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Comparing deliantra/server/common/object.C (file contents):
Revision 1.5 by root, Sun Aug 27 16:15:11 2006 UTC vs.
Revision 1.107 by pippijn, Sat Jan 6 14:42:29 2007 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
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
11 7
12 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
21 17
22 You should have received a copy of the GNU General Public License 18 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 21
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 23*/
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; 36#include <bitset>
37
44int nrofallocobjects = 0; 38int nrofallocobjects = 0;
45#undef OBJ_EXPAND 39static UUID uuid;
46#define OBJ_EXPAND 1 40const 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 41
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 */ 42object *active_objects; /* List of active objects that need to be processed */
56 43
57short freearr_x[SIZEOFFREE]= 44short 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}; 45 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]= 46};
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, 47short 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}; 48 -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]= 49};
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, 50int 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}; 51 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
52};
66int freedir[SIZEOFFREE]= { 53int 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, 54 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}; 55 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
56};
69 57
58static void
59write_uuid (void)
60{
61 char filename1[MAX_BUF], filename2[MAX_BUF];
62
63 sprintf (filename1, "%s/uuid", settings.localdir);
64 sprintf (filename2, "%s/uuid~", settings.localdir);
65
66 FILE *fp;
67
68 if (!(fp = fopen (filename2, "w")))
69 {
70 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
71 return;
72 }
73
74 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
75 fclose (fp);
76 rename (filename2, filename1);
77}
78
79static void
80read_uuid (void)
81{
82 char filename[MAX_BUF];
83
84 sprintf (filename, "%s/uuid", settings.localdir);
85
86 FILE *fp;
87
88 if (!(fp = fopen (filename, "r")))
89 {
90 if (errno == ENOENT)
91 {
92 LOG (llevInfo, "RESET uid to 1\n");
93 uuid.seq = 0;
94 write_uuid ();
95 return;
96 }
97
98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
99 _exit (1);
100 }
101
102 int version;
103 unsigned long long uid;
104 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
105 {
106 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
107 _exit (1);
108 }
109
110 uuid.seq = uid;
111 write_uuid ();
112 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
113 fclose (fp);
114}
115
116UUID
117gen_uuid ()
118{
119 UUID uid;
120
121 uid.seq = ++uuid.seq;
122
123 if (!(uuid.seq & (UUID_SKIP - 1)))
124 write_uuid ();
125
126 return uid;
127}
128
129void
130init_uuid ()
131{
132 read_uuid ();
133}
70 134
71/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 135/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
136static int
72static int compare_ob_value_lists_one(const object * wants, const object * has) { 137compare_ob_value_lists_one (const object *wants, const object *has)
138{
73 key_value * wants_field; 139 key_value *wants_field;
74 140
75 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 141 /* 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 142 * objects with lists are rare, and lists stay short. If not, use a
77 * different structure or at least keep the lists sorted... 143 * different structure or at least keep the lists sorted...
78 */ 144 */
79 145
80 /* For each field in wants, */ 146 /* For each field in wants, */
81 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 147 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
148 {
82 key_value * has_field; 149 key_value *has_field;
83 150
84 /* Look for a field in has with the same key. */ 151 /* Look for a field in has with the same key. */
85 has_field = get_ob_key_link(has, wants_field->key); 152 has_field = get_ob_key_link (has, wants_field->key);
153
154 if (has_field == NULL)
86 155 {
87 if (has_field == NULL) {
88 /* No field with that name. */ 156 /* No field with that name. */
89 return FALSE; 157 return FALSE;
90 }
91 158 }
159
92 /* Found the matching field. */ 160 /* Found the matching field. */
93 if (has_field->value != wants_field->value) { 161 if (has_field->value != wants_field->value)
162 {
94 /* Values don't match, so this half of the comparison is false. */ 163 /* Values don't match, so this half of the comparison is false. */
95 return FALSE; 164 return FALSE;
96 } 165 }
97 166
98 /* If we get here, we found a match. Now for the next field in wants. */ 167 /* If we get here, we found a match. Now for the next field in wants. */
99 }
100 168 }
169
101 /* If we get here, every field in wants has a matching field in has. */ 170 /* If we get here, every field in wants has a matching field in has. */
102 return TRUE; 171 return TRUE;
103} 172}
104 173
105/* Returns TRUE if ob1 has the same key_values as ob2. */ 174/* Returns TRUE if ob1 has the same key_values as ob2. */
175static int
106static int compare_ob_value_lists(const object * ob1, const object * ob2) { 176compare_ob_value_lists (const object *ob1, const object *ob2)
177{
107 /* However, there may be fields in has which aren't partnered in wants, 178 /* However, there may be fields in has which aren't partnered in wants,
108 * so we need to run the comparison *twice*. :( 179 * so we need to run the comparison *twice*. :(
109 */ 180 */
110 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 181 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
111} 182}
112 183
113/* Function examines the 2 objects given to it, and returns true if 184/* Function examines the 2 objects given to it, and returns true if
114 * they can be merged together. 185 * they can be merged together.
115 * 186 *
116 * Note that this function appears a lot longer than the macro it 187 * Note that this function appears a lot longer than the macro it
117 * replaces - this is mostly for clarity - a decent compiler should hopefully 188 * replaces - this is mostly for clarity - a decent compiler should hopefully
118 * reduce this to the same efficiency. 189 * reduce this to the same efficiency.
119 * 190 *
120 * Check nrof variable *before* calling CAN_MERGE() 191 * Check nrof variable *before* calling can_merge()
121 * 192 *
122 * Improvements made with merge: Better checking on potion, and also 193 * Improvements made with merge: Better checking on potion, and also
123 * check weight 194 * check weight
124 */ 195 */
125 196bool object::can_merge_slow (object *ob1, object *ob2)
126int CAN_MERGE(object *ob1, object *ob2) { 197{
127
128 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
129 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 199 if (ob1 == ob2
130 200 || ob1->type != ob2->type
131 if (ob1->speed != ob2->speed) return 0; 201 || ob1->speed != ob2->speed
132 /* Note sure why the following is the case - either the object has to 202 || ob1->value != ob2->value
133 * be animated or have a very low speed. Is this an attempted monster 203 || ob1->name != ob2->name)
134 * check?
135 */
136 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED)
137 return 0; 204 return 0;
138 205
206 //TODO: this ain't working well, use nicer and correct overflow check
139 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
140 * value could not be stored in a sint32 (which unfortunately sometimes is 208 * value could not be stored in a sint32 (which unfortunately sometimes is
141 * used to store nrof). 209 * used to store nrof).
142 */ 210 */
143 if (ob1->nrof+ob2->nrof >= 1UL<<31) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
144 return 0; 212 return 0;
145 213
146 /* This is really a spellbook check - really, we should
147 * check all objects in the inventory.
148 */
149 if (ob1->inv || ob2->inv) {
150 /* if one object has inventory but the other doesn't, not equiv */
151 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
152
153 /* Now check to see if the two inventory objects could merge */
154 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
155
156 /* inventory ok - still need to check rest of this object to see
157 * if it is valid.
158 */
159 }
160
161 /* If the objects have been identified, set the BEEN_APPLIED flag. 214 /* If the objects have been identified, set the BEEN_APPLIED flag.
162 * This is to the comparison of the flags below will be OK. We 215 * This is to the comparison of the flags below will be OK. We
163 * just can't ignore the been applied or identified flags, as they 216 * just can't ignore the been applied or identified flags, as they
164 * are not equal - just if it has been identified, the been_applied 217 * are not equal - just if it has been identified, the been_applied
165 * flags lose any meaning. 218 * flags lose any meaning.
166 */ 219 */
167 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED)) 220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
168 SET_FLAG(ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
169 222
170 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
171 SET_FLAG(ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
172 225
173 226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
174 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 || ob1->arch != ob2->arch
175 * being locked in inventory should prevent merging. 228 || ob1->name != ob2->name
176 * 0x4 in flags3 is CLIENT_SENT 229 || ob1->title != ob2->title
177 */ 230 || ob1->msg != ob2->msg
178 if ((ob1->arch != ob2->arch) || 231 || ob1->weight != ob2->weight
179 (ob1->flags[0] != ob2->flags[0]) ||
180 (ob1->flags[1] != ob2->flags[1]) ||
181 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
182 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
183 (ob1->name != ob2->name) ||
184 (ob1->title != ob2->title) ||
185 (ob1->msg != ob2->msg) ||
186 (ob1->weight != ob2->weight) ||
187 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
188 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
189 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
190 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
191 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
192 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
193 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
194 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
195 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
196 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
197 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
198 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
199 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
200 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
201 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
202 (ob1->move_on != ob2->move_on) || 247 || ob1->move_on != ob2->move_on
203 (ob1->move_off != ob2->move_off) || 248 || ob1->move_off != ob2->move_off
204 (ob1->move_slow != ob2->move_slow) || 249 || ob1->move_slow != ob2->move_slow
205 (ob1->move_slow_penalty != ob2->move_slow_penalty) 250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
206 )
207 return 0; 251 return 0;
208 252
253 /* This is really a spellbook check - really, we should
254 * check all objects in the inventory.
255 */
256 if (ob1->inv || ob2->inv)
257 {
258 /* if one object has inventory but the other doesn't, not equiv */
259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
260 return 0;
261
262 /* Now check to see if the two inventory objects could merge */
263 if (!object::can_merge (ob1->inv, ob2->inv))
264 return 0;
265
266 /* inventory ok - still need to check rest of this object to see
267 * if it is valid.
268 */
269 }
270
209 /* Don't merge objects that are applied. With the new 'body' code, 271 /* Don't merge objects that are applied. With the new 'body' code,
210 * it is possible for most any character to have more than one of 272 * it is possible for most any character to have more than one of
211 * some items equipped, and we don't want those to merge. 273 * some items equipped, and we don't want those to merge.
212 */ 274 */
213 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 275 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
214 return 0; 276 return 0;
215 277
278 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster
280 * check?
281 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0;
284
216 switch (ob1->type) { 285 switch (ob1->type)
286 {
217 case SCROLL: 287 case SCROLL:
218 if (ob1->level != ob2->level) return 0; 288 if (ob1->level != ob2->level)
289 return 0;
219 break; 290 break;
220
221 } 291 }
292
222 if (ob1->key_values != NULL || ob2->key_values != NULL) { 293 if (ob1->key_values != NULL || ob2->key_values != NULL)
294 {
223 /* At least one of these has key_values. */ 295 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) { 296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
225 /* One has fields, but the other one doesn't. */ 297 /* One has fields, but the other one doesn't. */
226 return 0; 298 return 0;
227 } else if (!compare_ob_value_lists(ob1, ob2)) { 299 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 300 return 0;
229 } 301 }
302
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self)
230 } 305 {
306 ob1->optimise ();
307 ob2->optimise ();
231 308
309 if (ob1->self || ob2->self)
310 return 0;
311 }
312
232 /* Everything passes, must be OK. */ 313 /* Everything passes, must be OK. */
233 return 1; 314 return 1;
234} 315}
235 316
236/* 317/*
237 * sum_weight() is a recursive function which calculates the weight 318 * sum_weight() is a recursive function which calculates the weight
238 * an object is carrying. It goes through in figures out how much 319 * an object is carrying. It goes through in figures out how much
239 * containers are carrying, and sums it up. 320 * containers are carrying, and sums it up.
240 */ 321 */
241signed long sum_weight(object *op) { 322long
323sum_weight (object *op)
324{
242 signed long sum; 325 long sum;
243 object *inv; 326 object *inv;
327
244 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
329 {
245 if (inv->inv) 330 if (inv->inv)
246 sum_weight(inv); 331 sum_weight (inv);
247 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
248 } 333 }
334
249 if (op->type == CONTAINER && op->stats.Str) 335 if (op->type == CONTAINER && op->stats.Str)
250 sum = (sum * (100 - op->stats.Str))/100; 336 sum = (sum * (100 - op->stats.Str)) / 100;
337
251 if(op->carrying != sum) 338 if (op->carrying != sum)
252 op->carrying = sum; 339 op->carrying = sum;
340
253 return sum; 341 return sum;
254} 342}
255 343
256/** 344/**
257 * Return the outermost environment object for a given object. 345 * Return the outermost environment object for a given object.
258 */ 346 */
259 347
348object *
260object *object_get_env_recursive (object *op) { 349object_get_env_recursive (object *op)
350{
261 while (op->env != NULL) 351 while (op->env != NULL)
262 op = op->env; 352 op = op->env;
263 return op; 353 return op;
264}
265
266/*
267 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
268 * a better check. We basically keeping traversing up until we can't
269 * or find a player.
270 */
271
272object *is_player_inv (object *op) {
273 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
274 if (op->env==op)
275 op->env = NULL;
276 return op;
277} 354}
278 355
279/* 356/*
280 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
281 * Some error messages. 358 * Some error messages.
282 * The result of the dump is stored in the static global errmsg array. 359 * The result of the dump is stored in the static global errmsg array.
283 */ 360 */
284 361
285void dump_object2(object *op) { 362char *
286 char *cp;
287/* object *tmp;*/
288
289 if(op->arch!=NULL) {
290 strcat(errmsg,"arch ");
291 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
292 strcat(errmsg,"\n");
293 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
294 strcat(errmsg,cp);
295#if 0
296 /* Don't dump player diffs - they are too long, mostly meaningless, and
297 * will overflow the buffer.
298 * Changed so that we don't dump inventory either. This may
299 * also overflow the buffer.
300 */
301 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
302 strcat(errmsg,cp);
303 for (tmp=op->inv; tmp; tmp=tmp->below)
304 dump_object2(tmp);
305#endif
306 strcat(errmsg,"end\n");
307 } else {
308 strcat(errmsg,"Object ");
309 if (op->name==NULL) strcat(errmsg, "(null)");
310 else strcat(errmsg,op->name);
311 strcat(errmsg,"\n");
312#if 0
313 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
314 strcat(errmsg,cp);
315 for (tmp=op->inv; tmp; tmp=tmp->below)
316 dump_object2(tmp);
317#endif
318 strcat(errmsg,"end\n");
319 }
320}
321
322/*
323 * Dumps an object. Returns output in the static global errmsg array.
324 */
325
326void dump_object(object *op) { 363dump_object (object *op)
327 if(op==NULL) {
328 strcpy(errmsg,"[NULL pointer]");
329 return;
330 }
331 errmsg[0]='\0';
332 dump_object2(op);
333}
334
335/* GROS - Dumps an object. Return the result into a string */
336/* Note that no checking is done for the validity of the target string, so */
337/* you need to be sure that you allocated enough space for it. */
338void dump_me(object *op, char *outstr)
339{ 364{
340 char *cp; 365 if (!op)
366 return strdup ("[NULLOBJ]");
341 367
342 if(op==NULL) 368 object_freezer freezer;
343 { 369 save_object (freezer, op, 1);
344 strcpy(outstr,"[NULL pointer]"); 370 return freezer.as_string ();
345 return;
346 }
347 outstr[0]='\0';
348
349 if(op->arch!=NULL)
350 {
351 strcat(outstr,"arch ");
352 strcat(outstr,op->arch->name?op->arch->name:"(null)");
353 strcat(outstr,"\n");
354 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
355 strcat(outstr,cp);
356 strcat(outstr,"end\n");
357 }
358 else
359 {
360 strcat(outstr,"Object ");
361 if (op->name==NULL)
362 strcat(outstr, "(null)");
363 else
364 strcat(outstr,op->name);
365 strcat(outstr,"\n");
366 strcat(outstr,"end\n");
367 }
368}
369
370/*
371 * This is really verbose...Can be triggered by the P key while in DM mode.
372 * All objects are dumped to stderr (or alternate logfile, if in server-mode)
373 */
374
375void dump_all_objects(void) {
376 object *op;
377 for(op=objects;op!=NULL;op=op->next) {
378 dump_object(op);
379 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
380 }
381} 371}
382 372
383/* 373/*
384 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
385 * multi-object 1 which is closest to the second object. 375 * multi-object 1 which is closest to the second object.
386 * If it's not a multi-object, it is returned. 376 * If it's not a multi-object, it is returned.
387 */ 377 */
388 378
379object *
389object *get_nearest_part(object *op, const object *pl) { 380get_nearest_part (object *op, const object *pl)
381{
390 object *tmp,*closest; 382 object *tmp, *closest;
391 int last_dist,i; 383 int last_dist, i;
384
392 if(op->more==NULL) 385 if (op->more == NULL)
393 return op; 386 return op;
394 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 387 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
395 if((i=distance(tmp,pl))<last_dist) 388 if ((i = distance (tmp, pl)) < last_dist)
396 closest=tmp,last_dist=i; 389 closest = tmp, last_dist = i;
397 return closest; 390 return closest;
398} 391}
399 392
400/* 393/*
401 * Returns the object which has the count-variable equal to the argument. 394 * Returns the object which has the count-variable equal to the argument.
402 */ 395 */
403 396
397object *
404object *find_object(tag_t i) { 398find_object (tag_t i)
405 object *op; 399{
406 for(op=objects;op!=NULL;op=op->next) 400 for (object *op = object::first; op; op = op->next)
407 if(op->count==i) 401 if (op->count == i)
408 break; 402 return op;
403
409 return op; 404 return 0;
410} 405}
411 406
412/* 407/*
413 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
414 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
415 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
416 */ 411 */
417 412
413object *
418object *find_object_name(const char *str) { 414find_object_name (const char *str)
419 const char *name=add_string(str); 415{
416 shstr_cmp str_ (str);
420 object *op; 417 object *op;
418
421 for(op=objects;op!=NULL;op=op->next) 419 for (op = object::first; op != NULL; op = op->next)
422 if(op->name==name) 420 if (op->name == str_)
423 break; 421 break;
424 free_string(name); 422
425 return op; 423 return op;
426} 424}
427 425
426void
428void free_all_object_data(void) { 427free_all_object_data ()
429#ifdef MEMORY_DEBUG
430 object *op, *next;
431
432 for (op=free_objects; op!=NULL; ) {
433 next=op->next;
434 free(op);
435 nrofallocobjects--;
436 nroffreeobjects--;
437 op=next;
438 }
439#endif
440 LOG(llevDebug,"%d allocated objects, %d free objects, STARMAX=%d\n",
441 nrofallocobjects, nroffreeobjects,STARTMAX);
442}
443
444/*
445 * Returns the object which this object marks as being the owner.
446 * A id-scheme is used to avoid pointing to objects which have been
447 * freed and are now reused. If this is detected, the owner is
448 * set to NULL, and NULL is returned.
449 * Changed 2004-02-12 - if the player is setting at the play again
450 * prompt, he is removed, and we don't want to treat him as an owner of
451 * anything, so check removed flag. I don't expect that this should break
452 * anything - once an object is removed, it is basically dead anyways.
453 */
454
455object *get_owner(object *op) {
456 if(op->owner==NULL)
457 return NULL;
458
459 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
460 op->owner->count==op->ownercount)
461 return op->owner;
462
463 op->owner=NULL;
464 op->ownercount=0;
465 return NULL;
466}
467
468void clear_owner(object *op)
469{ 428{
470 if (!op) return; 429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
471
472 if (op->owner && op->ownercount == op->owner->count)
473 op->owner->refcount--;
474
475 op->owner = NULL;
476 op->ownercount = 0;
477} 430}
478
479
480 431
481/* 432/*
482 * Sets the owner and sets the skill and exp pointers to owner's current 433 * Sets the owner and sets the skill and exp pointers to owner's current
483 * skill and experience objects. 434 * skill and experience objects.
484 */ 435 */
485void set_owner (object *op, object *owner) 436void
437object::set_owner (object *owner)
486{ 438{
487 if(owner==NULL||op==NULL) 439 if (!owner)
488 return; 440 return;
489 441
490 /* next line added to allow objects which own objects */ 442 /* next line added to allow objects which own objects */
491 /* Add a check for ownercounts in here, as I got into an endless loop 443 /* Add a check for ownercounts in here, as I got into an endless loop
492 * with the fireball owning a poison cloud which then owned the 444 * with the fireball owning a poison cloud which then owned the
493 * fireball. I believe that was caused by one of the objects getting 445 * fireball. I believe that was caused by one of the objects getting
494 * freed and then another object replacing it. Since the ownercounts 446 * freed and then another object replacing it. Since the ownercounts
495 * didn't match, this check is valid and I believe that cause is valid. 447 * didn't match, this check is valid and I believe that cause is valid.
496 */ 448 */
497 while (owner->owner && owner!=owner->owner && 449 while (owner->owner)
498 owner->ownercount==owner->owner->count) owner=owner->owner; 450 owner = owner->owner;
499 451
500 /* IF the owner still has an owner, we did not resolve to a final owner.
501 * so lets not add to that.
502 */
503 if (owner->owner) return;
504
505 op->owner=owner; 452 this->owner = owner;
506
507 op->ownercount=owner->count;
508 owner->refcount++;
509
510}
511
512/* Set the owner to clone's current owner and set the skill and experience
513 * objects to clone's objects (typically those objects that where the owner's
514 * current skill and experience objects at the time when clone's owner was
515 * set - not the owner's current skill and experience objects).
516 *
517 * Use this function if player created an object (e.g. fire bullet, swarm
518 * spell), and this object creates further objects whose kills should be
519 * accounted for the player's original skill, even if player has changed
520 * skills meanwhile.
521 */
522void copy_owner (object *op, object *clone)
523{
524 object *owner = get_owner (clone);
525 if (owner == NULL) {
526 /* players don't have owners - they own themselves. Update
527 * as appropriate.
528 */
529 if (clone->type == PLAYER) owner=clone;
530 else return;
531 }
532 set_owner(op, owner);
533
534}
535
536/*
537 * Resets vital variables in an object
538 */
539
540void reset_object(object *op) {
541
542 op->name = NULL;
543 op->name_pl = NULL;
544 op->title = NULL;
545 op->race = NULL;
546 op->slaying = NULL;
547 op->skill = NULL;
548 op->msg = NULL;
549 op->materialname = NULL;
550 op->lore = NULL;
551 op->current_weapon_script = NULL;
552 clear_object(op);
553} 453}
554 454
555/* Zero the key_values on op, decrementing the shared-string 455/* Zero the key_values on op, decrementing the shared-string
556 * refcounts and freeing the links. 456 * refcounts and freeing the links.
557 */ 457 */
458static void
558static void free_key_values(object * op) { 459free_key_values (object *op)
559 key_value * i; 460{
560 key_value * next = NULL; 461 for (key_value *i = op->key_values; i != 0;)
561 462 {
562 if (op->key_values == NULL) return; 463 key_value *next = i->next;
464 delete i;
465
466 i = next;
563 467 }
564 for (i = op->key_values; i != NULL; i = next) { 468
565 /* Store next *first*. */
566 next = i->next;
567
568 if (i->key) FREE_AND_CLEAR_STR(i->key);
569 if (i->value) FREE_AND_CLEAR_STR(i->value);
570 i->next = NULL;
571 free(i);
572 }
573
574 op->key_values = NULL; 469 op->key_values = 0;
575} 470}
576 471
577
578/* 472/*
579 * clear_object() frees everything allocated by an object, and also
580 * clears all variables and flags to default settings.
581 */
582
583void clear_object(object *op) {
584 op->clear ();
585
586 event *evt;
587 event *evt2;
588
589 /* redo this to be simpler/more efficient. Was also seeing
590 * crashes in the old code. Move this to the top - am
591 * seeing periodic crashes in this code, and would like to have
592 * as much info available as possible (eg, object name).
593 */
594 for (evt = op->events; evt; evt=evt2) {
595 evt2 = evt->next;
596
597 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
598 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
599 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
600
601 free(evt);
602 }
603 op->events = NULL;
604
605 free_key_values(op);
606
607 /* the memset will clear all these values for us, but we need
608 * to reduce the refcount on them.
609 */
610 if (op->name!=NULL) FREE_AND_CLEAR_STR(op->name);
611 if (op->name_pl!=NULL) FREE_AND_CLEAR_STR(op->name_pl);
612 if (op->title != NULL) FREE_AND_CLEAR_STR(op->title);
613 if (op->race!=NULL) FREE_AND_CLEAR_STR(op->race);
614 if (op->slaying!=NULL) FREE_AND_CLEAR_STR(op->slaying);
615 if (op->skill!=NULL) FREE_AND_CLEAR_STR(op->skill);
616 if (op->msg!=NULL) FREE_AND_CLEAR_STR(op->msg);
617 if (op->lore!=NULL) FREE_AND_CLEAR_STR(op->lore);
618 if (op->materialname!= NULL) FREE_AND_CLEAR_STR(op->materialname);
619
620
621 memset((void*)op, 0, sizeof (object_special));
622 /* Below here, we clear things that are not done by the memset,
623 * or set default values that are not zero.
624 */
625 /* This is more or less true */
626 SET_FLAG(op, FLAG_REMOVED);
627
628
629 op->contr = NULL;
630 op->below=NULL;
631 op->above=NULL;
632 op->inv=NULL;
633 op->events=NULL;
634 op->container=NULL;
635 op->env=NULL;
636 op->more=NULL;
637 op->head=NULL;
638 op->map=NULL;
639 op->refcount=0;
640 op->active_next = NULL;
641 op->active_prev = NULL;
642 /* What is not cleared is next, prev, and count */
643
644 op->expmul=1.0;
645 op->face = blank_face;
646 op->attacked_by_count = (tag_t) -1;
647 if (settings.casting_time)
648 op->casting_time = -1;
649
650}
651
652/*
653 * copy object first frees everything allocated by the second object, 473 * copy_to first frees everything allocated by the dst object,
654 * and then copies the contends of the first object into the second 474 * and then copies the contents of itself into the second
655 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
656 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
657 * if the first object is freed, the pointers in the new object 477 * if the first object is freed, the pointers in the new object
658 * will point at garbage. 478 * will point at garbage.
659 */ 479 */
480void
481object::copy_to (object *dst)
482{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
660 485
661void copy_object(object *op2, object *op) { 486 *(object_copy *)dst = *this;
662 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED);
663 event *evt, *evt2, *evt_new;
664 487
665 op->clear (); 488 if (is_freed)
489 SET_FLAG (dst, FLAG_FREED);
666 490
667 /* Decrement the refcounts, but don't bother zeroing the fields; 491 if (is_removed)
668 they'll be overwritten by memcpy. */ 492 SET_FLAG (dst, FLAG_REMOVED);
669 if(op->name!=NULL) free_string(op->name);
670 if(op->name_pl!=NULL) free_string(op->name_pl);
671 if(op->title!=NULL) free_string(op->title);
672 if(op->race!=NULL) free_string(op->race);
673 if(op->slaying!=NULL) free_string(op->slaying);
674 if(op->skill!=NULL) free_string(op->skill);
675 if(op->msg!=NULL) free_string(op->msg);
676 if(op->lore!=NULL) free_string(op->lore);
677 if(op->materialname != NULL) free_string(op->materialname);
678 if(op->custom_name != NULL) free_string(op->custom_name);
679 493
680 /* Basically, same code as from clear_object() */ 494 if (speed < 0)
681 for (evt = op->events; evt; evt=evt2) {
682 evt2 = evt->next;
683
684 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
685 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
686 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
687
688 free(evt);
689 }
690 op->events = NULL;
691
692 free_key_values(op);
693
694 *(object_special *)op = *(object_special *)op2;
695 op2->clone (op);
696
697 if(is_freed) SET_FLAG(op,FLAG_FREED);
698 if(is_removed) SET_FLAG(op,FLAG_REMOVED);
699 if(op->name!=NULL) add_refcount(op->name);
700 if(op->name_pl!=NULL) add_refcount(op->name_pl);
701 if(op->title!=NULL) add_refcount(op->title);
702 if(op->race!=NULL) add_refcount(op->race);
703 if(op->slaying!=NULL) add_refcount(op->slaying);
704 if(op->skill!=NULL) add_refcount(op->skill);
705 if(op->lore!=NULL) add_refcount(op->lore);
706 if(op->msg!=NULL) add_refcount(op->msg);
707 if(op->custom_name!=NULL) add_refcount(op->custom_name);
708 if (op->materialname != NULL) add_refcount(op->materialname);
709
710 if((op2->speed<0) && !editor)
711 op->speed_left=op2->speed_left-RANDOM()%200/100.0; 495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
712 496
713 /* Copy over event information */
714 evt2 = NULL;
715 for (evt = op2->events; evt; evt=evt->next) {
716 evt_new = (event *) malloc(sizeof(event));
717 memcpy(evt_new, evt, sizeof(event));
718 if (evt_new->hook) add_refcount(evt_new->hook);
719 if (evt_new->plugin) add_refcount(evt_new->plugin);
720 if (evt_new->options) add_refcount(evt_new->options);
721 evt_new->next = NULL;
722
723 /* Try to be a little clever here, and store away the
724 * last event we copied, so that its simpler to update the
725 * pointer.
726 */
727 if (evt2)
728 evt2->next = evt_new;
729 else
730 op->events = evt_new;
731
732 evt2 = evt_new;
733 }
734 /* Copy over key_values, if any. */ 497 /* Copy over key_values, if any. */
735 if (op2->key_values != NULL) { 498 if (key_values)
736 key_value * tail = NULL; 499 {
500 key_value *tail = 0;
737 key_value * i; 501 key_value *i;
738 502
739 op->key_values = NULL; 503 dst->key_values = 0;
740 504
741 for (i = op2->key_values; i != NULL; i = i->next) { 505 for (i = key_values; i; i = i->next)
742 key_value * new_link = (key_value *) malloc(sizeof(key_value)); 506 {
507 key_value *new_link = new key_value;
743 508
744 new_link->next = NULL; 509 new_link->next = 0;
745 new_link->key = add_refcount(i->key); 510 new_link->key = i->key;
746 if (i->value) 511 new_link->value = i->value;
747 new_link->value = add_refcount(i->value);
748 else
749 new_link->value = NULL;
750 512
751 /* Try and be clever here, too. */ 513 /* Try and be clever here, too. */
752 if (op->key_values == NULL) { 514 if (!dst->key_values)
753 op->key_values = new_link; 515 {
754 tail = new_link; 516 dst->key_values = new_link;
755 } else { 517 tail = new_link;
756 tail->next = new_link; 518 }
757 tail = new_link; 519 else
520 {
521 tail->next = new_link;
522 tail = new_link;
523 }
524 }
758 } 525 }
759 }
760 }
761 526
762 update_ob_speed(op); 527 dst->set_speed (dst->speed);
763} 528}
764 529
765/*
766 * expand_objects() allocates more objects for the list of unused objects.
767 * It is called from get_object() if the unused list is empty.
768 */
769
770void expand_objects(void) {
771 int i;
772 object *obj;
773 obj = (object *) CALLOC(OBJ_EXPAND,sizeof(object));
774
775 if(obj==NULL)
776 fatal(OUT_OF_MEMORY);
777 free_objects=obj;
778 obj[0].prev=NULL;
779 obj[0].next= &obj[1],
780 SET_FLAG(&(obj[0]), FLAG_REMOVED);
781 SET_FLAG(&(obj[0]), FLAG_FREED);
782
783 for(i=1;i<OBJ_EXPAND-1;i++) {
784 obj[i].next= &obj[i+1],
785 obj[i].prev= &obj[i-1],
786 SET_FLAG(&(obj[i]), FLAG_REMOVED);
787 SET_FLAG(&(obj[i]), FLAG_FREED);
788 }
789 obj[OBJ_EXPAND-1].prev= &obj[OBJ_EXPAND-2],
790 obj[OBJ_EXPAND-1].next=NULL,
791 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_REMOVED);
792 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_FREED);
793
794 nrofallocobjects += OBJ_EXPAND;
795 nroffreeobjects += OBJ_EXPAND;
796}
797
798/*
799 * get_object() grabs an object from the list of unused objects, makes
800 * sure it is initialised, and returns it.
801 * If there are no free objects, expand_objects() is called to get more.
802 */
803
804object *get_object(void) {
805 object *op; 530object *
806 531object::clone ()
807 if(free_objects==NULL) { 532{
808 expand_objects(); 533 object *neu = create ();
809 } 534 copy_to (neu);
810 op=free_objects;
811#ifdef MEMORY_DEBUG
812 /* The idea is hopefully by doing a realloc, the memory
813 * debugging program will now use the current stack trace to
814 * report leaks.
815 */
816 op = realloc(op, sizeof(object));
817 SET_FLAG(op, FLAG_REMOVED);
818 SET_FLAG(op, FLAG_FREED);
819#endif
820
821 if(!QUERY_FLAG(op,FLAG_FREED)) {
822 LOG(llevError,"Fatal: Getting busy object.\n");
823 }
824 free_objects=op->next;
825 if(free_objects!=NULL)
826 free_objects->prev=NULL;
827 op->count= ++ob_count;
828 op->name=NULL;
829 op->name_pl=NULL;
830 op->title=NULL;
831 op->race=NULL;
832 op->slaying=NULL;
833 op->skill = NULL;
834 op->lore=NULL;
835 op->msg=NULL;
836 op->materialname=NULL;
837 op->next=objects;
838 op->prev=NULL;
839 op->active_next = NULL;
840 op->active_prev = NULL;
841 if(objects!=NULL)
842 objects->prev=op;
843 objects=op;
844 clear_object(op);
845 SET_FLAG(op,FLAG_REMOVED);
846 nroffreeobjects--;
847 return op; 535 return neu;
848} 536}
849 537
850/* 538/*
851 * If an object with the IS_TURNABLE() flag needs to be turned due 539 * If an object with the IS_TURNABLE() flag needs to be turned due
852 * to the closest player being on the other side, this function can 540 * to the closest player being on the other side, this function can
853 * be called to update the face variable, _and_ how it looks on the map. 541 * be called to update the face variable, _and_ how it looks on the map.
854 */ 542 */
855 543void
856void update_turn_face(object *op) { 544update_turn_face (object *op)
545{
857 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 546 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
858 return; 547 return;
548
859 SET_ANIMATION(op, op->direction); 549 SET_ANIMATION (op, op->direction);
860 update_object(op,UP_OBJ_FACE); 550 update_object (op, UP_OBJ_FACE);
861} 551}
862 552
863/* 553/*
864 * Updates the speed of an object. If the speed changes from 0 to another 554 * Updates the speed of an object. If the speed changes from 0 to another
865 * value, or vice versa, then add/remove the object from the active list. 555 * value, or vice versa, then add/remove the object from the active list.
866 * This function needs to be called whenever the speed of an object changes. 556 * This function needs to be called whenever the speed of an object changes.
867 */ 557 */
868 558void
869void update_ob_speed(object *op) { 559object::set_speed (float speed)
870 extern int arch_init; 560{
871 561 if (flag [FLAG_FREED] && speed)
872 /* No reason putting the archetypes objects on the speed list, 562 {
873 * since they never really need to be updated.
874 */
875
876 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
877 LOG(llevError,"Object %s is freed but has speed.\n", op->name); 563 LOG (llevError, "Object %s is freed but has speed.\n", &name);
878#ifdef MANY_CORES 564 speed = 0;
879 abort();
880#else
881 op->speed = 0;
882#endif
883 } 565 }
884 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;
891 566
892 /* process_events() expects us to insert the object at the beginning 567 this->speed = speed;
893 * of the list. */ 568
894 op->active_next = active_objects; 569 if (has_active_speed ())
895 if (op->active_next!=NULL) 570 activate ();
896 op->active_next->active_prev = op;
897 active_objects = op;
898 }
899 else { 571 else
900 /* If not on the active list, nothing needs to be done */ 572 deactivate ();
901 if (!op->active_next && !op->active_prev && op!=active_objects)
902 return;
903
904 if (op->active_prev==NULL) {
905 active_objects = op->active_next;
906 if (op->active_next!=NULL)
907 op->active_next->active_prev = NULL;
908 }
909 else {
910 op->active_prev->active_next = op->active_next;
911 if (op->active_next)
912 op->active_next->active_prev = op->active_prev;
913 }
914 op->active_next = NULL;
915 op->active_prev = NULL;
916 }
917} 573}
918 574
919/* This function removes object 'op' from the list of active
920 * objects.
921 * This should only be used for style maps or other such
922 * reference maps where you don't want an object that isn't
923 * in play chewing up cpu time getting processed.
924 * The reverse of this is to call update_ob_speed, which
925 * will do the right thing based on the speed of the object.
926 */
927void remove_from_active_list(object *op)
928{
929 /* If not on the active list, nothing needs to be done */
930 if (!op->active_next && !op->active_prev && op!=active_objects)
931 return;
932
933 if (op->active_prev==NULL) {
934 active_objects = op->active_next;
935 if (op->active_next!=NULL)
936 op->active_next->active_prev = NULL;
937 }
938 else {
939 op->active_prev->active_next = op->active_next;
940 if (op->active_next)
941 op->active_next->active_prev = op->active_prev;
942 }
943 op->active_next = NULL;
944 op->active_prev = NULL;
945}
946
947/* 575/*
948 * update_object() updates the array which represents the map. 576 * update_object() updates the the map.
949 * It takes into account invisible objects (and represent squares covered 577 * It takes into account invisible objects (and represent squares covered
950 * by invisible objects by whatever is below them (unless it's another 578 * by invisible objects by whatever is below them (unless it's another
951 * invisible object, etc...) 579 * invisible object, etc...)
952 * If the object being updated is beneath a player, the look-window 580 * If the object being updated is beneath a player, the look-window
953 * of that player is updated (this might be a suboptimal way of 581 * of that player is updated (this might be a suboptimal way of
954 * updating that window, though, since update_object() is called _often_) 582 * updating that window, though, since update_object() is called _often_)
955 * 583 *
956 * action is a hint of what the caller believes need to be done. 584 * action is a hint of what the caller believes need to be done.
957 * For example, if the only thing that has changed is the face (due to
958 * an animation), we don't need to call update_position until that actually
959 * comes into view of a player. OTOH, many other things, like addition/removal
960 * of walls or living creatures may need us to update the flags now.
961 * current action are: 585 * current action are:
962 * UP_OBJ_INSERT: op was inserted 586 * UP_OBJ_INSERT: op was inserted
963 * UP_OBJ_REMOVE: op was removed 587 * UP_OBJ_REMOVE: op was removed
964 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 588 * 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. 589 * as that is easier than trying to look at what may have changed.
966 * UP_OBJ_FACE: only the objects face has changed. 590 * UP_OBJ_FACE: only the objects face has changed.
967 */ 591 */
968 592void
969void update_object(object *op, int action) { 593update_object (object *op, int action)
970 int update_now=0, flags; 594{
971 MoveType move_on, move_off, move_block, move_slow; 595 MoveType move_on, move_off, move_block, move_slow;
972 596
973 if (op == NULL) { 597 if (op == NULL)
598 {
974 /* this should never happen */ 599 /* this should never happen */
975 LOG(llevDebug,"update_object() called for NULL object.\n"); 600 LOG (llevDebug, "update_object() called for NULL object.\n");
976 return; 601 return;
977 }
978 602 }
979 if(op->env!=NULL) { 603
604 if (op->env)
605 {
980 /* Animation is currently handled by client, so nothing 606 /* Animation is currently handled by client, so nothing
981 * to do in this case. 607 * to do in this case.
982 */ 608 */
983 return; 609 return;
984 } 610 }
985 611
986 /* If the map is saving, don't do anything as everything is 612 /* If the map is saving, don't do anything as everything is
987 * going to get freed anyways. 613 * going to get freed anyways.
988 */ 614 */
989 if (!op->map || op->map->in_memory == MAP_SAVING) return; 615 if (!op->map || op->map->in_memory == MAP_SAVING)
990 616 return;
617
991 /* make sure the object is within map boundaries */ 618 /* make sure the object is within map boundaries */
992 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 619 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
993 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 620 {
994 LOG(llevError,"update_object() called for object out of map!\n"); 621 LOG (llevError, "update_object() called for object out of map!\n");
995#ifdef MANY_CORES 622#ifdef MANY_CORES
996 abort(); 623 abort ();
997#endif 624#endif
998 return; 625 return;
999 }
1000 626 }
1001 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
1002 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
1003 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
1004 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
1005 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
1006 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
1007 627
628 mapspace &m = op->ms ();
629
630 if (!(m.flags_ & P_UPTODATE))
631 /* nop */;
1008 if (action == UP_OBJ_INSERT) { 632 else if (action == UP_OBJ_INSERT)
633 {
634 // this is likely overkill, TODO: revisit (schmorp)
1009 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 635 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
1010 update_now=1;
1011
1012 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 636 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
1013 update_now=1; 637 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
1014 638 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
639 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
1015 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 640 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
1016 update_now=1; 641 || (m.move_on | op->move_on ) != m.move_on
1017 642 || (m.move_off | op->move_off ) != m.move_off
1018 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 643 || (m.move_slow | op->move_slow) != m.move_slow
1019 update_now=1;
1020
1021 if ((move_on | op->move_on) != move_on) update_now=1;
1022 if ((move_off | op->move_off) != move_off) update_now=1;
1023 /* This isn't perfect, but I don't expect a lot of objects to 644 /* This isn't perfect, but I don't expect a lot of objects to
1024 * to have move_allow right now. 645 * to have move_allow right now.
1025 */ 646 */
1026 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 647 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
1027 update_now=1; 648 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
1028 if ((move_slow | op->move_slow) != move_slow) update_now=1; 649 m.flags_ = 0;
1029 } 650 }
1030 /* if the object is being removed, we can't make intelligent 651 /* if the object is being removed, we can't make intelligent
1031 * decisions, because remove_ob can't really pass the object 652 * decisions, because remove_ob can't really pass the object
1032 * that is being removed. 653 * that is being removed.
1033 */ 654 */
1034 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 655 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
1035 update_now=1; 656 m.flags_ = 0;
1036 } else if (action == UP_OBJ_FACE) { 657 else if (action == UP_OBJ_FACE)
1037 /* Nothing to do for that case */ 658 /* Nothing to do for that case */ ;
1038 }
1039 else { 659 else
1040 LOG(llevError,"update_object called with invalid action: %d\n", action); 660 LOG (llevError, "update_object called with invalid action: %d\n", action);
1041 }
1042 661
1043 if (update_now) {
1044 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
1045 update_position(op->map, op->x, op->y);
1046 }
1047
1048 if(op->more!=NULL) 662 if (op->more)
1049 update_object(op->more, action); 663 update_object (op->more, action);
1050} 664}
1051 665
666object *object::first;
1052 667
1053/* 668object::object ()
1054 * free_object() frees everything allocated by an object, removes 669{
1055 * it from the list of used objects, and puts it on the list of
1056 * free objects. The IS_FREED() flag is set in the object.
1057 * The object must have been removed by remove_ob() first for
1058 * this function to succeed.
1059 *
1060 * If free_inventory is set, free inventory as well. Else drop items in
1061 * inventory to the ground.
1062 */
1063
1064void free_object(object *ob) {
1065 free_object2(ob, 0);
1066}
1067void free_object2(object *ob, int free_inventory) {
1068 object *tmp,*op;
1069
1070 ob->clear ();
1071
1072 if (!QUERY_FLAG(ob,FLAG_REMOVED)) {
1073 LOG(llevDebug,"Free object called with non removed object\n");
1074 dump_object(ob);
1075#ifdef MANY_CORES
1076 abort();
1077#endif
1078 }
1079 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) {
1080 LOG(llevMonster,"Warning: tried to free friendly object.\n");
1081 remove_friendly_object(ob);
1082 }
1083 if(QUERY_FLAG(ob,FLAG_FREED)) {
1084 dump_object(ob);
1085 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg);
1086 return;
1087 }
1088 if(ob->more!=NULL) {
1089 free_object2(ob->more, free_inventory);
1090 ob->more=NULL;
1091 }
1092 if (ob->inv) {
1093 /* Only if the space blocks everything do we not process -
1094 * if some form of movemnt is allowed, let objects
1095 * drop on that space.
1096 */
1097 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY ||
1098 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL))
1099 {
1100 op=ob->inv;
1101 while(op!=NULL) {
1102 tmp=op->below;
1103 remove_ob(op);
1104 free_object2(op, free_inventory);
1105 op=tmp;
1106 }
1107 }
1108 else { /* Put objects in inventory onto this space */
1109 op=ob->inv;
1110 while(op!=NULL) {
1111 tmp=op->below;
1112 remove_ob(op);
1113 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) ||
1114 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
1115 free_object(op);
1116 else {
1117 op->x=ob->x;
1118 op->y=ob->y;
1119 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */
1120 }
1121 op=tmp;
1122 }
1123 }
1124 }
1125 /* Remove object from the active list */
1126 ob->speed = 0;
1127 update_ob_speed(ob);
1128
1129 SET_FLAG(ob, FLAG_FREED); 670 SET_FLAG (this, FLAG_REMOVED);
1130 ob->count = 0;
1131 671
672 expmul = 1.0;
673 face = blank_face;
674}
675
676object::~object ()
677{
678 free_key_values (this);
679}
680
681void object::link ()
682{
683 count = ++ob_count;
684 uuid = gen_uuid ();
685
686 prev = 0;
687 next = object::first;
688
689 if (object::first)
690 object::first->prev = this;
691
692 object::first = this;
693}
694
695void object::unlink ()
696{
697 if (this == object::first)
698 object::first = next;
699
1132 /* Remove this object from the list of used objects */ 700 /* Remove this object from the list of used objects */
1133 if(ob->prev==NULL) { 701 if (prev) prev->next = next;
1134 objects=ob->next; 702 if (next) next->prev = prev;
1135 if(objects!=NULL)
1136 objects->prev=NULL;
1137 }
1138 else {
1139 ob->prev->next=ob->next;
1140 if(ob->next!=NULL)
1141 ob->next->prev=ob->prev;
1142 }
1143
1144 if(ob->name!=NULL) FREE_AND_CLEAR_STR(ob->name);
1145 if(ob->name_pl!=NULL) FREE_AND_CLEAR_STR(ob->name_pl);
1146 if(ob->title!=NULL) FREE_AND_CLEAR_STR(ob->title);
1147 if(ob->race!=NULL) FREE_AND_CLEAR_STR(ob->race);
1148 if(ob->slaying!=NULL) FREE_AND_CLEAR_STR(ob->slaying);
1149 if(ob->skill!=NULL) FREE_AND_CLEAR_STR(ob->skill);
1150 if(ob->lore!=NULL) FREE_AND_CLEAR_STR(ob->lore);
1151 if(ob->msg!=NULL) FREE_AND_CLEAR_STR(ob->msg);
1152 if(ob->materialname!=NULL) FREE_AND_CLEAR_STR(ob->materialname);
1153 703
704 prev = 0;
705 next = 0;
706}
707
708bool
709object::active () const
710{
711 return active_next || active_prev || this == active_objects;
712}
713
714void
715object::activate ()
716{
717 /* If already on active list, don't do anything */
718 if (active ())
719 return;
720
721 if (has_active_speed ())
1154 722 {
1155 /* Why aren't events freed? */ 723 /* process_events() expects us to insert the object at the beginning
1156 free_key_values(ob); 724 * of the list. */
725 active_next = active_objects;
1157 726
1158#if 0 /* MEMORY_DEBUG*/ 727 if (active_next)
1159 /* This is a nice idea. Unfortunately, a lot of the code in crossfire 728 active_next->active_prev = this;
1160 * presumes the freed_object will stick around for at least a little 729
1161 * bit 730 active_objects = this;
1162 */ 731 }
1163 /* this is necessary so that memory debugging programs will 732}
1164 * be able to accurately report source of malloc. If we recycle 733
1165 * objects, then some other area may be doing the get_object 734void
1166 * and not freeing it, but the original one that malloc'd the 735object::activate_recursive ()
1167 * object will get the blame. 736{
737 activate ();
738
739 for (object *op = inv; op; op = op->below)
740 op->activate_recursive ();
741}
742
743/* This function removes object 'op' from the list of active
744 * objects.
745 * This should only be used for style maps or other such
746 * reference maps where you don't want an object that isn't
747 * in play chewing up cpu time getting processed.
748 * The reverse of this is to call update_ob_speed, which
749 * will do the right thing based on the speed of the object.
750 */
751void
752object::deactivate ()
753{
754 /* If not on the active list, nothing needs to be done */
755 if (!active ())
756 return;
757
758 if (active_prev == 0)
759 {
760 active_objects = active_next;
761 if (active_next)
762 active_next->active_prev = 0;
763 }
764 else
765 {
766 active_prev->active_next = active_next;
767 if (active_next)
768 active_next->active_prev = active_prev;
769 }
770
771 active_next = 0;
772 active_prev = 0;
773}
774
775void
776object::deactivate_recursive ()
777{
778 for (object *op = inv; op; op = op->below)
779 op->deactivate_recursive ();
780
781 deactivate ();
782}
783
784void
785object::set_flag_inv (int flag, int value)
786{
787 for (object *op = inv; op; op = op->below)
788 {
789 op->flag [flag] = value;
790 op->set_flag_inv (flag, value);
791 }
792}
793
794/*
795 * Remove and free all objects in the inventory of the given object.
796 * object.c ?
797 */
798void
799object::destroy_inv (bool drop_to_ground)
800{
801 // need to check first, because the checks below might segfault
802 // as we might be on an invalid mapspace and crossfire code
803 // is too buggy to ensure that the inventory is empty.
804 // corollary: if you create arrows etc. with stuff in tis inventory,
805 // cf will crash below with off-map x and y
806 if (!inv)
807 return;
808
809 /* Only if the space blocks everything do we not process -
810 * if some form of movement is allowed, let objects
811 * drop on that space.
1168 */ 812 */
1169 free(ob); 813 if (!drop_to_ground
1170#else 814 || !map
815 || map->in_memory != MAP_IN_MEMORY
816 || ms ().move_block == MOVE_ALL)
817 {
818 while (inv)
819 {
820 inv->destroy_inv (drop_to_ground);
821 inv->destroy ();
822 }
823 }
824 else
825 { /* Put objects in inventory onto this space */
826 while (inv)
827 {
828 object *op = inv;
1171 829
1172 /* Now link it with the free_objects list: */ 830 if (op->flag [FLAG_STARTEQUIP]
1173 ob->prev=NULL; 831 || op->flag [FLAG_NO_DROP]
1174 ob->next=free_objects; 832 || op->type == RUNE
1175 if(free_objects!=NULL) 833 || op->type == TRAP
1176 free_objects->prev=ob; 834 || op->flag [FLAG_IS_A_TEMPLATE])
1177 free_objects=ob; 835 op->destroy ();
1178 nroffreeobjects++; 836 else
1179#endif 837 map->insert (op, x, y);
838 }
839 }
1180} 840}
1181 841
1182/* 842object *object::create ()
1183 * count_free() returns the number of objects on the list of free objects. 843{
1184 */
1185
1186int count_free(void) {
1187 int i=0;
1188 object *tmp=free_objects; 844 object *op = new object;
1189 while(tmp!=NULL) 845 op->link ();
1190 tmp=tmp->next, i++;
1191 return i; 846 return op;
1192} 847}
1193 848
1194/* 849void
1195 * count_used() returns the number of objects on the list of used objects. 850object::do_destroy ()
1196 */ 851{
852 if (flag [FLAG_IS_LINKED])
853 remove_button_link (this);
1197 854
1198int count_used(void) { 855 if (flag [FLAG_FRIENDLY])
1199 int i=0; 856 remove_friendly_object (this);
1200 object *tmp=objects; 857
1201 while(tmp!=NULL) 858 if (!flag [FLAG_REMOVED])
1202 tmp=tmp->next, i++; 859 remove ();
860
861 if (flag [FLAG_FREED])
1203 return i; 862 return;
1204}
1205 863
1206/* 864 set_speed (0);
1207 * count_active() returns the number of objects on the list of active objects.
1208 */
1209 865
1210int count_active(void) { 866 flag [FLAG_FREED] = 1;
1211 int i=0; 867
1212 object *tmp=active_objects; 868 attachable::do_destroy ();
1213 while(tmp!=NULL) 869
1214 tmp=tmp->active_next, i++; 870 destroy_inv (true);
871 unlink ();
872
873 // hack to ensure that freed objects still have a valid map
874 {
875 static maptile *freed_map; // freed objects are moved here to avoid crashes
876
877 if (!freed_map)
878 {
879 freed_map = new maptile;
880
881 freed_map->name = "/internal/freed_objects_map";
882 freed_map->width = 3;
883 freed_map->height = 3;
884
885 freed_map->alloc ();
886 freed_map->in_memory = MAP_IN_MEMORY;
887 }
888
889 map = freed_map;
890 x = 1;
891 y = 1;
892 }
893
894 head = 0;
895
896 if (more)
897 {
898 more->destroy ();
899 more = 0;
900 }
901
902 // clear those pointers that likely might have circular references to us
903 owner = 0;
904 enemy = 0;
905 attacked_by = 0;
906
907 // only relevant for players(?), but make sure of it anyways
908 contr = 0;
909}
910
911void
912object::destroy (bool destroy_inventory)
913{
914 if (destroyed ())
1215 return i; 915 return;
916
917 if (destroy_inventory)
918 destroy_inv (false);
919
920 attachable::destroy ();
1216} 921}
1217 922
1218/* 923/*
1219 * sub_weight() recursively (outwards) subtracts a number from the 924 * sub_weight() recursively (outwards) subtracts a number from the
1220 * weight of an object (and what is carried by it's environment(s)). 925 * weight of an object (and what is carried by it's environment(s)).
1221 */ 926 */
1222 927void
1223void sub_weight (object *op, signed long weight) { 928sub_weight (object *op, signed long weight)
929{
1224 while (op != NULL) { 930 while (op != NULL)
931 {
1225 if (op->type == CONTAINER) { 932 if (op->type == CONTAINER)
1226 weight=(signed long)(weight*(100-op->stats.Str)/100); 933 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1227 } 934
1228 op->carrying-=weight; 935 op->carrying -= weight;
1229 op = op->env; 936 op = op->env;
1230 } 937 }
1231} 938}
1232 939
1233/* remove_ob(op): 940/* op->remove ():
1234 * This function removes the object op from the linked list of objects 941 * 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 942 * which it is currently tied to. When this function is done, the
1236 * object will have no environment. If the object previously had an 943 * object will have no environment. If the object previously had an
1237 * environment, the x and y coordinates will be updated to 944 * environment, the x and y coordinates will be updated to
1238 * the previous environment. 945 * the previous environment.
1239 * Beware: This function is called from the editor as well! 946 * Beware: This function is called from the editor as well!
1240 */ 947 */
1241 948void
1242void remove_ob(object *op) { 949object::remove ()
950{
1243 object *tmp,*last=NULL; 951 object *tmp, *last = 0;
1244 object *otmp; 952 object *otmp;
1245 tag_t tag;
1246 int check_walk_off;
1247 mapstruct *m;
1248 sint16 x,y;
1249
1250 953
1251 if(QUERY_FLAG(op,FLAG_REMOVED)) { 954 if (QUERY_FLAG (this, FLAG_REMOVED))
1252 dump_object(op); 955 return;
1253 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1254 956
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); 957 SET_FLAG (this, FLAG_REMOVED);
958 INVOKE_OBJECT (REMOVE, this);
1271 959
960 if (more)
961 more->remove ();
962
1272 /* 963 /*
1273 * In this case, the object to be removed is in someones 964 * In this case, the object to be removed is in someones
1274 * inventory. 965 * inventory.
1275 */ 966 */
1276 if(op->env!=NULL) { 967 if (env)
1277 if(op->nrof) 968 {
969 if (nrof)
1278 sub_weight(op->env, op->weight*op->nrof); 970 sub_weight (env, weight * nrof);
1279 else 971 else
1280 sub_weight(op->env, op->weight+op->carrying); 972 sub_weight (env, weight + carrying);
1281 973
1282 /* NO_FIX_PLAYER is set when a great many changes are being 974 /* NO_FIX_PLAYER is set when a great many changes are being
1283 * made to players inventory. If set, avoiding the call 975 * made to players inventory. If set, avoiding the call
1284 * to save cpu time. 976 * to save cpu time.
1285 */ 977 */
1286 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 978 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1287 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 979 otmp->update_stats ();
1288 fix_player(otmp);
1289 980
1290 if(op->above!=NULL) 981 if (above)
1291 op->above->below=op->below; 982 above->below = below;
1292 else 983 else
1293 op->env->inv=op->below; 984 env->inv = below;
1294 985
1295 if(op->below!=NULL) 986 if (below)
1296 op->below->above=op->above; 987 below->above = above;
1297 988
1298 /* we set up values so that it could be inserted into 989 /* we set up values so that it could be inserted into
1299 * the map, but we don't actually do that - it is up 990 * the map, but we don't actually do that - it is up
1300 * to the caller to decide what we want to do. 991 * to the caller to decide what we want to do.
1301 */
1302 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;
1305 op->above=NULL,op->below=NULL;
1306 op->env=NULL;
1307 return;
1308 }
1309
1310 /* If we get here, we are removing it from a map */
1311 if (op->map == NULL) return;
1312
1313 x = op->x;
1314 y = op->y;
1315 m = get_map_from_coord(op->map, &x, &y);
1316
1317 if (!m) {
1318 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1319 op->map->path, op->x, op->y);
1320 /* in old days, we used to set x and y to 0 and continue.
1321 * it seems if we get into this case, something is probablye
1322 * screwed up and should be fixed.
1323 */
1324 abort();
1325 }
1326 if (op->map != m) {
1327 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1328 op->map->path, m->path, op->x, op->y, x, y);
1329 }
1330
1331 /* Re did the following section of code - it looks like it had
1332 * lots of logic for things we no longer care about
1333 */ 992 */
993 x = env->x, y = env->y;
994 map = env->map;
995 above = 0, below = 0;
996 env = 0;
997 }
998 else if (map)
999 {
1000 if (type == PLAYER)
1001 {
1002 --map->players;
1003 map->touch ();
1004 }
1334 1005
1006 map->dirty = true;
1007
1335 /* link the object above us */ 1008 /* link the object above us */
1336 if (op->above) 1009 if (above)
1337 op->above->below=op->below; 1010 above->below = below;
1338 else 1011 else
1339 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */ 1012 map->at (x, y).top = below; /* we were top, set new top */
1340 1013
1341 /* Relink the object below us, if there is one */ 1014 /* Relink the object below us, if there is one */
1342 if(op->below) { 1015 if (below)
1343 op->below->above=op->above; 1016 below->above = above;
1344 } else { 1017 else
1018 {
1345 /* Nothing below, which means we need to relink map object for this space 1019 /* 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 1020 * use translated coordinates in case some oddness with map tiling is
1347 * evident 1021 * evident
1348 */ 1022 */
1349 if(GET_MAP_OB(m,x,y)!=op) { 1023 if (GET_MAP_OB (map, x, y) != this)
1350 dump_object(op); 1024 {
1025 char *dump = dump_object (this);
1026 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); 1027 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1352 dump_object(GET_MAP_OB(m,x,y)); 1028 free (dump);
1353 LOG(llevError,"%s\n",errmsg); 1029 dump = dump_object (GET_MAP_OB (map, x, y));
1354 } 1030 LOG (llevError, "%s\n", dump);
1355 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 1031 free (dump);
1356 } 1032 }
1357 op->above=NULL;
1358 op->below=NULL;
1359 1033
1034 map->at (x, y).bot = above; /* goes on above it. */
1035 }
1036
1037 above = 0;
1038 below = 0;
1039
1360 if (op->map->in_memory == MAP_SAVING) 1040 if (map->in_memory == MAP_SAVING)
1361 return; 1041 return;
1362 1042
1363 tag = op->count; 1043 int check_walk_off = !flag [FLAG_NO_APPLY];
1364 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1044
1365 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1045 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1046 {
1366 /* No point updating the players look faces if he is the object 1047 /* No point updating the players look faces if he is the object
1367 * being removed. 1048 * being removed.
1368 */ 1049 */
1369 1050
1370 if(tmp->type==PLAYER && tmp!=op) { 1051 if (tmp->type == PLAYER && tmp != this)
1052 {
1371 /* If a container that the player is currently using somehow gets 1053 /* If a container that the player is currently using somehow gets
1372 * removed (most likely destroyed), update the player view 1054 * removed (most likely destroyed), update the player view
1373 * appropriately. 1055 * appropriately.
1374 */ 1056 */
1375 if (tmp->container==op) { 1057 if (tmp->container == this)
1376 CLEAR_FLAG(op, FLAG_APPLIED); 1058 {
1377 tmp->container=NULL; 1059 flag [FLAG_APPLIED] = 0;
1378 } 1060 tmp->container = 0;
1379 tmp->contr->socket.update_look=1; 1061 }
1380 } 1062
1063 if (tmp->contr->ns)
1064 tmp->contr->ns->floorbox_update ();
1065 }
1066
1381 /* See if player moving off should effect something */ 1067 /* See if object moving off should effect something */
1382 if (check_walk_off && ((op->move_type & tmp->move_off) && 1068 if (check_walk_off
1069 && ((move_type & tmp->move_off)
1383 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1070 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1071 {
1072 move_apply (tmp, this, 0);
1384 1073
1385 move_apply(tmp, op, NULL); 1074 if (destroyed ())
1386 if (was_destroyed (op, tag)) { 1075 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1387 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1076 }
1388 "leaving object\n", tmp->name, tmp->arch->name);
1389 }
1390 }
1391 1077
1392 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1078 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1393 1079 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1394 if(tmp->above == tmp) 1080 if (tmp->above == tmp)
1395 tmp->above = NULL; 1081 tmp->above = 0;
1396 last=tmp; 1082
1397 } 1083 last = tmp;
1084 }
1085
1398 /* last == NULL of there are no objects on this space */ 1086 /* last == NULL if there are no objects on this space */
1399 if (last==NULL) { 1087 //TODO: this makes little sense, why only update the topmost object?
1400 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1088 if (!last)
1401 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1089 map->at (x, y).flags_ = 0;
1402 * those out anyways, and if there are any flags set right now, they won't
1403 * be correct anyways.
1404 */
1405 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1406 update_position(op->map, op->x, op->y);
1407 }
1408 else 1090 else
1409 update_object(last, UP_OBJ_REMOVE); 1091 update_object (last, UP_OBJ_REMOVE);
1410 1092
1411 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1093 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1412 update_all_los(op->map, op->x, op->y); 1094 update_all_los (map, x, y);
1413 1095 }
1414} 1096}
1415 1097
1416/* 1098/*
1417 * merge_ob(op,top): 1099 * merge_ob(op,top):
1418 * 1100 *
1419 * This function goes through all objects below and including top, and 1101 * This function goes through all objects below and including top, and
1420 * merges op to the first matching object. 1102 * merges op to the first matching object.
1421 * If top is NULL, it is calculated. 1103 * If top is NULL, it is calculated.
1422 * Returns pointer to object if it succeded in the merge, otherwise NULL 1104 * Returns pointer to object if it succeded in the merge, otherwise NULL
1423 */ 1105 */
1424 1106object *
1425object *merge_ob(object *op, object *top) { 1107merge_ob (object *op, object *top)
1108{
1426 if(!op->nrof) 1109 if (!op->nrof)
1427 return 0; 1110 return 0;
1428 if(top==NULL) 1111
1112 if (top)
1429 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1113 for (top = op; top && top->above; top = top->above)
1114 ;
1115
1430 for(;top!=NULL;top=top->below) { 1116 for (; top; top = top->below)
1117 {
1431 if(top==op) 1118 if (top == op)
1432 continue; 1119 continue;
1433 if (CAN_MERGE(op,top)) 1120
1434 { 1121 if (object::can_merge (op, top))
1122 {
1435 top->nrof+=op->nrof; 1123 top->nrof += op->nrof;
1124
1436/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1125/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1437 op->weight = 0; /* Don't want any adjustements now */ 1126 op->weight = 0; /* Don't want any adjustements now */
1438 remove_ob(op); 1127 op->destroy ();
1439 free_object(op);
1440 return top; 1128 return top;
1441 } 1129 }
1442 } 1130 }
1131
1443 return NULL; 1132 return 0;
1444} 1133}
1445 1134
1446/* 1135/*
1447 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1136 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1448 * job preparing multi-part monsters 1137 * job preparing multi-part monsters
1449 */ 1138 */
1139object *
1450object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1140insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1451 object* tmp; 1141{
1452 if (op->head) 1142 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1453 op=op->head; 1143 {
1454 for (tmp=op;tmp;tmp=tmp->more){
1455 tmp->x=x+tmp->arch->clone.x; 1144 tmp->x = x + tmp->arch->clone.x;
1456 tmp->y=y+tmp->arch->clone.y; 1145 tmp->y = y + tmp->arch->clone.y;
1457 } 1146 }
1147
1458 return insert_ob_in_map (op, m, originator, flag); 1148 return insert_ob_in_map (op, m, originator, flag);
1459} 1149}
1460 1150
1461/* 1151/*
1462 * insert_ob_in_map (op, map, originator, flag): 1152 * insert_ob_in_map (op, map, originator, flag):
1463 * This function inserts the object in the two-way linked list 1153 * This function inserts the object in the two-way linked list
1476 * Return value: 1166 * Return value:
1477 * new object if 'op' was merged with other object 1167 * new object if 'op' was merged with other object
1478 * NULL if 'op' was destroyed 1168 * NULL if 'op' was destroyed
1479 * just 'op' otherwise 1169 * just 'op' otherwise
1480 */ 1170 */
1481 1171object *
1482object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1172insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1483{ 1173{
1484 object *tmp, *top, *floor=NULL; 1174 object *tmp, *top, *floor = NULL;
1485 sint16 x,y; 1175 sint16 x, y;
1486 1176
1487 if (QUERY_FLAG (op, FLAG_FREED)) { 1177 if (QUERY_FLAG (op, FLAG_FREED))
1178 {
1488 LOG (llevError, "Trying to insert freed object!\n"); 1179 LOG (llevError, "Trying to insert freed object!\n");
1489 return NULL; 1180 return NULL;
1181 }
1182
1183 if (!m)
1490 } 1184 {
1491 if(m==NULL) { 1185 char *dump = dump_object (op);
1492 dump_object(op);
1493 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1186 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1494 return op; 1187 free (dump);
1188 return op;
1495 } 1189 }
1190
1496 if(out_of_map(m,op->x,op->y)) { 1191 if (out_of_map (m, op->x, op->y))
1497 dump_object(op); 1192 {
1193 char *dump = dump_object (op);
1498 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1194 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1499#ifdef MANY_CORES 1195#ifdef MANY_CORES
1500 /* Better to catch this here, as otherwise the next use of this object 1196 /* 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 1197 * is likely to cause a crash. Better to find out where it is getting
1502 * improperly inserted. 1198 * improperly inserted.
1503 */ 1199 */
1504 abort(); 1200 abort ();
1505#endif 1201#endif
1506 return op; 1202 free (dump);
1203 return op;
1507 } 1204 }
1205
1508 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1206 if (!QUERY_FLAG (op, FLAG_REMOVED))
1509 dump_object(op); 1207 {
1208 char *dump = dump_object (op);
1510 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1209 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1511 return op; 1210 free (dump);
1211 return op;
1212 }
1213
1214 if (op->more)
1512 } 1215 {
1513 if(op->more!=NULL) {
1514 /* The part may be on a different map. */ 1216 /* The part may be on a different map. */
1515 1217
1516 object *more = op->more; 1218 object *more = op->more;
1517 1219
1518 /* We really need the caller to normalize coordinates - if 1220 /* We really need the caller to normalise coordinates - if
1519 * we set the map, that doesn't work if the location is within 1221 * 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 1222 * a map and this is straddling an edge. So only if coordinate
1521 * is clear wrong do we normalize it. 1223 * is clear wrong do we normalise it.
1522 */ 1224 */
1523 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1225 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); 1226 more->map = get_map_from_coord (m, &more->x, &more->y);
1528 } else if (!more->map) { 1227 else if (!more->map)
1228 {
1529 /* For backwards compatibility - when not dealing with tiled maps, 1229 /* For backwards compatibility - when not dealing with tiled maps,
1530 * more->map should always point to the parent. 1230 * more->map should always point to the parent.
1531 */ 1231 */
1532 more->map = m; 1232 more->map = m;
1533 } 1233 }
1534 1234
1535 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1235 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1236 {
1536 if ( ! op->head) 1237 if (!op->head)
1537 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1238 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1538 return NULL; 1239
1539 } 1240 return 0;
1241 }
1540 } 1242 }
1243
1541 CLEAR_FLAG(op,FLAG_REMOVED); 1244 CLEAR_FLAG (op, FLAG_REMOVED);
1542 1245
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 1246 /* 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 1247 * of areas of callers (eg, anything that uses find_free_spot would now
1549 * need extra work 1248 * need extra work
1550 */ 1249 */
1551 op->map=get_map_from_coord(m, &op->x, &op->y); 1250 op->map = get_map_from_coord (m, &op->x, &op->y);
1552 x = op->x; 1251 x = op->x;
1553 y = op->y; 1252 y = op->y;
1554 1253
1555 /* this has to be done after we translate the coordinates. 1254 /* this has to be done after we translate the coordinates.
1556 */ 1255 */
1557 if(op->nrof && !(flag & INS_NO_MERGE)) { 1256 if (op->nrof && !(flag & INS_NO_MERGE))
1558 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1257 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1559 if (CAN_MERGE(op,tmp)) { 1258 if (object::can_merge (op, tmp))
1560 op->nrof+=tmp->nrof; 1259 {
1561 remove_ob(tmp); 1260 op->nrof += tmp->nrof;
1562 free_object(tmp); 1261 tmp->destroy ();
1563 } 1262 }
1564 }
1565 1263
1566 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1264 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1567 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1265 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1266
1568 if (!QUERY_FLAG(op, FLAG_ALIVE)) 1267 if (!QUERY_FLAG (op, FLAG_ALIVE))
1569 CLEAR_FLAG(op, FLAG_NO_STEAL); 1268 CLEAR_FLAG (op, FLAG_NO_STEAL);
1570 1269
1571 if (flag & INS_BELOW_ORIGINATOR) { 1270 if (flag & INS_BELOW_ORIGINATOR)
1271 {
1572 if (originator->map != op->map || originator->x != op->x || 1272 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1573 originator->y != op->y) { 1273 {
1574 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1274 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1575 abort(); 1275 abort ();
1576 } 1276 }
1277
1577 op->above = originator; 1278 op->above = originator;
1578 op->below = originator->below; 1279 op->below = originator->below;
1579 if (op->below) op->below->above = op; 1280
1580 else SET_MAP_OB(op->map, op->x, op->y, op); 1281 if (op->below)
1282 op->below->above = op;
1283 else
1284 op->ms ().bot = op;
1285
1581 /* since *below* originator, no need to update top */ 1286 /* since *below* originator, no need to update top */
1582 originator->below = op; 1287 originator->below = op;
1583 } else { 1288 }
1289 else
1290 {
1584 /* If there are other objects, then */ 1291 /* If there are other objects, then */
1585 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) { 1292 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1586 object *last=NULL; 1293 {
1587 /* 1294 object *last = 0;
1295
1296 /*
1588 * If there are multiple objects on this space, we do some trickier handling. 1297 * If there are multiple objects on this space, we do some trickier handling.
1589 * We've already dealt with merging if appropriate. 1298 * We've already dealt with merging if appropriate.
1590 * Generally, we want to put the new object on top. But if 1299 * Generally, we want to put the new object on top. But if
1591 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1300 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1592 * floor, we want to insert above that and no further. 1301 * floor, we want to insert above that and no further.
1593 * Also, if there are spell objects on this space, we stop processing 1302 * 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 1303 * 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 1304 * 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 1305 * when lots of spells are cast in one area. Currently, it is presumed
1597 * that flying non pickable objects are spell objects. 1306 * that flying non pickable objects are spell objects.
1598 */ 1307 */
1308 while (top)
1309 {
1310 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1311 floor = top;
1599 1312
1600 while (top != NULL) { 1313 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1601 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1602 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1603 if (QUERY_FLAG(top, FLAG_NO_PICK)
1604 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1605 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1606 { 1314 {
1607 /* We insert above top, so we want this object below this */ 1315 /* We insert above top, so we want this object below this */
1608 top=top->below; 1316 top = top->below;
1609 break; 1317 break;
1610 } 1318 }
1611 last = top; 1319
1612 top = top->above; 1320 last = top;
1613 } 1321 top = top->above;
1322 }
1323
1614 /* Don't want top to be NULL, so set it to the last valid object */ 1324 /* Don't want top to be NULL, so set it to the last valid object */
1615 top = last; 1325 top = last;
1616 1326
1617 /* We let update_position deal with figuring out what the space 1327 /* We let update_position deal with figuring out what the space
1618 * looks like instead of lots of conditions here. 1328 * looks like instead of lots of conditions here.
1619 * makes things faster, and effectively the same result. 1329 * makes things faster, and effectively the same result.
1620 */ 1330 */
1621 1331
1622 /* Have object 'fall below' other objects that block view. 1332 /* Have object 'fall below' other objects that block view.
1623 * Unless those objects are exits, type 66 1333 * Unless those objects are exits, type 66
1624 * If INS_ON_TOP is used, don't do this processing 1334 * If INS_ON_TOP is used, don't do this processing
1625 * Need to find the object that in fact blocks view, otherwise 1335 * Need to find the object that in fact blocks view, otherwise
1626 * stacking is a bit odd. 1336 * stacking is a bit odd.
1627 */ 1337 */
1628 if (!(flag & INS_ON_TOP) && 1338 if (!(flag & INS_ON_TOP) &&
1629 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && 1339 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1630 (op->face && !op->face->visibility)) { 1340 {
1631 for (last=top; last != floor; last=last->below) 1341 for (last = top; last != floor; last = last->below)
1632 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break; 1342 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1343 break;
1633 /* Check to see if we found the object that blocks view, 1344 /* Check to see if we found the object that blocks view,
1634 * and make sure we have a below pointer for it so that 1345 * and make sure we have a below pointer for it so that
1635 * we can get inserted below this one, which requires we 1346 * we can get inserted below this one, which requires we
1636 * set top to the object below us. 1347 * set top to the object below us.
1637 */ 1348 */
1638 if (last && last->below && last != floor) top=last->below; 1349 if (last && last->below && last != floor)
1639 } 1350 top = last->below;
1640 } /* If objects on this space */ 1351 }
1352 } /* If objects on this space */
1353
1641 if (flag & INS_MAP_LOAD) 1354 if (flag & INS_MAP_LOAD)
1642 top = GET_MAP_TOP(op->map,op->x,op->y); 1355 top = GET_MAP_TOP (op->map, op->x, op->y);
1356
1643 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1357 if (flag & INS_ABOVE_FLOOR_ONLY)
1358 top = floor;
1644 1359
1645 /* Top is the object that our object (op) is going to get inserted above. 1360 /* Top is the object that our object (op) is going to get inserted above.
1646 */ 1361 */
1647 1362
1648 /* First object on this space */ 1363 /* First object on this space */
1649 if (!top) { 1364 if (!top)
1365 {
1650 op->above = GET_MAP_OB(op->map, op->x, op->y); 1366 op->above = GET_MAP_OB (op->map, op->x, op->y);
1651 if (op->above) op->above->below = op; 1367
1652 op->below = NULL; 1368 if (op->above)
1653 SET_MAP_OB(op->map, op->x, op->y, op); 1369 op->above->below = op;
1654 } else { /* get inserted into the stack above top */ 1370
1371 op->below = 0;
1372 op->ms ().bot = op;
1373 }
1374 else
1375 { /* get inserted into the stack above top */
1655 op->above = top->above; 1376 op->above = top->above;
1656 if (op->above) op->above->below = op; 1377
1378 if (op->above)
1379 op->above->below = op;
1380
1657 op->below = top; 1381 op->below = top;
1658 top->above = op; 1382 top->above = op;
1659 } 1383 }
1660 if (op->above==NULL) 1384
1661 SET_MAP_TOP(op->map,op->x, op->y, op); 1385 if (!op->above)
1386 op->ms ().top = op;
1662 } /* else not INS_BELOW_ORIGINATOR */ 1387 } /* else not INS_BELOW_ORIGINATOR */
1663 1388
1664 if(op->type==PLAYER) 1389 if (op->type == PLAYER)
1390 {
1665 op->contr->do_los=1; 1391 op->contr->do_los = 1;
1392 ++op->map->players;
1393 op->map->touch ();
1394 }
1666 1395
1396 op->map->dirty = true;
1397
1667 /* If we have a floor, we know the player, if any, will be above 1398 /* 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. 1399 * it, so save a few ticks and start from there.
1669 */ 1400 */
1670 if (!(flag & INS_MAP_LOAD)) 1401 if (!(flag & INS_MAP_LOAD))
1671 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1402 if (object *pl = op->ms ().player ())
1672 if (tmp->type == PLAYER) 1403 if (pl->contr->ns)
1673 tmp->contr->socket.update_look=1; 1404 pl->contr->ns->floorbox_update ();
1674 }
1675 1405
1676 /* If this object glows, it may affect lighting conditions that are 1406 /* If this object glows, it may affect lighting conditions that are
1677 * visible to others on this map. But update_all_los is really 1407 * 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 1408 * 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 1409 * on the map will get recalculated. The players could very well
1680 * be far away from this change and not affected in any way - 1410 * be far away from this change and not affected in any way -
1681 * this should get redone to only look for players within range, 1411 * this should get redone to only look for players within range,
1682 * or just updating the P_NEED_UPDATE for spaces within this area 1412 * or just updating the P_UPTODATE for spaces within this area
1683 * of effect may be sufficient. 1413 * of effect may be sufficient.
1684 */ 1414 */
1685 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1415 if (op->map->darkness && (op->glow_radius != 0))
1686 update_all_los(op->map, op->x, op->y); 1416 update_all_los (op->map, op->x, op->y);
1687 1417
1688
1689 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1418 /* updates flags (blocked, alive, no magic, etc) for this map space */
1690 update_object(op,UP_OBJ_INSERT); 1419 update_object (op, UP_OBJ_INSERT);
1691 1420
1421 INVOKE_OBJECT (INSERT, op);
1692 1422
1693 /* Don't know if moving this to the end will break anything. However, 1423 /* 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. 1424 * we want to have floorbox_update called before calling this.
1695 * 1425 *
1696 * check_move_on() must be after this because code called from 1426 * check_move_on() must be after this because code called from
1697 * check_move_on() depends on correct map flags (so functions like 1427 * check_move_on() depends on correct map flags (so functions like
1698 * blocked() and wall() work properly), and these flags are updated by 1428 * blocked() and wall() work properly), and these flags are updated by
1699 * update_object(). 1429 * update_object().
1700 */ 1430 */
1701 1431
1702 /* if this is not the head or flag has been passed, don't check walk on status */ 1432 /* 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) { 1433 if (!(flag & INS_NO_WALK_ON) && !op->head)
1434 {
1705 if (check_move_on(op, originator)) 1435 if (check_move_on (op, originator))
1706 return NULL; 1436 return 0;
1707 1437
1708 /* If we are a multi part object, lets work our way through the check 1438 /* If we are a multi part object, lets work our way through the check
1709 * walk on's. 1439 * walk on's.
1710 */ 1440 */
1711 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1441 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1712 if (check_move_on (tmp, originator)) 1442 if (check_move_on (tmp, originator))
1713 return NULL; 1443 return 0;
1714 } 1444 }
1445
1715 return op; 1446 return op;
1716} 1447}
1717 1448
1718/* this function inserts an object in the map, but if it 1449/* 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. 1450 * 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. 1451 * op is the object to insert it under: supplies x and the map.
1721 */ 1452 */
1453void
1722void replace_insert_ob_in_map(const char *arch_string, object *op) { 1454replace_insert_ob_in_map (const char *arch_string, object *op)
1723 object *tmp; 1455{
1724 object *tmp1; 1456 object *tmp, *tmp1;
1725 1457
1726 /* first search for itself and remove any old instances */ 1458 /* first search for itself and remove any old instances */
1727 1459
1728 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1460 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1729 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1461 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1730 remove_ob(tmp); 1462 tmp->destroy ();
1731 free_object(tmp);
1732 }
1733 }
1734 1463
1735 tmp1=arch_to_object(find_archetype(arch_string)); 1464 tmp1 = arch_to_object (archetype::find (arch_string));
1736 1465
1737 1466 tmp1->x = op->x;
1738 tmp1->x = op->x; tmp1->y = op->y; 1467 tmp1->y = op->y;
1739 insert_ob_in_map(tmp1,op->map,op,0); 1468 insert_ob_in_map (tmp1, op->map, op, 0);
1740} 1469}
1470
1471object *
1472object::insert_at (object *where, object *originator, int flags)
1473{
1474 where->map->insert (this, where->x, where->y, originator, flags);
1475}
1741 1476
1742/* 1477/*
1743 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1478 * 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 1479 * is returned contains nr objects, and the remaining parts contains
1745 * the rest (or is removed and freed if that number is 0). 1480 * the rest (or is removed and freed if that number is 0).
1746 * On failure, NULL is returned, and the reason put into the 1481 * On failure, NULL is returned, and the reason put into the
1747 * global static errmsg array. 1482 * global static errmsg array.
1748 */ 1483 */
1749 1484object *
1750object *get_split_ob(object *orig_ob, uint32 nr) { 1485get_split_ob (object *orig_ob, uint32 nr)
1486{
1751 object *newob; 1487 object *newob;
1752 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1488 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1753 1489
1754 if(orig_ob->nrof<nr) { 1490 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 } 1491 {
1492 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1493 return NULL;
1494 }
1495
1759 newob = object_create_clone(orig_ob); 1496 newob = object_create_clone (orig_ob);
1497
1760 if((orig_ob->nrof-=nr)<1) { 1498 if ((orig_ob->nrof -= nr) < 1)
1761 if ( ! is_removed) 1499 orig_ob->destroy (1);
1762 remove_ob(orig_ob);
1763 free_object2(orig_ob, 1);
1764 }
1765 else if ( ! is_removed) { 1500 else if (!is_removed)
1501 {
1766 if(orig_ob->env!=NULL) 1502 if (orig_ob->env != NULL)
1767 sub_weight (orig_ob->env,orig_ob->weight*nr); 1503 sub_weight (orig_ob->env, orig_ob->weight * nr);
1768 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1504 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1505 {
1769 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1506 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"); 1507 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1772 return NULL; 1508 return NULL;
1773 } 1509 }
1774 } 1510 }
1511
1775 newob->nrof=nr; 1512 newob->nrof = nr;
1776 1513
1777 return newob; 1514 return newob;
1778} 1515}
1779 1516
1780/* 1517/*
1781 * decrease_ob_nr(object, number) decreases a specified number from 1518 * decrease_ob_nr(object, number) decreases a specified number from
1782 * the amount of an object. If the amount reaches 0, the object 1519 * the amount of an object. If the amount reaches 0, the object
1783 * is subsequently removed and freed. 1520 * is subsequently removed and freed.
1784 * 1521 *
1785 * Return value: 'op' if something is left, NULL if the amount reached 0 1522 * Return value: 'op' if something is left, NULL if the amount reached 0
1786 */ 1523 */
1787 1524
1525object *
1788object *decrease_ob_nr (object *op, uint32 i) 1526decrease_ob_nr (object *op, uint32 i)
1789{ 1527{
1790 object *tmp; 1528 object *tmp;
1791 player *pl;
1792 1529
1793 if (i == 0) /* objects with op->nrof require this check */ 1530 if (i == 0) /* objects with op->nrof require this check */
1794 return op; 1531 return op;
1795 1532
1796 if (i > op->nrof) 1533 if (i > op->nrof)
1797 i = op->nrof; 1534 i = op->nrof;
1798 1535
1799 if (QUERY_FLAG (op, FLAG_REMOVED)) 1536 if (QUERY_FLAG (op, FLAG_REMOVED))
1537 op->nrof -= i;
1538 else if (op->env)
1539 {
1540 /* is this object in the players inventory, or sub container
1541 * therein?
1542 */
1543 tmp = op->in_player ();
1544 /* nope. Is this a container the player has opened?
1545 * If so, set tmp to that player.
1546 * IMO, searching through all the players will mostly
1547 * likely be quicker than following op->env to the map,
1548 * and then searching the map for a player.
1549 */
1550 if (!tmp)
1551 for_all_players (pl)
1552 if (pl->ob->container == op->env)
1553 {
1554 tmp = pl->ob;
1555 break;
1556 }
1557
1558 if (i < op->nrof)
1559 {
1560 sub_weight (op->env, op->weight * i);
1561 op->nrof -= i;
1562 if (tmp)
1563 esrv_send_item (tmp, op);
1564 }
1565 else
1566 {
1567 op->remove ();
1568 op->nrof = 0;
1569 if (tmp)
1570 esrv_del_item (tmp->contr, op->count);
1571 }
1800 { 1572 }
1573 else
1574 {
1575 object *above = op->above;
1576
1577 if (i < op->nrof)
1801 op->nrof -= i; 1578 op->nrof -= i;
1802 } 1579 else
1803 else if (op->env != NULL) 1580 {
1804 { 1581 op->remove ();
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; 1582 op->nrof = 0;
1583 }
1584
1585 /* Since we just removed op, op->above is null */
1586 for (tmp = above; tmp; tmp = tmp->above)
1587 if (tmp->type == PLAYER)
1588 {
1825 if (tmp) { 1589 if (op->nrof)
1826 esrv_send_item(tmp, op); 1590 esrv_send_item (tmp, op);
1827 } 1591 else
1828 } else {
1829 remove_ob (op);
1830 op->nrof = 0;
1831 if (tmp) {
1832 esrv_del_item(tmp->contr, op->count); 1592 esrv_del_item (tmp->contr, op->count);
1833 } 1593 }
1834 }
1835 }
1836 else
1837 { 1594 }
1838 object *above = op->above;
1839 1595
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 */
1847 for (tmp = above; tmp != NULL; tmp = tmp->above)
1848 if (tmp->type == PLAYER) {
1849 if (op->nrof)
1850 esrv_send_item(tmp, op);
1851 else
1852 esrv_del_item(tmp->contr, op->count);
1853 }
1854 }
1855
1856 if (op->nrof) { 1596 if (op->nrof)
1857 return op; 1597 return op;
1858 } else { 1598 else
1859 free_object (op); 1599 {
1600 op->destroy ();
1860 return NULL; 1601 return 0;
1861 } 1602 }
1862} 1603}
1863 1604
1864/* 1605/*
1865 * add_weight(object, weight) adds the specified weight to an object, 1606 * add_weight(object, weight) adds the specified weight to an object,
1866 * and also updates how much the environment(s) is/are carrying. 1607 * and also updates how much the environment(s) is/are carrying.
1867 */ 1608 */
1868 1609
1610void
1869void add_weight (object *op, signed long weight) { 1611add_weight (object *op, signed long weight)
1612{
1870 while (op!=NULL) { 1613 while (op != NULL)
1614 {
1871 if (op->type == CONTAINER) { 1615 if (op->type == CONTAINER)
1872 weight=(signed long)(weight*(100-op->stats.Str)/100); 1616 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1873 } 1617
1874 op->carrying+=weight; 1618 op->carrying += weight;
1875 op=op->env; 1619 op = op->env;
1876 } 1620 }
1877} 1621}
1878 1622
1623object *
1624insert_ob_in_ob (object *op, object *where)
1625{
1626 if (!where)
1627 {
1628 char *dump = dump_object (op);
1629 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1630 free (dump);
1631 return op;
1632 }
1633
1634 if (where->head)
1635 {
1636 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1637 where = where->head;
1638 }
1639
1640 return where->insert (op);
1641}
1642
1879/* 1643/*
1880 * insert_ob_in_ob(op,environment): 1644 * env->insert (op)
1881 * This function inserts the object op in the linked list 1645 * This function inserts the object op in the linked list
1882 * inside the object environment. 1646 * inside the object environment.
1883 * 1647 *
1884 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1885 * the inventory at the last position or next to other objects of the same
1886 * type.
1887 * Frank: Now sorted by type, archetype and magic!
1888 *
1889 * The function returns now pointer to inserted item, and return value can 1648 * The function returns now pointer to inserted item, and return value can
1890 * be != op, if items are merged. -Tero 1649 * be != op, if items are merged. -Tero
1891 */ 1650 */
1892 1651
1893object *insert_ob_in_ob(object *op,object *where) { 1652object *
1653object::insert (object *op)
1654{
1894 object *tmp, *otmp; 1655 object *tmp, *otmp;
1895 1656
1896 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1657 if (!QUERY_FLAG (op, FLAG_REMOVED))
1897 dump_object(op); 1658 op->remove ();
1898 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1659
1899 return op;
1900 }
1901 if(where==NULL) {
1902 dump_object(op);
1903 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1904 return op;
1905 }
1906 if (where->head) {
1907 LOG(llevDebug,
1908 "Warning: Tried to insert object wrong part of multipart object.\n");
1909 where = where->head;
1910 }
1911 if (op->more) { 1660 if (op->more)
1661 {
1912 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1662 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1913 op->name, op->count);
1914 return op; 1663 return op;
1915 } 1664 }
1665
1916 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1666 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1917 CLEAR_FLAG(op, FLAG_REMOVED); 1667 CLEAR_FLAG (op, FLAG_REMOVED);
1918 if(op->nrof) { 1668 if (op->nrof)
1669 {
1919 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1670 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1920 if ( CAN_MERGE(tmp,op) ) { 1671 if (object::can_merge (tmp, op))
1672 {
1921 /* return the original object and remove inserted object 1673 /* return the original object and remove inserted object
1922 (client needs the original object) */ 1674 (client needs the original object) */
1923 tmp->nrof += op->nrof; 1675 tmp->nrof += op->nrof;
1924 /* Weight handling gets pretty funky. Since we are adding to 1676 /* Weight handling gets pretty funky. Since we are adding to
1925 * tmp->nrof, we need to increase the weight. 1677 * tmp->nrof, we need to increase the weight.
1926 */ 1678 */
1927 add_weight (where, op->weight*op->nrof); 1679 add_weight (this, op->weight * op->nrof);
1928 SET_FLAG(op, FLAG_REMOVED); 1680 SET_FLAG (op, FLAG_REMOVED);
1929 free_object(op); /* free the inserted object */ 1681 op->destroy (); /* free the inserted object */
1930 op = tmp; 1682 op = tmp;
1931 remove_ob (op); /* and fix old object's links */ 1683 op->remove (); /* and fix old object's links */
1932 CLEAR_FLAG(op, FLAG_REMOVED); 1684 CLEAR_FLAG (op, FLAG_REMOVED);
1933 break; 1685 break;
1934 } 1686 }
1935 1687
1936 /* I assume combined objects have no inventory 1688 /* I assume combined objects have no inventory
1937 * We add the weight - this object could have just been removed 1689 * We add the weight - this object could have just been removed
1938 * (if it was possible to merge). calling remove_ob will subtract 1690 * (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 1691 * the weight, so we need to add it in again, since we actually do
1940 * the linking below 1692 * the linking below
1941 */ 1693 */
1942 add_weight (where, op->weight*op->nrof); 1694 add_weight (this, op->weight * op->nrof);
1695 }
1943 } else 1696 else
1944 add_weight (where, (op->weight+op->carrying)); 1697 add_weight (this, (op->weight + op->carrying));
1945 1698
1946 otmp=is_player_inv(where); 1699 otmp = this->in_player ();
1947 if (otmp&&otmp->contr!=NULL) { 1700 if (otmp && otmp->contr)
1948 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1701 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1949 fix_player(otmp); 1702 otmp->update_stats ();
1950 }
1951 1703
1952 op->map=NULL; 1704 op->map = 0;
1953 op->env=where; 1705 op->env = this;
1954 op->above=NULL; 1706 op->above = 0;
1955 op->below=NULL; 1707 op->below = 0;
1956 op->x=0,op->y=0; 1708 op->x = 0, op->y = 0;
1957 op->ox=0,op->oy=0;
1958 1709
1959 /* reset the light list and los of the players on the map */ 1710 /* reset the light list and los of the players on the map */
1960 if((op->glow_radius!=0)&&where->map) 1711 if ((op->glow_radius != 0) && map)
1961 { 1712 {
1962#ifdef DEBUG_LIGHTS 1713#ifdef DEBUG_LIGHTS
1963 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1714 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1964 op->name);
1965#endif /* DEBUG_LIGHTS */ 1715#endif /* DEBUG_LIGHTS */
1966 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1716 if (map->darkness)
1717 update_all_los (map, x, y);
1967 } 1718 }
1968 1719
1969 /* Client has no idea of ordering so lets not bother ordering it here. 1720 /* Client has no idea of ordering so lets not bother ordering it here.
1970 * It sure simplifies this function... 1721 * It sure simplifies this function...
1971 */ 1722 */
1972 if (where->inv==NULL) 1723 if (!inv)
1973 where->inv=op; 1724 inv = op;
1974 else { 1725 else
1726 {
1975 op->below = where->inv; 1727 op->below = inv;
1976 op->below->above = op; 1728 op->below->above = op;
1977 where->inv = op; 1729 inv = op;
1978 } 1730 }
1731
1732 INVOKE_OBJECT (INSERT, this);
1733
1979 return op; 1734 return op;
1980} 1735}
1981 1736
1982/* 1737/*
1983 * Checks if any objects has a move_type that matches objects 1738 * Checks if any objects has a move_type that matches objects
1997 * 1752 *
1998 * MSW 2001-07-08: Check all objects on space, not just those below 1753 * 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 1754 * object being inserted. insert_ob_in_map may not put new objects
2000 * on top. 1755 * on top.
2001 */ 1756 */
2002 1757int
2003int check_move_on (object *op, object *originator) 1758check_move_on (object *op, object *originator)
2004{ 1759{
2005 object *tmp; 1760 object *tmp;
2006 tag_t tag;
2007 mapstruct *m=op->map; 1761 maptile *m = op->map;
2008 int x=op->x, y=op->y; 1762 int x = op->x, y = op->y;
1763
2009 MoveType move_on, move_slow, move_block; 1764 MoveType move_on, move_slow, move_block;
2010 1765
2011 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1766 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; 1767 return 0;
1768
1769 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1770 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1771 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1772
1773 /* if nothing on this space will slow op down or be applied,
1774 * no need to do checking below. have to make sure move_type
1775 * is set, as lots of objects don't have it set - we treat that
1776 * as walking.
1777 */
1778 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1779 return 0;
1780
1781 /* This is basically inverse logic of that below - basically,
1782 * if the object can avoid the move on or slow move, they do so,
1783 * but can't do it if the alternate movement they are using is
1784 * blocked. Logic on this seems confusing, but does seem correct.
1785 */
1786 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1787 return 0;
1788
1789 /* The objects have to be checked from top to bottom.
1790 * Hence, we first go to the top:
1791 */
1792
1793 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1794 {
1795 /* Trim the search when we find the first other spell effect
1796 * this helps performance so that if a space has 50 spell objects,
1797 * we don't need to check all of them.
1798 */
1799 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1800 break;
1801 }
1802
1803 for (; tmp; tmp = tmp->below)
1804 {
1805 if (tmp == op)
1806 continue; /* Can't apply yourself */
1807
1808 /* Check to see if one of the movement types should be slowed down.
1809 * Second check makes sure that the movement types not being slowed
1810 * (~slow_move) is not blocked on this space - just because the
1811 * space doesn't slow down swimming (for example), if you can't actually
1812 * swim on that space, can't use it to avoid the penalty.
1813 */
1814 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1815 {
1816 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1817 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1818 {
1819
1820 float
1821 diff = tmp->move_slow_penalty * FABS (op->speed);
1822
1823 if (op->type == PLAYER)
1824 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1825 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1826 diff /= 4.0;
1827
1828 op->speed_left -= diff;
1829 }
1830 }
1831
1832 /* Basically same logic as above, except now for actual apply. */
1833 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1834 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1835 {
1836 move_apply (tmp, op, originator);
1837
1838 if (op->destroyed ())
1839 return 1;
1840
1841 /* what the person/creature stepped onto has moved the object
1842 * someplace new. Don't process any further - if we did,
1843 * have a feeling strange problems would result.
1844 */
1845 if (op->map != m || op->x != x || op->y != y)
1846 return 0;
1847 }
1848 }
1849
1850 return 0;
2092} 1851}
2093 1852
2094/* 1853/*
2095 * present_arch(arch, map, x, y) searches for any objects with 1854 * present_arch(arch, map, x, y) searches for any objects with
2096 * a matching archetype at the given map and coordinates. 1855 * a matching archetype at the given map and coordinates.
2097 * The first matching object is returned, or NULL if none. 1856 * The first matching object is returned, or NULL if none.
2098 */ 1857 */
2099 1858object *
2100object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1859present_arch (const archetype *at, maptile *m, int x, int y)
2101 object *tmp; 1860{
2102 if(m==NULL || out_of_map(m,x,y)) { 1861 if (!m || out_of_map (m, x, y))
1862 {
2103 LOG(llevError,"Present_arch called outside map.\n"); 1863 LOG (llevError, "Present_arch called outside map.\n");
2104 return NULL; 1864 return NULL;
2105 } 1865 }
2106 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1866
1867 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2107 if(tmp->arch == at) 1868 if (tmp->arch == at)
2108 return tmp; 1869 return tmp;
1870
2109 return NULL; 1871 return NULL;
2110} 1872}
2111 1873
2112/* 1874/*
2113 * present(type, map, x, y) searches for any objects with 1875 * present(type, map, x, y) searches for any objects with
2114 * a matching type variable at the given map and coordinates. 1876 * a matching type variable at the given map and coordinates.
2115 * The first matching object is returned, or NULL if none. 1877 * The first matching object is returned, or NULL if none.
2116 */ 1878 */
2117 1879object *
2118object *present(unsigned char type,mapstruct *m, int x,int y) { 1880present (unsigned char type, maptile *m, int x, int y)
2119 object *tmp; 1881{
2120 if(out_of_map(m,x,y)) { 1882 if (out_of_map (m, x, y))
1883 {
2121 LOG(llevError,"Present called outside map.\n"); 1884 LOG (llevError, "Present called outside map.\n");
2122 return NULL; 1885 return NULL;
2123 } 1886 }
2124 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1887
1888 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2125 if(tmp->type==type) 1889 if (tmp->type == type)
2126 return tmp; 1890 return tmp;
1891
2127 return NULL; 1892 return NULL;
2128} 1893}
2129 1894
2130/* 1895/*
2131 * present_in_ob(type, object) searches for any objects with 1896 * present_in_ob(type, object) searches for any objects with
2132 * a matching type variable in the inventory of the given object. 1897 * a matching type variable in the inventory of the given object.
2133 * The first matching object is returned, or NULL if none. 1898 * The first matching object is returned, or NULL if none.
2134 */ 1899 */
2135 1900object *
2136object *present_in_ob(unsigned char type, const object *op) { 1901present_in_ob (unsigned char type, const object *op)
2137 object *tmp; 1902{
2138 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1903 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2139 if(tmp->type==type) 1904 if (tmp->type == type)
2140 return tmp; 1905 return tmp;
1906
2141 return NULL; 1907 return NULL;
2142} 1908}
2143 1909
2144/* 1910/*
2145 * present_in_ob (type, str, object) searches for any objects with 1911 * present_in_ob (type, str, object) searches for any objects with
2153 * str is the string to match against. Note that we match against 1919 * str is the string to match against. Note that we match against
2154 * the object name, not the archetype name. this is so that the 1920 * 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 1921 * spell code can use one object type (force), but change it's name
2156 * to be unique. 1922 * to be unique.
2157 */ 1923 */
2158 1924object *
2159object *present_in_ob_by_name(int type, const char *str, const object *op) { 1925present_in_ob_by_name (int type, const char *str, const object *op)
2160 object *tmp; 1926{
2161
2162 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1927 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2163 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1928 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2164 return tmp; 1929 return tmp;
2165 } 1930
2166 return NULL; 1931 return 0;
2167} 1932}
2168 1933
2169/* 1934/*
2170 * present_arch_in_ob(archetype, object) searches for any objects with 1935 * present_arch_in_ob(archetype, object) searches for any objects with
2171 * a matching archetype in the inventory of the given object. 1936 * a matching archetype in the inventory of the given object.
2172 * The first matching object is returned, or NULL if none. 1937 * The first matching object is returned, or NULL if none.
2173 */ 1938 */
2174 1939object *
2175object *present_arch_in_ob(const archetype *at, const object *op) { 1940present_arch_in_ob (const archetype *at, const object *op)
2176 object *tmp; 1941{
2177 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1942 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2178 if( tmp->arch == at) 1943 if (tmp->arch == at)
2179 return tmp; 1944 return tmp;
1945
2180 return NULL; 1946 return NULL;
2181} 1947}
2182 1948
2183/* 1949/*
2184 * activate recursively a flag on an object inventory 1950 * activate recursively a flag on an object inventory
2185 */ 1951 */
1952void
2186void flag_inv(object*op, int flag){ 1953flag_inv (object *op, int flag)
2187 object *tmp; 1954{
2188 if(op->inv) 1955 if (op->inv)
2189 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1956 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1957 {
2190 SET_FLAG(tmp, flag); 1958 SET_FLAG (tmp, flag);
2191 flag_inv(tmp,flag); 1959 flag_inv (tmp, flag);
2192 } 1960 }
1961}
1962
2193}/* 1963/*
2194 * desactivate recursively a flag on an object inventory 1964 * deactivate recursively a flag on an object inventory
2195 */ 1965 */
1966void
2196void unflag_inv(object*op, int flag){ 1967unflag_inv (object *op, int flag)
2197 object *tmp; 1968{
2198 if(op->inv) 1969 if (op->inv)
2199 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1970 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1971 {
2200 CLEAR_FLAG(tmp, flag); 1972 CLEAR_FLAG (tmp, flag);
2201 unflag_inv(tmp,flag); 1973 unflag_inv (tmp, flag);
2202 } 1974 }
2203} 1975}
2204 1976
2205/* 1977/*
2206 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1978 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2207 * all it's inventory (recursively). 1979 * all it's inventory (recursively).
2208 * If checksums are used, a player will get set_cheat called for 1980 * 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. 1981 * him/her-self and all object carried by a call to this function.
2210 */ 1982 */
2211 1983void
2212void set_cheat(object *op) { 1984set_cheat (object *op)
1985{
2213 SET_FLAG(op, FLAG_WAS_WIZ); 1986 SET_FLAG (op, FLAG_WAS_WIZ);
2214 flag_inv(op, FLAG_WAS_WIZ); 1987 flag_inv (op, FLAG_WAS_WIZ);
2215} 1988}
2216 1989
2217/* 1990/*
2218 * find_free_spot(object, map, x, y, start, stop) will search for 1991 * 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 1992 * a spot at the given map and coordinates which will be able to contain
2233 * because arch_blocked (now ob_blocked) needs to know the movement type 2006 * because arch_blocked (now ob_blocked) needs to know the movement type
2234 * to know if the space in question will block the object. We can't use 2007 * 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 2008 * the archetype because that isn't correct if the monster has been
2236 * customized, changed states, etc. 2009 * customized, changed states, etc.
2237 */ 2010 */
2238 2011int
2239int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2012find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2013{
2240 int i,index=0, flag; 2014 int index = 0, flag;
2241 static int altern[SIZEOFFREE]; 2015 int altern[SIZEOFFREE];
2242 2016
2243 for(i=start;i<stop;i++) { 2017 for (int i = start; i < stop; i++)
2018 {
2244 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2019 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2245 if(!flag) 2020 if (!flag)
2246 altern[index++]=i; 2021 altern [index++] = i;
2247 2022
2248 /* Basically, if we find a wall on a space, we cut down the search size. 2023 /* 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. 2024 * 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 - 2025 * 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 2026 * 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 2027 * spaces in all the other directions, this will reduce the search space
2253 * to only the spaces immediately surrounding the target area, and 2028 * to only the spaces immediately surrounding the target area, and
2254 * won't look 2 spaces south of the target space. 2029 * won't look 2 spaces south of the target space.
2255 */ 2030 */
2256 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2031 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2257 stop=maxfree[i]; 2032 stop = maxfree[i];
2258 } 2033 }
2259 if(!index) return -1; 2034
2035 if (!index)
2036 return -1;
2037
2260 return altern[RANDOM()%index]; 2038 return altern[RANDOM () % index];
2261} 2039}
2262 2040
2263/* 2041/*
2264 * find_first_free_spot(archetype, mapstruct, x, y) works like 2042 * find_first_free_spot(archetype, maptile, x, y) works like
2265 * find_free_spot(), but it will search max number of squares. 2043 * find_free_spot(), but it will search max number of squares.
2266 * But it will return the first available spot, not a random choice. 2044 * 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. 2045 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2268 */ 2046 */
2269 2047int
2270int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2048find_first_free_spot (const object *ob, maptile *m, int x, int y)
2271 int i; 2049{
2272 for(i=0;i<SIZEOFFREE;i++) { 2050 for (int i = 0; i < SIZEOFFREE; i++)
2273 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2051 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2274 return i; 2052 return i;
2275 } 2053
2276 return -1; 2054 return -1;
2277} 2055}
2278 2056
2279/* 2057/*
2280 * The function permute(arr, begin, end) randomly reorders the array 2058 * The function permute(arr, begin, end) randomly reorders the array
2281 * arr[begin..end-1]. 2059 * arr[begin..end-1].
2060 * now uses a fisher-yates shuffle, old permute was broken
2282 */ 2061 */
2062static void
2283static void permute(int *arr, int begin, int end) 2063permute (int *arr, int begin, int end)
2284{ 2064{
2285 int i, j, tmp, len; 2065 arr += begin;
2066 end -= begin;
2286 2067
2287 len = end-begin; 2068 while (--end)
2288 for(i = begin; i < end; i++) 2069 swap (arr [end], arr [RANDOM () % (end + 1)]);
2289 {
2290 j = begin+RANDOM()%len;
2291
2292 tmp = arr[i];
2293 arr[i] = arr[j];
2294 arr[j] = tmp;
2295 }
2296} 2070}
2297 2071
2298/* new function to make monster searching more efficient, and effective! 2072/* new function to make monster searching more efficient, and effective!
2299 * This basically returns a randomized array (in the passed pointer) of 2073 * 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 2074 * 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 2075 * 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 2076 * 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. 2077 * the 3x3 area will be searched, just not in a predictable order.
2304 */ 2078 */
2079void
2305void get_search_arr(int *search_arr) 2080get_search_arr (int *search_arr)
2306{ 2081{
2307 int i; 2082 int i;
2308 2083
2309 for(i = 0; i < SIZEOFFREE; i++) 2084 for (i = 0; i < SIZEOFFREE; i++)
2310 {
2311 search_arr[i] = i; 2085 search_arr[i] = i;
2312 }
2313 2086
2314 permute(search_arr, 1, SIZEOFFREE1+1); 2087 permute (search_arr, 1, SIZEOFFREE1 + 1);
2315 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2088 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2316 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2089 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2317} 2090}
2318 2091
2319/* 2092/*
2320 * find_dir(map, x, y, exclude) will search some close squares in the 2093 * find_dir(map, x, y, exclude) will search some close squares in the
2321 * given map at the given coordinates for live objects. 2094 * given map at the given coordinates for live objects.
2326 * Perhaps incorrectly, but I'm making the assumption that exclude 2099 * Perhaps incorrectly, but I'm making the assumption that exclude
2327 * is actually want is going to try and move there. We need this info 2100 * 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 2101 * because we have to know what movement the thing looking to move
2329 * there is capable of. 2102 * there is capable of.
2330 */ 2103 */
2331 2104int
2332int find_dir(mapstruct *m, int x, int y, object *exclude) { 2105find_dir (maptile *m, int x, int y, object *exclude)
2106{
2333 int i,max=SIZEOFFREE, mflags; 2107 int i, max = SIZEOFFREE, mflags;
2108
2334 sint16 nx, ny; 2109 sint16 nx, ny;
2335 object *tmp; 2110 object *tmp;
2336 mapstruct *mp; 2111 maptile *mp;
2112
2337 MoveType blocked, move_type; 2113 MoveType blocked, move_type;
2338 2114
2339 if (exclude && exclude->head) { 2115 if (exclude && exclude->head)
2116 {
2340 exclude = exclude->head; 2117 exclude = exclude->head;
2341 move_type = exclude->move_type; 2118 move_type = exclude->move_type;
2342 } else { 2119 }
2120 else
2121 {
2343 /* If we don't have anything, presume it can use all movement types. */ 2122 /* If we don't have anything, presume it can use all movement types. */
2344 move_type=MOVE_ALL; 2123 move_type = MOVE_ALL;
2124 }
2125
2126 for (i = 1; i < max; i++)
2345 } 2127 {
2346 2128 mp = m;
2347 for(i=1;i<max;i++) {
2348 mp = m;
2349 nx = x + freearr_x[i]; 2129 nx = x + freearr_x[i];
2350 ny = y + freearr_y[i]; 2130 ny = y + freearr_y[i];
2351 2131
2352 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2132 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2133
2353 if (mflags & P_OUT_OF_MAP) { 2134 if (mflags & P_OUT_OF_MAP)
2354 max = maxfree[i]; 2135 max = maxfree[i];
2355 } else { 2136 else
2356 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2137 {
2138 mapspace &ms = mp->at (nx, ny);
2357 2139
2140 blocked = ms.move_block;
2141
2358 if ((move_type & blocked) == move_type) { 2142 if ((move_type & blocked) == move_type)
2359 max=maxfree[i]; 2143 max = maxfree[i];
2360 } else if (mflags & P_IS_ALIVE) { 2144 else if (mflags & P_IS_ALIVE)
2361 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2145 {
2362 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2146 for (tmp = ms.bot; tmp; tmp = tmp->above)
2147 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2363 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2148 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2364 break; 2149 break;
2365 } 2150
2366 } 2151 if (tmp)
2367 if(tmp) {
2368 return freedir[i]; 2152 return freedir[i];
2369 } 2153 }
2154 }
2370 } 2155 }
2371 } 2156
2372 }
2373 return 0; 2157 return 0;
2374} 2158}
2375 2159
2376/* 2160/*
2377 * distance(object 1, object 2) will return the square of the 2161 * distance(object 1, object 2) will return the square of the
2378 * distance between the two given objects. 2162 * distance between the two given objects.
2379 */ 2163 */
2380 2164int
2381int distance(const object *ob1, const object *ob2) { 2165distance (const object *ob1, const object *ob2)
2382 int i; 2166{
2383 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2167 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2384 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2385 return i;
2386} 2168}
2387 2169
2388/* 2170/*
2389 * find_dir_2(delta-x,delta-y) will return a direction in which 2171 * 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 2172 * an object which has subtracted the x and y coordinates of another
2391 * object, needs to travel toward it. 2173 * object, needs to travel toward it.
2392 */ 2174 */
2393 2175int
2394int find_dir_2(int x, int y) { 2176find_dir_2 (int x, int y)
2177{
2395 int q; 2178 int q;
2396 2179
2397 if(y) 2180 if (y)
2398 q=x*100/y; 2181 q = x * 100 / y;
2399 else if (x) 2182 else if (x)
2400 q= -300*x; 2183 q = -300 * x;
2401 else 2184 else
2402 return 0; 2185 return 0;
2403 2186
2404 if(y>0) { 2187 if (y > 0)
2188 {
2405 if(q < -242) 2189 if (q < -242)
2406 return 3 ; 2190 return 3;
2407 if (q < -41) 2191 if (q < -41)
2408 return 2 ; 2192 return 2;
2409 if (q < 41) 2193 if (q < 41)
2410 return 1 ; 2194 return 1;
2411 if (q < 242) 2195 if (q < 242)
2412 return 8 ; 2196 return 8;
2413 return 7 ; 2197 return 7;
2414 } 2198 }
2415 2199
2416 if (q < -242) 2200 if (q < -242)
2417 return 7 ; 2201 return 7;
2418 if (q < -41) 2202 if (q < -41)
2419 return 6 ; 2203 return 6;
2420 if (q < 41) 2204 if (q < 41)
2421 return 5 ; 2205 return 5;
2422 if (q < 242) 2206 if (q < 242)
2423 return 4 ; 2207 return 4;
2424 2208
2425 return 3 ; 2209 return 3;
2426} 2210}
2427 2211
2428/* 2212/*
2429 * absdir(int): Returns a number between 1 and 8, which represent 2213 * absdir(int): Returns a number between 1 and 8, which represent
2430 * the "absolute" direction of a number (it actually takes care of 2214 * the "absolute" direction of a number (it actually takes care of
2431 * "overflow" in previous calculations of a direction). 2215 * "overflow" in previous calculations of a direction).
2432 */ 2216 */
2433 2217
2218int
2434int absdir(int d) { 2219absdir (int d)
2435 while(d<1) d+=8; 2220{
2436 while(d>8) d-=8; 2221 while (d < 1)
2222 d += 8;
2223
2224 while (d > 8)
2225 d -= 8;
2226
2437 return d; 2227 return d;
2438} 2228}
2439 2229
2440/* 2230/*
2441 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2231 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2442 * between two directions (which are expected to be absolute (see absdir()) 2232 * between two directions (which are expected to be absolute (see absdir())
2443 */ 2233 */
2444 2234
2235int
2445int dirdiff(int dir1, int dir2) { 2236dirdiff (int dir1, int dir2)
2237{
2446 int d; 2238 int d;
2239
2447 d = abs(dir1 - dir2); 2240 d = abs (dir1 - dir2);
2448 if(d>4) 2241 if (d > 4)
2449 d = 8 - d; 2242 d = 8 - d;
2243
2450 return d; 2244 return d;
2451} 2245}
2452 2246
2453/* peterm: 2247/* peterm:
2454 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2248 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2457 * This basically means that if direction is 15, then it could either go 2251 * This basically means that if direction is 15, then it could either go
2458 * direction 4, 14, or 16 to get back to where we are. 2252 * 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 2253 * Moved from spell_util.c to object.c with the other related direction
2460 * functions. 2254 * functions.
2461 */ 2255 */
2462
2463int reduction_dir[SIZEOFFREE][3] = { 2256int reduction_dir[SIZEOFFREE][3] = {
2464 {0,0,0}, /* 0 */ 2257 {0, 0, 0}, /* 0 */
2465 {0,0,0}, /* 1 */ 2258 {0, 0, 0}, /* 1 */
2466 {0,0,0}, /* 2 */ 2259 {0, 0, 0}, /* 2 */
2467 {0,0,0}, /* 3 */ 2260 {0, 0, 0}, /* 3 */
2468 {0,0,0}, /* 4 */ 2261 {0, 0, 0}, /* 4 */
2469 {0,0,0}, /* 5 */ 2262 {0, 0, 0}, /* 5 */
2470 {0,0,0}, /* 6 */ 2263 {0, 0, 0}, /* 6 */
2471 {0,0,0}, /* 7 */ 2264 {0, 0, 0}, /* 7 */
2472 {0,0,0}, /* 8 */ 2265 {0, 0, 0}, /* 8 */
2473 {8,1,2}, /* 9 */ 2266 {8, 1, 2}, /* 9 */
2474 {1,2,-1}, /* 10 */ 2267 {1, 2, -1}, /* 10 */
2475 {2,10,12}, /* 11 */ 2268 {2, 10, 12}, /* 11 */
2476 {2,3,-1}, /* 12 */ 2269 {2, 3, -1}, /* 12 */
2477 {2,3,4}, /* 13 */ 2270 {2, 3, 4}, /* 13 */
2478 {3,4,-1}, /* 14 */ 2271 {3, 4, -1}, /* 14 */
2479 {4,14,16}, /* 15 */ 2272 {4, 14, 16}, /* 15 */
2480 {5,4,-1}, /* 16 */ 2273 {5, 4, -1}, /* 16 */
2481 {4,5,6}, /* 17 */ 2274 {4, 5, 6}, /* 17 */
2482 {6,5,-1}, /* 18 */ 2275 {6, 5, -1}, /* 18 */
2483 {6,20,18}, /* 19 */ 2276 {6, 20, 18}, /* 19 */
2484 {7,6,-1}, /* 20 */ 2277 {7, 6, -1}, /* 20 */
2485 {6,7,8}, /* 21 */ 2278 {6, 7, 8}, /* 21 */
2486 {7,8,-1}, /* 22 */ 2279 {7, 8, -1}, /* 22 */
2487 {8,22,24}, /* 23 */ 2280 {8, 22, 24}, /* 23 */
2488 {8,1,-1}, /* 24 */ 2281 {8, 1, -1}, /* 24 */
2489 {24,9,10}, /* 25 */ 2282 {24, 9, 10}, /* 25 */
2490 {9,10,-1}, /* 26 */ 2283 {9, 10, -1}, /* 26 */
2491 {10,11,-1}, /* 27 */ 2284 {10, 11, -1}, /* 27 */
2492 {27,11,29}, /* 28 */ 2285 {27, 11, 29}, /* 28 */
2493 {11,12,-1}, /* 29 */ 2286 {11, 12, -1}, /* 29 */
2494 {12,13,-1}, /* 30 */ 2287 {12, 13, -1}, /* 30 */
2495 {12,13,14}, /* 31 */ 2288 {12, 13, 14}, /* 31 */
2496 {13,14,-1}, /* 32 */ 2289 {13, 14, -1}, /* 32 */
2497 {14,15,-1}, /* 33 */ 2290 {14, 15, -1}, /* 33 */
2498 {33,15,35}, /* 34 */ 2291 {33, 15, 35}, /* 34 */
2499 {16,15,-1}, /* 35 */ 2292 {16, 15, -1}, /* 35 */
2500 {17,16,-1}, /* 36 */ 2293 {17, 16, -1}, /* 36 */
2501 {18,17,16}, /* 37 */ 2294 {18, 17, 16}, /* 37 */
2502 {18,17,-1}, /* 38 */ 2295 {18, 17, -1}, /* 38 */
2503 {18,19,-1}, /* 39 */ 2296 {18, 19, -1}, /* 39 */
2504 {41,19,39}, /* 40 */ 2297 {41, 19, 39}, /* 40 */
2505 {19,20,-1}, /* 41 */ 2298 {19, 20, -1}, /* 41 */
2506 {20,21,-1}, /* 42 */ 2299 {20, 21, -1}, /* 42 */
2507 {20,21,22}, /* 43 */ 2300 {20, 21, 22}, /* 43 */
2508 {21,22,-1}, /* 44 */ 2301 {21, 22, -1}, /* 44 */
2509 {23,22,-1}, /* 45 */ 2302 {23, 22, -1}, /* 45 */
2510 {45,47,23}, /* 46 */ 2303 {45, 47, 23}, /* 46 */
2511 {23,24,-1}, /* 47 */ 2304 {23, 24, -1}, /* 47 */
2512 {24,9,-1}}; /* 48 */ 2305 {24, 9, -1}
2306}; /* 48 */
2513 2307
2514/* Recursive routine to step back and see if we can 2308/* Recursive routine to step back and see if we can
2515 * find a path to that monster that we found. If not, 2309 * find a path to that monster that we found. If not,
2516 * we don't bother going toward it. Returns 1 if we 2310 * we don't bother going toward it. Returns 1 if we
2517 * can see a direct way to get it 2311 * can see a direct way to get it
2518 * Modified to be map tile aware -.MSW 2312 * Modified to be map tile aware -.MSW
2519 */ 2313 */
2520 2314int
2521
2522int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2315can_see_monsterP (maptile *m, int x, int y, int dir)
2316{
2523 sint16 dx, dy; 2317 sint16 dx, dy;
2524 int mflags; 2318 int mflags;
2525 2319
2320 if (dir < 0)
2526 if(dir<0) return 0; /* exit condition: invalid direction */ 2321 return 0; /* exit condition: invalid direction */
2527 2322
2528 dx = x + freearr_x[dir]; 2323 dx = x + freearr_x[dir];
2529 dy = y + freearr_y[dir]; 2324 dy = y + freearr_y[dir];
2530 2325
2531 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2326 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2532 2327
2533 /* This functional arguably was incorrect before - it was 2328 /* This functional arguably was incorrect before - it was
2534 * checking for P_WALL - that was basically seeing if 2329 * checking for P_WALL - that was basically seeing if
2535 * we could move to the monster - this is being more 2330 * we could move to the monster - this is being more
2536 * literal on if we can see it. To know if we can actually 2331 * 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 2332 * move to the monster, we'd need the monster passed in or
2538 * at least its move type. 2333 * at least its move type.
2539 */ 2334 */
2540 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2335 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2336 return 0;
2541 2337
2542 /* yes, can see. */ 2338 /* yes, can see. */
2543 if(dir < 9) return 1; 2339 if (dir < 9)
2340 return 1;
2341
2544 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2342 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2545 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2343 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2546 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2344 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2547} 2345}
2548 2346
2549
2550
2551/* 2347/*
2552 * can_pick(picker, item): finds out if an object is possible to be 2348 * 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 2349 * picked up by the picker. Returnes 1 if it can be
2554 * picked up, otherwise 0. 2350 * picked up, otherwise 0.
2555 * 2351 *
2557 * core dumps if they do. 2353 * core dumps if they do.
2558 * 2354 *
2559 * Add a check so we can't pick up invisible objects (0.93.8) 2355 * Add a check so we can't pick up invisible objects (0.93.8)
2560 */ 2356 */
2561 2357
2358int
2562int can_pick(const object *who, const object *item) { 2359can_pick (const object *who, const object *item)
2360{
2563 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2361 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2564 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2362 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2565 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2363 !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} 2364}
2568
2569 2365
2570/* 2366/*
2571 * create clone from object to another 2367 * create clone from object to another
2572 */ 2368 */
2369object *
2573object *object_create_clone (object *asrc) { 2370object_create_clone (object *asrc)
2371{
2574 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2372 object *dst = 0, *tmp, *src, *part, *prev, *item;
2575 2373
2576 if(!asrc) return NULL; 2374 if (!asrc)
2375 return 0;
2376
2577 src = asrc; 2377 src = asrc;
2578 if(src->head) 2378 if (src->head)
2579 src = src->head; 2379 src = src->head;
2580 2380
2581 prev = NULL; 2381 prev = 0;
2582 for(part = src; part; part = part->more) { 2382 for (part = src; part; part = part->more)
2583 tmp = get_object(); 2383 {
2584 copy_object(part,tmp); 2384 tmp = part->clone ();
2585 tmp->x -= src->x; 2385 tmp->x -= src->x;
2586 tmp->y -= src->y; 2386 tmp->y -= src->y;
2387
2587 if(!part->head) { 2388 if (!part->head)
2389 {
2588 dst = tmp; 2390 dst = tmp;
2589 tmp->head = NULL; 2391 tmp->head = 0;
2392 }
2590 } else { 2393 else
2591 tmp->head = dst; 2394 tmp->head = dst;
2592 } 2395
2593 tmp->more = NULL; 2396 tmp->more = 0;
2397
2594 if(prev) 2398 if (prev)
2595 prev->more = tmp; 2399 prev->more = tmp;
2400
2596 prev = tmp; 2401 prev = tmp;
2597 } 2402 }
2598 /*** copy inventory ***/ 2403
2599 for(item = src->inv; item; item = item->below) { 2404 for (item = src->inv; item; item = item->below)
2600 (void) insert_ob_in_ob(object_create_clone(item),dst); 2405 insert_ob_in_ob (object_create_clone (item), dst);
2601 }
2602 2406
2603 return dst; 2407 return dst;
2604}
2605
2606/* return true if the object was destroyed, 0 otherwise */
2607int was_destroyed (const object *op, tag_t old_tag)
2608{
2609 /* checking for FLAG_FREED isn't necessary, but makes this function more
2610 * robust */
2611 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2612} 2408}
2613 2409
2614/* GROS - Creates an object using a string representing its content. */ 2410/* GROS - Creates an object using a string representing its content. */
2615/* Basically, we save the content of the string to a temp file, then call */ 2411/* Basically, we save the content of the string to a temp file, then call */
2616/* load_object on it. I admit it is a highly inefficient way to make things, */ 2412/* load_object on it. I admit it is a highly inefficient way to make things, */
2617/* but it was simple to make and allows reusing the load_object function. */ 2413/* but it was simple to make and allows reusing the load_object function. */
2618/* Remember not to use load_object_str in a time-critical situation. */ 2414/* Remember not to use load_object_str in a time-critical situation. */
2619/* Also remember that multiparts objects are not supported for now. */ 2415/* Also remember that multiparts objects are not supported for now. */
2620 2416object *
2621object* load_object_str(const char *obstr) 2417load_object_str (const char *obstr)
2622{ 2418{
2623 object *op; 2419 object *op;
2624 FILE *tempfile;
2625 char filename[MAX_BUF]; 2420 char filename[MAX_BUF];
2421
2626 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2422 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2423
2627 tempfile=fopen(filename,"w"); 2424 FILE *tempfile = fopen (filename, "w");
2425
2628 if (tempfile == NULL) 2426 if (tempfile == NULL)
2629 { 2427 {
2630 LOG(llevError,"Error - Unable to access load object temp file\n"); 2428 LOG (llevError, "Error - Unable to access load object temp file\n");
2631 return NULL; 2429 return NULL;
2632 }; 2430 }
2431
2633 fprintf(tempfile,obstr); 2432 fprintf (tempfile, obstr);
2634 fclose(tempfile); 2433 fclose (tempfile);
2635 2434
2636 op=get_object(); 2435 op = object::create ();
2637 2436
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; 2437 object_thawer thawer (filename);
2645 load_object(tempfile,thawer,op,LO_NEWFILE,0); 2438
2439 if (thawer)
2440 load_object (thawer, op, 0);
2441
2646 LOG(llevDebug," load str completed, object=%s\n",op->name); 2442 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2647 CLEAR_FLAG(op,FLAG_REMOVED); 2443 CLEAR_FLAG (op, FLAG_REMOVED);
2648 fclose(tempfile); 2444
2649 return op; 2445 return op;
2650} 2446}
2651 2447
2652/* This returns the first object in who's inventory that 2448/* This returns the first object in who's inventory that
2653 * has the same type and subtype match. 2449 * has the same type and subtype match.
2654 * returns NULL if no match. 2450 * returns NULL if no match.
2655 */ 2451 */
2452object *
2656object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2453find_obj_by_type_subtype (const object *who, int type, int subtype)
2657{ 2454{
2658 object *tmp;
2659
2660 for (tmp=who->inv; tmp; tmp=tmp->below) 2455 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2661 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2456 if (tmp->type == type && tmp->subtype == subtype)
2457 return tmp;
2662 2458
2663 return NULL; 2459 return 0;
2664} 2460}
2665 2461
2666/* If ob has a field named key, return the link from the list, 2462/* If ob has a field named key, return the link from the list,
2667 * otherwise return NULL. 2463 * otherwise return NULL.
2668 * 2464 *
2669 * key must be a passed in shared string - otherwise, this won't 2465 * key must be a passed in shared string - otherwise, this won't
2670 * do the desired thing. 2466 * do the desired thing.
2671 */ 2467 */
2468key_value *
2672key_value * get_ob_key_link(const object * ob, const char * key) { 2469get_ob_key_link (const object *ob, const char *key)
2673 key_value * link; 2470{
2674
2675 for (link = ob->key_values; link != NULL; link = link->next) { 2471 for (key_value *link = ob->key_values; link; link = link->next)
2676 if (link->key == key) { 2472 if (link->key == key)
2677 return link; 2473 return link;
2678 } 2474
2679 } 2475 return 0;
2680 2476}
2681 return NULL;
2682}
2683 2477
2684/* 2478/*
2685 * Returns the value of op has an extra_field for key, or NULL. 2479 * Returns the value of op has an extra_field for key, or NULL.
2686 * 2480 *
2687 * The argument doesn't need to be a shared string. 2481 * The argument doesn't need to be a shared string.
2688 * 2482 *
2689 * The returned string is shared. 2483 * The returned string is shared.
2690 */ 2484 */
2485const char *
2691const char * get_ob_key_value(const object * op, const char * const key) { 2486get_ob_key_value (const object *op, const char *const key)
2487{
2692 key_value * link; 2488 key_value *link;
2693 const char * canonical_key; 2489 shstr_cmp canonical_key (key);
2490
2491 if (!canonical_key)
2694 2492 {
2695 canonical_key = find_string(key);
2696
2697 if (canonical_key == NULL) {
2698 /* 1. There being a field named key on any object 2493 /* 1. There being a field named key on any object
2699 * implies there'd be a shared string to find. 2494 * implies there'd be a shared string to find.
2700 * 2. Since there isn't, no object has this field. 2495 * 2. Since there isn't, no object has this field.
2701 * 3. Therefore, *this* object doesn't have this field. 2496 * 3. Therefore, *this* object doesn't have this field.
2702 */ 2497 */
2703 return NULL; 2498 return 0;
2704 } 2499 }
2705 2500
2706 /* This is copied from get_ob_key_link() above - 2501 /* This is copied from get_ob_key_link() above -
2707 * only 4 lines, and saves the function call overhead. 2502 * only 4 lines, and saves the function call overhead.
2708 */ 2503 */
2709 for (link = op->key_values; link != NULL; link = link->next) { 2504 for (link = op->key_values; link; link = link->next)
2710 if (link->key == canonical_key) { 2505 if (link->key == canonical_key)
2711 return link->value; 2506 return link->value;
2712 } 2507
2713 } 2508 return 0;
2714 return NULL;
2715} 2509}
2716 2510
2717 2511
2718/* 2512/*
2719 * Updates the canonical_key in op to value. 2513 * 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 2517 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2724 * keys. 2518 * keys.
2725 * 2519 *
2726 * Returns TRUE on success. 2520 * Returns TRUE on success.
2727 */ 2521 */
2522int
2728int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) { 2523set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2524{
2729 key_value * field = NULL, *last=NULL; 2525 key_value *field = NULL, *last = NULL;
2730 2526
2731 for (field=op->key_values; field != NULL; field=field->next) { 2527 for (field = op->key_values; field != NULL; field = field->next)
2732 if (field->key != canonical_key) {
2733 last = field;
2734 continue;
2735 }
2736 2528 {
2737 if (field->value) FREE_AND_CLEAR_STR(field->value); 2529 if (field->key != canonical_key)
2738 if (value) 2530 {
2739 field->value = add_string(value); 2531 last = field;
2740 else { 2532 continue;
2533 }
2534
2535 if (value)
2536 field->value = value;
2537 else
2538 {
2741 /* Basically, if the archetype has this key set, 2539 /* Basically, if the archetype has this key set,
2742 * we need to store the null value so when we save 2540 * we need to store the null value so when we save
2743 * it, we save the empty value so that when we load, 2541 * it, we save the empty value so that when we load,
2744 * we get this value back again. 2542 * we get this value back again.
2745 */ 2543 */
2746 if (get_ob_key_link(&op->arch->clone, canonical_key)) 2544 if (get_ob_key_link (&op->arch->clone, canonical_key))
2747 field->value = NULL; 2545 field->value = 0;
2748 else { 2546 else
2749 /* Delete this link */ 2547 {
2750 if (field->key) FREE_AND_CLEAR_STR(field->key); 2548 if (last)
2751 if (field->value) FREE_AND_CLEAR_STR(field->value); 2549 last->next = field->next;
2752 if (last) last->next = field->next; 2550 else
2753 else op->key_values = field->next; 2551 op->key_values = field->next;
2754 free(field); 2552
2755 } 2553 delete field;
2756 } 2554 }
2555 }
2757 return TRUE; 2556 return TRUE;
2758 } 2557 }
2759 /* IF we get here, key doesn't exist */ 2558 /* IF we get here, key doesn't exist */
2760 2559
2761 /* No field, we'll have to add it. */ 2560 /* No field, we'll have to add it. */
2762 2561
2763 if (!add_key) { 2562 if (!add_key)
2764 return FALSE; 2563 return FALSE;
2765 } 2564
2766 /* There isn't any good reason to store a null 2565 /* There isn't any good reason to store a null
2767 * value in the key/value list. If the archetype has 2566 * value in the key/value list. If the archetype has
2768 * this key, then we should also have it, so shouldn't 2567 * this key, then we should also have it, so shouldn't
2769 * be here. If user wants to store empty strings, 2568 * be here. If user wants to store empty strings,
2770 * should pass in "" 2569 * should pass in ""
2771 */ 2570 */
2772 if (value == NULL) return TRUE; 2571 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; 2572 return TRUE;
2573
2574 field = new key_value;
2575
2576 field->key = canonical_key;
2577 field->value = value;
2578 /* Usual prepend-addition. */
2579 field->next = op->key_values;
2580 op->key_values = field;
2581
2582 return TRUE;
2783} 2583}
2784 2584
2785/* 2585/*
2786 * Updates the key in op to value. 2586 * Updates the key in op to value.
2787 * 2587 *
2789 * and not add new ones. 2589 * and not add new ones.
2790 * In general, should be little reason FALSE is ever passed in for add_key 2590 * In general, should be little reason FALSE is ever passed in for add_key
2791 * 2591 *
2792 * Returns TRUE on success. 2592 * Returns TRUE on success.
2793 */ 2593 */
2594int
2794int set_ob_key_value(object * op, const char * key, const char * value, int add_key) { 2595set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2795 const char * canonical_key = NULL; 2596{
2796 int floating_ref = FALSE; 2597 shstr key_ (key);
2797 int ret; 2598
2599 return set_ob_key_value_s (op, key_, value, add_key);
2600}
2601
2602object::depth_iterator::depth_iterator (object *container)
2603: iterator_base (container)
2604{
2605 while (item->inv)
2606 item = item->inv;
2607}
2608
2609void
2610object::depth_iterator::next ()
2611{
2612 if (item->below)
2798 2613 {
2799 /* HACK This mess is to make sure set_ob_value() passes a shared string 2614 item = item->below;
2800 * to get_ob_key_link(), without leaving a leaked refcount. 2615
2801 */ 2616 while (item->inv)
2617 item = item->inv;
2802 2618 }
2803 canonical_key = find_string(key); 2619 else
2804 if (canonical_key == NULL) { 2620 item = item->env;
2805 canonical_key = add_string(key); 2621}
2806 floating_ref = TRUE; 2622
2807 } 2623
2624const char *
2625object::flag_desc (char *desc, int len) const
2626{
2627 char *p = desc;
2628 bool first = true;
2629
2630 *p = 0;
2631
2632 for (int i = 0; i < NUM_FLAGS; i++)
2808 2633 {
2809 ret = set_ob_key_value_s(op, canonical_key, value, add_key); 2634 if (len <= 10) // magic constant!
2635 {
2636 snprintf (p, len, ",...");
2637 break;
2638 }
2639
2640 if (flag [i])
2641 {
2642 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2643 len -= cnt;
2644 p += cnt;
2645 first = false;
2646 }
2810 2647 }
2811 if (floating_ref) { 2648
2812 free_string(canonical_key);
2813 }
2814
2815 return ret; 2649 return desc;
2816} 2650}
2651
2652// return a suitable string describing an object in enough detail to find it
2653const char *
2654object::debug_desc (char *info) const
2655{
2656 char flagdesc[512];
2657 char info2[256 * 4];
2658 char *p = info;
2659
2660 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2661 count, uuid.seq,
2662 &name,
2663 title ? "\",title:" : "",
2664 title ? (const char *)title : "",
2665 flag_desc (flagdesc, 512), type);
2666
2667 if (env)
2668 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2669
2670 if (map)
2671 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2672
2673 return info;
2674}
2675
2676const char *
2677object::debug_desc () const
2678{
2679 static char info[256 * 4];
2680 return debug_desc (info);
2681}
2682

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