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Comparing deliantra/server/common/object.C (file contents):
Revision 1.9 by root, Wed Aug 30 06:06:26 2006 UTC vs.
Revision 1.64 by root, Tue Dec 12 21:39:56 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.9 2006/08/30 06:06:26 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 *
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 (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) || (ob1->type != ob2->type))
198 return 0;
130 199
131 if (ob1->speed != ob2->speed) return 0; 200 if (ob1->speed != ob2->speed)
132 /* Note sure why the following is the case - either the object has to 201 return 0;
133 * be animated or have a very low speed. Is this an attempted monster 202
134 * check? 203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof).
135 */ 206 */
136 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED) 207 if (ob1->nrof + ob2->nrof >= 1UL << 31)
208 return 0;
209
210 /* If the objects have been identified, set the BEEN_APPLIED flag.
211 * This is to the comparison of the flags below will be OK. We
212 * just can't ignore the been applied or identified flags, as they
213 * are not equal - just if it has been identified, the been_applied
214 * flags lose any meaning.
215 */
216 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221
222
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) ||
233 (ob1->title != ob2->title) ||
234 (ob1->msg != ob2->msg) ||
235 (ob1->weight != ob2->weight) ||
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
238 (ob1->attacktype != ob2->attacktype) ||
239 (ob1->magic != ob2->magic) ||
240 (ob1->slaying != ob2->slaying) ||
241 (ob1->skill != ob2->skill) ||
242 (ob1->value != ob2->value) ||
243 (ob1->animation_id != ob2->animation_id) ||
244 (ob1->client_type != ob2->client_type) ||
245 (ob1->materialname != ob2->materialname) ||
246 (ob1->lore != ob2->lore) ||
247 (ob1->subtype != ob2->subtype) ||
248 (ob1->move_type != ob2->move_type) ||
249 (ob1->move_block != ob2->move_block) ||
250 (ob1->move_allow != ob2->move_allow) ||
251 (ob1->move_on != ob2->move_on) ||
252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty))
253 return 0;
254
255 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory.
257 */
258 if (ob1->inv || ob2->inv)
259 {
260 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
137 return 0; 262 return 0;
138 263
139 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 264 /* Now check to see if the two inventory objects could merge */
140 * value could not be stored in a sint32 (which unfortunately sometimes is 265 if (!CAN_MERGE (ob1->inv, ob2->inv))
141 * used to store nrof).
142 */
143 if (ob1->nrof+ob2->nrof >= 1UL<<31)
144 return 0; 266 return 0;
145 267
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 268 /* inventory ok - still need to check rest of this object to see
157 * if it is valid. 269 * if it is valid.
158 */ 270 */
159 } 271 }
160 272
161 /* 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
163 * 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
165 * flags lose any meaning.
166 */
167 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED))
168 SET_FLAG(ob1, FLAG_BEEN_APPLIED);
169
170 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
171 SET_FLAG(ob2, FLAG_BEEN_APPLIED);
172
173
174 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
175 * being locked in inventory should prevent merging.
176 * 0x4 in flags3 is CLIENT_SENT
177 */
178 if ((ob1->arch != ob2->arch) ||
179 (ob1->flags[0] != ob2->flags[0]) ||
180 (ob1->flags[1] != ob2->flags[1]) ||
181 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
182 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
183 (ob1->name != ob2->name) ||
184 (ob1->title != ob2->title) ||
185 (ob1->msg != ob2->msg) ||
186 (ob1->weight != ob2->weight) ||
187 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) ||
188 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
189 (ob1->attacktype != ob2->attacktype) ||
190 (ob1->magic != ob2->magic) ||
191 (ob1->slaying != ob2->slaying) ||
192 (ob1->skill != ob2->skill) ||
193 (ob1->value != ob2->value) ||
194 (ob1->animation_id != ob2->animation_id) ||
195 (ob1->client_type != ob2->client_type) ||
196 (ob1->materialname != ob2->materialname) ||
197 (ob1->lore != ob2->lore) ||
198 (ob1->subtype != ob2->subtype) ||
199 (ob1->move_type != ob2->move_type) ||
200 (ob1->move_block != ob2->move_block) ||
201 (ob1->move_allow != ob2->move_allow) ||
202 (ob1->move_on != ob2->move_on) ||
203 (ob1->move_off != ob2->move_off) ||
204 (ob1->move_slow != ob2->move_slow) ||
205 (ob1->move_slow_penalty != ob2->move_slow_penalty)
206 )
207 return 0;
208
209 /* Don't merge objects that are applied. With the new 'body' code, 273 /* 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 274 * 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. 275 * some items equipped, and we don't want those to merge.
212 */ 276 */
213 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 277 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
278 return 0;
279
280 /* Note sure why the following is the case - either the object has to
281 * be animated or have a very low speed. Is this an attempted monster
282 * check?
283 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
285 return 0;
286
287 switch (ob1->type)
288 {
289 case SCROLL:
290 if (ob1->level != ob2->level)
291 return 0;
292 break;
293 }
294
295 if (ob1->key_values != NULL || ob2->key_values != NULL)
296 {
297 /* At least one of these has key_values. */
298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
299 /* One has fields, but the other one doesn't. */
214 return 0; 300 return 0;
215
216 switch (ob1->type) {
217 case SCROLL:
218 if (ob1->level != ob2->level) return 0;
219 break;
220
221 }
222 if (ob1->key_values != NULL || ob2->key_values != NULL) {
223 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) {
225 /* One has fields, but the other one doesn't. */
226 return 0;
227 } else if (!compare_ob_value_lists(ob1, ob2)) { 301 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 302 return 0;
229 } 303 }
304
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self)
230 } 307 {
308 ob1->optimise ();
309 ob2->optimise ();
231 310
311 if (ob1->self || ob2->self)
312 return 0;
313 }
314
232 /* Everything passes, must be OK. */ 315 /* Everything passes, must be OK. */
233 return 1; 316 return 1;
234} 317}
235 318
236/* 319/*
237 * sum_weight() is a recursive function which calculates the weight 320 * sum_weight() is a recursive function which calculates the weight
238 * an object is carrying. It goes through in figures out how much 321 * an object is carrying. It goes through in figures out how much
239 * containers are carrying, and sums it up. 322 * containers are carrying, and sums it up.
240 */ 323 */
241signed long sum_weight(object *op) { 324long
325sum_weight (object *op)
326{
242 signed long sum; 327 long sum;
243 object *inv; 328 object *inv;
329
244 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
331 {
245 if (inv->inv) 332 if (inv->inv)
246 sum_weight(inv); 333 sum_weight (inv);
247 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
248 } 335 }
336
249 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
250 sum = (sum * (100 - op->stats.Str))/100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
339
251 if(op->carrying != sum) 340 if (op->carrying != sum)
252 op->carrying = sum; 341 op->carrying = sum;
342
253 return sum; 343 return sum;
254} 344}
255 345
256/** 346/**
257 * Return the outermost environment object for a given object. 347 * Return the outermost environment object for a given object.
258 */ 348 */
259 349
350object *
260object *object_get_env_recursive (object *op) { 351object_get_env_recursive (object *op)
352{
261 while (op->env != NULL) 353 while (op->env != NULL)
262 op = op->env; 354 op = op->env;
263 return op; 355 return op;
264} 356}
265 357
266/* 358/*
267 * Eneq(@csd.uu.se): Since we can have items buried in a character we need 359 * 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 360 * a better check. We basically keeping traversing up until we can't
269 * or find a player. 361 * or find a player.
270 */ 362 */
271 363
364object *
272object *is_player_inv (object *op) { 365is_player_inv (object *op)
366{
273 for (;op!=NULL&&op->type!=PLAYER; op=op->env) 367 for (; op != NULL && op->type != PLAYER; op = op->env)
274 if (op->env==op) 368 if (op->env == op)
275 op->env = NULL; 369 op->env = NULL;
276 return op; 370 return op;
277} 371}
278 372
279/* 373/*
280 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
281 * Some error messages. 375 * Some error messages.
282 * The result of the dump is stored in the static global errmsg array. 376 * The result of the dump is stored in the static global errmsg array.
283 */ 377 */
284 378
285void dump_object2(object *op) { 379char *
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) { 380dump_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{ 381{
340 char *cp; 382 if (!op)
383 return strdup ("[NULLOBJ]");
341 384
342 if(op==NULL) 385 object_freezer freezer;
343 { 386 save_object (freezer, op, 3);
344 strcpy(outstr,"[NULL pointer]"); 387 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} 388}
382 389
383/* 390/*
384 * get_nearest_part(multi-object, object 2) returns the part of the 391 * get_nearest_part(multi-object, object 2) returns the part of the
385 * multi-object 1 which is closest to the second object. 392 * multi-object 1 which is closest to the second object.
386 * If it's not a multi-object, it is returned. 393 * If it's not a multi-object, it is returned.
387 */ 394 */
388 395
396object *
389object *get_nearest_part(object *op, const object *pl) { 397get_nearest_part (object *op, const object *pl)
398{
390 object *tmp,*closest; 399 object *tmp, *closest;
391 int last_dist,i; 400 int last_dist, i;
401
392 if(op->more==NULL) 402 if (op->more == NULL)
393 return op; 403 return op;
394 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 404 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
395 if((i=distance(tmp,pl))<last_dist) 405 if ((i = distance (tmp, pl)) < last_dist)
396 closest=tmp,last_dist=i; 406 closest = tmp, last_dist = i;
397 return closest; 407 return closest;
398} 408}
399 409
400/* 410/*
401 * Returns the object which has the count-variable equal to the argument. 411 * Returns the object which has the count-variable equal to the argument.
402 */ 412 */
403 413
414object *
404object *find_object(tag_t i) { 415find_object (tag_t i)
405 object *op; 416{
406 for(op=objects;op!=NULL;op=op->next) 417 for (object *op = object::first; op; op = op->next)
407 if(op->count==i) 418 if (op->count == i)
408 break; 419 return op;
420
409 return op; 421 return 0;
410} 422}
411 423
412/* 424/*
413 * Returns the first object which has a name equal to the argument. 425 * Returns the first object which has a name equal to the argument.
414 * Used only by the patch command, but not all that useful. 426 * Used only by the patch command, but not all that useful.
415 * Enables features like "patch <name-of-other-player> food 999" 427 * Enables features like "patch <name-of-other-player> food 999"
416 */ 428 */
417 429
430object *
418object *find_object_name(const char *str) { 431find_object_name (const char *str)
419 const char *name=add_string(str); 432{
433 shstr_cmp str_ (str);
420 object *op; 434 object *op;
435
421 for(op=objects;op!=NULL;op=op->next) 436 for (op = object::first; op != NULL; op = op->next)
422 if(op->name==name) 437 if (op->name == str_)
423 break; 438 break;
424 free_string(name); 439
425 return op; 440 return op;
426} 441}
427 442
443void
428void free_all_object_data(void) { 444free_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{ 445{
470 if (!op) return; 446 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} 447}
478
479
480 448
481/* 449/*
482 * Sets the owner and sets the skill and exp pointers to owner's current 450 * Sets the owner and sets the skill and exp pointers to owner's current
483 * skill and experience objects. 451 * skill and experience objects.
484 */ 452 */
485void set_owner (object *op, object *owner) 453void
454object::set_owner (object *owner)
486{ 455{
487 if(owner==NULL||op==NULL) 456 if (!owner)
488 return; 457 return;
489 458
490 /* next line added to allow objects which own objects */ 459 /* next line added to allow objects which own objects */
491 /* Add a check for ownercounts in here, as I got into an endless loop 460 /* 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 461 * with the fireball owning a poison cloud which then owned the
493 * fireball. I believe that was caused by one of the objects getting 462 * fireball. I believe that was caused by one of the objects getting
494 * freed and then another object replacing it. Since the ownercounts 463 * 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. 464 * didn't match, this check is valid and I believe that cause is valid.
496 */ 465 */
497 while (owner->owner && owner!=owner->owner && 466 while (owner->owner)
498 owner->ownercount==owner->owner->count) owner=owner->owner; 467 owner = owner->owner;
499 468
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; 469 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 clear_object(op);
552} 470}
553 471
554/* Zero the key_values on op, decrementing the shared-string 472/* Zero the key_values on op, decrementing the shared-string
555 * refcounts and freeing the links. 473 * refcounts and freeing the links.
556 */ 474 */
475static void
557static void free_key_values(object * op) { 476free_key_values (object *op)
558 key_value * i; 477{
559 key_value * next = NULL; 478 for (key_value *i = op->key_values; i != 0;)
560 479 {
561 if (op->key_values == NULL) return; 480 key_value *next = i->next;
481 delete i;
482
483 i = next;
562 484 }
563 for (i = op->key_values; i != NULL; i = next) { 485
564 /* Store next *first*. */
565 next = i->next;
566
567 if (i->key) FREE_AND_CLEAR_STR(i->key);
568 if (i->value) FREE_AND_CLEAR_STR(i->value);
569 i->next = NULL;
570 free(i);
571 }
572
573 op->key_values = NULL; 486 op->key_values = 0;
574} 487}
575 488
489void object::clear ()
490{
491 attachable_base::clear ();
576 492
577/*
578 * clear_object() frees everything allocated by an object, and also
579 * clears all variables and flags to default settings.
580 */
581
582void clear_object(object *op) {
583 op->clear ();
584
585 event *evt;
586 event *evt2;
587
588 /* redo this to be simpler/more efficient. Was also seeing
589 * crashes in the old code. Move this to the top - am
590 * seeing periodic crashes in this code, and would like to have
591 * as much info available as possible (eg, object name).
592 */
593 for (evt = op->events; evt; evt=evt2) {
594 evt2 = evt->next;
595
596 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
597 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
598 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
599
600 free(evt);
601 }
602 op->events = NULL;
603
604 free_key_values(op); 493 free_key_values (this);
605 494
606 /* the memset will clear all these values for us, but we need 495 owner = 0;
607 * to reduce the refcount on them. 496 name = 0;
608 */ 497 name_pl = 0;
609 if (op->name!=NULL) FREE_AND_CLEAR_STR(op->name); 498 title = 0;
610 if (op->name_pl!=NULL) FREE_AND_CLEAR_STR(op->name_pl); 499 race = 0;
611 if (op->title != NULL) FREE_AND_CLEAR_STR(op->title); 500 slaying = 0;
612 if (op->race!=NULL) FREE_AND_CLEAR_STR(op->race); 501 skill = 0;
613 if (op->slaying!=NULL) FREE_AND_CLEAR_STR(op->slaying); 502 msg = 0;
614 if (op->skill!=NULL) FREE_AND_CLEAR_STR(op->skill); 503 lore = 0;
615 if (op->msg!=NULL) FREE_AND_CLEAR_STR(op->msg); 504 custom_name = 0;
616 if (op->lore!=NULL) FREE_AND_CLEAR_STR(op->lore); 505 materialname = 0;
617 if (op->materialname!= NULL) FREE_AND_CLEAR_STR(op->materialname); 506 contr = 0;
507 below = 0;
508 above = 0;
509 inv = 0;
510 container = 0;
511 env = 0;
512 more = 0;
513 head = 0;
514 map = 0;
515 active_next = 0;
516 active_prev = 0;
618 517
518 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
619 519
620 memset((void*)op, 0, sizeof (object_special));
621 /* Below here, we clear things that are not done by the memset,
622 * or set default values that are not zero.
623 */
624 /* This is more or less true */
625 SET_FLAG(op, FLAG_REMOVED); 520 SET_FLAG (this, FLAG_REMOVED);
626 521
627
628 op->contr = NULL;
629 op->below=NULL;
630 op->above=NULL;
631 op->inv=NULL;
632 op->events=NULL;
633 op->container=NULL;
634 op->env=NULL;
635 op->more=NULL;
636 op->head=NULL;
637 op->map=NULL;
638 op->refcount=0;
639 op->active_next = NULL;
640 op->active_prev = NULL;
641 /* What is not cleared is next, prev, and count */ 522 /* What is not cleared is next, prev, and count */
642 523
643 op->expmul=1.0; 524 expmul = 1.0;
644 op->face = blank_face; 525 face = blank_face;
645 op->attacked_by_count = (tag_t) -1; 526
646 if (settings.casting_time) 527 if (settings.casting_time)
647 op->casting_time = -1; 528 casting_time = -1;
648
649} 529}
650 530
651/* 531/*
652 * copy object first frees everything allocated by the second object, 532 * copy_to first frees everything allocated by the dst object,
653 * and then copies the contends of the first object into the second 533 * and then copies the contents of itself into the second
654 * object, allocating what needs to be allocated. Basically, any 534 * object, allocating what needs to be allocated. Basically, any
655 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 535 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
656 * if the first object is freed, the pointers in the new object 536 * if the first object is freed, the pointers in the new object
657 * will point at garbage. 537 * will point at garbage.
658 */ 538 */
539void
540object::copy_to (object *dst)
541{
542 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
543 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
659 544
660void copy_object(object *op2, object *op) { 545 *(object_copy *)dst = *this;
661 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED); 546 *(object_pod *)dst = *this;
662 event *evt, *evt2, *evt_new;
663 547
664 op->clear (); 548 if (self || cb)
549 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
665 550
666 /* Decrement the refcounts, but don't bother zeroing the fields; 551 if (is_freed)
667 they'll be overwritten by memcpy. */ 552 SET_FLAG (dst, FLAG_FREED);
668 if(op->name!=NULL) free_string(op->name);
669 if(op->name_pl!=NULL) free_string(op->name_pl);
670 if(op->title!=NULL) free_string(op->title);
671 if(op->race!=NULL) free_string(op->race);
672 if(op->slaying!=NULL) free_string(op->slaying);
673 if(op->skill!=NULL) free_string(op->skill);
674 if(op->msg!=NULL) free_string(op->msg);
675 if(op->lore!=NULL) free_string(op->lore);
676 if(op->materialname != NULL) free_string(op->materialname);
677 if(op->custom_name != NULL) free_string(op->custom_name);
678 553
679 /* Basically, same code as from clear_object() */ 554 if (is_removed)
680 for (evt = op->events; evt; evt=evt2) { 555 SET_FLAG (dst, FLAG_REMOVED);
681 evt2 = evt->next;
682 556
683 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook); 557 if (speed < 0)
684 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
685 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
686
687 free(evt);
688 }
689 op->events = NULL;
690
691 free_key_values(op);
692
693 *(object_special *)op = *(object_special *)op2;
694 op2->clone (op);
695
696 if(is_freed) SET_FLAG(op,FLAG_FREED);
697 if(is_removed) SET_FLAG(op,FLAG_REMOVED);
698 if(op->name!=NULL) add_refcount(op->name);
699 if(op->name_pl!=NULL) add_refcount(op->name_pl);
700 if(op->title!=NULL) add_refcount(op->title);
701 if(op->race!=NULL) add_refcount(op->race);
702 if(op->slaying!=NULL) add_refcount(op->slaying);
703 if(op->skill!=NULL) add_refcount(op->skill);
704 if(op->lore!=NULL) add_refcount(op->lore);
705 if(op->msg!=NULL) add_refcount(op->msg);
706 if(op->custom_name!=NULL) add_refcount(op->custom_name);
707 if (op->materialname != NULL) add_refcount(op->materialname);
708
709 if((op2->speed<0) && !editor)
710 op->speed_left=op2->speed_left-RANDOM()%200/100.0; 558 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
711 559
712 /* Copy over event information */
713 evt2 = NULL;
714 for (evt = op2->events; evt; evt=evt->next) {
715 evt_new = (event *) malloc(sizeof(event));
716 memcpy(evt_new, evt, sizeof(event));
717 if (evt_new->hook) add_refcount(evt_new->hook);
718 if (evt_new->plugin) add_refcount(evt_new->plugin);
719 if (evt_new->options) add_refcount(evt_new->options);
720 evt_new->next = NULL;
721
722 /* Try to be a little clever here, and store away the
723 * last event we copied, so that its simpler to update the
724 * pointer.
725 */
726 if (evt2)
727 evt2->next = evt_new;
728 else
729 op->events = evt_new;
730
731 evt2 = evt_new;
732 }
733 /* Copy over key_values, if any. */ 560 /* Copy over key_values, if any. */
734 if (op2->key_values != NULL) { 561 if (key_values)
562 {
735 key_value * tail = NULL; 563 key_value *tail = 0;
736 key_value * i; 564 key_value *i;
737 565
738 op->key_values = NULL; 566 dst->key_values = 0;
739 567
740 for (i = op2->key_values; i != NULL; i = i->next) { 568 for (i = key_values; i; i = i->next)
741 key_value * new_link = (key_value *) malloc(sizeof(key_value)); 569 {
570 key_value *new_link = new key_value;
742 571
743 new_link->next = NULL; 572 new_link->next = 0;
744 new_link->key = add_refcount(i->key); 573 new_link->key = i->key;
745 if (i->value)
746 new_link->value = add_refcount(i->value); 574 new_link->value = i->value;
747 else
748 new_link->value = NULL;
749 575
750 /* Try and be clever here, too. */ 576 /* Try and be clever here, too. */
751 if (op->key_values == NULL) { 577 if (!dst->key_values)
578 {
752 op->key_values = new_link; 579 dst->key_values = new_link;
753 tail = new_link; 580 tail = new_link;
754 } else {
755 tail->next = new_link;
756 tail = new_link;
757 } 581 }
582 else
583 {
584 tail->next = new_link;
585 tail = new_link;
758 } 586 }
587 }
759 } 588 }
760 589
761 update_ob_speed(op); 590 update_ob_speed (dst);
762}
763
764/*
765 * expand_objects() allocates more objects for the list of unused objects.
766 * It is called from get_object() if the unused list is empty.
767 */
768
769void expand_objects(void) {
770 int i;
771 object *obj;
772 obj = (object *) CALLOC(OBJ_EXPAND,sizeof(object));
773
774 if(obj==NULL)
775 fatal(OUT_OF_MEMORY);
776 free_objects=obj;
777 obj[0].prev=NULL;
778 obj[0].next= &obj[1],
779 SET_FLAG(&(obj[0]), FLAG_REMOVED);
780 SET_FLAG(&(obj[0]), FLAG_FREED);
781
782 for(i=1;i<OBJ_EXPAND-1;i++) {
783 obj[i].next= &obj[i+1],
784 obj[i].prev= &obj[i-1],
785 SET_FLAG(&(obj[i]), FLAG_REMOVED);
786 SET_FLAG(&(obj[i]), FLAG_FREED);
787 }
788 obj[OBJ_EXPAND-1].prev= &obj[OBJ_EXPAND-2],
789 obj[OBJ_EXPAND-1].next=NULL,
790 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_REMOVED);
791 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_FREED);
792
793 nrofallocobjects += OBJ_EXPAND;
794 nroffreeobjects += OBJ_EXPAND;
795}
796
797/*
798 * get_object() grabs an object from the list of unused objects, makes
799 * sure it is initialised, and returns it.
800 * If there are no free objects, expand_objects() is called to get more.
801 */
802
803object *get_object(void) {
804 object *op;
805
806 if(free_objects==NULL) {
807 expand_objects();
808 }
809 op=free_objects;
810#ifdef MEMORY_DEBUG
811 /* The idea is hopefully by doing a realloc, the memory
812 * debugging program will now use the current stack trace to
813 * report leaks.
814 */
815 op = realloc(op, sizeof(object));
816 SET_FLAG(op, FLAG_REMOVED);
817 SET_FLAG(op, FLAG_FREED);
818#endif
819
820 if(!QUERY_FLAG(op,FLAG_FREED)) {
821 LOG(llevError,"Fatal: Getting busy object.\n");
822 }
823 free_objects=op->next;
824 if(free_objects!=NULL)
825 free_objects->prev=NULL;
826 op->count= ++ob_count;
827 op->name=NULL;
828 op->name_pl=NULL;
829 op->title=NULL;
830 op->race=NULL;
831 op->slaying=NULL;
832 op->skill = NULL;
833 op->lore=NULL;
834 op->msg=NULL;
835 op->materialname=NULL;
836 op->next=objects;
837 op->prev=NULL;
838 op->active_next = NULL;
839 op->active_prev = NULL;
840 if(objects!=NULL)
841 objects->prev=op;
842 objects=op;
843 clear_object(op);
844 SET_FLAG(op,FLAG_REMOVED);
845 nroffreeobjects--;
846 return op;
847} 591}
848 592
849/* 593/*
850 * If an object with the IS_TURNABLE() flag needs to be turned due 594 * If an object with the IS_TURNABLE() flag needs to be turned due
851 * to the closest player being on the other side, this function can 595 * to the closest player being on the other side, this function can
852 * be called to update the face variable, _and_ how it looks on the map. 596 * be called to update the face variable, _and_ how it looks on the map.
853 */ 597 */
854 598
599void
855void update_turn_face(object *op) { 600update_turn_face (object *op)
601{
856 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 602 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
857 return; 603 return;
858 SET_ANIMATION(op, op->direction); 604 SET_ANIMATION (op, op->direction);
859 update_object(op,UP_OBJ_FACE); 605 update_object (op, UP_OBJ_FACE);
860} 606}
861 607
862/* 608/*
863 * Updates the speed of an object. If the speed changes from 0 to another 609 * Updates the speed of an object. If the speed changes from 0 to another
864 * value, or vice versa, then add/remove the object from the active list. 610 * value, or vice versa, then add/remove the object from the active list.
865 * This function needs to be called whenever the speed of an object changes. 611 * This function needs to be called whenever the speed of an object changes.
866 */ 612 */
867 613void
868void update_ob_speed(object *op) { 614update_ob_speed (object *op)
615{
869 extern int arch_init; 616 extern int arch_init;
870 617
871 /* No reason putting the archetypes objects on the speed list, 618 /* No reason putting the archetypes objects on the speed list,
872 * since they never really need to be updated. 619 * since they never really need to be updated.
873 */ 620 */
874 621
875 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 622 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
623 {
876 LOG(llevError,"Object %s is freed but has speed.\n", op->name); 624 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
877#ifdef MANY_CORES 625#ifdef MANY_CORES
878 abort(); 626 abort ();
879#else 627#else
880 op->speed = 0; 628 op->speed = 0;
881#endif 629#endif
882 } 630 }
631
883 if (arch_init) { 632 if (arch_init)
633 return;
634
635 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
636 {
637 /* If already on active list, don't do anything */
638 if (op->active_next || op->active_prev || op == active_objects)
884 return; 639 return;
885 }
886 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
887 /* If already on active list, don't do anything */
888 if (op->active_next || op->active_prev || op==active_objects)
889 return;
890 640
891 /* process_events() expects us to insert the object at the beginning 641 /* process_events() expects us to insert the object at the beginning
892 * of the list. */ 642 * of the list. */
893 op->active_next = active_objects; 643 op->active_next = active_objects;
644
894 if (op->active_next!=NULL) 645 if (op->active_next != NULL)
895 op->active_next->active_prev = op; 646 op->active_next->active_prev = op;
647
896 active_objects = op; 648 active_objects = op;
649 }
650 else
897 } 651 {
898 else {
899 /* If not on the active list, nothing needs to be done */ 652 /* If not on the active list, nothing needs to be done */
900 if (!op->active_next && !op->active_prev && op!=active_objects) 653 if (!op->active_next && !op->active_prev && op != active_objects)
901 return; 654 return;
902 655
903 if (op->active_prev==NULL) { 656 if (op->active_prev == NULL)
657 {
904 active_objects = op->active_next; 658 active_objects = op->active_next;
659
905 if (op->active_next!=NULL) 660 if (op->active_next != NULL)
906 op->active_next->active_prev = NULL; 661 op->active_next->active_prev = NULL;
662 }
663 else
907 } 664 {
908 else {
909 op->active_prev->active_next = op->active_next; 665 op->active_prev->active_next = op->active_next;
666
910 if (op->active_next) 667 if (op->active_next)
911 op->active_next->active_prev = op->active_prev; 668 op->active_next->active_prev = op->active_prev;
912 } 669 }
670
913 op->active_next = NULL; 671 op->active_next = NULL;
914 op->active_prev = NULL; 672 op->active_prev = NULL;
915 } 673 }
916} 674}
917 675
918/* This function removes object 'op' from the list of active 676/* This function removes object 'op' from the list of active
919 * objects. 677 * objects.
921 * reference maps where you don't want an object that isn't 679 * reference maps where you don't want an object that isn't
922 * in play chewing up cpu time getting processed. 680 * in play chewing up cpu time getting processed.
923 * The reverse of this is to call update_ob_speed, which 681 * The reverse of this is to call update_ob_speed, which
924 * will do the right thing based on the speed of the object. 682 * will do the right thing based on the speed of the object.
925 */ 683 */
684void
926void remove_from_active_list(object *op) 685remove_from_active_list (object *op)
927{ 686{
928 /* If not on the active list, nothing needs to be done */ 687 /* If not on the active list, nothing needs to be done */
929 if (!op->active_next && !op->active_prev && op!=active_objects) 688 if (!op->active_next && !op->active_prev && op != active_objects)
930 return; 689 return;
931 690
932 if (op->active_prev==NULL) { 691 if (op->active_prev == NULL)
692 {
933 active_objects = op->active_next; 693 active_objects = op->active_next;
934 if (op->active_next!=NULL) 694 if (op->active_next != NULL)
935 op->active_next->active_prev = NULL; 695 op->active_next->active_prev = NULL;
696 }
697 else
936 } 698 {
937 else {
938 op->active_prev->active_next = op->active_next; 699 op->active_prev->active_next = op->active_next;
939 if (op->active_next) 700 if (op->active_next)
940 op->active_next->active_prev = op->active_prev; 701 op->active_next->active_prev = op->active_prev;
941 } 702 }
942 op->active_next = NULL; 703 op->active_next = NULL;
943 op->active_prev = NULL; 704 op->active_prev = NULL;
944} 705}
945 706
946/* 707/*
947 * update_object() updates the array which represents the map. 708 * update_object() updates the array which represents the map.
948 * It takes into account invisible objects (and represent squares covered 709 * It takes into account invisible objects (and represent squares covered
963 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 724 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
964 * as that is easier than trying to look at what may have changed. 725 * as that is easier than trying to look at what may have changed.
965 * UP_OBJ_FACE: only the objects face has changed. 726 * UP_OBJ_FACE: only the objects face has changed.
966 */ 727 */
967 728
729void
968void update_object(object *op, int action) { 730update_object (object *op, int action)
731{
969 int update_now=0, flags; 732 int update_now = 0, flags;
970 MoveType move_on, move_off, move_block, move_slow; 733 MoveType move_on, move_off, move_block, move_slow;
971 734
972 if (op == NULL) { 735 if (op == NULL)
736 {
973 /* this should never happen */ 737 /* this should never happen */
974 LOG(llevDebug,"update_object() called for NULL object.\n"); 738 LOG (llevDebug, "update_object() called for NULL object.\n");
975 return; 739 return;
976 }
977 740 }
741
978 if(op->env!=NULL) { 742 if (op->env != NULL)
743 {
979 /* Animation is currently handled by client, so nothing 744 /* Animation is currently handled by client, so nothing
980 * to do in this case. 745 * to do in this case.
981 */ 746 */
982 return; 747 return;
983 } 748 }
984 749
985 /* If the map is saving, don't do anything as everything is 750 /* If the map is saving, don't do anything as everything is
986 * going to get freed anyways. 751 * going to get freed anyways.
987 */ 752 */
988 if (!op->map || op->map->in_memory == MAP_SAVING) return; 753 if (!op->map || op->map->in_memory == MAP_SAVING)
989 754 return;
755
990 /* make sure the object is within map boundaries */ 756 /* make sure the object is within map boundaries */
991 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 757 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
992 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 758 {
993 LOG(llevError,"update_object() called for object out of map!\n"); 759 LOG (llevError, "update_object() called for object out of map!\n");
994#ifdef MANY_CORES 760#ifdef MANY_CORES
995 abort(); 761 abort ();
996#endif 762#endif
997 return; 763 return;
998 }
999 764 }
765
1000 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 766 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
1001 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 767 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
1002 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 768 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1003 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 769 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1004 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 770 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1005 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y); 771 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
1006 772
1007 if (action == UP_OBJ_INSERT) { 773 if (action == UP_OBJ_INSERT)
774 {
1008 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 775 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
1009 update_now=1; 776 update_now = 1;
1010 777
1011 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 778 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
1012 update_now=1; 779 update_now = 1;
1013 780
1014 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 781 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
1015 update_now=1; 782 update_now = 1;
1016 783
1017 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 784 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
1018 update_now=1; 785 update_now = 1;
1019 786
787 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
788 update_now = 1;
789
1020 if ((move_on | op->move_on) != move_on) update_now=1; 790 if ((move_on | op->move_on) != move_on)
791 update_now = 1;
792
1021 if ((move_off | op->move_off) != move_off) update_now=1; 793 if ((move_off | op->move_off) != move_off)
794 update_now = 1;
795
1022 /* This isn't perfect, but I don't expect a lot of objects to 796 /* This isn't perfect, but I don't expect a lot of objects to
1023 * to have move_allow right now. 797 * to have move_allow right now.
1024 */ 798 */
1025 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 799 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
1026 update_now=1; 800 update_now = 1;
801
1027 if ((move_slow | op->move_slow) != move_slow) update_now=1; 802 if ((move_slow | op->move_slow) != move_slow)
803 update_now = 1;
1028 } 804 }
805
1029 /* if the object is being removed, we can't make intelligent 806 /* if the object is being removed, we can't make intelligent
1030 * decisions, because remove_ob can't really pass the object 807 * decisions, because remove_ob can't really pass the object
1031 * that is being removed. 808 * that is being removed.
1032 */ 809 */
1033 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 810 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
1034 update_now=1; 811 update_now = 1;
1035 } else if (action == UP_OBJ_FACE) { 812 else if (action == UP_OBJ_FACE)
1036 /* Nothing to do for that case */ 813 /* Nothing to do for that case */ ;
1037 }
1038 else { 814 else
1039 LOG(llevError,"update_object called with invalid action: %d\n", action); 815 LOG (llevError, "update_object called with invalid action: %d\n", action);
1040 }
1041 816
1042 if (update_now) { 817 if (update_now)
818 {
1043 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 819 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
1044 update_position(op->map, op->x, op->y); 820 update_position (op->map, op->x, op->y);
1045 } 821 }
1046 822
1047 if(op->more!=NULL) 823 if (op->more != NULL)
1048 update_object(op->more, action); 824 update_object (op->more, action);
1049} 825}
1050 826
827object::vector object::mortals;
828object::vector object::objects; // not yet used
829object *object::first;
830
831void object::free_mortals ()
832{
833 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
834 if ((*i)->refcnt)
835 ++i; // further delay freeing
836 else
837 {
838 delete *i;
839 mortals.erase (i);
840 }
841}
842
843object::object ()
844{
845 SET_FLAG (this, FLAG_REMOVED);
846
847 expmul = 1.0;
848 face = blank_face;
849}
850
851object::~object ()
852{
853 free_key_values (this);
854}
855
856void object::link ()
857{
858 count = ++ob_count;
859 uuid = gen_uuid ();
860
861 prev = 0;
862 next = object::first;
863
864 if (object::first)
865 object::first->prev = this;
866
867 object::first = this;
868}
869
870void object::unlink ()
871{
872 if (this == object::first)
873 object::first = next;
874
875 /* Remove this object from the list of used objects */
876 if (prev) prev->next = next;
877 if (next) next->prev = prev;
878
879 prev = 0;
880 next = 0;
881}
882
883object *object::create ()
884{
885 object *op = new object;
886 op->link ();
887 return op;
888}
1051 889
1052/* 890/*
1053 * free_object() frees everything allocated by an object, removes 891 * free_object() frees everything allocated by an object, removes
1054 * it from the list of used objects, and puts it on the list of 892 * it from the list of used objects, and puts it on the list of
1055 * free objects. The IS_FREED() flag is set in the object. 893 * free objects. The IS_FREED() flag is set in the object.
1056 * The object must have been removed by remove_ob() first for 894 * The object must have been removed by remove_ob() first for
1057 * this function to succeed. 895 * this function to succeed.
1058 * 896 *
1059 * If free_inventory is set, free inventory as well. Else drop items in 897 * If destroy_inventory is set, free inventory as well. Else drop items in
1060 * inventory to the ground. 898 * inventory to the ground.
1061 */ 899 */
1062 900void object::destroy (bool destroy_inventory)
1063void free_object(object *ob) { 901{
1064 free_object2(ob, 0);
1065}
1066void free_object2(object *ob, int free_inventory) {
1067 object *tmp,*op;
1068
1069 ob->clear ();
1070
1071 if (!QUERY_FLAG(ob,FLAG_REMOVED)) {
1072 LOG(llevDebug,"Free object called with non removed object\n");
1073 dump_object(ob);
1074#ifdef MANY_CORES
1075 abort();
1076#endif
1077 }
1078 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) {
1079 LOG(llevMonster,"Warning: tried to free friendly object.\n");
1080 remove_friendly_object(ob);
1081 }
1082 if(QUERY_FLAG(ob,FLAG_FREED)) { 902 if (QUERY_FLAG (this, FLAG_FREED))
1083 dump_object(ob);
1084 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg);
1085 return; 903 return;
904
905 if (QUERY_FLAG (this, FLAG_FRIENDLY))
906 remove_friendly_object (this);
907
908 if (!QUERY_FLAG (this, FLAG_REMOVED))
909 remove ();
910
911 SET_FLAG (this, FLAG_FREED);
912
913 if (more)
1086 } 914 {
1087 if(ob->more!=NULL) { 915 more->destroy (destroy_inventory);
1088 free_object2(ob->more, free_inventory); 916 more = 0;
1089 ob->more=NULL; 917 }
918
919 if (inv)
1090 } 920 {
1091 if (ob->inv) {
1092 /* Only if the space blocks everything do we not process - 921 /* Only if the space blocks everything do we not process -
1093 * if some form of movemnt is allowed, let objects 922 * if some form of movement is allowed, let objects
1094 * drop on that space. 923 * drop on that space.
1095 */ 924 */
1096 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 925 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1097 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL)) 926 {
927 object *op = inv;
928
929 while (op)
1098 { 930 {
1099 op=ob->inv;
1100 while(op!=NULL) {
1101 tmp=op->below; 931 object *tmp = op->below;
1102 remove_ob(op); 932 op->destroy (destroy_inventory);
1103 free_object2(op, free_inventory);
1104 op=tmp; 933 op = tmp;
1105 } 934 }
1106 } 935 }
936 else
1107 else { /* Put objects in inventory onto this space */ 937 { /* Put objects in inventory onto this space */
1108 op=ob->inv; 938 object *op = inv;
939
1109 while(op!=NULL) { 940 while (op)
941 {
1110 tmp=op->below; 942 object *tmp = op->below;
943
1111 remove_ob(op); 944 op->remove ();
1112 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) || 945
1113 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 946 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1114 free_object(op); 947 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
948 op->destroy ();
1115 else { 949 else
950 {
1116 op->x=ob->x; 951 op->x = x;
1117 op->y=ob->y; 952 op->y = y;
1118 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */ 953 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1119 } 954 }
955
1120 op=tmp; 956 op = tmp;
1121 } 957 }
1122 } 958 }
1123 } 959 }
960
961 // hack to ensure that freed objects still have a valid map
962 {
963 static maptile *freed_map; // freed objects are moved here to avoid crashes
964
965 if (!freed_map)
966 {
967 freed_map = new maptile;
968
969 freed_map->name = "/internal/freed_objects_map";
970 freed_map->width = 3;
971 freed_map->height = 3;
972
973 freed_map->allocate ();
974 }
975
976 map = freed_map;
977 x = 1;
978 y = 1;
979 }
980
981 // clear those pointers that likely might have circular references to us
982 owner = 0;
983 enemy = 0;
984 attacked_by = 0;
985
986 // only relevant for players(?), but make sure of it anyways
987 contr = 0;
988
1124 /* Remove object from the active list */ 989 /* Remove object from the active list */
1125 ob->speed = 0; 990 speed = 0;
1126 update_ob_speed(ob); 991 update_ob_speed (this);
1127 992
1128 SET_FLAG(ob, FLAG_FREED); 993 unlink ();
1129 ob->count = 0;
1130 994
1131 /* Remove this object from the list of used objects */ 995 mortals.push_back (this);
1132 if(ob->prev==NULL) {
1133 objects=ob->next;
1134 if(objects!=NULL)
1135 objects->prev=NULL;
1136 }
1137 else {
1138 ob->prev->next=ob->next;
1139 if(ob->next!=NULL)
1140 ob->next->prev=ob->prev;
1141 }
1142
1143 if(ob->name!=NULL) FREE_AND_CLEAR_STR(ob->name);
1144 if(ob->name_pl!=NULL) FREE_AND_CLEAR_STR(ob->name_pl);
1145 if(ob->title!=NULL) FREE_AND_CLEAR_STR(ob->title);
1146 if(ob->race!=NULL) FREE_AND_CLEAR_STR(ob->race);
1147 if(ob->slaying!=NULL) FREE_AND_CLEAR_STR(ob->slaying);
1148 if(ob->skill!=NULL) FREE_AND_CLEAR_STR(ob->skill);
1149 if(ob->lore!=NULL) FREE_AND_CLEAR_STR(ob->lore);
1150 if(ob->msg!=NULL) FREE_AND_CLEAR_STR(ob->msg);
1151 if(ob->materialname!=NULL) FREE_AND_CLEAR_STR(ob->materialname);
1152
1153
1154 /* Why aren't events freed? */
1155 free_key_values(ob);
1156
1157#if 0 /* MEMORY_DEBUG*/
1158 /* This is a nice idea. Unfortunately, a lot of the code in crossfire
1159 * presumes the freed_object will stick around for at least a little
1160 * bit
1161 */
1162 /* this is necessary so that memory debugging programs will
1163 * be able to accurately report source of malloc. If we recycle
1164 * objects, then some other area may be doing the get_object
1165 * and not freeing it, but the original one that malloc'd the
1166 * object will get the blame.
1167 */
1168 free(ob);
1169#else
1170
1171 /* Now link it with the free_objects list: */
1172 ob->prev=NULL;
1173 ob->next=free_objects;
1174 if(free_objects!=NULL)
1175 free_objects->prev=ob;
1176 free_objects=ob;
1177 nroffreeobjects++;
1178#endif
1179}
1180
1181/*
1182 * count_free() returns the number of objects on the list of free objects.
1183 */
1184
1185int count_free(void) {
1186 int i=0;
1187 object *tmp=free_objects;
1188 while(tmp!=NULL)
1189 tmp=tmp->next, i++;
1190 return i;
1191}
1192
1193/*
1194 * count_used() returns the number of objects on the list of used objects.
1195 */
1196
1197int count_used(void) {
1198 int i=0;
1199 object *tmp=objects;
1200 while(tmp!=NULL)
1201 tmp=tmp->next, i++;
1202 return i;
1203}
1204
1205/*
1206 * count_active() returns the number of objects on the list of active objects.
1207 */
1208
1209int count_active(void) {
1210 int i=0;
1211 object *tmp=active_objects;
1212 while(tmp!=NULL)
1213 tmp=tmp->active_next, i++;
1214 return i;
1215} 996}
1216 997
1217/* 998/*
1218 * sub_weight() recursively (outwards) subtracts a number from the 999 * sub_weight() recursively (outwards) subtracts a number from the
1219 * weight of an object (and what is carried by it's environment(s)). 1000 * weight of an object (and what is carried by it's environment(s)).
1220 */ 1001 */
1221 1002void
1222void sub_weight (object *op, signed long weight) { 1003sub_weight (object *op, signed long weight)
1004{
1223 while (op != NULL) { 1005 while (op != NULL)
1006 {
1224 if (op->type == CONTAINER) { 1007 if (op->type == CONTAINER)
1225 weight=(signed long)(weight*(100-op->stats.Str)/100); 1008 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1226 } 1009
1227 op->carrying-=weight; 1010 op->carrying -= weight;
1228 op = op->env; 1011 op = op->env;
1229 } 1012 }
1230} 1013}
1231 1014
1232/* remove_ob(op): 1015/* op->remove ():
1233 * This function removes the object op from the linked list of objects 1016 * This function removes the object op from the linked list of objects
1234 * which it is currently tied to. When this function is done, the 1017 * which it is currently tied to. When this function is done, the
1235 * object will have no environment. If the object previously had an 1018 * object will have no environment. If the object previously had an
1236 * environment, the x and y coordinates will be updated to 1019 * environment, the x and y coordinates will be updated to
1237 * the previous environment. 1020 * the previous environment.
1238 * Beware: This function is called from the editor as well! 1021 * Beware: This function is called from the editor as well!
1239 */ 1022 */
1240 1023void
1241void remove_ob(object *op) { 1024object::remove ()
1025{
1242 object *tmp,*last=NULL; 1026 object *tmp, *last = 0;
1243 object *otmp; 1027 object *otmp;
1244 tag_t tag; 1028
1245 int check_walk_off; 1029 int check_walk_off;
1246 mapstruct *m;
1247 sint16 x,y;
1248
1249 1030
1250 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1031 if (QUERY_FLAG (this, FLAG_REMOVED))
1251 dump_object(op); 1032 return;
1252 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1253 1033
1254 /* Changed it to always dump core in this case. As has been learned
1255 * in the past, trying to recover from errors almost always
1256 * make things worse, and this is a real error here - something
1257 * that should not happen.
1258 * Yes, if this was a mission critical app, trying to do something
1259 * to recover may make sense, but that is because failure of the app
1260 * may have other disastrous problems. Cf runs out of a script
1261 * so is easily enough restarted without any real problems.
1262 * MSW 2001-07-01
1263 */
1264 abort();
1265 }
1266 if(op->more!=NULL)
1267 remove_ob(op->more);
1268
1269 SET_FLAG(op, FLAG_REMOVED); 1034 SET_FLAG (this, FLAG_REMOVED);
1270 1035
1036 if (more)
1037 more->remove ();
1038
1271 /* 1039 /*
1272 * In this case, the object to be removed is in someones 1040 * In this case, the object to be removed is in someones
1273 * inventory. 1041 * inventory.
1274 */ 1042 */
1275 if(op->env!=NULL) { 1043 if (env)
1044 {
1276 if(op->nrof) 1045 if (nrof)
1277 sub_weight(op->env, op->weight*op->nrof); 1046 sub_weight (env, weight * nrof);
1278 else 1047 else
1279 sub_weight(op->env, op->weight+op->carrying); 1048 sub_weight (env, weight + carrying);
1280 1049
1281 /* NO_FIX_PLAYER is set when a great many changes are being 1050 /* NO_FIX_PLAYER is set when a great many changes are being
1282 * made to players inventory. If set, avoiding the call 1051 * made to players inventory. If set, avoiding the call
1283 * to save cpu time. 1052 * to save cpu time.
1284 */ 1053 */
1285 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1054 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1286 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1287 fix_player(otmp); 1055 fix_player (otmp);
1288 1056
1289 if(op->above!=NULL) 1057 if (above != NULL)
1290 op->above->below=op->below; 1058 above->below = below;
1291 else 1059 else
1292 op->env->inv=op->below; 1060 env->inv = below;
1293 1061
1294 if(op->below!=NULL) 1062 if (below != NULL)
1295 op->below->above=op->above; 1063 below->above = above;
1296 1064
1297 /* we set up values so that it could be inserted into 1065 /* we set up values so that it could be inserted into
1298 * the map, but we don't actually do that - it is up 1066 * the map, but we don't actually do that - it is up
1299 * to the caller to decide what we want to do. 1067 * to the caller to decide what we want to do.
1068 */
1069 x = env->x, y = env->y;
1070 map = env->map;
1071 above = 0, below = 0;
1072 env = 0;
1073 }
1074 else if (map)
1075 {
1076 /* Re did the following section of code - it looks like it had
1077 * lots of logic for things we no longer care about
1078 */
1079
1080 /* link the object above us */
1081 if (above)
1082 above->below = below;
1083 else
1084 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */
1085
1086 /* Relink the object below us, if there is one */
1087 if (below)
1088 below->above = above;
1089 else
1090 {
1091 /* Nothing below, which means we need to relink map object for this space
1092 * use translated coordinates in case some oddness with map tiling is
1093 * evident
1300 */ 1094 */
1301 op->x=op->env->x,op->y=op->env->y; 1095 if (GET_MAP_OB (map, x, y) != this)
1302 op->ox=op->x,op->oy=op->y; 1096 {
1303 op->map=op->env->map; 1097 char *dump = dump_object (this);
1304 op->above=NULL,op->below=NULL; 1098 LOG (llevError,
1305 op->env=NULL; 1099 "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);
1100 free (dump);
1101 dump = dump_object (GET_MAP_OB (map, x, y));
1102 LOG (llevError, "%s\n", dump);
1103 free (dump);
1104 }
1105
1106 SET_MAP_OB (map, x, y, above); /* goes on above it. */
1107 }
1108
1109 above = 0;
1110 below = 0;
1111
1112 if (map->in_memory == MAP_SAVING)
1306 return; 1113 return;
1307 }
1308 1114
1309 /* If we get here, we are removing it from a map */
1310 if (op->map == NULL) return;
1311
1312 x = op->x;
1313 y = op->y;
1314 m = get_map_from_coord(op->map, &x, &y);
1315
1316 if (!m) {
1317 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1318 op->map->path, op->x, op->y);
1319 /* in old days, we used to set x and y to 0 and continue.
1320 * it seems if we get into this case, something is probablye
1321 * screwed up and should be fixed.
1322 */
1323 abort();
1324 }
1325 if (op->map != m) {
1326 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1327 op->map->path, m->path, op->x, op->y, x, y);
1328 }
1329
1330 /* Re did the following section of code - it looks like it had
1331 * lots of logic for things we no longer care about
1332 */
1333
1334 /* link the object above us */
1335 if (op->above)
1336 op->above->below=op->below;
1337 else
1338 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1339
1340 /* Relink the object below us, if there is one */
1341 if(op->below) {
1342 op->below->above=op->above;
1343 } else {
1344 /* Nothing below, which means we need to relink map object for this space
1345 * use translated coordinates in case some oddness with map tiling is
1346 * evident
1347 */
1348 if(GET_MAP_OB(m,x,y)!=op) {
1349 dump_object(op);
1350 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);
1351 dump_object(GET_MAP_OB(m,x,y));
1352 LOG(llevError,"%s\n",errmsg);
1353 }
1354 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1355 }
1356 op->above=NULL;
1357 op->below=NULL;
1358
1359 if (op->map->in_memory == MAP_SAVING)
1360 return;
1361
1362 tag = op->count;
1363 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1115 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1116
1364 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1117 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1118 {
1365 /* No point updating the players look faces if he is the object 1119 /* No point updating the players look faces if he is the object
1366 * being removed. 1120 * being removed.
1367 */ 1121 */
1368 1122
1369 if(tmp->type==PLAYER && tmp!=op) { 1123 if (tmp->type == PLAYER && tmp != this)
1124 {
1370 /* If a container that the player is currently using somehow gets 1125 /* If a container that the player is currently using somehow gets
1371 * removed (most likely destroyed), update the player view 1126 * removed (most likely destroyed), update the player view
1372 * appropriately. 1127 * appropriately.
1373 */ 1128 */
1374 if (tmp->container==op) { 1129 if (tmp->container == this)
1130 {
1375 CLEAR_FLAG(op, FLAG_APPLIED); 1131 CLEAR_FLAG (this, FLAG_APPLIED);
1376 tmp->container=NULL; 1132 tmp->container = 0;
1133 }
1134
1135 tmp->contr->socket.update_look = 1;
1377 } 1136 }
1378 tmp->contr->socket.update_look=1; 1137
1379 }
1380 /* See if player moving off should effect something */ 1138 /* See if player moving off should effect something */
1381 if (check_walk_off && ((op->move_type & tmp->move_off) && 1139 if (check_walk_off
1140 && ((move_type & tmp->move_off)
1382 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1141 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1383 1142 {
1384 move_apply(tmp, op, NULL); 1143 move_apply (tmp, this, 0);
1144
1385 if (was_destroyed (op, tag)) { 1145 if (destroyed ())
1386 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1146 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1387 "leaving object\n", tmp->name, tmp->arch->name);
1388 } 1147 }
1389 }
1390 1148
1391 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1149 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1392 1150
1393 if(tmp->above == tmp) 1151 if (tmp->above == tmp)
1394 tmp->above = NULL; 1152 tmp->above = 0;
1153
1395 last=tmp; 1154 last = tmp;
1396 } 1155 }
1156
1397 /* last == NULL of there are no objects on this space */ 1157 /* last == NULL of there are no objects on this space */
1398 if (last==NULL) { 1158 if (!last)
1159 {
1399 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1160 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1400 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1161 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1401 * those out anyways, and if there are any flags set right now, they won't 1162 * those out anyways, and if there are any flags set right now, they won't
1402 * be correct anyways. 1163 * be correct anyways.
1403 */ 1164 */
1404 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1165 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1405 update_position(op->map, op->x, op->y); 1166 update_position (map, x, y);
1406 } 1167 }
1407 else 1168 else
1408 update_object(last, UP_OBJ_REMOVE); 1169 update_object (last, UP_OBJ_REMOVE);
1409 1170
1410 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1171 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1411 update_all_los(op->map, op->x, op->y); 1172 update_all_los (map, x, y);
1412 1173 }
1413} 1174}
1414 1175
1415/* 1176/*
1416 * merge_ob(op,top): 1177 * merge_ob(op,top):
1417 * 1178 *
1418 * This function goes through all objects below and including top, and 1179 * This function goes through all objects below and including top, and
1419 * merges op to the first matching object. 1180 * merges op to the first matching object.
1420 * If top is NULL, it is calculated. 1181 * If top is NULL, it is calculated.
1421 * Returns pointer to object if it succeded in the merge, otherwise NULL 1182 * Returns pointer to object if it succeded in the merge, otherwise NULL
1422 */ 1183 */
1423 1184object *
1424object *merge_ob(object *op, object *top) { 1185merge_ob (object *op, object *top)
1186{
1425 if(!op->nrof) 1187 if (!op->nrof)
1426 return 0; 1188 return 0;
1189
1427 if(top==NULL) 1190 if (top == NULL)
1428 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1191 for (top = op; top != NULL && top->above != NULL; top = top->above);
1192
1429 for(;top!=NULL;top=top->below) { 1193 for (; top != NULL; top = top->below)
1194 {
1430 if(top==op) 1195 if (top == op)
1431 continue; 1196 continue;
1432 if (CAN_MERGE(op,top)) 1197 if (CAN_MERGE (op, top))
1433 { 1198 {
1434 top->nrof+=op->nrof; 1199 top->nrof += op->nrof;
1200
1435/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1201/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1436 op->weight = 0; /* Don't want any adjustements now */ 1202 op->weight = 0; /* Don't want any adjustements now */
1437 remove_ob(op); 1203 op->destroy ();
1438 free_object(op);
1439 return top; 1204 return top;
1440 } 1205 }
1441 } 1206 }
1207
1442 return NULL; 1208 return 0;
1443} 1209}
1444 1210
1445/* 1211/*
1446 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1212 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1447 * job preparing multi-part monsters 1213 * job preparing multi-part monsters
1448 */ 1214 */
1215object *
1449object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1216insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1217{
1450 object* tmp; 1218 object *tmp;
1219
1451 if (op->head) 1220 if (op->head)
1452 op=op->head; 1221 op = op->head;
1222
1453 for (tmp=op;tmp;tmp=tmp->more){ 1223 for (tmp = op; tmp; tmp = tmp->more)
1224 {
1454 tmp->x=x+tmp->arch->clone.x; 1225 tmp->x = x + tmp->arch->clone.x;
1455 tmp->y=y+tmp->arch->clone.y; 1226 tmp->y = y + tmp->arch->clone.y;
1456 } 1227 }
1228
1457 return insert_ob_in_map (op, m, originator, flag); 1229 return insert_ob_in_map (op, m, originator, flag);
1458} 1230}
1459 1231
1460/* 1232/*
1461 * insert_ob_in_map (op, map, originator, flag): 1233 * insert_ob_in_map (op, map, originator, flag):
1462 * This function inserts the object in the two-way linked list 1234 * This function inserts the object in the two-way linked list
1476 * new object if 'op' was merged with other object 1248 * new object if 'op' was merged with other object
1477 * NULL if 'op' was destroyed 1249 * NULL if 'op' was destroyed
1478 * just 'op' otherwise 1250 * just 'op' otherwise
1479 */ 1251 */
1480 1252
1253object *
1481object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1254insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1482{ 1255{
1483 object *tmp, *top, *floor=NULL; 1256 object *tmp, *top, *floor = NULL;
1484 sint16 x,y; 1257 sint16 x, y;
1485 1258
1486 if (QUERY_FLAG (op, FLAG_FREED)) { 1259 if (QUERY_FLAG (op, FLAG_FREED))
1260 {
1487 LOG (llevError, "Trying to insert freed object!\n"); 1261 LOG (llevError, "Trying to insert freed object!\n");
1262 return NULL;
1263 }
1264
1265 if (m == NULL)
1266 {
1267 char *dump = dump_object (op);
1268 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1269 free (dump);
1270 return op;
1271 }
1272
1273 if (out_of_map (m, op->x, op->y))
1274 {
1275 char *dump = dump_object (op);
1276 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1277#ifdef MANY_CORES
1278 /* Better to catch this here, as otherwise the next use of this object
1279 * is likely to cause a crash. Better to find out where it is getting
1280 * improperly inserted.
1281 */
1282 abort ();
1283#endif
1284 free (dump);
1285 return op;
1286 }
1287
1288 if (!QUERY_FLAG (op, FLAG_REMOVED))
1289 {
1290 char *dump = dump_object (op);
1291 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1292 free (dump);
1293 return op;
1294 }
1295
1296 if (op->more != NULL)
1297 {
1298 /* The part may be on a different map. */
1299
1300 object *more = op->more;
1301
1302 /* We really need the caller to normalize coordinates - if
1303 * we set the map, that doesn't work if the location is within
1304 * a map and this is straddling an edge. So only if coordinate
1305 * is clear wrong do we normalize it.
1306 */
1307 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1308 more->map = get_map_from_coord (m, &more->x, &more->y);
1309 else if (!more->map)
1310 {
1311 /* For backwards compatibility - when not dealing with tiled maps,
1312 * more->map should always point to the parent.
1313 */
1314 more->map = m;
1315 }
1316
1317 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1318 {
1319 if (!op->head)
1320 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1321
1322 return NULL;
1323 }
1324 }
1325
1326 CLEAR_FLAG (op, FLAG_REMOVED);
1327
1328 /* Ideally, the caller figures this out. However, it complicates a lot
1329 * of areas of callers (eg, anything that uses find_free_spot would now
1330 * need extra work
1331 */
1332 op->map = get_map_from_coord (m, &op->x, &op->y);
1333 x = op->x;
1334 y = op->y;
1335
1336 /* this has to be done after we translate the coordinates.
1337 */
1338 if (op->nrof && !(flag & INS_NO_MERGE))
1339 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1340 if (CAN_MERGE (op, tmp))
1341 {
1342 op->nrof += tmp->nrof;
1343 tmp->destroy ();
1344 }
1345
1346 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1347 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1348
1349 if (!QUERY_FLAG (op, FLAG_ALIVE))
1350 CLEAR_FLAG (op, FLAG_NO_STEAL);
1351
1352 if (flag & INS_BELOW_ORIGINATOR)
1353 {
1354 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1355 {
1356 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1357 abort ();
1358 }
1359
1360 op->above = originator;
1361 op->below = originator->below;
1362
1363 if (op->below)
1364 op->below->above = op;
1365 else
1366 SET_MAP_OB (op->map, op->x, op->y, op);
1367
1368 /* since *below* originator, no need to update top */
1369 originator->below = op;
1370 }
1371 else
1372 {
1373 /* If there are other objects, then */
1374 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1375 {
1376 object *last = NULL;
1377
1378 /*
1379 * If there are multiple objects on this space, we do some trickier handling.
1380 * We've already dealt with merging if appropriate.
1381 * Generally, we want to put the new object on top. But if
1382 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1383 * floor, we want to insert above that and no further.
1384 * Also, if there are spell objects on this space, we stop processing
1385 * once we get to them. This reduces the need to traverse over all of
1386 * them when adding another one - this saves quite a bit of cpu time
1387 * when lots of spells are cast in one area. Currently, it is presumed
1388 * that flying non pickable objects are spell objects.
1389 */
1390
1391 while (top != NULL)
1392 {
1393 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1394 floor = top;
1395
1396 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1397 {
1398 /* We insert above top, so we want this object below this */
1399 top = top->below;
1400 break;
1401 }
1402
1403 last = top;
1404 top = top->above;
1405 }
1406
1407 /* Don't want top to be NULL, so set it to the last valid object */
1408 top = last;
1409
1410 /* We let update_position deal with figuring out what the space
1411 * looks like instead of lots of conditions here.
1412 * makes things faster, and effectively the same result.
1413 */
1414
1415 /* Have object 'fall below' other objects that block view.
1416 * Unless those objects are exits, type 66
1417 * If INS_ON_TOP is used, don't do this processing
1418 * Need to find the object that in fact blocks view, otherwise
1419 * stacking is a bit odd.
1420 */
1421 if (!(flag & INS_ON_TOP) &&
1422 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1423 {
1424 for (last = top; last != floor; last = last->below)
1425 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1426 break;
1427 /* Check to see if we found the object that blocks view,
1428 * and make sure we have a below pointer for it so that
1429 * we can get inserted below this one, which requires we
1430 * set top to the object below us.
1431 */
1432 if (last && last->below && last != floor)
1433 top = last->below;
1434 }
1435 } /* If objects on this space */
1436
1437 if (flag & INS_MAP_LOAD)
1438 top = GET_MAP_TOP (op->map, op->x, op->y);
1439
1440 if (flag & INS_ABOVE_FLOOR_ONLY)
1441 top = floor;
1442
1443 /* Top is the object that our object (op) is going to get inserted above.
1444 */
1445
1446 /* First object on this space */
1447 if (!top)
1448 {
1449 op->above = GET_MAP_OB (op->map, op->x, op->y);
1450
1451 if (op->above)
1452 op->above->below = op;
1453
1454 op->below = NULL;
1455 SET_MAP_OB (op->map, op->x, op->y, op);
1456 }
1457 else
1458 { /* get inserted into the stack above top */
1459 op->above = top->above;
1460
1461 if (op->above)
1462 op->above->below = op;
1463
1464 op->below = top;
1465 top->above = op;
1466 }
1467
1468 if (op->above == NULL)
1469 SET_MAP_TOP (op->map, op->x, op->y, op);
1470 } /* else not INS_BELOW_ORIGINATOR */
1471
1472 if (op->type == PLAYER)
1473 op->contr->do_los = 1;
1474
1475 /* If we have a floor, we know the player, if any, will be above
1476 * it, so save a few ticks and start from there.
1477 */
1478 if (!(flag & INS_MAP_LOAD))
1479 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1480 if (tmp->type == PLAYER)
1481 tmp->contr->socket.update_look = 1;
1482
1483 /* If this object glows, it may affect lighting conditions that are
1484 * visible to others on this map. But update_all_los is really
1485 * an inefficient way to do this, as it means los for all players
1486 * on the map will get recalculated. The players could very well
1487 * be far away from this change and not affected in any way -
1488 * this should get redone to only look for players within range,
1489 * or just updating the P_NEED_UPDATE for spaces within this area
1490 * of effect may be sufficient.
1491 */
1492 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1493 update_all_los (op->map, op->x, op->y);
1494
1495 /* updates flags (blocked, alive, no magic, etc) for this map space */
1496 update_object (op, UP_OBJ_INSERT);
1497
1498 /* Don't know if moving this to the end will break anything. However,
1499 * we want to have update_look set above before calling this.
1500 *
1501 * check_move_on() must be after this because code called from
1502 * check_move_on() depends on correct map flags (so functions like
1503 * blocked() and wall() work properly), and these flags are updated by
1504 * update_object().
1505 */
1506
1507 /* if this is not the head or flag has been passed, don't check walk on status */
1508 if (!(flag & INS_NO_WALK_ON) && !op->head)
1509 {
1510 if (check_move_on (op, originator))
1488 return NULL; 1511 return NULL;
1489 }
1490 if(m==NULL) {
1491 dump_object(op);
1492 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1493 return op;
1494 }
1495 if(out_of_map(m,op->x,op->y)) {
1496 dump_object(op);
1497 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1498#ifdef MANY_CORES
1499 /* Better to catch this here, as otherwise the next use of this object
1500 * is likely to cause a crash. Better to find out where it is getting
1501 * improperly inserted.
1502 */
1503 abort();
1504#endif
1505 return op;
1506 }
1507 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1508 dump_object(op);
1509 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1510 return op;
1511 }
1512 if(op->more!=NULL) {
1513 /* The part may be on a different map. */
1514 1512
1515 object *more = op->more;
1516
1517 /* We really need the caller to normalize coordinates - if
1518 * we set the map, that doesn't work if the location is within
1519 * a map and this is straddling an edge. So only if coordinate
1520 * is clear wrong do we normalize it.
1521 */
1522 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1523 /* Debugging information so you can see the last coordinates this object had */
1524 more->ox = more->x;
1525 more->oy = more->y;
1526 more->map = get_map_from_coord(m, &more->x, &more->y);
1527 } else if (!more->map) {
1528 /* For backwards compatibility - when not dealing with tiled maps,
1529 * more->map should always point to the parent.
1530 */
1531 more->map = m;
1532 }
1533
1534 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1535 if ( ! op->head)
1536 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1537 return NULL;
1538 }
1539 }
1540 CLEAR_FLAG(op,FLAG_REMOVED);
1541
1542 /* Debugging information so you can see the last coordinates this object had */
1543 op->ox=op->x;
1544 op->oy=op->y;
1545
1546 /* Ideally, the caller figures this out. However, it complicates a lot
1547 * of areas of callers (eg, anything that uses find_free_spot would now
1548 * need extra work
1549 */
1550 op->map=get_map_from_coord(m, &op->x, &op->y);
1551 x = op->x;
1552 y = op->y;
1553
1554 /* this has to be done after we translate the coordinates.
1555 */
1556 if(op->nrof && !(flag & INS_NO_MERGE)) {
1557 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1558 if (CAN_MERGE(op,tmp)) {
1559 op->nrof+=tmp->nrof;
1560 remove_ob(tmp);
1561 free_object(tmp);
1562 }
1563 }
1564
1565 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1566 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1567 if (!QUERY_FLAG(op, FLAG_ALIVE))
1568 CLEAR_FLAG(op, FLAG_NO_STEAL);
1569
1570 if (flag & INS_BELOW_ORIGINATOR) {
1571 if (originator->map != op->map || originator->x != op->x ||
1572 originator->y != op->y) {
1573 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1574 abort();
1575 }
1576 op->above = originator;
1577 op->below = originator->below;
1578 if (op->below) op->below->above = op;
1579 else SET_MAP_OB(op->map, op->x, op->y, op);
1580 /* since *below* originator, no need to update top */
1581 originator->below = op;
1582 } else {
1583 /* If there are other objects, then */
1584 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1585 object *last=NULL;
1586 /*
1587 * If there are multiple objects on this space, we do some trickier handling.
1588 * We've already dealt with merging if appropriate.
1589 * Generally, we want to put the new object on top. But if
1590 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1591 * floor, we want to insert above that and no further.
1592 * Also, if there are spell objects on this space, we stop processing
1593 * once we get to them. This reduces the need to traverse over all of
1594 * them when adding another one - this saves quite a bit of cpu time
1595 * when lots of spells are cast in one area. Currently, it is presumed
1596 * that flying non pickable objects are spell objects.
1597 */
1598
1599 while (top != NULL) {
1600 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1601 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1602 if (QUERY_FLAG(top, FLAG_NO_PICK)
1603 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1604 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1605 {
1606 /* We insert above top, so we want this object below this */
1607 top=top->below;
1608 break;
1609 }
1610 last = top;
1611 top = top->above;
1612 }
1613 /* Don't want top to be NULL, so set it to the last valid object */
1614 top = last;
1615
1616 /* We let update_position deal with figuring out what the space
1617 * looks like instead of lots of conditions here.
1618 * makes things faster, and effectively the same result.
1619 */
1620
1621 /* Have object 'fall below' other objects that block view.
1622 * Unless those objects are exits, type 66
1623 * If INS_ON_TOP is used, don't do this processing
1624 * Need to find the object that in fact blocks view, otherwise
1625 * stacking is a bit odd.
1626 */
1627 if (!(flag & INS_ON_TOP) &&
1628 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1629 (op->face && !op->face->visibility)) {
1630 for (last=top; last != floor; last=last->below)
1631 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1632 /* Check to see if we found the object that blocks view,
1633 * and make sure we have a below pointer for it so that
1634 * we can get inserted below this one, which requires we
1635 * set top to the object below us.
1636 */
1637 if (last && last->below && last != floor) top=last->below;
1638 }
1639 } /* If objects on this space */
1640 if (flag & INS_MAP_LOAD)
1641 top = GET_MAP_TOP(op->map,op->x,op->y);
1642 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1643
1644 /* Top is the object that our object (op) is going to get inserted above.
1645 */
1646
1647 /* First object on this space */
1648 if (!top) {
1649 op->above = GET_MAP_OB(op->map, op->x, op->y);
1650 if (op->above) op->above->below = op;
1651 op->below = NULL;
1652 SET_MAP_OB(op->map, op->x, op->y, op);
1653 } else { /* get inserted into the stack above top */
1654 op->above = top->above;
1655 if (op->above) op->above->below = op;
1656 op->below = top;
1657 top->above = op;
1658 }
1659 if (op->above==NULL)
1660 SET_MAP_TOP(op->map,op->x, op->y, op);
1661 } /* else not INS_BELOW_ORIGINATOR */
1662
1663 if(op->type==PLAYER)
1664 op->contr->do_los=1;
1665
1666 /* If we have a floor, we know the player, if any, will be above
1667 * it, so save a few ticks and start from there.
1668 */
1669 if (!(flag & INS_MAP_LOAD))
1670 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1671 if (tmp->type == PLAYER)
1672 tmp->contr->socket.update_look=1;
1673 }
1674
1675 /* If this object glows, it may affect lighting conditions that are
1676 * visible to others on this map. But update_all_los is really
1677 * an inefficient way to do this, as it means los for all players
1678 * on the map will get recalculated. The players could very well
1679 * be far away from this change and not affected in any way -
1680 * this should get redone to only look for players within range,
1681 * or just updating the P_NEED_UPDATE for spaces within this area
1682 * of effect may be sufficient.
1683 */
1684 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1685 update_all_los(op->map, op->x, op->y);
1686
1687
1688 /* updates flags (blocked, alive, no magic, etc) for this map space */
1689 update_object(op,UP_OBJ_INSERT);
1690
1691
1692 /* Don't know if moving this to the end will break anything. However,
1693 * we want to have update_look set above before calling this.
1694 *
1695 * check_move_on() must be after this because code called from
1696 * check_move_on() depends on correct map flags (so functions like
1697 * blocked() and wall() work properly), and these flags are updated by
1698 * update_object().
1699 */
1700
1701 /* if this is not the head or flag has been passed, don't check walk on status */
1702
1703 if (!(flag & INS_NO_WALK_ON) && !op->head) {
1704 if (check_move_on(op, originator))
1705 return NULL;
1706
1707 /* If we are a multi part object, lets work our way through the check 1513 /* If we are a multi part object, lets work our way through the check
1708 * walk on's. 1514 * walk on's.
1709 */ 1515 */
1710 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1516 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1711 if (check_move_on (tmp, originator)) 1517 if (check_move_on (tmp, originator))
1712 return NULL; 1518 return NULL;
1713 } 1519 }
1520
1714 return op; 1521 return op;
1715} 1522}
1716 1523
1717/* this function inserts an object in the map, but if it 1524/* this function inserts an object in the map, but if it
1718 * finds an object of its own type, it'll remove that one first. 1525 * finds an object of its own type, it'll remove that one first.
1719 * op is the object to insert it under: supplies x and the map. 1526 * op is the object to insert it under: supplies x and the map.
1720 */ 1527 */
1528void
1721void replace_insert_ob_in_map(const char *arch_string, object *op) { 1529replace_insert_ob_in_map (const char *arch_string, object *op)
1530{
1722 object *tmp; 1531 object *
1723 object *tmp1; 1532 tmp;
1533 object *
1534 tmp1;
1724 1535
1725 /* first search for itself and remove any old instances */ 1536 /* first search for itself and remove any old instances */
1726 1537
1727 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1538 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1728 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1539 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1729 remove_ob(tmp); 1540 tmp->destroy ();
1730 free_object(tmp);
1731 }
1732 }
1733 1541
1734 tmp1=arch_to_object(find_archetype(arch_string)); 1542 tmp1 = arch_to_object (archetype::find (arch_string));
1735 1543
1736 1544 tmp1->x = op->x;
1737 tmp1->x = op->x; tmp1->y = op->y; 1545 tmp1->y = op->y;
1738 insert_ob_in_map(tmp1,op->map,op,0); 1546 insert_ob_in_map (tmp1, op->map, op, 0);
1739} 1547}
1740 1548
1741/* 1549/*
1742 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1550 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1743 * is returned contains nr objects, and the remaining parts contains 1551 * is returned contains nr objects, and the remaining parts contains
1744 * the rest (or is removed and freed if that number is 0). 1552 * the rest (or is removed and freed if that number is 0).
1745 * On failure, NULL is returned, and the reason put into the 1553 * On failure, NULL is returned, and the reason put into the
1746 * global static errmsg array. 1554 * global static errmsg array.
1747 */ 1555 */
1748 1556
1557object *
1749object *get_split_ob(object *orig_ob, uint32 nr) { 1558get_split_ob (object *orig_ob, uint32 nr)
1559{
1750 object *newob; 1560 object *newob;
1751 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1561 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1752 1562
1753 if(orig_ob->nrof<nr) { 1563 if (orig_ob->nrof < nr)
1754 sprintf(errmsg,"There are only %d %ss.", 1564 {
1755 orig_ob->nrof?orig_ob->nrof:1, orig_ob->name); 1565 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1756 return NULL; 1566 return NULL;
1757 } 1567 }
1568
1758 newob = object_create_clone(orig_ob); 1569 newob = object_create_clone (orig_ob);
1570
1759 if((orig_ob->nrof-=nr)<1) { 1571 if ((orig_ob->nrof -= nr) < 1)
1760 if ( ! is_removed) 1572 orig_ob->destroy (1);
1761 remove_ob(orig_ob);
1762 free_object2(orig_ob, 1);
1763 }
1764 else if ( ! is_removed) { 1573 else if (!is_removed)
1574 {
1765 if(orig_ob->env!=NULL) 1575 if (orig_ob->env != NULL)
1766 sub_weight (orig_ob->env,orig_ob->weight*nr); 1576 sub_weight (orig_ob->env, orig_ob->weight * nr);
1767 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1577 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1578 {
1768 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1579 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1769 LOG(llevDebug,
1770 "Error, Tried to split object whose map is not in memory.\n"); 1580 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1771 return NULL; 1581 return NULL;
1772 } 1582 }
1773 } 1583 }
1584
1774 newob->nrof=nr; 1585 newob->nrof = nr;
1775 1586
1776 return newob; 1587 return newob;
1777} 1588}
1778 1589
1779/* 1590/*
1780 * decrease_ob_nr(object, number) decreases a specified number from 1591 * decrease_ob_nr(object, number) decreases a specified number from
1781 * the amount of an object. If the amount reaches 0, the object 1592 * the amount of an object. If the amount reaches 0, the object
1782 * is subsequently removed and freed. 1593 * is subsequently removed and freed.
1783 * 1594 *
1784 * Return value: 'op' if something is left, NULL if the amount reached 0 1595 * Return value: 'op' if something is left, NULL if the amount reached 0
1785 */ 1596 */
1786 1597
1598object *
1787object *decrease_ob_nr (object *op, uint32 i) 1599decrease_ob_nr (object *op, uint32 i)
1788{ 1600{
1789 object *tmp; 1601 object *tmp;
1790 player *pl; 1602 player *pl;
1791 1603
1792 if (i == 0) /* objects with op->nrof require this check */ 1604 if (i == 0) /* objects with op->nrof require this check */
1793 return op; 1605 return op;
1794 1606
1795 if (i > op->nrof) 1607 if (i > op->nrof)
1796 i = op->nrof; 1608 i = op->nrof;
1797 1609
1798 if (QUERY_FLAG (op, FLAG_REMOVED)) 1610 if (QUERY_FLAG (op, FLAG_REMOVED))
1611 op->nrof -= i;
1612 else if (op->env != NULL)
1613 {
1614 /* is this object in the players inventory, or sub container
1615 * therein?
1616 */
1617 tmp = is_player_inv (op->env);
1618 /* nope. Is this a container the player has opened?
1619 * If so, set tmp to that player.
1620 * IMO, searching through all the players will mostly
1621 * likely be quicker than following op->env to the map,
1622 * and then searching the map for a player.
1623 */
1624 if (!tmp)
1625 {
1626 for (pl = first_player; pl; pl = pl->next)
1627 if (pl->ob->container == op->env)
1628 break;
1629 if (pl)
1630 tmp = pl->ob;
1631 else
1632 tmp = NULL;
1633 }
1634
1635 if (i < op->nrof)
1636 {
1637 sub_weight (op->env, op->weight * i);
1638 op->nrof -= i;
1639 if (tmp)
1640 {
1641 esrv_send_item (tmp, op);
1642 }
1643 }
1644 else
1645 {
1646 op->remove ();
1647 op->nrof = 0;
1648 if (tmp)
1649 {
1650 esrv_del_item (tmp->contr, op->count);
1651 }
1652 }
1799 { 1653 }
1654 else
1655 {
1656 object *above = op->above;
1657
1658 if (i < op->nrof)
1800 op->nrof -= i; 1659 op->nrof -= i;
1801 } 1660 else
1802 else if (op->env != NULL)
1803 {
1804 /* is this object in the players inventory, or sub container
1805 * therein?
1806 */
1807 tmp = is_player_inv (op->env);
1808 /* nope. Is this a container the player has opened?
1809 * If so, set tmp to that player.
1810 * IMO, searching through all the players will mostly
1811 * likely be quicker than following op->env to the map,
1812 * and then searching the map for a player.
1813 */
1814 if (!tmp) {
1815 for (pl=first_player; pl; pl=pl->next)
1816 if (pl->ob->container == op->env) break;
1817 if (pl) tmp=pl->ob;
1818 else tmp=NULL;
1819 } 1661 {
1820
1821 if (i < op->nrof) {
1822 sub_weight (op->env, op->weight * i);
1823 op->nrof -= i;
1824 if (tmp) {
1825 esrv_send_item(tmp, op);
1826 }
1827 } else {
1828 remove_ob (op); 1662 op->remove ();
1829 op->nrof = 0; 1663 op->nrof = 0;
1830 if (tmp) {
1831 esrv_del_item(tmp->contr, op->count);
1832 } 1664 }
1833 }
1834 }
1835 else
1836 {
1837 object *above = op->above;
1838 1665
1839 if (i < op->nrof) {
1840 op->nrof -= i;
1841 } else {
1842 remove_ob (op);
1843 op->nrof = 0;
1844 }
1845 /* Since we just removed op, op->above is null */ 1666 /* Since we just removed op, op->above is null */
1846 for (tmp = above; tmp != NULL; tmp = tmp->above) 1667 for (tmp = above; tmp != NULL; tmp = tmp->above)
1847 if (tmp->type == PLAYER) { 1668 if (tmp->type == PLAYER)
1669 {
1848 if (op->nrof) 1670 if (op->nrof)
1849 esrv_send_item(tmp, op); 1671 esrv_send_item (tmp, op);
1850 else 1672 else
1851 esrv_del_item(tmp->contr, op->count); 1673 esrv_del_item (tmp->contr, op->count);
1852 } 1674 }
1853 } 1675 }
1854 1676
1855 if (op->nrof) { 1677 if (op->nrof)
1856 return op; 1678 return op;
1857 } else { 1679 else
1858 free_object (op); 1680 {
1681 op->destroy ();
1859 return NULL; 1682 return NULL;
1860 } 1683 }
1861} 1684}
1862 1685
1863/* 1686/*
1864 * add_weight(object, weight) adds the specified weight to an object, 1687 * add_weight(object, weight) adds the specified weight to an object,
1865 * and also updates how much the environment(s) is/are carrying. 1688 * and also updates how much the environment(s) is/are carrying.
1866 */ 1689 */
1867 1690
1691void
1868void add_weight (object *op, signed long weight) { 1692add_weight (object *op, signed long weight)
1693{
1869 while (op!=NULL) { 1694 while (op != NULL)
1695 {
1870 if (op->type == CONTAINER) { 1696 if (op->type == CONTAINER)
1871 weight=(signed long)(weight*(100-op->stats.Str)/100); 1697 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1872 } 1698
1873 op->carrying+=weight; 1699 op->carrying += weight;
1874 op=op->env; 1700 op = op->env;
1875 } 1701 }
1876} 1702}
1877 1703
1704object *
1705insert_ob_in_ob (object *op, object *where)
1706{
1707 if (!where)
1708 {
1709 char *dump = dump_object (op);
1710 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1711 free (dump);
1712 return op;
1713 }
1714
1715 if (where->head)
1716 {
1717 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1718 where = where->head;
1719 }
1720
1721 return where->insert (op);
1722}
1723
1878/* 1724/*
1879 * insert_ob_in_ob(op,environment): 1725 * env->insert (op)
1880 * This function inserts the object op in the linked list 1726 * This function inserts the object op in the linked list
1881 * inside the object environment. 1727 * inside the object environment.
1882 * 1728 *
1883 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1884 * the inventory at the last position or next to other objects of the same
1885 * type.
1886 * Frank: Now sorted by type, archetype and magic!
1887 *
1888 * The function returns now pointer to inserted item, and return value can 1729 * The function returns now pointer to inserted item, and return value can
1889 * be != op, if items are merged. -Tero 1730 * be != op, if items are merged. -Tero
1890 */ 1731 */
1891 1732
1892object *insert_ob_in_ob(object *op,object *where) { 1733object *
1734object::insert (object *op)
1735{
1893 object *tmp, *otmp; 1736 object *tmp, *otmp;
1894 1737
1895 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1738 if (!QUERY_FLAG (op, FLAG_REMOVED))
1896 dump_object(op); 1739 op->remove ();
1897 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1740
1898 return op;
1899 }
1900 if(where==NULL) {
1901 dump_object(op);
1902 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1903 return op;
1904 }
1905 if (where->head) {
1906 LOG(llevDebug,
1907 "Warning: Tried to insert object wrong part of multipart object.\n");
1908 where = where->head;
1909 }
1910 if (op->more) { 1741 if (op->more)
1742 {
1911 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1743 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1912 op->name, op->count);
1913 return op; 1744 return op;
1914 } 1745 }
1746
1915 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1747 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1916 CLEAR_FLAG(op, FLAG_REMOVED); 1748 CLEAR_FLAG (op, FLAG_REMOVED);
1917 if(op->nrof) { 1749 if (op->nrof)
1750 {
1918 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1751 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1919 if ( CAN_MERGE(tmp,op) ) { 1752 if (CAN_MERGE (tmp, op))
1753 {
1920 /* return the original object and remove inserted object 1754 /* return the original object and remove inserted object
1921 (client needs the original object) */ 1755 (client needs the original object) */
1922 tmp->nrof += op->nrof; 1756 tmp->nrof += op->nrof;
1923 /* Weight handling gets pretty funky. Since we are adding to 1757 /* Weight handling gets pretty funky. Since we are adding to
1924 * tmp->nrof, we need to increase the weight. 1758 * tmp->nrof, we need to increase the weight.
