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Comparing deliantra/server/common/object.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:00 2006 UTC vs.
Revision 1.111 by root, Mon Jan 8 01:19:02 2007 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.1 2006/08/13 17:16:00 elmex Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
11 7
12 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
21 17
22 You should have received a copy of the GNU General Public License 18 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 21
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 23*/
28 24
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 27 variable. */
32#include <global.h> 28#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 29#include <stdio.h>
35#include <sys/types.h> 30#include <sys/types.h>
36#include <sys/uio.h> 31#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 32#include <object.h>
39#include <funcpoint.h> 33#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 34#include <loader.h>
42#ifdef MEMORY_DEBUG 35
43int nroffreeobjects = 0; 36#include <bitset>
37
44int nrofallocobjects = 0; 38int nrofallocobjects = 0;
45#undef OBJ_EXPAND 39static UUID uuid;
46#define OBJ_EXPAND 1 40const uint64 UUID_SKIP = 1<<19;
47#else
48object objarray[STARTMAX]; /* All objects, allocated this way at first */
49int nroffreeobjects = STARTMAX; /* How many OBs allocated and free (free) */
50int nrofallocobjects = STARTMAX; /* How many OBs allocated (free + used) */
51#endif
52 41
53object *objects; /* Pointer to the list of used objects */ 42objectvec objects;
54object *free_objects; /* Pointer to the list of unused objects */ 43activevec actives;
55object *active_objects; /* List of active objects that need to be processed */
56 44
57void (*object_free_callback)(object *ob); 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
58
59short freearr_x[SIZEOFFREE]=
60 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
61 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
62short freearr_y[SIZEOFFREE]= 47};
63 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
64 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 49 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
65int maxfree[SIZEOFFREE]= 50};
66 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 51int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
67 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 52 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
53};
68int freedir[SIZEOFFREE]= { 54int freedir[SIZEOFFREE] = {
69 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 55 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
70 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
57};
71 58
59static void
60write_uuid (void)
61{
62 char filename1[MAX_BUF], filename2[MAX_BUF];
63
64 sprintf (filename1, "%s/uuid", settings.localdir);
65 sprintf (filename2, "%s/uuid~", settings.localdir);
66
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78}
79
80static void
81read_uuid (void)
82{
83 char filename[MAX_BUF];
84
85 sprintf (filename, "%s/uuid", settings.localdir);
86
87 FILE *fp;
88
89 if (!(fp = fopen (filename, "r")))
90 {
91 if (errno == ENOENT)
92 {
93 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0;
95 write_uuid ();
96 return;
97 }
98
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1);
101 }
102
103 int version;
104 unsigned long long uid;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
106 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
108 _exit (1);
109 }
110
111 uuid.seq = uid;
112 write_uuid ();
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
114 fclose (fp);
115}
116
117UUID
118gen_uuid ()
119{
120 UUID uid;
121
122 uid.seq = ++uuid.seq;
123
124 if (!(uuid.seq & (UUID_SKIP - 1)))
125 write_uuid ();
126
127 return uid;
128}
129
130void
131init_uuid ()
132{
133 read_uuid ();
134}
72 135
73/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
137static int
74static int compare_ob_value_lists_one(const object * wants, const object * has) { 138compare_ob_value_lists_one (const object *wants, const object *has)
139{
75 key_value * wants_field; 140 key_value *wants_field;
76 141
77 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 142 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
78 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
79 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
80 */ 145 */
81 146
82 /* For each field in wants, */ 147 /* For each field in wants, */
83 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
149 {
84 key_value * has_field; 150 key_value *has_field;
85 151
86 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
87 has_field = get_ob_key_link(has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
154
155 if (has_field == NULL)
88 156 {
89 if (has_field == NULL) {
90 /* No field with that name. */ 157 /* No field with that name. */
91 return FALSE; 158 return FALSE;
92 }
93 159 }
160
94 /* Found the matching field. */ 161 /* Found the matching field. */
95 if (has_field->value != wants_field->value) { 162 if (has_field->value != wants_field->value)
163 {
96 /* Values don't match, so this half of the comparison is false. */ 164 /* Values don't match, so this half of the comparison is false. */
97 return FALSE; 165 return FALSE;
98 } 166 }
99 167
100 /* If we get here, we found a match. Now for the next field in wants. */ 168 /* If we get here, we found a match. Now for the next field in wants. */
101 }
102 169 }
170
103 /* If we get here, every field in wants has a matching field in has. */ 171 /* If we get here, every field in wants has a matching field in has. */
104 return TRUE; 172 return TRUE;
105} 173}
106 174
107/* Returns TRUE if ob1 has the same key_values as ob2. */ 175/* Returns TRUE if ob1 has the same key_values as ob2. */
176static int
108static int compare_ob_value_lists(const object * ob1, const object * ob2) { 177compare_ob_value_lists (const object *ob1, const object *ob2)
178{
109 /* However, there may be fields in has which aren't partnered in wants, 179 /* However, there may be fields in has which aren't partnered in wants,
110 * so we need to run the comparison *twice*. :( 180 * so we need to run the comparison *twice*. :(
111 */ 181 */
112 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 182 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
113} 183}
114 184
115/* Function examines the 2 objects given to it, and returns true if 185/* Function examines the 2 objects given to it, and returns true if
116 * they can be merged together. 186 * they can be merged together.
117 * 187 *
118 * Note that this function appears a lot longer than the macro it 188 * Note that this function appears a lot longer than the macro it
119 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
120 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
121 * 191 *
122 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
123 * 193 *
124 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
125 * check weight 195 * check weight
126 */ 196 */
127 197bool object::can_merge_slow (object *ob1, object *ob2)
128int CAN_MERGE(object *ob1, object *ob2) { 198{
129
130 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
131 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 200 if (ob1 == ob2
132 201 || ob1->type != ob2->type
133 if (ob1->speed != ob2->speed) return 0; 202 || ob1->speed != ob2->speed
134 /* Note sure why the following is the case - either the object has to 203 || ob1->value != ob2->value
135 * be animated or have a very low speed. Is this an attempted monster 204 || ob1->name != ob2->name)
136 * check?
137 */
138 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED)
139 return 0; 205 return 0;
140 206
207 //TODO: this ain't working well, use nicer and correct overflow check
141 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
142 * value could not be stored in a sint32 (which unfortunately sometimes is 209 * value could not be stored in a sint32 (which unfortunately sometimes is
143 * used to store nrof). 210 * used to store nrof).
144 */ 211 */
145 if (ob1->nrof+ob2->nrof >= 1UL<<31) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
146 return 0; 213 return 0;
147 214
148 /* This is really a spellbook check - really, we should
149 * check all objects in the inventory.
150 */
151 if (ob1->inv || ob2->inv) {
152 /* if one object has inventory but the other doesn't, not equiv */
153 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
154
155 /* Now check to see if the two inventory objects could merge */
156 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
157
158 /* inventory ok - still need to check rest of this object to see
159 * if it is valid.
160 */
161 }
162
163 /* If the objects have been identified, set the BEEN_APPLIED flag. 215 /* If the objects have been identified, set the BEEN_APPLIED flag.
164 * This is to the comparison of the flags below will be OK. We 216 * This is to the comparison of the flags below will be OK. We
165 * just can't ignore the been applied or identified flags, as they 217 * just can't ignore the been applied or identified flags, as they
166 * are not equal - just if it has been identified, the been_applied 218 * are not equal - just if it has been identified, the been_applied
167 * flags lose any meaning. 219 * flags lose any meaning.
168 */ 220 */
169 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED)) 221 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
170 SET_FLAG(ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
171 223
172 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
173 SET_FLAG(ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
174 226
175 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
176 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 228 || ob1->arch != ob2->arch
177 * being locked in inventory should prevent merging. 229 || ob1->name != ob2->name
178 * 0x4 in flags3 is CLIENT_SENT 230 || ob1->title != ob2->title
179 */ 231 || ob1->msg != ob2->msg
180 if ((ob1->arch != ob2->arch) || 232 || ob1->weight != ob2->weight
181 (ob1->flags[0] != ob2->flags[0]) ||
182 (ob1->flags[1] != ob2->flags[1]) ||
183 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
184 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
185 (ob1->name != ob2->name) ||
186 (ob1->title != ob2->title) ||
187 (ob1->msg != ob2->msg) ||
188 (ob1->weight != ob2->weight) ||
189 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
190 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
191 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
192 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
193 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
194 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
195 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
196 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
197 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
198 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
199 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
200 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
201 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
202 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
203 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
204 (ob1->move_on != ob2->move_on) || 248 || ob1->move_on != ob2->move_on
205 (ob1->move_off != ob2->move_off) || 249 || ob1->move_off != ob2->move_off
206 (ob1->move_slow != ob2->move_slow) || 250 || ob1->move_slow != ob2->move_slow
207 (ob1->move_slow_penalty != ob2->move_slow_penalty) 251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
208 )
209 return 0; 252 return 0;
210 253
254 /* This is really a spellbook check - really, we should
255 * check all objects in the inventory.
256 */
257 if (ob1->inv || ob2->inv)
258 {
259 /* if one object has inventory but the other doesn't, not equiv */
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
261 return 0;
262
263 /* Now check to see if the two inventory objects could merge */
264 if (!object::can_merge (ob1->inv, ob2->inv))
265 return 0;
266
267 /* inventory ok - still need to check rest of this object to see
268 * if it is valid.
269 */
270 }
271
211 /* Don't merge objects that are applied. With the new 'body' code, 272 /* Don't merge objects that are applied. With the new 'body' code,
212 * it is possible for most any character to have more than one of 273 * it is possible for most any character to have more than one of
213 * some items equipped, and we don't want those to merge. 274 * some items equipped, and we don't want those to merge.
214 */ 275 */
215 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 276 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
216 return 0; 277 return 0;
217 278
279 /* Note sure why the following is the case - either the object has to
280 * be animated or have a very low speed. Is this an attempted monster
281 * check?
282 */
283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
284 return 0;
285
218 switch (ob1->type) { 286 switch (ob1->type)
287 {
219 case SCROLL: 288 case SCROLL:
220 if (ob1->level != ob2->level) return 0; 289 if (ob1->level != ob2->level)
290 return 0;
221 break; 291 break;
222
223 } 292 }
293
224 if (ob1->key_values != NULL || ob2->key_values != NULL) { 294 if (ob1->key_values != NULL || ob2->key_values != NULL)
295 {
225 /* At least one of these has key_values. */ 296 /* At least one of these has key_values. */
226 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) { 297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
227 /* One has fields, but the other one doesn't. */ 298 /* One has fields, but the other one doesn't. */
228 return 0; 299 return 0;
229 } else if (!compare_ob_value_lists(ob1, ob2)) { 300 else if (!compare_ob_value_lists (ob1, ob2))
230 return 0; 301 return 0;
231 } 302 }
303
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self)
232 } 306 {
307 ob1->optimise ();
308 ob2->optimise ();
233 309
310 if (ob1->self || ob2->self)
311 return 0;
312 }
313
234 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
235 return 1; 315 return 1;
236} 316}
237 317
238/* 318/*
239 * sum_weight() is a recursive function which calculates the weight 319 * sum_weight() is a recursive function which calculates the weight
240 * an object is carrying. It goes through in figures out how much 320 * an object is carrying. It goes through in figures out how much
241 * containers are carrying, and sums it up. 321 * containers are carrying, and sums it up.
242 */ 322 */
243signed long sum_weight(object *op) { 323long
324sum_weight (object *op)
325{
244 signed long sum; 326 long sum;
245 object *inv; 327 object *inv;
328
246 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
330 {
247 if (inv->inv) 331 if (inv->inv)
248 sum_weight(inv); 332 sum_weight (inv);
249 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
250 } 334 }
335
251 if (op->type == CONTAINER && op->stats.Str) 336 if (op->type == CONTAINER && op->stats.Str)
252 sum = (sum * (100 - op->stats.Str))/100; 337 sum = (sum * (100 - op->stats.Str)) / 100;
338
253 if(op->carrying != sum) 339 if (op->carrying != sum)
254 op->carrying = sum; 340 op->carrying = sum;
341
255 return sum; 342 return sum;
256} 343}
257 344
258/** 345/**
259 * Return the outermost environment object for a given object. 346 * Return the outermost environment object for a given object.
260 */ 347 */
261 348
349object *
262object *object_get_env_recursive (object *op) { 350object_get_env_recursive (object *op)
351{
263 while (op->env != NULL) 352 while (op->env != NULL)
264 op = op->env; 353 op = op->env;
265 return op; 354 return op;
266}
267
268/*
269 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
270 * a better check. We basically keeping traversing up until we can't
271 * or find a player.
272 */
273
274object *is_player_inv (object *op) {
275 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
276 if (op->env==op)
277 op->env = NULL;
278 return op;
279} 355}
280 356
281/* 357/*
282 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
283 * Some error messages. 359 * Some error messages.
284 * The result of the dump is stored in the static global errmsg array. 360 * The result of the dump is stored in the static global errmsg array.
285 */ 361 */
286 362
287void dump_object2(object *op) { 363char *
288 char *cp;
289/* object *tmp;*/
290
291 if(op->arch!=NULL) {
292 strcat(errmsg,"arch ");
293 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
294 strcat(errmsg,"\n");
295 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
296 strcat(errmsg,cp);
297#if 0
298 /* Don't dump player diffs - they are too long, mostly meaningless, and
299 * will overflow the buffer.
300 * Changed so that we don't dump inventory either. This may
301 * also overflow the buffer.
302 */
303 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
304 strcat(errmsg,cp);
305 for (tmp=op->inv; tmp; tmp=tmp->below)
306 dump_object2(tmp);
307#endif
308 strcat(errmsg,"end\n");
309 } else {
310 strcat(errmsg,"Object ");
311 if (op->name==NULL) strcat(errmsg, "(null)");
312 else strcat(errmsg,op->name);
313 strcat(errmsg,"\n");
314#if 0
315 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
316 strcat(errmsg,cp);
317 for (tmp=op->inv; tmp; tmp=tmp->below)
318 dump_object2(tmp);
319#endif
320 strcat(errmsg,"end\n");
321 }
322}
323
324/*
325 * Dumps an object. Returns output in the static global errmsg array.
326 */
327
328void dump_object(object *op) { 364dump_object (object *op)
329 if(op==NULL) {
330 strcpy(errmsg,"[NULL pointer]");
331 return;
332 }
333 errmsg[0]='\0';
334 dump_object2(op);
335}
336
337/* GROS - Dumps an object. Return the result into a string */
338/* Note that no checking is done for the validity of the target string, so */
339/* you need to be sure that you allocated enough space for it. */
340void dump_me(object *op, char *outstr)
341{ 365{
342 char *cp; 366 if (!op)
367 return strdup ("[NULLOBJ]");
343 368
344 if(op==NULL) 369 object_freezer freezer;
345 { 370 save_object (freezer, op, 1);
346 strcpy(outstr,"[NULL pointer]"); 371 return freezer.as_string ();
347 return;
348 }
349 outstr[0]='\0';
350
351 if(op->arch!=NULL)
352 {
353 strcat(outstr,"arch ");
354 strcat(outstr,op->arch->name?op->arch->name:"(null)");
355 strcat(outstr,"\n");
356 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
357 strcat(outstr,cp);
358 strcat(outstr,"end\n");
359 }
360 else
361 {
362 strcat(outstr,"Object ");
363 if (op->name==NULL)
364 strcat(outstr, "(null)");
365 else
366 strcat(outstr,op->name);
367 strcat(outstr,"\n");
368 strcat(outstr,"end\n");
369 }
370}
371
372/*
373 * This is really verbose...Can be triggered by the P key while in DM mode.
374 * All objects are dumped to stderr (or alternate logfile, if in server-mode)
375 */
376
377void dump_all_objects(void) {
378 object *op;
379 for(op=objects;op!=NULL;op=op->next) {
380 dump_object(op);
381 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
382 }
383} 372}
384 373
385/* 374/*
386 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
387 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
388 * If it's not a multi-object, it is returned. 377 * If it's not a multi-object, it is returned.
389 */ 378 */
390 379
380object *
391object *get_nearest_part(object *op, const object *pl) { 381get_nearest_part (object *op, const object *pl)
382{
392 object *tmp,*closest; 383 object *tmp, *closest;
393 int last_dist,i; 384 int last_dist, i;
385
394 if(op->more==NULL) 386 if (op->more == NULL)
395 return op; 387 return op;
396 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 388 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
397 if((i=distance(tmp,pl))<last_dist) 389 if ((i = distance (tmp, pl)) < last_dist)
398 closest=tmp,last_dist=i; 390 closest = tmp, last_dist = i;
399 return closest; 391 return closest;
400} 392}
401 393
402/* 394/*
403 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
404 */ 396 */
405 397object *
406object *find_object(tag_t i) { 398find_object (tag_t i)
407 object *op; 399{
408 for(op=objects;op!=NULL;op=op->next) 400 return ((unsigned int)i) < objects.size ()
409 if(op->count==i) 401 ? objects [i]
410 break; 402 : 0;
411 return op;
412} 403}
413 404
414/* 405/*
415 * Returns the first object which has a name equal to the argument. 406 * Returns the first object which has a name equal to the argument.
416 * Used only by the patch command, but not all that useful. 407 * Used only by the patch command, but not all that useful.
417 * Enables features like "patch <name-of-other-player> food 999" 408 * Enables features like "patch <name-of-other-player> food 999"
418 */ 409 */
419 410object *
420object *find_object_name(const char *str) { 411find_object_name (const char *str)
421 const char *name=add_string(str); 412{
413 shstr_cmp str_ (str);
422 object *op; 414 object *op;
423 for(op=objects;op!=NULL;op=op->next) 415
416 for_all_objects (op)
424 if(op->name==name) 417 if (op->name == str_)
425 break; 418 break;
426 free_string(name); 419
427 return op; 420 return op;
428} 421}
429 422
423void
430void free_all_object_data(void) { 424free_all_object_data ()
431#ifdef MEMORY_DEBUG
432 object *op, *next;
433
434 for (op=free_objects; op!=NULL; ) {
435 next=op->next;
436 free(op);
437 nrofallocobjects--;
438 nroffreeobjects--;
439 op=next;
440 }
441#endif
442 LOG(llevDebug,"%d allocated objects, %d free objects, STARMAX=%d\n",
443 nrofallocobjects, nroffreeobjects,STARTMAX);
444}
445
446/*
447 * Returns the object which this object marks as being the owner.
448 * A id-scheme is used to avoid pointing to objects which have been
449 * freed and are now reused. If this is detected, the owner is
450 * set to NULL, and NULL is returned.
451 * Changed 2004-02-12 - if the player is setting at the play again
452 * prompt, he is removed, and we don't want to treat him as an owner of
453 * anything, so check removed flag. I don't expect that this should break
454 * anything - once an object is removed, it is basically dead anyways.
455 */
456
457object *get_owner(object *op) {
458 if(op->owner==NULL)
459 return NULL;
460
461 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
462 op->owner->count==op->ownercount)
463 return op->owner;
464
465 op->owner=NULL;
466 op->ownercount=0;
467 return NULL;
468}
469
470void clear_owner(object *op)
471{ 425{
472 if (!op) return; 426 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
473
474 if (op->owner && op->ownercount == op->owner->count)
475 op->owner->refcount--;
476
477 op->owner = NULL;
478 op->ownercount = 0;
479} 427}
480
481
482 428
483/* 429/*
484 * Sets the owner and sets the skill and exp pointers to owner's current 430 * Sets the owner and sets the skill and exp pointers to owner's current
485 * skill and experience objects. 431 * skill and experience objects.
486 */ 432 */
487void set_owner (object *op, object *owner) 433void
434object::set_owner (object *owner)
488{ 435{
489 if(owner==NULL||op==NULL) 436 if (!owner)
490 return; 437 return;
491 438
492 /* next line added to allow objects which own objects */ 439 /* next line added to allow objects which own objects */
493 /* Add a check for ownercounts in here, as I got into an endless loop 440 /* Add a check for ownercounts in here, as I got into an endless loop
494 * with the fireball owning a poison cloud which then owned the 441 * with the fireball owning a poison cloud which then owned the
495 * fireball. I believe that was caused by one of the objects getting 442 * fireball. I believe that was caused by one of the objects getting
496 * freed and then another object replacing it. Since the ownercounts 443 * freed and then another object replacing it. Since the ownercounts
497 * didn't match, this check is valid and I believe that cause is valid. 444 * didn't match, this check is valid and I believe that cause is valid.
498 */ 445 */
499 while (owner->owner && owner!=owner->owner && 446 while (owner->owner)
500 owner->ownercount==owner->owner->count) owner=owner->owner; 447 owner = owner->owner;
501 448
502 /* IF the owner still has an owner, we did not resolve to a final owner.
503 * so lets not add to that.
504 */
505 if (owner->owner) return;
506
507 op->owner=owner; 449 this->owner = owner;
508
509 op->ownercount=owner->count;
510 owner->refcount++;
511
512}
513
514/* Set the owner to clone's current owner and set the skill and experience
515 * objects to clone's objects (typically those objects that where the owner's
516 * current skill and experience objects at the time when clone's owner was
517 * set - not the owner's current skill and experience objects).
518 *
519 * Use this function if player created an object (e.g. fire bullet, swarm
520 * spell), and this object creates further objects whose kills should be
521 * accounted for the player's original skill, even if player has changed
522 * skills meanwhile.
523 */
524void copy_owner (object *op, object *clone)
525{
526 object *owner = get_owner (clone);
527 if (owner == NULL) {
528 /* players don't have owners - they own themselves. Update
529 * as appropriate.
530 */
531 if (clone->type == PLAYER) owner=clone;
532 else return;
533 }
534 set_owner(op, owner);
535
536}
537
538/*
539 * Resets vital variables in an object
540 */
541
542void reset_object(object *op) {
543
544 op->name = NULL;
545 op->name_pl = NULL;
546 op->title = NULL;
547 op->race = NULL;
548 op->slaying = NULL;
549 op->skill = NULL;
550 op->msg = NULL;
551 op->materialname = NULL;
552 op->lore = NULL;
553 op->current_weapon_script = NULL;
554 clear_object(op);
555} 450}
556 451
557/* Zero the key_values on op, decrementing the shared-string 452/* Zero the key_values on op, decrementing the shared-string
558 * refcounts and freeing the links. 453 * refcounts and freeing the links.
559 */ 454 */
455static void
560static void free_key_values(object * op) { 456free_key_values (object *op)
561 key_value * i; 457{
562 key_value * next = NULL; 458 for (key_value *i = op->key_values; i != 0;)
563 459 {
564 if (op->key_values == NULL) return; 460 key_value *next = i->next;
461 delete i;
462
463 i = next;
565 464 }
566 for (i = op->key_values; i != NULL; i = next) { 465
567 /* Store next *first*. */
568 next = i->next;
569
570 if (i->key) FREE_AND_CLEAR_STR(i->key);
571 if (i->value) FREE_AND_CLEAR_STR(i->value);
572 i->next = NULL;
573 free(i);
574 }
575
576 op->key_values = NULL; 466 op->key_values = 0;
577} 467}
578 468
579
580/* 469/*
581 * clear_object() frees everything allocated by an object, and also
582 * clears all variables and flags to default settings.
583 */
584
585void clear_object(object *op) {
586
587 event *evt;
588 event *evt2;
589
590 /* redo this to be simpler/more efficient. Was also seeing
591 * crashes in the old code. Move this to the top - am
592 * seeing periodic crashes in this code, and would like to have
593 * as much info available as possible (eg, object name).
594 */
595 for (evt = op->events; evt; evt=evt2) {
596 evt2 = evt->next;
597
598 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
599 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
600 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
601
602 free(evt);
603 }
604 op->events = NULL;
605
606 free_key_values(op);
607
608 /* the memset will clear all these values for us, but we need
609 * to reduce the refcount on them.
610 */
611 if (op->name!=NULL) FREE_AND_CLEAR_STR(op->name);
612 if (op->name_pl!=NULL) FREE_AND_CLEAR_STR(op->name_pl);
613 if (op->title != NULL) FREE_AND_CLEAR_STR(op->title);
614 if (op->race!=NULL) FREE_AND_CLEAR_STR(op->race);
615 if (op->slaying!=NULL) FREE_AND_CLEAR_STR(op->slaying);
616 if (op->skill!=NULL) FREE_AND_CLEAR_STR(op->skill);
617 if (op->msg!=NULL) FREE_AND_CLEAR_STR(op->msg);
618 if (op->lore!=NULL) FREE_AND_CLEAR_STR(op->lore);
619 if (op->materialname!= NULL) FREE_AND_CLEAR_STR(op->materialname);
620
621
622 memset((void*)op, 0, sizeof (object_special));
623 /* Below here, we clear things that are not done by the memset,
624 * or set default values that are not zero.
625 */
626 /* This is more or less true */
627 SET_FLAG(op, FLAG_REMOVED);
628
629
630 op->contr = NULL;
631 op->below=NULL;
632 op->above=NULL;
633 op->inv=NULL;
634 op->events=NULL;
635 op->container=NULL;
636 op->env=NULL;
637 op->more=NULL;
638 op->head=NULL;
639 op->map=NULL;
640 op->refcount=0;
641 op->active_next = NULL;
642 op->active_prev = NULL;
643 /* What is not cleared is next, prev, and count */
644
645 op->expmul=1.0;
646 op->face = blank_face;
647 op->attacked_by_count = (tag_t) -1;
648 if (settings.casting_time)
649 op->casting_time = -1;
650
651}
652
653/*
654 * copy object first frees everything allocated by the second object, 470 * copy_to first frees everything allocated by the dst object,
655 * and then copies the contends of the first object into the second 471 * and then copies the contents of itself into the second
656 * object, allocating what needs to be allocated. Basically, any 472 * object, allocating what needs to be allocated. Basically, any
657 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 473 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
658 * if the first object is freed, the pointers in the new object 474 * if the first object is freed, the pointers in the new object
659 * will point at garbage. 475 * will point at garbage.
660 */ 476 */
477void
478object::copy_to (object *dst)
479{
480 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
481 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
661 482
662void copy_object(object *op2, object *op) { 483 *(object_copy *)dst = *this;
663 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED);
664 event *evt, *evt2, *evt_new;
665 484
666 /* Decrement the refcounts, but don't bother zeroing the fields; 485 if (is_freed)
667 they'll be overwritten by memcpy. */ 486 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);
678 487
679 /* Basically, same code as from clear_object() */ 488 if (is_removed)
680 for (evt = op->events; evt; evt=evt2) { 489 SET_FLAG (dst, FLAG_REMOVED);
681 evt2 = evt->next;
682 490
683 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook); 491 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
695 if(is_freed) SET_FLAG(op,FLAG_FREED);
696 if(is_removed) SET_FLAG(op,FLAG_REMOVED);
697 if(op->name!=NULL) add_refcount(op->name);
698 if(op->name_pl!=NULL) add_refcount(op->name_pl);
699 if(op->title!=NULL) add_refcount(op->title);
700 if(op->race!=NULL) add_refcount(op->race);
701 if(op->slaying!=NULL) add_refcount(op->slaying);
702 if(op->skill!=NULL) add_refcount(op->skill);
703 if(op->lore!=NULL) add_refcount(op->lore);
704 if(op->msg!=NULL) add_refcount(op->msg);
705 if(op->custom_name!=NULL) add_refcount(op->custom_name);
706 if (op->materialname != NULL) add_refcount(op->materialname);
707
708 if((op2->speed<0) && !editor)
709 op->speed_left=op2->speed_left-RANDOM()%200/100.0; 492 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
710 493
711 /* Copy over event information */
712 evt2 = NULL;
713 for (evt = op2->events; evt; evt=evt->next) {
714 evt_new = (event *) malloc(sizeof(event));
715 memcpy(evt_new, evt, sizeof(event));
716 if (evt_new->hook) add_refcount(evt_new->hook);
717 if (evt_new->plugin) add_refcount(evt_new->plugin);
718 if (evt_new->options) add_refcount(evt_new->options);
719 evt_new->next = NULL;
720
721 /* Try to be a little clever here, and store away the
722 * last event we copied, so that its simpler to update the
723 * pointer.
724 */
725 if (evt2)
726 evt2->next = evt_new;
727 else
728 op->events = evt_new;
729
730 evt2 = evt_new;
731 }
732 /* Copy over key_values, if any. */ 494 /* Copy over key_values, if any. */
733 if (op2->key_values != NULL) { 495 if (key_values)
734 key_value * tail = NULL; 496 {
497 key_value *tail = 0;
735 key_value * i; 498 key_value *i;
736 499
737 op->key_values = NULL; 500 dst->key_values = 0;
738 501
739 for (i = op2->key_values; i != NULL; i = i->next) { 502 for (i = key_values; i; i = i->next)
740 key_value * new_link = (key_value *) malloc(sizeof(key_value)); 503 {
504 key_value *new_link = new key_value;
741 505
742 new_link->next = NULL; 506 new_link->next = 0;
743 new_link->key = add_refcount(i->key); 507 new_link->key = i->key;
744 if (i->value) 508 new_link->value = i->value;
745 new_link->value = add_refcount(i->value);
746 else
747 new_link->value = NULL;
748 509
749 /* Try and be clever here, too. */ 510 /* Try and be clever here, too. */
750 if (op->key_values == NULL) { 511 if (!dst->key_values)
751 op->key_values = new_link; 512 {
752 tail = new_link; 513 dst->key_values = new_link;
753 } else { 514 tail = new_link;
754 tail->next = new_link; 515 }
755 tail = new_link; 516 else
517 {
518 tail->next = new_link;
519 tail = new_link;
520 }
521 }
756 } 522 }
757 }
758 }
759
760 update_ob_speed(op);
761}
762 523
763/* 524 dst->set_speed (dst->speed);
764 * expand_objects() allocates more objects for the list of unused objects.
765 * It is called from get_object() if the unused list is empty.
766 */
767
768void expand_objects(void) {
769 int i;
770 object *obj;
771 obj = (object *) CALLOC(OBJ_EXPAND,sizeof(object));
772
773 if(obj==NULL)
774 fatal(OUT_OF_MEMORY);
775 free_objects=obj;
776 obj[0].prev=NULL;
777 obj[0].next= &obj[1],
778 SET_FLAG(&(obj[0]), FLAG_REMOVED);
779 SET_FLAG(&(obj[0]), FLAG_FREED);
780
781 for(i=1;i<OBJ_EXPAND-1;i++) {
782 obj[i].next= &obj[i+1],
783 obj[i].prev= &obj[i-1],
784 SET_FLAG(&(obj[i]), FLAG_REMOVED);
785 SET_FLAG(&(obj[i]), FLAG_FREED);
786 }
787 obj[OBJ_EXPAND-1].prev= &obj[OBJ_EXPAND-2],
788 obj[OBJ_EXPAND-1].next=NULL,
789 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_REMOVED);
790 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_FREED);
791
792 nrofallocobjects += OBJ_EXPAND;
793 nroffreeobjects += OBJ_EXPAND;
794} 525}
795 526
796/*
797 * get_object() grabs an object from the list of unused objects, makes
798 * sure it is initialised, and returns it.
799 * If there are no free objects, expand_objects() is called to get more.
800 */
801
802object *get_object(void) {
803 object *op; 527object *
804 528object::clone ()
805 if(free_objects==NULL) { 529{
806 expand_objects(); 530 object *neu = create ();
807 } 531 copy_to (neu);
808 op=free_objects;
809#ifdef MEMORY_DEBUG
810 /* The idea is hopefully by doing a realloc, the memory
811 * debugging program will now use the current stack trace to
812 * report leaks.
813 */
814 op = realloc(op, sizeof(object));
815 SET_FLAG(op, FLAG_REMOVED);
816 SET_FLAG(op, FLAG_FREED);
817#endif
818
819 if(!QUERY_FLAG(op,FLAG_FREED)) {
820 LOG(llevError,"Fatal: Getting busy object.\n");
821 }
822 free_objects=op->next;
823 if(free_objects!=NULL)
824 free_objects->prev=NULL;
825 op->count= ++ob_count;
826 op->name=NULL;
827 op->name_pl=NULL;
828 op->title=NULL;
829 op->race=NULL;
830 op->slaying=NULL;
831 op->skill = NULL;
832 op->lore=NULL;
833 op->msg=NULL;
834 op->materialname=NULL;
835 op->next=objects;
836 op->prev=NULL;
837 op->active_next = NULL;
838 op->active_prev = NULL;
839 if(objects!=NULL)
840 objects->prev=op;
841 objects=op;
842 clear_object(op);
843 SET_FLAG(op,FLAG_REMOVED);
844 nroffreeobjects--;
845 return op; 532 return neu;
846} 533}
847 534
848/* 535/*
849 * If an object with the IS_TURNABLE() flag needs to be turned due 536 * If an object with the IS_TURNABLE() flag needs to be turned due
850 * to the closest player being on the other side, this function can 537 * to the closest player being on the other side, this function can
851 * be called to update the face variable, _and_ how it looks on the map. 538 * be called to update the face variable, _and_ how it looks on the map.
852 */ 539 */
853 540void
854void update_turn_face(object *op) { 541update_turn_face (object *op)
542{
855 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 543 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
856 return; 544 return;
545
857 SET_ANIMATION(op, op->direction); 546 SET_ANIMATION (op, op->direction);
858 update_object(op,UP_OBJ_FACE); 547 update_object (op, UP_OBJ_FACE);
859} 548}
860 549
861/* 550/*
862 * Updates the speed of an object. If the speed changes from 0 to another 551 * Updates the speed of an object. If the speed changes from 0 to another
863 * value, or vice versa, then add/remove the object from the active list. 552 * value, or vice versa, then add/remove the object from the active list.
864 * This function needs to be called whenever the speed of an object changes. 553 * This function needs to be called whenever the speed of an object changes.
865 */ 554 */
866 555void
867void update_ob_speed(object *op) { 556object::set_speed (float speed)
868 extern int arch_init; 557{
869 558 if (flag [FLAG_FREED] && speed)
870 /* No reason putting the archetypes objects on the speed list, 559 {
871 * since they never really need to be updated.
872 */
873
874 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
875 LOG(llevError,"Object %s is freed but has speed.\n", op->name); 560 LOG (llevError, "Object %s is freed but has speed.\n", &name);
876#ifdef MANY_CORES 561 speed = 0;
877 abort();
878#else
879 op->speed = 0;
880#endif
881 } 562 }
882 if (arch_init) {
883 return;
884 }
885 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
886 /* If already on active list, don't do anything */
887 if (op->active_next || op->active_prev || op==active_objects)
888 return;
889 563
890 /* process_events() expects us to insert the object at the beginning 564 this->speed = speed;
891 * of the list. */ 565
892 op->active_next = active_objects; 566 if (has_active_speed ())
893 if (op->active_next!=NULL) 567 activate ();
894 op->active_next->active_prev = op;
895 active_objects = op;
896 }
897 else { 568 else
898 /* If not on the active list, nothing needs to be done */ 569 deactivate ();
899 if (!op->active_next && !op->active_prev && op!=active_objects)
900 return;
901
902 if (op->active_prev==NULL) {
903 active_objects = op->active_next;
904 if (op->active_next!=NULL)
905 op->active_next->active_prev = NULL;
906 }
907 else {
908 op->active_prev->active_next = op->active_next;
909 if (op->active_next)
910 op->active_next->active_prev = op->active_prev;
911 }
912 op->active_next = NULL;
913 op->active_prev = NULL;
914 }
915} 570}
916 571
917/* This function removes object 'op' from the list of active
918 * objects.
919 * This should only be used for style maps or other such
920 * reference maps where you don't want an object that isn't
921 * in play chewing up cpu time getting processed.
922 * The reverse of this is to call update_ob_speed, which
923 * will do the right thing based on the speed of the object.
924 */
925void remove_from_active_list(object *op)
926{
927 /* If not on the active list, nothing needs to be done */
928 if (!op->active_next && !op->active_prev && op!=active_objects)
929 return;
930
931 if (op->active_prev==NULL) {
932 active_objects = op->active_next;
933 if (op->active_next!=NULL)
934 op->active_next->active_prev = NULL;
935 }
936 else {
937 op->active_prev->active_next = op->active_next;
938 if (op->active_next)
939 op->active_next->active_prev = op->active_prev;
940 }
941 op->active_next = NULL;
942 op->active_prev = NULL;
943}
944
945/* 572/*
946 * update_object() updates the array which represents the map. 573 * update_object() updates the the map.
947 * It takes into account invisible objects (and represent squares covered 574 * It takes into account invisible objects (and represent squares covered
948 * by invisible objects by whatever is below them (unless it's another 575 * by invisible objects by whatever is below them (unless it's another
949 * invisible object, etc...) 576 * invisible object, etc...)
950 * If the object being updated is beneath a player, the look-window 577 * If the object being updated is beneath a player, the look-window
951 * of that player is updated (this might be a suboptimal way of 578 * of that player is updated (this might be a suboptimal way of
952 * updating that window, though, since update_object() is called _often_) 579 * updating that window, though, since update_object() is called _often_)
953 * 580 *
954 * action is a hint of what the caller believes need to be done. 581 * action is a hint of what the caller believes need to be done.
955 * For example, if the only thing that has changed is the face (due to
956 * an animation), we don't need to call update_position until that actually
957 * comes into view of a player. OTOH, many other things, like addition/removal
958 * of walls or living creatures may need us to update the flags now.
959 * current action are: 582 * current action are:
960 * UP_OBJ_INSERT: op was inserted 583 * UP_OBJ_INSERT: op was inserted
961 * UP_OBJ_REMOVE: op was removed 584 * UP_OBJ_REMOVE: op was removed
962 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 585 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
963 * as that is easier than trying to look at what may have changed. 586 * as that is easier than trying to look at what may have changed.
964 * UP_OBJ_FACE: only the objects face has changed. 587 * UP_OBJ_FACE: only the objects face has changed.
965 */ 588 */
966 589void
967void update_object(object *op, int action) { 590update_object (object *op, int action)
968 int update_now=0, flags; 591{
969 MoveType move_on, move_off, move_block, move_slow; 592 MoveType move_on, move_off, move_block, move_slow;
970 593
971 if (op == NULL) { 594 if (op == NULL)
595 {
972 /* this should never happen */ 596 /* this should never happen */
973 LOG(llevDebug,"update_object() called for NULL object.\n"); 597 LOG (llevDebug, "update_object() called for NULL object.\n");
974 return; 598 return;
975 }
976 599 }
977 if(op->env!=NULL) { 600
601 if (op->env)
602 {
978 /* Animation is currently handled by client, so nothing 603 /* Animation is currently handled by client, so nothing
979 * to do in this case. 604 * to do in this case.
980 */ 605 */
981 return; 606 return;
982 } 607 }
983 608
984 /* If the map is saving, don't do anything as everything is 609 /* If the map is saving, don't do anything as everything is
985 * going to get freed anyways. 610 * going to get freed anyways.
986 */ 611 */
987 if (!op->map || op->map->in_memory == MAP_SAVING) return; 612 if (!op->map || op->map->in_memory == MAP_SAVING)
988 613 return;
614
989 /* make sure the object is within map boundaries */ 615 /* make sure the object is within map boundaries */
990 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 616 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
991 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 617 {
992 LOG(llevError,"update_object() called for object out of map!\n"); 618 LOG (llevError, "update_object() called for object out of map!\n");
993#ifdef MANY_CORES 619#ifdef MANY_CORES
994 abort(); 620 abort ();
995#endif 621#endif
996 return; 622 return;
997 }
998 623 }
999 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
1000 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
1001 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
1002 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
1003 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
1004 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
1005 624
625 mapspace &m = op->ms ();
626
627 if (!(m.flags_ & P_UPTODATE))
628 /* nop */;
1006 if (action == UP_OBJ_INSERT) { 629 else if (action == UP_OBJ_INSERT)
630 {
631 // this is likely overkill, TODO: revisit (schmorp)
1007 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 632 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
1008 update_now=1;
1009
1010 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 633 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
1011 update_now=1; 634 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
1012 635 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
636 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
1013 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 637 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
1014 update_now=1; 638 || (m.move_on | op->move_on ) != m.move_on
1015 639 || (m.move_off | op->move_off ) != m.move_off
1016 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 640 || (m.move_slow | op->move_slow) != m.move_slow
1017 update_now=1;
1018
1019 if ((move_on | op->move_on) != move_on) update_now=1;
1020 if ((move_off | op->move_off) != move_off) update_now=1;
1021 /* This isn't perfect, but I don't expect a lot of objects to 641 /* This isn't perfect, but I don't expect a lot of objects to
1022 * to have move_allow right now. 642 * to have move_allow right now.
1023 */ 643 */
1024 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 644 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
1025 update_now=1; 645 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
1026 if ((move_slow | op->move_slow) != move_slow) update_now=1; 646 m.flags_ = 0;
1027 } 647 }
1028 /* if the object is being removed, we can't make intelligent 648 /* if the object is being removed, we can't make intelligent
1029 * decisions, because remove_ob can't really pass the object 649 * decisions, because remove_ob can't really pass the object
1030 * that is being removed. 650 * that is being removed.
1031 */ 651 */
1032 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 652 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
1033 update_now=1; 653 m.flags_ = 0;
1034 } else if (action == UP_OBJ_FACE) { 654 else if (action == UP_OBJ_FACE)
1035 /* Nothing to do for that case */ 655 /* Nothing to do for that case */ ;
1036 }
1037 else { 656 else
1038 LOG(llevError,"update_object called with invalid action: %d\n", action); 657 LOG (llevError, "update_object called with invalid action: %d\n", action);
1039 }
1040 658
1041 if (update_now) {
1042 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
1043 update_position(op->map, op->x, op->y);
1044 }
1045
1046 if(op->more!=NULL) 659 if (op->more)
1047 update_object(op->more, action); 660 update_object (op->more, action);
1048} 661}
1049 662
663object *object::first;
1050 664
1051/* 665object::object ()
1052 * free_object() frees everything allocated by an object, removes 666{
1053 * it from the list of used objects, and puts it on the list of 667 SET_FLAG (this, FLAG_REMOVED);
1054 * free objects. The IS_FREED() flag is set in the object. 668
1055 * The object must have been removed by remove_ob() first for 669 expmul = 1.0;
1056 * this function to succeed. 670 face = blank_face;
671}
672
673object::~object ()
674{
675 free_key_values (this);
676}
677
678void object::link ()
679{
680 assert (!count);//D
681 uuid = gen_uuid ();
682
683 refcnt_inc ();
684 objects.insert (this);
685}
686
687void object::unlink ()
688{
689 assert (count);//D
690 objects.erase (this);
691 refcnt_dec ();
692}
693
694void
695object::activate ()
696{
697 /* If already on active list, don't do anything */
698 if (active)
699 return;
700
701 if (has_active_speed ())
702 actives.insert (this);
703}
704
705void
706object::activate_recursive ()
707{
708 activate ();
709
710 for (object *op = inv; op; op = op->below)
711 op->activate_recursive ();
712}
713
714/* This function removes object 'op' from the list of active
715 * objects.
716 * This should only be used for style maps or other such
717 * reference maps where you don't want an object that isn't
718 * in play chewing up cpu time getting processed.
719 * The reverse of this is to call update_ob_speed, which
720 * will do the right thing based on the speed of the object.
1057 * 721 */
1058 * If free_inventory is set, free inventory as well. Else drop items in 722void
1059 * inventory to the ground. 723object::deactivate ()
1060 */ 724{
725 /* If not on the active list, nothing needs to be done */
726 if (!active)
727 return;
1061 728
1062void free_object(object *ob) { 729 actives.erase (this);
1063 free_object2(ob, 0);
1064} 730}
1065void free_object2(object *ob, int free_inventory) {
1066 object *tmp,*op;
1067 731
1068 if (object_free_callback) 732void
1069 object_free_callback (ob); 733object::deactivate_recursive ()
734{
735 for (object *op = inv; op; op = op->below)
736 op->deactivate_recursive ();
1070 737
1071 if (!QUERY_FLAG(ob,FLAG_REMOVED)) { 738 deactivate ();
1072 LOG(llevDebug,"Free object called with non removed object\n"); 739}
1073 dump_object(ob); 740
1074#ifdef MANY_CORES 741void
1075 abort(); 742object::set_flag_inv (int flag, int value)
1076#endif 743{
744 for (object *op = inv; op; op = op->below)
1077 } 745 {
1078 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) { 746 op->flag [flag] = value;
1079 LOG(llevMonster,"Warning: tried to free friendly object.\n"); 747 op->set_flag_inv (flag, value);
1080 remove_friendly_object(ob);
1081 } 748 }
1082 if(QUERY_FLAG(ob,FLAG_FREED)) { 749}
1083 dump_object(ob); 750
1084 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg); 751/*
1085 return; 752 * Remove and free all objects in the inventory of the given object.
1086 } 753 * object.c ?
1087 if(ob->more!=NULL) { 754 */
1088 free_object2(ob->more, free_inventory); 755void
1089 ob->more=NULL; 756object::destroy_inv (bool drop_to_ground)
1090 } 757{
1091 if (ob->inv) { 758 // need to check first, because the checks below might segfault
759 // as we might be on an invalid mapspace and crossfire code
760 // is too buggy to ensure that the inventory is empty.
761 // corollary: if you create arrows etc. with stuff in tis inventory,
762 // cf will crash below with off-map x and y
763 if (!inv)
764 return;
765
1092 /* Only if the space blocks everything do we not process - 766 /* Only if the space blocks everything do we not process -
1093 * if some form of movemnt is allowed, let objects 767 * if some form of movement is allowed, let objects
1094 * drop on that space. 768 * drop on that space.
1095 */ 769 */
1096 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 770 if (!drop_to_ground
1097 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL)) 771 || !map
1098 { 772 || map->in_memory != MAP_IN_MEMORY
1099 op=ob->inv; 773 || ms ().move_block == MOVE_ALL)
1100 while(op!=NULL) { 774 {
1101 tmp=op->below; 775 while (inv)
1102 remove_ob(op); 776 {
1103 free_object2(op, free_inventory); 777 inv->destroy_inv (drop_to_ground);
1104 op=tmp; 778 inv->destroy ();
779 }
1105 } 780 }
1106 } 781 else
1107 else { /* Put objects in inventory onto this space */ 782 { /* Put objects in inventory onto this space */
1108 op=ob->inv; 783 while (inv)
1109 while(op!=NULL) { 784 {
1110 tmp=op->below; 785 object *op = inv;
1111 remove_ob(op); 786
1112 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) || 787 if (op->flag [FLAG_STARTEQUIP]
1113 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 788 || op->flag [FLAG_NO_DROP]
1114 free_object(op); 789 || op->type == RUNE
1115 else { 790 || op->type == TRAP
1116 op->x=ob->x; 791 || op->flag [FLAG_IS_A_TEMPLATE]
1117 op->y=ob->y; 792 || op->flag [FLAG_DESTROY_ON_DEATH])
1118 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */ 793 op->destroy ();
1119 } 794 else
1120 op=tmp; 795 map->insert (op, x, y);
796 }
1121 } 797 }
1122 } 798}
799
800object *object::create ()
801{
802 object *op = new object;
803 op->link ();
804 return op;
805}
806
807void
808object::do_destroy ()
809{
810 if (flag [FLAG_IS_LINKED])
811 remove_button_link (this);
812
813 if (flag [FLAG_FRIENDLY])
814 remove_friendly_object (this);
815
816 if (!flag [FLAG_REMOVED])
817 remove ();
818
819 if (flag [FLAG_FREED])
820 return;
821
822 set_speed (0);
823
824 flag [FLAG_FREED] = 1;
825
826 attachable::do_destroy ();
827
828 destroy_inv (true);
829 unlink ();
830
831 // hack to ensure that freed objects still have a valid map
832 {
833 static maptile *freed_map; // freed objects are moved here to avoid crashes
834
835 if (!freed_map)
836 {
837 freed_map = new maptile;
838
839 freed_map->name = "/internal/freed_objects_map";
840 freed_map->width = 3;
841 freed_map->height = 3;
842
843 freed_map->alloc ();
844 freed_map->in_memory = MAP_IN_MEMORY;
1123 } 845 }
1124 /* Remove object from the active list */
1125 ob->speed = 0;
1126 update_ob_speed(ob);
1127 846
1128 SET_FLAG(ob, FLAG_FREED); 847 map = freed_map;
1129 ob->count = 0; 848 x = 1;
1130 849 y = 1;
1131 /* Remove this object from the list of used objects */
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 850 }
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 851
852 head = 0;
853
854 if (more)
1153 855 {
1154 /* Why aren't events freed? */ 856 more->destroy ();
1155 free_key_values(ob); 857 more = 0;
858 }
1156 859
1157#if 0 /* MEMORY_DEBUG*/ 860 // clear those pointers that likely might have circular references to us
1158 /* This is a nice idea. Unfortunately, a lot of the code in crossfire 861 owner = 0;
1159 * presumes the freed_object will stick around for at least a little 862 enemy = 0;
1160 * bit 863 attacked_by = 0;
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} 864}
1180 865
1181/* 866void
1182 * count_free() returns the number of objects on the list of free objects. 867object::destroy (bool destroy_inventory)
1183 */ 868{
1184 869 if (destroyed ())
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; 870 return;
1191}
1192 871
1193/* 872 if (destroy_inventory)
1194 * count_used() returns the number of objects on the list of used objects. 873 destroy_inv (false);
1195 */
1196 874
1197int count_used(void) { 875 attachable::destroy ();
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} 876}
1216 877
1217/* 878/*
1218 * sub_weight() recursively (outwards) subtracts a number from the 879 * sub_weight() recursively (outwards) subtracts a number from the
1219 * weight of an object (and what is carried by it's environment(s)). 880 * weight of an object (and what is carried by it's environment(s)).
1220 */ 881 */
1221 882void
1222void sub_weight (object *op, signed long weight) { 883sub_weight (object *op, signed long weight)
884{
1223 while (op != NULL) { 885 while (op != NULL)
886 {
1224 if (op->type == CONTAINER) { 887 if (op->type == CONTAINER)
1225 weight=(signed long)(weight*(100-op->stats.Str)/100); 888 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1226 } 889
1227 op->carrying-=weight; 890 op->carrying -= weight;
1228 op = op->env; 891 op = op->env;
1229 } 892 }
1230} 893}
1231 894
1232/* remove_ob(op): 895/* op->remove ():
1233 * This function removes the object op from the linked list of objects 896 * 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 897 * which it is currently tied to. When this function is done, the
1235 * object will have no environment. If the object previously had an 898 * object will have no environment. If the object previously had an
1236 * environment, the x and y coordinates will be updated to 899 * environment, the x and y coordinates will be updated to
1237 * the previous environment. 900 * the previous environment.
1238 * Beware: This function is called from the editor as well! 901 * Beware: This function is called from the editor as well!
1239 */ 902 */
1240 903void
1241void remove_ob(object *op) { 904object::remove ()
905{
1242 object *tmp,*last=NULL; 906 object *tmp, *last = 0;
1243 object *otmp; 907 object *otmp;
1244 tag_t tag;
1245 int check_walk_off;
1246 mapstruct *m;
1247 sint16 x,y;
1248
1249 908
1250 if(QUERY_FLAG(op,FLAG_REMOVED)) { 909 if (QUERY_FLAG (this, FLAG_REMOVED))
1251 dump_object(op); 910 return;
1252 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1253 911
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); 912 SET_FLAG (this, FLAG_REMOVED);
913 INVOKE_OBJECT (REMOVE, this);
1270 914
915 if (more)
916 more->remove ();
917
1271 /* 918 /*
1272 * In this case, the object to be removed is in someones 919 * In this case, the object to be removed is in someones
1273 * inventory. 920 * inventory.
1274 */ 921 */
1275 if(op->env!=NULL) { 922 if (env)
1276 if(op->nrof) 923 {
924 if (nrof)
1277 sub_weight(op->env, op->weight*op->nrof); 925 sub_weight (env, weight * nrof);
1278 else 926 else
1279 sub_weight(op->env, op->weight+op->carrying); 927 sub_weight (env, weight + carrying);
1280 928
1281 /* NO_FIX_PLAYER is set when a great many changes are being 929 /* NO_FIX_PLAYER is set when a great many changes are being
1282 * made to players inventory. If set, avoiding the call 930 * made to players inventory. If set, avoiding the call
1283 * to save cpu time. 931 * to save cpu time.
1284 */ 932 */
1285 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 933 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1286 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 934 otmp->update_stats ();
1287 fix_player(otmp);
1288 935
1289 if(op->above!=NULL) 936 if (above)
1290 op->above->below=op->below; 937 above->below = below;
1291 else 938 else
1292 op->env->inv=op->below; 939 env->inv = below;
1293 940
1294 if(op->below!=NULL) 941 if (below)
1295 op->below->above=op->above; 942 below->above = above;
1296 943
1297 /* we set up values so that it could be inserted into 944 /* we set up values so that it could be inserted into
1298 * the map, but we don't actually do that - it is up 945 * the map, but we don't actually do that - it is up
1299 * to the caller to decide what we want to do. 946 * to the caller to decide what we want to do.
1300 */
1301 op->x=op->env->x,op->y=op->env->y;
1302 op->ox=op->x,op->oy=op->y;
1303 op->map=op->env->map;
1304 op->above=NULL,op->below=NULL;
1305 op->env=NULL;
1306 return;
1307 }
1308
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 */ 947 */
948 x = env->x, y = env->y;
949 map = env->map;
950 above = 0, below = 0;
951 env = 0;
952 }
953 else if (map)
954 {
955 if (type == PLAYER)
956 {
957 --map->players;
958 map->touch ();
959 }
1333 960
961 map->dirty = true;
962
1334 /* link the object above us */ 963 /* link the object above us */
1335 if (op->above) 964 if (above)
1336 op->above->below=op->below; 965 above->below = below;
1337 else 966 else
1338 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */ 967 map->at (x, y).top = below; /* we were top, set new top */
1339 968
1340 /* Relink the object below us, if there is one */ 969 /* Relink the object below us, if there is one */
1341 if(op->below) { 970 if (below)
1342 op->below->above=op->above; 971 below->above = above;
1343 } else { 972 else
973 {
1344 /* Nothing below, which means we need to relink map object for this space 974 /* 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 975 * use translated coordinates in case some oddness with map tiling is
1346 * evident 976 * evident
1347 */ 977 */
1348 if(GET_MAP_OB(m,x,y)!=op) { 978 if (GET_MAP_OB (map, x, y) != this)
1349 dump_object(op); 979 {
980 char *dump = dump_object (this);
981 LOG (llevError,
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); 982 "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);
1351 dump_object(GET_MAP_OB(m,x,y)); 983 free (dump);
1352 LOG(llevError,"%s\n",errmsg); 984 dump = dump_object (GET_MAP_OB (map, x, y));
1353 } 985 LOG (llevError, "%s\n", dump);
1354 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 986 free (dump);
1355 } 987 }
1356 op->above=NULL;
1357 op->below=NULL;
1358 988
989 map->at (x, y).bot = above; /* goes on above it. */
990 }
991
992 above = 0;
993 below = 0;
994
1359 if (op->map->in_memory == MAP_SAVING) 995 if (map->in_memory == MAP_SAVING)
1360 return; 996 return;
1361 997
1362 tag = op->count; 998 int check_walk_off = !flag [FLAG_NO_APPLY];
1363 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 999
1364 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1000 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1001 {
1365 /* No point updating the players look faces if he is the object 1002 /* No point updating the players look faces if he is the object
1366 * being removed. 1003 * being removed.
1367 */ 1004 */
1368 1005
1369 if(tmp->type==PLAYER && tmp!=op) { 1006 if (tmp->type == PLAYER && tmp != this)
1007 {
1370 /* If a container that the player is currently using somehow gets 1008 /* If a container that the player is currently using somehow gets
1371 * removed (most likely destroyed), update the player view 1009 * removed (most likely destroyed), update the player view
1372 * appropriately. 1010 * appropriately.
1373 */ 1011 */
1374 if (tmp->container==op) { 1012 if (tmp->container == this)
1375 CLEAR_FLAG(op, FLAG_APPLIED); 1013 {
1376 tmp->container=NULL; 1014 flag [FLAG_APPLIED] = 0;
1377 } 1015 tmp->container = 0;
1378 tmp->contr->socket.update_look=1; 1016 }
1379 } 1017
1018 if (tmp->contr->ns)
1019 tmp->contr->ns->floorbox_update ();
1020 }
1021
1380 /* See if player moving off should effect something */ 1022 /* See if object moving off should effect something */
1381 if (check_walk_off && ((op->move_type & tmp->move_off) && 1023 if (check_walk_off
1024 && ((move_type & tmp->move_off)
1382 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1025 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1026 {
1027 move_apply (tmp, this, 0);
1383 1028
1384 move_apply(tmp, op, NULL); 1029 if (destroyed ())
1385 if (was_destroyed (op, tag)) { 1030 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1386 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1031 }
1387 "leaving object\n", tmp->name, tmp->arch->name);
1388 }
1389 }
1390 1032
1391 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1033 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1392 1034 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1393 if(tmp->above == tmp) 1035 if (tmp->above == tmp)
1394 tmp->above = NULL; 1036 tmp->above = 0;
1395 last=tmp; 1037
1396 } 1038 last = tmp;
1039 }
1040
1397 /* last == NULL of there are no objects on this space */ 1041 /* last == NULL if there are no objects on this space */
1398 if (last==NULL) { 1042 //TODO: this makes little sense, why only update the topmost object?
1399 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1043 if (!last)
1400 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1044 map->at (x, y).flags_ = 0;
1401 * those out anyways, and if there are any flags set right now, they won't
1402 * be correct anyways.
1403 */
1404 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1405 update_position(op->map, op->x, op->y);
1406 }
1407 else 1045 else
1408 update_object(last, UP_OBJ_REMOVE); 1046 update_object (last, UP_OBJ_REMOVE);
1409 1047
1410 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1048 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1411 update_all_los(op->map, op->x, op->y); 1049 update_all_los (map, x, y);
1412 1050 }
1413} 1051}
1414 1052
1415/* 1053/*
1416 * merge_ob(op,top): 1054 * merge_ob(op,top):
1417 * 1055 *
1418 * This function goes through all objects below and including top, and 1056 * This function goes through all objects below and including top, and
1419 * merges op to the first matching object. 1057 * merges op to the first matching object.
1420 * If top is NULL, it is calculated. 1058 * If top is NULL, it is calculated.
1421 * Returns pointer to object if it succeded in the merge, otherwise NULL 1059 * Returns pointer to object if it succeded in the merge, otherwise NULL
1422 */ 1060 */
1423 1061object *
1424object *merge_ob(object *op, object *top) { 1062merge_ob (object *op, object *top)
1063{
1425 if(!op->nrof) 1064 if (!op->nrof)
1426 return 0; 1065 return 0;
1427 if(top==NULL) 1066
1067 if (top)
1428 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1068 for (top = op; top && top->above; top = top->above)
1069 ;
1070
1429 for(;top!=NULL;top=top->below) { 1071 for (; top; top = top->below)
1072 {
1430 if(top==op) 1073 if (top == op)
1431 continue; 1074 continue;
1432 if (CAN_MERGE(op,top)) 1075
1433 { 1076 if (object::can_merge (op, top))
1077 {
1434 top->nrof+=op->nrof; 1078 top->nrof += op->nrof;
1079
1435/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1080/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1436 op->weight = 0; /* Don't want any adjustements now */ 1081 op->weight = 0; /* Don't want any adjustements now */
1437 remove_ob(op); 1082 op->destroy ();
1438 free_object(op);
1439 return top; 1083 return top;
1440 } 1084 }
1441 } 1085 }
1086
1442 return NULL; 1087 return 0;
1443} 1088}
1444 1089
1445/* 1090/*
1446 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1091 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1447 * job preparing multi-part monsters 1092 * job preparing multi-part monsters
1448 */ 1093 */
1094object *
1449object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1095insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1450 object* tmp; 1096{
1451 if (op->head) 1097 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1452 op=op->head; 1098 {
1453 for (tmp=op;tmp;tmp=tmp->more){
1454 tmp->x=x+tmp->arch->clone.x; 1099 tmp->x = x + tmp->arch->clone.x;
1455 tmp->y=y+tmp->arch->clone.y; 1100 tmp->y = y + tmp->arch->clone.y;
1456 } 1101 }
1102
1457 return insert_ob_in_map (op, m, originator, flag); 1103 return insert_ob_in_map (op, m, originator, flag);
1458} 1104}
1459 1105
1460/* 1106/*
1461 * insert_ob_in_map (op, map, originator, flag): 1107 * insert_ob_in_map (op, map, originator, flag):
1462 * This function inserts the object in the two-way linked list 1108 * This function inserts the object in the two-way linked list
1475 * Return value: 1121 * Return value:
1476 * new object if 'op' was merged with other object 1122 * new object if 'op' was merged with other object
1477 * NULL if 'op' was destroyed 1123 * NULL if 'op' was destroyed
1478 * just 'op' otherwise 1124 * just 'op' otherwise
1479 */ 1125 */
1480 1126object *
1481object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1127insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1482{ 1128{
1483 object *tmp, *top, *floor=NULL; 1129 object *tmp, *top, *floor = NULL;
1484 sint16 x,y; 1130 sint16 x, y;
1485 1131
1486 if (QUERY_FLAG (op, FLAG_FREED)) { 1132 if (QUERY_FLAG (op, FLAG_FREED))
1133 {
1487 LOG (llevError, "Trying to insert freed object!\n"); 1134 LOG (llevError, "Trying to insert freed object!\n");
1488 return NULL; 1135 return NULL;
1136 }
1137
1138 if (!m)
1489 } 1139 {
1490 if(m==NULL) { 1140 char *dump = dump_object (op);
1491 dump_object(op);
1492 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1141 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1493 return op; 1142 free (dump);
1143 return op;
1494 } 1144 }
1145
1495 if(out_of_map(m,op->x,op->y)) { 1146 if (out_of_map (m, op->x, op->y))
1496 dump_object(op); 1147 {
1148 char *dump = dump_object (op);
1497 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1149 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1498#ifdef MANY_CORES 1150#ifdef MANY_CORES
1499 /* Better to catch this here, as otherwise the next use of this object 1151 /* 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 1152 * is likely to cause a crash. Better to find out where it is getting
1501 * improperly inserted. 1153 * improperly inserted.
1502 */ 1154 */
1503 abort(); 1155 abort ();
1504#endif 1156#endif
1505 return op; 1157 free (dump);
1158 return op;
1506 } 1159 }
1160
1507 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1161 if (!QUERY_FLAG (op, FLAG_REMOVED))
1508 dump_object(op); 1162 {
1163 char *dump = dump_object (op);
1509 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1164 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1510 return op; 1165 free (dump);
1166 return op;
1167 }
1168
1169 if (op->more)
1511 } 1170 {
1512 if(op->more!=NULL) {
1513 /* The part may be on a different map. */ 1171 /* The part may be on a different map. */
1514 1172
1515 object *more = op->more; 1173 object *more = op->more;
1516 1174
1517 /* We really need the caller to normalize coordinates - if 1175 /* We really need the caller to normalise coordinates - if
1518 * we set the map, that doesn't work if the location is within 1176 * 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 1177 * a map and this is straddling an edge. So only if coordinate
1520 * is clear wrong do we normalize it. 1178 * is clear wrong do we normalise it.
1521 */ 1179 */
1522 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1180 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); 1181 more->map = get_map_from_coord (m, &more->x, &more->y);
1527 } else if (!more->map) { 1182 else if (!more->map)
1183 {
1528 /* For backwards compatibility - when not dealing with tiled maps, 1184 /* For backwards compatibility - when not dealing with tiled maps,
1529 * more->map should always point to the parent. 1185 * more->map should always point to the parent.
1530 */ 1186 */
1531 more->map = m; 1187 more->map = m;
1532 } 1188 }
1533 1189
1534 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1190 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1191 {
1535 if ( ! op->head) 1192 if (!op->head)
1536 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1193 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1537 return NULL; 1194
1538 } 1195 return 0;
1196 }
1539 } 1197 }
1198
1540 CLEAR_FLAG(op,FLAG_REMOVED); 1199 CLEAR_FLAG (op, FLAG_REMOVED);
1541 1200
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 1201 /* 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 1202 * of areas of callers (eg, anything that uses find_free_spot would now
1548 * need extra work 1203 * need extra work
1549 */ 1204 */
1550 op->map=get_map_from_coord(m, &op->x, &op->y); 1205 op->map = get_map_from_coord (m, &op->x, &op->y);
1551 x = op->x; 1206 x = op->x;
1552 y = op->y; 1207 y = op->y;
1553 1208
1554 /* this has to be done after we translate the coordinates. 1209 /* this has to be done after we translate the coordinates.
1555 */ 1210 */
1556 if(op->nrof && !(flag & INS_NO_MERGE)) { 1211 if (op->nrof && !(flag & INS_NO_MERGE))
1557 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1212 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1558 if (CAN_MERGE(op,tmp)) { 1213 if (object::can_merge (op, tmp))
1559 op->nrof+=tmp->nrof; 1214 {
1560 remove_ob(tmp); 1215 op->nrof += tmp->nrof;
1561 free_object(tmp); 1216 tmp->destroy ();
1562 } 1217 }
1563 }
1564 1218
1565 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1219 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1566 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1220 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1221
1567 if (!QUERY_FLAG(op, FLAG_ALIVE)) 1222 if (!QUERY_FLAG (op, FLAG_ALIVE))
1568 CLEAR_FLAG(op, FLAG_NO_STEAL); 1223 CLEAR_FLAG (op, FLAG_NO_STEAL);
1569 1224
1570 if (flag & INS_BELOW_ORIGINATOR) { 1225 if (flag & INS_BELOW_ORIGINATOR)
1226 {
1571 if (originator->map != op->map || originator->x != op->x || 1227 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1572 originator->y != op->y) { 1228 {
1573 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1229 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1574 abort(); 1230 abort ();
1575 } 1231 }
1232
1576 op->above = originator; 1233 op->above = originator;
1577 op->below = originator->below; 1234 op->below = originator->below;
1578 if (op->below) op->below->above = op; 1235
1579 else SET_MAP_OB(op->map, op->x, op->y, op); 1236 if (op->below)
1237 op->below->above = op;
1238 else
1239 op->ms ().bot = op;
1240
1580 /* since *below* originator, no need to update top */ 1241 /* since *below* originator, no need to update top */
1581 originator->below = op; 1242 originator->below = op;
1582 } else { 1243 }
1244 else
1245 {
1583 /* If there are other objects, then */ 1246 /* If there are other objects, then */
1584 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) { 1247 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1585 object *last=NULL; 1248 {
1586 /* 1249 object *last = 0;
1250
1251 /*
1587 * If there are multiple objects on this space, we do some trickier handling. 1252 * If there are multiple objects on this space, we do some trickier handling.
1588 * We've already dealt with merging if appropriate. 1253 * We've already dealt with merging if appropriate.
1589 * Generally, we want to put the new object on top. But if 1254 * Generally, we want to put the new object on top. But if
1590 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1255 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1591 * floor, we want to insert above that and no further. 1256 * floor, we want to insert above that and no further.
1592 * Also, if there are spell objects on this space, we stop processing 1257 * 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 1258 * 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 1259 * 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 1260 * when lots of spells are cast in one area. Currently, it is presumed
1596 * that flying non pickable objects are spell objects. 1261 * that flying non pickable objects are spell objects.
1597 */ 1262 */
1263 while (top)
1264 {
1265 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1266 floor = top;
1598 1267
1599 while (top != NULL) { 1268 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
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 { 1269 {
1606 /* We insert above top, so we want this object below this */ 1270 /* We insert above top, so we want this object below this */
1607 top=top->below; 1271 top = top->below;
1608 break; 1272 break;
1609 } 1273 }
1610 last = top; 1274
1611 top = top->above; 1275 last = top;
1612 } 1276 top = top->above;
1277 }
1278
1613 /* Don't want top to be NULL, so set it to the last valid object */ 1279 /* Don't want top to be NULL, so set it to the last valid object */
1614 top = last; 1280 top = last;
1615 1281
1616 /* We let update_position deal with figuring out what the space 1282 /* We let update_position deal with figuring out what the space
1617 * looks like instead of lots of conditions here. 1283 * looks like instead of lots of conditions here.
1618 * makes things faster, and effectively the same result. 1284 * makes things faster, and effectively the same result.
1619 */ 1285 */
1620 1286
1621 /* Have object 'fall below' other objects that block view. 1287 /* Have object 'fall below' other objects that block view.
1622 * Unless those objects are exits, type 66 1288 * Unless those objects are exits, type 66
1623 * If INS_ON_TOP is used, don't do this processing 1289 * If INS_ON_TOP is used, don't do this processing
1624 * Need to find the object that in fact blocks view, otherwise 1290 * Need to find the object that in fact blocks view, otherwise
1625 * stacking is a bit odd. 1291 * stacking is a bit odd.
1626 */ 1292 */
1627 if (!(flag & INS_ON_TOP) && 1293 if (!(flag & INS_ON_TOP) &&
1628 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && 1294 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1629 (op->face && !op->face->visibility)) { 1295 {
1630 for (last=top; last != floor; last=last->below) 1296 for (last = top; last != floor; last = last->below)
1631 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break; 1297 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1298 break;
1632 /* Check to see if we found the object that blocks view, 1299 /* Check to see if we found the object that blocks view,
1633 * and make sure we have a below pointer for it so that 1300 * and make sure we have a below pointer for it so that
1634 * we can get inserted below this one, which requires we 1301 * we can get inserted below this one, which requires we
1635 * set top to the object below us. 1302 * set top to the object below us.
1636 */ 1303 */
1637 if (last && last->below && last != floor) top=last->below; 1304 if (last && last->below && last != floor)
1638 } 1305 top = last->below;
1639 } /* If objects on this space */ 1306 }
1307 } /* If objects on this space */
1308
1640 if (flag & INS_MAP_LOAD) 1309 if (flag & INS_MAP_LOAD)
1641 top = GET_MAP_TOP(op->map,op->x,op->y); 1310 top = GET_MAP_TOP (op->map, op->x, op->y);
1311
1642 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1312 if (flag & INS_ABOVE_FLOOR_ONLY)
1313 top = floor;
1643 1314
1644 /* Top is the object that our object (op) is going to get inserted above. 1315 /* Top is the object that our object (op) is going to get inserted above.
1645 */ 1316 */
1646 1317
1647 /* First object on this space */ 1318 /* First object on this space */
1648 if (!top) { 1319 if (!top)
1320 {
1649 op->above = GET_MAP_OB(op->map, op->x, op->y); 1321 op->above = GET_MAP_OB (op->map, op->x, op->y);
1650 if (op->above) op->above->below = op; 1322
1651 op->below = NULL; 1323 if (op->above)
1652 SET_MAP_OB(op->map, op->x, op->y, op); 1324 op->above->below = op;
1653 } else { /* get inserted into the stack above top */ 1325
1326 op->below = 0;
1327 op->ms ().bot = op;
1328 }
1329 else
1330 { /* get inserted into the stack above top */
1654 op->above = top->above; 1331 op->above = top->above;
1655 if (op->above) op->above->below = op; 1332
1333 if (op->above)
1334 op->above->below = op;
1335
1656 op->below = top; 1336 op->below = top;
1657 top->above = op; 1337 top->above = op;
1658 } 1338 }
1659 if (op->above==NULL) 1339
1660 SET_MAP_TOP(op->map,op->x, op->y, op); 1340 if (!op->above)
1341 op->ms ().top = op;
1661 } /* else not INS_BELOW_ORIGINATOR */ 1342 } /* else not INS_BELOW_ORIGINATOR */
1662 1343
1663 if(op->type==PLAYER) 1344 if (op->type == PLAYER)
1345 {
1664 op->contr->do_los=1; 1346 op->contr->do_los = 1;
1347 ++op->map->players;
1348 op->map->touch ();
1349 }
1665 1350
1351 op->map->dirty = true;
1352
1666 /* If we have a floor, we know the player, if any, will be above 1353 /* 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. 1354 * it, so save a few ticks and start from there.
1668 */ 1355 */
1669 if (!(flag & INS_MAP_LOAD)) 1356 if (!(flag & INS_MAP_LOAD))
1670 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1357 if (object *pl = op->ms ().player ())
1671 if (tmp->type == PLAYER) 1358 if (pl->contr->ns)
1672 tmp->contr->socket.update_look=1; 1359 pl->contr->ns->floorbox_update ();
1673 }
1674 1360
1675 /* If this object glows, it may affect lighting conditions that are 1361 /* If this object glows, it may affect lighting conditions that are
1676 * visible to others on this map. But update_all_los is really 1362 * 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 1363 * 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 1364 * on the map will get recalculated. The players could very well
1679 * be far away from this change and not affected in any way - 1365 * be far away from this change and not affected in any way -
1680 * this should get redone to only look for players within range, 1366 * this should get redone to only look for players within range,
1681 * or just updating the P_NEED_UPDATE for spaces within this area 1367 * or just updating the P_UPTODATE for spaces within this area
1682 * of effect may be sufficient. 1368 * of effect may be sufficient.
1683 */ 1369 */
1684 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1370 if (op->map->darkness && (op->glow_radius != 0))
1685 update_all_los(op->map, op->x, op->y); 1371 update_all_los (op->map, op->x, op->y);
1686 1372
1687
1688 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1373 /* updates flags (blocked, alive, no magic, etc) for this map space */
1689 update_object(op,UP_OBJ_INSERT); 1374 update_object (op, UP_OBJ_INSERT);
1690 1375
1376 INVOKE_OBJECT (INSERT, op);
1691 1377
1692 /* Don't know if moving this to the end will break anything. However, 1378 /* 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. 1379 * we want to have floorbox_update called before calling this.
1694 * 1380 *
1695 * check_move_on() must be after this because code called from 1381 * check_move_on() must be after this because code called from
1696 * check_move_on() depends on correct map flags (so functions like 1382 * check_move_on() depends on correct map flags (so functions like
1697 * blocked() and wall() work properly), and these flags are updated by 1383 * blocked() and wall() work properly), and these flags are updated by
1698 * update_object(). 1384 * update_object().
1699 */ 1385 */
1700 1386
1701 /* if this is not the head or flag has been passed, don't check walk on status */ 1387 /* 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) { 1388 if (!(flag & INS_NO_WALK_ON) && !op->head)
1389 {
1704 if (check_move_on(op, originator)) 1390 if (check_move_on (op, originator))
1705 return NULL; 1391 return 0;
1706 1392
1707 /* If we are a multi part object, lets work our way through the check 1393 /* If we are a multi part object, lets work our way through the check
1708 * walk on's. 1394 * walk on's.
1709 */ 1395 */
1710 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1396 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1711 if (check_move_on (tmp, originator)) 1397 if (check_move_on (tmp, originator))
1712 return NULL; 1398 return 0;
1713 } 1399 }
1400
1714 return op; 1401 return op;
1715} 1402}
1716 1403
1717/* this function inserts an object in the map, but if it 1404/* 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. 1405 * 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. 1406 * op is the object to insert it under: supplies x and the map.
1720 */ 1407 */
1408void
1721void replace_insert_ob_in_map(const char *arch_string, object *op) { 1409replace_insert_ob_in_map (const char *arch_string, object *op)
1722 object *tmp; 1410{
1723 object *tmp1; 1411 object *tmp, *tmp1;
1724 1412
1725 /* first search for itself and remove any old instances */ 1413 /* first search for itself and remove any old instances */
1726 1414
1727 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1415 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1728 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1416 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1729 remove_ob(tmp); 1417 tmp->destroy ();
1730 free_object(tmp);
1731 }
1732 }
1733 1418
1734 tmp1=arch_to_object(find_archetype(arch_string)); 1419 tmp1 = arch_to_object (archetype::find (arch_string));
1735 1420
1736 1421 tmp1->x = op->x;
1737 tmp1->x = op->x; tmp1->y = op->y; 1422 tmp1->y = op->y;
1738 insert_ob_in_map(tmp1,op->map,op,0); 1423 insert_ob_in_map (tmp1, op->map, op, 0);
1739} 1424}
1425
1426object *
1427object::insert_at (object *where, object *originator, int flags)
1428{
1429 where->map->insert (this, where->x, where->y, originator, flags);
1430}
1740 1431
1741/* 1432/*
1742 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1433 * 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 1434 * is returned contains nr objects, and the remaining parts contains
1744 * the rest (or is removed and freed if that number is 0). 1435 * the rest (or is removed and freed if that number is 0).
1745 * On failure, NULL is returned, and the reason put into the 1436 * On failure, NULL is returned, and the reason put into the
1746 * global static errmsg array. 1437 * global static errmsg array.
1747 */ 1438 */
1748 1439object *
1749object *get_split_ob(object *orig_ob, uint32 nr) { 1440get_split_ob (object *orig_ob, uint32 nr)
1441{
1750 object *newob; 1442 object *newob;
1751 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1443 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1752 1444
1753 if(orig_ob->nrof<nr) { 1445 if (orig_ob->nrof < nr)
1754 sprintf(errmsg,"There are only %d %ss.",
1755 orig_ob->nrof?orig_ob->nrof:1, orig_ob->name);
1756 return NULL;
1757 } 1446 {
1447 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1448 return NULL;
1449 }
1450
1758 newob = object_create_clone(orig_ob); 1451 newob = object_create_clone (orig_ob);
1452
1759 if((orig_ob->nrof-=nr)<1) { 1453 if ((orig_ob->nrof -= nr) < 1)
1760 if ( ! is_removed) 1454 orig_ob->destroy (1);
1761 remove_ob(orig_ob);
1762 free_object2(orig_ob, 1);
1763 }
1764 else if ( ! is_removed) { 1455 else if (!is_removed)
1456 {
1765 if(orig_ob->env!=NULL) 1457 if (orig_ob->env != NULL)
1766 sub_weight (orig_ob->env,orig_ob->weight*nr); 1458 sub_weight (orig_ob->env, orig_ob->weight * nr);
1767 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1459 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1460 {
1768 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1461 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"); 1462 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1771 return NULL; 1463 return NULL;
1772 } 1464 }
1773 } 1465 }
1466
1774 newob->nrof=nr; 1467 newob->nrof = nr;
1775 1468
1776 return newob; 1469 return newob;
1777} 1470}
1778 1471
1779/* 1472/*
1780 * decrease_ob_nr(object, number) decreases a specified number from 1473 * decrease_ob_nr(object, number) decreases a specified number from
1781 * the amount of an object. If the amount reaches 0, the object 1474 * the amount of an object. If the amount reaches 0, the object
1782 * is subsequently removed and freed. 1475 * is subsequently removed and freed.
1783 * 1476 *
1784 * Return value: 'op' if something is left, NULL if the amount reached 0 1477 * Return value: 'op' if something is left, NULL if the amount reached 0
1785 */ 1478 */
1786 1479
1480object *
1787object *decrease_ob_nr (object *op, uint32 i) 1481decrease_ob_nr (object *op, uint32 i)
1788{ 1482{
1789 object *tmp; 1483 object *tmp;
1790 player *pl;
1791 1484
1792 if (i == 0) /* objects with op->nrof require this check */ 1485 if (i == 0) /* objects with op->nrof require this check */
1793 return op; 1486 return op;
1794 1487
1795 if (i > op->nrof) 1488 if (i > op->nrof)
1796 i = op->nrof; 1489 i = op->nrof;
1797 1490
1798 if (QUERY_FLAG (op, FLAG_REMOVED)) 1491 if (QUERY_FLAG (op, FLAG_REMOVED))
1492 op->nrof -= i;
1493 else if (op->env)
1494 {
1495 /* is this object in the players inventory, or sub container
1496 * therein?
1497 */
1498 tmp = op->in_player ();
1499 /* nope. Is this a container the player has opened?
1500 * If so, set tmp to that player.
1501 * IMO, searching through all the players will mostly
1502 * likely be quicker than following op->env to the map,
1503 * and then searching the map for a player.
1504 */
1505 if (!tmp)
1506 for_all_players (pl)
1507 if (pl->ob->container == op->env)
1508 {
1509 tmp = pl->ob;
1510 break;
1511 }
1512
1513 if (i < op->nrof)
1514 {
1515 sub_weight (op->env, op->weight * i);
1516 op->nrof -= i;
1517 if (tmp)
1518 esrv_send_item (tmp, op);
1519 }
1520 else
1521 {
1522 op->remove ();
1523 op->nrof = 0;
1524 if (tmp)
1525 esrv_del_item (tmp->contr, op->count);
1526 }
1799 { 1527 }
1528 else
1529 {
1530 object *above = op->above;
1531
1532 if (i < op->nrof)
1800 op->nrof -= i; 1533 op->nrof -= i;
1801 } 1534 else
1802 else if (op->env != NULL) 1535 {
1803 { 1536 op->remove ();
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 }
1820
1821 if (i < op->nrof) {
1822 sub_weight (op->env, op->weight * i);
1823 op->nrof -= i; 1537 op->nrof = 0;
1538 }
1539
1540 /* Since we just removed op, op->above is null */
1541 for (tmp = above; tmp; tmp = tmp->above)
1542 if (tmp->type == PLAYER)
1543 {
1824 if (tmp) { 1544 if (op->nrof)
1825 esrv_send_item(tmp, op); 1545 esrv_send_item (tmp, op);
1826 } 1546 else
1827 } else {
1828 remove_ob (op);
1829 op->nrof = 0;
1830 if (tmp) {
1831 esrv_del_item(tmp->contr, op->count); 1547 esrv_del_item (tmp->contr, op->count);
1832 } 1548 }
1833 }
1834 }
1835 else
1836 { 1549 }
1837 object *above = op->above;
1838 1550
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 */
1846 for (tmp = above; tmp != NULL; tmp = tmp->above)
1847 if (tmp->type == PLAYER) {
1848 if (op->nrof)
1849 esrv_send_item(tmp, op);
1850 else
1851 esrv_del_item(tmp->contr, op->count);
1852 }
1853 }
1854
1855 if (op->nrof) { 1551 if (op->nrof)
1856 return op; 1552 return op;
1857 } else { 1553 else
1858 free_object (op); 1554 {
1555 op->destroy ();
1859 return NULL; 1556 return 0;
1860 } 1557 }
1861} 1558}
1862 1559
1863/* 1560/*
1864 * add_weight(object, weight) adds the specified weight to an object, 1561 * add_weight(object, weight) adds the specified weight to an object,
1865 * and also updates how much the environment(s) is/are carrying. 1562 * and also updates how much the environment(s) is/are carrying.
1866 */ 1563 */
1867 1564
1565void
1868void add_weight (object *op, signed long weight) { 1566add_weight (object *op, signed long weight)
1567{
1869 while (op!=NULL) { 1568 while (op != NULL)
1569 {
1870 if (op->type == CONTAINER) { 1570 if (op->type == CONTAINER)
1871 weight=(signed long)(weight*(100-op->stats.Str)/100); 1571 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1872 } 1572
1873 op->carrying+=weight; 1573 op->carrying += weight;
1874 op=op->env; 1574 op = op->env;
1875 } 1575 }
1876} 1576}
1877 1577
1578object *
1579insert_ob_in_ob (object *op, object *where)
1580{
1581 if (!where)
1582 {
1583 char *dump = dump_object (op);
1584 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1585 free (dump);
1586 return op;
1587 }
1588
1589 if (where->head)
1590 {
1591 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1592 where = where->head;
1593 }
1594
1595 return where->insert (op);
1596}
1597
1878/* 1598/*
1879 * insert_ob_in_ob(op,environment): 1599 * env->insert (op)
1880 * This function inserts the object op in the linked list 1600 * This function inserts the object op in the linked list
1881 * inside the object environment. 1601 * inside the object environment.
1882 * 1602 *
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 1603 * The function returns now pointer to inserted item, and return value can
1889 * be != op, if items are merged. -Tero 1604 * be != op, if items are merged. -Tero
1890 */ 1605 */
1891 1606
1892object *insert_ob_in_ob(object *op,object *where) { 1607object *
1608object::insert (object *op)
1609{
1893 object *tmp, *otmp; 1610 object *tmp, *otmp;
1894 1611
1895 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1612 if (!QUERY_FLAG (op, FLAG_REMOVED))
1896 dump_object(op); 1613 op->remove ();
1897 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1614
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) { 1615 if (op->more)
1616 {
1911 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1617 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1912 op->name, op->count);
1913 return op; 1618 return op;
1914 } 1619 }
1620
1915 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1621 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1916 CLEAR_FLAG(op, FLAG_REMOVED); 1622 CLEAR_FLAG (op, FLAG_REMOVED);
1917 if(op->nrof) { 1623 if (op->nrof)
1624 {
1918 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1625 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1919 if ( CAN_MERGE(tmp,op) ) { 1626 if (object::can_merge (tmp, op))
1627 {
1920 /* return the original object and remove inserted object 1628 /* return the original object and remove inserted object
1921 (client needs the original object) */ 1629 (client needs the original object) */
1922 tmp->nrof += op->nrof; 1630 tmp->nrof += op->nrof;
1923 /* Weight handling gets pretty funky. Since we are adding to 1631 /* Weight handling gets pretty funky. Since we are adding to
1924 * tmp->nrof, we need to increase the weight. 1632 * tmp->nrof, we need to increase the weight.
1925 */ 1633 */
1926 add_weight (where, op->weight*op->nrof); 1634 add_weight (this, op->weight * op->nrof);
1927 SET_FLAG(op, FLAG_REMOVED); 1635 SET_FLAG (op, FLAG_REMOVED);
1928 free_object(op); /* free the inserted object */ 1636 op->destroy (); /* free the inserted object */
1929 op = tmp; 1637 op = tmp;
1930 remove_ob (op); /* and fix old object's links */ 1638 op->remove (); /* and fix old object's links */
1931 CLEAR_FLAG(op, FLAG_REMOVED); 1639 CLEAR_FLAG (op, FLAG_REMOVED);
1932 break; 1640 break;
1933 } 1641 }
1934 1642
1935 /* I assume combined objects have no inventory 1643 /* I assume combined objects have no inventory
1936 * We add the weight - this object could have just been removed 1644 * We add the weight - this object could have just been removed
1937 * (if it was possible to merge). calling remove_ob will subtract 1645 * (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 1646 * the weight, so we need to add it in again, since we actually do
1939 * the linking below 1647 * the linking below
1940 */ 1648 */
1941 add_weight (where, op->weight*op->nrof); 1649 add_weight (this, op->weight * op->nrof);
1650 }
1942 } else 1651 else
1943 add_weight (where, (op->weight+op->carrying)); 1652 add_weight (this, (op->weight + op->carrying));
1944 1653
1945 otmp=is_player_inv(where); 1654 otmp = this->in_player ();
1946 if (otmp&&otmp->contr!=NULL) { 1655 if (otmp && otmp->contr)
1947 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1656 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1948 fix_player(otmp); 1657 otmp->update_stats ();
1949 }
1950 1658
1951 op->map=NULL; 1659 op->map = 0;
1952 op->env=where; 1660 op->env = this;
1953 op->above=NULL; 1661 op->above = 0;
1954 op->below=NULL; 1662 op->below = 0;
1955 op->x=0,op->y=0; 1663 op->x = 0, op->y = 0;
1956 op->ox=0,op->oy=0;
1957 1664
1958 /* reset the light list and los of the players on the map */ 1665 /* reset the light list and los of the players on the map */
1959 if((op->glow_radius!=0)&&where->map) 1666 if ((op->glow_radius != 0) && map)
1960 { 1667 {
1961#ifdef DEBUG_LIGHTS 1668#ifdef DEBUG_LIGHTS
1962 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1669 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1963 op->name);
1964#endif /* DEBUG_LIGHTS */ 1670#endif /* DEBUG_LIGHTS */
1965 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1671 if (map->darkness)
1672 update_all_los (map, x, y);
1966 } 1673 }
1967 1674
1968 /* Client has no idea of ordering so lets not bother ordering it here. 1675 /* Client has no idea of ordering so lets not bother ordering it here.
1969 * It sure simplifies this function... 1676 * It sure simplifies this function...
1970 */ 1677 */
1971 if (where->inv==NULL) 1678 if (!inv)
1972 where->inv=op; 1679 inv = op;
1973 else { 1680 else
1681 {
1974 op->below = where->inv; 1682 op->below = inv;
1975 op->below->above = op; 1683 op->below->above = op;
1976 where->inv = op; 1684 inv = op;
1977 } 1685 }
1686
1687 INVOKE_OBJECT (INSERT, this);
1688
1978 return op; 1689 return op;
1979} 1690}
1980 1691
1981/* 1692/*
1982 * Checks if any objects has a move_type that matches objects 1693 * Checks if any objects has a move_type that matches objects
1996 * 1707 *
1997 * MSW 2001-07-08: Check all objects on space, not just those below 1708 * 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 1709 * object being inserted. insert_ob_in_map may not put new objects
1999 * on top. 1710 * on top.
2000 */ 1711 */
2001 1712int
2002int check_move_on (object *op, object *originator) 1713check_move_on (object *op, object *originator)
2003{ 1714{
2004 object *tmp; 1715 object *tmp;
2005 tag_t tag;
2006 mapstruct *m=op->map; 1716 maptile *m = op->map;
2007 int x=op->x, y=op->y; 1717 int x = op->x, y = op->y;
1718
2008 MoveType move_on, move_slow, move_block; 1719 MoveType move_on, move_slow, move_block;
2009 1720
2010 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1721 if (QUERY_FLAG (op, FLAG_NO_APPLY))
2011 return 0;
2012
2013 tag = op->count;
2014
2015 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);
2017 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
2018
2019 /* 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
2021 * is set, as lots of objects don't have it set - we treat that
2022 * as walking.
2023 */
2024 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
2025 return 0;
2026
2027 /* This is basically inverse logic of that below - basically,
2028 * 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
2030 * blocked. Logic on this seems confusing, but does seem correct.
2031 */
2032 if ((op->move_type & ~move_on & ~move_block) != 0 &&
2033 (op->move_type & ~move_slow & ~move_block) != 0) return 0;
2034
2035 /* The objects have to be checked from top to bottom.
2036 * Hence, we first go to the top:
2037 */
2038
2039 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL &&
2040 tmp->above!=NULL; tmp=tmp->above) {
2041 /* Trim the search when we find the first other spell effect
2042 * this helps performance so that if a space has 50 spell objects,
2043 * we don't need to check all of them.
2044 */
2045 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break;
2046 }
2047 for(;tmp!=NULL; tmp=tmp->below) {
2048 if (tmp == op) continue; /* Can't apply yourself */
2049
2050 /* 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
2052 * (~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
2054 * swim on that space, can't use it to avoid the penalty.
2055 */
2056 if (!QUERY_FLAG(op, FLAG_WIZPASS)) {
2057 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)) {
2060
2061 float diff;
2062
2063 diff = tmp->move_slow_penalty*FABS(op->speed);
2064 if (op->type == PLAYER) {
2065 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))) {
2067 diff /= 4.0;
2068 }
2069 }
2070 op->speed_left -= diff;
2071 }
2072 }
2073
2074 /* Basically same logic as above, except now for actual apply. */
2075 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)) {
2078
2079 move_apply(tmp, op, originator);
2080 if (was_destroyed (op, tag))
2081 return 1;
2082
2083 /* what the person/creature stepped onto has moved the object
2084 * someplace new. Don't process any further - if we did,
2085 * have a feeling strange problems would result.
2086 */
2087 if (op->map != m || op->x != x || op->y != y) return 0;
2088 }
2089 }
2090 return 0; 1722 return 0;
1723
1724 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1725 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1726 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1727
1728 /* if nothing on this space will slow op down or be applied,
1729 * no need to do checking below. have to make sure move_type
1730 * is set, as lots of objects don't have it set - we treat that
1731 * as walking.
1732 */
1733 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1734 return 0;
1735
1736 /* This is basically inverse logic of that below - basically,
1737 * if the object can avoid the move on or slow move, they do so,
1738 * but can't do it if the alternate movement they are using is
1739 * blocked. Logic on this seems confusing, but does seem correct.
1740 */
1741 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1742 return 0;
1743
1744 /* The objects have to be checked from top to bottom.
1745 * Hence, we first go to the top:
1746 */
1747
1748 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1749 {
1750 /* Trim the search when we find the first other spell effect
1751 * this helps performance so that if a space has 50 spell objects,
1752 * we don't need to check all of them.
1753 */
1754 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1755 break;
1756 }
1757
1758 for (; tmp; tmp = tmp->below)
1759 {
1760 if (tmp == op)
1761 continue; /* Can't apply yourself */
1762
1763 /* Check to see if one of the movement types should be slowed down.
1764 * Second check makes sure that the movement types not being slowed
1765 * (~slow_move) is not blocked on this space - just because the
1766 * space doesn't slow down swimming (for example), if you can't actually
1767 * swim on that space, can't use it to avoid the penalty.
1768 */
1769 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1770 {
1771 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1772 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1773 {
1774
1775 float
1776 diff = tmp->move_slow_penalty * FABS (op->speed);
1777
1778 if (op->type == PLAYER)
1779 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1780 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1781 diff /= 4.0;
1782
1783 op->speed_left -= diff;
1784 }
1785 }
1786
1787 /* Basically same logic as above, except now for actual apply. */
1788 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1789 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1790 {
1791 move_apply (tmp, op, originator);
1792
1793 if (op->destroyed ())
1794 return 1;
1795
1796 /* what the person/creature stepped onto has moved the object
1797 * someplace new. Don't process any further - if we did,
1798 * have a feeling strange problems would result.
1799 */
1800 if (op->map != m || op->x != x || op->y != y)
1801 return 0;
1802 }
1803 }
1804
1805 return 0;
2091} 1806}
2092 1807
2093/* 1808/*
2094 * present_arch(arch, map, x, y) searches for any objects with 1809 * present_arch(arch, map, x, y) searches for any objects with
2095 * a matching archetype at the given map and coordinates. 1810 * a matching archetype at the given map and coordinates.
2096 * The first matching object is returned, or NULL if none. 1811 * The first matching object is returned, or NULL if none.
2097 */ 1812 */
2098 1813object *
2099object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1814present_arch (const archetype *at, maptile *m, int x, int y)
2100 object *tmp; 1815{
2101 if(m==NULL || out_of_map(m,x,y)) { 1816 if (!m || out_of_map (m, x, y))
1817 {
2102 LOG(llevError,"Present_arch called outside map.\n"); 1818 LOG (llevError, "Present_arch called outside map.\n");
2103 return NULL; 1819 return NULL;
2104 } 1820 }
2105 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1821
1822 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2106 if(tmp->arch == at) 1823 if (tmp->arch == at)
2107 return tmp; 1824 return tmp;
1825
2108 return NULL; 1826 return NULL;
2109} 1827}
2110 1828
2111/* 1829/*
2112 * present(type, map, x, y) searches for any objects with 1830 * present(type, map, x, y) searches for any objects with
2113 * a matching type variable at the given map and coordinates. 1831 * a matching type variable at the given map and coordinates.
2114 * The first matching object is returned, or NULL if none. 1832 * The first matching object is returned, or NULL if none.
2115 */ 1833 */
2116 1834object *
2117object *present(unsigned char type,mapstruct *m, int x,int y) { 1835present (unsigned char type, maptile *m, int x, int y)
2118 object *tmp; 1836{
2119 if(out_of_map(m,x,y)) { 1837 if (out_of_map (m, x, y))
1838 {
2120 LOG(llevError,"Present called outside map.\n"); 1839 LOG (llevError, "Present called outside map.\n");
2121 return NULL; 1840 return NULL;
2122 } 1841 }
2123 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1842
1843 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2124 if(tmp->type==type) 1844 if (tmp->type == type)
2125 return tmp; 1845 return tmp;
1846
2126 return NULL; 1847 return NULL;
2127} 1848}
2128 1849
2129/* 1850/*
2130 * present_in_ob(type, object) searches for any objects with 1851 * present_in_ob(type, object) searches for any objects with
2131 * a matching type variable in the inventory of the given object. 1852 * a matching type variable in the inventory of the given object.
2132 * The first matching object is returned, or NULL if none. 1853 * The first matching object is returned, or NULL if none.
2133 */ 1854 */
2134 1855object *
2135object *present_in_ob(unsigned char type, const object *op) { 1856present_in_ob (unsigned char type, const object *op)
2136 object *tmp; 1857{
2137 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1858 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2138 if(tmp->type==type) 1859 if (tmp->type == type)
2139 return tmp; 1860 return tmp;
1861
2140 return NULL; 1862 return NULL;
2141} 1863}
2142 1864
2143/* 1865/*
2144 * present_in_ob (type, str, object) searches for any objects with 1866 * present_in_ob (type, str, object) searches for any objects with
2152 * str is the string to match against. Note that we match against 1874 * str is the string to match against. Note that we match against
2153 * the object name, not the archetype name. this is so that the 1875 * 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 1876 * spell code can use one object type (force), but change it's name
2155 * to be unique. 1877 * to be unique.
2156 */ 1878 */
2157 1879object *
2158object *present_in_ob_by_name(int type, const char *str, const object *op) { 1880present_in_ob_by_name (int type, const char *str, const object *op)
2159 object *tmp; 1881{
2160
2161 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1882 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2162 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1883 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2163 return tmp; 1884 return tmp;
2164 } 1885
2165 return NULL; 1886 return 0;
2166} 1887}
2167 1888
2168/* 1889/*
2169 * present_arch_in_ob(archetype, object) searches for any objects with 1890 * present_arch_in_ob(archetype, object) searches for any objects with
2170 * a matching archetype in the inventory of the given object. 1891 * a matching archetype in the inventory of the given object.
2171 * The first matching object is returned, or NULL if none. 1892 * The first matching object is returned, or NULL if none.
2172 */ 1893 */
2173 1894object *
2174object *present_arch_in_ob(const archetype *at, const object *op) { 1895present_arch_in_ob (const archetype *at, const object *op)
2175 object *tmp; 1896{
2176 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1897 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2177 if( tmp->arch == at) 1898 if (tmp->arch == at)
2178 return tmp; 1899 return tmp;
1900
2179 return NULL; 1901 return NULL;
2180} 1902}
2181 1903
2182/* 1904/*
2183 * activate recursively a flag on an object inventory 1905 * activate recursively a flag on an object inventory
2184 */ 1906 */
1907void
2185void flag_inv(object*op, int flag){ 1908flag_inv (object *op, int flag)
2186 object *tmp; 1909{
2187 if(op->inv) 1910 if (op->inv)
2188 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1911 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1912 {
2189 SET_FLAG(tmp, flag); 1913 SET_FLAG (tmp, flag);
2190 flag_inv(tmp,flag); 1914 flag_inv (tmp, flag);
2191 } 1915 }
1916}
1917
2192}/* 1918/*
2193 * desactivate recursively a flag on an object inventory 1919 * deactivate recursively a flag on an object inventory
2194 */ 1920 */
1921void
2195void unflag_inv(object*op, int flag){ 1922unflag_inv (object *op, int flag)
2196 object *tmp; 1923{
2197 if(op->inv) 1924 if (op->inv)
2198 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1925 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1926 {
2199 CLEAR_FLAG(tmp, flag); 1927 CLEAR_FLAG (tmp, flag);
2200 unflag_inv(tmp,flag); 1928 unflag_inv (tmp, flag);
2201 } 1929 }
2202} 1930}
2203 1931
2204/* 1932/*
2205 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1933 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2206 * all it's inventory (recursively). 1934 * all it's inventory (recursively).
2207 * If checksums are used, a player will get set_cheat called for 1935 * 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. 1936 * him/her-self and all object carried by a call to this function.
2209 */ 1937 */
2210 1938void
2211void set_cheat(object *op) { 1939set_cheat (object *op)
1940{
2212 SET_FLAG(op, FLAG_WAS_WIZ); 1941 SET_FLAG (op, FLAG_WAS_WIZ);
2213 flag_inv(op, FLAG_WAS_WIZ); 1942 flag_inv (op, FLAG_WAS_WIZ);
2214} 1943}
2215 1944
2216/* 1945/*
2217 * find_free_spot(object, map, x, y, start, stop) will search for 1946 * 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 1947 * a spot at the given map and coordinates which will be able to contain
2232 * because arch_blocked (now ob_blocked) needs to know the movement type 1961 * because arch_blocked (now ob_blocked) needs to know the movement type
2233 * to know if the space in question will block the object. We can't use 1962 * 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 1963 * the archetype because that isn't correct if the monster has been
2235 * customized, changed states, etc. 1964 * customized, changed states, etc.
2236 */ 1965 */
2237 1966int
2238int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 1967find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1968{
2239 int i,index=0, flag; 1969 int index = 0, flag;
2240 static int altern[SIZEOFFREE]; 1970 int altern[SIZEOFFREE];
2241 1971
2242 for(i=start;i<stop;i++) { 1972 for (int i = start; i < stop; i++)
1973 {
2243 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 1974 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2244 if(!flag) 1975 if (!flag)
2245 altern[index++]=i; 1976 altern [index++] = i;
2246 1977
2247 /* Basically, if we find a wall on a space, we cut down the search size. 1978 /* 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. 1979 * 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 - 1980 * 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 1981 * 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 1982 * spaces in all the other directions, this will reduce the search space
2252 * to only the spaces immediately surrounding the target area, and 1983 * to only the spaces immediately surrounding the target area, and
2253 * won't look 2 spaces south of the target space. 1984 * won't look 2 spaces south of the target space.
2254 */ 1985 */
2255 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 1986 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2256 stop=maxfree[i]; 1987 stop = maxfree[i];
2257 } 1988 }
2258 if(!index) return -1; 1989
1990 if (!index)
1991 return -1;
1992
2259 return altern[RANDOM()%index]; 1993 return altern[RANDOM () % index];
2260} 1994}
2261 1995
2262/* 1996/*
2263 * find_first_free_spot(archetype, mapstruct, x, y) works like 1997 * find_first_free_spot(archetype, maptile, x, y) works like
2264 * find_free_spot(), but it will search max number of squares. 1998 * find_free_spot(), but it will search max number of squares.
2265 * But it will return the first available spot, not a random choice. 1999 * 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. 2000 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2267 */ 2001 */
2268 2002int
2269int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2003find_first_free_spot (const object *ob, maptile *m, int x, int y)
2270 int i; 2004{
2271 for(i=0;i<SIZEOFFREE;i++) { 2005 for (int i = 0; i < SIZEOFFREE; i++)
2272 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2006 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2273 return i; 2007 return i;
2274 } 2008
2275 return -1; 2009 return -1;
2276} 2010}
2277 2011
2278/* 2012/*
2279 * The function permute(arr, begin, end) randomly reorders the array 2013 * The function permute(arr, begin, end) randomly reorders the array
2280 * arr[begin..end-1]. 2014 * arr[begin..end-1].
2015 * now uses a fisher-yates shuffle, old permute was broken
2281 */ 2016 */
2017static void
2282static void permute(int *arr, int begin, int end) 2018permute (int *arr, int begin, int end)
2283{ 2019{
2284 int i, j, tmp, len; 2020 arr += begin;
2021 end -= begin;
2285 2022
2286 len = end-begin; 2023 while (--end)
2287 for(i = begin; i < end; i++) 2024 swap (arr [end], arr [RANDOM () % (end + 1)]);
2288 {
2289 j = begin+RANDOM()%len;
2290
2291 tmp = arr[i];
2292 arr[i] = arr[j];
2293 arr[j] = tmp;
2294 }
2295} 2025}
2296 2026
2297/* new function to make monster searching more efficient, and effective! 2027/* new function to make monster searching more efficient, and effective!
2298 * This basically returns a randomized array (in the passed pointer) of 2028 * 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 2029 * 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 2030 * 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 2031 * 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. 2032 * the 3x3 area will be searched, just not in a predictable order.
2303 */ 2033 */
2034void
2304void get_search_arr(int *search_arr) 2035get_search_arr (int *search_arr)
2305{ 2036{
2306 int i; 2037 int i;
2307 2038
2308 for(i = 0; i < SIZEOFFREE; i++) 2039 for (i = 0; i < SIZEOFFREE; i++)
2309 {
2310 search_arr[i] = i; 2040 search_arr[i] = i;
2311 }
2312 2041
2313 permute(search_arr, 1, SIZEOFFREE1+1); 2042 permute (search_arr, 1, SIZEOFFREE1 + 1);
2314 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2043 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2315 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2044 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2316} 2045}
2317 2046
2318/* 2047/*
2319 * find_dir(map, x, y, exclude) will search some close squares in the 2048 * find_dir(map, x, y, exclude) will search some close squares in the
2320 * given map at the given coordinates for live objects. 2049 * given map at the given coordinates for live objects.
2325 * Perhaps incorrectly, but I'm making the assumption that exclude 2054 * Perhaps incorrectly, but I'm making the assumption that exclude
2326 * is actually want is going to try and move there. We need this info 2055 * 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 2056 * because we have to know what movement the thing looking to move
2328 * there is capable of. 2057 * there is capable of.
2329 */ 2058 */
2330 2059int
2331int find_dir(mapstruct *m, int x, int y, object *exclude) { 2060find_dir (maptile *m, int x, int y, object *exclude)
2061{
2332 int i,max=SIZEOFFREE, mflags; 2062 int i, max = SIZEOFFREE, mflags;
2063
2333 sint16 nx, ny; 2064 sint16 nx, ny;
2334 object *tmp; 2065 object *tmp;
2335 mapstruct *mp; 2066 maptile *mp;
2067
2336 MoveType blocked, move_type; 2068 MoveType blocked, move_type;
2337 2069
2338 if (exclude && exclude->head) { 2070 if (exclude && exclude->head)
2071 {
2339 exclude = exclude->head; 2072 exclude = exclude->head;
2340 move_type = exclude->move_type; 2073 move_type = exclude->move_type;
2341 } else { 2074 }
2075 else
2076 {
2342 /* If we don't have anything, presume it can use all movement types. */ 2077 /* If we don't have anything, presume it can use all movement types. */
2343 move_type=MOVE_ALL; 2078 move_type = MOVE_ALL;
2079 }
2080
2081 for (i = 1; i < max; i++)
2344 } 2082 {
2345 2083 mp = m;
2346 for(i=1;i<max;i++) {
2347 mp = m;
2348 nx = x + freearr_x[i]; 2084 nx = x + freearr_x[i];
2349 ny = y + freearr_y[i]; 2085 ny = y + freearr_y[i];
2350 2086
2351 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2087 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2088
2352 if (mflags & P_OUT_OF_MAP) { 2089 if (mflags & P_OUT_OF_MAP)
2353 max = maxfree[i]; 2090 max = maxfree[i];
2354 } else { 2091 else
2355 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2092 {
2093 mapspace &ms = mp->at (nx, ny);
2356 2094
2095 blocked = ms.move_block;
2096
2357 if ((move_type & blocked) == move_type) { 2097 if ((move_type & blocked) == move_type)
2358 max=maxfree[i]; 2098 max = maxfree[i];
2359 } else if (mflags & P_IS_ALIVE) { 2099 else if (mflags & P_IS_ALIVE)
2360 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2100 {
2361 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2101 for (tmp = ms.bot; tmp; tmp = tmp->above)
2102 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2362 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2103 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2363 break; 2104 break;
2364 } 2105
2365 } 2106 if (tmp)
2366 if(tmp) {
2367 return freedir[i]; 2107 return freedir[i];
2368 } 2108 }
2109 }
2369 } 2110 }
2370 } 2111
2371 }
2372 return 0; 2112 return 0;
2373} 2113}
2374 2114
2375/* 2115/*
2376 * distance(object 1, object 2) will return the square of the 2116 * distance(object 1, object 2) will return the square of the
2377 * distance between the two given objects. 2117 * distance between the two given objects.
2378 */ 2118 */
2379 2119int
2380int distance(const object *ob1, const object *ob2) { 2120distance (const object *ob1, const object *ob2)
2381 int i; 2121{
2382 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2122 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2383 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2384 return i;
2385} 2123}
2386 2124
2387/* 2125/*
2388 * find_dir_2(delta-x,delta-y) will return a direction in which 2126 * 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 2127 * an object which has subtracted the x and y coordinates of another
2390 * object, needs to travel toward it. 2128 * object, needs to travel toward it.
2391 */ 2129 */
2392 2130int
2393int find_dir_2(int x, int y) { 2131find_dir_2 (int x, int y)
2132{
2394 int q; 2133 int q;
2395 2134
2396 if(y) 2135 if (y)
2397 q=x*100/y; 2136 q = x * 100 / y;
2398 else if (x) 2137 else if (x)
2399 q= -300*x; 2138 q = -300 * x;
2400 else 2139 else
2401 return 0; 2140 return 0;
2402 2141
2403 if(y>0) { 2142 if (y > 0)
2143 {
2404 if(q < -242) 2144 if (q < -242)
2405 return 3 ; 2145 return 3;
2406 if (q < -41) 2146 if (q < -41)
2407 return 2 ; 2147 return 2;
2408 if (q < 41) 2148 if (q < 41)
2409 return 1 ; 2149 return 1;
2410 if (q < 242) 2150 if (q < 242)
2411 return 8 ; 2151 return 8;
2412 return 7 ; 2152 return 7;
2413 } 2153 }
2414 2154
2415 if (q < -242) 2155 if (q < -242)
2416 return 7 ; 2156 return 7;
2417 if (q < -41) 2157 if (q < -41)
2418 return 6 ; 2158 return 6;
2419 if (q < 41) 2159 if (q < 41)
2420 return 5 ; 2160 return 5;
2421 if (q < 242) 2161 if (q < 242)
2422 return 4 ; 2162 return 4;
2423 2163
2424 return 3 ; 2164 return 3;
2425} 2165}
2426 2166
2427/* 2167/*
2428 * absdir(int): Returns a number between 1 and 8, which represent 2168 * absdir(int): Returns a number between 1 and 8, which represent
2429 * the "absolute" direction of a number (it actually takes care of 2169 * the "absolute" direction of a number (it actually takes care of
2430 * "overflow" in previous calculations of a direction). 2170 * "overflow" in previous calculations of a direction).
2431 */ 2171 */
2432 2172
2173int
2433int absdir(int d) { 2174absdir (int d)
2434 while(d<1) d+=8; 2175{
2435 while(d>8) d-=8; 2176 while (d < 1)
2177 d += 8;
2178
2179 while (d > 8)
2180 d -= 8;
2181
2436 return d; 2182 return d;
2437} 2183}
2438 2184
2439/* 2185/*
2440 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2186 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2441 * between two directions (which are expected to be absolute (see absdir()) 2187 * between two directions (which are expected to be absolute (see absdir())
2442 */ 2188 */
2443 2189
2190int
2444int dirdiff(int dir1, int dir2) { 2191dirdiff (int dir1, int dir2)
2192{
2445 int d; 2193 int d;
2194
2446 d = abs(dir1 - dir2); 2195 d = abs (dir1 - dir2);
2447 if(d>4) 2196 if (d > 4)
2448 d = 8 - d; 2197 d = 8 - d;
2198
2449 return d; 2199 return d;
2450} 2200}
2451 2201
2452/* peterm: 2202/* peterm:
2453 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2203 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2456 * This basically means that if direction is 15, then it could either go 2206 * This basically means that if direction is 15, then it could either go
2457 * direction 4, 14, or 16 to get back to where we are. 2207 * 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 2208 * Moved from spell_util.c to object.c with the other related direction
2459 * functions. 2209 * functions.
2460 */ 2210 */
2461
2462int reduction_dir[SIZEOFFREE][3] = { 2211int reduction_dir[SIZEOFFREE][3] = {
2463 {0,0,0}, /* 0 */ 2212 {0, 0, 0}, /* 0 */
2464 {0,0,0}, /* 1 */ 2213 {0, 0, 0}, /* 1 */
2465 {0,0,0}, /* 2 */ 2214 {0, 0, 0}, /* 2 */
2466 {0,0,0}, /* 3 */ 2215 {0, 0, 0}, /* 3 */
2467 {0,0,0}, /* 4 */ 2216 {0, 0, 0}, /* 4 */
2468 {0,0,0}, /* 5 */ 2217 {0, 0, 0}, /* 5 */
2469 {0,0,0}, /* 6 */ 2218 {0, 0, 0}, /* 6 */
2470 {0,0,0}, /* 7 */ 2219 {0, 0, 0}, /* 7 */
2471 {0,0,0}, /* 8 */ 2220 {0, 0, 0}, /* 8 */
2472 {8,1,2}, /* 9 */ 2221 {8, 1, 2}, /* 9 */
2473 {1,2,-1}, /* 10 */ 2222 {1, 2, -1}, /* 10 */
2474 {2,10,12}, /* 11 */ 2223 {2, 10, 12}, /* 11 */
2475 {2,3,-1}, /* 12 */ 2224 {2, 3, -1}, /* 12 */
2476 {2,3,4}, /* 13 */ 2225 {2, 3, 4}, /* 13 */
2477 {3,4,-1}, /* 14 */ 2226 {3, 4, -1}, /* 14 */
2478 {4,14,16}, /* 15 */ 2227 {4, 14, 16}, /* 15 */
2479 {5,4,-1}, /* 16 */ 2228 {5, 4, -1}, /* 16 */
2480 {4,5,6}, /* 17 */ 2229 {4, 5, 6}, /* 17 */
2481 {6,5,-1}, /* 18 */ 2230 {6, 5, -1}, /* 18 */
2482 {6,20,18}, /* 19 */ 2231 {6, 20, 18}, /* 19 */
2483 {7,6,-1}, /* 20 */ 2232 {7, 6, -1}, /* 20 */
2484 {6,7,8}, /* 21 */ 2233 {6, 7, 8}, /* 21 */
2485 {7,8,-1}, /* 22 */ 2234 {7, 8, -1}, /* 22 */
2486 {8,22,24}, /* 23 */ 2235 {8, 22, 24}, /* 23 */
2487 {8,1,-1}, /* 24 */ 2236 {8, 1, -1}, /* 24 */
2488 {24,9,10}, /* 25 */ 2237 {24, 9, 10}, /* 25 */
2489 {9,10,-1}, /* 26 */ 2238 {9, 10, -1}, /* 26 */
2490 {10,11,-1}, /* 27 */ 2239 {10, 11, -1}, /* 27 */
2491 {27,11,29}, /* 28 */ 2240 {27, 11, 29}, /* 28 */
2492 {11,12,-1}, /* 29 */ 2241 {11, 12, -1}, /* 29 */
2493 {12,13,-1}, /* 30 */ 2242 {12, 13, -1}, /* 30 */
2494 {12,13,14}, /* 31 */ 2243 {12, 13, 14}, /* 31 */
2495 {13,14,-1}, /* 32 */ 2244 {13, 14, -1}, /* 32 */
2496 {14,15,-1}, /* 33 */ 2245 {14, 15, -1}, /* 33 */
2497 {33,15,35}, /* 34 */ 2246 {33, 15, 35}, /* 34 */
2498 {16,15,-1}, /* 35 */ 2247 {16, 15, -1}, /* 35 */
2499 {17,16,-1}, /* 36 */ 2248 {17, 16, -1}, /* 36 */
2500 {18,17,16}, /* 37 */ 2249 {18, 17, 16}, /* 37 */
2501 {18,17,-1}, /* 38 */ 2250 {18, 17, -1}, /* 38 */
2502 {18,19,-1}, /* 39 */ 2251 {18, 19, -1}, /* 39 */
2503 {41,19,39}, /* 40 */ 2252 {41, 19, 39}, /* 40 */
2504 {19,20,-1}, /* 41 */ 2253 {19, 20, -1}, /* 41 */
2505 {20,21,-1}, /* 42 */ 2254 {20, 21, -1}, /* 42 */
2506 {20,21,22}, /* 43 */ 2255 {20, 21, 22}, /* 43 */
2507 {21,22,-1}, /* 44 */ 2256 {21, 22, -1}, /* 44 */
2508 {23,22,-1}, /* 45 */ 2257 {23, 22, -1}, /* 45 */
2509 {45,47,23}, /* 46 */ 2258 {45, 47, 23}, /* 46 */
2510 {23,24,-1}, /* 47 */ 2259 {23, 24, -1}, /* 47 */
2511 {24,9,-1}}; /* 48 */ 2260 {24, 9, -1}
2261}; /* 48 */
2512 2262
2513/* Recursive routine to step back and see if we can 2263/* Recursive routine to step back and see if we can
2514 * find a path to that monster that we found. If not, 2264 * find a path to that monster that we found. If not,
2515 * we don't bother going toward it. Returns 1 if we 2265 * we don't bother going toward it. Returns 1 if we
2516 * can see a direct way to get it 2266 * can see a direct way to get it
2517 * Modified to be map tile aware -.MSW 2267 * Modified to be map tile aware -.MSW
2518 */ 2268 */
2519 2269int
2520
2521int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2270can_see_monsterP (maptile *m, int x, int y, int dir)
2271{
2522 sint16 dx, dy; 2272 sint16 dx, dy;
2523 int mflags; 2273 int mflags;
2524 2274
2275 if (dir < 0)
2525 if(dir<0) return 0; /* exit condition: invalid direction */ 2276 return 0; /* exit condition: invalid direction */
2526 2277
2527 dx = x + freearr_x[dir]; 2278 dx = x + freearr_x[dir];
2528 dy = y + freearr_y[dir]; 2279 dy = y + freearr_y[dir];
2529 2280
2530 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2281 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2531 2282
2532 /* This functional arguably was incorrect before - it was 2283 /* This functional arguably was incorrect before - it was
2533 * checking for P_WALL - that was basically seeing if 2284 * checking for P_WALL - that was basically seeing if
2534 * we could move to the monster - this is being more 2285 * we could move to the monster - this is being more
2535 * literal on if we can see it. To know if we can actually 2286 * 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 2287 * move to the monster, we'd need the monster passed in or
2537 * at least its move type. 2288 * at least its move type.
2538 */ 2289 */
2539 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2290 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2291 return 0;
2540 2292
2541 /* yes, can see. */ 2293 /* yes, can see. */
2542 if(dir < 9) return 1; 2294 if (dir < 9)
2295 return 1;
2296
2543 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2297 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2544 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2298 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2545 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2299 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2546} 2300}
2547 2301
2548
2549
2550/* 2302/*
2551 * can_pick(picker, item): finds out if an object is possible to be 2303 * 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 2304 * picked up by the picker. Returnes 1 if it can be
2553 * picked up, otherwise 0. 2305 * picked up, otherwise 0.
2554 * 2306 *
2556 * core dumps if they do. 2308 * core dumps if they do.
2557 * 2309 *
2558 * Add a check so we can't pick up invisible objects (0.93.8) 2310 * Add a check so we can't pick up invisible objects (0.93.8)
2559 */ 2311 */
2560 2312
2313int
2561int can_pick(const object *who, const object *item) { 2314can_pick (const object *who, const object *item)
2315{
2562 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2316 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2563 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2317 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2564 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2318 !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} 2319}
2567
2568 2320
2569/* 2321/*
2570 * create clone from object to another 2322 * create clone from object to another
2571 */ 2323 */
2324object *
2572object *object_create_clone (object *asrc) { 2325object_create_clone (object *asrc)
2326{
2573 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2327 object *dst = 0, *tmp, *src, *part, *prev, *item;
2574 2328
2575 if(!asrc) return NULL; 2329 if (!asrc)
2330 return 0;
2331
2576 src = asrc; 2332 src = asrc;
2577 if(src->head) 2333 if (src->head)
2578 src = src->head; 2334 src = src->head;
2579 2335
2580 prev = NULL; 2336 prev = 0;
2581 for(part = src; part; part = part->more) { 2337 for (part = src; part; part = part->more)
2582 tmp = get_object(); 2338 {
2583 copy_object(part,tmp); 2339 tmp = part->clone ();
2584 tmp->x -= src->x; 2340 tmp->x -= src->x;
2585 tmp->y -= src->y; 2341 tmp->y -= src->y;
2342
2586 if(!part->head) { 2343 if (!part->head)
2344 {
2587 dst = tmp; 2345 dst = tmp;
2588 tmp->head = NULL; 2346 tmp->head = 0;
2347 }
2589 } else { 2348 else
2590 tmp->head = dst; 2349 tmp->head = dst;
2591 } 2350
2592 tmp->more = NULL; 2351 tmp->more = 0;
2352
2593 if(prev) 2353 if (prev)
2594 prev->more = tmp; 2354 prev->more = tmp;
2355
2595 prev = tmp; 2356 prev = tmp;
2596 } 2357 }
2597 /*** copy inventory ***/ 2358
2598 for(item = src->inv; item; item = item->below) { 2359 for (item = src->inv; item; item = item->below)
2599 (void) insert_ob_in_ob(object_create_clone(item),dst); 2360 insert_ob_in_ob (object_create_clone (item), dst);
2600 }
2601 2361
2602 return dst; 2362 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} 2363}
2612 2364
2613/* GROS - Creates an object using a string representing its content. */ 2365/* 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 */ 2366/* 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, */ 2367/* 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. */ 2368/* 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. */ 2369/* Remember not to use load_object_str in a time-critical situation. */
2618/* Also remember that multiparts objects are not supported for now. */ 2370/* Also remember that multiparts objects are not supported for now. */
2619 2371object *
2620object* load_object_str(const char *obstr) 2372load_object_str (const char *obstr)
2621{ 2373{
2622 object *op; 2374 object *op;
2623 FILE *tempfile;
2624 char filename[MAX_BUF]; 2375 char filename[MAX_BUF];
2376
2625 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2377 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2378
2626 tempfile=fopen(filename,"w"); 2379 FILE *tempfile = fopen (filename, "w");
2380
2627 if (tempfile == NULL) 2381 if (tempfile == NULL)
2628 { 2382 {
2629 LOG(llevError,"Error - Unable to access load object temp file\n"); 2383 LOG (llevError, "Error - Unable to access load object temp file\n");
2630 return NULL; 2384 return NULL;
2631 }; 2385 }
2386
2632 fprintf(tempfile,obstr); 2387 fprintf (tempfile, obstr);
2633 fclose(tempfile); 2388 fclose (tempfile);
2634 2389
2635 op=get_object(); 2390 op = object::create ();
2636 2391
2637 tempfile=fopen(filename,"r"); 2392 object_thawer thawer (filename);
2638 if (tempfile == NULL) 2393
2639 { 2394 if (thawer)
2640 LOG(llevError,"Error - Unable to read object temp file\n"); 2395 load_object (thawer, op, 0);
2641 return NULL; 2396
2642 };
2643 load_object(tempfile,op,LO_NEWFILE,0);
2644 LOG(llevDebug," load str completed, object=%s\n",op->name); 2397 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2645 CLEAR_FLAG(op,FLAG_REMOVED); 2398 CLEAR_FLAG (op, FLAG_REMOVED);
2646 fclose(tempfile); 2399
2647 return op; 2400 return op;
2648} 2401}
2649 2402
2650/* This returns the first object in who's inventory that 2403/* This returns the first object in who's inventory that
2651 * has the same type and subtype match. 2404 * has the same type and subtype match.
2652 * returns NULL if no match. 2405 * returns NULL if no match.
2653 */ 2406 */
2407object *
2654object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2408find_obj_by_type_subtype (const object *who, int type, int subtype)
2655{ 2409{
2656 object *tmp;
2657
2658 for (tmp=who->inv; tmp; tmp=tmp->below) 2410 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2659 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2411 if (tmp->type == type && tmp->subtype == subtype)
2412 return tmp;
2660 2413
2661 return NULL; 2414 return 0;
2662} 2415}
2663 2416
2664/* If ob has a field named key, return the link from the list, 2417/* If ob has a field named key, return the link from the list,
2665 * otherwise return NULL. 2418 * otherwise return NULL.
2666 * 2419 *
2667 * key must be a passed in shared string - otherwise, this won't 2420 * key must be a passed in shared string - otherwise, this won't
2668 * do the desired thing. 2421 * do the desired thing.
2669 */ 2422 */
2423key_value *
2670key_value * get_ob_key_link(const object * ob, const char * key) { 2424get_ob_key_link (const object *ob, const char *key)
2671 key_value * link; 2425{
2672
2673 for (link = ob->key_values; link != NULL; link = link->next) { 2426 for (key_value *link = ob->key_values; link; link = link->next)
2674 if (link->key == key) { 2427 if (link->key == key)
2675 return link; 2428 return link;
2676 } 2429
2677 } 2430 return 0;
2678 2431}
2679 return NULL;
2680}
2681 2432
2682/* 2433/*
2683 * Returns the value of op has an extra_field for key, or NULL. 2434 * Returns the value of op has an extra_field for key, or NULL.
2684 * 2435 *
2685 * The argument doesn't need to be a shared string. 2436 * The argument doesn't need to be a shared string.
2686 * 2437 *
2687 * The returned string is shared. 2438 * The returned string is shared.
2688 */ 2439 */
2440const char *
2689const char * get_ob_key_value(const object * op, const char * const key) { 2441get_ob_key_value (const object *op, const char *const key)
2442{
2690 key_value * link; 2443 key_value *link;
2691 const char * canonical_key; 2444 shstr_cmp canonical_key (key);
2445
2446 if (!canonical_key)
2692 2447 {
2693 canonical_key = find_string(key);
2694
2695 if (canonical_key == NULL) {
2696 /* 1. There being a field named key on any object 2448 /* 1. There being a field named key on any object
2697 * implies there'd be a shared string to find. 2449 * implies there'd be a shared string to find.
2698 * 2. Since there isn't, no object has this field. 2450 * 2. Since there isn't, no object has this field.
2699 * 3. Therefore, *this* object doesn't have this field. 2451 * 3. Therefore, *this* object doesn't have this field.
2700 */ 2452 */
2701 return NULL; 2453 return 0;
2702 } 2454 }
2703 2455
2704 /* This is copied from get_ob_key_link() above - 2456 /* This is copied from get_ob_key_link() above -
2705 * only 4 lines, and saves the function call overhead. 2457 * only 4 lines, and saves the function call overhead.
2706 */ 2458 */
2707 for (link = op->key_values; link != NULL; link = link->next) { 2459 for (link = op->key_values; link; link = link->next)
2708 if (link->key == canonical_key) { 2460 if (link->key == canonical_key)
2709 return link->value; 2461 return link->value;
2710 } 2462
2711 } 2463 return 0;
2712 return NULL;
2713} 2464}
2714 2465
2715 2466
2716/* 2467/*
2717 * Updates the canonical_key in op to value. 2468 * Updates the canonical_key in op to value.
2721 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2472 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2722 * keys. 2473 * keys.
2723 * 2474 *
2724 * Returns TRUE on success. 2475 * Returns TRUE on success.
2725 */ 2476 */
2477int
2726int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) { 2478set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2479{
2727 key_value * field = NULL, *last=NULL; 2480 key_value *field = NULL, *last = NULL;
2728 2481
2729 for (field=op->key_values; field != NULL; field=field->next) { 2482 for (field = op->key_values; field != NULL; field = field->next)
2730 if (field->key != canonical_key) {
2731 last = field;
2732 continue;
2733 }
2734 2483 {
2735 if (field->value) FREE_AND_CLEAR_STR(field->value); 2484 if (field->key != canonical_key)
2736 if (value) 2485 {
2737 field->value = add_string(value); 2486 last = field;
2738 else { 2487 continue;
2488 }
2489
2490 if (value)
2491 field->value = value;
2492 else
2493 {
2739 /* Basically, if the archetype has this key set, 2494 /* Basically, if the archetype has this key set,
2740 * we need to store the null value so when we save 2495 * we need to store the null value so when we save
2741 * it, we save the empty value so that when we load, 2496 * it, we save the empty value so that when we load,
2742 * we get this value back again. 2497 * we get this value back again.
2743 */ 2498 */
2744 if (get_ob_key_link(&op->arch->clone, canonical_key)) 2499 if (get_ob_key_link (&op->arch->clone, canonical_key))
2745 field->value = NULL; 2500 field->value = 0;
2746 else { 2501 else
2747 /* Delete this link */ 2502 {
2748 if (field->key) FREE_AND_CLEAR_STR(field->key); 2503 if (last)
2749 if (field->value) FREE_AND_CLEAR_STR(field->value); 2504 last->next = field->next;
2750 if (last) last->next = field->next; 2505 else
2751 else op->key_values = field->next; 2506 op->key_values = field->next;
2752 free(field); 2507
2753 } 2508 delete field;
2754 } 2509 }
2510 }
2755 return TRUE; 2511 return TRUE;
2756 } 2512 }
2757 /* IF we get here, key doesn't exist */ 2513 /* IF we get here, key doesn't exist */
2758 2514
2759 /* No field, we'll have to add it. */ 2515 /* No field, we'll have to add it. */
2760 2516
2761 if (!add_key) { 2517 if (!add_key)
2762 return FALSE; 2518 return FALSE;
2763 } 2519
2764 /* There isn't any good reason to store a null 2520 /* There isn't any good reason to store a null
2765 * value in the key/value list. If the archetype has 2521 * value in the key/value list. If the archetype has
2766 * this key, then we should also have it, so shouldn't 2522 * this key, then we should also have it, so shouldn't
2767 * be here. If user wants to store empty strings, 2523 * be here. If user wants to store empty strings,
2768 * should pass in "" 2524 * should pass in ""
2769 */ 2525 */
2770 if (value == NULL) return TRUE; 2526 if (value == NULL)
2771
2772 field = (key_value *) malloc(sizeof(key_value));
2773
2774 field->key = add_refcount(canonical_key);
2775 field->value = add_string(value);
2776 /* Usual prepend-addition. */
2777 field->next = op->key_values;
2778 op->key_values = field;
2779
2780 return TRUE; 2527 return TRUE;
2528
2529 field = new key_value;
2530
2531 field->key = canonical_key;
2532 field->value = value;
2533 /* Usual prepend-addition. */
2534 field->next = op->key_values;
2535 op->key_values = field;
2536
2537 return TRUE;
2781} 2538}
2782 2539
2783/* 2540/*
2784 * Updates the key in op to value. 2541 * Updates the key in op to value.
2785 * 2542 *
2787 * and not add new ones. 2544 * and not add new ones.
2788 * In general, should be little reason FALSE is ever passed in for add_key 2545 * In general, should be little reason FALSE is ever passed in for add_key
2789 * 2546 *
2790 * Returns TRUE on success. 2547 * Returns TRUE on success.
2791 */ 2548 */
2549int
2792int set_ob_key_value(object * op, const char * key, const char * value, int add_key) { 2550set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2793 const char * canonical_key = NULL; 2551{
2794 int floating_ref = FALSE; 2552 shstr key_ (key);
2795 int ret; 2553
2554 return set_ob_key_value_s (op, key_, value, add_key);
2555}
2556
2557object::depth_iterator::depth_iterator (object *container)
2558: iterator_base (container)
2559{
2560 while (item->inv)
2561 item = item->inv;
2562}
2563
2564void
2565object::depth_iterator::next ()
2566{
2567 if (item->below)
2796 2568 {
2797 /* HACK This mess is to make sure set_ob_value() passes a shared string 2569 item = item->below;
2798 * to get_ob_key_link(), without leaving a leaked refcount. 2570
2799 */ 2571 while (item->inv)
2572 item = item->inv;
2800 2573 }
2801 canonical_key = find_string(key); 2574 else
2802 if (canonical_key == NULL) { 2575 item = item->env;
2803 canonical_key = add_string(key); 2576}
2804 floating_ref = TRUE; 2577
2805 } 2578
2579const char *
2580object::flag_desc (char *desc, int len) const
2581{
2582 char *p = desc;
2583 bool first = true;
2584
2585 *p = 0;
2586
2587 for (int i = 0; i < NUM_FLAGS; i++)
2806 2588 {
2807 ret = set_ob_key_value_s(op, canonical_key, value, add_key); 2589 if (len <= 10) // magic constant!
2590 {
2591 snprintf (p, len, ",...");
2592 break;
2593 }
2594
2595 if (flag [i])
2596 {
2597 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2598 len -= cnt;
2599 p += cnt;
2600 first = false;
2601 }
2808 2602 }
2809 if (floating_ref) { 2603
2810 free_string(canonical_key);
2811 }
2812
2813 return ret; 2604 return desc;
2814} 2605}
2606
2607// return a suitable string describing an object in enough detail to find it
2608const char *
2609object::debug_desc (char *info) const
2610{
2611 char flagdesc[512];
2612 char info2[256 * 4];
2613 char *p = info;
2614
2615 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2616 count, uuid.seq,
2617 &name,
2618 title ? "\",title:" : "",
2619 title ? (const char *)title : "",
2620 flag_desc (flagdesc, 512), type);
2621
2622 if (env)
2623 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2624
2625 if (map)
2626 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2627
2628 return info;
2629}
2630
2631const char *
2632object::debug_desc () const
2633{
2634 static char info[256 * 4];
2635 return debug_desc (info);
2636}
2637

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