ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.5 by root, Sun Aug 27 16:15:11 2006 UTC vs.
Revision 1.46 by root, Thu Sep 14 21:16:11 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.5 2006/08/27 16:15:11 root Exp $";
4 */
5 1
6/* 2/*
7 CrossFire, A Multiplayer game for X-windows 3 CrossFire, A Multiplayer game for X-windows
8 4
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
28 24
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 27 variable. */
32#include <global.h> 28#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 29#include <stdio.h>
35#include <sys/types.h> 30#include <sys/types.h>
36#include <sys/uio.h> 31#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 32#include <object.h>
39#include <funcpoint.h> 33#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 34#include <loader.h>
42#ifdef MEMORY_DEBUG 35
43int nroffreeobjects = 0;
44int nrofallocobjects = 0; 36int nrofallocobjects = 0;
45#undef OBJ_EXPAND 37static UUID uuid;
46#define OBJ_EXPAND 1 38const 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 39
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 */ 40object *active_objects; /* List of active objects that need to be processed */
56 41
57short freearr_x[SIZEOFFREE]= 42short 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}; 43 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]= 44};
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, 45short 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}; 46 -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]= 47};
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, 48int 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}; 49 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};
66int freedir[SIZEOFFREE]= { 51int 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, 52 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}; 53 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};
69 55
56static void
57write_uuid (void)
58{
59 char filename1[MAX_BUF], filename2[MAX_BUF];
60
61 sprintf (filename1, "%s/uuid", settings.localdir);
62 sprintf (filename2, "%s/uuid~", settings.localdir);
63
64 FILE *fp;
65
66 if (!(fp = fopen (filename2, "w")))
67 {
68 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
69 return;
70 }
71
72 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
73 fclose (fp);
74 rename (filename2, filename1);
75}
76
77static void
78read_uuid (void)
79{
80 char filename[MAX_BUF];
81
82 sprintf (filename, "%s/uuid", settings.localdir);
83
84 FILE *fp;
85
86 if (!(fp = fopen (filename, "r")))
87 {
88 if (errno == ENOENT)
89 {
90 LOG (llevInfo, "RESET uid to 1\n");
91 uuid.seq = 0;
92 write_uuid ();
93 return;
94 }
95
96 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
97 _exit (1);
98 }
99
100 int version;
101 unsigned long long uid;
102 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
103 {
104 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
105 _exit (1);
106 }
107
108 uuid.seq = uid;
109 write_uuid ();
110 LOG (llevDebug, "read UID: %lld\n", uid);
111 fclose (fp);
112}
113
114UUID
115gen_uuid ()
116{
117 UUID uid;
118
119 uid.seq = ++uuid.seq;
120
121 if (!(uuid.seq & (UUID_SKIP - 1)))
122 write_uuid ();
123
124 return uid;
125}
126
127void
128init_uuid ()
129{
130 read_uuid ();
131}
70 132
71/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 133/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
134static int
72static int compare_ob_value_lists_one(const object * wants, const object * has) { 135compare_ob_value_lists_one (const object *wants, const object *has)
136{
73 key_value * wants_field; 137 key_value *wants_field;
74 138
75 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 139 /* 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 140 * objects with lists are rare, and lists stay short. If not, use a
77 * different structure or at least keep the lists sorted... 141 * different structure or at least keep the lists sorted...
78 */ 142 */
79 143
80 /* For each field in wants, */ 144 /* For each field in wants, */
81 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 145 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
146 {
82 key_value * has_field; 147 key_value *has_field;
83 148
84 /* Look for a field in has with the same key. */ 149 /* Look for a field in has with the same key. */
85 has_field = get_ob_key_link(has, wants_field->key); 150 has_field = get_ob_key_link (has, wants_field->key);
151
152 if (has_field == NULL)
86 153 {
87 if (has_field == NULL) {
88 /* No field with that name. */ 154 /* No field with that name. */
89 return FALSE; 155 return FALSE;
90 }
91 156 }
157
92 /* Found the matching field. */ 158 /* Found the matching field. */
93 if (has_field->value != wants_field->value) { 159 if (has_field->value != wants_field->value)
160 {
94 /* Values don't match, so this half of the comparison is false. */ 161 /* Values don't match, so this half of the comparison is false. */
95 return FALSE; 162 return FALSE;
96 } 163 }
97 164
98 /* If we get here, we found a match. Now for the next field in wants. */ 165 /* If we get here, we found a match. Now for the next field in wants. */
99 }
100 166 }
167
101 /* If we get here, every field in wants has a matching field in has. */ 168 /* If we get here, every field in wants has a matching field in has. */
102 return TRUE; 169 return TRUE;
103} 170}
104 171
105/* Returns TRUE if ob1 has the same key_values as ob2. */ 172/* Returns TRUE if ob1 has the same key_values as ob2. */
173static int
106static int compare_ob_value_lists(const object * ob1, const object * ob2) { 174compare_ob_value_lists (const object *ob1, const object *ob2)
175{
107 /* However, there may be fields in has which aren't partnered in wants, 176 /* However, there may be fields in has which aren't partnered in wants,
108 * so we need to run the comparison *twice*. :( 177 * so we need to run the comparison *twice*. :(
109 */ 178 */
110 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 179 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
111} 180}
112 181
113/* Function examines the 2 objects given to it, and returns true if 182/* Function examines the 2 objects given to it, and returns true if
114 * they can be merged together. 183 * they can be merged together.
115 * 184 *
121 * 190 *
122 * Improvements made with merge: Better checking on potion, and also 191 * Improvements made with merge: Better checking on potion, and also
123 * check weight 192 * check weight
124 */ 193 */
125 194
126int CAN_MERGE(object *ob1, object *ob2) { 195bool object::can_merge (object *ob1, object *ob2)
127 196{
128 /* A couple quicksanity checks */ 197 /* A couple quicksanity checks */
129 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 198 if ((ob1 == ob2) || (ob1->type != ob2->type))
199 return 0;
130 200
131 if (ob1->speed != ob2->speed) return 0; 201 if (ob1->speed != ob2->speed)
132 /* Note sure why the following is the case - either the object has to
133 * be animated or have a very low speed. Is this an attempted monster
134 * check?
135 */
136 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED)
137 return 0; 202 return 0;
138 203
139 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 204 /* 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 205 * value could not be stored in a sint32 (which unfortunately sometimes is
141 * used to store nrof). 206 * used to store nrof).
142 */ 207 */
143 if (ob1->nrof+ob2->nrof >= 1UL<<31) 208 if (ob1->nrof + ob2->nrof >= 1UL << 31)
144 return 0; 209 return 0;
145 210
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. 211 /* 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 212 * 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 213 * 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 214 * are not equal - just if it has been identified, the been_applied
165 * flags lose any meaning. 215 * flags lose any meaning.
166 */ 216 */
167 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED)) 217 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
168 SET_FLAG(ob1, FLAG_BEEN_APPLIED); 218 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
169 219
170 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED)) 220 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
171 SET_FLAG(ob2, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
172 222
173 223
174 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 224 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
175 * being locked in inventory should prevent merging. 225 * being locked in inventory should prevent merging.
176 * 0x4 in flags3 is CLIENT_SENT 226 * 0x4 in flags3 is CLIENT_SENT
177 */ 227 */
178 if ((ob1->arch != ob2->arch) || 228 if ((ob1->arch != ob2->arch) ||
179 (ob1->flags[0] != ob2->flags[0]) || 229 (ob1->flags[0] != ob2->flags[0]) ||
180 (ob1->flags[1] != ob2->flags[1]) || 230 (ob1->flags[1] != ob2->flags[1]) ||
181 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) || 231 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
182 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) || 232 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
183 (ob1->name != ob2->name) || 233 (ob1->name != ob2->name) ||
184 (ob1->title != ob2->title) || 234 (ob1->title != ob2->title) ||
185 (ob1->msg != ob2->msg) || 235 (ob1->msg != ob2->msg) ||
186 (ob1->weight != ob2->weight) || 236 (ob1->weight != ob2->weight) ||
187 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) || 237 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
188 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) || 238 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
189 (ob1->attacktype != ob2->attacktype) || 239 (ob1->attacktype != ob2->attacktype) ||
190 (ob1->magic != ob2->magic) || 240 (ob1->magic != ob2->magic) ||
191 (ob1->slaying != ob2->slaying) || 241 (ob1->slaying != ob2->slaying) ||
192 (ob1->skill != ob2->skill) || 242 (ob1->skill != ob2->skill) ||
193 (ob1->value != ob2->value) || 243 (ob1->value != ob2->value) ||
194 (ob1->animation_id != ob2->animation_id) || 244 (ob1->animation_id != ob2->animation_id) ||
195 (ob1->client_type != ob2->client_type) || 245 (ob1->client_type != ob2->client_type) ||
196 (ob1->materialname != ob2->materialname) || 246 (ob1->materialname != ob2->materialname) ||
197 (ob1->lore != ob2->lore) || 247 (ob1->lore != ob2->lore) ||
198 (ob1->subtype != ob2->subtype) || 248 (ob1->subtype != ob2->subtype) ||
199 (ob1->move_type != ob2->move_type) || 249 (ob1->move_type != ob2->move_type) ||
200 (ob1->move_block != ob2->move_block) || 250 (ob1->move_block != ob2->move_block) ||
201 (ob1->move_allow != ob2->move_allow) || 251 (ob1->move_allow != ob2->move_allow) ||
202 (ob1->move_on != ob2->move_on) || 252 (ob1->move_on != ob2->move_on) ||
203 (ob1->move_off != ob2->move_off) || 253 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty))
204 (ob1->move_slow != ob2->move_slow) ||
205 (ob1->move_slow_penalty != ob2->move_slow_penalty)
206 )
207 return 0; 254 return 0;
208 255
256 /* This is really a spellbook check - really, we should
257 * check all objects in the inventory.
258 */
259 if (ob1->inv || ob2->inv)
260 {
261 /* if one object has inventory but the other doesn't, not equiv */
262 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
263 return 0;
264
265 /* Now check to see if the two inventory objects could merge */
266 if (!CAN_MERGE (ob1->inv, ob2->inv))
267 return 0;
268
269 /* inventory ok - still need to check rest of this object to see
270 * if it is valid.
271 */
272 }
273
209 /* Don't merge objects that are applied. With the new 'body' code, 274 /* 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 275 * 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. 276 * some items equipped, and we don't want those to merge.
212 */ 277 */
213 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 278 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
214 return 0; 279 return 0;
215 280
281 /* Note sure why the following is the case - either the object has to
282 * be animated or have a very low speed. Is this an attempted monster
283 * check?
284 */
285 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
286 return 0;
287
216 switch (ob1->type) { 288 switch (ob1->type)
289 {
217 case SCROLL: 290 case SCROLL:
218 if (ob1->level != ob2->level) return 0; 291 if (ob1->level != ob2->level)
292 return 0;
219 break; 293 break;
220
221 } 294 }
295
222 if (ob1->key_values != NULL || ob2->key_values != NULL) { 296 if (ob1->key_values != NULL || ob2->key_values != NULL)
297 {
223 /* At least one of these has key_values. */ 298 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) { 299 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
225 /* One has fields, but the other one doesn't. */ 300 /* One has fields, but the other one doesn't. */
226 return 0; 301 return 0;
227 } else if (!compare_ob_value_lists(ob1, ob2)) { 302 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 303 return 0;
229 } 304 }
305
306 //TODO: generate an event or call into perl for additional checks
307 if (ob1->self || ob2->self)
230 } 308 {
309 ob1->optimise ();
310 ob2->optimise ();
231 311
312 if (ob1->self || ob2->self)
313 return 0;
314 }
315
232 /* Everything passes, must be OK. */ 316 /* Everything passes, must be OK. */
233 return 1; 317 return 1;
234} 318}
235 319
236/* 320/*
237 * sum_weight() is a recursive function which calculates the weight 321 * sum_weight() is a recursive function which calculates the weight
238 * an object is carrying. It goes through in figures out how much 322 * an object is carrying. It goes through in figures out how much
239 * containers are carrying, and sums it up. 323 * containers are carrying, and sums it up.
240 */ 324 */
241signed long sum_weight(object *op) { 325long
326sum_weight (object *op)
327{
242 signed long sum; 328 long sum;
243 object *inv; 329 object *inv;
330
244 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 331 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
332 {
245 if (inv->inv) 333 if (inv->inv)
246 sum_weight(inv); 334 sum_weight (inv);
247 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 335 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
248 } 336 }
337
249 if (op->type == CONTAINER && op->stats.Str) 338 if (op->type == CONTAINER && op->stats.Str)
250 sum = (sum * (100 - op->stats.Str))/100; 339 sum = (sum * (100 - op->stats.Str)) / 100;
340
251 if(op->carrying != sum) 341 if (op->carrying != sum)
252 op->carrying = sum; 342 op->carrying = sum;
343
253 return sum; 344 return sum;
254} 345}
255 346
256/** 347/**
257 * Return the outermost environment object for a given object. 348 * Return the outermost environment object for a given object.
258 */ 349 */
259 350
351object *
260object *object_get_env_recursive (object *op) { 352object_get_env_recursive (object *op)
353{
261 while (op->env != NULL) 354 while (op->env != NULL)
262 op = op->env; 355 op = op->env;
263 return op; 356 return op;
264} 357}
265 358
266/* 359/*
267 * Eneq(@csd.uu.se): Since we can have items buried in a character we need 360 * 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 361 * a better check. We basically keeping traversing up until we can't
269 * or find a player. 362 * or find a player.
270 */ 363 */
271 364
365object *
272object *is_player_inv (object *op) { 366is_player_inv (object *op)
367{
273 for (;op!=NULL&&op->type!=PLAYER; op=op->env) 368 for (; op != NULL && op->type != PLAYER; op = op->env)
274 if (op->env==op) 369 if (op->env == op)
275 op->env = NULL; 370 op->env = NULL;
276 return op; 371 return op;
277} 372}
278 373
279/* 374/*
280 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 375 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
281 * Some error messages. 376 * Some error messages.
282 * The result of the dump is stored in the static global errmsg array. 377 * The result of the dump is stored in the static global errmsg array.
283 */ 378 */
284 379
380void
285void dump_object2(object *op) { 381dump_object2 (object *op)
382{
383 errmsg[0] = 0;
384 return;
385 //TODO//D#d#
386#if 0
286 char *cp; 387 char *cp;
388
287/* object *tmp;*/ 389/* object *tmp;*/
288 390
289 if(op->arch!=NULL) { 391 if (op->arch != NULL)
392 {
290 strcat(errmsg,"arch "); 393 strcat (errmsg, "arch ");
291 strcat(errmsg,op->arch->name?op->arch->name:"(null)"); 394 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
292 strcat(errmsg,"\n"); 395 strcat (errmsg, "\n");
293 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL) 396 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
294 strcat(errmsg,cp); 397 strcat (errmsg, cp);
295#if 0 398# if 0
296 /* Don't dump player diffs - they are too long, mostly meaningless, and 399 /* Don't dump player diffs - they are too long, mostly meaningless, and
297 * will overflow the buffer. 400 * will overflow the buffer.
298 * Changed so that we don't dump inventory either. This may 401 * Changed so that we don't dump inventory either. This may
299 * also overflow the buffer. 402 * also overflow the buffer.
300 */ 403 */
301 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL) 404 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
302 strcat(errmsg,cp); 405 strcat (errmsg, cp);
303 for (tmp=op->inv; tmp; tmp=tmp->below) 406 for (tmp = op->inv; tmp; tmp = tmp->below)
304 dump_object2(tmp); 407 dump_object2 (tmp);
408# endif
409 strcat (errmsg, "end\n");
410 }
411 else
412 {
413 strcat (errmsg, "Object ");
414 if (op->name == NULL)
415 strcat (errmsg, "(null)");
416 else
417 strcat (errmsg, op->name);
418 strcat (errmsg, "\n");
419# if 0
420 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
421 strcat (errmsg, cp);
422 for (tmp = op->inv; tmp; tmp = tmp->below)
423 dump_object2 (tmp);
424# endif
425 strcat (errmsg, "end\n");
426 }
305#endif 427#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} 428}
321 429
322/* 430/*
323 * Dumps an object. Returns output in the static global errmsg array. 431 * Dumps an object. Returns output in the static global errmsg array.
324 */ 432 */
325 433
434void
326void dump_object(object *op) { 435dump_object (object *op)
436{
327 if(op==NULL) { 437 if (op == NULL)
438 {
328 strcpy(errmsg,"[NULL pointer]"); 439 strcpy (errmsg, "[NULL pointer]");
329 return; 440 return;
330 } 441 }
331 errmsg[0]='\0'; 442 errmsg[0] = '\0';
332 dump_object2(op); 443 dump_object2 (op);
333} 444}
334 445
335/* GROS - Dumps an object. Return the result into a string */ 446void
336/* Note that no checking is done for the validity of the target string, so */
337/* you need to be sure that you allocated enough space for it. */
338void dump_me(object *op, char *outstr)
339{
340 char *cp;
341
342 if(op==NULL)
343 {
344 strcpy(outstr,"[NULL pointer]");
345 return;
346 }
347 outstr[0]='\0';
348
349 if(op->arch!=NULL)
350 {
351 strcat(outstr,"arch ");
352 strcat(outstr,op->arch->name?op->arch->name:"(null)");
353 strcat(outstr,"\n");
354 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
355 strcat(outstr,cp);
356 strcat(outstr,"end\n");
357 }
358 else
359 {
360 strcat(outstr,"Object ");
361 if (op->name==NULL)
362 strcat(outstr, "(null)");
363 else
364 strcat(outstr,op->name);
365 strcat(outstr,"\n");
366 strcat(outstr,"end\n");
367 }
368}
369
370/*
371 * This is really verbose...Can be triggered by the P key while in DM mode.
