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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 1.109 by root, Sun Jan 7 21:54:59 2007 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.2 2006/08/25 17:11:52 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
11 7
12 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
21 17
22 You should have received a copy of the GNU General Public License 18 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 21
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 23*/
28 24
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 27 variable. */
32#include <global.h> 28#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 29#include <stdio.h>
35#include <sys/types.h> 30#include <sys/types.h>
36#include <sys/uio.h> 31#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 32#include <object.h>
39#include <funcpoint.h> 33#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 34#include <loader.h>
42#ifdef MEMORY_DEBUG 35
43int nroffreeobjects = 0; 36#include <bitset>
37
44int nrofallocobjects = 0; 38int nrofallocobjects = 0;
45#undef OBJ_EXPAND 39static UUID uuid;
46#define OBJ_EXPAND 1 40const uint64 UUID_SKIP = 1<<19;
47#else
48object objarray[STARTMAX]; /* All objects, allocated this way at first */
49int nroffreeobjects = STARTMAX; /* How many OBs allocated and free (free) */
50int nrofallocobjects = STARTMAX; /* How many OBs allocated (free + used) */
51#endif
52 41
53object *objects; /* Pointer to the list of used objects */ 42objectvec objects;
54object *free_objects; /* Pointer to the list of unused objects */ 43activevec actives;
55object *active_objects; /* List of active objects that need to be processed */
56 44
57void (*object_free_callback)(object *ob); 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
58
59short freearr_x[SIZEOFFREE]=
60 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
61 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
62short freearr_y[SIZEOFFREE]= 47};
63 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
64 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 49 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
65int maxfree[SIZEOFFREE]= 50};
66 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 51int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
67 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 52 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
53};
68int freedir[SIZEOFFREE]= { 54int freedir[SIZEOFFREE] = {
69 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 55 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
70 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
57};
71 58
59static void
60write_uuid (void)
61{
62 char filename1[MAX_BUF], filename2[MAX_BUF];
63
64 sprintf (filename1, "%s/uuid", settings.localdir);
65 sprintf (filename2, "%s/uuid~", settings.localdir);
66
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78}
79
80static void
81read_uuid (void)
82{
83 char filename[MAX_BUF];
84
85 sprintf (filename, "%s/uuid", settings.localdir);
86
87 FILE *fp;
88
89 if (!(fp = fopen (filename, "r")))
90 {
91 if (errno == ENOENT)
92 {
93 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0;
95 write_uuid ();
96 return;
97 }
98
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1);
101 }
102
103 int version;
104 unsigned long long uid;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
106 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
108 _exit (1);
109 }
110
111 uuid.seq = uid;
112 write_uuid ();
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
114 fclose (fp);
115}
116
117UUID
118gen_uuid ()
119{
120 UUID uid;
121
122 uid.seq = ++uuid.seq;
123
124 if (!(uuid.seq & (UUID_SKIP - 1)))
125 write_uuid ();
126
127 return uid;
128}
129
130void
131init_uuid ()
132{
133 read_uuid ();
134}
72 135
73/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
137static int
74static int compare_ob_value_lists_one(const object * wants, const object * has) { 138compare_ob_value_lists_one (const object *wants, const object *has)
139{
75 key_value * wants_field; 140 key_value *wants_field;
76 141
77 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 142 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
78 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
79 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
80 */ 145 */
81 146
82 /* For each field in wants, */ 147 /* For each field in wants, */
83 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
149 {
84 key_value * has_field; 150 key_value *has_field;
85 151
86 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
87 has_field = get_ob_key_link(has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
154
155 if (has_field == NULL)
88 156 {
89 if (has_field == NULL) {
90 /* No field with that name. */ 157 /* No field with that name. */
91 return FALSE; 158 return FALSE;
92 }
93 159 }
160
94 /* Found the matching field. */ 161 /* Found the matching field. */
95 if (has_field->value != wants_field->value) { 162 if (has_field->value != wants_field->value)
163 {
96 /* Values don't match, so this half of the comparison is false. */ 164 /* Values don't match, so this half of the comparison is false. */
97 return FALSE; 165 return FALSE;
98 } 166 }
99 167
100 /* If we get here, we found a match. Now for the next field in wants. */ 168 /* If we get here, we found a match. Now for the next field in wants. */
101 }
102 169 }
170
103 /* If we get here, every field in wants has a matching field in has. */ 171 /* If we get here, every field in wants has a matching field in has. */
104 return TRUE; 172 return TRUE;
105} 173}
106 174
107/* Returns TRUE if ob1 has the same key_values as ob2. */ 175/* Returns TRUE if ob1 has the same key_values as ob2. */
176static int
108static int compare_ob_value_lists(const object * ob1, const object * ob2) { 177compare_ob_value_lists (const object *ob1, const object *ob2)
178{
109 /* However, there may be fields in has which aren't partnered in wants, 179 /* However, there may be fields in has which aren't partnered in wants,
110 * so we need to run the comparison *twice*. :( 180 * so we need to run the comparison *twice*. :(
111 */ 181 */
112 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 182 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
113} 183}
114 184
115/* Function examines the 2 objects given to it, and returns true if 185/* Function examines the 2 objects given to it, and returns true if
116 * they can be merged together. 186 * they can be merged together.
117 * 187 *
118 * Note that this function appears a lot longer than the macro it 188 * Note that this function appears a lot longer than the macro it
119 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
120 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
121 * 191 *
122 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
123 * 193 *
124 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
125 * check weight 195 * check weight
126 */ 196 */
127 197bool object::can_merge_slow (object *ob1, object *ob2)
128int CAN_MERGE(object *ob1, object *ob2) { 198{
129
130 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
131 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 200 if (ob1 == ob2
132 201 || ob1->type != ob2->type
133 if (ob1->speed != ob2->speed) return 0; 202 || ob1->speed != ob2->speed
134 /* Note sure why the following is the case - either the object has to 203 || ob1->value != ob2->value
135 * be animated or have a very low speed. Is this an attempted monster 204 || ob1->name != ob2->name)
136 * check?
137 */
138 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED)
139 return 0; 205 return 0;
140 206
207 //TODO: this ain't working well, use nicer and correct overflow check
141 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
142 * value could not be stored in a sint32 (which unfortunately sometimes is 209 * value could not be stored in a sint32 (which unfortunately sometimes is
143 * used to store nrof). 210 * used to store nrof).
144 */ 211 */
145 if (ob1->nrof+ob2->nrof >= 1UL<<31) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
146 return 0; 213 return 0;
147 214
148 /* This is really a spellbook check - really, we should
149 * check all objects in the inventory.
150 */
151 if (ob1->inv || ob2->inv) {
152 /* if one object has inventory but the other doesn't, not equiv */
153 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
154
155 /* Now check to see if the two inventory objects could merge */
156 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
157
158 /* inventory ok - still need to check rest of this object to see
159 * if it is valid.
160 */
161 }
162
163 /* If the objects have been identified, set the BEEN_APPLIED flag. 215 /* If the objects have been identified, set the BEEN_APPLIED flag.
164 * This is to the comparison of the flags below will be OK. We 216 * This is to the comparison of the flags below will be OK. We
165 * just can't ignore the been applied or identified flags, as they 217 * just can't ignore the been applied or identified flags, as they
166 * are not equal - just if it has been identified, the been_applied 218 * are not equal - just if it has been identified, the been_applied
167 * flags lose any meaning. 219 * flags lose any meaning.
168 */ 220 */
169 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED)) 221 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
170 SET_FLAG(ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
171 223
172 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
173 SET_FLAG(ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
174 226
175 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
176 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 228 || ob1->arch != ob2->arch
177 * being locked in inventory should prevent merging. 229 || ob1->name != ob2->name
178 * 0x4 in flags3 is CLIENT_SENT 230 || ob1->title != ob2->title
179 */ 231 || ob1->msg != ob2->msg
180 if ((ob1->arch != ob2->arch) || 232 || ob1->weight != ob2->weight
181 (ob1->flags[0] != ob2->flags[0]) ||
182 (ob1->flags[1] != ob2->flags[1]) ||
183 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
184 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
185 (ob1->name != ob2->name) ||
186 (ob1->title != ob2->title) ||
187 (ob1->msg != ob2->msg) ||
188 (ob1->weight != ob2->weight) ||
189 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
190 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
191 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
192 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
193 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
194 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
195 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
196 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
197 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
198 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
199 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
200 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
201 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
202 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
203 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
204 (ob1->move_on != ob2->move_on) || 248 || ob1->move_on != ob2->move_on
205 (ob1->move_off != ob2->move_off) || 249 || ob1->move_off != ob2->move_off
206 (ob1->move_slow != ob2->move_slow) || 250 || ob1->move_slow != ob2->move_slow
207 (ob1->move_slow_penalty != ob2->move_slow_penalty) 251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
208 )
209 return 0; 252 return 0;
210 253
254 /* This is really a spellbook check - really, we should
255 * check all objects in the inventory.
256 */
257 if (ob1->inv || ob2->inv)
258 {
259 /* if one object has inventory but the other doesn't, not equiv */
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
261 return 0;
262
263 /* Now check to see if the two inventory objects could merge */
264 if (!object::can_merge (ob1->inv, ob2->inv))
265 return 0;
266
267 /* inventory ok - still need to check rest of this object to see
268 * if it is valid.
269 */
270 }
271
211 /* Don't merge objects that are applied. With the new 'body' code, 272 /* Don't merge objects that are applied. With the new 'body' code,
212 * it is possible for most any character to have more than one of 273 * it is possible for most any character to have more than one of
213 * some items equipped, and we don't want those to merge. 274 * some items equipped, and we don't want those to merge.
214 */ 275 */
215 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 276 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
216 return 0; 277 return 0;
217 278
279 /* Note sure why the following is the case - either the object has to
280 * be animated or have a very low speed. Is this an attempted monster
281 * check?
282 */
283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
284 return 0;
285
218 switch (ob1->type) { 286 switch (ob1->type)
287 {
219 case SCROLL: 288 case SCROLL:
220 if (ob1->level != ob2->level) return 0; 289 if (ob1->level != ob2->level)
290 return 0;
221 break; 291 break;
222
223 } 292 }
293
224 if (ob1->key_values != NULL || ob2->key_values != NULL) { 294 if (ob1->key_values != NULL || ob2->key_values != NULL)
295 {
225 /* At least one of these has key_values. */ 296 /* At least one of these has key_values. */
226 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) { 297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
227 /* One has fields, but the other one doesn't. */ 298 /* One has fields, but the other one doesn't. */
228 return 0; 299 return 0;
229 } else if (!compare_ob_value_lists(ob1, ob2)) { 300 else if (!compare_ob_value_lists (ob1, ob2))
230 return 0; 301 return 0;
231 } 302 }
303
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self)
232 } 306 {
307 ob1->optimise ();
308 ob2->optimise ();
233 309
310 if (ob1->self || ob2->self)
311 return 0;
312 }
313
234 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
235 return 1; 315 return 1;
236} 316}
237 317
238/* 318/*
239 * sum_weight() is a recursive function which calculates the weight 319 * sum_weight() is a recursive function which calculates the weight
240 * an object is carrying. It goes through in figures out how much 320 * an object is carrying. It goes through in figures out how much
241 * containers are carrying, and sums it up. 321 * containers are carrying, and sums it up.
242 */ 322 */
243signed long sum_weight(object *op) { 323long
324sum_weight (object *op)
325{
244 signed long sum; 326 long sum;
245 object *inv; 327 object *inv;
328
246 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
330 {
247 if (inv->inv) 331 if (inv->inv)
248 sum_weight(inv); 332 sum_weight (inv);
249 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
250 } 334 }
335
251 if (op->type == CONTAINER && op->stats.Str) 336 if (op->type == CONTAINER && op->stats.Str)
252 sum = (sum * (100 - op->stats.Str))/100; 337 sum = (sum * (100 - op->stats.Str)) / 100;
338
253 if(op->carrying != sum) 339 if (op->carrying != sum)
254 op->carrying = sum; 340 op->carrying = sum;
341
255 return sum; 342 return sum;
256} 343}
257 344
258/** 345/**
259 * Return the outermost environment object for a given object. 346 * Return the outermost environment object for a given object.
260 */ 347 */
261 348
349object *
262object *object_get_env_recursive (object *op) { 350object_get_env_recursive (object *op)
351{
263 while (op->env != NULL) 352 while (op->env != NULL)
264 op = op->env; 353 op = op->env;
265 return op; 354 return op;
266}
267
268/*
269 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
270 * a better check. We basically keeping traversing up until we can't
271 * or find a player.
272 */
273
274object *is_player_inv (object *op) {
275 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
276 if (op->env==op)
277 op->env = NULL;
278 return op;
279} 355}
280 356
281/* 357/*
282 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
283 * Some error messages. 359 * Some error messages.
284 * The result of the dump is stored in the static global errmsg array. 360 * The result of the dump is stored in the static global errmsg array.
285 */ 361 */
286 362
287void dump_object2(object *op) { 363char *
288 char *cp;
289/* object *tmp;*/
290
291 if(op->arch!=NULL) {
292 strcat(errmsg,"arch ");
293 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
294 strcat(errmsg,"\n");
295 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
296 strcat(errmsg,cp);
297#if 0
298 /* Don't dump player diffs - they are too long, mostly meaningless, and
299 * will overflow the buffer.
300 * Changed so that we don't dump inventory either. This may
301 * also overflow the buffer.
302 */
303 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
304 strcat(errmsg,cp);
305 for (tmp=op->inv; tmp; tmp=tmp->below)
306 dump_object2(tmp);
307#endif
308 strcat(errmsg,"end\n");
309 } else {
310 strcat(errmsg,"Object ");
311 if (op->name==NULL) strcat(errmsg, "(null)");
312 else strcat(errmsg,op->name);
313 strcat(errmsg,"\n");
314#if 0
315 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
316 strcat(errmsg,cp);
317 for (tmp=op->inv; tmp; tmp=tmp->below)
318 dump_object2(tmp);
319#endif
320 strcat(errmsg,"end\n");
321 }
322}
323
324/*
325 * Dumps an object. Returns output in the static global errmsg array.
326 */
327
328void dump_object(object *op) { 364dump_object (object *op)
329 if(op==NULL) {
330 strcpy(errmsg,"[NULL pointer]");
331 return;
332 }
333 errmsg[0]='\0';
334 dump_object2(op);
335}
336
337/* GROS - Dumps an object. Return the result into a string */
338/* Note that no checking is done for the validity of the target string, so */
339/* you need to be sure that you allocated enough space for it. */
340void dump_me(object *op, char *outstr)
341{ 365{
342 char *cp; 366 if (!op)
367 return strdup ("[NULLOBJ]");
343 368
344 if(op==NULL) 369 object_freezer freezer;
345 { 370 save_object (freezer, op, 1);
346 strcpy(outstr,"[NULL pointer]"); 371 return freezer.as_string ();
347 return;
348 }
349 outstr[0]='\0';
350
351 if(op->arch!=NULL)
352 {
353 strcat(outstr,"arch ");
354 strcat(outstr,op->arch->name?op->arch->name:"(null)");
355 strcat(outstr,"\n");
356 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
357 strcat(outstr,cp);
358 strcat(outstr,"end\n");
359 }
360 else
361 {
362 strcat(outstr,"Object ");
363 if (op->name==NULL)
364 strcat(outstr, "(null)");
365 else
366 strcat(outstr,op->name);
367 strcat(outstr,"\n");
368 strcat(outstr,"end\n");
369 }
370}
371
372/*
373 * This is really verbose...Can be triggered by the P key while in DM mode.
374 * All objects are dumped to stderr (or alternate logfile, if in server-mode)
375 */
376
377void dump_all_objects(void) {
378 object *op;
379 for(op=objects;op!=NULL;op=op->next) {
380 dump_object(op);
381 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
382 }
383} 372}
384 373
385/* 374/*
386 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
387 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
388 * If it's not a multi-object, it is returned. 377 * If it's not a multi-object, it is returned.
389 */ 378 */
390 379
380object *
391object *get_nearest_part(object *op, const object *pl) { 381get_nearest_part (object *op, const object *pl)
382{
392 object *tmp,*closest; 383 object *tmp, *closest;
393 int last_dist,i; 384 int last_dist, i;
385
394 if(op->more==NULL) 386 if (op->more == NULL)
395 return op; 387 return op;
396 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 388 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
397 if((i=distance(tmp,pl))<last_dist) 389 if ((i = distance (tmp, pl)) < last_dist)
398 closest=tmp,last_dist=i; 390 closest = tmp, last_dist = i;
399 return closest; 391 return closest;
400} 392}
401 393
402/* 394/*
403 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
404 */ 396 */
405 397object *
406object *find_object(tag_t i) { 398find_object (tag_t i)
407 object *op; 399{
408 for(op=objects;op!=NULL;op=op->next) 400 return ((unsigned int)i) < objects.size ()
409 if(op->count==i) 401 ? objects [i]
410 break; 402 : 0;
411 return op;
412} 403}
413 404
414/* 405/*
415 * Returns the first object which has a name equal to the argument. 406 * Returns the first object which has a name equal to the argument.
416 * Used only by the patch command, but not all that useful. 407 * Used only by the patch command, but not all that useful.
417 * Enables features like "patch <name-of-other-player> food 999" 408 * Enables features like "patch <name-of-other-player> food 999"
418 */ 409 */
419 410object *
420object *find_object_name(const char *str) { 411find_object_name (const char *str)
421 const char *name=add_string(str); 412{
413 shstr_cmp str_ (str);
422 object *op; 414 object *op;
423 for(op=objects;op!=NULL;op=op->next) 415
416 for_all_objects (op)
424 if(op->name==name) 417 if (op->name == str_)
425 break; 418 break;
426 free_string(name); 419
427 return op; 420 return op;
428} 421}
429 422
423void
430void free_all_object_data(void) { 424free_all_object_data ()
431#ifdef MEMORY_DEBUG
432 object *op, *next;
433
434 for (op=free_objects; op!=NULL; ) {
435 next=op->next;
436 free(op);
437 nrofallocobjects--;
438 nroffreeobjects--;
439 op=next;
440 }
441#endif
442 LOG(llevDebug,"%d allocated objects, %d free objects, STARMAX=%d\n",
443 nrofallocobjects, nroffreeobjects,STARTMAX);
444}
445
446/*
447 * Returns the object which this object marks as being the owner.
448 * A id-scheme is used to avoid pointing to objects which have been
449 * freed and are now reused. If this is detected, the owner is
450 * set to NULL, and NULL is returned.
451 * Changed 2004-02-12 - if the player is setting at the play again
452 * prompt, he is removed, and we don't want to treat him as an owner of
453 * anything, so check removed flag. I don't expect that this should break
454 * anything - once an object is removed, it is basically dead anyways.
455 */
456
457object *get_owner(object *op) {
458 if(op->owner==NULL)
459 return NULL;
460
461 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
462 op->owner->count==op->ownercount)
463 return op->owner;
464
465 op->owner=NULL;
466 op->ownercount=0;
467 return NULL;
468}
469
470void clear_owner(object *op)
471{ 425{
472 if (!op) return; 426 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
473
474 if (op->owner && op->ownercount == op->owner->count)
475 op->owner->refcount--;
476
477 op->owner = NULL;
478 op->ownercount = 0;
479} 427}
480
481
482 428
483/* 429/*
484 * Sets the owner and sets the skill and exp pointers to owner's current 430 * Sets the owner and sets the skill and exp pointers to owner's current
485 * skill and experience objects. 431 * skill and experience objects.
486 */ 432 */
487void set_owner (object *op, object *owner) 433void
434object::set_owner (object *owner)
488{ 435{
489 if(owner==NULL||op==NULL) 436 if (!owner)
490 return; 437 return;
491 438
492 /* next line added to allow objects which own objects */ 439 /* next line added to allow objects which own objects */
493 /* Add a check for ownercounts in here, as I got into an endless loop 440 /* Add a check for ownercounts in here, as I got into an endless loop
494 * with the fireball owning a poison cloud which then owned the 441 * with the fireball owning a poison cloud which then owned the
495 * fireball. I believe that was caused by one of the objects getting 442 * fireball. I believe that was caused by one of the objects getting
496 * freed and then another object replacing it. Since the ownercounts 443 * freed and then another object replacing it. Since the ownercounts
497 * didn't match, this check is valid and I believe that cause is valid. 444 * didn't match, this check is valid and I believe that cause is valid.
498 */ 445 */
499 while (owner->owner && owner!=owner->owner && 446 while (owner->owner)
500 owner->ownercount==owner->owner->count) owner=owner->owner; 447 owner = owner->owner;
501 448
502 /* IF the owner still has an owner, we did not resolve to a final owner.
503 * so lets not add to that.
504 */
505 if (owner->owner) return;
506
507 op->owner=owner; 449 this->owner = owner;
508
509 op->ownercount=owner->count;
510 owner->refcount++;
511
512}
513
514/* Set the owner to clone's current owner and set the skill and experience
515 * objects to clone's objects (typically those objects that where the owner's
516 * current skill and experience objects at the time when clone's owner was
517 * set - not the owner's current skill and experience objects).
518 *
519 * Use this function if player created an object (e.g. fire bullet, swarm
520 * spell), and this object creates further objects whose kills should be
521 * accounted for the player's original skill, even if player has changed
522 * skills meanwhile.
523 */
524void copy_owner (object *op, object *clone)
525{
526 object *owner = get_owner (clone);
527 if (owner == NULL) {
528 /* players don't have owners - they own themselves. Update
529 * as appropriate.
530 */
531 if (clone->type == PLAYER) owner=clone;
532 else return;
533 }
534 set_owner(op, owner);
535
536}
537
538/*
539 * Resets vital variables in an object
540 */
541
542void reset_object(object *op) {
543
544 op->name = NULL;
545 op->name_pl = NULL;
546 op->title = NULL;
547 op->race = NULL;
548 op->slaying = NULL;
549 op->skill = NULL;
550 op->msg = NULL;
551 op->materialname = NULL;
552 op->lore = NULL;
553 op->current_weapon_script = NULL;
554 clear_object(op);
555} 450}
556 451
557/* Zero the key_values on op, decrementing the shared-string 452/* Zero the key_values on op, decrementing the shared-string
558 * refcounts and freeing the links. 453 * refcounts and freeing the links.
559 */ 454 */
455static void
560static void free_key_values(object * op) { 456free_key_values (object *op)
561 key_value * i; 457{
562 key_value * next = NULL; 458 for (key_value *i = op->key_values; i != 0;)
563 459 {
564 if (op->key_values == NULL) return; 460 key_value *next = i->next;
461 delete i;
462
463 i = next;
565 464 }
566 for (i = op->key_values; i != NULL; i = next) { 465
567 /* Store next *first*. */
568 next = i->next;
569
570 if (i->key) FREE_AND_CLEAR_STR(i->key);
571 if (i->value) FREE_AND_CLEAR_STR(i->value);
572 i->next = NULL;
573 free(i);
574 }
575
576 op->key_values = NULL; 466 op->key_values = 0;
577} 467}
578 468
579
580/* 469/*
581 * clear_object() frees everything allocated by an object, and also
582 * clears all variables and flags to default settings.
583 */
584
585void clear_object(object *op) {
586
587 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, 470 * copy_to first frees everything allocated by the dst object,
658 * and then copies the contends of the first object into the second 471 * and then copies the contents of itself into the second
659 * object, allocating what needs to be allocated. Basically, any 472 * object, allocating what needs to be allocated. Basically, any
660 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 473 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
661 * if the first object is freed, the pointers in the new object 474 * if the first object is freed, the pointers in the new object
662 * will point at garbage. 475 * will point at garbage.
663 */ 476 */
477void
478object::copy_to (object *dst)
479{
480 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
481 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
664 482
665void copy_object(object *op2, object *op) { 483 *(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;
668 484
669 if (object_free_callback) 485 if (is_freed)
670 object_free_callback (op); 486 SET_FLAG (dst, FLAG_FREED);
671 487
672 // callback registries and self are empty for copied objects 488 if (is_removed)
673 // this ought to change in the future 489 SET_FLAG (dst, FLAG_REMOVED);
674 490
675 /* Decrement the refcounts, but don't bother zeroing the fields; 491 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; 492 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
719 493
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. */ 494 /* Copy over key_values, if any. */
742 if (op2->key_values != NULL) { 495 if (key_values)
743 key_value * tail = NULL; 496 {
497 key_value *tail = 0;
744 key_value * i; 498 key_value *i;
745 499
746 op->key_values = NULL; 500 dst->key_values = 0;
747 501
748 for (i = op2->key_values; i != NULL; i = i->next) { 502 for (i = key_values; i; i = i->next)
749 key_value * new_link = (key_value *) malloc(sizeof(key_value)); 503 {
504 key_value *new_link = new key_value;
750 505
751 new_link->next = NULL; 506 new_link->next = 0;
752 new_link->key = add_refcount(i->key); 507 new_link->key = i->key;
753 if (i->value) 508 new_link->value = i->value;
754 new_link->value = add_refcount(i->value);
755 else
756 new_link->value = NULL;
757 509
758 /* Try and be clever here, too. */ 510 /* Try and be clever here, too. */
759 if (op->key_values == NULL) { 511 if (!dst->key_values)
760 op->key_values = new_link; 512 {
761 tail = new_link; 513 dst->key_values = new_link;
762 } else { 514 tail = new_link;
763 tail->next = new_link; 515 }
764 tail = new_link; 516 else
517 {
518 tail->next = new_link;
519 tail = new_link;
520 }
521 }
765 } 522 }
766 }
767 }
768 523
769 update_ob_speed(op); 524 dst->set_speed (dst->speed);
770} 525}
771 526
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; 527object *
813 528object::clone ()
814 if(free_objects==NULL) { 529{
815 expand_objects(); 530 object *neu = create ();
816 } 531 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; 532 return neu;
855} 533}
856 534
857/* 535/*
858 * If an object with the IS_TURNABLE() flag needs to be turned due 536 * If an object with the IS_TURNABLE() flag needs to be turned due
859 * to the closest player being on the other side, this function can 537 * to the closest player being on the other side, this function can
860 * be called to update the face variable, _and_ how it looks on the map. 538 * be called to update the face variable, _and_ how it looks on the map.
861 */ 539 */
862 540void
863void update_turn_face(object *op) { 541update_turn_face (object *op)
542{
864 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 543 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
865 return; 544 return;
545
866 SET_ANIMATION(op, op->direction); 546 SET_ANIMATION (op, op->direction);
867 update_object(op,UP_OBJ_FACE); 547 update_object (op, UP_OBJ_FACE);
868} 548}
869 549
870/* 550/*
871 * Updates the speed of an object. If the speed changes from 0 to another 551 * Updates the speed of an object. If the speed changes from 0 to another
872 * value, or vice versa, then add/remove the object from the active list. 552 * value, or vice versa, then add/remove the object from the active list.
873 * This function needs to be called whenever the speed of an object changes. 553 * This function needs to be called whenever the speed of an object changes.
874 */ 554 */
875 555void
876void update_ob_speed(object *op) { 556object::set_speed (float speed)
877 extern int arch_init; 557{
878 558 if (flag [FLAG_FREED] && speed)
879 /* No reason putting the archetypes objects on the speed list, 559 {
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); 560 LOG (llevError, "Object %s is freed but has speed.\n", &name);
885#ifdef MANY_CORES 561 speed = 0;
886 abort();
887#else
888 op->speed = 0;
889#endif
890 } 562 }
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;
898 563
899 /* process_events() expects us to insert the object at the beginning 564 this->speed = speed;
900 * of the list. */ 565
901 op->active_next = active_objects; 566 if (has_active_speed ())
902 if (op->active_next!=NULL) 567 activate ();
903 op->active_next->active_prev = op;
904 active_objects = op;
905 }
906 else { 568 else
907 /* If not on the active list, nothing needs to be done */ 569 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} 570}
925 571
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/* 572/*
955 * update_object() updates the array which represents the map. 573 * update_object() updates the the map.
956 * It takes into account invisible objects (and represent squares covered 574 * It takes into account invisible objects (and represent squares covered
957 * by invisible objects by whatever is below them (unless it's another 575 * by invisible objects by whatever is below them (unless it's another
958 * invisible object, etc...) 576 * invisible object, etc...)
959 * If the object being updated is beneath a player, the look-window 577 * If the object being updated is beneath a player, the look-window
960 * of that player is updated (this might be a suboptimal way of 578 * of that player is updated (this might be a suboptimal way of
961 * updating that window, though, since update_object() is called _often_) 579 * updating that window, though, since update_object() is called _often_)
962 * 580 *
963 * action is a hint of what the caller believes need to be done. 581 * action is a hint of what the caller believes need to be done.
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: 582 * current action are:
969 * UP_OBJ_INSERT: op was inserted 583 * UP_OBJ_INSERT: op was inserted
970 * UP_OBJ_REMOVE: op was removed 584 * UP_OBJ_REMOVE: op was removed
971 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 585 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
972 * as that is easier than trying to look at what may have changed. 586 * as that is easier than trying to look at what may have changed.
973 * UP_OBJ_FACE: only the objects face has changed. 587 * UP_OBJ_FACE: only the objects face has changed.
974 */ 588 */
975 589void
976void update_object(object *op, int action) { 590update_object (object *op, int action)
977 int update_now=0, flags; 591{
978 MoveType move_on, move_off, move_block, move_slow; 592 MoveType move_on, move_off, move_block, move_slow;
979 593
980 if (op == NULL) { 594 if (op == NULL)
595 {
981 /* this should never happen */ 596 /* this should never happen */
982 LOG(llevDebug,"update_object() called for NULL object.\n"); 597 LOG (llevDebug, "update_object() called for NULL object.\n");
983 return; 598 return;
984 }
985 599 }
986 if(op->env!=NULL) { 600
601 if (op->env)
602 {
987 /* Animation is currently handled by client, so nothing 603 /* Animation is currently handled by client, so nothing
988 * to do in this case. 604 * to do in this case.
989 */ 605 */
990 return; 606 return;
991 } 607 }
992 608
993 /* If the map is saving, don't do anything as everything is 609 /* If the map is saving, don't do anything as everything is
994 * going to get freed anyways. 610 * going to get freed anyways.
995 */ 611 */
996 if (!op->map || op->map->in_memory == MAP_SAVING) return; 612 if (!op->map || op->map->in_memory == MAP_SAVING)
997 613 return;
614
998 /* make sure the object is within map boundaries */ 615 /* make sure the object is within map boundaries */
999 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 616 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
1000 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 617 {
1001 LOG(llevError,"update_object() called for object out of map!\n"); 618 LOG (llevError, "update_object() called for object out of map!\n");
1002#ifdef MANY_CORES 619#ifdef MANY_CORES
1003 abort(); 620 abort ();
1004#endif 621#endif
1005 return; 622 return;
1006 }
1007 623 }
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 624
625 mapspace &m = op->ms ();
626
627 if (!(m.flags_ & P_UPTODATE))
628 /* nop */;
1015 if (action == UP_OBJ_INSERT) { 629 else if (action == UP_OBJ_INSERT)
630 {
631 // this is likely overkill, TODO: revisit (schmorp)
1016 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 632 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)) 633 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
1020 update_now=1; 634 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
1021 635 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
636 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
1022 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 637 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
1023 update_now=1; 638 || (m.move_on | op->move_on ) != m.move_on
1024 639 || (m.move_off | op->move_off ) != m.move_off
1025 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 640 || (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 641 /* This isn't perfect, but I don't expect a lot of objects to
1031 * to have move_allow right now. 642 * to have move_allow right now.
1032 */ 643 */
1033 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 644 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
1034 update_now=1; 645 || 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; 646 m.flags_ = 0;
1036 } 647 }
1037 /* if the object is being removed, we can't make intelligent 648 /* if the object is being removed, we can't make intelligent
1038 * decisions, because remove_ob can't really pass the object 649 * decisions, because remove_ob can't really pass the object
1039 * that is being removed. 650 * that is being removed.
1040 */ 651 */
1041 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 652 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
1042 update_now=1; 653 m.flags_ = 0;
1043 } else if (action == UP_OBJ_FACE) { 654 else if (action == UP_OBJ_FACE)
1044 /* Nothing to do for that case */ 655 /* Nothing to do for that case */ ;
1045 }
1046 else { 656 else
1047 LOG(llevError,"update_object called with invalid action: %d\n", action); 657 LOG (llevError, "update_object called with invalid action: %d\n", action);
1048 }
1049 658
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) 659 if (op->more)
1056 update_object(op->more, action); 660 update_object (op->more, action);
1057} 661}
1058 662
663object *object::first;
1059 664
1060/* 665object::object ()
1061 * free_object() frees everything allocated by an object, removes 666{
1062 * it from the list of used objects, and puts it on the list of 667 SET_FLAG (this, FLAG_REMOVED);
1063 * free objects. The IS_FREED() flag is set in the object. 668
1064 * The object must have been removed by remove_ob() first for 669 expmul = 1.0;
1065 * this function to succeed. 670 face = blank_face;
671}
672
673object::~object ()
674{
675 free_key_values (this);
676}
677
678void object::link ()
679{
680 uuid = gen_uuid ();
681
682 refcnt_inc ();
683 objects.insert (this);
684}
685
686void object::unlink ()
687{
688 objects.erase (this);
689 refcnt_dec ();
690}
691
692void
693object::activate ()
694{
695 /* If already on active list, don't do anything */
696 if (active)
697 return;
698
699 if (has_active_speed ())
700 actives.insert (this);
701}
702
703void
704object::activate_recursive ()
705{
706 activate ();
707
708 for (object *op = inv; op; op = op->below)
709 op->activate_recursive ();
710}
711
712/* This function removes object 'op' from the list of active
713 * objects.
714 * This should only be used for style maps or other such
715 * reference maps where you don't want an object that isn't
716 * in play chewing up cpu time getting processed.
717 * The reverse of this is to call update_ob_speed, which
718 * will do the right thing based on the speed of the object.
1066 * 719 */
1067 * If free_inventory is set, free inventory as well. Else drop items in 720void
1068 * inventory to the ground. 721object::deactivate ()
1069 */ 722{
723 /* If not on the active list, nothing needs to be done */
724 if (!active)
725 return;
1070 726
1071void free_object(object *ob) { 727 actives.erase (this);
1072 free_object2(ob, 0);
1073} 728}
1074void free_object2(object *ob, int free_inventory) {
1075 object *tmp,*op;
1076 729
1077 if (object_free_callback) 730void
1078 object_free_callback (ob); 731object::deactivate_recursive ()
732{
733 for (object *op = inv; op; op = op->below)
734 op->deactivate_recursive ();
1079 735
1080 if (!QUERY_FLAG(ob,FLAG_REMOVED)) { 736 deactivate ();
1081 LOG(llevDebug,"Free object called with non removed object\n"); 737}
1082 dump_object(ob); 738
1083#ifdef MANY_CORES 739void
1084 abort(); 740object::set_flag_inv (int flag, int value)
1085#endif 741{
742 for (object *op = inv; op; op = op->below)
1086 } 743 {
1087 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) { 744 op->flag [flag] = value;
1088 LOG(llevMonster,"Warning: tried to free friendly object.\n"); 745 op->set_flag_inv (flag, value);
1089 remove_friendly_object(ob);
1090 } 746 }
1091 if(QUERY_FLAG(ob,FLAG_FREED)) { 747}
1092 dump_object(ob); 748
1093 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg); 749/*
1094 return; 750 * Remove and free all objects in the inventory of the given object.
1095 } 751 * object.c ?
1096 if(ob->more!=NULL) { 752 */
1097 free_object2(ob->more, free_inventory); 753void
1098 ob->more=NULL; 754object::destroy_inv (bool drop_to_ground)
1099 } 755{
1100 if (ob->inv) { 756 // need to check first, because the checks below might segfault
757 // as we might be on an invalid mapspace and crossfire code
758 // is too buggy to ensure that the inventory is empty.
759 // corollary: if you create arrows etc. with stuff in tis inventory,
760 // cf will crash below with off-map x and y
761 if (!inv)
762 return;
763
1101 /* Only if the space blocks everything do we not process - 764 /* Only if the space blocks everything do we not process -
1102 * if some form of movemnt is allowed, let objects 765 * if some form of movement is allowed, let objects
1103 * drop on that space. 766 * drop on that space.
1104 */ 767 */
1105 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 768 if (!drop_to_ground
1106 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL)) 769 || !map
1107 { 770 || map->in_memory != MAP_IN_MEMORY
1108 op=ob->inv; 771 || ms ().move_block == MOVE_ALL)
1109 while(op!=NULL) { 772 {
1110 tmp=op->below; 773 while (inv)
1111 remove_ob(op); 774 {
1112 free_object2(op, free_inventory); 775 inv->destroy_inv (drop_to_ground);
1113 op=tmp; 776 inv->destroy ();
777 }
1114 } 778 }
1115 } 779 else
1116 else { /* Put objects in inventory onto this space */ 780 { /* Put objects in inventory onto this space */
1117 op=ob->inv; 781 while (inv)
1118 while(op!=NULL) { 782 {
1119 tmp=op->below; 783 object *op = inv;
1120 remove_ob(op); 784
1121 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) || 785 if (op->flag [FLAG_STARTEQUIP]
1122 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 786 || op->flag [FLAG_NO_DROP]
1123 free_object(op); 787 || op->type == RUNE
1124 else { 788 || op->type == TRAP
1125 op->x=ob->x; 789 || op->flag [FLAG_IS_A_TEMPLATE])
1126 op->y=ob->y; 790 op->destroy ();
1127 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */ 791 else
1128 } 792 map->insert (op, x, y);
1129 op=tmp; 793 }
1130 } 794 }
1131 } 795}
796
797object *object::create ()
798{
799 object *op = new object;
800 op->link ();
801 return op;
802}
803
804void
805object::do_destroy ()
806{
807 if (flag [FLAG_IS_LINKED])
808 remove_button_link (this);
809
810 if (flag [FLAG_FRIENDLY])
811 remove_friendly_object (this);
812
813 if (!flag [FLAG_REMOVED])
814 remove ();
815
816 if (flag [FLAG_FREED])
817 return;
818
819 set_speed (0);
820
821 flag [FLAG_FREED] = 1;
822
823 attachable::do_destroy ();
824
825 destroy_inv (true);
826 unlink ();
827
828 // hack to ensure that freed objects still have a valid map
829 {
830 static maptile *freed_map; // freed objects are moved here to avoid crashes
831
832 if (!freed_map)
833 {
834 freed_map = new maptile;
835
836 freed_map->name = "/internal/freed_objects_map";
837 freed_map->width = 3;
838 freed_map->height = 3;
839
840 freed_map->alloc ();
841 freed_map->in_memory = MAP_IN_MEMORY;
1132 } 842 }
1133 /* Remove object from the active list */
1134 ob->speed = 0;
1135 update_ob_speed(ob);
1136 843
1137 SET_FLAG(ob, FLAG_FREED); 844 map = freed_map;
1138 ob->count = 0; 845 x = 1;
1139 846 y = 1;
1140 /* Remove this object from the list of used objects */
1141 if(ob->prev==NULL) {
1142 objects=ob->next;
1143 if(objects!=NULL)
1144 objects->prev=NULL;
1145 }
1146 else {
1147 ob->prev->next=ob->next;
1148 if(ob->next!=NULL)
1149 ob->next->prev=ob->prev;
1150 }
1151 847 }
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 848
849 head = 0;
850
851 if (more)
1162 852 {
1163 /* Why aren't events freed? */ 853 more->destroy ();
1164 free_key_values(ob); 854 more = 0;
855 }
1165 856
1166#if 0 /* MEMORY_DEBUG*/ 857 // clear those pointers that likely might have circular references to us
1167 /* This is a nice idea. Unfortunately, a lot of the code in crossfire 858 owner = 0;
1168 * presumes the freed_object will stick around for at least a little 859 enemy = 0;
1169 * bit 860 attacked_by = 0;
1170 */
1171 /* this is necessary so that memory debugging programs will
1172 * be able to accurately report source of malloc. If we recycle
1173 * objects, then some other area may be doing the get_object
1174 * and not freeing it, but the original one that malloc'd the
1175 * object will get the blame.
1176 */
1177 free(ob);
1178#else
1179
1180 /* Now link it with the free_objects list: */
1181 ob->prev=NULL;
1182 ob->next=free_objects;
1183 if(free_objects!=NULL)
1184 free_objects->prev=ob;
1185 free_objects=ob;
1186 nroffreeobjects++;
1187#endif
1188} 861}
1189 862
1190/* 863void
1191 * count_free() returns the number of objects on the list of free objects. 864object::destroy (bool destroy_inventory)
1192 */ 865{
1193 866 if (destroyed ())
1194int count_free(void) {
1195 int i=0;
1196 object *tmp=free_objects;
1197 while(tmp!=NULL)
1198 tmp=tmp->next, i++;
1199 return i; 867 return;
1200}
1201 868
1202/* 869 if (destroy_inventory)
1203 * count_used() returns the number of objects on the list of used objects. 870 destroy_inv (false);
1204 */
1205 871
1206int count_used(void) { 872 attachable::destroy ();
1207 int i=0;
1208 object *tmp=objects;
1209 while(tmp!=NULL)
1210 tmp=tmp->next, i++;
1211 return i;
1212}
1213
1214/*
1215 * count_active() returns the number of objects on the list of active objects.
1216 */
1217
1218int count_active(void) {
1219 int i=0;
1220 object *tmp=active_objects;
1221 while(tmp!=NULL)
1222 tmp=tmp->active_next, i++;
1223 return i;
1224} 873}
1225 874
1226/* 875/*
1227 * sub_weight() recursively (outwards) subtracts a number from the 876 * sub_weight() recursively (outwards) subtracts a number from the
1228 * weight of an object (and what is carried by it's environment(s)). 877 * weight of an object (and what is carried by it's environment(s)).
1229 */ 878 */
1230 879void
1231void sub_weight (object *op, signed long weight) { 880sub_weight (object *op, signed long weight)
881{
1232 while (op != NULL) { 882 while (op != NULL)
883 {
1233 if (op->type == CONTAINER) { 884 if (op->type == CONTAINER)
1234 weight=(signed long)(weight*(100-op->stats.Str)/100); 885 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1235 } 886
1236 op->carrying-=weight; 887 op->carrying -= weight;
1237 op = op->env; 888 op = op->env;
1238 } 889 }
1239} 890}
1240 891
1241/* remove_ob(op): 892/* op->remove ():
1242 * This function removes the object op from the linked list of objects 893 * 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 894 * which it is currently tied to. When this function is done, the
1244 * object will have no environment. If the object previously had an 895 * object will have no environment. If the object previously had an
1245 * environment, the x and y coordinates will be updated to 896 * environment, the x and y coordinates will be updated to
1246 * the previous environment. 897 * the previous environment.
1247 * Beware: This function is called from the editor as well! 898 * Beware: This function is called from the editor as well!
1248 */ 899 */
1249 900void
1250void remove_ob(object *op) { 901object::remove ()
902{
1251 object *tmp,*last=NULL; 903 object *tmp, *last = 0;
1252 object *otmp; 904 object *otmp;
1253 tag_t tag;
1254 int check_walk_off;
1255 mapstruct *m;
1256 sint16 x,y;
1257
1258 905
1259 if(QUERY_FLAG(op,FLAG_REMOVED)) { 906 if (QUERY_FLAG (this, FLAG_REMOVED))
1260 dump_object(op); 907 return;
1261 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1262 908
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); 909 SET_FLAG (this, FLAG_REMOVED);
910 INVOKE_OBJECT (REMOVE, this);
1279 911
912 if (more)
913 more->remove ();
914
1280 /* 915 /*
1281 * In this case, the object to be removed is in someones 916 * In this case, the object to be removed is in someones
1282 * inventory. 917 * inventory.
1283 */ 918 */
1284 if(op->env!=NULL) { 919 if (env)
1285 if(op->nrof) 920 {
921 if (nrof)
1286 sub_weight(op->env, op->weight*op->nrof); 922 sub_weight (env, weight * nrof);
1287 else 923 else
1288 sub_weight(op->env, op->weight+op->carrying); 924 sub_weight (env, weight + carrying);
1289 925
1290 /* NO_FIX_PLAYER is set when a great many changes are being 926 /* NO_FIX_PLAYER is set when a great many changes are being
1291 * made to players inventory. If set, avoiding the call 927 * made to players inventory. If set, avoiding the call
1292 * to save cpu time. 928 * to save cpu time.
1293 */ 929 */
1294 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 930 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1295 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 931 otmp->update_stats ();
1296 fix_player(otmp);
1297 932
1298 if(op->above!=NULL) 933 if (above)
1299 op->above->below=op->below; 934 above->below = below;
1300 else 935 else
1301 op->env->inv=op->below; 936 env->inv = below;
1302 937
1303 if(op->below!=NULL) 938 if (below)
1304 op->below->above=op->above; 939 below->above = above;
1305 940
1306 /* we set up values so that it could be inserted into 941 /* we set up values so that it could be inserted into
1307 * the map, but we don't actually do that - it is up 942 * the map, but we don't actually do that - it is up
1308 * to the caller to decide what we want to do. 943 * 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 */ 944 */
945 x = env->x, y = env->y;
946 map = env->map;
947 above = 0, below = 0;
948 env = 0;
949 }
950 else if (map)
951 {
952 if (type == PLAYER)
953 {
954 --map->players;
955 map->touch ();
956 }
1342 957
958 map->dirty = true;
959
1343 /* link the object above us */ 960 /* link the object above us */
1344 if (op->above) 961 if (above)
1345 op->above->below=op->below; 962 above->below = below;
1346 else 963 else
1347 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */ 964 map->at (x, y).top = below; /* we were top, set new top */
1348 965
1349 /* Relink the object below us, if there is one */ 966 /* Relink the object below us, if there is one */
1350 if(op->below) { 967 if (below)
1351 op->below->above=op->above; 968 below->above = above;
1352 } else { 969 else
970 {
1353 /* Nothing below, which means we need to relink map object for this space 971 /* 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 972 * use translated coordinates in case some oddness with map tiling is
1355 * evident 973 * evident
1356 */ 974 */
1357 if(GET_MAP_OB(m,x,y)!=op) { 975 if (GET_MAP_OB (map, x, y) != this)
1358 dump_object(op); 976 {
977 char *dump = dump_object (this);
978 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); 979 "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)); 980 free (dump);
1361 LOG(llevError,"%s\n",errmsg); 981 dump = dump_object (GET_MAP_OB (map, x, y));
1362 } 982 LOG (llevError, "%s\n", dump);
1363 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 983 free (dump);
1364 } 984 }
1365 op->above=NULL;
1366 op->below=NULL;
1367 985
986 map->at (x, y).bot = above; /* goes on above it. */
987 }
988
989 above = 0;
990 below = 0;
991
1368 if (op->map->in_memory == MAP_SAVING) 992 if (map->in_memory == MAP_SAVING)
1369 return; 993 return;
1370 994
1371 tag = op->count; 995 int check_walk_off = !flag [FLAG_NO_APPLY];
1372 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 996
1373 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 997 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
998 {
1374 /* No point updating the players look faces if he is the object 999 /* No point updating the players look faces if he is the object
1375 * being removed. 1000 * being removed.
1376 */ 1001 */
1377 1002
1378 if(tmp->type==PLAYER && tmp!=op) { 1003 if (tmp->type == PLAYER && tmp != this)
1004 {
1379 /* If a container that the player is currently using somehow gets 1005 /* If a container that the player is currently using somehow gets
1380 * removed (most likely destroyed), update the player view 1006 * removed (most likely destroyed), update the player view
1381 * appropriately. 1007 * appropriately.
1382 */ 1008 */
1383 if (tmp->container==op) { 1009 if (tmp->container == this)
1384 CLEAR_FLAG(op, FLAG_APPLIED); 1010 {
1385 tmp->container=NULL; 1011 flag [FLAG_APPLIED] = 0;
1386 } 1012 tmp->container = 0;
1387 tmp->contr->socket.update_look=1; 1013 }
1388 } 1014
1015 if (tmp->contr->ns)
1016 tmp->contr->ns->floorbox_update ();
1017 }
1018
1389 /* See if player moving off should effect something */ 1019 /* See if object moving off should effect something */
1390 if (check_walk_off && ((op->move_type & tmp->move_off) && 1020 if (check_walk_off
1021 && ((move_type & tmp->move_off)
1391 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1022 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1023 {
1024 move_apply (tmp, this, 0);
1392 1025
1393 move_apply(tmp, op, NULL); 1026 if (destroyed ())
1394 if (was_destroyed (op, tag)) { 1027 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 " 1028 }
1396 "leaving object\n", tmp->name, tmp->arch->name);
1397 }
1398 }
1399 1029
1400 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1030 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1401 1031 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1402 if(tmp->above == tmp) 1032 if (tmp->above == tmp)
1403 tmp->above = NULL; 1033 tmp->above = 0;
1404 last=tmp; 1034
1405 } 1035 last = tmp;
1036 }
1037
1406 /* last == NULL of there are no objects on this space */ 1038 /* last == NULL if there are no objects on this space */
1407 if (last==NULL) { 1039 //TODO: this makes little sense, why only update the topmost object?
1408 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1040 if (!last)
1409 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1041 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 1042 else
1417 update_object(last, UP_OBJ_REMOVE); 1043 update_object (last, UP_OBJ_REMOVE);
1418 1044
1419 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1045 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1420 update_all_los(op->map, op->x, op->y); 1046 update_all_los (map, x, y);
1421 1047 }
1422} 1048}
1423 1049
1424/* 1050/*
1425 * merge_ob(op,top): 1051 * merge_ob(op,top):
1426 * 1052 *
1427 * This function goes through all objects below and including top, and 1053 * This function goes through all objects below and including top, and
1428 * merges op to the first matching object. 1054 * merges op to the first matching object.
1429 * If top is NULL, it is calculated. 1055 * If top is NULL, it is calculated.
1430 * Returns pointer to object if it succeded in the merge, otherwise NULL 1056 * Returns pointer to object if it succeded in the merge, otherwise NULL
1431 */ 1057 */
1432 1058object *
1433object *merge_ob(object *op, object *top) { 1059merge_ob (object *op, object *top)
1060{
1434 if(!op->nrof) 1061 if (!op->nrof)
1435 return 0; 1062 return 0;
1436 if(top==NULL) 1063
1064 if (top)
1437 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1065 for (top = op; top && top->above; top = top->above)
1066 ;
1067
1438 for(;top!=NULL;top=top->below) { 1068 for (; top; top = top->below)
1069 {
1439 if(top==op) 1070 if (top == op)
1440 continue; 1071 continue;
1441 if (CAN_MERGE(op,top)) 1072
1442 { 1073 if (object::can_merge (op, top))
1074 {
1443 top->nrof+=op->nrof; 1075 top->nrof += op->nrof;
1076
1444/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1077/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1445 op->weight = 0; /* Don't want any adjustements now */ 1078 op->weight = 0; /* Don't want any adjustements now */
1446 remove_ob(op); 1079 op->destroy ();
1447 free_object(op);
1448 return top; 1080 return top;
1449 } 1081 }
1450 } 1082 }
1083
1451 return NULL; 1084 return 0;
1452} 1085}
1453 1086
1454/* 1087/*
1455 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1088 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1456 * job preparing multi-part monsters 1089 * job preparing multi-part monsters
1457 */ 1090 */
1091object *
1458object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1092insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1459 object* tmp; 1093{
1460 if (op->head) 1094 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1461 op=op->head; 1095 {
1462 for (tmp=op;tmp;tmp=tmp->more){
1463 tmp->x=x+tmp->arch->clone.x; 1096 tmp->x = x + tmp->arch->clone.x;
1464 tmp->y=y+tmp->arch->clone.y; 1097 tmp->y = y + tmp->arch->clone.y;
1465 } 1098 }
1099
1466 return insert_ob_in_map (op, m, originator, flag); 1100 return insert_ob_in_map (op, m, originator, flag);
1467} 1101}
1468 1102
1469/* 1103/*
1470 * insert_ob_in_map (op, map, originator, flag): 1104 * insert_ob_in_map (op, map, originator, flag):
1471 * This function inserts the object in the two-way linked list 1105 * This function inserts the object in the two-way linked list
1484 * Return value: 1118 * Return value:
1485 * new object if 'op' was merged with other object 1119 * new object if 'op' was merged with other object
1486 * NULL if 'op' was destroyed 1120 * NULL if 'op' was destroyed
1487 * just 'op' otherwise 1121 * just 'op' otherwise
1488 */ 1122 */
1489 1123object *
1490object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1124insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1491{ 1125{
1492 object *tmp, *top, *floor=NULL; 1126 object *tmp, *top, *floor = NULL;
1493 sint16 x,y; 1127 sint16 x, y;
1494 1128
1495 if (QUERY_FLAG (op, FLAG_FREED)) { 1129 if (QUERY_FLAG (op, FLAG_FREED))
1130 {
1496 LOG (llevError, "Trying to insert freed object!\n"); 1131 LOG (llevError, "Trying to insert freed object!\n");
1497 return NULL; 1132 return NULL;
1133 }
1134
1135 if (!m)
1498 } 1136 {
1499 if(m==NULL) { 1137 char *dump = dump_object (op);
1500 dump_object(op);
1501 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1138 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1502 return op; 1139 free (dump);
1140 return op;
1503 } 1141 }
1142
1504 if(out_of_map(m,op->x,op->y)) { 1143 if (out_of_map (m, op->x, op->y))
1505 dump_object(op); 1144 {
1145 char *dump = dump_object (op);
1506 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1146 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1507#ifdef MANY_CORES 1147#ifdef MANY_CORES
1508 /* Better to catch this here, as otherwise the next use of this object 1148 /* 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 1149 * is likely to cause a crash. Better to find out where it is getting
1510 * improperly inserted. 1150 * improperly inserted.
1511 */ 1151 */
1512 abort(); 1152 abort ();
1513#endif 1153#endif
1514 return op; 1154 free (dump);
1155 return op;
1515 } 1156 }
1157
1516 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1158 if (!QUERY_FLAG (op, FLAG_REMOVED))
1517 dump_object(op); 1159 {
1160 char *dump = dump_object (op);
1518 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1161 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1519 return op; 1162 free (dump);
1163 return op;
1164 }
1165
1166 if (op->more)
1520 } 1167 {
1521 if(op->more!=NULL) {
1522 /* The part may be on a different map. */ 1168 /* The part may be on a different map. */
1523 1169
1524 object *more = op->more; 1170 object *more = op->more;
1525 1171
1526 /* We really need the caller to normalize coordinates - if 1172 /* We really need the caller to normalise coordinates - if
1527 * we set the map, that doesn't work if the location is within 1173 * 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 1174 * a map and this is straddling an edge. So only if coordinate
1529 * is clear wrong do we normalize it. 1175 * is clear wrong do we normalise it.
1530 */ 1176 */
1531 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1177 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); 1178 more->map = get_map_from_coord (m, &more->x, &more->y);
1536 } else if (!more->map) { 1179 else if (!more->map)
1180 {
1537 /* For backwards compatibility - when not dealing with tiled maps, 1181 /* For backwards compatibility - when not dealing with tiled maps,
1538 * more->map should always point to the parent. 1182 * more->map should always point to the parent.
1539 */ 1183 */
1540 more->map = m; 1184 more->map = m;
1541 } 1185 }
1542 1186
1543 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1187 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1188 {
1544 if ( ! op->head) 1189 if (!op->head)
1545 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1190 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1546 return NULL; 1191
1547 } 1192 return 0;
1193 }
1548 } 1194 }
1195
1549 CLEAR_FLAG(op,FLAG_REMOVED); 1196 CLEAR_FLAG (op, FLAG_REMOVED);
1550 1197
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 1198 /* 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 1199 * of areas of callers (eg, anything that uses find_free_spot would now
1557 * need extra work 1200 * need extra work
1558 */ 1201 */
1559 op->map=get_map_from_coord(m, &op->x, &op->y); 1202 op->map = get_map_from_coord (m, &op->x, &op->y);
1560 x = op->x; 1203 x = op->x;
1561 y = op->y; 1204 y = op->y;
1562 1205
1563 /* this has to be done after we translate the coordinates. 1206 /* this has to be done after we translate the coordinates.
1564 */ 1207 */
1565 if(op->nrof && !(flag & INS_NO_MERGE)) { 1208 if (op->nrof && !(flag & INS_NO_MERGE))
1566 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1209 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1567 if (CAN_MERGE(op,tmp)) { 1210 if (object::can_merge (op, tmp))
1568 op->nrof+=tmp->nrof; 1211 {
1569 remove_ob(tmp); 1212 op->nrof += tmp->nrof;
1570 free_object(tmp); 1213 tmp->destroy ();
1571 } 1214 }
1572 }
1573 1215
1574 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1216 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1575 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1217 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1218
1576 if (!QUERY_FLAG(op, FLAG_ALIVE)) 1219 if (!QUERY_FLAG (op, FLAG_ALIVE))
1577 CLEAR_FLAG(op, FLAG_NO_STEAL); 1220 CLEAR_FLAG (op, FLAG_NO_STEAL);
1578 1221
1579 if (flag & INS_BELOW_ORIGINATOR) { 1222 if (flag & INS_BELOW_ORIGINATOR)
1223 {
1580 if (originator->map != op->map || originator->x != op->x || 1224 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1581 originator->y != op->y) { 1225 {
1582 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1226 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1583 abort(); 1227 abort ();
1584 } 1228 }
1229
1585 op->above = originator; 1230 op->above = originator;
1586 op->below = originator->below; 1231 op->below = originator->below;
1587 if (op->below) op->below->above = op; 1232
1588 else SET_MAP_OB(op->map, op->x, op->y, op); 1233 if (op->below)
1234 op->below->above = op;
1235 else
1236 op->ms ().bot = op;
1237
1589 /* since *below* originator, no need to update top */ 1238 /* since *below* originator, no need to update top */
1590 originator->below = op; 1239 originator->below = op;
1591 } else { 1240 }
1241 else
1242 {
1592 /* If there are other objects, then */ 1243 /* If there are other objects, then */
1593 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) { 1244 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1594 object *last=NULL; 1245 {
1595 /* 1246 object *last = 0;
1247
1248 /*
1596 * If there are multiple objects on this space, we do some trickier handling. 1249 * If there are multiple objects on this space, we do some trickier handling.
1597 * We've already dealt with merging if appropriate. 1250 * We've already dealt with merging if appropriate.
1598 * Generally, we want to put the new object on top. But if 1251 * Generally, we want to put the new object on top. But if
1599 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1252 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1600 * floor, we want to insert above that and no further. 1253 * floor, we want to insert above that and no further.
1601 * Also, if there are spell objects on this space, we stop processing 1254 * 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 1255 * 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 1256 * 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 1257 * when lots of spells are cast in one area. Currently, it is presumed
1605 * that flying non pickable objects are spell objects. 1258 * that flying non pickable objects are spell objects.
1606 */ 1259 */
1260 while (top)
1261 {
1262 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1263 floor = top;
1607 1264
1608 while (top != NULL) { 1265 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 { 1266 {
1615 /* We insert above top, so we want this object below this */ 1267 /* We insert above top, so we want this object below this */
1616 top=top->below; 1268 top = top->below;
1617 break; 1269 break;
1618 } 1270 }
1619 last = top; 1271
1620 top = top->above; 1272 last = top;
1621 } 1273 top = top->above;
1274 }
1275
1622 /* Don't want top to be NULL, so set it to the last valid object */ 1276 /* Don't want top to be NULL, so set it to the last valid object */
1623 top = last; 1277 top = last;
1624 1278
1625 /* We let update_position deal with figuring out what the space 1279 /* We let update_position deal with figuring out what the space
1626 * looks like instead of lots of conditions here. 1280 * looks like instead of lots of conditions here.
1627 * makes things faster, and effectively the same result. 1281 * makes things faster, and effectively the same result.
1628 */ 1282 */
1629 1283
1630 /* Have object 'fall below' other objects that block view. 1284 /* Have object 'fall below' other objects that block view.
1631 * Unless those objects are exits, type 66 1285 * Unless those objects are exits, type 66
1632 * If INS_ON_TOP is used, don't do this processing 1286 * If INS_ON_TOP is used, don't do this processing
1633 * Need to find the object that in fact blocks view, otherwise 1287 * Need to find the object that in fact blocks view, otherwise
1634 * stacking is a bit odd. 1288 * stacking is a bit odd.
1635 */ 1289 */
1636 if (!(flag & INS_ON_TOP) && 1290 if (!(flag & INS_ON_TOP) &&
1637 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && 1291 (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)) { 1292 {
1639 for (last=top; last != floor; last=last->below) 1293 for (last = top; last != floor; last = last->below)
1640 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break; 1294 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1295 break;
1641 /* Check to see if we found the object that blocks view, 1296 /* Check to see if we found the object that blocks view,
1642 * and make sure we have a below pointer for it so that 1297 * and make sure we have a below pointer for it so that
1643 * we can get inserted below this one, which requires we 1298 * we can get inserted below this one, which requires we
1644 * set top to the object below us. 1299 * set top to the object below us.
1645 */ 1300 */
1646 if (last && last->below && last != floor) top=last->below; 1301 if (last && last->below && last != floor)
1647 } 1302 top = last->below;
1648 } /* If objects on this space */ 1303 }
1304 } /* If objects on this space */
1305
1649 if (flag & INS_MAP_LOAD) 1306 if (flag & INS_MAP_LOAD)
1650 top = GET_MAP_TOP(op->map,op->x,op->y); 1307 top = GET_MAP_TOP (op->map, op->x, op->y);
1308
1651 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1309 if (flag & INS_ABOVE_FLOOR_ONLY)
1310 top = floor;
1652 1311
1653 /* Top is the object that our object (op) is going to get inserted above. 1312 /* Top is the object that our object (op) is going to get inserted above.
1654 */ 1313 */
1655 1314
1656 /* First object on this space */ 1315 /* First object on this space */
1657 if (!top) { 1316 if (!top)
1317 {
1658 op->above = GET_MAP_OB(op->map, op->x, op->y); 1318 op->above = GET_MAP_OB (op->map, op->x, op->y);
1659 if (op->above) op->above->below = op; 1319
1660 op->below = NULL; 1320 if (op->above)
1661 SET_MAP_OB(op->map, op->x, op->y, op); 1321 op->above->below = op;
1662 } else { /* get inserted into the stack above top */ 1322
1323 op->below = 0;
1324 op->ms ().bot = op;
1325 }
1326 else
1327 { /* get inserted into the stack above top */
1663 op->above = top->above; 1328 op->above = top->above;
1664 if (op->above) op->above->below = op; 1329
1330 if (op->above)
1331 op->above->below = op;
1332
1665 op->below = top; 1333 op->below = top;
1666 top->above = op; 1334 top->above = op;
1667 } 1335 }
1668 if (op->above==NULL) 1336
1669 SET_MAP_TOP(op->map,op->x, op->y, op); 1337 if (!op->above)
1338 op->ms ().top = op;
1670 } /* else not INS_BELOW_ORIGINATOR */ 1339 } /* else not INS_BELOW_ORIGINATOR */
1671 1340
1672 if(op->type==PLAYER) 1341 if (op->type == PLAYER)
1342 {
1673 op->contr->do_los=1; 1343 op->contr->do_los = 1;
1344 ++op->map->players;
1345 op->map->touch ();
1346 }
1674 1347
1348 op->map->dirty = true;
1349
1675 /* If we have a floor, we know the player, if any, will be above 1350 /* 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. 1351 * it, so save a few ticks and start from there.
1677 */ 1352 */
1678 if (!(flag & INS_MAP_LOAD)) 1353 if (!(flag & INS_MAP_LOAD))
1679 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1354 if (object *pl = op->ms ().player ())
1680 if (tmp->type == PLAYER) 1355 if (pl->contr->ns)
1681 tmp->contr->socket.update_look=1; 1356 pl->contr->ns->floorbox_update ();
1682 }
1683 1357
1684 /* If this object glows, it may affect lighting conditions that are 1358 /* If this object glows, it may affect lighting conditions that are
1685 * visible to others on this map. But update_all_los is really 1359 * 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 1360 * 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 1361 * on the map will get recalculated. The players could very well
1688 * be far away from this change and not affected in any way - 1362 * be far away from this change and not affected in any way -
1689 * this should get redone to only look for players within range, 1363 * this should get redone to only look for players within range,
1690 * or just updating the P_NEED_UPDATE for spaces within this area 1364 * or just updating the P_UPTODATE for spaces within this area
1691 * of effect may be sufficient. 1365 * of effect may be sufficient.
1692 */ 1366 */
1693 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1367 if (op->map->darkness && (op->glow_radius != 0))
1694 update_all_los(op->map, op->x, op->y); 1368 update_all_los (op->map, op->x, op->y);
1695 1369
1696
1697 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1370 /* updates flags (blocked, alive, no magic, etc) for this map space */
1698 update_object(op,UP_OBJ_INSERT); 1371 update_object (op, UP_OBJ_INSERT);
1699 1372
1373 INVOKE_OBJECT (INSERT, op);
1700 1374
1701 /* Don't know if moving this to the end will break anything. However, 1375 /* 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. 1376 * we want to have floorbox_update called before calling this.
1703 * 1377 *
1704 * check_move_on() must be after this because code called from 1378 * check_move_on() must be after this because code called from
1705 * check_move_on() depends on correct map flags (so functions like 1379 * check_move_on() depends on correct map flags (so functions like
1706 * blocked() and wall() work properly), and these flags are updated by 1380 * blocked() and wall() work properly), and these flags are updated by
1707 * update_object(). 1381 * update_object().
1708 */ 1382 */
1709 1383
1710 /* if this is not the head or flag has been passed, don't check walk on status */ 1384 /* 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) { 1385 if (!(flag & INS_NO_WALK_ON) && !op->head)
1386 {
1713 if (check_move_on(op, originator)) 1387 if (check_move_on (op, originator))
1714 return NULL; 1388 return 0;
1715 1389
1716 /* If we are a multi part object, lets work our way through the check 1390 /* If we are a multi part object, lets work our way through the check
1717 * walk on's. 1391 * walk on's.
1718 */ 1392 */
1719 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1393 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1720 if (check_move_on (tmp, originator)) 1394 if (check_move_on (tmp, originator))
1721 return NULL; 1395 return 0;
1722 } 1396 }
1397
1723 return op; 1398 return op;
1724} 1399}
1725 1400
1726/* this function inserts an object in the map, but if it 1401/* 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. 1402 * 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. 1403 * op is the object to insert it under: supplies x and the map.
1729 */ 1404 */
1405void
1730void replace_insert_ob_in_map(const char *arch_string, object *op) { 1406replace_insert_ob_in_map (const char *arch_string, object *op)
1731 object *tmp; 1407{
1732 object *tmp1; 1408 object *tmp, *tmp1;
1733 1409
1734 /* first search for itself and remove any old instances */ 1410 /* first search for itself and remove any old instances */
1735 1411
1736 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1412 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1737 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1413 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1738 remove_ob(tmp); 1414 tmp->destroy ();
1739 free_object(tmp);
1740 }
1741 }
1742 1415
1743 tmp1=arch_to_object(find_archetype(arch_string)); 1416 tmp1 = arch_to_object (archetype::find (arch_string));
1744 1417
1745 1418 tmp1->x = op->x;
1746 tmp1->x = op->x; tmp1->y = op->y; 1419 tmp1->y = op->y;
1747 insert_ob_in_map(tmp1,op->map,op,0); 1420 insert_ob_in_map (tmp1, op->map, op, 0);
1748} 1421}
1422
1423object *
1424object::insert_at (object *where, object *originator, int flags)
1425{
1426 where->map->insert (this, where->x, where->y, originator, flags);
1427}
1749 1428
1750/* 1429/*
1751 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1430 * 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 1431 * is returned contains nr objects, and the remaining parts contains
1753 * the rest (or is removed and freed if that number is 0). 1432 * the rest (or is removed and freed if that number is 0).
1754 * On failure, NULL is returned, and the reason put into the 1433 * On failure, NULL is returned, and the reason put into the
1755 * global static errmsg array. 1434 * global static errmsg array.
1756 */ 1435 */
1757 1436object *
1758object *get_split_ob(object *orig_ob, uint32 nr) { 1437get_split_ob (object *orig_ob, uint32 nr)
1438{
1759 object *newob; 1439 object *newob;
1760 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1440 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1761 1441
1762 if(orig_ob->nrof<nr) { 1442 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 } 1443 {
1444 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1445 return NULL;
1446 }
1447
1767 newob = object_create_clone(orig_ob); 1448 newob = object_create_clone (orig_ob);
1449
1768 if((orig_ob->nrof-=nr)<1) { 1450 if ((orig_ob->nrof -= nr) < 1)
1769 if ( ! is_removed) 1451 orig_ob->destroy (1);
1770 remove_ob(orig_ob);
1771 free_object2(orig_ob, 1);
1772 }
1773 else if ( ! is_removed) { 1452 else if (!is_removed)
1453 {
1774 if(orig_ob->env!=NULL) 1454 if (orig_ob->env != NULL)
1775 sub_weight (orig_ob->env,orig_ob->weight*nr); 1455 sub_weight (orig_ob->env, orig_ob->weight * nr);
1776 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1456 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1457 {
1777 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1458 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"); 1459 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1780 return NULL; 1460 return NULL;
1781 } 1461 }
1782 } 1462 }
1463
1783 newob->nrof=nr; 1464 newob->nrof = nr;
1784 1465
1785 return newob; 1466 return newob;
1786} 1467}
1787 1468
1788/* 1469/*
1789 * decrease_ob_nr(object, number) decreases a specified number from 1470 * decrease_ob_nr(object, number) decreases a specified number from
1790 * the amount of an object. If the amount reaches 0, the object 1471 * the amount of an object. If the amount reaches 0, the object
1791 * is subsequently removed and freed. 1472 * is subsequently removed and freed.
1792 * 1473 *
1793 * Return value: 'op' if something is left, NULL if the amount reached 0 1474 * Return value: 'op' if something is left, NULL if the amount reached 0
1794 */ 1475 */
1795 1476
1477object *
1796object *decrease_ob_nr (object *op, uint32 i) 1478decrease_ob_nr (object *op, uint32 i)
1797{ 1479{
1798 object *tmp; 1480 object *tmp;
1799 player *pl;
1800 1481
1801 if (i == 0) /* objects with op->nrof require this check */ 1482 if (i == 0) /* objects with op->nrof require this check */
1802 return op; 1483 return op;
1803 1484
1804 if (i > op->nrof) 1485 if (i > op->nrof)
1805 i = op->nrof; 1486 i = op->nrof;
1806 1487
1807 if (QUERY_FLAG (op, FLAG_REMOVED)) 1488 if (QUERY_FLAG (op, FLAG_REMOVED))
1489 op->nrof -= i;
1490 else if (op->env)
1491 {
1492 /* is this object in the players inventory, or sub container
1493 * therein?
1494 */
1495 tmp = op->in_player ();
1496 /* nope. Is this a container the player has opened?
1497 * If so, set tmp to that player.
1498 * IMO, searching through all the players will mostly
1499 * likely be quicker than following op->env to the map,
1500 * and then searching the map for a player.
1501 */
1502 if (!tmp)
1503 for_all_players (pl)
1504 if (pl->ob->container == op->env)
1505 {
1506 tmp = pl->ob;
1507 break;
1508 }
1509
1510 if (i < op->nrof)
1511 {
1512 sub_weight (op->env, op->weight * i);
1513 op->nrof -= i;
1514 if (tmp)
1515 esrv_send_item (tmp, op);
1516 }
1517 else
1518 {
1519 op->remove ();
1520 op->nrof = 0;
1521 if (tmp)
1522 esrv_del_item (tmp->contr, op->count);
1523 }
1808 { 1524 }
1525 else
1526 {
1527 object *above = op->above;
1528
1529 if (i < op->nrof)
1809 op->nrof -= i; 1530 op->nrof -= i;
1810 } 1531 else
1811 else if (op->env != NULL) 1532 {
1812 { 1533 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; 1534 op->nrof = 0;
1535 }
1536
1537 /* Since we just removed op, op->above is null */
1538 for (tmp = above; tmp; tmp = tmp->above)
1539 if (tmp->type == PLAYER)
1540 {
1833 if (tmp) { 1541 if (op->nrof)
1834 esrv_send_item(tmp, op); 1542 esrv_send_item (tmp, op);
1835 } 1543 else
1836 } else {
1837 remove_ob (op);
1838 op->nrof = 0;
1839 if (tmp) {
1840 esrv_del_item(tmp->contr, op->count); 1544 esrv_del_item (tmp->contr, op->count);
1841 } 1545 }
1842 }
1843 }
1844 else
1845 { 1546 }
1846 object *above = op->above;
1847 1547
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) { 1548 if (op->nrof)
1865 return op; 1549 return op;
1866 } else { 1550 else
1867 free_object (op); 1551 {
1552 op->destroy ();
1868 return NULL; 1553 return 0;
1869 } 1554 }
1870} 1555}
1871 1556
1872/* 1557/*
1873 * add_weight(object, weight) adds the specified weight to an object, 1558 * add_weight(object, weight) adds the specified weight to an object,
1874 * and also updates how much the environment(s) is/are carrying. 1559 * and also updates how much the environment(s) is/are carrying.
1875 */ 1560 */
1876 1561
1562void
1877void add_weight (object *op, signed long weight) { 1563add_weight (object *op, signed long weight)
1564{
1878 while (op!=NULL) { 1565 while (op != NULL)
1566 {
1879 if (op->type == CONTAINER) { 1567 if (op->type == CONTAINER)
1880 weight=(signed long)(weight*(100-op->stats.Str)/100); 1568 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1881 } 1569
1882 op->carrying+=weight; 1570 op->carrying += weight;
1883 op=op->env; 1571 op = op->env;
1884 } 1572 }
1885} 1573}
1886 1574
1575object *
1576insert_ob_in_ob (object *op, object *where)
1577{
1578 if (!where)
1579 {
1580 char *dump = dump_object (op);
1581 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1582 free (dump);
1583 return op;
1584 }
1585
1586 if (where->head)
1587 {
1588 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1589 where = where->head;
1590 }
1591
1592 return where->insert (op);
1593}
1594
1887/* 1595/*
1888 * insert_ob_in_ob(op,environment): 1596 * env->insert (op)
1889 * This function inserts the object op in the linked list 1597 * This function inserts the object op in the linked list
1890 * inside the object environment. 1598 * inside the object environment.
1891 * 1599 *
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 1600 * The function returns now pointer to inserted item, and return value can
1898 * be != op, if items are merged. -Tero 1601 * be != op, if items are merged. -Tero
1899 */ 1602 */
1900 1603
1901object *insert_ob_in_ob(object *op,object *where) { 1604object *
1605object::insert (object *op)
1606{
1902 object *tmp, *otmp; 1607 object *tmp, *otmp;
1903 1608
1904 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1609 if (!QUERY_FLAG (op, FLAG_REMOVED))
1905 dump_object(op); 1610 op->remove ();
1906 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1611
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) { 1612 if (op->more)
1613 {
1920 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1614 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1921 op->name, op->count);
1922 return op; 1615 return op;
1923 } 1616 }
1617
1924 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1618 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1925 CLEAR_FLAG(op, FLAG_REMOVED); 1619 CLEAR_FLAG (op, FLAG_REMOVED);
1926 if(op->nrof) { 1620 if (op->nrof)
1621 {
1927 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1622 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1928 if ( CAN_MERGE(tmp,op) ) { 1623 if (object::can_merge (tmp, op))
1624 {
1929 /* return the original object and remove inserted object 1625 /* return the original object and remove inserted object
1930 (client needs the original object) */ 1626 (client needs the original object) */
1931 tmp->nrof += op->nrof; 1627 tmp->nrof += op->nrof;
1932 /* Weight handling gets pretty funky. Since we are adding to 1628 /* Weight handling gets pretty funky. Since we are adding to
1933 * tmp->nrof, we need to increase the weight. 1629 * tmp->nrof, we need to increase the weight.
1934 */ 1630 */
1935 add_weight (where, op->weight*op->nrof); 1631 add_weight (this, op->weight * op->nrof);
1936 SET_FLAG(op, FLAG_REMOVED); 1632 SET_FLAG (op, FLAG_REMOVED);
1937 free_object(op); /* free the inserted object */ 1633 op->destroy (); /* free the inserted object */
1938 op = tmp; 1634 op = tmp;
1939 remove_ob (op); /* and fix old object's links */ 1635 op->remove (); /* and fix old object's links */
1940 CLEAR_FLAG(op, FLAG_REMOVED); 1636 CLEAR_FLAG (op, FLAG_REMOVED);
1941 break; 1637 break;
1942 } 1638 }
1943 1639
1944 /* I assume combined objects have no inventory 1640 /* I assume combined objects have no inventory
1945 * We add the weight - this object could have just been removed 1641 * We add the weight - this object could have just been removed
1946 * (if it was possible to merge). calling remove_ob will subtract 1642 * (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 1643 * the weight, so we need to add it in again, since we actually do
1948 * the linking below 1644 * the linking below
1949 */ 1645 */
1950 add_weight (where, op->weight*op->nrof); 1646 add_weight (this, op->weight * op->nrof);
1647 }
1951 } else 1648 else
1952 add_weight (where, (op->weight+op->carrying)); 1649 add_weight (this, (op->weight + op->carrying));
1953 1650
1954 otmp=is_player_inv(where); 1651 otmp = this->in_player ();
1955 if (otmp&&otmp->contr!=NULL) { 1652 if (otmp && otmp->contr)
1956 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1653 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1957 fix_player(otmp); 1654 otmp->update_stats ();
1958 }
1959 1655
1960 op->map=NULL; 1656 op->map = 0;
1961 op->env=where; 1657 op->env = this;
1962 op->above=NULL; 1658 op->above = 0;
1963 op->below=NULL; 1659 op->below = 0;
1964 op->x=0,op->y=0; 1660 op->x = 0, op->y = 0;
1965 op->ox=0,op->oy=0;
1966 1661
1967 /* reset the light list and los of the players on the map */ 1662 /* reset the light list and los of the players on the map */
1968 if((op->glow_radius!=0)&&where->map) 1663 if ((op->glow_radius != 0) && map)
1969 { 1664 {
1970#ifdef DEBUG_LIGHTS 1665#ifdef DEBUG_LIGHTS
1971 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1666 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1972 op->name);
1973#endif /* DEBUG_LIGHTS */ 1667#endif /* DEBUG_LIGHTS */
1974 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1668 if (map->darkness)
1669 update_all_los (map, x, y);
1975 } 1670 }
1976 1671
1977 /* Client has no idea of ordering so lets not bother ordering it here. 1672 /* Client has no idea of ordering so lets not bother ordering it here.
1978 * It sure simplifies this function... 1673 * It sure simplifies this function...
1979 */ 1674 */
1980 if (where->inv==NULL) 1675 if (!inv)
1981 where->inv=op; 1676 inv = op;
1982 else { 1677 else
1678 {
1983 op->below = where->inv; 1679 op->below = inv;
1984 op->below->above = op; 1680 op->below->above = op;
1985 where->inv = op; 1681 inv = op;
1986 } 1682 }
1683
1684 INVOKE_OBJECT (INSERT, this);
1685
1987 return op; 1686 return op;
1988} 1687}
1989 1688
1990/* 1689/*
1991 * Checks if any objects has a move_type that matches objects 1690 * Checks if any objects has a move_type that matches objects
2005 * 1704 *
2006 * MSW 2001-07-08: Check all objects on space, not just those below 1705 * 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 1706 * object being inserted. insert_ob_in_map may not put new objects
2008 * on top. 1707 * on top.
2009 */ 1708 */
2010 1709int
2011int check_move_on (object *op, object *originator) 1710check_move_on (object *op, object *originator)
2012{ 1711{
2013 object *tmp; 1712 object *tmp;
2014 tag_t tag;
2015 mapstruct *m=op->map; 1713 maptile *m = op->map;
2016 int x=op->x, y=op->y; 1714 int x = op->x, y = op->y;
1715
2017 MoveType move_on, move_slow, move_block; 1716 MoveType move_on, move_slow, move_block;
2018 1717
2019 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1718 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; 1719 return 0;
1720
1721 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1722 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1723 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1724
1725 /* if nothing on this space will slow op down or be applied,
1726 * no need to do checking below. have to make sure move_type
1727 * is set, as lots of objects don't have it set - we treat that
1728 * as walking.
1729 */
1730 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1731 return 0;
1732
1733 /* This is basically inverse logic of that below - basically,
1734 * if the object can avoid the move on or slow move, they do so,
1735 * but can't do it if the alternate movement they are using is
1736 * blocked. Logic on this seems confusing, but does seem correct.
1737 */
1738 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1739 return 0;
1740
1741 /* The objects have to be checked from top to bottom.
1742 * Hence, we first go to the top:
1743 */
1744
1745 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1746 {
1747 /* Trim the search when we find the first other spell effect
1748 * this helps performance so that if a space has 50 spell objects,
1749 * we don't need to check all of them.
1750 */
1751 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1752 break;
1753 }
1754
1755 for (; tmp; tmp = tmp->below)
1756 {
1757 if (tmp == op)
1758 continue; /* Can't apply yourself */
1759
1760 /* Check to see if one of the movement types should be slowed down.
1761 * Second check makes sure that the movement types not being slowed
1762 * (~slow_move) is not blocked on this space - just because the
1763 * space doesn't slow down swimming (for example), if you can't actually
1764 * swim on that space, can't use it to avoid the penalty.
1765 */
1766 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1767 {
1768 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1769 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1770 {
1771
1772 float
1773 diff = tmp->move_slow_penalty * FABS (op->speed);
1774
1775 if (op->type == PLAYER)
1776 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1777 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1778 diff /= 4.0;
1779
1780 op->speed_left -= diff;
1781 }
1782 }
1783
1784 /* Basically same logic as above, except now for actual apply. */
1785 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1786 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1787 {
1788 move_apply (tmp, op, originator);
1789
1790 if (op->destroyed ())
1791 return 1;
1792
1793 /* what the person/creature stepped onto has moved the object
1794 * someplace new. Don't process any further - if we did,
1795 * have a feeling strange problems would result.
1796 */
1797 if (op->map != m || op->x != x || op->y != y)
1798 return 0;
1799 }
1800 }
1801
1802 return 0;
2100} 1803}
2101 1804
2102/* 1805/*
2103 * present_arch(arch, map, x, y) searches for any objects with 1806 * present_arch(arch, map, x, y) searches for any objects with
2104 * a matching archetype at the given map and coordinates. 1807 * a matching archetype at the given map and coordinates.
2105 * The first matching object is returned, or NULL if none. 1808 * The first matching object is returned, or NULL if none.
2106 */ 1809 */
2107 1810object *
2108object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1811present_arch (const archetype *at, maptile *m, int x, int y)
2109 object *tmp; 1812{
2110 if(m==NULL || out_of_map(m,x,y)) { 1813 if (!m || out_of_map (m, x, y))
1814 {
2111 LOG(llevError,"Present_arch called outside map.\n"); 1815 LOG (llevError, "Present_arch called outside map.\n");
2112 return NULL; 1816 return NULL;
2113 } 1817 }
2114 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1818
1819 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2115 if(tmp->arch == at) 1820 if (tmp->arch == at)
2116 return tmp; 1821 return tmp;
1822
2117 return NULL; 1823 return NULL;
2118} 1824}
2119 1825
2120/* 1826/*
2121 * present(type, map, x, y) searches for any objects with 1827 * present(type, map, x, y) searches for any objects with
2122 * a matching type variable at the given map and coordinates. 1828 * a matching type variable at the given map and coordinates.
2123 * The first matching object is returned, or NULL if none. 1829 * The first matching object is returned, or NULL if none.
2124 */ 1830 */
2125 1831object *
2126object *present(unsigned char type,mapstruct *m, int x,int y) { 1832present (unsigned char type, maptile *m, int x, int y)
2127 object *tmp; 1833{
2128 if(out_of_map(m,x,y)) { 1834 if (out_of_map (m, x, y))
1835 {
2129 LOG(llevError,"Present called outside map.\n"); 1836 LOG (llevError, "Present called outside map.\n");
2130 return NULL; 1837 return NULL;
2131 } 1838 }
2132 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1839
1840 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2133 if(tmp->type==type) 1841 if (tmp->type == type)
2134 return tmp; 1842 return tmp;
1843
2135 return NULL; 1844 return NULL;
2136} 1845}
2137 1846
2138/* 1847/*
2139 * present_in_ob(type, object) searches for any objects with 1848 * present_in_ob(type, object) searches for any objects with
2140 * a matching type variable in the inventory of the given object. 1849 * a matching type variable in the inventory of the given object.
2141 * The first matching object is returned, or NULL if none. 1850 * The first matching object is returned, or NULL if none.
2142 */ 1851 */
2143 1852object *
2144object *present_in_ob(unsigned char type, const object *op) { 1853present_in_ob (unsigned char type, const object *op)
2145 object *tmp; 1854{
2146 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1855 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2147 if(tmp->type==type) 1856 if (tmp->type == type)
2148 return tmp; 1857 return tmp;
1858
2149 return NULL; 1859 return NULL;
2150} 1860}
2151 1861
2152/* 1862/*
2153 * present_in_ob (type, str, object) searches for any objects with 1863 * present_in_ob (type, str, object) searches for any objects with
2161 * str is the string to match against. Note that we match against 1871 * 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 1872 * 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 1873 * spell code can use one object type (force), but change it's name
2164 * to be unique. 1874 * to be unique.
2165 */ 1875 */
2166 1876object *
2167object *present_in_ob_by_name(int type, const char *str, const object *op) { 1877present_in_ob_by_name (int type, const char *str, const object *op)
2168 object *tmp; 1878{
2169
2170 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1879 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2171 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1880 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2172 return tmp; 1881 return tmp;
2173 } 1882
2174 return NULL; 1883 return 0;
2175} 1884}
2176 1885
2177/* 1886/*
2178 * present_arch_in_ob(archetype, object) searches for any objects with 1887 * present_arch_in_ob(archetype, object) searches for any objects with
2179 * a matching archetype in the inventory of the given object. 1888 * a matching archetype in the inventory of the given object.
2180 * The first matching object is returned, or NULL if none. 1889 * The first matching object is returned, or NULL if none.
2181 */ 1890 */
2182 1891object *
2183object *present_arch_in_ob(const archetype *at, const object *op) { 1892present_arch_in_ob (const archetype *at, const object *op)
2184 object *tmp; 1893{
2185 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1894 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2186 if( tmp->arch == at) 1895 if (tmp->arch == at)
2187 return tmp; 1896 return tmp;
1897
2188 return NULL; 1898 return NULL;
2189} 1899}
2190 1900
2191/* 1901/*
2192 * activate recursively a flag on an object inventory 1902 * activate recursively a flag on an object inventory
2193 */ 1903 */
1904void
2194void flag_inv(object*op, int flag){ 1905flag_inv (object *op, int flag)
2195 object *tmp; 1906{
2196 if(op->inv) 1907 if (op->inv)
2197 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1908 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1909 {
2198 SET_FLAG(tmp, flag); 1910 SET_FLAG (tmp, flag);
2199 flag_inv(tmp,flag); 1911 flag_inv (tmp, flag);
2200 } 1912 }
1913}
1914
2201}/* 1915/*
2202 * desactivate recursively a flag on an object inventory 1916 * deactivate recursively a flag on an object inventory
2203 */ 1917 */
1918void
2204void unflag_inv(object*op, int flag){ 1919unflag_inv (object *op, int flag)
2205 object *tmp; 1920{
2206 if(op->inv) 1921 if (op->inv)
2207 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1922 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1923 {
2208 CLEAR_FLAG(tmp, flag); 1924 CLEAR_FLAG (tmp, flag);
2209 unflag_inv(tmp,flag); 1925 unflag_inv (tmp, flag);
2210 } 1926 }
2211} 1927}
2212 1928
2213/* 1929/*
2214 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1930 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2215 * all it's inventory (recursively). 1931 * all it's inventory (recursively).
2216 * If checksums are used, a player will get set_cheat called for 1932 * 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. 1933 * him/her-self and all object carried by a call to this function.
2218 */ 1934 */
2219 1935void
2220void set_cheat(object *op) { 1936set_cheat (object *op)
1937{
2221 SET_FLAG(op, FLAG_WAS_WIZ); 1938 SET_FLAG (op, FLAG_WAS_WIZ);
2222 flag_inv(op, FLAG_WAS_WIZ); 1939 flag_inv (op, FLAG_WAS_WIZ);
2223} 1940}
2224 1941
2225/* 1942/*
2226 * find_free_spot(object, map, x, y, start, stop) will search for 1943 * 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 1944 * 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 1958 * 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 1959 * 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 1960 * the archetype because that isn't correct if the monster has been
2244 * customized, changed states, etc. 1961 * customized, changed states, etc.
2245 */ 1962 */
2246 1963int
2247int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 1964find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1965{
2248 int i,index=0, flag; 1966 int index = 0, flag;
2249 static int altern[SIZEOFFREE]; 1967 int altern[SIZEOFFREE];
2250 1968
2251 for(i=start;i<stop;i++) { 1969 for (int i = start; i < stop; i++)
1970 {
2252 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 1971 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2253 if(!flag) 1972 if (!flag)
2254 altern[index++]=i; 1973 altern [index++] = i;
2255 1974
2256 /* Basically, if we find a wall on a space, we cut down the search size. 1975 /* 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. 1976 * 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 - 1977 * 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 1978 * 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 1979 * spaces in all the other directions, this will reduce the search space
2261 * to only the spaces immediately surrounding the target area, and 1980 * to only the spaces immediately surrounding the target area, and
2262 * won't look 2 spaces south of the target space. 1981 * won't look 2 spaces south of the target space.
2263 */ 1982 */
2264 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 1983 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2265 stop=maxfree[i]; 1984 stop = maxfree[i];
2266 } 1985 }
2267 if(!index) return -1; 1986
1987 if (!index)
1988 return -1;
1989
2268 return altern[RANDOM()%index]; 1990 return altern[RANDOM () % index];
2269} 1991}
2270 1992
2271/* 1993/*
2272 * find_first_free_spot(archetype, mapstruct, x, y) works like 1994 * find_first_free_spot(archetype, maptile, x, y) works like
2273 * find_free_spot(), but it will search max number of squares. 1995 * find_free_spot(), but it will search max number of squares.
2274 * But it will return the first available spot, not a random choice. 1996 * 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. 1997 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2276 */ 1998 */
2277 1999int
2278int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2000find_first_free_spot (const object *ob, maptile *m, int x, int y)
2279 int i; 2001{
2280 for(i=0;i<SIZEOFFREE;i++) { 2002 for (int i = 0; i < SIZEOFFREE; i++)
2281 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2003 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2282 return i; 2004 return i;
2283 } 2005
2284 return -1; 2006 return -1;
2285} 2007}
2286 2008
2287/* 2009/*
2288 * The function permute(arr, begin, end) randomly reorders the array 2010 * The function permute(arr, begin, end) randomly reorders the array
2289 * arr[begin..end-1]. 2011 * arr[begin..end-1].
2012 * now uses a fisher-yates shuffle, old permute was broken
2290 */ 2013 */
2014static void
2291static void permute(int *arr, int begin, int end) 2015permute (int *arr, int begin, int end)
2292{ 2016{
2293 int i, j, tmp, len; 2017 arr += begin;
2018 end -= begin;
2294 2019
2295 len = end-begin; 2020 while (--end)
2296 for(i = begin; i < end; i++) 2021 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} 2022}
2305 2023
2306/* new function to make monster searching more efficient, and effective! 2024/* new function to make monster searching more efficient, and effective!
2307 * This basically returns a randomized array (in the passed pointer) of 2025 * 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 2026 * 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 2027 * 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 2028 * 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. 2029 * the 3x3 area will be searched, just not in a predictable order.
2312 */ 2030 */
2031void
2313void get_search_arr(int *search_arr) 2032get_search_arr (int *search_arr)
2314{ 2033{
2315 int i; 2034 int i;
2316 2035
2317 for(i = 0; i < SIZEOFFREE; i++) 2036 for (i = 0; i < SIZEOFFREE; i++)
2318 {
2319 search_arr[i] = i; 2037 search_arr[i] = i;
2320 }
2321 2038
2322 permute(search_arr, 1, SIZEOFFREE1+1); 2039 permute (search_arr, 1, SIZEOFFREE1 + 1);
2323 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2040 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2324 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2041 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2325} 2042}
2326 2043
2327/* 2044/*
2328 * find_dir(map, x, y, exclude) will search some close squares in the 2045 * find_dir(map, x, y, exclude) will search some close squares in the
2329 * given map at the given coordinates for live objects. 2046 * given map at the given coordinates for live objects.
2334 * Perhaps incorrectly, but I'm making the assumption that exclude 2051 * 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 2052 * 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 2053 * because we have to know what movement the thing looking to move
2337 * there is capable of. 2054 * there is capable of.
2338 */ 2055 */
2339 2056int
2340int find_dir(mapstruct *m, int x, int y, object *exclude) { 2057find_dir (maptile *m, int x, int y, object *exclude)
2058{
2341 int i,max=SIZEOFFREE, mflags; 2059 int i, max = SIZEOFFREE, mflags;
2060
2342 sint16 nx, ny; 2061 sint16 nx, ny;
2343 object *tmp; 2062 object *tmp;
2344 mapstruct *mp; 2063 maptile *mp;
2064
2345 MoveType blocked, move_type; 2065 MoveType blocked, move_type;
2346 2066
2347 if (exclude && exclude->head) { 2067 if (exclude && exclude->head)
2068 {
2348 exclude = exclude->head; 2069 exclude = exclude->head;
2349 move_type = exclude->move_type; 2070 move_type = exclude->move_type;
2350 } else { 2071 }
2072 else
2073 {
2351 /* If we don't have anything, presume it can use all movement types. */ 2074 /* If we don't have anything, presume it can use all movement types. */
2352 move_type=MOVE_ALL; 2075 move_type = MOVE_ALL;
2076 }
2077
2078 for (i = 1; i < max; i++)
2353 } 2079 {
2354 2080 mp = m;
2355 for(i=1;i<max;i++) {
2356 mp = m;
2357 nx = x + freearr_x[i]; 2081 nx = x + freearr_x[i];
2358 ny = y + freearr_y[i]; 2082 ny = y + freearr_y[i];
2359 2083
2360 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2084 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2085
2361 if (mflags & P_OUT_OF_MAP) { 2086 if (mflags & P_OUT_OF_MAP)
2362 max = maxfree[i]; 2087 max = maxfree[i];
2363 } else { 2088 else
2364 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2089 {
2090 mapspace &ms = mp->at (nx, ny);
2365 2091
2092 blocked = ms.move_block;
2093
2366 if ((move_type & blocked) == move_type) { 2094 if ((move_type & blocked) == move_type)
2367 max=maxfree[i]; 2095 max = maxfree[i];
2368 } else if (mflags & P_IS_ALIVE) { 2096 else if (mflags & P_IS_ALIVE)
2369 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2097 {
2370 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2098 for (tmp = ms.bot; tmp; tmp = tmp->above)
2099 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2371 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2100 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2372 break; 2101 break;
2373 } 2102
2374 } 2103 if (tmp)
2375 if(tmp) {
2376 return freedir[i]; 2104 return freedir[i];
2377 } 2105 }
2106 }
2378 } 2107 }
2379 } 2108
2380 }
2381 return 0; 2109 return 0;
2382} 2110}
2383 2111
2384/* 2112/*
2385 * distance(object 1, object 2) will return the square of the 2113 * distance(object 1, object 2) will return the square of the
2386 * distance between the two given objects. 2114 * distance between the two given objects.
2387 */ 2115 */
2388 2116int
2389int distance(const object *ob1, const object *ob2) { 2117distance (const object *ob1, const object *ob2)
2390 int i; 2118{
2391 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2119 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} 2120}
2395 2121
2396/* 2122/*
2397 * find_dir_2(delta-x,delta-y) will return a direction in which 2123 * 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 2124 * an object which has subtracted the x and y coordinates of another
2399 * object, needs to travel toward it. 2125 * object, needs to travel toward it.
2400 */ 2126 */
2401 2127int
2402int find_dir_2(int x, int y) { 2128find_dir_2 (int x, int y)
2129{
2403 int q; 2130 int q;
2404 2131
2405 if(y) 2132 if (y)
2406 q=x*100/y; 2133 q = x * 100 / y;
2407 else if (x) 2134 else if (x)
2408 q= -300*x; 2135 q = -300 * x;
2409 else 2136 else
2410 return 0; 2137 return 0;
2411 2138
2412 if(y>0) { 2139 if (y > 0)
2140 {
2413 if(q < -242) 2141 if (q < -242)
2414 return 3 ; 2142 return 3;
2415 if (q < -41) 2143 if (q < -41)
2416 return 2 ; 2144 return 2;
2417 if (q < 41) 2145 if (q < 41)
2418 return 1 ; 2146 return 1;
2419 if (q < 242) 2147 if (q < 242)
2420 return 8 ; 2148 return 8;
2421 return 7 ; 2149 return 7;
2422 } 2150 }
2423 2151
2424 if (q < -242) 2152 if (q < -242)
2425 return 7 ; 2153 return 7;
2426 if (q < -41) 2154 if (q < -41)
2427 return 6 ; 2155 return 6;
2428 if (q < 41) 2156 if (q < 41)
2429 return 5 ; 2157 return 5;
2430 if (q < 242) 2158 if (q < 242)
2431 return 4 ; 2159 return 4;
2432 2160
2433 return 3 ; 2161 return 3;
2434} 2162}
2435 2163
2436/* 2164/*
2437 * absdir(int): Returns a number between 1 and 8, which represent 2165 * absdir(int): Returns a number between 1 and 8, which represent
2438 * the "absolute" direction of a number (it actually takes care of 2166 * the "absolute" direction of a number (it actually takes care of
2439 * "overflow" in previous calculations of a direction). 2167 * "overflow" in previous calculations of a direction).
2440 */ 2168 */
2441 2169
2170int
2442int absdir(int d) { 2171absdir (int d)
2443 while(d<1) d+=8; 2172{
2444 while(d>8) d-=8; 2173 while (d < 1)
2174 d += 8;
2175
2176 while (d > 8)
2177 d -= 8;
2178
2445 return d; 2179 return d;
2446} 2180}
2447 2181
2448/* 2182/*
2449 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2183 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2450 * between two directions (which are expected to be absolute (see absdir()) 2184 * between two directions (which are expected to be absolute (see absdir())
2451 */ 2185 */
2452 2186
2187int
2453int dirdiff(int dir1, int dir2) { 2188dirdiff (int dir1, int dir2)
2189{
2454 int d; 2190 int d;
2191
2455 d = abs(dir1 - dir2); 2192 d = abs (dir1 - dir2);
2456 if(d>4) 2193 if (d > 4)
2457 d = 8 - d; 2194 d = 8 - d;
2195
2458 return d; 2196 return d;
2459} 2197}
2460 2198
2461/* peterm: 2199/* peterm:
2462 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2200 * 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 2203 * 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. 2204 * 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 2205 * Moved from spell_util.c to object.c with the other related direction
2468 * functions. 2206 * functions.
2469 */ 2207 */
2470
2471int reduction_dir[SIZEOFFREE][3] = { 2208int reduction_dir[SIZEOFFREE][3] = {
2472 {0,0,0}, /* 0 */ 2209 {0, 0, 0}, /* 0 */
2473 {0,0,0}, /* 1 */ 2210 {0, 0, 0}, /* 1 */
2474 {0,0,0}, /* 2 */ 2211 {0, 0, 0}, /* 2 */
2475 {0,0,0}, /* 3 */ 2212 {0, 0, 0}, /* 3 */
2476 {0,0,0}, /* 4 */ 2213 {0, 0, 0}, /* 4 */
2477 {0,0,0}, /* 5 */ 2214 {0, 0, 0}, /* 5 */
2478 {0,0,0}, /* 6 */ 2215 {0, 0, 0}, /* 6 */
2479 {0,0,0}, /* 7 */ 2216 {0, 0, 0}, /* 7 */
2480 {0,0,0}, /* 8 */ 2217 {0, 0, 0}, /* 8 */
2481 {8,1,2}, /* 9 */ 2218 {8, 1, 2}, /* 9 */
2482 {1,2,-1}, /* 10 */ 2219 {1, 2, -1}, /* 10 */
2483 {2,10,12}, /* 11 */ 2220 {2, 10, 12}, /* 11 */
2484 {2,3,-1}, /* 12 */ 2221 {2, 3, -1}, /* 12 */
2485 {2,3,4}, /* 13 */ 2222 {2, 3, 4}, /* 13 */
2486 {3,4,-1}, /* 14 */ 2223 {3, 4, -1}, /* 14 */
2487 {4,14,16}, /* 15 */ 2224 {4, 14, 16}, /* 15 */
2488 {5,4,-1}, /* 16 */ 2225 {5, 4, -1}, /* 16 */
2489 {4,5,6}, /* 17 */ 2226 {4, 5, 6}, /* 17 */
2490 {6,5,-1}, /* 18 */ 2227 {6, 5, -1}, /* 18 */
2491 {6,20,18}, /* 19 */ 2228 {6, 20, 18}, /* 19 */
2492 {7,6,-1}, /* 20 */ 2229 {7, 6, -1}, /* 20 */
2493 {6,7,8}, /* 21 */ 2230 {6, 7, 8}, /* 21 */
2494 {7,8,-1}, /* 22 */ 2231 {7, 8, -1}, /* 22 */
2495 {8,22,24}, /* 23 */ 2232 {8, 22, 24}, /* 23 */
2496 {8,1,-1}, /* 24 */ 2233 {8, 1, -1}, /* 24 */
2497 {24,9,10}, /* 25 */ 2234 {24, 9, 10}, /* 25 */
2498 {9,10,-1}, /* 26 */ 2235 {9, 10, -1}, /* 26 */
2499 {10,11,-1}, /* 27 */ 2236 {10, 11, -1}, /* 27 */
2500 {27,11,29}, /* 28 */ 2237 {27, 11, 29}, /* 28 */
2501 {11,12,-1}, /* 29 */ 2238 {11, 12, -1}, /* 29 */
2502 {12,13,-1}, /* 30 */ 2239 {12, 13, -1}, /* 30 */
2503 {12,13,14}, /* 31 */ 2240 {12, 13, 14}, /* 31 */
2504 {13,14,-1}, /* 32 */ 2241 {13, 14, -1}, /* 32 */
2505 {14,15,-1}, /* 33 */ 2242 {14, 15, -1}, /* 33 */
2506 {33,15,35}, /* 34 */ 2243 {33, 15, 35}, /* 34 */
2507 {16,15,-1}, /* 35 */ 2244 {16, 15, -1}, /* 35 */
2508 {17,16,-1}, /* 36 */ 2245 {17, 16, -1}, /* 36 */
2509 {18,17,16}, /* 37 */ 2246 {18, 17, 16}, /* 37 */
2510 {18,17,-1}, /* 38 */ 2247 {18, 17, -1}, /* 38 */
2511 {18,19,-1}, /* 39 */ 2248 {18, 19, -1}, /* 39 */
2512 {41,19,39}, /* 40 */ 2249 {41, 19, 39}, /* 40 */
2513 {19,20,-1}, /* 41 */ 2250 {19, 20, -1}, /* 41 */
2514 {20,21,-1}, /* 42 */ 2251 {20, 21, -1}, /* 42 */
2515 {20,21,22}, /* 43 */ 2252 {20, 21, 22}, /* 43 */
2516 {21,22,-1}, /* 44 */ 2253 {21, 22, -1}, /* 44 */
2517 {23,22,-1}, /* 45 */ 2254 {23, 22, -1}, /* 45 */
2518 {45,47,23}, /* 46 */ 2255 {45, 47, 23}, /* 46 */
2519 {23,24,-1}, /* 47 */ 2256 {23, 24, -1}, /* 47 */
2520 {24,9,-1}}; /* 48 */ 2257 {24, 9, -1}
2258}; /* 48 */
2521 2259
2522/* Recursive routine to step back and see if we can 2260/* Recursive routine to step back and see if we can
2523 * find a path to that monster that we found. If not, 2261 * find a path to that monster that we found. If not,
2524 * we don't bother going toward it. Returns 1 if we 2262 * we don't bother going toward it. Returns 1 if we
2525 * can see a direct way to get it 2263 * can see a direct way to get it
2526 * Modified to be map tile aware -.MSW 2264 * Modified to be map tile aware -.MSW
2527 */ 2265 */
2528 2266int
2529
2530int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2267can_see_monsterP (maptile *m, int x, int y, int dir)
2268{
2531 sint16 dx, dy; 2269 sint16 dx, dy;
2532 int mflags; 2270 int mflags;
2533 2271
2272 if (dir < 0)
2534 if(dir<0) return 0; /* exit condition: invalid direction */ 2273 return 0; /* exit condition: invalid direction */
2535 2274
2536 dx = x + freearr_x[dir]; 2275 dx = x + freearr_x[dir];
2537 dy = y + freearr_y[dir]; 2276 dy = y + freearr_y[dir];
2538 2277
2539 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2278 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2540 2279
2541 /* This functional arguably was incorrect before - it was 2280 /* This functional arguably was incorrect before - it was
2542 * checking for P_WALL - that was basically seeing if 2281 * checking for P_WALL - that was basically seeing if
2543 * we could move to the monster - this is being more 2282 * we could move to the monster - this is being more
2544 * literal on if we can see it. To know if we can actually 2283 * 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 2284 * move to the monster, we'd need the monster passed in or
2546 * at least its move type. 2285 * at least its move type.
2547 */ 2286 */
2548 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2287 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2288 return 0;
2549 2289
2550 /* yes, can see. */ 2290 /* yes, can see. */
2551 if(dir < 9) return 1; 2291 if (dir < 9)
2292 return 1;
2293
2552 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2294 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2553 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2295 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2554 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2296 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2555} 2297}
2556 2298
2557
2558
2559/* 2299/*
2560 * can_pick(picker, item): finds out if an object is possible to be 2300 * 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 2301 * picked up by the picker. Returnes 1 if it can be
2562 * picked up, otherwise 0. 2302 * picked up, otherwise 0.
2563 * 2303 *
2565 * core dumps if they do. 2305 * core dumps if they do.
2566 * 2306 *
2567 * Add a check so we can't pick up invisible objects (0.93.8) 2307 * Add a check so we can't pick up invisible objects (0.93.8)
2568 */ 2308 */
2569 2309
2310int
2570int can_pick(const object *who, const object *item) { 2311can_pick (const object *who, const object *item)
2312{
2571 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2313 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2572 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2314 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2573 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2315 !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} 2316}
2576
2577 2317
2578/* 2318/*
2579 * create clone from object to another 2319 * create clone from object to another
2580 */ 2320 */
2321object *
2581object *object_create_clone (object *asrc) { 2322object_create_clone (object *asrc)
2323{
2582 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2324 object *dst = 0, *tmp, *src, *part, *prev, *item;
2583 2325
2584 if(!asrc) return NULL; 2326 if (!asrc)
2327 return 0;
2328
2585 src = asrc; 2329 src = asrc;
2586 if(src->head) 2330 if (src->head)
2587 src = src->head; 2331 src = src->head;
2588 2332
2589 prev = NULL; 2333 prev = 0;
2590 for(part = src; part; part = part->more) { 2334 for (part = src; part; part = part->more)
2591 tmp = get_object(); 2335 {
2592 copy_object(part,tmp); 2336 tmp = part->clone ();
2593 tmp->x -= src->x; 2337 tmp->x -= src->x;
2594 tmp->y -= src->y; 2338 tmp->y -= src->y;
2339
2595 if(!part->head) { 2340 if (!part->head)
2341 {
2596 dst = tmp; 2342 dst = tmp;
2597 tmp->head = NULL; 2343 tmp->head = 0;
2344 }
2598 } else { 2345 else
2599 tmp->head = dst; 2346 tmp->head = dst;
2600 } 2347
2601 tmp->more = NULL; 2348 tmp->more = 0;
2349
2602 if(prev) 2350 if (prev)
2603 prev->more = tmp; 2351 prev->more = tmp;
2352
2604 prev = tmp; 2353 prev = tmp;
2605 } 2354 }
2606 /*** copy inventory ***/ 2355
2607 for(item = src->inv; item; item = item->below) { 2356 for (item = src->inv; item; item = item->below)
2608 (void) insert_ob_in_ob(object_create_clone(item),dst); 2357 insert_ob_in_ob (object_create_clone (item), dst);
2609 }
2610 2358
2611 return dst; 2359 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} 2360}
2621 2361
2622/* GROS - Creates an object using a string representing its content. */ 2362/* 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 */ 2363/* 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, */ 2364/* 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. */ 2365/* 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. */ 2366/* Remember not to use load_object_str in a time-critical situation. */
2627/* Also remember that multiparts objects are not supported for now. */ 2367/* Also remember that multiparts objects are not supported for now. */
2628 2368object *
2629object* load_object_str(const char *obstr) 2369load_object_str (const char *obstr)
2630{ 2370{
2631 object *op; 2371 object *op;
2632 FILE *tempfile;
2633 char filename[MAX_BUF]; 2372 char filename[MAX_BUF];
2373
2634 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2374 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2375
2635 tempfile=fopen(filename,"w"); 2376 FILE *tempfile = fopen (filename, "w");
2377
2636 if (tempfile == NULL) 2378 if (tempfile == NULL)
2637 { 2379 {
2638 LOG(llevError,"Error - Unable to access load object temp file\n"); 2380 LOG (llevError, "Error - Unable to access load object temp file\n");
2639 return NULL; 2381 return NULL;
2640 }; 2382 }
2383
2641 fprintf(tempfile,obstr); 2384 fprintf (tempfile, obstr);
2642 fclose(tempfile); 2385 fclose (tempfile);
2643 2386
2644 op=get_object(); 2387 op = object::create ();
2645 2388
2646 tempfile=fopen(filename,"r"); 2389 object_thawer thawer (filename);
2647 if (tempfile == NULL) 2390
2648 { 2391 if (thawer)
2649 LOG(llevError,"Error - Unable to read object temp file\n"); 2392 load_object (thawer, op, 0);
2650 return NULL; 2393
2651 };
2652 load_object(tempfile,op,LO_NEWFILE,0);
2653 LOG(llevDebug," load str completed, object=%s\n",op->name); 2394 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2654 CLEAR_FLAG(op,FLAG_REMOVED); 2395 CLEAR_FLAG (op, FLAG_REMOVED);
2655 fclose(tempfile); 2396
2656 return op; 2397 return op;
2657} 2398}
2658 2399
2659/* This returns the first object in who's inventory that 2400/* This returns the first object in who's inventory that
2660 * has the same type and subtype match. 2401 * has the same type and subtype match.
2661 * returns NULL if no match. 2402 * returns NULL if no match.
2662 */ 2403 */
2404object *
2663object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2405find_obj_by_type_subtype (const object *who, int type, int subtype)
2664{ 2406{
2665 object *tmp;
2666
2667 for (tmp=who->inv; tmp; tmp=tmp->below) 2407 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2668 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2408 if (tmp->type == type && tmp->subtype == subtype)
2409 return tmp;
2669 2410
2670 return NULL; 2411 return 0;
2671} 2412}
2672 2413
2673/* If ob has a field named key, return the link from the list, 2414/* If ob has a field named key, return the link from the list,
2674 * otherwise return NULL. 2415 * otherwise return NULL.
2675 * 2416 *
2676 * key must be a passed in shared string - otherwise, this won't 2417 * key must be a passed in shared string - otherwise, this won't
2677 * do the desired thing. 2418 * do the desired thing.
2678 */ 2419 */
2420key_value *
2679key_value * get_ob_key_link(const object * ob, const char * key) { 2421get_ob_key_link (const object *ob, const char *key)
2680 key_value * link; 2422{
2681
2682 for (link = ob->key_values; link != NULL; link = link->next) { 2423 for (key_value *link = ob->key_values; link; link = link->next)
2683 if (link->key == key) { 2424 if (link->key == key)
2684 return link; 2425 return link;
2685 } 2426
2686 } 2427 return 0;
2687 2428}
2688 return NULL;
2689}
2690 2429
2691/* 2430/*
2692 * Returns the value of op has an extra_field for key, or NULL. 2431 * Returns the value of op has an extra_field for key, or NULL.
2693 * 2432 *
2694 * The argument doesn't need to be a shared string. 2433 * The argument doesn't need to be a shared string.
2695 * 2434 *
2696 * The returned string is shared. 2435 * The returned string is shared.
2697 */ 2436 */
2437const char *
2698const char * get_ob_key_value(const object * op, const char * const key) { 2438get_ob_key_value (const object *op, const char *const key)
2439{
2699 key_value * link; 2440 key_value *link;
2700 const char * canonical_key; 2441 shstr_cmp canonical_key (key);
2442
2443 if (!canonical_key)
2701 2444 {
2702 canonical_key = find_string(key);
2703
2704 if (canonical_key == NULL) {
2705 /* 1. There being a field named key on any object 2445 /* 1. There being a field named key on any object
2706 * implies there'd be a shared string to find. 2446 * implies there'd be a shared string to find.
2707 * 2. Since there isn't, no object has this field. 2447 * 2. Since there isn't, no object has this field.
2708 * 3. Therefore, *this* object doesn't have this field. 2448 * 3. Therefore, *this* object doesn't have this field.
2709 */ 2449 */
2710 return NULL; 2450 return 0;
2711 } 2451 }
2712 2452
2713 /* This is copied from get_ob_key_link() above - 2453 /* This is copied from get_ob_key_link() above -
2714 * only 4 lines, and saves the function call overhead. 2454 * only 4 lines, and saves the function call overhead.
2715 */ 2455 */
2716 for (link = op->key_values; link != NULL; link = link->next) { 2456 for (link = op->key_values; link; link = link->next)
2717 if (link->key == canonical_key) { 2457 if (link->key == canonical_key)
2718 return link->value; 2458 return link->value;
2719 } 2459
2720 } 2460 return 0;
2721 return NULL;
2722} 2461}
2723 2462
2724 2463
2725/* 2464/*
2726 * Updates the canonical_key in op to value. 2465 * 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 2469 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2731 * keys. 2470 * keys.
2732 * 2471 *
2733 * Returns TRUE on success. 2472 * Returns TRUE on success.
2734 */ 2473 */
2474int
2735int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) { 2475set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2476{
2736 key_value * field = NULL, *last=NULL; 2477 key_value *field = NULL, *last = NULL;
2737 2478
2738 for (field=op->key_values; field != NULL; field=field->next) { 2479 for (field = op->key_values; field != NULL; field = field->next)
2739 if (field->key != canonical_key) {
2740 last = field;
2741 continue;
2742 }
2743 2480 {
2744 if (field->value) FREE_AND_CLEAR_STR(field->value); 2481 if (field->key != canonical_key)
2745 if (value) 2482 {
2746 field->value = add_string(value); 2483 last = field;
2747 else { 2484 continue;
2485 }
2486
2487 if (value)
2488 field->value = value;
2489 else
2490 {
2748 /* Basically, if the archetype has this key set, 2491 /* Basically, if the archetype has this key set,
2749 * we need to store the null value so when we save 2492 * we need to store the null value so when we save
2750 * it, we save the empty value so that when we load, 2493 * it, we save the empty value so that when we load,
2751 * we get this value back again. 2494 * we get this value back again.
2752 */ 2495 */
2753 if (get_ob_key_link(&op->arch->clone, canonical_key)) 2496 if (get_ob_key_link (&op->arch->clone, canonical_key))
2754 field->value = NULL; 2497 field->value = 0;
2755 else { 2498 else
2756 /* Delete this link */ 2499 {
2757 if (field->key) FREE_AND_CLEAR_STR(field->key); 2500 if (last)
2758 if (field->value) FREE_AND_CLEAR_STR(field->value); 2501 last->next = field->next;
2759 if (last) last->next = field->next; 2502 else
2760 else op->key_values = field->next; 2503 op->key_values = field->next;
2761 free(field); 2504
2762 } 2505 delete field;
2763 } 2506 }
2507 }
2764 return TRUE; 2508 return TRUE;
2765 } 2509 }
2766 /* IF we get here, key doesn't exist */ 2510 /* IF we get here, key doesn't exist */
2767 2511
2768 /* No field, we'll have to add it. */ 2512 /* No field, we'll have to add it. */
2769 2513
2770 if (!add_key) { 2514 if (!add_key)
2771 return FALSE; 2515 return FALSE;
2772 } 2516
2773 /* There isn't any good reason to store a null 2517 /* There isn't any good reason to store a null
2774 * value in the key/value list. If the archetype has 2518 * value in the key/value list. If the archetype has
2775 * this key, then we should also have it, so shouldn't 2519 * this key, then we should also have it, so shouldn't
2776 * be here. If user wants to store empty strings, 2520 * be here. If user wants to store empty strings,
2777 * should pass in "" 2521 * should pass in ""
2778 */ 2522 */
2779 if (value == NULL) return TRUE; 2523 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; 2524 return TRUE;
2525
2526 field = new key_value;
2527
2528 field->key = canonical_key;
2529 field->value = value;
2530 /* Usual prepend-addition. */
2531 field->next = op->key_values;
2532 op->key_values = field;
2533
2534 return TRUE;
2790} 2535}
2791 2536
2792/* 2537/*
2793 * Updates the key in op to value. 2538 * Updates the key in op to value.
2794 * 2539 *
2796 * and not add new ones. 2541 * and not add new ones.
2797 * In general, should be little reason FALSE is ever passed in for add_key 2542 * In general, should be little reason FALSE is ever passed in for add_key
2798 * 2543 *
2799 * Returns TRUE on success. 2544 * Returns TRUE on success.
2800 */ 2545 */
2546int
2801int set_ob_key_value(object * op, const char * key, const char * value, int add_key) { 2547set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2802 const char * canonical_key = NULL; 2548{
2803 int floating_ref = FALSE; 2549 shstr key_ (key);
2804 int ret; 2550
2551 return set_ob_key_value_s (op, key_, value, add_key);
2552}
2553
2554object::depth_iterator::depth_iterator (object *container)
2555: iterator_base (container)
2556{
2557 while (item->inv)
2558 item = item->inv;
2559}
2560
2561void
2562object::depth_iterator::next ()
2563{
2564 if (item->below)
2805 2565 {
2806 /* HACK This mess is to make sure set_ob_value() passes a shared string 2566 item = item->below;
2807 * to get_ob_key_link(), without leaving a leaked refcount. 2567
2808 */ 2568 while (item->inv)
2569 item = item->inv;
2809 2570 }
2810 canonical_key = find_string(key); 2571 else
2811 if (canonical_key == NULL) { 2572 item = item->env;
2812 canonical_key = add_string(key); 2573}
2813 floating_ref = TRUE; 2574
2814 } 2575
2576const char *
2577object::flag_desc (char *desc, int len) const
2578{
2579 char *p = desc;
2580 bool first = true;
2581
2582 *p = 0;
2583
2584 for (int i = 0; i < NUM_FLAGS; i++)
2815 2585 {
2816 ret = set_ob_key_value_s(op, canonical_key, value, add_key); 2586 if (len <= 10) // magic constant!
2587 {
2588 snprintf (p, len, ",...");
2589 break;
2590 }
2591
2592 if (flag [i])
2593 {
2594 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2595 len -= cnt;
2596 p += cnt;
2597 first = false;
2598 }
2817 2599 }
2818 if (floating_ref) { 2600
2819 free_string(canonical_key);
2820 }
2821
2822 return ret; 2601 return desc;
2823} 2602}
2603
2604// return a suitable string describing an object in enough detail to find it
2605const char *
2606object::debug_desc (char *info) const
2607{
2608 char flagdesc[512];
2609 char info2[256 * 4];
2610 char *p = info;
2611
2612 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2613 count, uuid.seq,
2614 &name,
2615 title ? "\",title:" : "",
2616 title ? (const char *)title : "",
2617 flag_desc (flagdesc, 512), type);
2618
2619 if (env)
2620 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2621
2622 if (map)
2623 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2624
2625 return info;
2626}
2627
2628const char *
2629object::debug_desc () const
2630{
2631 static char info[256 * 4];
2632 return debug_desc (info);
2633}
2634

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