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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 1.53 by root, Tue Nov 7 16:30:54 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
285void dump_object2(object *op) { 379char *
286errmsg[0] = 0;
287return;
288 //TODO//D#d#
289#if 0
290 char *cp;
291/* object *tmp;*/
292
293 if(op->arch!=NULL) {
294 strcat(errmsg,"arch ");
295 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
296 strcat(errmsg,"\n");
297 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
298 strcat(errmsg,cp);
299#if 0
300 /* Don't dump player diffs - they are too long, mostly meaningless, and
301 * will overflow the buffer.
302 * Changed so that we don't dump inventory either. This may
303 * also overflow the buffer.
304 */
305 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
306 strcat(errmsg,cp);
307 for (tmp=op->inv; tmp; tmp=tmp->below)
308 dump_object2(tmp);
309#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}
326
327/*
328 * Dumps an object. Returns output in the static global errmsg array.
329 */
330
331void dump_object(object *op) { 380dump_object (object *op)
332 if(op==NULL) { 381{
333 strcpy(errmsg,"[NULL pointer]"); 382 if (!op)
334 return; 383 return strdup ("[NULLOBJ]");
335 }
336 errmsg[0]='\0';
337 dump_object2(op);
338}
339 384
340void dump_all_objects(void) { 385 object_freezer freezer;
341 object *op; 386 save_object (freezer, op, 3);
342 for(op=objects;op!=NULL;op=op->next) { 387 return freezer.as_string ();
343 dump_object(op);
344 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
345 }
346} 388}
347 389
348/* 390/*
349 * get_nearest_part(multi-object, object 2) returns the part of the 391 * get_nearest_part(multi-object, object 2) returns the part of the
350 * multi-object 1 which is closest to the second object. 392 * multi-object 1 which is closest to the second object.
351 * If it's not a multi-object, it is returned. 393 * If it's not a multi-object, it is returned.
352 */ 394 */
353 395
396object *
354object *get_nearest_part(object *op, const object *pl) { 397get_nearest_part (object *op, const object *pl)
398{
355 object *tmp,*closest; 399 object *tmp, *closest;
356 int last_dist,i; 400 int last_dist, i;
401
357 if(op->more==NULL) 402 if (op->more == NULL)
358 return op; 403 return op;
359 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 404 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
360 if((i=distance(tmp,pl))<last_dist) 405 if ((i = distance (tmp, pl)) < last_dist)
361 closest=tmp,last_dist=i; 406 closest = tmp, last_dist = i;
362 return closest; 407 return closest;
363} 408}
364 409
365/* 410/*
366 * Returns the object which has the count-variable equal to the argument. 411 * Returns the object which has the count-variable equal to the argument.
367 */ 412 */
368 413
414object *
369object *find_object(tag_t i) { 415find_object (tag_t i)
416{
370 object *op; 417 object *op;
418
371 for(op=objects;op!=NULL;op=op->next) 419 for (op = object::first; op != NULL; op = op->next)
372 if(op->count==i) 420 if (op->count == i)
373 break; 421 break;
422
374 return op; 423 return op;
375} 424}
376 425
377/* 426/*
378 * Returns the first object which has a name equal to the argument. 427 * Returns the first object which has a name equal to the argument.
379 * Used only by the patch command, but not all that useful. 428 * Used only by the patch command, but not all that useful.
380 * Enables features like "patch <name-of-other-player> food 999" 429 * Enables features like "patch <name-of-other-player> food 999"
381 */ 430 */
382 431
432object *
383object *find_object_name(const char *str) { 433find_object_name (const char *str)
384 const char *name=add_string(str); 434{
435 shstr_cmp str_ (str);
385 object *op; 436 object *op;
437
386 for(op=objects;op!=NULL;op=op->next) 438 for (op = object::first; op != NULL; op = op->next)
387 if(op->name==name) 439 if (op->name == str_)
388 break; 440 break;
389 free_string(name); 441
390 return op; 442 return op;
391} 443}
392 444
445void
393void free_all_object_data(void) { 446free_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{ 447{
435 if (!op) return; 448 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} 449}
443
444
445 450
446/* 451/*
447 * Sets the owner and sets the skill and exp pointers to owner's current 452 * Sets the owner and sets the skill and exp pointers to owner's current
448 * skill and experience objects. 453 * skill and experience objects.
449 */ 454 */
450void set_owner (object *op, object *owner) 455void
456object::set_owner (object *owner)
451{ 457{
452 if(owner==NULL||op==NULL) 458 if (!owner)
453 return; 459 return;
454 460
455 /* next line added to allow objects which own objects */ 461 /* next line added to allow objects which own objects */
456 /* Add a check for ownercounts in here, as I got into an endless loop 462 /* 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 463 * with the fireball owning a poison cloud which then owned the
458 * fireball. I believe that was caused by one of the objects getting 464 * fireball. I believe that was caused by one of the objects getting
459 * freed and then another object replacing it. Since the ownercounts 465 * 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. 466 * didn't match, this check is valid and I believe that cause is valid.
461 */ 467 */
462 while (owner->owner && owner!=owner->owner && 468 while (owner->owner)
463 owner->ownercount==owner->owner->count) owner=owner->owner; 469 owner = owner->owner;
464 470
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; 471 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} 472}
518 473
519/* Zero the key_values on op, decrementing the shared-string 474/* Zero the key_values on op, decrementing the shared-string
520 * refcounts and freeing the links. 475 * refcounts and freeing the links.
521 */ 476 */
477static void
522static void free_key_values(object * op) { 478free_key_values (object *op)
523 key_value * i; 479{
524 key_value * next = NULL; 480 for (key_value *i = op->key_values; i != 0;)
525 481 {
526 if (op->key_values == NULL) return; 482 key_value *next = i->next;
483 delete i;
484
485 i = next;
527 486 }
528 for (i = op->key_values; i != NULL; i = next) { 487
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; 488 op->key_values = 0;
539} 489}
540 490
491void object::clear ()
492{
493 attachable_base::clear ();
541 494
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); 495 free_key_values (this);
570 496
571 /* the memset will clear all these values for us, but we need 497 owner = 0;
572 * to reduce the refcount on them. 498 name = 0;
573 */ 499 name_pl = 0;
574 if (op->name!=NULL) FREE_AND_CLEAR_STR(op->name); 500 title = 0;
575 if (op->name_pl!=NULL) FREE_AND_CLEAR_STR(op->name_pl); 501 race = 0;
576 if (op->title != NULL) FREE_AND_CLEAR_STR(op->title); 502 slaying = 0;
577 if (op->race!=NULL) FREE_AND_CLEAR_STR(op->race); 503 skill = 0;
578 if (op->slaying!=NULL) FREE_AND_CLEAR_STR(op->slaying); 504 msg = 0;
579 if (op->skill!=NULL) FREE_AND_CLEAR_STR(op->skill); 505 lore = 0;
580 if (op->msg!=NULL) FREE_AND_CLEAR_STR(op->msg); 506 custom_name = 0;
581 if (op->lore!=NULL) FREE_AND_CLEAR_STR(op->lore); 507 materialname = 0;
582 if (op->materialname!= NULL) FREE_AND_CLEAR_STR(op->materialname); 508 contr = 0;
509 below = 0;
510 above = 0;
511 inv = 0;
512 container = 0;
513 env = 0;
514 more = 0;
515 head = 0;
516 map = 0;
517 active_next = 0;
518 active_prev = 0;
583 519
520 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
584 521
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); 522 SET_FLAG (this, FLAG_REMOVED);
591 523
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 */ 524 /* What is not cleared is next, prev, and count */
607 525
608 op->expmul=1.0; 526 expmul = 1.0;
609 op->face = blank_face; 527 face = blank_face;
610 op->attacked_by_count = (tag_t) -1; 528
611 if (settings.casting_time) 529 if (settings.casting_time)
612 op->casting_time = -1; 530 casting_time = -1;
531}
613 532
533void object::clone (object *destination)
534{
535 *(object_copy *)destination = *this;
536 *(object_pod *)destination = *this;
537
538 if (self || cb)
539 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
614} 540}
615 541
616/* 542/*
617 * copy object first frees everything allocated by the second object, 543 * copy object first frees everything allocated by the second object,
618 * and then copies the contends of the first object into the second 544 * and then copies the contends of the first object into the second
619 * object, allocating what needs to be allocated. Basically, any 545 * object, allocating what needs to be allocated. Basically, any
620 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 546 * 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 547 * if the first object is freed, the pointers in the new object
622 * will point at garbage. 548 * will point at garbage.
623 */ 549 */
624 550void
625void copy_object(object *op2, object *op) { 551copy_object (object *op2, object *op)
626 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED); 552{
627 event *evt, *evt2, *evt_new; 553 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
554 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
628 555
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); 556 op2->clone (op);
660 557
661 if(is_freed) SET_FLAG(op,FLAG_FREED); 558 if (is_freed)
662 if(is_removed) SET_FLAG(op,FLAG_REMOVED); 559 SET_FLAG (op, FLAG_FREED);
663 if(op->name!=NULL) add_refcount(op->name); 560 if (is_removed)
664 if(op->name_pl!=NULL) add_refcount(op->name_pl); 561 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);
673 562
674 if((op2->speed<0) && !editor) 563 if (op2->speed < 0)
675 op->speed_left=op2->speed_left-RANDOM()%200/100.0; 564 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
676 565
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. */ 566 /* Copy over key_values, if any. */
699 if (op2->key_values != NULL) { 567 if (op2->key_values)
568 {
700 key_value * tail = NULL; 569 key_value *tail = 0;
701 key_value * i; 570 key_value *i;
702 571
703 op->key_values = NULL; 572 op->key_values = 0;
704 573
705 for (i = op2->key_values; i != NULL; i = i->next) { 574 for (i = op2->key_values; i; i = i->next)
706 key_value * new_link = (key_value *) malloc(sizeof(key_value)); 575 {
576 key_value *new_link = new key_value;
707 577
708 new_link->next = NULL; 578 new_link->next = 0;
709 new_link->key = add_refcount(i->key); 579 new_link->key = i->key;
710 if (i->value)
711 new_link->value = add_refcount(i->value); 580 new_link->value = i->value;
712 else
713 new_link->value = NULL;
714 581
715 /* Try and be clever here, too. */ 582 /* Try and be clever here, too. */
716 if (op->key_values == NULL) { 583 if (!op->key_values)
584 {
717 op->key_values = new_link; 585 op->key_values = new_link;
718 tail = new_link; 586 tail = new_link;
719 } else {
720 tail->next = new_link;
721 tail = new_link;
722 } 587 }
588 else
589 {
590 tail->next = new_link;
591 tail = new_link;
723 } 592 }
593 }
724 } 594 }
725 595
726 update_ob_speed(op); 596 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} 597}
813 598
814/* 599/*
815 * If an object with the IS_TURNABLE() flag needs to be turned due 600 * 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 601 * 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. 602 * be called to update the face variable, _and_ how it looks on the map.
818 */ 603 */
819 604
605void
820void update_turn_face(object *op) { 606update_turn_face (object *op)
607{
821 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 608 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
822 return; 609 return;
823 SET_ANIMATION(op, op->direction); 610 SET_ANIMATION (op, op->direction);
824 update_object(op,UP_OBJ_FACE); 611 update_object (op, UP_OBJ_FACE);
825} 612}
826 613
827/* 614/*
828 * Updates the speed of an object. If the speed changes from 0 to another 615 * 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. 616 * 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. 617 * This function needs to be called whenever the speed of an object changes.
831 */ 618 */
832 619void
833void update_ob_speed(object *op) { 620update_ob_speed (object *op)
621{
834 extern int arch_init; 622 extern int arch_init;
835 623
836 /* No reason putting the archetypes objects on the speed list, 624 /* No reason putting the archetypes objects on the speed list,
837 * since they never really need to be updated. 625 * since they never really need to be updated.
838 */ 626 */
839 627
840 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 628 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
629 {
841 LOG(llevError,"Object %s is freed but has speed.\n", op->name); 630 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
842#ifdef MANY_CORES 631#ifdef MANY_CORES
843 abort(); 632 abort ();
844#else 633#else
845 op->speed = 0; 634 op->speed = 0;
846#endif 635#endif
847 } 636 }
637
848 if (arch_init) { 638 if (arch_init)
639 return;
640
641 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
642 {
643 /* If already on active list, don't do anything */
644 if (op->active_next || op->active_prev || op == active_objects)
849 return; 645 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;
855 646
856 /* process_events() expects us to insert the object at the beginning 647 /* process_events() expects us to insert the object at the beginning
857 * of the list. */ 648 * of the list. */
858 op->active_next = active_objects; 649 op->active_next = active_objects;
650
859 if (op->active_next!=NULL) 651 if (op->active_next != NULL)
860 op->active_next->active_prev = op; 652 op->active_next->active_prev = op;
653
861 active_objects = op; 654 active_objects = op;
655 }
656 else
862 } 657 {
863 else {
864 /* If not on the active list, nothing needs to be done */ 658 /* If not on the active list, nothing needs to be done */
865 if (!op->active_next && !op->active_prev && op!=active_objects) 659 if (!op->active_next && !op->active_prev && op != active_objects)
866 return; 660 return;
867 661
868 if (op->active_prev==NULL) { 662 if (op->active_prev == NULL)
663 {
869 active_objects = op->active_next; 664 active_objects = op->active_next;
665
870 if (op->active_next!=NULL) 666 if (op->active_next != NULL)
871 op->active_next->active_prev = NULL; 667 op->active_next->active_prev = NULL;
668 }
669 else
872 } 670 {
873 else {
874 op->active_prev->active_next = op->active_next; 671 op->active_prev->active_next = op->active_next;
672
875 if (op->active_next) 673 if (op->active_next)
876 op->active_next->active_prev = op->active_prev; 674 op->active_next->active_prev = op->active_prev;
877 } 675 }
676
878 op->active_next = NULL; 677 op->active_next = NULL;
879 op->active_prev = NULL; 678 op->active_prev = NULL;
880 } 679 }
881} 680}
882 681
883/* This function removes object 'op' from the list of active 682/* This function removes object 'op' from the list of active
884 * objects. 683 * objects.
886 * reference maps where you don't want an object that isn't 685 * reference maps where you don't want an object that isn't
887 * in play chewing up cpu time getting processed. 686 * in play chewing up cpu time getting processed.
888 * The reverse of this is to call update_ob_speed, which 687 * The reverse of this is to call update_ob_speed, which
889 * will do the right thing based on the speed of the object. 688 * will do the right thing based on the speed of the object.
890 */ 689 */
690void
891void remove_from_active_list(object *op) 691remove_from_active_list (object *op)
892{ 692{
893 /* If not on the active list, nothing needs to be done */ 693 /* If not on the active list, nothing needs to be done */
894 if (!op->active_next && !op->active_prev && op!=active_objects) 694 if (!op->active_next && !op->active_prev && op != active_objects)
895 return; 695 return;
896 696
897 if (op->active_prev==NULL) { 697 if (op->active_prev == NULL)
698 {
898 active_objects = op->active_next; 699 active_objects = op->active_next;
899 if (op->active_next!=NULL) 700 if (op->active_next != NULL)
900 op->active_next->active_prev = NULL; 701 op->active_next->active_prev = NULL;
702 }
703 else
901 } 704 {
902 else {
903 op->active_prev->active_next = op->active_next; 705 op->active_prev->active_next = op->active_next;
904 if (op->active_next) 706 if (op->active_next)
905 op->active_next->active_prev = op->active_prev; 707 op->active_next->active_prev = op->active_prev;
906 } 708 }
907 op->active_next = NULL; 709 op->active_next = NULL;
908 op->active_prev = NULL; 710 op->active_prev = NULL;
909} 711}
910 712
911/* 713/*
912 * update_object() updates the array which represents the map. 714 * update_object() updates the array which represents the map.
913 * It takes into account invisible objects (and represent squares covered 715 * It takes into account invisible objects (and represent squares covered
928 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 730 * 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. 731 * as that is easier than trying to look at what may have changed.
930 * UP_OBJ_FACE: only the objects face has changed. 732 * UP_OBJ_FACE: only the objects face has changed.
931 */ 733 */
932 734
735void
933void update_object(object *op, int action) { 736update_object (object *op, int action)
737{
934 int update_now=0, flags; 738 int update_now = 0, flags;
935 MoveType move_on, move_off, move_block, move_slow; 739 MoveType move_on, move_off, move_block, move_slow;
936 740
937 if (op == NULL) { 741 if (op == NULL)
742 {
938 /* this should never happen */ 743 /* this should never happen */
939 LOG(llevDebug,"update_object() called for NULL object.\n"); 744 LOG (llevDebug, "update_object() called for NULL object.\n");
940 return; 745 return;
941 }
942 746 }
747
943 if(op->env!=NULL) { 748 if (op->env != NULL)
749 {
944 /* Animation is currently handled by client, so nothing 750 /* Animation is currently handled by client, so nothing
945 * to do in this case. 751 * to do in this case.
946 */ 752 */
947 return; 753 return;
948 } 754 }
949 755
950 /* If the map is saving, don't do anything as everything is 756 /* If the map is saving, don't do anything as everything is
951 * going to get freed anyways. 757 * going to get freed anyways.
952 */ 758 */
953 if (!op->map || op->map->in_memory == MAP_SAVING) return; 759 if (!op->map || op->map->in_memory == MAP_SAVING)
954 760 return;
761
955 /* make sure the object is within map boundaries */ 762 /* make sure the object is within map boundaries */
956 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 763 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)) { 764 {
958 LOG(llevError,"update_object() called for object out of map!\n"); 765 LOG (llevError, "update_object() called for object out of map!\n");
959#ifdef MANY_CORES 766#ifdef MANY_CORES
960 abort(); 767 abort ();
961#endif 768#endif
962 return; 769 return;
963 }
964 770 }
771
965 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 772 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
966 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 773 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); 774 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); 775 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); 776 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); 777 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
971 778
972 if (action == UP_OBJ_INSERT) { 779 if (action == UP_OBJ_INSERT)
780 {
973 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 781 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
974 update_now=1; 782 update_now = 1;
975 783
976 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 784 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
977 update_now=1; 785 update_now = 1;
978 786
979 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 787 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
980 update_now=1; 788 update_now = 1;
981 789
982 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 790 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
983 update_now=1; 791 update_now = 1;
984 792
793 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
794 update_now = 1;
795
985 if ((move_on | op->move_on) != move_on) update_now=1; 796 if ((move_on | op->move_on) != move_on)
797 update_now = 1;
798
986 if ((move_off | op->move_off) != move_off) update_now=1; 799 if ((move_off | op->move_off) != move_off)
800 update_now = 1;
801
987 /* This isn't perfect, but I don't expect a lot of objects to 802 /* This isn't perfect, but I don't expect a lot of objects to
988 * to have move_allow right now. 803 * to have move_allow right now.
989 */ 804 */
990 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 805 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
991 update_now=1; 806 update_now = 1;
807
992 if ((move_slow | op->move_slow) != move_slow) update_now=1; 808 if ((move_slow | op->move_slow) != move_slow)
809 update_now = 1;
993 } 810 }
994 /* if the object is being removed, we can't make intelligent 811 /* if the object is being removed, we can't make intelligent
995 * decisions, because remove_ob can't really pass the object 812 * decisions, because remove_ob can't really pass the object
996 * that is being removed. 813 * that is being removed.
997 */ 814 */
998 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 815 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
999 update_now=1; 816 update_now = 1;
1000 } else if (action == UP_OBJ_FACE) { 817 else if (action == UP_OBJ_FACE)
1001 /* Nothing to do for that case */ 818 /* Nothing to do for that case */ ;
1002 }
1003 else { 819 else
1004 LOG(llevError,"update_object called with invalid action: %d\n", action); 820 LOG (llevError, "update_object called with invalid action: %d\n", action);
1005 }
1006 821
1007 if (update_now) { 822 if (update_now)
823 {
1008 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 824 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); 825 update_position (op->map, op->x, op->y);
1010 } 826 }
1011 827
1012 if(op->more!=NULL) 828 if (op->more != NULL)
1013 update_object(op->more, action); 829 update_object (op->more, action);
1014} 830}
1015 831
832object::vector object::mortals;
833object::vector object::objects; // not yet used
834object *object::first;
835
836void object::free_mortals ()
837{
838 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
839 if ((*i)->refcnt)
840 ++i; // further delay freeing
841 else
842 {
843 delete *i;
844 mortals.erase (i);
845 }
846
847 static int lastmortals = 0;//D
848
849 if (mortals.size() != lastmortals && lastmortals > 100)//D
850 {
851 lastmortals = mortals.size ();//D
852 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
853 }
854}
855
856object::object ()
857{
858 SET_FLAG (this, FLAG_REMOVED);
859
860 expmul = 1.0;
861 face = blank_face;
862}
863
864object::~object ()
865{
866 free_key_values (this);
867}
868
869void object::link ()
870{
871 count = ++ob_count;
872 uuid = gen_uuid ();
873
874 prev = 0;
875 next = object::first;
876
877 if (object::first)
878 object::first->prev = this;
879
880 object::first = this;
881}
882
883void object::unlink ()
884{
885 if (this == object::first)
886 object::first = next;
887
888 /* Remove this object from the list of used objects */
889 if (prev) prev->next = next;
890 if (next) next->prev = prev;
891
892 prev = 0;
893 next = 0;
894}
895
896object *object::create ()
897{
898 object *op = new object;
899 op->link ();
900 return op;
901}
1016 902
1017/* 903/*
1018 * free_object() frees everything allocated by an object, removes 904 * free_object() frees everything allocated by an object, removes
1019 * it from the list of used objects, and puts it on the list of 905 * 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. 906 * free objects. The IS_FREED() flag is set in the object.
1021 * The object must have been removed by remove_ob() first for 907 * The object must have been removed by remove_ob() first for
1022 * this function to succeed. 908 * this function to succeed.
1023 * 909 *
1024 * If free_inventory is set, free inventory as well. Else drop items in 910 * If destroy_inventory is set, free inventory as well. Else drop items in
1025 * inventory to the ground. 911 * inventory to the ground.
1026 */ 912 */
1027 913void object::destroy (bool destroy_inventory)
1028void free_object(object *ob) { 914{
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)) { 915 if (QUERY_FLAG (this, FLAG_FREED))
1048 dump_object(ob);
1049 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg);
1050 return; 916 return;
917
918 if (QUERY_FLAG (this, FLAG_FRIENDLY))
919 remove_friendly_object (this);
920
921 if (!QUERY_FLAG (this, FLAG_REMOVED))
922 remove_ob (this);
923
924 SET_FLAG (this, FLAG_FREED);
925
926 if (more)
1051 } 927 {
1052 if(ob->more!=NULL) { 928 more->destroy (destroy_inventory);
1053 free_object2(ob->more, free_inventory); 929 more = 0;
1054 ob->more=NULL; 930 }
931
932 if (inv)
1055 } 933 {
1056 if (ob->inv) {
1057 /* Only if the space blocks everything do we not process - 934 /* Only if the space blocks everything do we not process -
1058 * if some form of movemnt is allowed, let objects 935 * if some form of movement is allowed, let objects
1059 * drop on that space. 936 * drop on that space.
1060 */ 937 */
1061 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 938 if (destroy_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)) 939 {
940 object *op = inv;
941
942 while (op)
1063 { 943 {
1064 op=ob->inv;
1065 while(op!=NULL) {
1066 tmp=op->below; 944 object *tmp = op->below;
1067 remove_ob(op); 945 op->destroy (destroy_inventory);
1068 free_object2(op, free_inventory);
1069 op=tmp; 946 op = tmp;
1070 } 947 }
1071 } 948 }
949 else
1072 else { /* Put objects in inventory onto this space */ 950 { /* Put objects in inventory onto this space */
1073 op=ob->inv; 951 object *op = inv;
952
1074 while(op!=NULL) { 953 while (op)
954 {
1075 tmp=op->below; 955 object *tmp = op->below;
956
1076 remove_ob(op); 957 remove_ob (op);
1077 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) || 958
1078 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 959 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
960 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1079 free_object(op); 961 free_object (op);
1080 else { 962 else
963 {
1081 op->x=ob->x; 964 op->x = x;
1082 op->y=ob->y; 965 op->y = y;
1083 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */ 966 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1084 } 967 }
968
1085 op=tmp; 969 op = tmp;
1086 } 970 }
1087 } 971 }
1088 } 972 }
973
974 // clear those pointers that likely might have circular references to us
975 owner = 0;
976 enemy = 0;
977 attacked_by = 0;
978
979 // only relevant for players(?), but make sure of it anyways
980 contr = 0;
981
1089 /* Remove object from the active list */ 982 /* Remove object from the active list */
1090 ob->speed = 0; 983 speed = 0;
1091 update_ob_speed(ob); 984 update_ob_speed (this);
1092 985
1093 SET_FLAG(ob, FLAG_FREED); 986 unlink ();
1094 ob->count = 0;
1095 987
1096 /* Remove this object from the list of used objects */ 988 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} 989}
1181 990
1182/* 991/*
1183 * sub_weight() recursively (outwards) subtracts a number from the 992 * sub_weight() recursively (outwards) subtracts a number from the
1184 * weight of an object (and what is carried by it's environment(s)). 993 * weight of an object (and what is carried by it's environment(s)).
1185 */ 994 */
1186 995
996void
1187void sub_weight (object *op, signed long weight) { 997sub_weight (object *op, signed long weight)
998{
1188 while (op != NULL) { 999 while (op != NULL)
1000 {
1189 if (op->type == CONTAINER) { 1001 if (op->type == CONTAINER)
1190 weight=(signed long)(weight*(100-op->stats.Str)/100); 1002 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1191 } 1003
1192 op->carrying-=weight; 1004 op->carrying -= weight;
1193 op = op->env; 1005 op = op->env;
1194 } 1006 }
1195} 1007}
1196 1008
1197/* remove_ob(op): 1009/* remove_ob(op):
1198 * This function removes the object op from the linked list of objects 1010 * 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 1011 * which it is currently tied to. When this function is done, the
1201 * environment, the x and y coordinates will be updated to 1013 * environment, the x and y coordinates will be updated to
1202 * the previous environment. 1014 * the previous environment.
1203 * Beware: This function is called from the editor as well! 1015 * Beware: This function is called from the editor as well!
1204 */ 1016 */
1205 1017
1018void
1206void remove_ob(object *op) { 1019remove_ob (object *op)
1020{
1207 object *tmp,*last=NULL; 1021 object *tmp, *last = 0;
1208 object *otmp; 1022 object *otmp;
1209 tag_t tag; 1023
1210 int check_walk_off; 1024 int check_walk_off;
1211 mapstruct *m; 1025 maptile *m;
1026
1212 sint16 x,y; 1027 sint16 x, y;
1213
1214 1028
1215 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1029 if (QUERY_FLAG (op, FLAG_REMOVED))
1216 dump_object(op); 1030 return;
1217 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1218 1031
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); 1032 SET_FLAG (op, FLAG_REMOVED);
1235 1033
1034 if (op->more != NULL)
1035 remove_ob (op->more);
1036
1236 /* 1037 /*
1237 * In this case, the object to be removed is in someones 1038 * In this case, the object to be removed is in someones
1238 * inventory. 1039 * inventory.
1239 */ 1040 */
1240 if(op->env!=NULL) { 1041 if (op->env != NULL)
1042 {
1241 if(op->nrof) 1043 if (op->nrof)
1242 sub_weight(op->env, op->weight*op->nrof); 1044 sub_weight (op->env, op->weight * op->nrof);
1243 else 1045 else
1244 sub_weight(op->env, op->weight+op->carrying); 1046 sub_weight (op->env, op->weight + op->carrying);
1245 1047
1246 /* NO_FIX_PLAYER is set when a great many changes are being 1048 /* NO_FIX_PLAYER is set when a great many changes are being
1247 * made to players inventory. If set, avoiding the call 1049 * made to players inventory. If set, avoiding the call
1248 * to save cpu time. 1050 * to save cpu time.
1249 */ 1051 */
1250 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1052 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); 1053 fix_player (otmp);
1253 1054
1254 if(op->above!=NULL) 1055 if (op->above != NULL)
1255 op->above->below=op->below; 1056 op->above->below = op->below;
1256 else 1057 else
1257 op->env->inv=op->below; 1058 op->env->inv = op->below;
1258 1059
1259 if(op->below!=NULL) 1060 if (op->below != NULL)
1260 op->below->above=op->above; 1061 op->below->above = op->above;
1261 1062
1262 /* we set up values so that it could be inserted into 1063 /* we set up values so that it could be inserted into
1263 * the map, but we don't actually do that - it is up 1064 * the map, but we don't actually do that - it is up
1264 * to the caller to decide what we want to do. 1065 * to the caller to decide what we want to do.
1265 */ 1066 */
1266 op->x=op->env->x,op->y=op->env->y; 1067 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; 1068 op->map = op->env->map;
1269 op->above=NULL,op->below=NULL; 1069 op->above = NULL, op->below = NULL;
1270 op->env=NULL; 1070 op->env = NULL;
1071 }
1072 else if (op->map)
1073 {
1074 x = op->x;
1075 y = op->y;
1076 m = get_map_from_coord (op->map, &x, &y);
1077
1078 if (!m)
1079 {
1080 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1081 op->map->path, op->x, op->y);
1082 /* in old days, we used to set x and y to 0 and continue.
1083 * it seems if we get into this case, something is probablye
1084 * screwed up and should be fixed.
1085 */
1086 abort ();
1087 }
1088
1089 if (op->map != m)
1090 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1091 op->map->path, m->path, op->x, op->y, x, y);
1092
1093 /* Re did the following section of code - it looks like it had
1094 * lots of logic for things we no longer care about
1095 */
1096
1097 /* link the object above us */
1098 if (op->above)
1099 op->above->below = op->below;
1100 else
1101 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1102
1103 /* Relink the object below us, if there is one */
1104 if (op->below)
1105 op->below->above = op->above;
1106 else
1107 {
1108 /* Nothing below, which means we need to relink map object for this space
1109 * use translated coordinates in case some oddness with map tiling is
1110 * evident
1111 */
1112 if (GET_MAP_OB (m, x, y) != op)
1113 {
1114 char *dump = dump_object (op);
1115 LOG (llevError,
1116 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1117 free (dump);
1118 dump = dump_object (GET_MAP_OB (m, x, y));
1119 LOG (llevError, "%s\n", dump);
1120 free (dump);
1121 }
1122
1123 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1124 }
1125
1126 op->above = 0;
1127 op->below = 0;
1128
1129 if (op->map->in_memory == MAP_SAVING)
1271 return; 1130 return;
1272 }
1273 1131
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); 1132 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1133
1329 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1134 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1135 {
1330 /* No point updating the players look faces if he is the object 1136 /* No point updating the players look faces if he is the object
1331 * being removed. 1137 * being removed.
1332 */ 1138 */
1333 1139
1334 if(tmp->type==PLAYER && tmp!=op) { 1140 if (tmp->type == PLAYER && tmp != op)
1141 {
1335 /* If a container that the player is currently using somehow gets 1142 /* If a container that the player is currently using somehow gets
1336 * removed (most likely destroyed), update the player view 1143 * removed (most likely destroyed), update the player view
1337 * appropriately. 1144 * appropriately.
1338 */ 1145 */
1339 if (tmp->container==op) { 1146 if (tmp->container == op)
1147 {
1340 CLEAR_FLAG(op, FLAG_APPLIED); 1148 CLEAR_FLAG (op, FLAG_APPLIED);
1341 tmp->container=NULL; 1149 tmp->container = NULL;
1150 }
1151
1152 tmp->contr->socket.update_look = 1;
1342 } 1153 }
1343 tmp->contr->socket.update_look=1; 1154
1344 }
1345 /* See if player moving off should effect something */ 1155 /* See if player moving off should effect something */
1156 if (check_walk_off
1346 if (check_walk_off && ((op->move_type & tmp->move_off) && 1157 && ((op->move_type & tmp->move_off)
1347 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1158 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1348 1159 {
1349 move_apply(tmp, op, NULL); 1160 move_apply (tmp, op, NULL);
1161
1350 if (was_destroyed (op, tag)) { 1162 if (op->destroyed ())
1351 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1163 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1352 "leaving object\n", tmp->name, tmp->arch->name);
1353 } 1164 }
1354 }
1355 1165
1356 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1166 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1357 1167
1358 if(tmp->above == tmp) 1168 if (tmp->above == tmp)
1359 tmp->above = NULL; 1169 tmp->above = NULL;
1170
1360 last=tmp; 1171 last = tmp;
1361 } 1172 }
1173
1362 /* last == NULL of there are no objects on this space */ 1174 /* last == NULL of there are no objects on this space */
1363 if (last==NULL) { 1175 if (last == NULL)
1176 {
1364 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1177 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1365 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1178 * 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 1179 * those out anyways, and if there are any flags set right now, they won't
1367 * be correct anyways. 1180 * be correct anyways.
1368 */ 1181 */
1369 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1182 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1370 update_position(op->map, op->x, op->y); 1183 update_position (op->map, op->x, op->y);
1371 } 1184 }
1372 else 1185 else
1373 update_object(last, UP_OBJ_REMOVE); 1186 update_object (last, UP_OBJ_REMOVE);
1374 1187
1375 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1188 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1376 update_all_los(op->map, op->x, op->y); 1189 update_all_los (op->map, op->x, op->y);
1377 1190 }
1378} 1191}
1379 1192
1380/* 1193/*
1381 * merge_ob(op,top): 1194 * merge_ob(op,top):
1382 * 1195 *
1383 * This function goes through all objects below and including top, and 1196 * This function goes through all objects below and including top, and
1384 * merges op to the first matching object. 1197 * merges op to the first matching object.
1385 * If top is NULL, it is calculated. 1198 * If top is NULL, it is calculated.
1386 * Returns pointer to object if it succeded in the merge, otherwise NULL 1199 * Returns pointer to object if it succeded in the merge, otherwise NULL
1387 */ 1200 */
1388 1201object *
1389object *merge_ob(object *op, object *top) { 1202merge_ob (object *op, object *top)
1203{
1390 if(!op->nrof) 1204 if (!op->nrof)
1391 return 0; 1205 return 0;
1206
1392 if(top==NULL) 1207 if (top == NULL)
1393 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1208 for (top = op; top != NULL && top->above != NULL; top = top->above);
1209
1394 for(;top!=NULL;top=top->below) { 1210 for (; top != NULL; top = top->below)
1211 {
1395 if(top==op) 1212 if (top == op)
1396 continue; 1213 continue;
1397 if (CAN_MERGE(op,top)) 1214 if (CAN_MERGE (op, top))
1398 { 1215 {
1399 top->nrof+=op->nrof; 1216 top->nrof += op->nrof;
1217
1400/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1218/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1401 op->weight = 0; /* Don't want any adjustements now */ 1219 op->weight = 0; /* Don't want any adjustements now */
1402 remove_ob(op); 1220 remove_ob (op);
1403 free_object(op); 1221 free_object (op);
1404 return top; 1222 return top;
1405 } 1223 }
1406 } 1224 }
1225
1407 return NULL; 1226 return 0;
1408} 1227}
1409 1228
1410/* 1229/*
1411 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1230 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1412 * job preparing multi-part monsters 1231 * job preparing multi-part monsters
1413 */ 1232 */
1233object *
1414object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1234insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1235{
1415 object* tmp; 1236 object *tmp;
1237
1416 if (op->head) 1238 if (op->head)
1417 op=op->head; 1239 op = op->head;
1240
1418 for (tmp=op;tmp;tmp=tmp->more){ 1241 for (tmp = op; tmp; tmp = tmp->more)
1242 {
1419 tmp->x=x+tmp->arch->clone.x; 1243 tmp->x = x + tmp->arch->clone.x;
1420 tmp->y=y+tmp->arch->clone.y; 1244 tmp->y = y + tmp->arch->clone.y;
1421 } 1245 }
1246
1422 return insert_ob_in_map (op, m, originator, flag); 1247 return insert_ob_in_map (op, m, originator, flag);
1423} 1248}
1424 1249
1425/* 1250/*
1426 * insert_ob_in_map (op, map, originator, flag): 1251 * insert_ob_in_map (op, map, originator, flag):
1427 * This function inserts the object in the two-way linked list 1252 * This function inserts the object in the two-way linked list
1441 * new object if 'op' was merged with other object 1266 * new object if 'op' was merged with other object
1442 * NULL if 'op' was destroyed 1267 * NULL if 'op' was destroyed
1443 * just 'op' otherwise 1268 * just 'op' otherwise
1444 */ 1269 */
1445 1270
1271object *
1446object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1272insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1447{ 1273{
1448 object *tmp, *top, *floor=NULL; 1274 object *tmp, *top, *floor = NULL;
1449 sint16 x,y; 1275 sint16 x, y;
1450 1276
1451 if (QUERY_FLAG (op, FLAG_FREED)) { 1277 if (QUERY_FLAG (op, FLAG_FREED))
1278 {
1452 LOG (llevError, "Trying to insert freed object!\n"); 1279 LOG (llevError, "Trying to insert freed object!\n");
1280 return NULL;
1281 }
1282
1283 if (m == NULL)
1284 {
1285 char *dump = dump_object (op);
1286 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1287 free (dump);
1288 return op;
1289 }
1290
1291 if (out_of_map (m, op->x, op->y))
1292 {
1293 char *dump = dump_object (op);
1294 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1295#ifdef MANY_CORES
1296 /* Better to catch this here, as otherwise the next use of this object
1297 * is likely to cause a crash. Better to find out where it is getting
1298 * improperly inserted.
1299 */
1300 abort ();
1301#endif
1302 free (dump);
1303 return op;
1304 }
1305
1306 if (!QUERY_FLAG (op, FLAG_REMOVED))
1307 {
1308 char *dump = dump_object (op);
1309 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1310 free (dump);
1311 return op;
1312 }
1313
1314 if (op->more != NULL)
1315 {
1316 /* The part may be on a different map. */
1317
1318 object *more = op->more;
1319
1320 /* We really need the caller to normalize coordinates - if
1321 * we set the map, that doesn't work if the location is within
1322 * a map and this is straddling an edge. So only if coordinate
1323 * is clear wrong do we normalize it.
1324 */
1325 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1326 more->map = get_map_from_coord (m, &more->x, &more->y);
1327 else if (!more->map)
1328 {
1329 /* For backwards compatibility - when not dealing with tiled maps,
1330 * more->map should always point to the parent.
1331 */
1332 more->map = m;
1333 }
1334
1335 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1336 {
1337 if (!op->head)
1338 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1339
1340 return NULL;
1341 }
1342 }
1343
1344 CLEAR_FLAG (op, FLAG_REMOVED);
1345
1346 /* Ideally, the caller figures this out. However, it complicates a lot
1347 * of areas of callers (eg, anything that uses find_free_spot would now
1348 * need extra work
1349 */
1350 op->map = get_map_from_coord (m, &op->x, &op->y);
1351 x = op->x;
1352 y = op->y;
1353
1354 /* this has to be done after we translate the coordinates.
1355 */
1356 if (op->nrof && !(flag & INS_NO_MERGE))
1357 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1358 if (CAN_MERGE (op, tmp))
1359 {
1360 op->nrof += tmp->nrof;
1361 remove_ob (tmp);
1362 free_object (tmp);
1363 }
1364
1365 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1366 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1367
1368 if (!QUERY_FLAG (op, FLAG_ALIVE))
1369 CLEAR_FLAG (op, FLAG_NO_STEAL);
1370
1371 if (flag & INS_BELOW_ORIGINATOR)
1372 {
1373 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1374 {
1375 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1376 abort ();
1377 }
1378
1379 op->above = originator;
1380 op->below = originator->below;
1381
1382 if (op->below)
1383 op->below->above = op;
1384 else
1385 SET_MAP_OB (op->map, op->x, op->y, op);
1386
1387 /* since *below* originator, no need to update top */
1388 originator->below = op;
1389 }
1390 else
1391 {
1392 /* If there are other objects, then */
1393 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1394 {
1395 object *last = NULL;
1396
1397 /*
1398 * If there are multiple objects on this space, we do some trickier handling.
1399 * We've already dealt with merging if appropriate.
1400 * Generally, we want to put the new object on top. But if
1401 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1402 * floor, we want to insert above that and no further.
1403 * Also, if there are spell objects on this space, we stop processing
1404 * once we get to them. This reduces the need to traverse over all of
1405 * them when adding another one - this saves quite a bit of cpu time
1406 * when lots of spells are cast in one area. Currently, it is presumed
1407 * that flying non pickable objects are spell objects.
1408 */
1409
1410 while (top != NULL)
1411 {
1412 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1413 floor = top;
1414
1415 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1416 {
1417 /* We insert above top, so we want this object below this */
1418 top = top->below;
1419 break;
1420 }
1421
1422 last = top;
1423 top = top->above;
1424 }
1425
1426 /* Don't want top to be NULL, so set it to the last valid object */
1427 top = last;
1428
1429 /* We let update_position deal with figuring out what the space
1430 * looks like instead of lots of conditions here.
1431 * makes things faster, and effectively the same result.
1432 */
1433
1434 /* Have object 'fall below' other objects that block view.
1435 * Unless those objects are exits, type 66
1436 * If INS_ON_TOP is used, don't do this processing
1437 * Need to find the object that in fact blocks view, otherwise
1438 * stacking is a bit odd.
1439 */
1440 if (!(flag & INS_ON_TOP) &&
1441 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1442 {
1443 for (last = top; last != floor; last = last->below)
1444 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1445 break;
1446 /* Check to see if we found the object that blocks view,
1447 * and make sure we have a below pointer for it so that
1448 * we can get inserted below this one, which requires we
1449 * set top to the object below us.
1450 */
1451 if (last && last->below && last != floor)
1452 top = last->below;
1453 }
1454 } /* If objects on this space */
1455
1456 if (flag & INS_MAP_LOAD)
1457 top = GET_MAP_TOP (op->map, op->x, op->y);
1458
1459 if (flag & INS_ABOVE_FLOOR_ONLY)
1460 top = floor;
1461
1462 /* Top is the object that our object (op) is going to get inserted above.
1463 */
1464
1465 /* First object on this space */
1466 if (!top)
1467 {
1468 op->above = GET_MAP_OB (op->map, op->x, op->y);
1469
1470 if (op->above)
1471 op->above->below = op;
1472
1473 op->below = NULL;
1474 SET_MAP_OB (op->map, op->x, op->y, op);
1475 }
1476 else
1477 { /* get inserted into the stack above top */
1478 op->above = top->above;
1479
1480 if (op->above)
1481 op->above->below = op;
1482
1483 op->below = top;
1484 top->above = op;
1485 }
1486
1487 if (op->above == NULL)
1488 SET_MAP_TOP (op->map, op->x, op->y, op);
1489 } /* else not INS_BELOW_ORIGINATOR */
1490
1491 if (op->type == PLAYER)
1492 op->contr->do_los = 1;
1493
1494 /* If we have a floor, we know the player, if any, will be above
1495 * it, so save a few ticks and start from there.
1496 */
1497 if (!(flag & INS_MAP_LOAD))
1498 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1499 if (tmp->type == PLAYER)
1500 tmp->contr->socket.update_look = 1;
1501
1502 /* If this object glows, it may affect lighting conditions that are
1503 * visible to others on this map. But update_all_los is really
1504 * an inefficient way to do this, as it means los for all players
1505 * on the map will get recalculated. The players could very well
1506 * be far away from this change and not affected in any way -
1507 * this should get redone to only look for players within range,
1508 * or just updating the P_NEED_UPDATE for spaces within this area
1509 * of effect may be sufficient.
1510 */
1511 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1512 update_all_los (op->map, op->x, op->y);
1513
1514 /* updates flags (blocked, alive, no magic, etc) for this map space */
1515 update_object (op, UP_OBJ_INSERT);
1516
1517 /* Don't know if moving this to the end will break anything. However,
1518 * we want to have update_look set above before calling this.
1519 *
1520 * check_move_on() must be after this because code called from
1521 * check_move_on() depends on correct map flags (so functions like
1522 * blocked() and wall() work properly), and these flags are updated by
1523 * update_object().
1524 */
1525
1526 /* if this is not the head or flag has been passed, don't check walk on status */
1527 if (!(flag & INS_NO_WALK_ON) && !op->head)
1528 {
1529 if (check_move_on (op, originator))
1453 return NULL; 1530 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 1531
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 1532 /* If we are a multi part object, lets work our way through the check
1673 * walk on's. 1533 * walk on's.
1674 */ 1534 */
1675 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1535 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1676 if (check_move_on (tmp, originator)) 1536 if (check_move_on (tmp, originator))
1677 return NULL; 1537 return NULL;
1678 } 1538 }
1539
1679 return op; 1540 return op;
1680} 1541}
1681 1542
1682/* this function inserts an object in the map, but if it 1543/* 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. 1544 * 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. 1545 * op is the object to insert it under: supplies x and the map.
1685 */ 1546 */
1547void
1686void replace_insert_ob_in_map(const char *arch_string, object *op) { 1548replace_insert_ob_in_map (const char *arch_string, object *op)
1549{
1687 object *tmp; 1550 object *
1688 object *tmp1; 1551 tmp;
1552 object *
1553 tmp1;
1689 1554
1690 /* first search for itself and remove any old instances */ 1555 /* first search for itself and remove any old instances */
1691 1556
1692 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1557 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1558 {
1693 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1559 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1560 {
1694 remove_ob(tmp); 1561 remove_ob (tmp);
1695 free_object(tmp); 1562 free_object (tmp);
1696 } 1563 }
1697 } 1564 }
1698 1565
1699 tmp1=arch_to_object(find_archetype(arch_string)); 1566 tmp1 = arch_to_object (archetype::find (arch_string));
1700 1567
1701 1568 tmp1->x = op->x;
1702 tmp1->x = op->x; tmp1->y = op->y; 1569 tmp1->y = op->y;
1703 insert_ob_in_map(tmp1,op->map,op,0); 1570 insert_ob_in_map (tmp1, op->map, op, 0);
1704} 1571}
1705 1572
1706/* 1573/*
1707 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1574 * 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 1575 * is returned contains nr objects, and the remaining parts contains
1709 * the rest (or is removed and freed if that number is 0). 1576 * the rest (or is removed and freed if that number is 0).
1710 * On failure, NULL is returned, and the reason put into the 1577 * On failure, NULL is returned, and the reason put into the
1711 * global static errmsg array. 1578 * global static errmsg array.
1712 */ 1579 */
1713 1580
1581object *
1714object *get_split_ob(object *orig_ob, uint32 nr) { 1582get_split_ob (object *orig_ob, uint32 nr)
1715 object *newob; 1583{
1584 object *
1585 newob;
1586 int
1716 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1587 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1717 1588
1718 if(orig_ob->nrof<nr) { 1589 if (orig_ob->nrof < nr)
1719 sprintf(errmsg,"There are only %d %ss.", 1590 {
1720 orig_ob->nrof?orig_ob->nrof:1, orig_ob->name); 1591 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1721 return NULL; 1592 return NULL;
1722 } 1593 }
1594
1723 newob = object_create_clone(orig_ob); 1595 newob = object_create_clone (orig_ob);
1596
1724 if((orig_ob->nrof-=nr)<1) { 1597 if ((orig_ob->nrof -= nr) < 1)
1598 {
1725 if ( ! is_removed) 1599 if (!is_removed)
1726 remove_ob(orig_ob); 1600 remove_ob (orig_ob);
1727 free_object2(orig_ob, 1); 1601 free_object2 (orig_ob, 1);
1728 } 1602 }
1729 else if ( ! is_removed) { 1603 else if (!is_removed)
1604 {
1730 if(orig_ob->env!=NULL) 1605 if (orig_ob->env != NULL)
1731 sub_weight (orig_ob->env,orig_ob->weight*nr); 1606 sub_weight (orig_ob->env, orig_ob->weight * nr);
1732 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1607 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1608 {
1733 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1609 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"); 1610 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1736 return NULL; 1611 return NULL;
1737 } 1612 }
1738 } 1613 }
1614
1739 newob->nrof=nr; 1615 newob->nrof = nr;
1740 1616
1741 return newob; 1617 return newob;
1742} 1618}
1743 1619
1744/* 1620/*
1745 * decrease_ob_nr(object, number) decreases a specified number from 1621 * decrease_ob_nr(object, number) decreases a specified number from
1746 * the amount of an object. If the amount reaches 0, the object 1622 * the amount of an object. If the amount reaches 0, the object
1747 * is subsequently removed and freed. 1623 * is subsequently removed and freed.
1748 * 1624 *
1749 * Return value: 'op' if something is left, NULL if the amount reached 0 1625 * Return value: 'op' if something is left, NULL if the amount reached 0
1750 */ 1626 */
1751 1627
1628object *
1752object *decrease_ob_nr (object *op, uint32 i) 1629decrease_ob_nr (object *op, uint32 i)
1753{ 1630{
1754 object *tmp; 1631 object *tmp;
1755 player *pl; 1632 player *pl;
1756 1633
1757 if (i == 0) /* objects with op->nrof require this check */ 1634 if (i == 0) /* objects with op->nrof require this check */
1758 return op; 1635 return op;
1759 1636
1760 if (i > op->nrof) 1637 if (i > op->nrof)
1761 i = op->nrof; 1638 i = op->nrof;
1762 1639
1763 if (QUERY_FLAG (op, FLAG_REMOVED)) 1640 if (QUERY_FLAG (op, FLAG_REMOVED))
1641 op->nrof -= i;
1642 else if (op->env != NULL)
1643 {
1644 /* is this object in the players inventory, or sub container
1645 * therein?
1646 */
1647 tmp = is_player_inv (op->env);
1648 /* nope. Is this a container the player has opened?
1649 * If so, set tmp to that player.
1650 * IMO, searching through all the players will mostly
1651 * likely be quicker than following op->env to the map,
1652 * and then searching the map for a player.
1653 */
1654 if (!tmp)
1655 {
1656 for (pl = first_player; pl; pl = pl->next)
1657 if (pl->ob->container == op->env)
1658 break;
1659 if (pl)
1660 tmp = pl->ob;
1661 else
1662 tmp = NULL;
1663 }
1664
1665 if (i < op->nrof)
1666 {
1667 sub_weight (op->env, op->weight * i);
1668 op->nrof -= i;
1669 if (tmp)
1670 {
1671 esrv_send_item (tmp, op);
1672 }
1673 }
1674 else
1675 {
1676 remove_ob (op);
1677 op->nrof = 0;
1678 if (tmp)
1679 {
1680 esrv_del_item (tmp->contr, op->count);
1681 }
1682 }
1764 { 1683 }
1684 else
1685 {
1686 object *above = op->above;
1687
1688 if (i < op->nrof)
1765 op->nrof -= i; 1689 op->nrof -= i;
1766 } 1690 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 } 1691 {
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); 1692 remove_ob (op);
1794 op->nrof = 0; 1693 op->nrof = 0;
1795 if (tmp) {
1796 esrv_del_item(tmp->contr, op->count);
1797 } 1694 }
1798 }
1799 }
1800 else
1801 {
1802 object *above = op->above;
1803 1695
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 */ 1696 /* Since we just removed op, op->above is null */
1811 for (tmp = above; tmp != NULL; tmp = tmp->above) 1697 for (tmp = above; tmp != NULL; tmp = tmp->above)
1812 if (tmp->type == PLAYER) { 1698 if (tmp->type == PLAYER)
1699 {
1813 if (op->nrof) 1700 if (op->nrof)
1814 esrv_send_item(tmp, op); 1701 esrv_send_item (tmp, op);
1815 else 1702 else
1816 esrv_del_item(tmp->contr, op->count); 1703 esrv_del_item (tmp->contr, op->count);
1817 } 1704 }
1818 } 1705 }
1819 1706
1820 if (op->nrof) { 1707 if (op->nrof)
1821 return op; 1708 return op;
1822 } else { 1709 else
1710 {
1823 free_object (op); 1711 free_object (op);
1824 return NULL; 1712 return NULL;
1825 } 1713 }
1826} 1714}
1827 1715
1828/* 1716/*
1829 * add_weight(object, weight) adds the specified weight to an object, 1717 * add_weight(object, weight) adds the specified weight to an object,
1830 * and also updates how much the environment(s) is/are carrying. 1718 * and also updates how much the environment(s) is/are carrying.
1831 */ 1719 */
1832 1720
1721void
1833void add_weight (object *op, signed long weight) { 1722add_weight (object *op, signed long weight)
1723{
1834 while (op!=NULL) { 1724 while (op != NULL)
1725 {
1835 if (op->type == CONTAINER) { 1726 if (op->type == CONTAINER)
1836 weight=(signed long)(weight*(100-op->stats.Str)/100); 1727 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1837 } 1728
1838 op->carrying+=weight; 1729 op->carrying += weight;
1839 op=op->env; 1730 op = op->env;
1840 } 1731 }
1841} 1732}
1842 1733
1843/* 1734/*
1844 * insert_ob_in_ob(op,environment): 1735 * insert_ob_in_ob(op,environment):
1845 * This function inserts the object op in the linked list 1736 * This function inserts the object op in the linked list
1852 * 1743 *
1853 * The function returns now pointer to inserted item, and return value can 1744 * The function returns now pointer to inserted item, and return value can
1854 * be != op, if items are merged. -Tero 1745 * be != op, if items are merged. -Tero
1855 */ 1746 */
1856 1747
1748object *
1857object *insert_ob_in_ob(object *op,object *where) { 1749insert_ob_in_ob (object *op, object *where)
1858 object *tmp, *otmp; 1750{
1751 object *
1752 tmp, *
1753 otmp;
1859 1754
1860 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1755 if (!QUERY_FLAG (op, FLAG_REMOVED))
1861 dump_object(op); 1756 {
1757 char *dump = dump_object (op);
1862 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1758 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", dump);
1759 free (dump);
1863 return op; 1760 return op;
1864 } 1761 }
1762
1865 if(where==NULL) { 1763 if (where == NULL)
1866 dump_object(op); 1764 {
1765 char *dump = dump_object (op);
1867 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg); 1766 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1767 free (dump);
1868 return op; 1768 return op;
1869 } 1769 }
1770
1870 if (where->head) { 1771 if (where->head)
1871 LOG(llevDebug, 1772 {
1872 "Warning: Tried to insert object wrong part of multipart object.\n"); 1773 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1873 where = where->head; 1774 where = where->head;
1874 } 1775 }
1776
1875 if (op->more) { 1777 if (op->more)
1778 {
1876 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1779 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1877 op->name, op->count);
1878 return op; 1780 return op;
1879 } 1781 }
1782
1880 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1783 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1881 CLEAR_FLAG(op, FLAG_REMOVED); 1784 CLEAR_FLAG (op, FLAG_REMOVED);
1882 if(op->nrof) { 1785 if (op->nrof)
1786 {
1883 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1787 for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1884 if ( CAN_MERGE(tmp,op) ) { 1788 if (CAN_MERGE (tmp, op))
1789 {
1885 /* return the original object and remove inserted object 1790 /* return the original object and remove inserted object
1886 (client needs the original object) */ 1791 (client needs the original object) */
1887 tmp->nrof += op->nrof; 1792 tmp->nrof += op->nrof;
1888 /* Weight handling gets pretty funky. Since we are adding to 1793 /* Weight handling gets pretty funky. Since we are adding to
1889 * tmp->nrof, we need to increase the weight. 1794 * tmp->nrof, we need to increase the weight.
1890 */ 1795 */
1891 add_weight (where, op->weight*op->nrof); 1796 add_weight (where, op->weight * op->nrof);
1892 SET_FLAG(op, FLAG_REMOVED); 1797 SET_FLAG (op, FLAG_REMOVED);
1893 free_object(op); /* free the inserted object */ 1798 free_object (op); /* free the inserted object */
1894 op = tmp; 1799 op = tmp;
1895 remove_ob (op); /* and fix old object's links */ 1800 remove_ob (op); /* and fix old object's links */
1896 CLEAR_FLAG(op, FLAG_REMOVED); 1801 CLEAR_FLAG (op, FLAG_REMOVED);
1897 break; 1802 break;
1898 } 1803 }
1899 1804
1900 /* I assume combined objects have no inventory 1805 /* I assume combined objects have no inventory
1901 * We add the weight - this object could have just been removed 1806 * We add the weight - this object could have just been removed
1902 * (if it was possible to merge). calling remove_ob will subtract 1807 * (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 1808 * the weight, so we need to add it in again, since we actually do
1904 * the linking below 1809 * the linking below
1905 */ 1810 */
1906 add_weight (where, op->weight*op->nrof); 1811 add_weight (where, op->weight * op->nrof);
1812 }
1907 } else 1813 else
1908 add_weight (where, (op->weight+op->carrying)); 1814 add_weight (where, (op->weight + op->carrying));
1909 1815
1910 otmp=is_player_inv(where); 1816 otmp = is_player_inv (where);
1911 if (otmp&&otmp->contr!=NULL) { 1817 if (otmp && otmp->contr != NULL)
1818 {
1912 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1819 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1913 fix_player(otmp); 1820 fix_player (otmp);
1914 } 1821 }
1915 1822
1916 op->map=NULL; 1823 op->map = NULL;
1917 op->env=where; 1824 op->env = where;
1918 op->above=NULL; 1825 op->above = NULL;
1919 op->below=NULL; 1826 op->below = NULL;
1920 op->x=0,op->y=0; 1827 op->x = 0, op->y = 0;
1921 op->ox=0,op->oy=0;
1922 1828
1923 /* reset the light list and los of the players on the map */ 1829 /* reset the light list and los of the players on the map */
1924 if((op->glow_radius!=0)&&where->map) 1830 if ((op->glow_radius != 0) && where->map)
1925 { 1831 {
1926#ifdef DEBUG_LIGHTS 1832#ifdef DEBUG_LIGHTS
1927 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1833 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1928 op->name);
1929#endif /* DEBUG_LIGHTS */ 1834#endif /* DEBUG_LIGHTS */
1835 if (MAP_DARKNESS (where->map))
1930 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1836 update_all_los (where->map, where->x, where->y);
1931 } 1837 }
1932 1838
1933 /* Client has no idea of ordering so lets not bother ordering it here. 1839 /* Client has no idea of ordering so lets not bother ordering it here.
1934 * It sure simplifies this function... 1840 * It sure simplifies this function...
1935 */ 1841 */
1936 if (where->inv==NULL) 1842 if (where->inv == NULL)
1937 where->inv=op; 1843 where->inv = op;
1938 else { 1844 else
1845 {
1939 op->below = where->inv; 1846 op->below = where->inv;
1940 op->below->above = op; 1847 op->below->above = op;
1941 where->inv = op; 1848 where->inv = op;
1942 } 1849 }
1943 return op; 1850 return op;
1944} 1851}
1945 1852
1946/* 1853/*
1947 * Checks if any objects has a move_type that matches objects 1854 * 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 1869 * 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 1870 * object being inserted. insert_ob_in_map may not put new objects
1964 * on top. 1871 * on top.
1965 */ 1872 */
1966 1873
1874int
1967int check_move_on (object *op, object *originator) 1875check_move_on (object *op, object *originator)
1968{ 1876{
1969 object *tmp; 1877 object *tmp;
1970 tag_t tag;
1971 mapstruct *m=op->map; 1878 maptile *m = op->map;
1972 int x=op->x, y=op->y; 1879 int x = op->x, y = op->y;
1880
1973 MoveType move_on, move_slow, move_block; 1881 MoveType move_on, move_slow, move_block;
1974 1882
1975 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1883 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1976 return 0; 1884 return 0;
1977 1885
1978 tag = op->count;
1979
1980 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1886 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); 1887 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); 1888 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1983 1889
1984 /* if nothing on this space will slow op down or be applied, 1890 /* 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 1891 * 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 1892 * is set, as lots of objects don't have it set - we treat that
1987 * as walking. 1893 * as walking.
1988 */ 1894 */
1989 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1895 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1990 return 0; 1896 return 0;
1991 1897
1992 /* This is basically inverse logic of that below - basically, 1898 /* This is basically inverse logic of that below - basically,
1993 * if the object can avoid the move on or slow move, they do so, 1899 * 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 1900 * but can't do it if the alternate movement they are using is
1995 * blocked. Logic on this seems confusing, but does seem correct. 1901 * blocked. Logic on this seems confusing, but does seem correct.
1996 */ 1902 */
1997 if ((op->move_type & ~move_on & ~move_block) != 0 && 1903 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; 1904 return 0;
1999 1905
2000 /* The objects have to be checked from top to bottom. 1906 /* The objects have to be checked from top to bottom.
2001 * Hence, we first go to the top: 1907 * Hence, we first go to the top:
2002 */ 1908 */
2003 1909
2004 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1910 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) { 1911 {
2006 /* Trim the search when we find the first other spell effect 1912 /* Trim the search when we find the first other spell effect
2007 * this helps performance so that if a space has 50 spell objects, 1913 * this helps performance so that if a space has 50 spell objects,
2008 * we don't need to check all of them. 1914 * we don't need to check all of them.
2009 */ 1915 */
2010 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1916 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1917 break;
1918 }
1919
1920 for (; tmp; tmp = tmp->below)
2011 } 1921 {
2012 for(;tmp!=NULL; tmp=tmp->below) { 1922 if (tmp == op)
2013 if (tmp == op) continue; /* Can't apply yourself */ 1923 continue; /* Can't apply yourself */
2014 1924
2015 /* Check to see if one of the movement types should be slowed down. 1925 /* 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 1926 * Second check makes sure that the movement types not being slowed
2017 * (~slow_move) is not blocked on this space - just because the 1927 * (~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 1928 * 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. 1929 * swim on that space, can't use it to avoid the penalty.
2020 */ 1930 */
2021 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1931 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1932 {
2022 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1933 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)) { 1934 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1935 {
2025 1936
2026 float diff; 1937 float
2027
2028 diff = tmp->move_slow_penalty*FABS(op->speed); 1938 diff = tmp->move_slow_penalty * FABS (op->speed);
1939
2029 if (op->type == PLAYER) { 1940 if (op->type == PLAYER)
2030 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1941 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))) { 1942 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2032 diff /= 4.0; 1943 diff /= 4.0;
2033 } 1944
2034 }
2035 op->speed_left -= diff; 1945 op->speed_left -= diff;
2036 } 1946 }
2037 } 1947 }
2038 1948
2039 /* Basically same logic as above, except now for actual apply. */ 1949 /* Basically same logic as above, except now for actual apply. */
2040 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1950 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)) { 1951 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2043 1952 {
2044 move_apply(tmp, op, originator); 1953 move_apply (tmp, op, originator);
1954
2045 if (was_destroyed (op, tag)) 1955 if (op->destroyed ())
2046 return 1; 1956 return 1;
2047 1957
2048 /* what the person/creature stepped onto has moved the object 1958 /* what the person/creature stepped onto has moved the object
2049 * someplace new. Don't process any further - if we did, 1959 * someplace new. Don't process any further - if we did,
2050 * have a feeling strange problems would result. 1960 * have a feeling strange problems would result.
2051 */ 1961 */
2052 if (op->map != m || op->x != x || op->y != y) return 0; 1962 if (op->map != m || op->x != x || op->y != y)
1963 return 0;
2053 } 1964 }
2054 } 1965 }
1966
2055 return 0; 1967 return 0;
2056} 1968}
2057 1969
2058/* 1970/*
2059 * present_arch(arch, map, x, y) searches for any objects with 1971 * present_arch(arch, map, x, y) searches for any objects with
2060 * a matching archetype at the given map and coordinates. 1972 * a matching archetype at the given map and coordinates.
2061 * The first matching object is returned, or NULL if none. 1973 * The first matching object is returned, or NULL if none.
2062 */ 1974 */
2063 1975
1976object *
2064object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1977present_arch (const archetype *at, maptile *m, int x, int y)
1978{
2065 object *tmp; 1979 object *
1980 tmp;
1981
2066 if(m==NULL || out_of_map(m,x,y)) { 1982 if (m == NULL || out_of_map (m, x, y))
1983 {
2067 LOG(llevError,"Present_arch called outside map.\n"); 1984 LOG (llevError, "Present_arch called outside map.\n");
2068 return NULL; 1985 return NULL;
2069 } 1986 }
2070 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1987 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2071 if(tmp->arch == at) 1988 if (tmp->arch == at)
2072 return tmp; 1989 return tmp;
2073 return NULL; 1990 return NULL;
2074} 1991}
2075 1992
2076/* 1993/*
2077 * present(type, map, x, y) searches for any objects with 1994 * present(type, map, x, y) searches for any objects with
2078 * a matching type variable at the given map and coordinates. 1995 * a matching type variable at the given map and coordinates.
2079 * The first matching object is returned, or NULL if none. 1996 * The first matching object is returned, or NULL if none.
2080 */ 1997 */
2081 1998
1999object *
2082object *present(unsigned char type,mapstruct *m, int x,int y) { 2000present (unsigned char type, maptile *m, int x, int y)
2001{
2083 object *tmp; 2002 object *
2003 tmp;
2004
2084 if(out_of_map(m,x,y)) { 2005 if (out_of_map (m, x, y))
2006 {
2085 LOG(llevError,"Present called outside map.\n"); 2007 LOG (llevError, "Present called outside map.\n");
2086 return NULL; 2008 return NULL;
2087 } 2009 }
2088 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 2010 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2089 if(tmp->type==type) 2011 if (tmp->type == type)
2090 return tmp; 2012 return tmp;
2091 return NULL; 2013 return NULL;
2092} 2014}
2093 2015
2094/* 2016/*
2095 * present_in_ob(type, object) searches for any objects with 2017 * present_in_ob(type, object) searches for any objects with
2096 * a matching type variable in the inventory of the given object. 2018 * a matching type variable in the inventory of the given object.
2097 * The first matching object is returned, or NULL if none. 2019 * The first matching object is returned, or NULL if none.
2098 */ 2020 */
2099 2021
2022object *
2100object *present_in_ob(unsigned char type, const object *op) { 2023present_in_ob (unsigned char type, const object *op)
2024{
2101 object *tmp; 2025 object *
2026 tmp;
2027
2102 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2028 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2103 if(tmp->type==type) 2029 if (tmp->type == type)
2104 return tmp; 2030 return tmp;
2105 return NULL; 2031 return NULL;
2106} 2032}
2107 2033
2108/* 2034/*
2118 * the object name, not the archetype name. this is so that the 2044 * 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 2045 * spell code can use one object type (force), but change it's name
2120 * to be unique. 2046 * to be unique.
2121 */ 2047 */
2122 2048
2049object *
2123object *present_in_ob_by_name(int type, const char *str, const object *op) { 2050present_in_ob_by_name (int type, const char *str, const object *op)
2051{
2124 object *tmp; 2052 object *
2053 tmp;
2125 2054
2126 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2055 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2056 {
2127 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2057 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2128 return tmp; 2058 return tmp;
2129 } 2059 }
2130 return NULL; 2060 return NULL;
2131} 2061}
2132 2062
2133/* 2063/*
2134 * present_arch_in_ob(archetype, object) searches for any objects with 2064 * present_arch_in_ob(archetype, object) searches for any objects with
2135 * a matching archetype in the inventory of the given object. 2065 * a matching archetype in the inventory of the given object.
2136 * The first matching object is returned, or NULL if none. 2066 * The first matching object is returned, or NULL if none.
2137 */ 2067 */
2138 2068
2069object *
2139object *present_arch_in_ob(const archetype *at, const object *op) { 2070present_arch_in_ob (const archetype *at, const object *op)
2071{
2140 object *tmp; 2072 object *
2073 tmp;
2074
2141 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2075 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2142 if( tmp->arch == at) 2076 if (tmp->arch == at)
2143 return tmp; 2077 return tmp;
2144 return NULL; 2078 return NULL;
2145} 2079}
2146 2080
2147/* 2081/*
2148 * activate recursively a flag on an object inventory 2082 * activate recursively a flag on an object inventory
2149 */ 2083 */
2084void
2150void flag_inv(object*op, int flag){ 2085flag_inv (object *op, int flag)
2086{
2151 object *tmp; 2087 object *
2088 tmp;
2089
2152 if(op->inv) 2090 if (op->inv)
2153 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2091 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2092 {
2154 SET_FLAG(tmp, flag); 2093 SET_FLAG (tmp, flag);
2155 flag_inv(tmp,flag); 2094 flag_inv (tmp, flag);
2156 } 2095 }
2157}/* 2096} /*
2158 * desactivate recursively a flag on an object inventory 2097 * desactivate recursively a flag on an object inventory
2159 */ 2098 */
2099void
2160void unflag_inv(object*op, int flag){ 2100unflag_inv (object *op, int flag)
2101{
2161 object *tmp; 2102 object *
2103 tmp;
2104
2162 if(op->inv) 2105 if (op->inv)
2163 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2106 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2107 {
2164 CLEAR_FLAG(tmp, flag); 2108 CLEAR_FLAG (tmp, flag);
2165 unflag_inv(tmp,flag); 2109 unflag_inv (tmp, flag);
2166 } 2110 }
2167} 2111}
2168 2112
2169/* 2113/*
2170 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2114 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2171 * all it's inventory (recursively). 2115 * all it's inventory (recursively).
2172 * If checksums are used, a player will get set_cheat called for 2116 * 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. 2117 * him/her-self and all object carried by a call to this function.
2174 */ 2118 */
2175 2119
2120void
2176void set_cheat(object *op) { 2121set_cheat (object *op)
2122{
2177 SET_FLAG(op, FLAG_WAS_WIZ); 2123 SET_FLAG (op, FLAG_WAS_WIZ);
2178 flag_inv(op, FLAG_WAS_WIZ); 2124 flag_inv (op, FLAG_WAS_WIZ);
2179} 2125}
2180 2126
2181/* 2127/*
2182 * find_free_spot(object, map, x, y, start, stop) will search for 2128 * 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 2129 * 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 2144 * 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 2145 * the archetype because that isn't correct if the monster has been
2200 * customized, changed states, etc. 2146 * customized, changed states, etc.
2201 */ 2147 */
2202 2148
2149int
2203int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2150find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2151{
2152 int
2153 i,
2204 int i,index=0, flag; 2154 index = 0, flag;
2155 static int
2205 static int altern[SIZEOFFREE]; 2156 altern[SIZEOFFREE];
2206 2157
2207 for(i=start;i<stop;i++) { 2158 for (i = start; i < stop; i++)
2159 {
2208 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2160 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2209 if(!flag) 2161 if (!flag)
2210 altern[index++]=i; 2162 altern[index++] = i;
2211 2163
2212 /* Basically, if we find a wall on a space, we cut down the search size. 2164 /* 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. 2165 * 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 - 2166 * 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 2167 * 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 2168 * spaces in all the other directions, this will reduce the search space
2217 * to only the spaces immediately surrounding the target area, and 2169 * to only the spaces immediately surrounding the target area, and
2218 * won't look 2 spaces south of the target space. 2170 * won't look 2 spaces south of the target space.
2219 */ 2171 */
2220 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2172 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2221 stop=maxfree[i]; 2173 stop = maxfree[i];
2222 } 2174 }
2223 if(!index) return -1; 2175 if (!index)
2176 return -1;
2224 return altern[RANDOM()%index]; 2177 return altern[RANDOM () % index];
2225} 2178}
2226 2179
2227/* 2180/*
2228 * find_first_free_spot(archetype, mapstruct, x, y) works like 2181 * find_first_free_spot(archetype, maptile, x, y) works like
2229 * find_free_spot(), but it will search max number of squares. 2182 * find_free_spot(), but it will search max number of squares.
2230 * But it will return the first available spot, not a random choice. 2183 * 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. 2184 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2232 */ 2185 */
2233 2186
2187int
2234int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2188find_first_free_spot (const object *ob, maptile *m, int x, int y)
2189{
2190 int
2235 int i; 2191 i;
2192
2236 for(i=0;i<SIZEOFFREE;i++) { 2193 for (i = 0; i < SIZEOFFREE; i++)
2194 {
2237 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2195 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2238 return i; 2196 return i;
2239 } 2197 }
2240 return -1; 2198 return -1;
2241} 2199}
2242 2200
2243/* 2201/*
2244 * The function permute(arr, begin, end) randomly reorders the array 2202 * The function permute(arr, begin, end) randomly reorders the array
2245 * arr[begin..end-1]. 2203 * arr[begin..end-1].
2246 */ 2204 */
2205static void
2247static void permute(int *arr, int begin, int end) 2206permute (int *arr, int begin, int end)
2248{ 2207{
2249 int i, j, tmp, len; 2208 int
2209 i,
2210 j,
2211 tmp,
2212 len;
2250 2213
2251 len = end-begin; 2214 len = end - begin;
2252 for(i = begin; i < end; i++) 2215 for (i = begin; i < end; i++)
2253 { 2216 {
2254 j = begin+RANDOM()%len; 2217 j = begin + RANDOM () % len;
2255 2218
2256 tmp = arr[i]; 2219 tmp = arr[i];
2257 arr[i] = arr[j]; 2220 arr[i] = arr[j];
2258 arr[j] = tmp; 2221 arr[j] = tmp;
2259 } 2222 }
2260} 2223}
2261 2224
2262/* new function to make monster searching more efficient, and effective! 2225/* new function to make monster searching more efficient, and effective!
2263 * This basically returns a randomized array (in the passed pointer) of 2226 * 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 2227 * 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 2228 * 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 2229 * 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. 2230 * the 3x3 area will be searched, just not in a predictable order.
2268 */ 2231 */
2232void
2269void get_search_arr(int *search_arr) 2233get_search_arr (int *search_arr)
2270{ 2234{
2235 int
2271 int i; 2236 i;
2272 2237
2273 for(i = 0; i < SIZEOFFREE; i++) 2238 for (i = 0; i < SIZEOFFREE; i++)
2274 { 2239 {
2275 search_arr[i] = i; 2240 search_arr[i] = i;
2276 } 2241 }
2277 2242
2278 permute(search_arr, 1, SIZEOFFREE1+1); 2243 permute (search_arr, 1, SIZEOFFREE1 + 1);
2279 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2244 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2280 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2245 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2281} 2246}
2282 2247
2283/* 2248/*
2284 * find_dir(map, x, y, exclude) will search some close squares in the 2249 * find_dir(map, x, y, exclude) will search some close squares in the
2285 * given map at the given coordinates for live objects. 2250 * given map at the given coordinates for live objects.
2291 * is actually want is going to try and move there. We need this info 2256 * 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 2257 * because we have to know what movement the thing looking to move
2293 * there is capable of. 2258 * there is capable of.
2294 */ 2259 */
2295 2260
2261int
2296int find_dir(mapstruct *m, int x, int y, object *exclude) { 2262find_dir (maptile *m, int x, int y, object *exclude)
2263{
2264 int
2265 i,
2297 int i,max=SIZEOFFREE, mflags; 2266 max = SIZEOFFREE, mflags;
2267
2298 sint16 nx, ny; 2268 sint16 nx, ny;
2299 object *tmp; 2269 object *
2300 mapstruct *mp; 2270 tmp;
2271 maptile *
2272 mp;
2273
2301 MoveType blocked, move_type; 2274 MoveType blocked, move_type;
2302 2275
2303 if (exclude && exclude->head) { 2276 if (exclude && exclude->head)
2277 {
2304 exclude = exclude->head; 2278 exclude = exclude->head;
2305 move_type = exclude->move_type; 2279 move_type = exclude->move_type;
2306 } else { 2280 }
2281 else
2282 {
2307 /* If we don't have anything, presume it can use all movement types. */ 2283 /* If we don't have anything, presume it can use all movement types. */
2308 move_type=MOVE_ALL; 2284 move_type = MOVE_ALL;
2285 }
2286
2287 for (i = 1; i < max; i++)
2309 } 2288 {
2310
2311 for(i=1;i<max;i++) {
2312 mp = m; 2289 mp = m;
2313 nx = x + freearr_x[i]; 2290 nx = x + freearr_x[i];
2314 ny = y + freearr_y[i]; 2291 ny = y + freearr_y[i];
2315 2292
2316 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2293 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2317 if (mflags & P_OUT_OF_MAP) { 2294 if (mflags & P_OUT_OF_MAP)
2295 {
2318 max = maxfree[i]; 2296 max = maxfree[i];
2297 }
2319 } else { 2298 else
2299 {
2320 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2300 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2321 2301
2322 if ((move_type & blocked) == move_type) { 2302 if ((move_type & blocked) == move_type)
2303 {
2323 max=maxfree[i]; 2304 max = maxfree[i];
2305 }
2324 } else if (mflags & P_IS_ALIVE) { 2306 else if (mflags & P_IS_ALIVE)
2307 {
2325 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2308 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2326 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2309 {
2327 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2310 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2311 {
2328 break; 2312 break;
2329 } 2313 }
2330 } 2314 }
2331 if(tmp) { 2315 if (tmp)
2316 {
2332 return freedir[i]; 2317 return freedir[i];
2333 } 2318 }
2334 } 2319 }
2335 } 2320 }
2336 } 2321 }
2337 return 0; 2322 return 0;
2338} 2323}
2339 2324
2340/* 2325/*
2341 * distance(object 1, object 2) will return the square of the 2326 * distance(object 1, object 2) will return the square of the
2342 * distance between the two given objects. 2327 * distance between the two given objects.
2343 */ 2328 */
2344 2329
2330int
2345int distance(const object *ob1, const object *ob2) { 2331distance (const object *ob1, const object *ob2)
2332{
2346 int i; 2333 int
2347 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2334 i;
2348 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2335
2336 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2349 return i; 2337 return i;
2350} 2338}
2351 2339
2352/* 2340/*
2353 * find_dir_2(delta-x,delta-y) will return a direction in which 2341 * 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 2342 * an object which has subtracted the x and y coordinates of another
2355 * object, needs to travel toward it. 2343 * object, needs to travel toward it.
2356 */ 2344 */
2357 2345
2346int
2358int find_dir_2(int x, int y) { 2347find_dir_2 (int x, int y)
2348{
2359 int q; 2349 int
2350 q;
2360 2351
2361 if(y) 2352 if (y)
2362 q=x*100/y; 2353 q = x * 100 / y;
2363 else if (x) 2354 else if (x)
2364 q= -300*x; 2355 q = -300 * x;
2365 else 2356 else
2366 return 0; 2357 return 0;
2367 2358
2368 if(y>0) { 2359 if (y > 0)
2360 {
2369 if(q < -242) 2361 if (q < -242)
2370 return 3 ; 2362 return 3;
2371 if (q < -41) 2363 if (q < -41)
2372 return 2 ; 2364 return 2;
2373 if (q < 41) 2365 if (q < 41)
2374 return 1 ; 2366 return 1;
2375 if (q < 242) 2367 if (q < 242)
2376 return 8 ; 2368 return 8;
2377 return 7 ; 2369 return 7;
2378 } 2370 }
2379 2371
2380 if (q < -242) 2372 if (q < -242)
2381 return 7 ; 2373 return 7;
2382 if (q < -41) 2374 if (q < -41)
2383 return 6 ; 2375 return 6;
2384 if (q < 41) 2376 if (q < 41)
2385 return 5 ; 2377 return 5;
2386 if (q < 242) 2378 if (q < 242)
2387 return 4 ; 2379 return 4;
2388 2380
2389 return 3 ; 2381 return 3;
2390} 2382}
2391 2383
2392/* 2384/*
2393 * absdir(int): Returns a number between 1 and 8, which represent 2385 * absdir(int): Returns a number between 1 and 8, which represent
2394 * the "absolute" direction of a number (it actually takes care of 2386 * the "absolute" direction of a number (it actually takes care of
2395 * "overflow" in previous calculations of a direction). 2387 * "overflow" in previous calculations of a direction).
2396 */ 2388 */
2397 2389
2390int
2398int absdir(int d) { 2391absdir (int d)
2399 while(d<1) d+=8; 2392{
2400 while(d>8) d-=8; 2393 while (d < 1)
2394 d += 8;
2395 while (d > 8)
2396 d -= 8;
2401 return d; 2397 return d;
2402} 2398}
2403 2399
2404/* 2400/*
2405 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2401 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2406 * between two directions (which are expected to be absolute (see absdir()) 2402 * between two directions (which are expected to be absolute (see absdir())
2407 */ 2403 */
2408 2404
2405int
2409int dirdiff(int dir1, int dir2) { 2406dirdiff (int dir1, int dir2)
2407{
2410 int d; 2408 int
2409 d;
2410
2411 d = abs(dir1 - dir2); 2411 d = abs (dir1 - dir2);
2412 if(d>4) 2412 if (d > 4)
2413 d = 8 - d; 2413 d = 8 - d;
2414 return d; 2414 return d;
2415} 2415}
2416 2416
2417/* peterm: 2417/* peterm:
2422 * direction 4, 14, or 16 to get back to where we are. 2422 * 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 2423 * Moved from spell_util.c to object.c with the other related direction
2424 * functions. 2424 * functions.
2425 */ 2425 */
2426 2426
2427int
2427int reduction_dir[SIZEOFFREE][3] = { 2428 reduction_dir[SIZEOFFREE][3] = {
2428 {0,0,0}, /* 0 */ 2429 {0, 0, 0}, /* 0 */
2429 {0,0,0}, /* 1 */ 2430 {0, 0, 0}, /* 1 */
2430 {0,0,0}, /* 2 */ 2431 {0, 0, 0}, /* 2 */
2431 {0,0,0}, /* 3 */ 2432 {0, 0, 0}, /* 3 */
2432 {0,0,0}, /* 4 */ 2433 {0, 0, 0}, /* 4 */
2433 {0,0,0}, /* 5 */ 2434 {0, 0, 0}, /* 5 */
2434 {0,0,0}, /* 6 */ 2435 {0, 0, 0}, /* 6 */
2435 {0,0,0}, /* 7 */ 2436 {0, 0, 0}, /* 7 */
2436 {0,0,0}, /* 8 */ 2437 {0, 0, 0}, /* 8 */
2437 {8,1,2}, /* 9 */ 2438 {8, 1, 2}, /* 9 */
2438 {1,2,-1}, /* 10 */ 2439 {1, 2, -1}, /* 10 */
2439 {2,10,12}, /* 11 */ 2440 {2, 10, 12}, /* 11 */
2440 {2,3,-1}, /* 12 */ 2441 {2, 3, -1}, /* 12 */
2441 {2,3,4}, /* 13 */ 2442 {2, 3, 4}, /* 13 */
2442 {3,4,-1}, /* 14 */ 2443 {3, 4, -1}, /* 14 */
2443 {4,14,16}, /* 15 */ 2444 {4, 14, 16}, /* 15 */
2444 {5,4,-1}, /* 16 */ 2445 {5, 4, -1}, /* 16 */
2445 {4,5,6}, /* 17 */ 2446 {4, 5, 6}, /* 17 */
2446 {6,5,-1}, /* 18 */ 2447 {6, 5, -1}, /* 18 */
2447 {6,20,18}, /* 19 */ 2448 {6, 20, 18}, /* 19 */
2448 {7,6,-1}, /* 20 */ 2449 {7, 6, -1}, /* 20 */
2449 {6,7,8}, /* 21 */ 2450 {6, 7, 8}, /* 21 */
2450 {7,8,-1}, /* 22 */ 2451 {7, 8, -1}, /* 22 */
2451 {8,22,24}, /* 23 */ 2452 {8, 22, 24}, /* 23 */
2452 {8,1,-1}, /* 24 */ 2453 {8, 1, -1}, /* 24 */
2453 {24,9,10}, /* 25 */ 2454 {24, 9, 10}, /* 25 */
2454 {9,10,-1}, /* 26 */ 2455 {9, 10, -1}, /* 26 */
2455 {10,11,-1}, /* 27 */ 2456 {10, 11, -1}, /* 27 */
2456 {27,11,29}, /* 28 */ 2457 {27, 11, 29}, /* 28 */
2457 {11,12,-1}, /* 29 */ 2458 {11, 12, -1}, /* 29 */
2458 {12,13,-1}, /* 30 */ 2459 {12, 13, -1}, /* 30 */
2459 {12,13,14}, /* 31 */ 2460 {12, 13, 14}, /* 31 */
2460 {13,14,-1}, /* 32 */ 2461 {13, 14, -1}, /* 32 */
2461 {14,15,-1}, /* 33 */ 2462 {14, 15, -1}, /* 33 */
2462 {33,15,35}, /* 34 */ 2463 {33, 15, 35}, /* 34 */
2463 {16,15,-1}, /* 35 */ 2464 {16, 15, -1}, /* 35 */
2464 {17,16,-1}, /* 36 */ 2465 {17, 16, -1}, /* 36 */
2465 {18,17,16}, /* 37 */ 2466 {18, 17, 16}, /* 37 */
2466 {18,17,-1}, /* 38 */ 2467 {18, 17, -1}, /* 38 */
2467 {18,19,-1}, /* 39 */ 2468 {18, 19, -1}, /* 39 */
2468 {41,19,39}, /* 40 */ 2469 {41, 19, 39}, /* 40 */
2469 {19,20,-1}, /* 41 */ 2470 {19, 20, -1}, /* 41 */
2470 {20,21,-1}, /* 42 */ 2471 {20, 21, -1}, /* 42 */
2471 {20,21,22}, /* 43 */ 2472 {20, 21, 22}, /* 43 */
2472 {21,22,-1}, /* 44 */ 2473 {21, 22, -1}, /* 44 */
2473 {23,22,-1}, /* 45 */ 2474 {23, 22, -1}, /* 45 */
2474 {45,47,23}, /* 46 */ 2475 {45, 47, 23}, /* 46 */
2475 {23,24,-1}, /* 47 */ 2476 {23, 24, -1}, /* 47 */
2476 {24,9,-1}}; /* 48 */ 2477 {24, 9, -1}
2478}; /* 48 */
2477 2479
2478/* Recursive routine to step back and see if we can 2480/* Recursive routine to step back and see if we can
2479 * find a path to that monster that we found. If not, 2481 * find a path to that monster that we found. If not,
2480 * we don't bother going toward it. Returns 1 if we 2482 * we don't bother going toward it. Returns 1 if we
2481 * can see a direct way to get it 2483 * can see a direct way to get it
2482 * Modified to be map tile aware -.MSW 2484 * Modified to be map tile aware -.MSW
2483 */ 2485 */
2484
2485 2486
2487
2488int
2486int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2489can_see_monsterP (maptile *m, int x, int y, int dir)
2490{
2487 sint16 dx, dy; 2491 sint16 dx, dy;
2492 int
2488 int mflags; 2493 mflags;
2489 2494
2495 if (dir < 0)
2490 if(dir<0) return 0; /* exit condition: invalid direction */ 2496 return 0; /* exit condition: invalid direction */
2491 2497
2492 dx = x + freearr_x[dir]; 2498 dx = x + freearr_x[dir];
2493 dy = y + freearr_y[dir]; 2499 dy = y + freearr_y[dir];
2494 2500
2495 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2501 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2496 2502
2497 /* This functional arguably was incorrect before - it was 2503 /* This functional arguably was incorrect before - it was
2498 * checking for P_WALL - that was basically seeing if 2504 * checking for P_WALL - that was basically seeing if
2499 * we could move to the monster - this is being more 2505 * we could move to the monster - this is being more
2500 * literal on if we can see it. To know if we can actually 2506 * 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 2507 * move to the monster, we'd need the monster passed in or
2502 * at least its move type. 2508 * at least its move type.
2503 */ 2509 */
2504 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2510 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2511 return 0;
2505 2512
2506 /* yes, can see. */ 2513 /* yes, can see. */
2507 if(dir < 9) return 1; 2514 if (dir < 9)
2515 return 1;
2508 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2516 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2509 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2517 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} 2518}
2512 2519
2513 2520
2514 2521
2515/* 2522/*
2516 * can_pick(picker, item): finds out if an object is possible to be 2523 * 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 2524 * picked up by the picker. Returnes 1 if it can be
2518 * picked up, otherwise 0. 2525 * picked up, otherwise 0.
2519 * 2526 *
2521 * core dumps if they do. 2528 * core dumps if they do.
2522 * 2529 *
2523 * Add a check so we can't pick up invisible objects (0.93.8) 2530 * Add a check so we can't pick up invisible objects (0.93.8)
2524 */ 2531 */
2525 2532
2533int
2526int can_pick(const object *who, const object *item) { 2534can_pick (const object *who, const object *item)
2535{
2527 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2536 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2528 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2537 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2529 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2538 !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} 2539}
2532 2540
2533 2541
2534/* 2542/*
2535 * create clone from object to another 2543 * create clone from object to another
2536 */ 2544 */
2545object *
2537object *object_create_clone (object *asrc) { 2546object_create_clone (object *asrc)
2547{
2548 object *
2538 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2549 dst = NULL, *tmp, *src, *part, *prev, *item;
2539 2550
2551 if (!asrc)
2540 if(!asrc) return NULL; 2552 return NULL;
2541 src = asrc; 2553 src = asrc;
2542 if(src->head) 2554 if (src->head)
2543 src = src->head; 2555 src = src->head;
2544 2556
2545 prev = NULL; 2557 prev = NULL;
2546 for(part = src; part; part = part->more) { 2558 for (part = src; part; part = part->more)
2559 {
2547 tmp = get_object(); 2560 tmp = get_object ();
2548 copy_object(part,tmp); 2561 copy_object (part, tmp);
2549 tmp->x -= src->x; 2562 tmp->x -= src->x;
2550 tmp->y -= src->y; 2563 tmp->y -= src->y;
2551 if(!part->head) { 2564 if (!part->head)
2565 {
2552 dst = tmp; 2566 dst = tmp;
2553 tmp->head = NULL; 2567 tmp->head = NULL;
2568 }
2554 } else { 2569 else
2570 {
2555 tmp->head = dst; 2571 tmp->head = dst;
2556 } 2572 }
2557 tmp->more = NULL; 2573 tmp->more = NULL;
2558 if(prev) 2574 if (prev)
2559 prev->more = tmp; 2575 prev->more = tmp;
2560 prev = tmp; 2576 prev = tmp;
2561 } 2577 }
2562 /*** copy inventory ***/ 2578
2563 for(item = src->inv; item; item = item->below) { 2579 for (item = src->inv; item; item = item->below)
2564 (void) insert_ob_in_ob(object_create_clone(item),dst); 2580 insert_ob_in_ob (object_create_clone (item), dst);
2565 }
2566 2581
2567 return dst; 2582 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} 2583}
2577 2584
2578/* GROS - Creates an object using a string representing its content. */ 2585/* 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 */ 2586/* 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, */ 2587/* 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. */ 2588/* 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. */ 2589/* Remember not to use load_object_str in a time-critical situation. */
2583/* Also remember that multiparts objects are not supported for now. */ 2590/* Also remember that multiparts objects are not supported for now. */
2584 2591
2592object *
2585object* load_object_str(const char *obstr) 2593load_object_str (const char *obstr)
2586{ 2594{
2587 object *op; 2595 object *op;
2588 char filename[MAX_BUF]; 2596 char filename[MAX_BUF];
2597
2589 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2598 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2590 2599
2591 FILE *tempfile=fopen(filename,"w"); 2600 FILE *tempfile = fopen (filename, "w");
2601
2592 if (tempfile == NULL) 2602 if (tempfile == NULL)
2593 { 2603 {
2594 LOG(llevError,"Error - Unable to access load object temp file\n"); 2604 LOG (llevError, "Error - Unable to access load object temp file\n");
2595 return NULL; 2605 return NULL;
2596 }; 2606 }
2607
2597 fprintf(tempfile,obstr); 2608 fprintf (tempfile, obstr);
2598 fclose(tempfile); 2609 fclose (tempfile);
2599 2610
2600 op=get_object(); 2611 op = get_object ();
2601 2612
2602 object_thawer thawer (filename); 2613 object_thawer thawer (filename);
2614
2603 if (thawer) 2615 if (thawer)
2604 load_object(thawer,op,LO_NEWFILE,0); 2616 load_object (thawer, op, 0);
2617
2605 LOG(llevDebug," load str completed, object=%s\n",op->name); 2618 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2606 CLEAR_FLAG(op,FLAG_REMOVED); 2619 CLEAR_FLAG (op, FLAG_REMOVED);
2607 2620
2608 return op; 2621 return op;
2609} 2622}
2610 2623
2611/* This returns the first object in who's inventory that 2624/* This returns the first object in who's inventory that
2612 * has the same type and subtype match. 2625 * has the same type and subtype match.
2613 * returns NULL if no match. 2626 * returns NULL if no match.
2614 */ 2627 */
2628object *
2615object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2629find_obj_by_type_subtype (const object *who, int type, int subtype)
2616{ 2630{
2617 object *tmp; 2631 object *tmp;
2618 2632
2619 for (tmp=who->inv; tmp; tmp=tmp->below) 2633 for (tmp = who->inv; tmp; tmp = tmp->below)
2620 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2634 if (tmp->type == type && tmp->subtype == subtype)
2635 return tmp;
2621 2636
2622 return NULL; 2637 return NULL;
2623} 2638}
2624 2639
2625/* If ob has a field named key, return the link from the list, 2640/* If ob has a field named key, return the link from the list,
2626 * otherwise return NULL. 2641 * otherwise return NULL.
2627 * 2642 *
2628 * key must be a passed in shared string - otherwise, this won't 2643 * key must be a passed in shared string - otherwise, this won't
2629 * do the desired thing. 2644 * do the desired thing.
2630 */ 2645 */
2646key_value *
2631key_value * get_ob_key_link(const object * ob, const char * key) { 2647get_ob_key_link (const object *ob, const char *key)
2648{
2632 key_value * link; 2649 key_value *link;
2633 2650
2634 for (link = ob->key_values; link != NULL; link = link->next) { 2651 for (link = ob->key_values; link != NULL; link = link->next)
2635 if (link->key == key) { 2652 if (link->key == key)
2636 return link; 2653 return link;
2637 } 2654
2638 }
2639
2640 return NULL; 2655 return NULL;
2641} 2656}
2642 2657
2643/* 2658/*
2644 * Returns the value of op has an extra_field for key, or NULL. 2659 * Returns the value of op has an extra_field for key, or NULL.
2645 * 2660 *
2646 * The argument doesn't need to be a shared string. 2661 * The argument doesn't need to be a shared string.
2647 * 2662 *
2648 * The returned string is shared. 2663 * The returned string is shared.
2649 */ 2664 */
2665const char *
2650const char * get_ob_key_value(const object * op, const char * const key) { 2666get_ob_key_value (const object *op, const char *const key)
2667{
2651 key_value * link; 2668 key_value *link;
2652 const char * canonical_key; 2669 shstr_cmp canonical_key (key);
2670
2671 if (!canonical_key)
2653 2672 {
2654 canonical_key = find_string(key);
2655
2656 if (canonical_key == NULL) {
2657 /* 1. There being a field named key on any object 2673 /* 1. There being a field named key on any object
2658 * implies there'd be a shared string to find. 2674 * implies there'd be a shared string to find.
2659 * 2. Since there isn't, no object has this field. 2675 * 2. Since there isn't, no object has this field.
2660 * 3. Therefore, *this* object doesn't have this field. 2676 * 3. Therefore, *this* object doesn't have this field.
2661 */ 2677 */
2662 return NULL; 2678 return 0;
2663 } 2679 }
2664 2680
2665 /* This is copied from get_ob_key_link() above - 2681 /* This is copied from get_ob_key_link() above -
2666 * only 4 lines, and saves the function call overhead. 2682 * only 4 lines, and saves the function call overhead.
2667 */ 2683 */
2668 for (link = op->key_values; link != NULL; link = link->next) { 2684 for (link = op->key_values; link; link = link->next)
2669 if (link->key == canonical_key) { 2685 if (link->key == canonical_key)
2670 return link->value; 2686 return link->value;
2671 } 2687
2672 } 2688 return 0;
2673 return NULL;
2674} 2689}
2675 2690
2676 2691
2677/* 2692/*
2678 * Updates the canonical_key in op to value. 2693 * 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 2697 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2683 * keys. 2698 * keys.
2684 * 2699 *
2685 * Returns TRUE on success. 2700 * Returns TRUE on success.
2686 */ 2701 */
2702int
2687int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) { 2703set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2704{
2705 key_value *
2688 key_value * field = NULL, *last=NULL; 2706 field = NULL, *last = NULL;
2689 2707
2690 for (field=op->key_values; field != NULL; field=field->next) { 2708 for (field = op->key_values; field != NULL; field = field->next)
2709 {
2691 if (field->key != canonical_key) { 2710 if (field->key != canonical_key)
2711 {
2692 last = field; 2712 last = field;
2693 continue; 2713 continue;
2694 } 2714 }
2695 2715
2696 if (field->value) FREE_AND_CLEAR_STR(field->value);
2697 if (value) 2716 if (value)
2698 field->value = add_string(value); 2717 field->value = value;
2699 else { 2718 else
2719 {
2700 /* Basically, if the archetype has this key set, 2720 /* Basically, if the archetype has this key set,
2701 * we need to store the null value so when we save 2721 * we need to store the null value so when we save
2702 * it, we save the empty value so that when we load, 2722 * it, we save the empty value so that when we load,
2703 * we get this value back again. 2723 * we get this value back again.
2704 */ 2724 */
2705 if (get_ob_key_link(&op->arch->clone, canonical_key)) 2725 if (get_ob_key_link (&op->arch->clone, canonical_key))
2706 field->value = NULL; 2726 field->value = 0;
2707 else { 2727 else
2708 /* Delete this link */ 2728 {
2709 if (field->key) FREE_AND_CLEAR_STR(field->key); 2729 if (last)
2710 if (field->value) FREE_AND_CLEAR_STR(field->value);
2711 if (last) last->next = field->next; 2730 last->next = field->next;
2731 else
2712 else op->key_values = field->next; 2732 op->key_values = field->next;
2733
2713 free(field); 2734 delete field;
2714 } 2735 }
2715 } 2736 }
2716 return TRUE; 2737 return TRUE;
2717 } 2738 }
2718 /* IF we get here, key doesn't exist */ 2739 /* IF we get here, key doesn't exist */
2719 2740
2720 /* No field, we'll have to add it. */ 2741 /* No field, we'll have to add it. */
2742
2743 if (!add_key)
2721 2744 {
2722 if (!add_key) {
2723 return FALSE; 2745 return FALSE;
2724 } 2746 }
2725 /* There isn't any good reason to store a null 2747 /* There isn't any good reason to store a null
2726 * value in the key/value list. If the archetype has 2748 * value in the key/value list. If the archetype has
2727 * this key, then we should also have it, so shouldn't 2749 * this key, then we should also have it, so shouldn't
2728 * be here. If user wants to store empty strings, 2750 * be here. If user wants to store empty strings,
2729 * should pass in "" 2751 * should pass in ""
2730 */ 2752 */
2731 if (value == NULL) return TRUE; 2753 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; 2754 return TRUE;
2755
2756 field = new key_value;
2757
2758 field->key = canonical_key;
2759 field->value = value;
2760 /* Usual prepend-addition. */
2761 field->next = op->key_values;
2762 op->key_values = field;
2763
2764 return TRUE;
2742} 2765}
2743 2766
2744/* 2767/*
2745 * Updates the key in op to value. 2768 * Updates the key in op to value.
2746 * 2769 *
2748 * and not add new ones. 2771 * and not add new ones.
2749 * In general, should be little reason FALSE is ever passed in for add_key 2772 * In general, should be little reason FALSE is ever passed in for add_key
2750 * 2773 *
2751 * Returns TRUE on success. 2774 * Returns TRUE on success.
2752 */ 2775 */
2776int
2753int set_ob_key_value(object * op, const char * key, const char * value, int add_key) { 2777set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2754 const char * canonical_key = NULL; 2778{
2755 int floating_ref = FALSE; 2779 shstr key_ (key);
2756 int ret; 2780
2781 return set_ob_key_value_s (op, key_, value, add_key);
2782}
2783
2784object::depth_iterator::depth_iterator (object *container)
2785: iterator_base (container)
2786{
2787 while (item->inv)
2788 item = item->inv;
2789}
2790
2791void
2792object::depth_iterator::next ()
2793{
2794 if (item->below)
2757 2795 {
2758 /* HACK This mess is to make sure set_ob_value() passes a shared string 2796 item = item->below;
2759 * to get_ob_key_link(), without leaving a leaked refcount. 2797
2760 */ 2798 while (item->inv)
2799 item = item->inv;
2761 2800 }
2762 canonical_key = find_string(key); 2801 else
2763 if (canonical_key == NULL) { 2802 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} 2803}
2804
2805// return a suitable string describing an objetc in enough detail to find it
2806const char *
2807object::debug_desc (char *info) const
2808{
2809 char info2[256 * 3];
2810 char *p = info;
2811
2812 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2813 count,
2814 &name,
2815 title ? " " : "",
2816 title ? (const char *)title : "");
2817
2818 if (env)
2819 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2820
2821 if (map)
2822 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2823
2824 return info;
2825}
2826
2827const char *
2828object::debug_desc () const
2829{
2830 static char info[256 * 3];
2831 return debug_desc (info);
2832}
2833

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