ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.10 by root, Thu Aug 31 17:54:14 2006 UTC vs.
Revision 1.39 by root, Wed Sep 13 02:05:19 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.10 2006/08/31 17:54:14 root Exp $";
4 */
5 1
6/* 2/*
7 CrossFire, A Multiplayer game for X-windows 3 CrossFire, A Multiplayer game for X-windows
8 4
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
28 24
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 27 variable. */
32#include <global.h> 28#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 29#include <stdio.h>
35#include <sys/types.h> 30#include <sys/types.h>
36#include <sys/uio.h> 31#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 32#include <object.h>
39#include <funcpoint.h> 33#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 34#include <loader.h>
42#ifdef MEMORY_DEBUG 35
43int nroffreeobjects = 0;
44int nrofallocobjects = 0; 36int nrofallocobjects = 0;
45#undef OBJ_EXPAND 37static UUID uuid;
46#define OBJ_EXPAND 1 38const 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 39
53object *objects; /* Pointer to the list of used objects */ 40object *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
57short freearr_x[SIZEOFFREE]= 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 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
59 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 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
60short freearr_y[SIZEOFFREE]= 45};
61 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 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,
62 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 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
63int maxfree[SIZEOFFREE]= 48};
64 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 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,
65 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 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};
66int freedir[SIZEOFFREE]= { 52int freedir[SIZEOFFREE] = {
67 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 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,
68 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 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};
69 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: %lld\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}
70 133
71/* 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
72static int compare_ob_value_lists_one(const object * wants, const object * has) { 136compare_ob_value_lists_one (const object *wants, const object *has)
137{
73 key_value * wants_field; 138 key_value *wants_field;
74 139
75 /* 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
76 * 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
77 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
78 */ 143 */
79 144
80 /* For each field in wants, */ 145 /* For each field in wants, */
81 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
147 {
82 key_value * has_field; 148 key_value *has_field;
83 149
84 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
85 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)
86 154 {
87 if (has_field == NULL) {
88 /* No field with that name. */ 155 /* No field with that name. */
89 return FALSE; 156 return FALSE;
90 }
91 157 }
158
92 /* Found the matching field. */ 159 /* Found the matching field. */
93 if (has_field->value != wants_field->value) { 160 if (has_field->value != wants_field->value)
161 {
94 /* 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. */
95 return FALSE; 163 return FALSE;
96 } 164 }
97 165
98 /* 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. */
99 }
100 167 }
168
101 /* 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. */
102 return TRUE; 170 return TRUE;
103} 171}
104 172
105/* 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
106static int compare_ob_value_lists(const object * ob1, const object * ob2) { 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{
107 /* 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,
108 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
109 */ 179 */
110 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);
111} 181}
112 182
113/* 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
114 * they can be merged together. 184 * they can be merged together.
115 * 185 *
121 * 191 *
122 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
123 * check weight 193 * check weight
124 */ 194 */
125 195
126int CAN_MERGE(object *ob1, object *ob2) { 196bool object::can_merge (object *ob1, object *ob2)
127 197{
128 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
129 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 199 if ((ob1 == ob2) || (ob1->type != ob2->type))
200 return 0;
130 201
131 if (ob1->speed != ob2->speed) return 0; 202 if (ob1->speed != ob2->speed)
132 /* Note sure why the following is the case - either the object has to 203 return 0;
133 * be animated or have a very low speed. Is this an attempted monster 204
134 * check? 205 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
206 * value could not be stored in a sint32 (which unfortunately sometimes is
207 * used to store nrof).
135 */ 208 */
136 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED) 209 if (ob1->nrof + ob2->nrof >= 1UL << 31)
210 return 0;
211
212 /* If the objects have been identified, set the BEEN_APPLIED flag.
213 * This is to the comparison of the flags below will be OK. We
214 * just can't ignore the been applied or identified flags, as they
215 * are not equal - just if it has been identified, the been_applied
216 * flags lose any meaning.
217 */
218 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
219 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
220
221 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
222 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
223
224
225 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
226 * being locked in inventory should prevent merging.
227 * 0x4 in flags3 is CLIENT_SENT
228 */
229 if ((ob1->arch != ob2->arch) ||
230 (ob1->flags[0] != ob2->flags[0]) ||
231 (ob1->flags[1] != ob2->flags[1]) ||
232 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
233 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
234 (ob1->name != ob2->name) ||
235 (ob1->title != ob2->title) ||
236 (ob1->msg != ob2->msg) ||
237 (ob1->weight != ob2->weight) ||
238 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
239 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
240 (ob1->attacktype != ob2->attacktype) ||
241 (ob1->magic != ob2->magic) ||
242 (ob1->slaying != ob2->slaying) ||
243 (ob1->skill != ob2->skill) ||
244 (ob1->value != ob2->value) ||
245 (ob1->animation_id != ob2->animation_id) ||
246 (ob1->client_type != ob2->client_type) ||
247 (ob1->materialname != ob2->materialname) ||
248 (ob1->lore != ob2->lore) ||
249 (ob1->subtype != ob2->subtype) ||
250 (ob1->move_type != ob2->move_type) ||
251 (ob1->move_block != ob2->move_block) ||
252 (ob1->move_allow != ob2->move_allow) ||
253 (ob1->move_on != ob2->move_on) ||
254 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty))
255 return 0;
256
257 /* This is really a spellbook check - really, we should
258 * check all objects in the inventory.
259 */
260 if (ob1->inv || ob2->inv)
261 {
262 /* if one object has inventory but the other doesn't, not equiv */
263 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
137 return 0; 264 return 0;
138 265
139 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 266 /* Now check to see if the two inventory objects could merge */
140 * value could not be stored in a sint32 (which unfortunately sometimes is 267 if (!CAN_MERGE (ob1->inv, ob2->inv))
141 * used to store nrof).
142 */
143 if (ob1->nrof+ob2->nrof >= 1UL<<31)
144 return 0; 268 return 0;
145 269
146 /* This is really a spellbook check - really, we should
147 * check all objects in the inventory.
148 */
149 if (ob1->inv || ob2->inv) {
150 /* if one object has inventory but the other doesn't, not equiv */
151 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
152
153 /* Now check to see if the two inventory objects could merge */
154 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
155
156 /* inventory ok - still need to check rest of this object to see 270 /* inventory ok - still need to check rest of this object to see
157 * if it is valid. 271 * if it is valid.
158 */ 272 */
159 } 273 }
160 274
161 /* If the objects have been identified, set the BEEN_APPLIED flag.
162 * This is to the comparison of the flags below will be OK. We
163 * just can't ignore the been applied or identified flags, as they
164 * are not equal - just if it has been identified, the been_applied
165 * flags lose any meaning.
166 */
167 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED))
168 SET_FLAG(ob1, FLAG_BEEN_APPLIED);
169
170 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
171 SET_FLAG(ob2, FLAG_BEEN_APPLIED);
172
173
174 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
175 * being locked in inventory should prevent merging.
176 * 0x4 in flags3 is CLIENT_SENT
177 */
178 if ((ob1->arch != ob2->arch) ||
179 (ob1->flags[0] != ob2->flags[0]) ||
180 (ob1->flags[1] != ob2->flags[1]) ||
181 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
182 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
183 (ob1->name != ob2->name) ||
184 (ob1->title != ob2->title) ||
185 (ob1->msg != ob2->msg) ||
186 (ob1->weight != ob2->weight) ||
187 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) ||
188 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
189 (ob1->attacktype != ob2->attacktype) ||
190 (ob1->magic != ob2->magic) ||
191 (ob1->slaying != ob2->slaying) ||
192 (ob1->skill != ob2->skill) ||
193 (ob1->value != ob2->value) ||
194 (ob1->animation_id != ob2->animation_id) ||
195 (ob1->client_type != ob2->client_type) ||
196 (ob1->materialname != ob2->materialname) ||
197 (ob1->lore != ob2->lore) ||
198 (ob1->subtype != ob2->subtype) ||
199 (ob1->move_type != ob2->move_type) ||
200 (ob1->move_block != ob2->move_block) ||
201 (ob1->move_allow != ob2->move_allow) ||
202 (ob1->move_on != ob2->move_on) ||
203 (ob1->move_off != ob2->move_off) ||
204 (ob1->move_slow != ob2->move_slow) ||
205 (ob1->move_slow_penalty != ob2->move_slow_penalty)
206 )
207 return 0;
208
209 /* Don't merge objects that are applied. With the new 'body' code, 275 /* Don't merge objects that are applied. With the new 'body' code,
210 * it is possible for most any character to have more than one of 276 * it is possible for most any character to have more than one of
211 * some items equipped, and we don't want those to merge. 277 * some items equipped, and we don't want those to merge.
212 */ 278 */
213 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 279 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
280 return 0;
281
282 /* Note sure why the following is the case - either the object has to
283 * be animated or have a very low speed. Is this an attempted monster
284 * check?
285 */
286 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
287 return 0;
288
289 switch (ob1->type)
290 {
291 case SCROLL:
292 if (ob1->level != ob2->level)
293 return 0;
294 break;
295 }
296
297 if (ob1->key_values != NULL || ob2->key_values != NULL)
298 {
299 /* At least one of these has key_values. */
300 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
301 /* One has fields, but the other one doesn't. */
214 return 0; 302 return 0;
215
216 switch (ob1->type) {
217 case SCROLL:
218 if (ob1->level != ob2->level) return 0;
219 break;
220
221 }
222 if (ob1->key_values != NULL || ob2->key_values != NULL) {
223 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) {
225 /* One has fields, but the other one doesn't. */
226 return 0;
227 } else if (!compare_ob_value_lists(ob1, ob2)) { 303 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 304 return 0;
229 } 305 }
306
307 //TODO: generate an event or call into perl for additional checks
308 if (ob1->self || ob2->self)
230 } 309 {
310 ob1->optimise ();
311 ob2->optimise ();
231 312
313 if (ob1->self || ob2->self)
314 return 0;
315 }
316
232 /* Everything passes, must be OK. */ 317 /* Everything passes, must be OK. */
233 return 1; 318 return 1;
234} 319}
235 320
236/* 321/*
237 * sum_weight() is a recursive function which calculates the weight 322 * sum_weight() is a recursive function which calculates the weight
238 * an object is carrying. It goes through in figures out how much 323 * an object is carrying. It goes through in figures out how much
239 * containers are carrying, and sums it up. 324 * containers are carrying, and sums it up.
240 */ 325 */
241signed long sum_weight(object *op) { 326long
327sum_weight (object *op)
328{
242 signed long sum; 329 long sum;
243 object *inv; 330 object *inv;
331
244 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 332 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
333 {
245 if (inv->inv) 334 if (inv->inv)
246 sum_weight(inv); 335 sum_weight (inv);
247 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 336 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
248 } 337 }
338
249 if (op->type == CONTAINER && op->stats.Str) 339 if (op->type == CONTAINER && op->stats.Str)
250 sum = (sum * (100 - op->stats.Str))/100; 340 sum = (sum * (100 - op->stats.Str)) / 100;
341
251 if(op->carrying != sum) 342 if (op->carrying != sum)
252 op->carrying = sum; 343 op->carrying = sum;
344
253 return sum; 345 return sum;
254} 346}
255 347
256/** 348/**
257 * Return the outermost environment object for a given object. 349 * Return the outermost environment object for a given object.
258 */ 350 */
259 351
352object *
260object *object_get_env_recursive (object *op) { 353object_get_env_recursive (object *op)
354{
261 while (op->env != NULL) 355 while (op->env != NULL)
262 op = op->env; 356 op = op->env;
263 return op; 357 return op;
264} 358}
265 359
266/* 360/*
267 * Eneq(@csd.uu.se): Since we can have items buried in a character we need 361 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
268 * a better check. We basically keeping traversing up until we can't 362 * a better check. We basically keeping traversing up until we can't
269 * or find a player. 363 * or find a player.
270 */ 364 */
271 365
366object *
272object *is_player_inv (object *op) { 367is_player_inv (object *op)
368{
273 for (;op!=NULL&&op->type!=PLAYER; op=op->env) 369 for (; op != NULL && op->type != PLAYER; op = op->env)
274 if (op->env==op) 370 if (op->env == op)
275 op->env = NULL; 371 op->env = NULL;
276 return op; 372 return op;
277} 373}
278 374
279/* 375/*
280 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 376 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
281 * Some error messages. 377 * Some error messages.
282 * The result of the dump is stored in the static global errmsg array. 378 * The result of the dump is stored in the static global errmsg array.
283 */ 379 */
284 380
381void
285void dump_object2(object *op) { 382dump_object2 (object *op)
383{
286errmsg[0] = 0; 384 errmsg[0] = 0;
287return; 385 return;
288 //TODO//D#d# 386 //TODO//D#d#
289#if 0 387#if 0
290 char *cp; 388 char *cp;
389
291/* object *tmp;*/ 390/* object *tmp;*/
292 391
293 if(op->arch!=NULL) { 392 if (op->arch != NULL)
393 {
294 strcat(errmsg,"arch "); 394 strcat (errmsg, "arch ");
295 strcat(errmsg,op->arch->name?op->arch->name:"(null)"); 395 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
296 strcat(errmsg,"\n"); 396 strcat (errmsg, "\n");
297 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL) 397 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
298 strcat(errmsg,cp); 398 strcat (errmsg, cp);
299#if 0 399# if 0
300 /* Don't dump player diffs - they are too long, mostly meaningless, and 400 /* Don't dump player diffs - they are too long, mostly meaningless, and
301 * will overflow the buffer. 401 * will overflow the buffer.
302 * Changed so that we don't dump inventory either. This may 402 * Changed so that we don't dump inventory either. This may
303 * also overflow the buffer. 403 * also overflow the buffer.
304 */ 404 */
305 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL) 405 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
306 strcat(errmsg,cp); 406 strcat (errmsg, cp);
307 for (tmp=op->inv; tmp; tmp=tmp->below) 407 for (tmp = op->inv; tmp; tmp = tmp->below)
308 dump_object2(tmp); 408 dump_object2 (tmp);
409# endif
410 strcat (errmsg, "end\n");
411 }
412 else
413 {
414 strcat (errmsg, "Object ");
415 if (op->name == NULL)
416 strcat (errmsg, "(null)");
417 else
418 strcat (errmsg, op->name);
419 strcat (errmsg, "\n");
420# if 0
421 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
422 strcat (errmsg, cp);
423 for (tmp = op->inv; tmp; tmp = tmp->below)
424 dump_object2 (tmp);
425# endif
426 strcat (errmsg, "end\n");
427 }
309#endif 428#endif
310 strcat(errmsg,"end\n");
311 } else {
312 strcat(errmsg,"Object ");
313 if (op->name==NULL) strcat(errmsg, "(null)");
314 else strcat(errmsg,op->name);
315 strcat(errmsg,"\n");
316#if 0
317 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
318 strcat(errmsg,cp);
319 for (tmp=op->inv; tmp; tmp=tmp->below)
320 dump_object2(tmp);
321#endif
322 strcat(errmsg,"end\n");
323 }
324#endif
325} 429}
326 430
327/* 431/*
328 * Dumps an object. Returns output in the static global errmsg array. 432 * Dumps an object. Returns output in the static global errmsg array.
329 */ 433 */
330 434
435void
331void dump_object(object *op) { 436dump_object (object *op)
437{
332 if(op==NULL) { 438 if (op == NULL)
439 {
333 strcpy(errmsg,"[NULL pointer]"); 440 strcpy (errmsg, "[NULL pointer]");
334 return; 441 return;
335 } 442 }
336 errmsg[0]='\0'; 443 errmsg[0] = '\0';
337 dump_object2(op); 444 dump_object2 (op);
338} 445}
339 446
447void
340void dump_all_objects(void) { 448dump_all_objects (void)
449{
341 object *op; 450 object *op;
451
342 for(op=objects;op!=NULL;op=op->next) { 452 for (op = objects; op != NULL; op = op->next)
453 {
343 dump_object(op); 454 dump_object (op);
344 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg); 455 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
345 } 456 }
346} 457}
347 458
348/* 459/*
349 * get_nearest_part(multi-object, object 2) returns the part of the 460 * get_nearest_part(multi-object, object 2) returns the part of the
350 * multi-object 1 which is closest to the second object. 461 * multi-object 1 which is closest to the second object.
351 * If it's not a multi-object, it is returned. 462 * If it's not a multi-object, it is returned.
352 */ 463 */
353 464
465object *
354object *get_nearest_part(object *op, const object *pl) { 466get_nearest_part (object *op, const object *pl)
467{
355 object *tmp,*closest; 468 object *tmp, *closest;
356 int last_dist,i; 469 int last_dist, i;
470
357 if(op->more==NULL) 471 if (op->more == NULL)
358 return op; 472 return op;
359 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 473 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
360 if((i=distance(tmp,pl))<last_dist) 474 if ((i = distance (tmp, pl)) < last_dist)
361 closest=tmp,last_dist=i; 475 closest = tmp, last_dist = i;
362 return closest; 476 return closest;
363} 477}
364 478
365/* 479/*
366 * Returns the object which has the count-variable equal to the argument. 480 * Returns the object which has the count-variable equal to the argument.
367 */ 481 */
368 482
483object *
369object *find_object(tag_t i) { 484find_object (tag_t i)
485{
370 object *op; 486 object *op;
487
371 for(op=objects;op!=NULL;op=op->next) 488 for (op = objects; op != NULL; op = op->next)
372 if(op->count==i) 489 if (op->count == i)
373 break; 490 break;
374 return op; 491 return op;
375} 492}
376 493
377/* 494/*
378 * Returns the first object which has a name equal to the argument. 495 * Returns the first object which has a name equal to the argument.
379 * Used only by the patch command, but not all that useful. 496 * Used only by the patch command, but not all that useful.
380 * Enables features like "patch <name-of-other-player> food 999" 497 * Enables features like "patch <name-of-other-player> food 999"
381 */ 498 */
382 499
500object *
383object *find_object_name(const char *str) { 501find_object_name (const char *str)
384 const char *name=add_string(str); 502{
503 shstr_cmp str_ (str);
385 object *op; 504 object *op;
505
386 for(op=objects;op!=NULL;op=op->next) 506 for (op = objects; op != NULL; op = op->next)
387 if(op->name==name) 507 if (op->name == str_)
388 break; 508 break;
389 free_string(name); 509
390 return op; 510 return op;
391} 511}
392 512
513void
393void free_all_object_data(void) { 514free_all_object_data ()
394#ifdef MEMORY_DEBUG 515{
395 object *op, *next; 516 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
396
397 for (op=free_objects; op!=NULL; ) {
398 next=op->next;
399 free(op);
400 nrofallocobjects--;
401 nroffreeobjects--;
402 op=next;
403 }
404#endif
405 LOG(llevDebug,"%d allocated objects, %d free objects, STARMAX=%d\n",
406 nrofallocobjects, nroffreeobjects,STARTMAX);
407} 517}
408 518
409/* 519/*
410 * Returns the object which this object marks as being the owner. 520 * Returns the object which this object marks as being the owner.
