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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 1.67 by root, Thu Dec 14 04:30:32 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: %" PRId64 "\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 *
116 * Note that this function appears a lot longer than the macro it 184 * Note that this function appears a lot longer than the macro it
117 * replaces - this is mostly for clarity - a decent compiler should hopefully 185 * replaces - this is mostly for clarity - a decent compiler should hopefully
118 * reduce this to the same efficiency. 186 * reduce this to the same efficiency.
119 * 187 *
120 * Check nrof variable *before* calling CAN_MERGE() 188 * Check nrof variable *before* calling can_merge()
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_slow (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
198 || ob1->type != ob2->type
199 || ob1->speed != ob2->speed
200 || ob1->value != ob2->value
201 || ob1->name != ob2->name)
202 return 0;
130 203
131 if (ob1->speed != ob2->speed) return 0; 204 //TODO: this ain't working well, use nicer and correct overflow check
132 /* Note sure why the following is the case - either the object has to 205 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
133 * be animated or have a very low speed. Is this an attempted monster 206 * value could not be stored in a sint32 (which unfortunately sometimes is
134 * check? 207 * used to store nrof).
135 */ 208 */
136 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED) 209 if (ob1->nrof + ob2->nrof >= 1UL << 31)
210 return 0;
211
212 /* If the objects have been identified, set the BEEN_APPLIED flag.
213 * This is to the comparison of the flags below will be OK. We
214 * just can't ignore the been applied or identified flags, as they
215 * are not equal - just if it has been identified, the been_applied
216 * flags lose any meaning.
217 */
218 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
219 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
220
221 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
222 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
223
224
225 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
226 * being locked in inventory should prevent merging.
227 * 0x4 in flags3 is CLIENT_SENT
228 */
229 if ((ob1->arch != ob2->arch) ||
230 (ob1->flags[0] != ob2->flags[0]) ||
231 (ob1->flags[1] != ob2->flags[1]) ||
232 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
233 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
234 (ob1->name != ob2->name) ||
235 (ob1->title != ob2->title) ||
236 (ob1->msg != ob2->msg) ||
237 (ob1->weight != ob2->weight) ||
238 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
239 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
240 (ob1->attacktype != ob2->attacktype) ||
241 (ob1->magic != ob2->magic) ||
242 (ob1->slaying != ob2->slaying) ||
243 (ob1->skill != ob2->skill) ||
244 (ob1->value != ob2->value) ||
245 (ob1->animation_id != ob2->animation_id) ||
246 (ob1->client_type != ob2->client_type) ||
247 (ob1->materialname != ob2->materialname) ||
248 (ob1->lore != ob2->lore) ||
249 (ob1->subtype != ob2->subtype) ||
250 (ob1->move_type != ob2->move_type) ||
251 (ob1->move_block != ob2->move_block) ||
252 (ob1->move_allow != ob2->move_allow) ||
253 (ob1->move_on != ob2->move_on) ||
254 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty))
255 return 0;
256
257 /* This is really a spellbook check - really, we should
258 * check all objects in the inventory.
259 */
260 if (ob1->inv || ob2->inv)
261 {
262 /* if one object has inventory but the other doesn't, not equiv */
263 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
137 return 0; 264 return 0;
138 265
139 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 266 /* Now check to see if the two inventory objects could merge */
140 * value could not be stored in a sint32 (which unfortunately sometimes is 267 if (!object::can_merge (ob1->inv, ob2->inv))
141 * used to store nrof).
142 */
143 if (ob1->nrof+ob2->nrof >= 1UL<<31)
144 return 0; 268 return 0;
145 269
146 /* This is really a spellbook check - really, we should
147 * check all objects in the inventory.
148 */
149 if (ob1->inv || ob2->inv) {
150 /* if one object has inventory but the other doesn't, not equiv */
151 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
152
153 /* Now check to see if the two inventory objects could merge */
154 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
155
156 /* inventory ok - still need to check rest of this object to see 270 /* inventory ok - still need to check rest of this object to see
157 * if it is valid. 271 * if it is valid.
158 */ 272 */
159 } 273 }
160 274
161 /* If the objects have been identified, set the BEEN_APPLIED flag.
162 * This is to the comparison of the flags below will be OK. We
163 * just can't ignore the been applied or identified flags, as they
164 * are not equal - just if it has been identified, the been_applied
165 * flags lose any meaning.
166 */
167 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED))
168 SET_FLAG(ob1, FLAG_BEEN_APPLIED);
169
170 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
171 SET_FLAG(ob2, FLAG_BEEN_APPLIED);
172
173
174 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
175 * being locked in inventory should prevent merging.
176 * 0x4 in flags3 is CLIENT_SENT
177 */
178 if ((ob1->arch != ob2->arch) ||
179 (ob1->flags[0] != ob2->flags[0]) ||
180 (ob1->flags[1] != ob2->flags[1]) ||
181 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
182 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
183 (ob1->name != ob2->name) ||
184 (ob1->title != ob2->title) ||
185 (ob1->msg != ob2->msg) ||
186 (ob1->weight != ob2->weight) ||
187 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) ||
188 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
189 (ob1->attacktype != ob2->attacktype) ||
190 (ob1->magic != ob2->magic) ||
191 (ob1->slaying != ob2->slaying) ||
192 (ob1->skill != ob2->skill) ||
193 (ob1->value != ob2->value) ||
194 (ob1->animation_id != ob2->animation_id) ||
195 (ob1->client_type != ob2->client_type) ||
196 (ob1->materialname != ob2->materialname) ||
197 (ob1->lore != ob2->lore) ||
198 (ob1->subtype != ob2->subtype) ||
199 (ob1->move_type != ob2->move_type) ||
200 (ob1->move_block != ob2->move_block) ||
201 (ob1->move_allow != ob2->move_allow) ||
202 (ob1->move_on != ob2->move_on) ||
203 (ob1->move_off != ob2->move_off) ||
204 (ob1->move_slow != ob2->move_slow) ||
205 (ob1->move_slow_penalty != ob2->move_slow_penalty)
206 )
207 return 0;
208
209 /* Don't merge objects that are applied. With the new 'body' code, 275 /* Don't merge objects that are applied. With the new 'body' code,
210 * it is possible for most any character to have more than one of 276 * it is possible for most any character to have more than one of
211 * some items equipped, and we don't want those to merge. 277 * some items equipped, and we don't want those to merge.
212 */ 278 */
213 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 279 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
280 return 0;
281
282 /* Note sure why the following is the case - either the object has to
283 * be animated or have a very low speed. Is this an attempted monster
284 * check?
285 */
286 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
287 return 0;
288
289 switch (ob1->type)
290 {
291 case SCROLL:
292 if (ob1->level != ob2->level)
293 return 0;
294 break;
295 }
296
297 if (ob1->key_values != NULL || ob2->key_values != NULL)
298 {
299 /* At least one of these has key_values. */
300 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
301 /* One has fields, but the other one doesn't. */
214 return 0; 302 return 0;
215
216 switch (ob1->type) {
217 case SCROLL:
218 if (ob1->level != ob2->level) return 0;
219 break;
220
221 }
222 if (ob1->key_values != NULL || ob2->key_values != NULL) {
223 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) {
225 /* One has fields, but the other one doesn't. */
226 return 0;
227 } else if (!compare_ob_value_lists(ob1, ob2)) { 303 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 304 return 0;
229 } 305 }
306
307 //TODO: generate an event or call into perl for additional checks
308 if (ob1->self || ob2->self)
230 } 309 {
310 ob1->optimise ();
311 ob2->optimise ();
231 312
313 if (ob1->self || ob2->self)
314 return 0;
315 }
316
232 /* Everything passes, must be OK. */ 317 /* Everything passes, must be OK. */
233 return 1; 318 return 1;
234} 319}
235 320
236/* 321/*
237 * sum_weight() is a recursive function which calculates the weight 322 * sum_weight() is a recursive function which calculates the weight
238 * an object is carrying. It goes through in figures out how much 323 * an object is carrying. It goes through in figures out how much
239 * containers are carrying, and sums it up. 324 * containers are carrying, and sums it up.
240 */ 325 */
241signed long sum_weight(object *op) { 326long
327sum_weight (object *op)
328{
242 signed long sum; 329 long sum;
243 object *inv; 330 object *inv;
331
244 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 332 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
333 {
245 if (inv->inv) 334 if (inv->inv)
246 sum_weight(inv); 335 sum_weight (inv);
247 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 336 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
248 } 337 }
338
249 if (op->type == CONTAINER && op->stats.Str) 339 if (op->type == CONTAINER && op->stats.Str)
250 sum = (sum * (100 - op->stats.Str))/100; 340 sum = (sum * (100 - op->stats.Str)) / 100;
341
251 if(op->carrying != sum) 342 if (op->carrying != sum)
252 op->carrying = sum; 343 op->carrying = sum;
344
253 return sum; 345 return sum;
254} 346}
255 347
256/** 348/**
257 * Return the outermost environment object for a given object. 349 * Return the outermost environment object for a given object.
258 */ 350 */
259 351
352object *
260object *object_get_env_recursive (object *op) { 353object_get_env_recursive (object *op)
354{
261 while (op->env != NULL) 355 while (op->env != NULL)
262 op = op->env; 356 op = op->env;
263 return op; 357 return op;
264} 358}
265 359
266/* 360/*
267 * Eneq(@csd.uu.se): Since we can have items buried in a character we need 361 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
268 * a better check. We basically keeping traversing up until we can't 362 * a better check. We basically keeping traversing up until we can't
269 * or find a player. 363 * or find a player.
270 */ 364 */
271 365
366object *
272object *is_player_inv (object *op) { 367is_player_inv (object *op)
368{
273 for (;op!=NULL&&op->type!=PLAYER; op=op->env) 369 for (; op != NULL && op->type != PLAYER; op = op->env)
274 if (op->env==op) 370 if (op->env == op)
275 op->env = NULL; 371 op->env = NULL;
276 return op; 372 return op;
277} 373}
278 374
279/* 375/*
280 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 376 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
281 * Some error messages. 377 * Some error messages.
282 * The result of the dump is stored in the static global errmsg array. 378 * The result of the dump is stored in the static global errmsg array.
283 */ 379 */
284 380
285void dump_object2(object *op) { 381char *
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) { 382dump_object (object *op)
332 if(op==NULL) { 383{
333 strcpy(errmsg,"[NULL pointer]"); 384 if (!op)
334 return; 385 return strdup ("[NULLOBJ]");
335 }
336 errmsg[0]='\0';
337 dump_object2(op);
338}
339 386
340void dump_all_objects(void) { 387 object_freezer freezer;
341 object *op; 388 save_object (freezer, op, 3);
342 for(op=objects;op!=NULL;op=op->next) { 389 return freezer.as_string ();
343 dump_object(op);
344 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
345 }
346} 390}
347 391
348/* 392/*
349 * get_nearest_part(multi-object, object 2) returns the part of the 393 * get_nearest_part(multi-object, object 2) returns the part of the
350 * multi-object 1 which is closest to the second object. 394 * multi-object 1 which is closest to the second object.
351 * If it's not a multi-object, it is returned. 395 * If it's not a multi-object, it is returned.
352 */ 396 */
353 397
398object *
354object *get_nearest_part(object *op, const object *pl) { 399get_nearest_part (object *op, const object *pl)
400{
355 object *tmp,*closest; 401 object *tmp, *closest;
356 int last_dist,i; 402 int last_dist, i;
403
357 if(op->more==NULL) 404 if (op->more == NULL)
358 return op; 405 return op;
359 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 406 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
360 if((i=distance(tmp,pl))<last_dist) 407 if ((i = distance (tmp, pl)) < last_dist)
361 closest=tmp,last_dist=i; 408 closest = tmp, last_dist = i;
362 return closest; 409 return closest;
363} 410}
364 411
365/* 412/*
366 * Returns the object which has the count-variable equal to the argument. 413 * Returns the object which has the count-variable equal to the argument.
367 */ 414 */
368 415
416object *
369object *find_object(tag_t i) { 417find_object (tag_t i)
370 object *op; 418{
371 for(op=objects;op!=NULL;op=op->next) 419 for (object *op = object::first; op; op = op->next)
372 if(op->count==i) 420 if (op->count == i)
373 break; 421 return op;
422
374 return op; 423 return 0;
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;
613
614} 531}
615 532
616/* 533/*
617 * copy object first frees everything allocated by the second object, 534 * copy_to first frees everything allocated by the dst object,
618 * and then copies the contends of the first object into the second 535 * and then copies the contents of itself into the second
619 * object, allocating what needs to be allocated. Basically, any 536 * object, allocating what needs to be allocated. Basically, any
620 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 537 * 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 538 * if the first object is freed, the pointers in the new object
622 * will point at garbage. 539 * will point at garbage.
623 */ 540 */
541void
542object::copy_to (object *dst)
543{
544 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
545 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
624 546
625void copy_object(object *op2, object *op) { 547 *(object_copy *)dst = *this;
626 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED); 548 *(object_pod *)dst = *this;
627 event *evt, *evt2, *evt_new;
628 549
629 op->clear (); 550 if (self || cb)
551 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
630 552
631 /* Decrement the refcounts, but don't bother zeroing the fields; 553 if (is_freed)
632 they'll be overwritten by memcpy. */ 554 SET_FLAG (dst, FLAG_FREED);
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);
643 555
644 /* Basically, same code as from clear_object() */ 556 if (is_removed)
645 for (evt = op->events; evt; evt=evt2) { 557 SET_FLAG (dst, FLAG_REMOVED);
646 evt2 = evt->next;
647 558
648 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook); 559 if (speed < 0)
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);
660
661 if(is_freed) SET_FLAG(op,FLAG_FREED);
662 if(is_removed) SET_FLAG(op,FLAG_REMOVED);
663 if(op->name!=NULL) add_refcount(op->name);
664 if(op->name_pl!=NULL) add_refcount(op->name_pl);
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
674 if((op2->speed<0) && !editor)
675 op->speed_left=op2->speed_left-RANDOM()%200/100.0; 560 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
676 561
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. */ 562 /* Copy over key_values, if any. */
699 if (op2->key_values != NULL) { 563 if (key_values)
564 {
700 key_value * tail = NULL; 565 key_value *tail = 0;
701 key_value * i; 566 key_value *i;
702 567
703 op->key_values = NULL; 568 dst->key_values = 0;
704 569
705 for (i = op2->key_values; i != NULL; i = i->next) { 570 for (i = key_values; i; i = i->next)
706 key_value * new_link = (key_value *) malloc(sizeof(key_value)); 571 {
572 key_value *new_link = new key_value;
707 573
708 new_link->next = NULL; 574 new_link->next = 0;
709 new_link->key = add_refcount(i->key); 575 new_link->key = i->key;
710 if (i->value)
711 new_link->value = add_refcount(i->value); 576 new_link->value = i->value;
712 else
713 new_link->value = NULL;
714 577
715 /* Try and be clever here, too. */ 578 /* Try and be clever here, too. */
716 if (op->key_values == NULL) { 579 if (!dst->key_values)
580 {
717 op->key_values = new_link; 581 dst->key_values = new_link;
718 tail = new_link; 582 tail = new_link;
719 } else {
720 tail->next = new_link;
721 tail = new_link;
722 } 583 }
584 else
585 {
586 tail->next = new_link;
587 tail = new_link;
723 } 588 }
589 }
724 } 590 }
725 591
726 update_ob_speed(op); 592 update_ob_speed (dst);
727} 593}
728 594
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; 595object *
770 596object::clone ()
771 if(free_objects==NULL) { 597{
772 expand_objects(); 598 object *neu = create ();
773 } 599 copy_to (neu);
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; 600 return neu;
812} 601}
813 602
814/* 603/*
815 * If an object with the IS_TURNABLE() flag needs to be turned due 604 * 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 605 * 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. 606 * be called to update the face variable, _and_ how it looks on the map.
818 */ 607 */
819 608
609void
820void update_turn_face(object *op) { 610update_turn_face (object *op)
611{
821 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 612 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
822 return; 613 return;
823 SET_ANIMATION(op, op->direction); 614 SET_ANIMATION (op, op->direction);
824 update_object(op,UP_OBJ_FACE); 615 update_object (op, UP_OBJ_FACE);
825} 616}
826 617
827/* 618/*
828 * Updates the speed of an object. If the speed changes from 0 to another 619 * 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. 620 * 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. 621 * This function needs to be called whenever the speed of an object changes.
831 */ 622 */
832 623void
833void update_ob_speed(object *op) { 624update_ob_speed (object *op)
625{
834 extern int arch_init; 626 extern int arch_init;
835 627
836 /* No reason putting the archetypes objects on the speed list, 628 /* No reason putting the archetypes objects on the speed list,
837 * since they never really need to be updated. 629 * since they never really need to be updated.
838 */ 630 */
839 631
840 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 632 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
633 {
841 LOG(llevError,"Object %s is freed but has speed.\n", op->name); 634 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
842#ifdef MANY_CORES 635#ifdef MANY_CORES
843 abort(); 636 abort ();
844#else 637#else
845 op->speed = 0; 638 op->speed = 0;
846#endif 639#endif
847 } 640 }
641
848 if (arch_init) { 642 if (arch_init)
643 return;
644
645 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
646 {
647 /* If already on active list, don't do anything */
648 if (op->active_next || op->active_prev || op == active_objects)
849 return; 649 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;
855 650
856 /* process_events() expects us to insert the object at the beginning 651 /* process_events() expects us to insert the object at the beginning
857 * of the list. */ 652 * of the list. */
858 op->active_next = active_objects; 653 op->active_next = active_objects;
654
859 if (op->active_next!=NULL) 655 if (op->active_next != NULL)
860 op->active_next->active_prev = op; 656 op->active_next->active_prev = op;
657
861 active_objects = op; 658 active_objects = op;
659 }
660 else
862 } 661 {
863 else {
864 /* If not on the active list, nothing needs to be done */ 662 /* If not on the active list, nothing needs to be done */
865 if (!op->active_next && !op->active_prev && op!=active_objects) 663 if (!op->active_next && !op->active_prev && op != active_objects)
866 return; 664 return;
867 665
868 if (op->active_prev==NULL) { 666 if (op->active_prev == NULL)
667 {
869 active_objects = op->active_next; 668 active_objects = op->active_next;
669
870 if (op->active_next!=NULL) 670 if (op->active_next != NULL)
871 op->active_next->active_prev = NULL; 671 op->active_next->active_prev = NULL;
672 }
673 else
872 } 674 {
873 else {
874 op->active_prev->active_next = op->active_next; 675 op->active_prev->active_next = op->active_next;
676
875 if (op->active_next) 677 if (op->active_next)
876 op->active_next->active_prev = op->active_prev; 678 op->active_next->active_prev = op->active_prev;
877 } 679 }
680
878 op->active_next = NULL; 681 op->active_next = NULL;
879 op->active_prev = NULL; 682 op->active_prev = NULL;
880 } 683 }
881} 684}
882 685
883/* This function removes object 'op' from the list of active 686/* This function removes object 'op' from the list of active
884 * objects. 687 * objects.
886 * reference maps where you don't want an object that isn't 689 * reference maps where you don't want an object that isn't
887 * in play chewing up cpu time getting processed. 690 * in play chewing up cpu time getting processed.
888 * The reverse of this is to call update_ob_speed, which 691 * The reverse of this is to call update_ob_speed, which
889 * will do the right thing based on the speed of the object. 692 * will do the right thing based on the speed of the object.
890 */ 693 */
694void
891void remove_from_active_list(object *op) 695remove_from_active_list (object *op)
892{ 696{
893 /* If not on the active list, nothing needs to be done */ 697 /* If not on the active list, nothing needs to be done */
894 if (!op->active_next && !op->active_prev && op!=active_objects) 698 if (!op->active_next && !op->active_prev && op != active_objects)
895 return; 699 return;
896 700
897 if (op->active_prev==NULL) { 701 if (op->active_prev == NULL)
702 {
898 active_objects = op->active_next; 703 active_objects = op->active_next;
899 if (op->active_next!=NULL) 704 if (op->active_next != NULL)
900 op->active_next->active_prev = NULL; 705 op->active_next->active_prev = NULL;
706 }
707 else
901 } 708 {
902 else {
903 op->active_prev->active_next = op->active_next; 709 op->active_prev->active_next = op->active_next;
904 if (op->active_next) 710 if (op->active_next)
905 op->active_next->active_prev = op->active_prev; 711 op->active_next->active_prev = op->active_prev;
906 } 712 }
907 op->active_next = NULL; 713 op->active_next = NULL;
908 op->active_prev = NULL; 714 op->active_prev = NULL;
909} 715}
910 716
911/* 717/*
912 * update_object() updates the array which represents the map. 718 * update_object() updates the array which represents the map.
913 * It takes into account invisible objects (and represent squares covered 719 * It takes into account invisible objects (and represent squares covered
928 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 734 * 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. 735 * as that is easier than trying to look at what may have changed.
930 * UP_OBJ_FACE: only the objects face has changed. 736 * UP_OBJ_FACE: only the objects face has changed.
931 */ 737 */
932 738
739void
933void update_object(object *op, int action) { 740update_object (object *op, int action)
741{
934 int update_now=0, flags; 742 int update_now = 0, flags;
935 MoveType move_on, move_off, move_block, move_slow; 743 MoveType move_on, move_off, move_block, move_slow;
936 744
937 if (op == NULL) { 745 if (op == NULL)
746 {
938 /* this should never happen */ 747 /* this should never happen */
939 LOG(llevDebug,"update_object() called for NULL object.\n"); 748 LOG (llevDebug, "update_object() called for NULL object.\n");
940 return; 749 return;
941 }
942 750 }
751
943 if(op->env!=NULL) { 752 if (op->env != NULL)
753 {
944 /* Animation is currently handled by client, so nothing 754 /* Animation is currently handled by client, so nothing
945 * to do in this case. 755 * to do in this case.
946 */ 756 */
947 return; 757 return;
948 } 758 }
949 759
950 /* If the map is saving, don't do anything as everything is 760 /* If the map is saving, don't do anything as everything is
951 * going to get freed anyways. 761 * going to get freed anyways.
952 */ 762 */
953 if (!op->map || op->map->in_memory == MAP_SAVING) return; 763 if (!op->map || op->map->in_memory == MAP_SAVING)
954 764 return;
765
955 /* make sure the object is within map boundaries */ 766 /* make sure the object is within map boundaries */
956 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 767 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)) { 768 {
958 LOG(llevError,"update_object() called for object out of map!\n"); 769 LOG (llevError, "update_object() called for object out of map!\n");
959#ifdef MANY_CORES 770#ifdef MANY_CORES
960 abort(); 771 abort ();
961#endif 772#endif
962 return; 773 return;
963 }
964 774 }
775
965 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 776 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
966 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 777 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); 778 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); 779 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); 780 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); 781 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
971 782
972 if (action == UP_OBJ_INSERT) { 783 if (action == UP_OBJ_INSERT)
784 {
973 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 785 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
974 update_now=1; 786 update_now = 1;
975 787
976 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 788 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
977 update_now=1; 789 update_now = 1;
978 790
979 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 791 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
980 update_now=1; 792 update_now = 1;
981 793
982 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 794 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
983 update_now=1; 795 update_now = 1;
984 796
797 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
798 update_now = 1;
799
985 if ((move_on | op->move_on) != move_on) update_now=1; 800 if ((move_on | op->move_on) != move_on)
801 update_now = 1;
802
986 if ((move_off | op->move_off) != move_off) update_now=1; 803 if ((move_off | op->move_off) != move_off)
804 update_now = 1;
805
987 /* This isn't perfect, but I don't expect a lot of objects to 806 /* This isn't perfect, but I don't expect a lot of objects to
988 * to have move_allow right now. 807 * to have move_allow right now.
989 */ 808 */
990 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 809 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
991 update_now=1; 810 update_now = 1;
811
992 if ((move_slow | op->move_slow) != move_slow) update_now=1; 812 if ((move_slow | op->move_slow) != move_slow)
813 update_now = 1;
993 } 814 }
815
994 /* if the object is being removed, we can't make intelligent 816 /* if the object is being removed, we can't make intelligent
995 * decisions, because remove_ob can't really pass the object 817 * decisions, because remove_ob can't really pass the object
996 * that is being removed. 818 * that is being removed.
997 */ 819 */
998 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 820 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
999 update_now=1; 821 update_now = 1;
1000 } else if (action == UP_OBJ_FACE) { 822 else if (action == UP_OBJ_FACE)
1001 /* Nothing to do for that case */ 823 /* Nothing to do for that case */ ;
1002 }
1003 else { 824 else
1004 LOG(llevError,"update_object called with invalid action: %d\n", action); 825 LOG (llevError, "update_object called with invalid action: %d\n", action);
1005 }
1006 826
1007 if (update_now) { 827 if (update_now)
828 {
1008 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 829 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); 830 update_position (op->map, op->x, op->y);
1010 } 831 }
1011 832
1012 if(op->more!=NULL) 833 if (op->more != NULL)
1013 update_object(op->more, action); 834 update_object (op->more, action);
1014} 835}
1015 836
837object::vector object::mortals;
838object::vector object::objects; // not yet used
839object *object::first;
840
841void object::free_mortals ()
842{
843 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
844 if ((*i)->refcnt)
845 ++i; // further delay freeing
846 else
847 {
848 delete *i;
849 mortals.erase (i);
850 }
851}
852
853object::object ()
854{
855 SET_FLAG (this, FLAG_REMOVED);
856
857 expmul = 1.0;
858 face = blank_face;
859}
860
861object::~object ()
862{
863 free_key_values (this);
864}
865
866void object::link ()
867{
868 count = ++ob_count;
869 uuid = gen_uuid ();
870
871 prev = 0;
872 next = object::first;
873
874 if (object::first)
875 object::first->prev = this;
876
877 object::first = this;
878}
879
880void object::unlink ()
881{
882 if (this == object::first)
883 object::first = next;
884
885 /* Remove this object from the list of used objects */
886 if (prev) prev->next = next;
887 if (next) next->prev = prev;
888
889 prev = 0;
890 next = 0;
891}
892
893object *object::create ()
894{
895 object *op = new object;
896 op->link ();
897 return op;
898}
1016 899
1017/* 900/*
1018 * free_object() frees everything allocated by an object, removes 901 * free_object() frees everything allocated by an object, removes
1019 * it from the list of used objects, and puts it on the list of 902 * 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. 903 * free objects. The IS_FREED() flag is set in the object.
1021 * The object must have been removed by remove_ob() first for 904 * The object must have been removed by remove_ob() first for
1022 * this function to succeed. 905 * this function to succeed.
1023 * 906 *
1024 * If free_inventory is set, free inventory as well. Else drop items in 907 * If destroy_inventory is set, free inventory as well. Else drop items in
1025 * inventory to the ground. 908 * inventory to the ground.
1026 */ 909 */
1027 910void object::destroy (bool destroy_inventory)
1028void free_object(object *ob) { 911{
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)) { 912 if (QUERY_FLAG (this, FLAG_FREED))
1048 dump_object(ob);
1049 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg);
1050 return; 913 return;
914
915 if (QUERY_FLAG (this, FLAG_FRIENDLY))
916 remove_friendly_object (this);
917
918 if (!QUERY_FLAG (this, FLAG_REMOVED))
919 remove ();
920
921 SET_FLAG (this, FLAG_FREED);
922
923 if (more)
1051 } 924 {
1052 if(ob->more!=NULL) { 925 more->destroy (destroy_inventory);
1053 free_object2(ob->more, free_inventory); 926 more = 0;
1054 ob->more=NULL; 927 }
928
929 if (inv)
1055 } 930 {
1056 if (ob->inv) {
1057 /* Only if the space blocks everything do we not process - 931 /* Only if the space blocks everything do we not process -
1058 * if some form of movemnt is allowed, let objects 932 * if some form of movement is allowed, let objects
1059 * drop on that space. 933 * drop on that space.
1060 */ 934 */
1061 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 935 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)) 936 {
937 object *op = inv;
938
939 while (op)
1063 { 940 {
1064 op=ob->inv;
1065 while(op!=NULL) {
1066 tmp=op->below; 941 object *tmp = op->below;
1067 remove_ob(op); 942 op->destroy (destroy_inventory);
1068 free_object2(op, free_inventory);
1069 op=tmp; 943 op = tmp;
1070 } 944 }
1071 } 945 }
946 else
1072 else { /* Put objects in inventory onto this space */ 947 { /* Put objects in inventory onto this space */
1073 op=ob->inv; 948 object *op = inv;
949
1074 while(op!=NULL) { 950 while (op)
951 {
1075 tmp=op->below; 952 object *tmp = op->below;
953
1076 remove_ob(op); 954 op->remove ();
1077 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) || 955
1078 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 956 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1079 free_object(op); 957 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
958 op->destroy ();
1080 else { 959 else
960 {
1081 op->x=ob->x; 961 op->x = x;
1082 op->y=ob->y; 962 op->y = y;
1083 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */ 963 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1084 } 964 }
965
1085 op=tmp; 966 op = tmp;
1086 } 967 }
1087 } 968 }
1088 } 969 }
970
971 // hack to ensure that freed objects still have a valid map
972 {
973 static maptile *freed_map; // freed objects are moved here to avoid crashes
974
975 if (!freed_map)
976 {
977 freed_map = new maptile;
978
979 freed_map->name = "/internal/freed_objects_map";
980 freed_map->width = 3;
981 freed_map->height = 3;
982
983 freed_map->allocate ();
984 }
985
986 map = freed_map;
987 x = 1;
988 y = 1;
989 }
990
991 // clear those pointers that likely might have circular references to us
992 owner = 0;
993 enemy = 0;
994 attacked_by = 0;
995
996 // only relevant for players(?), but make sure of it anyways
997 contr = 0;
998
1089 /* Remove object from the active list */ 999 /* Remove object from the active list */
1090 ob->speed = 0; 1000 speed = 0;
1091 update_ob_speed(ob); 1001 update_ob_speed (this);
1092 1002
1093 SET_FLAG(ob, FLAG_FREED); 1003 unlink ();
1094 ob->count = 0;
1095 1004
1096 /* Remove this object from the list of used objects */ 1005 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} 1006}
1181 1007
1182/* 1008/*
1183 * sub_weight() recursively (outwards) subtracts a number from the 1009 * sub_weight() recursively (outwards) subtracts a number from the
1184 * weight of an object (and what is carried by it's environment(s)). 1010 * weight of an object (and what is carried by it's environment(s)).
1185 */ 1011 */
1186 1012void
1187void sub_weight (object *op, signed long weight) { 1013sub_weight (object *op, signed long weight)
1014{
1188 while (op != NULL) { 1015 while (op != NULL)
1016 {
1189 if (op->type == CONTAINER) { 1017 if (op->type == CONTAINER)
1190 weight=(signed long)(weight*(100-op->stats.Str)/100); 1018 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1191 } 1019
1192 op->carrying-=weight; 1020 op->carrying -= weight;
1193 op = op->env; 1021 op = op->env;
1194 } 1022 }
1195} 1023}
1196 1024
1197/* remove_ob(op): 1025/* op->remove ():
1198 * This function removes the object op from the linked list of objects 1026 * 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 1027 * which it is currently tied to. When this function is done, the
1200 * object will have no environment. If the object previously had an 1028 * object will have no environment. If the object previously had an
1201 * environment, the x and y coordinates will be updated to 1029 * environment, the x and y coordinates will be updated to
1202 * the previous environment. 1030 * the previous environment.
1203 * Beware: This function is called from the editor as well! 1031 * Beware: This function is called from the editor as well!
1204 */ 1032 */
1205 1033void
1206void remove_ob(object *op) { 1034object::remove ()
1035{
1207 object *tmp,*last=NULL; 1036 object *tmp, *last = 0;
1208 object *otmp; 1037 object *otmp;
1209 tag_t tag; 1038
1210 int check_walk_off; 1039 int check_walk_off;
1211 mapstruct *m;
1212 sint16 x,y;
1213
1214 1040
1215 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1041 if (QUERY_FLAG (this, FLAG_REMOVED))
1216 dump_object(op); 1042 return;
1217 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1218 1043
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); 1044 SET_FLAG (this, FLAG_REMOVED);
1235 1045
1046 if (more)
1047 more->remove ();
1048
1236 /* 1049 /*
1237 * In this case, the object to be removed is in someones 1050 * In this case, the object to be removed is in someones
1238 * inventory. 1051 * inventory.
1239 */ 1052 */
1240 if(op->env!=NULL) { 1053 if (env)
1054 {
1241 if(op->nrof) 1055 if (nrof)
1242 sub_weight(op->env, op->weight*op->nrof); 1056 sub_weight (env, weight * nrof);
1243 else 1057 else
1244 sub_weight(op->env, op->weight+op->carrying); 1058 sub_weight (env, weight + carrying);
1245 1059
1246 /* NO_FIX_PLAYER is set when a great many changes are being 1060 /* NO_FIX_PLAYER is set when a great many changes are being
1247 * made to players inventory. If set, avoiding the call 1061 * made to players inventory. If set, avoiding the call
1248 * to save cpu time. 1062 * to save cpu time.
1249 */ 1063 */
1250 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1064 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1251 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1252 fix_player(otmp); 1065 fix_player (otmp);
1253 1066
1254 if(op->above!=NULL) 1067 if (above != NULL)
1255 op->above->below=op->below; 1068 above->below = below;
1256 else 1069 else
1257 op->env->inv=op->below; 1070 env->inv = below;
1258 1071
1259 if(op->below!=NULL) 1072 if (below != NULL)
1260 op->below->above=op->above; 1073 below->above = above;
1261 1074
1262 /* we set up values so that it could be inserted into 1075 /* we set up values so that it could be inserted into
1263 * the map, but we don't actually do that - it is up 1076 * the map, but we don't actually do that - it is up
1264 * to the caller to decide what we want to do. 1077 * to the caller to decide what we want to do.
1078 */
1079 x = env->x, y = env->y;
1080 map = env->map;
1081 above = 0, below = 0;
1082 env = 0;
1083 }
1084 else if (map)
1085 {
1086 /* Re did the following section of code - it looks like it had
1087 * lots of logic for things we no longer care about
1088 */
1089
1090 /* link the object above us */
1091 if (above)
1092 above->below = below;
1093 else
1094 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */
1095
1096 /* Relink the object below us, if there is one */
1097 if (below)
1098 below->above = above;
1099 else
1100 {
1101 /* Nothing below, which means we need to relink map object for this space
1102 * use translated coordinates in case some oddness with map tiling is
1103 * evident
1265 */ 1104 */
1266 op->x=op->env->x,op->y=op->env->y; 1105 if (GET_MAP_OB (map, x, y) != this)
1267 op->ox=op->x,op->oy=op->y; 1106 {
1268 op->map=op->env->map; 1107 char *dump = dump_object (this);
1269 op->above=NULL,op->below=NULL; 1108 LOG (llevError,
1270 op->env=NULL; 1109 "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);
1110 free (dump);
1111 dump = dump_object (GET_MAP_OB (map, x, y));
1112 LOG (llevError, "%s\n", dump);
1113 free (dump);
1114 }
1115
1116 SET_MAP_OB (map, x, y, above); /* goes on above it. */
1117 }
1118
1119 above = 0;
1120 below = 0;
1121
1122 if (map->in_memory == MAP_SAVING)
1271 return; 1123 return;
1272 }
1273 1124
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); 1125 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1126
1329 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1127 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1128 {
1330 /* No point updating the players look faces if he is the object 1129 /* No point updating the players look faces if he is the object
1331 * being removed. 1130 * being removed.
1332 */ 1131 */
1333 1132
1334 if(tmp->type==PLAYER && tmp!=op) { 1133 if (tmp->type == PLAYER && tmp != this)
1134 {
1335 /* If a container that the player is currently using somehow gets 1135 /* If a container that the player is currently using somehow gets
1336 * removed (most likely destroyed), update the player view 1136 * removed (most likely destroyed), update the player view
1337 * appropriately. 1137 * appropriately.
1338 */ 1138 */
1339 if (tmp->container==op) { 1139 if (tmp->container == this)
1140 {
1340 CLEAR_FLAG(op, FLAG_APPLIED); 1141 CLEAR_FLAG (this, FLAG_APPLIED);
1341 tmp->container=NULL; 1142 tmp->container = 0;
1143 }
1144
1145 tmp->contr->socket->update_look = 1;
1342 } 1146 }
1343 tmp->contr->socket.update_look=1; 1147
1344 }
1345 /* See if player moving off should effect something */ 1148 /* See if player moving off should effect something */
1346 if (check_walk_off && ((op->move_type & tmp->move_off) && 1149 if (check_walk_off
1150 && ((move_type & tmp->move_off)
1347 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1151 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1348 1152 {
1349 move_apply(tmp, op, NULL); 1153 move_apply (tmp, this, 0);
1154
1350 if (was_destroyed (op, tag)) { 1155 if (destroyed ())
1351 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1156 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1352 "leaving object\n", tmp->name, tmp->arch->name);
1353 } 1157 }
1354 }
1355 1158
1356 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1159 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1357 1160
1358 if(tmp->above == tmp) 1161 if (tmp->above == tmp)
1359 tmp->above = NULL; 1162 tmp->above = 0;
1163
1360 last=tmp; 1164 last = tmp;
1361 } 1165 }
1166
1362 /* last == NULL of there are no objects on this space */ 1167 /* last == NULL of there are no objects on this space */
1363 if (last==NULL) { 1168 if (!last)
1169 {
1364 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1170 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1365 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1171 * 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 1172 * those out anyways, and if there are any flags set right now, they won't
1367 * be correct anyways. 1173 * be correct anyways.
1368 */ 1174 */
1369 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1175 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1370 update_position(op->map, op->x, op->y); 1176 update_position (map, x, y);
1371 } 1177 }
1372 else 1178 else
1373 update_object(last, UP_OBJ_REMOVE); 1179 update_object (last, UP_OBJ_REMOVE);
1374 1180
1375 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1181 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1376 update_all_los(op->map, op->x, op->y); 1182 update_all_los (map, x, y);
1377 1183 }
1378} 1184}
1379 1185
1380/* 1186/*
1381 * merge_ob(op,top): 1187 * merge_ob(op,top):
1382 * 1188 *
1383 * This function goes through all objects below and including top, and 1189 * This function goes through all objects below and including top, and
1384 * merges op to the first matching object. 1190 * merges op to the first matching object.
1385 * If top is NULL, it is calculated. 1191 * If top is NULL, it is calculated.
1386 * Returns pointer to object if it succeded in the merge, otherwise NULL 1192 * Returns pointer to object if it succeded in the merge, otherwise NULL
1387 */ 1193 */
1388 1194object *
1389object *merge_ob(object *op, object *top) { 1195merge_ob (object *op, object *top)
1196{
1390 if(!op->nrof) 1197 if (!op->nrof)
1391 return 0; 1198 return 0;
1199
1392 if(top==NULL) 1200 if (top == NULL)
1393 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1201 for (top = op; top != NULL && top->above != NULL; top = top->above);
1202
1394 for(;top!=NULL;top=top->below) { 1203 for (; top != NULL; top = top->below)
1204 {
1395 if(top==op) 1205 if (top == op)
1396 continue; 1206 continue;
1397 if (CAN_MERGE(op,top)) 1207
1398 { 1208 if (object::can_merge (op, top))
1209 {
1399 top->nrof+=op->nrof; 1210 top->nrof += op->nrof;
1211
1400/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1212/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1401 op->weight = 0; /* Don't want any adjustements now */ 1213 op->weight = 0; /* Don't want any adjustements now */
1402 remove_ob(op); 1214 op->destroy ();
1403 free_object(op);
1404 return top; 1215 return top;
1405 } 1216 }
1406 } 1217 }
1218
1407 return NULL; 1219 return 0;
1408} 1220}
1409 1221
1410/* 1222/*
1411 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1223 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1412 * job preparing multi-part monsters 1224 * job preparing multi-part monsters
1413 */ 1225 */
1226object *
1414object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1227insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1228{
1415 object* tmp; 1229 object *tmp;
1230
1416 if (op->head) 1231 if (op->head)
1417 op=op->head; 1232 op = op->head;
1233
1418 for (tmp=op;tmp;tmp=tmp->more){ 1234 for (tmp = op; tmp; tmp = tmp->more)
1235 {
1419 tmp->x=x+tmp->arch->clone.x; 1236 tmp->x = x + tmp->arch->clone.x;
1420 tmp->y=y+tmp->arch->clone.y; 1237 tmp->y = y + tmp->arch->clone.y;
1421 } 1238 }
1239
1422 return insert_ob_in_map (op, m, originator, flag); 1240 return insert_ob_in_map (op, m, originator, flag);
1423} 1241}
1424 1242
1425/* 1243/*
1426 * insert_ob_in_map (op, map, originator, flag): 1244 * insert_ob_in_map (op, map, originator, flag):
1427 * This function inserts the object in the two-way linked list 1245 * This function inserts the object in the two-way linked list
1441 * new object if 'op' was merged with other object 1259 * new object if 'op' was merged with other object
1442 * NULL if 'op' was destroyed 1260 * NULL if 'op' was destroyed
1443 * just 'op' otherwise 1261 * just 'op' otherwise
1444 */ 1262 */
1445 1263
1264object *
1446object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1265insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1447{ 1266{
1448 object *tmp, *top, *floor=NULL; 1267 object *tmp, *top, *floor = NULL;
1449 sint16 x,y; 1268 sint16 x, y;
1450 1269
1451 if (QUERY_FLAG (op, FLAG_FREED)) { 1270 if (QUERY_FLAG (op, FLAG_FREED))
1271 {
1452 LOG (llevError, "Trying to insert freed object!\n"); 1272 LOG (llevError, "Trying to insert freed object!\n");
1273 return NULL;
1274 }
1275
1276 if (m == NULL)
1277 {
1278 char *dump = dump_object (op);
1279 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1280 free (dump);
1281 return op;
1282 }
1283
1284 if (out_of_map (m, op->x, op->y))
1285 {
1286 char *dump = dump_object (op);
1287 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1288#ifdef MANY_CORES
1289 /* Better to catch this here, as otherwise the next use of this object
1290 * is likely to cause a crash. Better to find out where it is getting
1291 * improperly inserted.
1292 */
1293 abort ();
1294#endif
1295 free (dump);
1296 return op;
1297 }
1298
1299 if (!QUERY_FLAG (op, FLAG_REMOVED))
1300 {
1301 char *dump = dump_object (op);
1302 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1303 free (dump);
1304 return op;
1305 }
1306
1307 if (op->more != NULL)
1308 {
1309 /* The part may be on a different map. */
1310
1311 object *more = op->more;
1312
1313 /* We really need the caller to normalize coordinates - if
1314 * we set the map, that doesn't work if the location is within
1315 * a map and this is straddling an edge. So only if coordinate
1316 * is clear wrong do we normalize it.
1317 */
1318 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1319 more->map = get_map_from_coord (m, &more->x, &more->y);
1320 else if (!more->map)
1321 {
1322 /* For backwards compatibility - when not dealing with tiled maps,
1323 * more->map should always point to the parent.
1324 */
1325 more->map = m;
1326 }
1327
1328 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1329 {
1330 if (!op->head)
1331 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1332
1333 return NULL;
1334 }
1335 }
1336
1337 CLEAR_FLAG (op, FLAG_REMOVED);
1338
1339 /* Ideally, the caller figures this out. However, it complicates a lot
1340 * of areas of callers (eg, anything that uses find_free_spot would now
1341 * need extra work
1342 */
1343 op->map = get_map_from_coord (m, &op->x, &op->y);
1344 x = op->x;
1345 y = op->y;
1346
1347 /* this has to be done after we translate the coordinates.
1348 */
1349 if (op->nrof && !(flag & INS_NO_MERGE))
1350 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1351 if (object::can_merge (op, tmp))
1352 {
1353 op->nrof += tmp->nrof;
1354 tmp->destroy ();
1355 }
1356
1357 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1358 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1359
1360 if (!QUERY_FLAG (op, FLAG_ALIVE))
1361 CLEAR_FLAG (op, FLAG_NO_STEAL);
1362
1363 if (flag & INS_BELOW_ORIGINATOR)
1364 {
1365 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1366 {
1367 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1368 abort ();
1369 }
1370
1371 op->above = originator;
1372 op->below = originator->below;
1373
1374 if (op->below)
1375 op->below->above = op;
1376 else
1377 SET_MAP_OB (op->map, op->x, op->y, op);
1378
1379 /* since *below* originator, no need to update top */
1380 originator->below = op;
1381 }
1382 else
1383 {
1384 /* If there are other objects, then */
1385 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1386 {
1387 object *last = NULL;
1388
1389 /*
1390 * If there are multiple objects on this space, we do some trickier handling.
1391 * We've already dealt with merging if appropriate.
1392 * Generally, we want to put the new object on top. But if
1393 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1394 * floor, we want to insert above that and no further.
1395 * Also, if there are spell objects on this space, we stop processing
1396 * once we get to them. This reduces the need to traverse over all of
1397 * them when adding another one - this saves quite a bit of cpu time
1398 * when lots of spells are cast in one area. Currently, it is presumed
1399 * that flying non pickable objects are spell objects.
1400 */
1401
1402 while (top != NULL)
1403 {
1404 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1405 floor = top;
1406
1407 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1408 {
1409 /* We insert above top, so we want this object below this */
1410 top = top->below;
1411 break;
1412 }
1413
1414 last = top;
1415 top = top->above;
1416 }
1417
1418 /* Don't want top to be NULL, so set it to the last valid object */
1419 top = last;
1420
1421 /* We let update_position deal with figuring out what the space
1422 * looks like instead of lots of conditions here.
1423 * makes things faster, and effectively the same result.
1424 */
1425
1426 /* Have object 'fall below' other objects that block view.
1427 * Unless those objects are exits, type 66
1428 * If INS_ON_TOP is used, don't do this processing
1429 * Need to find the object that in fact blocks view, otherwise
1430 * stacking is a bit odd.
1431 */
1432 if (!(flag & INS_ON_TOP) &&
1433 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1434 {
1435 for (last = top; last != floor; last = last->below)
1436 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1437 break;
1438 /* Check to see if we found the object that blocks view,
1439 * and make sure we have a below pointer for it so that
1440 * we can get inserted below this one, which requires we
1441 * set top to the object below us.
1442 */
1443 if (last && last->below && last != floor)
1444 top = last->below;
1445 }
1446 } /* If objects on this space */
1447
1448 if (flag & INS_MAP_LOAD)
1449 top = GET_MAP_TOP (op->map, op->x, op->y);
1450
1451 if (flag & INS_ABOVE_FLOOR_ONLY)
1452 top = floor;
1453
1454 /* Top is the object that our object (op) is going to get inserted above.
1455 */
1456
1457 /* First object on this space */
1458 if (!top)
1459 {
1460 op->above = GET_MAP_OB (op->map, op->x, op->y);
1461
1462 if (op->above)
1463 op->above->below = op;
1464
1465 op->below = NULL;
1466 SET_MAP_OB (op->map, op->x, op->y, op);
1467 }
1468 else
1469 { /* get inserted into the stack above top */
1470 op->above = top->above;
1471
1472 if (op->above)
1473 op->above->below = op;
1474
1475 op->below = top;
1476 top->above = op;
1477 }
1478
1479 if (op->above == NULL)
1480 SET_MAP_TOP (op->map, op->x, op->y, op);
1481 } /* else not INS_BELOW_ORIGINATOR */
1482
1483 if (op->type == PLAYER)
1484 op->contr->do_los = 1;
1485
1486 /* If we have a floor, we know the player, if any, will be above
1487 * it, so save a few ticks and start from there.
1488 */
1489 if (!(flag & INS_MAP_LOAD))
1490 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1491 if (tmp->type == PLAYER)
1492 tmp->contr->socket->update_look = 1;
1493
1494 /* If this object glows, it may affect lighting conditions that are
1495 * visible to others on this map. But update_all_los is really
1496 * an inefficient way to do this, as it means los for all players
1497 * on the map will get recalculated. The players could very well
1498 * be far away from this change and not affected in any way -
1499 * this should get redone to only look for players within range,
1500 * or just updating the P_NEED_UPDATE for spaces within this area
1501 * of effect may be sufficient.
1502 */
1503 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1504 update_all_los (op->map, op->x, op->y);
1505
1506 /* updates flags (blocked, alive, no magic, etc) for this map space */
1507 update_object (op, UP_OBJ_INSERT);
1508
1509 /* Don't know if moving this to the end will break anything. However,
1510 * we want to have update_look set above before calling this.
1511 *
1512 * check_move_on() must be after this because code called from
1513 * check_move_on() depends on correct map flags (so functions like
1514 * blocked() and wall() work properly), and these flags are updated by
1515 * update_object().
1516 */
1517
1518 /* if this is not the head or flag has been passed, don't check walk on status */
1519 if (!(flag & INS_NO_WALK_ON) && !op->head)
1520 {
1521 if (check_move_on (op, originator))
1453 return NULL; 1522 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 1523
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 1524 /* If we are a multi part object, lets work our way through the check
1673 * walk on's. 1525 * walk on's.
1674 */ 1526 */
1675 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1527 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1676 if (check_move_on (tmp, originator)) 1528 if (check_move_on (tmp, originator))
1677 return NULL; 1529 return NULL;
1678 } 1530 }
1531
1679 return op; 1532 return op;
1680} 1533}
1681 1534
1682/* this function inserts an object in the map, but if it 1535/* 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. 1536 * 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. 1537 * op is the object to insert it under: supplies x and the map.
1685 */ 1538 */
1539void
1686void replace_insert_ob_in_map(const char *arch_string, object *op) { 1540replace_insert_ob_in_map (const char *arch_string, object *op)
1541{
1687 object *tmp; 1542 object *
1688 object *tmp1; 1543 tmp;
1544 object *
1545 tmp1;
1689 1546
1690 /* first search for itself and remove any old instances */ 1547 /* first search for itself and remove any old instances */
1691 1548
1692 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1549 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1693 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1550 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1694 remove_ob(tmp); 1551 tmp->destroy ();
1695 free_object(tmp);
1696 }
1697 }
1698 1552
1699 tmp1=arch_to_object(find_archetype(arch_string)); 1553 tmp1 = arch_to_object (archetype::find (arch_string));
1700 1554
1701 1555 tmp1->x = op->x;
1702 tmp1->x = op->x; tmp1->y = op->y; 1556 tmp1->y = op->y;
1703 insert_ob_in_map(tmp1,op->map,op,0); 1557 insert_ob_in_map (tmp1, op->map, op, 0);
1704} 1558}
1705 1559
1706/* 1560/*
1707 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1561 * 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 1562 * is returned contains nr objects, and the remaining parts contains
1709 * the rest (or is removed and freed if that number is 0). 1563 * the rest (or is removed and freed if that number is 0).
1710 * On failure, NULL is returned, and the reason put into the 1564 * On failure, NULL is returned, and the reason put into the
1711 * global static errmsg array. 1565 * global static errmsg array.
1712 */ 1566 */
1713 1567
1568object *
1714object *get_split_ob(object *orig_ob, uint32 nr) { 1569get_split_ob (object *orig_ob, uint32 nr)
1570{
1715 object *newob; 1571 object *newob;
1716 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1572 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1717 1573
1718 if(orig_ob->nrof<nr) { 1574 if (orig_ob->nrof < nr)
1719 sprintf(errmsg,"There are only %d %ss.", 1575 {
1720 orig_ob->nrof?orig_ob->nrof:1, orig_ob->name); 1576 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1721 return NULL; 1577 return NULL;
1722 } 1578 }
1579
1723 newob = object_create_clone(orig_ob); 1580 newob = object_create_clone (orig_ob);
1581
1724 if((orig_ob->nrof-=nr)<1) { 1582 if ((orig_ob->nrof -= nr) < 1)
1725 if ( ! is_removed) 1583 orig_ob->destroy (1);
1726 remove_ob(orig_ob);
1727 free_object2(orig_ob, 1);
1728 }
1729 else if ( ! is_removed) { 1584 else if (!is_removed)
1585 {
1730 if(orig_ob->env!=NULL) 1586 if (orig_ob->env != NULL)
1731 sub_weight (orig_ob->env,orig_ob->weight*nr); 1587 sub_weight (orig_ob->env, orig_ob->weight * nr);
1732 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1588 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1589 {
1733 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1590 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"); 1591 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1736 return NULL; 1592 return NULL;
1737 } 1593 }
1738 } 1594 }
1595
1739 newob->nrof=nr; 1596 newob->nrof = nr;
1740 1597
1741 return newob; 1598 return newob;
1742} 1599}
1743 1600
1744/* 1601/*
1745 * decrease_ob_nr(object, number) decreases a specified number from 1602 * decrease_ob_nr(object, number) decreases a specified number from
1746 * the amount of an object. If the amount reaches 0, the object 1603 * the amount of an object. If the amount reaches 0, the object
1747 * is subsequently removed and freed. 1604 * is subsequently removed and freed.
1748 * 1605 *
1749 * Return value: 'op' if something is left, NULL if the amount reached 0 1606 * Return value: 'op' if something is left, NULL if the amount reached 0
1750 */ 1607 */
1751 1608
1609object *
1752object *decrease_ob_nr (object *op, uint32 i) 1610decrease_ob_nr (object *op, uint32 i)
1753{ 1611{
1754 object *tmp; 1612 object *tmp;
1755 player *pl; 1613 player *pl;
1756 1614
1757 if (i == 0) /* objects with op->nrof require this check */ 1615 if (i == 0) /* objects with op->nrof require this check */
1758 return op; 1616 return op;
1759 1617
1760 if (i > op->nrof) 1618 if (i > op->nrof)
1761 i = op->nrof; 1619 i = op->nrof;
1762 1620
1763 if (QUERY_FLAG (op, FLAG_REMOVED)) 1621 if (QUERY_FLAG (op, FLAG_REMOVED))
1622 op->nrof -= i;
1623 else if (op->env != NULL)
1624 {
1625 /* is this object in the players inventory, or sub container
1626 * therein?
1627 */
1628 tmp = is_player_inv (op->env);
1629 /* nope. Is this a container the player has opened?
1630 * If so, set tmp to that player.
1631 * IMO, searching through all the players will mostly
1632 * likely be quicker than following op->env to the map,
1633 * and then searching the map for a player.
1634 */
1635 if (!tmp)
1636 {
1637 for (pl = first_player; pl; pl = pl->next)
1638 if (pl->ob->container == op->env)
1639 break;
1640 if (pl)
1641 tmp = pl->ob;
1642 else
1643 tmp = NULL;
1644 }
1645
1646 if (i < op->nrof)
1647 {
1648 sub_weight (op->env, op->weight * i);
1649 op->nrof -= i;
1650 if (tmp)
1651 {
1652 esrv_send_item (tmp, op);
1653 }
1654 }
1655 else
1656 {
1657 op->remove ();
1658 op->nrof = 0;
1659 if (tmp)
1660 {
1661 esrv_del_item (tmp->contr, op->count);
1662 }
1663 }
1764 { 1664 }
1665 else
1666 {
1667 object *above = op->above;
1668
1669 if (i < op->nrof)
1765 op->nrof -= i; 1670 op->nrof -= i;
1766 } 1671 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 } 1672 {
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); 1673 op->remove ();
1794 op->nrof = 0; 1674 op->nrof = 0;
1795 if (tmp) {
1796 esrv_del_item(tmp->contr, op->count);
1797 } 1675 }
1798 }
1799 }
1800 else
1801 {
1802 object *above = op->above;
1803 1676
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 */ 1677 /* Since we just removed op, op->above is null */
1811 for (tmp = above; tmp != NULL; tmp = tmp->above) 1678 for (tmp = above; tmp != NULL; tmp = tmp->above)
1812 if (tmp->type == PLAYER) { 1679 if (tmp->type == PLAYER)
1680 {
1813 if (op->nrof) 1681 if (op->nrof)
1814 esrv_send_item(tmp, op); 1682 esrv_send_item (tmp, op);
1815 else 1683 else
1816 esrv_del_item(tmp->contr, op->count); 1684 esrv_del_item (tmp->contr, op->count);
1817 } 1685 }
1818 } 1686 }
1819 1687
1820 if (op->nrof) { 1688 if (op->nrof)
1821 return op; 1689 return op;
1822 } else { 1690 else
1823 free_object (op); 1691 {
1692 op->destroy ();
1824 return NULL; 1693 return NULL;
1825 } 1694 }
1826} 1695}
1827 1696
1828/* 1697/*
1829 * add_weight(object, weight) adds the specified weight to an object, 1698 * add_weight(object, weight) adds the specified weight to an object,
1830 * and also updates how much the environment(s) is/are carrying. 1699 * and also updates how much the environment(s) is/are carrying.
1831 */ 1700 */
1832 1701
1702void
1833void add_weight (object *op, signed long weight) { 1703add_weight (object *op, signed long weight)
1704{
1834 while (op!=NULL) { 1705 while (op != NULL)
1706 {
1835 if (op->type == CONTAINER) { 1707 if (op->type == CONTAINER)
1836 weight=(signed long)(weight*(100-op->stats.Str)/100); 1708 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1837 } 1709
1838 op->carrying+=weight; 1710 op->carrying += weight;
1839 op=op->env; 1711 op = op->env;
1840 } 1712 }
1841} 1713}
1842 1714
1715object *
1716insert_ob_in_ob (object *op, object *where)
1717{
1718 if (!where)
1719 {
1720 char *dump = dump_object (op);
1721 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1722 free (dump);
1723 return op;
1724 }
1725
1726 if (where->head)
1727 {
1728 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1729 where = where->head;
1730 }
1731
1732 return where->insert (op);
1733}
1734
1843/* 1735/*
1844 * insert_ob_in_ob(op,environment): 1736 * env->insert (op)
1845 * This function inserts the object op in the linked list 1737 * This function inserts the object op in the linked list
1846 * inside the object environment. 1738 * inside the object environment.
1847 * 1739 *
1848 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1849 * the inventory at the last position or next to other objects of the same
1850 * type.
1851 * Frank: Now sorted by type, archetype and magic!
1852 *
1853 * The function returns now pointer to inserted item, and return value can 1740 * The function returns now pointer to inserted item, and return value can
1854 * be != op, if items are merged. -Tero 1741 * be != op, if items are merged. -Tero
1855 */ 1742 */
1856 1743
1857object *insert_ob_in_ob(object *op,object *where) { 1744object *
1745object::insert (object *op)
1746{
1858 object *tmp, *otmp; 1747 object *tmp, *otmp;
1859 1748
1860 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1749 if (!QUERY_FLAG (op, FLAG_REMOVED))
1861 dump_object(op); 1750 op->remove ();
1862 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1751
1863 return op;
1864 }
1865 if(where==NULL) {
1866 dump_object(op);
1867 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1868 return op;
1869 }
1870 if (where->head) {
1871 LOG(llevDebug,
1872 "Warning: Tried to insert object wrong part of multipart object.\n");
1873 where = where->head;
1874 }
1875 if (op->more) { 1752 if (op->more)
1753 {
1876 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1754 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1877 op->name, op->count);
1878 return op; 1755 return op;
1879 } 1756 }
1757
1880 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1758 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1881 CLEAR_FLAG(op, FLAG_REMOVED); 1759 CLEAR_FLAG (op, FLAG_REMOVED);
1882 if(op->nrof) { 1760 if (op->nrof)
1761 {
1883 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1762 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1884 if ( CAN_MERGE(tmp,op) ) { 1763 if (object::can_merge (tmp, op))
1764 {
1885 /* return the original object and remove inserted object 1765 /* return the original object and remove inserted object
1886 (client needs the original object) */ 1766 (client needs the original object) */
1887 tmp->nrof += op->nrof; 1767 tmp->nrof += op->nrof;
1888 /* Weight handling gets pretty funky. Since we are adding to 1768 /* Weight handling gets pretty funky. Since we are adding to
1889 * tmp->nrof, we need to increase the weight. 1769 * tmp->nrof, we need to increase the weight.
1890 */ 1770 */
1891 add_weight (where, op->weight*op->nrof); 1771 add_weight (this, op->weight * op->nrof);
1892 SET_FLAG(op, FLAG_REMOVED); 1772 SET_FLAG (op, FLAG_REMOVED);
1893 free_object(op); /* free the inserted object */ 1773 op->destroy (); /* free the inserted object */
1894 op = tmp; 1774 op = tmp;
1895 remove_ob (op); /* and fix old object's links */ 1775 op->remove (); /* and fix old object's links */
1896 CLEAR_FLAG(op, FLAG_REMOVED); 1776 CLEAR_FLAG (op, FLAG_REMOVED);
1897 break; 1777 break;
1898 } 1778 }
1899 1779
1900 /* I assume combined objects have no inventory 1780 /* I assume combined objects have no inventory
1901 * We add the weight - this object could have just been removed 1781 * We add the weight - this object could have just been removed
1902 * (if it was possible to merge). calling remove_ob will subtract 1782 * (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 1783 * the weight, so we need to add it in again, since we actually do
1904 * the linking below 1784 * the linking below
1905 */ 1785 */
1906 add_weight (where, op->weight*op->nrof); 1786 add_weight (this, op->weight * op->nrof);
1787 }
1907 } else 1788 else
1908 add_weight (where, (op->weight+op->carrying)); 1789 add_weight (this, (op->weight + op->carrying));
1909 1790
1910 otmp=is_player_inv(where); 1791 otmp = is_player_inv (this);
1911 if (otmp&&otmp->contr!=NULL) { 1792 if (otmp && otmp->contr)
1912 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1793 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1913 fix_player(otmp); 1794 fix_player (otmp);
1914 }
1915 1795
1916 op->map=NULL; 1796 op->map = NULL;
1917 op->env=where; 1797 op->env = this;
1918 op->above=NULL; 1798 op->above = NULL;
1919 op->below=NULL; 1799 op->below = NULL;
1920 op->x=0,op->y=0; 1800 op->x = 0, op->y = 0;
1921 op->ox=0,op->oy=0;
1922 1801
1923 /* reset the light list and los of the players on the map */ 1802 /* reset the light list and los of the players on the map */
1924 if((op->glow_radius!=0)&&where->map) 1803 if ((op->glow_radius != 0) && map)
1925 { 1804 {
1926#ifdef DEBUG_LIGHTS 1805#ifdef DEBUG_LIGHTS
1927 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1806 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1928 op->name);
1929#endif /* DEBUG_LIGHTS */ 1807#endif /* DEBUG_LIGHTS */
1930 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1808 if (MAP_DARKNESS (map))
1809 update_all_los (map, x, y);
1931 } 1810 }
1932 1811
1933 /* Client has no idea of ordering so lets not bother ordering it here. 1812 /* Client has no idea of ordering so lets not bother ordering it here.
1934 * It sure simplifies this function... 1813 * It sure simplifies this function...
1935 */ 1814 */
1936 if (where->inv==NULL) 1815 if (!inv)
1937 where->inv=op; 1816 inv = op;
1938 else { 1817 else
1818 {
1939 op->below = where->inv; 1819 op->below = inv;
1940 op->below->above = op; 1820 op->below->above = op;
1941 where->inv = op; 1821 inv = op;
1942 } 1822 }
1823
1943 return op; 1824 return op;
1944} 1825}
1945 1826
1946/* 1827/*
1947 * Checks if any objects has a move_type that matches objects 1828 * 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 1843 * 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 1844 * object being inserted. insert_ob_in_map may not put new objects
1964 * on top. 1845 * on top.
1965 */ 1846 */
1966 1847
1848int
1967int check_move_on (object *op, object *originator) 1849check_move_on (object *op, object *originator)
1968{ 1850{
1969 object *tmp; 1851 object *tmp;
1970 tag_t tag;
1971 mapstruct *m=op->map; 1852 maptile *m = op->map;
1972 int x=op->x, y=op->y; 1853 int x = op->x, y = op->y;
1854
1973 MoveType move_on, move_slow, move_block; 1855 MoveType move_on, move_slow, move_block;
1974 1856
1975 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1857 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1976 return 0; 1858 return 0;
1977 1859
1978 tag = op->count;
1979
1980 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1860 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); 1861 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); 1862 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1983 1863
1984 /* if nothing on this space will slow op down or be applied, 1864 /* 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 1865 * 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 1866 * is set, as lots of objects don't have it set - we treat that
1987 * as walking. 1867 * as walking.
1988 */ 1868 */
1989 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1869 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1990 return 0; 1870 return 0;
1991 1871
1992 /* This is basically inverse logic of that below - basically, 1872 /* This is basically inverse logic of that below - basically,
1993 * if the object can avoid the move on or slow move, they do so, 1873 * 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 1874 * but can't do it if the alternate movement they are using is
1995 * blocked. Logic on this seems confusing, but does seem correct. 1875 * blocked. Logic on this seems confusing, but does seem correct.
1996 */ 1876 */
1997 if ((op->move_type & ~move_on & ~move_block) != 0 && 1877 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; 1878 return 0;
1999 1879
2000 /* The objects have to be checked from top to bottom. 1880 /* The objects have to be checked from top to bottom.
2001 * Hence, we first go to the top: 1881 * Hence, we first go to the top:
2002 */ 1882 */
2003 1883
2004 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1884 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) { 1885 {
2006 /* Trim the search when we find the first other spell effect 1886 /* Trim the search when we find the first other spell effect
2007 * this helps performance so that if a space has 50 spell objects, 1887 * this helps performance so that if a space has 50 spell objects,
2008 * we don't need to check all of them. 1888 * we don't need to check all of them.
2009 */ 1889 */
2010 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1890 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1891 break;
1892 }
1893
1894 for (; tmp; tmp = tmp->below)
2011 } 1895 {
2012 for(;tmp!=NULL; tmp=tmp->below) { 1896 if (tmp == op)
2013 if (tmp == op) continue; /* Can't apply yourself */ 1897 continue; /* Can't apply yourself */
2014 1898
2015 /* Check to see if one of the movement types should be slowed down. 1899 /* 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 1900 * Second check makes sure that the movement types not being slowed
2017 * (~slow_move) is not blocked on this space - just because the 1901 * (~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 1902 * 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. 1903 * swim on that space, can't use it to avoid the penalty.
2020 */ 1904 */
2021 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1905 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1906 {
2022 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1907 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)) { 1908 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1909 {
2025 1910
2026 float diff; 1911 float
2027
2028 diff = tmp->move_slow_penalty*FABS(op->speed); 1912 diff = tmp->move_slow_penalty * FABS (op->speed);
1913
2029 if (op->type == PLAYER) { 1914 if (op->type == PLAYER)
2030 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1915 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))) { 1916 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2032 diff /= 4.0; 1917 diff /= 4.0;
2033 } 1918
2034 }
2035 op->speed_left -= diff; 1919 op->speed_left -= diff;
2036 } 1920 }
2037 } 1921 }
2038 1922
2039 /* Basically same logic as above, except now for actual apply. */ 1923 /* Basically same logic as above, except now for actual apply. */
2040 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1924 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)) { 1925 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2043 1926 {
2044 move_apply(tmp, op, originator); 1927 move_apply (tmp, op, originator);
1928
2045 if (was_destroyed (op, tag)) 1929 if (op->destroyed ())
2046 return 1; 1930 return 1;
2047 1931
2048 /* what the person/creature stepped onto has moved the object 1932 /* what the person/creature stepped onto has moved the object
2049 * someplace new. Don't process any further - if we did, 1933 * someplace new. Don't process any further - if we did,
2050 * have a feeling strange problems would result. 1934 * have a feeling strange problems would result.
2051 */ 1935 */
2052 if (op->map != m || op->x != x || op->y != y) return 0; 1936 if (op->map != m || op->x != x || op->y != y)
1937 return 0;
2053 } 1938 }
2054 } 1939 }
1940
2055 return 0; 1941 return 0;
2056} 1942}
2057 1943
2058/* 1944/*
2059 * present_arch(arch, map, x, y) searches for any objects with 1945 * present_arch(arch, map, x, y) searches for any objects with
2060 * a matching archetype at the given map and coordinates. 1946 * a matching archetype at the given map and coordinates.
2061 * The first matching object is returned, or NULL if none. 1947 * The first matching object is returned, or NULL if none.
2062 */ 1948 */
2063 1949
1950object *
2064object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1951present_arch (const archetype *at, maptile *m, int x, int y)
1952{
2065 object *tmp; 1953 object *
1954 tmp;
1955
2066 if(m==NULL || out_of_map(m,x,y)) { 1956 if (m == NULL || out_of_map (m, x, y))
1957 {
2067 LOG(llevError,"Present_arch called outside map.\n"); 1958 LOG (llevError, "Present_arch called outside map.\n");
2068 return NULL; 1959 return NULL;
2069 } 1960 }
2070 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1961 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2071 if(tmp->arch == at) 1962 if (tmp->arch == at)
2072 return tmp; 1963 return tmp;
2073 return NULL; 1964 return NULL;
2074} 1965}
2075 1966
2076/* 1967/*
2077 * present(type, map, x, y) searches for any objects with 1968 * present(type, map, x, y) searches for any objects with
2078 * a matching type variable at the given map and coordinates. 1969 * a matching type variable at the given map and coordinates.
2079 * The first matching object is returned, or NULL if none. 1970 * The first matching object is returned, or NULL if none.
2080 */ 1971 */
2081 1972
1973object *
2082object *present(unsigned char type,mapstruct *m, int x,int y) { 1974present (unsigned char type, maptile *m, int x, int y)
1975{
2083 object *tmp; 1976 object *
1977 tmp;
1978
2084 if(out_of_map(m,x,y)) { 1979 if (out_of_map (m, x, y))
1980 {
2085 LOG(llevError,"Present called outside map.\n"); 1981 LOG (llevError, "Present called outside map.\n");
2086 return NULL; 1982 return NULL;
2087 } 1983 }
2088 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1984 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2089 if(tmp->type==type) 1985 if (tmp->type == type)
2090 return tmp; 1986 return tmp;
2091 return NULL; 1987 return NULL;
2092} 1988}
2093 1989
2094/* 1990/*
2095 * present_in_ob(type, object) searches for any objects with 1991 * present_in_ob(type, object) searches for any objects with
2096 * a matching type variable in the inventory of the given object. 1992 * a matching type variable in the inventory of the given object.
2097 * The first matching object is returned, or NULL if none. 1993 * The first matching object is returned, or NULL if none.
2098 */ 1994 */
2099 1995
1996object *
2100object *present_in_ob(unsigned char type, const object *op) { 1997present_in_ob (unsigned char type, const object *op)
1998{
2101 object *tmp; 1999 object *
2000 tmp;
2001
2102 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2002 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2103 if(tmp->type==type) 2003 if (tmp->type == type)
2104 return tmp; 2004 return tmp;
2105 return NULL; 2005 return NULL;
2106} 2006}
2107 2007
2108/* 2008/*
2118 * the object name, not the archetype name. this is so that the 2018 * 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 2019 * spell code can use one object type (force), but change it's name
2120 * to be unique. 2020 * to be unique.
2121 */ 2021 */
2122 2022
2023object *
2123object *present_in_ob_by_name(int type, const char *str, const object *op) { 2024present_in_ob_by_name (int type, const char *str, const object *op)
2025{
2124 object *tmp; 2026 object *
2027 tmp;
2125 2028
2126 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2029 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2030 {
2127 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2031 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2128 return tmp; 2032 return tmp;
2129 } 2033 }
2130 return NULL; 2034 return NULL;
2131} 2035}
2132 2036
2133/* 2037/*
2134 * present_arch_in_ob(archetype, object) searches for any objects with 2038 * present_arch_in_ob(archetype, object) searches for any objects with
2135 * a matching archetype in the inventory of the given object. 2039 * a matching archetype in the inventory of the given object.
2136 * The first matching object is returned, or NULL if none. 2040 * The first matching object is returned, or NULL if none.
2137 */ 2041 */
2138 2042
2043object *
2139object *present_arch_in_ob(const archetype *at, const object *op) { 2044present_arch_in_ob (const archetype *at, const object *op)
2045{
2140 object *tmp; 2046 object *
2047 tmp;
2048
2141 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2049 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2142 if( tmp->arch == at) 2050 if (tmp->arch == at)
2143 return tmp; 2051 return tmp;
2144 return NULL; 2052 return NULL;
2145} 2053}
2146 2054
2147/* 2055/*
2148 * activate recursively a flag on an object inventory 2056 * activate recursively a flag on an object inventory
2149 */ 2057 */
2058void
2150void flag_inv(object*op, int flag){ 2059flag_inv (object *op, int flag)
2060{
2151 object *tmp; 2061 object *
2062 tmp;
2063
2152 if(op->inv) 2064 if (op->inv)
2153 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2065 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2066 {
2154 SET_FLAG(tmp, flag); 2067 SET_FLAG (tmp, flag);
2155 flag_inv(tmp,flag); 2068 flag_inv (tmp, flag);
2156 } 2069 }
2157}/* 2070} /*
2158 * desactivate recursively a flag on an object inventory 2071 * desactivate recursively a flag on an object inventory
2159 */ 2072 */
2073void
2160void unflag_inv(object*op, int flag){ 2074unflag_inv (object *op, int flag)
2075{
2161 object *tmp; 2076 object *
2077 tmp;
2078
2162 if(op->inv) 2079 if (op->inv)
2163 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2080 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2081 {
2164 CLEAR_FLAG(tmp, flag); 2082 CLEAR_FLAG (tmp, flag);
2165 unflag_inv(tmp,flag); 2083 unflag_inv (tmp, flag);
2166 } 2084 }
2167} 2085}
2168 2086
2169/* 2087/*
2170 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2088 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2171 * all it's inventory (recursively). 2089 * all it's inventory (recursively).
2172 * If checksums are used, a player will get set_cheat called for 2090 * 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. 2091 * him/her-self and all object carried by a call to this function.
2174 */ 2092 */
2175 2093
2094void
2176void set_cheat(object *op) { 2095set_cheat (object *op)
2096{
2177 SET_FLAG(op, FLAG_WAS_WIZ); 2097 SET_FLAG (op, FLAG_WAS_WIZ);
2178 flag_inv(op, FLAG_WAS_WIZ); 2098 flag_inv (op, FLAG_WAS_WIZ);
2179} 2099}
2180 2100
2181/* 2101/*
2182 * find_free_spot(object, map, x, y, start, stop) will search for 2102 * 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 2103 * 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 2118 * 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 2119 * the archetype because that isn't correct if the monster has been
2200 * customized, changed states, etc. 2120 * customized, changed states, etc.
2201 */ 2121 */
2202 2122
2123int
2203int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2124find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2125{
2126 int
2127 i,
2204 int i,index=0, flag; 2128 index = 0, flag;
2129 static int
2205 static int altern[SIZEOFFREE]; 2130 altern[SIZEOFFREE];
2206 2131
2207 for(i=start;i<stop;i++) { 2132 for (i = start; i < stop; i++)
2133 {
2208 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2134 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2209 if(!flag) 2135 if (!flag)
2210 altern[index++]=i; 2136 altern[index++] = i;
2211 2137
2212 /* Basically, if we find a wall on a space, we cut down the search size. 2138 /* 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. 2139 * 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 - 2140 * 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 2141 * 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 2142 * spaces in all the other directions, this will reduce the search space
2217 * to only the spaces immediately surrounding the target area, and 2143 * to only the spaces immediately surrounding the target area, and
2218 * won't look 2 spaces south of the target space. 2144 * won't look 2 spaces south of the target space.
2219 */ 2145 */
2220 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2146 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2221 stop=maxfree[i]; 2147 stop = maxfree[i];
2222 } 2148 }
2223 if(!index) return -1; 2149 if (!index)
2150 return -1;
2224 return altern[RANDOM()%index]; 2151 return altern[RANDOM () % index];
2225} 2152}
2226 2153
2227/* 2154/*
2228 * find_first_free_spot(archetype, mapstruct, x, y) works like 2155 * find_first_free_spot(archetype, maptile, x, y) works like
2229 * find_free_spot(), but it will search max number of squares. 2156 * find_free_spot(), but it will search max number of squares.
2230 * But it will return the first available spot, not a random choice. 2157 * 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. 2158 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2232 */ 2159 */
2233 2160
2161int
2234int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2162find_first_free_spot (const object *ob, maptile *m, int x, int y)
2163{
2164 int
2235 int i; 2165 i;
2166
2236 for(i=0;i<SIZEOFFREE;i++) { 2167 for (i = 0; i < SIZEOFFREE; i++)
2168 {
2237 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2169 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2238 return i; 2170 return i;
2239 } 2171 }
2240 return -1; 2172 return -1;
2241} 2173}
2242 2174
2243/* 2175/*
2244 * The function permute(arr, begin, end) randomly reorders the array 2176 * The function permute(arr, begin, end) randomly reorders the array
2245 * arr[begin..end-1]. 2177 * arr[begin..end-1].
2246 */ 2178 */
2179static void
2247static void permute(int *arr, int begin, int end) 2180permute (int *arr, int begin, int end)
2248{ 2181{
2249 int i, j, tmp, len; 2182 int
2183 i,
2184 j,
2185 tmp,
2186 len;
2250 2187
2251 len = end-begin; 2188 len = end - begin;
2252 for(i = begin; i < end; i++) 2189 for (i = begin; i < end; i++)
2253 { 2190 {
2254 j = begin+RANDOM()%len; 2191 j = begin + RANDOM () % len;
2255 2192
2256 tmp = arr[i]; 2193 tmp = arr[i];
2257 arr[i] = arr[j]; 2194 arr[i] = arr[j];
2258 arr[j] = tmp; 2195 arr[j] = tmp;
2259 } 2196 }
2260} 2197}
2261 2198
2262/* new function to make monster searching more efficient, and effective! 2199/* new function to make monster searching more efficient, and effective!
2263 * This basically returns a randomized array (in the passed pointer) of 2200 * 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 2201 * 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 2202 * 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 2203 * 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. 2204 * the 3x3 area will be searched, just not in a predictable order.
2268 */ 2205 */
2206void
2269void get_search_arr(int *search_arr) 2207get_search_arr (int *search_arr)
2270{ 2208{
2209 int
2271 int i; 2210 i;
2272 2211
2273 for(i = 0; i < SIZEOFFREE; i++) 2212 for (i = 0; i < SIZEOFFREE; i++)
2274 { 2213 {
2275 search_arr[i] = i; 2214 search_arr[i] = i;
2276 } 2215 }
2277 2216
2278 permute(search_arr, 1, SIZEOFFREE1+1); 2217 permute (search_arr, 1, SIZEOFFREE1 + 1);
2279 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2218 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2280 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2219 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2281} 2220}
2282 2221
2283/* 2222/*
2284 * find_dir(map, x, y, exclude) will search some close squares in the 2223 * find_dir(map, x, y, exclude) will search some close squares in the
2285 * given map at the given coordinates for live objects. 2224 * given map at the given coordinates for live objects.
2291 * is actually want is going to try and move there. We need this info 2230 * 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 2231 * because we have to know what movement the thing looking to move
2293 * there is capable of. 2232 * there is capable of.
