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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 1.76 by root, Thu Dec 21 01:33:49 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; 35#include <bitset>
36
44int nrofallocobjects = 0; 37int nrofallocobjects = 0;
45#undef OBJ_EXPAND 38static UUID uuid;
46#define OBJ_EXPAND 1 39const uint64 UUID_SKIP = 1<<19;
47#else
48object objarray[STARTMAX]; /* All objects, allocated this way at first */
49int nroffreeobjects = STARTMAX; /* How many OBs allocated and free (free) */
50int nrofallocobjects = STARTMAX; /* How many OBs allocated (free + used) */
51#endif
52 40
53object *objects; /* Pointer to the list of used objects */
54object *free_objects; /* Pointer to the list of unused objects */
55object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
56 42
57short freearr_x[SIZEOFFREE]= 43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
58 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
59 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
60short freearr_y[SIZEOFFREE]= 45};
61 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
62 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
63int maxfree[SIZEOFFREE]= 48};
64 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
65 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51};
66int freedir[SIZEOFFREE]= { 52int freedir[SIZEOFFREE] = {
67 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
68 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55};
69 56
57static void
58write_uuid (void)
59{
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76}
77
78static void
79read_uuid (void)
80{
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp);
113}
114
115UUID
116gen_uuid ()
117{
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126}
127
128void
129init_uuid ()
130{
131 read_uuid ();
132}
70 133
71/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int
72static int compare_ob_value_lists_one(const object * wants, const object * has) { 136compare_ob_value_lists_one (const object *wants, const object *has)
137{
73 key_value * wants_field; 138 key_value *wants_field;
74 139
75 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
76 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
77 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
78 */ 143 */
79 144
80 /* For each field in wants, */ 145 /* For each field in wants, */
81 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
147 {
82 key_value * has_field; 148 key_value *has_field;
83 149
84 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
85 has_field = get_ob_key_link(has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
86 154 {
87 if (has_field == NULL) {
88 /* No field with that name. */ 155 /* No field with that name. */
89 return FALSE; 156 return FALSE;
90 } 157 }
91 158
92 /* Found the matching field. */ 159 /* Found the matching field. */
93 if (has_field->value != wants_field->value) { 160 if (has_field->value != wants_field->value)
161 {
94 /* Values don't match, so this half of the comparison is false. */ 162 /* Values don't match, so this half of the comparison is false. */
95 return FALSE; 163 return FALSE;
96 } 164 }
97 165
98 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
99 }
100 167 }
168
101 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
102 return TRUE; 170 return TRUE;
103} 171}
104 172
105/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int
106static int compare_ob_value_lists(const object * ob1, const object * ob2) { 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{
107 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
108 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
109 */ 179 */
110 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
111} 181}
112 182
113/* Function examines the 2 objects given to it, and returns true if 183/* Function examines the 2 objects given to it, and returns true if
114 * they can be merged together. 184 * they can be merged together.
115 * 185 *
116 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
117 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
118 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
119 * 189 *
120 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
121 * 191 *
122 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
123 * check weight 193 * check weight
124 */ 194 */
125 195
126int CAN_MERGE(object *ob1, object *ob2) { 196bool object::can_merge_slow (object *ob1, object *ob2)
127 197{
128 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
129 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 199 if (ob1 == ob2
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
204 return 0;
130 205
131 if (ob1->speed != ob2->speed) return 0; 206 //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 207 /* 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 208 * value could not be stored in a sint32 (which unfortunately sometimes is
134 * check? 209 * used to store nrof).
135 */ 210 */
136 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
212 return 0;
213
214 /* If the objects have been identified, set the BEEN_APPLIED flag.
215 * This is to the comparison of the flags below will be OK. We
216 * just can't ignore the been applied or identified flags, as they
217 * are not equal - just if it has been identified, the been_applied
218 * flags lose any meaning.
219 */
220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225
226 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
227 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name
229 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
234 || ob1->attacktype != ob2->attacktype
235 || ob1->magic != ob2->magic
236 || ob1->slaying != ob2->slaying
237 || ob1->skill != ob2->skill
238 || ob1->value != ob2->value
239 || ob1->animation_id != ob2->animation_id
240 || ob1->client_type != ob2->client_type
241 || ob1->materialname != ob2->materialname
242 || ob1->lore != ob2->lore
243 || ob1->subtype != ob2->subtype
244 || ob1->move_type != ob2->move_type
245 || ob1->move_block != ob2->move_block
246 || ob1->move_allow != ob2->move_allow
247 || ob1->move_on != ob2->move_on
248 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
251 return 0;
252
253 /* This is really a spellbook check - really, we should
254 * check all objects in the inventory.
255 */
256 if (ob1->inv || ob2->inv)
257 {
258 /* if one object has inventory but the other doesn't, not equiv */
259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
137 return 0; 260 return 0;
138 261
139 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 262 /* Now check to see if the two inventory objects could merge */
140 * value could not be stored in a sint32 (which unfortunately sometimes is 263 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; 264 return 0;
145 265
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 266 /* inventory ok - still need to check rest of this object to see
157 * if it is valid. 267 * if it is valid.
158 */ 268 */
159 } 269 }
160 270
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, 271 /* 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 272 * 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. 273 * some items equipped, and we don't want those to merge.
212 */ 274 */
213 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 275 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
276 return 0;
277
278 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster
280 * check?
281 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
283 return 0;
284
285 switch (ob1->type)
286 {
287 case SCROLL:
288 if (ob1->level != ob2->level)
289 return 0;
290 break;
291 }
292
293 if (ob1->key_values != NULL || ob2->key_values != NULL)
294 {
295 /* At least one of these has key_values. */
296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
297 /* One has fields, but the other one doesn't. */
214 return 0; 298 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)) { 299 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 300 return 0;
229 } 301 }
302
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self)
230 } 305 {
306 ob1->optimise ();
307 ob2->optimise ();
231 308
309 if (ob1->self || ob2->self)
310 return 0;
311 }
312
232 /* Everything passes, must be OK. */ 313 /* Everything passes, must be OK. */
233 return 1; 314 return 1;
234} 315}
235 316
236/* 317/*
237 * sum_weight() is a recursive function which calculates the weight 318 * sum_weight() is a recursive function which calculates the weight
238 * an object is carrying. It goes through in figures out how much 319 * an object is carrying. It goes through in figures out how much
239 * containers are carrying, and sums it up. 320 * containers are carrying, and sums it up.
240 */ 321 */
241signed long sum_weight(object *op) { 322long
323sum_weight (object *op)
324{
242 signed long sum; 325 long sum;
243 object *inv; 326 object *inv;
327
244 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
329 {
245 if (inv->inv) 330 if (inv->inv)
246 sum_weight(inv); 331 sum_weight (inv);
247 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
248 } 333 }
334
249 if (op->type == CONTAINER && op->stats.Str) 335 if (op->type == CONTAINER && op->stats.Str)
250 sum = (sum * (100 - op->stats.Str))/100; 336 sum = (sum * (100 - op->stats.Str)) / 100;
337
251 if(op->carrying != sum) 338 if (op->carrying != sum)
252 op->carrying = sum; 339 op->carrying = sum;
340
253 return sum; 341 return sum;
254} 342}
255 343
256/** 344/**
257 * Return the outermost environment object for a given object. 345 * Return the outermost environment object for a given object.
258 */ 346 */
259 347
348object *
260object *object_get_env_recursive (object *op) { 349object_get_env_recursive (object *op)
350{
261 while (op->env != NULL) 351 while (op->env != NULL)
262 op = op->env; 352 op = op->env;
263 return op; 353 return op;
264}
265
266/*
267 * 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
269 * or find a player.
270 */
271
272object *is_player_inv (object *op) {
273 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
274 if (op->env==op)
275 op->env = NULL;
276 return op;
277} 354}
278 355
279/* 356/*
280 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
281 * Some error messages. 358 * Some error messages.
282 * The result of the dump is stored in the static global errmsg array. 359 * The result of the dump is stored in the static global errmsg array.
283 */ 360 */
284 361
285void dump_object2(object *op) { 362char *
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) { 363dump_object (object *op)
332 if(op==NULL) { 364{
333 strcpy(errmsg,"[NULL pointer]"); 365 if (!op)
334 return; 366 return strdup ("[NULLOBJ]");
335 }
336 errmsg[0]='\0';
337 dump_object2(op);
338}
339 367
340void dump_all_objects(void) { 368 object_freezer freezer;
341 object *op; 369 save_object (freezer, op, 3);
342 for(op=objects;op!=NULL;op=op->next) { 370 return freezer.as_string ();
343 dump_object(op);
344 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
345 }
346} 371}
347 372
348/* 373/*
349 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
350 * multi-object 1 which is closest to the second object. 375 * multi-object 1 which is closest to the second object.
351 * If it's not a multi-object, it is returned. 376 * If it's not a multi-object, it is returned.
352 */ 377 */
353 378
379object *
354object *get_nearest_part(object *op, const object *pl) { 380get_nearest_part (object *op, const object *pl)
381{
355 object *tmp,*closest; 382 object *tmp, *closest;
356 int last_dist,i; 383 int last_dist, i;
384
357 if(op->more==NULL) 385 if (op->more == NULL)
358 return op; 386 return op;
359 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 387 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
360 if((i=distance(tmp,pl))<last_dist) 388 if ((i = distance (tmp, pl)) < last_dist)
361 closest=tmp,last_dist=i; 389 closest = tmp, last_dist = i;
362 return closest; 390 return closest;
363} 391}
364 392
365/* 393/*
366 * Returns the object which has the count-variable equal to the argument. 394 * Returns the object which has the count-variable equal to the argument.
367 */ 395 */
368 396
397object *
369object *find_object(tag_t i) { 398find_object (tag_t i)
370 object *op; 399{
371 for(op=objects;op!=NULL;op=op->next) 400 for (object *op = object::first; op; op = op->next)
372 if(op->count==i) 401 if (op->count == i)
373 break; 402 return op;
403
374 return op; 404 return 0;
375} 405}
376 406
377/* 407/*
378 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
379 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
380 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
381 */ 411 */
382 412
413object *
383object *find_object_name(const char *str) { 414find_object_name (const char *str)
384 const char *name=add_string(str); 415{
416 shstr_cmp str_ (str);
385 object *op; 417 object *op;
418
386 for(op=objects;op!=NULL;op=op->next) 419 for (op = object::first; op != NULL; op = op->next)
387 if(op->name==name) 420 if (op->name == str_)
388 break; 421 break;
389 free_string(name); 422
390 return op; 423 return op;
391} 424}
392 425
426void
393void free_all_object_data(void) { 427free_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{ 428{
435 if (!op) return; 429 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} 430}
443
444
445 431
446/* 432/*
447 * Sets the owner and sets the skill and exp pointers to owner's current 433 * Sets the owner and sets the skill and exp pointers to owner's current
448 * skill and experience objects. 434 * skill and experience objects.
449 */ 435 */
450void set_owner (object *op, object *owner) 436void
437object::set_owner (object *owner)
451{ 438{
452 if(owner==NULL||op==NULL) 439 if (!owner)
453 return; 440 return;
454 441
455 /* next line added to allow objects which own objects */ 442 /* next line added to allow objects which own objects */
456 /* Add a check for ownercounts in here, as I got into an endless loop 443 /* 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 444 * with the fireball owning a poison cloud which then owned the
458 * fireball. I believe that was caused by one of the objects getting 445 * fireball. I believe that was caused by one of the objects getting
459 * freed and then another object replacing it. Since the ownercounts 446 * 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. 447 * didn't match, this check is valid and I believe that cause is valid.
461 */ 448 */
462 while (owner->owner && owner!=owner->owner && 449 while (owner->owner)
463 owner->ownercount==owner->owner->count) owner=owner->owner; 450 owner = owner->owner;
464 451
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; 452 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} 453}
518 454
519/* Zero the key_values on op, decrementing the shared-string 455/* Zero the key_values on op, decrementing the shared-string
520 * refcounts and freeing the links. 456 * refcounts and freeing the links.
521 */ 457 */
458static void
522static void free_key_values(object * op) { 459free_key_values (object *op)
523 key_value * i; 460{
524 key_value * next = NULL; 461 for (key_value *i = op->key_values; i != 0;)
525 462 {
526 if (op->key_values == NULL) return; 463 key_value *next = i->next;
464 delete i;
465
466 i = next;
527 467 }
528 for (i = op->key_values; i != NULL; i = next) { 468
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; 469 op->key_values = 0;
539} 470}
540 471
472void object::clear ()
473{
474 attachable_base::clear ();
541 475
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); 476 free_key_values (this);
570 477
571 /* the memset will clear all these values for us, but we need 478 owner = 0;
572 * to reduce the refcount on them. 479 name = 0;
573 */ 480 name_pl = 0;
574 if (op->name!=NULL) FREE_AND_CLEAR_STR(op->name); 481 title = 0;
575 if (op->name_pl!=NULL) FREE_AND_CLEAR_STR(op->name_pl); 482 race = 0;
576 if (op->title != NULL) FREE_AND_CLEAR_STR(op->title); 483 slaying = 0;
577 if (op->race!=NULL) FREE_AND_CLEAR_STR(op->race); 484 skill = 0;
578 if (op->slaying!=NULL) FREE_AND_CLEAR_STR(op->slaying); 485 msg = 0;
579 if (op->skill!=NULL) FREE_AND_CLEAR_STR(op->skill); 486 lore = 0;
580 if (op->msg!=NULL) FREE_AND_CLEAR_STR(op->msg); 487 custom_name = 0;
581 if (op->lore!=NULL) FREE_AND_CLEAR_STR(op->lore); 488 materialname = 0;
582 if (op->materialname!= NULL) FREE_AND_CLEAR_STR(op->materialname); 489 contr = 0;
490 below = 0;
491 above = 0;
492 inv = 0;
493 container = 0;
494 env = 0;
495 more = 0;
496 head = 0;
497 map = 0;
498 active_next = 0;
499 active_prev = 0;
583 500
501 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
584 502
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); 503 SET_FLAG (this, FLAG_REMOVED);
591 504
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 */ 505 /* What is not cleared is next, prev, and count */
607 506
608 op->expmul=1.0; 507 expmul = 1.0;
609 op->face = blank_face; 508 face = blank_face;
610 op->attacked_by_count = (tag_t) -1; 509
611 if (settings.casting_time) 510 if (settings.casting_time)
612 op->casting_time = -1; 511 casting_time = -1;
613
614} 512}
615 513
616/* 514/*
617 * copy object first frees everything allocated by the second object, 515 * copy_to first frees everything allocated by the dst object,
618 * and then copies the contends of the first object into the second 516 * and then copies the contents of itself into the second
619 * object, allocating what needs to be allocated. Basically, any 517 * object, allocating what needs to be allocated. Basically, any
620 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 518 * 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 519 * if the first object is freed, the pointers in the new object
622 * will point at garbage. 520 * will point at garbage.
623 */ 521 */
522void
523object::copy_to (object *dst)
524{
525 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
526 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
624 527
625void copy_object(object *op2, object *op) { 528 *(object_copy *)dst = *this;
626 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED); 529 *(object_pod *)dst = *this;
627 event *evt, *evt2, *evt_new;
628 530
629 op->clear (); 531 if (self || cb)
532 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
630 533
631 /* Decrement the refcounts, but don't bother zeroing the fields; 534 if (is_freed)
632 they'll be overwritten by memcpy. */ 535 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);
643 536
644 /* Basically, same code as from clear_object() */ 537 if (is_removed)
645 for (evt = op->events; evt; evt=evt2) { 538 SET_FLAG (dst, FLAG_REMOVED);
646 evt2 = evt->next;
647 539
648 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook); 540 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; 541 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
676 542
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. */ 543 /* Copy over key_values, if any. */
699 if (op2->key_values != NULL) { 544 if (key_values)
545 {
700 key_value * tail = NULL; 546 key_value *tail = 0;
701 key_value * i; 547 key_value *i;
702 548
703 op->key_values = NULL; 549 dst->key_values = 0;
704 550
705 for (i = op2->key_values; i != NULL; i = i->next) { 551 for (i = key_values; i; i = i->next)
706 key_value * new_link = (key_value *) malloc(sizeof(key_value)); 552 {
553 key_value *new_link = new key_value;
707 554
708 new_link->next = NULL; 555 new_link->next = 0;
709 new_link->key = add_refcount(i->key); 556 new_link->key = i->key;
710 if (i->value)
711 new_link->value = add_refcount(i->value); 557 new_link->value = i->value;
712 else
713 new_link->value = NULL;
714 558
715 /* Try and be clever here, too. */ 559 /* Try and be clever here, too. */
716 if (op->key_values == NULL) { 560 if (!dst->key_values)
561 {
717 op->key_values = new_link; 562 dst->key_values = new_link;
718 tail = new_link; 563 tail = new_link;
564 }
719 } else { 565 else
566 {
720 tail->next = new_link; 567 tail->next = new_link;
721 tail = new_link; 568 tail = new_link;
722 } 569 }
723 } 570 }
724 } 571 }
725 572
726 update_ob_speed(op); 573 update_ob_speed (dst);
727} 574}
728 575
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; 576object *
770 577object::clone ()
771 if(free_objects==NULL) { 578{
772 expand_objects(); 579 object *neu = create ();
773 } 580 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; 581 return neu;
812} 582}
813 583
814/* 584/*
815 * If an object with the IS_TURNABLE() flag needs to be turned due 585 * 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 586 * 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. 587 * be called to update the face variable, _and_ how it looks on the map.
818 */ 588 */
819 589
590void
820void update_turn_face(object *op) { 591update_turn_face (object *op)
592{
821 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 593 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
822 return; 594 return;
823 SET_ANIMATION(op, op->direction); 595 SET_ANIMATION (op, op->direction);
824 update_object(op,UP_OBJ_FACE); 596 update_object (op, UP_OBJ_FACE);
825} 597}
826 598
827/* 599/*
828 * Updates the speed of an object. If the speed changes from 0 to another 600 * 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. 601 * 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. 602 * This function needs to be called whenever the speed of an object changes.
831 */ 603 */
832 604void
833void update_ob_speed(object *op) { 605update_ob_speed (object *op)
606{
834 extern int arch_init; 607 extern int arch_init;
835 608
836 /* No reason putting the archetypes objects on the speed list, 609 /* No reason putting the archetypes objects on the speed list,
837 * since they never really need to be updated. 610 * since they never really need to be updated.
838 */ 611 */
839 612
840 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 613 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
614 {
841 LOG(llevError,"Object %s is freed but has speed.\n", op->name); 615 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
842#ifdef MANY_CORES 616#ifdef MANY_CORES
843 abort(); 617 abort ();
844#else 618#else
845 op->speed = 0; 619 op->speed = 0;
846#endif 620#endif
847 } 621 }
622
848 if (arch_init) { 623 if (arch_init)
624 return;
625
626 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
627 {
628 /* If already on active list, don't do anything */
629 if (op->active_next || op->active_prev || op == active_objects)
849 return; 630 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;
855 631
856 /* process_events() expects us to insert the object at the beginning 632 /* process_events() expects us to insert the object at the beginning
857 * of the list. */ 633 * of the list. */
858 op->active_next = active_objects; 634 op->active_next = active_objects;
635
859 if (op->active_next!=NULL) 636 if (op->active_next != NULL)
860 op->active_next->active_prev = op; 637 op->active_next->active_prev = op;
638
861 active_objects = op; 639 active_objects = op;
640 }
641 else
862 } 642 {
863 else {
864 /* If not on the active list, nothing needs to be done */ 643 /* If not on the active list, nothing needs to be done */
865 if (!op->active_next && !op->active_prev && op!=active_objects) 644 if (!op->active_next && !op->active_prev && op != active_objects)
866 return; 645 return;
867 646
868 if (op->active_prev==NULL) { 647 if (op->active_prev == NULL)
648 {
869 active_objects = op->active_next; 649 active_objects = op->active_next;
650
870 if (op->active_next!=NULL) 651 if (op->active_next != NULL)
871 op->active_next->active_prev = NULL; 652 op->active_next->active_prev = NULL;
872 } 653 }
873 else { 654 else
655 {
874 op->active_prev->active_next = op->active_next; 656 op->active_prev->active_next = op->active_next;
657
875 if (op->active_next) 658 if (op->active_next)
876 op->active_next->active_prev = op->active_prev; 659 op->active_next->active_prev = op->active_prev;
877 } 660 }
661
878 op->active_next = NULL; 662 op->active_next = NULL;
879 op->active_prev = NULL; 663 op->active_prev = NULL;
880 } 664 }
881} 665}
882 666
883/* This function removes object 'op' from the list of active 667/* This function removes object 'op' from the list of active
884 * objects. 668 * objects.
886 * reference maps where you don't want an object that isn't 670 * reference maps where you don't want an object that isn't
887 * in play chewing up cpu time getting processed. 671 * in play chewing up cpu time getting processed.
888 * The reverse of this is to call update_ob_speed, which 672 * The reverse of this is to call update_ob_speed, which
889 * will do the right thing based on the speed of the object. 673 * will do the right thing based on the speed of the object.
890 */ 674 */
675void
891void remove_from_active_list(object *op) 676remove_from_active_list (object *op)
892{ 677{
893 /* If not on the active list, nothing needs to be done */ 678 /* If not on the active list, nothing needs to be done */
894 if (!op->active_next && !op->active_prev && op!=active_objects) 679 if (!op->active_next && !op->active_prev && op != active_objects)
895 return; 680 return;
896 681
897 if (op->active_prev==NULL) { 682 if (op->active_prev == NULL)
683 {
898 active_objects = op->active_next; 684 active_objects = op->active_next;
899 if (op->active_next!=NULL) 685 if (op->active_next != NULL)
900 op->active_next->active_prev = NULL; 686 op->active_next->active_prev = NULL;
687 }
688 else
901 } 689 {
902 else {
903 op->active_prev->active_next = op->active_next; 690 op->active_prev->active_next = op->active_next;
904 if (op->active_next) 691 if (op->active_next)
905 op->active_next->active_prev = op->active_prev; 692 op->active_next->active_prev = op->active_prev;
906 } 693 }
907 op->active_next = NULL; 694 op->active_next = NULL;
908 op->active_prev = NULL; 695 op->active_prev = NULL;
909} 696}
910 697
911/* 698/*
912 * update_object() updates the array which represents the map. 699 * update_object() updates the the map.
913 * It takes into account invisible objects (and represent squares covered 700 * It takes into account invisible objects (and represent squares covered
914 * by invisible objects by whatever is below them (unless it's another 701 * by invisible objects by whatever is below them (unless it's another
915 * invisible object, etc...) 702 * invisible object, etc...)
916 * If the object being updated is beneath a player, the look-window 703 * If the object being updated is beneath a player, the look-window
917 * of that player is updated (this might be a suboptimal way of 704 * of that player is updated (this might be a suboptimal way of
918 * updating that window, though, since update_object() is called _often_) 705 * updating that window, though, since update_object() is called _often_)
919 * 706 *
920 * action is a hint of what the caller believes need to be done. 707 * action is a hint of what the caller believes need to be done.
921 * For example, if the only thing that has changed is the face (due to
922 * an animation), we don't need to call update_position until that actually
923 * comes into view of a player. OTOH, many other things, like addition/removal
924 * of walls or living creatures may need us to update the flags now.
925 * current action are: 708 * current action are:
926 * UP_OBJ_INSERT: op was inserted 709 * UP_OBJ_INSERT: op was inserted
927 * UP_OBJ_REMOVE: op was removed 710 * UP_OBJ_REMOVE: op was removed
928 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 711 * 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. 712 * as that is easier than trying to look at what may have changed.
930 * UP_OBJ_FACE: only the objects face has changed. 713 * UP_OBJ_FACE: only the objects face has changed.
931 */ 714 */
932 715void
933void update_object(object *op, int action) { 716update_object (object *op, int action)
934 int update_now=0, flags; 717{
935 MoveType move_on, move_off, move_block, move_slow; 718 MoveType move_on, move_off, move_block, move_slow;
936 719
937 if (op == NULL) { 720 if (op == NULL)
721 {
938 /* this should never happen */ 722 /* this should never happen */
939 LOG(llevDebug,"update_object() called for NULL object.\n"); 723 LOG (llevDebug, "update_object() called for NULL object.\n");
940 return; 724 return;
941 }
942 725 }
943 if(op->env!=NULL) { 726
727 if (op->env)
728 {
944 /* Animation is currently handled by client, so nothing 729 /* Animation is currently handled by client, so nothing
945 * to do in this case. 730 * to do in this case.
946 */ 731 */
947 return; 732 return;
948 } 733 }
949 734
950 /* If the map is saving, don't do anything as everything is 735 /* If the map is saving, don't do anything as everything is
951 * going to get freed anyways. 736 * going to get freed anyways.
952 */ 737 */
953 if (!op->map || op->map->in_memory == MAP_SAVING) return; 738 if (!op->map || op->map->in_memory == MAP_SAVING)
954 739 return;
740
955 /* make sure the object is within map boundaries */ 741 /* make sure the object is within map boundaries */
956 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 742 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)) { 743 {
958 LOG(llevError,"update_object() called for object out of map!\n"); 744 LOG (llevError, "update_object() called for object out of map!\n");
959#ifdef MANY_CORES 745#ifdef MANY_CORES
960 abort(); 746 abort ();
961#endif 747#endif
962 return; 748 return;
963 }
964 749 }
965 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
966 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);
968 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);
970 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
971 750
751 mapspace &m = op->ms ();
752
753 if (m.flags_ & P_NEED_UPDATE)
754 /* nop */;
972 if (action == UP_OBJ_INSERT) { 755 else if (action == UP_OBJ_INSERT)
756 {
757 // this is likely overkill, TODO: revisit (schmorp)
973 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 758 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
974 update_now=1;
975
976 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 759 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
977 update_now=1; 760 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
978 761 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
762 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
979 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 763 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
980 update_now=1; 764 || (m.move_on | op->move_on ) != m.move_on
981
982 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
983 update_now=1;
984
985 if ((move_on | op->move_on) != move_on) update_now=1;
986 if ((move_off | op->move_off) != move_off) update_now=1; 765 || (m.move_off | op->move_off ) != m.move_off
766 || (m.move_slow | op->move_slow) != m.move_slow
987 /* This isn't perfect, but I don't expect a lot of objects to 767 /* This isn't perfect, but I don't expect a lot of objects to
988 * to have move_allow right now. 768 * to have move_allow right now.
989 */ 769 */
990 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 770 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
991 update_now=1; 771 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
992 if ((move_slow | op->move_slow) != move_slow) update_now=1; 772 m.flags_ = P_NEED_UPDATE;
993 } 773 }
994 /* if the object is being removed, we can't make intelligent 774 /* if the object is being removed, we can't make intelligent
995 * decisions, because remove_ob can't really pass the object 775 * decisions, because remove_ob can't really pass the object
996 * that is being removed. 776 * that is being removed.
997 */ 777 */
998 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 778 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
999 update_now=1; 779 m.flags_ = P_NEED_UPDATE;
1000 } else if (action == UP_OBJ_FACE) { 780 else if (action == UP_OBJ_FACE)
1001 /* Nothing to do for that case */ 781 /* Nothing to do for that case */ ;
1002 }
1003 else { 782 else
1004 LOG(llevError,"update_object called with invalid action: %d\n", action); 783 LOG (llevError, "update_object called with invalid action: %d\n", action);
1005 }
1006 784
1007 if (update_now) {
1008 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);
1010 }
1011
1012 if(op->more!=NULL) 785 if (op->more)
1013 update_object(op->more, action); 786 update_object (op->more, action);
1014} 787}
1015 788
789object::vector object::mortals;
790object::vector object::objects; // not yet used
791object *object::first;
792
793void object::free_mortals ()
794{
795 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
796 if ((*i)->refcnt)
797 ++i; // further delay freeing
798 else
799 {
800 delete *i;
801 mortals.erase (i);
802 }
803}
804
805object::object ()
806{
807 SET_FLAG (this, FLAG_REMOVED);
808
809 expmul = 1.0;
810 face = blank_face;
811}
812
813object::~object ()
814{
815 free_key_values (this);
816}
817
818void object::link ()
819{
820 count = ++ob_count;
821 uuid = gen_uuid ();
822
823 prev = 0;
824 next = object::first;
825
826 if (object::first)
827 object::first->prev = this;
828
829 object::first = this;
830}
831
832void object::unlink ()
833{
834 if (this == object::first)
835 object::first = next;
836
837 /* Remove this object from the list of used objects */
838 if (prev) prev->next = next;
839 if (next) next->prev = prev;
840
841 prev = 0;
842 next = 0;
843}
844
845object *object::create ()
846{
847 object *op = new object;
848 op->link ();
849 return op;
850}
1016 851
1017/* 852/*
1018 * free_object() frees everything allocated by an object, removes 853 * free_object() frees everything allocated by an object, removes
1019 * it from the list of used objects, and puts it on the list of 854 * 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. 855 * free objects. The IS_FREED() flag is set in the object.
1021 * The object must have been removed by remove_ob() first for 856 * The object must have been removed by remove_ob() first for
1022 * this function to succeed. 857 * this function to succeed.
1023 * 858 *
1024 * If free_inventory is set, free inventory as well. Else drop items in 859 * If destroy_inventory is set, free inventory as well. Else drop items in
1025 * inventory to the ground. 860 * inventory to the ground.
1026 */ 861 */
1027 862void object::destroy (bool destroy_inventory)
1028void free_object(object *ob) { 863{
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)) { 864 if (QUERY_FLAG (this, FLAG_FREED))
1048 dump_object(ob);
1049 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg);
1050 return; 865 return;
866
867 if (QUERY_FLAG (this, FLAG_FRIENDLY))
868 remove_friendly_object (this);
869
870 if (!QUERY_FLAG (this, FLAG_REMOVED))
871 remove ();
872
873 SET_FLAG (this, FLAG_FREED);
874
875 if (more)
1051 } 876 {
1052 if(ob->more!=NULL) { 877 more->destroy (destroy_inventory);
1053 free_object2(ob->more, free_inventory); 878 more = 0;
1054 ob->more=NULL; 879 }
880
881 if (inv)
1055 } 882 {
1056 if (ob->inv) {
1057 /* Only if the space blocks everything do we not process - 883 /* Only if the space blocks everything do we not process -
1058 * if some form of movemnt is allowed, let objects 884 * if some form of movement is allowed, let objects
1059 * drop on that space. 885 * drop on that space.
1060 */ 886 */
1061 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 887 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))
1063 { 888 {
1064 op=ob->inv; 889 object *op = inv;
890
1065 while(op!=NULL) { 891 while (op)
892 {
1066 tmp=op->below; 893 object *tmp = op->below;
1067 remove_ob(op); 894 op->destroy (destroy_inventory);
1068 free_object2(op, free_inventory);
1069 op=tmp; 895 op = tmp;
1070 } 896 }
1071 } 897 }
898 else
1072 else { /* Put objects in inventory onto this space */ 899 { /* Put objects in inventory onto this space */
1073 op=ob->inv; 900 object *op = inv;
901
1074 while(op!=NULL) { 902 while (op)
903 {
1075 tmp=op->below; 904 object *tmp = op->below;
905
1076 remove_ob(op); 906 op->remove ();
1077 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) || 907
1078 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 908 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1079 free_object(op); 909 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
910 op->destroy ();
1080 else { 911 else
912 {
1081 op->x=ob->x; 913 op->x = x;
1082 op->y=ob->y; 914 op->y = y;
1083 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */ 915 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1084 } 916 }
917
1085 op=tmp; 918 op = tmp;
1086 } 919 }
1087 } 920 }
1088 } 921 }
922
923 // hack to ensure that freed objects still have a valid map
924 {
925 static maptile *freed_map; // freed objects are moved here to avoid crashes
926
927 if (!freed_map)
928 {
929 freed_map = new maptile;
930
931 freed_map->name = "/internal/freed_objects_map";
932 freed_map->width = 3;
933 freed_map->height = 3;
934
935 freed_map->allocate ();
936 }
937
938 map = freed_map;
939 x = 1;
940 y = 1;
941 }
942
943 // clear those pointers that likely might have circular references to us
944 owner = 0;
945 enemy = 0;
946 attacked_by = 0;
947
948 // only relevant for players(?), but make sure of it anyways
949 contr = 0;
950
1089 /* Remove object from the active list */ 951 /* Remove object from the active list */
1090 ob->speed = 0; 952 speed = 0;
1091 update_ob_speed(ob); 953 update_ob_speed (this);
1092 954
1093 SET_FLAG(ob, FLAG_FREED); 955 unlink ();
1094 ob->count = 0;
1095 956
1096 /* Remove this object from the list of used objects */ 957 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} 958}
1181 959
1182/* 960/*
1183 * sub_weight() recursively (outwards) subtracts a number from the 961 * sub_weight() recursively (outwards) subtracts a number from the
1184 * weight of an object (and what is carried by it's environment(s)). 962 * weight of an object (and what is carried by it's environment(s)).
1185 */ 963 */
1186 964void
1187void sub_weight (object *op, signed long weight) { 965sub_weight (object *op, signed long weight)
966{
1188 while (op != NULL) { 967 while (op != NULL)
968 {
1189 if (op->type == CONTAINER) { 969 if (op->type == CONTAINER)
1190 weight=(signed long)(weight*(100-op->stats.Str)/100); 970 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1191 } 971
1192 op->carrying-=weight; 972 op->carrying -= weight;
1193 op = op->env; 973 op = op->env;
1194 } 974 }
1195} 975}
1196 976
1197/* remove_ob(op): 977/* op->remove ():
1198 * This function removes the object op from the linked list of objects 978 * 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 979 * which it is currently tied to. When this function is done, the
1200 * object will have no environment. If the object previously had an 980 * object will have no environment. If the object previously had an
1201 * environment, the x and y coordinates will be updated to 981 * environment, the x and y coordinates will be updated to
1202 * the previous environment. 982 * the previous environment.
1203 * Beware: This function is called from the editor as well! 983 * Beware: This function is called from the editor as well!
1204 */ 984 */
1205 985void
1206void remove_ob(object *op) { 986object::remove ()
987{
1207 object *tmp,*last=NULL; 988 object *tmp, *last = 0;
1208 object *otmp; 989 object *otmp;
1209 tag_t tag; 990
1210 int check_walk_off; 991 int check_walk_off;
1211 mapstruct *m;
1212 sint16 x,y;
1213
1214 992
1215 if(QUERY_FLAG(op,FLAG_REMOVED)) { 993 if (QUERY_FLAG (this, FLAG_REMOVED))
1216 dump_object(op); 994 return;
1217 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1218 995
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); 996 SET_FLAG (this, FLAG_REMOVED);
1235 997
998 if (more)
999 more->remove ();
1000
1236 /* 1001 /*
1237 * In this case, the object to be removed is in someones 1002 * In this case, the object to be removed is in someones
1238 * inventory. 1003 * inventory.
1239 */ 1004 */
1240 if(op->env!=NULL) { 1005 if (env)
1006 {
1241 if(op->nrof) 1007 if (nrof)
1242 sub_weight(op->env, op->weight*op->nrof); 1008 sub_weight (env, weight * nrof);
1243 else 1009 else
1244 sub_weight(op->env, op->weight+op->carrying); 1010 sub_weight (env, weight + carrying);
1245 1011
1246 /* NO_FIX_PLAYER is set when a great many changes are being 1012 /* NO_FIX_PLAYER is set when a great many changes are being
1247 * made to players inventory. If set, avoiding the call 1013 * made to players inventory. If set, avoiding the call
1248 * to save cpu time. 1014 * to save cpu time.
1249 */ 1015 */
1250 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1016 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1251 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1252 fix_player(otmp); 1017 fix_player (otmp);
1253 1018
1254 if(op->above!=NULL) 1019 if (above != NULL)
1255 op->above->below=op->below; 1020 above->below = below;
1256 else 1021 else
1257 op->env->inv=op->below; 1022 env->inv = below;
1258 1023
1259 if(op->below!=NULL) 1024 if (below != NULL)
1260 op->below->above=op->above; 1025 below->above = above;
1261 1026
1262 /* we set up values so that it could be inserted into 1027 /* we set up values so that it could be inserted into
1263 * the map, but we don't actually do that - it is up 1028 * the map, but we don't actually do that - it is up
1264 * to the caller to decide what we want to do. 1029 * to the caller to decide what we want to do.
1030 */
1031 x = env->x, y = env->y;
1032 map = env->map;
1033 above = 0, below = 0;
1034 env = 0;
1035 }
1036 else if (map)
1037 {
1038 /* Re did the following section of code - it looks like it had
1039 * lots of logic for things we no longer care about
1040 */
1041
1042 /* link the object above us */
1043 if (above)
1044 above->below = below;
1045 else
1046 map->at (x, y).top = below; /* we were top, set new top */
1047
1048 /* Relink the object below us, if there is one */
1049 if (below)
1050 below->above = above;
1051 else
1052 {
1053 /* Nothing below, which means we need to relink map object for this space
1054 * use translated coordinates in case some oddness with map tiling is
1055 * evident
1265 */ 1056 */
1266 op->x=op->env->x,op->y=op->env->y; 1057 if (GET_MAP_OB (map, x, y) != this)
1267 op->ox=op->x,op->oy=op->y; 1058 {
1268 op->map=op->env->map; 1059 char *dump = dump_object (this);
1269 op->above=NULL,op->below=NULL; 1060 LOG (llevError,
1270 op->env=NULL; 1061 "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);
1062 free (dump);
1063 dump = dump_object (GET_MAP_OB (map, x, y));
1064 LOG (llevError, "%s\n", dump);
1065 free (dump);
1066 }
1067
1068 map->at (x, y).bottom = above; /* goes on above it. */
1069 }
1070
1071 above = 0;
1072 below = 0;
1073
1074 if (map->in_memory == MAP_SAVING)
1271 return; 1075 return;
1272 }
1273 1076
1274 /* If we get here, we are removing it from a map */ 1077 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1275 if (op->map == NULL) return;
1276 1078
1277 x = op->x; 1079 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1278 y = op->y; 1080 {
1279 m = get_map_from_coord(op->map, &x, &y); 1081 /* No point updating the players look faces if he is the object
1280 1082 * being removed.
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 */ 1083 */
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 1084
1295 /* Re did the following section of code - it looks like it had 1085 if (tmp->type == PLAYER && tmp != this)
1296 * lots of logic for things we no longer care about 1086 {
1297 */ 1087 /* If a container that the player is currently using somehow gets
1298 1088 * removed (most likely destroyed), update the player view
1299 /* link the object above us */ 1089 * appropriately.
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 */ 1090 */
1313 if(GET_MAP_OB(m,x,y)!=op) { 1091 if (tmp->container == this)
1314 dump_object(op); 1092 {
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); 1093 CLEAR_FLAG (this, FLAG_APPLIED);
1316 dump_object(GET_MAP_OB(m,x,y)); 1094 tmp->container = 0;
1317 LOG(llevError,"%s\n",errmsg); 1095 }
1096
1097 tmp->contr->socket->floorbox_update ();
1098 }
1099
1100 /* See if player moving off should effect something */
1101 if (check_walk_off
1102 && ((move_type & tmp->move_off)
1103 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1104 {
1105 move_apply (tmp, this, 0);
1106
1107 if (destroyed ())
1108 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1109 }
1110
1111 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1112
1113 if (tmp->above == tmp)
1114 tmp->above = 0;
1115
1116 last = tmp;
1318 } 1117 }
1319 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1320 }
1321 op->above=NULL;
1322 op->below=NULL;
1323 1118
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);
1329 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1330 /* No point updating the players look faces if he is the object
1331 * being removed.
1332 */
1333
1334 if(tmp->type==PLAYER && tmp!=op) {
1335 /* If a container that the player is currently using somehow gets
1336 * removed (most likely destroyed), update the player view
1337 * appropriately.
1338 */
1339 if (tmp->container==op) {
1340 CLEAR_FLAG(op, FLAG_APPLIED);
1341 tmp->container=NULL;
1342 }
1343 tmp->contr->socket.update_look=1;
1344 }
1345 /* See if player moving off should effect something */
1346 if (check_walk_off && ((op->move_type & tmp->move_off) &&
1347 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) {
1348
1349 move_apply(tmp, op, NULL);
1350 if (was_destroyed (op, tag)) {
1351 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1352 "leaving object\n", tmp->name, tmp->arch->name);
1353 }
1354 }
1355
1356 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1357
1358 if(tmp->above == tmp)
1359 tmp->above = NULL;
1360 last=tmp;
1361 }
1362 /* last == NULL of there are no objects on this space */ 1119 /* last == NULL of there are no objects on this space */
1363 if (last==NULL) { 1120 if (!last)
1364 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1121 map->at (x, y).flags_ = P_NEED_UPDATE;
1365 * 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
1367 * be correct anyways.
1368 */
1369 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1370 update_position(op->map, op->x, op->y);
1371 }
1372 else 1122 else
1373 update_object(last, UP_OBJ_REMOVE); 1123 update_object (last, UP_OBJ_REMOVE);
1374 1124
1375 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1125 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1376 update_all_los(op->map, op->x, op->y); 1126 update_all_los (map, x, y);
1377 1127 }
1378} 1128}
1379 1129
1380/* 1130/*
1381 * merge_ob(op,top): 1131 * merge_ob(op,top):
1382 * 1132 *
1383 * This function goes through all objects below and including top, and 1133 * This function goes through all objects below and including top, and
1384 * merges op to the first matching object. 1134 * merges op to the first matching object.
1385 * If top is NULL, it is calculated. 1135 * If top is NULL, it is calculated.
1386 * Returns pointer to object if it succeded in the merge, otherwise NULL 1136 * Returns pointer to object if it succeded in the merge, otherwise NULL
1387 */ 1137 */
1388 1138object *
1389object *merge_ob(object *op, object *top) { 1139merge_ob (object *op, object *top)
1140{
1390 if(!op->nrof) 1141 if (!op->nrof)
1391 return 0; 1142 return 0;
1143
1392 if(top==NULL) 1144 if (top == NULL)
1393 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1145 for (top = op; top != NULL && top->above != NULL; top = top->above);
1146
1394 for(;top!=NULL;top=top->below) { 1147 for (; top != NULL; top = top->below)
1148 {
1395 if(top==op) 1149 if (top == op)
1396 continue; 1150 continue;
1397 if (CAN_MERGE(op,top)) 1151
1398 { 1152 if (object::can_merge (op, top))
1153 {
1399 top->nrof+=op->nrof; 1154 top->nrof += op->nrof;
1155
1400/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1156/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1401 op->weight = 0; /* Don't want any adjustements now */ 1157 op->weight = 0; /* Don't want any adjustements now */
1402 remove_ob(op); 1158 op->destroy ();
1403 free_object(op);
1404 return top; 1159 return top;
1405 } 1160 }
1406 } 1161 }
1162
1407 return NULL; 1163 return 0;
1408} 1164}
1409 1165
1410/* 1166/*
1411 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1167 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1412 * job preparing multi-part monsters 1168 * job preparing multi-part monsters
1413 */ 1169 */
1170object *
1414object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1171insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1172{
1415 object* tmp; 1173 object *tmp;
1174
1416 if (op->head) 1175 if (op->head)
1417 op=op->head; 1176 op = op->head;
1177
1418 for (tmp=op;tmp;tmp=tmp->more){ 1178 for (tmp = op; tmp; tmp = tmp->more)
1179 {
1419 tmp->x=x+tmp->arch->clone.x; 1180 tmp->x = x + tmp->arch->clone.x;
1420 tmp->y=y+tmp->arch->clone.y; 1181 tmp->y = y + tmp->arch->clone.y;
1421 } 1182 }
1183
1422 return insert_ob_in_map (op, m, originator, flag); 1184 return insert_ob_in_map (op, m, originator, flag);
1423} 1185}
1424 1186
1425/* 1187/*
1426 * insert_ob_in_map (op, map, originator, flag): 1188 * insert_ob_in_map (op, map, originator, flag):
1427 * This function inserts the object in the two-way linked list 1189 * This function inserts the object in the two-way linked list
1441 * new object if 'op' was merged with other object 1203 * new object if 'op' was merged with other object
1442 * NULL if 'op' was destroyed 1204 * NULL if 'op' was destroyed
1443 * just 'op' otherwise 1205 * just 'op' otherwise
1444 */ 1206 */
1445 1207
1208object *
1446object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1209insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1447{ 1210{
1448 object *tmp, *top, *floor=NULL; 1211 object *tmp, *top, *floor = NULL;
1449 sint16 x,y; 1212 sint16 x, y;
1450 1213
1451 if (QUERY_FLAG (op, FLAG_FREED)) { 1214 if (QUERY_FLAG (op, FLAG_FREED))
1215 {
1452 LOG (llevError, "Trying to insert freed object!\n"); 1216 LOG (llevError, "Trying to insert freed object!\n");
1217 return NULL;
1218 }
1219
1220 if (m == NULL)
1221 {
1222 char *dump = dump_object (op);
1223 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1224 free (dump);
1225 return op;
1226 }
1227
1228 if (out_of_map (m, op->x, op->y))
1229 {
1230 char *dump = dump_object (op);
1231 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1232#ifdef MANY_CORES
1233 /* Better to catch this here, as otherwise the next use of this object
1234 * is likely to cause a crash. Better to find out where it is getting
1235 * improperly inserted.
1236 */
1237 abort ();
1238#endif
1239 free (dump);
1240 return op;
1241 }
1242
1243 if (!QUERY_FLAG (op, FLAG_REMOVED))
1244 {
1245 char *dump = dump_object (op);
1246 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1247 free (dump);
1248 return op;
1249 }
1250
1251 if (op->more != NULL)
1252 {
1253 /* The part may be on a different map. */
1254
1255 object *more = op->more;
1256
1257 /* We really need the caller to normalize coordinates - if
1258 * we set the map, that doesn't work if the location is within
1259 * a map and this is straddling an edge. So only if coordinate
1260 * is clear wrong do we normalize it.
1261 */
1262 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1263 more->map = get_map_from_coord (m, &more->x, &more->y);
1264 else if (!more->map)
1265 {
1266 /* For backwards compatibility - when not dealing with tiled maps,
1267 * more->map should always point to the parent.
1268 */
1269 more->map = m;
1270 }
1271
1272 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1273 {
1274 if (!op->head)
1275 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1276
1277 return NULL;
1278 }
1279 }
1280
1281 CLEAR_FLAG (op, FLAG_REMOVED);
1282
1283 /* Ideally, the caller figures this out. However, it complicates a lot
1284 * of areas of callers (eg, anything that uses find_free_spot would now
1285 * need extra work
1286 */
1287 op->map = get_map_from_coord (m, &op->x, &op->y);
1288 x = op->x;
1289 y = op->y;
1290
1291 /* this has to be done after we translate the coordinates.
1292 */
1293 if (op->nrof && !(flag & INS_NO_MERGE))
1294 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1295 if (object::can_merge (op, tmp))
1296 {
1297 op->nrof += tmp->nrof;
1298 tmp->destroy ();
1299 }
1300
1301 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1302 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1303
1304 if (!QUERY_FLAG (op, FLAG_ALIVE))
1305 CLEAR_FLAG (op, FLAG_NO_STEAL);
1306
1307 if (flag & INS_BELOW_ORIGINATOR)
1308 {
1309 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1310 {
1311 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1312 abort ();
1313 }
1314
1315 op->above = originator;
1316 op->below = originator->below;
1317
1318 if (op->below)
1319 op->below->above = op;
1320 else
1321 op->ms ().bottom = op;
1322
1323 /* since *below* originator, no need to update top */
1324 originator->below = op;
1325 }
1326 else
1327 {
1328 /* If there are other objects, then */
1329 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1330 {
1331 object *last = NULL;
1332
1333 /*
1334 * If there are multiple objects on this space, we do some trickier handling.
1335 * We've already dealt with merging if appropriate.
1336 * Generally, we want to put the new object on top. But if
1337 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1338 * floor, we want to insert above that and no further.
1339 * Also, if there are spell objects on this space, we stop processing
1340 * once we get to them. This reduces the need to traverse over all of
1341 * them when adding another one - this saves quite a bit of cpu time
1342 * when lots of spells are cast in one area. Currently, it is presumed
1343 * that flying non pickable objects are spell objects.
1344 */
1345
1346 while (top != NULL)
1347 {
1348 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1349 floor = top;
1350
1351 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1352 {
1353 /* We insert above top, so we want this object below this */
1354 top = top->below;
1355 break;
1356 }
1357
1358 last = top;
1359 top = top->above;
1360 }
1361
1362 /* Don't want top to be NULL, so set it to the last valid object */
1363 top = last;
1364
1365 /* We let update_position deal with figuring out what the space
1366 * looks like instead of lots of conditions here.
1367 * makes things faster, and effectively the same result.
1368 */
1369
1370 /* Have object 'fall below' other objects that block view.
1371 * Unless those objects are exits, type 66
1372 * If INS_ON_TOP is used, don't do this processing
1373 * Need to find the object that in fact blocks view, otherwise
1374 * stacking is a bit odd.
1375 */
1376 if (!(flag & INS_ON_TOP) &&
1377 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1378 {
1379 for (last = top; last != floor; last = last->below)
1380 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1381 break;
1382 /* Check to see if we found the object that blocks view,
1383 * and make sure we have a below pointer for it so that
1384 * we can get inserted below this one, which requires we
1385 * set top to the object below us.
1386 */
1387 if (last && last->below && last != floor)
1388 top = last->below;
1389 }
1390 } /* If objects on this space */
1391
1392 if (flag & INS_MAP_LOAD)
1393 top = GET_MAP_TOP (op->map, op->x, op->y);
1394
1395 if (flag & INS_ABOVE_FLOOR_ONLY)
1396 top = floor;
1397
1398 /* Top is the object that our object (op) is going to get inserted above.
1399 */
1400
1401 /* First object on this space */
1402 if (!top)
1403 {
1404 op->above = GET_MAP_OB (op->map, op->x, op->y);
1405
1406 if (op->above)
1407 op->above->below = op;
1408
1409 op->below = NULL;
1410 op->ms ().bottom = op;
1411 }
1412 else
1413 { /* get inserted into the stack above top */
1414 op->above = top->above;
1415
1416 if (op->above)
1417 op->above->below = op;
1418
1419 op->below = top;
1420 top->above = op;
1421 }
1422
1423 if (op->above == NULL)
1424 op->ms ().top = op;
1425 } /* else not INS_BELOW_ORIGINATOR */
1426
1427 if (op->type == PLAYER)
1428 op->contr->do_los = 1;
1429
1430 /* If we have a floor, we know the player, if any, will be above
1431 * it, so save a few ticks and start from there.
1432 */
1433 if (!(flag & INS_MAP_LOAD))
1434 if (object *pl = op->ms ().player ())
1435 pl->contr->socket->floorbox_update ();
1436
1437 /* If this object glows, it may affect lighting conditions that are
1438 * visible to others on this map. But update_all_los is really
1439 * an inefficient way to do this, as it means los for all players
1440 * on the map will get recalculated. The players could very well
1441 * be far away from this change and not affected in any way -
1442 * this should get redone to only look for players within range,
1443 * or just updating the P_NEED_UPDATE for spaces within this area
1444 * of effect may be sufficient.
1445 */
1446 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1447 update_all_los (op->map, op->x, op->y);
1448
1449 /* updates flags (blocked, alive, no magic, etc) for this map space */
1450 update_object (op, UP_OBJ_INSERT);
1451
1452 /* Don't know if moving this to the end will break anything. However,
1453 * we want to have floorbox_update called before calling this.
1454 *
1455 * check_move_on() must be after this because code called from
1456 * check_move_on() depends on correct map flags (so functions like
1457 * blocked() and wall() work properly), and these flags are updated by
1458 * update_object().
1459 */
1460
1461 /* if this is not the head or flag has been passed, don't check walk on status */
1462 if (!(flag & INS_NO_WALK_ON) && !op->head)
1463 {
1464 if (check_move_on (op, originator))
1453 return NULL; 1465 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 1466
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 1467 /* If we are a multi part object, lets work our way through the check
1673 * walk on's. 1468 * walk on's.
1674 */ 1469 */
1675 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1470 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1676 if (check_move_on (tmp, originator)) 1471 if (check_move_on (tmp, originator))
1677 return NULL; 1472 return NULL;
1678 } 1473 }
1474
1679 return op; 1475 return op;
1680} 1476}
1681 1477
1682/* this function inserts an object in the map, but if it 1478/* 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. 1479 * 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. 1480 * op is the object to insert it under: supplies x and the map.
1685 */ 1481 */
1482void
1686void replace_insert_ob_in_map(const char *arch_string, object *op) { 1483replace_insert_ob_in_map (const char *arch_string, object *op)
1687 object *tmp; 1484{
1688 object *tmp1; 1485 object *tmp, *tmp1;
1689 1486
1690 /* first search for itself and remove any old instances */ 1487 /* first search for itself and remove any old instances */
1691 1488
1692 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1489 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 */ { 1490 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1694 remove_ob(tmp); 1491 tmp->destroy ();
1695 free_object(tmp);
1696 }
1697 }
1698 1492
1699 tmp1=arch_to_object(find_archetype(arch_string)); 1493 tmp1 = arch_to_object (archetype::find (arch_string));
1700 1494
1701 1495 tmp1->x = op->x;
1702 tmp1->x = op->x; tmp1->y = op->y; 1496 tmp1->y = op->y;
1703 insert_ob_in_map(tmp1,op->map,op,0); 1497 insert_ob_in_map (tmp1, op->map, op, 0);
1704} 1498}
1705 1499
1706/* 1500/*
1707 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1501 * 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 1502 * is returned contains nr objects, and the remaining parts contains
1709 * the rest (or is removed and freed if that number is 0). 1503 * the rest (or is removed and freed if that number is 0).
1710 * On failure, NULL is returned, and the reason put into the 1504 * On failure, NULL is returned, and the reason put into the
1711 * global static errmsg array. 1505 * global static errmsg array.
1712 */ 1506 */
1713 1507
1508object *
1714object *get_split_ob(object *orig_ob, uint32 nr) { 1509get_split_ob (object *orig_ob, uint32 nr)
1510{
1715 object *newob; 1511 object *newob;
1716 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1512 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1717 1513
1718 if(orig_ob->nrof<nr) { 1514 if (orig_ob->nrof < nr)
1719 sprintf(errmsg,"There are only %d %ss.", 1515 {
1720 orig_ob->nrof?orig_ob->nrof:1, orig_ob->name); 1516 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1721 return NULL; 1517 return NULL;
1722 } 1518 }
1519
1723 newob = object_create_clone(orig_ob); 1520 newob = object_create_clone (orig_ob);
1521
1724 if((orig_ob->nrof-=nr)<1) { 1522 if ((orig_ob->nrof -= nr) < 1)
1725 if ( ! is_removed) 1523 orig_ob->destroy (1);
1726 remove_ob(orig_ob);
1727 free_object2(orig_ob, 1);
1728 }
1729 else if ( ! is_removed) { 1524 else if (!is_removed)
1525 {
1730 if(orig_ob->env!=NULL) 1526 if (orig_ob->env != NULL)
1731 sub_weight (orig_ob->env,orig_ob->weight*nr); 1527 sub_weight (orig_ob->env, orig_ob->weight * nr);
1732 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1528 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1529 {
1733 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1530 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"); 1531 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1736 return NULL; 1532 return NULL;
1737 } 1533 }
1738 } 1534 }
1535
1739 newob->nrof=nr; 1536 newob->nrof = nr;
1740 1537
1741 return newob; 1538 return newob;
1742} 1539}
1743 1540
1744/* 1541/*
1745 * decrease_ob_nr(object, number) decreases a specified number from 1542 * decrease_ob_nr(object, number) decreases a specified number from
1746 * the amount of an object. If the amount reaches 0, the object 1543 * the amount of an object. If the amount reaches 0, the object
1747 * is subsequently removed and freed. 1544 * is subsequently removed and freed.
1748 * 1545 *
1749 * Return value: 'op' if something is left, NULL if the amount reached 0 1546 * Return value: 'op' if something is left, NULL if the amount reached 0
1750 */ 1547 */
1751 1548
1549object *
1752object *decrease_ob_nr (object *op, uint32 i) 1550decrease_ob_nr (object *op, uint32 i)
1753{ 1551{
1754 object *tmp; 1552 object *tmp;
1755 player *pl; 1553 player *pl;
1756 1554
1757 if (i == 0) /* objects with op->nrof require this check */ 1555 if (i == 0) /* objects with op->nrof require this check */
1758 return op; 1556 return op;
1759 1557
1760 if (i > op->nrof) 1558 if (i > op->nrof)
1761 i = op->nrof; 1559 i = op->nrof;
1762 1560
1763 if (QUERY_FLAG (op, FLAG_REMOVED)) 1561 if (QUERY_FLAG (op, FLAG_REMOVED))
1562 op->nrof -= i;
1563 else if (op->env)
1564 {
1565 /* is this object in the players inventory, or sub container
1566 * therein?
1567 */
1568 tmp = op->in_player ();
1569 /* nope. Is this a container the player has opened?
1570 * If so, set tmp to that player.
1571 * IMO, searching through all the players will mostly
1572 * likely be quicker than following op->env to the map,
1573 * and then searching the map for a player.
1574 */
1575 if (!tmp)
1576 {
1577 for (pl = first_player; pl; pl = pl->next)
1578 if (pl->ob->container == op->env)
1579 {
1580 tmp = pl->ob;
1581 break;
1582 }
1583 }
1584
1585 if (i < op->nrof)
1586 {
1587 sub_weight (op->env, op->weight * i);
1588 op->nrof -= i;
1589 if (tmp)
1590 esrv_send_item (tmp, op);
1591 }
1592 else
1593 {
1594 op->remove ();
1595 op->nrof = 0;
1596 if (tmp)
1597 esrv_del_item (tmp->contr, op->count);
1598 }
1764 { 1599 }
1600 else
1601 {
1602 object *above = op->above;
1603
1604 if (i < op->nrof)
1765 op->nrof -= i; 1605 op->nrof -= i;
1766 } 1606 else
1767 else if (op->env != NULL)
1768 {
1769 /* is this object in the players inventory, or sub container
1770 * therein?
1771 */ 1607 {
1772 tmp = is_player_inv (op->env); 1608 op->remove ();
1773 /* nope. Is this a container the player has opened? 1609 op->nrof = 0;
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 } 1610 }
1785 1611
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);
1794 op->nrof = 0;
1795 if (tmp) {
1796 esrv_del_item(tmp->contr, op->count);
1797 }
1798 }
1799 }
1800 else
1801 {
1802 object *above = op->above;
1803
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 */ 1612 /* Since we just removed op, op->above is null */
1811 for (tmp = above; tmp != NULL; tmp = tmp->above) 1613 for (tmp = above; tmp; tmp = tmp->above)
1812 if (tmp->type == PLAYER) { 1614 if (tmp->type == PLAYER)
1615 {
1813 if (op->nrof) 1616 if (op->nrof)
1814 esrv_send_item(tmp, op); 1617 esrv_send_item (tmp, op);
1815 else 1618 else
1816 esrv_del_item(tmp->contr, op->count); 1619 esrv_del_item (tmp->contr, op->count);
1817 } 1620 }
1818 } 1621 }
1819 1622
1820 if (op->nrof) { 1623 if (op->nrof)
1821 return op; 1624 return op;
1822 } else { 1625 else
1823 free_object (op); 1626 {
1627 op->destroy ();
1824 return NULL; 1628 return 0;
1825 } 1629 }
1826} 1630}
1827 1631
1828/* 1632/*
1829 * add_weight(object, weight) adds the specified weight to an object, 1633 * add_weight(object, weight) adds the specified weight to an object,
1830 * and also updates how much the environment(s) is/are carrying. 1634 * and also updates how much the environment(s) is/are carrying.
1831 */ 1635 */
1832 1636
1637void
1833void add_weight (object *op, signed long weight) { 1638add_weight (object *op, signed long weight)
1639{
1834 while (op!=NULL) { 1640 while (op != NULL)
1641 {
1835 if (op->type == CONTAINER) { 1642 if (op->type == CONTAINER)
1836 weight=(signed long)(weight*(100-op->stats.Str)/100); 1643 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1837 } 1644
1838 op->carrying+=weight; 1645 op->carrying += weight;
1839 op=op->env; 1646 op = op->env;
1840 } 1647 }
1841} 1648}
1842 1649
1650object *
1651insert_ob_in_ob (object *op, object *where)
1652{
1653 if (!where)
1654 {
1655 char *dump = dump_object (op);
1656 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1657 free (dump);
1658 return op;
1659 }
1660
1661 if (where->head)
1662 {
1663 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1664 where = where->head;
1665 }
1666
1667 return where->insert (op);
1668}
1669
1843/* 1670/*
1844 * insert_ob_in_ob(op,environment): 1671 * env->insert (op)
1845 * This function inserts the object op in the linked list 1672 * This function inserts the object op in the linked list
1846 * inside the object environment. 1673 * inside the object environment.
1847 * 1674 *
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 1675 * The function returns now pointer to inserted item, and return value can
1854 * be != op, if items are merged. -Tero 1676 * be != op, if items are merged. -Tero
1855 */ 1677 */
1856 1678
1857object *insert_ob_in_ob(object *op,object *where) { 1679object *
1680object::insert (object *op)
1681{
1858 object *tmp, *otmp; 1682 object *tmp, *otmp;
1859 1683
1860 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1684 if (!QUERY_FLAG (op, FLAG_REMOVED))
1861 dump_object(op); 1685 op->remove ();
1862 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1686
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) { 1687 if (op->more)
1688 {
1876 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1689 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1877 op->name, op->count);
1878 return op; 1690 return op;
1879 } 1691 }
1692
1880 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1693 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1881 CLEAR_FLAG(op, FLAG_REMOVED); 1694 CLEAR_FLAG (op, FLAG_REMOVED);
1882 if(op->nrof) { 1695 if (op->nrof)
1696 {
1883 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1697 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1884 if ( CAN_MERGE(tmp,op) ) { 1698 if (object::can_merge (tmp, op))
1699 {
1885 /* return the original object and remove inserted object 1700 /* return the original object and remove inserted object
1886 (client needs the original object) */ 1701 (client needs the original object) */
1887 tmp->nrof += op->nrof; 1702 tmp->nrof += op->nrof;
1888 /* Weight handling gets pretty funky. Since we are adding to 1703 /* Weight handling gets pretty funky. Since we are adding to
1889 * tmp->nrof, we need to increase the weight. 1704 * tmp->nrof, we need to increase the weight.
1890 */ 1705 */
1891 add_weight (where, op->weight*op->nrof); 1706 add_weight (this, op->weight * op->nrof);
1892 SET_FLAG(op, FLAG_REMOVED); 1707 SET_FLAG (op, FLAG_REMOVED);
1893 free_object(op); /* free the inserted object */ 1708 op->destroy (); /* free the inserted object */
1894 op = tmp; 1709 op = tmp;
1895 remove_ob (op); /* and fix old object's links */ 1710 op->remove (); /* and fix old object's links */
1896 CLEAR_FLAG(op, FLAG_REMOVED); 1711 CLEAR_FLAG (op, FLAG_REMOVED);
1897 break; 1712 break;
1898 } 1713 }
1899 1714
1900 /* I assume combined objects have no inventory 1715 /* I assume combined objects have no inventory
1901 * We add the weight - this object could have just been removed 1716 * We add the weight - this object could have just been removed
1902 * (if it was possible to merge). calling remove_ob will subtract 1717 * (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 1718 * the weight, so we need to add it in again, since we actually do
1904 * the linking below 1719 * the linking below
1905 */ 1720 */
1906 add_weight (where, op->weight*op->nrof); 1721 add_weight (this, op->weight * op->nrof);
1722 }
1907 } else 1723 else
1908 add_weight (where, (op->weight+op->carrying)); 1724 add_weight (this, (op->weight + op->carrying));
1909 1725
1910 otmp=is_player_inv(where); 1726 otmp = this->in_player ();
1911 if (otmp&&otmp->contr!=NULL) { 1727 if (otmp && otmp->contr)
1912 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1728 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1913 fix_player(otmp); 1729 fix_player (otmp);
1914 }
1915 1730
1916 op->map=NULL; 1731 op->map = 0;
1917 op->env=where; 1732 op->env = this;
1918 op->above=NULL; 1733 op->above = 0;
1919 op->below=NULL; 1734 op->below = 0;
1920 op->x=0,op->y=0; 1735 op->x = 0, op->y = 0;
1921 op->ox=0,op->oy=0;
1922 1736
1923 /* reset the light list and los of the players on the map */ 1737 /* reset the light list and los of the players on the map */
1924 if((op->glow_radius!=0)&&where->map) 1738 if ((op->glow_radius != 0) && map)
1925 { 1739 {
1926#ifdef DEBUG_LIGHTS 1740#ifdef DEBUG_LIGHTS
1927 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1741 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1928 op->name);
1929#endif /* DEBUG_LIGHTS */ 1742#endif /* DEBUG_LIGHTS */
1930 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1743 if (MAP_DARKNESS (map))
1744 update_all_los (map, x, y);
1931 } 1745 }
1932 1746
1933 /* Client has no idea of ordering so lets not bother ordering it here. 1747 /* Client has no idea of ordering so lets not bother ordering it here.
1934 * It sure simplifies this function... 1748 * It sure simplifies this function...
1935 */ 1749 */
1936 if (where->inv==NULL) 1750 if (!inv)
1937 where->inv=op; 1751 inv = op;
1938 else { 1752 else
1753 {
1939 op->below = where->inv; 1754 op->below = inv;
1940 op->below->above = op; 1755 op->below->above = op;
1941 where->inv = op; 1756 inv = op;
1942 } 1757 }
1758
1943 return op; 1759 return op;
1944} 1760}
1945 1761
1946/* 1762/*
1947 * Checks if any objects has a move_type that matches objects 1763 * 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 1778 * 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 1779 * object being inserted. insert_ob_in_map may not put new objects
1964 * on top. 1780 * on top.
1965 */ 1781 */
1966 1782
1783int
1967int check_move_on (object *op, object *originator) 1784check_move_on (object *op, object *originator)
1968{ 1785{
1969 object *tmp; 1786 object *tmp;
1970 tag_t tag;
1971 mapstruct *m=op->map; 1787 maptile *m = op->map;
1972 int x=op->x, y=op->y; 1788 int x = op->x, y = op->y;
1789
1973 MoveType move_on, move_slow, move_block; 1790 MoveType move_on, move_slow, move_block;
1974 1791
1975 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1792 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1976 return 0; 1793 return 0;
1977 1794
1978 tag = op->count;
1979
1980 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1795 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); 1796 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); 1797 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1983 1798
1984 /* if nothing on this space will slow op down or be applied, 1799 /* 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 1800 * 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 1801 * is set, as lots of objects don't have it set - we treat that
1987 * as walking. 1802 * as walking.
1988 */ 1803 */
1989 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1804 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1990 return 0; 1805 return 0;
1991 1806
1992 /* This is basically inverse logic of that below - basically, 1807 /* This is basically inverse logic of that below - basically,
1993 * if the object can avoid the move on or slow move, they do so, 1808 * 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 1809 * but can't do it if the alternate movement they are using is
1995 * blocked. Logic on this seems confusing, but does seem correct. 1810 * blocked. Logic on this seems confusing, but does seem correct.
1996 */ 1811 */
1997 if ((op->move_type & ~move_on & ~move_block) != 0 && 1812 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; 1813 return 0;
1999 1814
2000 /* The objects have to be checked from top to bottom. 1815 /* The objects have to be checked from top to bottom.
2001 * Hence, we first go to the top: 1816 * Hence, we first go to the top:
2002 */ 1817 */
2003 1818
2004 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1819 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) { 1820 {
2006 /* Trim the search when we find the first other spell effect 1821 /* Trim the search when we find the first other spell effect
2007 * this helps performance so that if a space has 50 spell objects, 1822 * this helps performance so that if a space has 50 spell objects,
2008 * we don't need to check all of them. 1823 * we don't need to check all of them.
2009 */ 1824 */
2010 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1825 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1826 break;
1827 }
1828
1829 for (; tmp; tmp = tmp->below)
2011 } 1830 {
2012 for(;tmp!=NULL; tmp=tmp->below) { 1831 if (tmp == op)
2013 if (tmp == op) continue; /* Can't apply yourself */ 1832 continue; /* Can't apply yourself */
2014 1833
2015 /* Check to see if one of the movement types should be slowed down. 1834 /* 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 1835 * Second check makes sure that the movement types not being slowed
2017 * (~slow_move) is not blocked on this space - just because the 1836 * (~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 1837 * 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. 1838 * swim on that space, can't use it to avoid the penalty.
2020 */ 1839 */
2021 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1840 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1841 {
2022 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1842 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)) { 1843 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1844 {
2025 1845
2026 float diff; 1846 float
2027
2028 diff = tmp->move_slow_penalty*FABS(op->speed); 1847 diff = tmp->move_slow_penalty * FABS (op->speed);
1848
2029 if (op->type == PLAYER) { 1849 if (op->type == PLAYER)
2030 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1850 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))) { 1851 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2032 diff /= 4.0; 1852 diff /= 4.0;
2033 } 1853
2034 }
2035 op->speed_left -= diff; 1854 op->speed_left -= diff;
2036 } 1855 }
2037 } 1856 }
2038 1857
2039 /* Basically same logic as above, except now for actual apply. */ 1858 /* Basically same logic as above, except now for actual apply. */
2040 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1859 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)) { 1860 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2043 1861 {
2044 move_apply(tmp, op, originator); 1862 move_apply (tmp, op, originator);
1863
2045 if (was_destroyed (op, tag)) 1864 if (op->destroyed ())
2046 return 1; 1865 return 1;
2047 1866
2048 /* what the person/creature stepped onto has moved the object 1867 /* what the person/creature stepped onto has moved the object
2049 * someplace new. Don't process any further - if we did, 1868 * someplace new. Don't process any further - if we did,
2050 * have a feeling strange problems would result. 1869 * have a feeling strange problems would result.
2051 */ 1870 */
2052 if (op->map != m || op->x != x || op->y != y) return 0; 1871 if (op->map != m || op->x != x || op->y != y)
1872 return 0;
2053 } 1873 }
2054 } 1874 }
1875
2055 return 0; 1876 return 0;
2056} 1877}
2057 1878
2058/* 1879/*
2059 * present_arch(arch, map, x, y) searches for any objects with 1880 * present_arch(arch, map, x, y) searches for any objects with
2060 * a matching archetype at the given map and coordinates. 1881 * a matching archetype at the given map and coordinates.
2061 * The first matching object is returned, or NULL if none. 1882 * The first matching object is returned, or NULL if none.
2062 */ 1883 */
2063 1884
1885object *
2064object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1886present_arch (const archetype *at, maptile *m, int x, int y)
1887{
2065 object *tmp; 1888 object *
1889 tmp;
1890
2066 if(m==NULL || out_of_map(m,x,y)) { 1891 if (m == NULL || out_of_map (m, x, y))
1892 {
2067 LOG(llevError,"Present_arch called outside map.\n"); 1893 LOG (llevError, "Present_arch called outside map.\n");
2068 return NULL; 1894 return NULL;
2069 } 1895 }
2070 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1896 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2071 if(tmp->arch == at) 1897 if (tmp->arch == at)
2072 return tmp; 1898 return tmp;
2073 return NULL; 1899 return NULL;
2074} 1900}
2075 1901
2076/* 1902/*
2077 * present(type, map, x, y) searches for any objects with 1903 * present(type, map, x, y) searches for any objects with
2078 * a matching type variable at the given map and coordinates. 1904 * a matching type variable at the given map and coordinates.
2079 * The first matching object is returned, or NULL if none. 1905 * The first matching object is returned, or NULL if none.
2080 */ 1906 */
2081 1907
1908object *
2082object *present(unsigned char type,mapstruct *m, int x,int y) { 1909present (unsigned char type, maptile *m, int x, int y)
1910{
2083 object *tmp; 1911 object *
1912 tmp;
1913
2084 if(out_of_map(m,x,y)) { 1914 if (out_of_map (m, x, y))
1915 {
2085 LOG(llevError,"Present called outside map.\n"); 1916 LOG (llevError, "Present called outside map.\n");
2086 return NULL; 1917 return NULL;
2087 } 1918 }
2088 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1919 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2089 if(tmp->type==type) 1920 if (tmp->type == type)
2090 return tmp; 1921 return tmp;
2091 return NULL; 1922 return NULL;
2092} 1923}
2093 1924
2094/* 1925/*
2095 * present_in_ob(type, object) searches for any objects with 1926 * present_in_ob(type, object) searches for any objects with
2096 * a matching type variable in the inventory of the given object. 1927 * a matching type variable in the inventory of the given object.
2097 * The first matching object is returned, or NULL if none. 1928 * The first matching object is returned, or NULL if none.
2098 */ 1929 */
2099 1930
1931object *
2100object *present_in_ob(unsigned char type, const object *op) { 1932present_in_ob (unsigned char type, const object *op)
1933{
2101 object *tmp; 1934 object *
1935 tmp;
1936
2102 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1937 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2103 if(tmp->type==type) 1938 if (tmp->type == type)
2104 return tmp; 1939 return tmp;
2105 return NULL; 1940 return NULL;
2106} 1941}
2107 1942
2108/* 1943/*
2118 * the object name, not the archetype name. this is so that the 1953 * 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 1954 * spell code can use one object type (force), but change it's name
2120 * to be unique. 1955 * to be unique.
2121 */ 1956 */
2122 1957
1958object *
2123object *present_in_ob_by_name(int type, const char *str, const object *op) { 1959present_in_ob_by_name (int type, const char *str, const object *op)
1960{
2124 object *tmp; 1961 object *
1962 tmp;
2125 1963
2126 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1964 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1965 {
2127 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1966 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2128 return tmp; 1967 return tmp;
2129 } 1968 }
2130 return NULL; 1969 return NULL;
2131} 1970}
2132 1971
2133/* 1972/*
2134 * present_arch_in_ob(archetype, object) searches for any objects with 1973 * present_arch_in_ob(archetype, object) searches for any objects with
2135 * a matching archetype in the inventory of the given object. 1974 * a matching archetype in the inventory of the given object.
2136 * The first matching object is returned, or NULL if none. 1975 * The first matching object is returned, or NULL if none.
2137 */ 1976 */
2138 1977
1978object *
2139object *present_arch_in_ob(const archetype *at, const object *op) { 1979present_arch_in_ob (const archetype *at, const object *op)
1980{
2140 object *tmp; 1981 object *
1982 tmp;
1983
2141 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1984 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2142 if( tmp->arch == at) 1985 if (tmp->arch == at)
2143 return tmp; 1986 return tmp;
2144 return NULL; 1987 return NULL;
2145} 1988}
2146 1989
2147/* 1990/*
2148 * activate recursively a flag on an object inventory 1991 * activate recursively a flag on an object inventory
2149 */ 1992 */
1993void
2150void flag_inv(object*op, int flag){ 1994flag_inv (object *op, int flag)
1995{
2151 object *tmp; 1996 object *
1997 tmp;
1998
2152 if(op->inv) 1999 if (op->inv)
2153 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2000 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2001 {
2154 SET_FLAG(tmp, flag); 2002 SET_FLAG (tmp, flag);
2155 flag_inv(tmp,flag); 2003 flag_inv (tmp, flag);
2156 } 2004 }
2157}/* 2005} /*
2158 * desactivate recursively a flag on an object inventory 2006 * desactivate recursively a flag on an object inventory
2159 */ 2007 */
2008void
2160void unflag_inv(object*op, int flag){ 2009unflag_inv (object *op, int flag)
2010{
2161 object *tmp; 2011 object *
2012 tmp;
2013
2162 if(op->inv) 2014 if (op->inv)
2163 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2015 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2016 {
2164 CLEAR_FLAG(tmp, flag); 2017 CLEAR_FLAG (tmp, flag);
2165 unflag_inv(tmp,flag); 2018 unflag_inv (tmp, flag);
2166 } 2019 }
2167} 2020}
2168 2021
2169/* 2022/*
2170 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2023 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2171 * all it's inventory (recursively). 2024 * all it's inventory (recursively).
2172 * If checksums are used, a player will get set_cheat called for 2025 * 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. 2026 * him/her-self and all object carried by a call to this function.
2174 */ 2027 */
2175 2028
2029void
2176void set_cheat(object *op) { 2030set_cheat (object *op)
2031{
2177 SET_FLAG(op, FLAG_WAS_WIZ); 2032 SET_FLAG (op, FLAG_WAS_WIZ);
2178 flag_inv(op, FLAG_WAS_WIZ); 2033 flag_inv (op, FLAG_WAS_WIZ);
2179} 2034}
2180 2035
2181/* 2036/*
2182 * find_free_spot(object, map, x, y, start, stop) will search for 2037 * 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 2038 * 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 2053 * 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 2054 * the archetype because that isn't correct if the monster has been
2200 * customized, changed states, etc. 2055 * customized, changed states, etc.
2201 */ 2056 */
2202 2057
2058int
2203int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2059find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2060{
2061 int
2062 i,
2204 int i,index=0, flag; 2063 index = 0, flag;
2064 static int
2205 static int altern[SIZEOFFREE]; 2065 altern[SIZEOFFREE];
2206 2066
2207 for(i=start;i<stop;i++) { 2067 for (i = start; i < stop; i++)
2068 {
2208 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2069 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2209 if(!flag) 2070 if (!flag)
2210 altern[index++]=i; 2071 altern[index++] = i;
2211 2072
2212 /* Basically, if we find a wall on a space, we cut down the search size. 2073 /* 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. 2074 * 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 - 2075 * 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 2076 * 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 2077 * spaces in all the other directions, this will reduce the search space
2217 * to only the spaces immediately surrounding the target area, and 2078 * to only the spaces immediately surrounding the target area, and
2218 * won't look 2 spaces south of the target space. 2079 * won't look 2 spaces south of the target space.
2219 */ 2080 */
2220 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2081 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2221 stop=maxfree[i]; 2082 stop = maxfree[i];
2222 } 2083 }
2223 if(!index) return -1; 2084
2085 if (!index)
2086 return -1;
2087
2224 return altern[RANDOM()%index]; 2088 return altern[RANDOM () % index];
2225} 2089}
2226 2090
2227/* 2091/*
2228 * find_first_free_spot(archetype, mapstruct, x, y) works like 2092 * find_first_free_spot(archetype, maptile, x, y) works like
2229 * find_free_spot(), but it will search max number of squares. 2093 * find_free_spot(), but it will search max number of squares.
2230 * But it will return the first available spot, not a random choice. 2094 * 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. 2095 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2232 */ 2096 */
2233 2097
2098int
2234int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2099find_first_free_spot (const object *ob, maptile *m, int x, int y)
2100{
2101 int
2235 int i; 2102 i;
2103
2236 for(i=0;i<SIZEOFFREE;i++) { 2104 for (i = 0; i < SIZEOFFREE; i++)
2105 {
2237 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2106 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2238 return i; 2107 return i;
2239 } 2108 }
2240 return -1; 2109 return -1;
2241} 2110}
2242 2111
2243/* 2112/*
2244 * The function permute(arr, begin, end) randomly reorders the array 2113 * The function permute(arr, begin, end) randomly reorders the array
2245 * arr[begin..end-1]. 2114 * arr[begin..end-1].
2246 */ 2115 */
2116static void
2247static void permute(int *arr, int begin, int end) 2117permute (int *arr, int begin, int end)
2248{ 2118{
2249 int i, j, tmp, len; 2119 int
2120 i,
2121 j,
2122 tmp,
2123 len;
2250 2124
2251 len = end-begin; 2125 len = end - begin;
2252 for(i = begin; i < end; i++) 2126 for (i = begin; i < end; i++)
2253 { 2127 {
2254 j = begin+RANDOM()%len; 2128 j = begin + RANDOM () % len;
2255 2129
2256 tmp = arr[i]; 2130 tmp = arr[i];
2257 arr[i] = arr[j]; 2131 arr[i] = arr[j];
2258 arr[j] = tmp; 2132 arr[j] = tmp;
2259 } 2133 }
2260} 2134}
2261 2135
2262/* new function to make monster searching more efficient, and effective! 2136/* new function to make monster searching more efficient, and effective!
2263 * This basically returns a randomized array (in the passed pointer) of 2137 * 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 2138 * 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 2139 * 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 2140 * 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. 2141 * the 3x3 area will be searched, just not in a predictable order.
2268 */ 2142 */
2143void
2269void get_search_arr(int *search_arr) 2144get_search_arr (int *search_arr)
2270{ 2145{
2146 int
2271 int i; 2147 i;
2272 2148
2273 for(i = 0; i < SIZEOFFREE; i++) 2149 for (i = 0; i < SIZEOFFREE; i++)
2274 { 2150 {
2275 search_arr[i] = i; 2151 search_arr[i] = i;
2276 } 2152 }
2277 2153
2278 permute(search_arr, 1, SIZEOFFREE1+1); 2154 permute (search_arr, 1, SIZEOFFREE1 + 1);
2279 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2155 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2280 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2156 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2281} 2157}
2282 2158
2283/* 2159/*
2284 * find_dir(map, x, y, exclude) will search some close squares in the 2160 * find_dir(map, x, y, exclude) will search some close squares in the
2285 * given map at the given coordinates for live objects. 2161 * given map at the given coordinates for live objects.
2291 * is actually want is going to try and move there. We need this info 2167 * 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 2168 * because we have to know what movement the thing looking to move
2293 * there is capable of. 2169 * there is capable of.
2294 */ 2170 */
2295 2171
2172int
2296int find_dir(mapstruct *m, int x, int y, object *exclude) { 2173find_dir (maptile *m, int x, int y, object *exclude)
2174{
2175 int
2176 i,
2297 int i,max=SIZEOFFREE, mflags; 2177 max = SIZEOFFREE, mflags;
2178
2298 sint16 nx, ny; 2179 sint16 nx, ny;
2299 object *tmp; 2180 object *
2300 mapstruct *mp; 2181 tmp;
2182 maptile *
2183 mp;
2184
2301 MoveType blocked, move_type; 2185 MoveType blocked, move_type;
2302 2186
2303 if (exclude && exclude->head) { 2187 if (exclude && exclude->head)
2188 {
2304 exclude = exclude->head; 2189 exclude = exclude->head;
2305 move_type = exclude->move_type; 2190 move_type = exclude->move_type;
2306 } else { 2191 }
2192 else
2193 {
2307 /* If we don't have anything, presume it can use all movement types. */ 2194 /* If we don't have anything, presume it can use all movement types. */
2308 move_type=MOVE_ALL; 2195 move_type = MOVE_ALL;
2196 }
2197
2198 for (i = 1; i < max; i++)
2309 } 2199 {
2310
2311 for(i=1;i<max;i++) {
2312 mp = m; 2200 mp = m;
2313 nx = x + freearr_x[i]; 2201 nx = x + freearr_x[i];
2314 ny = y + freearr_y[i]; 2202 ny = y + freearr_y[i];
2315 2203
2316 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2204 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2205
2317 if (mflags & P_OUT_OF_MAP) { 2206 if (mflags & P_OUT_OF_MAP)
2207 max = maxfree[i];
2208 else
2209 {
2210 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2211
2212 if ((move_type & blocked) == move_type)
2318 max = maxfree[i]; 2213 max = maxfree[i];
2319 } else {
2320 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2321
2322 if ((move_type & blocked) == move_type) {
2323 max=maxfree[i];
2324 } else if (mflags & P_IS_ALIVE) { 2214 else if (mflags & P_IS_ALIVE)
2215 {
2325 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2216 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above)
2326 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2217 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2327 (tmp != exclude ||(tmp->head && tmp->head != exclude))) {
2328 break; 2218 break;
2329 } 2219
2330 }
2331 if(tmp) { 2220 if (tmp)
2332 return freedir[i]; 2221 return freedir[i];
2333 }
2334 } 2222 }
2335 } 2223 }
2336 } 2224 }
2225
2337 return 0; 2226 return 0;
2338} 2227}
2339 2228
2340/* 2229/*
2341 * distance(object 1, object 2) will return the square of the 2230 * distance(object 1, object 2) will return the square of the
2342 * distance between the two given objects. 2231 * distance between the two given objects.
2343 */ 2232 */
2344 2233
2234int
2345int distance(const object *ob1, const object *ob2) { 2235distance (const object *ob1, const object *ob2)
2236{
2346 int i; 2237 int i;
2347 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2238
2348 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2239 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2349 return i; 2240 return i;
2350} 2241}
2351 2242
2352/* 2243/*
2353 * find_dir_2(delta-x,delta-y) will return a direction in which 2244 * 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 2245 * an object which has subtracted the x and y coordinates of another
2355 * object, needs to travel toward it. 2246 * object, needs to travel toward it.
2356 */ 2247 */
2357 2248
2249int
2358int find_dir_2(int x, int y) { 2250find_dir_2 (int x, int y)
2251{
2359 int q; 2252 int q;
2360 2253
2361 if(y) 2254 if (y)
2362 q=x*100/y; 2255 q = x * 100 / y;
2363 else if (x) 2256 else if (x)
2364 q= -300*x; 2257 q = -300 * x;
2365 else 2258 else
2366 return 0; 2259 return 0;
2367 2260
2368 if(y>0) { 2261 if (y > 0)
2262 {
2369 if(q < -242) 2263 if (q < -242)
2370 return 3 ; 2264 return 3;
2371 if (q < -41) 2265 if (q < -41)
2372 return 2 ; 2266 return 2;
2373 if (q < 41) 2267 if (q < 41)
2374 return 1 ; 2268 return 1;
2375 if (q < 242) 2269 if (q < 242)
2376 return 8 ; 2270 return 8;
2377 return 7 ; 2271 return 7;
2378 } 2272 }
2379 2273
2380 if (q < -242) 2274 if (q < -242)
2381 return 7 ; 2275 return 7;
2382 if (q < -41) 2276 if (q < -41)
2383 return 6 ; 2277 return 6;
2384 if (q < 41) 2278 if (q < 41)
2385 return 5 ; 2279 return 5;
2386 if (q < 242) 2280 if (q < 242)
2387 return 4 ; 2281 return 4;
2388 2282
2389 return 3 ; 2283 return 3;
2390} 2284}
2391 2285
2392/* 2286/*
2393 * absdir(int): Returns a number between 1 and 8, which represent 2287 * absdir(int): Returns a number between 1 and 8, which represent
2394 * the "absolute" direction of a number (it actually takes care of 2288 * the "absolute" direction of a number (it actually takes care of
2395 * "overflow" in previous calculations of a direction). 2289 * "overflow" in previous calculations of a direction).
2396 */ 2290 */
2397 2291
2292int
2398int absdir(int d) { 2293absdir (int d)
2399 while(d<1) d+=8; 2294{
2400 while(d>8) d-=8; 2295 while (d < 1)
2296 d += 8;
2297 while (d > 8)
2298 d -= 8;
2401 return d; 2299 return d;
2402} 2300}
2403 2301
2404/* 2302/*
2405 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2303 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2406 * between two directions (which are expected to be absolute (see absdir()) 2304 * between two directions (which are expected to be absolute (see absdir())
2407 */ 2305 */
2408 2306
2307int
2409int dirdiff(int dir1, int dir2) { 2308dirdiff (int dir1, int dir2)
2309{
2410 int d; 2310 int
2311 d;
2312
2411 d = abs(dir1 - dir2); 2313 d = abs (dir1 - dir2);
2412 if(d>4) 2314 if (d > 4)
2413 d = 8 - d; 2315 d = 8 - d;
2414 return d; 2316 return d;
2415} 2317}
2416 2318
2417/* peterm: 2319/* peterm:
2422 * direction 4, 14, or 16 to get back to where we are. 2324 * 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 2325 * Moved from spell_util.c to object.c with the other related direction
2424 * functions. 2326 * functions.
2425 */ 2327 */
2426 2328
2329int
2427int reduction_dir[SIZEOFFREE][3] = { 2330 reduction_dir[SIZEOFFREE][3] = {
2428 {0,0,0}, /* 0 */ 2331 {0, 0, 0}, /* 0 */
2429 {0,0,0}, /* 1 */ 2332 {0, 0, 0}, /* 1 */
2430 {0,0,0}, /* 2 */ 2333 {0, 0, 0}, /* 2 */
2431 {0,0,0}, /* 3 */ 2334 {0, 0, 0}, /* 3 */
2432 {0,0,0}, /* 4 */ 2335 {0, 0, 0}, /* 4 */
2433 {0,0,0}, /* 5 */ 2336 {0, 0, 0}, /* 5 */
2434 {0,0,0}, /* 6 */ 2337 {0, 0, 0}, /* 6 */
2435 {0,0,0}, /* 7 */ 2338 {0, 0, 0}, /* 7 */
2436 {0,0,0}, /* 8 */ 2339 {0, 0, 0}, /* 8 */
2437 {8,1,2}, /* 9 */ 2340 {8, 1, 2}, /* 9 */
2438 {1,2,-1}, /* 10 */ 2341 {1, 2, -1}, /* 10 */
2439 {2,10,12}, /* 11 */ 2342 {2, 10, 12}, /* 11 */
2440 {2,3,-1}, /* 12 */ 2343 {2, 3, -1}, /* 12 */
2441 {2,3,4}, /* 13 */ 2344 {2, 3, 4}, /* 13 */
2442 {3,4,-1}, /* 14 */ 2345 {3, 4, -1}, /* 14 */
2443 {4,14,16}, /* 15 */ 2346 {4, 14, 16}, /* 15 */
2444 {5,4,-1}, /* 16 */ 2347 {5, 4, -1}, /* 16 */
2445 {4,5,6}, /* 17 */ 2348 {4, 5, 6}, /* 17 */
2446 {6,5,-1}, /* 18 */ 2349 {6, 5, -1}, /* 18 */
2447 {6,20,18}, /* 19 */ 2350 {6, 20, 18}, /* 19 */
2448 {7,6,-1}, /* 20 */ 2351 {7, 6, -1}, /* 20 */
2449 {6,7,8}, /* 21 */ 2352 {6, 7, 8}, /* 21 */
2450 {7,8,-1}, /* 22 */ 2353 {7, 8, -1}, /* 22 */
2451 {8,22,24}, /* 23 */ 2354 {8, 22, 24}, /* 23 */
2452 {8,1,-1}, /* 24 */ 2355 {8, 1, -1}, /* 24 */
2453 {24,9,10}, /* 25 */ 2356 {24, 9, 10}, /* 25 */
2454 {9,10,-1}, /* 26 */ 2357 {9, 10, -1}, /* 26 */
2455 {10,11,-1}, /* 27 */ 2358 {10, 11, -1}, /* 27 */
2456 {27,11,29}, /* 28 */ 2359 {27, 11, 29}, /* 28 */
2457 {11,12,-1}, /* 29 */ 2360 {11, 12, -1}, /* 29 */
2458 {12,13,-1}, /* 30 */ 2361 {12, 13, -1}, /* 30 */
2459 {12,13,14}, /* 31 */ 2362 {12, 13, 14}, /* 31 */
2460 {13,14,-1}, /* 32 */ 2363 {13, 14, -1}, /* 32 */
2461 {14,15,-1}, /* 33 */ 2364 {14, 15, -1}, /* 33 */
2462 {33,15,35}, /* 34 */ 2365 {33, 15, 35}, /* 34 */
2463 {16,15,-1}, /* 35 */ 2366 {16, 15, -1}, /* 35 */
2464 {17,16,-1}, /* 36 */ 2367 {17, 16, -1}, /* 36 */
2465 {18,17,16}, /* 37 */ 2368 {18, 17, 16}, /* 37 */
2466 {18,17,-1}, /* 38 */ 2369 {18, 17, -1}, /* 38 */
2467 {18,19,-1}, /* 39 */ 2370 {18, 19, -1}, /* 39 */
2468 {41,19,39}, /* 40 */ 2371 {41, 19, 39}, /* 40 */
2469 {19,20,-1}, /* 41 */ 2372 {19, 20, -1}, /* 41 */
2470 {20,21,-1}, /* 42 */ 2373 {20, 21, -1}, /* 42 */
2471 {20,21,22}, /* 43 */ 2374 {20, 21, 22}, /* 43 */
2472 {21,22,-1}, /* 44 */ 2375 {21, 22, -1}, /* 44 */
2473 {23,22,-1}, /* 45 */ 2376 {23, 22, -1}, /* 45 */
2474 {45,47,23}, /* 46 */ 2377 {45, 47, 23}, /* 46 */
2475 {23,24,-1}, /* 47 */ 2378 {23, 24, -1}, /* 47 */
2476 {24,9,-1}}; /* 48 */ 2379 {24, 9, -1}
2380}; /* 48 */
2477 2381
2478/* Recursive routine to step back and see if we can 2382/* Recursive routine to step back and see if we can
2479 * find a path to that monster that we found. If not, 2383 * find a path to that monster that we found. If not,
2480 * we don't bother going toward it. Returns 1 if we 2384 * we don't bother going toward it. Returns 1 if we
2481 * can see a direct way to get it 2385 * can see a direct way to get it
2482 * Modified to be map tile aware -.MSW 2386 * Modified to be map tile aware -.MSW
2483 */ 2387 */
2484 2388int
2485
2486int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2389can_see_monsterP (maptile *m, int x, int y, int dir)
2390{
2487 sint16 dx, dy; 2391 sint16 dx, dy;
2488 int mflags; 2392 int mflags;
2489 2393
2394 if (dir < 0)
2490 if(dir<0) return 0; /* exit condition: invalid direction */ 2395 return 0; /* exit condition: invalid direction */
2491 2396
2492 dx = x + freearr_x[dir]; 2397 dx = x + freearr_x[dir];
2493 dy = y + freearr_y[dir]; 2398 dy = y + freearr_y[dir];
2494 2399
2495 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2400 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2496 2401
2497 /* This functional arguably was incorrect before - it was 2402 /* This functional arguably was incorrect before - it was
2498 * checking for P_WALL - that was basically seeing if 2403 * checking for P_WALL - that was basically seeing if
2499 * we could move to the monster - this is being more 2404 * we could move to the monster - this is being more
2500 * literal on if we can see it. To know if we can actually 2405 * 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 2406 * move to the monster, we'd need the monster passed in or
2502 * at least its move type. 2407 * at least its move type.
2503 */ 2408 */
2504 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2409 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2410 return 0;
2505 2411
2506 /* yes, can see. */ 2412 /* yes, can see. */
2507 if(dir < 9) return 1; 2413 if (dir < 9)
2414 return 1;
2415
2508 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2416 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2509 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2417 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2510 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2418 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2511} 2419}
2512 2420
2513
2514
2515/* 2421/*
2516 * can_pick(picker, item): finds out if an object is possible to be 2422 * 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 2423 * picked up by the picker. Returnes 1 if it can be
2518 * picked up, otherwise 0. 2424 * picked up, otherwise 0.
2519 * 2425 *
2521 * core dumps if they do. 2427 * core dumps if they do.
2522 * 2428 *
2523 * Add a check so we can't pick up invisible objects (0.93.8) 2429 * Add a check so we can't pick up invisible objects (0.93.8)
2524 */ 2430 */
2525 2431
2432int
2526int can_pick(const object *who, const object *item) { 2433can_pick (const object *who, const object *item)
2434{
2527 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2435 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2528 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2436 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2529 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2437 !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} 2438}
2532
2533 2439
2534/* 2440/*
2535 * create clone from object to another 2441 * create clone from object to another
2536 */ 2442 */
2443object *
2537object *object_create_clone (object *asrc) { 2444object_create_clone (object *asrc)
2445{
2538 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2446 object *dst = 0, *tmp, *src, *part, *prev, *item;
2539 2447
2540 if(!asrc) return NULL; 2448 if (!asrc)
2449 return 0;
2450
2541 src = asrc; 2451 src = asrc;
2542 if(src->head) 2452 if (src->head)
2543 src = src->head; 2453 src = src->head;
2544 2454
2545 prev = NULL; 2455 prev = 0;
2546 for(part = src; part; part = part->more) { 2456 for (part = src; part; part = part->more)
2547 tmp = get_object(); 2457 {
2548 copy_object(part,tmp); 2458 tmp = part->clone ();
2549 tmp->x -= src->x; 2459 tmp->x -= src->x;
2550 tmp->y -= src->y; 2460 tmp->y -= src->y;
2461
2551 if(!part->head) { 2462 if (!part->head)
2463 {
2552 dst = tmp; 2464 dst = tmp;
2553 tmp->head = NULL;
2554 } else {
2555 tmp->head = dst; 2465 tmp->head = 0;
2556 } 2466 }
2467 else
2468 tmp->head = dst;
2469
2557 tmp->more = NULL; 2470 tmp->more = 0;
2471
2558 if(prev) 2472 if (prev)
2559 prev->more = tmp; 2473 prev->more = tmp;
2474
2560 prev = tmp; 2475 prev = tmp;
2561 } 2476 }
2562 /*** copy inventory ***/ 2477
2563 for(item = src->inv; item; item = item->below) { 2478 for (item = src->inv; item; item = item->below)
2564 (void) insert_ob_in_ob(object_create_clone(item),dst); 2479 insert_ob_in_ob (object_create_clone (item), dst);
2565 }
2566 2480
2567 return dst; 2481 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} 2482}
2577 2483
2578/* GROS - Creates an object using a string representing its content. */ 2484/* 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 */ 2485/* 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, */ 2486/* 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. */ 2487/* 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. */ 2488/* Remember not to use load_object_str in a time-critical situation. */
2583/* Also remember that multiparts objects are not supported for now. */ 2489/* Also remember that multiparts objects are not supported for now. */
2584 2490
2491object *
2585object* load_object_str(const char *obstr) 2492load_object_str (const char *obstr)
2586{ 2493{
2587 object *op; 2494 object *op;
2588 char filename[MAX_BUF]; 2495 char filename[MAX_BUF];
2496
2589 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2497 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2590 2498
2591 FILE *tempfile=fopen(filename,"w"); 2499 FILE *tempfile = fopen (filename, "w");
2500
2592 if (tempfile == NULL) 2501 if (tempfile == NULL)
2593 { 2502 {
2594 LOG(llevError,"Error - Unable to access load object temp file\n"); 2503 LOG (llevError, "Error - Unable to access load object temp file\n");
2595 return NULL; 2504 return NULL;
2596 }; 2505 }
2506
2597 fprintf(tempfile,obstr); 2507 fprintf (tempfile, obstr);
2598 fclose(tempfile); 2508 fclose (tempfile);
2599 2509
2600 op=get_object(); 2510 op = object::create ();
2601 2511
2602 object_thawer thawer (filename); 2512 object_thawer thawer (filename);
2513
2603 if (thawer) 2514 if (thawer)
2604 load_object(thawer,op,LO_NEWFILE,0); 2515 load_object (thawer, op, 0);
2516
2605 LOG(llevDebug," load str completed, object=%s\n",op->name); 2517 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2606 CLEAR_FLAG(op,FLAG_REMOVED); 2518 CLEAR_FLAG (op, FLAG_REMOVED);
2607 2519
2608 return op; 2520 return op;
2609} 2521}
2610 2522
2611/* This returns the first object in who's inventory that 2523/* This returns the first object in who's inventory that
2612 * has the same type and subtype match. 2524 * has the same type and subtype match.
2613 * returns NULL if no match. 2525 * returns NULL if no match.
2614 */ 2526 */
2527object *
2615object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2528find_obj_by_type_subtype (const object *who, int type, int subtype)
2616{ 2529{
2617 object *tmp; 2530 object *tmp;
2618 2531
2619 for (tmp=who->inv; tmp; tmp=tmp->below) 2532 for (tmp = who->inv; tmp; tmp = tmp->below)
2620 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2533 if (tmp->type == type && tmp->subtype == subtype)
2534 return tmp;
2621 2535
2622 return NULL; 2536 return NULL;
2623} 2537}
2624 2538
2625/* If ob has a field named key, return the link from the list, 2539/* If ob has a field named key, return the link from the list,
2626 * otherwise return NULL. 2540 * otherwise return NULL.
2627 * 2541 *
2628 * key must be a passed in shared string - otherwise, this won't 2542 * key must be a passed in shared string - otherwise, this won't
2629 * do the desired thing. 2543 * do the desired thing.
2630 */ 2544 */
2545key_value *
2631key_value * get_ob_key_link(const object * ob, const char * key) { 2546get_ob_key_link (const object *ob, const char *key)
2547{
2632 key_value * link; 2548 key_value *link;
2633 2549
2634 for (link = ob->key_values; link != NULL; link = link->next) { 2550 for (link = ob->key_values; link != NULL; link = link->next)
2635 if (link->key == key) { 2551 if (link->key == key)
2636 return link; 2552 return link;
2637 } 2553
2638 }
2639
2640 return NULL; 2554 return NULL;
2641} 2555}
2642 2556
2643/* 2557/*
2644 * Returns the value of op has an extra_field for key, or NULL. 2558 * Returns the value of op has an extra_field for key, or NULL.
2645 * 2559 *
2646 * The argument doesn't need to be a shared string. 2560 * The argument doesn't need to be a shared string.
2647 * 2561 *
2648 * The returned string is shared. 2562 * The returned string is shared.
2649 */ 2563 */
2564const char *
2650const char * get_ob_key_value(const object * op, const char * const key) { 2565get_ob_key_value (const object *op, const char *const key)
2566{
2651 key_value * link; 2567 key_value *link;
2652 const char * canonical_key; 2568 shstr_cmp canonical_key (key);
2569
2570 if (!canonical_key)
2653 2571 {
2654 canonical_key = find_string(key);
2655
2656 if (canonical_key == NULL) {
2657 /* 1. There being a field named key on any object 2572 /* 1. There being a field named key on any object
2658 * implies there'd be a shared string to find. 2573 * implies there'd be a shared string to find.
2659 * 2. Since there isn't, no object has this field. 2574 * 2. Since there isn't, no object has this field.
2660 * 3. Therefore, *this* object doesn't have this field. 2575 * 3. Therefore, *this* object doesn't have this field.
2661 */ 2576 */
2662 return NULL; 2577 return 0;
2663 } 2578 }
2664 2579
2665 /* This is copied from get_ob_key_link() above - 2580 /* This is copied from get_ob_key_link() above -
2666 * only 4 lines, and saves the function call overhead. 2581 * only 4 lines, and saves the function call overhead.
2667 */ 2582 */
2668 for (link = op->key_values; link != NULL; link = link->next) { 2583 for (link = op->key_values; link; link = link->next)
2669 if (link->key == canonical_key) { 2584 if (link->key == canonical_key)
2670 return link->value; 2585 return link->value;
2671 } 2586
2672 } 2587 return 0;
2673 return NULL;
2674} 2588}
2675 2589
2676 2590
2677/* 2591/*
2678 * Updates the canonical_key in op to value. 2592 * 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 2596 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2683 * keys. 2597 * keys.
2684 * 2598 *
2685 * Returns TRUE on success. 2599 * Returns TRUE on success.
2686 */ 2600 */
2601int
2687int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) { 2602set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2603{
2604 key_value *
2688 key_value * field = NULL, *last=NULL; 2605 field = NULL, *last = NULL;
2689 2606
2690 for (field=op->key_values; field != NULL; field=field->next) { 2607 for (field = op->key_values; field != NULL; field = field->next)
2608 {
2691 if (field->key != canonical_key) { 2609 if (field->key != canonical_key)
2610 {
2692 last = field; 2611 last = field;
2693 continue; 2612 continue;
2694 } 2613 }
2695 2614
2696 if (field->value) FREE_AND_CLEAR_STR(field->value);
2697 if (value) 2615 if (value)
2698 field->value = add_string(value); 2616 field->value = value;
2699 else { 2617 else
2618 {
2700 /* Basically, if the archetype has this key set, 2619 /* Basically, if the archetype has this key set,
2701 * we need to store the null value so when we save 2620 * we need to store the null value so when we save
2702 * it, we save the empty value so that when we load, 2621 * it, we save the empty value so that when we load,
2703 * we get this value back again. 2622 * we get this value back again.
2704 */ 2623 */
2705 if (get_ob_key_link(&op->arch->clone, canonical_key)) 2624 if (get_ob_key_link (&op->arch->clone, canonical_key))
2706 field->value = NULL; 2625 field->value = 0;
2707 else { 2626 else
2708 /* Delete this link */ 2627 {
2709 if (field->key) FREE_AND_CLEAR_STR(field->key); 2628 if (last)
2710 if (field->value) FREE_AND_CLEAR_STR(field->value);
2711 if (last) last->next = field->next; 2629 last->next = field->next;
2630 else
2712 else op->key_values = field->next; 2631 op->key_values = field->next;
2632
2713 free(field); 2633 delete field;
2714 } 2634 }
2715 } 2635 }
2716 return TRUE; 2636 return TRUE;
2717 } 2637 }
2718 /* IF we get here, key doesn't exist */ 2638 /* IF we get here, key doesn't exist */
2719 2639
2720 /* No field, we'll have to add it. */ 2640 /* No field, we'll have to add it. */
2641
2642 if (!add_key)
2721 2643 {
2722 if (!add_key) {
2723 return FALSE; 2644 return FALSE;
2724 } 2645 }
2725 /* There isn't any good reason to store a null 2646 /* There isn't any good reason to store a null
2726 * value in the key/value list. If the archetype has 2647 * value in the key/value list. If the archetype has
2727 * this key, then we should also have it, so shouldn't 2648 * this key, then we should also have it, so shouldn't
2728 * be here. If user wants to store empty strings, 2649 * be here. If user wants to store empty strings,
2729 * should pass in "" 2650 * should pass in ""
2730 */ 2651 */
2731 if (value == NULL) return TRUE; 2652 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; 2653 return TRUE;
2654
2655 field = new key_value;
2656
2657 field->key = canonical_key;
2658 field->value = value;
2659 /* Usual prepend-addition. */
2660 field->next = op->key_values;
2661 op->key_values = field;
2662
2663 return TRUE;
2742} 2664}
2743 2665
2744/* 2666/*
2745 * Updates the key in op to value. 2667 * Updates the key in op to value.
2746 * 2668 *
2748 * and not add new ones. 2670 * and not add new ones.
2749 * In general, should be little reason FALSE is ever passed in for add_key 2671 * In general, should be little reason FALSE is ever passed in for add_key
2750 * 2672 *
2751 * Returns TRUE on success. 2673 * Returns TRUE on success.
2752 */ 2674 */
2675int
2753int set_ob_key_value(object * op, const char * key, const char * value, int add_key) { 2676set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2754 const char * canonical_key = NULL; 2677{
2755 int floating_ref = FALSE; 2678 shstr key_ (key);
2756 int ret; 2679
2680 return set_ob_key_value_s (op, key_, value, add_key);
2681}
2682
2683object::depth_iterator::depth_iterator (object *container)
2684: iterator_base (container)
2685{
2686 while (item->inv)
2687 item = item->inv;
2688}
2689
2690void
2691object::depth_iterator::next ()
2692{
2693 if (item->below)
2757 2694 {
2758 /* HACK This mess is to make sure set_ob_value() passes a shared string 2695 item = item->below;
2759 * to get_ob_key_link(), without leaving a leaked refcount. 2696
2760 */ 2697 while (item->inv)
2698 item = item->inv;
2761 2699 }
2762 canonical_key = find_string(key); 2700 else
2763 if (canonical_key == NULL) { 2701 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} 2702}
2703
2704// return a suitable string describing an objetc in enough detail to find it
2705const char *
2706object::debug_desc (char *info) const
2707{
2708 char info2[256 * 3];
2709 char *p = info;
2710
2711 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2712 count,
2713 &name,
2714 title ? " " : "",
2715 title ? (const char *)title : "");
2716
2717 if (env)
2718 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2719
2720 if (map)
2721 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2722
2723 return info;
2724}
2725
2726const char *
2727object::debug_desc () const
2728{
2729 static char info[256 * 3];
2730 return debug_desc (info);
2731}
2732

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