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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 1.103 by root, Tue Jan 2 20:40:34 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
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
42#ifdef MEMORY_DEBUG 34
43int nroffreeobjects = 0; 35#include <bitset>
36
44int nrofallocobjects = 0; 37int nrofallocobjects = 0;
45#undef OBJ_EXPAND 38static UUID uuid;
46#define OBJ_EXPAND 1 39const uint64 UUID_SKIP = 1<<19;
47#else
48object objarray[STARTMAX]; /* All objects, allocated this way at first */
49int nroffreeobjects = STARTMAX; /* How many OBs allocated and free (free) */
50int nrofallocobjects = STARTMAX; /* How many OBs allocated (free + used) */
51#endif
52 40
53object *objects; /* Pointer to the list of used objects */
54object *free_objects; /* Pointer to the list of unused objects */
55object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
56 42
57void (*object_free_callback)(object *ob); 43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
58
59short freearr_x[SIZEOFFREE]=
60 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
61 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
62short freearr_y[SIZEOFFREE]= 45};
63 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
64 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
65int maxfree[SIZEOFFREE]= 48};
66 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
67 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51};
68int freedir[SIZEOFFREE]= { 52int freedir[SIZEOFFREE] = {
69 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
70 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55};
71 56
57static void
58write_uuid (void)
59{
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76}
77
78static void
79read_uuid (void)
80{
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp);
113}
114
115UUID
116gen_uuid ()
117{
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126}
127
128void
129init_uuid ()
130{
131 read_uuid ();
132}
72 133
73/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int
74static int compare_ob_value_lists_one(const object * wants, const object * has) { 136compare_ob_value_lists_one (const object *wants, const object *has)
137{
75 key_value * wants_field; 138 key_value *wants_field;
76 139
77 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
78 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
79 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
80 */ 143 */
81 144
82 /* For each field in wants, */ 145 /* For each field in wants, */
83 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 {
84 key_value * has_field; 148 key_value *has_field;
85 149
86 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
87 has_field = get_ob_key_link(has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
88 154 {
89 if (has_field == NULL) {
90 /* No field with that name. */ 155 /* No field with that name. */
91 return FALSE; 156 return FALSE;
92 }
93 157 }
158
94 /* Found the matching field. */ 159 /* Found the matching field. */
95 if (has_field->value != wants_field->value) { 160 if (has_field->value != wants_field->value)
161 {
96 /* Values don't match, so this half of the comparison is false. */ 162 /* Values don't match, so this half of the comparison is false. */
97 return FALSE; 163 return FALSE;
98 } 164 }
99 165
100 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
101 }
102 167 }
168
103 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
104 return TRUE; 170 return TRUE;
105} 171}
106 172
107/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int
108static int compare_ob_value_lists(const object * ob1, const object * ob2) { 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{
109 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
110 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
111 */ 179 */
112 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
113} 181}
114 182
115/* Function examines the 2 objects given to it, and returns true if 183/* Function examines the 2 objects given to it, and returns true if
116 * they can be merged together. 184 * they can be merged together.
117 * 185 *
118 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
119 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
120 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
121 * 189 *
122 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
123 * 191 *
124 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
125 * check weight 193 * check weight
126 */ 194 */
127 195bool object::can_merge_slow (object *ob1, object *ob2)
128int CAN_MERGE(object *ob1, object *ob2) { 196{
129
130 /* A couple quicksanity checks */ 197 /* A couple quicksanity checks */
131 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 198 if (ob1 == ob2
132 199 || ob1->type != ob2->type
133 if (ob1->speed != ob2->speed) return 0; 200 || ob1->speed != ob2->speed
134 /* Note sure why the following is the case - either the object has to 201 || ob1->value != ob2->value
135 * be animated or have a very low speed. Is this an attempted monster 202 || ob1->name != ob2->name)
136 * check?
137 */
138 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED)
139 return 0; 203 return 0;
140 204
205 //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 206 /* 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 207 * value could not be stored in a sint32 (which unfortunately sometimes is
143 * used to store nrof). 208 * used to store nrof).
144 */ 209 */
145 if (ob1->nrof+ob2->nrof >= 1UL<<31) 210 if (ob1->nrof + ob2->nrof >= 1UL << 31)
146 return 0; 211 return 0;
147 212
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. 213 /* 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 214 * 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 215 * 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 216 * are not equal - just if it has been identified, the been_applied
167 * flags lose any meaning. 217 * flags lose any meaning.
168 */ 218 */
169 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED)) 219 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
170 SET_FLAG(ob1, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
171 221
172 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED)) 222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
173 SET_FLAG(ob2, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
174 224
175 225 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 226 || ob1->arch != ob2->arch
177 * being locked in inventory should prevent merging. 227 || ob1->name != ob2->name
178 * 0x4 in flags3 is CLIENT_SENT 228 || ob1->title != ob2->title
179 */ 229 || ob1->msg != ob2->msg
180 if ((ob1->arch != ob2->arch) || 230 || 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) || 231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
190 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) || 232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
191 (ob1->attacktype != ob2->attacktype) || 233 || ob1->attacktype != ob2->attacktype
192 (ob1->magic != ob2->magic) || 234 || ob1->magic != ob2->magic
193 (ob1->slaying != ob2->slaying) || 235 || ob1->slaying != ob2->slaying
194 (ob1->skill != ob2->skill) || 236 || ob1->skill != ob2->skill
195 (ob1->value != ob2->value) || 237 || ob1->value != ob2->value
196 (ob1->animation_id != ob2->animation_id) || 238 || ob1->animation_id != ob2->animation_id
197 (ob1->client_type != ob2->client_type) || 239 || ob1->client_type != ob2->client_type
198 (ob1->materialname != ob2->materialname) || 240 || ob1->materialname != ob2->materialname
199 (ob1->lore != ob2->lore) || 241 || ob1->lore != ob2->lore
200 (ob1->subtype != ob2->subtype) || 242 || ob1->subtype != ob2->subtype
201 (ob1->move_type != ob2->move_type) || 243 || ob1->move_type != ob2->move_type
202 (ob1->move_block != ob2->move_block) || 244 || ob1->move_block != ob2->move_block
203 (ob1->move_allow != ob2->move_allow) || 245 || ob1->move_allow != ob2->move_allow
204 (ob1->move_on != ob2->move_on) || 246 || ob1->move_on != ob2->move_on
205 (ob1->move_off != ob2->move_off) || 247 || ob1->move_off != ob2->move_off
206 (ob1->move_slow != ob2->move_slow) || 248 || ob1->move_slow != ob2->move_slow
207 (ob1->move_slow_penalty != ob2->move_slow_penalty) 249 || ob1->move_slow_penalty != ob2->move_slow_penalty)
208 )
209 return 0; 250 return 0;
210 251
252 /* This is really a spellbook check - really, we should
253 * check all objects in the inventory.
254 */
255 if (ob1->inv || ob2->inv)
256 {
257 /* if one object has inventory but the other doesn't, not equiv */
258 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
259 return 0;
260
261 /* Now check to see if the two inventory objects could merge */
262 if (!object::can_merge (ob1->inv, ob2->inv))
263 return 0;
264
265 /* inventory ok - still need to check rest of this object to see
266 * if it is valid.
267 */
268 }
269
211 /* Don't merge objects that are applied. With the new 'body' code, 270 /* 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 271 * 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. 272 * some items equipped, and we don't want those to merge.
214 */ 273 */
215 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 274 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
216 return 0; 275 return 0;
217 276
277 /* Note sure why the following is the case - either the object has to
278 * be animated or have a very low speed. Is this an attempted monster
279 * check?
280 */
281 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
282 return 0;
283
218 switch (ob1->type) { 284 switch (ob1->type)
285 {
219 case SCROLL: 286 case SCROLL:
220 if (ob1->level != ob2->level) return 0; 287 if (ob1->level != ob2->level)
288 return 0;
221 break; 289 break;
222
223 } 290 }
291
224 if (ob1->key_values != NULL || ob2->key_values != NULL) { 292 if (ob1->key_values != NULL || ob2->key_values != NULL)
293 {
225 /* At least one of these has key_values. */ 294 /* At least one of these has key_values. */
226 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) { 295 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
227 /* One has fields, but the other one doesn't. */ 296 /* One has fields, but the other one doesn't. */
228 return 0; 297 return 0;
229 } else if (!compare_ob_value_lists(ob1, ob2)) { 298 else if (!compare_ob_value_lists (ob1, ob2))
230 return 0; 299 return 0;
231 } 300 }
301
302 //TODO: generate an event or call into perl for additional checks
303 if (ob1->self || ob2->self)
232 } 304 {
305 ob1->optimise ();
306 ob2->optimise ();
233 307
308 if (ob1->self || ob2->self)
309 return 0;
310 }
311
234 /* Everything passes, must be OK. */ 312 /* Everything passes, must be OK. */
235 return 1; 313 return 1;
236} 314}
237 315
238/* 316/*
239 * sum_weight() is a recursive function which calculates the weight 317 * sum_weight() is a recursive function which calculates the weight
240 * an object is carrying. It goes through in figures out how much 318 * an object is carrying. It goes through in figures out how much
241 * containers are carrying, and sums it up. 319 * containers are carrying, and sums it up.
242 */ 320 */
243signed long sum_weight(object *op) { 321long
322sum_weight (object *op)
323{
244 signed long sum; 324 long sum;
245 object *inv; 325 object *inv;
326
246 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 327 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
328 {
247 if (inv->inv) 329 if (inv->inv)
248 sum_weight(inv); 330 sum_weight (inv);
249 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 331 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
250 } 332 }
333
251 if (op->type == CONTAINER && op->stats.Str) 334 if (op->type == CONTAINER && op->stats.Str)
252 sum = (sum * (100 - op->stats.Str))/100; 335 sum = (sum * (100 - op->stats.Str)) / 100;
336
253 if(op->carrying != sum) 337 if (op->carrying != sum)
254 op->carrying = sum; 338 op->carrying = sum;
339
255 return sum; 340 return sum;
256} 341}
257 342
258/** 343/**
259 * Return the outermost environment object for a given object. 344 * Return the outermost environment object for a given object.
260 */ 345 */
261 346
347object *
262object *object_get_env_recursive (object *op) { 348object_get_env_recursive (object *op)
349{
263 while (op->env != NULL) 350 while (op->env != NULL)
264 op = op->env; 351 op = op->env;
265 return op; 352 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} 353}
280 354
281/* 355/*
282 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
283 * Some error messages. 357 * Some error messages.
284 * The result of the dump is stored in the static global errmsg array. 358 * The result of the dump is stored in the static global errmsg array.
285 */ 359 */
286 360
287void dump_object2(object *op) { 361char *
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) { 362dump_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{ 363{
342 char *cp; 364 if (!op)
365 return strdup ("[NULLOBJ]");
343 366
344 if(op==NULL) 367 object_freezer freezer;
345 { 368 save_object (freezer, op, 1);
346 strcpy(outstr,"[NULL pointer]"); 369 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} 370}
384 371
385/* 372/*
386 * get_nearest_part(multi-object, object 2) returns the part of the 373 * get_nearest_part(multi-object, object 2) returns the part of the
387 * multi-object 1 which is closest to the second object. 374 * multi-object 1 which is closest to the second object.
388 * If it's not a multi-object, it is returned. 375 * If it's not a multi-object, it is returned.
389 */ 376 */
390 377
378object *
391object *get_nearest_part(object *op, const object *pl) { 379get_nearest_part (object *op, const object *pl)
380{
392 object *tmp,*closest; 381 object *tmp, *closest;
393 int last_dist,i; 382 int last_dist, i;
383
394 if(op->more==NULL) 384 if (op->more == NULL)
395 return op; 385 return op;
396 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 386 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
397 if((i=distance(tmp,pl))<last_dist) 387 if ((i = distance (tmp, pl)) < last_dist)
398 closest=tmp,last_dist=i; 388 closest = tmp, last_dist = i;
399 return closest; 389 return closest;
400} 390}
401 391
402/* 392/*
403 * Returns the object which has the count-variable equal to the argument. 393 * Returns the object which has the count-variable equal to the argument.
404 */ 394 */
405 395
396object *
406object *find_object(tag_t i) { 397find_object (tag_t i)
407 object *op; 398{
408 for(op=objects;op!=NULL;op=op->next) 399 for (object *op = object::first; op; op = op->next)
409 if(op->count==i) 400 if (op->count == i)
410 break; 401 return op;
402
411 return op; 403 return 0;
412} 404}
413 405
414/* 406/*
415 * Returns the first object which has a name equal to the argument. 407 * Returns the first object which has a name equal to the argument.
416 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
417 * Enables features like "patch <name-of-other-player> food 999" 409 * Enables features like "patch <name-of-other-player> food 999"
418 */ 410 */
419 411
412object *
420object *find_object_name(const char *str) { 413find_object_name (const char *str)
421 const char *name=add_string(str); 414{
415 shstr_cmp str_ (str);
422 object *op; 416 object *op;
417
423 for(op=objects;op!=NULL;op=op->next) 418 for (op = object::first; op != NULL; op = op->next)
424 if(op->name==name) 419 if (op->name == str_)
425 break; 420 break;
426 free_string(name); 421
427 return op; 422 return op;
428} 423}
429 424
425void
430void free_all_object_data(void) { 426free_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{ 427{
472 if (!op) return; 428 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} 429}
480
481
482 430
483/* 431/*
484 * Sets the owner and sets the skill and exp pointers to owner's current 432 * Sets the owner and sets the skill and exp pointers to owner's current
485 * skill and experience objects. 433 * skill and experience objects.
486 */ 434 */
487void set_owner (object *op, object *owner) 435void
436object::set_owner (object *owner)
488{ 437{
489 if(owner==NULL||op==NULL) 438 if (!owner)
490 return; 439 return;
491 440
492 /* next line added to allow objects which own objects */ 441 /* next line added to allow objects which own objects */
493 /* Add a check for ownercounts in here, as I got into an endless loop 442 /* 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 443 * with the fireball owning a poison cloud which then owned the
495 * fireball. I believe that was caused by one of the objects getting 444 * fireball. I believe that was caused by one of the objects getting
496 * freed and then another object replacing it. Since the ownercounts 445 * 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. 446 * didn't match, this check is valid and I believe that cause is valid.
498 */ 447 */
499 while (owner->owner && owner!=owner->owner && 448 while (owner->owner)
500 owner->ownercount==owner->owner->count) owner=owner->owner; 449 owner = owner->owner;
501 450
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; 451 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} 452}
556 453
557/* Zero the key_values on op, decrementing the shared-string 454/* Zero the key_values on op, decrementing the shared-string
558 * refcounts and freeing the links. 455 * refcounts and freeing the links.
559 */ 456 */
457static void
560static void free_key_values(object * op) { 458free_key_values (object *op)
561 key_value * i; 459{
562 key_value * next = NULL; 460 for (key_value *i = op->key_values; i != 0;)
563 461 {
564 if (op->key_values == NULL) return; 462 key_value *next = i->next;
463 delete i;
464
465 i = next;
565 466 }
566 for (i = op->key_values; i != NULL; i = next) { 467
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; 468 op->key_values = 0;
577} 469}
578 470
579
580/* 471/*
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, 472 * copy_to first frees everything allocated by the dst object,
658 * and then copies the contends of the first object into the second 473 * and then copies the contents of itself into the second
659 * object, allocating what needs to be allocated. Basically, any 474 * object, allocating what needs to be allocated. Basically, any
660 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 475 * 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 476 * if the first object is freed, the pointers in the new object
662 * will point at garbage. 477 * will point at garbage.
663 */ 478 */
479void
480object::copy_to (object *dst)
481{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
664 484
665void copy_object(object *op2, object *op) { 485 *(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;
668 486
669 if (object_free_callback) 487 if (is_freed)
670 object_free_callback (op); 488 SET_FLAG (dst, FLAG_FREED);
671 489
672 // callback registries and self are empty for copied objects 490 if (is_removed)
673 // this ought to change in the future 491 SET_FLAG (dst, FLAG_REMOVED);
674 492
675 /* Decrement the refcounts, but don't bother zeroing the fields; 493 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; 494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
719 495
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. */ 496 /* Copy over key_values, if any. */
742 if (op2->key_values != NULL) { 497 if (key_values)
743 key_value * tail = NULL; 498 {
499 key_value *tail = 0;
744 key_value * i; 500 key_value *i;
745 501
746 op->key_values = NULL; 502 dst->key_values = 0;
747 503
748 for (i = op2->key_values; i != NULL; i = i->next) { 504 for (i = key_values; i; i = i->next)
749 key_value * new_link = (key_value *) malloc(sizeof(key_value)); 505 {
506 key_value *new_link = new key_value;
750 507
751 new_link->next = NULL; 508 new_link->next = 0;
752 new_link->key = add_refcount(i->key); 509 new_link->key = i->key;
753 if (i->value) 510 new_link->value = i->value;
754 new_link->value = add_refcount(i->value);
755 else
756 new_link->value = NULL;
757 511
758 /* Try and be clever here, too. */ 512 /* Try and be clever here, too. */
759 if (op->key_values == NULL) { 513 if (!dst->key_values)
760 op->key_values = new_link; 514 {
761 tail = new_link; 515 dst->key_values = new_link;
762 } else { 516 tail = new_link;
763 tail->next = new_link; 517 }
764 tail = new_link; 518 else
519 {
520 tail->next = new_link;
521 tail = new_link;
522 }
523 }
765 } 524 }
766 }
767 }
768 525
769 update_ob_speed(op); 526 dst->set_speed (dst->speed);
770} 527}
771 528
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; 529object *
813 530object::clone ()
814 if(free_objects==NULL) { 531{
815 expand_objects(); 532 object *neu = create ();
816 } 533 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; 534 return neu;
855} 535}
856 536
857/* 537/*
858 * If an object with the IS_TURNABLE() flag needs to be turned due 538 * 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 539 * 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. 540 * be called to update the face variable, _and_ how it looks on the map.
861 */ 541 */
862 542void
863void update_turn_face(object *op) { 543update_turn_face (object *op)
544{
864 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
865 return; 546 return;
547
866 SET_ANIMATION(op, op->direction); 548 SET_ANIMATION (op, op->direction);
867 update_object(op,UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
868} 550}
869 551
870/* 552/*
871 * Updates the speed of an object. If the speed changes from 0 to another 553 * 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. 554 * 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. 555 * This function needs to be called whenever the speed of an object changes.
874 */ 556 */
875 557void
876void update_ob_speed(object *op) { 558object::set_speed (float speed)
877 extern int arch_init; 559{
878 560 if (flag [FLAG_FREED] && speed)
879 /* No reason putting the archetypes objects on the speed list, 561 {
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); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
885#ifdef MANY_CORES 563 speed = 0;
886 abort();
887#else
888 op->speed = 0;
889#endif
890 } 564 }
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;
898 565
899 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
900 * of the list. */ 567
901 op->active_next = active_objects; 568 if (has_active_speed ())
902 if (op->active_next!=NULL) 569 activate ();
903 op->active_next->active_prev = op;
904 active_objects = op;
905 }
906 else { 570 else
907 /* If not on the active list, nothing needs to be done */ 571 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} 572}
925 573
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/* 574/*
955 * update_object() updates the array which represents the map. 575 * update_object() updates the the map.
956 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
957 * by invisible objects by whatever is below them (unless it's another 577 * by invisible objects by whatever is below them (unless it's another
958 * invisible object, etc...) 578 * invisible object, etc...)
959 * If the object being updated is beneath a player, the look-window 579 * 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 580 * of that player is updated (this might be a suboptimal way of
961 * updating that window, though, since update_object() is called _often_) 581 * updating that window, though, since update_object() is called _often_)
962 * 582 *
963 * action is a hint of what the caller believes need to be done. 583 * 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: 584 * current action are:
969 * UP_OBJ_INSERT: op was inserted 585 * UP_OBJ_INSERT: op was inserted
970 * UP_OBJ_REMOVE: op was removed 586 * UP_OBJ_REMOVE: op was removed
971 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 587 * 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. 588 * as that is easier than trying to look at what may have changed.
973 * UP_OBJ_FACE: only the objects face has changed. 589 * UP_OBJ_FACE: only the objects face has changed.
974 */ 590 */
975 591void
976void update_object(object *op, int action) { 592update_object (object *op, int action)
977 int update_now=0, flags; 593{
978 MoveType move_on, move_off, move_block, move_slow; 594 MoveType move_on, move_off, move_block, move_slow;
979 595
980 if (op == NULL) { 596 if (op == NULL)
597 {
981 /* this should never happen */ 598 /* this should never happen */
982 LOG(llevDebug,"update_object() called for NULL object.\n"); 599 LOG (llevDebug, "update_object() called for NULL object.\n");
983 return; 600 return;
984 }
985 601 }
986 if(op->env!=NULL) { 602
603 if (op->env)
604 {
987 /* Animation is currently handled by client, so nothing 605 /* Animation is currently handled by client, so nothing
988 * to do in this case. 606 * to do in this case.
989 */ 607 */
990 return; 608 return;
991 } 609 }
992 610
993 /* If the map is saving, don't do anything as everything is 611 /* If the map is saving, don't do anything as everything is
994 * going to get freed anyways. 612 * going to get freed anyways.
995 */ 613 */
996 if (!op->map || op->map->in_memory == MAP_SAVING) return; 614 if (!op->map || op->map->in_memory == MAP_SAVING)
997 615 return;
616
998 /* make sure the object is within map boundaries */ 617 /* make sure the object is within map boundaries */
999 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 618 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)) { 619 {
1001 LOG(llevError,"update_object() called for object out of map!\n"); 620 LOG (llevError, "update_object() called for object out of map!\n");
1002#ifdef MANY_CORES 621#ifdef MANY_CORES
1003 abort(); 622 abort ();
1004#endif 623#endif
1005 return; 624 return;
1006 }
1007 625 }
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 626
627 mapspace &m = op->ms ();
628
629 if (!(m.flags_ & P_UPTODATE))
630 /* nop */;
1015 if (action == UP_OBJ_INSERT) { 631 else if (action == UP_OBJ_INSERT)
632 {
633 // this is likely overkill, TODO: revisit (schmorp)
1016 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 634 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)) 635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
1020 update_now=1; 636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
1021 637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
1022 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
1023 update_now=1; 640 || (m.move_on | op->move_on ) != m.move_on
1024 641 || (m.move_off | op->move_off ) != m.move_off
1025 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 642 || (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 643 /* This isn't perfect, but I don't expect a lot of objects to
1031 * to have move_allow right now. 644 * to have move_allow right now.
1032 */ 645 */
1033 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
1034 update_now=1; 647 || 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; 648 m.flags_ = 0;
1036 } 649 }
1037 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
1038 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
1039 * that is being removed. 652 * that is being removed.
1040 */ 653 */
1041 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
1042 update_now=1; 655 m.flags_ = 0;
1043 } else if (action == UP_OBJ_FACE) { 656 else if (action == UP_OBJ_FACE)
1044 /* Nothing to do for that case */ 657 /* Nothing to do for that case */ ;
1045 }
1046 else { 658 else
1047 LOG(llevError,"update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
1048 }
1049 660
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) 661 if (op->more)
1056 update_object(op->more, action); 662 update_object (op->more, action);
1057} 663}
1058 664
665object *object::first;
1059 666
1060/* 667object::object ()
1061 * free_object() frees everything allocated by an object, removes 668{
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); 669 SET_FLAG (this, FLAG_REMOVED);
1138 ob->count = 0;
1139 670
671 expmul = 1.0;
672 face = blank_face;
673}
674
675object::~object ()
676{
677 free_key_values (this);
678}
679
680void object::link ()
681{
682 count = ++ob_count;
683 uuid = gen_uuid ();
684
685 prev = 0;
686 next = object::first;
687
688 if (object::first)
689 object::first->prev = this;
690
691 object::first = this;
692}
693
694void object::unlink ()
695{
696 if (this == object::first)
697 object::first = next;
698
1140 /* Remove this object from the list of used objects */ 699 /* Remove this object from the list of used objects */
1141 if(ob->prev==NULL) { 700 if (prev) prev->next = next;
1142 objects=ob->next; 701 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 702
703 prev = 0;
704 next = 0;
705}
706
707bool
708object::active () const
709{
710 return active_next || active_prev || this == active_objects;
711}
712
713void
714object::activate ()
715{
716 /* If already on active list, don't do anything */
717 if (active ())
718 return;
719
720 if (has_active_speed ())
1162 721 {
1163 /* Why aren't events freed? */ 722 /* process_events() expects us to insert the object at the beginning
1164 free_key_values(ob); 723 * of the list. */
724 active_next = active_objects;
1165 725
1166#if 0 /* MEMORY_DEBUG*/ 726 if (active_next)
1167 /* This is a nice idea. Unfortunately, a lot of the code in crossfire 727 active_next->active_prev = this;
1168 * presumes the freed_object will stick around for at least a little 728
1169 * bit 729 active_objects = this;
1170 */ 730 }
1171 /* this is necessary so that memory debugging programs will 731}
1172 * be able to accurately report source of malloc. If we recycle 732
1173 * objects, then some other area may be doing the get_object 733void
1174 * and not freeing it, but the original one that malloc'd the 734object::activate_recursive ()
1175 * object will get the blame. 735{
736 activate ();
737
738 for (object *op = inv; op; op = op->above)
739 op->activate_recursive ();
740}
741
742/* This function removes object 'op' from the list of active
743 * objects.
744 * This should only be used for style maps or other such
745 * reference maps where you don't want an object that isn't
746 * in play chewing up cpu time getting processed.
747 * The reverse of this is to call update_ob_speed, which
748 * will do the right thing based on the speed of the object.
749 */
750void
751object::deactivate ()
752{
753 /* If not on the active list, nothing needs to be done */
754 if (!active ())
755 return;
756
757 if (active_prev == 0)
758 {
759 active_objects = active_next;
760 if (active_next)
761 active_next->active_prev = 0;
762 }
763 else
764 {
765 active_prev->active_next = active_next;
766 if (active_next)
767 active_next->active_prev = active_prev;
768 }
769
770 active_next = 0;
771 active_prev = 0;
772}
773
774void
775object::deactivate_recursive ()
776{
777 for (object *op = inv; op; op = op->above)
778 op->deactivate_recursive ();
779
780 deactivate ();
781}
782
783/*
784 * Remove and free all objects in the inventory of the given object.
785 * object.c ?
786 */
787void
788object::destroy_inv (bool drop_to_ground)
789{
790 // need to check first, because the checks below might segfault
791 // as we might be on an invalid mapspace and crossfire code
792 // is too buggy to ensure that the inventory is empty.
793 // corollary: if you create arrows etc. with stuff in tis inventory,
794 // cf will crash below with off-map x and y
795 if (!inv)
796 return;
797
798 /* Only if the space blocks everything do we not process -
799 * if some form of movement is allowed, let objects
800 * drop on that space.
1176 */ 801 */
1177 free(ob); 802 if (!drop_to_ground
1178#else 803 || !map
804 || map->in_memory != MAP_IN_MEMORY
805 || ms ().move_block == MOVE_ALL)
806 {
807 while (inv)
808 {
809 inv->destroy_inv (drop_to_ground);
810 inv->destroy ();
811 }
812 }
813 else
814 { /* Put objects in inventory onto this space */
815 while (inv)
816 {
817 object *op = inv;
1179 818
1180 /* Now link it with the free_objects list: */ 819 if (op->flag [FLAG_STARTEQUIP]
1181 ob->prev=NULL; 820 || op->flag [FLAG_NO_DROP]
1182 ob->next=free_objects; 821 || op->type == RUNE
1183 if(free_objects!=NULL) 822 || op->type == TRAP
1184 free_objects->prev=ob; 823 || op->flag [FLAG_IS_A_TEMPLATE])
1185 free_objects=ob; 824 op->destroy ();
1186 nroffreeobjects++; 825 else
1187#endif 826 map->insert (op, x, y);
827 }
828 }
1188} 829}
1189 830
1190/* 831object *object::create ()
1191 * count_free() returns the number of objects on the list of free objects. 832{
1192 */
1193
1194int count_free(void) {
1195 int i=0;
1196 object *tmp=free_objects; 833 object *op = new object;
1197 while(tmp!=NULL) 834 op->link ();
1198 tmp=tmp->next, i++;
1199 return i; 835 return op;
1200} 836}
1201 837
1202/* 838void
1203 * count_used() returns the number of objects on the list of used objects. 839object::do_destroy ()
1204 */ 840{
841 if (flag [FLAG_IS_LINKED])
842 remove_button_link (this);
1205 843
1206int count_used(void) { 844 if (flag [FLAG_FRIENDLY])
1207 int i=0; 845 remove_friendly_object (this);
1208 object *tmp=objects; 846
1209 while(tmp!=NULL) 847 if (!flag [FLAG_REMOVED])
1210 tmp=tmp->next, i++; 848 remove ();
849
850 if (flag [FLAG_FREED])
1211 return i; 851 return;
1212}
1213 852
1214/* 853 set_speed (0);
1215 * count_active() returns the number of objects on the list of active objects.
1216 */
1217 854
1218int count_active(void) { 855 flag [FLAG_FREED] = 1;
1219 int i=0; 856
1220 object *tmp=active_objects; 857 attachable::do_destroy ();
1221 while(tmp!=NULL) 858
1222 tmp=tmp->active_next, i++; 859 destroy_inv (true);
860 unlink ();
861
862 // hack to ensure that freed objects still have a valid map
863 {
864 static maptile *freed_map; // freed objects are moved here to avoid crashes
865
866 if (!freed_map)
867 {
868 freed_map = new maptile;
869
870 freed_map->name = "/internal/freed_objects_map";
871 freed_map->width = 3;
872 freed_map->height = 3;
873
874 freed_map->alloc ();
875 freed_map->in_memory = MAP_IN_MEMORY;
876 }
877
878 map = freed_map;
879 x = 1;
880 y = 1;
881 }
882
883 head = 0;
884
885 if (more)
886 {
887 more->destroy ();
888 more = 0;
889 }
890
891 // clear those pointers that likely might have circular references to us
892 owner = 0;
893 enemy = 0;
894 attacked_by = 0;
895
896 // only relevant for players(?), but make sure of it anyways
897 contr = 0;
898}
899
900void
901object::destroy (bool destroy_inventory)
902{
903 if (destroyed ())
1223 return i; 904 return;
905
906 if (destroy_inventory)
907 destroy_inv (false);
908
909 attachable::destroy ();
1224} 910}
1225 911
1226/* 912/*
1227 * sub_weight() recursively (outwards) subtracts a number from the 913 * sub_weight() recursively (outwards) subtracts a number from the
1228 * weight of an object (and what is carried by it's environment(s)). 914 * weight of an object (and what is carried by it's environment(s)).
1229 */ 915 */
1230 916void
1231void sub_weight (object *op, signed long weight) { 917sub_weight (object *op, signed long weight)
918{
1232 while (op != NULL) { 919 while (op != NULL)
920 {
1233 if (op->type == CONTAINER) { 921 if (op->type == CONTAINER)
1234 weight=(signed long)(weight*(100-op->stats.Str)/100); 922 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1235 } 923
1236 op->carrying-=weight; 924 op->carrying -= weight;
1237 op = op->env; 925 op = op->env;
1238 } 926 }
1239} 927}
1240 928
1241/* remove_ob(op): 929/* op->remove ():
1242 * This function removes the object op from the linked list of objects 930 * 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 931 * which it is currently tied to. When this function is done, the
1244 * object will have no environment. If the object previously had an 932 * object will have no environment. If the object previously had an
1245 * environment, the x and y coordinates will be updated to 933 * environment, the x and y coordinates will be updated to
1246 * the previous environment. 934 * the previous environment.
1247 * Beware: This function is called from the editor as well! 935 * Beware: This function is called from the editor as well!
1248 */ 936 */
1249 937void
1250void remove_ob(object *op) { 938object::remove ()
939{
1251 object *tmp,*last=NULL; 940 object *tmp, *last = 0;
1252 object *otmp; 941 object *otmp;
1253 tag_t tag;
1254 int check_walk_off;
1255 mapstruct *m;
1256 sint16 x,y;
1257
1258 942
1259 if(QUERY_FLAG(op,FLAG_REMOVED)) { 943 if (QUERY_FLAG (this, FLAG_REMOVED))
1260 dump_object(op); 944 return;
1261 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1262 945
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); 946 SET_FLAG (this, FLAG_REMOVED);
947 INVOKE_OBJECT (REMOVE, this);
1279 948
949 if (more)
950 more->remove ();
951
1280 /* 952 /*
1281 * In this case, the object to be removed is in someones 953 * In this case, the object to be removed is in someones
1282 * inventory. 954 * inventory.
1283 */ 955 */
1284 if(op->env!=NULL) { 956 if (env)
1285 if(op->nrof) 957 {
958 if (nrof)
1286 sub_weight(op->env, op->weight*op->nrof); 959 sub_weight (env, weight * nrof);
1287 else 960 else
1288 sub_weight(op->env, op->weight+op->carrying); 961 sub_weight (env, weight + carrying);
1289 962
1290 /* NO_FIX_PLAYER is set when a great many changes are being 963 /* NO_FIX_PLAYER is set when a great many changes are being
1291 * made to players inventory. If set, avoiding the call 964 * made to players inventory. If set, avoiding the call
1292 * to save cpu time. 965 * to save cpu time.
1293 */ 966 */
1294 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 967 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1295 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 968 otmp->update_stats ();
1296 fix_player(otmp);
1297 969
1298 if(op->above!=NULL) 970 if (above)
1299 op->above->below=op->below; 971 above->below = below;
1300 else 972 else
1301 op->env->inv=op->below; 973 env->inv = below;
1302 974
1303 if(op->below!=NULL) 975 if (below)
1304 op->below->above=op->above; 976 below->above = above;
1305 977
1306 /* we set up values so that it could be inserted into 978 /* we set up values so that it could be inserted into
1307 * the map, but we don't actually do that - it is up 979 * the map, but we don't actually do that - it is up
1308 * to the caller to decide what we want to do. 980 * 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 */ 981 */
982 x = env->x, y = env->y;
983 map = env->map;
984 above = 0, below = 0;
985 env = 0;
986 }
987 else if (map)
988 {
989 if (type == PLAYER)
990 {
991 --map->players;
992 map->touch ();
993 }
1342 994
995 map->dirty = true;
996
1343 /* link the object above us */ 997 /* link the object above us */
1344 if (op->above) 998 if (above)
1345 op->above->below=op->below; 999 above->below = below;
1346 else 1000 else
1347 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */ 1001 map->at (x, y).top = below; /* we were top, set new top */
1348 1002
1349 /* Relink the object below us, if there is one */ 1003 /* Relink the object below us, if there is one */
1350 if(op->below) { 1004 if (below)
1351 op->below->above=op->above; 1005 below->above = above;
1352 } else { 1006 else
1007 {
1353 /* Nothing below, which means we need to relink map object for this space 1008 /* 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 1009 * use translated coordinates in case some oddness with map tiling is
1355 * evident 1010 * evident
1356 */ 1011 */
1357 if(GET_MAP_OB(m,x,y)!=op) { 1012 if (GET_MAP_OB (map, x, y) != this)
1358 dump_object(op); 1013 {
1014 char *dump = dump_object (this);
1015 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); 1016 "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)); 1017 free (dump);
1361 LOG(llevError,"%s\n",errmsg); 1018 dump = dump_object (GET_MAP_OB (map, x, y));
1362 } 1019 LOG (llevError, "%s\n", dump);
1363 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 1020 free (dump);
1364 } 1021 }
1365 op->above=NULL;
1366 op->below=NULL;
1367 1022
1023 map->at (x, y).bot = above; /* goes on above it. */
1024 }
1025
1026 above = 0;
1027 below = 0;
1028
1368 if (op->map->in_memory == MAP_SAVING) 1029 if (map->in_memory == MAP_SAVING)
1369 return; 1030 return;
1370 1031
1371 tag = op->count; 1032 int check_walk_off = !flag [FLAG_NO_APPLY];
1372 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1033
1373 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1034 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1035 {
1374 /* No point updating the players look faces if he is the object 1036 /* No point updating the players look faces if he is the object
1375 * being removed. 1037 * being removed.
1376 */ 1038 */
1377 1039
1378 if(tmp->type==PLAYER && tmp!=op) { 1040 if (tmp->type == PLAYER && tmp != this)
1041 {
1379 /* If a container that the player is currently using somehow gets 1042 /* If a container that the player is currently using somehow gets
1380 * removed (most likely destroyed), update the player view 1043 * removed (most likely destroyed), update the player view
1381 * appropriately. 1044 * appropriately.
1382 */ 1045 */
1383 if (tmp->container==op) { 1046 if (tmp->container == this)
1384 CLEAR_FLAG(op, FLAG_APPLIED); 1047 {
1385 tmp->container=NULL; 1048 flag [FLAG_APPLIED] = 0;
1386 } 1049 tmp->container = 0;
1387 tmp->contr->socket.update_look=1; 1050 }
1388 } 1051
1052 if (tmp->contr->ns)
1053 tmp->contr->ns->floorbox_update ();
1054 }
1055
1389 /* See if player moving off should effect something */ 1056 /* See if object moving off should effect something */
1390 if (check_walk_off && ((op->move_type & tmp->move_off) && 1057 if (check_walk_off
1058 && ((move_type & tmp->move_off)
1391 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1059 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1060 {
1061 move_apply (tmp, this, 0);
1392 1062
1393 move_apply(tmp, op, NULL); 1063 if (destroyed ())
1394 if (was_destroyed (op, tag)) { 1064 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 " 1065 }
1396 "leaving object\n", tmp->name, tmp->arch->name);
1397 }
1398 }
1399 1066
1400 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1067 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1401 1068 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1402 if(tmp->above == tmp) 1069 if (tmp->above == tmp)
1403 tmp->above = NULL; 1070 tmp->above = 0;
1404 last=tmp; 1071
1405 } 1072 last = tmp;
1073 }
1074
1406 /* last == NULL of there are no objects on this space */ 1075 /* last == NULL if there are no objects on this space */
1407 if (last==NULL) { 1076 //TODO: this makes little sense, why only update the topmost object?
1408 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1077 if (!last)
1409 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1078 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 1079 else
1417 update_object(last, UP_OBJ_REMOVE); 1080 update_object (last, UP_OBJ_REMOVE);
1418 1081
1419 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1082 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1420 update_all_los(op->map, op->x, op->y); 1083 update_all_los (map, x, y);
1421 1084 }
1422} 1085}
1423 1086
1424/* 1087/*
1425 * merge_ob(op,top): 1088 * merge_ob(op,top):
1426 * 1089 *
1427 * This function goes through all objects below and including top, and 1090 * This function goes through all objects below and including top, and
1428 * merges op to the first matching object. 1091 * merges op to the first matching object.
1429 * If top is NULL, it is calculated. 1092 * If top is NULL, it is calculated.
1430 * Returns pointer to object if it succeded in the merge, otherwise NULL 1093 * Returns pointer to object if it succeded in the merge, otherwise NULL
1431 */ 1094 */
1432 1095object *
1433object *merge_ob(object *op, object *top) { 1096merge_ob (object *op, object *top)
1097{
1434 if(!op->nrof) 1098 if (!op->nrof)
1435 return 0; 1099 return 0;
1436 if(top==NULL) 1100
1101 if (top)
1437 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1102 for (top = op; top && top->above; top = top->above)
1103 ;
1104
1438 for(;top!=NULL;top=top->below) { 1105 for (; top; top = top->below)
1106 {
1439 if(top==op) 1107 if (top == op)
1440 continue; 1108 continue;
1441 if (CAN_MERGE(op,top)) 1109
1442 { 1110 if (object::can_merge (op, top))
1111 {
1443 top->nrof+=op->nrof; 1112 top->nrof += op->nrof;
1113
1444/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1114/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1445 op->weight = 0; /* Don't want any adjustements now */ 1115 op->weight = 0; /* Don't want any adjustements now */
1446 remove_ob(op); 1116 op->destroy ();
1447 free_object(op);
1448 return top; 1117 return top;
1449 } 1118 }
1450 } 1119 }
1120
1451 return NULL; 1121 return 0;
1452} 1122}
1453 1123
1454/* 1124/*
1455 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1125 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1456 * job preparing multi-part monsters 1126 * job preparing multi-part monsters
1457 */ 1127 */
1128object *
1458object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1129insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1459 object* tmp; 1130{
1460 if (op->head) 1131 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1461 op=op->head; 1132 {
1462 for (tmp=op;tmp;tmp=tmp->more){
1463 tmp->x=x+tmp->arch->clone.x; 1133 tmp->x = x + tmp->arch->clone.x;
1464 tmp->y=y+tmp->arch->clone.y; 1134 tmp->y = y + tmp->arch->clone.y;
1465 } 1135 }
1136
1466 return insert_ob_in_map (op, m, originator, flag); 1137 return insert_ob_in_map (op, m, originator, flag);
1467} 1138}
1468 1139
1469/* 1140/*
1470 * insert_ob_in_map (op, map, originator, flag): 1141 * insert_ob_in_map (op, map, originator, flag):
1471 * This function inserts the object in the two-way linked list 1142 * This function inserts the object in the two-way linked list
1484 * Return value: 1155 * Return value:
1485 * new object if 'op' was merged with other object 1156 * new object if 'op' was merged with other object
1486 * NULL if 'op' was destroyed 1157 * NULL if 'op' was destroyed
1487 * just 'op' otherwise 1158 * just 'op' otherwise
1488 */ 1159 */
1489 1160object *
1490object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1161insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1491{ 1162{
1492 object *tmp, *top, *floor=NULL; 1163 object *tmp, *top, *floor = NULL;
1493 sint16 x,y; 1164 sint16 x, y;
1494 1165
1495 if (QUERY_FLAG (op, FLAG_FREED)) { 1166 if (QUERY_FLAG (op, FLAG_FREED))
1167 {
1496 LOG (llevError, "Trying to insert freed object!\n"); 1168 LOG (llevError, "Trying to insert freed object!\n");
1497 return NULL; 1169 return NULL;
1170 }
1171
1172 if (!m)
1498 } 1173 {
1499 if(m==NULL) { 1174 char *dump = dump_object (op);
1500 dump_object(op);
1501 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1175 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1502 return op; 1176 free (dump);
1177 return op;
1503 } 1178 }
1179
1504 if(out_of_map(m,op->x,op->y)) { 1180 if (out_of_map (m, op->x, op->y))
1505 dump_object(op); 1181 {
1182 char *dump = dump_object (op);
1506 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1183 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1507#ifdef MANY_CORES 1184#ifdef MANY_CORES
1508 /* Better to catch this here, as otherwise the next use of this object 1185 /* 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 1186 * is likely to cause a crash. Better to find out where it is getting
1510 * improperly inserted. 1187 * improperly inserted.
