ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.9 by root, Wed Aug 30 06:06:26 2006 UTC vs.
Revision 1.104 by root, Tue Jan 2 21:13:21 2007 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.9 2006/08/30 06:06:26 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
42#ifdef MEMORY_DEBUG 34
43int nroffreeobjects = 0; 35#include <bitset>
36
44int nrofallocobjects = 0; 37int nrofallocobjects = 0;
45#undef OBJ_EXPAND 38static UUID uuid;
46#define OBJ_EXPAND 1 39const uint64 UUID_SKIP = 1<<19;
47#else
48object objarray[STARTMAX]; /* All objects, allocated this way at first */
49int nroffreeobjects = STARTMAX; /* How many OBs allocated and free (free) */
50int nrofallocobjects = STARTMAX; /* How many OBs allocated (free + used) */
51#endif
52 40
53object *objects; /* Pointer to the list of used objects */
54object *free_objects; /* Pointer to the list of unused objects */
55object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
56 42
57short freearr_x[SIZEOFFREE]= 43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
58 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
59 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
60short freearr_y[SIZEOFFREE]= 45};
61 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
62 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
63int maxfree[SIZEOFFREE]= 48};
64 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
65 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51};
66int freedir[SIZEOFFREE]= { 52int freedir[SIZEOFFREE] = {
67 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
68 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55};
69 56
57static void
58write_uuid (void)
59{
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76}
77
78static void
79read_uuid (void)
80{
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp);
113}
114
115UUID
116gen_uuid ()
117{
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126}
127
128void
129init_uuid ()
130{
131 read_uuid ();
132}
70 133
71/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int
72static int compare_ob_value_lists_one(const object * wants, const object * has) { 136compare_ob_value_lists_one (const object *wants, const object *has)
137{
73 key_value * wants_field; 138 key_value *wants_field;
74 139
75 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
76 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
77 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
78 */ 143 */
79 144
80 /* For each field in wants, */ 145 /* For each field in wants, */
81 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 {
82 key_value * has_field; 148 key_value *has_field;
83 149
84 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
85 has_field = get_ob_key_link(has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
86 154 {
87 if (has_field == NULL) {
88 /* No field with that name. */ 155 /* No field with that name. */
89 return FALSE; 156 return FALSE;
90 }
91 157 }
158
92 /* Found the matching field. */ 159 /* Found the matching field. */
93 if (has_field->value != wants_field->value) { 160 if (has_field->value != wants_field->value)
161 {
94 /* Values don't match, so this half of the comparison is false. */ 162 /* Values don't match, so this half of the comparison is false. */
95 return FALSE; 163 return FALSE;
96 } 164 }
97 165
98 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
99 }
100 167 }
168
101 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
102 return TRUE; 170 return TRUE;
103} 171}
104 172
105/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int
106static int compare_ob_value_lists(const object * ob1, const object * ob2) { 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{
107 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
108 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
109 */ 179 */
110 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
111} 181}
112 182
113/* Function examines the 2 objects given to it, and returns true if 183/* Function examines the 2 objects given to it, and returns true if
114 * they can be merged together. 184 * they can be merged together.
115 * 185 *
116 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
117 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
118 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
119 * 189 *
120 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
121 * 191 *
122 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
123 * check weight 193 * check weight
124 */ 194 */
125 195bool object::can_merge_slow (object *ob1, object *ob2)
126int CAN_MERGE(object *ob1, object *ob2) { 196{
127
128 /* A couple quicksanity checks */ 197 /* A couple quicksanity checks */
129 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 198 if (ob1 == ob2
199 || ob1->type != ob2->type
200 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value
202 || ob1->name != ob2->name)
203 return 0;
130 204
131 if (ob1->speed != ob2->speed) return 0; 205 //TODO: this ain't working well, use nicer and correct overflow check
132 /* Note sure why the following is the case - either the object has to 206 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
133 * be animated or have a very low speed. Is this an attempted monster 207 * value could not be stored in a sint32 (which unfortunately sometimes is
134 * check? 208 * used to store nrof).
135 */ 209 */
136 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED) 210 if (ob1->nrof + ob2->nrof >= 1UL << 31)
211 return 0;
212
213 /* If the objects have been identified, set the BEEN_APPLIED flag.
214 * This is to the comparison of the flags below will be OK. We
215 * just can't ignore the been applied or identified flags, as they
216 * are not equal - just if it has been identified, the been_applied
217 * flags lose any meaning.
218 */
219 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
221
222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
224
225 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
226 || ob1->arch != ob2->arch
227 || ob1->name != ob2->name
228 || ob1->title != ob2->title
229 || ob1->msg != ob2->msg
230 || ob1->weight != ob2->weight
231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
233 || ob1->attacktype != ob2->attacktype
234 || ob1->magic != ob2->magic
235 || ob1->slaying != ob2->slaying
236 || ob1->skill != ob2->skill
237 || ob1->value != ob2->value
238 || ob1->animation_id != ob2->animation_id
239 || ob1->client_type != ob2->client_type
240 || ob1->materialname != ob2->materialname
241 || ob1->lore != ob2->lore
242 || ob1->subtype != ob2->subtype
243 || ob1->move_type != ob2->move_type
244 || ob1->move_block != ob2->move_block
245 || ob1->move_allow != ob2->move_allow
246 || ob1->move_on != ob2->move_on
247 || ob1->move_off != ob2->move_off
248 || ob1->move_slow != ob2->move_slow
249 || ob1->move_slow_penalty != ob2->move_slow_penalty)
250 return 0;
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))
137 return 0; 259 return 0;
138 260
139 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 261 /* Now check to see if the two inventory objects could merge */
140 * value could not be stored in a sint32 (which unfortunately sometimes is 262 if (!object::can_merge (ob1->inv, ob2->inv))
141 * used to store nrof).
142 */
143 if (ob1->nrof+ob2->nrof >= 1UL<<31)
144 return 0; 263 return 0;
145 264
146 /* This is really a spellbook check - really, we should
147 * check all objects in the inventory.
148 */
149 if (ob1->inv || ob2->inv) {
150 /* if one object has inventory but the other doesn't, not equiv */
151 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
152
153 /* Now check to see if the two inventory objects could merge */
154 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
155
156 /* inventory ok - still need to check rest of this object to see 265 /* inventory ok - still need to check rest of this object to see
157 * if it is valid. 266 * if it is valid.
158 */ 267 */
159 } 268 }
160 269
161 /* If the objects have been identified, set the BEEN_APPLIED flag.
162 * This is to the comparison of the flags below will be OK. We
163 * just can't ignore the been applied or identified flags, as they
164 * are not equal - just if it has been identified, the been_applied
165 * flags lose any meaning.
166 */
167 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED))
168 SET_FLAG(ob1, FLAG_BEEN_APPLIED);
169
170 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
171 SET_FLAG(ob2, FLAG_BEEN_APPLIED);
172
173
174 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
175 * being locked in inventory should prevent merging.
176 * 0x4 in flags3 is CLIENT_SENT
177 */
178 if ((ob1->arch != ob2->arch) ||
179 (ob1->flags[0] != ob2->flags[0]) ||
180 (ob1->flags[1] != ob2->flags[1]) ||
181 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
182 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
183 (ob1->name != ob2->name) ||
184 (ob1->title != ob2->title) ||
185 (ob1->msg != ob2->msg) ||
186 (ob1->weight != ob2->weight) ||
187 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) ||
188 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
189 (ob1->attacktype != ob2->attacktype) ||
190 (ob1->magic != ob2->magic) ||
191 (ob1->slaying != ob2->slaying) ||
192 (ob1->skill != ob2->skill) ||
193 (ob1->value != ob2->value) ||
194 (ob1->animation_id != ob2->animation_id) ||
195 (ob1->client_type != ob2->client_type) ||
196 (ob1->materialname != ob2->materialname) ||
197 (ob1->lore != ob2->lore) ||
198 (ob1->subtype != ob2->subtype) ||
199 (ob1->move_type != ob2->move_type) ||
200 (ob1->move_block != ob2->move_block) ||
201 (ob1->move_allow != ob2->move_allow) ||
202 (ob1->move_on != ob2->move_on) ||
203 (ob1->move_off != ob2->move_off) ||
204 (ob1->move_slow != ob2->move_slow) ||
205 (ob1->move_slow_penalty != ob2->move_slow_penalty)
206 )
207 return 0;
208
209 /* Don't merge objects that are applied. With the new 'body' code, 270 /* Don't merge objects that are applied. With the new 'body' code,
210 * it is possible for most any character to have more than one of 271 * it is possible for most any character to have more than one of
211 * some items equipped, and we don't want those to merge. 272 * some items equipped, and we don't want those to merge.
212 */ 273 */
213 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 274 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
275 return 0;
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
284 switch (ob1->type)
285 {
286 case SCROLL:
287 if (ob1->level != ob2->level)
288 return 0;
289 break;
290 }
291
292 if (ob1->key_values != NULL || ob2->key_values != NULL)
293 {
294 /* At least one of these has key_values. */
295 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
296 /* One has fields, but the other one doesn't. */
214 return 0; 297 return 0;
215
216 switch (ob1->type) {
217 case SCROLL:
218 if (ob1->level != ob2->level) return 0;
219 break;
220
221 }
222 if (ob1->key_values != NULL || ob2->key_values != NULL) {
223 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) {
225 /* One has fields, but the other one doesn't. */
226 return 0;
227 } else if (!compare_ob_value_lists(ob1, ob2)) { 298 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 299 return 0;
229 } 300 }
301
302 //TODO: generate an event or call into perl for additional checks
303 if (ob1->self || ob2->self)
230 } 304 {
305 ob1->optimise ();
306 ob2->optimise ();
231 307
308 if (ob1->self || ob2->self)
309 return 0;
310 }
311
232 /* Everything passes, must be OK. */ 312 /* Everything passes, must be OK. */
233 return 1; 313 return 1;
234} 314}
235 315
236/* 316/*
237 * sum_weight() is a recursive function which calculates the weight 317 * sum_weight() is a recursive function which calculates the weight
238 * 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
239 * containers are carrying, and sums it up. 319 * containers are carrying, and sums it up.
240 */ 320 */
241signed long sum_weight(object *op) { 321long
322sum_weight (object *op)
323{
242 signed long sum; 324 long sum;
243 object *inv; 325 object *inv;
326
244 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 327 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
328 {
245 if (inv->inv) 329 if (inv->inv)
246 sum_weight(inv); 330 sum_weight (inv);
247 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 331 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
248 } 332 }
333
249 if (op->type == CONTAINER && op->stats.Str) 334 if (op->type == CONTAINER && op->stats.Str)
250 sum = (sum * (100 - op->stats.Str))/100; 335 sum = (sum * (100 - op->stats.Str)) / 100;
336
251 if(op->carrying != sum) 337 if (op->carrying != sum)
252 op->carrying = sum; 338 op->carrying = sum;
339
253 return sum; 340 return sum;
254} 341}
255 342
256/** 343/**
257 * Return the outermost environment object for a given object. 344 * Return the outermost environment object for a given object.
258 */ 345 */
259 346
347object *
260object *object_get_env_recursive (object *op) { 348object_get_env_recursive (object *op)
349{
261 while (op->env != NULL) 350 while (op->env != NULL)
262 op = op->env; 351 op = op->env;
263 return op; 352 return op;
264}
265
266/*
267 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
268 * a better check. We basically keeping traversing up until we can't
269 * or find a player.
270 */
271
272object *is_player_inv (object *op) {
273 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
274 if (op->env==op)
275 op->env = NULL;
276 return op;
277} 353}
278 354
279/* 355/*
280 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
281 * Some error messages. 357 * Some error messages.
282 * 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.
283 */ 359 */
284 360
285void dump_object2(object *op) { 361char *
286 char *cp;
287/* object *tmp;*/
288
289 if(op->arch!=NULL) {
290 strcat(errmsg,"arch ");
291 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
292 strcat(errmsg,"\n");
293 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
294 strcat(errmsg,cp);
295#if 0
296 /* Don't dump player diffs - they are too long, mostly meaningless, and
297 * will overflow the buffer.
298 * Changed so that we don't dump inventory either. This may
299 * also overflow the buffer.
300 */
301 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
302 strcat(errmsg,cp);
303 for (tmp=op->inv; tmp; tmp=tmp->below)
304 dump_object2(tmp);
305#endif
306 strcat(errmsg,"end\n");
307 } else {
308 strcat(errmsg,"Object ");
309 if (op->name==NULL) strcat(errmsg, "(null)");
310 else strcat(errmsg,op->name);
311 strcat(errmsg,"\n");
312#if 0
313 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
314 strcat(errmsg,cp);
315 for (tmp=op->inv; tmp; tmp=tmp->below)
316 dump_object2(tmp);
317#endif
318 strcat(errmsg,"end\n");
319 }
320}
321
322/*
323 * Dumps an object. Returns output in the static global errmsg array.
324 */
325
326void dump_object(object *op) { 362dump_object (object *op)
327 if(op==NULL) {
328 strcpy(errmsg,"[NULL pointer]");
329 return;
330 }
331 errmsg[0]='\0';
332 dump_object2(op);
333}
334
335/* GROS - Dumps an object. Return the result into a string */
336/* Note that no checking is done for the validity of the target string, so */
337/* you need to be sure that you allocated enough space for it. */
338void dump_me(object *op, char *outstr)
339{ 363{
340 char *cp; 364 if (!op)
365 return strdup ("[NULLOBJ]");
341 366
342 if(op==NULL) 367 object_freezer freezer;
343 { 368 save_object (freezer, op, 1);
344 strcpy(outstr,"[NULL pointer]"); 369 return freezer.as_string ();
345 return;
346 }
347 outstr[0]='\0';
348
349 if(op->arch!=NULL)
350 {
351 strcat(outstr,"arch ");
352 strcat(outstr,op->arch->name?op->arch->name:"(null)");
353 strcat(outstr,"\n");
354 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
355 strcat(outstr,cp);
356 strcat(outstr,"end\n");
357 }
358 else
359 {
360 strcat(outstr,"Object ");
361 if (op->name==NULL)
362 strcat(outstr, "(null)");
363 else
364 strcat(outstr,op->name);
365 strcat(outstr,"\n");
366 strcat(outstr,"end\n");
367 }
368}
369
370/*
371 * This is really verbose...Can be triggered by the P key while in DM mode.
372 * All objects are dumped to stderr (or alternate logfile, if in server-mode)
373 */
374
375void dump_all_objects(void) {
376 object *op;
377 for(op=objects;op!=NULL;op=op->next) {
378 dump_object(op);
379 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
380 }
381} 370}
382 371
383/* 372/*
384 * 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
385 * multi-object 1 which is closest to the second object. 374 * multi-object 1 which is closest to the second object.
386 * If it's not a multi-object, it is returned. 375 * If it's not a multi-object, it is returned.
387 */ 376 */
388 377
378object *
389object *get_nearest_part(object *op, const object *pl) { 379get_nearest_part (object *op, const object *pl)
380{
390 object *tmp,*closest; 381 object *tmp, *closest;
391 int last_dist,i; 382 int last_dist, i;
383
392 if(op->more==NULL) 384 if (op->more == NULL)
393 return op; 385 return op;
394 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)
395 if((i=distance(tmp,pl))<last_dist) 387 if ((i = distance (tmp, pl)) < last_dist)
396 closest=tmp,last_dist=i; 388 closest = tmp, last_dist = i;
397 return closest; 389 return closest;
398} 390}
399 391
400/* 392/*
401 * 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.
402 */ 394 */
403 395
396object *
404object *find_object(tag_t i) { 397find_object (tag_t i)
405 object *op; 398{
406 for(op=objects;op!=NULL;op=op->next) 399 for (object *op = object::first; op; op = op->next)
407 if(op->count==i) 400 if (op->count == i)
408 break; 401 return op;
402
409 return op; 403 return 0;
410} 404}
411 405
412/* 406/*
413 * 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.
414 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
415 * Enables features like "patch <name-of-other-player> food 999" 409 * Enables features like "patch <name-of-other-player> food 999"
416 */ 410 */
417 411
412object *
418object *find_object_name(const char *str) { 413find_object_name (const char *str)
419 const char *name=add_string(str); 414{
415 shstr_cmp str_ (str);
420 object *op; 416 object *op;
417
421 for(op=objects;op!=NULL;op=op->next) 418 for (op = object::first; op != NULL; op = op->next)
422 if(op->name==name) 419 if (op->name == str_)
423 break; 420 break;
424 free_string(name); 421
425 return op; 422 return op;
426} 423}
427 424
425void
428void free_all_object_data(void) { 426free_all_object_data ()
429#ifdef MEMORY_DEBUG
430 object *op, *next;
431
432 for (op=free_objects; op!=NULL; ) {
433 next=op->next;
434 free(op);
435 nrofallocobjects--;
436 nroffreeobjects--;
437 op=next;
438 }
439#endif
440 LOG(llevDebug,"%d allocated objects, %d free objects, STARMAX=%d\n",
441 nrofallocobjects, nroffreeobjects,STARTMAX);
442}
443
444/*
445 * Returns the object which this object marks as being the owner.
446 * A id-scheme is used to avoid pointing to objects which have been
447 * freed and are now reused. If this is detected, the owner is
448 * set to NULL, and NULL is returned.
449 * Changed 2004-02-12 - if the player is setting at the play again
450 * prompt, he is removed, and we don't want to treat him as an owner of
451 * anything, so check removed flag. I don't expect that this should break
452 * anything - once an object is removed, it is basically dead anyways.
453 */
454
455object *get_owner(object *op) {
456 if(op->owner==NULL)
457 return NULL;
458
459 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
460 op->owner->count==op->ownercount)
461 return op->owner;
462
463 op->owner=NULL;
464 op->ownercount=0;
465 return NULL;
466}
467
468void clear_owner(object *op)
469{ 427{
470 if (!op) return; 428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
471
472 if (op->owner && op->ownercount == op->owner->count)
473 op->owner->refcount--;
474
475 op->owner = NULL;
476 op->ownercount = 0;
477} 429}
478
479
480 430
481/* 431/*
482 * 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
483 * skill and experience objects. 433 * skill and experience objects.
484 */ 434 */
485void set_owner (object *op, object *owner) 435void
436object::set_owner (object *owner)
486{ 437{
487 if(owner==NULL||op==NULL) 438 if (!owner)
488 return; 439 return;
489 440
490 /* next line added to allow objects which own objects */ 441 /* next line added to allow objects which own objects */
491 /* 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
492 * with the fireball owning a poison cloud which then owned the 443 * with the fireball owning a poison cloud which then owned the
493 * 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
494 * freed and then another object replacing it. Since the ownercounts 445 * freed and then another object replacing it. Since the ownercounts
495 * 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.
496 */ 447 */
497 while (owner->owner && owner!=owner->owner && 448 while (owner->owner)
498 owner->ownercount==owner->owner->count) owner=owner->owner; 449 owner = owner->owner;
499 450
500 /* IF the owner still has an owner, we did not resolve to a final owner.
501 * so lets not add to that.
502 */
503 if (owner->owner) return;
504
505 op->owner=owner; 451 this->owner = owner;
506
507 op->ownercount=owner->count;
508 owner->refcount++;
509
510}
511
512/* Set the owner to clone's current owner and set the skill and experience
513 * objects to clone's objects (typically those objects that where the owner's
514 * current skill and experience objects at the time when clone's owner was
515 * set - not the owner's current skill and experience objects).
516 *
517 * Use this function if player created an object (e.g. fire bullet, swarm
518 * spell), and this object creates further objects whose kills should be
519 * accounted for the player's original skill, even if player has changed
520 * skills meanwhile.
521 */
522void copy_owner (object *op, object *clone)
523{
524 object *owner = get_owner (clone);
525 if (owner == NULL) {
526 /* players don't have owners - they own themselves. Update
527 * as appropriate.
528 */
529 if (clone->type == PLAYER) owner=clone;
530 else return;
531 }
532 set_owner(op, owner);
533
534}
535
536/*
537 * Resets vital variables in an object
538 */
539
540void reset_object(object *op) {
541
542 op->name = NULL;
543 op->name_pl = NULL;
544 op->title = NULL;
545 op->race = NULL;
546 op->slaying = NULL;
547 op->skill = NULL;
548 op->msg = NULL;
549 op->materialname = NULL;
550 op->lore = NULL;
551 clear_object(op);
552} 452}
553 453
554/* Zero the key_values on op, decrementing the shared-string 454/* Zero the key_values on op, decrementing the shared-string
555 * refcounts and freeing the links. 455 * refcounts and freeing the links.
556 */ 456 */
457static void
557static void free_key_values(object * op) { 458free_key_values (object *op)
558 key_value * i; 459{
559 key_value * next = NULL; 460 for (key_value *i = op->key_values; i != 0;)
560 461 {
561 if (op->key_values == NULL) return; 462 key_value *next = i->next;
463 delete i;
464
465 i = next;
562 466 }
563 for (i = op->key_values; i != NULL; i = next) { 467
564 /* Store next *first*. */
565 next = i->next;
566
567 if (i->key) FREE_AND_CLEAR_STR(i->key);
568 if (i->value) FREE_AND_CLEAR_STR(i->value);
569 i->next = NULL;
570 free(i);
571 }
572
573 op->key_values = NULL; 468 op->key_values = 0;
574} 469}
575 470
576
577/* 471/*
578 * clear_object() frees everything allocated by an object, and also
579 * clears all variables and flags to default settings.
580 */
581
582void clear_object(object *op) {
583 op->clear ();
584
585 event *evt;
586 event *evt2;
587
588 /* redo this to be simpler/more efficient. Was also seeing
589 * crashes in the old code. Move this to the top - am
590 * seeing periodic crashes in this code, and would like to have
591 * as much info available as possible (eg, object name).
592 */
593 for (evt = op->events; evt; evt=evt2) {
594 evt2 = evt->next;
595
596 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
597 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
598 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
599
600 free(evt);
601 }
602 op->events = NULL;
603
604 free_key_values(op);
605
606 /* the memset will clear all these values for us, but we need
607 * to reduce the refcount on them.
608 */
609 if (op->name!=NULL) FREE_AND_CLEAR_STR(op->name);
610 if (op->name_pl!=NULL) FREE_AND_CLEAR_STR(op->name_pl);
611 if (op->title != NULL) FREE_AND_CLEAR_STR(op->title);
612 if (op->race!=NULL) FREE_AND_CLEAR_STR(op->race);
613 if (op->slaying!=NULL) FREE_AND_CLEAR_STR(op->slaying);
614 if (op->skill!=NULL) FREE_AND_CLEAR_STR(op->skill);
615 if (op->msg!=NULL) FREE_AND_CLEAR_STR(op->msg);
616 if (op->lore!=NULL) FREE_AND_CLEAR_STR(op->lore);
617 if (op->materialname!= NULL) FREE_AND_CLEAR_STR(op->materialname);
618
619
620 memset((void*)op, 0, sizeof (object_special));
621 /* Below here, we clear things that are not done by the memset,
622 * or set default values that are not zero.
623 */
624 /* This is more or less true */
625 SET_FLAG(op, FLAG_REMOVED);
626
627
628 op->contr = NULL;
629 op->below=NULL;
630 op->above=NULL;
631 op->inv=NULL;
632 op->events=NULL;
633 op->container=NULL;
634 op->env=NULL;
635 op->more=NULL;
636 op->head=NULL;
637 op->map=NULL;
638 op->refcount=0;
639 op->active_next = NULL;
640 op->active_prev = NULL;
641 /* What is not cleared is next, prev, and count */
642
643 op->expmul=1.0;
644 op->face = blank_face;
645 op->attacked_by_count = (tag_t) -1;
646 if (settings.casting_time)
647 op->casting_time = -1;
648
649}
650
651/*
652 * copy object first frees everything allocated by the second object, 472 * copy_to first frees everything allocated by the dst object,
653 * and then copies the contends of the first object into the second 473 * and then copies the contents of itself into the second
654 * object, allocating what needs to be allocated. Basically, any 474 * object, allocating what needs to be allocated. Basically, any
655 * 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,
656 * 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
657 * will point at garbage. 477 * will point at garbage.
658 */ 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);
659 484
660void copy_object(object *op2, object *op) { 485 *(object_copy *)dst = *this;
661 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED);
662 event *evt, *evt2, *evt_new;
663 486
664 op->clear (); 487 if (is_freed)
488 SET_FLAG (dst, FLAG_FREED);
665 489
666 /* Decrement the refcounts, but don't bother zeroing the fields; 490 if (is_removed)
667 they'll be overwritten by memcpy. */ 491 SET_FLAG (dst, FLAG_REMOVED);
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);
678 492
679 /* Basically, same code as from clear_object() */ 493 if (speed < 0)
680 for (evt = op->events; evt; evt=evt2) {
681 evt2 = evt->next;
682
683 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
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 op2->clone (op);
695
696 if(is_freed) SET_FLAG(op,FLAG_FREED);
697 if(is_removed) SET_FLAG(op,FLAG_REMOVED);
698 if(op->name!=NULL) add_refcount(op->name);
699 if(op->name_pl!=NULL) add_refcount(op->name_pl);
700 if(op->title!=NULL) add_refcount(op->title);
701 if(op->race!=NULL) add_refcount(op->race);
702 if(op->slaying!=NULL) add_refcount(op->slaying);
703 if(op->skill!=NULL) add_refcount(op->skill);
704 if(op->lore!=NULL) add_refcount(op->lore);
705 if(op->msg!=NULL) add_refcount(op->msg);
706 if(op->custom_name!=NULL) add_refcount(op->custom_name);
707 if (op->materialname != NULL) add_refcount(op->materialname);
708
709 if((op2->speed<0) && !editor)
710 op->speed_left=op2->speed_left-RANDOM()%200/100.0; 494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
711 495
712 /* Copy over event information */
713 evt2 = NULL;
714 for (evt = op2->events; evt; evt=evt->next) {
715 evt_new = (event *) malloc(sizeof(event));
716 memcpy(evt_new, evt, sizeof(event));
717 if (evt_new->hook) add_refcount(evt_new->hook);
718 if (evt_new->plugin) add_refcount(evt_new->plugin);
719 if (evt_new->options) add_refcount(evt_new->options);
720 evt_new->next = NULL;
721
722 /* Try to be a little clever here, and store away the
723 * last event we copied, so that its simpler to update the
724 * pointer.
725 */
726 if (evt2)
727 evt2->next = evt_new;
728 else
729 op->events = evt_new;
730
731 evt2 = evt_new;
732 }
733 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
734 if (op2->key_values != NULL) { 497 if (key_values)
498 {
735 key_value * tail = NULL; 499 key_value *tail = 0;
736 key_value * i; 500 key_value *i;
737 501
738 op->key_values = NULL; 502 dst->key_values = 0;
739 503
740 for (i = op2->key_values; i != NULL; i = i->next) { 504 for (i = key_values; i; i = i->next)
741 key_value * new_link = (key_value *) malloc(sizeof(key_value)); 505 {
506 key_value *new_link = new key_value;
742 507
743 new_link->next = NULL; 508 new_link->next = 0;
744 new_link->key = add_refcount(i->key); 509 new_link->key = i->key;
745 if (i->value)
746 new_link->value = add_refcount(i->value); 510 new_link->value = i->value;
747 else
748 new_link->value = NULL;
749 511
750 /* Try and be clever here, too. */ 512 /* Try and be clever here, too. */
751 if (op->key_values == NULL) { 513 if (!dst->key_values)
514 {
752 op->key_values = new_link; 515 dst->key_values = new_link;
753 tail = new_link; 516 tail = new_link;
754 } else {
755 tail->next = new_link;
756 tail = new_link;
757 } 517 }
518 else
519 {
520 tail->next = new_link;
521 tail = new_link;
758 } 522 }
759 } 523 }
760
761 update_ob_speed(op);
762}
763
764/*
765 * expand_objects() allocates more objects for the list of unused objects.
766 * It is called from get_object() if the unused list is empty.
767 */
768
769void expand_objects(void) {
770 int i;
771 object *obj;
772 obj = (object *) CALLOC(OBJ_EXPAND,sizeof(object));
773
774 if(obj==NULL)
775 fatal(OUT_OF_MEMORY);
776 free_objects=obj;
777 obj[0].prev=NULL;
778 obj[0].next= &obj[1],
779 SET_FLAG(&(obj[0]), FLAG_REMOVED);
780 SET_FLAG(&(obj[0]), FLAG_FREED);
781
782 for(i=1;i<OBJ_EXPAND-1;i++) {
783 obj[i].next= &obj[i+1],
784 obj[i].prev= &obj[i-1],
785 SET_FLAG(&(obj[i]), FLAG_REMOVED);
786 SET_FLAG(&(obj[i]), FLAG_FREED);
787 } 524 }
788 obj[OBJ_EXPAND-1].prev= &obj[OBJ_EXPAND-2],
789 obj[OBJ_EXPAND-1].next=NULL,
790 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_REMOVED);
791 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_FREED);
792 525
793 nrofallocobjects += OBJ_EXPAND; 526 dst->set_speed (dst->speed);
794 nroffreeobjects += OBJ_EXPAND;
795} 527}
796 528
797/*
798 * get_object() grabs an object from the list of unused objects, makes
799 * sure it is initialised, and returns it.
800 * If there are no free objects, expand_objects() is called to get more.
801 */
802
803object *get_object(void) {
804 object *op; 529object *
805 530object::clone ()
806 if(free_objects==NULL) { 531{
807 expand_objects(); 532 object *neu = create ();
808 } 533 copy_to (neu);
809 op=free_objects;
810#ifdef MEMORY_DEBUG
811 /* The idea is hopefully by doing a realloc, the memory
812 * debugging program will now use the current stack trace to
813 * report leaks.
814 */
815 op = realloc(op, sizeof(object));
816 SET_FLAG(op, FLAG_REMOVED);
817 SET_FLAG(op, FLAG_FREED);
818#endif
819
820 if(!QUERY_FLAG(op,FLAG_FREED)) {
821 LOG(llevError,"Fatal: Getting busy object.\n");
822 }
823 free_objects=op->next;
824 if(free_objects!=NULL)
825 free_objects->prev=NULL;
826 op->count= ++ob_count;
827 op->name=NULL;
828 op->name_pl=NULL;
829 op->title=NULL;
830 op->race=NULL;
831 op->slaying=NULL;
832 op->skill = NULL;
833 op->lore=NULL;
834 op->msg=NULL;
835 op->materialname=NULL;
836 op->next=objects;
837 op->prev=NULL;
838 op->active_next = NULL;
839 op->active_prev = NULL;
840 if(objects!=NULL)
841 objects->prev=op;
842 objects=op;
843 clear_object(op);
844 SET_FLAG(op,FLAG_REMOVED);
845 nroffreeobjects--;
846 return op; 534 return neu;
847} 535}
848 536
849/* 537/*
850 * 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
851 * 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
852 * 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.
853 */ 541 */
854 542void
855void update_turn_face(object *op) { 543update_turn_face (object *op)
544{
856 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
857 return; 546 return;
547
858 SET_ANIMATION(op, op->direction); 548 SET_ANIMATION (op, op->direction);
859 update_object(op,UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
860} 550}
861 551
862/* 552/*
863 * 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
864 * 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.
865 * 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.
866 */ 556 */
867 557void
868void update_ob_speed(object *op) { 558object::set_speed (float speed)
869 extern int arch_init; 559{
870 560 if (flag [FLAG_FREED] && speed)
871 /* No reason putting the archetypes objects on the speed list, 561 {
872 * since they never really need to be updated.
873 */
874
875 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
876 LOG(llevError,"Object %s is freed but has speed.\n", op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
877#ifdef MANY_CORES
878 abort();
879#else
880 op->speed = 0; 563 speed = 0;
881#endif
882 } 564 }
883 if (arch_init) {
884 return;
885 }
886 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
887 /* If already on active list, don't do anything */
888 if (op->active_next || op->active_prev || op==active_objects)
889 return;
890 565
891 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
892 * of the list. */ 567
893 op->active_next = active_objects; 568 if (has_active_speed ())
894 if (op->active_next!=NULL) 569 activate ();
895 op->active_next->active_prev = op;
896 active_objects = op;
897 }
898 else { 570 else
899 /* If not on the active list, nothing needs to be done */ 571 deactivate ();
900 if (!op->active_next && !op->active_prev && op!=active_objects)
901 return;
902
903 if (op->active_prev==NULL) {
904 active_objects = op->active_next;
905 if (op->active_next!=NULL)
906 op->active_next->active_prev = NULL;
907 }
908 else {
909 op->active_prev->active_next = op->active_next;
910 if (op->active_next)
911 op->active_next->active_prev = op->active_prev;
912 }
913 op->active_next = NULL;
914 op->active_prev = NULL;
915 }
916} 572}
917 573
918/* This function removes object 'op' from the list of active
919 * objects.
920 * This should only be used for style maps or other such
921 * reference maps where you don't want an object that isn't
922 * in play chewing up cpu time getting processed.
923 * The reverse of this is to call update_ob_speed, which
924 * will do the right thing based on the speed of the object.
925 */
926void remove_from_active_list(object *op)
927{
928 /* If not on the active list, nothing needs to be done */
929 if (!op->active_next && !op->active_prev && op!=active_objects)
930 return;
931
932 if (op->active_prev==NULL) {
933 active_objects = op->active_next;
934 if (op->active_next!=NULL)
935 op->active_next->active_prev = NULL;
936 }
937 else {
938 op->active_prev->active_next = op->active_next;
939 if (op->active_next)
940 op->active_next->active_prev = op->active_prev;
941 }
942 op->active_next = NULL;
943 op->active_prev = NULL;
944}
945
946/* 574/*
947 * update_object() updates the array which represents the map. 575 * update_object() updates the the map.
948 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
949 * 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
950 * invisible object, etc...) 578 * invisible object, etc...)
951 * 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
952 * 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
953 * updating that window, though, since update_object() is called _often_) 581 * updating that window, though, since update_object() is called _often_)
954 * 582 *
955 * 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.
956 * For example, if the only thing that has changed is the face (due to
957 * an animation), we don't need to call update_position until that actually
958 * comes into view of a player. OTOH, many other things, like addition/removal
959 * of walls or living creatures may need us to update the flags now.
960 * current action are: 584 * current action are:
961 * UP_OBJ_INSERT: op was inserted 585 * UP_OBJ_INSERT: op was inserted
962 * UP_OBJ_REMOVE: op was removed 586 * UP_OBJ_REMOVE: op was removed
963 * 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
964 * 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.
965 * UP_OBJ_FACE: only the objects face has changed. 589 * UP_OBJ_FACE: only the objects face has changed.
966 */ 590 */
967 591void
968void update_object(object *op, int action) { 592update_object (object *op, int action)
969 int update_now=0, flags; 593{
970 MoveType move_on, move_off, move_block, move_slow; 594 MoveType move_on, move_off, move_block, move_slow;
971 595
972 if (op == NULL) { 596 if (op == NULL)
597 {
973 /* this should never happen */ 598 /* this should never happen */
974 LOG(llevDebug,"update_object() called for NULL object.\n"); 599 LOG (llevDebug, "update_object() called for NULL object.\n");
975 return; 600 return;
976 }
977 601 }
978 if(op->env!=NULL) { 602
603 if (op->env)
604 {
979 /* Animation is currently handled by client, so nothing 605 /* Animation is currently handled by client, so nothing
980 * to do in this case. 606 * to do in this case.
981 */ 607 */
982 return; 608 return;
983 } 609 }
984 610
985 /* 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
986 * going to get freed anyways. 612 * going to get freed anyways.
987 */ 613 */
988 if (!op->map || op->map->in_memory == MAP_SAVING) return; 614 if (!op->map || op->map->in_memory == MAP_SAVING)
989 615 return;
616
990 /* make sure the object is within map boundaries */ 617 /* make sure the object is within map boundaries */
991 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)
992 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 619 {
993 LOG(llevError,"update_object() called for object out of map!\n"); 620 LOG (llevError, "update_object() called for object out of map!\n");
994#ifdef MANY_CORES 621#ifdef MANY_CORES
995 abort(); 622 abort ();
996#endif 623#endif
997 return; 624 return;
998 }
999 625 }
1000 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
1001 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
1002 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
1003 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
1004 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
1005 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
1006 626
627 mapspace &m = op->ms ();
628
629 if (!(m.flags_ & P_UPTODATE))
630 /* nop */;
1007 if (action == UP_OBJ_INSERT) { 631 else if (action == UP_OBJ_INSERT)
632 {
633 // this is likely overkill, TODO: revisit (schmorp)
1008 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
1009 update_now=1;
1010
1011 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
1012 update_now=1; 636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
1013 637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
1014 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
1015 update_now=1; 640 || (m.move_on | op->move_on ) != m.move_on
1016
1017 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
1018 update_now=1;
1019
1020 if ((move_on | op->move_on) != move_on) update_now=1;
1021 if ((move_off | op->move_off) != move_off) update_now=1; 641 || (m.move_off | op->move_off ) != m.move_off
642 || (m.move_slow | op->move_slow) != m.move_slow
1022 /* 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
1023 * to have move_allow right now. 644 * to have move_allow right now.
1024 */ 645 */
1025 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
1026 update_now=1; 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
1027 if ((move_slow | op->move_slow) != move_slow) update_now=1; 648 m.flags_ = 0;
1028 } 649 }
1029 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
1030 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
1031 * that is being removed. 652 * that is being removed.
1032 */ 653 */
1033 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
1034 update_now=1; 655 m.flags_ = 0;
1035 } else if (action == UP_OBJ_FACE) { 656 else if (action == UP_OBJ_FACE)
1036 /* Nothing to do for that case */ 657 /* Nothing to do for that case */ ;
1037 }
1038 else { 658 else
1039 LOG(llevError,"update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
1040 }
1041 660
1042 if (update_now) {
1043 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
1044 update_position(op->map, op->x, op->y);
1045 }
1046
1047 if(op->more!=NULL) 661 if (op->more)
1048 update_object(op->more, action); 662 update_object (op->more, action);
1049} 663}
1050 664
665object *object::first;
1051 666
1052/* 667object::object ()
1053 * free_object() frees everything allocated by an object, removes 668{
1054 * it from the list of used objects, and puts it on the list of
1055 * free objects. The IS_FREED() flag is set in the object.
1056 * The object must have been removed by remove_ob() first for
1057 * this function to succeed.
1058 *
1059 * If free_inventory is set, free inventory as well. Else drop items in
1060 * inventory to the ground.
1061 */
1062
1063void free_object(object *ob) {
1064 free_object2(ob, 0);
1065}
1066void free_object2(object *ob, int free_inventory) {
1067 object *tmp,*op;
1068
1069 ob->clear ();
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->below)
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->below)
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 freed_map->in_memory = MAP_IN_MEMORY;
876 }
877
878 map = freed_map;
879 x = 1;
880 y = 1;
881 }
882
883 head = 0;
884
885 if (more)
886 {
887 more->destroy ();
888 more = 0;
889 }
890
891 // clear those pointers that likely might have circular references to us
892 owner = 0;
893 enemy = 0;
894 attacked_by = 0;
895
896 // only relevant for players(?), but make sure of it anyways
897 contr = 0;
898}
899
900void
901object::destroy (bool destroy_inventory)
902{
903 if (destroyed ())
1214 return i; 904 return;
905
906 if (destroy_inventory)
907 destroy_inv (false);
908
909 attachable::destroy ();
1215} 910}
1216 911
1217/* 912/*
1218 * sub_weight() recursively (outwards) subtracts a number from the 913 * sub_weight() recursively (outwards) subtracts a number from the
1219 * weight of an object (and what is carried by it's environment(s)). 914 * weight of an object (and what is carried by it's environment(s)).
1220 */ 915 */
1221 916void
1222void sub_weight (object *op, signed long weight) { 917sub_weight (object *op, signed long weight)
918{
1223 while (op != NULL) { 919 while (op != NULL)
920 {
1224 if (op->type == CONTAINER) { 921 if (op->type == CONTAINER)
1225 weight=(signed long)(weight*(100-op->stats.Str)/100); 922 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1226 } 923
1227 op->carrying-=weight; 924 op->carrying -= weight;
1228 op = op->env; 925 op = op->env;
1229 } 926 }
1230} 927}
1231 928
1232/* remove_ob(op): 929/* op->remove ():
1233 * This function removes the object op from the linked list of objects 930 * 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 931 * which it is currently tied to. When this function is done, the
1235 * object will have no environment. If the object previously had an 932 * object will have no environment. If the object previously had an
1236 * environment, the x and y coordinates will be updated to 933 * environment, the x and y coordinates will be updated to
1237 * the previous environment. 934 * the previous environment.
1238 * Beware: This function is called from the editor as well! 935 * Beware: This function is called from the editor as well!
1239 */ 936 */
1240 937void
1241void remove_ob(object *op) { 938object::remove ()
939{
1242 object *tmp,*last=NULL; 940 object *tmp, *last = 0;
1243 object *otmp; 941 object *otmp;
1244 tag_t tag;
1245 int check_walk_off;
1246 mapstruct *m;
1247 sint16 x,y;
1248
1249 942
1250 if(QUERY_FLAG(op,FLAG_REMOVED)) { 943 if (QUERY_FLAG (this, FLAG_REMOVED))
1251 dump_object(op); 944 return;
1252 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1253 945
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); 946 SET_FLAG (this, FLAG_REMOVED);
947 INVOKE_OBJECT (REMOVE, this);
1270 948
949 if (more)
950 more->remove ();
951
1271 /* 952 /*
1272 * In this case, the object to be removed is in someones 953 * In this case, the object to be removed is in someones
1273 * inventory. 954 * inventory.
1274 */ 955 */
1275 if(op->env!=NULL) { 956 if (env)
957 {
1276 if(op->nrof) 958 if (nrof)
1277 sub_weight(op->env, op->weight*op->nrof); 959 sub_weight (env, weight * nrof);
1278 else 960 else
1279 sub_weight(op->env, op->weight+op->carrying); 961 sub_weight (env, weight + carrying);
1280 962
1281 /* NO_FIX_PLAYER is set when a great many changes are being 963 /* NO_FIX_PLAYER is set when a great many changes are being
1282 * made to players inventory. If set, avoiding the call 964 * made to players inventory. If set, avoiding the call
1283 * to save cpu time. 965 * to save cpu time.
1284 */ 966 */
1285 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 967 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1286 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 968 otmp->update_stats ();
1287 fix_player(otmp);
1288 969
1289 if(op->above!=NULL) 970 if (above)
1290 op->above->below=op->below; 971 above->below = below;
1291 else 972 else
1292 op->env->inv=op->below; 973 env->inv = below;
1293 974
1294 if(op->below!=NULL) 975 if (below)
1295 op->below->above=op->above; 976 below->above = above;
1296 977
1297 /* we set up values so that it could be inserted into 978 /* we set up values so that it could be inserted into
1298 * the map, but we don't actually do that - it is up 979 * the map, but we don't actually do that - it is up
1299 * to the caller to decide what we want to do. 980 * to the caller to decide what we want to do.
981 */
982 x = env->x, y = env->y;
983 map = env->map;
984 above = 0, below = 0;
985 env = 0;
986 }
987 else if (map)
988 {
989 if (type == PLAYER)
990 {
991 --map->players;
992 map->touch ();
993 }
994
995 map->dirty = true;
996
997 /* link the object above us */
998 if (above)
999 above->below = below;
1000 else
1001 map->at (x, y).top = below; /* we were top, set new top */
1002
1003 /* Relink the object below us, if there is one */
1004 if (below)
1005 below->above = above;
1006 else
1007 {
1008 /* Nothing below, which means we need to relink map object for this space
1009 * use translated coordinates in case some oddness with map tiling is
1010 * evident
1300 */ 1011 */
1301 op->x=op->env->x,op->y=op->env->y; 1012 if (GET_MAP_OB (map, x, y) != this)
1302 op->ox=op->x,op->oy=op->y; 1013 {
1303 op->map=op->env->map; 1014 char *dump = dump_object (this);
1304 op->above=NULL,op->below=NULL; 1015 LOG (llevError,
1305 op->env=NULL; 1016 "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);
1017 free (dump);
1018 dump = dump_object (GET_MAP_OB (map, x, y));
1019 LOG (llevError, "%s\n", dump);
1020 free (dump);
1021 }
1022
1023 map->at (x, y).bot = above; /* goes on above it. */
1024 }
1025
1026 above = 0;
1027 below = 0;
1028
1029 if (map->in_memory == MAP_SAVING)
1306 return; 1030 return;
1307 }
1308 1031
1309 /* If we get here, we are removing it from a map */ 1032 int check_walk_off = !flag [FLAG_NO_APPLY];
1310 if (op->map == NULL) return;
1311 1033
1312 x = op->x; 1034 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
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 */
1333
1334 /* link the object above us */
1335 if (op->above)
1336 op->above->below=op->below;
1337 else
1338 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1339
1340 /* Relink the object below us, if there is one */
1341 if(op->below) {
1342 op->below->above=op->above;
1343 } else {
1344 /* 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
1346 * evident
1347 */
1348 if(GET_MAP_OB(m,x,y)!=op) {
1349 dump_object(op);
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);
1351 dump_object(GET_MAP_OB(m,x,y));
1352 LOG(llevError,"%s\n",errmsg);
1353 } 1035 {
1354 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1355 }
1356 op->above=NULL;
1357 op->below=NULL;
1358
1359 if (op->map->in_memory == MAP_SAVING)
1360 return;
1361
1362 tag = op->count;
1363 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1364 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1365 /* No point updating the players look faces if he is the object 1036 /* No point updating the players look faces if he is the object
1366 * being removed. 1037 * being removed.
1367 */ 1038 */
1368 1039
1369 if(tmp->type==PLAYER && tmp!=op) { 1040 if (tmp->type == PLAYER && tmp != this)
1041 {
1370 /* If a container that the player is currently using somehow gets 1042 /* If a container that the player is currently using somehow gets
1371 * removed (most likely destroyed), update the player view 1043 * removed (most likely destroyed), update the player view
1372 * appropriately. 1044 * appropriately.
1373 */ 1045 */
1374 if (tmp->container==op) { 1046 if (tmp->container == this)
1375 CLEAR_FLAG(op, FLAG_APPLIED); 1047 {
1048 flag [FLAG_APPLIED] = 0;
1376 tmp->container=NULL; 1049 tmp->container = 0;
1050 }
1051
1052 if (tmp->contr->ns)
1053 tmp->contr->ns->floorbox_update ();
1377 } 1054 }
1378 tmp->contr->socket.update_look=1; 1055
1379 }
1380 /* See if player moving off should effect something */ 1056 /* See if object moving off should effect something */
1381 if (check_walk_off && ((op->move_type & tmp->move_off) && 1057 if (check_walk_off
1058 && ((move_type & tmp->move_off)
1382 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1059 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1383 1060 {
1384 move_apply(tmp, op, NULL); 1061 move_apply (tmp, this, 0);
1062
1385 if (was_destroyed (op, tag)) { 1063 if (destroyed ())
1386 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1064 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1387 "leaving object\n", tmp->name, tmp->arch->name);
1388 } 1065 }
1389 }
1390 1066
1391 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1067 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1392 1068 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1393 if(tmp->above == tmp) 1069 if (tmp->above == tmp)
1394 tmp->above = NULL; 1070 tmp->above = 0;
1071
1395 last=tmp; 1072 last = tmp;
1396 } 1073 }
1074
1397 /* last == NULL of there are no objects on this space */ 1075 /* last == NULL if there are no objects on this space */
1398 if (last==NULL) { 1076 //TODO: this makes little sense, why only update the topmost object?
1399 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1077 if (!last)
1400 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1078 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 1079 else
1408 update_object(last, UP_OBJ_REMOVE); 1080 update_object (last, UP_OBJ_REMOVE);
1409 1081
1410 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1082 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1411 update_all_los(op->map, op->x, op->y); 1083 update_all_los (map, x, y);
1412 1084 }
1413} 1085}
1414 1086
1415/* 1087/*
1416 * merge_ob(op,top): 1088 * merge_ob(op,top):
1417 * 1089 *
1418 * This function goes through all objects below and including top, and 1090 * This function goes through all objects below and including top, and
1419 * merges op to the first matching object. 1091 * merges op to the first matching object.
1420 * If top is NULL, it is calculated. 1092 * If top is NULL, it is calculated.
1421 * Returns pointer to object if it succeded in the merge, otherwise NULL 1093 * Returns pointer to object if it succeded in the merge, otherwise NULL
1422 */ 1094 */
1423 1095object *
1424object *merge_ob(object *op, object *top) { 1096merge_ob (object *op, object *top)
1097{
1425 if(!op->nrof) 1098 if (!op->nrof)
1426 return 0; 1099 return 0;
1427 if(top==NULL) 1100
1101 if (top)
1428 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1102 for (top = op; top && top->above; top = top->above)
1103 ;
1104
1429 for(;top!=NULL;top=top->below) { 1105 for (; top; top = top->below)
1106 {
1430 if(top==op) 1107 if (top == op)
1431 continue; 1108 continue;
1432 if (CAN_MERGE(op,top)) 1109
1433 { 1110 if (object::can_merge (op, top))
1111 {
1434 top->nrof+=op->nrof; 1112 top->nrof += op->nrof;
1113
1435/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1114/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1436 op->weight = 0; /* Don't want any adjustements now */ 1115 op->weight = 0; /* Don't want any adjustements now */
1437 remove_ob(op); 1116 op->destroy ();
1438 free_object(op);
1439 return top; 1117 return top;
1440 } 1118 }
1441 } 1119 }
1120
1442 return NULL; 1121 return 0;
1443} 1122}
1444 1123
1445/* 1124/*
1446 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1125 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1447 * job preparing multi-part monsters 1126 * job preparing multi-part monsters
1448 */ 1127 */
1128object *
1449object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1129insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1450 object* tmp; 1130{
1451 if (op->head) 1131 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1452 op=op->head; 1132 {
1453 for (tmp=op;tmp;tmp=tmp->more){
1454 tmp->x=x+tmp->arch->clone.x; 1133 tmp->x = x + tmp->arch->clone.x;
1455 tmp->y=y+tmp->arch->clone.y; 1134 tmp->y = y + tmp->arch->clone.y;
1456 } 1135 }
1136
1457 return insert_ob_in_map (op, m, originator, flag); 1137 return insert_ob_in_map (op, m, originator, flag);
1458} 1138}
1459 1139
1460/* 1140/*
1461 * insert_ob_in_map (op, map, originator, flag): 1141 * insert_ob_in_map (op, map, originator, flag):
1462 * This function inserts the object in the two-way linked list 1142 * This function inserts the object in the two-way linked list
1475 * Return value: 1155 * Return value:
1476 * new object if 'op' was merged with other object 1156 * new object if 'op' was merged with other object
1477 * NULL if 'op' was destroyed 1157 * NULL if 'op' was destroyed
1478 * just 'op' otherwise 1158 * just 'op' otherwise
1479 */ 1159 */
1480 1160object *
1481object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1161insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1482{ 1162{
1483 object *tmp, *top, *floor=NULL; 1163 object *tmp, *top, *floor = NULL;
1484 sint16 x,y; 1164 sint16 x, y;
1485 1165
1486 if (QUERY_FLAG (op, FLAG_FREED)) { 1166 if (QUERY_FLAG (op, FLAG_FREED))
1167 {
1487 LOG (llevError, "Trying to insert freed object!\n"); 1168 LOG (llevError, "Trying to insert freed object!\n");
1488 return NULL; 1169 return NULL;
1170 }
1171
1172 if (!m)
1489 } 1173 {
1490 if(m==NULL) {
1491 dump_object(op); 1174 char *dump = dump_object (op);
1492 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1175 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1176 free (dump);
1493 return op; 1177 return op;
1494 } 1178 }
1179
1495 if(out_of_map(m,op->x,op->y)) { 1180 if (out_of_map (m, op->x, op->y))
1181 {
1496 dump_object(op); 1182 char *dump = dump_object (op);
1497 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1183 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1498#ifdef MANY_CORES 1184#ifdef MANY_CORES
1499 /* Better to catch this here, as otherwise the next use of this object 1185 /* 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 1186 * is likely to cause a crash. Better to find out where it is getting
1501 * improperly inserted. 1187 * improperly inserted.
1502 */ 1188 */
1503 abort(); 1189 abort ();
1504#endif 1190#endif
1191 free (dump);
1505 return op; 1192 return op;
1506 } 1193 }
1194
1507 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1195 if (!QUERY_FLAG (op, FLAG_REMOVED))
1196 {
1508 dump_object(op); 1197 char *dump = dump_object (op);
1509 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1198 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1199 free (dump);
1510 return op; 1200 return op;
1201 }
1202
1203 if (op->more)
1511 } 1204 {
1512 if(op->more!=NULL) {
1513 /* The part may be on a different map. */ 1205 /* The part may be on a different map. */
1514 1206
1515 object *more = op->more; 1207 object *more = op->more;
1516 1208
1517 /* We really need the caller to normalize coordinates - if 1209 /* We really need the caller to normalize coordinates - if
1518 * we set the map, that doesn't work if the location is within 1210 * 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 1211 * a map and this is straddling an edge. So only if coordinate
1520 * is clear wrong do we normalize it. 1212 * is clear wrong do we normalize it.
1521 */ 1213 */
1522 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1214 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); 1215 more->map = get_map_from_coord (m, &more->x, &more->y);
1527 } else if (!more->map) { 1216 else if (!more->map)
1217 {
1528 /* For backwards compatibility - when not dealing with tiled maps, 1218 /* For backwards compatibility - when not dealing with tiled maps,
1529 * more->map should always point to the parent. 1219 * more->map should always point to the parent.
1530 */ 1220 */
1531 more->map = m; 1221 more->map = m;
1532 } 1222 }
1533 1223
1534 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1224 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1225 {
1535 if ( ! op->head) 1226 if (!op->head)
1536 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1227 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1228
1537 return NULL; 1229 return 0;
1538 } 1230 }
1539 } 1231 }
1232
1540 CLEAR_FLAG(op,FLAG_REMOVED); 1233 CLEAR_FLAG (op, FLAG_REMOVED);
1541 1234
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 1235 /* 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 1236 * of areas of callers (eg, anything that uses find_free_spot would now
1548 * need extra work 1237 * need extra work
1549 */ 1238 */
1550 op->map=get_map_from_coord(m, &op->x, &op->y); 1239 op->map = get_map_from_coord (m, &op->x, &op->y);
1551 x = op->x; 1240 x = op->x;
1552 y = op->y; 1241 y = op->y;
1553 1242
1554 /* this has to be done after we translate the coordinates. 1243 /* this has to be done after we translate the coordinates.
1555 */ 1244 */
1556 if(op->nrof && !(flag & INS_NO_MERGE)) { 1245 if (op->nrof && !(flag & INS_NO_MERGE))
1557 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1246 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1558 if (CAN_MERGE(op,tmp)) { 1247 if (object::can_merge (op, tmp))
1248 {
1559 op->nrof+=tmp->nrof; 1249 op->nrof += tmp->nrof;
1560 remove_ob(tmp); 1250 tmp->destroy ();
1561 free_object(tmp); 1251 }
1252
1253 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1254 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1255
1256 if (!QUERY_FLAG (op, FLAG_ALIVE))
1257 CLEAR_FLAG (op, FLAG_NO_STEAL);
1258
1259 if (flag & INS_BELOW_ORIGINATOR)
1260 {
1261 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1262 {
1263 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1264 abort ();
1265 }
1266
1267 op->above = originator;
1268 op->below = originator->below;
1269
1270 if (op->below)
1271 op->below->above = op;
1272 else
1273 op->ms ().bot = op;
1274
1275 /* since *below* originator, no need to update top */
1276 originator->below = op;
1277 }
1278 else
1279 {
1280 /* If there are other objects, then */
1281 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1282 {
1283 object *last = 0;
1284
1285 /*
1286 * If there are multiple objects on this space, we do some trickier handling.
1287 * We've already dealt with merging if appropriate.
1288 * Generally, we want to put the new object on top. But if
1289 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1290 * floor, we want to insert above that and no further.
1291 * Also, if there are spell objects on this space, we stop processing
1292 * once we get to them. This reduces the need to traverse over all of
1293 * them when adding another one - this saves quite a bit of cpu time
1294 * when lots of spells are cast in one area. Currently, it is presumed
1295 * that flying non pickable objects are spell objects.
1296 */
1297 while (top)
1298 {
1299 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1300 floor = top;
1301
1302 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1303 {
1304 /* We insert above top, so we want this object below this */
1305 top = top->below;
1306 break;
1307 }
1308
1309 last = top;
1310 top = top->above;
1562 } 1311 }
1563 }
1564 1312
1565 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1313 /* Don't want top to be NULL, so set it to the last valid object */
1566 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1314 top = last;
1567 if (!QUERY_FLAG(op, FLAG_ALIVE))
1568 CLEAR_FLAG(op, FLAG_NO_STEAL);
1569 1315
1570 if (flag & INS_BELOW_ORIGINATOR) { 1316 /* We let update_position deal with figuring out what the space
1571 if (originator->map != op->map || originator->x != op->x || 1317 * looks like instead of lots of conditions here.
1572 originator->y != op->y) { 1318 * makes things faster, and effectively the same result.
1573 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1574 abort();
1575 }
1576 op->above = originator;
1577 op->below = originator->below;
1578 if (op->below) op->below->above = op;
1579 else SET_MAP_OB(op->map, op->x, op->y, op);
1580 /* since *below* originator, no need to update top */
1581 originator->below = op;
1582 } else {
1583 /* If there are other objects, then */
1584 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1585 object *last=NULL;
1586 /* 1319 */
1587 * If there are multiple objects on this space, we do some trickier handling. 1320
1588 * We've already dealt with merging if appropriate. 1321 /* Have object 'fall below' other objects that block view.
1589 * Generally, we want to put the new object on top. But if 1322 * Unless those objects are exits, type 66
1590 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1323 * If INS_ON_TOP is used, don't do this processing
1591 * floor, we want to insert above that and no further. 1324 * Need to find the object that in fact blocks view, otherwise
1592 * Also, if there are spell objects on this space, we stop processing 1325 * stacking is a bit odd.
1593 * once we get to them. This reduces the need to traverse over all of 1326 */
1594 * them when adding another one - this saves quite a bit of cpu time 1327 if (!(flag & INS_ON_TOP) &&
1595 * when lots of spells are cast in one area. Currently, it is presumed 1328 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1596 * that flying non pickable objects are spell objects. 1329 {
1330 for (last = top; last != floor; last = last->below)
1331 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1332 break;
1333 /* Check to see if we found the object that blocks view,
1334 * and make sure we have a below pointer for it so that
1335 * we can get inserted below this one, which requires we
1336 * set top to the object below us.
1597 */ 1337 */
1598 1338 if (last && last->below && last != floor)
1599 while (top != NULL) {
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 {
1606 /* We insert above top, so we want this object below this */
1607 top=top->below;
1608 break;
1609 }
1610 last = top;
1611 top = top->above; 1339 top = last->below;
1612 } 1340 }
1613 /* Don't want top to be NULL, so set it to the last valid object */
1614 top = last;
1615
1616 /* We let update_position deal with figuring out what the space
1617 * looks like instead of lots of conditions here.
1618 * makes things faster, and effectively the same result.
1619 */
1620
1621 /* Have object 'fall below' other objects that block view.
1622 * Unless those objects are exits, type 66
1623 * If INS_ON_TOP is used, don't do this processing
1624 * Need to find the object that in fact blocks view, otherwise
1625 * stacking is a bit odd.
1626 */
1627 if (!(flag & INS_ON_TOP) &&
1628 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1629 (op->face && !op->face->visibility)) {
1630 for (last=top; last != floor; last=last->below)
1631 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1632 /* Check to see if we found the object that blocks view,
1633 * and make sure we have a below pointer for it so that
1634 * we can get inserted below this one, which requires we
1635 * set top to the object below us.
1636 */
1637 if (last && last->below && last != floor) top=last->below;
1638 }
1639 } /* If objects on this space */ 1341 } /* If objects on this space */
1342
1640 if (flag & INS_MAP_LOAD) 1343 if (flag & INS_MAP_LOAD)
1641 top = GET_MAP_TOP(op->map,op->x,op->y); 1344 top = GET_MAP_TOP (op->map, op->x, op->y);
1345
1642 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1346 if (flag & INS_ABOVE_FLOOR_ONLY)
1347 top = floor;
1643 1348
1644 /* Top is the object that our object (op) is going to get inserted above. 1349 /* Top is the object that our object (op) is going to get inserted above.
1645 */ 1350 */
1646 1351
1647 /* First object on this space */ 1352 /* First object on this space */
1648 if (!top) { 1353 if (!top)
1354 {
1649 op->above = GET_MAP_OB(op->map, op->x, op->y); 1355 op->above = GET_MAP_OB (op->map, op->x, op->y);
1356
1357 if (op->above)
1650 if (op->above) op->above->below = op; 1358 op->above->below = op;
1359
1651 op->below = NULL; 1360 op->below = 0;
1652 SET_MAP_OB(op->map, op->x, op->y, op); 1361 op->ms ().bot = op;
1362 }
1363 else
1653 } else { /* get inserted into the stack above top */ 1364 { /* get inserted into the stack above top */
1654 op->above = top->above; 1365 op->above = top->above;
1366
1367 if (op->above)
1655 if (op->above) op->above->below = op; 1368 op->above->below = op;
1369
1656 op->below = top; 1370 op->below = top;
1657 top->above = op; 1371 top->above = op;
1658 } 1372 }
1373
1659 if (op->above==NULL) 1374 if (!op->above)
1660 SET_MAP_TOP(op->map,op->x, op->y, op); 1375 op->ms ().top = op;
1661 } /* else not INS_BELOW_ORIGINATOR */ 1376 } /* else not INS_BELOW_ORIGINATOR */
1662 1377
1663 if(op->type==PLAYER) 1378 if (op->type == PLAYER)
1379 {
1664 op->contr->do_los=1; 1380 op->contr->do_los = 1;
1381 ++op->map->players;
1382 op->map->touch ();
1383 }
1665 1384
1385 op->map->dirty = true;
1386
1666 /* If we have a floor, we know the player, if any, will be above 1387 /* 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. 1388 * it, so save a few ticks and start from there.
1668 */ 1389 */
1669 if (!(flag & INS_MAP_LOAD)) 1390 if (!(flag & INS_MAP_LOAD))
1670 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1391 if (object *pl = op->ms ().player ())
1671 if (tmp->type == PLAYER) 1392 if (pl->contr->ns)
1672 tmp->contr->socket.update_look=1; 1393 pl->contr->ns->floorbox_update ();
1673 }
1674 1394
1675 /* If this object glows, it may affect lighting conditions that are 1395 /* If this object glows, it may affect lighting conditions that are
1676 * visible to others on this map. But update_all_los is really 1396 * 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 1397 * 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 1398 * on the map will get recalculated. The players could very well
1679 * be far away from this change and not affected in any way - 1399 * be far away from this change and not affected in any way -
1680 * this should get redone to only look for players within range, 1400 * this should get redone to only look for players within range,
1681 * or just updating the P_NEED_UPDATE for spaces within this area 1401 * or just updating the P_UPTODATE for spaces within this area
1682 * of effect may be sufficient. 1402 * of effect may be sufficient.
1683 */ 1403 */
1684 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1404 if (op->map->darkness && (op->glow_radius != 0))
1685 update_all_los(op->map, op->x, op->y); 1405 update_all_los (op->map, op->x, op->y);
1686 1406
1687
1688 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1407 /* updates flags (blocked, alive, no magic, etc) for this map space */
1689 update_object(op,UP_OBJ_INSERT); 1408 update_object (op, UP_OBJ_INSERT);
1690 1409
1410 INVOKE_OBJECT (INSERT, op);
1691 1411
1692 /* Don't know if moving this to the end will break anything. However, 1412 /* 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. 1413 * we want to have floorbox_update called before calling this.
1694 * 1414 *
1695 * check_move_on() must be after this because code called from 1415 * check_move_on() must be after this because code called from
1696 * check_move_on() depends on correct map flags (so functions like 1416 * check_move_on() depends on correct map flags (so functions like
1697 * blocked() and wall() work properly), and these flags are updated by 1417 * blocked() and wall() work properly), and these flags are updated by
1698 * update_object(). 1418 * update_object().
1699 */ 1419 */
1700 1420
1701 /* if this is not the head or flag has been passed, don't check walk on status */ 1421 /* 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) { 1422 if (!(flag & INS_NO_WALK_ON) && !op->head)
1423 {
1704 if (check_move_on(op, originator)) 1424 if (check_move_on (op, originator))
1705 return NULL; 1425 return 0;
1706 1426
1707 /* If we are a multi part object, lets work our way through the check 1427 /* If we are a multi part object, lets work our way through the check
1708 * walk on's. 1428 * walk on's.
1709 */ 1429 */
1710 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1430 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1711 if (check_move_on (tmp, originator)) 1431 if (check_move_on (tmp, originator))
1712 return NULL; 1432 return 0;
1713 } 1433 }
1434
1714 return op; 1435 return op;
1715} 1436}
1716 1437
1717/* this function inserts an object in the map, but if it 1438/* 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. 1439 * 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. 1440 * op is the object to insert it under: supplies x and the map.
1720 */ 1441 */
1442void
1721void replace_insert_ob_in_map(const char *arch_string, object *op) { 1443replace_insert_ob_in_map (const char *arch_string, object *op)
1722 object *tmp; 1444{
1723 object *tmp1; 1445 object *tmp, *tmp1;
1724 1446
1725 /* first search for itself and remove any old instances */ 1447 /* first search for itself and remove any old instances */
1726 1448
1727 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1449 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1728 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1450 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1729 remove_ob(tmp); 1451 tmp->destroy ();
1730 free_object(tmp);
1731 }
1732 }
1733 1452
1734 tmp1=arch_to_object(find_archetype(arch_string)); 1453 tmp1 = arch_to_object (archetype::find (arch_string));
1735 1454
1736 1455 tmp1->x = op->x;
1737 tmp1->x = op->x; tmp1->y = op->y; 1456 tmp1->y = op->y;
1738 insert_ob_in_map(tmp1,op->map,op,0); 1457 insert_ob_in_map (tmp1, op->map, op, 0);
1739} 1458}
1459
1460object *
1461object::insert_at (object *where, object *originator, int flags)
1462{
1463 where->map->insert (this, where->x, where->y, originator, flags);
1464}
1740 1465
1741/* 1466/*
1742 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1467 * 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 1468 * is returned contains nr objects, and the remaining parts contains
1744 * the rest (or is removed and freed if that number is 0). 1469 * the rest (or is removed and freed if that number is 0).
1745 * On failure, NULL is returned, and the reason put into the 1470 * On failure, NULL is returned, and the reason put into the
1746 * global static errmsg array. 1471 * global static errmsg array.
1747 */ 1472 */
1748 1473object *
1749object *get_split_ob(object *orig_ob, uint32 nr) { 1474get_split_ob (object *orig_ob, uint32 nr)
1475{
1750 object *newob; 1476 object *newob;
1751 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1477 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1752 1478
1753 if(orig_ob->nrof<nr) { 1479 if (orig_ob->nrof < nr)
1754 sprintf(errmsg,"There are only %d %ss.", 1480 {
1755 orig_ob->nrof?orig_ob->nrof:1, orig_ob->name); 1481 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1756 return NULL; 1482 return NULL;
1757 } 1483 }
1484
1758 newob = object_create_clone(orig_ob); 1485 newob = object_create_clone (orig_ob);
1486
1759 if((orig_ob->nrof-=nr)<1) { 1487 if ((orig_ob->nrof -= nr) < 1)
1760 if ( ! is_removed) 1488 orig_ob->destroy (1);
1761 remove_ob(orig_ob);
1762 free_object2(orig_ob, 1);
1763 }
1764 else if ( ! is_removed) { 1489 else if (!is_removed)
1490 {
1765 if(orig_ob->env!=NULL) 1491 if (orig_ob->env != NULL)
1766 sub_weight (orig_ob->env,orig_ob->weight*nr); 1492 sub_weight (orig_ob->env, orig_ob->weight * nr);
1767 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1493 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1494 {
1768 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1495 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"); 1496 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1771 return NULL; 1497 return NULL;
1772 } 1498 }
1773 } 1499 }
1500
1774 newob->nrof=nr; 1501 newob->nrof = nr;
1775 1502
1776 return newob; 1503 return newob;
1777} 1504}
1778 1505
1779/* 1506/*
1780 * decrease_ob_nr(object, number) decreases a specified number from 1507 * decrease_ob_nr(object, number) decreases a specified number from
1781 * the amount of an object. If the amount reaches 0, the object 1508 * the amount of an object. If the amount reaches 0, the object
1782 * is subsequently removed and freed. 1509 * is subsequently removed and freed.
1783 * 1510 *
1784 * Return value: 'op' if something is left, NULL if the amount reached 0 1511 * Return value: 'op' if something is left, NULL if the amount reached 0
1785 */ 1512 */
1786 1513
1514object *
1787object *decrease_ob_nr (object *op, uint32 i) 1515decrease_ob_nr (object *op, uint32 i)
1788{ 1516{
1789 object *tmp; 1517 object *tmp;
1790 player *pl;
1791 1518
1792 if (i == 0) /* objects with op->nrof require this check */ 1519 if (i == 0) /* objects with op->nrof require this check */
1793 return op; 1520 return op;
1794 1521
1795 if (i > op->nrof) 1522 if (i > op->nrof)
1796 i = op->nrof; 1523 i = op->nrof;
1797 1524
1798 if (QUERY_FLAG (op, FLAG_REMOVED)) 1525 if (QUERY_FLAG (op, FLAG_REMOVED))
1526 op->nrof -= i;
1527 else if (op->env)
1528 {
1529 /* is this object in the players inventory, or sub container
1530 * therein?
1531 */
1532 tmp = op->in_player ();
1533 /* nope. Is this a container the player has opened?
1534 * If so, set tmp to that player.
1535 * IMO, searching through all the players will mostly
1536 * likely be quicker than following op->env to the map,
1537 * and then searching the map for a player.
1538 */
1539 if (!tmp)
1540 for_all_players (pl)
1541 if (pl->ob->container == op->env)
1542 {
1543 tmp = pl->ob;
1544 break;
1545 }
1546
1547 if (i < op->nrof)
1548 {
1549 sub_weight (op->env, op->weight * i);
1550 op->nrof -= i;
1551 if (tmp)
1552 esrv_send_item (tmp, op);
1553 }
1554 else
1555 {
1556 op->remove ();
1557 op->nrof = 0;
1558 if (tmp)
1559 esrv_del_item (tmp->contr, op->count);
1560 }
1799 { 1561 }
1562 else
1563 {
1564 object *above = op->above;
1565
1566 if (i < op->nrof)
1800 op->nrof -= i; 1567 op->nrof -= i;
1801 } 1568 else
1802 else if (op->env != NULL)
1803 {
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 } 1569 {
1820
1821 if (i < op->nrof) {
1822 sub_weight (op->env, op->weight * i);
1823 op->nrof -= i;
1824 if (tmp) {
1825 esrv_send_item(tmp, op);
1826 }
1827 } else {
1828 remove_ob (op); 1570 op->remove ();
1829 op->nrof = 0; 1571 op->nrof = 0;
1830 if (tmp) {
1831 esrv_del_item(tmp->contr, op->count);
1832 } 1572 }
1833 }
1834 }
1835 else
1836 {
1837 object *above = op->above;
1838 1573
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 */ 1574 /* Since we just removed op, op->above is null */
1846 for (tmp = above; tmp != NULL; tmp = tmp->above) 1575 for (tmp = above; tmp; tmp = tmp->above)
1847 if (tmp->type == PLAYER) { 1576 if (tmp->type == PLAYER)
1577 {
1848 if (op->nrof) 1578 if (op->nrof)
1849 esrv_send_item(tmp, op); 1579 esrv_send_item (tmp, op);
1850 else 1580 else
1851 esrv_del_item(tmp->contr, op->count); 1581 esrv_del_item (tmp->contr, op->count);
1852 } 1582 }
1853 } 1583 }
1854 1584
1855 if (op->nrof) { 1585 if (op->nrof)
1856 return op; 1586 return op;
1857 } else { 1587 else
1858 free_object (op); 1588 {
1589 op->destroy ();
1859 return NULL; 1590 return 0;
1860 } 1591 }
1861} 1592}
1862 1593
1863/* 1594/*
1864 * add_weight(object, weight) adds the specified weight to an object, 1595 * add_weight(object, weight) adds the specified weight to an object,
1865 * and also updates how much the environment(s) is/are carrying. 1596 * and also updates how much the environment(s) is/are carrying.
1866 */ 1597 */
1867 1598
1599void
1868void add_weight (object *op, signed long weight) { 1600add_weight (object *op, signed long weight)
1601{
1869 while (op!=NULL) { 1602 while (op != NULL)
1603 {
1870 if (op->type == CONTAINER) { 1604 if (op->type == CONTAINER)
1871 weight=(signed long)(weight*(100-op->stats.Str)/100); 1605 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1872 } 1606
1873 op->carrying+=weight; 1607 op->carrying += weight;
1874 op=op->env; 1608 op = op->env;
1875 } 1609 }
1876} 1610}
1877 1611
1612object *
1613insert_ob_in_ob (object *op, object *where)
1614{
1615 if (!where)
1616 {
1617 char *dump = dump_object (op);
1618 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1619 free (dump);
1620 return op;
1621 }
1622
1623 if (where->head)
1624 {
1625 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1626 where = where->head;
1627 }
1628
1629 return where->insert (op);
1630}
1631
1878/* 1632/*
1879 * insert_ob_in_ob(op,environment): 1633 * env->insert (op)
1880 * This function inserts the object op in the linked list 1634 * This function inserts the object op in the linked list
1881 * inside the object environment. 1635 * inside the object environment.
1882 * 1636 *
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 1637 * The function returns now pointer to inserted item, and return value can
1889 * be != op, if items are merged. -Tero 1638 * be != op, if items are merged. -Tero
1890 */ 1639 */
1891 1640
1892object *insert_ob_in_ob(object *op,object *where) { 1641object *
1642object::insert (object *op)
1643{
1893 object *tmp, *otmp; 1644 object *tmp, *otmp;
1894 1645
1895 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1646 if (!QUERY_FLAG (op, FLAG_REMOVED))
1896 dump_object(op); 1647 op->remove ();
1897 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1648
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) { 1649 if (op->more)
1650 {
1911 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1651 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1912 op->name, op->count);
1913 return op; 1652 return op;
1914 } 1653 }
1654
1915 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1655 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1916 CLEAR_FLAG(op, FLAG_REMOVED); 1656 CLEAR_FLAG (op, FLAG_REMOVED);
1917 if(op->nrof) { 1657 if (op->nrof)
1658 {
1918 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1659 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1919 if ( CAN_MERGE(tmp,op) ) { 1660 if (object::can_merge (tmp, op))
1661 {
1920 /* return the original object and remove inserted object 1662 /* return the original object and remove inserted object
1921 (client needs the original object) */ 1663 (client needs the original object) */
1922 tmp->nrof += op->nrof; 1664 tmp->nrof += op->nrof;
1923 /* Weight handling gets pretty funky. Since we are adding to 1665 /* Weight handling gets pretty funky. Since we are adding to
1924 * tmp->nrof, we need to increase the weight. 1666 * tmp->nrof, we need to increase the weight.
1925 */ 1667 */
1926 add_weight (where, op->weight*op->nrof); 1668 add_weight (this, op->weight * op->nrof);
1927 SET_FLAG(op, FLAG_REMOVED); 1669 SET_FLAG (op, FLAG_REMOVED);
1928 free_object(op); /* free the inserted object */ 1670 op->destroy (); /* free the inserted object */
1929 op = tmp; 1671 op = tmp;
1930 remove_ob (op); /* and fix old object's links */ 1672 op->remove (); /* and fix old object's links */
1931 CLEAR_FLAG(op, FLAG_REMOVED); 1673 CLEAR_FLAG (op, FLAG_REMOVED);
1932 break; 1674 break;
1933 } 1675 }
1934 1676
1935 /* I assume combined objects have no inventory 1677 /* I assume combined objects have no inventory
1936 * We add the weight - this object could have just been removed 1678 * We add the weight - this object could have just been removed
1937 * (if it was possible to merge). calling remove_ob will subtract 1679 * (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 1680 * the weight, so we need to add it in again, since we actually do
1939 * the linking below 1681 * the linking below
1940 */ 1682 */
1941 add_weight (where, op->weight*op->nrof); 1683 add_weight (this, op->weight * op->nrof);
1684 }
1942 } else 1685 else
1943 add_weight (where, (op->weight+op->carrying)); 1686 add_weight (this, (op->weight + op->carrying));
1944 1687
1945 otmp=is_player_inv(where); 1688 otmp = this->in_player ();
1946 if (otmp&&otmp->contr!=NULL) { 1689 if (otmp && otmp->contr)
1947 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1690 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1948 fix_player(otmp); 1691 otmp->update_stats ();
1949 }
1950 1692
1951 op->map=NULL; 1693 op->map = 0;
1952 op->env=where; 1694 op->env = this;
1953 op->above=NULL; 1695 op->above = 0;
1954 op->below=NULL; 1696 op->below = 0;
1955 op->x=0,op->y=0; 1697 op->x = 0, op->y = 0;
1956 op->ox=0,op->oy=0;
1957 1698
1958 /* reset the light list and los of the players on the map */ 1699 /* reset the light list and los of the players on the map */
1959 if((op->glow_radius!=0)&&where->map) 1700 if ((op->glow_radius != 0) && map)
1960 { 1701 {
1961#ifdef DEBUG_LIGHTS 1702#ifdef DEBUG_LIGHTS
1962 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1703 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1963 op->name);
1964#endif /* DEBUG_LIGHTS */ 1704#endif /* DEBUG_LIGHTS */
1965 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1705 if (map->darkness)
1706 update_all_los (map, x, y);
1966 } 1707 }
1967 1708
1968 /* Client has no idea of ordering so lets not bother ordering it here. 1709 /* Client has no idea of ordering so lets not bother ordering it here.
1969 * It sure simplifies this function... 1710 * It sure simplifies this function...
1970 */ 1711 */
1971 if (where->inv==NULL) 1712 if (!inv)
1972 where->inv=op; 1713 inv = op;
1973 else { 1714 else
1715 {
1974 op->below = where->inv; 1716 op->below = inv;
1975 op->below->above = op; 1717 op->below->above = op;
1976 where->inv = op; 1718 inv = op;
1977 } 1719 }
1720
1721 INVOKE_OBJECT (INSERT, this);
1722
1978 return op; 1723 return op;
1979} 1724}
1980 1725
1981/* 1726/*
1982 * Checks if any objects has a move_type that matches objects 1727 * Checks if any objects has a move_type that matches objects
1996 * 1741 *
1997 * MSW 2001-07-08: Check all objects on space, not just those below 1742 * 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 1743 * object being inserted. insert_ob_in_map may not put new objects
1999 * on top. 1744 * on top.
2000 */ 1745 */
2001 1746int
2002int check_move_on (object *op, object *originator) 1747check_move_on (object *op, object *originator)
2003{ 1748{
2004 object *tmp; 1749 object *tmp;
2005 tag_t tag;
2006 mapstruct *m=op->map; 1750 maptile *m = op->map;
2007 int x=op->x, y=op->y; 1751 int x = op->x, y = op->y;
1752
2008 MoveType move_on, move_slow, move_block; 1753 MoveType move_on, move_slow, move_block;
2009 1754
2010 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1755 if (QUERY_FLAG (op, FLAG_NO_APPLY))
2011 return 0; 1756 return 0;
2012 1757
2013 tag = op->count;
2014
2015 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1758 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); 1759 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); 1760 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
2018 1761
2019 /* if nothing on this space will slow op down or be applied, 1762 /* 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 1763 * 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 1764 * is set, as lots of objects don't have it set - we treat that
2022 * as walking. 1765 * as walking.
2023 */ 1766 */
2024 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1767 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
2025 return 0; 1768 return 0;
2026 1769
2027 /* This is basically inverse logic of that below - basically, 1770 /* This is basically inverse logic of that below - basically,
2028 * if the object can avoid the move on or slow move, they do so, 1771 * 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 1772 * but can't do it if the alternate movement they are using is
2030 * blocked. Logic on this seems confusing, but does seem correct. 1773 * blocked. Logic on this seems confusing, but does seem correct.
2031 */ 1774 */
2032 if ((op->move_type & ~move_on & ~move_block) != 0 && 1775 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
2033 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1776 return 0;
2034 1777
2035 /* The objects have to be checked from top to bottom. 1778 /* The objects have to be checked from top to bottom.
2036 * Hence, we first go to the top: 1779 * Hence, we first go to the top:
2037 */ 1780 */
2038 1781
2039 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1782 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
2040 tmp->above!=NULL; tmp=tmp->above) { 1783 {
2041 /* Trim the search when we find the first other spell effect 1784 /* Trim the search when we find the first other spell effect
2042 * this helps performance so that if a space has 50 spell objects, 1785 * this helps performance so that if a space has 50 spell objects,
2043 * we don't need to check all of them. 1786 * we don't need to check all of them.
2044 */ 1787 */
2045 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1788 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1789 break;
1790 }
1791
1792 for (; tmp; tmp = tmp->below)
2046 } 1793 {
2047 for(;tmp!=NULL; tmp=tmp->below) { 1794 if (tmp == op)
2048 if (tmp == op) continue; /* Can't apply yourself */ 1795 continue; /* Can't apply yourself */
2049 1796
2050 /* Check to see if one of the movement types should be slowed down. 1797 /* 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 1798 * Second check makes sure that the movement types not being slowed
2052 * (~slow_move) is not blocked on this space - just because the 1799 * (~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 1800 * 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. 1801 * swim on that space, can't use it to avoid the penalty.
2055 */ 1802 */
2056 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1803 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1804 {
2057 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1805 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)) { 1806 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1807 {
2060 1808
2061 float diff; 1809 float
2062
2063 diff = tmp->move_slow_penalty*FABS(op->speed); 1810 diff = tmp->move_slow_penalty * FABS (op->speed);
1811
2064 if (op->type == PLAYER) { 1812 if (op->type == PLAYER)
2065 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1813 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))) { 1814 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2067 diff /= 4.0; 1815 diff /= 4.0;
2068 } 1816
2069 }
2070 op->speed_left -= diff; 1817 op->speed_left -= diff;
2071 } 1818 }
2072 } 1819 }
2073 1820
2074 /* Basically same logic as above, except now for actual apply. */ 1821 /* Basically same logic as above, except now for actual apply. */
2075 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1822 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)) { 1823 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2078 1824 {
2079 move_apply(tmp, op, originator); 1825 move_apply (tmp, op, originator);
1826
2080 if (was_destroyed (op, tag)) 1827 if (op->destroyed ())
2081 return 1; 1828 return 1;
2082 1829
2083 /* what the person/creature stepped onto has moved the object 1830 /* what the person/creature stepped onto has moved the object
2084 * someplace new. Don't process any further - if we did, 1831 * someplace new. Don't process any further - if we did,
2085 * have a feeling strange problems would result. 1832 * have a feeling strange problems would result.
2086 */ 1833 */
2087 if (op->map != m || op->x != x || op->y != y) return 0; 1834 if (op->map != m || op->x != x || op->y != y)
1835 return 0;
2088 } 1836 }
2089 } 1837 }
1838
2090 return 0; 1839 return 0;
2091} 1840}
2092 1841
2093/* 1842/*
2094 * present_arch(arch, map, x, y) searches for any objects with 1843 * present_arch(arch, map, x, y) searches for any objects with
2095 * a matching archetype at the given map and coordinates. 1844 * a matching archetype at the given map and coordinates.
2096 * The first matching object is returned, or NULL if none. 1845 * The first matching object is returned, or NULL if none.
2097 */ 1846 */
2098 1847object *
2099object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1848present_arch (const archetype *at, maptile *m, int x, int y)
2100 object *tmp; 1849{
2101 if(m==NULL || out_of_map(m,x,y)) { 1850 if (!m || out_of_map (m, x, y))
1851 {
2102 LOG(llevError,"Present_arch called outside map.\n"); 1852 LOG (llevError, "Present_arch called outside map.\n");
2103 return NULL; 1853 return NULL;
2104 } 1854 }
2105 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1855
1856 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2106 if(tmp->arch == at) 1857 if (tmp->arch == at)
2107 return tmp; 1858 return tmp;
1859
2108 return NULL; 1860 return NULL;
2109} 1861}
2110 1862
2111/* 1863/*
2112 * present(type, map, x, y) searches for any objects with 1864 * present(type, map, x, y) searches for any objects with
2113 * a matching type variable at the given map and coordinates. 1865 * a matching type variable at the given map and coordinates.
2114 * The first matching object is returned, or NULL if none. 1866 * The first matching object is returned, or NULL if none.
2115 */ 1867 */
2116 1868object *
2117object *present(unsigned char type,mapstruct *m, int x,int y) { 1869present (unsigned char type, maptile *m, int x, int y)
2118 object *tmp; 1870{
2119 if(out_of_map(m,x,y)) { 1871 if (out_of_map (m, x, y))
1872 {
2120 LOG(llevError,"Present called outside map.\n"); 1873 LOG (llevError, "Present called outside map.\n");
2121 return NULL; 1874 return NULL;
2122 } 1875 }
2123 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1876
1877 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2124 if(tmp->type==type) 1878 if (tmp->type == type)
2125 return tmp; 1879 return tmp;
1880
2126 return NULL; 1881 return NULL;
2127} 1882}
2128 1883
2129/* 1884/*
2130 * present_in_ob(type, object) searches for any objects with 1885 * present_in_ob(type, object) searches for any objects with
2131 * a matching type variable in the inventory of the given object. 1886 * a matching type variable in the inventory of the given object.
2132 * The first matching object is returned, or NULL if none. 1887 * The first matching object is returned, or NULL if none.
2133 */ 1888 */
2134 1889object *
2135object *present_in_ob(unsigned char type, const object *op) { 1890present_in_ob (unsigned char type, const object *op)
2136 object *tmp; 1891{
2137 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1892 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2138 if(tmp->type==type) 1893 if (tmp->type == type)
2139 return tmp; 1894 return tmp;
1895
2140 return NULL; 1896 return NULL;
2141} 1897}
2142 1898
2143/* 1899/*
2144 * present_in_ob (type, str, object) searches for any objects with 1900 * present_in_ob (type, str, object) searches for any objects with
2152 * str is the string to match against. Note that we match against 1908 * 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 1909 * 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 1910 * spell code can use one object type (force), but change it's name
2155 * to be unique. 1911 * to be unique.
2156 */ 1912 */
2157 1913object *
2158object *present_in_ob_by_name(int type, const char *str, const object *op) { 1914present_in_ob_by_name (int type, const char *str, const object *op)
2159 object *tmp; 1915{
2160
2161 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1916 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2162 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1917 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2163 return tmp; 1918 return tmp;
2164 } 1919
2165 return NULL; 1920 return 0;
2166} 1921}
2167 1922
2168/* 1923/*
2169 * present_arch_in_ob(archetype, object) searches for any objects with 1924 * present_arch_in_ob(archetype, object) searches for any objects with
2170 * a matching archetype in the inventory of the given object. 1925 * a matching archetype in the inventory of the given object.
2171 * The first matching object is returned, or NULL if none. 1926 * The first matching object is returned, or NULL if none.
2172 */ 1927 */
2173 1928object *
2174object *present_arch_in_ob(const archetype *at, const object *op) { 1929present_arch_in_ob (const archetype *at, const object *op)
2175 object *tmp; 1930{
2176 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1931 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2177 if( tmp->arch == at) 1932 if (tmp->arch == at)
2178 return tmp; 1933 return tmp;
1934
2179 return NULL; 1935 return NULL;
2180} 1936}
2181 1937
2182/* 1938/*
2183 * activate recursively a flag on an object inventory 1939 * activate recursively a flag on an object inventory
2184 */ 1940 */
1941void
2185void flag_inv(object*op, int flag){ 1942flag_inv (object *op, int flag)
2186 object *tmp; 1943{
2187 if(op->inv) 1944 if (op->inv)
2188 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1945 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1946 {
2189 SET_FLAG(tmp, flag); 1947 SET_FLAG (tmp, flag);
2190 flag_inv(tmp,flag); 1948 flag_inv (tmp, flag);
2191 } 1949 }
1950}
1951
2192}/* 1952/*
2193 * desactivate recursively a flag on an object inventory 1953 * deactivate recursively a flag on an object inventory
2194 */ 1954 */
1955void
2195void unflag_inv(object*op, int flag){ 1956unflag_inv (object *op, int flag)
2196 object *tmp; 1957{
2197 if(op->inv) 1958 if (op->inv)
2198 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1959 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1960 {
2199 CLEAR_FLAG(tmp, flag); 1961 CLEAR_FLAG (tmp, flag);
2200 unflag_inv(tmp,flag); 1962 unflag_inv (tmp, flag);
2201 } 1963 }
2202} 1964}
2203 1965
2204/* 1966/*
2205 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1967 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2206 * all it's inventory (recursively). 1968 * all it's inventory (recursively).
2207 * If checksums are used, a player will get set_cheat called for 1969 * 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. 1970 * him/her-self and all object carried by a call to this function.
2209 */ 1971 */
2210 1972void
2211void set_cheat(object *op) { 1973set_cheat (object *op)
1974{
2212 SET_FLAG(op, FLAG_WAS_WIZ); 1975 SET_FLAG (op, FLAG_WAS_WIZ);
2213 flag_inv(op, FLAG_WAS_WIZ); 1976 flag_inv (op, FLAG_WAS_WIZ);
2214} 1977}
2215 1978
2216/* 1979/*
2217 * find_free_spot(object, map, x, y, start, stop) will search for 1980 * 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 1981 * 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 1995 * 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 1996 * 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 1997 * the archetype because that isn't correct if the monster has been
2235 * customized, changed states, etc. 1998 * customized, changed states, etc.
2236 */ 1999 */
2237 2000int
2238int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2001find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2002{
2239 int i,index=0, flag; 2003 int index = 0, flag;
2240 static int altern[SIZEOFFREE]; 2004 int altern[SIZEOFFREE];
2241 2005
2242 for(i=start;i<stop;i++) { 2006 for (int i = start; i < stop; i++)
2007 {
2243 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2008 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2244 if(!flag) 2009 if (!flag)
2245 altern[index++]=i; 2010 altern [index++] = i;
2246 2011
2247 /* Basically, if we find a wall on a space, we cut down the search size. 2012 /* 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. 2013 * 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 - 2014 * 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 2015 * 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 2016 * spaces in all the other directions, this will reduce the search space
2252 * to only the spaces immediately surrounding the target area, and 2017 * to only the spaces immediately surrounding the target area, and
2253 * won't look 2 spaces south of the target space. 2018 * won't look 2 spaces south of the target space.
2254 */ 2019 */
2255 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2020 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2256 stop=maxfree[i]; 2021 stop = maxfree[i];
2257 } 2022 }
2258 if(!index) return -1; 2023
2024 if (!index)
2025 return -1;
2026
2259 return altern[RANDOM()%index]; 2027 return altern[RANDOM () % index];
2260} 2028}
2261 2029
2262/* 2030/*
2263 * find_first_free_spot(archetype, mapstruct, x, y) works like 2031 * find_first_free_spot(archetype, maptile, x, y) works like
2264 * find_free_spot(), but it will search max number of squares. 2032 * find_free_spot(), but it will search max number of squares.
2265 * But it will return the first available spot, not a random choice. 2033 * 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. 2034 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2267 */ 2035 */
2268 2036int
2269int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2037find_first_free_spot (const object *ob, maptile *m, int x, int y)
2270 int i; 2038{
2271 for(i=0;i<SIZEOFFREE;i++) { 2039 for (int i = 0; i < SIZEOFFREE; i++)
2272 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2040 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2273 return i; 2041 return i;
2274 } 2042
2275 return -1; 2043 return -1;
2276} 2044}
2277 2045
2278/* 2046/*
2279 * The function permute(arr, begin, end) randomly reorders the array 2047 * The function permute(arr, begin, end) randomly reorders the array
2280 * arr[begin..end-1]. 2048 * arr[begin..end-1].
2049 * now uses a fisher-yates shuffle, old permute was broken
2281 */ 2050 */
2051static void
2282static void permute(int *arr, int begin, int end) 2052permute (int *arr, int begin, int end)
2283{ 2053{
2284 int i, j, tmp, len; 2054 arr += begin;
2055 end -= begin;
2285 2056
2286 len = end-begin; 2057 while (--end)
2287 for(i = begin; i < end; i++) 2058 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} 2059}
2296 2060
2297/* new function to make monster searching more efficient, and effective! 2061/* new function to make monster searching more efficient, and effective!
2298 * This basically returns a randomized array (in the passed pointer) of 2062 * 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 2063 * 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 2064 * 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 2065 * 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. 2066 * the 3x3 area will be searched, just not in a predictable order.
2303 */ 2067 */
2068void
2304void get_search_arr(int *search_arr) 2069get_search_arr (int *search_arr)
2305{ 2070{
2306 int i; 2071 int i;
2307 2072
2308 for(i = 0; i < SIZEOFFREE; i++) 2073 for (i = 0; i < SIZEOFFREE; i++)
2309 {
2310 search_arr[i] = i; 2074 search_arr[i] = i;
2311 }
2312 2075
2313 permute(search_arr, 1, SIZEOFFREE1+1); 2076 permute (search_arr, 1, SIZEOFFREE1 + 1);
2314 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2077 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2315 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2078 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2316} 2079}
2317 2080
2318/* 2081/*
2319 * find_dir(map, x, y, exclude) will search some close squares in the 2082 * find_dir(map, x, y, exclude) will search some close squares in the
2320 * given map at the given coordinates for live objects. 2083 * given map at the given coordinates for live objects.
2325 * Perhaps incorrectly, but I'm making the assumption that exclude 2088 * 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 2089 * 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 2090 * because we have to know what movement the thing looking to move
2328 * there is capable of. 2091 * there is capable of.
2329 */ 2092 */
2330 2093int
2331int find_dir(mapstruct *m, int x, int y, object *exclude) { 2094find_dir (maptile *m, int x, int y, object *exclude)
2095{
2332 int i,max=SIZEOFFREE, mflags; 2096 int i, max = SIZEOFFREE, mflags;
2097
2333 sint16 nx, ny; 2098 sint16 nx, ny;
2334 object *tmp; 2099 object *tmp;
2335 mapstruct *mp; 2100 maptile *mp;
2101
2336 MoveType blocked, move_type; 2102 MoveType blocked, move_type;
2337 2103
2338 if (exclude && exclude->head) { 2104 if (exclude && exclude->head)
2105 {
2339 exclude = exclude->head; 2106 exclude = exclude->head;
2340 move_type = exclude->move_type; 2107 move_type = exclude->move_type;
2341 } else { 2108 }
2109 else
2110 {
2342 /* If we don't have anything, presume it can use all movement types. */ 2111 /* If we don't have anything, presume it can use all movement types. */
2343 move_type=MOVE_ALL; 2112 move_type = MOVE_ALL;
2113 }
2114
2115 for (i = 1; i < max; i++)
2344 } 2116 {
2345
2346 for(i=1;i<max;i++) {
2347 mp = m; 2117 mp = m;
2348 nx = x + freearr_x[i]; 2118 nx = x + freearr_x[i];
2349 ny = y + freearr_y[i]; 2119 ny = y + freearr_y[i];
2350 2120
2351 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2121 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2122
2352 if (mflags & P_OUT_OF_MAP) { 2123 if (mflags & P_OUT_OF_MAP)
2124 max = maxfree[i];
2125 else
2126 {
2127 mapspace &ms = mp->at (nx, ny);
2128
2129 blocked = ms.move_block;
2130
2131 if ((move_type & blocked) == move_type)
2353 max = maxfree[i]; 2132 max = maxfree[i];
2354 } else {
2355 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2356
2357 if ((move_type & blocked) == move_type) {
2358 max=maxfree[i];
2359 } else if (mflags & P_IS_ALIVE) { 2133 else if (mflags & P_IS_ALIVE)
2360 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2134 {
2135 for (tmp = ms.bot; tmp; tmp = tmp->above)
2361 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2136 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2362 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2137 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2363 break; 2138 break;
2364 } 2139
2365 }
2366 if(tmp) { 2140 if (tmp)
2367 return freedir[i]; 2141 return freedir[i];
2368 }
2369 } 2142 }
2370 } 2143 }
2371 } 2144 }
2145
2372 return 0; 2146 return 0;
2373} 2147}
2374 2148
2375/* 2149/*
2376 * distance(object 1, object 2) will return the square of the 2150 * distance(object 1, object 2) will return the square of the
2377 * distance between the two given objects. 2151 * distance between the two given objects.
2378 */ 2152 */
2379 2153int
2380int distance(const object *ob1, const object *ob2) { 2154distance (const object *ob1, const object *ob2)
2381 int i; 2155{
2382 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2156 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} 2157}
2386 2158
2387/* 2159/*
2388 * find_dir_2(delta-x,delta-y) will return a direction in which 2160 * 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 2161 * an object which has subtracted the x and y coordinates of another
2390 * object, needs to travel toward it. 2162 * object, needs to travel toward it.
2391 */ 2163 */
2392 2164int
2393int find_dir_2(int x, int y) { 2165find_dir_2 (int x, int y)
2166{
2394 int q; 2167 int q;
2395 2168
2396 if(y) 2169 if (y)
2397 q=x*100/y; 2170 q = x * 100 / y;
2398 else if (x) 2171 else if (x)
2399 q= -300*x; 2172 q = -300 * x;
2400 else 2173 else
2401 return 0; 2174 return 0;
2402 2175
2403 if(y>0) { 2176 if (y > 0)
2177 {
2404 if(q < -242) 2178 if (q < -242)
2405 return 3 ; 2179 return 3;
2406 if (q < -41) 2180 if (q < -41)
2407 return 2 ; 2181 return 2;
2408 if (q < 41) 2182 if (q < 41)
2409 return 1 ; 2183 return 1;
2410 if (q < 242) 2184 if (q < 242)
2411 return 8 ; 2185 return 8;
2412 return 7 ; 2186 return 7;
2413 } 2187 }
2414 2188
2415 if (q < -242) 2189 if (q < -242)
2416 return 7 ; 2190 return 7;
2417 if (q < -41) 2191 if (q < -41)
2418 return 6 ; 2192 return 6;
2419 if (q < 41) 2193 if (q < 41)
2420 return 5 ; 2194 return 5;
2421 if (q < 242) 2195 if (q < 242)
2422 return 4 ; 2196 return 4;
2423 2197
2424 return 3 ; 2198 return 3;
2425} 2199}
2426 2200
2427/* 2201/*
2428 * absdir(int): Returns a number between 1 and 8, which represent 2202 * absdir(int): Returns a number between 1 and 8, which represent
2429 * the "absolute" direction of a number (it actually takes care of 2203 * the "absolute" direction of a number (it actually takes care of
2430 * "overflow" in previous calculations of a direction). 2204 * "overflow" in previous calculations of a direction).
2431 */ 2205 */
2432 2206
2207int
2433int absdir(int d) { 2208absdir (int d)
2434 while(d<1) d+=8; 2209{
2435 while(d>8) d-=8; 2210 while (d < 1)
2211 d += 8;
2212
2213 while (d > 8)
2214 d -= 8;
2215
2436 return d; 2216 return d;
2437} 2217}
2438 2218
2439/* 2219/*
2440 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2220 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2441 * between two directions (which are expected to be absolute (see absdir()) 2221 * between two directions (which are expected to be absolute (see absdir())
2442 */ 2222 */
2443 2223
2224int
2444int dirdiff(int dir1, int dir2) { 2225dirdiff (int dir1, int dir2)
2226{
2445 int d; 2227 int d;
2228
2446 d = abs(dir1 - dir2); 2229 d = abs (dir1 - dir2);
2447 if(d>4) 2230 if (d > 4)
2448 d = 8 - d; 2231 d = 8 - d;
2232
2449 return d; 2233 return d;
2450} 2234}
2451 2235
2452/* peterm: 2236/* peterm:
2453 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2237 * 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 2240 * 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. 2241 * 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 2242 * Moved from spell_util.c to object.c with the other related direction
2459 * functions. 2243 * functions.
2460 */ 2244 */
2461
2462int reduction_dir[SIZEOFFREE][3] = { 2245int reduction_dir[SIZEOFFREE][3] = {
2463 {0,0,0}, /* 0 */ 2246 {0, 0, 0}, /* 0 */
2464 {0,0,0}, /* 1 */ 2247 {0, 0, 0}, /* 1 */
2465 {0,0,0}, /* 2 */ 2248 {0, 0, 0}, /* 2 */
2466 {0,0,0}, /* 3 */ 2249 {0, 0, 0}, /* 3 */
2467 {0,0,0}, /* 4 */ 2250 {0, 0, 0}, /* 4 */
2468 {0,0,0}, /* 5 */ 2251 {0, 0, 0}, /* 5 */
2469 {0,0,0}, /* 6 */ 2252 {0, 0, 0}, /* 6 */
2470 {0,0,0}, /* 7 */ 2253 {0, 0, 0}, /* 7 */
2471 {0,0,0}, /* 8 */ 2254 {0, 0, 0}, /* 8 */
2472 {8,1,2}, /* 9 */ 2255 {8, 1, 2}, /* 9 */
2473 {1,2,-1}, /* 10 */ 2256 {1, 2, -1}, /* 10 */
2474 {2,10,12}, /* 11 */ 2257 {2, 10, 12}, /* 11 */
2475 {2,3,-1}, /* 12 */ 2258 {2, 3, -1}, /* 12 */
2476 {2,3,4}, /* 13 */ 2259 {2, 3, 4}, /* 13 */
2477 {3,4,-1}, /* 14 */ 2260 {3, 4, -1}, /* 14 */
2478 {4,14,16}, /* 15 */ 2261 {4, 14, 16}, /* 15 */
2479 {5,4,-1}, /* 16 */ 2262 {5, 4, -1}, /* 16 */
2480 {4,5,6}, /* 17 */ 2263 {4, 5, 6}, /* 17 */
2481 {6,5,-1}, /* 18 */ 2264 {6, 5, -1}, /* 18 */
2482 {6,20,18}, /* 19 */ 2265 {6, 20, 18}, /* 19 */
2483 {7,6,-1}, /* 20 */ 2266 {7, 6, -1}, /* 20 */
2484 {6,7,8}, /* 21 */ 2267 {6, 7, 8}, /* 21 */
2485 {7,8,-1}, /* 22 */ 2268 {7, 8, -1}, /* 22 */
2486 {8,22,24}, /* 23 */ 2269 {8, 22, 24}, /* 23 */
2487 {8,1,-1}, /* 24 */ 2270 {8, 1, -1}, /* 24 */
2488 {24,9,10}, /* 25 */ 2271 {24, 9, 10}, /* 25 */
2489 {9,10,-1}, /* 26 */ 2272 {9, 10, -1}, /* 26 */
2490 {10,11,-1}, /* 27 */ 2273 {10, 11, -1}, /* 27 */
2491 {27,11,29}, /* 28 */ 2274 {27, 11, 29}, /* 28 */
2492 {11,12,-1}, /* 29 */ 2275 {11, 12, -1}, /* 29 */
2493 {12,13,-1}, /* 30 */ 2276 {12, 13, -1}, /* 30 */
2494 {12,13,14}, /* 31 */ 2277 {12, 13, 14}, /* 31 */
2495 {13,14,-1}, /* 32 */ 2278 {13, 14, -1}, /* 32 */
2496 {14,15,-1}, /* 33 */ 2279 {14, 15, -1}, /* 33 */
2497 {33,15,35}, /* 34 */ 2280 {33, 15, 35}, /* 34 */
2498 {16,15,-1}, /* 35 */ 2281 {16, 15, -1}, /* 35 */
2499 {17,16,-1}, /* 36 */ 2282 {17, 16, -1}, /* 36 */
2500 {18,17,16}, /* 37 */ 2283 {18, 17, 16}, /* 37 */
2501 {18,17,-1}, /* 38 */ 2284 {18, 17, -1}, /* 38 */
2502 {18,19,-1}, /* 39 */ 2285 {18, 19, -1}, /* 39 */
2503 {41,19,39}, /* 40 */ 2286 {41, 19, 39}, /* 40 */
2504 {19,20,-1}, /* 41 */ 2287 {19, 20, -1}, /* 41 */
2505 {20,21,-1}, /* 42 */ 2288 {20, 21, -1}, /* 42 */
2506 {20,21,22}, /* 43 */ 2289 {20, 21, 22}, /* 43 */
2507 {21,22,-1}, /* 44 */ 2290 {21, 22, -1}, /* 44 */
2508 {23,22,-1}, /* 45 */ 2291 {23, 22, -1}, /* 45 */
2509 {45,47,23}, /* 46 */ 2292 {45, 47, 23}, /* 46 */
2510 {23,24,-1}, /* 47 */ 2293 {23, 24, -1}, /* 47 */
2511 {24,9,-1}}; /* 48 */ 2294 {24, 9, -1}
2295}; /* 48 */
2512 2296
2513/* Recursive routine to step back and see if we can 2297/* Recursive routine to step back and see if we can
2514 * find a path to that monster that we found. If not, 2298 * find a path to that monster that we found. If not,
2515 * we don't bother going toward it. Returns 1 if we 2299 * we don't bother going toward it. Returns 1 if we
2516 * can see a direct way to get it 2300 * can see a direct way to get it
2517 * Modified to be map tile aware -.MSW 2301 * Modified to be map tile aware -.MSW
2518 */ 2302 */
2519 2303int
2520
2521int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2304can_see_monsterP (maptile *m, int x, int y, int dir)
2305{
2522 sint16 dx, dy; 2306 sint16 dx, dy;
2523 int mflags; 2307 int mflags;
2524 2308
2309 if (dir < 0)
2525 if(dir<0) return 0; /* exit condition: invalid direction */ 2310 return 0; /* exit condition: invalid direction */
2526 2311
2527 dx = x + freearr_x[dir]; 2312 dx = x + freearr_x[dir];
2528 dy = y + freearr_y[dir]; 2313 dy = y + freearr_y[dir];
2529 2314
2530 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2315 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2531 2316
2532 /* This functional arguably was incorrect before - it was 2317 /* This functional arguably was incorrect before - it was
2533 * checking for P_WALL - that was basically seeing if 2318 * checking for P_WALL - that was basically seeing if
2534 * we could move to the monster - this is being more 2319 * we could move to the monster - this is being more
2535 * literal on if we can see it. To know if we can actually 2320 * 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 2321 * move to the monster, we'd need the monster passed in or
2537 * at least its move type. 2322 * at least its move type.
2538 */ 2323 */
2539 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2324 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2325 return 0;
2540 2326
2541 /* yes, can see. */ 2327 /* yes, can see. */
2542 if(dir < 9) return 1; 2328 if (dir < 9)
2329 return 1;
2330
2543 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2331 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2544 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2332 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2545 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2333 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2546} 2334}
2547 2335
2548
2549
2550/* 2336/*
2551 * can_pick(picker, item): finds out if an object is possible to be 2337 * 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 2338 * picked up by the picker. Returnes 1 if it can be
2553 * picked up, otherwise 0. 2339 * picked up, otherwise 0.
2554 * 2340 *
2556 * core dumps if they do. 2342 * core dumps if they do.
2557 * 2343 *
2558 * Add a check so we can't pick up invisible objects (0.93.8) 2344 * Add a check so we can't pick up invisible objects (0.93.8)
2559 */ 2345 */
2560 2346
2347int
2561int can_pick(const object *who, const object *item) { 2348can_pick (const object *who, const object *item)
2349{
2562 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2350 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2563 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2351 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2564 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2352 !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} 2353}
2567
2568 2354
2569/* 2355/*
2570 * create clone from object to another 2356 * create clone from object to another
2571 */ 2357 */
2358object *
2572object *object_create_clone (object *asrc) { 2359object_create_clone (object *asrc)
2360{
2573 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2361 object *dst = 0, *tmp, *src, *part, *prev, *item;
2574 2362
2575 if(!asrc) return NULL; 2363 if (!asrc)
2364 return 0;
2365
2576 src = asrc; 2366 src = asrc;
2577 if(src->head) 2367 if (src->head)
2578 src = src->head; 2368 src = src->head;
2579 2369
2580 prev = NULL; 2370 prev = 0;
2581 for(part = src; part; part = part->more) { 2371 for (part = src; part; part = part->more)
2582 tmp = get_object(); 2372 {
2583 copy_object(part,tmp); 2373 tmp = part->clone ();
2584 tmp->x -= src->x; 2374 tmp->x -= src->x;
2585 tmp->y -= src->y; 2375 tmp->y -= src->y;
2376
2586 if(!part->head) { 2377 if (!part->head)
2378 {
2587 dst = tmp; 2379 dst = tmp;
2588 tmp->head = NULL; 2380 tmp->head = 0;
2381 }
2589 } else { 2382 else
2590 tmp->head = dst; 2383 tmp->head = dst;
2591 } 2384
2592 tmp->more = NULL; 2385 tmp->more = 0;
2386
2593 if(prev) 2387 if (prev)
2594 prev->more = tmp; 2388 prev->more = tmp;
2389
2595 prev = tmp; 2390 prev = tmp;
2596 } 2391 }
2597 /*** copy inventory ***/ 2392
2598 for(item = src->inv; item; item = item->below) { 2393 for (item = src->inv; item; item = item->below)
2599 (void) insert_ob_in_ob(object_create_clone(item),dst); 2394 insert_ob_in_ob (object_create_clone (item), dst);
2600 }
2601 2395
2602 return dst; 2396 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} 2397}
2612 2398
2613/* GROS - Creates an object using a string representing its content. */ 2399/* 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 */ 2400/* 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, */ 2401/* 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. */ 2402/* 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. */ 2403/* Remember not to use load_object_str in a time-critical situation. */
2618/* Also remember that multiparts objects are not supported for now. */ 2404/* Also remember that multiparts objects are not supported for now. */
2619 2405object *
2620object* load_object_str(const char *obstr) 2406load_object_str (const char *obstr)
2621{ 2407{
2622 object *op; 2408 object *op;
2623 char filename[MAX_BUF]; 2409 char filename[MAX_BUF];
2410
2624 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2411 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2625 2412
2626 FILE *tempfile=fopen(filename,"w"); 2413 FILE *tempfile = fopen (filename, "w");
2414
2627 if (tempfile == NULL) 2415 if (tempfile == NULL)
2628 { 2416 {
2629 LOG(llevError,"Error - Unable to access load object temp file\n"); 2417 LOG (llevError, "Error - Unable to access load object temp file\n");
2630 return NULL; 2418 return NULL;
2631 }; 2419 }
2420
2632 fprintf(tempfile,obstr); 2421 fprintf (tempfile, obstr);
2633 fclose(tempfile); 2422 fclose (tempfile);
2634 2423
2635 op=get_object(); 2424 op = object::create ();
2636 2425
2637 object_thawer thawer (filename); 2426 object_thawer thawer (filename);
2427
2638 if (thawer) 2428 if (thawer)
2639 load_object(thawer,op,LO_NEWFILE,0); 2429 load_object (thawer, op, 0);
2430
2640 LOG(llevDebug," load str completed, object=%s\n",op->name); 2431 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2641 CLEAR_FLAG(op,FLAG_REMOVED); 2432 CLEAR_FLAG (op, FLAG_REMOVED);
2642 2433
2643 return op; 2434 return op;
2644} 2435}
2645 2436
2646/* This returns the first object in who's inventory that 2437/* This returns the first object in who's inventory that
2647 * has the same type and subtype match. 2438 * has the same type and subtype match.
2648 * returns NULL if no match. 2439 * returns NULL if no match.
2649 */ 2440 */
2441object *
2650object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2442find_obj_by_type_subtype (const object *who, int type, int subtype)
2651{ 2443{
2652 object *tmp;
2653
2654 for (tmp=who->inv; tmp; tmp=tmp->below) 2444 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2655 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2445 if (tmp->type == type && tmp->subtype == subtype)
2446 return tmp;
2656 2447
2657 return NULL; 2448 return 0;
2658} 2449}
2659 2450
2660/* If ob has a field named key, return the link from the list, 2451/* If ob has a field named key, return the link from the list,
2661 * otherwise return NULL. 2452 * otherwise return NULL.
2662 * 2453 *
2663 * key must be a passed in shared string - otherwise, this won't 2454 * key must be a passed in shared string - otherwise, this won't
2664 * do the desired thing. 2455 * do the desired thing.
2665 */ 2456 */
2457key_value *
2666key_value * get_ob_key_link(const object * ob, const char * key) { 2458get_ob_key_link (const object *ob, const char *key)
2667 key_value * link; 2459{
2668
2669 for (link = ob->key_values; link != NULL; link = link->next) { 2460 for (key_value *link = ob->key_values; link; link = link->next)
2670 if (link->key == key) { 2461 if (link->key == key)
2671 return link; 2462 return link;
2672 } 2463
2673 } 2464 return 0;
2674 2465}
2675 return NULL;
2676}
2677 2466
2678/* 2467/*
2679 * Returns the value of op has an extra_field for key, or NULL. 2468 * Returns the value of op has an extra_field for key, or NULL.
2680 * 2469 *
2681 * The argument doesn't need to be a shared string. 2470 * The argument doesn't need to be a shared string.
2682 * 2471 *
2683 * The returned string is shared. 2472 * The returned string is shared.
2684 */ 2473 */
2474const char *
2685const char * get_ob_key_value(const object * op, const char * const key) { 2475get_ob_key_value (const object *op, const char *const key)
2476{
2686 key_value * link; 2477 key_value *link;
2687 const char * canonical_key; 2478 shstr_cmp canonical_key (key);
2479
2480 if (!canonical_key)
2688 2481 {
2689 canonical_key = find_string(key);
2690
2691 if (canonical_key == NULL) {
2692 /* 1. There being a field named key on any object 2482 /* 1. There being a field named key on any object
2693 * implies there'd be a shared string to find. 2483 * implies there'd be a shared string to find.
2694 * 2. Since there isn't, no object has this field. 2484 * 2. Since there isn't, no object has this field.
2695 * 3. Therefore, *this* object doesn't have this field. 2485 * 3. Therefore, *this* object doesn't have this field.
2696 */ 2486 */
2697 return NULL; 2487 return 0;
2698 } 2488 }
2699 2489
2700 /* This is copied from get_ob_key_link() above - 2490 /* This is copied from get_ob_key_link() above -
2701 * only 4 lines, and saves the function call overhead. 2491 * only 4 lines, and saves the function call overhead.
2702 */ 2492 */
2703 for (link = op->key_values; link != NULL; link = link->next) { 2493 for (link = op->key_values; link; link = link->next)
2704 if (link->key == canonical_key) { 2494 if (link->key == canonical_key)
2705 return link->value; 2495 return link->value;
2706 } 2496
2707 } 2497 return 0;
2708 return NULL;
2709} 2498}
2710 2499
2711 2500
2712/* 2501/*
2713 * Updates the canonical_key in op to value. 2502 * Updates the canonical_key in op to value.
2717 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2506 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2718 * keys. 2507 * keys.
2719 * 2508 *
2720 * Returns TRUE on success. 2509 * Returns TRUE on success.
2721 */ 2510 */
2511int
2722int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) { 2512set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2513{
2723 key_value * field = NULL, *last=NULL; 2514 key_value *field = NULL, *last = NULL;
2724 2515
2725 for (field=op->key_values; field != NULL; field=field->next) { 2516 for (field = op->key_values; field != NULL; field = field->next)
2517 {
2726 if (field->key != canonical_key) { 2518 if (field->key != canonical_key)
2519 {
2727 last = field; 2520 last = field;
2728 continue; 2521 continue;
2729 } 2522 }
2730 2523
2731 if (field->value) FREE_AND_CLEAR_STR(field->value);
2732 if (value) 2524 if (value)
2733 field->value = add_string(value); 2525 field->value = value;
2734 else { 2526 else
2527 {
2735 /* Basically, if the archetype has this key set, 2528 /* Basically, if the archetype has this key set,
2736 * we need to store the null value so when we save 2529 * we need to store the null value so when we save
2737 * it, we save the empty value so that when we load, 2530 * it, we save the empty value so that when we load,
2738 * we get this value back again. 2531 * we get this value back again.
2739 */ 2532 */
2740 if (get_ob_key_link(&op->arch->clone, canonical_key)) 2533 if (get_ob_key_link (&op->arch->clone, canonical_key))
2741 field->value = NULL; 2534 field->value = 0;
2742 else { 2535 else
2743 /* Delete this link */ 2536 {
2744 if (field->key) FREE_AND_CLEAR_STR(field->key); 2537 if (last)
2745 if (field->value) FREE_AND_CLEAR_STR(field->value);
2746 if (last) last->next = field->next; 2538 last->next = field->next;
2539 else
2747 else op->key_values = field->next; 2540 op->key_values = field->next;
2541
2748 free(field); 2542 delete field;
2749 } 2543 }
2750 } 2544 }
2751 return TRUE; 2545 return TRUE;
2752 } 2546 }
2753 /* IF we get here, key doesn't exist */ 2547 /* IF we get here, key doesn't exist */
2754 2548
2755 /* No field, we'll have to add it. */ 2549 /* No field, we'll have to add it. */
2756 2550
2757 if (!add_key) { 2551 if (!add_key)
2758 return FALSE; 2552 return FALSE;
2759 } 2553
2760 /* There isn't any good reason to store a null 2554 /* There isn't any good reason to store a null
2761 * value in the key/value list. If the archetype has 2555 * value in the key/value list. If the archetype has
2762 * this key, then we should also have it, so shouldn't 2556 * this key, then we should also have it, so shouldn't
2763 * be here. If user wants to store empty strings, 2557 * be here. If user wants to store empty strings,
2764 * should pass in "" 2558 * should pass in ""
2765 */ 2559 */
2766 if (value == NULL) return TRUE; 2560 if (value == NULL)
2767
2768 field = (key_value *) malloc(sizeof(key_value));
2769
2770 field->key = add_refcount(canonical_key);
2771 field->value = add_string(value);
2772 /* Usual prepend-addition. */
2773 field->next = op->key_values;
2774 op->key_values = field;
2775
2776 return TRUE; 2561 return TRUE;
2562
2563 field = new key_value;
2564
2565 field->key = canonical_key;
2566 field->value = value;
2567 /* Usual prepend-addition. */
2568 field->next = op->key_values;
2569 op->key_values = field;
2570
2571 return TRUE;
2777} 2572}
2778 2573
2779/* 2574/*
2780 * Updates the key in op to value. 2575 * Updates the key in op to value.
2781 * 2576 *
2783 * and not add new ones. 2578 * and not add new ones.
2784 * In general, should be little reason FALSE is ever passed in for add_key 2579 * In general, should be little reason FALSE is ever passed in for add_key
2785 * 2580 *
2786 * Returns TRUE on success. 2581 * Returns TRUE on success.
2787 */ 2582 */
2583int
2788int set_ob_key_value(object * op, const char * key, const char * value, int add_key) { 2584set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2789 const char * canonical_key = NULL; 2585{
2790 int floating_ref = FALSE; 2586 shstr key_ (key);
2791 int ret; 2587
2588 return set_ob_key_value_s (op, key_, value, add_key);
2589}
2590
2591object::depth_iterator::depth_iterator (object *container)
2592: iterator_base (container)
2593{
2594 while (item->inv)
2595 item = item->inv;
2596}
2597
2598void
2599object::depth_iterator::next ()
2600{
2601 if (item->below)
2792 2602 {
2793 /* HACK This mess is to make sure set_ob_value() passes a shared string 2603 item = item->below;
2794 * to get_ob_key_link(), without leaving a leaked refcount. 2604
2795 */ 2605 while (item->inv)
2606 item = item->inv;
2796 2607 }
2797 canonical_key = find_string(key); 2608 else
2798 if (canonical_key == NULL) { 2609 item = item->env;
2799 canonical_key = add_string(key); 2610}
2800 floating_ref = TRUE; 2611
2801 } 2612
2613const char *
2614object::flag_desc (char *desc, int len) const
2615{
2616 char *p = desc;
2617 bool first = true;
2618
2619 *p = 0;
2620
2621 for (int i = 0; i < NUM_FLAGS; i++)
2802 2622 {
2803 ret = set_ob_key_value_s(op, canonical_key, value, add_key); 2623 if (len <= 10) // magic constant!
2624 {
2625 snprintf (p, len, ",...");
2626 break;
2627 }
2628
2629 if (flag [i])
2630 {
2631 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2632 len -= cnt;
2633 p += cnt;
2634 first = false;
2635 }
2804 2636 }
2805 if (floating_ref) { 2637
2806 free_string(canonical_key);
2807 }
2808
2809 return ret; 2638 return desc;
2810} 2639}
2640
2641// return a suitable string describing an object in enough detail to find it
2642const char *
2643object::debug_desc (char *info) const
2644{
2645 char flagdesc[512];
2646 char info2[256 * 4];
2647 char *p = info;
2648
2649 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2650 count, uuid.seq,
2651 &name,
2652 title ? "\",title:" : "",
2653 title ? (const char *)title : "",
2654 flag_desc (flagdesc, 512), type);
2655
2656 if (env)
2657 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2658
2659 if (map)
2660 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2661
2662 return info;
2663}
2664
2665const char *
2666object::debug_desc () const
2667{
2668 static char info[256 * 4];
2669 return debug_desc (info);
2670}
2671

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines