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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 1.94 by root, Wed Dec 27 05:22:35 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; 35#include <bitset>
36
44int nrofallocobjects = 0; 37int nrofallocobjects = 0;
45#undef OBJ_EXPAND 38static UUID uuid;
46#define OBJ_EXPAND 1 39const uint64 UUID_SKIP = 1<<19;
47#else
48object objarray[STARTMAX]; /* All objects, allocated this way at first */
49int nroffreeobjects = STARTMAX; /* How many OBs allocated and free (free) */
50int nrofallocobjects = STARTMAX; /* How many OBs allocated (free + used) */
51#endif
52 40
53object *objects; /* Pointer to the list of used objects */
54object *free_objects; /* Pointer to the list of unused objects */
55object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
56 42
57short freearr_x[SIZEOFFREE]= 43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
58 {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}; 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
60short freearr_y[SIZEOFFREE]= 45};
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, 46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
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}; 47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
63int maxfree[SIZEOFFREE]= 48};
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, 49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
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}; 50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51};
66int freedir[SIZEOFFREE]= { 52int 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, 53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
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}; 54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55};
69 56
57static void
58write_uuid (void)
59{
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76}
77
78static void
79read_uuid (void)
80{
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp);
113}
114
115UUID
116gen_uuid ()
117{
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126}
127
128void
129init_uuid ()
130{
131 read_uuid ();
132}
70 133
71/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int
72static int compare_ob_value_lists_one(const object * wants, const object * has) { 136compare_ob_value_lists_one (const object *wants, const object *has)
137{
73 key_value * wants_field; 138 key_value *wants_field;
74 139
75 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
76 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
77 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
78 */ 143 */
79 144
80 /* For each field in wants, */ 145 /* For each field in wants, */
81 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 {
82 key_value * has_field; 148 key_value *has_field;
83 149
84 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
85 has_field = get_ob_key_link(has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
86 154 {
87 if (has_field == NULL) {
88 /* No field with that name. */ 155 /* No field with that name. */
89 return FALSE; 156 return FALSE;
90 } 157 }
91 158
92 /* Found the matching field. */ 159 /* Found the matching field. */
93 if (has_field->value != wants_field->value) { 160 if (has_field->value != wants_field->value)
161 {
94 /* Values don't match, so this half of the comparison is false. */ 162 /* Values don't match, so this half of the comparison is false. */
95 return FALSE; 163 return FALSE;
96 } 164 }
97 165
98 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
99 }
100 167 }
168
101 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
102 return TRUE; 170 return TRUE;
103} 171}
104 172
105/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int
106static int compare_ob_value_lists(const object * ob1, const object * ob2) { 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{
107 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
108 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
109 */ 179 */
110 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
111} 181}
112 182
113/* Function examines the 2 objects given to it, and returns true if 183/* Function examines the 2 objects given to it, and returns true if
114 * they can be merged together. 184 * they can be merged together.
115 * 185 *
116 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
117 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
118 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
119 * 189 *
120 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
121 * 191 *
122 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
123 * check weight 193 * check weight
124 */ 194 */
125 195
126int CAN_MERGE(object *ob1, object *ob2) { 196bool object::can_merge_slow (object *ob1, object *ob2)
127 197{
128 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
129 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 199 if (ob1 == ob2
130 200 || ob1->type != ob2->type
131 if (ob1->speed != ob2->speed) return 0; 201 || ob1->speed != ob2->speed
132 /* Note sure why the following is the case - either the object has to 202 || ob1->value != ob2->value
133 * be animated or have a very low speed. Is this an attempted monster 203 || ob1->name != ob2->name)
134 * check?
135 */
136 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED)
137 return 0; 204 return 0;
138 205
206 //TODO: this ain't working well, use nicer and correct overflow check
139 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
140 * value could not be stored in a sint32 (which unfortunately sometimes is 208 * value could not be stored in a sint32 (which unfortunately sometimes is
141 * used to store nrof). 209 * used to store nrof).
142 */ 210 */
143 if (ob1->nrof+ob2->nrof >= 1UL<<31) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
144 return 0; 212 return 0;
145 213
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. 214 /* 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 215 * 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 216 * 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 217 * are not equal - just if it has been identified, the been_applied
165 * flags lose any meaning. 218 * flags lose any meaning.
166 */ 219 */
167 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED)) 220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
168 SET_FLAG(ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
169 222
170 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
171 SET_FLAG(ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
172 225
173 226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
174 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 || ob1->arch != ob2->arch
175 * being locked in inventory should prevent merging. 228 || ob1->name != ob2->name
176 * 0x4 in flags3 is CLIENT_SENT 229 || ob1->title != ob2->title
177 */ 230 || ob1->msg != ob2->msg
178 if ((ob1->arch != ob2->arch) || 231 || ob1->weight != ob2->weight
179 (ob1->flags[0] != ob2->flags[0]) ||
180 (ob1->flags[1] != ob2->flags[1]) ||
181 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
182 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
183 (ob1->name != ob2->name) ||
184 (ob1->title != ob2->title) ||
185 (ob1->msg != ob2->msg) ||
186 (ob1->weight != ob2->weight) ||
187 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
188 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
189 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
190 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
191 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
192 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
193 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
194 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
195 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
196 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
197 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
198 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
199 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
200 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
201 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
202 (ob1->move_on != ob2->move_on) || 247 || ob1->move_on != ob2->move_on
203 (ob1->move_off != ob2->move_off) || 248 || ob1->move_off != ob2->move_off
204 (ob1->move_slow != ob2->move_slow) || 249 || ob1->move_slow != ob2->move_slow
205 (ob1->move_slow_penalty != ob2->move_slow_penalty) 250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
206 )
207 return 0; 251 return 0;
208 252
253 /* This is really a spellbook check - really, we should
254 * check all objects in the inventory.
255 */
256 if (ob1->inv || ob2->inv)
257 {
258 /* if one object has inventory but the other doesn't, not equiv */
259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
260 return 0;
261
262 /* Now check to see if the two inventory objects could merge */
263 if (!object::can_merge (ob1->inv, ob2->inv))
264 return 0;
265
266 /* inventory ok - still need to check rest of this object to see
267 * if it is valid.
268 */
269 }
270
209 /* Don't merge objects that are applied. With the new 'body' code, 271 /* Don't merge objects that are applied. With the new 'body' code,
210 * it is possible for most any character to have more than one of 272 * it is possible for most any character to have more than one of
211 * some items equipped, and we don't want those to merge. 273 * some items equipped, and we don't want those to merge.
212 */ 274 */
213 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 275 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
214 return 0; 276 return 0;
215 277
278 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster
280 * check?
281 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
283 return 0;
284
216 switch (ob1->type) { 285 switch (ob1->type)
286 {
217 case SCROLL: 287 case SCROLL:
218 if (ob1->level != ob2->level) return 0; 288 if (ob1->level != ob2->level)
289 return 0;
219 break; 290 break;
220
221 } 291 }
292
222 if (ob1->key_values != NULL || ob2->key_values != NULL) { 293 if (ob1->key_values != NULL || ob2->key_values != NULL)
294 {
223 /* At least one of these has key_values. */ 295 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) { 296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
225 /* One has fields, but the other one doesn't. */ 297 /* One has fields, but the other one doesn't. */
226 return 0; 298 return 0;
227 } else if (!compare_ob_value_lists(ob1, ob2)) { 299 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 300 return 0;
229 } 301 }
302
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self)
230 } 305 {
306 ob1->optimise ();
307 ob2->optimise ();
231 308
309 if (ob1->self || ob2->self)
310 return 0;
311 }
312
232 /* Everything passes, must be OK. */ 313 /* Everything passes, must be OK. */
233 return 1; 314 return 1;
234} 315}
235 316
236/* 317/*
237 * sum_weight() is a recursive function which calculates the weight 318 * sum_weight() is a recursive function which calculates the weight
238 * an object is carrying. It goes through in figures out how much 319 * an object is carrying. It goes through in figures out how much
239 * containers are carrying, and sums it up. 320 * containers are carrying, and sums it up.
240 */ 321 */
241signed long sum_weight(object *op) { 322long
323sum_weight (object *op)
324{
242 signed long sum; 325 long sum;
243 object *inv; 326 object *inv;
327
244 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
329 {
245 if (inv->inv) 330 if (inv->inv)
246 sum_weight(inv); 331 sum_weight (inv);
247 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
248 } 333 }
334
249 if (op->type == CONTAINER && op->stats.Str) 335 if (op->type == CONTAINER && op->stats.Str)
250 sum = (sum * (100 - op->stats.Str))/100; 336 sum = (sum * (100 - op->stats.Str)) / 100;
337
251 if(op->carrying != sum) 338 if (op->carrying != sum)
252 op->carrying = sum; 339 op->carrying = sum;
340
253 return sum; 341 return sum;
254} 342}
255 343
256/** 344/**
257 * Return the outermost environment object for a given object. 345 * Return the outermost environment object for a given object.
258 */ 346 */
259 347
348object *
260object *object_get_env_recursive (object *op) { 349object_get_env_recursive (object *op)
350{
261 while (op->env != NULL) 351 while (op->env != NULL)
262 op = op->env; 352 op = op->env;
263 return op; 353 return op;
264}
265
266/*
267 * 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
269 * or find a player.
270 */
271
272object *is_player_inv (object *op) {
273 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
274 if (op->env==op)
275 op->env = NULL;
276 return op;
277} 354}
278 355
279/* 356/*
280 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
281 * Some error messages. 358 * Some error messages.
282 * The result of the dump is stored in the static global errmsg array. 359 * The result of the dump is stored in the static global errmsg array.
283 */ 360 */
284 361
285void dump_object2(object *op) { 362char *
286 char *cp;
287/* object *tmp;*/
288
289 if(op->arch!=NULL) {
290 strcat(errmsg,"arch ");
291 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
292 strcat(errmsg,"\n");
293 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
294 strcat(errmsg,cp);
295#if 0
296 /* Don't dump player diffs - they are too long, mostly meaningless, and
297 * will overflow the buffer.
298 * Changed so that we don't dump inventory either. This may
299 * also overflow the buffer.
300 */
301 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
302 strcat(errmsg,cp);
303 for (tmp=op->inv; tmp; tmp=tmp->below)
304 dump_object2(tmp);
305#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}
321
322/*
323 * Dumps an object. Returns output in the static global errmsg array.
324 */
325
326void dump_object(object *op) { 363dump_object (object *op)
327 if(op==NULL) {
328 strcpy(errmsg,"[NULL pointer]");
329 return;
330 }
331 errmsg[0]='\0';
332 dump_object2(op);
333}
334
335/* GROS - Dumps an object. Return the result into a string */
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{ 364{
340 char *cp; 365 if (!op)
366 return strdup ("[NULLOBJ]");
341 367
342 if(op==NULL) 368 object_freezer freezer;
343 { 369 save_object (freezer, op, 1);
344 strcpy(outstr,"[NULL pointer]"); 370 return freezer.as_string ();
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) {
376 object *op;
377 for(op=objects;op!=NULL;op=op->next) {
378 dump_object(op);
379 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
380 }
381} 371}
382 372
383/* 373/*
384 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
385 * multi-object 1 which is closest to the second object. 375 * multi-object 1 which is closest to the second object.
386 * If it's not a multi-object, it is returned. 376 * If it's not a multi-object, it is returned.
387 */ 377 */
388 378
379object *
389object *get_nearest_part(object *op, const object *pl) { 380get_nearest_part (object *op, const object *pl)
381{
390 object *tmp,*closest; 382 object *tmp, *closest;
391 int last_dist,i; 383 int last_dist, i;
384
392 if(op->more==NULL) 385 if (op->more == NULL)
393 return op; 386 return op;
394 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 387 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
395 if((i=distance(tmp,pl))<last_dist) 388 if ((i = distance (tmp, pl)) < last_dist)
396 closest=tmp,last_dist=i; 389 closest = tmp, last_dist = i;
397 return closest; 390 return closest;
398} 391}
399 392
400/* 393/*
401 * Returns the object which has the count-variable equal to the argument. 394 * Returns the object which has the count-variable equal to the argument.
402 */ 395 */
403 396
397object *
404object *find_object(tag_t i) { 398find_object (tag_t i)
405 object *op; 399{
406 for(op=objects;op!=NULL;op=op->next) 400 for (object *op = object::first; op; op = op->next)
407 if(op->count==i) 401 if (op->count == i)
408 break; 402 return op;
403
409 return op; 404 return 0;
410} 405}
411 406
412/* 407/*
413 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
414 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
415 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
416 */ 411 */
417 412
413object *
418object *find_object_name(const char *str) { 414find_object_name (const char *str)
419 const char *name=add_string(str); 415{
416 shstr_cmp str_ (str);
420 object *op; 417 object *op;
418
421 for(op=objects;op!=NULL;op=op->next) 419 for (op = object::first; op != NULL; op = op->next)
422 if(op->name==name) 420 if (op->name == str_)
423 break; 421 break;
424 free_string(name); 422
425 return op; 423 return op;
426} 424}
427 425
426void
428void free_all_object_data(void) { 427free_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{ 428{
470 if (!op) return; 429 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} 430}
478
479
480 431
481/* 432/*
482 * Sets the owner and sets the skill and exp pointers to owner's current 433 * Sets the owner and sets the skill and exp pointers to owner's current
483 * skill and experience objects. 434 * skill and experience objects.
484 */ 435 */
485void set_owner (object *op, object *owner) 436void
437object::set_owner (object *owner)
486{ 438{
487 if(owner==NULL||op==NULL) 439 if (!owner)
488 return; 440 return;
489 441
490 /* next line added to allow objects which own objects */ 442 /* next line added to allow objects which own objects */
491 /* Add a check for ownercounts in here, as I got into an endless loop 443 /* Add a check for ownercounts in here, as I got into an endless loop
492 * with the fireball owning a poison cloud which then owned the 444 * with the fireball owning a poison cloud which then owned the
493 * fireball. I believe that was caused by one of the objects getting 445 * fireball. I believe that was caused by one of the objects getting
494 * freed and then another object replacing it. Since the ownercounts 446 * 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. 447 * didn't match, this check is valid and I believe that cause is valid.
496 */ 448 */
497 while (owner->owner && owner!=owner->owner && 449 while (owner->owner)
498 owner->ownercount==owner->owner->count) owner=owner->owner; 450 owner = owner->owner;
499 451
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; 452 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} 453}
554 454
555/* Zero the key_values on op, decrementing the shared-string 455/* Zero the key_values on op, decrementing the shared-string
556 * refcounts and freeing the links. 456 * refcounts and freeing the links.
557 */ 457 */
458static void
558static void free_key_values(object * op) { 459free_key_values (object *op)
559 key_value * i; 460{
560 key_value * next = NULL; 461 for (key_value *i = op->key_values; i != 0;)
561 462 {
562 if (op->key_values == NULL) return; 463 key_value *next = i->next;
464 delete i;
465
466 i = next;
563 467 }
564 for (i = op->key_values; i != NULL; i = next) { 468
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; 469 op->key_values = 0;
575} 470}
576 471
577
578/* 472/*
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);
606
607 /* the memset will clear all these values for us, but we need
608 * to reduce the refcount on them.
609 */
610 if (op->name!=NULL) FREE_AND_CLEAR_STR(op->name);
611 if (op->name_pl!=NULL) FREE_AND_CLEAR_STR(op->name_pl);
612 if (op->title != NULL) FREE_AND_CLEAR_STR(op->title);
613 if (op->race!=NULL) FREE_AND_CLEAR_STR(op->race);
614 if (op->slaying!=NULL) FREE_AND_CLEAR_STR(op->slaying);
615 if (op->skill!=NULL) FREE_AND_CLEAR_STR(op->skill);
616 if (op->msg!=NULL) FREE_AND_CLEAR_STR(op->msg);
617 if (op->lore!=NULL) FREE_AND_CLEAR_STR(op->lore);
618 if (op->materialname!= NULL) FREE_AND_CLEAR_STR(op->materialname);
619
620
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);
627
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 */
643
644 op->expmul=1.0;
645 op->face = blank_face;
646 op->attacked_by_count = (tag_t) -1;
647 if (settings.casting_time)
648 op->casting_time = -1;
649
650}
651
652/*
653 * copy object first frees everything allocated by the second object, 473 * copy_to first frees everything allocated by the dst object,
654 * and then copies the contends of the first object into the second 474 * and then copies the contents of itself into the second
655 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
656 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
657 * if the first object is freed, the pointers in the new object 477 * if the first object is freed, the pointers in the new object
658 * will point at garbage. 478 * will point at garbage.
659 */ 479 */
480void
481object::copy_to (object *dst)
482{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
660 485
661void copy_object(object *op2, object *op) { 486 *(object_copy *)dst = *this;
662 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED);
663 event *evt, *evt2, *evt_new;
664 487
665 op->clear (); 488 if (is_freed)
489 SET_FLAG (dst, FLAG_FREED);
666 490
667 /* Decrement the refcounts, but don't bother zeroing the fields; 491 if (is_removed)
668 they'll be overwritten by memcpy. */ 492 SET_FLAG (dst, FLAG_REMOVED);
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);
679 493
680 /* Basically, same code as from clear_object() */ 494 if (speed < 0)
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);
696
697 if(is_freed) SET_FLAG(op,FLAG_FREED);
698 if(is_removed) SET_FLAG(op,FLAG_REMOVED);
699 if(op->name!=NULL) add_refcount(op->name);
700 if(op->name_pl!=NULL) add_refcount(op->name_pl);
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
710 if((op2->speed<0) && !editor)
711 op->speed_left=op2->speed_left-RANDOM()%200/100.0; 495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
712 496
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. */ 497 /* Copy over key_values, if any. */
735 if (op2->key_values != NULL) { 498 if (key_values)
736 key_value * tail = NULL; 499 {
500 key_value *tail = 0;
737 key_value * i; 501 key_value *i;
738 502
739 op->key_values = NULL; 503 dst->key_values = 0;
740 504
741 for (i = op2->key_values; i != NULL; i = i->next) { 505 for (i = key_values; i; i = i->next)
742 key_value * new_link = (key_value *) malloc(sizeof(key_value)); 506 {
507 key_value *new_link = new key_value;
743 508
744 new_link->next = NULL; 509 new_link->next = 0;
745 new_link->key = add_refcount(i->key); 510 new_link->key = i->key;
746 if (i->value) 511 new_link->value = i->value;
747 new_link->value = add_refcount(i->value);
748 else
749 new_link->value = NULL;
750 512
751 /* Try and be clever here, too. */ 513 /* Try and be clever here, too. */
752 if (op->key_values == NULL) { 514 if (!dst->key_values)
753 op->key_values = new_link; 515 {
754 tail = new_link; 516 dst->key_values = new_link;
755 } else { 517 tail = new_link;
756 tail->next = new_link; 518 }
757 tail = new_link; 519 else
520 {
521 tail->next = new_link;
522 tail = new_link;
523 }
524 }
758 } 525 }
759 }
760 }
761 526
762 update_ob_speed(op); 527 dst->set_speed (dst->speed);
763} 528}
764 529
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; 530object *
806 531object::clone ()
807 if(free_objects==NULL) { 532{
808 expand_objects(); 533 object *neu = create ();
809 } 534 copy_to (neu);
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; 535 return neu;
848} 536}
849 537
850/* 538/*
851 * If an object with the IS_TURNABLE() flag needs to be turned due 539 * If an object with the IS_TURNABLE() flag needs to be turned due
852 * to the closest player being on the other side, this function can 540 * to the closest player being on the other side, this function can
853 * be called to update the face variable, _and_ how it looks on the map. 541 * be called to update the face variable, _and_ how it looks on the map.
854 */ 542 */
855 543
544void
856void update_turn_face(object *op) { 545update_turn_face (object *op)
546{
857 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
858 return; 548 return;
859 SET_ANIMATION(op, op->direction); 549 SET_ANIMATION (op, op->direction);
860 update_object(op,UP_OBJ_FACE); 550 update_object (op, UP_OBJ_FACE);
861} 551}
862 552
863/* 553/*
864 * Updates the speed of an object. If the speed changes from 0 to another 554 * Updates the speed of an object. If the speed changes from 0 to another
865 * value, or vice versa, then add/remove the object from the active list. 555 * value, or vice versa, then add/remove the object from the active list.
866 * This function needs to be called whenever the speed of an object changes. 556 * This function needs to be called whenever the speed of an object changes.
867 */ 557 */
868 558void
869void update_ob_speed(object *op) { 559object::set_speed (float speed)
560{
870 extern int arch_init; 561 extern int arch_init;
871 562
872 /* No reason putting the archetypes objects on the speed list, 563 /* No reason putting the archetypes objects on the speed list,
873 * since they never really need to be updated. 564 * since they never really need to be updated.
874 */ 565 */
875 566 if (flag [FLAG_FREED] && speed)
876 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 567 {
877 LOG(llevError,"Object %s is freed but has speed.\n", op->name); 568 LOG (llevError, "Object %s is freed but has speed.\n", &name);
878#ifdef MANY_CORES 569 speed = 0;
879 abort();
880#else
881 op->speed = 0;
882#endif
883 } 570 }
571
572 this->speed = speed;
573
884 if (arch_init) { 574 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; 575 return;
891 576
577 if (FABS (speed) > MIN_ACTIVE_SPEED)
578 {
579 /* If already on active list, don't do anything */
580 if (active_next || active_prev || this == active_objects)
581 return;
582
892 /* process_events() expects us to insert the object at the beginning 583 /* process_events() expects us to insert the object at the beginning
893 * of the list. */ 584 * of the list. */
894 op->active_next = active_objects; 585 active_next = active_objects;
895 if (op->active_next!=NULL) 586
896 op->active_next->active_prev = op; 587 if (active_next)
897 active_objects = op; 588 active_next->active_prev = this;
589
590 active_objects = this;
591 }
592 else
898 } 593 {
899 else {
900 /* If not on the active list, nothing needs to be done */ 594 /* If not on the active list, nothing needs to be done */
901 if (!op->active_next && !op->active_prev && op!=active_objects) 595 if (!active_next && !active_prev && this != active_objects)
902 return; 596 return;
903 597
904 if (op->active_prev==NULL) { 598 if (!active_prev)
599 {
905 active_objects = op->active_next; 600 active_objects = active_next;
906 if (op->active_next!=NULL) 601
907 op->active_next->active_prev = NULL;
908 }
909 else {
910 op->active_prev->active_next = op->active_next;
911 if (op->active_next) 602 if (active_next)
603 active_next->active_prev = 0;
604 }
605 else
606 {
607 active_prev->active_next = active_next;
608
609 if (active_next)
912 op->active_next->active_prev = op->active_prev; 610 active_next->active_prev = active_prev;
913 } 611 }
914 op->active_next = NULL; 612
915 op->active_prev = NULL; 613 active_next = 0;
614 active_prev = 0;
916 } 615 }
917} 616}
918 617
919/* This function removes object 'op' from the list of active 618/* This function removes object 'op' from the list of active
920 * objects. 619 * objects.
922 * reference maps where you don't want an object that isn't 621 * reference maps where you don't want an object that isn't
923 * in play chewing up cpu time getting processed. 622 * in play chewing up cpu time getting processed.
924 * The reverse of this is to call update_ob_speed, which 623 * The reverse of this is to call update_ob_speed, which
925 * will do the right thing based on the speed of the object. 624 * will do the right thing based on the speed of the object.
926 */ 625 */
626void
927void remove_from_active_list(object *op) 627remove_from_active_list (object *op)
928{ 628{
929 /* If not on the active list, nothing needs to be done */ 629 /* If not on the active list, nothing needs to be done */
930 if (!op->active_next && !op->active_prev && op!=active_objects) 630 if (!op->active_next && !op->active_prev && op != active_objects)
931 return; 631 return;
932 632
933 if (op->active_prev==NULL) { 633 if (op->active_prev == NULL)
634 {
934 active_objects = op->active_next; 635 active_objects = op->active_next;
935 if (op->active_next!=NULL) 636 if (op->active_next != NULL)
936 op->active_next->active_prev = NULL; 637 op->active_next->active_prev = NULL;
638 }
639 else
937 } 640 {
938 else {
939 op->active_prev->active_next = op->active_next; 641 op->active_prev->active_next = op->active_next;
940 if (op->active_next) 642 if (op->active_next)
941 op->active_next->active_prev = op->active_prev; 643 op->active_next->active_prev = op->active_prev;
942 } 644 }
943 op->active_next = NULL; 645 op->active_next = NULL;
944 op->active_prev = NULL; 646 op->active_prev = NULL;
945} 647}
946 648
947/* 649/*
948 * update_object() updates the array which represents the map. 650 * update_object() updates the the map.
949 * It takes into account invisible objects (and represent squares covered 651 * It takes into account invisible objects (and represent squares covered
950 * by invisible objects by whatever is below them (unless it's another 652 * by invisible objects by whatever is below them (unless it's another
951 * invisible object, etc...) 653 * invisible object, etc...)
952 * If the object being updated is beneath a player, the look-window 654 * If the object being updated is beneath a player, the look-window
953 * of that player is updated (this might be a suboptimal way of 655 * of that player is updated (this might be a suboptimal way of
954 * updating that window, though, since update_object() is called _often_) 656 * updating that window, though, since update_object() is called _often_)
955 * 657 *
956 * action is a hint of what the caller believes need to be done. 658 * action is a hint of what the caller believes need to be done.
957 * For example, if the only thing that has changed is the face (due to
958 * an animation), we don't need to call update_position until that actually
959 * comes into view of a player. OTOH, many other things, like addition/removal
960 * of walls or living creatures may need us to update the flags now.
961 * current action are: 659 * current action are:
962 * UP_OBJ_INSERT: op was inserted 660 * UP_OBJ_INSERT: op was inserted
963 * UP_OBJ_REMOVE: op was removed 661 * UP_OBJ_REMOVE: op was removed
964 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 662 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
965 * as that is easier than trying to look at what may have changed. 663 * as that is easier than trying to look at what may have changed.
966 * UP_OBJ_FACE: only the objects face has changed. 664 * UP_OBJ_FACE: only the objects face has changed.
967 */ 665 */
968 666void
969void update_object(object *op, int action) { 667update_object (object *op, int action)
970 int update_now=0, flags; 668{
971 MoveType move_on, move_off, move_block, move_slow; 669 MoveType move_on, move_off, move_block, move_slow;
972 670
973 if (op == NULL) { 671 if (op == NULL)
672 {
974 /* this should never happen */ 673 /* this should never happen */
975 LOG(llevDebug,"update_object() called for NULL object.\n"); 674 LOG (llevDebug, "update_object() called for NULL object.\n");
976 return; 675 return;
977 }
978 676 }
979 if(op->env!=NULL) { 677
678 if (op->env)
679 {
980 /* Animation is currently handled by client, so nothing 680 /* Animation is currently handled by client, so nothing
981 * to do in this case. 681 * to do in this case.
982 */ 682 */
983 return; 683 return;
984 } 684 }
985 685
986 /* If the map is saving, don't do anything as everything is 686 /* If the map is saving, don't do anything as everything is
987 * going to get freed anyways. 687 * going to get freed anyways.
988 */ 688 */
989 if (!op->map || op->map->in_memory == MAP_SAVING) return; 689 if (!op->map || op->map->in_memory == MAP_SAVING)
990 690 return;
691
991 /* make sure the object is within map boundaries */ 692 /* make sure the object is within map boundaries */
992 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 693 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
993 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 694 {
994 LOG(llevError,"update_object() called for object out of map!\n"); 695 LOG (llevError, "update_object() called for object out of map!\n");
995#ifdef MANY_CORES 696#ifdef MANY_CORES
996 abort(); 697 abort ();
997#endif 698#endif
998 return; 699 return;
999 }
1000 700 }
1001 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
1002 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);
1004 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);
1006 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
1007 701
702 mapspace &m = op->ms ();
703
704 if (m.flags_ & P_NEED_UPDATE)
705 /* nop */;
1008 if (action == UP_OBJ_INSERT) { 706 else if (action == UP_OBJ_INSERT)
707 {
708 // this is likely overkill, TODO: revisit (schmorp)
1009 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 709 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
1010 update_now=1;
1011
1012 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 710 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
1013 update_now=1; 711 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
1014 712 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
713 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
1015 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 714 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
1016 update_now=1; 715 || (m.move_on | op->move_on ) != m.move_on
1017 716 || (m.move_off | op->move_off ) != m.move_off
1018 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 717 || (m.move_slow | op->move_slow) != m.move_slow
1019 update_now=1;
1020
1021 if ((move_on | op->move_on) != move_on) update_now=1;
1022 if ((move_off | op->move_off) != move_off) update_now=1;
1023 /* This isn't perfect, but I don't expect a lot of objects to 718 /* This isn't perfect, but I don't expect a lot of objects to
1024 * to have move_allow right now. 719 * to have move_allow right now.
1025 */ 720 */
1026 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 721 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
1027 update_now=1; 722 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
1028 if ((move_slow | op->move_slow) != move_slow) update_now=1; 723 m.flags_ = P_NEED_UPDATE;
1029 } 724 }
1030 /* if the object is being removed, we can't make intelligent 725 /* if the object is being removed, we can't make intelligent
1031 * decisions, because remove_ob can't really pass the object 726 * decisions, because remove_ob can't really pass the object
1032 * that is being removed. 727 * that is being removed.
1033 */ 728 */
1034 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
1035 update_now=1; 730 m.flags_ = P_NEED_UPDATE;
1036 } else if (action == UP_OBJ_FACE) { 731 else if (action == UP_OBJ_FACE)
1037 /* Nothing to do for that case */ 732 /* Nothing to do for that case */ ;
1038 }
1039 else { 733 else
1040 LOG(llevError,"update_object called with invalid action: %d\n", action); 734 LOG (llevError, "update_object called with invalid action: %d\n", action);
1041 }
1042 735
1043 if (update_now) {
1044 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);
1046 }
1047
1048 if(op->more!=NULL) 736 if (op->more)
1049 update_object(op->more, action); 737 update_object (op->more, action);
1050} 738}
1051 739
740object::vector object::objects; // not yet used
741object *object::first;
1052 742
1053/* 743object::object ()
1054 * free_object() frees everything allocated by an object, removes 744{
1055 * 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.
1057 * The object must have been removed by remove_ob() first for
1058 * this function to succeed.
1059 *
1060 * If free_inventory is set, free inventory as well. Else drop items in
1061 * inventory to the ground.
1062 */
1063
1064void free_object(object *ob) {
1065 free_object2(ob, 0);
1066}
1067void free_object2(object *ob, int free_inventory) {
1068 object *tmp,*op;
1069
1070 ob->clear ();
1071
1072 if (!QUERY_FLAG(ob,FLAG_REMOVED)) {
1073 LOG(llevDebug,"Free object called with non removed object\n");
1074 dump_object(ob);
1075#ifdef MANY_CORES
1076 abort();
1077#endif
1078 }
1079 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) {
1080 LOG(llevMonster,"Warning: tried to free friendly object.\n");
1081 remove_friendly_object(ob);
1082 }
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 -
1094 * if some form of movemnt is allowed, let objects
1095 * drop on that space.
1096 */
1097 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY ||
1098 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL))
1099 {
1100 op=ob->inv;
1101 while(op!=NULL) {
1102 tmp=op->below;
1103 remove_ob(op);
1104 free_object2(op, free_inventory);
1105 op=tmp;
1106 }
1107 }
1108 else { /* Put objects in inventory onto this space */
1109 op=ob->inv;
1110 while(op!=NULL) {
1111 tmp=op->below;
1112 remove_ob(op);
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 */
1126 ob->speed = 0;
1127 update_ob_speed(ob);
1128
1129 SET_FLAG(ob, FLAG_FREED); 745 SET_FLAG (this, FLAG_REMOVED);
1130 ob->count = 0;
1131 746
747 expmul = 1.0;
748 face = blank_face;
749}
750
751object::~object ()
752{
753 free_key_values (this);
754}
755
756void object::link ()
757{
758 count = ++ob_count;
759 uuid = gen_uuid ();
760
761 prev = 0;
762 next = object::first;
763
764 if (object::first)
765 object::first->prev = this;
766
767 object::first = this;
768}
769
770void object::unlink ()
771{
772 if (this == object::first)
773 object::first = next;
774
1132 /* Remove this object from the list of used objects */ 775 /* Remove this object from the list of used objects */
1133 if(ob->prev==NULL) { 776 if (prev) prev->next = next;
1134 objects=ob->next; 777 if (next) next->prev = prev;
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 778
779 prev = 0;
780 next = 0;
781}
782
783/*
784 * Remove and free all objects in the inventory of the given object.
785 * object.c ?
786 */
787void
788object::destroy_inv (bool drop_to_ground)
789{
790 // need to check first, because the checks below might segfault
791 // as we might be on an invalid mapspace and crossfire code
792 // is too buggy to ensure that the inventory is empty.
793 // corollary: if you create arrows etc. with stuff in tis inventory,
794 // cf will crash below with off-map x and y
795 if (!inv)
796 return;
797
798 /* Only if the space blocks everything do we not process -
799 * if some form of movement is allowed, let objects
800 * drop on that space.
801 */
802 if (!drop_to_ground
803 || !map
804 || map->in_memory != MAP_IN_MEMORY
805 || map->at (x, y).move_block == MOVE_ALL)
1154 806 {
1155 /* Why aren't events freed? */ 807 while (inv)
1156 free_key_values(ob); 808 {
809 inv->destroy_inv (drop_to_ground);
810 inv->destroy ();
811 }
812 }
813 else
814 { /* Put objects in inventory onto this space */
815 while (inv)
816 {
817 object *op = inv;
1157 818
1158#if 0 /* MEMORY_DEBUG*/ 819 if (op->flag [FLAG_STARTEQUIP]
1159 /* This is a nice idea. Unfortunately, a lot of the code in crossfire 820 || op->flag [FLAG_NO_DROP]
1160 * presumes the freed_object will stick around for at least a little 821 || op->type == RUNE
1161 * bit 822 || op->type == TRAP
1162 */ 823 || op->flag [FLAG_IS_A_TEMPLATE])
1163 /* this is necessary so that memory debugging programs will 824 op->destroy ();
1164 * be able to accurately report source of malloc. If we recycle 825 else
1165 * objects, then some other area may be doing the get_object 826 map->insert (op, x, y);
1166 * and not freeing it, but the original one that malloc'd the 827 }
1167 * object will get the blame. 828 }
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} 829}
1181 830
1182/* 831object *object::create ()
1183 * count_free() returns the number of objects on the list of free objects. 832{
1184 */
1185
1186int count_free(void) {
1187 int i=0;
1188 object *tmp=free_objects; 833 object *op = new object;
1189 while(tmp!=NULL) 834 op->link ();
1190 tmp=tmp->next, i++;
1191 return i; 835 return op;
1192} 836}
1193 837
1194/* 838void
1195 * count_used() returns the number of objects on the list of used objects. 839object::do_destroy ()
1196 */ 840{
841 if (flag [FLAG_IS_LINKED])
842 remove_button_link (this);
1197 843
1198int count_used(void) { 844 if (flag [FLAG_FRIENDLY])
1199 int i=0; 845 remove_friendly_object (this);
1200 object *tmp=objects; 846
1201 while(tmp!=NULL) 847 if (!flag [FLAG_REMOVED])
1202 tmp=tmp->next, i++; 848 remove ();
849
850 if (flag [FLAG_FREED])
1203 return i; 851 return;
1204}
1205 852
1206/* 853 set_speed (0);
1207 * count_active() returns the number of objects on the list of active objects.
1208 */
1209 854
1210int count_active(void) { 855 flag [FLAG_FREED] = 1;
1211 int i=0; 856
1212 object *tmp=active_objects; 857 attachable::do_destroy ();
1213 while(tmp!=NULL) 858
1214 tmp=tmp->active_next, i++; 859 destroy_inv (true);
860 unlink ();
861
862 // hack to ensure that freed objects still have a valid map
863 {
864 static maptile *freed_map; // freed objects are moved here to avoid crashes
865
866 if (!freed_map)
867 {
868 freed_map = new maptile;
869
870 freed_map->name = "/internal/freed_objects_map";
871 freed_map->width = 3;
872 freed_map->height = 3;
873
874 freed_map->allocate ();
875 }
876
877 map = freed_map;
878 x = 1;
879 y = 1;
880 }
881
882 head = 0;
883
884 if (more)
885 {
886 more->destroy ();
887 more = 0;
888 }
889
890 // clear those pointers that likely might have circular references to us
891 owner = 0;
892 enemy = 0;
893 attacked_by = 0;
894
895 // only relevant for players(?), but make sure of it anyways
896 contr = 0;
897}
898
899void
900object::destroy (bool destroy_inventory)
901{
902 if (destroyed ())
1215 return i; 903 return;
904
905 if (destroy_inventory)
906 destroy_inv (false);
907
908 attachable::destroy ();
1216} 909}
1217 910
1218/* 911/*
1219 * sub_weight() recursively (outwards) subtracts a number from the 912 * sub_weight() recursively (outwards) subtracts a number from the
1220 * weight of an object (and what is carried by it's environment(s)). 913 * weight of an object (and what is carried by it's environment(s)).
1221 */ 914 */
1222 915void
1223void sub_weight (object *op, signed long weight) { 916sub_weight (object *op, signed long weight)
917{
1224 while (op != NULL) { 918 while (op != NULL)
919 {
1225 if (op->type == CONTAINER) { 920 if (op->type == CONTAINER)
1226 weight=(signed long)(weight*(100-op->stats.Str)/100); 921 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1227 } 922
1228 op->carrying-=weight; 923 op->carrying -= weight;
1229 op = op->env; 924 op = op->env;
1230 } 925 }
1231} 926}
1232 927
1233/* remove_ob(op): 928/* op->remove ():
1234 * This function removes the object op from the linked list of objects 929 * 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 930 * which it is currently tied to. When this function is done, the
1236 * object will have no environment. If the object previously had an 931 * object will have no environment. If the object previously had an
1237 * environment, the x and y coordinates will be updated to 932 * environment, the x and y coordinates will be updated to
1238 * the previous environment. 933 * the previous environment.
1239 * Beware: This function is called from the editor as well! 934 * Beware: This function is called from the editor as well!
1240 */ 935 */
1241 936void
1242void remove_ob(object *op) { 937object::remove ()
938{
1243 object *tmp,*last=NULL; 939 object *tmp, *last = 0;
1244 object *otmp; 940 object *otmp;
1245 tag_t tag;
1246 int check_walk_off;
1247 mapstruct *m;
1248 sint16 x,y;
1249
1250 941
1251 if(QUERY_FLAG(op,FLAG_REMOVED)) { 942 if (QUERY_FLAG (this, FLAG_REMOVED))
1252 dump_object(op); 943 return;
1253 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1254 944
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); 945 SET_FLAG (this, FLAG_REMOVED);
946 INVOKE_OBJECT (REMOVE, this);
1271 947
948 if (more)
949 more->remove ();
950
1272 /* 951 /*
1273 * In this case, the object to be removed is in someones 952 * In this case, the object to be removed is in someones
1274 * inventory. 953 * inventory.
1275 */ 954 */
1276 if(op->env!=NULL) { 955 if (env)
1277 if(op->nrof) 956 {
957 if (nrof)
1278 sub_weight(op->env, op->weight*op->nrof); 958 sub_weight (env, weight * nrof);
1279 else 959 else
1280 sub_weight(op->env, op->weight+op->carrying); 960 sub_weight (env, weight + carrying);
1281 961
1282 /* NO_FIX_PLAYER is set when a great many changes are being 962 /* NO_FIX_PLAYER is set when a great many changes are being
1283 * made to players inventory. If set, avoiding the call 963 * made to players inventory. If set, avoiding the call
1284 * to save cpu time. 964 * to save cpu time.
1285 */ 965 */
1286 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 966 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1287 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 967 otmp->update_stats ();
1288 fix_player(otmp);
1289 968
1290 if(op->above!=NULL) 969 if (above != NULL)
1291 op->above->below=op->below; 970 above->below = below;
1292 else 971 else
1293 op->env->inv=op->below; 972 env->inv = below;
1294 973
1295 if(op->below!=NULL) 974 if (below != NULL)
1296 op->below->above=op->above; 975 below->above = above;
1297 976
1298 /* we set up values so that it could be inserted into 977 /* we set up values so that it could be inserted into
1299 * the map, but we don't actually do that - it is up 978 * the map, but we don't actually do that - it is up
1300 * to the caller to decide what we want to do. 979 * to the caller to decide what we want to do.
1301 */ 980 */
1302 op->x=op->env->x,op->y=op->env->y; 981 x = env->x, y = env->y;
1303 op->ox=op->x,op->oy=op->y; 982 map = env->map;
1304 op->map=op->env->map; 983 above = 0, below = 0;
1305 op->above=NULL,op->below=NULL; 984 env = 0;
1306 op->env=NULL; 985 }
1307 return; 986 else if (map)
1308 } 987 {
1309
1310 /* If we get here, we are removing it from a map */
1311 if (op->map == NULL) return;
1312
1313 x = op->x;
1314 y = op->y;
1315 m = get_map_from_coord(op->map, &x, &y);
1316
1317 if (!m) {
1318 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);
1320 /* 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
1322 * screwed up and should be fixed.
1323 */
1324 abort();
1325 }
1326 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",
1328 op->map->path, m->path, op->x, op->y, x, y);
1329 }
1330
1331 /* Re did the following section of code - it looks like it had 988 /* Re did the following section of code - it looks like it had
1332 * lots of logic for things we no longer care about 989 * lots of logic for things we no longer care about
1333 */ 990 */
1334 991
1335 /* link the object above us */ 992 /* link the object above us */
1336 if (op->above) 993 if (above)
1337 op->above->below=op->below; 994 above->below = below;
1338 else 995 else
1339 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */ 996 map->at (x, y).top = below; /* we were top, set new top */
1340 997
1341 /* Relink the object below us, if there is one */ 998 /* Relink the object below us, if there is one */
1342 if(op->below) { 999 if (below)
1343 op->below->above=op->above; 1000 below->above = above;
1344 } else { 1001 else
1002 {
1345 /* Nothing below, which means we need to relink map object for this space 1003 /* 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 1004 * use translated coordinates in case some oddness with map tiling is
1347 * evident 1005 * evident
1348 */ 1006 */
1349 if(GET_MAP_OB(m,x,y)!=op) { 1007 if (GET_MAP_OB (map, x, y) != this)
1350 dump_object(op); 1008 {
1009 char *dump = dump_object (this);
1010 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); 1011 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1352 dump_object(GET_MAP_OB(m,x,y)); 1012 free (dump);
1353 LOG(llevError,"%s\n",errmsg); 1013 dump = dump_object (GET_MAP_OB (map, x, y));
1354 } 1014 LOG (llevError, "%s\n", dump);
1355 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 1015 free (dump);
1356 } 1016 }
1357 op->above=NULL;
1358 op->below=NULL;
1359 1017
1018 map->at (x, y).bot = above; /* goes on above it. */
1019 }
1020
1021 above = 0;
1022 below = 0;
1023
1360 if (op->map->in_memory == MAP_SAVING) 1024 if (map->in_memory == MAP_SAVING)
1361 return; 1025 return;
1362 1026
1363 tag = op->count; 1027 int check_walk_off = !flag [FLAG_NO_APPLY];
1364 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1028
1365 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1029 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1030 {
1366 /* No point updating the players look faces if he is the object 1031 /* No point updating the players look faces if he is the object
1367 * being removed. 1032 * being removed.
1368 */ 1033 */
1369 1034
1370 if(tmp->type==PLAYER && tmp!=op) { 1035 if (tmp->type == PLAYER && tmp != this)
1036 {
1371 /* If a container that the player is currently using somehow gets 1037 /* If a container that the player is currently using somehow gets
1372 * removed (most likely destroyed), update the player view 1038 * removed (most likely destroyed), update the player view
1373 * appropriately. 1039 * appropriately.
1374 */ 1040 */
1375 if (tmp->container==op) { 1041 if (tmp->container == this)
1376 CLEAR_FLAG(op, FLAG_APPLIED); 1042 {
1377 tmp->container=NULL; 1043 flag [FLAG_APPLIED] = 0;
1378 } 1044 tmp->container = 0;
1379 tmp->contr->socket.update_look=1; 1045 }
1380 } 1046
1047 if (tmp->contr->ns)
1048 tmp->contr->ns->floorbox_update ();
1049 }
1050
1381 /* See if player moving off should effect something */ 1051 /* See if player moving off should effect something */
1382 if (check_walk_off && ((op->move_type & tmp->move_off) && 1052 if (check_walk_off
1053 && ((move_type & tmp->move_off)
1383 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1054 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1055 {
1056 move_apply (tmp, this, 0);
1384 1057
1385 move_apply(tmp, op, NULL); 1058 if (destroyed ())
1386 if (was_destroyed (op, tag)) { 1059 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1387 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1060 }
1388 "leaving object\n", tmp->name, tmp->arch->name);
1389 }
1390 }
1391 1061
1392 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1062 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1393 1063
1394 if(tmp->above == tmp) 1064 if (tmp->above == tmp)
1395 tmp->above = NULL; 1065 tmp->above = 0;
1396 last=tmp; 1066
1397 } 1067 last = tmp;
1068 }
1069
1398 /* last == NULL of there are no objects on this space */ 1070 /* last == NULL of there are no objects on this space */
1399 if (last==NULL) { 1071 if (!last)
1400 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1072 map->at (x, y).flags_ = P_NEED_UPDATE;
1401 * 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
1403 * be correct anyways.
1404 */
1405 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1406 update_position(op->map, op->x, op->y);
1407 }
1408 else 1073 else
1409 update_object(last, UP_OBJ_REMOVE); 1074 update_object (last, UP_OBJ_REMOVE);
1410 1075
1411 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1076 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1412 update_all_los(op->map, op->x, op->y); 1077 update_all_los (map, x, y);
1413 1078 }
1414} 1079}
1415 1080
1416/* 1081/*
1417 * merge_ob(op,top): 1082 * merge_ob(op,top):
1418 * 1083 *
1419 * This function goes through all objects below and including top, and 1084 * This function goes through all objects below and including top, and
1420 * merges op to the first matching object. 1085 * merges op to the first matching object.
1421 * If top is NULL, it is calculated. 1086 * If top is NULL, it is calculated.
1422 * Returns pointer to object if it succeded in the merge, otherwise NULL 1087 * Returns pointer to object if it succeded in the merge, otherwise NULL
1423 */ 1088 */
1424 1089object *
1425object *merge_ob(object *op, object *top) { 1090merge_ob (object *op, object *top)
1091{
1426 if(!op->nrof) 1092 if (!op->nrof)
1427 return 0; 1093 return 0;
1428 if(top==NULL) 1094
1095 if (top)
1429 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1096 for (top = op; top && top->above; top = top->above)
1097 ;
1098
1430 for(;top!=NULL;top=top->below) { 1099 for (; top; top = top->below)
1100 {
1431 if(top==op) 1101 if (top == op)
1432 continue; 1102 continue;
1433 if (CAN_MERGE(op,top)) 1103
1434 { 1104 if (object::can_merge (op, top))
1105 {
1435 top->nrof+=op->nrof; 1106 top->nrof += op->nrof;
1107
1436/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1108/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1437 op->weight = 0; /* Don't want any adjustements now */ 1109 op->weight = 0; /* Don't want any adjustements now */
1438 remove_ob(op); 1110 op->destroy ();
1439 free_object(op);
1440 return top; 1111 return top;
1441 } 1112 }
1442 } 1113 }
1114
1443 return NULL; 1115 return 0;
1444} 1116}
1445 1117
1446/* 1118/*
1447 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1119 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1448 * job preparing multi-part monsters 1120 * job preparing multi-part monsters
1449 */ 1121 */
1122object *
1450object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1123insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1451 object* tmp; 1124{
1452 if (op->head) 1125 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1453 op=op->head; 1126 {
1454 for (tmp=op;tmp;tmp=tmp->more){
1455 tmp->x=x+tmp->arch->clone.x; 1127 tmp->x = x + tmp->arch->clone.x;
1456 tmp->y=y+tmp->arch->clone.y; 1128 tmp->y = y + tmp->arch->clone.y;
1457 } 1129 }
1130
1458 return insert_ob_in_map (op, m, originator, flag); 1131 return insert_ob_in_map (op, m, originator, flag);
1459} 1132}
1460 1133
1461/* 1134/*
1462 * insert_ob_in_map (op, map, originator, flag): 1135 * insert_ob_in_map (op, map, originator, flag):
1463 * This function inserts the object in the two-way linked list 1136 * This function inserts the object in the two-way linked list
1476 * Return value: 1149 * Return value:
1477 * new object if 'op' was merged with other object 1150 * new object if 'op' was merged with other object
1478 * NULL if 'op' was destroyed 1151 * NULL if 'op' was destroyed
1479 * just 'op' otherwise 1152 * just 'op' otherwise
1480 */ 1153 */
1481 1154object *
1482object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1155insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1483{ 1156{
1484 object *tmp, *top, *floor=NULL; 1157 object *tmp, *top, *floor = NULL;
1485 sint16 x,y; 1158 sint16 x, y;
1486 1159
1487 if (QUERY_FLAG (op, FLAG_FREED)) { 1160 if (QUERY_FLAG (op, FLAG_FREED))
1161 {
1488 LOG (llevError, "Trying to insert freed object!\n"); 1162 LOG (llevError, "Trying to insert freed object!\n");
1489 return NULL; 1163 return NULL;
1164 }
1165
1166 if (m == NULL)
1490 } 1167 {
1491 if(m==NULL) { 1168 char *dump = dump_object (op);
1492 dump_object(op);
1493 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1169 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1494 return op; 1170 free (dump);
1171 return op;
1495 } 1172 }
1173
1496 if(out_of_map(m,op->x,op->y)) { 1174 if (out_of_map (m, op->x, op->y))
1497 dump_object(op); 1175 {
1176 char *dump = dump_object (op);
1498 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1177 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1499#ifdef MANY_CORES 1178#ifdef MANY_CORES
1500 /* Better to catch this here, as otherwise the next use of this object 1179 /* 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 1180 * is likely to cause a crash. Better to find out where it is getting
1502 * improperly inserted. 1181 * improperly inserted.
1503 */ 1182 */
1504 abort(); 1183 abort ();
1505#endif 1184#endif
1506 return op; 1185 free (dump);
1186 return op;
1507 } 1187 }
1188
1508 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1189 if (!QUERY_FLAG (op, FLAG_REMOVED))
1509 dump_object(op); 1190 {
1191 char *dump = dump_object (op);
1510 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1192 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1511 return op; 1193 free (dump);
1194 return op;
1195 }
1196
1197 if (op->more)
1512 } 1198 {
1513 if(op->more!=NULL) {
1514 /* The part may be on a different map. */ 1199 /* The part may be on a different map. */
1515 1200
1516 object *more = op->more; 1201 object *more = op->more;
1517 1202
1518 /* We really need the caller to normalize coordinates - if 1203 /* We really need the caller to normalize coordinates - if
1519 * we set the map, that doesn't work if the location is within 1204 * 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 1205 * a map and this is straddling an edge. So only if coordinate
1521 * is clear wrong do we normalize it. 1206 * is clear wrong do we normalize it.
1522 */ 1207 */
1523 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1208 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); 1209 more->map = get_map_from_coord (m, &more->x, &more->y);
1528 } else if (!more->map) { 1210 else if (!more->map)
1211 {
1529 /* For backwards compatibility - when not dealing with tiled maps, 1212 /* For backwards compatibility - when not dealing with tiled maps,
1530 * more->map should always point to the parent. 1213 * more->map should always point to the parent.
1531 */ 1214 */
1532 more->map = m; 1215 more->map = m;
1533 } 1216 }
1534 1217
1535 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1218 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1219 {
1536 if ( ! op->head) 1220 if (!op->head)
1537 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1221 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1538 return NULL; 1222
1539 } 1223 return 0;
1224 }
1540 } 1225 }
1226
1541 CLEAR_FLAG(op,FLAG_REMOVED); 1227 CLEAR_FLAG (op, FLAG_REMOVED);
1542 1228
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 1229 /* 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 1230 * of areas of callers (eg, anything that uses find_free_spot would now
1549 * need extra work 1231 * need extra work
1550 */ 1232 */
1551 op->map=get_map_from_coord(m, &op->x, &op->y); 1233 op->map = get_map_from_coord (m, &op->x, &op->y);
1552 x = op->x; 1234 x = op->x;
1553 y = op->y; 1235 y = op->y;
1554 1236
1555 /* this has to be done after we translate the coordinates. 1237 /* this has to be done after we translate the coordinates.
1556 */ 1238 */
1557 if(op->nrof && !(flag & INS_NO_MERGE)) { 1239 if (op->nrof && !(flag & INS_NO_MERGE))
1558 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1240 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1559 if (CAN_MERGE(op,tmp)) { 1241 if (object::can_merge (op, tmp))
1560 op->nrof+=tmp->nrof; 1242 {
1561 remove_ob(tmp); 1243 op->nrof += tmp->nrof;
1562 free_object(tmp); 1244 tmp->destroy ();
1563 } 1245 }
1564 }
1565 1246
1566 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1247 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1567 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1248 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1249
1568 if (!QUERY_FLAG(op, FLAG_ALIVE)) 1250 if (!QUERY_FLAG (op, FLAG_ALIVE))
1569 CLEAR_FLAG(op, FLAG_NO_STEAL); 1251 CLEAR_FLAG (op, FLAG_NO_STEAL);
1570 1252
1571 if (flag & INS_BELOW_ORIGINATOR) { 1253 if (flag & INS_BELOW_ORIGINATOR)
1254 {
1572 if (originator->map != op->map || originator->x != op->x || 1255 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1573 originator->y != op->y) { 1256 {
1574 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1257 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1575 abort(); 1258 abort ();
1576 } 1259 }
1260
1577 op->above = originator; 1261 op->above = originator;
1578 op->below = originator->below; 1262 op->below = originator->below;
1579 if (op->below) op->below->above = op; 1263
1580 else SET_MAP_OB(op->map, op->x, op->y, op); 1264 if (op->below)
1265 op->below->above = op;
1266 else
1267 op->ms ().bot = op;
1268
1581 /* since *below* originator, no need to update top */ 1269 /* since *below* originator, no need to update top */
1582 originator->below = op; 1270 originator->below = op;
1583 } else { 1271 }
1272 else
1273 {
1584 /* If there are other objects, then */ 1274 /* If there are other objects, then */
1585 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) { 1275 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1276 {
1586 object *last=NULL; 1277 object *last = NULL;
1587 /* 1278
1279 /*
1588 * If there are multiple objects on this space, we do some trickier handling. 1280 * If there are multiple objects on this space, we do some trickier handling.
1589 * We've already dealt with merging if appropriate. 1281 * We've already dealt with merging if appropriate.
1590 * Generally, we want to put the new object on top. But if 1282 * Generally, we want to put the new object on top. But if
1591 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1283 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1592 * floor, we want to insert above that and no further. 1284 * floor, we want to insert above that and no further.
1593 * Also, if there are spell objects on this space, we stop processing 1285 * 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 1286 * 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 1287 * 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 1288 * when lots of spells are cast in one area. Currently, it is presumed
1597 * that flying non pickable objects are spell objects. 1289 * that flying non pickable objects are spell objects.
1598 */ 1290 */
1599 1291
1600 while (top != NULL) { 1292 while (top != NULL)
1601 if (QUERY_FLAG(top, FLAG_IS_FLOOR) || 1293 {
1602 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top; 1294 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1603 if (QUERY_FLAG(top, FLAG_NO_PICK) 1295 floor = top;
1604 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH)) 1296
1605 && !QUERY_FLAG(top, FLAG_IS_FLOOR)) 1297 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1606 { 1298 {
1607 /* We insert above top, so we want this object below this */ 1299 /* We insert above top, so we want this object below this */
1608 top=top->below; 1300 top = top->below;
1609 break; 1301 break;
1610 } 1302 }
1611 last = top; 1303
1612 top = top->above; 1304 last = top;
1613 } 1305 top = top->above;
1306 }
1307
1614 /* Don't want top to be NULL, so set it to the last valid object */ 1308 /* Don't want top to be NULL, so set it to the last valid object */
1615 top = last; 1309 top = last;
1616 1310
1617 /* We let update_position deal with figuring out what the space 1311 /* We let update_position deal with figuring out what the space
1618 * looks like instead of lots of conditions here. 1312 * looks like instead of lots of conditions here.
1619 * makes things faster, and effectively the same result. 1313 * makes things faster, and effectively the same result.
1620 */ 1314 */
1621 1315
1622 /* Have object 'fall below' other objects that block view. 1316 /* Have object 'fall below' other objects that block view.
1623 * Unless those objects are exits, type 66 1317 * Unless those objects are exits, type 66
1624 * If INS_ON_TOP is used, don't do this processing 1318 * If INS_ON_TOP is used, don't do this processing
1625 * Need to find the object that in fact blocks view, otherwise 1319 * Need to find the object that in fact blocks view, otherwise
1626 * stacking is a bit odd. 1320 * stacking is a bit odd.
1627 */ 1321 */
1628 if (!(flag & INS_ON_TOP) && 1322 if (!(flag & INS_ON_TOP) &&
1629 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && 1323 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1630 (op->face && !op->face->visibility)) { 1324 {
1631 for (last=top; last != floor; last=last->below) 1325 for (last = top; last != floor; last = last->below)
1632 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break; 1326 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1327 break;
1633 /* Check to see if we found the object that blocks view, 1328 /* Check to see if we found the object that blocks view,
1634 * and make sure we have a below pointer for it so that 1329 * and make sure we have a below pointer for it so that
1635 * we can get inserted below this one, which requires we 1330 * we can get inserted below this one, which requires we
1636 * set top to the object below us. 1331 * set top to the object below us.
1637 */ 1332 */
1638 if (last && last->below && last != floor) top=last->below; 1333 if (last && last->below && last != floor)
1639 } 1334 top = last->below;
1640 } /* If objects on this space */ 1335 }
1336 } /* If objects on this space */
1337
1641 if (flag & INS_MAP_LOAD) 1338 if (flag & INS_MAP_LOAD)
1642 top = GET_MAP_TOP(op->map,op->x,op->y); 1339 top = GET_MAP_TOP (op->map, op->x, op->y);
1340
1643 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1341 if (flag & INS_ABOVE_FLOOR_ONLY)
1342 top = floor;
1644 1343
1645 /* Top is the object that our object (op) is going to get inserted above. 1344 /* Top is the object that our object (op) is going to get inserted above.
1646 */ 1345 */
1647 1346
1648 /* First object on this space */ 1347 /* First object on this space */
1649 if (!top) { 1348 if (!top)
1349 {
1650 op->above = GET_MAP_OB(op->map, op->x, op->y); 1350 op->above = GET_MAP_OB (op->map, op->x, op->y);
1651 if (op->above) op->above->below = op; 1351
1352 if (op->above)
1353 op->above->below = op;
1354
1652 op->below = NULL; 1355 op->below = NULL;
1653 SET_MAP_OB(op->map, op->x, op->y, op); 1356 op->ms ().bot = op;
1654 } else { /* get inserted into the stack above top */ 1357 }
1358 else
1359 { /* get inserted into the stack above top */
1655 op->above = top->above; 1360 op->above = top->above;
1656 if (op->above) op->above->below = op; 1361
1362 if (op->above)
1363 op->above->below = op;
1364
1657 op->below = top; 1365 op->below = top;
1658 top->above = op; 1366 top->above = op;
1659 } 1367 }
1368
1660 if (op->above==NULL) 1369 if (op->above == NULL)
1661 SET_MAP_TOP(op->map,op->x, op->y, op); 1370 op->ms ().top = op;
1662 } /* else not INS_BELOW_ORIGINATOR */ 1371 } /* else not INS_BELOW_ORIGINATOR */
1663 1372
1664 if(op->type==PLAYER) 1373 if (op->type == PLAYER)
1665 op->contr->do_los=1; 1374 op->contr->do_los = 1;
1666 1375
1667 /* If we have a floor, we know the player, if any, will be above 1376 /* 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. 1377 * it, so save a few ticks and start from there.
1669 */ 1378 */
1670 if (!(flag & INS_MAP_LOAD)) 1379 if (!(flag & INS_MAP_LOAD))
1671 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1380 if (object *pl = op->ms ().player ())
1672 if (tmp->type == PLAYER) 1381 if (pl->contr->ns)
1673 tmp->contr->socket.update_look=1; 1382 pl->contr->ns->floorbox_update ();
1674 }
1675 1383
1676 /* If this object glows, it may affect lighting conditions that are 1384 /* If this object glows, it may affect lighting conditions that are
1677 * visible to others on this map. But update_all_los is really 1385 * 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 1386 * 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 1387 * on the map will get recalculated. The players could very well
1680 * be far away from this change and not affected in any way - 1388 * be far away from this change and not affected in any way -
1681 * this should get redone to only look for players within range, 1389 * this should get redone to only look for players within range,
1682 * or just updating the P_NEED_UPDATE for spaces within this area 1390 * or just updating the P_NEED_UPDATE for spaces within this area
1683 * of effect may be sufficient. 1391 * of effect may be sufficient.
1684 */ 1392 */
1685 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1393 if (op->map->darkness && (op->glow_radius != 0))
1686 update_all_los(op->map, op->x, op->y); 1394 update_all_los (op->map, op->x, op->y);
1687 1395
1688
1689 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1396 /* updates flags (blocked, alive, no magic, etc) for this map space */
1690 update_object(op,UP_OBJ_INSERT); 1397 update_object (op, UP_OBJ_INSERT);
1691 1398
1399 INVOKE_OBJECT (INSERT, op);
1692 1400
1693 /* Don't know if moving this to the end will break anything. However, 1401 /* 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. 1402 * we want to have floorbox_update called before calling this.
1695 * 1403 *
1696 * check_move_on() must be after this because code called from 1404 * check_move_on() must be after this because code called from
1697 * check_move_on() depends on correct map flags (so functions like 1405 * check_move_on() depends on correct map flags (so functions like
1698 * blocked() and wall() work properly), and these flags are updated by 1406 * blocked() and wall() work properly), and these flags are updated by
1699 * update_object(). 1407 * update_object().
1700 */ 1408 */
1701 1409
1702 /* if this is not the head or flag has been passed, don't check walk on status */ 1410 /* 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) { 1411 if (!(flag & INS_NO_WALK_ON) && !op->head)
1412 {
1705 if (check_move_on(op, originator)) 1413 if (check_move_on (op, originator))
1706 return NULL; 1414 return 0;
1707 1415
1708 /* If we are a multi part object, lets work our way through the check 1416 /* If we are a multi part object, lets work our way through the check
1709 * walk on's. 1417 * walk on's.
1710 */ 1418 */
1711 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1419 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1712 if (check_move_on (tmp, originator)) 1420 if (check_move_on (tmp, originator))
1713 return NULL; 1421 return 0;
1714 } 1422 }
1423
1715 return op; 1424 return op;
1716} 1425}
1717 1426
1718/* this function inserts an object in the map, but if it 1427/* 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. 1428 * 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. 1429 * op is the object to insert it under: supplies x and the map.
1721 */ 1430 */
1431void
1722void replace_insert_ob_in_map(const char *arch_string, object *op) { 1432replace_insert_ob_in_map (const char *arch_string, object *op)
1723 object *tmp; 1433{
1724 object *tmp1; 1434 object *tmp, *tmp1;
1725 1435
1726 /* first search for itself and remove any old instances */ 1436 /* first search for itself and remove any old instances */
1727 1437
1728 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1438 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1729 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1439 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1730 remove_ob(tmp); 1440 tmp->destroy ();
1731 free_object(tmp);
1732 }
1733 }
1734 1441
1735 tmp1=arch_to_object(find_archetype(arch_string)); 1442 tmp1 = arch_to_object (archetype::find (arch_string));
1736 1443
1737 1444 tmp1->x = op->x;
1738 tmp1->x = op->x; tmp1->y = op->y; 1445 tmp1->y = op->y;
1739 insert_ob_in_map(tmp1,op->map,op,0); 1446 insert_ob_in_map (tmp1, op->map, op, 0);
1740} 1447}
1448
1449object *
1450object::insert_at (object *where, object *originator, int flags)
1451{
1452 where->map->insert (this, where->x, where->y, originator, flags);
1453}
1741 1454
1742/* 1455/*
1743 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1456 * 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 1457 * is returned contains nr objects, and the remaining parts contains
1745 * the rest (or is removed and freed if that number is 0). 1458 * the rest (or is removed and freed if that number is 0).
1746 * On failure, NULL is returned, and the reason put into the 1459 * On failure, NULL is returned, and the reason put into the
1747 * global static errmsg array. 1460 * global static errmsg array.
1748 */ 1461 */
1749 1462object *
1750object *get_split_ob(object *orig_ob, uint32 nr) { 1463get_split_ob (object *orig_ob, uint32 nr)
1464{
1751 object *newob; 1465 object *newob;
1752 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1466 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1753 1467
1754 if(orig_ob->nrof<nr) { 1468 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 } 1469 {
1470 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1471 return NULL;
1472 }
1473
1759 newob = object_create_clone(orig_ob); 1474 newob = object_create_clone (orig_ob);
1475
1760 if((orig_ob->nrof-=nr)<1) { 1476 if ((orig_ob->nrof -= nr) < 1)
1761 if ( ! is_removed) 1477 orig_ob->destroy (1);
1762 remove_ob(orig_ob);
1763 free_object2(orig_ob, 1);
1764 }
1765 else if ( ! is_removed) { 1478 else if (!is_removed)
1479 {
1766 if(orig_ob->env!=NULL) 1480 if (orig_ob->env != NULL)
1767 sub_weight (orig_ob->env,orig_ob->weight*nr); 1481 sub_weight (orig_ob->env, orig_ob->weight * nr);
1768 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1482 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1483 {
1769 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1484 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"); 1485 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1772 return NULL; 1486 return NULL;
1773 } 1487 }
1774 } 1488 }
1489
1775 newob->nrof=nr; 1490 newob->nrof = nr;
1776 1491
1777 return newob; 1492 return newob;
1778} 1493}
1779 1494
1780/* 1495/*
1781 * decrease_ob_nr(object, number) decreases a specified number from 1496 * decrease_ob_nr(object, number) decreases a specified number from
1782 * the amount of an object. If the amount reaches 0, the object 1497 * the amount of an object. If the amount reaches 0, the object
1783 * is subsequently removed and freed. 1498 * is subsequently removed and freed.
1784 * 1499 *
1785 * Return value: 'op' if something is left, NULL if the amount reached 0 1500 * Return value: 'op' if something is left, NULL if the amount reached 0
1786 */ 1501 */
1787 1502
1503object *
1788object *decrease_ob_nr (object *op, uint32 i) 1504decrease_ob_nr (object *op, uint32 i)
1789{ 1505{
1790 object *tmp; 1506 object *tmp;
1791 player *pl;
1792 1507
1793 if (i == 0) /* objects with op->nrof require this check */ 1508 if (i == 0) /* objects with op->nrof require this check */
1794 return op; 1509 return op;
1795 1510
1796 if (i > op->nrof) 1511 if (i > op->nrof)
1797 i = op->nrof; 1512 i = op->nrof;
1798 1513
1799 if (QUERY_FLAG (op, FLAG_REMOVED)) 1514 if (QUERY_FLAG (op, FLAG_REMOVED))
1515 op->nrof -= i;
1516 else if (op->env)
1517 {
1518 /* is this object in the players inventory, or sub container
1519 * therein?
1520 */
1521 tmp = op->in_player ();
1522 /* nope. Is this a container the player has opened?
1523 * If so, set tmp to that player.
1524 * IMO, searching through all the players will mostly
1525 * likely be quicker than following op->env to the map,
1526 * and then searching the map for a player.
1527 */
1528 if (!tmp)
1529 for_all_players (pl)
1530 if (pl->ob->container == op->env)
1531 {
1532 tmp = pl->ob;
1533 break;
1534 }
1535
1536 if (i < op->nrof)
1537 {
1538 sub_weight (op->env, op->weight * i);
1539 op->nrof -= i;
1540 if (tmp)
1541 esrv_send_item (tmp, op);
1542 }
1543 else
1544 {
1545 op->remove ();
1546 op->nrof = 0;
1547 if (tmp)
1548 esrv_del_item (tmp->contr, op->count);
1549 }
1800 { 1550 }
1551 else
1552 {
1553 object *above = op->above;
1554
1555 if (i < op->nrof)
1801 op->nrof -= i; 1556 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 { 1557 else
1558 {
1829 remove_ob (op); 1559 op->remove ();
1830 op->nrof = 0; 1560 op->nrof = 0;
1831 if (tmp) {
1832 esrv_del_item(tmp->contr, op->count);
1833 }
1834 } 1561 }
1835 }
1836 else
1837 {
1838 object *above = op->above;
1839 1562
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 */ 1563 /* Since we just removed op, op->above is null */
1847 for (tmp = above; tmp != NULL; tmp = tmp->above) 1564 for (tmp = above; tmp; tmp = tmp->above)
1848 if (tmp->type == PLAYER) { 1565 if (tmp->type == PLAYER)
1566 {
1849 if (op->nrof) 1567 if (op->nrof)
1850 esrv_send_item(tmp, op); 1568 esrv_send_item (tmp, op);
1851 else 1569 else
1852 esrv_del_item(tmp->contr, op->count); 1570 esrv_del_item (tmp->contr, op->count);
1853 } 1571 }
1854 } 1572 }
1855 1573
1856 if (op->nrof) { 1574 if (op->nrof)
1857 return op; 1575 return op;
1858 } else { 1576 else
1859 free_object (op); 1577 {
1578 op->destroy ();
1860 return NULL; 1579 return 0;
1861 } 1580 }
1862} 1581}
1863 1582
1864/* 1583/*
1865 * add_weight(object, weight) adds the specified weight to an object, 1584 * add_weight(object, weight) adds the specified weight to an object,
1866 * and also updates how much the environment(s) is/are carrying. 1585 * and also updates how much the environment(s) is/are carrying.
1867 */ 1586 */
1868 1587
1588void
1869void add_weight (object *op, signed long weight) { 1589add_weight (object *op, signed long weight)
1590{
1870 while (op!=NULL) { 1591 while (op != NULL)
1592 {
1871 if (op->type == CONTAINER) { 1593 if (op->type == CONTAINER)
1872 weight=(signed long)(weight*(100-op->stats.Str)/100); 1594 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1873 } 1595
1874 op->carrying+=weight; 1596 op->carrying += weight;
1875 op=op->env; 1597 op = op->env;
1876 } 1598 }
1877} 1599}
1878 1600
1601object *
1602insert_ob_in_ob (object *op, object *where)
1603{
1604 if (!where)
1605 {
1606 char *dump = dump_object (op);
1607 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1608 free (dump);
1609 return op;
1610 }
1611
1612 if (where->head)
1613 {
1614 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1615 where = where->head;
1616 }
1617
1618 return where->insert (op);
1619}
1620
1879/* 1621/*
1880 * insert_ob_in_ob(op,environment): 1622 * env->insert (op)
1881 * This function inserts the object op in the linked list 1623 * This function inserts the object op in the linked list
1882 * inside the object environment. 1624 * inside the object environment.
1883 * 1625 *
1884 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1885 * the inventory at the last position or next to other objects of the same
1886 * type.
1887 * Frank: Now sorted by type, archetype and magic!
1888 *
1889 * The function returns now pointer to inserted item, and return value can 1626 * The function returns now pointer to inserted item, and return value can
1890 * be != op, if items are merged. -Tero 1627 * be != op, if items are merged. -Tero
1891 */ 1628 */
1892 1629
1893object *insert_ob_in_ob(object *op,object *where) { 1630object *
1631object::insert (object *op)
1632{
1894 object *tmp, *otmp; 1633 object *tmp, *otmp;
1895 1634
1896 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1635 if (!QUERY_FLAG (op, FLAG_REMOVED))
1897 dump_object(op); 1636 op->remove ();
1898 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1637
1899 return op;
1900 }
1901 if(where==NULL) {
1902 dump_object(op);
1903 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1904 return op;
1905 }
1906 if (where->head) {
1907 LOG(llevDebug,
1908 "Warning: Tried to insert object wrong part of multipart object.\n");
1909 where = where->head;
1910 }
1911 if (op->more) { 1638 if (op->more)
1639 {
1912 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1640 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1913 op->name, op->count);
1914 return op; 1641 return op;
1915 } 1642 }
1643
1916 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1644 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1917 CLEAR_FLAG(op, FLAG_REMOVED); 1645 CLEAR_FLAG (op, FLAG_REMOVED);
1918 if(op->nrof) { 1646 if (op->nrof)
1647 {
1919 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1648 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1920 if ( CAN_MERGE(tmp,op) ) { 1649 if (object::can_merge (tmp, op))
1650 {
1921 /* return the original object and remove inserted object 1651 /* return the original object and remove inserted object
1922 (client needs the original object) */ 1652 (client needs the original object) */
1923 tmp->nrof += op->nrof; 1653 tmp->nrof += op->nrof;
1924 /* Weight handling gets pretty funky. Since we are adding to 1654 /* Weight handling gets pretty funky. Since we are adding to
1925 * tmp->nrof, we need to increase the weight. 1655 * tmp->nrof, we need to increase the weight.
1926 */ 1656 */
1927 add_weight (where, op->weight*op->nrof); 1657 add_weight (this, op->weight * op->nrof);
1928 SET_FLAG(op, FLAG_REMOVED); 1658 SET_FLAG (op, FLAG_REMOVED);
1929 free_object(op); /* free the inserted object */ 1659 op->destroy (); /* free the inserted object */
1930 op = tmp; 1660 op = tmp;
1931 remove_ob (op); /* and fix old object's links */ 1661 op->remove (); /* and fix old object's links */
1932 CLEAR_FLAG(op, FLAG_REMOVED); 1662 CLEAR_FLAG (op, FLAG_REMOVED);
1933 break; 1663 break;
1934 } 1664 }
1935 1665
1936 /* I assume combined objects have no inventory 1666 /* I assume combined objects have no inventory
1937 * We add the weight - this object could have just been removed 1667 * We add the weight - this object could have just been removed
1938 * (if it was possible to merge). calling remove_ob will subtract 1668 * (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 1669 * the weight, so we need to add it in again, since we actually do
1940 * the linking below 1670 * the linking below
1941 */ 1671 */
1942 add_weight (where, op->weight*op->nrof); 1672 add_weight (this, op->weight * op->nrof);
1673 }
1943 } else 1674 else
1944 add_weight (where, (op->weight+op->carrying)); 1675 add_weight (this, (op->weight + op->carrying));
1945 1676
1946 otmp=is_player_inv(where); 1677 otmp = this->in_player ();
1947 if (otmp&&otmp->contr!=NULL) { 1678 if (otmp && otmp->contr)
1948 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1679 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1949 fix_player(otmp); 1680 otmp->update_stats ();
1950 }
1951 1681
1952 op->map=NULL; 1682 op->map = 0;
1953 op->env=where; 1683 op->env = this;
1954 op->above=NULL; 1684 op->above = 0;
1955 op->below=NULL; 1685 op->below = 0;
1956 op->x=0,op->y=0; 1686 op->x = 0, op->y = 0;
1957 op->ox=0,op->oy=0;
1958 1687
1959 /* reset the light list and los of the players on the map */ 1688 /* reset the light list and los of the players on the map */
1960 if((op->glow_radius!=0)&&where->map) 1689 if ((op->glow_radius != 0) && map)
1961 { 1690 {
1962#ifdef DEBUG_LIGHTS 1691#ifdef DEBUG_LIGHTS
1963 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1692 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1964 op->name);
1965#endif /* DEBUG_LIGHTS */ 1693#endif /* DEBUG_LIGHTS */
1966 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1694 if (map->darkness)
1695 update_all_los (map, x, y);
1967 } 1696 }
1968 1697
1969 /* Client has no idea of ordering so lets not bother ordering it here. 1698 /* Client has no idea of ordering so lets not bother ordering it here.
1970 * It sure simplifies this function... 1699 * It sure simplifies this function...
1971 */ 1700 */
1972 if (where->inv==NULL) 1701 if (!inv)
1973 where->inv=op; 1702 inv = op;
1974 else { 1703 else
1704 {
1975 op->below = where->inv; 1705 op->below = inv;
1976 op->below->above = op; 1706 op->below->above = op;
1977 where->inv = op; 1707 inv = op;
1978 } 1708 }
1709
1710 INVOKE_OBJECT (INSERT, this);
1711
1979 return op; 1712 return op;
1980} 1713}
1981 1714
1982/* 1715/*
1983 * Checks if any objects has a move_type that matches objects 1716 * Checks if any objects has a move_type that matches objects
1997 * 1730 *
1998 * MSW 2001-07-08: Check all objects on space, not just those below 1731 * 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 1732 * object being inserted. insert_ob_in_map may not put new objects
2000 * on top. 1733 * on top.
2001 */ 1734 */
2002 1735int
2003int check_move_on (object *op, object *originator) 1736check_move_on (object *op, object *originator)
2004{ 1737{
2005 object *tmp; 1738 object *tmp;
2006 tag_t tag;
2007 mapstruct *m=op->map; 1739 maptile *m = op->map;
2008 int x=op->x, y=op->y; 1740 int x = op->x, y = op->y;
1741
2009 MoveType move_on, move_slow, move_block; 1742 MoveType move_on, move_slow, move_block;
2010 1743
2011 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1744 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; 1745 return 0;
1746
1747 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1748 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1749 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1750
1751 /* if nothing on this space will slow op down or be applied,
1752 * no need to do checking below. have to make sure move_type
1753 * is set, as lots of objects don't have it set - we treat that
1754 * as walking.
1755 */
1756 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1757 return 0;
1758
1759 /* This is basically inverse logic of that below - basically,
1760 * if the object can avoid the move on or slow move, they do so,
1761 * but can't do it if the alternate movement they are using is
1762 * blocked. Logic on this seems confusing, but does seem correct.
1763 */
1764 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1765 return 0;
1766
1767 /* The objects have to be checked from top to bottom.
1768 * Hence, we first go to the top:
1769 */
1770
1771 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1772 {
1773 /* Trim the search when we find the first other spell effect
1774 * this helps performance so that if a space has 50 spell objects,
1775 * we don't need to check all of them.
1776 */
1777 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1778 break;
1779 }
1780
1781 for (; tmp; tmp = tmp->below)
1782 {
1783 if (tmp == op)
1784 continue; /* Can't apply yourself */
1785
1786 /* Check to see if one of the movement types should be slowed down.
1787 * Second check makes sure that the movement types not being slowed
1788 * (~slow_move) is not blocked on this space - just because the
1789 * space doesn't slow down swimming (for example), if you can't actually
1790 * swim on that space, can't use it to avoid the penalty.
1791 */
1792 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1793 {
1794 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1795 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1796 {
1797
1798 float
1799 diff = tmp->move_slow_penalty * FABS (op->speed);
1800
1801 if (op->type == PLAYER)
1802 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1803 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1804 diff /= 4.0;
1805
1806 op->speed_left -= diff;
1807 }
1808 }
1809
1810 /* Basically same logic as above, except now for actual apply. */
1811 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1812 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1813 {
1814 move_apply (tmp, op, originator);
1815
1816 if (op->destroyed ())
1817 return 1;
1818
1819 /* what the person/creature stepped onto has moved the object
1820 * someplace new. Don't process any further - if we did,
1821 * have a feeling strange problems would result.
1822 */
1823 if (op->map != m || op->x != x || op->y != y)
1824 return 0;
1825 }
1826 }
1827
1828 return 0;
2092} 1829}
2093 1830
2094/* 1831/*
2095 * present_arch(arch, map, x, y) searches for any objects with 1832 * present_arch(arch, map, x, y) searches for any objects with
2096 * a matching archetype at the given map and coordinates. 1833 * a matching archetype at the given map and coordinates.
2097 * The first matching object is returned, or NULL if none. 1834 * The first matching object is returned, or NULL if none.
2098 */ 1835 */
2099 1836object *
2100object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1837present_arch (const archetype *at, maptile *m, int x, int y)
2101 object *tmp; 1838{
2102 if(m==NULL || out_of_map(m,x,y)) { 1839 if (m == NULL || out_of_map (m, x, y))
1840 {
2103 LOG(llevError,"Present_arch called outside map.\n"); 1841 LOG (llevError, "Present_arch called outside map.\n");
2104 return NULL; 1842 return NULL;
2105 } 1843 }
1844
2106 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1845 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2107 if(tmp->arch == at) 1846 if (tmp->arch == at)
2108 return tmp; 1847 return tmp;
1848
2109 return NULL; 1849 return NULL;
2110} 1850}
2111 1851
2112/* 1852/*
2113 * present(type, map, x, y) searches for any objects with 1853 * present(type, map, x, y) searches for any objects with
2114 * a matching type variable at the given map and coordinates. 1854 * a matching type variable at the given map and coordinates.
2115 * The first matching object is returned, or NULL if none. 1855 * The first matching object is returned, or NULL if none.
2116 */ 1856 */
2117 1857object *
2118object *present(unsigned char type,mapstruct *m, int x,int y) { 1858present (unsigned char type, maptile *m, int x, int y)
2119 object *tmp; 1859{
2120 if(out_of_map(m,x,y)) { 1860 if (out_of_map (m, x, y))
1861 {
2121 LOG(llevError,"Present called outside map.\n"); 1862 LOG (llevError, "Present called outside map.\n");
2122 return NULL; 1863 return NULL;
2123 } 1864 }
1865
2124 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1866 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2125 if(tmp->type==type) 1867 if (tmp->type == type)
2126 return tmp; 1868 return tmp;
1869
2127 return NULL; 1870 return NULL;
2128} 1871}
2129 1872
2130/* 1873/*
2131 * present_in_ob(type, object) searches for any objects with 1874 * present_in_ob(type, object) searches for any objects with
2132 * a matching type variable in the inventory of the given object. 1875 * a matching type variable in the inventory of the given object.
2133 * The first matching object is returned, or NULL if none. 1876 * The first matching object is returned, or NULL if none.
2134 */ 1877 */
2135 1878object *
2136object *present_in_ob(unsigned char type, const object *op) { 1879present_in_ob (unsigned char type, const object *op)
2137 object *tmp; 1880{
2138 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1881 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2139 if(tmp->type==type) 1882 if (tmp->type == type)
2140 return tmp; 1883 return tmp;
1884
2141 return NULL; 1885 return NULL;
2142} 1886}
2143 1887
2144/* 1888/*
2145 * present_in_ob (type, str, object) searches for any objects with 1889 * present_in_ob (type, str, object) searches for any objects with
2153 * str is the string to match against. Note that we match against 1897 * str is the string to match against. Note that we match against
2154 * the object name, not the archetype name. this is so that the 1898 * 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 1899 * spell code can use one object type (force), but change it's name
2156 * to be unique. 1900 * to be unique.
2157 */ 1901 */
2158 1902object *
2159object *present_in_ob_by_name(int type, const char *str, const object *op) { 1903present_in_ob_by_name (int type, const char *str, const object *op)
2160 object *tmp; 1904{
2161
2162 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1905 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2163 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1906 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2164 return tmp; 1907 return tmp;
2165 } 1908
2166 return NULL; 1909 return 0;
2167} 1910}
2168 1911
2169/* 1912/*
2170 * present_arch_in_ob(archetype, object) searches for any objects with 1913 * present_arch_in_ob(archetype, object) searches for any objects with
2171 * a matching archetype in the inventory of the given object. 1914 * a matching archetype in the inventory of the given object.
2172 * The first matching object is returned, or NULL if none. 1915 * The first matching object is returned, or NULL if none.
2173 */ 1916 */
2174 1917object *
2175object *present_arch_in_ob(const archetype *at, const object *op) { 1918present_arch_in_ob (const archetype *at, const object *op)
2176 object *tmp; 1919{
2177 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1920 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2178 if( tmp->arch == at) 1921 if (tmp->arch == at)
2179 return tmp; 1922 return tmp;
1923
2180 return NULL; 1924 return NULL;
2181} 1925}
2182 1926
2183/* 1927/*
2184 * activate recursively a flag on an object inventory 1928 * activate recursively a flag on an object inventory
2185 */ 1929 */
1930void
2186void flag_inv(object*op, int flag){ 1931flag_inv (object *op, int flag)
2187 object *tmp; 1932{
2188 if(op->inv) 1933 if (op->inv)
2189 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1934 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1935 {
2190 SET_FLAG(tmp, flag); 1936 SET_FLAG (tmp, flag);
2191 flag_inv(tmp,flag); 1937 flag_inv (tmp, flag);
2192 } 1938 }
1939}
1940
2193}/* 1941/*
2194 * desactivate recursively a flag on an object inventory 1942 * deactivate recursively a flag on an object inventory
2195 */ 1943 */
1944void
2196void unflag_inv(object*op, int flag){ 1945unflag_inv (object *op, int flag)
2197 object *tmp; 1946{
2198 if(op->inv) 1947 if (op->inv)
2199 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1948 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1949 {
2200 CLEAR_FLAG(tmp, flag); 1950 CLEAR_FLAG (tmp, flag);
2201 unflag_inv(tmp,flag); 1951 unflag_inv (tmp, flag);
2202 } 1952 }
2203} 1953}
2204 1954
2205/* 1955/*
2206 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1956 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2207 * all it's inventory (recursively). 1957 * all it's inventory (recursively).
2208 * If checksums are used, a player will get set_cheat called for 1958 * 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. 1959 * him/her-self and all object carried by a call to this function.
2210 */ 1960 */
2211 1961void
2212void set_cheat(object *op) { 1962set_cheat (object *op)
1963{
2213 SET_FLAG(op, FLAG_WAS_WIZ); 1964 SET_FLAG (op, FLAG_WAS_WIZ);
2214 flag_inv(op, FLAG_WAS_WIZ); 1965 flag_inv (op, FLAG_WAS_WIZ);
2215} 1966}
2216 1967
2217/* 1968/*
2218 * find_free_spot(object, map, x, y, start, stop) will search for 1969 * 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 1970 * a spot at the given map and coordinates which will be able to contain
2233 * because arch_blocked (now ob_blocked) needs to know the movement type 1984 * because arch_blocked (now ob_blocked) needs to know the movement type
2234 * to know if the space in question will block the object. We can't use 1985 * 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 1986 * the archetype because that isn't correct if the monster has been
2236 * customized, changed states, etc. 1987 * customized, changed states, etc.
2237 */ 1988 */
2238 1989int
2239int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 1990find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1991{
2240 int i,index=0, flag; 1992 int index = 0, flag;
2241 static int altern[SIZEOFFREE]; 1993 int altern[SIZEOFFREE];
2242 1994
2243 for(i=start;i<stop;i++) { 1995 for (int i = start; i < stop; i++)
1996 {
2244 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 1997 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2245 if(!flag) 1998 if (!flag)
2246 altern[index++]=i; 1999 altern [index++] = i;
2247 2000
2248 /* Basically, if we find a wall on a space, we cut down the search size. 2001 /* 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. 2002 * 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 - 2003 * 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 2004 * 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 2005 * spaces in all the other directions, this will reduce the search space
2253 * to only the spaces immediately surrounding the target area, and 2006 * to only the spaces immediately surrounding the target area, and
2254 * won't look 2 spaces south of the target space. 2007 * won't look 2 spaces south of the target space.
2255 */ 2008 */
2256 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2009 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2257 stop=maxfree[i]; 2010 stop = maxfree[i];
2258 } 2011 }
2259 if(!index) return -1; 2012
2013 if (!index)
2014 return -1;
2015
2260 return altern[RANDOM()%index]; 2016 return altern[RANDOM () % index];
2261} 2017}
2262 2018
2263/* 2019/*
2264 * find_first_free_spot(archetype, mapstruct, x, y) works like 2020 * find_first_free_spot(archetype, maptile, x, y) works like
2265 * find_free_spot(), but it will search max number of squares. 2021 * find_free_spot(), but it will search max number of squares.
2266 * But it will return the first available spot, not a random choice. 2022 * 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. 2023 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2268 */ 2024 */
2269 2025int
2270int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2026find_first_free_spot (const object *ob, maptile *m, int x, int y)
2271 int i; 2027{
2272 for(i=0;i<SIZEOFFREE;i++) { 2028 for (int i = 0; i < SIZEOFFREE; i++)
2273 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2029 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2274 return i; 2030 return i;
2275 } 2031
2276 return -1; 2032 return -1;
2277} 2033}
2278 2034
2279/* 2035/*
2280 * The function permute(arr, begin, end) randomly reorders the array 2036 * The function permute(arr, begin, end) randomly reorders the array
2281 * arr[begin..end-1]. 2037 * arr[begin..end-1].
2038 * now uses a fisher-yates shuffle, old permute was broken
2282 */ 2039 */
2040static void
2283static void permute(int *arr, int begin, int end) 2041permute (int *arr, int begin, int end)
2284{ 2042{
2285 int i, j, tmp, len; 2043 arr += begin;
2044 end -= begin;
2286 2045
2287 len = end-begin; 2046 while (--end)
2288 for(i = begin; i < end; i++) 2047 swap (arr [end], arr [RANDOM () % (end + 1)]);
2289 {
2290 j = begin+RANDOM()%len;
2291
2292 tmp = arr[i];
2293 arr[i] = arr[j];
2294 arr[j] = tmp;
2295 }
2296} 2048}
2297 2049
2298/* new function to make monster searching more efficient, and effective! 2050/* new function to make monster searching more efficient, and effective!
2299 * This basically returns a randomized array (in the passed pointer) of 2051 * 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 2052 * 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 2053 * 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 2054 * 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. 2055 * the 3x3 area will be searched, just not in a predictable order.
2304 */ 2056 */
2057void
2305void get_search_arr(int *search_arr) 2058get_search_arr (int *search_arr)
2306{ 2059{
2307 int i; 2060 int i;
2308 2061
2309 for(i = 0; i < SIZEOFFREE; i++) 2062 for (i = 0; i < SIZEOFFREE; i++)
2310 {
2311 search_arr[i] = i; 2063 search_arr[i] = i;
2312 }
2313 2064
2314 permute(search_arr, 1, SIZEOFFREE1+1); 2065 permute (search_arr, 1, SIZEOFFREE1 + 1);
2315 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2066 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2316 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2067 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2317} 2068}
2318 2069
2319/* 2070/*
2320 * find_dir(map, x, y, exclude) will search some close squares in the 2071 * find_dir(map, x, y, exclude) will search some close squares in the
2321 * given map at the given coordinates for live objects. 2072 * given map at the given coordinates for live objects.
2326 * Perhaps incorrectly, but I'm making the assumption that exclude 2077 * Perhaps incorrectly, but I'm making the assumption that exclude
2327 * is actually want is going to try and move there. We need this info 2078 * 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 2079 * because we have to know what movement the thing looking to move
2329 * there is capable of. 2080 * there is capable of.
2330 */ 2081 */
2331 2082int
2332int find_dir(mapstruct *m, int x, int y, object *exclude) { 2083find_dir (maptile *m, int x, int y, object *exclude)
2084{
2333 int i,max=SIZEOFFREE, mflags; 2085 int i, max = SIZEOFFREE, mflags;
2086
2334 sint16 nx, ny; 2087 sint16 nx, ny;
2335 object *tmp; 2088 object *tmp;
2336 mapstruct *mp; 2089 maptile *mp;
2090
2337 MoveType blocked, move_type; 2091 MoveType blocked, move_type;
2338 2092
2339 if (exclude && exclude->head) { 2093 if (exclude && exclude->head)
2094 {
2340 exclude = exclude->head; 2095 exclude = exclude->head;
2341 move_type = exclude->move_type; 2096 move_type = exclude->move_type;
2342 } else { 2097 }
2098 else
2099 {
2343 /* If we don't have anything, presume it can use all movement types. */ 2100 /* If we don't have anything, presume it can use all movement types. */
2344 move_type=MOVE_ALL; 2101 move_type = MOVE_ALL;
2102 }
2103
2104 for (i = 1; i < max; i++)
2345 } 2105 {
2346 2106 mp = m;
2347 for(i=1;i<max;i++) {
2348 mp = m;
2349 nx = x + freearr_x[i]; 2107 nx = x + freearr_x[i];
2350 ny = y + freearr_y[i]; 2108 ny = y + freearr_y[i];
2351 2109
2352 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2110 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2111
2353 if (mflags & P_OUT_OF_MAP) { 2112 if (mflags & P_OUT_OF_MAP)
2354 max = maxfree[i]; 2113 max = maxfree[i];
2355 } else { 2114 else
2356 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2115 {
2116 mapspace &ms = mp->at (nx, ny);
2357 2117
2118 blocked = ms.move_block;
2119
2358 if ((move_type & blocked) == move_type) { 2120 if ((move_type & blocked) == move_type)
2359 max=maxfree[i]; 2121 max = maxfree[i];
2360 } else if (mflags & P_IS_ALIVE) { 2122 else if (mflags & P_IS_ALIVE)
2361 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2123 {
2362 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2124 for (tmp = ms.bot; tmp; tmp = tmp->above)
2125 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2363 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2126 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2364 break; 2127 break;
2365 } 2128
2366 } 2129 if (tmp)
2367 if(tmp) {
2368 return freedir[i]; 2130 return freedir[i];
2369 } 2131 }
2132 }
2370 } 2133 }
2371 } 2134
2372 }
2373 return 0; 2135 return 0;
2374} 2136}
2375 2137
2376/* 2138/*
2377 * distance(object 1, object 2) will return the square of the 2139 * distance(object 1, object 2) will return the square of the
2378 * distance between the two given objects. 2140 * distance between the two given objects.
2379 */ 2141 */
2380 2142int
2381int distance(const object *ob1, const object *ob2) { 2143distance (const object *ob1, const object *ob2)
2382 int i; 2144{
2383 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2145 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2384 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2385 return i;
2386} 2146}
2387 2147
2388/* 2148/*
2389 * find_dir_2(delta-x,delta-y) will return a direction in which 2149 * 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 2150 * an object which has subtracted the x and y coordinates of another
2391 * object, needs to travel toward it. 2151 * object, needs to travel toward it.
2392 */ 2152 */
2393 2153int
2394int find_dir_2(int x, int y) { 2154find_dir_2 (int x, int y)
2155{
2395 int q; 2156 int q;
2396 2157
2397 if(y) 2158 if (y)
2398 q=x*100/y; 2159 q = x * 100 / y;
2399 else if (x) 2160 else if (x)
2400 q= -300*x; 2161 q = -300 * x;
2401 else 2162 else
2402 return 0; 2163 return 0;
2403 2164
2404 if(y>0) { 2165 if (y > 0)
2166 {
2405 if(q < -242) 2167 if (q < -242)
2406 return 3 ; 2168 return 3;
2407 if (q < -41) 2169 if (q < -41)
2408 return 2 ; 2170 return 2;
2409 if (q < 41) 2171 if (q < 41)
2410 return 1 ; 2172 return 1;
2411 if (q < 242) 2173 if (q < 242)
2412 return 8 ; 2174 return 8;
2413 return 7 ; 2175 return 7;
2414 } 2176 }
2415 2177
2416 if (q < -242) 2178 if (q < -242)
2417 return 7 ; 2179 return 7;
2418 if (q < -41) 2180 if (q < -41)
2419 return 6 ; 2181 return 6;
2420 if (q < 41) 2182 if (q < 41)
2421 return 5 ; 2183 return 5;
2422 if (q < 242) 2184 if (q < 242)
2423 return 4 ; 2185 return 4;
2424 2186
2425 return 3 ; 2187 return 3;
2426} 2188}
2427 2189
2428/* 2190/*
2429 * absdir(int): Returns a number between 1 and 8, which represent 2191 * absdir(int): Returns a number between 1 and 8, which represent
2430 * the "absolute" direction of a number (it actually takes care of 2192 * the "absolute" direction of a number (it actually takes care of
2431 * "overflow" in previous calculations of a direction). 2193 * "overflow" in previous calculations of a direction).
2432 */ 2194 */
2433 2195
2196int
2434int absdir(int d) { 2197absdir (int d)
2435 while(d<1) d+=8; 2198{
2436 while(d>8) d-=8; 2199 while (d < 1)
2200 d += 8;
2201
2202 while (d > 8)
2203 d -= 8;
2204
2437 return d; 2205 return d;
2438} 2206}
2439 2207
2440/* 2208/*
2441 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2209 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2442 * between two directions (which are expected to be absolute (see absdir()) 2210 * between two directions (which are expected to be absolute (see absdir())
2443 */ 2211 */
2444 2212
2213int
2445int dirdiff(int dir1, int dir2) { 2214dirdiff (int dir1, int dir2)
2215{
2446 int d; 2216 int d;
2217
2447 d = abs(dir1 - dir2); 2218 d = abs (dir1 - dir2);
2448 if(d>4) 2219 if (d > 4)
2449 d = 8 - d; 2220 d = 8 - d;
2221
2450 return d; 2222 return d;
2451} 2223}
2452 2224
2453/* peterm: 2225/* peterm:
2454 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2226 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2457 * This basically means that if direction is 15, then it could either go 2229 * This basically means that if direction is 15, then it could either go
2458 * direction 4, 14, or 16 to get back to where we are. 2230 * 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 2231 * Moved from spell_util.c to object.c with the other related direction
2460 * functions. 2232 * functions.
2461 */ 2233 */
2462
2463int reduction_dir[SIZEOFFREE][3] = { 2234int reduction_dir[SIZEOFFREE][3] = {
2464 {0,0,0}, /* 0 */ 2235 {0, 0, 0}, /* 0 */
2465 {0,0,0}, /* 1 */ 2236 {0, 0, 0}, /* 1 */
2466 {0,0,0}, /* 2 */ 2237 {0, 0, 0}, /* 2 */
2467 {0,0,0}, /* 3 */ 2238 {0, 0, 0}, /* 3 */
2468 {0,0,0}, /* 4 */ 2239 {0, 0, 0}, /* 4 */
2469 {0,0,0}, /* 5 */ 2240 {0, 0, 0}, /* 5 */
2470 {0,0,0}, /* 6 */ 2241 {0, 0, 0}, /* 6 */
2471 {0,0,0}, /* 7 */ 2242 {0, 0, 0}, /* 7 */
2472 {0,0,0}, /* 8 */ 2243 {0, 0, 0}, /* 8 */
2473 {8,1,2}, /* 9 */ 2244 {8, 1, 2}, /* 9 */
2474 {1,2,-1}, /* 10 */ 2245 {1, 2, -1}, /* 10 */
2475 {2,10,12}, /* 11 */ 2246 {2, 10, 12}, /* 11 */
2476 {2,3,-1}, /* 12 */ 2247 {2, 3, -1}, /* 12 */
2477 {2,3,4}, /* 13 */ 2248 {2, 3, 4}, /* 13 */
2478 {3,4,-1}, /* 14 */ 2249 {3, 4, -1}, /* 14 */
2479 {4,14,16}, /* 15 */ 2250 {4, 14, 16}, /* 15 */
2480 {5,4,-1}, /* 16 */ 2251 {5, 4, -1}, /* 16 */
2481 {4,5,6}, /* 17 */ 2252 {4, 5, 6}, /* 17 */
2482 {6,5,-1}, /* 18 */ 2253 {6, 5, -1}, /* 18 */
2483 {6,20,18}, /* 19 */ 2254 {6, 20, 18}, /* 19 */
2484 {7,6,-1}, /* 20 */ 2255 {7, 6, -1}, /* 20 */
2485 {6,7,8}, /* 21 */ 2256 {6, 7, 8}, /* 21 */
2486 {7,8,-1}, /* 22 */ 2257 {7, 8, -1}, /* 22 */
2487 {8,22,24}, /* 23 */ 2258 {8, 22, 24}, /* 23 */
2488 {8,1,-1}, /* 24 */ 2259 {8, 1, -1}, /* 24 */
2489 {24,9,10}, /* 25 */ 2260 {24, 9, 10}, /* 25 */
2490 {9,10,-1}, /* 26 */ 2261 {9, 10, -1}, /* 26 */
2491 {10,11,-1}, /* 27 */ 2262 {10, 11, -1}, /* 27 */
2492 {27,11,29}, /* 28 */ 2263 {27, 11, 29}, /* 28 */
2493 {11,12,-1}, /* 29 */ 2264 {11, 12, -1}, /* 29 */
2494 {12,13,-1}, /* 30 */ 2265 {12, 13, -1}, /* 30 */
2495 {12,13,14}, /* 31 */ 2266 {12, 13, 14}, /* 31 */
2496 {13,14,-1}, /* 32 */ 2267 {13, 14, -1}, /* 32 */
2497 {14,15,-1}, /* 33 */ 2268 {14, 15, -1}, /* 33 */
2498 {33,15,35}, /* 34 */ 2269 {33, 15, 35}, /* 34 */
2499 {16,15,-1}, /* 35 */ 2270 {16, 15, -1}, /* 35 */
2500 {17,16,-1}, /* 36 */ 2271 {17, 16, -1}, /* 36 */
2501 {18,17,16}, /* 37 */ 2272 {18, 17, 16}, /* 37 */
2502 {18,17,-1}, /* 38 */ 2273 {18, 17, -1}, /* 38 */
2503 {18,19,-1}, /* 39 */ 2274 {18, 19, -1}, /* 39 */
2504 {41,19,39}, /* 40 */ 2275 {41, 19, 39}, /* 40 */
2505 {19,20,-1}, /* 41 */ 2276 {19, 20, -1}, /* 41 */
2506 {20,21,-1}, /* 42 */ 2277 {20, 21, -1}, /* 42 */
2507 {20,21,22}, /* 43 */ 2278 {20, 21, 22}, /* 43 */
2508 {21,22,-1}, /* 44 */ 2279 {21, 22, -1}, /* 44 */
2509 {23,22,-1}, /* 45 */ 2280 {23, 22, -1}, /* 45 */
2510 {45,47,23}, /* 46 */ 2281 {45, 47, 23}, /* 46 */
2511 {23,24,-1}, /* 47 */ 2282 {23, 24, -1}, /* 47 */
2512 {24,9,-1}}; /* 48 */ 2283 {24, 9, -1}
2284}; /* 48 */
2513 2285
2514/* Recursive routine to step back and see if we can 2286/* Recursive routine to step back and see if we can
2515 * find a path to that monster that we found. If not, 2287 * find a path to that monster that we found. If not,
2516 * we don't bother going toward it. Returns 1 if we 2288 * we don't bother going toward it. Returns 1 if we
2517 * can see a direct way to get it 2289 * can see a direct way to get it
2518 * Modified to be map tile aware -.MSW 2290 * Modified to be map tile aware -.MSW
2519 */ 2291 */
2520 2292int
2521
2522int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2293can_see_monsterP (maptile *m, int x, int y, int dir)
2294{
2523 sint16 dx, dy; 2295 sint16 dx, dy;
2524 int mflags; 2296 int mflags;
2525 2297
2298 if (dir < 0)
2526 if(dir<0) return 0; /* exit condition: invalid direction */ 2299 return 0; /* exit condition: invalid direction */
2527 2300
2528 dx = x + freearr_x[dir]; 2301 dx = x + freearr_x[dir];
2529 dy = y + freearr_y[dir]; 2302 dy = y + freearr_y[dir];
2530 2303
2531 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2304 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2532 2305
2533 /* This functional arguably was incorrect before - it was 2306 /* This functional arguably was incorrect before - it was
2534 * checking for P_WALL - that was basically seeing if 2307 * checking for P_WALL - that was basically seeing if
2535 * we could move to the monster - this is being more 2308 * we could move to the monster - this is being more
2536 * literal on if we can see it. To know if we can actually 2309 * 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 2310 * move to the monster, we'd need the monster passed in or
2538 * at least its move type. 2311 * at least its move type.
2539 */ 2312 */
2540 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2313 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2314 return 0;
2541 2315
2542 /* yes, can see. */ 2316 /* yes, can see. */
2543 if(dir < 9) return 1; 2317 if (dir < 9)
2318 return 1;
2319
2544 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2320 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2545 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2321 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2546 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2322 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2547} 2323}
2548 2324
2549
2550
2551/* 2325/*
2552 * can_pick(picker, item): finds out if an object is possible to be 2326 * 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 2327 * picked up by the picker. Returnes 1 if it can be
2554 * picked up, otherwise 0. 2328 * picked up, otherwise 0.
2555 * 2329 *
2557 * core dumps if they do. 2331 * core dumps if they do.
2558 * 2332 *
2559 * Add a check so we can't pick up invisible objects (0.93.8) 2333 * Add a check so we can't pick up invisible objects (0.93.8)
2560 */ 2334 */
2561 2335
2336int
2562int can_pick(const object *who, const object *item) { 2337can_pick (const object *who, const object *item)
2338{
2563 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2339 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2564 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2340 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2565 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2341 !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} 2342}
2568
2569 2343
2570/* 2344/*
2571 * create clone from object to another 2345 * create clone from object to another
2572 */ 2346 */
2347object *
2573object *object_create_clone (object *asrc) { 2348object_create_clone (object *asrc)
2349{
2574 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2350 object *dst = 0, *tmp, *src, *part, *prev, *item;
2575 2351
2576 if(!asrc) return NULL; 2352 if (!asrc)
2353 return 0;
2354
2577 src = asrc; 2355 src = asrc;
2578 if(src->head) 2356 if (src->head)
2579 src = src->head; 2357 src = src->head;
2580 2358
2581 prev = NULL; 2359 prev = 0;
2582 for(part = src; part; part = part->more) { 2360 for (part = src; part; part = part->more)
2583 tmp = get_object(); 2361 {
2584 copy_object(part,tmp); 2362 tmp = part->clone ();
2585 tmp->x -= src->x; 2363 tmp->x -= src->x;
2586 tmp->y -= src->y; 2364 tmp->y -= src->y;
2365
2587 if(!part->head) { 2366 if (!part->head)
2367 {
2588 dst = tmp; 2368 dst = tmp;
2589 tmp->head = NULL;
2590 } else {
2591 tmp->head = dst; 2369 tmp->head = 0;
2592 } 2370 }
2371 else
2372 tmp->head = dst;
2373
2593 tmp->more = NULL; 2374 tmp->more = 0;
2375
2594 if(prev) 2376 if (prev)
2595 prev->more = tmp; 2377 prev->more = tmp;
2378
2596 prev = tmp; 2379 prev = tmp;
2597 } 2380 }
2598 /*** copy inventory ***/ 2381
2599 for(item = src->inv; item; item = item->below) { 2382 for (item = src->inv; item; item = item->below)
2600 (void) insert_ob_in_ob(object_create_clone(item),dst); 2383 insert_ob_in_ob (object_create_clone (item), dst);
2601 }
2602 2384
2603 return dst; 2385 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} 2386}
2613 2387
2614/* GROS - Creates an object using a string representing its content. */ 2388/* 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 */ 2389/* 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, */ 2390/* 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. */ 2391/* 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. */ 2392/* Remember not to use load_object_str in a time-critical situation. */
2619/* Also remember that multiparts objects are not supported for now. */ 2393/* Also remember that multiparts objects are not supported for now. */
2620 2394object *
2621object* load_object_str(const char *obstr) 2395load_object_str (const char *obstr)
2622{ 2396{
2623 object *op; 2397 object *op;
2624 FILE *tempfile;
2625 char filename[MAX_BUF]; 2398 char filename[MAX_BUF];
2399
2626 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2400 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2401
2627 tempfile=fopen(filename,"w"); 2402 FILE *tempfile = fopen (filename, "w");
2403
2628 if (tempfile == NULL) 2404 if (tempfile == NULL)
2629 { 2405 {
2630 LOG(llevError,"Error - Unable to access load object temp file\n"); 2406 LOG (llevError, "Error - Unable to access load object temp file\n");
2631 return NULL; 2407 return NULL;
2632 }; 2408 }
2409
2633 fprintf(tempfile,obstr); 2410 fprintf (tempfile, obstr);
2634 fclose(tempfile); 2411 fclose (tempfile);
2635 2412
2636 op=get_object(); 2413 op = object::create ();
2637 2414
2638 tempfile=fopen(filename,"r"); 2415 object_thawer thawer (filename);
2639 if (tempfile == NULL) 2416
2640 { 2417 if (thawer)
2641 LOG(llevError,"Error - Unable to read object temp file\n"); 2418 load_object (thawer, op, 0);
2642 return NULL; 2419
2643 };
2644 load_object(tempfile,op,LO_NEWFILE,0);
2645 LOG(llevDebug," load str completed, object=%s\n",op->name); 2420 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2646 CLEAR_FLAG(op,FLAG_REMOVED); 2421 CLEAR_FLAG (op, FLAG_REMOVED);
2647 fclose(tempfile); 2422
2648 return op; 2423 return op;
2649} 2424}
2650 2425
2651/* This returns the first object in who's inventory that 2426/* This returns the first object in who's inventory that
2652 * has the same type and subtype match. 2427 * has the same type and subtype match.
2653 * returns NULL if no match. 2428 * returns NULL if no match.
2654 */ 2429 */
2430object *
2655object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2431find_obj_by_type_subtype (const object *who, int type, int subtype)
2656{ 2432{
2657 object *tmp;
2658
2659 for (tmp=who->inv; tmp; tmp=tmp->below) 2433 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2660 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2434 if (tmp->type == type && tmp->subtype == subtype)
2435 return tmp;
2661 2436
2662 return NULL; 2437 return 0;
2663} 2438}
2664 2439
2665/* If ob has a field named key, return the link from the list, 2440/* If ob has a field named key, return the link from the list,
2666 * otherwise return NULL. 2441 * otherwise return NULL.
2667 * 2442 *
2668 * key must be a passed in shared string - otherwise, this won't 2443 * key must be a passed in shared string - otherwise, this won't
2669 * do the desired thing. 2444 * do the desired thing.
2670 */ 2445 */
2446key_value *
2671key_value * get_ob_key_link(const object * ob, const char * key) { 2447get_ob_key_link (const object *ob, const char *key)
2672 key_value * link; 2448{
2673
2674 for (link = ob->key_values; link != NULL; link = link->next) { 2449 for (key_value *link = ob->key_values; link; link = link->next)
2675 if (link->key == key) { 2450 if (link->key == key)
2676 return link; 2451 return link;
2677 } 2452
2678 } 2453 return 0;
2679 2454}
2680 return NULL;
2681}
2682 2455
2683/* 2456/*
2684 * Returns the value of op has an extra_field for key, or NULL. 2457 * Returns the value of op has an extra_field for key, or NULL.
2685 * 2458 *
2686 * The argument doesn't need to be a shared string. 2459 * The argument doesn't need to be a shared string.
2687 * 2460 *
2688 * The returned string is shared. 2461 * The returned string is shared.
2689 */ 2462 */
2463const char *
2690const char * get_ob_key_value(const object * op, const char * const key) { 2464get_ob_key_value (const object *op, const char *const key)
2465{
2691 key_value * link; 2466 key_value *link;
2692 const char * canonical_key; 2467 shstr_cmp canonical_key (key);
2468
2469 if (!canonical_key)
2693 2470 {
2694 canonical_key = find_string(key);
2695
2696 if (canonical_key == NULL) {
2697 /* 1. There being a field named key on any object 2471 /* 1. There being a field named key on any object
2698 * implies there'd be a shared string to find. 2472 * implies there'd be a shared string to find.
2699 * 2. Since there isn't, no object has this field. 2473 * 2. Since there isn't, no object has this field.
2700 * 3. Therefore, *this* object doesn't have this field. 2474 * 3. Therefore, *this* object doesn't have this field.
2701 */ 2475 */
2702 return NULL; 2476 return 0;
2703 } 2477 }
2704 2478
2705 /* This is copied from get_ob_key_link() above - 2479 /* This is copied from get_ob_key_link() above -
2706 * only 4 lines, and saves the function call overhead. 2480 * only 4 lines, and saves the function call overhead.
2707 */ 2481 */
2708 for (link = op->key_values; link != NULL; link = link->next) { 2482 for (link = op->key_values; link; link = link->next)
2709 if (link->key == canonical_key) { 2483 if (link->key == canonical_key)
2710 return link->value; 2484 return link->value;
2711 } 2485
2712 } 2486 return 0;
2713 return NULL;
2714} 2487}
2715 2488
2716 2489
2717/* 2490/*
2718 * Updates the canonical_key in op to value. 2491 * 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 2495 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2723 * keys. 2496 * keys.
2724 * 2497 *
2725 * Returns TRUE on success. 2498 * Returns TRUE on success.
2726 */ 2499 */
2500int
2727int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) { 2501set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2502{
2728 key_value * field = NULL, *last=NULL; 2503 key_value *field = NULL, *last = NULL;
2729 2504
2730 for (field=op->key_values; field != NULL; field=field->next) { 2505 for (field = op->key_values; field != NULL; field = field->next)
2731 if (field->key != canonical_key) {
2732 last = field;
2733 continue;
2734 }
2735 2506 {
2736 if (field->value) FREE_AND_CLEAR_STR(field->value); 2507 if (field->key != canonical_key)
2737 if (value) 2508 {
2738 field->value = add_string(value); 2509 last = field;
2739 else { 2510 continue;
2511 }
2512
2513 if (value)
2514 field->value = value;
2515 else
2516 {
2740 /* Basically, if the archetype has this key set, 2517 /* Basically, if the archetype has this key set,
2741 * we need to store the null value so when we save 2518 * we need to store the null value so when we save
2742 * it, we save the empty value so that when we load, 2519 * it, we save the empty value so that when we load,
2743 * we get this value back again. 2520 * we get this value back again.
2744 */ 2521 */
2745 if (get_ob_key_link(&op->arch->clone, canonical_key)) 2522 if (get_ob_key_link (&op->arch->clone, canonical_key))
2746 field->value = NULL; 2523 field->value = 0;
2747 else { 2524 else
2748 /* Delete this link */ 2525 {
2749 if (field->key) FREE_AND_CLEAR_STR(field->key); 2526 if (last)
2750 if (field->value) FREE_AND_CLEAR_STR(field->value); 2527 last->next = field->next;
2751 if (last) last->next = field->next; 2528 else
2752 else op->key_values = field->next; 2529 op->key_values = field->next;
2753 free(field); 2530
2754 } 2531 delete field;
2755 } 2532 }
2533 }
2756 return TRUE; 2534 return TRUE;
2757 } 2535 }
2758 /* IF we get here, key doesn't exist */ 2536 /* IF we get here, key doesn't exist */
2759 2537
2760 /* No field, we'll have to add it. */ 2538 /* No field, we'll have to add it. */
2761 2539
2762 if (!add_key) { 2540 if (!add_key)
2763 return FALSE; 2541 return FALSE;
2764 } 2542
2765 /* There isn't any good reason to store a null 2543 /* There isn't any good reason to store a null
2766 * value in the key/value list. If the archetype has 2544 * value in the key/value list. If the archetype has
2767 * this key, then we should also have it, so shouldn't 2545 * this key, then we should also have it, so shouldn't
2768 * be here. If user wants to store empty strings, 2546 * be here. If user wants to store empty strings,
2769 * should pass in "" 2547 * should pass in ""
2770 */ 2548 */
2771 if (value == NULL) return TRUE; 2549 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; 2550 return TRUE;
2551
2552 field = new key_value;
2553
2554 field->key = canonical_key;
2555 field->value = value;
2556 /* Usual prepend-addition. */
2557 field->next = op->key_values;
2558 op->key_values = field;
2559
2560 return TRUE;
2782} 2561}
2783 2562
2784/* 2563/*
2785 * Updates the key in op to value. 2564 * Updates the key in op to value.
2786 * 2565 *
2788 * and not add new ones. 2567 * and not add new ones.
2789 * In general, should be little reason FALSE is ever passed in for add_key 2568 * In general, should be little reason FALSE is ever passed in for add_key
2790 * 2569 *
2791 * Returns TRUE on success. 2570 * Returns TRUE on success.
2792 */ 2571 */
2572int
2793int set_ob_key_value(object * op, const char * key, const char * value, int add_key) { 2573set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2794 const char * canonical_key = NULL; 2574{
2795 int floating_ref = FALSE; 2575 shstr key_ (key);
2796 int ret; 2576
2577 return set_ob_key_value_s (op, key_, value, add_key);
2578}
2579
2580object::depth_iterator::depth_iterator (object *container)
2581: iterator_base (container)
2582{
2583 while (item->inv)
2584 item = item->inv;
2585}
2586
2587void
2588object::depth_iterator::next ()
2589{
2590 if (item->below)
2797 2591 {
2798 /* HACK This mess is to make sure set_ob_value() passes a shared string 2592 item = item->below;
2799 * to get_ob_key_link(), without leaving a leaked refcount. 2593
2800 */ 2594 while (item->inv)
2595 item = item->inv;
2801 2596 }
2802 canonical_key = find_string(key); 2597 else
2803 if (canonical_key == NULL) { 2598 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} 2599}
2600
2601// return a suitable string describing an objetc in enough detail to find it
2602const char *
2603object::debug_desc (char *info) const
2604{
2605 char info2[256 * 3];
2606 char *p = info;
2607
2608 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2609 count,
2610 &name,
2611 title ? " " : "",
2612 title ? (const char *)title : "");
2613
2614 if (env)
2615 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2616
2617 if (map)
2618 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2619
2620 return info;
2621}
2622
2623const char *
2624object::debug_desc () const
2625{
2626 static char info[256 * 3];
2627 return debug_desc (info);
2628}
2629

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