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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 1.91 by elmex, Tue Dec 26 10:51:52 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; 35#include <bitset>
36
44int nrofallocobjects = 0; 37int nrofallocobjects = 0;
45#undef OBJ_EXPAND 38static UUID uuid;
46#define OBJ_EXPAND 1 39const uint64 UUID_SKIP = 1<<19;
47#else
48object objarray[STARTMAX]; /* All objects, allocated this way at first */
49int nroffreeobjects = STARTMAX; /* How many OBs allocated and free (free) */
50int nrofallocobjects = STARTMAX; /* How many OBs allocated (free + used) */
51#endif
52 40
53object *objects; /* Pointer to the list of used objects */
54object *free_objects; /* Pointer to the list of unused objects */
55object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
56 42
57void (*object_free_callback)(object *ob); 43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
58
59short freearr_x[SIZEOFFREE]=
60 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
61 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
62short freearr_y[SIZEOFFREE]= 45};
63 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
64 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
65int maxfree[SIZEOFFREE]= 48};
66 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
67 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51};
68int freedir[SIZEOFFREE]= { 52int freedir[SIZEOFFREE] = {
69 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
70 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55};
71 56
57static void
58write_uuid (void)
59{
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76}
77
78static void
79read_uuid (void)
80{
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp);
113}
114
115UUID
116gen_uuid ()
117{
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126}
127
128void
129init_uuid ()
130{
131 read_uuid ();
132}
72 133
73/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int
74static int compare_ob_value_lists_one(const object * wants, const object * has) { 136compare_ob_value_lists_one (const object *wants, const object *has)
137{
75 key_value * wants_field; 138 key_value *wants_field;
76 139
77 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
78 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
79 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
80 */ 143 */
81 144
82 /* For each field in wants, */ 145 /* For each field in wants, */
83 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 {
84 key_value * has_field; 148 key_value *has_field;
85 149
86 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
87 has_field = get_ob_key_link(has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
88 154 {
89 if (has_field == NULL) {
90 /* No field with that name. */ 155 /* No field with that name. */
91 return FALSE; 156 return FALSE;
92 } 157 }
93 158
94 /* Found the matching field. */ 159 /* Found the matching field. */
95 if (has_field->value != wants_field->value) { 160 if (has_field->value != wants_field->value)
161 {
96 /* Values don't match, so this half of the comparison is false. */ 162 /* Values don't match, so this half of the comparison is false. */
97 return FALSE; 163 return FALSE;
98 } 164 }
99 165
100 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
101 }
102 167 }
168
103 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
104 return TRUE; 170 return TRUE;
105} 171}
106 172
107/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int
108static int compare_ob_value_lists(const object * ob1, const object * ob2) { 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{
109 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
110 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
111 */ 179 */
112 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
113} 181}
114 182
115/* Function examines the 2 objects given to it, and returns true if 183/* Function examines the 2 objects given to it, and returns true if
116 * they can be merged together. 184 * they can be merged together.
117 * 185 *
118 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
119 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
120 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
121 * 189 *
122 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
123 * 191 *
124 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
125 * check weight 193 * check weight
126 */ 194 */
127 195
128int CAN_MERGE(object *ob1, object *ob2) { 196bool object::can_merge_slow (object *ob1, object *ob2)
129 197{
130 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
131 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 199 if (ob1 == ob2
132 200 || ob1->type != ob2->type
133 if (ob1->speed != ob2->speed) return 0; 201 || ob1->speed != ob2->speed
134 /* Note sure why the following is the case - either the object has to 202 || ob1->value != ob2->value
135 * be animated or have a very low speed. Is this an attempted monster 203 || ob1->name != ob2->name)
136 * check?
137 */
138 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED)
139 return 0; 204 return 0;
140 205
206 //TODO: this ain't working well, use nicer and correct overflow check
141 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 207 /* 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 208 * value could not be stored in a sint32 (which unfortunately sometimes is
143 * used to store nrof). 209 * used to store nrof).
144 */ 210 */
145 if (ob1->nrof+ob2->nrof >= 1UL<<31) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
146 return 0; 212 return 0;
147 213
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. 214 /* 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 215 * 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 216 * 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 217 * are not equal - just if it has been identified, the been_applied
167 * flags lose any meaning. 218 * flags lose any meaning.
168 */ 219 */
169 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED)) 220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
170 SET_FLAG(ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
171 222
172 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
173 SET_FLAG(ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
174 225
175 226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
176 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 || ob1->arch != ob2->arch
177 * being locked in inventory should prevent merging. 228 || ob1->name != ob2->name
178 * 0x4 in flags3 is CLIENT_SENT 229 || ob1->title != ob2->title
179 */ 230 || ob1->msg != ob2->msg
180 if ((ob1->arch != ob2->arch) || 231 || ob1->weight != ob2->weight
181 (ob1->flags[0] != ob2->flags[0]) ||
182 (ob1->flags[1] != ob2->flags[1]) ||
183 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
184 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
185 (ob1->name != ob2->name) ||
186 (ob1->title != ob2->title) ||
187 (ob1->msg != ob2->msg) ||
188 (ob1->weight != ob2->weight) ||
189 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
190 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
191 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
192 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
193 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
194 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
195 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
196 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
197 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
198 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
199 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
200 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
201 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
202 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
203 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
204 (ob1->move_on != ob2->move_on) || 247 || ob1->move_on != ob2->move_on
205 (ob1->move_off != ob2->move_off) || 248 || ob1->move_off != ob2->move_off
206 (ob1->move_slow != ob2->move_slow) || 249 || ob1->move_slow != ob2->move_slow
207 (ob1->move_slow_penalty != ob2->move_slow_penalty) 250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
208 )
209 return 0; 251 return 0;
210 252
253 /* This is really a spellbook check - really, we should
254 * check all objects in the inventory.
255 */
256 if (ob1->inv || ob2->inv)
257 {
258 /* if one object has inventory but the other doesn't, not equiv */
259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
260 return 0;
261
262 /* Now check to see if the two inventory objects could merge */
263 if (!object::can_merge (ob1->inv, ob2->inv))
264 return 0;
265
266 /* inventory ok - still need to check rest of this object to see
267 * if it is valid.
268 */
269 }
270
211 /* Don't merge objects that are applied. With the new 'body' code, 271 /* Don't merge objects that are applied. With the new 'body' code,
212 * it is possible for most any character to have more than one of 272 * it is possible for most any character to have more than one of
213 * some items equipped, and we don't want those to merge. 273 * some items equipped, and we don't want those to merge.
214 */ 274 */
215 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 275 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
216 return 0; 276 return 0;
217 277
278 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster
280 * check?
281 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
283 return 0;
284
218 switch (ob1->type) { 285 switch (ob1->type)
286 {
219 case SCROLL: 287 case SCROLL:
220 if (ob1->level != ob2->level) return 0; 288 if (ob1->level != ob2->level)
289 return 0;
221 break; 290 break;
222
223 } 291 }
292
224 if (ob1->key_values != NULL || ob2->key_values != NULL) { 293 if (ob1->key_values != NULL || ob2->key_values != NULL)
294 {
225 /* At least one of these has key_values. */ 295 /* At least one of these has key_values. */
226 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) { 296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
227 /* One has fields, but the other one doesn't. */ 297 /* One has fields, but the other one doesn't. */
228 return 0; 298 return 0;
229 } else if (!compare_ob_value_lists(ob1, ob2)) { 299 else if (!compare_ob_value_lists (ob1, ob2))
230 return 0; 300 return 0;
231 } 301 }
302
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self)
232 } 305 {
306 ob1->optimise ();
307 ob2->optimise ();
233 308
309 if (ob1->self || ob2->self)
310 return 0;
311 }
312
234 /* Everything passes, must be OK. */ 313 /* Everything passes, must be OK. */
235 return 1; 314 return 1;
236} 315}
237 316
238/* 317/*
239 * sum_weight() is a recursive function which calculates the weight 318 * sum_weight() is a recursive function which calculates the weight
240 * an object is carrying. It goes through in figures out how much 319 * an object is carrying. It goes through in figures out how much
241 * containers are carrying, and sums it up. 320 * containers are carrying, and sums it up.
242 */ 321 */
243signed long sum_weight(object *op) { 322long
323sum_weight (object *op)
324{
244 signed long sum; 325 long sum;
245 object *inv; 326 object *inv;
327
246 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
329 {
247 if (inv->inv) 330 if (inv->inv)
248 sum_weight(inv); 331 sum_weight (inv);
249 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
250 } 333 }
334
251 if (op->type == CONTAINER && op->stats.Str) 335 if (op->type == CONTAINER && op->stats.Str)
252 sum = (sum * (100 - op->stats.Str))/100; 336 sum = (sum * (100 - op->stats.Str)) / 100;
337
253 if(op->carrying != sum) 338 if (op->carrying != sum)
254 op->carrying = sum; 339 op->carrying = sum;
340
255 return sum; 341 return sum;
256} 342}
257 343
258/** 344/**
259 * Return the outermost environment object for a given object. 345 * Return the outermost environment object for a given object.
260 */ 346 */
261 347
348object *
262object *object_get_env_recursive (object *op) { 349object_get_env_recursive (object *op)
350{
263 while (op->env != NULL) 351 while (op->env != NULL)
264 op = op->env; 352 op = op->env;
265 return op; 353 return op;
266}
267
268/*
269 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
270 * a better check. We basically keeping traversing up until we can't
271 * or find a player.
272 */
273
274object *is_player_inv (object *op) {
275 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
276 if (op->env==op)
277 op->env = NULL;
278 return op;
279} 354}
280 355
281/* 356/*
282 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
283 * Some error messages. 358 * Some error messages.
284 * The result of the dump is stored in the static global errmsg array. 359 * The result of the dump is stored in the static global errmsg array.
285 */ 360 */
286 361
287void dump_object2(object *op) { 362char *
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) { 363dump_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{ 364{
342 char *cp; 365 if (!op)
366 return strdup ("[NULLOBJ]");
343 367
344 if(op==NULL) 368 object_freezer freezer;
345 { 369 save_object (freezer, op, 1);
346 strcpy(outstr,"[NULL pointer]"); 370 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} 371}
384 372
385/* 373/*
386 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
387 * multi-object 1 which is closest to the second object. 375 * multi-object 1 which is closest to the second object.
388 * If it's not a multi-object, it is returned. 376 * If it's not a multi-object, it is returned.
389 */ 377 */
390 378
379object *
391object *get_nearest_part(object *op, const object *pl) { 380get_nearest_part (object *op, const object *pl)
381{
392 object *tmp,*closest; 382 object *tmp, *closest;
393 int last_dist,i; 383 int last_dist, i;
384
394 if(op->more==NULL) 385 if (op->more == NULL)
395 return op; 386 return op;
396 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 387 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
397 if((i=distance(tmp,pl))<last_dist) 388 if ((i = distance (tmp, pl)) < last_dist)
398 closest=tmp,last_dist=i; 389 closest = tmp, last_dist = i;
399 return closest; 390 return closest;
400} 391}
401 392
402/* 393/*
403 * Returns the object which has the count-variable equal to the argument. 394 * Returns the object which has the count-variable equal to the argument.
404 */ 395 */
405 396
397object *
406object *find_object(tag_t i) { 398find_object (tag_t i)
407 object *op; 399{
408 for(op=objects;op!=NULL;op=op->next) 400 for (object *op = object::first; op; op = op->next)
409 if(op->count==i) 401 if (op->count == i)
410 break; 402 return op;
403
411 return op; 404 return 0;
412} 405}
413 406
414/* 407/*
415 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
416 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
417 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
418 */ 411 */
419 412
413object *
420object *find_object_name(const char *str) { 414find_object_name (const char *str)
421 const char *name=add_string(str); 415{
416 shstr_cmp str_ (str);
422 object *op; 417 object *op;
418
423 for(op=objects;op!=NULL;op=op->next) 419 for (op = object::first; op != NULL; op = op->next)
424 if(op->name==name) 420 if (op->name == str_)
425 break; 421 break;
426 free_string(name); 422
427 return op; 423 return op;
428} 424}
429 425
426void
430void free_all_object_data(void) { 427free_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{ 428{
472 if (!op) return; 429 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} 430}
480
481
482 431
483/* 432/*
484 * Sets the owner and sets the skill and exp pointers to owner's current 433 * Sets the owner and sets the skill and exp pointers to owner's current
485 * skill and experience objects. 434 * skill and experience objects.
486 */ 435 */
487void set_owner (object *op, object *owner) 436void
437object::set_owner (object *owner)
488{ 438{
489 if(owner==NULL||op==NULL) 439 if (!owner)
490 return; 440 return;
491 441
492 /* next line added to allow objects which own objects */ 442 /* next line added to allow objects which own objects */
493 /* Add a check for ownercounts in here, as I got into an endless loop 443 /* Add a check for ownercounts in here, as I got into an endless loop
494 * with the fireball owning a poison cloud which then owned the 444 * with the fireball owning a poison cloud which then owned the
495 * fireball. I believe that was caused by one of the objects getting 445 * fireball. I believe that was caused by one of the objects getting
496 * freed and then another object replacing it. Since the ownercounts 446 * 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. 447 * didn't match, this check is valid and I believe that cause is valid.
498 */ 448 */
499 while (owner->owner && owner!=owner->owner && 449 while (owner->owner)
500 owner->ownercount==owner->owner->count) owner=owner->owner; 450 owner = owner->owner;
501 451
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; 452 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} 453}
556 454
557/* Zero the key_values on op, decrementing the shared-string 455/* Zero the key_values on op, decrementing the shared-string
558 * refcounts and freeing the links. 456 * refcounts and freeing the links.
559 */ 457 */
458static void
560static void free_key_values(object * op) { 459free_key_values (object *op)
561 key_value * i; 460{
562 key_value * next = NULL; 461 for (key_value *i = op->key_values; i != 0;)
563 462 {
564 if (op->key_values == NULL) return; 463 key_value *next = i->next;
464 delete i;
465
466 i = next;
565 467 }
566 for (i = op->key_values; i != NULL; i = next) { 468
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; 469 op->key_values = 0;
577} 470}
578 471
579
580/* 472/*
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);
610
611 /* the memset will clear all these values for us, but we need
612 * to reduce the refcount on them.
613 */
614 if (op->name!=NULL) FREE_AND_CLEAR_STR(op->name);
615 if (op->name_pl!=NULL) FREE_AND_CLEAR_STR(op->name_pl);
616 if (op->title != NULL) FREE_AND_CLEAR_STR(op->title);
617 if (op->race!=NULL) FREE_AND_CLEAR_STR(op->race);
618 if (op->slaying!=NULL) FREE_AND_CLEAR_STR(op->slaying);
619 if (op->skill!=NULL) FREE_AND_CLEAR_STR(op->skill);
620 if (op->msg!=NULL) FREE_AND_CLEAR_STR(op->msg);
621 if (op->lore!=NULL) FREE_AND_CLEAR_STR(op->lore);
622 if (op->materialname!= NULL) FREE_AND_CLEAR_STR(op->materialname);
623
624
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);
631
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 */
647
648 op->expmul=1.0;
649 op->face = blank_face;
650 op->attacked_by_count = (tag_t) -1;
651 if (settings.casting_time)
652 op->casting_time = -1;
653
654}
655
656/*
657 * copy object first frees everything allocated by the second object, 473 * copy_to first frees everything allocated by the dst object,
658 * and then copies the contends of the first object into the second 474 * and then copies the contents of itself into the second
659 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
660 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 476 * 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 477 * if the first object is freed, the pointers in the new object
662 * will point at garbage. 478 * will point at garbage.
663 */ 479 */
480void
481object::copy_to (object *dst)
482{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
664 485
665void copy_object(object *op2, object *op) { 486 *(object_copy *)dst = *this;
666 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED);
667 event *evt, *evt2, *evt_new;
668 487
669 if (object_free_callback) 488 if (is_freed)
670 object_free_callback (op); 489 SET_FLAG (dst, FLAG_FREED);
671 490
672 // callback registries and self are empty for copied objects 491 if (is_removed)
673 // this ought to change in the future 492 SET_FLAG (dst, FLAG_REMOVED);
674 493
675 /* Decrement the refcounts, but don't bother zeroing the fields; 494 if (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; 495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
719 496
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. */ 497 /* Copy over key_values, if any. */
742 if (op2->key_values != NULL) { 498 if (key_values)
743 key_value * tail = NULL; 499 {
500 key_value *tail = 0;
744 key_value * i; 501 key_value *i;
745 502
746 op->key_values = NULL; 503 dst->key_values = 0;
747 504
748 for (i = op2->key_values; i != NULL; i = i->next) { 505 for (i = key_values; i; i = i->next)
749 key_value * new_link = (key_value *) malloc(sizeof(key_value)); 506 {
507 key_value *new_link = new key_value;
750 508
751 new_link->next = NULL; 509 new_link->next = 0;
752 new_link->key = add_refcount(i->key); 510 new_link->key = i->key;
753 if (i->value) 511 new_link->value = i->value;
754 new_link->value = add_refcount(i->value);
755 else
756 new_link->value = NULL;
757 512
758 /* Try and be clever here, too. */ 513 /* Try and be clever here, too. */
759 if (op->key_values == NULL) { 514 if (!dst->key_values)
760 op->key_values = new_link; 515 {
761 tail = new_link; 516 dst->key_values = new_link;
762 } else { 517 tail = new_link;
763 tail->next = new_link; 518 }
764 tail = new_link; 519 else
520 {
521 tail->next = new_link;
522 tail = new_link;
523 }
524 }
765 } 525 }
766 }
767 }
768 526
769 update_ob_speed(op); 527 dst->set_speed (dst->speed);
770} 528}
771 529
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; 530object *
813 531object::clone ()
814 if(free_objects==NULL) { 532{
815 expand_objects(); 533 object *neu = create ();
816 } 534 copy_to (neu);
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; 535 return neu;
855} 536}
856 537
857/* 538/*
858 * If an object with the IS_TURNABLE() flag needs to be turned due 539 * 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 540 * 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. 541 * be called to update the face variable, _and_ how it looks on the map.
861 */ 542 */
862 543
544void
863void update_turn_face(object *op) { 545update_turn_face (object *op)
546{
864 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
865 return; 548 return;
866 SET_ANIMATION(op, op->direction); 549 SET_ANIMATION (op, op->direction);
867 update_object(op,UP_OBJ_FACE); 550 update_object (op, UP_OBJ_FACE);
868} 551}
869 552
870/* 553/*
871 * Updates the speed of an object. If the speed changes from 0 to another 554 * 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. 555 * 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. 556 * This function needs to be called whenever the speed of an object changes.
874 */ 557 */
875 558void
876void update_ob_speed(object *op) { 559object::set_speed (float speed)
560{
877 extern int arch_init; 561 extern int arch_init;
878 562
879 /* No reason putting the archetypes objects on the speed list, 563 /* No reason putting the archetypes objects on the speed list,
880 * since they never really need to be updated. 564 * since they never really need to be updated.
881 */ 565 */
882 566 if (flag [FLAG_FREED] && speed)
883 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 567 {
884 LOG(llevError,"Object %s is freed but has speed.\n", op->name); 568 LOG (llevError, "Object %s is freed but has speed.\n", &name);
885#ifdef MANY_CORES 569 speed = 0;
886 abort();
887#else
888 op->speed = 0;
889#endif
890 } 570 }
571
572 this->speed = speed;
573
891 if (arch_init) { 574 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; 575 return;
898 576
577 if (FABS (speed) > MIN_ACTIVE_SPEED)
578 {
579 /* If already on active list, don't do anything */
580 if (active_next || active_prev || this == active_objects)
581 return;
582
899 /* process_events() expects us to insert the object at the beginning 583 /* process_events() expects us to insert the object at the beginning
900 * of the list. */ 584 * of the list. */
901 op->active_next = active_objects; 585 active_next = active_objects;
902 if (op->active_next!=NULL) 586
903 op->active_next->active_prev = op; 587 if (active_next)
904 active_objects = op; 588 active_next->active_prev = this;
589
590 active_objects = this;
591 }
592 else
905 } 593 {
906 else {
907 /* If not on the active list, nothing needs to be done */ 594 /* If not on the active list, nothing needs to be done */
908 if (!op->active_next && !op->active_prev && op!=active_objects) 595 if (!active_next && !active_prev && this != active_objects)
909 return; 596 return;
910 597
911 if (op->active_prev==NULL) { 598 if (!active_prev)
599 {
912 active_objects = op->active_next; 600 active_objects = active_next;
913 if (op->active_next!=NULL) 601
914 op->active_next->active_prev = NULL;
915 }
916 else {
917 op->active_prev->active_next = op->active_next;
918 if (op->active_next) 602 if (active_next)
603 active_next->active_prev = 0;
604 }
605 else
606 {
607 active_prev->active_next = active_next;
608
609 if (active_next)
919 op->active_next->active_prev = op->active_prev; 610 active_next->active_prev = active_prev;
920 } 611 }
921 op->active_next = NULL; 612
922 op->active_prev = NULL; 613 active_next = 0;
614 active_prev = 0;
923 } 615 }
924} 616}
925 617
926/* This function removes object 'op' from the list of active 618/* This function removes object 'op' from the list of active
927 * objects. 619 * objects.
929 * reference maps where you don't want an object that isn't 621 * reference maps where you don't want an object that isn't
930 * in play chewing up cpu time getting processed. 622 * in play chewing up cpu time getting processed.
931 * The reverse of this is to call update_ob_speed, which 623 * The reverse of this is to call update_ob_speed, which
932 * will do the right thing based on the speed of the object. 624 * will do the right thing based on the speed of the object.
933 */ 625 */
626void
934void remove_from_active_list(object *op) 627remove_from_active_list (object *op)
935{ 628{
936 /* If not on the active list, nothing needs to be done */ 629 /* If not on the active list, nothing needs to be done */
937 if (!op->active_next && !op->active_prev && op!=active_objects) 630 if (!op->active_next && !op->active_prev && op != active_objects)
938 return; 631 return;
939 632
940 if (op->active_prev==NULL) { 633 if (op->active_prev == NULL)
634 {
941 active_objects = op->active_next; 635 active_objects = op->active_next;
942 if (op->active_next!=NULL) 636 if (op->active_next != NULL)
943 op->active_next->active_prev = NULL; 637 op->active_next->active_prev = NULL;
638 }
639 else
944 } 640 {
945 else {
946 op->active_prev->active_next = op->active_next; 641 op->active_prev->active_next = op->active_next;
947 if (op->active_next) 642 if (op->active_next)
948 op->active_next->active_prev = op->active_prev; 643 op->active_next->active_prev = op->active_prev;
949 } 644 }
950 op->active_next = NULL; 645 op->active_next = NULL;
951 op->active_prev = NULL; 646 op->active_prev = NULL;
952} 647}
953 648
954/* 649/*
955 * update_object() updates the array which represents the map. 650 * update_object() updates the the map.
956 * It takes into account invisible objects (and represent squares covered 651 * It takes into account invisible objects (and represent squares covered
957 * by invisible objects by whatever is below them (unless it's another 652 * by invisible objects by whatever is below them (unless it's another
958 * invisible object, etc...) 653 * invisible object, etc...)
959 * If the object being updated is beneath a player, the look-window 654 * If the object being updated is beneath a player, the look-window
960 * of that player is updated (this might be a suboptimal way of 655 * of that player is updated (this might be a suboptimal way of
961 * updating that window, though, since update_object() is called _often_) 656 * updating that window, though, since update_object() is called _often_)
962 * 657 *
963 * action is a hint of what the caller believes need to be done. 658 * action is a hint of what the caller believes need to be done.
964 * For example, if the only thing that has changed is the face (due to
965 * an animation), we don't need to call update_position until that actually
966 * comes into view of a player. OTOH, many other things, like addition/removal
967 * of walls or living creatures may need us to update the flags now.
968 * current action are: 659 * current action are:
969 * UP_OBJ_INSERT: op was inserted 660 * UP_OBJ_INSERT: op was inserted
970 * UP_OBJ_REMOVE: op was removed 661 * UP_OBJ_REMOVE: op was removed
971 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 662 * 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. 663 * as that is easier than trying to look at what may have changed.
973 * UP_OBJ_FACE: only the objects face has changed. 664 * UP_OBJ_FACE: only the objects face has changed.
974 */ 665 */
975 666void
976void update_object(object *op, int action) { 667update_object (object *op, int action)
977 int update_now=0, flags; 668{
978 MoveType move_on, move_off, move_block, move_slow; 669 MoveType move_on, move_off, move_block, move_slow;
979 670
980 if (op == NULL) { 671 if (op == NULL)
672 {
981 /* this should never happen */ 673 /* this should never happen */
982 LOG(llevDebug,"update_object() called for NULL object.\n"); 674 LOG (llevDebug, "update_object() called for NULL object.\n");
983 return; 675 return;
984 }
985 676 }
986 if(op->env!=NULL) { 677
678 if (op->env)
679 {
987 /* Animation is currently handled by client, so nothing 680 /* Animation is currently handled by client, so nothing
988 * to do in this case. 681 * to do in this case.
989 */ 682 */
990 return; 683 return;
991 } 684 }
992 685
993 /* If the map is saving, don't do anything as everything is 686 /* If the map is saving, don't do anything as everything is
994 * going to get freed anyways. 687 * going to get freed anyways.
995 */ 688 */
996 if (!op->map || op->map->in_memory == MAP_SAVING) return; 689 if (!op->map || op->map->in_memory == MAP_SAVING)
997 690 return;
691
998 /* make sure the object is within map boundaries */ 692 /* make sure the object is within map boundaries */
999 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 693 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
1000 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 694 {
1001 LOG(llevError,"update_object() called for object out of map!\n"); 695 LOG (llevError, "update_object() called for object out of map!\n");
1002#ifdef MANY_CORES 696#ifdef MANY_CORES
1003 abort(); 697 abort ();
1004#endif 698#endif
1005 return; 699 return;
1006 }
1007 700 }
1008 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
1009 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);
1011 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);
1013 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
1014 701
702 mapspace &m = op->ms ();
703
704 if (m.flags_ & P_NEED_UPDATE)
705 /* nop */;
1015 if (action == UP_OBJ_INSERT) { 706 else if (action == UP_OBJ_INSERT)
707 {
708 // this is likely overkill, TODO: revisit (schmorp)
1016 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 709 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
1017 update_now=1;
1018
1019 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 710 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
1020 update_now=1; 711 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
1021 712 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
713 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
1022 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 714 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
1023 update_now=1; 715 || (m.move_on | op->move_on ) != m.move_on
1024 716 || (m.move_off | op->move_off ) != m.move_off
1025 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 717 || (m.move_slow | op->move_slow) != m.move_slow
1026 update_now=1;
1027
1028 if ((move_on | op->move_on) != move_on) update_now=1;
1029 if ((move_off | op->move_off) != move_off) update_now=1;
1030 /* This isn't perfect, but I don't expect a lot of objects to 718 /* This isn't perfect, but I don't expect a lot of objects to
1031 * to have move_allow right now. 719 * to have move_allow right now.
1032 */ 720 */
1033 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 721 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
1034 update_now=1; 722 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
1035 if ((move_slow | op->move_slow) != move_slow) update_now=1; 723 m.flags_ = P_NEED_UPDATE;
1036 } 724 }
1037 /* if the object is being removed, we can't make intelligent 725 /* if the object is being removed, we can't make intelligent
1038 * decisions, because remove_ob can't really pass the object 726 * decisions, because remove_ob can't really pass the object
1039 * that is being removed. 727 * that is being removed.
1040 */ 728 */
1041 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
1042 update_now=1; 730 m.flags_ = P_NEED_UPDATE;
1043 } else if (action == UP_OBJ_FACE) { 731 else if (action == UP_OBJ_FACE)
1044 /* Nothing to do for that case */ 732 /* Nothing to do for that case */ ;
1045 }
1046 else { 733 else
1047 LOG(llevError,"update_object called with invalid action: %d\n", action); 734 LOG (llevError, "update_object called with invalid action: %d\n", action);
1048 }
1049 735
1050 if (update_now) {
1051 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);
1053 }
1054
1055 if(op->more!=NULL) 736 if (op->more)
1056 update_object(op->more, action); 737 update_object (op->more, action);
1057} 738}
1058 739
740object::vector object::objects; // not yet used
741object *object::first;
1059 742
1060/* 743object::object ()
1061 * free_object() frees everything allocated by an object, removes 744{
1062 * 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.
1064 * The object must have been removed by remove_ob() first for
1065 * this function to succeed.
1066 *
1067 * If free_inventory is set, free inventory as well. Else drop items in
1068 * inventory to the ground.
1069 */
1070
1071void free_object(object *ob) {
1072 free_object2(ob, 0);
1073}
1074void free_object2(object *ob, int free_inventory) {
1075 object *tmp,*op;
1076
1077 if (object_free_callback)
1078 object_free_callback (ob);
1079
1080 if (!QUERY_FLAG(ob,FLAG_REMOVED)) {
1081 LOG(llevDebug,"Free object called with non removed object\n");
1082 dump_object(ob);
1083#ifdef MANY_CORES
1084 abort();
1085#endif
1086 }
1087 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) {
1088 LOG(llevMonster,"Warning: tried to free friendly object.\n");
1089 remove_friendly_object(ob);
1090 }
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 -
1102 * if some form of movemnt is allowed, let objects
1103 * drop on that space.
1104 */
1105 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY ||
1106 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL))
1107 {
1108 op=ob->inv;
1109 while(op!=NULL) {
1110 tmp=op->below;
1111 remove_ob(op);
1112 free_object2(op, free_inventory);
1113 op=tmp;
1114 }
1115 }
1116 else { /* Put objects in inventory onto this space */
1117 op=ob->inv;
1118 while(op!=NULL) {
1119 tmp=op->below;
1120 remove_ob(op);
1121 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) ||
1122 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
1123 free_object(op);
1124 else {
1125 op->x=ob->x;
1126 op->y=ob->y;
1127 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */
1128 }
1129 op=tmp;
1130 }
1131 }
1132 }
1133 /* Remove object from the active list */
1134 ob->speed = 0;
1135 update_ob_speed(ob);
1136
1137 SET_FLAG(ob, FLAG_FREED); 745 SET_FLAG (this, FLAG_REMOVED);
1138 ob->count = 0;
1139 746
747 expmul = 1.0;
748 face = blank_face;
749}
750
751object::~object ()
752{
753 free_key_values (this);
754}
755
756void object::link ()
757{
758 count = ++ob_count;
759 uuid = gen_uuid ();
760
761 prev = 0;
762 next = object::first;
763
764 if (object::first)
765 object::first->prev = this;
766
767 object::first = this;
768}
769
770void object::unlink ()
771{
772 if (this == object::first)
773 object::first = next;
774
1140 /* Remove this object from the list of used objects */ 775 /* Remove this object from the list of used objects */
1141 if(ob->prev==NULL) { 776 if (prev) prev->next = next;
1142 objects=ob->next; 777 if (next) next->prev = prev;
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 778
779 prev = 0;
780 next = 0;
781}
782
783/*
784 * Remove and free all objects in the inventory of the given object.
785 * object.c ?
786 */
787void
788object::destroy_inv (bool drop_to_ground)
789{
790 /* Only if the space blocks everything do we not process -
791 * if some form of movement is allowed, let objects
792 * drop on that space.
793 */
794 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1162 795 {
1163 /* Why aren't events freed? */ 796 while (inv)
1164 free_key_values(ob); 797 inv->destroy ();
798 }
799 else
800 { /* Put objects in inventory onto this space */
801 while (inv)
802 {
803 object *op = inv;
1165 804
1166#if 0 /* MEMORY_DEBUG*/ 805 if (op->flag [FLAG_STARTEQUIP]
1167 /* This is a nice idea. Unfortunately, a lot of the code in crossfire 806 || op->flag [FLAG_NO_DROP]
1168 * presumes the freed_object will stick around for at least a little 807 || op->type == RUNE
1169 * bit 808 || op->type == TRAP
1170 */ 809 || op->flag [FLAG_IS_A_TEMPLATE])
1171 /* this is necessary so that memory debugging programs will 810 op->destroy ();
1172 * be able to accurately report source of malloc. If we recycle 811 else
1173 * objects, then some other area may be doing the get_object 812 {
1174 * and not freeing it, but the original one that malloc'd the 813 op->remove ();
1175 * object will get the blame. 814 op->x = x;
1176 */ 815 op->y = y;
1177 free(ob); 816 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1178#else 817 }
1179 818 }
1180 /* Now link it with the free_objects list: */ 819 }
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} 820}
1189 821
1190/* 822object *object::create ()
1191 * count_free() returns the number of objects on the list of free objects. 823{
1192 */
1193
1194int count_free(void) {
1195 int i=0;
1196 object *tmp=free_objects; 824 object *op = new object;
1197 while(tmp!=NULL) 825 op->link ();
1198 tmp=tmp->next, i++;
1199 return i; 826 return op;
1200} 827}
1201 828
1202/* 829void
1203 * count_used() returns the number of objects on the list of used objects. 830object::do_destroy ()
1204 */ 831{
832 if (flag [FLAG_IS_LINKED])
833 remove_button_link (this);
1205 834
1206int count_used(void) { 835 if (flag [FLAG_FRIENDLY])
1207 int i=0; 836 remove_friendly_object (this);
1208 object *tmp=objects; 837
1209 while(tmp!=NULL) 838 if (!flag [FLAG_REMOVED])
1210 tmp=tmp->next, i++; 839 remove ();
840
841 if (flag [FLAG_FREED])
1211 return i; 842 return;
1212}
1213 843
1214/* 844 flag [FLAG_FREED] = 1;
1215 * count_active() returns the number of objects on the list of active objects.
1216 */
1217 845
1218int count_active(void) { 846 attachable::do_destroy ();
1219 int i=0; 847
1220 object *tmp=active_objects; 848 destroy_inv (true);
1221 while(tmp!=NULL) 849 set_speed (0);
1222 tmp=tmp->active_next, i++; 850 unlink ();
851
852 // hack to ensure that freed objects still have a valid map
853 {
854 static maptile *freed_map; // freed objects are moved here to avoid crashes
855
856 if (!freed_map)
857 {
858 freed_map = new maptile;
859
860 freed_map->name = "/internal/freed_objects_map";
861 freed_map->width = 3;
862 freed_map->height = 3;
863
864 freed_map->allocate ();
865 }
866
867 map = freed_map;
868 x = 1;
869 y = 1;
870 }
871
872 head = 0;
873
874 if (more)
875 {
876 more->destroy ();
877 more = 0;
878 }
879
880 // clear those pointers that likely might have circular references to us
881 owner = 0;
882 enemy = 0;
883 attacked_by = 0;
884
885 // only relevant for players(?), but make sure of it anyways
886 contr = 0;
887}
888
889void
890object::destroy (bool destroy_inventory)
891{
892 if (destroyed ())
1223 return i; 893 return;
894
895 if (destroy_inventory)
896 destroy_inv (false);
897
898 attachable::destroy ();
1224} 899}
1225 900
1226/* 901/*
1227 * sub_weight() recursively (outwards) subtracts a number from the 902 * sub_weight() recursively (outwards) subtracts a number from the
1228 * weight of an object (and what is carried by it's environment(s)). 903 * weight of an object (and what is carried by it's environment(s)).
1229 */ 904 */
1230 905void
1231void sub_weight (object *op, signed long weight) { 906sub_weight (object *op, signed long weight)
907{
1232 while (op != NULL) { 908 while (op != NULL)
909 {
1233 if (op->type == CONTAINER) { 910 if (op->type == CONTAINER)
1234 weight=(signed long)(weight*(100-op->stats.Str)/100); 911 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1235 } 912
1236 op->carrying-=weight; 913 op->carrying -= weight;
1237 op = op->env; 914 op = op->env;
1238 } 915 }
1239} 916}
1240 917
1241/* remove_ob(op): 918/* op->remove ():
1242 * This function removes the object op from the linked list of objects 919 * 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 920 * which it is currently tied to. When this function is done, the
1244 * object will have no environment. If the object previously had an 921 * object will have no environment. If the object previously had an
1245 * environment, the x and y coordinates will be updated to 922 * environment, the x and y coordinates will be updated to
1246 * the previous environment. 923 * the previous environment.
1247 * Beware: This function is called from the editor as well! 924 * Beware: This function is called from the editor as well!
1248 */ 925 */
1249 926void
1250void remove_ob(object *op) { 927object::remove ()
928{
1251 object *tmp,*last=NULL; 929 object *tmp, *last = 0;
1252 object *otmp; 930 object *otmp;
1253 tag_t tag;
1254 int check_walk_off;
1255 mapstruct *m;
1256 sint16 x,y;
1257
1258 931
1259 if(QUERY_FLAG(op,FLAG_REMOVED)) { 932 if (QUERY_FLAG (this, FLAG_REMOVED))
1260 dump_object(op); 933 return;
1261 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1262 934
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); 935 SET_FLAG (this, FLAG_REMOVED);
936 INVOKE_OBJECT (REMOVE, this);
1279 937
938 if (more)
939 more->remove ();
940
1280 /* 941 /*
1281 * In this case, the object to be removed is in someones 942 * In this case, the object to be removed is in someones
1282 * inventory. 943 * inventory.
1283 */ 944 */
1284 if(op->env!=NULL) { 945 if (env)
1285 if(op->nrof) 946 {
947 if (nrof)
1286 sub_weight(op->env, op->weight*op->nrof); 948 sub_weight (env, weight * nrof);
1287 else 949 else
1288 sub_weight(op->env, op->weight+op->carrying); 950 sub_weight (env, weight + carrying);
1289 951
1290 /* NO_FIX_PLAYER is set when a great many changes are being 952 /* NO_FIX_PLAYER is set when a great many changes are being
1291 * made to players inventory. If set, avoiding the call 953 * made to players inventory. If set, avoiding the call
1292 * to save cpu time. 954 * to save cpu time.
1293 */ 955 */
1294 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 956 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1295 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 957 otmp->update_stats ();
1296 fix_player(otmp);
1297 958
1298 if(op->above!=NULL) 959 if (above != NULL)
1299 op->above->below=op->below; 960 above->below = below;
1300 else 961 else
1301 op->env->inv=op->below; 962 env->inv = below;
1302 963
1303 if(op->below!=NULL) 964 if (below != NULL)
1304 op->below->above=op->above; 965 below->above = above;
1305 966
1306 /* we set up values so that it could be inserted into 967 /* we set up values so that it could be inserted into
1307 * the map, but we don't actually do that - it is up 968 * the map, but we don't actually do that - it is up
1308 * to the caller to decide what we want to do. 969 * to the caller to decide what we want to do.
1309 */ 970 */
1310 op->x=op->env->x,op->y=op->env->y; 971 x = env->x, y = env->y;
1311 op->ox=op->x,op->oy=op->y; 972 map = env->map;
1312 op->map=op->env->map; 973 above = 0, below = 0;
1313 op->above=NULL,op->below=NULL; 974 env = 0;
1314 op->env=NULL; 975 }
1315 return; 976 else if (map)
1316 } 977 {
1317
1318 /* If we get here, we are removing it from a map */
1319 if (op->map == NULL) return;
1320
1321 x = op->x;
1322 y = op->y;
1323 m = get_map_from_coord(op->map, &x, &y);
1324
1325 if (!m) {
1326 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);
1328 /* 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
1330 * screwed up and should be fixed.
1331 */
1332 abort();
1333 }
1334 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",
1336 op->map->path, m->path, op->x, op->y, x, y);
1337 }
1338
1339 /* Re did the following section of code - it looks like it had 978 /* Re did the following section of code - it looks like it had
1340 * lots of logic for things we no longer care about 979 * lots of logic for things we no longer care about
1341 */ 980 */
1342 981
1343 /* link the object above us */ 982 /* link the object above us */
1344 if (op->above) 983 if (above)
1345 op->above->below=op->below; 984 above->below = below;
1346 else 985 else
1347 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */ 986 map->at (x, y).top = below; /* we were top, set new top */
1348 987
1349 /* Relink the object below us, if there is one */ 988 /* Relink the object below us, if there is one */
1350 if(op->below) { 989 if (below)
1351 op->below->above=op->above; 990 below->above = above;
1352 } else { 991 else
992 {
1353 /* Nothing below, which means we need to relink map object for this space 993 /* 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 994 * use translated coordinates in case some oddness with map tiling is
1355 * evident 995 * evident
1356 */ 996 */
1357 if(GET_MAP_OB(m,x,y)!=op) { 997 if (GET_MAP_OB (map, x, y) != this)
1358 dump_object(op); 998 {
999 char *dump = dump_object (this);
1000 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); 1001 "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)); 1002 free (dump);
1361 LOG(llevError,"%s\n",errmsg); 1003 dump = dump_object (GET_MAP_OB (map, x, y));
1362 } 1004 LOG (llevError, "%s\n", dump);
1363 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 1005 free (dump);
1364 } 1006 }
1365 op->above=NULL;
1366 op->below=NULL;
1367 1007
1008 map->at (x, y).bot = above; /* goes on above it. */
1009 }
1010
1011 above = 0;
1012 below = 0;
1013
1368 if (op->map->in_memory == MAP_SAVING) 1014 if (map->in_memory == MAP_SAVING)
1369 return; 1015 return;
1370 1016
1371 tag = op->count; 1017 int check_walk_off = !flag [FLAG_NO_APPLY];
1372 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1018
1373 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1019 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1020 {
1374 /* No point updating the players look faces if he is the object 1021 /* No point updating the players look faces if he is the object
1375 * being removed. 1022 * being removed.
1376 */ 1023 */
1377 1024
1378 if(tmp->type==PLAYER && tmp!=op) { 1025 if (tmp->type == PLAYER && tmp != this)
1026 {
1379 /* If a container that the player is currently using somehow gets 1027 /* If a container that the player is currently using somehow gets
1380 * removed (most likely destroyed), update the player view 1028 * removed (most likely destroyed), update the player view
1381 * appropriately. 1029 * appropriately.
1382 */ 1030 */
1383 if (tmp->container==op) { 1031 if (tmp->container == this)
1384 CLEAR_FLAG(op, FLAG_APPLIED); 1032 {
1385 tmp->container=NULL; 1033 flag [FLAG_APPLIED] = 0;
1386 } 1034 tmp->container = 0;
1387 tmp->contr->socket.update_look=1; 1035 }
1388 } 1036
1037 if (tmp->contr->ns)
1038 tmp->contr->ns->floorbox_update ();
1039 }
1040
1389 /* See if player moving off should effect something */ 1041 /* See if player moving off should effect something */
1390 if (check_walk_off && ((op->move_type & tmp->move_off) && 1042 if (check_walk_off
1043 && ((move_type & tmp->move_off)
1391 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1044 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1045 {
1046 move_apply (tmp, this, 0);
1392 1047
1393 move_apply(tmp, op, NULL); 1048 if (destroyed ())
1394 if (was_destroyed (op, tag)) { 1049 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1395 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1050 }
1396 "leaving object\n", tmp->name, tmp->arch->name);
1397 }
1398 }
1399 1051
1400 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1052 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1401 1053
1402 if(tmp->above == tmp) 1054 if (tmp->above == tmp)
1403 tmp->above = NULL; 1055 tmp->above = 0;
1404 last=tmp; 1056
1405 } 1057 last = tmp;
1058 }
1059
1406 /* last == NULL of there are no objects on this space */ 1060 /* last == NULL of there are no objects on this space */
1407 if (last==NULL) { 1061 if (!last)
1408 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1062 map->at (x, y).flags_ = P_NEED_UPDATE;
1409 * 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
1411 * be correct anyways.
1412 */
1413 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1414 update_position(op->map, op->x, op->y);
1415 }
1416 else 1063 else
1417 update_object(last, UP_OBJ_REMOVE); 1064 update_object (last, UP_OBJ_REMOVE);
1418 1065
1419 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1066 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1420 update_all_los(op->map, op->x, op->y); 1067 update_all_los (map, x, y);
1421 1068 }
1422} 1069}
1423 1070
1424/* 1071/*
1425 * merge_ob(op,top): 1072 * merge_ob(op,top):
1426 * 1073 *
1427 * This function goes through all objects below and including top, and 1074 * This function goes through all objects below and including top, and
1428 * merges op to the first matching object. 1075 * merges op to the first matching object.
1429 * If top is NULL, it is calculated. 1076 * If top is NULL, it is calculated.
1430 * Returns pointer to object if it succeded in the merge, otherwise NULL 1077 * Returns pointer to object if it succeded in the merge, otherwise NULL
1431 */ 1078 */
1432 1079object *
1433object *merge_ob(object *op, object *top) { 1080merge_ob (object *op, object *top)
1081{
1434 if(!op->nrof) 1082 if (!op->nrof)
1435 return 0; 1083 return 0;
1436 if(top==NULL) 1084
1085 if (top)
1437 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1086 for (top = op; top && top->above; top = top->above)
1087 ;
1088
1438 for(;top!=NULL;top=top->below) { 1089 for (; top; top = top->below)
1090 {
1439 if(top==op) 1091 if (top == op)
1440 continue; 1092 continue;
1441 if (CAN_MERGE(op,top)) 1093
1442 { 1094 if (object::can_merge (op, top))
1095 {
1443 top->nrof+=op->nrof; 1096 top->nrof += op->nrof;
1097
1444/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1098/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1445 op->weight = 0; /* Don't want any adjustements now */ 1099 op->weight = 0; /* Don't want any adjustements now */
1446 remove_ob(op); 1100 op->destroy ();
1447 free_object(op);
1448 return top; 1101 return top;
1449 } 1102 }
1450 } 1103 }
1104
1451 return NULL; 1105 return 0;
1452} 1106}
1453 1107
1454/* 1108/*
1455 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1109 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1456 * job preparing multi-part monsters 1110 * job preparing multi-part monsters
1457 */ 1111 */
1112object *
1458object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1113insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1114{
1459 object* tmp; 1115 object *tmp;
1116
1460 if (op->head) 1117 if (op->head)
1461 op=op->head; 1118 op = op->head;
1119
1462 for (tmp=op;tmp;tmp=tmp->more){ 1120 for (tmp = op; tmp; tmp = tmp->more)
1121 {
1463 tmp->x=x+tmp->arch->clone.x; 1122 tmp->x = x + tmp->arch->clone.x;
1464 tmp->y=y+tmp->arch->clone.y; 1123 tmp->y = y + tmp->arch->clone.y;
1465 } 1124 }
1125
1466 return insert_ob_in_map (op, m, originator, flag); 1126 return insert_ob_in_map (op, m, originator, flag);
1467} 1127}
1468 1128
1469/* 1129/*
1470 * insert_ob_in_map (op, map, originator, flag): 1130 * insert_ob_in_map (op, map, originator, flag):
1471 * This function inserts the object in the two-way linked list 1131 * This function inserts the object in the two-way linked list
1484 * Return value: 1144 * Return value:
1485 * new object if 'op' was merged with other object 1145 * new object if 'op' was merged with other object
1486 * NULL if 'op' was destroyed 1146 * NULL if 'op' was destroyed
1487 * just 'op' otherwise 1147 * just 'op' otherwise
1488 */ 1148 */
1489 1149object *
1490object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1150insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1491{ 1151{
1492 object *tmp, *top, *floor=NULL; 1152 object *tmp, *top, *floor = NULL;
1493 sint16 x,y; 1153 sint16 x, y;
1494 1154
1495 if (QUERY_FLAG (op, FLAG_FREED)) { 1155 if (QUERY_FLAG (op, FLAG_FREED))
1156 {
1496 LOG (llevError, "Trying to insert freed object!\n"); 1157 LOG (llevError, "Trying to insert freed object!\n");
1497 return NULL; 1158 return NULL;
1159 }
1160
1161 if (m == NULL)
1498 } 1162 {
1499 if(m==NULL) { 1163 char *dump = dump_object (op);
1500 dump_object(op);
1501 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1164 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1502 return op; 1165 free (dump);
1166 return op;
1503 } 1167 }
1168
1504 if(out_of_map(m,op->x,op->y)) { 1169 if (out_of_map (m, op->x, op->y))
1505 dump_object(op); 1170 {
1171 char *dump = dump_object (op);
1506 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1172 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1507#ifdef MANY_CORES 1173#ifdef MANY_CORES
1508 /* Better to catch this here, as otherwise the next use of this object 1174 /* 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 1175 * is likely to cause a crash. Better to find out where it is getting
1510 * improperly inserted. 1176 * improperly inserted.
1511 */ 1177 */
1512 abort(); 1178 abort ();
1513#endif 1179#endif
1514 return op; 1180 free (dump);
1181 return op;
1515 } 1182 }
1183
1516 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1184 if (!QUERY_FLAG (op, FLAG_REMOVED))
1517 dump_object(op); 1185 {
1186 char *dump = dump_object (op);
1518 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1187 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1519 return op; 1188 free (dump);
1189 return op;
1190 }
1191
1192 if (op->more)
1520 } 1193 {
1521 if(op->more!=NULL) {
1522 /* The part may be on a different map. */ 1194 /* The part may be on a different map. */
1523 1195
1524 object *more = op->more; 1196 object *more = op->more;
1525 1197
1526 /* We really need the caller to normalize coordinates - if 1198 /* We really need the caller to normalize coordinates - if
1527 * we set the map, that doesn't work if the location is within 1199 * 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 1200 * a map and this is straddling an edge. So only if coordinate
1529 * is clear wrong do we normalize it. 1201 * is clear wrong do we normalize it.
1530 */ 1202 */
1531 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1203 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); 1204 more->map = get_map_from_coord (m, &more->x, &more->y);
1536 } else if (!more->map) { 1205 else if (!more->map)
1206 {
1537 /* For backwards compatibility - when not dealing with tiled maps, 1207 /* For backwards compatibility - when not dealing with tiled maps,
1538 * more->map should always point to the parent. 1208 * more->map should always point to the parent.
1539 */ 1209 */
1540 more->map = m; 1210 more->map = m;
1541 } 1211 }
1542 1212
1543 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1213 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1214 {
1544 if ( ! op->head) 1215 if (!op->head)
1545 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1216 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1546 return NULL; 1217
1547 } 1218 return 0;
1219 }
1548 } 1220 }
1221
1549 CLEAR_FLAG(op,FLAG_REMOVED); 1222 CLEAR_FLAG (op, FLAG_REMOVED);
1550 1223
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 1224 /* 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 1225 * of areas of callers (eg, anything that uses find_free_spot would now
1557 * need extra work 1226 * need extra work
1558 */ 1227 */
1559 op->map=get_map_from_coord(m, &op->x, &op->y); 1228 op->map = get_map_from_coord (m, &op->x, &op->y);
1560 x = op->x; 1229 x = op->x;
1561 y = op->y; 1230 y = op->y;
1562 1231
1563 /* this has to be done after we translate the coordinates. 1232 /* this has to be done after we translate the coordinates.
1564 */ 1233 */
1565 if(op->nrof && !(flag & INS_NO_MERGE)) { 1234 if (op->nrof && !(flag & INS_NO_MERGE))
1566 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1235 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1567 if (CAN_MERGE(op,tmp)) { 1236 if (object::can_merge (op, tmp))
1568 op->nrof+=tmp->nrof; 1237 {
1569 remove_ob(tmp); 1238 op->nrof += tmp->nrof;
1570 free_object(tmp); 1239 tmp->destroy ();
1571 } 1240 }
1572 }
1573 1241
1574 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1242 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1575 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1243 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1244
1576 if (!QUERY_FLAG(op, FLAG_ALIVE)) 1245 if (!QUERY_FLAG (op, FLAG_ALIVE))
1577 CLEAR_FLAG(op, FLAG_NO_STEAL); 1246 CLEAR_FLAG (op, FLAG_NO_STEAL);
1578 1247
1579 if (flag & INS_BELOW_ORIGINATOR) { 1248 if (flag & INS_BELOW_ORIGINATOR)
1249 {
1580 if (originator->map != op->map || originator->x != op->x || 1250 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1581 originator->y != op->y) { 1251 {
1582 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1252 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1583 abort(); 1253 abort ();
1584 } 1254 }
1255
1585 op->above = originator; 1256 op->above = originator;
1586 op->below = originator->below; 1257 op->below = originator->below;
1587 if (op->below) op->below->above = op; 1258
1588 else SET_MAP_OB(op->map, op->x, op->y, op); 1259 if (op->below)
1260 op->below->above = op;
1261 else
1262 op->ms ().bot = op;
1263
1589 /* since *below* originator, no need to update top */ 1264 /* since *below* originator, no need to update top */
1590 originator->below = op; 1265 originator->below = op;
1591 } else { 1266 }
1267 else
1268 {
1592 /* If there are other objects, then */ 1269 /* If there are other objects, then */
1593 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) { 1270 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1271 {
1594 object *last=NULL; 1272 object *last = NULL;
1595 /* 1273
1274 /*
1596 * If there are multiple objects on this space, we do some trickier handling. 1275 * If there are multiple objects on this space, we do some trickier handling.
1597 * We've already dealt with merging if appropriate. 1276 * We've already dealt with merging if appropriate.
1598 * Generally, we want to put the new object on top. But if 1277 * Generally, we want to put the new object on top. But if
1599 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1278 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1600 * floor, we want to insert above that and no further. 1279 * floor, we want to insert above that and no further.
1601 * Also, if there are spell objects on this space, we stop processing 1280 * 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 1281 * 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 1282 * 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 1283 * when lots of spells are cast in one area. Currently, it is presumed
1605 * that flying non pickable objects are spell objects. 1284 * that flying non pickable objects are spell objects.
1606 */ 1285 */
1607 1286
1608 while (top != NULL) { 1287 while (top != NULL)
1609 if (QUERY_FLAG(top, FLAG_IS_FLOOR) || 1288 {
1610 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top; 1289 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1611 if (QUERY_FLAG(top, FLAG_NO_PICK) 1290 floor = top;
1612 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH)) 1291
1613 && !QUERY_FLAG(top, FLAG_IS_FLOOR)) 1292 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1614 { 1293 {
1615 /* We insert above top, so we want this object below this */ 1294 /* We insert above top, so we want this object below this */
1616 top=top->below; 1295 top = top->below;
1617 break; 1296 break;
1618 } 1297 }
1619 last = top; 1298
1620 top = top->above; 1299 last = top;
1621 } 1300 top = top->above;
1301 }
1302
1622 /* Don't want top to be NULL, so set it to the last valid object */ 1303 /* Don't want top to be NULL, so set it to the last valid object */
1623 top = last; 1304 top = last;
1624 1305
1625 /* We let update_position deal with figuring out what the space 1306 /* We let update_position deal with figuring out what the space
1626 * looks like instead of lots of conditions here. 1307 * looks like instead of lots of conditions here.
1627 * makes things faster, and effectively the same result. 1308 * makes things faster, and effectively the same result.
1628 */ 1309 */
1629 1310
1630 /* Have object 'fall below' other objects that block view. 1311 /* Have object 'fall below' other objects that block view.
1631 * Unless those objects are exits, type 66 1312 * Unless those objects are exits, type 66
1632 * If INS_ON_TOP is used, don't do this processing 1313 * If INS_ON_TOP is used, don't do this processing
1633 * Need to find the object that in fact blocks view, otherwise 1314 * Need to find the object that in fact blocks view, otherwise
1634 * stacking is a bit odd. 1315 * stacking is a bit odd.
1635 */ 1316 */
1636 if (!(flag & INS_ON_TOP) && 1317 if (!(flag & INS_ON_TOP) &&
1637 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && 1318 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1638 (op->face && !op->face->visibility)) { 1319 {
1639 for (last=top; last != floor; last=last->below) 1320 for (last = top; last != floor; last = last->below)
1640 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break; 1321 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1322 break;
1641 /* Check to see if we found the object that blocks view, 1323 /* Check to see if we found the object that blocks view,
1642 * and make sure we have a below pointer for it so that 1324 * and make sure we have a below pointer for it so that
1643 * we can get inserted below this one, which requires we 1325 * we can get inserted below this one, which requires we
1644 * set top to the object below us. 1326 * set top to the object below us.
1645 */ 1327 */
1646 if (last && last->below && last != floor) top=last->below; 1328 if (last && last->below && last != floor)
1647 } 1329 top = last->below;
1648 } /* If objects on this space */ 1330 }
1331 } /* If objects on this space */
1332
1649 if (flag & INS_MAP_LOAD) 1333 if (flag & INS_MAP_LOAD)
1650 top = GET_MAP_TOP(op->map,op->x,op->y); 1334 top = GET_MAP_TOP (op->map, op->x, op->y);
1335
1651 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1336 if (flag & INS_ABOVE_FLOOR_ONLY)
1337 top = floor;
1652 1338
1653 /* Top is the object that our object (op) is going to get inserted above. 1339 /* Top is the object that our object (op) is going to get inserted above.
1654 */ 1340 */
1655 1341
1656 /* First object on this space */ 1342 /* First object on this space */
1657 if (!top) { 1343 if (!top)
1344 {
1658 op->above = GET_MAP_OB(op->map, op->x, op->y); 1345 op->above = GET_MAP_OB (op->map, op->x, op->y);
1659 if (op->above) op->above->below = op; 1346
1347 if (op->above)
1348 op->above->below = op;
1349
1660 op->below = NULL; 1350 op->below = NULL;
1661 SET_MAP_OB(op->map, op->x, op->y, op); 1351 op->ms ().bot = op;
1662 } else { /* get inserted into the stack above top */ 1352 }
1353 else
1354 { /* get inserted into the stack above top */
1663 op->above = top->above; 1355 op->above = top->above;
1664 if (op->above) op->above->below = op; 1356
1357 if (op->above)
1358 op->above->below = op;
1359
1665 op->below = top; 1360 op->below = top;
1666 top->above = op; 1361 top->above = op;
1667 } 1362 }
1363
1668 if (op->above==NULL) 1364 if (op->above == NULL)
1669 SET_MAP_TOP(op->map,op->x, op->y, op); 1365 op->ms ().top = op;
1670 } /* else not INS_BELOW_ORIGINATOR */ 1366 } /* else not INS_BELOW_ORIGINATOR */
1671 1367
1672 if(op->type==PLAYER) 1368 if (op->type == PLAYER)
1673 op->contr->do_los=1; 1369 op->contr->do_los = 1;
1674 1370
1675 /* If we have a floor, we know the player, if any, will be above 1371 /* 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. 1372 * it, so save a few ticks and start from there.
1677 */ 1373 */
1678 if (!(flag & INS_MAP_LOAD)) 1374 if (!(flag & INS_MAP_LOAD))
1679 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1375 if (object *pl = op->ms ().player ())
1680 if (tmp->type == PLAYER) 1376 if (pl->contr->ns)
1681 tmp->contr->socket.update_look=1; 1377 pl->contr->ns->floorbox_update ();
1682 }
1683 1378
1684 /* If this object glows, it may affect lighting conditions that are 1379 /* If this object glows, it may affect lighting conditions that are
1685 * visible to others on this map. But update_all_los is really 1380 * 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 1381 * 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 1382 * on the map will get recalculated. The players could very well
1688 * be far away from this change and not affected in any way - 1383 * be far away from this change and not affected in any way -
1689 * this should get redone to only look for players within range, 1384 * this should get redone to only look for players within range,
1690 * or just updating the P_NEED_UPDATE for spaces within this area 1385 * or just updating the P_NEED_UPDATE for spaces within this area
1691 * of effect may be sufficient. 1386 * of effect may be sufficient.
1692 */ 1387 */
1693 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1388 if (op->map->darkness && (op->glow_radius != 0))
1694 update_all_los(op->map, op->x, op->y); 1389 update_all_los (op->map, op->x, op->y);
1695 1390
1696
1697 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1391 /* updates flags (blocked, alive, no magic, etc) for this map space */
1698 update_object(op,UP_OBJ_INSERT); 1392 update_object (op, UP_OBJ_INSERT);
1699 1393
1394 INVOKE_OBJECT (INSERT, op);
1700 1395
1701 /* Don't know if moving this to the end will break anything. However, 1396 /* 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. 1397 * we want to have floorbox_update called before calling this.
1703 * 1398 *
1704 * check_move_on() must be after this because code called from 1399 * check_move_on() must be after this because code called from
1705 * check_move_on() depends on correct map flags (so functions like 1400 * check_move_on() depends on correct map flags (so functions like
1706 * blocked() and wall() work properly), and these flags are updated by 1401 * blocked() and wall() work properly), and these flags are updated by
1707 * update_object(). 1402 * update_object().
1708 */ 1403 */
1709 1404
1710 /* if this is not the head or flag has been passed, don't check walk on status */ 1405 /* 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) { 1406 if (!(flag & INS_NO_WALK_ON) && !op->head)
1407 {
1713 if (check_move_on(op, originator)) 1408 if (check_move_on (op, originator))
1714 return NULL; 1409 return 0;
1715 1410
1716 /* If we are a multi part object, lets work our way through the check 1411 /* If we are a multi part object, lets work our way through the check
1717 * walk on's. 1412 * walk on's.
1718 */ 1413 */
1719 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1414 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1720 if (check_move_on (tmp, originator)) 1415 if (check_move_on (tmp, originator))
1721 return NULL; 1416 return 0;
1722 } 1417 }
1418
1723 return op; 1419 return op;
1724} 1420}
1725 1421
1726/* this function inserts an object in the map, but if it 1422/* 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. 1423 * 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. 1424 * op is the object to insert it under: supplies x and the map.
1729 */ 1425 */
1426void
1730void replace_insert_ob_in_map(const char *arch_string, object *op) { 1427replace_insert_ob_in_map (const char *arch_string, object *op)
1731 object *tmp; 1428{
1732 object *tmp1; 1429 object *tmp, *tmp1;
1733 1430
1734 /* first search for itself and remove any old instances */ 1431 /* first search for itself and remove any old instances */
1735 1432
1736 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1433 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1737 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1434 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1738 remove_ob(tmp); 1435 tmp->destroy ();
1739 free_object(tmp);
1740 }
1741 }
1742 1436
1743 tmp1=arch_to_object(find_archetype(arch_string)); 1437 tmp1 = arch_to_object (archetype::find (arch_string));
1744 1438
1745 1439 tmp1->x = op->x;
1746 tmp1->x = op->x; tmp1->y = op->y; 1440 tmp1->y = op->y;
1747 insert_ob_in_map(tmp1,op->map,op,0); 1441 insert_ob_in_map (tmp1, op->map, op, 0);
1748} 1442}
1749 1443
1750/* 1444/*
1751 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1445 * 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 1446 * is returned contains nr objects, and the remaining parts contains
1753 * the rest (or is removed and freed if that number is 0). 1447 * the rest (or is removed and freed if that number is 0).
1754 * On failure, NULL is returned, and the reason put into the 1448 * On failure, NULL is returned, and the reason put into the
1755 * global static errmsg array. 1449 * global static errmsg array.
1756 */ 1450 */
1757 1451
1452object *
1758object *get_split_ob(object *orig_ob, uint32 nr) { 1453get_split_ob (object *orig_ob, uint32 nr)
1454{
1759 object *newob; 1455 object *newob;
1760 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1456 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1761 1457
1762 if(orig_ob->nrof<nr) { 1458 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 } 1459 {
1460 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1461 return NULL;
1462 }
1463
1767 newob = object_create_clone(orig_ob); 1464 newob = object_create_clone (orig_ob);
1465
1768 if((orig_ob->nrof-=nr)<1) { 1466 if ((orig_ob->nrof -= nr) < 1)
1769 if ( ! is_removed) 1467 orig_ob->destroy (1);
1770 remove_ob(orig_ob);
1771 free_object2(orig_ob, 1);
1772 }
1773 else if ( ! is_removed) { 1468 else if (!is_removed)
1469 {
1774 if(orig_ob->env!=NULL) 1470 if (orig_ob->env != NULL)
1775 sub_weight (orig_ob->env,orig_ob->weight*nr); 1471 sub_weight (orig_ob->env, orig_ob->weight * nr);
1776 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1472 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1473 {
1777 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1474 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"); 1475 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1780 return NULL; 1476 return NULL;
1781 } 1477 }
1782 } 1478 }
1479
1783 newob->nrof=nr; 1480 newob->nrof = nr;
1784 1481
1785 return newob; 1482 return newob;
1786} 1483}
1787 1484
1788/* 1485/*
1789 * decrease_ob_nr(object, number) decreases a specified number from 1486 * decrease_ob_nr(object, number) decreases a specified number from
1790 * the amount of an object. If the amount reaches 0, the object 1487 * the amount of an object. If the amount reaches 0, the object
1791 * is subsequently removed and freed. 1488 * is subsequently removed and freed.
1792 * 1489 *
1793 * Return value: 'op' if something is left, NULL if the amount reached 0 1490 * Return value: 'op' if something is left, NULL if the amount reached 0
1794 */ 1491 */
1795 1492
1493object *
1796object *decrease_ob_nr (object *op, uint32 i) 1494decrease_ob_nr (object *op, uint32 i)
1797{ 1495{
1798 object *tmp; 1496 object *tmp;
1799 player *pl;
1800 1497
1801 if (i == 0) /* objects with op->nrof require this check */ 1498 if (i == 0) /* objects with op->nrof require this check */
1802 return op; 1499 return op;
1803 1500
1804 if (i > op->nrof) 1501 if (i > op->nrof)
1805 i = op->nrof; 1502 i = op->nrof;
1806 1503
1807 if (QUERY_FLAG (op, FLAG_REMOVED)) 1504 if (QUERY_FLAG (op, FLAG_REMOVED))
1505 op->nrof -= i;
1506 else if (op->env)
1507 {
1508 /* is this object in the players inventory, or sub container
1509 * therein?
1510 */
1511 tmp = op->in_player ();
1512 /* nope. Is this a container the player has opened?
1513 * If so, set tmp to that player.
1514 * IMO, searching through all the players will mostly
1515 * likely be quicker than following op->env to the map,
1516 * and then searching the map for a player.
1517 */
1518 if (!tmp)
1519 for_all_players (pl)
1520 if (pl->ob->container == op->env)
1521 {
1522 tmp = pl->ob;
1523 break;
1524 }
1525
1526 if (i < op->nrof)
1527 {
1528 sub_weight (op->env, op->weight * i);
1529 op->nrof -= i;
1530 if (tmp)
1531 esrv_send_item (tmp, op);
1532 }
1533 else
1534 {
1535 op->remove ();
1536 op->nrof = 0;
1537 if (tmp)
1538 esrv_del_item (tmp->contr, op->count);
1539 }
1808 { 1540 }
1541 else
1542 {
1543 object *above = op->above;
1544
1545 if (i < op->nrof)
1809 op->nrof -= i; 1546 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 { 1547 else
1548 {
1837 remove_ob (op); 1549 op->remove ();
1838 op->nrof = 0; 1550 op->nrof = 0;
1839 if (tmp) {
1840 esrv_del_item(tmp->contr, op->count);
1841 }
1842 } 1551 }
1843 }
1844 else
1845 {
1846 object *above = op->above;
1847 1552
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 */ 1553 /* Since we just removed op, op->above is null */
1855 for (tmp = above; tmp != NULL; tmp = tmp->above) 1554 for (tmp = above; tmp; tmp = tmp->above)
1856 if (tmp->type == PLAYER) { 1555 if (tmp->type == PLAYER)
1556 {
1857 if (op->nrof) 1557 if (op->nrof)
1858 esrv_send_item(tmp, op); 1558 esrv_send_item (tmp, op);
1859 else 1559 else
1860 esrv_del_item(tmp->contr, op->count); 1560 esrv_del_item (tmp->contr, op->count);
1861 } 1561 }
1862 } 1562 }
1863 1563
1864 if (op->nrof) { 1564 if (op->nrof)
1865 return op; 1565 return op;
1866 } else { 1566 else
1867 free_object (op); 1567 {
1568 op->destroy ();
1868 return NULL; 1569 return 0;
1869 } 1570 }
1870} 1571}
1871 1572
1872/* 1573/*
1873 * add_weight(object, weight) adds the specified weight to an object, 1574 * add_weight(object, weight) adds the specified weight to an object,
1874 * and also updates how much the environment(s) is/are carrying. 1575 * and also updates how much the environment(s) is/are carrying.
1875 */ 1576 */
1876 1577
1578void
1877void add_weight (object *op, signed long weight) { 1579add_weight (object *op, signed long weight)
1580{
1878 while (op!=NULL) { 1581 while (op != NULL)
1582 {
1879 if (op->type == CONTAINER) { 1583 if (op->type == CONTAINER)
1880 weight=(signed long)(weight*(100-op->stats.Str)/100); 1584 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1881 } 1585
1882 op->carrying+=weight; 1586 op->carrying += weight;
1883 op=op->env; 1587 op = op->env;
1884 } 1588 }
1885} 1589}
1886 1590
1591object *
1592insert_ob_in_ob (object *op, object *where)
1593{
1594 if (!where)
1595 {
1596 char *dump = dump_object (op);
1597 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1598 free (dump);
1599 return op;
1600 }
1601
1602 if (where->head)
1603 {
1604 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1605 where = where->head;
1606 }
1607
1608 return where->insert (op);
1609}
1610
1887/* 1611/*
1888 * insert_ob_in_ob(op,environment): 1612 * env->insert (op)
1889 * This function inserts the object op in the linked list 1613 * This function inserts the object op in the linked list
1890 * inside the object environment. 1614 * inside the object environment.
1891 * 1615 *
1892 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1893 * the inventory at the last position or next to other objects of the same
1894 * type.
1895 * Frank: Now sorted by type, archetype and magic!
1896 *
1897 * The function returns now pointer to inserted item, and return value can 1616 * The function returns now pointer to inserted item, and return value can
1898 * be != op, if items are merged. -Tero 1617 * be != op, if items are merged. -Tero
1899 */ 1618 */
1900 1619
1901object *insert_ob_in_ob(object *op,object *where) { 1620object *
1621object::insert (object *op)
1622{
1902 object *tmp, *otmp; 1623 object *tmp, *otmp;
1903 1624
1904 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1625 if (!QUERY_FLAG (op, FLAG_REMOVED))
1905 dump_object(op); 1626 op->remove ();
1906 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1627
1907 return op;
1908 }
1909 if(where==NULL) {
1910 dump_object(op);
1911 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1912 return op;
1913 }
1914 if (where->head) {
1915 LOG(llevDebug,
1916 "Warning: Tried to insert object wrong part of multipart object.\n");
1917 where = where->head;
1918 }
1919 if (op->more) { 1628 if (op->more)
1629 {
1920 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1630 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1921 op->name, op->count);
1922 return op; 1631 return op;
1923 } 1632 }
1633
1924 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1634 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1925 CLEAR_FLAG(op, FLAG_REMOVED); 1635 CLEAR_FLAG (op, FLAG_REMOVED);
1926 if(op->nrof) { 1636 if (op->nrof)
1637 {
1927 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1638 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1928 if ( CAN_MERGE(tmp,op) ) { 1639 if (object::can_merge (tmp, op))
1640 {
1929 /* return the original object and remove inserted object 1641 /* return the original object and remove inserted object
1930 (client needs the original object) */ 1642 (client needs the original object) */
1931 tmp->nrof += op->nrof; 1643 tmp->nrof += op->nrof;
1932 /* Weight handling gets pretty funky. Since we are adding to 1644 /* Weight handling gets pretty funky. Since we are adding to
1933 * tmp->nrof, we need to increase the weight. 1645 * tmp->nrof, we need to increase the weight.
1934 */ 1646 */
1935 add_weight (where, op->weight*op->nrof); 1647 add_weight (this, op->weight * op->nrof);
1936 SET_FLAG(op, FLAG_REMOVED); 1648 SET_FLAG (op, FLAG_REMOVED);
1937 free_object(op); /* free the inserted object */ 1649 op->destroy (); /* free the inserted object */
1938 op = tmp; 1650 op = tmp;
1939 remove_ob (op); /* and fix old object's links */ 1651 op->remove (); /* and fix old object's links */
1940 CLEAR_FLAG(op, FLAG_REMOVED); 1652 CLEAR_FLAG (op, FLAG_REMOVED);
1941 break; 1653 break;
1942 } 1654 }
1943 1655
1944 /* I assume combined objects have no inventory 1656 /* I assume combined objects have no inventory
1945 * We add the weight - this object could have just been removed 1657 * We add the weight - this object could have just been removed
1946 * (if it was possible to merge). calling remove_ob will subtract 1658 * (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 1659 * the weight, so we need to add it in again, since we actually do
1948 * the linking below 1660 * the linking below
1949 */ 1661 */
1950 add_weight (where, op->weight*op->nrof); 1662 add_weight (this, op->weight * op->nrof);
1663 }
1951 } else 1664 else
1952 add_weight (where, (op->weight+op->carrying)); 1665 add_weight (this, (op->weight + op->carrying));
1953 1666
1954 otmp=is_player_inv(where); 1667 otmp = this->in_player ();
1955 if (otmp&&otmp->contr!=NULL) { 1668 if (otmp && otmp->contr)
1956 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1669 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1957 fix_player(otmp); 1670 otmp->update_stats ();
1958 }
1959 1671
1960 op->map=NULL; 1672 op->map = 0;
1961 op->env=where; 1673 op->env = this;
1962 op->above=NULL; 1674 op->above = 0;
1963 op->below=NULL; 1675 op->below = 0;
1964 op->x=0,op->y=0; 1676 op->x = 0, op->y = 0;
1965 op->ox=0,op->oy=0;
1966 1677
1967 /* reset the light list and los of the players on the map */ 1678 /* reset the light list and los of the players on the map */
1968 if((op->glow_radius!=0)&&where->map) 1679 if ((op->glow_radius != 0) && map)
1969 { 1680 {
1970#ifdef DEBUG_LIGHTS 1681#ifdef DEBUG_LIGHTS
1971 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1682 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1972 op->name);
1973#endif /* DEBUG_LIGHTS */ 1683#endif /* DEBUG_LIGHTS */
1974 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1684 if (map->darkness)
1685 update_all_los (map, x, y);
1975 } 1686 }
1976 1687
1977 /* Client has no idea of ordering so lets not bother ordering it here. 1688 /* Client has no idea of ordering so lets not bother ordering it here.
1978 * It sure simplifies this function... 1689 * It sure simplifies this function...
1979 */ 1690 */
1980 if (where->inv==NULL) 1691 if (!inv)
1981 where->inv=op; 1692 inv = op;
1982 else { 1693 else
1694 {
1983 op->below = where->inv; 1695 op->below = inv;
1984 op->below->above = op; 1696 op->below->above = op;
1985 where->inv = op; 1697 inv = op;
1986 } 1698 }
1699
1700 INVOKE_OBJECT (INSERT, this);
1701
1987 return op; 1702 return op;
1988} 1703}
1989 1704
1990/* 1705/*
1991 * Checks if any objects has a move_type that matches objects 1706 * 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 1721 * 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 1722 * object being inserted. insert_ob_in_map may not put new objects
2008 * on top. 1723 * on top.
2009 */ 1724 */
2010 1725
1726int
2011int check_move_on (object *op, object *originator) 1727check_move_on (object *op, object *originator)
2012{ 1728{
2013 object *tmp; 1729 object *tmp;
2014 tag_t tag;
2015 mapstruct *m=op->map; 1730 maptile *m = op->map;
2016 int x=op->x, y=op->y; 1731 int x = op->x, y = op->y;
1732
2017 MoveType move_on, move_slow, move_block; 1733 MoveType move_on, move_slow, move_block;
2018 1734
2019 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1735 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; 1736 return 0;
1737
1738 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1739 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1740 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1741
1742 /* if nothing on this space will slow op down or be applied,
1743 * no need to do checking below. have to make sure move_type
1744 * is set, as lots of objects don't have it set - we treat that
1745 * as walking.
1746 */
1747 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1748 return 0;
1749
1750 /* This is basically inverse logic of that below - basically,
1751 * if the object can avoid the move on or slow move, they do so,
1752 * but can't do it if the alternate movement they are using is
1753 * blocked. Logic on this seems confusing, but does seem correct.
1754 */
1755 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1756 return 0;
1757
1758 /* The objects have to be checked from top to bottom.
1759 * Hence, we first go to the top:
1760 */
1761
1762 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1763 {
1764 /* Trim the search when we find the first other spell effect
1765 * this helps performance so that if a space has 50 spell objects,
1766 * we don't need to check all of them.
1767 */
1768 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1769 break;
1770 }
1771
1772 for (; tmp; tmp = tmp->below)
1773 {
1774 if (tmp == op)
1775 continue; /* Can't apply yourself */
1776
1777 /* Check to see if one of the movement types should be slowed down.
1778 * Second check makes sure that the movement types not being slowed
1779 * (~slow_move) is not blocked on this space - just because the
1780 * space doesn't slow down swimming (for example), if you can't actually
1781 * swim on that space, can't use it to avoid the penalty.
1782 */
1783 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1784 {
1785 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1786 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1787 {
1788
1789 float
1790 diff = tmp->move_slow_penalty * FABS (op->speed);
1791
1792 if (op->type == PLAYER)
1793 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1794 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1795 diff /= 4.0;
1796
1797 op->speed_left -= diff;
1798 }
1799 }
1800
1801 /* Basically same logic as above, except now for actual apply. */
1802 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1803 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1804 {
1805 move_apply (tmp, op, originator);
1806
1807 if (op->destroyed ())
1808 return 1;
1809
1810 /* what the person/creature stepped onto has moved the object
1811 * someplace new. Don't process any further - if we did,
1812 * have a feeling strange problems would result.
1813 */
1814 if (op->map != m || op->x != x || op->y != y)
1815 return 0;
1816 }
1817 }
1818
1819 return 0;
2100} 1820}
2101 1821
2102/* 1822/*
2103 * present_arch(arch, map, x, y) searches for any objects with 1823 * present_arch(arch, map, x, y) searches for any objects with
2104 * a matching archetype at the given map and coordinates. 1824 * a matching archetype at the given map and coordinates.
2105 * The first matching object is returned, or NULL if none. 1825 * The first matching object is returned, or NULL if none.
2106 */ 1826 */
2107 1827object *
2108object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1828present_arch (const archetype *at, maptile *m, int x, int y)
2109 object *tmp; 1829{
2110 if(m==NULL || out_of_map(m,x,y)) { 1830 if (m == NULL || out_of_map (m, x, y))
1831 {
2111 LOG(llevError,"Present_arch called outside map.\n"); 1832 LOG (llevError, "Present_arch called outside map.\n");
2112 return NULL; 1833 return NULL;
2113 } 1834 }
1835
2114 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1836 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2115 if(tmp->arch == at) 1837 if (tmp->arch == at)
2116 return tmp; 1838 return tmp;
1839
2117 return NULL; 1840 return NULL;
2118} 1841}
2119 1842
2120/* 1843/*
2121 * present(type, map, x, y) searches for any objects with 1844 * present(type, map, x, y) searches for any objects with
2122 * a matching type variable at the given map and coordinates. 1845 * a matching type variable at the given map and coordinates.
2123 * The first matching object is returned, or NULL if none. 1846 * The first matching object is returned, or NULL if none.
2124 */ 1847 */
2125 1848object *
2126object *present(unsigned char type,mapstruct *m, int x,int y) { 1849present (unsigned char type, maptile *m, int x, int y)
2127 object *tmp; 1850{
2128 if(out_of_map(m,x,y)) { 1851 if (out_of_map (m, x, y))
1852 {
2129 LOG(llevError,"Present called outside map.\n"); 1853 LOG (llevError, "Present called outside map.\n");
2130 return NULL; 1854 return NULL;
2131 } 1855 }
1856
2132 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1857 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2133 if(tmp->type==type) 1858 if (tmp->type == type)
2134 return tmp; 1859 return tmp;
1860
2135 return NULL; 1861 return NULL;
2136} 1862}
2137 1863
2138/* 1864/*
2139 * present_in_ob(type, object) searches for any objects with 1865 * present_in_ob(type, object) searches for any objects with
2140 * a matching type variable in the inventory of the given object. 1866 * a matching type variable in the inventory of the given object.
2141 * The first matching object is returned, or NULL if none. 1867 * The first matching object is returned, or NULL if none.
2142 */ 1868 */
2143 1869object *
2144object *present_in_ob(unsigned char type, const object *op) { 1870present_in_ob (unsigned char type, const object *op)
2145 object *tmp; 1871{
2146 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1872 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2147 if(tmp->type==type) 1873 if (tmp->type == type)
2148 return tmp; 1874 return tmp;
1875
2149 return NULL; 1876 return NULL;
2150} 1877}
2151 1878
2152/* 1879/*
2153 * present_in_ob (type, str, object) searches for any objects with 1880 * present_in_ob (type, str, object) searches for any objects with
2161 * str is the string to match against. Note that we match against 1888 * str is the string to match against. Note that we match against
2162 * the object name, not the archetype name. this is so that the 1889 * 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 1890 * spell code can use one object type (force), but change it's name
2164 * to be unique. 1891 * to be unique.
2165 */ 1892 */
2166 1893object *
2167object *present_in_ob_by_name(int type, const char *str, const object *op) { 1894present_in_ob_by_name (int type, const char *str, const object *op)
2168 object *tmp; 1895{
2169
2170 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1896 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2171 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1897 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2172 return tmp; 1898 return tmp;
2173 } 1899
2174 return NULL; 1900 return 0;
2175} 1901}
2176 1902
2177/* 1903/*
2178 * present_arch_in_ob(archetype, object) searches for any objects with 1904 * present_arch_in_ob(archetype, object) searches for any objects with
2179 * a matching archetype in the inventory of the given object. 1905 * a matching archetype in the inventory of the given object.
2180 * The first matching object is returned, or NULL if none. 1906 * The first matching object is returned, or NULL if none.
2181 */ 1907 */
2182 1908object *
2183object *present_arch_in_ob(const archetype *at, const object *op) { 1909present_arch_in_ob (const archetype *at, const object *op)
2184 object *tmp; 1910{
2185 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1911 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2186 if( tmp->arch == at) 1912 if (tmp->arch == at)
2187 return tmp; 1913 return tmp;
1914
2188 return NULL; 1915 return NULL;
2189} 1916}
2190 1917
2191/* 1918/*
2192 * activate recursively a flag on an object inventory 1919 * activate recursively a flag on an object inventory
2193 */ 1920 */
1921void
2194void flag_inv(object*op, int flag){ 1922flag_inv (object *op, int flag)
2195 object *tmp; 1923{
2196 if(op->inv) 1924 if (op->inv)
2197 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1925 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1926 {
2198 SET_FLAG(tmp, flag); 1927 SET_FLAG (tmp, flag);
2199 flag_inv(tmp,flag); 1928 flag_inv (tmp, flag);
2200 } 1929 }
1930}
1931
2201}/* 1932/*
2202 * desactivate recursively a flag on an object inventory 1933 * deactivate recursively a flag on an object inventory
2203 */ 1934 */
1935void
2204void unflag_inv(object*op, int flag){ 1936unflag_inv (object *op, int flag)
2205 object *tmp; 1937{
2206 if(op->inv) 1938 if (op->inv)
2207 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1939 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1940 {
2208 CLEAR_FLAG(tmp, flag); 1941 CLEAR_FLAG (tmp, flag);
2209 unflag_inv(tmp,flag); 1942 unflag_inv (tmp, flag);
2210 } 1943 }
2211} 1944}
2212 1945
2213/* 1946/*
2214 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1947 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2215 * all it's inventory (recursively). 1948 * all it's inventory (recursively).
2216 * If checksums are used, a player will get set_cheat called for 1949 * 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. 1950 * him/her-self and all object carried by a call to this function.
2218 */ 1951 */
2219 1952void
2220void set_cheat(object *op) { 1953set_cheat (object *op)
1954{
2221 SET_FLAG(op, FLAG_WAS_WIZ); 1955 SET_FLAG (op, FLAG_WAS_WIZ);
2222 flag_inv(op, FLAG_WAS_WIZ); 1956 flag_inv (op, FLAG_WAS_WIZ);
2223} 1957}
2224 1958
2225/* 1959/*
2226 * find_free_spot(object, map, x, y, start, stop) will search for 1960 * 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 1961 * a spot at the given map and coordinates which will be able to contain
2241 * because arch_blocked (now ob_blocked) needs to know the movement type 1975 * because arch_blocked (now ob_blocked) needs to know the movement type
2242 * to know if the space in question will block the object. We can't use 1976 * 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 1977 * the archetype because that isn't correct if the monster has been
2244 * customized, changed states, etc. 1978 * customized, changed states, etc.
2245 */ 1979 */
2246 1980int
2247int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 1981find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1982{
2248 int i,index=0, flag; 1983 int index = 0, flag;
2249 static int altern[SIZEOFFREE]; 1984 int altern[SIZEOFFREE];
2250 1985
2251 for(i=start;i<stop;i++) { 1986 for (int i = start; i < stop; i++)
1987 {
2252 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 1988 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2253 if(!flag) 1989 if (!flag)
2254 altern[index++]=i; 1990 altern [index++] = i;
2255 1991
2256 /* Basically, if we find a wall on a space, we cut down the search size. 1992 /* 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. 1993 * 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 - 1994 * 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 1995 * 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 1996 * spaces in all the other directions, this will reduce the search space
2261 * to only the spaces immediately surrounding the target area, and 1997 * to only the spaces immediately surrounding the target area, and
2262 * won't look 2 spaces south of the target space. 1998 * won't look 2 spaces south of the target space.
2263 */ 1999 */
2264 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2000 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2265 stop=maxfree[i]; 2001 stop = maxfree[i];
2266 } 2002 }
2267 if(!index) return -1; 2003
2004 if (!index)
2005 return -1;
2006
2268 return altern[RANDOM()%index]; 2007 return altern[RANDOM () % index];
2269} 2008}
2270 2009
2271/* 2010/*
2272 * find_first_free_spot(archetype, mapstruct, x, y) works like 2011 * find_first_free_spot(archetype, maptile, x, y) works like
2273 * find_free_spot(), but it will search max number of squares. 2012 * find_free_spot(), but it will search max number of squares.
2274 * But it will return the first available spot, not a random choice. 2013 * 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. 2014 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2276 */ 2015 */
2277 2016int
2278int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2017find_first_free_spot (const object *ob, maptile *m, int x, int y)
2279 int i; 2018{
2280 for(i=0;i<SIZEOFFREE;i++) { 2019 for (int i = 0; i < SIZEOFFREE; i++)
2281 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2020 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2282 return i; 2021 return i;
2283 } 2022
2284 return -1; 2023 return -1;
2285} 2024}
2286 2025
2287/* 2026/*
2288 * The function permute(arr, begin, end) randomly reorders the array 2027 * The function permute(arr, begin, end) randomly reorders the array
2289 * arr[begin..end-1]. 2028 * arr[begin..end-1].
2029 * now uses a fisher-yates shuffle, old permute was broken
2290 */ 2030 */
2031static void
2291static void permute(int *arr, int begin, int end) 2032permute (int *arr, int begin, int end)
2292{ 2033{
2293 int i, j, tmp, len; 2034 arr += begin;
2035 end -= begin;
2294 2036
2295 len = end-begin; 2037 while (--end)
2296 for(i = begin; i < end; i++) 2038 swap (arr [end], arr [RANDOM () % (end + 1)]);
2297 {
2298 j = begin+RANDOM()%len;
2299
2300 tmp = arr[i];
2301 arr[i] = arr[j];
2302 arr[j] = tmp;
2303 }
2304} 2039}
2305 2040
2306/* new function to make monster searching more efficient, and effective! 2041/* new function to make monster searching more efficient, and effective!
2307 * This basically returns a randomized array (in the passed pointer) of 2042 * 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 2043 * 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 2044 * 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 2045 * 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. 2046 * the 3x3 area will be searched, just not in a predictable order.
2312 */ 2047 */
2048void
2313void get_search_arr(int *search_arr) 2049get_search_arr (int *search_arr)
2314{ 2050{
2315 int i; 2051 int i;
2316 2052
2317 for(i = 0; i < SIZEOFFREE; i++) 2053 for (i = 0; i < SIZEOFFREE; i++)
2318 {
2319 search_arr[i] = i; 2054 search_arr[i] = i;
2320 }
2321 2055
2322 permute(search_arr, 1, SIZEOFFREE1+1); 2056 permute (search_arr, 1, SIZEOFFREE1 + 1);
2323 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2057 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2324 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2058 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2325} 2059}
2326 2060
2327/* 2061/*
2328 * find_dir(map, x, y, exclude) will search some close squares in the 2062 * find_dir(map, x, y, exclude) will search some close squares in the
2329 * given map at the given coordinates for live objects. 2063 * given map at the given coordinates for live objects.
2334 * Perhaps incorrectly, but I'm making the assumption that exclude 2068 * Perhaps incorrectly, but I'm making the assumption that exclude
2335 * is actually want is going to try and move there. We need this info 2069 * 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 2070 * because we have to know what movement the thing looking to move
2337 * there is capable of. 2071 * there is capable of.
2338 */ 2072 */
2339 2073int
2340int find_dir(mapstruct *m, int x, int y, object *exclude) { 2074find_dir (maptile *m, int x, int y, object *exclude)
2075{
2341 int i,max=SIZEOFFREE, mflags; 2076 int i, max = SIZEOFFREE, mflags;
2077
2342 sint16 nx, ny; 2078 sint16 nx, ny;
2343 object *tmp; 2079 object *tmp;
2344 mapstruct *mp; 2080 maptile *mp;
2081
2345 MoveType blocked, move_type; 2082 MoveType blocked, move_type;
2346 2083
2347 if (exclude && exclude->head) { 2084 if (exclude && exclude->head)
2085 {
2348 exclude = exclude->head; 2086 exclude = exclude->head;
2349 move_type = exclude->move_type; 2087 move_type = exclude->move_type;
2350 } else { 2088 }
2089 else
2090 {
2351 /* If we don't have anything, presume it can use all movement types. */ 2091 /* If we don't have anything, presume it can use all movement types. */
2352 move_type=MOVE_ALL; 2092 move_type = MOVE_ALL;
2093 }
2094
2095 for (i = 1; i < max; i++)
2353 } 2096 {
2354 2097 mp = m;
2355 for(i=1;i<max;i++) {
2356 mp = m;
2357 nx = x + freearr_x[i]; 2098 nx = x + freearr_x[i];
2358 ny = y + freearr_y[i]; 2099 ny = y + freearr_y[i];
2359 2100
2360 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2101 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2102
2361 if (mflags & P_OUT_OF_MAP) { 2103 if (mflags & P_OUT_OF_MAP)
2362 max = maxfree[i]; 2104 max = maxfree[i];
2363 } else { 2105 else
2364 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2106 {
2107 mapspace &ms = mp->at (nx, ny);
2365 2108
2109 blocked = ms.move_block;
2110
2366 if ((move_type & blocked) == move_type) { 2111 if ((move_type & blocked) == move_type)
2367 max=maxfree[i]; 2112 max = maxfree[i];
2368 } else if (mflags & P_IS_ALIVE) { 2113 else if (mflags & P_IS_ALIVE)
2369 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2114 {
2370 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2115 for (tmp = ms.bot; tmp; tmp = tmp->above)
2116 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2371 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2117 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2372 break; 2118 break;
2373 } 2119
2374 } 2120 if (tmp)
2375 if(tmp) {
2376 return freedir[i]; 2121 return freedir[i];
2377 } 2122 }
2123 }
2378 } 2124 }
2379 } 2125
2380 }
2381 return 0; 2126 return 0;
2382} 2127}
2383 2128
2384/* 2129/*
2385 * distance(object 1, object 2) will return the square of the 2130 * distance(object 1, object 2) will return the square of the
2386 * distance between the two given objects. 2131 * distance between the two given objects.
2387 */ 2132 */
2388 2133int
2389int distance(const object *ob1, const object *ob2) { 2134distance (const object *ob1, const object *ob2)
2390 int i; 2135{
2391 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2136 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2392 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2393 return i;
2394} 2137}
2395 2138
2396/* 2139/*
2397 * find_dir_2(delta-x,delta-y) will return a direction in which 2140 * 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 2141 * an object which has subtracted the x and y coordinates of another
2399 * object, needs to travel toward it. 2142 * object, needs to travel toward it.
2400 */ 2143 */
2401 2144int
2402int find_dir_2(int x, int y) { 2145find_dir_2 (int x, int y)
2146{
2403 int q; 2147 int q;
2404 2148
2405 if(y) 2149 if (y)
2406 q=x*100/y; 2150 q = x * 100 / y;
2407 else if (x) 2151 else if (x)
2408 q= -300*x; 2152 q = -300 * x;
2409 else 2153 else
2410 return 0; 2154 return 0;
2411 2155
2412 if(y>0) { 2156 if (y > 0)
2157 {
2413 if(q < -242) 2158 if (q < -242)
2414 return 3 ; 2159 return 3;
2415 if (q < -41) 2160 if (q < -41)
2416 return 2 ; 2161 return 2;
2417 if (q < 41) 2162 if (q < 41)
2418 return 1 ; 2163 return 1;
2419 if (q < 242) 2164 if (q < 242)
2420 return 8 ; 2165 return 8;
2421 return 7 ; 2166 return 7;
2422 } 2167 }
2423 2168
2424 if (q < -242) 2169 if (q < -242)
2425 return 7 ; 2170 return 7;
2426 if (q < -41) 2171 if (q < -41)
2427 return 6 ; 2172 return 6;
2428 if (q < 41) 2173 if (q < 41)
2429 return 5 ; 2174 return 5;
2430 if (q < 242) 2175 if (q < 242)
2431 return 4 ; 2176 return 4;
2432 2177
2433 return 3 ; 2178 return 3;
2434} 2179}
2435 2180
2436/* 2181/*
2437 * absdir(int): Returns a number between 1 and 8, which represent 2182 * absdir(int): Returns a number between 1 and 8, which represent
2438 * the "absolute" direction of a number (it actually takes care of 2183 * the "absolute" direction of a number (it actually takes care of
2439 * "overflow" in previous calculations of a direction). 2184 * "overflow" in previous calculations of a direction).
2440 */ 2185 */
2441 2186
2187int
2442int absdir(int d) { 2188absdir (int d)
2443 while(d<1) d+=8; 2189{
2444 while(d>8) d-=8; 2190 while (d < 1)
2191 d += 8;
2192
2193 while (d > 8)
2194 d -= 8;
2195
2445 return d; 2196 return d;
2446} 2197}
2447 2198
2448/* 2199/*
2449 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2200 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2450 * between two directions (which are expected to be absolute (see absdir()) 2201 * between two directions (which are expected to be absolute (see absdir())
2451 */ 2202 */
2452 2203
2204int
2453int dirdiff(int dir1, int dir2) { 2205dirdiff (int dir1, int dir2)
2206{
2454 int d; 2207 int d;
2208
2455 d = abs(dir1 - dir2); 2209 d = abs (dir1 - dir2);
2456 if(d>4) 2210 if (d > 4)
2457 d = 8 - d; 2211 d = 8 - d;
2212
2458 return d; 2213 return d;
2459} 2214}
2460 2215
2461/* peterm: 2216/* peterm:
2462 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2217 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2465 * This basically means that if direction is 15, then it could either go 2220 * This basically means that if direction is 15, then it could either go
2466 * direction 4, 14, or 16 to get back to where we are. 2221 * 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 2222 * Moved from spell_util.c to object.c with the other related direction
2468 * functions. 2223 * functions.
2469 */ 2224 */
2470
2471int reduction_dir[SIZEOFFREE][3] = { 2225int reduction_dir[SIZEOFFREE][3] = {
2472 {0,0,0}, /* 0 */ 2226 {0, 0, 0}, /* 0 */
2473 {0,0,0}, /* 1 */ 2227 {0, 0, 0}, /* 1 */
2474 {0,0,0}, /* 2 */ 2228 {0, 0, 0}, /* 2 */
2475 {0,0,0}, /* 3 */ 2229 {0, 0, 0}, /* 3 */
2476 {0,0,0}, /* 4 */ 2230 {0, 0, 0}, /* 4 */
2477 {0,0,0}, /* 5 */ 2231 {0, 0, 0}, /* 5 */
2478 {0,0,0}, /* 6 */ 2232 {0, 0, 0}, /* 6 */
2479 {0,0,0}, /* 7 */ 2233 {0, 0, 0}, /* 7 */
2480 {0,0,0}, /* 8 */ 2234 {0, 0, 0}, /* 8 */
2481 {8,1,2}, /* 9 */ 2235 {8, 1, 2}, /* 9 */
2482 {1,2,-1}, /* 10 */ 2236 {1, 2, -1}, /* 10 */
2483 {2,10,12}, /* 11 */ 2237 {2, 10, 12}, /* 11 */
2484 {2,3,-1}, /* 12 */ 2238 {2, 3, -1}, /* 12 */
2485 {2,3,4}, /* 13 */ 2239 {2, 3, 4}, /* 13 */
2486 {3,4,-1}, /* 14 */ 2240 {3, 4, -1}, /* 14 */
2487 {4,14,16}, /* 15 */ 2241 {4, 14, 16}, /* 15 */
2488 {5,4,-1}, /* 16 */ 2242 {5, 4, -1}, /* 16 */
2489 {4,5,6}, /* 17 */ 2243 {4, 5, 6}, /* 17 */
2490 {6,5,-1}, /* 18 */ 2244 {6, 5, -1}, /* 18 */
2491 {6,20,18}, /* 19 */ 2245 {6, 20, 18}, /* 19 */
2492 {7,6,-1}, /* 20 */ 2246 {7, 6, -1}, /* 20 */
2493 {6,7,8}, /* 21 */ 2247 {6, 7, 8}, /* 21 */
2494 {7,8,-1}, /* 22 */ 2248 {7, 8, -1}, /* 22 */
2495 {8,22,24}, /* 23 */ 2249 {8, 22, 24}, /* 23 */
2496 {8,1,-1}, /* 24 */ 2250 {8, 1, -1}, /* 24 */
2497 {24,9,10}, /* 25 */ 2251 {24, 9, 10}, /* 25 */
2498 {9,10,-1}, /* 26 */ 2252 {9, 10, -1}, /* 26 */
2499 {10,11,-1}, /* 27 */ 2253 {10, 11, -1}, /* 27 */
2500 {27,11,29}, /* 28 */ 2254 {27, 11, 29}, /* 28 */
2501 {11,12,-1}, /* 29 */ 2255 {11, 12, -1}, /* 29 */
2502 {12,13,-1}, /* 30 */ 2256 {12, 13, -1}, /* 30 */
2503 {12,13,14}, /* 31 */ 2257 {12, 13, 14}, /* 31 */
2504 {13,14,-1}, /* 32 */ 2258 {13, 14, -1}, /* 32 */
2505 {14,15,-1}, /* 33 */ 2259 {14, 15, -1}, /* 33 */
2506 {33,15,35}, /* 34 */ 2260 {33, 15, 35}, /* 34 */
2507 {16,15,-1}, /* 35 */ 2261 {16, 15, -1}, /* 35 */
2508 {17,16,-1}, /* 36 */ 2262 {17, 16, -1}, /* 36 */
2509 {18,17,16}, /* 37 */ 2263 {18, 17, 16}, /* 37 */
2510 {18,17,-1}, /* 38 */ 2264 {18, 17, -1}, /* 38 */
2511 {18,19,-1}, /* 39 */ 2265 {18, 19, -1}, /* 39 */
2512 {41,19,39}, /* 40 */ 2266 {41, 19, 39}, /* 40 */
2513 {19,20,-1}, /* 41 */ 2267 {19, 20, -1}, /* 41 */
2514 {20,21,-1}, /* 42 */ 2268 {20, 21, -1}, /* 42 */
2515 {20,21,22}, /* 43 */ 2269 {20, 21, 22}, /* 43 */
2516 {21,22,-1}, /* 44 */ 2270 {21, 22, -1}, /* 44 */
2517 {23,22,-1}, /* 45 */ 2271 {23, 22, -1}, /* 45 */
2518 {45,47,23}, /* 46 */ 2272 {45, 47, 23}, /* 46 */
2519 {23,24,-1}, /* 47 */ 2273 {23, 24, -1}, /* 47 */
2520 {24,9,-1}}; /* 48 */ 2274 {24, 9, -1}
2275}; /* 48 */
2521 2276
2522/* Recursive routine to step back and see if we can 2277/* Recursive routine to step back and see if we can
2523 * find a path to that monster that we found. If not, 2278 * find a path to that monster that we found. If not,
2524 * we don't bother going toward it. Returns 1 if we 2279 * we don't bother going toward it. Returns 1 if we
2525 * can see a direct way to get it 2280 * can see a direct way to get it
2526 * Modified to be map tile aware -.MSW 2281 * Modified to be map tile aware -.MSW
2527 */ 2282 */
2528 2283int
2529
2530int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2284can_see_monsterP (maptile *m, int x, int y, int dir)
2285{
2531 sint16 dx, dy; 2286 sint16 dx, dy;
2532 int mflags; 2287 int mflags;
2533 2288
2289 if (dir < 0)
2534 if(dir<0) return 0; /* exit condition: invalid direction */ 2290 return 0; /* exit condition: invalid direction */
2535 2291
2536 dx = x + freearr_x[dir]; 2292 dx = x + freearr_x[dir];
2537 dy = y + freearr_y[dir]; 2293 dy = y + freearr_y[dir];
2538 2294
2539 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2295 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2540 2296
2541 /* This functional arguably was incorrect before - it was 2297 /* This functional arguably was incorrect before - it was
2542 * checking for P_WALL - that was basically seeing if 2298 * checking for P_WALL - that was basically seeing if
2543 * we could move to the monster - this is being more 2299 * we could move to the monster - this is being more
2544 * literal on if we can see it. To know if we can actually 2300 * 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 2301 * move to the monster, we'd need the monster passed in or
2546 * at least its move type. 2302 * at least its move type.
2547 */ 2303 */
2548 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2304 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2305 return 0;
2549 2306
2550 /* yes, can see. */ 2307 /* yes, can see. */
2551 if(dir < 9) return 1; 2308 if (dir < 9)
2309 return 1;
2310
2552 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2311 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2553 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2312 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2554 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2313 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2555} 2314}
2556 2315
2557
2558
2559/* 2316/*
2560 * can_pick(picker, item): finds out if an object is possible to be 2317 * 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 2318 * picked up by the picker. Returnes 1 if it can be
2562 * picked up, otherwise 0. 2319 * picked up, otherwise 0.
2563 * 2320 *
2565 * core dumps if they do. 2322 * core dumps if they do.
2566 * 2323 *
2567 * Add a check so we can't pick up invisible objects (0.93.8) 2324 * Add a check so we can't pick up invisible objects (0.93.8)
2568 */ 2325 */
2569 2326
2327int
2570int can_pick(const object *who, const object *item) { 2328can_pick (const object *who, const object *item)
2329{
2571 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2330 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2572 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2331 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2573 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2332 !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} 2333}
2576
2577 2334
2578/* 2335/*
2579 * create clone from object to another 2336 * create clone from object to another
2580 */ 2337 */
2338object *
2581object *object_create_clone (object *asrc) { 2339object_create_clone (object *asrc)
2340{
2582 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2341 object *dst = 0, *tmp, *src, *part, *prev, *item;
2583 2342
2584 if(!asrc) return NULL; 2343 if (!asrc)
2344 return 0;
2345
2585 src = asrc; 2346 src = asrc;
2586 if(src->head) 2347 if (src->head)
2587 src = src->head; 2348 src = src->head;
2588 2349
2589 prev = NULL; 2350 prev = 0;
2590 for(part = src; part; part = part->more) { 2351 for (part = src; part; part = part->more)
2591 tmp = get_object(); 2352 {
2592 copy_object(part,tmp); 2353 tmp = part->clone ();
2593 tmp->x -= src->x; 2354 tmp->x -= src->x;
2594 tmp->y -= src->y; 2355 tmp->y -= src->y;
2356
2595 if(!part->head) { 2357 if (!part->head)
2358 {
2596 dst = tmp; 2359 dst = tmp;
2597 tmp->head = NULL;
2598 } else {
2599 tmp->head = dst; 2360 tmp->head = 0;
2600 } 2361 }
2362 else
2363 tmp->head = dst;
2364
2601 tmp->more = NULL; 2365 tmp->more = 0;
2366
2602 if(prev) 2367 if (prev)
2603 prev->more = tmp; 2368 prev->more = tmp;
2369
2604 prev = tmp; 2370 prev = tmp;
2605 } 2371 }
2606 /*** copy inventory ***/ 2372
2607 for(item = src->inv; item; item = item->below) { 2373 for (item = src->inv; item; item = item->below)
2608 (void) insert_ob_in_ob(object_create_clone(item),dst); 2374 insert_ob_in_ob (object_create_clone (item), dst);
2609 }
2610 2375
2611 return dst; 2376 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} 2377}
2621 2378
2622/* GROS - Creates an object using a string representing its content. */ 2379/* 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 */ 2380/* 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, */ 2381/* 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. */ 2382/* 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. */ 2383/* Remember not to use load_object_str in a time-critical situation. */
2627/* Also remember that multiparts objects are not supported for now. */ 2384/* Also remember that multiparts objects are not supported for now. */
2628 2385object *
2629object* load_object_str(const char *obstr) 2386load_object_str (const char *obstr)
2630{ 2387{
2631 object *op; 2388 object *op;
2632 FILE *tempfile;
2633 char filename[MAX_BUF]; 2389 char filename[MAX_BUF];
2390
2634 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2391 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2392
2635 tempfile=fopen(filename,"w"); 2393 FILE *tempfile = fopen (filename, "w");
2394
2636 if (tempfile == NULL) 2395 if (tempfile == NULL)
2637 { 2396 {
2638 LOG(llevError,"Error - Unable to access load object temp file\n"); 2397 LOG (llevError, "Error - Unable to access load object temp file\n");
2639 return NULL; 2398 return NULL;
2640 }; 2399 }
2400
2641 fprintf(tempfile,obstr); 2401 fprintf (tempfile, obstr);
2642 fclose(tempfile); 2402 fclose (tempfile);
2643 2403
2644 op=get_object(); 2404 op = object::create ();
2645 2405
2646 tempfile=fopen(filename,"r"); 2406 object_thawer thawer (filename);
2647 if (tempfile == NULL) 2407
2648 { 2408 if (thawer)
2649 LOG(llevError,"Error - Unable to read object temp file\n"); 2409 load_object (thawer, op, 0);
2650 return NULL; 2410
2651 };
2652 load_object(tempfile,op,LO_NEWFILE,0);
2653 LOG(llevDebug," load str completed, object=%s\n",op->name); 2411 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2654 CLEAR_FLAG(op,FLAG_REMOVED); 2412 CLEAR_FLAG (op, FLAG_REMOVED);
2655 fclose(tempfile); 2413
2656 return op; 2414 return op;
2657} 2415}
2658 2416
2659/* This returns the first object in who's inventory that 2417/* This returns the first object in who's inventory that
2660 * has the same type and subtype match. 2418 * has the same type and subtype match.
2661 * returns NULL if no match. 2419 * returns NULL if no match.
2662 */ 2420 */
2421object *
2663object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2422find_obj_by_type_subtype (const object *who, int type, int subtype)
2664{ 2423{
2665 object *tmp;
2666
2667 for (tmp=who->inv; tmp; tmp=tmp->below) 2424 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2668 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2425 if (tmp->type == type && tmp->subtype == subtype)
2426 return tmp;
2669 2427
2670 return NULL; 2428 return 0;
2671} 2429}
2672 2430
2673/* If ob has a field named key, return the link from the list, 2431/* If ob has a field named key, return the link from the list,
2674 * otherwise return NULL. 2432 * otherwise return NULL.
2675 * 2433 *
2676 * key must be a passed in shared string - otherwise, this won't 2434 * key must be a passed in shared string - otherwise, this won't
2677 * do the desired thing. 2435 * do the desired thing.
2678 */ 2436 */
2437key_value *
2679key_value * get_ob_key_link(const object * ob, const char * key) { 2438get_ob_key_link (const object *ob, const char *key)
2680 key_value * link; 2439{
2681
2682 for (link = ob->key_values; link != NULL; link = link->next) { 2440 for (key_value *link = ob->key_values; link; link = link->next)
2683 if (link->key == key) { 2441 if (link->key == key)
2684 return link; 2442 return link;
2685 } 2443
2686 } 2444 return 0;
2687 2445}
2688 return NULL;
2689}
2690 2446
2691/* 2447/*
2692 * Returns the value of op has an extra_field for key, or NULL. 2448 * Returns the value of op has an extra_field for key, or NULL.
2693 * 2449 *
2694 * The argument doesn't need to be a shared string. 2450 * The argument doesn't need to be a shared string.
2695 * 2451 *
2696 * The returned string is shared. 2452 * The returned string is shared.
2697 */ 2453 */
2454const char *
2698const char * get_ob_key_value(const object * op, const char * const key) { 2455get_ob_key_value (const object *op, const char *const key)
2456{
2699 key_value * link; 2457 key_value *link;
2700 const char * canonical_key; 2458 shstr_cmp canonical_key (key);
2459
2460 if (!canonical_key)
2701 2461 {
2702 canonical_key = find_string(key);
2703
2704 if (canonical_key == NULL) {
2705 /* 1. There being a field named key on any object 2462 /* 1. There being a field named key on any object
2706 * implies there'd be a shared string to find. 2463 * implies there'd be a shared string to find.
2707 * 2. Since there isn't, no object has this field. 2464 * 2. Since there isn't, no object has this field.
2708 * 3. Therefore, *this* object doesn't have this field. 2465 * 3. Therefore, *this* object doesn't have this field.
2709 */ 2466 */
2710 return NULL; 2467 return 0;
2711 } 2468 }
2712 2469
2713 /* This is copied from get_ob_key_link() above - 2470 /* This is copied from get_ob_key_link() above -
2714 * only 4 lines, and saves the function call overhead. 2471 * only 4 lines, and saves the function call overhead.
2715 */ 2472 */
2716 for (link = op->key_values; link != NULL; link = link->next) { 2473 for (link = op->key_values; link; link = link->next)
2717 if (link->key == canonical_key) { 2474 if (link->key == canonical_key)
2718 return link->value; 2475 return link->value;
2719 } 2476
2720 } 2477 return 0;
2721 return NULL;
2722} 2478}
2723 2479
2724 2480
2725/* 2481/*
2726 * Updates the canonical_key in op to value. 2482 * 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 2486 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2731 * keys. 2487 * keys.
2732 * 2488 *
2733 * Returns TRUE on success. 2489 * Returns TRUE on success.
2734 */ 2490 */
2491int
2735int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) { 2492set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2493{
2736 key_value * field = NULL, *last=NULL; 2494 key_value *field = NULL, *last = NULL;
2737 2495
2738 for (field=op->key_values; field != NULL; field=field->next) { 2496 for (field = op->key_values; field != NULL; field = field->next)
2739 if (field->key != canonical_key) {
2740 last = field;
2741 continue;
2742 }
2743 2497 {
2744 if (field->value) FREE_AND_CLEAR_STR(field->value); 2498 if (field->key != canonical_key)
2745 if (value) 2499 {
2746 field->value = add_string(value); 2500 last = field;
2747 else { 2501 continue;
2502 }
2503
2504 if (value)
2505 field->value = value;
2506 else
2507 {
2748 /* Basically, if the archetype has this key set, 2508 /* Basically, if the archetype has this key set,
2749 * we need to store the null value so when we save 2509 * we need to store the null value so when we save
2750 * it, we save the empty value so that when we load, 2510 * it, we save the empty value so that when we load,
2751 * we get this value back again. 2511 * we get this value back again.
2752 */ 2512 */
2753 if (get_ob_key_link(&op->arch->clone, canonical_key)) 2513 if (get_ob_key_link (&op->arch->clone, canonical_key))
2754 field->value = NULL; 2514 field->value = 0;
2755 else { 2515 else
2756 /* Delete this link */ 2516 {
2757 if (field->key) FREE_AND_CLEAR_STR(field->key); 2517 if (last)
2758 if (field->value) FREE_AND_CLEAR_STR(field->value); 2518 last->next = field->next;
2759 if (last) last->next = field->next; 2519 else
2760 else op->key_values = field->next; 2520 op->key_values = field->next;
2761 free(field); 2521
2762 } 2522 delete field;
2763 } 2523 }
2524 }
2764 return TRUE; 2525 return TRUE;
2765 } 2526 }
2766 /* IF we get here, key doesn't exist */ 2527 /* IF we get here, key doesn't exist */
2767 2528
2768 /* No field, we'll have to add it. */ 2529 /* No field, we'll have to add it. */
2769 2530
2770 if (!add_key) { 2531 if (!add_key)
2771 return FALSE; 2532 return FALSE;
2772 } 2533
2773 /* There isn't any good reason to store a null 2534 /* There isn't any good reason to store a null
2774 * value in the key/value list. If the archetype has 2535 * value in the key/value list. If the archetype has
2775 * this key, then we should also have it, so shouldn't 2536 * this key, then we should also have it, so shouldn't
2776 * be here. If user wants to store empty strings, 2537 * be here. If user wants to store empty strings,
2777 * should pass in "" 2538 * should pass in ""
2778 */ 2539 */
2779 if (value == NULL) return TRUE; 2540 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; 2541 return TRUE;
2542
2543 field = new key_value;
2544
2545 field->key = canonical_key;
2546 field->value = value;
2547 /* Usual prepend-addition. */
2548 field->next = op->key_values;
2549 op->key_values = field;
2550
2551 return TRUE;
2790} 2552}
2791 2553
2792/* 2554/*
2793 * Updates the key in op to value. 2555 * Updates the key in op to value.
2794 * 2556 *
2796 * and not add new ones. 2558 * and not add new ones.
2797 * In general, should be little reason FALSE is ever passed in for add_key 2559 * In general, should be little reason FALSE is ever passed in for add_key
2798 * 2560 *
2799 * Returns TRUE on success. 2561 * Returns TRUE on success.
2800 */ 2562 */
2563int
2801int set_ob_key_value(object * op, const char * key, const char * value, int add_key) { 2564set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2802 const char * canonical_key = NULL; 2565{
2803 int floating_ref = FALSE; 2566 shstr key_ (key);
2804 int ret; 2567
2568 return set_ob_key_value_s (op, key_, value, add_key);
2569}
2570
2571object::depth_iterator::depth_iterator (object *container)
2572: iterator_base (container)
2573{
2574 while (item->inv)
2575 item = item->inv;
2576}
2577
2578void
2579object::depth_iterator::next ()
2580{
2581 if (item->below)
2805 2582 {
2806 /* HACK This mess is to make sure set_ob_value() passes a shared string 2583 item = item->below;
2807 * to get_ob_key_link(), without leaving a leaked refcount. 2584
2808 */ 2585 while (item->inv)
2586 item = item->inv;
2809 2587 }
2810 canonical_key = find_string(key); 2588 else
2811 if (canonical_key == NULL) { 2589 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} 2590}
2591
2592// return a suitable string describing an objetc in enough detail to find it
2593const char *
2594object::debug_desc (char *info) const
2595{
2596 char info2[256 * 3];
2597 char *p = info;
2598
2599 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2600 count,
2601 &name,
2602 title ? " " : "",
2603 title ? (const char *)title : "");
2604
2605 if (env)
2606 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2607
2608 if (map)
2609 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2610
2611 return info;
2612}
2613
2614const char *
2615object::debug_desc () const
2616{
2617 static char info[256 * 3];
2618 return debug_desc (info);
2619}
2620

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