--- deliantra/server/common/object.C 2006/09/04 13:55:54 1.15 +++ deliantra/server/common/object.C 2006/12/26 17:39:29 1.92 @@ -1,9 +1,4 @@ /* - * static char *rcsid_object_c = - * "$Id: object.C,v 1.15 2006/09/04 13:55:54 root Exp $"; - */ - -/* CrossFire, A Multiplayer game for X-windows Copyright (C) 2001 Mark Wedel & Crossfire Development Team @@ -23,81 +18,166 @@ along with this program; if not, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. - The authors can be reached via e-mail at crossfire-devel@real-time.com + The authors can be reached via e-mail at */ /* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. sub/add_weight will transcend the environment updating the carrying variable. */ #include -#ifndef WIN32 /* ---win32 exclude headers */ #include #include #include -#endif /* win32 */ #include #include -#include #include + +#include + int nrofallocobjects = 0; +static UUID uuid; +const uint64 UUID_SKIP = 1<<19; + +object *active_objects; /* List of active objects that need to be processed */ + +short 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, + 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 +}; +short 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, + -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 +}; +int 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, + 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 +}; +int freedir[SIZEOFFREE] = { + 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, + 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 +}; + +static void +write_uuid (void) +{ + char filename1[MAX_BUF], filename2[MAX_BUF]; + + sprintf (filename1, "%s/uuid", settings.localdir); + sprintf (filename2, "%s/uuid~", settings.localdir); + + FILE *fp; + + if (!(fp = fopen (filename2, "w"))) + { + LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2); + return; + } + + fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2); + fclose (fp); + rename (filename2, filename1); +} + +static void +read_uuid (void) +{ + char filename[MAX_BUF]; + + sprintf (filename, "%s/uuid", settings.localdir); + + FILE *fp; + + if (!(fp = fopen (filename, "r"))) + { + if (errno == ENOENT) + { + LOG (llevInfo, "RESET uid to 1\n"); + uuid.seq = 0; + write_uuid (); + return; + } + + LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); + _exit (1); + } + + int version; + unsigned long long uid; + if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) + { + LOG (llevError, "FATAL: error reading uid from %s!\n", filename); + _exit (1); + } -object *objects; /* Pointer to the list of used objects */ -object *active_objects; /* List of active objects that need to be processed */ + uuid.seq = uid; + write_uuid (); + LOG (llevDebug, "read UID: %" PRId64 "\n", uid); + fclose (fp); +} + +UUID +gen_uuid () +{ + UUID uid; -short 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, - 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; -short 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, - -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; -int 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, - 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}; -int freedir[SIZEOFFREE]= { - 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, - 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; + uid.seq = ++uuid.seq; + if (!(uuid.seq & (UUID_SKIP - 1))) + write_uuid (); + + return uid; +} + +void +init_uuid () +{ + read_uuid (); +} /* Returns TRUE if every key_values in wants has a partner with the same value in has. */ -static int compare_ob_value_lists_one(const object * wants, const object * has) { - key_value * wants_field; - - /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both - * objects with lists are rare, and lists stay short. If not, use a - * different structure or at least keep the lists sorted... - */ - - /* For each field in wants, */ - for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { - key_value * has_field; - - /* Look for a field in has with the same key. */ - has_field = get_ob_key_link(has, wants_field->key); - - if (has_field == NULL) { - /* No field with that name. */ - return FALSE; - } - - /* Found the matching field. */ - if (has_field->value != wants_field->value) { - /* Values don't match, so this half of the comparison is false. */ - return FALSE; - } - - /* If we get here, we found a match. Now for the next field in wants. */ +static int +compare_ob_value_lists_one (const object *wants, const object *has) +{ + key_value *wants_field; + + /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both + * objects with lists are rare, and lists stay short. If not, use a + * different structure or at least keep the lists sorted... + */ + + /* For each field in wants, */ + for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) + { + key_value *has_field; + + /* Look for a field in has with the same key. */ + has_field = get_ob_key_link (has, wants_field->key); + + if (has_field == NULL) + { + /* No field with that name. */ + return FALSE; + } + + /* Found the matching field. */ + if (has_field->value != wants_field->value) + { + /* Values don't match, so this half of the comparison is false. */ + return FALSE; + } + + /* If we get here, we found a match. Now for the next field in wants. */ } - - /* If we get here, every field in wants has a matching field in has. */ - return TRUE; + + /* If we get here, every field in wants has a matching field in has. */ + return TRUE; } /* Returns TRUE if ob1 has the same key_values as ob2. */ -static int compare_ob_value_lists(const object * ob1, const object * ob2) { - /* However, there may be fields in has which aren't partnered in wants, - * so we need to run the comparison *twice*. :( - */ - return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); +static int +compare_ob_value_lists (const object *ob1, const object *ob2) +{ + /* However, there may be fields in has which aren't partnered in wants, + * so we need to run the comparison *twice*. :( + */ + return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); } /* Function examines the 2 objects given to it, and returns true if @@ -107,120 +187,131 @@ * replaces - this is mostly for clarity - a decent compiler should hopefully * reduce this to the same efficiency. * - * Check nrof variable *before* calling CAN_MERGE() + * Check nrof variable *before* calling can_merge() * * Improvements made with merge: Better checking on potion, and also * check weight */ -int CAN_MERGE(object *ob1, object *ob2) { +bool object::can_merge_slow (object *ob1, object *ob2) +{ + /* A couple quicksanity checks */ + if (ob1 == ob2 + || ob1->type != ob2->type + || ob1->speed != ob2->speed + || ob1->value != ob2->value + || ob1->name != ob2->name) + return 0; - /* A couple quicksanity checks */ - if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; + //TODO: this ain't working well, use nicer and correct overflow check + /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that + * value could not be stored in a sint32 (which unfortunately sometimes is + * used to store nrof). + */ + if (ob1->nrof + ob2->nrof >= 1UL << 31) + return 0; - if (ob1->speed != ob2->speed) return 0; - /* Note sure why the following is the case - either the object has to - * be animated or have a very low speed. Is this an attempted monster - * check? - */ - if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED) + /* If the objects have been identified, set the BEEN_APPLIED flag. + * This is to the comparison of the flags below will be OK. We + * just can't ignore the been applied or identified flags, as they + * are not equal - just if it has been identified, the been_applied + * flags lose any meaning. + */ + if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) + SET_FLAG (ob1, FLAG_BEEN_APPLIED); + + if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) + SET_FLAG (ob2, FLAG_BEEN_APPLIED); + + if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () + || ob1->arch != ob2->arch + || ob1->name != ob2->name + || ob1->title != ob2->title + || ob1->msg != ob2->msg + || ob1->weight != ob2->weight + || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) + || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) ) + || ob1->attacktype != ob2->attacktype + || ob1->magic != ob2->magic + || ob1->slaying != ob2->slaying + || ob1->skill != ob2->skill + || ob1->value != ob2->value + || ob1->animation_id != ob2->animation_id + || ob1->client_type != ob2->client_type + || ob1->materialname != ob2->materialname + || ob1->lore != ob2->lore + || ob1->subtype != ob2->subtype + || ob1->move_type != ob2->move_type + || ob1->move_block != ob2->move_block + || ob1->move_allow != ob2->move_allow + || ob1->move_on != ob2->move_on + || ob1->move_off != ob2->move_off + || ob1->move_slow != ob2->move_slow + || ob1->move_slow_penalty != ob2->move_slow_penalty) + return 0; + + /* This is really a spellbook check - really, we should + * check all objects in the inventory. + */ + if (ob1->inv || ob2->inv) + { + /* if one object has inventory but the other doesn't, not equiv */ + if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0; - /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that - * value could not be stored in a sint32 (which unfortunately sometimes is - * used to store nrof). - */ - if (ob1->nrof+ob2->nrof >= 1UL<<31) + /* Now check to see if the two inventory objects could merge */ + if (!object::can_merge (ob1->inv, ob2->inv)) return 0; - /* This is really a spellbook check - really, we should - * check all objects in the inventory. - */ - if (ob1->inv || ob2->inv) { - /* if one object has inventory but the other doesn't, not equiv */ - if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0; - - /* Now check to see if the two inventory objects could merge */ - if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0; - - /* inventory ok - still need to check rest of this object to see - * if it is valid. - */ - } - - /* If the objects have been identified, set the BEEN_APPLIED flag. - * This is to the comparison of the flags below will be OK. We - * just can't ignore the been applied or identified flags, as they - * are not equal - just if it has been identified, the been_applied - * flags lose any meaning. - */ - if (QUERY_FLAG(ob1, FLAG_IDENTIFIED)) - SET_FLAG(ob1, FLAG_BEEN_APPLIED); + /* inventory ok - still need to check rest of this object to see + * if it is valid. + */ + } - if (QUERY_FLAG(ob2, FLAG_IDENTIFIED)) - SET_FLAG(ob2, FLAG_BEEN_APPLIED); + /* Don't merge objects that are applied. With the new 'body' code, + * it is possible for most any character to have more than one of + * some items equipped, and we don't want those to merge. + */ + if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) + return 0; + /* Note sure why the following is the case - either the object has to + * be animated or have a very low speed. Is this an attempted monster + * check? + */ + if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) + return 0; - /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something - * being locked in inventory should prevent merging. - * 0x4 in flags3 is CLIENT_SENT - */ - if ((ob1->arch != ob2->arch) || - (ob1->flags[0] != ob2->flags[0]) || - (ob1->flags[1] != ob2->flags[1]) || - ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) || - ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) || - (ob1->name != ob2->name) || - (ob1->title != ob2->title) || - (ob1->msg != ob2->msg) || - (ob1->weight != ob2->weight) || - (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) || - (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) || - (ob1->attacktype != ob2->attacktype) || - (ob1->magic != ob2->magic) || - (ob1->slaying != ob2->slaying) || - (ob1->skill != ob2->skill) || - (ob1->value != ob2->value) || - (ob1->animation_id != ob2->animation_id) || - (ob1->client_type != ob2->client_type) || - (ob1->materialname != ob2->materialname) || - (ob1->lore != ob2->lore) || - (ob1->subtype != ob2->subtype) || - (ob1->move_type != ob2->move_type) || - (ob1->move_block != ob2->move_block) || - (ob1->move_allow != ob2->move_allow) || - (ob1->move_on != ob2->move_on) || - (ob1->move_off != ob2->move_off) || - (ob1->move_slow != ob2->move_slow) || - (ob1->move_slow_penalty != ob2->move_slow_penalty) - ) - return 0; + switch (ob1->type) + { + case SCROLL: + if (ob1->level != ob2->level) + return 0; + break; + } - /* Don't merge objects that are applied. With the new 'body' code, - * it is possible for most any character to have more than one of - * some items equipped, and we don't want those to merge. - */ - if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) + if (ob1->key_values != NULL || ob2->key_values != NULL) + { + /* At least one of these has key_values. */ + if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) + /* One has fields, but the other one doesn't. */ + return 0; + else if (!compare_ob_value_lists (ob1, ob2)) return 0; + } - switch (ob1->type) { - case SCROLL: - if (ob1->level != ob2->level) return 0; - break; + //TODO: generate an event or call into perl for additional checks + if (ob1->self || ob2->self) + { + ob1->optimise (); + ob2->optimise (); - } - if (ob1->key_values != NULL || ob2->key_values != NULL) { - /* At least one of these has key_values. */ - if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) { - /* One has fields, but the other one doesn't. */ - return 0; - } else if (!compare_ob_value_lists(ob1, ob2)) { - return 0; - } + if (ob1->self || ob2->self) + return 0; } - /* Everything passes, must be OK. */ - return 1; + /* Everything passes, must be OK. */ + return 1; } /* @@ -228,18 +319,25 @@ * an object is carrying. It goes through in figures out how much * containers are carrying, and sums it up. */ -signed long sum_weight(object *op) { - signed long sum; +long +sum_weight (object *op) +{ + long sum; object *inv; - for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { - if (inv->inv) - sum_weight(inv); - sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); - } + + for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) + { + if (inv->inv) + sum_weight (inv); + sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); + } + if (op->type == CONTAINER && op->stats.Str) - sum = (sum * (100 - op->stats.Str))/100; - if(op->carrying != sum) + sum = (sum * (100 - op->stats.Str)) / 100; + + if (op->carrying != sum) op->carrying = sum; + return sum; } @@ -247,23 +345,12 @@ * Return the outermost environment object for a given object. */ -object *object_get_env_recursive (object *op) { - while (op->env != NULL) - op = op->env; - return op; -} - -/* - * Eneq(@csd.uu.se): Since we can have items buried in a character we need - * a better check. We basically keeping traversing up until we can't - * or find a player. - */ - -object *is_player_inv (object *op) { - for (;op!=NULL&&op->type!=PLAYER; op=op->env) - if (op->env==op) - op->env = NULL; - return op; +object * +object_get_env_recursive (object *op) +{ + while (op->env != NULL) + op = op->env; + return op; } /* @@ -272,67 +359,15 @@ * The result of the dump is stored in the static global errmsg array. */ -void dump_object2(object *op) { -errmsg[0] = 0; -return; - //TODO//D#d# -#if 0 - char *cp; -/* object *tmp;*/ - - if(op->arch!=NULL) { - strcat(errmsg,"arch "); - strcat(errmsg,op->arch->name?op->arch->name:"(null)"); - strcat(errmsg,"\n"); - if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL) - strcat(errmsg,cp); -#if 0 - /* Don't dump player diffs - they are too long, mostly meaningless, and - * will overflow the buffer. - * Changed so that we don't dump inventory either. This may - * also overflow the buffer. - */ - if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL) - strcat(errmsg,cp); - for (tmp=op->inv; tmp; tmp=tmp->below) - dump_object2(tmp); -#endif - strcat(errmsg,"end\n"); - } else { - strcat(errmsg,"Object "); - if (op->name==NULL) strcat(errmsg, "(null)"); - else strcat(errmsg,op->name); - strcat(errmsg,"\n"); -#if 0 - if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL) - strcat(errmsg,cp); - for (tmp=op->inv; tmp; tmp=tmp->below) - dump_object2(tmp); -#endif - strcat(errmsg,"end\n"); - } -#endif -} - -/* - * Dumps an object. Returns output in the static global errmsg array. - */ - -void dump_object(object *op) { - if(op==NULL) { - strcpy(errmsg,"[NULL pointer]"); - return; - } - errmsg[0]='\0'; - dump_object2(op); -} +char * +dump_object (object *op) +{ + if (!op) + return strdup ("[NULLOBJ]"); -void dump_all_objects(void) { - object *op; - for(op=objects;op!=NULL;op=op->next) { - dump_object(op); - fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg); - } + object_freezer freezer; + save_object (freezer, op, 1); + return freezer.as_string (); } /* @@ -341,14 +376,17 @@ * If it's not a multi-object, it is returned. */ -object *get_nearest_part(object *op, const object *pl) { - object *tmp,*closest; - int last_dist,i; - if(op->more==NULL) +object * +get_nearest_part (object *op, const object *pl) +{ + object *tmp, *closest; + int last_dist, i; + + if (op->more == NULL) return op; - for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) - if((i=distance(tmp,pl))more; tmp != NULL; tmp = tmp->more) + if ((i = distance (tmp, pl)) < last_dist) + closest = tmp, last_dist = i; return closest; } @@ -356,12 +394,14 @@ * Returns the object which has the count-variable equal to the argument. */ -object *find_object(tag_t i) { - object *op; - for(op=objects;op!=NULL;op=op->next) - if(op->count==i) - break; - return op; +object * +find_object (tag_t i) +{ + for (object *op = object::first; op; op = op->next) + if (op->count == i) + return op; + + return 0; } /* @@ -370,230 +410,110 @@ * Enables features like "patch food 999" */ -object *find_object_name(const char *str) { - const char *name = shstr::find (str); +object * +find_object_name (const char *str) +{ + shstr_cmp str_ (str); object *op; - for(op=objects;op!=NULL;op=op->next) - if(&op->name == name) + + for (op = object::first; op != NULL; op = op->next) + if (op->name == str_) break; return op; } -void free_all_object_data () +void +free_all_object_data () { LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); } /* - * Returns the object which this object marks as being the owner. - * A id-scheme is used to avoid pointing to objects which have been - * freed and are now reused. If this is detected, the owner is - * set to NULL, and NULL is returned. - * Changed 2004-02-12 - if the player is setting at the play again - * prompt, he is removed, and we don't want to treat him as an owner of - * anything, so check removed flag. I don't expect that this should break - * anything - once an object is removed, it is basically dead anyways. - */ - -object *get_owner(object *op) { - if(op->owner==NULL) - return NULL; - - if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) && - op->owner->count==op->ownercount) - return op->owner; - - op->owner=NULL; - op->ownercount=0; - return NULL; -} - -void clear_owner(object *op) -{ - if (!op) return; - - if (op->owner && op->ownercount == op->owner->count) - op->owner->refcount--; - - op->owner = NULL; - op->ownercount = 0; -} - -/* * Sets the owner and sets the skill and exp pointers to owner's current * skill and experience objects. */ -void set_owner (object *op, object *owner) +void +object::set_owner (object *owner) { - if(owner==NULL||op==NULL) - return; - - /* next line added to allow objects which own objects */ - /* Add a check for ownercounts in here, as I got into an endless loop - * with the fireball owning a poison cloud which then owned the - * fireball. I believe that was caused by one of the objects getting - * freed and then another object replacing it. Since the ownercounts - * didn't match, this check is valid and I believe that cause is valid. - */ - while (owner->owner && owner!=owner->owner && - owner->ownercount==owner->owner->count) owner=owner->owner; - - /* IF the owner still has an owner, we did not resolve to a final owner. - * so lets not add to that. - */ - if (owner->owner) return; - - op->owner=owner; - - op->ownercount=owner->count; - owner->refcount++; - -} + if (!owner) + return; -/* Set the owner to clone's current owner and set the skill and experience - * objects to clone's objects (typically those objects that where the owner's - * current skill and experience objects at the time when clone's owner was - * set - not the owner's current skill and experience objects). - * - * Use this function if player created an object (e.g. fire bullet, swarm - * spell), and this object creates further objects whose kills should be - * accounted for the player's original skill, even if player has changed - * skills meanwhile. - */ -void copy_owner (object *op, object *clone) -{ - object *owner = get_owner (clone); - if (owner == NULL) { - /* players don't have owners - they own themselves. Update - * as appropriate. - */ - if (clone->type == PLAYER) owner=clone; - else return; - } - set_owner(op, owner); + /* next line added to allow objects which own objects */ + /* Add a check for ownercounts in here, as I got into an endless loop + * with the fireball owning a poison cloud which then owned the + * fireball. I believe that was caused by one of the objects getting + * freed and then another object replacing it. Since the ownercounts + * didn't match, this check is valid and I believe that cause is valid. + */ + while (owner->owner) + owner = owner->owner; + this->owner = owner; } /* Zero the key_values on op, decrementing the shared-string * refcounts and freeing the links. */ -static void free_key_values(object * op) +static void +free_key_values (object *op) { - for (key_value *i = op->key_values; i != 0; ) + for (key_value *i = op->key_values; i != 0;) { key_value *next = i->next; delete i; + i = next; } - - op->key_values = 0; -} - -void object::clear () -{ - attachable_base::clear (); - - free_key_values (this); - name = 0; - name_pl = 0; - title = 0; - race = 0; - slaying = 0; - skill = 0; - msg = 0; - lore = 0; - custom_name = 0; - materialname = 0; - - memset (static_cast(this), 0, sizeof (object_pod)); - - SET_FLAG (this, FLAG_REMOVED); -} - -void object::clone (object *destination) -{ - *(object_copy *)destination = *(object_copy *)this; - *(object_pod *)destination = *(object_pod *)this; - - if (self || cb) - INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination)); -} - -/* - * clear_object() frees everything allocated by an object, and also - * clears all variables and flags to default settings. - */ - -void clear_object (object *op) -{ - op->clear (); - - op->contr = NULL; - op->below = NULL; - op->above = NULL; - op->inv = NULL; - op->container=NULL; - op->env=NULL; - op->more=NULL; - op->head=NULL; - op->map=NULL; - op->refcount=0; - op->active_next = NULL; - op->active_prev = NULL; - /* What is not cleared is next, prev, and count */ - - op->expmul = 1.0; - op->face = blank_face; - op->attacked_by_count = -1; - - if (settings.casting_time) - op->casting_time = -1; + op->key_values = 0; } /* - * copy object first frees everything allocated by the second object, - * and then copies the contends of the first object into the second + * copy_to first frees everything allocated by the dst object, + * and then copies the contents of itself into the second * object, allocating what needs to be allocated. Basically, any * data that is malloc'd needs to be re-malloc/copied. Otherwise, * if the first object is freed, the pointers in the new object * will point at garbage. */ - -void copy_object (object *op2, object *op) +void +object::copy_to (object *dst) { - bool is_freed = QUERY_FLAG (op, FLAG_FREED); - bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); + bool is_freed = QUERY_FLAG (dst, FLAG_FREED); + bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); - op2->clone (op); + *(object_copy *)dst = *this; - if (is_freed) SET_FLAG (op, FLAG_FREED); - if (is_removed) SET_FLAG (op, FLAG_REMOVED); + if (is_freed) + SET_FLAG (dst, FLAG_FREED); - if (op2->speed < 0) - op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; + if (is_removed) + SET_FLAG (dst, FLAG_REMOVED); + + if (speed < 0) + dst->speed_left = speed_left - RANDOM () % 200 / 100.0; /* Copy over key_values, if any. */ - if (op2->key_values != NULL) + if (key_values) { - key_value *tail = NULL; + key_value *tail = 0; key_value *i; - op->key_values = NULL; + dst->key_values = 0; - for (i = op2->key_values; i != NULL; i = i->next) + for (i = key_values; i; i = i->next) { key_value *new_link = new key_value; - new_link->next = NULL; - new_link->key = i->key; + new_link->next = 0; + new_link->key = i->key; new_link->value = i->value; /* Try and be clever here, too. */ - if (op->key_values == NULL) + if (!dst->key_values) { - op->key_values = new_link; + dst->key_values = new_link; tail = new_link; } else @@ -604,39 +524,15 @@ } } - update_ob_speed (op); + dst->set_speed (dst->speed); } -/* - * get_object() grabs an object from the list of unused objects, makes - * sure it is initialised, and returns it. - * If there are no free objects, expand_objects() is called to get more. - */ - -object *get_object () +object * +object::clone () { - object *op = new object; - - op->count = ++ob_count; - - op->active_next = 0; - op->active_prev = 0; - - op->next = objects; - op->prev = 0; - - if (objects) - objects->prev = op; - - objects = op; - - SET_FLAG (op, FLAG_REMOVED); - - op->expmul = 1.0; - op->face = blank_face; - op->attacked_by_count = -1; - - return op; + object *neu = create (); + copy_to (neu); + return neu; } /* @@ -645,11 +541,13 @@ * be called to update the face variable, _and_ how it looks on the map. */ -void update_turn_face(object *op) { - if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) - return; - SET_ANIMATION(op, op->direction); - update_object(op,UP_OBJ_FACE); +void +update_turn_face (object *op) +{ + if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) + return; + SET_ANIMATION (op, op->direction); + update_object (op, UP_OBJ_FACE); } /* @@ -657,54 +555,63 @@ * value, or vice versa, then add/remove the object from the active list. * This function needs to be called whenever the speed of an object changes. */ +void +object::set_speed (float speed) +{ + extern int arch_init; -void update_ob_speed(object *op) { - extern int arch_init; + /* No reason putting the archetypes objects on the speed list, + * since they never really need to be updated. + */ + if (flag [FLAG_FREED] && speed) + { + LOG (llevError, "Object %s is freed but has speed.\n", &name); + speed = 0; + } - /* No reason putting the archetypes objects on the speed list, - * since they never really need to be updated. - */ + this->speed = speed; - if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { - LOG(llevError,"Object %s is freed but has speed.\n", &op->name); -#ifdef MANY_CORES - abort(); -#else - op->speed = 0; -#endif - } - if (arch_init) { + if (arch_init) + return; + + if (FABS (speed) > MIN_ACTIVE_SPEED) + { + /* If already on active list, don't do anything */ + if (active_next || active_prev || this == active_objects) return; + + /* process_events() expects us to insert the object at the beginning + * of the list. */ + active_next = active_objects; + + if (active_next) + active_next->active_prev = this; + + active_objects = this; } - if (FABS(op->speed)>MIN_ACTIVE_SPEED) { - /* If already on active list, don't do anything */ - if (op->active_next || op->active_prev || op==active_objects) - return; - - /* process_events() expects us to insert the object at the beginning - * of the list. */ - op->active_next = active_objects; - if (op->active_next!=NULL) - op->active_next->active_prev = op; - active_objects = op; - } - else { - /* If not on the active list, nothing needs to be done */ - if (!op->active_next && !op->active_prev && op!=active_objects) - return; - - if (op->active_prev==NULL) { - active_objects = op->active_next; - if (op->active_next!=NULL) - op->active_next->active_prev = NULL; - } - else { - op->active_prev->active_next = op->active_next; - if (op->active_next) - op->active_next->active_prev = op->active_prev; + else + { + /* If not on the active list, nothing needs to be done */ + if (!active_next && !active_prev && this != active_objects) + return; + + if (!active_prev) + { + active_objects = active_next; + + if (active_next) + active_next->active_prev = 0; } - op->active_next = NULL; - op->active_prev = NULL; + else + { + active_prev->active_next = active_next; + + if (active_next) + active_next->active_prev = active_prev; + } + + active_next = 0; + active_prev = 0; } } @@ -716,28 +623,31 @@ * The reverse of this is to call update_ob_speed, which * will do the right thing based on the speed of the object. */ -void remove_from_active_list(object *op) +void +remove_from_active_list (object *op) { - /* If not on the active list, nothing needs to be done */ - if (!op->active_next && !op->active_prev && op!=active_objects) - return; + /* If not on the active list, nothing needs to be done */ + if (!op->active_next && !op->active_prev && op != active_objects) + return; - if (op->active_prev==NULL) { - active_objects = op->active_next; - if (op->active_next!=NULL) - op->active_next->active_prev = NULL; + if (op->active_prev == NULL) + { + active_objects = op->active_next; + if (op->active_next != NULL) + op->active_next->active_prev = NULL; } - else { - op->active_prev->active_next = op->active_next; - if (op->active_next) - op->active_next->active_prev = op->active_prev; + else + { + op->active_prev->active_next = op->active_next; + if (op->active_next) + op->active_next->active_prev = op->active_prev; } - op->active_next = NULL; - op->active_prev = NULL; + op->active_next = NULL; + op->active_prev = NULL; } /* - * update_object() updates the array which represents the map. + * update_object() updates the the map. * It takes into account invisible objects (and represent squares covered * by invisible objects by whatever is below them (unless it's another * invisible object, etc...) @@ -746,10 +656,6 @@ * updating that window, though, since update_object() is called _often_) * * action is a hint of what the caller believes need to be done. - * For example, if the only thing that has changed is the face (due to - * an animation), we don't need to call update_position until that actually - * comes into view of a player. OTOH, many other things, like addition/removal - * of walls or living creatures may need us to update the flags now. * current action are: * UP_OBJ_INSERT: op was inserted * UP_OBJ_REMOVE: op was removed @@ -757,234 +663,266 @@ * as that is easier than trying to look at what may have changed. * UP_OBJ_FACE: only the objects face has changed. */ +void +update_object (object *op, int action) +{ + MoveType move_on, move_off, move_block, move_slow; -void update_object(object *op, int action) { - int update_now=0, flags; - MoveType move_on, move_off, move_block, move_slow; - - if (op == NULL) { - /* this should never happen */ - LOG(llevDebug,"update_object() called for NULL object.\n"); - return; + if (op == NULL) + { + /* this should never happen */ + LOG (llevDebug, "update_object() called for NULL object.\n"); + return; } - - if(op->env!=NULL) { - /* Animation is currently handled by client, so nothing - * to do in this case. - */ - return; + + if (op->env) + { + /* Animation is currently handled by client, so nothing + * to do in this case. + */ + return; } - /* If the map is saving, don't do anything as everything is - * going to get freed anyways. - */ - if (!op->map || op->map->in_memory == MAP_SAVING) return; - - /* make sure the object is within map boundaries */ - if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || - op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { - LOG(llevError,"update_object() called for object out of map!\n"); + /* If the map is saving, don't do anything as everything is + * going to get freed anyways. + */ + if (!op->map || op->map->in_memory == MAP_SAVING) + return; + + /* make sure the object is within map boundaries */ + if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) + { + LOG (llevError, "update_object() called for object out of map!\n"); #ifdef MANY_CORES - abort(); + abort (); #endif - return; + return; + } + + mapspace &m = op->ms (); + + if (m.flags_ & P_NEED_UPDATE) + /* nop */; + else if (action == UP_OBJ_INSERT) + { + // this is likely overkill, TODO: revisit (schmorp) + if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) + || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) + || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) + || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) + || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) + || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) + || (m.move_on | op->move_on ) != m.move_on + || (m.move_off | op->move_off ) != m.move_off + || (m.move_slow | op->move_slow) != m.move_slow + /* This isn't perfect, but I don't expect a lot of objects to + * to have move_allow right now. + */ + || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block + || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) + m.flags_ = P_NEED_UPDATE; } - - flags = GET_MAP_FLAGS(op->map, op->x, op->y); - SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); - move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); - move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); - move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); - move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y); - - if (action == UP_OBJ_INSERT) { - if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) - update_now=1; - - if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) - update_now=1; - - if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) - update_now=1; - - if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) - update_now=1; - - if ((move_on | op->move_on) != move_on) update_now=1; - if ((move_off | op->move_off) != move_off) update_now=1; - /* This isn't perfect, but I don't expect a lot of objects to - * to have move_allow right now. - */ - if (((move_block | op->move_block) & ~op->move_allow) != move_block) - update_now=1; - if ((move_slow | op->move_slow) != move_slow) update_now=1; - } /* if the object is being removed, we can't make intelligent * decisions, because remove_ob can't really pass the object * that is being removed. */ - else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { - update_now=1; - } else if (action == UP_OBJ_FACE) { - /* Nothing to do for that case */ - } - else { - LOG(llevError,"update_object called with invalid action: %d\n", action); - } + else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) + m.flags_ = P_NEED_UPDATE; + else if (action == UP_OBJ_FACE) + /* Nothing to do for that case */ ; + else + LOG (llevError, "update_object called with invalid action: %d\n", action); - if (update_now) { - SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); - update_position(op->map, op->x, op->y); - } + if (op->more) + update_object (op->more, action); +} + +object::vector object::objects; // not yet used +object *object::first; + +object::object () +{ + SET_FLAG (this, FLAG_REMOVED); - if(op->more!=NULL) - update_object(op->more, action); + expmul = 1.0; + face = blank_face; } +object::~object () +{ + free_key_values (this); +} -/* - * free_object() frees everything allocated by an object, removes - * it from the list of used objects, and puts it on the list of - * free objects. The IS_FREED() flag is set in the object. - * The object must have been removed by remove_ob() first for - * this function to succeed. - * - * If free_inventory is set, free inventory as well. Else drop items in - * inventory to the ground. - */ +void object::link () +{ + count = ++ob_count; + uuid = gen_uuid (); -void -free_object (object * ob) + prev = 0; + next = object::first; + + if (object::first) + object::first->prev = this; + + object::first = this; +} + +void object::unlink () { - free_object2 (ob, 0); + if (this == object::first) + object::first = next; + + /* Remove this object from the list of used objects */ + if (prev) prev->next = next; + if (next) next->prev = prev; + + prev = 0; + next = 0; } +/* + * Remove and free all objects in the inventory of the given object. + * object.c ? + */ void -free_object2 (object * ob, int free_inventory) +object::destroy_inv (bool drop_to_ground) { - object *tmp, *op; - - if (!QUERY_FLAG (ob, FLAG_REMOVED)) + /* Only if the space blocks everything do we not process - + * if some form of movement is allowed, let objects + * drop on that space. + */ + if (!drop_to_ground + || !map + || map->in_memory != MAP_IN_MEMORY + || map->at (x, y).move_block == MOVE_ALL) { - LOG (llevDebug, "Free object called with non removed object\n"); - dump_object (ob); -#ifdef MANY_CORES - abort (); -#endif + while (inv) + { + inv->destroy_inv (drop_to_ground); + inv->destroy (); + } } + else + { /* Put objects in inventory onto this space */ + while (inv) + { + object *op = inv; - if (QUERY_FLAG (ob, FLAG_FRIENDLY)) - { - LOG (llevMonster, "Warning: tried to free friendly object.\n"); - remove_friendly_object (ob); + if (op->flag [FLAG_STARTEQUIP] + || op->flag [FLAG_NO_DROP] + || op->type == RUNE + || op->type == TRAP + || op->flag [FLAG_IS_A_TEMPLATE]) + op->destroy (); + else + { + op->remove (); + op->x = x; + op->y = y; + insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */ + } + } } +} - if (QUERY_FLAG (ob, FLAG_FREED)) - { - dump_object (ob); - LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); - return; - } +object *object::create () +{ + object *op = new object; + op->link (); + return op; +} - if (ob->more != NULL) - { - free_object2 (ob->more, free_inventory); - ob->more = NULL; - } +void +object::do_destroy () +{ + if (flag [FLAG_IS_LINKED]) + remove_button_link (this); - if (ob->inv) - { - /* Only if the space blocks everything do we not process - - * if some form of movemnt is allowed, let objects - * drop on that space. - */ - if (free_inventory || ob->map == NULL - || ob->map->in_memory != MAP_IN_MEMORY - || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL)) - { - op = ob->inv; - - while (op != NULL) - { - tmp = op->below; - remove_ob (op); - free_object2 (op, free_inventory); - op = tmp; - } - } - else - { /* Put objects in inventory onto this space */ - op = ob->inv; + if (flag [FLAG_FRIENDLY]) + remove_friendly_object (this); - while (op != NULL) - { - tmp = op->below; - remove_ob (op); - - if (QUERY_FLAG (op, FLAG_STARTEQUIP) - || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE - || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) - free_object (op); - else - { - op->x = ob->x; - op->y = ob->y; - insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */ - } - - op = tmp; - } - } - } - - /* Remove object from the active list */ - ob->speed = 0; - update_ob_speed (ob); + if (!flag [FLAG_REMOVED]) + remove (); - SET_FLAG (ob, FLAG_FREED); - ob->count = 0; + if (flag [FLAG_FREED]) + return; - /* Remove this object from the list of used objects */ - if (ob->prev == NULL) - { - objects = ob->next; + set_speed (0); - if (objects != NULL) - objects->prev = NULL; - } - else - { - ob->prev->next = ob->next; + flag [FLAG_FREED] = 1; + + attachable::do_destroy (); + + destroy_inv (true); + unlink (); + + // hack to ensure that freed objects still have a valid map + { + static maptile *freed_map; // freed objects are moved here to avoid crashes - if (ob->next != NULL) - ob->next->prev = ob->prev; + if (!freed_map) + { + freed_map = new maptile; + + freed_map->name = "/internal/freed_objects_map"; + freed_map->width = 3; + freed_map->height = 3; + + freed_map->allocate (); + } + + map = freed_map; + x = 1; + y = 1; + } + + head = 0; + + if (more) + { + more->destroy (); + more = 0; } - free_key_values (ob); + // clear those pointers that likely might have circular references to us + owner = 0; + enemy = 0; + attacked_by = 0; + + // only relevant for players(?), but make sure of it anyways + contr = 0; +} + +void +object::destroy (bool destroy_inventory) +{ + if (destroyed ()) + return; - /* Now link it with the free_objects list: */ - ob->prev = 0; - ob->next = 0; + if (destroy_inventory) + destroy_inv (false); - delete ob; + attachable::destroy (); } /* * sub_weight() recursively (outwards) subtracts a number from the * weight of an object (and what is carried by it's environment(s)). */ +void +sub_weight (object *op, signed long weight) +{ + while (op != NULL) + { + if (op->type == CONTAINER) + weight = (signed long) (weight * (100 - op->stats.Str) / 100); -void sub_weight (object *op, signed long weight) { - while (op != NULL) { - if (op->type == CONTAINER) { - weight=(signed long)(weight*(100-op->stats.Str)/100); + op->carrying -= weight; + op = op->env; } - op->carrying-=weight; - op = op->env; - } } -/* remove_ob(op): +/* op->remove (): * This function removes the object op from the linked list of objects * which it is currently tied to. When this function is done, the * object will have no environment. If the object previously had an @@ -992,178 +930,149 @@ * the previous environment. * Beware: This function is called from the editor as well! */ +void +object::remove () +{ + object *tmp, *last = 0; + object *otmp; -void remove_ob(object *op) { - object *tmp,*last=NULL; - object *otmp; - tag_t tag; - int check_walk_off; - mapstruct *m; - sint16 x,y; - - - if(QUERY_FLAG(op,FLAG_REMOVED)) { - dump_object(op); - LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg); - - /* Changed it to always dump core in this case. As has been learned - * in the past, trying to recover from errors almost always - * make things worse, and this is a real error here - something - * that should not happen. - * Yes, if this was a mission critical app, trying to do something - * to recover may make sense, but that is because failure of the app - * may have other disastrous problems. Cf runs out of a script - * so is easily enough restarted without any real problems. - * MSW 2001-07-01 - */ - abort(); - } - if(op->more!=NULL) - remove_ob(op->more); - - SET_FLAG(op, FLAG_REMOVED); - - /* - * In this case, the object to be removed is in someones - * inventory. - */ - if(op->env!=NULL) { - if(op->nrof) - sub_weight(op->env, op->weight*op->nrof); - else - sub_weight(op->env, op->weight+op->carrying); - - /* NO_FIX_PLAYER is set when a great many changes are being - * made to players inventory. If set, avoiding the call - * to save cpu time. - */ - if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && - !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) - fix_player(otmp); - - if(op->above!=NULL) - op->above->below=op->below; - else - op->env->inv=op->below; - - if(op->below!=NULL) - op->below->above=op->above; - - /* we set up values so that it could be inserted into - * the map, but we don't actually do that - it is up - * to the caller to decide what we want to do. - */ - op->x=op->env->x,op->y=op->env->y; - op->map=op->env->map; - op->above=NULL,op->below=NULL; - op->env=NULL; - return; - } + if (QUERY_FLAG (this, FLAG_REMOVED)) + return; - /* If we get here, we are removing it from a map */ - if (op->map == NULL) return; + SET_FLAG (this, FLAG_REMOVED); + INVOKE_OBJECT (REMOVE, this); + + if (more) + more->remove (); + + /* + * In this case, the object to be removed is in someones + * inventory. + */ + if (env) + { + if (nrof) + sub_weight (env, weight * nrof); + else + sub_weight (env, weight + carrying); - x = op->x; - y = op->y; - m = get_map_from_coord(op->map, &x, &y); - - if (!m) { - LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", - op->map->path, op->x, op->y); - /* in old days, we used to set x and y to 0 and continue. - * it seems if we get into this case, something is probablye - * screwed up and should be fixed. - */ - abort(); - } - if (op->map != m) { - LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", - op->map->path, m->path, op->x, op->y, x, y); + /* NO_FIX_PLAYER is set when a great many changes are being + * made to players inventory. If set, avoiding the call + * to save cpu time. + */ + if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) + otmp->update_stats (); + + if (above != NULL) + above->below = below; + else + env->inv = below; + + if (below != NULL) + below->above = above; + + /* we set up values so that it could be inserted into + * the map, but we don't actually do that - it is up + * to the caller to decide what we want to do. + */ + x = env->x, y = env->y; + map = env->map; + above = 0, below = 0; + env = 0; } + else if (map) + { + /* Re did the following section of code - it looks like it had + * lots of logic for things we no longer care about + */ - /* Re did the following section of code - it looks like it had - * lots of logic for things we no longer care about - */ + /* link the object above us */ + if (above) + above->below = below; + else + map->at (x, y).top = below; /* we were top, set new top */ + + /* Relink the object below us, if there is one */ + if (below) + below->above = above; + else + { + /* Nothing below, which means we need to relink map object for this space + * use translated coordinates in case some oddness with map tiling is + * evident + */ + if (GET_MAP_OB (map, x, y) != this) + { + char *dump = dump_object (this); + 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", dump); + free (dump); + dump = dump_object (GET_MAP_OB (map, x, y)); + LOG (llevError, "%s\n", dump); + free (dump); + } - /* link the object above us */ - if (op->above) - op->above->below=op->below; - else - SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */ - - /* Relink the object below us, if there is one */ - if(op->below) { - op->below->above=op->above; - } else { - /* Nothing below, which means we need to relink map object for this space - * use translated coordinates in case some oddness with map tiling is - * evident - */ - if(GET_MAP_OB(m,x,y)!=op) { - dump_object(op); - 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); - dump_object(GET_MAP_OB(m,x,y)); - LOG(llevError,"%s\n",errmsg); + map->at (x, y).bot = above; /* goes on above it. */ } - SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ - } - op->above=NULL; - op->below=NULL; - if (op->map->in_memory == MAP_SAVING) + above = 0; + below = 0; + + if (map->in_memory == MAP_SAVING) return; - tag = op->count; - check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); - for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { - /* No point updating the players look faces if he is the object - * being removed. - */ - - if(tmp->type==PLAYER && tmp!=op) { - /* If a container that the player is currently using somehow gets - * removed (most likely destroyed), update the player view - * appropriately. - */ - if (tmp->container==op) { - CLEAR_FLAG(op, FLAG_APPLIED); - tmp->container=NULL; + int check_walk_off = !flag [FLAG_NO_APPLY]; + + for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) + { + /* No point updating the players look faces if he is the object + * being removed. + */ + + if (tmp->type == PLAYER && tmp != this) + { + /* If a container that the player is currently using somehow gets + * removed (most likely destroyed), update the player view + * appropriately. + */ + if (tmp->container == this) + { + flag [FLAG_APPLIED] = 0; + tmp->container = 0; + } + + if (tmp->contr->ns) + tmp->contr->ns->floorbox_update (); } - tmp->contr->socket.update_look=1; - } - /* See if player moving off should effect something */ - if (check_walk_off && ((op->move_type & tmp->move_off) && - (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { - - move_apply(tmp, op, NULL); - if (was_destroyed (op, tag)) { - LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " - "leaving object\n", &tmp->name, &tmp->arch->name); + + /* See if player moving off should effect something */ + if (check_walk_off + && ((move_type & tmp->move_off) + && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) + { + move_apply (tmp, this, 0); + + if (destroyed ()) + LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); } - } - /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ + /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ - if(tmp->above == tmp) - tmp->above = NULL; - last=tmp; - } - /* last == NULL of there are no objects on this space */ - if (last==NULL) { - /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, - * we could preserve the flags (GET_MAP_FLAGS), but update_position figures - * those out anyways, and if there are any flags set right now, they won't - * be correct anyways. - */ - SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); - update_position(op->map, op->x, op->y); - } - else - update_object(last, UP_OBJ_REMOVE); + if (tmp->above == tmp) + tmp->above = 0; - if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) - update_all_los(op->map, op->x, op->y); + last = tmp; + } + + /* last == NULL of there are no objects on this space */ + if (!last) + map->at (x, y).flags_ = P_NEED_UPDATE; + else + update_object (last, UP_OBJ_REMOVE); + if (flag [FLAG_BLOCKSVIEW] || glow_radius) + update_all_los (map, x, y); + } } /* @@ -1174,41 +1083,54 @@ * If top is NULL, it is calculated. * Returns pointer to object if it succeded in the merge, otherwise NULL */ - -object *merge_ob(object *op, object *top) { - if(!op->nrof) +object * +merge_ob (object *op, object *top) +{ + if (!op->nrof) return 0; - if(top==NULL) - for(top=op;top!=NULL&&top->above!=NULL;top=top->above); - for(;top!=NULL;top=top->below) { - if(top==op) - continue; - if (CAN_MERGE(op,top)) + + if (top) + for (top = op; top && top->above; top = top->above) + ; + + for (; top; top = top->below) { - top->nrof+=op->nrof; + if (top == op) + continue; + + if (object::can_merge (op, top)) + { + top->nrof += op->nrof; + /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ - op->weight = 0; /* Don't want any adjustements now */ - remove_ob(op); - free_object(op); - return top; + op->weight = 0; /* Don't want any adjustements now */ + op->destroy (); + return top; + } } - } - return NULL; + + return 0; } /* * same as insert_ob_in_map except it handle separate coordinates and do a clean * job preparing multi-part monsters */ -object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ - object* tmp; - if (op->head) - op=op->head; - for (tmp=op;tmp;tmp=tmp->more){ - tmp->x=x+tmp->arch->clone.x; - tmp->y=y+tmp->arch->clone.y; +object * +insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) +{ + object *tmp; + + if (op->head) + op = op->head; + + for (tmp = op; tmp; tmp = tmp->more) + { + tmp->x = x + tmp->arch->clone.x; + tmp->y = y + tmp->arch->clone.y; } - return insert_ob_in_map (op, m, originator, flag); + + return insert_ob_in_map (op, m, originator, flag); } /* @@ -1231,259 +1153,300 @@ * NULL if 'op' was destroyed * just 'op' otherwise */ - -object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) +object * +insert_ob_in_map (object *op, maptile *m, object *originator, int flag) { - object *tmp, *top, *floor=NULL; - sint16 x,y; + object *tmp, *top, *floor = NULL; + sint16 x, y; + + if (QUERY_FLAG (op, FLAG_FREED)) + { + LOG (llevError, "Trying to insert freed object!\n"); + return NULL; + } - if (QUERY_FLAG (op, FLAG_FREED)) { - LOG (llevError, "Trying to insert freed object!\n"); - return NULL; - } - if(m==NULL) { - dump_object(op); - LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); - return op; - } - if(out_of_map(m,op->x,op->y)) { - dump_object(op); - LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); + if (m == NULL) + { + char *dump = dump_object (op); + LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); + free (dump); + return op; + } + + if (out_of_map (m, op->x, op->y)) + { + char *dump = dump_object (op); + LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); #ifdef MANY_CORES - /* Better to catch this here, as otherwise the next use of this object - * is likely to cause a crash. Better to find out where it is getting - * improperly inserted. - */ - abort(); + /* Better to catch this here, as otherwise the next use of this object + * is likely to cause a crash. Better to find out where it is getting + * improperly inserted. + */ + abort (); #endif - return op; + free (dump); + return op; } - if(!QUERY_FLAG(op,FLAG_REMOVED)) { - dump_object(op); - LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); - return op; - } - if(op->more!=NULL) { - /* The part may be on a different map. */ - - object *more = op->more; - - /* We really need the caller to normalize coordinates - if - * we set the map, that doesn't work if the location is within - * a map and this is straddling an edge. So only if coordinate - * is clear wrong do we normalize it. - */ - if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { - more->map = get_map_from_coord(m, &more->x, &more->y); - } else if (!more->map) { - /* For backwards compatibility - when not dealing with tiled maps, - * more->map should always point to the parent. - */ - more->map = m; + + if (!QUERY_FLAG (op, FLAG_REMOVED)) + { + char *dump = dump_object (op); + LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump); + free (dump); + return op; + } + + if (op->more) + { + /* The part may be on a different map. */ + + object *more = op->more; + + /* We really need the caller to normalize coordinates - if + * we set the map, that doesn't work if the location is within + * a map and this is straddling an edge. So only if coordinate + * is clear wrong do we normalize it. + */ + if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) + more->map = get_map_from_coord (m, &more->x, &more->y); + else if (!more->map) + { + /* For backwards compatibility - when not dealing with tiled maps, + * more->map should always point to the parent. + */ + more->map = m; } - if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { - if ( ! op->head) - LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); - return NULL; + if (insert_ob_in_map (more, more->map, originator, flag) == NULL) + { + if (!op->head) + LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); + + return 0; } } - CLEAR_FLAG(op,FLAG_REMOVED); - /* Ideally, the caller figures this out. However, it complicates a lot - * of areas of callers (eg, anything that uses find_free_spot would now - * need extra work - */ - op->map=get_map_from_coord(m, &op->x, &op->y); - x = op->x; - y = op->y; + CLEAR_FLAG (op, FLAG_REMOVED); - /* this has to be done after we translate the coordinates. - */ - if(op->nrof && !(flag & INS_NO_MERGE)) { - for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) - if (CAN_MERGE(op,tmp)) { - op->nrof+=tmp->nrof; - remove_ob(tmp); - free_object(tmp); - } + /* Ideally, the caller figures this out. However, it complicates a lot + * of areas of callers (eg, anything that uses find_free_spot would now + * need extra work + */ + op->map = get_map_from_coord (m, &op->x, &op->y); + x = op->x; + y = op->y; + + /* this has to be done after we translate the coordinates. + */ + if (op->nrof && !(flag & INS_NO_MERGE)) + for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) + if (object::can_merge (op, tmp)) + { + op->nrof += tmp->nrof; + tmp->destroy (); + } + + CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ + CLEAR_FLAG (op, FLAG_INV_LOCKED); + + if (!QUERY_FLAG (op, FLAG_ALIVE)) + CLEAR_FLAG (op, FLAG_NO_STEAL); + + if (flag & INS_BELOW_ORIGINATOR) + { + if (originator->map != op->map || originator->x != op->x || originator->y != op->y) + { + LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); + abort (); + } + + op->above = originator; + op->below = originator->below; + + if (op->below) + op->below->above = op; + else + op->ms ().bot = op; + + /* since *below* originator, no need to update top */ + originator->below = op; } + else + { + /* If there are other objects, then */ + if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) + { + object *last = NULL; - CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ - CLEAR_FLAG(op, FLAG_INV_LOCKED); - if (!QUERY_FLAG(op, FLAG_ALIVE)) - CLEAR_FLAG(op, FLAG_NO_STEAL); - - if (flag & INS_BELOW_ORIGINATOR) { - if (originator->map != op->map || originator->x != op->x || - originator->y != op->y) { - LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); - abort(); - } - op->above = originator; - op->below = originator->below; - if (op->below) op->below->above = op; - else SET_MAP_OB(op->map, op->x, op->y, op); - /* since *below* originator, no need to update top */ - originator->below = op; - } else { - /* If there are other objects, then */ - if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) { - object *last=NULL; - /* - * If there are multiple objects on this space, we do some trickier handling. - * We've already dealt with merging if appropriate. - * Generally, we want to put the new object on top. But if - * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last - * floor, we want to insert above that and no further. - * Also, if there are spell objects on this space, we stop processing - * once we get to them. This reduces the need to traverse over all of - * them when adding another one - this saves quite a bit of cpu time - * when lots of spells are cast in one area. Currently, it is presumed - * that flying non pickable objects are spell objects. - */ + /* + * If there are multiple objects on this space, we do some trickier handling. + * We've already dealt with merging if appropriate. + * Generally, we want to put the new object on top. But if + * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last + * floor, we want to insert above that and no further. + * Also, if there are spell objects on this space, we stop processing + * once we get to them. This reduces the need to traverse over all of + * them when adding another one - this saves quite a bit of cpu time + * when lots of spells are cast in one area. Currently, it is presumed + * that flying non pickable objects are spell objects. + */ + + while (top != NULL) + { + if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) + floor = top; + + if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) + { + /* We insert above top, so we want this object below this */ + top = top->below; + break; + } - while (top != NULL) { - if (QUERY_FLAG(top, FLAG_IS_FLOOR) || - QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top; - if (QUERY_FLAG(top, FLAG_NO_PICK) - && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH)) - && !QUERY_FLAG(top, FLAG_IS_FLOOR)) - { - /* We insert above top, so we want this object below this */ - top=top->below; - break; - } - last = top; - top = top->above; + last = top; + top = top->above; } - /* Don't want top to be NULL, so set it to the last valid object */ - top = last; - /* We let update_position deal with figuring out what the space - * looks like instead of lots of conditions here. - * makes things faster, and effectively the same result. - */ + /* Don't want top to be NULL, so set it to the last valid object */ + top = last; - /* Have object 'fall below' other objects that block view. - * Unless those objects are exits, type 66 - * If INS_ON_TOP is used, don't do this processing - * Need to find the object that in fact blocks view, otherwise - * stacking is a bit odd. - */ - if (!(flag & INS_ON_TOP) && - (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && - (op->face && !op->face->visibility)) { - for (last=top; last != floor; last=last->below) - if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break; - /* Check to see if we found the object that blocks view, - * and make sure we have a below pointer for it so that - * we can get inserted below this one, which requires we - * set top to the object below us. - */ - if (last && last->below && last != floor) top=last->below; + /* We let update_position deal with figuring out what the space + * looks like instead of lots of conditions here. + * makes things faster, and effectively the same result. + */ + + /* Have object 'fall below' other objects that block view. + * Unless those objects are exits, type 66 + * If INS_ON_TOP is used, don't do this processing + * Need to find the object that in fact blocks view, otherwise + * stacking is a bit odd. + */ + if (!(flag & INS_ON_TOP) && + (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) + { + for (last = top; last != floor; last = last->below) + if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) + break; + /* Check to see if we found the object that blocks view, + * and make sure we have a below pointer for it so that + * we can get inserted below this one, which requires we + * set top to the object below us. + */ + if (last && last->below && last != floor) + top = last->below; } - } /* If objects on this space */ - if (flag & INS_MAP_LOAD) - top = GET_MAP_TOP(op->map,op->x,op->y); - if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; - - /* Top is the object that our object (op) is going to get inserted above. - */ - - /* First object on this space */ - if (!top) { - op->above = GET_MAP_OB(op->map, op->x, op->y); - if (op->above) op->above->below = op; - op->below = NULL; - SET_MAP_OB(op->map, op->x, op->y, op); - } else { /* get inserted into the stack above top */ - op->above = top->above; - if (op->above) op->above->below = op; - op->below = top; - top->above = op; - } - if (op->above==NULL) - SET_MAP_TOP(op->map,op->x, op->y, op); - } /* else not INS_BELOW_ORIGINATOR */ + } /* If objects on this space */ - if(op->type==PLAYER) - op->contr->do_los=1; + if (flag & INS_MAP_LOAD) + top = GET_MAP_TOP (op->map, op->x, op->y); - /* If we have a floor, we know the player, if any, will be above - * it, so save a few ticks and start from there. - */ - if (!(flag & INS_MAP_LOAD)) - for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { - if (tmp->type == PLAYER) - tmp->contr->socket.update_look=1; + if (flag & INS_ABOVE_FLOOR_ONLY) + top = floor; + + /* Top is the object that our object (op) is going to get inserted above. + */ + + /* First object on this space */ + if (!top) + { + op->above = GET_MAP_OB (op->map, op->x, op->y); + + if (op->above) + op->above->below = op; + + op->below = NULL; + op->ms ().bot = op; } + else + { /* get inserted into the stack above top */ + op->above = top->above; - /* If this object glows, it may affect lighting conditions that are - * visible to others on this map. But update_all_los is really - * an inefficient way to do this, as it means los for all players - * on the map will get recalculated. The players could very well - * be far away from this change and not affected in any way - - * this should get redone to only look for players within range, - * or just updating the P_NEED_UPDATE for spaces within this area - * of effect may be sufficient. - */ - if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) - update_all_los(op->map, op->x, op->y); + if (op->above) + op->above->below = op; + op->below = top; + top->above = op; + } - /* updates flags (blocked, alive, no magic, etc) for this map space */ - update_object(op,UP_OBJ_INSERT); + if (op->above == NULL) + op->ms ().top = op; + } /* else not INS_BELOW_ORIGINATOR */ + if (op->type == PLAYER) + op->contr->do_los = 1; - /* Don't know if moving this to the end will break anything. However, - * we want to have update_look set above before calling this. - * - * check_move_on() must be after this because code called from - * check_move_on() depends on correct map flags (so functions like - * blocked() and wall() work properly), and these flags are updated by - * update_object(). - */ + /* If we have a floor, we know the player, if any, will be above + * it, so save a few ticks and start from there. + */ + if (!(flag & INS_MAP_LOAD)) + if (object *pl = op->ms ().player ()) + if (pl->contr->ns) + pl->contr->ns->floorbox_update (); + + /* If this object glows, it may affect lighting conditions that are + * visible to others on this map. But update_all_los is really + * an inefficient way to do this, as it means los for all players + * on the map will get recalculated. The players could very well + * be far away from this change and not affected in any way - + * this should get redone to only look for players within range, + * or just updating the P_NEED_UPDATE for spaces within this area + * of effect may be sufficient. + */ + if (op->map->darkness && (op->glow_radius != 0)) + update_all_los (op->map, op->x, op->y); + + /* updates flags (blocked, alive, no magic, etc) for this map space */ + update_object (op, UP_OBJ_INSERT); + + INVOKE_OBJECT (INSERT, op); - /* if this is not the head or flag has been passed, don't check walk on status */ + /* Don't know if moving this to the end will break anything. However, + * we want to have floorbox_update called before calling this. + * + * check_move_on() must be after this because code called from + * check_move_on() depends on correct map flags (so functions like + * blocked() and wall() work properly), and these flags are updated by + * update_object(). + */ + + /* if this is not the head or flag has been passed, don't check walk on status */ + if (!(flag & INS_NO_WALK_ON) && !op->head) + { + if (check_move_on (op, originator)) + return 0; - if (!(flag & INS_NO_WALK_ON) && !op->head) { - if (check_move_on(op, originator)) - return NULL; - - /* If we are a multi part object, lets work our way through the check - * walk on's. - */ - for (tmp=op->more; tmp!=NULL; tmp=tmp->more) - if (check_move_on (tmp, originator)) - return NULL; + /* If we are a multi part object, lets work our way through the check + * walk on's. + */ + for (tmp = op->more; tmp != NULL; tmp = tmp->more) + if (check_move_on (tmp, originator)) + return 0; } - return op; + + return op; } /* this function inserts an object in the map, but if it - * finds an object of its own type, it'll remove that one first. - * op is the object to insert it under: supplies x and the map. + * finds an object of its own type, it'll remove that one first. + * op is the object to insert it under: supplies x and the map. */ -void replace_insert_ob_in_map(const char *arch_string, object *op) { - object *tmp; - object *tmp1; +void +replace_insert_ob_in_map (const char *arch_string, object *op) +{ + object *tmp, *tmp1; - /* first search for itself and remove any old instances */ + /* first search for itself and remove any old instances */ - for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { - if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { - remove_ob(tmp); - free_object(tmp); - } - } + for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) + if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ + tmp->destroy (); - tmp1=arch_to_object(find_archetype(arch_string)); + tmp1 = arch_to_object (archetype::find (arch_string)); - - tmp1->x = op->x; tmp1->y = op->y; - insert_ob_in_map(tmp1,op->map,op,0); -} + tmp1->x = op->x; + tmp1->y = op->y; + insert_ob_in_map (tmp1, op->map, op, 0); +} /* * get_split_ob(ob,nr) splits up ob into two parts. The part which @@ -1493,34 +1456,37 @@ * global static errmsg array. */ -object *get_split_ob(object *orig_ob, uint32 nr) { - object *newob; - int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); - - if(orig_ob->nrofnrof?orig_ob->nrof:1, &orig_ob->name); - return NULL; - } - newob = object_create_clone(orig_ob); - if((orig_ob->nrof-=nr)<1) { - if ( ! is_removed) - remove_ob(orig_ob); - free_object2(orig_ob, 1); - } - else if ( ! is_removed) { - if(orig_ob->env!=NULL) - sub_weight (orig_ob->env,orig_ob->weight*nr); - if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { - strcpy(errmsg, "Tried to split object whose map is not in memory."); - LOG(llevDebug, - "Error, Tried to split object whose map is not in memory.\n"); - return NULL; +object * +get_split_ob (object *orig_ob, uint32 nr) +{ + object *newob; + int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); + + if (orig_ob->nrof < nr) + { + sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); + return NULL; + } + + newob = object_create_clone (orig_ob); + + if ((orig_ob->nrof -= nr) < 1) + orig_ob->destroy (1); + else if (!is_removed) + { + if (orig_ob->env != NULL) + sub_weight (orig_ob->env, orig_ob->weight * nr); + if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) + { + strcpy (errmsg, "Tried to split object whose map is not in memory."); + LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n"); + return NULL; } } - newob->nrof=nr; - return newob; + newob->nrof = nr; + + return newob; } /* @@ -1531,79 +1497,83 @@ * Return value: 'op' if something is left, NULL if the amount reached 0 */ -object *decrease_ob_nr (object *op, uint32 i) +object * +decrease_ob_nr (object *op, uint32 i) { - object *tmp; - player *pl; + object *tmp; - if (i == 0) /* objects with op->nrof require this check */ - return op; + if (i == 0) /* objects with op->nrof require this check */ + return op; - if (i > op->nrof) - i = op->nrof; + if (i > op->nrof) + i = op->nrof; - if (QUERY_FLAG (op, FLAG_REMOVED)) + if (QUERY_FLAG (op, FLAG_REMOVED)) + op->nrof -= i; + else if (op->env) { - op->nrof -= i; - } - else if (op->env != NULL) - { - /* is this object in the players inventory, or sub container - * therein? - */ - tmp = is_player_inv (op->env); - /* nope. Is this a container the player has opened? - * If so, set tmp to that player. - * IMO, searching through all the players will mostly - * likely be quicker than following op->env to the map, - * and then searching the map for a player. - */ - if (!tmp) { - for (pl=first_player; pl; pl=pl->next) - if (pl->ob->container == op->env) break; - if (pl) tmp=pl->ob; - else tmp=NULL; - } - - if (i < op->nrof) { - sub_weight (op->env, op->weight * i); - op->nrof -= i; - if (tmp) { - esrv_send_item(tmp, op); - } - } else { - remove_ob (op); - op->nrof = 0; - if (tmp) { - esrv_del_item(tmp->contr, op->count); + /* is this object in the players inventory, or sub container + * therein? + */ + tmp = op->in_player (); + /* nope. Is this a container the player has opened? + * If so, set tmp to that player. + * IMO, searching through all the players will mostly + * likely be quicker than following op->env to the map, + * and then searching the map for a player. + */ + if (!tmp) + for_all_players (pl) + if (pl->ob->container == op->env) + { + tmp = pl->ob; + break; } + + if (i < op->nrof) + { + sub_weight (op->env, op->weight * i); + op->nrof -= i; + if (tmp) + esrv_send_item (tmp, op); + } + else + { + op->remove (); + op->nrof = 0; + if (tmp) + esrv_del_item (tmp->contr, op->count); } } - else + else { - object *above = op->above; + object *above = op->above; - if (i < op->nrof) { - op->nrof -= i; - } else { - remove_ob (op); - op->nrof = 0; - } - /* Since we just removed op, op->above is null */ - for (tmp = above; tmp != NULL; tmp = tmp->above) - if (tmp->type == PLAYER) { - if (op->nrof) - esrv_send_item(tmp, op); - else - esrv_del_item(tmp->contr, op->count); - } + if (i < op->nrof) + op->nrof -= i; + else + { + op->remove (); + op->nrof = 0; + } + + /* Since we just removed op, op->above is null */ + for (tmp = above; tmp; tmp = tmp->above) + if (tmp->type == PLAYER) + { + if (op->nrof) + esrv_send_item (tmp, op); + else + esrv_del_item (tmp->contr, op->count); + } } - if (op->nrof) { - return op; - } else { - free_object (op); - return NULL; + if (op->nrof) + return op; + else + { + op->destroy (); + return 0; } } @@ -1612,115 +1582,130 @@ * and also updates how much the environment(s) is/are carrying. */ -void add_weight (object *op, signed long weight) { - while (op!=NULL) { - if (op->type == CONTAINER) { - weight=(signed long)(weight*(100-op->stats.Str)/100); +void +add_weight (object *op, signed long weight) +{ + while (op != NULL) + { + if (op->type == CONTAINER) + weight = (signed long) (weight * (100 - op->stats.Str) / 100); + + op->carrying += weight; + op = op->env; } - op->carrying+=weight; - op=op->env; - } +} + +object * +insert_ob_in_ob (object *op, object *where) +{ + if (!where) + { + char *dump = dump_object (op); + LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); + free (dump); + return op; + } + + if (where->head) + { + LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); + where = where->head; + } + + return where->insert (op); } /* - * insert_ob_in_ob(op,environment): + * env->insert (op) * This function inserts the object op in the linked list * inside the object environment. * - * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter - * the inventory at the last position or next to other objects of the same - * type. - * Frank: Now sorted by type, archetype and magic! - * * The function returns now pointer to inserted item, and return value can * be != op, if items are merged. -Tero */ -object *insert_ob_in_ob(object *op,object *where) { +object * +object::insert (object *op) +{ object *tmp, *otmp; - if(!QUERY_FLAG(op,FLAG_REMOVED)) { - dump_object(op); - LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); - return op; - } - if(where==NULL) { - dump_object(op); - LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg); - return op; - } - if (where->head) { - LOG(llevDebug, - "Warning: Tried to insert object wrong part of multipart object.\n"); - where = where->head; - } - if (op->more) { - LOG(llevError, "Tried to insert multipart object %s (%d)\n", - &op->name, op->count); - return op; - } - CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); - CLEAR_FLAG(op, FLAG_REMOVED); - if(op->nrof) { - for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) - if ( CAN_MERGE(tmp,op) ) { - /* return the original object and remove inserted object - (client needs the original object) */ - tmp->nrof += op->nrof; - /* Weight handling gets pretty funky. Since we are adding to - * tmp->nrof, we need to increase the weight. - */ - add_weight (where, op->weight*op->nrof); - SET_FLAG(op, FLAG_REMOVED); - free_object(op); /* free the inserted object */ - op = tmp; - remove_ob (op); /* and fix old object's links */ - CLEAR_FLAG(op, FLAG_REMOVED); - break; - } + if (!QUERY_FLAG (op, FLAG_REMOVED)) + op->remove (); - /* I assume combined objects have no inventory - * We add the weight - this object could have just been removed - * (if it was possible to merge). calling remove_ob will subtract - * the weight, so we need to add it in again, since we actually do - * the linking below - */ - add_weight (where, op->weight*op->nrof); - } else - add_weight (where, (op->weight+op->carrying)); - - otmp=is_player_inv(where); - if (otmp&&otmp->contr!=NULL) { - if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) - fix_player(otmp); - } + if (op->more) + { + LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); + return op; + } + + CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); + CLEAR_FLAG (op, FLAG_REMOVED); + if (op->nrof) + { + for (tmp = inv; tmp != NULL; tmp = tmp->below) + if (object::can_merge (tmp, op)) + { + /* return the original object and remove inserted object + (client needs the original object) */ + tmp->nrof += op->nrof; + /* Weight handling gets pretty funky. Since we are adding to + * tmp->nrof, we need to increase the weight. + */ + add_weight (this, op->weight * op->nrof); + SET_FLAG (op, FLAG_REMOVED); + op->destroy (); /* free the inserted object */ + op = tmp; + op->remove (); /* and fix old object's links */ + CLEAR_FLAG (op, FLAG_REMOVED); + break; + } - op->map=NULL; - op->env=where; - op->above=NULL; - op->below=NULL; - op->x=0,op->y=0; + /* I assume combined objects have no inventory + * We add the weight - this object could have just been removed + * (if it was possible to merge). calling remove_ob will subtract + * the weight, so we need to add it in again, since we actually do + * the linking below + */ + add_weight (this, op->weight * op->nrof); + } + else + add_weight (this, (op->weight + op->carrying)); + + otmp = this->in_player (); + if (otmp && otmp->contr) + if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) + otmp->update_stats (); + + op->map = 0; + op->env = this; + op->above = 0; + op->below = 0; + op->x = 0, op->y = 0; /* reset the light list and los of the players on the map */ - if((op->glow_radius!=0)&&where->map) - { + if ((op->glow_radius != 0) && map) + { #ifdef DEBUG_LIGHTS - LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", - op->name); -#endif /* DEBUG_LIGHTS */ - if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); - } + LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); +#endif /* DEBUG_LIGHTS */ + if (map->darkness) + update_all_los (map, x, y); + } /* Client has no idea of ordering so lets not bother ordering it here. * It sure simplifies this function... */ - if (where->inv==NULL) - where->inv=op; - else { - op->below = where->inv; + if (!inv) + inv = op; + else + { + op->below = inv; op->below->above = op; - where->inv = op; - } + inv = op; + } + + INVOKE_OBJECT (INSERT, this); + return op; } @@ -1745,95 +1730,100 @@ * on top. */ -int check_move_on (object *op, object *originator) +int +check_move_on (object *op, object *originator) { - object *tmp; - tag_t tag; - mapstruct *m=op->map; - int x=op->x, y=op->y; - MoveType move_on, move_slow, move_block; + object *tmp; + maptile *m = op->map; + int x = op->x, y = op->y; - if(QUERY_FLAG(op,FLAG_NO_APPLY)) - return 0; + MoveType move_on, move_slow, move_block; - tag = op->count; + if (QUERY_FLAG (op, FLAG_NO_APPLY)) + return 0; - move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); - move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); - move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); - - /* if nothing on this space will slow op down or be applied, - * no need to do checking below. have to make sure move_type - * is set, as lots of objects don't have it set - we treat that - * as walking. - */ - if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) - return 0; + move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); + move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); + move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); + + /* if nothing on this space will slow op down or be applied, + * no need to do checking below. have to make sure move_type + * is set, as lots of objects don't have it set - we treat that + * as walking. + */ + if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) + return 0; - /* This is basically inverse logic of that below - basically, - * if the object can avoid the move on or slow move, they do so, - * but can't do it if the alternate movement they are using is - * blocked. Logic on this seems confusing, but does seem correct. - */ - if ((op->move_type & ~move_on & ~move_block) != 0 && - (op->move_type & ~move_slow & ~move_block) != 0) return 0; + /* This is basically inverse logic of that below - basically, + * if the object can avoid the move on or slow move, they do so, + * but can't do it if the alternate movement they are using is + * blocked. Logic on this seems confusing, but does seem correct. + */ + if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0) + return 0; - /* The objects have to be checked from top to bottom. - * Hence, we first go to the top: - */ + /* The objects have to be checked from top to bottom. + * Hence, we first go to the top: + */ - for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && - tmp->above!=NULL; tmp=tmp->above) { - /* Trim the search when we find the first other spell effect - * this helps performance so that if a space has 50 spell objects, - * we don't need to check all of them. - */ - if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; - } - for(;tmp!=NULL; tmp=tmp->below) { - if (tmp == op) continue; /* Can't apply yourself */ - - /* Check to see if one of the movement types should be slowed down. - * Second check makes sure that the movement types not being slowed - * (~slow_move) is not blocked on this space - just because the - * space doesn't slow down swimming (for example), if you can't actually - * swim on that space, can't use it to avoid the penalty. - */ - if (!QUERY_FLAG(op, FLAG_WIZPASS)) { - if ((!op->move_type && tmp->move_slow & MOVE_WALK) || - ((op->move_type & tmp->move_slow) && - (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { - - float diff; - - diff = tmp->move_slow_penalty*FABS(op->speed); - if (op->type == PLAYER) { - if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || - (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { - diff /= 4.0; - } - } - op->speed_left -= diff; + for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) + { + /* Trim the search when we find the first other spell effect + * this helps performance so that if a space has 50 spell objects, + * we don't need to check all of them. + */ + if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK)) + break; + } + + for (; tmp; tmp = tmp->below) + { + if (tmp == op) + continue; /* Can't apply yourself */ + + /* Check to see if one of the movement types should be slowed down. + * Second check makes sure that the movement types not being slowed + * (~slow_move) is not blocked on this space - just because the + * space doesn't slow down swimming (for example), if you can't actually + * swim on that space, can't use it to avoid the penalty. + */ + if (!QUERY_FLAG (op, FLAG_WIZPASS)) + { + if ((!op->move_type && tmp->move_slow & MOVE_WALK) || + ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) + { + + float + diff = tmp->move_slow_penalty * FABS (op->speed); + + if (op->type == PLAYER) + if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || + (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) + diff /= 4.0; + + op->speed_left -= diff; } } - /* Basically same logic as above, except now for actual apply. */ - if ((!op->move_type && tmp->move_on & MOVE_WALK) || - ((op->move_type & tmp->move_on) && - (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { - - move_apply(tmp, op, originator); - if (was_destroyed (op, tag)) - return 1; - - /* what the person/creature stepped onto has moved the object - * someplace new. Don't process any further - if we did, - * have a feeling strange problems would result. - */ - if (op->map != m || op->x != x || op->y != y) return 0; + /* Basically same logic as above, except now for actual apply. */ + if ((!op->move_type && tmp->move_on & MOVE_WALK) || + ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) + { + move_apply (tmp, op, originator); + + if (op->destroyed ()) + return 1; + + /* what the person/creature stepped onto has moved the object + * someplace new. Don't process any further - if we did, + * have a feeling strange problems would result. + */ + if (op->map != m || op->x != x || op->y != y) + return 0; } } - return 0; + + return 0; } /* @@ -1841,16 +1831,19 @@ * a matching archetype at the given map and coordinates. * The first matching object is returned, or NULL if none. */ +object * +present_arch (const archetype *at, maptile *m, int x, int y) +{ + if (m == NULL || out_of_map (m, x, y)) + { + LOG (llevError, "Present_arch called outside map.\n"); + return NULL; + } -object *present_arch(const archetype *at, mapstruct *m, int x, int y) { - object *tmp; - if(m==NULL || out_of_map(m,x,y)) { - LOG(llevError,"Present_arch called outside map.\n"); - return NULL; - } - for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) - if(tmp->arch == at) + for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) + if (tmp->arch == at) return tmp; + return NULL; } @@ -1859,16 +1852,19 @@ * a matching type variable at the given map and coordinates. * The first matching object is returned, or NULL if none. */ +object * +present (unsigned char type, maptile *m, int x, int y) +{ + if (out_of_map (m, x, y)) + { + LOG (llevError, "Present called outside map.\n"); + return NULL; + } -object *present(unsigned char type,mapstruct *m, int x,int y) { - object *tmp; - if(out_of_map(m,x,y)) { - LOG(llevError,"Present called outside map.\n"); - return NULL; - } - for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) - if(tmp->type==type) + for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) + if (tmp->type == type) return tmp; + return NULL; } @@ -1877,12 +1873,13 @@ * a matching type variable in the inventory of the given object. * The first matching object is returned, or NULL if none. */ - -object *present_in_ob(unsigned char type, const object *op) { - object *tmp; - for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) - if(tmp->type==type) +object * +present_in_ob (unsigned char type, const object *op) +{ + for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) + if (tmp->type == type) return tmp; + return NULL; } @@ -1900,15 +1897,14 @@ * spell code can use one object type (force), but change it's name * to be unique. */ +object * +present_in_ob_by_name (int type, const char *str, const object *op) +{ + for (object *tmp = op->inv; tmp; tmp = tmp->below) + if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) + return tmp; -object *present_in_ob_by_name(int type, const char *str, const object *op) { - object *tmp; - - for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { - if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) - return tmp; - } - return NULL; + return 0; } /* @@ -1916,34 +1912,41 @@ * a matching archetype in the inventory of the given object. * The first matching object is returned, or NULL if none. */ - -object *present_arch_in_ob(const archetype *at, const object *op) { - object *tmp; - for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) - if( tmp->arch == at) +object * +present_arch_in_ob (const archetype *at, const object *op) +{ + for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) + if (tmp->arch == at) return tmp; + return NULL; } /* * activate recursively a flag on an object inventory */ -void flag_inv(object*op, int flag){ - object *tmp; - if(op->inv) - for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ - SET_FLAG(tmp, flag); - flag_inv(tmp,flag); +void +flag_inv (object *op, int flag) +{ + if (op->inv) + for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) + { + SET_FLAG (tmp, flag); + flag_inv (tmp, flag); } -}/* - * desactivate recursively a flag on an object inventory +} + +/* + * deactivate recursively a flag on an object inventory */ -void unflag_inv(object*op, int flag){ - object *tmp; - if(op->inv) - for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ - CLEAR_FLAG(tmp, flag); - unflag_inv(tmp,flag); +void +unflag_inv (object *op, int flag) +{ + if (op->inv) + for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) + { + CLEAR_FLAG (tmp, flag); + unflag_inv (tmp, flag); } } @@ -1953,10 +1956,11 @@ * If checksums are used, a player will get set_cheat called for * him/her-self and all object carried by a call to this function. */ - -void set_cheat(object *op) { - SET_FLAG(op, FLAG_WAS_WIZ); - flag_inv(op, FLAG_WAS_WIZ); +void +set_cheat (object *op) +{ + SET_FLAG (op, FLAG_WAS_WIZ); + flag_inv (op, FLAG_WAS_WIZ); } /* @@ -1980,64 +1984,65 @@ * the archetype because that isn't correct if the monster has been * customized, changed states, etc. */ +int +find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) +{ + int index = 0, flag; + int altern[SIZEOFFREE]; -int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { - int i,index=0, flag; - static int altern[SIZEOFFREE]; - - for(i=start;ihead) { - exclude = exclude->head; - move_type = exclude->move_type; - } else { - /* If we don't have anything, presume it can use all movement types. */ - move_type=MOVE_ALL; - } - - for(i=1;ihead) + { + exclude = exclude->head; + move_type = exclude->move_type; + } + else + { + /* If we don't have anything, presume it can use all movement types. */ + move_type = MOVE_ALL; + } - mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); - if (mflags & P_OUT_OF_MAP) { + for (i = 1; i < max; i++) + { + mp = m; + nx = x + freearr_x[i]; + ny = y + freearr_y[i]; + + mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); + + if (mflags & P_OUT_OF_MAP) + max = maxfree[i]; + else + { + mapspace &ms = mp->at (nx, ny); + + blocked = ms.move_block; + + if ((move_type & blocked) == move_type) max = maxfree[i]; - } else { - blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); + else if (mflags & P_IS_ALIVE) + { + for (tmp = ms.bot; tmp; tmp = tmp->above) + if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) + && (tmp != exclude || (tmp->head && tmp->head != exclude))) + break; - if ((move_type & blocked) == move_type) { - max=maxfree[i]; - } else if (mflags & P_IS_ALIVE) { - for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { - if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && - (tmp != exclude ||(tmp->head && tmp->head != exclude))) { - break; - } - } - if(tmp) { - return freedir[i]; - } + if (tmp) + return freedir[i]; } } } - return 0; + + return 0; } /* * distance(object 1, object 2) will return the square of the * distance between the two given objects. */ - -int distance(const object *ob1, const object *ob2) { - int i; - i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ - (ob1->y - ob2->y)*(ob1->y - ob2->y); - return i; +int +distance (const object *ob1, const object *ob2) +{ + return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); } /* @@ -2135,39 +2148,41 @@ * an object which has subtracted the x and y coordinates of another * object, needs to travel toward it. */ - -int find_dir_2(int x, int y) { +int +find_dir_2 (int x, int y) +{ int q; - if(y) - q=x*100/y; + if (y) + q = x * 100 / y; else if (x) - q= -300*x; + q = -300 * x; else return 0; - if(y>0) { - if(q < -242) - return 3 ; - if (q < -41) - return 2 ; - if (q < 41) - return 1 ; - if (q < 242) - return 8 ; - return 7 ; - } + if (y > 0) + { + if (q < -242) + return 3; + if (q < -41) + return 2; + if (q < 41) + return 1; + if (q < 242) + return 8; + return 7; + } if (q < -242) - return 7 ; + return 7; if (q < -41) - return 6 ; + return 6; if (q < 41) - return 5 ; + return 5; if (q < 242) - return 4 ; + return 4; - return 3 ; + return 3; } /* @@ -2176,9 +2191,15 @@ * "overflow" in previous calculations of a direction). */ -int absdir(int d) { - while(d<1) d+=8; - while(d>8) d-=8; +int +absdir (int d) +{ + while (d < 1) + d += 8; + + while (d > 8) + d -= 8; + return d; } @@ -2187,11 +2208,15 @@ * between two directions (which are expected to be absolute (see absdir()) */ -int dirdiff(int dir1, int dir2) { +int +dirdiff (int dir1, int dir2) +{ int d; - d = abs(dir1 - dir2); - if(d>4) + + d = abs (dir1 - dir2); + if (d > 4) d = 8 - d; + return d; } @@ -2204,57 +2229,57 @@ * Moved from spell_util.c to object.c with the other related direction * functions. */ - int reduction_dir[SIZEOFFREE][3] = { - {0,0,0}, /* 0 */ - {0,0,0}, /* 1 */ - {0,0,0}, /* 2 */ - {0,0,0}, /* 3 */ - {0,0,0}, /* 4 */ - {0,0,0}, /* 5 */ - {0,0,0}, /* 6 */ - {0,0,0}, /* 7 */ - {0,0,0}, /* 8 */ - {8,1,2}, /* 9 */ - {1,2,-1}, /* 10 */ - {2,10,12}, /* 11 */ - {2,3,-1}, /* 12 */ - {2,3,4}, /* 13 */ - {3,4,-1}, /* 14 */ - {4,14,16}, /* 15 */ - {5,4,-1}, /* 16 */ - {4,5,6}, /* 17 */ - {6,5,-1}, /* 18 */ - {6,20,18}, /* 19 */ - {7,6,-1}, /* 20 */ - {6,7,8}, /* 21 */ - {7,8,-1}, /* 22 */ - {8,22,24}, /* 23 */ - {8,1,-1}, /* 24 */ - {24,9,10}, /* 25 */ - {9,10,-1}, /* 26 */ - {10,11,-1}, /* 27 */ - {27,11,29}, /* 28 */ - {11,12,-1}, /* 29 */ - {12,13,-1}, /* 30 */ - {12,13,14}, /* 31 */ - {13,14,-1}, /* 32 */ - {14,15,-1}, /* 33 */ - {33,15,35}, /* 34 */ - {16,15,-1}, /* 35 */ - {17,16,-1}, /* 36 */ - {18,17,16}, /* 37 */ - {18,17,-1}, /* 38 */ - {18,19,-1}, /* 39 */ - {41,19,39}, /* 40 */ - {19,20,-1}, /* 41 */ - {20,21,-1}, /* 42 */ - {20,21,22}, /* 43 */ - {21,22,-1}, /* 44 */ - {23,22,-1}, /* 45 */ - {45,47,23}, /* 46 */ - {23,24,-1}, /* 47 */ - {24,9,-1}}; /* 48 */ + {0, 0, 0}, /* 0 */ + {0, 0, 0}, /* 1 */ + {0, 0, 0}, /* 2 */ + {0, 0, 0}, /* 3 */ + {0, 0, 0}, /* 4 */ + {0, 0, 0}, /* 5 */ + {0, 0, 0}, /* 6 */ + {0, 0, 0}, /* 7 */ + {0, 0, 0}, /* 8 */ + {8, 1, 2}, /* 9 */ + {1, 2, -1}, /* 10 */ + {2, 10, 12}, /* 11 */ + {2, 3, -1}, /* 12 */ + {2, 3, 4}, /* 13 */ + {3, 4, -1}, /* 14 */ + {4, 14, 16}, /* 15 */ + {5, 4, -1}, /* 16 */ + {4, 5, 6}, /* 17 */ + {6, 5, -1}, /* 18 */ + {6, 20, 18}, /* 19 */ + {7, 6, -1}, /* 20 */ + {6, 7, 8}, /* 21 */ + {7, 8, -1}, /* 22 */ + {8, 22, 24}, /* 23 */ + {8, 1, -1}, /* 24 */ + {24, 9, 10}, /* 25 */ + {9, 10, -1}, /* 26 */ + {10, 11, -1}, /* 27 */ + {27, 11, 29}, /* 28 */ + {11, 12, -1}, /* 29 */ + {12, 13, -1}, /* 30 */ + {12, 13, 14}, /* 31 */ + {13, 14, -1}, /* 32 */ + {14, 15, -1}, /* 33 */ + {33, 15, 35}, /* 34 */ + {16, 15, -1}, /* 35 */ + {17, 16, -1}, /* 36 */ + {18, 17, 16}, /* 37 */ + {18, 17, -1}, /* 38 */ + {18, 19, -1}, /* 39 */ + {41, 19, 39}, /* 40 */ + {19, 20, -1}, /* 41 */ + {20, 21, -1}, /* 42 */ + {20, 21, 22}, /* 43 */ + {21, 22, -1}, /* 44 */ + {23, 22, -1}, /* 45 */ + {45, 47, 23}, /* 46 */ + {23, 24, -1}, /* 47 */ + {24, 9, -1} +}; /* 48 */ /* Recursive routine to step back and see if we can * find a path to that monster that we found. If not, @@ -2262,37 +2287,39 @@ * can see a direct way to get it * Modified to be map tile aware -.MSW */ - - -int can_see_monsterP(mapstruct *m, int x, int y,int dir) { - sint16 dx, dy; - int mflags; +int +can_see_monsterP (maptile *m, int x, int y, int dir) +{ + sint16 dx, dy; + int mflags; - if(dir<0) return 0; /* exit condition: invalid direction */ + if (dir < 0) + return 0; /* exit condition: invalid direction */ - dx = x + freearr_x[dir]; - dy = y + freearr_y[dir]; + dx = x + freearr_x[dir]; + dy = y + freearr_y[dir]; + + mflags = get_map_flags (m, &m, dx, dy, &dx, &dy); + + /* This functional arguably was incorrect before - it was + * checking for P_WALL - that was basically seeing if + * we could move to the monster - this is being more + * literal on if we can see it. To know if we can actually + * move to the monster, we'd need the monster passed in or + * at least its move type. + */ + if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) + return 0; - mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); + /* yes, can see. */ + if (dir < 9) + return 1; - /* This functional arguably was incorrect before - it was - * checking for P_WALL - that was basically seeing if - * we could move to the monster - this is being more - * literal on if we can see it. To know if we can actually - * move to the monster, we'd need the monster passed in or - * at least its move type. - */ - if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; + return can_see_monsterP (m, x, y, reduction_dir[dir][0]) + | can_see_monsterP (m, x, y, reduction_dir[dir][1]) + | can_see_monsterP (m, x, y, reduction_dir[dir][2]); +} - /* yes, can see. */ - if(dir < 9) return 1; - return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | - can_see_monsterP(m,x,y, reduction_dir[dir][1]) | - can_see_monsterP(m,x,y, reduction_dir[dir][2]); -} - - - /* * can_pick(picker, item): finds out if an object is possible to be * picked up by the picker. Returnes 1 if it can be @@ -2304,56 +2331,56 @@ * Add a check so we can't pick up invisible objects (0.93.8) */ -int can_pick(const object *who, const object *item) { - return /*QUERY_FLAG(who,FLAG_WIZ)||*/ - (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& - !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && - (who->type==PLAYER||item->weightweight/3)); +int +can_pick (const object *who, const object *item) +{ + return /*QUERY_FLAG(who,FLAG_WIZ)|| */ + (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && + !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); } - /* * create clone from object to another */ -object *object_create_clone (object *asrc) { - object *dst = NULL,*tmp,*src,*part,*prev, *item; +object * +object_create_clone (object *asrc) +{ + object *dst = 0, *tmp, *src, *part, *prev, *item; - if(!asrc) return NULL; - src = asrc; - if(src->head) - src = src->head; - - prev = NULL; - for(part = src; part; part = part->more) { - tmp = get_object(); - copy_object(part,tmp); - tmp->x -= src->x; - tmp->y -= src->y; - if(!part->head) { - dst = tmp; - tmp->head = NULL; - } else { - tmp->head = dst; - } - tmp->more = NULL; - if(prev) - prev->more = tmp; - prev = tmp; - } - /*** copy inventory ***/ - for(item = src->inv; item; item = item->below) { - (void) insert_ob_in_ob(object_create_clone(item),dst); - } - - return dst; -} - -/* return true if the object was destroyed, 0 otherwise */ -int was_destroyed (const object *op, tag_t old_tag) -{ - /* checking for FLAG_FREED isn't necessary, but makes this function more - * robust */ - return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED); + if (!asrc) + return 0; + + src = asrc; + if (src->head) + src = src->head; + + prev = 0; + for (part = src; part; part = part->more) + { + tmp = part->clone (); + tmp->x -= src->x; + tmp->y -= src->y; + + if (!part->head) + { + dst = tmp; + tmp->head = 0; + } + else + tmp->head = dst; + + tmp->more = 0; + + if (prev) + prev->more = tmp; + + prev = tmp; + } + + for (item = src->inv; item; item = item->below) + insert_ob_in_ob (object_create_clone (item), dst); + + return dst; } /* GROS - Creates an object using a string representing its content. */ @@ -2362,47 +2389,50 @@ /* but it was simple to make and allows reusing the load_object function. */ /* Remember not to use load_object_str in a time-critical situation. */ /* Also remember that multiparts objects are not supported for now. */ - -object* load_object_str(const char *obstr) +object * +load_object_str (const char *obstr) { - object *op; - char filename[MAX_BUF]; - sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); + object *op; + char filename[MAX_BUF]; + + sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); + + FILE *tempfile = fopen (filename, "w"); - FILE *tempfile=fopen(filename,"w"); - if (tempfile == NULL) + if (tempfile == NULL) { - LOG(llevError,"Error - Unable to access load object temp file\n"); - return NULL; - }; - fprintf(tempfile,obstr); - fclose(tempfile); + LOG (llevError, "Error - Unable to access load object temp file\n"); + return NULL; + } - op=get_object(); + fprintf (tempfile, obstr); + fclose (tempfile); - object_thawer thawer (filename); + op = object::create (); - if (thawer) - load_object(thawer,op,0); + object_thawer thawer (filename); - LOG(llevDebug," load str completed, object=%s\n", &op->name); - CLEAR_FLAG(op,FLAG_REMOVED); + if (thawer) + load_object (thawer, op, 0); - return op; + LOG (llevDebug, " load str completed, object=%s\n", &op->name); + CLEAR_FLAG (op, FLAG_REMOVED); + + return op; } /* This returns the first object in who's inventory that * has the same type and subtype match. * returns NULL if no match. */ -object *find_obj_by_type_subtype(const object *who, int type, int subtype) +object * +find_obj_by_type_subtype (const object *who, int type, int subtype) { - object *tmp; - - for (tmp=who->inv; tmp; tmp=tmp->below) - if (tmp->type == type && tmp->subtype == subtype) return tmp; + for (object *tmp = who->inv; tmp; tmp = tmp->below) + if (tmp->type == type && tmp->subtype == subtype) + return tmp; - return NULL; + return 0; } /* If ob has a field named key, return the link from the list, @@ -2411,17 +2441,15 @@ * key must be a passed in shared string - otherwise, this won't * do the desired thing. */ -key_value * get_ob_key_link(const object * ob, const char * key) { - key_value * link; - - for (link = ob->key_values; link != NULL; link = link->next) { - if (link->key == key) { - return link; - } - } - - return NULL; -} +key_value * +get_ob_key_link (const object *ob, const char *key) +{ + for (key_value *link = ob->key_values; link; link = link->next) + if (link->key == key) + return link; + + return 0; +} /* * Returns the value of op has an extra_field for key, or NULL. @@ -2430,30 +2458,30 @@ * * The returned string is shared. */ -const char * get_ob_key_value(const object * op, const char * const key) { - key_value * link; - const char * canonical_key; - - canonical_key = shstr::find (key); - - if (canonical_key == NULL) { - /* 1. There being a field named key on any object - * implies there'd be a shared string to find. - * 2. Since there isn't, no object has this field. - * 3. Therefore, *this* object doesn't have this field. - */ - return NULL; - } +const char * +get_ob_key_value (const object *op, const char *const key) +{ + key_value *link; + shstr_cmp canonical_key (key); - /* This is copied from get_ob_key_link() above - - * only 4 lines, and saves the function call overhead. - */ - for (link = op->key_values; link != NULL; link = link->next) { - if (link->key == canonical_key) { - return link->value; - } + if (!canonical_key) + { + /* 1. There being a field named key on any object + * implies there'd be a shared string to find. + * 2. Since there isn't, no object has this field. + * 3. Therefore, *this* object doesn't have this field. + */ + return 0; } - return NULL; + + /* This is copied from get_ob_key_link() above - + * only 4 lines, and saves the function call overhead. + */ + for (link = op->key_values; link; link = link->next) + if (link->key == canonical_key) + return link->value; + + return 0; } @@ -2467,59 +2495,67 @@ * * Returns TRUE on success. */ -int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { - key_value * field = NULL, *last=NULL; - - for (field=op->key_values; field != NULL; field=field->next) { - if (field->key != canonical_key) { - last = field; - continue; - } - - if (value) - field->value = value; - else { - /* Basically, if the archetype has this key set, - * we need to store the null value so when we save - * it, we save the empty value so that when we load, - * we get this value back again. - */ - if (get_ob_key_link (&op->arch->clone, canonical_key)) - field->value = 0; - else - { - if (last) last->next = field->next; - else op->key_values = field->next; - - delete field; - } - } - return TRUE; - } - /* IF we get here, key doesn't exist */ - - /* No field, we'll have to add it. */ - - if (!add_key) { - return FALSE; - } - /* There isn't any good reason to store a null - * value in the key/value list. If the archetype has - * this key, then we should also have it, so shouldn't - * be here. If user wants to store empty strings, - * should pass in "" - */ - if (value == NULL) return TRUE; - - field = new key_value; - - field->key = canonical_key; - field->value = value; - /* Usual prepend-addition. */ - field->next = op->key_values; - op->key_values = field; - +int +set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) +{ + key_value *field = NULL, *last = NULL; + + for (field = op->key_values; field != NULL; field = field->next) + { + if (field->key != canonical_key) + { + last = field; + continue; + } + + if (value) + field->value = value; + else + { + /* Basically, if the archetype has this key set, + * we need to store the null value so when we save + * it, we save the empty value so that when we load, + * we get this value back again. + */ + if (get_ob_key_link (&op->arch->clone, canonical_key)) + field->value = 0; + else + { + if (last) + last->next = field->next; + else + op->key_values = field->next; + + delete field; + } + } + return TRUE; + } + /* IF we get here, key doesn't exist */ + + /* No field, we'll have to add it. */ + + if (!add_key) + return FALSE; + + /* There isn't any good reason to store a null + * value in the key/value list. If the archetype has + * this key, then we should also have it, so shouldn't + * be here. If user wants to store empty strings, + * should pass in "" + */ + if (value == NULL) return TRUE; + + field = new key_value; + + field->key = canonical_key; + field->value = value; + /* Usual prepend-addition. */ + field->next = op->key_values; + op->key_values = field; + + return TRUE; } /* @@ -2531,8 +2567,61 @@ * * Returns TRUE on success. */ -int set_ob_key_value(object * op, const char *key, const char * value, int add_key) +int +set_ob_key_value (object *op, const char *key, const char *value, int add_key) { shstr key_ (key); + return set_ob_key_value_s (op, key_, value, add_key); } + +object::depth_iterator::depth_iterator (object *container) +: iterator_base (container) +{ + while (item->inv) + item = item->inv; +} + +void +object::depth_iterator::next () +{ + if (item->below) + { + item = item->below; + + while (item->inv) + item = item->inv; + } + else + item = item->env; +} + +// return a suitable string describing an objetc in enough detail to find it +const char * +object::debug_desc (char *info) const +{ + char info2[256 * 3]; + char *p = info; + + p += snprintf (p, 256, "%d=\"%s%s%s\"", + count, + &name, + title ? " " : "", + title ? (const char *)title : ""); + + if (env) + p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); + + if (map) + p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); + + return info; +} + +const char * +object::debug_desc () const +{ + static char info[256 * 3]; + return debug_desc (info); +} +