1511 */ 1188 */
1512 abort(); 1189 abort ();
1513#endif 1190#endif
1514 return op; 1191 free (dump);
1192 return op;
1515 } 1193 }
1194
1516 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1195 if (!QUERY_FLAG (op, FLAG_REMOVED))
1517 dump_object(op); 1196 {
1197 char *dump = dump_object (op);
1518 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1198 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1519 return op; 1199 free (dump);
1200 return op;
1201 }
1202
1203 if (op->more)
1520 } 1204 {
1521 if(op->more!=NULL) {
1522 /* The part may be on a different map. */ 1205 /* The part may be on a different map. */
1523 1206
1524 object *more = op->more; 1207 object *more = op->more;
1525 1208
1526 /* We really need the caller to normalize coordinates - if 1209 /* We really need the caller to normalize coordinates - if
1527 * we set the map, that doesn't work if the location is within 1210 * 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 1211 * a map and this is straddling an edge. So only if coordinate
1529 * is clear wrong do we normalize it. 1212 * is clear wrong do we normalize it.
1530 */ 1213 */
1531 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1214 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); 1215 more->map = get_map_from_coord (m, &more->x, &more->y);
1536 } else if (!more->map) { 1216 else if (!more->map)
1217 {
1537 /* For backwards compatibility - when not dealing with tiled maps, 1218 /* For backwards compatibility - when not dealing with tiled maps,
1538 * more->map should always point to the parent. 1219 * more->map should always point to the parent.
1539 */ 1220 */
1540 more->map = m; 1221 more->map = m;
1541 } 1222 }
1542 1223
1543 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1224 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1225 {
1544 if ( ! op->head) 1226 if (!op->head)
1545 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1227 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1546 return NULL; 1228
1547 } 1229 return 0;
1230 }
1548 } 1231 }
1232
1549 CLEAR_FLAG(op,FLAG_REMOVED); 1233 CLEAR_FLAG (op, FLAG_REMOVED);
1550 1234
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 1235 /* 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 1236 * of areas of callers (eg, anything that uses find_free_spot would now
1557 * need extra work 1237 * need extra work
1558 */ 1238 */
1559 op->map=get_map_from_coord(m, &op->x, &op->y); 1239 op->map = get_map_from_coord (m, &op->x, &op->y);
1560 x = op->x; 1240 x = op->x;
1561 y = op->y; 1241 y = op->y;
1562 1242
1563 /* this has to be done after we translate the coordinates. 1243 /* this has to be done after we translate the coordinates.
1564 */ 1244 */
1565 if(op->nrof && !(flag & INS_NO_MERGE)) { 1245 if (op->nrof && !(flag & INS_NO_MERGE))
1566 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1246 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1567 if (CAN_MERGE(op,tmp)) { 1247 if (object::can_merge (op, tmp))
1568 op->nrof+=tmp->nrof; 1248 {
1569 remove_ob(tmp); 1249 op->nrof += tmp->nrof;
1570 free_object(tmp); 1250 tmp->destroy ();
1571 } 1251 }
1572 }
1573 1252
1574 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1253 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1575 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1254 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1255
1576 if (!QUERY_FLAG(op, FLAG_ALIVE)) 1256 if (!QUERY_FLAG (op, FLAG_ALIVE))
1577 CLEAR_FLAG(op, FLAG_NO_STEAL); 1257 CLEAR_FLAG (op, FLAG_NO_STEAL);
1578 1258
1579 if (flag & INS_BELOW_ORIGINATOR) { 1259 if (flag & INS_BELOW_ORIGINATOR)
1260 {
1580 if (originator->map != op->map || originator->x != op->x || 1261 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1581 originator->y != op->y) { 1262 {
1582 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1263 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1583 abort(); 1264 abort ();
1584 } 1265 }
1266
1585 op->above = originator; 1267 op->above = originator;
1586 op->below = originator->below; 1268 op->below = originator->below;
1587 if (op->below) op->below->above = op; 1269
1588 else SET_MAP_OB(op->map, op->x, op->y, op); 1270 if (op->below)
1271 op->below->above = op;
1272 else
1273 op->ms ().bot = op;
1274
1589 /* since *below* originator, no need to update top */ 1275 /* since *below* originator, no need to update top */
1590 originator->below = op; 1276 originator->below = op;
1591 } else { 1277 }
1278 else
1279 {
1592 /* If there are other objects, then */ 1280 /* If there are other objects, then */
1593 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) { 1281 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1594 object *last=NULL; 1282 {
1595 /* 1283 object *last = 0;
1284
1285 /*
1596 * If there are multiple objects on this space, we do some trickier handling. 1286 * If there are multiple objects on this space, we do some trickier handling.
1597 * We've already dealt with merging if appropriate. 1287 * We've already dealt with merging if appropriate.
1598 * Generally, we want to put the new object on top. But if 1288 * Generally, we want to put the new object on top. But if
1599 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1289 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1600 * floor, we want to insert above that and no further. 1290 * floor, we want to insert above that and no further.
1601 * Also, if there are spell objects on this space, we stop processing 1291 * 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 1292 * 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 1293 * 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 1294 * when lots of spells are cast in one area. Currently, it is presumed
1605 * that flying non pickable objects are spell objects. 1295 * that flying non pickable objects are spell objects.
1606 */ 1296 */
1297 while (top)
1298 {
1299 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1300 floor = top;
1607 1301
1608 while (top != NULL) { 1302 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 { 1303 {
1615 /* We insert above top, so we want this object below this */ 1304 /* We insert above top, so we want this object below this */
1616 top=top->below; 1305 top = top->below;
1617 break; 1306 break;
1618 } 1307 }
1619 last = top; 1308
1620 top = top->above; 1309 last = top;
1621 } 1310 top = top->above;
1311 }
1312
1622 /* Don't want top to be NULL, so set it to the last valid object */ 1313 /* Don't want top to be NULL, so set it to the last valid object */
1623 top = last; 1314 top = last;
1624 1315
1625 /* We let update_position deal with figuring out what the space 1316 /* We let update_position deal with figuring out what the space
1626 * looks like instead of lots of conditions here. 1317 * looks like instead of lots of conditions here.
1627 * makes things faster, and effectively the same result. 1318 * makes things faster, and effectively the same result.
1628 */ 1319 */
1629 1320
1630 /* Have object 'fall below' other objects that block view. 1321 /* Have object 'fall below' other objects that block view.
1631 * Unless those objects are exits, type 66 1322 * Unless those objects are exits, type 66
1632 * If INS_ON_TOP is used, don't do this processing 1323 * If INS_ON_TOP is used, don't do this processing
1633 * Need to find the object that in fact blocks view, otherwise 1324 * Need to find the object that in fact blocks view, otherwise
1634 * stacking is a bit odd. 1325 * stacking is a bit odd.
1635 */ 1326 */
1636 if (!(flag & INS_ON_TOP) && 1327 if (!(flag & INS_ON_TOP) &&
1637 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && 1328 (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)) { 1329 {
1639 for (last=top; last != floor; last=last->below) 1330 for (last = top; last != floor; last = last->below)
1640 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break; 1331 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1332 break;
1641 /* Check to see if we found the object that blocks view, 1333 /* Check to see if we found the object that blocks view,
1642 * and make sure we have a below pointer for it so that 1334 * and make sure we have a below pointer for it so that
1643 * we can get inserted below this one, which requires we 1335 * we can get inserted below this one, which requires we
1644 * set top to the object below us. 1336 * set top to the object below us.
1645 */ 1337 */
1646 if (last && last->below && last != floor) top=last->below; 1338 if (last && last->below && last != floor)
1647 } 1339 top = last->below;
1648 } /* If objects on this space */ 1340 }
1341 } /* If objects on this space */
1342
1649 if (flag & INS_MAP_LOAD) 1343 if (flag & INS_MAP_LOAD)
1650 top = GET_MAP_TOP(op->map,op->x,op->y); 1344 top = GET_MAP_TOP (op->map, op->x, op->y);
1345
1651 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1346 if (flag & INS_ABOVE_FLOOR_ONLY)
1347 top = floor;
1652 1348
1653 /* Top is the object that our object (op) is going to get inserted above. 1349 /* Top is the object that our object (op) is going to get inserted above.
1654 */ 1350 */
1655 1351
1656 /* First object on this space */ 1352 /* First object on this space */
1657 if (!top) { 1353 if (!top)
1354 {
1658 op->above = GET_MAP_OB(op->map, op->x, op->y); 1355 op->above = GET_MAP_OB (op->map, op->x, op->y);
1659 if (op->above) op->above->below = op; 1356
1660 op->below = NULL; 1357 if (op->above)
1661 SET_MAP_OB(op->map, op->x, op->y, op); 1358 op->above->below = op;
1662 } else { /* get inserted into the stack above top */ 1359
1360 op->below = 0;
1361 op->ms ().bot = op;
1362 }
1363 else
1364 { /* get inserted into the stack above top */
1663 op->above = top->above; 1365 op->above = top->above;
1664 if (op->above) op->above->below = op; 1366
1367 if (op->above)
1368 op->above->below = op;
1369
1665 op->below = top; 1370 op->below = top;
1666 top->above = op; 1371 top->above = op;
1667 } 1372 }
1668 if (op->above==NULL) 1373
1669 SET_MAP_TOP(op->map,op->x, op->y, op); 1374 if (!op->above)
1375 op->ms ().top = op;
1670 } /* else not INS_BELOW_ORIGINATOR */ 1376 } /* else not INS_BELOW_ORIGINATOR */
1671 1377
1672 if(op->type==PLAYER) 1378 if (op->type == PLAYER)
1379 {
1673 op->contr->do_los=1; 1380 op->contr->do_los = 1;
1381 ++op->map->players;
1382 op->map->touch ();
1383 }
1674 1384
1385 op->map->dirty = true;
1386
1675 /* If we have a floor, we know the player, if any, will be above 1387 /* If we have a floor, we know the player, if any, will be above
1676 * it, so save a few ticks and start from there. 1388 * it, so save a few ticks and start from there.
1677 */ 1389 */
1678 if (!(flag & INS_MAP_LOAD)) 1390 if (!(flag & INS_MAP_LOAD))
1679 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1391 if (object *pl = op->ms ().player ())
1680 if (tmp->type == PLAYER) 1392 if (pl->contr->ns)
1681 tmp->contr->socket.update_look=1; 1393 pl->contr->ns->floorbox_update ();
1682 }
1683 1394
1684 /* If this object glows, it may affect lighting conditions that are 1395 /* If this object glows, it may affect lighting conditions that are
1685 * visible to others on this map. But update_all_los is really 1396 * 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 1397 * 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 1398 * on the map will get recalculated. The players could very well
1688 * be far away from this change and not affected in any way - 1399 * be far away from this change and not affected in any way -
1689 * this should get redone to only look for players within range, 1400 * this should get redone to only look for players within range,
1690 * or just updating the P_NEED_UPDATE for spaces within this area 1401 * or just updating the P_UPTODATE for spaces within this area
1691 * of effect may be sufficient. 1402 * of effect may be sufficient.
1692 */ 1403 */
1693 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1404 if (op->map->darkness && (op->glow_radius != 0))
1694 update_all_los(op->map, op->x, op->y); 1405 update_all_los (op->map, op->x, op->y);
1695 1406
1696
1697 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1407 /* updates flags (blocked, alive, no magic, etc) for this map space */
1698 update_object(op,UP_OBJ_INSERT); 1408 update_object (op, UP_OBJ_INSERT);
1699 1409
1410 INVOKE_OBJECT (INSERT, op);
1700 1411
1701 /* Don't know if moving this to the end will break anything. However, 1412 /* 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. 1413 * we want to have floorbox_update called before calling this.
1703 * 1414 *
1704 * check_move_on() must be after this because code called from 1415 * check_move_on() must be after this because code called from
1705 * check_move_on() depends on correct map flags (so functions like 1416 * check_move_on() depends on correct map flags (so functions like
1706 * blocked() and wall() work properly), and these flags are updated by 1417 * blocked() and wall() work properly), and these flags are updated by
1707 * update_object(). 1418 * update_object().
1708 */ 1419 */
1709 1420
1710 /* if this is not the head or flag has been passed, don't check walk on status */ 1421 /* 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) { 1422 if (!(flag & INS_NO_WALK_ON) && !op->head)
1423 {
1713 if (check_move_on(op, originator)) 1424 if (check_move_on (op, originator))
1714 return NULL; 1425 return 0;
1715 1426
1716 /* If we are a multi part object, lets work our way through the check 1427 /* If we are a multi part object, lets work our way through the check
1717 * walk on's. 1428 * walk on's.
1718 */ 1429 */
1719 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1430 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1720 if (check_move_on (tmp, originator)) 1431 if (check_move_on (tmp, originator))
1721 return NULL; 1432 return 0;
1722 } 1433 }
1434
1723 return op; 1435 return op;
1724} 1436}
1725 1437
1726/* this function inserts an object in the map, but if it 1438/* 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. 1439 * 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. 1440 * op is the object to insert it under: supplies x and the map.
1729 */ 1441 */
1442void
1730void replace_insert_ob_in_map(const char *arch_string, object *op) { 1443replace_insert_ob_in_map (const char *arch_string, object *op)
1731 object *tmp; 1444{
1732 object *tmp1; 1445 object *tmp, *tmp1;
1733 1446
1734 /* first search for itself and remove any old instances */ 1447 /* first search for itself and remove any old instances */
1735 1448
1736 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1449 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1737 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1450 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1738 remove_ob(tmp); 1451 tmp->destroy ();
1739 free_object(tmp);
1740 }
1741 }
1742 1452
1743 tmp1=arch_to_object(find_archetype(arch_string)); 1453 tmp1 = arch_to_object (archetype::find (arch_string));
1744 1454
1745 1455 tmp1->x = op->x;
1746 tmp1->x = op->x; tmp1->y = op->y; 1456 tmp1->y = op->y;
1747 insert_ob_in_map(tmp1,op->map,op,0); 1457 insert_ob_in_map (tmp1, op->map, op, 0);
1748} 1458}
1459
1460object *
1461object::insert_at (object *where, object *originator, int flags)
1462{
1463 where->map->insert (this, where->x, where->y, originator, flags);
1464}
1749 1465
1750/* 1466/*
1751 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1467 * 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 1468 * is returned contains nr objects, and the remaining parts contains
1753 * the rest (or is removed and freed if that number is 0). 1469 * the rest (or is removed and freed if that number is 0).
1754 * On failure, NULL is returned, and the reason put into the 1470 * On failure, NULL is returned, and the reason put into the
1755 * global static errmsg array. 1471 * global static errmsg array.
1756 */ 1472 */
1757 1473object *
1758object *get_split_ob(object *orig_ob, uint32 nr) { 1474get_split_ob (object *orig_ob, uint32 nr)
1475{
1759 object *newob; 1476 object *newob;
1760 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1477 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1761 1478
1762 if(orig_ob->nrof<nr) { 1479 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 } 1480 {
1481 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1482 return NULL;
1483 }
1484
1767 newob = object_create_clone(orig_ob); 1485 newob = object_create_clone (orig_ob);
1486
1768 if((orig_ob->nrof-=nr)<1) { 1487 if ((orig_ob->nrof -= nr) < 1)
1769 if ( ! is_removed) 1488 orig_ob->destroy (1);
1770 remove_ob(orig_ob);
1771 free_object2(orig_ob, 1);
1772 }
1773 else if ( ! is_removed) { 1489 else if (!is_removed)
1490 {
1774 if(orig_ob->env!=NULL) 1491 if (orig_ob->env != NULL)
1775 sub_weight (orig_ob->env,orig_ob->weight*nr); 1492 sub_weight (orig_ob->env, orig_ob->weight * nr);
1776 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1493 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1494 {
1777 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1495 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"); 1496 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1780 return NULL; 1497 return NULL;
1781 } 1498 }
1782 } 1499 }
1500
1783 newob->nrof=nr; 1501 newob->nrof = nr;
1784 1502
1785 return newob; 1503 return newob;
1786} 1504}
1787 1505
1788/* 1506/*
1789 * decrease_ob_nr(object, number) decreases a specified number from 1507 * decrease_ob_nr(object, number) decreases a specified number from
1790 * the amount of an object. If the amount reaches 0, the object 1508 * the amount of an object. If the amount reaches 0, the object
1791 * is subsequently removed and freed. 1509 * is subsequently removed and freed.
1792 * 1510 *
1793 * Return value: 'op' if something is left, NULL if the amount reached 0 1511 * Return value: 'op' if something is left, NULL if the amount reached 0
1794 */ 1512 */
1795 1513
1514object *
1796object *decrease_ob_nr (object *op, uint32 i) 1515decrease_ob_nr (object *op, uint32 i)
1797{ 1516{
1798 object *tmp; 1517 object *tmp;
1799 player *pl;
1800 1518
1801 if (i == 0) /* objects with op->nrof require this check */ 1519 if (i == 0) /* objects with op->nrof require this check */
1802 return op; 1520 return op;
1803 1521
1804 if (i > op->nrof) 1522 if (i > op->nrof)
1805 i = op->nrof; 1523 i = op->nrof;
1806 1524
1807 if (QUERY_FLAG (op, FLAG_REMOVED)) 1525 if (QUERY_FLAG (op, FLAG_REMOVED))
1526 op->nrof -= i;
1527 else if (op->env)
1528 {
1529 /* is this object in the players inventory, or sub container
1530 * therein?
1531 */
1532 tmp = op->in_player ();
1533 /* nope. Is this a container the player has opened?
1534 * If so, set tmp to that player.
1535 * IMO, searching through all the players will mostly
1536 * likely be quicker than following op->env to the map,
1537 * and then searching the map for a player.
1538 */
1539 if (!tmp)
1540 for_all_players (pl)
1541 if (pl->ob->container == op->env)
1542 {
1543 tmp = pl->ob;
1544 break;
1545 }
1546
1547 if (i < op->nrof)
1548 {
1549 sub_weight (op->env, op->weight * i);
1550 op->nrof -= i;
1551 if (tmp)
1552 esrv_send_item (tmp, op);
1553 }
1554 else
1555 {
1556 op->remove ();
1557 op->nrof = 0;
1558 if (tmp)
1559 esrv_del_item (tmp->contr, op->count);
1560 }
1808 { 1561 }
1562 else
1563 {
1564 object *above = op->above;
1565
1566 if (i < op->nrof)
1809 op->nrof -= i; 1567 op->nrof -= i;
1810 } 1568 else
1811 else if (op->env != NULL) 1569 {
1812 { 1570 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; 1571 op->nrof = 0;
1572 }
1573
1574 /* Since we just removed op, op->above is null */
1575 for (tmp = above; tmp; tmp = tmp->above)
1576 if (tmp->type == PLAYER)
1577 {
1833 if (tmp) { 1578 if (op->nrof)
1834 esrv_send_item(tmp, op); 1579 esrv_send_item (tmp, op);
1835 } 1580 else
1836 } else {
1837 remove_ob (op);
1838 op->nrof = 0;
1839 if (tmp) {
1840 esrv_del_item(tmp->contr, op->count); 1581 esrv_del_item (tmp->contr, op->count);
1841 } 1582 }
1842 }
1843 }
1844 else
1845 { 1583 }
1846 object *above = op->above;
1847 1584
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) { 1585 if (op->nrof)
1865 return op; 1586 return op;
1866 } else { 1587 else
1867 free_object (op); 1588 {
1589 op->destroy ();
1868 return NULL; 1590 return 0;
1869 } 1591 }
1870} 1592}
1871 1593
1872/* 1594/*
1873 * add_weight(object, weight) adds the specified weight to an object, 1595 * add_weight(object, weight) adds the specified weight to an object,
1874 * and also updates how much the environment(s) is/are carrying. 1596 * and also updates how much the environment(s) is/are carrying.
1875 */ 1597 */
1876 1598
1599void
1877void add_weight (object *op, signed long weight) { 1600add_weight (object *op, signed long weight)
1601{
1878 while (op!=NULL) { 1602 while (op != NULL)
1603 {
1879 if (op->type == CONTAINER) { 1604 if (op->type == CONTAINER)
1880 weight=(signed long)(weight*(100-op->stats.Str)/100); 1605 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1881 } 1606
1882 op->carrying+=weight; 1607 op->carrying += weight;
1883 op=op->env; 1608 op = op->env;
1884 } 1609 }
1885} 1610}
1886 1611
1612object *
1613insert_ob_in_ob (object *op, object *where)
1614{
1615 if (!where)
1616 {
1617 char *dump = dump_object (op);
1618 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1619 free (dump);
1620 return op;
1621 }
1622
1623 if (where->head)
1624 {
1625 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1626 where = where->head;
1627 }
1628
1629 return where->insert (op);
1630}
1631
1887/* 1632/*
1888 * insert_ob_in_ob(op,environment): 1633 * env->insert (op)
1889 * This function inserts the object op in the linked list 1634 * This function inserts the object op in the linked list
1890 * inside the object environment. 1635 * inside the object environment.
1891 * 1636 *
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 1637 * The function returns now pointer to inserted item, and return value can
1898 * be != op, if items are merged. -Tero 1638 * be != op, if items are merged. -Tero
1899 */ 1639 */
1900 1640
1901object *insert_ob_in_ob(object *op,object *where) { 1641object *
1642object::insert (object *op)
1643{
1902 object *tmp, *otmp; 1644 object *tmp, *otmp;
1903 1645
1904 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1646 if (!QUERY_FLAG (op, FLAG_REMOVED))
1905 dump_object(op); 1647 op->remove ();
1906 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1648
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) { 1649 if (op->more)
1650 {
1920 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1651 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1921 op->name, op->count);
1922 return op; 1652 return op;
1923 } 1653 }
1654
1924 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1655 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1925 CLEAR_FLAG(op, FLAG_REMOVED); 1656 CLEAR_FLAG (op, FLAG_REMOVED);
1926 if(op->nrof) { 1657 if (op->nrof)
1658 {
1927 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1659 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1928 if ( CAN_MERGE(tmp,op) ) { 1660 if (object::can_merge (tmp, op))
1661 {
1929 /* return the original object and remove inserted object 1662 /* return the original object and remove inserted object
1930 (client needs the original object) */ 1663 (client needs the original object) */
1931 tmp->nrof += op->nrof; 1664 tmp->nrof += op->nrof;
1932 /* Weight handling gets pretty funky. Since we are adding to 1665 /* Weight handling gets pretty funky. Since we are adding to
1933 * tmp->nrof, we need to increase the weight. 1666 * tmp->nrof, we need to increase the weight.
1934 */ 1667 */
1935 add_weight (where, op->weight*op->nrof); 1668 add_weight (this, op->weight * op->nrof);
1936 SET_FLAG(op, FLAG_REMOVED); 1669 SET_FLAG (op, FLAG_REMOVED);
1937 free_object(op); /* free the inserted object */ 1670 op->destroy (); /* free the inserted object */
1938 op = tmp; 1671 op = tmp;
1939 remove_ob (op); /* and fix old object's links */ 1672 op->remove (); /* and fix old object's links */
1940 CLEAR_FLAG(op, FLAG_REMOVED); 1673 CLEAR_FLAG (op, FLAG_REMOVED);
1941 break; 1674 break;
1942 } 1675 }
1943 1676
1944 /* I assume combined objects have no inventory 1677 /* I assume combined objects have no inventory
1945 * We add the weight - this object could have just been removed 1678 * We add the weight - this object could have just been removed
1946 * (if it was possible to merge). calling remove_ob will subtract 1679 * (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 1680 * the weight, so we need to add it in again, since we actually do
1948 * the linking below 1681 * the linking below
1949 */ 1682 */
1950 add_weight (where, op->weight*op->nrof); 1683 add_weight (this, op->weight * op->nrof);
1684 }
1951 } else 1685 else
1952 add_weight (where, (op->weight+op->carrying)); 1686 add_weight (this, (op->weight + op->carrying));
1953 1687
1954 otmp=is_player_inv(where); 1688 otmp = this->in_player ();
1955 if (otmp&&otmp->contr!=NULL) { 1689 if (otmp && otmp->contr)
1956 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1690 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1957 fix_player(otmp); 1691 otmp->update_stats ();
1958 }
1959 1692
1960 op->map=NULL; 1693 op->map = 0;
1961 op->env=where; 1694 op->env = this;
1962 op->above=NULL; 1695 op->above = 0;
1963 op->below=NULL; 1696 op->below = 0;
1964 op->x=0,op->y=0; 1697 op->x = 0, op->y = 0;
1965 op->ox=0,op->oy=0;
1966 1698
1967 /* reset the light list and los of the players on the map */ 1699 /* reset the light list and los of the players on the map */
1968 if((op->glow_radius!=0)&&where->map) 1700 if ((op->glow_radius != 0) && map)
1969 { 1701 {
1970#ifdef DEBUG_LIGHTS 1702#ifdef DEBUG_LIGHTS
1971 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1703 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1972 op->name);
1973#endif /* DEBUG_LIGHTS */ 1704#endif /* DEBUG_LIGHTS */
1974 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1705 if (map->darkness)
1706 update_all_los (map, x, y);
1975 } 1707 }
1976 1708
1977 /* Client has no idea of ordering so lets not bother ordering it here. 1709 /* Client has no idea of ordering so lets not bother ordering it here.
1978 * It sure simplifies this function... 1710 * It sure simplifies this function...
1979 */ 1711 */
1980 if (where->inv==NULL) 1712 if (!inv)
1981 where->inv=op; 1713 inv = op;
1982 else { 1714 else
1715 {
1983 op->below = where->inv; 1716 op->below = inv;
1984 op->below->above = op; 1717 op->below->above = op;
1985 where->inv = op; 1718 inv = op;
1986 } 1719 }
1720
1721 INVOKE_OBJECT (INSERT, this);
1722
1987 return op; 1723 return op;
1988} 1724}
1989 1725
1990/* 1726/*
1991 * Checks if any objects has a move_type that matches objects 1727 * Checks if any objects has a move_type that matches objects
2005 * 1741 *
2006 * MSW 2001-07-08: Check all objects on space, not just those below 1742 * 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 1743 * object being inserted. insert_ob_in_map may not put new objects
2008 * on top. 1744 * on top.
2009 */ 1745 */
2010 1746int
2011int check_move_on (object *op, object *originator) 1747check_move_on (object *op, object *originator)
2012{ 1748{
2013 object *tmp; 1749 object *tmp;
2014 tag_t tag;
2015 mapstruct *m=op->map; 1750 maptile *m = op->map;
2016 int x=op->x, y=op->y; 1751 int x = op->x, y = op->y;
1752
2017 MoveType move_on, move_slow, move_block; 1753 MoveType move_on, move_slow, move_block;
2018 1754
2019 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1755 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; 1756 return 0;
1757
1758 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1759 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1760 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1761
1762 /* if nothing on this space will slow op down or be applied,
1763 * no need to do checking below. have to make sure move_type
1764 * is set, as lots of objects don't have it set - we treat that
1765 * as walking.
1766 */
1767 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1768 return 0;
1769
1770 /* This is basically inverse logic of that below - basically,
1771 * if the object can avoid the move on or slow move, they do so,
1772 * but can't do it if the alternate movement they are using is
1773 * blocked. Logic on this seems confusing, but does seem correct.
1774 */
1775 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1776 return 0;
1777
1778 /* The objects have to be checked from top to bottom.
1779 * Hence, we first go to the top:
1780 */
1781
1782 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1783 {
1784 /* Trim the search when we find the first other spell effect
1785 * this helps performance so that if a space has 50 spell objects,
1786 * we don't need to check all of them.
1787 */
1788 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1789 break;
1790 }
1791
1792 for (; tmp; tmp = tmp->below)
1793 {
1794 if (tmp == op)
1795 continue; /* Can't apply yourself */
1796
1797 /* Check to see if one of the movement types should be slowed down.
1798 * Second check makes sure that the movement types not being slowed
1799 * (~slow_move) is not blocked on this space - just because the
1800 * space doesn't slow down swimming (for example), if you can't actually
1801 * swim on that space, can't use it to avoid the penalty.
1802 */
1803 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1804 {
1805 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1806 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1807 {
1808
1809 float
1810 diff = tmp->move_slow_penalty * FABS (op->speed);
1811
1812 if (op->type == PLAYER)
1813 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1814 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1815 diff /= 4.0;
1816
1817 op->speed_left -= diff;
1818 }
1819 }
1820
1821 /* Basically same logic as above, except now for actual apply. */
1822 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1823 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1824 {
1825 move_apply (tmp, op, originator);
1826
1827 if (op->destroyed ())
1828 return 1;
1829
1830 /* what the person/creature stepped onto has moved the object
1831 * someplace new. Don't process any further - if we did,
1832 * have a feeling strange problems would result.
1833 */
1834 if (op->map != m || op->x != x || op->y != y)
1835 return 0;
1836 }
1837 }
1838
1839 return 0;
2100} 1840}
2101 1841
2102/* 1842/*
2103 * present_arch(arch, map, x, y) searches for any objects with 1843 * present_arch(arch, map, x, y) searches for any objects with
2104 * a matching archetype at the given map and coordinates. 1844 * a matching archetype at the given map and coordinates.
2105 * The first matching object is returned, or NULL if none. 1845 * The first matching object is returned, or NULL if none.
2106 */ 1846 */
2107 1847object *
2108object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1848present_arch (const archetype *at, maptile *m, int x, int y)
2109 object *tmp; 1849{
2110 if(m==NULL || out_of_map(m,x,y)) { 1850 if (m == NULL || out_of_map (m, x, y))
1851 {
2111 LOG(llevError,"Present_arch called outside map.\n"); 1852 LOG (llevError, "Present_arch called outside map.\n");
2112 return NULL; 1853 return NULL;
2113 } 1854 }
1855
2114 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1856 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2115 if(tmp->arch == at) 1857 if (tmp->arch == at)
2116 return tmp; 1858 return tmp;
1859
2117 return NULL; 1860 return NULL;
2118} 1861}
2119 1862
2120/* 1863/*
2121 * present(type, map, x, y) searches for any objects with 1864 * present(type, map, x, y) searches for any objects with
2122 * a matching type variable at the given map and coordinates. 1865 * a matching type variable at the given map and coordinates.
2123 * The first matching object is returned, or NULL if none. 1866 * The first matching object is returned, or NULL if none.
2124 */ 1867 */
2125 1868object *
2126object *present(unsigned char type,mapstruct *m, int x,int y) { 1869present (unsigned char type, maptile *m, int x, int y)
2127 object *tmp; 1870{
2128 if(out_of_map(m,x,y)) { 1871 if (out_of_map (m, x, y))
1872 {
2129 LOG(llevError,"Present called outside map.\n"); 1873 LOG (llevError, "Present called outside map.\n");
2130 return NULL; 1874 return NULL;
2131 } 1875 }
1876
2132 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1877 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2133 if(tmp->type==type) 1878 if (tmp->type == type)
2134 return tmp; 1879 return tmp;
1880
2135 return NULL; 1881 return NULL;
2136} 1882}
2137 1883
2138/* 1884/*
2139 * present_in_ob(type, object) searches for any objects with 1885 * present_in_ob(type, object) searches for any objects with
2140 * a matching type variable in the inventory of the given object. 1886 * a matching type variable in the inventory of the given object.
2141 * The first matching object is returned, or NULL if none. 1887 * The first matching object is returned, or NULL if none.
2142 */ 1888 */
2143 1889object *
2144object *present_in_ob(unsigned char type, const object *op) { 1890present_in_ob (unsigned char type, const object *op)
2145 object *tmp; 1891{
2146 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1892 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2147 if(tmp->type==type) 1893 if (tmp->type == type)
2148 return tmp; 1894 return tmp;
1895
2149 return NULL; 1896 return NULL;
2150} 1897}
2151 1898
2152/* 1899/*
2153 * present_in_ob (type, str, object) searches for any objects with 1900 * present_in_ob (type, str, object) searches for any objects with
2161 * str is the string to match against. Note that we match against 1908 * 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 1909 * 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 1910 * spell code can use one object type (force), but change it's name
2164 * to be unique. 1911 * to be unique.
2165 */ 1912 */
2166 1913object *
2167object *present_in_ob_by_name(int type, const char *str, const object *op) { 1914present_in_ob_by_name (int type, const char *str, const object *op)
2168 object *tmp; 1915{
2169
2170 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1916 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2171 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1917 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2172 return tmp; 1918 return tmp;
2173 } 1919
2174 return NULL; 1920 return 0;
2175} 1921}
2176 1922
2177/* 1923/*
2178 * present_arch_in_ob(archetype, object) searches for any objects with 1924 * present_arch_in_ob(archetype, object) searches for any objects with
2179 * a matching archetype in the inventory of the given object. 1925 * a matching archetype in the inventory of the given object.
2180 * The first matching object is returned, or NULL if none. 1926 * The first matching object is returned, or NULL if none.
2181 */ 1927 */
2182 1928object *
2183object *present_arch_in_ob(const archetype *at, const object *op) { 1929present_arch_in_ob (const archetype *at, const object *op)
2184 object *tmp; 1930{
2185 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1931 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2186 if( tmp->arch == at) 1932 if (tmp->arch == at)
2187 return tmp; 1933 return tmp;
1934
2188 return NULL; 1935 return NULL;
2189} 1936}
2190 1937
2191/* 1938/*
2192 * activate recursively a flag on an object inventory 1939 * activate recursively a flag on an object inventory
2193 */ 1940 */
1941void
2194void flag_inv(object*op, int flag){ 1942flag_inv (object *op, int flag)
2195 object *tmp; 1943{
2196 if(op->inv) 1944 if (op->inv)
2197 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1945 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1946 {
2198 SET_FLAG(tmp, flag); 1947 SET_FLAG (tmp, flag);
2199 flag_inv(tmp,flag); 1948 flag_inv (tmp, flag);
2200 } 1949 }
1950}
1951
2201}/* 1952/*
2202 * desactivate recursively a flag on an object inventory 1953 * deactivate recursively a flag on an object inventory
2203 */ 1954 */
1955void
2204void unflag_inv(object*op, int flag){ 1956unflag_inv (object *op, int flag)
2205 object *tmp; 1957{
2206 if(op->inv) 1958 if (op->inv)
2207 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1959 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1960 {
2208 CLEAR_FLAG(tmp, flag); 1961 CLEAR_FLAG (tmp, flag);
2209 unflag_inv(tmp,flag); 1962 unflag_inv (tmp, flag);
2210 } 1963 }
2211} 1964}
2212 1965
2213/* 1966/*
2214 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1967 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2215 * all it's inventory (recursively). 1968 * all it's inventory (recursively).
2216 * If checksums are used, a player will get set_cheat called for 1969 * 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. 1970 * him/her-self and all object carried by a call to this function.
2218 */ 1971 */
2219 1972void
2220void set_cheat(object *op) { 1973set_cheat (object *op)
1974{
2221 SET_FLAG(op, FLAG_WAS_WIZ); 1975 SET_FLAG (op, FLAG_WAS_WIZ);
2222 flag_inv(op, FLAG_WAS_WIZ); 1976 flag_inv (op, FLAG_WAS_WIZ);
2223} 1977}
2224 1978
2225/* 1979/*
2226 * find_free_spot(object, map, x, y, start, stop) will search for 1980 * 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 1981 * 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 1995 * 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 1996 * 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 1997 * the archetype because that isn't correct if the monster has been
2244 * customized, changed states, etc. 1998 * customized, changed states, etc.
2245 */ 1999 */
2246 2000int
2247int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2001find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2002{
2248 int i,index=0, flag; 2003 int index = 0, flag;
2249 static int altern[SIZEOFFREE]; 2004 int altern[SIZEOFFREE];
2250 2005
2251 for(i=start;i<stop;i++) { 2006 for (int i = start; i < stop; i++)
2007 {
2252 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2008 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2253 if(!flag) 2009 if (!flag)
2254 altern[index++]=i; 2010 altern [index++] = i;
2255 2011
2256 /* Basically, if we find a wall on a space, we cut down the search size. 2012 /* 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. 2013 * 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 - 2014 * 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 2015 * 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 2016 * spaces in all the other directions, this will reduce the search space
2261 * to only the spaces immediately surrounding the target area, and 2017 * to only the spaces immediately surrounding the target area, and
2262 * won't look 2 spaces south of the target space. 2018 * won't look 2 spaces south of the target space.
2263 */ 2019 */
2264 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2020 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2265 stop=maxfree[i]; 2021 stop = maxfree[i];
2266 } 2022 }
2267 if(!index) return -1; 2023
2024 if (!index)
2025 return -1;
2026
2268 return altern[RANDOM()%index]; 2027 return altern[RANDOM () % index];
2269} 2028}
2270 2029
2271/* 2030/*
2272 * find_first_free_spot(archetype, mapstruct, x, y) works like 2031 * find_first_free_spot(archetype, maptile, x, y) works like
2273 * find_free_spot(), but it will search max number of squares. 2032 * find_free_spot(), but it will search max number of squares.
2274 * But it will return the first available spot, not a random choice. 2033 * 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. 2034 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2276 */ 2035 */
2277 2036int
2278int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2037find_first_free_spot (const object *ob, maptile *m, int x, int y)
2279 int i; 2038{
2280 for(i=0;i<SIZEOFFREE;i++) { 2039 for (int i = 0; i < SIZEOFFREE; i++)
2281 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2040 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2282 return i; 2041 return i;
2283 } 2042
2284 return -1; 2043 return -1;
2285} 2044}
2286 2045
2287/* 2046/*
2288 * The function permute(arr, begin, end) randomly reorders the array 2047 * The function permute(arr, begin, end) randomly reorders the array
2289 * arr[begin..end-1]. 2048 * arr[begin..end-1].
2049 * now uses a fisher-yates shuffle, old permute was broken
2290 */ 2050 */
2051static void
2291static void permute(int *arr, int begin, int end) 2052permute (int *arr, int begin, int end)
2292{ 2053{
2293 int i, j, tmp, len; 2054 arr += begin;
2055 end -= begin;
2294 2056
2295 len = end-begin; 2057 while (--end)
2296 for(i = begin; i < end; i++) 2058 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} 2059}
2305 2060
2306/* new function to make monster searching more efficient, and effective! 2061/* new function to make monster searching more efficient, and effective!
2307 * This basically returns a randomized array (in the passed pointer) of 2062 * 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 2063 * 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 2064 * 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 2065 * 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. 2066 * the 3x3 area will be searched, just not in a predictable order.
2312 */ 2067 */
2068void
2313void get_search_arr(int *search_arr) 2069get_search_arr (int *search_arr)
2314{ 2070{
2315 int i; 2071 int i;
2316 2072
2317 for(i = 0; i < SIZEOFFREE; i++) 2073 for (i = 0; i < SIZEOFFREE; i++)
2318 {
2319 search_arr[i] = i; 2074 search_arr[i] = i;
2320 }
2321 2075
2322 permute(search_arr, 1, SIZEOFFREE1+1); 2076 permute (search_arr, 1, SIZEOFFREE1 + 1);
2323 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2077 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2324 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2078 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2325} 2079}
2326 2080
2327/* 2081/*
2328 * find_dir(map, x, y, exclude) will search some close squares in the 2082 * find_dir(map, x, y, exclude) will search some close squares in the
2329 * given map at the given coordinates for live objects. 2083 * given map at the given coordinates for live objects.
2334 * Perhaps incorrectly, but I'm making the assumption that exclude 2088 * 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 2089 * 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 2090 * because we have to know what movement the thing looking to move
2337 * there is capable of. 2091 * there is capable of.
2338 */ 2092 */
2339 2093int
2340int find_dir(mapstruct *m, int x, int y, object *exclude) { 2094find_dir (maptile *m, int x, int y, object *exclude)
2095{
2341 int i,max=SIZEOFFREE, mflags; 2096 int i, max = SIZEOFFREE, mflags;
2097
2342 sint16 nx, ny; 2098 sint16 nx, ny;
2343 object *tmp; 2099 object *tmp;
2344 mapstruct *mp; 2100 maptile *mp;
2101
2345 MoveType blocked, move_type; 2102 MoveType blocked, move_type;
2346 2103
2347 if (exclude && exclude->head) { 2104 if (exclude && exclude->head)
2105 {
2348 exclude = exclude->head; 2106 exclude = exclude->head;
2349 move_type = exclude->move_type; 2107 move_type = exclude->move_type;
2350 } else { 2108 }
2109 else
2110 {
2351 /* If we don't have anything, presume it can use all movement types. */ 2111 /* If we don't have anything, presume it can use all movement types. */
2352 move_type=MOVE_ALL; 2112 move_type = MOVE_ALL;
2113 }
2114
2115 for (i = 1; i < max; i++)
2353 } 2116 {
2354 2117 mp = m;
2355 for(i=1;i<max;i++) {
2356 mp = m;
2357 nx = x + freearr_x[i]; 2118 nx = x + freearr_x[i];
2358 ny = y + freearr_y[i]; 2119 ny = y + freearr_y[i];
2359 2120
2360 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2121 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2122
2361 if (mflags & P_OUT_OF_MAP) { 2123 if (mflags & P_OUT_OF_MAP)
2362 max = maxfree[i]; 2124 max = maxfree[i];
2363 } else { 2125 else
2364 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2126 {
2127 mapspace &ms = mp->at (nx, ny);
2365 2128
2129 blocked = ms.move_block;
2130
2366 if ((move_type & blocked) == move_type) { 2131 if ((move_type & blocked) == move_type)
2367 max=maxfree[i]; 2132 max = maxfree[i];
2368 } else if (mflags & P_IS_ALIVE) { 2133 else if (mflags & P_IS_ALIVE)
2369 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2134 {
2370 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2135 for (tmp = ms.bot; tmp; tmp = tmp->above)
2136 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2371 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2137 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2372 break; 2138 break;
2373 } 2139
2374 } 2140 if (tmp)
2375 if(tmp) {
2376 return freedir[i]; 2141 return freedir[i];
2377 } 2142 }
2143 }
2378 } 2144 }
2379 } 2145
2380 }
2381 return 0; 2146 return 0;
2382} 2147}
2383 2148
2384/* 2149/*
2385 * distance(object 1, object 2) will return the square of the 2150 * distance(object 1, object 2) will return the square of the
2386 * distance between the two given objects. 2151 * distance between the two given objects.
2387 */ 2152 */
2388 2153int
2389int distance(const object *ob1, const object *ob2) { 2154distance (const object *ob1, const object *ob2)
2390 int i; 2155{
2391 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2156 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} 2157}
2395 2158
2396/* 2159/*
2397 * find_dir_2(delta-x,delta-y) will return a direction in which 2160 * 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 2161 * an object which has subtracted the x and y coordinates of another
2399 * object, needs to travel toward it. 2162 * object, needs to travel toward it.
2400 */ 2163 */
2401 2164int
2402int find_dir_2(int x, int y) { 2165find_dir_2 (int x, int y)
2166{
2403 int q; 2167 int q;
2404 2168
2405 if(y) 2169 if (y)
2406 q=x*100/y; 2170 q = x * 100 / y;
2407 else if (x) 2171 else if (x)
2408 q= -300*x; 2172 q = -300 * x;
2409 else 2173 else
2410 return 0; 2174 return 0;
2411 2175
2412 if(y>0) { 2176 if (y > 0)
2177 {
2413 if(q < -242) 2178 if (q < -242)
2414 return 3 ; 2179 return 3;
2415 if (q < -41) 2180 if (q < -41)
2416 return 2 ; 2181 return 2;
2417 if (q < 41) 2182 if (q < 41)
2418 return 1 ; 2183 return 1;
2419 if (q < 242) 2184 if (q < 242)
2420 return 8 ; 2185 return 8;
2421 return 7 ; 2186 return 7;
2422 } 2187 }
2423 2188
2424 if (q < -242) 2189 if (q < -242)
2425 return 7 ; 2190 return 7;
2426 if (q < -41) 2191 if (q < -41)
2427 return 6 ; 2192 return 6;
2428 if (q < 41) 2193 if (q < 41)
2429 return 5 ; 2194 return 5;
2430 if (q < 242) 2195 if (q < 242)
2431 return 4 ; 2196 return 4;
2432 2197
2433 return 3 ; 2198 return 3;
2434} 2199}
2435 2200
2436/* 2201/*
2437 * absdir(int): Returns a number between 1 and 8, which represent 2202 * absdir(int): Returns a number between 1 and 8, which represent
2438 * the "absolute" direction of a number (it actually takes care of 2203 * the "absolute" direction of a number (it actually takes care of
2439 * "overflow" in previous calculations of a direction). 2204 * "overflow" in previous calculations of a direction).
2440 */ 2205 */
2441 2206
2207int
2442int absdir(int d) { 2208absdir (int d)
2443 while(d<1) d+=8; 2209{
2444 while(d>8) d-=8; 2210 while (d < 1)
2211 d += 8;
2212
2213 while (d > 8)
2214 d -= 8;
2215
2445 return d; 2216 return d;
2446} 2217}
2447 2218
2448/* 2219/*
2449 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2220 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2450 * between two directions (which are expected to be absolute (see absdir()) 2221 * between two directions (which are expected to be absolute (see absdir())
2451 */ 2222 */
2452 2223
2224int
2453int dirdiff(int dir1, int dir2) { 2225dirdiff (int dir1, int dir2)
2226{
2454 int d; 2227 int d;
2228
2455 d = abs(dir1 - dir2); 2229 d = abs (dir1 - dir2);
2456 if(d>4) 2230 if (d > 4)
2457 d = 8 - d; 2231 d = 8 - d;
2232
2458 return d; 2233 return d;
2459} 2234}
2460 2235
2461/* peterm: 2236/* peterm:
2462 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2237 * 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 2240 * 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. 2241 * 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 2242 * Moved from spell_util.c to object.c with the other related direction
2468 * functions. 2243 * functions.
2469 */ 2244 */
2470
2471int reduction_dir[SIZEOFFREE][3] = { 2245int reduction_dir[SIZEOFFREE][3] = {
2472 {0,0,0}, /* 0 */ 2246 {0, 0, 0}, /* 0 */
2473 {0,0,0}, /* 1 */ 2247 {0, 0, 0}, /* 1 */
2474 {0,0,0}, /* 2 */ 2248 {0, 0, 0}, /* 2 */
2475 {0,0,0}, /* 3 */ 2249 {0, 0, 0}, /* 3 */
2476 {0,0,0}, /* 4 */ 2250 {0, 0, 0}, /* 4 */
2477 {0,0,0}, /* 5 */ 2251 {0, 0, 0}, /* 5 */
2478 {0,0,0}, /* 6 */ 2252 {0, 0, 0}, /* 6 */
2479 {0,0,0}, /* 7 */ 2253 {0, 0, 0}, /* 7 */
2480 {0,0,0}, /* 8 */ 2254 {0, 0, 0}, /* 8 */
2481 {8,1,2}, /* 9 */ 2255 {8, 1, 2}, /* 9 */
2482 {1,2,-1}, /* 10 */ 2256 {1, 2, -1}, /* 10 */
2483 {2,10,12}, /* 11 */ 2257 {2, 10, 12}, /* 11 */
2484 {2,3,-1}, /* 12 */ 2258 {2, 3, -1}, /* 12 */
2485 {2,3,4}, /* 13 */ 2259 {2, 3, 4}, /* 13 */
2486 {3,4,-1}, /* 14 */ 2260 {3, 4, -1}, /* 14 */
2487 {4,14,16}, /* 15 */ 2261 {4, 14, 16}, /* 15 */
2488 {5,4,-1}, /* 16 */ 2262 {5, 4, -1}, /* 16 */
2489 {4,5,6}, /* 17 */ 2263 {4, 5, 6}, /* 17 */
2490 {6,5,-1}, /* 18 */ 2264 {6, 5, -1}, /* 18 */
2491 {6,20,18}, /* 19 */ 2265 {6, 20, 18}, /* 19 */
2492 {7,6,-1}, /* 20 */ 2266 {7, 6, -1}, /* 20 */
2493 {6,7,8}, /* 21 */ 2267 {6, 7, 8}, /* 21 */
2494 {7,8,-1}, /* 22 */ 2268 {7, 8, -1}, /* 22 */
2495 {8,22,24}, /* 23 */ 2269 {8, 22, 24}, /* 23 */
2496 {8,1,-1}, /* 24 */ 2270 {8, 1, -1}, /* 24 */
2497 {24,9,10}, /* 25 */ 2271 {24, 9, 10}, /* 25 */
2498 {9,10,-1}, /* 26 */ 2272 {9, 10, -1}, /* 26 */
2499 {10,11,-1}, /* 27 */ 2273 {10, 11, -1}, /* 27 */
2500 {27,11,29}, /* 28 */ 2274 {27, 11, 29}, /* 28 */
2501 {11,12,-1}, /* 29 */ 2275 {11, 12, -1}, /* 29 */
2502 {12,13,-1}, /* 30 */ 2276 {12, 13, -1}, /* 30 */
2503 {12,13,14}, /* 31 */ 2277 {12, 13, 14}, /* 31 */
2504 {13,14,-1}, /* 32 */ 2278 {13, 14, -1}, /* 32 */
2505 {14,15,-1}, /* 33 */ 2279 {14, 15, -1}, /* 33 */
2506 {33,15,35}, /* 34 */ 2280 {33, 15, 35}, /* 34 */
2507 {16,15,-1}, /* 35 */ 2281 {16, 15, -1}, /* 35 */
2508 {17,16,-1}, /* 36 */ 2282 {17, 16, -1}, /* 36 */
2509 {18,17,16}, /* 37 */ 2283 {18, 17, 16}, /* 37 */
2510 {18,17,-1}, /* 38 */ 2284 {18, 17, -1}, /* 38 */
2511 {18,19,-1}, /* 39 */ 2285 {18, 19, -1}, /* 39 */
2512 {41,19,39}, /* 40 */ 2286 {41, 19, 39}, /* 40 */
2513 {19,20,-1}, /* 41 */ 2287 {19, 20, -1}, /* 41 */
2514 {20,21,-1}, /* 42 */ 2288 {20, 21, -1}, /* 42 */
2515 {20,21,22}, /* 43 */ 2289 {20, 21, 22}, /* 43 */
2516 {21,22,-1}, /* 44 */ 2290 {21, 22, -1}, /* 44 */
2517 {23,22,-1}, /* 45 */ 2291 {23, 22, -1}, /* 45 */
2518 {45,47,23}, /* 46 */ 2292 {45, 47, 23}, /* 46 */
2519 {23,24,-1}, /* 47 */ 2293 {23, 24, -1}, /* 47 */
2520 {24,9,-1}}; /* 48 */ 2294 {24, 9, -1}
2295}; /* 48 */
2521 2296
2522/* Recursive routine to step back and see if we can 2297/* Recursive routine to step back and see if we can
2523 * find a path to that monster that we found. If not, 2298 * find a path to that monster that we found. If not,
2524 * we don't bother going toward it. Returns 1 if we 2299 * we don't bother going toward it. Returns 1 if we
2525 * can see a direct way to get it 2300 * can see a direct way to get it
2526 * Modified to be map tile aware -.MSW 2301 * Modified to be map tile aware -.MSW
2527 */ 2302 */
2528 2303int
2529
2530int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2304can_see_monsterP (maptile *m, int x, int y, int dir)
2305{
2531 sint16 dx, dy; 2306 sint16 dx, dy;
2532 int mflags; 2307 int mflags;
2533 2308
2309 if (dir < 0)
2534 if(dir<0) return 0; /* exit condition: invalid direction */ 2310 return 0; /* exit condition: invalid direction */
2535 2311
2536 dx = x + freearr_x[dir]; 2312 dx = x + freearr_x[dir];
2537 dy = y + freearr_y[dir]; 2313 dy = y + freearr_y[dir];
2538 2314
2539 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2315 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2540 2316
2541 /* This functional arguably was incorrect before - it was 2317 /* This functional arguably was incorrect before - it was
2542 * checking for P_WALL - that was basically seeing if 2318 * checking for P_WALL - that was basically seeing if
2543 * we could move to the monster - this is being more 2319 * we could move to the monster - this is being more
2544 * literal on if we can see it. To know if we can actually 2320 * 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 2321 * move to the monster, we'd need the monster passed in or
2546 * at least its move type. 2322 * at least its move type.
2547 */ 2323 */
2548 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2324 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2325 return 0;
2549 2326
2550 /* yes, can see. */ 2327 /* yes, can see. */
2551 if(dir < 9) return 1; 2328 if (dir < 9)
2329 return 1;
2330
2552 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2331 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2553 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2332 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2554 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2333 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2555} 2334}
2556 2335
2557
2558
2559/* 2336/*
2560 * can_pick(picker, item): finds out if an object is possible to be 2337 * 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 2338 * picked up by the picker. Returnes 1 if it can be
2562 * picked up, otherwise 0. 2339 * picked up, otherwise 0.
2563 * 2340 *
2565 * core dumps if they do. 2342 * core dumps if they do.
2566 * 2343 *
2567 * Add a check so we can't pick up invisible objects (0.93.8) 2344 * Add a check so we can't pick up invisible objects (0.93.8)
2568 */ 2345 */
2569 2346
2347int
2570int can_pick(const object *who, const object *item) { 2348can_pick (const object *who, const object *item)
2349{
2571 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2350 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2572 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2351 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2573 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2352 !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} 2353}
2576
2577 2354
2578/* 2355/*
2579 * create clone from object to another 2356 * create clone from object to another
2580 */ 2357 */
2358object *
2581object *object_create_clone (object *asrc) { 2359object_create_clone (object *asrc)
2360{
2582 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2361 object *dst = 0, *tmp, *src, *part, *prev, *item;
2583 2362
2584 if(!asrc) return NULL; 2363 if (!asrc)
2364 return 0;
2365
2585 src = asrc; 2366 src = asrc;
2586 if(src->head) 2367 if (src->head)
2587 src = src->head; 2368 src = src->head;
2588 2369
2589 prev = NULL; 2370 prev = 0;
2590 for(part = src; part; part = part->more) { 2371 for (part = src; part; part = part->more)
2591 tmp = get_object(); 2372 {
2592 copy_object(part,tmp); 2373 tmp = part->clone ();
2593 tmp->x -= src->x; 2374 tmp->x -= src->x;
2594 tmp->y -= src->y; 2375 tmp->y -= src->y;
2376
2595 if(!part->head) { 2377 if (!part->head)
2378 {
2596 dst = tmp; 2379 dst = tmp;
2597 tmp->head = NULL; 2380 tmp->head = 0;
2381 }
2598 } else { 2382 else
2599 tmp->head = dst; 2383 tmp->head = dst;
2600 } 2384
2601 tmp->more = NULL; 2385 tmp->more = 0;
2386
2602 if(prev) 2387 if (prev)
2603 prev->more = tmp; 2388 prev->more = tmp;
2389
2604 prev = tmp; 2390 prev = tmp;
2605 } 2391 }
2606 /*** copy inventory ***/ 2392
2607 for(item = src->inv; item; item = item->below) { 2393 for (item = src->inv; item; item = item->below)
2608 (void) insert_ob_in_ob(object_create_clone(item),dst); 2394 insert_ob_in_ob (object_create_clone (item), dst);
2609 }
2610 2395
2611 return dst; 2396 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} 2397}
2621 2398
2622/* GROS - Creates an object using a string representing its content. */ 2399/* 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 */ 2400/* 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, */ 2401/* 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. */ 2402/* 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. */ 2403/* Remember not to use load_object_str in a time-critical situation. */
2627/* Also remember that multiparts objects are not supported for now. */ 2404/* Also remember that multiparts objects are not supported for now. */
2628 2405object *
2629object* load_object_str(const char *obstr) 2406load_object_str (const char *obstr)
2630{ 2407{
2631 object *op; 2408 object *op;
2632 FILE *tempfile;
2633 char filename[MAX_BUF]; 2409 char filename[MAX_BUF];
2410
2634 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2411 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2412
2635 tempfile=fopen(filename,"w"); 2413 FILE *tempfile = fopen (filename, "w");
2414
2636 if (tempfile == NULL) 2415 if (tempfile == NULL)
2637 { 2416 {
2638 LOG(llevError,"Error - Unable to access load object temp file\n"); 2417 LOG (llevError, "Error - Unable to access load object temp file\n");
2639 return NULL; 2418 return NULL;
2640 }; 2419 }
2420
2641 fprintf(tempfile,obstr); 2421 fprintf (tempfile, obstr);
2642 fclose(tempfile); 2422 fclose (tempfile);
2643 2423
2644 op=get_object(); 2424 op = object::create ();
2645 2425
2646 tempfile=fopen(filename,"r"); 2426 object_thawer thawer (filename);
2647 if (tempfile == NULL) 2427
2648 { 2428 if (thawer)
2649 LOG(llevError,"Error - Unable to read object temp file\n"); 2429 load_object (thawer, op, 0);
2650 return NULL; 2430
2651 };
2652 load_object(tempfile,op,LO_NEWFILE,0);
2653 LOG(llevDebug," load str completed, object=%s\n",op->name); 2431 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2654 CLEAR_FLAG(op,FLAG_REMOVED); 2432 CLEAR_FLAG (op, FLAG_REMOVED);
2655 fclose(tempfile); 2433
2656 return op; 2434 return op;
2657} 2435}
2658 2436
2659/* This returns the first object in who's inventory that 2437/* This returns the first object in who's inventory that
2660 * has the same type and subtype match. 2438 * has the same type and subtype match.
2661 * returns NULL if no match. 2439 * returns NULL if no match.
2662 */ 2440 */
2441object *
2663object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2442find_obj_by_type_subtype (const object *who, int type, int subtype)
2664{ 2443{
2665 object *tmp;
2666
2667 for (tmp=who->inv; tmp; tmp=tmp->below) 2444 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2668 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2445 if (tmp->type == type && tmp->subtype == subtype)
2446 return tmp;
2669 2447
2670 return NULL; 2448 return 0;
2671} 2449}
2672 2450
2673/* If ob has a field named key, return the link from the list, 2451/* If ob has a field named key, return the link from the list,
2674 * otherwise return NULL. 2452 * otherwise return NULL.
2675 * 2453 *
2676 * key must be a passed in shared string - otherwise, this won't 2454 * key must be a passed in shared string - otherwise, this won't
2677 * do the desired thing. 2455 * do the desired thing.
2678 */ 2456 */
2457key_value *
2679key_value * get_ob_key_link(const object * ob, const char * key) { 2458get_ob_key_link (const object *ob, const char *key)
2680 key_value * link; 2459{
2681
2682 for (link = ob->key_values; link != NULL; link = link->next) { 2460 for (key_value *link = ob->key_values; link; link = link->next)
2683 if (link->key == key) { 2461 if (link->key == key)
2684 return link; 2462 return link;
2685 } 2463
2686 } 2464 return 0;
2687 2465}
2688 return NULL;
2689}
2690 2466
2691/* 2467/*
2692 * Returns the value of op has an extra_field for key, or NULL. 2468 * Returns the value of op has an extra_field for key, or NULL.
2693 * 2469 *
2694 * The argument doesn't need to be a shared string. 2470 * The argument doesn't need to be a shared string.
2695 * 2471 *
2696 * The returned string is shared. 2472 * The returned string is shared.
2697 */ 2473 */
2474const char *
2698const char * get_ob_key_value(const object * op, const char * const key) { 2475get_ob_key_value (const object *op, const char *const key)
2476{
2699 key_value * link; 2477 key_value *link;
2700 const char * canonical_key; 2478 shstr_cmp canonical_key (key);
2479
2480 if (!canonical_key)
2701 2481 {
2702 canonical_key = find_string(key);
2703
2704 if (canonical_key == NULL) {
2705 /* 1. There being a field named key on any object 2482 /* 1. There being a field named key on any object
2706 * implies there'd be a shared string to find. 2483 * implies there'd be a shared string to find.
2707 * 2. Since there isn't, no object has this field. 2484 * 2. Since there isn't, no object has this field.
2708 * 3. Therefore, *this* object doesn't have this field. 2485 * 3. Therefore, *this* object doesn't have this field.
2709 */ 2486 */
2710 return NULL; 2487 return 0;
2711 } 2488 }
2712 2489
2713 /* This is copied from get_ob_key_link() above - 2490 /* This is copied from get_ob_key_link() above -
2714 * only 4 lines, and saves the function call overhead. 2491 * only 4 lines, and saves the function call overhead.
2715 */ 2492 */
2716 for (link = op->key_values; link != NULL; link = link->next) { 2493 for (link = op->key_values; link; link = link->next)
2717 if (link->key == canonical_key) { 2494 if (link->key == canonical_key)
2718 return link->value; 2495 return link->value;
2719 } 2496
2720 } 2497 return 0;
2721 return NULL;
2722} 2498}
2723 2499
2724 2500
2725/* 2501/*
2726 * Updates the canonical_key in op to value. 2502 * 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 2506 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2731 * keys. 2507 * keys.
2732 * 2508 *
2733 * Returns TRUE on success. 2509 * Returns TRUE on success.
2734 */ 2510 */
2511int
2735int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) { 2512set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2513{
2736 key_value * field = NULL, *last=NULL; 2514 key_value *field = NULL, *last = NULL;
2737 2515
2738 for (field=op->key_values; field != NULL; field=field->next) { 2516 for (field = op->key_values; field != NULL; field = field->next)
2739 if (field->key != canonical_key) {
2740 last = field;
2741 continue;
2742 }
2743 2517 {
2744 if (field->value) FREE_AND_CLEAR_STR(field->value); 2518 if (field->key != canonical_key)
2745 if (value) 2519 {
2746 field->value = add_string(value); 2520 last = field;
2747 else { 2521 continue;
2522 }
2523
2524 if (value)
2525 field->value = value;
2526 else
2527 {
2748 /* Basically, if the archetype has this key set, 2528 /* Basically, if the archetype has this key set,
2749 * we need to store the null value so when we save 2529 * we need to store the null value so when we save
2750 * it, we save the empty value so that when we load, 2530 * it, we save the empty value so that when we load,
2751 * we get this value back again. 2531 * we get this value back again.
2752 */ 2532 */
2753 if (get_ob_key_link(&op->arch->clone, canonical_key)) 2533 if (get_ob_key_link (&op->arch->clone, canonical_key))
2754 field->value = NULL; 2534 field->value = 0;
2755 else { 2535 else
2756 /* Delete this link */ 2536 {
2757 if (field->key) FREE_AND_CLEAR_STR(field->key); 2537 if (last)
2758 if (field->value) FREE_AND_CLEAR_STR(field->value); 2538 last->next = field->next;
2759 if (last) last->next = field->next; 2539 else
2760 else op->key_values = field->next; 2540 op->key_values = field->next;
2761 free(field); 2541
2762 } 2542 delete field;
2763 } 2543 }
2544 }
2764 return TRUE; 2545 return TRUE;
2765 } 2546 }
2766 /* IF we get here, key doesn't exist */ 2547 /* IF we get here, key doesn't exist */
2767 2548
2768 /* No field, we'll have to add it. */ 2549 /* No field, we'll have to add it. */
2769 2550
2770 if (!add_key) { 2551 if (!add_key)
2771 return FALSE; 2552 return FALSE;
2772 } 2553
2773 /* There isn't any good reason to store a null 2554 /* There isn't any good reason to store a null
2774 * value in the key/value list. If the archetype has 2555 * value in the key/value list. If the archetype has
2775 * this key, then we should also have it, so shouldn't 2556 * this key, then we should also have it, so shouldn't
2776 * be here. If user wants to store empty strings, 2557 * be here. If user wants to store empty strings,
2777 * should pass in "" 2558 * should pass in ""
2778 */ 2559 */
2779 if (value == NULL) return TRUE; 2560 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; 2561 return TRUE;
2562
2563 field = new key_value;
2564
2565 field->key = canonical_key;
2566 field->value = value;
2567 /* Usual prepend-addition. */
2568 field->next = op->key_values;
2569 op->key_values = field;
2570
2571 return TRUE;
2790} 2572}
2791 2573
2792/* 2574/*
2793 * Updates the key in op to value. 2575 * Updates the key in op to value.
2794 * 2576 *
2796 * and not add new ones. 2578 * and not add new ones.
2797 * In general, should be little reason FALSE is ever passed in for add_key 2579 * In general, should be little reason FALSE is ever passed in for add_key
2798 * 2580 *
2799 * Returns TRUE on success. 2581 * Returns TRUE on success.
2800 */ 2582 */
2583int
2801int set_ob_key_value(object * op, const char * key, const char * value, int add_key) { 2584set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2802 const char * canonical_key = NULL; 2585{
2803 int floating_ref = FALSE; 2586 shstr key_ (key);
2804 int ret; 2587
2588 return set_ob_key_value_s (op, key_, value, add_key);
2589}
2590
2591object::depth_iterator::depth_iterator (object *container)
2592: iterator_base (container)
2593{
2594 while (item->inv)
2595 item = item->inv;
2596}
2597
2598void
2599object::depth_iterator::next ()
2600{
2601 if (item->below)
2805 2602 {
2806 /* HACK This mess is to make sure set_ob_value() passes a shared string 2603 item = item->below;
2807 * to get_ob_key_link(), without leaving a leaked refcount. 2604
2808 */ 2605 while (item->inv)
2606 item = item->inv;
2809 2607 }
2810 canonical_key = find_string(key); 2608 else
2811 if (canonical_key == NULL) { 2609 item = item->env;
2812 canonical_key = add_string(key); 2610}
2813 floating_ref = TRUE; 2611
2814 } 2612
2613const char *
2614object::flag_desc (char *desc, int len) const
2615{
2616 char *p = desc;
2617 bool first = true;
2618
2619 *p = 0;
2620
2621 for (int i = 0; i < NUM_FLAGS; i++)
2815 2622 {
2816 ret = set_ob_key_value_s(op, canonical_key, value, add_key); 2623 if (len <= 10) // magic constant!
2624 {
2625 snprintf (p, len, ",...");
2626 break;
2627 }
2628
2629 if (flag [i])
2630 {
2631 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2632 len -= cnt;
2633 p += cnt;
2634 first = false;
2635 }
2817 2636 }
2818 if (floating_ref) { 2637
2819 free_string(canonical_key);
2820 }
2821
2822 return ret; 2638 return desc;
2823} 2639}
2640
2641// return a suitable string describing an object in enough detail to find it
2642const char *
2643object::debug_desc (char *info) const
2644{
2645 char flagdesc[512];
2646 char info2[256 * 4];
2647 char *p = info;
2648
2649 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2650 count, uuid.seq,
2651 &name,
2652 title ? "\",title:" : "",
2653 title ? (const char *)title : "",
2654 flag_desc (flagdesc, 512), type);
2655
2656 if (env)
2657 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2658
2659 if (map)
2660 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2661
2662 return info;
2663}
2664
2665const char *
2666object::debug_desc () const
2667{
2668 static char info[256 * 4];
2669 return debug_desc (info);
2670}
2671

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