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Comparing deliantra/server/common/object.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:00 2006 UTC vs.
Revision 1.101 by root, Mon Jan 1 17:30:33 2007 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.1 2006/08/13 17:16:00 elmex 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
57void (*object_free_callback)(object *ob); 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
59short freearr_x[SIZEOFFREE]=
60 {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,
61 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
62short freearr_y[SIZEOFFREE]= 45};
63 {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,
64 -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
65int maxfree[SIZEOFFREE]= 48};
66 {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,
67 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};
68int freedir[SIZEOFFREE]= { 52int freedir[SIZEOFFREE] = {
69 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,
70 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};
71 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}
72 133
73/* 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
74static int compare_ob_value_lists_one(const object * wants, const object * has) { 136compare_ob_value_lists_one (const object *wants, const object *has)
137{
75 key_value * wants_field; 138 key_value *wants_field;
76 139
77 /* 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
78 * 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
79 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
80 */ 143 */
81 144
82 /* For each field in wants, */ 145 /* For each field in wants, */
83 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 {
84 key_value * has_field; 148 key_value *has_field;
85 149
86 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
87 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)
88 154 {
89 if (has_field == NULL) {
90 /* No field with that name. */ 155 /* No field with that name. */
91 return FALSE; 156 return FALSE;
92 }
93 157 }
158
94 /* Found the matching field. */ 159 /* Found the matching field. */
95 if (has_field->value != wants_field->value) { 160 if (has_field->value != wants_field->value)
161 {
96 /* 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. */
97 return FALSE; 163 return FALSE;
98 } 164 }
99 165
100 /* 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. */
101 }
102 167 }
168
103 /* 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. */
104 return TRUE; 170 return TRUE;
105} 171}
106 172
107/* 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
108static int compare_ob_value_lists(const object * ob1, const object * ob2) { 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{
109 /* 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,
110 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
111 */ 179 */
112 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);
113} 181}
114 182
115/* 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
116 * they can be merged together. 184 * they can be merged together.
117 * 185 *
118 * 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
119 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
120 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
121 * 189 *
122 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
123 * 191 *
124 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
125 * check weight 193 * check weight
126 */ 194 */
127 195bool object::can_merge_slow (object *ob1, object *ob2)
128int CAN_MERGE(object *ob1, object *ob2) { 196{
129
130 /* A couple quicksanity checks */ 197 /* A couple quicksanity checks */
131 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 198 if (ob1 == ob2
132 199 || ob1->type != ob2->type
133 if (ob1->speed != ob2->speed) return 0; 200 || ob1->speed != ob2->speed
134 /* Note sure why the following is the case - either the object has to 201 || ob1->value != ob2->value
135 * be animated or have a very low speed. Is this an attempted monster 202 || ob1->name != ob2->name)
136 * check?
137 */
138 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED)
139 return 0; 203 return 0;
140 204
205 //TODO: this ain't working well, use nicer and correct overflow check
141 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 206 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
142 * value could not be stored in a sint32 (which unfortunately sometimes is 207 * value could not be stored in a sint32 (which unfortunately sometimes is
143 * used to store nrof). 208 * used to store nrof).
144 */ 209 */
145 if (ob1->nrof+ob2->nrof >= 1UL<<31) 210 if (ob1->nrof + ob2->nrof >= 1UL << 31)
146 return 0; 211 return 0;
147 212
148 /* This is really a spellbook check - really, we should
149 * check all objects in the inventory.
150 */
151 if (ob1->inv || ob2->inv) {
152 /* if one object has inventory but the other doesn't, not equiv */
153 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
154
155 /* Now check to see if the two inventory objects could merge */
156 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
157
158 /* inventory ok - still need to check rest of this object to see
159 * if it is valid.
160 */
161 }
162
163 /* If the objects have been identified, set the BEEN_APPLIED flag. 213 /* If the objects have been identified, set the BEEN_APPLIED flag.
164 * This is to the comparison of the flags below will be OK. We 214 * This is to the comparison of the flags below will be OK. We
165 * just can't ignore the been applied or identified flags, as they 215 * just can't ignore the been applied or identified flags, as they
166 * are not equal - just if it has been identified, the been_applied 216 * are not equal - just if it has been identified, the been_applied
167 * flags lose any meaning. 217 * flags lose any meaning.
168 */ 218 */
169 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED)) 219 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
170 SET_FLAG(ob1, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
171 221
172 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED)) 222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
173 SET_FLAG(ob2, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
174 224
175 225 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
176 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 226 || ob1->arch != ob2->arch
177 * being locked in inventory should prevent merging. 227 || ob1->name != ob2->name
178 * 0x4 in flags3 is CLIENT_SENT 228 || ob1->title != ob2->title
179 */ 229 || ob1->msg != ob2->msg
180 if ((ob1->arch != ob2->arch) || 230 || ob1->weight != ob2->weight
181 (ob1->flags[0] != ob2->flags[0]) ||
182 (ob1->flags[1] != ob2->flags[1]) ||
183 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
184 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
185 (ob1->name != ob2->name) ||
186 (ob1->title != ob2->title) ||
187 (ob1->msg != ob2->msg) ||
188 (ob1->weight != ob2->weight) ||
189 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) || 231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
190 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) || 232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
191 (ob1->attacktype != ob2->attacktype) || 233 || ob1->attacktype != ob2->attacktype
192 (ob1->magic != ob2->magic) || 234 || ob1->magic != ob2->magic
193 (ob1->slaying != ob2->slaying) || 235 || ob1->slaying != ob2->slaying
194 (ob1->skill != ob2->skill) || 236 || ob1->skill != ob2->skill
195 (ob1->value != ob2->value) || 237 || ob1->value != ob2->value
196 (ob1->animation_id != ob2->animation_id) || 238 || ob1->animation_id != ob2->animation_id
197 (ob1->client_type != ob2->client_type) || 239 || ob1->client_type != ob2->client_type
198 (ob1->materialname != ob2->materialname) || 240 || ob1->materialname != ob2->materialname
199 (ob1->lore != ob2->lore) || 241 || ob1->lore != ob2->lore
200 (ob1->subtype != ob2->subtype) || 242 || ob1->subtype != ob2->subtype
201 (ob1->move_type != ob2->move_type) || 243 || ob1->move_type != ob2->move_type
202 (ob1->move_block != ob2->move_block) || 244 || ob1->move_block != ob2->move_block
203 (ob1->move_allow != ob2->move_allow) || 245 || ob1->move_allow != ob2->move_allow
204 (ob1->move_on != ob2->move_on) || 246 || ob1->move_on != ob2->move_on
205 (ob1->move_off != ob2->move_off) || 247 || ob1->move_off != ob2->move_off
206 (ob1->move_slow != ob2->move_slow) || 248 || ob1->move_slow != ob2->move_slow
207 (ob1->move_slow_penalty != ob2->move_slow_penalty) 249 || ob1->move_slow_penalty != ob2->move_slow_penalty)
208 )
209 return 0; 250 return 0;
210 251
252 /* This is really a spellbook check - really, we should
253 * check all objects in the inventory.
254 */
255 if (ob1->inv || ob2->inv)
256 {
257 /* if one object has inventory but the other doesn't, not equiv */
258 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
259 return 0;
260
261 /* Now check to see if the two inventory objects could merge */
262 if (!object::can_merge (ob1->inv, ob2->inv))
263 return 0;
264
265 /* inventory ok - still need to check rest of this object to see
266 * if it is valid.
267 */
268 }
269
211 /* Don't merge objects that are applied. With the new 'body' code, 270 /* Don't merge objects that are applied. With the new 'body' code,
212 * it is possible for most any character to have more than one of 271 * it is possible for most any character to have more than one of
213 * some items equipped, and we don't want those to merge. 272 * some items equipped, and we don't want those to merge.
214 */ 273 */
215 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 274 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
216 return 0; 275 return 0;
217 276
277 /* Note sure why the following is the case - either the object has to
278 * be animated or have a very low speed. Is this an attempted monster
279 * check?
280 */
281 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
282 return 0;
283
218 switch (ob1->type) { 284 switch (ob1->type)
285 {
219 case SCROLL: 286 case SCROLL:
220 if (ob1->level != ob2->level) return 0; 287 if (ob1->level != ob2->level)
288 return 0;
221 break; 289 break;
222
223 } 290 }
291
224 if (ob1->key_values != NULL || ob2->key_values != NULL) { 292 if (ob1->key_values != NULL || ob2->key_values != NULL)
293 {
225 /* At least one of these has key_values. */ 294 /* At least one of these has key_values. */
226 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) { 295 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
227 /* One has fields, but the other one doesn't. */ 296 /* One has fields, but the other one doesn't. */
228 return 0; 297 return 0;
229 } else if (!compare_ob_value_lists(ob1, ob2)) { 298 else if (!compare_ob_value_lists (ob1, ob2))
230 return 0; 299 return 0;
231 } 300 }
301
302 //TODO: generate an event or call into perl for additional checks
303 if (ob1->self || ob2->self)
232 } 304 {
305 ob1->optimise ();
306 ob2->optimise ();
233 307
308 if (ob1->self || ob2->self)
309 return 0;
310 }
311
234 /* Everything passes, must be OK. */ 312 /* Everything passes, must be OK. */
235 return 1; 313 return 1;
236} 314}
237 315
238/* 316/*
239 * sum_weight() is a recursive function which calculates the weight 317 * sum_weight() is a recursive function which calculates the weight
240 * an object is carrying. It goes through in figures out how much 318 * an object is carrying. It goes through in figures out how much
241 * containers are carrying, and sums it up. 319 * containers are carrying, and sums it up.
242 */ 320 */
243signed long sum_weight(object *op) { 321long
322sum_weight (object *op)
323{
244 signed long sum; 324 long sum;
245 object *inv; 325 object *inv;
326
246 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 327 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
328 {
247 if (inv->inv) 329 if (inv->inv)
248 sum_weight(inv); 330 sum_weight (inv);
249 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 331 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
250 } 332 }
333
251 if (op->type == CONTAINER && op->stats.Str) 334 if (op->type == CONTAINER && op->stats.Str)
252 sum = (sum * (100 - op->stats.Str))/100; 335 sum = (sum * (100 - op->stats.Str)) / 100;
336
253 if(op->carrying != sum) 337 if (op->carrying != sum)
254 op->carrying = sum; 338 op->carrying = sum;
339
255 return sum; 340 return sum;
256} 341}
257 342
258/** 343/**
259 * Return the outermost environment object for a given object. 344 * Return the outermost environment object for a given object.
260 */ 345 */
261 346
347object *
262object *object_get_env_recursive (object *op) { 348object_get_env_recursive (object *op)
349{
263 while (op->env != NULL) 350 while (op->env != NULL)
264 op = op->env; 351 op = op->env;
265 return op; 352 return op;
266}
267
268/*
269 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
270 * a better check. We basically keeping traversing up until we can't
271 * or find a player.
272 */
273
274object *is_player_inv (object *op) {
275 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
276 if (op->env==op)
277 op->env = NULL;
278 return op;
279} 353}
280 354
281/* 355/*
282 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
283 * Some error messages. 357 * Some error messages.
284 * The result of the dump is stored in the static global errmsg array. 358 * The result of the dump is stored in the static global errmsg array.
285 */ 359 */
286 360
287void dump_object2(object *op) { 361char *
288 char *cp;
289/* object *tmp;*/
290
291 if(op->arch!=NULL) {
292 strcat(errmsg,"arch ");
293 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
294 strcat(errmsg,"\n");
295 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
296 strcat(errmsg,cp);
297#if 0
298 /* Don't dump player diffs - they are too long, mostly meaningless, and
299 * will overflow the buffer.
300 * Changed so that we don't dump inventory either. This may
301 * also overflow the buffer.
302 */
303 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
304 strcat(errmsg,cp);
305 for (tmp=op->inv; tmp; tmp=tmp->below)
306 dump_object2(tmp);
307#endif
308 strcat(errmsg,"end\n");
309 } else {
310 strcat(errmsg,"Object ");
311 if (op->name==NULL) strcat(errmsg, "(null)");
312 else strcat(errmsg,op->name);
313 strcat(errmsg,"\n");
314#if 0
315 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
316 strcat(errmsg,cp);
317 for (tmp=op->inv; tmp; tmp=tmp->below)
318 dump_object2(tmp);
319#endif
320 strcat(errmsg,"end\n");
321 }
322}
323
324/*
325 * Dumps an object. Returns output in the static global errmsg array.
326 */
327
328void dump_object(object *op) { 362dump_object (object *op)
329 if(op==NULL) {
330 strcpy(errmsg,"[NULL pointer]");
331 return;
332 }
333 errmsg[0]='\0';
334 dump_object2(op);
335}
336
337/* GROS - Dumps an object. Return the result into a string */
338/* Note that no checking is done for the validity of the target string, so */
339/* you need to be sure that you allocated enough space for it. */
340void dump_me(object *op, char *outstr)
341{ 363{
342 char *cp; 364 if (!op)
365 return strdup ("[NULLOBJ]");
343 366
344 if(op==NULL) 367 object_freezer freezer;
345 { 368 save_object (freezer, op, 1);
346 strcpy(outstr,"[NULL pointer]"); 369 return freezer.as_string ();
347 return;
348 }
349 outstr[0]='\0';
350
351 if(op->arch!=NULL)
352 {
353 strcat(outstr,"arch ");
354 strcat(outstr,op->arch->name?op->arch->name:"(null)");
355 strcat(outstr,"\n");
356 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
357 strcat(outstr,cp);
358 strcat(outstr,"end\n");
359 }
360 else
361 {
362 strcat(outstr,"Object ");
363 if (op->name==NULL)
364 strcat(outstr, "(null)");
365 else
366 strcat(outstr,op->name);
367 strcat(outstr,"\n");
368 strcat(outstr,"end\n");
369 }
370}
371
372/*
373 * This is really verbose...Can be triggered by the P key while in DM mode.
374 * All objects are dumped to stderr (or alternate logfile, if in server-mode)
375 */
376
377void dump_all_objects(void) {
378 object *op;
379 for(op=objects;op!=NULL;op=op->next) {
380 dump_object(op);
381 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
382 }
383} 370}
384 371
385/* 372/*
386 * get_nearest_part(multi-object, object 2) returns the part of the 373 * get_nearest_part(multi-object, object 2) returns the part of the
387 * multi-object 1 which is closest to the second object. 374 * multi-object 1 which is closest to the second object.
388 * If it's not a multi-object, it is returned. 375 * If it's not a multi-object, it is returned.
389 */ 376 */
390 377
378object *
391object *get_nearest_part(object *op, const object *pl) { 379get_nearest_part (object *op, const object *pl)
380{
392 object *tmp,*closest; 381 object *tmp, *closest;
393 int last_dist,i; 382 int last_dist, i;
383
394 if(op->more==NULL) 384 if (op->more == NULL)
395 return op; 385 return op;
396 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 386 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
397 if((i=distance(tmp,pl))<last_dist) 387 if ((i = distance (tmp, pl)) < last_dist)
398 closest=tmp,last_dist=i; 388 closest = tmp, last_dist = i;
399 return closest; 389 return closest;
400} 390}
401 391
402/* 392/*
403 * Returns the object which has the count-variable equal to the argument. 393 * Returns the object which has the count-variable equal to the argument.
404 */ 394 */
405 395
396object *
406object *find_object(tag_t i) { 397find_object (tag_t i)
407 object *op; 398{
408 for(op=objects;op!=NULL;op=op->next) 399 for (object *op = object::first; op; op = op->next)
409 if(op->count==i) 400 if (op->count == i)
410 break; 401 return op;
402
411 return op; 403 return 0;
412} 404}
413 405
414/* 406/*
415 * Returns the first object which has a name equal to the argument. 407 * Returns the first object which has a name equal to the argument.
416 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
417 * Enables features like "patch <name-of-other-player> food 999" 409 * Enables features like "patch <name-of-other-player> food 999"
418 */ 410 */
419 411
412object *
420object *find_object_name(const char *str) { 413find_object_name (const char *str)
421 const char *name=add_string(str); 414{
415 shstr_cmp str_ (str);
422 object *op; 416 object *op;
417
423 for(op=objects;op!=NULL;op=op->next) 418 for (op = object::first; op != NULL; op = op->next)
424 if(op->name==name) 419 if (op->name == str_)
425 break; 420 break;
426 free_string(name); 421
427 return op; 422 return op;
428} 423}
429 424
425void
430void free_all_object_data(void) { 426free_all_object_data ()
431#ifdef MEMORY_DEBUG
432 object *op, *next;
433
434 for (op=free_objects; op!=NULL; ) {
435 next=op->next;
436 free(op);
437 nrofallocobjects--;
438 nroffreeobjects--;
439 op=next;
440 }
441#endif
442 LOG(llevDebug,"%d allocated objects, %d free objects, STARMAX=%d\n",
443 nrofallocobjects, nroffreeobjects,STARTMAX);
444}
445
446/*
447 * Returns the object which this object marks as being the owner.
448 * A id-scheme is used to avoid pointing to objects which have been
449 * freed and are now reused. If this is detected, the owner is
450 * set to NULL, and NULL is returned.
451 * Changed 2004-02-12 - if the player is setting at the play again
452 * prompt, he is removed, and we don't want to treat him as an owner of
453 * anything, so check removed flag. I don't expect that this should break
454 * anything - once an object is removed, it is basically dead anyways.
455 */
456
457object *get_owner(object *op) {
458 if(op->owner==NULL)
459 return NULL;
460
461 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
462 op->owner->count==op->ownercount)
463 return op->owner;
464
465 op->owner=NULL;
466 op->ownercount=0;
467 return NULL;
468}
469
470void clear_owner(object *op)
471{ 427{
472 if (!op) return; 428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
473
474 if (op->owner && op->ownercount == op->owner->count)
475 op->owner->refcount--;
476
477 op->owner = NULL;
478 op->ownercount = 0;
479} 429}
480
481
482 430
483/* 431/*
484 * Sets the owner and sets the skill and exp pointers to owner's current 432 * Sets the owner and sets the skill and exp pointers to owner's current
485 * skill and experience objects. 433 * skill and experience objects.