372 * All objects are dumped to stderr (or alternate logfile, if in server-mode)
373 */
374
375void dump_all_objects(void) { 447dump_all_objects (void)
448{
376 object *op; 449 object *op;
450
377 for(op=objects;op!=NULL;op=op->next) { 451 for (op = object::first; op != NULL; op = op->next)
452 {
378 dump_object(op); 453 dump_object (op);
379 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg); 454 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
380 } 455 }
381} 456}
382 457
383/* 458/*
384 * get_nearest_part(multi-object, object 2) returns the part of the 459 * get_nearest_part(multi-object, object 2) returns the part of the
385 * multi-object 1 which is closest to the second object. 460 * multi-object 1 which is closest to the second object.
386 * If it's not a multi-object, it is returned. 461 * If it's not a multi-object, it is returned.
387 */ 462 */
388 463
464object *
389object *get_nearest_part(object *op, const object *pl) { 465get_nearest_part (object *op, const object *pl)
466{
390 object *tmp,*closest; 467 object *tmp, *closest;
391 int last_dist,i; 468 int last_dist, i;
469
392 if(op->more==NULL) 470 if (op->more == NULL)
393 return op; 471 return op;
394 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 472 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
395 if((i=distance(tmp,pl))<last_dist) 473 if ((i = distance (tmp, pl)) < last_dist)
396 closest=tmp,last_dist=i; 474 closest = tmp, last_dist = i;
397 return closest; 475 return closest;
398} 476}
399 477
400/* 478/*
401 * Returns the object which has the count-variable equal to the argument. 479 * Returns the object which has the count-variable equal to the argument.
402 */ 480 */
403 481
482object *
404object *find_object(tag_t i) { 483find_object (tag_t i)
484{
405 object *op; 485 object *op;
486
406 for(op=objects;op!=NULL;op=op->next) 487 for (op = object::first; op != NULL; op = op->next)
407 if(op->count==i) 488 if (op->count == i)
408 break; 489 break;
409 return op; 490 return op;
410} 491}
411 492
412/* 493/*
413 * Returns the first object which has a name equal to the argument. 494 * Returns the first object which has a name equal to the argument.
414 * Used only by the patch command, but not all that useful. 495 * Used only by the patch command, but not all that useful.
415 * Enables features like "patch <name-of-other-player> food 999" 496 * Enables features like "patch <name-of-other-player> food 999"
416 */ 497 */
417 498
499object *
418object *find_object_name(const char *str) { 500find_object_name (const char *str)
419 const char *name=add_string(str); 501{
502 shstr_cmp str_ (str);
420 object *op; 503 object *op;
504
421 for(op=objects;op!=NULL;op=op->next) 505 for (op = object::first; op != NULL; op = op->next)
422 if(op->name==name) 506 if (op->name == str_)
423 break; 507 break;
424 free_string(name); 508
425 return op; 509 return op;
426} 510}
427 511
512void
428void free_all_object_data(void) { 513free_all_object_data ()
429#ifdef MEMORY_DEBUG
430 object *op, *next;
431
432 for (op=free_objects; op!=NULL; ) {
433 next=op->next;
434 free(op);
435 nrofallocobjects--;
436 nroffreeobjects--;
437 op=next;
438 }
439#endif
440 LOG(llevDebug,"%d allocated objects, %d free objects, STARMAX=%d\n",
441 nrofallocobjects, nroffreeobjects,STARTMAX);
442}
443
444/*
445 * Returns the object which this object marks as being the owner.
446 * A id-scheme is used to avoid pointing to objects which have been
447 * freed and are now reused. If this is detected, the owner is
448 * set to NULL, and NULL is returned.
449 * Changed 2004-02-12 - if the player is setting at the play again
450 * prompt, he is removed, and we don't want to treat him as an owner of
451 * anything, so check removed flag. I don't expect that this should break
452 * anything - once an object is removed, it is basically dead anyways.
453 */
454
455object *get_owner(object *op) {
456 if(op->owner==NULL)
457 return NULL;
458
459 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
460 op->owner->count==op->ownercount)
461 return op->owner;
462
463 op->owner=NULL;
464 op->ownercount=0;
465 return NULL;
466}
467
468void clear_owner(object *op)
469{ 514{
470 if (!op) return; 515 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
471
472 if (op->owner && op->ownercount == op->owner->count)
473 op->owner->refcount--;
474
475 op->owner = NULL;
476 op->ownercount = 0;
477} 516}
478
479
480 517
481/* 518/*
482 * Sets the owner and sets the skill and exp pointers to owner's current 519 * Sets the owner and sets the skill and exp pointers to owner's current
483 * skill and experience objects. 520 * skill and experience objects.
484 */ 521 */
485void set_owner (object *op, object *owner) 522void
523object::set_owner (object *owner)
486{ 524{
487 if(owner==NULL||op==NULL) 525 if (!owner)
488 return; 526 return;
489 527
490 /* next line added to allow objects which own objects */ 528 /* next line added to allow objects which own objects */
491 /* Add a check for ownercounts in here, as I got into an endless loop 529 /* Add a check for ownercounts in here, as I got into an endless loop
492 * with the fireball owning a poison cloud which then owned the 530 * with the fireball owning a poison cloud which then owned the
493 * fireball. I believe that was caused by one of the objects getting 531 * fireball. I believe that was caused by one of the objects getting
494 * freed and then another object replacing it. Since the ownercounts 532 * freed and then another object replacing it. Since the ownercounts
495 * didn't match, this check is valid and I believe that cause is valid. 533 * didn't match, this check is valid and I believe that cause is valid.
496 */ 534 */
497 while (owner->owner && owner!=owner->owner && 535 while (owner->owner)
498 owner->ownercount==owner->owner->count) owner=owner->owner; 536 owner = owner->owner;
499 537
500 /* IF the owner still has an owner, we did not resolve to a final owner.
501 * so lets not add to that.
502 */
503 if (owner->owner) return;
504
505 op->owner=owner; 538 this->owner = owner;
506
507 op->ownercount=owner->count;
508 owner->refcount++;
509
510}
511
512/* Set the owner to clone's current owner and set the skill and experience
513 * objects to clone's objects (typically those objects that where the owner's
514 * current skill and experience objects at the time when clone's owner was
515 * set - not the owner's current skill and experience objects).
516 *
517 * Use this function if player created an object (e.g. fire bullet, swarm
518 * spell), and this object creates further objects whose kills should be
519 * accounted for the player's original skill, even if player has changed
520 * skills meanwhile.
521 */
522void copy_owner (object *op, object *clone)
523{
524 object *owner = get_owner (clone);
525 if (owner == NULL) {
526 /* players don't have owners - they own themselves. Update
527 * as appropriate.
528 */
529 if (clone->type == PLAYER) owner=clone;
530 else return;
531 }
532 set_owner(op, owner);
533
534}
535
536/*
537 * Resets vital variables in an object
538 */
539
540void reset_object(object *op) {
541
542 op->name = NULL;
543 op->name_pl = NULL;
544 op->title = NULL;
545 op->race = NULL;
546 op->slaying = NULL;
547 op->skill = NULL;
548 op->msg = NULL;
549 op->materialname = NULL;
550 op->lore = NULL;
551 op->current_weapon_script = NULL;
552 clear_object(op);
553} 539}
554 540
555/* Zero the key_values on op, decrementing the shared-string 541/* Zero the key_values on op, decrementing the shared-string
556 * refcounts and freeing the links. 542 * refcounts and freeing the links.
557 */ 543 */
544static void
558static void free_key_values(object * op) { 545free_key_values (object *op)
559 key_value * i; 546{
560 key_value * next = NULL; 547 for (key_value *i = op->key_values; i != 0;)
561 548 {
562 if (op->key_values == NULL) return; 549 key_value *next = i->next;
550 delete i;
551
552 i = next;
563 553 }
564 for (i = op->key_values; i != NULL; i = next) { 554
565 /* Store next *first*. */
566 next = i->next;
567
568 if (i->key) FREE_AND_CLEAR_STR(i->key);
569 if (i->value) FREE_AND_CLEAR_STR(i->value);
570 i->next = NULL;
571 free(i);
572 }
573
574 op->key_values = NULL; 555 op->key_values = 0;
575} 556}
576 557
558void object::clear ()
559{
560 attachable_base::clear ();
577 561
578/*
579 * clear_object() frees everything allocated by an object, and also
580 * clears all variables and flags to default settings.
581 */
582
583void clear_object(object *op) {
584 op->clear ();
585
586 event *evt;
587 event *evt2;
588
589 /* redo this to be simpler/more efficient. Was also seeing
590 * crashes in the old code. Move this to the top - am
591 * seeing periodic crashes in this code, and would like to have
592 * as much info available as possible (eg, object name).
593 */
594 for (evt = op->events; evt; evt=evt2) {
595 evt2 = evt->next;
596
597 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
598 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
599 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
600
601 free(evt);
602 }
603 op->events = NULL;
604
605 free_key_values(op); 562 free_key_values (this);
606 563
607 /* the memset will clear all these values for us, but we need 564 owner = 0;
608 * to reduce the refcount on them. 565 name = 0;
609 */ 566 name_pl = 0;
610 if (op->name!=NULL) FREE_AND_CLEAR_STR(op->name); 567 title = 0;
611 if (op->name_pl!=NULL) FREE_AND_CLEAR_STR(op->name_pl); 568 race = 0;
612 if (op->title != NULL) FREE_AND_CLEAR_STR(op->title); 569 slaying = 0;
613 if (op->race!=NULL) FREE_AND_CLEAR_STR(op->race); 570 skill = 0;
614 if (op->slaying!=NULL) FREE_AND_CLEAR_STR(op->slaying); 571 msg = 0;
615 if (op->skill!=NULL) FREE_AND_CLEAR_STR(op->skill); 572 lore = 0;
616 if (op->msg!=NULL) FREE_AND_CLEAR_STR(op->msg); 573 custom_name = 0;
617 if (op->lore!=NULL) FREE_AND_CLEAR_STR(op->lore); 574 materialname = 0;
618 if (op->materialname!= NULL) FREE_AND_CLEAR_STR(op->materialname); 575 contr = 0;
576 below = 0;
577 above = 0;
578 inv = 0;
579 container = 0;
580 env = 0;
581 more = 0;
582 head = 0;
583 map = 0;
584 active_next = 0;
585 active_prev = 0;
619 586
587 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
620 588
621 memset((void*)op, 0, sizeof (object_special));
622 /* Below here, we clear things that are not done by the memset,
623 * or set default values that are not zero.
624 */
625 /* This is more or less true */
626 SET_FLAG(op, FLAG_REMOVED); 589 SET_FLAG (this, FLAG_REMOVED);
627 590
628
629 op->contr = NULL;
630 op->below=NULL;
631 op->above=NULL;
632 op->inv=NULL;
633 op->events=NULL;
634 op->container=NULL;
635 op->env=NULL;
636 op->more=NULL;
637 op->head=NULL;
638 op->map=NULL;
639 op->refcount=0;
640 op->active_next = NULL;
641 op->active_prev = NULL;
642 /* What is not cleared is next, prev, and count */ 591 /* What is not cleared is next, prev, and count */
643 592
644 op->expmul=1.0; 593 expmul = 1.0;
645 op->face = blank_face; 594 face = blank_face;
646 op->attacked_by_count = (tag_t) -1; 595
647 if (settings.casting_time) 596 if (settings.casting_time)
648 op->casting_time = -1; 597 casting_time = -1;
598}
649 599
600void object::clone (object *destination)
601{
602 *(object_copy *)destination = *this;
603 *(object_pod *)destination = *this;
604
605 if (self || cb)
606 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
650} 607}
651 608
652/* 609/*
653 * copy object first frees everything allocated by the second object, 610 * copy object first frees everything allocated by the second object,
654 * and then copies the contends of the first object into the second 611 * and then copies the contends of the first object into the second
655 * object, allocating what needs to be allocated. Basically, any 612 * object, allocating what needs to be allocated. Basically, any
656 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 613 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
657 * if the first object is freed, the pointers in the new object 614 * if the first object is freed, the pointers in the new object
658 * will point at garbage. 615 * will point at garbage.
659 */ 616 */
660 617void
661void copy_object(object *op2, object *op) { 618copy_object (object *op2, object *op)
662 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED); 619{
663 event *evt, *evt2, *evt_new; 620 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
621 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
664 622
665 op->clear ();
666
667 /* Decrement the refcounts, but don't bother zeroing the fields;
668 they'll be overwritten by memcpy. */
669 if(op->name!=NULL) free_string(op->name);
670 if(op->name_pl!=NULL) free_string(op->name_pl);
671 if(op->title!=NULL) free_string(op->title);
672 if(op->race!=NULL) free_string(op->race);
673 if(op->slaying!=NULL) free_string(op->slaying);
674 if(op->skill!=NULL) free_string(op->skill);
675 if(op->msg!=NULL) free_string(op->msg);
676 if(op->lore!=NULL) free_string(op->lore);
677 if(op->materialname != NULL) free_string(op->materialname);
678 if(op->custom_name != NULL) free_string(op->custom_name);
679
680 /* Basically, same code as from clear_object() */
681 for (evt = op->events; evt; evt=evt2) {
682 evt2 = evt->next;
683
684 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
685 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
686 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
687
688 free(evt);
689 }
690 op->events = NULL;
691
692 free_key_values(op);
693
694 *(object_special *)op = *(object_special *)op2;
695 op2->clone (op); 623 op2->clone (op);
696 624
697 if(is_freed) SET_FLAG(op,FLAG_FREED); 625 if (is_freed)
698 if(is_removed) SET_FLAG(op,FLAG_REMOVED); 626 SET_FLAG (op, FLAG_FREED);
699 if(op->name!=NULL) add_refcount(op->name); 627 if (is_removed)
700 if(op->name_pl!=NULL) add_refcount(op->name_pl); 628 SET_FLAG (op, FLAG_REMOVED);
701 if(op->title!=NULL) add_refcount(op->title);
702 if(op->race!=NULL) add_refcount(op->race);
703 if(op->slaying!=NULL) add_refcount(op->slaying);
704 if(op->skill!=NULL) add_refcount(op->skill);
705 if(op->lore!=NULL) add_refcount(op->lore);
706 if(op->msg!=NULL) add_refcount(op->msg);
707 if(op->custom_name!=NULL) add_refcount(op->custom_name);
708 if (op->materialname != NULL) add_refcount(op->materialname);
709 629
710 if((op2->speed<0) && !editor) 630 if (op2->speed < 0)
711 op->speed_left=op2->speed_left-RANDOM()%200/100.0; 631 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
712 632
713 /* Copy over event information */
714 evt2 = NULL;
715 for (evt = op2->events; evt; evt=evt->next) {
716 evt_new = (event *) malloc(sizeof(event));
717 memcpy(evt_new, evt, sizeof(event));
718 if (evt_new->hook) add_refcount(evt_new->hook);
719 if (evt_new->plugin) add_refcount(evt_new->plugin);
720 if (evt_new->options) add_refcount(evt_new->options);
721 evt_new->next = NULL;
722
723 /* Try to be a little clever here, and store away the
724 * last event we copied, so that its simpler to update the
725 * pointer.
726 */
727 if (evt2)
728 evt2->next = evt_new;
729 else
730 op->events = evt_new;
731
732 evt2 = evt_new;
733 }
734 /* Copy over key_values, if any. */ 633 /* Copy over key_values, if any. */
735 if (op2->key_values != NULL) { 634 if (op2->key_values)
736 key_value * tail = NULL; 635 {
636 key_value *tail = 0;
737 key_value * i; 637 key_value *i;
738 638
739 op->key_values = NULL; 639 op->key_values = 0;
740 640
741 for (i = op2->key_values; i != NULL; i = i->next) { 641 for (i = op2->key_values; i; i = i->next)
742 key_value * new_link = (key_value *) malloc(sizeof(key_value)); 642 {
643 key_value *new_link = new key_value;
743 644
744 new_link->next = NULL; 645 new_link->next = 0;
745 new_link->key = add_refcount(i->key); 646 new_link->key = i->key;
746 if (i->value) 647 new_link->value = i->value;
747 new_link->value = add_refcount(i->value);
748 else
749 new_link->value = NULL;
750 648
751 /* Try and be clever here, too. */ 649 /* Try and be clever here, too. */
752 if (op->key_values == NULL) { 650 if (!op->key_values)
651 {
753 op->key_values = new_link; 652 op->key_values = new_link;
754 tail = new_link; 653 tail = new_link;
755 } else { 654 }
756 tail->next = new_link; 655 else
757 tail = new_link; 656 {
657 tail->next = new_link;
658 tail = new_link;
659 }
660 }
758 } 661 }
759 }
760 }
761 662
762 update_ob_speed(op); 663 update_ob_speed (op);
763}
764
765/*
766 * expand_objects() allocates more objects for the list of unused objects.
767 * It is called from get_object() if the unused list is empty.
768 */
769
770void expand_objects(void) {
771 int i;
772 object *obj;
773 obj = (object *) CALLOC(OBJ_EXPAND,sizeof(object));
774
775 if(obj==NULL)
776 fatal(OUT_OF_MEMORY);
777 free_objects=obj;
778 obj[0].prev=NULL;
779 obj[0].next= &obj[1],
780 SET_FLAG(&(obj[0]), FLAG_REMOVED);
781 SET_FLAG(&(obj[0]), FLAG_FREED);
782
783 for(i=1;i<OBJ_EXPAND-1;i++) {
784 obj[i].next= &obj[i+1],
785 obj[i].prev= &obj[i-1],
786 SET_FLAG(&(obj[i]), FLAG_REMOVED);
787 SET_FLAG(&(obj[i]), FLAG_FREED);
788 }
789 obj[OBJ_EXPAND-1].prev= &obj[OBJ_EXPAND-2],
790 obj[OBJ_EXPAND-1].next=NULL,
791 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_REMOVED);
792 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_FREED);
793
794 nrofallocobjects += OBJ_EXPAND;
795 nroffreeobjects += OBJ_EXPAND;
796}
797
798/*
799 * get_object() grabs an object from the list of unused objects, makes
800 * sure it is initialised, and returns it.
801 * If there are no free objects, expand_objects() is called to get more.
802 */
803
804object *get_object(void) {
805 object *op;
806
807 if(free_objects==NULL) {
808 expand_objects();
809 }
810 op=free_objects;
811#ifdef MEMORY_DEBUG
812 /* The idea is hopefully by doing a realloc, the memory
813 * debugging program will now use the current stack trace to
814 * report leaks.
815 */
816 op = realloc(op, sizeof(object));
817 SET_FLAG(op, FLAG_REMOVED);
818 SET_FLAG(op, FLAG_FREED);
819#endif
820
821 if(!QUERY_FLAG(op,FLAG_FREED)) {
822 LOG(llevError,"Fatal: Getting busy object.\n");
823 }
824 free_objects=op->next;
825 if(free_objects!=NULL)
826 free_objects->prev=NULL;
827 op->count= ++ob_count;
828 op->name=NULL;
829 op->name_pl=NULL;
830 op->title=NULL;
831 op->race=NULL;
832 op->slaying=NULL;
833 op->skill = NULL;
834 op->lore=NULL;
835 op->msg=NULL;
836 op->materialname=NULL;
837 op->next=objects;
838 op->prev=NULL;
839 op->active_next = NULL;
840 op->active_prev = NULL;
841 if(objects!=NULL)
842 objects->prev=op;
843 objects=op;
844 clear_object(op);
845 SET_FLAG(op,FLAG_REMOVED);
846 nroffreeobjects--;
847 return op;
848} 664}
849 665
850/* 666/*
851 * If an object with the IS_TURNABLE() flag needs to be turned due 667 * If an object with the IS_TURNABLE() flag needs to be turned due
852 * to the closest player being on the other side, this function can 668 * to the closest player being on the other side, this function can
853 * be called to update the face variable, _and_ how it looks on the map. 669 * be called to update the face variable, _and_ how it looks on the map.
854 */ 670 */
855 671
672void
856void update_turn_face(object *op) { 673update_turn_face (object *op)
674{
857 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 675 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
858 return; 676 return;
859 SET_ANIMATION(op, op->direction); 677 SET_ANIMATION (op, op->direction);
860 update_object(op,UP_OBJ_FACE); 678 update_object (op, UP_OBJ_FACE);
861} 679}
862 680
863/* 681/*
864 * Updates the speed of an object. If the speed changes from 0 to another 682 * Updates the speed of an object. If the speed changes from 0 to another
865 * value, or vice versa, then add/remove the object from the active list. 683 * value, or vice versa, then add/remove the object from the active list.
866 * This function needs to be called whenever the speed of an object changes. 684 * This function needs to be called whenever the speed of an object changes.
867 */ 685 */
868 686void
869void update_ob_speed(object *op) { 687update_ob_speed (object *op)
688{
870 extern int arch_init; 689 extern int arch_init;
871 690
872 /* No reason putting the archetypes objects on the speed list, 691 /* No reason putting the archetypes objects on the speed list,
873 * since they never really need to be updated. 692 * since they never really need to be updated.
874 */ 693 */
875 694
876 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 695 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
696 {
877 LOG(llevError,"Object %s is freed but has speed.\n", op->name); 697 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
878#ifdef MANY_CORES 698#ifdef MANY_CORES
879 abort(); 699 abort ();
880#else 700#else
881 op->speed = 0; 701 op->speed = 0;
882#endif 702#endif
883 } 703 }
704
884 if (arch_init) { 705 if (arch_init)
885 return;
886 }
887 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
888 /* If already on active list, don't do anything */
889 if (op->active_next || op->active_prev || op==active_objects)
890 return; 706 return;
891 707
708 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
709 {
710 /* If already on active list, don't do anything */
711 if (op->active_next || op->active_prev || op == active_objects)
712 return;
713
892 /* process_events() expects us to insert the object at the beginning 714 /* process_events() expects us to insert the object at the beginning
893 * of the list. */ 715 * of the list. */
894 op->active_next = active_objects; 716 op->active_next = active_objects;
717
895 if (op->active_next!=NULL) 718 if (op->active_next != NULL)
896 op->active_next->active_prev = op; 719 op->active_next->active_prev = op;
720
897 active_objects = op; 721 active_objects = op;
722 }
723 else
898 } 724 {
899 else {
900 /* If not on the active list, nothing needs to be done */ 725 /* If not on the active list, nothing needs to be done */
901 if (!op->active_next && !op->active_prev && op!=active_objects) 726 if (!op->active_next && !op->active_prev && op != active_objects)
902 return; 727 return;
903 728
904 if (op->active_prev==NULL) { 729 if (op->active_prev == NULL)
730 {
905 active_objects = op->active_next; 731 active_objects = op->active_next;
732
906 if (op->active_next!=NULL) 733 if (op->active_next != NULL)
907 op->active_next->active_prev = NULL; 734 op->active_next->active_prev = NULL;
908 } 735 }
909 else { 736 else
737 {
910 op->active_prev->active_next = op->active_next; 738 op->active_prev->active_next = op->active_next;
739
911 if (op->active_next) 740 if (op->active_next)
912 op->active_next->active_prev = op->active_prev; 741 op->active_next->active_prev = op->active_prev;
913 } 742 }
743
914 op->active_next = NULL; 744 op->active_next = NULL;
915 op->active_prev = NULL; 745 op->active_prev = NULL;
916 } 746 }
917} 747}
918 748
919/* This function removes object 'op' from the list of active 749/* This function removes object 'op' from the list of active
920 * objects. 750 * objects.
922 * reference maps where you don't want an object that isn't 752 * reference maps where you don't want an object that isn't
923 * in play chewing up cpu time getting processed. 753 * in play chewing up cpu time getting processed.
924 * The reverse of this is to call update_ob_speed, which 754 * The reverse of this is to call update_ob_speed, which
925 * will do the right thing based on the speed of the object. 755 * will do the right thing based on the speed of the object.
926 */ 756 */
757void
927void remove_from_active_list(object *op) 758remove_from_active_list (object *op)
928{ 759{
929 /* If not on the active list, nothing needs to be done */ 760 /* If not on the active list, nothing needs to be done */
930 if (!op->active_next && !op->active_prev && op!=active_objects) 761 if (!op->active_next && !op->active_prev && op != active_objects)
931 return; 762 return;
932 763
933 if (op->active_prev==NULL) { 764 if (op->active_prev == NULL)
765 {
934 active_objects = op->active_next; 766 active_objects = op->active_next;
935 if (op->active_next!=NULL) 767 if (op->active_next != NULL)
936 op->active_next->active_prev = NULL; 768 op->active_next->active_prev = NULL;
769 }
770 else
937 } 771 {
938 else {
939 op->active_prev->active_next = op->active_next; 772 op->active_prev->active_next = op->active_next;
940 if (op->active_next) 773 if (op->active_next)
941 op->active_next->active_prev = op->active_prev; 774 op->active_next->active_prev = op->active_prev;
942 } 775 }
943 op->active_next = NULL; 776 op->active_next = NULL;
944 op->active_prev = NULL; 777 op->active_prev = NULL;
945} 778}
946 779
947/* 780/*
948 * update_object() updates the array which represents the map. 781 * update_object() updates the array which represents the map.
949 * It takes into account invisible objects (and represent squares covered 782 * It takes into account invisible objects (and represent squares covered
964 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 797 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
965 * as that is easier than trying to look at what may have changed. 798 * as that is easier than trying to look at what may have changed.
966 * UP_OBJ_FACE: only the objects face has changed. 799 * UP_OBJ_FACE: only the objects face has changed.
967 */ 800 */
968 801
802void
969void update_object(object *op, int action) { 803update_object (object *op, int action)
804{
970 int update_now=0, flags; 805 int update_now = 0, flags;
971 MoveType move_on, move_off, move_block, move_slow; 806 MoveType move_on, move_off, move_block, move_slow;
972 807
973 if (op == NULL) { 808 if (op == NULL)
809 {
974 /* this should never happen */ 810 /* this should never happen */
975 LOG(llevDebug,"update_object() called for NULL object.\n"); 811 LOG (llevDebug, "update_object() called for NULL object.\n");
976 return; 812 return;
977 }
978 813 }
814
979 if(op->env!=NULL) { 815 if (op->env != NULL)
816 {
980 /* Animation is currently handled by client, so nothing 817 /* Animation is currently handled by client, so nothing
981 * to do in this case. 818 * to do in this case.
982 */ 819 */
983 return; 820 return;
984 } 821 }
985 822
986 /* If the map is saving, don't do anything as everything is 823 /* If the map is saving, don't do anything as everything is
987 * going to get freed anyways. 824 * going to get freed anyways.
988 */ 825 */
989 if (!op->map || op->map->in_memory == MAP_SAVING) return; 826 if (!op->map || op->map->in_memory == MAP_SAVING)
990 827 return;
828
991 /* make sure the object is within map boundaries */ 829 /* make sure the object is within map boundaries */
992 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 830 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
993 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 831 {
994 LOG(llevError,"update_object() called for object out of map!\n"); 832 LOG (llevError, "update_object() called for object out of map!\n");
995#ifdef MANY_CORES 833#ifdef MANY_CORES
996 abort(); 834 abort ();
997#endif 835#endif
998 return; 836 return;
999 }
1000 837 }
838
1001 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 839 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
1002 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 840 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
1003 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 841 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1004 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 842 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1005 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 843 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1006 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y); 844 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
1007 845
1008 if (action == UP_OBJ_INSERT) { 846 if (action == UP_OBJ_INSERT)
847 {
1009 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 848 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
1010 update_now=1; 849 update_now = 1;
1011 850
1012 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 851 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
1013 update_now=1; 852 update_now = 1;
1014 853
1015 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 854 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
1016 update_now=1; 855 update_now = 1;
1017 856
1018 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 857 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
1019 update_now=1; 858 update_now = 1;
1020 859
860 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
861 update_now = 1;
862
1021 if ((move_on | op->move_on) != move_on) update_now=1; 863 if ((move_on | op->move_on) != move_on)
864 update_now = 1;
865
1022 if ((move_off | op->move_off) != move_off) update_now=1; 866 if ((move_off | op->move_off) != move_off)
867 update_now = 1;
868
1023 /* This isn't perfect, but I don't expect a lot of objects to 869 /* This isn't perfect, but I don't expect a lot of objects to
1024 * to have move_allow right now. 870 * to have move_allow right now.
1025 */ 871 */
1026 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 872 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
1027 update_now=1; 873 update_now = 1;
874
1028 if ((move_slow | op->move_slow) != move_slow) update_now=1; 875 if ((move_slow | op->move_slow) != move_slow)
876 update_now = 1;
1029 } 877 }
1030 /* if the object is being removed, we can't make intelligent 878 /* if the object is being removed, we can't make intelligent
1031 * decisions, because remove_ob can't really pass the object 879 * decisions, because remove_ob can't really pass the object
1032 * that is being removed. 880 * that is being removed.
1033 */ 881 */
1034 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 882 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
1035 update_now=1; 883 update_now = 1;
1036 } else if (action == UP_OBJ_FACE) { 884 else if (action == UP_OBJ_FACE)
1037 /* Nothing to do for that case */ 885 /* Nothing to do for that case */ ;
1038 }
1039 else { 886 else
1040 LOG(llevError,"update_object called with invalid action: %d\n", action); 887 LOG (llevError, "update_object called with invalid action: %d\n", action);
1041 }
1042 888
1043 if (update_now) { 889 if (update_now)
890 {
1044 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 891 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
1045 update_position(op->map, op->x, op->y); 892 update_position (op->map, op->x, op->y);
1046 } 893 }
1047 894
1048 if(op->more!=NULL) 895 if (op->more != NULL)
1049 update_object(op->more, action); 896 update_object (op->more, action);
1050} 897}
1051 898
899object::vector object::mortals;
900object::vector object::objects; // not yet used
901object *object::first;
902
903void object::free_mortals ()
904{
905 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
906 if ((*i)->refcnt)
907 ++i; // further delay freeing
908 else
909 {
910 delete *i;
911 mortals.erase (i);
912 }
913
914 static int lastmortals = 0;//D
915
916 if (mortals.size() != lastmortals)//D
917 {
918 lastmortals = mortals.size ();//D
919 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
920 }
921}
922
923object::object ()
924{
925 SET_FLAG (this, FLAG_REMOVED);
926
927 expmul = 1.0;
928 face = blank_face;
929}
930
931object::~object ()
932{
933 free_key_values (this);
934}
935
936void object::link ()
937{
938 count = ++ob_count;
939 uuid = gen_uuid ();
940
941 prev = 0;
942 next = object::first;
943
944 if (object::first)
945 object::first->prev = this;
946
947 object::first = this;
948}
949
950void object::unlink ()
951{
952 //count = 0;//D
953 if (!prev && !next) return;//D
954
955 if (this == object::first)
956 object::first = next;
957
958 /* Remove this object from the list of used objects */
959 if (prev) prev->next = next;
960 if (next) next->prev = prev;
961
962 prev = 0;
963 next = 0;
964}
965
966object *object::create ()
967{
968 object *op = new object;
969 op->link ();
970 return op;
971}
1052 972
1053/* 973/*
1054 * free_object() frees everything allocated by an object, removes 974 * free_object() frees everything allocated by an object, removes
1055 * it from the list of used objects, and puts it on the list of 975 * 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. 976 * free objects. The IS_FREED() flag is set in the object.
1058 * this function to succeed. 978 * this function to succeed.
1059 * 979 *
1060 * If free_inventory is set, free inventory as well. Else drop items in 980 * If free_inventory is set, free inventory as well. Else drop items in
1061 * inventory to the ground. 981 * inventory to the ground.
1062 */ 982 */
983void object::free (bool free_inventory)
984{
985 if (QUERY_FLAG (this, FLAG_FREED))
986 return;
1063 987
1064void free_object(object *ob) { 988 if (QUERY_FLAG (this, FLAG_FRIENDLY))
1065 free_object2(ob, 0); 989 remove_friendly_object (this);
1066}
1067void free_object2(object *ob, int free_inventory) {
1068 object *tmp,*op;
1069 990
1070 ob->clear ();
1071
1072 if (!QUERY_FLAG(ob,FLAG_REMOVED)) { 991 if (!QUERY_FLAG (this, FLAG_REMOVED))
1073 LOG(llevDebug,"Free object called with non removed object\n"); 992 remove_ob (this);
1074 dump_object(ob); 993
1075#ifdef MANY_CORES 994 SET_FLAG (this, FLAG_FREED);
1076 abort(); 995
1077#endif 996 if (more)
1078 } 997 {
1079 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) { 998 more->free (free_inventory);
1080 LOG(llevMonster,"Warning: tried to free friendly object.\n"); 999 more = 0;
1081 remove_friendly_object(ob); 1000 }
1001
1002 if (inv)
1082 } 1003 {
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 - 1004 /* Only if the space blocks everything do we not process -
1094 * if some form of movemnt is allowed, let objects 1005 * if some form of movement is allowed, let objects
1095 * drop on that space. 1006 * drop on that space.
1096 */ 1007 */
1097 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 1008 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1098 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL)) 1009 {
1099 { 1010 object *op = inv;
1100 op=ob->inv; 1011
1101 while(op!=NULL) { 1012 while (op)
1102 tmp=op->below; 1013 {
1103 remove_ob(op); 1014 object *tmp = op->below;
1104 free_object2(op, free_inventory); 1015 op->free (free_inventory);
1105 op=tmp; 1016 op = tmp;
1017 }
1018 }
1019 else
1020 { /* Put objects in inventory onto this space */
1021 object *op = inv;
1022
1023 while (op)
1024 {
1025 object *tmp = op->below;
1026
1027 remove_ob (op);
1028
1029 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1030 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1031 free_object (op);
1032 else
1033 {
1034 op->x = x;
1035 op->y = y;
1036 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1037 }
1038
1039 op = tmp;
1040 }
1041 }
1106 } 1042 }
1107 } 1043
1108 else { /* Put objects in inventory onto this space */ 1044 // clear those pointers that likely might have circular references to us
1109 op=ob->inv; 1045 owner = 0;
1110 while(op!=NULL) { 1046 enemy = 0;
1111 tmp=op->below; 1047 attacked_by = 0;
1112 remove_ob(op); 1048
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 */ 1049 /* Remove object from the active list */
1126 ob->speed = 0; 1050 speed = 0;
1127 update_ob_speed(ob); 1051 update_ob_speed (this);
1128 1052
1129 SET_FLAG(ob, FLAG_FREED); 1053 unlink ();
1130 ob->count = 0;
1131 1054
1132 /* Remove this object from the list of used objects */ 1055 mortals.push_back (this);
1133 if(ob->prev==NULL) {
1134 objects=ob->next;
1135 if(objects!=NULL)
1136 objects->prev=NULL;
1137 }
1138 else {
1139 ob->prev->next=ob->next;
1140 if(ob->next!=NULL)
1141 ob->next->prev=ob->prev;
1142 }
1143
1144 if(ob->name!=NULL) FREE_AND_CLEAR_STR(ob->name);
1145 if(ob->name_pl!=NULL) FREE_AND_CLEAR_STR(ob->name_pl);
1146 if(ob->title!=NULL) FREE_AND_CLEAR_STR(ob->title);
1147 if(ob->race!=NULL) FREE_AND_CLEAR_STR(ob->race);
1148 if(ob->slaying!=NULL) FREE_AND_CLEAR_STR(ob->slaying);
1149 if(ob->skill!=NULL) FREE_AND_CLEAR_STR(ob->skill);
1150 if(ob->lore!=NULL) FREE_AND_CLEAR_STR(ob->lore);
1151 if(ob->msg!=NULL) FREE_AND_CLEAR_STR(ob->msg);
1152 if(ob->materialname!=NULL) FREE_AND_CLEAR_STR(ob->materialname);
1153
1154
1155 /* Why aren't events freed? */
1156 free_key_values(ob);
1157
1158#if 0 /* MEMORY_DEBUG*/
1159 /* This is a nice idea. Unfortunately, a lot of the code in crossfire
1160 * presumes the freed_object will stick around for at least a little
1161 * bit
1162 */
1163 /* this is necessary so that memory debugging programs will
1164 * be able to accurately report source of malloc. If we recycle
1165 * objects, then some other area may be doing the get_object
1166 * and not freeing it, but the original one that malloc'd the
1167 * object will get the blame.
1168 */
1169 free(ob);
1170#else
1171
1172 /* Now link it with the free_objects list: */
1173 ob->prev=NULL;
1174 ob->next=free_objects;
1175 if(free_objects!=NULL)
1176 free_objects->prev=ob;
1177 free_objects=ob;
1178 nroffreeobjects++;
1179#endif
1180}
1181
1182/*
1183 * count_free() returns the number of objects on the list of free objects.
1184 */
1185
1186int count_free(void) {
1187 int i=0;
1188 object *tmp=free_objects;
1189 while(tmp!=NULL)
1190 tmp=tmp->next, i++;
1191 return i;
1192}
1193
1194/*
1195 * count_used() returns the number of objects on the list of used objects.
1196 */
1197
1198int count_used(void) {
1199 int i=0;
1200 object *tmp=objects;
1201 while(tmp!=NULL)
1202 tmp=tmp->next, i++;
1203 return i;
1204}
1205
1206/*
1207 * count_active() returns the number of objects on the list of active objects.
1208 */
1209
1210int count_active(void) {
1211 int i=0;
1212 object *tmp=active_objects;
1213 while(tmp!=NULL)
1214 tmp=tmp->active_next, i++;
1215 return i;
1216} 1056}
1217 1057
1218/* 1058/*
1219 * sub_weight() recursively (outwards) subtracts a number from the 1059 * sub_weight() recursively (outwards) subtracts a number from the
1220 * weight of an object (and what is carried by it's environment(s)). 1060 * weight of an object (and what is carried by it's environment(s)).
1221 */ 1061 */
1222 1062
1063void
1223void sub_weight (object *op, signed long weight) { 1064sub_weight (object *op, signed long weight)
1065{
1224 while (op != NULL) { 1066 while (op != NULL)
1067 {
1225 if (op->type == CONTAINER) { 1068 if (op->type == CONTAINER)
1226 weight=(signed long)(weight*(100-op->stats.Str)/100); 1069 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1227 } 1070
1228 op->carrying-=weight; 1071 op->carrying -= weight;
1229 op = op->env; 1072 op = op->env;
1230 } 1073 }
1231} 1074}
1232 1075
1233/* remove_ob(op): 1076/* remove_ob(op):
1234 * This function removes the object op from the linked list of objects 1077 * 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 1078 * which it is currently tied to. When this function is done, the
1237 * environment, the x and y coordinates will be updated to 1080 * environment, the x and y coordinates will be updated to
1238 * the previous environment. 1081 * the previous environment.
1239 * Beware: This function is called from the editor as well! 1082 * Beware: This function is called from the editor as well!
1240 */ 1083 */
1241 1084
1085void
1242void remove_ob(object *op) { 1086remove_ob (object *op)
1087{
1243 object *tmp,*last=NULL; 1088 object *tmp, *last = 0;
1244 object *otmp; 1089 object *otmp;
1090
1245 tag_t tag; 1091 tag_t tag;
1246 int check_walk_off; 1092 int check_walk_off;
1247 mapstruct *m; 1093 mapstruct *m;
1094
1248 sint16 x,y; 1095 sint16 x, y;
1249
1250 1096
1251 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1097 if (QUERY_FLAG (op, FLAG_REMOVED))
1252 dump_object(op); 1098 return;
1253 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1254 1099
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); 1100 SET_FLAG (op, FLAG_REMOVED);
1271 1101
1102 if (op->more != NULL)
1103 remove_ob (op->more);
1104
1272 /* 1105 /*
1273 * In this case, the object to be removed is in someones 1106 * In this case, the object to be removed is in someones
1274 * inventory. 1107 * inventory.
1275 */ 1108 */
1276 if(op->env!=NULL) { 1109 if (op->env != NULL)
1110 {
1277 if(op->nrof) 1111 if (op->nrof)
1278 sub_weight(op->env, op->weight*op->nrof); 1112 sub_weight (op->env, op->weight * op->nrof);
1279 else 1113 else
1280 sub_weight(op->env, op->weight+op->carrying); 1114 sub_weight (op->env, op->weight + op->carrying);
1281 1115
1282 /* NO_FIX_PLAYER is set when a great many changes are being 1116 /* NO_FIX_PLAYER is set when a great many changes are being
1283 * made to players inventory. If set, avoiding the call 1117 * made to players inventory. If set, avoiding the call
1284 * to save cpu time. 1118 * to save cpu time.
1285 */ 1119 */
1286 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1120 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1287 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1288 fix_player(otmp); 1121 fix_player (otmp);
1289 1122
1290 if(op->above!=NULL) 1123 if (op->above != NULL)
1291 op->above->below=op->below; 1124 op->above->below = op->below;
1292 else 1125 else
1293 op->env->inv=op->below; 1126 op->env->inv = op->below;
1294 1127
1295 if(op->below!=NULL) 1128 if (op->below != NULL)
1296 op->below->above=op->above; 1129 op->below->above = op->above;
1297 1130
1298 /* we set up values so that it could be inserted into 1131 /* we set up values so that it could be inserted into
1299 * the map, but we don't actually do that - it is up 1132 * the map, but we don't actually do that - it is up
1300 * to the caller to decide what we want to do. 1133 * to the caller to decide what we want to do.
1301 */ 1134 */
1302 op->x=op->env->x,op->y=op->env->y; 1135 op->x = op->env->x, op->y = op->env->y;
1303 op->ox=op->x,op->oy=op->y;
1304 op->map=op->env->map; 1136 op->map = op->env->map;
1305 op->above=NULL,op->below=NULL; 1137 op->above = NULL, op->below = NULL;
1306 op->env=NULL; 1138 op->env = NULL;
1307 return; 1139 }
1140 else if (op->map)
1308 } 1141 {
1309
1310 /* If we get here, we are removing it from a map */
1311 if (op->map == NULL) return;
1312
1313 x = op->x; 1142 x = op->x;
1314 y = op->y; 1143 y = op->y;
1315 m = get_map_from_coord(op->map, &x, &y); 1144 m = get_map_from_coord (op->map, &x, &y);
1316 1145
1317 if (!m) { 1146 if (!m)
1147 {
1318 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1148 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); 1149 op->map->path, op->x, op->y);
1320 /* in old days, we used to set x and y to 0 and continue. 1150 /* 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 1151 * it seems if we get into this case, something is probablye
1322 * screwed up and should be fixed. 1152 * screwed up and should be fixed.
1323 */ 1153 */
1324 abort(); 1154 abort ();
1325 } 1155 }
1156
1326 if (op->map != m) { 1157 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", 1158 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); 1159 op->map->path, m->path, op->x, op->y, x, y);
1329 }
1330 1160
1331 /* Re did the following section of code - it looks like it had 1161 /* Re did the following section of code - it looks like it had
1332 * lots of logic for things we no longer care about 1162 * lots of logic for things we no longer care about
1333 */ 1163 */
1334 1164
1335 /* link the object above us */ 1165 /* link the object above us */
1336 if (op->above) 1166 if (op->above)
1337 op->above->below=op->below; 1167 op->above->below = op->below;
1338 else 1168 else
1339 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */ 1169 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1340 1170
1341 /* Relink the object below us, if there is one */ 1171 /* Relink the object below us, if there is one */
1342 if(op->below) { 1172 if (op->below)
1343 op->below->above=op->above; 1173 op->below->above = op->above;
1344 } else { 1174 else
1175 {
1345 /* Nothing below, which means we need to relink map object for this space 1176 /* 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 1177 * use translated coordinates in case some oddness with map tiling is
1347 * evident 1178 * evident
1348 */ 1179 */
1349 if(GET_MAP_OB(m,x,y)!=op) { 1180 if (GET_MAP_OB (m, x, y) != op)
1181 {
1350 dump_object(op); 1182 dump_object (op);
1183 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); 1184 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg);
1352 dump_object(GET_MAP_OB(m,x,y)); 1185 dump_object (GET_MAP_OB (m, x, y));
1353 LOG(llevError,"%s\n",errmsg); 1186 LOG (llevError, "%s\n", errmsg);
1354 } 1187 }
1188
1355 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 1189 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1356 } 1190 }
1357 op->above=NULL; 1191
1192 op->above = 0;
1358 op->below=NULL; 1193 op->below = 0;
1359 1194
1360 if (op->map->in_memory == MAP_SAVING) 1195 if (op->map->in_memory == MAP_SAVING)
1361 return; 1196 return;
1362 1197
1363 tag = op->count; 1198 tag = op->count;
1364 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1199 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1200
1365 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1201 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1202 {
1366 /* No point updating the players look faces if he is the object 1203 /* No point updating the players look faces if he is the object
1367 * being removed. 1204 * being removed.
1368 */ 1205 */
1369 1206
1370 if(tmp->type==PLAYER && tmp!=op) { 1207 if (tmp->type == PLAYER && tmp != op)
1208 {
1371 /* If a container that the player is currently using somehow gets 1209 /* If a container that the player is currently using somehow gets
1372 * removed (most likely destroyed), update the player view 1210 * removed (most likely destroyed), update the player view
1373 * appropriately. 1211 * appropriately.
1374 */ 1212 */
1375 if (tmp->container==op) { 1213 if (tmp->container == op)
1376 CLEAR_FLAG(op, FLAG_APPLIED); 1214 {
1377 tmp->container=NULL; 1215 CLEAR_FLAG (op, FLAG_APPLIED);
1378 } 1216 tmp->container = NULL;
1217 }
1218
1379 tmp->contr->socket.update_look=1; 1219 tmp->contr->socket.update_look = 1;
1380 } 1220 }
1221
1381 /* See if player moving off should effect something */ 1222 /* See if player moving off should effect something */
1382 if (check_walk_off && ((op->move_type & tmp->move_off) && 1223 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1383 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1224 {
1384
1385 move_apply(tmp, op, NULL); 1225 move_apply (tmp, op, NULL);
1226
1386 if (was_destroyed (op, tag)) { 1227 if (was_destroyed (op, tag))
1387 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1228 {
1388 "leaving object\n", tmp->name, tmp->arch->name); 1229 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1389 } 1230 }
1390 } 1231 }
1391 1232
1392 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1233 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1393 1234
1394 if(tmp->above == tmp) 1235 if (tmp->above == tmp)
1395 tmp->above = NULL; 1236 tmp->above = NULL;
1396 last=tmp; 1237
1397 } 1238 last = tmp;
1239 }
1240
1398 /* last == NULL of there are no objects on this space */ 1241 /* last == NULL of there are no objects on this space */
1399 if (last==NULL) { 1242 if (last == NULL)
1243 {
1400 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1244 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1401 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1245 * 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 1246 * those out anyways, and if there are any flags set right now, they won't
1403 * be correct anyways. 1247 * be correct anyways.
1404 */ 1248 */
1405 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1249 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1406 update_position(op->map, op->x, op->y); 1250 update_position (op->map, op->x, op->y);
1407 } 1251 }
1408 else 1252 else
1409 update_object(last, UP_OBJ_REMOVE); 1253 update_object (last, UP_OBJ_REMOVE);
1410 1254
1411 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1255 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1412 update_all_los(op->map, op->x, op->y); 1256 update_all_los (op->map, op->x, op->y);
1413 1257 }
1414} 1258}
1415 1259
1416/* 1260/*
1417 * merge_ob(op,top): 1261 * merge_ob(op,top):
1418 * 1262 *
1419 * This function goes through all objects below and including top, and 1263 * This function goes through all objects below and including top, and
1420 * merges op to the first matching object. 1264 * merges op to the first matching object.
1421 * If top is NULL, it is calculated. 1265 * If top is NULL, it is calculated.
1422 * Returns pointer to object if it succeded in the merge, otherwise NULL 1266 * Returns pointer to object if it succeded in the merge, otherwise NULL
1423 */ 1267 */
1424 1268object *
1425object *merge_ob(object *op, object *top) { 1269merge_ob (object *op, object *top)
1270{
1426 if(!op->nrof) 1271 if (!op->nrof)
1427 return 0; 1272 return 0;
1273
1428 if(top==NULL) 1274 if (top == NULL)
1429 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1275 for (top = op; top != NULL && top->above != NULL; top = top->above);
1276
1430 for(;top!=NULL;top=top->below) { 1277 for (; top != NULL; top = top->below)
1278 {
1431 if(top==op) 1279 if (top == op)
1432 continue; 1280 continue;
1433 if (CAN_MERGE(op,top)) 1281 if (CAN_MERGE (op, top))
1434 { 1282 {
1435 top->nrof+=op->nrof; 1283 top->nrof += op->nrof;
1284
1436/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1285/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1437 op->weight = 0; /* Don't want any adjustements now */ 1286 op->weight = 0; /* Don't want any adjustements now */
1438 remove_ob(op); 1287 remove_ob (op);
1439 free_object(op); 1288 free_object (op);
1440 return top; 1289 return top;
1441 } 1290 }
1442 } 1291 }
1292
1443 return NULL; 1293 return 0;
1444} 1294}
1445 1295
1446/* 1296/*
1447 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1297 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1448 * job preparing multi-part monsters 1298 * job preparing multi-part monsters
1449 */ 1299 */
1300object *
1450object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1301insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y)
1302{
1451 object* tmp; 1303 object *tmp;
1304
1452 if (op->head) 1305 if (op->head)
1453 op=op->head; 1306 op = op->head;
1307
1454 for (tmp=op;tmp;tmp=tmp->more){ 1308 for (tmp = op; tmp; tmp = tmp->more)
1309 {
1455 tmp->x=x+tmp->arch->clone.x; 1310 tmp->x = x + tmp->arch->clone.x;
1456 tmp->y=y+tmp->arch->clone.y; 1311 tmp->y = y + tmp->arch->clone.y;
1457 } 1312 }
1313
1458 return insert_ob_in_map (op, m, originator, flag); 1314 return insert_ob_in_map (op, m, originator, flag);
1459} 1315}
1460 1316
1461/* 1317/*
1462 * insert_ob_in_map (op, map, originator, flag): 1318 * insert_ob_in_map (op, map, originator, flag):
1463 * This function inserts the object in the two-way linked list 1319 * This function inserts the object in the two-way linked list
1477 * new object if 'op' was merged with other object 1333 * new object if 'op' was merged with other object
1478 * NULL if 'op' was destroyed 1334 * NULL if 'op' was destroyed
1479 * just 'op' otherwise 1335 * just 'op' otherwise
1480 */ 1336 */
1481 1337
1338object *
1482object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1339insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag)
1483{ 1340{
1484 object *tmp, *top, *floor=NULL; 1341 object *tmp, *top, *floor = NULL;
1485 sint16 x,y; 1342 sint16 x, y;
1486 1343
1487 if (QUERY_FLAG (op, FLAG_FREED)) { 1344 if (QUERY_FLAG (op, FLAG_FREED))
1345 {
1488 LOG (llevError, "Trying to insert freed object!\n"); 1346 LOG (llevError, "Trying to insert freed object!\n");
1489 return NULL; 1347 return NULL;
1348 }
1349
1350 if (m == NULL)
1490 } 1351 {
1491 if(m==NULL) {
1492 dump_object(op); 1352 dump_object (op);
1493 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1353 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1494 return op; 1354 return op;
1495 } 1355 }
1356
1496 if(out_of_map(m,op->x,op->y)) { 1357 if (out_of_map (m, op->x, op->y))
1358 {
1497 dump_object(op); 1359 dump_object (op);
1498 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1360 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1499#ifdef MANY_CORES 1361#ifdef MANY_CORES
1500 /* Better to catch this here, as otherwise the next use of this object 1362 /* 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 1363 * is likely to cause a crash. Better to find out where it is getting
1502 * improperly inserted. 1364 * improperly inserted.
1503 */ 1365 */
1504 abort(); 1366 abort ();
1505#endif 1367#endif
1506 return op; 1368 return op;
1507 } 1369 }
1370
1508 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1371 if (!QUERY_FLAG (op, FLAG_REMOVED))
1372 {
1509 dump_object(op); 1373 dump_object (op);
1510 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1374 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1511 return op; 1375 return op;
1512 } 1376 }
1377
1513 if(op->more!=NULL) { 1378 if (op->more != NULL)
1379 {
1514 /* The part may be on a different map. */ 1380 /* The part may be on a different map. */
1515 1381
1516 object *more = op->more; 1382 object *more = op->more;
1517 1383
1518 /* We really need the caller to normalize coordinates - if 1384 /* We really need the caller to normalize coordinates - if
1519 * we set the map, that doesn't work if the location is within 1385 * 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 1386 * a map and this is straddling an edge. So only if coordinate
1521 * is clear wrong do we normalize it. 1387 * is clear wrong do we normalize it.
1522 */ 1388 */
1523 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1389 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); 1390 more->map = get_map_from_coord (m, &more->x, &more->y);
1528 } else if (!more->map) { 1391 else if (!more->map)
1392 {
1529 /* For backwards compatibility - when not dealing with tiled maps, 1393 /* For backwards compatibility - when not dealing with tiled maps,
1530 * more->map should always point to the parent. 1394 * more->map should always point to the parent.
1531 */ 1395 */
1532 more->map = m; 1396 more->map = m;
1533 } 1397 }
1534 1398
1535 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1399 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1400 {
1536 if ( ! op->head) 1401 if (!op->head)
1537 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1402 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1403
1538 return NULL; 1404 return NULL;
1539 } 1405 }
1540 } 1406 }
1407
1541 CLEAR_FLAG(op,FLAG_REMOVED); 1408 CLEAR_FLAG (op, FLAG_REMOVED);
1542 1409
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 1410 /* 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 1411 * of areas of callers (eg, anything that uses find_free_spot would now
1549 * need extra work 1412 * need extra work
1550 */ 1413 */
1551 op->map=get_map_from_coord(m, &op->x, &op->y); 1414 op->map = get_map_from_coord (m, &op->x, &op->y);
1552 x = op->x; 1415 x = op->x;
1553 y = op->y; 1416 y = op->y;
1554 1417
1555 /* this has to be done after we translate the coordinates. 1418 /* this has to be done after we translate the coordinates.
1556 */ 1419 */
1557 if(op->nrof && !(flag & INS_NO_MERGE)) { 1420 if (op->nrof && !(flag & INS_NO_MERGE))
1558 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1421 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1559 if (CAN_MERGE(op,tmp)) { 1422 if (CAN_MERGE (op, tmp))
1560 op->nrof+=tmp->nrof; 1423 {
1561 remove_ob(tmp); 1424 op->nrof += tmp->nrof;
1562 free_object(tmp); 1425 remove_ob (tmp);
1563 } 1426 free_object (tmp);
1564 } 1427 }
1565 1428
1566 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1429 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1567 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1430 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1431
1568 if (!QUERY_FLAG(op, FLAG_ALIVE)) 1432 if (!QUERY_FLAG (op, FLAG_ALIVE))
1569 CLEAR_FLAG(op, FLAG_NO_STEAL); 1433 CLEAR_FLAG (op, FLAG_NO_STEAL);
1570 1434
1571 if (flag & INS_BELOW_ORIGINATOR) { 1435 if (flag & INS_BELOW_ORIGINATOR)
1436 {
1572 if (originator->map != op->map || originator->x != op->x || 1437 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1573 originator->y != op->y) { 1438 {
1574 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1439 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1575 abort(); 1440 abort ();
1576 } 1441 }
1442
1577 op->above = originator; 1443 op->above = originator;
1578 op->below = originator->below; 1444 op->below = originator->below;
1579 if (op->below) op->below->above = op; 1445
1446 if (op->below)
1447 op->below->above = op;
1448 else
1580 else SET_MAP_OB(op->map, op->x, op->y, op); 1449 SET_MAP_OB (op->map, op->x, op->y, op);
1450
1581 /* since *below* originator, no need to update top */ 1451 /* since *below* originator, no need to update top */
1582 originator->below = op; 1452 originator->below = op;
1583 } else { 1453 }
1454 else
1455 {
1584 /* If there are other objects, then */ 1456 /* If there are other objects, then */
1585 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) { 1457 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1458 {
1586 object *last=NULL; 1459 object *last = NULL;
1587 /* 1460
1461 /*
1588 * If there are multiple objects on this space, we do some trickier handling. 1462 * If there are multiple objects on this space, we do some trickier handling.
1589 * We've already dealt with merging if appropriate. 1463 * We've already dealt with merging if appropriate.
1590 * Generally, we want to put the new object on top. But if 1464 * Generally, we want to put the new object on top. But if
1591 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1465 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1592 * floor, we want to insert above that and no further. 1466 * floor, we want to insert above that and no further.
1593 * Also, if there are spell objects on this space, we stop processing 1467 * 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 1468 * 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 1469 * 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 1470 * when lots of spells are cast in one area. Currently, it is presumed
1597 * that flying non pickable objects are spell objects. 1471 * that flying non pickable objects are spell objects.
1598 */ 1472 */
1599 1473
1600 while (top != NULL) { 1474 while (top != NULL)
1601 if (QUERY_FLAG(top, FLAG_IS_FLOOR) || 1475 {
1602 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top; 1476 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1603 if (QUERY_FLAG(top, FLAG_NO_PICK) 1477 floor = top;
1604 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH)) 1478
1605 && !QUERY_FLAG(top, FLAG_IS_FLOOR)) 1479 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1606 { 1480 {
1607 /* We insert above top, so we want this object below this */ 1481 /* We insert above top, so we want this object below this */
1608 top=top->below; 1482 top = top->below;
1609 break; 1483 break;
1610 } 1484 }
1611 last = top; 1485
1612 top = top->above; 1486 last = top;
1613 } 1487 top = top->above;
1488 }
1489
1614 /* Don't want top to be NULL, so set it to the last valid object */ 1490 /* Don't want top to be NULL, so set it to the last valid object */
1615 top = last; 1491 top = last;
1616 1492
1617 /* We let update_position deal with figuring out what the space 1493 /* We let update_position deal with figuring out what the space
1618 * looks like instead of lots of conditions here. 1494 * looks like instead of lots of conditions here.
1619 * makes things faster, and effectively the same result. 1495 * makes things faster, and effectively the same result.
1620 */ 1496 */
1621 1497
1622 /* Have object 'fall below' other objects that block view. 1498 /* Have object 'fall below' other objects that block view.
1623 * Unless those objects are exits, type 66 1499 * Unless those objects are exits, type 66
1624 * If INS_ON_TOP is used, don't do this processing 1500 * If INS_ON_TOP is used, don't do this processing
1625 * Need to find the object that in fact blocks view, otherwise 1501 * Need to find the object that in fact blocks view, otherwise
1626 * stacking is a bit odd. 1502 * stacking is a bit odd.
1627 */ 1503 */
1628 if (!(flag & INS_ON_TOP) && 1504 if (!(flag & INS_ON_TOP) &&
1629 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && 1505 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1630 (op->face && !op->face->visibility)) { 1506 {
1631 for (last=top; last != floor; last=last->below) 1507 for (last = top; last != floor; last = last->below)
1632 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break; 1508 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1509 break;
1633 /* Check to see if we found the object that blocks view, 1510 /* Check to see if we found the object that blocks view,
1634 * and make sure we have a below pointer for it so that 1511 * and make sure we have a below pointer for it so that
1635 * we can get inserted below this one, which requires we 1512 * we can get inserted below this one, which requires we
1636 * set top to the object below us. 1513 * set top to the object below us.
1637 */ 1514 */
1638 if (last && last->below && last != floor) top=last->below; 1515 if (last && last->below && last != floor)
1639 } 1516 top = last->below;
1640 } /* If objects on this space */ 1517 }
1518 } /* If objects on this space */
1519
1641 if (flag & INS_MAP_LOAD) 1520 if (flag & INS_MAP_LOAD)
1642 top = GET_MAP_TOP(op->map,op->x,op->y); 1521 top = GET_MAP_TOP (op->map, op->x, op->y);
1522
1643 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1523 if (flag & INS_ABOVE_FLOOR_ONLY)
1524 top = floor;
1644 1525
1645 /* Top is the object that our object (op) is going to get inserted above. 1526 /* Top is the object that our object (op) is going to get inserted above.
1646 */ 1527 */
1647 1528
1648 /* First object on this space */ 1529 /* First object on this space */
1649 if (!top) { 1530 if (!top)
1531 {
1650 op->above = GET_MAP_OB(op->map, op->x, op->y); 1532 op->above = GET_MAP_OB (op->map, op->x, op->y);
1651 if (op->above) op->above->below = op; 1533
1534 if (op->above)
1535 op->above->below = op;
1536
1652 op->below = NULL; 1537 op->below = NULL;
1653 SET_MAP_OB(op->map, op->x, op->y, op); 1538 SET_MAP_OB (op->map, op->x, op->y, op);
1654 } else { /* get inserted into the stack above top */ 1539 }
1540 else
1541 { /* get inserted into the stack above top */
1655 op->above = top->above; 1542 op->above = top->above;
1656 if (op->above) op->above->below = op; 1543
1544 if (op->above)
1545 op->above->below = op;
1546
1657 op->below = top; 1547 op->below = top;
1658 top->above = op; 1548 top->above = op;
1659 } 1549 }
1550
1660 if (op->above==NULL) 1551 if (op->above == NULL)
1661 SET_MAP_TOP(op->map,op->x, op->y, op); 1552 SET_MAP_TOP (op->map, op->x, op->y, op);
1662 } /* else not INS_BELOW_ORIGINATOR */ 1553 } /* else not INS_BELOW_ORIGINATOR */
1663 1554
1664 if(op->type==PLAYER) 1555 if (op->type == PLAYER)
1665 op->contr->do_los=1; 1556 op->contr->do_los = 1;
1666 1557
1667 /* If we have a floor, we know the player, if any, will be above 1558 /* 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. 1559 * it, so save a few ticks and start from there.
1669 */ 1560 */
1670 if (!(flag & INS_MAP_LOAD)) 1561 if (!(flag & INS_MAP_LOAD))
1671 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1562 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1672 if (tmp->type == PLAYER) 1563 if (tmp->type == PLAYER)
1673 tmp->contr->socket.update_look=1; 1564 tmp->contr->socket.update_look = 1;
1674 }
1675 1565
1676 /* If this object glows, it may affect lighting conditions that are 1566 /* If this object glows, it may affect lighting conditions that are
1677 * visible to others on this map. But update_all_los is really 1567 * 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 1568 * 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 1569 * on the map will get recalculated. The players could very well
1680 * be far away from this change and not affected in any way - 1570 * be far away from this change and not affected in any way -
1681 * this should get redone to only look for players within range, 1571 * this should get redone to only look for players within range,
1682 * or just updating the P_NEED_UPDATE for spaces within this area 1572 * or just updating the P_NEED_UPDATE for spaces within this area
1683 * of effect may be sufficient. 1573 * of effect may be sufficient.
1684 */ 1574 */
1685 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1575 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1686 update_all_los(op->map, op->x, op->y); 1576 update_all_los (op->map, op->x, op->y);
1687 1577
1688
1689 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1578 /* updates flags (blocked, alive, no magic, etc) for this map space */
1690 update_object(op,UP_OBJ_INSERT); 1579 update_object (op, UP_OBJ_INSERT);
1691 1580
1692
1693 /* Don't know if moving this to the end will break anything. However, 1581 /* 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. 1582 * we want to have update_look set above before calling this.
1695 * 1583 *
1696 * check_move_on() must be after this because code called from 1584 * check_move_on() must be after this because code called from
1697 * check_move_on() depends on correct map flags (so functions like 1585 * check_move_on() depends on correct map flags (so functions like
1698 * blocked() and wall() work properly), and these flags are updated by 1586 * blocked() and wall() work properly), and these flags are updated by
1699 * update_object(). 1587 * update_object().
1700 */ 1588 */
1701 1589
1702 /* if this is not the head or flag has been passed, don't check walk on status */ 1590 /* 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) { 1591 if (!(flag & INS_NO_WALK_ON) && !op->head)
1592 {
1705 if (check_move_on(op, originator)) 1593 if (check_move_on (op, originator))
1706 return NULL; 1594 return NULL;
1707 1595
1708 /* If we are a multi part object, lets work our way through the check 1596 /* If we are a multi part object, lets work our way through the check
1709 * walk on's. 1597 * walk on's.
1710 */ 1598 */
1711 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1599 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1712 if (check_move_on (tmp, originator)) 1600 if (check_move_on (tmp, originator))
1713 return NULL; 1601 return NULL;
1714 } 1602 }
1603
1715 return op; 1604 return op;
1716} 1605}
1717 1606
1718/* this function inserts an object in the map, but if it 1607/* 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. 1608 * 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. 1609 * op is the object to insert it under: supplies x and the map.
1721 */ 1610 */
1611void
1722void replace_insert_ob_in_map(const char *arch_string, object *op) { 1612replace_insert_ob_in_map (const char *arch_string, object *op)
1613{
1723 object *tmp; 1614 object *
1724 object *tmp1; 1615 tmp;
1616 object *
1617 tmp1;
1725 1618
1726 /* first search for itself and remove any old instances */ 1619 /* first search for itself and remove any old instances */
1727 1620
1728 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1621 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1622 {
1729 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1623 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1624 {
1730 remove_ob(tmp); 1625 remove_ob (tmp);
1731 free_object(tmp); 1626 free_object (tmp);
1732 } 1627 }
1733 } 1628 }
1734 1629
1735 tmp1=arch_to_object(find_archetype(arch_string)); 1630 tmp1 = arch_to_object (archetype::find (arch_string));
1736 1631
1737 1632 tmp1->x = op->x;
1738 tmp1->x = op->x; tmp1->y = op->y; 1633 tmp1->y = op->y;
1739 insert_ob_in_map(tmp1,op->map,op,0); 1634 insert_ob_in_map (tmp1, op->map, op, 0);
1740} 1635}
1741 1636
1742/* 1637/*
1743 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1638 * 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 1639 * is returned contains nr objects, and the remaining parts contains
1745 * the rest (or is removed and freed if that number is 0). 1640 * the rest (or is removed and freed if that number is 0).
1746 * On failure, NULL is returned, and the reason put into the 1641 * On failure, NULL is returned, and the reason put into the
1747 * global static errmsg array. 1642 * global static errmsg array.
1748 */ 1643 */
1749 1644
1645object *
1750object *get_split_ob(object *orig_ob, uint32 nr) { 1646get_split_ob (object *orig_ob, uint32 nr)
1751 object *newob; 1647{
1648 object *
1649 newob;
1650 int
1752 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1651 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1753 1652
1754 if(orig_ob->nrof<nr) { 1653 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 } 1654 {
1655 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1656 return NULL;
1657 }
1658
1759 newob = object_create_clone(orig_ob); 1659 newob = object_create_clone (orig_ob);
1660
1760 if((orig_ob->nrof-=nr)<1) { 1661 if ((orig_ob->nrof -= nr) < 1)
1662 {
1761 if ( ! is_removed) 1663 if (!is_removed)
1762 remove_ob(orig_ob); 1664 remove_ob (orig_ob);
1763 free_object2(orig_ob, 1); 1665 free_object2 (orig_ob, 1);
1764 } 1666 }
1765 else if ( ! is_removed) { 1667 else if (!is_removed)
1668 {
1766 if(orig_ob->env!=NULL) 1669 if (orig_ob->env != NULL)
1767 sub_weight (orig_ob->env,orig_ob->weight*nr); 1670 sub_weight (orig_ob->env, orig_ob->weight * nr);
1768 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1671 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1672 {
1769 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1673 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"); 1674 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1772 return NULL; 1675 return NULL;
1773 } 1676 }
1774 } 1677 }
1678
1775 newob->nrof=nr; 1679 newob->nrof = nr;
1776 1680
1777 return newob; 1681 return newob;
1778} 1682}
1779 1683
1780/* 1684/*
1781 * decrease_ob_nr(object, number) decreases a specified number from 1685 * decrease_ob_nr(object, number) decreases a specified number from
1782 * the amount of an object. If the amount reaches 0, the object 1686 * the amount of an object. If the amount reaches 0, the object
1783 * is subsequently removed and freed. 1687 * is subsequently removed and freed.
1784 * 1688 *
1785 * Return value: 'op' if something is left, NULL if the amount reached 0 1689 * Return value: 'op' if something is left, NULL if the amount reached 0
1786 */ 1690 */
1787 1691
1692object *
1788object *decrease_ob_nr (object *op, uint32 i) 1693decrease_ob_nr (object *op, uint32 i)
1789{ 1694{
1790 object *tmp; 1695 object *tmp;
1791 player *pl; 1696 player *pl;
1792 1697
1793 if (i == 0) /* objects with op->nrof require this check */ 1698 if (i == 0) /* objects with op->nrof require this check */
1794 return op; 1699 return op;
1795 1700
1796 if (i > op->nrof) 1701 if (i > op->nrof)
1797 i = op->nrof; 1702 i = op->nrof;
1798 1703
1799 if (QUERY_FLAG (op, FLAG_REMOVED)) 1704 if (QUERY_FLAG (op, FLAG_REMOVED))
1705 op->nrof -= i;
1706 else if (op->env != NULL)
1707 {
1708 /* is this object in the players inventory, or sub container
1709 * therein?
1710 */
1711 tmp = is_player_inv (op->env);
1712 /* nope. Is this a container the player has opened?
1713 * If so, set tmp to that player.
1714 * IMO, searching through all the players will mostly
1715 * likely be quicker than following op->env to the map,
1716 * and then searching the map for a player.
1717 */
1718 if (!tmp)
1719 {
1720 for (pl = first_player; pl; pl = pl->next)
1721 if (pl->ob->container == op->env)
1722 break;
1723 if (pl)
1724 tmp = pl->ob;
1725 else
1726 tmp = NULL;
1727 }
1728
1729 if (i < op->nrof)
1730 {
1731 sub_weight (op->env, op->weight * i);
1732 op->nrof -= i;
1733 if (tmp)
1734 {
1735 esrv_send_item (tmp, op);
1736 }
1737 }
1738 else
1739 {
1740 remove_ob (op);
1741 op->nrof = 0;
1742 if (tmp)
1743 {
1744 esrv_del_item (tmp->contr, op->count);
1745 }
1746 }
1800 { 1747 }
1748 else
1749 {
1750 object *above = op->above;
1751
1752 if (i < op->nrof)
1801 op->nrof -= i; 1753 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 { 1754 else
1755 {
1829 remove_ob (op); 1756 remove_ob (op);
1830 op->nrof = 0; 1757 op->nrof = 0;
1831 if (tmp) {
1832 esrv_del_item(tmp->contr, op->count);
1833 } 1758 }
1834 }
1835 }
1836 else
1837 {
1838 object *above = op->above;
1839 1759
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 */ 1760 /* Since we just removed op, op->above is null */
1847 for (tmp = above; tmp != NULL; tmp = tmp->above) 1761 for (tmp = above; tmp != NULL; tmp = tmp->above)
1848 if (tmp->type == PLAYER) { 1762 if (tmp->type == PLAYER)
1763 {
1849 if (op->nrof) 1764 if (op->nrof)
1850 esrv_send_item(tmp, op); 1765 esrv_send_item (tmp, op);
1851 else 1766 else
1852 esrv_del_item(tmp->contr, op->count); 1767 esrv_del_item (tmp->contr, op->count);
1853 } 1768 }
1854 } 1769 }
1855 1770
1856 if (op->nrof) { 1771 if (op->nrof)
1857 return op; 1772 return op;
1858 } else { 1773 else
1774 {
1859 free_object (op); 1775 free_object (op);
1860 return NULL; 1776 return NULL;
1861 } 1777 }
1862} 1778}
1863 1779
1864/* 1780/*
1865 * add_weight(object, weight) adds the specified weight to an object, 1781 * add_weight(object, weight) adds the specified weight to an object,
1866 * and also updates how much the environment(s) is/are carrying. 1782 * and also updates how much the environment(s) is/are carrying.
1867 */ 1783 */
1868 1784
1785void
1869void add_weight (object *op, signed long weight) { 1786add_weight (object *op, signed long weight)
1787{
1870 while (op!=NULL) { 1788 while (op != NULL)
1789 {
1871 if (op->type == CONTAINER) { 1790 if (op->type == CONTAINER)
1872 weight=(signed long)(weight*(100-op->stats.Str)/100); 1791 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1873 } 1792
1874 op->carrying+=weight; 1793 op->carrying += weight;
1875 op=op->env; 1794 op = op->env;
1876 } 1795 }
1877} 1796}
1878 1797
1879/* 1798/*
1880 * insert_ob_in_ob(op,environment): 1799 * insert_ob_in_ob(op,environment):
1881 * This function inserts the object op in the linked list 1800 * This function inserts the object op in the linked list
1888 * 1807 *
1889 * The function returns now pointer to inserted item, and return value can 1808 * The function returns now pointer to inserted item, and return value can
1890 * be != op, if items are merged. -Tero 1809 * be != op, if items are merged. -Tero
1891 */ 1810 */
1892 1811
1812object *
1893object *insert_ob_in_ob(object *op,object *where) { 1813insert_ob_in_ob (object *op, object *where)
1894 object *tmp, *otmp; 1814{
1815 object *
1816 tmp, *
1817 otmp;
1895 1818
1896 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1819 if (!QUERY_FLAG (op, FLAG_REMOVED))
1820 {
1897 dump_object(op); 1821 dump_object (op);
1898 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1822 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1899 return op; 1823 return op;
1900 } 1824 }
1825
1901 if(where==NULL) { 1826 if (where == NULL)
1827 {
1902 dump_object(op); 1828 dump_object (op);
1903 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg); 1829 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1904 return op; 1830 return op;
1905 } 1831 }
1832
1906 if (where->head) { 1833 if (where->head)
1907 LOG(llevDebug, 1834 {
1908 "Warning: Tried to insert object wrong part of multipart object.\n"); 1835 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1909 where = where->head; 1836 where = where->head;
1910 } 1837 }
1838
1911 if (op->more) { 1839 if (op->more)
1840 {
1912 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1841 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1913 op->name, op->count);
1914 return op; 1842 return op;
1915 } 1843 }
1844
1916 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1845 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1917 CLEAR_FLAG(op, FLAG_REMOVED); 1846 CLEAR_FLAG (op, FLAG_REMOVED);
1918 if(op->nrof) { 1847 if (op->nrof)
1848 {
1919 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1849 for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1920 if ( CAN_MERGE(tmp,op) ) { 1850 if (CAN_MERGE (tmp, op))
1851 {
1921 /* return the original object and remove inserted object 1852 /* return the original object and remove inserted object
1922 (client needs the original object) */ 1853 (client needs the original object) */
1923 tmp->nrof += op->nrof; 1854 tmp->nrof += op->nrof;
1924 /* Weight handling gets pretty funky. Since we are adding to 1855 /* Weight handling gets pretty funky. Since we are adding to
1925 * tmp->nrof, we need to increase the weight. 1856 * tmp->nrof, we need to increase the weight.
1926 */ 1857 */
1927 add_weight (where, op->weight*op->nrof); 1858 add_weight (where, op->weight * op->nrof);
1928 SET_FLAG(op, FLAG_REMOVED); 1859 SET_FLAG (op, FLAG_REMOVED);
1929 free_object(op); /* free the inserted object */ 1860 free_object (op); /* free the inserted object */
1930 op = tmp; 1861 op = tmp;
1931 remove_ob (op); /* and fix old object's links */ 1862 remove_ob (op); /* and fix old object's links */
1932 CLEAR_FLAG(op, FLAG_REMOVED); 1863 CLEAR_FLAG (op, FLAG_REMOVED);
1933 break; 1864 break;
1934 } 1865 }
1935 1866
1936 /* I assume combined objects have no inventory 1867 /* I assume combined objects have no inventory
1937 * We add the weight - this object could have just been removed 1868 * We add the weight - this object could have just been removed
1938 * (if it was possible to merge). calling remove_ob will subtract 1869 * (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 1870 * the weight, so we need to add it in again, since we actually do
1940 * the linking below 1871 * the linking below
1941 */ 1872 */
1942 add_weight (where, op->weight*op->nrof); 1873 add_weight (where, op->weight * op->nrof);
1874 }
1943 } else 1875 else
1944 add_weight (where, (op->weight+op->carrying)); 1876 add_weight (where, (op->weight + op->carrying));
1945 1877
1946 otmp=is_player_inv(where); 1878 otmp = is_player_inv (where);
1947 if (otmp&&otmp->contr!=NULL) { 1879 if (otmp && otmp->contr != NULL)
1880 {
1948 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1881 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1949 fix_player(otmp); 1882 fix_player (otmp);
1950 } 1883 }
1951 1884
1952 op->map=NULL; 1885 op->map = NULL;
1953 op->env=where; 1886 op->env = where;
1954 op->above=NULL; 1887 op->above = NULL;
1955 op->below=NULL; 1888 op->below = NULL;
1956 op->x=0,op->y=0; 1889 op->x = 0, op->y = 0;
1957 op->ox=0,op->oy=0;
1958 1890
1959 /* reset the light list and los of the players on the map */ 1891 /* reset the light list and los of the players on the map */
1960 if((op->glow_radius!=0)&&where->map) 1892 if ((op->glow_radius != 0) && where->map)
1961 { 1893 {
1962#ifdef DEBUG_LIGHTS 1894#ifdef DEBUG_LIGHTS
1963 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1895 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1964 op->name);
1965#endif /* DEBUG_LIGHTS */ 1896#endif /* DEBUG_LIGHTS */
1897 if (MAP_DARKNESS (where->map))
1966 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1898 update_all_los (where->map, where->x, where->y);
1967 } 1899 }
1968 1900
1969 /* Client has no idea of ordering so lets not bother ordering it here. 1901 /* Client has no idea of ordering so lets not bother ordering it here.
1970 * It sure simplifies this function... 1902 * It sure simplifies this function...
1971 */ 1903 */
1972 if (where->inv==NULL) 1904 if (where->inv == NULL)
1973 where->inv=op; 1905 where->inv = op;
1974 else { 1906 else
1907 {
1975 op->below = where->inv; 1908 op->below = where->inv;
1976 op->below->above = op; 1909 op->below->above = op;
1977 where->inv = op; 1910 where->inv = op;
1978 } 1911 }
1979 return op; 1912 return op;
1980} 1913}
1981 1914
1982/* 1915/*
1983 * Checks if any objects has a move_type that matches objects 1916 * Checks if any objects has a move_type that matches objects
1998 * MSW 2001-07-08: Check all objects on space, not just those below 1931 * 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 1932 * object being inserted. insert_ob_in_map may not put new objects
2000 * on top. 1933 * on top.
2001 */ 1934 */
2002 1935
1936int
2003int check_move_on (object *op, object *originator) 1937check_move_on (object *op, object *originator)
2004{ 1938{
2005 object *tmp; 1939 object *
2006 tag_t tag; 1940 tmp;
2007 mapstruct *m=op->map; 1941 tag_t
1942 tag;
1943 mapstruct *
1944 m = op->map;
1945 int
2008 int x=op->x, y=op->y; 1946 x = op->x, y = op->y;
2009 MoveType move_on, move_slow, move_block;
2010 1947
1948 MoveType
1949 move_on,
1950 move_slow,
1951 move_block;
1952
2011 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1953 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; 1954 return 0;
1955
1956 tag = op->count;
1957
1958 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1959 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1960 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1961
1962 /* if nothing on this space will slow op down or be applied,
1963 * no need to do checking below. have to make sure move_type
1964 * is set, as lots of objects don't have it set - we treat that
1965 * as walking.
1966 */
1967 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1968 return 0;
1969
1970 /* This is basically inverse logic of that below - basically,
1971 * if the object can avoid the move on or slow move, they do so,
1972 * but can't do it if the alternate movement they are using is
1973 * blocked. Logic on this seems confusing, but does seem correct.
1974 */
1975 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1976 return 0;
1977
1978 /* The objects have to be checked from top to bottom.
1979 * Hence, we first go to the top:
1980 */
1981
1982 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1983 {
1984 /* Trim the search when we find the first other spell effect
1985 * this helps performance so that if a space has 50 spell objects,
1986 * we don't need to check all of them.
1987 */
1988 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1989 break;
1990 }
1991
1992 for (; tmp; tmp = tmp->below)
1993 {
1994 if (tmp == op)
1995 continue; /* Can't apply yourself */
1996
1997 /* Check to see if one of the movement types should be slowed down.
1998 * Second check makes sure that the movement types not being slowed
1999 * (~slow_move) is not blocked on this space - just because the
2000 * space doesn't slow down swimming (for example), if you can't actually
2001 * swim on that space, can't use it to avoid the penalty.
2002 */
2003 if (!QUERY_FLAG (op, FLAG_WIZPASS))
2004 {
2005 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2006 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2007 {
2008
2009 float
2010 diff = tmp->move_slow_penalty * FABS (op->speed);
2011
2012 if (op->type == PLAYER)
2013 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2014 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2015 diff /= 4.0;
2016
2017 op->speed_left -= diff;
2018 }
2019 }
2020
2021 /* Basically same logic as above, except now for actual apply. */
2022 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2023 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2024 {
2025 move_apply (tmp, op, originator);
2026
2027 if (was_destroyed (op, tag))
2028 return 1;
2029
2030 /* what the person/creature stepped onto has moved the object
2031 * someplace new. Don't process any further - if we did,
2032 * have a feeling strange problems would result.
2033 */
2034 if (op->map != m || op->x != x || op->y != y)
2035 return 0;
2036 }
2037 }
2038
2039 return 0;
2092} 2040}
2093 2041
2094/* 2042/*
2095 * present_arch(arch, map, x, y) searches for any objects with 2043 * present_arch(arch, map, x, y) searches for any objects with
2096 * a matching archetype at the given map and coordinates. 2044 * a matching archetype at the given map and coordinates.
2097 * The first matching object is returned, or NULL if none. 2045 * The first matching object is returned, or NULL if none.
2098 */ 2046 */
2099 2047
2048object *
2100object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 2049present_arch (const archetype *at, mapstruct *m, int x, int y)
2050{
2101 object *tmp; 2051 object *
2052 tmp;
2053
2102 if(m==NULL || out_of_map(m,x,y)) { 2054 if (m == NULL || out_of_map (m, x, y))
2055 {
2103 LOG(llevError,"Present_arch called outside map.\n"); 2056 LOG (llevError, "Present_arch called outside map.\n");
2104 return NULL; 2057 return NULL;
2105 } 2058 }
2106 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 2059 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2107 if(tmp->arch == at) 2060 if (tmp->arch == at)
2108 return tmp; 2061 return tmp;
2109 return NULL; 2062 return NULL;
2110} 2063}
2111 2064
2112/* 2065/*
2113 * present(type, map, x, y) searches for any objects with 2066 * present(type, map, x, y) searches for any objects with
2114 * a matching type variable at the given map and coordinates. 2067 * a matching type variable at the given map and coordinates.
2115 * The first matching object is returned, or NULL if none. 2068 * The first matching object is returned, or NULL if none.
2116 */ 2069 */
2117 2070
2071object *
2118object *present(unsigned char type,mapstruct *m, int x,int y) { 2072present (unsigned char type, mapstruct *m, int x, int y)
2073{
2119 object *tmp; 2074 object *
2075 tmp;
2076
2120 if(out_of_map(m,x,y)) { 2077 if (out_of_map (m, x, y))
2078 {
2121 LOG(llevError,"Present called outside map.\n"); 2079 LOG (llevError, "Present called outside map.\n");
2122 return NULL; 2080 return NULL;
2123 } 2081 }
2124 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 2082 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2125 if(tmp->type==type) 2083 if (tmp->type == type)
2126 return tmp; 2084 return tmp;
2127 return NULL; 2085 return NULL;
2128} 2086}
2129 2087
2130/* 2088/*
2131 * present_in_ob(type, object) searches for any objects with 2089 * present_in_ob(type, object) searches for any objects with
2132 * a matching type variable in the inventory of the given object. 2090 * a matching type variable in the inventory of the given object.
2133 * The first matching object is returned, or NULL if none. 2091 * The first matching object is returned, or NULL if none.
2134 */ 2092 */
2135 2093
2094object *
2136object *present_in_ob(unsigned char type, const object *op) { 2095present_in_ob (unsigned char type, const object *op)
2096{
2137 object *tmp; 2097 object *
2098 tmp;
2099
2138 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2100 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2139 if(tmp->type==type) 2101 if (tmp->type == type)
2140 return tmp; 2102 return tmp;
2141 return NULL; 2103 return NULL;
2142} 2104}
2143 2105
2144/* 2106/*
2154 * the object name, not the archetype name. this is so that the 2116 * 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 2117 * spell code can use one object type (force), but change it's name
2156 * to be unique. 2118 * to be unique.
2157 */ 2119 */
2158 2120
2121object *
2159object *present_in_ob_by_name(int type, const char *str, const object *op) { 2122present_in_ob_by_name (int type, const char *str, const object *op)
2123{
2160 object *tmp; 2124 object *
2125 tmp;
2161 2126
2162 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2127 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2128 {
2163 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2129 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2164 return tmp; 2130 return tmp;
2165 } 2131 }
2166 return NULL; 2132 return NULL;
2167} 2133}
2168 2134
2169/* 2135/*
2170 * present_arch_in_ob(archetype, object) searches for any objects with 2136 * present_arch_in_ob(archetype, object) searches for any objects with
2171 * a matching archetype in the inventory of the given object. 2137 * a matching archetype in the inventory of the given object.
2172 * The first matching object is returned, or NULL if none. 2138 * The first matching object is returned, or NULL if none.
2173 */ 2139 */
2174 2140
2141object *
2175object *present_arch_in_ob(const archetype *at, const object *op) { 2142present_arch_in_ob (const archetype *at, const object *op)
2143{
2176 object *tmp; 2144 object *
2145 tmp;
2146
2177 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2147 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2178 if( tmp->arch == at) 2148 if (tmp->arch == at)
2179 return tmp; 2149 return tmp;
2180 return NULL; 2150 return NULL;
2181} 2151}
2182 2152
2183/* 2153/*
2184 * activate recursively a flag on an object inventory 2154 * activate recursively a flag on an object inventory
2185 */ 2155 */
2156void
2186void flag_inv(object*op, int flag){ 2157flag_inv (object *op, int flag)
2158{
2187 object *tmp; 2159 object *
2160 tmp;
2161
2188 if(op->inv) 2162 if (op->inv)
2189 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2163 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2164 {
2190 SET_FLAG(tmp, flag); 2165 SET_FLAG (tmp, flag);
2191 flag_inv(tmp,flag); 2166 flag_inv (tmp, flag);
2192 } 2167 }
2193}/* 2168} /*
2194 * desactivate recursively a flag on an object inventory 2169 * desactivate recursively a flag on an object inventory
2195 */ 2170 */
2171void
2196void unflag_inv(object*op, int flag){ 2172unflag_inv (object *op, int flag)
2173{
2197 object *tmp; 2174 object *
2175 tmp;
2176
2198 if(op->inv) 2177 if (op->inv)
2199 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2178 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2179 {
2200 CLEAR_FLAG(tmp, flag); 2180 CLEAR_FLAG (tmp, flag);
2201 unflag_inv(tmp,flag); 2181 unflag_inv (tmp, flag);
2202 } 2182 }
2203} 2183}
2204 2184
2205/* 2185/*
2206 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2186 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2207 * all it's inventory (recursively). 2187 * all it's inventory (recursively).
2208 * If checksums are used, a player will get set_cheat called for 2188 * 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. 2189 * him/her-self and all object carried by a call to this function.
2210 */ 2190 */
2211 2191
2192void
2212void set_cheat(object *op) { 2193set_cheat (object *op)
2194{
2213 SET_FLAG(op, FLAG_WAS_WIZ); 2195 SET_FLAG (op, FLAG_WAS_WIZ);
2214 flag_inv(op, FLAG_WAS_WIZ); 2196 flag_inv (op, FLAG_WAS_WIZ);
2215} 2197}
2216 2198
2217/* 2199/*
2218 * find_free_spot(object, map, x, y, start, stop) will search for 2200 * 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 2201 * a spot at the given map and coordinates which will be able to contain
2234 * to know if the space in question will block the object. We can't use 2216 * 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 2217 * the archetype because that isn't correct if the monster has been
2236 * customized, changed states, etc. 2218 * customized, changed states, etc.
2237 */ 2219 */
2238 2220
2221int
2239int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2222find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop)
2223{
2224 int
2225 i,
2240 int i,index=0, flag; 2226 index = 0, flag;
2227 static int
2241 static int altern[SIZEOFFREE]; 2228 altern[SIZEOFFREE];
2242 2229
2243 for(i=start;i<stop;i++) { 2230 for (i = start; i < stop; i++)
2231 {
2244 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2232 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2245 if(!flag) 2233 if (!flag)
2246 altern[index++]=i; 2234 altern[index++] = i;
2247 2235
2248 /* Basically, if we find a wall on a space, we cut down the search size. 2236 /* 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. 2237 * 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 - 2238 * 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 2239 * 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 2240 * spaces in all the other directions, this will reduce the search space
2253 * to only the spaces immediately surrounding the target area, and 2241 * to only the spaces immediately surrounding the target area, and
2254 * won't look 2 spaces south of the target space. 2242 * won't look 2 spaces south of the target space.
2255 */ 2243 */
2256 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2244 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2257 stop=maxfree[i]; 2245 stop = maxfree[i];
2258 } 2246 }
2259 if(!index) return -1; 2247 if (!index)
2248 return -1;
2260 return altern[RANDOM()%index]; 2249 return altern[RANDOM () % index];
2261} 2250}
2262 2251
2263/* 2252/*
2264 * find_first_free_spot(archetype, mapstruct, x, y) works like 2253 * find_first_free_spot(archetype, mapstruct, x, y) works like
2265 * find_free_spot(), but it will search max number of squares. 2254 * find_free_spot(), but it will search max number of squares.
2266 * But it will return the first available spot, not a random choice. 2255 * 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. 2256 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2268 */ 2257 */
2269 2258
2259int
2270int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2260find_first_free_spot (const object *ob, mapstruct *m, int x, int y)
2261{
2262 int
2271 int i; 2263 i;
2264
2272 for(i=0;i<SIZEOFFREE;i++) { 2265 for (i = 0; i < SIZEOFFREE; i++)
2266 {
2273 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2267 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2274 return i; 2268 return i;
2275 } 2269 }
2276 return -1; 2270 return -1;
2277} 2271}
2278 2272
2279/* 2273/*
2280 * The function permute(arr, begin, end) randomly reorders the array 2274 * The function permute(arr, begin, end) randomly reorders the array
2281 * arr[begin..end-1]. 2275 * arr[begin..end-1].
2282 */ 2276 */
2277static void
2283static void permute(int *arr, int begin, int end) 2278permute (int *arr, int begin, int end)
2284{ 2279{
2285 int i, j, tmp, len; 2280 int
2281 i,
2282 j,
2283 tmp,
2284 len;
2286 2285
2287 len = end-begin; 2286 len = end - begin;
2288 for(i = begin; i < end; i++) 2287 for (i = begin; i < end; i++)
2289 { 2288 {
2290 j = begin+RANDOM()%len; 2289 j = begin + RANDOM () % len;
2291 2290
2292 tmp = arr[i]; 2291 tmp = arr[i];
2293 arr[i] = arr[j]; 2292 arr[i] = arr[j];
2294 arr[j] = tmp; 2293 arr[j] = tmp;
2295 } 2294 }
2296} 2295}
2297 2296
2298/* new function to make monster searching more efficient, and effective! 2297/* new function to make monster searching more efficient, and effective!
2299 * This basically returns a randomized array (in the passed pointer) of 2298 * 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 2299 * 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 2300 * 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 2301 * 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. 2302 * the 3x3 area will be searched, just not in a predictable order.
2304 */ 2303 */
2304void
2305void get_search_arr(int *search_arr) 2305get_search_arr (int *search_arr)
2306{ 2306{
2307 int
2307 int i; 2308 i;
2308 2309
2309 for(i = 0; i < SIZEOFFREE; i++) 2310 for (i = 0; i < SIZEOFFREE; i++)
2310 { 2311 {
2311 search_arr[i] = i; 2312 search_arr[i] = i;
2312 } 2313 }
2313 2314
2314 permute(search_arr, 1, SIZEOFFREE1+1); 2315 permute (search_arr, 1, SIZEOFFREE1 + 1);
2315 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2316 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2316 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2317 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2317} 2318}
2318 2319
2319/* 2320/*
2320 * find_dir(map, x, y, exclude) will search some close squares in the 2321 * find_dir(map, x, y, exclude) will search some close squares in the
2321 * given map at the given coordinates for live objects. 2322 * given map at the given coordinates for live objects.
2327 * is actually want is going to try and move there. We need this info 2328 * 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 2329 * because we have to know what movement the thing looking to move
2329 * there is capable of. 2330 * there is capable of.
2330 */ 2331 */
2331 2332
2333int
2332int find_dir(mapstruct *m, int x, int y, object *exclude) { 2334find_dir (mapstruct *m, int x, int y, object *exclude)
2335{
2336 int
2337 i,
2333 int i,max=SIZEOFFREE, mflags; 2338 max = SIZEOFFREE, mflags;
2339
2334 sint16 nx, ny; 2340 sint16 nx, ny;
2335 object *tmp; 2341 object *
2342 tmp;
2336 mapstruct *mp; 2343 mapstruct *
2344 mp;
2345
2337 MoveType blocked, move_type; 2346 MoveType blocked, move_type;
2338 2347
2339 if (exclude && exclude->head) { 2348 if (exclude && exclude->head)
2349 {
2340 exclude = exclude->head; 2350 exclude = exclude->head;
2341 move_type = exclude->move_type; 2351 move_type = exclude->move_type;
2342 } else { 2352 }
2353 else
2354 {
2343 /* If we don't have anything, presume it can use all movement types. */ 2355 /* If we don't have anything, presume it can use all movement types. */
2344 move_type=MOVE_ALL; 2356 move_type = MOVE_ALL;
2357 }
2358
2359 for (i = 1; i < max; i++)
2345 } 2360 {
2346 2361 mp = m;
2347 for(i=1;i<max;i++) {
2348 mp = m;
2349 nx = x + freearr_x[i]; 2362 nx = x + freearr_x[i];
2350 ny = y + freearr_y[i]; 2363 ny = y + freearr_y[i];
2351 2364
2352 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2365 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2353 if (mflags & P_OUT_OF_MAP) { 2366 if (mflags & P_OUT_OF_MAP)
2367 {
2354 max = maxfree[i]; 2368 max = maxfree[i];
2355 } else { 2369 }
2370 else
2371 {
2356 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2372 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2357 2373
2358 if ((move_type & blocked) == move_type) { 2374 if ((move_type & blocked) == move_type)
2359 max=maxfree[i]; 2375 {
2376 max = maxfree[i];
2377 }
2360 } else if (mflags & P_IS_ALIVE) { 2378 else if (mflags & P_IS_ALIVE)
2379 {
2361 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2380 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2362 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2381 {
2363 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2382 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2364 break; 2383 {
2365 } 2384 break;
2366 } 2385 }
2367 if(tmp) { 2386 }
2368 return freedir[i]; 2387 if (tmp)
2369 } 2388 {
2389 return freedir[i];
2390 }
2391 }
2392 }
2370 } 2393 }
2371 }
2372 }
2373 return 0; 2394 return 0;
2374} 2395}
2375 2396
2376/* 2397/*
2377 * distance(object 1, object 2) will return the square of the 2398 * distance(object 1, object 2) will return the square of the
2378 * distance between the two given objects. 2399 * distance between the two given objects.
2379 */ 2400 */
2380 2401
2402int
2381int distance(const object *ob1, const object *ob2) { 2403distance (const object *ob1, const object *ob2)
2404{
2382 int i; 2405 int
2383 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2406 i;
2384 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2407
2408 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2385 return i; 2409 return i;
2386} 2410}
2387 2411
2388/* 2412/*
2389 * find_dir_2(delta-x,delta-y) will return a direction in which 2413 * 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 2414 * an object which has subtracted the x and y coordinates of another
2391 * object, needs to travel toward it. 2415 * object, needs to travel toward it.
2392 */ 2416 */
2393 2417
2418int
2394int find_dir_2(int x, int y) { 2419find_dir_2 (int x, int y)
2420{
2395 int q; 2421 int
2422 q;
2396 2423
2397 if(y) 2424 if (y)
2398 q=x*100/y; 2425 q = x * 100 / y;
2399 else if (x) 2426 else if (x)
2400 q= -300*x; 2427 q = -300 * x;
2401 else 2428 else
2402 return 0; 2429 return 0;
2403 2430
2404 if(y>0) { 2431 if (y > 0)
2432 {
2405 if(q < -242) 2433 if (q < -242)
2406 return 3 ; 2434 return 3;
2407 if (q < -41) 2435 if (q < -41)
2408 return 2 ; 2436 return 2;
2409 if (q < 41) 2437 if (q < 41)
2410 return 1 ; 2438 return 1;
2411 if (q < 242) 2439 if (q < 242)
2412 return 8 ; 2440 return 8;
2413 return 7 ; 2441 return 7;
2414 } 2442 }
2415 2443
2416 if (q < -242) 2444 if (q < -242)
2417 return 7 ; 2445 return 7;
2418 if (q < -41) 2446 if (q < -41)
2419 return 6 ; 2447 return 6;
2420 if (q < 41) 2448 if (q < 41)
2421 return 5 ; 2449 return 5;
2422 if (q < 242) 2450 if (q < 242)
2423 return 4 ; 2451 return 4;
2424 2452
2425 return 3 ; 2453 return 3;
2426} 2454}
2427 2455
2428/* 2456/*
2429 * absdir(int): Returns a number between 1 and 8, which represent 2457 * absdir(int): Returns a number between 1 and 8, which represent
2430 * the "absolute" direction of a number (it actually takes care of 2458 * the "absolute" direction of a number (it actually takes care of
2431 * "overflow" in previous calculations of a direction). 2459 * "overflow" in previous calculations of a direction).
2432 */ 2460 */
2433 2461
2462int
2434int absdir(int d) { 2463absdir (int d)
2435 while(d<1) d+=8; 2464{
2436 while(d>8) d-=8; 2465 while (d < 1)
2466 d += 8;
2467 while (d > 8)
2468 d -= 8;
2437 return d; 2469 return d;
2438} 2470}
2439 2471
2440/* 2472/*
2441 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2473 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2442 * between two directions (which are expected to be absolute (see absdir()) 2474 * between two directions (which are expected to be absolute (see absdir())
2443 */ 2475 */
2444 2476
2477int
2445int dirdiff(int dir1, int dir2) { 2478dirdiff (int dir1, int dir2)
2479{
2446 int d; 2480 int
2481 d;
2482
2447 d = abs(dir1 - dir2); 2483 d = abs (dir1 - dir2);
2448 if(d>4) 2484 if (d > 4)
2449 d = 8 - d; 2485 d = 8 - d;
2450 return d; 2486 return d;
2451} 2487}
2452 2488
2453/* peterm: 2489/* peterm:
2458 * direction 4, 14, or 16 to get back to where we are. 2494 * 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 2495 * Moved from spell_util.c to object.c with the other related direction
2460 * functions. 2496 * functions.
2461 */ 2497 */
2462 2498
2499int
2463int reduction_dir[SIZEOFFREE][3] = { 2500 reduction_dir[SIZEOFFREE][3] = {
2464 {0,0,0}, /* 0 */ 2501 {0, 0, 0}, /* 0 */
2465 {0,0,0}, /* 1 */ 2502 {0, 0, 0}, /* 1 */
2466 {0,0,0}, /* 2 */ 2503 {0, 0, 0}, /* 2 */
2467 {0,0,0}, /* 3 */ 2504 {0, 0, 0}, /* 3 */
2468 {0,0,0}, /* 4 */ 2505 {0, 0, 0}, /* 4 */
2469 {0,0,0}, /* 5 */ 2506 {0, 0, 0}, /* 5 */
2470 {0,0,0}, /* 6 */ 2507 {0, 0, 0}, /* 6 */
2471 {0,0,0}, /* 7 */ 2508 {0, 0, 0}, /* 7 */
2472 {0,0,0}, /* 8 */ 2509 {0, 0, 0}, /* 8 */
2473 {8,1,2}, /* 9 */ 2510 {8, 1, 2}, /* 9 */
2474 {1,2,-1}, /* 10 */ 2511 {1, 2, -1}, /* 10 */
2475 {2,10,12}, /* 11 */ 2512 {2, 10, 12}, /* 11 */
2476 {2,3,-1}, /* 12 */ 2513 {2, 3, -1}, /* 12 */
2477 {2,3,4}, /* 13 */ 2514 {2, 3, 4}, /* 13 */
2478 {3,4,-1}, /* 14 */ 2515 {3, 4, -1}, /* 14 */
2479 {4,14,16}, /* 15 */ 2516 {4, 14, 16}, /* 15 */
2480 {5,4,-1}, /* 16 */ 2517 {5, 4, -1}, /* 16 */
2481 {4,5,6}, /* 17 */ 2518 {4, 5, 6}, /* 17 */
2482 {6,5,-1}, /* 18 */ 2519 {6, 5, -1}, /* 18 */
2483 {6,20,18}, /* 19 */ 2520 {6, 20, 18}, /* 19 */
2484 {7,6,-1}, /* 20 */ 2521 {7, 6, -1}, /* 20 */
2485 {6,7,8}, /* 21 */ 2522 {6, 7, 8}, /* 21 */
2486 {7,8,-1}, /* 22 */ 2523 {7, 8, -1}, /* 22 */
2487 {8,22,24}, /* 23 */ 2524 {8, 22, 24}, /* 23 */
2488 {8,1,-1}, /* 24 */ 2525 {8, 1, -1}, /* 24 */
2489 {24,9,10}, /* 25 */ 2526 {24, 9, 10}, /* 25 */
2490 {9,10,-1}, /* 26 */ 2527 {9, 10, -1}, /* 26 */
2491 {10,11,-1}, /* 27 */ 2528 {10, 11, -1}, /* 27 */
2492 {27,11,29}, /* 28 */ 2529 {27, 11, 29}, /* 28 */
2493 {11,12,-1}, /* 29 */ 2530 {11, 12, -1}, /* 29 */
2494 {12,13,-1}, /* 30 */ 2531 {12, 13, -1}, /* 30 */
2495 {12,13,14}, /* 31 */ 2532 {12, 13, 14}, /* 31 */
2496 {13,14,-1}, /* 32 */ 2533 {13, 14, -1}, /* 32 */
2497 {14,15,-1}, /* 33 */ 2534 {14, 15, -1}, /* 33 */
2498 {33,15,35}, /* 34 */ 2535 {33, 15, 35}, /* 34 */
2499 {16,15,-1}, /* 35 */ 2536 {16, 15, -1}, /* 35 */
2500 {17,16,-1}, /* 36 */ 2537 {17, 16, -1}, /* 36 */
2501 {18,17,16}, /* 37 */ 2538 {18, 17, 16}, /* 37 */
2502 {18,17,-1}, /* 38 */ 2539 {18, 17, -1}, /* 38 */
2503 {18,19,-1}, /* 39 */ 2540 {18, 19, -1}, /* 39 */
2504 {41,19,39}, /* 40 */ 2541 {41, 19, 39}, /* 40 */
2505 {19,20,-1}, /* 41 */ 2542 {19, 20, -1}, /* 41 */
2506 {20,21,-1}, /* 42 */ 2543 {20, 21, -1}, /* 42 */
2507 {20,21,22}, /* 43 */ 2544 {20, 21, 22}, /* 43 */
2508 {21,22,-1}, /* 44 */ 2545 {21, 22, -1}, /* 44 */
2509 {23,22,-1}, /* 45 */ 2546 {23, 22, -1}, /* 45 */
2510 {45,47,23}, /* 46 */ 2547 {45, 47, 23}, /* 46 */
2511 {23,24,-1}, /* 47 */ 2548 {23, 24, -1}, /* 47 */
2512 {24,9,-1}}; /* 48 */ 2549 {24, 9, -1}
2550}; /* 48 */
2513 2551
2514/* Recursive routine to step back and see if we can 2552/* Recursive routine to step back and see if we can
2515 * find a path to that monster that we found. If not, 2553 * find a path to that monster that we found. If not,
2516 * we don't bother going toward it. Returns 1 if we 2554 * we don't bother going toward it. Returns 1 if we
2517 * can see a direct way to get it 2555 * can see a direct way to get it
2518 * Modified to be map tile aware -.MSW 2556 * Modified to be map tile aware -.MSW
2519 */ 2557 */
2520
2521 2558
2559
2560int
2522int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2561can_see_monsterP (mapstruct *m, int x, int y, int dir)
2562{
2523 sint16 dx, dy; 2563 sint16 dx, dy;
2564 int
2524 int mflags; 2565 mflags;
2525 2566
2567 if (dir < 0)
2526 if(dir<0) return 0; /* exit condition: invalid direction */ 2568 return 0; /* exit condition: invalid direction */
2527 2569
2528 dx = x + freearr_x[dir]; 2570 dx = x + freearr_x[dir];
2529 dy = y + freearr_y[dir]; 2571 dy = y + freearr_y[dir];
2530 2572
2531 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2573 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2532 2574
2533 /* This functional arguably was incorrect before - it was 2575 /* This functional arguably was incorrect before - it was
2534 * checking for P_WALL - that was basically seeing if 2576 * checking for P_WALL - that was basically seeing if
2535 * we could move to the monster - this is being more 2577 * we could move to the monster - this is being more
2536 * literal on if we can see it. To know if we can actually 2578 * 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 2579 * move to the monster, we'd need the monster passed in or
2538 * at least its move type. 2580 * at least its move type.
2539 */ 2581 */
2540 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2582 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2583 return 0;
2541 2584
2542 /* yes, can see. */ 2585 /* yes, can see. */
2543 if(dir < 9) return 1; 2586 if (dir < 9)
2587 return 1;
2544 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2588 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2545 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2589 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2546 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2547} 2590}
2548 2591
2549 2592
2550 2593
2551/* 2594/*
2552 * can_pick(picker, item): finds out if an object is possible to be 2595 * 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 2596 * picked up by the picker. Returnes 1 if it can be
2554 * picked up, otherwise 0. 2597 * picked up, otherwise 0.
2555 * 2598 *
2557 * core dumps if they do. 2600 * core dumps if they do.
2558 * 2601 *
2559 * Add a check so we can't pick up invisible objects (0.93.8) 2602 * Add a check so we can't pick up invisible objects (0.93.8)
2560 */ 2603 */
2561 2604
2605int
2562int can_pick(const object *who, const object *item) { 2606can_pick (const object *who, const object *item)
2607{
2563 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2608 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2564 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2609 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2565 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2610 !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} 2611}
2568 2612
2569 2613
2570/* 2614/*
2571 * create clone from object to another 2615 * create clone from object to another
2572 */ 2616 */
2617object *
2573object *object_create_clone (object *asrc) { 2618object_create_clone (object *asrc)
2619{
2620 object *
2574 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2621 dst = NULL, *tmp, *src, *part, *prev, *item;
2575 2622
2623 if (!asrc)
2576 if(!asrc) return NULL; 2624 return NULL;
2577 src = asrc; 2625 src = asrc;
2578 if(src->head) 2626 if (src->head)
2579 src = src->head; 2627 src = src->head;
2580 2628
2581 prev = NULL; 2629 prev = NULL;
2582 for(part = src; part; part = part->more) { 2630 for (part = src; part; part = part->more)
2631 {
2583 tmp = get_object(); 2632 tmp = get_object ();
2584 copy_object(part,tmp); 2633 copy_object (part, tmp);
2585 tmp->x -= src->x; 2634 tmp->x -= src->x;
2586 tmp->y -= src->y; 2635 tmp->y -= src->y;
2587 if(!part->head) { 2636 if (!part->head)
2637 {
2588 dst = tmp; 2638 dst = tmp;
2589 tmp->head = NULL; 2639 tmp->head = NULL;
2640 }
2590 } else { 2641 else
2642 {
2591 tmp->head = dst; 2643 tmp->head = dst;
2592 } 2644 }
2593 tmp->more = NULL; 2645 tmp->more = NULL;
2594 if(prev) 2646 if (prev)
2595 prev->more = tmp; 2647 prev->more = tmp;
2596 prev = tmp; 2648 prev = tmp;
2597 } 2649 }
2650
2598 /*** copy inventory ***/ 2651 /*** copy inventory ***/
2599 for(item = src->inv; item; item = item->below) { 2652 for (item = src->inv; item; item = item->below)
2653 {
2600 (void) insert_ob_in_ob(object_create_clone(item),dst); 2654 (void) insert_ob_in_ob (object_create_clone (item), dst);
2601 } 2655 }
2602 2656
2603 return dst; 2657 return dst;
2604} 2658}
2605 2659
2606/* return true if the object was destroyed, 0 otherwise */ 2660/* return true if the object was destroyed, 0 otherwise */
2661int
2607int was_destroyed (const object *op, tag_t old_tag) 2662was_destroyed (const object *op, tag_t old_tag)
2608{ 2663{
2609 /* checking for FLAG_FREED isn't necessary, but makes this function more 2664 /* checking for FLAG_FREED isn't necessary, but makes this function more
2610 * robust */ 2665 * robust */
2611 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED); 2666 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2612} 2667}
2613 2668
2614/* GROS - Creates an object using a string representing its content. */ 2669/* GROS - Creates an object using a string representing its content. */
2670
2615/* Basically, we save the content of the string to a temp file, then call */ 2671/* Basically, we save the content of the string to a temp file, then call */
2672
2616/* load_object on it. I admit it is a highly inefficient way to make things, */ 2673/* load_object on it. I admit it is a highly inefficient way to make things, */
2674
2617/* but it was simple to make and allows reusing the load_object function. */ 2675/* but it was simple to make and allows reusing the load_object function. */
2676
2618/* Remember not to use load_object_str in a time-critical situation. */ 2677/* Remember not to use load_object_str in a time-critical situation. */
2678
2619/* Also remember that multiparts objects are not supported for now. */ 2679/* Also remember that multiparts objects are not supported for now. */
2620 2680
2681object *
2621object* load_object_str(const char *obstr) 2682load_object_str (const char *obstr)
2622{ 2683{
2623 object *op; 2684 object *
2624 FILE *tempfile; 2685 op;
2686 char
2625 char filename[MAX_BUF]; 2687 filename[MAX_BUF];
2688
2626 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2689 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2690
2691 FILE *
2627 tempfile=fopen(filename,"w"); 2692 tempfile = fopen (filename, "w");
2693
2628 if (tempfile == NULL) 2694 if (tempfile == NULL)
2629 { 2695 {
2630 LOG(llevError,"Error - Unable to access load object temp file\n"); 2696 LOG (llevError, "Error - Unable to access load object temp file\n");
2631 return NULL; 2697 return NULL;
2632 }; 2698 }
2699
2633 fprintf(tempfile,obstr); 2700 fprintf (tempfile, obstr);
2634 fclose(tempfile); 2701 fclose (tempfile);
2635 2702
2636 op=get_object(); 2703 op = get_object ();
2637 2704
2638 tempfile=fopen(filename,"r");
2639 if (tempfile == NULL)
2640 {
2641 LOG(llevError,"Error - Unable to read object temp file\n");
2642 return NULL;
2643 };
2644 object_thawer thawer; 2705 object_thawer thawer (filename);
2645 load_object(tempfile,thawer,op,LO_NEWFILE,0); 2706
2707 if (thawer)
2708 load_object (thawer, op, 0);
2709
2646 LOG(llevDebug," load str completed, object=%s\n",op->name); 2710 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2647 CLEAR_FLAG(op,FLAG_REMOVED); 2711 CLEAR_FLAG (op, FLAG_REMOVED);
2648 fclose(tempfile); 2712
2649 return op; 2713 return op;
2650} 2714}
2651 2715
2652/* This returns the first object in who's inventory that 2716/* This returns the first object in who's inventory that
2653 * has the same type and subtype match. 2717 * has the same type and subtype match.
2654 * returns NULL if no match. 2718 * returns NULL if no match.
2655 */ 2719 */
2720object *
2656object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2721find_obj_by_type_subtype (const object *who, int type, int subtype)
2657{ 2722{
2658 object *tmp; 2723 object *
2724 tmp;
2659 2725
2660 for (tmp=who->inv; tmp; tmp=tmp->below) 2726 for (tmp = who->inv; tmp; tmp = tmp->below)
2661 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2727 if (tmp->type == type && tmp->subtype == subtype)
2728 return tmp;
2662 2729
2663 return NULL; 2730 return NULL;
2664} 2731}
2665 2732
2666/* If ob has a field named key, return the link from the list, 2733/* If ob has a field named key, return the link from the list,
2667 * otherwise return NULL. 2734 * otherwise return NULL.
2668 * 2735 *
2669 * key must be a passed in shared string - otherwise, this won't 2736 * key must be a passed in shared string - otherwise, this won't
2670 * do the desired thing. 2737 * do the desired thing.
2671 */ 2738 */
2739key_value *
2672key_value * get_ob_key_link(const object * ob, const char * key) { 2740get_ob_key_link (const object *ob, const char *key)
2741{
2673 key_value * link; 2742 key_value *
2674 2743 link;
2744
2675 for (link = ob->key_values; link != NULL; link = link->next) { 2745 for (link = ob->key_values; link != NULL; link = link->next)
2746 {
2676 if (link->key == key) { 2747 if (link->key == key)
2748 {
2677 return link; 2749 return link;
2678 } 2750 }
2679 }
2680 2751 }
2752
2681 return NULL; 2753 return NULL;
2682} 2754}
2683 2755
2684/* 2756/*
2685 * Returns the value of op has an extra_field for key, or NULL. 2757 * Returns the value of op has an extra_field for key, or NULL.
2686 * 2758 *
2687 * The argument doesn't need to be a shared string. 2759 * The argument doesn't need to be a shared string.
2688 * 2760 *
2689 * The returned string is shared. 2761 * The returned string is shared.
2690 */ 2762 */
2763const char *
2691const char * get_ob_key_value(const object * op, const char * const key) { 2764get_ob_key_value (const object *op, const char *const key)
2765{
2692 key_value * link; 2766 key_value *link;
2693 const char * canonical_key; 2767 shstr_cmp canonical_key (key);
2768
2769 if (!canonical_key)
2694 2770 {
2695 canonical_key = find_string(key);
2696
2697 if (canonical_key == NULL) {
2698 /* 1. There being a field named key on any object 2771 /* 1. There being a field named key on any object
2699 * implies there'd be a shared string to find. 2772 * implies there'd be a shared string to find.
2700 * 2. Since there isn't, no object has this field. 2773 * 2. Since there isn't, no object has this field.
2701 * 3. Therefore, *this* object doesn't have this field. 2774 * 3. Therefore, *this* object doesn't have this field.
2702 */ 2775 */
2703 return NULL; 2776 return 0;
2704 } 2777 }
2705 2778
2706 /* This is copied from get_ob_key_link() above - 2779 /* This is copied from get_ob_key_link() above -
2707 * only 4 lines, and saves the function call overhead. 2780 * only 4 lines, and saves the function call overhead.
2708 */ 2781 */
2709 for (link = op->key_values; link != NULL; link = link->next) { 2782 for (link = op->key_values; link; link = link->next)
2710 if (link->key == canonical_key) { 2783 if (link->key == canonical_key)
2711 return link->value; 2784 return link->value;
2712 } 2785
2713 } 2786 return 0;
2714 return NULL;
2715} 2787}
2716 2788
2717 2789
2718/* 2790/*
2719 * Updates the canonical_key in op to value. 2791 * Updates the canonical_key in op to value.
2723 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2795 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2724 * keys. 2796 * keys.
2725 * 2797 *
2726 * Returns TRUE on success. 2798 * Returns TRUE on success.
2727 */ 2799 */
2800int
2728int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) { 2801set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2802{
2803 key_value *
2729 key_value * field = NULL, *last=NULL; 2804 field = NULL, *last = NULL;
2730 2805
2731 for (field=op->key_values; field != NULL; field=field->next) { 2806 for (field = op->key_values; field != NULL; field = field->next)
2732 if (field->key != canonical_key) {
2733 last = field;
2734 continue;
2735 }
2736 2807 {
2737 if (field->value) FREE_AND_CLEAR_STR(field->value); 2808 if (field->key != canonical_key)
2738 if (value) 2809 {
2739 field->value = add_string(value); 2810 last = field;
2740 else { 2811 continue;
2812 }
2813
2814 if (value)
2815 field->value = value;
2816 else
2817 {
2741 /* Basically, if the archetype has this key set, 2818 /* Basically, if the archetype has this key set,
2742 * we need to store the null value so when we save 2819 * we need to store the null value so when we save
2743 * it, we save the empty value so that when we load, 2820 * it, we save the empty value so that when we load,
2744 * we get this value back again. 2821 * we get this value back again.
2745 */ 2822 */
2746 if (get_ob_key_link(&op->arch->clone, canonical_key)) 2823 if (get_ob_key_link (&op->arch->clone, canonical_key))
2747 field->value = NULL; 2824 field->value = 0;
2748 else { 2825 else
2749 /* Delete this link */ 2826 {
2750 if (field->key) FREE_AND_CLEAR_STR(field->key); 2827 if (last)
2751 if (field->value) FREE_AND_CLEAR_STR(field->value); 2828 last->next = field->next;
2752 if (last) last->next = field->next; 2829 else
2753 else op->key_values = field->next; 2830 op->key_values = field->next;
2754 free(field); 2831
2755 } 2832 delete field;
2756 } 2833 }
2834 }
2757 return TRUE; 2835 return TRUE;
2758 } 2836 }
2759 /* IF we get here, key doesn't exist */ 2837 /* IF we get here, key doesn't exist */
2760 2838
2761 /* No field, we'll have to add it. */ 2839 /* No field, we'll have to add it. */
2840
2841 if (!add_key)
2762 2842 {
2763 if (!add_key) {
2764 return FALSE; 2843 return FALSE;
2765 } 2844 }
2766 /* There isn't any good reason to store a null 2845 /* There isn't any good reason to store a null
2767 * value in the key/value list. If the archetype has 2846 * value in the key/value list. If the archetype has
2768 * this key, then we should also have it, so shouldn't 2847 * this key, then we should also have it, so shouldn't
2769 * be here. If user wants to store empty strings, 2848 * be here. If user wants to store empty strings,
2770 * should pass in "" 2849 * should pass in ""
2771 */ 2850 */
2772 if (value == NULL) return TRUE; 2851 if (value == NULL)
2773
2774 field = (key_value *) malloc(sizeof(key_value));
2775
2776 field->key = add_refcount(canonical_key);
2777 field->value = add_string(value);
2778 /* Usual prepend-addition. */
2779 field->next = op->key_values;
2780 op->key_values = field;
2781
2782 return TRUE; 2852 return TRUE;
2853
2854 field = new key_value;
2855
2856 field->key = canonical_key;
2857 field->value = value;
2858 /* Usual prepend-addition. */
2859 field->next = op->key_values;
2860 op->key_values = field;
2861
2862 return TRUE;
2783} 2863}
2784 2864
2785/* 2865/*
2786 * Updates the key in op to value. 2866 * Updates the key in op to value.
2787 * 2867 *
2789 * and not add new ones. 2869 * and not add new ones.
2790 * In general, should be little reason FALSE is ever passed in for add_key 2870 * In general, should be little reason FALSE is ever passed in for add_key
2791 * 2871 *
2792 * Returns TRUE on success. 2872 * Returns TRUE on success.
2793 */ 2873 */
2874int
2794int set_ob_key_value(object * op, const char * key, const char * value, int add_key) { 2875set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2795 const char * canonical_key = NULL; 2876{
2796 int floating_ref = FALSE; 2877 shstr key_ (key);
2797 int ret; 2878
2879 return set_ob_key_value_s (op, key_, value, add_key);
2880}
2881
2882object::depth_iterator::depth_iterator (object *container)
2883: iterator_base (container)
2884{
2885 while (item->inv)
2886 item = item->inv;
2887}
2888
2889void
2890object::depth_iterator::next ()
2891{
2892 if (item->below)
2798 2893 {
2799 /* HACK This mess is to make sure set_ob_value() passes a shared string 2894 item = item->below;
2800 * to get_ob_key_link(), without leaving a leaked refcount. 2895
2801 */ 2896 while (item->inv)
2897 item = item->inv;
2802 2898 }
2803 canonical_key = find_string(key); 2899 else
2804 if (canonical_key == NULL) { 2900 item = item->env;
2805 canonical_key = add_string(key);
2806 floating_ref = TRUE;
2807 }
2808
2809 ret = set_ob_key_value_s(op, canonical_key, value, add_key);
2810
2811 if (floating_ref) {
2812 free_string(canonical_key);
2813 }
2814
2815 return ret;
2816} 2901}
2902
2903// return a suitable string describing an objetc in enough detail to find it
2904const char *
2905object::debug_desc (char *info) const
2906{
2907 char info2[256 * 3];
2908 char *p = info;
2909
2910 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2911 count,
2912 &name,
2913 title ? " " : "",
2914 title ? (const char *)title : "");
2915
2916 if (env)
2917 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2918
2919 if (map)
2920 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2921
2922 return info;
2923}
2924
2925const char *
2926object::debug_desc () const
2927{
2928 static char info[256 * 3];
2929 return debug_desc (info);
2930}
2931

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines