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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 1.96 by root, Sat Dec 30 10:16:10 2006 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
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
42#ifdef MEMORY_DEBUG 34
43int nroffreeobjects = 0; 35#include <bitset>
36
44int nrofallocobjects = 0; 37int nrofallocobjects = 0;
45#undef OBJ_EXPAND 38static UUID uuid;
46#define OBJ_EXPAND 1 39const uint64 UUID_SKIP = 1<<19;
47#else
48object objarray[STARTMAX]; /* All objects, allocated this way at first */
49int nroffreeobjects = STARTMAX; /* How many OBs allocated and free (free) */
50int nrofallocobjects = STARTMAX; /* How many OBs allocated (free + used) */
51#endif
52 40
53object *objects; /* Pointer to the list of used objects */
54object *free_objects; /* Pointer to the list of unused objects */
55object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
56 42
57void (*object_free_callback)(object *ob); 43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
58
59short freearr_x[SIZEOFFREE]=
60 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
61 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
62short freearr_y[SIZEOFFREE]= 45};
63 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
64 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
65int maxfree[SIZEOFFREE]= 48};
66 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
67 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51};
68int freedir[SIZEOFFREE]= { 52int freedir[SIZEOFFREE] = {
69 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
70 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55};
71 56
57static void
58write_uuid (void)
59{
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76}
77
78static void
79read_uuid (void)
80{
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp);
113}
114
115UUID
116gen_uuid ()
117{
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126}
127
128void
129init_uuid ()
130{
131 read_uuid ();
132}
72 133
73/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int
74static int compare_ob_value_lists_one(const object * wants, const object * has) { 136compare_ob_value_lists_one (const object *wants, const object *has)
137{
75 key_value * wants_field; 138 key_value *wants_field;
76 139
77 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
78 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
79 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
80 */ 143 */
81 144
82 /* For each field in wants, */ 145 /* For each field in wants, */
83 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 {
84 key_value * has_field; 148 key_value *has_field;
85 149
86 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
87 has_field = get_ob_key_link(has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
88 154 {
89 if (has_field == NULL) {
90 /* No field with that name. */ 155 /* No field with that name. */
91 return FALSE; 156 return FALSE;
92 }
93 157 }
158
94 /* Found the matching field. */ 159 /* Found the matching field. */
95 if (has_field->value != wants_field->value) { 160 if (has_field->value != wants_field->value)
161 {
96 /* Values don't match, so this half of the comparison is false. */ 162 /* Values don't match, so this half of the comparison is false. */
97 return FALSE; 163 return FALSE;
98 } 164 }
99 165
100 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
101 }
102 167 }
168
103 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
104 return TRUE; 170 return TRUE;
105} 171}
106 172
107/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int
108static int compare_ob_value_lists(const object * ob1, const object * ob2) { 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{
109 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
110 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
111 */ 179 */
112 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
113} 181}
114 182
115/* Function examines the 2 objects given to it, and returns true if 183/* Function examines the 2 objects given to it, and returns true if
116 * they can be merged together. 184 * they can be merged together.
117 * 185 *
118 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
119 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
120 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
121 * 189 *
122 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
123 * 191 *
124 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
125 * check weight 193 * check weight
126 */ 194 */
127 195bool object::can_merge_slow (object *ob1, object *ob2)
128int CAN_MERGE(object *ob1, object *ob2) { 196{
129
130 /* A couple quicksanity checks */ 197 /* A couple quicksanity checks */
131 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 198 if (ob1 == ob2
132 199 || ob1->type != ob2->type
133 if (ob1->speed != ob2->speed) return 0; 200 || ob1->speed != ob2->speed
134 /* Note sure why the following is the case - either the object has to 201 || ob1->value != ob2->value
135 * be animated or have a very low speed. Is this an attempted monster 202 || ob1->name != ob2->name)
136 * check?
137 */
138 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED)
139 return 0; 203 return 0;
140 204
205 //TODO: this ain't working well, use nicer and correct overflow check
141 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 206 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
142 * value could not be stored in a sint32 (which unfortunately sometimes is 207 * value could not be stored in a sint32 (which unfortunately sometimes is
143 * used to store nrof). 208 * used to store nrof).
144 */ 209 */
145 if (ob1->nrof+ob2->nrof >= 1UL<<31) 210 if (ob1->nrof + ob2->nrof >= 1UL << 31)
146 return 0; 211 return 0;
147 212
148 /* This is really a spellbook check - really, we should
149 * check all objects in the inventory.
150 */
151 if (ob1->inv || ob2->inv) {
152 /* if one object has inventory but the other doesn't, not equiv */
153 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
154
155 /* Now check to see if the two inventory objects could merge */
156 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
157
158 /* inventory ok - still need to check rest of this object to see
159 * if it is valid.
160 */
161 }
162
163 /* If the objects have been identified, set the BEEN_APPLIED flag. 213 /* If the objects have been identified, set the BEEN_APPLIED flag.
164 * This is to the comparison of the flags below will be OK. We 214 * This is to the comparison of the flags below will be OK. We
165 * just can't ignore the been applied or identified flags, as they 215 * just can't ignore the been applied or identified flags, as they
166 * are not equal - just if it has been identified, the been_applied 216 * are not equal - just if it has been identified, the been_applied
167 * flags lose any meaning. 217 * flags lose any meaning.
168 */ 218 */
169 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED)) 219 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
170 SET_FLAG(ob1, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
171 221
172 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED)) 222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
173 SET_FLAG(ob2, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
174 224
175 225 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
176 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 226 || ob1->arch != ob2->arch
177 * being locked in inventory should prevent merging. 227 || ob1->name != ob2->name
178 * 0x4 in flags3 is CLIENT_SENT 228 || ob1->title != ob2->title
179 */ 229 || ob1->msg != ob2->msg
180 if ((ob1->arch != ob2->arch) || 230 || ob1->weight != ob2->weight
181 (ob1->flags[0] != ob2->flags[0]) ||
182 (ob1->flags[1] != ob2->flags[1]) ||
183 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
184 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
185 (ob1->name != ob2->name) ||
186 (ob1->title != ob2->title) ||
187 (ob1->msg != ob2->msg) ||
188 (ob1->weight != ob2->weight) ||
189 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) || 231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
190 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) || 232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
191 (ob1->attacktype != ob2->attacktype) || 233 || ob1->attacktype != ob2->attacktype
192 (ob1->magic != ob2->magic) || 234 || ob1->magic != ob2->magic
193 (ob1->slaying != ob2->slaying) || 235 || ob1->slaying != ob2->slaying
194 (ob1->skill != ob2->skill) || 236 || ob1->skill != ob2->skill
195 (ob1->value != ob2->value) || 237 || ob1->value != ob2->value
196 (ob1->animation_id != ob2->animation_id) || 238 || ob1->animation_id != ob2->animation_id
197 (ob1->client_type != ob2->client_type) || 239 || ob1->client_type != ob2->client_type
198 (ob1->materialname != ob2->materialname) || 240 || ob1->materialname != ob2->materialname
199 (ob1->lore != ob2->lore) || 241 || ob1->lore != ob2->lore
200 (ob1->subtype != ob2->subtype) || 242 || ob1->subtype != ob2->subtype
201 (ob1->move_type != ob2->move_type) || 243 || ob1->move_type != ob2->move_type
202 (ob1->move_block != ob2->move_block) || 244 || ob1->move_block != ob2->move_block
203 (ob1->move_allow != ob2->move_allow) || 245 || ob1->move_allow != ob2->move_allow
204 (ob1->move_on != ob2->move_on) || 246 || ob1->move_on != ob2->move_on
205 (ob1->move_off != ob2->move_off) || 247 || ob1->move_off != ob2->move_off
206 (ob1->move_slow != ob2->move_slow) || 248 || ob1->move_slow != ob2->move_slow
207 (ob1->move_slow_penalty != ob2->move_slow_penalty) 249 || ob1->move_slow_penalty != ob2->move_slow_penalty)
208 )
209 return 0; 250 return 0;
210 251
252 /* This is really a spellbook check - really, we should
253 * check all objects in the inventory.
254 */
255 if (ob1->inv || ob2->inv)
256 {
257 /* if one object has inventory but the other doesn't, not equiv */
258 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
259 return 0;
260
261 /* Now check to see if the two inventory objects could merge */
262 if (!object::can_merge (ob1->inv, ob2->inv))
263 return 0;
264
265 /* inventory ok - still need to check rest of this object to see
266 * if it is valid.
267 */
268 }
269
211 /* Don't merge objects that are applied. With the new 'body' code, 270 /* Don't merge objects that are applied. With the new 'body' code,
212 * it is possible for most any character to have more than one of 271 * it is possible for most any character to have more than one of
213 * some items equipped, and we don't want those to merge. 272 * some items equipped, and we don't want those to merge.
214 */ 273 */
215 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 274 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
216 return 0; 275 return 0;
217 276
277 /* Note sure why the following is the case - either the object has to
278 * be animated or have a very low speed. Is this an attempted monster
279 * check?
280 */
281 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
282 return 0;
283
218 switch (ob1->type) { 284 switch (ob1->type)
285 {
219 case SCROLL: 286 case SCROLL:
220 if (ob1->level != ob2->level) return 0; 287 if (ob1->level != ob2->level)
288 return 0;
221 break; 289 break;
222
223 } 290 }
291
224 if (ob1->key_values != NULL || ob2->key_values != NULL) { 292 if (ob1->key_values != NULL || ob2->key_values != NULL)
293 {
225 /* At least one of these has key_values. */ 294 /* At least one of these has key_values. */
226 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) { 295 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
227 /* One has fields, but the other one doesn't. */ 296 /* One has fields, but the other one doesn't. */
228 return 0; 297 return 0;
229 } else if (!compare_ob_value_lists(ob1, ob2)) { 298 else if (!compare_ob_value_lists (ob1, ob2))
230 return 0; 299 return 0;
231 } 300 }
301
302 //TODO: generate an event or call into perl for additional checks
303 if (ob1->self || ob2->self)
232 } 304 {
305 ob1->optimise ();
306 ob2->optimise ();
233 307
308 if (ob1->self || ob2->self)
309 return 0;
310 }
311
234 /* Everything passes, must be OK. */ 312 /* Everything passes, must be OK. */
235 return 1; 313 return 1;
236} 314}
237 315
238/* 316/*
239 * sum_weight() is a recursive function which calculates the weight 317 * sum_weight() is a recursive function which calculates the weight
240 * an object is carrying. It goes through in figures out how much 318 * an object is carrying. It goes through in figures out how much
241 * containers are carrying, and sums it up. 319 * containers are carrying, and sums it up.
242 */ 320 */
243signed long sum_weight(object *op) { 321long
322sum_weight (object *op)
323{
244 signed long sum; 324 long sum;
245 object *inv; 325 object *inv;
326
246 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 327 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
328 {
247 if (inv->inv) 329 if (inv->inv)
248 sum_weight(inv); 330 sum_weight (inv);
249 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 331 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
250 } 332 }
333
251 if (op->type == CONTAINER && op->stats.Str) 334 if (op->type == CONTAINER && op->stats.Str)
252 sum = (sum * (100 - op->stats.Str))/100; 335 sum = (sum * (100 - op->stats.Str)) / 100;
336
253 if(op->carrying != sum) 337 if (op->carrying != sum)
254 op->carrying = sum; 338 op->carrying = sum;
339
255 return sum; 340 return sum;
256} 341}
257 342
258/** 343/**
259 * Return the outermost environment object for a given object. 344 * Return the outermost environment object for a given object.
260 */ 345 */
261 346
347object *
262object *object_get_env_recursive (object *op) { 348object_get_env_recursive (object *op)
349{
263 while (op->env != NULL) 350 while (op->env != NULL)
264 op = op->env; 351 op = op->env;
265 return op; 352 return op;
266}
267
268/*
269 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
270 * a better check. We basically keeping traversing up until we can't
271 * or find a player.
272 */
273
274object *is_player_inv (object *op) {
275 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
276 if (op->env==op)
277 op->env = NULL;
278 return op;
279} 353}
280 354
281/* 355/*
282 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
283 * Some error messages. 357 * Some error messages.
284 * The result of the dump is stored in the static global errmsg array. 358 * The result of the dump is stored in the static global errmsg array.
285 */ 359 */
286 360
287void dump_object2(object *op) { 361char *
288 char *cp;
289/* object *tmp;*/
290
291 if(op->arch!=NULL) {
292 strcat(errmsg,"arch ");
293 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
294 strcat(errmsg,"\n");
295 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
296 strcat(errmsg,cp);
297#if 0
298 /* Don't dump player diffs - they are too long, mostly meaningless, and
299 * will overflow the buffer.
300 * Changed so that we don't dump inventory either. This may
301 * also overflow the buffer.
302 */
303 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
304 strcat(errmsg,cp);
305 for (tmp=op->inv; tmp; tmp=tmp->below)
306 dump_object2(tmp);
307#endif
308 strcat(errmsg,"end\n");
309 } else {
310 strcat(errmsg,"Object ");
311 if (op->name==NULL) strcat(errmsg, "(null)");
312 else strcat(errmsg,op->name);
313 strcat(errmsg,"\n");
314#if 0
315 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
316 strcat(errmsg,cp);
317 for (tmp=op->inv; tmp; tmp=tmp->below)
318 dump_object2(tmp);
319#endif
320 strcat(errmsg,"end\n");
321 }
322}
323
324/*
325 * Dumps an object. Returns output in the static global errmsg array.
326 */
327
328void dump_object(object *op) { 362dump_object (object *op)
329 if(op==NULL) {
330 strcpy(errmsg,"[NULL pointer]");
331 return;
332 }
333 errmsg[0]='\0';
334 dump_object2(op);
335}
336
337/* GROS - Dumps an object. Return the result into a string */
338/* Note that no checking is done for the validity of the target string, so */
339/* you need to be sure that you allocated enough space for it. */
340void dump_me(object *op, char *outstr)
341{ 363{
342 char *cp; 364 if (!op)
365 return strdup ("[NULLOBJ]");
343 366
344 if(op==NULL) 367 object_freezer freezer;
345 { 368 save_object (freezer, op, 1);
346 strcpy(outstr,"[NULL pointer]"); 369 return freezer.as_string ();
347 return;
348 }
349 outstr[0]='\0';
350
351 if(op->arch!=NULL)
352 {
353 strcat(outstr,"arch ");
354 strcat(outstr,op->arch->name?op->arch->name:"(null)");
355 strcat(outstr,"\n");
356 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
357 strcat(outstr,cp);
358 strcat(outstr,"end\n");
359 }
360 else
361 {
362 strcat(outstr,"Object ");
363 if (op->name==NULL)
364 strcat(outstr, "(null)");
365 else
366 strcat(outstr,op->name);
367 strcat(outstr,"\n");
368 strcat(outstr,"end\n");
369 }
370}
371
372/*
373 * This is really verbose...Can be triggered by the P key while in DM mode.
374 * All objects are dumped to stderr (or alternate logfile, if in server-mode)
375 */
376
377void dump_all_objects(void) {
378 object *op;
379 for(op=objects;op!=NULL;op=op->next) {
380 dump_object(op);
381 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
382 }
383} 370}
384 371
385/* 372/*
386 * get_nearest_part(multi-object, object 2) returns the part of the 373 * get_nearest_part(multi-object, object 2) returns the part of the
387 * multi-object 1 which is closest to the second object. 374 * multi-object 1 which is closest to the second object.
388 * If it's not a multi-object, it is returned. 375 * If it's not a multi-object, it is returned.
389 */ 376 */
390 377
378object *
391object *get_nearest_part(object *op, const object *pl) { 379get_nearest_part (object *op, const object *pl)
380{
392 object *tmp,*closest; 381 object *tmp, *closest;
393 int last_dist,i; 382 int last_dist, i;
383
394 if(op->more==NULL) 384 if (op->more == NULL)
395 return op; 385 return op;
396 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 386 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
397 if((i=distance(tmp,pl))<last_dist) 387 if ((i = distance (tmp, pl)) < last_dist)
398 closest=tmp,last_dist=i; 388 closest = tmp, last_dist = i;
399 return closest; 389 return closest;
400} 390}
401 391
402/* 392/*
403 * Returns the object which has the count-variable equal to the argument. 393 * Returns the object which has the count-variable equal to the argument.
404 */ 394 */
405 395
396object *
406object *find_object(tag_t i) { 397find_object (tag_t i)
407 object *op; 398{
408 for(op=objects;op!=NULL;op=op->next) 399 for (object *op = object::first; op; op = op->next)
409 if(op->count==i) 400 if (op->count == i)
410 break; 401 return op;
402
411 return op; 403 return 0;
412} 404}
413 405
414/* 406/*
415 * Returns the first object which has a name equal to the argument. 407 * Returns the first object which has a name equal to the argument.
416 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
417 * Enables features like "patch <name-of-other-player> food 999" 409 * Enables features like "patch <name-of-other-player> food 999"
418 */ 410 */
419 411
412object *
420object *find_object_name(const char *str) { 413find_object_name (const char *str)
421 const char *name=add_string(str); 414{
415 shstr_cmp str_ (str);
422 object *op; 416 object *op;
417
423 for(op=objects;op!=NULL;op=op->next) 418 for (op = object::first; op != NULL; op = op->next)
424 if(op->name==name) 419 if (op->name == str_)
425 break; 420 break;
426 free_string(name); 421
427 return op; 422 return op;
428} 423}
429 424
425void
430void free_all_object_data(void) { 426free_all_object_data ()
431#ifdef MEMORY_DEBUG
432 object *op, *next;
433
434 for (op=free_objects; op!=NULL; ) {
435 next=op->next;
436 free(op);
437 nrofallocobjects--;
438 nroffreeobjects--;
439 op=next;
440 }
441#endif
442 LOG(llevDebug,"%d allocated objects, %d free objects, STARMAX=%d\n",
443 nrofallocobjects, nroffreeobjects,STARTMAX);
444}
445
446/*
447 * Returns the object which this object marks as being the owner.
448 * A id-scheme is used to avoid pointing to objects which have been
449 * freed and are now reused. If this is detected, the owner is
450 * set to NULL, and NULL is returned.
451 * Changed 2004-02-12 - if the player is setting at the play again
452 * prompt, he is removed, and we don't want to treat him as an owner of
453 * anything, so check removed flag. I don't expect that this should break
454 * anything - once an object is removed, it is basically dead anyways.
455 */
456
457object *get_owner(object *op) {
458 if(op->owner==NULL)
459 return NULL;
460
461 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
462 op->owner->count==op->ownercount)
463 return op->owner;
464
465 op->owner=NULL;
466 op->ownercount=0;
467 return NULL;
468}
469
470void clear_owner(object *op)
471{ 427{
472 if (!op) return; 428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
473
474 if (op->owner && op->ownercount == op->owner->count)
475 op->owner->refcount--;
476
477 op->owner = NULL;
478 op->ownercount = 0;
479} 429}
480
481
482 430
483/* 431/*
484 * Sets the owner and sets the skill and exp pointers to owner's current 432 * Sets the owner and sets the skill and exp pointers to owner's current
485 * skill and experience objects. 433 * skill and experience objects.
486 */ 434 */
487void set_owner (object *op, object *owner) 435void
436object::set_owner (object *owner)
488{ 437{
489 if(owner==NULL||op==NULL) 438 if (!owner)
490 return; 439 return;
491 440
492 /* next line added to allow objects which own objects */ 441 /* next line added to allow objects which own objects */
493 /* Add a check for ownercounts in here, as I got into an endless loop 442 /* Add a check for ownercounts in here, as I got into an endless loop
494 * with the fireball owning a poison cloud which then owned the 443 * with the fireball owning a poison cloud which then owned the
495 * fireball. I believe that was caused by one of the objects getting 444 * fireball. I believe that was caused by one of the objects getting
496 * freed and then another object replacing it. Since the ownercounts 445 * freed and then another object replacing it. Since the ownercounts
497 * didn't match, this check is valid and I believe that cause is valid. 446 * didn't match, this check is valid and I believe that cause is valid.
498 */ 447 */
499 while (owner->owner && owner!=owner->owner && 448 while (owner->owner)
500 owner->ownercount==owner->owner->count) owner=owner->owner; 449 owner = owner->owner;
501 450
502 /* IF the owner still has an owner, we did not resolve to a final owner.
503 * so lets not add to that.
504 */
505 if (owner->owner) return;
506
507 op->owner=owner; 451 this->owner = owner;
508
509 op->ownercount=owner->count;
510 owner->refcount++;
511
512}
513
514/* Set the owner to clone's current owner and set the skill and experience
515 * objects to clone's objects (typically those objects that where the owner's
516 * current skill and experience objects at the time when clone's owner was
517 * set - not the owner's current skill and experience objects).
518 *
519 * Use this function if player created an object (e.g. fire bullet, swarm
520 * spell), and this object creates further objects whose kills should be
521 * accounted for the player's original skill, even if player has changed
522 * skills meanwhile.
523 */
524void copy_owner (object *op, object *clone)
525{
526 object *owner = get_owner (clone);
527 if (owner == NULL) {
528 /* players don't have owners - they own themselves. Update
529 * as appropriate.
530 */
531 if (clone->type == PLAYER) owner=clone;
532 else return;
533 }
534 set_owner(op, owner);
535
536}
537
538/*
539 * Resets vital variables in an object
540 */
541
542void reset_object(object *op) {
543
544 op->name = NULL;
545 op->name_pl = NULL;
546 op->title = NULL;
547 op->race = NULL;
548 op->slaying = NULL;
549 op->skill = NULL;
550 op->msg = NULL;
551 op->materialname = NULL;
552 op->lore = NULL;
553 op->current_weapon_script = NULL;
554 clear_object(op);
555} 452}
556 453
557/* Zero the key_values on op, decrementing the shared-string 454/* Zero the key_values on op, decrementing the shared-string
558 * refcounts and freeing the links. 455 * refcounts and freeing the links.
559 */ 456 */
457static void
560static void free_key_values(object * op) { 458free_key_values (object *op)
561 key_value * i; 459{
562 key_value * next = NULL; 460 for (key_value *i = op->key_values; i != 0;)
563 461 {
564 if (op->key_values == NULL) return; 462 key_value *next = i->next;
463 delete i;
464
465 i = next;
565 466 }
566 for (i = op->key_values; i != NULL; i = next) { 467
567 /* Store next *first*. */
568 next = i->next;
569
570 if (i->key) FREE_AND_CLEAR_STR(i->key);
571 if (i->value) FREE_AND_CLEAR_STR(i->value);
572 i->next = NULL;
573 free(i);
574 }
575
576 op->key_values = NULL; 468 op->key_values = 0;
577} 469}
578 470
579
580/* 471/*
581 * clear_object() frees everything allocated by an object, and also
582 * clears all variables and flags to default settings.
583 */
584
585void clear_object(object *op) {
586
587 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, 472 * copy_to first frees everything allocated by the dst object,
655 * and then copies the contends of the first object into the second 473 * and then copies the contents of itself into the second
656 * object, allocating what needs to be allocated. Basically, any 474 * object, allocating what needs to be allocated. Basically, any
657 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
658 * if the first object is freed, the pointers in the new object 476 * if the first object is freed, the pointers in the new object
659 * will point at garbage. 477 * will point at garbage.
660 */ 478 */
479void
480object::copy_to (object *dst)
481{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
661 484
662void copy_object(object *op2, object *op) { 485 *(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;
665 486
666 /* Decrement the refcounts, but don't bother zeroing the fields; 487 if (is_freed)
667 they'll be overwritten by memcpy. */ 488 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);
678 489
679 /* Basically, same code as from clear_object() */ 490 if (is_removed)
680 for (evt = op->events; evt; evt=evt2) { 491 SET_FLAG (dst, FLAG_REMOVED);
681 evt2 = evt->next;
682 492
683 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook); 493 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; 494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
710 495
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. */ 496 /* Copy over key_values, if any. */
733 if (op2->key_values != NULL) { 497 if (key_values)
734 key_value * tail = NULL; 498 {
499 key_value *tail = 0;
735 key_value * i; 500 key_value *i;
736 501
737 op->key_values = NULL; 502 dst->key_values = 0;
738 503
739 for (i = op2->key_values; i != NULL; i = i->next) { 504 for (i = key_values; i; i = i->next)
740 key_value * new_link = (key_value *) malloc(sizeof(key_value)); 505 {
506 key_value *new_link = new key_value;
741 507
742 new_link->next = NULL; 508 new_link->next = 0;
743 new_link->key = add_refcount(i->key); 509 new_link->key = i->key;
744 if (i->value) 510 new_link->value = i->value;
745 new_link->value = add_refcount(i->value);
746 else
747 new_link->value = NULL;
748 511
749 /* Try and be clever here, too. */ 512 /* Try and be clever here, too. */
750 if (op->key_values == NULL) { 513 if (!dst->key_values)
751 op->key_values = new_link; 514 {
752 tail = new_link; 515 dst->key_values = new_link;
753 } else { 516 tail = new_link;
754 tail->next = new_link; 517 }
755 tail = new_link; 518 else
519 {
520 tail->next = new_link;
521 tail = new_link;
522 }
523 }
756 } 524 }
757 }
758 }
759
760 update_ob_speed(op);
761}
762 525
763/* 526 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} 527}
795 528
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; 529object *
804 530object::clone ()
805 if(free_objects==NULL) { 531{
806 expand_objects(); 532 object *neu = create ();
807 } 533 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; 534 return neu;
846} 535}
847 536
848/* 537/*
849 * If an object with the IS_TURNABLE() flag needs to be turned due 538 * If an object with the IS_TURNABLE() flag needs to be turned due
850 * to the closest player being on the other side, this function can 539 * to the closest player being on the other side, this function can
851 * be called to update the face variable, _and_ how it looks on the map. 540 * be called to update the face variable, _and_ how it looks on the map.
852 */ 541 */
853 542void
854void update_turn_face(object *op) { 543update_turn_face (object *op)
544{
855 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
856 return; 546 return;
547
857 SET_ANIMATION(op, op->direction); 548 SET_ANIMATION (op, op->direction);
858 update_object(op,UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
859} 550}
860 551
861/* 552/*
862 * Updates the speed of an object. If the speed changes from 0 to another 553 * Updates the speed of an object. If the speed changes from 0 to another
863 * value, or vice versa, then add/remove the object from the active list. 554 * value, or vice versa, then add/remove the object from the active list.
864 * This function needs to be called whenever the speed of an object changes. 555 * This function needs to be called whenever the speed of an object changes.
865 */ 556 */
866 557void
867void update_ob_speed(object *op) { 558object::set_speed (float speed)
868 extern int arch_init; 559{
869 560 if (flag [FLAG_FREED] && speed)
870 /* No reason putting the archetypes objects on the speed list, 561 {
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); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
876#ifdef MANY_CORES 563 speed = 0;
877 abort();
878#else
879 op->speed = 0;
880#endif
881 } 564 }
882 if (arch_init) { 565
883 return; 566 this->speed = speed;
884 } 567
885 if (FABS(op->speed)>MIN_ACTIVE_SPEED) { 568 if (FABS (speed) > MIN_ACTIVE_SPEED)
569 {
886 /* If already on active list, don't do anything */ 570 /* If already on active list, don't do anything */
887 if (op->active_next || op->active_prev || op==active_objects) 571 if (active_next || active_prev || this == active_objects)
888 return; 572 return;
889 573
890 /* process_events() expects us to insert the object at the beginning 574 /* process_events() expects us to insert the object at the beginning
891 * of the list. */ 575 * of the list. */
892 op->active_next = active_objects; 576 active_next = active_objects;
893 if (op->active_next!=NULL)
894 op->active_next->active_prev = op;
895 active_objects = op;
896 }
897 else {
898 /* If not on the active list, nothing needs to be done */
899 if (!op->active_next && !op->active_prev && op!=active_objects)
900 return;
901 577
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) 578 if (active_next)
910 op->active_next->active_prev = op->active_prev; 579 active_next->active_prev = this;
911 } 580
912 op->active_next = NULL; 581 active_objects = this;
913 op->active_prev = NULL; 582 }
583 else
914 } 584 {
915}
916
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 */ 585 /* If not on the active list, nothing needs to be done */
928 if (!op->active_next && !op->active_prev && op!=active_objects) 586 if (!active_next && !active_prev && this != active_objects)
929 return; 587 return;
930 588
931 if (op->active_prev==NULL) { 589 if (!active_prev)
590 {
932 active_objects = op->active_next; 591 active_objects = active_next;
933 if (op->active_next!=NULL) 592
934 op->active_next->active_prev = NULL; 593 if (active_next)
935 } 594 active_next->active_prev = 0;
595 }
936 else { 596 else
597 {
937 op->active_prev->active_next = op->active_next; 598 active_prev->active_next = active_next;
938 if (op->active_next) 599
600 if (active_next)
939 op->active_next->active_prev = op->active_prev; 601 active_next->active_prev = active_prev;
940 } 602 }
603
941 op->active_next = NULL; 604 active_next = 0;
942 op->active_prev = NULL; 605 active_prev = 0;
606 }
943} 607}
944 608
945/* 609/*
946 * update_object() updates the array which represents the map. 610 * update_object() updates the the map.
947 * It takes into account invisible objects (and represent squares covered 611 * It takes into account invisible objects (and represent squares covered
948 * by invisible objects by whatever is below them (unless it's another 612 * by invisible objects by whatever is below them (unless it's another
949 * invisible object, etc...) 613 * invisible object, etc...)
950 * If the object being updated is beneath a player, the look-window 614 * 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 615 * of that player is updated (this might be a suboptimal way of
952 * updating that window, though, since update_object() is called _often_) 616 * updating that window, though, since update_object() is called _often_)
953 * 617 *
954 * action is a hint of what the caller believes need to be done. 618 * 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: 619 * current action are:
960 * UP_OBJ_INSERT: op was inserted 620 * UP_OBJ_INSERT: op was inserted
961 * UP_OBJ_REMOVE: op was removed 621 * UP_OBJ_REMOVE: op was removed
962 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 622 * 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. 623 * as that is easier than trying to look at what may have changed.
964 * UP_OBJ_FACE: only the objects face has changed. 624 * UP_OBJ_FACE: only the objects face has changed.
965 */ 625 */
966 626void
967void update_object(object *op, int action) { 627update_object (object *op, int action)
968 int update_now=0, flags; 628{
969 MoveType move_on, move_off, move_block, move_slow; 629 MoveType move_on, move_off, move_block, move_slow;
970 630
971 if (op == NULL) { 631 if (op == NULL)
632 {
972 /* this should never happen */ 633 /* this should never happen */
973 LOG(llevDebug,"update_object() called for NULL object.\n"); 634 LOG (llevDebug, "update_object() called for NULL object.\n");
974 return; 635 return;
975 }
976 636 }
977 if(op->env!=NULL) { 637
638 if (op->env)
639 {
978 /* Animation is currently handled by client, so nothing 640 /* Animation is currently handled by client, so nothing
979 * to do in this case. 641 * to do in this case.
980 */ 642 */
981 return; 643 return;
982 } 644 }
983 645
984 /* If the map is saving, don't do anything as everything is 646 /* If the map is saving, don't do anything as everything is
985 * going to get freed anyways. 647 * going to get freed anyways.
986 */ 648 */
987 if (!op->map || op->map->in_memory == MAP_SAVING) return; 649 if (!op->map || op->map->in_memory == MAP_SAVING)
988 650 return;
651
989 /* make sure the object is within map boundaries */ 652 /* make sure the object is within map boundaries */
990 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 653 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)) { 654 {
992 LOG(llevError,"update_object() called for object out of map!\n"); 655 LOG (llevError, "update_object() called for object out of map!\n");
993#ifdef MANY_CORES 656#ifdef MANY_CORES
994 abort(); 657 abort ();
995#endif 658#endif
996 return; 659 return;
997 }
998 660 }
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 661
662 mapspace &m = op->ms ();
663
664 if (m.flags_ & P_NEED_UPDATE)
665 /* nop */;
1006 if (action == UP_OBJ_INSERT) { 666 else if (action == UP_OBJ_INSERT)
667 {
668 // this is likely overkill, TODO: revisit (schmorp)
1007 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 669 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)) 670 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
1011 update_now=1; 671 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
1012 672 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
673 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
1013 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 674 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
1014 update_now=1; 675 || (m.move_on | op->move_on ) != m.move_on
1015 676 || (m.move_off | op->move_off ) != m.move_off
1016 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 677 || (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 678 /* This isn't perfect, but I don't expect a lot of objects to
1022 * to have move_allow right now. 679 * to have move_allow right now.
1023 */ 680 */
1024 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 681 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
1025 update_now=1; 682 || 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; 683 m.flags_ = P_NEED_UPDATE;
1027 } 684 }
1028 /* if the object is being removed, we can't make intelligent 685 /* if the object is being removed, we can't make intelligent
1029 * decisions, because remove_ob can't really pass the object 686 * decisions, because remove_ob can't really pass the object
1030 * that is being removed. 687 * that is being removed.
1031 */ 688 */
1032 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 689 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
1033 update_now=1; 690 m.flags_ = P_NEED_UPDATE;
1034 } else if (action == UP_OBJ_FACE) { 691 else if (action == UP_OBJ_FACE)
1035 /* Nothing to do for that case */ 692 /* Nothing to do for that case */ ;
1036 }
1037 else { 693 else
1038 LOG(llevError,"update_object called with invalid action: %d\n", action); 694 LOG (llevError, "update_object called with invalid action: %d\n", action);
1039 }
1040 695
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) 696 if (op->more)
1047 update_object(op->more, action); 697 update_object (op->more, action);
1048} 698}
1049 699
700object::vector object::objects; // not yet used
701object *object::first;
1050 702
1051/* 703object::object ()
1052 * free_object() frees everything allocated by an object, removes 704{
1053 * it from the list of used objects, and puts it on the list of
1054 * free objects. The IS_FREED() flag is set in the object.
1055 * The object must have been removed by remove_ob() first for
1056 * this function to succeed.
1057 *
1058 * If free_inventory is set, free inventory as well. Else drop items in
1059 * inventory to the ground.
1060 */
1061
1062void free_object(object *ob) {
1063 free_object2(ob, 0);
1064}
1065void free_object2(object *ob, int free_inventory) {
1066 object *tmp,*op;
1067
1068 if (object_free_callback)
1069 object_free_callback (ob);
1070
1071 if (!QUERY_FLAG(ob,FLAG_REMOVED)) {
1072 LOG(llevDebug,"Free object called with non removed object\n");
1073 dump_object(ob);
1074#ifdef MANY_CORES
1075 abort();
1076#endif
1077 }
1078 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) {
1079 LOG(llevMonster,"Warning: tried to free friendly object.\n");
1080 remove_friendly_object(ob);
1081 }
1082 if(QUERY_FLAG(ob,FLAG_FREED)) {
1083 dump_object(ob);
1084 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg);
1085 return;
1086 }
1087 if(ob->more!=NULL) {
1088 free_object2(ob->more, free_inventory);
1089 ob->more=NULL;
1090 }
1091 if (ob->inv) {
1092 /* Only if the space blocks everything do we not process -
1093 * if some form of movemnt is allowed, let objects
1094 * drop on that space.
1095 */
1096 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY ||
1097 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL))
1098 {
1099 op=ob->inv;
1100 while(op!=NULL) {
1101 tmp=op->below;
1102 remove_ob(op);
1103 free_object2(op, free_inventory);
1104 op=tmp;
1105 }
1106 }
1107 else { /* Put objects in inventory onto this space */
1108 op=ob->inv;
1109 while(op!=NULL) {
1110 tmp=op->below;
1111 remove_ob(op);
1112 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) ||
1113 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
1114 free_object(op);
1115 else {
1116 op->x=ob->x;
1117 op->y=ob->y;
1118 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */
1119 }
1120 op=tmp;
1121 }
1122 }
1123 }
1124 /* Remove object from the active list */
1125 ob->speed = 0;
1126 update_ob_speed(ob);
1127
1128 SET_FLAG(ob, FLAG_FREED); 705 SET_FLAG (this, FLAG_REMOVED);
1129 ob->count = 0;
1130 706
707 expmul = 1.0;
708 face = blank_face;
709}
710
711object::~object ()
712{
713 free_key_values (this);
714}
715
716void object::link ()
717{
718 count = ++ob_count;
719 uuid = gen_uuid ();
720
721 prev = 0;
722 next = object::first;
723
724 if (object::first)
725 object::first->prev = this;
726
727 object::first = this;
728}
729
730void object::unlink ()
731{
732 if (this == object::first)
733 object::first = next;
734
1131 /* Remove this object from the list of used objects */ 735 /* Remove this object from the list of used objects */
1132 if(ob->prev==NULL) { 736 if (prev) prev->next = next;
1133 objects=ob->next; 737 if (next) next->prev = prev;
1134 if(objects!=NULL)
1135 objects->prev=NULL;
1136 }
1137 else {
1138 ob->prev->next=ob->next;
1139 if(ob->next!=NULL)
1140 ob->next->prev=ob->prev;
1141 }
1142
1143 if(ob->name!=NULL) FREE_AND_CLEAR_STR(ob->name);
1144 if(ob->name_pl!=NULL) FREE_AND_CLEAR_STR(ob->name_pl);
1145 if(ob->title!=NULL) FREE_AND_CLEAR_STR(ob->title);
1146 if(ob->race!=NULL) FREE_AND_CLEAR_STR(ob->race);
1147 if(ob->slaying!=NULL) FREE_AND_CLEAR_STR(ob->slaying);
1148 if(ob->skill!=NULL) FREE_AND_CLEAR_STR(ob->skill);
1149 if(ob->lore!=NULL) FREE_AND_CLEAR_STR(ob->lore);
1150 if(ob->msg!=NULL) FREE_AND_CLEAR_STR(ob->msg);
1151 if(ob->materialname!=NULL) FREE_AND_CLEAR_STR(ob->materialname);
1152 738
739 prev = 0;
740 next = 0;
741}
742
743void
744object::activate (bool recursive)
745{
746 // uh, hack
747 set_speed (speed);
748
749 if (recursive)
750 for (object *op = inv; op; op = op->above)
751 op->activate (1);
752}
753
754/* This function removes object 'op' from the list of active
755 * objects.
756 * This should only be used for style maps or other such
757 * reference maps where you don't want an object that isn't
758 * in play chewing up cpu time getting processed.
759 * The reverse of this is to call update_ob_speed, which
760 * will do the right thing based on the speed of the object.
761 */
762void
763object::deactivate (bool recursive)
764{
765 /* If not on the active list, nothing needs to be done */
766 if (!active_next && !active_prev && this != active_objects)
767 return;
768
769 if (active_prev == 0)
1153 770 {
1154 /* Why aren't events freed? */ 771 active_objects = active_next;
1155 free_key_values(ob); 772 if (active_next)
773 active_next->active_prev = 0;
774 }
775 else
776 {
777 active_prev->active_next = active_next;
778 if (active_next)
779 active_next->active_prev = active_prev;
780 }
1156 781
1157#if 0 /* MEMORY_DEBUG*/ 782 active_next = 0;
1158 /* This is a nice idea. Unfortunately, a lot of the code in crossfire 783 active_prev = 0;
1159 * presumes the freed_object will stick around for at least a little 784
1160 * bit 785 if (recursive)
1161 */ 786 for (object *op = inv; op; op = op->above)
1162 /* this is necessary so that memory debugging programs will 787 op->deactivate (1);
1163 * be able to accurately report source of malloc. If we recycle 788}
1164 * objects, then some other area may be doing the get_object 789
1165 * and not freeing it, but the original one that malloc'd the 790/*
1166 * object will get the blame. 791 * Remove and free all objects in the inventory of the given object.
792 * object.c ?
793 */
794void
795object::destroy_inv (bool drop_to_ground)
796{
797 // need to check first, because the checks below might segfault
798 // as we might be on an invalid mapspace and crossfire code
799 // is too buggy to ensure that the inventory is empty.
800 // corollary: if you create arrows etc. with stuff in tis inventory,
801 // cf will crash below with off-map x and y
802 if (!inv)
803 return;
804
805 /* Only if the space blocks everything do we not process -
806 * if some form of movement is allowed, let objects
807 * drop on that space.
1167 */ 808 */
1168 free(ob); 809 if (!drop_to_ground
1169#else 810 || !map
811 || map->in_memory != MAP_IN_MEMORY
812 || ms ().move_block == MOVE_ALL)
813 {
814 while (inv)
815 {
816 inv->destroy_inv (drop_to_ground);
817 inv->destroy ();
818 }
819 }
820 else
821 { /* Put objects in inventory onto this space */
822 while (inv)
823 {
824 object *op = inv;
1170 825
1171 /* Now link it with the free_objects list: */ 826 if (op->flag [FLAG_STARTEQUIP]
1172 ob->prev=NULL; 827 || op->flag [FLAG_NO_DROP]
1173 ob->next=free_objects; 828 || op->type == RUNE
1174 if(free_objects!=NULL) 829 || op->type == TRAP
1175 free_objects->prev=ob; 830 || op->flag [FLAG_IS_A_TEMPLATE])
1176 free_objects=ob; 831 op->destroy ();
1177 nroffreeobjects++; 832 else
1178#endif 833 map->insert (op, x, y);
834 }
835 }
1179} 836}
1180 837
1181/* 838object *object::create ()
1182 * count_free() returns the number of objects on the list of free objects. 839{
1183 */
1184
1185int count_free(void) {
1186 int i=0;
1187 object *tmp=free_objects; 840 object *op = new object;
1188 while(tmp!=NULL) 841 op->link ();
1189 tmp=tmp->next, i++;
1190 return i; 842 return op;
1191} 843}
1192 844
1193/* 845void
1194 * count_used() returns the number of objects on the list of used objects. 846object::do_destroy ()
1195 */ 847{
848 if (flag [FLAG_IS_LINKED])
849 remove_button_link (this);
1196 850
1197int count_used(void) { 851 if (flag [FLAG_FRIENDLY])
1198 int i=0; 852 remove_friendly_object (this);
1199 object *tmp=objects; 853
1200 while(tmp!=NULL) 854 if (!flag [FLAG_REMOVED])
1201 tmp=tmp->next, i++; 855 remove ();
856
857 if (flag [FLAG_FREED])
1202 return i; 858 return;
1203}
1204 859
1205/* 860 set_speed (0);
1206 * count_active() returns the number of objects on the list of active objects.
1207 */
1208 861
1209int count_active(void) { 862 flag [FLAG_FREED] = 1;
1210 int i=0; 863
1211 object *tmp=active_objects; 864 attachable::do_destroy ();
1212 while(tmp!=NULL) 865
1213 tmp=tmp->active_next, i++; 866 destroy_inv (true);
867 unlink ();
868
869 // hack to ensure that freed objects still have a valid map
870 {
871 static maptile *freed_map; // freed objects are moved here to avoid crashes
872
873 if (!freed_map)
874 {
875 freed_map = new maptile;
876
877 freed_map->name = "/internal/freed_objects_map";
878 freed_map->width = 3;
879 freed_map->height = 3;
880
881 freed_map->alloc ();
882 }
883
884 map = freed_map;
885 x = 1;
886 y = 1;
887 }
888
889 head = 0;
890
891 if (more)
892 {
893 more->destroy ();
894 more = 0;
895 }
896
897 // clear those pointers that likely might have circular references to us
898 owner = 0;
899 enemy = 0;
900 attacked_by = 0;
901
902 // only relevant for players(?), but make sure of it anyways
903 contr = 0;
904}
905
906void
907object::destroy (bool destroy_inventory)
908{
909 if (destroyed ())
1214 return i; 910 return;
911
912 if (destroy_inventory)
913 destroy_inv (false);
914
915 attachable::destroy ();
1215} 916}
1216 917
1217/* 918/*
1218 * sub_weight() recursively (outwards) subtracts a number from the 919 * sub_weight() recursively (outwards) subtracts a number from the
1219 * weight of an object (and what is carried by it's environment(s)). 920 * weight of an object (and what is carried by it's environment(s)).
1220 */ 921 */
1221 922void
1222void sub_weight (object *op, signed long weight) { 923sub_weight (object *op, signed long weight)
924{
1223 while (op != NULL) { 925 while (op != NULL)
926 {
1224 if (op->type == CONTAINER) { 927 if (op->type == CONTAINER)
1225 weight=(signed long)(weight*(100-op->stats.Str)/100); 928 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1226 } 929
1227 op->carrying-=weight; 930 op->carrying -= weight;
1228 op = op->env; 931 op = op->env;
1229 } 932 }
1230} 933}
1231 934
1232/* remove_ob(op): 935/* op->remove ():
1233 * This function removes the object op from the linked list of objects 936 * 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 937 * which it is currently tied to. When this function is done, the
1235 * object will have no environment. If the object previously had an 938 * object will have no environment. If the object previously had an
1236 * environment, the x and y coordinates will be updated to 939 * environment, the x and y coordinates will be updated to
1237 * the previous environment. 940 * the previous environment.
1238 * Beware: This function is called from the editor as well! 941 * Beware: This function is called from the editor as well!
1239 */ 942 */
1240 943void
1241void remove_ob(object *op) { 944object::remove ()
945{
1242 object *tmp,*last=NULL; 946 object *tmp, *last = 0;
1243 object *otmp; 947 object *otmp;
1244 tag_t tag;
1245 int check_walk_off;
1246 mapstruct *m;
1247 sint16 x,y;
1248
1249 948
1250 if(QUERY_FLAG(op,FLAG_REMOVED)) { 949 if (QUERY_FLAG (this, FLAG_REMOVED))
1251 dump_object(op); 950 return;
1252 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1253 951
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); 952 SET_FLAG (this, FLAG_REMOVED);
953 INVOKE_OBJECT (REMOVE, this);
1270 954
955 if (more)
956 more->remove ();
957
1271 /* 958 /*
1272 * In this case, the object to be removed is in someones 959 * In this case, the object to be removed is in someones
1273 * inventory. 960 * inventory.
1274 */ 961 */
1275 if(op->env!=NULL) { 962 if (env)
1276 if(op->nrof) 963 {
964 if (nrof)
1277 sub_weight(op->env, op->weight*op->nrof); 965 sub_weight (env, weight * nrof);
1278 else 966 else
1279 sub_weight(op->env, op->weight+op->carrying); 967 sub_weight (env, weight + carrying);
1280 968
1281 /* NO_FIX_PLAYER is set when a great many changes are being 969 /* NO_FIX_PLAYER is set when a great many changes are being
1282 * made to players inventory. If set, avoiding the call 970 * made to players inventory. If set, avoiding the call
1283 * to save cpu time. 971 * to save cpu time.
1284 */ 972 */
1285 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 973 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1286 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 974 otmp->update_stats ();
1287 fix_player(otmp);
1288 975
1289 if(op->above!=NULL) 976 if (above)
1290 op->above->below=op->below; 977 above->below = below;
1291 else 978 else
1292 op->env->inv=op->below; 979 env->inv = below;
1293 980
1294 if(op->below!=NULL) 981 if (below)
1295 op->below->above=op->above; 982 below->above = above;
1296 983
1297 /* we set up values so that it could be inserted into 984 /* we set up values so that it could be inserted into
1298 * the map, but we don't actually do that - it is up 985 * the map, but we don't actually do that - it is up
1299 * to the caller to decide what we want to do. 986 * 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 */ 987 */
988 x = env->x, y = env->y;
989 map = env->map;
990 above = 0, below = 0;
991 env = 0;
992 }
993 else if (map)
994 {
995 if (type == PLAYER)
996 {
997 --map->players;
998 map->last_access = runtime;
999 }
1333 1000
1001
1334 /* link the object above us */ 1002 /* link the object above us */
1335 if (op->above) 1003 if (above)
1336 op->above->below=op->below; 1004 above->below = below;
1337 else 1005 else
1338 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */ 1006 map->at (x, y).top = below; /* we were top, set new top */
1339 1007
1340 /* Relink the object below us, if there is one */ 1008 /* Relink the object below us, if there is one */
1341 if(op->below) { 1009 if (below)
1342 op->below->above=op->above; 1010 below->above = above;
1343 } else { 1011 else
1012 {
1344 /* Nothing below, which means we need to relink map object for this space 1013 /* 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 1014 * use translated coordinates in case some oddness with map tiling is
1346 * evident 1015 * evident
1347 */ 1016 */
1348 if(GET_MAP_OB(m,x,y)!=op) { 1017 if (GET_MAP_OB (map, x, y) != this)
1349 dump_object(op); 1018 {
1019 char *dump = dump_object (this);
1020 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); 1021 "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)); 1022 free (dump);
1352 LOG(llevError,"%s\n",errmsg); 1023 dump = dump_object (GET_MAP_OB (map, x, y));
1353 } 1024 LOG (llevError, "%s\n", dump);
1354 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 1025 free (dump);
1355 } 1026 }
1356 op->above=NULL;
1357 op->below=NULL;
1358 1027
1028 map->at (x, y).bot = above; /* goes on above it. */
1029 }
1030
1031 above = 0;
1032 below = 0;
1033
1359 if (op->map->in_memory == MAP_SAVING) 1034 if (map->in_memory == MAP_SAVING)
1360 return; 1035 return;
1361 1036
1362 tag = op->count; 1037 int check_walk_off = !flag [FLAG_NO_APPLY];
1363 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1038
1364 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1039 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1040 {
1365 /* No point updating the players look faces if he is the object 1041 /* No point updating the players look faces if he is the object
1366 * being removed. 1042 * being removed.
1367 */ 1043 */
1368 1044
1369 if(tmp->type==PLAYER && tmp!=op) { 1045 if (tmp->type == PLAYER && tmp != this)
1046 {
1370 /* If a container that the player is currently using somehow gets 1047 /* If a container that the player is currently using somehow gets
1371 * removed (most likely destroyed), update the player view 1048 * removed (most likely destroyed), update the player view
1372 * appropriately. 1049 * appropriately.
1373 */ 1050 */
1374 if (tmp->container==op) { 1051 if (tmp->container == this)
1375 CLEAR_FLAG(op, FLAG_APPLIED); 1052 {
1376 tmp->container=NULL; 1053 flag [FLAG_APPLIED] = 0;
1377 } 1054 tmp->container = 0;
1378 tmp->contr->socket.update_look=1; 1055 }
1379 } 1056
1057 if (tmp->contr->ns)
1058 tmp->contr->ns->floorbox_update ();
1059 }
1060
1380 /* See if player moving off should effect something */ 1061 /* See if object moving off should effect something */
1381 if (check_walk_off && ((op->move_type & tmp->move_off) && 1062 if (check_walk_off
1063 && ((move_type & tmp->move_off)
1382 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1064 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1065 {
1066 move_apply (tmp, this, 0);
1383 1067
1384 move_apply(tmp, op, NULL); 1068 if (destroyed ())
1385 if (was_destroyed (op, tag)) { 1069 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 " 1070 }
1387 "leaving object\n", tmp->name, tmp->arch->name);
1388 }
1389 }
1390 1071
1391 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1072 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1392 1073 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1393 if(tmp->above == tmp) 1074 if (tmp->above == tmp)
1394 tmp->above = NULL; 1075 tmp->above = 0;
1395 last=tmp; 1076
1396 } 1077 last = tmp;
1078 }
1079
1397 /* last == NULL of there are no objects on this space */ 1080 /* last == NULL if there are no objects on this space */
1398 if (last==NULL) { 1081 //TODO: this makes little sense, why only update the topmost object?
1399 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1082 if (!last)
1400 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1083 map->at (x, y).flags_ = P_NEED_UPDATE;
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 1084 else
1408 update_object(last, UP_OBJ_REMOVE); 1085 update_object (last, UP_OBJ_REMOVE);
1409 1086
1410 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1087 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1411 update_all_los(op->map, op->x, op->y); 1088 update_all_los (map, x, y);
1412 1089 }
1413} 1090}
1414 1091
1415/* 1092/*
1416 * merge_ob(op,top): 1093 * merge_ob(op,top):
1417 * 1094 *
1418 * This function goes through all objects below and including top, and 1095 * This function goes through all objects below and including top, and
1419 * merges op to the first matching object. 1096 * merges op to the first matching object.
1420 * If top is NULL, it is calculated. 1097 * If top is NULL, it is calculated.
1421 * Returns pointer to object if it succeded in the merge, otherwise NULL 1098 * Returns pointer to object if it succeded in the merge, otherwise NULL
1422 */ 1099 */
1423 1100object *
1424object *merge_ob(object *op, object *top) { 1101merge_ob (object *op, object *top)
1102{
1425 if(!op->nrof) 1103 if (!op->nrof)
1426 return 0; 1104 return 0;
1427 if(top==NULL) 1105
1106 if (top)
1428 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1107 for (top = op; top && top->above; top = top->above)
1108 ;
1109
1429 for(;top!=NULL;top=top->below) { 1110 for (; top; top = top->below)
1111 {
1430 if(top==op) 1112 if (top == op)
1431 continue; 1113 continue;
1432 if (CAN_MERGE(op,top)) 1114
1433 { 1115 if (object::can_merge (op, top))
1116 {
1434 top->nrof+=op->nrof; 1117 top->nrof += op->nrof;
1118
1435/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1119/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1436 op->weight = 0; /* Don't want any adjustements now */ 1120 op->weight = 0; /* Don't want any adjustements now */
1437 remove_ob(op); 1121 op->destroy ();
1438 free_object(op);
1439 return top; 1122 return top;
1440 } 1123 }
1441 } 1124 }
1125
1442 return NULL; 1126 return 0;
1443} 1127}
1444 1128
1445/* 1129/*
1446 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1130 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1447 * job preparing multi-part monsters 1131 * job preparing multi-part monsters
1448 */ 1132 */
1133object *
1449object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1134insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1450 object* tmp; 1135{
1451 if (op->head) 1136 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1452 op=op->head; 1137 {
1453 for (tmp=op;tmp;tmp=tmp->more){
1454 tmp->x=x+tmp->arch->clone.x; 1138 tmp->x = x + tmp->arch->clone.x;
1455 tmp->y=y+tmp->arch->clone.y; 1139 tmp->y = y + tmp->arch->clone.y;
1456 } 1140 }
1141
1457 return insert_ob_in_map (op, m, originator, flag); 1142 return insert_ob_in_map (op, m, originator, flag);
1458} 1143}
1459 1144
1460/* 1145/*
1461 * insert_ob_in_map (op, map, originator, flag): 1146 * insert_ob_in_map (op, map, originator, flag):
1462 * This function inserts the object in the two-way linked list 1147 * This function inserts the object in the two-way linked list
1475 * Return value: 1160 * Return value:
1476 * new object if 'op' was merged with other object 1161 * new object if 'op' was merged with other object
1477 * NULL if 'op' was destroyed 1162 * NULL if 'op' was destroyed
1478 * just 'op' otherwise 1163 * just 'op' otherwise
1479 */ 1164 */
1480 1165object *
1481object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1166insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1482{ 1167{
1483 object *tmp, *top, *floor=NULL; 1168 object *tmp, *top, *floor = NULL;
1484 sint16 x,y; 1169 sint16 x, y;
1485 1170
1486 if (QUERY_FLAG (op, FLAG_FREED)) { 1171 if (QUERY_FLAG (op, FLAG_FREED))
1172 {
1487 LOG (llevError, "Trying to insert freed object!\n"); 1173 LOG (llevError, "Trying to insert freed object!\n");
1488 return NULL; 1174 return NULL;
1175 }
1176
1177 if (!m)
1489 } 1178 {
1490 if(m==NULL) { 1179 char *dump = dump_object (op);
1491 dump_object(op);
1492 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1180 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1493 return op; 1181 free (dump);
1182 return op;
1494 } 1183 }
1184
1495 if(out_of_map(m,op->x,op->y)) { 1185 if (out_of_map (m, op->x, op->y))
1496 dump_object(op); 1186 {
1187 char *dump = dump_object (op);
1497 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1188 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1498#ifdef MANY_CORES 1189#ifdef MANY_CORES
1499 /* Better to catch this here, as otherwise the next use of this object 1190 /* 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 1191 * is likely to cause a crash. Better to find out where it is getting
1501 * improperly inserted. 1192 * improperly inserted.
1502 */ 1193 */
1503 abort(); 1194 abort ();
1504#endif 1195#endif
1505 return op; 1196 free (dump);
1197 return op;
1506 } 1198 }
1199
1507 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1200 if (!QUERY_FLAG (op, FLAG_REMOVED))
1508 dump_object(op); 1201 {
1202 char *dump = dump_object (op);
1509 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1203 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1510 return op; 1204 free (dump);
1205 return op;
1206 }
1207
1208 if (op->more)
1511 } 1209 {
1512 if(op->more!=NULL) {
1513 /* The part may be on a different map. */ 1210 /* The part may be on a different map. */
1514 1211
1515 object *more = op->more; 1212 object *more = op->more;
1516 1213
1517 /* We really need the caller to normalize coordinates - if 1214 /* We really need the caller to normalize coordinates - if
1518 * we set the map, that doesn't work if the location is within 1215 * 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 1216 * a map and this is straddling an edge. So only if coordinate
1520 * is clear wrong do we normalize it. 1217 * is clear wrong do we normalize it.
1521 */ 1218 */
1522 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1219 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); 1220 more->map = get_map_from_coord (m, &more->x, &more->y);
1527 } else if (!more->map) { 1221 else if (!more->map)
1222 {
1528 /* For backwards compatibility - when not dealing with tiled maps, 1223 /* For backwards compatibility - when not dealing with tiled maps,
1529 * more->map should always point to the parent. 1224 * more->map should always point to the parent.
1530 */ 1225 */
1531 more->map = m; 1226 more->map = m;
1532 } 1227 }
1533 1228
1534 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1229 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1230 {
1535 if ( ! op->head) 1231 if (!op->head)
1536 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1232 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1537 return NULL; 1233
1538 } 1234 return 0;
1235 }
1539 } 1236 }
1237
1540 CLEAR_FLAG(op,FLAG_REMOVED); 1238 CLEAR_FLAG (op, FLAG_REMOVED);
1541 1239
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 1240 /* 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 1241 * of areas of callers (eg, anything that uses find_free_spot would now
1548 * need extra work 1242 * need extra work
1549 */ 1243 */
1550 op->map=get_map_from_coord(m, &op->x, &op->y); 1244 op->map = get_map_from_coord (m, &op->x, &op->y);
1551 x = op->x; 1245 x = op->x;
1552 y = op->y; 1246 y = op->y;
1553 1247
1554 /* this has to be done after we translate the coordinates. 1248 /* this has to be done after we translate the coordinates.
1555 */ 1249 */
1556 if(op->nrof && !(flag & INS_NO_MERGE)) { 1250 if (op->nrof && !(flag & INS_NO_MERGE))
1557 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1251 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1558 if (CAN_MERGE(op,tmp)) { 1252 if (object::can_merge (op, tmp))
1559 op->nrof+=tmp->nrof; 1253 {
1560 remove_ob(tmp); 1254 op->nrof += tmp->nrof;
1561 free_object(tmp); 1255 tmp->destroy ();
1562 } 1256 }
1563 }
1564 1257
1565 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1258 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1566 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1259 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1260
1567 if (!QUERY_FLAG(op, FLAG_ALIVE)) 1261 if (!QUERY_FLAG (op, FLAG_ALIVE))
1568 CLEAR_FLAG(op, FLAG_NO_STEAL); 1262 CLEAR_FLAG (op, FLAG_NO_STEAL);
1569 1263
1570 if (flag & INS_BELOW_ORIGINATOR) { 1264 if (flag & INS_BELOW_ORIGINATOR)
1265 {
1571 if (originator->map != op->map || originator->x != op->x || 1266 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1572 originator->y != op->y) { 1267 {
1573 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1268 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1574 abort(); 1269 abort ();
1575 } 1270 }
1271
1576 op->above = originator; 1272 op->above = originator;
1577 op->below = originator->below; 1273 op->below = originator->below;
1578 if (op->below) op->below->above = op; 1274
1579 else SET_MAP_OB(op->map, op->x, op->y, op); 1275 if (op->below)
1276 op->below->above = op;
1277 else
1278 op->ms ().bot = op;
1279
1580 /* since *below* originator, no need to update top */ 1280 /* since *below* originator, no need to update top */
1581 originator->below = op; 1281 originator->below = op;
1582 } else { 1282 }
1283 else
1284 {
1583 /* If there are other objects, then */ 1285 /* If there are other objects, then */
1584 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) { 1286 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1585 object *last=NULL; 1287 {
1586 /* 1288 object *last = 0;
1289
1290 /*
1587 * If there are multiple objects on this space, we do some trickier handling. 1291 * If there are multiple objects on this space, we do some trickier handling.
1588 * We've already dealt with merging if appropriate. 1292 * We've already dealt with merging if appropriate.
1589 * Generally, we want to put the new object on top. But if 1293 * Generally, we want to put the new object on top. But if
1590 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1294 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1591 * floor, we want to insert above that and no further. 1295 * floor, we want to insert above that and no further.
1592 * Also, if there are spell objects on this space, we stop processing 1296 * 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 1297 * 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 1298 * 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 1299 * when lots of spells are cast in one area. Currently, it is presumed
1596 * that flying non pickable objects are spell objects. 1300 * that flying non pickable objects are spell objects.
1597 */ 1301 */
1302 while (top)
1303 {
1304 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1305 floor = top;
1598 1306
1599 while (top != NULL) { 1307 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 { 1308 {
1606 /* We insert above top, so we want this object below this */ 1309 /* We insert above top, so we want this object below this */
1607 top=top->below; 1310 top = top->below;
1608 break; 1311 break;
1609 } 1312 }
1610 last = top; 1313
1611 top = top->above; 1314 last = top;
1612 } 1315 top = top->above;
1316 }
1317
1613 /* Don't want top to be NULL, so set it to the last valid object */ 1318 /* Don't want top to be NULL, so set it to the last valid object */
1614 top = last; 1319 top = last;
1615 1320
1616 /* We let update_position deal with figuring out what the space 1321 /* We let update_position deal with figuring out what the space
1617 * looks like instead of lots of conditions here. 1322 * looks like instead of lots of conditions here.
1618 * makes things faster, and effectively the same result. 1323 * makes things faster, and effectively the same result.
1619 */ 1324 */
1620 1325
1621 /* Have object 'fall below' other objects that block view. 1326 /* Have object 'fall below' other objects that block view.
1622 * Unless those objects are exits, type 66 1327 * Unless those objects are exits, type 66
1623 * If INS_ON_TOP is used, don't do this processing 1328 * If INS_ON_TOP is used, don't do this processing
1624 * Need to find the object that in fact blocks view, otherwise 1329 * Need to find the object that in fact blocks view, otherwise
1625 * stacking is a bit odd. 1330 * stacking is a bit odd.
1626 */ 1331 */
1627 if (!(flag & INS_ON_TOP) && 1332 if (!(flag & INS_ON_TOP) &&
1628 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && 1333 (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)) { 1334 {
1630 for (last=top; last != floor; last=last->below) 1335 for (last = top; last != floor; last = last->below)
1631 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break; 1336 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1337 break;
1632 /* Check to see if we found the object that blocks view, 1338 /* Check to see if we found the object that blocks view,
1633 * and make sure we have a below pointer for it so that 1339 * and make sure we have a below pointer for it so that
1634 * we can get inserted below this one, which requires we 1340 * we can get inserted below this one, which requires we
1635 * set top to the object below us. 1341 * set top to the object below us.
1636 */ 1342 */
1637 if (last && last->below && last != floor) top=last->below; 1343 if (last && last->below && last != floor)
1638 } 1344 top = last->below;
1639 } /* If objects on this space */ 1345 }
1346 } /* If objects on this space */
1347
1640 if (flag & INS_MAP_LOAD) 1348 if (flag & INS_MAP_LOAD)
1641 top = GET_MAP_TOP(op->map,op->x,op->y); 1349 top = GET_MAP_TOP (op->map, op->x, op->y);
1350
1642 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1351 if (flag & INS_ABOVE_FLOOR_ONLY)
1352 top = floor;
1643 1353
1644 /* Top is the object that our object (op) is going to get inserted above. 1354 /* Top is the object that our object (op) is going to get inserted above.
1645 */ 1355 */
1646 1356
1647 /* First object on this space */ 1357 /* First object on this space */
1648 if (!top) { 1358 if (!top)
1359 {
1649 op->above = GET_MAP_OB(op->map, op->x, op->y); 1360 op->above = GET_MAP_OB (op->map, op->x, op->y);
1650 if (op->above) op->above->below = op; 1361
1651 op->below = NULL; 1362 if (op->above)
1652 SET_MAP_OB(op->map, op->x, op->y, op); 1363 op->above->below = op;
1653 } else { /* get inserted into the stack above top */ 1364
1365 op->below = 0;
1366 op->ms ().bot = op;
1367 }
1368 else
1369 { /* get inserted into the stack above top */
1654 op->above = top->above; 1370 op->above = top->above;
1655 if (op->above) op->above->below = op; 1371
1372 if (op->above)
1373 op->above->below = op;
1374
1656 op->below = top; 1375 op->below = top;
1657 top->above = op; 1376 top->above = op;
1658 } 1377 }
1659 if (op->above==NULL) 1378
1660 SET_MAP_TOP(op->map,op->x, op->y, op); 1379 if (!op->above)
1380 op->ms ().top = op;
1661 } /* else not INS_BELOW_ORIGINATOR */ 1381 } /* else not INS_BELOW_ORIGINATOR */
1662 1382
1663 if(op->type==PLAYER) 1383 if (op->type == PLAYER)
1384 {
1664 op->contr->do_los=1; 1385 op->contr->do_los = 1;
1386 ++op->map->players;
1387 op->map->last_access = runtime;
1388 }
1665 1389
1666 /* If we have a floor, we know the player, if any, will be above 1390 /* 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. 1391 * it, so save a few ticks and start from there.
1668 */ 1392 */
1669 if (!(flag & INS_MAP_LOAD)) 1393 if (!(flag & INS_MAP_LOAD))
1670 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1394 if (object *pl = op->ms ().player ())
1671 if (tmp->type == PLAYER) 1395 if (pl->contr->ns)
1672 tmp->contr->socket.update_look=1; 1396 pl->contr->ns->floorbox_update ();
1673 }
1674 1397
1675 /* If this object glows, it may affect lighting conditions that are 1398 /* If this object glows, it may affect lighting conditions that are
1676 * visible to others on this map. But update_all_los is really 1399 * 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 1400 * 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 1401 * on the map will get recalculated. The players could very well
1679 * be far away from this change and not affected in any way - 1402 * be far away from this change and not affected in any way -
1680 * this should get redone to only look for players within range, 1403 * this should get redone to only look for players within range,
1681 * or just updating the P_NEED_UPDATE for spaces within this area 1404 * or just updating the P_NEED_UPDATE for spaces within this area
1682 * of effect may be sufficient. 1405 * of effect may be sufficient.
1683 */ 1406 */
1684 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1407 if (op->map->darkness && (op->glow_radius != 0))
1685 update_all_los(op->map, op->x, op->y); 1408 update_all_los (op->map, op->x, op->y);
1686 1409
1687
1688 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1410 /* updates flags (blocked, alive, no magic, etc) for this map space */
1689 update_object(op,UP_OBJ_INSERT); 1411 update_object (op, UP_OBJ_INSERT);
1690 1412
1413 INVOKE_OBJECT (INSERT, op);
1691 1414
1692 /* Don't know if moving this to the end will break anything. However, 1415 /* 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. 1416 * we want to have floorbox_update called before calling this.
1694 * 1417 *
1695 * check_move_on() must be after this because code called from 1418 * check_move_on() must be after this because code called from
1696 * check_move_on() depends on correct map flags (so functions like 1419 * check_move_on() depends on correct map flags (so functions like
1697 * blocked() and wall() work properly), and these flags are updated by 1420 * blocked() and wall() work properly), and these flags are updated by
1698 * update_object(). 1421 * update_object().
1699 */ 1422 */
1700 1423
1701 /* if this is not the head or flag has been passed, don't check walk on status */ 1424 /* 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) { 1425 if (!(flag & INS_NO_WALK_ON) && !op->head)
1426 {
1704 if (check_move_on(op, originator)) 1427 if (check_move_on (op, originator))
1705 return NULL; 1428 return 0;
1706 1429
1707 /* If we are a multi part object, lets work our way through the check 1430 /* If we are a multi part object, lets work our way through the check
1708 * walk on's. 1431 * walk on's.
1709 */ 1432 */
1710 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1433 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1711 if (check_move_on (tmp, originator)) 1434 if (check_move_on (tmp, originator))
1712 return NULL; 1435 return 0;
1713 } 1436 }
1437
1714 return op; 1438 return op;
1715} 1439}
1716 1440
1717/* this function inserts an object in the map, but if it 1441/* 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. 1442 * 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. 1443 * op is the object to insert it under: supplies x and the map.
1720 */ 1444 */
1445void
1721void replace_insert_ob_in_map(const char *arch_string, object *op) { 1446replace_insert_ob_in_map (const char *arch_string, object *op)
1722 object *tmp; 1447{
1723 object *tmp1; 1448 object *tmp, *tmp1;
1724 1449
1725 /* first search for itself and remove any old instances */ 1450 /* first search for itself and remove any old instances */
1726 1451
1727 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1452 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1728 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1453 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1729 remove_ob(tmp); 1454 tmp->destroy ();
1730 free_object(tmp);
1731 }
1732 }
1733 1455
1734 tmp1=arch_to_object(find_archetype(arch_string)); 1456 tmp1 = arch_to_object (archetype::find (arch_string));
1735 1457
1736 1458 tmp1->x = op->x;
1737 tmp1->x = op->x; tmp1->y = op->y; 1459 tmp1->y = op->y;
1738 insert_ob_in_map(tmp1,op->map,op,0); 1460 insert_ob_in_map (tmp1, op->map, op, 0);
1739} 1461}
1462
1463object *
1464object::insert_at (object *where, object *originator, int flags)
1465{
1466 where->map->insert (this, where->x, where->y, originator, flags);
1467}
1740 1468
1741/* 1469/*
1742 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1470 * 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 1471 * is returned contains nr objects, and the remaining parts contains
1744 * the rest (or is removed and freed if that number is 0). 1472 * the rest (or is removed and freed if that number is 0).
1745 * On failure, NULL is returned, and the reason put into the 1473 * On failure, NULL is returned, and the reason put into the
1746 * global static errmsg array. 1474 * global static errmsg array.
1747 */ 1475 */
1748 1476object *
1749object *get_split_ob(object *orig_ob, uint32 nr) { 1477get_split_ob (object *orig_ob, uint32 nr)
1478{
1750 object *newob; 1479 object *newob;
1751 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1480 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1752 1481
1753 if(orig_ob->nrof<nr) { 1482 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 } 1483 {
1484 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1485 return NULL;
1486 }
1487
1758 newob = object_create_clone(orig_ob); 1488 newob = object_create_clone (orig_ob);
1489
1759 if((orig_ob->nrof-=nr)<1) { 1490 if ((orig_ob->nrof -= nr) < 1)
1760 if ( ! is_removed) 1491 orig_ob->destroy (1);
1761 remove_ob(orig_ob);
1762 free_object2(orig_ob, 1);
1763 }
1764 else if ( ! is_removed) { 1492 else if (!is_removed)
1493 {
1765 if(orig_ob->env!=NULL) 1494 if (orig_ob->env != NULL)
1766 sub_weight (orig_ob->env,orig_ob->weight*nr); 1495 sub_weight (orig_ob->env, orig_ob->weight * nr);
1767 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1496 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1497 {
1768 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1498 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"); 1499 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1771 return NULL; 1500 return NULL;
1772 } 1501 }
1773 } 1502 }
1503
1774 newob->nrof=nr; 1504 newob->nrof = nr;
1775 1505
1776 return newob; 1506 return newob;
1777} 1507}
1778 1508
1779/* 1509/*
1780 * decrease_ob_nr(object, number) decreases a specified number from 1510 * decrease_ob_nr(object, number) decreases a specified number from
1781 * the amount of an object. If the amount reaches 0, the object 1511 * the amount of an object. If the amount reaches 0, the object
1782 * is subsequently removed and freed. 1512 * is subsequently removed and freed.
1783 * 1513 *
1784 * Return value: 'op' if something is left, NULL if the amount reached 0 1514 * Return value: 'op' if something is left, NULL if the amount reached 0
1785 */ 1515 */
1786 1516
1517object *
1787object *decrease_ob_nr (object *op, uint32 i) 1518decrease_ob_nr (object *op, uint32 i)
1788{ 1519{
1789 object *tmp; 1520 object *tmp;
1790 player *pl;
1791 1521
1792 if (i == 0) /* objects with op->nrof require this check */ 1522 if (i == 0) /* objects with op->nrof require this check */
1793 return op; 1523 return op;
1794 1524
1795 if (i > op->nrof) 1525 if (i > op->nrof)
1796 i = op->nrof; 1526 i = op->nrof;
1797 1527
1798 if (QUERY_FLAG (op, FLAG_REMOVED)) 1528 if (QUERY_FLAG (op, FLAG_REMOVED))
1529 op->nrof -= i;
1530 else if (op->env)
1531 {
1532 /* is this object in the players inventory, or sub container
1533 * therein?
1534 */
1535 tmp = op->in_player ();
1536 /* nope. Is this a container the player has opened?
1537 * If so, set tmp to that player.
1538 * IMO, searching through all the players will mostly
1539 * likely be quicker than following op->env to the map,
1540 * and then searching the map for a player.
1541 */
1542 if (!tmp)
1543 for_all_players (pl)
1544 if (pl->ob->container == op->env)
1545 {
1546 tmp = pl->ob;
1547 break;
1548 }
1549
1550 if (i < op->nrof)
1551 {
1552 sub_weight (op->env, op->weight * i);
1553 op->nrof -= i;
1554 if (tmp)
1555 esrv_send_item (tmp, op);
1556 }
1557 else
1558 {
1559 op->remove ();
1560 op->nrof = 0;
1561 if (tmp)
1562 esrv_del_item (tmp->contr, op->count);
1563 }
1799 { 1564 }
1565 else
1566 {
1567 object *above = op->above;
1568
1569 if (i < op->nrof)
1800 op->nrof -= i; 1570 op->nrof -= i;
1801 } 1571 else
1802 else if (op->env != NULL) 1572 {
1803 { 1573 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; 1574 op->nrof = 0;
1575 }
1576
1577 /* Since we just removed op, op->above is null */
1578 for (tmp = above; tmp; tmp = tmp->above)
1579 if (tmp->type == PLAYER)
1580 {
1824 if (tmp) { 1581 if (op->nrof)
1825 esrv_send_item(tmp, op); 1582 esrv_send_item (tmp, op);
1826 } 1583 else
1827 } else {
1828 remove_ob (op);
1829 op->nrof = 0;
1830 if (tmp) {
1831 esrv_del_item(tmp->contr, op->count); 1584 esrv_del_item (tmp->contr, op->count);
1832 } 1585 }
1833 }
1834 }
1835 else
1836 { 1586 }
1837 object *above = op->above;
1838 1587
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) { 1588 if (op->nrof)
1856 return op; 1589 return op;
1857 } else { 1590 else
1858 free_object (op); 1591 {
1592 op->destroy ();
1859 return NULL; 1593 return 0;
1860 } 1594 }
1861} 1595}
1862 1596
1863/* 1597/*
1864 * add_weight(object, weight) adds the specified weight to an object, 1598 * add_weight(object, weight) adds the specified weight to an object,
1865 * and also updates how much the environment(s) is/are carrying. 1599 * and also updates how much the environment(s) is/are carrying.
1866 */ 1600 */
1867 1601
1602void
1868void add_weight (object *op, signed long weight) { 1603add_weight (object *op, signed long weight)
1604{
1869 while (op!=NULL) { 1605 while (op != NULL)
1606 {
1870 if (op->type == CONTAINER) { 1607 if (op->type == CONTAINER)
1871 weight=(signed long)(weight*(100-op->stats.Str)/100); 1608 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1872 } 1609
1873 op->carrying+=weight; 1610 op->carrying += weight;
1874 op=op->env; 1611 op = op->env;
1875 } 1612 }
1876} 1613}
1877 1614
1615object *
1616insert_ob_in_ob (object *op, object *where)
1617{
1618 if (!where)
1619 {
1620 char *dump = dump_object (op);
1621 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1622 free (dump);
1623 return op;
1624 }
1625
1626 if (where->head)
1627 {
1628 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1629 where = where->head;
1630 }
1631
1632 return where->insert (op);
1633}
1634
1878/* 1635/*
1879 * insert_ob_in_ob(op,environment): 1636 * env->insert (op)
1880 * This function inserts the object op in the linked list 1637 * This function inserts the object op in the linked list
1881 * inside the object environment. 1638 * inside the object environment.
