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Comparing deliantra/server/common/object.C (file contents):
Revision 1.4 by root, Sat Aug 26 23:36:30 2006 UTC vs.
Revision 1.49 by root, Sat Sep 16 22:24:12 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.4 2006/08/26 23:36:30 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
42#ifdef MEMORY_DEBUG 34
43int nroffreeobjects = 0;
44int nrofallocobjects = 0; 35int nrofallocobjects = 0;
45#undef OBJ_EXPAND 36static UUID uuid;
46#define OBJ_EXPAND 1 37const uint64 UUID_SKIP = 1<<19;
47#else
48object objarray[STARTMAX]; /* All objects, allocated this way at first */
49int nroffreeobjects = STARTMAX; /* How many OBs allocated and free (free) */
50int nrofallocobjects = STARTMAX; /* How many OBs allocated (free + used) */
51#endif
52 38
53object *objects; /* Pointer to the list of used objects */
54object *free_objects; /* Pointer to the list of unused objects */
55object *active_objects; /* List of active objects that need to be processed */ 39object *active_objects; /* List of active objects that need to be processed */
56 40
57short freearr_x[SIZEOFFREE]= 41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
58 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
59 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
60short freearr_y[SIZEOFFREE]= 43};
61 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
62 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 45 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
63int maxfree[SIZEOFFREE]= 46};
64 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 47int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
65 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 48 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
49};
66int freedir[SIZEOFFREE]= { 50int freedir[SIZEOFFREE] = {
67 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 51 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
68 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 52 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
53};
69 54
55static void
56write_uuid (void)
57{
58 char filename1[MAX_BUF], filename2[MAX_BUF];
59
60 sprintf (filename1, "%s/uuid", settings.localdir);
61 sprintf (filename2, "%s/uuid~", settings.localdir);
62
63 FILE *fp;
64
65 if (!(fp = fopen (filename2, "w")))
66 {
67 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
68 return;
69 }
70
71 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
72 fclose (fp);
73 rename (filename2, filename1);
74}
75
76static void
77read_uuid (void)
78{
79 char filename[MAX_BUF];
80
81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 FILE *fp;
84
85 if (!(fp = fopen (filename, "r")))
86 {
87 if (errno == ENOENT)
88 {
89 LOG (llevInfo, "RESET uid to 1\n");
90 uuid.seq = 0;
91 write_uuid ();
92 return;
93 }
94
95 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
96 _exit (1);
97 }
98
99 int version;
100 unsigned long long uid;
101 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
102 {
103 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
104 _exit (1);
105 }
106
107 uuid.seq = uid;
108 write_uuid ();
109 LOG (llevDebug, "read UID: %lld\n", uid);
110 fclose (fp);
111}
112
113UUID
114gen_uuid ()
115{
116 UUID uid;
117
118 uid.seq = ++uuid.seq;
119
120 if (!(uuid.seq & (UUID_SKIP - 1)))
121 write_uuid ();
122
123 return uid;
124}
125
126void
127init_uuid ()
128{
129 read_uuid ();
130}
70 131
71/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 132/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
133static int
72static int compare_ob_value_lists_one(const object * wants, const object * has) { 134compare_ob_value_lists_one (const object *wants, const object *has)
135{
73 key_value * wants_field; 136 key_value *wants_field;
74 137
75 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 138 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
76 * objects with lists are rare, and lists stay short. If not, use a 139 * objects with lists are rare, and lists stay short. If not, use a
77 * different structure or at least keep the lists sorted... 140 * different structure or at least keep the lists sorted...
78 */ 141 */
79 142
80 /* For each field in wants, */ 143 /* For each field in wants, */
81 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
145 {
82 key_value * has_field; 146 key_value *has_field;
83 147
84 /* Look for a field in has with the same key. */ 148 /* Look for a field in has with the same key. */
85 has_field = get_ob_key_link(has, wants_field->key); 149 has_field = get_ob_key_link (has, wants_field->key);
150
151 if (has_field == NULL)
86 152 {
87 if (has_field == NULL) {
88 /* No field with that name. */ 153 /* No field with that name. */
89 return FALSE; 154 return FALSE;
90 }
91 155 }
156
92 /* Found the matching field. */ 157 /* Found the matching field. */
93 if (has_field->value != wants_field->value) { 158 if (has_field->value != wants_field->value)
159 {
94 /* Values don't match, so this half of the comparison is false. */ 160 /* Values don't match, so this half of the comparison is false. */
95 return FALSE; 161 return FALSE;
96 } 162 }
97 163
98 /* If we get here, we found a match. Now for the next field in wants. */ 164 /* If we get here, we found a match. Now for the next field in wants. */
99 }
100 165 }
166
101 /* If we get here, every field in wants has a matching field in has. */ 167 /* If we get here, every field in wants has a matching field in has. */
102 return TRUE; 168 return TRUE;
103} 169}
104 170
105/* Returns TRUE if ob1 has the same key_values as ob2. */ 171/* Returns TRUE if ob1 has the same key_values as ob2. */
172static int
106static int compare_ob_value_lists(const object * ob1, const object * ob2) { 173compare_ob_value_lists (const object *ob1, const object *ob2)
174{
107 /* However, there may be fields in has which aren't partnered in wants, 175 /* However, there may be fields in has which aren't partnered in wants,
108 * so we need to run the comparison *twice*. :( 176 * so we need to run the comparison *twice*. :(
109 */ 177 */
110 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 178 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
111} 179}
112 180
113/* Function examines the 2 objects given to it, and returns true if 181/* Function examines the 2 objects given to it, and returns true if
114 * they can be merged together. 182 * they can be merged together.
115 * 183 *
121 * 189 *
122 * Improvements made with merge: Better checking on potion, and also 190 * Improvements made with merge: Better checking on potion, and also
123 * check weight 191 * check weight
124 */ 192 */
125 193
126int CAN_MERGE(object *ob1, object *ob2) { 194bool object::can_merge (object *ob1, object *ob2)
127 195{
128 /* A couple quicksanity checks */ 196 /* A couple quicksanity checks */
129 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 197 if ((ob1 == ob2) || (ob1->type != ob2->type))
198 return 0;
130 199
131 if (ob1->speed != ob2->speed) return 0; 200 if (ob1->speed != ob2->speed)
132 /* Note sure why the following is the case - either the object has to
133 * be animated or have a very low speed. Is this an attempted monster
134 * check?
135 */
136 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED)
137 return 0; 201 return 0;
138 202
139 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
140 * value could not be stored in a sint32 (which unfortunately sometimes is 204 * value could not be stored in a sint32 (which unfortunately sometimes is
141 * used to store nrof). 205 * used to store nrof).
142 */ 206 */
143 if (ob1->nrof+ob2->nrof >= 1UL<<31) 207 if (ob1->nrof + ob2->nrof >= 1UL << 31)
144 return 0; 208 return 0;
145 209
146 /* This is really a spellbook check - really, we should
147 * check all objects in the inventory.
148 */
149 if (ob1->inv || ob2->inv) {
150 /* if one object has inventory but the other doesn't, not equiv */
151 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
152
153 /* Now check to see if the two inventory objects could merge */
154 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
155
156 /* inventory ok - still need to check rest of this object to see
157 * if it is valid.
158 */
159 }
160
161 /* If the objects have been identified, set the BEEN_APPLIED flag. 210 /* If the objects have been identified, set the BEEN_APPLIED flag.
162 * This is to the comparison of the flags below will be OK. We 211 * This is to the comparison of the flags below will be OK. We
163 * just can't ignore the been applied or identified flags, as they 212 * just can't ignore the been applied or identified flags, as they
164 * are not equal - just if it has been identified, the been_applied 213 * are not equal - just if it has been identified, the been_applied
165 * flags lose any meaning. 214 * flags lose any meaning.
166 */ 215 */
167 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED)) 216 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
168 SET_FLAG(ob1, FLAG_BEEN_APPLIED); 217 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
169 218
170 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED)) 219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
171 SET_FLAG(ob2, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
172 221
173 222
174 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
175 * being locked in inventory should prevent merging. 224 * being locked in inventory should prevent merging.
176 * 0x4 in flags3 is CLIENT_SENT 225 * 0x4 in flags3 is CLIENT_SENT
177 */ 226 */
178 if ((ob1->arch != ob2->arch) || 227 if ((ob1->arch != ob2->arch) ||
179 (ob1->flags[0] != ob2->flags[0]) || 228 (ob1->flags[0] != ob2->flags[0]) ||
180 (ob1->flags[1] != ob2->flags[1]) || 229 (ob1->flags[1] != ob2->flags[1]) ||
181 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) || 230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
182 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) || 231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
183 (ob1->name != ob2->name) || 232 (ob1->name != ob2->name) ||
184 (ob1->title != ob2->title) || 233 (ob1->title != ob2->title) ||
185 (ob1->msg != ob2->msg) || 234 (ob1->msg != ob2->msg) ||
186 (ob1->weight != ob2->weight) || 235 (ob1->weight != ob2->weight) ||
187 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) || 236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
188 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) || 237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
189 (ob1->attacktype != ob2->attacktype) || 238 (ob1->attacktype != ob2->attacktype) ||
190 (ob1->magic != ob2->magic) || 239 (ob1->magic != ob2->magic) ||
191 (ob1->slaying != ob2->slaying) || 240 (ob1->slaying != ob2->slaying) ||
192 (ob1->skill != ob2->skill) || 241 (ob1->skill != ob2->skill) ||
193 (ob1->value != ob2->value) || 242 (ob1->value != ob2->value) ||
194 (ob1->animation_id != ob2->animation_id) || 243 (ob1->animation_id != ob2->animation_id) ||
195 (ob1->client_type != ob2->client_type) || 244 (ob1->client_type != ob2->client_type) ||
196 (ob1->materialname != ob2->materialname) || 245 (ob1->materialname != ob2->materialname) ||
197 (ob1->lore != ob2->lore) || 246 (ob1->lore != ob2->lore) ||
198 (ob1->subtype != ob2->subtype) || 247 (ob1->subtype != ob2->subtype) ||
199 (ob1->move_type != ob2->move_type) || 248 (ob1->move_type != ob2->move_type) ||
200 (ob1->move_block != ob2->move_block) || 249 (ob1->move_block != ob2->move_block) ||
201 (ob1->move_allow != ob2->move_allow) || 250 (ob1->move_allow != ob2->move_allow) ||
202 (ob1->move_on != ob2->move_on) || 251 (ob1->move_on != ob2->move_on) ||
203 (ob1->move_off != ob2->move_off) || 252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty))
204 (ob1->move_slow != ob2->move_slow) ||
205 (ob1->move_slow_penalty != ob2->move_slow_penalty)
206 )
207 return 0; 253 return 0;
208 254
255 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory.
257 */
258 if (ob1->inv || ob2->inv)
259 {
260 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0;
263
264 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv))
266 return 0;
267
268 /* inventory ok - still need to check rest of this object to see
269 * if it is valid.
270 */
271 }
272
209 /* Don't merge objects that are applied. With the new 'body' code, 273 /* Don't merge objects that are applied. With the new 'body' code,
210 * it is possible for most any character to have more than one of 274 * it is possible for most any character to have more than one of
211 * some items equipped, and we don't want those to merge. 275 * some items equipped, and we don't want those to merge.
212 */ 276 */
213 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 277 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
214 return 0; 278 return 0;
215 279
280 /* Note sure why the following is the case - either the object has to
281 * be animated or have a very low speed. Is this an attempted monster
282 * check?
283 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
285 return 0;
286
216 switch (ob1->type) { 287 switch (ob1->type)
288 {
217 case SCROLL: 289 case SCROLL:
218 if (ob1->level != ob2->level) return 0; 290 if (ob1->level != ob2->level)
291 return 0;
219 break; 292 break;
220
221 } 293 }
294
222 if (ob1->key_values != NULL || ob2->key_values != NULL) { 295 if (ob1->key_values != NULL || ob2->key_values != NULL)
296 {
223 /* At least one of these has key_values. */ 297 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) { 298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
225 /* One has fields, but the other one doesn't. */ 299 /* One has fields, but the other one doesn't. */
226 return 0; 300 return 0;
227 } else if (!compare_ob_value_lists(ob1, ob2)) { 301 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 302 return 0;
229 } 303 }
304
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self)
230 } 307 {
308 ob1->optimise ();
309 ob2->optimise ();
231 310
311 if (ob1->self || ob2->self)
312 return 0;
313 }
314
232 /* Everything passes, must be OK. */ 315 /* Everything passes, must be OK. */
233 return 1; 316 return 1;
234} 317}
235 318
236/* 319/*
237 * sum_weight() is a recursive function which calculates the weight 320 * sum_weight() is a recursive function which calculates the weight
238 * an object is carrying. It goes through in figures out how much 321 * an object is carrying. It goes through in figures out how much
239 * containers are carrying, and sums it up. 322 * containers are carrying, and sums it up.
240 */ 323 */
241signed long sum_weight(object *op) { 324long
325sum_weight (object *op)
326{
242 signed long sum; 327 long sum;
243 object *inv; 328 object *inv;
329
244 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
331 {
245 if (inv->inv) 332 if (inv->inv)
246 sum_weight(inv); 333 sum_weight (inv);
247 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
248 } 335 }
336
249 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
250 sum = (sum * (100 - op->stats.Str))/100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
339
251 if(op->carrying != sum) 340 if (op->carrying != sum)
252 op->carrying = sum; 341 op->carrying = sum;
342
253 return sum; 343 return sum;
254} 344}
255 345
256/** 346/**
257 * Return the outermost environment object for a given object. 347 * Return the outermost environment object for a given object.
258 */ 348 */
259 349
350object *
260object *object_get_env_recursive (object *op) { 351object_get_env_recursive (object *op)
352{
261 while (op->env != NULL) 353 while (op->env != NULL)
262 op = op->env; 354 op = op->env;
263 return op; 355 return op;
264} 356}
265 357
266/* 358/*
267 * Eneq(@csd.uu.se): Since we can have items buried in a character we need 359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
268 * a better check. We basically keeping traversing up until we can't 360 * a better check. We basically keeping traversing up until we can't
269 * or find a player. 361 * or find a player.
270 */ 362 */
271 363
364object *
272object *is_player_inv (object *op) { 365is_player_inv (object *op)
366{
273 for (;op!=NULL&&op->type!=PLAYER; op=op->env) 367 for (; op != NULL && op->type != PLAYER; op = op->env)
274 if (op->env==op) 368 if (op->env == op)
275 op->env = NULL; 369 op->env = NULL;
276 return op; 370 return op;
277} 371}
278 372
279/* 373/*
280 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
281 * Some error messages. 375 * Some error messages.
282 * The result of the dump is stored in the static global errmsg array. 376 * The result of the dump is stored in the static global errmsg array.
283 */ 377 */
284 378
379void
285void dump_object2(object *op) { 380dump_object2 (object *op)
381{
382 errmsg[0] = 0;
383 return;
384 //TODO//D#d#
385#if 0
286 char *cp; 386 char *cp;
387
287/* object *tmp;*/ 388/* object *tmp;*/
288 389
289 if(op->arch!=NULL) { 390 if (op->arch != NULL)
391 {
290 strcat(errmsg,"arch "); 392 strcat (errmsg, "arch ");
291 strcat(errmsg,op->arch->name?op->arch->name:"(null)"); 393 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
292 strcat(errmsg,"\n"); 394 strcat (errmsg, "\n");
293 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL) 395 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
294 strcat(errmsg,cp); 396 strcat (errmsg, cp);
295#if 0 397# if 0
296 /* Don't dump player diffs - they are too long, mostly meaningless, and 398 /* Don't dump player diffs - they are too long, mostly meaningless, and
297 * will overflow the buffer. 399 * will overflow the buffer.
298 * Changed so that we don't dump inventory either. This may 400 * Changed so that we don't dump inventory either. This may
299 * also overflow the buffer. 401 * also overflow the buffer.
300 */ 402 */
301 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL) 403 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
302 strcat(errmsg,cp); 404 strcat (errmsg, cp);
303 for (tmp=op->inv; tmp; tmp=tmp->below) 405 for (tmp = op->inv; tmp; tmp = tmp->below)
304 dump_object2(tmp); 406 dump_object2 (tmp);
407# endif
408 strcat (errmsg, "end\n");
409 }
410 else
411 {
412 strcat (errmsg, "Object ");
413 if (op->name == NULL)
414 strcat (errmsg, "(null)");
415 else
416 strcat (errmsg, op->name);
417 strcat (errmsg, "\n");
418# if 0
419 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
420 strcat (errmsg, cp);
421 for (tmp = op->inv; tmp; tmp = tmp->below)
422 dump_object2 (tmp);
423# endif
424 strcat (errmsg, "end\n");
425 }
305#endif 426#endif
306 strcat(errmsg,"end\n");
307 } else {
308 strcat(errmsg,"Object ");
309 if (op->name==NULL) strcat(errmsg, "(null)");
310 else strcat(errmsg,op->name);
311 strcat(errmsg,"\n");
312#if 0
313 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
314 strcat(errmsg,cp);
315 for (tmp=op->inv; tmp; tmp=tmp->below)
316 dump_object2(tmp);
317#endif
318 strcat(errmsg,"end\n");
319 }
320} 427}
321 428
322/* 429/*
323 * Dumps an object. Returns output in the static global errmsg array. 430 * Dumps an object. Returns output in the static global errmsg array.
324 */ 431 */
325 432
433void
326void dump_object(object *op) { 434dump_object (object *op)
435{
327 if(op==NULL) { 436 if (op == NULL)
437 {
328 strcpy(errmsg,"[NULL pointer]"); 438 strcpy (errmsg, "[NULL pointer]");
329 return; 439 return;
330 } 440 }
331 errmsg[0]='\0'; 441 errmsg[0] = '\0';
332 dump_object2(op); 442 dump_object2 (op);
333} 443}
334 444
335/* GROS - Dumps an object. Return the result into a string */ 445void
336/* Note that no checking is done for the validity of the target string, so */
337/* you need to be sure that you allocated enough space for it. */
338void dump_me(object *op, char *outstr)
339{
340 char *cp;
341
342 if(op==NULL)
343 {
344 strcpy(outstr,"[NULL pointer]");
345 return;
346 }
347 outstr[0]='\0';
348
349 if(op->arch!=NULL)
350 {
351 strcat(outstr,"arch ");
352 strcat(outstr,op->arch->name?op->arch->name:"(null)");
353 strcat(outstr,"\n");
354 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
355 strcat(outstr,cp);
356 strcat(outstr,"end\n");
357 }
358 else
359 {
360 strcat(outstr,"Object ");
361 if (op->name==NULL)
362 strcat(outstr, "(null)");
363 else
364 strcat(outstr,op->name);
365 strcat(outstr,"\n");
366 strcat(outstr,"end\n");
367 }
368}
369
370/*
371 * This is really verbose...Can be triggered by the P key while in DM mode.
372 * All objects are dumped to stderr (or alternate logfile, if in server-mode)
373 */
374
375void dump_all_objects(void) { 446dump_all_objects (void)
447{
376 object *op; 448 object *op;
449
377 for(op=objects;op!=NULL;op=op->next) { 450 for (op = object::first; op != NULL; op = op->next)
451 {
378 dump_object(op); 452 dump_object (op);
379 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg); 453 fprintf (logfile, "Object %s\n", errmsg);
380 } 454 }
381} 455}
382 456
383/* 457/*
384 * get_nearest_part(multi-object, object 2) returns the part of the 458 * get_nearest_part(multi-object, object 2) returns the part of the
385 * multi-object 1 which is closest to the second object. 459 * multi-object 1 which is closest to the second object.
386 * If it's not a multi-object, it is returned. 460 * If it's not a multi-object, it is returned.
387 */ 461 */
388 462
463object *
389object *get_nearest_part(object *op, const object *pl) { 464get_nearest_part (object *op, const object *pl)
465{
390 object *tmp,*closest; 466 object *tmp, *closest;
391 int last_dist,i; 467 int last_dist, i;
468
392 if(op->more==NULL) 469 if (op->more == NULL)
393 return op; 470 return op;
394 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 471 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
395 if((i=distance(tmp,pl))<last_dist) 472 if ((i = distance (tmp, pl)) < last_dist)
396 closest=tmp,last_dist=i; 473 closest = tmp, last_dist = i;
397 return closest; 474 return closest;
398} 475}
399 476
400/* 477/*
401 * Returns the object which has the count-variable equal to the argument. 478 * Returns the object which has the count-variable equal to the argument.
402 */ 479 */
403 480
481object *
404object *find_object(tag_t i) { 482find_object (tag_t i)
483{
405 object *op; 484 object *op;
485
406 for(op=objects;op!=NULL;op=op->next) 486 for (op = object::first; op != NULL; op = op->next)
407 if(op->count==i) 487 if (op->count == i)
408 break; 488 break;
489
409 return op; 490 return op;
410} 491}
411 492
412/* 493/*
413 * Returns the first object which has a name equal to the argument. 494 * Returns the first object which has a name equal to the argument.
414 * Used only by the patch command, but not all that useful. 495 * Used only by the patch command, but not all that useful.
415 * Enables features like "patch <name-of-other-player> food 999" 496 * Enables features like "patch <name-of-other-player> food 999"
416 */ 497 */
417 498
499object *
418object *find_object_name(const char *str) { 500find_object_name (const char *str)
419 const char *name=add_string(str); 501{
502 shstr_cmp str_ (str);
420 object *op; 503 object *op;
504
421 for(op=objects;op!=NULL;op=op->next) 505 for (op = object::first; op != NULL; op = op->next)
422 if(op->name==name) 506 if (op->name == str_)
423 break; 507 break;
424 free_string(name); 508
425 return op; 509 return op;
426} 510}
427 511
512void
428void free_all_object_data(void) { 513free_all_object_data ()
429#ifdef MEMORY_DEBUG
430 object *op, *next;
431
432 for (op=free_objects; op!=NULL; ) {
433 next=op->next;
434 free(op);
435 nrofallocobjects--;
436 nroffreeobjects--;
437 op=next;
438 }
439#endif
440 LOG(llevDebug,"%d allocated objects, %d free objects, STARMAX=%d\n",
441 nrofallocobjects, nroffreeobjects,STARTMAX);
442}
443
444/*
445 * Returns the object which this object marks as being the owner.
446 * A id-scheme is used to avoid pointing to objects which have been
447 * freed and are now reused. If this is detected, the owner is
448 * set to NULL, and NULL is returned.
449 * Changed 2004-02-12 - if the player is setting at the play again
450 * prompt, he is removed, and we don't want to treat him as an owner of
451 * anything, so check removed flag. I don't expect that this should break
452 * anything - once an object is removed, it is basically dead anyways.
453 */
454
455object *get_owner(object *op) {
456 if(op->owner==NULL)
457 return NULL;
458
459 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
460 op->owner->count==op->ownercount)
461 return op->owner;
462
463 op->owner=NULL;
464 op->ownercount=0;
465 return NULL;
466}
467
468void clear_owner(object *op)
469{ 514{
470 if (!op) return; 515 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
471
472 if (op->owner && op->ownercount == op->owner->count)
473 op->owner->refcount--;
474
475 op->owner = NULL;
476 op->ownercount = 0;
477} 516}
478
479
480 517
481/* 518/*
482 * Sets the owner and sets the skill and exp pointers to owner's current 519 * Sets the owner and sets the skill and exp pointers to owner's current
483 * skill and experience objects. 520 * skill and experience objects.
484 */ 521 */
485void set_owner (object *op, object *owner) 522void
523object::set_owner (object *owner)
486{ 524{
487 if(owner==NULL||op==NULL) 525 if (!owner)
488 return; 526 return;
489 527
490 /* next line added to allow objects which own objects */ 528 /* next line added to allow objects which own objects */
491 /* Add a check for ownercounts in here, as I got into an endless loop 529 /* Add a check for ownercounts in here, as I got into an endless loop
492 * with the fireball owning a poison cloud which then owned the 530 * with the fireball owning a poison cloud which then owned the
493 * fireball. I believe that was caused by one of the objects getting 531 * fireball. I believe that was caused by one of the objects getting
494 * freed and then another object replacing it. Since the ownercounts 532 * freed and then another object replacing it. Since the ownercounts
495 * didn't match, this check is valid and I believe that cause is valid. 533 * didn't match, this check is valid and I believe that cause is valid.
496 */ 534 */
497 while (owner->owner && owner!=owner->owner && 535 while (owner->owner)
498 owner->ownercount==owner->owner->count) owner=owner->owner; 536 owner = owner->owner;
499 537
500 /* IF the owner still has an owner, we did not resolve to a final owner.
501 * so lets not add to that.
502 */
503 if (owner->owner) return;
504
505 op->owner=owner; 538 this->owner = owner;
506
507 op->ownercount=owner->count;
508 owner->refcount++;
509
510}
511
512/* Set the owner to clone's current owner and set the skill and experience
513 * objects to clone's objects (typically those objects that where the owner's
514 * current skill and experience objects at the time when clone's owner was
515 * set - not the owner's current skill and experience objects).
516 *
517 * Use this function if player created an object (e.g. fire bullet, swarm
518 * spell), and this object creates further objects whose kills should be
519 * accounted for the player's original skill, even if player has changed
520 * skills meanwhile.
521 */
522void copy_owner (object *op, object *clone)
523{
524 object *owner = get_owner (clone);
525 if (owner == NULL) {
526 /* players don't have owners - they own themselves. Update
527 * as appropriate.
528 */
529 if (clone->type == PLAYER) owner=clone;
530 else return;
531 }
532 set_owner(op, owner);
533
534}
535
536/*
537 * Resets vital variables in an object
538 */
539
540void reset_object(object *op) {
541
542 op->name = NULL;
543 op->name_pl = NULL;
544 op->title = NULL;
545 op->race = NULL;
546 op->slaying = NULL;
547 op->skill = NULL;
548 op->msg = NULL;
549 op->materialname = NULL;
550 op->lore = NULL;
551 op->current_weapon_script = NULL;
552 clear_object(op);
553} 539}
554 540
555/* Zero the key_values on op, decrementing the shared-string 541/* Zero the key_values on op, decrementing the shared-string
556 * refcounts and freeing the links. 542 * refcounts and freeing the links.
557 */ 543 */
544static void
558static void free_key_values(object * op) { 545free_key_values (object *op)
559 key_value * i; 546{
560 key_value * next = NULL; 547 for (key_value *i = op->key_values; i != 0;)
561 548 {
562 if (op->key_values == NULL) return; 549 key_value *next = i->next;
550 delete i;
551
552 i = next;
563 553 }
564 for (i = op->key_values; i != NULL; i = next) { 554
565 /* Store next *first*. */
566 next = i->next;
567
568 if (i->key) FREE_AND_CLEAR_STR(i->key);
569 if (i->value) FREE_AND_CLEAR_STR(i->value);
570 i->next = NULL;
571 free(i);
572 }
573
574 op->key_values = NULL; 555 op->key_values = 0;
575} 556}
576 557
558void object::clear ()
559{
560 attachable_base::clear ();
577 561
578/*
579 * clear_object() frees everything allocated by an object, and also
580 * clears all variables and flags to default settings.
581 */
582
583void clear_object(object *op) {
584 op->clear ();
585
586 event *evt;
587 event *evt2;
588
589 /* redo this to be simpler/more efficient. Was also seeing
590 * crashes in the old code. Move this to the top - am
591 * seeing periodic crashes in this code, and would like to have
592 * as much info available as possible (eg, object name).
593 */
594 for (evt = op->events; evt; evt=evt2) {
595 evt2 = evt->next;
596
597 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
598 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
599 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
600
601 free(evt);
602 }
603 op->events = NULL;
604
605 free_key_values(op); 562 free_key_values (this);
606 563
607 /* the memset will clear all these values for us, but we need 564 owner = 0;
608 * to reduce the refcount on them. 565 name = 0;
609 */ 566 name_pl = 0;
610 if (op->name!=NULL) FREE_AND_CLEAR_STR(op->name); 567 title = 0;
611 if (op->name_pl!=NULL) FREE_AND_CLEAR_STR(op->name_pl); 568 race = 0;
612 if (op->title != NULL) FREE_AND_CLEAR_STR(op->title); 569 slaying = 0;
613 if (op->race!=NULL) FREE_AND_CLEAR_STR(op->race); 570 skill = 0;
614 if (op->slaying!=NULL) FREE_AND_CLEAR_STR(op->slaying); 571 msg = 0;
615 if (op->skill!=NULL) FREE_AND_CLEAR_STR(op->skill); 572 lore = 0;
616 if (op->msg!=NULL) FREE_AND_CLEAR_STR(op->msg); 573 custom_name = 0;
617 if (op->lore!=NULL) FREE_AND_CLEAR_STR(op->lore); 574 materialname = 0;
618 if (op->materialname!= NULL) FREE_AND_CLEAR_STR(op->materialname); 575 contr = 0;
576 below = 0;
577 above = 0;
578 inv = 0;
579 container = 0;
580 env = 0;
581 more = 0;
582 head = 0;
583 map = 0;
584 active_next = 0;
585 active_prev = 0;
619 586
587 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
620 588
621 memset((void*)op, 0, sizeof (object_special));
622 /* Below here, we clear things that are not done by the memset,
623 * or set default values that are not zero.
624 */
625 /* This is more or less true */
626 SET_FLAG(op, FLAG_REMOVED); 589 SET_FLAG (this, FLAG_REMOVED);
627 590
628
629 op->contr = NULL;
630 op->below=NULL;
631 op->above=NULL;
632 op->inv=NULL;
633 op->events=NULL;
634 op->container=NULL;
635 op->env=NULL;
636 op->more=NULL;
637 op->head=NULL;
638 op->map=NULL;
639 op->refcount=0;
640 op->active_next = NULL;
641 op->active_prev = NULL;
642 /* What is not cleared is next, prev, and count */ 591 /* What is not cleared is next, prev, and count */
643 592
644 op->expmul=1.0; 593 expmul = 1.0;
645 op->face = blank_face; 594 face = blank_face;
646 op->attacked_by_count = (tag_t) -1; 595
647 if (settings.casting_time) 596 if (settings.casting_time)
648 op->casting_time = -1; 597 casting_time = -1;
598}
649 599
600void object::clone (object *destination)
601{
602 *(object_copy *)destination = *this;
603 *(object_pod *)destination = *this;
604
605 if (self || cb)
606 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
650} 607}
651 608
652/* 609/*
653 * copy object first frees everything allocated by the second object, 610 * copy object first frees everything allocated by the second object,
654 * and then copies the contends of the first object into the second 611 * and then copies the contends of the first object into the second
655 * object, allocating what needs to be allocated. Basically, any 612 * object, allocating what needs to be allocated. Basically, any
656 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 613 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
657 * if the first object is freed, the pointers in the new object 614 * if the first object is freed, the pointers in the new object
658 * will point at garbage. 615 * will point at garbage.
659 */ 616 */
660 617void
661void copy_object(object *op2, object *op) { 618copy_object (object *op2, object *op)
662 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED); 619{
663 event *evt, *evt2, *evt_new; 620 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
621 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
664 622
665 op->clear ();
666
667 /* Decrement the refcounts, but don't bother zeroing the fields;
668 they'll be overwritten by memcpy. */
669 if(op->name!=NULL) free_string(op->name);
670 if(op->name_pl!=NULL) free_string(op->name_pl);
671 if(op->title!=NULL) free_string(op->title);
672 if(op->race!=NULL) free_string(op->race);
673 if(op->slaying!=NULL) free_string(op->slaying);
674 if(op->skill!=NULL) free_string(op->skill);
675 if(op->msg!=NULL) free_string(op->msg);
676 if(op->lore!=NULL) free_string(op->lore);
677 if(op->materialname != NULL) free_string(op->materialname);
678 if(op->custom_name != NULL) free_string(op->custom_name);
679
680 /* Basically, same code as from clear_object() */
681 for (evt = op->events; evt; evt=evt2) {
682 evt2 = evt->next;
683
684 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
685 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
686 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
687
688 free(evt);
689 }
690 op->events = NULL;
691
692 free_key_values(op);
693
694 *(object_special *)op = *(object_special *)op2;
695 op2->clone (op); 623 op2->clone (op);
696 624
697 if(is_freed) SET_FLAG(op,FLAG_FREED); 625 if (is_freed)
698 if(is_removed) SET_FLAG(op,FLAG_REMOVED); 626 SET_FLAG (op, FLAG_FREED);
699 if(op->name!=NULL) add_refcount(op->name); 627 if (is_removed)
700 if(op->name_pl!=NULL) add_refcount(op->name_pl); 628 SET_FLAG (op, FLAG_REMOVED);
701 if(op->title!=NULL) add_refcount(op->title);
702 if(op->race!=NULL) add_refcount(op->race);
703 if(op->slaying!=NULL) add_refcount(op->slaying);
704 if(op->skill!=NULL) add_refcount(op->skill);
705 if(op->lore!=NULL) add_refcount(op->lore);
706 if(op->msg!=NULL) add_refcount(op->msg);
707 if(op->custom_name!=NULL) add_refcount(op->custom_name);
708 if (op->materialname != NULL) add_refcount(op->materialname);
709 629
710 if((op2->speed<0) && !editor) 630 if (op2->speed < 0)
711 op->speed_left=op2->speed_left-RANDOM()%200/100.0; 631 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
712 632
713 /* Copy over event information */
714 evt2 = NULL;
715 for (evt = op2->events; evt; evt=evt->next) {
716 evt_new = (event *) malloc(sizeof(event));
717 memcpy(evt_new, evt, sizeof(event));
718 if (evt_new->hook) add_refcount(evt_new->hook);
719 if (evt_new->plugin) add_refcount(evt_new->plugin);
720 if (evt_new->options) add_refcount(evt_new->options);
721 evt_new->next = NULL;
722
723 /* Try to be a little clever here, and store away the
724 * last event we copied, so that its simpler to update the
725 * pointer.
726 */
727 if (evt2)
728 evt2->next = evt_new;
729 else
730 op->events = evt_new;
731
732 evt2 = evt_new;
733 }
734 /* Copy over key_values, if any. */ 633 /* Copy over key_values, if any. */
735 if (op2->key_values != NULL) { 634 if (op2->key_values)
736 key_value * tail = NULL; 635 {
636 key_value *tail = 0;
737 key_value * i; 637 key_value *i;
738 638
739 op->key_values = NULL; 639 op->key_values = 0;
740 640
741 for (i = op2->key_values; i != NULL; i = i->next) { 641 for (i = op2->key_values; i; i = i->next)
742 key_value * new_link = (key_value *) malloc(sizeof(key_value)); 642 {
643 key_value *new_link = new key_value;
743 644
744 new_link->next = NULL; 645 new_link->next = 0;
745 new_link->key = add_refcount(i->key); 646 new_link->key = i->key;
746 if (i->value) 647 new_link->value = i->value;
747 new_link->value = add_refcount(i->value);
748 else
749 new_link->value = NULL;
750 648
751 /* Try and be clever here, too. */ 649 /* Try and be clever here, too. */
752 if (op->key_values == NULL) { 650 if (!op->key_values)
651 {
753 op->key_values = new_link; 652 op->key_values = new_link;
754 tail = new_link; 653 tail = new_link;
755 } else { 654 }
756 tail->next = new_link; 655 else
757 tail = new_link; 656 {
657 tail->next = new_link;
658 tail = new_link;
659 }
660 }
758 } 661 }
759 }
760 }
761 662
762 update_ob_speed(op); 663 update_ob_speed (op);
763}
764
765/*
766 * expand_objects() allocates more objects for the list of unused objects.
767 * It is called from get_object() if the unused list is empty.
768 */
769
770void expand_objects(void) {
771 int i;
772 object *obj;
773 obj = (object *) CALLOC(OBJ_EXPAND,sizeof(object));
774
775 if(obj==NULL)
776 fatal(OUT_OF_MEMORY);
777 free_objects=obj;
778 obj[0].prev=NULL;
779 obj[0].next= &obj[1],
780 SET_FLAG(&(obj[0]), FLAG_REMOVED);
781 SET_FLAG(&(obj[0]), FLAG_FREED);
782
783 for(i=1;i<OBJ_EXPAND-1;i++) {
784 obj[i].next= &obj[i+1],
785 obj[i].prev= &obj[i-1],
786 SET_FLAG(&(obj[i]), FLAG_REMOVED);
787 SET_FLAG(&(obj[i]), FLAG_FREED);
788 }
789 obj[OBJ_EXPAND-1].prev= &obj[OBJ_EXPAND-2],
790 obj[OBJ_EXPAND-1].next=NULL,
791 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_REMOVED);
792 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_FREED);
793
794 nrofallocobjects += OBJ_EXPAND;
795 nroffreeobjects += OBJ_EXPAND;
796}
797
798/*
799 * get_object() grabs an object from the list of unused objects, makes
800 * sure it is initialised, and returns it.
801 * If there are no free objects, expand_objects() is called to get more.
802 */
803
804object *get_object(void) {
805 object *op;
806
807 if(free_objects==NULL) {
808 expand_objects();
809 }
810 op=free_objects;
811#ifdef MEMORY_DEBUG
812 /* The idea is hopefully by doing a realloc, the memory
813 * debugging program will now use the current stack trace to
814 * report leaks.
815 */
816 op = realloc(op, sizeof(object));
817 SET_FLAG(op, FLAG_REMOVED);
818 SET_FLAG(op, FLAG_FREED);
819#endif
820
821 if(!QUERY_FLAG(op,FLAG_FREED)) {
822 LOG(llevError,"Fatal: Getting busy object.\n");
823 }
824 free_objects=op->next;
825 if(free_objects!=NULL)
826 free_objects->prev=NULL;
827 op->count= ++ob_count;
828 op->name=NULL;
829 op->name_pl=NULL;
830 op->title=NULL;
831 op->race=NULL;
832 op->slaying=NULL;
833 op->skill = NULL;
834 op->lore=NULL;
835 op->msg=NULL;
836 op->materialname=NULL;
837 op->next=objects;
838 op->prev=NULL;
839 op->active_next = NULL;
840 op->active_prev = NULL;
841 if(objects!=NULL)
842 objects->prev=op;
843 objects=op;
844 clear_object(op);
845 SET_FLAG(op,FLAG_REMOVED);
846 nroffreeobjects--;
847 return op;
848} 664}
849 665
850/* 666/*
851 * If an object with the IS_TURNABLE() flag needs to be turned due 667 * If an object with the IS_TURNABLE() flag needs to be turned due
852 * to the closest player being on the other side, this function can 668 * to the closest player being on the other side, this function can
853 * be called to update the face variable, _and_ how it looks on the map. 669 * be called to update the face variable, _and_ how it looks on the map.
854 */ 670 */
855 671
672void
856void update_turn_face(object *op) { 673update_turn_face (object *op)
674{
857 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 675 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
858 return; 676 return;
859 SET_ANIMATION(op, op->direction); 677 SET_ANIMATION (op, op->direction);
860 update_object(op,UP_OBJ_FACE); 678 update_object (op, UP_OBJ_FACE);
861} 679}
862 680
863/* 681/*
864 * Updates the speed of an object. If the speed changes from 0 to another 682 * Updates the speed of an object. If the speed changes from 0 to another
865 * value, or vice versa, then add/remove the object from the active list. 683 * value, or vice versa, then add/remove the object from the active list.
866 * This function needs to be called whenever the speed of an object changes. 684 * This function needs to be called whenever the speed of an object changes.
867 */ 685 */
868 686void
869void update_ob_speed(object *op) { 687update_ob_speed (object *op)
688{
870 extern int arch_init; 689 extern int arch_init;
871 690
872 /* No reason putting the archetypes objects on the speed list, 691 /* No reason putting the archetypes objects on the speed list,
873 * since they never really need to be updated. 692 * since they never really need to be updated.
874 */ 693 */
875 694
876 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 695 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
696 {
877 LOG(llevError,"Object %s is freed but has speed.\n", op->name); 697 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
878#ifdef MANY_CORES 698#ifdef MANY_CORES
879 abort(); 699 abort ();
880#else 700#else
881 op->speed = 0; 701 op->speed = 0;
882#endif 702#endif
883 } 703 }
704
884 if (arch_init) { 705 if (arch_init)
885 return;
886 }
887 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
888 /* If already on active list, don't do anything */
889 if (op->active_next || op->active_prev || op==active_objects)
890 return; 706 return;
891 707
708 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
709 {
710 /* If already on active list, don't do anything */
711 if (op->active_next || op->active_prev || op == active_objects)
712 return;
713
892 /* process_events() expects us to insert the object at the beginning 714 /* process_events() expects us to insert the object at the beginning
893 * of the list. */ 715 * of the list. */
894 op->active_next = active_objects; 716 op->active_next = active_objects;
717
895 if (op->active_next!=NULL) 718 if (op->active_next != NULL)
896 op->active_next->active_prev = op; 719 op->active_next->active_prev = op;
720
897 active_objects = op; 721 active_objects = op;
722 }
723 else
898 } 724 {
899 else {
900 /* If not on the active list, nothing needs to be done */ 725 /* If not on the active list, nothing needs to be done */
901 if (!op->active_next && !op->active_prev && op!=active_objects) 726 if (!op->active_next && !op->active_prev && op != active_objects)
902 return; 727 return;
903 728
904 if (op->active_prev==NULL) { 729 if (op->active_prev == NULL)
730 {
905 active_objects = op->active_next; 731 active_objects = op->active_next;
732
906 if (op->active_next!=NULL) 733 if (op->active_next != NULL)
907 op->active_next->active_prev = NULL; 734 op->active_next->active_prev = NULL;
908 } 735 }
909 else { 736 else
737 {
910 op->active_prev->active_next = op->active_next; 738 op->active_prev->active_next = op->active_next;
739
911 if (op->active_next) 740 if (op->active_next)
912 op->active_next->active_prev = op->active_prev; 741 op->active_next->active_prev = op->active_prev;
913 } 742 }
743
914 op->active_next = NULL; 744 op->active_next = NULL;
915 op->active_prev = NULL; 745 op->active_prev = NULL;
916 } 746 }
917} 747}
918 748
919/* This function removes object 'op' from the list of active 749/* This function removes object 'op' from the list of active
920 * objects. 750 * objects.
922 * reference maps where you don't want an object that isn't 752 * reference maps where you don't want an object that isn't
923 * in play chewing up cpu time getting processed. 753 * in play chewing up cpu time getting processed.
924 * The reverse of this is to call update_ob_speed, which 754 * The reverse of this is to call update_ob_speed, which
925 * will do the right thing based on the speed of the object. 755 * will do the right thing based on the speed of the object.
926 */ 756 */
757void
927void remove_from_active_list(object *op) 758remove_from_active_list (object *op)
928{ 759{
929 /* If not on the active list, nothing needs to be done */ 760 /* If not on the active list, nothing needs to be done */
930 if (!op->active_next && !op->active_prev && op!=active_objects) 761 if (!op->active_next && !op->active_prev && op != active_objects)
931 return; 762 return;
932 763
933 if (op->active_prev==NULL) { 764 if (op->active_prev == NULL)
765 {
934 active_objects = op->active_next; 766 active_objects = op->active_next;
935 if (op->active_next!=NULL) 767 if (op->active_next != NULL)
936 op->active_next->active_prev = NULL; 768 op->active_next->active_prev = NULL;
769 }
770 else
937 } 771 {
938 else {
939 op->active_prev->active_next = op->active_next; 772 op->active_prev->active_next = op->active_next;
940 if (op->active_next) 773 if (op->active_next)
941 op->active_next->active_prev = op->active_prev; 774 op->active_next->active_prev = op->active_prev;
942 } 775 }
943 op->active_next = NULL; 776 op->active_next = NULL;
944 op->active_prev = NULL; 777 op->active_prev = NULL;
945} 778}
946 779
947/* 780/*
948 * update_object() updates the array which represents the map. 781 * update_object() updates the array which represents the map.
949 * It takes into account invisible objects (and represent squares covered 782 * It takes into account invisible objects (and represent squares covered
964 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 797 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
965 * as that is easier than trying to look at what may have changed. 798 * as that is easier than trying to look at what may have changed.
966 * UP_OBJ_FACE: only the objects face has changed. 799 * UP_OBJ_FACE: only the objects face has changed.
967 */ 800 */
968 801
802void
969void update_object(object *op, int action) { 803update_object (object *op, int action)
804{
970 int update_now=0, flags; 805 int update_now = 0, flags;
971 MoveType move_on, move_off, move_block, move_slow; 806 MoveType move_on, move_off, move_block, move_slow;
972 807
973 if (op == NULL) { 808 if (op == NULL)
809 {
974 /* this should never happen */ 810 /* this should never happen */
975 LOG(llevDebug,"update_object() called for NULL object.\n"); 811 LOG (llevDebug, "update_object() called for NULL object.\n");
976 return; 812 return;
977 }
978 813 }
814
979 if(op->env!=NULL) { 815 if (op->env != NULL)
816 {
980 /* Animation is currently handled by client, so nothing 817 /* Animation is currently handled by client, so nothing
981 * to do in this case. 818 * to do in this case.
982 */ 819 */
983 return; 820 return;
984 } 821 }
985 822
986 /* If the map is saving, don't do anything as everything is 823 /* If the map is saving, don't do anything as everything is
987 * going to get freed anyways. 824 * going to get freed anyways.
988 */ 825 */
989 if (!op->map || op->map->in_memory == MAP_SAVING) return; 826 if (!op->map || op->map->in_memory == MAP_SAVING)
990 827 return;
828
991 /* make sure the object is within map boundaries */ 829 /* make sure the object is within map boundaries */
992 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 830 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
993 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 831 {
994 LOG(llevError,"update_object() called for object out of map!\n"); 832 LOG (llevError, "update_object() called for object out of map!\n");
995#ifdef MANY_CORES 833#ifdef MANY_CORES
996 abort(); 834 abort ();
997#endif 835#endif
998 return; 836 return;
999 }
1000 837 }
838
1001 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 839 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
1002 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 840 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
1003 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 841 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1004 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 842 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1005 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 843 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1006 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y); 844 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
1007 845
1008 if (action == UP_OBJ_INSERT) { 846 if (action == UP_OBJ_INSERT)
847 {
1009 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 848 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
1010 update_now=1; 849 update_now = 1;
1011 850
1012 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 851 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
1013 update_now=1; 852 update_now = 1;
1014 853
1015 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 854 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
1016 update_now=1; 855 update_now = 1;
1017 856
1018 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 857 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
1019 update_now=1; 858 update_now = 1;
1020 859
860 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
861 update_now = 1;
862
1021 if ((move_on | op->move_on) != move_on) update_now=1; 863 if ((move_on | op->move_on) != move_on)
864 update_now = 1;
865
1022 if ((move_off | op->move_off) != move_off) update_now=1; 866 if ((move_off | op->move_off) != move_off)
867 update_now = 1;
868
1023 /* This isn't perfect, but I don't expect a lot of objects to 869 /* This isn't perfect, but I don't expect a lot of objects to
1024 * to have move_allow right now. 870 * to have move_allow right now.
1025 */ 871 */
1026 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 872 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
1027 update_now=1; 873 update_now = 1;
874
1028 if ((move_slow | op->move_slow) != move_slow) update_now=1; 875 if ((move_slow | op->move_slow) != move_slow)
876 update_now = 1;
1029 } 877 }
1030 /* if the object is being removed, we can't make intelligent 878 /* if the object is being removed, we can't make intelligent
1031 * decisions, because remove_ob can't really pass the object 879 * decisions, because remove_ob can't really pass the object
1032 * that is being removed. 880 * that is being removed.
1033 */ 881 */
1034 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 882 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
1035 update_now=1; 883 update_now = 1;
1036 } else if (action == UP_OBJ_FACE) { 884 else if (action == UP_OBJ_FACE)
1037 /* Nothing to do for that case */ 885 /* Nothing to do for that case */ ;
1038 }
1039 else { 886 else
1040 LOG(llevError,"update_object called with invalid action: %d\n", action); 887 LOG (llevError, "update_object called with invalid action: %d\n", action);
1041 }
1042 888
1043 if (update_now) { 889 if (update_now)
890 {
1044 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 891 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
1045 update_position(op->map, op->x, op->y); 892 update_position (op->map, op->x, op->y);
1046 } 893 }
1047 894
1048 if(op->more!=NULL) 895 if (op->more != NULL)
1049 update_object(op->more, action); 896 update_object (op->more, action);
1050} 897}
1051 898
899object::vector object::mortals;
900object::vector object::objects; // not yet used
901object *object::first;
902
903void object::free_mortals ()
904{
905 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
906 if ((*i)->refcnt)
907 ++i; // further delay freeing
908 else
909 {
910 delete *i;
911 mortals.erase (i);
912 }
913
914 static int lastmortals = 0;//D
915
916 if (mortals.size() != lastmortals)//D
917 {
918 lastmortals = mortals.size ();//D
919 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
920 }
921}
922
923object::object ()
924{
925 SET_FLAG (this, FLAG_REMOVED);
926
927 expmul = 1.0;
928 face = blank_face;
929}
930
931object::~object ()
932{
933 free_key_values (this);
934}
935
936void object::link ()
937{
938 count = ++ob_count;
939 uuid = gen_uuid ();
940
941 prev = 0;
942 next = object::first;
943
944 if (object::first)
945 object::first->prev = this;
946
947 object::first = this;
948}
949
950void object::unlink ()
951{
952 if (this == object::first)
953 object::first = next;
954
955 /* Remove this object from the list of used objects */
956 if (prev) prev->next = next;
957 if (next) next->prev = prev;
958
959 prev = 0;
960 next = 0;
961}
962
963object *object::create ()
964{
965 object *op = new object;
966 op->link ();
967 return op;
968}
1052 969
1053/* 970/*
1054 * free_object() frees everything allocated by an object, removes 971 * free_object() frees everything allocated by an object, removes
1055 * it from the list of used objects, and puts it on the list of 972 * it from the list of used objects, and puts it on the list of
1056 * free objects. The IS_FREED() flag is set in the object. 973 * free objects. The IS_FREED() flag is set in the object.
1058 * this function to succeed. 975 * this function to succeed.
1059 * 976 *
1060 * If free_inventory is set, free inventory as well. Else drop items in 977 * If free_inventory is set, free inventory as well. Else drop items in
1061 * inventory to the ground. 978 * inventory to the ground.
1062 */ 979 */
980void object::free (bool free_inventory)
981{
982 if (QUERY_FLAG (this, FLAG_FREED))
983 return;
1063 984
1064void free_object(object *ob) { 985 if (QUERY_FLAG (this, FLAG_FRIENDLY))
1065 free_object2(ob, 0); 986 remove_friendly_object (this);
1066}
1067void free_object2(object *ob, int free_inventory) {
1068 object *tmp,*op;
1069 987
1070 ob->clear ();
1071
1072 if (!QUERY_FLAG(ob,FLAG_REMOVED)) { 988 if (!QUERY_FLAG (this, FLAG_REMOVED))
1073 LOG(llevDebug,"Free object called with non removed object\n"); 989 remove_ob (this);
1074 dump_object(ob); 990
1075#ifdef MANY_CORES 991 SET_FLAG (this, FLAG_FREED);
1076 abort(); 992
1077#endif 993 if (more)
1078 } 994 {
1079 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) { 995 more->free (free_inventory);
1080 LOG(llevMonster,"Warning: tried to free friendly object.\n"); 996 more = 0;
1081 remove_friendly_object(ob); 997 }
998
999 if (inv)
1082 } 1000 {
1083 if(QUERY_FLAG(ob,FLAG_FREED)) {
1084 dump_object(ob);
1085 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg);
1086 return;
1087 }
1088 if(ob->more!=NULL) {
1089 free_object2(ob->more, free_inventory);
1090 ob->more=NULL;
1091 }
1092 if (ob->inv) {
1093 /* Only if the space blocks everything do we not process - 1001 /* Only if the space blocks everything do we not process -
1094 * if some form of movemnt is allowed, let objects 1002 * if some form of movement is allowed, let objects
1095 * drop on that space. 1003 * drop on that space.
1096 */ 1004 */
1097 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 1005 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1098 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL)) 1006 {
1099 { 1007 object *op = inv;
1100 op=ob->inv; 1008
1101 while(op!=NULL) { 1009 while (op)
1102 tmp=op->below; 1010 {
1103 remove_ob(op); 1011 object *tmp = op->below;
1104 free_object2(op, free_inventory); 1012 op->free (free_inventory);
1105 op=tmp; 1013 op = tmp;
1014 }
1015 }
1016 else
1017 { /* Put objects in inventory onto this space */
1018 object *op = inv;
1019
1020 while (op)
1021 {
1022 object *tmp = op->below;
1023
1024 remove_ob (op);
1025
1026 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1027 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1028 free_object (op);
1029 else
1030 {
1031 op->x = x;
1032 op->y = y;
1033 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1034 }
1035
1036 op = tmp;
1037 }
1038 }
1106 } 1039 }
1107 } 1040
1108 else { /* Put objects in inventory onto this space */ 1041 // clear those pointers that likely might have circular references to us
1109 op=ob->inv; 1042 owner = 0;
1110 while(op!=NULL) { 1043 enemy = 0;
1111 tmp=op->below; 1044 attacked_by = 0;
1112 remove_ob(op); 1045
1113 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) ||
1114 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
1115 free_object(op);
1116 else {
1117 op->x=ob->x;
1118 op->y=ob->y;
1119 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */
1120 }
1121 op=tmp;
1122 }
1123 }
1124 }
1125 /* Remove object from the active list */ 1046 /* Remove object from the active list */
1126 ob->speed = 0; 1047 speed = 0;
1127 update_ob_speed(ob); 1048 update_ob_speed (this);
1128 1049
1129 SET_FLAG(ob, FLAG_FREED); 1050 unlink ();
1130 ob->count = 0;
1131 1051
1132 /* Remove this object from the list of used objects */ 1052 mortals.push_back (this);
1133 if(ob->prev==NULL) {
1134 objects=ob->next;
1135 if(objects!=NULL)
1136 objects->prev=NULL;
1137 }
1138 else {
1139 ob->prev->next=ob->next;
1140 if(ob->next!=NULL)
1141 ob->next->prev=ob->prev;
1142 }
1143
1144 if(ob->name!=NULL) FREE_AND_CLEAR_STR(ob->name);
1145 if(ob->name_pl!=NULL) FREE_AND_CLEAR_STR(ob->name_pl);
1146 if(ob->title!=NULL) FREE_AND_CLEAR_STR(ob->title);
1147 if(ob->race!=NULL) FREE_AND_CLEAR_STR(ob->race);
1148 if(ob->slaying!=NULL) FREE_AND_CLEAR_STR(ob->slaying);
1149 if(ob->skill!=NULL) FREE_AND_CLEAR_STR(ob->skill);
1150 if(ob->lore!=NULL) FREE_AND_CLEAR_STR(ob->lore);
1151 if(ob->msg!=NULL) FREE_AND_CLEAR_STR(ob->msg);
1152 if(ob->materialname!=NULL) FREE_AND_CLEAR_STR(ob->materialname);
1153
1154
1155 /* Why aren't events freed? */
1156 free_key_values(ob);
1157
1158#if 0 /* MEMORY_DEBUG*/
1159 /* This is a nice idea. Unfortunately, a lot of the code in crossfire
1160 * presumes the freed_object will stick around for at least a little
1161 * bit
1162 */
1163 /* this is necessary so that memory debugging programs will
1164 * be able to accurately report source of malloc. If we recycle
1165 * objects, then some other area may be doing the get_object
1166 * and not freeing it, but the original one that malloc'd the
1167 * object will get the blame.
