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Comparing deliantra/server/common/object.C (file contents):
Revision 1.2 by root, Fri Aug 25 17:11:52 2006 UTC vs.
Revision 1.57 by root, Sun Dec 3 02:46:33 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.2 2006/08/25 17:11:52 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
42#ifdef MEMORY_DEBUG 34
43int nroffreeobjects = 0;
44int nrofallocobjects = 0; 35int nrofallocobjects = 0;
45#undef OBJ_EXPAND 36static UUID uuid;
46#define OBJ_EXPAND 1 37const uint64 UUID_SKIP = 1<<19;
47#else
48object objarray[STARTMAX]; /* All objects, allocated this way at first */
49int nroffreeobjects = STARTMAX; /* How many OBs allocated and free (free) */
50int nrofallocobjects = STARTMAX; /* How many OBs allocated (free + used) */
51#endif
52 38
53object *objects; /* Pointer to the list of used objects */
54object *free_objects; /* Pointer to the list of unused objects */
55object *active_objects; /* List of active objects that need to be processed */ 39object *active_objects; /* List of active objects that need to be processed */
56 40
57void (*object_free_callback)(object *ob); 41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
58
59short freearr_x[SIZEOFFREE]=
60 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
61 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
62short freearr_y[SIZEOFFREE]= 43};
63 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
64 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 45 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
65int maxfree[SIZEOFFREE]= 46};
66 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 47int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
67 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 48 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
49};
68int freedir[SIZEOFFREE]= { 50int freedir[SIZEOFFREE] = {
69 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 51 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
70 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 52 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
53};
71 54
55static void
56write_uuid (void)
57{
58 char filename1[MAX_BUF], filename2[MAX_BUF];
59
60 sprintf (filename1, "%s/uuid", settings.localdir);
61 sprintf (filename2, "%s/uuid~", settings.localdir);
62
63 FILE *fp;
64
65 if (!(fp = fopen (filename2, "w")))
66 {
67 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
68 return;
69 }
70
71 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
72 fclose (fp);
73 rename (filename2, filename1);
74}
75
76static void
77read_uuid (void)
78{
79 char filename[MAX_BUF];
80
81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 FILE *fp;
84
85 if (!(fp = fopen (filename, "r")))
86 {
87 if (errno == ENOENT)
88 {
89 LOG (llevInfo, "RESET uid to 1\n");
90 uuid.seq = 0;
91 write_uuid ();
92 return;
93 }
94
95 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
96 _exit (1);
97 }
98
99 int version;
100 unsigned long long uid;
101 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
102 {
103 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
104 _exit (1);
105 }
106
107 uuid.seq = uid;
108 write_uuid ();
109 LOG (llevDebug, "read UID: %lld\n", uid);
110 fclose (fp);
111}
112
113UUID
114gen_uuid ()
115{
116 UUID uid;
117
118 uid.seq = ++uuid.seq;
119
120 if (!(uuid.seq & (UUID_SKIP - 1)))
121 write_uuid ();
122
123 return uid;
124}
125
126void
127init_uuid ()
128{
129 read_uuid ();
130}
72 131
73/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 132/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
133static int
74static int compare_ob_value_lists_one(const object * wants, const object * has) { 134compare_ob_value_lists_one (const object *wants, const object *has)
135{
75 key_value * wants_field; 136 key_value *wants_field;
76 137
77 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 138 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
78 * objects with lists are rare, and lists stay short. If not, use a 139 * objects with lists are rare, and lists stay short. If not, use a
79 * different structure or at least keep the lists sorted... 140 * different structure or at least keep the lists sorted...
80 */ 141 */
81 142
82 /* For each field in wants, */ 143 /* For each field in wants, */
83 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
145 {
84 key_value * has_field; 146 key_value *has_field;
85 147
86 /* Look for a field in has with the same key. */ 148 /* Look for a field in has with the same key. */
87 has_field = get_ob_key_link(has, wants_field->key); 149 has_field = get_ob_key_link (has, wants_field->key);
150
151 if (has_field == NULL)
88 152 {
89 if (has_field == NULL) {
90 /* No field with that name. */ 153 /* No field with that name. */
91 return FALSE; 154 return FALSE;
92 }
93 155 }
156
94 /* Found the matching field. */ 157 /* Found the matching field. */
95 if (has_field->value != wants_field->value) { 158 if (has_field->value != wants_field->value)
159 {
96 /* Values don't match, so this half of the comparison is false. */ 160 /* Values don't match, so this half of the comparison is false. */
97 return FALSE; 161 return FALSE;
98 } 162 }
99 163
100 /* If we get here, we found a match. Now for the next field in wants. */ 164 /* If we get here, we found a match. Now for the next field in wants. */
101 }
102 165 }
166
103 /* If we get here, every field in wants has a matching field in has. */ 167 /* If we get here, every field in wants has a matching field in has. */
104 return TRUE; 168 return TRUE;
105} 169}
106 170
107/* Returns TRUE if ob1 has the same key_values as ob2. */ 171/* Returns TRUE if ob1 has the same key_values as ob2. */
172static int
108static int compare_ob_value_lists(const object * ob1, const object * ob2) { 173compare_ob_value_lists (const object *ob1, const object *ob2)
174{
109 /* However, there may be fields in has which aren't partnered in wants, 175 /* However, there may be fields in has which aren't partnered in wants,
110 * so we need to run the comparison *twice*. :( 176 * so we need to run the comparison *twice*. :(
111 */ 177 */
112 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 178 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
113} 179}
114 180
115/* Function examines the 2 objects given to it, and returns true if 181/* Function examines the 2 objects given to it, and returns true if
116 * they can be merged together. 182 * they can be merged together.
117 * 183 *
123 * 189 *
124 * Improvements made with merge: Better checking on potion, and also 190 * Improvements made with merge: Better checking on potion, and also
125 * check weight 191 * check weight
126 */ 192 */
127 193
128int CAN_MERGE(object *ob1, object *ob2) { 194bool object::can_merge (object *ob1, object *ob2)
129 195{
130 /* A couple quicksanity checks */ 196 /* A couple quicksanity checks */
131 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 197 if ((ob1 == ob2) || (ob1->type != ob2->type))
198 return 0;
132 199
133 if (ob1->speed != ob2->speed) return 0; 200 if (ob1->speed != ob2->speed)
134 /* Note sure why the following is the case - either the object has to
135 * be animated or have a very low speed. Is this an attempted monster
136 * check?
137 */
138 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED)
139 return 0; 201 return 0;
140 202
141 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
142 * value could not be stored in a sint32 (which unfortunately sometimes is 204 * value could not be stored in a sint32 (which unfortunately sometimes is
143 * used to store nrof). 205 * used to store nrof).
144 */ 206 */
145 if (ob1->nrof+ob2->nrof >= 1UL<<31) 207 if (ob1->nrof + ob2->nrof >= 1UL << 31)
146 return 0; 208 return 0;
147 209
148 /* This is really a spellbook check - really, we should
149 * check all objects in the inventory.
150 */
151 if (ob1->inv || ob2->inv) {
152 /* if one object has inventory but the other doesn't, not equiv */
153 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
154
155 /* Now check to see if the two inventory objects could merge */
156 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
157
158 /* inventory ok - still need to check rest of this object to see
159 * if it is valid.
160 */
161 }
162
163 /* If the objects have been identified, set the BEEN_APPLIED flag. 210 /* If the objects have been identified, set the BEEN_APPLIED flag.
164 * This is to the comparison of the flags below will be OK. We 211 * This is to the comparison of the flags below will be OK. We
165 * just can't ignore the been applied or identified flags, as they 212 * just can't ignore the been applied or identified flags, as they
166 * are not equal - just if it has been identified, the been_applied 213 * are not equal - just if it has been identified, the been_applied
167 * flags lose any meaning. 214 * flags lose any meaning.
168 */ 215 */
169 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED)) 216 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
170 SET_FLAG(ob1, FLAG_BEEN_APPLIED); 217 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
171 218
172 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED)) 219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
173 SET_FLAG(ob2, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
174 221
175 222
176 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
177 * being locked in inventory should prevent merging. 224 * being locked in inventory should prevent merging.
178 * 0x4 in flags3 is CLIENT_SENT 225 * 0x4 in flags3 is CLIENT_SENT
179 */ 226 */
180 if ((ob1->arch != ob2->arch) || 227 if ((ob1->arch != ob2->arch) ||
181 (ob1->flags[0] != ob2->flags[0]) || 228 (ob1->flags[0] != ob2->flags[0]) ||
182 (ob1->flags[1] != ob2->flags[1]) || 229 (ob1->flags[1] != ob2->flags[1]) ||
183 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) || 230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
184 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) || 231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
185 (ob1->name != ob2->name) || 232 (ob1->name != ob2->name) ||
186 (ob1->title != ob2->title) || 233 (ob1->title != ob2->title) ||
187 (ob1->msg != ob2->msg) || 234 (ob1->msg != ob2->msg) ||
188 (ob1->weight != ob2->weight) || 235 (ob1->weight != ob2->weight) ||
189 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) || 236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
190 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) || 237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
191 (ob1->attacktype != ob2->attacktype) || 238 (ob1->attacktype != ob2->attacktype) ||
192 (ob1->magic != ob2->magic) || 239 (ob1->magic != ob2->magic) ||
193 (ob1->slaying != ob2->slaying) || 240 (ob1->slaying != ob2->slaying) ||
194 (ob1->skill != ob2->skill) || 241 (ob1->skill != ob2->skill) ||
195 (ob1->value != ob2->value) || 242 (ob1->value != ob2->value) ||
196 (ob1->animation_id != ob2->animation_id) || 243 (ob1->animation_id != ob2->animation_id) ||
197 (ob1->client_type != ob2->client_type) || 244 (ob1->client_type != ob2->client_type) ||
198 (ob1->materialname != ob2->materialname) || 245 (ob1->materialname != ob2->materialname) ||
199 (ob1->lore != ob2->lore) || 246 (ob1->lore != ob2->lore) ||
200 (ob1->subtype != ob2->subtype) || 247 (ob1->subtype != ob2->subtype) ||
201 (ob1->move_type != ob2->move_type) || 248 (ob1->move_type != ob2->move_type) ||
202 (ob1->move_block != ob2->move_block) || 249 (ob1->move_block != ob2->move_block) ||
203 (ob1->move_allow != ob2->move_allow) || 250 (ob1->move_allow != ob2->move_allow) ||
204 (ob1->move_on != ob2->move_on) || 251 (ob1->move_on != ob2->move_on) ||
205 (ob1->move_off != ob2->move_off) || 252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty))
206 (ob1->move_slow != ob2->move_slow) ||
207 (ob1->move_slow_penalty != ob2->move_slow_penalty)
208 )
209 return 0; 253 return 0;
210 254
255 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory.
257 */
258 if (ob1->inv || ob2->inv)
259 {
260 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0;
263
264 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv))
266 return 0;
267
268 /* inventory ok - still need to check rest of this object to see
269 * if it is valid.
270 */
271 }
272
211 /* Don't merge objects that are applied. With the new 'body' code, 273 /* Don't merge objects that are applied. With the new 'body' code,
212 * it is possible for most any character to have more than one of 274 * it is possible for most any character to have more than one of
213 * some items equipped, and we don't want those to merge. 275 * some items equipped, and we don't want those to merge.
214 */ 276 */
215 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 277 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
216 return 0; 278 return 0;
217 279
280 /* Note sure why the following is the case - either the object has to
281 * be animated or have a very low speed. Is this an attempted monster
282 * check?
283 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
285 return 0;
286
218 switch (ob1->type) { 287 switch (ob1->type)
288 {
219 case SCROLL: 289 case SCROLL:
220 if (ob1->level != ob2->level) return 0; 290 if (ob1->level != ob2->level)
291 return 0;
221 break; 292 break;
222
223 } 293 }
294
224 if (ob1->key_values != NULL || ob2->key_values != NULL) { 295 if (ob1->key_values != NULL || ob2->key_values != NULL)
296 {
225 /* At least one of these has key_values. */ 297 /* At least one of these has key_values. */
226 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) { 298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
227 /* One has fields, but the other one doesn't. */ 299 /* One has fields, but the other one doesn't. */
228 return 0; 300 return 0;
229 } else if (!compare_ob_value_lists(ob1, ob2)) { 301 else if (!compare_ob_value_lists (ob1, ob2))
230 return 0; 302 return 0;
231 } 303 }
304
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self)
232 } 307 {
308 ob1->optimise ();
309 ob2->optimise ();
233 310
311 if (ob1->self || ob2->self)
312 return 0;
313 }
314
234 /* Everything passes, must be OK. */ 315 /* Everything passes, must be OK. */
235 return 1; 316 return 1;
236} 317}
237 318
238/* 319/*
239 * sum_weight() is a recursive function which calculates the weight 320 * sum_weight() is a recursive function which calculates the weight
240 * an object is carrying. It goes through in figures out how much 321 * an object is carrying. It goes through in figures out how much
241 * containers are carrying, and sums it up. 322 * containers are carrying, and sums it up.
242 */ 323 */
243signed long sum_weight(object *op) { 324long
325sum_weight (object *op)
326{
244 signed long sum; 327 long sum;
245 object *inv; 328 object *inv;
329
246 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
331 {
247 if (inv->inv) 332 if (inv->inv)
248 sum_weight(inv); 333 sum_weight (inv);
249 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
250 } 335 }
336
251 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
252 sum = (sum * (100 - op->stats.Str))/100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
339
253 if(op->carrying != sum) 340 if (op->carrying != sum)
254 op->carrying = sum; 341 op->carrying = sum;
342
255 return sum; 343 return sum;
256} 344}
257 345
258/** 346/**
259 * Return the outermost environment object for a given object. 347 * Return the outermost environment object for a given object.
260 */ 348 */
261 349
350object *
262object *object_get_env_recursive (object *op) { 351object_get_env_recursive (object *op)
352{
263 while (op->env != NULL) 353 while (op->env != NULL)
264 op = op->env; 354 op = op->env;
265 return op; 355 return op;
266} 356}
267 357
268/* 358/*
269 * Eneq(@csd.uu.se): Since we can have items buried in a character we need 359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
270 * a better check. We basically keeping traversing up until we can't 360 * a better check. We basically keeping traversing up until we can't
271 * or find a player. 361 * or find a player.
272 */ 362 */
273 363
364object *
274object *is_player_inv (object *op) { 365is_player_inv (object *op)
366{
275 for (;op!=NULL&&op->type!=PLAYER; op=op->env) 367 for (; op != NULL && op->type != PLAYER; op = op->env)
276 if (op->env==op) 368 if (op->env == op)
277 op->env = NULL; 369 op->env = NULL;
278 return op; 370 return op;
279} 371}
280 372
281/* 373/*
282 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
283 * Some error messages. 375 * Some error messages.
284 * The result of the dump is stored in the static global errmsg array. 376 * The result of the dump is stored in the static global errmsg array.
285 */ 377 */
286 378
287void dump_object2(object *op) { 379char *
288 char *cp;
289/* object *tmp;*/
290
291 if(op->arch!=NULL) {
292 strcat(errmsg,"arch ");
293 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
294 strcat(errmsg,"\n");
295 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
296 strcat(errmsg,cp);
297#if 0
298 /* Don't dump player diffs - they are too long, mostly meaningless, and
299 * will overflow the buffer.
300 * Changed so that we don't dump inventory either. This may
301 * also overflow the buffer.
302 */
303 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
304 strcat(errmsg,cp);
305 for (tmp=op->inv; tmp; tmp=tmp->below)
306 dump_object2(tmp);
307#endif
308 strcat(errmsg,"end\n");
309 } else {
310 strcat(errmsg,"Object ");
311 if (op->name==NULL) strcat(errmsg, "(null)");
312 else strcat(errmsg,op->name);
313 strcat(errmsg,"\n");
314#if 0
315 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
316 strcat(errmsg,cp);
317 for (tmp=op->inv; tmp; tmp=tmp->below)
318 dump_object2(tmp);
319#endif
320 strcat(errmsg,"end\n");
321 }
322}
323
324/*
325 * Dumps an object. Returns output in the static global errmsg array.
326 */
327
328void dump_object(object *op) { 380dump_object (object *op)
329 if(op==NULL) {
330 strcpy(errmsg,"[NULL pointer]");
331 return;
332 }
333 errmsg[0]='\0';
334 dump_object2(op);
335}
336
337/* GROS - Dumps an object. Return the result into a string */
338/* Note that no checking is done for the validity of the target string, so */
339/* you need to be sure that you allocated enough space for it. */
340void dump_me(object *op, char *outstr)
341{ 381{
342 char *cp; 382 if (!op)
383 return strdup ("[NULLOBJ]");
343 384
344 if(op==NULL) 385 object_freezer freezer;
345 { 386 save_object (freezer, op, 3);
346 strcpy(outstr,"[NULL pointer]"); 387 return freezer.as_string ();
347 return;
348 }
349 outstr[0]='\0';
350
351 if(op->arch!=NULL)
352 {
353 strcat(outstr,"arch ");
354 strcat(outstr,op->arch->name?op->arch->name:"(null)");
355 strcat(outstr,"\n");
356 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
357 strcat(outstr,cp);
358 strcat(outstr,"end\n");
359 }
360 else
361 {
362 strcat(outstr,"Object ");
363 if (op->name==NULL)
364 strcat(outstr, "(null)");
365 else
366 strcat(outstr,op->name);
367 strcat(outstr,"\n");
368 strcat(outstr,"end\n");
369 }
370}
371
372/*
373 * This is really verbose...Can be triggered by the P key while in DM mode.
374 * All objects are dumped to stderr (or alternate logfile, if in server-mode)
375 */
376
377void dump_all_objects(void) {
378 object *op;
379 for(op=objects;op!=NULL;op=op->next) {
380 dump_object(op);
381 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
382 }
383} 388}
384 389
385/* 390/*
386 * get_nearest_part(multi-object, object 2) returns the part of the 391 * get_nearest_part(multi-object, object 2) returns the part of the
387 * multi-object 1 which is closest to the second object. 392 * multi-object 1 which is closest to the second object.
388 * If it's not a multi-object, it is returned. 393 * If it's not a multi-object, it is returned.
389 */ 394 */
390 395
396object *
391object *get_nearest_part(object *op, const object *pl) { 397get_nearest_part (object *op, const object *pl)
398{
392 object *tmp,*closest; 399 object *tmp, *closest;
393 int last_dist,i; 400 int last_dist, i;
401
394 if(op->more==NULL) 402 if (op->more == NULL)
395 return op; 403 return op;
396 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 404 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
397 if((i=distance(tmp,pl))<last_dist) 405 if ((i = distance (tmp, pl)) < last_dist)
398 closest=tmp,last_dist=i; 406 closest = tmp, last_dist = i;
399 return closest; 407 return closest;
400} 408}
401 409
402/* 410/*
403 * Returns the object which has the count-variable equal to the argument. 411 * Returns the object which has the count-variable equal to the argument.
404 */ 412 */
405 413
414object *
406object *find_object(tag_t i) { 415find_object (tag_t i)
407 object *op; 416{
408 for(op=objects;op!=NULL;op=op->next) 417 for (object *op = object::first; op; op = op->next)
409 if(op->count==i) 418 if (op->count == i)
410 break; 419 return op;
420
411 return op; 421 return 0;
412} 422}
413 423
414/* 424/*
415 * Returns the first object which has a name equal to the argument. 425 * Returns the first object which has a name equal to the argument.
416 * Used only by the patch command, but not all that useful. 426 * Used only by the patch command, but not all that useful.
417 * Enables features like "patch <name-of-other-player> food 999" 427 * Enables features like "patch <name-of-other-player> food 999"
418 */ 428 */
419 429
430object *
420object *find_object_name(const char *str) { 431find_object_name (const char *str)
421 const char *name=add_string(str); 432{
433 shstr_cmp str_ (str);
422 object *op; 434 object *op;
435
423 for(op=objects;op!=NULL;op=op->next) 436 for (op = object::first; op != NULL; op = op->next)
424 if(op->name==name) 437 if (op->name == str_)
425 break; 438 break;
426 free_string(name); 439
427 return op; 440 return op;
428} 441}
429 442
443void
430void free_all_object_data(void) { 444free_all_object_data ()
431#ifdef MEMORY_DEBUG
432 object *op, *next;
433
434 for (op=free_objects; op!=NULL; ) {
435 next=op->next;
436 free(op);
437 nrofallocobjects--;
438 nroffreeobjects--;
439 op=next;
440 }
441#endif
442 LOG(llevDebug,"%d allocated objects, %d free objects, STARMAX=%d\n",
443 nrofallocobjects, nroffreeobjects,STARTMAX);
444}
445
446/*
447 * Returns the object which this object marks as being the owner.
448 * A id-scheme is used to avoid pointing to objects which have been
449 * freed and are now reused. If this is detected, the owner is
450 * set to NULL, and NULL is returned.
451 * Changed 2004-02-12 - if the player is setting at the play again
452 * prompt, he is removed, and we don't want to treat him as an owner of
453 * anything, so check removed flag. I don't expect that this should break
454 * anything - once an object is removed, it is basically dead anyways.
455 */
456
457object *get_owner(object *op) {
458 if(op->owner==NULL)
459 return NULL;
460
461 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
462 op->owner->count==op->ownercount)
463 return op->owner;
464
465 op->owner=NULL;
466 op->ownercount=0;
467 return NULL;
468}
469
470void clear_owner(object *op)
471{ 445{
472 if (!op) return; 446 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
473
474 if (op->owner && op->ownercount == op->owner->count)
475 op->owner->refcount--;
476
477 op->owner = NULL;
478 op->ownercount = 0;
479} 447}
480
481
482 448
483/* 449/*
484 * Sets the owner and sets the skill and exp pointers to owner's current 450 * Sets the owner and sets the skill and exp pointers to owner's current
485 * skill and experience objects. 451 * skill and experience objects.
486 */ 452 */
487void set_owner (object *op, object *owner) 453void
454object::set_owner (object *owner)
488{ 455{
489 if(owner==NULL||op==NULL) 456 if (!owner)
490 return; 457 return;
491 458
492 /* next line added to allow objects which own objects */ 459 /* next line added to allow objects which own objects */
493 /* Add a check for ownercounts in here, as I got into an endless loop 460 /* Add a check for ownercounts in here, as I got into an endless loop
494 * with the fireball owning a poison cloud which then owned the 461 * with the fireball owning a poison cloud which then owned the
495 * fireball. I believe that was caused by one of the objects getting 462 * fireball. I believe that was caused by one of the objects getting
496 * freed and then another object replacing it. Since the ownercounts 463 * freed and then another object replacing it. Since the ownercounts
497 * didn't match, this check is valid and I believe that cause is valid. 464 * didn't match, this check is valid and I believe that cause is valid.
498 */ 465 */
499 while (owner->owner && owner!=owner->owner && 466 while (owner->owner)
500 owner->ownercount==owner->owner->count) owner=owner->owner; 467 owner = owner->owner;
501 468
502 /* IF the owner still has an owner, we did not resolve to a final owner.
503 * so lets not add to that.
504 */
505 if (owner->owner) return;
506
507 op->owner=owner; 469 this->owner = owner;
508
509 op->ownercount=owner->count;
510 owner->refcount++;
511
512}
513
514/* Set the owner to clone's current owner and set the skill and experience
515 * objects to clone's objects (typically those objects that where the owner's
516 * current skill and experience objects at the time when clone's owner was
517 * set - not the owner's current skill and experience objects).
518 *
519 * Use this function if player created an object (e.g. fire bullet, swarm
520 * spell), and this object creates further objects whose kills should be
521 * accounted for the player's original skill, even if player has changed
522 * skills meanwhile.
523 */
524void copy_owner (object *op, object *clone)
525{
526 object *owner = get_owner (clone);
527 if (owner == NULL) {
528 /* players don't have owners - they own themselves. Update
529 * as appropriate.
530 */
531 if (clone->type == PLAYER) owner=clone;
532 else return;
533 }
534 set_owner(op, owner);
535
536}
537
538/*
539 * Resets vital variables in an object
540 */
541
542void reset_object(object *op) {
543
544 op->name = NULL;
545 op->name_pl = NULL;
546 op->title = NULL;
547 op->race = NULL;
548 op->slaying = NULL;
549 op->skill = NULL;
550 op->msg = NULL;
551 op->materialname = NULL;
552 op->lore = NULL;
553 op->current_weapon_script = NULL;
554 clear_object(op);
555} 470}
556 471
557/* Zero the key_values on op, decrementing the shared-string 472/* Zero the key_values on op, decrementing the shared-string
558 * refcounts and freeing the links. 473 * refcounts and freeing the links.
559 */ 474 */
475static void
560static void free_key_values(object * op) { 476free_key_values (object *op)
561 key_value * i; 477{
562 key_value * next = NULL; 478 for (key_value *i = op->key_values; i != 0;)
563 479 {
564 if (op->key_values == NULL) return; 480 key_value *next = i->next;
481 delete i;
482
483 i = next;
565 484 }
566 for (i = op->key_values; i != NULL; i = next) { 485
567 /* Store next *first*. */
568 next = i->next;
569
570 if (i->key) FREE_AND_CLEAR_STR(i->key);
571 if (i->value) FREE_AND_CLEAR_STR(i->value);
572 i->next = NULL;
573 free(i);
574 }
575
576 op->key_values = NULL; 486 op->key_values = 0;
577} 487}
578 488
489void object::clear ()
490{
491 attachable_base::clear ();
579 492
580/*
581 * clear_object() frees everything allocated by an object, and also
582 * clears all variables and flags to default settings.
583 */
584
585void clear_object(object *op) {
586
587 if (object_free_callback)
588 object_free_callback (op);
589
590 event *evt;
591 event *evt2;
592
593 /* redo this to be simpler/more efficient. Was also seeing
594 * crashes in the old code. Move this to the top - am
595 * seeing periodic crashes in this code, and would like to have
596 * as much info available as possible (eg, object name).
597 */
598 for (evt = op->events; evt; evt=evt2) {
599 evt2 = evt->next;
600
601 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
602 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
603 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
604
605 free(evt);
606 }
607 op->events = NULL;
608
609 free_key_values(op); 493 free_key_values (this);
610 494
611 /* the memset will clear all these values for us, but we need 495 owner = 0;
612 * to reduce the refcount on them. 496 name = 0;
613 */ 497 name_pl = 0;
614 if (op->name!=NULL) FREE_AND_CLEAR_STR(op->name); 498 title = 0;
615 if (op->name_pl!=NULL) FREE_AND_CLEAR_STR(op->name_pl); 499 race = 0;
616 if (op->title != NULL) FREE_AND_CLEAR_STR(op->title); 500 slaying = 0;
617 if (op->race!=NULL) FREE_AND_CLEAR_STR(op->race); 501 skill = 0;
618 if (op->slaying!=NULL) FREE_AND_CLEAR_STR(op->slaying); 502 msg = 0;
619 if (op->skill!=NULL) FREE_AND_CLEAR_STR(op->skill); 503 lore = 0;
620 if (op->msg!=NULL) FREE_AND_CLEAR_STR(op->msg); 504 custom_name = 0;
621 if (op->lore!=NULL) FREE_AND_CLEAR_STR(op->lore); 505 materialname = 0;
622 if (op->materialname!= NULL) FREE_AND_CLEAR_STR(op->materialname); 506 contr = 0;
507 below = 0;
508 above = 0;
509 inv = 0;
510 container = 0;
511 env = 0;
512 more = 0;
513 head = 0;
514 map = 0;
515 active_next = 0;
516 active_prev = 0;
623 517
518 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
624 519
625 memset((void*)op, 0, sizeof (object_special));
626 /* Below here, we clear things that are not done by the memset,
627 * or set default values that are not zero.
628 */
629 /* This is more or less true */
630 SET_FLAG(op, FLAG_REMOVED); 520 SET_FLAG (this, FLAG_REMOVED);
631 521
632
633 op->contr = NULL;
634 op->below=NULL;
635 op->above=NULL;
636 op->inv=NULL;
637 op->events=NULL;
638 op->container=NULL;
639 op->env=NULL;
640 op->more=NULL;
641 op->head=NULL;
642 op->map=NULL;
643 op->refcount=0;
644 op->active_next = NULL;
645 op->active_prev = NULL;
646 /* What is not cleared is next, prev, and count */ 522 /* What is not cleared is next, prev, and count */
647 523
648 op->expmul=1.0; 524 expmul = 1.0;
649 op->face = blank_face; 525 face = blank_face;
650 op->attacked_by_count = (tag_t) -1; 526
651 if (settings.casting_time) 527 if (settings.casting_time)
652 op->casting_time = -1; 528 casting_time = -1;
529}
653 530
531void object::clone (object *destination)
532{
533 *(object_copy *)destination = *this;
534 *(object_pod *)destination = *this;
535
536 if (self || cb)
537 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
654} 538}
655 539
656/* 540/*
657 * copy object first frees everything allocated by the second object, 541 * copy object first frees everything allocated by the second object,
658 * and then copies the contends of the first object into the second 542 * and then copies the contends of the first object into the second
659 * object, allocating what needs to be allocated. Basically, any 543 * object, allocating what needs to be allocated. Basically, any
660 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 544 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
661 * if the first object is freed, the pointers in the new object 545 * if the first object is freed, the pointers in the new object
662 * will point at garbage. 546 * will point at garbage.
663 */ 547 */
664 548void
665void copy_object(object *op2, object *op) { 549copy_object (object *op2, object *op)
666 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED); 550{
667 event *evt, *evt2, *evt_new; 551 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
552 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
668 553
669 if (object_free_callback) 554 op2->clone (op);
670 object_free_callback (op);
671 555
672 // callback registries and self are empty for copied objects 556 if (is_freed)
673 // this ought to change in the future 557 SET_FLAG (op, FLAG_FREED);
558 if (is_removed)
559 SET_FLAG (op, FLAG_REMOVED);
674 560
675 /* Decrement the refcounts, but don't bother zeroing the fields; 561 if (op2->speed < 0)
676 they'll be overwritten by memcpy. */
677 if(op->name!=NULL) free_string(op->name);
678 if(op->name_pl!=NULL) free_string(op->name_pl);
679 if(op->title!=NULL) free_string(op->title);
680 if(op->race!=NULL) free_string(op->race);
681 if(op->slaying!=NULL) free_string(op->slaying);
682 if(op->skill!=NULL) free_string(op->skill);
683 if(op->msg!=NULL) free_string(op->msg);
684 if(op->lore!=NULL) free_string(op->lore);
685 if(op->materialname != NULL) free_string(op->materialname);
686 if(op->custom_name != NULL) free_string(op->custom_name);
687
688 /* Basically, same code as from clear_object() */
689 for (evt = op->events; evt; evt=evt2) {
690 evt2 = evt->next;
691
692 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
693 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
694 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
695
696 free(evt);
697 }
698 op->events = NULL;
699
700 free_key_values(op);
701
702 *(object_special *)op = *(object_special *)op2;
703
704 if(is_freed) SET_FLAG(op,FLAG_FREED);
705 if(is_removed) SET_FLAG(op,FLAG_REMOVED);
706 if(op->name!=NULL) add_refcount(op->name);
707 if(op->name_pl!=NULL) add_refcount(op->name_pl);
708 if(op->title!=NULL) add_refcount(op->title);
709 if(op->race!=NULL) add_refcount(op->race);
710 if(op->slaying!=NULL) add_refcount(op->slaying);
711 if(op->skill!=NULL) add_refcount(op->skill);
712 if(op->lore!=NULL) add_refcount(op->lore);
713 if(op->msg!=NULL) add_refcount(op->msg);
714 if(op->custom_name!=NULL) add_refcount(op->custom_name);
715 if (op->materialname != NULL) add_refcount(op->materialname);
716
717 if((op2->speed<0) && !editor)
718 op->speed_left=op2->speed_left-RANDOM()%200/100.0; 562 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
719 563
720 /* Copy over event information */
721 evt2 = NULL;
722 for (evt = op2->events; evt; evt=evt->next) {
723 evt_new = (event *) malloc(sizeof(event));
724 memcpy(evt_new, evt, sizeof(event));
725 if (evt_new->hook) add_refcount(evt_new->hook);
726 if (evt_new->plugin) add_refcount(evt_new->plugin);
727 if (evt_new->options) add_refcount(evt_new->options);
728 evt_new->next = NULL;
729
730 /* Try to be a little clever here, and store away the
731 * last event we copied, so that its simpler to update the
732 * pointer.
733 */
734 if (evt2)
735 evt2->next = evt_new;
736 else
737 op->events = evt_new;
738
739 evt2 = evt_new;
740 }
741 /* Copy over key_values, if any. */ 564 /* Copy over key_values, if any. */
742 if (op2->key_values != NULL) { 565 if (op2->key_values)
743 key_value * tail = NULL; 566 {
567 key_value *tail = 0;
744 key_value * i; 568 key_value *i;
745 569
746 op->key_values = NULL; 570 op->key_values = 0;
747 571
748 for (i = op2->key_values; i != NULL; i = i->next) { 572 for (i = op2->key_values; i; i = i->next)
749 key_value * new_link = (key_value *) malloc(sizeof(key_value)); 573 {
574 key_value *new_link = new key_value;
750 575
751 new_link->next = NULL; 576 new_link->next = 0;
752 new_link->key = add_refcount(i->key); 577 new_link->key = i->key;
753 if (i->value) 578 new_link->value = i->value;
754 new_link->value = add_refcount(i->value);
755 else
756 new_link->value = NULL;
757 579
758 /* Try and be clever here, too. */ 580 /* Try and be clever here, too. */
759 if (op->key_values == NULL) { 581 if (!op->key_values)
582 {
760 op->key_values = new_link; 583 op->key_values = new_link;
761 tail = new_link; 584 tail = new_link;
762 } else { 585 }
763 tail->next = new_link; 586 else
764 tail = new_link; 587 {
588 tail->next = new_link;
589 tail = new_link;
590 }
591 }
765 } 592 }
766 }
767 }
768 593
769 update_ob_speed(op); 594 update_ob_speed (op);
770}
771
772/*
773 * expand_objects() allocates more objects for the list of unused objects.
774 * It is called from get_object() if the unused list is empty.
775 */
776
777void expand_objects(void) {
778 int i;
779 object *obj;
780 obj = (object *) CALLOC(OBJ_EXPAND,sizeof(object));
781
782 if(obj==NULL)
783 fatal(OUT_OF_MEMORY);
784 free_objects=obj;
785 obj[0].prev=NULL;
786 obj[0].next= &obj[1],
787 SET_FLAG(&(obj[0]), FLAG_REMOVED);
788 SET_FLAG(&(obj[0]), FLAG_FREED);
789
790 for(i=1;i<OBJ_EXPAND-1;i++) {
791 obj[i].next= &obj[i+1],
792 obj[i].prev= &obj[i-1],
793 SET_FLAG(&(obj[i]), FLAG_REMOVED);
794 SET_FLAG(&(obj[i]), FLAG_FREED);
795 }
796 obj[OBJ_EXPAND-1].prev= &obj[OBJ_EXPAND-2],
797 obj[OBJ_EXPAND-1].next=NULL,
798 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_REMOVED);
799 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_FREED);
800
801 nrofallocobjects += OBJ_EXPAND;
802 nroffreeobjects += OBJ_EXPAND;
803}
804
805/*
806 * get_object() grabs an object from the list of unused objects, makes
807 * sure it is initialised, and returns it.
808 * If there are no free objects, expand_objects() is called to get more.
809 */
810
811object *get_object(void) {
812 object *op;
813
814 if(free_objects==NULL) {
815 expand_objects();
816 }
817 op=free_objects;
818#ifdef MEMORY_DEBUG
819 /* The idea is hopefully by doing a realloc, the memory
820 * debugging program will now use the current stack trace to
821 * report leaks.
822 */
823 op = realloc(op, sizeof(object));
824 SET_FLAG(op, FLAG_REMOVED);
825 SET_FLAG(op, FLAG_FREED);
826#endif
827
828 if(!QUERY_FLAG(op,FLAG_FREED)) {
829 LOG(llevError,"Fatal: Getting busy object.\n");
830 }
831 free_objects=op->next;
832 if(free_objects!=NULL)
833 free_objects->prev=NULL;
834 op->count= ++ob_count;
835 op->name=NULL;
836 op->name_pl=NULL;
837 op->title=NULL;
838 op->race=NULL;
839 op->slaying=NULL;
840 op->skill = NULL;
841 op->lore=NULL;
842 op->msg=NULL;
843 op->materialname=NULL;
844 op->next=objects;
845 op->prev=NULL;
846 op->active_next = NULL;
847 op->active_prev = NULL;
848 if(objects!=NULL)
849 objects->prev=op;
850 objects=op;
851 clear_object(op);
852 SET_FLAG(op,FLAG_REMOVED);
853 nroffreeobjects--;
854 return op;
855} 595}
856 596
857/* 597/*
858 * If an object with the IS_TURNABLE() flag needs to be turned due 598 * If an object with the IS_TURNABLE() flag needs to be turned due
859 * to the closest player being on the other side, this function can 599 * to the closest player being on the other side, this function can
860 * be called to update the face variable, _and_ how it looks on the map. 600 * be called to update the face variable, _and_ how it looks on the map.
861 */ 601 */
862 602
603void
863void update_turn_face(object *op) { 604update_turn_face (object *op)
605{
864 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 606 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
865 return; 607 return;
866 SET_ANIMATION(op, op->direction); 608 SET_ANIMATION (op, op->direction);
867 update_object(op,UP_OBJ_FACE); 609 update_object (op, UP_OBJ_FACE);
868} 610}
869 611
870/* 612/*
871 * Updates the speed of an object. If the speed changes from 0 to another 613 * Updates the speed of an object. If the speed changes from 0 to another
872 * value, or vice versa, then add/remove the object from the active list. 614 * value, or vice versa, then add/remove the object from the active list.
873 * This function needs to be called whenever the speed of an object changes. 615 * This function needs to be called whenever the speed of an object changes.
874 */ 616 */
875 617void
876void update_ob_speed(object *op) { 618update_ob_speed (object *op)
619{
877 extern int arch_init; 620 extern int arch_init;
878 621
879 /* No reason putting the archetypes objects on the speed list, 622 /* No reason putting the archetypes objects on the speed list,
880 * since they never really need to be updated. 623 * since they never really need to be updated.
881 */ 624 */
882 625
883 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 626 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
627 {
884 LOG(llevError,"Object %s is freed but has speed.\n", op->name); 628 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
885#ifdef MANY_CORES 629#ifdef MANY_CORES
886 abort(); 630 abort ();
887#else 631#else
888 op->speed = 0; 632 op->speed = 0;
889#endif 633#endif
890 } 634 }
635
891 if (arch_init) { 636 if (arch_init)
892 return;
893 }
894 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
895 /* If already on active list, don't do anything */
896 if (op->active_next || op->active_prev || op==active_objects)
897 return; 637 return;
898 638
639 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
640 {
641 /* If already on active list, don't do anything */
642 if (op->active_next || op->active_prev || op == active_objects)
643 return;
644
899 /* process_events() expects us to insert the object at the beginning 645 /* process_events() expects us to insert the object at the beginning
900 * of the list. */ 646 * of the list. */
901 op->active_next = active_objects; 647 op->active_next = active_objects;
648
902 if (op->active_next!=NULL) 649 if (op->active_next != NULL)
903 op->active_next->active_prev = op; 650 op->active_next->active_prev = op;
651
904 active_objects = op; 652 active_objects = op;
653 }
654 else
905 } 655 {
906 else {
907 /* If not on the active list, nothing needs to be done */ 656 /* If not on the active list, nothing needs to be done */
908 if (!op->active_next && !op->active_prev && op!=active_objects) 657 if (!op->active_next && !op->active_prev && op != active_objects)
909 return; 658 return;
910 659
911 if (op->active_prev==NULL) { 660 if (op->active_prev == NULL)
661 {
912 active_objects = op->active_next; 662 active_objects = op->active_next;
663
913 if (op->active_next!=NULL) 664 if (op->active_next != NULL)
914 op->active_next->active_prev = NULL; 665 op->active_next->active_prev = NULL;
915 } 666 }
916 else { 667 else
668 {
917 op->active_prev->active_next = op->active_next; 669 op->active_prev->active_next = op->active_next;
670
918 if (op->active_next) 671 if (op->active_next)
919 op->active_next->active_prev = op->active_prev; 672 op->active_next->active_prev = op->active_prev;
920 } 673 }
674
921 op->active_next = NULL; 675 op->active_next = NULL;
922 op->active_prev = NULL; 676 op->active_prev = NULL;
923 } 677 }
924} 678}
925 679
926/* This function removes object 'op' from the list of active 680/* This function removes object 'op' from the list of active
927 * objects. 681 * objects.
929 * reference maps where you don't want an object that isn't 683 * reference maps where you don't want an object that isn't
930 * in play chewing up cpu time getting processed. 684 * in play chewing up cpu time getting processed.
931 * The reverse of this is to call update_ob_speed, which 685 * The reverse of this is to call update_ob_speed, which
932 * will do the right thing based on the speed of the object. 686 * will do the right thing based on the speed of the object.
933 */ 687 */
688void
934void remove_from_active_list(object *op) 689remove_from_active_list (object *op)
935{ 690{
936 /* If not on the active list, nothing needs to be done */ 691 /* If not on the active list, nothing needs to be done */
937 if (!op->active_next && !op->active_prev && op!=active_objects) 692 if (!op->active_next && !op->active_prev && op != active_objects)
938 return; 693 return;
939 694
940 if (op->active_prev==NULL) { 695 if (op->active_prev == NULL)
696 {
941 active_objects = op->active_next; 697 active_objects = op->active_next;
942 if (op->active_next!=NULL) 698 if (op->active_next != NULL)
943 op->active_next->active_prev = NULL; 699 op->active_next->active_prev = NULL;
700 }
701 else
944 } 702 {
945 else {
946 op->active_prev->active_next = op->active_next; 703 op->active_prev->active_next = op->active_next;
947 if (op->active_next) 704 if (op->active_next)
948 op->active_next->active_prev = op->active_prev; 705 op->active_next->active_prev = op->active_prev;
949 } 706 }
950 op->active_next = NULL; 707 op->active_next = NULL;
951 op->active_prev = NULL; 708 op->active_prev = NULL;
952} 709}
953 710
954/* 711/*
955 * update_object() updates the array which represents the map. 712 * update_object() updates the array which represents the map.
956 * It takes into account invisible objects (and represent squares covered 713 * It takes into account invisible objects (and represent squares covered
971 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 728 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
972 * as that is easier than trying to look at what may have changed. 729 * as that is easier than trying to look at what may have changed.
973 * UP_OBJ_FACE: only the objects face has changed. 730 * UP_OBJ_FACE: only the objects face has changed.
974 */ 731 */
975 732
733void
976void update_object(object *op, int action) { 734update_object (object *op, int action)
735{
977 int update_now=0, flags; 736 int update_now = 0, flags;
978 MoveType move_on, move_off, move_block, move_slow; 737 MoveType move_on, move_off, move_block, move_slow;
979 738
980 if (op == NULL) { 739 if (op == NULL)
740 {
981 /* this should never happen */ 741 /* this should never happen */
982 LOG(llevDebug,"update_object() called for NULL object.\n"); 742 LOG (llevDebug, "update_object() called for NULL object.\n");
983 return; 743 return;
984 }
985 744 }
745
986 if(op->env!=NULL) { 746 if (op->env != NULL)
747 {
987 /* Animation is currently handled by client, so nothing 748 /* Animation is currently handled by client, so nothing
988 * to do in this case. 749 * to do in this case.
989 */ 750 */
990 return; 751 return;
991 } 752 }
992 753
993 /* If the map is saving, don't do anything as everything is 754 /* If the map is saving, don't do anything as everything is
994 * going to get freed anyways. 755 * going to get freed anyways.
995 */ 756 */
996 if (!op->map || op->map->in_memory == MAP_SAVING) return; 757 if (!op->map || op->map->in_memory == MAP_SAVING)
997 758 return;
759
998 /* make sure the object is within map boundaries */ 760 /* make sure the object is within map boundaries */
999 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 761 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
1000 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 762 {
1001 LOG(llevError,"update_object() called for object out of map!\n"); 763 LOG (llevError, "update_object() called for object out of map!\n");
1002#ifdef MANY_CORES 764#ifdef MANY_CORES
1003 abort(); 765 abort ();
1004#endif 766#endif
1005 return; 767 return;
1006 }
1007 768 }
769
1008 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 770 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
1009 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 771 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
1010 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 772 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1011 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 773 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1012 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 774 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1013 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y); 775 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
1014 776
1015 if (action == UP_OBJ_INSERT) { 777 if (action == UP_OBJ_INSERT)
778 {
1016 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 779 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
1017 update_now=1; 780 update_now = 1;
1018 781
1019 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 782 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
1020 update_now=1; 783 update_now = 1;
1021 784
1022 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 785 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
1023 update_now=1; 786 update_now = 1;
1024 787
1025 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 788 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
1026 update_now=1; 789 update_now = 1;
1027 790
791 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
792 update_now = 1;
793
1028 if ((move_on | op->move_on) != move_on) update_now=1; 794 if ((move_on | op->move_on) != move_on)
795 update_now = 1;
796
1029 if ((move_off | op->move_off) != move_off) update_now=1; 797 if ((move_off | op->move_off) != move_off)
798 update_now = 1;
799
1030 /* This isn't perfect, but I don't expect a lot of objects to 800 /* This isn't perfect, but I don't expect a lot of objects to
1031 * to have move_allow right now. 801 * to have move_allow right now.
1032 */ 802 */
1033 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 803 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
1034 update_now=1; 804 update_now = 1;
805
1035 if ((move_slow | op->move_slow) != move_slow) update_now=1; 806 if ((move_slow | op->move_slow) != move_slow)
807 update_now = 1;
1036 } 808 }
1037 /* if the object is being removed, we can't make intelligent 809 /* if the object is being removed, we can't make intelligent
1038 * decisions, because remove_ob can't really pass the object 810 * decisions, because remove_ob can't really pass the object
1039 * that is being removed. 811 * that is being removed.
1040 */ 812 */
1041 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 813 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
1042 update_now=1; 814 update_now = 1;
1043 } else if (action == UP_OBJ_FACE) { 815 else if (action == UP_OBJ_FACE)
1044 /* Nothing to do for that case */ 816 /* Nothing to do for that case */ ;
1045 }
1046 else { 817 else
1047 LOG(llevError,"update_object called with invalid action: %d\n", action); 818 LOG (llevError, "update_object called with invalid action: %d\n", action);
1048 }
1049 819
1050 if (update_now) { 820 if (update_now)
821 {
1051 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 822 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
1052 update_position(op->map, op->x, op->y); 823 update_position (op->map, op->x, op->y);
1053 } 824 }
1054 825
1055 if(op->more!=NULL) 826 if (op->more != NULL)
1056 update_object(op->more, action); 827 update_object (op->more, action);
1057} 828}
1058 829
830object::vector object::mortals;
831object::vector object::objects; // not yet used
832object *object::first;
833
834void object::free_mortals ()
835{
836 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
837 if ((*i)->refcnt)
838 ++i; // further delay freeing
839 else
840 {
841 delete *i;
842 mortals.erase (i);
843 }
844
845 static int lastmortals = 0;//D
846
847 if (mortals.size() != lastmortals && lastmortals > 100)//D
848 {
849 lastmortals = mortals.size ();//D
850 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
851 }
852}
853
854object::object ()
855{
856 SET_FLAG (this, FLAG_REMOVED);
857
858 expmul = 1.0;
859 face = blank_face;
860}
861
862object::~object ()
863{
864 free_key_values (this);
865}
866
867void object::link ()
868{
869 count = ++ob_count;
870 uuid = gen_uuid ();
871
872 prev = 0;
873 next = object::first;
874
875 if (object::first)
876 object::first->prev = this;
877
878 object::first = this;
879}
880
881void object::unlink ()
882{
883 if (this == object::first)
884 object::first = next;
885
886 /* Remove this object from the list of used objects */
887 if (prev) prev->next = next;
888 if (next) next->prev = prev;
889
890 prev = 0;
891 next = 0;
892}
893
894object *object::create ()
895{
896 object *op = new object;
897 op->link ();
898 return op;
899}
1059 900
1060/* 901/*
1061 * free_object() frees everything allocated by an object, removes 902 * free_object() frees everything allocated by an object, removes
1062 * it from the list of used objects, and puts it on the list of 903 * it from the list of used objects, and puts it on the list of
1063 * free objects. The IS_FREED() flag is set in the object. 904 * free objects. The IS_FREED() flag is set in the object.
1064 * The object must have been removed by remove_ob() first for 905 * The object must have been removed by remove_ob() first for
1065 * this function to succeed. 906 * this function to succeed.
1066 * 907 *
1067 * If free_inventory is set, free inventory as well. Else drop items in 908 * If destroy_inventory is set, free inventory as well. Else drop items in
1068 * inventory to the ground. 909 * inventory to the ground.
1069 */ 910 */
911void object::destroy (bool destroy_inventory)
912{
913 if (QUERY_FLAG (this, FLAG_FREED))
914 return;
1070 915
1071void free_object(object *ob) { 916 if (QUERY_FLAG (this, FLAG_FRIENDLY))
1072 free_object2(ob, 0); 917 remove_friendly_object (this);
1073}
1074void free_object2(object *ob, int free_inventory) {
1075 object *tmp,*op;
1076 918
1077 if (object_free_callback)
1078 object_free_callback (ob);
1079
1080 if (!QUERY_FLAG(ob,FLAG_REMOVED)) { 919 if (!QUERY_FLAG (this, FLAG_REMOVED))
1081 LOG(llevDebug,"Free object called with non removed object\n"); 920 remove_ob (this);
1082 dump_object(ob); 921
1083#ifdef MANY_CORES 922 SET_FLAG (this, FLAG_FREED);
1084 abort(); 923
1085#endif 924 if (more)
1086 } 925 {
1087 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) { 926 more->destroy (destroy_inventory);
1088 LOG(llevMonster,"Warning: tried to free friendly object.\n"); 927 more = 0;
1089 remove_friendly_object(ob); 928 }
929
930 if (inv)
1090 } 931 {
1091 if(QUERY_FLAG(ob,FLAG_FREED)) {
1092 dump_object(ob);
1093 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg);
1094 return;
1095 }
1096 if(ob->more!=NULL) {
1097 free_object2(ob->more, free_inventory);
1098 ob->more=NULL;
1099 }
1100 if (ob->inv) {
1101 /* Only if the space blocks everything do we not process - 932 /* Only if the space blocks everything do we not process -
1102 * if some form of movemnt is allowed, let objects 933 * if some form of movement is allowed, let objects
1103 * drop on that space. 934 * drop on that space.
1104 */ 935 */
1105 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 936 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1106 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL)) 937 {
1107 { 938 object *op = inv;
1108 op=ob->inv; 939
1109 while(op!=NULL) { 940 while (op)
1110 tmp=op->below; 941 {
1111 remove_ob(op); 942 object *tmp = op->below;
1112 free_object2(op, free_inventory); 943 op->destroy (destroy_inventory);
1113 op=tmp; 944 op = tmp;
945 }
946 }
947 else
948 { /* Put objects in inventory onto this space */
949 object *op = inv;
950
951 while (op)
952 {
953 object *tmp = op->below;
954
955 remove_ob (op);
956
957 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
958 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
959 free_object (op);
960 else
961 {
962 op->x = x;
963 op->y = y;
964 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
965 }
966
967 op = tmp;
968 }
969 }
1114 } 970 }
1115 } 971
1116 else { /* Put objects in inventory onto this space */ 972 // hack to ensure that freed objects still have a valid map
1117 op=ob->inv; 973 {
1118 while(op!=NULL) { 974 static maptile *freed_map; // freed objects are moved here to avoid crashes
1119 tmp=op->below; 975
1120 remove_ob(op); 976 if (!freed_map)
1121 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) || 977 {
1122 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 978 freed_map = new maptile;
1123 free_object(op); 979
1124 else { 980 freed_map->name = "/internal/freed_objects_map";
1125 op->x=ob->x; 981 freed_map->width = 3;
1126 op->y=ob->y; 982 freed_map->height = 3;
1127 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */ 983
1128 } 984 freed_map->allocate ();
1129 op=tmp;
1130 }
1131 }
1132 } 985 }
986
987 map = freed_map;
988 x = 1;
989 y = 1;
990 }
991
992 // clear those pointers that likely might have circular references to us
993 owner = 0;
994 enemy = 0;
995 attacked_by = 0;
996
997 // only relevant for players(?), but make sure of it anyways
998 contr = 0;
999
1133 /* Remove object from the active list */ 1000 /* Remove object from the active list */
1134 ob->speed = 0; 1001 speed = 0;
1135 update_ob_speed(ob); 1002 update_ob_speed (this);
1136 1003
1137 SET_FLAG(ob, FLAG_FREED); 1004 unlink ();
1138 ob->count = 0;
1139 1005
1140 /* Remove this object from the list of used objects */ 1006 mortals.push_back (this);
1141 if(ob->prev==NULL) {
1142 objects=ob->next;
1143 if(objects!=NULL)
1144 objects->prev=NULL;
1145 }
1146 else {
1147 ob->prev->next=ob->next;
1148 if(ob->next!=NULL)
1149 ob->next->prev=ob->prev;
1150 }
1151
1152 if(ob->name!=NULL) FREE_AND_CLEAR_STR(ob->name);
1153 if(ob->name_pl!=NULL) FREE_AND_CLEAR_STR(ob->name_pl);
1154 if(ob->title!=NULL) FREE_AND_CLEAR_STR(ob->title);
1155 if(ob->race!=NULL) FREE_AND_CLEAR_STR(ob->race);
1156 if(ob->slaying!=NULL) FREE_AND_CLEAR_STR(ob->slaying);
1157 if(ob->skill!=NULL) FREE_AND_CLEAR_STR(ob->skill);
1158 if(ob->lore!=NULL) FREE_AND_CLEAR_STR(ob->lore);
1159 if(ob->msg!=NULL) FREE_AND_CLEAR_STR(ob->msg);
1160 if(ob->materialname!=NULL) FREE_AND_CLEAR_STR(ob->materialname);
1161
1162
1163 /* Why aren't events freed? */
1164 free_key_values(ob);
1165
1166#if 0 /* MEMORY_DEBUG*/
1167 /* This is a nice idea. Unfortunately, a lot of the code in crossfire
1168 * presumes the freed_object will stick around for at least a little
1169 * bit
1170 */
1171 /* this is necessary so that memory debugging programs will
1172 * be able to accurately report source of malloc. If we recycle
1173 * objects, then some other area may be doing the get_object
1174 * and not freeing it, but the original one that malloc'd the
1175 * object will get the blame.
1176 */
1177 free(ob);
1178#else
1179
1180 /* Now link it with the free_objects list: */
1181 ob->prev=NULL;
1182 ob->next=free_objects;
1183 if(free_objects!=NULL)
1184 free_objects->prev=ob;
1185 free_objects=ob;
1186 nroffreeobjects++;
1187#endif
1188}
1189
1190/*
1191 * count_free() returns the number of objects on the list of free objects.
1192 */
1193
1194int count_free(void) {
1195 int i=0;
1196 object *tmp=free_objects;
1197 while(tmp!=NULL)
1198 tmp=tmp->next, i++;
1199 return i;
1200}
1201
1202/*
1203 * count_used() returns the number of objects on the list of used objects.
1204 */
1205
1206int count_used(void) {
1207 int i=0;
1208 object *tmp=objects;
1209 while(tmp!=NULL)
1210 tmp=tmp->next, i++;
1211 return i;
1212}
1213
1214/*
1215 * count_active() returns the number of objects on the list of active objects.
1216 */
1217
1218int count_active(void) {
1219 int i=0;
1220 object *tmp=active_objects;
1221 while(tmp!=NULL)
1222 tmp=tmp->active_next, i++;
1223 return i;
1224} 1007}
1225 1008
1226/* 1009/*
1227 * sub_weight() recursively (outwards) subtracts a number from the 1010 * sub_weight() recursively (outwards) subtracts a number from the
1228 * weight of an object (and what is carried by it's environment(s)). 1011 * weight of an object (and what is carried by it's environment(s)).
1229 */ 1012 */
1230 1013
1014void
1231void sub_weight (object *op, signed long weight) { 1015sub_weight (object *op, signed long weight)
1016{
1232 while (op != NULL) { 1017 while (op != NULL)
1018 {
1233 if (op->type == CONTAINER) { 1019 if (op->type == CONTAINER)
1234 weight=(signed long)(weight*(100-op->stats.Str)/100); 1020 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1235 } 1021
1236 op->carrying-=weight; 1022 op->carrying -= weight;
1237 op = op->env; 1023 op = op->env;
1238 } 1024 }
1239} 1025}
1240 1026
1241/* remove_ob(op): 1027/* remove_ob(op):
1242 * This function removes the object op from the linked list of objects 1028 * This function removes the object op from the linked list of objects
1243 * which it is currently tied to. When this function is done, the 1029 * which it is currently tied to. When this function is done, the
1245 * environment, the x and y coordinates will be updated to 1031 * environment, the x and y coordinates will be updated to
1246 * the previous environment. 1032 * the previous environment.
1247 * Beware: This function is called from the editor as well! 1033 * Beware: This function is called from the editor as well!
1248 */ 1034 */
1249 1035
1036void
1250void remove_ob(object *op) { 1037remove_ob (object *op)
1038{
1251 object *tmp,*last=NULL; 1039 object *tmp, *last = 0;
1252 object *otmp; 1040 object *otmp;
1253 tag_t tag; 1041
1254 int check_walk_off; 1042 int check_walk_off;
1255 mapstruct *m; 1043 maptile *m;
1044
1256 sint16 x,y; 1045 sint16 x, y;
1257
1258 1046
1259 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1047 if (QUERY_FLAG (op, FLAG_REMOVED))
1260 dump_object(op); 1048 return;
1261 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1262 1049
1263 /* Changed it to always dump core in this case. As has been learned
1264 * in the past, trying to recover from errors almost always
1265 * make things worse, and this is a real error here - something
1266 * that should not happen.
1267 * Yes, if this was a mission critical app, trying to do something
1268 * to recover may make sense, but that is because failure of the app
1269 * may have other disastrous problems. Cf runs out of a script
1270 * so is easily enough restarted without any real problems.
1271 * MSW 2001-07-01
1272 */
1273 abort();
1274 }
1275 if(op->more!=NULL)
1276 remove_ob(op->more);
1277
1278 SET_FLAG(op, FLAG_REMOVED); 1050 SET_FLAG (op, FLAG_REMOVED);
1279 1051
1052 if (op->more != NULL)
1053 remove_ob (op->more);
1054
1280 /* 1055 /*
1281 * In this case, the object to be removed is in someones 1056 * In this case, the object to be removed is in someones
1282 * inventory. 1057 * inventory.
1283 */ 1058 */
1284 if(op->env!=NULL) { 1059 if (op->env != NULL)
1060 {
1285 if(op->nrof) 1061 if (op->nrof)
1286 sub_weight(op->env, op->weight*op->nrof); 1062 sub_weight (op->env, op->weight * op->nrof);
1287 else 1063 else
1288 sub_weight(op->env, op->weight+op->carrying); 1064 sub_weight (op->env, op->weight + op->carrying);
1289 1065
1290 /* NO_FIX_PLAYER is set when a great many changes are being 1066 /* NO_FIX_PLAYER is set when a great many changes are being
1291 * made to players inventory. If set, avoiding the call 1067 * made to players inventory. If set, avoiding the call
1292 * to save cpu time. 1068 * to save cpu time.
1293 */ 1069 */
1294 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1070 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1295 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1296 fix_player(otmp); 1071 fix_player (otmp);
1297 1072
1298 if(op->above!=NULL) 1073 if (op->above != NULL)
1299 op->above->below=op->below; 1074 op->above->below = op->below;
1300 else 1075 else
1301 op->env->inv=op->below; 1076 op->env->inv = op->below;
1302 1077
1303 if(op->below!=NULL) 1078 if (op->below != NULL)
1304 op->below->above=op->above; 1079 op->below->above = op->above;
1305 1080
1306 /* we set up values so that it could be inserted into 1081 /* we set up values so that it could be inserted into
1307 * the map, but we don't actually do that - it is up 1082 * the map, but we don't actually do that - it is up
1308 * to the caller to decide what we want to do. 1083 * to the caller to decide what we want to do.
1309 */ 1084 */
1310 op->x=op->env->x,op->y=op->env->y; 1085 op->x = op->env->x, op->y = op->env->y;
1311 op->ox=op->x,op->oy=op->y;
1312 op->map=op->env->map; 1086 op->map = op->env->map;
1313 op->above=NULL,op->below=NULL; 1087 op->above = NULL, op->below = NULL;
1314 op->env=NULL; 1088 op->env = NULL;
1315 return; 1089 }
1090 else if (op->map)
1316 } 1091 {
1317
1318 /* If we get here, we are removing it from a map */
1319 if (op->map == NULL) return;
1320
1321 x = op->x; 1092 x = op->x;
1322 y = op->y; 1093 y = op->y;
1323 m = get_map_from_coord(op->map, &x, &y); 1094 m = get_map_from_coord (op->map, &x, &y);
1324 1095
1325 if (!m) { 1096 if (!m)
1097 {
1326 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1098 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1327 op->map->path, op->x, op->y); 1099 op->map->path, op->x, op->y);
1328 /* in old days, we used to set x and y to 0 and continue. 1100 /* in old days, we used to set x and y to 0 and continue.
1329 * it seems if we get into this case, something is probablye 1101 * it seems if we get into this case, something is probablye
1330 * screwed up and should be fixed. 1102 * screwed up and should be fixed.
1331 */ 1103 */
1332 abort(); 1104 abort ();
1333 } 1105 }
1106
1334 if (op->map != m) { 1107 if (op->map != m)
1335 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 1108 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1336 op->map->path, m->path, op->x, op->y, x, y); 1109 op->map->path, m->path, op->x, op->y, x, y);
1337 }
1338 1110
1339 /* Re did the following section of code - it looks like it had 1111 /* Re did the following section of code - it looks like it had
1340 * lots of logic for things we no longer care about 1112 * lots of logic for things we no longer care about
1341 */ 1113 */
1342 1114
1343 /* link the object above us */ 1115 /* link the object above us */
1344 if (op->above) 1116 if (op->above)
1345 op->above->below=op->below; 1117 op->above->below = op->below;
1346 else 1118 else
1347 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */ 1119 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1348 1120
1349 /* Relink the object below us, if there is one */ 1121 /* Relink the object below us, if there is one */
1350 if(op->below) { 1122 if (op->below)
1351 op->below->above=op->above; 1123 op->below->above = op->above;
1352 } else { 1124 else
1125 {
1353 /* Nothing below, which means we need to relink map object for this space 1126 /* Nothing below, which means we need to relink map object for this space
1354 * use translated coordinates in case some oddness with map tiling is 1127 * use translated coordinates in case some oddness with map tiling is
1355 * evident 1128 * evident
1356 */ 1129 */
1357 if(GET_MAP_OB(m,x,y)!=op) { 1130 if (GET_MAP_OB (m, x, y) != op)
1358 dump_object(op); 1131 {
1132 char *dump = dump_object (op);
1133 LOG (llevError,
1359 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); 1134 "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);
1360 dump_object(GET_MAP_OB(m,x,y)); 1135 free (dump);
1361 LOG(llevError,"%s\n",errmsg); 1136 dump = dump_object (GET_MAP_OB (m, x, y));
1362 } 1137 LOG (llevError, "%s\n", dump);
1138 free (dump);
1139 }
1140
1363 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 1141 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1364 } 1142 }
1365 op->above=NULL; 1143
1144 op->above = 0;
1366 op->below=NULL; 1145 op->below = 0;
1367 1146
1368 if (op->map->in_memory == MAP_SAVING) 1147 if (op->map->in_memory == MAP_SAVING)
1369 return; 1148 return;
1370 1149
1371 tag = op->count;
1372 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1150 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1151
1373 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1152 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1153 {
1374 /* No point updating the players look faces if he is the object 1154 /* No point updating the players look faces if he is the object
1375 * being removed. 1155 * being removed.
1376 */ 1156 */
1377 1157
1378 if(tmp->type==PLAYER && tmp!=op) { 1158 if (tmp->type == PLAYER && tmp != op)
1159 {
1379 /* If a container that the player is currently using somehow gets 1160 /* If a container that the player is currently using somehow gets
1380 * removed (most likely destroyed), update the player view 1161 * removed (most likely destroyed), update the player view
1381 * appropriately. 1162 * appropriately.
1382 */ 1163 */
1383 if (tmp->container==op) { 1164 if (tmp->container == op)
1384 CLEAR_FLAG(op, FLAG_APPLIED); 1165 {
1385 tmp->container=NULL; 1166 CLEAR_FLAG (op, FLAG_APPLIED);
1386 } 1167 tmp->container = NULL;
1168 }
1169
1387 tmp->contr->socket.update_look=1; 1170 tmp->contr->socket.update_look = 1;
1388 } 1171 }
1172
1389 /* See if player moving off should effect something */ 1173 /* See if player moving off should effect something */
1390 if (check_walk_off && ((op->move_type & tmp->move_off) && 1174 if (check_walk_off
1175 && ((op->move_type & tmp->move_off)
1391 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1176 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1392 1177 {
1393 move_apply(tmp, op, NULL); 1178 move_apply (tmp, op, NULL);
1394 if (was_destroyed (op, tag)) {
1395 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1396 "leaving object\n", tmp->name, tmp->arch->name);
1397 }
1398 }
1399 1179
1180 if (op->destroyed ())
1181 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1182 }
1183
1400 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1184 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1401 1185
1402 if(tmp->above == tmp) 1186 if (tmp->above == tmp)
1403 tmp->above = NULL; 1187 tmp->above = NULL;
1404 last=tmp; 1188
1405 } 1189 last = tmp;
1190 }
1191
1406 /* last == NULL of there are no objects on this space */ 1192 /* last == NULL of there are no objects on this space */
1407 if (last==NULL) { 1193 if (last == NULL)
1194 {
1408 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1195 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1409 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1196 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1410 * those out anyways, and if there are any flags set right now, they won't 1197 * those out anyways, and if there are any flags set right now, they won't
1411 * be correct anyways. 1198 * be correct anyways.
1412 */ 1199 */
1413 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1200 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1414 update_position(op->map, op->x, op->y); 1201 update_position (op->map, op->x, op->y);
1415 } 1202 }
1416 else 1203 else
1417 update_object(last, UP_OBJ_REMOVE); 1204 update_object (last, UP_OBJ_REMOVE);
1418 1205
1419 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1206 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1420 update_all_los(op->map, op->x, op->y); 1207 update_all_los (op->map, op->x, op->y);
1421 1208 }
1422} 1209}
1423 1210
1424/* 1211/*
1425 * merge_ob(op,top): 1212 * merge_ob(op,top):
1426 * 1213 *
1427 * This function goes through all objects below and including top, and 1214 * This function goes through all objects below and including top, and
1428 * merges op to the first matching object. 1215 * merges op to the first matching object.
1429 * If top is NULL, it is calculated. 1216 * If top is NULL, it is calculated.
1430 * Returns pointer to object if it succeded in the merge, otherwise NULL 1217 * Returns pointer to object if it succeded in the merge, otherwise NULL
1431 */ 1218 */
1432 1219object *
1433object *merge_ob(object *op, object *top) { 1220merge_ob (object *op, object *top)
1221{
1434 if(!op->nrof) 1222 if (!op->nrof)
1435 return 0; 1223 return 0;
1224
1436 if(top==NULL) 1225 if (top == NULL)
1437 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1226 for (top = op; top != NULL && top->above != NULL; top = top->above);
1227
1438 for(;top!=NULL;top=top->below) { 1228 for (; top != NULL; top = top->below)
1229 {
1439 if(top==op) 1230 if (top == op)
1440 continue; 1231 continue;
1441 if (CAN_MERGE(op,top)) 1232 if (CAN_MERGE (op, top))
1442 { 1233 {
1443 top->nrof+=op->nrof; 1234 top->nrof += op->nrof;
1235
1444/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1236/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1445 op->weight = 0; /* Don't want any adjustements now */ 1237 op->weight = 0; /* Don't want any adjustements now */
1446 remove_ob(op); 1238 remove_ob (op);
1447 free_object(op); 1239 free_object (op);
1448 return top; 1240 return top;
1449 } 1241 }
1450 } 1242 }
1243
1451 return NULL; 1244 return 0;
1452} 1245}
1453 1246
1454/* 1247/*
1455 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1248 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1456 * job preparing multi-part monsters 1249 * job preparing multi-part monsters
1457 */ 1250 */
1251object *
1458object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1252insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1253{
1459 object* tmp; 1254 object *tmp;
1255
1460 if (op->head) 1256 if (op->head)
1461 op=op->head; 1257 op = op->head;
1258
1462 for (tmp=op;tmp;tmp=tmp->more){ 1259 for (tmp = op; tmp; tmp = tmp->more)
1260 {
1463 tmp->x=x+tmp->arch->clone.x; 1261 tmp->x = x + tmp->arch->clone.x;
1464 tmp->y=y+tmp->arch->clone.y; 1262 tmp->y = y + tmp->arch->clone.y;
1465 } 1263 }
1264
1466 return insert_ob_in_map (op, m, originator, flag); 1265 return insert_ob_in_map (op, m, originator, flag);
1467} 1266}
1468 1267
1469/* 1268/*
1470 * insert_ob_in_map (op, map, originator, flag): 1269 * insert_ob_in_map (op, map, originator, flag):
1471 * This function inserts the object in the two-way linked list 1270 * This function inserts the object in the two-way linked list
1485 * new object if 'op' was merged with other object 1284 * new object if 'op' was merged with other object
1486 * NULL if 'op' was destroyed 1285 * NULL if 'op' was destroyed
1487 * just 'op' otherwise 1286 * just 'op' otherwise
1488 */ 1287 */
1489 1288
1289object *
1490object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1290insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1491{ 1291{
1492 object *tmp, *top, *floor=NULL; 1292 object *tmp, *top, *floor = NULL;
1493 sint16 x,y; 1293 sint16 x, y;
1494 1294
1495 if (QUERY_FLAG (op, FLAG_FREED)) { 1295 if (QUERY_FLAG (op, FLAG_FREED))
1296 {
1496 LOG (llevError, "Trying to insert freed object!\n"); 1297 LOG (llevError, "Trying to insert freed object!\n");
1497 return NULL; 1298 return NULL;
1299 }
1300
1301 if (m == NULL)
1498 } 1302 {
1499 if(m==NULL) { 1303 char *dump = dump_object (op);
1500 dump_object(op);
1501 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1304 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1502 return op; 1305 free (dump);
1306 return op;
1503 } 1307 }
1308
1504 if(out_of_map(m,op->x,op->y)) { 1309 if (out_of_map (m, op->x, op->y))
1505 dump_object(op); 1310 {
1311 char *dump = dump_object (op);
1506 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1312 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1507#ifdef MANY_CORES 1313#ifdef MANY_CORES
1508 /* Better to catch this here, as otherwise the next use of this object 1314 /* Better to catch this here, as otherwise the next use of this object
1509 * is likely to cause a crash. Better to find out where it is getting 1315 * is likely to cause a crash. Better to find out where it is getting
1510 * improperly inserted. 1316 * improperly inserted.
1511 */ 1317 */
1512 abort(); 1318 abort ();
1513#endif 1319#endif
1514 return op; 1320 free (dump);
1321 return op;
1515 } 1322 }
1323
1516 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1324 if (!QUERY_FLAG (op, FLAG_REMOVED))
1517 dump_object(op); 1325 {
1326 char *dump = dump_object (op);
1518 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1327 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1519 return op; 1328 free (dump);
1329 return op;
1520 } 1330 }
1331
1521 if(op->more!=NULL) { 1332 if (op->more != NULL)
1333 {
1522 /* The part may be on a different map. */ 1334 /* The part may be on a different map. */
1523 1335
1524 object *more = op->more; 1336 object *more = op->more;
1525 1337
1526 /* We really need the caller to normalize coordinates - if 1338 /* We really need the caller to normalize coordinates - if
1527 * we set the map, that doesn't work if the location is within 1339 * we set the map, that doesn't work if the location is within
1528 * a map and this is straddling an edge. So only if coordinate 1340 * a map and this is straddling an edge. So only if coordinate
1529 * is clear wrong do we normalize it. 1341 * is clear wrong do we normalize it.
1530 */ 1342 */
1531 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1343 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1532 /* Debugging information so you can see the last coordinates this object had */
1533 more->ox = more->x;
1534 more->oy = more->y;
1535 more->map = get_map_from_coord(m, &more->x, &more->y); 1344 more->map = get_map_from_coord (m, &more->x, &more->y);
1536 } else if (!more->map) { 1345 else if (!more->map)
1346 {
1537 /* For backwards compatibility - when not dealing with tiled maps, 1347 /* For backwards compatibility - when not dealing with tiled maps,
1538 * more->map should always point to the parent. 1348 * more->map should always point to the parent.
1539 */ 1349 */
1540 more->map = m; 1350 more->map = m;
1541 } 1351 }
1542 1352
1543 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1353 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1354 {
1544 if ( ! op->head) 1355 if (!op->head)
1545 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1356 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1357
1546 return NULL; 1358 return NULL;
1547 } 1359 }
1548 } 1360 }
1361
1549 CLEAR_FLAG(op,FLAG_REMOVED); 1362 CLEAR_FLAG (op, FLAG_REMOVED);
1550 1363
1551 /* Debugging information so you can see the last coordinates this object had */
1552 op->ox=op->x;
1553 op->oy=op->y;
1554
1555 /* Ideally, the caller figures this out. However, it complicates a lot 1364 /* Ideally, the caller figures this out. However, it complicates a lot
1556 * of areas of callers (eg, anything that uses find_free_spot would now 1365 * of areas of callers (eg, anything that uses find_free_spot would now
1557 * need extra work 1366 * need extra work
1558 */ 1367 */
1559 op->map=get_map_from_coord(m, &op->x, &op->y); 1368 op->map = get_map_from_coord (m, &op->x, &op->y);
1560 x = op->x; 1369 x = op->x;
1561 y = op->y; 1370 y = op->y;
1562 1371
1563 /* this has to be done after we translate the coordinates. 1372 /* this has to be done after we translate the coordinates.
1564 */ 1373 */
1565 if(op->nrof && !(flag & INS_NO_MERGE)) { 1374 if (op->nrof && !(flag & INS_NO_MERGE))
1566 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1375 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1567 if (CAN_MERGE(op,tmp)) { 1376 if (CAN_MERGE (op, tmp))
1568 op->nrof+=tmp->nrof; 1377 {
1569 remove_ob(tmp); 1378 op->nrof += tmp->nrof;
1570 free_object(tmp); 1379 remove_ob (tmp);
1571 } 1380 free_object (tmp);
1572 } 1381 }
1573 1382
1574 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1383 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1575 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1384 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1385
1576 if (!QUERY_FLAG(op, FLAG_ALIVE)) 1386 if (!QUERY_FLAG (op, FLAG_ALIVE))
1577 CLEAR_FLAG(op, FLAG_NO_STEAL); 1387 CLEAR_FLAG (op, FLAG_NO_STEAL);
1578 1388
1579 if (flag & INS_BELOW_ORIGINATOR) { 1389 if (flag & INS_BELOW_ORIGINATOR)
1390 {
1580 if (originator->map != op->map || originator->x != op->x || 1391 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1581 originator->y != op->y) { 1392 {
1582 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1393 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1583 abort(); 1394 abort ();
1584 } 1395 }
1396
1585 op->above = originator; 1397 op->above = originator;
1586 op->below = originator->below; 1398 op->below = originator->below;
1587 if (op->below) op->below->above = op; 1399
1400 if (op->below)
1401 op->below->above = op;
1402 else
1588 else SET_MAP_OB(op->map, op->x, op->y, op); 1403 SET_MAP_OB (op->map, op->x, op->y, op);
1404
1589 /* since *below* originator, no need to update top */ 1405 /* since *below* originator, no need to update top */
1590 originator->below = op; 1406 originator->below = op;
1591 } else { 1407 }
1408 else
1409 {
1592 /* If there are other objects, then */ 1410 /* If there are other objects, then */
1593 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) { 1411 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1412 {
1594 object *last=NULL; 1413 object *last = NULL;
1595 /* 1414
1415 /*
1596 * If there are multiple objects on this space, we do some trickier handling. 1416 * If there are multiple objects on this space, we do some trickier handling.
1597 * We've already dealt with merging if appropriate. 1417 * We've already dealt with merging if appropriate.
1598 * Generally, we want to put the new object on top. But if 1418 * Generally, we want to put the new object on top. But if
1599 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1419 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1600 * floor, we want to insert above that and no further. 1420 * floor, we want to insert above that and no further.
1601 * Also, if there are spell objects on this space, we stop processing 1421 * Also, if there are spell objects on this space, we stop processing
1602 * once we get to them. This reduces the need to traverse over all of 1422 * once we get to them. This reduces the need to traverse over all of
1603 * them when adding another one - this saves quite a bit of cpu time 1423 * them when adding another one - this saves quite a bit of cpu time
1604 * when lots of spells are cast in one area. Currently, it is presumed 1424 * when lots of spells are cast in one area. Currently, it is presumed
1605 * that flying non pickable objects are spell objects. 1425 * that flying non pickable objects are spell objects.
1606 */ 1426 */
1607 1427
1608 while (top != NULL) { 1428 while (top != NULL)
1609 if (QUERY_FLAG(top, FLAG_IS_FLOOR) || 1429 {
1610 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top; 1430 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1611 if (QUERY_FLAG(top, FLAG_NO_PICK) 1431 floor = top;
1612 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH)) 1432
1613 && !QUERY_FLAG(top, FLAG_IS_FLOOR)) 1433 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1614 { 1434 {
1615 /* We insert above top, so we want this object below this */ 1435 /* We insert above top, so we want this object below this */
1616 top=top->below; 1436 top = top->below;
1617 break; 1437 break;
1618 } 1438 }
1619 last = top; 1439
1620 top = top->above; 1440 last = top;
1621 } 1441 top = top->above;
1442 }
1443
1622 /* Don't want top to be NULL, so set it to the last valid object */ 1444 /* Don't want top to be NULL, so set it to the last valid object */
1623 top = last; 1445 top = last;
1624 1446
1625 /* We let update_position deal with figuring out what the space 1447 /* We let update_position deal with figuring out what the space
1626 * looks like instead of lots of conditions here. 1448 * looks like instead of lots of conditions here.
1627 * makes things faster, and effectively the same result. 1449 * makes things faster, and effectively the same result.
1628 */ 1450 */
1629 1451
1630 /* Have object 'fall below' other objects that block view. 1452 /* Have object 'fall below' other objects that block view.
1631 * Unless those objects are exits, type 66 1453 * Unless those objects are exits, type 66
1632 * If INS_ON_TOP is used, don't do this processing 1454 * If INS_ON_TOP is used, don't do this processing
1633 * Need to find the object that in fact blocks view, otherwise 1455 * Need to find the object that in fact blocks view, otherwise
1634 * stacking is a bit odd. 1456 * stacking is a bit odd.
1635 */ 1457 */
1636 if (!(flag & INS_ON_TOP) && 1458 if (!(flag & INS_ON_TOP) &&
1637 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && 1459 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1638 (op->face && !op->face->visibility)) { 1460 {
1639 for (last=top; last != floor; last=last->below) 1461 for (last = top; last != floor; last = last->below)
1640 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break; 1462 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1463 break;
1641 /* Check to see if we found the object that blocks view, 1464 /* Check to see if we found the object that blocks view,
1642 * and make sure we have a below pointer for it so that 1465 * and make sure we have a below pointer for it so that
1643 * we can get inserted below this one, which requires we 1466 * we can get inserted below this one, which requires we
1644 * set top to the object below us. 1467 * set top to the object below us.
1645 */ 1468 */
1646 if (last && last->below && last != floor) top=last->below; 1469 if (last && last->below && last != floor)
1647 } 1470 top = last->below;
1648 } /* If objects on this space */ 1471 }
1472 } /* If objects on this space */
1473
1649 if (flag & INS_MAP_LOAD) 1474 if (flag & INS_MAP_LOAD)
1650 top = GET_MAP_TOP(op->map,op->x,op->y); 1475 top = GET_MAP_TOP (op->map, op->x, op->y);
1476
1651 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1477 if (flag & INS_ABOVE_FLOOR_ONLY)
1478 top = floor;
1652 1479
1653 /* Top is the object that our object (op) is going to get inserted above. 1480 /* Top is the object that our object (op) is going to get inserted above.
1654 */ 1481 */
1655 1482
1656 /* First object on this space */ 1483 /* First object on this space */
1657 if (!top) { 1484 if (!top)
1485 {
1658 op->above = GET_MAP_OB(op->map, op->x, op->y); 1486 op->above = GET_MAP_OB (op->map, op->x, op->y);
1659 if (op->above) op->above->below = op; 1487
1488 if (op->above)
1489 op->above->below = op;
1490
1660 op->below = NULL; 1491 op->below = NULL;
1661 SET_MAP_OB(op->map, op->x, op->y, op); 1492 SET_MAP_OB (op->map, op->x, op->y, op);
1662 } else { /* get inserted into the stack above top */ 1493 }
1494 else
1495 { /* get inserted into the stack above top */
1663 op->above = top->above; 1496 op->above = top->above;
1664 if (op->above) op->above->below = op; 1497
1498 if (op->above)
1499 op->above->below = op;
1500
1665 op->below = top; 1501 op->below = top;
1666 top->above = op; 1502 top->above = op;
1667 } 1503 }
1504
1668 if (op->above==NULL) 1505 if (op->above == NULL)
1669 SET_MAP_TOP(op->map,op->x, op->y, op); 1506 SET_MAP_TOP (op->map, op->x, op->y, op);
1670 } /* else not INS_BELOW_ORIGINATOR */ 1507 } /* else not INS_BELOW_ORIGINATOR */
1671 1508
1672 if(op->type==PLAYER) 1509 if (op->type == PLAYER)
1673 op->contr->do_los=1; 1510 op->contr->do_los = 1;
1674 1511
1675 /* If we have a floor, we know the player, if any, will be above 1512 /* If we have a floor, we know the player, if any, will be above
1676 * it, so save a few ticks and start from there. 1513 * it, so save a few ticks and start from there.
1677 */ 1514 */
1678 if (!(flag & INS_MAP_LOAD)) 1515 if (!(flag & INS_MAP_LOAD))
1679 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1516 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1680 if (tmp->type == PLAYER) 1517 if (tmp->type == PLAYER)
1681 tmp->contr->socket.update_look=1; 1518 tmp->contr->socket.update_look = 1;
1682 }
1683 1519
1684 /* If this object glows, it may affect lighting conditions that are 1520 /* If this object glows, it may affect lighting conditions that are
1685 * visible to others on this map. But update_all_los is really 1521 * visible to others on this map. But update_all_los is really
1686 * an inefficient way to do this, as it means los for all players 1522 * an inefficient way to do this, as it means los for all players
1687 * on the map will get recalculated. The players could very well 1523 * on the map will get recalculated. The players could very well
1688 * be far away from this change and not affected in any way - 1524 * be far away from this change and not affected in any way -
1689 * this should get redone to only look for players within range, 1525 * this should get redone to only look for players within range,
1690 * or just updating the P_NEED_UPDATE for spaces within this area 1526 * or just updating the P_NEED_UPDATE for spaces within this area
1691 * of effect may be sufficient. 1527 * of effect may be sufficient.
1692 */ 1528 */
1693 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1529 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1694 update_all_los(op->map, op->x, op->y); 1530 update_all_los (op->map, op->x, op->y);
1695 1531
1696
1697 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1532 /* updates flags (blocked, alive, no magic, etc) for this map space */
1698 update_object(op,UP_OBJ_INSERT); 1533 update_object (op, UP_OBJ_INSERT);
1699 1534
1700
1701 /* Don't know if moving this to the end will break anything. However, 1535 /* Don't know if moving this to the end will break anything. However,
1702 * we want to have update_look set above before calling this. 1536 * we want to have update_look set above before calling this.
1703 * 1537 *
1704 * check_move_on() must be after this because code called from 1538 * check_move_on() must be after this because code called from
1705 * check_move_on() depends on correct map flags (so functions like 1539 * check_move_on() depends on correct map flags (so functions like
1706 * blocked() and wall() work properly), and these flags are updated by 1540 * blocked() and wall() work properly), and these flags are updated by
1707 * update_object(). 1541 * update_object().
1708 */ 1542 */
1709 1543
1710 /* if this is not the head or flag has been passed, don't check walk on status */ 1544 /* if this is not the head or flag has been passed, don't check walk on status */
1711
1712 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1545 if (!(flag & INS_NO_WALK_ON) && !op->head)
1546 {
1713 if (check_move_on(op, originator)) 1547 if (check_move_on (op, originator))
1714 return NULL; 1548 return NULL;
1715 1549
1716 /* If we are a multi part object, lets work our way through the check 1550 /* If we are a multi part object, lets work our way through the check
1717 * walk on's. 1551 * walk on's.
1718 */ 1552 */
1719 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1553 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1720 if (check_move_on (tmp, originator)) 1554 if (check_move_on (tmp, originator))
1721 return NULL; 1555 return NULL;
1722 } 1556 }
1557
1723 return op; 1558 return op;
1724} 1559}
1725 1560
1726/* this function inserts an object in the map, but if it 1561/* this function inserts an object in the map, but if it
1727 * finds an object of its own type, it'll remove that one first. 1562 * finds an object of its own type, it'll remove that one first.
1728 * op is the object to insert it under: supplies x and the map. 1563 * op is the object to insert it under: supplies x and the map.
1729 */ 1564 */
1565void
1730void replace_insert_ob_in_map(const char *arch_string, object *op) { 1566replace_insert_ob_in_map (const char *arch_string, object *op)
1567{
1731 object *tmp; 1568 object *
1732 object *tmp1; 1569 tmp;
1570 object *
1571 tmp1;
1733 1572
1734 /* first search for itself and remove any old instances */ 1573 /* first search for itself and remove any old instances */
1735 1574
1736 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1575 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1576 {
1737 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1577 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1578 {
1738 remove_ob(tmp); 1579 remove_ob (tmp);
1739 free_object(tmp); 1580 free_object (tmp);
1740 } 1581 }
1741 } 1582 }
1742 1583
1743 tmp1=arch_to_object(find_archetype(arch_string)); 1584 tmp1 = arch_to_object (archetype::find (arch_string));
1744 1585
1745 1586 tmp1->x = op->x;
1746 tmp1->x = op->x; tmp1->y = op->y; 1587 tmp1->y = op->y;
1747 insert_ob_in_map(tmp1,op->map,op,0); 1588 insert_ob_in_map (tmp1, op->map, op, 0);
1748} 1589}
1749 1590
1750/* 1591/*
1751 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1592 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1752 * is returned contains nr objects, and the remaining parts contains 1593 * is returned contains nr objects, and the remaining parts contains
1753 * the rest (or is removed and freed if that number is 0). 1594 * the rest (or is removed and freed if that number is 0).
1754 * On failure, NULL is returned, and the reason put into the 1595 * On failure, NULL is returned, and the reason put into the
1755 * global static errmsg array. 1596 * global static errmsg array.
1756 */ 1597 */
1757 1598
1599object *
1758object *get_split_ob(object *orig_ob, uint32 nr) { 1600get_split_ob (object *orig_ob, uint32 nr)
1759 object *newob; 1601{
1602 object *
1603 newob;
1604 int
1760 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1605 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1761 1606
1762 if(orig_ob->nrof<nr) { 1607 if (orig_ob->nrof < nr)
1763 sprintf(errmsg,"There are only %d %ss.",
1764 orig_ob->nrof?orig_ob->nrof:1, orig_ob->name);
1765 return NULL;
1766 } 1608 {
1609 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1610 return NULL;
1611 }
1612
1767 newob = object_create_clone(orig_ob); 1613 newob = object_create_clone (orig_ob);
1614
1768 if((orig_ob->nrof-=nr)<1) { 1615 if ((orig_ob->nrof -= nr) < 1)
1616 {
1769 if ( ! is_removed) 1617 if (!is_removed)
1770 remove_ob(orig_ob); 1618 remove_ob (orig_ob);
1771 free_object2(orig_ob, 1); 1619 free_object2 (orig_ob, 1);
1772 } 1620 }
1773 else if ( ! is_removed) { 1621 else if (!is_removed)
1622 {
1774 if(orig_ob->env!=NULL) 1623 if (orig_ob->env != NULL)
1775 sub_weight (orig_ob->env,orig_ob->weight*nr); 1624 sub_weight (orig_ob->env, orig_ob->weight * nr);
1776 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1625 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1626 {
1777 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1627 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1778 LOG(llevDebug,
1779 "Error, Tried to split object whose map is not in memory.\n"); 1628 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1780 return NULL; 1629 return NULL;
1781 } 1630 }
1782 } 1631 }
1632
1783 newob->nrof=nr; 1633 newob->nrof = nr;
1784 1634
1785 return newob; 1635 return newob;
1786} 1636}
1787 1637
1788/* 1638/*
1789 * decrease_ob_nr(object, number) decreases a specified number from 1639 * decrease_ob_nr(object, number) decreases a specified number from
1790 * the amount of an object. If the amount reaches 0, the object 1640 * the amount of an object. If the amount reaches 0, the object
1791 * is subsequently removed and freed. 1641 * is subsequently removed and freed.
1792 * 1642 *
1793 * Return value: 'op' if something is left, NULL if the amount reached 0 1643 * Return value: 'op' if something is left, NULL if the amount reached 0
1794 */ 1644 */
1795 1645
1646object *
1796object *decrease_ob_nr (object *op, uint32 i) 1647decrease_ob_nr (object *op, uint32 i)
1797{ 1648{
1798 object *tmp; 1649 object *tmp;
1799 player *pl; 1650 player *pl;
1800 1651
1801 if (i == 0) /* objects with op->nrof require this check */ 1652 if (i == 0) /* objects with op->nrof require this check */
1802 return op; 1653 return op;
1803 1654
1804 if (i > op->nrof) 1655 if (i > op->nrof)
1805 i = op->nrof; 1656 i = op->nrof;
1806 1657
1807 if (QUERY_FLAG (op, FLAG_REMOVED)) 1658 if (QUERY_FLAG (op, FLAG_REMOVED))
1659 op->nrof -= i;
1660 else if (op->env != NULL)
1661 {
1662 /* is this object in the players inventory, or sub container
1663 * therein?
1664 */
1665 tmp = is_player_inv (op->env);
1666 /* nope. Is this a container the player has opened?
1667 * If so, set tmp to that player.
1668 * IMO, searching through all the players will mostly
1669 * likely be quicker than following op->env to the map,
1670 * and then searching the map for a player.
1671 */
1672 if (!tmp)
1673 {
1674 for (pl = first_player; pl; pl = pl->next)
1675 if (pl->ob->container == op->env)
1676 break;
1677 if (pl)
1678 tmp = pl->ob;
1679 else
1680 tmp = NULL;
1681 }
1682
1683 if (i < op->nrof)
1684 {
1685 sub_weight (op->env, op->weight * i);
1686 op->nrof -= i;
1687 if (tmp)
1688 {
1689 esrv_send_item (tmp, op);
1690 }
1691 }
1692 else
1693 {
1694 remove_ob (op);
1695 op->nrof = 0;
1696 if (tmp)
1697 {
1698 esrv_del_item (tmp->contr, op->count);
1699 }
1700 }
1808 { 1701 }
1702 else
1703 {
1704 object *above = op->above;
1705
1706 if (i < op->nrof)
1809 op->nrof -= i; 1707 op->nrof -= i;
1810 }
1811 else if (op->env != NULL)
1812 {
1813 /* is this object in the players inventory, or sub container
1814 * therein?
1815 */
1816 tmp = is_player_inv (op->env);
1817 /* nope. Is this a container the player has opened?
1818 * If so, set tmp to that player.
1819 * IMO, searching through all the players will mostly
1820 * likely be quicker than following op->env to the map,
1821 * and then searching the map for a player.
1822 */
1823 if (!tmp) {
1824 for (pl=first_player; pl; pl=pl->next)
1825 if (pl->ob->container == op->env) break;
1826 if (pl) tmp=pl->ob;
1827 else tmp=NULL;
1828 }
1829
1830 if (i < op->nrof) {
1831 sub_weight (op->env, op->weight * i);
1832 op->nrof -= i;
1833 if (tmp) {
1834 esrv_send_item(tmp, op);
1835 }
1836 } else { 1708 else
1709 {
1837 remove_ob (op); 1710 remove_ob (op);
1838 op->nrof = 0; 1711 op->nrof = 0;
1839 if (tmp) {
1840 esrv_del_item(tmp->contr, op->count);
1841 } 1712 }
1842 }
1843 }
1844 else
1845 {
1846 object *above = op->above;
1847 1713
1848 if (i < op->nrof) {
1849 op->nrof -= i;
1850 } else {
1851 remove_ob (op);
1852 op->nrof = 0;
1853 }
1854 /* Since we just removed op, op->above is null */ 1714 /* Since we just removed op, op->above is null */
1855 for (tmp = above; tmp != NULL; tmp = tmp->above) 1715 for (tmp = above; tmp != NULL; tmp = tmp->above)
1856 if (tmp->type == PLAYER) { 1716 if (tmp->type == PLAYER)
1717 {
1857 if (op->nrof) 1718 if (op->nrof)
1858 esrv_send_item(tmp, op); 1719 esrv_send_item (tmp, op);
1859 else 1720 else
1860 esrv_del_item(tmp->contr, op->count); 1721 esrv_del_item (tmp->contr, op->count);
1861 } 1722 }
1862 } 1723 }
1863 1724
1864 if (op->nrof) { 1725 if (op->nrof)
1865 return op; 1726 return op;
1866 } else { 1727 else
1728 {
1867 free_object (op); 1729 free_object (op);
1868 return NULL; 1730 return NULL;
1869 } 1731 }
1870} 1732}
1871 1733
1872/* 1734/*
1873 * add_weight(object, weight) adds the specified weight to an object, 1735 * add_weight(object, weight) adds the specified weight to an object,
1874 * and also updates how much the environment(s) is/are carrying. 1736 * and also updates how much the environment(s) is/are carrying.
1875 */ 1737 */
1876 1738
1739void
1877void add_weight (object *op, signed long weight) { 1740add_weight (object *op, signed long weight)
1741{
1878 while (op!=NULL) { 1742 while (op != NULL)
1743 {
1879 if (op->type == CONTAINER) { 1744 if (op->type == CONTAINER)
1880 weight=(signed long)(weight*(100-op->stats.Str)/100); 1745 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1881 } 1746
1882 op->carrying+=weight; 1747 op->carrying += weight;
1883 op=op->env; 1748 op = op->env;
1884 } 1749 }
1885} 1750}
1886 1751
1887/* 1752/*
1888 * insert_ob_in_ob(op,environment): 1753 * insert_ob_in_ob(op,environment):
1889 * This function inserts the object op in the linked list 1754 * This function inserts the object op in the linked list
1896 * 1761 *
1897 * The function returns now pointer to inserted item, and return value can 1762 * The function returns now pointer to inserted item, and return value can
1898 * be != op, if items are merged. -Tero 1763 * be != op, if items are merged. -Tero
1899 */ 1764 */
1900 1765
1766object *
1901object *insert_ob_in_ob(object *op,object *where) { 1767insert_ob_in_ob (object *op, object *where)
1902 object *tmp, *otmp; 1768{
1769 object *
1770 tmp, *
1771 otmp;
1903 1772
1904 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1773 if (!QUERY_FLAG (op, FLAG_REMOVED))
1905 dump_object(op); 1774 {
1775 char *dump = dump_object (op);
1906 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1776 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", dump);
1777 free (dump);
1907 return op; 1778 return op;
1908 } 1779 }
1780
1909 if(where==NULL) { 1781 if (where == NULL)
1910 dump_object(op); 1782 {
1783 char *dump = dump_object (op);
1911 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg); 1784 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1785 free (dump);
1912 return op; 1786 return op;
1913 } 1787 }
1788
1914 if (where->head) { 1789 if (where->head)
1915 LOG(llevDebug, 1790 {
1916 "Warning: Tried to insert object wrong part of multipart object.\n"); 1791 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1917 where = where->head; 1792 where = where->head;
1918 } 1793 }
1794
1919 if (op->more) { 1795 if (op->more)
1796 {
1920 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1797 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1921 op->name, op->count);
1922 return op; 1798 return op;
1923 } 1799 }
1800
1924 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1801 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1925 CLEAR_FLAG(op, FLAG_REMOVED); 1802 CLEAR_FLAG (op, FLAG_REMOVED);
1926 if(op->nrof) { 1803 if (op->nrof)
1804 {
1927 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1805 for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1928 if ( CAN_MERGE(tmp,op) ) { 1806 if (CAN_MERGE (tmp, op))
1807 {
1929 /* return the original object and remove inserted object 1808 /* return the original object and remove inserted object
1930 (client needs the original object) */ 1809 (client needs the original object) */
1931 tmp->nrof += op->nrof; 1810 tmp->nrof += op->nrof;
1932 /* Weight handling gets pretty funky. Since we are adding to 1811 /* Weight handling gets pretty funky. Since we are adding to
1933 * tmp->nrof, we need to increase the weight. 1812 * tmp->nrof, we need to increase the weight.
1934 */ 1813 */
1935 add_weight (where, op->weight*op->nrof); 1814 add_weight (where, op->weight * op->nrof);
1936 SET_FLAG(op, FLAG_REMOVED); 1815 SET_FLAG (op, FLAG_REMOVED);
1937 free_object(op); /* free the inserted object */ 1816 free_object (op); /* free the inserted object */
1938 op = tmp; 1817 op = tmp;
1939 remove_ob (op); /* and fix old object's links */ 1818 remove_ob (op); /* and fix old object's links */
1940 CLEAR_FLAG(op, FLAG_REMOVED); 1819 CLEAR_FLAG (op, FLAG_REMOVED);
1941 break; 1820 break;
1942 } 1821 }
1943 1822
1944 /* I assume combined objects have no inventory 1823 /* I assume combined objects have no inventory
1945 * We add the weight - this object could have just been removed 1824 * We add the weight - this object could have just been removed
1946 * (if it was possible to merge). calling remove_ob will subtract 1825 * (if it was possible to merge). calling remove_ob will subtract
1947 * the weight, so we need to add it in again, since we actually do 1826 * the weight, so we need to add it in again, since we actually do
1948 * the linking below 1827 * the linking below
1949 */ 1828 */
1950 add_weight (where, op->weight*op->nrof); 1829 add_weight (where, op->weight * op->nrof);
1830 }
1951 } else 1831 else
1952 add_weight (where, (op->weight+op->carrying)); 1832 add_weight (where, (op->weight + op->carrying));
1953 1833
1954 otmp=is_player_inv(where); 1834 otmp = is_player_inv (where);
1955 if (otmp&&otmp->contr!=NULL) { 1835 if (otmp && otmp->contr != NULL)
1836 {
1956 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1837 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1957 fix_player(otmp); 1838 fix_player (otmp);
1958 } 1839 }
1959 1840
1960 op->map=NULL; 1841 op->map = NULL;
1961 op->env=where; 1842 op->env = where;
1962 op->above=NULL; 1843 op->above = NULL;
1963 op->below=NULL; 1844 op->below = NULL;
1964 op->x=0,op->y=0; 1845 op->x = 0, op->y = 0;
1965 op->ox=0,op->oy=0;
1966 1846
1967 /* reset the light list and los of the players on the map */ 1847 /* reset the light list and los of the players on the map */
1968 if((op->glow_radius!=0)&&where->map) 1848 if ((op->glow_radius != 0) && where->map)
1969 { 1849 {
1970#ifdef DEBUG_LIGHTS 1850#ifdef DEBUG_LIGHTS
1971 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1851 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1972 op->name);
1973#endif /* DEBUG_LIGHTS */ 1852#endif /* DEBUG_LIGHTS */
1853 if (MAP_DARKNESS (where->map))
1974 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1854 update_all_los (where->map, where->x, where->y);
1975 } 1855 }
1976 1856
1977 /* Client has no idea of ordering so lets not bother ordering it here. 1857 /* Client has no idea of ordering so lets not bother ordering it here.
1978 * It sure simplifies this function... 1858 * It sure simplifies this function...
1979 */ 1859 */
1980 if (where->inv==NULL) 1860 if (where->inv == NULL)
1981 where->inv=op; 1861 where->inv = op;
1982 else { 1862 else
1863 {
1983 op->below = where->inv; 1864 op->below = where->inv;
1984 op->below->above = op; 1865 op->below->above = op;
1985 where->inv = op; 1866 where->inv = op;
1986 } 1867 }
1987 return op; 1868 return op;
1988} 1869}
1989 1870
1990/* 1871/*
1991 * Checks if any objects has a move_type that matches objects 1872 * Checks if any objects has a move_type that matches objects
2006 * MSW 2001-07-08: Check all objects on space, not just those below 1887 * MSW 2001-07-08: Check all objects on space, not just those below
2007 * object being inserted. insert_ob_in_map may not put new objects 1888 * object being inserted. insert_ob_in_map may not put new objects
2008 * on top. 1889 * on top.
2009 */ 1890 */
2010 1891
1892int
2011int check_move_on (object *op, object *originator) 1893check_move_on (object *op, object *originator)
2012{ 1894{
2013 object *tmp; 1895 object *tmp;
2014 tag_t tag;
2015 mapstruct *m=op->map; 1896 maptile *m = op->map;
2016 int x=op->x, y=op->y; 1897 int x = op->x, y = op->y;
1898
2017 MoveType move_on, move_slow, move_block; 1899 MoveType move_on, move_slow, move_block;
2018 1900
2019 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1901 if (QUERY_FLAG (op, FLAG_NO_APPLY))
2020 return 0;
2021
2022 tag = op->count;
2023
2024 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
2025 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
2026 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
2027
2028 /* if nothing on this space will slow op down or be applied,
2029 * no need to do checking below. have to make sure move_type
2030 * is set, as lots of objects don't have it set - we treat that
2031 * as walking.
2032 */
2033 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
2034 return 0;
2035
2036 /* This is basically inverse logic of that below - basically,
2037 * if the object can avoid the move on or slow move, they do so,
2038 * but can't do it if the alternate movement they are using is
2039 * blocked. Logic on this seems confusing, but does seem correct.
2040 */
2041 if ((op->move_type & ~move_on & ~move_block) != 0 &&
2042 (op->move_type & ~move_slow & ~move_block) != 0) return 0;
2043
2044 /* The objects have to be checked from top to bottom.
2045 * Hence, we first go to the top:
2046 */
2047
2048 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL &&
2049 tmp->above!=NULL; tmp=tmp->above) {
2050 /* Trim the search when we find the first other spell effect
2051 * this helps performance so that if a space has 50 spell objects,
2052 * we don't need to check all of them.
2053 */
2054 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break;
2055 }
2056 for(;tmp!=NULL; tmp=tmp->below) {
2057 if (tmp == op) continue; /* Can't apply yourself */
2058
2059 /* Check to see if one of the movement types should be slowed down.
2060 * Second check makes sure that the movement types not being slowed
2061 * (~slow_move) is not blocked on this space - just because the
2062 * space doesn't slow down swimming (for example), if you can't actually
2063 * swim on that space, can't use it to avoid the penalty.
2064 */
2065 if (!QUERY_FLAG(op, FLAG_WIZPASS)) {
2066 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2067 ((op->move_type & tmp->move_slow) &&
2068 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) {
2069
2070 float diff;
2071
2072 diff = tmp->move_slow_penalty*FABS(op->speed);
2073 if (op->type == PLAYER) {
2074 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) ||
2075 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) {
2076 diff /= 4.0;
2077 }
2078 }
2079 op->speed_left -= diff;
2080 }
2081 }
2082
2083 /* Basically same logic as above, except now for actual apply. */
2084 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2085 ((op->move_type & tmp->move_on) &&
2086 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) {
2087
2088 move_apply(tmp, op, originator);
2089 if (was_destroyed (op, tag))
2090 return 1;
2091
2092 /* what the person/creature stepped onto has moved the object
2093 * someplace new. Don't process any further - if we did,
2094 * have a feeling strange problems would result.
2095 */
2096 if (op->map != m || op->x != x || op->y != y) return 0;
2097 }
2098 }
2099 return 0; 1902 return 0;
1903
1904 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1905 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1906 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1907
1908 /* if nothing on this space will slow op down or be applied,
1909 * no need to do checking below. have to make sure move_type
1910 * is set, as lots of objects don't have it set - we treat that
1911 * as walking.
1912 */
1913 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1914 return 0;
1915
1916 /* This is basically inverse logic of that below - basically,
1917 * if the object can avoid the move on or slow move, they do so,
1918 * but can't do it if the alternate movement they are using is
1919 * blocked. Logic on this seems confusing, but does seem correct.
1920 */
1921 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1922 return 0;
1923
1924 /* The objects have to be checked from top to bottom.
1925 * Hence, we first go to the top:
1926 */
1927
1928 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1929 {
1930 /* Trim the search when we find the first other spell effect
1931 * this helps performance so that if a space has 50 spell objects,
1932 * we don't need to check all of them.
1933 */
1934 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1935 break;
1936 }
1937
1938 for (; tmp; tmp = tmp->below)
1939 {
1940 if (tmp == op)
1941 continue; /* Can't apply yourself */
1942
1943 /* Check to see if one of the movement types should be slowed down.
1944 * Second check makes sure that the movement types not being slowed
1945 * (~slow_move) is not blocked on this space - just because the
1946 * space doesn't slow down swimming (for example), if you can't actually
1947 * swim on that space, can't use it to avoid the penalty.
1948 */
1949 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1950 {
1951 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1952 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1953 {
1954
1955 float
1956 diff = tmp->move_slow_penalty * FABS (op->speed);
1957
1958 if (op->type == PLAYER)
1959 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1960 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1961 diff /= 4.0;
1962
1963 op->speed_left -= diff;
1964 }
1965 }
1966
1967 /* Basically same logic as above, except now for actual apply. */
1968 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1969 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1970 {
1971 move_apply (tmp, op, originator);
1972
1973 if (op->destroyed ())
1974 return 1;
1975
1976 /* what the person/creature stepped onto has moved the object
1977 * someplace new. Don't process any further - if we did,
1978 * have a feeling strange problems would result.
1979 */
1980 if (op->map != m || op->x != x || op->y != y)
1981 return 0;
1982 }
1983 }
1984
1985 return 0;
2100} 1986}
2101 1987
2102/* 1988/*
2103 * present_arch(arch, map, x, y) searches for any objects with 1989 * present_arch(arch, map, x, y) searches for any objects with
2104 * a matching archetype at the given map and coordinates. 1990 * a matching archetype at the given map and coordinates.
2105 * The first matching object is returned, or NULL if none. 1991 * The first matching object is returned, or NULL if none.
2106 */ 1992 */
2107 1993
1994object *
2108object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1995present_arch (const archetype *at, maptile *m, int x, int y)
1996{
2109 object *tmp; 1997 object *
1998 tmp;
1999
2110 if(m==NULL || out_of_map(m,x,y)) { 2000 if (m == NULL || out_of_map (m, x, y))
2001 {
2111 LOG(llevError,"Present_arch called outside map.\n"); 2002 LOG (llevError, "Present_arch called outside map.\n");
2112 return NULL; 2003 return NULL;
2113 } 2004 }
2114 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 2005 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2115 if(tmp->arch == at) 2006 if (tmp->arch == at)
2116 return tmp; 2007 return tmp;
2117 return NULL; 2008 return NULL;
2118} 2009}
2119 2010
2120/* 2011/*
2121 * present(type, map, x, y) searches for any objects with 2012 * present(type, map, x, y) searches for any objects with
2122 * a matching type variable at the given map and coordinates. 2013 * a matching type variable at the given map and coordinates.
2123 * The first matching object is returned, or NULL if none. 2014 * The first matching object is returned, or NULL if none.
2124 */ 2015 */
2125 2016
2017object *
2126object *present(unsigned char type,mapstruct *m, int x,int y) { 2018present (unsigned char type, maptile *m, int x, int y)
2019{
2127 object *tmp; 2020 object *
2021 tmp;
2022
2128 if(out_of_map(m,x,y)) { 2023 if (out_of_map (m, x, y))
2024 {
2129 LOG(llevError,"Present called outside map.\n"); 2025 LOG (llevError, "Present called outside map.\n");
2130 return NULL; 2026 return NULL;
2131 } 2027 }
2132 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 2028 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2133 if(tmp->type==type) 2029 if (tmp->type == type)
2134 return tmp; 2030 return tmp;
2135 return NULL; 2031 return NULL;
2136} 2032}
2137 2033
2138/* 2034/*
2139 * present_in_ob(type, object) searches for any objects with 2035 * present_in_ob(type, object) searches for any objects with
2140 * a matching type variable in the inventory of the given object. 2036 * a matching type variable in the inventory of the given object.
2141 * The first matching object is returned, or NULL if none. 2037 * The first matching object is returned, or NULL if none.
2142 */ 2038 */
2143 2039
2040object *
2144object *present_in_ob(unsigned char type, const object *op) { 2041present_in_ob (unsigned char type, const object *op)
2042{
2145 object *tmp; 2043 object *
2044 tmp;
2045
2146 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2046 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2147 if(tmp->type==type) 2047 if (tmp->type == type)
2148 return tmp; 2048 return tmp;
2149 return NULL; 2049 return NULL;
2150} 2050}
2151 2051
2152/* 2052/*
2162 * the object name, not the archetype name. this is so that the 2062 * the object name, not the archetype name. this is so that the
2163 * spell code can use one object type (force), but change it's name 2063 * spell code can use one object type (force), but change it's name
2164 * to be unique. 2064 * to be unique.
2165 */ 2065 */
2166 2066
2067object *
2167object *present_in_ob_by_name(int type, const char *str, const object *op) { 2068present_in_ob_by_name (int type, const char *str, const object *op)
2069{
2168 object *tmp; 2070 object *
2071 tmp;
2169 2072
2170 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2073 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2074 {
2171 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2075 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2172 return tmp; 2076 return tmp;
2173 } 2077 }
2174 return NULL; 2078 return NULL;
2175} 2079}
2176 2080
2177/* 2081/*
2178 * present_arch_in_ob(archetype, object) searches for any objects with 2082 * present_arch_in_ob(archetype, object) searches for any objects with
2179 * a matching archetype in the inventory of the given object. 2083 * a matching archetype in the inventory of the given object.
2180 * The first matching object is returned, or NULL if none. 2084 * The first matching object is returned, or NULL if none.
2181 */ 2085 */
2182 2086
2087object *
2183object *present_arch_in_ob(const archetype *at, const object *op) { 2088present_arch_in_ob (const archetype *at, const object *op)
2089{
2184 object *tmp; 2090 object *
2091 tmp;
2092
2185 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2093 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2186 if( tmp->arch == at) 2094 if (tmp->arch == at)
2187 return tmp; 2095 return tmp;
2188 return NULL; 2096 return NULL;
2189} 2097}
2190 2098
2191/* 2099/*
2192 * activate recursively a flag on an object inventory 2100 * activate recursively a flag on an object inventory
2193 */ 2101 */
2102void
2194void flag_inv(object*op, int flag){ 2103flag_inv (object *op, int flag)
2104{
2195 object *tmp; 2105 object *
2106 tmp;
2107
2196 if(op->inv) 2108 if (op->inv)
2197 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2109 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2110 {
2198 SET_FLAG(tmp, flag); 2111 SET_FLAG (tmp, flag);
2199 flag_inv(tmp,flag); 2112 flag_inv (tmp, flag);
2200 } 2113 }
2201}/* 2114} /*
2202 * desactivate recursively a flag on an object inventory 2115 * desactivate recursively a flag on an object inventory
2203 */ 2116 */
2117void
2204void unflag_inv(object*op, int flag){ 2118unflag_inv (object *op, int flag)
2119{
2205 object *tmp; 2120 object *
2121 tmp;
2122
2206 if(op->inv) 2123 if (op->inv)
2207 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2124 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2125 {
2208 CLEAR_FLAG(tmp, flag); 2126 CLEAR_FLAG (tmp, flag);
2209 unflag_inv(tmp,flag); 2127 unflag_inv (tmp, flag);
2210 } 2128 }
2211} 2129}
2212 2130
2213/* 2131/*
2214 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2132 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2215 * all it's inventory (recursively). 2133 * all it's inventory (recursively).
2216 * If checksums are used, a player will get set_cheat called for 2134 * If checksums are used, a player will get set_cheat called for
2217 * him/her-self and all object carried by a call to this function. 2135 * him/her-self and all object carried by a call to this function.
2218 */ 2136 */
2219 2137
2138void
2220void set_cheat(object *op) { 2139set_cheat (object *op)
2140{
2221 SET_FLAG(op, FLAG_WAS_WIZ); 2141 SET_FLAG (op, FLAG_WAS_WIZ);
2222 flag_inv(op, FLAG_WAS_WIZ); 2142 flag_inv (op, FLAG_WAS_WIZ);
2223} 2143}
2224 2144
2225/* 2145/*
2226 * find_free_spot(object, map, x, y, start, stop) will search for 2146 * find_free_spot(object, map, x, y, start, stop) will search for
2227 * a spot at the given map and coordinates which will be able to contain 2147 * a spot at the given map and coordinates which will be able to contain
2242 * to know if the space in question will block the object. We can't use 2162 * to know if the space in question will block the object. We can't use
2243 * the archetype because that isn't correct if the monster has been 2163 * the archetype because that isn't correct if the monster has been
2244 * customized, changed states, etc. 2164 * customized, changed states, etc.
2245 */ 2165 */
2246 2166
2167int
2247int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2168find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2169{
2170 int
2171 i,
2248 int i,index=0, flag; 2172 index = 0, flag;
2173 static int
2249 static int altern[SIZEOFFREE]; 2174 altern[SIZEOFFREE];
2250 2175
2251 for(i=start;i<stop;i++) { 2176 for (i = start; i < stop; i++)
2177 {
2252 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2178 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2253 if(!flag) 2179 if (!flag)
2254 altern[index++]=i; 2180 altern[index++] = i;
2255 2181
2256 /* Basically, if we find a wall on a space, we cut down the search size. 2182 /* Basically, if we find a wall on a space, we cut down the search size.
2257 * In this way, we won't return spaces that are on another side of a wall. 2183 * In this way, we won't return spaces that are on another side of a wall.
2258 * This mostly work, but it cuts down the search size in all directions - 2184 * This mostly work, but it cuts down the search size in all directions -
2259 * if the space being examined only has a wall to the north and empty 2185 * if the space being examined only has a wall to the north and empty
2260 * spaces in all the other directions, this will reduce the search space 2186 * spaces in all the other directions, this will reduce the search space
2261 * to only the spaces immediately surrounding the target area, and 2187 * to only the spaces immediately surrounding the target area, and
2262 * won't look 2 spaces south of the target space. 2188 * won't look 2 spaces south of the target space.
2263 */ 2189 */
2264 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2190 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2265 stop=maxfree[i]; 2191 stop = maxfree[i];
2266 } 2192 }
2267 if(!index) return -1; 2193 if (!index)
2194 return -1;
2268 return altern[RANDOM()%index]; 2195 return altern[RANDOM () % index];
2269} 2196}
2270 2197
2271/* 2198/*
2272 * find_first_free_spot(archetype, mapstruct, x, y) works like 2199 * find_first_free_spot(archetype, maptile, x, y) works like
2273 * find_free_spot(), but it will search max number of squares. 2200 * find_free_spot(), but it will search max number of squares.
2274 * But it will return the first available spot, not a random choice. 2201 * But it will return the first available spot, not a random choice.
2275 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2202 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2276 */ 2203 */
2277 2204
2205int
2278int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2206find_first_free_spot (const object *ob, maptile *m, int x, int y)
2207{
2208 int
2279 int i; 2209 i;
2210
2280 for(i=0;i<SIZEOFFREE;i++) { 2211 for (i = 0; i < SIZEOFFREE; i++)
2212 {
2281 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2213 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2282 return i; 2214 return i;
2283 } 2215 }
2284 return -1; 2216 return -1;
2285} 2217}
2286 2218
2287/* 2219/*
2288 * The function permute(arr, begin, end) randomly reorders the array 2220 * The function permute(arr, begin, end) randomly reorders the array
2289 * arr[begin..end-1]. 2221 * arr[begin..end-1].
2290 */ 2222 */
2223static void
2291static void permute(int *arr, int begin, int end) 2224permute (int *arr, int begin, int end)
2292{ 2225{
2293 int i, j, tmp, len; 2226 int
2227 i,
2228 j,
2229 tmp,
2230 len;
2294 2231
2295 len = end-begin; 2232 len = end - begin;
2296 for(i = begin; i < end; i++) 2233 for (i = begin; i < end; i++)
2297 { 2234 {
2298 j = begin+RANDOM()%len; 2235 j = begin + RANDOM () % len;
2299 2236
2300 tmp = arr[i]; 2237 tmp = arr[i];
2301 arr[i] = arr[j]; 2238 arr[i] = arr[j];
2302 arr[j] = tmp; 2239 arr[j] = tmp;
2303 } 2240 }
2304} 2241}
2305 2242
2306/* new function to make monster searching more efficient, and effective! 2243/* new function to make monster searching more efficient, and effective!
2307 * This basically returns a randomized array (in the passed pointer) of 2244 * This basically returns a randomized array (in the passed pointer) of
2308 * the spaces to find monsters. In this way, it won't always look for 2245 * the spaces to find monsters. In this way, it won't always look for
2309 * monsters to the north first. However, the size of the array passed 2246 * monsters to the north first. However, the size of the array passed
2310 * covers all the spaces, so within that size, all the spaces within 2247 * covers all the spaces, so within that size, all the spaces within
2311 * the 3x3 area will be searched, just not in a predictable order. 2248 * the 3x3 area will be searched, just not in a predictable order.
2312 */ 2249 */
2250void
2313void get_search_arr(int *search_arr) 2251get_search_arr (int *search_arr)
2314{ 2252{
2253 int
2315 int i; 2254 i;
2316 2255
2317 for(i = 0; i < SIZEOFFREE; i++) 2256 for (i = 0; i < SIZEOFFREE; i++)
2318 { 2257 {
2319 search_arr[i] = i; 2258 search_arr[i] = i;
2320 } 2259 }
2321 2260
2322 permute(search_arr, 1, SIZEOFFREE1+1); 2261 permute (search_arr, 1, SIZEOFFREE1 + 1);
2323 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2262 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2324 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2263 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2325} 2264}
2326 2265
2327/* 2266/*
2328 * find_dir(map, x, y, exclude) will search some close squares in the 2267 * find_dir(map, x, y, exclude) will search some close squares in the
2329 * given map at the given coordinates for live objects. 2268 * given map at the given coordinates for live objects.
2335 * is actually want is going to try and move there. We need this info 2274 * is actually want is going to try and move there. We need this info
2336 * because we have to know what movement the thing looking to move 2275 * because we have to know what movement the thing looking to move
2337 * there is capable of. 2276 * there is capable of.
2338 */ 2277 */
2339 2278
2279int
2340int find_dir(mapstruct *m, int x, int y, object *exclude) { 2280find_dir (maptile *m, int x, int y, object *exclude)
2281{
2282 int
2283 i,
2341 int i,max=SIZEOFFREE, mflags; 2284 max = SIZEOFFREE, mflags;
2285
2342 sint16 nx, ny; 2286 sint16 nx, ny;
2343 object *tmp; 2287 object *
2344 mapstruct *mp; 2288 tmp;
2289 maptile *
2290 mp;
2291
2345 MoveType blocked, move_type; 2292 MoveType blocked, move_type;
2346 2293
2347 if (exclude && exclude->head) { 2294 if (exclude && exclude->head)
2295 {
2348 exclude = exclude->head; 2296 exclude = exclude->head;
2349 move_type = exclude->move_type; 2297 move_type = exclude->move_type;
2350 } else { 2298 }
2299 else
2300 {
2351 /* If we don't have anything, presume it can use all movement types. */ 2301 /* If we don't have anything, presume it can use all movement types. */
2352 move_type=MOVE_ALL; 2302 move_type = MOVE_ALL;
2303 }
2304
2305 for (i = 1; i < max; i++)
2353 } 2306 {
2354 2307 mp = m;
2355 for(i=1;i<max;i++) {
2356 mp = m;
2357 nx = x + freearr_x[i]; 2308 nx = x + freearr_x[i];
2358 ny = y + freearr_y[i]; 2309 ny = y + freearr_y[i];
2359 2310
2360 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2311 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2361 if (mflags & P_OUT_OF_MAP) { 2312 if (mflags & P_OUT_OF_MAP)
2313 {
2362 max = maxfree[i]; 2314 max = maxfree[i];
2363 } else { 2315 }
2316 else
2317 {
2364 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2318 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2365 2319
2366 if ((move_type & blocked) == move_type) { 2320 if ((move_type & blocked) == move_type)
2367 max=maxfree[i]; 2321 {
2322 max = maxfree[i];
2323 }
2368 } else if (mflags & P_IS_ALIVE) { 2324 else if (mflags & P_IS_ALIVE)
2325 {
2369 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2326 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2370 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2327 {
2371 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2328 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2372 break; 2329 {
2373 } 2330 break;
2374 } 2331 }
2375 if(tmp) { 2332 }
2376 return freedir[i]; 2333 if (tmp)
2377 } 2334 {
2335 return freedir[i];
2336 }
2337 }
2338 }
2378 } 2339 }
2379 }
2380 }
2381 return 0; 2340 return 0;
2382} 2341}
2383 2342
2384/* 2343/*
2385 * distance(object 1, object 2) will return the square of the 2344 * distance(object 1, object 2) will return the square of the
2386 * distance between the two given objects. 2345 * distance between the two given objects.
2387 */ 2346 */
2388 2347
2348int
2389int distance(const object *ob1, const object *ob2) { 2349distance (const object *ob1, const object *ob2)
2350{
2390 int i; 2351 int
2391 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2352 i;
2392 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2353
2354 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2393 return i; 2355 return i;
2394} 2356}
2395 2357
2396/* 2358/*
2397 * find_dir_2(delta-x,delta-y) will return a direction in which 2359 * find_dir_2(delta-x,delta-y) will return a direction in which
2398 * an object which has subtracted the x and y coordinates of another 2360 * an object which has subtracted the x and y coordinates of another
2399 * object, needs to travel toward it. 2361 * object, needs to travel toward it.
2400 */ 2362 */
2401 2363
2364int
2402int find_dir_2(int x, int y) { 2365find_dir_2 (int x, int y)
2366{
2403 int q; 2367 int
2368 q;
2404 2369
2405 if(y) 2370 if (y)
2406 q=x*100/y; 2371 q = x * 100 / y;
2407 else if (x) 2372 else if (x)
2408 q= -300*x; 2373 q = -300 * x;
2409 else 2374 else
2410 return 0; 2375 return 0;
2411 2376
2412 if(y>0) { 2377 if (y > 0)
2378 {
2413 if(q < -242) 2379 if (q < -242)
2414 return 3 ; 2380 return 3;
2415 if (q < -41) 2381 if (q < -41)
2416 return 2 ; 2382 return 2;
2417 if (q < 41) 2383 if (q < 41)
2418 return 1 ; 2384 return 1;
2419 if (q < 242) 2385 if (q < 242)
2420 return 8 ; 2386 return 8;
2421 return 7 ; 2387 return 7;
2422 } 2388 }
2423 2389
2424 if (q < -242) 2390 if (q < -242)
2425 return 7 ; 2391 return 7;
2426 if (q < -41) 2392 if (q < -41)
2427 return 6 ; 2393 return 6;
2428 if (q < 41) 2394 if (q < 41)
2429 return 5 ; 2395 return 5;
2430 if (q < 242) 2396 if (q < 242)
2431 return 4 ; 2397 return 4;
2432 2398
2433 return 3 ; 2399 return 3;
2434} 2400}
2435 2401
2436/* 2402/*
2437 * absdir(int): Returns a number between 1 and 8, which represent 2403 * absdir(int): Returns a number between 1 and 8, which represent
2438 * the "absolute" direction of a number (it actually takes care of 2404 * the "absolute" direction of a number (it actually takes care of
2439 * "overflow" in previous calculations of a direction). 2405 * "overflow" in previous calculations of a direction).
2440 */ 2406 */
2441 2407
2408int
2442int absdir(int d) { 2409absdir (int d)
2443 while(d<1) d+=8; 2410{
2444 while(d>8) d-=8; 2411 while (d < 1)
2412 d += 8;
2413 while (d > 8)
2414 d -= 8;
2445 return d; 2415 return d;
2446} 2416}
2447 2417
2448/* 2418/*
2449 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2419 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2450 * between two directions (which are expected to be absolute (see absdir()) 2420 * between two directions (which are expected to be absolute (see absdir())
2451 */ 2421 */
2452 2422
2423int
2453int dirdiff(int dir1, int dir2) { 2424dirdiff (int dir1, int dir2)
2425{
2454 int d; 2426 int
2427 d;
2428
2455 d = abs(dir1 - dir2); 2429 d = abs (dir1 - dir2);
2456 if(d>4) 2430 if (d > 4)
2457 d = 8 - d; 2431 d = 8 - d;
2458 return d; 2432 return d;
2459} 2433}
2460 2434
2461/* peterm: 2435/* peterm:
2466 * direction 4, 14, or 16 to get back to where we are. 2440 * direction 4, 14, or 16 to get back to where we are.
2467 * Moved from spell_util.c to object.c with the other related direction 2441 * Moved from spell_util.c to object.c with the other related direction
2468 * functions. 2442 * functions.
2469 */ 2443 */
2470 2444
2445int
2471int reduction_dir[SIZEOFFREE][3] = { 2446 reduction_dir[SIZEOFFREE][3] = {
2472 {0,0,0}, /* 0 */ 2447 {0, 0, 0}, /* 0 */
2473 {0,0,0}, /* 1 */ 2448 {0, 0, 0}, /* 1 */
2474 {0,0,0}, /* 2 */ 2449 {0, 0, 0}, /* 2 */
2475 {0,0,0}, /* 3 */ 2450 {0, 0, 0}, /* 3 */
2476 {0,0,0}, /* 4 */ 2451 {0, 0, 0}, /* 4 */
2477 {0,0,0}, /* 5 */ 2452 {0, 0, 0}, /* 5 */
2478 {0,0,0}, /* 6 */ 2453 {0, 0, 0}, /* 6 */
2479 {0,0,0}, /* 7 */ 2454 {0, 0, 0}, /* 7 */
2480 {0,0,0}, /* 8 */ 2455 {0, 0, 0}, /* 8 */
2481 {8,1,2}, /* 9 */ 2456 {8, 1, 2}, /* 9 */
2482 {1,2,-1}, /* 10 */ 2457 {1, 2, -1}, /* 10 */
2483 {2,10,12}, /* 11 */ 2458 {2, 10, 12}, /* 11 */
2484 {2,3,-1}, /* 12 */ 2459 {2, 3, -1}, /* 12 */
2485 {2,3,4}, /* 13 */ 2460 {2, 3, 4}, /* 13 */
2486 {3,4,-1}, /* 14 */ 2461 {3, 4, -1}, /* 14 */
2487 {4,14,16}, /* 15 */ 2462 {4, 14, 16}, /* 15 */
2488 {5,4,-1}, /* 16 */ 2463 {5, 4, -1}, /* 16 */
2489 {4,5,6}, /* 17 */ 2464 {4, 5, 6}, /* 17 */
2490 {6,5,-1}, /* 18 */ 2465 {6, 5, -1}, /* 18 */
2491 {6,20,18}, /* 19 */ 2466 {6, 20, 18}, /* 19 */
2492 {7,6,-1}, /* 20 */ 2467 {7, 6, -1}, /* 20 */
2493 {6,7,8}, /* 21 */ 2468 {6, 7, 8}, /* 21 */
2494 {7,8,-1}, /* 22 */ 2469 {7, 8, -1}, /* 22 */
2495 {8,22,24}, /* 23 */ 2470 {8, 22, 24}, /* 23 */
2496 {8,1,-1}, /* 24 */ 2471 {8, 1, -1}, /* 24 */
2497 {24,9,10}, /* 25 */ 2472 {24, 9, 10}, /* 25 */
2498 {9,10,-1}, /* 26 */ 2473 {9, 10, -1}, /* 26 */
2499 {10,11,-1}, /* 27 */ 2474 {10, 11, -1}, /* 27 */
2500 {27,11,29}, /* 28 */ 2475 {27, 11, 29}, /* 28 */
2501 {11,12,-1}, /* 29 */ 2476 {11, 12, -1}, /* 29 */
2502 {12,13,-1}, /* 30 */ 2477 {12, 13, -1}, /* 30 */
2503 {12,13,14}, /* 31 */ 2478 {12, 13, 14}, /* 31 */
2504 {13,14,-1}, /* 32 */ 2479 {13, 14, -1}, /* 32 */
2505 {14,15,-1}, /* 33 */ 2480 {14, 15, -1}, /* 33 */
2506 {33,15,35}, /* 34 */ 2481 {33, 15, 35}, /* 34 */
2507 {16,15,-1}, /* 35 */ 2482 {16, 15, -1}, /* 35 */
2508 {17,16,-1}, /* 36 */ 2483 {17, 16, -1}, /* 36 */
2509 {18,17,16}, /* 37 */ 2484 {18, 17, 16}, /* 37 */
2510 {18,17,-1}, /* 38 */ 2485 {18, 17, -1}, /* 38 */
2511 {18,19,-1}, /* 39 */ 2486 {18, 19, -1}, /* 39 */
2512 {41,19,39}, /* 40 */ 2487 {41, 19, 39}, /* 40 */
2513 {19,20,-1}, /* 41 */ 2488 {19, 20, -1}, /* 41 */
2514 {20,21,-1}, /* 42 */ 2489 {20, 21, -1}, /* 42 */
2515 {20,21,22}, /* 43 */ 2490 {20, 21, 22}, /* 43 */
2516 {21,22,-1}, /* 44 */ 2491 {21, 22, -1}, /* 44 */
2517 {23,22,-1}, /* 45 */ 2492 {23, 22, -1}, /* 45 */
2518 {45,47,23}, /* 46 */ 2493 {45, 47, 23}, /* 46 */
2519 {23,24,-1}, /* 47 */ 2494 {23, 24, -1}, /* 47 */
2520 {24,9,-1}}; /* 48 */ 2495 {24, 9, -1}
2496}; /* 48 */
2521 2497
2522/* Recursive routine to step back and see if we can 2498/* Recursive routine to step back and see if we can
2523 * find a path to that monster that we found. If not, 2499 * find a path to that monster that we found. If not,
2524 * we don't bother going toward it. Returns 1 if we 2500 * we don't bother going toward it. Returns 1 if we
2525 * can see a direct way to get it 2501 * can see a direct way to get it
2526 * Modified to be map tile aware -.MSW 2502 * Modified to be map tile aware -.MSW
2527 */ 2503 */
2528
2529 2504
2505
2506int
2530int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2507can_see_monsterP (maptile *m, int x, int y, int dir)
2508{
2531 sint16 dx, dy; 2509 sint16 dx, dy;
2510 int
2532 int mflags; 2511 mflags;
2533 2512
2513 if (dir < 0)
2534 if(dir<0) return 0; /* exit condition: invalid direction */ 2514 return 0; /* exit condition: invalid direction */
2535 2515
2536 dx = x + freearr_x[dir]; 2516 dx = x + freearr_x[dir];
2537 dy = y + freearr_y[dir]; 2517 dy = y + freearr_y[dir];
2538 2518
2539 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2519 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2540 2520
2541 /* This functional arguably was incorrect before - it was 2521 /* This functional arguably was incorrect before - it was
2542 * checking for P_WALL - that was basically seeing if 2522 * checking for P_WALL - that was basically seeing if
2543 * we could move to the monster - this is being more 2523 * we could move to the monster - this is being more
2544 * literal on if we can see it. To know if we can actually 2524 * literal on if we can see it. To know if we can actually
2545 * move to the monster, we'd need the monster passed in or 2525 * move to the monster, we'd need the monster passed in or
2546 * at least its move type. 2526 * at least its move type.
2547 */ 2527 */
2548 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2528 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2529 return 0;
2549 2530
2550 /* yes, can see. */ 2531 /* yes, can see. */
2551 if(dir < 9) return 1; 2532 if (dir < 9)
2533 return 1;
2552 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2534 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2553 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2535 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2554 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2555} 2536}
2556 2537
2557 2538
2558 2539
2559/* 2540/*
2560 * can_pick(picker, item): finds out if an object is possible to be 2541 * can_pick(picker, item): finds out if an object is possible to be
2561 * picked up by the picker. Returnes 1 if it can be 2542 * picked up by the picker. Returnes 1 if it can be
2562 * picked up, otherwise 0. 2543 * picked up, otherwise 0.
2563 * 2544 *
2565 * core dumps if they do. 2546 * core dumps if they do.
2566 * 2547 *
2567 * Add a check so we can't pick up invisible objects (0.93.8) 2548 * Add a check so we can't pick up invisible objects (0.93.8)
2568 */ 2549 */
2569 2550
2551int
2570int can_pick(const object *who, const object *item) { 2552can_pick (const object *who, const object *item)
2553{
2571 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2554 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2572 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2555 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2573 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2556 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2574 (who->type==PLAYER||item->weight<who->weight/3));
2575} 2557}
2576 2558
2577 2559
2578/* 2560/*
2579 * create clone from object to another 2561 * create clone from object to another
2580 */ 2562 */
2563object *
2581object *object_create_clone (object *asrc) { 2564object_create_clone (object *asrc)
2565{
2566 object *
2582 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2567 dst = NULL, *tmp, *src, *part, *prev, *item;
2583 2568
2569 if (!asrc)
2584 if(!asrc) return NULL; 2570 return NULL;
2585 src = asrc; 2571 src = asrc;
2586 if(src->head) 2572 if (src->head)
2587 src = src->head; 2573 src = src->head;
2588 2574
2589 prev = NULL; 2575 prev = NULL;
2590 for(part = src; part; part = part->more) { 2576 for (part = src; part; part = part->more)
2577 {
2591 tmp = get_object(); 2578 tmp = get_object ();
2592 copy_object(part,tmp); 2579 copy_object (part, tmp);
2593 tmp->x -= src->x; 2580 tmp->x -= src->x;
2594 tmp->y -= src->y; 2581 tmp->y -= src->y;
2595 if(!part->head) { 2582 if (!part->head)
2583 {
2596 dst = tmp; 2584 dst = tmp;
2597 tmp->head = NULL; 2585 tmp->head = NULL;
2586 }
2598 } else { 2587 else
2588 {
2599 tmp->head = dst; 2589 tmp->head = dst;
2600 } 2590 }
2601 tmp->more = NULL; 2591 tmp->more = NULL;
2602 if(prev) 2592 if (prev)
2603 prev->more = tmp; 2593 prev->more = tmp;
2604 prev = tmp; 2594 prev = tmp;
2605 } 2595 }
2606 /*** copy inventory ***/ 2596
2607 for(item = src->inv; item; item = item->below) { 2597 for (item = src->inv; item; item = item->below)
2608 (void) insert_ob_in_ob(object_create_clone(item),dst); 2598 insert_ob_in_ob (object_create_clone (item), dst);
2609 }
2610 2599
2611 return dst; 2600 return dst;
2612}
2613
2614/* return true if the object was destroyed, 0 otherwise */
2615int was_destroyed (const object *op, tag_t old_tag)
2616{
2617 /* checking for FLAG_FREED isn't necessary, but makes this function more
2618 * robust */
2619 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2620} 2601}
2621 2602
2622/* GROS - Creates an object using a string representing its content. */ 2603/* GROS - Creates an object using a string representing its content. */
2623/* Basically, we save the content of the string to a temp file, then call */ 2604/* Basically, we save the content of the string to a temp file, then call */
2624/* load_object on it. I admit it is a highly inefficient way to make things, */ 2605/* load_object on it. I admit it is a highly inefficient way to make things, */
2625/* but it was simple to make and allows reusing the load_object function. */ 2606/* but it was simple to make and allows reusing the load_object function. */
2626/* Remember not to use load_object_str in a time-critical situation. */ 2607/* Remember not to use load_object_str in a time-critical situation. */
2627/* Also remember that multiparts objects are not supported for now. */ 2608/* Also remember that multiparts objects are not supported for now. */
2628 2609
2610object *
2629object* load_object_str(const char *obstr) 2611load_object_str (const char *obstr)
2630{ 2612{
2631 object *op; 2613 object *op;
2632 FILE *tempfile;
2633 char filename[MAX_BUF]; 2614 char filename[MAX_BUF];
2615
2634 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2616 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2617
2635 tempfile=fopen(filename,"w"); 2618 FILE *tempfile = fopen (filename, "w");
2619
2636 if (tempfile == NULL) 2620 if (tempfile == NULL)
2637 { 2621 {
2638 LOG(llevError,"Error - Unable to access load object temp file\n"); 2622 LOG (llevError, "Error - Unable to access load object temp file\n");
2639 return NULL; 2623 return NULL;
2640 }; 2624 }
2625
2641 fprintf(tempfile,obstr); 2626 fprintf (tempfile, obstr);
2642 fclose(tempfile); 2627 fclose (tempfile);
2643 2628
2644 op=get_object(); 2629 op = get_object ();
2645 2630
2646 tempfile=fopen(filename,"r"); 2631 object_thawer thawer (filename);
2647 if (tempfile == NULL) 2632
2648 { 2633 if (thawer)
2649 LOG(llevError,"Error - Unable to read object temp file\n"); 2634 load_object (thawer, op, 0);
2650 return NULL; 2635
2651 };
2652 load_object(tempfile,op,LO_NEWFILE,0);
2653 LOG(llevDebug," load str completed, object=%s\n",op->name); 2636 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2654 CLEAR_FLAG(op,FLAG_REMOVED); 2637 CLEAR_FLAG (op, FLAG_REMOVED);
2655 fclose(tempfile); 2638
2656 return op; 2639 return op;
2657} 2640}
2658 2641
2659/* This returns the first object in who's inventory that 2642/* This returns the first object in who's inventory that
2660 * has the same type and subtype match. 2643 * has the same type and subtype match.
2661 * returns NULL if no match. 2644 * returns NULL if no match.
2662 */ 2645 */
2646object *
2663object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2647find_obj_by_type_subtype (const object *who, int type, int subtype)
2664{ 2648{
2665 object *tmp; 2649 object *tmp;
2666 2650
2667 for (tmp=who->inv; tmp; tmp=tmp->below) 2651 for (tmp = who->inv; tmp; tmp = tmp->below)
2668 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2652 if (tmp->type == type && tmp->subtype == subtype)
2653 return tmp;
2669 2654
2670 return NULL; 2655 return NULL;
2671} 2656}
2672 2657
2673/* If ob has a field named key, return the link from the list, 2658/* If ob has a field named key, return the link from the list,
2674 * otherwise return NULL. 2659 * otherwise return NULL.
2675 * 2660 *
2676 * key must be a passed in shared string - otherwise, this won't 2661 * key must be a passed in shared string - otherwise, this won't
2677 * do the desired thing. 2662 * do the desired thing.
2678 */ 2663 */
2664key_value *
2679key_value * get_ob_key_link(const object * ob, const char * key) { 2665get_ob_key_link (const object *ob, const char *key)
2666{
2680 key_value * link; 2667 key_value *link;
2681 2668
2682 for (link = ob->key_values; link != NULL; link = link->next) { 2669 for (link = ob->key_values; link != NULL; link = link->next)
2683 if (link->key == key) { 2670 if (link->key == key)
2684 return link; 2671 return link;
2685 } 2672
2686 }
2687
2688 return NULL; 2673 return NULL;
2689} 2674}
2690 2675
2691/* 2676/*
2692 * Returns the value of op has an extra_field for key, or NULL. 2677 * Returns the value of op has an extra_field for key, or NULL.
2693 * 2678 *
2694 * The argument doesn't need to be a shared string. 2679 * The argument doesn't need to be a shared string.
2695 * 2680 *
2696 * The returned string is shared. 2681 * The returned string is shared.
2697 */ 2682 */
2683const char *
2698const char * get_ob_key_value(const object * op, const char * const key) { 2684get_ob_key_value (const object *op, const char *const key)
2685{
2699 key_value * link; 2686 key_value *link;
2700 const char * canonical_key; 2687 shstr_cmp canonical_key (key);
2688
2689 if (!canonical_key)
2701 2690 {
2702 canonical_key = find_string(key);
2703
2704 if (canonical_key == NULL) {
2705 /* 1. There being a field named key on any object 2691 /* 1. There being a field named key on any object
2706 * implies there'd be a shared string to find. 2692 * implies there'd be a shared string to find.
2707 * 2. Since there isn't, no object has this field. 2693 * 2. Since there isn't, no object has this field.
2708 * 3. Therefore, *this* object doesn't have this field. 2694 * 3. Therefore, *this* object doesn't have this field.
2709 */ 2695 */
2710 return NULL; 2696 return 0;
2711 } 2697 }
2712 2698
2713 /* This is copied from get_ob_key_link() above - 2699 /* This is copied from get_ob_key_link() above -
2714 * only 4 lines, and saves the function call overhead. 2700 * only 4 lines, and saves the function call overhead.
2715 */ 2701 */
2716 for (link = op->key_values; link != NULL; link = link->next) { 2702 for (link = op->key_values; link; link = link->next)
2717 if (link->key == canonical_key) { 2703 if (link->key == canonical_key)
2718 return link->value; 2704 return link->value;
2719 } 2705
2720 } 2706 return 0;
2721 return NULL;
2722} 2707}
2723 2708
2724 2709
2725/* 2710/*
2726 * Updates the canonical_key in op to value. 2711 * Updates the canonical_key in op to value.
2730 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2715 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2731 * keys. 2716 * keys.
2732 * 2717 *
2733 * Returns TRUE on success. 2718 * Returns TRUE on success.
2734 */ 2719 */
2720int
2735int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) { 2721set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2722{
2723 key_value *
2736 key_value * field = NULL, *last=NULL; 2724 field = NULL, *last = NULL;
2737 2725
2738 for (field=op->key_values; field != NULL; field=field->next) { 2726 for (field = op->key_values; field != NULL; field = field->next)
2739 if (field->key != canonical_key) {
2740 last = field;
2741 continue;
2742 }
2743 2727 {
2744 if (field->value) FREE_AND_CLEAR_STR(field->value); 2728 if (field->key != canonical_key)
2745 if (value) 2729 {
2746 field->value = add_string(value); 2730 last = field;
2747 else { 2731 continue;
2732 }
2733
2734 if (value)
2735 field->value = value;
2736 else
2737 {
2748 /* Basically, if the archetype has this key set, 2738 /* Basically, if the archetype has this key set,
2749 * we need to store the null value so when we save 2739 * we need to store the null value so when we save
2750 * it, we save the empty value so that when we load, 2740 * it, we save the empty value so that when we load,
2751 * we get this value back again. 2741 * we get this value back again.
2752 */ 2742 */
2753 if (get_ob_key_link(&op->arch->clone, canonical_key)) 2743 if (get_ob_key_link (&op->arch->clone, canonical_key))
2754 field->value = NULL; 2744 field->value = 0;
2755 else { 2745 else
2756 /* Delete this link */ 2746 {
2757 if (field->key) FREE_AND_CLEAR_STR(field->key); 2747 if (last)
2758 if (field->value) FREE_AND_CLEAR_STR(field->value); 2748 last->next = field->next;
2759 if (last) last->next = field->next; 2749 else
2760 else op->key_values = field->next; 2750 op->key_values = field->next;
2761 free(field); 2751
2762 } 2752 delete field;
2763 } 2753 }
2754 }
2764 return TRUE; 2755 return TRUE;
2765 } 2756 }
2766 /* IF we get here, key doesn't exist */ 2757 /* IF we get here, key doesn't exist */
2767 2758
2768 /* No field, we'll have to add it. */ 2759 /* No field, we'll have to add it. */
2760
2761 if (!add_key)
2769 2762 {
2770 if (!add_key) {
2771 return FALSE; 2763 return FALSE;
2772 } 2764 }
2773 /* There isn't any good reason to store a null 2765 /* There isn't any good reason to store a null
2774 * value in the key/value list. If the archetype has 2766 * value in the key/value list. If the archetype has
2775 * this key, then we should also have it, so shouldn't 2767 * this key, then we should also have it, so shouldn't
2776 * be here. If user wants to store empty strings, 2768 * be here. If user wants to store empty strings,
2777 * should pass in "" 2769 * should pass in ""
2778 */ 2770 */
2779 if (value == NULL) return TRUE; 2771 if (value == NULL)
2780
2781 field = (key_value *) malloc(sizeof(key_value));
2782
2783 field->key = add_refcount(canonical_key);
2784 field->value = add_string(value);
2785 /* Usual prepend-addition. */
2786 field->next = op->key_values;
2787 op->key_values = field;
2788
2789 return TRUE; 2772 return TRUE;
2773
2774 field = new key_value;
2775
2776 field->key = canonical_key;
2777 field->value = value;
2778 /* Usual prepend-addition. */
2779 field->next = op->key_values;
2780 op->key_values = field;
2781
2782 return TRUE;
2790} 2783}
2791 2784
2792/* 2785/*
2793 * Updates the key in op to value. 2786 * Updates the key in op to value.
2794 * 2787 *
2796 * and not add new ones. 2789 * and not add new ones.
2797 * In general, should be little reason FALSE is ever passed in for add_key 2790 * In general, should be little reason FALSE is ever passed in for add_key
2798 * 2791 *
2799 * Returns TRUE on success. 2792 * Returns TRUE on success.
2800 */ 2793 */
2794int
2801int set_ob_key_value(object * op, const char * key, const char * value, int add_key) { 2795set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2802 const char * canonical_key = NULL; 2796{
2803 int floating_ref = FALSE; 2797 shstr key_ (key);
2804 int ret; 2798
2799 return set_ob_key_value_s (op, key_, value, add_key);
2800}
2801
2802object::depth_iterator::depth_iterator (object *container)
2803: iterator_base (container)
2804{
2805 while (item->inv)
2806 item = item->inv;
2807}
2808
2809void
2810object::depth_iterator::next ()
2811{
2812 if (item->below)
2805 2813 {
2806 /* HACK This mess is to make sure set_ob_value() passes a shared string 2814 item = item->below;
2807 * to get_ob_key_link(), without leaving a leaked refcount. 2815
2808 */ 2816 while (item->inv)
2817 item = item->inv;
2809 2818 }
2810 canonical_key = find_string(key); 2819 else
2811 if (canonical_key == NULL) { 2820 item = item->env;
2812 canonical_key = add_string(key);
2813 floating_ref = TRUE;
2814 }
2815
2816 ret = set_ob_key_value_s(op, canonical_key, value, add_key);
2817
2818 if (floating_ref) {
2819 free_string(canonical_key);
2820 }
2821
2822 return ret;
2823} 2821}
2822
2823// return a suitable string describing an objetc in enough detail to find it
2824const char *
2825object::debug_desc (char *info) const
2826{
2827 char info2[256 * 3];
2828 char *p = info;
2829
2830 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2831 count,
2832 &name,
2833 title ? " " : "",
2834 title ? (const char *)title : "");
2835
2836 if (env)
2837 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2838
2839 if (map)
2840 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2841
2842 return info;
2843}
2844
2845const char *
2846object::debug_desc () const
2847{
2848 static char info[256 * 3];
2849 return debug_desc (info);
2850}
2851

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