1925 */ 1759 */
1926 add_weight (where, op->weight*op->nrof); 1760 add_weight (this, op->weight * op->nrof);
1927 SET_FLAG(op, FLAG_REMOVED); 1761 SET_FLAG (op, FLAG_REMOVED);
1928 free_object(op); /* free the inserted object */ 1762 op->destroy (); /* free the inserted object */
1929 op = tmp; 1763 op = tmp;
1930 remove_ob (op); /* and fix old object's links */ 1764 op->remove (); /* and fix old object's links */
1931 CLEAR_FLAG(op, FLAG_REMOVED); 1765 CLEAR_FLAG (op, FLAG_REMOVED);
1932 break; 1766 break;
1933 } 1767 }
1934 1768
1935 /* I assume combined objects have no inventory 1769 /* I assume combined objects have no inventory
1936 * We add the weight - this object could have just been removed 1770 * We add the weight - this object could have just been removed
1937 * (if it was possible to merge). calling remove_ob will subtract 1771 * (if it was possible to merge). calling remove_ob will subtract
1938 * the weight, so we need to add it in again, since we actually do 1772 * the weight, so we need to add it in again, since we actually do
1939 * the linking below 1773 * the linking below
1940 */ 1774 */
1941 add_weight (where, op->weight*op->nrof); 1775 add_weight (this, op->weight * op->nrof);
1776 }
1942 } else 1777 else
1943 add_weight (where, (op->weight+op->carrying)); 1778 add_weight (this, (op->weight + op->carrying));
1944 1779
1945 otmp=is_player_inv(where); 1780 otmp = is_player_inv (this);
1946 if (otmp&&otmp->contr!=NULL) { 1781 if (otmp && otmp->contr)
1947 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1782 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1948 fix_player(otmp); 1783 fix_player (otmp);
1949 }
1950 1784
1951 op->map=NULL; 1785 op->map = NULL;
1952 op->env=where; 1786 op->env = this;
1953 op->above=NULL; 1787 op->above = NULL;
1954 op->below=NULL; 1788 op->below = NULL;
1955 op->x=0,op->y=0; 1789 op->x = 0, op->y = 0;
1956 op->ox=0,op->oy=0;
1957 1790
1958 /* reset the light list and los of the players on the map */ 1791 /* reset the light list and los of the players on the map */
1959 if((op->glow_radius!=0)&&where->map) 1792 if ((op->glow_radius != 0) && map)
1960 { 1793 {
1961#ifdef DEBUG_LIGHTS 1794#ifdef DEBUG_LIGHTS
1962 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1795 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1963 op->name);
1964#endif /* DEBUG_LIGHTS */ 1796#endif /* DEBUG_LIGHTS */
1965 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1797 if (MAP_DARKNESS (map))
1798 update_all_los (map, x, y);
1966 } 1799 }
1967 1800
1968 /* Client has no idea of ordering so lets not bother ordering it here. 1801 /* Client has no idea of ordering so lets not bother ordering it here.
1969 * It sure simplifies this function... 1802 * It sure simplifies this function...
1970 */ 1803 */
1971 if (where->inv==NULL) 1804 if (!inv)
1972 where->inv=op; 1805 inv = op;
1973 else { 1806 else
1807 {
1974 op->below = where->inv; 1808 op->below = inv;
1975 op->below->above = op; 1809 op->below->above = op;
1976 where->inv = op; 1810 inv = op;
1977 } 1811 }
1812
1978 return op; 1813 return op;
1979} 1814}
1980 1815
1981/* 1816/*
1982 * Checks if any objects has a move_type that matches objects 1817 * Checks if any objects has a move_type that matches objects
1997 * MSW 2001-07-08: Check all objects on space, not just those below 1832 * MSW 2001-07-08: Check all objects on space, not just those below
1998 * object being inserted. insert_ob_in_map may not put new objects 1833 * object being inserted. insert_ob_in_map may not put new objects
1999 * on top. 1834 * on top.
2000 */ 1835 */
2001 1836
1837int
2002int check_move_on (object *op, object *originator) 1838check_move_on (object *op, object *originator)
2003{ 1839{
2004 object *tmp; 1840 object *tmp;
2005 tag_t tag;
2006 mapstruct *m=op->map; 1841 maptile *m = op->map;
2007 int x=op->x, y=op->y; 1842 int x = op->x, y = op->y;
1843
2008 MoveType move_on, move_slow, move_block; 1844 MoveType move_on, move_slow, move_block;
2009 1845
2010 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1846 if (QUERY_FLAG (op, FLAG_NO_APPLY))
2011 return 0; 1847 return 0;
2012 1848
2013 tag = op->count;
2014
2015 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1849 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
2016 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1850 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
2017 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1851 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
2018 1852
2019 /* if nothing on this space will slow op down or be applied, 1853 /* if nothing on this space will slow op down or be applied,
2020 * no need to do checking below. have to make sure move_type 1854 * no need to do checking below. have to make sure move_type
2021 * is set, as lots of objects don't have it set - we treat that 1855 * is set, as lots of objects don't have it set - we treat that
2022 * as walking. 1856 * as walking.
2023 */ 1857 */
2024 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1858 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
2025 return 0; 1859 return 0;
2026 1860
2027 /* This is basically inverse logic of that below - basically, 1861 /* This is basically inverse logic of that below - basically,
2028 * if the object can avoid the move on or slow move, they do so, 1862 * if the object can avoid the move on or slow move, they do so,
2029 * but can't do it if the alternate movement they are using is 1863 * but can't do it if the alternate movement they are using is
2030 * blocked. Logic on this seems confusing, but does seem correct. 1864 * blocked. Logic on this seems confusing, but does seem correct.
2031 */ 1865 */
2032 if ((op->move_type & ~move_on & ~move_block) != 0 && 1866 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
2033 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1867 return 0;
2034 1868
2035 /* The objects have to be checked from top to bottom. 1869 /* The objects have to be checked from top to bottom.
2036 * Hence, we first go to the top: 1870 * Hence, we first go to the top:
2037 */ 1871 */
2038 1872
2039 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1873 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
2040 tmp->above!=NULL; tmp=tmp->above) { 1874 {
2041 /* Trim the search when we find the first other spell effect 1875 /* Trim the search when we find the first other spell effect
2042 * this helps performance so that if a space has 50 spell objects, 1876 * this helps performance so that if a space has 50 spell objects,
2043 * we don't need to check all of them. 1877 * we don't need to check all of them.
2044 */ 1878 */
2045 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1879 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1880 break;
1881 }
1882
1883 for (; tmp; tmp = tmp->below)
2046 } 1884 {
2047 for(;tmp!=NULL; tmp=tmp->below) { 1885 if (tmp == op)
2048 if (tmp == op) continue; /* Can't apply yourself */ 1886 continue; /* Can't apply yourself */
2049 1887
2050 /* Check to see if one of the movement types should be slowed down. 1888 /* Check to see if one of the movement types should be slowed down.
2051 * Second check makes sure that the movement types not being slowed 1889 * Second check makes sure that the movement types not being slowed
2052 * (~slow_move) is not blocked on this space - just because the 1890 * (~slow_move) is not blocked on this space - just because the
2053 * space doesn't slow down swimming (for example), if you can't actually 1891 * space doesn't slow down swimming (for example), if you can't actually
2054 * swim on that space, can't use it to avoid the penalty. 1892 * swim on that space, can't use it to avoid the penalty.
2055 */ 1893 */
2056 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1894 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1895 {
2057 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1896 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2058 ((op->move_type & tmp->move_slow) &&
2059 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1897 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1898 {
2060 1899
2061 float diff; 1900 float
2062
2063 diff = tmp->move_slow_penalty*FABS(op->speed); 1901 diff = tmp->move_slow_penalty * FABS (op->speed);
1902
2064 if (op->type == PLAYER) { 1903 if (op->type == PLAYER)
2065 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1904 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2066 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1905 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2067 diff /= 4.0; 1906 diff /= 4.0;
2068 } 1907
2069 }
2070 op->speed_left -= diff; 1908 op->speed_left -= diff;
2071 } 1909 }
2072 } 1910 }
2073 1911
2074 /* Basically same logic as above, except now for actual apply. */ 1912 /* Basically same logic as above, except now for actual apply. */
2075 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1913 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2076 ((op->move_type & tmp->move_on) &&
2077 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1914 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2078 1915 {
2079 move_apply(tmp, op, originator); 1916 move_apply (tmp, op, originator);
1917
2080 if (was_destroyed (op, tag)) 1918 if (op->destroyed ())
2081 return 1; 1919 return 1;
2082 1920
2083 /* what the person/creature stepped onto has moved the object 1921 /* what the person/creature stepped onto has moved the object
2084 * someplace new. Don't process any further - if we did, 1922 * someplace new. Don't process any further - if we did,
2085 * have a feeling strange problems would result. 1923 * have a feeling strange problems would result.
2086 */ 1924 */
2087 if (op->map != m || op->x != x || op->y != y) return 0; 1925 if (op->map != m || op->x != x || op->y != y)
1926 return 0;
2088 } 1927 }
2089 } 1928 }
1929
2090 return 0; 1930 return 0;
2091} 1931}
2092 1932
2093/* 1933/*
2094 * present_arch(arch, map, x, y) searches for any objects with 1934 * present_arch(arch, map, x, y) searches for any objects with
2095 * a matching archetype at the given map and coordinates. 1935 * a matching archetype at the given map and coordinates.
2096 * The first matching object is returned, or NULL if none. 1936 * The first matching object is returned, or NULL if none.
2097 */ 1937 */
2098 1938
1939object *
2099object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1940present_arch (const archetype *at, maptile *m, int x, int y)
1941{
2100 object *tmp; 1942 object *
1943 tmp;
1944
2101 if(m==NULL || out_of_map(m,x,y)) { 1945 if (m == NULL || out_of_map (m, x, y))
1946 {
2102 LOG(llevError,"Present_arch called outside map.\n"); 1947 LOG (llevError, "Present_arch called outside map.\n");
2103 return NULL; 1948 return NULL;
2104 } 1949 }
2105 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1950 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2106 if(tmp->arch == at) 1951 if (tmp->arch == at)
2107 return tmp; 1952 return tmp;
2108 return NULL; 1953 return NULL;
2109} 1954}
2110 1955
2111/* 1956/*
2112 * present(type, map, x, y) searches for any objects with 1957 * present(type, map, x, y) searches for any objects with
2113 * a matching type variable at the given map and coordinates. 1958 * a matching type variable at the given map and coordinates.
2114 * The first matching object is returned, or NULL if none. 1959 * The first matching object is returned, or NULL if none.
2115 */ 1960 */
2116 1961
1962object *
2117object *present(unsigned char type,mapstruct *m, int x,int y) { 1963present (unsigned char type, maptile *m, int x, int y)
1964{
2118 object *tmp; 1965 object *
1966 tmp;
1967
2119 if(out_of_map(m,x,y)) { 1968 if (out_of_map (m, x, y))
1969 {
2120 LOG(llevError,"Present called outside map.\n"); 1970 LOG (llevError, "Present called outside map.\n");
2121 return NULL; 1971 return NULL;
2122 } 1972 }
2123 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1973 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2124 if(tmp->type==type) 1974 if (tmp->type == type)
2125 return tmp; 1975 return tmp;
2126 return NULL; 1976 return NULL;
2127} 1977}
2128 1978
2129/* 1979/*
2130 * present_in_ob(type, object) searches for any objects with 1980 * present_in_ob(type, object) searches for any objects with
2131 * a matching type variable in the inventory of the given object. 1981 * a matching type variable in the inventory of the given object.
2132 * The first matching object is returned, or NULL if none. 1982 * The first matching object is returned, or NULL if none.
2133 */ 1983 */
2134 1984
1985object *
2135object *present_in_ob(unsigned char type, const object *op) { 1986present_in_ob (unsigned char type, const object *op)
1987{
2136 object *tmp; 1988 object *
1989 tmp;
1990
2137 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1991 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2138 if(tmp->type==type) 1992 if (tmp->type == type)
2139 return tmp; 1993 return tmp;
2140 return NULL; 1994 return NULL;
2141} 1995}
2142 1996
2143/* 1997/*
2153 * the object name, not the archetype name. this is so that the 2007 * the object name, not the archetype name. this is so that the
2154 * spell code can use one object type (force), but change it's name 2008 * spell code can use one object type (force), but change it's name
2155 * to be unique. 2009 * to be unique.
2156 */ 2010 */
2157 2011
2012object *
2158object *present_in_ob_by_name(int type, const char *str, const object *op) { 2013present_in_ob_by_name (int type, const char *str, const object *op)
2014{
2159 object *tmp; 2015 object *
2016 tmp;
2160 2017
2161 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2018 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2019 {
2162 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2020 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2163 return tmp; 2021 return tmp;
2164 } 2022 }
2165 return NULL; 2023 return NULL;
2166} 2024}
2167 2025
2168/* 2026/*
2169 * present_arch_in_ob(archetype, object) searches for any objects with 2027 * present_arch_in_ob(archetype, object) searches for any objects with
2170 * a matching archetype in the inventory of the given object. 2028 * a matching archetype in the inventory of the given object.
2171 * The first matching object is returned, or NULL if none. 2029 * The first matching object is returned, or NULL if none.
2172 */ 2030 */
2173 2031
2032object *
2174object *present_arch_in_ob(const archetype *at, const object *op) { 2033present_arch_in_ob (const archetype *at, const object *op)
2034{
2175 object *tmp; 2035 object *
2036 tmp;
2037
2176 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2038 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2177 if( tmp->arch == at) 2039 if (tmp->arch == at)
2178 return tmp; 2040 return tmp;
2179 return NULL; 2041 return NULL;
2180} 2042}
2181 2043
2182/* 2044/*
2183 * activate recursively a flag on an object inventory 2045 * activate recursively a flag on an object inventory
2184 */ 2046 */
2047void
2185void flag_inv(object*op, int flag){ 2048flag_inv (object *op, int flag)
2049{
2186 object *tmp; 2050 object *
2051 tmp;
2052
2187 if(op->inv) 2053 if (op->inv)
2188 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2054 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2055 {
2189 SET_FLAG(tmp, flag); 2056 SET_FLAG (tmp, flag);
2190 flag_inv(tmp,flag); 2057 flag_inv (tmp, flag);
2191 } 2058 }
2192}/* 2059} /*
2193 * desactivate recursively a flag on an object inventory 2060 * desactivate recursively a flag on an object inventory
2194 */ 2061 */
2062void
2195void unflag_inv(object*op, int flag){ 2063unflag_inv (object *op, int flag)
2064{
2196 object *tmp; 2065 object *
2066 tmp;
2067
2197 if(op->inv) 2068 if (op->inv)
2198 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2069 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2070 {
2199 CLEAR_FLAG(tmp, flag); 2071 CLEAR_FLAG (tmp, flag);
2200 unflag_inv(tmp,flag); 2072 unflag_inv (tmp, flag);
2201 } 2073 }
2202} 2074}
2203 2075
2204/* 2076/*
2205 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2077 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2206 * all it's inventory (recursively). 2078 * all it's inventory (recursively).
2207 * If checksums are used, a player will get set_cheat called for 2079 * If checksums are used, a player will get set_cheat called for
2208 * him/her-self and all object carried by a call to this function. 2080 * him/her-self and all object carried by a call to this function.
2209 */ 2081 */
2210 2082
2083void
2211void set_cheat(object *op) { 2084set_cheat (object *op)
2085{
2212 SET_FLAG(op, FLAG_WAS_WIZ); 2086 SET_FLAG (op, FLAG_WAS_WIZ);
2213 flag_inv(op, FLAG_WAS_WIZ); 2087 flag_inv (op, FLAG_WAS_WIZ);
2214} 2088}
2215 2089
2216/* 2090/*
2217 * find_free_spot(object, map, x, y, start, stop) will search for 2091 * find_free_spot(object, map, x, y, start, stop) will search for
2218 * a spot at the given map and coordinates which will be able to contain 2092 * a spot at the given map and coordinates which will be able to contain
2233 * to know if the space in question will block the object. We can't use 2107 * to know if the space in question will block the object. We can't use
2234 * the archetype because that isn't correct if the monster has been 2108 * the archetype because that isn't correct if the monster has been
2235 * customized, changed states, etc. 2109 * customized, changed states, etc.
2236 */ 2110 */
2237 2111
2112int
2238int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2113find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2114{
2115 int
2116 i,
2239 int i,index=0, flag; 2117 index = 0, flag;
2118 static int
2240 static int altern[SIZEOFFREE]; 2119 altern[SIZEOFFREE];
2241 2120
2242 for(i=start;i<stop;i++) { 2121 for (i = start; i < stop; i++)
2122 {
2243 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2123 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2244 if(!flag) 2124 if (!flag)
2245 altern[index++]=i; 2125 altern[index++] = i;
2246 2126
2247 /* Basically, if we find a wall on a space, we cut down the search size. 2127 /* Basically, if we find a wall on a space, we cut down the search size.
2248 * In this way, we won't return spaces that are on another side of a wall. 2128 * In this way, we won't return spaces that are on another side of a wall.
2249 * This mostly work, but it cuts down the search size in all directions - 2129 * This mostly work, but it cuts down the search size in all directions -
2250 * if the space being examined only has a wall to the north and empty 2130 * if the space being examined only has a wall to the north and empty
2251 * spaces in all the other directions, this will reduce the search space 2131 * spaces in all the other directions, this will reduce the search space
2252 * to only the spaces immediately surrounding the target area, and 2132 * to only the spaces immediately surrounding the target area, and
2253 * won't look 2 spaces south of the target space. 2133 * won't look 2 spaces south of the target space.
2254 */ 2134 */
2255 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2135 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2256 stop=maxfree[i]; 2136 stop = maxfree[i];
2257 } 2137 }
2258 if(!index) return -1; 2138 if (!index)
2139 return -1;
2259 return altern[RANDOM()%index]; 2140 return altern[RANDOM () % index];
2260} 2141}
2261 2142
2262/* 2143/*
2263 * find_first_free_spot(archetype, mapstruct, x, y) works like 2144 * find_first_free_spot(archetype, maptile, x, y) works like
2264 * find_free_spot(), but it will search max number of squares. 2145 * find_free_spot(), but it will search max number of squares.
2265 * But it will return the first available spot, not a random choice. 2146 * But it will return the first available spot, not a random choice.
2266 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2147 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2267 */ 2148 */
2268 2149
2150int
2269int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2151find_first_free_spot (const object *ob, maptile *m, int x, int y)
2152{
2153 int
2270 int i; 2154 i;
2155
2271 for(i=0;i<SIZEOFFREE;i++) { 2156 for (i = 0; i < SIZEOFFREE; i++)
2157 {
2272 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2158 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2273 return i; 2159 return i;
2274 } 2160 }
2275 return -1; 2161 return -1;
2276} 2162}
2277 2163
2278/* 2164/*
2279 * The function permute(arr, begin, end) randomly reorders the array 2165 * The function permute(arr, begin, end) randomly reorders the array
2280 * arr[begin..end-1]. 2166 * arr[begin..end-1].
2281 */ 2167 */
2168static void
2282static void permute(int *arr, int begin, int end) 2169permute (int *arr, int begin, int end)
2283{ 2170{
2284 int i, j, tmp, len; 2171 int
2172 i,
2173 j,
2174 tmp,
2175 len;
2285 2176
2286 len = end-begin; 2177 len = end - begin;
2287 for(i = begin; i < end; i++) 2178 for (i = begin; i < end; i++)
2288 { 2179 {
2289 j = begin+RANDOM()%len; 2180 j = begin + RANDOM () % len;
2290 2181
2291 tmp = arr[i]; 2182 tmp = arr[i];
2292 arr[i] = arr[j]; 2183 arr[i] = arr[j];
2293 arr[j] = tmp; 2184 arr[j] = tmp;
2294 } 2185 }
2295} 2186}
2296 2187
2297/* new function to make monster searching more efficient, and effective! 2188/* new function to make monster searching more efficient, and effective!
2298 * This basically returns a randomized array (in the passed pointer) of 2189 * This basically returns a randomized array (in the passed pointer) of
2299 * the spaces to find monsters. In this way, it won't always look for 2190 * the spaces to find monsters. In this way, it won't always look for
2300 * monsters to the north first. However, the size of the array passed 2191 * monsters to the north first. However, the size of the array passed
2301 * covers all the spaces, so within that size, all the spaces within 2192 * covers all the spaces, so within that size, all the spaces within
2302 * the 3x3 area will be searched, just not in a predictable order. 2193 * the 3x3 area will be searched, just not in a predictable order.
2303 */ 2194 */
2195void
2304void get_search_arr(int *search_arr) 2196get_search_arr (int *search_arr)
2305{ 2197{
2198 int
2306 int i; 2199 i;
2307 2200
2308 for(i = 0; i < SIZEOFFREE; i++) 2201 for (i = 0; i < SIZEOFFREE; i++)
2309 { 2202 {
2310 search_arr[i] = i; 2203 search_arr[i] = i;
2311 } 2204 }
2312 2205
2313 permute(search_arr, 1, SIZEOFFREE1+1); 2206 permute (search_arr, 1, SIZEOFFREE1 + 1);
2314 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2207 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2315 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2208 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2316} 2209}
2317 2210
2318/* 2211/*
2319 * find_dir(map, x, y, exclude) will search some close squares in the 2212 * find_dir(map, x, y, exclude) will search some close squares in the
2320 * given map at the given coordinates for live objects. 2213 * given map at the given coordinates for live objects.
2326 * is actually want is going to try and move there. We need this info 2219 * is actually want is going to try and move there. We need this info
2327 * because we have to know what movement the thing looking to move 2220 * because we have to know what movement the thing looking to move
2328 * there is capable of. 2221 * there is capable of.
2329 */ 2222 */
2330 2223
2224int
2331int find_dir(mapstruct *m, int x, int y, object *exclude) { 2225find_dir (maptile *m, int x, int y, object *exclude)
2226{
2227 int
2228 i,
2332 int i,max=SIZEOFFREE, mflags; 2229 max = SIZEOFFREE, mflags;
2230
2333 sint16 nx, ny; 2231 sint16 nx, ny;
2334 object *tmp; 2232 object *
2335 mapstruct *mp; 2233 tmp;
2234 maptile *
2235 mp;
2236
2336 MoveType blocked, move_type; 2237 MoveType blocked, move_type;
2337 2238
2338 if (exclude && exclude->head) { 2239 if (exclude && exclude->head)
2240 {
2339 exclude = exclude->head; 2241 exclude = exclude->head;
2340 move_type = exclude->move_type; 2242 move_type = exclude->move_type;
2341 } else { 2243 }
2244 else
2245 {
2342 /* If we don't have anything, presume it can use all movement types. */ 2246 /* If we don't have anything, presume it can use all movement types. */
2343 move_type=MOVE_ALL; 2247 move_type = MOVE_ALL;
2248 }
2249
2250 for (i = 1; i < max; i++)
2344 } 2251 {
2345
2346 for(i=1;i<max;i++) {
2347 mp = m; 2252 mp = m;
2348 nx = x + freearr_x[i]; 2253 nx = x + freearr_x[i];
2349 ny = y + freearr_y[i]; 2254 ny = y + freearr_y[i];
2350 2255
2351 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2256 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2352 if (mflags & P_OUT_OF_MAP) { 2257 if (mflags & P_OUT_OF_MAP)
2258 {
2353 max = maxfree[i]; 2259 max = maxfree[i];
2260 }
2354 } else { 2261 else
2262 {
2355 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2263 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2356 2264
2357 if ((move_type & blocked) == move_type) { 2265 if ((move_type & blocked) == move_type)
2266 {
2358 max=maxfree[i]; 2267 max = maxfree[i];
2268 }
2359 } else if (mflags & P_IS_ALIVE) { 2269 else if (mflags & P_IS_ALIVE)
2270 {
2360 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2271 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2361 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2272 {
2362 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2273 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2274 {
2363 break; 2275 break;
2364 } 2276 }
2365 } 2277 }
2366 if(tmp) { 2278 if (tmp)
2279 {
2367 return freedir[i]; 2280 return freedir[i];
2368 } 2281 }
2369 } 2282 }
2370 } 2283 }
2371 } 2284 }
2372 return 0; 2285 return 0;
2373} 2286}
2374 2287
2375/* 2288/*
2376 * distance(object 1, object 2) will return the square of the 2289 * distance(object 1, object 2) will return the square of the
2377 * distance between the two given objects. 2290 * distance between the two given objects.
2378 */ 2291 */
2379 2292
2293int
2380int distance(const object *ob1, const object *ob2) { 2294distance (const object *ob1, const object *ob2)
2295{
2381 int i; 2296 int
2382 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2297 i;
2383 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2298
2299 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2384 return i; 2300 return i;
2385} 2301}
2386 2302
2387/* 2303/*
2388 * find_dir_2(delta-x,delta-y) will return a direction in which 2304 * find_dir_2(delta-x,delta-y) will return a direction in which
2389 * an object which has subtracted the x and y coordinates of another 2305 * an object which has subtracted the x and y coordinates of another
2390 * object, needs to travel toward it. 2306 * object, needs to travel toward it.
2391 */ 2307 */
2392 2308
2309int
2393int find_dir_2(int x, int y) { 2310find_dir_2 (int x, int y)
2311{
2394 int q; 2312 int
2313 q;
2395 2314
2396 if(y) 2315 if (y)
2397 q=x*100/y; 2316 q = x * 100 / y;
2398 else if (x) 2317 else if (x)
2399 q= -300*x; 2318 q = -300 * x;
2400 else 2319 else
2401 return 0; 2320 return 0;
2402 2321
2403 if(y>0) { 2322 if (y > 0)
2323 {
2404 if(q < -242) 2324 if (q < -242)
2405 return 3 ; 2325 return 3;
2406 if (q < -41) 2326 if (q < -41)
2407 return 2 ; 2327 return 2;
2408 if (q < 41) 2328 if (q < 41)
2409 return 1 ; 2329 return 1;
2410 if (q < 242) 2330 if (q < 242)
2411 return 8 ; 2331 return 8;
2412 return 7 ; 2332 return 7;
2413 } 2333 }
2414 2334
2415 if (q < -242) 2335 if (q < -242)
2416 return 7 ; 2336 return 7;
2417 if (q < -41) 2337 if (q < -41)
2418 return 6 ; 2338 return 6;
2419 if (q < 41) 2339 if (q < 41)
2420 return 5 ; 2340 return 5;
2421 if (q < 242) 2341 if (q < 242)
2422 return 4 ; 2342 return 4;
2423 2343
2424 return 3 ; 2344 return 3;
2425} 2345}
2426 2346
2427/* 2347/*
2428 * absdir(int): Returns a number between 1 and 8, which represent 2348 * absdir(int): Returns a number between 1 and 8, which represent
2429 * the "absolute" direction of a number (it actually takes care of 2349 * the "absolute" direction of a number (it actually takes care of
2430 * "overflow" in previous calculations of a direction). 2350 * "overflow" in previous calculations of a direction).
2431 */ 2351 */
2432 2352
2353int
2433int absdir(int d) { 2354absdir (int d)
2434 while(d<1) d+=8; 2355{
2435 while(d>8) d-=8; 2356 while (d < 1)
2357 d += 8;
2358 while (d > 8)
2359 d -= 8;
2436 return d; 2360 return d;
2437} 2361}
2438 2362
2439/* 2363/*
2440 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2364 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2441 * between two directions (which are expected to be absolute (see absdir()) 2365 * between two directions (which are expected to be absolute (see absdir())
2442 */ 2366 */
2443 2367
2368int
2444int dirdiff(int dir1, int dir2) { 2369dirdiff (int dir1, int dir2)
2370{
2445 int d; 2371 int
2372 d;
2373
2446 d = abs(dir1 - dir2); 2374 d = abs (dir1 - dir2);
2447 if(d>4) 2375 if (d > 4)
2448 d = 8 - d; 2376 d = 8 - d;
2449 return d; 2377 return d;
2450} 2378}
2451 2379
2452/* peterm: 2380/* peterm:
2457 * direction 4, 14, or 16 to get back to where we are. 2385 * direction 4, 14, or 16 to get back to where we are.
2458 * Moved from spell_util.c to object.c with the other related direction 2386 * Moved from spell_util.c to object.c with the other related direction
2459 * functions. 2387 * functions.
2460 */ 2388 */
2461 2389
2390int
2462int reduction_dir[SIZEOFFREE][3] = { 2391 reduction_dir[SIZEOFFREE][3] = {
2463 {0,0,0}, /* 0 */ 2392 {0, 0, 0}, /* 0 */
2464 {0,0,0}, /* 1 */ 2393 {0, 0, 0}, /* 1 */
2465 {0,0,0}, /* 2 */ 2394 {0, 0, 0}, /* 2 */
2466 {0,0,0}, /* 3 */ 2395 {0, 0, 0}, /* 3 */
2467 {0,0,0}, /* 4 */ 2396 {0, 0, 0}, /* 4 */
2468 {0,0,0}, /* 5 */ 2397 {0, 0, 0}, /* 5 */
2469 {0,0,0}, /* 6 */ 2398 {0, 0, 0}, /* 6 */
2470 {0,0,0}, /* 7 */ 2399 {0, 0, 0}, /* 7 */
2471 {0,0,0}, /* 8 */ 2400 {0, 0, 0}, /* 8 */
2472 {8,1,2}, /* 9 */ 2401 {8, 1, 2}, /* 9 */
2473 {1,2,-1}, /* 10 */ 2402 {1, 2, -1}, /* 10 */
2474 {2,10,12}, /* 11 */ 2403 {2, 10, 12}, /* 11 */
2475 {2,3,-1}, /* 12 */ 2404 {2, 3, -1}, /* 12 */
2476 {2,3,4}, /* 13 */ 2405 {2, 3, 4}, /* 13 */
2477 {3,4,-1}, /* 14 */ 2406 {3, 4, -1}, /* 14 */
2478 {4,14,16}, /* 15 */ 2407 {4, 14, 16}, /* 15 */
2479 {5,4,-1}, /* 16 */ 2408 {5, 4, -1}, /* 16 */
2480 {4,5,6}, /* 17 */ 2409 {4, 5, 6}, /* 17 */
2481 {6,5,-1}, /* 18 */ 2410 {6, 5, -1}, /* 18 */
2482 {6,20,18}, /* 19 */ 2411 {6, 20, 18}, /* 19 */
2483 {7,6,-1}, /* 20 */ 2412 {7, 6, -1}, /* 20 */
2484 {6,7,8}, /* 21 */ 2413 {6, 7, 8}, /* 21 */
2485 {7,8,-1}, /* 22 */ 2414 {7, 8, -1}, /* 22 */
2486 {8,22,24}, /* 23 */ 2415 {8, 22, 24}, /* 23 */
2487 {8,1,-1}, /* 24 */ 2416 {8, 1, -1}, /* 24 */
2488 {24,9,10}, /* 25 */ 2417 {24, 9, 10}, /* 25 */
2489 {9,10,-1}, /* 26 */ 2418 {9, 10, -1}, /* 26 */
2490 {10,11,-1}, /* 27 */ 2419 {10, 11, -1}, /* 27 */
2491 {27,11,29}, /* 28 */ 2420 {27, 11, 29}, /* 28 */
2492 {11,12,-1}, /* 29 */ 2421 {11, 12, -1}, /* 29 */
2493 {12,13,-1}, /* 30 */ 2422 {12, 13, -1}, /* 30 */
2494 {12,13,14}, /* 31 */ 2423 {12, 13, 14}, /* 31 */
2495 {13,14,-1}, /* 32 */ 2424 {13, 14, -1}, /* 32 */
2496 {14,15,-1}, /* 33 */ 2425 {14, 15, -1}, /* 33 */
2497 {33,15,35}, /* 34 */ 2426 {33, 15, 35}, /* 34 */
2498 {16,15,-1}, /* 35 */ 2427 {16, 15, -1}, /* 35 */
2499 {17,16,-1}, /* 36 */ 2428 {17, 16, -1}, /* 36 */
2500 {18,17,16}, /* 37 */ 2429 {18, 17, 16}, /* 37 */
2501 {18,17,-1}, /* 38 */ 2430 {18, 17, -1}, /* 38 */
2502 {18,19,-1}, /* 39 */ 2431 {18, 19, -1}, /* 39 */
2503 {41,19,39}, /* 40 */ 2432 {41, 19, 39}, /* 40 */
2504 {19,20,-1}, /* 41 */ 2433 {19, 20, -1}, /* 41 */
2505 {20,21,-1}, /* 42 */ 2434 {20, 21, -1}, /* 42 */
2506 {20,21,22}, /* 43 */ 2435 {20, 21, 22}, /* 43 */
2507 {21,22,-1}, /* 44 */ 2436 {21, 22, -1}, /* 44 */
2508 {23,22,-1}, /* 45 */ 2437 {23, 22, -1}, /* 45 */
2509 {45,47,23}, /* 46 */ 2438 {45, 47, 23}, /* 46 */
2510 {23,24,-1}, /* 47 */ 2439 {23, 24, -1}, /* 47 */
2511 {24,9,-1}}; /* 48 */ 2440 {24, 9, -1}
2441}; /* 48 */
2512 2442
2513/* Recursive routine to step back and see if we can 2443/* Recursive routine to step back and see if we can
2514 * find a path to that monster that we found. If not, 2444 * find a path to that monster that we found. If not,
2515 * we don't bother going toward it. Returns 1 if we 2445 * we don't bother going toward it. Returns 1 if we
2516 * can see a direct way to get it 2446 * can see a direct way to get it
2517 * Modified to be map tile aware -.MSW 2447 * Modified to be map tile aware -.MSW
2518 */ 2448 */
2519
2520 2449
2450
2451int
2521int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2452can_see_monsterP (maptile *m, int x, int y, int dir)
2453{
2522 sint16 dx, dy; 2454 sint16 dx, dy;
2455 int
2523 int mflags; 2456 mflags;
2524 2457
2458 if (dir < 0)
2525 if(dir<0) return 0; /* exit condition: invalid direction */ 2459 return 0; /* exit condition: invalid direction */
2526 2460
2527 dx = x + freearr_x[dir]; 2461 dx = x + freearr_x[dir];
2528 dy = y + freearr_y[dir]; 2462 dy = y + freearr_y[dir];
2529 2463
2530 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2464 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2531 2465
2532 /* This functional arguably was incorrect before - it was 2466 /* This functional arguably was incorrect before - it was
2533 * checking for P_WALL - that was basically seeing if 2467 * checking for P_WALL - that was basically seeing if
2534 * we could move to the monster - this is being more 2468 * we could move to the monster - this is being more
2535 * literal on if we can see it. To know if we can actually 2469 * literal on if we can see it. To know if we can actually
2536 * move to the monster, we'd need the monster passed in or 2470 * move to the monster, we'd need the monster passed in or
2537 * at least its move type. 2471 * at least its move type.
2538 */ 2472 */
2539 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2473 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2474 return 0;
2540 2475
2541 /* yes, can see. */ 2476 /* yes, can see. */
2542 if(dir < 9) return 1; 2477 if (dir < 9)
2478 return 1;
2543 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2479 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2544 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2480 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2545 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2546} 2481}
2547 2482
2548 2483
2549 2484
2550/* 2485/*
2551 * can_pick(picker, item): finds out if an object is possible to be 2486 * can_pick(picker, item): finds out if an object is possible to be
2552 * picked up by the picker. Returnes 1 if it can be 2487 * picked up by the picker. Returnes 1 if it can be
2553 * picked up, otherwise 0. 2488 * picked up, otherwise 0.
2554 * 2489 *
2556 * core dumps if they do. 2491 * core dumps if they do.
2557 * 2492 *
2558 * Add a check so we can't pick up invisible objects (0.93.8) 2493 * Add a check so we can't pick up invisible objects (0.93.8)
2559 */ 2494 */
2560 2495
2496int
2561int can_pick(const object *who, const object *item) { 2497can_pick (const object *who, const object *item)
2498{
2562 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2499 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2563 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2500 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2564 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2501 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2565 (who->type==PLAYER||item->weight<who->weight/3));
2566} 2502}
2567 2503
2568 2504
2569/* 2505/*
2570 * create clone from object to another 2506 * create clone from object to another
2571 */ 2507 */
2508object *
2572object *object_create_clone (object *asrc) { 2509object_create_clone (object *asrc)
2510{
2573 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2511 object *dst = 0, *tmp, *src, *part, *prev, *item;
2574 2512
2575 if(!asrc) return NULL; 2513 if (!asrc)
2514 return 0;
2515
2576 src = asrc; 2516 src = asrc;
2577 if(src->head) 2517 if (src->head)
2578 src = src->head; 2518 src = src->head;
2579 2519
2580 prev = NULL; 2520 prev = 0;
2581 for(part = src; part; part = part->more) { 2521 for (part = src; part; part = part->more)
2582 tmp = get_object(); 2522 {
2583 copy_object(part,tmp); 2523 tmp = object::create ();
2524 part->copy_to (tmp);
2584 tmp->x -= src->x; 2525 tmp->x -= src->x;
2585 tmp->y -= src->y; 2526 tmp->y -= src->y;
2527
2586 if(!part->head) { 2528 if (!part->head)
2529 {
2587 dst = tmp; 2530 dst = tmp;
2588 tmp->head = NULL; 2531 tmp->head = 0;
2532 }
2589 } else { 2533 else
2534 {
2590 tmp->head = dst; 2535 tmp->head = dst;
2591 } 2536 }
2537
2592 tmp->more = NULL; 2538 tmp->more = 0;
2539
2593 if(prev) 2540 if (prev)
2594 prev->more = tmp; 2541 prev->more = tmp;
2542
2595 prev = tmp; 2543 prev = tmp;
2596 } 2544 }
2597 /*** copy inventory ***/ 2545
2598 for(item = src->inv; item; item = item->below) { 2546 for (item = src->inv; item; item = item->below)
2599 (void) insert_ob_in_ob(object_create_clone(item),dst); 2547 insert_ob_in_ob (object_create_clone (item), dst);
2600 }
2601 2548
2602 return dst; 2549 return dst;
2603}
2604
2605/* return true if the object was destroyed, 0 otherwise */
2606int was_destroyed (const object *op, tag_t old_tag)
2607{
2608 /* checking for FLAG_FREED isn't necessary, but makes this function more
2609 * robust */
2610 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2611} 2550}
2612 2551
2613/* GROS - Creates an object using a string representing its content. */ 2552/* GROS - Creates an object using a string representing its content. */
2614/* Basically, we save the content of the string to a temp file, then call */ 2553/* Basically, we save the content of the string to a temp file, then call */
2615/* load_object on it. I admit it is a highly inefficient way to make things, */ 2554/* load_object on it. I admit it is a highly inefficient way to make things, */
2616/* but it was simple to make and allows reusing the load_object function. */ 2555/* but it was simple to make and allows reusing the load_object function. */
2617/* Remember not to use load_object_str in a time-critical situation. */ 2556/* Remember not to use load_object_str in a time-critical situation. */
2618/* Also remember that multiparts objects are not supported for now. */ 2557/* Also remember that multiparts objects are not supported for now. */
2619 2558
2559object *
2620object* load_object_str(const char *obstr) 2560load_object_str (const char *obstr)
2621{ 2561{
2622 object *op; 2562 object *op;
2623 char filename[MAX_BUF]; 2563 char filename[MAX_BUF];
2564
2624 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2565 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2625 2566
2626 FILE *tempfile=fopen(filename,"w"); 2567 FILE *tempfile = fopen (filename, "w");
2568
2627 if (tempfile == NULL) 2569 if (tempfile == NULL)
2628 { 2570 {
2629 LOG(llevError,"Error - Unable to access load object temp file\n"); 2571 LOG (llevError, "Error - Unable to access load object temp file\n");
2630 return NULL; 2572 return NULL;
2631 }; 2573 }
2574
2632 fprintf(tempfile,obstr); 2575 fprintf (tempfile, obstr);
2633 fclose(tempfile); 2576 fclose (tempfile);
2634 2577
2635 op=get_object(); 2578 op = object::create ();
2636 2579
2637 object_thawer thawer (filename); 2580 object_thawer thawer (filename);
2581
2638 if (thawer) 2582 if (thawer)
2639 load_object(thawer,op,LO_NEWFILE,0); 2583 load_object (thawer, op, 0);
2584
2640 LOG(llevDebug," load str completed, object=%s\n",op->name); 2585 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2641 CLEAR_FLAG(op,FLAG_REMOVED); 2586 CLEAR_FLAG (op, FLAG_REMOVED);
2642 2587
2643 return op; 2588 return op;
2644} 2589}
2645 2590
2646/* This returns the first object in who's inventory that 2591/* This returns the first object in who's inventory that
2647 * has the same type and subtype match. 2592 * has the same type and subtype match.
2648 * returns NULL if no match. 2593 * returns NULL if no match.
2649 */ 2594 */
2595object *
2650object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2596find_obj_by_type_subtype (const object *who, int type, int subtype)
2651{ 2597{
2652 object *tmp; 2598 object *tmp;
2653 2599
2654 for (tmp=who->inv; tmp; tmp=tmp->below) 2600 for (tmp = who->inv; tmp; tmp = tmp->below)
2655 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2601 if (tmp->type == type && tmp->subtype == subtype)
2602 return tmp;
2656 2603
2657 return NULL; 2604 return NULL;
2658} 2605}
2659 2606
2660/* If ob has a field named key, return the link from the list, 2607/* If ob has a field named key, return the link from the list,
2661 * otherwise return NULL. 2608 * otherwise return NULL.
2662 * 2609 *
2663 * key must be a passed in shared string - otherwise, this won't 2610 * key must be a passed in shared string - otherwise, this won't
2664 * do the desired thing. 2611 * do the desired thing.
2665 */ 2612 */
2613key_value *
2666key_value * get_ob_key_link(const object * ob, const char * key) { 2614get_ob_key_link (const object *ob, const char *key)
2615{
2667 key_value * link; 2616 key_value *link;
2668 2617
2669 for (link = ob->key_values; link != NULL; link = link->next) { 2618 for (link = ob->key_values; link != NULL; link = link->next)
2670 if (link->key == key) { 2619 if (link->key == key)
2671 return link; 2620 return link;
2672 } 2621
2673 }
2674
2675 return NULL; 2622 return NULL;
2676} 2623}
2677 2624
2678/* 2625/*
2679 * Returns the value of op has an extra_field for key, or NULL. 2626 * Returns the value of op has an extra_field for key, or NULL.
2680 * 2627 *
2681 * The argument doesn't need to be a shared string. 2628 * The argument doesn't need to be a shared string.
2682 * 2629 *
2683 * The returned string is shared. 2630 * The returned string is shared.
2684 */ 2631 */
2632const char *
2685const char * get_ob_key_value(const object * op, const char * const key) { 2633get_ob_key_value (const object *op, const char *const key)
2634{
2686 key_value * link; 2635 key_value *link;
2687 const char * canonical_key; 2636 shstr_cmp canonical_key (key);
2637
2638 if (!canonical_key)
2688 2639 {
2689 canonical_key = find_string(key);
2690
2691 if (canonical_key == NULL) {
2692 /* 1. There being a field named key on any object 2640 /* 1. There being a field named key on any object
2693 * implies there'd be a shared string to find. 2641 * implies there'd be a shared string to find.
2694 * 2. Since there isn't, no object has this field. 2642 * 2. Since there isn't, no object has this field.
2695 * 3. Therefore, *this* object doesn't have this field. 2643 * 3. Therefore, *this* object doesn't have this field.
2696 */ 2644 */
2697 return NULL; 2645 return 0;
2698 } 2646 }
2699 2647
2700 /* This is copied from get_ob_key_link() above - 2648 /* This is copied from get_ob_key_link() above -
2701 * only 4 lines, and saves the function call overhead. 2649 * only 4 lines, and saves the function call overhead.
2702 */ 2650 */
2703 for (link = op->key_values; link != NULL; link = link->next) { 2651 for (link = op->key_values; link; link = link->next)
2704 if (link->key == canonical_key) { 2652 if (link->key == canonical_key)
2705 return link->value; 2653 return link->value;
2706 } 2654
2707 } 2655 return 0;
2708 return NULL;
2709} 2656}
2710 2657
2711 2658
2712/* 2659/*
2713 * Updates the canonical_key in op to value. 2660 * Updates the canonical_key in op to value.
2717 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2664 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2718 * keys. 2665 * keys.
2719 * 2666 *
2720 * Returns TRUE on success. 2667 * Returns TRUE on success.
2721 */ 2668 */
2669int
2722int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) { 2670set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2671{
2672 key_value *
2723 key_value * field = NULL, *last=NULL; 2673 field = NULL, *last = NULL;
2724 2674
2725 for (field=op->key_values; field != NULL; field=field->next) { 2675 for (field = op->key_values; field != NULL; field = field->next)
2676 {
2726 if (field->key != canonical_key) { 2677 if (field->key != canonical_key)
2678 {
2727 last = field; 2679 last = field;
2728 continue; 2680 continue;
2729 } 2681 }
2730 2682
2731 if (field->value) FREE_AND_CLEAR_STR(field->value);
2732 if (value) 2683 if (value)
2733 field->value = add_string(value); 2684 field->value = value;
2734 else { 2685 else
2686 {
2735 /* Basically, if the archetype has this key set, 2687 /* Basically, if the archetype has this key set,
2736 * we need to store the null value so when we save 2688 * we need to store the null value so when we save
2737 * it, we save the empty value so that when we load, 2689 * it, we save the empty value so that when we load,
2738 * we get this value back again. 2690 * we get this value back again.
2739 */ 2691 */
2740 if (get_ob_key_link(&op->arch->clone, canonical_key)) 2692 if (get_ob_key_link (&op->arch->clone, canonical_key))
2741 field->value = NULL; 2693 field->value = 0;
2742 else { 2694 else
2743 /* Delete this link */ 2695 {
2744 if (field->key) FREE_AND_CLEAR_STR(field->key); 2696 if (last)
2745 if (field->value) FREE_AND_CLEAR_STR(field->value);
2746 if (last) last->next = field->next; 2697 last->next = field->next;
2698 else
2747 else op->key_values = field->next; 2699 op->key_values = field->next;
2700
2748 free(field); 2701 delete field;
2749 } 2702 }
2750 } 2703 }
2751 return TRUE; 2704 return TRUE;
2752 } 2705 }
2753 /* IF we get here, key doesn't exist */ 2706 /* IF we get here, key doesn't exist */
2754 2707
2755 /* No field, we'll have to add it. */ 2708 /* No field, we'll have to add it. */
2709
2710 if (!add_key)
2756 2711 {
2757 if (!add_key) {
2758 return FALSE; 2712 return FALSE;
2759 } 2713 }
2760 /* There isn't any good reason to store a null 2714 /* There isn't any good reason to store a null
2761 * value in the key/value list. If the archetype has 2715 * value in the key/value list. If the archetype has
2762 * this key, then we should also have it, so shouldn't 2716 * this key, then we should also have it, so shouldn't
2763 * be here. If user wants to store empty strings, 2717 * be here. If user wants to store empty strings,
2764 * should pass in "" 2718 * should pass in ""
2765 */ 2719 */
2766 if (value == NULL) return TRUE; 2720 if (value == NULL)
2767
2768 field = (key_value *) malloc(sizeof(key_value));
2769
2770 field->key = add_refcount(canonical_key);
2771 field->value = add_string(value);
2772 /* Usual prepend-addition. */
2773 field->next = op->key_values;
2774 op->key_values = field;
2775
2776 return TRUE; 2721 return TRUE;
2722
2723 field = new key_value;
2724
2725 field->key = canonical_key;
2726 field->value = value;
2727 /* Usual prepend-addition. */
2728 field->next = op->key_values;
2729 op->key_values = field;
2730
2731 return TRUE;
2777} 2732}
2778 2733
2779/* 2734/*
2780 * Updates the key in op to value. 2735 * Updates the key in op to value.
2781 * 2736 *
2783 * and not add new ones. 2738 * and not add new ones.
2784 * In general, should be little reason FALSE is ever passed in for add_key 2739 * In general, should be little reason FALSE is ever passed in for add_key
2785 * 2740 *
2786 * Returns TRUE on success. 2741 * Returns TRUE on success.
2787 */ 2742 */
2743int
2788int set_ob_key_value(object * op, const char * key, const char * value, int add_key) { 2744set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2789 const char * canonical_key = NULL; 2745{
2790 int floating_ref = FALSE; 2746 shstr key_ (key);
2791 int ret; 2747
2748 return set_ob_key_value_s (op, key_, value, add_key);
2749}
2750
2751object::depth_iterator::depth_iterator (object *container)
2752: iterator_base (container)
2753{
2754 while (item->inv)
2755 item = item->inv;
2756}
2757
2758void
2759object::depth_iterator::next ()
2760{
2761 if (item->below)
2792 2762 {
2793 /* HACK This mess is to make sure set_ob_value() passes a shared string 2763 item = item->below;
2794 * to get_ob_key_link(), without leaving a leaked refcount. 2764
2795 */ 2765 while (item->inv)
2766 item = item->inv;
2796 2767 }
2797 canonical_key = find_string(key); 2768 else
2798 if (canonical_key == NULL) { 2769 item = item->env;
2799 canonical_key = add_string(key);
2800 floating_ref = TRUE;
2801 }
2802
2803 ret = set_ob_key_value_s(op, canonical_key, value, add_key);
2804
2805 if (floating_ref) {
2806 free_string(canonical_key);
2807 }
2808
2809 return ret;
2810} 2770}
2771
2772// return a suitable string describing an objetc in enough detail to find it
2773const char *
2774object::debug_desc (char *info) const
2775{
2776 char info2[256 * 3];
2777 char *p = info;
2778
2779 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2780 count,
2781 &name,
2782 title ? " " : "",
2783 title ? (const char *)title : "");
2784
2785 if (env)
2786 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2787
2788 if (map)
2789 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2790
2791 return info;
2792}
2793
2794const char *
2795object::debug_desc () const
2796{
2797 static char info[256 * 3];
2798 return debug_desc (info);
2799}
2800

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