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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 1.107 by pippijn, Sat Jan 6 14:42:29 2007 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
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
11 7
12 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
21 17
22 You should have received a copy of the GNU General Public License 18 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 21
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 23*/
28 24
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 27 variable. */
32#include <global.h> 28#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 29#include <stdio.h>
35#include <sys/types.h> 30#include <sys/types.h>
36#include <sys/uio.h> 31#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 32#include <object.h>
39#include <funcpoint.h> 33#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 34#include <loader.h>
42#ifdef MEMORY_DEBUG 35
43int nroffreeobjects = 0; 36#include <bitset>
37
44int nrofallocobjects = 0; 38int nrofallocobjects = 0;
45#undef OBJ_EXPAND 39static UUID uuid;
46#define OBJ_EXPAND 1 40const uint64 UUID_SKIP = 1<<19;
47#else
48object objarray[STARTMAX]; /* All objects, allocated this way at first */
49int nroffreeobjects = STARTMAX; /* How many OBs allocated and free (free) */
50int nrofallocobjects = STARTMAX; /* How many OBs allocated (free + used) */
51#endif
52 41
53object *objects; /* Pointer to the list of used objects */
54object *free_objects; /* Pointer to the list of unused objects */
55object *active_objects; /* List of active objects that need to be processed */ 42object *active_objects; /* List of active objects that need to be processed */
56 43
57void (*object_free_callback)(object *ob); 44short 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}; 45 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]= 46};
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, 47short 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}; 48 -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]= 49};
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, 50int 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}; 51 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
52};
68int freedir[SIZEOFFREE]= { 53int 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, 54 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}; 55 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
56};
71 57
58static void
59write_uuid (void)
60{
61 char filename1[MAX_BUF], filename2[MAX_BUF];
62
63 sprintf (filename1, "%s/uuid", settings.localdir);
64 sprintf (filename2, "%s/uuid~", settings.localdir);
65
66 FILE *fp;
67
68 if (!(fp = fopen (filename2, "w")))
69 {
70 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
71 return;
72 }
73
74 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
75 fclose (fp);
76 rename (filename2, filename1);
77}
78
79static void
80read_uuid (void)
81{
82 char filename[MAX_BUF];
83
84 sprintf (filename, "%s/uuid", settings.localdir);
85
86 FILE *fp;
87
88 if (!(fp = fopen (filename, "r")))
89 {
90 if (errno == ENOENT)
91 {
92 LOG (llevInfo, "RESET uid to 1\n");
93 uuid.seq = 0;
94 write_uuid ();
95 return;
96 }
97
98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
99 _exit (1);
100 }
101
102 int version;
103 unsigned long long uid;
104 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
105 {
106 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
107 _exit (1);
108 }
109
110 uuid.seq = uid;
111 write_uuid ();
112 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
113 fclose (fp);
114}
115
116UUID
117gen_uuid ()
118{
119 UUID uid;
120
121 uid.seq = ++uuid.seq;
122
123 if (!(uuid.seq & (UUID_SKIP - 1)))
124 write_uuid ();
125
126 return uid;
127}
128
129void
130init_uuid ()
131{
132 read_uuid ();
133}
72 134
73/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 135/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
136static int
74static int compare_ob_value_lists_one(const object * wants, const object * has) { 137compare_ob_value_lists_one (const object *wants, const object *has)
138{
75 key_value * wants_field; 139 key_value *wants_field;
76 140
77 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 141 /* 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 142 * objects with lists are rare, and lists stay short. If not, use a
79 * different structure or at least keep the lists sorted... 143 * different structure or at least keep the lists sorted...
80 */ 144 */
81 145
82 /* For each field in wants, */ 146 /* For each field in wants, */
83 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 147 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
148 {
84 key_value * has_field; 149 key_value *has_field;
85 150
86 /* Look for a field in has with the same key. */ 151 /* Look for a field in has with the same key. */
87 has_field = get_ob_key_link(has, wants_field->key); 152 has_field = get_ob_key_link (has, wants_field->key);
153
154 if (has_field == NULL)
88 155 {
89 if (has_field == NULL) {
90 /* No field with that name. */ 156 /* No field with that name. */
91 return FALSE; 157 return FALSE;
92 }
93 158 }
159
94 /* Found the matching field. */ 160 /* Found the matching field. */
95 if (has_field->value != wants_field->value) { 161 if (has_field->value != wants_field->value)
162 {
96 /* Values don't match, so this half of the comparison is false. */ 163 /* Values don't match, so this half of the comparison is false. */
97 return FALSE; 164 return FALSE;
98 } 165 }
99 166
100 /* If we get here, we found a match. Now for the next field in wants. */ 167 /* If we get here, we found a match. Now for the next field in wants. */
101 }
102 168 }
169
103 /* If we get here, every field in wants has a matching field in has. */ 170 /* If we get here, every field in wants has a matching field in has. */
104 return TRUE; 171 return TRUE;
105} 172}
106 173
107/* Returns TRUE if ob1 has the same key_values as ob2. */ 174/* Returns TRUE if ob1 has the same key_values as ob2. */
175static int
108static int compare_ob_value_lists(const object * ob1, const object * ob2) { 176compare_ob_value_lists (const object *ob1, const object *ob2)
177{
109 /* However, there may be fields in has which aren't partnered in wants, 178 /* However, there may be fields in has which aren't partnered in wants,
110 * so we need to run the comparison *twice*. :( 179 * so we need to run the comparison *twice*. :(
111 */ 180 */
112 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 181 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
113} 182}
114 183
115/* Function examines the 2 objects given to it, and returns true if 184/* Function examines the 2 objects given to it, and returns true if
116 * they can be merged together. 185 * they can be merged together.
117 * 186 *
118 * Note that this function appears a lot longer than the macro it 187 * Note that this function appears a lot longer than the macro it
119 * replaces - this is mostly for clarity - a decent compiler should hopefully 188 * replaces - this is mostly for clarity - a decent compiler should hopefully
120 * reduce this to the same efficiency. 189 * reduce this to the same efficiency.
121 * 190 *
122 * Check nrof variable *before* calling CAN_MERGE() 191 * Check nrof variable *before* calling can_merge()
123 * 192 *
124 * Improvements made with merge: Better checking on potion, and also 193 * Improvements made with merge: Better checking on potion, and also
125 * check weight 194 * check weight
126 */ 195 */
127 196bool object::can_merge_slow (object *ob1, object *ob2)
128int CAN_MERGE(object *ob1, object *ob2) { 197{
129
130 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
131 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 199 if (ob1 == ob2
132 200 || ob1->type != ob2->type
133 if (ob1->speed != ob2->speed) return 0; 201 || ob1->speed != ob2->speed
134 /* Note sure why the following is the case - either the object has to 202 || ob1->value != ob2->value
135 * be animated or have a very low speed. Is this an attempted monster 203 || ob1->name != ob2->name)
136 * check?
137 */
138 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED)
139 return 0; 204 return 0;
140 205
206 //TODO: this ain't working well, use nicer and correct overflow check
141 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
142 * value could not be stored in a sint32 (which unfortunately sometimes is 208 * value could not be stored in a sint32 (which unfortunately sometimes is
143 * used to store nrof). 209 * used to store nrof).
144 */ 210 */
145 if (ob1->nrof+ob2->nrof >= 1UL<<31) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
146 return 0; 212 return 0;
147 213
148 /* This is really a spellbook check - really, we should
149 * check all objects in the inventory.
150 */
151 if (ob1->inv || ob2->inv) {
152 /* if one object has inventory but the other doesn't, not equiv */
153 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
154
155 /* Now check to see if the two inventory objects could merge */
156 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
157
158 /* inventory ok - still need to check rest of this object to see
159 * if it is valid.
160 */
161 }
162
163 /* If the objects have been identified, set the BEEN_APPLIED flag. 214 /* If the objects have been identified, set the BEEN_APPLIED flag.
164 * This is to the comparison of the flags below will be OK. We 215 * This is to the comparison of the flags below will be OK. We
165 * just can't ignore the been applied or identified flags, as they 216 * just can't ignore the been applied or identified flags, as they
166 * are not equal - just if it has been identified, the been_applied 217 * are not equal - just if it has been identified, the been_applied
167 * flags lose any meaning. 218 * flags lose any meaning.
168 */ 219 */
169 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED)) 220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
170 SET_FLAG(ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
171 222
172 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
173 SET_FLAG(ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
174 225
175 226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
176 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 || ob1->arch != ob2->arch
177 * being locked in inventory should prevent merging. 228 || ob1->name != ob2->name
178 * 0x4 in flags3 is CLIENT_SENT 229 || ob1->title != ob2->title
179 */ 230 || ob1->msg != ob2->msg
180 if ((ob1->arch != ob2->arch) || 231 || ob1->weight != ob2->weight
181 (ob1->flags[0] != ob2->flags[0]) ||
182 (ob1->flags[1] != ob2->flags[1]) ||
183 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
184 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
185 (ob1->name != ob2->name) ||
186 (ob1->title != ob2->title) ||
187 (ob1->msg != ob2->msg) ||
188 (ob1->weight != ob2->weight) ||
189 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
190 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
191 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
192 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
193 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
194 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
195 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
196 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
197 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
198 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
199 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
200 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
201 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
202 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
203 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
204 (ob1->move_on != ob2->move_on) || 247 || ob1->move_on != ob2->move_on
205 (ob1->move_off != ob2->move_off) || 248 || ob1->move_off != ob2->move_off
206 (ob1->move_slow != ob2->move_slow) || 249 || ob1->move_slow != ob2->move_slow
207 (ob1->move_slow_penalty != ob2->move_slow_penalty) 250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
208 )
209 return 0; 251 return 0;
210 252
253 /* This is really a spellbook check - really, we should
254 * check all objects in the inventory.
255 */
256 if (ob1->inv || ob2->inv)
257 {
258 /* if one object has inventory but the other doesn't, not equiv */
259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
260 return 0;
261
262 /* Now check to see if the two inventory objects could merge */
263 if (!object::can_merge (ob1->inv, ob2->inv))
264 return 0;
265
266 /* inventory ok - still need to check rest of this object to see
267 * if it is valid.
268 */
269 }
270
211 /* Don't merge objects that are applied. With the new 'body' code, 271 /* Don't merge objects that are applied. With the new 'body' code,
212 * it is possible for most any character to have more than one of 272 * it is possible for most any character to have more than one of
213 * some items equipped, and we don't want those to merge. 273 * some items equipped, and we don't want those to merge.
214 */ 274 */
215 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 275 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
216 return 0; 276 return 0;
217 277
278 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster
280 * check?
281 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0;
284
218 switch (ob1->type) { 285 switch (ob1->type)
286 {
219 case SCROLL: 287 case SCROLL:
220 if (ob1->level != ob2->level) return 0; 288 if (ob1->level != ob2->level)
289 return 0;
221 break; 290 break;
222
223 } 291 }
292
224 if (ob1->key_values != NULL || ob2->key_values != NULL) { 293 if (ob1->key_values != NULL || ob2->key_values != NULL)
294 {
225 /* At least one of these has key_values. */ 295 /* At least one of these has key_values. */
226 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) { 296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
227 /* One has fields, but the other one doesn't. */ 297 /* One has fields, but the other one doesn't. */
228 return 0; 298 return 0;
229 } else if (!compare_ob_value_lists(ob1, ob2)) { 299 else if (!compare_ob_value_lists (ob1, ob2))
230 return 0; 300 return 0;
231 } 301 }
302
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self)
232 } 305 {
306 ob1->optimise ();
307 ob2->optimise ();
233 308
309 if (ob1->self || ob2->self)
310 return 0;
311 }
312
234 /* Everything passes, must be OK. */ 313 /* Everything passes, must be OK. */
235 return 1; 314 return 1;
236} 315}
237 316
238/* 317/*
239 * sum_weight() is a recursive function which calculates the weight 318 * sum_weight() is a recursive function which calculates the weight
240 * an object is carrying. It goes through in figures out how much 319 * an object is carrying. It goes through in figures out how much
241 * containers are carrying, and sums it up. 320 * containers are carrying, and sums it up.
242 */ 321 */
243signed long sum_weight(object *op) { 322long
323sum_weight (object *op)
324{
244 signed long sum; 325 long sum;
245 object *inv; 326 object *inv;
327
246 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
329 {
247 if (inv->inv) 330 if (inv->inv)
248 sum_weight(inv); 331 sum_weight (inv);
249 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
250 } 333 }
334
251 if (op->type == CONTAINER && op->stats.Str) 335 if (op->type == CONTAINER && op->stats.Str)
252 sum = (sum * (100 - op->stats.Str))/100; 336 sum = (sum * (100 - op->stats.Str)) / 100;
337
253 if(op->carrying != sum) 338 if (op->carrying != sum)
254 op->carrying = sum; 339 op->carrying = sum;
340
255 return sum; 341 return sum;
256} 342}
257 343
258/** 344/**
259 * Return the outermost environment object for a given object. 345 * Return the outermost environment object for a given object.
260 */ 346 */
261 347
348object *
262object *object_get_env_recursive (object *op) { 349object_get_env_recursive (object *op)
350{
263 while (op->env != NULL) 351 while (op->env != NULL)
264 op = op->env; 352 op = op->env;
265 return op; 353 return op;
266}
267
268/*
269 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
270 * a better check. We basically keeping traversing up until we can't
271 * or find a player.
272 */
273
274object *is_player_inv (object *op) {
275 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
276 if (op->env==op)
277 op->env = NULL;
278 return op;
279} 354}
280 355
281/* 356/*
282 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
283 * Some error messages. 358 * Some error messages.
284 * The result of the dump is stored in the static global errmsg array. 359 * The result of the dump is stored in the static global errmsg array.
285 */ 360 */
286 361
287void dump_object2(object *op) { 362char *
288 char *cp;
289/* object *tmp;*/
290
291 if(op->arch!=NULL) {
292 strcat(errmsg,"arch ");
293 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
294 strcat(errmsg,"\n");
295 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
296 strcat(errmsg,cp);
297#if 0
298 /* Don't dump player diffs - they are too long, mostly meaningless, and
299 * will overflow the buffer.
300 * Changed so that we don't dump inventory either. This may
301 * also overflow the buffer.
302 */
303 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
304 strcat(errmsg,cp);
305 for (tmp=op->inv; tmp; tmp=tmp->below)
306 dump_object2(tmp);
307#endif
308 strcat(errmsg,"end\n");
309 } else {
310 strcat(errmsg,"Object ");
311 if (op->name==NULL) strcat(errmsg, "(null)");
312 else strcat(errmsg,op->name);
313 strcat(errmsg,"\n");
314#if 0
315 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
316 strcat(errmsg,cp);
317 for (tmp=op->inv; tmp; tmp=tmp->below)
318 dump_object2(tmp);
319#endif
320 strcat(errmsg,"end\n");
321 }
322}
323
324/*
325 * Dumps an object. Returns output in the static global errmsg array.
326 */
327
328void dump_object(object *op) { 363dump_object (object *op)
329 if(op==NULL) {
330 strcpy(errmsg,"[NULL pointer]");
331 return;
332 }
333 errmsg[0]='\0';
334 dump_object2(op);
335}
336
337/* GROS - Dumps an object. Return the result into a string */
338/* Note that no checking is done for the validity of the target string, so */
339/* you need to be sure that you allocated enough space for it. */
340void dump_me(object *op, char *outstr)
341{ 364{
342 char *cp; 365 if (!op)
366 return strdup ("[NULLOBJ]");
343 367
344 if(op==NULL) 368 object_freezer freezer;
345 { 369 save_object (freezer, op, 1);
346 strcpy(outstr,"[NULL pointer]"); 370 return freezer.as_string ();
347 return;
348 }
349 outstr[0]='\0';
350
351 if(op->arch!=NULL)
352 {
353 strcat(outstr,"arch ");
354 strcat(outstr,op->arch->name?op->arch->name:"(null)");
355 strcat(outstr,"\n");
356 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
357 strcat(outstr,cp);
358 strcat(outstr,"end\n");
359 }
360 else
361 {
362 strcat(outstr,"Object ");
363 if (op->name==NULL)
364 strcat(outstr, "(null)");
365 else
366 strcat(outstr,op->name);
367 strcat(outstr,"\n");
368 strcat(outstr,"end\n");
369 }
370}
371
372/*
373 * This is really verbose...Can be triggered by the P key while in DM mode.
374 * All objects are dumped to stderr (or alternate logfile, if in server-mode)
375 */
376
377void dump_all_objects(void) {
378 object *op;
379 for(op=objects;op!=NULL;op=op->next) {
380 dump_object(op);
381 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
382 }
383} 371}
384 372
385/* 373/*
386 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
387 * multi-object 1 which is closest to the second object. 375 * multi-object 1 which is closest to the second object.
388 * If it's not a multi-object, it is returned. 376 * If it's not a multi-object, it is returned.
389 */ 377 */
390 378
379object *
391object *get_nearest_part(object *op, const object *pl) { 380get_nearest_part (object *op, const object *pl)
381{
392 object *tmp,*closest; 382 object *tmp, *closest;
393 int last_dist,i; 383 int last_dist, i;
384
394 if(op->more==NULL) 385 if (op->more == NULL)
395 return op; 386 return op;
396 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 387 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
397 if((i=distance(tmp,pl))<last_dist) 388 if ((i = distance (tmp, pl)) < last_dist)
398 closest=tmp,last_dist=i; 389 closest = tmp, last_dist = i;
399 return closest; 390 return closest;
400} 391}
401 392
402/* 393/*
403 * Returns the object which has the count-variable equal to the argument. 394 * Returns the object which has the count-variable equal to the argument.
404 */ 395 */
405 396
397object *
406object *find_object(tag_t i) { 398find_object (tag_t i)
407 object *op; 399{
408 for(op=objects;op!=NULL;op=op->next) 400 for (object *op = object::first; op; op = op->next)
409 if(op->count==i) 401 if (op->count == i)
410 break; 402 return op;
403
411 return op; 404 return 0;
412} 405}
413 406
414/* 407/*
415 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
416 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
417 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
418 */ 411 */
419 412
413object *
420object *find_object_name(const char *str) { 414find_object_name (const char *str)
421 const char *name=add_string(str); 415{
416 shstr_cmp str_ (str);
422 object *op; 417 object *op;
418
423 for(op=objects;op!=NULL;op=op->next) 419 for (op = object::first; op != NULL; op = op->next)
424 if(op->name==name) 420 if (op->name == str_)
425 break; 421 break;
426 free_string(name); 422
427 return op; 423 return op;
428} 424}
429 425
426void
430void free_all_object_data(void) { 427free_all_object_data ()
431#ifdef MEMORY_DEBUG
432 object *op, *next;
433
434 for (op=free_objects; op!=NULL; ) {
435 next=op->next;
436 free(op);
437 nrofallocobjects--;
438 nroffreeobjects--;
439 op=next;
440 }
441#endif
442 LOG(llevDebug,"%d allocated objects, %d free objects, STARMAX=%d\n",
443 nrofallocobjects, nroffreeobjects,STARTMAX);
444}
445
446/*
447 * Returns the object which this object marks as being the owner.
448 * A id-scheme is used to avoid pointing to objects which have been
449 * freed and are now reused. If this is detected, the owner is
450 * set to NULL, and NULL is returned.
451 * Changed 2004-02-12 - if the player is setting at the play again
452 * prompt, he is removed, and we don't want to treat him as an owner of
453 * anything, so check removed flag. I don't expect that this should break
454 * anything - once an object is removed, it is basically dead anyways.
455 */
456
457object *get_owner(object *op) {
458 if(op->owner==NULL)
459 return NULL;
460
461 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
462 op->owner->count==op->ownercount)
463 return op->owner;
464
465 op->owner=NULL;
466 op->ownercount=0;
467 return NULL;
468}
469
470void clear_owner(object *op)
471{ 428{
472 if (!op) return; 429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
473
474 if (op->owner && op->ownercount == op->owner->count)
475 op->owner->refcount--;
476
477 op->owner = NULL;
478 op->ownercount = 0;
479} 430}
480
481
482 431
483/* 432/*
484 * Sets the owner and sets the skill and exp pointers to owner's current 433 * Sets the owner and sets the skill and exp pointers to owner's current
485 * skill and experience objects. 434 * skill and experience objects.
486 */ 435 */
487void set_owner (object *op, object *owner) 436void
437object::set_owner (object *owner)
488{ 438{
489 if(owner==NULL||op==NULL) 439 if (!owner)
490 return; 440 return;
491 441
492 /* next line added to allow objects which own objects */ 442 /* next line added to allow objects which own objects */
493 /* Add a check for ownercounts in here, as I got into an endless loop 443 /* Add a check for ownercounts in here, as I got into an endless loop
494 * with the fireball owning a poison cloud which then owned the 444 * with the fireball owning a poison cloud which then owned the
495 * fireball. I believe that was caused by one of the objects getting 445 * fireball. I believe that was caused by one of the objects getting
496 * freed and then another object replacing it. Since the ownercounts 446 * freed and then another object replacing it. Since the ownercounts
497 * didn't match, this check is valid and I believe that cause is valid. 447 * didn't match, this check is valid and I believe that cause is valid.
498 */ 448 */
499 while (owner->owner && owner!=owner->owner && 449 while (owner->owner)
500 owner->ownercount==owner->owner->count) owner=owner->owner; 450 owner = owner->owner;
501 451
502 /* IF the owner still has an owner, we did not resolve to a final owner.
503 * so lets not add to that.
504 */
505 if (owner->owner) return;
506
507 op->owner=owner; 452 this->owner = owner;
508
509 op->ownercount=owner->count;
510 owner->refcount++;
511
512}
513
514/* Set the owner to clone's current owner and set the skill and experience
515 * objects to clone's objects (typically those objects that where the owner's
516 * current skill and experience objects at the time when clone's owner was
517 * set - not the owner's current skill and experience objects).
518 *
519 * Use this function if player created an object (e.g. fire bullet, swarm
520 * spell), and this object creates further objects whose kills should be
521 * accounted for the player's original skill, even if player has changed
522 * skills meanwhile.
523 */
524void copy_owner (object *op, object *clone)
525{
526 object *owner = get_owner (clone);
527 if (owner == NULL) {
528 /* players don't have owners - they own themselves. Update
529 * as appropriate.
530 */
531 if (clone->type == PLAYER) owner=clone;
532 else return;
533 }
534 set_owner(op, owner);
535
536}
537
538/*
539 * Resets vital variables in an object
540 */
541
542void reset_object(object *op) {
543
544 op->name = NULL;
545 op->name_pl = NULL;
546 op->title = NULL;
547 op->race = NULL;
548 op->slaying = NULL;
549 op->skill = NULL;
550 op->msg = NULL;
551 op->materialname = NULL;
552 op->lore = NULL;
553 op->current_weapon_script = NULL;
554 clear_object(op);
555} 453}
556 454
557/* Zero the key_values on op, decrementing the shared-string 455/* Zero the key_values on op, decrementing the shared-string
558 * refcounts and freeing the links. 456 * refcounts and freeing the links.
559 */ 457 */
458static void
560static void free_key_values(object * op) { 459free_key_values (object *op)
561 key_value * i; 460{
562 key_value * next = NULL; 461 for (key_value *i = op->key_values; i != 0;)
563 462 {
564 if (op->key_values == NULL) return; 463 key_value *next = i->next;
464 delete i;
465
466 i = next;
565 467 }
566 for (i = op->key_values; i != NULL; i = next) { 468
567 /* Store next *first*. */
568 next = i->next;
569
570 if (i->key) FREE_AND_CLEAR_STR(i->key);
571 if (i->value) FREE_AND_CLEAR_STR(i->value);
572 i->next = NULL;
573 free(i);
574 }
575
576 op->key_values = NULL; 469 op->key_values = 0;
577} 470}
578 471
579
580/* 472/*
581 * clear_object() frees everything allocated by an object, and also
582 * clears all variables and flags to default settings.
583 */
584
585void clear_object(object *op) {
586
587 if (object_free_callback)
588 object_free_callback (op);
589
590 event *evt;
591 event *evt2;
592
593 /* redo this to be simpler/more efficient. Was also seeing
594 * crashes in the old code. Move this to the top - am
595 * seeing periodic crashes in this code, and would like to have
596 * as much info available as possible (eg, object name).
597 */
598 for (evt = op->events; evt; evt=evt2) {
599 evt2 = evt->next;
600
601 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
602 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
603 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
604
605 free(evt);
606 }
607 op->events = NULL;
608
609 free_key_values(op);
610
611 /* the memset will clear all these values for us, but we need
612 * to reduce the refcount on them.
613 */
614 if (op->name!=NULL) FREE_AND_CLEAR_STR(op->name);
615 if (op->name_pl!=NULL) FREE_AND_CLEAR_STR(op->name_pl);
616 if (op->title != NULL) FREE_AND_CLEAR_STR(op->title);
617 if (op->race!=NULL) FREE_AND_CLEAR_STR(op->race);
618 if (op->slaying!=NULL) FREE_AND_CLEAR_STR(op->slaying);
619 if (op->skill!=NULL) FREE_AND_CLEAR_STR(op->skill);
620 if (op->msg!=NULL) FREE_AND_CLEAR_STR(op->msg);
621 if (op->lore!=NULL) FREE_AND_CLEAR_STR(op->lore);
622 if (op->materialname!= NULL) FREE_AND_CLEAR_STR(op->materialname);
623
624
625 memset((void*)op, 0, sizeof (object_special));
626 /* Below here, we clear things that are not done by the memset,
627 * or set default values that are not zero.
628 */
629 /* This is more or less true */
630 SET_FLAG(op, FLAG_REMOVED);
631
632
633 op->contr = NULL;
634 op->below=NULL;
635 op->above=NULL;
636 op->inv=NULL;
637 op->events=NULL;
638 op->container=NULL;
639 op->env=NULL;
640 op->more=NULL;
641 op->head=NULL;
642 op->map=NULL;
643 op->refcount=0;
644 op->active_next = NULL;
645 op->active_prev = NULL;
646 /* What is not cleared is next, prev, and count */
647
648 op->expmul=1.0;
649 op->face = blank_face;
650 op->attacked_by_count = (tag_t) -1;
651 if (settings.casting_time)
652 op->casting_time = -1;
653
654}
655
656/*
657 * copy object first frees everything allocated by the second object, 473 * copy_to first frees everything allocated by the dst object,
658 * and then copies the contends of the first object into the second 474 * and then copies the contents of itself into the second
659 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
660 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
661 * if the first object is freed, the pointers in the new object 477 * if the first object is freed, the pointers in the new object
662 * will point at garbage. 478 * will point at garbage.
663 */ 479 */
480void
481object::copy_to (object *dst)
482{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
664 485
665void copy_object(object *op2, object *op) { 486 *(object_copy *)dst = *this;
666 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED);
667 event *evt, *evt2, *evt_new;
668 487
669 if (object_free_callback) 488 if (is_freed)
670 object_free_callback (op); 489 SET_FLAG (dst, FLAG_FREED);
671 490
672 // callback registries and self are empty for copied objects 491 if (is_removed)
673 // this ought to change in the future 492 SET_FLAG (dst, FLAG_REMOVED);
674 493
675 /* Decrement the refcounts, but don't bother zeroing the fields; 494 if (speed < 0)
676 they'll be overwritten by memcpy. */
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
688 /* Basically, same code as from clear_object() */
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; 495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
719 496
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. */ 497 /* Copy over key_values, if any. */
742 if (op2->key_values != NULL) { 498 if (key_values)
743 key_value * tail = NULL; 499 {
500 key_value *tail = 0;
744 key_value * i; 501 key_value *i;
745 502
746 op->key_values = NULL; 503 dst->key_values = 0;
747 504
748 for (i = op2->key_values; i != NULL; i = i->next) { 505 for (i = key_values; i; i = i->next)
749 key_value * new_link = (key_value *) malloc(sizeof(key_value)); 506 {
507 key_value *new_link = new key_value;
750 508
751 new_link->next = NULL; 509 new_link->next = 0;
752 new_link->key = add_refcount(i->key); 510 new_link->key = i->key;
753 if (i->value) 511 new_link->value = i->value;
754 new_link->value = add_refcount(i->value);
755 else
756 new_link->value = NULL;
757 512
758 /* Try and be clever here, too. */ 513 /* Try and be clever here, too. */
759 if (op->key_values == NULL) { 514 if (!dst->key_values)
760 op->key_values = new_link; 515 {
761 tail = new_link; 516 dst->key_values = new_link;
762 } else { 517 tail = new_link;
763 tail->next = new_link; 518 }
764 tail = new_link; 519 else
520 {
521 tail->next = new_link;
522 tail = new_link;
523 }
524 }
765 } 525 }
766 }
767 }
768 526
769 update_ob_speed(op); 527 dst->set_speed (dst->speed);
770} 528}
771 529
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; 530object *
813 531object::clone ()
814 if(free_objects==NULL) { 532{
815 expand_objects(); 533 object *neu = create ();
816 } 534 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; 535 return neu;
855} 536}
856 537
857/* 538/*
858 * If an object with the IS_TURNABLE() flag needs to be turned due 539 * 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 540 * 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. 541 * be called to update the face variable, _and_ how it looks on the map.
861 */ 542 */
862 543void
863void update_turn_face(object *op) { 544update_turn_face (object *op)
545{
864 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 546 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
865 return; 547 return;
548
866 SET_ANIMATION(op, op->direction); 549 SET_ANIMATION (op, op->direction);
867 update_object(op,UP_OBJ_FACE); 550 update_object (op, UP_OBJ_FACE);
868} 551}
869 552
870/* 553/*
871 * Updates the speed of an object. If the speed changes from 0 to another 554 * 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. 555 * 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. 556 * This function needs to be called whenever the speed of an object changes.
874 */ 557 */
875 558void
876void update_ob_speed(object *op) { 559object::set_speed (float speed)
877 extern int arch_init; 560{
878 561 if (flag [FLAG_FREED] && speed)
879 /* No reason putting the archetypes objects on the speed list, 562 {
880 * since they never really need to be updated.
881 */
882
883 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
884 LOG(llevError,"Object %s is freed but has speed.\n", op->name); 563 LOG (llevError, "Object %s is freed but has speed.\n", &name);
885#ifdef MANY_CORES 564 speed = 0;
886 abort();
887#else
888 op->speed = 0;
889#endif
890 } 565 }
891 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;
898 566
899 /* process_events() expects us to insert the object at the beginning 567 this->speed = speed;
900 * of the list. */ 568
901 op->active_next = active_objects; 569 if (has_active_speed ())
902 if (op->active_next!=NULL) 570 activate ();
903 op->active_next->active_prev = op;
904 active_objects = op;
905 }
906 else { 571 else
907 /* If not on the active list, nothing needs to be done */ 572 deactivate ();
908 if (!op->active_next && !op->active_prev && op!=active_objects)
909 return;
910
911 if (op->active_prev==NULL) {
912 active_objects = op->active_next;
913 if (op->active_next!=NULL)
914 op->active_next->active_prev = NULL;
915 }
916 else {
917 op->active_prev->active_next = op->active_next;
918 if (op->active_next)
919 op->active_next->active_prev = op->active_prev;
920 }
921 op->active_next = NULL;
922 op->active_prev = NULL;
923 }
924} 573}
925 574
926/* This function removes object 'op' from the list of active
927 * objects.
928 * This should only be used for style maps or other such
929 * reference maps where you don't want an object that isn't
930 * in play chewing up cpu time getting processed.
931 * The reverse of this is to call update_ob_speed, which
932 * will do the right thing based on the speed of the object.
933 */
934void remove_from_active_list(object *op)
935{
936 /* If not on the active list, nothing needs to be done */
937 if (!op->active_next && !op->active_prev && op!=active_objects)
938 return;
939
940 if (op->active_prev==NULL) {
941 active_objects = op->active_next;
942 if (op->active_next!=NULL)
943 op->active_next->active_prev = NULL;
944 }
945 else {
946 op->active_prev->active_next = op->active_next;
947 if (op->active_next)
948 op->active_next->active_prev = op->active_prev;
949 }
950 op->active_next = NULL;
951 op->active_prev = NULL;
952}
953
954/* 575/*
955 * update_object() updates the array which represents the map. 576 * update_object() updates the the map.