1882 * 1639 *
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 1640 * The function returns now pointer to inserted item, and return value can
1889 * be != op, if items are merged. -Tero 1641 * be != op, if items are merged. -Tero
1890 */ 1642 */
1891 1643
1892object *insert_ob_in_ob(object *op,object *where) { 1644object *
1645object::insert (object *op)
1646{
1893 object *tmp, *otmp; 1647 object *tmp, *otmp;
1894 1648
1895 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1649 if (!QUERY_FLAG (op, FLAG_REMOVED))
1896 dump_object(op); 1650 op->remove ();
1897 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1651
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) { 1652 if (op->more)
1653 {
1911 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1654 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1912 op->name, op->count);
1913 return op; 1655 return op;
1914 } 1656 }
1657
1915 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1658 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1916 CLEAR_FLAG(op, FLAG_REMOVED); 1659 CLEAR_FLAG (op, FLAG_REMOVED);
1917 if(op->nrof) { 1660 if (op->nrof)
1661 {
1918 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1662 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1919 if ( CAN_MERGE(tmp,op) ) { 1663 if (object::can_merge (tmp, op))
1664 {
1920 /* return the original object and remove inserted object 1665 /* return the original object and remove inserted object
1921 (client needs the original object) */ 1666 (client needs the original object) */
1922 tmp->nrof += op->nrof; 1667 tmp->nrof += op->nrof;
1923 /* Weight handling gets pretty funky. Since we are adding to 1668 /* Weight handling gets pretty funky. Since we are adding to
1924 * tmp->nrof, we need to increase the weight. 1669 * tmp->nrof, we need to increase the weight.
1925 */ 1670 */
1926 add_weight (where, op->weight*op->nrof); 1671 add_weight (this, op->weight * op->nrof);
1927 SET_FLAG(op, FLAG_REMOVED); 1672 SET_FLAG (op, FLAG_REMOVED);
1928 free_object(op); /* free the inserted object */ 1673 op->destroy (); /* free the inserted object */
1929 op = tmp; 1674 op = tmp;
1930 remove_ob (op); /* and fix old object's links */ 1675 op->remove (); /* and fix old object's links */
1931 CLEAR_FLAG(op, FLAG_REMOVED); 1676 CLEAR_FLAG (op, FLAG_REMOVED);
1932 break; 1677 break;
1933 } 1678 }
1934 1679
1935 /* I assume combined objects have no inventory 1680 /* I assume combined objects have no inventory
1936 * We add the weight - this object could have just been removed 1681 * We add the weight - this object could have just been removed
1937 * (if it was possible to merge). calling remove_ob will subtract 1682 * (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 1683 * the weight, so we need to add it in again, since we actually do
1939 * the linking below 1684 * the linking below
1940 */ 1685 */
1941 add_weight (where, op->weight*op->nrof); 1686 add_weight (this, op->weight * op->nrof);
1687 }
1942 } else 1688 else
1943 add_weight (where, (op->weight+op->carrying)); 1689 add_weight (this, (op->weight + op->carrying));
1944 1690
1945 otmp=is_player_inv(where); 1691 otmp = this->in_player ();
1946 if (otmp&&otmp->contr!=NULL) { 1692 if (otmp && otmp->contr)
1947 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1693 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1948 fix_player(otmp); 1694 otmp->update_stats ();
1949 }
1950 1695
1951 op->map=NULL; 1696 op->map = 0;
1952 op->env=where; 1697 op->env = this;
1953 op->above=NULL; 1698 op->above = 0;
1954 op->below=NULL; 1699 op->below = 0;
1955 op->x=0,op->y=0; 1700 op->x = 0, op->y = 0;
1956 op->ox=0,op->oy=0;
1957 1701
1958 /* reset the light list and los of the players on the map */ 1702 /* reset the light list and los of the players on the map */
1959 if((op->glow_radius!=0)&&where->map) 1703 if ((op->glow_radius != 0) && map)
1960 { 1704 {
1961#ifdef DEBUG_LIGHTS 1705#ifdef DEBUG_LIGHTS
1962 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1706 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1963 op->name);
1964#endif /* DEBUG_LIGHTS */ 1707#endif /* DEBUG_LIGHTS */
1965 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1708 if (map->darkness)
1709 update_all_los (map, x, y);
1966 } 1710 }
1967 1711
1968 /* Client has no idea of ordering so lets not bother ordering it here. 1712 /* Client has no idea of ordering so lets not bother ordering it here.
1969 * It sure simplifies this function... 1713 * It sure simplifies this function...
1970 */ 1714 */
1971 if (where->inv==NULL) 1715 if (!inv)
1972 where->inv=op; 1716 inv = op;
1973 else { 1717 else
1718 {
1974 op->below = where->inv; 1719 op->below = inv;
1975 op->below->above = op; 1720 op->below->above = op;
1976 where->inv = op; 1721 inv = op;
1977 } 1722 }
1723
1724 INVOKE_OBJECT (INSERT, this);
1725
1978 return op; 1726 return op;
1979} 1727}
1980 1728
1981/* 1729/*
1982 * Checks if any objects has a move_type that matches objects 1730 * Checks if any objects has a move_type that matches objects
1996 * 1744 *
1997 * MSW 2001-07-08: Check all objects on space, not just those below 1745 * 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 1746 * object being inserted. insert_ob_in_map may not put new objects
1999 * on top. 1747 * on top.
2000 */ 1748 */
2001 1749int
2002int check_move_on (object *op, object *originator) 1750check_move_on (object *op, object *originator)
2003{ 1751{
2004 object *tmp; 1752 object *tmp;
2005 tag_t tag;
2006 mapstruct *m=op->map; 1753 maptile *m = op->map;
2007 int x=op->x, y=op->y; 1754 int x = op->x, y = op->y;
1755
2008 MoveType move_on, move_slow, move_block; 1756 MoveType move_on, move_slow, move_block;
2009 1757
2010 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1758 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; 1759 return 0;
1760
1761 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1762 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1763 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1764
1765 /* if nothing on this space will slow op down or be applied,
1766 * no need to do checking below. have to make sure move_type
1767 * is set, as lots of objects don't have it set - we treat that
1768 * as walking.
1769 */
1770 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1771 return 0;
1772
1773 /* This is basically inverse logic of that below - basically,
1774 * if the object can avoid the move on or slow move, they do so,
1775 * but can't do it if the alternate movement they are using is
1776 * blocked. Logic on this seems confusing, but does seem correct.
1777 */
1778 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1779 return 0;
1780
1781 /* The objects have to be checked from top to bottom.
1782 * Hence, we first go to the top:
1783 */
1784
1785 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1786 {
1787 /* Trim the search when we find the first other spell effect
1788 * this helps performance so that if a space has 50 spell objects,
1789 * we don't need to check all of them.
1790 */
1791 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1792 break;
1793 }
1794
1795 for (; tmp; tmp = tmp->below)
1796 {
1797 if (tmp == op)
1798 continue; /* Can't apply yourself */
1799
1800 /* Check to see if one of the movement types should be slowed down.
1801 * Second check makes sure that the movement types not being slowed
1802 * (~slow_move) is not blocked on this space - just because the
1803 * space doesn't slow down swimming (for example), if you can't actually
1804 * swim on that space, can't use it to avoid the penalty.
1805 */
1806 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1807 {
1808 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1809 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1810 {
1811
1812 float
1813 diff = tmp->move_slow_penalty * FABS (op->speed);
1814
1815 if (op->type == PLAYER)
1816 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1817 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1818 diff /= 4.0;
1819
1820 op->speed_left -= diff;
1821 }
1822 }
1823
1824 /* Basically same logic as above, except now for actual apply. */
1825 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1826 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1827 {
1828 move_apply (tmp, op, originator);
1829
1830 if (op->destroyed ())
1831 return 1;
1832
1833 /* what the person/creature stepped onto has moved the object
1834 * someplace new. Don't process any further - if we did,
1835 * have a feeling strange problems would result.
1836 */
1837 if (op->map != m || op->x != x || op->y != y)
1838 return 0;
1839 }
1840 }
1841
1842 return 0;
2091} 1843}
2092 1844
2093/* 1845/*
2094 * present_arch(arch, map, x, y) searches for any objects with 1846 * present_arch(arch, map, x, y) searches for any objects with
2095 * a matching archetype at the given map and coordinates. 1847 * a matching archetype at the given map and coordinates.
2096 * The first matching object is returned, or NULL if none. 1848 * The first matching object is returned, or NULL if none.
2097 */ 1849 */
2098 1850object *
2099object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1851present_arch (const archetype *at, maptile *m, int x, int y)
2100 object *tmp; 1852{
2101 if(m==NULL || out_of_map(m,x,y)) { 1853 if (m == NULL || out_of_map (m, x, y))
1854 {
2102 LOG(llevError,"Present_arch called outside map.\n"); 1855 LOG (llevError, "Present_arch called outside map.\n");
2103 return NULL; 1856 return NULL;
2104 } 1857 }
1858
2105 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1859 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2106 if(tmp->arch == at) 1860 if (tmp->arch == at)
2107 return tmp; 1861 return tmp;
1862
2108 return NULL; 1863 return NULL;
2109} 1864}
2110 1865
2111/* 1866/*
2112 * present(type, map, x, y) searches for any objects with 1867 * present(type, map, x, y) searches for any objects with
2113 * a matching type variable at the given map and coordinates. 1868 * a matching type variable at the given map and coordinates.
2114 * The first matching object is returned, or NULL if none. 1869 * The first matching object is returned, or NULL if none.
2115 */ 1870 */
2116 1871object *
2117object *present(unsigned char type,mapstruct *m, int x,int y) { 1872present (unsigned char type, maptile *m, int x, int y)
2118 object *tmp; 1873{
2119 if(out_of_map(m,x,y)) { 1874 if (out_of_map (m, x, y))
1875 {
2120 LOG(llevError,"Present called outside map.\n"); 1876 LOG (llevError, "Present called outside map.\n");
2121 return NULL; 1877 return NULL;
2122 } 1878 }
1879
2123 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1880 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2124 if(tmp->type==type) 1881 if (tmp->type == type)
2125 return tmp; 1882 return tmp;
1883
2126 return NULL; 1884 return NULL;
2127} 1885}
2128 1886
2129/* 1887/*
2130 * present_in_ob(type, object) searches for any objects with 1888 * present_in_ob(type, object) searches for any objects with
2131 * a matching type variable in the inventory of the given object. 1889 * a matching type variable in the inventory of the given object.
2132 * The first matching object is returned, or NULL if none. 1890 * The first matching object is returned, or NULL if none.
2133 */ 1891 */
2134 1892object *
2135object *present_in_ob(unsigned char type, const object *op) { 1893present_in_ob (unsigned char type, const object *op)
2136 object *tmp; 1894{
2137 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1895 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2138 if(tmp->type==type) 1896 if (tmp->type == type)
2139 return tmp; 1897 return tmp;
1898
2140 return NULL; 1899 return NULL;
2141} 1900}
2142 1901
2143/* 1902/*
2144 * present_in_ob (type, str, object) searches for any objects with 1903 * present_in_ob (type, str, object) searches for any objects with
2152 * str is the string to match against. Note that we match against 1911 * 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 1912 * 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 1913 * spell code can use one object type (force), but change it's name
2155 * to be unique. 1914 * to be unique.
2156 */ 1915 */
2157 1916object *
2158object *present_in_ob_by_name(int type, const char *str, const object *op) { 1917present_in_ob_by_name (int type, const char *str, const object *op)
2159 object *tmp; 1918{
2160
2161 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1919 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2162 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1920 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2163 return tmp; 1921 return tmp;
2164 } 1922
2165 return NULL; 1923 return 0;
2166} 1924}
2167 1925
2168/* 1926/*
2169 * present_arch_in_ob(archetype, object) searches for any objects with 1927 * present_arch_in_ob(archetype, object) searches for any objects with
2170 * a matching archetype in the inventory of the given object. 1928 * a matching archetype in the inventory of the given object.
2171 * The first matching object is returned, or NULL if none. 1929 * The first matching object is returned, or NULL if none.
2172 */ 1930 */
2173 1931object *
2174object *present_arch_in_ob(const archetype *at, const object *op) { 1932present_arch_in_ob (const archetype *at, const object *op)
2175 object *tmp; 1933{
2176 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1934 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2177 if( tmp->arch == at) 1935 if (tmp->arch == at)
2178 return tmp; 1936 return tmp;
1937
2179 return NULL; 1938 return NULL;
2180} 1939}
2181 1940
2182/* 1941/*
2183 * activate recursively a flag on an object inventory 1942 * activate recursively a flag on an object inventory
2184 */ 1943 */
1944void
2185void flag_inv(object*op, int flag){ 1945flag_inv (object *op, int flag)
2186 object *tmp; 1946{
2187 if(op->inv) 1947 if (op->inv)
2188 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1948 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1949 {
2189 SET_FLAG(tmp, flag); 1950 SET_FLAG (tmp, flag);
2190 flag_inv(tmp,flag); 1951 flag_inv (tmp, flag);
2191 } 1952 }
1953}
1954
2192}/* 1955/*
2193 * desactivate recursively a flag on an object inventory 1956 * deactivate recursively a flag on an object inventory
2194 */ 1957 */
1958void
2195void unflag_inv(object*op, int flag){ 1959unflag_inv (object *op, int flag)
2196 object *tmp; 1960{
2197 if(op->inv) 1961 if (op->inv)
2198 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1962 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1963 {
2199 CLEAR_FLAG(tmp, flag); 1964 CLEAR_FLAG (tmp, flag);
2200 unflag_inv(tmp,flag); 1965 unflag_inv (tmp, flag);
2201 } 1966 }
2202} 1967}
2203 1968
2204/* 1969/*
2205 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1970 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2206 * all it's inventory (recursively). 1971 * all it's inventory (recursively).
2207 * If checksums are used, a player will get set_cheat called for 1972 * 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. 1973 * him/her-self and all object carried by a call to this function.
2209 */ 1974 */
2210 1975void
2211void set_cheat(object *op) { 1976set_cheat (object *op)
1977{
2212 SET_FLAG(op, FLAG_WAS_WIZ); 1978 SET_FLAG (op, FLAG_WAS_WIZ);
2213 flag_inv(op, FLAG_WAS_WIZ); 1979 flag_inv (op, FLAG_WAS_WIZ);
2214} 1980}
2215 1981
2216/* 1982/*
2217 * find_free_spot(object, map, x, y, start, stop) will search for 1983 * 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 1984 * 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 1998 * 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 1999 * 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 2000 * the archetype because that isn't correct if the monster has been
2235 * customized, changed states, etc. 2001 * customized, changed states, etc.
2236 */ 2002 */
2237 2003int
2238int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2004find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2005{
2239 int i,index=0, flag; 2006 int index = 0, flag;
2240 static int altern[SIZEOFFREE]; 2007 int altern[SIZEOFFREE];
2241 2008
2242 for(i=start;i<stop;i++) { 2009 for (int i = start; i < stop; i++)
2010 {
2243 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2011 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2244 if(!flag) 2012 if (!flag)
2245 altern[index++]=i; 2013 altern [index++] = i;
2246 2014
2247 /* Basically, if we find a wall on a space, we cut down the search size. 2015 /* 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. 2016 * 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 - 2017 * 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 2018 * 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 2019 * spaces in all the other directions, this will reduce the search space
2252 * to only the spaces immediately surrounding the target area, and 2020 * to only the spaces immediately surrounding the target area, and
2253 * won't look 2 spaces south of the target space. 2021 * won't look 2 spaces south of the target space.
2254 */ 2022 */
2255 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2023 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2256 stop=maxfree[i]; 2024 stop = maxfree[i];
2257 } 2025 }
2258 if(!index) return -1; 2026
2027 if (!index)
2028 return -1;
2029
2259 return altern[RANDOM()%index]; 2030 return altern[RANDOM () % index];
2260} 2031}
2261 2032
2262/* 2033/*
2263 * find_first_free_spot(archetype, mapstruct, x, y) works like 2034 * find_first_free_spot(archetype, maptile, x, y) works like
2264 * find_free_spot(), but it will search max number of squares. 2035 * find_free_spot(), but it will search max number of squares.
2265 * But it will return the first available spot, not a random choice. 2036 * 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. 2037 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2267 */ 2038 */
2268 2039int
2269int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2040find_first_free_spot (const object *ob, maptile *m, int x, int y)
2270 int i; 2041{
2271 for(i=0;i<SIZEOFFREE;i++) { 2042 for (int i = 0; i < SIZEOFFREE; i++)
2272 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2043 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2273 return i; 2044 return i;
2274 } 2045
2275 return -1; 2046 return -1;
2276} 2047}
2277 2048
2278/* 2049/*
2279 * The function permute(arr, begin, end) randomly reorders the array 2050 * The function permute(arr, begin, end) randomly reorders the array
2280 * arr[begin..end-1]. 2051 * arr[begin..end-1].
2052 * now uses a fisher-yates shuffle, old permute was broken
2281 */ 2053 */
2054static void
2282static void permute(int *arr, int begin, int end) 2055permute (int *arr, int begin, int end)
2283{ 2056{
2284 int i, j, tmp, len; 2057 arr += begin;
2058 end -= begin;
2285 2059
2286 len = end-begin; 2060 while (--end)
2287 for(i = begin; i < end; i++) 2061 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} 2062}
2296 2063
2297/* new function to make monster searching more efficient, and effective! 2064/* new function to make monster searching more efficient, and effective!
2298 * This basically returns a randomized array (in the passed pointer) of 2065 * 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 2066 * 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 2067 * 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 2068 * 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. 2069 * the 3x3 area will be searched, just not in a predictable order.
2303 */ 2070 */
2071void
2304void get_search_arr(int *search_arr) 2072get_search_arr (int *search_arr)
2305{ 2073{
2306 int i; 2074 int i;
2307 2075
2308 for(i = 0; i < SIZEOFFREE; i++) 2076 for (i = 0; i < SIZEOFFREE; i++)
2309 {
2310 search_arr[i] = i; 2077 search_arr[i] = i;
2311 }
2312 2078
2313 permute(search_arr, 1, SIZEOFFREE1+1); 2079 permute (search_arr, 1, SIZEOFFREE1 + 1);
2314 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2080 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2315 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2081 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2316} 2082}
2317 2083
2318/* 2084/*
2319 * find_dir(map, x, y, exclude) will search some close squares in the 2085 * find_dir(map, x, y, exclude) will search some close squares in the
2320 * given map at the given coordinates for live objects. 2086 * given map at the given coordinates for live objects.
2325 * Perhaps incorrectly, but I'm making the assumption that exclude 2091 * 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 2092 * 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 2093 * because we have to know what movement the thing looking to move
2328 * there is capable of. 2094 * there is capable of.
2329 */ 2095 */
2330 2096int
2331int find_dir(mapstruct *m, int x, int y, object *exclude) { 2097find_dir (maptile *m, int x, int y, object *exclude)
2098{
2332 int i,max=SIZEOFFREE, mflags; 2099 int i, max = SIZEOFFREE, mflags;
2100
2333 sint16 nx, ny; 2101 sint16 nx, ny;
2334 object *tmp; 2102 object *tmp;
2335 mapstruct *mp; 2103 maptile *mp;
2104
2336 MoveType blocked, move_type; 2105 MoveType blocked, move_type;
2337 2106
2338 if (exclude && exclude->head) { 2107 if (exclude && exclude->head)
2108 {
2339 exclude = exclude->head; 2109 exclude = exclude->head;
2340 move_type = exclude->move_type; 2110 move_type = exclude->move_type;
2341 } else { 2111 }
2112 else
2113 {
2342 /* If we don't have anything, presume it can use all movement types. */ 2114 /* If we don't have anything, presume it can use all movement types. */
2343 move_type=MOVE_ALL; 2115 move_type = MOVE_ALL;
2116 }
2117
2118 for (i = 1; i < max; i++)
2344 } 2119 {
2345 2120 mp = m;
2346 for(i=1;i<max;i++) {
2347 mp = m;
2348 nx = x + freearr_x[i]; 2121 nx = x + freearr_x[i];
2349 ny = y + freearr_y[i]; 2122 ny = y + freearr_y[i];
2350 2123
2351 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2124 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2125
2352 if (mflags & P_OUT_OF_MAP) { 2126 if (mflags & P_OUT_OF_MAP)
2353 max = maxfree[i]; 2127 max = maxfree[i];
2354 } else { 2128 else
2355 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2129 {
2130 mapspace &ms = mp->at (nx, ny);
2356 2131
2132 blocked = ms.move_block;
2133
2357 if ((move_type & blocked) == move_type) { 2134 if ((move_type & blocked) == move_type)
2358 max=maxfree[i]; 2135 max = maxfree[i];
2359 } else if (mflags & P_IS_ALIVE) { 2136 else if (mflags & P_IS_ALIVE)
2360 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2137 {
2361 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2138 for (tmp = ms.bot; tmp; tmp = tmp->above)
2139 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2362 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2140 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2363 break; 2141 break;
2364 } 2142
2365 } 2143 if (tmp)
2366 if(tmp) {
2367 return freedir[i]; 2144 return freedir[i];
2368 } 2145 }
2146 }
2369 } 2147 }
2370 } 2148
2371 }
2372 return 0; 2149 return 0;
2373} 2150}
2374 2151
2375/* 2152/*
2376 * distance(object 1, object 2) will return the square of the 2153 * distance(object 1, object 2) will return the square of the
2377 * distance between the two given objects. 2154 * distance between the two given objects.
2378 */ 2155 */
2379 2156int
2380int distance(const object *ob1, const object *ob2) { 2157distance (const object *ob1, const object *ob2)
2381 int i; 2158{
2382 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2159 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} 2160}
2386 2161
2387/* 2162/*
2388 * find_dir_2(delta-x,delta-y) will return a direction in which 2163 * 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 2164 * an object which has subtracted the x and y coordinates of another
2390 * object, needs to travel toward it. 2165 * object, needs to travel toward it.
2391 */ 2166 */
2392 2167int
2393int find_dir_2(int x, int y) { 2168find_dir_2 (int x, int y)
2169{
2394 int q; 2170 int q;
2395 2171
2396 if(y) 2172 if (y)
2397 q=x*100/y; 2173 q = x * 100 / y;
2398 else if (x) 2174 else if (x)
2399 q= -300*x; 2175 q = -300 * x;
2400 else 2176 else
2401 return 0; 2177 return 0;
2402 2178
2403 if(y>0) { 2179 if (y > 0)
2180 {
2404 if(q < -242) 2181 if (q < -242)
2405 return 3 ; 2182 return 3;
2406 if (q < -41) 2183 if (q < -41)
2407 return 2 ; 2184 return 2;
2408 if (q < 41) 2185 if (q < 41)
2409 return 1 ; 2186 return 1;
2410 if (q < 242) 2187 if (q < 242)
2411 return 8 ; 2188 return 8;
2412 return 7 ; 2189 return 7;
2413 } 2190 }
2414 2191
2415 if (q < -242) 2192 if (q < -242)
2416 return 7 ; 2193 return 7;
2417 if (q < -41) 2194 if (q < -41)
2418 return 6 ; 2195 return 6;
2419 if (q < 41) 2196 if (q < 41)
2420 return 5 ; 2197 return 5;
2421 if (q < 242) 2198 if (q < 242)
2422 return 4 ; 2199 return 4;
2423 2200
2424 return 3 ; 2201 return 3;
2425} 2202}
2426 2203
2427/* 2204/*
2428 * absdir(int): Returns a number between 1 and 8, which represent 2205 * absdir(int): Returns a number between 1 and 8, which represent
2429 * the "absolute" direction of a number (it actually takes care of 2206 * the "absolute" direction of a number (it actually takes care of
2430 * "overflow" in previous calculations of a direction). 2207 * "overflow" in previous calculations of a direction).
2431 */ 2208 */
2432 2209
2210int
2433int absdir(int d) { 2211absdir (int d)
2434 while(d<1) d+=8; 2212{
2435 while(d>8) d-=8; 2213 while (d < 1)
2214 d += 8;
2215
2216 while (d > 8)
2217 d -= 8;
2218
2436 return d; 2219 return d;
2437} 2220}
2438 2221
2439/* 2222/*
2440 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2223 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2441 * between two directions (which are expected to be absolute (see absdir()) 2224 * between two directions (which are expected to be absolute (see absdir())
2442 */ 2225 */
2443 2226
2227int
2444int dirdiff(int dir1, int dir2) { 2228dirdiff (int dir1, int dir2)
2229{
2445 int d; 2230 int d;
2231
2446 d = abs(dir1 - dir2); 2232 d = abs (dir1 - dir2);
2447 if(d>4) 2233 if (d > 4)
2448 d = 8 - d; 2234 d = 8 - d;
2235
2449 return d; 2236 return d;
2450} 2237}
2451 2238
2452/* peterm: 2239/* peterm:
2453 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2240 * 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 2243 * 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. 2244 * 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 2245 * Moved from spell_util.c to object.c with the other related direction
2459 * functions. 2246 * functions.
2460 */ 2247 */
2461
2462int reduction_dir[SIZEOFFREE][3] = { 2248int reduction_dir[SIZEOFFREE][3] = {
2463 {0,0,0}, /* 0 */ 2249 {0, 0, 0}, /* 0 */
2464 {0,0,0}, /* 1 */ 2250 {0, 0, 0}, /* 1 */
2465 {0,0,0}, /* 2 */ 2251 {0, 0, 0}, /* 2 */
2466 {0,0,0}, /* 3 */ 2252 {0, 0, 0}, /* 3 */
2467 {0,0,0}, /* 4 */ 2253 {0, 0, 0}, /* 4 */
2468 {0,0,0}, /* 5 */ 2254 {0, 0, 0}, /* 5 */
2469 {0,0,0}, /* 6 */ 2255 {0, 0, 0}, /* 6 */
2470 {0,0,0}, /* 7 */ 2256 {0, 0, 0}, /* 7 */
2471 {0,0,0}, /* 8 */ 2257 {0, 0, 0}, /* 8 */
2472 {8,1,2}, /* 9 */ 2258 {8, 1, 2}, /* 9 */
2473 {1,2,-1}, /* 10 */ 2259 {1, 2, -1}, /* 10 */
2474 {2,10,12}, /* 11 */ 2260 {2, 10, 12}, /* 11 */
2475 {2,3,-1}, /* 12 */ 2261 {2, 3, -1}, /* 12 */
2476 {2,3,4}, /* 13 */ 2262 {2, 3, 4}, /* 13 */
2477 {3,4,-1}, /* 14 */ 2263 {3, 4, -1}, /* 14 */
2478 {4,14,16}, /* 15 */ 2264 {4, 14, 16}, /* 15 */
2479 {5,4,-1}, /* 16 */ 2265 {5, 4, -1}, /* 16 */
2480 {4,5,6}, /* 17 */ 2266 {4, 5, 6}, /* 17 */
2481 {6,5,-1}, /* 18 */ 2267 {6, 5, -1}, /* 18 */
2482 {6,20,18}, /* 19 */ 2268 {6, 20, 18}, /* 19 */
2483 {7,6,-1}, /* 20 */ 2269 {7, 6, -1}, /* 20 */
2484 {6,7,8}, /* 21 */ 2270 {6, 7, 8}, /* 21 */
2485 {7,8,-1}, /* 22 */ 2271 {7, 8, -1}, /* 22 */
2486 {8,22,24}, /* 23 */ 2272 {8, 22, 24}, /* 23 */
2487 {8,1,-1}, /* 24 */ 2273 {8, 1, -1}, /* 24 */
2488 {24,9,10}, /* 25 */ 2274 {24, 9, 10}, /* 25 */
2489 {9,10,-1}, /* 26 */ 2275 {9, 10, -1}, /* 26 */
2490 {10,11,-1}, /* 27 */ 2276 {10, 11, -1}, /* 27 */
2491 {27,11,29}, /* 28 */ 2277 {27, 11, 29}, /* 28 */
2492 {11,12,-1}, /* 29 */ 2278 {11, 12, -1}, /* 29 */
2493 {12,13,-1}, /* 30 */ 2279 {12, 13, -1}, /* 30 */
2494 {12,13,14}, /* 31 */ 2280 {12, 13, 14}, /* 31 */
2495 {13,14,-1}, /* 32 */ 2281 {13, 14, -1}, /* 32 */
2496 {14,15,-1}, /* 33 */ 2282 {14, 15, -1}, /* 33 */
2497 {33,15,35}, /* 34 */ 2283 {33, 15, 35}, /* 34 */
2498 {16,15,-1}, /* 35 */ 2284 {16, 15, -1}, /* 35 */
2499 {17,16,-1}, /* 36 */ 2285 {17, 16, -1}, /* 36 */
2500 {18,17,16}, /* 37 */ 2286 {18, 17, 16}, /* 37 */
2501 {18,17,-1}, /* 38 */ 2287 {18, 17, -1}, /* 38 */
2502 {18,19,-1}, /* 39 */ 2288 {18, 19, -1}, /* 39 */
2503 {41,19,39}, /* 40 */ 2289 {41, 19, 39}, /* 40 */
2504 {19,20,-1}, /* 41 */ 2290 {19, 20, -1}, /* 41 */
2505 {20,21,-1}, /* 42 */ 2291 {20, 21, -1}, /* 42 */
2506 {20,21,22}, /* 43 */ 2292 {20, 21, 22}, /* 43 */
2507 {21,22,-1}, /* 44 */ 2293 {21, 22, -1}, /* 44 */
2508 {23,22,-1}, /* 45 */ 2294 {23, 22, -1}, /* 45 */
2509 {45,47,23}, /* 46 */ 2295 {45, 47, 23}, /* 46 */
2510 {23,24,-1}, /* 47 */ 2296 {23, 24, -1}, /* 47 */
2511 {24,9,-1}}; /* 48 */ 2297 {24, 9, -1}
2298}; /* 48 */
2512 2299
2513/* Recursive routine to step back and see if we can 2300/* Recursive routine to step back and see if we can
2514 * find a path to that monster that we found. If not, 2301 * find a path to that monster that we found. If not,
2515 * we don't bother going toward it. Returns 1 if we 2302 * we don't bother going toward it. Returns 1 if we
2516 * can see a direct way to get it 2303 * can see a direct way to get it
2517 * Modified to be map tile aware -.MSW 2304 * Modified to be map tile aware -.MSW
2518 */ 2305 */
2519 2306int
2520
2521int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2307can_see_monsterP (maptile *m, int x, int y, int dir)
2308{
2522 sint16 dx, dy; 2309 sint16 dx, dy;
2523 int mflags; 2310 int mflags;
2524 2311
2312 if (dir < 0)
2525 if(dir<0) return 0; /* exit condition: invalid direction */ 2313 return 0; /* exit condition: invalid direction */
2526 2314
2527 dx = x + freearr_x[dir]; 2315 dx = x + freearr_x[dir];
2528 dy = y + freearr_y[dir]; 2316 dy = y + freearr_y[dir];
2529 2317
2530 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2318 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2531 2319
2532 /* This functional arguably was incorrect before - it was 2320 /* This functional arguably was incorrect before - it was
2533 * checking for P_WALL - that was basically seeing if 2321 * checking for P_WALL - that was basically seeing if
2534 * we could move to the monster - this is being more 2322 * we could move to the monster - this is being more
2535 * literal on if we can see it. To know if we can actually 2323 * 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 2324 * move to the monster, we'd need the monster passed in or
2537 * at least its move type. 2325 * at least its move type.
2538 */ 2326 */
2539 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2327 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2328 return 0;
2540 2329
2541 /* yes, can see. */ 2330 /* yes, can see. */
2542 if(dir < 9) return 1; 2331 if (dir < 9)
2332 return 1;
2333
2543 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2334 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2544 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2335 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2545 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2336 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2546} 2337}
2547 2338
2548
2549
2550/* 2339/*
2551 * can_pick(picker, item): finds out if an object is possible to be 2340 * 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 2341 * picked up by the picker. Returnes 1 if it can be
2553 * picked up, otherwise 0. 2342 * picked up, otherwise 0.
2554 * 2343 *
2556 * core dumps if they do. 2345 * core dumps if they do.
2557 * 2346 *
2558 * Add a check so we can't pick up invisible objects (0.93.8) 2347 * Add a check so we can't pick up invisible objects (0.93.8)
2559 */ 2348 */
2560 2349
2350int
2561int can_pick(const object *who, const object *item) { 2351can_pick (const object *who, const object *item)
2352{
2562 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2353 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2563 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2354 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2564 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2355 !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} 2356}
2567
2568 2357
2569/* 2358/*
2570 * create clone from object to another 2359 * create clone from object to another
2571 */ 2360 */
2361object *
2572object *object_create_clone (object *asrc) { 2362object_create_clone (object *asrc)
2363{
2573 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2364 object *dst = 0, *tmp, *src, *part, *prev, *item;
2574 2365
2575 if(!asrc) return NULL; 2366 if (!asrc)
2367 return 0;
2368
2576 src = asrc; 2369 src = asrc;
2577 if(src->head) 2370 if (src->head)
2578 src = src->head; 2371 src = src->head;
2579 2372
2580 prev = NULL; 2373 prev = 0;
2581 for(part = src; part; part = part->more) { 2374 for (part = src; part; part = part->more)
2582 tmp = get_object(); 2375 {
2583 copy_object(part,tmp); 2376 tmp = part->clone ();
2584 tmp->x -= src->x; 2377 tmp->x -= src->x;
2585 tmp->y -= src->y; 2378 tmp->y -= src->y;
2379
2586 if(!part->head) { 2380 if (!part->head)
2381 {
2587 dst = tmp; 2382 dst = tmp;
2588 tmp->head = NULL; 2383 tmp->head = 0;
2384 }
2589 } else { 2385 else
2590 tmp->head = dst; 2386 tmp->head = dst;
2591 } 2387
2592 tmp->more = NULL; 2388 tmp->more = 0;
2389
2593 if(prev) 2390 if (prev)
2594 prev->more = tmp; 2391 prev->more = tmp;
2392
2595 prev = tmp; 2393 prev = tmp;
2596 } 2394 }
2597 /*** copy inventory ***/ 2395
2598 for(item = src->inv; item; item = item->below) { 2396 for (item = src->inv; item; item = item->below)
2599 (void) insert_ob_in_ob(object_create_clone(item),dst); 2397 insert_ob_in_ob (object_create_clone (item), dst);
2600 }
2601 2398
2602 return dst; 2399 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} 2400}
2612 2401
2613/* GROS - Creates an object using a string representing its content. */ 2402/* 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 */ 2403/* 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, */ 2404/* 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. */ 2405/* 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. */ 2406/* Remember not to use load_object_str in a time-critical situation. */
2618/* Also remember that multiparts objects are not supported for now. */ 2407/* Also remember that multiparts objects are not supported for now. */
2619 2408object *
2620object* load_object_str(const char *obstr) 2409load_object_str (const char *obstr)
2621{ 2410{
2622 object *op; 2411 object *op;
2623 FILE *tempfile;
2624 char filename[MAX_BUF]; 2412 char filename[MAX_BUF];
2413
2625 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2414 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2415
2626 tempfile=fopen(filename,"w"); 2416 FILE *tempfile = fopen (filename, "w");
2417
2627 if (tempfile == NULL) 2418 if (tempfile == NULL)
2628 { 2419 {
2629 LOG(llevError,"Error - Unable to access load object temp file\n"); 2420 LOG (llevError, "Error - Unable to access load object temp file\n");
2630 return NULL; 2421 return NULL;
2631 }; 2422 }
2423
2632 fprintf(tempfile,obstr); 2424 fprintf (tempfile, obstr);
2633 fclose(tempfile); 2425 fclose (tempfile);
2634 2426
2635 op=get_object(); 2427 op = object::create ();
2636 2428
2637 tempfile=fopen(filename,"r"); 2429 object_thawer thawer (filename);
2638 if (tempfile == NULL) 2430
2639 { 2431 if (thawer)
2640 LOG(llevError,"Error - Unable to read object temp file\n"); 2432 load_object (thawer, op, 0);
2641 return NULL; 2433
2642 };
2643 load_object(tempfile,op,LO_NEWFILE,0);
2644 LOG(llevDebug," load str completed, object=%s\n",op->name); 2434 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2645 CLEAR_FLAG(op,FLAG_REMOVED); 2435 CLEAR_FLAG (op, FLAG_REMOVED);
2646 fclose(tempfile); 2436
2647 return op; 2437 return op;
2648} 2438}
2649 2439
2650/* This returns the first object in who's inventory that 2440/* This returns the first object in who's inventory that
2651 * has the same type and subtype match. 2441 * has the same type and subtype match.
2652 * returns NULL if no match. 2442 * returns NULL if no match.
2653 */ 2443 */
2444object *
2654object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2445find_obj_by_type_subtype (const object *who, int type, int subtype)
2655{ 2446{
2656 object *tmp;
2657
2658 for (tmp=who->inv; tmp; tmp=tmp->below) 2447 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2659 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2448 if (tmp->type == type && tmp->subtype == subtype)
2449 return tmp;
2660 2450
2661 return NULL; 2451 return 0;
2662} 2452}
2663 2453
2664/* If ob has a field named key, return the link from the list, 2454/* If ob has a field named key, return the link from the list,
2665 * otherwise return NULL. 2455 * otherwise return NULL.
2666 * 2456 *
2667 * key must be a passed in shared string - otherwise, this won't 2457 * key must be a passed in shared string - otherwise, this won't
2668 * do the desired thing. 2458 * do the desired thing.
2669 */ 2459 */
2460key_value *
2670key_value * get_ob_key_link(const object * ob, const char * key) { 2461get_ob_key_link (const object *ob, const char *key)
2671 key_value * link; 2462{
2672
2673 for (link = ob->key_values; link != NULL; link = link->next) { 2463 for (key_value *link = ob->key_values; link; link = link->next)
2674 if (link->key == key) { 2464 if (link->key == key)
2675 return link; 2465 return link;
2676 } 2466
2677 } 2467 return 0;
2678 2468}
2679 return NULL;
2680}
2681 2469
2682/* 2470/*
2683 * Returns the value of op has an extra_field for key, or NULL. 2471 * Returns the value of op has an extra_field for key, or NULL.
2684 * 2472 *
2685 * The argument doesn't need to be a shared string. 2473 * The argument doesn't need to be a shared string.
2686 * 2474 *
2687 * The returned string is shared. 2475 * The returned string is shared.
2688 */ 2476 */
2477const char *
2689const char * get_ob_key_value(const object * op, const char * const key) { 2478get_ob_key_value (const object *op, const char *const key)
2479{
2690 key_value * link; 2480 key_value *link;
2691 const char * canonical_key; 2481 shstr_cmp canonical_key (key);
2482
2483 if (!canonical_key)
2692 2484 {
2693 canonical_key = find_string(key);
2694
2695 if (canonical_key == NULL) {
2696 /* 1. There being a field named key on any object 2485 /* 1. There being a field named key on any object
2697 * implies there'd be a shared string to find. 2486 * implies there'd be a shared string to find.
2698 * 2. Since there isn't, no object has this field. 2487 * 2. Since there isn't, no object has this field.
2699 * 3. Therefore, *this* object doesn't have this field. 2488 * 3. Therefore, *this* object doesn't have this field.
2700 */ 2489 */
2701 return NULL; 2490 return 0;
2702 } 2491 }
2703 2492
2704 /* This is copied from get_ob_key_link() above - 2493 /* This is copied from get_ob_key_link() above -
2705 * only 4 lines, and saves the function call overhead. 2494 * only 4 lines, and saves the function call overhead.
2706 */ 2495 */
2707 for (link = op->key_values; link != NULL; link = link->next) { 2496 for (link = op->key_values; link; link = link->next)
2708 if (link->key == canonical_key) { 2497 if (link->key == canonical_key)
2709 return link->value; 2498 return link->value;
2710 } 2499
2711 } 2500 return 0;
2712 return NULL;
2713} 2501}
2714 2502
2715 2503
2716/* 2504/*
2717 * Updates the canonical_key in op to value. 2505 * 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 2509 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2722 * keys. 2510 * keys.
2723 * 2511 *
2724 * Returns TRUE on success. 2512 * Returns TRUE on success.
2725 */ 2513 */
2514int
2726int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) { 2515set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2516{
2727 key_value * field = NULL, *last=NULL; 2517 key_value *field = NULL, *last = NULL;
2728 2518
2729 for (field=op->key_values; field != NULL; field=field->next) { 2519 for (field = op->key_values; field != NULL; field = field->next)
2730 if (field->key != canonical_key) {
2731 last = field;
2732 continue;
2733 }
2734 2520 {
2735 if (field->value) FREE_AND_CLEAR_STR(field->value); 2521 if (field->key != canonical_key)
2736 if (value) 2522 {
2737 field->value = add_string(value); 2523 last = field;
2738 else { 2524 continue;
2525 }
2526
2527 if (value)
2528 field->value = value;
2529 else
2530 {
2739 /* Basically, if the archetype has this key set, 2531 /* Basically, if the archetype has this key set,
2740 * we need to store the null value so when we save 2532 * we need to store the null value so when we save
2741 * it, we save the empty value so that when we load, 2533 * it, we save the empty value so that when we load,
2742 * we get this value back again. 2534 * we get this value back again.
2743 */ 2535 */
2744 if (get_ob_key_link(&op->arch->clone, canonical_key)) 2536 if (get_ob_key_link (&op->arch->clone, canonical_key))
2745 field->value = NULL; 2537 field->value = 0;
2746 else { 2538 else
2747 /* Delete this link */ 2539 {
2748 if (field->key) FREE_AND_CLEAR_STR(field->key); 2540 if (last)
2749 if (field->value) FREE_AND_CLEAR_STR(field->value); 2541 last->next = field->next;
2750 if (last) last->next = field->next; 2542 else
2751 else op->key_values = field->next; 2543 op->key_values = field->next;
2752 free(field); 2544
2753 } 2545 delete field;
2754 } 2546 }
2547 }
2755 return TRUE; 2548 return TRUE;
2756 } 2549 }
2757 /* IF we get here, key doesn't exist */ 2550 /* IF we get here, key doesn't exist */
2758 2551
2759 /* No field, we'll have to add it. */ 2552 /* No field, we'll have to add it. */
2760 2553
2761 if (!add_key) { 2554 if (!add_key)
2762 return FALSE; 2555 return FALSE;
2763 } 2556
2764 /* There isn't any good reason to store a null 2557 /* There isn't any good reason to store a null
2765 * value in the key/value list. If the archetype has 2558 * value in the key/value list. If the archetype has
2766 * this key, then we should also have it, so shouldn't 2559 * this key, then we should also have it, so shouldn't
2767 * be here. If user wants to store empty strings, 2560 * be here. If user wants to store empty strings,
2768 * should pass in "" 2561 * should pass in ""
2769 */ 2562 */
2770 if (value == NULL) return TRUE; 2563 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; 2564 return TRUE;
2565
2566 field = new key_value;
2567
2568 field->key = canonical_key;
2569 field->value = value;
2570 /* Usual prepend-addition. */
2571 field->next = op->key_values;
2572 op->key_values = field;
2573
2574 return TRUE;
2781} 2575}
2782 2576
2783/* 2577/*
2784 * Updates the key in op to value. 2578 * Updates the key in op to value.
2785 * 2579 *
2787 * and not add new ones. 2581 * and not add new ones.
2788 * In general, should be little reason FALSE is ever passed in for add_key 2582 * In general, should be little reason FALSE is ever passed in for add_key
2789 * 2583 *
2790 * Returns TRUE on success. 2584 * Returns TRUE on success.
2791 */ 2585 */
2586int
2792int set_ob_key_value(object * op, const char * key, const char * value, int add_key) { 2587set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2793 const char * canonical_key = NULL; 2588{
2794 int floating_ref = FALSE; 2589 shstr key_ (key);
2795 int ret; 2590
2591 return set_ob_key_value_s (op, key_, value, add_key);
2592}
2593
2594object::depth_iterator::depth_iterator (object *container)
2595: iterator_base (container)
2596{
2597 while (item->inv)
2598 item = item->inv;
2599}
2600
2601void
2602object::depth_iterator::next ()
2603{
2604 if (item->below)
2796 2605 {
2797 /* HACK This mess is to make sure set_ob_value() passes a shared string 2606 item = item->below;
2798 * to get_ob_key_link(), without leaving a leaked refcount. 2607
2799 */ 2608 while (item->inv)
2609 item = item->inv;
2800 2610 }
2801 canonical_key = find_string(key); 2611 else
2802 if (canonical_key == NULL) { 2612 item = item->env;
2803 canonical_key = add_string(key);
2804 floating_ref = TRUE;
2805 }
2806
2807 ret = set_ob_key_value_s(op, canonical_key, value, add_key);
2808
2809 if (floating_ref) {
2810 free_string(canonical_key);
2811 }
2812
2813 return ret;
2814} 2613}
2614
2615// return a suitable string describing an objetc in enough detail to find it
2616const char *
2617object::debug_desc (char *info) const
2618{
2619 char info2[256 * 3];
2620 char *p = info;
2621
2622 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2623 count,
2624 &name,
2625 title ? " " : "",
2626 title ? (const char *)title : "");
2627
2628 if (env)
2629 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2630
2631 if (map)
2632 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2633
2634 return info;
2635}
2636
2637const char *
2638object::debug_desc () const
2639{
2640 static char info[256 * 3];
2641 return debug_desc (info);
2642}
2643

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