1168 */
1169 free(ob);
1170#else
1171
1172 /* Now link it with the free_objects list: */
1173 ob->prev=NULL;
1174 ob->next=free_objects;
1175 if(free_objects!=NULL)
1176 free_objects->prev=ob;
1177 free_objects=ob;
1178 nroffreeobjects++;
1179#endif
1180}
1181
1182/*
1183 * count_free() returns the number of objects on the list of free objects.
1184 */
1185
1186int count_free(void) {
1187 int i=0;
1188 object *tmp=free_objects;
1189 while(tmp!=NULL)
1190 tmp=tmp->next, i++;
1191 return i;
1192}
1193
1194/*
1195 * count_used() returns the number of objects on the list of used objects.
1196 */
1197
1198int count_used(void) {
1199 int i=0;
1200 object *tmp=objects;
1201 while(tmp!=NULL)
1202 tmp=tmp->next, i++;
1203 return i;
1204}
1205
1206/*
1207 * count_active() returns the number of objects on the list of active objects.
1208 */
1209
1210int count_active(void) {
1211 int i=0;
1212 object *tmp=active_objects;
1213 while(tmp!=NULL)
1214 tmp=tmp->active_next, i++;
1215 return i;
1216} 1053}
1217 1054
1218/* 1055/*
1219 * sub_weight() recursively (outwards) subtracts a number from the 1056 * sub_weight() recursively (outwards) subtracts a number from the
1220 * weight of an object (and what is carried by it's environment(s)). 1057 * weight of an object (and what is carried by it's environment(s)).
1221 */ 1058 */
1222 1059
1060void
1223void sub_weight (object *op, signed long weight) { 1061sub_weight (object *op, signed long weight)
1062{
1224 while (op != NULL) { 1063 while (op != NULL)
1064 {
1225 if (op->type == CONTAINER) { 1065 if (op->type == CONTAINER)
1226 weight=(signed long)(weight*(100-op->stats.Str)/100); 1066 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1227 } 1067
1228 op->carrying-=weight; 1068 op->carrying -= weight;
1229 op = op->env; 1069 op = op->env;
1230 } 1070 }
1231} 1071}
1232 1072
1233/* remove_ob(op): 1073/* remove_ob(op):
1234 * This function removes the object op from the linked list of objects 1074 * This function removes the object op from the linked list of objects
1235 * which it is currently tied to. When this function is done, the 1075 * which it is currently tied to. When this function is done, the
1237 * environment, the x and y coordinates will be updated to 1077 * environment, the x and y coordinates will be updated to
1238 * the previous environment. 1078 * the previous environment.
1239 * Beware: This function is called from the editor as well! 1079 * Beware: This function is called from the editor as well!
1240 */ 1080 */
1241 1081
1082void
1242void remove_ob(object *op) { 1083remove_ob (object *op)
1084{
1243 object *tmp,*last=NULL; 1085 object *tmp, *last = 0;
1244 object *otmp; 1086 object *otmp;
1245 tag_t tag; 1087
1246 int check_walk_off; 1088 int check_walk_off;
1247 mapstruct *m; 1089 maptile *m;
1090
1248 sint16 x,y; 1091 sint16 x, y;
1249
1250 1092
1251 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1093 if (QUERY_FLAG (op, FLAG_REMOVED))
1252 dump_object(op); 1094 return;
1253 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1254 1095
1255 /* Changed it to always dump core in this case. As has been learned
1256 * in the past, trying to recover from errors almost always
1257 * make things worse, and this is a real error here - something
1258 * that should not happen.
1259 * Yes, if this was a mission critical app, trying to do something
1260 * to recover may make sense, but that is because failure of the app
1261 * may have other disastrous problems. Cf runs out of a script
1262 * so is easily enough restarted without any real problems.
1263 * MSW 2001-07-01
1264 */
1265 abort();
1266 }
1267 if(op->more!=NULL)
1268 remove_ob(op->more);
1269
1270 SET_FLAG(op, FLAG_REMOVED); 1096 SET_FLAG (op, FLAG_REMOVED);
1271 1097
1098 if (op->more != NULL)
1099 remove_ob (op->more);
1100
1272 /* 1101 /*
1273 * In this case, the object to be removed is in someones 1102 * In this case, the object to be removed is in someones
1274 * inventory. 1103 * inventory.
1275 */ 1104 */
1276 if(op->env!=NULL) { 1105 if (op->env != NULL)
1106 {
1277 if(op->nrof) 1107 if (op->nrof)
1278 sub_weight(op->env, op->weight*op->nrof); 1108 sub_weight (op->env, op->weight * op->nrof);
1279 else 1109 else
1280 sub_weight(op->env, op->weight+op->carrying); 1110 sub_weight (op->env, op->weight + op->carrying);
1281 1111
1282 /* NO_FIX_PLAYER is set when a great many changes are being 1112 /* NO_FIX_PLAYER is set when a great many changes are being
1283 * made to players inventory. If set, avoiding the call 1113 * made to players inventory. If set, avoiding the call
1284 * to save cpu time. 1114 * to save cpu time.
1285 */ 1115 */
1286 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1116 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1287 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1288 fix_player(otmp); 1117 fix_player (otmp);
1289 1118
1290 if(op->above!=NULL) 1119 if (op->above != NULL)
1291 op->above->below=op->below; 1120 op->above->below = op->below;
1292 else 1121 else
1293 op->env->inv=op->below; 1122 op->env->inv = op->below;
1294 1123
1295 if(op->below!=NULL) 1124 if (op->below != NULL)
1296 op->below->above=op->above; 1125 op->below->above = op->above;
1297 1126
1298 /* we set up values so that it could be inserted into 1127 /* we set up values so that it could be inserted into
1299 * the map, but we don't actually do that - it is up 1128 * the map, but we don't actually do that - it is up
1300 * to the caller to decide what we want to do. 1129 * to the caller to decide what we want to do.
1301 */ 1130 */
1302 op->x=op->env->x,op->y=op->env->y; 1131 op->x = op->env->x, op->y = op->env->y;
1303 op->ox=op->x,op->oy=op->y;
1304 op->map=op->env->map; 1132 op->map = op->env->map;
1305 op->above=NULL,op->below=NULL; 1133 op->above = NULL, op->below = NULL;
1306 op->env=NULL; 1134 op->env = NULL;
1307 return; 1135 }
1136 else if (op->map)
1308 } 1137 {
1309
1310 /* If we get here, we are removing it from a map */
1311 if (op->map == NULL) return;
1312
1313 x = op->x; 1138 x = op->x;
1314 y = op->y; 1139 y = op->y;
1315 m = get_map_from_coord(op->map, &x, &y); 1140 m = get_map_from_coord (op->map, &x, &y);
1316 1141
1317 if (!m) { 1142 if (!m)
1143 {
1318 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1144 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1319 op->map->path, op->x, op->y); 1145 op->map->path, op->x, op->y);
1320 /* in old days, we used to set x and y to 0 and continue. 1146 /* in old days, we used to set x and y to 0 and continue.
1321 * it seems if we get into this case, something is probablye 1147 * it seems if we get into this case, something is probablye
1322 * screwed up and should be fixed. 1148 * screwed up and should be fixed.
1323 */ 1149 */
1324 abort(); 1150 abort ();
1325 } 1151 }
1152
1326 if (op->map != m) { 1153 if (op->map != m)
1327 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 1154 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1328 op->map->path, m->path, op->x, op->y, x, y); 1155 op->map->path, m->path, op->x, op->y, x, y);
1329 }
1330 1156
1331 /* Re did the following section of code - it looks like it had 1157 /* Re did the following section of code - it looks like it had
1332 * lots of logic for things we no longer care about 1158 * lots of logic for things we no longer care about
1333 */ 1159 */
1334 1160
1335 /* link the object above us */ 1161 /* link the object above us */
1336 if (op->above) 1162 if (op->above)
1337 op->above->below=op->below; 1163 op->above->below = op->below;
1338 else 1164 else
1339 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */ 1165 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1340 1166
1341 /* Relink the object below us, if there is one */ 1167 /* Relink the object below us, if there is one */
1342 if(op->below) { 1168 if (op->below)
1343 op->below->above=op->above; 1169 op->below->above = op->above;
1344 } else { 1170 else
1171 {
1345 /* Nothing below, which means we need to relink map object for this space 1172 /* Nothing below, which means we need to relink map object for this space
1346 * use translated coordinates in case some oddness with map tiling is 1173 * use translated coordinates in case some oddness with map tiling is
1347 * evident 1174 * evident
1348 */ 1175 */
1349 if(GET_MAP_OB(m,x,y)!=op) { 1176 if (GET_MAP_OB (m, x, y) != op)
1177 {
1350 dump_object(op); 1178 dump_object (op);
1179 LOG (llevError,
1351 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); 1180 "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);
1352 dump_object(GET_MAP_OB(m,x,y)); 1181 dump_object (GET_MAP_OB (m, x, y));
1353 LOG(llevError,"%s\n",errmsg); 1182 LOG (llevError, "%s\n", errmsg);
1354 } 1183 }
1184
1355 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 1185 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1356 } 1186 }
1357 op->above=NULL; 1187
1188 op->above = 0;
1358 op->below=NULL; 1189 op->below = 0;
1359 1190
1360 if (op->map->in_memory == MAP_SAVING) 1191 if (op->map->in_memory == MAP_SAVING)
1361 return; 1192 return;
1362 1193
1363 tag = op->count;
1364 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1194 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1195
1365 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1196 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1197 {
1366 /* No point updating the players look faces if he is the object 1198 /* No point updating the players look faces if he is the object
1367 * being removed. 1199 * being removed.
1368 */ 1200 */
1369 1201
1370 if(tmp->type==PLAYER && tmp!=op) { 1202 if (tmp->type == PLAYER && tmp != op)
1203 {
1371 /* If a container that the player is currently using somehow gets 1204 /* If a container that the player is currently using somehow gets
1372 * removed (most likely destroyed), update the player view 1205 * removed (most likely destroyed), update the player view
1373 * appropriately. 1206 * appropriately.
1374 */ 1207 */
1375 if (tmp->container==op) { 1208 if (tmp->container == op)
1376 CLEAR_FLAG(op, FLAG_APPLIED); 1209 {
1377 tmp->container=NULL; 1210 CLEAR_FLAG (op, FLAG_APPLIED);
1378 } 1211 tmp->container = NULL;
1212 }
1213
1379 tmp->contr->socket.update_look=1; 1214 tmp->contr->socket.update_look = 1;
1380 } 1215 }
1216
1381 /* See if player moving off should effect something */ 1217 /* See if player moving off should effect something */
1382 if (check_walk_off && ((op->move_type & tmp->move_off) && 1218 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1383 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1219 {
1384
1385 move_apply(tmp, op, NULL); 1220 move_apply (tmp, op, NULL);
1386 if (was_destroyed (op, tag)) {
1387 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1388 "leaving object\n", tmp->name, tmp->arch->name);
1389 }
1390 }
1391 1221
1222 if (op->destroyed ());
1223 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1224 }
1225
1392 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1226 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1393 1227
1394 if(tmp->above == tmp) 1228 if (tmp->above == tmp)
1395 tmp->above = NULL; 1229 tmp->above = NULL;
1396 last=tmp; 1230
1397 } 1231 last = tmp;
1232 }
1233
1398 /* last == NULL of there are no objects on this space */ 1234 /* last == NULL of there are no objects on this space */
1399 if (last==NULL) { 1235 if (last == NULL)
1236 {
1400 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1237 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1401 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1238 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1402 * those out anyways, and if there are any flags set right now, they won't 1239 * those out anyways, and if there are any flags set right now, they won't
1403 * be correct anyways. 1240 * be correct anyways.
1404 */ 1241 */
1405 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1242 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1406 update_position(op->map, op->x, op->y); 1243 update_position (op->map, op->x, op->y);
1407 } 1244 }
1408 else 1245 else
1409 update_object(last, UP_OBJ_REMOVE); 1246 update_object (last, UP_OBJ_REMOVE);
1410 1247
1411 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1248 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1412 update_all_los(op->map, op->x, op->y); 1249 update_all_los (op->map, op->x, op->y);
1413 1250 }
1414} 1251}
1415 1252
1416/* 1253/*
1417 * merge_ob(op,top): 1254 * merge_ob(op,top):
1418 * 1255 *
1419 * This function goes through all objects below and including top, and 1256 * This function goes through all objects below and including top, and
1420 * merges op to the first matching object. 1257 * merges op to the first matching object.
1421 * If top is NULL, it is calculated. 1258 * If top is NULL, it is calculated.
1422 * Returns pointer to object if it succeded in the merge, otherwise NULL 1259 * Returns pointer to object if it succeded in the merge, otherwise NULL
1423 */ 1260 */
1424 1261object *
1425object *merge_ob(object *op, object *top) { 1262merge_ob (object *op, object *top)
1263{
1426 if(!op->nrof) 1264 if (!op->nrof)
1427 return 0; 1265 return 0;
1266
1428 if(top==NULL) 1267 if (top == NULL)
1429 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1268 for (top = op; top != NULL && top->above != NULL; top = top->above);
1269
1430 for(;top!=NULL;top=top->below) { 1270 for (; top != NULL; top = top->below)
1271 {
1431 if(top==op) 1272 if (top == op)
1432 continue; 1273 continue;
1433 if (CAN_MERGE(op,top)) 1274 if (CAN_MERGE (op, top))
1434 { 1275 {
1435 top->nrof+=op->nrof; 1276 top->nrof += op->nrof;
1277
1436/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1278/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1437 op->weight = 0; /* Don't want any adjustements now */ 1279 op->weight = 0; /* Don't want any adjustements now */
1438 remove_ob(op); 1280 remove_ob (op);
1439 free_object(op); 1281 free_object (op);
1440 return top; 1282 return top;
1441 } 1283 }
1442 } 1284 }
1285
1443 return NULL; 1286 return 0;
1444} 1287}
1445 1288
1446/* 1289/*
1447 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1290 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1448 * job preparing multi-part monsters 1291 * job preparing multi-part monsters
1449 */ 1292 */
1293object *
1450object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1294insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1295{
1451 object* tmp; 1296 object *tmp;
1297
1452 if (op->head) 1298 if (op->head)
1453 op=op->head; 1299 op = op->head;
1300
1454 for (tmp=op;tmp;tmp=tmp->more){ 1301 for (tmp = op; tmp; tmp = tmp->more)
1302 {
1455 tmp->x=x+tmp->arch->clone.x; 1303 tmp->x = x + tmp->arch->clone.x;
1456 tmp->y=y+tmp->arch->clone.y; 1304 tmp->y = y + tmp->arch->clone.y;
1457 } 1305 }
1306
1458 return insert_ob_in_map (op, m, originator, flag); 1307 return insert_ob_in_map (op, m, originator, flag);
1459} 1308}
1460 1309
1461/* 1310/*
1462 * insert_ob_in_map (op, map, originator, flag): 1311 * insert_ob_in_map (op, map, originator, flag):
1463 * This function inserts the object in the two-way linked list 1312 * This function inserts the object in the two-way linked list
1477 * new object if 'op' was merged with other object 1326 * new object if 'op' was merged with other object
1478 * NULL if 'op' was destroyed 1327 * NULL if 'op' was destroyed
1479 * just 'op' otherwise 1328 * just 'op' otherwise
1480 */ 1329 */
1481 1330
1331object *
1482object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1332insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1483{ 1333{
1484 object *tmp, *top, *floor=NULL; 1334 object *tmp, *top, *floor = NULL;
1485 sint16 x,y; 1335 sint16 x, y;
1486 1336
1487 if (QUERY_FLAG (op, FLAG_FREED)) { 1337 if (QUERY_FLAG (op, FLAG_FREED))
1338 {
1488 LOG (llevError, "Trying to insert freed object!\n"); 1339 LOG (llevError, "Trying to insert freed object!\n");
1489 return NULL; 1340 return NULL;
1341 }
1342
1343 if (m == NULL)
1490 } 1344 {
1491 if(m==NULL) {
1492 dump_object(op); 1345 dump_object (op);
1493 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1346 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1494 return op; 1347 return op;
1495 } 1348 }
1349
1496 if(out_of_map(m,op->x,op->y)) { 1350 if (out_of_map (m, op->x, op->y))
1351 {
1497 dump_object(op); 1352 dump_object (op);
1498 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1353 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1499#ifdef MANY_CORES 1354#ifdef MANY_CORES
1500 /* Better to catch this here, as otherwise the next use of this object 1355 /* Better to catch this here, as otherwise the next use of this object
1501 * is likely to cause a crash. Better to find out where it is getting 1356 * is likely to cause a crash. Better to find out where it is getting
1502 * improperly inserted. 1357 * improperly inserted.
1503 */ 1358 */
1504 abort(); 1359 abort ();
1505#endif 1360#endif
1506 return op; 1361 return op;
1507 } 1362 }
1363
1508 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1364 if (!QUERY_FLAG (op, FLAG_REMOVED))
1365 {
1509 dump_object(op); 1366 dump_object (op);
1510 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1367 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1511 return op; 1368 return op;
1512 } 1369 }
1370
1513 if(op->more!=NULL) { 1371 if (op->more != NULL)
1372 {
1514 /* The part may be on a different map. */ 1373 /* The part may be on a different map. */
1515 1374
1516 object *more = op->more; 1375 object *more = op->more;
1517 1376
1518 /* We really need the caller to normalize coordinates - if 1377 /* We really need the caller to normalize coordinates - if
1519 * we set the map, that doesn't work if the location is within 1378 * we set the map, that doesn't work if the location is within
1520 * a map and this is straddling an edge. So only if coordinate 1379 * a map and this is straddling an edge. So only if coordinate
1521 * is clear wrong do we normalize it. 1380 * is clear wrong do we normalize it.
1522 */ 1381 */
1523 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1382 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1524 /* Debugging information so you can see the last coordinates this object had */
1525 more->ox = more->x;
1526 more->oy = more->y;
1527 more->map = get_map_from_coord(m, &more->x, &more->y); 1383 more->map = get_map_from_coord (m, &more->x, &more->y);
1528 } else if (!more->map) { 1384 else if (!more->map)
1385 {
1529 /* For backwards compatibility - when not dealing with tiled maps, 1386 /* For backwards compatibility - when not dealing with tiled maps,
1530 * more->map should always point to the parent. 1387 * more->map should always point to the parent.
1531 */ 1388 */
1532 more->map = m; 1389 more->map = m;
1533 } 1390 }
1534 1391
1535 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1392 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1393 {
1536 if ( ! op->head) 1394 if (!op->head)
1537 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1395 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1396
1538 return NULL; 1397 return NULL;
1539 } 1398 }
1540 } 1399 }
1400
1541 CLEAR_FLAG(op,FLAG_REMOVED); 1401 CLEAR_FLAG (op, FLAG_REMOVED);
1542 1402
1543 /* Debugging information so you can see the last coordinates this object had */
1544 op->ox=op->x;
1545 op->oy=op->y;
1546
1547 /* Ideally, the caller figures this out. However, it complicates a lot 1403 /* Ideally, the caller figures this out. However, it complicates a lot
1548 * of areas of callers (eg, anything that uses find_free_spot would now 1404 * of areas of callers (eg, anything that uses find_free_spot would now
1549 * need extra work 1405 * need extra work
1550 */ 1406 */
1551 op->map=get_map_from_coord(m, &op->x, &op->y); 1407 op->map = get_map_from_coord (m, &op->x, &op->y);
1552 x = op->x; 1408 x = op->x;
1553 y = op->y; 1409 y = op->y;
1554 1410
1555 /* this has to be done after we translate the coordinates. 1411 /* this has to be done after we translate the coordinates.
1556 */ 1412 */
1557 if(op->nrof && !(flag & INS_NO_MERGE)) { 1413 if (op->nrof && !(flag & INS_NO_MERGE))
1558 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1414 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1559 if (CAN_MERGE(op,tmp)) { 1415 if (CAN_MERGE (op, tmp))
1560 op->nrof+=tmp->nrof; 1416 {
1561 remove_ob(tmp); 1417 op->nrof += tmp->nrof;
1562 free_object(tmp); 1418 remove_ob (tmp);
1563 } 1419 free_object (tmp);
1564 } 1420 }
1565 1421
1566 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1422 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1567 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1423 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1424
1568 if (!QUERY_FLAG(op, FLAG_ALIVE)) 1425 if (!QUERY_FLAG (op, FLAG_ALIVE))
1569 CLEAR_FLAG(op, FLAG_NO_STEAL); 1426 CLEAR_FLAG (op, FLAG_NO_STEAL);
1570 1427
1571 if (flag & INS_BELOW_ORIGINATOR) { 1428 if (flag & INS_BELOW_ORIGINATOR)
1429 {
1572 if (originator->map != op->map || originator->x != op->x || 1430 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1573 originator->y != op->y) { 1431 {
1574 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1432 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1575 abort(); 1433 abort ();
1576 } 1434 }
1435
1577 op->above = originator; 1436 op->above = originator;
1578 op->below = originator->below; 1437 op->below = originator->below;
1579 if (op->below) op->below->above = op; 1438
1439 if (op->below)
1440 op->below->above = op;
1441 else
1580 else SET_MAP_OB(op->map, op->x, op->y, op); 1442 SET_MAP_OB (op->map, op->x, op->y, op);
1443
1581 /* since *below* originator, no need to update top */ 1444 /* since *below* originator, no need to update top */
1582 originator->below = op; 1445 originator->below = op;
1583 } else { 1446 }
1447 else
1448 {
1584 /* If there are other objects, then */ 1449 /* If there are other objects, then */
1585 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) { 1450 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1451 {
1586 object *last=NULL; 1452 object *last = NULL;
1587 /* 1453
1454 /*
1588 * If there are multiple objects on this space, we do some trickier handling. 1455 * If there are multiple objects on this space, we do some trickier handling.
1589 * We've already dealt with merging if appropriate. 1456 * We've already dealt with merging if appropriate.
1590 * Generally, we want to put the new object on top. But if 1457 * Generally, we want to put the new object on top. But if
1591 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1458 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1592 * floor, we want to insert above that and no further. 1459 * floor, we want to insert above that and no further.
1593 * Also, if there are spell objects on this space, we stop processing 1460 * Also, if there are spell objects on this space, we stop processing
1594 * once we get to them. This reduces the need to traverse over all of 1461 * once we get to them. This reduces the need to traverse over all of
1595 * them when adding another one - this saves quite a bit of cpu time 1462 * them when adding another one - this saves quite a bit of cpu time
1596 * when lots of spells are cast in one area. Currently, it is presumed 1463 * when lots of spells are cast in one area. Currently, it is presumed
1597 * that flying non pickable objects are spell objects. 1464 * that flying non pickable objects are spell objects.
1598 */ 1465 */
1599 1466
1600 while (top != NULL) { 1467 while (top != NULL)
1601 if (QUERY_FLAG(top, FLAG_IS_FLOOR) || 1468 {
1602 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top; 1469 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1603 if (QUERY_FLAG(top, FLAG_NO_PICK) 1470 floor = top;
1604 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH)) 1471
1605 && !QUERY_FLAG(top, FLAG_IS_FLOOR)) 1472 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1606 { 1473 {
1607 /* We insert above top, so we want this object below this */ 1474 /* We insert above top, so we want this object below this */
1608 top=top->below; 1475 top = top->below;
1609 break; 1476 break;
1610 } 1477 }
1611 last = top; 1478
1612 top = top->above; 1479 last = top;
1613 } 1480 top = top->above;
1481 }
1482
1614 /* Don't want top to be NULL, so set it to the last valid object */ 1483 /* Don't want top to be NULL, so set it to the last valid object */
1615 top = last; 1484 top = last;
1616 1485
1617 /* We let update_position deal with figuring out what the space 1486 /* We let update_position deal with figuring out what the space
1618 * looks like instead of lots of conditions here. 1487 * looks like instead of lots of conditions here.
1619 * makes things faster, and effectively the same result. 1488 * makes things faster, and effectively the same result.
1620 */ 1489 */
1621 1490
1622 /* Have object 'fall below' other objects that block view. 1491 /* Have object 'fall below' other objects that block view.
1623 * Unless those objects are exits, type 66 1492 * Unless those objects are exits, type 66
1624 * If INS_ON_TOP is used, don't do this processing 1493 * If INS_ON_TOP is used, don't do this processing
1625 * Need to find the object that in fact blocks view, otherwise 1494 * Need to find the object that in fact blocks view, otherwise
1626 * stacking is a bit odd. 1495 * stacking is a bit odd.
1627 */ 1496 */
1628 if (!(flag & INS_ON_TOP) && 1497 if (!(flag & INS_ON_TOP) &&
1629 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && 1498 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1630 (op->face && !op->face->visibility)) { 1499 {
1631 for (last=top; last != floor; last=last->below) 1500 for (last = top; last != floor; last = last->below)
1632 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break; 1501 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1502 break;
1633 /* Check to see if we found the object that blocks view, 1503 /* Check to see if we found the object that blocks view,
1634 * and make sure we have a below pointer for it so that 1504 * and make sure we have a below pointer for it so that
1635 * we can get inserted below this one, which requires we 1505 * we can get inserted below this one, which requires we
1636 * set top to the object below us. 1506 * set top to the object below us.
1637 */ 1507 */
1638 if (last && last->below && last != floor) top=last->below; 1508 if (last && last->below && last != floor)
1639 } 1509 top = last->below;
1640 } /* If objects on this space */ 1510 }
1511 } /* If objects on this space */
1512
1641 if (flag & INS_MAP_LOAD) 1513 if (flag & INS_MAP_LOAD)
1642 top = GET_MAP_TOP(op->map,op->x,op->y); 1514 top = GET_MAP_TOP (op->map, op->x, op->y);
1515
1643 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1516 if (flag & INS_ABOVE_FLOOR_ONLY)
1517 top = floor;
1644 1518
1645 /* Top is the object that our object (op) is going to get inserted above. 1519 /* Top is the object that our object (op) is going to get inserted above.
1646 */ 1520 */
1647 1521
1648 /* First object on this space */ 1522 /* First object on this space */
1649 if (!top) { 1523 if (!top)
1524 {
1650 op->above = GET_MAP_OB(op->map, op->x, op->y); 1525 op->above = GET_MAP_OB (op->map, op->x, op->y);
1651 if (op->above) op->above->below = op; 1526
1527 if (op->above)
1528 op->above->below = op;
1529
1652 op->below = NULL; 1530 op->below = NULL;
1653 SET_MAP_OB(op->map, op->x, op->y, op); 1531 SET_MAP_OB (op->map, op->x, op->y, op);
1654 } else { /* get inserted into the stack above top */ 1532 }
1533 else
1534 { /* get inserted into the stack above top */
1655 op->above = top->above; 1535 op->above = top->above;
1656 if (op->above) op->above->below = op; 1536
1537 if (op->above)
1538 op->above->below = op;
1539
1657 op->below = top; 1540 op->below = top;
1658 top->above = op; 1541 top->above = op;
1659 } 1542 }
1543
1660 if (op->above==NULL) 1544 if (op->above == NULL)
1661 SET_MAP_TOP(op->map,op->x, op->y, op); 1545 SET_MAP_TOP (op->map, op->x, op->y, op);
1662 } /* else not INS_BELOW_ORIGINATOR */ 1546 } /* else not INS_BELOW_ORIGINATOR */
1663 1547
1664 if(op->type==PLAYER) 1548 if (op->type == PLAYER)
1665 op->contr->do_los=1; 1549 op->contr->do_los = 1;
1666 1550
1667 /* If we have a floor, we know the player, if any, will be above 1551 /* If we have a floor, we know the player, if any, will be above
1668 * it, so save a few ticks and start from there. 1552 * it, so save a few ticks and start from there.
1669 */ 1553 */
1670 if (!(flag & INS_MAP_LOAD)) 1554 if (!(flag & INS_MAP_LOAD))
1671 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1555 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1672 if (tmp->type == PLAYER) 1556 if (tmp->type == PLAYER)
1673 tmp->contr->socket.update_look=1; 1557 tmp->contr->socket.update_look = 1;
1674 }
1675 1558
1676 /* If this object glows, it may affect lighting conditions that are 1559 /* If this object glows, it may affect lighting conditions that are
1677 * visible to others on this map. But update_all_los is really 1560 * visible to others on this map. But update_all_los is really
1678 * an inefficient way to do this, as it means los for all players 1561 * an inefficient way to do this, as it means los for all players
1679 * on the map will get recalculated. The players could very well 1562 * on the map will get recalculated. The players could very well
1680 * be far away from this change and not affected in any way - 1563 * be far away from this change and not affected in any way -
1681 * this should get redone to only look for players within range, 1564 * this should get redone to only look for players within range,
1682 * or just updating the P_NEED_UPDATE for spaces within this area 1565 * or just updating the P_NEED_UPDATE for spaces within this area
1683 * of effect may be sufficient. 1566 * of effect may be sufficient.
1684 */ 1567 */
1685 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1568 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1686 update_all_los(op->map, op->x, op->y); 1569 update_all_los (op->map, op->x, op->y);
1687 1570
1688
1689 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1571 /* updates flags (blocked, alive, no magic, etc) for this map space */
1690 update_object(op,UP_OBJ_INSERT); 1572 update_object (op, UP_OBJ_INSERT);
1691 1573
1692
1693 /* Don't know if moving this to the end will break anything. However, 1574 /* Don't know if moving this to the end will break anything. However,
1694 * we want to have update_look set above before calling this. 1575 * we want to have update_look set above before calling this.
1695 * 1576 *
1696 * check_move_on() must be after this because code called from 1577 * check_move_on() must be after this because code called from
1697 * check_move_on() depends on correct map flags (so functions like 1578 * check_move_on() depends on correct map flags (so functions like
1698 * blocked() and wall() work properly), and these flags are updated by 1579 * blocked() and wall() work properly), and these flags are updated by
1699 * update_object(). 1580 * update_object().
1700 */ 1581 */
1701 1582
1702 /* if this is not the head or flag has been passed, don't check walk on status */ 1583 /* if this is not the head or flag has been passed, don't check walk on status */
1703
1704 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1584 if (!(flag & INS_NO_WALK_ON) && !op->head)
1585 {
1705 if (check_move_on(op, originator)) 1586 if (check_move_on (op, originator))
1706 return NULL; 1587 return NULL;
1707 1588
1708 /* If we are a multi part object, lets work our way through the check 1589 /* If we are a multi part object, lets work our way through the check
1709 * walk on's. 1590 * walk on's.
1710 */ 1591 */
1711 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1592 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1712 if (check_move_on (tmp, originator)) 1593 if (check_move_on (tmp, originator))
1713 return NULL; 1594 return NULL;
1714 } 1595 }
1596
1715 return op; 1597 return op;
1716} 1598}
1717 1599
1718/* this function inserts an object in the map, but if it 1600/* this function inserts an object in the map, but if it
1719 * finds an object of its own type, it'll remove that one first. 1601 * finds an object of its own type, it'll remove that one first.
1720 * op is the object to insert it under: supplies x and the map. 1602 * op is the object to insert it under: supplies x and the map.
1721 */ 1603 */
1604void
1722void replace_insert_ob_in_map(const char *arch_string, object *op) { 1605replace_insert_ob_in_map (const char *arch_string, object *op)
1606{
1723 object *tmp; 1607 object *
1724 object *tmp1; 1608 tmp;
1609 object *
1610 tmp1;
1725 1611
1726 /* first search for itself and remove any old instances */ 1612 /* first search for itself and remove any old instances */
1727 1613
1728 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1614 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1615 {
1729 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1616 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1617 {
1730 remove_ob(tmp); 1618 remove_ob (tmp);
1731 free_object(tmp); 1619 free_object (tmp);
1732 } 1620 }
1733 } 1621 }
1734 1622
1735 tmp1=arch_to_object(find_archetype(arch_string)); 1623 tmp1 = arch_to_object (archetype::find (arch_string));
1736 1624
1737 1625 tmp1->x = op->x;
1738 tmp1->x = op->x; tmp1->y = op->y; 1626 tmp1->y = op->y;
1739 insert_ob_in_map(tmp1,op->map,op,0); 1627 insert_ob_in_map (tmp1, op->map, op, 0);
1740} 1628}
1741 1629
1742/* 1630/*
1743 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1631 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1744 * is returned contains nr objects, and the remaining parts contains 1632 * is returned contains nr objects, and the remaining parts contains
1745 * the rest (or is removed and freed if that number is 0). 1633 * the rest (or is removed and freed if that number is 0).
1746 * On failure, NULL is returned, and the reason put into the 1634 * On failure, NULL is returned, and the reason put into the
1747 * global static errmsg array. 1635 * global static errmsg array.
1748 */ 1636 */
1749 1637
1638object *
1750object *get_split_ob(object *orig_ob, uint32 nr) { 1639get_split_ob (object *orig_ob, uint32 nr)
1751 object *newob; 1640{
1641 object *
1642 newob;
1643 int
1752 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1644 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1753 1645
1754 if(orig_ob->nrof<nr) { 1646 if (orig_ob->nrof < nr)
1755 sprintf(errmsg,"There are only %d %ss.",
1756 orig_ob->nrof?orig_ob->nrof:1, orig_ob->name);
1757 return NULL;
1758 } 1647 {
1648 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1649 return NULL;
1650 }
1651
1759 newob = object_create_clone(orig_ob); 1652 newob = object_create_clone (orig_ob);
1653
1760 if((orig_ob->nrof-=nr)<1) { 1654 if ((orig_ob->nrof -= nr) < 1)
1655 {
1761 if ( ! is_removed) 1656 if (!is_removed)
1762 remove_ob(orig_ob); 1657 remove_ob (orig_ob);
1763 free_object2(orig_ob, 1); 1658 free_object2 (orig_ob, 1);
1764 } 1659 }
1765 else if ( ! is_removed) { 1660 else if (!is_removed)
1661 {
1766 if(orig_ob->env!=NULL) 1662 if (orig_ob->env != NULL)
1767 sub_weight (orig_ob->env,orig_ob->weight*nr); 1663 sub_weight (orig_ob->env, orig_ob->weight * nr);
1768 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1664 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1665 {
1769 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1666 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1770 LOG(llevDebug,
1771 "Error, Tried to split object whose map is not in memory.\n"); 1667 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1772 return NULL; 1668 return NULL;
1773 } 1669 }
1774 } 1670 }
1671
1775 newob->nrof=nr; 1672 newob->nrof = nr;
1776 1673
1777 return newob; 1674 return newob;
1778} 1675}
1779 1676
1780/* 1677/*
1781 * decrease_ob_nr(object, number) decreases a specified number from 1678 * decrease_ob_nr(object, number) decreases a specified number from
1782 * the amount of an object. If the amount reaches 0, the object 1679 * the amount of an object. If the amount reaches 0, the object
1783 * is subsequently removed and freed. 1680 * is subsequently removed and freed.
1784 * 1681 *
1785 * Return value: 'op' if something is left, NULL if the amount reached 0 1682 * Return value: 'op' if something is left, NULL if the amount reached 0
1786 */ 1683 */
1787 1684
1685object *
1788object *decrease_ob_nr (object *op, uint32 i) 1686decrease_ob_nr (object *op, uint32 i)
1789{ 1687{
1790 object *tmp; 1688 object *tmp;
1791 player *pl; 1689 player *pl;
1792 1690
1793 if (i == 0) /* objects with op->nrof require this check */ 1691 if (i == 0) /* objects with op->nrof require this check */
1794 return op; 1692 return op;
1795 1693
1796 if (i > op->nrof) 1694 if (i > op->nrof)
1797 i = op->nrof; 1695 i = op->nrof;
1798 1696
1799 if (QUERY_FLAG (op, FLAG_REMOVED)) 1697 if (QUERY_FLAG (op, FLAG_REMOVED))
1698 op->nrof -= i;
1699 else if (op->env != NULL)
1700 {
1701 /* is this object in the players inventory, or sub container
1702 * therein?
1703 */
1704 tmp = is_player_inv (op->env);
1705 /* nope. Is this a container the player has opened?
1706 * If so, set tmp to that player.
1707 * IMO, searching through all the players will mostly
1708 * likely be quicker than following op->env to the map,
1709 * and then searching the map for a player.
1710 */
1711 if (!tmp)
1712 {
1713 for (pl = first_player; pl; pl = pl->next)
1714 if (pl->ob->container == op->env)
1715 break;
1716 if (pl)
1717 tmp = pl->ob;
1718 else
1719 tmp = NULL;
1720 }
1721
1722 if (i < op->nrof)
1723 {
1724 sub_weight (op->env, op->weight * i);
1725 op->nrof -= i;
1726 if (tmp)
1727 {
1728 esrv_send_item (tmp, op);
1729 }
1730 }
1731 else
1732 {
1733 remove_ob (op);
1734 op->nrof = 0;
1735 if (tmp)
1736 {
1737 esrv_del_item (tmp->contr, op->count);
1738 }
1739 }
1800 { 1740 }
1741 else
1742 {
1743 object *above = op->above;
1744
1745 if (i < op->nrof)
1801 op->nrof -= i; 1746 op->nrof -= i;
1802 }
1803 else if (op->env != NULL)
1804 {
1805 /* is this object in the players inventory, or sub container
1806 * therein?
1807 */
1808 tmp = is_player_inv (op->env);
1809 /* nope. Is this a container the player has opened?
1810 * If so, set tmp to that player.
1811 * IMO, searching through all the players will mostly
1812 * likely be quicker than following op->env to the map,
1813 * and then searching the map for a player.
1814 */
1815 if (!tmp) {
1816 for (pl=first_player; pl; pl=pl->next)
1817 if (pl->ob->container == op->env) break;
1818 if (pl) tmp=pl->ob;
1819 else tmp=NULL;
1820 }
1821
1822 if (i < op->nrof) {
1823 sub_weight (op->env, op->weight * i);
1824 op->nrof -= i;
1825 if (tmp) {
1826 esrv_send_item(tmp, op);
1827 }
1828 } else { 1747 else
1748 {
1829 remove_ob (op); 1749 remove_ob (op);
1830 op->nrof = 0; 1750 op->nrof = 0;
1831 if (tmp) {
1832 esrv_del_item(tmp->contr, op->count);
1833 } 1751 }
1834 }
1835 }
1836 else
1837 {
1838 object *above = op->above;
1839 1752
1840 if (i < op->nrof) {
1841 op->nrof -= i;
1842 } else {
1843 remove_ob (op);
1844 op->nrof = 0;
1845 }
1846 /* Since we just removed op, op->above is null */ 1753 /* Since we just removed op, op->above is null */
1847 for (tmp = above; tmp != NULL; tmp = tmp->above) 1754 for (tmp = above; tmp != NULL; tmp = tmp->above)
1848 if (tmp->type == PLAYER) { 1755 if (tmp->type == PLAYER)
1756 {
1849 if (op->nrof) 1757 if (op->nrof)
1850 esrv_send_item(tmp, op); 1758 esrv_send_item (tmp, op);
1851 else 1759 else
1852 esrv_del_item(tmp->contr, op->count); 1760 esrv_del_item (tmp->contr, op->count);
1853 } 1761 }
1854 } 1762 }
1855 1763
1856 if (op->nrof) { 1764 if (op->nrof)
1857 return op; 1765 return op;
1858 } else { 1766 else
1767 {
1859 free_object (op); 1768 free_object (op);
1860 return NULL; 1769 return NULL;
1861 } 1770 }
1862} 1771}
1863 1772
1864/* 1773/*
1865 * add_weight(object, weight) adds the specified weight to an object, 1774 * add_weight(object, weight) adds the specified weight to an object,
1866 * and also updates how much the environment(s) is/are carrying. 1775 * and also updates how much the environment(s) is/are carrying.
1867 */ 1776 */
1868 1777
1778void
1869void add_weight (object *op, signed long weight) { 1779add_weight (object *op, signed long weight)
1780{
1870 while (op!=NULL) { 1781 while (op != NULL)
1782 {
1871 if (op->type == CONTAINER) { 1783 if (op->type == CONTAINER)
1872 weight=(signed long)(weight*(100-op->stats.Str)/100); 1784 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1873 } 1785
1874 op->carrying+=weight; 1786 op->carrying += weight;
1875 op=op->env; 1787 op = op->env;
1876 } 1788 }
1877} 1789}
1878 1790
1879/* 1791/*
1880 * insert_ob_in_ob(op,environment): 1792 * insert_ob_in_ob(op,environment):
1881 * This function inserts the object op in the linked list 1793 * This function inserts the object op in the linked list
1888 * 1800 *
1889 * The function returns now pointer to inserted item, and return value can 1801 * The function returns now pointer to inserted item, and return value can
1890 * be != op, if items are merged. -Tero 1802 * be != op, if items are merged. -Tero
1891 */ 1803 */
1892 1804
1805object *
1893object *insert_ob_in_ob(object *op,object *where) { 1806insert_ob_in_ob (object *op, object *where)
1894 object *tmp, *otmp; 1807{
1808 object *
1809 tmp, *
1810 otmp;
1895 1811
1896 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1812 if (!QUERY_FLAG (op, FLAG_REMOVED))
1813 {
1897 dump_object(op); 1814 dump_object (op);
1898 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1815 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1899 return op; 1816 return op;
1900 } 1817 }
1818
1901 if(where==NULL) { 1819 if (where == NULL)
1820 {
1902 dump_object(op); 1821 dump_object (op);
1903 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg); 1822 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1904 return op; 1823 return op;
1905 } 1824 }
1825
1906 if (where->head) { 1826 if (where->head)
1907 LOG(llevDebug, 1827 {
1908 "Warning: Tried to insert object wrong part of multipart object.\n"); 1828 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1909 where = where->head; 1829 where = where->head;
1910 } 1830 }
1831
1911 if (op->more) { 1832 if (op->more)
1833 {
1912 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1834 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1913 op->name, op->count);
1914 return op; 1835 return op;
1915 } 1836 }
1837
1916 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1838 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1917 CLEAR_FLAG(op, FLAG_REMOVED); 1839 CLEAR_FLAG (op, FLAG_REMOVED);
1918 if(op->nrof) { 1840 if (op->nrof)
1841 {
1919 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1842 for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1920 if ( CAN_MERGE(tmp,op) ) { 1843 if (CAN_MERGE (tmp, op))
1844 {
1921 /* return the original object and remove inserted object 1845 /* return the original object and remove inserted object
1922 (client needs the original object) */ 1846 (client needs the original object) */
1923 tmp->nrof += op->nrof; 1847 tmp->nrof += op->nrof;
1924 /* Weight handling gets pretty funky. Since we are adding to 1848 /* Weight handling gets pretty funky. Since we are adding to
1925 * tmp->nrof, we need to increase the weight. 1849 * tmp->nrof, we need to increase the weight.
1926 */ 1850 */
1927 add_weight (where, op->weight*op->nrof); 1851 add_weight (where, op->weight * op->nrof);
1928 SET_FLAG(op, FLAG_REMOVED); 1852 SET_FLAG (op, FLAG_REMOVED);
1929 free_object(op); /* free the inserted object */ 1853 free_object (op); /* free the inserted object */
1930 op = tmp; 1854 op = tmp;
1931 remove_ob (op); /* and fix old object's links */ 1855 remove_ob (op); /* and fix old object's links */
1932 CLEAR_FLAG(op, FLAG_REMOVED); 1856 CLEAR_FLAG (op, FLAG_REMOVED);
1933 break; 1857 break;
1934 } 1858 }
1935 1859
1936 /* I assume combined objects have no inventory 1860 /* I assume combined objects have no inventory
1937 * We add the weight - this object could have just been removed 1861 * We add the weight - this object could have just been removed
1938 * (if it was possible to merge). calling remove_ob will subtract 1862 * (if it was possible to merge). calling remove_ob will subtract
1939 * the weight, so we need to add it in again, since we actually do 1863 * the weight, so we need to add it in again, since we actually do
1940 * the linking below 1864 * the linking below
1941 */ 1865 */
1942 add_weight (where, op->weight*op->nrof); 1866 add_weight (where, op->weight * op->nrof);
1867 }
1943 } else 1868 else
1944 add_weight (where, (op->weight+op->carrying)); 1869 add_weight (where, (op->weight + op->carrying));
1945 1870
1946 otmp=is_player_inv(where); 1871 otmp = is_player_inv (where);
1947 if (otmp&&otmp->contr!=NULL) { 1872 if (otmp && otmp->contr != NULL)
1873 {
1948 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1874 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1949 fix_player(otmp); 1875 fix_player (otmp);
1950 } 1876 }
1951 1877
1952 op->map=NULL; 1878 op->map = NULL;
1953 op->env=where; 1879 op->env = where;
1954 op->above=NULL; 1880 op->above = NULL;
1955 op->below=NULL; 1881 op->below = NULL;
1956 op->x=0,op->y=0; 1882 op->x = 0, op->y = 0;
1957 op->ox=0,op->oy=0;
1958 1883
1959 /* reset the light list and los of the players on the map */ 1884 /* reset the light list and los of the players on the map */
1960 if((op->glow_radius!=0)&&where->map) 1885 if ((op->glow_radius != 0) && where->map)
1961 { 1886 {
1962#ifdef DEBUG_LIGHTS 1887#ifdef DEBUG_LIGHTS
1963 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1888 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1964 op->name);
1965#endif /* DEBUG_LIGHTS */ 1889#endif /* DEBUG_LIGHTS */
1890 if (MAP_DARKNESS (where->map))
1966 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1891 update_all_los (where->map, where->x, where->y);
1967 } 1892 }
1968 1893
1969 /* Client has no idea of ordering so lets not bother ordering it here. 1894 /* Client has no idea of ordering so lets not bother ordering it here.
1970 * It sure simplifies this function... 1895 * It sure simplifies this function...
1971 */ 1896 */
1972 if (where->inv==NULL) 1897 if (where->inv == NULL)
1973 where->inv=op; 1898 where->inv = op;
1974 else { 1899 else
1900 {
1975 op->below = where->inv; 1901 op->below = where->inv;
1976 op->below->above = op; 1902 op->below->above = op;
1977 where->inv = op; 1903 where->inv = op;
1978 } 1904 }
1979 return op; 1905 return op;
1980} 1906}
1981 1907
1982/* 1908/*
1983 * Checks if any objects has a move_type that matches objects 1909 * Checks if any objects has a move_type that matches objects
1998 * MSW 2001-07-08: Check all objects on space, not just those below 1924 * MSW 2001-07-08: Check all objects on space, not just those below
1999 * object being inserted. insert_ob_in_map may not put new objects 1925 * object being inserted. insert_ob_in_map may not put new objects
2000 * on top. 1926 * on top.
2001 */ 1927 */
2002 1928
1929int
2003int check_move_on (object *op, object *originator) 1930check_move_on (object *op, object *originator)
2004{ 1931{
2005 object *tmp; 1932 object *tmp;
2006 tag_t tag;
2007 mapstruct *m=op->map; 1933 maptile *m = op->map;
2008 int x=op->x, y=op->y; 1934 int x = op->x, y = op->y;
1935
2009 MoveType move_on, move_slow, move_block; 1936 MoveType move_on, move_slow, move_block;
2010 1937
2011 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1938 if (QUERY_FLAG (op, FLAG_NO_APPLY))
2012 return 0;
2013
2014 tag = op->count;
2015
2016 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
2017 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
2018 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
2019
2020 /* if nothing on this space will slow op down or be applied,
2021 * no need to do checking below. have to make sure move_type
2022 * is set, as lots of objects don't have it set - we treat that
2023 * as walking.
2024 */
2025 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
2026 return 0;
2027
2028 /* This is basically inverse logic of that below - basically,
2029 * if the object can avoid the move on or slow move, they do so,
2030 * but can't do it if the alternate movement they are using is
2031 * blocked. Logic on this seems confusing, but does seem correct.
2032 */
2033 if ((op->move_type & ~move_on & ~move_block) != 0 &&
2034 (op->move_type & ~move_slow & ~move_block) != 0) return 0;
2035
2036 /* The objects have to be checked from top to bottom.
2037 * Hence, we first go to the top:
2038 */
2039
2040 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL &&
2041 tmp->above!=NULL; tmp=tmp->above) {
2042 /* Trim the search when we find the first other spell effect
2043 * this helps performance so that if a space has 50 spell objects,
2044 * we don't need to check all of them.
2045 */
2046 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break;
2047 }
2048 for(;tmp!=NULL; tmp=tmp->below) {
2049 if (tmp == op) continue; /* Can't apply yourself */
2050
2051 /* Check to see if one of the movement types should be slowed down.
2052 * Second check makes sure that the movement types not being slowed
2053 * (~slow_move) is not blocked on this space - just because the
2054 * space doesn't slow down swimming (for example), if you can't actually
2055 * swim on that space, can't use it to avoid the penalty.
2056 */
2057 if (!QUERY_FLAG(op, FLAG_WIZPASS)) {
2058 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2059 ((op->move_type & tmp->move_slow) &&
2060 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) {
2061
2062 float diff;
2063
2064 diff = tmp->move_slow_penalty*FABS(op->speed);
2065 if (op->type == PLAYER) {
2066 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) ||
2067 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) {
2068 diff /= 4.0;
2069 }
2070 }
2071 op->speed_left -= diff;
2072 }
2073 }
2074
2075 /* Basically same logic as above, except now for actual apply. */
2076 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2077 ((op->move_type & tmp->move_on) &&
2078 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) {
2079
2080 move_apply(tmp, op, originator);
2081 if (was_destroyed (op, tag))
2082 return 1;
2083
2084 /* what the person/creature stepped onto has moved the object
2085 * someplace new. Don't process any further - if we did,
2086 * have a feeling strange problems would result.
2087 */
2088 if (op->map != m || op->x != x || op->y != y) return 0;
2089 }
2090 }
2091 return 0; 1939 return 0;
1940
1941 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1942 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1943 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1944
1945 /* if nothing on this space will slow op down or be applied,
1946 * no need to do checking below. have to make sure move_type
1947 * is set, as lots of objects don't have it set - we treat that
1948 * as walking.
1949 */
1950 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1951 return 0;
1952
1953 /* This is basically inverse logic of that below - basically,
1954 * if the object can avoid the move on or slow move, they do so,
1955 * but can't do it if the alternate movement they are using is
1956 * blocked. Logic on this seems confusing, but does seem correct.
1957 */
1958 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1959 return 0;
1960
1961 /* The objects have to be checked from top to bottom.
1962 * Hence, we first go to the top:
1963 */
1964
1965 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1966 {
1967 /* Trim the search when we find the first other spell effect
1968 * this helps performance so that if a space has 50 spell objects,
1969 * we don't need to check all of them.
1970 */
1971 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1972 break;
1973 }
1974
1975 for (; tmp; tmp = tmp->below)
1976 {
1977 if (tmp == op)
1978 continue; /* Can't apply yourself */
1979
1980 /* Check to see if one of the movement types should be slowed down.
1981 * Second check makes sure that the movement types not being slowed
1982 * (~slow_move) is not blocked on this space - just because the
1983 * space doesn't slow down swimming (for example), if you can't actually
1984 * swim on that space, can't use it to avoid the penalty.
1985 */
1986 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1987 {
1988 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1989 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1990 {
1991
1992 float
1993 diff = tmp->move_slow_penalty * FABS (op->speed);
1994
1995 if (op->type == PLAYER)
1996 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1997 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1998 diff /= 4.0;
1999
2000 op->speed_left -= diff;
2001 }
2002 }
2003
2004 /* Basically same logic as above, except now for actual apply. */
2005 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2006 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2007 {
2008 move_apply (tmp, op, originator);
2009
2010 if (op->destroyed ())
2011 return 1;
2012
2013 /* what the person/creature stepped onto has moved the object
2014 * someplace new. Don't process any further - if we did,
2015 * have a feeling strange problems would result.
2016 */
2017 if (op->map != m || op->x != x || op->y != y)
2018 return 0;
2019 }
2020 }
2021
2022 return 0;
2092} 2023}
2093 2024
2094/* 2025/*
2095 * present_arch(arch, map, x, y) searches for any objects with 2026 * present_arch(arch, map, x, y) searches for any objects with
2096 * a matching archetype at the given map and coordinates. 2027 * a matching archetype at the given map and coordinates.
2097 * The first matching object is returned, or NULL if none. 2028 * The first matching object is returned, or NULL if none.
2098 */ 2029 */
2099 2030
2031object *
2100object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 2032present_arch (const archetype *at, maptile *m, int x, int y)
2033{
2101 object *tmp; 2034 object *
2035 tmp;
2036
2102 if(m==NULL || out_of_map(m,x,y)) { 2037 if (m == NULL || out_of_map (m, x, y))
2038 {
2103 LOG(llevError,"Present_arch called outside map.\n"); 2039 LOG (llevError, "Present_arch called outside map.\n");
2104 return NULL; 2040 return NULL;
2105 } 2041 }
2106 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 2042 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2107 if(tmp->arch == at) 2043 if (tmp->arch == at)
2108 return tmp; 2044 return tmp;
2109 return NULL; 2045 return NULL;
2110} 2046}
2111 2047
2112/* 2048/*
2113 * present(type, map, x, y) searches for any objects with 2049 * present(type, map, x, y) searches for any objects with
2114 * a matching type variable at the given map and coordinates. 2050 * a matching type variable at the given map and coordinates.
2115 * The first matching object is returned, or NULL if none. 2051 * The first matching object is returned, or NULL if none.
2116 */ 2052 */
2117 2053
2054object *
2118object *present(unsigned char type,mapstruct *m, int x,int y) { 2055present (unsigned char type, maptile *m, int x, int y)
2056{
2119 object *tmp; 2057 object *
2058 tmp;
2059
2120 if(out_of_map(m,x,y)) { 2060 if (out_of_map (m, x, y))
2061 {
2121 LOG(llevError,"Present called outside map.\n"); 2062 LOG (llevError, "Present called outside map.\n");
2122 return NULL; 2063 return NULL;
2123 } 2064 }
2124 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 2065 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2125 if(tmp->type==type) 2066 if (tmp->type == type)
2126 return tmp; 2067 return tmp;
2127 return NULL; 2068 return NULL;
2128} 2069}
2129 2070
2130/* 2071/*
2131 * present_in_ob(type, object) searches for any objects with 2072 * present_in_ob(type, object) searches for any objects with
2132 * a matching type variable in the inventory of the given object. 2073 * a matching type variable in the inventory of the given object.
2133 * The first matching object is returned, or NULL if none. 2074 * The first matching object is returned, or NULL if none.
2134 */ 2075 */
2135 2076
2077object *
2136object *present_in_ob(unsigned char type, const object *op) { 2078present_in_ob (unsigned char type, const object *op)
2079{
2137 object *tmp; 2080 object *
2081 tmp;
2082
2138 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2083 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2139 if(tmp->type==type) 2084 if (tmp->type == type)
2140 return tmp; 2085 return tmp;
2141 return NULL; 2086 return NULL;
2142} 2087}
2143 2088
2144/* 2089/*
2154 * the object name, not the archetype name. this is so that the 2099 * the object name, not the archetype name. this is so that the
2155 * spell code can use one object type (force), but change it's name 2100 * spell code can use one object type (force), but change it's name
2156 * to be unique. 2101 * to be unique.
2157 */ 2102 */
2158 2103
2104object *
2159object *present_in_ob_by_name(int type, const char *str, const object *op) { 2105present_in_ob_by_name (int type, const char *str, const object *op)
2106{
2160 object *tmp; 2107 object *
2108 tmp;
2161 2109
2162 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2110 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2111 {
2163 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2112 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2164 return tmp; 2113 return tmp;
2165 } 2114 }
2166 return NULL; 2115 return NULL;
2167} 2116}
2168 2117
2169/* 2118/*
2170 * present_arch_in_ob(archetype, object) searches for any objects with 2119 * present_arch_in_ob(archetype, object) searches for any objects with
2171 * a matching archetype in the inventory of the given object. 2120 * a matching archetype in the inventory of the given object.
2172 * The first matching object is returned, or NULL if none. 2121 * The first matching object is returned, or NULL if none.
2173 */ 2122 */
2174 2123
2124object *
2175object *present_arch_in_ob(const archetype *at, const object *op) { 2125present_arch_in_ob (const archetype *at, const object *op)
2126{
2176 object *tmp; 2127 object *
2128 tmp;
2129
2177 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2130 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2178 if( tmp->arch == at) 2131 if (tmp->arch == at)
2179 return tmp; 2132 return tmp;
2180 return NULL; 2133 return NULL;
2181} 2134}
2182 2135
2183/* 2136/*
2184 * activate recursively a flag on an object inventory 2137 * activate recursively a flag on an object inventory
2185 */ 2138 */
2139void
2186void flag_inv(object*op, int flag){ 2140flag_inv (object *op, int flag)
2141{
2187 object *tmp; 2142 object *
2143 tmp;
2144
2188 if(op->inv) 2145 if (op->inv)
2189 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2146 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2147 {
2190 SET_FLAG(tmp, flag); 2148 SET_FLAG (tmp, flag);
2191 flag_inv(tmp,flag); 2149 flag_inv (tmp, flag);
2192 } 2150 }
2193}/* 2151} /*
2194 * desactivate recursively a flag on an object inventory 2152 * desactivate recursively a flag on an object inventory
2195 */ 2153 */
2154void
2196void unflag_inv(object*op, int flag){ 2155unflag_inv (object *op, int flag)
2156{
2197 object *tmp; 2157 object *
2158 tmp;
2159
2198 if(op->inv) 2160 if (op->inv)
2199 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2161 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2162 {
2200 CLEAR_FLAG(tmp, flag); 2163 CLEAR_FLAG (tmp, flag);
2201 unflag_inv(tmp,flag); 2164 unflag_inv (tmp, flag);
2202 } 2165 }
2203} 2166}
2204 2167
2205/* 2168/*
2206 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2169 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2207 * all it's inventory (recursively). 2170 * all it's inventory (recursively).
2208 * If checksums are used, a player will get set_cheat called for 2171 * If checksums are used, a player will get set_cheat called for
2209 * him/her-self and all object carried by a call to this function. 2172 * him/her-self and all object carried by a call to this function.
2210 */ 2173 */
2211 2174
2175void
2212void set_cheat(object *op) { 2176set_cheat (object *op)
2177{
2213 SET_FLAG(op, FLAG_WAS_WIZ); 2178 SET_FLAG (op, FLAG_WAS_WIZ);
2214 flag_inv(op, FLAG_WAS_WIZ); 2179 flag_inv (op, FLAG_WAS_WIZ);
2215} 2180}
2216 2181
2217/* 2182/*
2218 * find_free_spot(object, map, x, y, start, stop) will search for 2183 * find_free_spot(object, map, x, y, start, stop) will search for
2219 * a spot at the given map and coordinates which will be able to contain 2184 * a spot at the given map and coordinates which will be able to contain
2234 * to know if the space in question will block the object. We can't use 2199 * to know if the space in question will block the object. We can't use
2235 * the archetype because that isn't correct if the monster has been 2200 * the archetype because that isn't correct if the monster has been
2236 * customized, changed states, etc. 2201 * customized, changed states, etc.
2237 */ 2202 */
2238 2203
2204int
2239int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2205find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2206{
2207 int
2208 i,
2240 int i,index=0, flag; 2209 index = 0, flag;
2210 static int
2241 static int altern[SIZEOFFREE]; 2211 altern[SIZEOFFREE];
2242 2212
2243 for(i=start;i<stop;i++) { 2213 for (i = start; i < stop; i++)
2214 {
2244 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2215 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2245 if(!flag) 2216 if (!flag)
2246 altern[index++]=i; 2217 altern[index++] = i;
2247 2218
2248 /* Basically, if we find a wall on a space, we cut down the search size. 2219 /* Basically, if we find a wall on a space, we cut down the search size.
2249 * In this way, we won't return spaces that are on another side of a wall. 2220 * In this way, we won't return spaces that are on another side of a wall.
2250 * This mostly work, but it cuts down the search size in all directions - 2221 * This mostly work, but it cuts down the search size in all directions -
2251 * if the space being examined only has a wall to the north and empty 2222 * if the space being examined only has a wall to the north and empty
2252 * spaces in all the other directions, this will reduce the search space 2223 * spaces in all the other directions, this will reduce the search space
2253 * to only the spaces immediately surrounding the target area, and 2224 * to only the spaces immediately surrounding the target area, and
2254 * won't look 2 spaces south of the target space. 2225 * won't look 2 spaces south of the target space.
2255 */ 2226 */
2256 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2227 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2257 stop=maxfree[i]; 2228 stop = maxfree[i];
2258 } 2229 }
2259 if(!index) return -1; 2230 if (!index)
2231 return -1;
2260 return altern[RANDOM()%index]; 2232 return altern[RANDOM () % index];
2261} 2233}
2262 2234
2263/* 2235/*
2264 * find_first_free_spot(archetype, mapstruct, x, y) works like 2236 * find_first_free_spot(archetype, maptile, x, y) works like
2265 * find_free_spot(), but it will search max number of squares. 2237 * find_free_spot(), but it will search max number of squares.
2266 * But it will return the first available spot, not a random choice. 2238 * But it will return the first available spot, not a random choice.
2267 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2239 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2268 */ 2240 */
2269 2241
2242int
2270int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2243find_first_free_spot (const object *ob, maptile *m, int x, int y)
2244{
2245 int
2271 int i; 2246 i;
2247
2272 for(i=0;i<SIZEOFFREE;i++) { 2248 for (i = 0; i < SIZEOFFREE; i++)
2249 {
2273 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2250 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2274 return i; 2251 return i;
2275 } 2252 }
2276 return -1; 2253 return -1;
2277} 2254}
2278 2255
2279/* 2256/*
2280 * The function permute(arr, begin, end) randomly reorders the array 2257 * The function permute(arr, begin, end) randomly reorders the array
2281 * arr[begin..end-1]. 2258 * arr[begin..end-1].
2282 */ 2259 */
2260static void
2283static void permute(int *arr, int begin, int end) 2261permute (int *arr, int begin, int end)
2284{ 2262{
2285 int i, j, tmp, len; 2263 int
2264 i,
2265 j,
2266 tmp,
2267 len;
2286 2268
2287 len = end-begin; 2269 len = end - begin;
2288 for(i = begin; i < end; i++) 2270 for (i = begin; i < end; i++)
2289 { 2271 {
2290 j = begin+RANDOM()%len; 2272 j = begin + RANDOM () % len;
2291 2273
2292 tmp = arr[i]; 2274 tmp = arr[i];
2293 arr[i] = arr[j]; 2275 arr[i] = arr[j];
2294 arr[j] = tmp; 2276 arr[j] = tmp;
2295 } 2277 }
2296} 2278}
2297 2279
2298/* new function to make monster searching more efficient, and effective! 2280/* new function to make monster searching more efficient, and effective!
2299 * This basically returns a randomized array (in the passed pointer) of 2281 * This basically returns a randomized array (in the passed pointer) of
2300 * the spaces to find monsters. In this way, it won't always look for 2282 * the spaces to find monsters. In this way, it won't always look for
2301 * monsters to the north first. However, the size of the array passed 2283 * monsters to the north first. However, the size of the array passed
2302 * covers all the spaces, so within that size, all the spaces within 2284 * covers all the spaces, so within that size, all the spaces within
2303 * the 3x3 area will be searched, just not in a predictable order. 2285 * the 3x3 area will be searched, just not in a predictable order.
2304 */ 2286 */
2287void
2305void get_search_arr(int *search_arr) 2288get_search_arr (int *search_arr)
2306{ 2289{
2290 int
2307 int i; 2291 i;
2308 2292
2309 for(i = 0; i < SIZEOFFREE; i++) 2293 for (i = 0; i < SIZEOFFREE; i++)
2310 { 2294 {
2311 search_arr[i] = i; 2295 search_arr[i] = i;
2312 } 2296 }
2313 2297
2314 permute(search_arr, 1, SIZEOFFREE1+1); 2298 permute (search_arr, 1, SIZEOFFREE1 + 1);
2315 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2299 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2316 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2300 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2317} 2301}
2318 2302
2319/* 2303/*
2320 * find_dir(map, x, y, exclude) will search some close squares in the 2304 * find_dir(map, x, y, exclude) will search some close squares in the
2321 * given map at the given coordinates for live objects. 2305 * given map at the given coordinates for live objects.
2327 * is actually want is going to try and move there. We need this info 2311 * is actually want is going to try and move there. We need this info
2328 * because we have to know what movement the thing looking to move 2312 * because we have to know what movement the thing looking to move
2329 * there is capable of. 2313 * there is capable of.
2330 */ 2314 */
2331 2315
2316int
2332int find_dir(mapstruct *m, int x, int y, object *exclude) { 2317find_dir (maptile *m, int x, int y, object *exclude)
2318{
2319 int
2320 i,
2333 int i,max=SIZEOFFREE, mflags; 2321 max = SIZEOFFREE, mflags;
2322
2334 sint16 nx, ny; 2323 sint16 nx, ny;
2335 object *tmp; 2324 object *
2336 mapstruct *mp; 2325 tmp;
2326 maptile *
2327 mp;
2328
2337 MoveType blocked, move_type; 2329 MoveType blocked, move_type;
2338 2330
2339 if (exclude && exclude->head) { 2331 if (exclude && exclude->head)
2332 {
2340 exclude = exclude->head; 2333 exclude = exclude->head;
2341 move_type = exclude->move_type; 2334 move_type = exclude->move_type;
2342 } else { 2335 }
2336 else
2337 {
2343 /* If we don't have anything, presume it can use all movement types. */ 2338 /* If we don't have anything, presume it can use all movement types. */
2344 move_type=MOVE_ALL; 2339 move_type = MOVE_ALL;
2340 }
2341
2342 for (i = 1; i < max; i++)
2345 } 2343 {
2346 2344 mp = m;
2347 for(i=1;i<max;i++) {
2348 mp = m;
2349 nx = x + freearr_x[i]; 2345 nx = x + freearr_x[i];
2350 ny = y + freearr_y[i]; 2346 ny = y + freearr_y[i];
2351 2347
2352 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2348 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2353 if (mflags & P_OUT_OF_MAP) { 2349 if (mflags & P_OUT_OF_MAP)
2350 {
2354 max = maxfree[i]; 2351 max = maxfree[i];
2355 } else { 2352 }
2353 else
2354 {
2356 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2355 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2357 2356
2358 if ((move_type & blocked) == move_type) { 2357 if ((move_type & blocked) == move_type)
2359 max=maxfree[i]; 2358 {
2359 max = maxfree[i];
2360 }
2360 } else if (mflags & P_IS_ALIVE) { 2361 else if (mflags & P_IS_ALIVE)
2362 {
2361 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2363 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2362 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2364 {
2363 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2365 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2364 break; 2366 {
2365 } 2367 break;
2366 } 2368 }
2367 if(tmp) { 2369 }
2368 return freedir[i]; 2370 if (tmp)
2369 } 2371 {
2372 return freedir[i];
2373 }
2374 }
2375 }
2370 } 2376 }
2371 }
2372 }
2373 return 0; 2377 return 0;
2374} 2378}
2375 2379
2376/* 2380/*
2377 * distance(object 1, object 2) will return the square of the 2381 * distance(object 1, object 2) will return the square of the
2378 * distance between the two given objects. 2382 * distance between the two given objects.
2379 */ 2383 */
2380 2384
2385int
2381int distance(const object *ob1, const object *ob2) { 2386distance (const object *ob1, const object *ob2)
2387{
2382 int i; 2388 int
2383 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2389 i;
2384 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2390
2391 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2385 return i; 2392 return i;
2386} 2393}
2387 2394
2388/* 2395/*
2389 * find_dir_2(delta-x,delta-y) will return a direction in which 2396 * find_dir_2(delta-x,delta-y) will return a direction in which
2390 * an object which has subtracted the x and y coordinates of another 2397 * an object which has subtracted the x and y coordinates of another
2391 * object, needs to travel toward it. 2398 * object, needs to travel toward it.
2392 */ 2399 */
2393 2400
2401int
2394int find_dir_2(int x, int y) { 2402find_dir_2 (int x, int y)
2403{
2395 int q; 2404 int
2405 q;
2396 2406
2397 if(y) 2407 if (y)
2398 q=x*100/y; 2408 q = x * 100 / y;
2399 else if (x) 2409 else if (x)
2400 q= -300*x; 2410 q = -300 * x;
2401 else 2411 else
2402 return 0; 2412 return 0;
2403 2413
2404 if(y>0) { 2414 if (y > 0)
2415 {
2405 if(q < -242) 2416 if (q < -242)
2406 return 3 ; 2417 return 3;
2407 if (q < -41) 2418 if (q < -41)
2408 return 2 ; 2419 return 2;
2409 if (q < 41) 2420 if (q < 41)
2410 return 1 ; 2421 return 1;
2411 if (q < 242) 2422 if (q < 242)
2412 return 8 ; 2423 return 8;
2413 return 7 ; 2424 return 7;
2414 } 2425 }
2415 2426
2416 if (q < -242) 2427 if (q < -242)
2417 return 7 ; 2428 return 7;
2418 if (q < -41) 2429 if (q < -41)
2419 return 6 ; 2430 return 6;
2420 if (q < 41) 2431 if (q < 41)
2421 return 5 ; 2432 return 5;
2422 if (q < 242) 2433 if (q < 242)
2423 return 4 ; 2434 return 4;
2424 2435
2425 return 3 ; 2436 return 3;
2426} 2437}
2427 2438
2428/* 2439/*
2429 * absdir(int): Returns a number between 1 and 8, which represent 2440 * absdir(int): Returns a number between 1 and 8, which represent
2430 * the "absolute" direction of a number (it actually takes care of 2441 * the "absolute" direction of a number (it actually takes care of
2431 * "overflow" in previous calculations of a direction). 2442 * "overflow" in previous calculations of a direction).
2432 */ 2443 */
2433 2444
2445int
2434int absdir(int d) { 2446absdir (int d)
2435 while(d<1) d+=8; 2447{
2436 while(d>8) d-=8; 2448 while (d < 1)
2449 d += 8;
2450 while (d > 8)
2451 d -= 8;
2437 return d; 2452 return d;
2438} 2453}
2439 2454
2440/* 2455/*
2441 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2456 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2442 * between two directions (which are expected to be absolute (see absdir()) 2457 * between two directions (which are expected to be absolute (see absdir())
2443 */ 2458 */
2444 2459
2460int
2445int dirdiff(int dir1, int dir2) { 2461dirdiff (int dir1, int dir2)
2462{
2446 int d; 2463 int
2464 d;
2465
2447 d = abs(dir1 - dir2); 2466 d = abs (dir1 - dir2);
2448 if(d>4) 2467 if (d > 4)
2449 d = 8 - d; 2468 d = 8 - d;
2450 return d; 2469 return d;
2451} 2470}
2452 2471
2453/* peterm: 2472/* peterm:
2458 * direction 4, 14, or 16 to get back to where we are. 2477 * direction 4, 14, or 16 to get back to where we are.
2459 * Moved from spell_util.c to object.c with the other related direction 2478 * Moved from spell_util.c to object.c with the other related direction
2460 * functions. 2479 * functions.
2461 */ 2480 */
2462 2481
2482int
2463int reduction_dir[SIZEOFFREE][3] = { 2483 reduction_dir[SIZEOFFREE][3] = {
2464 {0,0,0}, /* 0 */ 2484 {0, 0, 0}, /* 0 */
2465 {0,0,0}, /* 1 */ 2485 {0, 0, 0}, /* 1 */
2466 {0,0,0}, /* 2 */ 2486 {0, 0, 0}, /* 2 */
2467 {0,0,0}, /* 3 */ 2487 {0, 0, 0}, /* 3 */
2468 {0,0,0}, /* 4 */ 2488 {0, 0, 0}, /* 4 */
2469 {0,0,0}, /* 5 */ 2489 {0, 0, 0}, /* 5 */
2470 {0,0,0}, /* 6 */ 2490 {0, 0, 0}, /* 6 */
2471 {0,0,0}, /* 7 */ 2491 {0, 0, 0}, /* 7 */
2472 {0,0,0}, /* 8 */ 2492 {0, 0, 0}, /* 8 */
2473 {8,1,2}, /* 9 */ 2493 {8, 1, 2}, /* 9 */
2474 {1,2,-1}, /* 10 */ 2494 {1, 2, -1}, /* 10 */
2475 {2,10,12}, /* 11 */ 2495 {2, 10, 12}, /* 11 */
2476 {2,3,-1}, /* 12 */ 2496 {2, 3, -1}, /* 12 */
2477 {2,3,4}, /* 13 */ 2497 {2, 3, 4}, /* 13 */
2478 {3,4,-1}, /* 14 */ 2498 {3, 4, -1}, /* 14 */
2479 {4,14,16}, /* 15 */ 2499 {4, 14, 16}, /* 15 */
2480 {5,4,-1}, /* 16 */ 2500 {5, 4, -1}, /* 16 */
2481 {4,5,6}, /* 17 */ 2501 {4, 5, 6}, /* 17 */
2482 {6,5,-1}, /* 18 */ 2502 {6, 5, -1}, /* 18 */
2483 {6,20,18}, /* 19 */ 2503 {6, 20, 18}, /* 19 */
2484 {7,6,-1}, /* 20 */ 2504 {7, 6, -1}, /* 20 */
2485 {6,7,8}, /* 21 */ 2505 {6, 7, 8}, /* 21 */
2486 {7,8,-1}, /* 22 */ 2506 {7, 8, -1}, /* 22 */
2487 {8,22,24}, /* 23 */ 2507 {8, 22, 24}, /* 23 */
2488 {8,1,-1}, /* 24 */ 2508 {8, 1, -1}, /* 24 */
2489 {24,9,10}, /* 25 */ 2509 {24, 9, 10}, /* 25 */
2490 {9,10,-1}, /* 26 */ 2510 {9, 10, -1}, /* 26 */
2491 {10,11,-1}, /* 27 */ 2511 {10, 11, -1}, /* 27 */
2492 {27,11,29}, /* 28 */ 2512 {27, 11, 29}, /* 28 */
2493 {11,12,-1}, /* 29 */ 2513 {11, 12, -1}, /* 29 */
2494 {12,13,-1}, /* 30 */ 2514 {12, 13, -1}, /* 30 */
2495 {12,13,14}, /* 31 */ 2515 {12, 13, 14}, /* 31 */
2496 {13,14,-1}, /* 32 */ 2516 {13, 14, -1}, /* 32 */
2497 {14,15,-1}, /* 33 */ 2517 {14, 15, -1}, /* 33 */
2498 {33,15,35}, /* 34 */ 2518 {33, 15, 35}, /* 34 */
2499 {16,15,-1}, /* 35 */ 2519 {16, 15, -1}, /* 35 */
2500 {17,16,-1}, /* 36 */ 2520 {17, 16, -1}, /* 36 */
2501 {18,17,16}, /* 37 */ 2521 {18, 17, 16}, /* 37 */
2502 {18,17,-1}, /* 38 */ 2522 {18, 17, -1}, /* 38 */
2503 {18,19,-1}, /* 39 */ 2523 {18, 19, -1}, /* 39 */
2504 {41,19,39}, /* 40 */ 2524 {41, 19, 39}, /* 40 */
2505 {19,20,-1}, /* 41 */ 2525 {19, 20, -1}, /* 41 */
2506 {20,21,-1}, /* 42 */ 2526 {20, 21, -1}, /* 42 */
2507 {20,21,22}, /* 43 */ 2527 {20, 21, 22}, /* 43 */
2508 {21,22,-1}, /* 44 */ 2528 {21, 22, -1}, /* 44 */
2509 {23,22,-1}, /* 45 */ 2529 {23, 22, -1}, /* 45 */
2510 {45,47,23}, /* 46 */ 2530 {45, 47, 23}, /* 46 */
2511 {23,24,-1}, /* 47 */ 2531 {23, 24, -1}, /* 47 */
2512 {24,9,-1}}; /* 48 */ 2532 {24, 9, -1}
2533}; /* 48 */
2513 2534
2514/* Recursive routine to step back and see if we can 2535/* Recursive routine to step back and see if we can
2515 * find a path to that monster that we found. If not, 2536 * find a path to that monster that we found. If not,
2516 * we don't bother going toward it. Returns 1 if we 2537 * we don't bother going toward it. Returns 1 if we
2517 * can see a direct way to get it 2538 * can see a direct way to get it
2518 * Modified to be map tile aware -.MSW 2539 * Modified to be map tile aware -.MSW
2519 */ 2540 */
2520
2521 2541
2542
2543int
2522int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2544can_see_monsterP (maptile *m, int x, int y, int dir)
2545{
2523 sint16 dx, dy; 2546 sint16 dx, dy;
2547 int
2524 int mflags; 2548 mflags;
2525 2549
2550 if (dir < 0)
2526 if(dir<0) return 0; /* exit condition: invalid direction */ 2551 return 0; /* exit condition: invalid direction */
2527 2552
2528 dx = x + freearr_x[dir]; 2553 dx = x + freearr_x[dir];
2529 dy = y + freearr_y[dir]; 2554 dy = y + freearr_y[dir];
2530 2555
2531 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2556 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2532 2557
2533 /* This functional arguably was incorrect before - it was 2558 /* This functional arguably was incorrect before - it was
2534 * checking for P_WALL - that was basically seeing if 2559 * checking for P_WALL - that was basically seeing if
2535 * we could move to the monster - this is being more 2560 * we could move to the monster - this is being more
2536 * literal on if we can see it. To know if we can actually 2561 * literal on if we can see it. To know if we can actually
2537 * move to the monster, we'd need the monster passed in or 2562 * move to the monster, we'd need the monster passed in or
2538 * at least its move type. 2563 * at least its move type.
2539 */ 2564 */
2540 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2565 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2566 return 0;
2541 2567
2542 /* yes, can see. */ 2568 /* yes, can see. */
2543 if(dir < 9) return 1; 2569 if (dir < 9)
2570 return 1;
2544 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2571 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2545 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2572 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2546 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2547} 2573}
2548 2574
2549 2575
2550 2576
2551/* 2577/*
2552 * can_pick(picker, item): finds out if an object is possible to be 2578 * can_pick(picker, item): finds out if an object is possible to be
2553 * picked up by the picker. Returnes 1 if it can be 2579 * picked up by the picker. Returnes 1 if it can be
2554 * picked up, otherwise 0. 2580 * picked up, otherwise 0.
2555 * 2581 *
2557 * core dumps if they do. 2583 * core dumps if they do.
2558 * 2584 *
2559 * Add a check so we can't pick up invisible objects (0.93.8) 2585 * Add a check so we can't pick up invisible objects (0.93.8)
2560 */ 2586 */
2561 2587
2588int
2562int can_pick(const object *who, const object *item) { 2589can_pick (const object *who, const object *item)
2590{
2563 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2591 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2564 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2592 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2565 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2593 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2566 (who->type==PLAYER||item->weight<who->weight/3));
2567} 2594}
2568 2595
2569 2596
2570/* 2597/*
2571 * create clone from object to another 2598 * create clone from object to another
2572 */ 2599 */
2600object *
2573object *object_create_clone (object *asrc) { 2601object_create_clone (object *asrc)
2602{
2603 object *
2574 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2604 dst = NULL, *tmp, *src, *part, *prev, *item;
2575 2605
2606 if (!asrc)
2576 if(!asrc) return NULL; 2607 return NULL;
2577 src = asrc; 2608 src = asrc;
2578 if(src->head) 2609 if (src->head)
2579 src = src->head; 2610 src = src->head;
2580 2611
2581 prev = NULL; 2612 prev = NULL;
2582 for(part = src; part; part = part->more) { 2613 for (part = src; part; part = part->more)
2614 {
2583 tmp = get_object(); 2615 tmp = get_object ();
2584 copy_object(part,tmp); 2616 copy_object (part, tmp);
2585 tmp->x -= src->x; 2617 tmp->x -= src->x;
2586 tmp->y -= src->y; 2618 tmp->y -= src->y;
2587 if(!part->head) { 2619 if (!part->head)
2620 {
2588 dst = tmp; 2621 dst = tmp;
2589 tmp->head = NULL; 2622 tmp->head = NULL;
2623 }
2590 } else { 2624 else
2625 {
2591 tmp->head = dst; 2626 tmp->head = dst;
2592 } 2627 }
2593 tmp->more = NULL; 2628 tmp->more = NULL;
2594 if(prev) 2629 if (prev)
2595 prev->more = tmp; 2630 prev->more = tmp;
2596 prev = tmp; 2631 prev = tmp;
2597 } 2632 }
2598 /*** copy inventory ***/ 2633
2599 for(item = src->inv; item; item = item->below) { 2634 for (item = src->inv; item; item = item->below)
2600 (void) insert_ob_in_ob(object_create_clone(item),dst); 2635 insert_ob_in_ob (object_create_clone (item), dst);
2601 }
2602 2636
2603 return dst; 2637 return dst;
2604}
2605
2606/* return true if the object was destroyed, 0 otherwise */
2607int was_destroyed (const object *op, tag_t old_tag)
2608{
2609 /* checking for FLAG_FREED isn't necessary, but makes this function more
2610 * robust */
2611 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2612} 2638}
2613 2639
2614/* GROS - Creates an object using a string representing its content. */ 2640/* GROS - Creates an object using a string representing its content. */
2615/* Basically, we save the content of the string to a temp file, then call */ 2641/* Basically, we save the content of the string to a temp file, then call */
2616/* load_object on it. I admit it is a highly inefficient way to make things, */ 2642/* load_object on it. I admit it is a highly inefficient way to make things, */
2617/* but it was simple to make and allows reusing the load_object function. */ 2643/* but it was simple to make and allows reusing the load_object function. */
2618/* Remember not to use load_object_str in a time-critical situation. */ 2644/* Remember not to use load_object_str in a time-critical situation. */
2619/* Also remember that multiparts objects are not supported for now. */ 2645/* Also remember that multiparts objects are not supported for now. */
2620 2646
2647object *
2621object* load_object_str(const char *obstr) 2648load_object_str (const char *obstr)
2622{ 2649{
2623 object *op; 2650 object *op;
2624 FILE *tempfile;
2625 char filename[MAX_BUF]; 2651 char filename[MAX_BUF];
2652
2626 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2653 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2654
2627 tempfile=fopen(filename,"w"); 2655 FILE *tempfile = fopen (filename, "w");
2656
2628 if (tempfile == NULL) 2657 if (tempfile == NULL)
2629 { 2658 {
2630 LOG(llevError,"Error - Unable to access load object temp file\n"); 2659 LOG (llevError, "Error - Unable to access load object temp file\n");
2631 return NULL; 2660 return NULL;
2632 }; 2661 }
2662
2633 fprintf(tempfile,obstr); 2663 fprintf (tempfile, obstr);
2634 fclose(tempfile); 2664 fclose (tempfile);
2635 2665
2636 op=get_object(); 2666 op = get_object ();
2637 2667
2638 tempfile=fopen(filename,"r"); 2668 object_thawer thawer (filename);
2639 if (tempfile == NULL) 2669
2640 { 2670 if (thawer)
2641 LOG(llevError,"Error - Unable to read object temp file\n"); 2671 load_object (thawer, op, 0);
2642 return NULL; 2672
2643 };
2644 load_object(tempfile,op,LO_NEWFILE,0);
2645 LOG(llevDebug," load str completed, object=%s\n",op->name); 2673 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2646 CLEAR_FLAG(op,FLAG_REMOVED); 2674 CLEAR_FLAG (op, FLAG_REMOVED);
2647 fclose(tempfile); 2675
2648 return op; 2676 return op;
2649} 2677}
2650 2678
2651/* This returns the first object in who's inventory that 2679/* This returns the first object in who's inventory that
2652 * has the same type and subtype match. 2680 * has the same type and subtype match.
2653 * returns NULL if no match. 2681 * returns NULL if no match.
2654 */ 2682 */
2683object *
2655object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2684find_obj_by_type_subtype (const object *who, int type, int subtype)
2656{ 2685{
2657 object *tmp; 2686 object *tmp;
2658 2687
2659 for (tmp=who->inv; tmp; tmp=tmp->below) 2688 for (tmp = who->inv; tmp; tmp = tmp->below)
2660 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2689 if (tmp->type == type && tmp->subtype == subtype)
2690 return tmp;
2661 2691
2662 return NULL; 2692 return NULL;
2663} 2693}
2664 2694
2665/* If ob has a field named key, return the link from the list, 2695/* If ob has a field named key, return the link from the list,
2666 * otherwise return NULL. 2696 * otherwise return NULL.
2667 * 2697 *
2668 * key must be a passed in shared string - otherwise, this won't 2698 * key must be a passed in shared string - otherwise, this won't
2669 * do the desired thing. 2699 * do the desired thing.
2670 */ 2700 */
2701key_value *
2671key_value * get_ob_key_link(const object * ob, const char * key) { 2702get_ob_key_link (const object *ob, const char *key)
2703{
2672 key_value * link; 2704 key_value *link;
2673 2705
2674 for (link = ob->key_values; link != NULL; link = link->next) { 2706 for (link = ob->key_values; link != NULL; link = link->next)
2675 if (link->key == key) { 2707 if (link->key == key)
2676 return link; 2708 return link;
2677 } 2709
2678 }
2679
2680 return NULL; 2710 return NULL;
2681} 2711}
2682 2712
2683/* 2713/*
2684 * Returns the value of op has an extra_field for key, or NULL. 2714 * Returns the value of op has an extra_field for key, or NULL.
2685 * 2715 *
2686 * The argument doesn't need to be a shared string. 2716 * The argument doesn't need to be a shared string.
2687 * 2717 *
2688 * The returned string is shared. 2718 * The returned string is shared.
2689 */ 2719 */
2720const char *
2690const char * get_ob_key_value(const object * op, const char * const key) { 2721get_ob_key_value (const object *op, const char *const key)
2722{
2691 key_value * link; 2723 key_value *link;
2692 const char * canonical_key; 2724 shstr_cmp canonical_key (key);
2725
2726 if (!canonical_key)
2693 2727 {
2694 canonical_key = find_string(key);
2695
2696 if (canonical_key == NULL) {
2697 /* 1. There being a field named key on any object 2728 /* 1. There being a field named key on any object
2698 * implies there'd be a shared string to find. 2729 * implies there'd be a shared string to find.
2699 * 2. Since there isn't, no object has this field. 2730 * 2. Since there isn't, no object has this field.
2700 * 3. Therefore, *this* object doesn't have this field. 2731 * 3. Therefore, *this* object doesn't have this field.
2701 */ 2732 */
2702 return NULL; 2733 return 0;
2703 } 2734 }
2704 2735
2705 /* This is copied from get_ob_key_link() above - 2736 /* This is copied from get_ob_key_link() above -
2706 * only 4 lines, and saves the function call overhead. 2737 * only 4 lines, and saves the function call overhead.
2707 */ 2738 */
2708 for (link = op->key_values; link != NULL; link = link->next) { 2739 for (link = op->key_values; link; link = link->next)
2709 if (link->key == canonical_key) { 2740 if (link->key == canonical_key)
2710 return link->value; 2741 return link->value;
2711 } 2742
2712 } 2743 return 0;
2713 return NULL;
2714} 2744}
2715 2745
2716 2746
2717/* 2747/*
2718 * Updates the canonical_key in op to value. 2748 * Updates the canonical_key in op to value.
2722 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2752 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2723 * keys. 2753 * keys.
2724 * 2754 *
2725 * Returns TRUE on success. 2755 * Returns TRUE on success.
2726 */ 2756 */
2757int
2727int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) { 2758set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2759{
2760 key_value *
2728 key_value * field = NULL, *last=NULL; 2761 field = NULL, *last = NULL;
2729 2762
2730 for (field=op->key_values; field != NULL; field=field->next) { 2763 for (field = op->key_values; field != NULL; field = field->next)
2731 if (field->key != canonical_key) {
2732 last = field;
2733 continue;
2734 }
2735 2764 {
2736 if (field->value) FREE_AND_CLEAR_STR(field->value); 2765 if (field->key != canonical_key)
2737 if (value) 2766 {
2738 field->value = add_string(value); 2767 last = field;
2739 else { 2768 continue;
2769 }
2770
2771 if (value)
2772 field->value = value;
2773 else
2774 {
2740 /* Basically, if the archetype has this key set, 2775 /* Basically, if the archetype has this key set,
2741 * we need to store the null value so when we save 2776 * we need to store the null value so when we save
2742 * it, we save the empty value so that when we load, 2777 * it, we save the empty value so that when we load,
2743 * we get this value back again. 2778 * we get this value back again.
2744 */ 2779 */
2745 if (get_ob_key_link(&op->arch->clone, canonical_key)) 2780 if (get_ob_key_link (&op->arch->clone, canonical_key))
2746 field->value = NULL; 2781 field->value = 0;
2747 else { 2782 else
2748 /* Delete this link */ 2783 {
2749 if (field->key) FREE_AND_CLEAR_STR(field->key); 2784 if (last)
2750 if (field->value) FREE_AND_CLEAR_STR(field->value); 2785 last->next = field->next;
2751 if (last) last->next = field->next; 2786 else
2752 else op->key_values = field->next; 2787 op->key_values = field->next;
2753 free(field); 2788
2754 } 2789 delete field;
2755 } 2790 }
2791 }
2756 return TRUE; 2792 return TRUE;
2757 } 2793 }
2758 /* IF we get here, key doesn't exist */ 2794 /* IF we get here, key doesn't exist */
2759 2795
2760 /* No field, we'll have to add it. */ 2796 /* No field, we'll have to add it. */
2797
2798 if (!add_key)
2761 2799 {
2762 if (!add_key) {
2763 return FALSE; 2800 return FALSE;
2764 } 2801 }
2765 /* There isn't any good reason to store a null 2802 /* There isn't any good reason to store a null
2766 * value in the key/value list. If the archetype has 2803 * value in the key/value list. If the archetype has
2767 * this key, then we should also have it, so shouldn't 2804 * this key, then we should also have it, so shouldn't
2768 * be here. If user wants to store empty strings, 2805 * be here. If user wants to store empty strings,
2769 * should pass in "" 2806 * should pass in ""
2770 */ 2807 */
2771 if (value == NULL) return TRUE; 2808 if (value == NULL)
2772
2773 field = (key_value *) malloc(sizeof(key_value));
2774
2775 field->key = add_refcount(canonical_key);
2776 field->value = add_string(value);
2777 /* Usual prepend-addition. */
2778 field->next = op->key_values;
2779 op->key_values = field;
2780
2781 return TRUE; 2809 return TRUE;
2810
2811 field = new key_value;
2812
2813 field->key = canonical_key;
2814 field->value = value;
2815 /* Usual prepend-addition. */
2816 field->next = op->key_values;
2817 op->key_values = field;
2818
2819 return TRUE;
2782} 2820}
2783 2821
2784/* 2822/*
2785 * Updates the key in op to value. 2823 * Updates the key in op to value.
2786 * 2824 *
2788 * and not add new ones. 2826 * and not add new ones.
2789 * In general, should be little reason FALSE is ever passed in for add_key 2827 * In general, should be little reason FALSE is ever passed in for add_key
2790 * 2828 *
2791 * Returns TRUE on success. 2829 * Returns TRUE on success.
2792 */ 2830 */
2831int
2793int set_ob_key_value(object * op, const char * key, const char * value, int add_key) { 2832set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2794 const char * canonical_key = NULL; 2833{
2795 int floating_ref = FALSE; 2834 shstr key_ (key);
2796 int ret; 2835
2836 return set_ob_key_value_s (op, key_, value, add_key);
2837}
2838
2839object::depth_iterator::depth_iterator (object *container)
2840: iterator_base (container)
2841{
2842 while (item->inv)
2843 item = item->inv;
2844}
2845
2846void
2847object::depth_iterator::next ()
2848{
2849 if (item->below)
2797 2850 {
2798 /* HACK This mess is to make sure set_ob_value() passes a shared string 2851 item = item->below;
2799 * to get_ob_key_link(), without leaving a leaked refcount. 2852
2800 */ 2853 while (item->inv)
2854 item = item->inv;
2801 2855 }
2802 canonical_key = find_string(key); 2856 else
2803 if (canonical_key == NULL) { 2857 item = item->env;
2804 canonical_key = add_string(key);
2805 floating_ref = TRUE;
2806 }
2807
2808 ret = set_ob_key_value_s(op, canonical_key, value, add_key);
2809
2810 if (floating_ref) {
2811 free_string(canonical_key);
2812 }
2813
2814 return ret;
2815} 2858}
2859
2860// return a suitable string describing an objetc in enough detail to find it
2861const char *
2862object::debug_desc (char *info) const
2863{
2864 char info2[256 * 3];
2865 char *p = info;
2866
2867 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2868 count,
2869 &name,
2870 title ? " " : "",
2871 title ? (const char *)title : "");
2872
2873 if (env)
2874 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2875
2876 if (map)
2877 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2878
2879 return info;
2880}
2881
2882const char *
2883object::debug_desc () const
2884{
2885 static char info[256 * 3];
2886 return debug_desc (info);
2887}
2888

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