956 * It takes into account invisible objects (and represent squares covered 577 * It takes into account invisible objects (and represent squares covered
957 * by invisible objects by whatever is below them (unless it's another 578 * by invisible objects by whatever is below them (unless it's another
958 * invisible object, etc...) 579 * invisible object, etc...)
959 * If the object being updated is beneath a player, the look-window 580 * If the object being updated is beneath a player, the look-window
960 * of that player is updated (this might be a suboptimal way of 581 * of that player is updated (this might be a suboptimal way of
961 * updating that window, though, since update_object() is called _often_) 582 * updating that window, though, since update_object() is called _often_)
962 * 583 *
963 * action is a hint of what the caller believes need to be done. 584 * action is a hint of what the caller believes need to be done.
964 * For example, if the only thing that has changed is the face (due to
965 * an animation), we don't need to call update_position until that actually
966 * comes into view of a player. OTOH, many other things, like addition/removal
967 * of walls or living creatures may need us to update the flags now.
968 * current action are: 585 * current action are:
969 * UP_OBJ_INSERT: op was inserted 586 * UP_OBJ_INSERT: op was inserted
970 * UP_OBJ_REMOVE: op was removed 587 * UP_OBJ_REMOVE: op was removed
971 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 588 * 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. 589 * as that is easier than trying to look at what may have changed.
973 * UP_OBJ_FACE: only the objects face has changed. 590 * UP_OBJ_FACE: only the objects face has changed.
974 */ 591 */
975 592void
976void update_object(object *op, int action) { 593update_object (object *op, int action)
977 int update_now=0, flags; 594{
978 MoveType move_on, move_off, move_block, move_slow; 595 MoveType move_on, move_off, move_block, move_slow;
979 596
980 if (op == NULL) { 597 if (op == NULL)
598 {
981 /* this should never happen */ 599 /* this should never happen */
982 LOG(llevDebug,"update_object() called for NULL object.\n"); 600 LOG (llevDebug, "update_object() called for NULL object.\n");
983 return; 601 return;
984 }
985 602 }
986 if(op->env!=NULL) { 603
604 if (op->env)
605 {
987 /* Animation is currently handled by client, so nothing 606 /* Animation is currently handled by client, so nothing
988 * to do in this case. 607 * to do in this case.
989 */ 608 */
990 return; 609 return;
991 } 610 }
992 611
993 /* If the map is saving, don't do anything as everything is 612 /* If the map is saving, don't do anything as everything is
994 * going to get freed anyways. 613 * going to get freed anyways.
995 */ 614 */
996 if (!op->map || op->map->in_memory == MAP_SAVING) return; 615 if (!op->map || op->map->in_memory == MAP_SAVING)
997 616 return;
617
998 /* make sure the object is within map boundaries */ 618 /* make sure the object is within map boundaries */
999 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 619 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
1000 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 620 {
1001 LOG(llevError,"update_object() called for object out of map!\n"); 621 LOG (llevError, "update_object() called for object out of map!\n");
1002#ifdef MANY_CORES 622#ifdef MANY_CORES
1003 abort(); 623 abort ();
1004#endif 624#endif
1005 return; 625 return;
1006 }
1007 626 }
1008 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
1009 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
1010 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
1011 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
1012 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
1013 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
1014 627
628 mapspace &m = op->ms ();
629
630 if (!(m.flags_ & P_UPTODATE))
631 /* nop */;
1015 if (action == UP_OBJ_INSERT) { 632 else if (action == UP_OBJ_INSERT)
633 {
634 // this is likely overkill, TODO: revisit (schmorp)
1016 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 635 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
1017 update_now=1;
1018
1019 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 636 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
1020 update_now=1; 637 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
1021 638 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
639 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
1022 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 640 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
1023 update_now=1; 641 || (m.move_on | op->move_on ) != m.move_on
1024 642 || (m.move_off | op->move_off ) != m.move_off
1025 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 643 || (m.move_slow | op->move_slow) != m.move_slow
1026 update_now=1;
1027
1028 if ((move_on | op->move_on) != move_on) update_now=1;
1029 if ((move_off | op->move_off) != move_off) update_now=1;
1030 /* This isn't perfect, but I don't expect a lot of objects to 644 /* This isn't perfect, but I don't expect a lot of objects to
1031 * to have move_allow right now. 645 * to have move_allow right now.
1032 */ 646 */
1033 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 647 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
1034 update_now=1; 648 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
1035 if ((move_slow | op->move_slow) != move_slow) update_now=1; 649 m.flags_ = 0;
1036 } 650 }
1037 /* if the object is being removed, we can't make intelligent 651 /* if the object is being removed, we can't make intelligent
1038 * decisions, because remove_ob can't really pass the object 652 * decisions, because remove_ob can't really pass the object
1039 * that is being removed. 653 * that is being removed.
1040 */ 654 */
1041 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 655 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
1042 update_now=1; 656 m.flags_ = 0;
1043 } else if (action == UP_OBJ_FACE) { 657 else if (action == UP_OBJ_FACE)
1044 /* Nothing to do for that case */ 658 /* Nothing to do for that case */ ;
1045 }
1046 else { 659 else
1047 LOG(llevError,"update_object called with invalid action: %d\n", action); 660 LOG (llevError, "update_object called with invalid action: %d\n", action);
1048 }
1049 661
1050 if (update_now) {
1051 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
1052 update_position(op->map, op->x, op->y);
1053 }
1054
1055 if(op->more!=NULL) 662 if (op->more)
1056 update_object(op->more, action); 663 update_object (op->more, action);
1057} 664}
1058 665
666object *object::first;
1059 667
1060/* 668object::object ()
1061 * free_object() frees everything allocated by an object, removes 669{
1062 * 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.
1064 * The object must have been removed by remove_ob() first for
1065 * this function to succeed.
1066 *
1067 * If free_inventory is set, free inventory as well. Else drop items in
1068 * inventory to the ground.
1069 */
1070
1071void free_object(object *ob) {
1072 free_object2(ob, 0);
1073}
1074void free_object2(object *ob, int free_inventory) {
1075 object *tmp,*op;
1076
1077 if (object_free_callback)
1078 object_free_callback (ob);
1079
1080 if (!QUERY_FLAG(ob,FLAG_REMOVED)) {
1081 LOG(llevDebug,"Free object called with non removed object\n");
1082 dump_object(ob);
1083#ifdef MANY_CORES
1084 abort();
1085#endif
1086 }
1087 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) {
1088 LOG(llevMonster,"Warning: tried to free friendly object.\n");
1089 remove_friendly_object(ob);
1090 }
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 -
1102 * if some form of movemnt is allowed, let objects
1103 * drop on that space.
1104 */
1105 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY ||
1106 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL))
1107 {
1108 op=ob->inv;
1109 while(op!=NULL) {
1110 tmp=op->below;
1111 remove_ob(op);
1112 free_object2(op, free_inventory);
1113 op=tmp;
1114 }
1115 }
1116 else { /* Put objects in inventory onto this space */
1117 op=ob->inv;
1118 while(op!=NULL) {
1119 tmp=op->below;
1120 remove_ob(op);
1121 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) ||
1122 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
1123 free_object(op);
1124 else {
1125 op->x=ob->x;
1126 op->y=ob->y;
1127 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */
1128 }
1129 op=tmp;
1130 }
1131 }
1132 }
1133 /* Remove object from the active list */
1134 ob->speed = 0;
1135 update_ob_speed(ob);
1136
1137 SET_FLAG(ob, FLAG_FREED); 670 SET_FLAG (this, FLAG_REMOVED);
1138 ob->count = 0;
1139 671
672 expmul = 1.0;
673 face = blank_face;
674}
675
676object::~object ()
677{
678 free_key_values (this);
679}
680
681void object::link ()
682{
683 count = ++ob_count;
684 uuid = gen_uuid ();
685
686 prev = 0;
687 next = object::first;
688
689 if (object::first)
690 object::first->prev = this;
691
692 object::first = this;
693}
694
695void object::unlink ()
696{
697 if (this == object::first)
698 object::first = next;
699
1140 /* Remove this object from the list of used objects */ 700 /* Remove this object from the list of used objects */
1141 if(ob->prev==NULL) { 701 if (prev) prev->next = next;
1142 objects=ob->next; 702 if (next) next->prev = prev;
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 703
704 prev = 0;
705 next = 0;
706}
707
708bool
709object::active () const
710{
711 return active_next || active_prev || this == active_objects;
712}
713
714void
715object::activate ()
716{
717 /* If already on active list, don't do anything */
718 if (active ())
719 return;
720
721 if (has_active_speed ())
1162 722 {
1163 /* Why aren't events freed? */ 723 /* process_events() expects us to insert the object at the beginning
1164 free_key_values(ob); 724 * of the list. */
725 active_next = active_objects;
1165 726
1166#if 0 /* MEMORY_DEBUG*/ 727 if (active_next)
1167 /* This is a nice idea. Unfortunately, a lot of the code in crossfire 728 active_next->active_prev = this;
1168 * presumes the freed_object will stick around for at least a little 729
1169 * bit 730 active_objects = this;
1170 */ 731 }
1171 /* this is necessary so that memory debugging programs will 732}
1172 * be able to accurately report source of malloc. If we recycle 733
1173 * objects, then some other area may be doing the get_object 734void
1174 * and not freeing it, but the original one that malloc'd the 735object::activate_recursive ()
1175 * object will get the blame. 736{
737 activate ();
738
739 for (object *op = inv; op; op = op->below)
740 op->activate_recursive ();
741}
742
743/* This function removes object 'op' from the list of active
744 * objects.
745 * This should only be used for style maps or other such
746 * reference maps where you don't want an object that isn't
747 * in play chewing up cpu time getting processed.
748 * The reverse of this is to call update_ob_speed, which
749 * will do the right thing based on the speed of the object.
750 */
751void
752object::deactivate ()
753{
754 /* If not on the active list, nothing needs to be done */
755 if (!active ())
756 return;
757
758 if (active_prev == 0)
759 {
760 active_objects = active_next;
761 if (active_next)
762 active_next->active_prev = 0;
763 }
764 else
765 {
766 active_prev->active_next = active_next;
767 if (active_next)
768 active_next->active_prev = active_prev;
769 }
770
771 active_next = 0;
772 active_prev = 0;
773}
774
775void
776object::deactivate_recursive ()
777{
778 for (object *op = inv; op; op = op->below)
779 op->deactivate_recursive ();
780
781 deactivate ();
782}
783
784void
785object::set_flag_inv (int flag, int value)
786{
787 for (object *op = inv; op; op = op->below)
788 {
789 op->flag [flag] = value;
790 op->set_flag_inv (flag, value);
791 }
792}
793
794/*
795 * Remove and free all objects in the inventory of the given object.
796 * object.c ?
797 */
798void
799object::destroy_inv (bool drop_to_ground)
800{
801 // need to check first, because the checks below might segfault
802 // as we might be on an invalid mapspace and crossfire code
803 // is too buggy to ensure that the inventory is empty.
804 // corollary: if you create arrows etc. with stuff in tis inventory,
805 // cf will crash below with off-map x and y
806 if (!inv)
807 return;
808
809 /* Only if the space blocks everything do we not process -
810 * if some form of movement is allowed, let objects
811 * drop on that space.
1176 */ 812 */
1177 free(ob); 813 if (!drop_to_ground
1178#else 814 || !map
815 || map->in_memory != MAP_IN_MEMORY
816 || ms ().move_block == MOVE_ALL)
817 {
818 while (inv)
819 {
820 inv->destroy_inv (drop_to_ground);
821 inv->destroy ();
822 }
823 }
824 else
825 { /* Put objects in inventory onto this space */
826 while (inv)
827 {
828 object *op = inv;
1179 829
1180 /* Now link it with the free_objects list: */ 830 if (op->flag [FLAG_STARTEQUIP]
1181 ob->prev=NULL; 831 || op->flag [FLAG_NO_DROP]
1182 ob->next=free_objects; 832 || op->type == RUNE
1183 if(free_objects!=NULL) 833 || op->type == TRAP
1184 free_objects->prev=ob; 834 || op->flag [FLAG_IS_A_TEMPLATE])
1185 free_objects=ob; 835 op->destroy ();
1186 nroffreeobjects++; 836 else
1187#endif 837 map->insert (op, x, y);
838 }
839 }
1188} 840}
1189 841
1190/* 842object *object::create ()
1191 * count_free() returns the number of objects on the list of free objects. 843{
1192 */
1193
1194int count_free(void) {
1195 int i=0;
1196 object *tmp=free_objects; 844 object *op = new object;
1197 while(tmp!=NULL) 845 op->link ();
1198 tmp=tmp->next, i++;
1199 return i; 846 return op;
1200} 847}
1201 848
1202/* 849void
1203 * count_used() returns the number of objects on the list of used objects. 850object::do_destroy ()
1204 */ 851{
852 if (flag [FLAG_IS_LINKED])
853 remove_button_link (this);
1205 854
1206int count_used(void) { 855 if (flag [FLAG_FRIENDLY])
1207 int i=0; 856 remove_friendly_object (this);
1208 object *tmp=objects; 857
1209 while(tmp!=NULL) 858 if (!flag [FLAG_REMOVED])
1210 tmp=tmp->next, i++; 859 remove ();
860
861 if (flag [FLAG_FREED])
1211 return i; 862 return;
1212}
1213 863
1214/* 864 set_speed (0);
1215 * count_active() returns the number of objects on the list of active objects.
1216 */
1217 865
1218int count_active(void) { 866 flag [FLAG_FREED] = 1;
1219 int i=0; 867
1220 object *tmp=active_objects; 868 attachable::do_destroy ();
1221 while(tmp!=NULL) 869
1222 tmp=tmp->active_next, i++; 870 destroy_inv (true);
871 unlink ();
872
873 // hack to ensure that freed objects still have a valid map
874 {
875 static maptile *freed_map; // freed objects are moved here to avoid crashes
876
877 if (!freed_map)
878 {
879 freed_map = new maptile;
880
881 freed_map->name = "/internal/freed_objects_map";
882 freed_map->width = 3;
883 freed_map->height = 3;
884
885 freed_map->alloc ();
886 freed_map->in_memory = MAP_IN_MEMORY;
887 }
888
889 map = freed_map;
890 x = 1;
891 y = 1;
892 }
893
894 head = 0;
895
896 if (more)
897 {
898 more->destroy ();
899 more = 0;
900 }
901
902 // clear those pointers that likely might have circular references to us
903 owner = 0;
904 enemy = 0;
905 attacked_by = 0;
906
907 // only relevant for players(?), but make sure of it anyways
908 contr = 0;
909}
910
911void
912object::destroy (bool destroy_inventory)
913{
914 if (destroyed ())
1223 return i; 915 return;
916
917 if (destroy_inventory)
918 destroy_inv (false);
919
920 attachable::destroy ();
1224} 921}
1225 922
1226/* 923/*
1227 * sub_weight() recursively (outwards) subtracts a number from the 924 * sub_weight() recursively (outwards) subtracts a number from the
1228 * weight of an object (and what is carried by it's environment(s)). 925 * weight of an object (and what is carried by it's environment(s)).
1229 */ 926 */
1230 927void
1231void sub_weight (object *op, signed long weight) { 928sub_weight (object *op, signed long weight)
929{
1232 while (op != NULL) { 930 while (op != NULL)
931 {
1233 if (op->type == CONTAINER) { 932 if (op->type == CONTAINER)
1234 weight=(signed long)(weight*(100-op->stats.Str)/100); 933 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1235 } 934
1236 op->carrying-=weight; 935 op->carrying -= weight;
1237 op = op->env; 936 op = op->env;
1238 } 937 }
1239} 938}
1240 939
1241/* remove_ob(op): 940/* op->remove ():
1242 * This function removes the object op from the linked list of objects 941 * 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 942 * which it is currently tied to. When this function is done, the
1244 * object will have no environment. If the object previously had an 943 * object will have no environment. If the object previously had an
1245 * environment, the x and y coordinates will be updated to 944 * environment, the x and y coordinates will be updated to
1246 * the previous environment. 945 * the previous environment.
1247 * Beware: This function is called from the editor as well! 946 * Beware: This function is called from the editor as well!
1248 */ 947 */
1249 948void
1250void remove_ob(object *op) { 949object::remove ()
950{
1251 object *tmp,*last=NULL; 951 object *tmp, *last = 0;
1252 object *otmp; 952 object *otmp;
1253 tag_t tag;
1254 int check_walk_off;
1255 mapstruct *m;
1256 sint16 x,y;
1257
1258 953
1259 if(QUERY_FLAG(op,FLAG_REMOVED)) { 954 if (QUERY_FLAG (this, FLAG_REMOVED))
1260 dump_object(op); 955 return;
1261 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1262 956
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); 957 SET_FLAG (this, FLAG_REMOVED);
958 INVOKE_OBJECT (REMOVE, this);
1279 959
960 if (more)
961 more->remove ();
962
1280 /* 963 /*
1281 * In this case, the object to be removed is in someones 964 * In this case, the object to be removed is in someones
1282 * inventory. 965 * inventory.
1283 */ 966 */
1284 if(op->env!=NULL) { 967 if (env)
1285 if(op->nrof) 968 {
969 if (nrof)
1286 sub_weight(op->env, op->weight*op->nrof); 970 sub_weight (env, weight * nrof);
1287 else 971 else
1288 sub_weight(op->env, op->weight+op->carrying); 972 sub_weight (env, weight + carrying);
1289 973
1290 /* NO_FIX_PLAYER is set when a great many changes are being 974 /* NO_FIX_PLAYER is set when a great many changes are being
1291 * made to players inventory. If set, avoiding the call 975 * made to players inventory. If set, avoiding the call
1292 * to save cpu time. 976 * to save cpu time.
1293 */ 977 */
1294 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 978 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1295 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 979 otmp->update_stats ();
1296 fix_player(otmp);
1297 980
1298 if(op->above!=NULL) 981 if (above)
1299 op->above->below=op->below; 982 above->below = below;
1300 else 983 else
1301 op->env->inv=op->below; 984 env->inv = below;
1302 985
1303 if(op->below!=NULL) 986 if (below)
1304 op->below->above=op->above; 987 below->above = above;
1305 988
1306 /* we set up values so that it could be inserted into 989 /* we set up values so that it could be inserted into
1307 * the map, but we don't actually do that - it is up 990 * the map, but we don't actually do that - it is up
1308 * to the caller to decide what we want to do. 991 * to the caller to decide what we want to do.
1309 */
1310 op->x=op->env->x,op->y=op->env->y;
1311 op->ox=op->x,op->oy=op->y;
1312 op->map=op->env->map;
1313 op->above=NULL,op->below=NULL;
1314 op->env=NULL;
1315 return;
1316 }
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
1340 * lots of logic for things we no longer care about
1341 */ 992 */
993 x = env->x, y = env->y;
994 map = env->map;
995 above = 0, below = 0;
996 env = 0;
997 }
998 else if (map)
999 {
1000 if (type == PLAYER)
1001 {
1002 --map->players;
1003 map->touch ();
1004 }
1342 1005
1006 map->dirty = true;
1007
1343 /* link the object above us */ 1008 /* link the object above us */
1344 if (op->above) 1009 if (above)
1345 op->above->below=op->below; 1010 above->below = below;
1346 else 1011 else
1347 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */ 1012 map->at (x, y).top = below; /* we were top, set new top */
1348 1013
1349 /* Relink the object below us, if there is one */ 1014 /* Relink the object below us, if there is one */
1350 if(op->below) { 1015 if (below)
1351 op->below->above=op->above; 1016 below->above = above;
1352 } else { 1017 else
1018 {
1353 /* Nothing below, which means we need to relink map object for this space 1019 /* 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 1020 * use translated coordinates in case some oddness with map tiling is
1355 * evident 1021 * evident
1356 */ 1022 */
1357 if(GET_MAP_OB(m,x,y)!=op) { 1023 if (GET_MAP_OB (map, x, y) != this)
1358 dump_object(op); 1024 {
1025 char *dump = dump_object (this);
1026 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); 1027 "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)); 1028 free (dump);
1361 LOG(llevError,"%s\n",errmsg); 1029 dump = dump_object (GET_MAP_OB (map, x, y));
1362 } 1030 LOG (llevError, "%s\n", dump);
1363 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 1031 free (dump);
1364 } 1032 }
1365 op->above=NULL;
1366 op->below=NULL;
1367 1033
1034 map->at (x, y).bot = above; /* goes on above it. */
1035 }
1036
1037 above = 0;
1038 below = 0;
1039
1368 if (op->map->in_memory == MAP_SAVING) 1040 if (map->in_memory == MAP_SAVING)
1369 return; 1041 return;
1370 1042
1371 tag = op->count; 1043 int check_walk_off = !flag [FLAG_NO_APPLY];
1372 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1044
1373 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1045 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1046 {
1374 /* No point updating the players look faces if he is the object 1047 /* No point updating the players look faces if he is the object
1375 * being removed. 1048 * being removed.
1376 */ 1049 */
1377 1050
1378 if(tmp->type==PLAYER && tmp!=op) { 1051 if (tmp->type == PLAYER && tmp != this)
1052 {
1379 /* If a container that the player is currently using somehow gets 1053 /* If a container that the player is currently using somehow gets
1380 * removed (most likely destroyed), update the player view 1054 * removed (most likely destroyed), update the player view
1381 * appropriately. 1055 * appropriately.
1382 */ 1056 */
1383 if (tmp->container==op) { 1057 if (tmp->container == this)
1384 CLEAR_FLAG(op, FLAG_APPLIED); 1058 {
1385 tmp->container=NULL; 1059 flag [FLAG_APPLIED] = 0;
1386 } 1060 tmp->container = 0;
1387 tmp->contr->socket.update_look=1; 1061 }
1388 } 1062
1063 if (tmp->contr->ns)
1064 tmp->contr->ns->floorbox_update ();
1065 }
1066
1389 /* See if player moving off should effect something */ 1067 /* See if object moving off should effect something */
1390 if (check_walk_off && ((op->move_type & tmp->move_off) && 1068 if (check_walk_off
1069 && ((move_type & tmp->move_off)
1391 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1070 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1071 {
1072 move_apply (tmp, this, 0);
1392 1073
1393 move_apply(tmp, op, NULL); 1074 if (destroyed ())
1394 if (was_destroyed (op, tag)) { 1075 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 " 1076 }
1396 "leaving object\n", tmp->name, tmp->arch->name);
1397 }
1398 }
1399 1077
1400 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1078 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1401 1079 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1402 if(tmp->above == tmp) 1080 if (tmp->above == tmp)
1403 tmp->above = NULL; 1081 tmp->above = 0;
1404 last=tmp; 1082
1405 } 1083 last = tmp;
1084 }
1085
1406 /* last == NULL of there are no objects on this space */ 1086 /* last == NULL if there are no objects on this space */
1407 if (last==NULL) { 1087 //TODO: this makes little sense, why only update the topmost object?
1408 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1088 if (!last)
1409 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1089 map->at (x, y).flags_ = 0;
1410 * those out anyways, and if there are any flags set right now, they won't
1411 * be correct anyways.
1412 */
1413 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1414 update_position(op->map, op->x, op->y);
1415 }
1416 else 1090 else
1417 update_object(last, UP_OBJ_REMOVE); 1091 update_object (last, UP_OBJ_REMOVE);
1418 1092
1419 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1093 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1420 update_all_los(op->map, op->x, op->y); 1094 update_all_los (map, x, y);
1421 1095 }
1422} 1096}
1423 1097
1424/* 1098/*
1425 * merge_ob(op,top): 1099 * merge_ob(op,top):
1426 * 1100 *
1427 * This function goes through all objects below and including top, and 1101 * This function goes through all objects below and including top, and
1428 * merges op to the first matching object. 1102 * merges op to the first matching object.
1429 * If top is NULL, it is calculated. 1103 * If top is NULL, it is calculated.
1430 * Returns pointer to object if it succeded in the merge, otherwise NULL 1104 * Returns pointer to object if it succeded in the merge, otherwise NULL
1431 */ 1105 */
1432 1106object *
1433object *merge_ob(object *op, object *top) { 1107merge_ob (object *op, object *top)
1108{
1434 if(!op->nrof) 1109 if (!op->nrof)
1435 return 0; 1110 return 0;
1436 if(top==NULL) 1111
1112 if (top)
1437 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1113 for (top = op; top && top->above; top = top->above)
1114 ;
1115
1438 for(;top!=NULL;top=top->below) { 1116 for (; top; top = top->below)
1117 {
1439 if(top==op) 1118 if (top == op)
1440 continue; 1119 continue;
1441 if (CAN_MERGE(op,top)) 1120
1442 { 1121 if (object::can_merge (op, top))
1122 {
1443 top->nrof+=op->nrof; 1123 top->nrof += op->nrof;
1124
1444/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1125/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1445 op->weight = 0; /* Don't want any adjustements now */ 1126 op->weight = 0; /* Don't want any adjustements now */
1446 remove_ob(op); 1127 op->destroy ();
1447 free_object(op);
1448 return top; 1128 return top;
1449 } 1129 }
1450 } 1130 }
1131
1451 return NULL; 1132 return 0;
1452} 1133}
1453 1134
1454/* 1135/*
1455 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1136 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1456 * job preparing multi-part monsters 1137 * job preparing multi-part monsters
1457 */ 1138 */
1139object *
1458object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1140insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1459 object* tmp; 1141{
1460 if (op->head) 1142 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1461 op=op->head; 1143 {
1462 for (tmp=op;tmp;tmp=tmp->more){
1463 tmp->x=x+tmp->arch->clone.x; 1144 tmp->x = x + tmp->arch->clone.x;
1464 tmp->y=y+tmp->arch->clone.y; 1145 tmp->y = y + tmp->arch->clone.y;
1465 } 1146 }
1147
1466 return insert_ob_in_map (op, m, originator, flag); 1148 return insert_ob_in_map (op, m, originator, flag);
1467} 1149}
1468 1150
1469/* 1151/*
1470 * insert_ob_in_map (op, map, originator, flag): 1152 * insert_ob_in_map (op, map, originator, flag):
1471 * This function inserts the object in the two-way linked list 1153 * This function inserts the object in the two-way linked list
1484 * Return value: 1166 * Return value:
1485 * new object if 'op' was merged with other object 1167 * new object if 'op' was merged with other object
1486 * NULL if 'op' was destroyed 1168 * NULL if 'op' was destroyed
1487 * just 'op' otherwise 1169 * just 'op' otherwise
1488 */ 1170 */
1489 1171object *
1490object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1172insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1491{ 1173{
1492 object *tmp, *top, *floor=NULL; 1174 object *tmp, *top, *floor = NULL;
1493 sint16 x,y; 1175 sint16 x, y;
1494 1176
1495 if (QUERY_FLAG (op, FLAG_FREED)) { 1177 if (QUERY_FLAG (op, FLAG_FREED))
1178 {
1496 LOG (llevError, "Trying to insert freed object!\n"); 1179 LOG (llevError, "Trying to insert freed object!\n");
1497 return NULL; 1180 return NULL;
1181 }
1182
1183 if (!m)
1498 } 1184 {
1499 if(m==NULL) { 1185 char *dump = dump_object (op);
1500 dump_object(op);
1501 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1186 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1502 return op; 1187 free (dump);
1188 return op;
1503 } 1189 }
1190
1504 if(out_of_map(m,op->x,op->y)) { 1191 if (out_of_map (m, op->x, op->y))
1505 dump_object(op); 1192 {
1193 char *dump = dump_object (op);
1506 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1194 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1507#ifdef MANY_CORES 1195#ifdef MANY_CORES
1508 /* Better to catch this here, as otherwise the next use of this object 1196 /* 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 1197 * is likely to cause a crash. Better to find out where it is getting
1510 * improperly inserted. 1198 * improperly inserted.
1511 */ 1199 */
1512 abort(); 1200 abort ();
1513#endif 1201#endif
1514 return op; 1202 free (dump);
1203 return op;
1515 } 1204 }
1205
1516 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1206 if (!QUERY_FLAG (op, FLAG_REMOVED))
1517 dump_object(op); 1207 {
1208 char *dump = dump_object (op);
1518 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1209 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1519 return op; 1210 free (dump);
1211 return op;
1212 }
1213
1214 if (op->more)
1520 } 1215 {
1521 if(op->more!=NULL) {
1522 /* The part may be on a different map. */ 1216 /* The part may be on a different map. */
1523 1217
1524 object *more = op->more; 1218 object *more = op->more;
1525 1219
1526 /* We really need the caller to normalize coordinates - if 1220 /* We really need the caller to normalise coordinates - if
1527 * we set the map, that doesn't work if the location is within 1221 * 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 1222 * a map and this is straddling an edge. So only if coordinate
1529 * is clear wrong do we normalize it. 1223 * is clear wrong do we normalise it.
1530 */ 1224 */
1531 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1225 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); 1226 more->map = get_map_from_coord (m, &more->x, &more->y);
1536 } else if (!more->map) { 1227 else if (!more->map)
1228 {
1537 /* For backwards compatibility - when not dealing with tiled maps, 1229 /* For backwards compatibility - when not dealing with tiled maps,
1538 * more->map should always point to the parent. 1230 * more->map should always point to the parent.
1539 */ 1231 */
1540 more->map = m; 1232 more->map = m;
1541 } 1233 }
1542 1234
1543 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1235 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1236 {
1544 if ( ! op->head) 1237 if (!op->head)
1545 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1238 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1546 return NULL; 1239
1547 } 1240 return 0;
1241 }
1548 } 1242 }
1243
1549 CLEAR_FLAG(op,FLAG_REMOVED); 1244 CLEAR_FLAG (op, FLAG_REMOVED);
1550 1245
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 1246 /* 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 1247 * of areas of callers (eg, anything that uses find_free_spot would now
1557 * need extra work 1248 * need extra work
1558 */ 1249 */
1559 op->map=get_map_from_coord(m, &op->x, &op->y); 1250 op->map = get_map_from_coord (m, &op->x, &op->y);
1560 x = op->x; 1251 x = op->x;
1561 y = op->y; 1252 y = op->y;
1562 1253
1563 /* this has to be done after we translate the coordinates. 1254 /* this has to be done after we translate the coordinates.
1564 */ 1255 */
1565 if(op->nrof && !(flag & INS_NO_MERGE)) { 1256 if (op->nrof && !(flag & INS_NO_MERGE))
1566 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1257 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1567 if (CAN_MERGE(op,tmp)) { 1258 if (object::can_merge (op, tmp))
1568 op->nrof+=tmp->nrof; 1259 {
1569 remove_ob(tmp); 1260 op->nrof += tmp->nrof;
1570 free_object(tmp); 1261 tmp->destroy ();
1571 } 1262 }
1572 }
1573 1263
1574 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1264 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1575 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1265 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1266
1576 if (!QUERY_FLAG(op, FLAG_ALIVE)) 1267 if (!QUERY_FLAG (op, FLAG_ALIVE))
1577 CLEAR_FLAG(op, FLAG_NO_STEAL); 1268 CLEAR_FLAG (op, FLAG_NO_STEAL);
1578 1269
1579 if (flag & INS_BELOW_ORIGINATOR) { 1270 if (flag & INS_BELOW_ORIGINATOR)
1271 {
1580 if (originator->map != op->map || originator->x != op->x || 1272 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1581 originator->y != op->y) { 1273 {
1582 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1274 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1583 abort(); 1275 abort ();
1584 } 1276 }
1277
1585 op->above = originator; 1278 op->above = originator;
1586 op->below = originator->below; 1279 op->below = originator->below;
1587 if (op->below) op->below->above = op; 1280
1588 else SET_MAP_OB(op->map, op->x, op->y, op); 1281 if (op->below)
1282 op->below->above = op;
1283 else
1284 op->ms ().bot = op;
1285
1589 /* since *below* originator, no need to update top */ 1286 /* since *below* originator, no need to update top */
1590 originator->below = op; 1287 originator->below = op;
1591 } else { 1288 }
1289 else
1290 {
1592 /* If there are other objects, then */ 1291 /* If there are other objects, then */
1593 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) { 1292 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1594 object *last=NULL; 1293 {
1595 /* 1294 object *last = 0;
1295
1296 /*
1596 * If there are multiple objects on this space, we do some trickier handling. 1297 * If there are multiple objects on this space, we do some trickier handling.