486 */ 434 */
487void set_owner (object *op, object *owner) 435void
436object::set_owner (object *owner)
488{ 437{
489 if(owner==NULL||op==NULL) 438 if (!owner)
490 return; 439 return;
491 440
492 /* next line added to allow objects which own objects */ 441 /* next line added to allow objects which own objects */
493 /* Add a check for ownercounts in here, as I got into an endless loop 442 /* Add a check for ownercounts in here, as I got into an endless loop
494 * with the fireball owning a poison cloud which then owned the 443 * with the fireball owning a poison cloud which then owned the
495 * fireball. I believe that was caused by one of the objects getting 444 * fireball. I believe that was caused by one of the objects getting
496 * freed and then another object replacing it. Since the ownercounts 445 * freed and then another object replacing it. Since the ownercounts
497 * didn't match, this check is valid and I believe that cause is valid. 446 * didn't match, this check is valid and I believe that cause is valid.
498 */ 447 */
499 while (owner->owner && owner!=owner->owner && 448 while (owner->owner)
500 owner->ownercount==owner->owner->count) owner=owner->owner; 449 owner = owner->owner;
501 450
502 /* IF the owner still has an owner, we did not resolve to a final owner.
503 * so lets not add to that.
504 */
505 if (owner->owner) return;
506
507 op->owner=owner; 451 this->owner = owner;
508
509 op->ownercount=owner->count;
510 owner->refcount++;
511
512}
513
514/* Set the owner to clone's current owner and set the skill and experience
515 * objects to clone's objects (typically those objects that where the owner's
516 * current skill and experience objects at the time when clone's owner was
517 * set - not the owner's current skill and experience objects).
518 *
519 * Use this function if player created an object (e.g. fire bullet, swarm
520 * spell), and this object creates further objects whose kills should be
521 * accounted for the player's original skill, even if player has changed
522 * skills meanwhile.
523 */
524void copy_owner (object *op, object *clone)
525{
526 object *owner = get_owner (clone);
527 if (owner == NULL) {
528 /* players don't have owners - they own themselves. Update
529 * as appropriate.
530 */
531 if (clone->type == PLAYER) owner=clone;
532 else return;
533 }
534 set_owner(op, owner);
535
536}
537
538/*
539 * Resets vital variables in an object
540 */
541
542void reset_object(object *op) {
543
544 op->name = NULL;
545 op->name_pl = NULL;
546 op->title = NULL;
547 op->race = NULL;
548 op->slaying = NULL;
549 op->skill = NULL;
550 op->msg = NULL;
551 op->materialname = NULL;
552 op->lore = NULL;
553 op->current_weapon_script = NULL;
554 clear_object(op);
555} 452}
556 453
557/* Zero the key_values on op, decrementing the shared-string 454/* Zero the key_values on op, decrementing the shared-string
558 * refcounts and freeing the links. 455 * refcounts and freeing the links.
559 */ 456 */
457static void
560static void free_key_values(object * op) { 458free_key_values (object *op)
561 key_value * i; 459{
562 key_value * next = NULL; 460 for (key_value *i = op->key_values; i != 0;)
563 461 {
564 if (op->key_values == NULL) return; 462 key_value *next = i->next;
463 delete i;
464
465 i = next;
565 466 }
566 for (i = op->key_values; i != NULL; i = next) { 467
567 /* Store next *first*. */
568 next = i->next;
569
570 if (i->key) FREE_AND_CLEAR_STR(i->key);
571 if (i->value) FREE_AND_CLEAR_STR(i->value);
572 i->next = NULL;
573 free(i);
574 }
575
576 op->key_values = NULL; 468 op->key_values = 0;
577} 469}
578 470
579
580/* 471/*
581 * clear_object() frees everything allocated by an object, and also
582 * clears all variables and flags to default settings.
583 */
584
585void clear_object(object *op) {
586
587 event *evt;
588 event *evt2;
589
590 /* redo this to be simpler/more efficient. Was also seeing
591 * crashes in the old code. Move this to the top - am
592 * seeing periodic crashes in this code, and would like to have
593 * as much info available as possible (eg, object name).
594 */
595 for (evt = op->events; evt; evt=evt2) {
596 evt2 = evt->next;
597
598 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
599 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
600 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
601
602 free(evt);
603 }
604 op->events = NULL;
605
606 free_key_values(op);
607
608 /* the memset will clear all these values for us, but we need
609 * to reduce the refcount on them.
610 */
611 if (op->name!=NULL) FREE_AND_CLEAR_STR(op->name);
612 if (op->name_pl!=NULL) FREE_AND_CLEAR_STR(op->name_pl);
613 if (op->title != NULL) FREE_AND_CLEAR_STR(op->title);
614 if (op->race!=NULL) FREE_AND_CLEAR_STR(op->race);
615 if (op->slaying!=NULL) FREE_AND_CLEAR_STR(op->slaying);
616 if (op->skill!=NULL) FREE_AND_CLEAR_STR(op->skill);
617 if (op->msg!=NULL) FREE_AND_CLEAR_STR(op->msg);
618 if (op->lore!=NULL) FREE_AND_CLEAR_STR(op->lore);
619 if (op->materialname!= NULL) FREE_AND_CLEAR_STR(op->materialname);
620
621
622 memset((void*)op, 0, sizeof (object_special));
623 /* Below here, we clear things that are not done by the memset,
624 * or set default values that are not zero.
625 */
626 /* This is more or less true */
627 SET_FLAG(op, FLAG_REMOVED);
628
629
630 op->contr = NULL;
631 op->below=NULL;
632 op->above=NULL;
633 op->inv=NULL;
634 op->events=NULL;
635 op->container=NULL;
636 op->env=NULL;
637 op->more=NULL;
638 op->head=NULL;
639 op->map=NULL;
640 op->refcount=0;
641 op->active_next = NULL;
642 op->active_prev = NULL;
643 /* What is not cleared is next, prev, and count */
644
645 op->expmul=1.0;
646 op->face = blank_face;
647 op->attacked_by_count = (tag_t) -1;
648 if (settings.casting_time)
649 op->casting_time = -1;
650
651}
652
653/*
654 * copy object first frees everything allocated by the second object, 472 * copy_to first frees everything allocated by the dst object,
655 * and then copies the contends of the first object into the second 473 * and then copies the contents of itself into the second
656 * object, allocating what needs to be allocated. Basically, any 474 * object, allocating what needs to be allocated. Basically, any
657 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
658 * if the first object is freed, the pointers in the new object 476 * if the first object is freed, the pointers in the new object
659 * will point at garbage. 477 * will point at garbage.
660 */ 478 */
479void
480object::copy_to (object *dst)
481{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
661 484
662void copy_object(object *op2, object *op) { 485 *(object_copy *)dst = *this;
663 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED);
664 event *evt, *evt2, *evt_new;
665 486
666 /* Decrement the refcounts, but don't bother zeroing the fields; 487 if (is_freed)
667 they'll be overwritten by memcpy. */ 488 SET_FLAG (dst, FLAG_FREED);
668 if(op->name!=NULL) free_string(op->name);
669 if(op->name_pl!=NULL) free_string(op->name_pl);
670 if(op->title!=NULL) free_string(op->title);
671 if(op->race!=NULL) free_string(op->race);
672 if(op->slaying!=NULL) free_string(op->slaying);
673 if(op->skill!=NULL) free_string(op->skill);
674 if(op->msg!=NULL) free_string(op->msg);
675 if(op->lore!=NULL) free_string(op->lore);
676 if(op->materialname != NULL) free_string(op->materialname);
677 if(op->custom_name != NULL) free_string(op->custom_name);
678 489
679 /* Basically, same code as from clear_object() */ 490 if (is_removed)
680 for (evt = op->events; evt; evt=evt2) { 491 SET_FLAG (dst, FLAG_REMOVED);
681 evt2 = evt->next;
682 492
683 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook); 493 if (speed < 0)
684 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
685 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
686
687 free(evt);
688 }
689 op->events = NULL;
690
691 free_key_values(op);
692
693 *(object_special *)op = *(object_special *)op2;
694
695 if(is_freed) SET_FLAG(op,FLAG_FREED);
696 if(is_removed) SET_FLAG(op,FLAG_REMOVED);
697 if(op->name!=NULL) add_refcount(op->name);
698 if(op->name_pl!=NULL) add_refcount(op->name_pl);
699 if(op->title!=NULL) add_refcount(op->title);
700 if(op->race!=NULL) add_refcount(op->race);
701 if(op->slaying!=NULL) add_refcount(op->slaying);
702 if(op->skill!=NULL) add_refcount(op->skill);
703 if(op->lore!=NULL) add_refcount(op->lore);
704 if(op->msg!=NULL) add_refcount(op->msg);
705 if(op->custom_name!=NULL) add_refcount(op->custom_name);
706 if (op->materialname != NULL) add_refcount(op->materialname);
707
708 if((op2->speed<0) && !editor)
709 op->speed_left=op2->speed_left-RANDOM()%200/100.0; 494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
710 495
711 /* Copy over event information */
712 evt2 = NULL;
713 for (evt = op2->events; evt; evt=evt->next) {
714 evt_new = (event *) malloc(sizeof(event));
715 memcpy(evt_new, evt, sizeof(event));
716 if (evt_new->hook) add_refcount(evt_new->hook);
717 if (evt_new->plugin) add_refcount(evt_new->plugin);
718 if (evt_new->options) add_refcount(evt_new->options);
719 evt_new->next = NULL;
720
721 /* Try to be a little clever here, and store away the
722 * last event we copied, so that its simpler to update the
723 * pointer.
724 */
725 if (evt2)
726 evt2->next = evt_new;
727 else
728 op->events = evt_new;
729
730 evt2 = evt_new;
731 }
732 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
733 if (op2->key_values != NULL) { 497 if (key_values)
734 key_value * tail = NULL; 498 {
499 key_value *tail = 0;
735 key_value * i; 500 key_value *i;
736 501
737 op->key_values = NULL; 502 dst->key_values = 0;
738 503
739 for (i = op2->key_values; i != NULL; i = i->next) { 504 for (i = key_values; i; i = i->next)
740 key_value * new_link = (key_value *) malloc(sizeof(key_value)); 505 {
506 key_value *new_link = new key_value;
741 507
742 new_link->next = NULL; 508 new_link->next = 0;
743 new_link->key = add_refcount(i->key); 509 new_link->key = i->key;
744 if (i->value) 510 new_link->value = i->value;
745 new_link->value = add_refcount(i->value);
746 else
747 new_link->value = NULL;
748 511
749 /* Try and be clever here, too. */ 512 /* Try and be clever here, too. */
750 if (op->key_values == NULL) { 513 if (!dst->key_values)
751 op->key_values = new_link; 514 {
752 tail = new_link; 515 dst->key_values = new_link;
753 } else { 516 tail = new_link;
754 tail->next = new_link; 517 }
755 tail = new_link; 518 else
519 {
520 tail->next = new_link;
521 tail = new_link;
522 }
523 }
756 } 524 }
757 }
758 }
759
760 update_ob_speed(op);
761}
762 525
763/* 526 dst->set_speed (dst->speed);
764 * expand_objects() allocates more objects for the list of unused objects.
765 * It is called from get_object() if the unused list is empty.
766 */
767
768void expand_objects(void) {
769 int i;
770 object *obj;
771 obj = (object *) CALLOC(OBJ_EXPAND,sizeof(object));
772
773 if(obj==NULL)
774 fatal(OUT_OF_MEMORY);
775 free_objects=obj;
776 obj[0].prev=NULL;
777 obj[0].next= &obj[1],
778 SET_FLAG(&(obj[0]), FLAG_REMOVED);
779 SET_FLAG(&(obj[0]), FLAG_FREED);
780
781 for(i=1;i<OBJ_EXPAND-1;i++) {
782 obj[i].next= &obj[i+1],
783 obj[i].prev= &obj[i-1],
784 SET_FLAG(&(obj[i]), FLAG_REMOVED);
785 SET_FLAG(&(obj[i]), FLAG_FREED);
786 }
787 obj[OBJ_EXPAND-1].prev= &obj[OBJ_EXPAND-2],
788 obj[OBJ_EXPAND-1].next=NULL,
789 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_REMOVED);
790 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_FREED);
791
792 nrofallocobjects += OBJ_EXPAND;
793 nroffreeobjects += OBJ_EXPAND;
794} 527}
795 528
796/*
797 * get_object() grabs an object from the list of unused objects, makes
798 * sure it is initialised, and returns it.
799 * If there are no free objects, expand_objects() is called to get more.
800 */
801
802object *get_object(void) {
803 object *op; 529object *
804 530object::clone ()
805 if(free_objects==NULL) { 531{
806 expand_objects(); 532 object *neu = create ();
807 } 533 copy_to (neu);
808 op=free_objects;
809#ifdef MEMORY_DEBUG
810 /* The idea is hopefully by doing a realloc, the memory
811 * debugging program will now use the current stack trace to
812 * report leaks.
813 */
814 op = realloc(op, sizeof(object));
815 SET_FLAG(op, FLAG_REMOVED);
816 SET_FLAG(op, FLAG_FREED);
817#endif
818
819 if(!QUERY_FLAG(op,FLAG_FREED)) {
820 LOG(llevError,"Fatal: Getting busy object.\n");
821 }
822 free_objects=op->next;
823 if(free_objects!=NULL)
824 free_objects->prev=NULL;
825 op->count= ++ob_count;
826 op->name=NULL;
827 op->name_pl=NULL;
828 op->title=NULL;
829 op->race=NULL;
830 op->slaying=NULL;
831 op->skill = NULL;
832 op->lore=NULL;
833 op->msg=NULL;
834 op->materialname=NULL;
835 op->next=objects;
836 op->prev=NULL;
837 op->active_next = NULL;
838 op->active_prev = NULL;
839 if(objects!=NULL)
840 objects->prev=op;
841 objects=op;
842 clear_object(op);
843 SET_FLAG(op,FLAG_REMOVED);
844 nroffreeobjects--;
845 return op; 534 return neu;
846} 535}
847 536
848/* 537/*
849 * If an object with the IS_TURNABLE() flag needs to be turned due 538 * If an object with the IS_TURNABLE() flag needs to be turned due
850 * to the closest player being on the other side, this function can 539 * to the closest player being on the other side, this function can
851 * be called to update the face variable, _and_ how it looks on the map. 540 * be called to update the face variable, _and_ how it looks on the map.
852 */ 541 */
853 542void
854void update_turn_face(object *op) { 543update_turn_face (object *op)
544{
855 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
856 return; 546 return;
547
857 SET_ANIMATION(op, op->direction); 548 SET_ANIMATION (op, op->direction);
858 update_object(op,UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
859} 550}
860 551
861/* 552/*
862 * Updates the speed of an object. If the speed changes from 0 to another 553 * Updates the speed of an object. If the speed changes from 0 to another
863 * value, or vice versa, then add/remove the object from the active list. 554 * value, or vice versa, then add/remove the object from the active list.
864 * This function needs to be called whenever the speed of an object changes. 555 * This function needs to be called whenever the speed of an object changes.
865 */ 556 */
866 557void
867void update_ob_speed(object *op) { 558object::set_speed (float speed)
868 extern int arch_init; 559{
869 560 if (flag [FLAG_FREED] && speed)
870 /* No reason putting the archetypes objects on the speed list, 561 {
871 * since they never really need to be updated.
872 */
873
874 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
875 LOG(llevError,"Object %s is freed but has speed.\n", op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
876#ifdef MANY_CORES 563 speed = 0;
877 abort();
878#else
879 op->speed = 0;
880#endif
881 } 564 }
882 if (arch_init) {
883 return;
884 }
885 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
886 /* If already on active list, don't do anything */
887 if (op->active_next || op->active_prev || op==active_objects)
888 return;
889 565
890 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
891 * of the list. */ 567
892 op->active_next = active_objects; 568 if (has_active_speed ())
893 if (op->active_next!=NULL) 569 activate ();
894 op->active_next->active_prev = op;
895 active_objects = op;
896 }
897 else { 570 else
898 /* If not on the active list, nothing needs to be done */ 571 deactivate ();
899 if (!op->active_next && !op->active_prev && op!=active_objects)
900 return;
901
902 if (op->active_prev==NULL) {
903 active_objects = op->active_next;
904 if (op->active_next!=NULL)
905 op->active_next->active_prev = NULL;
906 }
907 else {
908 op->active_prev->active_next = op->active_next;
909 if (op->active_next)
910 op->active_next->active_prev = op->active_prev;
911 }
912 op->active_next = NULL;
913 op->active_prev = NULL;
914 }
915} 572}
916 573
917/* This function removes object 'op' from the list of active
918 * objects.
919 * This should only be used for style maps or other such
920 * reference maps where you don't want an object that isn't
921 * in play chewing up cpu time getting processed.
922 * The reverse of this is to call update_ob_speed, which
923 * will do the right thing based on the speed of the object.
924 */
925void remove_from_active_list(object *op)
926{
927 /* If not on the active list, nothing needs to be done */
928 if (!op->active_next && !op->active_prev && op!=active_objects)
929 return;
930
931 if (op->active_prev==NULL) {
932 active_objects = op->active_next;
933 if (op->active_next!=NULL)
934 op->active_next->active_prev = NULL;
935 }
936 else {
937 op->active_prev->active_next = op->active_next;
938 if (op->active_next)
939 op->active_next->active_prev = op->active_prev;
940 }
941 op->active_next = NULL;
942 op->active_prev = NULL;
943}
944
945/* 574/*
946 * update_object() updates the array which represents the map. 575 * update_object() updates the the map.
947 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
948 * by invisible objects by whatever is below them (unless it's another 577 * by invisible objects by whatever is below them (unless it's another
949 * invisible object, etc...) 578 * invisible object, etc...)
950 * If the object being updated is beneath a player, the look-window 579 * If the object being updated is beneath a player, the look-window
951 * of that player is updated (this might be a suboptimal way of 580 * of that player is updated (this might be a suboptimal way of
952 * updating that window, though, since update_object() is called _often_) 581 * updating that window, though, since update_object() is called _often_)
953 * 582 *
954 * action is a hint of what the caller believes need to be done. 583 * action is a hint of what the caller believes need to be done.
955 * For example, if the only thing that has changed is the face (due to
956 * an animation), we don't need to call update_position until that actually
957 * comes into view of a player. OTOH, many other things, like addition/removal
958 * of walls or living creatures may need us to update the flags now.
959 * current action are: 584 * current action are:
960 * UP_OBJ_INSERT: op was inserted 585 * UP_OBJ_INSERT: op was inserted
961 * UP_OBJ_REMOVE: op was removed 586 * UP_OBJ_REMOVE: op was removed
962 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 587 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
963 * as that is easier than trying to look at what may have changed. 588 * as that is easier than trying to look at what may have changed.
964 * UP_OBJ_FACE: only the objects face has changed. 589 * UP_OBJ_FACE: only the objects face has changed.
965 */ 590 */
966 591void
967void update_object(object *op, int action) { 592update_object (object *op, int action)
968 int update_now=0, flags; 593{
969 MoveType move_on, move_off, move_block, move_slow; 594 MoveType move_on, move_off, move_block, move_slow;
970 595
971 if (op == NULL) { 596 if (op == NULL)
597 {
972 /* this should never happen */ 598 /* this should never happen */
973 LOG(llevDebug,"update_object() called for NULL object.\n"); 599 LOG (llevDebug, "update_object() called for NULL object.\n");
974 return; 600 return;
975 }
976 601 }
977 if(op->env!=NULL) { 602
603 if (op->env)
604 {
978 /* Animation is currently handled by client, so nothing 605 /* Animation is currently handled by client, so nothing
979 * to do in this case. 606 * to do in this case.
980 */ 607 */
981 return; 608 return;
982 } 609 }
983 610
984 /* If the map is saving, don't do anything as everything is 611 /* If the map is saving, don't do anything as everything is
985 * going to get freed anyways. 612 * going to get freed anyways.
986 */ 613 */
987 if (!op->map || op->map->in_memory == MAP_SAVING) return; 614 if (!op->map || op->map->in_memory == MAP_SAVING)
988 615 return;
616
989 /* make sure the object is within map boundaries */ 617 /* make sure the object is within map boundaries */
990 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
991 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 619 {
992 LOG(llevError,"update_object() called for object out of map!\n"); 620 LOG (llevError, "update_object() called for object out of map!\n");
993#ifdef MANY_CORES 621#ifdef MANY_CORES
994 abort(); 622 abort ();
995#endif 623#endif
996 return; 624 return;
997 }
998 625 }
999 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
1000 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
1001 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
1002 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
1003 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
1004 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
1005 626
627 mapspace &m = op->ms ();
628
629 if (!(m.flags_ & P_UPTODATE))
630 /* nop */;
1006 if (action == UP_OBJ_INSERT) { 631 else if (action == UP_OBJ_INSERT)
632 {
633 // this is likely overkill, TODO: revisit (schmorp)
1007 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
1008 update_now=1;
1009
1010 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
1011 update_now=1; 636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
1012 637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
1013 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
1014 update_now=1; 640 || (m.move_on | op->move_on ) != m.move_on
1015 641 || (m.move_off | op->move_off ) != m.move_off
1016 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 642 || (m.move_slow | op->move_slow) != m.move_slow
1017 update_now=1;
1018
1019 if ((move_on | op->move_on) != move_on) update_now=1;
1020 if ((move_off | op->move_off) != move_off) update_now=1;
1021 /* This isn't perfect, but I don't expect a lot of objects to 643 /* This isn't perfect, but I don't expect a lot of objects to
1022 * to have move_allow right now. 644 * to have move_allow right now.
1023 */ 645 */
1024 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
1025 update_now=1; 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
1026 if ((move_slow | op->move_slow) != move_slow) update_now=1; 648 m.flags_ = 0;
1027 } 649 }
1028 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
1029 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
1030 * that is being removed. 652 * that is being removed.
1031 */ 653 */
1032 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
1033 update_now=1; 655 m.flags_ = 0;
1034 } else if (action == UP_OBJ_FACE) { 656 else if (action == UP_OBJ_FACE)
1035 /* Nothing to do for that case */ 657 /* Nothing to do for that case */ ;
1036 }
1037 else { 658 else
1038 LOG(llevError,"update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
1039 }
1040 660
1041 if (update_now) {
1042 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
1043 update_position(op->map, op->x, op->y);
1044 }
1045
1046 if(op->more!=NULL) 661 if (op->more)
1047 update_object(op->more, action); 662 update_object (op->more, action);
1048} 663}
1049 664
665object *object::first;
1050 666
1051/* 667object::object ()
1052 * free_object() frees everything allocated by an object, removes 668{
1053 * it from the list of used objects, and puts it on the list of
1054 * free objects. The IS_FREED() flag is set in the object.
1055 * The object must have been removed by remove_ob() first for
1056 * this function to succeed.
1057 *
1058 * If free_inventory is set, free inventory as well. Else drop items in
1059 * inventory to the ground.
1060 */
1061
1062void free_object(object *ob) {
1063 free_object2(ob, 0);
1064}
1065void free_object2(object *ob, int free_inventory) {
1066 object *tmp,*op;
1067
1068 if (object_free_callback)
1069 object_free_callback (ob);
1070
1071 if (!QUERY_FLAG(ob,FLAG_REMOVED)) {
1072 LOG(llevDebug,"Free object called with non removed object\n");
1073 dump_object(ob);
1074#ifdef MANY_CORES
1075 abort();
1076#endif
1077 }
1078 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) {
1079 LOG(llevMonster,"Warning: tried to free friendly object.\n");
1080 remove_friendly_object(ob);
1081 }
1082 if(QUERY_FLAG(ob,FLAG_FREED)) {
1083 dump_object(ob);
1084 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg);
1085 return;
1086 }
1087 if(ob->more!=NULL) {
1088 free_object2(ob->more, free_inventory);
1089 ob->more=NULL;
1090 }
1091 if (ob->inv) {
1092 /* Only if the space blocks everything do we not process -
1093 * if some form of movemnt is allowed, let objects
1094 * drop on that space.
1095 */
1096 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY ||
1097 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL))
1098 {
1099 op=ob->inv;
1100 while(op!=NULL) {
1101 tmp=op->below;
1102 remove_ob(op);
1103 free_object2(op, free_inventory);
1104 op=tmp;
1105 }
1106 }
1107 else { /* Put objects in inventory onto this space */
1108 op=ob->inv;
1109 while(op!=NULL) {
1110 tmp=op->below;
1111 remove_ob(op);
1112 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) ||
1113 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
1114 free_object(op);
1115 else {
1116 op->x=ob->x;
1117 op->y=ob->y;
1118 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */
1119 }
1120 op=tmp;
1121 }
1122 }
1123 }
1124 /* Remove object from the active list */
1125 ob->speed = 0;
1126 update_ob_speed(ob);
1127
1128 SET_FLAG(ob, FLAG_FREED); 669 SET_FLAG (this, FLAG_REMOVED);
1129 ob->count = 0;
1130 670
671 expmul = 1.0;
672 face = blank_face;
673}
674
675object::~object ()
676{
677 free_key_values (this);
678}
679
680void object::link ()
681{
682 count = ++ob_count;
683 uuid = gen_uuid ();
684
685 prev = 0;
686 next = object::first;
687
688 if (object::first)
689 object::first->prev = this;
690
691 object::first = this;
692}
693
694void object::unlink ()
695{
696 if (this == object::first)
697 object::first = next;
698
1131 /* Remove this object from the list of used objects */ 699 /* Remove this object from the list of used objects */
1132 if(ob->prev==NULL) { 700 if (prev) prev->next = next;
1133 objects=ob->next; 701 if (next) next->prev = prev;
1134 if(objects!=NULL)
1135 objects->prev=NULL;
1136 }
1137 else {
1138 ob->prev->next=ob->next;
1139 if(ob->next!=NULL)
1140 ob->next->prev=ob->prev;
1141 }
1142
1143 if(ob->name!=NULL) FREE_AND_CLEAR_STR(ob->name);
1144 if(ob->name_pl!=NULL) FREE_AND_CLEAR_STR(ob->name_pl);
1145 if(ob->title!=NULL) FREE_AND_CLEAR_STR(ob->title);
1146 if(ob->race!=NULL) FREE_AND_CLEAR_STR(ob->race);
1147 if(ob->slaying!=NULL) FREE_AND_CLEAR_STR(ob->slaying);
1148 if(ob->skill!=NULL) FREE_AND_CLEAR_STR(ob->skill);
1149 if(ob->lore!=NULL) FREE_AND_CLEAR_STR(ob->lore);
1150 if(ob->msg!=NULL) FREE_AND_CLEAR_STR(ob->msg);
1151 if(ob->materialname!=NULL) FREE_AND_CLEAR_STR(ob->materialname);
1152 702
703 prev = 0;
704 next = 0;
705}
706
707bool
708object::active () const
709{
710 return active_next || active_prev || this == active_objects;
711}
712
713void
714object::activate ()
715{
716 /* If already on active list, don't do anything */
717 if (active ())
718 return;
719
720 if (has_active_speed ())
1153 721 {
1154 /* Why aren't events freed? */ 722 /* process_events() expects us to insert the object at the beginning
1155 free_key_values(ob); 723 * of the list. */
724 active_next = active_objects;
1156 725
1157#if 0 /* MEMORY_DEBUG*/ 726 if (active_next)
1158 /* This is a nice idea. Unfortunately, a lot of the code in crossfire 727 active_next->active_prev = this;
1159 * presumes the freed_object will stick around for at least a little 728
1160 * bit 729 active_objects = this;
1161 */ 730 }
1162 /* this is necessary so that memory debugging programs will 731}
1163 * be able to accurately report source of malloc. If we recycle 732
1164 * objects, then some other area may be doing the get_object 733void
1165 * and not freeing it, but the original one that malloc'd the 734object::activate_recursive ()
1166 * object will get the blame. 735{
736 activate ();
737
738 for (object *op = inv; op; op = op->above)
739 op->activate_recursive ();
740}
741
742/* This function removes object 'op' from the list of active
743 * objects.
744 * This should only be used for style maps or other such
745 * reference maps where you don't want an object that isn't
746 * in play chewing up cpu time getting processed.
747 * The reverse of this is to call update_ob_speed, which
748 * will do the right thing based on the speed of the object.
749 */
750void
751object::deactivate ()
752{
753 /* If not on the active list, nothing needs to be done */
754 if (!active ())
755 return;
756
757 if (active_prev == 0)
758 {
759 active_objects = active_next;
760 if (active_next)
761 active_next->active_prev = 0;
762 }
763 else
764 {
765 active_prev->active_next = active_next;
766 if (active_next)
767 active_next->active_prev = active_prev;
768 }
769
770 active_next = 0;
771 active_prev = 0;
772}
773
774void
775object::deactivate_recursive ()
776{
777 for (object *op = inv; op; op = op->above)
778 op->deactivate_recursive ();
779
780 deactivate ();
781}
782
783/*
784 * Remove and free all objects in the inventory of the given object.
785 * object.c ?
786 */
787void
788object::destroy_inv (bool drop_to_ground)
789{
790 // need to check first, because the checks below might segfault
791 // as we might be on an invalid mapspace and crossfire code
792 // is too buggy to ensure that the inventory is empty.
793 // corollary: if you create arrows etc. with stuff in tis inventory,
794 // cf will crash below with off-map x and y
795 if (!inv)
796 return;
797
798 /* Only if the space blocks everything do we not process -
799 * if some form of movement is allowed, let objects
800 * drop on that space.
1167 */ 801 */
1168 free(ob); 802 if (!drop_to_ground
1169#else 803 || !map
804 || map->in_memory != MAP_IN_MEMORY
805 || ms ().move_block == MOVE_ALL)
806 {
807 while (inv)
808 {
809 inv->destroy_inv (drop_to_ground);
810 inv->destroy ();
811 }
812 }
813 else
814 { /* Put objects in inventory onto this space */
815 while (inv)
816 {
817 object *op = inv;
1170 818
1171 /* Now link it with the free_objects list: */ 819 if (op->flag [FLAG_STARTEQUIP]
1172 ob->prev=NULL; 820 || op->flag [FLAG_NO_DROP]
1173 ob->next=free_objects; 821 || op->type == RUNE
1174 if(free_objects!=NULL) 822 || op->type == TRAP
1175 free_objects->prev=ob; 823 || op->flag [FLAG_IS_A_TEMPLATE])
1176 free_objects=ob; 824 op->destroy ();
1177 nroffreeobjects++; 825 else
1178#endif 826 map->insert (op, x, y);
827 }
828 }
1179} 829}
1180 830
1181/* 831object *object::create ()
1182 * count_free() returns the number of objects on the list of free objects. 832{
1183 */
1184
1185int count_free(void) {
1186 int i=0;
1187 object *tmp=free_objects; 833 object *op = new object;
1188 while(tmp!=NULL) 834 op->link ();
1189 tmp=tmp->next, i++;
1190 return i; 835 return op;
1191} 836}
1192 837
1193/* 838void
1194 * count_used() returns the number of objects on the list of used objects. 839object::do_destroy ()
1195 */ 840{
841 if (flag [FLAG_IS_LINKED])
842 remove_button_link (this);
1196 843
1197int count_used(void) { 844 if (flag [FLAG_FRIENDLY])
1198 int i=0; 845 remove_friendly_object (this);
1199 object *tmp=objects; 846
1200 while(tmp!=NULL) 847 if (!flag [FLAG_REMOVED])
1201 tmp=tmp->next, i++; 848 remove ();
849
850 if (flag [FLAG_FREED])
1202 return i; 851 return;
1203}
1204 852
1205/* 853 set_speed (0);
1206 * count_active() returns the number of objects on the list of active objects.
1207 */
1208 854
1209int count_active(void) { 855 flag [FLAG_FREED] = 1;
1210 int i=0; 856
1211 object *tmp=active_objects; 857 attachable::do_destroy ();
1212 while(tmp!=NULL) 858
1213 tmp=tmp->active_next, i++; 859 destroy_inv (true);
860 unlink ();
861
862 // hack to ensure that freed objects still have a valid map
863 {
864 static maptile *freed_map; // freed objects are moved here to avoid crashes
865
866 if (!freed_map)
867 {
868 freed_map = new maptile;
869
870 freed_map->name = "/internal/freed_objects_map";
871 freed_map->width = 3;
872 freed_map->height = 3;
873
874 freed_map->alloc ();
875 }
876
877 map = freed_map;
878 x = 1;
879 y = 1;
880 }
881
882 head = 0;
883
884 if (more)
885 {
886 more->destroy ();
887 more = 0;
888 }
889
890 // clear those pointers that likely might have circular references to us
891 owner = 0;
892 enemy = 0;
893 attacked_by = 0;
894
895 // only relevant for players(?), but make sure of it anyways
896 contr = 0;
897}
898
899void
900object::destroy (bool destroy_inventory)
901{
902 if (destroyed ())
1214 return i; 903 return;
904
905 if (destroy_inventory)
906 destroy_inv (false);
907
908 attachable::destroy ();
1215} 909}
1216 910
1217/* 911/*
1218 * sub_weight() recursively (outwards) subtracts a number from the 912 * sub_weight() recursively (outwards) subtracts a number from the
1219 * weight of an object (and what is carried by it's environment(s)). 913 * weight of an object (and what is carried by it's environment(s)).
1220 */ 914 */
1221 915void
1222void sub_weight (object *op, signed long weight) { 916sub_weight (object *op, signed long weight)
917{
1223 while (op != NULL) { 918 while (op != NULL)
919 {
1224 if (op->type == CONTAINER) { 920 if (op->type == CONTAINER)
1225 weight=(signed long)(weight*(100-op->stats.Str)/100); 921 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1226 } 922
1227 op->carrying-=weight; 923 op->carrying -= weight;
1228 op = op->env; 924 op = op->env;
1229 } 925 }
1230} 926}
1231 927
1232/* remove_ob(op): 928/* op->remove ():
1233 * This function removes the object op from the linked list of objects 929 * This function removes the object op from the linked list of objects
1234 * which it is currently tied to. When this function is done, the 930 * which it is currently tied to. When this function is done, the
1235 * object will have no environment. If the object previously had an 931 * object will have no environment. If the object previously had an
1236 * environment, the x and y coordinates will be updated to 932 * environment, the x and y coordinates will be updated to
1237 * the previous environment. 933 * the previous environment.
1238 * Beware: This function is called from the editor as well! 934 * Beware: This function is called from the editor as well!
1239 */ 935 */
1240 936void
1241void remove_ob(object *op) { 937object::remove ()
938{
1242 object *tmp,*last=NULL; 939 object *tmp, *last = 0;
1243 object *otmp; 940 object *otmp;
1244 tag_t tag;
1245 int check_walk_off;
1246 mapstruct *m;
1247 sint16 x,y;
1248
1249 941
1250 if(QUERY_FLAG(op,FLAG_REMOVED)) { 942 if (QUERY_FLAG (this, FLAG_REMOVED))
1251 dump_object(op); 943 return;
1252 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1253 944
1254 /* Changed it to always dump core in this case. As has been learned
1255 * in the past, trying to recover from errors almost always
1256 * make things worse, and this is a real error here - something
1257 * that should not happen.
1258 * Yes, if this was a mission critical app, trying to do something
1259 * to recover may make sense, but that is because failure of the app
1260 * may have other disastrous problems. Cf runs out of a script
1261 * so is easily enough restarted without any real problems.
1262 * MSW 2001-07-01
1263 */
1264 abort();
1265 }
1266 if(op->more!=NULL)
1267 remove_ob(op->more);
1268
1269 SET_FLAG(op, FLAG_REMOVED); 945 SET_FLAG (this, FLAG_REMOVED);
946 INVOKE_OBJECT (REMOVE, this);
1270 947
948 if (more)
949 more->remove ();
950
1271 /* 951 /*
1272 * In this case, the object to be removed is in someones 952 * In this case, the object to be removed is in someones
1273 * inventory. 953 * inventory.
1274 */ 954 */
1275 if(op->env!=NULL) { 955 if (env)
1276 if(op->nrof) 956 {
957 if (nrof)
1277 sub_weight(op->env, op->weight*op->nrof); 958 sub_weight (env, weight * nrof);
1278 else 959 else
1279 sub_weight(op->env, op->weight+op->carrying); 960 sub_weight (env, weight + carrying);
1280 961
1281 /* NO_FIX_PLAYER is set when a great many changes are being 962 /* NO_FIX_PLAYER is set when a great many changes are being
1282 * made to players inventory. If set, avoiding the call 963 * made to players inventory. If set, avoiding the call
1283 * to save cpu time. 964 * to save cpu time.
1284 */ 965 */
1285 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 966 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1286 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 967 otmp->update_stats ();
1287 fix_player(otmp);
1288 968
1289 if(op->above!=NULL) 969 if (above)
1290 op->above->below=op->below; 970 above->below = below;
1291 else 971 else
1292 op->env->inv=op->below; 972 env->inv = below;
1293 973
1294 if(op->below!=NULL) 974 if (below)
1295 op->below->above=op->above; 975 below->above = above;
1296 976
1297 /* we set up values so that it could be inserted into 977 /* we set up values so that it could be inserted into
1298 * the map, but we don't actually do that - it is up 978 * the map, but we don't actually do that - it is up
1299 * to the caller to decide what we want to do. 979 * to the caller to decide what we want to do.
1300 */
1301 op->x=op->env->x,op->y=op->env->y;
1302 op->ox=op->x,op->oy=op->y;
1303 op->map=op->env->map;
1304 op->above=NULL,op->below=NULL;
1305 op->env=NULL;
1306 return;
1307 }
1308
1309 /* If we get here, we are removing it from a map */
1310 if (op->map == NULL) return;
1311
1312 x = op->x;
1313 y = op->y;
1314 m = get_map_from_coord(op->map, &x, &y);
1315
1316 if (!m) {
1317 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1318 op->map->path, op->x, op->y);
1319 /* in old days, we used to set x and y to 0 and continue.
1320 * it seems if we get into this case, something is probablye
1321 * screwed up and should be fixed.
1322 */
1323 abort();
1324 }
1325 if (op->map != m) {
1326 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1327 op->map->path, m->path, op->x, op->y, x, y);
1328 }
1329
1330 /* Re did the following section of code - it looks like it had
1331 * lots of logic for things we no longer care about
1332 */ 980 */
981 x = env->x, y = env->y;
982 map = env->map;
983 above = 0, below = 0;
984 env = 0;
985 }
986 else if (map)
987 {
988 if (type == PLAYER)
989 {
990 --map->players;
991 map->touch ();
992 }
1333 993
994 map->dirty = true;
995
1334 /* link the object above us */ 996 /* link the object above us */
1335 if (op->above) 997 if (above)
1336 op->above->below=op->below; 998 above->below = below;
1337 else 999 else
1338 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */ 1000 map->at (x, y).top = below; /* we were top, set new top */
1339 1001
1340 /* Relink the object below us, if there is one */ 1002 /* Relink the object below us, if there is one */
1341 if(op->below) { 1003 if (below)
1342 op->below->above=op->above; 1004 below->above = above;
1343 } else { 1005 else
1006 {
1344 /* Nothing below, which means we need to relink map object for this space 1007 /* Nothing below, which means we need to relink map object for this space
1345 * use translated coordinates in case some oddness with map tiling is 1008 * use translated coordinates in case some oddness with map tiling is
1346 * evident 1009 * evident
1347 */ 1010 */
1348 if(GET_MAP_OB(m,x,y)!=op) { 1011 if (GET_MAP_OB (map, x, y) != this)
1349 dump_object(op); 1012 {
1013 char *dump = dump_object (this);
1014 LOG (llevError,
1350 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); 1015 "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);
1351 dump_object(GET_MAP_OB(m,x,y)); 1016 free (dump);
1352 LOG(llevError,"%s\n",errmsg); 1017 dump = dump_object (GET_MAP_OB (map, x, y));
1353 } 1018 LOG (llevError, "%s\n", dump);
1354 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 1019 free (dump);
1355 } 1020 }
1356 op->above=NULL;
1357 op->below=NULL;
1358 1021
1022 map->at (x, y).bot = above; /* goes on above it. */
1023 }
1024
1025 above = 0;
1026 below = 0;
1027
1359 if (op->map->in_memory == MAP_SAVING) 1028 if (map->in_memory == MAP_SAVING)
1360 return; 1029 return;
1361 1030
1362 tag = op->count; 1031 int check_walk_off = !flag [FLAG_NO_APPLY];
1363 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1032
1364 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1033 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1034 {
1365 /* No point updating the players look faces if he is the object 1035 /* No point updating the players look faces if he is the object
1366 * being removed. 1036 * being removed.
1367 */ 1037 */
1368 1038
1369 if(tmp->type==PLAYER && tmp!=op) { 1039 if (tmp->type == PLAYER && tmp != this)
1040 {
1370 /* If a container that the player is currently using somehow gets 1041 /* If a container that the player is currently using somehow gets
1371 * removed (most likely destroyed), update the player view 1042 * removed (most likely destroyed), update the player view
1372 * appropriately. 1043 * appropriately.
1373 */ 1044 */
1374 if (tmp->container==op) { 1045 if (tmp->container == this)
1375 CLEAR_FLAG(op, FLAG_APPLIED); 1046 {
1376 tmp->container=NULL; 1047 flag [FLAG_APPLIED] = 0;
1377 } 1048 tmp->container = 0;
1378 tmp->contr->socket.update_look=1; 1049 }
1379 } 1050
1051 if (tmp->contr->ns)
1052 tmp->contr->ns->floorbox_update ();
1053 }
1054
1380 /* See if player moving off should effect something */ 1055 /* See if object moving off should effect something */
1381 if (check_walk_off && ((op->move_type & tmp->move_off) && 1056 if (check_walk_off
1057 && ((move_type & tmp->move_off)
1382 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1058 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1059 {
1060 move_apply (tmp, this, 0);
1383 1061
1384 move_apply(tmp, op, NULL); 1062 if (destroyed ())
1385 if (was_destroyed (op, tag)) { 1063 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1386 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1064 }
1387 "leaving object\n", tmp->name, tmp->arch->name);
1388 }
1389 }
1390 1065
1391 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1066 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1392 1067 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1393 if(tmp->above == tmp) 1068 if (tmp->above == tmp)
1394 tmp->above = NULL; 1069 tmp->above = 0;
1395 last=tmp; 1070
1396 } 1071 last = tmp;
1072 }
1073
1397 /* last == NULL of there are no objects on this space */ 1074 /* last == NULL if there are no objects on this space */
1398 if (last==NULL) { 1075 //TODO: this makes little sense, why only update the topmost object?
1399 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1076 if (!last)
1400 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1077 map->at (x, y).flags_ = 0;
1401 * those out anyways, and if there are any flags set right now, they won't
1402 * be correct anyways.
1403 */
1404 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1405 update_position(op->map, op->x, op->y);
1406 }
1407 else 1078 else
1408 update_object(last, UP_OBJ_REMOVE); 1079 update_object (last, UP_OBJ_REMOVE);
1409 1080
1410 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1081 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1411 update_all_los(op->map, op->x, op->y); 1082 update_all_los (map, x, y);
1412 1083 }
1413} 1084}
1414 1085
1415/* 1086/*
1416 * merge_ob(op,top): 1087 * merge_ob(op,top):
1417 * 1088 *
1418 * This function goes through all objects below and including top, and 1089 * This function goes through all objects below and including top, and
1419 * merges op to the first matching object. 1090 * merges op to the first matching object.
1420 * If top is NULL, it is calculated. 1091 * If top is NULL, it is calculated.
1421 * Returns pointer to object if it succeded in the merge, otherwise NULL 1092 * Returns pointer to object if it succeded in the merge, otherwise NULL
1422 */ 1093 */
1423 1094object *
1424object *merge_ob(object *op, object *top) { 1095merge_ob (object *op, object *top)
1096{
1425 if(!op->nrof) 1097 if (!op->nrof)
1426 return 0; 1098 return 0;
1427 if(top==NULL) 1099
1100 if (top)
1428 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1101 for (top = op; top && top->above; top = top->above)
1102 ;
1103
1429 for(;top!=NULL;top=top->below) { 1104 for (; top; top = top->below)
1105 {
1430 if(top==op) 1106 if (top == op)
1431 continue; 1107 continue;
1432 if (CAN_MERGE(op,top)) 1108
1433 { 1109 if (object::can_merge (op, top))
1110 {
1434 top->nrof+=op->nrof; 1111 top->nrof += op->nrof;
1112
1435/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1113/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1436 op->weight = 0; /* Don't want any adjustements now */ 1114 op->weight = 0; /* Don't want any adjustements now */
1437 remove_ob(op); 1115 op->destroy ();
1438 free_object(op);
1439 return top; 1116 return top;
1440 } 1117 }
1441 } 1118 }
1119
1442 return NULL; 1120 return 0;
1443} 1121}
1444 1122
1445/* 1123/*
1446 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1124 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1447 * job preparing multi-part monsters 1125 * job preparing multi-part monsters
1448 */ 1126 */
1127object *
1449object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1128insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1450 object* tmp; 1129{
1451 if (op->head) 1130 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1452 op=op->head; 1131 {
1453 for (tmp=op;tmp;tmp=tmp->more){
1454 tmp->x=x+tmp->arch->clone.x; 1132 tmp->x = x + tmp->arch->clone.x;
1455 tmp->y=y+tmp->arch->clone.y; 1133 tmp->y = y + tmp->arch->clone.y;
1456 } 1134 }
1135
1457 return insert_ob_in_map (op, m, originator, flag); 1136 return insert_ob_in_map (op, m, originator, flag);
1458} 1137}
1459 1138
1460/* 1139/*
1461 * insert_ob_in_map (op, map, originator, flag): 1140 * insert_ob_in_map (op, map, originator, flag):
1462 * This function inserts the object in the two-way linked list 1141 * This function inserts the object in the two-way linked list
1475 * Return value: 1154 * Return value:
1476 * new object if 'op' was merged with other object 1155 * new object if 'op' was merged with other object
1477 * NULL if 'op' was destroyed 1156 * NULL if 'op' was destroyed
1478 * just 'op' otherwise 1157 * just 'op' otherwise
1479 */ 1158 */
1480 1159object *
1481object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1160insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1482{ 1161{
1483 object *tmp, *top, *floor=NULL; 1162 object *tmp, *top, *floor = NULL;
1484 sint16 x,y; 1163 sint16 x, y;
1485 1164
1486 if (QUERY_FLAG (op, FLAG_FREED)) { 1165 if (QUERY_FLAG (op, FLAG_FREED))
1166 {
1487 LOG (llevError, "Trying to insert freed object!\n"); 1167 LOG (llevError, "Trying to insert freed object!\n");
1488 return NULL; 1168 return NULL;
1169 }
1170
1171 if (!m)
1489 } 1172 {
1490 if(m==NULL) { 1173 char *dump = dump_object (op);
1491 dump_object(op);
1492 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1174 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1493 return op; 1175 free (dump);
1176 return op;
1494 } 1177 }
1178
1495 if(out_of_map(m,op->x,op->y)) { 1179 if (out_of_map (m, op->x, op->y))
1496 dump_object(op); 1180 {
1181 char *dump = dump_object (op);
1497 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1182 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1498#ifdef MANY_CORES 1183#ifdef MANY_CORES
1499 /* Better to catch this here, as otherwise the next use of this object 1184 /* Better to catch this here, as otherwise the next use of this object
1500 * is likely to cause a crash. Better to find out where it is getting 1185 * is likely to cause a crash. Better to find out where it is getting
1501 * improperly inserted. 1186 * improperly inserted.
1502 */ 1187 */
1503 abort(); 1188 abort ();
1504#endif 1189#endif
1505 return op; 1190 free (dump);
1191 return op;
1506 } 1192 }
1193
1507 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1194 if (!QUERY_FLAG (op, FLAG_REMOVED))
1508 dump_object(op); 1195 {
1196 char *dump = dump_object (op);
1509 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1197 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1510 return op; 1198 free (dump);
1199 return op;
1200 }
1201
1202 if (op->more)
1511 } 1203 {
1512 if(op->more!=NULL) {
1513 /* The part may be on a different map. */ 1204 /* The part may be on a different map. */
1514 1205
1515 object *more = op->more; 1206 object *more = op->more;
1516 1207
1517 /* We really need the caller to normalize coordinates - if 1208 /* We really need the caller to normalize coordinates - if
1518 * we set the map, that doesn't work if the location is within 1209 * we set the map, that doesn't work if the location is within
1519 * a map and this is straddling an edge. So only if coordinate 1210 * a map and this is straddling an edge. So only if coordinate
1520 * is clear wrong do we normalize it. 1211 * is clear wrong do we normalize it.
1521 */ 1212 */
1522 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1213 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1523 /* Debugging information so you can see the last coordinates this object had */
1524 more->ox = more->x;
1525 more->oy = more->y;
1526 more->map = get_map_from_coord(m, &more->x, &more->y); 1214 more->map = get_map_from_coord (m, &more->x, &more->y);
1527 } else if (!more->map) { 1215 else if (!more->map)
1216 {
1528 /* For backwards compatibility - when not dealing with tiled maps, 1217 /* For backwards compatibility - when not dealing with tiled maps,
1529 * more->map should always point to the parent. 1218 * more->map should always point to the parent.
1530 */ 1219 */
1531 more->map = m; 1220 more->map = m;
1532 } 1221 }
1533 1222
1534 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1223 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1224 {
1535 if ( ! op->head) 1225 if (!op->head)
1536 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1226 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1537 return NULL; 1227
1538 } 1228 return 0;
1229 }
1539 } 1230 }
1231
1540 CLEAR_FLAG(op,FLAG_REMOVED); 1232 CLEAR_FLAG (op, FLAG_REMOVED);
1541 1233
1542 /* Debugging information so you can see the last coordinates this object had */
1543 op->ox=op->x;
1544 op->oy=op->y;
1545
1546 /* Ideally, the caller figures this out. However, it complicates a lot 1234 /* Ideally, the caller figures this out. However, it complicates a lot
1547 * of areas of callers (eg, anything that uses find_free_spot would now 1235 * of areas of callers (eg, anything that uses find_free_spot would now
1548 * need extra work 1236 * need extra work
1549 */ 1237 */
1550 op->map=get_map_from_coord(m, &op->x, &op->y); 1238 op->map = get_map_from_coord (m, &op->x, &op->y);
1551 x = op->x; 1239 x = op->x;
1552 y = op->y; 1240 y = op->y;
1553 1241
1554 /* this has to be done after we translate the coordinates. 1242 /* this has to be done after we translate the coordinates.
1555 */ 1243 */
1556 if(op->nrof && !(flag & INS_NO_MERGE)) { 1244 if (op->nrof && !(flag & INS_NO_MERGE))
1557 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1245 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1558 if (CAN_MERGE(op,tmp)) { 1246 if (object::can_merge (op, tmp))
1559 op->nrof+=tmp->nrof; 1247 {
1560 remove_ob(tmp); 1248 op->nrof += tmp->nrof;
1561 free_object(tmp); 1249 tmp->destroy ();
1562 } 1250 }
1563 }
1564 1251
1565 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1252 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1566 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1253 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1254
1567 if (!QUERY_FLAG(op, FLAG_ALIVE)) 1255 if (!QUERY_FLAG (op, FLAG_ALIVE))
1568 CLEAR_FLAG(op, FLAG_NO_STEAL); 1256 CLEAR_FLAG (op, FLAG_NO_STEAL);
1569 1257
1570 if (flag & INS_BELOW_ORIGINATOR) { 1258 if (flag & INS_BELOW_ORIGINATOR)
1259 {
1571 if (originator->map != op->map || originator->x != op->x || 1260 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1572 originator->y != op->y) { 1261 {
1573 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1262 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1574 abort(); 1263 abort ();
1575 } 1264 }
1265
1576 op->above = originator; 1266 op->above = originator;
1577 op->below = originator->below; 1267 op->below = originator->below;
1578 if (op->below) op->below->above = op; 1268
1579 else SET_MAP_OB(op->map, op->x, op->y, op); 1269 if (op->below)
1270 op->below->above = op;
1271 else
1272 op->ms ().bot = op;
1273
1580 /* since *below* originator, no need to update top */ 1274 /* since *below* originator, no need to update top */
1581 originator->below = op; 1275 originator->below = op;
1582 } else { 1276 }
1277 else
1278 {
1583 /* If there are other objects, then */ 1279 /* If there are other objects, then */
1584 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) { 1280 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1585 object *last=NULL; 1281 {
1586 /* 1282 object *last = 0;
1283
1284 /*
1587 * If there are multiple objects on this space, we do some trickier handling. 1285 * If there are multiple objects on this space, we do some trickier handling.
1588 * We've already dealt with merging if appropriate. 1286 * We've already dealt with merging if appropriate.
1589 * Generally, we want to put the new object on top. But if 1287 * Generally, we want to put the new object on top. But if
1590 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1288 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1591 * floor, we want to insert above that and no further. 1289 * floor, we want to insert above that and no further.
1592 * Also, if there are spell objects on this space, we stop processing 1290 * Also, if there are spell objects on this space, we stop processing
1593 * once we get to them. This reduces the need to traverse over all of 1291 * once we get to them. This reduces the need to traverse over all of
1594 * them when adding another one - this saves quite a bit of cpu time 1292 * them when adding another one - this saves quite a bit of cpu time
1595 * when lots of spells are cast in one area. Currently, it is presumed 1293 * when lots of spells are cast in one area. Currently, it is presumed
1596 * that flying non pickable objects are spell objects. 1294 * that flying non pickable objects are spell objects.
1597 */ 1295 */
1296 while (top)
1297 {
1298 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1299 floor = top;
1598 1300
1599 while (top != NULL) { 1301 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1600 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1601 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1602 if (QUERY_FLAG(top, FLAG_NO_PICK)
1603 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1604 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1605 { 1302 {
1606 /* We insert above top, so we want this object below this */ 1303 /* We insert above top, so we want this object below this */
1607 top=top->below; 1304 top = top->below;
1608 break; 1305 break;
1609 } 1306 }
1610 last = top; 1307
1611 top = top->above; 1308 last = top;
1612 } 1309 top = top->above;
1310 }
1311
1613 /* Don't want top to be NULL, so set it to the last valid object */ 1312 /* Don't want top to be NULL, so set it to the last valid object */
1614 top = last; 1313 top = last;
1615 1314
1616 /* We let update_position deal with figuring out what the space 1315 /* We let update_position deal with figuring out what the space
1617 * looks like instead of lots of conditions here. 1316 * looks like instead of lots of conditions here.
1618 * makes things faster, and effectively the same result. 1317 * makes things faster, and effectively the same result.
1619 */ 1318 */
1620 1319
1621 /* Have object 'fall below' other objects that block view. 1320 /* Have object 'fall below' other objects that block view.
1622 * Unless those objects are exits, type 66 1321 * Unless those objects are exits, type 66
1623 * If INS_ON_TOP is used, don't do this processing 1322 * If INS_ON_TOP is used, don't do this processing
1624 * Need to find the object that in fact blocks view, otherwise 1323 * Need to find the object that in fact blocks view, otherwise
1625 * stacking is a bit odd. 1324 * stacking is a bit odd.
1626 */ 1325 */
1627 if (!(flag & INS_ON_TOP) && 1326 if (!(flag & INS_ON_TOP) &&
1628 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && 1327 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1629 (op->face && !op->face->visibility)) { 1328 {
1630 for (last=top; last != floor; last=last->below) 1329 for (last = top; last != floor; last = last->below)
1631 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break; 1330 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1331 break;
1632 /* Check to see if we found the object that blocks view, 1332 /* Check to see if we found the object that blocks view,
1633 * and make sure we have a below pointer for it so that 1333 * and make sure we have a below pointer for it so that
1634 * we can get inserted below this one, which requires we 1334 * we can get inserted below this one, which requires we
1635 * set top to the object below us. 1335 * set top to the object below us.
1636 */ 1336 */
1637 if (last && last->below && last != floor) top=last->below; 1337 if (last && last->below && last != floor)
1638 } 1338 top = last->below;
1639 } /* If objects on this space */ 1339 }
1340 } /* If objects on this space */
1341
1640 if (flag & INS_MAP_LOAD) 1342 if (flag & INS_MAP_LOAD)
1641 top = GET_MAP_TOP(op->map,op->x,op->y); 1343 top = GET_MAP_TOP (op->map, op->x, op->y);
1344
1642 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1345 if (flag & INS_ABOVE_FLOOR_ONLY)
1346 top = floor;
1643 1347
1644 /* Top is the object that our object (op) is going to get inserted above. 1348 /* Top is the object that our object (op) is going to get inserted above.
1645 */ 1349 */
1646 1350
1647 /* First object on this space */ 1351 /* First object on this space */
1648 if (!top) { 1352 if (!top)
1353 {
1649 op->above = GET_MAP_OB(op->map, op->x, op->y); 1354 op->above = GET_MAP_OB (op->map, op->x, op->y);
1650 if (op->above) op->above->below = op; 1355
1651 op->below = NULL; 1356 if (op->above)
1652 SET_MAP_OB(op->map, op->x, op->y, op); 1357 op->above->below = op;
1653 } else { /* get inserted into the stack above top */ 1358
1359 op->below = 0;
1360 op->ms ().bot = op;
1361 }
1362 else
1363 { /* get inserted into the stack above top */
1654 op->above = top->above; 1364 op->above = top->above;
1655 if (op->above) op->above->below = op; 1365
1366 if (op->above)
1367 op->above->below = op;
1368
1656 op->below = top; 1369 op->below = top;
1657 top->above = op; 1370 top->above = op;
1658 } 1371 }
1659 if (op->above==NULL) 1372
1660 SET_MAP_TOP(op->map,op->x, op->y, op); 1373 if (!op->above)
1374 op->ms ().top = op;
1661 } /* else not INS_BELOW_ORIGINATOR */ 1375 } /* else not INS_BELOW_ORIGINATOR */
1662 1376
1663 if(op->type==PLAYER) 1377 if (op->type == PLAYER)
1378 {
1664 op->contr->do_los=1; 1379 op->contr->do_los = 1;
1380 ++op->map->players;
1381 op->map->touch ();
1382 }
1665 1383
1384 op->map->dirty = true;
1385
1666 /* If we have a floor, we know the player, if any, will be above 1386 /* If we have a floor, we know the player, if any, will be above
1667 * it, so save a few ticks and start from there. 1387 * it, so save a few ticks and start from there.
1668 */ 1388 */
1669 if (!(flag & INS_MAP_LOAD)) 1389 if (!(flag & INS_MAP_LOAD))
1670 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1390 if (object *pl = op->ms ().player ())
1671 if (tmp->type == PLAYER) 1391 if (pl->contr->ns)
1672 tmp->contr->socket.update_look=1; 1392 pl->contr->ns->floorbox_update ();
1673 }
1674 1393
1675 /* If this object glows, it may affect lighting conditions that are 1394 /* If this object glows, it may affect lighting conditions that are
1676 * visible to others on this map. But update_all_los is really 1395 * visible to others on this map. But update_all_los is really
1677 * an inefficient way to do this, as it means los for all players 1396 * an inefficient way to do this, as it means los for all players
1678 * on the map will get recalculated. The players could very well 1397 * on the map will get recalculated. The players could very well
1679 * be far away from this change and not affected in any way - 1398 * be far away from this change and not affected in any way -
1680 * this should get redone to only look for players within range, 1399 * this should get redone to only look for players within range,
1681 * or just updating the P_NEED_UPDATE for spaces within this area 1400 * or just updating the P_UPTODATE for spaces within this area
1682 * of effect may be sufficient. 1401 * of effect may be sufficient.
1683 */ 1402 */
1684 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1403 if (op->map->darkness && (op->glow_radius != 0))
1685 update_all_los(op->map, op->x, op->y); 1404 update_all_los (op->map, op->x, op->y);
1686 1405
1687
1688 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1406 /* updates flags (blocked, alive, no magic, etc) for this map space */
1689 update_object(op,UP_OBJ_INSERT); 1407 update_object (op, UP_OBJ_INSERT);
1690 1408
1409 INVOKE_OBJECT (INSERT, op);
1691 1410
1692 /* Don't know if moving this to the end will break anything. However, 1411 /* Don't know if moving this to the end will break anything. However,
1693 * we want to have update_look set above before calling this. 1412 * we want to have floorbox_update called before calling this.
1694 * 1413 *
1695 * check_move_on() must be after this because code called from 1414 * check_move_on() must be after this because code called from
1696 * check_move_on() depends on correct map flags (so functions like 1415 * check_move_on() depends on correct map flags (so functions like
1697 * blocked() and wall() work properly), and these flags are updated by 1416 * blocked() and wall() work properly), and these flags are updated by
1698 * update_object(). 1417 * update_object().
1699 */ 1418 */
1700 1419
1701 /* if this is not the head or flag has been passed, don't check walk on status */ 1420 /* if this is not the head or flag has been passed, don't check walk on status */
1702
1703 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1421 if (!(flag & INS_NO_WALK_ON) && !op->head)
1422 {
1704 if (check_move_on(op, originator)) 1423 if (check_move_on (op, originator))
1705 return NULL; 1424 return 0;
1706 1425
1707 /* If we are a multi part object, lets work our way through the check 1426 /* If we are a multi part object, lets work our way through the check
1708 * walk on's. 1427 * walk on's.
1709 */ 1428 */
1710 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1429 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1711 if (check_move_on (tmp, originator)) 1430 if (check_move_on (tmp, originator))
1712 return NULL; 1431 return 0;
1713 } 1432 }
1433
1714 return op; 1434 return op;
1715} 1435}
1716 1436
1717/* this function inserts an object in the map, but if it 1437/* this function inserts an object in the map, but if it
1718 * finds an object of its own type, it'll remove that one first. 1438 * finds an object of its own type, it'll remove that one first.
1719 * op is the object to insert it under: supplies x and the map. 1439 * op is the object to insert it under: supplies x and the map.
1720 */ 1440 */
1441void
1721void replace_insert_ob_in_map(const char *arch_string, object *op) { 1442replace_insert_ob_in_map (const char *arch_string, object *op)
1722 object *tmp; 1443{
1723 object *tmp1; 1444 object *tmp, *tmp1;
1724 1445
1725 /* first search for itself and remove any old instances */ 1446 /* first search for itself and remove any old instances */
1726 1447
1727 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1448 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1728 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1449 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1729 remove_ob(tmp); 1450 tmp->destroy ();
1730 free_object(tmp);
1731 }
1732 }
1733 1451
1734 tmp1=arch_to_object(find_archetype(arch_string)); 1452 tmp1 = arch_to_object (archetype::find (arch_string));
1735 1453
1736 1454 tmp1->x = op->x;
1737 tmp1->x = op->x; tmp1->y = op->y; 1455 tmp1->y = op->y;
1738 insert_ob_in_map(tmp1,op->map,op,0); 1456 insert_ob_in_map (tmp1, op->map, op, 0);
1739} 1457}
1458
1459object *
1460object::insert_at (object *where, object *originator, int flags)
1461{
1462 where->map->insert (this, where->x, where->y, originator, flags);
1463}
1740 1464
1741/* 1465/*
1742 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1466 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1743 * is returned contains nr objects, and the remaining parts contains 1467 * is returned contains nr objects, and the remaining parts contains
1744 * the rest (or is removed and freed if that number is 0). 1468 * the rest (or is removed and freed if that number is 0).
1745 * On failure, NULL is returned, and the reason put into the 1469 * On failure, NULL is returned, and the reason put into the
1746 * global static errmsg array. 1470 * global static errmsg array.
1747 */ 1471 */
1748 1472object *
1749object *get_split_ob(object *orig_ob, uint32 nr) { 1473get_split_ob (object *orig_ob, uint32 nr)
1474{
1750 object *newob; 1475 object *newob;
1751 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1476 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1752 1477
1753 if(orig_ob->nrof<nr) { 1478 if (orig_ob->nrof < nr)
1754 sprintf(errmsg,"There are only %d %ss.",
1755 orig_ob->nrof?orig_ob->nrof:1, orig_ob->name);
1756 return NULL;
1757 } 1479 {
1480 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1481 return NULL;
1482 }
1483
1758 newob = object_create_clone(orig_ob); 1484 newob = object_create_clone (orig_ob);
1485
1759 if((orig_ob->nrof-=nr)<1) { 1486 if ((orig_ob->nrof -= nr) < 1)
1760 if ( ! is_removed) 1487 orig_ob->destroy (1);
1761 remove_ob(orig_ob);
1762 free_object2(orig_ob, 1);
1763 }
1764 else if ( ! is_removed) { 1488 else if (!is_removed)
1489 {
1765 if(orig_ob->env!=NULL) 1490 if (orig_ob->env != NULL)
1766 sub_weight (orig_ob->env,orig_ob->weight*nr); 1491 sub_weight (orig_ob->env, orig_ob->weight * nr);
1767 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1492 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1493 {
1768 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1494 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1769 LOG(llevDebug,
1770 "Error, Tried to split object whose map is not in memory.\n"); 1495 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1771 return NULL; 1496 return NULL;
1772 } 1497 }
1773 } 1498 }
1499
1774 newob->nrof=nr; 1500 newob->nrof = nr;
1775 1501
1776 return newob; 1502 return newob;
1777} 1503}
1778 1504
1779/* 1505/*
1780 * decrease_ob_nr(object, number) decreases a specified number from 1506 * decrease_ob_nr(object, number) decreases a specified number from
1781 * the amount of an object. If the amount reaches 0, the object 1507 * the amount of an object. If the amount reaches 0, the object
1782 * is subsequently removed and freed. 1508 * is subsequently removed and freed.
1783 * 1509 *
1784 * Return value: 'op' if something is left, NULL if the amount reached 0 1510 * Return value: 'op' if something is left, NULL if the amount reached 0
1785 */ 1511 */
1786 1512
1513object *
1787object *decrease_ob_nr (object *op, uint32 i) 1514decrease_ob_nr (object *op, uint32 i)
1788{ 1515{
1789 object *tmp; 1516 object *tmp;
1790 player *pl;
1791 1517
1792 if (i == 0) /* objects with op->nrof require this check */ 1518 if (i == 0) /* objects with op->nrof require this check */
1793 return op; 1519 return op;
1794 1520
1795 if (i > op->nrof) 1521 if (i > op->nrof)
1796 i = op->nrof; 1522 i = op->nrof;
1797 1523
1798 if (QUERY_FLAG (op, FLAG_REMOVED)) 1524 if (QUERY_FLAG (op, FLAG_REMOVED))
1525 op->nrof -= i;
1526 else if (op->env)
1527 {
1528 /* is this object in the players inventory, or sub container
1529 * therein?
1530 */
1531 tmp = op->in_player ();
1532 /* nope. Is this a container the player has opened?
1533 * If so, set tmp to that player.
1534 * IMO, searching through all the players will mostly
1535 * likely be quicker than following op->env to the map,
1536 * and then searching the map for a player.
1537 */
1538 if (!tmp)
1539 for_all_players (pl)
1540 if (pl->ob->container == op->env)
1541 {
1542 tmp = pl->ob;
1543 break;
1544 }
1545
1546 if (i < op->nrof)
1547 {
1548 sub_weight (op->env, op->weight * i);
1549 op->nrof -= i;
1550 if (tmp)
1551 esrv_send_item (tmp, op);
1552 }
1553 else
1554 {
1555 op->remove ();
1556 op->nrof = 0;
1557 if (tmp)
1558 esrv_del_item (tmp->contr, op->count);
1559 }
1799 { 1560 }
1561 else
1562 {
1563 object *above = op->above;
1564
1565 if (i < op->nrof)
1800 op->nrof -= i; 1566 op->nrof -= i;
1801 } 1567 else
1802 else if (op->env != NULL) 1568 {
1803 { 1569 op->remove ();
1804 /* is this object in the players inventory, or sub container
1805 * therein?
1806 */
1807 tmp = is_player_inv (op->env);
1808 /* nope. Is this a container the player has opened?
1809 * If so, set tmp to that player.
1810 * IMO, searching through all the players will mostly
1811 * likely be quicker than following op->env to the map,
1812 * and then searching the map for a player.
1813 */
1814 if (!tmp) {
1815 for (pl=first_player; pl; pl=pl->next)
1816 if (pl->ob->container == op->env) break;
1817 if (pl) tmp=pl->ob;
1818 else tmp=NULL;
1819 }
1820
1821 if (i < op->nrof) {
1822 sub_weight (op->env, op->weight * i);
1823 op->nrof -= i; 1570 op->nrof = 0;
1571 }
1572
1573 /* Since we just removed op, op->above is null */
1574 for (tmp = above; tmp; tmp = tmp->above)
1575 if (tmp->type == PLAYER)
1576 {
1824 if (tmp) { 1577 if (op->nrof)
1825 esrv_send_item(tmp, op); 1578 esrv_send_item (tmp, op);
1826 } 1579 else
1827 } else {
1828 remove_ob (op);
1829 op->nrof = 0;
1830 if (tmp) {
1831 esrv_del_item(tmp->contr, op->count); 1580 esrv_del_item (tmp->contr, op->count);
1832 } 1581 }
1833 }
1834 }
1835 else
1836 { 1582 }
1837 object *above = op->above;
1838 1583
1839 if (i < op->nrof) {
1840 op->nrof -= i;
1841 } else {
1842 remove_ob (op);
1843 op->nrof = 0;
1844 }
1845 /* Since we just removed op, op->above is null */
1846 for (tmp = above; tmp != NULL; tmp = tmp->above)
1847 if (tmp->type == PLAYER) {
1848 if (op->nrof)
1849 esrv_send_item(tmp, op);
1850 else
1851 esrv_del_item(tmp->contr, op->count);
1852 }
1853 }
1854
1855 if (op->nrof) { 1584 if (op->nrof)
1856 return op; 1585 return op;
1857 } else { 1586 else
1858 free_object (op); 1587 {
1588 op->destroy ();
1859 return NULL; 1589 return 0;
1860 } 1590 }
1861} 1591}
1862 1592
1863/* 1593/*
1864 * add_weight(object, weight) adds the specified weight to an object, 1594 * add_weight(object, weight) adds the specified weight to an object,
1865 * and also updates how much the environment(s) is/are carrying. 1595 * and also updates how much the environment(s) is/are carrying.
1866 */ 1596 */
1867 1597
1598void
1868void add_weight (object *op, signed long weight) { 1599add_weight (object *op, signed long weight)
1600{
1869 while (op!=NULL) { 1601 while (op != NULL)
1602 {
1870 if (op->type == CONTAINER) { 1603 if (op->type == CONTAINER)
1871 weight=(signed long)(weight*(100-op->stats.Str)/100); 1604 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1872 } 1605
1873 op->carrying+=weight; 1606 op->carrying += weight;
1874 op=op->env; 1607 op = op->env;
1875 } 1608 }
1876} 1609}
1877 1610
1611object *
1612insert_ob_in_ob (object *op, object *where)
1613{
1614 if (!where)
1615 {
1616 char *dump = dump_object (op);
1617 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1618 free (dump);
1619 return op;
1620 }
1621
1622 if (where->head)
1623 {
1624 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1625 where = where->head;
1626 }
1627
1628 return where->insert (op);
1629}
1630
1878/* 1631/*
1879 * insert_ob_in_ob(op,environment): 1632 * env->insert (op)
1880 * This function inserts the object op in the linked list 1633 * This function inserts the object op in the linked list
1881 * inside the object environment. 1634 * inside the object environment.
1882 * 1635 *
1883 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1884 * the inventory at the last position or next to other objects of the same
1885 * type.
1886 * Frank: Now sorted by type, archetype and magic!
1887 *
1888 * The function returns now pointer to inserted item, and return value can 1636 * The function returns now pointer to inserted item, and return value can
1889 * be != op, if items are merged. -Tero 1637 * be != op, if items are merged. -Tero
1890 */ 1638 */
1891 1639
1892object *insert_ob_in_ob(object *op,object *where) { 1640object *
1641object::insert (object *op)
1642{
1893 object *tmp, *otmp; 1643 object *tmp, *otmp;
1894 1644
1895 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1645 if (!QUERY_FLAG (op, FLAG_REMOVED))
1896 dump_object(op); 1646 op->remove ();
1897 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1647
1898 return op;
1899 }
1900 if(where==NULL) {
1901 dump_object(op);
1902 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1903 return op;
1904 }
1905 if (where->head) {
1906 LOG(llevDebug,
1907 "Warning: Tried to insert object wrong part of multipart object.\n");
1908 where = where->head;
1909 }
1910 if (op->more) { 1648 if (op->more)
1649 {
1911 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1650 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1912 op->name, op->count);
1913 return op; 1651 return op;
1914 } 1652 }
1653
1915 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1654 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1916 CLEAR_FLAG(op, FLAG_REMOVED); 1655 CLEAR_FLAG (op, FLAG_REMOVED);
1917 if(op->nrof) { 1656 if (op->nrof)
1657 {
1918 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1658 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1919 if ( CAN_MERGE(tmp,op) ) { 1659 if (object::can_merge (tmp, op))
1660 {
1920 /* return the original object and remove inserted object 1661 /* return the original object and remove inserted object
1921 (client needs the original object) */ 1662 (client needs the original object) */
1922 tmp->nrof += op->nrof; 1663 tmp->nrof += op->nrof;
1923 /* Weight handling gets pretty funky. Since we are adding to 1664 /* Weight handling gets pretty funky. Since we are adding to
1924 * tmp->nrof, we need to increase the weight. 1665 * tmp->nrof, we need to increase the weight.
1925 */ 1666 */
1926 add_weight (where, op->weight*op->nrof); 1667 add_weight (this, op->weight * op->nrof);
1927 SET_FLAG(op, FLAG_REMOVED); 1668 SET_FLAG (op, FLAG_REMOVED);
1928 free_object(op); /* free the inserted object */ 1669 op->destroy (); /* free the inserted object */
1929 op = tmp; 1670 op = tmp;
1930 remove_ob (op); /* and fix old object's links */ 1671 op->remove (); /* and fix old object's links */
1931 CLEAR_FLAG(op, FLAG_REMOVED); 1672 CLEAR_FLAG (op, FLAG_REMOVED);
1932 break; 1673 break;
1933 } 1674 }
1934 1675
1935 /* I assume combined objects have no inventory 1676 /* I assume combined objects have no inventory
1936 * We add the weight - this object could have just been removed 1677 * We add the weight - this object could have just been removed
1937 * (if it was possible to merge). calling remove_ob will subtract 1678 * (if it was possible to merge). calling remove_ob will subtract
1938 * the weight, so we need to add it in again, since we actually do 1679 * the weight, so we need to add it in again, since we actually do
1939 * the linking below 1680 * the linking below
1940 */ 1681 */
1941 add_weight (where, op->weight*op->nrof); 1682 add_weight (this, op->weight * op->nrof);
1683 }
1942 } else 1684 else
1943 add_weight (where, (op->weight+op->carrying)); 1685 add_weight (this, (op->weight + op->carrying));
1944 1686
1945 otmp=is_player_inv(where); 1687 otmp = this->in_player ();
1946 if (otmp&&otmp->contr!=NULL) { 1688 if (otmp && otmp->contr)
1947 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1689 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1948 fix_player(otmp); 1690 otmp->update_stats ();
1949 }
1950 1691
1951 op->map=NULL; 1692 op->map = 0;
1952 op->env=where; 1693 op->env = this;
1953 op->above=NULL; 1694 op->above = 0;
1954 op->below=NULL; 1695 op->below = 0;
1955 op->x=0,op->y=0; 1696 op->x = 0, op->y = 0;
1956 op->ox=0,op->oy=0;
1957 1697
1958 /* reset the light list and los of the players on the map */ 1698 /* reset the light list and los of the players on the map */
1959 if((op->glow_radius!=0)&&where->map) 1699 if ((op->glow_radius != 0) && map)
1960 { 1700 {
1961#ifdef DEBUG_LIGHTS 1701#ifdef DEBUG_LIGHTS
1962 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1702 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1963 op->name);
1964#endif /* DEBUG_LIGHTS */ 1703#endif /* DEBUG_LIGHTS */
1965 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1704 if (map->darkness)
1705 update_all_los (map, x, y);
1966 } 1706 }
1967 1707
1968 /* Client has no idea of ordering so lets not bother ordering it here. 1708 /* Client has no idea of ordering so lets not bother ordering it here.
1969 * It sure simplifies this function... 1709 * It sure simplifies this function...
1970 */ 1710 */
1971 if (where->inv==NULL) 1711 if (!inv)
1972 where->inv=op; 1712 inv = op;
1973 else { 1713 else
1714 {
1974 op->below = where->inv; 1715 op->below = inv;
1975 op->below->above = op; 1716 op->below->above = op;
1976 where->inv = op; 1717 inv = op;
1977 } 1718 }
1719
1720 INVOKE_OBJECT (INSERT, this);
1721
1978 return op; 1722 return op;
1979} 1723}
1980 1724
1981/* 1725/*
1982 * Checks if any objects has a move_type that matches objects 1726 * Checks if any objects has a move_type that matches objects
1996 * 1740 *
1997 * MSW 2001-07-08: Check all objects on space, not just those below 1741 * MSW 2001-07-08: Check all objects on space, not just those below
1998 * object being inserted. insert_ob_in_map may not put new objects 1742 * object being inserted. insert_ob_in_map may not put new objects
1999 * on top. 1743 * on top.
2000 */ 1744 */
2001 1745int
2002int check_move_on (object *op, object *originator) 1746check_move_on (object *op, object *originator)
2003{ 1747{
2004 object *tmp; 1748 object *tmp;
2005 tag_t tag;
2006 mapstruct *m=op->map; 1749 maptile *m = op->map;
2007 int x=op->x, y=op->y; 1750 int x = op->x, y = op->y;
1751
2008 MoveType move_on, move_slow, move_block; 1752 MoveType move_on, move_slow, move_block;
2009 1753
2010 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1754 if (QUERY_FLAG (op, FLAG_NO_APPLY))
2011 return 0;
2012
2013 tag = op->count;
2014
2015 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
2016 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
2017 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
2018
2019 /* if nothing on this space will slow op down or be applied,
2020 * no need to do checking below. have to make sure move_type
2021 * is set, as lots of objects don't have it set - we treat that
2022 * as walking.
2023 */
2024 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
2025 return 0;
2026
2027 /* This is basically inverse logic of that below - basically,
2028 * if the object can avoid the move on or slow move, they do so,
2029 * but can't do it if the alternate movement they are using is
2030 * blocked. Logic on this seems confusing, but does seem correct.
2031 */
2032 if ((op->move_type & ~move_on & ~move_block) != 0 &&
2033 (op->move_type & ~move_slow & ~move_block) != 0) return 0;
2034
2035 /* The objects have to be checked from top to bottom.
2036 * Hence, we first go to the top:
2037 */
2038
2039 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL &&
2040 tmp->above!=NULL; tmp=tmp->above) {
2041 /* Trim the search when we find the first other spell effect
2042 * this helps performance so that if a space has 50 spell objects,
2043 * we don't need to check all of them.
2044 */
2045 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break;
2046 }
2047 for(;tmp!=NULL; tmp=tmp->below) {
2048 if (tmp == op) continue; /* Can't apply yourself */
2049
2050 /* Check to see if one of the movement types should be slowed down.
2051 * Second check makes sure that the movement types not being slowed
2052 * (~slow_move) is not blocked on this space - just because the
2053 * space doesn't slow down swimming (for example), if you can't actually
2054 * swim on that space, can't use it to avoid the penalty.
2055 */
2056 if (!QUERY_FLAG(op, FLAG_WIZPASS)) {
2057 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2058 ((op->move_type & tmp->move_slow) &&
2059 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) {
2060
2061 float diff;
2062
2063 diff = tmp->move_slow_penalty*FABS(op->speed);
2064 if (op->type == PLAYER) {
2065 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) ||
2066 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) {
2067 diff /= 4.0;
2068 }
2069 }
2070 op->speed_left -= diff;
2071 }
2072 }
2073
2074 /* Basically same logic as above, except now for actual apply. */
2075 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2076 ((op->move_type & tmp->move_on) &&
2077 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) {
2078
2079 move_apply(tmp, op, originator);
2080 if (was_destroyed (op, tag))
2081 return 1;
2082
2083 /* what the person/creature stepped onto has moved the object
2084 * someplace new. Don't process any further - if we did,
2085 * have a feeling strange problems would result.
2086 */
2087 if (op->map != m || op->x != x || op->y != y) return 0;
2088 }
2089 }
2090 return 0; 1755 return 0;
1756
1757 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1758 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1759 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1760
1761 /* if nothing on this space will slow op down or be applied,
1762 * no need to do checking below. have to make sure move_type
1763 * is set, as lots of objects don't have it set - we treat that
1764 * as walking.
1765 */
1766 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1767 return 0;
1768
1769 /* This is basically inverse logic of that below - basically,
1770 * if the object can avoid the move on or slow move, they do so,
1771 * but can't do it if the alternate movement they are using is
1772 * blocked. Logic on this seems confusing, but does seem correct.
1773 */
1774 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1775 return 0;
1776
1777 /* The objects have to be checked from top to bottom.
1778 * Hence, we first go to the top:
1779 */
1780
1781 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1782 {
1783 /* Trim the search when we find the first other spell effect
1784 * this helps performance so that if a space has 50 spell objects,
1785 * we don't need to check all of them.
1786 */
1787 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1788 break;
1789 }
1790
1791 for (; tmp; tmp = tmp->below)
1792 {
1793 if (tmp == op)
1794 continue; /* Can't apply yourself */
1795
1796 /* Check to see if one of the movement types should be slowed down.
1797 * Second check makes sure that the movement types not being slowed
1798 * (~slow_move) is not blocked on this space - just because the
1799 * space doesn't slow down swimming (for example), if you can't actually
1800 * swim on that space, can't use it to avoid the penalty.
1801 */
1802 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1803 {
1804 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1805 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1806 {
1807
1808 float
1809 diff = tmp->move_slow_penalty * FABS (op->speed);
1810
1811 if (op->type == PLAYER)
1812 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1813 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1814 diff /= 4.0;
1815
1816 op->speed_left -= diff;
1817 }
1818 }
1819
1820 /* Basically same logic as above, except now for actual apply. */
1821 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1822 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1823 {
1824 move_apply (tmp, op, originator);
1825
1826 if (op->destroyed ())
1827 return 1;
1828
1829 /* what the person/creature stepped onto has moved the object
1830 * someplace new. Don't process any further - if we did,
1831 * have a feeling strange problems would result.
1832 */
1833 if (op->map != m || op->x != x || op->y != y)
1834 return 0;
1835 }
1836 }
1837
1838 return 0;
2091} 1839}
2092 1840
2093/* 1841/*
2094 * present_arch(arch, map, x, y) searches for any objects with 1842 * present_arch(arch, map, x, y) searches for any objects with
2095 * a matching archetype at the given map and coordinates. 1843 * a matching archetype at the given map and coordinates.
2096 * The first matching object is returned, or NULL if none. 1844 * The first matching object is returned, or NULL if none.
2097 */ 1845 */
2098 1846object *
2099object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1847present_arch (const archetype *at, maptile *m, int x, int y)
2100 object *tmp; 1848{
2101 if(m==NULL || out_of_map(m,x,y)) { 1849 if (m == NULL || out_of_map (m, x, y))
1850 {
2102 LOG(llevError,"Present_arch called outside map.\n"); 1851 LOG (llevError, "Present_arch called outside map.\n");
2103 return NULL; 1852 return NULL;
2104 } 1853 }
1854
2105 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1855 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2106 if(tmp->arch == at) 1856 if (tmp->arch == at)
2107 return tmp; 1857 return tmp;
1858
2108 return NULL; 1859 return NULL;
2109} 1860}
2110 1861
2111/* 1862/*
2112 * present(type, map, x, y) searches for any objects with 1863 * present(type, map, x, y) searches for any objects with
2113 * a matching type variable at the given map and coordinates. 1864 * a matching type variable at the given map and coordinates.
2114 * The first matching object is returned, or NULL if none. 1865 * The first matching object is returned, or NULL if none.
2115 */ 1866 */
2116 1867object *
2117object *present(unsigned char type,mapstruct *m, int x,int y) { 1868present (unsigned char type, maptile *m, int x, int y)
2118 object *tmp; 1869{
2119 if(out_of_map(m,x,y)) { 1870 if (out_of_map (m, x, y))
1871 {
2120 LOG(llevError,"Present called outside map.\n"); 1872 LOG (llevError, "Present called outside map.\n");
2121 return NULL; 1873 return NULL;
2122 } 1874 }
1875
2123 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1876 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2124 if(tmp->type==type) 1877 if (tmp->type == type)
2125 return tmp; 1878 return tmp;
1879
2126 return NULL; 1880 return NULL;
2127} 1881}
2128 1882
2129/* 1883/*
2130 * present_in_ob(type, object) searches for any objects with 1884 * present_in_ob(type, object) searches for any objects with
2131 * a matching type variable in the inventory of the given object. 1885 * a matching type variable in the inventory of the given object.
2132 * The first matching object is returned, or NULL if none. 1886 * The first matching object is returned, or NULL if none.
2133 */ 1887 */
2134 1888object *
2135object *present_in_ob(unsigned char type, const object *op) { 1889present_in_ob (unsigned char type, const object *op)
2136 object *tmp; 1890{
2137 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1891 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2138 if(tmp->type==type) 1892 if (tmp->type == type)
2139 return tmp; 1893 return tmp;
1894
2140 return NULL; 1895 return NULL;
2141} 1896}
2142 1897
2143/* 1898/*
2144 * present_in_ob (type, str, object) searches for any objects with 1899 * present_in_ob (type, str, object) searches for any objects with
2152 * str is the string to match against. Note that we match against 1907 * str is the string to match against. Note that we match against
2153 * the object name, not the archetype name. this is so that the 1908 * the object name, not the archetype name. this is so that the
2154 * spell code can use one object type (force), but change it's name 1909 * spell code can use one object type (force), but change it's name
2155 * to be unique. 1910 * to be unique.
2156 */ 1911 */
2157 1912object *
2158object *present_in_ob_by_name(int type, const char *str, const object *op) { 1913present_in_ob_by_name (int type, const char *str, const object *op)
2159 object *tmp; 1914{
2160
2161 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1915 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2162 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1916 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2163 return tmp; 1917 return tmp;
2164 } 1918
2165 return NULL; 1919 return 0;
2166} 1920}
2167 1921
2168/* 1922/*
2169 * present_arch_in_ob(archetype, object) searches for any objects with 1923 * present_arch_in_ob(archetype, object) searches for any objects with
2170 * a matching archetype in the inventory of the given object. 1924 * a matching archetype in the inventory of the given object.
2171 * The first matching object is returned, or NULL if none. 1925 * The first matching object is returned, or NULL if none.
2172 */ 1926 */
2173 1927object *
2174object *present_arch_in_ob(const archetype *at, const object *op) { 1928present_arch_in_ob (const archetype *at, const object *op)
2175 object *tmp; 1929{
2176 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1930 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2177 if( tmp->arch == at) 1931 if (tmp->arch == at)
2178 return tmp; 1932 return tmp;
1933
2179 return NULL; 1934 return NULL;
2180} 1935}
2181 1936
2182/* 1937/*
2183 * activate recursively a flag on an object inventory 1938 * activate recursively a flag on an object inventory
2184 */ 1939 */
1940void
2185void flag_inv(object*op, int flag){ 1941flag_inv (object *op, int flag)
2186 object *tmp; 1942{
2187 if(op->inv) 1943 if (op->inv)
2188 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1944 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1945 {
2189 SET_FLAG(tmp, flag); 1946 SET_FLAG (tmp, flag);
2190 flag_inv(tmp,flag); 1947 flag_inv (tmp, flag);
2191 } 1948 }
1949}
1950
2192}/* 1951/*
2193 * desactivate recursively a flag on an object inventory 1952 * deactivate recursively a flag on an object inventory
2194 */ 1953 */
1954void
2195void unflag_inv(object*op, int flag){ 1955unflag_inv (object *op, int flag)
2196 object *tmp; 1956{
2197 if(op->inv) 1957 if (op->inv)
2198 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1958 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1959 {
2199 CLEAR_FLAG(tmp, flag); 1960 CLEAR_FLAG (tmp, flag);
2200 unflag_inv(tmp,flag); 1961 unflag_inv (tmp, flag);
2201 } 1962 }
2202} 1963}
2203 1964
2204/* 1965/*
2205 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1966 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2206 * all it's inventory (recursively). 1967 * all it's inventory (recursively).
2207 * If checksums are used, a player will get set_cheat called for 1968 * If checksums are used, a player will get set_cheat called for
2208 * him/her-self and all object carried by a call to this function. 1969 * him/her-self and all object carried by a call to this function.
2209 */ 1970 */
2210 1971void
2211void set_cheat(object *op) { 1972set_cheat (object *op)
1973{
2212 SET_FLAG(op, FLAG_WAS_WIZ); 1974 SET_FLAG (op, FLAG_WAS_WIZ);
2213 flag_inv(op, FLAG_WAS_WIZ); 1975 flag_inv (op, FLAG_WAS_WIZ);
2214} 1976}
2215 1977
2216/* 1978/*
2217 * find_free_spot(object, map, x, y, start, stop) will search for 1979 * find_free_spot(object, map, x, y, start, stop) will search for
2218 * a spot at the given map and coordinates which will be able to contain 1980 * a spot at the given map and coordinates which will be able to contain
2232 * because arch_blocked (now ob_blocked) needs to know the movement type 1994 * because arch_blocked (now ob_blocked) needs to know the movement type
2233 * to know if the space in question will block the object. We can't use 1995 * to know if the space in question will block the object. We can't use
2234 * the archetype because that isn't correct if the monster has been 1996 * the archetype because that isn't correct if the monster has been
2235 * customized, changed states, etc. 1997 * customized, changed states, etc.
2236 */ 1998 */
2237 1999int
2238int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2000find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2001{
2239 int i,index=0, flag; 2002 int index = 0, flag;
2240 static int altern[SIZEOFFREE]; 2003 int altern[SIZEOFFREE];
2241 2004
2242 for(i=start;i<stop;i++) { 2005 for (int i = start; i < stop; i++)
2006 {
2243 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2007 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2244 if(!flag) 2008 if (!flag)
2245 altern[index++]=i; 2009 altern [index++] = i;
2246 2010
2247 /* Basically, if we find a wall on a space, we cut down the search size. 2011 /* Basically, if we find a wall on a space, we cut down the search size.
2248 * In this way, we won't return spaces that are on another side of a wall. 2012 * In this way, we won't return spaces that are on another side of a wall.
2249 * This mostly work, but it cuts down the search size in all directions - 2013 * This mostly work, but it cuts down the search size in all directions -
2250 * if the space being examined only has a wall to the north and empty 2014 * if the space being examined only has a wall to the north and empty
2251 * spaces in all the other directions, this will reduce the search space 2015 * spaces in all the other directions, this will reduce the search space
2252 * to only the spaces immediately surrounding the target area, and 2016 * to only the spaces immediately surrounding the target area, and
2253 * won't look 2 spaces south of the target space. 2017 * won't look 2 spaces south of the target space.
2254 */ 2018 */
2255 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2019 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2256 stop=maxfree[i]; 2020 stop = maxfree[i];
2257 } 2021 }
2258 if(!index) return -1; 2022
2023 if (!index)
2024 return -1;
2025
2259 return altern[RANDOM()%index]; 2026 return altern[RANDOM () % index];
2260} 2027}
2261 2028
2262/* 2029/*
2263 * find_first_free_spot(archetype, mapstruct, x, y) works like 2030 * find_first_free_spot(archetype, maptile, x, y) works like
2264 * find_free_spot(), but it will search max number of squares. 2031 * find_free_spot(), but it will search max number of squares.
2265 * But it will return the first available spot, not a random choice. 2032 * But it will return the first available spot, not a random choice.
2266 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2033 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2267 */ 2034 */
2268 2035int
2269int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2036find_first_free_spot (const object *ob, maptile *m, int x, int y)
2270 int i; 2037{
2271 for(i=0;i<SIZEOFFREE;i++) { 2038 for (int i = 0; i < SIZEOFFREE; i++)
2272 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2039 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2273 return i; 2040 return i;
2274 } 2041
2275 return -1; 2042 return -1;
2276} 2043}
2277 2044
2278/* 2045/*
2279 * The function permute(arr, begin, end) randomly reorders the array 2046 * The function permute(arr, begin, end) randomly reorders the array
2280 * arr[begin..end-1]. 2047 * arr[begin..end-1].
2048 * now uses a fisher-yates shuffle, old permute was broken
2281 */ 2049 */
2050static void
2282static void permute(int *arr, int begin, int end) 2051permute (int *arr, int begin, int end)
2283{ 2052{
2284 int i, j, tmp, len; 2053 arr += begin;
2054 end -= begin;
2285 2055
2286 len = end-begin; 2056 while (--end)
2287 for(i = begin; i < end; i++) 2057 swap (arr [end], arr [RANDOM () % (end + 1)]);
2288 {
2289 j = begin+RANDOM()%len;
2290
2291 tmp = arr[i];
2292 arr[i] = arr[j];
2293 arr[j] = tmp;
2294 }
2295} 2058}
2296 2059
2297/* new function to make monster searching more efficient, and effective! 2060/* new function to make monster searching more efficient, and effective!
2298 * This basically returns a randomized array (in the passed pointer) of 2061 * This basically returns a randomized array (in the passed pointer) of
2299 * the spaces to find monsters. In this way, it won't always look for 2062 * the spaces to find monsters. In this way, it won't always look for
2300 * monsters to the north first. However, the size of the array passed 2063 * monsters to the north first. However, the size of the array passed
2301 * covers all the spaces, so within that size, all the spaces within 2064 * covers all the spaces, so within that size, all the spaces within
2302 * the 3x3 area will be searched, just not in a predictable order. 2065 * the 3x3 area will be searched, just not in a predictable order.
2303 */ 2066 */
2067void
2304void get_search_arr(int *search_arr) 2068get_search_arr (int *search_arr)
2305{ 2069{
2306 int i; 2070 int i;
2307 2071
2308 for(i = 0; i < SIZEOFFREE; i++) 2072 for (i = 0; i < SIZEOFFREE; i++)
2309 {
2310 search_arr[i] = i; 2073 search_arr[i] = i;
2311 }
2312 2074
2313 permute(search_arr, 1, SIZEOFFREE1+1); 2075 permute (search_arr, 1, SIZEOFFREE1 + 1);
2314 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2076 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2315 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2077 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2316} 2078}
2317 2079
2318/* 2080/*
2319 * find_dir(map, x, y, exclude) will search some close squares in the 2081 * find_dir(map, x, y, exclude) will search some close squares in the
2320 * given map at the given coordinates for live objects. 2082 * given map at the given coordinates for live objects.
2325 * Perhaps incorrectly, but I'm making the assumption that exclude 2087 * Perhaps incorrectly, but I'm making the assumption that exclude
2326 * is actually want is going to try and move there. We need this info 2088 * is actually want is going to try and move there. We need this info
2327 * because we have to know what movement the thing looking to move 2089 * because we have to know what movement the thing looking to move
2328 * there is capable of. 2090 * there is capable of.
2329 */ 2091 */
2330 2092int
2331int find_dir(mapstruct *m, int x, int y, object *exclude) { 2093find_dir (maptile *m, int x, int y, object *exclude)
2094{
2332 int i,max=SIZEOFFREE, mflags; 2095 int i, max = SIZEOFFREE, mflags;
2096
2333 sint16 nx, ny; 2097 sint16 nx, ny;
2334 object *tmp; 2098 object *tmp;
2335 mapstruct *mp; 2099 maptile *mp;
2100
2336 MoveType blocked, move_type; 2101 MoveType blocked, move_type;
2337 2102
2338 if (exclude && exclude->head) { 2103 if (exclude && exclude->head)
2104 {
2339 exclude = exclude->head; 2105 exclude = exclude->head;
2340 move_type = exclude->move_type; 2106 move_type = exclude->move_type;
2341 } else { 2107 }
2108 else
2109 {
2342 /* If we don't have anything, presume it can use all movement types. */ 2110 /* If we don't have anything, presume it can use all movement types. */
2343 move_type=MOVE_ALL; 2111 move_type = MOVE_ALL;
2112 }
2113
2114 for (i = 1; i < max; i++)
2344 } 2115 {
2345 2116 mp = m;
2346 for(i=1;i<max;i++) {
2347 mp = m;
2348 nx = x + freearr_x[i]; 2117 nx = x + freearr_x[i];
2349 ny = y + freearr_y[i]; 2118 ny = y + freearr_y[i];
2350 2119
2351 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2120 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2121
2352 if (mflags & P_OUT_OF_MAP) { 2122 if (mflags & P_OUT_OF_MAP)
2353 max = maxfree[i]; 2123 max = maxfree[i];
2354 } else { 2124 else
2355 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2125 {
2126 mapspace &ms = mp->at (nx, ny);
2356 2127
2128 blocked = ms.move_block;
2129
2357 if ((move_type & blocked) == move_type) { 2130 if ((move_type & blocked) == move_type)
2358 max=maxfree[i]; 2131 max = maxfree[i];
2359 } else if (mflags & P_IS_ALIVE) { 2132 else if (mflags & P_IS_ALIVE)
2360 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2133 {
2361 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2134 for (tmp = ms.bot; tmp; tmp = tmp->above)
2135 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2362 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2136 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2363 break; 2137 break;
2364 } 2138
2365 } 2139 if (tmp)
2366 if(tmp) {
2367 return freedir[i]; 2140 return freedir[i];
2368 } 2141 }
2142 }
2369 } 2143 }
2370 } 2144
2371 }
2372 return 0; 2145 return 0;
2373} 2146}
2374 2147
2375/* 2148/*
2376 * distance(object 1, object 2) will return the square of the 2149 * distance(object 1, object 2) will return the square of the
2377 * distance between the two given objects. 2150 * distance between the two given objects.
2378 */ 2151 */
2379 2152int
2380int distance(const object *ob1, const object *ob2) { 2153distance (const object *ob1, const object *ob2)
2381 int i; 2154{
2382 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2155 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2383 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2384 return i;
2385} 2156}
2386 2157
2387/* 2158/*
2388 * find_dir_2(delta-x,delta-y) will return a direction in which 2159 * find_dir_2(delta-x,delta-y) will return a direction in which
2389 * an object which has subtracted the x and y coordinates of another 2160 * an object which has subtracted the x and y coordinates of another
2390 * object, needs to travel toward it. 2161 * object, needs to travel toward it.
2391 */ 2162 */
2392 2163int
2393int find_dir_2(int x, int y) { 2164find_dir_2 (int x, int y)
2165{
2394 int q; 2166 int q;
2395 2167
2396 if(y) 2168 if (y)
2397 q=x*100/y; 2169 q = x * 100 / y;
2398 else if (x) 2170 else if (x)
2399 q= -300*x; 2171 q = -300 * x;
2400 else 2172 else
2401 return 0; 2173 return 0;
2402 2174
2403 if(y>0) { 2175 if (y > 0)
2176 {
2404 if(q < -242) 2177 if (q < -242)
2405 return 3 ; 2178 return 3;
2406 if (q < -41) 2179 if (q < -41)
2407 return 2 ; 2180 return 2;
2408 if (q < 41) 2181 if (q < 41)
2409 return 1 ; 2182 return 1;
2410 if (q < 242) 2183 if (q < 242)
2411 return 8 ; 2184 return 8;
2412 return 7 ; 2185 return 7;
2413 } 2186 }
2414 2187
2415 if (q < -242) 2188 if (q < -242)
2416 return 7 ; 2189 return 7;
2417 if (q < -41) 2190 if (q < -41)
2418 return 6 ; 2191 return 6;
2419 if (q < 41) 2192 if (q < 41)
2420 return 5 ; 2193 return 5;
2421 if (q < 242) 2194 if (q < 242)
2422 return 4 ; 2195 return 4;
2423 2196
2424 return 3 ; 2197 return 3;
2425} 2198}
2426 2199
2427/* 2200/*
2428 * absdir(int): Returns a number between 1 and 8, which represent 2201 * absdir(int): Returns a number between 1 and 8, which represent
2429 * the "absolute" direction of a number (it actually takes care of 2202 * the "absolute" direction of a number (it actually takes care of
2430 * "overflow" in previous calculations of a direction). 2203 * "overflow" in previous calculations of a direction).
2431 */ 2204 */
2432 2205
2206int
2433int absdir(int d) { 2207absdir (int d)
2434 while(d<1) d+=8; 2208{
2435 while(d>8) d-=8; 2209 while (d < 1)
2210 d += 8;
2211
2212 while (d > 8)
2213 d -= 8;
2214
2436 return d; 2215 return d;
2437} 2216}
2438 2217
2439/* 2218/*
2440 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2219 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2441 * between two directions (which are expected to be absolute (see absdir()) 2220 * between two directions (which are expected to be absolute (see absdir())
2442 */ 2221 */
2443 2222
2223int
2444int dirdiff(int dir1, int dir2) { 2224dirdiff (int dir1, int dir2)
2225{
2445 int d; 2226 int d;
2227
2446 d = abs(dir1 - dir2); 2228 d = abs (dir1 - dir2);
2447 if(d>4) 2229 if (d > 4)
2448 d = 8 - d; 2230 d = 8 - d;
2231
2449 return d; 2232 return d;
2450} 2233}
2451 2234
2452/* peterm: 2235/* peterm:
2453 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2236 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2456 * This basically means that if direction is 15, then it could either go 2239 * This basically means that if direction is 15, then it could either go
2457 * direction 4, 14, or 16 to get back to where we are. 2240 * direction 4, 14, or 16 to get back to where we are.
2458 * Moved from spell_util.c to object.c with the other related direction 2241 * Moved from spell_util.c to object.c with the other related direction
2459 * functions. 2242 * functions.
2460 */ 2243 */
2461
2462int reduction_dir[SIZEOFFREE][3] = { 2244int reduction_dir[SIZEOFFREE][3] = {
2463 {0,0,0}, /* 0 */ 2245 {0, 0, 0}, /* 0 */
2464 {0,0,0}, /* 1 */ 2246 {0, 0, 0}, /* 1 */
2465 {0,0,0}, /* 2 */ 2247 {0, 0, 0}, /* 2 */
2466 {0,0,0}, /* 3 */ 2248 {0, 0, 0}, /* 3 */
2467 {0,0,0}, /* 4 */ 2249 {0, 0, 0}, /* 4 */
2468 {0,0,0}, /* 5 */ 2250 {0, 0, 0}, /* 5 */
2469 {0,0,0}, /* 6 */ 2251 {0, 0, 0}, /* 6 */
2470 {0,0,0}, /* 7 */ 2252 {0, 0, 0}, /* 7 */
2471 {0,0,0}, /* 8 */ 2253 {0, 0, 0}, /* 8 */
2472 {8,1,2}, /* 9 */ 2254 {8, 1, 2}, /* 9 */
2473 {1,2,-1}, /* 10 */ 2255 {1, 2, -1}, /* 10 */
2474 {2,10,12}, /* 11 */ 2256 {2, 10, 12}, /* 11 */
2475 {2,3,-1}, /* 12 */ 2257 {2, 3, -1}, /* 12 */
2476 {2,3,4}, /* 13 */ 2258 {2, 3, 4}, /* 13 */
2477 {3,4,-1}, /* 14 */ 2259 {3, 4, -1}, /* 14 */
2478 {4,14,16}, /* 15 */ 2260 {4, 14, 16}, /* 15 */
2479 {5,4,-1}, /* 16 */ 2261 {5, 4, -1}, /* 16 */
2480 {4,5,6}, /* 17 */ 2262 {4, 5, 6}, /* 17 */
2481 {6,5,-1}, /* 18 */ 2263 {6, 5, -1}, /* 18 */
2482 {6,20,18}, /* 19 */ 2264 {6, 20, 18}, /* 19 */
2483 {7,6,-1}, /* 20 */ 2265 {7, 6, -1}, /* 20 */
2484 {6,7,8}, /* 21 */ 2266 {6, 7, 8}, /* 21 */
2485 {7,8,-1}, /* 22 */ 2267 {7, 8, -1}, /* 22 */
2486 {8,22,24}, /* 23 */ 2268 {8, 22, 24}, /* 23 */
2487 {8,1,-1}, /* 24 */ 2269 {8, 1, -1}, /* 24 */
2488 {24,9,10}, /* 25 */ 2270 {24, 9, 10}, /* 25 */
2489 {9,10,-1}, /* 26 */ 2271 {9, 10, -1}, /* 26 */
2490 {10,11,-1}, /* 27 */ 2272 {10, 11, -1}, /* 27 */
2491 {27,11,29}, /* 28 */ 2273 {27, 11, 29}, /* 28 */
2492 {11,12,-1}, /* 29 */ 2274 {11, 12, -1}, /* 29 */
2493 {12,13,-1}, /* 30 */ 2275 {12, 13, -1}, /* 30 */
2494 {12,13,14}, /* 31 */ 2276 {12, 13, 14}, /* 31 */
2495 {13,14,-1}, /* 32 */ 2277 {13, 14, -1}, /* 32 */
2496 {14,15,-1}, /* 33 */ 2278 {14, 15, -1}, /* 33 */
2497 {33,15,35}, /* 34 */ 2279 {33, 15, 35}, /* 34 */
2498 {16,15,-1}, /* 35 */ 2280 {16, 15, -1}, /* 35 */
2499 {17,16,-1}, /* 36 */ 2281 {17, 16, -1}, /* 36 */
2500 {18,17,16}, /* 37 */ 2282 {18, 17, 16}, /* 37 */
2501 {18,17,-1}, /* 38 */ 2283 {18, 17, -1}, /* 38 */
2502 {18,19,-1}, /* 39 */ 2284 {18, 19, -1}, /* 39 */
2503 {41,19,39}, /* 40 */ 2285 {41, 19, 39}, /* 40 */
2504 {19,20,-1}, /* 41 */ 2286 {19, 20, -1}, /* 41 */
2505 {20,21,-1}, /* 42 */ 2287 {20, 21, -1}, /* 42 */
2506 {20,21,22}, /* 43 */ 2288 {20, 21, 22}, /* 43 */
2507 {21,22,-1}, /* 44 */ 2289 {21, 22, -1}, /* 44 */
2508 {23,22,-1}, /* 45 */ 2290 {23, 22, -1}, /* 45 */
2509 {45,47,23}, /* 46 */ 2291 {45, 47, 23}, /* 46 */
2510 {23,24,-1}, /* 47 */ 2292 {23, 24, -1}, /* 47 */
2511 {24,9,-1}}; /* 48 */ 2293 {24, 9, -1}
2294}; /* 48 */
2512 2295
2513/* Recursive routine to step back and see if we can 2296/* Recursive routine to step back and see if we can
2514 * find a path to that monster that we found. If not, 2297 * find a path to that monster that we found. If not,
2515 * we don't bother going toward it. Returns 1 if we 2298 * we don't bother going toward it. Returns 1 if we
2516 * can see a direct way to get it 2299 * can see a direct way to get it
2517 * Modified to be map tile aware -.MSW 2300 * Modified to be map tile aware -.MSW
2518 */ 2301 */
2519 2302int
2520
2521int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2303can_see_monsterP (maptile *m, int x, int y, int dir)
2304{
2522 sint16 dx, dy; 2305 sint16 dx, dy;
2523 int mflags; 2306 int mflags;
2524 2307
2308 if (dir < 0)
2525 if(dir<0) return 0; /* exit condition: invalid direction */ 2309 return 0; /* exit condition: invalid direction */
2526 2310
2527 dx = x + freearr_x[dir]; 2311 dx = x + freearr_x[dir];
2528 dy = y + freearr_y[dir]; 2312 dy = y + freearr_y[dir];
2529 2313
2530 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2314 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2531 2315
2532 /* This functional arguably was incorrect before - it was 2316 /* This functional arguably was incorrect before - it was
2533 * checking for P_WALL - that was basically seeing if 2317 * checking for P_WALL - that was basically seeing if
2534 * we could move to the monster - this is being more 2318 * we could move to the monster - this is being more
2535 * literal on if we can see it. To know if we can actually 2319 * literal on if we can see it. To know if we can actually
2536 * move to the monster, we'd need the monster passed in or 2320 * move to the monster, we'd need the monster passed in or
2537 * at least its move type. 2321 * at least its move type.
2538 */ 2322 */
2539 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2323 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2324 return 0;
2540 2325
2541 /* yes, can see. */ 2326 /* yes, can see. */
2542 if(dir < 9) return 1; 2327 if (dir < 9)
2328 return 1;
2329
2543 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2330 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2544 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2331 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2545 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2332 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2546} 2333}
2547 2334
2548
2549
2550/* 2335/*
2551 * can_pick(picker, item): finds out if an object is possible to be 2336 * can_pick(picker, item): finds out if an object is possible to be
2552 * picked up by the picker. Returnes 1 if it can be 2337 * picked up by the picker. Returnes 1 if it can be
2553 * picked up, otherwise 0. 2338 * picked up, otherwise 0.
2554 * 2339 *
2556 * core dumps if they do. 2341 * core dumps if they do.
2557 * 2342 *
2558 * Add a check so we can't pick up invisible objects (0.93.8) 2343 * Add a check so we can't pick up invisible objects (0.93.8)
2559 */ 2344 */
2560 2345
2346int
2561int can_pick(const object *who, const object *item) { 2347can_pick (const object *who, const object *item)
2348{
2562 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2349 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2563 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2350 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2564 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2351 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2565 (who->type==PLAYER||item->weight<who->weight/3));
2566} 2352}
2567
2568 2353
2569/* 2354/*
2570 * create clone from object to another 2355 * create clone from object to another
2571 */ 2356 */
2357object *
2572object *object_create_clone (object *asrc) { 2358object_create_clone (object *asrc)
2359{
2573 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2360 object *dst = 0, *tmp, *src, *part, *prev, *item;
2574 2361
2575 if(!asrc) return NULL; 2362 if (!asrc)
2363 return 0;
2364
2576 src = asrc; 2365 src = asrc;
2577 if(src->head) 2366 if (src->head)
2578 src = src->head; 2367 src = src->head;
2579 2368
2580 prev = NULL; 2369 prev = 0;
2581 for(part = src; part; part = part->more) { 2370 for (part = src; part; part = part->more)
2582 tmp = get_object(); 2371 {
2583 copy_object(part,tmp); 2372 tmp = part->clone ();
2584 tmp->x -= src->x; 2373 tmp->x -= src->x;
2585 tmp->y -= src->y; 2374 tmp->y -= src->y;
2375
2586 if(!part->head) { 2376 if (!part->head)
2377 {
2587 dst = tmp; 2378 dst = tmp;
2588 tmp->head = NULL; 2379 tmp->head = 0;
2380 }
2589 } else { 2381 else
2590 tmp->head = dst; 2382 tmp->head = dst;
2591 } 2383
2592 tmp->more = NULL; 2384 tmp->more = 0;
2385
2593 if(prev) 2386 if (prev)
2594 prev->more = tmp; 2387 prev->more = tmp;
2388
2595 prev = tmp; 2389 prev = tmp;
2596 } 2390 }
2597 /*** copy inventory ***/ 2391
2598 for(item = src->inv; item; item = item->below) { 2392 for (item = src->inv; item; item = item->below)
2599 (void) insert_ob_in_ob(object_create_clone(item),dst); 2393 insert_ob_in_ob (object_create_clone (item), dst);
2600 }
2601 2394
2602 return dst; 2395 return dst;
2603}
2604
2605/* return true if the object was destroyed, 0 otherwise */
2606int was_destroyed (const object *op, tag_t old_tag)
2607{
2608 /* checking for FLAG_FREED isn't necessary, but makes this function more
2609 * robust */
2610 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2611} 2396}
2612 2397
2613/* GROS - Creates an object using a string representing its content. */ 2398/* GROS - Creates an object using a string representing its content. */
2614/* Basically, we save the content of the string to a temp file, then call */ 2399/* Basically, we save the content of the string to a temp file, then call */
2615/* load_object on it. I admit it is a highly inefficient way to make things, */ 2400/* load_object on it. I admit it is a highly inefficient way to make things, */
2616/* but it was simple to make and allows reusing the load_object function. */ 2401/* but it was simple to make and allows reusing the load_object function. */
2617/* Remember not to use load_object_str in a time-critical situation. */ 2402/* Remember not to use load_object_str in a time-critical situation. */
2618/* Also remember that multiparts objects are not supported for now. */ 2403/* Also remember that multiparts objects are not supported for now. */
2619 2404object *
2620object* load_object_str(const char *obstr) 2405load_object_str (const char *obstr)
2621{ 2406{
2622 object *op; 2407 object *op;
2623 FILE *tempfile;
2624 char filename[MAX_BUF]; 2408 char filename[MAX_BUF];
2409
2625 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2410 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2411
2626 tempfile=fopen(filename,"w"); 2412 FILE *tempfile = fopen (filename, "w");
2413
2627 if (tempfile == NULL) 2414 if (tempfile == NULL)
2628 { 2415 {
2629 LOG(llevError,"Error - Unable to access load object temp file\n"); 2416 LOG (llevError, "Error - Unable to access load object temp file\n");
2630 return NULL; 2417 return NULL;
2631 }; 2418 }
2419
2632 fprintf(tempfile,obstr); 2420 fprintf (tempfile, obstr);
2633 fclose(tempfile); 2421 fclose (tempfile);
2634 2422
2635 op=get_object(); 2423 op = object::create ();
2636 2424
2637 tempfile=fopen(filename,"r"); 2425 object_thawer thawer (filename);
2638 if (tempfile == NULL) 2426
2639 { 2427 if (thawer)
2640 LOG(llevError,"Error - Unable to read object temp file\n"); 2428 load_object (thawer, op, 0);
2641 return NULL; 2429
2642 };
2643 load_object(tempfile,op,LO_NEWFILE,0);
2644 LOG(llevDebug," load str completed, object=%s\n",op->name); 2430 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2645 CLEAR_FLAG(op,FLAG_REMOVED); 2431 CLEAR_FLAG (op, FLAG_REMOVED);
2646 fclose(tempfile); 2432
2647 return op; 2433 return op;
2648} 2434}
2649 2435
2650/* This returns the first object in who's inventory that 2436/* This returns the first object in who's inventory that
2651 * has the same type and subtype match. 2437 * has the same type and subtype match.
2652 * returns NULL if no match. 2438 * returns NULL if no match.
2653 */ 2439 */
2440object *
2654object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2441find_obj_by_type_subtype (const object *who, int type, int subtype)
2655{ 2442{
2656 object *tmp;
2657
2658 for (tmp=who->inv; tmp; tmp=tmp->below) 2443 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2659 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2444 if (tmp->type == type && tmp->subtype == subtype)
2445 return tmp;
2660 2446
2661 return NULL; 2447 return 0;
2662} 2448}
2663 2449
2664/* If ob has a field named key, return the link from the list, 2450/* If ob has a field named key, return the link from the list,
2665 * otherwise return NULL. 2451 * otherwise return NULL.
2666 * 2452 *
2667 * key must be a passed in shared string - otherwise, this won't 2453 * key must be a passed in shared string - otherwise, this won't
2668 * do the desired thing. 2454 * do the desired thing.
2669 */ 2455 */
2456key_value *
2670key_value * get_ob_key_link(const object * ob, const char * key) { 2457get_ob_key_link (const object *ob, const char *key)
2671 key_value * link; 2458{
2672
2673 for (link = ob->key_values; link != NULL; link = link->next) { 2459 for (key_value *link = ob->key_values; link; link = link->next)
2674 if (link->key == key) { 2460 if (link->key == key)
2675 return link; 2461 return link;
2676 } 2462
2677 } 2463 return 0;
2678 2464}
2679 return NULL;
2680}
2681 2465
2682/* 2466/*
2683 * Returns the value of op has an extra_field for key, or NULL. 2467 * Returns the value of op has an extra_field for key, or NULL.
2684 * 2468 *
2685 * The argument doesn't need to be a shared string. 2469 * The argument doesn't need to be a shared string.
2686 * 2470 *
2687 * The returned string is shared. 2471 * The returned string is shared.
2688 */ 2472 */
2473const char *
2689const char * get_ob_key_value(const object * op, const char * const key) { 2474get_ob_key_value (const object *op, const char *const key)
2475{
2690 key_value * link; 2476 key_value *link;
2691 const char * canonical_key; 2477 shstr_cmp canonical_key (key);
2478
2479 if (!canonical_key)
2692 2480 {
2693 canonical_key = find_string(key);
2694
2695 if (canonical_key == NULL) {
2696 /* 1. There being a field named key on any object 2481 /* 1. There being a field named key on any object
2697 * implies there'd be a shared string to find. 2482 * implies there'd be a shared string to find.
2698 * 2. Since there isn't, no object has this field. 2483 * 2. Since there isn't, no object has this field.
2699 * 3. Therefore, *this* object doesn't have this field. 2484 * 3. Therefore, *this* object doesn't have this field.
2700 */ 2485 */
2701 return NULL; 2486 return 0;
2702 } 2487 }
2703 2488
2704 /* This is copied from get_ob_key_link() above - 2489 /* This is copied from get_ob_key_link() above -
2705 * only 4 lines, and saves the function call overhead. 2490 * only 4 lines, and saves the function call overhead.
2706 */ 2491 */
2707 for (link = op->key_values; link != NULL; link = link->next) { 2492 for (link = op->key_values; link; link = link->next)
2708 if (link->key == canonical_key) { 2493 if (link->key == canonical_key)
2709 return link->value; 2494 return link->value;
2710 } 2495
2711 } 2496 return 0;
2712 return NULL;
2713} 2497}
2714 2498
2715 2499
2716/* 2500/*
2717 * Updates the canonical_key in op to value. 2501 * Updates the canonical_key in op to value.
2721 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2505 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2722 * keys. 2506 * keys.
2723 * 2507 *
2724 * Returns TRUE on success. 2508 * Returns TRUE on success.
2725 */ 2509 */
2510int
2726int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) { 2511set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2512{
2727 key_value * field = NULL, *last=NULL; 2513 key_value *field = NULL, *last = NULL;
2728 2514
2729 for (field=op->key_values; field != NULL; field=field->next) { 2515 for (field = op->key_values; field != NULL; field = field->next)
2730 if (field->key != canonical_key) {
2731 last = field;
2732 continue;
2733 }
2734 2516 {
2735 if (field->value) FREE_AND_CLEAR_STR(field->value); 2517 if (field->key != canonical_key)
2736 if (value) 2518 {
2737 field->value = add_string(value); 2519 last = field;
2738 else { 2520 continue;
2521 }
2522
2523 if (value)
2524 field->value = value;
2525 else
2526 {
2739 /* Basically, if the archetype has this key set, 2527 /* Basically, if the archetype has this key set,
2740 * we need to store the null value so when we save 2528 * we need to store the null value so when we save
2741 * it, we save the empty value so that when we load, 2529 * it, we save the empty value so that when we load,
2742 * we get this value back again. 2530 * we get this value back again.
2743 */ 2531 */
2744 if (get_ob_key_link(&op->arch->clone, canonical_key)) 2532 if (get_ob_key_link (&op->arch->clone, canonical_key))
2745 field->value = NULL; 2533 field->value = 0;
2746 else { 2534 else
2747 /* Delete this link */ 2535 {
2748 if (field->key) FREE_AND_CLEAR_STR(field->key); 2536 if (last)
2749 if (field->value) FREE_AND_CLEAR_STR(field->value); 2537 last->next = field->next;
2750 if (last) last->next = field->next; 2538 else
2751 else op->key_values = field->next; 2539 op->key_values = field->next;
2752 free(field); 2540
2753 } 2541 delete field;
2754 } 2542 }
2543 }
2755 return TRUE; 2544 return TRUE;
2756 } 2545 }
2757 /* IF we get here, key doesn't exist */ 2546 /* IF we get here, key doesn't exist */
2758 2547
2759 /* No field, we'll have to add it. */ 2548 /* No field, we'll have to add it. */
2760 2549
2761 if (!add_key) { 2550 if (!add_key)
2762 return FALSE; 2551 return FALSE;
2763 } 2552
2764 /* There isn't any good reason to store a null 2553 /* There isn't any good reason to store a null
2765 * value in the key/value list. If the archetype has 2554 * value in the key/value list. If the archetype has
2766 * this key, then we should also have it, so shouldn't 2555 * this key, then we should also have it, so shouldn't
2767 * be here. If user wants to store empty strings, 2556 * be here. If user wants to store empty strings,
2768 * should pass in "" 2557 * should pass in ""
2769 */ 2558 */
2770 if (value == NULL) return TRUE; 2559 if (value == NULL)
2771
2772 field = (key_value *) malloc(sizeof(key_value));
2773
2774 field->key = add_refcount(canonical_key);
2775 field->value = add_string(value);
2776 /* Usual prepend-addition. */
2777 field->next = op->key_values;
2778 op->key_values = field;
2779
2780 return TRUE; 2560 return TRUE;
2561
2562 field = new key_value;
2563
2564 field->key = canonical_key;
2565 field->value = value;
2566 /* Usual prepend-addition. */
2567 field->next = op->key_values;
2568 op->key_values = field;
2569
2570 return TRUE;
2781} 2571}
2782 2572
2783/* 2573/*
2784 * Updates the key in op to value. 2574 * Updates the key in op to value.
2785 * 2575 *
2787 * and not add new ones. 2577 * and not add new ones.
2788 * In general, should be little reason FALSE is ever passed in for add_key 2578 * In general, should be little reason FALSE is ever passed in for add_key
2789 * 2579 *
2790 * Returns TRUE on success. 2580 * Returns TRUE on success.
2791 */ 2581 */
2582int
2792int set_ob_key_value(object * op, const char * key, const char * value, int add_key) { 2583set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2793 const char * canonical_key = NULL; 2584{
2794 int floating_ref = FALSE; 2585 shstr key_ (key);
2795 int ret; 2586
2587 return set_ob_key_value_s (op, key_, value, add_key);
2588}
2589
2590object::depth_iterator::depth_iterator (object *container)
2591: iterator_base (container)
2592{
2593 while (item->inv)
2594 item = item->inv;
2595}
2596
2597void
2598object::depth_iterator::next ()
2599{
2600 if (item->below)
2796 2601 {
2797 /* HACK This mess is to make sure set_ob_value() passes a shared string 2602 item = item->below;
2798 * to get_ob_key_link(), without leaving a leaked refcount. 2603
2799 */ 2604 while (item->inv)
2605 item = item->inv;
2800 2606 }
2801 canonical_key = find_string(key); 2607 else
2802 if (canonical_key == NULL) { 2608 item = item->env;
2803 canonical_key = add_string(key); 2609}
2804 floating_ref = TRUE; 2610
2805 } 2611
2612const char *
2613object::flag_desc (char *desc, int len) const
2614{
2615 char *p = desc;
2616 bool first = true;
2617
2618 *p = 0;
2619
2620 for (int i = 0; i < NUM_FLAGS; i++)
2806 2621 {
2807 ret = set_ob_key_value_s(op, canonical_key, value, add_key); 2622 if (len <= 10) // magic constant!
2623 {
2624 snprintf (p, len, ",...");
2625 break;
2626 }
2627
2628 if (flag [i])
2629 {
2630 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2631 len -= cnt;
2632 p += cnt;
2633 first = false;
2634 }
2808 2635 }
2809 if (floating_ref) { 2636
2810 free_string(canonical_key);
2811 }
2812
2813 return ret; 2637 return desc;
2814} 2638}
2639
2640// return a suitable string describing an object in enough detail to find it
2641const char *
2642object::debug_desc (char *info) const
2643{
2644 char flagdesc[512];
2645 char info2[256 * 4];
2646 char *p = info;
2647
2648 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2649 count, uuid.seq,
2650 &name,
2651 title ? "\",title:" : "",
2652 title ? (const char *)title : "",
2653 flag_desc (flagdesc, 512), type);
2654
2655 if (env)
2656 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2657
2658 if (map)
2659 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2660
2661 return info;
2662}
2663
2664const char *
2665object::debug_desc () const
2666{
2667 static char info[256 * 3];
2668 return debug_desc (info);
2669}
2670

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