411 * A id-scheme is used to avoid pointing to objects which have been 521 * A id-scheme is used to avoid pointing to objects which have been
414 * Changed 2004-02-12 - if the player is setting at the play again 524 * Changed 2004-02-12 - if the player is setting at the play again
415 * prompt, he is removed, and we don't want to treat him as an owner of 525 * prompt, he is removed, and we don't want to treat him as an owner of
416 * anything, so check removed flag. I don't expect that this should break 526 * anything, so check removed flag. I don't expect that this should break
417 * anything - once an object is removed, it is basically dead anyways. 527 * anything - once an object is removed, it is basically dead anyways.
418 */ 528 */
419 529object *
420object *get_owner(object *op) { 530object::get_owner ()
421 if(op->owner==NULL)
422 return NULL;
423
424 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
425 op->owner->count==op->ownercount)
426 return op->owner;
427
428 op->owner=NULL;
429 op->ownercount=0;
430 return NULL;
431}
432
433void clear_owner(object *op)
434{ 531{
435 if (!op) return; 532 if (!owner
436 533 || QUERY_FLAG (owner, FLAG_FREED)
437 if (op->owner && op->ownercount == op->owner->count) 534 || QUERY_FLAG (owner, FLAG_REMOVED))
438 op->owner->refcount--;
439
440 op->owner = NULL;
441 op->ownercount = 0; 535 owner = 0;
442}
443 536
444 537 return owner;
538}
445 539
446/* 540/*
447 * Sets the owner and sets the skill and exp pointers to owner's current 541 * Sets the owner and sets the skill and exp pointers to owner's current
448 * skill and experience objects. 542 * skill and experience objects.
449 */ 543 */
450void set_owner (object *op, object *owner) 544void
545object::set_owner (object *owner)
451{ 546{
452 if(owner==NULL||op==NULL) 547 if (!owner)
453 return; 548 return;
454 549
455 /* next line added to allow objects which own objects */ 550 /* next line added to allow objects which own objects */
456 /* Add a check for ownercounts in here, as I got into an endless loop 551 /* Add a check for ownercounts in here, as I got into an endless loop
457 * with the fireball owning a poison cloud which then owned the 552 * with the fireball owning a poison cloud which then owned the
458 * fireball. I believe that was caused by one of the objects getting 553 * fireball. I believe that was caused by one of the objects getting
459 * freed and then another object replacing it. Since the ownercounts 554 * freed and then another object replacing it. Since the ownercounts
460 * didn't match, this check is valid and I believe that cause is valid. 555 * didn't match, this check is valid and I believe that cause is valid.
461 */ 556 */
462 while (owner->owner && owner!=owner->owner && 557 while (owner->owner)
463 owner->ownercount==owner->owner->count) owner=owner->owner; 558 owner = owner->owner;
464 559
465 /* IF the owner still has an owner, we did not resolve to a final owner.
466 * so lets not add to that.
467 */
468 if (owner->owner) return;
469
470 op->owner=owner; 560 this->owner = owner;
471
472 op->ownercount=owner->count;
473 owner->refcount++;
474
475}
476
477/* Set the owner to clone's current owner and set the skill and experience
478 * objects to clone's objects (typically those objects that where the owner's
479 * current skill and experience objects at the time when clone's owner was
480 * set - not the owner's current skill and experience objects).
481 *
482 * Use this function if player created an object (e.g. fire bullet, swarm
483 * spell), and this object creates further objects whose kills should be
484 * accounted for the player's original skill, even if player has changed
485 * skills meanwhile.
486 */
487void copy_owner (object *op, object *clone)
488{
489 object *owner = get_owner (clone);
490 if (owner == NULL) {
491 /* players don't have owners - they own themselves. Update
492 * as appropriate.
493 */
494 if (clone->type == PLAYER) owner=clone;
495 else return;
496 }
497 set_owner(op, owner);
498
499}
500
501/*
502 * Resets vital variables in an object
503 */
504
505void reset_object(object *op) {
506
507 op->name = NULL;
508 op->name_pl = NULL;
509 op->title = NULL;
510 op->race = NULL;
511 op->slaying = NULL;
512 op->skill = NULL;
513 op->msg = NULL;
514 op->materialname = NULL;
515 op->lore = NULL;
516 clear_object(op);
517} 561}
518 562
519/* Zero the key_values on op, decrementing the shared-string 563/* Zero the key_values on op, decrementing the shared-string
520 * refcounts and freeing the links. 564 * refcounts and freeing the links.
521 */ 565 */
566static void
522static void free_key_values(object * op) { 567free_key_values (object *op)
523 key_value * i; 568{
524 key_value * next = NULL; 569 for (key_value *i = op->key_values; i != 0;)
525 570 {
526 if (op->key_values == NULL) return; 571 key_value *next = i->next;
572 delete i;
573
574 i = next;
527 575 }
528 for (i = op->key_values; i != NULL; i = next) { 576
529 /* Store next *first*. */
530 next = i->next;
531
532 if (i->key) FREE_AND_CLEAR_STR(i->key);
533 if (i->value) FREE_AND_CLEAR_STR(i->value);
534 i->next = NULL;
535 free(i);
536 }
537
538 op->key_values = NULL; 577 op->key_values = 0;
539} 578}
540 579
580void object::clear ()
581{
582 attachable_base::clear ();
541 583
542/*
543 * clear_object() frees everything allocated by an object, and also
544 * clears all variables and flags to default settings.
545 */
546
547void clear_object(object *op) {
548 op->clear ();
549
550 event *evt;
551 event *evt2;
552
553 /* redo this to be simpler/more efficient. Was also seeing
554 * crashes in the old code. Move this to the top - am
555 * seeing periodic crashes in this code, and would like to have
556 * as much info available as possible (eg, object name).
557 */
558 for (evt = op->events; evt; evt=evt2) {
559 evt2 = evt->next;
560
561 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
562 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
563 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
564
565 free(evt);
566 }
567 op->events = NULL;
568
569 free_key_values(op); 584 free_key_values (this);
570 585
571 /* the memset will clear all these values for us, but we need 586 owner = 0;
572 * to reduce the refcount on them. 587 name = 0;
573 */ 588 name_pl = 0;
574 if (op->name!=NULL) FREE_AND_CLEAR_STR(op->name); 589 title = 0;
575 if (op->name_pl!=NULL) FREE_AND_CLEAR_STR(op->name_pl); 590 race = 0;
576 if (op->title != NULL) FREE_AND_CLEAR_STR(op->title); 591 slaying = 0;
577 if (op->race!=NULL) FREE_AND_CLEAR_STR(op->race); 592 skill = 0;
578 if (op->slaying!=NULL) FREE_AND_CLEAR_STR(op->slaying); 593 msg = 0;
579 if (op->skill!=NULL) FREE_AND_CLEAR_STR(op->skill); 594 lore = 0;
580 if (op->msg!=NULL) FREE_AND_CLEAR_STR(op->msg); 595 custom_name = 0;
581 if (op->lore!=NULL) FREE_AND_CLEAR_STR(op->lore); 596 materialname = 0;
582 if (op->materialname!= NULL) FREE_AND_CLEAR_STR(op->materialname); 597 contr = 0;
598 below = 0;
599 above = 0;
600 inv = 0;
601 container = 0;
602 env = 0;
603 more = 0;
604 head = 0;
605 map = 0;
606 active_next = 0;
607 active_prev = 0;
583 608
609 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
584 610
585 memset((void*)op, 0, sizeof (object_special));
586 /* Below here, we clear things that are not done by the memset,
587 * or set default values that are not zero.
588 */
589 /* This is more or less true */
590 SET_FLAG(op, FLAG_REMOVED); 611 SET_FLAG (this, FLAG_REMOVED);
591 612
592
593 op->contr = NULL;
594 op->below=NULL;
595 op->above=NULL;
596 op->inv=NULL;
597 op->events=NULL;
598 op->container=NULL;
599 op->env=NULL;
600 op->more=NULL;
601 op->head=NULL;
602 op->map=NULL;
603 op->refcount=0;
604 op->active_next = NULL;
605 op->active_prev = NULL;
606 /* What is not cleared is next, prev, and count */ 613 /* What is not cleared is next, prev, and count */
607 614
608 op->expmul=1.0; 615 expmul = 1.0;
609 op->face = blank_face; 616 face = blank_face;
610 op->attacked_by_count = (tag_t) -1; 617 attacked_by_count = -1;
618
611 if (settings.casting_time) 619 if (settings.casting_time)
612 op->casting_time = -1; 620 casting_time = -1;
621}
613 622
623void object::clone (object *destination)
624{
625 *(object_copy *)destination = *this;
626 *(object_pod *)destination = *this;
627
628 if (self || cb)
629 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
614} 630}
615 631
616/* 632/*
617 * copy object first frees everything allocated by the second object, 633 * copy object first frees everything allocated by the second object,
618 * and then copies the contends of the first object into the second 634 * and then copies the contends of the first object into the second
619 * object, allocating what needs to be allocated. Basically, any 635 * object, allocating what needs to be allocated. Basically, any
620 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 636 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
621 * if the first object is freed, the pointers in the new object 637 * if the first object is freed, the pointers in the new object
622 * will point at garbage. 638 * will point at garbage.
623 */ 639 */
624 640void
625void copy_object(object *op2, object *op) { 641copy_object (object *op2, object *op)
626 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED); 642{
627 event *evt, *evt2, *evt_new; 643 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
644 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
628 645
629 op->clear ();
630
631 /* Decrement the refcounts, but don't bother zeroing the fields;
632 they'll be overwritten by memcpy. */
633 if(op->name!=NULL) free_string(op->name);
634 if(op->name_pl!=NULL) free_string(op->name_pl);
635 if(op->title!=NULL) free_string(op->title);
636 if(op->race!=NULL) free_string(op->race);
637 if(op->slaying!=NULL) free_string(op->slaying);
638 if(op->skill!=NULL) free_string(op->skill);
639 if(op->msg!=NULL) free_string(op->msg);
640 if(op->lore!=NULL) free_string(op->lore);
641 if(op->materialname != NULL) free_string(op->materialname);
642 if(op->custom_name != NULL) free_string(op->custom_name);
643
644 /* Basically, same code as from clear_object() */
645 for (evt = op->events; evt; evt=evt2) {
646 evt2 = evt->next;
647
648 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
649 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
650 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
651
652 free(evt);
653 }
654 op->events = NULL;
655
656 free_key_values(op);
657
658 *(object_special *)op = *(object_special *)op2;
659 op2->clone (op); 646 op2->clone (op);
660 647
661 if(is_freed) SET_FLAG(op,FLAG_FREED); 648 if (is_freed)
662 if(is_removed) SET_FLAG(op,FLAG_REMOVED); 649 SET_FLAG (op, FLAG_FREED);
663 if(op->name!=NULL) add_refcount(op->name); 650 if (is_removed)
664 if(op->name_pl!=NULL) add_refcount(op->name_pl); 651 SET_FLAG (op, FLAG_REMOVED);
665 if(op->title!=NULL) add_refcount(op->title);
666 if(op->race!=NULL) add_refcount(op->race);
667 if(op->slaying!=NULL) add_refcount(op->slaying);
668 if(op->skill!=NULL) add_refcount(op->skill);
669 if(op->lore!=NULL) add_refcount(op->lore);
670 if(op->msg!=NULL) add_refcount(op->msg);
671 if(op->custom_name!=NULL) add_refcount(op->custom_name);
672 if (op->materialname != NULL) add_refcount(op->materialname);
673 652
674 if((op2->speed<0) && !editor) 653 if (op2->speed < 0)
675 op->speed_left=op2->speed_left-RANDOM()%200/100.0; 654 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
676 655
677 /* Copy over event information */
678 evt2 = NULL;
679 for (evt = op2->events; evt; evt=evt->next) {
680 evt_new = (event *) malloc(sizeof(event));
681 memcpy(evt_new, evt, sizeof(event));
682 if (evt_new->hook) add_refcount(evt_new->hook);
683 if (evt_new->plugin) add_refcount(evt_new->plugin);
684 if (evt_new->options) add_refcount(evt_new->options);
685 evt_new->next = NULL;
686
687 /* Try to be a little clever here, and store away the
688 * last event we copied, so that its simpler to update the
689 * pointer.
690 */
691 if (evt2)
692 evt2->next = evt_new;
693 else
694 op->events = evt_new;
695
696 evt2 = evt_new;
697 }
698 /* Copy over key_values, if any. */ 656 /* Copy over key_values, if any. */
699 if (op2->key_values != NULL) { 657 if (op2->key_values)
658 {
700 key_value * tail = NULL; 659 key_value *tail = 0;
701 key_value * i; 660 key_value *i;
702 661
703 op->key_values = NULL; 662 op->key_values = 0;
704 663
705 for (i = op2->key_values; i != NULL; i = i->next) { 664 for (i = op2->key_values; i; i = i->next)
706 key_value * new_link = (key_value *) malloc(sizeof(key_value)); 665 {
666 key_value *new_link = new key_value;
707 667
708 new_link->next = NULL; 668 new_link->next = 0;
709 new_link->key = add_refcount(i->key); 669 new_link->key = i->key;
710 if (i->value)
711 new_link->value = add_refcount(i->value); 670 new_link->value = i->value;
712 else
713 new_link->value = NULL;
714 671
715 /* Try and be clever here, too. */ 672 /* Try and be clever here, too. */
716 if (op->key_values == NULL) { 673 if (!op->key_values)
674 {
717 op->key_values = new_link; 675 op->key_values = new_link;
718 tail = new_link; 676 tail = new_link;
719 } else {
720 tail->next = new_link;
721 tail = new_link;
722 } 677 }
678 else
679 {
680 tail->next = new_link;
681 tail = new_link;
723 } 682 }
683 }
724 } 684 }
725 685
726 update_ob_speed(op); 686 update_ob_speed (op);
727}
728
729/*
730 * expand_objects() allocates more objects for the list of unused objects.
731 * It is called from get_object() if the unused list is empty.
732 */
733
734void expand_objects(void) {
735 int i;
736 object *obj;
737 obj = (object *) CALLOC(OBJ_EXPAND,sizeof(object));
738
739 if(obj==NULL)
740 fatal(OUT_OF_MEMORY);
741 free_objects=obj;
742 obj[0].prev=NULL;
743 obj[0].next= &obj[1],
744 SET_FLAG(&(obj[0]), FLAG_REMOVED);
745 SET_FLAG(&(obj[0]), FLAG_FREED);
746
747 for(i=1;i<OBJ_EXPAND-1;i++) {
748 obj[i].next= &obj[i+1],
749 obj[i].prev= &obj[i-1],
750 SET_FLAG(&(obj[i]), FLAG_REMOVED);
751 SET_FLAG(&(obj[i]), FLAG_FREED);
752 }
753 obj[OBJ_EXPAND-1].prev= &obj[OBJ_EXPAND-2],
754 obj[OBJ_EXPAND-1].next=NULL,
755 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_REMOVED);
756 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_FREED);
757
758 nrofallocobjects += OBJ_EXPAND;
759 nroffreeobjects += OBJ_EXPAND;
760}
761
762/*
763 * get_object() grabs an object from the list of unused objects, makes
764 * sure it is initialised, and returns it.
765 * If there are no free objects, expand_objects() is called to get more.
766 */
767
768object *get_object(void) {
769 object *op;
770
771 if(free_objects==NULL) {
772 expand_objects();
773 }
774 op=free_objects;
775#ifdef MEMORY_DEBUG
776 /* The idea is hopefully by doing a realloc, the memory
777 * debugging program will now use the current stack trace to
778 * report leaks.
779 */
780 op = realloc(op, sizeof(object));
781 SET_FLAG(op, FLAG_REMOVED);
782 SET_FLAG(op, FLAG_FREED);
783#endif
784
785 if(!QUERY_FLAG(op,FLAG_FREED)) {
786 LOG(llevError,"Fatal: Getting busy object.\n");
787 }
788 free_objects=op->next;
789 if(free_objects!=NULL)
790 free_objects->prev=NULL;
791 op->count= ++ob_count;
792 op->name=NULL;
793 op->name_pl=NULL;
794 op->title=NULL;
795 op->race=NULL;
796 op->slaying=NULL;
797 op->skill = NULL;
798 op->lore=NULL;
799 op->msg=NULL;
800 op->materialname=NULL;
801 op->next=objects;
802 op->prev=NULL;
803 op->active_next = NULL;
804 op->active_prev = NULL;
805 if(objects!=NULL)
806 objects->prev=op;
807 objects=op;
808 clear_object(op);
809 SET_FLAG(op,FLAG_REMOVED);
810 nroffreeobjects--;
811 return op;
812} 687}
813 688
814/* 689/*
815 * If an object with the IS_TURNABLE() flag needs to be turned due 690 * If an object with the IS_TURNABLE() flag needs to be turned due
816 * to the closest player being on the other side, this function can 691 * to the closest player being on the other side, this function can
817 * be called to update the face variable, _and_ how it looks on the map. 692 * be called to update the face variable, _and_ how it looks on the map.
818 */ 693 */
819 694
695void
820void update_turn_face(object *op) { 696update_turn_face (object *op)
697{
821 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 698 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
822 return; 699 return;
823 SET_ANIMATION(op, op->direction); 700 SET_ANIMATION (op, op->direction);
824 update_object(op,UP_OBJ_FACE); 701 update_object (op, UP_OBJ_FACE);
825} 702}
826 703
827/* 704/*
828 * Updates the speed of an object. If the speed changes from 0 to another 705 * Updates the speed of an object. If the speed changes from 0 to another
829 * value, or vice versa, then add/remove the object from the active list. 706 * value, or vice versa, then add/remove the object from the active list.
830 * This function needs to be called whenever the speed of an object changes. 707 * This function needs to be called whenever the speed of an object changes.
831 */ 708 */
832 709void
833void update_ob_speed(object *op) { 710update_ob_speed (object *op)
711{
834 extern int arch_init; 712 extern int arch_init;
835 713
836 /* No reason putting the archetypes objects on the speed list, 714 /* No reason putting the archetypes objects on the speed list,
837 * since they never really need to be updated. 715 * since they never really need to be updated.
838 */ 716 */
839 717
840 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 718 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
719 {
841 LOG(llevError,"Object %s is freed but has speed.\n", op->name); 720 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
842#ifdef MANY_CORES 721#ifdef MANY_CORES
843 abort(); 722 abort ();
844#else 723#else
845 op->speed = 0; 724 op->speed = 0;
846#endif 725#endif
847 } 726 }
727
848 if (arch_init) { 728 if (arch_init)
729 return;
730
731 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
732 {
733 /* If already on active list, don't do anything */
734 if (op->active_next || op->active_prev || op == active_objects)
849 return; 735 return;
850 }
851 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
852 /* If already on active list, don't do anything */
853 if (op->active_next || op->active_prev || op==active_objects)
854 return;
855 736
856 /* process_events() expects us to insert the object at the beginning 737 /* process_events() expects us to insert the object at the beginning
857 * of the list. */ 738 * of the list. */
858 op->active_next = active_objects; 739 op->active_next = active_objects;
740
859 if (op->active_next!=NULL) 741 if (op->active_next != NULL)
860 op->active_next->active_prev = op; 742 op->active_next->active_prev = op;
743
861 active_objects = op; 744 active_objects = op;
745 }
746 else
862 } 747 {
863 else {
864 /* If not on the active list, nothing needs to be done */ 748 /* If not on the active list, nothing needs to be done */
865 if (!op->active_next && !op->active_prev && op!=active_objects) 749 if (!op->active_next && !op->active_prev && op != active_objects)
866 return; 750 return;
867 751
868 if (op->active_prev==NULL) { 752 if (op->active_prev == NULL)
753 {
869 active_objects = op->active_next; 754 active_objects = op->active_next;
755
870 if (op->active_next!=NULL) 756 if (op->active_next != NULL)
871 op->active_next->active_prev = NULL; 757 op->active_next->active_prev = NULL;
758 }
759 else
872 } 760 {
873 else {
874 op->active_prev->active_next = op->active_next; 761 op->active_prev->active_next = op->active_next;
762
875 if (op->active_next) 763 if (op->active_next)
876 op->active_next->active_prev = op->active_prev; 764 op->active_next->active_prev = op->active_prev;
877 } 765 }
766
878 op->active_next = NULL; 767 op->active_next = NULL;
879 op->active_prev = NULL; 768 op->active_prev = NULL;
880 } 769 }
881} 770}
882 771
883/* This function removes object 'op' from the list of active 772/* This function removes object 'op' from the list of active
884 * objects. 773 * objects.
886 * reference maps where you don't want an object that isn't 775 * reference maps where you don't want an object that isn't
887 * in play chewing up cpu time getting processed. 776 * in play chewing up cpu time getting processed.
888 * The reverse of this is to call update_ob_speed, which 777 * The reverse of this is to call update_ob_speed, which
889 * will do the right thing based on the speed of the object. 778 * will do the right thing based on the speed of the object.
890 */ 779 */
780void
891void remove_from_active_list(object *op) 781remove_from_active_list (object *op)
892{ 782{
893 /* If not on the active list, nothing needs to be done */ 783 /* If not on the active list, nothing needs to be done */
894 if (!op->active_next && !op->active_prev && op!=active_objects) 784 if (!op->active_next && !op->active_prev && op != active_objects)
895 return; 785 return;
896 786
897 if (op->active_prev==NULL) { 787 if (op->active_prev == NULL)
788 {
898 active_objects = op->active_next; 789 active_objects = op->active_next;
899 if (op->active_next!=NULL) 790 if (op->active_next != NULL)
900 op->active_next->active_prev = NULL; 791 op->active_next->active_prev = NULL;
792 }
793 else
901 } 794 {
902 else {
903 op->active_prev->active_next = op->active_next; 795 op->active_prev->active_next = op->active_next;
904 if (op->active_next) 796 if (op->active_next)
905 op->active_next->active_prev = op->active_prev; 797 op->active_next->active_prev = op->active_prev;
906 } 798 }
907 op->active_next = NULL; 799 op->active_next = NULL;
908 op->active_prev = NULL; 800 op->active_prev = NULL;
909} 801}
910 802
911/* 803/*
912 * update_object() updates the array which represents the map. 804 * update_object() updates the array which represents the map.
913 * It takes into account invisible objects (and represent squares covered 805 * It takes into account invisible objects (and represent squares covered
928 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 820 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
929 * as that is easier than trying to look at what may have changed. 821 * as that is easier than trying to look at what may have changed.
930 * UP_OBJ_FACE: only the objects face has changed. 822 * UP_OBJ_FACE: only the objects face has changed.
931 */ 823 */
932 824
825void
933void update_object(object *op, int action) { 826update_object (object *op, int action)
827{
934 int update_now=0, flags; 828 int update_now = 0, flags;
935 MoveType move_on, move_off, move_block, move_slow; 829 MoveType move_on, move_off, move_block, move_slow;
936 830
937 if (op == NULL) { 831 if (op == NULL)
832 {
938 /* this should never happen */ 833 /* this should never happen */
939 LOG(llevDebug,"update_object() called for NULL object.\n"); 834 LOG (llevDebug, "update_object() called for NULL object.\n");
940 return; 835 return;
941 }
942 836 }
837
943 if(op->env!=NULL) { 838 if (op->env != NULL)
839 {
944 /* Animation is currently handled by client, so nothing 840 /* Animation is currently handled by client, so nothing
945 * to do in this case. 841 * to do in this case.
946 */ 842 */
947 return; 843 return;
948 } 844 }
949 845
950 /* If the map is saving, don't do anything as everything is 846 /* If the map is saving, don't do anything as everything is
951 * going to get freed anyways. 847 * going to get freed anyways.
952 */ 848 */
953 if (!op->map || op->map->in_memory == MAP_SAVING) return; 849 if (!op->map || op->map->in_memory == MAP_SAVING)
954 850 return;
851
955 /* make sure the object is within map boundaries */ 852 /* make sure the object is within map boundaries */
956 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 853 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
957 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 854 {
958 LOG(llevError,"update_object() called for object out of map!\n"); 855 LOG (llevError, "update_object() called for object out of map!\n");
959#ifdef MANY_CORES 856#ifdef MANY_CORES
960 abort(); 857 abort ();
961#endif 858#endif
962 return; 859 return;
963 }
964 860 }
861
965 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 862 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
966 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 863 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
967 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 864 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
968 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 865 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
969 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 866 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
970 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y); 867 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
971 868
972 if (action == UP_OBJ_INSERT) { 869 if (action == UP_OBJ_INSERT)
870 {
973 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 871 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
974 update_now=1; 872 update_now = 1;
975 873
976 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 874 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
977 update_now=1; 875 update_now = 1;
978 876
979 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 877 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
980 update_now=1; 878 update_now = 1;
981 879
982 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 880 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
983 update_now=1; 881 update_now = 1;
984 882
883 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
884 update_now = 1;
885
985 if ((move_on | op->move_on) != move_on) update_now=1; 886 if ((move_on | op->move_on) != move_on)
887 update_now = 1;
888
986 if ((move_off | op->move_off) != move_off) update_now=1; 889 if ((move_off | op->move_off) != move_off)
890 update_now = 1;
891
987 /* This isn't perfect, but I don't expect a lot of objects to 892 /* This isn't perfect, but I don't expect a lot of objects to
988 * to have move_allow right now. 893 * to have move_allow right now.
989 */ 894 */
990 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 895 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
991 update_now=1; 896 update_now = 1;
897
992 if ((move_slow | op->move_slow) != move_slow) update_now=1; 898 if ((move_slow | op->move_slow) != move_slow)
899 update_now = 1;
993 } 900 }
994 /* if the object is being removed, we can't make intelligent 901 /* if the object is being removed, we can't make intelligent
995 * decisions, because remove_ob can't really pass the object 902 * decisions, because remove_ob can't really pass the object
996 * that is being removed. 903 * that is being removed.
997 */ 904 */
998 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 905 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
999 update_now=1; 906 update_now = 1;
1000 } else if (action == UP_OBJ_FACE) { 907 else if (action == UP_OBJ_FACE)
1001 /* Nothing to do for that case */ 908 /* Nothing to do for that case */ ;
1002 }
1003 else { 909 else
1004 LOG(llevError,"update_object called with invalid action: %d\n", action); 910 LOG (llevError, "update_object called with invalid action: %d\n", action);
1005 }
1006 911
1007 if (update_now) { 912 if (update_now)
913 {
1008 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 914 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
1009 update_position(op->map, op->x, op->y); 915 update_position (op->map, op->x, op->y);
1010 } 916 }
1011 917
1012 if(op->more!=NULL) 918 if (op->more != NULL)
1013 update_object(op->more, action); 919 update_object (op->more, action);
1014} 920}
1015 921
922static unordered_vector<object *> mortals;
923static std::vector<object *, slice_allocator <object *> > freed;
924
925void object::free_mortals ()
926{
927 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
928 if ((*i)->refcnt)
929 ++i; // further delay freeing
930 else
931 {
932 freed.push_back (*i);//D
933 //delete *i;
934 mortals.erase (i);
935 }
936
937 if (mortals.size() && 0)//D
938 LOG (llevDebug, "%d objects in mortal queue\n", mortals.size());//D
939}
940
941object::object ()
942{
943 SET_FLAG (this, FLAG_REMOVED);
944
945 expmul = 1.0;
946 face = blank_face;
947 attacked_by_count = -1;
948}
949
950object::~object ()
951{
952 free_key_values (this);
953}
954
955void object::link ()
956{
957 count = ++ob_count;
958
959 prev = 0;
960 next = objects;
961
962 if (objects)
963 objects->prev = this;
964
965 objects = this;
966}
967
968void object::unlink ()
969{
970 count = 0;
971 uuid = gen_uuid ();
972
973 if (this == objects)
974 objects = next;
975
976 /* Remove this object from the list of used objects */
977 if (prev)
978 {
979 prev->next = next;
980 prev = 0;
981 }
982
983 if (next)
984 {
985 next->prev = prev;
986 next = 0;
987 }
988}
989
990object *object::create ()
991{
992 object *op;
993
994 if (freed.empty ())
995 op = new object;
996 else
997 {
998 // highly annoying, but the only way to get it stable right now
999 op = freed.back ();
1000 freed.pop_back ();
1001 op->~object ();
1002 new ((void *) op) object;
1003 }
1004
1005 op->link ();
1006 return op;
1007}
1016 1008
1017/* 1009/*
1018 * free_object() frees everything allocated by an object, removes 1010 * free_object() frees everything allocated by an object, removes
1019 * it from the list of used objects, and puts it on the list of 1011 * it from the list of used objects, and puts it on the list of
1020 * free objects. The IS_FREED() flag is set in the object. 1012 * free objects. The IS_FREED() flag is set in the object.
1022 * this function to succeed. 1014 * this function to succeed.
1023 * 1015 *
1024 * If free_inventory is set, free inventory as well. Else drop items in 1016 * If free_inventory is set, free inventory as well. Else drop items in
1025 * inventory to the ground. 1017 * inventory to the ground.
1026 */ 1018 */
1027 1019void object::free (bool free_inventory)
1028void free_object(object *ob) { 1020{
1029 free_object2(ob, 0);
1030}
1031void free_object2(object *ob, int free_inventory) {
1032 object *tmp,*op;
1033
1034 ob->clear ();
1035
1036 if (!QUERY_FLAG(ob,FLAG_REMOVED)) {
1037 LOG(llevDebug,"Free object called with non removed object\n");
1038 dump_object(ob);
1039#ifdef MANY_CORES
1040 abort();
1041#endif
1042 }
1043 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) {
1044 LOG(llevMonster,"Warning: tried to free friendly object.\n");
1045 remove_friendly_object(ob);
1046 }
1047 if(QUERY_FLAG(ob,FLAG_FREED)) { 1021 if (QUERY_FLAG (this, FLAG_FREED))
1048 dump_object(ob);
1049 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg);
1050 return; 1022 return;
1023
1024 if (QUERY_FLAG (this, FLAG_FRIENDLY))
1025 remove_friendly_object (this);
1026
1027 if (!QUERY_FLAG (this, FLAG_REMOVED))
1028 remove_ob (this);
1029
1030 SET_FLAG (this, FLAG_FREED);
1031
1032 if (more)
1051 } 1033 {
1052 if(ob->more!=NULL) { 1034 more->free (free_inventory);
1053 free_object2(ob->more, free_inventory); 1035 more = 0;
1054 ob->more=NULL; 1036 }
1037
1038 if (inv)
1055 } 1039 {
1056 if (ob->inv) {
1057 /* Only if the space blocks everything do we not process - 1040 /* Only if the space blocks everything do we not process -
1058 * if some form of movemnt is allowed, let objects 1041 * if some form of movement is allowed, let objects
1059 * drop on that space. 1042 * drop on that space.
1060 */ 1043 */
1061 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 1044 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1062 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL)) 1045 {
1046 object *op = inv;
1047
1048 while (op)
1063 { 1049 {
1064 op=ob->inv;
1065 while(op!=NULL) {
1066 tmp=op->below; 1050 object *tmp = op->below;
1067 remove_ob(op);
1068 free_object2(op, free_inventory); 1051 op->free (free_inventory);
1069 op=tmp; 1052 op = tmp;
1070 } 1053 }
1071 } 1054 }
1055 else
1072 else { /* Put objects in inventory onto this space */ 1056 { /* Put objects in inventory onto this space */
1073 op=ob->inv; 1057 object *op = inv;
1058
1074 while(op!=NULL) { 1059 while (op)
1060 {
1075 tmp=op->below; 1061 object *tmp = op->below;
1062
1076 remove_ob(op); 1063 remove_ob (op);
1077 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) || 1064
1078 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 1065 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1066 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1079 free_object(op); 1067 free_object (op);
1080 else { 1068 else
1069 {
1081 op->x=ob->x; 1070 op->x = x;
1082 op->y=ob->y; 1071 op->y = y;
1083 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */ 1072 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1084 } 1073 }
1074
1085 op=tmp; 1075 op = tmp;
1086 } 1076 }
1087 } 1077 }
1088 } 1078 }
1079
1080 owner = 0;
1081
1089 /* Remove object from the active list */ 1082 /* Remove object from the active list */
1090 ob->speed = 0; 1083 speed = 0;
1091 update_ob_speed(ob); 1084 update_ob_speed (this);
1092 1085
1093 SET_FLAG(ob, FLAG_FREED); 1086 unlink ();
1094 ob->count = 0;
1095 1087
1096 /* Remove this object from the list of used objects */ 1088 mortals.push_back (this);
1097 if(ob->prev==NULL) {
1098 objects=ob->next;
1099 if(objects!=NULL)
1100 objects->prev=NULL;
1101 }
1102 else {
1103 ob->prev->next=ob->next;
1104 if(ob->next!=NULL)
1105 ob->next->prev=ob->prev;
1106 }
1107
1108 if(ob->name!=NULL) FREE_AND_CLEAR_STR(ob->name);
1109 if(ob->name_pl!=NULL) FREE_AND_CLEAR_STR(ob->name_pl);
1110 if(ob->title!=NULL) FREE_AND_CLEAR_STR(ob->title);
1111 if(ob->race!=NULL) FREE_AND_CLEAR_STR(ob->race);
1112 if(ob->slaying!=NULL) FREE_AND_CLEAR_STR(ob->slaying);
1113 if(ob->skill!=NULL) FREE_AND_CLEAR_STR(ob->skill);
1114 if(ob->lore!=NULL) FREE_AND_CLEAR_STR(ob->lore);
1115 if(ob->msg!=NULL) FREE_AND_CLEAR_STR(ob->msg);
1116 if(ob->materialname!=NULL) FREE_AND_CLEAR_STR(ob->materialname);
1117
1118
1119 /* Why aren't events freed? */
1120 free_key_values(ob);
1121
1122#if 0 /* MEMORY_DEBUG*/
1123 /* This is a nice idea. Unfortunately, a lot of the code in crossfire
1124 * presumes the freed_object will stick around for at least a little
1125 * bit
1126 */
1127 /* this is necessary so that memory debugging programs will
1128 * be able to accurately report source of malloc. If we recycle
1129 * objects, then some other area may be doing the get_object
1130 * and not freeing it, but the original one that malloc'd the
1131 * object will get the blame.
1132 */
1133 free(ob);
1134#else
1135
1136 /* Now link it with the free_objects list: */
1137 ob->prev=NULL;
1138 ob->next=free_objects;
1139 if(free_objects!=NULL)
1140 free_objects->prev=ob;
1141 free_objects=ob;
1142 nroffreeobjects++;
1143#endif
1144}
1145
1146/*
1147 * count_free() returns the number of objects on the list of free objects.
1148 */
1149
1150int count_free(void) {
1151 int i=0;
1152 object *tmp=free_objects;
1153 while(tmp!=NULL)
1154 tmp=tmp->next, i++;
1155 return i;
1156}
1157
1158/*
1159 * count_used() returns the number of objects on the list of used objects.
1160 */
1161
1162int count_used(void) {
1163 int i=0;
1164 object *tmp=objects;
1165 while(tmp!=NULL)
1166 tmp=tmp->next, i++;
1167 return i;
1168}
1169
1170/*
1171 * count_active() returns the number of objects on the list of active objects.
1172 */
1173
1174int count_active(void) {
1175 int i=0;
1176 object *tmp=active_objects;
1177 while(tmp!=NULL)
1178 tmp=tmp->active_next, i++;
1179 return i;
1180} 1089}
1181 1090
1182/* 1091/*
1183 * sub_weight() recursively (outwards) subtracts a number from the 1092 * sub_weight() recursively (outwards) subtracts a number from the
1184 * weight of an object (and what is carried by it's environment(s)). 1093 * weight of an object (and what is carried by it's environment(s)).
1185 */ 1094 */
1186 1095
1096void
1187void sub_weight (object *op, signed long weight) { 1097sub_weight (object *op, signed long weight)
1098{
1188 while (op != NULL) { 1099 while (op != NULL)
1100 {
1189 if (op->type == CONTAINER) { 1101 if (op->type == CONTAINER)
1102 {
1190 weight=(signed long)(weight*(100-op->stats.Str)/100); 1103 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1191 } 1104 }
1192 op->carrying-=weight; 1105 op->carrying -= weight;
1193 op = op->env; 1106 op = op->env;
1194 } 1107 }
1195} 1108}
1196 1109
1197/* remove_ob(op): 1110/* remove_ob(op):
1198 * This function removes the object op from the linked list of objects 1111 * This function removes the object op from the linked list of objects
1199 * which it is currently tied to. When this function is done, the 1112 * which it is currently tied to. When this function is done, the
1201 * environment, the x and y coordinates will be updated to 1114 * environment, the x and y coordinates will be updated to
1202 * the previous environment. 1115 * the previous environment.
1203 * Beware: This function is called from the editor as well! 1116 * Beware: This function is called from the editor as well!
1204 */ 1117 */
1205 1118
1119void
1206void remove_ob(object *op) { 1120remove_ob (object *op)
1207 object *tmp,*last=NULL; 1121{
1208 object *otmp; 1122 object *
1209 tag_t tag; 1123 tmp, *
1124 last = NULL;
1125 object *
1126 otmp;
1127
1128 tag_t
1129 tag;
1130 int
1210 int check_walk_off; 1131 check_walk_off;
1211 mapstruct *m; 1132 mapstruct *
1212 sint16 x,y;
1213 1133 m;
1214 1134
1135 sint16
1136 x,
1137 y;
1138
1215 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1139 if (QUERY_FLAG (op, FLAG_REMOVED))
1216 dump_object(op); 1140 return;
1217 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1218 1141
1219 /* Changed it to always dump core in this case. As has been learned
1220 * in the past, trying to recover from errors almost always
1221 * make things worse, and this is a real error here - something
1222 * that should not happen.
1223 * Yes, if this was a mission critical app, trying to do something
1224 * to recover may make sense, but that is because failure of the app
1225 * may have other disastrous problems. Cf runs out of a script
1226 * so is easily enough restarted without any real problems.
1227 * MSW 2001-07-01
1228 */
1229 abort();
1230 }
1231 if(op->more!=NULL)
1232 remove_ob(op->more);
1233
1234 SET_FLAG(op, FLAG_REMOVED); 1142 SET_FLAG (op, FLAG_REMOVED);
1235 1143
1144 if (op->more != NULL)
1145 remove_ob (op->more);
1146
1236 /* 1147 /*
1237 * In this case, the object to be removed is in someones 1148 * In this case, the object to be removed is in someones
1238 * inventory. 1149 * inventory.
1239 */ 1150 */
1240 if(op->env!=NULL) { 1151 if (op->env != NULL)
1152 {
1241 if(op->nrof) 1153 if (op->nrof)
1242 sub_weight(op->env, op->weight*op->nrof); 1154 sub_weight (op->env, op->weight * op->nrof);
1243 else 1155 else
1244 sub_weight(op->env, op->weight+op->carrying); 1156 sub_weight (op->env, op->weight + op->carrying);
1245 1157
1246 /* NO_FIX_PLAYER is set when a great many changes are being 1158 /* NO_FIX_PLAYER is set when a great many changes are being
1247 * made to players inventory. If set, avoiding the call 1159 * made to players inventory. If set, avoiding the call
1248 * to save cpu time. 1160 * to save cpu time.
1249 */ 1161 */
1250 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1162 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1251 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1252 fix_player(otmp); 1163 fix_player (otmp);
1253 1164
1254 if(op->above!=NULL) 1165 if (op->above != NULL)
1255 op->above->below=op->below; 1166 op->above->below = op->below;
1256 else 1167 else
1257 op->env->inv=op->below; 1168 op->env->inv = op->below;
1258 1169
1259 if(op->below!=NULL) 1170 if (op->below != NULL)
1260 op->below->above=op->above; 1171 op->below->above = op->above;
1261 1172
1262 /* we set up values so that it could be inserted into 1173 /* we set up values so that it could be inserted into
1263 * the map, but we don't actually do that - it is up 1174 * the map, but we don't actually do that - it is up
1264 * to the caller to decide what we want to do. 1175 * to the caller to decide what we want to do.
1265 */ 1176 */
1266 op->x=op->env->x,op->y=op->env->y; 1177 op->x = op->env->x, op->y = op->env->y;
1267 op->ox=op->x,op->oy=op->y;
1268 op->map=op->env->map; 1178 op->map = op->env->map;
1269 op->above=NULL,op->below=NULL; 1179 op->above = NULL, op->below = NULL;
1270 op->env=NULL; 1180 op->env = NULL;
1181 }
1182 else if (op->map)
1183 {
1184 x = op->x;
1185 y = op->y;
1186 m = get_map_from_coord (op->map, &x, &y);
1187
1188 if (!m)
1189 {
1190 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1191 op->map->path, op->x, op->y);
1192 /* in old days, we used to set x and y to 0 and continue.
1193 * it seems if we get into this case, something is probablye
1194 * screwed up and should be fixed.
1195 */
1196 abort ();
1197 }
1198
1199 if (op->map != m)
1200 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1201 op->map->path, m->path, op->x, op->y, x, y);
1202
1203 /* Re did the following section of code - it looks like it had
1204 * lots of logic for things we no longer care about
1205 */
1206
1207 /* link the object above us */
1208 if (op->above)
1209 op->above->below = op->below;
1210 else
1211 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1212
1213 /* Relink the object below us, if there is one */
1214 if (op->below)
1215 op->below->above = op->above;
1216 else
1217 {
1218 /* Nothing below, which means we need to relink map object for this space
1219 * use translated coordinates in case some oddness with map tiling is
1220 * evident
1221 */
1222 if (GET_MAP_OB (m, x, y) != op)
1223 {
1224 dump_object (op);
1225 LOG (llevError,
1226 "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);
1227 dump_object (GET_MAP_OB (m, x, y));
1228 LOG (llevError, "%s\n", errmsg);
1229 }
1230
1231 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1232 }
1233
1234 op->above = 0;
1235 op->below = 0;
1236
1237 if (op->map->in_memory == MAP_SAVING)
1271 return; 1238 return;
1272 }
1273 1239
1274 /* If we get here, we are removing it from a map */
1275 if (op->map == NULL) return;
1276
1277 x = op->x;
1278 y = op->y;
1279 m = get_map_from_coord(op->map, &x, &y);
1280
1281 if (!m) {
1282 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1283 op->map->path, op->x, op->y);
1284 /* in old days, we used to set x and y to 0 and continue.
1285 * it seems if we get into this case, something is probablye
1286 * screwed up and should be fixed.
1287 */
1288 abort();
1289 }
1290 if (op->map != m) {
1291 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1292 op->map->path, m->path, op->x, op->y, x, y);
1293 }
1294
1295 /* Re did the following section of code - it looks like it had
1296 * lots of logic for things we no longer care about
1297 */
1298
1299 /* link the object above us */
1300 if (op->above)
1301 op->above->below=op->below;
1302 else
1303 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1304
1305 /* Relink the object below us, if there is one */
1306 if(op->below) {
1307 op->below->above=op->above;
1308 } else {
1309 /* Nothing below, which means we need to relink map object for this space
1310 * use translated coordinates in case some oddness with map tiling is
1311 * evident
1312 */
1313 if(GET_MAP_OB(m,x,y)!=op) {
1314 dump_object(op);
1315 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);
1316 dump_object(GET_MAP_OB(m,x,y));
1317 LOG(llevError,"%s\n",errmsg);
1318 }
1319 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1320 }
1321 op->above=NULL;
1322 op->below=NULL;
1323
1324 if (op->map->in_memory == MAP_SAVING)
1325 return;
1326
1327 tag = op->count; 1240 tag = op->count;
1328 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1241 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1242
1329 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1243 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1244 {
1330 /* No point updating the players look faces if he is the object 1245 /* No point updating the players look faces if he is the object
1331 * being removed. 1246 * being removed.
1332 */ 1247 */
1333 1248
1334 if(tmp->type==PLAYER && tmp!=op) { 1249 if (tmp->type == PLAYER && tmp != op)
1250 {
1335 /* If a container that the player is currently using somehow gets 1251 /* If a container that the player is currently using somehow gets
1336 * removed (most likely destroyed), update the player view 1252 * removed (most likely destroyed), update the player view
1337 * appropriately. 1253 * appropriately.
1338 */ 1254 */
1339 if (tmp->container==op) { 1255 if (tmp->container == op)
1256 {
1340 CLEAR_FLAG(op, FLAG_APPLIED); 1257 CLEAR_FLAG (op, FLAG_APPLIED);
1341 tmp->container=NULL; 1258 tmp->container = NULL;
1259 }
1260
1261 tmp->contr->socket.update_look = 1;
1342 } 1262 }
1343 tmp->contr->socket.update_look=1; 1263
1344 }
1345 /* See if player moving off should effect something */ 1264 /* See if player moving off should effect something */
1346 if (check_walk_off && ((op->move_type & tmp->move_off) && 1265 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1347 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1266 {
1348
1349 move_apply(tmp, op, NULL); 1267 move_apply (tmp, op, NULL);
1268
1350 if (was_destroyed (op, tag)) { 1269 if (was_destroyed (op, tag))
1270 {
1351 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1271 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1352 "leaving object\n", tmp->name, tmp->arch->name); 1272 }
1353 } 1273 }
1354 }
1355 1274
1356 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1275 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1357 1276
1358 if(tmp->above == tmp) 1277 if (tmp->above == tmp)
1359 tmp->above = NULL; 1278 tmp->above = NULL;
1279
1360 last=tmp; 1280 last = tmp;
1361 } 1281 }
1282
1362 /* last == NULL of there are no objects on this space */ 1283 /* last == NULL of there are no objects on this space */
1363 if (last==NULL) { 1284 if (last == NULL)
1285 {
1364 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1286 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1365 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1287 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1366 * those out anyways, and if there are any flags set right now, they won't 1288 * those out anyways, and if there are any flags set right now, they won't
1367 * be correct anyways. 1289 * be correct anyways.
1368 */ 1290 */
1369 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1291 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1370 update_position(op->map, op->x, op->y); 1292 update_position (op->map, op->x, op->y);
1371 } 1293 }
1372 else 1294 else
1373 update_object(last, UP_OBJ_REMOVE); 1295 update_object (last, UP_OBJ_REMOVE);
1374 1296
1375 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1297 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1376 update_all_los(op->map, op->x, op->y); 1298 update_all_los (op->map, op->x, op->y);
1377 1299 }
1378} 1300}
1379 1301
1380/* 1302/*
1381 * merge_ob(op,top): 1303 * merge_ob(op,top):
1382 * 1304 *
1383 * This function goes through all objects below and including top, and 1305 * This function goes through all objects below and including top, and
1384 * merges op to the first matching object. 1306 * merges op to the first matching object.
1385 * If top is NULL, it is calculated. 1307 * If top is NULL, it is calculated.
1386 * Returns pointer to object if it succeded in the merge, otherwise NULL 1308 * Returns pointer to object if it succeded in the merge, otherwise NULL
1387 */ 1309 */
1388 1310object *
1389object *merge_ob(object *op, object *top) { 1311merge_ob (object *op, object *top)
1312{
1390 if(!op->nrof) 1313 if (!op->nrof)
1391 return 0; 1314 return 0;
1315
1392 if(top==NULL) 1316 if (top == NULL)
1393 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1317 for (top = op; top != NULL && top->above != NULL; top = top->above);
1318
1394 for(;top!=NULL;top=top->below) { 1319 for (; top != NULL; top = top->below)
1320 {
1395 if(top==op) 1321 if (top == op)
1396 continue; 1322 continue;
1397 if (CAN_MERGE(op,top)) 1323 if (CAN_MERGE (op, top))
1398 { 1324 {
1399 top->nrof+=op->nrof; 1325 top->nrof += op->nrof;
1326
1400/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1327/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1401 op->weight = 0; /* Don't want any adjustements now */ 1328 op->weight = 0; /* Don't want any adjustements now */
1402 remove_ob(op); 1329 remove_ob (op);
1403 free_object(op); 1330 free_object (op);
1404 return top; 1331 return top;
1405 } 1332 }
1406 } 1333 }
1334
1407 return NULL; 1335 return NULL;
1408} 1336}
1409 1337
1410/* 1338/*
1411 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1339 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1412 * job preparing multi-part monsters 1340 * job preparing multi-part monsters
1413 */ 1341 */
1342object *
1414object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1343insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y)
1344{
1415 object* tmp; 1345 object *tmp;
1346
1416 if (op->head) 1347 if (op->head)
1417 op=op->head; 1348 op = op->head;
1349
1418 for (tmp=op;tmp;tmp=tmp->more){ 1350 for (tmp = op; tmp; tmp = tmp->more)
1351 {
1419 tmp->x=x+tmp->arch->clone.x; 1352 tmp->x = x + tmp->arch->clone.x;
1420 tmp->y=y+tmp->arch->clone.y; 1353 tmp->y = y + tmp->arch->clone.y;
1421 } 1354 }
1355
1422 return insert_ob_in_map (op, m, originator, flag); 1356 return insert_ob_in_map (op, m, originator, flag);
1423} 1357}
1424 1358
1425/* 1359/*
1426 * insert_ob_in_map (op, map, originator, flag): 1360 * insert_ob_in_map (op, map, originator, flag):
1427 * This function inserts the object in the two-way linked list 1361 * This function inserts the object in the two-way linked list
1441 * new object if 'op' was merged with other object 1375 * new object if 'op' was merged with other object
1442 * NULL if 'op' was destroyed 1376 * NULL if 'op' was destroyed
1443 * just 'op' otherwise 1377 * just 'op' otherwise
1444 */ 1378 */
1445 1379
1380object *
1446object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1381insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag)
1447{ 1382{
1448 object *tmp, *top, *floor=NULL; 1383 object *tmp, *top, *floor = NULL;
1449 sint16 x,y; 1384 sint16 x, y;
1450 1385
1451 if (QUERY_FLAG (op, FLAG_FREED)) { 1386 if (QUERY_FLAG (op, FLAG_FREED))
1387 {
1452 LOG (llevError, "Trying to insert freed object!\n"); 1388 LOG (llevError, "Trying to insert freed object!\n");
1389 return NULL;
1390 }
1391
1392 if (m == NULL)
1393 {
1394 dump_object (op);
1395 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1396 return op;
1397 }
1398
1399 if (out_of_map (m, op->x, op->y))
1400 {
1401 dump_object (op);
1402 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1403#ifdef MANY_CORES
1404 /* Better to catch this here, as otherwise the next use of this object
1405 * is likely to cause a crash. Better to find out where it is getting
1406 * improperly inserted.
1407 */
1408 abort ();
1409#endif
1410 return op;
1411 }
1412
1413 if (!QUERY_FLAG (op, FLAG_REMOVED))
1414 {
1415 dump_object (op);
1416 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1417 return op;
1418 }
1419
1420 if (op->more != NULL)
1421 {
1422 /* The part may be on a different map. */
1423
1424 object *more = op->more;
1425
1426 /* We really need the caller to normalize coordinates - if
1427 * we set the map, that doesn't work if the location is within
1428 * a map and this is straddling an edge. So only if coordinate
1429 * is clear wrong do we normalize it.
1430 */
1431 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1432 more->map = get_map_from_coord (m, &more->x, &more->y);
1433 else if (!more->map)
1434 {
1435 /* For backwards compatibility - when not dealing with tiled maps,
1436 * more->map should always point to the parent.
1437 */
1438 more->map = m;
1439 }
1440
1441 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1442 {
1443 if (!op->head)
1444 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1445
1446 return NULL;
1447 }
1448 }
1449
1450 CLEAR_FLAG (op, FLAG_REMOVED);
1451
1452 /* Ideally, the caller figures this out. However, it complicates a lot
1453 * of areas of callers (eg, anything that uses find_free_spot would now
1454 * need extra work
1455 */
1456 op->map = get_map_from_coord (m, &op->x, &op->y);
1457 x = op->x;
1458 y = op->y;
1459
1460 /* this has to be done after we translate the coordinates.
1461 */
1462 if (op->nrof && !(flag & INS_NO_MERGE))
1463 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1464 if (CAN_MERGE (op, tmp))
1465 {
1466 op->nrof += tmp->nrof;
1467 remove_ob (tmp);
1468 free_object (tmp);
1469 }
1470
1471 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1472 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1473
1474 if (!QUERY_FLAG (op, FLAG_ALIVE))
1475 CLEAR_FLAG (op, FLAG_NO_STEAL);
1476
1477 if (flag & INS_BELOW_ORIGINATOR)
1478 {
1479 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1480 {
1481 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1482 abort ();
1483 }
1484
1485 op->above = originator;
1486 op->below = originator->below;
1487
1488 if (op->below)
1489 op->below->above = op;
1490 else
1491 SET_MAP_OB (op->map, op->x, op->y, op);
1492
1493 /* since *below* originator, no need to update top */
1494 originator->below = op;
1495 }
1496 else
1497 {
1498 /* If there are other objects, then */
1499 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1500 {
1501 object *last = NULL;
1502
1503 /*
1504 * If there are multiple objects on this space, we do some trickier handling.
1505 * We've already dealt with merging if appropriate.
1506 * Generally, we want to put the new object on top. But if
1507 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1508 * floor, we want to insert above that and no further.
1509 * Also, if there are spell objects on this space, we stop processing
1510 * once we get to them. This reduces the need to traverse over all of
1511 * them when adding another one - this saves quite a bit of cpu time
1512 * when lots of spells are cast in one area. Currently, it is presumed
1513 * that flying non pickable objects are spell objects.
1514 */
1515
1516 while (top != NULL)
1517 {
1518 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1519 floor = top;
1520
1521 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1522 {
1523 /* We insert above top, so we want this object below this */
1524 top = top->below;
1525 break;
1526 }
1527
1528 last = top;
1529 top = top->above;
1530 }
1531
1532 /* Don't want top to be NULL, so set it to the last valid object */
1533 top = last;
1534
1535 /* We let update_position deal with figuring out what the space
1536 * looks like instead of lots of conditions here.
1537 * makes things faster, and effectively the same result.
1538 */
1539
1540 /* Have object 'fall below' other objects that block view.
1541 * Unless those objects are exits, type 66
1542 * If INS_ON_TOP is used, don't do this processing
1543 * Need to find the object that in fact blocks view, otherwise
1544 * stacking is a bit odd.
1545 */
1546 if (!(flag & INS_ON_TOP) &&
1547 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1548 {
1549 for (last = top; last != floor; last = last->below)
1550 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1551 break;
1552 /* Check to see if we found the object that blocks view,
1553 * and make sure we have a below pointer for it so that
1554 * we can get inserted below this one, which requires we
1555 * set top to the object below us.
1556 */
1557 if (last && last->below && last != floor)
1558 top = last->below;
1559 }
1560 } /* If objects on this space */
1561
1562 if (flag & INS_MAP_LOAD)
1563 top = GET_MAP_TOP (op->map, op->x, op->y);
1564
1565 if (flag & INS_ABOVE_FLOOR_ONLY)
1566 top = floor;
1567
1568 /* Top is the object that our object (op) is going to get inserted above.
1569 */
1570
1571 /* First object on this space */
1572 if (!top)
1573 {
1574 op->above = GET_MAP_OB (op->map, op->x, op->y);
1575
1576 if (op->above)
1577 op->above->below = op;
1578
1579 op->below = NULL;
1580 SET_MAP_OB (op->map, op->x, op->y, op);
1581 }
1582 else
1583 { /* get inserted into the stack above top */
1584 op->above = top->above;
1585
1586 if (op->above)
1587 op->above->below = op;
1588
1589 op->below = top;
1590 top->above = op;
1591 }
1592
1593 if (op->above == NULL)
1594 SET_MAP_TOP (op->map, op->x, op->y, op);
1595 } /* else not INS_BELOW_ORIGINATOR */
1596
1597 if (op->type == PLAYER)
1598 op->contr->do_los = 1;
1599
1600 /* If we have a floor, we know the player, if any, will be above
1601 * it, so save a few ticks and start from there.
1602 */
1603 if (!(flag & INS_MAP_LOAD))
1604 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1605 if (tmp->type == PLAYER)
1606 tmp->contr->socket.update_look = 1;
1607
1608 /* If this object glows, it may affect lighting conditions that are
1609 * visible to others on this map. But update_all_los is really
1610 * an inefficient way to do this, as it means los for all players
1611 * on the map will get recalculated. The players could very well
1612 * be far away from this change and not affected in any way -
1613 * this should get redone to only look for players within range,
1614 * or just updating the P_NEED_UPDATE for spaces within this area
1615 * of effect may be sufficient.
1616 */
1617 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1618 update_all_los (op->map, op->x, op->y);
1619
1620 /* updates flags (blocked, alive, no magic, etc) for this map space */
1621 update_object (op, UP_OBJ_INSERT);
1622
1623 /* Don't know if moving this to the end will break anything. However,
1624 * we want to have update_look set above before calling this.
1625 *
1626 * check_move_on() must be after this because code called from
1627 * check_move_on() depends on correct map flags (so functions like
1628 * blocked() and wall() work properly), and these flags are updated by
1629 * update_object().
1630 */
1631
1632 /* if this is not the head or flag has been passed, don't check walk on status */
1633 if (!(flag & INS_NO_WALK_ON) && !op->head)
1634 {
1635 if (check_move_on (op, originator))
1453 return NULL; 1636 return NULL;
1454 }
1455 if(m==NULL) {
1456 dump_object(op);
1457 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1458 return op;
1459 }
1460 if(out_of_map(m,op->x,op->y)) {
1461 dump_object(op);
1462 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1463#ifdef MANY_CORES
1464 /* Better to catch this here, as otherwise the next use of this object
1465 * is likely to cause a crash. Better to find out where it is getting
1466 * improperly inserted.
1467 */
1468 abort();
1469#endif
1470 return op;
1471 }
1472 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1473 dump_object(op);
1474 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1475 return op;
1476 }
1477 if(op->more!=NULL) {
1478 /* The part may be on a different map. */
1479 1637
1480 object *more = op->more;
1481
1482 /* We really need the caller to normalize coordinates - if
1483 * we set the map, that doesn't work if the location is within
1484 * a map and this is straddling an edge. So only if coordinate
1485 * is clear wrong do we normalize it.
1486 */
1487 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1488 /* Debugging information so you can see the last coordinates this object had */
1489 more->ox = more->x;
1490 more->oy = more->y;
1491 more->map = get_map_from_coord(m, &more->x, &more->y);
1492 } else if (!more->map) {
1493 /* For backwards compatibility - when not dealing with tiled maps,
1494 * more->map should always point to the parent.
1495 */
1496 more->map = m;
1497 }
1498
1499 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1500 if ( ! op->head)
1501 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1502 return NULL;
1503 }
1504 }
1505 CLEAR_FLAG(op,FLAG_REMOVED);
1506
1507 /* Debugging information so you can see the last coordinates this object had */
1508 op->ox=op->x;
1509 op->oy=op->y;
1510
1511 /* Ideally, the caller figures this out. However, it complicates a lot
1512 * of areas of callers (eg, anything that uses find_free_spot would now
1513 * need extra work
1514 */
1515 op->map=get_map_from_coord(m, &op->x, &op->y);
1516 x = op->x;
1517 y = op->y;
1518
1519 /* this has to be done after we translate the coordinates.
1520 */
1521 if(op->nrof && !(flag & INS_NO_MERGE)) {
1522 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1523 if (CAN_MERGE(op,tmp)) {
1524 op->nrof+=tmp->nrof;
1525 remove_ob(tmp);
1526 free_object(tmp);
1527 }
1528 }
1529
1530 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1531 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1532 if (!QUERY_FLAG(op, FLAG_ALIVE))
1533 CLEAR_FLAG(op, FLAG_NO_STEAL);
1534
1535 if (flag & INS_BELOW_ORIGINATOR) {
1536 if (originator->map != op->map || originator->x != op->x ||
1537 originator->y != op->y) {
1538 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1539 abort();
1540 }
1541 op->above = originator;
1542 op->below = originator->below;
1543 if (op->below) op->below->above = op;
1544 else SET_MAP_OB(op->map, op->x, op->y, op);
1545 /* since *below* originator, no need to update top */
1546 originator->below = op;
1547 } else {
1548 /* If there are other objects, then */
1549 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1550 object *last=NULL;
1551 /*
1552 * If there are multiple objects on this space, we do some trickier handling.
1553 * We've already dealt with merging if appropriate.
1554 * Generally, we want to put the new object on top. But if
1555 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1556 * floor, we want to insert above that and no further.
1557 * Also, if there are spell objects on this space, we stop processing
1558 * once we get to them. This reduces the need to traverse over all of
1559 * them when adding another one - this saves quite a bit of cpu time
1560 * when lots of spells are cast in one area. Currently, it is presumed
1561 * that flying non pickable objects are spell objects.
1562 */
1563
1564 while (top != NULL) {
1565 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1566 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1567 if (QUERY_FLAG(top, FLAG_NO_PICK)
1568 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1569 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1570 {
1571 /* We insert above top, so we want this object below this */
1572 top=top->below;
1573 break;
1574 }
1575 last = top;
1576 top = top->above;
1577 }
1578 /* Don't want top to be NULL, so set it to the last valid object */
1579 top = last;
1580
1581 /* We let update_position deal with figuring out what the space
1582 * looks like instead of lots of conditions here.
1583 * makes things faster, and effectively the same result.
1584 */
1585
1586 /* Have object 'fall below' other objects that block view.
1587 * Unless those objects are exits, type 66
1588 * If INS_ON_TOP is used, don't do this processing
1589 * Need to find the object that in fact blocks view, otherwise
1590 * stacking is a bit odd.
1591 */
1592 if (!(flag & INS_ON_TOP) &&
1593 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1594 (op->face && !op->face->visibility)) {
1595 for (last=top; last != floor; last=last->below)
1596 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1597 /* Check to see if we found the object that blocks view,
1598 * and make sure we have a below pointer for it so that
1599 * we can get inserted below this one, which requires we
1600 * set top to the object below us.
1601 */
1602 if (last && last->below && last != floor) top=last->below;
1603 }
1604 } /* If objects on this space */
1605 if (flag & INS_MAP_LOAD)
1606 top = GET_MAP_TOP(op->map,op->x,op->y);
1607 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1608
1609 /* Top is the object that our object (op) is going to get inserted above.
1610 */
1611
1612 /* First object on this space */
1613 if (!top) {
1614 op->above = GET_MAP_OB(op->map, op->x, op->y);
1615 if (op->above) op->above->below = op;
1616 op->below = NULL;
1617 SET_MAP_OB(op->map, op->x, op->y, op);
1618 } else { /* get inserted into the stack above top */
1619 op->above = top->above;
1620 if (op->above) op->above->below = op;
1621 op->below = top;
1622 top->above = op;
1623 }
1624 if (op->above==NULL)
1625 SET_MAP_TOP(op->map,op->x, op->y, op);
1626 } /* else not INS_BELOW_ORIGINATOR */
1627
1628 if(op->type==PLAYER)
1629 op->contr->do_los=1;
1630
1631 /* If we have a floor, we know the player, if any, will be above
1632 * it, so save a few ticks and start from there.
1633 */
1634 if (!(flag & INS_MAP_LOAD))
1635 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1636 if (tmp->type == PLAYER)
1637 tmp->contr->socket.update_look=1;
1638 }
1639
1640 /* If this object glows, it may affect lighting conditions that are
1641 * visible to others on this map. But update_all_los is really
1642 * an inefficient way to do this, as it means los for all players
1643 * on the map will get recalculated. The players could very well
1644 * be far away from this change and not affected in any way -
1645 * this should get redone to only look for players within range,
1646 * or just updating the P_NEED_UPDATE for spaces within this area
1647 * of effect may be sufficient.
1648 */
1649 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1650 update_all_los(op->map, op->x, op->y);
1651
1652
1653 /* updates flags (blocked, alive, no magic, etc) for this map space */
1654 update_object(op,UP_OBJ_INSERT);
1655
1656
1657 /* Don't know if moving this to the end will break anything. However,
1658 * we want to have update_look set above before calling this.
1659 *
1660 * check_move_on() must be after this because code called from
1661 * check_move_on() depends on correct map flags (so functions like
1662 * blocked() and wall() work properly), and these flags are updated by
1663 * update_object().
1664 */
1665
1666 /* if this is not the head or flag has been passed, don't check walk on status */
1667
1668 if (!(flag & INS_NO_WALK_ON) && !op->head) {
1669 if (check_move_on(op, originator))
1670 return NULL;
1671
1672 /* If we are a multi part object, lets work our way through the check 1638 /* If we are a multi part object, lets work our way through the check
1673 * walk on's. 1639 * walk on's.
1674 */ 1640 */
1675 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1641 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1676 if (check_move_on (tmp, originator)) 1642 if (check_move_on (tmp, originator))
1677 return NULL; 1643 return NULL;
1678 } 1644 }
1645
1679 return op; 1646 return op;
1680} 1647}
1681 1648
1682/* this function inserts an object in the map, but if it 1649/* this function inserts an object in the map, but if it
1683 * finds an object of its own type, it'll remove that one first. 1650 * finds an object of its own type, it'll remove that one first.
1684 * op is the object to insert it under: supplies x and the map. 1651 * op is the object to insert it under: supplies x and the map.
1685 */ 1652 */
1653void
1686void replace_insert_ob_in_map(const char *arch_string, object *op) { 1654replace_insert_ob_in_map (const char *arch_string, object *op)
1655{
1687 object *tmp; 1656 object *
1688 object *tmp1; 1657 tmp;
1658 object *
1659 tmp1;
1689 1660
1690 /* first search for itself and remove any old instances */ 1661 /* first search for itself and remove any old instances */
1691 1662
1692 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1663 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1664 {
1693 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1665 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1666 {
1694 remove_ob(tmp); 1667 remove_ob (tmp);
1695 free_object(tmp); 1668 free_object (tmp);
1696 } 1669 }
1697 } 1670 }
1698 1671
1699 tmp1=arch_to_object(find_archetype(arch_string)); 1672 tmp1 = arch_to_object (find_archetype (arch_string));
1700 1673
1701 1674 tmp1->x = op->x;
1702 tmp1->x = op->x; tmp1->y = op->y; 1675 tmp1->y = op->y;
1703 insert_ob_in_map(tmp1,op->map,op,0); 1676 insert_ob_in_map (tmp1, op->map, op, 0);
1704} 1677}
1705 1678
1706/* 1679/*
1707 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1680 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1708 * is returned contains nr objects, and the remaining parts contains 1681 * is returned contains nr objects, and the remaining parts contains
1709 * the rest (or is removed and freed if that number is 0). 1682 * the rest (or is removed and freed if that number is 0).
1710 * On failure, NULL is returned, and the reason put into the 1683 * On failure, NULL is returned, and the reason put into the
1711 * global static errmsg array. 1684 * global static errmsg array.
1712 */ 1685 */
1713 1686
1687object *
1714object *get_split_ob(object *orig_ob, uint32 nr) { 1688get_split_ob (object *orig_ob, uint32 nr)
1715 object *newob; 1689{
1690 object *
1691 newob;
1692 int
1716 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1693 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1717 1694
1718 if(orig_ob->nrof<nr) { 1695 if (orig_ob->nrof < nr)
1719 sprintf(errmsg,"There are only %d %ss.", 1696 {
1720 orig_ob->nrof?orig_ob->nrof:1, orig_ob->name); 1697 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1721 return NULL; 1698 return NULL;
1722 } 1699 }
1700
1723 newob = object_create_clone(orig_ob); 1701 newob = object_create_clone (orig_ob);
1702
1724 if((orig_ob->nrof-=nr)<1) { 1703 if ((orig_ob->nrof -= nr) < 1)
1704 {
1725 if ( ! is_removed) 1705 if (!is_removed)
1726 remove_ob(orig_ob); 1706 remove_ob (orig_ob);
1727 free_object2(orig_ob, 1); 1707 free_object2 (orig_ob, 1);
1728 } 1708 }
1729 else if ( ! is_removed) { 1709 else if (!is_removed)
1710 {
1730 if(orig_ob->env!=NULL) 1711 if (orig_ob->env != NULL)
1731 sub_weight (orig_ob->env,orig_ob->weight*nr); 1712 sub_weight (orig_ob->env, orig_ob->weight * nr);
1732 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1713 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1714 {
1733 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1715 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1734 LOG(llevDebug,
1735 "Error, Tried to split object whose map is not in memory.\n"); 1716 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1736 return NULL; 1717 return NULL;
1737 } 1718 }
1738 } 1719 }
1720
1739 newob->nrof=nr; 1721 newob->nrof = nr;
1740 1722
1741 return newob; 1723 return newob;
1742} 1724}
1743 1725
1744/* 1726/*
1745 * decrease_ob_nr(object, number) decreases a specified number from 1727 * decrease_ob_nr(object, number) decreases a specified number from
1746 * the amount of an object. If the amount reaches 0, the object 1728 * the amount of an object. If the amount reaches 0, the object
1747 * is subsequently removed and freed. 1729 * is subsequently removed and freed.
1748 * 1730 *
1749 * Return value: 'op' if something is left, NULL if the amount reached 0 1731 * Return value: 'op' if something is left, NULL if the amount reached 0
1750 */ 1732 */
1751 1733
1734object *
1752object *decrease_ob_nr (object *op, uint32 i) 1735decrease_ob_nr (object *op, uint32 i)
1753{ 1736{
1754 object *tmp; 1737 object *tmp;
1755 player *pl; 1738 player *pl;
1756 1739
1757 if (i == 0) /* objects with op->nrof require this check */ 1740 if (i == 0) /* objects with op->nrof require this check */
1758 return op; 1741 return op;
1759 1742
1760 if (i > op->nrof) 1743 if (i > op->nrof)
1761 i = op->nrof; 1744 i = op->nrof;
1762 1745
1763 if (QUERY_FLAG (op, FLAG_REMOVED)) 1746 if (QUERY_FLAG (op, FLAG_REMOVED))
1747 op->nrof -= i;
1748 else if (op->env != NULL)
1749 {
1750 /* is this object in the players inventory, or sub container
1751 * therein?
1752 */
1753 tmp = is_player_inv (op->env);
1754 /* nope. Is this a container the player has opened?
1755 * If so, set tmp to that player.
1756 * IMO, searching through all the players will mostly
1757 * likely be quicker than following op->env to the map,
1758 * and then searching the map for a player.
1759 */
1760 if (!tmp)
1761 {
1762 for (pl = first_player; pl; pl = pl->next)
1763 if (pl->ob->container == op->env)
1764 break;
1765 if (pl)
1766 tmp = pl->ob;
1767 else
1768 tmp = NULL;
1769 }
1770
1771 if (i < op->nrof)
1772 {
1773 sub_weight (op->env, op->weight * i);
1774 op->nrof -= i;
1775 if (tmp)
1776 {
1777 esrv_send_item (tmp, op);
1778 }
1779 }
1780 else
1781 {
1782 remove_ob (op);
1783 op->nrof = 0;
1784 if (tmp)
1785 {
1786 esrv_del_item (tmp->contr, op->count);
1787 }
1788 }
1764 { 1789 }
1790 else
1791 {
1792 object *above = op->above;
1793
1794 if (i < op->nrof)
1765 op->nrof -= i; 1795 op->nrof -= i;
1766 } 1796 else
1767 else if (op->env != NULL)
1768 {
1769 /* is this object in the players inventory, or sub container
1770 * therein?
1771 */
1772 tmp = is_player_inv (op->env);
1773 /* nope. Is this a container the player has opened?
1774 * If so, set tmp to that player.
1775 * IMO, searching through all the players will mostly
1776 * likely be quicker than following op->env to the map,
1777 * and then searching the map for a player.
1778 */
1779 if (!tmp) {
1780 for (pl=first_player; pl; pl=pl->next)
1781 if (pl->ob->container == op->env) break;
1782 if (pl) tmp=pl->ob;
1783 else tmp=NULL;
1784 } 1797 {
1785
1786 if (i < op->nrof) {
1787 sub_weight (op->env, op->weight * i);
1788 op->nrof -= i;
1789 if (tmp) {
1790 esrv_send_item(tmp, op);
1791 }
1792 } else {
1793 remove_ob (op); 1798 remove_ob (op);
1794 op->nrof = 0; 1799 op->nrof = 0;
1795 if (tmp) {
1796 esrv_del_item(tmp->contr, op->count);
1797 } 1800 }
1798 }
1799 }
1800 else
1801 {
1802 object *above = op->above;
1803 1801
1804 if (i < op->nrof) {
1805 op->nrof -= i;
1806 } else {
1807 remove_ob (op);
1808 op->nrof = 0;
1809 }
1810 /* Since we just removed op, op->above is null */ 1802 /* Since we just removed op, op->above is null */
1811 for (tmp = above; tmp != NULL; tmp = tmp->above) 1803 for (tmp = above; tmp != NULL; tmp = tmp->above)
1812 if (tmp->type == PLAYER) { 1804 if (tmp->type == PLAYER)
1805 {
1813 if (op->nrof) 1806 if (op->nrof)
1814 esrv_send_item(tmp, op); 1807 esrv_send_item (tmp, op);
1815 else 1808 else
1816 esrv_del_item(tmp->contr, op->count); 1809 esrv_del_item (tmp->contr, op->count);
1817 } 1810 }
1818 } 1811 }
1819 1812
1820 if (op->nrof) { 1813 if (op->nrof)
1821 return op; 1814 return op;
1822 } else { 1815 else
1816 {
1823 free_object (op); 1817 free_object (op);
1824 return NULL; 1818 return NULL;
1825 } 1819 }
1826} 1820}
1827 1821
1828/* 1822/*
1829 * add_weight(object, weight) adds the specified weight to an object, 1823 * add_weight(object, weight) adds the specified weight to an object,
1830 * and also updates how much the environment(s) is/are carrying. 1824 * and also updates how much the environment(s) is/are carrying.
1831 */ 1825 */
1832 1826
1827void
1833void add_weight (object *op, signed long weight) { 1828add_weight (object *op, signed long weight)
1829{
1834 while (op!=NULL) { 1830 while (op != NULL)
1831 {
1835 if (op->type == CONTAINER) { 1832 if (op->type == CONTAINER)
1836 weight=(signed long)(weight*(100-op->stats.Str)/100); 1833 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1837 } 1834
1838 op->carrying+=weight; 1835 op->carrying += weight;
1839 op=op->env; 1836 op = op->env;
1840 } 1837 }
1841} 1838}
1842 1839
1843/* 1840/*
1844 * insert_ob_in_ob(op,environment): 1841 * insert_ob_in_ob(op,environment):
1845 * This function inserts the object op in the linked list 1842 * This function inserts the object op in the linked list
1852 * 1849 *
1853 * The function returns now pointer to inserted item, and return value can 1850 * The function returns now pointer to inserted item, and return value can
1854 * be != op, if items are merged. -Tero 1851 * be != op, if items are merged. -Tero
1855 */ 1852 */
1856 1853
1854object *
1857object *insert_ob_in_ob(object *op,object *where) { 1855insert_ob_in_ob (object *op, object *where)
1858 object *tmp, *otmp; 1856{
1857 object *
1858 tmp, *
1859 otmp;
1859 1860
1860 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1861 if (!QUERY_FLAG (op, FLAG_REMOVED))
1862 {
1861 dump_object(op); 1863 dump_object (op);
1862 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1864 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1863 return op; 1865 return op;
1864 } 1866 }
1867
1865 if(where==NULL) { 1868 if (where == NULL)
1869 {
1866 dump_object(op); 1870 dump_object (op);
1867 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg); 1871 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1868 return op; 1872 return op;
1869 } 1873 }
1874
1870 if (where->head) { 1875 if (where->head)
1871 LOG(llevDebug, 1876 {
1872 "Warning: Tried to insert object wrong part of multipart object.\n"); 1877 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1873 where = where->head; 1878 where = where->head;
1874 } 1879 }
1880
1875 if (op->more) { 1881 if (op->more)
1882 {
1876 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1883 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1877 op->name, op->count);
1878 return op; 1884 return op;
1879 } 1885 }
1886
1880 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1887 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1881 CLEAR_FLAG(op, FLAG_REMOVED); 1888 CLEAR_FLAG (op, FLAG_REMOVED);
1882 if(op->nrof) { 1889 if (op->nrof)
1890 {
1883 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1891 for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1884 if ( CAN_MERGE(tmp,op) ) { 1892 if (CAN_MERGE (tmp, op))
1893 {
1885 /* return the original object and remove inserted object 1894 /* return the original object and remove inserted object
1886 (client needs the original object) */ 1895 (client needs the original object) */
1887 tmp->nrof += op->nrof; 1896 tmp->nrof += op->nrof;
1888 /* Weight handling gets pretty funky. Since we are adding to 1897 /* Weight handling gets pretty funky. Since we are adding to
1889 * tmp->nrof, we need to increase the weight. 1898 * tmp->nrof, we need to increase the weight.
1890 */ 1899 */
1891 add_weight (where, op->weight*op->nrof); 1900 add_weight (where, op->weight * op->nrof);
1892 SET_FLAG(op, FLAG_REMOVED); 1901 SET_FLAG (op, FLAG_REMOVED);
1893 free_object(op); /* free the inserted object */ 1902 free_object (op); /* free the inserted object */
1894 op = tmp; 1903 op = tmp;
1895 remove_ob (op); /* and fix old object's links */ 1904 remove_ob (op); /* and fix old object's links */
1896 CLEAR_FLAG(op, FLAG_REMOVED); 1905 CLEAR_FLAG (op, FLAG_REMOVED);
1897 break; 1906 break;
1898 } 1907 }
1899 1908
1900 /* I assume combined objects have no inventory 1909 /* I assume combined objects have no inventory
1901 * We add the weight - this object could have just been removed 1910 * We add the weight - this object could have just been removed
1902 * (if it was possible to merge). calling remove_ob will subtract 1911 * (if it was possible to merge). calling remove_ob will subtract
1903 * the weight, so we need to add it in again, since we actually do 1912 * the weight, so we need to add it in again, since we actually do
1904 * the linking below 1913 * the linking below
1905 */ 1914 */
1906 add_weight (where, op->weight*op->nrof); 1915 add_weight (where, op->weight * op->nrof);
1916 }
1907 } else 1917 else
1908 add_weight (where, (op->weight+op->carrying)); 1918 add_weight (where, (op->weight + op->carrying));
1909 1919
1910 otmp=is_player_inv(where); 1920 otmp = is_player_inv (where);
1911 if (otmp&&otmp->contr!=NULL) { 1921 if (otmp && otmp->contr != NULL)
1922 {
1912 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1923 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1913 fix_player(otmp); 1924 fix_player (otmp);
1914 } 1925 }
1915 1926
1916 op->map=NULL; 1927 op->map = NULL;
1917 op->env=where; 1928 op->env = where;
1918 op->above=NULL; 1929 op->above = NULL;
1919 op->below=NULL; 1930 op->below = NULL;
1920 op->x=0,op->y=0; 1931 op->x = 0, op->y = 0;
1921 op->ox=0,op->oy=0;
1922 1932
1923 /* reset the light list and los of the players on the map */ 1933 /* reset the light list and los of the players on the map */
1924 if((op->glow_radius!=0)&&where->map) 1934 if ((op->glow_radius != 0) && where->map)
1925 { 1935 {
1926#ifdef DEBUG_LIGHTS 1936#ifdef DEBUG_LIGHTS
1927 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1937 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1928 op->name);
1929#endif /* DEBUG_LIGHTS */ 1938#endif /* DEBUG_LIGHTS */
1939 if (MAP_DARKNESS (where->map))
1930 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1940 update_all_los (where->map, where->x, where->y);
1931 } 1941 }
1932 1942
1933 /* Client has no idea of ordering so lets not bother ordering it here. 1943 /* Client has no idea of ordering so lets not bother ordering it here.
1934 * It sure simplifies this function... 1944 * It sure simplifies this function...
1935 */ 1945 */
1936 if (where->inv==NULL) 1946 if (where->inv == NULL)
1937 where->inv=op; 1947 where->inv = op;
1938 else { 1948 else
1949 {
1939 op->below = where->inv; 1950 op->below = where->inv;
1940 op->below->above = op; 1951 op->below->above = op;
1941 where->inv = op; 1952 where->inv = op;
1942 } 1953 }
1943 return op; 1954 return op;
1944} 1955}
1945 1956
1946/* 1957/*
1947 * Checks if any objects has a move_type that matches objects 1958 * Checks if any objects has a move_type that matches objects
1962 * MSW 2001-07-08: Check all objects on space, not just those below 1973 * MSW 2001-07-08: Check all objects on space, not just those below
1963 * object being inserted. insert_ob_in_map may not put new objects 1974 * object being inserted. insert_ob_in_map may not put new objects
1964 * on top. 1975 * on top.
1965 */ 1976 */
1966 1977
1978int
1967int check_move_on (object *op, object *originator) 1979check_move_on (object *op, object *originator)
1968{ 1980{
1969 object *tmp; 1981 object *
1970 tag_t tag; 1982 tmp;
1971 mapstruct *m=op->map; 1983 tag_t
1984 tag;
1985 mapstruct *
1986 m = op->map;
1987 int
1972 int x=op->x, y=op->y; 1988 x = op->x, y = op->y;
1973 MoveType move_on, move_slow, move_block;
1974 1989
1990 MoveType
1991 move_on,
1992 move_slow,
1993 move_block;
1994
1975 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1995 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1976 return 0; 1996 return 0;
1977 1997
1978 tag = op->count; 1998 tag = op->count;
1979 1999
1980 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 2000 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1981 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 2001 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1982 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 2002 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1983 2003
1984 /* if nothing on this space will slow op down or be applied, 2004 /* if nothing on this space will slow op down or be applied,
1985 * no need to do checking below. have to make sure move_type 2005 * no need to do checking below. have to make sure move_type
1986 * is set, as lots of objects don't have it set - we treat that 2006 * is set, as lots of objects don't have it set - we treat that
1987 * as walking. 2007 * as walking.
1988 */ 2008 */
1989 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 2009 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1990 return 0; 2010 return 0;
1991 2011
1992 /* This is basically inverse logic of that below - basically, 2012 /* This is basically inverse logic of that below - basically,
1993 * if the object can avoid the move on or slow move, they do so, 2013 * if the object can avoid the move on or slow move, they do so,
1994 * but can't do it if the alternate movement they are using is 2014 * but can't do it if the alternate movement they are using is
1995 * blocked. Logic on this seems confusing, but does seem correct. 2015 * blocked. Logic on this seems confusing, but does seem correct.
1996 */ 2016 */
1997 if ((op->move_type & ~move_on & ~move_block) != 0 && 2017 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1998 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 2018 return 0;
1999 2019
2000 /* The objects have to be checked from top to bottom. 2020 /* The objects have to be checked from top to bottom.
2001 * Hence, we first go to the top: 2021 * Hence, we first go to the top:
2002 */ 2022 */
2003 2023
2004 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 2024 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
2005 tmp->above!=NULL; tmp=tmp->above) { 2025 {
2006 /* Trim the search when we find the first other spell effect 2026 /* Trim the search when we find the first other spell effect
2007 * this helps performance so that if a space has 50 spell objects, 2027 * this helps performance so that if a space has 50 spell objects,
2008 * we don't need to check all of them. 2028 * we don't need to check all of them.
2009 */ 2029 */
2010 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 2030 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
2031 break;
2032 }
2033
2034 for (; tmp; tmp = tmp->below)
2011 } 2035 {
2012 for(;tmp!=NULL; tmp=tmp->below) { 2036 if (tmp == op)
2013 if (tmp == op) continue; /* Can't apply yourself */ 2037 continue; /* Can't apply yourself */
2014 2038
2015 /* Check to see if one of the movement types should be slowed down. 2039 /* Check to see if one of the movement types should be slowed down.
2016 * Second check makes sure that the movement types not being slowed 2040 * Second check makes sure that the movement types not being slowed
2017 * (~slow_move) is not blocked on this space - just because the 2041 * (~slow_move) is not blocked on this space - just because the
2018 * space doesn't slow down swimming (for example), if you can't actually 2042 * space doesn't slow down swimming (for example), if you can't actually
2019 * swim on that space, can't use it to avoid the penalty. 2043 * swim on that space, can't use it to avoid the penalty.
2020 */ 2044 */
2021 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 2045 if (!QUERY_FLAG (op, FLAG_WIZPASS))
2046 {
2022 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 2047 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2023 ((op->move_type & tmp->move_slow) &&
2024 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 2048 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2049 {
2025 2050
2026 float diff; 2051 float
2027
2028 diff = tmp->move_slow_penalty*FABS(op->speed); 2052 diff = tmp->move_slow_penalty * FABS (op->speed);
2053
2029 if (op->type == PLAYER) { 2054 if (op->type == PLAYER)
2030 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 2055 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2031 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 2056 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2032 diff /= 4.0; 2057 diff /= 4.0;
2033 } 2058
2034 }
2035 op->speed_left -= diff; 2059 op->speed_left -= diff;
2036 } 2060 }
2037 } 2061 }
2038 2062
2039 /* Basically same logic as above, except now for actual apply. */ 2063 /* Basically same logic as above, except now for actual apply. */
2040 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 2064 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2041 ((op->move_type & tmp->move_on) &&
2042 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 2065 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2043 2066 {
2044 move_apply(tmp, op, originator); 2067 move_apply (tmp, op, originator);
2068
2045 if (was_destroyed (op, tag)) 2069 if (was_destroyed (op, tag))
2046 return 1; 2070 return 1;
2047 2071
2048 /* what the person/creature stepped onto has moved the object 2072 /* what the person/creature stepped onto has moved the object
2049 * someplace new. Don't process any further - if we did, 2073 * someplace new. Don't process any further - if we did,
2050 * have a feeling strange problems would result. 2074 * have a feeling strange problems would result.
2051 */ 2075 */
2052 if (op->map != m || op->x != x || op->y != y) return 0; 2076 if (op->map != m || op->x != x || op->y != y)
2077 return 0;
2053 } 2078 }
2054 } 2079 }
2080
2055 return 0; 2081 return 0;
2056} 2082}
2057 2083
2058/* 2084/*
2059 * present_arch(arch, map, x, y) searches for any objects with 2085 * present_arch(arch, map, x, y) searches for any objects with
2060 * a matching archetype at the given map and coordinates. 2086 * a matching archetype at the given map and coordinates.
2061 * The first matching object is returned, or NULL if none. 2087 * The first matching object is returned, or NULL if none.
2062 */ 2088 */
2063 2089
2090object *
2064object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 2091present_arch (const archetype *at, mapstruct *m, int x, int y)
2092{
2065 object *tmp; 2093 object *
2094 tmp;
2095
2066 if(m==NULL || out_of_map(m,x,y)) { 2096 if (m == NULL || out_of_map (m, x, y))
2097 {
2067 LOG(llevError,"Present_arch called outside map.\n"); 2098 LOG (llevError, "Present_arch called outside map.\n");
2068 return NULL; 2099 return NULL;
2069 } 2100 }
2070 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 2101 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2071 if(tmp->arch == at) 2102 if (tmp->arch == at)
2072 return tmp; 2103 return tmp;
2073 return NULL; 2104 return NULL;
2074} 2105}
2075 2106
2076/* 2107/*
2077 * present(type, map, x, y) searches for any objects with 2108 * present(type, map, x, y) searches for any objects with
2078 * a matching type variable at the given map and coordinates. 2109 * a matching type variable at the given map and coordinates.
2079 * The first matching object is returned, or NULL if none. 2110 * The first matching object is returned, or NULL if none.
2080 */ 2111 */
2081 2112
2113object *
2082object *present(unsigned char type,mapstruct *m, int x,int y) { 2114present (unsigned char type, mapstruct *m, int x, int y)
2115{
2083 object *tmp; 2116 object *
2117 tmp;
2118
2084 if(out_of_map(m,x,y)) { 2119 if (out_of_map (m, x, y))
2120 {
2085 LOG(llevError,"Present called outside map.\n"); 2121 LOG (llevError, "Present called outside map.\n");
2086 return NULL; 2122 return NULL;
2087 } 2123 }
2088 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 2124 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2089 if(tmp->type==type) 2125 if (tmp->type == type)
2090 return tmp; 2126 return tmp;
2091 return NULL; 2127 return NULL;
2092} 2128}
2093 2129
2094/* 2130/*
2095 * present_in_ob(type, object) searches for any objects with 2131 * present_in_ob(type, object) searches for any objects with
2096 * a matching type variable in the inventory of the given object. 2132 * a matching type variable in the inventory of the given object.
2097 * The first matching object is returned, or NULL if none. 2133 * The first matching object is returned, or NULL if none.
2098 */ 2134 */
2099 2135
2136object *
2100object *present_in_ob(unsigned char type, const object *op) { 2137present_in_ob (unsigned char type, const object *op)
2138{
2101 object *tmp; 2139 object *
2140 tmp;
2141
2102 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2142 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2103 if(tmp->type==type) 2143 if (tmp->type == type)
2104 return tmp; 2144 return tmp;
2105 return NULL; 2145 return NULL;
2106} 2146}
2107 2147
2108/* 2148/*
2118 * the object name, not the archetype name. this is so that the 2158 * the object name, not the archetype name. this is so that the
2119 * spell code can use one object type (force), but change it's name 2159 * spell code can use one object type (force), but change it's name
2120 * to be unique. 2160 * to be unique.
2121 */ 2161 */
2122 2162
2163object *
2123object *present_in_ob_by_name(int type, const char *str, const object *op) { 2164present_in_ob_by_name (int type, const char *str, const object *op)
2165{
2124 object *tmp; 2166 object *
2167 tmp;
2125 2168
2126 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2169 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2170 {
2127 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2171 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2128 return tmp; 2172 return tmp;
2129 } 2173 }
2130 return NULL; 2174 return NULL;
2131} 2175}
2132 2176
2133/* 2177/*
2134 * present_arch_in_ob(archetype, object) searches for any objects with 2178 * present_arch_in_ob(archetype, object) searches for any objects with
2135 * a matching archetype in the inventory of the given object. 2179 * a matching archetype in the inventory of the given object.
2136 * The first matching object is returned, or NULL if none. 2180 * The first matching object is returned, or NULL if none.
2137 */ 2181 */
2138 2182
2183object *
2139object *present_arch_in_ob(const archetype *at, const object *op) { 2184present_arch_in_ob (const archetype *at, const object *op)
2185{
2140 object *tmp; 2186 object *
2187 tmp;
2188
2141 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2189 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2142 if( tmp->arch == at) 2190 if (tmp->arch == at)
2143 return tmp; 2191 return tmp;
2144 return NULL; 2192 return NULL;
2145} 2193}
2146 2194
2147/* 2195/*
2148 * activate recursively a flag on an object inventory 2196 * activate recursively a flag on an object inventory
2149 */ 2197 */
2198void
2150void flag_inv(object*op, int flag){ 2199flag_inv (object *op, int flag)
2200{
2151 object *tmp; 2201 object *
2202 tmp;
2203
2152 if(op->inv) 2204 if (op->inv)
2153 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2205 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2206 {
2154 SET_FLAG(tmp, flag); 2207 SET_FLAG (tmp, flag);
2155 flag_inv(tmp,flag); 2208 flag_inv (tmp, flag);
2156 } 2209 }
2157}/* 2210} /*
2158 * desactivate recursively a flag on an object inventory 2211 * desactivate recursively a flag on an object inventory
2159 */ 2212 */
2213void
2160void unflag_inv(object*op, int flag){ 2214unflag_inv (object *op, int flag)
2215{
2161 object *tmp; 2216 object *
2217 tmp;
2218
2162 if(op->inv) 2219 if (op->inv)
2163 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2220 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2221 {
2164 CLEAR_FLAG(tmp, flag); 2222 CLEAR_FLAG (tmp, flag);
2165 unflag_inv(tmp,flag); 2223 unflag_inv (tmp, flag);
2166 } 2224 }
2167} 2225}
2168 2226
2169/* 2227/*
2170 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2228 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2171 * all it's inventory (recursively). 2229 * all it's inventory (recursively).
2172 * If checksums are used, a player will get set_cheat called for 2230 * If checksums are used, a player will get set_cheat called for
2173 * him/her-self and all object carried by a call to this function. 2231 * him/her-self and all object carried by a call to this function.
2174 */ 2232 */
2175 2233
2234void
2176void set_cheat(object *op) { 2235set_cheat (object *op)
2236{
2177 SET_FLAG(op, FLAG_WAS_WIZ); 2237 SET_FLAG (op, FLAG_WAS_WIZ);
2178 flag_inv(op, FLAG_WAS_WIZ); 2238 flag_inv (op, FLAG_WAS_WIZ);
2179} 2239}
2180 2240
2181/* 2241/*
2182 * find_free_spot(object, map, x, y, start, stop) will search for 2242 * find_free_spot(object, map, x, y, start, stop) will search for
2183 * a spot at the given map and coordinates which will be able to contain 2243 * a spot at the given map and coordinates which will be able to contain
2198 * to know if the space in question will block the object. We can't use 2258 * to know if the space in question will block the object. We can't use
2199 * the archetype because that isn't correct if the monster has been 2259 * the archetype because that isn't correct if the monster has been
2200 * customized, changed states, etc. 2260 * customized, changed states, etc.
2201 */ 2261 */
2202 2262
2263int
2203int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2264find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop)
2265{
2266 int
2267 i,
2204 int i,index=0, flag; 2268 index = 0, flag;
2269 static int
2205 static int altern[SIZEOFFREE]; 2270 altern[SIZEOFFREE];
2206 2271
2207 for(i=start;i<stop;i++) { 2272 for (i = start; i < stop; i++)
2273 {
2208 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2274 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2209 if(!flag) 2275 if (!flag)
2210 altern[index++]=i; 2276 altern[index++] = i;
2211 2277
2212 /* Basically, if we find a wall on a space, we cut down the search size. 2278 /* Basically, if we find a wall on a space, we cut down the search size.
2213 * In this way, we won't return spaces that are on another side of a wall. 2279 * In this way, we won't return spaces that are on another side of a wall.
2214 * This mostly work, but it cuts down the search size in all directions - 2280 * This mostly work, but it cuts down the search size in all directions -
2215 * if the space being examined only has a wall to the north and empty 2281 * if the space being examined only has a wall to the north and empty
2216 * spaces in all the other directions, this will reduce the search space 2282 * spaces in all the other directions, this will reduce the search space
2217 * to only the spaces immediately surrounding the target area, and 2283 * to only the spaces immediately surrounding the target area, and
2218 * won't look 2 spaces south of the target space. 2284 * won't look 2 spaces south of the target space.
2219 */ 2285 */
2220 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2286 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2221 stop=maxfree[i]; 2287 stop = maxfree[i];
2222 } 2288 }
2223 if(!index) return -1; 2289 if (!index)
2290 return -1;
2224 return altern[RANDOM()%index]; 2291 return altern[RANDOM () % index];
2225} 2292}
2226 2293
2227/* 2294/*
2228 * find_first_free_spot(archetype, mapstruct, x, y) works like 2295 * find_first_free_spot(archetype, mapstruct, x, y) works like
2229 * find_free_spot(), but it will search max number of squares. 2296 * find_free_spot(), but it will search max number of squares.
2230 * But it will return the first available spot, not a random choice. 2297 * But it will return the first available spot, not a random choice.
2231 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2298 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2232 */ 2299 */
2233 2300
2301int
2234int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2302find_first_free_spot (const object *ob, mapstruct *m, int x, int y)
2303{
2304 int
2235 int i; 2305 i;
2306
2236 for(i=0;i<SIZEOFFREE;i++) { 2307 for (i = 0; i < SIZEOFFREE; i++)
2308 {
2237 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2309 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2238 return i; 2310 return i;
2239 } 2311 }
2240 return -1; 2312 return -1;
2241} 2313}
2242 2314
2243/* 2315/*
2244 * The function permute(arr, begin, end) randomly reorders the array 2316 * The function permute(arr, begin, end) randomly reorders the array
2245 * arr[begin..end-1]. 2317 * arr[begin..end-1].
2246 */ 2318 */
2319static void
2247static void permute(int *arr, int begin, int end) 2320permute (int *arr, int begin, int end)
2248{ 2321{
2249 int i, j, tmp, len; 2322 int
2323 i,
2324 j,
2325 tmp,
2326 len;
2250 2327
2251 len = end-begin; 2328 len = end - begin;
2252 for(i = begin; i < end; i++) 2329 for (i = begin; i < end; i++)
2253 { 2330 {
2254 j = begin+RANDOM()%len; 2331 j = begin + RANDOM () % len;
2255 2332
2256 tmp = arr[i]; 2333 tmp = arr[i];
2257 arr[i] = arr[j]; 2334 arr[i] = arr[j];
2258 arr[j] = tmp; 2335 arr[j] = tmp;
2259 } 2336 }
2260} 2337}
2261 2338
2262/* new function to make monster searching more efficient, and effective! 2339/* new function to make monster searching more efficient, and effective!
2263 * This basically returns a randomized array (in the passed pointer) of 2340 * This basically returns a randomized array (in the passed pointer) of
2264 * the spaces to find monsters. In this way, it won't always look for 2341 * the spaces to find monsters. In this way, it won't always look for
2265 * monsters to the north first. However, the size of the array passed 2342 * monsters to the north first. However, the size of the array passed
2266 * covers all the spaces, so within that size, all the spaces within 2343 * covers all the spaces, so within that size, all the spaces within
2267 * the 3x3 area will be searched, just not in a predictable order. 2344 * the 3x3 area will be searched, just not in a predictable order.
2268 */ 2345 */
2346void
2269void get_search_arr(int *search_arr) 2347get_search_arr (int *search_arr)
2270{ 2348{
2349 int
2271 int i; 2350 i;
2272 2351
2273 for(i = 0; i < SIZEOFFREE; i++) 2352 for (i = 0; i < SIZEOFFREE; i++)
2274 { 2353 {
2275 search_arr[i] = i; 2354 search_arr[i] = i;
2276 } 2355 }
2277 2356
2278 permute(search_arr, 1, SIZEOFFREE1+1); 2357 permute (search_arr, 1, SIZEOFFREE1 + 1);
2279 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2358 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2280 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2359 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2281} 2360}
2282 2361
2283/* 2362/*
2284 * find_dir(map, x, y, exclude) will search some close squares in the 2363 * find_dir(map, x, y, exclude) will search some close squares in the
2285 * given map at the given coordinates for live objects. 2364 * given map at the given coordinates for live objects.
2291 * is actually want is going to try and move there. We need this info 2370 * is actually want is going to try and move there. We need this info
2292 * because we have to know what movement the thing looking to move 2371 * because we have to know what movement the thing looking to move
2293 * there is capable of. 2372 * there is capable of.
2294 */ 2373 */
2295 2374
2375int
2296int find_dir(mapstruct *m, int x, int y, object *exclude) { 2376find_dir (mapstruct *m, int x, int y, object *exclude)
2377{
2378 int
2379 i,
2297 int i,max=SIZEOFFREE, mflags; 2380 max = SIZEOFFREE, mflags;
2381
2298 sint16 nx, ny; 2382 sint16 nx, ny;
2299 object *tmp; 2383 object *
2384 tmp;
2300 mapstruct *mp; 2385 mapstruct *
2386 mp;
2387
2301 MoveType blocked, move_type; 2388 MoveType blocked, move_type;
2302 2389
2303 if (exclude && exclude->head) { 2390 if (exclude && exclude->head)
2391 {
2304 exclude = exclude->head; 2392 exclude = exclude->head;
2305 move_type = exclude->move_type; 2393 move_type = exclude->move_type;
2306 } else { 2394 }
2395 else
2396 {
2307 /* If we don't have anything, presume it can use all movement types. */ 2397 /* If we don't have anything, presume it can use all movement types. */
2308 move_type=MOVE_ALL; 2398 move_type = MOVE_ALL;
2399 }
2400
2401 for (i = 1; i < max; i++)
2309 } 2402 {
2310
2311 for(i=1;i<max;i++) {
2312 mp = m; 2403 mp = m;
2313 nx = x + freearr_x[i]; 2404 nx = x + freearr_x[i];
2314 ny = y + freearr_y[i]; 2405 ny = y + freearr_y[i];
2315 2406
2316 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2407 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2317 if (mflags & P_OUT_OF_MAP) { 2408 if (mflags & P_OUT_OF_MAP)
2409 {
2318 max = maxfree[i]; 2410 max = maxfree[i];
2411 }
2319 } else { 2412 else
2413 {
2320 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2414 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2321 2415
2322 if ((move_type & blocked) == move_type) { 2416 if ((move_type & blocked) == move_type)
2417 {
2323 max=maxfree[i]; 2418 max = maxfree[i];
2419 }
2324 } else if (mflags & P_IS_ALIVE) { 2420 else if (mflags & P_IS_ALIVE)
2421 {
2325 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2422 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2326 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2423 {
2327 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2424 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2425 {
2328 break; 2426 break;
2329 } 2427 }
2330 } 2428 }
2331 if(tmp) { 2429 if (tmp)
2430 {
2332 return freedir[i]; 2431 return freedir[i];
2333 } 2432 }
2334 } 2433 }
2335 } 2434 }
2336 } 2435 }
2337 return 0; 2436 return 0;
2338} 2437}
2339 2438
2340/* 2439/*
2341 * distance(object 1, object 2) will return the square of the 2440 * distance(object 1, object 2) will return the square of the
2342 * distance between the two given objects. 2441 * distance between the two given objects.
2343 */ 2442 */
2344 2443
2444int
2345int distance(const object *ob1, const object *ob2) { 2445distance (const object *ob1, const object *ob2)
2446{
2346 int i; 2447 int
2347 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2448 i;
2348 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2449
2450 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2349 return i; 2451 return i;
2350} 2452}
2351 2453
2352/* 2454/*
2353 * find_dir_2(delta-x,delta-y) will return a direction in which 2455 * find_dir_2(delta-x,delta-y) will return a direction in which
2354 * an object which has subtracted the x and y coordinates of another 2456 * an object which has subtracted the x and y coordinates of another
2355 * object, needs to travel toward it. 2457 * object, needs to travel toward it.
2356 */ 2458 */
2357 2459
2460int
2358int find_dir_2(int x, int y) { 2461find_dir_2 (int x, int y)
2462{
2359 int q; 2463 int
2464 q;
2360 2465
2361 if(y) 2466 if (y)
2362 q=x*100/y; 2467 q = x * 100 / y;
2363 else if (x) 2468 else if (x)
2364 q= -300*x; 2469 q = -300 * x;
2365 else 2470 else
2366 return 0; 2471 return 0;
2367 2472
2368 if(y>0) { 2473 if (y > 0)
2474 {
2369 if(q < -242) 2475 if (q < -242)
2370 return 3 ; 2476 return 3;
2371 if (q < -41) 2477 if (q < -41)
2372 return 2 ; 2478 return 2;
2373 if (q < 41) 2479 if (q < 41)
2374 return 1 ; 2480 return 1;
2375 if (q < 242) 2481 if (q < 242)
2376 return 8 ; 2482 return 8;
2377 return 7 ; 2483 return 7;
2378 } 2484 }
2379 2485
2380 if (q < -242) 2486 if (q < -242)
2381 return 7 ; 2487 return 7;
2382 if (q < -41) 2488 if (q < -41)
2383 return 6 ; 2489 return 6;
2384 if (q < 41) 2490 if (q < 41)
2385 return 5 ; 2491 return 5;
2386 if (q < 242) 2492 if (q < 242)
2387 return 4 ; 2493 return 4;
2388 2494
2389 return 3 ; 2495 return 3;
2390} 2496}
2391 2497
2392/* 2498/*
2393 * absdir(int): Returns a number between 1 and 8, which represent 2499 * absdir(int): Returns a number between 1 and 8, which represent
2394 * the "absolute" direction of a number (it actually takes care of 2500 * the "absolute" direction of a number (it actually takes care of
2395 * "overflow" in previous calculations of a direction). 2501 * "overflow" in previous calculations of a direction).
2396 */ 2502 */
2397 2503
2504int
2398int absdir(int d) { 2505absdir (int d)
2399 while(d<1) d+=8; 2506{
2400 while(d>8) d-=8; 2507 while (d < 1)
2508 d += 8;
2509 while (d > 8)
2510 d -= 8;
2401 return d; 2511 return d;
2402} 2512}
2403 2513
2404/* 2514/*
2405 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2515 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2406 * between two directions (which are expected to be absolute (see absdir()) 2516 * between two directions (which are expected to be absolute (see absdir())
2407 */ 2517 */
2408 2518
2519int
2409int dirdiff(int dir1, int dir2) { 2520dirdiff (int dir1, int dir2)
2521{
2410 int d; 2522 int
2523 d;
2524
2411 d = abs(dir1 - dir2); 2525 d = abs (dir1 - dir2);
2412 if(d>4) 2526 if (d > 4)
2413 d = 8 - d; 2527 d = 8 - d;
2414 return d; 2528 return d;
2415} 2529}
2416 2530
2417/* peterm: 2531/* peterm:
2422 * direction 4, 14, or 16 to get back to where we are. 2536 * direction 4, 14, or 16 to get back to where we are.
2423 * Moved from spell_util.c to object.c with the other related direction 2537 * Moved from spell_util.c to object.c with the other related direction
2424 * functions. 2538 * functions.
2425 */ 2539 */
2426 2540
2541int
2427int reduction_dir[SIZEOFFREE][3] = { 2542 reduction_dir[SIZEOFFREE][3] = {
2428 {0,0,0}, /* 0 */ 2543 {0, 0, 0}, /* 0 */
2429 {0,0,0}, /* 1 */ 2544 {0, 0, 0}, /* 1 */
2430 {0,0,0}, /* 2 */ 2545 {0, 0, 0}, /* 2 */
2431 {0,0,0}, /* 3 */ 2546 {0, 0, 0}, /* 3 */
2432 {0,0,0}, /* 4 */ 2547 {0, 0, 0}, /* 4 */
2433 {0,0,0}, /* 5 */ 2548 {0, 0, 0}, /* 5 */
2434 {0,0,0}, /* 6 */ 2549 {0, 0, 0}, /* 6 */
2435 {0,0,0}, /* 7 */ 2550 {0, 0, 0}, /* 7 */
2436 {0,0,0}, /* 8 */ 2551 {0, 0, 0}, /* 8 */
2437 {8,1,2}, /* 9 */ 2552 {8, 1, 2}, /* 9 */
2438 {1,2,-1}, /* 10 */ 2553 {1, 2, -1}, /* 10 */
2439 {2,10,12}, /* 11 */ 2554 {2, 10, 12}, /* 11 */
2440 {2,3,-1}, /* 12 */ 2555 {2, 3, -1}, /* 12 */
2441 {2,3,4}, /* 13 */ 2556 {2, 3, 4}, /* 13 */
2442 {3,4,-1}, /* 14 */ 2557 {3, 4, -1}, /* 14 */
2443 {4,14,16}, /* 15 */ 2558 {4, 14, 16}, /* 15 */
2444 {5,4,-1}, /* 16 */ 2559 {5, 4, -1}, /* 16 */
2445 {4,5,6}, /* 17 */ 2560 {4, 5, 6}, /* 17 */
2446 {6,5,-1}, /* 18 */ 2561 {6, 5, -1}, /* 18 */
2447 {6,20,18}, /* 19 */ 2562 {6, 20, 18}, /* 19 */
2448 {7,6,-1}, /* 20 */ 2563 {7, 6, -1}, /* 20 */
2449 {6,7,8}, /* 21 */ 2564 {6, 7, 8}, /* 21 */
2450 {7,8,-1}, /* 22 */ 2565 {7, 8, -1}, /* 22 */
2451 {8,22,24}, /* 23 */ 2566 {8, 22, 24}, /* 23 */
2452 {8,1,-1}, /* 24 */ 2567 {8, 1, -1}, /* 24 */
2453 {24,9,10}, /* 25 */ 2568 {24, 9, 10}, /* 25 */
2454 {9,10,-1}, /* 26 */ 2569 {9, 10, -1}, /* 26 */
2455 {10,11,-1}, /* 27 */ 2570 {10, 11, -1}, /* 27 */
2456 {27,11,29}, /* 28 */ 2571 {27, 11, 29}, /* 28 */
2457 {11,12,-1}, /* 29 */ 2572 {11, 12, -1}, /* 29 */
2458 {12,13,-1}, /* 30 */ 2573 {12, 13, -1}, /* 30 */
2459 {12,13,14}, /* 31 */ 2574 {12, 13, 14}, /* 31 */
2460 {13,14,-1}, /* 32 */ 2575 {13, 14, -1}, /* 32 */
2461 {14,15,-1}, /* 33 */ 2576 {14, 15, -1}, /* 33 */
2462 {33,15,35}, /* 34 */ 2577 {33, 15, 35}, /* 34 */
2463 {16,15,-1}, /* 35 */ 2578 {16, 15, -1}, /* 35 */
2464 {17,16,-1}, /* 36 */ 2579 {17, 16, -1}, /* 36 */
2465 {18,17,16}, /* 37 */ 2580 {18, 17, 16}, /* 37 */
2466 {18,17,-1}, /* 38 */ 2581 {18, 17, -1}, /* 38 */
2467 {18,19,-1}, /* 39 */ 2582 {18, 19, -1}, /* 39 */
2468 {41,19,39}, /* 40 */ 2583 {41, 19, 39}, /* 40 */
2469 {19,20,-1}, /* 41 */ 2584 {19, 20, -1}, /* 41 */
2470 {20,21,-1}, /* 42 */ 2585 {20, 21, -1}, /* 42 */
2471 {20,21,22}, /* 43 */ 2586 {20, 21, 22}, /* 43 */
2472 {21,22,-1}, /* 44 */ 2587 {21, 22, -1}, /* 44 */
2473 {23,22,-1}, /* 45 */ 2588 {23, 22, -1}, /* 45 */
2474 {45,47,23}, /* 46 */ 2589 {45, 47, 23}, /* 46 */
2475 {23,24,-1}, /* 47 */ 2590 {23, 24, -1}, /* 47 */
2476 {24,9,-1}}; /* 48 */ 2591 {24, 9, -1}
2592}; /* 48 */
2477 2593
2478/* Recursive routine to step back and see if we can 2594/* Recursive routine to step back and see if we can
2479 * find a path to that monster that we found. If not, 2595 * find a path to that monster that we found. If not,
2480 * we don't bother going toward it. Returns 1 if we 2596 * we don't bother going toward it. Returns 1 if we
2481 * can see a direct way to get it 2597 * can see a direct way to get it
2482 * Modified to be map tile aware -.MSW 2598 * Modified to be map tile aware -.MSW
2483 */ 2599 */
2484
2485 2600
2601
2602int
2486int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2603can_see_monsterP (mapstruct *m, int x, int y, int dir)
2604{
2487 sint16 dx, dy; 2605 sint16 dx, dy;
2606 int
2488 int mflags; 2607 mflags;
2489 2608
2609 if (dir < 0)
2490 if(dir<0) return 0; /* exit condition: invalid direction */ 2610 return 0; /* exit condition: invalid direction */
2491 2611
2492 dx = x + freearr_x[dir]; 2612 dx = x + freearr_x[dir];
2493 dy = y + freearr_y[dir]; 2613 dy = y + freearr_y[dir];
2494 2614
2495 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2615 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2496 2616
2497 /* This functional arguably was incorrect before - it was 2617 /* This functional arguably was incorrect before - it was
2498 * checking for P_WALL - that was basically seeing if 2618 * checking for P_WALL - that was basically seeing if
2499 * we could move to the monster - this is being more 2619 * we could move to the monster - this is being more
2500 * literal on if we can see it. To know if we can actually 2620 * literal on if we can see it. To know if we can actually
2501 * move to the monster, we'd need the monster passed in or 2621 * move to the monster, we'd need the monster passed in or
2502 * at least its move type. 2622 * at least its move type.
2503 */ 2623 */
2504 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2624 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2625 return 0;
2505 2626
2506 /* yes, can see. */ 2627 /* yes, can see. */
2507 if(dir < 9) return 1; 2628 if (dir < 9)
2629 return 1;
2508 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2630 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2509 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2631 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2510 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2511} 2632}
2512 2633
2513 2634
2514 2635
2515/* 2636/*
2516 * can_pick(picker, item): finds out if an object is possible to be 2637 * can_pick(picker, item): finds out if an object is possible to be
2517 * picked up by the picker. Returnes 1 if it can be 2638 * picked up by the picker. Returnes 1 if it can be
2518 * picked up, otherwise 0. 2639 * picked up, otherwise 0.
2519 * 2640 *
2521 * core dumps if they do. 2642 * core dumps if they do.
2522 * 2643 *
2523 * Add a check so we can't pick up invisible objects (0.93.8) 2644 * Add a check so we can't pick up invisible objects (0.93.8)
2524 */ 2645 */
2525 2646
2647int
2526int can_pick(const object *who, const object *item) { 2648can_pick (const object *who, const object *item)
2649{
2527 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2650 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2528 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2651 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2529 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2652 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2530 (who->type==PLAYER||item->weight<who->weight/3));
2531} 2653}
2532 2654
2533 2655
2534/* 2656/*
2535 * create clone from object to another 2657 * create clone from object to another
2536 */ 2658 */
2659object *
2537object *object_create_clone (object *asrc) { 2660object_create_clone (object *asrc)
2661{
2662 object *
2538 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2663 dst = NULL, *tmp, *src, *part, *prev, *item;
2539 2664
2665 if (!asrc)
2540 if(!asrc) return NULL; 2666 return NULL;
2541 src = asrc; 2667 src = asrc;
2542 if(src->head) 2668 if (src->head)
2543 src = src->head; 2669 src = src->head;
2544 2670
2545 prev = NULL; 2671 prev = NULL;
2546 for(part = src; part; part = part->more) { 2672 for (part = src; part; part = part->more)
2673 {
2547 tmp = get_object(); 2674 tmp = get_object ();
2548 copy_object(part,tmp); 2675 copy_object (part, tmp);
2549 tmp->x -= src->x; 2676 tmp->x -= src->x;
2550 tmp->y -= src->y; 2677 tmp->y -= src->y;
2551 if(!part->head) { 2678 if (!part->head)
2679 {
2552 dst = tmp; 2680 dst = tmp;
2553 tmp->head = NULL; 2681 tmp->head = NULL;
2682 }
2554 } else { 2683 else
2684 {
2555 tmp->head = dst; 2685 tmp->head = dst;
2556 } 2686 }
2557 tmp->more = NULL; 2687 tmp->more = NULL;
2558 if(prev) 2688 if (prev)
2559 prev->more = tmp; 2689 prev->more = tmp;
2560 prev = tmp; 2690 prev = tmp;
2561 } 2691 }
2692
2562 /*** copy inventory ***/ 2693 /*** copy inventory ***/
2563 for(item = src->inv; item; item = item->below) { 2694 for (item = src->inv; item; item = item->below)
2695 {
2564 (void) insert_ob_in_ob(object_create_clone(item),dst); 2696 (void) insert_ob_in_ob (object_create_clone (item), dst);
2565 } 2697 }
2566 2698
2567 return dst; 2699 return dst;
2568} 2700}
2569 2701
2570/* return true if the object was destroyed, 0 otherwise */ 2702/* return true if the object was destroyed, 0 otherwise */
2703int
2571int was_destroyed (const object *op, tag_t old_tag) 2704was_destroyed (const object *op, tag_t old_tag)
2572{ 2705{
2573 /* checking for FLAG_FREED isn't necessary, but makes this function more 2706 /* checking for FLAG_FREED isn't necessary, but makes this function more
2574 * robust */ 2707 * robust */
2575 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED); 2708 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2576} 2709}
2577 2710
2578/* GROS - Creates an object using a string representing its content. */ 2711/* GROS - Creates an object using a string representing its content. */
2712
2579/* Basically, we save the content of the string to a temp file, then call */ 2713/* Basically, we save the content of the string to a temp file, then call */
2714
2580/* load_object on it. I admit it is a highly inefficient way to make things, */ 2715/* load_object on it. I admit it is a highly inefficient way to make things, */
2716
2581/* but it was simple to make and allows reusing the load_object function. */ 2717/* but it was simple to make and allows reusing the load_object function. */
2718
2582/* Remember not to use load_object_str in a time-critical situation. */ 2719/* Remember not to use load_object_str in a time-critical situation. */
2720
2583/* Also remember that multiparts objects are not supported for now. */ 2721/* Also remember that multiparts objects are not supported for now. */
2584 2722
2723object *
2585object* load_object_str(const char *obstr) 2724load_object_str (const char *obstr)
2586{ 2725{
2587 object *op; 2726 object *
2727 op;
2728 char
2588 char filename[MAX_BUF]; 2729 filename[MAX_BUF];
2730
2589 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2731 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2590 2732
2733 FILE *
2591 FILE *tempfile=fopen(filename,"w"); 2734 tempfile = fopen (filename, "w");
2735
2592 if (tempfile == NULL) 2736 if (tempfile == NULL)
2593 { 2737 {
2594 LOG(llevError,"Error - Unable to access load object temp file\n"); 2738 LOG (llevError, "Error - Unable to access load object temp file\n");
2595 return NULL; 2739 return NULL;
2596 }; 2740 };
2597 fprintf(tempfile,obstr); 2741 fprintf (tempfile, obstr);
2598 fclose(tempfile); 2742 fclose (tempfile);
2599 2743
2600 op=get_object(); 2744 op = get_object ();
2601 2745
2602 object_thawer thawer (filename); 2746 object_thawer thawer (filename);
2747
2603 if (thawer) 2748 if (thawer)
2604 load_object(thawer,op,LO_NEWFILE,0); 2749 load_object (thawer, op, 0);
2750
2605 LOG(llevDebug," load str completed, object=%s\n",op->name); 2751 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2606 CLEAR_FLAG(op,FLAG_REMOVED); 2752 CLEAR_FLAG (op, FLAG_REMOVED);
2607 2753
2608 return op; 2754 return op;
2609} 2755}
2610 2756
2611/* This returns the first object in who's inventory that 2757/* This returns the first object in who's inventory that
2612 * has the same type and subtype match. 2758 * has the same type and subtype match.
2613 * returns NULL if no match. 2759 * returns NULL if no match.
2614 */ 2760 */
2761object *
2615object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2762find_obj_by_type_subtype (const object *who, int type, int subtype)
2616{ 2763{
2617 object *tmp; 2764 object *
2765 tmp;
2618 2766
2619 for (tmp=who->inv; tmp; tmp=tmp->below) 2767 for (tmp = who->inv; tmp; tmp = tmp->below)
2620 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2768 if (tmp->type == type && tmp->subtype == subtype)
2769 return tmp;
2621 2770
2622 return NULL; 2771 return NULL;
2623} 2772}
2624 2773
2625/* If ob has a field named key, return the link from the list, 2774/* If ob has a field named key, return the link from the list,
2626 * otherwise return NULL. 2775 * otherwise return NULL.
2627 * 2776 *
2628 * key must be a passed in shared string - otherwise, this won't 2777 * key must be a passed in shared string - otherwise, this won't
2629 * do the desired thing. 2778 * do the desired thing.
2630 */ 2779 */
2780key_value *
2631key_value * get_ob_key_link(const object * ob, const char * key) { 2781get_ob_key_link (const object *ob, const char *key)
2782{
2632 key_value * link; 2783 key_value *
2633 2784 link;
2785
2634 for (link = ob->key_values; link != NULL; link = link->next) { 2786 for (link = ob->key_values; link != NULL; link = link->next)
2787 {
2635 if (link->key == key) { 2788 if (link->key == key)
2789 {
2636 return link; 2790 return link;
2637 } 2791 }
2638 }
2639 2792 }
2793
2640 return NULL; 2794 return NULL;
2641} 2795}
2642 2796
2643/* 2797/*
2644 * Returns the value of op has an extra_field for key, or NULL. 2798 * Returns the value of op has an extra_field for key, or NULL.
2645 * 2799 *
2646 * The argument doesn't need to be a shared string. 2800 * The argument doesn't need to be a shared string.
2647 * 2801 *
2648 * The returned string is shared. 2802 * The returned string is shared.
2649 */ 2803 */
2804const char *
2650const char * get_ob_key_value(const object * op, const char * const key) { 2805get_ob_key_value (const object *op, const char *const key)
2806{
2651 key_value * link; 2807 key_value *link;
2652 const char * canonical_key; 2808 shstr_cmp canonical_key (key);
2809
2810 if (!canonical_key)
2653 2811 {
2654 canonical_key = find_string(key);
2655
2656 if (canonical_key == NULL) {
2657 /* 1. There being a field named key on any object 2812 /* 1. There being a field named key on any object
2658 * implies there'd be a shared string to find. 2813 * implies there'd be a shared string to find.
2659 * 2. Since there isn't, no object has this field. 2814 * 2. Since there isn't, no object has this field.
2660 * 3. Therefore, *this* object doesn't have this field. 2815 * 3. Therefore, *this* object doesn't have this field.
2661 */ 2816 */
2662 return NULL; 2817 return 0;
2663 } 2818 }
2664 2819
2665 /* This is copied from get_ob_key_link() above - 2820 /* This is copied from get_ob_key_link() above -
2666 * only 4 lines, and saves the function call overhead. 2821 * only 4 lines, and saves the function call overhead.
2667 */ 2822 */
2668 for (link = op->key_values; link != NULL; link = link->next) { 2823 for (link = op->key_values; link; link = link->next)
2669 if (link->key == canonical_key) { 2824 if (link->key == canonical_key)
2670 return link->value; 2825 return link->value;
2671 } 2826
2672 } 2827 return 0;
2673 return NULL;
2674} 2828}
2675 2829
2676 2830
2677/* 2831/*
2678 * Updates the canonical_key in op to value. 2832 * Updates the canonical_key in op to value.
2682 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2836 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2683 * keys. 2837 * keys.
2684 * 2838 *
2685 * Returns TRUE on success. 2839 * Returns TRUE on success.
2686 */ 2840 */
2841int
2687int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) { 2842set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2843{
2844 key_value *
2688 key_value * field = NULL, *last=NULL; 2845 field = NULL, *last = NULL;
2689 2846
2690 for (field=op->key_values; field != NULL; field=field->next) { 2847 for (field = op->key_values; field != NULL; field = field->next)
2848 {
2691 if (field->key != canonical_key) { 2849 if (field->key != canonical_key)
2850 {
2692 last = field; 2851 last = field;
2693 continue; 2852 continue;
2694 } 2853 }
2695 2854
2696 if (field->value) FREE_AND_CLEAR_STR(field->value);
2697 if (value) 2855 if (value)
2698 field->value = add_string(value); 2856 field->value = value;
2699 else { 2857 else
2858 {
2700 /* Basically, if the archetype has this key set, 2859 /* Basically, if the archetype has this key set,
2701 * we need to store the null value so when we save 2860 * we need to store the null value so when we save
2702 * it, we save the empty value so that when we load, 2861 * it, we save the empty value so that when we load,
2703 * we get this value back again. 2862 * we get this value back again.
2704 */ 2863 */
2705 if (get_ob_key_link(&op->arch->clone, canonical_key)) 2864 if (get_ob_key_link (&op->arch->clone, canonical_key))
2706 field->value = NULL; 2865 field->value = 0;
2707 else { 2866 else
2708 /* Delete this link */ 2867 {
2709 if (field->key) FREE_AND_CLEAR_STR(field->key); 2868 if (last)
2710 if (field->value) FREE_AND_CLEAR_STR(field->value);
2711 if (last) last->next = field->next; 2869 last->next = field->next;
2870 else
2712 else op->key_values = field->next; 2871 op->key_values = field->next;
2872
2713 free(field); 2873 delete field;
2714 } 2874 }
2715 } 2875 }
2716 return TRUE; 2876 return TRUE;
2717 } 2877 }
2718 /* IF we get here, key doesn't exist */ 2878 /* IF we get here, key doesn't exist */
2719 2879
2720 /* No field, we'll have to add it. */ 2880 /* No field, we'll have to add it. */
2881
2882 if (!add_key)
2721 2883 {
2722 if (!add_key) {
2723 return FALSE; 2884 return FALSE;
2724 } 2885 }
2725 /* There isn't any good reason to store a null 2886 /* There isn't any good reason to store a null
2726 * value in the key/value list. If the archetype has 2887 * value in the key/value list. If the archetype has
2727 * this key, then we should also have it, so shouldn't 2888 * this key, then we should also have it, so shouldn't
2728 * be here. If user wants to store empty strings, 2889 * be here. If user wants to store empty strings,
2729 * should pass in "" 2890 * should pass in ""
2730 */ 2891 */
2731 if (value == NULL) return TRUE; 2892 if (value == NULL)
2732
2733 field = (key_value *) malloc(sizeof(key_value));
2734
2735 field->key = add_refcount(canonical_key);
2736 field->value = add_string(value);
2737 /* Usual prepend-addition. */
2738 field->next = op->key_values;
2739 op->key_values = field;
2740
2741 return TRUE; 2893 return TRUE;
2894
2895 field = new key_value;
2896
2897 field->key = canonical_key;
2898 field->value = value;
2899 /* Usual prepend-addition. */
2900 field->next = op->key_values;
2901 op->key_values = field;
2902
2903 return TRUE;
2742} 2904}
2743 2905
2744/* 2906/*
2745 * Updates the key in op to value. 2907 * Updates the key in op to value.
2746 * 2908 *
2748 * and not add new ones. 2910 * and not add new ones.
2749 * In general, should be little reason FALSE is ever passed in for add_key 2911 * In general, should be little reason FALSE is ever passed in for add_key
2750 * 2912 *
2751 * Returns TRUE on success. 2913 * Returns TRUE on success.
2752 */ 2914 */
2915int
2753int set_ob_key_value(object * op, const char * key, const char * value, int add_key) { 2916set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2754 const char * canonical_key = NULL; 2917{
2755 int floating_ref = FALSE; 2918 shstr key_ (key);
2756 int ret; 2919
2920 return set_ob_key_value_s (op, key_, value, add_key);
2921}
2922
2923object::depth_iterator::depth_iterator (object *container)
2924: iterator_base (container)
2925{
2926 while (item->inv)
2927 item = item->inv;
2928}
2929
2930void
2931object::depth_iterator::next ()
2932{
2933 if (item->below)
2757 2934 {
2758 /* HACK This mess is to make sure set_ob_value() passes a shared string 2935 item = item->below;
2759 * to get_ob_key_link(), without leaving a leaked refcount. 2936
2760 */ 2937 while (item->inv)
2938 item = item->inv;
2761 2939 }
2762 canonical_key = find_string(key); 2940 else
2763 if (canonical_key == NULL) { 2941 item = item->env;
2764 canonical_key = add_string(key);
2765 floating_ref = TRUE;
2766 }
2767
2768 ret = set_ob_key_value_s(op, canonical_key, value, add_key);
2769
2770 if (floating_ref) {
2771 free_string(canonical_key);
2772 }
2773
2774 return ret;
2775} 2942}
2943
2944// return a suitable string describing an objetc in enough detail to find it
2945const char *
2946object::debug_desc (char *info) const
2947{
2948 char info2[256 * 3];
2949 char *p = info;
2950
2951 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2952 count,
2953 &name,
2954 title ? " " : "",
2955 title ? (const char *)title : "");
2956
2957 if (env)
2958 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2959
2960 if (map)
2961 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2962
2963 return info;
2964}
2965
2966const char *
2967object::debug_desc () const
2968{
2969 static char info[256 * 3];
2970 return debug_desc (info);
2971}
2972

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines