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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 1.27 by root, Mon Sep 11 12:08:45 2006 UTC

1
1/* 2/*
2 * static char *rcsid_object_c = 3 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.2 2006/08/25 17:11:52 root Exp $"; 4 * "$Id: object.C,v 1.27 2006/09/11 12:08:45 root Exp $";
4 */ 5 */
5 6
6/* 7/*
7 CrossFire, A Multiplayer game for X-windows 8 CrossFire, A Multiplayer game for X-windows
8 9
28 29
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 30/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 31 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 32 variable. */
32#include <global.h> 33#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */ 34#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 35# include <stdio.h>
35#include <sys/types.h> 36# include <sys/types.h>
36#include <sys/uio.h> 37# include <sys/uio.h>
37#endif /* win32 */ 38#endif /* win32 */
38#include <object.h> 39#include <object.h>
39#include <funcpoint.h> 40#include <funcpoint.h>
40#include <skills.h> 41#include <skills.h>
41#include <loader.h> 42#include <loader.h>
42#ifdef MEMORY_DEBUG
43int nroffreeobjects = 0;
44int nrofallocobjects = 0; 43int nrofallocobjects = 0;
45#undef OBJ_EXPAND
46#define OBJ_EXPAND 1
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 44
53object *objects; /* Pointer to the list of used objects */ 45object *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 */ 46object *active_objects; /* List of active objects that need to be processed */
56 47
57void (*object_free_callback)(object *ob); 48short 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}; 49 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]= 50};
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, 51short 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}; 52 -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]= 53};
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, 54int 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}; 55 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
56};
68int freedir[SIZEOFFREE]= { 57int 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, 58 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}; 59 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
71 60};
72 61
73/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 62/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
63static int
74static int compare_ob_value_lists_one(const object * wants, const object * has) { 64compare_ob_value_lists_one (const object *wants, const object *has)
65{
75 key_value * wants_field; 66 key_value *wants_field;
76 67
77 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 68 /* 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 69 * objects with lists are rare, and lists stay short. If not, use a
79 * different structure or at least keep the lists sorted... 70 * different structure or at least keep the lists sorted...
80 */ 71 */
81 72
82 /* For each field in wants, */ 73 /* For each field in wants, */
83 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 74 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
75 {
84 key_value * has_field; 76 key_value *has_field;
85 77
86 /* Look for a field in has with the same key. */ 78 /* Look for a field in has with the same key. */
87 has_field = get_ob_key_link(has, wants_field->key); 79 has_field = get_ob_key_link (has, wants_field->key);
80
81 if (has_field == NULL)
88 82 {
89 if (has_field == NULL) {
90 /* No field with that name. */ 83 /* No field with that name. */
91 return FALSE; 84 return FALSE;
92 }
93 85 }
86
94 /* Found the matching field. */ 87 /* Found the matching field. */
95 if (has_field->value != wants_field->value) { 88 if (has_field->value != wants_field->value)
89 {
96 /* Values don't match, so this half of the comparison is false. */ 90 /* Values don't match, so this half of the comparison is false. */
97 return FALSE; 91 return FALSE;
98 } 92 }
99 93
100 /* If we get here, we found a match. Now for the next field in wants. */ 94 /* If we get here, we found a match. Now for the next field in wants. */
101 }
102 95 }
96
103 /* If we get here, every field in wants has a matching field in has. */ 97 /* If we get here, every field in wants has a matching field in has. */
104 return TRUE; 98 return TRUE;
105} 99}
106 100
107/* Returns TRUE if ob1 has the same key_values as ob2. */ 101/* Returns TRUE if ob1 has the same key_values as ob2. */
102static int
108static int compare_ob_value_lists(const object * ob1, const object * ob2) { 103compare_ob_value_lists (const object *ob1, const object *ob2)
104{
109 /* However, there may be fields in has which aren't partnered in wants, 105 /* However, there may be fields in has which aren't partnered in wants,
110 * so we need to run the comparison *twice*. :( 106 * so we need to run the comparison *twice*. :(
111 */ 107 */
112 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 108 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
113} 109}
114 110
115/* Function examines the 2 objects given to it, and returns true if 111/* Function examines the 2 objects given to it, and returns true if
116 * they can be merged together. 112 * they can be merged together.
117 * 113 *
123 * 119 *
124 * Improvements made with merge: Better checking on potion, and also 120 * Improvements made with merge: Better checking on potion, and also
125 * check weight 121 * check weight
126 */ 122 */
127 123
128int CAN_MERGE(object *ob1, object *ob2) { 124bool object::can_merge (object *ob1, object *ob2)
129 125{
130 /* A couple quicksanity checks */ 126 /* A couple quicksanity checks */
131 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 127 if ((ob1 == ob2) || (ob1->type != ob2->type))
128 return 0;
132 129
133 if (ob1->speed != ob2->speed) return 0; 130 if (ob1->speed != ob2->speed)
134 /* Note sure why the following is the case - either the object has to
135 * be animated or have a very low speed. Is this an attempted monster
136 * check?
137 */
138 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED)
139 return 0; 131 return 0;
140 132
141 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 133 /* 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 134 * value could not be stored in a sint32 (which unfortunately sometimes is
143 * used to store nrof). 135 * used to store nrof).
144 */ 136 */
145 if (ob1->nrof+ob2->nrof >= 1UL<<31) 137 if (ob1->nrof + ob2->nrof >= 1UL << 31)
146 return 0; 138 return 0;
147 139
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. 140 /* 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 141 * 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 142 * 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 143 * are not equal - just if it has been identified, the been_applied
167 * flags lose any meaning. 144 * flags lose any meaning.
168 */ 145 */
169 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED)) 146 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
170 SET_FLAG(ob1, FLAG_BEEN_APPLIED); 147 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
171 148
172 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED)) 149 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
173 SET_FLAG(ob2, FLAG_BEEN_APPLIED); 150 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
174 151
175 152
176 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 153 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
177 * being locked in inventory should prevent merging. 154 * being locked in inventory should prevent merging.
178 * 0x4 in flags3 is CLIENT_SENT 155 * 0x4 in flags3 is CLIENT_SENT
179 */ 156 */
180 if ((ob1->arch != ob2->arch) || 157 if ((ob1->arch != ob2->arch) ||
181 (ob1->flags[0] != ob2->flags[0]) || 158 (ob1->flags[0] != ob2->flags[0]) ||
182 (ob1->flags[1] != ob2->flags[1]) || 159 (ob1->flags[1] != ob2->flags[1]) ||
183 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) || 160 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
184 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) || 161 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
185 (ob1->name != ob2->name) || 162 (ob1->name != ob2->name) ||
186 (ob1->title != ob2->title) || 163 (ob1->title != ob2->title) ||
187 (ob1->msg != ob2->msg) || 164 (ob1->msg != ob2->msg) ||
188 (ob1->weight != ob2->weight) || 165 (ob1->weight != ob2->weight) ||
189 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) || 166 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
190 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) || 167 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
191 (ob1->attacktype != ob2->attacktype) || 168 (ob1->attacktype != ob2->attacktype) ||
192 (ob1->magic != ob2->magic) || 169 (ob1->magic != ob2->magic) ||
193 (ob1->slaying != ob2->slaying) || 170 (ob1->slaying != ob2->slaying) ||
194 (ob1->skill != ob2->skill) || 171 (ob1->skill != ob2->skill) ||
195 (ob1->value != ob2->value) || 172 (ob1->value != ob2->value) ||
196 (ob1->animation_id != ob2->animation_id) || 173 (ob1->animation_id != ob2->animation_id) ||
197 (ob1->client_type != ob2->client_type) || 174 (ob1->client_type != ob2->client_type) ||
198 (ob1->materialname != ob2->materialname) || 175 (ob1->materialname != ob2->materialname) ||
199 (ob1->lore != ob2->lore) || 176 (ob1->lore != ob2->lore) ||
200 (ob1->subtype != ob2->subtype) || 177 (ob1->subtype != ob2->subtype) ||
201 (ob1->move_type != ob2->move_type) || 178 (ob1->move_type != ob2->move_type) ||
202 (ob1->move_block != ob2->move_block) || 179 (ob1->move_block != ob2->move_block) ||
203 (ob1->move_allow != ob2->move_allow) || 180 (ob1->move_allow != ob2->move_allow) ||
204 (ob1->move_on != ob2->move_on) || 181 (ob1->move_on != ob2->move_on) ||
205 (ob1->move_off != ob2->move_off) || 182 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty))
206 (ob1->move_slow != ob2->move_slow) ||
207 (ob1->move_slow_penalty != ob2->move_slow_penalty)
208 )
209 return 0; 183 return 0;
210 184
185 /* This is really a spellbook check - really, we should
186 * check all objects in the inventory.
187 */
188 if (ob1->inv || ob2->inv)
189 {
190 /* if one object has inventory but the other doesn't, not equiv */
191 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
192 return 0;
193
194 /* Now check to see if the two inventory objects could merge */
195 if (!CAN_MERGE (ob1->inv, ob2->inv))
196 return 0;
197
198 /* inventory ok - still need to check rest of this object to see
199 * if it is valid.
200 */
201 }
202
211 /* Don't merge objects that are applied. With the new 'body' code, 203 /* 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 204 * 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. 205 * some items equipped, and we don't want those to merge.
214 */ 206 */
215 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 207 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
216 return 0; 208 return 0;
217 209
210 /* Note sure why the following is the case - either the object has to
211 * be animated or have a very low speed. Is this an attempted monster
212 * check?
213 */
214 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
215 return 0;
216
218 switch (ob1->type) { 217 switch (ob1->type)
219 case SCROLL:
220 if (ob1->level != ob2->level) return 0;
221 break;
222
223 } 218 {
224 if (ob1->key_values != NULL || ob2->key_values != NULL) { 219 case SCROLL:
225 /* At least one of these has key_values. */ 220 if (ob1->level != ob2->level)
226 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) {
227 /* One has fields, but the other one doesn't. */
228 return 0; 221 return 0;
222 break;
223 }
224
225 if (ob1->key_values != NULL || ob2->key_values != NULL)
226 {
227 /* At least one of these has key_values. */
228 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
229 /* One has fields, but the other one doesn't. */
230 return 0;
229 } else if (!compare_ob_value_lists(ob1, ob2)) { 231 else if (!compare_ob_value_lists (ob1, ob2))
230 return 0; 232 return 0;
231 } 233 }
234
235 //TODO: generate an event or call into perl for additional checks
236 if (ob1->self || ob2->self)
232 } 237 {
238 ob1->optimise ();
239 ob2->optimise ();
233 240
241 if (ob1->self || ob2->self)
242 return 0;
243 }
244
234 /* Everything passes, must be OK. */ 245 /* Everything passes, must be OK. */
235 return 1; 246 return 1;
236} 247}
237 248
238/* 249/*
239 * sum_weight() is a recursive function which calculates the weight 250 * sum_weight() is a recursive function which calculates the weight
240 * an object is carrying. It goes through in figures out how much 251 * an object is carrying. It goes through in figures out how much
241 * containers are carrying, and sums it up. 252 * containers are carrying, and sums it up.
242 */ 253 */
243signed long sum_weight(object *op) { 254signed long
255sum_weight (object *op)
256{
244 signed long sum; 257 signed long sum;
245 object *inv; 258 object *inv;
259
246 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 260 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
261 {
247 if (inv->inv) 262 if (inv->inv)
248 sum_weight(inv); 263 sum_weight (inv);
249 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 264 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
250 } 265 }
251 if (op->type == CONTAINER && op->stats.Str) 266 if (op->type == CONTAINER && op->stats.Str)
252 sum = (sum * (100 - op->stats.Str))/100; 267 sum = (sum * (100 - op->stats.Str)) / 100;
253 if(op->carrying != sum) 268 if (op->carrying != sum)
254 op->carrying = sum; 269 op->carrying = sum;
255 return sum; 270 return sum;
256} 271}
257 272
258/** 273/**
259 * Return the outermost environment object for a given object. 274 * Return the outermost environment object for a given object.
260 */ 275 */
261 276
277object *
262object *object_get_env_recursive (object *op) { 278object_get_env_recursive (object *op)
279{
263 while (op->env != NULL) 280 while (op->env != NULL)
264 op = op->env; 281 op = op->env;
265 return op; 282 return op;
266} 283}
267 284
268/* 285/*
269 * Eneq(@csd.uu.se): Since we can have items buried in a character we need 286 * 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 287 * a better check. We basically keeping traversing up until we can't
271 * or find a player. 288 * or find a player.
272 */ 289 */
273 290
291object *
274object *is_player_inv (object *op) { 292is_player_inv (object *op)
293{
275 for (;op!=NULL&&op->type!=PLAYER; op=op->env) 294 for (; op != NULL && op->type != PLAYER; op = op->env)
276 if (op->env==op) 295 if (op->env == op)
277 op->env = NULL; 296 op->env = NULL;
278 return op; 297 return op;
279} 298}
280 299
281/* 300/*
282 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 301 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
283 * Some error messages. 302 * Some error messages.
284 * The result of the dump is stored in the static global errmsg array. 303 * The result of the dump is stored in the static global errmsg array.
285 */ 304 */
286 305
306void
287void dump_object2(object *op) { 307dump_object2 (object *op)
308{
309 errmsg[0] = 0;
310 return;
311 //TODO//D#d#
312#if 0
288 char *cp; 313 char *cp;
314
289/* object *tmp;*/ 315/* object *tmp;*/
290 316
291 if(op->arch!=NULL) { 317 if (op->arch != NULL)
318 {
292 strcat(errmsg,"arch "); 319 strcat (errmsg, "arch ");
293 strcat(errmsg,op->arch->name?op->arch->name:"(null)"); 320 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
294 strcat(errmsg,"\n"); 321 strcat (errmsg, "\n");
295 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL) 322 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
296 strcat(errmsg,cp); 323 strcat (errmsg, cp);
297#if 0 324# if 0
298 /* Don't dump player diffs - they are too long, mostly meaningless, and 325 /* Don't dump player diffs - they are too long, mostly meaningless, and
299 * will overflow the buffer. 326 * will overflow the buffer.
300 * Changed so that we don't dump inventory either. This may 327 * Changed so that we don't dump inventory either. This may
301 * also overflow the buffer. 328 * also overflow the buffer.
302 */ 329 */
303 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL) 330 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
304 strcat(errmsg,cp); 331 strcat (errmsg, cp);
305 for (tmp=op->inv; tmp; tmp=tmp->below) 332 for (tmp = op->inv; tmp; tmp = tmp->below)
306 dump_object2(tmp); 333 dump_object2 (tmp);
334# endif
335 strcat (errmsg, "end\n");
336 }
337 else
338 {
339 strcat (errmsg, "Object ");
340 if (op->name == NULL)
341 strcat (errmsg, "(null)");
342 else
343 strcat (errmsg, op->name);
344 strcat (errmsg, "\n");
345# if 0
346 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
347 strcat (errmsg, cp);
348 for (tmp = op->inv; tmp; tmp = tmp->below)
349 dump_object2 (tmp);
350# endif
351 strcat (errmsg, "end\n");
352 }
307#endif 353#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} 354}
323 355
324/* 356/*
325 * Dumps an object. Returns output in the static global errmsg array. 357 * Dumps an object. Returns output in the static global errmsg array.
326 */ 358 */
327 359
360void
328void dump_object(object *op) { 361dump_object (object *op)
362{
329 if(op==NULL) { 363 if (op == NULL)
364 {
330 strcpy(errmsg,"[NULL pointer]"); 365 strcpy (errmsg, "[NULL pointer]");
331 return; 366 return;
332 } 367 }
333 errmsg[0]='\0'; 368 errmsg[0] = '\0';
334 dump_object2(op); 369 dump_object2 (op);
335} 370}
336 371
337/* GROS - Dumps an object. Return the result into a string */ 372void
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{
342 char *cp;
343
344 if(op==NULL)
345 {
346 strcpy(outstr,"[NULL pointer]");
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) { 373dump_all_objects (void)
374{
378 object *op; 375 object *op;
376
379 for(op=objects;op!=NULL;op=op->next) { 377 for (op = objects; op != NULL; op = op->next)
378 {
380 dump_object(op); 379 dump_object (op);
381 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg); 380 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
382 } 381 }
383} 382}
384 383
385/* 384/*
386 * get_nearest_part(multi-object, object 2) returns the part of the 385 * get_nearest_part(multi-object, object 2) returns the part of the
387 * multi-object 1 which is closest to the second object. 386 * multi-object 1 which is closest to the second object.
388 * If it's not a multi-object, it is returned. 387 * If it's not a multi-object, it is returned.
389 */ 388 */
390 389
390object *
391object *get_nearest_part(object *op, const object *pl) { 391get_nearest_part (object *op, const object *pl)
392{
392 object *tmp,*closest; 393 object *tmp, *closest;
393 int last_dist,i; 394 int last_dist, i;
395
394 if(op->more==NULL) 396 if (op->more == NULL)
395 return op; 397 return op;
396 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 398 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
397 if((i=distance(tmp,pl))<last_dist) 399 if ((i = distance (tmp, pl)) < last_dist)
398 closest=tmp,last_dist=i; 400 closest = tmp, last_dist = i;
399 return closest; 401 return closest;
400} 402}
401 403
402/* 404/*
403 * Returns the object which has the count-variable equal to the argument. 405 * Returns the object which has the count-variable equal to the argument.
404 */ 406 */
405 407
408object *
406object *find_object(tag_t i) { 409find_object (tag_t i)
410{
407 object *op; 411 object *op;
412
408 for(op=objects;op!=NULL;op=op->next) 413 for (op = objects; op != NULL; op = op->next)
409 if(op->count==i) 414 if (op->count == i)
410 break; 415 break;
411 return op; 416 return op;
412} 417}
413 418
414/* 419/*
415 * Returns the first object which has a name equal to the argument. 420 * Returns the first object which has a name equal to the argument.
416 * Used only by the patch command, but not all that useful. 421 * Used only by the patch command, but not all that useful.
417 * Enables features like "patch <name-of-other-player> food 999" 422 * Enables features like "patch <name-of-other-player> food 999"
418 */ 423 */
419 424
425object *
420object *find_object_name(const char *str) { 426find_object_name (const char *str)
427{
421 const char *name=add_string(str); 428 const char *name = shstr::find (str);
422 object *op; 429 object *op;
430
423 for(op=objects;op!=NULL;op=op->next) 431 for (op = objects; op != NULL; op = op->next)
424 if(op->name==name) 432 if (&op->name == name)
425 break; 433 break;
426 free_string(name); 434
427 return op; 435 return op;
428} 436}
429 437
438void
430void free_all_object_data(void) { 439free_all_object_data ()
431#ifdef MEMORY_DEBUG 440{
432 object *op, *next; 441 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
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} 442}
445 443
446/* 444/*
447 * Returns the object which this object marks as being the owner. 445 * 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 446 * A id-scheme is used to avoid pointing to objects which have been
452 * prompt, he is removed, and we don't want to treat him as an owner of 450 * 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 451 * 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. 452 * anything - once an object is removed, it is basically dead anyways.
455 */ 453 */
456 454
455object *
457object *get_owner(object *op) { 456get_owner (object *op)
457{
458 if(op->owner==NULL) 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; 459 return NULL;
468}
469 460
461 if (!QUERY_FLAG (op->owner, FLAG_FREED) && !QUERY_FLAG (op->owner, FLAG_REMOVED) && op->owner->count == op->ownercount)
462 return op->owner;
463
464 op->owner = NULL;
465 op->ownercount = 0;
466 return NULL;
467}
468
469void
470void clear_owner(object *op) 470clear_owner (object *op)
471{ 471{
472 if (!op) return; 472 if (!op)
473 return;
473 474
474 if (op->owner && op->ownercount == op->owner->count) 475 if (op->owner && op->ownercount == op->owner->count)
475 op->owner->refcount--; 476 op->owner->refcount--;
476 477
477 op->owner = NULL; 478 op->owner = NULL;
478 op->ownercount = 0; 479 op->ownercount = 0;
479} 480}
480
481
482 481
483/* 482/*
484 * Sets the owner and sets the skill and exp pointers to owner's current 483 * Sets the owner and sets the skill and exp pointers to owner's current
485 * skill and experience objects. 484 * skill and experience objects.
486 */ 485 */
486void
487void set_owner (object *op, object *owner) 487set_owner (object *op, object *owner)
488{ 488{
489 if(owner==NULL||op==NULL) 489 if (owner == NULL || op == NULL)
490 return; 490 return;
491 491
492 /* next line added to allow objects which own objects */ 492 /* next line added to allow objects which own objects */
493 /* Add a check for ownercounts in here, as I got into an endless loop 493 /* 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 494 * with the fireball owning a poison cloud which then owned the
495 * fireball. I believe that was caused by one of the objects getting 495 * fireball. I believe that was caused by one of the objects getting
496 * freed and then another object replacing it. Since the ownercounts 496 * 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. 497 * didn't match, this check is valid and I believe that cause is valid.
498 */ 498 */
499 while (owner->owner && owner!=owner->owner && 499 while (owner->owner && owner != owner->owner && owner->ownercount == owner->owner->count)
500 owner->ownercount==owner->owner->count) owner=owner->owner; 500 owner = owner->owner;
501 501
502 /* IF the owner still has an owner, we did not resolve to a final owner. 502 /* IF the owner still has an owner, we did not resolve to a final owner.
503 * so lets not add to that. 503 * so lets not add to that.
504 */ 504 */
505 if (owner->owner) return; 505 if (owner->owner)
506 return;
506 507
507 op->owner=owner; 508 op->owner = owner;
508 509
509 op->ownercount=owner->count; 510 op->ownercount = owner->count;
510 owner->refcount++; 511 owner->refcount++;
511
512} 512}
513 513
514/* Set the owner to clone's current owner and set the skill and experience 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 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 516 * current skill and experience objects at the time when clone's owner was
519 * Use this function if player created an object (e.g. fire bullet, swarm 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 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 521 * accounted for the player's original skill, even if player has changed
522 * skills meanwhile. 522 * skills meanwhile.
523 */ 523 */
524void
524void copy_owner (object *op, object *clone) 525copy_owner (object *op, object *clone)
525{ 526{
526 object *owner = get_owner (clone); 527 object *owner = get_owner (clone);
528
527 if (owner == NULL) { 529 if (owner == NULL)
530 {
528 /* players don't have owners - they own themselves. Update 531 /* players don't have owners - they own themselves. Update
529 * as appropriate. 532 * as appropriate.
530 */ 533 */
531 if (clone->type == PLAYER) owner=clone; 534 if (clone->type == PLAYER)
532 else return; 535 owner = clone;
536 else
537 return;
533 } 538 }
539
534 set_owner(op, owner); 540 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} 541}
556 542
557/* Zero the key_values on op, decrementing the shared-string 543/* Zero the key_values on op, decrementing the shared-string
558 * refcounts and freeing the links. 544 * refcounts and freeing the links.
559 */ 545 */
546static void
560static void free_key_values(object * op) { 547free_key_values (object *op)
561 key_value * i; 548{
562 key_value * next = NULL; 549 for (key_value *i = op->key_values; i != 0;)
563 550 {
564 if (op->key_values == NULL) return; 551 key_value *next = i->next;
552 delete i;
553
554 i = next;
565 555 }
566 for (i = op->key_values; i != NULL; i = next) { 556
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; 557 op->key_values = 0;
577} 558}
578 559
560void object::clear ()
561{
562 attachable_base::clear ();
563
564 free_key_values (this);
565
566 clear_owner (this);
567
568 name = 0;
569 name_pl = 0;
570 title = 0;
571 race = 0;
572 slaying = 0;
573 skill = 0;
574 msg = 0;
575 lore = 0;
576 custom_name = 0;
577 materialname = 0;
578
579 memset (static_cast < object_pod * >(this), 0, sizeof (object_pod));
580
581 SET_FLAG (this, FLAG_REMOVED);
582}
583
584void object::clone (object *destination)
585{
586 *(object_copy *) destination = *this;
587 *(object_pod *) destination = *this;
588
589 if (self || cb)
590 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
591}
579 592
580/* 593/*
581 * clear_object() frees everything allocated by an object, and also 594 * clear_object() frees everything allocated by an object, and also
582 * clears all variables and flags to default settings. 595 * clears all variables and flags to default settings.
583 */ 596 */
584 597
598void
585void clear_object(object *op) { 599clear_object (object *op)
600{
601 op->clear ();
586 602
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; 603 op->contr = NULL;
634 op->below=NULL; 604 op->below = NULL;
635 op->above=NULL; 605 op->above = NULL;
636 op->inv=NULL; 606 op->inv = NULL;
637 op->events=NULL;
638 op->container=NULL; 607 op->container = NULL;
639 op->env=NULL; 608 op->env = NULL;
640 op->more=NULL; 609 op->more = NULL;
641 op->head=NULL; 610 op->head = NULL;
642 op->map=NULL; 611 op->map = NULL;
643 op->refcount=0; 612 op->refcount = 0;
644 op->active_next = NULL; 613 op->active_next = NULL;
645 op->active_prev = NULL; 614 op->active_prev = NULL;
646 /* What is not cleared is next, prev, and count */ 615 /* What is not cleared is next, prev, and count */
647 616
648 op->expmul=1.0; 617 op->expmul = 1.0;
649 op->face = blank_face; 618 op->face = blank_face;
650 op->attacked_by_count = (tag_t) -1; 619 op->attacked_by_count = -1;
620
651 if (settings.casting_time) 621 if (settings.casting_time)
652 op->casting_time = -1; 622 op->casting_time = -1;
653
654} 623}
655 624
656/* 625/*
657 * copy object first frees everything allocated by the second object, 626 * copy object first frees everything allocated by the second object,
658 * and then copies the contends of the first object into the second 627 * and then copies the contends of the first object into the second
660 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 629 * 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 630 * if the first object is freed, the pointers in the new object
662 * will point at garbage. 631 * will point at garbage.
663 */ 632 */
664 633
634void
665void copy_object(object *op2, object *op) { 635copy_object (object *op2, object *op)
666 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED); 636{
667 event *evt, *evt2, *evt_new; 637 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
638 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
668 639
669 if (object_free_callback) 640 op2->clone (op);
670 object_free_callback (op);
671 641
672 // callback registries and self are empty for copied objects 642 if (is_freed)
673 // this ought to change in the future 643 SET_FLAG (op, FLAG_FREED);
644 if (is_removed)
645 SET_FLAG (op, FLAG_REMOVED);
674 646
675 /* Decrement the refcounts, but don't bother zeroing the fields; 647 if (op2->speed < 0)
676 they'll be overwritten by memcpy. */
677 if(op->name!=NULL) free_string(op->name);
678 if(op->name_pl!=NULL) free_string(op->name_pl);
679 if(op->title!=NULL) free_string(op->title);
680 if(op->race!=NULL) free_string(op->race);
681 if(op->slaying!=NULL) free_string(op->slaying);
682 if(op->skill!=NULL) free_string(op->skill);
683 if(op->msg!=NULL) free_string(op->msg);
684 if(op->lore!=NULL) free_string(op->lore);
685 if(op->materialname != NULL) free_string(op->materialname);
686 if(op->custom_name != NULL) free_string(op->custom_name);
687
688 /* Basically, same code as from clear_object() */
689 for (evt = op->events; evt; evt=evt2) {
690 evt2 = evt->next;
691
692 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
693 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
694 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
695
696 free(evt);
697 }
698 op->events = NULL;
699
700 free_key_values(op);
701
702 *(object_special *)op = *(object_special *)op2;
703
704 if(is_freed) SET_FLAG(op,FLAG_FREED);
705 if(is_removed) SET_FLAG(op,FLAG_REMOVED);
706 if(op->name!=NULL) add_refcount(op->name);
707 if(op->name_pl!=NULL) add_refcount(op->name_pl);
708 if(op->title!=NULL) add_refcount(op->title);
709 if(op->race!=NULL) add_refcount(op->race);
710 if(op->slaying!=NULL) add_refcount(op->slaying);
711 if(op->skill!=NULL) add_refcount(op->skill);
712 if(op->lore!=NULL) add_refcount(op->lore);
713 if(op->msg!=NULL) add_refcount(op->msg);
714 if(op->custom_name!=NULL) add_refcount(op->custom_name);
715 if (op->materialname != NULL) add_refcount(op->materialname);
716
717 if((op2->speed<0) && !editor)
718 op->speed_left=op2->speed_left-RANDOM()%200/100.0; 648 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
719 649
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. */ 650 /* Copy over key_values, if any. */
742 if (op2->key_values != NULL) { 651 if (op2->key_values)
743 key_value * tail = NULL; 652 {
653 key_value *tail = 0;
744 key_value * i; 654 key_value *i;
745 655
746 op->key_values = NULL; 656 op->key_values = 0;
747 657
748 for (i = op2->key_values; i != NULL; i = i->next) { 658 for (i = op2->key_values; i; i = i->next)
749 key_value * new_link = (key_value *) malloc(sizeof(key_value)); 659 {
660 key_value *new_link = new key_value;
750 661
751 new_link->next = NULL; 662 new_link->next = 0;
752 new_link->key = add_refcount(i->key); 663 new_link->key = i->key;
753 if (i->value) 664 new_link->value = i->value;
754 new_link->value = add_refcount(i->value);
755 else
756 new_link->value = NULL;
757 665
758 /* Try and be clever here, too. */ 666 /* Try and be clever here, too. */
759 if (op->key_values == NULL) { 667 if (!op->key_values)
668 {
760 op->key_values = new_link; 669 op->key_values = new_link;
761 tail = new_link; 670 tail = new_link;
762 } else { 671 }
763 tail->next = new_link; 672 else
764 tail = new_link; 673 {
674 tail->next = new_link;
675 tail = new_link;
676 }
677 }
765 } 678 }
766 }
767 }
768 679
769 update_ob_speed(op); 680 update_ob_speed (op);
770}
771
772/*
773 * expand_objects() allocates more objects for the list of unused objects.
774 * It is called from get_object() if the unused list is empty.
775 */
776
777void expand_objects(void) {
778 int i;
779 object *obj;
780 obj = (object *) CALLOC(OBJ_EXPAND,sizeof(object));
781
782 if(obj==NULL)
783 fatal(OUT_OF_MEMORY);
784 free_objects=obj;
785 obj[0].prev=NULL;
786 obj[0].next= &obj[1],
787 SET_FLAG(&(obj[0]), FLAG_REMOVED);
788 SET_FLAG(&(obj[0]), FLAG_FREED);
789
790 for(i=1;i<OBJ_EXPAND-1;i++) {
791 obj[i].next= &obj[i+1],
792 obj[i].prev= &obj[i-1],
793 SET_FLAG(&(obj[i]), FLAG_REMOVED);
794 SET_FLAG(&(obj[i]), FLAG_FREED);
795 }
796 obj[OBJ_EXPAND-1].prev= &obj[OBJ_EXPAND-2],
797 obj[OBJ_EXPAND-1].next=NULL,
798 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_REMOVED);
799 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_FREED);
800
801 nrofallocobjects += OBJ_EXPAND;
802 nroffreeobjects += OBJ_EXPAND;
803}
804
805/*
806 * get_object() grabs an object from the list of unused objects, makes
807 * sure it is initialised, and returns it.
808 * If there are no free objects, expand_objects() is called to get more.
809 */
810
811object *get_object(void) {
812 object *op;
813
814 if(free_objects==NULL) {
815 expand_objects();
816 }
817 op=free_objects;
818#ifdef MEMORY_DEBUG
819 /* The idea is hopefully by doing a realloc, the memory
820 * debugging program will now use the current stack trace to
821 * report leaks.
822 */
823 op = realloc(op, sizeof(object));
824 SET_FLAG(op, FLAG_REMOVED);
825 SET_FLAG(op, FLAG_FREED);
826#endif
827
828 if(!QUERY_FLAG(op,FLAG_FREED)) {
829 LOG(llevError,"Fatal: Getting busy object.\n");
830 }
831 free_objects=op->next;
832 if(free_objects!=NULL)
833 free_objects->prev=NULL;
834 op->count= ++ob_count;
835 op->name=NULL;
836 op->name_pl=NULL;
837 op->title=NULL;
838 op->race=NULL;
839 op->slaying=NULL;
840 op->skill = NULL;
841 op->lore=NULL;
842 op->msg=NULL;
843 op->materialname=NULL;
844 op->next=objects;
845 op->prev=NULL;
846 op->active_next = NULL;
847 op->active_prev = NULL;
848 if(objects!=NULL)
849 objects->prev=op;
850 objects=op;
851 clear_object(op);
852 SET_FLAG(op,FLAG_REMOVED);
853 nroffreeobjects--;
854 return op;
855} 681}
856 682
857/* 683/*
858 * If an object with the IS_TURNABLE() flag needs to be turned due 684 * 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 685 * 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. 686 * be called to update the face variable, _and_ how it looks on the map.
861 */ 687 */
862 688
689void
863void update_turn_face(object *op) { 690update_turn_face (object *op)
691{
864 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 692 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
865 return; 693 return;
866 SET_ANIMATION(op, op->direction); 694 SET_ANIMATION (op, op->direction);
867 update_object(op,UP_OBJ_FACE); 695 update_object (op, UP_OBJ_FACE);
868} 696}
869 697
870/* 698/*
871 * Updates the speed of an object. If the speed changes from 0 to another 699 * 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. 700 * 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. 701 * This function needs to be called whenever the speed of an object changes.
874 */ 702 */
875 703
704void
876void update_ob_speed(object *op) { 705update_ob_speed (object *op)
706{
877 extern int arch_init; 707 extern int arch_init;
878 708
879 /* No reason putting the archetypes objects on the speed list, 709 /* No reason putting the archetypes objects on the speed list,
880 * since they never really need to be updated. 710 * since they never really need to be updated.
881 */ 711 */
882 712
883 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 713 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
714 {
884 LOG(llevError,"Object %s is freed but has speed.\n", op->name); 715 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
885#ifdef MANY_CORES 716#ifdef MANY_CORES
886 abort(); 717 abort ();
887#else 718#else
888 op->speed = 0; 719 op->speed = 0;
889#endif 720#endif
890 } 721 }
891 if (arch_init) { 722 if (arch_init)
892 return;
893 } 723 {
724 return;
725 }
894 if (FABS(op->speed)>MIN_ACTIVE_SPEED) { 726 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
727 {
895 /* If already on active list, don't do anything */ 728 /* If already on active list, don't do anything */
896 if (op->active_next || op->active_prev || op==active_objects) 729 if (op->active_next || op->active_prev || op == active_objects)
897 return; 730 return;
898 731
899 /* process_events() expects us to insert the object at the beginning 732 /* process_events() expects us to insert the object at the beginning
900 * of the list. */ 733 * of the list. */
901 op->active_next = active_objects; 734 op->active_next = active_objects;
902 if (op->active_next!=NULL) 735 if (op->active_next != NULL)
903 op->active_next->active_prev = op; 736 op->active_next->active_prev = op;
904 active_objects = op; 737 active_objects = op;
738 }
739 else
905 } 740 {
906 else {
907 /* If not on the active list, nothing needs to be done */ 741 /* If not on the active list, nothing needs to be done */
908 if (!op->active_next && !op->active_prev && op!=active_objects) 742 if (!op->active_next && !op->active_prev && op != active_objects)
909 return; 743 return;
910 744
911 if (op->active_prev==NULL) { 745 if (op->active_prev == NULL)
746 {
912 active_objects = op->active_next; 747 active_objects = op->active_next;
913 if (op->active_next!=NULL) 748 if (op->active_next != NULL)
914 op->active_next->active_prev = NULL; 749 op->active_next->active_prev = NULL;
915 } 750 }
916 else { 751 else
752 {
917 op->active_prev->active_next = op->active_next; 753 op->active_prev->active_next = op->active_next;
918 if (op->active_next) 754 if (op->active_next)
919 op->active_next->active_prev = op->active_prev; 755 op->active_next->active_prev = op->active_prev;
920 } 756 }
921 op->active_next = NULL; 757 op->active_next = NULL;
922 op->active_prev = NULL; 758 op->active_prev = NULL;
923 } 759 }
924} 760}
925 761
926/* This function removes object 'op' from the list of active 762/* This function removes object 'op' from the list of active
927 * objects. 763 * objects.
929 * reference maps where you don't want an object that isn't 765 * reference maps where you don't want an object that isn't
930 * in play chewing up cpu time getting processed. 766 * in play chewing up cpu time getting processed.
931 * The reverse of this is to call update_ob_speed, which 767 * The reverse of this is to call update_ob_speed, which
932 * will do the right thing based on the speed of the object. 768 * will do the right thing based on the speed of the object.
933 */ 769 */
770void
934void remove_from_active_list(object *op) 771remove_from_active_list (object *op)
935{ 772{
936 /* If not on the active list, nothing needs to be done */ 773 /* If not on the active list, nothing needs to be done */
937 if (!op->active_next && !op->active_prev && op!=active_objects) 774 if (!op->active_next && !op->active_prev && op != active_objects)
938 return; 775 return;
939 776
940 if (op->active_prev==NULL) { 777 if (op->active_prev == NULL)
778 {
941 active_objects = op->active_next; 779 active_objects = op->active_next;
942 if (op->active_next!=NULL) 780 if (op->active_next != NULL)
943 op->active_next->active_prev = NULL; 781 op->active_next->active_prev = NULL;
782 }
783 else
944 } 784 {
945 else {
946 op->active_prev->active_next = op->active_next; 785 op->active_prev->active_next = op->active_next;
947 if (op->active_next) 786 if (op->active_next)
948 op->active_next->active_prev = op->active_prev; 787 op->active_next->active_prev = op->active_prev;
949 } 788 }
950 op->active_next = NULL; 789 op->active_next = NULL;
951 op->active_prev = NULL; 790 op->active_prev = NULL;
952} 791}
953 792
954/* 793/*
955 * update_object() updates the array which represents the map. 794 * update_object() updates the array which represents the map.
956 * It takes into account invisible objects (and represent squares covered 795 * It takes into account invisible objects (and represent squares covered
971 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 810 * 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. 811 * as that is easier than trying to look at what may have changed.
973 * UP_OBJ_FACE: only the objects face has changed. 812 * UP_OBJ_FACE: only the objects face has changed.
974 */ 813 */
975 814
815void
976void update_object(object *op, int action) { 816update_object (object *op, int action)
817{
977 int update_now=0, flags; 818 int update_now = 0, flags;
978 MoveType move_on, move_off, move_block, move_slow; 819 MoveType move_on, move_off, move_block, move_slow;
979 820
980 if (op == NULL) { 821 if (op == NULL)
822 {
981 /* this should never happen */ 823 /* this should never happen */
982 LOG(llevDebug,"update_object() called for NULL object.\n"); 824 LOG (llevDebug, "update_object() called for NULL object.\n");
983 return; 825 return;
984 }
985 826 }
827
986 if(op->env!=NULL) { 828 if (op->env != NULL)
829 {
987 /* Animation is currently handled by client, so nothing 830 /* Animation is currently handled by client, so nothing
988 * to do in this case. 831 * to do in this case.
989 */ 832 */
990 return; 833 return;
991 } 834 }
992 835
993 /* If the map is saving, don't do anything as everything is 836 /* If the map is saving, don't do anything as everything is
994 * going to get freed anyways. 837 * going to get freed anyways.
995 */ 838 */
996 if (!op->map || op->map->in_memory == MAP_SAVING) return; 839 if (!op->map || op->map->in_memory == MAP_SAVING)
997 840 return;
841
998 /* make sure the object is within map boundaries */ 842 /* make sure the object is within map boundaries */
999 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 843 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
1000 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 844 {
1001 LOG(llevError,"update_object() called for object out of map!\n"); 845 LOG (llevError, "update_object() called for object out of map!\n");
1002#ifdef MANY_CORES 846#ifdef MANY_CORES
1003 abort(); 847 abort ();
1004#endif 848#endif
1005 return; 849 return;
1006 }
1007 850 }
851
1008 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 852 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
1009 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 853 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); 854 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); 855 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); 856 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); 857 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
1014 858
1015 if (action == UP_OBJ_INSERT) { 859 if (action == UP_OBJ_INSERT)
860 {
1016 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 861 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
1017 update_now=1; 862 update_now = 1;
1018 863
1019 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 864 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
1020 update_now=1; 865 update_now = 1;
1021 866
1022 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 867 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
1023 update_now=1; 868 update_now = 1;
1024 869
1025 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 870 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
1026 update_now=1; 871 update_now = 1;
1027 872
873 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
874 update_now = 1;
875
1028 if ((move_on | op->move_on) != move_on) update_now=1; 876 if ((move_on | op->move_on) != move_on)
877 update_now = 1;
878
1029 if ((move_off | op->move_off) != move_off) update_now=1; 879 if ((move_off | op->move_off) != move_off)
880 update_now = 1;
881
1030 /* This isn't perfect, but I don't expect a lot of objects to 882 /* This isn't perfect, but I don't expect a lot of objects to
1031 * to have move_allow right now. 883 * to have move_allow right now.
1032 */ 884 */
1033 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 885 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
1034 update_now=1; 886 update_now = 1;
887
1035 if ((move_slow | op->move_slow) != move_slow) update_now=1; 888 if ((move_slow | op->move_slow) != move_slow)
889 update_now = 1;
1036 } 890 }
1037 /* if the object is being removed, we can't make intelligent 891 /* if the object is being removed, we can't make intelligent
1038 * decisions, because remove_ob can't really pass the object 892 * decisions, because remove_ob can't really pass the object
1039 * that is being removed. 893 * that is being removed.
1040 */ 894 */
1041 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 895 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
1042 update_now=1; 896 update_now = 1;
1043 } else if (action == UP_OBJ_FACE) { 897 else if (action == UP_OBJ_FACE)
1044 /* Nothing to do for that case */ 898 /* Nothing to do for that case */;
1045 }
1046 else { 899 else
1047 LOG(llevError,"update_object called with invalid action: %d\n", action); 900 LOG (llevError, "update_object called with invalid action: %d\n", action);
1048 }
1049 901
1050 if (update_now) { 902 if (update_now)
903 {
1051 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 904 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); 905 update_position (op->map, op->x, op->y);
1053 } 906 }
1054 907
1055 if(op->more!=NULL) 908 if (op->more != NULL)
1056 update_object(op->more, action); 909 update_object (op->more, action);
1057} 910}
1058 911
912static unordered_vector<object *> mortals;
913static std::vector<object *> freed;
914
915void object::free_mortals ()
916{
917 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end (); )
918 if (!(*i)->refcount)
919 {
920 freed.push_back (*i);
921 mortals.erase (i);
922 }
923 else
924 ++i;
925}
926
927object::object ()
928{
929 SET_FLAG (this, FLAG_REMOVED);
930
931 expmul = 1.0;
932 face = blank_face;
933 attacked_by_count = -1;
934}
935
936object::~object ()
937{
938 free_key_values (this);
939}
940
941void object::link ()
942{
943 count = ++ob_count;
944
945 prev = 0;
946 next = objects;
947
948 if (objects)
949 objects->prev = this;
950
951 objects = this;
952}
953
954void object::unlink ()
955{
956 count = 0;
957
958 /* Remove this object from the list of used objects */
959 if (prev)
960 {
961 prev->next = next;
962 prev = 0;
963 }
964
965 if (next)
966 {
967 next->prev = prev;
968 next = 0;
969 }
970
971 if (this == objects)
972 objects = next;
973}
974
975object *object::create ()
976{
977 object *op;
978
979 if (freed.empty ())
980 op = new object;
981 else
982 {
983 // highly annoying, but the only way to get it stable right now
984 op = freed.back (); freed.pop_back ();
985 op->~object ();
986 new ((void *)op) object;
987 }
988
989 op->link ();
990 return op;
991}
1059 992
1060/* 993/*
1061 * free_object() frees everything allocated by an object, removes 994 * free_object() frees everything allocated by an object, removes
1062 * it from the list of used objects, and puts it on the list of 995 * 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. 996 * free objects. The IS_FREED() flag is set in the object.
1065 * this function to succeed. 998 * this function to succeed.
1066 * 999 *
1067 * If free_inventory is set, free inventory as well. Else drop items in 1000 * If free_inventory is set, free inventory as well. Else drop items in
1068 * inventory to the ground. 1001 * inventory to the ground.
1069 */ 1002 */
1070 1003void object::free (bool free_inventory)
1071void free_object(object *ob) { 1004{
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)) { 1005 if (!QUERY_FLAG (this, FLAG_REMOVED))
1006 {
1081 LOG(llevDebug,"Free object called with non removed object\n"); 1007 LOG (llevDebug, "Free object called with non removed object\n");
1082 dump_object(ob); 1008 dump_object (this);
1083#ifdef MANY_CORES 1009#ifdef MANY_CORES
1084 abort(); 1010 abort ();
1085#endif 1011#endif
1086 } 1012 }
1013
1087 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) { 1014 if (QUERY_FLAG (this, FLAG_FRIENDLY))
1015 {
1088 LOG(llevMonster,"Warning: tried to free friendly object.\n"); 1016 LOG (llevMonster, "Warning: tried to free friendly object.\n");
1089 remove_friendly_object(ob); 1017 remove_friendly_object (this);
1090 } 1018 }
1019
1091 if(QUERY_FLAG(ob,FLAG_FREED)) { 1020 if (QUERY_FLAG (this, FLAG_FREED))
1092 dump_object(ob); 1021 {
1022 dump_object (this);
1093 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg); 1023 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg);
1094 return; 1024 return;
1025 }
1026
1027 if (more)
1095 } 1028 {
1096 if(ob->more!=NULL) { 1029 more->free (free_inventory);
1097 free_object2(ob->more, free_inventory); 1030 more = 0;
1098 ob->more=NULL; 1031 }
1032
1033 if (inv)
1099 } 1034 {
1100 if (ob->inv) {
1101 /* Only if the space blocks everything do we not process - 1035 /* Only if the space blocks everything do we not process -
1102 * if some form of movemnt is allowed, let objects 1036 * if some form of movement is allowed, let objects
1103 * drop on that space. 1037 * drop on that space.
1104 */ 1038 */
1105 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 1039 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
1106 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL)) 1040 {
1107 { 1041 object *
1108 op=ob->inv; 1042 op = inv;
1109 while(op!=NULL) { 1043
1110 tmp=op->below; 1044 while (op)
1111 remove_ob(op); 1045 {
1112 free_object2(op, free_inventory); 1046 object *
1113 op=tmp; 1047 tmp = op->below;
1048
1049 remove_ob (op);
1050 op->free (free_inventory);
1051 op = tmp;
1052 }
1053 }
1054 else
1055 { /* Put objects in inventory onto this space */
1056 object *
1057 op = inv;
1058
1059 while (op)
1060 {
1061 object *
1062 tmp = op->below;
1063
1064 remove_ob (op);
1065
1066 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1067 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1068 free_object (op);
1069 else
1070 {
1071 op->x = x;
1072 op->y = y;
1073 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1074 }
1075
1076 op = tmp;
1077 }
1078 }
1114 } 1079 }
1115 } 1080
1116 else { /* Put objects in inventory onto this space */ 1081 clear_owner (this);
1117 op=ob->inv; 1082
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 */ 1083 /* Remove object from the active list */
1134 ob->speed = 0; 1084 speed = 0;
1135 update_ob_speed(ob); 1085 update_ob_speed (this);
1136 1086
1087 unlink ();
1088
1137 SET_FLAG(ob, FLAG_FREED); 1089 SET_FLAG (this, FLAG_FREED);
1138 ob->count = 0;
1139 1090
1140 /* Remove this object from the list of used objects */ 1091 mortals.push_back (this);
1141 if(ob->prev==NULL) {
1142 objects=ob->next;
1143 if(objects!=NULL)
1144 objects->prev=NULL;
1145 }
1146 else {
1147 ob->prev->next=ob->next;
1148 if(ob->next!=NULL)
1149 ob->next->prev=ob->prev;
1150 }
1151
1152 if(ob->name!=NULL) FREE_AND_CLEAR_STR(ob->name);
1153 if(ob->name_pl!=NULL) FREE_AND_CLEAR_STR(ob->name_pl);
1154 if(ob->title!=NULL) FREE_AND_CLEAR_STR(ob->title);
1155 if(ob->race!=NULL) FREE_AND_CLEAR_STR(ob->race);
1156 if(ob->slaying!=NULL) FREE_AND_CLEAR_STR(ob->slaying);
1157 if(ob->skill!=NULL) FREE_AND_CLEAR_STR(ob->skill);
1158 if(ob->lore!=NULL) FREE_AND_CLEAR_STR(ob->lore);
1159 if(ob->msg!=NULL) FREE_AND_CLEAR_STR(ob->msg);
1160 if(ob->materialname!=NULL) FREE_AND_CLEAR_STR(ob->materialname);
1161
1162
1163 /* Why aren't events freed? */
1164 free_key_values(ob);
1165
1166#if 0 /* MEMORY_DEBUG*/
1167 /* This is a nice idea. Unfortunately, a lot of the code in crossfire
1168 * presumes the freed_object will stick around for at least a little
1169 * bit
1170 */
1171 /* this is necessary so that memory debugging programs will
1172 * be able to accurately report source of malloc. If we recycle
1173 * objects, then some other area may be doing the get_object
1174 * and not freeing it, but the original one that malloc'd the
1175 * object will get the blame.
1176 */
1177 free(ob);
1178#else
1179
1180 /* Now link it with the free_objects list: */
1181 ob->prev=NULL;
1182 ob->next=free_objects;
1183 if(free_objects!=NULL)
1184 free_objects->prev=ob;
1185 free_objects=ob;
1186 nroffreeobjects++;
1187#endif
1188}
1189
1190/*
1191 * count_free() returns the number of objects on the list of free objects.
1192 */
1193
1194int count_free(void) {
1195 int i=0;
1196 object *tmp=free_objects;
1197 while(tmp!=NULL)
1198 tmp=tmp->next, i++;
1199 return i;
1200}
1201
1202/*
1203 * count_used() returns the number of objects on the list of used objects.
1204 */
1205
1206int count_used(void) {
1207 int i=0;
1208 object *tmp=objects;
1209 while(tmp!=NULL)
1210 tmp=tmp->next, i++;
1211 return i;
1212}
1213
1214/*
1215 * count_active() returns the number of objects on the list of active objects.
1216 */
1217
1218int count_active(void) {
1219 int i=0;
1220 object *tmp=active_objects;
1221 while(tmp!=NULL)
1222 tmp=tmp->active_next, i++;
1223 return i;
1224} 1092}
1225 1093
1226/* 1094/*
1227 * sub_weight() recursively (outwards) subtracts a number from the 1095 * sub_weight() recursively (outwards) subtracts a number from the
1228 * weight of an object (and what is carried by it's environment(s)). 1096 * weight of an object (and what is carried by it's environment(s)).
1229 */ 1097 */
1230 1098
1099void
1231void sub_weight (object *op, signed long weight) { 1100sub_weight (object *op, signed long weight)
1101{
1232 while (op != NULL) { 1102 while (op != NULL)
1103 {
1233 if (op->type == CONTAINER) { 1104 if (op->type == CONTAINER)
1105 {
1234 weight=(signed long)(weight*(100-op->stats.Str)/100); 1106 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1235 } 1107 }
1236 op->carrying-=weight; 1108 op->carrying -= weight;
1237 op = op->env; 1109 op = op->env;
1238 } 1110 }
1239} 1111}
1240 1112
1241/* remove_ob(op): 1113/* remove_ob(op):
1242 * This function removes the object op from the linked list of objects 1114 * 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 1115 * which it is currently tied to. When this function is done, the
1245 * environment, the x and y coordinates will be updated to 1117 * environment, the x and y coordinates will be updated to
1246 * the previous environment. 1118 * the previous environment.
1247 * Beware: This function is called from the editor as well! 1119 * Beware: This function is called from the editor as well!
1248 */ 1120 */
1249 1121
1122void
1250void remove_ob(object *op) { 1123remove_ob (object *op)
1124{
1251 object *tmp,*last=NULL; 1125 object *tmp, *last = NULL;
1252 object *otmp; 1126 object *otmp;
1127
1253 tag_t tag; 1128 tag_t tag;
1254 int check_walk_off; 1129 int check_walk_off;
1255 mapstruct *m; 1130 mapstruct *m;
1131
1256 sint16 x,y; 1132 sint16 x, y;
1257
1258 1133
1259 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1134 if (QUERY_FLAG (op, FLAG_REMOVED))
1135 {
1260 dump_object(op); 1136 dump_object (op);
1261 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg); 1137 LOG (llevError, "Trying to remove removed object.\n%s\n", errmsg);
1262 1138
1263 /* Changed it to always dump core in this case. As has been learned 1139 /* Changed it to always dump core in this case. As has been learned
1264 * in the past, trying to recover from errors almost always 1140 * in the past, trying to recover from errors almost always
1265 * make things worse, and this is a real error here - something 1141 * make things worse, and this is a real error here - something
1266 * that should not happen. 1142 * that should not happen.
1267 * Yes, if this was a mission critical app, trying to do something 1143 * 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 1144 * 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 1145 * may have other disastrous problems. Cf runs out of a script
1270 * so is easily enough restarted without any real problems. 1146 * so is easily enough restarted without any real problems.
1271 * MSW 2001-07-01 1147 * MSW 2001-07-01
1272 */ 1148 */
1273 abort(); 1149 abort ();
1274 } 1150 }
1151
1275 if(op->more!=NULL) 1152 if (op->more != NULL)
1276 remove_ob(op->more); 1153 remove_ob (op->more);
1277 1154
1278 SET_FLAG(op, FLAG_REMOVED); 1155 SET_FLAG (op, FLAG_REMOVED);
1279 1156
1280 /* 1157 /*
1281 * In this case, the object to be removed is in someones 1158 * In this case, the object to be removed is in someones
1282 * inventory. 1159 * inventory.
1283 */ 1160 */
1284 if(op->env!=NULL) { 1161 if (op->env != NULL)
1162 {
1285 if(op->nrof) 1163 if (op->nrof)
1286 sub_weight(op->env, op->weight*op->nrof); 1164 sub_weight (op->env, op->weight * op->nrof);
1287 else 1165 else
1288 sub_weight(op->env, op->weight+op->carrying); 1166 sub_weight (op->env, op->weight + op->carrying);
1289 1167
1290 /* NO_FIX_PLAYER is set when a great many changes are being 1168 /* NO_FIX_PLAYER is set when a great many changes are being
1291 * made to players inventory. If set, avoiding the call 1169 * made to players inventory. If set, avoiding the call
1292 * to save cpu time. 1170 * to save cpu time.
1293 */ 1171 */
1294 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1172 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1295 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1296 fix_player(otmp); 1173 fix_player (otmp);
1297 1174
1298 if(op->above!=NULL) 1175 if (op->above != NULL)
1299 op->above->below=op->below; 1176 op->above->below = op->below;
1300 else 1177 else
1301 op->env->inv=op->below; 1178 op->env->inv = op->below;
1302 1179
1303 if(op->below!=NULL) 1180 if (op->below != NULL)
1304 op->below->above=op->above; 1181 op->below->above = op->above;
1305 1182
1306 /* we set up values so that it could be inserted into 1183 /* we set up values so that it could be inserted into
1307 * the map, but we don't actually do that - it is up 1184 * the map, but we don't actually do that - it is up
1308 * to the caller to decide what we want to do. 1185 * to the caller to decide what we want to do.
1309 */ 1186 */
1310 op->x=op->env->x,op->y=op->env->y; 1187 op->x = op->env->x, op->y = op->env->y;
1311 op->ox=op->x,op->oy=op->y;
1312 op->map=op->env->map; 1188 op->map = op->env->map;
1313 op->above=NULL,op->below=NULL; 1189 op->above = NULL, op->below = NULL;
1314 op->env=NULL; 1190 op->env = NULL;
1315 return; 1191 return;
1316 } 1192 }
1317 1193
1318 /* If we get here, we are removing it from a map */ 1194 /* If we get here, we are removing it from a map */
1319 if (op->map == NULL) return; 1195 if (op->map == NULL)
1196 return;
1320 1197
1321 x = op->x; 1198 x = op->x;
1322 y = op->y; 1199 y = op->y;
1323 m = get_map_from_coord(op->map, &x, &y); 1200 m = get_map_from_coord (op->map, &x, &y);
1324 1201
1325 if (!m) { 1202 if (!m)
1203 {
1326 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1204 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); 1205 op->map->path, op->x, op->y);
1328 /* in old days, we used to set x and y to 0 and continue. 1206 /* 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 1207 * it seems if we get into this case, something is probablye
1330 * screwed up and should be fixed. 1208 * screwed up and should be fixed.
1331 */ 1209 */
1332 abort(); 1210 abort ();
1333 } 1211 }
1334 if (op->map != m) { 1212 if (op->map != m)
1213 {
1335 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 1214 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); 1215 op->map->path, m->path, op->x, op->y, x, y);
1337 } 1216 }
1338 1217
1339 /* Re did the following section of code - it looks like it had 1218 /* Re did the following section of code - it looks like it had
1340 * lots of logic for things we no longer care about 1219 * lots of logic for things we no longer care about
1341 */ 1220 */
1342 1221
1343 /* link the object above us */ 1222 /* link the object above us */
1344 if (op->above) 1223 if (op->above)
1345 op->above->below=op->below; 1224 op->above->below = op->below;
1346 else 1225 else
1347 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */ 1226 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1348 1227
1349 /* Relink the object below us, if there is one */ 1228 /* Relink the object below us, if there is one */
1350 if(op->below) { 1229 if (op->below)
1351 op->below->above=op->above; 1230 op->below->above = op->above;
1352 } else { 1231 else
1232 {
1353 /* Nothing below, which means we need to relink map object for this space 1233 /* 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 1234 * use translated coordinates in case some oddness with map tiling is
1355 * evident 1235 * evident
1356 */ 1236 */
1357 if(GET_MAP_OB(m,x,y)!=op) { 1237 if (GET_MAP_OB (m, x, y) != op)
1238 {
1358 dump_object(op); 1239 dump_object (op);
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); 1240 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",
1241 errmsg);
1360 dump_object(GET_MAP_OB(m,x,y)); 1242 dump_object (GET_MAP_OB (m, x, y));
1361 LOG(llevError,"%s\n",errmsg); 1243 LOG (llevError, "%s\n", errmsg);
1362 } 1244 }
1245
1363 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 1246 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1364 } 1247 }
1365 op->above=NULL; 1248
1249 op->above = NULL;
1366 op->below=NULL; 1250 op->below = NULL;
1367 1251
1368 if (op->map->in_memory == MAP_SAVING) 1252 if (op->map->in_memory == MAP_SAVING)
1369 return; 1253 return;
1370 1254
1371 tag = op->count; 1255 tag = op->count;
1372 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1256 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1257
1373 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1258 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1259 {
1374 /* No point updating the players look faces if he is the object 1260 /* No point updating the players look faces if he is the object
1375 * being removed. 1261 * being removed.
1376 */ 1262 */
1377 1263
1378 if(tmp->type==PLAYER && tmp!=op) { 1264 if (tmp->type == PLAYER && tmp != op)
1265 {
1379 /* If a container that the player is currently using somehow gets 1266 /* If a container that the player is currently using somehow gets
1380 * removed (most likely destroyed), update the player view 1267 * removed (most likely destroyed), update the player view
1381 * appropriately. 1268 * appropriately.
1382 */ 1269 */
1383 if (tmp->container==op) { 1270 if (tmp->container == op)
1271 {
1384 CLEAR_FLAG(op, FLAG_APPLIED); 1272 CLEAR_FLAG (op, FLAG_APPLIED);
1385 tmp->container=NULL; 1273 tmp->container = NULL;
1386 } 1274 }
1275
1387 tmp->contr->socket.update_look=1; 1276 tmp->contr->socket.update_look = 1;
1388 } 1277 }
1389 /* See if player moving off should effect something */ 1278 /* See if player moving off should effect something */
1390 if (check_walk_off && ((op->move_type & tmp->move_off) && 1279 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1391 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1280 {
1392
1393 move_apply(tmp, op, NULL); 1281 move_apply (tmp, op, NULL);
1282
1394 if (was_destroyed (op, tag)) { 1283 if (was_destroyed (op, tag))
1395 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1284 {
1396 "leaving object\n", tmp->name, tmp->arch->name); 1285 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1397 } 1286 }
1398 } 1287 }
1399 1288
1400 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1289 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1401 1290
1402 if(tmp->above == tmp) 1291 if (tmp->above == tmp)
1403 tmp->above = NULL; 1292 tmp->above = NULL;
1404 last=tmp; 1293
1294 last = tmp;
1405 } 1295 }
1296
1406 /* last == NULL of there are no objects on this space */ 1297 /* last == NULL of there are no objects on this space */
1407 if (last==NULL) { 1298 if (last == NULL)
1299 {
1408 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1300 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1409 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1301 * 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 1302 * those out anyways, and if there are any flags set right now, they won't
1411 * be correct anyways. 1303 * be correct anyways.
1412 */ 1304 */
1413 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1305 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1414 update_position(op->map, op->x, op->y); 1306 update_position (op->map, op->x, op->y);
1415 } 1307 }
1416 else 1308 else
1417 update_object(last, UP_OBJ_REMOVE); 1309 update_object (last, UP_OBJ_REMOVE);
1418 1310
1419 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1311 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1420 update_all_los(op->map, op->x, op->y); 1312 update_all_los (op->map, op->x, op->y);
1421
1422} 1313}
1423 1314
1424/* 1315/*
1425 * merge_ob(op,top): 1316 * merge_ob(op,top):
1426 * 1317 *
1428 * merges op to the first matching object. 1319 * merges op to the first matching object.
1429 * If top is NULL, it is calculated. 1320 * If top is NULL, it is calculated.
1430 * Returns pointer to object if it succeded in the merge, otherwise NULL 1321 * Returns pointer to object if it succeded in the merge, otherwise NULL
1431 */ 1322 */
1432 1323
1324object *
1433object *merge_ob(object *op, object *top) { 1325merge_ob (object *op, object *top)
1326{
1434 if(!op->nrof) 1327 if (!op->nrof)
1435 return 0; 1328 return 0;
1436 if(top==NULL) 1329 if (top == NULL)
1437 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1330 for (top = op; top != NULL && top->above != NULL; top = top->above);
1438 for(;top!=NULL;top=top->below) { 1331 for (; top != NULL; top = top->below)
1332 {
1439 if(top==op) 1333 if (top == op)
1440 continue; 1334 continue;
1441 if (CAN_MERGE(op,top)) 1335 if (CAN_MERGE (op, top))
1442 { 1336 {
1443 top->nrof+=op->nrof; 1337 top->nrof += op->nrof;
1338
1444/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1339/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1445 op->weight = 0; /* Don't want any adjustements now */ 1340 op->weight = 0; /* Don't want any adjustements now */
1446 remove_ob(op); 1341 remove_ob (op);
1447 free_object(op); 1342 free_object (op);
1448 return top; 1343 return top;
1449 } 1344 }
1450 } 1345 }
1451 return NULL; 1346 return NULL;
1452} 1347}
1453 1348
1454/* 1349/*
1455 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1350 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1456 * job preparing multi-part monsters 1351 * job preparing multi-part monsters
1457 */ 1352 */
1353object *
1458object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1354insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y)
1459 object* tmp; 1355{
1356 object *
1357 tmp;
1358
1460 if (op->head) 1359 if (op->head)
1461 op=op->head; 1360 op = op->head;
1462 for (tmp=op;tmp;tmp=tmp->more){ 1361 for (tmp = op; tmp; tmp = tmp->more)
1362 {
1463 tmp->x=x+tmp->arch->clone.x; 1363 tmp->x = x + tmp->arch->clone.x;
1464 tmp->y=y+tmp->arch->clone.y; 1364 tmp->y = y + tmp->arch->clone.y;
1465 } 1365 }
1466 return insert_ob_in_map (op, m, originator, flag); 1366 return insert_ob_in_map (op, m, originator, flag);
1467} 1367}
1468 1368
1469/* 1369/*
1470 * insert_ob_in_map (op, map, originator, flag): 1370 * insert_ob_in_map (op, map, originator, flag):
1471 * This function inserts the object in the two-way linked list 1371 * This function inserts the object in the two-way linked list
1485 * new object if 'op' was merged with other object 1385 * new object if 'op' was merged with other object
1486 * NULL if 'op' was destroyed 1386 * NULL if 'op' was destroyed
1487 * just 'op' otherwise 1387 * just 'op' otherwise
1488 */ 1388 */
1489 1389
1390object *
1490object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1391insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag)
1491{ 1392{
1492 object *tmp, *top, *floor=NULL; 1393 object *tmp, *top, *floor = NULL;
1493 sint16 x,y; 1394 sint16 x, y;
1494 1395
1495 if (QUERY_FLAG (op, FLAG_FREED)) { 1396 if (QUERY_FLAG (op, FLAG_FREED))
1397 {
1496 LOG (llevError, "Trying to insert freed object!\n"); 1398 LOG (llevError, "Trying to insert freed object!\n");
1497 return NULL; 1399 return NULL;
1400 }
1401
1402 if (m == NULL)
1498 } 1403 {
1499 if(m==NULL) {
1500 dump_object(op); 1404 dump_object (op);
1501 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1405 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1502 return op; 1406 return op;
1503 } 1407 }
1408
1504 if(out_of_map(m,op->x,op->y)) { 1409 if (out_of_map (m, op->x, op->y))
1410 {
1505 dump_object(op); 1411 dump_object (op);
1506 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1412 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1507#ifdef MANY_CORES 1413#ifdef MANY_CORES
1508 /* Better to catch this here, as otherwise the next use of this object 1414 /* 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 1415 * is likely to cause a crash. Better to find out where it is getting
1510 * improperly inserted. 1416 * improperly inserted.
1511 */ 1417 */
1512 abort(); 1418 abort ();
1513#endif 1419#endif
1514 return op; 1420 return op;
1515 } 1421 }
1422
1516 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1423 if (!QUERY_FLAG (op, FLAG_REMOVED))
1424 {
1517 dump_object(op); 1425 dump_object (op);
1518 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1426 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1519 return op; 1427 return op;
1520 } 1428 }
1429
1521 if(op->more!=NULL) { 1430 if (op->more != NULL)
1431 {
1522 /* The part may be on a different map. */ 1432 /* The part may be on a different map. */
1523 1433
1524 object *more = op->more; 1434 object *more = op->more;
1525 1435
1526 /* We really need the caller to normalize coordinates - if 1436 /* We really need the caller to normalize coordinates - if
1527 * we set the map, that doesn't work if the location is within 1437 * 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 1438 * a map and this is straddling an edge. So only if coordinate
1529 * is clear wrong do we normalize it. 1439 * is clear wrong do we normalize it.
1530 */ 1440 */
1531 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1441 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); 1442 more->map = get_map_from_coord (m, &more->x, &more->y);
1536 } else if (!more->map) { 1443 else if (!more->map)
1444 {
1537 /* For backwards compatibility - when not dealing with tiled maps, 1445 /* For backwards compatibility - when not dealing with tiled maps,
1538 * more->map should always point to the parent. 1446 * more->map should always point to the parent.
1539 */ 1447 */
1540 more->map = m; 1448 more->map = m;
1541 } 1449 }
1542 1450
1543 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1451 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1452 {
1544 if ( ! op->head) 1453 if (!op->head)
1545 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1454 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1455
1546 return NULL; 1456 return NULL;
1547 } 1457 }
1548 } 1458 }
1459
1549 CLEAR_FLAG(op,FLAG_REMOVED); 1460 CLEAR_FLAG (op, FLAG_REMOVED);
1550 1461
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 1462 /* 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 1463 * of areas of callers (eg, anything that uses find_free_spot would now
1557 * need extra work 1464 * need extra work
1558 */ 1465 */
1559 op->map=get_map_from_coord(m, &op->x, &op->y); 1466 op->map = get_map_from_coord (m, &op->x, &op->y);
1560 x = op->x; 1467 x = op->x;
1561 y = op->y; 1468 y = op->y;
1562 1469
1563 /* this has to be done after we translate the coordinates. 1470 /* this has to be done after we translate the coordinates.
1564 */ 1471 */
1565 if(op->nrof && !(flag & INS_NO_MERGE)) { 1472 if (op->nrof && !(flag & INS_NO_MERGE))
1566 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1473 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1567 if (CAN_MERGE(op,tmp)) { 1474 if (CAN_MERGE (op, tmp))
1568 op->nrof+=tmp->nrof; 1475 {
1569 remove_ob(tmp); 1476 op->nrof += tmp->nrof;
1570 free_object(tmp); 1477 remove_ob (tmp);
1571 } 1478 free_object (tmp);
1572 } 1479 }
1573 1480
1574 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1481 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1575 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1482 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1483
1576 if (!QUERY_FLAG(op, FLAG_ALIVE)) 1484 if (!QUERY_FLAG (op, FLAG_ALIVE))
1577 CLEAR_FLAG(op, FLAG_NO_STEAL); 1485 CLEAR_FLAG (op, FLAG_NO_STEAL);
1578 1486
1579 if (flag & INS_BELOW_ORIGINATOR) { 1487 if (flag & INS_BELOW_ORIGINATOR)
1488 {
1580 if (originator->map != op->map || originator->x != op->x || 1489 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1581 originator->y != op->y) { 1490 {
1582 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1491 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1583 abort(); 1492 abort ();
1584 } 1493 }
1494
1585 op->above = originator; 1495 op->above = originator;
1586 op->below = originator->below; 1496 op->below = originator->below;
1587 if (op->below) op->below->above = op; 1497
1498 if (op->below)
1499 op->below->above = op;
1500 else
1588 else SET_MAP_OB(op->map, op->x, op->y, op); 1501 SET_MAP_OB (op->map, op->x, op->y, op);
1502
1589 /* since *below* originator, no need to update top */ 1503 /* since *below* originator, no need to update top */
1590 originator->below = op; 1504 originator->below = op;
1591 } else { 1505 }
1506 else
1507 {
1592 /* If there are other objects, then */ 1508 /* If there are other objects, then */
1593 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) { 1509 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1510 {
1594 object *last=NULL; 1511 object *last = NULL;
1595 /* 1512
1513 /*
1596 * If there are multiple objects on this space, we do some trickier handling. 1514 * If there are multiple objects on this space, we do some trickier handling.
1597 * We've already dealt with merging if appropriate. 1515 * We've already dealt with merging if appropriate.
1598 * Generally, we want to put the new object on top. But if 1516 * Generally, we want to put the new object on top. But if
1599 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1517 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1600 * floor, we want to insert above that and no further. 1518 * floor, we want to insert above that and no further.
1601 * Also, if there are spell objects on this space, we stop processing 1519 * 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 1520 * 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 1521 * 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 1522 * when lots of spells are cast in one area. Currently, it is presumed
1605 * that flying non pickable objects are spell objects. 1523 * that flying non pickable objects are spell objects.
1606 */ 1524 */
1607 1525
1608 while (top != NULL) { 1526 while (top != NULL)
1609 if (QUERY_FLAG(top, FLAG_IS_FLOOR) || 1527 {
1610 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top; 1528 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1611 if (QUERY_FLAG(top, FLAG_NO_PICK) 1529 floor = top;
1612 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH)) 1530
1613 && !QUERY_FLAG(top, FLAG_IS_FLOOR)) 1531 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1614 { 1532 {
1615 /* We insert above top, so we want this object below this */ 1533 /* We insert above top, so we want this object below this */
1616 top=top->below; 1534 top = top->below;
1617 break; 1535 break;
1618 } 1536 }
1619 last = top; 1537
1620 top = top->above; 1538 last = top;
1621 } 1539 top = top->above;
1540 }
1541
1622 /* Don't want top to be NULL, so set it to the last valid object */ 1542 /* Don't want top to be NULL, so set it to the last valid object */
1623 top = last; 1543 top = last;
1624 1544
1625 /* We let update_position deal with figuring out what the space 1545 /* We let update_position deal with figuring out what the space
1626 * looks like instead of lots of conditions here. 1546 * looks like instead of lots of conditions here.
1627 * makes things faster, and effectively the same result. 1547 * makes things faster, and effectively the same result.
1628 */ 1548 */
1629 1549
1630 /* Have object 'fall below' other objects that block view. 1550 /* Have object 'fall below' other objects that block view.
1631 * Unless those objects are exits, type 66 1551 * Unless those objects are exits, type 66
1632 * If INS_ON_TOP is used, don't do this processing 1552 * If INS_ON_TOP is used, don't do this processing
1633 * Need to find the object that in fact blocks view, otherwise 1553 * Need to find the object that in fact blocks view, otherwise
1634 * stacking is a bit odd. 1554 * stacking is a bit odd.
1635 */ 1555 */
1636 if (!(flag & INS_ON_TOP) && 1556 if (!(flag & INS_ON_TOP) &&
1637 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && 1557 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1638 (op->face && !op->face->visibility)) { 1558 {
1639 for (last=top; last != floor; last=last->below) 1559 for (last = top; last != floor; last = last->below)
1640 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break; 1560 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1561 break;
1641 /* Check to see if we found the object that blocks view, 1562 /* Check to see if we found the object that blocks view,
1642 * and make sure we have a below pointer for it so that 1563 * and make sure we have a below pointer for it so that
1643 * we can get inserted below this one, which requires we 1564 * we can get inserted below this one, which requires we
1644 * set top to the object below us. 1565 * set top to the object below us.
1645 */ 1566 */
1646 if (last && last->below && last != floor) top=last->below; 1567 if (last && last->below && last != floor)
1647 } 1568 top = last->below;
1648 } /* If objects on this space */ 1569 }
1570 } /* If objects on this space */
1571
1649 if (flag & INS_MAP_LOAD) 1572 if (flag & INS_MAP_LOAD)
1650 top = GET_MAP_TOP(op->map,op->x,op->y); 1573 top = GET_MAP_TOP (op->map, op->x, op->y);
1574
1651 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1575 if (flag & INS_ABOVE_FLOOR_ONLY)
1576 top = floor;
1652 1577
1653 /* Top is the object that our object (op) is going to get inserted above. 1578 /* Top is the object that our object (op) is going to get inserted above.
1654 */ 1579 */
1655 1580
1656 /* First object on this space */ 1581 /* First object on this space */
1657 if (!top) { 1582 if (!top)
1583 {
1658 op->above = GET_MAP_OB(op->map, op->x, op->y); 1584 op->above = GET_MAP_OB (op->map, op->x, op->y);
1659 if (op->above) op->above->below = op; 1585
1586 if (op->above)
1587 op->above->below = op;
1588
1660 op->below = NULL; 1589 op->below = NULL;
1661 SET_MAP_OB(op->map, op->x, op->y, op); 1590 SET_MAP_OB (op->map, op->x, op->y, op);
1662 } else { /* get inserted into the stack above top */ 1591 }
1592 else
1593 { /* get inserted into the stack above top */
1663 op->above = top->above; 1594 op->above = top->above;
1664 if (op->above) op->above->below = op; 1595
1596 if (op->above)
1597 op->above->below = op;
1598
1665 op->below = top; 1599 op->below = top;
1666 top->above = op; 1600 top->above = op;
1667 } 1601 }
1602
1668 if (op->above==NULL) 1603 if (op->above == NULL)
1669 SET_MAP_TOP(op->map,op->x, op->y, op); 1604 SET_MAP_TOP (op->map, op->x, op->y, op);
1670 } /* else not INS_BELOW_ORIGINATOR */ 1605 } /* else not INS_BELOW_ORIGINATOR */
1671 1606
1672 if(op->type==PLAYER) 1607 if (op->type == PLAYER)
1673 op->contr->do_los=1; 1608 op->contr->do_los = 1;
1674 1609
1675 /* If we have a floor, we know the player, if any, will be above 1610 /* 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. 1611 * it, so save a few ticks and start from there.
1677 */ 1612 */
1678 if (!(flag & INS_MAP_LOAD)) 1613 if (!(flag & INS_MAP_LOAD))
1679 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1614 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1680 if (tmp->type == PLAYER) 1615 if (tmp->type == PLAYER)
1681 tmp->contr->socket.update_look=1; 1616 tmp->contr->socket.update_look = 1;
1682 }
1683 1617
1684 /* If this object glows, it may affect lighting conditions that are 1618 /* If this object glows, it may affect lighting conditions that are
1685 * visible to others on this map. But update_all_los is really 1619 * 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 1620 * 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 1621 * on the map will get recalculated. The players could very well
1688 * be far away from this change and not affected in any way - 1622 * be far away from this change and not affected in any way -
1689 * this should get redone to only look for players within range, 1623 * this should get redone to only look for players within range,
1690 * or just updating the P_NEED_UPDATE for spaces within this area 1624 * or just updating the P_NEED_UPDATE for spaces within this area
1691 * of effect may be sufficient. 1625 * of effect may be sufficient.
1692 */ 1626 */
1693 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1627 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1694 update_all_los(op->map, op->x, op->y); 1628 update_all_los (op->map, op->x, op->y);
1695 1629
1696
1697 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1630 /* updates flags (blocked, alive, no magic, etc) for this map space */
1698 update_object(op,UP_OBJ_INSERT); 1631 update_object (op, UP_OBJ_INSERT);
1699 1632
1700
1701 /* Don't know if moving this to the end will break anything. However, 1633 /* 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. 1634 * we want to have update_look set above before calling this.
1703 * 1635 *
1704 * check_move_on() must be after this because code called from 1636 * check_move_on() must be after this because code called from
1705 * check_move_on() depends on correct map flags (so functions like 1637 * check_move_on() depends on correct map flags (so functions like
1706 * blocked() and wall() work properly), and these flags are updated by 1638 * blocked() and wall() work properly), and these flags are updated by
1707 * update_object(). 1639 * update_object().
1708 */ 1640 */
1709 1641
1710 /* if this is not the head or flag has been passed, don't check walk on status */ 1642 /* 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) { 1643 if (!(flag & INS_NO_WALK_ON) && !op->head)
1644 {
1713 if (check_move_on(op, originator)) 1645 if (check_move_on (op, originator))
1714 return NULL; 1646 return NULL;
1715 1647
1716 /* If we are a multi part object, lets work our way through the check 1648 /* If we are a multi part object, lets work our way through the check
1717 * walk on's. 1649 * walk on's.
1718 */ 1650 */
1719 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1651 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1720 if (check_move_on (tmp, originator)) 1652 if (check_move_on (tmp, originator))
1721 return NULL; 1653 return NULL;
1722 } 1654 }
1655
1723 return op; 1656 return op;
1724} 1657}
1725 1658
1726/* this function inserts an object in the map, but if it 1659/* 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. 1660 * 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. 1661 * op is the object to insert it under: supplies x and the map.
1729 */ 1662 */
1663void
1730void replace_insert_ob_in_map(const char *arch_string, object *op) { 1664replace_insert_ob_in_map (const char *arch_string, object *op)
1665{
1731 object *tmp; 1666 object *tmp;
1732 object *tmp1; 1667 object *tmp1;
1733 1668
1734 /* first search for itself and remove any old instances */ 1669 /* first search for itself and remove any old instances */
1735 1670
1736 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1671 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1672 {
1737 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1673 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1674 {
1738 remove_ob(tmp); 1675 remove_ob (tmp);
1739 free_object(tmp); 1676 free_object (tmp);
1740 } 1677 }
1741 } 1678 }
1742 1679
1743 tmp1=arch_to_object(find_archetype(arch_string)); 1680 tmp1 = arch_to_object (find_archetype (arch_string));
1744 1681
1745 1682 tmp1->x = op->x;
1746 tmp1->x = op->x; tmp1->y = op->y; 1683 tmp1->y = op->y;
1747 insert_ob_in_map(tmp1,op->map,op,0); 1684 insert_ob_in_map (tmp1, op->map, op, 0);
1748} 1685}
1749 1686
1750/* 1687/*
1751 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1688 * 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 1689 * is returned contains nr objects, and the remaining parts contains
1753 * the rest (or is removed and freed if that number is 0). 1690 * the rest (or is removed and freed if that number is 0).
1754 * On failure, NULL is returned, and the reason put into the 1691 * On failure, NULL is returned, and the reason put into the
1755 * global static errmsg array. 1692 * global static errmsg array.
1756 */ 1693 */
1757 1694
1695object *
1758object *get_split_ob(object *orig_ob, uint32 nr) { 1696get_split_ob (object *orig_ob, uint32 nr)
1759 object *newob; 1697{
1698 object *
1699 newob;
1700 int
1760 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1701 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1761 1702
1762 if(orig_ob->nrof<nr) { 1703 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 } 1704 {
1705 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1706 return NULL;
1707 }
1767 newob = object_create_clone(orig_ob); 1708 newob = object_create_clone (orig_ob);
1768 if((orig_ob->nrof-=nr)<1) { 1709 if ((orig_ob->nrof -= nr) < 1)
1710 {
1769 if ( ! is_removed) 1711 if (!is_removed)
1770 remove_ob(orig_ob); 1712 remove_ob (orig_ob);
1771 free_object2(orig_ob, 1); 1713 free_object2 (orig_ob, 1);
1772 } 1714 }
1773 else if ( ! is_removed) { 1715 else if (!is_removed)
1716 {
1774 if(orig_ob->env!=NULL) 1717 if (orig_ob->env != NULL)
1775 sub_weight (orig_ob->env,orig_ob->weight*nr); 1718 sub_weight (orig_ob->env, orig_ob->weight * nr);
1776 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1719 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1720 {
1777 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1721 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"); 1722 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1780 return NULL; 1723 return NULL;
1781 } 1724 }
1782 } 1725 }
1783 newob->nrof=nr; 1726 newob->nrof = nr;
1784 1727
1785 return newob; 1728 return newob;
1786} 1729}
1787 1730
1788/* 1731/*
1789 * decrease_ob_nr(object, number) decreases a specified number from 1732 * decrease_ob_nr(object, number) decreases a specified number from
1790 * the amount of an object. If the amount reaches 0, the object 1733 * the amount of an object. If the amount reaches 0, the object
1791 * is subsequently removed and freed. 1734 * is subsequently removed and freed.
1792 * 1735 *
1793 * Return value: 'op' if something is left, NULL if the amount reached 0 1736 * Return value: 'op' if something is left, NULL if the amount reached 0
1794 */ 1737 */
1795 1738
1739object *
1796object *decrease_ob_nr (object *op, uint32 i) 1740decrease_ob_nr (object *op, uint32 i)
1797{ 1741{
1798 object *tmp; 1742 object *
1743 tmp;
1799 player *pl; 1744 player *
1745 pl;
1800 1746
1801 if (i == 0) /* objects with op->nrof require this check */ 1747 if (i == 0) /* objects with op->nrof require this check */
1802 return op; 1748 return op;
1803 1749
1804 if (i > op->nrof) 1750 if (i > op->nrof)
1805 i = op->nrof; 1751 i = op->nrof;
1806 1752
1807 if (QUERY_FLAG (op, FLAG_REMOVED)) 1753 if (QUERY_FLAG (op, FLAG_REMOVED))
1808 { 1754 {
1809 op->nrof -= i; 1755 op->nrof -= i;
1810 } 1756 }
1811 else if (op->env != NULL) 1757 else if (op->env != NULL)
1812 { 1758 {
1813 /* is this object in the players inventory, or sub container 1759 /* is this object in the players inventory, or sub container
1814 * therein? 1760 * therein?
1815 */ 1761 */
1816 tmp = is_player_inv (op->env); 1762 tmp = is_player_inv (op->env);
1817 /* nope. Is this a container the player has opened? 1763 /* nope. Is this a container the player has opened?
1818 * If so, set tmp to that player. 1764 * If so, set tmp to that player.
1819 * IMO, searching through all the players will mostly 1765 * IMO, searching through all the players will mostly
1820 * likely be quicker than following op->env to the map, 1766 * likely be quicker than following op->env to the map,
1821 * and then searching the map for a player. 1767 * and then searching the map for a player.
1822 */ 1768 */
1823 if (!tmp) { 1769 if (!tmp)
1770 {
1824 for (pl=first_player; pl; pl=pl->next) 1771 for (pl = first_player; pl; pl = pl->next)
1825 if (pl->ob->container == op->env) break; 1772 if (pl->ob->container == op->env)
1826 if (pl) tmp=pl->ob; 1773 break;
1827 else tmp=NULL; 1774 if (pl)
1828 } 1775 tmp = pl->ob;
1776 else
1777 tmp = NULL;
1778 }
1829 1779
1830 if (i < op->nrof) { 1780 if (i < op->nrof)
1781 {
1831 sub_weight (op->env, op->weight * i); 1782 sub_weight (op->env, op->weight * i);
1832 op->nrof -= i; 1783 op->nrof -= i;
1833 if (tmp) { 1784 if (tmp)
1785 {
1834 esrv_send_item(tmp, op); 1786 esrv_send_item (tmp, op);
1835 } 1787 }
1788 }
1836 } else { 1789 else
1790 {
1837 remove_ob (op); 1791 remove_ob (op);
1838 op->nrof = 0; 1792 op->nrof = 0;
1839 if (tmp) { 1793 if (tmp)
1794 {
1840 esrv_del_item(tmp->contr, op->count); 1795 esrv_del_item (tmp->contr, op->count);
1841 } 1796 }
1842 } 1797 }
1843 } 1798 }
1844 else 1799 else
1845 { 1800 {
1846 object *above = op->above; 1801 object *
1802 above = op->above;
1847 1803
1848 if (i < op->nrof) { 1804 if (i < op->nrof)
1805 {
1849 op->nrof -= i; 1806 op->nrof -= i;
1807 }
1850 } else { 1808 else
1809 {
1851 remove_ob (op); 1810 remove_ob (op);
1852 op->nrof = 0; 1811 op->nrof = 0;
1853 } 1812 }
1854 /* Since we just removed op, op->above is null */ 1813 /* Since we just removed op, op->above is null */
1855 for (tmp = above; tmp != NULL; tmp = tmp->above) 1814 for (tmp = above; tmp != NULL; tmp = tmp->above)
1856 if (tmp->type == PLAYER) { 1815 if (tmp->type == PLAYER)
1816 {
1857 if (op->nrof) 1817 if (op->nrof)
1858 esrv_send_item(tmp, op); 1818 esrv_send_item (tmp, op);
1859 else 1819 else
1860 esrv_del_item(tmp->contr, op->count); 1820 esrv_del_item (tmp->contr, op->count);
1861 } 1821 }
1862 } 1822 }
1863 1823
1864 if (op->nrof) { 1824 if (op->nrof)
1825 {
1865 return op; 1826 return op;
1866 } else { 1827 }
1828 else
1829 {
1867 free_object (op); 1830 free_object (op);
1868 return NULL; 1831 return NULL;
1869 } 1832 }
1870} 1833}
1871 1834
1872/* 1835/*
1873 * add_weight(object, weight) adds the specified weight to an object, 1836 * add_weight(object, weight) adds the specified weight to an object,
1874 * and also updates how much the environment(s) is/are carrying. 1837 * and also updates how much the environment(s) is/are carrying.
1875 */ 1838 */
1876 1839
1840void
1877void add_weight (object *op, signed long weight) { 1841add_weight (object *op, signed long weight)
1842{
1878 while (op!=NULL) { 1843 while (op != NULL)
1844 {
1879 if (op->type == CONTAINER) { 1845 if (op->type == CONTAINER)
1846 {
1880 weight=(signed long)(weight*(100-op->stats.Str)/100); 1847 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1881 } 1848 }
1882 op->carrying+=weight; 1849 op->carrying += weight;
1883 op=op->env; 1850 op = op->env;
1884 } 1851 }
1885} 1852}
1886 1853
1887/* 1854/*
1888 * insert_ob_in_ob(op,environment): 1855 * insert_ob_in_ob(op,environment):
1889 * This function inserts the object op in the linked list 1856 * This function inserts the object op in the linked list
1896 * 1863 *
1897 * The function returns now pointer to inserted item, and return value can 1864 * The function returns now pointer to inserted item, and return value can
1898 * be != op, if items are merged. -Tero 1865 * be != op, if items are merged. -Tero
1899 */ 1866 */
1900 1867
1868object *
1901object *insert_ob_in_ob(object *op,object *where) { 1869insert_ob_in_ob (object *op, object *where)
1902 object *tmp, *otmp; 1870{
1871 object *
1872 tmp, *
1873 otmp;
1903 1874
1904 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1875 if (!QUERY_FLAG (op, FLAG_REMOVED))
1876 {
1905 dump_object(op); 1877 dump_object (op);
1906 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1878 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1907 return op; 1879 return op;
1908 } 1880 }
1909 if(where==NULL) { 1881 if (where == NULL)
1882 {
1910 dump_object(op); 1883 dump_object (op);
1911 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg); 1884 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1912 return op; 1885 return op;
1913 } 1886 }
1914 if (where->head) { 1887 if (where->head)
1915 LOG(llevDebug, 1888 {
1916 "Warning: Tried to insert object wrong part of multipart object.\n"); 1889 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1917 where = where->head; 1890 where = where->head;
1918 } 1891 }
1919 if (op->more) { 1892 if (op->more)
1893 {
1920 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1894 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1921 op->name, op->count);
1922 return op; 1895 return op;
1923 } 1896 }
1924 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1897 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1925 CLEAR_FLAG(op, FLAG_REMOVED); 1898 CLEAR_FLAG (op, FLAG_REMOVED);
1926 if(op->nrof) { 1899 if (op->nrof)
1900 {
1927 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1901 for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1928 if ( CAN_MERGE(tmp,op) ) { 1902 if (CAN_MERGE (tmp, op))
1903 {
1929 /* return the original object and remove inserted object 1904 /* return the original object and remove inserted object
1930 (client needs the original object) */ 1905 (client needs the original object) */
1931 tmp->nrof += op->nrof; 1906 tmp->nrof += op->nrof;
1932 /* Weight handling gets pretty funky. Since we are adding to 1907 /* Weight handling gets pretty funky. Since we are adding to
1933 * tmp->nrof, we need to increase the weight. 1908 * tmp->nrof, we need to increase the weight.
1934 */ 1909 */
1935 add_weight (where, op->weight*op->nrof); 1910 add_weight (where, op->weight * op->nrof);
1936 SET_FLAG(op, FLAG_REMOVED); 1911 SET_FLAG (op, FLAG_REMOVED);
1937 free_object(op); /* free the inserted object */ 1912 free_object (op); /* free the inserted object */
1938 op = tmp; 1913 op = tmp;
1939 remove_ob (op); /* and fix old object's links */ 1914 remove_ob (op); /* and fix old object's links */
1940 CLEAR_FLAG(op, FLAG_REMOVED); 1915 CLEAR_FLAG (op, FLAG_REMOVED);
1941 break; 1916 break;
1942 } 1917 }
1943 1918
1944 /* I assume combined objects have no inventory 1919 /* I assume combined objects have no inventory
1945 * We add the weight - this object could have just been removed 1920 * We add the weight - this object could have just been removed
1946 * (if it was possible to merge). calling remove_ob will subtract 1921 * (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 1922 * the weight, so we need to add it in again, since we actually do
1948 * the linking below 1923 * the linking below
1949 */ 1924 */
1950 add_weight (where, op->weight*op->nrof); 1925 add_weight (where, op->weight * op->nrof);
1926 }
1951 } else 1927 else
1952 add_weight (where, (op->weight+op->carrying)); 1928 add_weight (where, (op->weight + op->carrying));
1953 1929
1954 otmp=is_player_inv(where); 1930 otmp = is_player_inv (where);
1955 if (otmp&&otmp->contr!=NULL) { 1931 if (otmp && otmp->contr != NULL)
1932 {
1956 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1933 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1957 fix_player(otmp); 1934 fix_player (otmp);
1958 } 1935 }
1959 1936
1960 op->map=NULL; 1937 op->map = NULL;
1961 op->env=where; 1938 op->env = where;
1962 op->above=NULL; 1939 op->above = NULL;
1963 op->below=NULL; 1940 op->below = NULL;
1964 op->x=0,op->y=0; 1941 op->x = 0, op->y = 0;
1965 op->ox=0,op->oy=0;
1966 1942
1967 /* reset the light list and los of the players on the map */ 1943 /* reset the light list and los of the players on the map */
1968 if((op->glow_radius!=0)&&where->map) 1944 if ((op->glow_radius != 0) && where->map)
1969 { 1945 {
1970#ifdef DEBUG_LIGHTS 1946#ifdef DEBUG_LIGHTS
1971 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1947 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1972 op->name);
1973#endif /* DEBUG_LIGHTS */ 1948#endif /* DEBUG_LIGHTS */
1949 if (MAP_DARKNESS (where->map))
1974 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1950 update_all_los (where->map, where->x, where->y);
1975 } 1951 }
1976 1952
1977 /* Client has no idea of ordering so lets not bother ordering it here. 1953 /* Client has no idea of ordering so lets not bother ordering it here.
1978 * It sure simplifies this function... 1954 * It sure simplifies this function...
1979 */ 1955 */
1980 if (where->inv==NULL) 1956 if (where->inv == NULL)
1981 where->inv=op; 1957 where->inv = op;
1982 else { 1958 else
1959 {
1983 op->below = where->inv; 1960 op->below = where->inv;
1984 op->below->above = op; 1961 op->below->above = op;
1985 where->inv = op; 1962 where->inv = op;
1986 } 1963 }
1987 return op; 1964 return op;
1988} 1965}
1989 1966
1990/* 1967/*
1991 * Checks if any objects has a move_type that matches objects 1968 * 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 1983 * 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 1984 * object being inserted. insert_ob_in_map may not put new objects
2008 * on top. 1985 * on top.
2009 */ 1986 */
2010 1987
1988int
2011int check_move_on (object *op, object *originator) 1989check_move_on (object *op, object *originator)
2012{ 1990{
2013 object *tmp; 1991 object *tmp;
2014 tag_t tag; 1992 tag_t tag;
2015 mapstruct *m=op->map; 1993 mapstruct *m = op->map;
2016 int x=op->x, y=op->y; 1994 int x = op->x, y = op->y;
1995
2017 MoveType move_on, move_slow, move_block; 1996 MoveType move_on, move_slow, move_block;
2018 1997
2019 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1998 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; 1999 return 0;
2000
2001 tag = op->count;
2002
2003 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
2004 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
2005 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
2006
2007 /* if nothing on this space will slow op down or be applied,
2008 * no need to do checking below. have to make sure move_type
2009 * is set, as lots of objects don't have it set - we treat that
2010 * as walking.
2011 */
2012 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
2013 return 0;
2014
2015 /* This is basically inverse logic of that below - basically,
2016 * if the object can avoid the move on or slow move, they do so,
2017 * but can't do it if the alternate movement they are using is
2018 * blocked. Logic on this seems confusing, but does seem correct.
2019 */
2020 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
2021 return 0;
2022
2023 /* The objects have to be checked from top to bottom.
2024 * Hence, we first go to the top:
2025 */
2026
2027 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
2028 {
2029 /* Trim the search when we find the first other spell effect
2030 * this helps performance so that if a space has 50 spell objects,
2031 * we don't need to check all of them.
2032 */
2033 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
2034 break;
2035 }
2036
2037 for (; tmp; tmp = tmp->below)
2038 {
2039 if (tmp == op)
2040 continue; /* Can't apply yourself */
2041
2042 /* Check to see if one of the movement types should be slowed down.
2043 * Second check makes sure that the movement types not being slowed
2044 * (~slow_move) is not blocked on this space - just because the
2045 * space doesn't slow down swimming (for example), if you can't actually
2046 * swim on that space, can't use it to avoid the penalty.
2047 */
2048 if (!QUERY_FLAG (op, FLAG_WIZPASS))
2049 {
2050 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2051 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2052 {
2053
2054 float diff = tmp->move_slow_penalty * FABS (op->speed);
2055
2056 if (op->type == PLAYER)
2057 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2058 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2059 diff /= 4.0;
2060
2061 op->speed_left -= diff;
2062 }
2063 }
2064
2065 /* Basically same logic as above, except now for actual apply. */
2066 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2067 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2068 {
2069 move_apply (tmp, op, originator);
2070
2071 if (was_destroyed (op, tag))
2072 return 1;
2073
2074 /* what the person/creature stepped onto has moved the object
2075 * someplace new. Don't process any further - if we did,
2076 * have a feeling strange problems would result.
2077 */
2078 if (op->map != m || op->x != x || op->y != y)
2079 return 0;
2080 }
2081 }
2082
2083 return 0;
2100} 2084}
2101 2085
2102/* 2086/*
2103 * present_arch(arch, map, x, y) searches for any objects with 2087 * present_arch(arch, map, x, y) searches for any objects with
2104 * a matching archetype at the given map and coordinates. 2088 * a matching archetype at the given map and coordinates.
2105 * The first matching object is returned, or NULL if none. 2089 * The first matching object is returned, or NULL if none.
2106 */ 2090 */
2107 2091
2092object *
2108object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 2093present_arch (const archetype *at, mapstruct *m, int x, int y)
2094{
2109 object *tmp; 2095 object *
2096 tmp;
2097
2110 if(m==NULL || out_of_map(m,x,y)) { 2098 if (m == NULL || out_of_map (m, x, y))
2099 {
2111 LOG(llevError,"Present_arch called outside map.\n"); 2100 LOG (llevError, "Present_arch called outside map.\n");
2112 return NULL; 2101 return NULL;
2113 } 2102 }
2114 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 2103 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2115 if(tmp->arch == at) 2104 if (tmp->arch == at)
2116 return tmp; 2105 return tmp;
2117 return NULL; 2106 return NULL;
2118} 2107}
2119 2108
2120/* 2109/*
2121 * present(type, map, x, y) searches for any objects with 2110 * present(type, map, x, y) searches for any objects with
2122 * a matching type variable at the given map and coordinates. 2111 * a matching type variable at the given map and coordinates.
2123 * The first matching object is returned, or NULL if none. 2112 * The first matching object is returned, or NULL if none.
2124 */ 2113 */
2125 2114
2115object *
2126object *present(unsigned char type,mapstruct *m, int x,int y) { 2116present (unsigned char type, mapstruct *m, int x, int y)
2117{
2127 object *tmp; 2118 object *
2119 tmp;
2120
2128 if(out_of_map(m,x,y)) { 2121 if (out_of_map (m, x, y))
2122 {
2129 LOG(llevError,"Present called outside map.\n"); 2123 LOG (llevError, "Present called outside map.\n");
2130 return NULL; 2124 return NULL;
2131 } 2125 }
2132 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 2126 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2133 if(tmp->type==type) 2127 if (tmp->type == type)
2134 return tmp; 2128 return tmp;
2135 return NULL; 2129 return NULL;
2136} 2130}
2137 2131
2138/* 2132/*
2139 * present_in_ob(type, object) searches for any objects with 2133 * present_in_ob(type, object) searches for any objects with
2140 * a matching type variable in the inventory of the given object. 2134 * a matching type variable in the inventory of the given object.
2141 * The first matching object is returned, or NULL if none. 2135 * The first matching object is returned, or NULL if none.
2142 */ 2136 */
2143 2137
2138object *
2144object *present_in_ob(unsigned char type, const object *op) { 2139present_in_ob (unsigned char type, const object *op)
2140{
2145 object *tmp; 2141 object *
2142 tmp;
2143
2146 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2144 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2147 if(tmp->type==type) 2145 if (tmp->type == type)
2148 return tmp; 2146 return tmp;
2149 return NULL; 2147 return NULL;
2150} 2148}
2151 2149
2152/* 2150/*
2162 * the object name, not the archetype name. this is so that the 2160 * 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 2161 * spell code can use one object type (force), but change it's name
2164 * to be unique. 2162 * to be unique.
2165 */ 2163 */
2166 2164
2165object *
2167object *present_in_ob_by_name(int type, const char *str, const object *op) { 2166present_in_ob_by_name (int type, const char *str, const object *op)
2167{
2168 object *tmp; 2168 object *
2169 tmp;
2169 2170
2170 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2171 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2172 {
2171 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2173 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2172 return tmp; 2174 return tmp;
2173 } 2175 }
2174 return NULL; 2176 return NULL;
2175} 2177}
2176 2178
2177/* 2179/*
2178 * present_arch_in_ob(archetype, object) searches for any objects with 2180 * present_arch_in_ob(archetype, object) searches for any objects with
2179 * a matching archetype in the inventory of the given object. 2181 * a matching archetype in the inventory of the given object.
2180 * The first matching object is returned, or NULL if none. 2182 * The first matching object is returned, or NULL if none.
2181 */ 2183 */
2182 2184
2185object *
2183object *present_arch_in_ob(const archetype *at, const object *op) { 2186present_arch_in_ob (const archetype *at, const object *op)
2187{
2184 object *tmp; 2188 object *
2189 tmp;
2190
2185 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2191 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2186 if( tmp->arch == at) 2192 if (tmp->arch == at)
2187 return tmp; 2193 return tmp;
2188 return NULL; 2194 return NULL;
2189} 2195}
2190 2196
2191/* 2197/*
2192 * activate recursively a flag on an object inventory 2198 * activate recursively a flag on an object inventory
2193 */ 2199 */
2200void
2194void flag_inv(object*op, int flag){ 2201flag_inv (object *op, int flag)
2202{
2195 object *tmp; 2203 object *
2204 tmp;
2205
2196 if(op->inv) 2206 if (op->inv)
2197 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2207 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2208 {
2198 SET_FLAG(tmp, flag); 2209 SET_FLAG (tmp, flag);
2199 flag_inv(tmp,flag); 2210 flag_inv (tmp, flag);
2200 } 2211 }
2201}/* 2212} /*
2202 * desactivate recursively a flag on an object inventory 2213 * desactivate recursively a flag on an object inventory
2203 */ 2214 */
2215void
2204void unflag_inv(object*op, int flag){ 2216unflag_inv (object *op, int flag)
2217{
2205 object *tmp; 2218 object *
2219 tmp;
2220
2206 if(op->inv) 2221 if (op->inv)
2207 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2222 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2223 {
2208 CLEAR_FLAG(tmp, flag); 2224 CLEAR_FLAG (tmp, flag);
2209 unflag_inv(tmp,flag); 2225 unflag_inv (tmp, flag);
2210 } 2226 }
2211} 2227}
2212 2228
2213/* 2229/*
2214 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2230 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2215 * all it's inventory (recursively). 2231 * all it's inventory (recursively).
2216 * If checksums are used, a player will get set_cheat called for 2232 * 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. 2233 * him/her-self and all object carried by a call to this function.
2218 */ 2234 */
2219 2235
2236void
2220void set_cheat(object *op) { 2237set_cheat (object *op)
2238{
2221 SET_FLAG(op, FLAG_WAS_WIZ); 2239 SET_FLAG (op, FLAG_WAS_WIZ);
2222 flag_inv(op, FLAG_WAS_WIZ); 2240 flag_inv (op, FLAG_WAS_WIZ);
2223} 2241}
2224 2242
2225/* 2243/*
2226 * find_free_spot(object, map, x, y, start, stop) will search for 2244 * 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 2245 * a spot at the given map and coordinates which will be able to contain
2242 * to know if the space in question will block the object. We can't use 2260 * 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 2261 * the archetype because that isn't correct if the monster has been
2244 * customized, changed states, etc. 2262 * customized, changed states, etc.
2245 */ 2263 */
2246 2264
2265int
2247int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2266find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop)
2267{
2268 int
2269 i,
2248 int i,index=0, flag; 2270 index = 0, flag;
2271 static int
2249 static int altern[SIZEOFFREE]; 2272 altern[SIZEOFFREE];
2250 2273
2251 for(i=start;i<stop;i++) { 2274 for (i = start; i < stop; i++)
2275 {
2252 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2276 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2253 if(!flag) 2277 if (!flag)
2254 altern[index++]=i; 2278 altern[index++] = i;
2255 2279
2256 /* Basically, if we find a wall on a space, we cut down the search size. 2280 /* 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. 2281 * 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 - 2282 * 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 2283 * 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 2284 * spaces in all the other directions, this will reduce the search space
2261 * to only the spaces immediately surrounding the target area, and 2285 * to only the spaces immediately surrounding the target area, and
2262 * won't look 2 spaces south of the target space. 2286 * won't look 2 spaces south of the target space.
2263 */ 2287 */
2264 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2288 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2265 stop=maxfree[i]; 2289 stop = maxfree[i];
2266 } 2290 }
2267 if(!index) return -1; 2291 if (!index)
2292 return -1;
2268 return altern[RANDOM()%index]; 2293 return altern[RANDOM () % index];
2269} 2294}
2270 2295
2271/* 2296/*
2272 * find_first_free_spot(archetype, mapstruct, x, y) works like 2297 * find_first_free_spot(archetype, mapstruct, x, y) works like
2273 * find_free_spot(), but it will search max number of squares. 2298 * find_free_spot(), but it will search max number of squares.
2274 * But it will return the first available spot, not a random choice. 2299 * 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. 2300 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2276 */ 2301 */
2277 2302
2303int
2278int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2304find_first_free_spot (const object *ob, mapstruct *m, int x, int y)
2305{
2306 int
2279 int i; 2307 i;
2308
2280 for(i=0;i<SIZEOFFREE;i++) { 2309 for (i = 0; i < SIZEOFFREE; i++)
2310 {
2281 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2311 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2282 return i; 2312 return i;
2283 } 2313 }
2284 return -1; 2314 return -1;
2285} 2315}
2286 2316
2287/* 2317/*
2288 * The function permute(arr, begin, end) randomly reorders the array 2318 * The function permute(arr, begin, end) randomly reorders the array
2289 * arr[begin..end-1]. 2319 * arr[begin..end-1].
2290 */ 2320 */
2321static void
2291static void permute(int *arr, int begin, int end) 2322permute (int *arr, int begin, int end)
2292{ 2323{
2293 int i, j, tmp, len; 2324 int
2325 i,
2326 j,
2327 tmp,
2328 len;
2294 2329
2295 len = end-begin; 2330 len = end - begin;
2296 for(i = begin; i < end; i++) 2331 for (i = begin; i < end; i++)
2297 { 2332 {
2298 j = begin+RANDOM()%len; 2333 j = begin + RANDOM () % len;
2299 2334
2300 tmp = arr[i]; 2335 tmp = arr[i];
2301 arr[i] = arr[j]; 2336 arr[i] = arr[j];
2302 arr[j] = tmp; 2337 arr[j] = tmp;
2303 } 2338 }
2304} 2339}
2305 2340
2306/* new function to make monster searching more efficient, and effective! 2341/* new function to make monster searching more efficient, and effective!
2307 * This basically returns a randomized array (in the passed pointer) of 2342 * 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 2343 * 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 2344 * 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 2345 * 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. 2346 * the 3x3 area will be searched, just not in a predictable order.
2312 */ 2347 */
2348void
2313void get_search_arr(int *search_arr) 2349get_search_arr (int *search_arr)
2314{ 2350{
2351 int
2315 int i; 2352 i;
2316 2353
2317 for(i = 0; i < SIZEOFFREE; i++) 2354 for (i = 0; i < SIZEOFFREE; i++)
2318 { 2355 {
2319 search_arr[i] = i; 2356 search_arr[i] = i;
2320 } 2357 }
2321 2358
2322 permute(search_arr, 1, SIZEOFFREE1+1); 2359 permute (search_arr, 1, SIZEOFFREE1 + 1);
2323 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2360 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2324 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2361 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2325} 2362}
2326 2363
2327/* 2364/*
2328 * find_dir(map, x, y, exclude) will search some close squares in the 2365 * find_dir(map, x, y, exclude) will search some close squares in the
2329 * given map at the given coordinates for live objects. 2366 * given map at the given coordinates for live objects.
2335 * is actually want is going to try and move there. We need this info 2372 * 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 2373 * because we have to know what movement the thing looking to move
2337 * there is capable of. 2374 * there is capable of.
2338 */ 2375 */
2339 2376
2377int
2340int find_dir(mapstruct *m, int x, int y, object *exclude) { 2378find_dir (mapstruct *m, int x, int y, object *exclude)
2379{
2380 int
2381 i,
2341 int i,max=SIZEOFFREE, mflags; 2382 max = SIZEOFFREE, mflags;
2342 sint16 nx, ny; 2383 sint16
2384 nx,
2385 ny;
2343 object *tmp; 2386 object *
2387 tmp;
2344 mapstruct *mp; 2388 mapstruct *
2345 MoveType blocked, move_type; 2389 mp;
2390 MoveType
2391 blocked,
2392 move_type;
2346 2393
2347 if (exclude && exclude->head) { 2394 if (exclude && exclude->head)
2395 {
2348 exclude = exclude->head; 2396 exclude = exclude->head;
2349 move_type = exclude->move_type; 2397 move_type = exclude->move_type;
2350 } else { 2398 }
2399 else
2400 {
2351 /* If we don't have anything, presume it can use all movement types. */ 2401 /* If we don't have anything, presume it can use all movement types. */
2352 move_type=MOVE_ALL; 2402 move_type = MOVE_ALL;
2403 }
2404
2405 for (i = 1; i < max; i++)
2353 } 2406 {
2354 2407 mp = m;
2355 for(i=1;i<max;i++) {
2356 mp = m;
2357 nx = x + freearr_x[i]; 2408 nx = x + freearr_x[i];
2358 ny = y + freearr_y[i]; 2409 ny = y + freearr_y[i];
2359 2410
2360 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2411 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2361 if (mflags & P_OUT_OF_MAP) { 2412 if (mflags & P_OUT_OF_MAP)
2413 {
2362 max = maxfree[i]; 2414 max = maxfree[i];
2363 } else { 2415 }
2416 else
2417 {
2364 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2418 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2365 2419
2366 if ((move_type & blocked) == move_type) { 2420 if ((move_type & blocked) == move_type)
2367 max=maxfree[i]; 2421 {
2422 max = maxfree[i];
2423 }
2368 } else if (mflags & P_IS_ALIVE) { 2424 else if (mflags & P_IS_ALIVE)
2425 {
2369 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2426 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2370 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2427 {
2371 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2428 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2372 break; 2429 {
2373 } 2430 break;
2374 } 2431 }
2375 if(tmp) { 2432 }
2376 return freedir[i]; 2433 if (tmp)
2377 } 2434 {
2435 return freedir[i];
2436 }
2437 }
2438 }
2378 } 2439 }
2379 }
2380 }
2381 return 0; 2440 return 0;
2382} 2441}
2383 2442
2384/* 2443/*
2385 * distance(object 1, object 2) will return the square of the 2444 * distance(object 1, object 2) will return the square of the
2386 * distance between the two given objects. 2445 * distance between the two given objects.
2387 */ 2446 */
2388 2447
2448int
2389int distance(const object *ob1, const object *ob2) { 2449distance (const object *ob1, const object *ob2)
2450{
2390 int i; 2451 int
2391 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2452 i;
2392 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2453
2454 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2393 return i; 2455 return i;
2394} 2456}
2395 2457
2396/* 2458/*
2397 * find_dir_2(delta-x,delta-y) will return a direction in which 2459 * 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 2460 * an object which has subtracted the x and y coordinates of another
2399 * object, needs to travel toward it. 2461 * object, needs to travel toward it.
2400 */ 2462 */
2401 2463
2464int
2402int find_dir_2(int x, int y) { 2465find_dir_2 (int x, int y)
2466{
2403 int q; 2467 int
2468 q;
2404 2469
2405 if(y) 2470 if (y)
2406 q=x*100/y; 2471 q = x * 100 / y;
2407 else if (x) 2472 else if (x)
2408 q= -300*x; 2473 q = -300 * x;
2409 else 2474 else
2410 return 0; 2475 return 0;
2411 2476
2412 if(y>0) { 2477 if (y > 0)
2478 {
2413 if(q < -242) 2479 if (q < -242)
2414 return 3 ; 2480 return 3;
2415 if (q < -41) 2481 if (q < -41)
2416 return 2 ; 2482 return 2;
2417 if (q < 41) 2483 if (q < 41)
2418 return 1 ; 2484 return 1;
2419 if (q < 242) 2485 if (q < 242)
2420 return 8 ; 2486 return 8;
2421 return 7 ; 2487 return 7;
2422 } 2488 }
2423 2489
2424 if (q < -242) 2490 if (q < -242)
2425 return 7 ; 2491 return 7;
2426 if (q < -41) 2492 if (q < -41)
2427 return 6 ; 2493 return 6;
2428 if (q < 41) 2494 if (q < 41)
2429 return 5 ; 2495 return 5;
2430 if (q < 242) 2496 if (q < 242)
2431 return 4 ; 2497 return 4;
2432 2498
2433 return 3 ; 2499 return 3;
2434} 2500}
2435 2501
2436/* 2502/*
2437 * absdir(int): Returns a number between 1 and 8, which represent 2503 * absdir(int): Returns a number between 1 and 8, which represent
2438 * the "absolute" direction of a number (it actually takes care of 2504 * the "absolute" direction of a number (it actually takes care of
2439 * "overflow" in previous calculations of a direction). 2505 * "overflow" in previous calculations of a direction).
2440 */ 2506 */
2441 2507
2508int
2442int absdir(int d) { 2509absdir (int d)
2443 while(d<1) d+=8; 2510{
2444 while(d>8) d-=8; 2511 while (d < 1)
2512 d += 8;
2513 while (d > 8)
2514 d -= 8;
2445 return d; 2515 return d;
2446} 2516}
2447 2517
2448/* 2518/*
2449 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2519 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2450 * between two directions (which are expected to be absolute (see absdir()) 2520 * between two directions (which are expected to be absolute (see absdir())
2451 */ 2521 */
2452 2522
2523int
2453int dirdiff(int dir1, int dir2) { 2524dirdiff (int dir1, int dir2)
2525{
2454 int d; 2526 int
2527 d;
2528
2455 d = abs(dir1 - dir2); 2529 d = abs (dir1 - dir2);
2456 if(d>4) 2530 if (d > 4)
2457 d = 8 - d; 2531 d = 8 - d;
2458 return d; 2532 return d;
2459} 2533}
2460 2534
2461/* peterm: 2535/* peterm:
2466 * direction 4, 14, or 16 to get back to where we are. 2540 * 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 2541 * Moved from spell_util.c to object.c with the other related direction
2468 * functions. 2542 * functions.
2469 */ 2543 */
2470 2544
2545int
2471int reduction_dir[SIZEOFFREE][3] = { 2546 reduction_dir[SIZEOFFREE][3] = {
2472 {0,0,0}, /* 0 */ 2547 {0, 0, 0}, /* 0 */
2473 {0,0,0}, /* 1 */ 2548 {0, 0, 0}, /* 1 */
2474 {0,0,0}, /* 2 */ 2549 {0, 0, 0}, /* 2 */
2475 {0,0,0}, /* 3 */ 2550 {0, 0, 0}, /* 3 */
2476 {0,0,0}, /* 4 */ 2551 {0, 0, 0}, /* 4 */
2477 {0,0,0}, /* 5 */ 2552 {0, 0, 0}, /* 5 */
2478 {0,0,0}, /* 6 */ 2553 {0, 0, 0}, /* 6 */
2479 {0,0,0}, /* 7 */ 2554 {0, 0, 0}, /* 7 */
2480 {0,0,0}, /* 8 */ 2555 {0, 0, 0}, /* 8 */
2481 {8,1,2}, /* 9 */ 2556 {8, 1, 2}, /* 9 */
2482 {1,2,-1}, /* 10 */ 2557 {1, 2, -1}, /* 10 */
2483 {2,10,12}, /* 11 */ 2558 {2, 10, 12}, /* 11 */
2484 {2,3,-1}, /* 12 */ 2559 {2, 3, -1}, /* 12 */
2485 {2,3,4}, /* 13 */ 2560 {2, 3, 4}, /* 13 */
2486 {3,4,-1}, /* 14 */ 2561 {3, 4, -1}, /* 14 */
2487 {4,14,16}, /* 15 */ 2562 {4, 14, 16}, /* 15 */
2488 {5,4,-1}, /* 16 */ 2563 {5, 4, -1}, /* 16 */
2489 {4,5,6}, /* 17 */ 2564 {4, 5, 6}, /* 17 */
2490 {6,5,-1}, /* 18 */ 2565 {6, 5, -1}, /* 18 */
2491 {6,20,18}, /* 19 */ 2566 {6, 20, 18}, /* 19 */
2492 {7,6,-1}, /* 20 */ 2567 {7, 6, -1}, /* 20 */
2493 {6,7,8}, /* 21 */ 2568 {6, 7, 8}, /* 21 */
2494 {7,8,-1}, /* 22 */ 2569 {7, 8, -1}, /* 22 */
2495 {8,22,24}, /* 23 */ 2570 {8, 22, 24}, /* 23 */
2496 {8,1,-1}, /* 24 */ 2571 {8, 1, -1}, /* 24 */
2497 {24,9,10}, /* 25 */ 2572 {24, 9, 10}, /* 25 */
2498 {9,10,-1}, /* 26 */ 2573 {9, 10, -1}, /* 26 */
2499 {10,11,-1}, /* 27 */ 2574 {10, 11, -1}, /* 27 */
2500 {27,11,29}, /* 28 */ 2575 {27, 11, 29}, /* 28 */
2501 {11,12,-1}, /* 29 */ 2576 {11, 12, -1}, /* 29 */
2502 {12,13,-1}, /* 30 */ 2577 {12, 13, -1}, /* 30 */
2503 {12,13,14}, /* 31 */ 2578 {12, 13, 14}, /* 31 */
2504 {13,14,-1}, /* 32 */ 2579 {13, 14, -1}, /* 32 */
2505 {14,15,-1}, /* 33 */ 2580 {14, 15, -1}, /* 33 */
2506 {33,15,35}, /* 34 */ 2581 {33, 15, 35}, /* 34 */
2507 {16,15,-1}, /* 35 */ 2582 {16, 15, -1}, /* 35 */
2508 {17,16,-1}, /* 36 */ 2583 {17, 16, -1}, /* 36 */
2509 {18,17,16}, /* 37 */ 2584 {18, 17, 16}, /* 37 */
2510 {18,17,-1}, /* 38 */ 2585 {18, 17, -1}, /* 38 */
2511 {18,19,-1}, /* 39 */ 2586 {18, 19, -1}, /* 39 */
2512 {41,19,39}, /* 40 */ 2587 {41, 19, 39}, /* 40 */
2513 {19,20,-1}, /* 41 */ 2588 {19, 20, -1}, /* 41 */
2514 {20,21,-1}, /* 42 */ 2589 {20, 21, -1}, /* 42 */
2515 {20,21,22}, /* 43 */ 2590 {20, 21, 22}, /* 43 */
2516 {21,22,-1}, /* 44 */ 2591 {21, 22, -1}, /* 44 */
2517 {23,22,-1}, /* 45 */ 2592 {23, 22, -1}, /* 45 */
2518 {45,47,23}, /* 46 */ 2593 {45, 47, 23}, /* 46 */
2519 {23,24,-1}, /* 47 */ 2594 {23, 24, -1}, /* 47 */
2520 {24,9,-1}}; /* 48 */ 2595 {24, 9, -1}
2596}; /* 48 */
2521 2597
2522/* Recursive routine to step back and see if we can 2598/* Recursive routine to step back and see if we can
2523 * find a path to that monster that we found. If not, 2599 * find a path to that monster that we found. If not,
2524 * we don't bother going toward it. Returns 1 if we 2600 * we don't bother going toward it. Returns 1 if we
2525 * can see a direct way to get it 2601 * can see a direct way to get it
2526 * Modified to be map tile aware -.MSW 2602 * Modified to be map tile aware -.MSW
2527 */ 2603 */
2528
2529 2604
2605
2606int
2530int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2607can_see_monsterP (mapstruct *m, int x, int y, int dir)
2531 sint16 dx, dy; 2608{
2609 sint16
2610 dx,
2611 dy;
2612 int
2532 int mflags; 2613 mflags;
2533 2614
2615 if (dir < 0)
2534 if(dir<0) return 0; /* exit condition: invalid direction */ 2616 return 0; /* exit condition: invalid direction */
2535 2617
2536 dx = x + freearr_x[dir]; 2618 dx = x + freearr_x[dir];
2537 dy = y + freearr_y[dir]; 2619 dy = y + freearr_y[dir];
2538 2620
2539 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2621 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2540 2622
2541 /* This functional arguably was incorrect before - it was 2623 /* This functional arguably was incorrect before - it was
2542 * checking for P_WALL - that was basically seeing if 2624 * checking for P_WALL - that was basically seeing if
2543 * we could move to the monster - this is being more 2625 * we could move to the monster - this is being more
2544 * literal on if we can see it. To know if we can actually 2626 * 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 2627 * move to the monster, we'd need the monster passed in or
2546 * at least its move type. 2628 * at least its move type.
