if (key_values)
743 key_value * tail = NULL; 560 {
561 key_value *tail = 0;
744 key_value * i; 562 key_value *i;
745 563
746 op->key_values = NULL; 564 dst->key_values = 0;
747 565
748 for (i = op2->key_values; i != NULL; i = i->next) { 566 for (i = key_values; i; i = i->next)
749 key_value * new_link = (key_value *) malloc(sizeof(key_value)); 567 {
568 key_value *new_link = new key_value;
750 569
751 new_link->next = NULL; 570 new_link->next = 0;
752 new_link->key = add_refcount(i->key); 571 new_link->key = i->key;
753 if (i->value) 572 new_link->value = i->value;
754 new_link->value = add_refcount(i->value);
755 else
756 new_link->value = NULL;
757 573
758 /* Try and be clever here, too. */ 574 /* Try and be clever here, too. */
759 if (op->key_values == NULL) { 575 if (!dst->key_values)
760 op->key_values = new_link; 576 {
761 tail = new_link; 577 dst->key_values = new_link;
762 } else { 578 tail = new_link;
763 tail->next = new_link; 579 }
764 tail = new_link; 580 else
581 {
582 tail->next = new_link;
583 tail = new_link;
584 }
585 }
765 } 586 }
766 }
767 }
768 587
769 update_ob_speed(op); 588 update_ob_speed (dst);
770} 589}
771 590
772/*
773 * expand_objects() allocates more objects for the list of unused objects.
774 * It is called from get_object() if the unused list is empty.
775 */
776
777void expand_objects(void) {
778 int i;
779 object *obj;
780 obj = (object *) CALLOC(OBJ_EXPAND,sizeof(object));
781
782 if(obj==NULL)
783 fatal(OUT_OF_MEMORY);
784 free_objects=obj;
785 obj[0].prev=NULL;
786 obj[0].next= &obj[1],
787 SET_FLAG(&(obj[0]), FLAG_REMOVED);
788 SET_FLAG(&(obj[0]), FLAG_FREED);
789
790 for(i=1;i<OBJ_EXPAND-1;i++) {
791 obj[i].next= &obj[i+1],
792 obj[i].prev= &obj[i-1],
793 SET_FLAG(&(obj[i]), FLAG_REMOVED);
794 SET_FLAG(&(obj[i]), FLAG_FREED);
795 }
796 obj[OBJ_EXPAND-1].prev= &obj[OBJ_EXPAND-2],
797 obj[OBJ_EXPAND-1].next=NULL,
798 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_REMOVED);
799 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_FREED);
800
801 nrofallocobjects += OBJ_EXPAND;
802 nroffreeobjects += OBJ_EXPAND;
803}
804
805/*
806 * get_object() grabs an object from the list of unused objects, makes
807 * sure it is initialised, and returns it.
808 * If there are no free objects, expand_objects() is called to get more.
809 */
810
811object *get_object(void) {
812 object *op; 591object *
813 592object::clone ()
814 if(free_objects==NULL) { 593{
815 expand_objects(); 594 object *neu = create ();
816 } 595 copy_to (neu);
817 op=free_objects;
818#ifdef MEMORY_DEBUG
819 /* The idea is hopefully by doing a realloc, the memory
820 * debugging program will now use the current stack trace to
821 * report leaks.
822 */
823 op = realloc(op, sizeof(object));
824 SET_FLAG(op, FLAG_REMOVED);
825 SET_FLAG(op, FLAG_FREED);
826#endif
827
828 if(!QUERY_FLAG(op,FLAG_FREED)) {
829 LOG(llevError,"Fatal: Getting busy object.\n");
830 }
831 free_objects=op->next;
832 if(free_objects!=NULL)
833 free_objects->prev=NULL;
834 op->count= ++ob_count;
835 op->name=NULL;
836 op->name_pl=NULL;
837 op->title=NULL;
838 op->race=NULL;
839 op->slaying=NULL;
840 op->skill = NULL;
841 op->lore=NULL;
842 op->msg=NULL;
843 op->materialname=NULL;
844 op->next=objects;
845 op->prev=NULL;
846 op->active_next = NULL;
847 op->active_prev = NULL;
848 if(objects!=NULL)
849 objects->prev=op;
850 objects=op;
851 clear_object(op);
852 SET_FLAG(op,FLAG_REMOVED);
853 nroffreeobjects--;
854 return op; 596 return neu;
855} 597}
856 598
857/* 599/*
858 * If an object with the IS_TURNABLE() flag needs to be turned due 600 * If an object with the IS_TURNABLE() flag needs to be turned due
859 * to the closest player being on the other side, this function can 601 * to the closest player being on the other side, this function can
860 * be called to update the face variable, _and_ how it looks on the map. 602 * be called to update the face variable, _and_ how it looks on the map.
861 */ 603 */
862 604
605void
863void update_turn_face(object *op) { 606update_turn_face (object *op)
607{
864 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 608 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
865 return; 609 return;
866 SET_ANIMATION(op, op->direction); 610 SET_ANIMATION (op, op->direction);
867 update_object(op,UP_OBJ_FACE); 611 update_object (op, UP_OBJ_FACE);
868} 612}
869 613
870/* 614/*
871 * Updates the speed of an object. If the speed changes from 0 to another 615 * Updates the speed of an object. If the speed changes from 0 to another
872 * value, or vice versa, then add/remove the object from the active list. 616 * value, or vice versa, then add/remove the object from the active list.
873 * This function needs to be called whenever the speed of an object changes. 617 * This function needs to be called whenever the speed of an object changes.
874 */ 618 */
875 619void
876void update_ob_speed(object *op) { 620update_ob_speed (object *op)
621{
877 extern int arch_init; 622 extern int arch_init;
878 623
879 /* No reason putting the archetypes objects on the speed list, 624 /* No reason putting the archetypes objects on the speed list,
880 * since they never really need to be updated. 625 * since they never really need to be updated.
881 */ 626 */
882 627
883 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 628 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
629 {
884 LOG(llevError,"Object %s is freed but has speed.\n", op->name); 630 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
885#ifdef MANY_CORES 631#ifdef MANY_CORES
886 abort(); 632 abort ();
887#else 633#else
888 op->speed = 0; 634 op->speed = 0;
889#endif 635#endif
890 } 636 }
637
891 if (arch_init) { 638 if (arch_init)
892 return;
893 }
894 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
895 /* If already on active list, don't do anything */
896 if (op->active_next || op->active_prev || op==active_objects)
897 return; 639 return;
898 640
641 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
642 {
643 /* If already on active list, don't do anything */
644 if (op->active_next || op->active_prev || op == active_objects)
645 return;
646
899 /* process_events() expects us to insert the object at the beginning 647 /* process_events() expects us to insert the object at the beginning
900 * of the list. */ 648 * of the list. */
901 op->active_next = active_objects; 649 op->active_next = active_objects;
650
902 if (op->active_next!=NULL) 651 if (op->active_next != NULL)
903 op->active_next->active_prev = op; 652 op->active_next->active_prev = op;
653
904 active_objects = op; 654 active_objects = op;
655 }
656 else
905 } 657 {
906 else {
907 /* If not on the active list, nothing needs to be done */ 658 /* If not on the active list, nothing needs to be done */
908 if (!op->active_next && !op->active_prev && op!=active_objects) 659 if (!op->active_next && !op->active_prev && op != active_objects)
909 return; 660 return;
910 661
911 if (op->active_prev==NULL) { 662 if (op->active_prev == NULL)
663 {
912 active_objects = op->active_next; 664 active_objects = op->active_next;
665
913 if (op->active_next!=NULL) 666 if (op->active_next != NULL)
914 op->active_next->active_prev = NULL; 667 op->active_next->active_prev = NULL;
915 } 668 }
916 else { 669 else
670 {
917 op->active_prev->active_next = op->active_next; 671 op->active_prev->active_next = op->active_next;
672
918 if (op->active_next) 673 if (op->active_next)
919 op->active_next->active_prev = op->active_prev; 674 op->active_next->active_prev = op->active_prev;
920 } 675 }
676
921 op->active_next = NULL; 677 op->active_next = NULL;
922 op->active_prev = NULL; 678 op->active_prev = NULL;
923 } 679 }
924} 680}
925 681
926/* This function removes object 'op' from the list of active 682/* This function removes object 'op' from the list of active
927 * objects. 683 * objects.
929 * reference maps where you don't want an object that isn't 685 * reference maps where you don't want an object that isn't
930 * in play chewing up cpu time getting processed. 686 * in play chewing up cpu time getting processed.
931 * The reverse of this is to call update_ob_speed, which 687 * The reverse of this is to call update_ob_speed, which
932 * will do the right thing based on the speed of the object. 688 * will do the right thing based on the speed of the object.
933 */ 689 */
690void
934void remove_from_active_list(object *op) 691remove_from_active_list (object *op)
935{ 692{
936 /* If not on the active list, nothing needs to be done */ 693 /* If not on the active list, nothing needs to be done */
937 if (!op->active_next && !op->active_prev && op!=active_objects) 694 if (!op->active_next && !op->active_prev && op != active_objects)
938 return; 695 return;
939 696
940 if (op->active_prev==NULL) { 697 if (op->active_prev == NULL)
698 {
941 active_objects = op->active_next; 699 active_objects = op->active_next;
942 if (op->active_next!=NULL) 700 if (op->active_next != NULL)
943 op->active_next->active_prev = NULL; 701 op->active_next->active_prev = NULL;
702 }
703 else
944 } 704 {
945 else {
946 op->active_prev->active_next = op->active_next; 705 op->active_prev->active_next = op->active_next;
947 if (op->active_next) 706 if (op->active_next)
948 op->active_next->active_prev = op->active_prev; 707 op->active_next->active_prev = op->active_prev;
949 } 708 }
950 op->active_next = NULL; 709 op->active_next = NULL;
951 op->active_prev = NULL; 710 op->active_prev = NULL;
952} 711}
953 712
954/* 713/*
955 * update_object() updates the array which represents the map. 714 * update_object() updates the array which represents the map.
956 * It takes into account invisible objects (and represent squares covered 715 * It takes into account invisible objects (and represent squares covered
971 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 730 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
972 * as that is easier than trying to look at what may have changed. 731 * as that is easier than trying to look at what may have changed.
973 * UP_OBJ_FACE: only the objects face has changed. 732 * UP_OBJ_FACE: only the objects face has changed.
974 */ 733 */
975 734
735void
976void update_object(object *op, int action) { 736update_object (object *op, int action)
737{
977 int update_now=0, flags; 738 int update_now = 0, flags;
978 MoveType move_on, move_off, move_block, move_slow; 739 MoveType move_on, move_off, move_block, move_slow;
979 740
980 if (op == NULL) { 741 if (op == NULL)
742 {
981 /* this should never happen */ 743 /* this should never happen */
982 LOG(llevDebug,"update_object() called for NULL object.\n"); 744 LOG (llevDebug, "update_object() called for NULL object.\n");
983 return; 745 return;
984 }
985 746 }
747
986 if(op->env!=NULL) { 748 if (op->env != NULL)
749 {
987 /* Animation is currently handled by client, so nothing 750 /* Animation is currently handled by client, so nothing
988 * to do in this case. 751 * to do in this case.
989 */ 752 */
990 return; 753 return;
991 } 754 }
992 755
993 /* If the map is saving, don't do anything as everything is 756 /* If the map is saving, don't do anything as everything is
994 * going to get freed anyways. 757 * going to get freed anyways.
995 */ 758 */
996 if (!op->map || op->map->in_memory == MAP_SAVING) return; 759 if (!op->map || op->map->in_memory == MAP_SAVING)
997 760 return;
761
998 /* make sure the object is within map boundaries */ 762 /* make sure the object is within map boundaries */
999 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 763 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
1000 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 764 {
1001 LOG(llevError,"update_object() called for object out of map!\n"); 765 LOG (llevError, "update_object() called for object out of map!\n");
1002#ifdef MANY_CORES 766#ifdef MANY_CORES
1003 abort(); 767 abort ();
1004#endif 768#endif
1005 return; 769 return;
1006 }
1007 770 }
771
1008 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 772 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
1009 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 773 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
1010 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 774 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1011 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 775 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1012 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 776 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1013 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y); 777 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
1014 778
1015 if (action == UP_OBJ_INSERT) { 779 if (action == UP_OBJ_INSERT)
780 {
1016 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 781 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
1017 update_now=1; 782 update_now = 1;
1018 783
1019 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 784 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
1020 update_now=1; 785 update_now = 1;
1021 786
1022 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 787 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
1023 update_now=1; 788 update_now = 1;
1024 789
1025 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 790 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
1026 update_now=1; 791 update_now = 1;
1027 792
793 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
794 update_now = 1;
795
1028 if ((move_on | op->move_on) != move_on) update_now=1; 796 if ((move_on | op->move_on) != move_on)
797 update_now = 1;
798
1029 if ((move_off | op->move_off) != move_off) update_now=1; 799 if ((move_off | op->move_off) != move_off)
800 update_now = 1;
801
1030 /* This isn't perfect, but I don't expect a lot of objects to 802 /* This isn't perfect, but I don't expect a lot of objects to
1031 * to have move_allow right now. 803 * to have move_allow right now.
1032 */ 804 */
1033 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 805 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
1034 update_now=1; 806 update_now = 1;
807
1035 if ((move_slow | op->move_slow) != move_slow) update_now=1; 808 if ((move_slow | op->move_slow) != move_slow)
809 update_now = 1;
1036 } 810 }
811
1037 /* if the object is being removed, we can't make intelligent 812 /* if the object is being removed, we can't make intelligent
1038 * decisions, because remove_ob can't really pass the object 813 * decisions, because remove_ob can't really pass the object
1039 * that is being removed. 814 * that is being removed.
1040 */ 815 */
1041 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 816 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
1042 update_now=1; 817 update_now = 1;
1043 } else if (action == UP_OBJ_FACE) { 818 else if (action == UP_OBJ_FACE)
1044 /* Nothing to do for that case */ 819 /* Nothing to do for that case */ ;
1045 }
1046 else { 820 else
1047 LOG(llevError,"update_object called with invalid action: %d\n", action); 821 LOG (llevError, "update_object called with invalid action: %d\n", action);
1048 }
1049 822
1050 if (update_now) { 823 if (update_now)
824 {
1051 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 825 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
1052 update_position(op->map, op->x, op->y); 826 update_position (op->map, op->x, op->y);
1053 } 827 }
1054 828
1055 if(op->more!=NULL) 829 if (op->more != NULL)
1056 update_object(op->more, action); 830 update_object (op->more, action);
1057} 831}
1058 832
833object::vector object::mortals;
834object::vector object::objects; // not yet used
835object *object::first;
836
837void object::free_mortals ()
838{
839 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
840 if ((*i)->refcnt)
841 ++i; // further delay freeing
842 else
843 {
844 delete *i;
845 mortals.erase (i);
846 }
847}
848
849object::object ()
850{
851 SET_FLAG (this, FLAG_REMOVED);
852
853 expmul = 1.0;
854 face = blank_face;
855}
856
857object::~object ()
858{
859 free_key_values (this);
860}
861
862void object::link ()
863{
864 count = ++ob_count;
865 uuid = gen_uuid ();
866
867 prev = 0;
868 next = object::first;
869
870 if (object::first)
871 object::first->prev = this;
872
873 object::first = this;
874}
875
876void object::unlink ()
877{
878 if (this == object::first)
879 object::first = next;
880
881 /* Remove this object from the list of used objects */
882 if (prev) prev->next = next;
883 if (next) next->prev = prev;
884
885 prev = 0;
886 next = 0;
887}
888
889object *object::create ()
890{
891 object *op = new object;
892 op->link ();
893 return op;
894}
1059 895
1060/* 896/*
1061 * free_object() frees everything allocated by an object, removes 897 * free_object() frees everything allocated by an object, removes
1062 * it from the list of used objects, and puts it on the list of 898 * it from the list of used objects, and puts it on the list of
1063 * free objects. The IS_FREED() flag is set in the object. 899 * free objects. The IS_FREED() flag is set in the object.
1064 * The object must have been removed by remove_ob() first for 900 * The object must have been removed by remove_ob() first for
1065 * this function to succeed. 901 * this function to succeed.
1066 * 902 *
1067 * If free_inventory is set, free inventory as well. Else drop items in 903 * If destroy_inventory is set, free inventory as well. Else drop items in
1068 * inventory to the ground. 904 * inventory to the ground.
1069 */ 905 */
906void object::destroy (bool destroy_inventory)
907{
908 if (QUERY_FLAG (this, FLAG_FREED))
909 return;
1070 910
1071void free_object(object *ob) { 911 if (QUERY_FLAG (this, FLAG_FRIENDLY))
1072 free_object2(ob, 0); 912 remove_friendly_object (this);
1073}
1074void free_object2(object *ob, int free_inventory) {
1075 object *tmp,*op;
1076 913
1077 if (object_free_callback)
1078 object_free_callback (ob);
1079
1080 if (!QUERY_FLAG(ob,FLAG_REMOVED)) { 914 if (!QUERY_FLAG (this, FLAG_REMOVED))
1081 LOG(llevDebug,"Free object called with non removed object\n"); 915 remove ();
1082 dump_object(ob); 916
1083#ifdef MANY_CORES 917 SET_FLAG (this, FLAG_FREED);
1084 abort(); 918
1085#endif 919 if (more)
1086 } 920 {
1087 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) { 921 more->destroy (destroy_inventory);
1088 LOG(llevMonster,"Warning: tried to free friendly object.\n"); 922 more = 0;
1089 remove_friendly_object(ob); 923 }
924
925 if (inv)
1090 } 926 {
1091 if(QUERY_FLAG(ob,FLAG_FREED)) {
1092 dump_object(ob);
1093 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg);
1094 return;
1095 }
1096 if(ob->more!=NULL) {
1097 free_object2(ob->more, free_inventory);
1098 ob->more=NULL;
1099 }
1100 if (ob->inv) {
1101 /* Only if the space blocks everything do we not process - 927 /* Only if the space blocks everything do we not process -
1102 * if some form of movemnt is allowed, let objects 928 * if some form of movement is allowed, let objects
1103 * drop on that space. 929 * drop on that space.
1104 */ 930 */
1105 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 931 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1106 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL)) 932 {
1107 { 933 object *op = inv;
1108 op=ob->inv; 934
1109 while(op!=NULL) { 935 while (op)
1110 tmp=op->below; 936 {
1111 remove_ob(op); 937 object *tmp = op->below;
1112 free_object2(op, free_inventory); 938 op->destroy (destroy_inventory);
1113 op=tmp; 939 op = tmp;
940 }
941 }
942 else
943 { /* Put objects in inventory onto this space */
944 object *op = inv;
945
946 while (op)
947 {
948 object *tmp = op->below;
949
950 op->remove ();
951
952 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
953 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
954 op->destroy ();
955 else
956 {
957 op->x = x;
958 op->y = y;
959 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
960 }
961
962 op = tmp;
963 }
964 }
1114 } 965 }
1115 } 966
1116 else { /* Put objects in inventory onto this space */ 967 // hack to ensure that freed objects still have a valid map
1117 op=ob->inv; 968 {
1118 while(op!=NULL) { 969 static maptile *freed_map; // freed objects are moved here to avoid crashes
1119 tmp=op->below; 970
1120 remove_ob(op); 971 if (!freed_map)
1121 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) || 972 {
1122 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 973 freed_map = new maptile;
1123 free_object(op); 974
1124 else { 975 freed_map->name = "/internal/freed_objects_map";
1125 op->x=ob->x; 976 freed_map->width = 3;
1126 op->y=ob->y; 977 freed_map->height = 3;
1127 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */ 978
1128 } 979 freed_map->allocate ();
1129 op=tmp;
1130 }
1131 }
1132 } 980 }
981
982 map = freed_map;
983 x = 1;
984 y = 1;
985 }
986
987 // clear those pointers that likely might have circular references to us
988 owner = 0;
989 enemy = 0;
990 attacked_by = 0;
991
992 // only relevant for players(?), but make sure of it anyways
993 contr = 0;
994
1133 /* Remove object from the active list */ 995 /* Remove object from the active list */
1134 ob->speed = 0; 996 speed = 0;
1135 update_ob_speed(ob); 997 update_ob_speed (this);
1136 998
1137 SET_FLAG(ob, FLAG_FREED); 999 unlink ();
1138 ob->count = 0;
1139 1000
1140 /* Remove this object from the list of used objects */ 1001 mortals.push_back (this);
1141 if(ob->prev==NULL) {
1142 objects=ob->next;
1143 if(objects!=NULL)
1144 objects->prev=NULL;
1145 }
1146 else {
1147 ob->prev->next=ob->next;
1148 if(ob->next!=NULL)
1149 ob->next->prev=ob->prev;
1150 }
1151
1152 if(ob->name!=NULL) FREE_AND_CLEAR_STR(ob->name);
1153 if(ob->name_pl!=NULL) FREE_AND_CLEAR_STR(ob->name_pl);
1154 if(ob->title!=NULL) FREE_AND_CLEAR_STR(ob->title);
1155 if(ob->race!=NULL) FREE_AND_CLEAR_STR(ob->race);
1156 if(ob->slaying!=NULL) FREE_AND_CLEAR_STR(ob->slaying);
1157 if(ob->skill!=NULL) FREE_AND_CLEAR_STR(ob->skill);
1158 if(ob->lore!=NULL) FREE_AND_CLEAR_STR(ob->lore);
1159 if(ob->msg!=NULL) FREE_AND_CLEAR_STR(ob->msg);
1160 if(ob->materialname!=NULL) FREE_AND_CLEAR_STR(ob->materialname);
1161
1162
1163 /* Why aren't events freed? */
1164 free_key_values(ob);
1165
1166#if 0 /* MEMORY_DEBUG*/
1167 /* This is a nice idea. Unfortunately, a lot of the code in crossfire
1168 * presumes the freed_object will stick around for at least a little
1169 * bit
1170 */
1171 /* this is necessary so that memory debugging programs will
1172 * be able to accurately report source of malloc. If we recycle
1173 * objects, then some other area may be doing the get_object
1174 * and not freeing it, but the original one that malloc'd the
1175 * object will get the blame.
1176 */
1177 free(ob);
1178#else
1179
1180 /* Now link it with the free_objects list: */
1181 ob->prev=NULL;
1182 ob->next=free_objects;
1183 if(free_objects!=NULL)
1184 free_objects->prev=ob;
1185 free_objects=ob;
1186 nroffreeobjects++;
1187#endif
1188}
1189
1190/*
1191 * count_free() returns the number of objects on the list of free objects.
1192 */
1193
1194int count_free(void) {
1195 int i=0;
1196 object *tmp=free_objects;
1197 while(tmp!=NULL)
1198 tmp=tmp->next, i++;
1199 return i;
1200}
1201
1202/*
1203 * count_used() returns the number of objects on the list of used objects.
1204 */
1205
1206int count_used(void) {
1207 int i=0;
1208 object *tmp=objects;
1209 while(tmp!=NULL)
1210 tmp=tmp->next, i++;
1211 return i;
1212}
1213
1214/*
1215 * count_active() returns the number of objects on the list of active objects.
1216 */
1217
1218int count_active(void) {
1219 int i=0;
1220 object *tmp=active_objects;
1221 while(tmp!=NULL)
1222 tmp=tmp->active_next, i++;
1223 return i;
1224} 1002}
1225 1003
1226/* 1004/*
1227 * sub_weight() recursively (outwards) subtracts a number from the 1005 * sub_weight() recursively (outwards) subtracts a number from the
1228 * weight of an object (and what is carried by it's environment(s)). 1006 * weight of an object (and what is carried by it's environment(s)).
1229 */ 1007 */
1230 1008void
1231void sub_weight (object *op, signed long weight) { 1009sub_weight (object *op, signed long weight)
1010{
1232 while (op != NULL) { 1011 while (op != NULL)
1012 {
1233 if (op->type == CONTAINER) { 1013 if (op->type == CONTAINER)
1234 weight=(signed long)(weight*(100-op->stats.Str)/100); 1014 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1235 } 1015
1236 op->carrying-=weight; 1016 op->carrying -= weight;
1237 op = op->env; 1017 op = op->env;
1238 } 1018 }
1239} 1019}
1240 1020
1241/* remove_ob(op): 1021/* op->remove ():
1242 * This function removes the object op from the linked list of objects 1022 * This function removes the object op from the linked list of objects
1243 * which it is currently tied to. When this function is done, the 1023 * which it is currently tied to. When this function is done, the
1244 * object will have no environment. If the object previously had an 1024 * object will have no environment. If the object previously had an
1245 * environment, the x and y coordinates will be updated to 1025 * environment, the x and y coordinates will be updated to
1246 * the previous environment. 1026 * the previous environment.
1247 * Beware: This function is called from the editor as well! 1027 * Beware: This function is called from the editor as well!
1248 */ 1028 */
1249 1029void
1250void remove_ob(object *op) { 1030object::remove ()
1031{
1251 object *tmp,*last=NULL; 1032 object *tmp, *last = 0;
1252 object *otmp; 1033 object *otmp;
1253 tag_t tag; 1034
1254 int check_walk_off; 1035 int check_walk_off;
1255 mapstruct *m;
1256 sint16 x,y;
1257
1258 1036
1259 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1037 if (QUERY_FLAG (this, FLAG_REMOVED))
1260 dump_object(op); 1038 return;
1261 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1262 1039
1263 /* Changed it to always dump core in this case. As has been learned
1264 * in the past, trying to recover from errors almost always
1265 * make things worse, and this is a real error here - something
1266 * that should not happen.
1267 * Yes, if this was a mission critical app, trying to do something
1268 * to recover may make sense, but that is because failure of the app
1269 * may have other disastrous problems. Cf runs out of a script
1270 * so is easily enough restarted without any real problems.
1271 * MSW 2001-07-01
1272 */
1273 abort();
1274 }
1275 if(op->more!=NULL)
1276 remove_ob(op->more);
1277
1278 SET_FLAG(op, FLAG_REMOVED); 1040 SET_FLAG (this, FLAG_REMOVED);
1279 1041
1042 if (more)
1043 more->remove ();
1044
1280 /* 1045 /*
1281 * In this case, the object to be removed is in someones 1046 * In this case, the object to be removed is in someones
1282 * inventory. 1047 * inventory.
1283 */ 1048 */
1284 if(op->env!=NULL) { 1049 if (env)
1285 if(op->nrof) 1050 {
1051 if (nrof)
1286 sub_weight(op->env, op->weight*op->nrof); 1052 sub_weight (env, weight * nrof);
1287 else 1053 else
1288 sub_weight(op->env, op->weight+op->carrying); 1054 sub_weight (env, weight + carrying);
1289 1055
1290 /* NO_FIX_PLAYER is set when a great many changes are being 1056 /* NO_FIX_PLAYER is set when a great many changes are being
1291 * made to players inventory. If set, avoiding the call 1057 * made to players inventory. If set, avoiding the call
1292 * to save cpu time. 1058 * to save cpu time.
1293 */ 1059 */
1294 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1060 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1295 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1296 fix_player(otmp); 1061 fix_player (otmp);
1297 1062
1298 if(op->above!=NULL) 1063 if (above != NULL)
1299 op->above->below=op->below; 1064 above->below = below;
1300 else 1065 else
1301 op->env->inv=op->below; 1066 env->inv = below;
1302 1067
1303 if(op->below!=NULL) 1068 if (below != NULL)
1304 op->below->above=op->above; 1069 below->above = above;
1305 1070
1306 /* we set up values so that it could be inserted into 1071 /* we set up values so that it could be inserted into
1307 * the map, but we don't actually do that - it is up 1072 * the map, but we don't actually do that - it is up
1308 * to the caller to decide what we want to do. 1073 * to the caller to decide what we want to do.
1309 */ 1074 */
1310 op->x=op->env->x,op->y=op->env->y; 1075 x = env->x, y = env->y;
1311 op->ox=op->x,op->oy=op->y; 1076 map = env->map;
1312 op->map=op->env->map; 1077 above = 0, below = 0;
1313 op->above=NULL,op->below=NULL; 1078 env = 0;
1314 op->env=NULL; 1079 }
1315 return; 1080 else if (map)
1316 } 1081 {
1317
1318 /* If we get here, we are removing it from a map */
1319 if (op->map == NULL) return;
1320
1321 x = op->x;
1322 y = op->y;
1323 m = get_map_from_coord(op->map, &x, &y);
1324
1325 if (!m) {
1326 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1327 op->map->path, op->x, op->y);
1328 /* in old days, we used to set x and y to 0 and continue.
1329 * it seems if we get into this case, something is probablye
1330 * screwed up and should be fixed.
1331 */
1332 abort();
1333 }
1334 if (op->map != m) {
1335 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1336 op->map->path, m->path, op->x, op->y, x, y);
1337 }
1338
1339 /* Re did the following section of code - it looks like it had 1082 /* Re did the following section of code - it looks like it had
1340 * lots of logic for things we no longer care about 1083 * lots of logic for things we no longer care about
1341 */ 1084 */
1342 1085
1343 /* link the object above us */ 1086 /* link the object above us */
1344 if (op->above) 1087 if (above)
1345 op->above->below=op->below; 1088 above->below = below;
1346 else 1089 else
1347 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */ 1090 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */
1348 1091
1349 /* Relink the object below us, if there is one */ 1092 /* Relink the object below us, if there is one */
1350 if(op->below) { 1093 if (below)
1351 op->below->above=op->above; 1094 below->above = above;
1352 } else { 1095 else
1096 {
1353 /* Nothing below, which means we need to relink map object for this space 1097 /* Nothing below, which means we need to relink map object for this space
1354 * use translated coordinates in case some oddness with map tiling is 1098 * use translated coordinates in case some oddness with map tiling is
1355 * evident 1099 * evident
1356 */ 1100 */
1357 if(GET_MAP_OB(m,x,y)!=op) { 1101 if (GET_MAP_OB (map, x, y) != this)
1358 dump_object(op); 1102 {
1103 char *dump = dump_object (this);
1104 LOG (llevError,
1359 LOG(llevError,"remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 1105 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1360 dump_object(GET_MAP_OB(m,x,y)); 1106 free (dump);
1361 LOG(llevError,"%s\n",errmsg); 1107 dump = dump_object (GET_MAP_OB (map, x, y));
1362 } 1108 LOG (llevError, "%s\n", dump);
1109 free (dump);
1110 }
1111
1363 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 1112 SET_MAP_OB (map, x, y, above); /* goes on above it. */
1364 } 1113 }
1365 op->above=NULL;
1366 op->below=NULL;
1367 1114
1115 above = 0;
1116 below = 0;
1117
1368 if (op->map->in_memory == MAP_SAVING) 1118 if (map->in_memory == MAP_SAVING)
1369 return; 1119 return;
1370 1120
1371 tag = op->count;
1372 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1121 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1122
1373 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1123 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1124 {
1374 /* No point updating the players look faces if he is the object 1125 /* No point updating the players look faces if he is the object
1375 * being removed. 1126 * being removed.
1376 */ 1127 */
1377 1128
1378 if(tmp->type==PLAYER && tmp!=op) { 1129 if (tmp->type == PLAYER && tmp != this)
1130 {
1379 /* If a container that the player is currently using somehow gets 1131 /* If a container that the player is currently using somehow gets
1380 * removed (most likely destroyed), update the player view 1132 * removed (most likely destroyed), update the player view
1381 * appropriately. 1133 * appropriately.
1382 */ 1134 */
1383 if (tmp->container==op) { 1135 if (tmp->container == this)
1384 CLEAR_FLAG(op, FLAG_APPLIED); 1136 {
1385 tmp->container=NULL; 1137 CLEAR_FLAG (this, FLAG_APPLIED);
1386 } 1138 tmp->container = 0;
1387 tmp->contr->socket.update_look=1; 1139 }
1388 } 1140
1141 tmp->contr->socket->floorbox_update ();
1142 }
1143
1389 /* See if player moving off should effect something */ 1144 /* See if player moving off should effect something */
1390 if (check_walk_off && ((op->move_type & tmp->move_off) && 1145 if (check_walk_off
1146 && ((move_type & tmp->move_off)
1391 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1147 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1148 {
1149 move_apply (tmp, this, 0);
1392 1150
1393 move_apply(tmp, op, NULL); 1151 if (destroyed ())
1394 if (was_destroyed (op, tag)) { 1152 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1395 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1153 }
1396 "leaving object\n", tmp->name, tmp->arch->name);
1397 }
1398 }
1399 1154
1400 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1155 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1401 1156
1402 if(tmp->above == tmp) 1157 if (tmp->above == tmp)
1403 tmp->above = NULL; 1158 tmp->above = 0;
1404 last=tmp; 1159
1405 } 1160 last = tmp;
1161 }
1162
1406 /* last == NULL of there are no objects on this space */ 1163 /* last == NULL of there are no objects on this space */
1407 if (last==NULL) { 1164 if (!last)
1165 {
1408 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1166 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1409 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1167 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1410 * those out anyways, and if there are any flags set right now, they won't 1168 * those out anyways, and if there are any flags set right now, they won't
1411 * be correct anyways. 1169 * be correct anyways.
1412 */ 1170 */
1413 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1171 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1414 update_position(op->map, op->x, op->y); 1172 update_position (map, x, y);
1415 } 1173 }
1416 else 1174 else
1417 update_object(last, UP_OBJ_REMOVE); 1175 update_object (last, UP_OBJ_REMOVE);
1418 1176
1419 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1177 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1420 update_all_los(op->map, op->x, op->y); 1178 update_all_los (map, x, y);
1421 1179 }
1422} 1180}
1423 1181
1424/* 1182/*
1425 * merge_ob(op,top): 1183 * merge_ob(op,top):
1426 * 1184 *
1427 * This function goes through all objects below and including top, and 1185 * This function goes through all objects below and including top, and
1428 * merges op to the first matching object. 1186 * merges op to the first matching object.
1429 * If top is NULL, it is calculated. 1187 * If top is NULL, it is calculated.
1430 * Returns pointer to object if it succeded in the merge, otherwise NULL 1188 * Returns pointer to object if it succeded in the merge, otherwise NULL
1431 */ 1189 */
1432 1190object *
1433object *merge_ob(object *op, object *top) { 1191merge_ob (object *op, object *top)
1192{
1434 if(!op->nrof) 1193 if (!op->nrof)
1435 return 0; 1194 return 0;
1195
1436 if(top==NULL) 1196 if (top == NULL)
1437 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1197 for (top = op; top != NULL && top->above != NULL; top = top->above);
1198
1438 for(;top!=NULL;top=top->below) { 1199 for (; top != NULL; top = top->below)
1200 {
1439 if(top==op) 1201 if (top == op)
1440 continue; 1202 continue;
1441 if (CAN_MERGE(op,top)) 1203
1442 { 1204 if (object::can_merge (op, top))
1205 {
1443 top->nrof+=op->nrof; 1206 top->nrof += op->nrof;
1207
1444/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1208/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1445 op->weight = 0; /* Don't want any adjustements now */ 1209 op->weight = 0; /* Don't want any adjustements now */
1446 remove_ob(op); 1210 op->destroy ();
1447 free_object(op);
1448 return top; 1211 return top;
1449 } 1212 }
1450 } 1213 }
1214
1451 return NULL; 1215 return 0;
1452} 1216}
1453 1217
1454/* 1218/*
1455 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1219 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1456 * job preparing multi-part monsters 1220 * job preparing multi-part monsters
1457 */ 1221 */
1222object *
1458object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1223insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1224{
1459 object* tmp; 1225 object *tmp;
1226
1460 if (op->head) 1227 if (op->head)
1461 op=op->head; 1228 op = op->head;
1229
1462 for (tmp=op;tmp;tmp=tmp->more){ 1230 for (tmp = op; tmp; tmp = tmp->more)
1231 {
1463 tmp->x=x+tmp->arch->clone.x; 1232 tmp->x = x + tmp->arch->clone.x;
1464 tmp->y=y+tmp->arch->clone.y; 1233 tmp->y = y + tmp->arch->clone.y;
1465 } 1234 }
1235
1466 return insert_ob_in_map (op, m, originator, flag); 1236 return insert_ob_in_map (op, m, originator, flag);
1467} 1237}
1468 1238
1469/* 1239/*
1470 * insert_ob_in_map (op, map, originator, flag): 1240 * insert_ob_in_map (op, map, originator, flag):
1471 * This function inserts the object in the two-way linked list 1241 * This function inserts the object in the two-way linked list
1485 * new object if 'op' was merged with other object 1255 * new object if 'op' was merged with other object
1486 * NULL if 'op' was destroyed 1256 * NULL if 'op' was destroyed
1487 * just 'op' otherwise 1257 * just 'op' otherwise
1488 */ 1258 */
1489 1259
1260object *
1490object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1261insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1491{ 1262{
1492 object *tmp, *top, *floor=NULL; 1263 object *tmp, *top, *floor = NULL;
1493 sint16 x,y; 1264 sint16 x, y;
1494 1265
1495 if (QUERY_FLAG (op, FLAG_FREED)) { 1266 if (QUERY_FLAG (op, FLAG_FREED))
1267 {
1496 LOG (llevError, "Trying to insert freed object!\n"); 1268 LOG (llevError, "Trying to insert freed object!\n");
1497 return NULL; 1269 return NULL;
1270 }
1271
1272 if (m == NULL)
1498 } 1273 {
1499 if(m==NULL) { 1274 char *dump = dump_object (op);
1500 dump_object(op);
1501 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1275 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1502 return op; 1276 free (dump);
1277 return op;
1503 } 1278 }
1279
1504 if(out_of_map(m,op->x,op->y)) { 1280 if (out_of_map (m, op->x, op->y))
1505 dump_object(op); 1281 {
1282 char *dump = dump_object (op);
1506 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1283 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1507#ifdef MANY_CORES 1284#ifdef MANY_CORES
1508 /* Better to catch this here, as otherwise the next use of this object 1285 /* Better to catch this here, as otherwise the next use of this object
1509 * is likely to cause a crash. Better to find out where it is getting 1286 * is likely to cause a crash. Better to find out where it is getting
1510 * improperly inserted. 1287 * improperly inserted.
1511 */ 1288 */
1512 abort(); 1289 abort ();
1513#endif 1290#endif
1514 return op; 1291 free (dump);
1292 return op;
1515 } 1293 }
1294
1516 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1295 if (!QUERY_FLAG (op, FLAG_REMOVED))
1517 dump_object(op); 1296 {
1297 char *dump = dump_object (op);
1518 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1298 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1519 return op; 1299 free (dump);
1300 return op;
1520 } 1301 }
1302
1521 if(op->more!=NULL) { 1303 if (op->more != NULL)
1304 {
1522 /* The part may be on a different map. */ 1305 /* The part may be on a different map. */
1523 1306
1524 object *more = op->more; 1307 object *more = op->more;
1525 1308
1526 /* We really need the caller to normalize coordinates - if 1309 /* We really need the caller to normalize coordinates - if
1527 * we set the map, that doesn't work if the location is within 1310 * we set the map, that doesn't work if the location is within
1528 * a map and this is straddling an edge. So only if coordinate 1311 * a map and this is straddling an edge. So only if coordinate
1529 * is clear wrong do we normalize it. 1312 * is clear wrong do we normalize it.
1530 */ 1313 */
1531 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1314 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1532 /* Debugging information so you can see the last coordinates this object had */
1533 more->ox = more->x;
1534 more->oy = more->y;
1535 more->map = get_map_from_coord(m, &more->x, &more->y); 1315 more->map = get_map_from_coord (m, &more->x, &more->y);
1536 } else if (!more->map) { 1316 else if (!more->map)
1317 {
1537 /* For backwards compatibility - when not dealing with tiled maps, 1318 /* For backwards compatibility - when not dealing with tiled maps,
1538 * more->map should always point to the parent. 1319 * more->map should always point to the parent.
1539 */ 1320 */
1540 more->map = m; 1321 more->map = m;
1541 } 1322 }
1542 1323
1543 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1324 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1325 {
1544 if ( ! op->head) 1326 if (!op->head)
1545 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1327 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1328
1546 return NULL; 1329 return NULL;
1547 } 1330 }
1548 } 1331 }
1332
1549 CLEAR_FLAG(op,FLAG_REMOVED); 1333 CLEAR_FLAG (op, FLAG_REMOVED);
1550 1334
1551 /* Debugging information so you can see the last coordinates this object had */
1552 op->ox=op->x;
1553 op->oy=op->y;
1554
1555 /* Ideally, the caller figures this out. However, it complicates a lot 1335 /* Ideally, the caller figures this out. However, it complicates a lot
1556 * of areas of callers (eg, anything that uses find_free_spot would now 1336 * of areas of callers (eg, anything that uses find_free_spot would now
1557 * need extra work 1337 * need extra work
1558 */ 1338 */
1559 op->map=get_map_from_coord(m, &op->x, &op->y); 1339 op->map = get_map_from_coord (m, &op->x, &op->y);
1560 x = op->x; 1340 x = op->x;
1561 y = op->y; 1341 y = op->y;
1562 1342
1563 /* this has to be done after we translate the coordinates. 1343 /* this has to be done after we translate the coordinates.
1564 */ 1344 */
1565 if(op->nrof && !(flag & INS_NO_MERGE)) { 1345 if (op->nrof && !(flag & INS_NO_MERGE))
1566 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1346 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1567 if (CAN_MERGE(op,tmp)) { 1347 if (object::can_merge (op, tmp))
1568 op->nrof+=tmp->nrof; 1348 {
1569 remove_ob(tmp); 1349 op->nrof += tmp->nrof;
1570 free_object(tmp); 1350 tmp->destroy ();
1571 } 1351 }
1572 }
1573 1352
1574 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1353 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1575 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1354 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1355
1576 if (!QUERY_FLAG(op, FLAG_ALIVE)) 1356 if (!QUERY_FLAG (op, FLAG_ALIVE))
1577 CLEAR_FLAG(op, FLAG_NO_STEAL); 1357 CLEAR_FLAG (op, FLAG_NO_STEAL);
1578 1358
1579 if (flag & INS_BELOW_ORIGINATOR) { 1359 if (flag & INS_BELOW_ORIGINATOR)
1360 {
1580 if (originator->map != op->map || originator->x != op->x || 1361 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1581 originator->y != op->y) { 1362 {
1582 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1363 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1583 abort(); 1364 abort ();
1584 } 1365 }
1366
1585 op->above = originator; 1367 op->above = originator;
1586 op->below = originator->below; 1368 op->below = originator->below;
1587 if (op->below) op->below->above = op; 1369
1370 if (op->below)
1371 op->below->above = op;
1372 else
1588 else SET_MAP_OB(op->map, op->x, op->y, op); 1373 SET_MAP_OB (op->map, op->x, op->y, op);
1374
1589 /* since *below* originator, no need to update top */ 1375 /* since *below* originator, no need to update top */
1590 originator->below = op; 1376 originator->below = op;
1591 } else { 1377 }
1378 else
1379 {
1592 /* If there are other objects, then */ 1380 /* If there are other objects, then */
1593 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) { 1381 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1382 {
1594 object *last=NULL; 1383 object *last = NULL;
1595 /* 1384
1385 /*
1596 * If there are multiple objects on this space, we do some trickier handling. 1386 * If there are multiple objects on this space, we do some trickier handling.
1597 * We've already dealt with merging if appropriate. 1387 * We've already dealt with merging if appropriate.
1598 * Generally, we want to put the new object on top. But if 1388 * Generally, we want to put the new object on top. But if
1599 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1389 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1600 * floor, we want to insert above that and no further. 1390 * floor, we want to insert above that and no further.
1601 * Also, if there are spell objects on this space, we stop processing 1391 * Also, if there are spell objects on this space, we stop processing
1602 * once we get to them. This reduces the need to traverse over all of 1392 * once we get to them. This reduces the need to traverse over all of
1603 * them when adding another one - this saves quite a bit of cpu time 1393 * them when adding another one - this saves quite a bit of cpu time
1604 * when lots of spells are cast in one area. Currently, it is presumed 1394 * when lots of spells are cast in one area. Currently, it is presumed
1605 * that flying non pickable objects are spell objects. 1395 * that flying non pickable objects are spell objects.
1606 */ 1396 */
1607 1397
1608 while (top != NULL) { 1398 while (top != NULL)
1609 if (QUERY_FLAG(top, FLAG_IS_FLOOR) || 1399 {
1610 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top; 1400 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1611 if (QUERY_FLAG(top, FLAG_NO_PICK) 1401 floor = top;
1612 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH)) 1402
1613 && !QUERY_FLAG(top, FLAG_IS_FLOOR)) 1403 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1614 { 1404 {
1615 /* We insert above top, so we want this object below this */ 1405 /* We insert above top, so we want this object below this */
1616 top=top->below; 1406 top = top->below;
1617 break; 1407 break;
1618 } 1408 }
1619 last = top; 1409
1620 top = top->above; 1410 last = top;
1621 } 1411 top = top->above;
1412 }
1413
1622 /* Don't want top to be NULL, so set it to the last valid object */ 1414 /* Don't want top to be NULL, so set it to the last valid object */
1623 top = last; 1415 top = last;
1624 1416
1625 /* We let update_position deal with figuring out what the space 1417 /* We let update_position deal with figuring out what the space
1626 * looks like instead of lots of conditions here. 1418 * looks like instead of lots of conditions here.
1627 * makes things faster, and effectively the same result. 1419 * makes things faster, and effectively the same result.
1628 */ 1420 */
1629 1421
1630 /* Have object 'fall below' other objects that block view. 1422 /* Have object 'fall below' other objects that block view.
1631 * Unless those objects are exits, type 66 1423 * Unless those objects are exits, type 66
1632 * If INS_ON_TOP is used, don't do this processing 1424 * If INS_ON_TOP is used, don't do this processing
1633 * Need to find the object that in fact blocks view, otherwise 1425 * Need to find the object that in fact blocks view, otherwise
1634 * stacking is a bit odd. 1426 * stacking is a bit odd.
1635 */ 1427 */
1636 if (!(flag & INS_ON_TOP) && 1428 if (!(flag & INS_ON_TOP) &&
1637 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && 1429 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1638 (op->face && !op->face->visibility)) { 1430 {
1639 for (last=top; last != floor; last=last->below) 1431 for (last = top; last != floor; last = last->below)
1640 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break; 1432 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1433 break;
1641 /* Check to see if we found the object that blocks view, 1434 /* Check to see if we found the object that blocks view,
1642 * and make sure we have a below pointer for it so that 1435 * and make sure we have a below pointer for it so that
1643 * we can get inserted below this one, which requires we 1436 * we can get inserted below this one, which requires we
1644 * set top to the object below us. 1437 * set top to the object below us.
1645 */ 1438 */
1646 if (last && last->below && last != floor) top=last->below; 1439 if (last && last->below && last != floor)
1647 } 1440 top = last->below;
1648 } /* If objects on this space */ 1441 }
1442 } /* If objects on this space */
1443
1649 if (flag & INS_MAP_LOAD) 1444 if (flag & INS_MAP_LOAD)
1650 top = GET_MAP_TOP(op->map,op->x,op->y); 1445 top = GET_MAP_TOP (op->map, op->x, op->y);
1446
1651 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1447 if (flag & INS_ABOVE_FLOOR_ONLY)
1448 top = floor;
1652 1449
1653 /* Top is the object that our object (op) is going to get inserted above. 1450 /* Top is the object that our object (op) is going to get inserted above.
1654 */ 1451 */
1655 1452
1656 /* First object on this space */ 1453 /* First object on this space */
1657 if (!top) { 1454 if (!top)
1455 {
1658 op->above = GET_MAP_OB(op->map, op->x, op->y); 1456 op->above = GET_MAP_OB (op->map, op->x, op->y);
1659 if (op->above) op->above->below = op; 1457
1458 if (op->above)
1459 op->above->below = op;
1460
1660 op->below = NULL; 1461 op->below = NULL;
1661 SET_MAP_OB(op->map, op->x, op->y, op); 1462 SET_MAP_OB (op->map, op->x, op->y, op);
1662 } else { /* get inserted into the stack above top */ 1463 }
1464 else
1465 { /* get inserted into the stack above top */
1663 op->above = top->above; 1466 op->above = top->above;
1664 if (op->above) op->above->below = op; 1467
1468 if (op->above)
1469 op->above->below = op;
1470
1665 op->below = top; 1471 op->below = top;
1666 top->above = op; 1472 top->above = op;
1667 } 1473 }
1474
1668 if (op->above==NULL) 1475 if (op->above == NULL)
1669 SET_MAP_TOP(op->map,op->x, op->y, op); 1476 SET_MAP_TOP (op->map, op->x, op->y, op);
1670 } /* else not INS_BELOW_ORIGINATOR */ 1477 } /* else not INS_BELOW_ORIGINATOR */
1671 1478
1672 if(op->type==PLAYER) 1479 if (op->type == PLAYER)
1673 op->contr->do_los=1; 1480 op->contr->do_los = 1;
1674 1481
1675 /* If we have a floor, we know the player, if any, will be above 1482 /* If we have a floor, we know the player, if any, will be above
1676 * it, so save a few ticks and start from there. 1483 * it, so save a few ticks and start from there.
1677 */ 1484 */
1678 if (!(flag & INS_MAP_LOAD)) 1485 if (!(flag & INS_MAP_LOAD))
1679 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1486 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1680 if (tmp->type == PLAYER) 1487 if (tmp->type == PLAYER)
1681 tmp->contr->socket.update_look=1; 1488 tmp->contr->socket->floorbox_update ();
1682 }
1683 1489
1684 /* If this object glows, it may affect lighting conditions that are 1490 /* If this object glows, it may affect lighting conditions that are
1685 * visible to others on this map. But update_all_los is really 1491 * visible to others on this map. But update_all_los is really
1686 * an inefficient way to do this, as it means los for all players 1492 * an inefficient way to do this, as it means los for all players
1687 * on the map will get recalculated. The players could very well 1493 * on the map will get recalculated. The players could very well
1688 * be far away from this change and not affected in any way - 1494 * be far away from this change and not affected in any way -
1689 * this should get redone to only look for players within range, 1495 * this should get redone to only look for players within range,
1690 * or just updating the P_NEED_UPDATE for spaces within this area 1496 * or just updating the P_NEED_UPDATE for spaces within this area
1691 * of effect may be sufficient. 1497 * of effect may be sufficient.
1692 */ 1498 */
1693 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1499 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1694 update_all_los(op->map, op->x, op->y); 1500 update_all_los (op->map, op->x, op->y);
1695 1501
1696
1697 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1502 /* updates flags (blocked, alive, no magic, etc) for this map space */
1698 update_object(op,UP_OBJ_INSERT); 1503 update_object (op, UP_OBJ_INSERT);
1699 1504
1700
1701 /* Don't know if moving this to the end will break anything. However, 1505 /* Don't know if moving this to the end will break anything. However,
1702 * we want to have update_look set above before calling this. 1506 * we want to have floorbox_update called before calling this.
1703 * 1507 *
1704 * check_move_on() must be after this because code called from 1508 * check_move_on() must be after this because code called from
1705 * check_move_on() depends on correct map flags (so functions like 1509 * check_move_on() depends on correct map flags (so functions like
1706 * blocked() and wall() work properly), and these flags are updated by 1510 * blocked() and wall() work properly), and these flags are updated by
1707 * update_object(). 1511 * update_object().
1708 */ 1512 */
1709 1513
1710 /* if this is not the head or flag has been passed, don't check walk on status */ 1514 /* if this is not the head or flag has been passed, don't check walk on status */
1711
1712 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1515 if (!(flag & INS_NO_WALK_ON) && !op->head)
1516 {
1713 if (check_move_on(op, originator)) 1517 if (check_move_on (op, originator))
1714 return NULL; 1518 return NULL;
1715 1519
1716 /* 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
1717 * walk on's. 1521 * walk on's.
1718 */ 1522 */
1719 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1523 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1720 if (check_move_on (tmp, originator)) 1524 if (check_move_on (tmp, originator))
1721 return NULL; 1525 return NULL;
1722 } 1526 }
1527
1723 return op; 1528 return op;
1724} 1529}
1725 1530
1726/* this function inserts an object in the map, but if it 1531/* this function inserts an object in the map, but if it
1727 * finds an object of its own type, it'll remove that one first. 1532 * finds an object of its own type, it'll remove that one first.
1728 * op is the object to insert it under: supplies x and the map. 1533 * op is the object to insert it under: supplies x and the map.
1729 */ 1534 */
1535void
1730void replace_insert_ob_in_map(const char *arch_string, object *op) { 1536replace_insert_ob_in_map (const char *arch_string, object *op)
1537{
1731 object *tmp; 1538 object *
1732 object *tmp1; 1539 tmp;
1540 object *
1541 tmp1;
1733 1542
1734 /* first search for itself and remove any old instances */ 1543 /* first search for itself and remove any old instances */
1735 1544
1736 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)
1737 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1546 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1738 remove_ob(tmp); 1547 tmp->destroy ();
1739 free_object(tmp);
1740 }
1741 }
1742 1548
1743 tmp1=arch_to_object(find_archetype(arch_string)); 1549 tmp1 = arch_to_object (archetype::find (arch_string));
1744 1550
1745 1551 tmp1->x = op->x;
1746 tmp1->x = op->x; tmp1->y = op->y; 1552 tmp1->y = op->y;
1747 insert_ob_in_map(tmp1,op->map,op,0); 1553 insert_ob_in_map (tmp1, op->map, op, 0);
1748} 1554}
1749 1555
1750/* 1556/*
1751 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1557 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1752 * is returned contains nr objects, and the remaining parts contains 1558 * is returned contains nr objects, and the remaining parts contains
1753 * the rest (or is removed and freed if that number is 0). 1559 * the rest (or is removed and freed if that number is 0).
1754 * On failure, NULL is returned, and the reason put into the 1560 * On failure, NULL is returned, and the reason put into the
1755 * global static errmsg array. 1561 * global static errmsg array.
1756 */ 1562 */
1757 1563
1564object *
1758object *get_split_ob(object *orig_ob, uint32 nr) { 1565get_split_ob (object *orig_ob, uint32 nr)
1566{
1759 object *newob; 1567 object *newob;
1760 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1568 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1761 1569
1762 if(orig_ob->nrof<nr) { 1570 if (orig_ob->nrof < nr)
1763 sprintf(errmsg,"There are only %d %ss.",
1764 orig_ob->nrof?orig_ob->nrof:1, orig_ob->name);
1765 return NULL;
1766 } 1571 {
1572 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1573 return NULL;
1574 }
1575
1767 newob = object_create_clone(orig_ob); 1576 newob = object_create_clone (orig_ob);
1577
1768 if((orig_ob->nrof-=nr)<1) { 1578 if ((orig_ob->nrof -= nr) < 1)
1769 if ( ! is_removed) 1579 orig_ob->destroy (1);
1770 remove_ob(orig_ob);
1771 free_object2(orig_ob, 1);
1772 }
1773 else if ( ! is_removed) { 1580 else if (!is_removed)
1581 {
1774 if(orig_ob->env!=NULL) 1582 if (orig_ob->env != NULL)
1775 sub_weight (orig_ob->env,orig_ob->weight*nr); 1583 sub_weight (orig_ob->env, orig_ob->weight * nr);
1776 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1584 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1585 {
1777 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1586 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1778 LOG(llevDebug,
1779 "Error, Tried to split object whose map is not in memory.\n"); 1587 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1780 return NULL; 1588 return NULL;
1781 } 1589 }
1782 } 1590 }
1591
1783 newob->nrof=nr; 1592 newob->nrof = nr;
1784 1593
1785 return newob; 1594 return newob;
1786} 1595}
1787 1596
1788/* 1597/*
1789 * decrease_ob_nr(object, number) decreases a specified number from 1598 * decrease_ob_nr(object, number) decreases a specified number from
1790 * the amount of an object. If the amount reaches 0, the object 1599 * the amount of an object. If the amount reaches 0, the object
1791 * is subsequently removed and freed. 1600 * is subsequently removed and freed.
1792 * 1601 *
1793 * Return value: 'op' if something is left, NULL if the amount reached 0 1602 * Return value: 'op' if something is left, NULL if the amount reached 0
1794 */ 1603 */
1795 1604
1605object *
1796object *decrease_ob_nr (object *op, uint32 i) 1606decrease_ob_nr (object *op, uint32 i)
1797{ 1607{
1798 object *tmp; 1608 object *tmp;
1799 player *pl; 1609 player *pl;
1800 1610
1801 if (i == 0) /* objects with op->nrof require this check */ 1611 if (i == 0) /* objects with op->nrof require this check */
1802 return op; 1612 return op;
1803 1613
1804 if (i > op->nrof) 1614 if (i > op->nrof)
1805 i = op->nrof; 1615 i = op->nrof;
1806 1616
1807 if (QUERY_FLAG (op, FLAG_REMOVED)) 1617 if (QUERY_FLAG (op, FLAG_REMOVED))
1618 op->nrof -= i;
1619 else if (op->env)
1620 {
1621 /* is this object in the players inventory, or sub container
1622 * therein?
1623 */
1624 tmp = is_player_inv (op->env);
1625 /* nope. Is this a container the player has opened?
1626 * If so, set tmp to that player.
1627 * IMO, searching through all the players will mostly
1628 * likely be quicker than following op->env to the map,
1629 * and then searching the map for a player.
1630 */
1631 if (!tmp)
1632 {
1633 for (pl = first_player; pl; pl = pl->next)
1634 if (pl->ob->container == op->env)
1635 {
1636 tmp = pl->ob;
1637 break;
1638 }
1639 }
1640
1641 if (i < op->nrof)
1642 {
1643 sub_weight (op->env, op->weight * i);
1644 op->nrof -= i;
1645 if (tmp)
1646 esrv_send_item (tmp, op);
1647 }
1648 else
1649 {
1650 op->remove ();
1651 op->nrof = 0;
1652 if (tmp)
1653 esrv_del_item (tmp->contr, op->count);
1654 }
1808 { 1655 }
1656 else
1657 {
1658 object *above = op->above;
1659
1660 if (i < op->nrof)
1809 op->nrof -= i; 1661 op->nrof -= i;
1810 } 1662 else
1811 else if (op->env != NULL) 1663 {
1812 { 1664 op->remove ();
1813 /* is this object in the players inventory, or sub container
1814 * therein?
1815 */
1816 tmp = is_player_inv (op->env);
1817 /* nope. Is this a container the player has opened?
1818 * If so, set tmp to that player.
1819 * IMO, searching through all the players will mostly
1820 * likely be quicker than following op->env to the map,
1821 * and then searching the map for a player.
1822 */
1823 if (!tmp) {
1824 for (pl=first_player; pl; pl=pl->next)
1825 if (pl->ob->container == op->env) break;
1826 if (pl) tmp=pl->ob;
1827 else tmp=NULL;
1828 }
1829
1830 if (i < op->nrof) {
1831 sub_weight (op->env, op->weight * i);
1832 op->nrof -= i; 1665 op->nrof = 0;
1666 }
1667
1668 /* Since we just removed op, op->above is null */
1669 for (tmp = above; tmp; tmp = tmp->above)
1670 if (tmp->type == PLAYER)
1671 {
1833 if (tmp) { 1672 if (op->nrof)
1834 esrv_send_item(tmp, op); 1673 esrv_send_item (tmp, op);
1835 } 1674 else
1836 } else {
1837 remove_ob (op);
1838 op->nrof = 0;
1839 if (tmp) {
1840 esrv_del_item(tmp->contr, op->count); 1675 esrv_del_item (tmp->contr, op->count);
1841 } 1676 }
1842 }
1843 }
1844 else
1845 { 1677 }
1846 object *above = op->above;
1847 1678
1848 if (i < op->nrof) {
1849 op->nrof -= i;
1850 } else {
1851 remove_ob (op);
1852 op->nrof = 0;
1853 }
1854 /* Since we just removed op, op->above is null */
1855 for (tmp = above; tmp != NULL; tmp = tmp->above)
1856 if (tmp->type == PLAYER) {
1857 if (op->nrof)
1858 esrv_send_item(tmp, op);
1859 else
1860 esrv_del_item(tmp->contr, op->count);
1861 }
1862 }
1863
1864 if (op->nrof) { 1679 if (op->nrof)
1865 return op; 1680 return op;
1866 } else { 1681 else
1867 free_object (op); 1682 {
1683 op->destroy ();
1868 return NULL; 1684 return 0;
1869 } 1685 }
1870} 1686}
1871 1687
1872/* 1688/*
1873 * add_weight(object, weight) adds the specified weight to an object, 1689 * add_weight(object, weight) adds the specified weight to an object,
1874 * and also updates how much the environment(s) is/are carrying. 1690 * and also updates how much the environment(s) is/are carrying.
1875 */ 1691 */
1876 1692
1693void
1877void add_weight (object *op, signed long weight) { 1694add_weight (object *op, signed long weight)
1695{
1878 while (op!=NULL) { 1696 while (op != NULL)
1697 {
1879 if (op->type == CONTAINER) { 1698 if (op->type == CONTAINER)
1880 weight=(signed long)(weight*(100-op->stats.Str)/100); 1699 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1881 } 1700
1882 op->carrying+=weight; 1701 op->carrying += weight;
1883 op=op->env; 1702 op = op->env;
1884 } 1703 }
1885} 1704}
1886 1705
1706object *
1707insert_ob_in_ob (object *op, object *where)
1708{
1709 if (!where)
1710 {
1711 char *dump = dump_object (op);
1712 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1713 free (dump);
1714 return op;
1715 }
1716
1717 if (where->head)
1718 {
1719 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1720 where = where->head;
1721 }
1722
1723 return where->insert (op);
1724}
1725
1887/* 1726/*
1888 * insert_ob_in_ob(op,environment): 1727 * env->insert (op)
1889 * This function inserts the object op in the linked list 1728 * This function inserts the object op in the linked list
1890 * inside the object environment. 1729 * inside the object environment.
1891 * 1730 *
1892 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1893 * the inventory at the last position or next to other objects of the same
1894 * type.
1895 * Frank: Now sorted by type, archetype and magic!
1896 *
1897 * The function returns now pointer to inserted item, and return value can 1731 * The function returns now pointer to inserted item, and return value can
1898 * be != op, if items are merged. -Tero 1732 * be != op, if items are merged. -Tero
1899 */ 1733 */
1900 1734
1901object *insert_ob_in_ob(object *op,object *where) { 1735object *
1736object::insert (object *op)
1737{
1902 object *tmp, *otmp; 1738 object *tmp, *otmp;
1903 1739
1904 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1740 if (!QUERY_FLAG (op, FLAG_REMOVED))
1905 dump_object(op); 1741 op->remove ();
1906 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1742
1907 return op;
1908 }
1909 if(where==NULL) {
1910 dump_object(op);
1911 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1912 return op;
1913 }
1914 if (where->head) {
1915 LOG(llevDebug,
1916 "Warning: Tried to insert object wrong part of multipart object.\n");
1917 where = where->head;
1918 }
1919 if (op->more) { 1743 if (op->more)
1744 {
1920 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1745 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1921 op->name, op->count);
1922 return op; 1746 return op;
1923 } 1747 }
1748
1924 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1749 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1925 CLEAR_FLAG(op, FLAG_REMOVED); 1750 CLEAR_FLAG (op, FLAG_REMOVED);
1926 if(op->nrof) { 1751 if (op->nrof)
1752 {
1927 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1753 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1928 if ( CAN_MERGE(tmp,op) ) { 1754 if (object::can_merge (tmp, op))
1755 {
1929 /* return the original object and remove inserted object 1756 /* return the original object and remove inserted object
1930 (client needs the original object) */ 1757 (client needs the original object) */
1931 tmp->nrof += op->nrof; 1758 tmp->nrof += op->nrof;
1932 /* Weight handling gets pretty funky. Since we are adding to 1759 /* Weight handling gets pretty funky. Since we are adding to
1933 * tmp->nrof, we need to increase the weight. 1760 * tmp->nrof, we need to increase the weight.
1934 */ 1761 */
1935 add_weight (where, op->weight*op->nrof); 1762 add_weight (this, op->weight * op->nrof);
1936 SET_FLAG(op, FLAG_REMOVED); 1763 SET_FLAG (op, FLAG_REMOVED);
1937 free_object(op); /* free the inserted object */ 1764 op->destroy (); /* free the inserted object */
1938 op = tmp; 1765 op = tmp;
1939 remove_ob (op); /* and fix old object's links */ 1766 op->remove (); /* and fix old object's links */
1940 CLEAR_FLAG(op, FLAG_REMOVED); 1767 CLEAR_FLAG (op, FLAG_REMOVED);
1941 break; 1768 break;
1942 } 1769 }
1943 1770
1944 /* I assume combined objects have no inventory 1771 /* I assume combined objects have no inventory
1945 * We add the weight - this object could have just been removed 1772 * We add the weight - this object could have just been removed
1946 * (if it was possible to merge). calling remove_ob will subtract 1773 * (if it was possible to merge). calling remove_ob will subtract
1947 * the weight, so we need to add it in again, since we actually do 1774 * the weight, so we need to add it in again, since we actually do
1948 * the linking below 1775 * the linking below
1949 */ 1776 */
1950 add_weight (where, op->weight*op->nrof); 1777 add_weight (this, op->weight * op->nrof);
1778 }
1951 } else 1779 else
1952 add_weight (where, (op->weight+op->carrying)); 1780 add_weight (this, (op->weight + op->carrying));
1953 1781
1954 otmp=is_player_inv(where); 1782 otmp = is_player_inv (this);
1955 if (otmp&&otmp->contr!=NULL) { 1783 if (otmp && otmp->contr)
1956 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1784 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1957 fix_player(otmp); 1785 fix_player (otmp);
1958 }
1959 1786
1960 op->map=NULL; 1787 op->map = NULL;
1961 op->env=where; 1788 op->env = this;
1962 op->above=NULL; 1789 op->above = NULL;
1963 op->below=NULL; 1790 op->below = NULL;
1964 op->x=0,op->y=0; 1791 op->x = 0, op->y = 0;
1965 op->ox=0,op->oy=0;
1966 1792
1967 /* reset the light list and los of the players on the map */ 1793 /* reset the light list and los of the players on the map */
1968 if((op->glow_radius!=0)&&where->map) 1794 if ((op->glow_radius != 0) && map)
1969 { 1795 {
1970#ifdef DEBUG_LIGHTS 1796#ifdef DEBUG_LIGHTS
1971 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1797 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1972 op->name);
1973#endif /* DEBUG_LIGHTS */ 1798#endif /* DEBUG_LIGHTS */
1974 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1799 if (MAP_DARKNESS (map))
1800 update_all_los (map, x, y);
1975 } 1801 }
1976 1802
1977 /* Client has no idea of ordering so lets not bother ordering it here. 1803 /* Client has no idea of ordering so lets not bother ordering it here.
1978 * It sure simplifies this function... 1804 * It sure simplifies this function...
1979 */ 1805 */
1980 if (where->inv==NULL) 1806 if (!inv)
1981 where->inv=op; 1807 inv = op;
1982 else { 1808 else
1809 {
1983 op->below = where->inv; 1810 op->below = inv;
1984 op->below->above = op; 1811 op->below->above = op;
1985 where->inv = op; 1812 inv = op;
1986 } 1813 }
1814
1987 return op; 1815 return op;
1988} 1816}
1989 1817
1990/* 1818/*
1991 * Checks if any objects has a move_type that matches objects 1819 * Checks if any objects has a move_type that matches objects
2006 * MSW 2001-07-08: Check all objects on space, not just those below 1834 * MSW 2001-07-08: Check all objects on space, not just those below
2007 * object being inserted. insert_ob_in_map may not put new objects 1835 * object being inserted. insert_ob_in_map may not put new objects
2008 * on top. 1836 * on top.
2009 */ 1837 */
2010 1838
1839int
2011int check_move_on (object *op, object *originator) 1840check_move_on (object *op, object *originator)
2012{ 1841{
2013 object *tmp; 1842 object *tmp;
2014 tag_t tag;
2015 mapstruct *m=op->map; 1843 maptile *m = op->map;
2016 int x=op->x, y=op->y; 1844 int x = op->x, y = op->y;
1845
2017 MoveType move_on, move_slow, move_block; 1846 MoveType move_on, move_slow, move_block;
2018 1847
2019 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1848 if (QUERY_FLAG (op, FLAG_NO_APPLY))
2020 return 0;
2021
2022 tag = op->count;
2023
2024 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
2025 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
2026 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
2027
2028 /* if nothing on this space will slow op down or be applied,
2029 * no need to do checking below. have to make sure move_type
2030 * is set, as lots of objects don't have it set - we treat that
2031 * as walking.
2032 */
2033 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
2034 return 0;
2035
2036 /* This is basically inverse logic of that below - basically,
2037 * if the object can avoid the move on or slow move, they do so,
2038 * but can't do it if the alternate movement they are using is
2039 * blocked. Logic on this seems confusing, but does seem correct.
2040 */
2041 if ((op->move_type & ~move_on & ~move_block) != 0 &&
2042 (op->move_type & ~move_slow & ~move_block) != 0) return 0;
2043
2044 /* The objects have to be checked from top to bottom.
2045 * Hence, we first go to the top:
2046 */
2047
2048 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL &&
2049 tmp->above!=NULL; tmp=tmp->above) {
2050 /* Trim the search when we find the first other spell effect
2051 * this helps performance so that if a space has 50 spell objects,
2052 * we don't need to check all of them.
2053 */
2054 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break;
2055 }
2056 for(;tmp!=NULL; tmp=tmp->below) {
2057 if (tmp == op) continue; /* Can't apply yourself */
2058
2059 /* Check to see if one of the movement types should be slowed down.
2060 * Second check makes sure that the movement types not being slowed
2061 * (~slow_move) is not blocked on this space - just because the
2062 * space doesn't slow down swimming (for example), if you can't actually
2063 * swim on that space, can't use it to avoid the penalty.
2064 */
2065 if (!QUERY_FLAG(op, FLAG_WIZPASS)) {
2066 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2067 ((op->move_type & tmp->move_slow) &&
2068 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) {
2069
2070 float diff;
2071
2072 diff = tmp->move_slow_penalty*FABS(op->speed);
2073 if (op->type == PLAYER) {
2074 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) ||
2075 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) {
2076 diff /= 4.0;
2077 }
2078 }
2079 op->speed_left -= diff;
2080 }
2081 }
2082
2083 /* Basically same logic as above, except now for actual apply. */
2084 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2085 ((op->move_type & tmp->move_on) &&
2086 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) {
2087
2088 move_apply(tmp, op, originator);
2089 if (was_destroyed (op, tag))
2090 return 1;
2091
2092 /* what the person/creature stepped onto has moved the object
2093 * someplace new. Don't process any further - if we did,
2094 * have a feeling strange problems would result.
2095 */
2096 if (op->map != m || op->x != x || op->y != y) return 0;
2097 }
2098 }
2099 return 0; 1849 return 0;
1850
1851 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1852 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1853 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1854
1855 /* if nothing on this space will slow op down or be applied,
1856 * no need to do checking below. have to make sure move_type
1857 * is set, as lots of objects don't have it set - we treat that
1858 * as walking.
1859 */
1860 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1861 return 0;
1862
1863 /* This is basically inverse logic of that below - basically,
1864 * if the object can avoid the move on or slow move, they do so,
1865 * but can't do it if the alternate movement they are using is
1866 * blocked. Logic on this seems confusing, but does seem correct.
1867 */
1868 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1869 return 0;
1870
1871 /* The objects have to be checked from top to bottom.
1872 * Hence, we first go to the top:
1873 */
1874
1875 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1876 {
1877 /* Trim the search when we find the first other spell effect
1878 * this helps performance so that if a space has 50 spell objects,
1879 * we don't need to check all of them.
1880 */
1881 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1882 break;
1883 }
1884
1885 for (; tmp; tmp = tmp->below)
1886 {
1887 if (tmp == op)
1888 continue; /* Can't apply yourself */
1889
1890 /* Check to see if one of the movement types should be slowed down.
1891 * Second check makes sure that the movement types not being slowed
1892 * (~slow_move) is not blocked on this space - just because the
1893 * space doesn't slow down swimming (for example), if you can't actually
1894 * swim on that space, can't use it to avoid the penalty.
1895 */
1896 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1897 {
1898 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1899 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1900 {
1901
1902 float
1903 diff = tmp->move_slow_penalty * FABS (op->speed);
1904
1905 if (op->type == PLAYER)
1906 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1907 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1908 diff /= 4.0;
1909
1910 op->speed_left -= diff;
1911 }
1912 }
1913
1914 /* Basically same logic as above, except now for actual apply. */
1915 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1916 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1917 {
1918 move_apply (tmp, op, originator);
1919
1920 if (op->destroyed ())
1921 return 1;
1922
1923 /* what the person/creature stepped onto has moved the object
1924 * someplace new. Don't process any further - if we did,
1925 * have a feeling strange problems would result.
1926 */
1927 if (op->map != m || op->x != x || op->y != y)
1928 return 0;
1929 }
1930 }
1931
1932 return 0;
2100} 1933}
2101 1934
2102/* 1935/*
2103 * present_arch(arch, map, x, y) searches for any objects with 1936 * present_arch(arch, map, x, y) searches for any objects with
2104 * a matching archetype at the given map and coordinates. 1937 * a matching archetype at the given map and coordinates.
2105 * The first matching object is returned, or NULL if none. 1938 * The first matching object is returned, or NULL if none.
2106 */ 1939 */
2107 1940
1941object *
2108object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1942present_arch (const archetype *at, maptile *m, int x, int y)
1943{
2109 object *tmp; 1944 object *
1945 tmp;
1946
2110 if(m==NULL || out_of_map(m,x,y)) { 1947 if (m == NULL || out_of_map (m, x, y))
1948 {
2111 LOG(llevError,"Present_arch called outside map.\n"); 1949 LOG (llevError, "Present_arch called outside map.\n");
2112 return NULL; 1950 return NULL;
2113 } 1951 }
2114 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1952 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2115 if(tmp->arch == at) 1953 if (tmp->arch == at)
2116 return tmp; 1954 return tmp;
2117 return NULL; 1955 return NULL;
2118} 1956}
2119 1957
2120/* 1958/*
2121 * present(type, map, x, y) searches for any objects with 1959 * present(type, map, x, y) searches for any objects with
2122 * a matching type variable at the given map and coordinates. 1960 * a matching type variable at the given map and coordinates.
2123 * The first matching object is returned, or NULL if none. 1961 * The first matching object is returned, or NULL if none.
2124 */ 1962 */
2125 1963
1964object *
2126object *present(unsigned char type,mapstruct *m, int x,int y) { 1965present (unsigned char type, maptile *m, int x, int y)
1966{
2127 object *tmp; 1967 object *
1968 tmp;
1969
2128 if(out_of_map(m,x,y)) { 1970 if (out_of_map (m, x, y))
1971 {
2129 LOG(llevError,"Present called outside map.\n"); 1972 LOG (llevError, "Present called outside map.\n");
2130 return NULL; 1973 return NULL;
2131 } 1974 }
2132 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1975 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2133 if(tmp->type==type) 1976 if (tmp->type == type)
2134 return tmp; 1977 return tmp;
2135 return NULL; 1978 return NULL;
2136} 1979}
2137 1980
2138/* 1981/*
2139 * present_in_ob(type, object) searches for any objects with 1982 * present_in_ob(type, object) searches for any objects with
2140 * a matching type variable in the inventory of the given object. 1983 * a matching type variable in the inventory of the given object.
2141 * The first matching object is returned, or NULL if none. 1984 * The first matching object is returned, or NULL if none.
2142 */ 1985 */
2143 1986
1987object *
2144object *present_in_ob(unsigned char type, const object *op) { 1988present_in_ob (unsigned char type, const object *op)
1989{
2145 object *tmp; 1990 object *
1991 tmp;
1992
2146 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1993 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2147 if(tmp->type==type) 1994 if (tmp->type == type)
2148 return tmp; 1995 return tmp;
2149 return NULL; 1996 return NULL;
2150} 1997}
2151 1998
2152/* 1999/*
2162 * the object name, not the archetype name. this is so that the 2009 * the object name, not the archetype name. this is so that the
2163 * spell code can use one object type (force), but change it's name 2010 * spell code can use one object type (force), but change it's name
2164 * to be unique. 2011 * to be unique.
2165 */ 2012 */
2166 2013
2014object *
2167object *present_in_ob_by_name(int type, const char *str, const object *op) { 2015present_in_ob_by_name (int type, const char *str, const object *op)
2016{
2168 object *tmp; 2017 object *
2018 tmp;
2169 2019
2170 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2020 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2021 {
2171 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2022 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2172 return tmp; 2023 return tmp;
2173 } 2024 }
2174 return NULL; 2025 return NULL;
2175} 2026}
2176 2027
2177/* 2028/*
2178 * present_arch_in_ob(archetype, object) searches for any objects with 2029 * present_arch_in_ob(archetype, object) searches for any objects with
2179 * a matching archetype in the inventory of the given object. 2030 * a matching archetype in the inventory of the given object.
2180 * The first matching object is returned, or NULL if none. 2031 * The first matching object is returned, or NULL if none.
2181 */ 2032 */
2182 2033
2034object *
2183object *present_arch_in_ob(const archetype *at, const object *op) { 2035present_arch_in_ob (const archetype *at, const object *op)
2036{
2184 object *tmp; 2037 object *
2038 tmp;
2039
2185 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2040 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2186 if( tmp->arch == at) 2041 if (tmp->arch == at)
2187 return tmp; 2042 return tmp;
2188 return NULL; 2043 return NULL;
2189} 2044}
2190 2045
2191/* 2046/*
2192 * activate recursively a flag on an object inventory 2047 * activate recursively a flag on an object inventory
2193 */ 2048 */
2049void
2194void flag_inv(object*op, int flag){ 2050flag_inv (object *op, int flag)
2051{
2195 object *tmp; 2052 object *
2053 tmp;
2054
2196 if(op->inv) 2055 if (op->inv)
2197 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2056 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2057 {
2198 SET_FLAG(tmp, flag); 2058 SET_FLAG (tmp, flag);
2199 flag_inv(tmp,flag); 2059 flag_inv (tmp, flag);
2200 } 2060 }
2201}/* 2061} /*
2202 * desactivate recursively a flag on an object inventory 2062 * desactivate recursively a flag on an object inventory
2203 */ 2063 */
2064void
2204void unflag_inv(object*op, int flag){ 2065unflag_inv (object *op, int flag)
2066{
2205 object *tmp; 2067 object *
2068 tmp;
2069
2206 if(op->inv) 2070 if (op->inv)
2207 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2071 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2072 {
2208 CLEAR_FLAG(tmp, flag); 2073 CLEAR_FLAG (tmp, flag);
2209 unflag_inv(tmp,flag); 2074 unflag_inv (tmp, flag);
2210 } 2075 }
2211} 2076}
2212 2077
2213/* 2078/*
2214 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2079 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2215 * all it's inventory (recursively). 2080 * all it's inventory (recursively).
2216 * If checksums are used, a player will get set_cheat called for 2081 * If checksums are used, a player will get set_cheat called for
2217 * him/her-self and all object carried by a call to this function. 2082 * him/her-self and all object carried by a call to this function.
2218 */ 2083 */
2219 2084
2085void
2220void set_cheat(object *op) { 2086set_cheat (object *op)
2087{
2221 SET_FLAG(op, FLAG_WAS_WIZ); 2088 SET_FLAG (op, FLAG_WAS_WIZ);
2222 flag_inv(op, FLAG_WAS_WIZ); 2089 flag_inv (op, FLAG_WAS_WIZ);
2223} 2090}
2224 2091
2225/* 2092/*
2226 * find_free_spot(object, map, x, y, start, stop) will search for 2093 * find_free_spot(object, map, x, y, start, stop) will search for
2227 * a spot at the given map and coordinates which will be able to contain 2094 * a spot at the given map and coordinates which will be able to contain
2242 * to know if the space in question will block the object. We can't use 2109 * to know if the space in question will block the object. We can't use
2243 * the archetype because that isn't correct if the monster has been 2110 * the archetype because that isn't correct if the monster has been
2244 * customized, changed states, etc. 2111 * customized, changed states, etc.
2245 */ 2112 */
2246 2113
2114int
2247int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2115find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2116{
2117 int
2118 i,
2248 int i,index=0, flag; 2119 index = 0, flag;
2120 static int
2249 static int altern[SIZEOFFREE]; 2121 altern[SIZEOFFREE];
2250 2122
2251 for(i=start;i<stop;i++) { 2123 for (i = start; i < stop; i++)
2124 {
2252 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2125 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2253 if(!flag) 2126 if (!flag)
2254 altern[index++]=i; 2127 altern[index++] = i;
2255 2128
2256 /* Basically, if we find a wall on a space, we cut down the search size. 2129 /* Basically, if we find a wall on a space, we cut down the search size.
2257 * In this way, we won't return spaces that are on another side of a wall. 2130 * In this way, we won't return spaces that are on another side of a wall.
2258 * This mostly work, but it cuts down the search size in all directions - 2131 * This mostly work, but it cuts down the search size in all directions -
2259 * if the space being examined only has a wall to the north and empty 2132 * if the space being examined only has a wall to the north and empty
2260 * spaces in all the other directions, this will reduce the search space 2133 * spaces in all the other directions, this will reduce the search space
2261 * to only the spaces immediately surrounding the target area, and 2134 * to only the spaces immediately surrounding the target area, and
2262 * won't look 2 spaces south of the target space. 2135 * won't look 2 spaces south of the target space.
2263 */ 2136 */
2264 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2137 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2265 stop=maxfree[i]; 2138 stop = maxfree[i];
2266 } 2139 }
2267 if(!index) return -1; 2140 if (!index)
2141 return -1;
2268 return altern[RANDOM()%index]; 2142 return altern[RANDOM () % index];
2269} 2143}
2270 2144
2271/* 2145/*
2272 * find_first_free_spot(archetype, mapstruct, x, y) works like 2146 * find_first_free_spot(archetype, maptile, x, y) works like
2273 * find_free_spot(), but it will search max number of squares. 2147 * find_free_spot(), but it will search max number of squares.
2274 * But it will return the first available spot, not a random choice. 2148 * But it will return the first available spot, not a random choice.
2275 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2149 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2276 */ 2150 */
2277 2151
2152int
2278int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2153find_first_free_spot (const object *ob, maptile *m, int x, int y)
2154{
2155 int
2279 int i; 2156 i;
2157
2280 for(i=0;i<SIZEOFFREE;i++) { 2158 for (i = 0; i < SIZEOFFREE; i++)
2159 {
2281 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2160 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2282 return i; 2161 return i;
2283 } 2162 }
2284 return -1; 2163 return -1;
2285} 2164}
2286 2165
2287/* 2166/*
2288 * The function permute(arr, begin, end) randomly reorders the array 2167 * The function permute(arr, begin, end) randomly reorders the array
2289 * arr[begin..end-1]. 2168 * arr[begin..end-1].
2290 */ 2169 */
2170static void
2291static void permute(int *arr, int begin, int end) 2171permute (int *arr, int begin, int end)
2292{ 2172{
2293 int i, j, tmp, len; 2173 int
2174 i,
2175 j,
2176 tmp,
2177 len;
2294 2178
2295 len = end-begin; 2179 len = end - begin;
2296 for(i = begin; i < end; i++) 2180 for (i = begin; i < end; i++)
2297 { 2181 {
2298 j = begin+RANDOM()%len; 2182 j = begin + RANDOM () % len;
2299 2183
2300 tmp = arr[i]; 2184 tmp = arr[i];
2301 arr[i] = arr[j]; 2185 arr[i] = arr[j];
2302 arr[j] = tmp; 2186 arr[j] = tmp;
2303 } 2187 }
2304} 2188}
2305 2189
2306/* new function to make monster searching more efficient, and effective! 2190/* new function to make monster searching more efficient, and effective!
2307 * This basically returns a randomized array (in the passed pointer) of 2191 * This basically returns a randomized array (in the passed pointer) of
2308 * the spaces to find monsters. In this way, it won't always look for 2192 * the spaces to find monsters. In this way, it won't always look for
2309 * monsters to the north first. However, the size of the array passed 2193 * monsters to the north first. However, the size of the array passed
2310 * covers all the spaces, so within that size, all the spaces within 2194 * covers all the spaces, so within that size, all the spaces within
2311 * the 3x3 area will be searched, just not in a predictable order. 2195 * the 3x3 area will be searched, just not in a predictable order.
2312 */ 2196 */
2197void
2313void get_search_arr(int *search_arr) 2198get_search_arr (int *search_arr)
2314{ 2199{
2200 int
2315 int i; 2201 i;
2316 2202
2317 for(i = 0; i < SIZEOFFREE; i++) 2203 for (i = 0; i < SIZEOFFREE; i++)
2318 { 2204 {
2319 search_arr[i] = i; 2205 search_arr[i] = i;
2320 } 2206 }
2321 2207
2322 permute(search_arr, 1, SIZEOFFREE1+1); 2208 permute (search_arr, 1, SIZEOFFREE1 + 1);
2323 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2209 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2324 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2210 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2325} 2211}
2326 2212
2327/* 2213/*
2328 * find_dir(map, x, y, exclude) will search some close squares in the 2214 * find_dir(map, x, y, exclude) will search some close squares in the
2329 * given map at the given coordinates for live objects. 2215 * given map at the given coordinates for live objects.
2335 * is actually want is going to try and move there. We need this info 2221 * is actually want is going to try and move there. We need this info
2336 * because we have to know what movement the thing looking to move 2222 * because we have to know what movement the thing looking to move
2337 * there is capable of. 2223 * there is capable of.
2338 */ 2224 */
2339 2225
2226int
2340int find_dir(mapstruct *m, int x, int y, object *exclude) { 2227find_dir (maptile *m, int x, int y, object *exclude)
2228{
2229 int
2230 i,
2341 int i,max=SIZEOFFREE, mflags; 2231 max = SIZEOFFREE, mflags;
2232
2342 sint16 nx, ny; 2233 sint16 nx, ny;
2343 object *tmp; 2234 object *
2344 mapstruct *mp; 2235 tmp;
2236 maptile *
2237 mp;
2238
2345 MoveType blocked, move_type; 2239 MoveType blocked, move_type;
2346 2240
2347 if (exclude && exclude->head) { 2241 if (exclude && exclude->head)
2242 {
2348 exclude = exclude->head; 2243 exclude = exclude->head;
2349 move_type = exclude->move_type; 2244 move_type = exclude->move_type;
2350 } else { 2245 }
2246 else
2247 {
2351 /* If we don't have anything, presume it can use all movement types. */ 2248 /* If we don't have anything, presume it can use all movement types. */
2352 move_type=MOVE_ALL; 2249 move_type = MOVE_ALL;
2250 }
2251
2252 for (i = 1; i < max; i++)
2353 } 2253 {
2354 2254 mp = m;
2355 for(i=1;i<max;i++) {
2356 mp = m;
2357 nx = x + freearr_x[i]; 2255 nx = x + freearr_x[i];
2358 ny = y + freearr_y[i]; 2256 ny = y + freearr_y[i];
2359 2257
2360 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2258 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2361 if (mflags & P_OUT_OF_MAP) { 2259 if (mflags & P_OUT_OF_MAP)
2260 {
2362 max = maxfree[i]; 2261 max = maxfree[i];
2363 } else { 2262 }
2263 else
2264 {
2364 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2265 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2365 2266
2366 if ((move_type & blocked) == move_type) { 2267 if ((move_type & blocked) == move_type)
2367 max=maxfree[i]; 2268 {
2269 max = maxfree[i];
2270 }
2368 } else if (mflags & P_IS_ALIVE) { 2271 else if (mflags & P_IS_ALIVE)
2272 {
2369 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2273 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2370 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2274 {
2371 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2275 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2372 break; 2276 {
2373 } 2277 break;
2374 } 2278 }
2375 if(tmp) { 2279 }
2376 return freedir[i]; 2280 if (tmp)
2377 } 2281 {
2282 return freedir[i];
2283 }
2284 }
2285 }
2378 } 2286 }
2379 }
2380 }
2381 return 0; 2287 return 0;
2382} 2288}
2383 2289
2384/* 2290/*
2385 * distance(object 1, object 2) will return the square of the 2291 * distance(object 1, object 2) will return the square of the
2386 * distance between the two given objects. 2292 * distance between the two given objects.
2387 */ 2293 */
2388 2294
2295int
2389int distance(const object *ob1, const object *ob2) { 2296distance (const object *ob1, const object *ob2)
2297{
2390 int i; 2298 int
2391 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2299 i;
2392 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2300
2301 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2393 return i; 2302 return i;
2394} 2303}
2395 2304
2396/* 2305/*
2397 * find_dir_2(delta-x,delta-y) will return a direction in which 2306 * find_dir_2(delta-x,delta-y) will return a direction in which
2398 * an object which has subtracted the x and y coordinates of another 2307 * an object which has subtracted the x and y coordinates of another
2399 * object, needs to travel toward it. 2308 * object, needs to travel toward it.
2400 */ 2309 */
2401 2310
2311int
2402int find_dir_2(int x, int y) { 2312find_dir_2 (int x, int y)
2313{
2403 int q; 2314 int
2315 q;
2404 2316
2405 if(y) 2317 if (y)
2406 q=x*100/y; 2318 q = x * 100 / y;
2407 else if (x) 2319 else if (x)
2408 q= -300*x; 2320 q = -300 * x;
2409 else 2321 else
2410 return 0; 2322 return 0;
2411 2323
2412 if(y>0) { 2324 if (y > 0)
2325 {
2413 if(q < -242) 2326 if (q < -242)
2414 return 3 ; 2327 return 3;
2415 if (q < -41) 2328 if (q < -41)
2416 return 2 ; 2329 return 2;
2417 if (q < 41) 2330 if (q < 41)
2418 return 1 ; 2331 return 1;
2419 if (q < 242) 2332 if (q < 242)
2420 return 8 ; 2333 return 8;
2421 return 7 ; 2334 return 7;
2422 } 2335 }
2423 2336
2424 if (q < -242) 2337 if (q < -242)
2425 return 7 ; 2338 return 7;
2426 if (q < -41) 2339 if (q < -41)
2427 return 6 ; 2340 return 6;
2428 if (q < 41) 2341 if (q < 41)
2429 return 5 ; 2342 return 5;
2430 if (q < 242) 2343 if (q < 242)
2431 return 4 ; 2344 return 4;
2432 2345
2433 return 3 ; 2346 return 3;
2434} 2347}
2435 2348
2436/* 2349/*
2437 * absdir(int): Returns a number between 1 and 8, which represent 2350 * absdir(int): Returns a number between 1 and 8, which represent
2438 * the "absolute" direction of a number (it actually takes care of 2351 * the "absolute" direction of a number (it actually takes care of
2439 * "overflow" in previous calculations of a direction). 2352 * "overflow" in previous calculations of a direction).
2440 */ 2353 */
2441 2354
2355int
2442int absdir(int d) { 2356absdir (int d)
2443 while(d<1) d+=8; 2357{
2444 while(d>8) d-=8; 2358 while (d < 1)
2359 d += 8;
2360 while (d > 8)
2361 d -= 8;
2445 return d; 2362 return d;
2446} 2363}
2447 2364
2448/* 2365/*
2449 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2366 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2450 * between two directions (which are expected to be absolute (see absdir()) 2367 * between two directions (which are expected to be absolute (see absdir())
2451 */ 2368 */
2452 2369
2370int
2453int dirdiff(int dir1, int dir2) { 2371dirdiff (int dir1, int dir2)
2372{
2454 int d; 2373 int
2374 d;
2375
2455 d = abs(dir1 - dir2); 2376 d = abs (dir1 - dir2);
2456 if(d>4) 2377 if (d > 4)
2457 d = 8 - d; 2378 d = 8 - d;
2458 return d; 2379 return d;
2459} 2380}
2460 2381
2461/* peterm: 2382/* peterm:
2466 * direction 4, 14, or 16 to get back to where we are. 2387 * direction 4, 14, or 16 to get back to where we are.
2467 * Moved from spell_util.c to object.c with the other related direction 2388 * Moved from spell_util.c to object.c with the other related direction
2468 * functions. 2389 * functions.
2469 */ 2390 */
2470 2391
2392int
2471int reduction_dir[SIZEOFFREE][3] = { 2393 reduction_dir[SIZEOFFREE][3] = {
2472 {0,0,0}, /* 0 */ 2394 {0, 0, 0}, /* 0 */
2473 {0,0,0}, /* 1 */ 2395 {0, 0, 0}, /* 1 */
2474 {0,0,0}, /* 2 */ 2396 {0, 0, 0}, /* 2 */
2475 {0,0,0}, /* 3 */ 2397 {0, 0, 0}, /* 3 */
2476 {0,0,0}, /* 4 */ 2398 {0, 0, 0}, /* 4 */
2477 {0,0,0}, /* 5 */ 2399 {0, 0, 0}, /* 5 */
2478 {0,0,0}, /* 6 */ 2400 {0, 0, 0}, /* 6 */
2479 {0,0,0}, /* 7 */ 2401 {0, 0, 0}, /* 7 */
2480 {0,0,0}, /* 8 */ 2402 {0, 0, 0}, /* 8 */
2481 {8,1,2}, /* 9 */ 2403 {8, 1, 2}, /* 9 */
2482 {1,2,-1}, /* 10 */ 2404 {1, 2, -1}, /* 10 */
2483 {2,10,12}, /* 11 */ 2405 {2, 10, 12}, /* 11 */
2484 {2,3,-1}, /* 12 */ 2406 {2, 3, -1}, /* 12 */
2485 {2,3,4}, /* 13 */ 2407 {2, 3, 4}, /* 13 */
2486 {3,4,-1}, /* 14 */ 2408 {3, 4, -1}, /* 14 */
2487 {4,14,16}, /* 15 */ 2409 {4, 14, 16}, /* 15 */
2488 {5,4,-1}, /* 16 */ 2410 {5, 4, -1}, /* 16 */
2489 {4,5,6}, /* 17 */ 2411 {4, 5, 6}, /* 17 */
2490 {6,5,-1}, /* 18 */ 2412 {6, 5, -1}, /* 18 */
2491 {6,20,18}, /* 19 */ 2413 {6, 20, 18}, /* 19 */
2492 {7,6,-1}, /* 20 */ 2414 {7, 6, -1}, /* 20 */
2493 {6,7,8}, /* 21 */ 2415 {6, 7, 8}, /* 21 */
2494 {7,8,-1}, /* 22 */ 2416 {7, 8, -1}, /* 22 */
2495 {8,22,24}, /* 23 */ 2417 {8, 22, 24}, /* 23 */
2496 {8,1,-1}, /* 24 */ 2418 {8, 1, -1}, /* 24 */
2497 {24,9,10}, /* 25 */ 2419 {24, 9, 10}, /* 25 */
2498 {9,10,-1}, /* 26 */ 2420 {9, 10, -1}, /* 26 */
2499 {10,11,-1}, /* 27 */ 2421 {10, 11, -1}, /* 27 */
2500 {27,11,29}, /* 28 */ 2422 {27, 11, 29}, /* 28 */
2501 {11,12,-1}, /* 29 */ 2423 {11, 12, -1}, /* 29 */
2502 {12,13,-1}, /* 30 */ 2424 {12, 13, -1}, /* 30 */
2503 {12,13,14}, /* 31 */ 2425 {12, 13, 14}, /* 31 */
2504 {13,14,-1}, /* 32 */ 2426 {13, 14, -1}, /* 32 */
2505 {14,15,-1}, /* 33 */ 2427 {14, 15, -1}, /* 33 */
2506 {33,15,35}, /* 34 */ 2428 {33, 15, 35}, /* 34 */
2507 {16,15,-1}, /* 35 */ 2429 {16, 15, -1}, /* 35 */
2508 {17,16,-1}, /* 36 */ 2430 {17, 16, -1}, /* 36 */
2509 {18,17,16}, /* 37 */ 2431 {18, 17, 16}, /* 37 */
2510 {18,17,-1}, /* 38 */ 2432 {18, 17, -1}, /* 38 */
2511 {18,19,-1}, /* 39 */ 2433 {18, 19, -1}, /* 39 */
2512 {41,19,39}, /* 40 */ 2434 {41, 19, 39}, /* 40 */
2513 {19,20,-1}, /* 41 */ 2435 {19, 20, -1}, /* 41 */
2514 {20,21,-1}, /* 42 */ 2436 {20, 21, -1}, /* 42 */
2515 {20,21,22}, /* 43 */ 2437 {20, 21, 22}, /* 43 */
2516 {21,22,-1}, /* 44 */ 2438 {21, 22, -1}, /* 44 */
2517 {23,22,-1}, /* 45 */ 2439 {23, 22, -1}, /* 45 */
2518 {45,47,23}, /* 46 */ 2440 {45, 47, 23}, /* 46 */
2519 {23,24,-1}, /* 47 */ 2441 {23, 24, -1}, /* 47 */
2520 {24,9,-1}}; /* 48 */ 2442 {24, 9, -1}
2443}; /* 48 */
2521 2444
2522/* Recursive routine to step back and see if we can 2445/* Recursive routine to step back and see if we can
2523 * find a path to that monster that we found. If not, 2446 * find a path to that monster that we found. If not,
2524 * we don't bother going toward it. Returns 1 if we 2447 * we don't bother going toward it. Returns 1 if we
2525 * can see a direct way to get it 2448 * can see a direct way to get it
2526 * Modified to be map tile aware -.MSW 2449 * Modified to be map tile aware -.MSW
2527 */ 2450 */
2528
2529 2451
2452
2453int
2530int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2454can_see_monsterP (maptile *m, int x, int y, int dir)
2455{
2531 sint16 dx, dy; 2456 sint16 dx, dy;
2457 int
2532 int mflags; 2458 mflags;
2533 2459
2460 if (dir < 0)
2534 if(dir<0) return 0; /* exit condition: invalid direction */ 2461 return 0; /* exit condition: invalid direction */
2535 2462
2536 dx = x + freearr_x[dir]; 2463 dx = x + freearr_x[dir];
2537 dy = y + freearr_y[dir]; 2464 dy = y + freearr_y[dir];
2538 2465
2539 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2466 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2540 2467
2541 /* This functional arguably was incorrect before - it was 2468 /* This functional arguably was incorrect before - it was
2542 * checking for P_WALL - that was basically seeing if 2469 * checking for P_WALL - that was basically seeing if
2543 * we could move to the monster - this is being more 2470 * we could move to the monster - this is being more
2544 * literal on if we can see it. To know if we can actually 2471 * literal on if we can see it. To know if we can actually
2545 * move to the monster, we'd need the monster passed in or 2472 * move to the monster, we'd need the monster passed in or
2546 * at least its move type. 2473 * at least its move type.
2547 */ 2474 */
2548 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2475 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2476 return 0;
2549 2477
2550 /* yes, can see. */ 2478 /* yes, can see. */
2551 if(dir < 9) return 1; 2479 if (dir < 9)
2480 return 1;
2552 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2481 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2553 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2482 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2554 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2555} 2483}
2556 2484
2557 2485
2558 2486
2559/* 2487/*
2560 * can_pick(picker, item): finds out if an object is possible to be 2488 * can_pick(picker, item): finds out if an object is possible to be
2561 * picked up by the picker. Returnes 1 if it can be 2489 * picked up by the picker. Returnes 1 if it can be
2562 * picked up, otherwise 0. 2490 * picked up, otherwise 0.
2563 * 2491 *
2565 * core dumps if they do. 2493 * core dumps if they do.
2566 * 2494 *
2567 * Add a check so we can't pick up invisible objects (0.93.8) 2495 * Add a check so we can't pick up invisible objects (0.93.8)
2568 */ 2496 */
2569 2497
2498int
2570int can_pick(const object *who, const object *item) { 2499can_pick (const object *who, const object *item)
2500{
2571 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2501 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2572 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2502 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2573 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2503 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2574 (who->type==PLAYER||item->weight<who->weight/3));
2575} 2504}
2576 2505
2577 2506
2578/* 2507/*
2579 * create clone from object to another 2508 * create clone from object to another
2580 */ 2509 */
2510object *
2581object *object_create_clone (object *asrc) { 2511object_create_clone (object *asrc)
2512{
2582 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2513 object *dst = 0, *tmp, *src, *part, *prev, *item;
2583 2514
2584 if(!asrc) return NULL; 2515 if (!asrc)
2516 return 0;
2517
2585 src = asrc; 2518 src = asrc;
2586 if(src->head) 2519 if (src->head)
2587 src = src->head; 2520 src = src->head;
2588 2521
2589 prev = NULL; 2522 prev = 0;
2590 for(part = src; part; part = part->more) { 2523 for (part = src; part; part = part->more)
2591 tmp = get_object(); 2524 {
2592 copy_object(part,tmp); 2525 tmp = part->clone ();
2593 tmp->x -= src->x; 2526 tmp->x -= src->x;
2594 tmp->y -= src->y; 2527 tmp->y -= src->y;
2528
2595 if(!part->head) { 2529 if (!part->head)
2530 {
2596 dst = tmp; 2531 dst = tmp;
2597 tmp->head = NULL; 2532 tmp->head = 0;
2533 }
2598 } else { 2534 else
2535 {
2599 tmp->head = dst; 2536 tmp->head = dst;
2600 } 2537 }
2538
2601 tmp->more = NULL; 2539 tmp->more = 0;
2540
2602 if(prev) 2541 if (prev)
2603 prev->more = tmp; 2542 prev->more = tmp;
2543
2604 prev = tmp; 2544 prev = tmp;
2605 } 2545 }
2606 /*** copy inventory ***/ 2546
2607 for(item = src->inv; item; item = item->below) { 2547 for (item = src->inv; item; item = item->below)
2608 (void) insert_ob_in_ob(object_create_clone(item),dst); 2548 insert_ob_in_ob (object_create_clone (item), dst);
2609 }
2610 2549
2611 return dst; 2550 return dst;
2612}
2613
2614/* return true if the object was destroyed, 0 otherwise */
2615int was_destroyed (const object *op, tag_t old_tag)
2616{
2617 /* checking for FLAG_FREED isn't necessary, but makes this function more
2618 * robust */
2619 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2620} 2551}
2621 2552
2622/* GROS - Creates an object using a string representing its content. */ 2553/* GROS - Creates an object using a string representing its content. */
2623/* Basically, we save the content of the string to a temp file, then call */ 2554/* Basically, we save the content of the string to a temp file, then call */
2624/* load_object on it. I admit it is a highly inefficient way to make things, */ 2555/* load_object on it. I admit it is a highly inefficient way to make things, */
2625/* but it was simple to make and allows reusing the load_object function. */ 2556/* but it was simple to make and allows reusing the load_object function. */
2626/* Remember not to use load_object_str in a time-critical situation. */ 2557/* Remember not to use load_object_str in a time-critical situation. */
2627/* Also remember that multiparts objects are not supported for now. */ 2558/* Also remember that multiparts objects are not supported for now. */
2628 2559
2560object *
2629object* load_object_str(const char *obstr) 2561load_object_str (const char *obstr)
2630{ 2562{
2631 object *op; 2563 object *op;
2632 FILE *tempfile;
2633 char filename[MAX_BUF]; 2564 char filename[MAX_BUF];
2565
2634 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2566 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2567
2635 tempfile=fopen(filename,"w"); 2568 FILE *tempfile = fopen (filename, "w");
2569
2636 if (tempfile == NULL) 2570 if (tempfile == NULL)
2637 { 2571 {
2638 LOG(llevError,"Error - Unable to access load object temp file\n"); 2572 LOG (llevError, "Error - Unable to access load object temp file\n");
2639 return NULL; 2573 return NULL;
2640 }; 2574 }
2575
2641 fprintf(tempfile,obstr); 2576 fprintf (tempfile, obstr);
2642 fclose(tempfile); 2577 fclose (tempfile);
2643 2578
2644 op=get_object(); 2579 op = object::create ();
2645 2580
2646 tempfile=fopen(filename,"r"); 2581 object_thawer thawer (filename);
2647 if (tempfile == NULL) 2582
2648 { 2583 if (thawer)
2649 LOG(llevError,"Error - Unable to read object temp file\n"); 2584 load_object (thawer, op, 0);
2650 return NULL; 2585
2651 };
2652 load_object(tempfile,op,LO_NEWFILE,0);
2653 LOG(llevDebug," load str completed, object=%s\n",op->name); 2586 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2654 CLEAR_FLAG(op,FLAG_REMOVED); 2587 CLEAR_FLAG (op, FLAG_REMOVED);
2655 fclose(tempfile); 2588
2656 return op; 2589 return op;
2657} 2590}
2658 2591
2659/* This returns the first object in who's inventory that 2592/* This returns the first object in who's inventory that
2660 * has the same type and subtype match. 2593 * has the same type and subtype match.
2661 * returns NULL if no match. 2594 * returns NULL if no match.
2662 */ 2595 */
2596object *
2663object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2597find_obj_by_type_subtype (const object *who, int type, int subtype)
2664{ 2598{
2665 object *tmp; 2599 object *tmp;
2666 2600
2667 for (tmp=who->inv; tmp; tmp=tmp->below) 2601 for (tmp = who->inv; tmp; tmp = tmp->below)
2668 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2602 if (tmp->type == type && tmp->subtype == subtype)
2603 return tmp;
2669 2604
2670 return NULL; 2605 return NULL;
2671} 2606}
2672 2607
2673/* If ob has a field named key, return the link from the list, 2608/* If ob has a field named key, return the link from the list,
2674 * otherwise return NULL. 2609 * otherwise return NULL.
2675 * 2610 *
2676 * key must be a passed in shared string - otherwise, this won't 2611 * key must be a passed in shared string - otherwise, this won't
2677 * do the desired thing. 2612 * do the desired thing.
2678 */ 2613 */
2614key_value *
2679key_value * get_ob_key_link(const object * ob, const char * key) { 2615get_ob_key_link (const object *ob, const char *key)
2616{
2680 key_value * link; 2617 key_value *link;
2681 2618
2682 for (link = ob->key_values; link != NULL; link = link->next) { 2619 for (link = ob->key_values; link != NULL; link = link->next)
2683 if (link->key == key) { 2620 if (link->key == key)
2684 return link; 2621 return link;
2685 } 2622
2686 }
2687
2688 return NULL; 2623 return NULL;
2689} 2624}
2690 2625
2691/* 2626/*
2692 * Returns the value of op has an extra_field for key, or NULL. 2627 * Returns the value of op has an extra_field for key, or NULL.
2693 * 2628 *
2694 * The argument doesn't need to be a shared string. 2629 * The argument doesn't need to be a shared string.
2695 * 2630 *
2696 * The returned string is shared. 2631 * The returned string is shared.
2697 */ 2632 */
2633const char *
2698const char * get_ob_key_value(const object * op, const char * const key) { 2634get_ob_key_value (const object *op, const char *const key)
2635{
2699 key_value * link; 2636 key_value *link;
2700 const char * canonical_key; 2637 shstr_cmp canonical_key (key);
2638
2639 if (!canonical_key)
2701 2640 {
2702 canonical_key = find_string(key);
2703
2704 if (canonical_key == NULL) {
2705 /* 1. There being a field named key on any object 2641 /* 1. There being a field named key on any object
2706 * implies there'd be a shared string to find. 2642 * implies there'd be a shared string to find.
2707 * 2. Since there isn't, no object has this field. 2643 * 2. Since there isn't, no object has this field.
2708 * 3. Therefore, *this* object doesn't have this field. 2644 * 3. Therefore, *this* object doesn't have this field.
2709 */ 2645 */
2710 return NULL; 2646 return 0;
2711 } 2647 }
2712 2648
2713 /* This is copied from get_ob_key_link() above - 2649 /* This is copied from get_ob_key_link() above -
2714 * only 4 lines, and saves the function call overhead. 2650 * only 4 lines, and saves the function call overhead.
2715 */ 2651 */
2716 for (link = op->key_values; link != NULL; link = link->next) { 2652 for (link = op->key_values; link; link = link->next)
2717 if (link->key == canonical_key) { 2653 if (link->key == canonical_key)
2718 return link->value; 2654 return link->value;
2719 } 2655
2720 } 2656 return 0;
2721 return NULL;
2722} 2657}
2723 2658
2724 2659
2725/* 2660/*
2726 * Updates the canonical_key in op to value. 2661 * Updates the canonical_key in op to value.
2730 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2665 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2731 * keys. 2666 * keys.
2732 * 2667 *
2733 * Returns TRUE on success. 2668 * Returns TRUE on success.
2734 */ 2669 */
2670int
2735int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) { 2671set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2672{
2673 key_value *
2736 key_value * field = NULL, *last=NULL; 2674 field = NULL, *last = NULL;
2737 2675
2738 for (field=op->key_values; field != NULL; field=field->next) { 2676 for (field = op->key_values; field != NULL; field = field->next)
2739 if (field->key != canonical_key) {
2740 last = field;
2741 continue;
2742 }
2743 2677 {
2744 if (field->value) FREE_AND_CLEAR_STR(field->value); 2678 if (field->key != canonical_key)
2745 if (value) 2679 {
2746 field->value = add_string(value); 2680 last = field;
2747 else { 2681 continue;
2682 }
2683
2684 if (value)
2685 field->value = value;
2686 else
2687 {
2748 /* Basically, if the archetype has this key set, 2688 /* Basically, if the archetype has this key set,
2749 * we need to store the null value so when we save 2689 * we need to store the null value so when we save
2750 * it, we save the empty value so that when we load, 2690 * it, we save the empty value so that when we load,
2751 * we get this value back again. 2691 * we get this value back again.
2752 */ 2692 */
2753 if (get_ob_key_link(&op->arch->clone, canonical_key)) 2693 if (get_ob_key_link (&op->arch->clone, canonical_key))
2754 field->value = NULL; 2694 field->value = 0;
2755 else { 2695 else
2756 /* Delete this link */ 2696 {
2757 if (field->key) FREE_AND_CLEAR_STR(field->key); 2697 if (last)
2758 if (field->value) FREE_AND_CLEAR_STR(field->value); 2698 last->next = field->next;
2759 if (last) last->next = field->next; 2699 else
2760 else op->key_values = field->next; 2700 op->key_values = field->next;
2761 free(field); 2701
2762 } 2702 delete field;
2763 } 2703 }
2704 }
2764 return TRUE; 2705 return TRUE;
2765 } 2706 }
2766 /* IF we get here, key doesn't exist */ 2707 /* IF we get here, key doesn't exist */
2767 2708
2768 /* No field, we'll have to add it. */ 2709 /* No field, we'll have to add it. */
2710
2711 if (!add_key)
2769 2712 {
2770 if (!add_key) {
2771 return FALSE; 2713 return FALSE;
2772 } 2714 }
2773 /* There isn't any good reason to store a null 2715 /* There isn't any good reason to store a null
2774 * value in the key/value list. If the archetype has 2716 * value in the key/value list. If the archetype has
2775 * this key, then we should also have it, so shouldn't 2717 * this key, then we should also have it, so shouldn't
2776 * be here. If user wants to store empty strings, 2718 * be here. If user wants to store empty strings,
2777 * should pass in "" 2719 * should pass in ""
2778 */ 2720 */
2779 if (value == NULL) return TRUE; 2721 if (value == NULL)
2780
2781 field = (key_value *) malloc(sizeof(key_value));
2782
2783 field->key = add_refcount(canonical_key);
2784 field->value = add_string(value);
2785 /* Usual prepend-addition. */
2786 field->next = op->key_values;
2787 op->key_values = field;
2788
2789 return TRUE; 2722 return TRUE;
2723
2724 field = new key_value;
2725
2726 field->key = canonical_key;
2727 field->value = value;
2728 /* Usual prepend-addition. */
2729 field->next = op->key_values;
2730 op->key_values = field;
2731
2732 return TRUE;
2790} 2733}
2791 2734
2792/* 2735/*
2793 * Updates the key in op to value. 2736 * Updates the key in op to value.
2794 * 2737 *
2796 * and not add new ones. 2739 * and not add new ones.
2797 * In general, should be little reason FALSE is ever passed in for add_key 2740 * In general, should be little reason FALSE is ever passed in for add_key
2798 * 2741 *
2799 * Returns TRUE on success. 2742 * Returns TRUE on success.
2800 */ 2743 */
2744int
2801int set_ob_key_value(object * op, const char * key, const char * value, int add_key) { 2745set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2802 const char * canonical_key = NULL; 2746{
2803 int floating_ref = FALSE; 2747 shstr key_ (key);
2804 int ret; 2748
2749 return set_ob_key_value_s (op, key_, value, add_key);
2750}
2751
2752object::depth_iterator::depth_iterator (object *container)
2753: iterator_base (container)
2754{
2755 while (item->inv)
2756 item = item->inv;
2757}
2758
2759void
2760object::depth_iterator::next ()
2761{
2762 if (item->below)
2805 2763 {
2806 /* HACK This mess is to make sure set_ob_value() passes a shared string 2764 item = item->below;
2807 * to get_ob_key_link(), without leaving a leaked refcount. 2765
2808 */ 2766 while (item->inv)
2767 item = item->inv;
2809 2768 }
2810 canonical_key = find_string(key); 2769 else
2811 if (canonical_key == NULL) { 2770 item = item->env;
2812 canonical_key = add_string(key);
2813 floating_ref = TRUE;
2814 }
2815
2816 ret = set_ob_key_value_s(op, canonical_key, value, add_key);
2817
2818 if (floating_ref) {
2819 free_string(canonical_key);
2820 }
2821
2822 return ret;
2823} 2771}
2772
2773// return a suitable string describing an objetc in enough detail to find it
2774const char *
2775object::debug_desc (char *info) const
2776{
2777 char info2[256 * 3];
2778 char *p = info;
2779
2780 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2781 count,
2782 &name,
2783 title ? " " : "",
2784 title ? (const char *)title : "");
2785
2786 if (env)
2787 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2788
2789 if (map)
2790 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2791
2792 return info;
2793}
2794
2795const char *
2796object::debug_desc () const
2797{
2798 static char info[256 * 3];
2799 return debug_desc (info);
2800}
2801

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