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Comparing deliantra/server/common/object.C (file contents):
Revision 1.10 by root, Thu Aug 31 17:54:14 2006 UTC vs.
Revision 1.49 by root, Sat Sep 16 22:24:12 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
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
42#ifdef MEMORY_DEBUG 34
43int nroffreeobjects = 0;
44int nrofallocobjects = 0; 35int nrofallocobjects = 0;
45#undef OBJ_EXPAND 36static UUID uuid;
46#define OBJ_EXPAND 1 37const uint64 UUID_SKIP = 1<<19;
47#else
48object objarray[STARTMAX]; /* All objects, allocated this way at first */
49int nroffreeobjects = STARTMAX; /* How many OBs allocated and free (free) */
50int nrofallocobjects = STARTMAX; /* How many OBs allocated (free + used) */
51#endif
52 38
53object *objects; /* Pointer to the list of used objects */
54object *free_objects; /* Pointer to the list of unused objects */
55object *active_objects; /* List of active objects that need to be processed */ 39object *active_objects; /* List of active objects that need to be processed */
56 40
57short freearr_x[SIZEOFFREE]= 41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
58 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
59 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
60short freearr_y[SIZEOFFREE]= 43};
61 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
62 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 45 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
63int maxfree[SIZEOFFREE]= 46};
64 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 47int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
65 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 48 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
49};
66int freedir[SIZEOFFREE]= { 50int freedir[SIZEOFFREE] = {
67 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 51 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
68 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 52 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
53};
69 54
55static void
56write_uuid (void)
57{
58 char filename1[MAX_BUF], filename2[MAX_BUF];
59
60 sprintf (filename1, "%s/uuid", settings.localdir);
61 sprintf (filename2, "%s/uuid~", settings.localdir);
62
63 FILE *fp;
64
65 if (!(fp = fopen (filename2, "w")))
66 {
67 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
68 return;
69 }
70
71 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
72 fclose (fp);
73 rename (filename2, filename1);
74}
75
76static void
77read_uuid (void)
78{
79 char filename[MAX_BUF];
80
81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 FILE *fp;
84
85 if (!(fp = fopen (filename, "r")))
86 {
87 if (errno == ENOENT)
88 {
89 LOG (llevInfo, "RESET uid to 1\n");
90 uuid.seq = 0;
91 write_uuid ();
92 return;
93 }
94
95 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
96 _exit (1);
97 }
98
99 int version;
100 unsigned long long uid;
101 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
102 {
103 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
104 _exit (1);
105 }
106
107 uuid.seq = uid;
108 write_uuid ();
109 LOG (llevDebug, "read UID: %lld\n", uid);
110 fclose (fp);
111}
112
113UUID
114gen_uuid ()
115{
116 UUID uid;
117
118 uid.seq = ++uuid.seq;
119
120 if (!(uuid.seq & (UUID_SKIP - 1)))
121 write_uuid ();
122
123 return uid;
124}
125
126void
127init_uuid ()
128{
129 read_uuid ();
130}
70 131
71/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 132/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
133static int
72static int compare_ob_value_lists_one(const object * wants, const object * has) { 134compare_ob_value_lists_one (const object *wants, const object *has)
135{
73 key_value * wants_field; 136 key_value *wants_field;
74 137
75 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 138 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
76 * objects with lists are rare, and lists stay short. If not, use a 139 * objects with lists are rare, and lists stay short. If not, use a
77 * different structure or at least keep the lists sorted... 140 * different structure or at least keep the lists sorted...
78 */ 141 */
79 142
80 /* For each field in wants, */ 143 /* For each field in wants, */
81 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
145 {
82 key_value * has_field; 146 key_value *has_field;
83 147
84 /* Look for a field in has with the same key. */ 148 /* Look for a field in has with the same key. */
85 has_field = get_ob_key_link(has, wants_field->key); 149 has_field = get_ob_key_link (has, wants_field->key);
150
151 if (has_field == NULL)
86 152 {
87 if (has_field == NULL) {
88 /* No field with that name. */ 153 /* No field with that name. */
89 return FALSE; 154 return FALSE;
90 }
91 155 }
156
92 /* Found the matching field. */ 157 /* Found the matching field. */
93 if (has_field->value != wants_field->value) { 158 if (has_field->value != wants_field->value)
159 {
94 /* Values don't match, so this half of the comparison is false. */ 160 /* Values don't match, so this half of the comparison is false. */
95 return FALSE; 161 return FALSE;
96 } 162 }
97 163
98 /* If we get here, we found a match. Now for the next field in wants. */ 164 /* If we get here, we found a match. Now for the next field in wants. */
99 }
100 165 }
166
101 /* If we get here, every field in wants has a matching field in has. */ 167 /* If we get here, every field in wants has a matching field in has. */
102 return TRUE; 168 return TRUE;
103} 169}
104 170
105/* Returns TRUE if ob1 has the same key_values as ob2. */ 171/* Returns TRUE if ob1 has the same key_values as ob2. */
172static int
106static int compare_ob_value_lists(const object * ob1, const object * ob2) { 173compare_ob_value_lists (const object *ob1, const object *ob2)
174{
107 /* However, there may be fields in has which aren't partnered in wants, 175 /* However, there may be fields in has which aren't partnered in wants,
108 * so we need to run the comparison *twice*. :( 176 * so we need to run the comparison *twice*. :(
109 */ 177 */
110 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 178 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
111} 179}
112 180
113/* Function examines the 2 objects given to it, and returns true if 181/* Function examines the 2 objects given to it, and returns true if
114 * they can be merged together. 182 * they can be merged together.
115 * 183 *
121 * 189 *
122 * Improvements made with merge: Better checking on potion, and also 190 * Improvements made with merge: Better checking on potion, and also
123 * check weight 191 * check weight
124 */ 192 */
125 193
126int CAN_MERGE(object *ob1, object *ob2) { 194bool object::can_merge (object *ob1, object *ob2)
127 195{
128 /* A couple quicksanity checks */ 196 /* A couple quicksanity checks */
129 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 197 if ((ob1 == ob2) || (ob1->type != ob2->type))
198 return 0;
130 199
131 if (ob1->speed != ob2->speed) return 0; 200 if (ob1->speed != ob2->speed)
132 /* Note sure why the following is the case - either the object has to 201 return 0;
133 * be animated or have a very low speed. Is this an attempted monster 202
134 * check? 203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof).
135 */ 206 */
136 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED) 207 if (ob1->nrof + ob2->nrof >= 1UL << 31)
208 return 0;
209
210 /* If the objects have been identified, set the BEEN_APPLIED flag.
211 * This is to the comparison of the flags below will be OK. We
212 * just can't ignore the been applied or identified flags, as they
213 * are not equal - just if it has been identified, the been_applied
214 * flags lose any meaning.
215 */
216 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221
222
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) ||
233 (ob1->title != ob2->title) ||
234 (ob1->msg != ob2->msg) ||
235 (ob1->weight != ob2->weight) ||
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
238 (ob1->attacktype != ob2->attacktype) ||
239 (ob1->magic != ob2->magic) ||
240 (ob1->slaying != ob2->slaying) ||
241 (ob1->skill != ob2->skill) ||
242 (ob1->value != ob2->value) ||
243 (ob1->animation_id != ob2->animation_id) ||
244 (ob1->client_type != ob2->client_type) ||
245 (ob1->materialname != ob2->materialname) ||
246 (ob1->lore != ob2->lore) ||
247 (ob1->subtype != ob2->subtype) ||
248 (ob1->move_type != ob2->move_type) ||
249 (ob1->move_block != ob2->move_block) ||
250 (ob1->move_allow != ob2->move_allow) ||
251 (ob1->move_on != ob2->move_on) ||
252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty))
253 return 0;
254
255 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory.
257 */
258 if (ob1->inv || ob2->inv)
259 {
260 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
137 return 0; 262 return 0;
138 263
139 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 264 /* Now check to see if the two inventory objects could merge */
140 * value could not be stored in a sint32 (which unfortunately sometimes is 265 if (!CAN_MERGE (ob1->inv, ob2->inv))
141 * used to store nrof).
142 */
143 if (ob1->nrof+ob2->nrof >= 1UL<<31)
144 return 0; 266 return 0;
145 267
146 /* This is really a spellbook check - really, we should
147 * check all objects in the inventory.
148 */
149 if (ob1->inv || ob2->inv) {
150 /* if one object has inventory but the other doesn't, not equiv */
151 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
152
153 /* Now check to see if the two inventory objects could merge */
154 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
155
156 /* inventory ok - still need to check rest of this object to see 268 /* inventory ok - still need to check rest of this object to see
157 * if it is valid. 269 * if it is valid.
158 */ 270 */
159 } 271 }
160 272
161 /* If the objects have been identified, set the BEEN_APPLIED flag.
162 * This is to the comparison of the flags below will be OK. We
163 * just can't ignore the been applied or identified flags, as they
164 * are not equal - just if it has been identified, the been_applied
165 * flags lose any meaning.
166 */
167 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED))
168 SET_FLAG(ob1, FLAG_BEEN_APPLIED);
169
170 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
171 SET_FLAG(ob2, FLAG_BEEN_APPLIED);
172
173
174 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
175 * being locked in inventory should prevent merging.
176 * 0x4 in flags3 is CLIENT_SENT
177 */
178 if ((ob1->arch != ob2->arch) ||
179 (ob1->flags[0] != ob2->flags[0]) ||
180 (ob1->flags[1] != ob2->flags[1]) ||
181 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
182 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
183 (ob1->name != ob2->name) ||
184 (ob1->title != ob2->title) ||
185 (ob1->msg != ob2->msg) ||
186 (ob1->weight != ob2->weight) ||
187 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) ||
188 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
189 (ob1->attacktype != ob2->attacktype) ||
190 (ob1->magic != ob2->magic) ||
191 (ob1->slaying != ob2->slaying) ||
192 (ob1->skill != ob2->skill) ||
193 (ob1->value != ob2->value) ||
194 (ob1->animation_id != ob2->animation_id) ||
195 (ob1->client_type != ob2->client_type) ||
196 (ob1->materialname != ob2->materialname) ||
197 (ob1->lore != ob2->lore) ||
198 (ob1->subtype != ob2->subtype) ||
199 (ob1->move_type != ob2->move_type) ||
200 (ob1->move_block != ob2->move_block) ||
201 (ob1->move_allow != ob2->move_allow) ||
202 (ob1->move_on != ob2->move_on) ||
203 (ob1->move_off != ob2->move_off) ||
204 (ob1->move_slow != ob2->move_slow) ||
205 (ob1->move_slow_penalty != ob2->move_slow_penalty)
206 )
207 return 0;
208
209 /* Don't merge objects that are applied. With the new 'body' code, 273 /* Don't merge objects that are applied. With the new 'body' code,
210 * it is possible for most any character to have more than one of 274 * it is possible for most any character to have more than one of
211 * some items equipped, and we don't want those to merge. 275 * some items equipped, and we don't want those to merge.
212 */ 276 */
213 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 277 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
278 return 0;
279
280 /* Note sure why the following is the case - either the object has to
281 * be animated or have a very low speed. Is this an attempted monster
282 * check?
283 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
285 return 0;
286
287 switch (ob1->type)
288 {
289 case SCROLL:
290 if (ob1->level != ob2->level)
291 return 0;
292 break;
293 }
294
295 if (ob1->key_values != NULL || ob2->key_values != NULL)
296 {
297 /* At least one of these has key_values. */
298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
299 /* One has fields, but the other one doesn't. */
214 return 0; 300 return 0;
215
216 switch (ob1->type) {
217 case SCROLL:
218 if (ob1->level != ob2->level) return 0;
219 break;
220
221 }
222 if (ob1->key_values != NULL || ob2->key_values != NULL) {
223 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) {
225 /* One has fields, but the other one doesn't. */
226 return 0;
227 } else if (!compare_ob_value_lists(ob1, ob2)) { 301 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 302 return 0;
229 } 303 }
304
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self)
230 } 307 {
308 ob1->optimise ();
309 ob2->optimise ();
231 310
311 if (ob1->self || ob2->self)
312 return 0;
313 }
314
232 /* Everything passes, must be OK. */ 315 /* Everything passes, must be OK. */
233 return 1; 316 return 1;
234} 317}
235 318
236/* 319/*
237 * sum_weight() is a recursive function which calculates the weight 320 * sum_weight() is a recursive function which calculates the weight
238 * an object is carrying. It goes through in figures out how much 321 * an object is carrying. It goes through in figures out how much
239 * containers are carrying, and sums it up. 322 * containers are carrying, and sums it up.
240 */ 323 */
241signed long sum_weight(object *op) { 324long
325sum_weight (object *op)
326{
242 signed long sum; 327 long sum;
243 object *inv; 328 object *inv;
329
244 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
331 {
245 if (inv->inv) 332 if (inv->inv)
246 sum_weight(inv); 333 sum_weight (inv);
247 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
248 } 335 }
336
249 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
250 sum = (sum * (100 - op->stats.Str))/100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
339
251 if(op->carrying != sum) 340 if (op->carrying != sum)
252 op->carrying = sum; 341 op->carrying = sum;
342
253 return sum; 343 return sum;
254} 344}
255 345
256/** 346/**
257 * Return the outermost environment object for a given object. 347 * Return the outermost environment object for a given object.
258 */ 348 */
259 349
350object *
260object *object_get_env_recursive (object *op) { 351object_get_env_recursive (object *op)
352{
261 while (op->env != NULL) 353 while (op->env != NULL)
262 op = op->env; 354 op = op->env;
263 return op; 355 return op;
264} 356}
265 357
266/* 358/*
267 * Eneq(@csd.uu.se): Since we can have items buried in a character we need 359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
268 * a better check. We basically keeping traversing up until we can't 360 * a better check. We basically keeping traversing up until we can't
269 * or find a player. 361 * or find a player.
270 */ 362 */
271 363
364object *
272object *is_player_inv (object *op) { 365is_player_inv (object *op)
366{
273 for (;op!=NULL&&op->type!=PLAYER; op=op->env) 367 for (; op != NULL && op->type != PLAYER; op = op->env)
274 if (op->env==op) 368 if (op->env == op)
275 op->env = NULL; 369 op->env = NULL;
276 return op; 370 return op;
277} 371}
278 372
279/* 373/*
280 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
281 * Some error messages. 375 * Some error messages.
282 * The result of the dump is stored in the static global errmsg array. 376 * The result of the dump is stored in the static global errmsg array.
283 */ 377 */
284 378
379void
285void dump_object2(object *op) { 380dump_object2 (object *op)
381{
286errmsg[0] = 0; 382 errmsg[0] = 0;
287return; 383 return;
288 //TODO//D#d# 384 //TODO//D#d#
289#if 0 385#if 0
290 char *cp; 386 char *cp;
387
291/* object *tmp;*/ 388/* object *tmp;*/
292 389
293 if(op->arch!=NULL) { 390 if (op->arch != NULL)
391 {
294 strcat(errmsg,"arch "); 392 strcat (errmsg, "arch ");
295 strcat(errmsg,op->arch->name?op->arch->name:"(null)"); 393 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
296 strcat(errmsg,"\n"); 394 strcat (errmsg, "\n");
297 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL) 395 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
298 strcat(errmsg,cp); 396 strcat (errmsg, cp);
299#if 0 397# if 0
300 /* Don't dump player diffs - they are too long, mostly meaningless, and 398 /* Don't dump player diffs - they are too long, mostly meaningless, and
301 * will overflow the buffer. 399 * will overflow the buffer.
302 * Changed so that we don't dump inventory either. This may 400 * Changed so that we don't dump inventory either. This may
303 * also overflow the buffer. 401 * also overflow the buffer.
304 */ 402 */
305 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL) 403 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
306 strcat(errmsg,cp); 404 strcat (errmsg, cp);
307 for (tmp=op->inv; tmp; tmp=tmp->below) 405 for (tmp = op->inv; tmp; tmp = tmp->below)
308 dump_object2(tmp); 406 dump_object2 (tmp);
407# endif
408 strcat (errmsg, "end\n");
409 }
410 else
411 {
412 strcat (errmsg, "Object ");
413 if (op->name == NULL)
414 strcat (errmsg, "(null)");
415 else
416 strcat (errmsg, op->name);
417 strcat (errmsg, "\n");
418# if 0
419 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
420 strcat (errmsg, cp);
421 for (tmp = op->inv; tmp; tmp = tmp->below)
422 dump_object2 (tmp);
423# endif
424 strcat (errmsg, "end\n");
425 }
309#endif 426#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} 427}
326 428
327/* 429/*
328 * Dumps an object. Returns output in the static global errmsg array. 430 * Dumps an object. Returns output in the static global errmsg array.
329 */ 431 */
330 432
433void
331void dump_object(object *op) { 434dump_object (object *op)
435{
332 if(op==NULL) { 436 if (op == NULL)
437 {
333 strcpy(errmsg,"[NULL pointer]"); 438 strcpy (errmsg, "[NULL pointer]");
334 return; 439 return;
335 } 440 }
336 errmsg[0]='\0'; 441 errmsg[0] = '\0';
337 dump_object2(op); 442 dump_object2 (op);
338} 443}
339 444
445void
340void dump_all_objects(void) { 446dump_all_objects (void)
447{
341 object *op; 448 object *op;
449
342 for(op=objects;op!=NULL;op=op->next) { 450 for (op = object::first; op != NULL; op = op->next)
451 {
343 dump_object(op); 452 dump_object (op);
344 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg); 453 fprintf (logfile, "Object %s\n", errmsg);
345 } 454 }
346} 455}
347 456
348/* 457/*
349 * get_nearest_part(multi-object, object 2) returns the part of the 458 * get_nearest_part(multi-object, object 2) returns the part of the
350 * multi-object 1 which is closest to the second object. 459 * multi-object 1 which is closest to the second object.
351 * If it's not a multi-object, it is returned. 460 * If it's not a multi-object, it is returned.
352 */ 461 */
353 462
463object *
354object *get_nearest_part(object *op, const object *pl) { 464get_nearest_part (object *op, const object *pl)
465{
355 object *tmp,*closest; 466 object *tmp, *closest;
356 int last_dist,i; 467 int last_dist, i;
468
357 if(op->more==NULL) 469 if (op->more == NULL)
358 return op; 470 return op;
359 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 471 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
360 if((i=distance(tmp,pl))<last_dist) 472 if ((i = distance (tmp, pl)) < last_dist)
361 closest=tmp,last_dist=i; 473 closest = tmp, last_dist = i;
362 return closest; 474 return closest;
363} 475}
364 476
365/* 477/*
366 * Returns the object which has the count-variable equal to the argument. 478 * Returns the object which has the count-variable equal to the argument.
367 */ 479 */
368 480
481object *
369object *find_object(tag_t i) { 482find_object (tag_t i)
483{
370 object *op; 484 object *op;
485
371 for(op=objects;op!=NULL;op=op->next) 486 for (op = object::first; op != NULL; op = op->next)
372 if(op->count==i) 487 if (op->count == i)
373 break; 488 break;
489
374 return op; 490 return op;
375} 491}
376 492
377/* 493/*
378 * Returns the first object which has a name equal to the argument. 494 * Returns the first object which has a name equal to the argument.
379 * Used only by the patch command, but not all that useful. 495 * Used only by the patch command, but not all that useful.
380 * Enables features like "patch <name-of-other-player> food 999" 496 * Enables features like "patch <name-of-other-player> food 999"
381 */ 497 */
382 498
499object *
383object *find_object_name(const char *str) { 500find_object_name (const char *str)
384 const char *name=add_string(str); 501{
502 shstr_cmp str_ (str);
385 object *op; 503 object *op;
504
386 for(op=objects;op!=NULL;op=op->next) 505 for (op = object::first; op != NULL; op = op->next)
387 if(op->name==name) 506 if (op->name == str_)
388 break; 507 break;
389 free_string(name); 508
390 return op; 509 return op;
391} 510}
392 511
512void
393void free_all_object_data(void) { 513free_all_object_data ()
394#ifdef MEMORY_DEBUG
395 object *op, *next;
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}
408
409/*
410 * 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
412 * freed and are now reused. If this is detected, the owner is
413 * set to NULL, and NULL is returned.
414 * 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
416 * 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.
418 */
419
420object *get_owner(object *op) {
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{ 514{
435 if (!op) return; 515 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
436
437 if (op->owner && op->ownercount == op->owner->count)
438 op->owner->refcount--;
439
440 op->owner = NULL;
441 op->ownercount = 0;
442} 516}
443
444
445 517
446/* 518/*
447 * Sets the owner and sets the skill and exp pointers to owner's current 519 * Sets the owner and sets the skill and exp pointers to owner's current
448 * skill and experience objects. 520 * skill and experience objects.
449 */ 521 */
450void set_owner (object *op, object *owner) 522void
523object::set_owner (object *owner)
451{ 524{
452 if(owner==NULL||op==NULL) 525 if (!owner)
453 return; 526 return;
454 527
455 /* next line added to allow objects which own objects */ 528 /* next line added to allow objects which own objects */
456 /* Add a check for ownercounts in here, as I got into an endless loop 529 /* 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 530 * with the fireball owning a poison cloud which then owned the
458 * fireball. I believe that was caused by one of the objects getting 531 * fireball. I believe that was caused by one of the objects getting
459 * freed and then another object replacing it. Since the ownercounts 532 * 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. 533 * didn't match, this check is valid and I believe that cause is valid.
461 */ 534 */
462 while (owner->owner && owner!=owner->owner && 535 while (owner->owner)
463 owner->ownercount==owner->owner->count) owner=owner->owner; 536 owner = owner->owner;
464 537
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; 538 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} 539}
518 540
519/* Zero the key_values on op, decrementing the shared-string 541/* Zero the key_values on op, decrementing the shared-string
520 * refcounts and freeing the links. 542 * refcounts and freeing the links.
521 */ 543 */
544static void
522static void free_key_values(object * op) { 545free_key_values (object *op)
523 key_value * i; 546{
524 key_value * next = NULL; 547 for (key_value *i = op->key_values; i != 0;)
525 548 {
526 if (op->key_values == NULL) return; 549 key_value *next = i->next;
550 delete i;
551
552 i = next;
527 553 }
528 for (i = op->key_values; i != NULL; i = next) { 554
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; 555 op->key_values = 0;
539} 556}
540 557
558void object::clear ()
559{
560 attachable_base::clear ();
541 561
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); 562 free_key_values (this);
570 563
571 /* the memset will clear all these values for us, but we need 564 owner = 0;
572 * to reduce the refcount on them. 565 name = 0;
573 */ 566 name_pl = 0;
574 if (op->name!=NULL) FREE_AND_CLEAR_STR(op->name); 567 title = 0;
575 if (op->name_pl!=NULL) FREE_AND_CLEAR_STR(op->name_pl); 568 race = 0;
576 if (op->title != NULL) FREE_AND_CLEAR_STR(op->title); 569 slaying = 0;
577 if (op->race!=NULL) FREE_AND_CLEAR_STR(op->race); 570 skill = 0;
578 if (op->slaying!=NULL) FREE_AND_CLEAR_STR(op->slaying); 571 msg = 0;
579 if (op->skill!=NULL) FREE_AND_CLEAR_STR(op->skill); 572 lore = 0;
580 if (op->msg!=NULL) FREE_AND_CLEAR_STR(op->msg); 573 custom_name = 0;
581 if (op->lore!=NULL) FREE_AND_CLEAR_STR(op->lore); 574 materialname = 0;
582 if (op->materialname!= NULL) FREE_AND_CLEAR_STR(op->materialname); 575 contr = 0;
576 below = 0;
577 above = 0;
578 inv = 0;
579 container = 0;
580 env = 0;
581 more = 0;
582 head = 0;
583 map = 0;
584 active_next = 0;
585 active_prev = 0;
583 586
587 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
584 588
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); 589 SET_FLAG (this, FLAG_REMOVED);
591 590
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 */ 591 /* What is not cleared is next, prev, and count */
607 592
608 op->expmul=1.0; 593 expmul = 1.0;
609 op->face = blank_face; 594 face = blank_face;
610 op->attacked_by_count = (tag_t) -1; 595
611 if (settings.casting_time) 596 if (settings.casting_time)
612 op->casting_time = -1; 597 casting_time = -1;
598}
613 599
600void object::clone (object *destination)
601{
602 *(object_copy *)destination = *this;
603 *(object_pod *)destination = *this;
604
605 if (self || cb)
606 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
614} 607}
615 608
616/* 609/*
617 * copy object first frees everything allocated by the second object, 610 * copy object first frees everything allocated by the second object,
618 * and then copies the contends of the first object into the second 611 * and then copies the contends of the first object into the second
619 * object, allocating what needs to be allocated. Basically, any 612 * object, allocating what needs to be allocated. Basically, any
620 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 613 * 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 614 * if the first object is freed, the pointers in the new object
622 * will point at garbage. 615 * will point at garbage.
623 */ 616 */
624 617void
625void copy_object(object *op2, object *op) { 618copy_object (object *op2, object *op)
626 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED); 619{
627 event *evt, *evt2, *evt_new; 620 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
621 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
628 622
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); 623 op2->clone (op);
660 624
661 if(is_freed) SET_FLAG(op,FLAG_FREED); 625 if (is_freed)
662 if(is_removed) SET_FLAG(op,FLAG_REMOVED); 626 SET_FLAG (op, FLAG_FREED);
663 if(op->name!=NULL) add_refcount(op->name); 627 if (is_removed)
664 if(op->name_pl!=NULL) add_refcount(op->name_pl); 628 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);
673 629
674 if((op2->speed<0) && !editor) 630 if (op2->speed < 0)
675 op->speed_left=op2->speed_left-RANDOM()%200/100.0; 631 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
676 632
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. */ 633 /* Copy over key_values, if any. */
699 if (op2->key_values != NULL) { 634 if (op2->key_values)
635 {
700 key_value * tail = NULL; 636 key_value *tail = 0;
701 key_value * i; 637 key_value *i;
702 638
703 op->key_values = NULL; 639 op->key_values = 0;
704 640
705 for (i = op2->key_values; i != NULL; i = i->next) { 641 for (i = op2->key_values; i; i = i->next)
706 key_value * new_link = (key_value *) malloc(sizeof(key_value)); 642 {
643 key_value *new_link = new key_value;
707 644
708 new_link->next = NULL; 645 new_link->next = 0;
709 new_link->key = add_refcount(i->key); 646 new_link->key = i->key;
710 if (i->value)
711 new_link->value = add_refcount(i->value); 647 new_link->value = i->value;
712 else
713 new_link->value = NULL;
714 648
715 /* Try and be clever here, too. */ 649 /* Try and be clever here, too. */
716 if (op->key_values == NULL) { 650 if (!op->key_values)
651 {
717 op->key_values = new_link; 652 op->key_values = new_link;
718 tail = new_link; 653 tail = new_link;
719 } else {
720 tail->next = new_link;
721 tail = new_link;
722 } 654 }
655 else
656 {
657 tail->next = new_link;
658 tail = new_link;
723 } 659 }
660 }
724 } 661 }
725 662
726 update_ob_speed(op); 663 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} 664}
813 665
814/* 666/*
815 * If an object with the IS_TURNABLE() flag needs to be turned due 667 * 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 668 * 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. 669 * be called to update the face variable, _and_ how it looks on the map.
818 */ 670 */
819 671
672void
820void update_turn_face(object *op) { 673update_turn_face (object *op)
674{
821 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 675 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
822 return; 676 return;
823 SET_ANIMATION(op, op->direction); 677 SET_ANIMATION (op, op->direction);
824 update_object(op,UP_OBJ_FACE); 678 update_object (op, UP_OBJ_FACE);
825} 679}
826 680
827/* 681/*
828 * Updates the speed of an object. If the speed changes from 0 to another 682 * 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. 683 * 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. 684 * This function needs to be called whenever the speed of an object changes.
831 */ 685 */
832 686void
833void update_ob_speed(object *op) { 687update_ob_speed (object *op)
688{
834 extern int arch_init; 689 extern int arch_init;
835 690
836 /* No reason putting the archetypes objects on the speed list, 691 /* No reason putting the archetypes objects on the speed list,
837 * since they never really need to be updated. 692 * since they never really need to be updated.
838 */ 693 */
839 694
840 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 695 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
696 {
841 LOG(llevError,"Object %s is freed but has speed.\n", op->name); 697 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
842#ifdef MANY_CORES 698#ifdef MANY_CORES
843 abort(); 699 abort ();
844#else 700#else
845 op->speed = 0; 701 op->speed = 0;
846#endif 702#endif
847 } 703 }
704
848 if (arch_init) { 705 if (arch_init)
706 return;
707
708 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
709 {
710 /* If already on active list, don't do anything */
711 if (op->active_next || op->active_prev || op == active_objects)
849 return; 712 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;
855 713
856 /* process_events() expects us to insert the object at the beginning 714 /* process_events() expects us to insert the object at the beginning
857 * of the list. */ 715 * of the list. */
858 op->active_next = active_objects; 716 op->active_next = active_objects;
717
859 if (op->active_next!=NULL) 718 if (op->active_next != NULL)
860 op->active_next->active_prev = op; 719 op->active_next->active_prev = op;
720
861 active_objects = op; 721 active_objects = op;
722 }
723 else
862 } 724 {
863 else {
864 /* If not on the active list, nothing needs to be done */ 725 /* If not on the active list, nothing needs to be done */
865 if (!op->active_next && !op->active_prev && op!=active_objects) 726 if (!op->active_next && !op->active_prev && op != active_objects)
866 return; 727 return;
867 728
868 if (op->active_prev==NULL) { 729 if (op->active_prev == NULL)
730 {
869 active_objects = op->active_next; 731 active_objects = op->active_next;
732
870 if (op->active_next!=NULL) 733 if (op->active_next != NULL)
871 op->active_next->active_prev = NULL; 734 op->active_next->active_prev = NULL;
735 }
736 else
872 } 737 {
873 else {
874 op->active_prev->active_next = op->active_next; 738 op->active_prev->active_next = op->active_next;
739
875 if (op->active_next) 740 if (op->active_next)
876 op->active_next->active_prev = op->active_prev; 741 op->active_next->active_prev = op->active_prev;
877 } 742 }
743
878 op->active_next = NULL; 744 op->active_next = NULL;
879 op->active_prev = NULL; 745 op->active_prev = NULL;
880 } 746 }
881} 747}
882 748
883/* This function removes object 'op' from the list of active 749/* This function removes object 'op' from the list of active
884 * objects. 750 * objects.
886 * reference maps where you don't want an object that isn't 752 * reference maps where you don't want an object that isn't
887 * in play chewing up cpu time getting processed. 753 * in play chewing up cpu time getting processed.
888 * The reverse of this is to call update_ob_speed, which 754 * The reverse of this is to call update_ob_speed, which
889 * will do the right thing based on the speed of the object. 755 * will do the right thing based on the speed of the object.
890 */ 756 */
757void
891void remove_from_active_list(object *op) 758remove_from_active_list (object *op)
892{ 759{
893 /* If not on the active list, nothing needs to be done */ 760 /* If not on the active list, nothing needs to be done */
894 if (!op->active_next && !op->active_prev && op!=active_objects) 761 if (!op->active_next && !op->active_prev && op != active_objects)
895 return; 762 return;
896 763
897 if (op->active_prev==NULL) { 764 if (op->active_prev == NULL)
765 {
898 active_objects = op->active_next; 766 active_objects = op->active_next;
899 if (op->active_next!=NULL) 767 if (op->active_next != NULL)
900 op->active_next->active_prev = NULL; 768 op->active_next->active_prev = NULL;
769 }
770 else
901 } 771 {
902 else {
903 op->active_prev->active_next = op->active_next; 772 op->active_prev->active_next = op->active_next;
904 if (op->active_next) 773 if (op->active_next)
905 op->active_next->active_prev = op->active_prev; 774 op->active_next->active_prev = op->active_prev;
906 } 775 }
907 op->active_next = NULL; 776 op->active_next = NULL;
908 op->active_prev = NULL; 777 op->active_prev = NULL;
909} 778}
910 779
911/* 780/*
912 * update_object() updates the array which represents the map. 781 * update_object() updates the array which represents the map.
913 * It takes into account invisible objects (and represent squares covered 782 * It takes into account invisible objects (and represent squares covered
928 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 797 * 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. 798 * as that is easier than trying to look at what may have changed.
930 * UP_OBJ_FACE: only the objects face has changed. 799 * UP_OBJ_FACE: only the objects face has changed.
931 */ 800 */
932 801
802void
933void update_object(object *op, int action) { 803update_object (object *op, int action)
804{
934 int update_now=0, flags; 805 int update_now = 0, flags;
935 MoveType move_on, move_off, move_block, move_slow; 806 MoveType move_on, move_off, move_block, move_slow;
936 807
937 if (op == NULL) { 808 if (op == NULL)
809 {
938 /* this should never happen */ 810 /* this should never happen */
939 LOG(llevDebug,"update_object() called for NULL object.\n"); 811 LOG (llevDebug, "update_object() called for NULL object.\n");
940 return; 812 return;
941 }
942 813 }
814
943 if(op->env!=NULL) { 815 if (op->env != NULL)
816 {
944 /* Animation is currently handled by client, so nothing 817 /* Animation is currently handled by client, so nothing
945 * to do in this case. 818 * to do in this case.
946 */ 819 */
947 return; 820 return;
948 } 821 }
949 822
950 /* If the map is saving, don't do anything as everything is 823 /* If the map is saving, don't do anything as everything is
951 * going to get freed anyways. 824 * going to get freed anyways.
952 */ 825 */
953 if (!op->map || op->map->in_memory == MAP_SAVING) return; 826 if (!op->map || op->map->in_memory == MAP_SAVING)
954 827 return;
828
955 /* make sure the object is within map boundaries */ 829 /* make sure the object is within map boundaries */
956 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 830 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)) { 831 {
958 LOG(llevError,"update_object() called for object out of map!\n"); 832 LOG (llevError, "update_object() called for object out of map!\n");
959#ifdef MANY_CORES 833#ifdef MANY_CORES
960 abort(); 834 abort ();
961#endif 835#endif
962 return; 836 return;
963 }
964 837 }
838
965 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 839 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
966 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 840 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); 841 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); 842 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); 843 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); 844 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
971 845
972 if (action == UP_OBJ_INSERT) { 846 if (action == UP_OBJ_INSERT)
847 {
973 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 848 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
974 update_now=1; 849 update_now = 1;
975 850
976 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 851 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
977 update_now=1; 852 update_now = 1;
978 853
979 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 854 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
980 update_now=1; 855 update_now = 1;
981 856
982 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 857 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
983 update_now=1; 858 update_now = 1;
984 859
860 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
861 update_now = 1;
862
985 if ((move_on | op->move_on) != move_on) update_now=1; 863 if ((move_on | op->move_on) != move_on)
864 update_now = 1;
865
986 if ((move_off | op->move_off) != move_off) update_now=1; 866 if ((move_off | op->move_off) != move_off)
867 update_now = 1;
868
987 /* This isn't perfect, but I don't expect a lot of objects to 869 /* This isn't perfect, but I don't expect a lot of objects to
988 * to have move_allow right now. 870 * to have move_allow right now.
989 */ 871 */
990 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 872 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
991 update_now=1; 873 update_now = 1;
874
992 if ((move_slow | op->move_slow) != move_slow) update_now=1; 875 if ((move_slow | op->move_slow) != move_slow)
876 update_now = 1;
993 } 877 }
994 /* if the object is being removed, we can't make intelligent 878 /* if the object is being removed, we can't make intelligent
995 * decisions, because remove_ob can't really pass the object 879 * decisions, because remove_ob can't really pass the object
996 * that is being removed. 880 * that is being removed.
997 */ 881 */
998 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 882 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
999 update_now=1; 883 update_now = 1;
1000 } else if (action == UP_OBJ_FACE) { 884 else if (action == UP_OBJ_FACE)
1001 /* Nothing to do for that case */ 885 /* Nothing to do for that case */ ;
1002 }
1003 else { 886 else
1004 LOG(llevError,"update_object called with invalid action: %d\n", action); 887 LOG (llevError, "update_object called with invalid action: %d\n", action);
1005 }
1006 888
1007 if (update_now) { 889 if (update_now)
890 {
1008 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 891 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); 892 update_position (op->map, op->x, op->y);
1010 } 893 }
1011 894
1012 if(op->more!=NULL) 895 if (op->more != NULL)
1013 update_object(op->more, action); 896 update_object (op->more, action);
1014} 897}
1015 898
899object::vector object::mortals;
900object::vector object::objects; // not yet used
901object *object::first;
902
903void object::free_mortals ()
904{
905 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
906 if ((*i)->refcnt)
907 ++i; // further delay freeing
908 else
909 {
910 delete *i;
911 mortals.erase (i);
912 }
913
914 static int lastmortals = 0;//D
915
916 if (mortals.size() != lastmortals)//D
917 {
918 lastmortals = mortals.size ();//D
919 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
920 }
921}
922
923object::object ()
924{
925 SET_FLAG (this, FLAG_REMOVED);
926
927 expmul = 1.0;
928 face = blank_face;
929}
930
931object::~object ()
932{
933 free_key_values (this);
934}
935
936void object::link ()
937{
938 count = ++ob_count;
939 uuid = gen_uuid ();
940
941 prev = 0;
942 next = object::first;
943
944 if (object::first)
945 object::first->prev = this;
946
947 object::first = this;
948}
949
950void object::unlink ()
951{
952 if (this == object::first)
953 object::first = next;
954
955 /* Remove this object from the list of used objects */
956 if (prev) prev->next = next;
957 if (next) next->prev = prev;
958
959 prev = 0;
960 next = 0;
961}
962
963object *object::create ()
964{
965 object *op = new object;
966 op->link ();
967 return op;
968}
1016 969
1017/* 970/*
1018 * free_object() frees everything allocated by an object, removes 971 * free_object() frees everything allocated by an object, removes
1019 * it from the list of used objects, and puts it on the list of 972 * 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. 973 * free objects. The IS_FREED() flag is set in the object.
1022 * this function to succeed. 975 * this function to succeed.
1023 * 976 *
1024 * If free_inventory is set, free inventory as well. Else drop items in 977 * If free_inventory is set, free inventory as well. Else drop items in
1025 * inventory to the ground. 978 * inventory to the ground.
1026 */ 979 */
1027 980void object::free (bool free_inventory)
1028void free_object(object *ob) { 981{
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)) { 982 if (QUERY_FLAG (this, FLAG_FREED))
1048 dump_object(ob);
1049 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg);
1050 return; 983 return;
984
985 if (QUERY_FLAG (this, FLAG_FRIENDLY))
986 remove_friendly_object (this);
987
988 if (!QUERY_FLAG (this, FLAG_REMOVED))
989 remove_ob (this);
990
991 SET_FLAG (this, FLAG_FREED);
992
993 if (more)
1051 } 994 {
1052 if(ob->more!=NULL) { 995 more->free (free_inventory);
1053 free_object2(ob->more, free_inventory); 996 more = 0;
1054 ob->more=NULL; 997 }
998
999 if (inv)
1055 } 1000 {
1056 if (ob->inv) {
1057 /* Only if the space blocks everything do we not process - 1001 /* Only if the space blocks everything do we not process -
1058 * if some form of movemnt is allowed, let objects 1002 * if some form of movement is allowed, let objects
1059 * drop on that space. 1003 * drop on that space.
1060 */ 1004 */
1061 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 1005 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)) 1006 {
1007 object *op = inv;
1008
1009 while (op)
1063 { 1010 {
1064 op=ob->inv;
1065 while(op!=NULL) {
1066 tmp=op->below; 1011 object *tmp = op->below;
1067 remove_ob(op);
1068 free_object2(op, free_inventory); 1012 op->free (free_inventory);
1069 op=tmp; 1013 op = tmp;
1070 } 1014 }
1071 } 1015 }
1016 else
1072 else { /* Put objects in inventory onto this space */ 1017 { /* Put objects in inventory onto this space */
1073 op=ob->inv; 1018 object *op = inv;
1019
1074 while(op!=NULL) { 1020 while (op)
1021 {
1075 tmp=op->below; 1022 object *tmp = op->below;
1023
1076 remove_ob(op); 1024 remove_ob (op);
1077 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) || 1025
1078 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 1026 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1027 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1079 free_object(op); 1028 free_object (op);
1080 else { 1029 else
1030 {
1081 op->x=ob->x; 1031 op->x = x;
1082 op->y=ob->y; 1032 op->y = y;
1083 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */ 1033 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1084 } 1034 }
1035
1085 op=tmp; 1036 op = tmp;
1086 } 1037 }
1087 } 1038 }
1088 } 1039 }
1040
1041 // clear those pointers that likely might have circular references to us
1042 owner = 0;
1043 enemy = 0;
1044 attacked_by = 0;
1045
1089 /* Remove object from the active list */ 1046 /* Remove object from the active list */
1090 ob->speed = 0; 1047 speed = 0;
1091 update_ob_speed(ob); 1048 update_ob_speed (this);
1092 1049
1093 SET_FLAG(ob, FLAG_FREED); 1050 unlink ();
1094 ob->count = 0;
1095 1051
1096 /* Remove this object from the list of used objects */ 1052 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} 1053}
1181 1054
1182/* 1055/*
1183 * sub_weight() recursively (outwards) subtracts a number from the 1056 * sub_weight() recursively (outwards) subtracts a number from the
1184 * weight of an object (and what is carried by it's environment(s)). 1057 * weight of an object (and what is carried by it's environment(s)).
1185 */ 1058 */
1186 1059
1060void
1187void sub_weight (object *op, signed long weight) { 1061sub_weight (object *op, signed long weight)
1062{
1188 while (op != NULL) { 1063 while (op != NULL)
1064 {
1189 if (op->type == CONTAINER) { 1065 if (op->type == CONTAINER)
1190 weight=(signed long)(weight*(100-op->stats.Str)/100); 1066 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1191 } 1067
1192 op->carrying-=weight; 1068 op->carrying -= weight;
1193 op = op->env; 1069 op = op->env;
1194 } 1070 }
1195} 1071}
1196 1072
1197/* remove_ob(op): 1073/* remove_ob(op):
1198 * This function removes the object op from the linked list of objects 1074 * 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 1075 * which it is currently tied to. When this function is done, the
1201 * environment, the x and y coordinates will be updated to 1077 * environment, the x and y coordinates will be updated to
1202 * the previous environment. 1078 * the previous environment.
1203 * Beware: This function is called from the editor as well! 1079 * Beware: This function is called from the editor as well!
1204 */ 1080 */
1205 1081
1082void
1206void remove_ob(object *op) { 1083remove_ob (object *op)
1084{
1207 object *tmp,*last=NULL; 1085 object *tmp, *last = 0;
1208 object *otmp; 1086 object *otmp;
1209 tag_t tag; 1087
1210 int check_walk_off; 1088 int check_walk_off;
1211 mapstruct *m; 1089 maptile *m;
1090
1212 sint16 x,y; 1091 sint16 x, y;
1213
1214 1092
1215 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1093 if (QUERY_FLAG (op, FLAG_REMOVED))
1216 dump_object(op); 1094 return;
1217 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1218 1095
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); 1096 SET_FLAG (op, FLAG_REMOVED);
1235 1097
1098 if (op->more != NULL)
1099 remove_ob (op->more);
1100
1236 /* 1101 /*
1237 * In this case, the object to be removed is in someones 1102 * In this case, the object to be removed is in someones
1238 * inventory. 1103 * inventory.
1239 */ 1104 */
1240 if(op->env!=NULL) { 1105 if (op->env != NULL)
1106 {
1241 if(op->nrof) 1107 if (op->nrof)
1242 sub_weight(op->env, op->weight*op->nrof); 1108 sub_weight (op->env, op->weight * op->nrof);
1243 else 1109 else
1244 sub_weight(op->env, op->weight+op->carrying); 1110 sub_weight (op->env, op->weight + op->carrying);
1245 1111
1246 /* NO_FIX_PLAYER is set when a great many changes are being 1112 /* NO_FIX_PLAYER is set when a great many changes are being
1247 * made to players inventory. If set, avoiding the call 1113 * made to players inventory. If set, avoiding the call
1248 * to save cpu time. 1114 * to save cpu time.
1249 */ 1115 */
1250 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1116 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); 1117 fix_player (otmp);
1253 1118
1254 if(op->above!=NULL) 1119 if (op->above != NULL)
1255 op->above->below=op->below; 1120 op->above->below = op->below;
1256 else 1121 else
1257 op->env->inv=op->below; 1122 op->env->inv = op->below;
1258 1123
1259 if(op->below!=NULL) 1124 if (op->below != NULL)
1260 op->below->above=op->above; 1125 op->below->above = op->above;
1261 1126
1262 /* we set up values so that it could be inserted into 1127 /* we set up values so that it could be inserted into
1263 * the map, but we don't actually do that - it is up 1128 * the map, but we don't actually do that - it is up
1264 * to the caller to decide what we want to do. 1129 * to the caller to decide what we want to do.
1265 */ 1130 */
1266 op->x=op->env->x,op->y=op->env->y; 1131 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; 1132 op->map = op->env->map;
1269 op->above=NULL,op->below=NULL; 1133 op->above = NULL, op->below = NULL;
1270 op->env=NULL; 1134 op->env = NULL;
1135 }
1136 else if (op->map)
1137 {
1138 x = op->x;
1139 y = op->y;
1140 m = get_map_from_coord (op->map, &x, &y);
1141
1142 if (!m)
1143 {
1144 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1145 op->map->path, op->x, op->y);
1146 /* in old days, we used to set x and y to 0 and continue.
1147 * it seems if we get into this case, something is probablye
1148 * screwed up and should be fixed.
1149 */
1150 abort ();
1151 }
1152
1153 if (op->map != m)
1154 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1155 op->map->path, m->path, op->x, op->y, x, y);
1156
1157 /* Re did the following section of code - it looks like it had
1158 * lots of logic for things we no longer care about
1159 */
1160
1161 /* link the object above us */
1162 if (op->above)
1163 op->above->below = op->below;
1164 else
1165 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1166
1167 /* Relink the object below us, if there is one */
1168 if (op->below)
1169 op->below->above = op->above;
1170 else
1171 {
1172 /* Nothing below, which means we need to relink map object for this space
1173 * use translated coordinates in case some oddness with map tiling is
1174 * evident
1175 */
1176 if (GET_MAP_OB (m, x, y) != op)
1177 {
1178 dump_object (op);
1179 LOG (llevError,
1180 "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);
1181 dump_object (GET_MAP_OB (m, x, y));
1182 LOG (llevError, "%s\n", errmsg);
1183 }
1184
1185 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1186 }
1187
1188 op->above = 0;
1189 op->below = 0;
1190
1191 if (op->map->in_memory == MAP_SAVING)
1271 return; 1192 return;
1272 }
1273 1193
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;
1328 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1194 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1195
1329 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1196 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1197 {
1330 /* No point updating the players look faces if he is the object 1198 /* No point updating the players look faces if he is the object
1331 * being removed. 1199 * being removed.
1332 */ 1200 */
1333 1201
1334 if(tmp->type==PLAYER && tmp!=op) { 1202 if (tmp->type == PLAYER && tmp != op)
1203 {
1335 /* If a container that the player is currently using somehow gets 1204 /* If a container that the player is currently using somehow gets
1336 * removed (most likely destroyed), update the player view 1205 * removed (most likely destroyed), update the player view
1337 * appropriately. 1206 * appropriately.
1338 */ 1207 */
1339 if (tmp->container==op) { 1208 if (tmp->container == op)
1209 {
1340 CLEAR_FLAG(op, FLAG_APPLIED); 1210 CLEAR_FLAG (op, FLAG_APPLIED);
1341 tmp->container=NULL; 1211 tmp->container = NULL;
1212 }
1213
1214 tmp->contr->socket.update_look = 1;
1342 } 1215 }
1343 tmp->contr->socket.update_look=1; 1216
1344 }
1345 /* See if player moving off should effect something */ 1217 /* See if player moving off should effect something */
1346 if (check_walk_off && ((op->move_type & tmp->move_off) && 1218 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)) { 1219 {
1348
1349 move_apply(tmp, op, NULL); 1220 move_apply (tmp, op, NULL);
1350 if (was_destroyed (op, tag)) { 1221
1222 if (op->destroyed ());
1351 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1223 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);
1353 } 1224 }
1354 }
1355 1225
1356 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1226 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1357 1227
1358 if(tmp->above == tmp) 1228 if (tmp->above == tmp)
1359 tmp->above = NULL; 1229 tmp->above = NULL;
1230
1360 last=tmp; 1231 last = tmp;
1361 } 1232 }
1233
1362 /* last == NULL of there are no objects on this space */ 1234 /* last == NULL of there are no objects on this space */
1363 if (last==NULL) { 1235 if (last == NULL)
1236 {
1364 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1237 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1365 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1238 * 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 1239 * those out anyways, and if there are any flags set right now, they won't
1367 * be correct anyways. 1240 * be correct anyways.
1368 */ 1241 */
1369 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1242 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1370 update_position(op->map, op->x, op->y); 1243 update_position (op->map, op->x, op->y);
1371 } 1244 }
1372 else 1245 else
1373 update_object(last, UP_OBJ_REMOVE); 1246 update_object (last, UP_OBJ_REMOVE);
1374 1247
1375 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1248 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1376 update_all_los(op->map, op->x, op->y); 1249 update_all_los (op->map, op->x, op->y);
1377 1250 }
1378} 1251}
1379 1252
1380/* 1253/*
1381 * merge_ob(op,top): 1254 * merge_ob(op,top):
1382 * 1255 *
1383 * This function goes through all objects below and including top, and 1256 * This function goes through all objects below and including top, and
1384 * merges op to the first matching object. 1257 * merges op to the first matching object.
1385 * If top is NULL, it is calculated. 1258 * If top is NULL, it is calculated.
1386 * Returns pointer to object if it succeded in the merge, otherwise NULL 1259 * Returns pointer to object if it succeded in the merge, otherwise NULL
1387 */ 1260 */
1388 1261object *
1389object *merge_ob(object *op, object *top) { 1262merge_ob (object *op, object *top)
1263{
1390 if(!op->nrof) 1264 if (!op->nrof)
1391 return 0; 1265 return 0;
1266
1392 if(top==NULL) 1267 if (top == NULL)
1393 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1268 for (top = op; top != NULL && top->above != NULL; top = top->above);
1269
1394 for(;top!=NULL;top=top->below) { 1270 for (; top != NULL; top = top->below)
1271 {
1395 if(top==op) 1272 if (top == op)
1396 continue; 1273 continue;
1397 if (CAN_MERGE(op,top)) 1274 if (CAN_MERGE (op, top))
1398 { 1275 {
1399 top->nrof+=op->nrof; 1276 top->nrof += op->nrof;
1277
1400/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1278/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1401 op->weight = 0; /* Don't want any adjustements now */ 1279 op->weight = 0; /* Don't want any adjustements now */
1402 remove_ob(op); 1280 remove_ob (op);
1403 free_object(op); 1281 free_object (op);
1404 return top; 1282 return top;
1405 } 1283 }
1406 } 1284 }
1285
1407 return NULL; 1286 return 0;
1408} 1287}
1409 1288
1410/* 1289/*
1411 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1290 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1412 * job preparing multi-part monsters 1291 * job preparing multi-part monsters
1413 */ 1292 */
1293object *
1414object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1294insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1295{
1415 object* tmp; 1296 object *tmp;
1297
1416 if (op->head) 1298 if (op->head)
1417 op=op->head; 1299 op = op->head;
1300
1418 for (tmp=op;tmp;tmp=tmp->more){ 1301 for (tmp = op; tmp; tmp = tmp->more)
1302 {
1419 tmp->x=x+tmp->arch->clone.x; 1303 tmp->x = x + tmp->arch->clone.x;
1420 tmp->y=y+tmp->arch->clone.y; 1304 tmp->y = y + tmp->arch->clone.y;
1421 } 1305 }
1306
1422 return insert_ob_in_map (op, m, originator, flag); 1307 return insert_ob_in_map (op, m, originator, flag);
1423} 1308}
1424 1309
1425/* 1310/*
1426 * insert_ob_in_map (op, map, originator, flag): 1311 * insert_ob_in_map (op, map, originator, flag):
1427 * This function inserts the object in the two-way linked list 1312 * This function inserts the object in the two-way linked list
1441 * new object if 'op' was merged with other object 1326 * new object if 'op' was merged with other object
1442 * NULL if 'op' was destroyed 1327 * NULL if 'op' was destroyed
1443 * just 'op' otherwise 1328 * just 'op' otherwise
1444 */ 1329 */
1445 1330
1331object *
1446object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1332insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1447{ 1333{
1448 object *tmp, *top, *floor=NULL; 1334 object *tmp, *top, *floor = NULL;
1449 sint16 x,y; 1335 sint16 x, y;
1450 1336
1451 if (QUERY_FLAG (op, FLAG_FREED)) { 1337 if (QUERY_FLAG (op, FLAG_FREED))
1338 {
1452 LOG (llevError, "Trying to insert freed object!\n"); 1339 LOG (llevError, "Trying to insert freed object!\n");
1340 return NULL;
1341 }
1342
1343 if (m == NULL)
1344 {
1345 dump_object (op);
1346 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1347 return op;
1348 }
1349
1350 if (out_of_map (m, op->x, op->y))
1351 {
1352 dump_object (op);
1353 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1354#ifdef MANY_CORES
1355 /* Better to catch this here, as otherwise the next use of this object
1356 * is likely to cause a crash. Better to find out where it is getting
1357 * improperly inserted.
1358 */
1359 abort ();
1360#endif
1361 return op;
1362 }
1363
1364 if (!QUERY_FLAG (op, FLAG_REMOVED))
1365 {
1366 dump_object (op);
1367 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1368 return op;
1369 }
1370
1371 if (op->more != NULL)
1372 {
1373 /* The part may be on a different map. */
1374
1375 object *more = op->more;
1376
1377 /* We really need the caller to normalize coordinates - if
1378 * we set the map, that doesn't work if the location is within
1379 * a map and this is straddling an edge. So only if coordinate
1380 * is clear wrong do we normalize it.
1381 */
1382 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1383 more->map = get_map_from_coord (m, &more->x, &more->y);
1384 else if (!more->map)
1385 {
1386 /* For backwards compatibility - when not dealing with tiled maps,
1387 * more->map should always point to the parent.
1388 */
1389 more->map = m;
1390 }
1391
1392 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1393 {
1394 if (!op->head)
1395 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1396
1397 return NULL;
1398 }
1399 }
1400
1401 CLEAR_FLAG (op, FLAG_REMOVED);
1402
1403 /* Ideally, the caller figures this out. However, it complicates a lot
1404 * of areas of callers (eg, anything that uses find_free_spot would now
1405 * need extra work
1406 */
1407 op->map = get_map_from_coord (m, &op->x, &op->y);
1408 x = op->x;
1409 y = op->y;
1410
1411 /* this has to be done after we translate the coordinates.
1412 */
1413 if (op->nrof && !(flag & INS_NO_MERGE))
1414 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1415 if (CAN_MERGE (op, tmp))
1416 {
1417 op->nrof += tmp->nrof;
1418 remove_ob (tmp);
1419 free_object (tmp);
1420 }
1421
1422 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1423 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1424
1425 if (!QUERY_FLAG (op, FLAG_ALIVE))
1426 CLEAR_FLAG (op, FLAG_NO_STEAL);
1427
1428 if (flag & INS_BELOW_ORIGINATOR)
1429 {
1430 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1431 {
1432 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1433 abort ();
1434 }
1435
1436 op->above = originator;
1437 op->below = originator->below;
1438
1439 if (op->below)
1440 op->below->above = op;
1441 else
1442 SET_MAP_OB (op->map, op->x, op->y, op);
1443
1444 /* since *below* originator, no need to update top */
1445 originator->below = op;
1446 }
1447 else
1448 {
1449 /* If there are other objects, then */
1450 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1451 {
1452 object *last = NULL;
1453
1454 /*
1455 * If there are multiple objects on this space, we do some trickier handling.
1456 * We've already dealt with merging if appropriate.
1457 * Generally, we want to put the new object on top. But if
1458 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1459 * floor, we want to insert above that and no further.
1460 * Also, if there are spell objects on this space, we stop processing
1461 * once we get to them. This reduces the need to traverse over all of
1462 * them when adding another one - this saves quite a bit of cpu time
1463 * when lots of spells are cast in one area. Currently, it is presumed
1464 * that flying non pickable objects are spell objects.
1465 */
1466
1467 while (top != NULL)
1468 {
1469 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1470 floor = top;
1471
1472 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1473 {
1474 /* We insert above top, so we want this object below this */
1475 top = top->below;
1476 break;
1477 }
1478
1479 last = top;
1480 top = top->above;
1481 }
1482
1483 /* Don't want top to be NULL, so set it to the last valid object */
1484 top = last;
1485
1486 /* We let update_position deal with figuring out what the space
1487 * looks like instead of lots of conditions here.
1488 * makes things faster, and effectively the same result.
1489 */
1490
1491 /* Have object 'fall below' other objects that block view.
1492 * Unless those objects are exits, type 66
1493 * If INS_ON_TOP is used, don't do this processing
1494 * Need to find the object that in fact blocks view, otherwise
1495 * stacking is a bit odd.
1496 */
1497 if (!(flag & INS_ON_TOP) &&
1498 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1499 {
1500 for (last = top; last != floor; last = last->below)
1501 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1502 break;
1503 /* Check to see if we found the object that blocks view,
1504 * and make sure we have a below pointer for it so that
1505 * we can get inserted below this one, which requires we
1506 * set top to the object below us.
1507 */
1508 if (last && last->below && last != floor)
1509 top = last->below;
1510 }
1511 } /* If objects on this space */
1512
1513 if (flag & INS_MAP_LOAD)
1514 top = GET_MAP_TOP (op->map, op->x, op->y);
1515
1516 if (flag & INS_ABOVE_FLOOR_ONLY)
1517 top = floor;
1518
1519 /* Top is the object that our object (op) is going to get inserted above.
1520 */
1521
1522 /* First object on this space */
1523 if (!top)
1524 {
1525 op->above = GET_MAP_OB (op->map, op->x, op->y);
1526
1527 if (op->above)
1528 op->above->below = op;
1529
1530 op->below = NULL;
1531 SET_MAP_OB (op->map, op->x, op->y, op);
1532 }
1533 else
1534 { /* get inserted into the stack above top */
1535 op->above = top->above;
1536
1537 if (op->above)
1538 op->above->below = op;
1539
1540 op->below = top;
1541 top->above = op;
1542 }
1543
1544 if (op->above == NULL)
1545 SET_MAP_TOP (op->map, op->x, op->y, op);
1546 } /* else not INS_BELOW_ORIGINATOR */
1547
1548 if (op->type == PLAYER)
1549 op->contr->do_los = 1;
1550
1551 /* If we have a floor, we know the player, if any, will be above
1552 * it, so save a few ticks and start from there.
1553 */
1554 if (!(flag & INS_MAP_LOAD))
1555 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1556 if (tmp->type == PLAYER)
1557 tmp->contr->socket.update_look = 1;
1558
1559 /* If this object glows, it may affect lighting conditions that are
1560 * visible to others on this map. But update_all_los is really
1561 * an inefficient way to do this, as it means los for all players
1562 * on the map will get recalculated. The players could very well
1563 * be far away from this change and not affected in any way -
1564 * this should get redone to only look for players within range,
1565 * or just updating the P_NEED_UPDATE for spaces within this area
1566 * of effect may be sufficient.
1567 */
1568 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1569 update_all_los (op->map, op->x, op->y);
1570
1571 /* updates flags (blocked, alive, no magic, etc) for this map space */
1572 update_object (op, UP_OBJ_INSERT);
1573
1574 /* Don't know if moving this to the end will break anything. However,
1575 * we want to have update_look set above before calling this.
1576 *
1577 * check_move_on() must be after this because code called from
1578 * check_move_on() depends on correct map flags (so functions like
1579 * blocked() and wall() work properly), and these flags are updated by
1580 * update_object().
1581 */
1582
1583 /* if this is not the head or flag has been passed, don't check walk on status */
1584 if (!(flag & INS_NO_WALK_ON) && !op->head)
1585 {
1586 if (check_move_on (op, originator))
1453 return NULL; 1587 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 1588
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 1589 /* If we are a multi part object, lets work our way through the check
1673 * walk on's. 1590 * walk on's.
1674 */ 1591 */
1675 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1592 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1676 if (check_move_on (tmp, originator)) 1593 if (check_move_on (tmp, originator))
1677 return NULL; 1594 return NULL;
1678 } 1595 }
1596
1679 return op; 1597 return op;
1680} 1598}
1681 1599
1682/* this function inserts an object in the map, but if it 1600/* 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. 1601 * 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. 1602 * op is the object to insert it under: supplies x and the map.
1685 */ 1603 */
1604void
1686void replace_insert_ob_in_map(const char *arch_string, object *op) { 1605replace_insert_ob_in_map (const char *arch_string, object *op)
1606{
1687 object *tmp; 1607 object *
1688 object *tmp1; 1608 tmp;
1609 object *
1610 tmp1;
1689 1611
1690 /* first search for itself and remove any old instances */ 1612 /* first search for itself and remove any old instances */
1691 1613
1692 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1614 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1615 {
1693 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1616 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1617 {
1694 remove_ob(tmp); 1618 remove_ob (tmp);
1695 free_object(tmp); 1619 free_object (tmp);
1696 } 1620 }
1697 } 1621 }
1698 1622
1699 tmp1=arch_to_object(find_archetype(arch_string)); 1623 tmp1 = arch_to_object (archetype::find (arch_string));
1700 1624
1701 1625 tmp1->x = op->x;
1702 tmp1->x = op->x; tmp1->y = op->y; 1626 tmp1->y = op->y;
1703 insert_ob_in_map(tmp1,op->map,op,0); 1627 insert_ob_in_map (tmp1, op->map, op, 0);
1704} 1628}
1705 1629
1706/* 1630/*
1707 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1631 * 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 1632 * is returned contains nr objects, and the remaining parts contains
1709 * the rest (or is removed and freed if that number is 0). 1633 * the rest (or is removed and freed if that number is 0).
1710 * On failure, NULL is returned, and the reason put into the 1634 * On failure, NULL is returned, and the reason put into the
1711 * global static errmsg array. 1635 * global static errmsg array.
1712 */ 1636 */
1713 1637
1638object *
1714object *get_split_ob(object *orig_ob, uint32 nr) { 1639get_split_ob (object *orig_ob, uint32 nr)
1715 object *newob; 1640{
1641 object *
1642 newob;
1643 int
1716 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1644 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1717 1645
1718 if(orig_ob->nrof<nr) { 1646 if (orig_ob->nrof < nr)
1719 sprintf(errmsg,"There are only %d %ss.", 1647 {
1720 orig_ob->nrof?orig_ob->nrof:1, orig_ob->name); 1648 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1721 return NULL; 1649 return NULL;
1722 } 1650 }
1651
1723 newob = object_create_clone(orig_ob); 1652 newob = object_create_clone (orig_ob);
1653
1724 if((orig_ob->nrof-=nr)<1) { 1654 if ((orig_ob->nrof -= nr) < 1)
1655 {
1725 if ( ! is_removed) 1656 if (!is_removed)
1726 remove_ob(orig_ob); 1657 remove_ob (orig_ob);
1727 free_object2(orig_ob, 1); 1658 free_object2 (orig_ob, 1);
1728 } 1659 }
1729 else if ( ! is_removed) { 1660 else if (!is_removed)
1661 {
1730 if(orig_ob->env!=NULL) 1662 if (orig_ob->env != NULL)
1731 sub_weight (orig_ob->env,orig_ob->weight*nr); 1663 sub_weight (orig_ob->env, orig_ob->weight * nr);
1732 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1664 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1665 {
1733 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1666 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"); 1667 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1736 return NULL; 1668 return NULL;
1737 } 1669 }
1738 } 1670 }
1671
1739 newob->nrof=nr; 1672 newob->nrof = nr;
1740 1673
1741 return newob; 1674 return newob;
1742} 1675}
1743 1676
1744/* 1677/*
1745 * decrease_ob_nr(object, number) decreases a specified number from 1678 * decrease_ob_nr(object, number) decreases a specified number from
1746 * the amount of an object. If the amount reaches 0, the object 1679 * the amount of an object. If the amount reaches 0, the object
1747 * is subsequently removed and freed. 1680 * is subsequently removed and freed.
1748 * 1681 *
1749 * Return value: 'op' if something is left, NULL if the amount reached 0 1682 * Return value: 'op' if something is left, NULL if the amount reached 0
1750 */ 1683 */
1751 1684
1685object *
1752object *decrease_ob_nr (object *op, uint32 i) 1686decrease_ob_nr (object *op, uint32 i)
1753{ 1687{
1754 object *tmp; 1688 object *tmp;
1755 player *pl; 1689 player *pl;
1756 1690
1757 if (i == 0) /* objects with op->nrof require this check */ 1691 if (i == 0) /* objects with op->nrof require this check */
1758 return op; 1692 return op;
1759 1693
1760 if (i > op->nrof) 1694 if (i > op->nrof)
1761 i = op->nrof; 1695 i = op->nrof;
1762 1696
1763 if (QUERY_FLAG (op, FLAG_REMOVED)) 1697 if (QUERY_FLAG (op, FLAG_REMOVED))
1698 op->nrof -= i;
1699 else if (op->env != NULL)
1700 {
1701 /* is this object in the players inventory, or sub container
1702 * therein?
1703 */
1704 tmp = is_player_inv (op->env);
1705 /* nope. Is this a container the player has opened?
1706 * If so, set tmp to that player.
1707 * IMO, searching through all the players will mostly
1708 * likely be quicker than following op->env to the map,
1709 * and then searching the map for a player.
1710 */
1711 if (!tmp)
1712 {
1713 for (pl = first_player; pl; pl = pl->next)
1714 if (pl->ob->container == op->env)
1715 break;
1716 if (pl)
1717 tmp = pl->ob;
1718 else
1719 tmp = NULL;
1720 }
1721
1722 if (i < op->nrof)
1723 {
1724 sub_weight (op->env, op->weight * i);
1725 op->nrof -= i;
1726 if (tmp)
1727 {
1728 esrv_send_item (tmp, op);
1729 }
1730 }
1731 else
1732 {
1733 remove_ob (op);
1734 op->nrof = 0;
1735 if (tmp)
1736 {
1737 esrv_del_item (tmp->contr, op->count);
1738 }
1739 }
1764 { 1740 }
1741 else
1742 {
1743 object *above = op->above;
1744
1745 if (i < op->nrof)
1765 op->nrof -= i; 1746 op->nrof -= i;
1766 } 1747 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 } 1748 {
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); 1749 remove_ob (op);
1794 op->nrof = 0; 1750 op->nrof = 0;
1795 if (tmp) {
1796 esrv_del_item(tmp->contr, op->count);
1797 } 1751 }
1798 }
1799 }
1800 else
1801 {
1802 object *above = op->above;
1803 1752
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 */ 1753 /* Since we just removed op, op->above is null */
1811 for (tmp = above; tmp != NULL; tmp = tmp->above) 1754 for (tmp = above; tmp != NULL; tmp = tmp->above)
1812 if (tmp->type == PLAYER) { 1755 if (tmp->type == PLAYER)
1756 {
1813 if (op->nrof) 1757 if (op->nrof)
1814 esrv_send_item(tmp, op); 1758 esrv_send_item (tmp, op);
1815 else 1759 else
1816 esrv_del_item(tmp->contr, op->count); 1760 esrv_del_item (tmp->contr, op->count);
1817 } 1761 }
1818 } 1762 }
1819 1763
1820 if (op->nrof) { 1764 if (op->nrof)
1821 return op; 1765 return op;
1822 } else { 1766 else
1767 {
1823 free_object (op); 1768 free_object (op);
1824 return NULL; 1769 return NULL;
1825 } 1770 }
1826} 1771}
1827 1772
1828/* 1773/*
1829 * add_weight(object, weight) adds the specified weight to an object, 1774 * add_weight(object, weight) adds the specified weight to an object,
1830 * and also updates how much the environment(s) is/are carrying. 1775 * and also updates how much the environment(s) is/are carrying.
1831 */ 1776 */
1832 1777
1778void
1833void add_weight (object *op, signed long weight) { 1779add_weight (object *op, signed long weight)
1780{
1834 while (op!=NULL) { 1781 while (op != NULL)
1782 {
1835 if (op->type == CONTAINER) { 1783 if (op->type == CONTAINER)
1836 weight=(signed long)(weight*(100-op->stats.Str)/100); 1784 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1837 } 1785
1838 op->carrying+=weight; 1786 op->carrying += weight;
1839 op=op->env; 1787 op = op->env;
1840 } 1788 }
1841} 1789}
1842 1790
1843/* 1791/*
1844 * insert_ob_in_ob(op,environment): 1792 * insert_ob_in_ob(op,environment):
1845 * This function inserts the object op in the linked list 1793 * This function inserts the object op in the linked list
1852 * 1800 *
1853 * The function returns now pointer to inserted item, and return value can 1801 * The function returns now pointer to inserted item, and return value can
1854 * be != op, if items are merged. -Tero 1802 * be != op, if items are merged. -Tero
1855 */ 1803 */
1856 1804
1805object *
1857object *insert_ob_in_ob(object *op,object *where) { 1806insert_ob_in_ob (object *op, object *where)
1858 object *tmp, *otmp; 1807{
1808 object *
1809 tmp, *
1810 otmp;
1859 1811
1860 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1812 if (!QUERY_FLAG (op, FLAG_REMOVED))
1813 {
1861 dump_object(op); 1814 dump_object (op);
1862 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1815 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1863 return op; 1816 return op;
1864 } 1817 }
1818
1865 if(where==NULL) { 1819 if (where == NULL)
1820 {
1866 dump_object(op); 1821 dump_object (op);
1867 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg); 1822 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1868 return op; 1823 return op;
1869 } 1824 }
1825
1870 if (where->head) { 1826 if (where->head)
1871 LOG(llevDebug, 1827 {
1872 "Warning: Tried to insert object wrong part of multipart object.\n"); 1828 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1873 where = where->head; 1829 where = where->head;
1874 } 1830 }
1831
1875 if (op->more) { 1832 if (op->more)
1833 {
1876 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1834 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1877 op->name, op->count);
1878 return op; 1835 return op;
1879 } 1836 }
1837
1880 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1838 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1881 CLEAR_FLAG(op, FLAG_REMOVED); 1839 CLEAR_FLAG (op, FLAG_REMOVED);
1882 if(op->nrof) { 1840 if (op->nrof)
1841 {
1883 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1842 for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1884 if ( CAN_MERGE(tmp,op) ) { 1843 if (CAN_MERGE (tmp, op))
1844 {
1885 /* return the original object and remove inserted object 1845 /* return the original object and remove inserted object
1886 (client needs the original object) */ 1846 (client needs the original object) */
1887 tmp->nrof += op->nrof; 1847 tmp->nrof += op->nrof;
1888 /* Weight handling gets pretty funky. Since we are adding to 1848 /* Weight handling gets pretty funky. Since we are adding to
1889 * tmp->nrof, we need to increase the weight. 1849 * tmp->nrof, we need to increase the weight.
1890 */ 1850 */
1891 add_weight (where, op->weight*op->nrof); 1851 add_weight (where, op->weight * op->nrof);
1892 SET_FLAG(op, FLAG_REMOVED); 1852 SET_FLAG (op, FLAG_REMOVED);
1893 free_object(op); /* free the inserted object */ 1853 free_object (op); /* free the inserted object */
1894 op = tmp; 1854 op = tmp;
1895 remove_ob (op); /* and fix old object's links */ 1855 remove_ob (op); /* and fix old object's links */
1896 CLEAR_FLAG(op, FLAG_REMOVED); 1856 CLEAR_FLAG (op, FLAG_REMOVED);
1897 break; 1857 break;
1898 } 1858 }
1899 1859
1900 /* I assume combined objects have no inventory 1860 /* I assume combined objects have no inventory
1901 * We add the weight - this object could have just been removed 1861 * We add the weight - this object could have just been removed
1902 * (if it was possible to merge). calling remove_ob will subtract 1862 * (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 1863 * the weight, so we need to add it in again, since we actually do
1904 * the linking below 1864 * the linking below
1905 */ 1865 */
1906 add_weight (where, op->weight*op->nrof); 1866 add_weight (where, op->weight * op->nrof);
1867 }
1907 } else 1868 else
1908 add_weight (where, (op->weight+op->carrying)); 1869 add_weight (where, (op->weight + op->carrying));
1909 1870
1910 otmp=is_player_inv(where); 1871 otmp = is_player_inv (where);
1911 if (otmp&&otmp->contr!=NULL) { 1872 if (otmp && otmp->contr != NULL)
1873 {
1912 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1874 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1913 fix_player(otmp); 1875 fix_player (otmp);
1914 } 1876 }
1915 1877
1916 op->map=NULL; 1878 op->map = NULL;
1917 op->env=where; 1879 op->env = where;
1918 op->above=NULL; 1880 op->above = NULL;
1919 op->below=NULL; 1881 op->below = NULL;
1920 op->x=0,op->y=0; 1882 op->x = 0, op->y = 0;
1921 op->ox=0,op->oy=0;
1922 1883
1923 /* reset the light list and los of the players on the map */ 1884 /* reset the light list and los of the players on the map */
1924 if((op->glow_radius!=0)&&where->map) 1885 if ((op->glow_radius != 0) && where->map)
1925 { 1886 {
1926#ifdef DEBUG_LIGHTS 1887#ifdef DEBUG_LIGHTS
1927 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1888 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1928 op->name);
1929#endif /* DEBUG_LIGHTS */ 1889#endif /* DEBUG_LIGHTS */
1890 if (MAP_DARKNESS (where->map))
1930 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1891 update_all_los (where->map, where->x, where->y);
1931 } 1892 }
1932 1893
1933 /* Client has no idea of ordering so lets not bother ordering it here. 1894 /* Client has no idea of ordering so lets not bother ordering it here.
1934 * It sure simplifies this function... 1895 * It sure simplifies this function...
1935 */ 1896 */
1936 if (where->inv==NULL) 1897 if (where->inv == NULL)
1937 where->inv=op; 1898 where->inv = op;
1938 else { 1899 else
1900 {
1939 op->below = where->inv; 1901 op->below = where->inv;
1940 op->below->above = op; 1902 op->below->above = op;
1941 where->inv = op; 1903 where->inv = op;
1942 } 1904 }
1943 return op; 1905 return op;
1944} 1906}
1945 1907
1946/* 1908/*
1947 * Checks if any objects has a move_type that matches objects 1909 * 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 1924 * 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 1925 * object being inserted. insert_ob_in_map may not put new objects
1964 * on top. 1926 * on top.
1965 */ 1927 */
1966 1928
1929int
1967int check_move_on (object *op, object *originator) 1930check_move_on (object *op, object *originator)
1968{ 1931{
1969 object *tmp; 1932 object *tmp;
1970 tag_t tag;
1971 mapstruct *m=op->map; 1933 maptile *m = op->map;
1972 int x=op->x, y=op->y; 1934 int x = op->x, y = op->y;
1935
1973 MoveType move_on, move_slow, move_block; 1936 MoveType move_on, move_slow, move_block;
1974 1937
1975 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1938 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1976 return 0; 1939 return 0;
1977 1940
1978 tag = op->count;
1979
1980 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1941 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); 1942 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); 1943 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1983 1944
1984 /* if nothing on this space will slow op down or be applied, 1945 /* 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 1946 * 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 1947 * is set, as lots of objects don't have it set - we treat that
1987 * as walking. 1948 * as walking.
1988 */ 1949 */
1989 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1950 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1990 return 0; 1951 return 0;
1991 1952
1992 /* This is basically inverse logic of that below - basically, 1953 /* This is basically inverse logic of that below - basically,
1993 * if the object can avoid the move on or slow move, they do so, 1954 * 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 1955 * but can't do it if the alternate movement they are using is
1995 * blocked. Logic on this seems confusing, but does seem correct. 1956 * blocked. Logic on this seems confusing, but does seem correct.
1996 */ 1957 */
1997 if ((op->move_type & ~move_on & ~move_block) != 0 && 1958 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; 1959 return 0;
1999 1960
2000 /* The objects have to be checked from top to bottom. 1961 /* The objects have to be checked from top to bottom.
2001 * Hence, we first go to the top: 1962 * Hence, we first go to the top:
2002 */ 1963 */
2003 1964
2004 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1965 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) { 1966 {
2006 /* Trim the search when we find the first other spell effect 1967 /* Trim the search when we find the first other spell effect
2007 * this helps performance so that if a space has 50 spell objects, 1968 * this helps performance so that if a space has 50 spell objects,
2008 * we don't need to check all of them. 1969 * we don't need to check all of them.
2009 */ 1970 */
2010 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1971 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1972 break;
1973 }
1974
1975 for (; tmp; tmp = tmp->below)
2011 } 1976 {
2012 for(;tmp!=NULL; tmp=tmp->below) { 1977 if (tmp == op)
2013 if (tmp == op) continue; /* Can't apply yourself */ 1978 continue; /* Can't apply yourself */
2014 1979
2015 /* Check to see if one of the movement types should be slowed down. 1980 /* 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 1981 * Second check makes sure that the movement types not being slowed
2017 * (~slow_move) is not blocked on this space - just because the 1982 * (~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 1983 * 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. 1984 * swim on that space, can't use it to avoid the penalty.
2020 */ 1985 */
2021 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1986 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1987 {
2022 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1988 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)) { 1989 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1990 {
2025 1991
2026 float diff; 1992 float
2027
2028 diff = tmp->move_slow_penalty*FABS(op->speed); 1993 diff = tmp->move_slow_penalty * FABS (op->speed);
1994
2029 if (op->type == PLAYER) { 1995 if (op->type == PLAYER)
2030 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1996 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))) { 1997 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2032 diff /= 4.0; 1998 diff /= 4.0;
2033 } 1999
2034 }
2035 op->speed_left -= diff; 2000 op->speed_left -= diff;
2036 } 2001 }
2037 } 2002 }
2038 2003
2039 /* Basically same logic as above, except now for actual apply. */ 2004 /* Basically same logic as above, except now for actual apply. */
2040 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 2005 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)) { 2006 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2043 2007 {
2044 move_apply(tmp, op, originator); 2008 move_apply (tmp, op, originator);
2009
2045 if (was_destroyed (op, tag)) 2010 if (op->destroyed ())
2046 return 1; 2011 return 1;
2047 2012
2048 /* what the person/creature stepped onto has moved the object 2013 /* what the person/creature stepped onto has moved the object
2049 * someplace new. Don't process any further - if we did, 2014 * someplace new. Don't process any further - if we did,
2050 * have a feeling strange problems would result. 2015 * have a feeling strange problems would result.
2051 */ 2016 */
2052 if (op->map != m || op->x != x || op->y != y) return 0; 2017 if (op->map != m || op->x != x || op->y != y)
2018 return 0;
2053 } 2019 }
2054 } 2020 }
2021
2055 return 0; 2022 return 0;
2056} 2023}
2057 2024
2058/* 2025/*
2059 * present_arch(arch, map, x, y) searches for any objects with 2026 * present_arch(arch, map, x, y) searches for any objects with
2060 * a matching archetype at the given map and coordinates. 2027 * a matching archetype at the given map and coordinates.
2061 * The first matching object is returned, or NULL if none. 2028 * The first matching object is returned, or NULL if none.
2062 */ 2029 */
2063 2030
2031object *
2064object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 2032present_arch (const archetype *at, maptile *m, int x, int y)
2033{
2065 object *tmp; 2034 object *
2035 tmp;
2036
2066 if(m==NULL || out_of_map(m,x,y)) { 2037 if (m == NULL || out_of_map (m, x, y))
2038 {
2067 LOG(llevError,"Present_arch called outside map.\n"); 2039 LOG (llevError, "Present_arch called outside map.\n");
2068 return NULL; 2040 return NULL;
2069 } 2041 }
2070 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 2042 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2071 if(tmp->arch == at) 2043 if (tmp->arch == at)
2072 return tmp; 2044 return tmp;
2073 return NULL; 2045 return NULL;
2074} 2046}
2075 2047
2076/* 2048/*
2077 * present(type, map, x, y) searches for any objects with 2049 * present(type, map, x, y) searches for any objects with
2078 * a matching type variable at the given map and coordinates. 2050 * a matching type variable at the given map and coordinates.
2079 * The first matching object is returned, or NULL if none. 2051 * The first matching object is returned, or NULL if none.
2080 */ 2052 */
2081 2053
2054object *
2082object *present(unsigned char type,mapstruct *m, int x,int y) { 2055present (unsigned char type, maptile *m, int x, int y)
2056{
2083 object *tmp; 2057 object *
2058 tmp;
2059
2084 if(out_of_map(m,x,y)) { 2060 if (out_of_map (m, x, y))
2061 {
2085 LOG(llevError,"Present called outside map.\n"); 2062 LOG (llevError, "Present called outside map.\n");
2086 return NULL; 2063 return NULL;
2087 } 2064 }
2088 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 2065 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2089 if(tmp->type==type) 2066 if (tmp->type == type)
2090 return tmp; 2067 return tmp;
2091 return NULL; 2068 return NULL;
2092} 2069}
2093 2070
2094/* 2071/*
2095 * present_in_ob(type, object) searches for any objects with 2072 * present_in_ob(type, object) searches for any objects with
2096 * a matching type variable in the inventory of the given object. 2073 * a matching type variable in the inventory of the given object.
2097 * The first matching object is returned, or NULL if none. 2074 * The first matching object is returned, or NULL if none.
2098 */ 2075 */
2099 2076
2077object *
2100object *present_in_ob(unsigned char type, const object *op) { 2078present_in_ob (unsigned char type, const object *op)
2079{
2101 object *tmp; 2080 object *
2081 tmp;
2082
2102 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2083 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2103 if(tmp->type==type) 2084 if (tmp->type == type)
2104 return tmp; 2085 return tmp;
2105 return NULL; 2086 return NULL;
2106} 2087}
2107 2088
2108/* 2089/*
2118 * the object name, not the archetype name. this is so that the 2099 * 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 2100 * spell code can use one object type (force), but change it's name
2120 * to be unique. 2101 * to be unique.
2121 */ 2102 */
2122 2103
2104object *
2123object *present_in_ob_by_name(int type, const char *str, const object *op) { 2105present_in_ob_by_name (int type, const char *str, const object *op)
2106{
2124 object *tmp; 2107 object *
2108 tmp;
2125 2109
2126 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2110 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2111 {
2127 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2112 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2128 return tmp; 2113 return tmp;
2129 } 2114 }
2130 return NULL; 2115 return NULL;
2131} 2116}
2132 2117
2133/* 2118/*
2134 * present_arch_in_ob(archetype, object) searches for any objects with 2119 * present_arch_in_ob(archetype, object) searches for any objects with
2135 * a matching archetype in the inventory of the given object. 2120 * a matching archetype in the inventory of the given object.
2136 * The first matching object is returned, or NULL if none. 2121 * The first matching object is returned, or NULL if none.
2137 */ 2122 */
2138 2123
2124object *
2139object *present_arch_in_ob(const archetype *at, const object *op) { 2125present_arch_in_ob (const archetype *at, const object *op)
2126{
2140 object *tmp; 2127 object *
2128 tmp;
2129
2141 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2130 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2142 if( tmp->arch == at) 2131 if (tmp->arch == at)
2143 return tmp; 2132 return tmp;
2144 return NULL; 2133 return NULL;
2145} 2134}
2146 2135
2147/* 2136/*
2148 * activate recursively a flag on an object inventory 2137 * activate recursively a flag on an object inventory
2149 */ 2138 */
2139void
2150void flag_inv(object*op, int flag){ 2140flag_inv (object *op, int flag)
2141{
2151 object *tmp; 2142 object *
2143 tmp;
2144
2152 if(op->inv) 2145 if (op->inv)
2153 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2146 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2147 {
2154 SET_FLAG(tmp, flag); 2148 SET_FLAG (tmp, flag);
2155 flag_inv(tmp,flag); 2149 flag_inv (tmp, flag);
2156 } 2150 }
2157}/* 2151} /*
2158 * desactivate recursively a flag on an object inventory 2152 * desactivate recursively a flag on an object inventory
2159 */ 2153 */
2154void
2160void unflag_inv(object*op, int flag){ 2155unflag_inv (object *op, int flag)
2156{
2161 object *tmp; 2157 object *
2158 tmp;
2159
2162 if(op->inv) 2160 if (op->inv)
2163 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2161 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2162 {
2164 CLEAR_FLAG(tmp, flag); 2163 CLEAR_FLAG (tmp, flag);
2165 unflag_inv(tmp,flag); 2164 unflag_inv (tmp, flag);
2166 } 2165 }
2167} 2166}
2168 2167
2169/* 2168/*
2170 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2169 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2171 * all it's inventory (recursively). 2170 * all it's inventory (recursively).
2172 * If checksums are used, a player will get set_cheat called for 2171 * 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. 2172 * him/her-self and all object carried by a call to this function.
2174 */ 2173 */
2175 2174
2175void
2176void set_cheat(object *op) { 2176set_cheat (object *op)
2177{
2177 SET_FLAG(op, FLAG_WAS_WIZ); 2178 SET_FLAG (op, FLAG_WAS_WIZ);
2178 flag_inv(op, FLAG_WAS_WIZ); 2179 flag_inv (op, FLAG_WAS_WIZ);
2179} 2180}
2180 2181
2181/* 2182/*
2182 * find_free_spot(object, map, x, y, start, stop) will search for 2183 * 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 2184 * 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 2199 * 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 2200 * the archetype because that isn't correct if the monster has been
2200 * customized, changed states, etc. 2201 * customized, changed states, etc.
2201 */ 2202 */
2202 2203
2204int
2203int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2205find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2206{
2207 int
2208 i,
2204 int i,index=0, flag; 2209 index = 0, flag;
2210 static int
2205 static int altern[SIZEOFFREE]; 2211 altern[SIZEOFFREE];
2206 2212
2207 for(i=start;i<stop;i++) { 2213 for (i = start; i < stop; i++)
2214 {
2208 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2215 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2209 if(!flag) 2216 if (!flag)
2210 altern[index++]=i; 2217 altern[index++] = i;
2211 2218
2212 /* Basically, if we find a wall on a space, we cut down the search size. 2219 /* 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. 2220 * 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 - 2221 * 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 2222 * 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 2223 * spaces in all the other directions, this will reduce the search space
2217 * to only the spaces immediately surrounding the target area, and 2224 * to only the spaces immediately surrounding the target area, and
2218 * won't look 2 spaces south of the target space. 2225 * won't look 2 spaces south of the target space.
2219 */ 2226 */
2220 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2227 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2221 stop=maxfree[i]; 2228 stop = maxfree[i];
2222 } 2229 }
2223 if(!index) return -1; 2230 if (!index)
2231 return -1;
2224 return altern[RANDOM()%index]; 2232 return altern[RANDOM () % index];
2225} 2233}
2226 2234
2227/* 2235/*
2228 * find_first_free_spot(archetype, mapstruct, x, y) works like 2236 * find_first_free_spot(archetype, maptile, x, y) works like
2229 * find_free_spot(), but it will search max number of squares. 2237 * find_free_spot(), but it will search max number of squares.
2230 * But it will return the first available spot, not a random choice. 2238 * 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. 2239 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2232 */ 2240 */
2233 2241
2242int
2234int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2243find_first_free_spot (const object *ob, maptile *m, int x, int y)
2244{
2245 int
2235 int i; 2246 i;
2247
2236 for(i=0;i<SIZEOFFREE;i++) { 2248 for (i = 0; i < SIZEOFFREE; i++)
2249 {
2237 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2250 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2238 return i; 2251 return i;
2239 } 2252 }
2240 return -1; 2253 return -1;
2241} 2254}
2242 2255
2243/* 2256/*
2244 * The function permute(arr, begin, end) randomly reorders the array 2257 * The function permute(arr, begin, end) randomly reorders the array
2245 * arr[begin..end-1]. 2258 * arr[begin..end-1].
2246 */ 2259 */
2260static void
2247static void permute(int *arr, int begin, int end) 2261permute (int *arr, int begin, int end)
2248{ 2262{
2249 int i, j, tmp, len; 2263 int
2264 i,
2265 j,
2266 tmp,
2267 len;
2250 2268
2251 len = end-begin; 2269 len = end - begin;
2252 for(i = begin; i < end; i++) 2270 for (i = begin; i < end; i++)
2253 { 2271 {
2254 j = begin+RANDOM()%len; 2272 j = begin + RANDOM () % len;
2255 2273
2256 tmp = arr[i]; 2274 tmp = arr[i];
2257 arr[i] = arr[j]; 2275 arr[i] = arr[j];
2258 arr[j] = tmp; 2276 arr[j] = tmp;
2259 } 2277 }
2260} 2278}
2261 2279
2262/* new function to make monster searching more efficient, and effective! 2280/* new function to make monster searching more efficient, and effective!
2263 * This basically returns a randomized array (in the passed pointer) of 2281 * 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 2282 * 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 2283 * 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 2284 * 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. 2285 * the 3x3 area will be searched, just not in a predictable order.
2268 */ 2286 */
2287void
2269void get_search_arr(int *search_arr) 2288get_search_arr (int *search_arr)
2270{ 2289{
2290 int
2271 int i; 2291 i;
2272 2292
2273 for(i = 0; i < SIZEOFFREE; i++) 2293 for (i = 0; i < SIZEOFFREE; i++)
2274 { 2294 {
2275 search_arr[i] = i; 2295 search_arr[i] = i;
2276 } 2296 }
2277 2297
2278 permute(search_arr, 1, SIZEOFFREE1+1); 2298 permute (search_arr, 1, SIZEOFFREE1 + 1);
2279 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2299 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2280 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2300 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2281} 2301}
2282 2302
2283/* 2303/*
2284 * find_dir(map, x, y, exclude) will search some close squares in the 2304 * find_dir(map, x, y, exclude) will search some close squares in the
2285 * given map at the given coordinates for live objects. 2305 * given map at the given coordinates for live objects.
2291 * is actually want is going to try and move there. We need this info 2311 * 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 2312 * because we have to know what movement the thing looking to move
2293 * there is capable of. 2313 * there is capable of.
2294 */ 2314 */
2295 2315
2316int
2296int find_dir(mapstruct *m, int x, int y, object *exclude) { 2317find_dir (maptile *m, int x, int y, object *exclude)
2318{
2319 int
2320 i,
2297 int i,max=SIZEOFFREE, mflags; 2321 max = SIZEOFFREE, mflags;
2322
2298 sint16 nx, ny; 2323 sint16 nx, ny;
2299 object *tmp; 2324 object *
2300 mapstruct *mp; 2325 tmp;
2326 maptile *
2327 mp;
2328
2301 MoveType blocked, move_type; 2329 MoveType blocked, move_type;
2302 2330
2303 if (exclude && exclude->head) { 2331 if (exclude && exclude->head)
2332 {
2304 exclude = exclude->head; 2333 exclude = exclude->head;
2305 move_type = exclude->move_type; 2334 move_type = exclude->move_type;
2306 } else { 2335 }
2336 else
2337 {
2307 /* If we don't have anything, presume it can use all movement types. */ 2338 /* If we don't have anything, presume it can use all movement types. */
2308 move_type=MOVE_ALL; 2339 move_type = MOVE_ALL;
2340 }
2341
2342 for (i = 1; i < max; i++)
2309 } 2343 {
2310
2311 for(i=1;i<max;i++) {
2312 mp = m; 2344 mp = m;
2313 nx = x + freearr_x[i]; 2345 nx = x + freearr_x[i];
2314 ny = y + freearr_y[i]; 2346 ny = y + freearr_y[i];
2315 2347
2316 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2348 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2317 if (mflags & P_OUT_OF_MAP) { 2349 if (mflags & P_OUT_OF_MAP)
2350 {
2318 max = maxfree[i]; 2351 max = maxfree[i];
2352 }
2319 } else { 2353 else
2354 {
2320 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2355 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2321 2356
2322 if ((move_type & blocked) == move_type) { 2357 if ((move_type & blocked) == move_type)
2358 {
2323 max=maxfree[i]; 2359 max = maxfree[i];
2360 }
2324 } else if (mflags & P_IS_ALIVE) { 2361 else if (mflags & P_IS_ALIVE)
2362 {
2325 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2363 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2326 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2364 {
2327 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2365 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2366 {
2328 break; 2367 break;
2329 } 2368 }
2330 } 2369 }
2331 if(tmp) { 2370 if (tmp)
2371 {
2332 return freedir[i]; 2372 return freedir[i];
2333 } 2373 }
2334 } 2374 }
2335 } 2375 }
2336 } 2376 }
2337 return 0; 2377 return 0;
2338} 2378}
2339 2379
2340/* 2380/*
2341 * distance(object 1, object 2) will return the square of the 2381 * distance(object 1, object 2) will return the square of the
2342 * distance between the two given objects. 2382 * distance between the two given objects.
2343 */ 2383 */
2344 2384
2385int
2345int distance(const object *ob1, const object *ob2) { 2386distance (const object *ob1, const object *ob2)
2387{
2346 int i; 2388 int
2347 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2389 i;
2348 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2390
2391 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2349 return i; 2392 return i;
2350} 2393}
2351 2394
2352/* 2395/*
2353 * find_dir_2(delta-x,delta-y) will return a direction in which 2396 * 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 2397 * an object which has subtracted the x and y coordinates of another
2355 * object, needs to travel toward it. 2398 * object, needs to travel toward it.
2356 */ 2399 */
2357 2400
2401int
2358int find_dir_2(int x, int y) { 2402find_dir_2 (int x, int y)
2403{
2359 int q; 2404 int
2405 q;
2360 2406
2361 if(y) 2407 if (y)
2362 q=x*100/y; 2408 q = x * 100 / y;
2363 else if (x) 2409 else if (x)
2364 q= -300*x; 2410 q = -300 * x;
2365 else 2411 else
2366 return 0; 2412 return 0;
2367 2413
2368 if(y>0) { 2414 if (y > 0)
2415 {
2369 if(q < -242) 2416 if (q < -242)
2370 return 3 ; 2417 return 3;
2371 if (q < -41) 2418 if (q < -41)
2372 return 2 ; 2419 return 2;
2373 if (q < 41) 2420 if (q < 41)
2374 return 1 ; 2421 return 1;
2375 if (q < 242) 2422 if (q < 242)
2376 return 8 ; 2423 return 8;
2377 return 7 ; 2424 return 7;
2378 } 2425 }
2379 2426
2380 if (q < -242) 2427 if (q < -242)
2381 return 7 ; 2428 return 7;
2382 if (q < -41) 2429 if (q < -41)
2383 return 6 ; 2430 return 6;
2384 if (q < 41) 2431 if (q < 41)
2385 return 5 ; 2432 return 5;
2386 if (q < 242) 2433 if (q < 242)
2387 return 4 ; 2434 return 4;
2388 2435
2389 return 3 ; 2436 return 3;
2390} 2437}
2391 2438
2392/* 2439/*
2393 * absdir(int): Returns a number between 1 and 8, which represent 2440 * absdir(int): Returns a number between 1 and 8, which represent
2394 * the "absolute" direction of a number (it actually takes care of 2441 * the "absolute" direction of a number (it actually takes care of
2395 * "overflow" in previous calculations of a direction). 2442 * "overflow" in previous calculations of a direction).
2396 */ 2443 */
2397 2444
2445int
2398int absdir(int d) { 2446absdir (int d)
2399 while(d<1) d+=8; 2447{
2400 while(d>8) d-=8; 2448 while (d < 1)
2449 d += 8;
2450 while (d > 8)
2451 d -= 8;
2401 return d; 2452 return d;
2402} 2453}
2403 2454
2404/* 2455/*
2405 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2456 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2406 * between two directions (which are expected to be absolute (see absdir()) 2457 * between two directions (which are expected to be absolute (see absdir())
2407 */ 2458 */
2408 2459
2460int
2409int dirdiff(int dir1, int dir2) { 2461dirdiff (int dir1, int dir2)
2462{
2410 int d; 2463 int
2464 d;
2465
2411 d = abs(dir1 - dir2); 2466 d = abs (dir1 - dir2);
2412 if(d>4) 2467 if (d > 4)
2413 d = 8 - d; 2468 d = 8 - d;
2414 return d; 2469 return d;
2415} 2470}
2416 2471
2417/* peterm: 2472/* peterm:
2422 * direction 4, 14, or 16 to get back to where we are. 2477 * 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 2478 * Moved from spell_util.c to object.c with the other related direction
2424 * functions. 2479 * functions.
2425 */ 2480 */
2426 2481
2482int
2427int reduction_dir[SIZEOFFREE][3] = { 2483 reduction_dir[SIZEOFFREE][3] = {
2428 {0,0,0}, /* 0 */ 2484 {0, 0, 0}, /* 0 */
2429 {0,0,0}, /* 1 */ 2485 {0, 0, 0}, /* 1 */
2430 {0,0,0}, /* 2 */ 2486 {0, 0, 0}, /* 2 */
2431 {0,0,0}, /* 3 */ 2487 {0, 0, 0}, /* 3 */
2432 {0,0,0}, /* 4 */ 2488 {0, 0, 0}, /* 4 */
2433 {0,0,0}, /* 5 */ 2489 {0, 0, 0}, /* 5 */
2434 {0,0,0}, /* 6 */ 2490 {0, 0, 0}, /* 6 */
2435 {0,0,0}, /* 7 */ 2491 {0, 0, 0}, /* 7 */
2436 {0,0,0}, /* 8 */ 2492 {0, 0, 0}, /* 8 */
2437 {8,1,2}, /* 9 */ 2493 {8, 1, 2}, /* 9 */
2438 {1,2,-1}, /* 10 */ 2494 {1, 2, -1}, /* 10 */
2439 {2,10,12}, /* 11 */ 2495 {2, 10, 12}, /* 11 */
2440 {2,3,-1}, /* 12 */ 2496 {2, 3, -1}, /* 12 */
2441 {2,3,4}, /* 13 */ 2497 {2, 3, 4}, /* 13 */
2442 {3,4,-1}, /* 14 */ 2498 {3, 4, -1}, /* 14 */
2443 {4,14,16}, /* 15 */ 2499 {4, 14, 16}, /* 15 */
2444 {5,4,-1}, /* 16 */ 2500 {5, 4, -1}, /* 16 */
2445 {4,5,6}, /* 17 */ 2501 {4, 5, 6}, /* 17 */
2446 {6,5,-1}, /* 18 */ 2502 {6, 5, -1}, /* 18 */
2447 {6,20,18}, /* 19 */ 2503 {6, 20, 18}, /* 19 */
2448 {7,6,-1}, /* 20 */ 2504 {7, 6, -1}, /* 20 */
2449 {6,7,8}, /* 21 */ 2505 {6, 7, 8}, /* 21 */
2450 {7,8,-1}, /* 22 */ 2506 {7, 8, -1}, /* 22 */
2451 {8,22,24}, /* 23 */ 2507 {8, 22, 24}, /* 23 */
2452 {8,1,-1}, /* 24 */ 2508 {8, 1, -1}, /* 24 */
2453 {24,9,10}, /* 25 */ 2509 {24, 9, 10}, /* 25 */
2454 {9,10,-1}, /* 26 */ 2510 {9, 10, -1}, /* 26 */
2455 {10,11,-1}, /* 27 */ 2511 {10, 11, -1}, /* 27 */
2456 {27,11,29}, /* 28 */ 2512 {27, 11, 29}, /* 28 */
2457 {11,12,-1}, /* 29 */ 2513 {11, 12, -1}, /* 29 */
2458 {12,13,-1}, /* 30 */ 2514 {12, 13, -1}, /* 30 */
2459 {12,13,14}, /* 31 */ 2515 {12, 13, 14}, /* 31 */
2460 {13,14,-1}, /* 32 */ 2516 {13, 14, -1}, /* 32 */
2461 {14,15,-1}, /* 33 */ 2517 {14, 15, -1}, /* 33 */
2462 {33,15,35}, /* 34 */ 2518 {33, 15, 35}, /* 34 */
2463 {16,15,-1}, /* 35 */ 2519 {16, 15, -1}, /* 35 */
2464 {17,16,-1}, /* 36 */ 2520 {17, 16, -1}, /* 36 */
2465 {18,17,16}, /* 37 */ 2521 {18, 17, 16}, /* 37 */
2466 {18,17,-1}, /* 38 */ 2522 {18, 17, -1}, /* 38 */
2467 {18,19,-1}, /* 39 */ 2523 {18, 19, -1}, /* 39 */
2468 {41,19,39}, /* 40 */ 2524 {41, 19, 39}, /* 40 */
2469 {19,20,-1}, /* 41 */ 2525 {19, 20, -1}, /* 41 */
2470 {20,21,-1}, /* 42 */ 2526 {20, 21, -1}, /* 42 */
2471 {20,21,22}, /* 43 */ 2527 {20, 21, 22}, /* 43 */
2472 {21,22,-1}, /* 44 */ 2528 {21, 22, -1}, /* 44 */
2473 {23,22,-1}, /* 45 */ 2529 {23, 22, -1}, /* 45 */
2474 {45,47,23}, /* 46 */ 2530 {45, 47, 23}, /* 46 */
2475 {23,24,-1}, /* 47 */ 2531 {23, 24, -1}, /* 47 */
2476 {24,9,-1}}; /* 48 */ 2532 {24, 9, -1}
2533}; /* 48 */
2477 2534
2478/* Recursive routine to step back and see if we can 2535/* Recursive routine to step back and see if we can
2479 * find a path to that monster that we found. If not, 2536 * find a path to that monster that we found. If not,
2480 * we don't bother going toward it. Returns 1 if we 2537 * we don't bother going toward it. Returns 1 if we
2481 * can see a direct way to get it 2538 * can see a direct way to get it
2482 * Modified to be map tile aware -.MSW 2539 * Modified to be map tile aware -.MSW
2483 */ 2540 */
2484
2485 2541
2542
2543int
2486int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2544can_see_monsterP (maptile *m, int x, int y, int dir)
2545{
2487 sint16 dx, dy; 2546 sint16 dx, dy;
2547 int
2488 int mflags; 2548 mflags;
2489 2549
2550 if (dir < 0)
2490 if(dir<0) return 0; /* exit condition: invalid direction */ 2551 return 0; /* exit condition: invalid direction */
2491 2552
2492 dx = x + freearr_x[dir]; 2553 dx = x + freearr_x[dir];
2493 dy = y + freearr_y[dir]; 2554 dy = y + freearr_y[dir];
2494 2555
2495 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2556 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2496 2557
2497 /* This functional arguably was incorrect before - it was 2558 /* This functional arguably was incorrect before - it was
2498 * checking for P_WALL - that was basically seeing if 2559 * checking for P_WALL - that was basically seeing if
2499 * we could move to the monster - this is being more 2560 * we could move to the monster - this is being more
2500 * literal on if we can see it. To know if we can actually 2561 * 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 2562 * move to the monster, we'd need the monster passed in or
2502 * at least its move type. 2563 * at least its move type.
2503 */ 2564 */
2504 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2565 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2566 return 0;
2505 2567
2506 /* yes, can see. */ 2568 /* yes, can see. */
2507 if(dir < 9) return 1; 2569 if (dir < 9)
2570 return 1;
2508 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2571 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2509 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2572 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} 2573}
2512 2574
2513 2575
2514 2576
2515/* 2577/*
2516 * can_pick(picker, item): finds out if an object is possible to be 2578 * 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 2579 * picked up by the picker. Returnes 1 if it can be
2518 * picked up, otherwise 0. 2580 * picked up, otherwise 0.
2519 * 2581 *
2521 * core dumps if they do. 2583 * core dumps if they do.
2522 * 2584 *
2523 * Add a check so we can't pick up invisible objects (0.93.8) 2585 * Add a check so we can't pick up invisible objects (0.93.8)
2524 */ 2586 */
2525 2587
2588int
2526int can_pick(const object *who, const object *item) { 2589can_pick (const object *who, const object *item)
2590{
2527 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2591 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2528 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2592 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2529 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2593 !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} 2594}
2532 2595
2533 2596
2534/* 2597/*
2535 * create clone from object to another 2598 * create clone from object to another
2536 */ 2599 */
2600object *
2537object *object_create_clone (object *asrc) { 2601object_create_clone (object *asrc)
2602{
2603 object *
2538 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2604 dst = NULL, *tmp, *src, *part, *prev, *item;
2539 2605
2606 if (!asrc)
2540 if(!asrc) return NULL; 2607 return NULL;
2541 src = asrc; 2608 src = asrc;
2542 if(src->head) 2609 if (src->head)
2543 src = src->head; 2610 src = src->head;
2544 2611
2545 prev = NULL; 2612 prev = NULL;
2546 for(part = src; part; part = part->more) { 2613 for (part = src; part; part = part->more)
2614 {
2547 tmp = get_object(); 2615 tmp = get_object ();
2548 copy_object(part,tmp); 2616 copy_object (part, tmp);
2549 tmp->x -= src->x; 2617 tmp->x -= src->x;
2550 tmp->y -= src->y; 2618 tmp->y -= src->y;
2551 if(!part->head) { 2619 if (!part->head)
2620 {
2552 dst = tmp; 2621 dst = tmp;
2553 tmp->head = NULL; 2622 tmp->head = NULL;
2623 }
2554 } else { 2624 else
2625 {
2555 tmp->head = dst; 2626 tmp->head = dst;
2556 } 2627 }
2557 tmp->more = NULL; 2628 tmp->more = NULL;
2558 if(prev) 2629 if (prev)
2559 prev->more = tmp; 2630 prev->more = tmp;
2560 prev = tmp; 2631 prev = tmp;
2561 } 2632 }
2562 /*** copy inventory ***/ 2633
2563 for(item = src->inv; item; item = item->below) { 2634 for (item = src->inv; item; item = item->below)
2564 (void) insert_ob_in_ob(object_create_clone(item),dst); 2635 insert_ob_in_ob (object_create_clone (item), dst);
2565 }
2566 2636
2567 return dst; 2637 return dst;
2568}
2569
2570/* return true if the object was destroyed, 0 otherwise */
2571int was_destroyed (const object *op, tag_t old_tag)
2572{
2573 /* checking for FLAG_FREED isn't necessary, but makes this function more
2574 * robust */
2575 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2576} 2638}
2577 2639
2578/* GROS - Creates an object using a string representing its content. */ 2640/* GROS - Creates an object using a string representing its content. */
2579/* Basically, we save the content of the string to a temp file, then call */ 2641/* Basically, we save the content of the string to a temp file, then call */
2580/* load_object on it. I admit it is a highly inefficient way to make things, */ 2642/* load_object on it. I admit it is a highly inefficient way to make things, */
2581/* but it was simple to make and allows reusing the load_object function. */ 2643/* but it was simple to make and allows reusing the load_object function. */
2582/* Remember not to use load_object_str in a time-critical situation. */ 2644/* Remember not to use load_object_str in a time-critical situation. */
2583/* Also remember that multiparts objects are not supported for now. */ 2645/* Also remember that multiparts objects are not supported for now. */
2584 2646
2647object *
2585object* load_object_str(const char *obstr) 2648load_object_str (const char *obstr)
2586{ 2649{
2587 object *op; 2650 object *op;
2588 char filename[MAX_BUF]; 2651 char filename[MAX_BUF];
2652
2589 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2653 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2590 2654
2591 FILE *tempfile=fopen(filename,"w"); 2655 FILE *tempfile = fopen (filename, "w");
2656
2592 if (tempfile == NULL) 2657 if (tempfile == NULL)
2593 { 2658 {
2594 LOG(llevError,"Error - Unable to access load object temp file\n"); 2659 LOG (llevError, "Error - Unable to access load object temp file\n");
2595 return NULL; 2660 return NULL;
2596 }; 2661 }
2662
2597 fprintf(tempfile,obstr); 2663 fprintf (tempfile, obstr);
2598 fclose(tempfile); 2664 fclose (tempfile);
2599 2665
2600 op=get_object(); 2666 op = get_object ();
2601 2667
2602 object_thawer thawer (filename); 2668 object_thawer thawer (filename);
2669
2603 if (thawer) 2670 if (thawer)
2604 load_object(thawer,op,LO_NEWFILE,0); 2671 load_object (thawer, op, 0);
2672
2605 LOG(llevDebug," load str completed, object=%s\n",op->name); 2673 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2606 CLEAR_FLAG(op,FLAG_REMOVED); 2674 CLEAR_FLAG (op, FLAG_REMOVED);
2607 2675
2608 return op; 2676 return op;
2609} 2677}
2610 2678
2611/* This returns the first object in who's inventory that 2679/* This returns the first object in who's inventory that
2612 * has the same type and subtype match. 2680 * has the same type and subtype match.
2613 * returns NULL if no match. 2681 * returns NULL if no match.
2614 */ 2682 */
2683object *
2615object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2684find_obj_by_type_subtype (const object *who, int type, int subtype)
2616{ 2685{
2617 object *tmp; 2686 object *tmp;
2618 2687
2619 for (tmp=who->inv; tmp; tmp=tmp->below) 2688 for (tmp = who->inv; tmp; tmp = tmp->below)
2620 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2689 if (tmp->type == type && tmp->subtype == subtype)
2690 return tmp;
2621 2691
2622 return NULL; 2692 return NULL;
2623} 2693}
2624 2694
2625/* If ob has a field named key, return the link from the list, 2695/* If ob has a field named key, return the link from the list,
2626 * otherwise return NULL. 2696 * otherwise return NULL.
2627 * 2697 *
2628 * key must be a passed in shared string - otherwise, this won't 2698 * key must be a passed in shared string - otherwise, this won't
2629 * do the desired thing. 2699 * do the desired thing.
2630 */ 2700 */
2701key_value *
2631key_value * get_ob_key_link(const object * ob, const char * key) { 2702get_ob_key_link (const object *ob, const char *key)
2703{
2632 key_value * link; 2704 key_value *link;
2633 2705
2634 for (link = ob->key_values; link != NULL; link = link->next) { 2706 for (link = ob->key_values; link != NULL; link = link->next)
2635 if (link->key == key) { 2707 if (link->key == key)
2636 return link; 2708 return link;
2637 } 2709
2638 }
2639
2640 return NULL; 2710 return NULL;
2641} 2711}
2642 2712
2643/* 2713/*
2644 * Returns the value of op has an extra_field for key, or NULL. 2714 * Returns the value of op has an extra_field for key, or NULL.
2645 * 2715 *
2646 * The argument doesn't need to be a shared string. 2716 * The argument doesn't need to be a shared string.
2647 * 2717 *
2648 * The returned string is shared. 2718 * The returned string is shared.
2649 */ 2719 */
2720const char *
2650const char * get_ob_key_value(const object * op, const char * const key) { 2721get_ob_key_value (const object *op, const char *const key)
2722{
2651 key_value * link; 2723 key_value *link;
2652 const char * canonical_key; 2724 shstr_cmp canonical_key (key);
2725
2726 if (!canonical_key)
2653 2727 {
2654 canonical_key = find_string(key);
2655
2656 if (canonical_key == NULL) {
2657 /* 1. There being a field named key on any object 2728 /* 1. There being a field named key on any object
2658 * implies there'd be a shared string to find. 2729 * implies there'd be a shared string to find.
2659 * 2. Since there isn't, no object has this field. 2730 * 2. Since there isn't, no object has this field.
2660 * 3. Therefore, *this* object doesn't have this field. 2731 * 3. Therefore, *this* object doesn't have this field.
2661 */ 2732 */
2662 return NULL; 2733 return 0;
2663 } 2734 }
2664 2735
2665 /* This is copied from get_ob_key_link() above - 2736 /* This is copied from get_ob_key_link() above -
2666 * only 4 lines, and saves the function call overhead. 2737 * only 4 lines, and saves the function call overhead.
2667 */ 2738 */
2668 for (link = op->key_values; link != NULL; link = link->next) { 2739 for (link = op->key_values; link; link = link->next)
2669 if (link->key == canonical_key) { 2740 if (link->key == canonical_key)
2670 return link->value; 2741 return link->value;
2671 } 2742
2672 } 2743 return 0;
2673 return NULL;
2674} 2744}
2675 2745
2676 2746
2677/* 2747/*
2678 * Updates the canonical_key in op to value. 2748 * 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 2752 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2683 * keys. 2753 * keys.
2684 * 2754 *
2685 * Returns TRUE on success. 2755 * Returns TRUE on success.
2686 */ 2756 */
2757int
2687int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) { 2758set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2759{
2760 key_value *
2688 key_value * field = NULL, *last=NULL; 2761 field = NULL, *last = NULL;
2689 2762
2690 for (field=op->key_values; field != NULL; field=field->next) { 2763 for (field = op->key_values; field != NULL; field = field->next)
2764 {
2691 if (field->key != canonical_key) { 2765 if (field->key != canonical_key)
2766 {
2692 last = field; 2767 last = field;
2693 continue; 2768 continue;
2694 } 2769 }
2695 2770
2696 if (field->value) FREE_AND_CLEAR_STR(field->value);
2697 if (value) 2771 if (value)
2698 field->value = add_string(value); 2772 field->value = value;
2699 else { 2773 else
2774 {
2700 /* Basically, if the archetype has this key set, 2775 /* Basically, if the archetype has this key set,
2701 * we need to store the null value so when we save 2776 * we need to store the null value so when we save
2702 * it, we save the empty value so that when we load, 2777 * it, we save the empty value so that when we load,
2703 * we get this value back again. 2778 * we get this value back again.
2704 */ 2779 */
2705 if (get_ob_key_link(&op->arch->clone, canonical_key)) 2780 if (get_ob_key_link (&op->arch->clone, canonical_key))
2706 field->value = NULL; 2781 field->value = 0;
2707 else { 2782 else
2708 /* Delete this link */ 2783 {
2709 if (field->key) FREE_AND_CLEAR_STR(field->key); 2784 if (last)
2710 if (field->value) FREE_AND_CLEAR_STR(field->value);
2711 if (last) last->next = field->next; 2785 last->next = field->next;
2786 else
2712 else op->key_values = field->next; 2787 op->key_values = field->next;
2788
2713 free(field); 2789 delete field;
2714 } 2790 }
2715 } 2791 }
2716 return TRUE; 2792 return TRUE;
2717 } 2793 }
2718 /* IF we get here, key doesn't exist */ 2794 /* IF we get here, key doesn't exist */
2719 2795
2720 /* No field, we'll have to add it. */ 2796 /* No field, we'll have to add it. */
2797
2798 if (!add_key)
2721 2799 {
2722 if (!add_key) {
2723 return FALSE; 2800 return FALSE;
2724 } 2801 }
2725 /* There isn't any good reason to store a null 2802 /* There isn't any good reason to store a null
2726 * value in the key/value list. If the archetype has 2803 * value in the key/value list. If the archetype has
2727 * this key, then we should also have it, so shouldn't 2804 * this key, then we should also have it, so shouldn't
2728 * be here. If user wants to store empty strings, 2805 * be here. If user wants to store empty strings,
2729 * should pass in "" 2806 * should pass in ""
2730 */ 2807 */
2731 if (value == NULL) return TRUE; 2808 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; 2809 return TRUE;
2810
2811 field = new key_value;
2812
2813 field->key = canonical_key;
2814 field->value = value;
2815 /* Usual prepend-addition. */
2816 field->next = op->key_values;
2817 op->key_values = field;
2818
2819 return TRUE;
2742} 2820}
2743 2821
2744/* 2822/*
2745 * Updates the key in op to value. 2823 * Updates the key in op to value.
2746 * 2824 *
2748 * and not add new ones. 2826 * and not add new ones.
2749 * In general, should be little reason FALSE is ever passed in for add_key 2827 * In general, should be little reason FALSE is ever passed in for add_key
2750 * 2828 *
2751 * Returns TRUE on success. 2829 * Returns TRUE on success.
2752 */ 2830 */
2831int
2753int set_ob_key_value(object * op, const char * key, const char * value, int add_key) { 2832set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2754 const char * canonical_key = NULL; 2833{
2755 int floating_ref = FALSE; 2834 shstr key_ (key);
2756 int ret; 2835
2836 return set_ob_key_value_s (op, key_, value, add_key);
2837}
2838
2839object::depth_iterator::depth_iterator (object *container)
2840: iterator_base (container)
2841{
2842 while (item->inv)
2843 item = item->inv;
2844}
2845
2846void
2847object::depth_iterator::next ()
2848{
2849 if (item->below)
2757 2850 {
2758 /* HACK This mess is to make sure set_ob_value() passes a shared string 2851 item = item->below;
2759 * to get_ob_key_link(), without leaving a leaked refcount. 2852
2760 */ 2853 while (item->inv)
2854 item = item->inv;
2761 2855 }
2762 canonical_key = find_string(key); 2856 else
2763 if (canonical_key == NULL) { 2857 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} 2858}
2859
2860// return a suitable string describing an objetc in enough detail to find it
2861const char *
2862object::debug_desc (char *info) const
2863{
2864 char info2[256 * 3];
2865 char *p = info;
2866
2867 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2868 count,
2869 &name,
2870 title ? " " : "",
2871 title ? (const char *)title : "");
2872
2873 if (env)
2874 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2875
2876 if (map)
2877 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2878
2879 return info;
2880}
2881
2882const char *
2883object::debug_desc () const
2884{
2885 static char info[256 * 3];
2886 return debug_desc (info);
2887}
2888

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