1597 * We've already dealt with merging if appropriate. 1298 * We've already dealt with merging if appropriate.
1598 * Generally, we want to put the new object on top. But if 1299 * Generally, we want to put the new object on top. But if
1599 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1300 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1600 * floor, we want to insert above that and no further. 1301 * floor, we want to insert above that and no further.
1601 * Also, if there are spell objects on this space, we stop processing 1302 * 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 1303 * 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 1304 * 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 1305 * when lots of spells are cast in one area. Currently, it is presumed
1605 * that flying non pickable objects are spell objects. 1306 * that flying non pickable objects are spell objects.
1606 */ 1307 */
1308 while (top)
1309 {
1310 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1311 floor = top;
1607 1312
1608 while (top != NULL) { 1313 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1609 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1610 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1611 if (QUERY_FLAG(top, FLAG_NO_PICK)
1612 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1613 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1614 { 1314 {
1615 /* We insert above top, so we want this object below this */ 1315 /* We insert above top, so we want this object below this */
1616 top=top->below; 1316 top = top->below;
1617 break; 1317 break;
1618 } 1318 }
1619 last = top; 1319
1620 top = top->above; 1320 last = top;
1621 } 1321 top = top->above;
1322 }
1323
1622 /* Don't want top to be NULL, so set it to the last valid object */ 1324 /* Don't want top to be NULL, so set it to the last valid object */
1623 top = last; 1325 top = last;
1624 1326
1625 /* We let update_position deal with figuring out what the space 1327 /* We let update_position deal with figuring out what the space
1626 * looks like instead of lots of conditions here. 1328 * looks like instead of lots of conditions here.
1627 * makes things faster, and effectively the same result. 1329 * makes things faster, and effectively the same result.
1628 */ 1330 */
1629 1331
1630 /* Have object 'fall below' other objects that block view. 1332 /* Have object 'fall below' other objects that block view.
1631 * Unless those objects are exits, type 66 1333 * Unless those objects are exits, type 66
1632 * If INS_ON_TOP is used, don't do this processing 1334 * If INS_ON_TOP is used, don't do this processing
1633 * Need to find the object that in fact blocks view, otherwise 1335 * Need to find the object that in fact blocks view, otherwise
1634 * stacking is a bit odd. 1336 * stacking is a bit odd.
1635 */ 1337 */
1636 if (!(flag & INS_ON_TOP) && 1338 if (!(flag & INS_ON_TOP) &&
1637 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && 1339 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1638 (op->face && !op->face->visibility)) { 1340 {
1639 for (last=top; last != floor; last=last->below) 1341 for (last = top; last != floor; last = last->below)
1640 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break; 1342 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1343 break;
1641 /* Check to see if we found the object that blocks view, 1344 /* Check to see if we found the object that blocks view,
1642 * and make sure we have a below pointer for it so that 1345 * and make sure we have a below pointer for it so that
1643 * we can get inserted below this one, which requires we 1346 * we can get inserted below this one, which requires we
1644 * set top to the object below us. 1347 * set top to the object below us.
1645 */ 1348 */
1646 if (last && last->below && last != floor) top=last->below; 1349 if (last && last->below && last != floor)
1647 } 1350 top = last->below;
1648 } /* If objects on this space */ 1351 }
1352 } /* If objects on this space */
1353
1649 if (flag & INS_MAP_LOAD) 1354 if (flag & INS_MAP_LOAD)
1650 top = GET_MAP_TOP(op->map,op->x,op->y); 1355 top = GET_MAP_TOP (op->map, op->x, op->y);
1356
1651 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1357 if (flag & INS_ABOVE_FLOOR_ONLY)
1358 top = floor;
1652 1359
1653 /* Top is the object that our object (op) is going to get inserted above. 1360 /* Top is the object that our object (op) is going to get inserted above.
1654 */ 1361 */
1655 1362
1656 /* First object on this space */ 1363 /* First object on this space */
1657 if (!top) { 1364 if (!top)
1365 {
1658 op->above = GET_MAP_OB(op->map, op->x, op->y); 1366 op->above = GET_MAP_OB (op->map, op->x, op->y);
1659 if (op->above) op->above->below = op; 1367
1660 op->below = NULL; 1368 if (op->above)
1661 SET_MAP_OB(op->map, op->x, op->y, op); 1369 op->above->below = op;
1662 } else { /* get inserted into the stack above top */ 1370
1371 op->below = 0;
1372 op->ms ().bot = op;
1373 }
1374 else
1375 { /* get inserted into the stack above top */
1663 op->above = top->above; 1376 op->above = top->above;
1664 if (op->above) op->above->below = op; 1377
1378 if (op->above)
1379 op->above->below = op;
1380
1665 op->below = top; 1381 op->below = top;
1666 top->above = op; 1382 top->above = op;
1667 } 1383 }
1668 if (op->above==NULL) 1384
1669 SET_MAP_TOP(op->map,op->x, op->y, op); 1385 if (!op->above)
1386 op->ms ().top = op;
1670 } /* else not INS_BELOW_ORIGINATOR */ 1387 } /* else not INS_BELOW_ORIGINATOR */
1671 1388
1672 if(op->type==PLAYER) 1389 if (op->type == PLAYER)
1390 {
1673 op->contr->do_los=1; 1391 op->contr->do_los = 1;
1392 ++op->map->players;
1393 op->map->touch ();
1394 }
1674 1395
1396 op->map->dirty = true;
1397
1675 /* If we have a floor, we know the player, if any, will be above 1398 /* 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. 1399 * it, so save a few ticks and start from there.
1677 */ 1400 */
1678 if (!(flag & INS_MAP_LOAD)) 1401 if (!(flag & INS_MAP_LOAD))
1679 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1402 if (object *pl = op->ms ().player ())
1680 if (tmp->type == PLAYER) 1403 if (pl->contr->ns)
1681 tmp->contr->socket.update_look=1; 1404 pl->contr->ns->floorbox_update ();
1682 }
1683 1405
1684 /* If this object glows, it may affect lighting conditions that are 1406 /* If this object glows, it may affect lighting conditions that are
1685 * visible to others on this map. But update_all_los is really 1407 * 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 1408 * 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 1409 * on the map will get recalculated. The players could very well
1688 * be far away from this change and not affected in any way - 1410 * be far away from this change and not affected in any way -
1689 * this should get redone to only look for players within range, 1411 * this should get redone to only look for players within range,
1690 * or just updating the P_NEED_UPDATE for spaces within this area 1412 * or just updating the P_UPTODATE for spaces within this area
1691 * of effect may be sufficient. 1413 * of effect may be sufficient.
1692 */ 1414 */
1693 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1415 if (op->map->darkness && (op->glow_radius != 0))
1694 update_all_los(op->map, op->x, op->y); 1416 update_all_los (op->map, op->x, op->y);
1695 1417
1696
1697 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1418 /* updates flags (blocked, alive, no magic, etc) for this map space */
1698 update_object(op,UP_OBJ_INSERT); 1419 update_object (op, UP_OBJ_INSERT);
1699 1420
1421 INVOKE_OBJECT (INSERT, op);
1700 1422
1701 /* Don't know if moving this to the end will break anything. However, 1423 /* 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. 1424 * we want to have floorbox_update called before calling this.
1703 * 1425 *
1704 * check_move_on() must be after this because code called from 1426 * check_move_on() must be after this because code called from
1705 * check_move_on() depends on correct map flags (so functions like 1427 * check_move_on() depends on correct map flags (so functions like
1706 * blocked() and wall() work properly), and these flags are updated by 1428 * blocked() and wall() work properly), and these flags are updated by
1707 * update_object(). 1429 * update_object().
1708 */ 1430 */
1709 1431
1710 /* if this is not the head or flag has been passed, don't check walk on status */ 1432 /* 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) { 1433 if (!(flag & INS_NO_WALK_ON) && !op->head)
1434 {
1713 if (check_move_on(op, originator)) 1435 if (check_move_on (op, originator))
1714 return NULL; 1436 return 0;
1715 1437
1716 /* If we are a multi part object, lets work our way through the check 1438 /* If we are a multi part object, lets work our way through the check
1717 * walk on's. 1439 * walk on's.
1718 */ 1440 */
1719 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1441 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1720 if (check_move_on (tmp, originator)) 1442 if (check_move_on (tmp, originator))
1721 return NULL; 1443 return 0;
1722 } 1444 }
1445
1723 return op; 1446 return op;
1724} 1447}
1725 1448
1726/* this function inserts an object in the map, but if it 1449/* 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. 1450 * 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. 1451 * op is the object to insert it under: supplies x and the map.
1729 */ 1452 */
1453void
1730void replace_insert_ob_in_map(const char *arch_string, object *op) { 1454replace_insert_ob_in_map (const char *arch_string, object *op)
1731 object *tmp; 1455{
1732 object *tmp1; 1456 object *tmp, *tmp1;
1733 1457
1734 /* first search for itself and remove any old instances */ 1458 /* first search for itself and remove any old instances */
1735 1459
1736 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1460 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1737 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1461 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1738 remove_ob(tmp); 1462 tmp->destroy ();
1739 free_object(tmp);
1740 }
1741 }
1742 1463
1743 tmp1=arch_to_object(find_archetype(arch_string)); 1464 tmp1 = arch_to_object (archetype::find (arch_string));
1744 1465
1745 1466 tmp1->x = op->x;
1746 tmp1->x = op->x; tmp1->y = op->y; 1467 tmp1->y = op->y;
1747 insert_ob_in_map(tmp1,op->map,op,0); 1468 insert_ob_in_map (tmp1, op->map, op, 0);
1748} 1469}
1470
1471object *
1472object::insert_at (object *where, object *originator, int flags)
1473{
1474 where->map->insert (this, where->x, where->y, originator, flags);
1475}
1749 1476
1750/* 1477/*
1751 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1478 * 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 1479 * is returned contains nr objects, and the remaining parts contains
1753 * the rest (or is removed and freed if that number is 0). 1480 * the rest (or is removed and freed if that number is 0).
1754 * On failure, NULL is returned, and the reason put into the 1481 * On failure, NULL is returned, and the reason put into the
1755 * global static errmsg array. 1482 * global static errmsg array.
1756 */ 1483 */
1757 1484object *
1758object *get_split_ob(object *orig_ob, uint32 nr) { 1485get_split_ob (object *orig_ob, uint32 nr)
1486{
1759 object *newob; 1487 object *newob;
1760 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1488 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1761 1489
1762 if(orig_ob->nrof<nr) { 1490 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 } 1491 {
1492 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1493 return NULL;
1494 }
1495
1767 newob = object_create_clone(orig_ob); 1496 newob = object_create_clone (orig_ob);
1497
1768 if((orig_ob->nrof-=nr)<1) { 1498 if ((orig_ob->nrof -= nr) < 1)
1769 if ( ! is_removed) 1499 orig_ob->destroy (1);
1770 remove_ob(orig_ob);
1771 free_object2(orig_ob, 1);
1772 }
1773 else if ( ! is_removed) { 1500 else if (!is_removed)
1501 {
1774 if(orig_ob->env!=NULL) 1502 if (orig_ob->env != NULL)
1775 sub_weight (orig_ob->env,orig_ob->weight*nr); 1503 sub_weight (orig_ob->env, orig_ob->weight * nr);
1776 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1504 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1505 {
1777 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1506 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"); 1507 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1780 return NULL; 1508 return NULL;
1781 } 1509 }
1782 } 1510 }
1511
1783 newob->nrof=nr; 1512 newob->nrof = nr;
1784 1513
1785 return newob; 1514 return newob;
1786} 1515}
1787 1516
1788/* 1517/*
1789 * decrease_ob_nr(object, number) decreases a specified number from 1518 * decrease_ob_nr(object, number) decreases a specified number from
1790 * the amount of an object. If the amount reaches 0, the object 1519 * the amount of an object. If the amount reaches 0, the object
1791 * is subsequently removed and freed. 1520 * is subsequently removed and freed.
1792 * 1521 *
1793 * Return value: 'op' if something is left, NULL if the amount reached 0 1522 * Return value: 'op' if something is left, NULL if the amount reached 0
1794 */ 1523 */
1795 1524
1525object *
1796object *decrease_ob_nr (object *op, uint32 i) 1526decrease_ob_nr (object *op, uint32 i)
1797{ 1527{
1798 object *tmp; 1528 object *tmp;
1799 player *pl;
1800 1529
1801 if (i == 0) /* objects with op->nrof require this check */ 1530 if (i == 0) /* objects with op->nrof require this check */
1802 return op; 1531 return op;
1803 1532
1804 if (i > op->nrof) 1533 if (i > op->nrof)
1805 i = op->nrof; 1534 i = op->nrof;
1806 1535
1807 if (QUERY_FLAG (op, FLAG_REMOVED)) 1536 if (QUERY_FLAG (op, FLAG_REMOVED))
1537 op->nrof -= i;
1538 else if (op->env)
1539 {
1540 /* is this object in the players inventory, or sub container
1541 * therein?
1542 */
1543 tmp = op->in_player ();
1544 /* nope. Is this a container the player has opened?
1545 * If so, set tmp to that player.
1546 * IMO, searching through all the players will mostly
1547 * likely be quicker than following op->env to the map,
1548 * and then searching the map for a player.
1549 */
1550 if (!tmp)
1551 for_all_players (pl)
1552 if (pl->ob->container == op->env)
1553 {
1554 tmp = pl->ob;
1555 break;
1556 }
1557
1558 if (i < op->nrof)
1559 {
1560 sub_weight (op->env, op->weight * i);
1561 op->nrof -= i;
1562 if (tmp)
1563 esrv_send_item (tmp, op);
1564 }
1565 else
1566 {
1567 op->remove ();
1568 op->nrof = 0;
1569 if (tmp)
1570 esrv_del_item (tmp->contr, op->count);
1571 }
1808 { 1572 }
1573 else
1574 {
1575 object *above = op->above;
1576
1577 if (i < op->nrof)
1809 op->nrof -= i; 1578 op->nrof -= i;
1810 } 1579 else
1811 else if (op->env != NULL) 1580 {
1812 { 1581 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; 1582 op->nrof = 0;
1583 }
1584
1585 /* Since we just removed op, op->above is null */
1586 for (tmp = above; tmp; tmp = tmp->above)
1587 if (tmp->type == PLAYER)
1588 {
1833 if (tmp) { 1589 if (op->nrof)
1834 esrv_send_item(tmp, op); 1590 esrv_send_item (tmp, op);
1835 } 1591 else
1836 } else {
1837 remove_ob (op);
1838 op->nrof = 0;
1839 if (tmp) {
1840 esrv_del_item(tmp->contr, op->count); 1592 esrv_del_item (tmp->contr, op->count);
1841 } 1593 }
1842 }
1843 }
1844 else
1845 { 1594 }
1846 object *above = op->above;
1847 1595
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) { 1596 if (op->nrof)
1865 return op; 1597 return op;
1866 } else { 1598 else
1867 free_object (op); 1599 {
1600 op->destroy ();
1868 return NULL; 1601 return 0;
1869 } 1602 }
1870} 1603}
1871 1604
1872/* 1605/*
1873 * add_weight(object, weight) adds the specified weight to an object, 1606 * add_weight(object, weight) adds the specified weight to an object,
1874 * and also updates how much the environment(s) is/are carrying. 1607 * and also updates how much the environment(s) is/are carrying.
1875 */ 1608 */
1876 1609
1610void
1877void add_weight (object *op, signed long weight) { 1611add_weight (object *op, signed long weight)
1612{
1878 while (op!=NULL) { 1613 while (op != NULL)
1614 {
1879 if (op->type == CONTAINER) { 1615 if (op->type == CONTAINER)
1880 weight=(signed long)(weight*(100-op->stats.Str)/100); 1616 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1881 } 1617
1882 op->carrying+=weight; 1618 op->carrying += weight;
1883 op=op->env; 1619 op = op->env;
1884 } 1620 }
1885} 1621}
1886 1622
1623object *
1624insert_ob_in_ob (object *op, object *where)
1625{
1626 if (!where)
1627 {
1628 char *dump = dump_object (op);
1629 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1630 free (dump);
1631 return op;
1632 }
1633
1634 if (where->head)
1635 {
1636 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1637 where = where->head;
1638 }
1639
1640 return where->insert (op);
1641}
1642
1887/* 1643/*
1888 * insert_ob_in_ob(op,environment): 1644 * env->insert (op)
1889 * This function inserts the object op in the linked list 1645 * This function inserts the object op in the linked list
1890 * inside the object environment. 1646 * inside the object environment.
1891 * 1647 *
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 1648 * The function returns now pointer to inserted item, and return value can
1898 * be != op, if items are merged. -Tero 1649 * be != op, if items are merged. -Tero
1899 */ 1650 */
1900 1651
1901object *insert_ob_in_ob(object *op,object *where) { 1652object *
1653object::insert (object *op)
1654{
1902 object *tmp, *otmp; 1655 object *tmp, *otmp;
1903 1656
1904 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1657 if (!QUERY_FLAG (op, FLAG_REMOVED))
1905 dump_object(op); 1658 op->remove ();
1906 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1659
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) { 1660 if (op->more)
1661 {
1920 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1662 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1921 op->name, op->count);
1922 return op; 1663 return op;
1923 } 1664 }
1665
1924 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1666 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1925 CLEAR_FLAG(op, FLAG_REMOVED); 1667 CLEAR_FLAG (op, FLAG_REMOVED);
1926 if(op->nrof) { 1668 if (op->nrof)
1669 {
1927 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1670 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1928 if ( CAN_MERGE(tmp,op) ) { 1671 if (object::can_merge (tmp, op))
1672 {
1929 /* return the original object and remove inserted object 1673 /* return the original object and remove inserted object
1930 (client needs the original object) */ 1674 (client needs the original object) */
1931 tmp->nrof += op->nrof; 1675 tmp->nrof += op->nrof;
1932 /* Weight handling gets pretty funky. Since we are adding to 1676 /* Weight handling gets pretty funky. Since we are adding to
1933 * tmp->nrof, we need to increase the weight. 1677 * tmp->nrof, we need to increase the weight.
1934 */ 1678 */
1935 add_weight (where, op->weight*op->nrof); 1679 add_weight (this, op->weight * op->nrof);
1936 SET_FLAG(op, FLAG_REMOVED); 1680 SET_FLAG (op, FLAG_REMOVED);
1937 free_object(op); /* free the inserted object */ 1681 op->destroy (); /* free the inserted object */
1938 op = tmp; 1682 op = tmp;
1939 remove_ob (op); /* and fix old object's links */ 1683 op->remove (); /* and fix old object's links */
1940 CLEAR_FLAG(op, FLAG_REMOVED); 1684 CLEAR_FLAG (op, FLAG_REMOVED);
1941 break; 1685 break;
1942 } 1686 }
1943 1687
1944 /* I assume combined objects have no inventory 1688 /* I assume combined objects have no inventory
1945 * We add the weight - this object could have just been removed 1689 * We add the weight - this object could have just been removed
1946 * (if it was possible to merge). calling remove_ob will subtract 1690 * (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 1691 * the weight, so we need to add it in again, since we actually do
1948 * the linking below 1692 * the linking below
1949 */ 1693 */
1950 add_weight (where, op->weight*op->nrof); 1694 add_weight (this, op->weight * op->nrof);
1695 }
1951 } else 1696 else
1952 add_weight (where, (op->weight+op->carrying)); 1697 add_weight (this, (op->weight + op->carrying));
1953 1698
1954 otmp=is_player_inv(where); 1699 otmp = this->in_player ();
1955 if (otmp&&otmp->contr!=NULL) { 1700 if (otmp && otmp->contr)
1956 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1701 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1957 fix_player(otmp); 1702 otmp->update_stats ();
1958 }
1959 1703
1960 op->map=NULL; 1704 op->map = 0;
1961 op->env=where; 1705 op->env = this;
1962 op->above=NULL; 1706 op->above = 0;
1963 op->below=NULL; 1707 op->below = 0;
1964 op->x=0,op->y=0; 1708 op->x = 0, op->y = 0;
1965 op->ox=0,op->oy=0;
1966 1709
1967 /* reset the light list and los of the players on the map */ 1710 /* reset the light list and los of the players on the map */
1968 if((op->glow_radius!=0)&&where->map) 1711 if ((op->glow_radius != 0) && map)
1969 { 1712 {
1970#ifdef DEBUG_LIGHTS 1713#ifdef DEBUG_LIGHTS
1971 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1714 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1972 op->name);
1973#endif /* DEBUG_LIGHTS */ 1715#endif /* DEBUG_LIGHTS */
1974 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1716 if (map->darkness)
1717 update_all_los (map, x, y);
1975 } 1718 }
1976 1719
1977 /* Client has no idea of ordering so lets not bother ordering it here. 1720 /* Client has no idea of ordering so lets not bother ordering it here.
1978 * It sure simplifies this function... 1721 * It sure simplifies this function...
1979 */ 1722 */
1980 if (where->inv==NULL) 1723 if (!inv)
1981 where->inv=op; 1724 inv = op;
1982 else { 1725 else
1726 {
1983 op->below = where->inv; 1727 op->below = inv;
1984 op->below->above = op; 1728 op->below->above = op;
1985 where->inv = op; 1729 inv = op;
1986 } 1730 }
1731
1732 INVOKE_OBJECT (INSERT, this);
1733
1987 return op; 1734 return op;
1988} 1735}
1989 1736
1990/* 1737/*
1991 * Checks if any objects has a move_type that matches objects 1738 * Checks if any objects has a move_type that matches objects
2005 * 1752 *
2006 * MSW 2001-07-08: Check all objects on space, not just those below 1753 * 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 1754 * object being inserted. insert_ob_in_map may not put new objects
2008 * on top. 1755 * on top.
2009 */ 1756 */
2010 1757int
2011int check_move_on (object *op, object *originator) 1758check_move_on (object *op, object *originator)
2012{ 1759{
2013 object *tmp; 1760 object *tmp;
2014 tag_t tag;
2015 mapstruct *m=op->map; 1761 maptile *m = op->map;
2016 int x=op->x, y=op->y; 1762 int x = op->x, y = op->y;
1763
2017 MoveType move_on, move_slow, move_block; 1764 MoveType move_on, move_slow, move_block;
2018 1765
2019 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1766 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; 1767 return 0;
1768
1769 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1770 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1771 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1772
1773 /* if nothing on this space will slow op down or be applied,
1774 * no need to do checking below. have to make sure move_type
1775 * is set, as lots of objects don't have it set - we treat that
1776 * as walking.
1777 */
1778 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1779 return 0;
1780
1781 /* This is basically inverse logic of that below - basically,
1782 * if the object can avoid the move on or slow move, they do so,
1783 * but can't do it if the alternate movement they are using is
1784 * blocked. Logic on this seems confusing, but does seem correct.
1785 */
1786 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1787 return 0;
1788
1789 /* The objects have to be checked from top to bottom.
1790 * Hence, we first go to the top:
1791 */
1792
1793 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1794 {
1795 /* Trim the search when we find the first other spell effect
1796 * this helps performance so that if a space has 50 spell objects,
1797 * we don't need to check all of them.
1798 */
1799 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1800 break;
1801 }
1802
1803 for (; tmp; tmp = tmp->below)
1804 {
1805 if (tmp == op)
1806 continue; /* Can't apply yourself */
1807
1808 /* Check to see if one of the movement types should be slowed down.
1809 * Second check makes sure that the movement types not being slowed
1810 * (~slow_move) is not blocked on this space - just because the
1811 * space doesn't slow down swimming (for example), if you can't actually
1812 * swim on that space, can't use it to avoid the penalty.
1813 */
1814 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1815 {
1816 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1817 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1818 {
1819
1820 float
1821 diff = tmp->move_slow_penalty * FABS (op->speed);
1822
1823 if (op->type == PLAYER)
1824 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1825 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1826 diff /= 4.0;
1827
1828 op->speed_left -= diff;
1829 }
1830 }
1831
1832 /* Basically same logic as above, except now for actual apply. */
1833 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1834 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1835 {
1836 move_apply (tmp, op, originator);
1837
1838 if (op->destroyed ())
1839 return 1;
1840
1841 /* what the person/creature stepped onto has moved the object
1842 * someplace new. Don't process any further - if we did,
1843 * have a feeling strange problems would result.
1844 */
1845 if (op->map != m || op->x != x || op->y != y)
1846 return 0;
1847 }
1848 }
1849
1850 return 0;
2100} 1851}
2101 1852
2102/* 1853/*
2103 * present_arch(arch, map, x, y) searches for any objects with 1854 * present_arch(arch, map, x, y) searches for any objects with
2104 * a matching archetype at the given map and coordinates. 1855 * a matching archetype at the given map and coordinates.
2105 * The first matching object is returned, or NULL if none. 1856 * The first matching object is returned, or NULL if none.
2106 */ 1857 */
2107 1858object *
2108object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1859present_arch (const archetype *at, maptile *m, int x, int y)
2109 object *tmp; 1860{
2110 if(m==NULL || out_of_map(m,x,y)) { 1861 if (!m || out_of_map (m, x, y))
1862 {
2111 LOG(llevError,"Present_arch called outside map.\n"); 1863 LOG (llevError, "Present_arch called outside map.\n");
2112 return NULL; 1864 return NULL;
2113 } 1865 }
2114 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1866
1867 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2115 if(tmp->arch == at) 1868 if (tmp->arch == at)
2116 return tmp; 1869 return tmp;
1870
2117 return NULL; 1871 return NULL;
2118} 1872}
2119 1873
2120/* 1874/*
2121 * present(type, map, x, y) searches for any objects with 1875 * present(type, map, x, y) searches for any objects with
2122 * a matching type variable at the given map and coordinates. 1876 * a matching type variable at the given map and coordinates.
2123 * The first matching object is returned, or NULL if none. 1877 * The first matching object is returned, or NULL if none.
2124 */ 1878 */
2125 1879object *
2126object *present(unsigned char type,mapstruct *m, int x,int y) { 1880present (unsigned char type, maptile *m, int x, int y)
2127 object *tmp; 1881{
2128 if(out_of_map(m,x,y)) { 1882 if (out_of_map (m, x, y))
1883 {
2129 LOG(llevError,"Present called outside map.\n"); 1884 LOG (llevError, "Present called outside map.\n");
2130 return NULL; 1885 return NULL;
2131 } 1886 }
2132 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1887
1888 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2133 if(tmp->type==type) 1889 if (tmp->type == type)
2134 return tmp; 1890 return tmp;
1891
2135 return NULL; 1892 return NULL;
2136} 1893}
2137 1894
2138/* 1895/*
2139 * present_in_ob(type, object) searches for any objects with 1896 * present_in_ob(type, object) searches for any objects with
2140 * a matching type variable in the inventory of the given object. 1897 * a matching type variable in the inventory of the given object.
2141 * The first matching object is returned, or NULL if none. 1898 * The first matching object is returned, or NULL if none.
2142 */ 1899 */
2143 1900object *
2144object *present_in_ob(unsigned char type, const object *op) { 1901present_in_ob (unsigned char type, const object *op)
2145 object *tmp; 1902{
2146 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1903 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2147 if(tmp->type==type) 1904 if (tmp->type == type)
2148 return tmp; 1905 return tmp;
1906
2149 return NULL; 1907 return NULL;
2150} 1908}
2151 1909
2152/* 1910/*
2153 * present_in_ob (type, str, object) searches for any objects with 1911 * present_in_ob (type, str, object) searches for any objects with
2161 * str is the string to match against. Note that we match against 1919 * str is the string to match against. Note that we match against
2162 * the object name, not the archetype name. this is so that the 1920 * 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 1921 * spell code can use one object type (force), but change it's name
2164 * to be unique. 1922 * to be unique.
2165 */ 1923 */
2166 1924object *
2167object *present_in_ob_by_name(int type, const char *str, const object *op) { 1925present_in_ob_by_name (int type, const char *str, const object *op)
2168 object *tmp; 1926{
2169
2170 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1927 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2171 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1928 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2172 return tmp; 1929 return tmp;
2173 } 1930
2174 return NULL; 1931 return 0;
2175} 1932}
2176 1933
2177/* 1934/*
2178 * present_arch_in_ob(archetype, object) searches for any objects with 1935 * present_arch_in_ob(archetype, object) searches for any objects with
2179 * a matching archetype in the inventory of the given object. 1936 * a matching archetype in the inventory of the given object.
2180 * The first matching object is returned, or NULL if none. 1937 * The first matching object is returned, or NULL if none.
2181 */ 1938 */
2182 1939object *
2183object *present_arch_in_ob(const archetype *at, const object *op) { 1940present_arch_in_ob (const archetype *at, const object *op)
2184 object *tmp; 1941{
2185 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1942 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2186 if( tmp->arch == at) 1943 if (tmp->arch == at)
2187 return tmp; 1944 return tmp;
1945
2188 return NULL; 1946 return NULL;
2189} 1947}
2190 1948
2191/* 1949/*
2192 * activate recursively a flag on an object inventory 1950 * activate recursively a flag on an object inventory
2193 */ 1951 */
1952void
2194void flag_inv(object*op, int flag){ 1953flag_inv (object *op, int flag)
2195 object *tmp; 1954{
2196 if(op->inv) 1955 if (op->inv)
2197 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1956 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1957 {
2198 SET_FLAG(tmp, flag); 1958 SET_FLAG (tmp, flag);
2199 flag_inv(tmp,flag); 1959 flag_inv (tmp, flag);
2200 } 1960 }
1961}
1962
2201}/* 1963/*
2202 * desactivate recursively a flag on an object inventory 1964 * deactivate recursively a flag on an object inventory
2203 */ 1965 */
1966void
2204void unflag_inv(object*op, int flag){ 1967unflag_inv (object *op, int flag)
2205 object *tmp; 1968{
2206 if(op->inv) 1969 if (op->inv)
2207 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1970 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1971 {
2208 CLEAR_FLAG(tmp, flag); 1972 CLEAR_FLAG (tmp, flag);
2209 unflag_inv(tmp,flag); 1973 unflag_inv (tmp, flag);
2210 } 1974 }
2211} 1975}
2212 1976
2213/* 1977/*
2214 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1978 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2215 * all it's inventory (recursively). 1979 * all it's inventory (recursively).
2216 * If checksums are used, a player will get set_cheat called for 1980 * 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. 1981 * him/her-self and all object carried by a call to this function.
2218 */ 1982 */
2219 1983void
2220void set_cheat(object *op) { 1984set_cheat (object *op)
1985{
2221 SET_FLAG(op, FLAG_WAS_WIZ); 1986 SET_FLAG (op, FLAG_WAS_WIZ);
2222 flag_inv(op, FLAG_WAS_WIZ); 1987 flag_inv (op, FLAG_WAS_WIZ);
2223} 1988}
2224 1989
2225/* 1990/*
2226 * find_free_spot(object, map, x, y, start, stop) will search for 1991 * find_free_spot(object, map, x, y, start, stop) will search for
2227 * a spot at the given map and coordinates which will be able to contain 1992 * a spot at the given map and coordinates which will be able to contain
2241 * because arch_blocked (now ob_blocked) needs to know the movement type 2006 * because arch_blocked (now ob_blocked) needs to know the movement type
2242 * to know if the space in question will block the object. We can't use 2007 * to know if the space in question will block the object. We can't use
2243 * the archetype because that isn't correct if the monster has been 2008 * the archetype because that isn't correct if the monster has been
2244 * customized, changed states, etc. 2009 * customized, changed states, etc.
2245 */ 2010 */
2246 2011int
2247int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2012find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2013{
2248 int i,index=0, flag; 2014 int index = 0, flag;
2249 static int altern[SIZEOFFREE]; 2015 int altern[SIZEOFFREE];
2250 2016
2251 for(i=start;i<stop;i++) { 2017 for (int i = start; i < stop; i++)
2018 {
2252 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2019 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2253 if(!flag) 2020 if (!flag)
2254 altern[index++]=i; 2021 altern [index++] = i;
2255 2022
2256 /* Basically, if we find a wall on a space, we cut down the search size. 2023 /* 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. 2024 * 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 - 2025 * 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 2026 * 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 2027 * spaces in all the other directions, this will reduce the search space
2261 * to only the spaces immediately surrounding the target area, and 2028 * to only the spaces immediately surrounding the target area, and
2262 * won't look 2 spaces south of the target space. 2029 * won't look 2 spaces south of the target space.
2263 */ 2030 */
2264 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2031 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2265 stop=maxfree[i]; 2032 stop = maxfree[i];
2266 } 2033 }
2267 if(!index) return -1; 2034
2035 if (!index)
2036 return -1;
2037
2268 return altern[RANDOM()%index]; 2038 return altern[RANDOM () % index];
2269} 2039}
2270 2040
2271/* 2041/*
2272 * find_first_free_spot(archetype, mapstruct, x, y) works like 2042 * find_first_free_spot(archetype, maptile, x, y) works like
2273 * find_free_spot(), but it will search max number of squares. 2043 * find_free_spot(), but it will search max number of squares.
2274 * But it will return the first available spot, not a random choice. 2044 * 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. 2045 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2276 */ 2046 */
2277 2047int
2278int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2048find_first_free_spot (const object *ob, maptile *m, int x, int y)
2279 int i; 2049{
2280 for(i=0;i<SIZEOFFREE;i++) { 2050 for (int i = 0; i < SIZEOFFREE; i++)
2281 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2051 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2282 return i; 2052 return i;
2283 } 2053
2284 return -1; 2054 return -1;
2285} 2055}
2286 2056
2287/* 2057/*
2288 * The function permute(arr, begin, end) randomly reorders the array 2058 * The function permute(arr, begin, end) randomly reorders the array
2289 * arr[begin..end-1]. 2059 * arr[begin..end-1].
2060 * now uses a fisher-yates shuffle, old permute was broken
2290 */ 2061 */
2062static void
2291static void permute(int *arr, int begin, int end) 2063permute (int *arr, int begin, int end)
2292{ 2064{
2293 int i, j, tmp, len; 2065 arr += begin;
2066 end -= begin;
2294 2067
2295 len = end-begin; 2068 while (--end)
2296 for(i = begin; i < end; i++) 2069 swap (arr [end], arr [RANDOM () % (end + 1)]);
2297 {
2298 j = begin+RANDOM()%len;
2299
2300 tmp = arr[i];
2301 arr[i] = arr[j];
2302 arr[j] = tmp;
2303 }
2304} 2070}
2305 2071
2306/* new function to make monster searching more efficient, and effective! 2072/* new function to make monster searching more efficient, and effective!
2307 * This basically returns a randomized array (in the passed pointer) of 2073 * 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 2074 * 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 2075 * 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 2076 * 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. 2077 * the 3x3 area will be searched, just not in a predictable order.
2312 */ 2078 */
2079void
2313void get_search_arr(int *search_arr) 2080get_search_arr (int *search_arr)
2314{ 2081{
2315 int i; 2082 int i;
2316 2083
2317 for(i = 0; i < SIZEOFFREE; i++) 2084 for (i = 0; i < SIZEOFFREE; i++)
2318 {
2319 search_arr[i] = i; 2085 search_arr[i] = i;
2320 }
2321 2086
2322 permute(search_arr, 1, SIZEOFFREE1+1); 2087 permute (search_arr, 1, SIZEOFFREE1 + 1);
2323 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2088 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2324 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2089 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2325} 2090}
2326 2091
2327/* 2092/*
2328 * find_dir(map, x, y, exclude) will search some close squares in the 2093 * find_dir(map, x, y, exclude) will search some close squares in the
2329 * given map at the given coordinates for live objects. 2094 * given map at the given coordinates for live objects.
2334 * Perhaps incorrectly, but I'm making the assumption that exclude 2099 * Perhaps incorrectly, but I'm making the assumption that exclude
2335 * is actually want is going to try and move there. We need this info 2100 * 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 2101 * because we have to know what movement the thing looking to move
2337 * there is capable of. 2102 * there is capable of.
2338 */ 2103 */
2339 2104int
2340int find_dir(mapstruct *m, int x, int y, object *exclude) { 2105find_dir (maptile *m, int x, int y, object *exclude)
2106{
2341 int i,max=SIZEOFFREE, mflags; 2107 int i, max = SIZEOFFREE, mflags;
2108
2342 sint16 nx, ny; 2109 sint16 nx, ny;
2343 object *tmp; 2110 object *tmp;
2344 mapstruct *mp; 2111 maptile *mp;
2112
2345 MoveType blocked, move_type; 2113 MoveType blocked, move_type;
2346 2114
2347 if (exclude && exclude->head) { 2115 if (exclude && exclude->head)
2116 {
2348 exclude = exclude->head; 2117 exclude = exclude->head;
2349 move_type = exclude->move_type; 2118 move_type = exclude->move_type;
2350 } else { 2119 }
2120 else
2121 {
2351 /* If we don't have anything, presume it can use all movement types. */ 2122 /* If we don't have anything, presume it can use all movement types. */
2352 move_type=MOVE_ALL; 2123 move_type = MOVE_ALL;
2124 }
2125
2126 for (i = 1; i < max; i++)
2353 } 2127 {
2354 2128 mp = m;
2355 for(i=1;i<max;i++) {
2356 mp = m;
2357 nx = x + freearr_x[i]; 2129 nx = x + freearr_x[i];
2358 ny = y + freearr_y[i]; 2130 ny = y + freearr_y[i];
2359 2131
2360 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2132 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2133
2361 if (mflags & P_OUT_OF_MAP) { 2134 if (mflags & P_OUT_OF_MAP)
2362 max = maxfree[i]; 2135 max = maxfree[i];
2363 } else { 2136 else
2364 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2137 {
2138 mapspace &ms = mp->at (nx, ny);
2365 2139
2140 blocked = ms.move_block;
2141
2366 if ((move_type & blocked) == move_type) { 2142 if ((move_type & blocked) == move_type)
2367 max=maxfree[i]; 2143 max = maxfree[i];
2368 } else if (mflags & P_IS_ALIVE) { 2144 else if (mflags & P_IS_ALIVE)
2369 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2145 {
2370 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2146 for (tmp = ms.bot; tmp; tmp = tmp->above)
2147 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2371 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2148 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2372 break; 2149 break;
2373 } 2150
2374 } 2151 if (tmp)
2375 if(tmp) {
2376 return freedir[i]; 2152 return freedir[i];
2377 } 2153 }
2154 }
2378 } 2155 }
2379 } 2156
2380 }
2381 return 0; 2157 return 0;
2382} 2158}
2383 2159
2384/* 2160/*
2385 * distance(object 1, object 2) will return the square of the 2161 * distance(object 1, object 2) will return the square of the
2386 * distance between the two given objects. 2162 * distance between the two given objects.
2387 */ 2163 */
2388 2164int
2389int distance(const object *ob1, const object *ob2) { 2165distance (const object *ob1, const object *ob2)
2390 int i; 2166{
2391 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2167 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2392 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2393 return i;
2394} 2168}
2395 2169
2396/* 2170/*
2397 * find_dir_2(delta-x,delta-y) will return a direction in which 2171 * 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 2172 * an object which has subtracted the x and y coordinates of another
2399 * object, needs to travel toward it. 2173 * object, needs to travel toward it.
2400 */ 2174 */
2401 2175int
2402int find_dir_2(int x, int y) { 2176find_dir_2 (int x, int y)
2177{
2403 int q; 2178 int q;
2404 2179
2405 if(y) 2180 if (y)
2406 q=x*100/y; 2181 q = x * 100 / y;
2407 else if (x) 2182 else if (x)
2408 q= -300*x; 2183 q = -300 * x;
2409 else 2184 else
2410 return 0; 2185 return 0;
2411 2186
2412 if(y>0) { 2187 if (y > 0)
2188 {
2413 if(q < -242) 2189 if (q < -242)
2414 return 3 ; 2190 return 3;
2415 if (q < -41) 2191 if (q < -41)
2416 return 2 ; 2192 return 2;
2417 if (q < 41) 2193 if (q < 41)
2418 return 1 ; 2194 return 1;
2419 if (q < 242) 2195 if (q < 242)
2420 return 8 ; 2196 return 8;
2421 return 7 ; 2197 return 7;
2422 } 2198 }
2423 2199
2424 if (q < -242) 2200 if (q < -242)
2425 return 7 ; 2201 return 7;
2426 if (q < -41) 2202 if (q < -41)
2427 return 6 ; 2203 return 6;
2428 if (q < 41) 2204 if (q < 41)
2429 return 5 ; 2205 return 5;
2430 if (q < 242) 2206 if (q < 242)
2431 return 4 ; 2207 return 4;
2432 2208
2433 return 3 ; 2209 return 3;
2434} 2210}
2435 2211
2436/* 2212/*
2437 * absdir(int): Returns a number between 1 and 8, which represent 2213 * absdir(int): Returns a number between 1 and 8, which represent
2438 * the "absolute" direction of a number (it actually takes care of 2214 * the "absolute" direction of a number (it actually takes care of
2439 * "overflow" in previous calculations of a direction). 2215 * "overflow" in previous calculations of a direction).
2440 */ 2216 */
2441 2217
2218int
2442int absdir(int d) { 2219absdir (int d)
2443 while(d<1) d+=8; 2220{
2444 while(d>8) d-=8; 2221 while (d < 1)
2222 d += 8;
2223
2224 while (d > 8)
2225 d -= 8;
2226
2445 return d; 2227 return d;
2446} 2228}
2447 2229
2448/* 2230/*
2449 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2231 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2450 * between two directions (which are expected to be absolute (see absdir()) 2232 * between two directions (which are expected to be absolute (see absdir())
2451 */ 2233 */
2452 2234
2235int
2453int dirdiff(int dir1, int dir2) { 2236dirdiff (int dir1, int dir2)
2237{
2454 int d; 2238 int d;
2239
2455 d = abs(dir1 - dir2); 2240 d = abs (dir1 - dir2);
2456 if(d>4) 2241 if (d > 4)
2457 d = 8 - d; 2242 d = 8 - d;
2243
2458 return d; 2244 return d;
2459} 2245}
2460 2246
2461/* peterm: 2247/* peterm:
2462 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2248 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2465 * This basically means that if direction is 15, then it could either go 2251 * This basically means that if direction is 15, then it could either go
2466 * direction 4, 14, or 16 to get back to where we are. 2252 * 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 2253 * Moved from spell_util.c to object.c with the other related direction
2468 * functions. 2254 * functions.
2469 */ 2255 */
2470
2471int reduction_dir[SIZEOFFREE][3] = { 2256int reduction_dir[SIZEOFFREE][3] = {
2472 {0,0,0}, /* 0 */ 2257 {0, 0, 0}, /* 0 */
2473 {0,0,0}, /* 1 */ 2258 {0, 0, 0}, /* 1 */
2474 {0,0,0}, /* 2 */ 2259 {0, 0, 0}, /* 2 */
2475 {0,0,0}, /* 3 */ 2260 {0, 0, 0}, /* 3 */
2476 {0,0,0}, /* 4 */ 2261 {0, 0, 0}, /* 4 */
2477 {0,0,0}, /* 5 */ 2262 {0, 0, 0}, /* 5 */
2478 {0,0,0}, /* 6 */ 2263 {0, 0, 0}, /* 6 */
2479 {0,0,0}, /* 7 */ 2264 {0, 0, 0}, /* 7 */
2480 {0,0,0}, /* 8 */ 2265 {0, 0, 0}, /* 8 */
2481 {8,1,2}, /* 9 */ 2266 {8, 1, 2}, /* 9 */
2482 {1,2,-1}, /* 10 */ 2267 {1, 2, -1}, /* 10 */
2483 {2,10,12}, /* 11 */ 2268 {2, 10, 12}, /* 11 */
2484 {2,3,-1}, /* 12 */ 2269 {2, 3, -1}, /* 12 */
2485 {2,3,4}, /* 13 */ 2270 {2, 3, 4}, /* 13 */
2486 {3,4,-1}, /* 14 */ 2271 {3, 4, -1}, /* 14 */
2487 {4,14,16}, /* 15 */ 2272 {4, 14, 16}, /* 15 */
2488 {5,4,-1}, /* 16 */ 2273 {5, 4, -1}, /* 16 */
2489 {4,5,6}, /* 17 */ 2274 {4, 5, 6}, /* 17 */
2490 {6,5,-1}, /* 18 */ 2275 {6, 5, -1}, /* 18 */
2491 {6,20,18}, /* 19 */ 2276 {6, 20, 18}, /* 19 */
2492 {7,6,-1}, /* 20 */ 2277 {7, 6, -1}, /* 20 */
2493 {6,7,8}, /* 21 */ 2278 {6, 7, 8}, /* 21 */
2494 {7,8,-1}, /* 22 */ 2279 {7, 8, -1}, /* 22 */
2495 {8,22,24}, /* 23 */ 2280 {8, 22, 24}, /* 23 */
2496 {8,1,-1}, /* 24 */ 2281 {8, 1, -1}, /* 24 */
2497 {24,9,10}, /* 25 */ 2282 {24, 9, 10}, /* 25 */
2498 {9,10,-1}, /* 26 */ 2283 {9, 10, -1}, /* 26 */
2499 {10,11,-1}, /* 27 */ 2284 {10, 11, -1}, /* 27 */
2500 {27,11,29}, /* 28 */ 2285 {27, 11, 29}, /* 28 */
2501 {11,12,-1}, /* 29 */ 2286 {11, 12, -1}, /* 29 */
2502 {12,13,-1}, /* 30 */ 2287 {12, 13, -1}, /* 30 */
2503 {12,13,14}, /* 31 */ 2288 {12, 13, 14}, /* 31 */
2504 {13,14,-1}, /* 32 */ 2289 {13, 14, -1}, /* 32 */
2505 {14,15,-1}, /* 33 */ 2290 {14, 15, -1}, /* 33 */
2506 {33,15,35}, /* 34 */ 2291 {33, 15, 35}, /* 34 */
2507 {16,15,-1}, /* 35 */ 2292 {16, 15, -1}, /* 35 */
2508 {17,16,-1}, /* 36 */ 2293 {17, 16, -1}, /* 36 */
2509 {18,17,16}, /* 37 */ 2294 {18, 17, 16}, /* 37 */
2510 {18,17,-1}, /* 38 */ 2295 {18, 17, -1}, /* 38 */
2511 {18,19,-1}, /* 39 */ 2296 {18, 19, -1}, /* 39 */
2512 {41,19,39}, /* 40 */ 2297 {41, 19, 39}, /* 40 */
2513 {19,20,-1}, /* 41 */ 2298 {19, 20, -1}, /* 41 */
2514 {20,21,-1}, /* 42 */ 2299 {20, 21, -1}, /* 42 */
2515 {20,21,22}, /* 43 */ 2300 {20, 21, 22}, /* 43 */
2516 {21,22,-1}, /* 44 */ 2301 {21, 22, -1}, /* 44 */
2517 {23,22,-1}, /* 45 */ 2302 {23, 22, -1}, /* 45 */
2518 {45,47,23}, /* 46 */ 2303 {45, 47, 23}, /* 46 */
2519 {23,24,-1}, /* 47 */ 2304 {23, 24, -1}, /* 47 */
2520 {24,9,-1}}; /* 48 */ 2305 {24, 9, -1}
2306}; /* 48 */
2521 2307
2522/* Recursive routine to step back and see if we can 2308/* Recursive routine to step back and see if we can
2523 * find a path to that monster that we found. If not, 2309 * find a path to that monster that we found. If not,
2524 * we don't bother going toward it. Returns 1 if we 2310 * we don't bother going toward it. Returns 1 if we
2525 * can see a direct way to get it 2311 * can see a direct way to get it
2526 * Modified to be map tile aware -.MSW 2312 * Modified to be map tile aware -.MSW
2527 */ 2313 */
2528 2314int
2529
2530int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2315can_see_monsterP (maptile *m, int x, int y, int dir)
2316{
2531 sint16 dx, dy; 2317 sint16 dx, dy;
2532 int mflags; 2318 int mflags;
2533 2319
2320 if (dir < 0)
2534 if(dir<0) return 0; /* exit condition: invalid direction */ 2321 return 0; /* exit condition: invalid direction */
2535 2322
2536 dx = x + freearr_x[dir]; 2323 dx = x + freearr_x[dir];
2537 dy = y + freearr_y[dir]; 2324 dy = y + freearr_y[dir];
2538 2325
2539 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2326 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2540 2327
2541 /* This functional arguably was incorrect before - it was 2328 /* This functional arguably was incorrect before - it was
2542 * checking for P_WALL - that was basically seeing if 2329 * checking for P_WALL - that was basically seeing if
2543 * we could move to the monster - this is being more 2330 * we could move to the monster - this is being more
2544 * literal on if we can see it. To know if we can actually 2331 * 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 2332 * move to the monster, we'd need the monster passed in or
2546 * at least its move type. 2333 * at least its move type.
2547 */ 2334 */
2548 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2335 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2336 return 0;
2549 2337
2550 /* yes, can see. */ 2338 /* yes, can see. */
2551 if(dir < 9) return 1; 2339 if (dir < 9)
2340 return 1;
2341
2552 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2342 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2553 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2343 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2554 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2344 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2555} 2345}
2556 2346
2557
2558
2559/* 2347/*
2560 * can_pick(picker, item): finds out if an object is possible to be 2348 * 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 2349 * picked up by the picker. Returnes 1 if it can be
2562 * picked up, otherwise 0. 2350 * picked up, otherwise 0.
2563 * 2351 *
2565 * core dumps if they do. 2353 * core dumps if they do.
2566 * 2354 *
2567 * Add a check so we can't pick up invisible objects (0.93.8) 2355 * Add a check so we can't pick up invisible objects (0.93.8)
2568 */ 2356 */
2569 2357
2358int
2570int can_pick(const object *who, const object *item) { 2359can_pick (const object *who, const object *item)
2360{
2571 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2361 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2572 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2362 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2573 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2363 !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} 2364}
2576
2577 2365
2578/* 2366/*
2579 * create clone from object to another 2367 * create clone from object to another
2580 */ 2368 */
2369object *
2581object *object_create_clone (object *asrc) { 2370object_create_clone (object *asrc)
2371{
2582 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2372 object *dst = 0, *tmp, *src, *part, *prev, *item;
2583 2373
2584 if(!asrc) return NULL; 2374 if (!asrc)
2375 return 0;
2376
2585 src = asrc; 2377 src = asrc;
2586 if(src->head) 2378 if (src->head)
2587 src = src->head; 2379 src = src->head;
2588 2380
2589 prev = NULL; 2381 prev = 0;
2590 for(part = src; part; part = part->more) { 2382 for (part = src; part; part = part->more)
2591 tmp = get_object(); 2383 {
2592 copy_object(part,tmp); 2384 tmp = part->clone ();
2593 tmp->x -= src->x; 2385 tmp->x -= src->x;
2594 tmp->y -= src->y; 2386 tmp->y -= src->y;
2387
2595 if(!part->head) { 2388 if (!part->head)
2389 {
2596 dst = tmp; 2390 dst = tmp;
2597 tmp->head = NULL; 2391 tmp->head = 0;
2392 }
2598 } else { 2393 else
2599 tmp->head = dst; 2394 tmp->head = dst;
2600 } 2395
2601 tmp->more = NULL; 2396 tmp->more = 0;
2397
2602 if(prev) 2398 if (prev)
2603 prev->more = tmp; 2399 prev->more = tmp;
2400
2604 prev = tmp; 2401 prev = tmp;
2605 } 2402 }
2606 /*** copy inventory ***/ 2403
2607 for(item = src->inv; item; item = item->below) { 2404 for (item = src->inv; item; item = item->below)
2608 (void) insert_ob_in_ob(object_create_clone(item),dst); 2405 insert_ob_in_ob (object_create_clone (item), dst);
2609 }
2610 2406
2611 return dst; 2407 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} 2408}
2621 2409
2622/* GROS - Creates an object using a string representing its content. */ 2410/* 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 */ 2411/* 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, */ 2412/* 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. */ 2413/* 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. */ 2414/* Remember not to use load_object_str in a time-critical situation. */
2627/* Also remember that multiparts objects are not supported for now. */ 2415/* Also remember that multiparts objects are not supported for now. */
2628 2416object *
2629object* load_object_str(const char *obstr) 2417load_object_str (const char *obstr)
2630{ 2418{
2631 object *op; 2419 object *op;
2632 FILE *tempfile;
2633 char filename[MAX_BUF]; 2420 char filename[MAX_BUF];
2421
2634 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2422 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2423
2635 tempfile=fopen(filename,"w"); 2424 FILE *tempfile = fopen (filename, "w");
2425
2636 if (tempfile == NULL) 2426 if (tempfile == NULL)
2637 { 2427 {
2638 LOG(llevError,"Error - Unable to access load object temp file\n"); 2428 LOG (llevError, "Error - Unable to access load object temp file\n");
2639 return NULL; 2429 return NULL;
2640 }; 2430 }
2431
2641 fprintf(tempfile,obstr); 2432 fprintf (tempfile, obstr);
2642 fclose(tempfile); 2433 fclose (tempfile);
2643 2434
2644 op=get_object(); 2435 op = object::create ();
2645 2436
2646 tempfile=fopen(filename,"r"); 2437 object_thawer thawer (filename);
2647 if (tempfile == NULL) 2438
2648 { 2439 if (thawer)
2649 LOG(llevError,"Error - Unable to read object temp file\n"); 2440 load_object (thawer, op, 0);
2650 return NULL; 2441
2651 };
2652 load_object(tempfile,op,LO_NEWFILE,0);
2653 LOG(llevDebug," load str completed, object=%s\n",op->name); 2442 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2654 CLEAR_FLAG(op,FLAG_REMOVED); 2443 CLEAR_FLAG (op, FLAG_REMOVED);
2655 fclose(tempfile); 2444
2656 return op; 2445 return op;
2657} 2446}
2658 2447
2659/* This returns the first object in who's inventory that 2448/* This returns the first object in who's inventory that
2660 * has the same type and subtype match. 2449 * has the same type and subtype match.
2661 * returns NULL if no match. 2450 * returns NULL if no match.
2662 */ 2451 */
2452object *
2663object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2453find_obj_by_type_subtype (const object *who, int type, int subtype)
2664{ 2454{
2665 object *tmp;
2666
2667 for (tmp=who->inv; tmp; tmp=tmp->below) 2455 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2668 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2456 if (tmp->type == type && tmp->subtype == subtype)
2457 return tmp;
2669 2458
2670 return NULL; 2459 return 0;
2671} 2460}
2672 2461
2673/* If ob has a field named key, return the link from the list, 2462/* If ob has a field named key, return the link from the list,
2674 * otherwise return NULL. 2463 * otherwise return NULL.
2675 * 2464 *
2676 * key must be a passed in shared string - otherwise, this won't 2465 * key must be a passed in shared string - otherwise, this won't
2677 * do the desired thing. 2466 * do the desired thing.
2678 */ 2467 */
2468key_value *
2679key_value * get_ob_key_link(const object * ob, const char * key) { 2469get_ob_key_link (const object *ob, const char *key)
2680 key_value * link; 2470{
2681
2682 for (link = ob->key_values; link != NULL; link = link->next) { 2471 for (key_value *link = ob->key_values; link; link = link->next)
2683 if (link->key == key) { 2472 if (link->key == key)
2684 return link; 2473 return link;
2685 } 2474
2686 } 2475 return 0;
2687 2476}
2688 return NULL;
2689}
2690 2477
2691/* 2478/*
2692 * Returns the value of op has an extra_field for key, or NULL. 2479 * Returns the value of op has an extra_field for key, or NULL.
2693 * 2480 *
2694 * The argument doesn't need to be a shared string. 2481 * The argument doesn't need to be a shared string.
2695 * 2482 *
2696 * The returned string is shared. 2483 * The returned string is shared.
2697 */ 2484 */
2485const char *
2698const char * get_ob_key_value(const object * op, const char * const key) { 2486get_ob_key_value (const object *op, const char *const key)
2487{
2699 key_value * link; 2488 key_value *link;
2700 const char * canonical_key; 2489 shstr_cmp canonical_key (key);
2490
2491 if (!canonical_key)
2701 2492 {
2702 canonical_key = find_string(key);
2703
2704 if (canonical_key == NULL) {
2705 /* 1. There being a field named key on any object 2493 /* 1. There being a field named key on any object
2706 * implies there'd be a shared string to find. 2494 * implies there'd be a shared string to find.
2707 * 2. Since there isn't, no object has this field. 2495 * 2. Since there isn't, no object has this field.
2708 * 3. Therefore, *this* object doesn't have this field. 2496 * 3. Therefore, *this* object doesn't have this field.
2709 */ 2497 */
2710 return NULL; 2498 return 0;
2711 } 2499 }
2712 2500
2713 /* This is copied from get_ob_key_link() above - 2501 /* This is copied from get_ob_key_link() above -
2714 * only 4 lines, and saves the function call overhead. 2502 * only 4 lines, and saves the function call overhead.
2715 */ 2503 */
2716 for (link = op->key_values; link != NULL; link = link->next) { 2504 for (link = op->key_values; link; link = link->next)
2717 if (link->key == canonical_key) { 2505 if (link->key == canonical_key)
2718 return link->value; 2506 return link->value;
2719 } 2507
2720 } 2508 return 0;
2721 return NULL;
2722} 2509}
2723 2510
2724 2511
2725/* 2512/*
2726 * Updates the canonical_key in op to value. 2513 * 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 2517 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2731 * keys. 2518 * keys.
2732 * 2519 *
2733 * Returns TRUE on success. 2520 * Returns TRUE on success.
2734 */ 2521 */
2522int
2735int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) { 2523set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2524{
2736 key_value * field = NULL, *last=NULL; 2525 key_value *field = NULL, *last = NULL;
2737 2526
2738 for (field=op->key_values; field != NULL; field=field->next) { 2527 for (field = op->key_values; field != NULL; field = field->next)
2739 if (field->key != canonical_key) {
2740 last = field;
2741 continue;
2742 }
2743 2528 {
2744 if (field->value) FREE_AND_CLEAR_STR(field->value); 2529 if (field->key != canonical_key)
2745 if (value) 2530 {
2746 field->value = add_string(value); 2531 last = field;
2747 else { 2532 continue;
2533 }
2534
2535 if (value)
2536 field->value = value;
2537 else
2538 {
2748 /* Basically, if the archetype has this key set, 2539 /* Basically, if the archetype has this key set,
2749 * we need to store the null value so when we save 2540 * we need to store the null value so when we save
2750 * it, we save the empty value so that when we load, 2541 * it, we save the empty value so that when we load,
2751 * we get this value back again. 2542 * we get this value back again.
2752 */ 2543 */
2753 if (get_ob_key_link(&op->arch->clone, canonical_key)) 2544 if (get_ob_key_link (&op->arch->clone, canonical_key))
2754 field->value = NULL; 2545 field->value = 0;
2755 else { 2546 else
2756 /* Delete this link */ 2547 {
2757 if (field->key) FREE_AND_CLEAR_STR(field->key); 2548 if (last)
2758 if (field->value) FREE_AND_CLEAR_STR(field->value); 2549 last->next = field->next;
2759 if (last) last->next = field->next; 2550 else
2760 else op->key_values = field->next; 2551 op->key_values = field->next;
2761 free(field); 2552
2762 } 2553 delete field;
2763 } 2554 }
2555 }
2764 return TRUE; 2556 return TRUE;
2765 } 2557 }
2766 /* IF we get here, key doesn't exist */ 2558 /* IF we get here, key doesn't exist */
2767 2559
2768 /* No field, we'll have to add it. */ 2560 /* No field, we'll have to add it. */
2769 2561
2770 if (!add_key) { 2562 if (!add_key)
2771 return FALSE; 2563 return FALSE;
2772 } 2564
2773 /* There isn't any good reason to store a null 2565 /* There isn't any good reason to store a null
2774 * value in the key/value list. If the archetype has 2566 * value in the key/value list. If the archetype has
2775 * this key, then we should also have it, so shouldn't 2567 * this key, then we should also have it, so shouldn't
2776 * be here. If user wants to store empty strings, 2568 * be here. If user wants to store empty strings,
2777 * should pass in "" 2569 * should pass in ""
2778 */ 2570 */
2779 if (value == NULL) return TRUE; 2571 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; 2572 return TRUE;
2573
2574 field = new key_value;
2575
2576 field->key = canonical_key;
2577 field->value = value;
2578 /* Usual prepend-addition. */
2579 field->next = op->key_values;
2580 op->key_values = field;
2581
2582 return TRUE;
2790} 2583}
2791 2584
2792/* 2585/*
2793 * Updates the key in op to value. 2586 * Updates the key in op to value.
2794 * 2587 *
2796 * and not add new ones. 2589 * and not add new ones.
2797 * In general, should be little reason FALSE is ever passed in for add_key 2590 * In general, should be little reason FALSE is ever passed in for add_key
2798 * 2591 *
2799 * Returns TRUE on success. 2592 * Returns TRUE on success.
2800 */ 2593 */
2594int
2801int set_ob_key_value(object * op, const char * key, const char * value, int add_key) { 2595set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2802 const char * canonical_key = NULL; 2596{
2803 int floating_ref = FALSE; 2597 shstr key_ (key);
2804 int ret; 2598
2599 return set_ob_key_value_s (op, key_, value, add_key);
2600}
2601
2602object::depth_iterator::depth_iterator (object *container)
2603: iterator_base (container)
2604{
2605 while (item->inv)
2606 item = item->inv;
2607}
2608
2609void
2610object::depth_iterator::next ()
2611{
2612 if (item->below)
2805 2613 {
2806 /* HACK This mess is to make sure set_ob_value() passes a shared string 2614 item = item->below;
2807 * to get_ob_key_link(), without leaving a leaked refcount. 2615
2808 */ 2616 while (item->inv)
2617 item = item->inv;
2809 2618 }
2810 canonical_key = find_string(key); 2619 else
2811 if (canonical_key == NULL) { 2620 item = item->env;
2812 canonical_key = add_string(key); 2621}
2813 floating_ref = TRUE; 2622
2814 } 2623
2624const char *
2625object::flag_desc (char *desc, int len) const
2626{
2627 char *p = desc;
2628 bool first = true;
2629
2630 *p = 0;
2631
2632 for (int i = 0; i < NUM_FLAGS; i++)
2815 2633 {
2816 ret = set_ob_key_value_s(op, canonical_key, value, add_key); 2634 if (len <= 10) // magic constant!
2635 {
2636 snprintf (p, len, ",...");
2637 break;
2638 }
2639
2640 if (flag [i])
2641 {
2642 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2643 len -= cnt;
2644 p += cnt;
2645 first = false;
2646 }
2817 2647 }
2818 if (floating_ref) { 2648
2819 free_string(canonical_key);
2820 }
2821
2822 return ret; 2649 return desc;
2823} 2650}
2651
2652// return a suitable string describing an object in enough detail to find it
2653const char *
2654object::debug_desc (char *info) const
2655{
2656 char flagdesc[512];
2657 char info2[256 * 4];
2658 char *p = info;
2659
2660 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2661 count, uuid.seq,
2662 &name,
2663 title ? "\",title:" : "",
2664 title ? (const char *)title : "",
2665 flag_desc (flagdesc, 512), type);
2666
2667 if (env)
2668 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2669
2670 if (map)
2671 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2672
2673 return info;
2674}
2675
2676const char *
2677object::debug_desc () const
2678{
2679 static char info[256 * 4];
2680 return debug_desc (info);
2681}
2682

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