2547 */ 2629 */
2548 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2630 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2631 return 0;
2549 2632
2550 /* yes, can see. */ 2633 /* yes, can see. */
2551 if(dir < 9) return 1; 2634 if (dir < 9)
2635 return 1;
2552 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2636 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2553 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2637 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2554 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2555} 2638}
2556 2639
2557 2640
2558 2641
2559/* 2642/*
2560 * can_pick(picker, item): finds out if an object is possible to be 2643 * 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 2644 * picked up by the picker. Returnes 1 if it can be
2562 * picked up, otherwise 0. 2645 * picked up, otherwise 0.
2563 * 2646 *
2565 * core dumps if they do. 2648 * core dumps if they do.
2566 * 2649 *
2567 * Add a check so we can't pick up invisible objects (0.93.8) 2650 * Add a check so we can't pick up invisible objects (0.93.8)
2568 */ 2651 */
2569 2652
2653int
2570int can_pick(const object *who, const object *item) { 2654can_pick (const object *who, const object *item)
2655{
2571 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2656 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2572 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2657 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2573 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2658 !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} 2659}
2576 2660
2577 2661
2578/* 2662/*
2579 * create clone from object to another 2663 * create clone from object to another
2580 */ 2664 */
2665object *
2581object *object_create_clone (object *asrc) { 2666object_create_clone (object *asrc)
2667{
2668 object *
2582 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2669 dst = NULL, *tmp, *src, *part, *prev, *item;
2583 2670
2671 if (!asrc)
2584 if(!asrc) return NULL; 2672 return NULL;
2585 src = asrc; 2673 src = asrc;
2586 if(src->head) 2674 if (src->head)
2587 src = src->head; 2675 src = src->head;
2588 2676
2589 prev = NULL; 2677 prev = NULL;
2590 for(part = src; part; part = part->more) { 2678 for (part = src; part; part = part->more)
2679 {
2591 tmp = get_object(); 2680 tmp = get_object ();
2592 copy_object(part,tmp); 2681 copy_object (part, tmp);
2593 tmp->x -= src->x; 2682 tmp->x -= src->x;
2594 tmp->y -= src->y; 2683 tmp->y -= src->y;
2595 if(!part->head) { 2684 if (!part->head)
2685 {
2596 dst = tmp; 2686 dst = tmp;
2597 tmp->head = NULL; 2687 tmp->head = NULL;
2688 }
2598 } else { 2689 else
2690 {
2599 tmp->head = dst; 2691 tmp->head = dst;
2600 } 2692 }
2601 tmp->more = NULL; 2693 tmp->more = NULL;
2602 if(prev) 2694 if (prev)
2603 prev->more = tmp; 2695 prev->more = tmp;
2604 prev = tmp; 2696 prev = tmp;
2605 } 2697 }
2698
2606 /*** copy inventory ***/ 2699 /*** copy inventory ***/
2607 for(item = src->inv; item; item = item->below) { 2700 for (item = src->inv; item; item = item->below)
2701 {
2608 (void) insert_ob_in_ob(object_create_clone(item),dst); 2702 (void) insert_ob_in_ob (object_create_clone (item), dst);
2609 } 2703 }
2610 2704
2611 return dst; 2705 return dst;
2612} 2706}
2613 2707
2614/* return true if the object was destroyed, 0 otherwise */ 2708/* return true if the object was destroyed, 0 otherwise */
2709int
2615int was_destroyed (const object *op, tag_t old_tag) 2710was_destroyed (const object *op, tag_t old_tag)
2616{ 2711{
2617 /* checking for FLAG_FREED isn't necessary, but makes this function more 2712 /* checking for FLAG_FREED isn't necessary, but makes this function more
2618 * robust */ 2713 * robust */
2619 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED); 2714 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2620} 2715}
2621 2716
2622/* GROS - Creates an object using a string representing its content. */ 2717/* GROS - Creates an object using a string representing its content. */
2718
2623/* Basically, we save the content of the string to a temp file, then call */ 2719/* Basically, we save the content of the string to a temp file, then call */
2720
2624/* load_object on it. I admit it is a highly inefficient way to make things, */ 2721/* load_object on it. I admit it is a highly inefficient way to make things, */
2722
2625/* but it was simple to make and allows reusing the load_object function. */ 2723/* but it was simple to make and allows reusing the load_object function. */
2724
2626/* Remember not to use load_object_str in a time-critical situation. */ 2725/* Remember not to use load_object_str in a time-critical situation. */
2726
2627/* Also remember that multiparts objects are not supported for now. */ 2727/* Also remember that multiparts objects are not supported for now. */
2628 2728
2729object *
2629object* load_object_str(const char *obstr) 2730load_object_str (const char *obstr)
2630{ 2731{
2631 object *op; 2732 object *
2632 FILE *tempfile; 2733 op;
2734 char
2633 char filename[MAX_BUF]; 2735 filename[MAX_BUF];
2736
2634 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2737 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2738
2739 FILE *
2635 tempfile=fopen(filename,"w"); 2740 tempfile = fopen (filename, "w");
2741
2636 if (tempfile == NULL) 2742 if (tempfile == NULL)
2637 { 2743 {
2638 LOG(llevError,"Error - Unable to access load object temp file\n"); 2744 LOG (llevError, "Error - Unable to access load object temp file\n");
2639 return NULL; 2745 return NULL;
2640 }; 2746 };
2641 fprintf(tempfile,obstr); 2747 fprintf (tempfile, obstr);
2642 fclose(tempfile); 2748 fclose (tempfile);
2643 2749
2644 op=get_object(); 2750 op = get_object ();
2645 2751
2646 tempfile=fopen(filename,"r"); 2752 object_thawer
2647 if (tempfile == NULL) 2753 thawer (filename);
2648 { 2754
2649 LOG(llevError,"Error - Unable to read object temp file\n"); 2755 if (thawer)
2650 return NULL; 2756 load_object (thawer, op, 0);
2651 }; 2757
2652 load_object(tempfile,op,LO_NEWFILE,0);
2653 LOG(llevDebug," load str completed, object=%s\n",op->name); 2758 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2654 CLEAR_FLAG(op,FLAG_REMOVED); 2759 CLEAR_FLAG (op, FLAG_REMOVED);
2655 fclose(tempfile); 2760
2656 return op; 2761 return op;
2657} 2762}
2658 2763
2659/* This returns the first object in who's inventory that 2764/* This returns the first object in who's inventory that
2660 * has the same type and subtype match. 2765 * has the same type and subtype match.
2661 * returns NULL if no match. 2766 * returns NULL if no match.
2662 */ 2767 */
2768object *
2663object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2769find_obj_by_type_subtype (const object *who, int type, int subtype)
2664{ 2770{
2665 object *tmp; 2771 object *
2772 tmp;
2666 2773
2667 for (tmp=who->inv; tmp; tmp=tmp->below) 2774 for (tmp = who->inv; tmp; tmp = tmp->below)
2668 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2775 if (tmp->type == type && tmp->subtype == subtype)
2776 return tmp;
2669 2777
2670 return NULL; 2778 return NULL;
2671} 2779}
2672 2780
2673/* If ob has a field named key, return the link from the list, 2781/* If ob has a field named key, return the link from the list,
2674 * otherwise return NULL. 2782 * otherwise return NULL.
2675 * 2783 *
2676 * key must be a passed in shared string - otherwise, this won't 2784 * key must be a passed in shared string - otherwise, this won't
2677 * do the desired thing. 2785 * do the desired thing.
2678 */ 2786 */
2787key_value *
2679key_value * get_ob_key_link(const object * ob, const char * key) { 2788get_ob_key_link (const object *ob, const char *key)
2789{
2680 key_value * link; 2790 key_value *
2681 2791 link;
2792
2682 for (link = ob->key_values; link != NULL; link = link->next) { 2793 for (link = ob->key_values; link != NULL; link = link->next)
2794 {
2683 if (link->key == key) { 2795 if (link->key == key)
2796 {
2684 return link; 2797 return link;
2685 } 2798 }
2686 }
2687 2799 }
2800
2688 return NULL; 2801 return NULL;
2689} 2802}
2690 2803
2691/* 2804/*
2692 * Returns the value of op has an extra_field for key, or NULL. 2805 * Returns the value of op has an extra_field for key, or NULL.
2693 * 2806 *
2694 * The argument doesn't need to be a shared string. 2807 * The argument doesn't need to be a shared string.
2695 * 2808 *
2696 * The returned string is shared. 2809 * The returned string is shared.
2697 */ 2810 */
2811const char *
2698const char * get_ob_key_value(const object * op, const char * const key) { 2812get_ob_key_value (const object *op, const char *const key)
2813{
2699 key_value * link; 2814 key_value *
2700 const char * canonical_key; 2815 link;
2701 2816 const char *
2817 canonical_key;
2818
2702 canonical_key = find_string(key); 2819 canonical_key = shstr::find (key);
2703 2820
2704 if (canonical_key == NULL) { 2821 if (canonical_key == NULL)
2822 {
2705 /* 1. There being a field named key on any object 2823 /* 1. There being a field named key on any object
2706 * implies there'd be a shared string to find. 2824 * implies there'd be a shared string to find.
2707 * 2. Since there isn't, no object has this field. 2825 * 2. Since there isn't, no object has this field.
2708 * 3. Therefore, *this* object doesn't have this field. 2826 * 3. Therefore, *this* object doesn't have this field.
2709 */ 2827 */
2710 return NULL; 2828 return NULL;
2711 } 2829 }
2712 2830
2713 /* This is copied from get_ob_key_link() above - 2831 /* This is copied from get_ob_key_link() above -
2714 * only 4 lines, and saves the function call overhead. 2832 * only 4 lines, and saves the function call overhead.
2715 */ 2833 */
2716 for (link = op->key_values; link != NULL; link = link->next) { 2834 for (link = op->key_values; link != NULL; link = link->next)
2835 {
2717 if (link->key == canonical_key) { 2836 if (link->key == canonical_key)
2837 {
2718 return link->value; 2838 return link->value;
2719 } 2839 }
2720 } 2840 }
2721 return NULL; 2841 return NULL;
2722} 2842}
2723 2843
2724 2844
2725/* 2845/*
2726 * Updates the canonical_key in op to value. 2846 * 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 2850 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2731 * keys. 2851 * keys.
2732 * 2852 *
2733 * Returns TRUE on success. 2853 * Returns TRUE on success.
2734 */ 2854 */
2855int
2735int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) { 2856set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2857{
2858 key_value *
2736 key_value * field = NULL, *last=NULL; 2859 field = NULL, *last = NULL;
2737 2860
2738 for (field=op->key_values; field != NULL; field=field->next) { 2861 for (field = op->key_values; field != NULL; field = field->next)
2739 if (field->key != canonical_key) {
2740 last = field;
2741 continue;
2742 }
2743 2862 {
2744 if (field->value) FREE_AND_CLEAR_STR(field->value); 2863 if (field->key != canonical_key)
2745 if (value) 2864 {
2746 field->value = add_string(value); 2865 last = field;
2747 else { 2866 continue;
2867 }
2868
2869 if (value)
2870 field->value = value;
2871 else
2872 {
2748 /* Basically, if the archetype has this key set, 2873 /* Basically, if the archetype has this key set,
2749 * we need to store the null value so when we save 2874 * we need to store the null value so when we save
2750 * it, we save the empty value so that when we load, 2875 * it, we save the empty value so that when we load,
2751 * we get this value back again. 2876 * we get this value back again.
2752 */ 2877 */
2753 if (get_ob_key_link(&op->arch->clone, canonical_key)) 2878 if (get_ob_key_link (&op->arch->clone, canonical_key))
2754 field->value = NULL; 2879 field->value = 0;
2755 else { 2880 else
2756 /* Delete this link */ 2881 {
2757 if (field->key) FREE_AND_CLEAR_STR(field->key); 2882 if (last)
2758 if (field->value) FREE_AND_CLEAR_STR(field->value); 2883 last->next = field->next;
2759 if (last) last->next = field->next; 2884 else
2760 else op->key_values = field->next; 2885 op->key_values = field->next;
2761 free(field); 2886
2762 } 2887 delete
2763 } 2888 field;
2889 }
2890 }
2764 return TRUE; 2891 return TRUE;
2765 } 2892 }
2766 /* IF we get here, key doesn't exist */ 2893 /* IF we get here, key doesn't exist */
2767 2894
2768 /* No field, we'll have to add it. */ 2895 /* No field, we'll have to add it. */
2896
2897 if (!add_key)
2769 2898 {
2770 if (!add_key) {
2771 return FALSE; 2899 return FALSE;
2772 } 2900 }
2773 /* There isn't any good reason to store a null 2901 /* There isn't any good reason to store a null
2774 * value in the key/value list. If the archetype has 2902 * value in the key/value list. If the archetype has
2775 * this key, then we should also have it, so shouldn't 2903 * this key, then we should also have it, so shouldn't
2776 * be here. If user wants to store empty strings, 2904 * be here. If user wants to store empty strings,
2777 * should pass in "" 2905 * should pass in ""
2778 */ 2906 */
2779 if (value == NULL) return TRUE; 2907 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; 2908 return TRUE;
2909
2910 field = new key_value;
2911
2912 field->key = canonical_key;
2913 field->value = value;
2914 /* Usual prepend-addition. */
2915 field->next = op->key_values;
2916 op->key_values = field;
2917
2918 return TRUE;
2790} 2919}
2791 2920
2792/* 2921/*
2793 * Updates the key in op to value. 2922 * Updates the key in op to value.
2794 * 2923 *
2796 * and not add new ones. 2925 * and not add new ones.
2797 * In general, should be little reason FALSE is ever passed in for add_key 2926 * In general, should be little reason FALSE is ever passed in for add_key
2798 * 2927 *
2799 * Returns TRUE on success. 2928 * Returns TRUE on success.
2800 */ 2929 */
2930int
2801int set_ob_key_value(object * op, const char * key, const char * value, int add_key) { 2931set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2802 const char * canonical_key = NULL; 2932{
2803 int floating_ref = FALSE; 2933 shstr
2804 int ret; 2934 key_ (key);
2805 2935
2806 /* HACK This mess is to make sure set_ob_value() passes a shared string
2807 * to get_ob_key_link(), without leaving a leaked refcount.
2808 */
2809
2810 canonical_key = find_string(key);
2811 if (canonical_key == NULL) {
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); 2936 return set_ob_key_value_s (op, key_, value, add_key);
2817
2818 if (floating_ref) {
2819 free_string(canonical_key);
2820 }
2821
2822 return ret;
2823} 2937}

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