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Comparing deliantra/server/common/object.C (file contents):
Revision 1.3 by root, Sat Aug 26 08:44:05 2006 UTC vs.
Revision 1.67 by root, Thu Dec 14 04:30:32 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.3 2006/08/26 08:44:05 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
42#ifdef MEMORY_DEBUG 34
43int nroffreeobjects = 0;
44int nrofallocobjects = 0; 35int nrofallocobjects = 0;
45#undef OBJ_EXPAND 36static UUID uuid;
46#define OBJ_EXPAND 1 37const uint64 UUID_SKIP = 1<<19;
47#else
48object objarray[STARTMAX]; /* All objects, allocated this way at first */
49int nroffreeobjects = STARTMAX; /* How many OBs allocated and free (free) */
50int nrofallocobjects = STARTMAX; /* How many OBs allocated (free + used) */
51#endif
52 38
53object *objects; /* Pointer to the list of used objects */
54object *free_objects; /* Pointer to the list of unused objects */
55object *active_objects; /* List of active objects that need to be processed */ 39object *active_objects; /* List of active objects that need to be processed */
56 40
57short freearr_x[SIZEOFFREE]= 41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
58 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
59 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
60short freearr_y[SIZEOFFREE]= 43};
61 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
62 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 45 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
63int maxfree[SIZEOFFREE]= 46};
64 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 47int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
65 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 48 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
49};
66int freedir[SIZEOFFREE]= { 50int freedir[SIZEOFFREE] = {
67 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 51 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
68 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 52 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
53};
69 54
55static void
56write_uuid (void)
57{
58 char filename1[MAX_BUF], filename2[MAX_BUF];
59
60 sprintf (filename1, "%s/uuid", settings.localdir);
61 sprintf (filename2, "%s/uuid~", settings.localdir);
62
63 FILE *fp;
64
65 if (!(fp = fopen (filename2, "w")))
66 {
67 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
68 return;
69 }
70
71 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
72 fclose (fp);
73 rename (filename2, filename1);
74}
75
76static void
77read_uuid (void)
78{
79 char filename[MAX_BUF];
80
81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 FILE *fp;
84
85 if (!(fp = fopen (filename, "r")))
86 {
87 if (errno == ENOENT)
88 {
89 LOG (llevInfo, "RESET uid to 1\n");
90 uuid.seq = 0;
91 write_uuid ();
92 return;
93 }
94
95 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
96 _exit (1);
97 }
98
99 int version;
100 unsigned long long uid;
101 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
102 {
103 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
104 _exit (1);
105 }
106
107 uuid.seq = uid;
108 write_uuid ();
109 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
110 fclose (fp);
111}
112
113UUID
114gen_uuid ()
115{
116 UUID uid;
117
118 uid.seq = ++uuid.seq;
119
120 if (!(uuid.seq & (UUID_SKIP - 1)))
121 write_uuid ();
122
123 return uid;
124}
125
126void
127init_uuid ()
128{
129 read_uuid ();
130}
70 131
71/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 132/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
133static int
72static int compare_ob_value_lists_one(const object * wants, const object * has) { 134compare_ob_value_lists_one (const object *wants, const object *has)
135{
73 key_value * wants_field; 136 key_value *wants_field;
74 137
75 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 138 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
76 * objects with lists are rare, and lists stay short. If not, use a 139 * objects with lists are rare, and lists stay short. If not, use a
77 * different structure or at least keep the lists sorted... 140 * different structure or at least keep the lists sorted...
78 */ 141 */
79 142
80 /* For each field in wants, */ 143 /* For each field in wants, */
81 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
145 {
82 key_value * has_field; 146 key_value *has_field;
83 147
84 /* Look for a field in has with the same key. */ 148 /* Look for a field in has with the same key. */
85 has_field = get_ob_key_link(has, wants_field->key); 149 has_field = get_ob_key_link (has, wants_field->key);
150
151 if (has_field == NULL)
86 152 {
87 if (has_field == NULL) {
88 /* No field with that name. */ 153 /* No field with that name. */
89 return FALSE; 154 return FALSE;
90 }
91 155 }
156
92 /* Found the matching field. */ 157 /* Found the matching field. */
93 if (has_field->value != wants_field->value) { 158 if (has_field->value != wants_field->value)
159 {
94 /* Values don't match, so this half of the comparison is false. */ 160 /* Values don't match, so this half of the comparison is false. */
95 return FALSE; 161 return FALSE;
96 } 162 }
97 163
98 /* If we get here, we found a match. Now for the next field in wants. */ 164 /* If we get here, we found a match. Now for the next field in wants. */
99 }
100 165 }
166
101 /* If we get here, every field in wants has a matching field in has. */ 167 /* If we get here, every field in wants has a matching field in has. */
102 return TRUE; 168 return TRUE;
103} 169}
104 170
105/* Returns TRUE if ob1 has the same key_values as ob2. */ 171/* Returns TRUE if ob1 has the same key_values as ob2. */
172static int
106static int compare_ob_value_lists(const object * ob1, const object * ob2) { 173compare_ob_value_lists (const object *ob1, const object *ob2)
174{
107 /* However, there may be fields in has which aren't partnered in wants, 175 /* However, there may be fields in has which aren't partnered in wants,
108 * so we need to run the comparison *twice*. :( 176 * so we need to run the comparison *twice*. :(
109 */ 177 */
110 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 178 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
111} 179}
112 180
113/* Function examines the 2 objects given to it, and returns true if 181/* Function examines the 2 objects given to it, and returns true if
114 * they can be merged together. 182 * they can be merged together.
115 * 183 *
116 * Note that this function appears a lot longer than the macro it 184 * Note that this function appears a lot longer than the macro it
117 * replaces - this is mostly for clarity - a decent compiler should hopefully 185 * replaces - this is mostly for clarity - a decent compiler should hopefully
118 * reduce this to the same efficiency. 186 * reduce this to the same efficiency.
119 * 187 *
120 * Check nrof variable *before* calling CAN_MERGE() 188 * Check nrof variable *before* calling can_merge()
121 * 189 *
122 * Improvements made with merge: Better checking on potion, and also 190 * Improvements made with merge: Better checking on potion, and also
123 * check weight 191 * check weight
124 */ 192 */
125 193
126int CAN_MERGE(object *ob1, object *ob2) { 194bool object::can_merge_slow (object *ob1, object *ob2)
127 195{
128 /* A couple quicksanity checks */ 196 /* A couple quicksanity checks */
129 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 197 if (ob1 == ob2
130 198 || ob1->type != ob2->type
131 if (ob1->speed != ob2->speed) return 0; 199 || ob1->speed != ob2->speed
132 /* Note sure why the following is the case - either the object has to 200 || ob1->value != ob2->value
133 * be animated or have a very low speed. Is this an attempted monster 201 || ob1->name != ob2->name)
134 * check?
135 */
136 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED)
137 return 0; 202 return 0;
138 203
204 //TODO: this ain't working well, use nicer and correct overflow check
139 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 205 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
140 * value could not be stored in a sint32 (which unfortunately sometimes is 206 * value could not be stored in a sint32 (which unfortunately sometimes is
141 * used to store nrof). 207 * used to store nrof).
142 */ 208 */
143 if (ob1->nrof+ob2->nrof >= 1UL<<31) 209 if (ob1->nrof + ob2->nrof >= 1UL << 31)
144 return 0; 210 return 0;
145 211
146 /* This is really a spellbook check - really, we should
147 * check all objects in the inventory.
148 */
149 if (ob1->inv || ob2->inv) {
150 /* if one object has inventory but the other doesn't, not equiv */
151 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
152
153 /* Now check to see if the two inventory objects could merge */
154 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
155
156 /* inventory ok - still need to check rest of this object to see
157 * if it is valid.
158 */
159 }
160
161 /* If the objects have been identified, set the BEEN_APPLIED flag. 212 /* If the objects have been identified, set the BEEN_APPLIED flag.
162 * This is to the comparison of the flags below will be OK. We 213 * This is to the comparison of the flags below will be OK. We
163 * just can't ignore the been applied or identified flags, as they 214 * just can't ignore the been applied or identified flags, as they
164 * are not equal - just if it has been identified, the been_applied 215 * are not equal - just if it has been identified, the been_applied
165 * flags lose any meaning. 216 * flags lose any meaning.
166 */ 217 */
167 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED)) 218 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
168 SET_FLAG(ob1, FLAG_BEEN_APPLIED); 219 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
169 220
170 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED)) 221 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
171 SET_FLAG(ob2, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
172 223
173 224
174 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 225 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
175 * being locked in inventory should prevent merging. 226 * being locked in inventory should prevent merging.
176 * 0x4 in flags3 is CLIENT_SENT 227 * 0x4 in flags3 is CLIENT_SENT
177 */ 228 */
178 if ((ob1->arch != ob2->arch) || 229 if ((ob1->arch != ob2->arch) ||
179 (ob1->flags[0] != ob2->flags[0]) || 230 (ob1->flags[0] != ob2->flags[0]) ||
180 (ob1->flags[1] != ob2->flags[1]) || 231 (ob1->flags[1] != ob2->flags[1]) ||
181 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) || 232 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
182 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) || 233 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
183 (ob1->name != ob2->name) || 234 (ob1->name != ob2->name) ||
184 (ob1->title != ob2->title) || 235 (ob1->title != ob2->title) ||
185 (ob1->msg != ob2->msg) || 236 (ob1->msg != ob2->msg) ||
186 (ob1->weight != ob2->weight) || 237 (ob1->weight != ob2->weight) ||
187 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) || 238 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
188 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) || 239 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
189 (ob1->attacktype != ob2->attacktype) || 240 (ob1->attacktype != ob2->attacktype) ||
190 (ob1->magic != ob2->magic) || 241 (ob1->magic != ob2->magic) ||
191 (ob1->slaying != ob2->slaying) || 242 (ob1->slaying != ob2->slaying) ||
192 (ob1->skill != ob2->skill) || 243 (ob1->skill != ob2->skill) ||
193 (ob1->value != ob2->value) || 244 (ob1->value != ob2->value) ||
194 (ob1->animation_id != ob2->animation_id) || 245 (ob1->animation_id != ob2->animation_id) ||
195 (ob1->client_type != ob2->client_type) || 246 (ob1->client_type != ob2->client_type) ||
196 (ob1->materialname != ob2->materialname) || 247 (ob1->materialname != ob2->materialname) ||
197 (ob1->lore != ob2->lore) || 248 (ob1->lore != ob2->lore) ||
198 (ob1->subtype != ob2->subtype) || 249 (ob1->subtype != ob2->subtype) ||
199 (ob1->move_type != ob2->move_type) || 250 (ob1->move_type != ob2->move_type) ||
200 (ob1->move_block != ob2->move_block) || 251 (ob1->move_block != ob2->move_block) ||
201 (ob1->move_allow != ob2->move_allow) || 252 (ob1->move_allow != ob2->move_allow) ||
202 (ob1->move_on != ob2->move_on) || 253 (ob1->move_on != ob2->move_on) ||
203 (ob1->move_off != ob2->move_off) || 254 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty))
204 (ob1->move_slow != ob2->move_slow) ||
205 (ob1->move_slow_penalty != ob2->move_slow_penalty)
206 )
207 return 0; 255 return 0;
208 256
257 /* This is really a spellbook check - really, we should
258 * check all objects in the inventory.
259 */
260 if (ob1->inv || ob2->inv)
261 {
262 /* if one object has inventory but the other doesn't, not equiv */
263 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
264 return 0;
265
266 /* Now check to see if the two inventory objects could merge */
267 if (!object::can_merge (ob1->inv, ob2->inv))
268 return 0;
269
270 /* inventory ok - still need to check rest of this object to see
271 * if it is valid.
272 */
273 }
274
209 /* Don't merge objects that are applied. With the new 'body' code, 275 /* Don't merge objects that are applied. With the new 'body' code,
210 * it is possible for most any character to have more than one of 276 * it is possible for most any character to have more than one of
211 * some items equipped, and we don't want those to merge. 277 * some items equipped, and we don't want those to merge.
212 */ 278 */
213 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 279 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
214 return 0; 280 return 0;
215 281
282 /* Note sure why the following is the case - either the object has to
283 * be animated or have a very low speed. Is this an attempted monster
284 * check?
285 */
286 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
287 return 0;
288
216 switch (ob1->type) { 289 switch (ob1->type)
290 {
217 case SCROLL: 291 case SCROLL:
218 if (ob1->level != ob2->level) return 0; 292 if (ob1->level != ob2->level)
293 return 0;
219 break; 294 break;
220
221 } 295 }
296
222 if (ob1->key_values != NULL || ob2->key_values != NULL) { 297 if (ob1->key_values != NULL || ob2->key_values != NULL)
298 {
223 /* At least one of these has key_values. */ 299 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) { 300 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
225 /* One has fields, but the other one doesn't. */ 301 /* One has fields, but the other one doesn't. */
226 return 0; 302 return 0;
227 } else if (!compare_ob_value_lists(ob1, ob2)) { 303 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 304 return 0;
229 } 305 }
306
307 //TODO: generate an event or call into perl for additional checks
308 if (ob1->self || ob2->self)
230 } 309 {
310 ob1->optimise ();
311 ob2->optimise ();
231 312
313 if (ob1->self || ob2->self)
314 return 0;
315 }
316
232 /* Everything passes, must be OK. */ 317 /* Everything passes, must be OK. */
233 return 1; 318 return 1;
234} 319}
235 320
236/* 321/*
237 * sum_weight() is a recursive function which calculates the weight 322 * sum_weight() is a recursive function which calculates the weight
238 * an object is carrying. It goes through in figures out how much 323 * an object is carrying. It goes through in figures out how much
239 * containers are carrying, and sums it up. 324 * containers are carrying, and sums it up.
240 */ 325 */
241signed long sum_weight(object *op) { 326long
327sum_weight (object *op)
328{
242 signed long sum; 329 long sum;
243 object *inv; 330 object *inv;
331
244 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 332 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
333 {
245 if (inv->inv) 334 if (inv->inv)
246 sum_weight(inv); 335 sum_weight (inv);
247 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 336 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
248 } 337 }
338
249 if (op->type == CONTAINER && op->stats.Str) 339 if (op->type == CONTAINER && op->stats.Str)
250 sum = (sum * (100 - op->stats.Str))/100; 340 sum = (sum * (100 - op->stats.Str)) / 100;
341
251 if(op->carrying != sum) 342 if (op->carrying != sum)
252 op->carrying = sum; 343 op->carrying = sum;
344
253 return sum; 345 return sum;
254} 346}
255 347
256/** 348/**
257 * Return the outermost environment object for a given object. 349 * Return the outermost environment object for a given object.
258 */ 350 */
259 351
352object *
260object *object_get_env_recursive (object *op) { 353object_get_env_recursive (object *op)
354{
261 while (op->env != NULL) 355 while (op->env != NULL)
262 op = op->env; 356 op = op->env;
263 return op; 357 return op;
264} 358}
265 359
266/* 360/*
267 * Eneq(@csd.uu.se): Since we can have items buried in a character we need 361 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
268 * a better check. We basically keeping traversing up until we can't 362 * a better check. We basically keeping traversing up until we can't
269 * or find a player. 363 * or find a player.
270 */ 364 */
271 365
366object *
272object *is_player_inv (object *op) { 367is_player_inv (object *op)
368{
273 for (;op!=NULL&&op->type!=PLAYER; op=op->env) 369 for (; op != NULL && op->type != PLAYER; op = op->env)
274 if (op->env==op) 370 if (op->env == op)
275 op->env = NULL; 371 op->env = NULL;
276 return op; 372 return op;
277} 373}
278 374
279/* 375/*
280 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 376 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
281 * Some error messages. 377 * Some error messages.
282 * The result of the dump is stored in the static global errmsg array. 378 * The result of the dump is stored in the static global errmsg array.
283 */ 379 */
284 380
285void dump_object2(object *op) { 381char *
286 char *cp;
287/* object *tmp;*/
288
289 if(op->arch!=NULL) {
290 strcat(errmsg,"arch ");
291 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
292 strcat(errmsg,"\n");
293 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
294 strcat(errmsg,cp);
295#if 0
296 /* Don't dump player diffs - they are too long, mostly meaningless, and
297 * will overflow the buffer.
298 * Changed so that we don't dump inventory either. This may
299 * also overflow the buffer.
300 */
301 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
302 strcat(errmsg,cp);
303 for (tmp=op->inv; tmp; tmp=tmp->below)
304 dump_object2(tmp);
305#endif
306 strcat(errmsg,"end\n");
307 } else {
308 strcat(errmsg,"Object ");
309 if (op->name==NULL) strcat(errmsg, "(null)");
310 else strcat(errmsg,op->name);
311 strcat(errmsg,"\n");
312#if 0
313 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
314 strcat(errmsg,cp);
315 for (tmp=op->inv; tmp; tmp=tmp->below)
316 dump_object2(tmp);
317#endif
318 strcat(errmsg,"end\n");
319 }
320}
321
322/*
323 * Dumps an object. Returns output in the static global errmsg array.
324 */
325
326void dump_object(object *op) { 382dump_object (object *op)
327 if(op==NULL) {
328 strcpy(errmsg,"[NULL pointer]");
329 return;
330 }
331 errmsg[0]='\0';
332 dump_object2(op);
333}
334
335/* GROS - Dumps an object. Return the result into a string */
336/* Note that no checking is done for the validity of the target string, so */
337/* you need to be sure that you allocated enough space for it. */
338void dump_me(object *op, char *outstr)
339{ 383{
340 char *cp; 384 if (!op)
385 return strdup ("[NULLOBJ]");
341 386
342 if(op==NULL) 387 object_freezer freezer;
343 { 388 save_object (freezer, op, 3);
344 strcpy(outstr,"[NULL pointer]"); 389 return freezer.as_string ();
345 return;
346 }
347 outstr[0]='\0';
348
349 if(op->arch!=NULL)
350 {
351 strcat(outstr,"arch ");
352 strcat(outstr,op->arch->name?op->arch->name:"(null)");
353 strcat(outstr,"\n");
354 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
355 strcat(outstr,cp);
356 strcat(outstr,"end\n");
357 }
358 else
359 {
360 strcat(outstr,"Object ");
361 if (op->name==NULL)
362 strcat(outstr, "(null)");
363 else
364 strcat(outstr,op->name);
365 strcat(outstr,"\n");
366 strcat(outstr,"end\n");
367 }
368}
369
370/*
371 * This is really verbose...Can be triggered by the P key while in DM mode.
372 * All objects are dumped to stderr (or alternate logfile, if in server-mode)
373 */
374
375void dump_all_objects(void) {
376 object *op;
377 for(op=objects;op!=NULL;op=op->next) {
378 dump_object(op);
379 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
380 }
381} 390}
382 391
383/* 392/*
384 * get_nearest_part(multi-object, object 2) returns the part of the 393 * get_nearest_part(multi-object, object 2) returns the part of the
385 * multi-object 1 which is closest to the second object. 394 * multi-object 1 which is closest to the second object.
386 * If it's not a multi-object, it is returned. 395 * If it's not a multi-object, it is returned.
387 */ 396 */
388 397
398object *
389object *get_nearest_part(object *op, const object *pl) { 399get_nearest_part (object *op, const object *pl)
400{
390 object *tmp,*closest; 401 object *tmp, *closest;
391 int last_dist,i; 402 int last_dist, i;
403
392 if(op->more==NULL) 404 if (op->more == NULL)
393 return op; 405 return op;
394 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 406 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
395 if((i=distance(tmp,pl))<last_dist) 407 if ((i = distance (tmp, pl)) < last_dist)
396 closest=tmp,last_dist=i; 408 closest = tmp, last_dist = i;
397 return closest; 409 return closest;
398} 410}
399 411
400/* 412/*
401 * Returns the object which has the count-variable equal to the argument. 413 * Returns the object which has the count-variable equal to the argument.
402 */ 414 */
403 415
416object *
404object *find_object(tag_t i) { 417find_object (tag_t i)
405 object *op; 418{
406 for(op=objects;op!=NULL;op=op->next) 419 for (object *op = object::first; op; op = op->next)
407 if(op->count==i) 420 if (op->count == i)
408 break; 421 return op;
422
409 return op; 423 return 0;
410} 424}
411 425
412/* 426/*
413 * Returns the first object which has a name equal to the argument. 427 * Returns the first object which has a name equal to the argument.
414 * Used only by the patch command, but not all that useful. 428 * Used only by the patch command, but not all that useful.
415 * Enables features like "patch <name-of-other-player> food 999" 429 * Enables features like "patch <name-of-other-player> food 999"
416 */ 430 */
417 431
432object *
418object *find_object_name(const char *str) { 433find_object_name (const char *str)
419 const char *name=add_string(str); 434{
435 shstr_cmp str_ (str);
420 object *op; 436 object *op;
437
421 for(op=objects;op!=NULL;op=op->next) 438 for (op = object::first; op != NULL; op = op->next)
422 if(op->name==name) 439 if (op->name == str_)
423 break; 440 break;
424 free_string(name); 441
425 return op; 442 return op;
426} 443}
427 444
445void
428void free_all_object_data(void) { 446free_all_object_data ()
429#ifdef MEMORY_DEBUG
430 object *op, *next;
431
432 for (op=free_objects; op!=NULL; ) {
433 next=op->next;
434 free(op);
435 nrofallocobjects--;
436 nroffreeobjects--;
437 op=next;
438 }
439#endif
440 LOG(llevDebug,"%d allocated objects, %d free objects, STARMAX=%d\n",
441 nrofallocobjects, nroffreeobjects,STARTMAX);
442}
443
444/*
445 * Returns the object which this object marks as being the owner.
446 * A id-scheme is used to avoid pointing to objects which have been
447 * freed and are now reused. If this is detected, the owner is
448 * set to NULL, and NULL is returned.
449 * Changed 2004-02-12 - if the player is setting at the play again
450 * prompt, he is removed, and we don't want to treat him as an owner of
451 * anything, so check removed flag. I don't expect that this should break
452 * anything - once an object is removed, it is basically dead anyways.
453 */
454
455object *get_owner(object *op) {
456 if(op->owner==NULL)
457 return NULL;
458
459 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
460 op->owner->count==op->ownercount)
461 return op->owner;
462
463 op->owner=NULL;
464 op->ownercount=0;
465 return NULL;
466}
467
468void clear_owner(object *op)
469{ 447{
470 if (!op) return; 448 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
471
472 if (op->owner && op->ownercount == op->owner->count)
473 op->owner->refcount--;
474
475 op->owner = NULL;
476 op->ownercount = 0;
477} 449}
478
479
480 450
481/* 451/*
482 * Sets the owner and sets the skill and exp pointers to owner's current 452 * Sets the owner and sets the skill and exp pointers to owner's current
483 * skill and experience objects. 453 * skill and experience objects.
484 */ 454 */
485void set_owner (object *op, object *owner) 455void
456object::set_owner (object *owner)
486{ 457{
487 if(owner==NULL||op==NULL) 458 if (!owner)
488 return; 459 return;
489 460
490 /* next line added to allow objects which own objects */ 461 /* next line added to allow objects which own objects */
491 /* Add a check for ownercounts in here, as I got into an endless loop 462 /* Add a check for ownercounts in here, as I got into an endless loop
492 * with the fireball owning a poison cloud which then owned the 463 * with the fireball owning a poison cloud which then owned the
493 * fireball. I believe that was caused by one of the objects getting 464 * fireball. I believe that was caused by one of the objects getting
494 * freed and then another object replacing it. Since the ownercounts 465 * freed and then another object replacing it. Since the ownercounts
495 * didn't match, this check is valid and I believe that cause is valid. 466 * didn't match, this check is valid and I believe that cause is valid.
496 */ 467 */
497 while (owner->owner && owner!=owner->owner && 468 while (owner->owner)
498 owner->ownercount==owner->owner->count) owner=owner->owner; 469 owner = owner->owner;
499 470
500 /* IF the owner still has an owner, we did not resolve to a final owner.
501 * so lets not add to that.
502 */
503 if (owner->owner) return;
504
505 op->owner=owner; 471 this->owner = owner;
506
507 op->ownercount=owner->count;
508 owner->refcount++;
509
510}
511
512/* Set the owner to clone's current owner and set the skill and experience
513 * objects to clone's objects (typically those objects that where the owner's
514 * current skill and experience objects at the time when clone's owner was
515 * set - not the owner's current skill and experience objects).
516 *
517 * Use this function if player created an object (e.g. fire bullet, swarm
518 * spell), and this object creates further objects whose kills should be
519 * accounted for the player's original skill, even if player has changed
520 * skills meanwhile.
521 */
522void copy_owner (object *op, object *clone)
523{
524 object *owner = get_owner (clone);
525 if (owner == NULL) {
526 /* players don't have owners - they own themselves. Update
527 * as appropriate.
528 */
529 if (clone->type == PLAYER) owner=clone;
530 else return;
531 }
532 set_owner(op, owner);
533
534}
535
536/*
537 * Resets vital variables in an object
538 */
539
540void reset_object(object *op) {
541
542 op->name = NULL;
543 op->name_pl = NULL;
544 op->title = NULL;
545 op->race = NULL;
546 op->slaying = NULL;
547 op->skill = NULL;
548 op->msg = NULL;
549 op->materialname = NULL;
550 op->lore = NULL;
551 op->current_weapon_script = NULL;
552 clear_object(op);
553} 472}
554 473
555/* Zero the key_values on op, decrementing the shared-string 474/* Zero the key_values on op, decrementing the shared-string
556 * refcounts and freeing the links. 475 * refcounts and freeing the links.
557 */ 476 */
477static void
558static void free_key_values(object * op) { 478free_key_values (object *op)
559 key_value * i; 479{
560 key_value * next = NULL; 480 for (key_value *i = op->key_values; i != 0;)
561 481 {
562 if (op->key_values == NULL) return; 482 key_value *next = i->next;
483 delete i;
484
485 i = next;
563 486 }
564 for (i = op->key_values; i != NULL; i = next) { 487
565 /* Store next *first*. */
566 next = i->next;
567
568 if (i->key) FREE_AND_CLEAR_STR(i->key);
569 if (i->value) FREE_AND_CLEAR_STR(i->value);
570 i->next = NULL;
571 free(i);
572 }
573
574 op->key_values = NULL; 488 op->key_values = 0;
575} 489}
576 490
491void object::clear ()
492{
493 attachable_base::clear ();
577 494
578/*
579 * clear_object() frees everything allocated by an object, and also
580 * clears all variables and flags to default settings.
581 */
582
583void clear_object(object *op) {
584 op->clear ();
585
586 event *evt;
587 event *evt2;
588
589 /* redo this to be simpler/more efficient. Was also seeing
590 * crashes in the old code. Move this to the top - am
591 * seeing periodic crashes in this code, and would like to have
592 * as much info available as possible (eg, object name).
593 */
594 for (evt = op->events; evt; evt=evt2) {
595 evt2 = evt->next;
596
597 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
598 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
599 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
600
601 free(evt);
602 }
603 op->events = NULL;
604
605 free_key_values(op); 495 free_key_values (this);
606 496
607 /* the memset will clear all these values for us, but we need 497 owner = 0;
608 * to reduce the refcount on them. 498 name = 0;
609 */ 499 name_pl = 0;
610 if (op->name!=NULL) FREE_AND_CLEAR_STR(op->name); 500 title = 0;
611 if (op->name_pl!=NULL) FREE_AND_CLEAR_STR(op->name_pl); 501 race = 0;
612 if (op->title != NULL) FREE_AND_CLEAR_STR(op->title); 502 slaying = 0;
613 if (op->race!=NULL) FREE_AND_CLEAR_STR(op->race); 503 skill = 0;
614 if (op->slaying!=NULL) FREE_AND_CLEAR_STR(op->slaying); 504 msg = 0;
615 if (op->skill!=NULL) FREE_AND_CLEAR_STR(op->skill); 505 lore = 0;
616 if (op->msg!=NULL) FREE_AND_CLEAR_STR(op->msg); 506 custom_name = 0;
617 if (op->lore!=NULL) FREE_AND_CLEAR_STR(op->lore); 507 materialname = 0;
618 if (op->materialname!= NULL) FREE_AND_CLEAR_STR(op->materialname); 508 contr = 0;
509 below = 0;
510 above = 0;
511 inv = 0;
512 container = 0;
513 env = 0;
514 more = 0;
515 head = 0;
516 map = 0;
517 active_next = 0;
518 active_prev = 0;
619 519
520 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
620 521
621 memset((void*)op, 0, sizeof (object_special));
622 /* Below here, we clear things that are not done by the memset,
623 * or set default values that are not zero.
624 */
625 /* This is more or less true */
626 SET_FLAG(op, FLAG_REMOVED); 522 SET_FLAG (this, FLAG_REMOVED);
627 523
628
629 op->contr = NULL;
630 op->below=NULL;
631 op->above=NULL;
632 op->inv=NULL;
633 op->events=NULL;
634 op->container=NULL;
635 op->env=NULL;
636 op->more=NULL;
637 op->head=NULL;
638 op->map=NULL;
639 op->refcount=0;
640 op->active_next = NULL;
641 op->active_prev = NULL;
642 /* What is not cleared is next, prev, and count */ 524 /* What is not cleared is next, prev, and count */
643 525
644 op->expmul=1.0; 526 expmul = 1.0;
645 op->face = blank_face; 527 face = blank_face;
646 op->attacked_by_count = (tag_t) -1; 528
647 if (settings.casting_time) 529 if (settings.casting_time)
648 op->casting_time = -1; 530 casting_time = -1;
649
650} 531}
651 532
652/* 533/*
653 * copy object first frees everything allocated by the second object, 534 * copy_to first frees everything allocated by the dst object,
654 * and then copies the contends of the first object into the second 535 * and then copies the contents of itself into the second
655 * object, allocating what needs to be allocated. Basically, any 536 * object, allocating what needs to be allocated. Basically, any
656 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 537 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
657 * if the first object is freed, the pointers in the new object 538 * if the first object is freed, the pointers in the new object
658 * will point at garbage. 539 * will point at garbage.
659 */ 540 */
541void
542object::copy_to (object *dst)
543{
544 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
545 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
660 546
661void copy_object(object *op2, object *op) { 547 *(object_copy *)dst = *this;
662 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED); 548 *(object_pod *)dst = *this;
663 event *evt, *evt2, *evt_new;
664 549
665 op->clear (); 550 if (self || cb)
551 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
666 552
667 /* Decrement the refcounts, but don't bother zeroing the fields; 553 if (is_freed)
668 they'll be overwritten by memcpy. */ 554 SET_FLAG (dst, FLAG_FREED);
669 if(op->name!=NULL) free_string(op->name);
670 if(op->name_pl!=NULL) free_string(op->name_pl);
671 if(op->title!=NULL) free_string(op->title);
672 if(op->race!=NULL) free_string(op->race);
673 if(op->slaying!=NULL) free_string(op->slaying);
674 if(op->skill!=NULL) free_string(op->skill);
675 if(op->msg!=NULL) free_string(op->msg);
676 if(op->lore!=NULL) free_string(op->lore);
677 if(op->materialname != NULL) free_string(op->materialname);
678 if(op->custom_name != NULL) free_string(op->custom_name);
679 555
680 /* Basically, same code as from clear_object() */ 556 if (is_removed)
681 for (evt = op->events; evt; evt=evt2) { 557 SET_FLAG (dst, FLAG_REMOVED);
682 evt2 = evt->next;
683 558
684 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook); 559 if (speed < 0)
685 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
686 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
687
688 free(evt);
689 }
690 op->events = NULL;
691
692 free_key_values(op);
693
694 *(object_special *)op = *(object_special *)op2;
695 op->clone (op2);
696
697 if(is_freed) SET_FLAG(op,FLAG_FREED);
698 if(is_removed) SET_FLAG(op,FLAG_REMOVED);
699 if(op->name!=NULL) add_refcount(op->name);
700 if(op->name_pl!=NULL) add_refcount(op->name_pl);
701 if(op->title!=NULL) add_refcount(op->title);
702 if(op->race!=NULL) add_refcount(op->race);
703 if(op->slaying!=NULL) add_refcount(op->slaying);
704 if(op->skill!=NULL) add_refcount(op->skill);
705 if(op->lore!=NULL) add_refcount(op->lore);
706 if(op->msg!=NULL) add_refcount(op->msg);
707 if(op->custom_name!=NULL) add_refcount(op->custom_name);
708 if (op->materialname != NULL) add_refcount(op->materialname);
709
710 if((op2->speed<0) && !editor)
711 op->speed_left=op2->speed_left-RANDOM()%200/100.0; 560 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
712 561
713 /* Copy over event information */
714 evt2 = NULL;
715 for (evt = op2->events; evt; evt=evt->next) {
716 evt_new = (event *) malloc(sizeof(event));
717 memcpy(evt_new, evt, sizeof(event));
718 if (evt_new->hook) add_refcount(evt_new->hook);
719 if (evt_new->plugin) add_refcount(evt_new->plugin);
720 if (evt_new->options) add_refcount(evt_new->options);
721 evt_new->next = NULL;
722
723 /* Try to be a little clever here, and store away the
724 * last event we copied, so that its simpler to update the
725 * pointer.
726 */
727 if (evt2)
728 evt2->next = evt_new;
729 else
730 op->events = evt_new;
731
732 evt2 = evt_new;
733 }
734 /* Copy over key_values, if any. */ 562 /* Copy over key_values, if any. */
735 if (op2->key_values != NULL) { 563 if (key_values)
736 key_value * tail = NULL; 564 {
565 key_value *tail = 0;
737 key_value * i; 566 key_value *i;
738 567
739 op->key_values = NULL; 568 dst->key_values = 0;
740 569
741 for (i = op2->key_values; i != NULL; i = i->next) { 570 for (i = key_values; i; i = i->next)
742 key_value * new_link = (key_value *) malloc(sizeof(key_value)); 571 {
572 key_value *new_link = new key_value;
743 573
744 new_link->next = NULL; 574 new_link->next = 0;
745 new_link->key = add_refcount(i->key); 575 new_link->key = i->key;
746 if (i->value) 576 new_link->value = i->value;
747 new_link->value = add_refcount(i->value);
748 else
749 new_link->value = NULL;
750 577
751 /* Try and be clever here, too. */ 578 /* Try and be clever here, too. */
752 if (op->key_values == NULL) { 579 if (!dst->key_values)
753 op->key_values = new_link; 580 {
754 tail = new_link; 581 dst->key_values = new_link;
755 } else { 582 tail = new_link;
756 tail->next = new_link; 583 }
757 tail = new_link; 584 else
585 {
586 tail->next = new_link;
587 tail = new_link;
588 }
589 }
758 } 590 }
759 }
760 }
761 591
762 update_ob_speed(op); 592 update_ob_speed (dst);
763} 593}
764 594
765/*
766 * expand_objects() allocates more objects for the list of unused objects.
767 * It is called from get_object() if the unused list is empty.
768 */
769
770void expand_objects(void) {
771 int i;
772 object *obj;
773 obj = (object *) CALLOC(OBJ_EXPAND,sizeof(object));
774
775 if(obj==NULL)
776 fatal(OUT_OF_MEMORY);
777 free_objects=obj;
778 obj[0].prev=NULL;
779 obj[0].next= &obj[1],
780 SET_FLAG(&(obj[0]), FLAG_REMOVED);
781 SET_FLAG(&(obj[0]), FLAG_FREED);
782
783 for(i=1;i<OBJ_EXPAND-1;i++) {
784 obj[i].next= &obj[i+1],
785 obj[i].prev= &obj[i-1],
786 SET_FLAG(&(obj[i]), FLAG_REMOVED);
787 SET_FLAG(&(obj[i]), FLAG_FREED);
788 }
789 obj[OBJ_EXPAND-1].prev= &obj[OBJ_EXPAND-2],
790 obj[OBJ_EXPAND-1].next=NULL,
791 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_REMOVED);
792 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_FREED);
793
794 nrofallocobjects += OBJ_EXPAND;
795 nroffreeobjects += OBJ_EXPAND;
796}
797
798/*
799 * get_object() grabs an object from the list of unused objects, makes
800 * sure it is initialised, and returns it.
801 * If there are no free objects, expand_objects() is called to get more.
802 */
803
804object *get_object(void) {
805 object *op; 595object *
806 596object::clone ()
807 if(free_objects==NULL) { 597{
808 expand_objects(); 598 object *neu = create ();
809 } 599 copy_to (neu);
810 op=free_objects;
811#ifdef MEMORY_DEBUG
812 /* The idea is hopefully by doing a realloc, the memory
813 * debugging program will now use the current stack trace to
814 * report leaks.
815 */
816 op = realloc(op, sizeof(object));
817 SET_FLAG(op, FLAG_REMOVED);
818 SET_FLAG(op, FLAG_FREED);
819#endif
820
821 if(!QUERY_FLAG(op,FLAG_FREED)) {
822 LOG(llevError,"Fatal: Getting busy object.\n");
823 }
824 free_objects=op->next;
825 if(free_objects!=NULL)
826 free_objects->prev=NULL;
827 op->count= ++ob_count;
828 op->name=NULL;
829 op->name_pl=NULL;
830 op->title=NULL;
831 op->race=NULL;
832 op->slaying=NULL;
833 op->skill = NULL;
834 op->lore=NULL;
835 op->msg=NULL;
836 op->materialname=NULL;
837 op->next=objects;
838 op->prev=NULL;
839 op->active_next = NULL;
840 op->active_prev = NULL;
841 if(objects!=NULL)
842 objects->prev=op;
843 objects=op;
844 clear_object(op);
845 SET_FLAG(op,FLAG_REMOVED);
846 nroffreeobjects--;
847 return op; 600 return neu;
848} 601}
849 602
850/* 603/*
851 * If an object with the IS_TURNABLE() flag needs to be turned due 604 * If an object with the IS_TURNABLE() flag needs to be turned due
852 * to the closest player being on the other side, this function can 605 * to the closest player being on the other side, this function can
853 * be called to update the face variable, _and_ how it looks on the map. 606 * be called to update the face variable, _and_ how it looks on the map.
854 */ 607 */
855 608
609void
856void update_turn_face(object *op) { 610update_turn_face (object *op)
611{
857 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 612 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
858 return; 613 return;
859 SET_ANIMATION(op, op->direction); 614 SET_ANIMATION (op, op->direction);
860 update_object(op,UP_OBJ_FACE); 615 update_object (op, UP_OBJ_FACE);
861} 616}
862 617
863/* 618/*
864 * Updates the speed of an object. If the speed changes from 0 to another 619 * Updates the speed of an object. If the speed changes from 0 to another
865 * value, or vice versa, then add/remove the object from the active list. 620 * value, or vice versa, then add/remove the object from the active list.
866 * This function needs to be called whenever the speed of an object changes. 621 * This function needs to be called whenever the speed of an object changes.
867 */ 622 */
868 623void
869void update_ob_speed(object *op) { 624update_ob_speed (object *op)
625{
870 extern int arch_init; 626 extern int arch_init;
871 627
872 /* No reason putting the archetypes objects on the speed list, 628 /* No reason putting the archetypes objects on the speed list,
873 * since they never really need to be updated. 629 * since they never really need to be updated.
874 */ 630 */
875 631
876 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 632 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
633 {
877 LOG(llevError,"Object %s is freed but has speed.\n", op->name); 634 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
878#ifdef MANY_CORES 635#ifdef MANY_CORES
879 abort(); 636 abort ();
880#else 637#else
881 op->speed = 0; 638 op->speed = 0;
882#endif 639#endif
883 } 640 }
641
884 if (arch_init) { 642 if (arch_init)
885 return;
886 }
887 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
888 /* If already on active list, don't do anything */
889 if (op->active_next || op->active_prev || op==active_objects)
890 return; 643 return;
891 644
645 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
646 {
647 /* If already on active list, don't do anything */
648 if (op->active_next || op->active_prev || op == active_objects)
649 return;
650
892 /* process_events() expects us to insert the object at the beginning 651 /* process_events() expects us to insert the object at the beginning
893 * of the list. */ 652 * of the list. */
894 op->active_next = active_objects; 653 op->active_next = active_objects;
654
895 if (op->active_next!=NULL) 655 if (op->active_next != NULL)
896 op->active_next->active_prev = op; 656 op->active_next->active_prev = op;
657
897 active_objects = op; 658 active_objects = op;
659 }
660 else
898 } 661 {
899 else {
900 /* If not on the active list, nothing needs to be done */ 662 /* If not on the active list, nothing needs to be done */
901 if (!op->active_next && !op->active_prev && op!=active_objects) 663 if (!op->active_next && !op->active_prev && op != active_objects)
902 return; 664 return;
903 665
904 if (op->active_prev==NULL) { 666 if (op->active_prev == NULL)
667 {
905 active_objects = op->active_next; 668 active_objects = op->active_next;
669
906 if (op->active_next!=NULL) 670 if (op->active_next != NULL)
907 op->active_next->active_prev = NULL; 671 op->active_next->active_prev = NULL;
908 } 672 }
909 else { 673 else
674 {
910 op->active_prev->active_next = op->active_next; 675 op->active_prev->active_next = op->active_next;
676
911 if (op->active_next) 677 if (op->active_next)
912 op->active_next->active_prev = op->active_prev; 678 op->active_next->active_prev = op->active_prev;
913 } 679 }
680
914 op->active_next = NULL; 681 op->active_next = NULL;
915 op->active_prev = NULL; 682 op->active_prev = NULL;
916 } 683 }
917} 684}
918 685
919/* This function removes object 'op' from the list of active 686/* This function removes object 'op' from the list of active
920 * objects. 687 * objects.
922 * reference maps where you don't want an object that isn't 689 * reference maps where you don't want an object that isn't
923 * in play chewing up cpu time getting processed. 690 * in play chewing up cpu time getting processed.
924 * The reverse of this is to call update_ob_speed, which 691 * The reverse of this is to call update_ob_speed, which
925 * will do the right thing based on the speed of the object. 692 * will do the right thing based on the speed of the object.
926 */ 693 */
694void
927void remove_from_active_list(object *op) 695remove_from_active_list (object *op)
928{ 696{
929 /* If not on the active list, nothing needs to be done */ 697 /* If not on the active list, nothing needs to be done */
930 if (!op->active_next && !op->active_prev && op!=active_objects) 698 if (!op->active_next && !op->active_prev && op != active_objects)
931 return; 699 return;
932 700
933 if (op->active_prev==NULL) { 701 if (op->active_prev == NULL)
702 {
934 active_objects = op->active_next; 703 active_objects = op->active_next;
935 if (op->active_next!=NULL) 704 if (op->active_next != NULL)
936 op->active_next->active_prev = NULL; 705 op->active_next->active_prev = NULL;
706 }
707 else
937 } 708 {
938 else {
939 op->active_prev->active_next = op->active_next; 709 op->active_prev->active_next = op->active_next;
940 if (op->active_next) 710 if (op->active_next)
941 op->active_next->active_prev = op->active_prev; 711 op->active_next->active_prev = op->active_prev;
942 } 712 }
943 op->active_next = NULL; 713 op->active_next = NULL;
944 op->active_prev = NULL; 714 op->active_prev = NULL;
945} 715}
946 716
947/* 717/*
948 * update_object() updates the array which represents the map. 718 * update_object() updates the array which represents the map.
949 * It takes into account invisible objects (and represent squares covered 719 * It takes into account invisible objects (and represent squares covered
964 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 734 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
965 * as that is easier than trying to look at what may have changed. 735 * as that is easier than trying to look at what may have changed.
966 * UP_OBJ_FACE: only the objects face has changed. 736 * UP_OBJ_FACE: only the objects face has changed.
967 */ 737 */
968 738
739void
969void update_object(object *op, int action) { 740update_object (object *op, int action)
741{
970 int update_now=0, flags; 742 int update_now = 0, flags;
971 MoveType move_on, move_off, move_block, move_slow; 743 MoveType move_on, move_off, move_block, move_slow;
972 744
973 if (op == NULL) { 745 if (op == NULL)
746 {
974 /* this should never happen */ 747 /* this should never happen */
975 LOG(llevDebug,"update_object() called for NULL object.\n"); 748 LOG (llevDebug, "update_object() called for NULL object.\n");
976 return; 749 return;
977 }
978 750 }
751
979 if(op->env!=NULL) { 752 if (op->env != NULL)
753 {
980 /* Animation is currently handled by client, so nothing 754 /* Animation is currently handled by client, so nothing
981 * to do in this case. 755 * to do in this case.
982 */ 756 */
983 return; 757 return;
984 } 758 }
985 759
986 /* If the map is saving, don't do anything as everything is 760 /* If the map is saving, don't do anything as everything is
987 * going to get freed anyways. 761 * going to get freed anyways.
988 */ 762 */
989 if (!op->map || op->map->in_memory == MAP_SAVING) return; 763 if (!op->map || op->map->in_memory == MAP_SAVING)
990 764 return;
765
991 /* make sure the object is within map boundaries */ 766 /* make sure the object is within map boundaries */
992 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 767 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
993 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 768 {
994 LOG(llevError,"update_object() called for object out of map!\n"); 769 LOG (llevError, "update_object() called for object out of map!\n");
995#ifdef MANY_CORES 770#ifdef MANY_CORES
996 abort(); 771 abort ();
997#endif 772#endif
998 return; 773 return;
999 }
1000 774 }
775
1001 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 776 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
1002 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 777 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
1003 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 778 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1004 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 779 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1005 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 780 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1006 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y); 781 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
1007 782
1008 if (action == UP_OBJ_INSERT) { 783 if (action == UP_OBJ_INSERT)
784 {
1009 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 785 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
1010 update_now=1; 786 update_now = 1;
1011 787
1012 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 788 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
1013 update_now=1; 789 update_now = 1;
1014 790
1015 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 791 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
1016 update_now=1; 792 update_now = 1;
1017 793
1018 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 794 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
1019 update_now=1; 795 update_now = 1;
1020 796
797 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
798 update_now = 1;
799
1021 if ((move_on | op->move_on) != move_on) update_now=1; 800 if ((move_on | op->move_on) != move_on)
801 update_now = 1;
802
1022 if ((move_off | op->move_off) != move_off) update_now=1; 803 if ((move_off | op->move_off) != move_off)
804 update_now = 1;
805
1023 /* This isn't perfect, but I don't expect a lot of objects to 806 /* This isn't perfect, but I don't expect a lot of objects to
1024 * to have move_allow right now. 807 * to have move_allow right now.
1025 */ 808 */
1026 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 809 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
1027 update_now=1; 810 update_now = 1;
811
1028 if ((move_slow | op->move_slow) != move_slow) update_now=1; 812 if ((move_slow | op->move_slow) != move_slow)
813 update_now = 1;
1029 } 814 }
815
1030 /* if the object is being removed, we can't make intelligent 816 /* if the object is being removed, we can't make intelligent
1031 * decisions, because remove_ob can't really pass the object 817 * decisions, because remove_ob can't really pass the object
1032 * that is being removed. 818 * that is being removed.
1033 */ 819 */
1034 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 820 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
1035 update_now=1; 821 update_now = 1;
1036 } else if (action == UP_OBJ_FACE) { 822 else if (action == UP_OBJ_FACE)
1037 /* Nothing to do for that case */ 823 /* Nothing to do for that case */ ;
1038 }
1039 else { 824 else
1040 LOG(llevError,"update_object called with invalid action: %d\n", action); 825 LOG (llevError, "update_object called with invalid action: %d\n", action);
1041 }
1042 826
1043 if (update_now) { 827 if (update_now)
828 {
1044 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 829 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
1045 update_position(op->map, op->x, op->y); 830 update_position (op->map, op->x, op->y);
1046 } 831 }
1047 832
1048 if(op->more!=NULL) 833 if (op->more != NULL)
1049 update_object(op->more, action); 834 update_object (op->more, action);
1050} 835}
1051 836
837object::vector object::mortals;
838object::vector object::objects; // not yet used
839object *object::first;
840
841void object::free_mortals ()
842{
843 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
844 if ((*i)->refcnt)
845 ++i; // further delay freeing
846 else
847 {
848 delete *i;
849 mortals.erase (i);
850 }
851}
852
853object::object ()
854{
855 SET_FLAG (this, FLAG_REMOVED);
856
857 expmul = 1.0;
858 face = blank_face;
859}
860
861object::~object ()
862{
863 free_key_values (this);
864}
865
866void object::link ()
867{
868 count = ++ob_count;
869 uuid = gen_uuid ();
870
871 prev = 0;
872 next = object::first;
873
874 if (object::first)
875 object::first->prev = this;
876
877 object::first = this;
878}
879
880void object::unlink ()
881{
882 if (this == object::first)
883 object::first = next;
884
885 /* Remove this object from the list of used objects */
886 if (prev) prev->next = next;
887 if (next) next->prev = prev;
888
889 prev = 0;
890 next = 0;
891}
892
893object *object::create ()
894{
895 object *op = new object;
896 op->link ();
897 return op;
898}
1052 899
1053/* 900/*
1054 * free_object() frees everything allocated by an object, removes 901 * free_object() frees everything allocated by an object, removes
1055 * it from the list of used objects, and puts it on the list of 902 * it from the list of used objects, and puts it on the list of
1056 * free objects. The IS_FREED() flag is set in the object. 903 * free objects. The IS_FREED() flag is set in the object.
1057 * The object must have been removed by remove_ob() first for 904 * The object must have been removed by remove_ob() first for
1058 * this function to succeed. 905 * this function to succeed.
1059 * 906 *
1060 * If free_inventory is set, free inventory as well. Else drop items in 907 * If destroy_inventory is set, free inventory as well. Else drop items in
1061 * inventory to the ground. 908 * inventory to the ground.
1062 */ 909 */
910void object::destroy (bool destroy_inventory)
911{
912 if (QUERY_FLAG (this, FLAG_FREED))
913 return;
1063 914
1064void free_object(object *ob) { 915 if (QUERY_FLAG (this, FLAG_FRIENDLY))
1065 free_object2(ob, 0); 916 remove_friendly_object (this);
1066}
1067void free_object2(object *ob, int free_inventory) {
1068 object *tmp,*op;
1069 917
1070 ob->clear ();
1071
1072 if (!QUERY_FLAG(ob,FLAG_REMOVED)) { 918 if (!QUERY_FLAG (this, FLAG_REMOVED))
1073 LOG(llevDebug,"Free object called with non removed object\n"); 919 remove ();
1074 dump_object(ob); 920
1075#ifdef MANY_CORES 921 SET_FLAG (this, FLAG_FREED);
1076 abort(); 922
1077#endif 923 if (more)
1078 } 924 {
1079 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) { 925 more->destroy (destroy_inventory);
1080 LOG(llevMonster,"Warning: tried to free friendly object.\n"); 926 more = 0;
1081 remove_friendly_object(ob); 927 }
928
929 if (inv)
1082 } 930 {
1083 if(QUERY_FLAG(ob,FLAG_FREED)) {
1084 dump_object(ob);
1085 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg);
1086 return;
1087 }
1088 if(ob->more!=NULL) {
1089 free_object2(ob->more, free_inventory);
1090 ob->more=NULL;
1091 }
1092 if (ob->inv) {
1093 /* Only if the space blocks everything do we not process - 931 /* Only if the space blocks everything do we not process -
1094 * if some form of movemnt is allowed, let objects 932 * if some form of movement is allowed, let objects
1095 * drop on that space. 933 * drop on that space.
1096 */ 934 */
1097 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 935 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1098 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL)) 936 {
1099 { 937 object *op = inv;
1100 op=ob->inv; 938
1101 while(op!=NULL) { 939 while (op)
1102 tmp=op->below; 940 {
1103 remove_ob(op); 941 object *tmp = op->below;
1104 free_object2(op, free_inventory); 942 op->destroy (destroy_inventory);
1105 op=tmp; 943 op = tmp;
944 }
945 }
946 else
947 { /* Put objects in inventory onto this space */
948 object *op = inv;
949
950 while (op)
951 {
952 object *tmp = op->below;
953
954 op->remove ();
955
956 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
957 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
958 op->destroy ();
959 else
960 {
961 op->x = x;
962 op->y = y;
963 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
964 }
965
966 op = tmp;
967 }
968 }
1106 } 969 }
1107 } 970
1108 else { /* Put objects in inventory onto this space */ 971 // hack to ensure that freed objects still have a valid map
1109 op=ob->inv; 972 {
1110 while(op!=NULL) { 973 static maptile *freed_map; // freed objects are moved here to avoid crashes
1111 tmp=op->below; 974
1112 remove_ob(op); 975 if (!freed_map)
1113 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) || 976 {
1114 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 977 freed_map = new maptile;
1115 free_object(op); 978
1116 else { 979 freed_map->name = "/internal/freed_objects_map";
1117 op->x=ob->x; 980 freed_map->width = 3;
1118 op->y=ob->y; 981 freed_map->height = 3;
1119 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */ 982
1120 } 983 freed_map->allocate ();
1121 op=tmp;
1122 }
1123 }
1124 } 984 }
985
986 map = freed_map;
987 x = 1;
988 y = 1;
989 }
990
991 // clear those pointers that likely might have circular references to us
992 owner = 0;
993 enemy = 0;
994 attacked_by = 0;
995
996 // only relevant for players(?), but make sure of it anyways
997 contr = 0;
998
1125 /* Remove object from the active list */ 999 /* Remove object from the active list */
1126 ob->speed = 0; 1000 speed = 0;
1127 update_ob_speed(ob); 1001 update_ob_speed (this);
1128 1002
1129 SET_FLAG(ob, FLAG_FREED); 1003 unlink ();
1130 ob->count = 0;
1131 1004
1132 /* Remove this object from the list of used objects */ 1005 mortals.push_back (this);
1133 if(ob->prev==NULL) {
1134 objects=ob->next;
1135 if(objects!=NULL)
1136 objects->prev=NULL;
1137 }
1138 else {
1139 ob->prev->next=ob->next;
1140 if(ob->next!=NULL)
1141 ob->next->prev=ob->prev;
1142 }
1143
1144 if(ob->name!=NULL) FREE_AND_CLEAR_STR(ob->name);
1145 if(ob->name_pl!=NULL) FREE_AND_CLEAR_STR(ob->name_pl);
1146 if(ob->title!=NULL) FREE_AND_CLEAR_STR(ob->title);
1147 if(ob->race!=NULL) FREE_AND_CLEAR_STR(ob->race);
1148 if(ob->slaying!=NULL) FREE_AND_CLEAR_STR(ob->slaying);
1149 if(ob->skill!=NULL) FREE_AND_CLEAR_STR(ob->skill);
1150 if(ob->lore!=NULL) FREE_AND_CLEAR_STR(ob->lore);
1151 if(ob->msg!=NULL) FREE_AND_CLEAR_STR(ob->msg);
1152 if(ob->materialname!=NULL) FREE_AND_CLEAR_STR(ob->materialname);
1153
1154
1155 /* Why aren't events freed? */
1156 free_key_values(ob);
1157
1158#if 0 /* MEMORY_DEBUG*/
1159 /* This is a nice idea. Unfortunately, a lot of the code in crossfire
1160 * presumes the freed_object will stick around for at least a little
1161 * bit
1162 */
1163 /* this is necessary so that memory debugging programs will
1164 * be able to accurately report source of malloc. If we recycle
1165 * objects, then some other area may be doing the get_object
1166 * and not freeing it, but the original one that malloc'd the
1167 * object will get the blame.
1168 */
1169 free(ob);
1170#else
1171
1172 /* Now link it with the free_objects list: */
1173 ob->prev=NULL;
1174 ob->next=free_objects;
1175 if(free_objects!=NULL)
1176 free_objects->prev=ob;
1177 free_objects=ob;
1178 nroffreeobjects++;
1179#endif
1180}
1181
1182/*
1183 * count_free() returns the number of objects on the list of free objects.
1184 */
1185
1186int count_free(void) {
1187 int i=0;
1188 object *tmp=free_objects;
1189 while(tmp!=NULL)
1190 tmp=tmp->next, i++;
1191 return i;
1192}
1193
1194/*
1195 * count_used() returns the number of objects on the list of used objects.
1196 */
1197
1198int count_used(void) {
1199 int i=0;
1200 object *tmp=objects;
1201 while(tmp!=NULL)
1202 tmp=tmp->next, i++;
1203 return i;
1204}
1205
1206/*
1207 * count_active() returns the number of objects on the list of active objects.
1208 */
1209
1210int count_active(void) {
1211 int i=0;
1212 object *tmp=active_objects;
1213 while(tmp!=NULL)
1214 tmp=tmp->active_next, i++;
1215 return i;
1216} 1006}
1217 1007
1218/* 1008/*
1219 * sub_weight() recursively (outwards) subtracts a number from the 1009 * sub_weight() recursively (outwards) subtracts a number from the
1220 * weight of an object (and what is carried by it's environment(s)). 1010 * weight of an object (and what is carried by it's environment(s)).
1221 */ 1011 */
1222 1012void
1223void sub_weight (object *op, signed long weight) { 1013sub_weight (object *op, signed long weight)
1014{
1224 while (op != NULL) { 1015 while (op != NULL)
1016 {
1225 if (op->type == CONTAINER) { 1017 if (op->type == CONTAINER)
1226 weight=(signed long)(weight*(100-op->stats.Str)/100); 1018 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1227 } 1019
1228 op->carrying-=weight; 1020 op->carrying -= weight;
1229 op = op->env; 1021 op = op->env;
1230 } 1022 }
1231} 1023}
1232 1024
1233/* remove_ob(op): 1025/* op->remove ():
1234 * This function removes the object op from the linked list of objects 1026 * This function removes the object op from the linked list of objects
1235 * which it is currently tied to. When this function is done, the 1027 * which it is currently tied to. When this function is done, the
1236 * object will have no environment. If the object previously had an 1028 * object will have no environment. If the object previously had an
1237 * environment, the x and y coordinates will be updated to 1029 * environment, the x and y coordinates will be updated to
1238 * the previous environment. 1030 * the previous environment.
1239 * Beware: This function is called from the editor as well! 1031 * Beware: This function is called from the editor as well!
1240 */ 1032 */
1241 1033void
1242void remove_ob(object *op) { 1034object::remove ()
1035{
1243 object *tmp,*last=NULL; 1036 object *tmp, *last = 0;
1244 object *otmp; 1037 object *otmp;
1245 tag_t tag; 1038
1246 int check_walk_off; 1039 int check_walk_off;
1247 mapstruct *m;
1248 sint16 x,y;
1249
1250 1040
1251 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1041 if (QUERY_FLAG (this, FLAG_REMOVED))
1252 dump_object(op); 1042 return;
1253 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1254 1043
1255 /* Changed it to always dump core in this case. As has been learned
1256 * in the past, trying to recover from errors almost always
1257 * make things worse, and this is a real error here - something
1258 * that should not happen.
1259 * Yes, if this was a mission critical app, trying to do something
1260 * to recover may make sense, but that is because failure of the app
1261 * may have other disastrous problems. Cf runs out of a script
1262 * so is easily enough restarted without any real problems.
1263 * MSW 2001-07-01
1264 */
1265 abort();
1266 }
1267 if(op->more!=NULL)
1268 remove_ob(op->more);
1269
1270 SET_FLAG(op, FLAG_REMOVED); 1044 SET_FLAG (this, FLAG_REMOVED);
1271 1045
1046 if (more)
1047 more->remove ();
1048
1272 /* 1049 /*
1273 * In this case, the object to be removed is in someones 1050 * In this case, the object to be removed is in someones
1274 * inventory. 1051 * inventory.
1275 */ 1052 */
1276 if(op->env!=NULL) { 1053 if (env)
1277 if(op->nrof) 1054 {
1055 if (nrof)
1278 sub_weight(op->env, op->weight*op->nrof); 1056 sub_weight (env, weight * nrof);
1279 else 1057 else
1280 sub_weight(op->env, op->weight+op->carrying); 1058 sub_weight (env, weight + carrying);
1281 1059
1282 /* NO_FIX_PLAYER is set when a great many changes are being 1060 /* NO_FIX_PLAYER is set when a great many changes are being
1283 * made to players inventory. If set, avoiding the call 1061 * made to players inventory. If set, avoiding the call
1284 * to save cpu time. 1062 * to save cpu time.
1285 */ 1063 */
1286 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1064 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1287 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1288 fix_player(otmp); 1065 fix_player (otmp);
1289 1066
1290 if(op->above!=NULL) 1067 if (above != NULL)
1291 op->above->below=op->below; 1068 above->below = below;
1292 else 1069 else
1293 op->env->inv=op->below; 1070 env->inv = below;
1294 1071
1295 if(op->below!=NULL) 1072 if (below != NULL)
1296 op->below->above=op->above; 1073 below->above = above;
1297 1074
1298 /* we set up values so that it could be inserted into 1075 /* we set up values so that it could be inserted into
1299 * the map, but we don't actually do that - it is up 1076 * the map, but we don't actually do that - it is up
1300 * to the caller to decide what we want to do. 1077 * to the caller to decide what we want to do.
1301 */ 1078 */
1302 op->x=op->env->x,op->y=op->env->y; 1079 x = env->x, y = env->y;
1303 op->ox=op->x,op->oy=op->y; 1080 map = env->map;
1304 op->map=op->env->map; 1081 above = 0, below = 0;
1305 op->above=NULL,op->below=NULL; 1082 env = 0;
1306 op->env=NULL; 1083 }
1307 return; 1084 else if (map)
1308 } 1085 {
1309
1310 /* If we get here, we are removing it from a map */
1311 if (op->map == NULL) return;
1312
1313 x = op->x;
1314 y = op->y;
1315 m = get_map_from_coord(op->map, &x, &y);
1316
1317 if (!m) {
1318 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1319 op->map->path, op->x, op->y);
1320 /* in old days, we used to set x and y to 0 and continue.
1321 * it seems if we get into this case, something is probablye
1322 * screwed up and should be fixed.
1323 */
1324 abort();
1325 }
1326 if (op->map != m) {
1327 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1328 op->map->path, m->path, op->x, op->y, x, y);
1329 }
1330
1331 /* Re did the following section of code - it looks like it had 1086 /* Re did the following section of code - it looks like it had
1332 * lots of logic for things we no longer care about 1087 * lots of logic for things we no longer care about
1333 */ 1088 */
1334 1089
1335 /* link the object above us */ 1090 /* link the object above us */
1336 if (op->above) 1091 if (above)
1337 op->above->below=op->below; 1092 above->below = below;
1338 else 1093 else
1339 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */ 1094 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */
1340 1095
1341 /* Relink the object below us, if there is one */ 1096 /* Relink the object below us, if there is one */
1342 if(op->below) { 1097 if (below)
1343 op->below->above=op->above; 1098 below->above = above;
1344 } else { 1099 else
1100 {
1345 /* Nothing below, which means we need to relink map object for this space 1101 /* Nothing below, which means we need to relink map object for this space
1346 * use translated coordinates in case some oddness with map tiling is 1102 * use translated coordinates in case some oddness with map tiling is
1347 * evident 1103 * evident
1348 */ 1104 */
1349 if(GET_MAP_OB(m,x,y)!=op) { 1105 if (GET_MAP_OB (map, x, y) != this)
1350 dump_object(op); 1106 {
1107 char *dump = dump_object (this);
1108 LOG (llevError,
1351 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); 1109 "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);
1352 dump_object(GET_MAP_OB(m,x,y)); 1110 free (dump);
1353 LOG(llevError,"%s\n",errmsg); 1111 dump = dump_object (GET_MAP_OB (map, x, y));
1354 } 1112 LOG (llevError, "%s\n", dump);
1113 free (dump);
1114 }
1115
1355 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 1116 SET_MAP_OB (map, x, y, above); /* goes on above it. */
1356 } 1117 }
1357 op->above=NULL;
1358 op->below=NULL;
1359 1118
1119 above = 0;
1120 below = 0;
1121
1360 if (op->map->in_memory == MAP_SAVING) 1122 if (map->in_memory == MAP_SAVING)
1361 return; 1123 return;
1362 1124
1363 tag = op->count;
1364 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1125 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1126
1365 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1127 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1128 {
1366 /* No point updating the players look faces if he is the object 1129 /* No point updating the players look faces if he is the object
1367 * being removed. 1130 * being removed.
1368 */ 1131 */
1369 1132
1370 if(tmp->type==PLAYER && tmp!=op) { 1133 if (tmp->type == PLAYER && tmp != this)
1134 {
1371 /* If a container that the player is currently using somehow gets 1135 /* If a container that the player is currently using somehow gets
1372 * removed (most likely destroyed), update the player view 1136 * removed (most likely destroyed), update the player view
1373 * appropriately. 1137 * appropriately.
1374 */ 1138 */
1375 if (tmp->container==op) { 1139 if (tmp->container == this)
1376 CLEAR_FLAG(op, FLAG_APPLIED); 1140 {
1377 tmp->container=NULL; 1141 CLEAR_FLAG (this, FLAG_APPLIED);
1378 } 1142 tmp->container = 0;
1143 }
1144
1379 tmp->contr->socket.update_look=1; 1145 tmp->contr->socket->update_look = 1;
1380 } 1146 }
1147
1381 /* See if player moving off should effect something */ 1148 /* See if player moving off should effect something */
1382 if (check_walk_off && ((op->move_type & tmp->move_off) && 1149 if (check_walk_off
1150 && ((move_type & tmp->move_off)
1383 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1151 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1152 {
1153 move_apply (tmp, this, 0);
1384 1154
1385 move_apply(tmp, op, NULL); 1155 if (destroyed ())
1386 if (was_destroyed (op, tag)) { 1156 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1387 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1157 }
1388 "leaving object\n", tmp->name, tmp->arch->name);
1389 }
1390 }
1391 1158
1392 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1159 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1393 1160
1394 if(tmp->above == tmp) 1161 if (tmp->above == tmp)
1395 tmp->above = NULL; 1162 tmp->above = 0;
1396 last=tmp; 1163
1397 } 1164 last = tmp;
1165 }
1166
1398 /* last == NULL of there are no objects on this space */ 1167 /* last == NULL of there are no objects on this space */
1399 if (last==NULL) { 1168 if (!last)
1169 {
1400 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1170 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1401 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1171 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1402 * those out anyways, and if there are any flags set right now, they won't 1172 * those out anyways, and if there are any flags set right now, they won't
1403 * be correct anyways. 1173 * be correct anyways.
1404 */ 1174 */
1405 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1175 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1406 update_position(op->map, op->x, op->y); 1176 update_position (map, x, y);
1407 } 1177 }
1408 else 1178 else
1409 update_object(last, UP_OBJ_REMOVE); 1179 update_object (last, UP_OBJ_REMOVE);
1410 1180
1411 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1181 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1412 update_all_los(op->map, op->x, op->y); 1182 update_all_los (map, x, y);
1413 1183 }
1414} 1184}
1415 1185
1416/* 1186/*
1417 * merge_ob(op,top): 1187 * merge_ob(op,top):
1418 * 1188 *
1419 * This function goes through all objects below and including top, and 1189 * This function goes through all objects below and including top, and
1420 * merges op to the first matching object. 1190 * merges op to the first matching object.
1421 * If top is NULL, it is calculated. 1191 * If top is NULL, it is calculated.
1422 * Returns pointer to object if it succeded in the merge, otherwise NULL 1192 * Returns pointer to object if it succeded in the merge, otherwise NULL
1423 */ 1193 */
1424 1194object *
1425object *merge_ob(object *op, object *top) { 1195merge_ob (object *op, object *top)
1196{
1426 if(!op->nrof) 1197 if (!op->nrof)
1427 return 0; 1198 return 0;
1199
1428 if(top==NULL) 1200 if (top == NULL)
1429 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1201 for (top = op; top != NULL && top->above != NULL; top = top->above);
1202
1430 for(;top!=NULL;top=top->below) { 1203 for (; top != NULL; top = top->below)
1204 {
1431 if(top==op) 1205 if (top == op)
1432 continue; 1206 continue;
1433 if (CAN_MERGE(op,top)) 1207
1434 { 1208 if (object::can_merge (op, top))
1209 {
1435 top->nrof+=op->nrof; 1210 top->nrof += op->nrof;
1211
1436/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1212/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1437 op->weight = 0; /* Don't want any adjustements now */ 1213 op->weight = 0; /* Don't want any adjustements now */
1438 remove_ob(op); 1214 op->destroy ();
1439 free_object(op);
1440 return top; 1215 return top;
1441 } 1216 }
1442 } 1217 }
1218
1443 return NULL; 1219 return 0;
1444} 1220}
1445 1221
1446/* 1222/*
1447 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1223 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1448 * job preparing multi-part monsters 1224 * job preparing multi-part monsters
1449 */ 1225 */
1226object *
1450object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1227insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1228{
1451 object* tmp; 1229 object *tmp;
1230
1452 if (op->head) 1231 if (op->head)
1453 op=op->head; 1232 op = op->head;
1233
1454 for (tmp=op;tmp;tmp=tmp->more){ 1234 for (tmp = op; tmp; tmp = tmp->more)
1235 {
1455 tmp->x=x+tmp->arch->clone.x; 1236 tmp->x = x + tmp->arch->clone.x;
1456 tmp->y=y+tmp->arch->clone.y; 1237 tmp->y = y + tmp->arch->clone.y;
1457 } 1238 }
1239
1458 return insert_ob_in_map (op, m, originator, flag); 1240 return insert_ob_in_map (op, m, originator, flag);
1459} 1241}
1460 1242
1461/* 1243/*
1462 * insert_ob_in_map (op, map, originator, flag): 1244 * insert_ob_in_map (op, map, originator, flag):
1463 * This function inserts the object in the two-way linked list 1245 * This function inserts the object in the two-way linked list
1477 * new object if 'op' was merged with other object 1259 * new object if 'op' was merged with other object
1478 * NULL if 'op' was destroyed 1260 * NULL if 'op' was destroyed
1479 * just 'op' otherwise 1261 * just 'op' otherwise
1480 */ 1262 */
1481 1263
1264object *
1482object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1265insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1483{ 1266{
1484 object *tmp, *top, *floor=NULL; 1267 object *tmp, *top, *floor = NULL;
1485 sint16 x,y; 1268 sint16 x, y;
1486 1269
1487 if (QUERY_FLAG (op, FLAG_FREED)) { 1270 if (QUERY_FLAG (op, FLAG_FREED))
1271 {
1488 LOG (llevError, "Trying to insert freed object!\n"); 1272 LOG (llevError, "Trying to insert freed object!\n");
1489 return NULL; 1273 return NULL;
1274 }
1275
1276 if (m == NULL)
1490 } 1277 {
1491 if(m==NULL) { 1278 char *dump = dump_object (op);
1492 dump_object(op);
1493 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1279 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1494 return op; 1280 free (dump);
1281 return op;
1495 } 1282 }
1283
1496 if(out_of_map(m,op->x,op->y)) { 1284 if (out_of_map (m, op->x, op->y))
1497 dump_object(op); 1285 {
1286 char *dump = dump_object (op);
1498 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1287 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1499#ifdef MANY_CORES 1288#ifdef MANY_CORES
1500 /* Better to catch this here, as otherwise the next use of this object 1289 /* Better to catch this here, as otherwise the next use of this object
1501 * is likely to cause a crash. Better to find out where it is getting 1290 * is likely to cause a crash. Better to find out where it is getting
1502 * improperly inserted. 1291 * improperly inserted.
1503 */ 1292 */
1504 abort(); 1293 abort ();
1505#endif 1294#endif
1506 return op; 1295 free (dump);
1296 return op;
1507 } 1297 }
1298
1508 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1299 if (!QUERY_FLAG (op, FLAG_REMOVED))
1509 dump_object(op); 1300 {
1301 char *dump = dump_object (op);
1510 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1302 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1511 return op; 1303 free (dump);
1304 return op;
1512 } 1305 }
1306
1513 if(op->more!=NULL) { 1307 if (op->more != NULL)
1308 {
1514 /* The part may be on a different map. */ 1309 /* The part may be on a different map. */
1515 1310
1516 object *more = op->more; 1311 object *more = op->more;
1517 1312
1518 /* We really need the caller to normalize coordinates - if 1313 /* We really need the caller to normalize coordinates - if
1519 * we set the map, that doesn't work if the location is within 1314 * we set the map, that doesn't work if the location is within
1520 * a map and this is straddling an edge. So only if coordinate 1315 * a map and this is straddling an edge. So only if coordinate
1521 * is clear wrong do we normalize it. 1316 * is clear wrong do we normalize it.
1522 */ 1317 */
1523 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1318 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1524 /* Debugging information so you can see the last coordinates this object had */
1525 more->ox = more->x;
1526 more->oy = more->y;
1527 more->map = get_map_from_coord(m, &more->x, &more->y); 1319 more->map = get_map_from_coord (m, &more->x, &more->y);
1528 } else if (!more->map) { 1320 else if (!more->map)
1321 {
1529 /* For backwards compatibility - when not dealing with tiled maps, 1322 /* For backwards compatibility - when not dealing with tiled maps,
1530 * more->map should always point to the parent. 1323 * more->map should always point to the parent.
1531 */ 1324 */
1532 more->map = m; 1325 more->map = m;
1533 } 1326 }
1534 1327
1535 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1328 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1329 {
1536 if ( ! op->head) 1330 if (!op->head)
1537 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1331 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1332
1538 return NULL; 1333 return NULL;
1539 } 1334 }
1540 } 1335 }
1336
1541 CLEAR_FLAG(op,FLAG_REMOVED); 1337 CLEAR_FLAG (op, FLAG_REMOVED);
1542 1338
1543 /* Debugging information so you can see the last coordinates this object had */
1544 op->ox=op->x;
1545 op->oy=op->y;
1546
1547 /* Ideally, the caller figures this out. However, it complicates a lot 1339 /* Ideally, the caller figures this out. However, it complicates a lot
1548 * of areas of callers (eg, anything that uses find_free_spot would now 1340 * of areas of callers (eg, anything that uses find_free_spot would now
1549 * need extra work 1341 * need extra work
1550 */ 1342 */
1551 op->map=get_map_from_coord(m, &op->x, &op->y); 1343 op->map = get_map_from_coord (m, &op->x, &op->y);
1552 x = op->x; 1344 x = op->x;
1553 y = op->y; 1345 y = op->y;
1554 1346
1555 /* this has to be done after we translate the coordinates. 1347 /* this has to be done after we translate the coordinates.
1556 */ 1348 */
1557 if(op->nrof && !(flag & INS_NO_MERGE)) { 1349 if (op->nrof && !(flag & INS_NO_MERGE))
1558 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1350 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1559 if (CAN_MERGE(op,tmp)) { 1351 if (object::can_merge (op, tmp))
1560 op->nrof+=tmp->nrof; 1352 {
1561 remove_ob(tmp); 1353 op->nrof += tmp->nrof;
1562 free_object(tmp); 1354 tmp->destroy ();
1563 } 1355 }
1564 }
1565 1356
1566 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1357 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1567 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1358 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1359
1568 if (!QUERY_FLAG(op, FLAG_ALIVE)) 1360 if (!QUERY_FLAG (op, FLAG_ALIVE))
1569 CLEAR_FLAG(op, FLAG_NO_STEAL); 1361 CLEAR_FLAG (op, FLAG_NO_STEAL);
1570 1362
1571 if (flag & INS_BELOW_ORIGINATOR) { 1363 if (flag & INS_BELOW_ORIGINATOR)
1364 {
1572 if (originator->map != op->map || originator->x != op->x || 1365 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1573 originator->y != op->y) { 1366 {
1574 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1367 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1575 abort(); 1368 abort ();
1576 } 1369 }
1370
1577 op->above = originator; 1371 op->above = originator;
1578 op->below = originator->below; 1372 op->below = originator->below;
1579 if (op->below) op->below->above = op; 1373
1374 if (op->below)
1375 op->below->above = op;
1376 else
1580 else SET_MAP_OB(op->map, op->x, op->y, op); 1377 SET_MAP_OB (op->map, op->x, op->y, op);
1378
1581 /* since *below* originator, no need to update top */ 1379 /* since *below* originator, no need to update top */
1582 originator->below = op; 1380 originator->below = op;
1583 } else { 1381 }
1382 else
1383 {
1584 /* If there are other objects, then */ 1384 /* If there are other objects, then */
1585 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) { 1385 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1386 {
1586 object *last=NULL; 1387 object *last = NULL;
1587 /* 1388
1389 /*
1588 * If there are multiple objects on this space, we do some trickier handling. 1390 * If there are multiple objects on this space, we do some trickier handling.
1589 * We've already dealt with merging if appropriate. 1391 * We've already dealt with merging if appropriate.
1590 * Generally, we want to put the new object on top. But if 1392 * Generally, we want to put the new object on top. But if
1591 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1393 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1592 * floor, we want to insert above that and no further. 1394 * floor, we want to insert above that and no further.
1593 * Also, if there are spell objects on this space, we stop processing 1395 * Also, if there are spell objects on this space, we stop processing
1594 * once we get to them. This reduces the need to traverse over all of 1396 * once we get to them. This reduces the need to traverse over all of
1595 * them when adding another one - this saves quite a bit of cpu time 1397 * them when adding another one - this saves quite a bit of cpu time
1596 * when lots of spells are cast in one area. Currently, it is presumed 1398 * when lots of spells are cast in one area. Currently, it is presumed
1597 * that flying non pickable objects are spell objects. 1399 * that flying non pickable objects are spell objects.
1598 */ 1400 */
1599 1401
1600 while (top != NULL) { 1402 while (top != NULL)
1601 if (QUERY_FLAG(top, FLAG_IS_FLOOR) || 1403 {
1602 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top; 1404 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1603 if (QUERY_FLAG(top, FLAG_NO_PICK) 1405 floor = top;
1604 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH)) 1406
1605 && !QUERY_FLAG(top, FLAG_IS_FLOOR)) 1407 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1606 { 1408 {
1607 /* We insert above top, so we want this object below this */ 1409 /* We insert above top, so we want this object below this */
1608 top=top->below; 1410 top = top->below;
1609 break; 1411 break;
1610 } 1412 }
1611 last = top; 1413
1612 top = top->above; 1414 last = top;
1613 } 1415 top = top->above;
1416 }
1417
1614 /* Don't want top to be NULL, so set it to the last valid object */ 1418 /* Don't want top to be NULL, so set it to the last valid object */
1615 top = last; 1419 top = last;
1616 1420
1617 /* We let update_position deal with figuring out what the space 1421 /* We let update_position deal with figuring out what the space
1618 * looks like instead of lots of conditions here. 1422 * looks like instead of lots of conditions here.
1619 * makes things faster, and effectively the same result. 1423 * makes things faster, and effectively the same result.
1620 */ 1424 */
1621 1425
1622 /* Have object 'fall below' other objects that block view. 1426 /* Have object 'fall below' other objects that block view.
1623 * Unless those objects are exits, type 66 1427 * Unless those objects are exits, type 66
1624 * If INS_ON_TOP is used, don't do this processing 1428 * If INS_ON_TOP is used, don't do this processing
1625 * Need to find the object that in fact blocks view, otherwise 1429 * Need to find the object that in fact blocks view, otherwise
1626 * stacking is a bit odd. 1430 * stacking is a bit odd.
1627 */ 1431 */
1628 if (!(flag & INS_ON_TOP) && 1432 if (!(flag & INS_ON_TOP) &&
1629 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && 1433 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1630 (op->face && !op->face->visibility)) { 1434 {
1631 for (last=top; last != floor; last=last->below) 1435 for (last = top; last != floor; last = last->below)
1632 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break; 1436 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1437 break;
1633 /* Check to see if we found the object that blocks view, 1438 /* Check to see if we found the object that blocks view,
1634 * and make sure we have a below pointer for it so that 1439 * and make sure we have a below pointer for it so that
1635 * we can get inserted below this one, which requires we 1440 * we can get inserted below this one, which requires we
1636 * set top to the object below us. 1441 * set top to the object below us.
1637 */ 1442 */
1638 if (last && last->below && last != floor) top=last->below; 1443 if (last && last->below && last != floor)
1639 } 1444 top = last->below;
1640 } /* If objects on this space */ 1445 }
1446 } /* If objects on this space */
1447
1641 if (flag & INS_MAP_LOAD) 1448 if (flag & INS_MAP_LOAD)
1642 top = GET_MAP_TOP(op->map,op->x,op->y); 1449 top = GET_MAP_TOP (op->map, op->x, op->y);
1450
1643 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1451 if (flag & INS_ABOVE_FLOOR_ONLY)
1452 top = floor;
1644 1453
1645 /* Top is the object that our object (op) is going to get inserted above. 1454 /* Top is the object that our object (op) is going to get inserted above.
1646 */ 1455 */
1647 1456
1648 /* First object on this space */ 1457 /* First object on this space */
1649 if (!top) { 1458 if (!top)
1459 {
1650 op->above = GET_MAP_OB(op->map, op->x, op->y); 1460 op->above = GET_MAP_OB (op->map, op->x, op->y);
1651 if (op->above) op->above->below = op; 1461
1462 if (op->above)
1463 op->above->below = op;
1464
1652 op->below = NULL; 1465 op->below = NULL;
1653 SET_MAP_OB(op->map, op->x, op->y, op); 1466 SET_MAP_OB (op->map, op->x, op->y, op);
1654 } else { /* get inserted into the stack above top */ 1467 }
1468 else
1469 { /* get inserted into the stack above top */
1655 op->above = top->above; 1470 op->above = top->above;
1656 if (op->above) op->above->below = op; 1471
1472 if (op->above)
1473 op->above->below = op;
1474
1657 op->below = top; 1475 op->below = top;
1658 top->above = op; 1476 top->above = op;
1659 } 1477 }
1478
1660 if (op->above==NULL) 1479 if (op->above == NULL)
1661 SET_MAP_TOP(op->map,op->x, op->y, op); 1480 SET_MAP_TOP (op->map, op->x, op->y, op);
1662 } /* else not INS_BELOW_ORIGINATOR */ 1481 } /* else not INS_BELOW_ORIGINATOR */
1663 1482
1664 if(op->type==PLAYER) 1483 if (op->type == PLAYER)
1665 op->contr->do_los=1; 1484 op->contr->do_los = 1;
1666 1485
1667 /* If we have a floor, we know the player, if any, will be above 1486 /* If we have a floor, we know the player, if any, will be above
1668 * it, so save a few ticks and start from there. 1487 * it, so save a few ticks and start from there.
1669 */ 1488 */
1670 if (!(flag & INS_MAP_LOAD)) 1489 if (!(flag & INS_MAP_LOAD))
1671 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1490 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1672 if (tmp->type == PLAYER) 1491 if (tmp->type == PLAYER)
1673 tmp->contr->socket.update_look=1; 1492 tmp->contr->socket->update_look = 1;
1674 }
1675 1493
1676 /* If this object glows, it may affect lighting conditions that are 1494 /* If this object glows, it may affect lighting conditions that are
1677 * visible to others on this map. But update_all_los is really 1495 * visible to others on this map. But update_all_los is really
1678 * an inefficient way to do this, as it means los for all players 1496 * an inefficient way to do this, as it means los for all players
1679 * on the map will get recalculated. The players could very well 1497 * on the map will get recalculated. The players could very well
1680 * be far away from this change and not affected in any way - 1498 * be far away from this change and not affected in any way -
1681 * this should get redone to only look for players within range, 1499 * this should get redone to only look for players within range,
1682 * or just updating the P_NEED_UPDATE for spaces within this area 1500 * or just updating the P_NEED_UPDATE for spaces within this area
1683 * of effect may be sufficient. 1501 * of effect may be sufficient.
1684 */ 1502 */
1685 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1503 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1686 update_all_los(op->map, op->x, op->y); 1504 update_all_los (op->map, op->x, op->y);
1687 1505
1688
1689 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1506 /* updates flags (blocked, alive, no magic, etc) for this map space */
1690 update_object(op,UP_OBJ_INSERT); 1507 update_object (op, UP_OBJ_INSERT);
1691 1508
1692
1693 /* Don't know if moving this to the end will break anything. However, 1509 /* Don't know if moving this to the end will break anything. However,
1694 * we want to have update_look set above before calling this. 1510 * we want to have update_look set above before calling this.
1695 * 1511 *
1696 * check_move_on() must be after this because code called from 1512 * check_move_on() must be after this because code called from
1697 * check_move_on() depends on correct map flags (so functions like 1513 * check_move_on() depends on correct map flags (so functions like
1698 * blocked() and wall() work properly), and these flags are updated by 1514 * blocked() and wall() work properly), and these flags are updated by
1699 * update_object(). 1515 * update_object().
1700 */ 1516 */
1701 1517
1702 /* if this is not the head or flag has been passed, don't check walk on status */ 1518 /* if this is not the head or flag has been passed, don't check walk on status */
1703
1704 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1519 if (!(flag & INS_NO_WALK_ON) && !op->head)
1520 {
1705 if (check_move_on(op, originator)) 1521 if (check_move_on (op, originator))
1706 return NULL; 1522 return NULL;
1707 1523
1708 /* If we are a multi part object, lets work our way through the check 1524 /* If we are a multi part object, lets work our way through the check
1709 * walk on's. 1525 * walk on's.
1710 */ 1526 */
1711 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1527 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1712 if (check_move_on (tmp, originator)) 1528 if (check_move_on (tmp, originator))
1713 return NULL; 1529 return NULL;
1714 } 1530 }
1531
1715 return op; 1532 return op;
1716} 1533}
1717 1534
1718/* this function inserts an object in the map, but if it 1535/* this function inserts an object in the map, but if it
1719 * finds an object of its own type, it'll remove that one first. 1536 * finds an object of its own type, it'll remove that one first.
1720 * op is the object to insert it under: supplies x and the map. 1537 * op is the object to insert it under: supplies x and the map.
1721 */ 1538 */
1539void
1722void replace_insert_ob_in_map(const char *arch_string, object *op) { 1540replace_insert_ob_in_map (const char *arch_string, object *op)
1541{
1723 object *tmp; 1542 object *
1724 object *tmp1; 1543 tmp;
1544 object *
1545 tmp1;
1725 1546
1726 /* first search for itself and remove any old instances */ 1547 /* first search for itself and remove any old instances */
1727 1548
1728 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1549 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1729 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1550 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1730 remove_ob(tmp); 1551 tmp->destroy ();
1731 free_object(tmp);
1732 }
1733 }
1734 1552
1735 tmp1=arch_to_object(find_archetype(arch_string)); 1553 tmp1 = arch_to_object (archetype::find (arch_string));
1736 1554
1737 1555 tmp1->x = op->x;
1738 tmp1->x = op->x; tmp1->y = op->y; 1556 tmp1->y = op->y;
1739 insert_ob_in_map(tmp1,op->map,op,0); 1557 insert_ob_in_map (tmp1, op->map, op, 0);
1740} 1558}
1741 1559
1742/* 1560/*
1743 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1561 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1744 * is returned contains nr objects, and the remaining parts contains 1562 * is returned contains nr objects, and the remaining parts contains
1745 * the rest (or is removed and freed if that number is 0). 1563 * the rest (or is removed and freed if that number is 0).
1746 * On failure, NULL is returned, and the reason put into the 1564 * On failure, NULL is returned, and the reason put into the
1747 * global static errmsg array. 1565 * global static errmsg array.
1748 */ 1566 */
1749 1567
1568object *
1750object *get_split_ob(object *orig_ob, uint32 nr) { 1569get_split_ob (object *orig_ob, uint32 nr)
1570{
1751 object *newob; 1571 object *newob;
1752 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1572 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1753 1573
1754 if(orig_ob->nrof<nr) { 1574 if (orig_ob->nrof < nr)
1755 sprintf(errmsg,"There are only %d %ss.",
1756 orig_ob->nrof?orig_ob->nrof:1, orig_ob->name);
1757 return NULL;
1758 } 1575 {
1576 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1577 return NULL;
1578 }
1579
1759 newob = object_create_clone(orig_ob); 1580 newob = object_create_clone (orig_ob);
1581
1760 if((orig_ob->nrof-=nr)<1) { 1582 if ((orig_ob->nrof -= nr) < 1)
1761 if ( ! is_removed) 1583 orig_ob->destroy (1);
1762 remove_ob(orig_ob);
1763 free_object2(orig_ob, 1);
1764 }
1765 else if ( ! is_removed) { 1584 else if (!is_removed)
1585 {
1766 if(orig_ob->env!=NULL) 1586 if (orig_ob->env != NULL)
1767 sub_weight (orig_ob->env,orig_ob->weight*nr); 1587 sub_weight (orig_ob->env, orig_ob->weight * nr);
1768 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1588 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1589 {
1769 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1590 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1770 LOG(llevDebug,
1771 "Error, Tried to split object whose map is not in memory.\n"); 1591 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1772 return NULL; 1592 return NULL;
1773 } 1593 }
1774 } 1594 }
1595
1775 newob->nrof=nr; 1596 newob->nrof = nr;
1776 1597
1777 return newob; 1598 return newob;
1778} 1599}
1779 1600
1780/* 1601/*
1781 * decrease_ob_nr(object, number) decreases a specified number from 1602 * decrease_ob_nr(object, number) decreases a specified number from
1782 * the amount of an object. If the amount reaches 0, the object 1603 * the amount of an object. If the amount reaches 0, the object
1783 * is subsequently removed and freed. 1604 * is subsequently removed and freed.
1784 * 1605 *
1785 * Return value: 'op' if something is left, NULL if the amount reached 0 1606 * Return value: 'op' if something is left, NULL if the amount reached 0
1786 */ 1607 */
1787 1608
1609object *
1788object *decrease_ob_nr (object *op, uint32 i) 1610decrease_ob_nr (object *op, uint32 i)
1789{ 1611{
1790 object *tmp; 1612 object *tmp;
1791 player *pl; 1613 player *pl;
1792 1614
1793 if (i == 0) /* objects with op->nrof require this check */ 1615 if (i == 0) /* objects with op->nrof require this check */
1794 return op; 1616 return op;
1795 1617
1796 if (i > op->nrof) 1618 if (i > op->nrof)
1797 i = op->nrof; 1619 i = op->nrof;
1798 1620
1799 if (QUERY_FLAG (op, FLAG_REMOVED)) 1621 if (QUERY_FLAG (op, FLAG_REMOVED))
1622 op->nrof -= i;
1623 else if (op->env != NULL)
1624 {
1625 /* is this object in the players inventory, or sub container
1626 * therein?
1627 */
1628 tmp = is_player_inv (op->env);
1629 /* nope. Is this a container the player has opened?
1630 * If so, set tmp to that player.
1631 * IMO, searching through all the players will mostly
1632 * likely be quicker than following op->env to the map,
1633 * and then searching the map for a player.
1634 */
1635 if (!tmp)
1636 {
1637 for (pl = first_player; pl; pl = pl->next)
1638 if (pl->ob->container == op->env)
1639 break;
1640 if (pl)
1641 tmp = pl->ob;
1642 else
1643 tmp = NULL;
1644 }
1645
1646 if (i < op->nrof)
1647 {
1648 sub_weight (op->env, op->weight * i);
1649 op->nrof -= i;
1650 if (tmp)
1651 {
1652 esrv_send_item (tmp, op);
1653 }
1654 }
1655 else
1656 {
1657 op->remove ();
1658 op->nrof = 0;
1659 if (tmp)
1660 {
1661 esrv_del_item (tmp->contr, op->count);
1662 }
1663 }
1800 { 1664 }
1665 else
1666 {
1667 object *above = op->above;
1668
1669 if (i < op->nrof)
1801 op->nrof -= i; 1670 op->nrof -= i;
1802 }
1803 else if (op->env != NULL)
1804 {
1805 /* is this object in the players inventory, or sub container
1806 * therein?
1807 */
1808 tmp = is_player_inv (op->env);
1809 /* nope. Is this a container the player has opened?
1810 * If so, set tmp to that player.
1811 * IMO, searching through all the players will mostly
1812 * likely be quicker than following op->env to the map,
1813 * and then searching the map for a player.
1814 */
1815 if (!tmp) {
1816 for (pl=first_player; pl; pl=pl->next)
1817 if (pl->ob->container == op->env) break;
1818 if (pl) tmp=pl->ob;
1819 else tmp=NULL;
1820 }
1821
1822 if (i < op->nrof) {
1823 sub_weight (op->env, op->weight * i);
1824 op->nrof -= i;
1825 if (tmp) {
1826 esrv_send_item(tmp, op);
1827 }
1828 } else { 1671 else
1672 {
1829 remove_ob (op); 1673 op->remove ();
1830 op->nrof = 0; 1674 op->nrof = 0;
1831 if (tmp) {
1832 esrv_del_item(tmp->contr, op->count);
1833 } 1675 }
1834 }
1835 }
1836 else
1837 {
1838 object *above = op->above;
1839 1676
1840 if (i < op->nrof) {
1841 op->nrof -= i;
1842 } else {
1843 remove_ob (op);
1844 op->nrof = 0;
1845 }
1846 /* Since we just removed op, op->above is null */ 1677 /* Since we just removed op, op->above is null */
1847 for (tmp = above; tmp != NULL; tmp = tmp->above) 1678 for (tmp = above; tmp != NULL; tmp = tmp->above)
1848 if (tmp->type == PLAYER) { 1679 if (tmp->type == PLAYER)
1680 {
1849 if (op->nrof) 1681 if (op->nrof)
1850 esrv_send_item(tmp, op); 1682 esrv_send_item (tmp, op);
1851 else 1683 else
1852 esrv_del_item(tmp->contr, op->count); 1684 esrv_del_item (tmp->contr, op->count);
1853 } 1685 }
1854 } 1686 }
1855 1687
1856 if (op->nrof) { 1688 if (op->nrof)
1857 return op; 1689 return op;
1858 } else { 1690 else
1859 free_object (op); 1691 {
1692 op->destroy ();
1860 return NULL; 1693 return NULL;
1861 } 1694 }
1862} 1695}
1863 1696
1864/* 1697/*
1865 * add_weight(object, weight) adds the specified weight to an object, 1698 * add_weight(object, weight) adds the specified weight to an object,
1866 * and also updates how much the environment(s) is/are carrying. 1699 * and also updates how much the environment(s) is/are carrying.
1867 */ 1700 */
1868 1701
1702void
1869void add_weight (object *op, signed long weight) { 1703add_weight (object *op, signed long weight)
1704{
1870 while (op!=NULL) { 1705 while (op != NULL)
1706 {
1871 if (op->type == CONTAINER) { 1707 if (op->type == CONTAINER)
1872 weight=(signed long)(weight*(100-op->stats.Str)/100); 1708 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1873 } 1709
1874 op->carrying+=weight; 1710 op->carrying += weight;
1875 op=op->env; 1711 op = op->env;
1876 } 1712 }
1877} 1713}
1878 1714
1715object *
1716insert_ob_in_ob (object *op, object *where)
1717{
1718 if (!where)
1719 {
1720 char *dump = dump_object (op);
1721 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1722 free (dump);
1723 return op;
1724 }
1725
1726 if (where->head)
1727 {
1728 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1729 where = where->head;
1730 }
1731
1732 return where->insert (op);
1733}
1734
1879/* 1735/*
1880 * insert_ob_in_ob(op,environment): 1736 * env->insert (op)
1881 * This function inserts the object op in the linked list 1737 * This function inserts the object op in the linked list
1882 * inside the object environment. 1738 * inside the object environment.
1883 * 1739 *
1884 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1885 * the inventory at the last position or next to other objects of the same
1886 * type.
1887 * Frank: Now sorted by type, archetype and magic!
1888 *
1889 * The function returns now pointer to inserted item, and return value can 1740 * The function returns now pointer to inserted item, and return value can
1890 * be != op, if items are merged. -Tero 1741 * be != op, if items are merged. -Tero
1891 */ 1742 */
1892 1743
1893object *insert_ob_in_ob(object *op,object *where) { 1744object *
1745object::insert (object *op)
1746{
1894 object *tmp, *otmp; 1747 object *tmp, *otmp;
1895 1748
1896 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1749 if (!QUERY_FLAG (op, FLAG_REMOVED))
1897 dump_object(op); 1750 op->remove ();
1898 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1751
1899 return op;
1900 }
1901 if(where==NULL) {
1902 dump_object(op);
1903 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1904 return op;
1905 }
1906 if (where->head) {
1907 LOG(llevDebug,
1908 "Warning: Tried to insert object wrong part of multipart object.\n");
1909 where = where->head;
1910 }
1911 if (op->more) { 1752 if (op->more)
1753 {
1912 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1754 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1913 op->name, op->count);
1914 return op; 1755 return op;
1915 } 1756 }
1757
1916 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1758 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1917 CLEAR_FLAG(op, FLAG_REMOVED); 1759 CLEAR_FLAG (op, FLAG_REMOVED);
1918 if(op->nrof) { 1760 if (op->nrof)
1761 {
1919 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1762 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1920 if ( CAN_MERGE(tmp,op) ) { 1763 if (object::can_merge (tmp, op))
1764 {
1921 /* return the original object and remove inserted object 1765 /* return the original object and remove inserted object
1922 (client needs the original object) */ 1766 (client needs the original object) */
1923 tmp->nrof += op->nrof; 1767 tmp->nrof += op->nrof;
1924 /* Weight handling gets pretty funky. Since we are adding to 1768 /* Weight handling gets pretty funky. Since we are adding to
1925 * tmp->nrof, we need to increase the weight. 1769 * tmp->nrof, we need to increase the weight.
1926 */ 1770 */
1927 add_weight (where, op->weight*op->nrof); 1771 add_weight (this, op->weight * op->nrof);
1928 SET_FLAG(op, FLAG_REMOVED); 1772 SET_FLAG (op, FLAG_REMOVED);
1929 free_object(op); /* free the inserted object */ 1773 op->destroy (); /* free the inserted object */
1930 op = tmp; 1774 op = tmp;
1931 remove_ob (op); /* and fix old object's links */ 1775 op->remove (); /* and fix old object's links */
1932 CLEAR_FLAG(op, FLAG_REMOVED); 1776 CLEAR_FLAG (op, FLAG_REMOVED);
1933 break; 1777 break;
1934 } 1778 }
1935 1779
1936 /* I assume combined objects have no inventory 1780 /* I assume combined objects have no inventory
1937 * We add the weight - this object could have just been removed 1781 * We add the weight - this object could have just been removed
1938 * (if it was possible to merge). calling remove_ob will subtract 1782 * (if it was possible to merge). calling remove_ob will subtract
1939 * the weight, so we need to add it in again, since we actually do 1783 * the weight, so we need to add it in again, since we actually do
1940 * the linking below 1784 * the linking below
1941 */ 1785 */
1942 add_weight (where, op->weight*op->nrof); 1786 add_weight (this, op->weight * op->nrof);
1787 }
1943 } else 1788 else
1944 add_weight (where, (op->weight+op->carrying)); 1789 add_weight (this, (op->weight + op->carrying));
1945 1790
1946 otmp=is_player_inv(where); 1791 otmp = is_player_inv (this);
1947 if (otmp&&otmp->contr!=NULL) { 1792 if (otmp && otmp->contr)
1948 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1793 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1949 fix_player(otmp); 1794 fix_player (otmp);
1950 }
1951 1795
1952 op->map=NULL; 1796 op->map = NULL;
1953 op->env=where; 1797 op->env = this;
1954 op->above=NULL; 1798 op->above = NULL;
1955 op->below=NULL; 1799 op->below = NULL;
1956 op->x=0,op->y=0; 1800 op->x = 0, op->y = 0;
1957 op->ox=0,op->oy=0;
1958 1801
1959 /* reset the light list and los of the players on the map */ 1802 /* reset the light list and los of the players on the map */
1960 if((op->glow_radius!=0)&&where->map) 1803 if ((op->glow_radius != 0) && map)
1961 { 1804 {
1962#ifdef DEBUG_LIGHTS 1805#ifdef DEBUG_LIGHTS
1963 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1806 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1964 op->name);
1965#endif /* DEBUG_LIGHTS */ 1807#endif /* DEBUG_LIGHTS */
1966 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1808 if (MAP_DARKNESS (map))
1809 update_all_los (map, x, y);
1967 } 1810 }
1968 1811
1969 /* Client has no idea of ordering so lets not bother ordering it here. 1812 /* Client has no idea of ordering so lets not bother ordering it here.
1970 * It sure simplifies this function... 1813 * It sure simplifies this function...
1971 */ 1814 */
1972 if (where->inv==NULL) 1815 if (!inv)
1973 where->inv=op; 1816 inv = op;
1974 else { 1817 else
1818 {
1975 op->below = where->inv; 1819 op->below = inv;
1976 op->below->above = op; 1820 op->below->above = op;
1977 where->inv = op; 1821 inv = op;
1978 } 1822 }
1823
1979 return op; 1824 return op;
1980} 1825}
1981 1826
1982/* 1827/*
1983 * Checks if any objects has a move_type that matches objects 1828 * Checks if any objects has a move_type that matches objects
1998 * MSW 2001-07-08: Check all objects on space, not just those below 1843 * MSW 2001-07-08: Check all objects on space, not just those below
1999 * object being inserted. insert_ob_in_map may not put new objects 1844 * object being inserted. insert_ob_in_map may not put new objects
2000 * on top. 1845 * on top.
2001 */ 1846 */
2002 1847
1848int
2003int check_move_on (object *op, object *originator) 1849check_move_on (object *op, object *originator)
2004{ 1850{
2005 object *tmp; 1851 object *tmp;
2006 tag_t tag;
2007 mapstruct *m=op->map; 1852 maptile *m = op->map;
2008 int x=op->x, y=op->y; 1853 int x = op->x, y = op->y;
1854
2009 MoveType move_on, move_slow, move_block; 1855 MoveType move_on, move_slow, move_block;
2010 1856
2011 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1857 if (QUERY_FLAG (op, FLAG_NO_APPLY))
2012 return 0;
2013
2014 tag = op->count;
2015
2016 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
2017 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
2018 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
2019
2020 /* if nothing on this space will slow op down or be applied,
2021 * no need to do checking below. have to make sure move_type
2022 * is set, as lots of objects don't have it set - we treat that
2023 * as walking.
2024 */
2025 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
2026 return 0;
2027
2028 /* This is basically inverse logic of that below - basically,
2029 * if the object can avoid the move on or slow move, they do so,
2030 * but can't do it if the alternate movement they are using is
2031 * blocked. Logic on this seems confusing, but does seem correct.
2032 */
2033 if ((op->move_type & ~move_on & ~move_block) != 0 &&
2034 (op->move_type & ~move_slow & ~move_block) != 0) return 0;
2035
2036 /* The objects have to be checked from top to bottom.
2037 * Hence, we first go to the top:
2038 */
2039
2040 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL &&
2041 tmp->above!=NULL; tmp=tmp->above) {
2042 /* Trim the search when we find the first other spell effect
2043 * this helps performance so that if a space has 50 spell objects,
2044 * we don't need to check all of them.
2045 */
2046 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break;
2047 }
2048 for(;tmp!=NULL; tmp=tmp->below) {
2049 if (tmp == op) continue; /* Can't apply yourself */
2050
2051 /* Check to see if one of the movement types should be slowed down.
2052 * Second check makes sure that the movement types not being slowed
2053 * (~slow_move) is not blocked on this space - just because the
2054 * space doesn't slow down swimming (for example), if you can't actually
2055 * swim on that space, can't use it to avoid the penalty.
2056 */
2057 if (!QUERY_FLAG(op, FLAG_WIZPASS)) {
2058 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2059 ((op->move_type & tmp->move_slow) &&
2060 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) {
2061
2062 float diff;
2063
2064 diff = tmp->move_slow_penalty*FABS(op->speed);
2065 if (op->type == PLAYER) {
2066 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) ||
2067 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) {
2068 diff /= 4.0;
2069 }
2070 }
2071 op->speed_left -= diff;
2072 }
2073 }
2074
2075 /* Basically same logic as above, except now for actual apply. */
2076 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2077 ((op->move_type & tmp->move_on) &&
2078 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) {
2079
2080 move_apply(tmp, op, originator);
2081 if (was_destroyed (op, tag))
2082 return 1;
2083
2084 /* what the person/creature stepped onto has moved the object
2085 * someplace new. Don't process any further - if we did,
2086 * have a feeling strange problems would result.
2087 */
2088 if (op->map != m || op->x != x || op->y != y) return 0;
2089 }
2090 }
2091 return 0; 1858 return 0;
1859
1860 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1861 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1862 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1863
1864 /* if nothing on this space will slow op down or be applied,
1865 * no need to do checking below. have to make sure move_type
1866 * is set, as lots of objects don't have it set - we treat that
1867 * as walking.
1868 */
1869 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1870 return 0;
1871
1872 /* This is basically inverse logic of that below - basically,
1873 * if the object can avoid the move on or slow move, they do so,
1874 * but can't do it if the alternate movement they are using is
1875 * blocked. Logic on this seems confusing, but does seem correct.
1876 */
1877 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1878 return 0;
1879
1880 /* The objects have to be checked from top to bottom.
1881 * Hence, we first go to the top:
1882 */
1883
1884 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1885 {
1886 /* Trim the search when we find the first other spell effect
1887 * this helps performance so that if a space has 50 spell objects,
1888 * we don't need to check all of them.
1889 */
1890 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1891 break;
1892 }
1893
1894 for (; tmp; tmp = tmp->below)
1895 {
1896 if (tmp == op)
1897 continue; /* Can't apply yourself */
1898
1899 /* Check to see if one of the movement types should be slowed down.
1900 * Second check makes sure that the movement types not being slowed
1901 * (~slow_move) is not blocked on this space - just because the
1902 * space doesn't slow down swimming (for example), if you can't actually
1903 * swim on that space, can't use it to avoid the penalty.
1904 */
1905 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1906 {
1907 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1908 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1909 {
1910
1911 float
1912 diff = tmp->move_slow_penalty * FABS (op->speed);
1913
1914 if (op->type == PLAYER)
1915 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1916 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1917 diff /= 4.0;
1918
1919 op->speed_left -= diff;
1920 }
1921 }
1922
1923 /* Basically same logic as above, except now for actual apply. */
1924 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1925 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1926 {
1927 move_apply (tmp, op, originator);
1928
1929 if (op->destroyed ())
1930 return 1;
1931
1932 /* what the person/creature stepped onto has moved the object
1933 * someplace new. Don't process any further - if we did,
1934 * have a feeling strange problems would result.
1935 */
1936 if (op->map != m || op->x != x || op->y != y)
1937 return 0;
1938 }
1939 }
1940
1941 return 0;
2092} 1942}
2093 1943
2094/* 1944/*
2095 * present_arch(arch, map, x, y) searches for any objects with 1945 * present_arch(arch, map, x, y) searches for any objects with
2096 * a matching archetype at the given map and coordinates. 1946 * a matching archetype at the given map and coordinates.
2097 * The first matching object is returned, or NULL if none. 1947 * The first matching object is returned, or NULL if none.
2098 */ 1948 */
2099 1949
1950object *
2100object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1951present_arch (const archetype *at, maptile *m, int x, int y)
1952{
2101 object *tmp; 1953 object *
1954 tmp;
1955
2102 if(m==NULL || out_of_map(m,x,y)) { 1956 if (m == NULL || out_of_map (m, x, y))
1957 {
2103 LOG(llevError,"Present_arch called outside map.\n"); 1958 LOG (llevError, "Present_arch called outside map.\n");
2104 return NULL; 1959 return NULL;
2105 } 1960 }
2106 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1961 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2107 if(tmp->arch == at) 1962 if (tmp->arch == at)
2108 return tmp; 1963 return tmp;
2109 return NULL; 1964 return NULL;
2110} 1965}
2111 1966
2112/* 1967/*
2113 * present(type, map, x, y) searches for any objects with 1968 * present(type, map, x, y) searches for any objects with
2114 * a matching type variable at the given map and coordinates. 1969 * a matching type variable at the given map and coordinates.
2115 * The first matching object is returned, or NULL if none. 1970 * The first matching object is returned, or NULL if none.
2116 */ 1971 */
2117 1972
1973object *
2118object *present(unsigned char type,mapstruct *m, int x,int y) { 1974present (unsigned char type, maptile *m, int x, int y)
1975{
2119 object *tmp; 1976 object *
1977 tmp;
1978
2120 if(out_of_map(m,x,y)) { 1979 if (out_of_map (m, x, y))
1980 {
2121 LOG(llevError,"Present called outside map.\n"); 1981 LOG (llevError, "Present called outside map.\n");
2122 return NULL; 1982 return NULL;
2123 } 1983 }
2124 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1984 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2125 if(tmp->type==type) 1985 if (tmp->type == type)
2126 return tmp; 1986 return tmp;
2127 return NULL; 1987 return NULL;
2128} 1988}
2129 1989
2130/* 1990/*
2131 * present_in_ob(type, object) searches for any objects with 1991 * present_in_ob(type, object) searches for any objects with
2132 * a matching type variable in the inventory of the given object. 1992 * a matching type variable in the inventory of the given object.
2133 * The first matching object is returned, or NULL if none. 1993 * The first matching object is returned, or NULL if none.
2134 */ 1994 */
2135 1995
1996object *
2136object *present_in_ob(unsigned char type, const object *op) { 1997present_in_ob (unsigned char type, const object *op)
1998{
2137 object *tmp; 1999 object *
2000 tmp;
2001
2138 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2002 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2139 if(tmp->type==type) 2003 if (tmp->type == type)
2140 return tmp; 2004 return tmp;
2141 return NULL; 2005 return NULL;
2142} 2006}
2143 2007
2144/* 2008/*
2154 * the object name, not the archetype name. this is so that the 2018 * the object name, not the archetype name. this is so that the
2155 * spell code can use one object type (force), but change it's name 2019 * spell code can use one object type (force), but change it's name
2156 * to be unique. 2020 * to be unique.
2157 */ 2021 */
2158 2022
2023object *
2159object *present_in_ob_by_name(int type, const char *str, const object *op) { 2024present_in_ob_by_name (int type, const char *str, const object *op)
2025{
2160 object *tmp; 2026 object *
2027 tmp;
2161 2028
2162 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2029 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2030 {
2163 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2031 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2164 return tmp; 2032 return tmp;
2165 } 2033 }
2166 return NULL; 2034 return NULL;
2167} 2035}
2168 2036
2169/* 2037/*
2170 * present_arch_in_ob(archetype, object) searches for any objects with 2038 * present_arch_in_ob(archetype, object) searches for any objects with
2171 * a matching archetype in the inventory of the given object. 2039 * a matching archetype in the inventory of the given object.
2172 * The first matching object is returned, or NULL if none. 2040 * The first matching object is returned, or NULL if none.
2173 */ 2041 */
2174 2042
2043object *
2175object *present_arch_in_ob(const archetype *at, const object *op) { 2044present_arch_in_ob (const archetype *at, const object *op)
2045{
2176 object *tmp; 2046 object *
2047 tmp;
2048
2177 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2049 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2178 if( tmp->arch == at) 2050 if (tmp->arch == at)
2179 return tmp; 2051 return tmp;
2180 return NULL; 2052 return NULL;
2181} 2053}
2182 2054
2183/* 2055/*
2184 * activate recursively a flag on an object inventory 2056 * activate recursively a flag on an object inventory
2185 */ 2057 */
2058void
2186void flag_inv(object*op, int flag){ 2059flag_inv (object *op, int flag)
2060{
2187 object *tmp; 2061 object *
2062 tmp;
2063
2188 if(op->inv) 2064 if (op->inv)
2189 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2065 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2066 {
2190 SET_FLAG(tmp, flag); 2067 SET_FLAG (tmp, flag);
2191 flag_inv(tmp,flag); 2068 flag_inv (tmp, flag);
2192 } 2069 }
2193}/* 2070} /*
2194 * desactivate recursively a flag on an object inventory 2071 * desactivate recursively a flag on an object inventory
2195 */ 2072 */
2073void
2196void unflag_inv(object*op, int flag){ 2074unflag_inv (object *op, int flag)
2075{
2197 object *tmp; 2076 object *
2077 tmp;
2078
2198 if(op->inv) 2079 if (op->inv)
2199 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2080 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2081 {
2200 CLEAR_FLAG(tmp, flag); 2082 CLEAR_FLAG (tmp, flag);
2201 unflag_inv(tmp,flag); 2083 unflag_inv (tmp, flag);
2202 } 2084 }
2203} 2085}
2204 2086
2205/* 2087/*
2206 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2088 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2207 * all it's inventory (recursively). 2089 * all it's inventory (recursively).
2208 * If checksums are used, a player will get set_cheat called for 2090 * If checksums are used, a player will get set_cheat called for
2209 * him/her-self and all object carried by a call to this function. 2091 * him/her-self and all object carried by a call to this function.
2210 */ 2092 */
2211 2093
2094void
2212void set_cheat(object *op) { 2095set_cheat (object *op)
2096{
2213 SET_FLAG(op, FLAG_WAS_WIZ); 2097 SET_FLAG (op, FLAG_WAS_WIZ);
2214 flag_inv(op, FLAG_WAS_WIZ); 2098 flag_inv (op, FLAG_WAS_WIZ);
2215} 2099}
2216 2100
2217/* 2101/*
2218 * find_free_spot(object, map, x, y, start, stop) will search for 2102 * find_free_spot(object, map, x, y, start, stop) will search for
2219 * a spot at the given map and coordinates which will be able to contain 2103 * a spot at the given map and coordinates which will be able to contain
2234 * to know if the space in question will block the object. We can't use 2118 * to know if the space in question will block the object. We can't use
2235 * the archetype because that isn't correct if the monster has been 2119 * the archetype because that isn't correct if the monster has been
2236 * customized, changed states, etc. 2120 * customized, changed states, etc.
2237 */ 2121 */
2238 2122
2123int
2239int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2124find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2125{
2126 int
2127 i,
2240 int i,index=0, flag; 2128 index = 0, flag;
2129 static int
2241 static int altern[SIZEOFFREE]; 2130 altern[SIZEOFFREE];
2242 2131
2243 for(i=start;i<stop;i++) { 2132 for (i = start; i < stop; i++)
2133 {
2244 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2134 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2245 if(!flag) 2135 if (!flag)
2246 altern[index++]=i; 2136 altern[index++] = i;
2247 2137
2248 /* Basically, if we find a wall on a space, we cut down the search size. 2138 /* Basically, if we find a wall on a space, we cut down the search size.
2249 * In this way, we won't return spaces that are on another side of a wall. 2139 * In this way, we won't return spaces that are on another side of a wall.
2250 * This mostly work, but it cuts down the search size in all directions - 2140 * This mostly work, but it cuts down the search size in all directions -
2251 * if the space being examined only has a wall to the north and empty 2141 * if the space being examined only has a wall to the north and empty
2252 * spaces in all the other directions, this will reduce the search space 2142 * spaces in all the other directions, this will reduce the search space
2253 * to only the spaces immediately surrounding the target area, and 2143 * to only the spaces immediately surrounding the target area, and
2254 * won't look 2 spaces south of the target space. 2144 * won't look 2 spaces south of the target space.
2255 */ 2145 */
2256 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2146 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2257 stop=maxfree[i]; 2147 stop = maxfree[i];
2258 } 2148 }
2259 if(!index) return -1; 2149 if (!index)
2150 return -1;
2260 return altern[RANDOM()%index]; 2151 return altern[RANDOM () % index];
2261} 2152}
2262 2153
2263/* 2154/*
2264 * find_first_free_spot(archetype, mapstruct, x, y) works like 2155 * find_first_free_spot(archetype, maptile, x, y) works like
2265 * find_free_spot(), but it will search max number of squares. 2156 * find_free_spot(), but it will search max number of squares.
2266 * But it will return the first available spot, not a random choice. 2157 * But it will return the first available spot, not a random choice.
2267 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2158 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2268 */ 2159 */
2269 2160
2161int
2270int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2162find_first_free_spot (const object *ob, maptile *m, int x, int y)
2163{
2164 int
2271 int i; 2165 i;
2166
2272 for(i=0;i<SIZEOFFREE;i++) { 2167 for (i = 0; i < SIZEOFFREE; i++)
2168 {
2273 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2169 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2274 return i; 2170 return i;
2275 } 2171 }
2276 return -1; 2172 return -1;
2277} 2173}
2278 2174
2279/* 2175/*
2280 * The function permute(arr, begin, end) randomly reorders the array 2176 * The function permute(arr, begin, end) randomly reorders the array
2281 * arr[begin..end-1]. 2177 * arr[begin..end-1].
2282 */ 2178 */
2179static void
2283static void permute(int *arr, int begin, int end) 2180permute (int *arr, int begin, int end)
2284{ 2181{
2285 int i, j, tmp, len; 2182 int
2183 i,
2184 j,
2185 tmp,
2186 len;
2286 2187
2287 len = end-begin; 2188 len = end - begin;
2288 for(i = begin; i < end; i++) 2189 for (i = begin; i < end; i++)
2289 { 2190 {
2290 j = begin+RANDOM()%len; 2191 j = begin + RANDOM () % len;
2291 2192
2292 tmp = arr[i]; 2193 tmp = arr[i];
2293 arr[i] = arr[j]; 2194 arr[i] = arr[j];
2294 arr[j] = tmp; 2195 arr[j] = tmp;
2295 } 2196 }
2296} 2197}
2297 2198
2298/* new function to make monster searching more efficient, and effective! 2199/* new function to make monster searching more efficient, and effective!
2299 * This basically returns a randomized array (in the passed pointer) of 2200 * This basically returns a randomized array (in the passed pointer) of
2300 * the spaces to find monsters. In this way, it won't always look for 2201 * the spaces to find monsters. In this way, it won't always look for
2301 * monsters to the north first. However, the size of the array passed 2202 * monsters to the north first. However, the size of the array passed
2302 * covers all the spaces, so within that size, all the spaces within 2203 * covers all the spaces, so within that size, all the spaces within
2303 * the 3x3 area will be searched, just not in a predictable order. 2204 * the 3x3 area will be searched, just not in a predictable order.
2304 */ 2205 */
2206void
2305void get_search_arr(int *search_arr) 2207get_search_arr (int *search_arr)
2306{ 2208{
2209 int
2307 int i; 2210 i;
2308 2211
2309 for(i = 0; i < SIZEOFFREE; i++) 2212 for (i = 0; i < SIZEOFFREE; i++)
2310 { 2213 {
2311 search_arr[i] = i; 2214 search_arr[i] = i;
2312 } 2215 }
2313 2216
2314 permute(search_arr, 1, SIZEOFFREE1+1); 2217 permute (search_arr, 1, SIZEOFFREE1 + 1);
2315 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2218 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2316 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2219 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2317} 2220}
2318 2221
2319/* 2222/*
2320 * find_dir(map, x, y, exclude) will search some close squares in the 2223 * find_dir(map, x, y, exclude) will search some close squares in the
2321 * given map at the given coordinates for live objects. 2224 * given map at the given coordinates for live objects.
2327 * is actually want is going to try and move there. We need this info 2230 * is actually want is going to try and move there. We need this info
2328 * because we have to know what movement the thing looking to move 2231 * because we have to know what movement the thing looking to move
2329 * there is capable of. 2232 * there is capable of.
2330 */ 2233 */
2331 2234
2235int
2332int find_dir(mapstruct *m, int x, int y, object *exclude) { 2236find_dir (maptile *m, int x, int y, object *exclude)
2237{
2238 int
2239 i,
2333 int i,max=SIZEOFFREE, mflags; 2240 max = SIZEOFFREE, mflags;
2241
2334 sint16 nx, ny; 2242 sint16 nx, ny;
2335 object *tmp; 2243 object *
2336 mapstruct *mp; 2244 tmp;
2245 maptile *
2246 mp;
2247
2337 MoveType blocked, move_type; 2248 MoveType blocked, move_type;
2338 2249
2339 if (exclude && exclude->head) { 2250 if (exclude && exclude->head)
2251 {
2340 exclude = exclude->head; 2252 exclude = exclude->head;
2341 move_type = exclude->move_type; 2253 move_type = exclude->move_type;
2342 } else { 2254 }
2255 else
2256 {
2343 /* If we don't have anything, presume it can use all movement types. */ 2257 /* If we don't have anything, presume it can use all movement types. */
2344 move_type=MOVE_ALL; 2258 move_type = MOVE_ALL;
2259 }
2260
2261 for (i = 1; i < max; i++)
2345 } 2262 {
2346 2263 mp = m;
2347 for(i=1;i<max;i++) {
2348 mp = m;
2349 nx = x + freearr_x[i]; 2264 nx = x + freearr_x[i];
2350 ny = y + freearr_y[i]; 2265 ny = y + freearr_y[i];
2351 2266
2352 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2267 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2353 if (mflags & P_OUT_OF_MAP) { 2268 if (mflags & P_OUT_OF_MAP)
2269 {
2354 max = maxfree[i]; 2270 max = maxfree[i];
2355 } else { 2271 }
2272 else
2273 {
2356 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2274 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2357 2275
2358 if ((move_type & blocked) == move_type) { 2276 if ((move_type & blocked) == move_type)
2359 max=maxfree[i]; 2277 {
2278 max = maxfree[i];
2279 }
2360 } else if (mflags & P_IS_ALIVE) { 2280 else if (mflags & P_IS_ALIVE)
2281 {
2361 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2282 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2362 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2283 {
2363 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2284 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2364 break; 2285 {
2365 } 2286 break;
2366 } 2287 }
2367 if(tmp) { 2288 }
2368 return freedir[i]; 2289 if (tmp)
2369 } 2290 {
2291 return freedir[i];
2292 }
2293 }
2294 }
2370 } 2295 }
2371 }
2372 }
2373 return 0; 2296 return 0;
2374} 2297}
2375 2298
2376/* 2299/*
2377 * distance(object 1, object 2) will return the square of the 2300 * distance(object 1, object 2) will return the square of the
2378 * distance between the two given objects. 2301 * distance between the two given objects.
2379 */ 2302 */
2380 2303
2304int
2381int distance(const object *ob1, const object *ob2) { 2305distance (const object *ob1, const object *ob2)
2306{
2382 int i; 2307 int
2383 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2308 i;
2384 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2309
2310 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2385 return i; 2311 return i;
2386} 2312}
2387 2313
2388/* 2314/*
2389 * find_dir_2(delta-x,delta-y) will return a direction in which 2315 * find_dir_2(delta-x,delta-y) will return a direction in which
2390 * an object which has subtracted the x and y coordinates of another 2316 * an object which has subtracted the x and y coordinates of another
2391 * object, needs to travel toward it. 2317 * object, needs to travel toward it.
2392 */ 2318 */
2393 2319
2320int
2394int find_dir_2(int x, int y) { 2321find_dir_2 (int x, int y)
2322{
2395 int q; 2323 int
2324 q;
2396 2325
2397 if(y) 2326 if (y)
2398 q=x*100/y; 2327 q = x * 100 / y;
2399 else if (x) 2328 else if (x)
2400 q= -300*x; 2329 q = -300 * x;
2401 else 2330 else
2402 return 0; 2331 return 0;
2403 2332
2404 if(y>0) { 2333 if (y > 0)
2334 {
2405 if(q < -242) 2335 if (q < -242)
2406 return 3 ; 2336 return 3;
2407 if (q < -41) 2337 if (q < -41)
2408 return 2 ; 2338 return 2;
2409 if (q < 41) 2339 if (q < 41)
2410 return 1 ; 2340 return 1;
2411 if (q < 242) 2341 if (q < 242)
2412 return 8 ; 2342 return 8;
2413 return 7 ; 2343 return 7;
2414 } 2344 }
2415 2345
2416 if (q < -242) 2346 if (q < -242)
2417 return 7 ; 2347 return 7;
2418 if (q < -41) 2348 if (q < -41)
2419 return 6 ; 2349 return 6;
2420 if (q < 41) 2350 if (q < 41)
2421 return 5 ; 2351 return 5;
2422 if (q < 242) 2352 if (q < 242)
2423 return 4 ; 2353 return 4;
2424 2354
2425 return 3 ; 2355 return 3;
2426} 2356}
2427 2357
2428/* 2358/*
2429 * absdir(int): Returns a number between 1 and 8, which represent 2359 * absdir(int): Returns a number between 1 and 8, which represent
2430 * the "absolute" direction of a number (it actually takes care of 2360 * the "absolute" direction of a number (it actually takes care of
2431 * "overflow" in previous calculations of a direction). 2361 * "overflow" in previous calculations of a direction).
2432 */ 2362 */
2433 2363
2364int
2434int absdir(int d) { 2365absdir (int d)
2435 while(d<1) d+=8; 2366{
2436 while(d>8) d-=8; 2367 while (d < 1)
2368 d += 8;
2369 while (d > 8)
2370 d -= 8;
2437 return d; 2371 return d;
2438} 2372}
2439 2373
2440/* 2374/*
2441 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2375 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2442 * between two directions (which are expected to be absolute (see absdir()) 2376 * between two directions (which are expected to be absolute (see absdir())
2443 */ 2377 */
2444 2378
2379int
2445int dirdiff(int dir1, int dir2) { 2380dirdiff (int dir1, int dir2)
2381{
2446 int d; 2382 int
2383 d;
2384
2447 d = abs(dir1 - dir2); 2385 d = abs (dir1 - dir2);
2448 if(d>4) 2386 if (d > 4)
2449 d = 8 - d; 2387 d = 8 - d;
2450 return d; 2388 return d;
2451} 2389}
2452 2390
2453/* peterm: 2391/* peterm:
2458 * direction 4, 14, or 16 to get back to where we are. 2396 * direction 4, 14, or 16 to get back to where we are.
2459 * Moved from spell_util.c to object.c with the other related direction 2397 * Moved from spell_util.c to object.c with the other related direction
2460 * functions. 2398 * functions.
2461 */ 2399 */
2462 2400
2401int
2463int reduction_dir[SIZEOFFREE][3] = { 2402 reduction_dir[SIZEOFFREE][3] = {
2464 {0,0,0}, /* 0 */ 2403 {0, 0, 0}, /* 0 */
2465 {0,0,0}, /* 1 */ 2404 {0, 0, 0}, /* 1 */
2466 {0,0,0}, /* 2 */ 2405 {0, 0, 0}, /* 2 */
2467 {0,0,0}, /* 3 */ 2406 {0, 0, 0}, /* 3 */
2468 {0,0,0}, /* 4 */ 2407 {0, 0, 0}, /* 4 */
2469 {0,0,0}, /* 5 */ 2408 {0, 0, 0}, /* 5 */
2470 {0,0,0}, /* 6 */ 2409 {0, 0, 0}, /* 6 */
2471 {0,0,0}, /* 7 */ 2410 {0, 0, 0}, /* 7 */
2472 {0,0,0}, /* 8 */ 2411 {0, 0, 0}, /* 8 */
2473 {8,1,2}, /* 9 */ 2412 {8, 1, 2}, /* 9 */
2474 {1,2,-1}, /* 10 */ 2413 {1, 2, -1}, /* 10 */
2475 {2,10,12}, /* 11 */ 2414 {2, 10, 12}, /* 11 */
2476 {2,3,-1}, /* 12 */ 2415 {2, 3, -1}, /* 12 */
2477 {2,3,4}, /* 13 */ 2416 {2, 3, 4}, /* 13 */
2478 {3,4,-1}, /* 14 */ 2417 {3, 4, -1}, /* 14 */
2479 {4,14,16}, /* 15 */ 2418 {4, 14, 16}, /* 15 */
2480 {5,4,-1}, /* 16 */ 2419 {5, 4, -1}, /* 16 */
2481 {4,5,6}, /* 17 */ 2420 {4, 5, 6}, /* 17 */
2482 {6,5,-1}, /* 18 */ 2421 {6, 5, -1}, /* 18 */
2483 {6,20,18}, /* 19 */ 2422 {6, 20, 18}, /* 19 */
2484 {7,6,-1}, /* 20 */ 2423 {7, 6, -1}, /* 20 */
2485 {6,7,8}, /* 21 */ 2424 {6, 7, 8}, /* 21 */
2486 {7,8,-1}, /* 22 */ 2425 {7, 8, -1}, /* 22 */
2487 {8,22,24}, /* 23 */ 2426 {8, 22, 24}, /* 23 */
2488 {8,1,-1}, /* 24 */ 2427 {8, 1, -1}, /* 24 */
2489 {24,9,10}, /* 25 */ 2428 {24, 9, 10}, /* 25 */
2490 {9,10,-1}, /* 26 */ 2429 {9, 10, -1}, /* 26 */
2491 {10,11,-1}, /* 27 */ 2430 {10, 11, -1}, /* 27 */
2492 {27,11,29}, /* 28 */ 2431 {27, 11, 29}, /* 28 */
2493 {11,12,-1}, /* 29 */ 2432 {11, 12, -1}, /* 29 */
2494 {12,13,-1}, /* 30 */ 2433 {12, 13, -1}, /* 30 */
2495 {12,13,14}, /* 31 */ 2434 {12, 13, 14}, /* 31 */
2496 {13,14,-1}, /* 32 */ 2435 {13, 14, -1}, /* 32 */
2497 {14,15,-1}, /* 33 */ 2436 {14, 15, -1}, /* 33 */
2498 {33,15,35}, /* 34 */ 2437 {33, 15, 35}, /* 34 */
2499 {16,15,-1}, /* 35 */ 2438 {16, 15, -1}, /* 35 */
2500 {17,16,-1}, /* 36 */ 2439 {17, 16, -1}, /* 36 */
2501 {18,17,16}, /* 37 */ 2440 {18, 17, 16}, /* 37 */
2502 {18,17,-1}, /* 38 */ 2441 {18, 17, -1}, /* 38 */
2503 {18,19,-1}, /* 39 */ 2442 {18, 19, -1}, /* 39 */
2504 {41,19,39}, /* 40 */ 2443 {41, 19, 39}, /* 40 */
2505 {19,20,-1}, /* 41 */ 2444 {19, 20, -1}, /* 41 */
2506 {20,21,-1}, /* 42 */ 2445 {20, 21, -1}, /* 42 */
2507 {20,21,22}, /* 43 */ 2446 {20, 21, 22}, /* 43 */
2508 {21,22,-1}, /* 44 */ 2447 {21, 22, -1}, /* 44 */
2509 {23,22,-1}, /* 45 */ 2448 {23, 22, -1}, /* 45 */
2510 {45,47,23}, /* 46 */ 2449 {45, 47, 23}, /* 46 */
2511 {23,24,-1}, /* 47 */ 2450 {23, 24, -1}, /* 47 */
2512 {24,9,-1}}; /* 48 */ 2451 {24, 9, -1}
2452}; /* 48 */
2513 2453
2514/* Recursive routine to step back and see if we can 2454/* Recursive routine to step back and see if we can
2515 * find a path to that monster that we found. If not, 2455 * find a path to that monster that we found. If not,
2516 * we don't bother going toward it. Returns 1 if we 2456 * we don't bother going toward it. Returns 1 if we
2517 * can see a direct way to get it 2457 * can see a direct way to get it
2518 * Modified to be map tile aware -.MSW 2458 * Modified to be map tile aware -.MSW
2519 */ 2459 */
2520
2521 2460
2461
2462int
2522int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2463can_see_monsterP (maptile *m, int x, int y, int dir)
2464{
2523 sint16 dx, dy; 2465 sint16 dx, dy;
2466 int
2524 int mflags; 2467 mflags;
2525 2468
2469 if (dir < 0)
2526 if(dir<0) return 0; /* exit condition: invalid direction */ 2470 return 0; /* exit condition: invalid direction */
2527 2471
2528 dx = x + freearr_x[dir]; 2472 dx = x + freearr_x[dir];
2529 dy = y + freearr_y[dir]; 2473 dy = y + freearr_y[dir];
2530 2474
2531 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2475 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2532 2476
2533 /* This functional arguably was incorrect before - it was 2477 /* This functional arguably was incorrect before - it was
2534 * checking for P_WALL - that was basically seeing if 2478 * checking for P_WALL - that was basically seeing if
2535 * we could move to the monster - this is being more 2479 * we could move to the monster - this is being more
2536 * literal on if we can see it. To know if we can actually 2480 * literal on if we can see it. To know if we can actually
2537 * move to the monster, we'd need the monster passed in or 2481 * move to the monster, we'd need the monster passed in or
2538 * at least its move type. 2482 * at least its move type.
2539 */ 2483 */
2540 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2484 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2485 return 0;
2541 2486
2542 /* yes, can see. */ 2487 /* yes, can see. */
2543 if(dir < 9) return 1; 2488 if (dir < 9)
2489 return 1;
2544 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2490 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2545 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2491 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2546 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2547} 2492}
2548 2493
2549 2494
2550 2495
2551/* 2496/*
2552 * can_pick(picker, item): finds out if an object is possible to be 2497 * can_pick(picker, item): finds out if an object is possible to be
2553 * picked up by the picker. Returnes 1 if it can be 2498 * picked up by the picker. Returnes 1 if it can be
2554 * picked up, otherwise 0. 2499 * picked up, otherwise 0.
2555 * 2500 *
2557 * core dumps if they do. 2502 * core dumps if they do.
2558 * 2503 *
2559 * Add a check so we can't pick up invisible objects (0.93.8) 2504 * Add a check so we can't pick up invisible objects (0.93.8)
2560 */ 2505 */
2561 2506
2507int
2562int can_pick(const object *who, const object *item) { 2508can_pick (const object *who, const object *item)
2509{
2563 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2510 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2564 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2511 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2565 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2512 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2566 (who->type==PLAYER||item->weight<who->weight/3));
2567} 2513}
2568 2514
2569 2515
2570/* 2516/*
2571 * create clone from object to another 2517 * create clone from object to another
2572 */ 2518 */
2519object *
2573object *object_create_clone (object *asrc) { 2520object_create_clone (object *asrc)
2521{
2574 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2522 object *dst = 0, *tmp, *src, *part, *prev, *item;
2575 2523
2576 if(!asrc) return NULL; 2524 if (!asrc)
2525 return 0;
2526
2577 src = asrc; 2527 src = asrc;
2578 if(src->head) 2528 if (src->head)
2579 src = src->head; 2529 src = src->head;
2580 2530
2581 prev = NULL; 2531 prev = 0;
2582 for(part = src; part; part = part->more) { 2532 for (part = src; part; part = part->more)
2583 tmp = get_object(); 2533 {
2584 copy_object(part,tmp); 2534 tmp = part->clone ();
2585 tmp->x -= src->x; 2535 tmp->x -= src->x;
2586 tmp->y -= src->y; 2536 tmp->y -= src->y;
2537
2587 if(!part->head) { 2538 if (!part->head)
2539 {
2588 dst = tmp; 2540 dst = tmp;
2589 tmp->head = NULL; 2541 tmp->head = 0;
2542 }
2590 } else { 2543 else
2544 {
2591 tmp->head = dst; 2545 tmp->head = dst;
2592 } 2546 }
2547
2593 tmp->more = NULL; 2548 tmp->more = 0;
2549
2594 if(prev) 2550 if (prev)
2595 prev->more = tmp; 2551 prev->more = tmp;
2552
2596 prev = tmp; 2553 prev = tmp;
2597 } 2554 }
2598 /*** copy inventory ***/ 2555
2599 for(item = src->inv; item; item = item->below) { 2556 for (item = src->inv; item; item = item->below)
2600 (void) insert_ob_in_ob(object_create_clone(item),dst); 2557 insert_ob_in_ob (object_create_clone (item), dst);
2601 }
2602 2558
2603 return dst; 2559 return dst;
2604}
2605
2606/* return true if the object was destroyed, 0 otherwise */
2607int was_destroyed (const object *op, tag_t old_tag)
2608{
2609 /* checking for FLAG_FREED isn't necessary, but makes this function more
2610 * robust */
2611 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2612} 2560}
2613 2561
2614/* GROS - Creates an object using a string representing its content. */ 2562/* GROS - Creates an object using a string representing its content. */
2615/* Basically, we save the content of the string to a temp file, then call */ 2563/* Basically, we save the content of the string to a temp file, then call */
2616/* load_object on it. I admit it is a highly inefficient way to make things, */ 2564/* load_object on it. I admit it is a highly inefficient way to make things, */
2617/* but it was simple to make and allows reusing the load_object function. */ 2565/* but it was simple to make and allows reusing the load_object function. */
2618/* Remember not to use load_object_str in a time-critical situation. */ 2566/* Remember not to use load_object_str in a time-critical situation. */
2619/* Also remember that multiparts objects are not supported for now. */ 2567/* Also remember that multiparts objects are not supported for now. */
2620 2568
2569object *
2621object* load_object_str(const char *obstr) 2570load_object_str (const char *obstr)
2622{ 2571{
2623 object *op; 2572 object *op;
2624 FILE *tempfile;
2625 char filename[MAX_BUF]; 2573 char filename[MAX_BUF];
2574
2626 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2575 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2576
2627 tempfile=fopen(filename,"w"); 2577 FILE *tempfile = fopen (filename, "w");
2578
2628 if (tempfile == NULL) 2579 if (tempfile == NULL)
2629 { 2580 {
2630 LOG(llevError,"Error - Unable to access load object temp file\n"); 2581 LOG (llevError, "Error - Unable to access load object temp file\n");
2631 return NULL; 2582 return NULL;
2632 }; 2583 }
2584
2633 fprintf(tempfile,obstr); 2585 fprintf (tempfile, obstr);
2634 fclose(tempfile); 2586 fclose (tempfile);
2635 2587
2636 op=get_object(); 2588 op = object::create ();
2637 2589
2638 tempfile=fopen(filename,"r"); 2590 object_thawer thawer (filename);
2639 if (tempfile == NULL) 2591
2640 { 2592 if (thawer)
2641 LOG(llevError,"Error - Unable to read object temp file\n"); 2593 load_object (thawer, op, 0);
2642 return NULL; 2594
2643 };
2644 load_object(tempfile,op,LO_NEWFILE,0);
2645 LOG(llevDebug," load str completed, object=%s\n",op->name); 2595 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2646 CLEAR_FLAG(op,FLAG_REMOVED); 2596 CLEAR_FLAG (op, FLAG_REMOVED);
2647 fclose(tempfile); 2597
2648 return op; 2598 return op;
2649} 2599}
2650 2600
2651/* This returns the first object in who's inventory that 2601/* This returns the first object in who's inventory that
2652 * has the same type and subtype match. 2602 * has the same type and subtype match.
2653 * returns NULL if no match. 2603 * returns NULL if no match.
2654 */ 2604 */
2605object *
2655object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2606find_obj_by_type_subtype (const object *who, int type, int subtype)
2656{ 2607{
2657 object *tmp; 2608 object *tmp;
2658 2609
2659 for (tmp=who->inv; tmp; tmp=tmp->below) 2610 for (tmp = who->inv; tmp; tmp = tmp->below)
2660 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2611 if (tmp->type == type && tmp->subtype == subtype)
2612 return tmp;
2661 2613
2662 return NULL; 2614 return NULL;
2663} 2615}
2664 2616
2665/* If ob has a field named key, return the link from the list, 2617/* If ob has a field named key, return the link from the list,
2666 * otherwise return NULL. 2618 * otherwise return NULL.
2667 * 2619 *
2668 * key must be a passed in shared string - otherwise, this won't 2620 * key must be a passed in shared string - otherwise, this won't
2669 * do the desired thing. 2621 * do the desired thing.
2670 */ 2622 */
2623key_value *
2671key_value * get_ob_key_link(const object * ob, const char * key) { 2624get_ob_key_link (const object *ob, const char *key)
2625{
2672 key_value * link; 2626 key_value *link;
2673 2627
2674 for (link = ob->key_values; link != NULL; link = link->next) { 2628 for (link = ob->key_values; link != NULL; link = link->next)
2675 if (link->key == key) { 2629 if (link->key == key)
2676 return link; 2630 return link;
2677 } 2631
2678 }
2679
2680 return NULL; 2632 return NULL;
2681} 2633}
2682 2634
2683/* 2635/*
2684 * Returns the value of op has an extra_field for key, or NULL. 2636 * Returns the value of op has an extra_field for key, or NULL.
2685 * 2637 *
2686 * The argument doesn't need to be a shared string. 2638 * The argument doesn't need to be a shared string.
2687 * 2639 *
2688 * The returned string is shared. 2640 * The returned string is shared.
2689 */ 2641 */
2642const char *
2690const char * get_ob_key_value(const object * op, const char * const key) { 2643get_ob_key_value (const object *op, const char *const key)
2644{
2691 key_value * link; 2645 key_value *link;
2692 const char * canonical_key; 2646 shstr_cmp canonical_key (key);
2647
2648 if (!canonical_key)
2693 2649 {
2694 canonical_key = find_string(key);
2695
2696 if (canonical_key == NULL) {
2697 /* 1. There being a field named key on any object 2650 /* 1. There being a field named key on any object
2698 * implies there'd be a shared string to find. 2651 * implies there'd be a shared string to find.
2699 * 2. Since there isn't, no object has this field. 2652 * 2. Since there isn't, no object has this field.
2700 * 3. Therefore, *this* object doesn't have this field. 2653 * 3. Therefore, *this* object doesn't have this field.
2701 */ 2654 */
2702 return NULL; 2655 return 0;
2703 } 2656 }
2704 2657
2705 /* This is copied from get_ob_key_link() above - 2658 /* This is copied from get_ob_key_link() above -
2706 * only 4 lines, and saves the function call overhead. 2659 * only 4 lines, and saves the function call overhead.
2707 */ 2660 */
2708 for (link = op->key_values; link != NULL; link = link->next) { 2661 for (link = op->key_values; link; link = link->next)
2709 if (link->key == canonical_key) { 2662 if (link->key == canonical_key)
2710 return link->value; 2663 return link->value;
2711 } 2664
2712 } 2665 return 0;
2713 return NULL;
2714} 2666}
2715 2667
2716 2668
2717/* 2669/*
2718 * Updates the canonical_key in op to value. 2670 * Updates the canonical_key in op to value.
2722 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2674 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2723 * keys. 2675 * keys.
2724 * 2676 *
2725 * Returns TRUE on success. 2677 * Returns TRUE on success.
2726 */ 2678 */
2679int
2727int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) { 2680set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2681{
2682 key_value *
2728 key_value * field = NULL, *last=NULL; 2683 field = NULL, *last = NULL;
2729 2684
2730 for (field=op->key_values; field != NULL; field=field->next) { 2685 for (field = op->key_values; field != NULL; field = field->next)
2731 if (field->key != canonical_key) {
2732 last = field;
2733 continue;
2734 }
2735 2686 {
2736 if (field->value) FREE_AND_CLEAR_STR(field->value); 2687 if (field->key != canonical_key)
2737 if (value) 2688 {
2738 field->value = add_string(value); 2689 last = field;
2739 else { 2690 continue;
2691 }
2692
2693 if (value)
2694 field->value = value;
2695 else
2696 {
2740 /* Basically, if the archetype has this key set, 2697 /* Basically, if the archetype has this key set,
2741 * we need to store the null value so when we save 2698 * we need to store the null value so when we save
2742 * it, we save the empty value so that when we load, 2699 * it, we save the empty value so that when we load,
2743 * we get this value back again. 2700 * we get this value back again.
2744 */ 2701 */
2745 if (get_ob_key_link(&op->arch->clone, canonical_key)) 2702 if (get_ob_key_link (&op->arch->clone, canonical_key))
2746 field->value = NULL; 2703 field->value = 0;
2747 else { 2704 else
2748 /* Delete this link */ 2705 {
2749 if (field->key) FREE_AND_CLEAR_STR(field->key); 2706 if (last)
2750 if (field->value) FREE_AND_CLEAR_STR(field->value); 2707 last->next = field->next;
2751 if (last) last->next = field->next; 2708 else
2752 else op->key_values = field->next; 2709 op->key_values = field->next;
2753 free(field); 2710
2754 } 2711 delete field;
2755 } 2712 }
2713 }
2756 return TRUE; 2714 return TRUE;
2757 } 2715 }
2758 /* IF we get here, key doesn't exist */ 2716 /* IF we get here, key doesn't exist */
2759 2717
2760 /* No field, we'll have to add it. */ 2718 /* No field, we'll have to add it. */
2719
2720 if (!add_key)
2761 2721 {
2762 if (!add_key) {
2763 return FALSE; 2722 return FALSE;
2764 } 2723 }
2765 /* There isn't any good reason to store a null 2724 /* There isn't any good reason to store a null
2766 * value in the key/value list. If the archetype has 2725 * value in the key/value list. If the archetype has
2767 * this key, then we should also have it, so shouldn't 2726 * this key, then we should also have it, so shouldn't
2768 * be here. If user wants to store empty strings, 2727 * be here. If user wants to store empty strings,
2769 * should pass in "" 2728 * should pass in ""
2770 */ 2729 */
2771 if (value == NULL) return TRUE; 2730 if (value == NULL)
2772
2773 field = (key_value *) malloc(sizeof(key_value));
2774
2775 field->key = add_refcount(canonical_key);
2776 field->value = add_string(value);
2777 /* Usual prepend-addition. */
2778 field->next = op->key_values;
2779 op->key_values = field;
2780
2781 return TRUE; 2731 return TRUE;
2732
2733 field = new key_value;
2734
2735 field->key = canonical_key;
2736 field->value = value;
2737 /* Usual prepend-addition. */
2738 field->next = op->key_values;
2739 op->key_values = field;
2740
2741 return TRUE;
2782} 2742}
2783 2743
2784/* 2744/*
2785 * Updates the key in op to value. 2745 * Updates the key in op to value.
2786 * 2746 *
2788 * and not add new ones. 2748 * and not add new ones.
2789 * In general, should be little reason FALSE is ever passed in for add_key 2749 * In general, should be little reason FALSE is ever passed in for add_key
2790 * 2750 *
2791 * Returns TRUE on success. 2751 * Returns TRUE on success.
2792 */ 2752 */
2753int
2793int set_ob_key_value(object * op, const char * key, const char * value, int add_key) { 2754set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2794 const char * canonical_key = NULL; 2755{
2795 int floating_ref = FALSE; 2756 shstr key_ (key);
2796 int ret; 2757
2758 return set_ob_key_value_s (op, key_, value, add_key);
2759}
2760
2761object::depth_iterator::depth_iterator (object *container)
2762: iterator_base (container)
2763{
2764 while (item->inv)
2765 item = item->inv;
2766}
2767
2768void
2769object::depth_iterator::next ()
2770{
2771 if (item->below)
2797 2772 {
2798 /* HACK This mess is to make sure set_ob_value() passes a shared string 2773 item = item->below;
2799 * to get_ob_key_link(), without leaving a leaked refcount. 2774
2800 */ 2775 while (item->inv)
2776 item = item->inv;
2801 2777 }
2802 canonical_key = find_string(key); 2778 else
2803 if (canonical_key == NULL) { 2779 item = item->env;
2804 canonical_key = add_string(key);
2805 floating_ref = TRUE;
2806 }
2807
2808 ret = set_ob_key_value_s(op, canonical_key, value, add_key);
2809
2810 if (floating_ref) {
2811 free_string(canonical_key);
2812 }
2813
2814 return ret;
2815} 2780}
2781
2782// return a suitable string describing an objetc in enough detail to find it
2783const char *
2784object::debug_desc (char *info) const
2785{
2786 char info2[256 * 3];
2787 char *p = info;
2788
2789 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2790 count,
2791 &name,
2792 title ? " " : "",
2793 title ? (const char *)title : "");
2794
2795 if (env)
2796 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2797
2798 if (map)
2799 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2800
2801 return info;
2802}
2803
2804const char *
2805object::debug_desc () const
2806{
2807 static char info[256 * 3];
2808 return debug_desc (info);
2809}
2810

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