2294 */ 2233 */
2295 2234
2235int
2296int find_dir(mapstruct *m, int x, int y, object *exclude) { 2236find_dir (maptile *m, int x, int y, object *exclude)
2237{
2238 int
2239 i,
2297 int i,max=SIZEOFFREE, mflags; 2240 max = SIZEOFFREE, mflags;
2241
2298 sint16 nx, ny; 2242 sint16 nx, ny;
2299 object *tmp; 2243 object *
2300 mapstruct *mp; 2244 tmp;
2245 maptile *
2246 mp;
2247
2301 MoveType blocked, move_type; 2248 MoveType blocked, move_type;
2302 2249
2303 if (exclude && exclude->head) { 2250 if (exclude && exclude->head)
2251 {
2304 exclude = exclude->head; 2252 exclude = exclude->head;
2305 move_type = exclude->move_type; 2253 move_type = exclude->move_type;
2306 } else { 2254 }
2255 else
2256 {
2307 /* If we don't have anything, presume it can use all movement types. */ 2257 /* If we don't have anything, presume it can use all movement types. */
2308 move_type=MOVE_ALL; 2258 move_type = MOVE_ALL;
2259 }
2260
2261 for (i = 1; i < max; i++)
2309 } 2262 {
2310
2311 for(i=1;i<max;i++) {
2312 mp = m; 2263 mp = m;
2313 nx = x + freearr_x[i]; 2264 nx = x + freearr_x[i];
2314 ny = y + freearr_y[i]; 2265 ny = y + freearr_y[i];
2315 2266
2316 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2267 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2317 if (mflags & P_OUT_OF_MAP) { 2268 if (mflags & P_OUT_OF_MAP)
2269 {
2318 max = maxfree[i]; 2270 max = maxfree[i];
2271 }
2319 } else { 2272 else
2273 {
2320 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2274 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2321 2275
2322 if ((move_type & blocked) == move_type) { 2276 if ((move_type & blocked) == move_type)
2277 {
2323 max=maxfree[i]; 2278 max = maxfree[i];
2279 }
2324 } else if (mflags & P_IS_ALIVE) { 2280 else if (mflags & P_IS_ALIVE)
2281 {
2325 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2282 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2326 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2283 {
2327 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2284 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2285 {
2328 break; 2286 break;
2329 } 2287 }
2330 } 2288 }
2331 if(tmp) { 2289 if (tmp)
2290 {
2332 return freedir[i]; 2291 return freedir[i];
2333 } 2292 }
2334 } 2293 }
2335 } 2294 }
2336 } 2295 }
2337 return 0; 2296 return 0;
2338} 2297}
2339 2298
2340/* 2299/*
2341 * distance(object 1, object 2) will return the square of the 2300 * distance(object 1, object 2) will return the square of the
2342 * distance between the two given objects. 2301 * distance between the two given objects.
2343 */ 2302 */
2344 2303
2304int
2345int distance(const object *ob1, const object *ob2) { 2305distance (const object *ob1, const object *ob2)
2306{
2346 int i; 2307 int
2347 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2308 i;
2348 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2309
2310 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2349 return i; 2311 return i;
2350} 2312}
2351 2313
2352/* 2314/*
2353 * find_dir_2(delta-x,delta-y) will return a direction in which 2315 * 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 2316 * an object which has subtracted the x and y coordinates of another
2355 * object, needs to travel toward it. 2317 * object, needs to travel toward it.
2356 */ 2318 */
2357 2319
2320int
2358int find_dir_2(int x, int y) { 2321find_dir_2 (int x, int y)
2322{
2359 int q; 2323 int
2324 q;
2360 2325
2361 if(y) 2326 if (y)
2362 q=x*100/y; 2327 q = x * 100 / y;
2363 else if (x) 2328 else if (x)
2364 q= -300*x; 2329 q = -300 * x;
2365 else 2330 else
2366 return 0; 2331 return 0;
2367 2332
2368 if(y>0) { 2333 if (y > 0)
2334 {
2369 if(q < -242) 2335 if (q < -242)
2370 return 3 ; 2336 return 3;
2371 if (q < -41) 2337 if (q < -41)
2372 return 2 ; 2338 return 2;
2373 if (q < 41) 2339 if (q < 41)
2374 return 1 ; 2340 return 1;
2375 if (q < 242) 2341 if (q < 242)
2376 return 8 ; 2342 return 8;
2377 return 7 ; 2343 return 7;
2378 } 2344 }
2379 2345
2380 if (q < -242) 2346 if (q < -242)
2381 return 7 ; 2347 return 7;
2382 if (q < -41) 2348 if (q < -41)
2383 return 6 ; 2349 return 6;
2384 if (q < 41) 2350 if (q < 41)
2385 return 5 ; 2351 return 5;
2386 if (q < 242) 2352 if (q < 242)
2387 return 4 ; 2353 return 4;
2388 2354
2389 return 3 ; 2355 return 3;
2390} 2356}
2391 2357
2392/* 2358/*
2393 * absdir(int): Returns a number between 1 and 8, which represent 2359 * absdir(int): Returns a number between 1 and 8, which represent
2394 * the "absolute" direction of a number (it actually takes care of 2360 * the "absolute" direction of a number (it actually takes care of
2395 * "overflow" in previous calculations of a direction). 2361 * "overflow" in previous calculations of a direction).
2396 */ 2362 */
2397 2363
2364int
2398int absdir(int d) { 2365absdir (int d)
2399 while(d<1) d+=8; 2366{
2400 while(d>8) d-=8; 2367 while (d < 1)
2368 d += 8;
2369 while (d > 8)
2370 d -= 8;
2401 return d; 2371 return d;
2402} 2372}
2403 2373
2404/* 2374/*
2405 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2375 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2406 * between two directions (which are expected to be absolute (see absdir()) 2376 * between two directions (which are expected to be absolute (see absdir())
2407 */ 2377 */
2408 2378
2379int
2409int dirdiff(int dir1, int dir2) { 2380dirdiff (int dir1, int dir2)
2381{
2410 int d; 2382 int
2383 d;
2384
2411 d = abs(dir1 - dir2); 2385 d = abs (dir1 - dir2);
2412 if(d>4) 2386 if (d > 4)
2413 d = 8 - d; 2387 d = 8 - d;
2414 return d; 2388 return d;
2415} 2389}
2416 2390
2417/* peterm: 2391/* peterm:
2422 * direction 4, 14, or 16 to get back to where we are. 2396 * 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 2397 * Moved from spell_util.c to object.c with the other related direction
2424 * functions. 2398 * functions.
2425 */ 2399 */
2426 2400
2401int
2427int reduction_dir[SIZEOFFREE][3] = { 2402 reduction_dir[SIZEOFFREE][3] = {
2428 {0,0,0}, /* 0 */ 2403 {0, 0, 0}, /* 0 */
2429 {0,0,0}, /* 1 */ 2404 {0, 0, 0}, /* 1 */
2430 {0,0,0}, /* 2 */ 2405 {0, 0, 0}, /* 2 */
2431 {0,0,0}, /* 3 */ 2406 {0, 0, 0}, /* 3 */
2432 {0,0,0}, /* 4 */ 2407 {0, 0, 0}, /* 4 */
2433 {0,0,0}, /* 5 */ 2408 {0, 0, 0}, /* 5 */
2434 {0,0,0}, /* 6 */ 2409 {0, 0, 0}, /* 6 */
2435 {0,0,0}, /* 7 */ 2410 {0, 0, 0}, /* 7 */
2436 {0,0,0}, /* 8 */ 2411 {0, 0, 0}, /* 8 */
2437 {8,1,2}, /* 9 */ 2412 {8, 1, 2}, /* 9 */
2438 {1,2,-1}, /* 10 */ 2413 {1, 2, -1}, /* 10 */
2439 {2,10,12}, /* 11 */ 2414 {2, 10, 12}, /* 11 */
2440 {2,3,-1}, /* 12 */ 2415 {2, 3, -1}, /* 12 */
2441 {2,3,4}, /* 13 */ 2416 {2, 3, 4}, /* 13 */
2442 {3,4,-1}, /* 14 */ 2417 {3, 4, -1}, /* 14 */
2443 {4,14,16}, /* 15 */ 2418 {4, 14, 16}, /* 15 */
2444 {5,4,-1}, /* 16 */ 2419 {5, 4, -1}, /* 16 */
2445 {4,5,6}, /* 17 */ 2420 {4, 5, 6}, /* 17 */
2446 {6,5,-1}, /* 18 */ 2421 {6, 5, -1}, /* 18 */
2447 {6,20,18}, /* 19 */ 2422 {6, 20, 18}, /* 19 */
2448 {7,6,-1}, /* 20 */ 2423 {7, 6, -1}, /* 20 */
2449 {6,7,8}, /* 21 */ 2424 {6, 7, 8}, /* 21 */
2450 {7,8,-1}, /* 22 */ 2425 {7, 8, -1}, /* 22 */
2451 {8,22,24}, /* 23 */ 2426 {8, 22, 24}, /* 23 */
2452 {8,1,-1}, /* 24 */ 2427 {8, 1, -1}, /* 24 */
2453 {24,9,10}, /* 25 */ 2428 {24, 9, 10}, /* 25 */
2454 {9,10,-1}, /* 26 */ 2429 {9, 10, -1}, /* 26 */
2455 {10,11,-1}, /* 27 */ 2430 {10, 11, -1}, /* 27 */
2456 {27,11,29}, /* 28 */ 2431 {27, 11, 29}, /* 28 */
2457 {11,12,-1}, /* 29 */ 2432 {11, 12, -1}, /* 29 */
2458 {12,13,-1}, /* 30 */ 2433 {12, 13, -1}, /* 30 */
2459 {12,13,14}, /* 31 */ 2434 {12, 13, 14}, /* 31 */
2460 {13,14,-1}, /* 32 */ 2435 {13, 14, -1}, /* 32 */
2461 {14,15,-1}, /* 33 */ 2436 {14, 15, -1}, /* 33 */
2462 {33,15,35}, /* 34 */ 2437 {33, 15, 35}, /* 34 */
2463 {16,15,-1}, /* 35 */ 2438 {16, 15, -1}, /* 35 */
2464 {17,16,-1}, /* 36 */ 2439 {17, 16, -1}, /* 36 */
2465 {18,17,16}, /* 37 */ 2440 {18, 17, 16}, /* 37 */
2466 {18,17,-1}, /* 38 */ 2441 {18, 17, -1}, /* 38 */
2467 {18,19,-1}, /* 39 */ 2442 {18, 19, -1}, /* 39 */
2468 {41,19,39}, /* 40 */ 2443 {41, 19, 39}, /* 40 */
2469 {19,20,-1}, /* 41 */ 2444 {19, 20, -1}, /* 41 */
2470 {20,21,-1}, /* 42 */ 2445 {20, 21, -1}, /* 42 */
2471 {20,21,22}, /* 43 */ 2446 {20, 21, 22}, /* 43 */
2472 {21,22,-1}, /* 44 */ 2447 {21, 22, -1}, /* 44 */
2473 {23,22,-1}, /* 45 */ 2448 {23, 22, -1}, /* 45 */
2474 {45,47,23}, /* 46 */ 2449 {45, 47, 23}, /* 46 */
2475 {23,24,-1}, /* 47 */ 2450 {23, 24, -1}, /* 47 */
2476 {24,9,-1}}; /* 48 */ 2451 {24, 9, -1}
2452}; /* 48 */
2477 2453
2478/* Recursive routine to step back and see if we can 2454/* Recursive routine to step back and see if we can
2479 * find a path to that monster that we found. If not, 2455 * find a path to that monster that we found. If not,
2480 * we don't bother going toward it. Returns 1 if we 2456 * we don't bother going toward it. Returns 1 if we
2481 * can see a direct way to get it 2457 * can see a direct way to get it
2482 * Modified to be map tile aware -.MSW 2458 * Modified to be map tile aware -.MSW
2483 */ 2459 */
2484
2485 2460
2461
2462int
2486int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2463can_see_monsterP (maptile *m, int x, int y, int dir)
2464{
2487 sint16 dx, dy; 2465 sint16 dx, dy;
2466 int
2488 int mflags; 2467 mflags;
2489 2468
2469 if (dir < 0)
2490 if(dir<0) return 0; /* exit condition: invalid direction */ 2470 return 0; /* exit condition: invalid direction */
2491 2471
2492 dx = x + freearr_x[dir]; 2472 dx = x + freearr_x[dir];
2493 dy = y + freearr_y[dir]; 2473 dy = y + freearr_y[dir];
2494 2474
2495 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2475 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2496 2476
2497 /* This functional arguably was incorrect before - it was 2477 /* This functional arguably was incorrect before - it was
2498 * checking for P_WALL - that was basically seeing if 2478 * checking for P_WALL - that was basically seeing if
2499 * we could move to the monster - this is being more 2479 * we could move to the monster - this is being more
2500 * literal on if we can see it. To know if we can actually 2480 * 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 2481 * move to the monster, we'd need the monster passed in or
2502 * at least its move type. 2482 * at least its move type.
2503 */ 2483 */
2504 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2484 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2485 return 0;
2505 2486
2506 /* yes, can see. */ 2487 /* yes, can see. */
2507 if(dir < 9) return 1; 2488 if (dir < 9)
2489 return 1;
2508 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2490 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2509 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2491 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} 2492}
2512 2493
2513 2494
2514 2495
2515/* 2496/*
2516 * can_pick(picker, item): finds out if an object is possible to be 2497 * 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 2498 * picked up by the picker. Returnes 1 if it can be
2518 * picked up, otherwise 0. 2499 * picked up, otherwise 0.
2519 * 2500 *
2521 * core dumps if they do. 2502 * core dumps if they do.
2522 * 2503 *
2523 * Add a check so we can't pick up invisible objects (0.93.8) 2504 * Add a check so we can't pick up invisible objects (0.93.8)
2524 */ 2505 */
2525 2506
2507int
2526int can_pick(const object *who, const object *item) { 2508can_pick (const object *who, const object *item)
2509{
2527 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2510 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2528 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2511 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2529 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2512 !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} 2513}
2532 2514
2533 2515
2534/* 2516/*
2535 * create clone from object to another 2517 * create clone from object to another
2536 */ 2518 */
2519object *
2537object *object_create_clone (object *asrc) { 2520object_create_clone (object *asrc)
2521{
2538 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2522 object *dst = 0, *tmp, *src, *part, *prev, *item;
2539 2523
2540 if(!asrc) return NULL; 2524 if (!asrc)
2525 return 0;
2526
2541 src = asrc; 2527 src = asrc;
2542 if(src->head) 2528 if (src->head)
2543 src = src->head; 2529 src = src->head;
2544 2530
2545 prev = NULL; 2531 prev = 0;
2546 for(part = src; part; part = part->more) { 2532 for (part = src; part; part = part->more)
2547 tmp = get_object(); 2533 {
2548 copy_object(part,tmp); 2534 tmp = part->clone ();
2549 tmp->x -= src->x; 2535 tmp->x -= src->x;
2550 tmp->y -= src->y; 2536 tmp->y -= src->y;
2537
2551 if(!part->head) { 2538 if (!part->head)
2539 {
2552 dst = tmp; 2540 dst = tmp;
2553 tmp->head = NULL; 2541 tmp->head = 0;
2542 }
2554 } else { 2543 else
2544 {
2555 tmp->head = dst; 2545 tmp->head = dst;
2556 } 2546 }
2547
2557 tmp->more = NULL; 2548 tmp->more = 0;
2549
2558 if(prev) 2550 if (prev)
2559 prev->more = tmp; 2551 prev->more = tmp;
2552
2560 prev = tmp; 2553 prev = tmp;
2561 } 2554 }
2562 /*** copy inventory ***/ 2555
2563 for(item = src->inv; item; item = item->below) { 2556 for (item = src->inv; item; item = item->below)
2564 (void) insert_ob_in_ob(object_create_clone(item),dst); 2557 insert_ob_in_ob (object_create_clone (item), dst);
2565 }
2566 2558
2567 return dst; 2559 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} 2560}
2577 2561
2578/* GROS - Creates an object using a string representing its content. */ 2562/* 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 */ 2563/* 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, */ 2564/* 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. */ 2565/* 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. */ 2566/* Remember not to use load_object_str in a time-critical situation. */
2583/* Also remember that multiparts objects are not supported for now. */ 2567/* Also remember that multiparts objects are not supported for now. */
2584 2568
2569object *
2585object* load_object_str(const char *obstr) 2570load_object_str (const char *obstr)
2586{ 2571{
2587 object *op; 2572 object *op;
2588 char filename[MAX_BUF]; 2573 char filename[MAX_BUF];
2574
2589 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2575 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2590 2576
2591 FILE *tempfile=fopen(filename,"w"); 2577 FILE *tempfile = fopen (filename, "w");
2578
2592 if (tempfile == NULL) 2579 if (tempfile == NULL)
2593 { 2580 {
2594 LOG(llevError,"Error - Unable to access load object temp file\n"); 2581 LOG (llevError, "Error - Unable to access load object temp file\n");
2595 return NULL; 2582 return NULL;
2596 }; 2583 }
2584
2597 fprintf(tempfile,obstr); 2585 fprintf (tempfile, obstr);
2598 fclose(tempfile); 2586 fclose (tempfile);
2599 2587
2600 op=get_object(); 2588 op = object::create ();
2601 2589
2602 object_thawer thawer (filename); 2590 object_thawer thawer (filename);
2591
2603 if (thawer) 2592 if (thawer)
2604 load_object(thawer,op,LO_NEWFILE,0); 2593 load_object (thawer, op, 0);
2594
2605 LOG(llevDebug," load str completed, object=%s\n",op->name); 2595 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2606 CLEAR_FLAG(op,FLAG_REMOVED); 2596 CLEAR_FLAG (op, FLAG_REMOVED);
2607 2597
2608 return op; 2598 return op;
2609} 2599}
2610 2600
2611/* This returns the first object in who's inventory that 2601/* This returns the first object in who's inventory that
2612 * has the same type and subtype match. 2602 * has the same type and subtype match.
2613 * returns NULL if no match. 2603 * returns NULL if no match.
2614 */ 2604 */
2605object *
2615object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2606find_obj_by_type_subtype (const object *who, int type, int subtype)
2616{ 2607{
2617 object *tmp; 2608 object *tmp;
2618 2609
2619 for (tmp=who->inv; tmp; tmp=tmp->below) 2610 for (tmp = who->inv; tmp; tmp = tmp->below)
2620 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2611 if (tmp->type == type && tmp->subtype == subtype)
2612 return tmp;
2621 2613
2622 return NULL; 2614 return NULL;
2623} 2615}
2624 2616
2625/* If ob has a field named key, return the link from the list, 2617/* If ob has a field named key, return the link from the list,
2626 * otherwise return NULL. 2618 * otherwise return NULL.
2627 * 2619 *
2628 * key must be a passed in shared string - otherwise, this won't 2620 * key must be a passed in shared string - otherwise, this won't
2629 * do the desired thing. 2621 * do the desired thing.
2630 */ 2622 */
2623key_value *
2631key_value * get_ob_key_link(const object * ob, const char * key) { 2624get_ob_key_link (const object *ob, const char *key)
2625{
2632 key_value * link; 2626 key_value *link;
2633 2627
2634 for (link = ob->key_values; link != NULL; link = link->next) { 2628 for (link = ob->key_values; link != NULL; link = link->next)
2635 if (link->key == key) { 2629 if (link->key == key)
2636 return link; 2630 return link;
2637 } 2631
2638 }
2639
2640 return NULL; 2632 return NULL;
2641} 2633}
2642 2634
2643/* 2635/*
2644 * Returns the value of op has an extra_field for key, or NULL. 2636 * Returns the value of op has an extra_field for key, or NULL.
2645 * 2637 *
2646 * The argument doesn't need to be a shared string. 2638 * The argument doesn't need to be a shared string.
2647 * 2639 *
2648 * The returned string is shared. 2640 * The returned string is shared.
2649 */ 2641 */
2642const char *
2650const char * get_ob_key_value(const object * op, const char * const key) { 2643get_ob_key_value (const object *op, const char *const key)
2644{
2651 key_value * link; 2645 key_value *link;
2652 const char * canonical_key; 2646 shstr_cmp canonical_key (key);
2647
2648 if (!canonical_key)
2653 2649 {
2654 canonical_key = find_string(key);
2655
2656 if (canonical_key == NULL) {
2657 /* 1. There being a field named key on any object 2650 /* 1. There being a field named key on any object
2658 * implies there'd be a shared string to find. 2651 * implies there'd be a shared string to find.
2659 * 2. Since there isn't, no object has this field. 2652 * 2. Since there isn't, no object has this field.
2660 * 3. Therefore, *this* object doesn't have this field. 2653 * 3. Therefore, *this* object doesn't have this field.
2661 */ 2654 */
2662 return NULL; 2655 return 0;
2663 } 2656 }
2664 2657
2665 /* This is copied from get_ob_key_link() above - 2658 /* This is copied from get_ob_key_link() above -
2666 * only 4 lines, and saves the function call overhead. 2659 * only 4 lines, and saves the function call overhead.
2667 */ 2660 */
2668 for (link = op->key_values; link != NULL; link = link->next) { 2661 for (link = op->key_values; link; link = link->next)
2669 if (link->key == canonical_key) { 2662 if (link->key == canonical_key)
2670 return link->value; 2663 return link->value;
2671 } 2664
2672 } 2665 return 0;
2673 return NULL;
2674} 2666}
2675 2667
2676 2668
2677/* 2669/*
2678 * Updates the canonical_key in op to value. 2670 * 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 2674 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2683 * keys. 2675 * keys.
2684 * 2676 *
2685 * Returns TRUE on success. 2677 * Returns TRUE on success.
2686 */ 2678 */
2679int
2687int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) { 2680set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2681{
2682 key_value *
2688 key_value * field = NULL, *last=NULL; 2683 field = NULL, *last = NULL;
2689 2684
2690 for (field=op->key_values; field != NULL; field=field->next) { 2685 for (field = op->key_values; field != NULL; field = field->next)
2686 {
2691 if (field->key != canonical_key) { 2687 if (field->key != canonical_key)
2688 {
2692 last = field; 2689 last = field;
2693 continue; 2690 continue;
2694 } 2691 }
2695 2692
2696 if (field->value) FREE_AND_CLEAR_STR(field->value);
2697 if (value) 2693 if (value)
2698 field->value = add_string(value); 2694 field->value = value;
2699 else { 2695 else
2696 {
2700 /* Basically, if the archetype has this key set, 2697 /* Basically, if the archetype has this key set,
2701 * we need to store the null value so when we save 2698 * we need to store the null value so when we save
2702 * it, we save the empty value so that when we load, 2699 * it, we save the empty value so that when we load,
2703 * we get this value back again. 2700 * we get this value back again.
2704 */ 2701 */
2705 if (get_ob_key_link(&op->arch->clone, canonical_key)) 2702 if (get_ob_key_link (&op->arch->clone, canonical_key))
2706 field->value = NULL; 2703 field->value = 0;
2707 else { 2704 else
2708 /* Delete this link */ 2705 {
2709 if (field->key) FREE_AND_CLEAR_STR(field->key); 2706 if (last)
2710 if (field->value) FREE_AND_CLEAR_STR(field->value);
2711 if (last) last->next = field->next; 2707 last->next = field->next;
2708 else
2712 else op->key_values = field->next; 2709 op->key_values = field->next;
2710
2713 free(field); 2711 delete field;
2714 } 2712 }
2715 } 2713 }
2716 return TRUE; 2714 return TRUE;
2717 } 2715 }
2718 /* IF we get here, key doesn't exist */ 2716 /* IF we get here, key doesn't exist */
2719 2717
2720 /* No field, we'll have to add it. */ 2718 /* No field, we'll have to add it. */
2719
2720 if (!add_key)
2721 2721 {
2722 if (!add_key) {
2723 return FALSE; 2722 return FALSE;
2724 } 2723 }
2725 /* There isn't any good reason to store a null 2724 /* There isn't any good reason to store a null
2726 * value in the key/value list. If the archetype has 2725 * value in the key/value list. If the archetype has
2727 * this key, then we should also have it, so shouldn't 2726 * this key, then we should also have it, so shouldn't
2728 * be here. If user wants to store empty strings, 2727 * be here. If user wants to store empty strings,
2729 * should pass in "" 2728 * should pass in ""
2730 */ 2729 */
2731 if (value == NULL) return TRUE; 2730 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; 2731 return TRUE;
2732
2733 field = new key_value;
2734
2735 field->key = canonical_key;
2736 field->value = value;
2737 /* Usual prepend-addition. */
2738 field->next = op->key_values;
2739 op->key_values = field;
2740
2741 return TRUE;
2742} 2742}
2743 2743
2744/* 2744/*
2745 * Updates the key in op to value. 2745 * Updates the key in op to value.
2746 * 2746 *
2748 * and not add new ones. 2748 * and not add new ones.
2749 * In general, should be little reason FALSE is ever passed in for add_key 2749 * In general, should be little reason FALSE is ever passed in for add_key
2750 * 2750 *
2751 * Returns TRUE on success. 2751 * Returns TRUE on success.
2752 */ 2752 */
2753int
2753int set_ob_key_value(object * op, const char * key, const char * value, int add_key) { 2754set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2754 const char * canonical_key = NULL; 2755{
2755 int floating_ref = FALSE; 2756 shstr key_ (key);
2756 int ret; 2757
2758 return set_ob_key_value_s (op, key_, value, add_key);
2759}
2760
2761object::depth_iterator::depth_iterator (object *container)
2762: iterator_base (container)
2763{
2764 while (item->inv)
2765 item = item->inv;
2766}
2767
2768void
2769object::depth_iterator::next ()
2770{
2771 if (item->below)
2757 2772 {
2758 /* HACK This mess is to make sure set_ob_value() passes a shared string 2773 item = item->below;
2759 * to get_ob_key_link(), without leaving a leaked refcount. 2774
2760 */ 2775 while (item->inv)
2776 item = item->inv;
2761 2777 }
2762 canonical_key = find_string(key); 2778 else
2763 if (canonical_key == NULL) { 2779 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} 2780}
2781
2782// return a suitable string describing an objetc in enough detail to find it
2783const char *
2784object::debug_desc (char *info) const
2785{
2786 char info2[256 * 3];
2787 char *p = info;
2788
2789 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2790 count,
2791 &name,
2792 title ? " " : "",
2793 title ? (const char *)title : "");
2794
2795 if (env)
2796 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2797
2798 if (map)
2799 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2800
2801 return info;
2802}
2803
2804const char *
2805object::debug_desc () const
2806{
2807 static char info[256 * 3];
2808 return debug_desc (info);
2809}
2810

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