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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 1.114 by root, Sun Jan 14 22:06:05 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 */ 42objectvec objects;
54object *free_objects; /* Pointer to the list of unused objects */ 43activevec actives;
55object *active_objects; /* List of active objects that need to be processed */
56 44
57short freearr_x[SIZEOFFREE]= 45short 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}; 46 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]= 47};
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, 48short 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}; 49 -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]= 50};
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, 51int 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}; 52 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
53};
66int freedir[SIZEOFFREE]= { 54int 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, 55 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}; 56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
57};
69 58
59static void
60write_uuid (void)
61{
62 char filename1[MAX_BUF], filename2[MAX_BUF];
63
64 sprintf (filename1, "%s/uuid", settings.localdir);
65 sprintf (filename2, "%s/uuid~", settings.localdir);
66
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78}
79
80static void
81read_uuid (void)
82{
83 char filename[MAX_BUF];
84
85 sprintf (filename, "%s/uuid", settings.localdir);
86
87 FILE *fp;
88
89 if (!(fp = fopen (filename, "r")))
90 {
91 if (errno == ENOENT)
92 {
93 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0;
95 write_uuid ();
96 return;
97 }
98
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1);
101 }
102
103 int version;
104 unsigned long long uid;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
106 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
108 _exit (1);
109 }
110
111 uuid.seq = uid;
112 write_uuid ();
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
114 fclose (fp);
115}
116
117UUID
118gen_uuid ()
119{
120 UUID uid;
121
122 uid.seq = ++uuid.seq;
123
124 if (!(uuid.seq & (UUID_SKIP - 1)))
125 write_uuid ();
126
127 return uid;
128}
129
130void
131init_uuid ()
132{
133 read_uuid ();
134}
70 135
71/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
137static int
72static int compare_ob_value_lists_one(const object * wants, const object * has) { 138compare_ob_value_lists_one (const object *wants, const object *has)
139{
73 key_value * wants_field; 140 key_value *wants_field;
74 141
75 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 142 /* 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 143 * objects with lists are rare, and lists stay short. If not, use a
77 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
78 */ 145 */
79 146
80 /* For each field in wants, */ 147 /* For each field in wants, */
81 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
149 {
82 key_value * has_field; 150 key_value *has_field;
83 151
84 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
85 has_field = get_ob_key_link(has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
154
155 if (has_field == NULL)
86 156 {
87 if (has_field == NULL) {
88 /* No field with that name. */ 157 /* No field with that name. */
89 return FALSE; 158 return FALSE;
90 }
91 159 }
160
92 /* Found the matching field. */ 161 /* Found the matching field. */
93 if (has_field->value != wants_field->value) { 162 if (has_field->value != wants_field->value)
163 {
94 /* Values don't match, so this half of the comparison is false. */ 164 /* Values don't match, so this half of the comparison is false. */
95 return FALSE; 165 return FALSE;
96 } 166 }
97 167
98 /* If we get here, we found a match. Now for the next field in wants. */ 168 /* If we get here, we found a match. Now for the next field in wants. */
99 }
100 169 }
170
101 /* If we get here, every field in wants has a matching field in has. */ 171 /* If we get here, every field in wants has a matching field in has. */
102 return TRUE; 172 return TRUE;
103} 173}
104 174
105/* Returns TRUE if ob1 has the same key_values as ob2. */ 175/* Returns TRUE if ob1 has the same key_values as ob2. */
176static int
106static int compare_ob_value_lists(const object * ob1, const object * ob2) { 177compare_ob_value_lists (const object *ob1, const object *ob2)
178{
107 /* However, there may be fields in has which aren't partnered in wants, 179 /* However, there may be fields in has which aren't partnered in wants,
108 * so we need to run the comparison *twice*. :( 180 * so we need to run the comparison *twice*. :(
109 */ 181 */
110 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 182 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
111} 183}
112 184
113/* Function examines the 2 objects given to it, and returns true if 185/* Function examines the 2 objects given to it, and returns true if
114 * they can be merged together. 186 * they can be merged together.
115 * 187 *
116 * Note that this function appears a lot longer than the macro it 188 * Note that this function appears a lot longer than the macro it
117 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
118 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
119 * 191 *
120 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
121 * 193 *
122 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
123 * check weight 195 * check weight
124 */ 196 */
125 197bool object::can_merge_slow (object *ob1, object *ob2)
126int CAN_MERGE(object *ob1, object *ob2) { 198{
127
128 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
129 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 200 if (ob1 == ob2
130 201 || ob1->type != ob2->type
131 if (ob1->speed != ob2->speed) return 0; 202 || ob1->speed != ob2->speed
132 /* Note sure why the following is the case - either the object has to 203 || ob1->value != ob2->value
133 * be animated or have a very low speed. Is this an attempted monster 204 || ob1->name != ob2->name)
134 * check?
135 */
136 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED)
137 return 0; 205 return 0;
138 206
207 //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 208 /* 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 209 * value could not be stored in a sint32 (which unfortunately sometimes is
141 * used to store nrof). 210 * used to store nrof).
142 */ 211 */
143 if (ob1->nrof+ob2->nrof >= 1UL<<31) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
144 return 0; 213 return 0;
145 214
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. 215 /* 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 216 * 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 217 * 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 218 * are not equal - just if it has been identified, the been_applied
165 * flags lose any meaning. 219 * flags lose any meaning.
166 */ 220 */
167 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED)) 221 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
168 SET_FLAG(ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
169 223
170 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
171 SET_FLAG(ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
172 226
173 227 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 228 || ob1->arch != ob2->arch
175 * being locked in inventory should prevent merging. 229 || ob1->name != ob2->name
176 * 0x4 in flags3 is CLIENT_SENT 230 || ob1->title != ob2->title
177 */ 231 || ob1->msg != ob2->msg
178 if ((ob1->arch != ob2->arch) || 232 || 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) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
188 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
189 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
190 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
191 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
192 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
193 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
194 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
195 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
196 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
197 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
198 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
199 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
200 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
201 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
202 (ob1->move_on != ob2->move_on) || 248 || ob1->move_on != ob2->move_on
203 (ob1->move_off != ob2->move_off) || 249 || ob1->move_off != ob2->move_off
204 (ob1->move_slow != ob2->move_slow) || 250 || ob1->move_slow != ob2->move_slow
205 (ob1->move_slow_penalty != ob2->move_slow_penalty) 251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
206 )
207 return 0; 252 return 0;
208 253
254 /* This is really a spellbook check - really, we should
255 * check all objects in the inventory.
256 */
257 if (ob1->inv || ob2->inv)
258 {
259 /* if one object has inventory but the other doesn't, not equiv */
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
261 return 0;
262
263 /* Now check to see if the two inventory objects could merge */
264 if (!object::can_merge (ob1->inv, ob2->inv))
265 return 0;
266
267 /* inventory ok - still need to check rest of this object to see
268 * if it is valid.
269 */
270 }
271
209 /* Don't merge objects that are applied. With the new 'body' code, 272 /* 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 273 * 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. 274 * some items equipped, and we don't want those to merge.
212 */ 275 */
213 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 276 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
214 return 0; 277 return 0;
215 278
279 /* Note sure why the following is the case - either the object has to
280 * be animated or have a very low speed. Is this an attempted monster
281 * check?
282 */
283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
284 return 0;
285
216 switch (ob1->type) { 286 switch (ob1->type)
287 {
217 case SCROLL: 288 case SCROLL:
218 if (ob1->level != ob2->level) return 0; 289 if (ob1->level != ob2->level)
290 return 0;
219 break; 291 break;
220
221 } 292 }
293
222 if (ob1->key_values != NULL || ob2->key_values != NULL) { 294 if (ob1->key_values != NULL || ob2->key_values != NULL)
295 {
223 /* At least one of these has key_values. */ 296 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) { 297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
225 /* One has fields, but the other one doesn't. */ 298 /* One has fields, but the other one doesn't. */
226 return 0; 299 return 0;
227 } else if (!compare_ob_value_lists(ob1, ob2)) { 300 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 301 return 0;
229 } 302 }
303
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self)
230 } 306 {
307 ob1->optimise ();
308 ob2->optimise ();
231 309
310 if (ob1->self || ob2->self)
311 return 0;
312 }
313
232 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
233 return 1; 315 return 1;
234} 316}
235 317
236/* 318/*
237 * sum_weight() is a recursive function which calculates the weight 319 * sum_weight() is a recursive function which calculates the weight
238 * an object is carrying. It goes through in figures out how much 320 * an object is carrying. It goes through in figures out how much
239 * containers are carrying, and sums it up. 321 * containers are carrying, and sums it up.
240 */ 322 */
241signed long sum_weight(object *op) { 323long
324sum_weight (object *op)
325{
242 signed long sum; 326 long sum;
243 object *inv; 327 object *inv;
328
244 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
330 {
245 if (inv->inv) 331 if (inv->inv)
246 sum_weight(inv); 332 sum_weight (inv);
247 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
248 } 334 }
335
249 if (op->type == CONTAINER && op->stats.Str) 336 if (op->type == CONTAINER && op->stats.Str)
250 sum = (sum * (100 - op->stats.Str))/100; 337 sum = (sum * (100 - op->stats.Str)) / 100;
338
251 if(op->carrying != sum) 339 if (op->carrying != sum)
252 op->carrying = sum; 340 op->carrying = sum;
341
253 return sum; 342 return sum;
254} 343}
255 344
256/** 345/**
257 * Return the outermost environment object for a given object. 346 * Return the outermost environment object for a given object.
258 */ 347 */
259 348
349object *
260object *object_get_env_recursive (object *op) { 350object_get_env_recursive (object *op)
351{
261 while (op->env != NULL) 352 while (op->env != NULL)
262 op = op->env; 353 op = op->env;
263 return op; 354 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} 355}
278 356
279/* 357/*
280 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
281 * Some error messages. 359 * Some error messages.
282 * The result of the dump is stored in the static global errmsg array. 360 * The result of the dump is stored in the static global errmsg array.
283 */ 361 */
284 362
285void dump_object2(object *op) { 363char *
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) { 364dump_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{ 365{
340 char *cp; 366 if (!op)
367 return strdup ("[NULLOBJ]");
341 368
342 if(op==NULL) 369 object_freezer freezer;
343 { 370 save_object (freezer, op, 1);
344 strcpy(outstr,"[NULL pointer]"); 371 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} 372}
382 373
383/* 374/*
384 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
385 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
386 * If it's not a multi-object, it is returned. 377 * If it's not a multi-object, it is returned.
387 */ 378 */
388 379
380object *
389object *get_nearest_part(object *op, const object *pl) { 381get_nearest_part (object *op, const object *pl)
382{
390 object *tmp,*closest; 383 object *tmp, *closest;
391 int last_dist,i; 384 int last_dist, i;
385
392 if(op->more==NULL) 386 if (op->more == NULL)
393 return op; 387 return op;
394 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 388 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
395 if((i=distance(tmp,pl))<last_dist) 389 if ((i = distance (tmp, pl)) < last_dist)
396 closest=tmp,last_dist=i; 390 closest = tmp, last_dist = i;
397 return closest; 391 return closest;
398} 392}
399 393
400/* 394/*
401 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
402 */ 396 */
403 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_all_objects (op)
407 if(op->count==i) 401 if (op->count == i)
408 break;
409 return op; 402 return op;
403
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 412object *
418object *find_object_name(const char *str) { 413find_object_name (const char *str)
419 const char *name=add_string(str); 414{
415 shstr_cmp str_ (str);
420 object *op; 416 object *op;
421 for(op=objects;op!=NULL;op=op->next) 417
418 for_all_objects (op)
422 if(op->name==name) 419 if (op->name == str_)
423 break; 420 break;
424 free_string(name); 421
425 return op; 422 return op;
426} 423}
427 424
425void
428void free_all_object_data(void) { 426free_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{ 427{
470 if (!op) return; 428 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} 429}
478
479
480 430
481/* 431/*
482 * Sets the owner and sets the skill and exp pointers to owner's current 432 * Sets the owner and sets the skill and exp pointers to owner's current
483 * skill and experience objects. 433 * skill and experience objects.
484 */ 434 */
485void set_owner (object *op, object *owner) 435void
436object::set_owner (object *owner)
486{ 437{
487 if(owner==NULL||op==NULL) 438 if (!owner)
488 return; 439 return;
489 440
490 /* next line added to allow objects which own objects */ 441 /* next line added to allow objects which own objects */
491 /* Add a check for ownercounts in here, as I got into an endless loop 442 /* 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 443 * with the fireball owning a poison cloud which then owned the
493 * fireball. I believe that was caused by one of the objects getting 444 * fireball. I believe that was caused by one of the objects getting
494 * freed and then another object replacing it. Since the ownercounts 445 * 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. 446 * didn't match, this check is valid and I believe that cause is valid.
496 */ 447 */
497 while (owner->owner && owner!=owner->owner && 448 while (owner->owner)
498 owner->ownercount==owner->owner->count) owner=owner->owner; 449 owner = owner->owner;
499 450
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; 451 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} 452}
554 453
555/* Zero the key_values on op, decrementing the shared-string 454/* Zero the key_values on op, decrementing the shared-string
556 * refcounts and freeing the links. 455 * refcounts and freeing the links.
557 */ 456 */
457static void
558static void free_key_values(object * op) { 458free_key_values (object *op)
559 key_value * i; 459{
560 key_value * next = NULL; 460 for (key_value *i = op->key_values; i != 0;)
561 461 {
562 if (op->key_values == NULL) return; 462 key_value *next = i->next;
463 delete i;
464
465 i = next;
563 466 }
564 for (i = op->key_values; i != NULL; i = next) { 467
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; 468 op->key_values = 0;
575} 469}
576 470
577
578/* 471/*
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, 472 * copy_to first frees everything allocated by the dst object,
654 * and then copies the contends of the first object into the second 473 * and then copies the contents of itself into the second
655 * object, allocating what needs to be allocated. Basically, any 474 * object, allocating what needs to be allocated. Basically, any
656 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 475 * 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 476 * if the first object is freed, the pointers in the new object
658 * will point at garbage. 477 * will point at garbage.
659 */ 478 */
479void
480object::copy_to (object *dst)
481{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
660 484
661void copy_object(object *op2, object *op) { 485 *(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;
664 486
665 op->clear (); 487 if (is_freed)
488 SET_FLAG (dst, FLAG_FREED);
666 489
667 /* Decrement the refcounts, but don't bother zeroing the fields; 490 if (is_removed)
668 they'll be overwritten by memcpy. */ 491 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);
679 492
680 /* Basically, same code as from clear_object() */ 493 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; 494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
712 495
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. */ 496 /* Copy over key_values, if any. */
735 if (op2->key_values != NULL) { 497 if (key_values)
736 key_value * tail = NULL; 498 {
499 key_value *tail = 0;
737 key_value * i; 500 key_value *i;
738 501
739 op->key_values = NULL; 502 dst->key_values = 0;
740 503
741 for (i = op2->key_values; i != NULL; i = i->next) { 504 for (i = key_values; i; i = i->next)
742 key_value * new_link = (key_value *) malloc(sizeof(key_value)); 505 {
506 key_value *new_link = new key_value;
743 507
744 new_link->next = NULL; 508 new_link->next = 0;
745 new_link->key = add_refcount(i->key); 509 new_link->key = i->key;
746 if (i->value) 510 new_link->value = i->value;
747 new_link->value = add_refcount(i->value);
748 else
749 new_link->value = NULL;
750 511
751 /* Try and be clever here, too. */ 512 /* Try and be clever here, too. */
752 if (op->key_values == NULL) { 513 if (!dst->key_values)
753 op->key_values = new_link; 514 {
754 tail = new_link; 515 dst->key_values = new_link;
755 } else { 516 tail = new_link;
756 tail->next = new_link; 517 }
757 tail = new_link; 518 else
519 {
520 tail->next = new_link;
521 tail = new_link;
522 }
523 }
758 } 524 }
759 }
760 }
761 525
762 update_ob_speed(op); 526 dst->set_speed (dst->speed);
763} 527}
764 528
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; 529object *
806 530object::clone ()
807 if(free_objects==NULL) { 531{
808 expand_objects(); 532 object *neu = create ();
809 } 533 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; 534 return neu;
848} 535}
849 536
850/* 537/*
851 * If an object with the IS_TURNABLE() flag needs to be turned due 538 * 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 539 * 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. 540 * be called to update the face variable, _and_ how it looks on the map.
854 */ 541 */
855 542void
856void update_turn_face(object *op) { 543update_turn_face (object *op)
544{
857 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
858 return; 546 return;
547
859 SET_ANIMATION(op, op->direction); 548 SET_ANIMATION (op, op->direction);
860 update_object(op,UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
861} 550}
862 551
863/* 552/*
864 * Updates the speed of an object. If the speed changes from 0 to another 553 * 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. 554 * 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. 555 * This function needs to be called whenever the speed of an object changes.
867 */ 556 */
868 557void
869void update_ob_speed(object *op) { 558object::set_speed (float speed)
870 extern int arch_init; 559{
871 560 if (flag [FLAG_FREED] && speed)
872 /* No reason putting the archetypes objects on the speed list, 561 {
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); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
878#ifdef MANY_CORES 563 speed = 0;
879 abort();
880#else
881 op->speed = 0;
882#endif
883 } 564 }
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;
891 565
892 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
893 * of the list. */ 567
894 op->active_next = active_objects; 568 if (has_active_speed ())
895 if (op->active_next!=NULL) 569 activate ();
896 op->active_next->active_prev = op;
897 active_objects = op;
898 }
899 else { 570 else
900 /* If not on the active list, nothing needs to be done */ 571 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} 572}
918 573
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/* 574/*
948 * update_object() updates the array which represents the map. 575 * update_object() updates the the map.
949 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
950 * by invisible objects by whatever is below them (unless it's another 577 * by invisible objects by whatever is below them (unless it's another
951 * invisible object, etc...) 578 * invisible object, etc...)
952 * If the object being updated is beneath a player, the look-window 579 * 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 580 * of that player is updated (this might be a suboptimal way of
954 * updating that window, though, since update_object() is called _often_) 581 * updating that window, though, since update_object() is called _often_)
955 * 582 *
956 * action is a hint of what the caller believes need to be done. 583 * 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: 584 * current action are:
962 * UP_OBJ_INSERT: op was inserted 585 * UP_OBJ_INSERT: op was inserted
963 * UP_OBJ_REMOVE: op was removed 586 * UP_OBJ_REMOVE: op was removed
964 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 587 * 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. 588 * as that is easier than trying to look at what may have changed.
966 * UP_OBJ_FACE: only the objects face has changed. 589 * UP_OBJ_FACE: only the objects face has changed.
967 */ 590 */
968 591void
969void update_object(object *op, int action) { 592update_object (object *op, int action)
970 int update_now=0, flags; 593{
971 MoveType move_on, move_off, move_block, move_slow; 594 MoveType move_on, move_off, move_block, move_slow;
972 595
973 if (op == NULL) { 596 if (op == NULL)
597 {
974 /* this should never happen */ 598 /* this should never happen */
975 LOG(llevDebug,"update_object() called for NULL object.\n"); 599 LOG (llevDebug, "update_object() called for NULL object.\n");
976 return; 600 return;
977 }
978 601 }
979 if(op->env!=NULL) { 602
603 if (op->env)
604 {
980 /* Animation is currently handled by client, so nothing 605 /* Animation is currently handled by client, so nothing
981 * to do in this case. 606 * to do in this case.
982 */ 607 */
983 return; 608 return;
984 } 609 }
985 610
986 /* If the map is saving, don't do anything as everything is 611 /* If the map is saving, don't do anything as everything is
987 * going to get freed anyways. 612 * going to get freed anyways.
988 */ 613 */
989 if (!op->map || op->map->in_memory == MAP_SAVING) return; 614 if (!op->map || op->map->in_memory == MAP_SAVING)
990 615 return;
616
991 /* make sure the object is within map boundaries */ 617 /* make sure the object is within map boundaries */
992 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 618 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)) { 619 {
994 LOG(llevError,"update_object() called for object out of map!\n"); 620 LOG (llevError, "update_object() called for object out of map!\n");
995#ifdef MANY_CORES 621#ifdef MANY_CORES
996 abort(); 622 abort ();
997#endif 623#endif
998 return; 624 return;
999 }
1000 625 }
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 626
627 mapspace &m = op->ms ();
628
629 if (!(m.flags_ & P_UPTODATE))
630 /* nop */;
1008 if (action == UP_OBJ_INSERT) { 631 else if (action == UP_OBJ_INSERT)
632 {
633 // this is likely overkill, TODO: revisit (schmorp)
1009 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 634 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)) 635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
1013 update_now=1; 636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
1014 637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
1015 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
1016 update_now=1; 640 || (m.move_on | op->move_on ) != m.move_on
1017 641 || (m.move_off | op->move_off ) != m.move_off
1018 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 642 || (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 643 /* This isn't perfect, but I don't expect a lot of objects to
1024 * to have move_allow right now. 644 * to have move_allow right now.
1025 */ 645 */
1026 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
1027 update_now=1; 647 || 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; 648 m.flags_ = 0;
1029 } 649 }
1030 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
1031 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
1032 * that is being removed. 652 * that is being removed.
1033 */ 653 */
1034 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
1035 update_now=1; 655 m.flags_ = 0;
1036 } else if (action == UP_OBJ_FACE) { 656 else if (action == UP_OBJ_FACE)
1037 /* Nothing to do for that case */ 657 /* Nothing to do for that case */ ;
1038 }
1039 else { 658 else
1040 LOG(llevError,"update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
1041 }
1042 660
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) 661 if (op->more)
1049 update_object(op->more, action); 662 update_object (op->more, action);
1050} 663}
1051 664
665object::object ()
666{
667 SET_FLAG (this, FLAG_REMOVED);
1052 668
1053/* 669 expmul = 1.0;
1054 * free_object() frees everything allocated by an object, removes 670 face = blank_face;
1055 * it from the list of used objects, and puts it on the list of 671}
1056 * free objects. The IS_FREED() flag is set in the object. 672
1057 * The object must have been removed by remove_ob() first for 673object::~object ()
1058 * this function to succeed. 674{
675 free_key_values (this);
676}
677
678static int object_count;
679
680void object::link ()
681{
682 assert (!index);//D
683 uuid = gen_uuid ();
684 count = ++object_count;
685
686 refcnt_inc ();
687 objects.insert (this);
688}
689
690void object::unlink ()
691{
692 assert (index);//D
693 objects.erase (this);
694 refcnt_dec ();
695}
696
697void
698object::activate ()
699{
700 /* If already on active list, don't do anything */
701 if (active)
702 return;
703
704 if (has_active_speed ())
705 actives.insert (this);
706}
707
708void
709object::activate_recursive ()
710{
711 activate ();
712
713 for (object *op = inv; op; op = op->below)
714 op->activate_recursive ();
715}
716
717/* This function removes object 'op' from the list of active
718 * objects.
719 * This should only be used for style maps or other such
720 * reference maps where you don't want an object that isn't
721 * in play chewing up cpu time getting processed.
722 * The reverse of this is to call update_ob_speed, which
723 * will do the right thing based on the speed of the object.
1059 * 724 */
1060 * If free_inventory is set, free inventory as well. Else drop items in 725void
1061 * inventory to the ground. 726object::deactivate ()
1062 */ 727{
728 /* If not on the active list, nothing needs to be done */
729 if (!active)
730 return;
1063 731
1064void free_object(object *ob) { 732 actives.erase (this);
1065 free_object2(ob, 0);
1066} 733}
1067void free_object2(object *ob, int free_inventory) {
1068 object *tmp,*op;
1069 734
1070 ob->clear (); 735void
736object::deactivate_recursive ()
737{
738 for (object *op = inv; op; op = op->below)
739 op->deactivate_recursive ();
1071 740
1072 if (!QUERY_FLAG(ob,FLAG_REMOVED)) { 741 deactivate ();
1073 LOG(llevDebug,"Free object called with non removed object\n"); 742}
1074 dump_object(ob); 743
1075#ifdef MANY_CORES 744void
1076 abort(); 745object::set_flag_inv (int flag, int value)
1077#endif 746{
747 for (object *op = inv; op; op = op->below)
1078 } 748 {
1079 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) { 749 op->flag [flag] = value;
1080 LOG(llevMonster,"Warning: tried to free friendly object.\n"); 750 op->set_flag_inv (flag, value);
1081 remove_friendly_object(ob);
1082 } 751 }
1083 if(QUERY_FLAG(ob,FLAG_FREED)) { 752}
1084 dump_object(ob); 753
1085 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg); 754/*
1086 return; 755 * Remove and free all objects in the inventory of the given object.
1087 } 756 * object.c ?
1088 if(ob->more!=NULL) { 757 */
1089 free_object2(ob->more, free_inventory); 758void
1090 ob->more=NULL; 759object::destroy_inv (bool drop_to_ground)
1091 } 760{
1092 if (ob->inv) { 761 // need to check first, because the checks below might segfault
762 // as we might be on an invalid mapspace and crossfire code
763 // is too buggy to ensure that the inventory is empty.
764 // corollary: if you create arrows etc. with stuff in tis inventory,
765 // cf will crash below with off-map x and y
766 if (!inv)
767 return;
768
1093 /* Only if the space blocks everything do we not process - 769 /* Only if the space blocks everything do we not process -
1094 * if some form of movemnt is allowed, let objects 770 * if some form of movement is allowed, let objects
1095 * drop on that space. 771 * drop on that space.
1096 */ 772 */
1097 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 773 if (!drop_to_ground
1098 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL)) 774 || !map
1099 { 775 || map->in_memory != MAP_IN_MEMORY
1100 op=ob->inv; 776 || ms ().move_block == MOVE_ALL)
1101 while(op!=NULL) { 777 {
1102 tmp=op->below; 778 while (inv)
1103 remove_ob(op); 779 {
1104 free_object2(op, free_inventory); 780 inv->destroy_inv (drop_to_ground);
1105 op=tmp; 781 inv->destroy ();
782 }
1106 } 783 }
1107 } 784 else
1108 else { /* Put objects in inventory onto this space */ 785 { /* Put objects in inventory onto this space */
1109 op=ob->inv; 786 while (inv)
1110 while(op!=NULL) { 787 {
1111 tmp=op->below; 788 object *op = inv;
1112 remove_ob(op); 789
1113 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) || 790 if (op->flag [FLAG_STARTEQUIP]
1114 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 791 || op->flag [FLAG_NO_DROP]
1115 free_object(op); 792 || op->type == RUNE
1116 else { 793 || op->type == TRAP
1117 op->x=ob->x; 794 || op->flag [FLAG_IS_A_TEMPLATE]
1118 op->y=ob->y; 795 || op->flag [FLAG_DESTROY_ON_DEATH])
1119 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */ 796 op->destroy ();
1120 } 797 else
1121 op=tmp; 798 map->insert (op, x, y);
799 }
1122 } 800 }
1123 } 801}
802
803object *object::create ()
804{
805 object *op = new object;
806 op->link ();
807 return op;
808}
809
810void
811object::do_destroy ()
812{
813 attachable::do_destroy ();
814
815 if (flag [FLAG_IS_LINKED])
816 remove_button_link (this);
817
818 if (flag [FLAG_FRIENDLY])
819 remove_friendly_object (this);
820
821 if (!flag [FLAG_REMOVED])
822 remove ();
823
824 destroy_inv (true);
825
826 deactivate ();
827 unlink ();
828
829 flag [FLAG_FREED] = 1;
830
831 // hack to ensure that freed objects still have a valid map
832 {
833 static maptile *freed_map; // freed objects are moved here to avoid crashes
834
835 if (!freed_map)
836 {
837 freed_map = new maptile;
838
839 freed_map->name = "/internal/freed_objects_map";
840 freed_map->width = 3;
841 freed_map->height = 3;
842
843 freed_map->alloc ();
844 freed_map->in_memory = MAP_IN_MEMORY;
1124 } 845 }
1125 /* Remove object from the active list */
1126 ob->speed = 0;
1127 update_ob_speed(ob);
1128 846
1129 SET_FLAG(ob, FLAG_FREED); 847 map = freed_map;
1130 ob->count = 0; 848 x = 1;
1131 849 y = 1;
1132 /* Remove this object from the list of used objects */
1133 if(ob->prev==NULL) {
1134 objects=ob->next;
1135 if(objects!=NULL)
1136 objects->prev=NULL;
1137 }
1138 else {
1139 ob->prev->next=ob->next;
1140 if(ob->next!=NULL)
1141 ob->next->prev=ob->prev;
1142 }
1143 850 }
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 851
852 head = 0;
853
854 if (more)
1154 855 {
1155 /* Why aren't events freed? */ 856 more->destroy ();
1156 free_key_values(ob); 857 more = 0;
858 }
1157 859
1158#if 0 /* MEMORY_DEBUG*/ 860 // clear those pointers that likely might have circular references to us
1159 /* This is a nice idea. Unfortunately, a lot of the code in crossfire 861 owner = 0;
1160 * presumes the freed_object will stick around for at least a little 862 enemy = 0;
1161 * bit 863 attacked_by = 0;
1162 */
1163 /* this is necessary so that memory debugging programs will
1164 * be able to accurately report source of malloc. If we recycle
1165 * objects, then some other area may be doing the get_object
1166 * and not freeing it, but the original one that malloc'd the
1167 * object will get the blame.
1168 */
1169 free(ob);
1170#else
1171
1172 /* Now link it with the free_objects list: */
1173 ob->prev=NULL;
1174 ob->next=free_objects;
1175 if(free_objects!=NULL)
1176 free_objects->prev=ob;
1177 free_objects=ob;
1178 nroffreeobjects++;
1179#endif
1180} 864}
1181 865
1182/* 866void
1183 * count_free() returns the number of objects on the list of free objects. 867object::destroy (bool destroy_inventory)
1184 */ 868{
1185 869 if (destroyed ())
1186int count_free(void) {
1187 int i=0;
1188 object *tmp=free_objects;
1189 while(tmp!=NULL)
1190 tmp=tmp->next, i++;
1191 return i; 870 return;
1192}
1193 871
1194/* 872 if (destroy_inventory)
1195 * count_used() returns the number of objects on the list of used objects. 873 destroy_inv (false);
1196 */
1197 874
1198int count_used(void) { 875 attachable::destroy ();
1199 int i=0;
1200 object *tmp=objects;
1201 while(tmp!=NULL)
1202 tmp=tmp->next, i++;
1203 return i;
1204}
1205
1206/*
1207 * count_active() returns the number of objects on the list of active objects.
1208 */
1209
1210int count_active(void) {
1211 int i=0;
1212 object *tmp=active_objects;
1213 while(tmp!=NULL)
1214 tmp=tmp->active_next, i++;
1215 return i;
1216} 876}
1217 877
1218/* 878/*
1219 * sub_weight() recursively (outwards) subtracts a number from the 879 * sub_weight() recursively (outwards) subtracts a number from the
1220 * weight of an object (and what is carried by it's environment(s)). 880 * weight of an object (and what is carried by it's environment(s)).
1221 */ 881 */
1222 882void
1223void sub_weight (object *op, signed long weight) { 883sub_weight (object *op, signed long weight)
884{
1224 while (op != NULL) { 885 while (op != NULL)
886 {
1225 if (op->type == CONTAINER) { 887 if (op->type == CONTAINER)
1226 weight=(signed long)(weight*(100-op->stats.Str)/100); 888 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1227 } 889
1228 op->carrying-=weight; 890 op->carrying -= weight;
1229 op = op->env; 891 op = op->env;
1230 } 892 }
1231} 893}
1232 894
1233/* remove_ob(op): 895/* op->remove ():
1234 * This function removes the object op from the linked list of objects 896 * 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 897 * which it is currently tied to. When this function is done, the
1236 * object will have no environment. If the object previously had an 898 * object will have no environment. If the object previously had an
1237 * environment, the x and y coordinates will be updated to 899 * environment, the x and y coordinates will be updated to
1238 * the previous environment. 900 * the previous environment.
1239 * Beware: This function is called from the editor as well! 901 * Beware: This function is called from the editor as well!
1240 */ 902 */
1241 903void
1242void remove_ob(object *op) { 904object::remove ()
905{
1243 object *tmp,*last=NULL; 906 object *tmp, *last = 0;
1244 object *otmp; 907 object *otmp;
1245 tag_t tag;
1246 int check_walk_off;
1247 mapstruct *m;
1248 sint16 x,y;
1249
1250 908
1251 if(QUERY_FLAG(op,FLAG_REMOVED)) { 909 if (QUERY_FLAG (this, FLAG_REMOVED))
1252 dump_object(op); 910 return;
1253 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1254 911
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); 912 SET_FLAG (this, FLAG_REMOVED);
913 INVOKE_OBJECT (REMOVE, this);
1271 914
915 if (more)
916 more->remove ();
917
1272 /* 918 /*
1273 * In this case, the object to be removed is in someones 919 * In this case, the object to be removed is in someones
1274 * inventory. 920 * inventory.
1275 */ 921 */
1276 if(op->env!=NULL) { 922 if (env)
1277 if(op->nrof) 923 {
924 if (nrof)
1278 sub_weight(op->env, op->weight*op->nrof); 925 sub_weight (env, weight * nrof);
1279 else 926 else
1280 sub_weight(op->env, op->weight+op->carrying); 927 sub_weight (env, weight + carrying);
1281 928
1282 /* NO_FIX_PLAYER is set when a great many changes are being 929 /* NO_FIX_PLAYER is set when a great many changes are being
1283 * made to players inventory. If set, avoiding the call 930 * made to players inventory. If set, avoiding the call
1284 * to save cpu time. 931 * to save cpu time.
1285 */ 932 */
1286 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 933 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1287 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 934 otmp->update_stats ();
1288 fix_player(otmp);
1289 935
1290 if(op->above!=NULL) 936 if (above)
1291 op->above->below=op->below; 937 above->below = below;
1292 else 938 else
1293 op->env->inv=op->below; 939 env->inv = below;
1294 940
1295 if(op->below!=NULL) 941 if (below)
1296 op->below->above=op->above; 942 below->above = above;
1297 943
1298 /* we set up values so that it could be inserted into 944 /* we set up values so that it could be inserted into
1299 * the map, but we don't actually do that - it is up 945 * the map, but we don't actually do that - it is up
1300 * to the caller to decide what we want to do. 946 * 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 */ 947 */
948 x = env->x, y = env->y;
949 map = env->map;
950 above = 0, below = 0;
951 env = 0;
952 }
953 else if (map)
954 {
955 if (type == PLAYER)
956 {
957 --map->players;
958 map->touch ();
959 }
1334 960
961 map->dirty = true;
962
1335 /* link the object above us */ 963 /* link the object above us */
1336 if (op->above) 964 if (above)
1337 op->above->below=op->below; 965 above->below = below;
1338 else 966 else
1339 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */ 967 map->at (x, y).top = below; /* we were top, set new top */
1340 968
1341 /* Relink the object below us, if there is one */ 969 /* Relink the object below us, if there is one */
1342 if(op->below) { 970 if (below)
1343 op->below->above=op->above; 971 below->above = above;
1344 } else { 972 else
973 {
1345 /* Nothing below, which means we need to relink map object for this space 974 /* 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 975 * use translated coordinates in case some oddness with map tiling is
1347 * evident 976 * evident
1348 */ 977 */
1349 if(GET_MAP_OB(m,x,y)!=op) { 978 if (GET_MAP_OB (map, x, y) != this)
1350 dump_object(op); 979 {
980 char *dump = dump_object (this);
981 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); 982 "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)); 983 free (dump);
1353 LOG(llevError,"%s\n",errmsg); 984 dump = dump_object (GET_MAP_OB (map, x, y));
1354 } 985 LOG (llevError, "%s\n", dump);
1355 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 986 free (dump);
1356 } 987 }
1357 op->above=NULL;
1358 op->below=NULL;
1359 988
989 map->at (x, y).bot = above; /* goes on above it. */
990 }
991
992 above = 0;
993 below = 0;
994
1360 if (op->map->in_memory == MAP_SAVING) 995 if (map->in_memory == MAP_SAVING)
1361 return; 996 return;
1362 997
1363 tag = op->count; 998 int check_walk_off = !flag [FLAG_NO_APPLY];
1364 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 999
1365 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1000 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1001 {
1366 /* No point updating the players look faces if he is the object 1002 /* No point updating the players look faces if he is the object
1367 * being removed. 1003 * being removed.
1368 */ 1004 */
1369 1005
1370 if(tmp->type==PLAYER && tmp!=op) { 1006 if (tmp->type == PLAYER && tmp != this)
1007 {
1371 /* If a container that the player is currently using somehow gets 1008 /* If a container that the player is currently using somehow gets
1372 * removed (most likely destroyed), update the player view 1009 * removed (most likely destroyed), update the player view
1373 * appropriately. 1010 * appropriately.
1374 */ 1011 */
1375 if (tmp->container==op) { 1012 if (tmp->container == this)
1376 CLEAR_FLAG(op, FLAG_APPLIED); 1013 {
1377 tmp->container=NULL; 1014 flag [FLAG_APPLIED] = 0;
1378 } 1015 tmp->container = 0;
1379 tmp->contr->socket.update_look=1; 1016 }
1380 } 1017
1018 if (tmp->contr->ns)
1019 tmp->contr->ns->floorbox_update ();
1020 }
1021
1381 /* See if player moving off should effect something */ 1022 /* See if object moving off should effect something */
1382 if (check_walk_off && ((op->move_type & tmp->move_off) && 1023 if (check_walk_off
1024 && ((move_type & tmp->move_off)
1383 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1025 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1026 {
1027 move_apply (tmp, this, 0);
1384 1028
1385 move_apply(tmp, op, NULL); 1029 if (destroyed ())
1386 if (was_destroyed (op, tag)) { 1030 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 " 1031 }
1388 "leaving object\n", tmp->name, tmp->arch->name);
1389 }
1390 }
1391 1032
1392 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1033 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1393 1034 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1394 if(tmp->above == tmp) 1035 if (tmp->above == tmp)
1395 tmp->above = NULL; 1036 tmp->above = 0;
1396 last=tmp; 1037
1397 } 1038 last = tmp;
1039 }
1040
1398 /* last == NULL of there are no objects on this space */ 1041 /* last == NULL if there are no objects on this space */
1399 if (last==NULL) { 1042 //TODO: this makes little sense, why only update the topmost object?
1400 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1043 if (!last)
1401 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1044 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 1045 else
1409 update_object(last, UP_OBJ_REMOVE); 1046 update_object (last, UP_OBJ_REMOVE);
1410 1047
1411 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1048 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1412 update_all_los(op->map, op->x, op->y); 1049 update_all_los (map, x, y);
1413 1050 }
1414} 1051}
1415 1052
1416/* 1053/*
1417 * merge_ob(op,top): 1054 * merge_ob(op,top):
1418 * 1055 *
1419 * This function goes through all objects below and including top, and 1056 * This function goes through all objects below and including top, and
1420 * merges op to the first matching object. 1057 * merges op to the first matching object.
1421 * If top is NULL, it is calculated. 1058 * If top is NULL, it is calculated.
1422 * Returns pointer to object if it succeded in the merge, otherwise NULL 1059 * Returns pointer to object if it succeded in the merge, otherwise NULL
1423 */ 1060 */
1424 1061object *
1425object *merge_ob(object *op, object *top) { 1062merge_ob (object *op, object *top)
1063{
1426 if(!op->nrof) 1064 if (!op->nrof)
1427 return 0; 1065 return 0;
1428 if(top==NULL) 1066
1067 if (top)
1429 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1068 for (top = op; top && top->above; top = top->above)
1069 ;
1070
1430 for(;top!=NULL;top=top->below) { 1071 for (; top; top = top->below)
1072 {
1431 if(top==op) 1073 if (top == op)
1432 continue; 1074 continue;
1433 if (CAN_MERGE(op,top)) 1075
1434 { 1076 if (object::can_merge (op, top))
1077 {
1435 top->nrof+=op->nrof; 1078 top->nrof += op->nrof;
1079
1436/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1080/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1437 op->weight = 0; /* Don't want any adjustements now */ 1081 op->weight = 0; /* Don't want any adjustements now */
1438 remove_ob(op); 1082 op->destroy ();
1439 free_object(op);
1440 return top; 1083 return top;
1441 } 1084 }
1442 } 1085 }
1086
1443 return NULL; 1087 return 0;
1444} 1088}
1445 1089
1446/* 1090/*
1447 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1091 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1448 * job preparing multi-part monsters 1092 * job preparing multi-part monsters
1449 */ 1093 */
1094object *
1450object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1095insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1451 object* tmp; 1096{
1452 if (op->head) 1097 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1453 op=op->head; 1098 {
1454 for (tmp=op;tmp;tmp=tmp->more){
1455 tmp->x=x+tmp->arch->clone.x; 1099 tmp->x = x + tmp->arch->clone.x;
1456 tmp->y=y+tmp->arch->clone.y; 1100 tmp->y = y + tmp->arch->clone.y;
1457 } 1101 }
1102
1458 return insert_ob_in_map (op, m, originator, flag); 1103 return insert_ob_in_map (op, m, originator, flag);
1459} 1104}
1460 1105
1461/* 1106/*
1462 * insert_ob_in_map (op, map, originator, flag): 1107 * insert_ob_in_map (op, map, originator, flag):
1463 * This function inserts the object in the two-way linked list 1108 * This function inserts the object in the two-way linked list
1476 * Return value: 1121 * Return value:
1477 * new object if 'op' was merged with other object 1122 * new object if 'op' was merged with other object
1478 * NULL if 'op' was destroyed 1123 * NULL if 'op' was destroyed
1479 * just 'op' otherwise 1124 * just 'op' otherwise
1480 */ 1125 */
1481 1126object *
1482object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1127insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1483{ 1128{
1484 object *tmp, *top, *floor=NULL; 1129 object *tmp, *top, *floor = NULL;
1485 sint16 x,y; 1130 sint16 x, y;
1486 1131
1487 if (QUERY_FLAG (op, FLAG_FREED)) { 1132 if (QUERY_FLAG (op, FLAG_FREED))
1133 {
1488 LOG (llevError, "Trying to insert freed object!\n"); 1134 LOG (llevError, "Trying to insert freed object!\n");
1489 return NULL; 1135 return NULL;
1136 }
1137
1138 if (!m)
1490 } 1139 {
1491 if(m==NULL) { 1140 char *dump = dump_object (op);
1492 dump_object(op);
1493 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1141 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1494 return op; 1142 free (dump);
1143 return op;
1495 } 1144 }
1145
1496 if(out_of_map(m,op->x,op->y)) { 1146 if (out_of_map (m, op->x, op->y))
1497 dump_object(op); 1147 {
1148 char *dump = dump_object (op);
1498 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1149 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1499#ifdef MANY_CORES 1150#ifdef MANY_CORES
1500 /* Better to catch this here, as otherwise the next use of this object 1151 /* 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 1152 * is likely to cause a crash. Better to find out where it is getting
1502 * improperly inserted. 1153 * improperly inserted.
1503 */ 1154 */
1504 abort(); 1155 abort ();
1505#endif 1156#endif
1506 return op; 1157 free (dump);
1158 return op;
1507 } 1159 }
1160
1508 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1161 if (!QUERY_FLAG (op, FLAG_REMOVED))
1509 dump_object(op); 1162 {
1163 char *dump = dump_object (op);
1510 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1164 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1511 return op; 1165 free (dump);
1166 return op;
1167 }
1168
1169 if (op->more)
1512 } 1170 {
1513 if(op->more!=NULL) {
1514 /* The part may be on a different map. */ 1171 /* The part may be on a different map. */
1515 1172
1516 object *more = op->more; 1173 object *more = op->more;
1517 1174
1518 /* We really need the caller to normalize coordinates - if 1175 /* We really need the caller to normalise coordinates - if
1519 * we set the map, that doesn't work if the location is within 1176 * 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 1177 * a map and this is straddling an edge. So only if coordinate
1521 * is clear wrong do we normalize it. 1178 * is clear wrong do we normalise it.
1522 */ 1179 */
1523 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1180 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); 1181 more->map = get_map_from_coord (m, &more->x, &more->y);
1528 } else if (!more->map) { 1182 else if (!more->map)
1183 {
1529 /* For backwards compatibility - when not dealing with tiled maps, 1184 /* For backwards compatibility - when not dealing with tiled maps,
1530 * more->map should always point to the parent. 1185 * more->map should always point to the parent.
1531 */ 1186 */
1532 more->map = m; 1187 more->map = m;
1533 } 1188 }
1534 1189
1535 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1190 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1191 {
1536 if ( ! op->head) 1192 if (!op->head)
1537 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1193 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1538 return NULL; 1194
1539 } 1195 return 0;
1196 }
1540 } 1197 }
1198
1541 CLEAR_FLAG(op,FLAG_REMOVED); 1199 CLEAR_FLAG (op, FLAG_REMOVED);
1542 1200
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 1201 /* 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 1202 * of areas of callers (eg, anything that uses find_free_spot would now
1549 * need extra work 1203 * need extra work
1550 */ 1204 */
1551 op->map=get_map_from_coord(m, &op->x, &op->y); 1205 op->map = get_map_from_coord (m, &op->x, &op->y);
1552 x = op->x; 1206 x = op->x;
1553 y = op->y; 1207 y = op->y;
1554 1208
1555 /* this has to be done after we translate the coordinates. 1209 /* this has to be done after we translate the coordinates.
1556 */ 1210 */
1557 if(op->nrof && !(flag & INS_NO_MERGE)) { 1211 if (op->nrof && !(flag & INS_NO_MERGE))
1558 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1212 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1559 if (CAN_MERGE(op,tmp)) { 1213 if (object::can_merge (op, tmp))
1560 op->nrof+=tmp->nrof; 1214 {
1561 remove_ob(tmp); 1215 op->nrof += tmp->nrof;
1562 free_object(tmp); 1216 tmp->destroy ();
1563 } 1217 }
1564 }
1565 1218
1566 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1219 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1567 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1220 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1221
1568 if (!QUERY_FLAG(op, FLAG_ALIVE)) 1222 if (!QUERY_FLAG (op, FLAG_ALIVE))
1569 CLEAR_FLAG(op, FLAG_NO_STEAL); 1223 CLEAR_FLAG (op, FLAG_NO_STEAL);
1570 1224
1571 if (flag & INS_BELOW_ORIGINATOR) { 1225 if (flag & INS_BELOW_ORIGINATOR)
1226 {
1572 if (originator->map != op->map || originator->x != op->x || 1227 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1573 originator->y != op->y) { 1228 {
1574 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1229 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1575 abort(); 1230 abort ();
1576 } 1231 }
1232
1577 op->above = originator; 1233 op->above = originator;
1578 op->below = originator->below; 1234 op->below = originator->below;
1579 if (op->below) op->below->above = op; 1235
1580 else SET_MAP_OB(op->map, op->x, op->y, op); 1236 if (op->below)
1237 op->below->above = op;
1238 else
1239 op->ms ().bot = op;
1240
1581 /* since *below* originator, no need to update top */ 1241 /* since *below* originator, no need to update top */
1582 originator->below = op; 1242 originator->below = op;
1583 } else { 1243 }
1244 else
1245 {
1584 /* If there are other objects, then */ 1246 /* If there are other objects, then */
1585 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) { 1247 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1586 object *last=NULL; 1248 {
1587 /* 1249 object *last = 0;
1250
1251 /*
1588 * If there are multiple objects on this space, we do some trickier handling. 1252 * If there are multiple objects on this space, we do some trickier handling.
1589 * We've already dealt with merging if appropriate. 1253 * We've already dealt with merging if appropriate.
1590 * Generally, we want to put the new object on top. But if 1254 * Generally, we want to put the new object on top. But if
1591 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1255 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1592 * floor, we want to insert above that and no further. 1256 * floor, we want to insert above that and no further.
1593 * Also, if there are spell objects on this space, we stop processing 1257 * 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 1258 * 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 1259 * 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 1260 * when lots of spells are cast in one area. Currently, it is presumed
1597 * that flying non pickable objects are spell objects. 1261 * that flying non pickable objects are spell objects.
1598 */ 1262 */
1263 while (top)
1264 {
1265 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1266 floor = top;
1599 1267
1600 while (top != NULL) { 1268 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 { 1269 {
1607 /* We insert above top, so we want this object below this */ 1270 /* We insert above top, so we want this object below this */
1608 top=top->below; 1271 top = top->below;
1609 break; 1272 break;
1610 } 1273 }
1611 last = top; 1274
1612 top = top->above; 1275 last = top;
1613 } 1276 top = top->above;
1277 }
1278
1614 /* Don't want top to be NULL, so set it to the last valid object */ 1279 /* Don't want top to be NULL, so set it to the last valid object */
1615 top = last; 1280 top = last;
1616 1281
1617 /* We let update_position deal with figuring out what the space 1282 /* We let update_position deal with figuring out what the space
1618 * looks like instead of lots of conditions here. 1283 * looks like instead of lots of conditions here.
1619 * makes things faster, and effectively the same result. 1284 * makes things faster, and effectively the same result.
1620 */ 1285 */
1621 1286
1622 /* Have object 'fall below' other objects that block view. 1287 /* Have object 'fall below' other objects that block view.
1623 * Unless those objects are exits, type 66 1288 * Unless those objects are exits, type 66
1624 * If INS_ON_TOP is used, don't do this processing 1289 * If INS_ON_TOP is used, don't do this processing
1625 * Need to find the object that in fact blocks view, otherwise 1290 * Need to find the object that in fact blocks view, otherwise
1626 * stacking is a bit odd. 1291 * stacking is a bit odd.
1627 */ 1292 */
1628 if (!(flag & INS_ON_TOP) && 1293 if (!(flag & INS_ON_TOP) &&
1629 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && 1294 (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)) { 1295 {
1631 for (last=top; last != floor; last=last->below) 1296 for (last = top; last != floor; last = last->below)
1632 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break; 1297 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1298 break;
1633 /* Check to see if we found the object that blocks view, 1299 /* Check to see if we found the object that blocks view,
1634 * and make sure we have a below pointer for it so that 1300 * and make sure we have a below pointer for it so that
1635 * we can get inserted below this one, which requires we 1301 * we can get inserted below this one, which requires we
1636 * set top to the object below us. 1302 * set top to the object below us.
1637 */ 1303 */
1638 if (last && last->below && last != floor) top=last->below; 1304 if (last && last->below && last != floor)
1639 } 1305 top = last->below;
1640 } /* If objects on this space */ 1306 }
1307 } /* If objects on this space */
1308
1641 if (flag & INS_MAP_LOAD) 1309 if (flag & INS_MAP_LOAD)
1642 top = GET_MAP_TOP(op->map,op->x,op->y); 1310 top = GET_MAP_TOP (op->map, op->x, op->y);
1311
1643 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1312 if (flag & INS_ABOVE_FLOOR_ONLY)
1313 top = floor;
1644 1314
1645 /* Top is the object that our object (op) is going to get inserted above. 1315 /* Top is the object that our object (op) is going to get inserted above.
1646 */ 1316 */
1647 1317
1648 /* First object on this space */ 1318 /* First object on this space */
1649 if (!top) { 1319 if (!top)
1320 {
1650 op->above = GET_MAP_OB(op->map, op->x, op->y); 1321 op->above = GET_MAP_OB (op->map, op->x, op->y);
1651 if (op->above) op->above->below = op; 1322
1652 op->below = NULL; 1323 if (op->above)
1653 SET_MAP_OB(op->map, op->x, op->y, op); 1324 op->above->below = op;
1654 } else { /* get inserted into the stack above top */ 1325
1326 op->below = 0;
1327 op->ms ().bot = op;
1328 }
1329 else
1330 { /* get inserted into the stack above top */
1655 op->above = top->above; 1331 op->above = top->above;
1656 if (op->above) op->above->below = op; 1332
1333 if (op->above)
1334 op->above->below = op;
1335
1657 op->below = top; 1336 op->below = top;
1658 top->above = op; 1337 top->above = op;
1659 } 1338 }
1660 if (op->above==NULL) 1339
1661 SET_MAP_TOP(op->map,op->x, op->y, op); 1340 if (!op->above)
1341 op->ms ().top = op;
1662 } /* else not INS_BELOW_ORIGINATOR */ 1342 } /* else not INS_BELOW_ORIGINATOR */
1663 1343
1664 if(op->type==PLAYER) 1344 if (op->type == PLAYER)
1345 {
1665 op->contr->do_los=1; 1346 op->contr->do_los = 1;
1347 ++op->map->players;
1348 op->map->touch ();
1349 }
1666 1350
1351 op->map->dirty = true;
1352
1667 /* If we have a floor, we know the player, if any, will be above 1353 /* 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. 1354 * it, so save a few ticks and start from there.
1669 */ 1355 */
1670 if (!(flag & INS_MAP_LOAD)) 1356 if (!(flag & INS_MAP_LOAD))
1671 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1357 if (object *pl = op->ms ().player ())
1672 if (tmp->type == PLAYER) 1358 if (pl->contr->ns)
1673 tmp->contr->socket.update_look=1; 1359 pl->contr->ns->floorbox_update ();
1674 }
1675 1360
1676 /* If this object glows, it may affect lighting conditions that are 1361 /* If this object glows, it may affect lighting conditions that are
1677 * visible to others on this map. But update_all_los is really 1362 * 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 1363 * 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 1364 * on the map will get recalculated. The players could very well
1680 * be far away from this change and not affected in any way - 1365 * be far away from this change and not affected in any way -
1681 * this should get redone to only look for players within range, 1366 * this should get redone to only look for players within range,
1682 * or just updating the P_NEED_UPDATE for spaces within this area 1367 * or just updating the P_UPTODATE for spaces within this area
1683 * of effect may be sufficient. 1368 * of effect may be sufficient.
1684 */ 1369 */
1685 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1370 if (op->map->darkness && (op->glow_radius != 0))
1686 update_all_los(op->map, op->x, op->y); 1371 update_all_los (op->map, op->x, op->y);
1687 1372
1688
1689 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1373 /* updates flags (blocked, alive, no magic, etc) for this map space */
1690 update_object(op,UP_OBJ_INSERT); 1374 update_object (op, UP_OBJ_INSERT);
1691 1375
1376 INVOKE_OBJECT (INSERT, op);
1692 1377
1693 /* Don't know if moving this to the end will break anything. However, 1378 /* 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. 1379 * we want to have floorbox_update called before calling this.
1695 * 1380 *
1696 * check_move_on() must be after this because code called from 1381 * check_move_on() must be after this because code called from
1697 * check_move_on() depends on correct map flags (so functions like 1382 * check_move_on() depends on correct map flags (so functions like
1698 * blocked() and wall() work properly), and these flags are updated by 1383 * blocked() and wall() work properly), and these flags are updated by
1699 * update_object(). 1384 * update_object().
1700 */ 1385 */
1701 1386
1702 /* if this is not the head or flag has been passed, don't check walk on status */ 1387 /* 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) { 1388 if (!(flag & INS_NO_WALK_ON) && !op->head)
1389 {
1705 if (check_move_on(op, originator)) 1390 if (check_move_on (op, originator))
1706 return NULL; 1391 return 0;
1707 1392
1708 /* If we are a multi part object, lets work our way through the check 1393 /* If we are a multi part object, lets work our way through the check
1709 * walk on's. 1394 * walk on's.
1710 */ 1395 */
1711 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1396 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1712 if (check_move_on (tmp, originator)) 1397 if (check_move_on (tmp, originator))
1713 return NULL; 1398 return 0;
1714 } 1399 }
1400
1715 return op; 1401 return op;
1716} 1402}
1717 1403
1718/* this function inserts an object in the map, but if it 1404/* 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. 1405 * 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. 1406 * op is the object to insert it under: supplies x and the map.
1721 */ 1407 */
1408void
1722void replace_insert_ob_in_map(const char *arch_string, object *op) { 1409replace_insert_ob_in_map (const char *arch_string, object *op)
1723 object *tmp; 1410{
1724 object *tmp1; 1411 object *tmp, *tmp1;
1725 1412
1726 /* first search for itself and remove any old instances */ 1413 /* first search for itself and remove any old instances */
1727 1414
1728 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1415 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1729 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1416 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1730 remove_ob(tmp); 1417 tmp->destroy ();
1731 free_object(tmp);
1732 }
1733 }
1734 1418
1735 tmp1=arch_to_object(find_archetype(arch_string)); 1419 tmp1 = arch_to_object (archetype::find (arch_string));
1736 1420
1737 1421 tmp1->x = op->x;
1738 tmp1->x = op->x; tmp1->y = op->y; 1422 tmp1->y = op->y;
1739 insert_ob_in_map(tmp1,op->map,op,0); 1423 insert_ob_in_map (tmp1, op->map, op, 0);
1740} 1424}
1425
1426object *
1427object::insert_at (object *where, object *originator, int flags)
1428{
1429 where->map->insert (this, where->x, where->y, originator, flags);
1430}
1741 1431
1742/* 1432/*
1743 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1433 * 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 1434 * is returned contains nr objects, and the remaining parts contains
1745 * the rest (or is removed and freed if that number is 0). 1435 * the rest (or is removed and freed if that number is 0).
1746 * On failure, NULL is returned, and the reason put into the 1436 * On failure, NULL is returned, and the reason put into the
1747 * global static errmsg array. 1437 * global static errmsg array.
1748 */ 1438 */
1749 1439object *
1750object *get_split_ob(object *orig_ob, uint32 nr) { 1440get_split_ob (object *orig_ob, uint32 nr)
1441{
1751 object *newob; 1442 object *newob;
1752 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1443 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1753 1444
1754 if(orig_ob->nrof<nr) { 1445 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 } 1446 {
1447 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1448 return NULL;
1449 }
1450
1759 newob = object_create_clone(orig_ob); 1451 newob = object_create_clone (orig_ob);
1452
1760 if((orig_ob->nrof-=nr)<1) { 1453 if ((orig_ob->nrof -= nr) < 1)
1761 if ( ! is_removed) 1454 orig_ob->destroy (1);
1762 remove_ob(orig_ob);
1763 free_object2(orig_ob, 1);
1764 }
1765 else if ( ! is_removed) { 1455 else if (!is_removed)
1456 {
1766 if(orig_ob->env!=NULL) 1457 if (orig_ob->env != NULL)
1767 sub_weight (orig_ob->env,orig_ob->weight*nr); 1458 sub_weight (orig_ob->env, orig_ob->weight * nr);
1768 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1459 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1460 {
1769 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1461 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"); 1462 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1772 return NULL; 1463 return NULL;
1773 } 1464 }
1774 } 1465 }
1466
1775 newob->nrof=nr; 1467 newob->nrof = nr;
1776 1468
1777 return newob; 1469 return newob;
1778} 1470}
1779 1471
1780/* 1472/*
1781 * decrease_ob_nr(object, number) decreases a specified number from 1473 * decrease_ob_nr(object, number) decreases a specified number from
1782 * the amount of an object. If the amount reaches 0, the object 1474 * the amount of an object. If the amount reaches 0, the object
1783 * is subsequently removed and freed. 1475 * is subsequently removed and freed.
1784 * 1476 *
1785 * Return value: 'op' if something is left, NULL if the amount reached 0 1477 * Return value: 'op' if something is left, NULL if the amount reached 0
1786 */ 1478 */
1787 1479
1480object *
1788object *decrease_ob_nr (object *op, uint32 i) 1481decrease_ob_nr (object *op, uint32 i)
1789{ 1482{
1790 object *tmp; 1483 object *tmp;
1791 player *pl;
1792 1484
1793 if (i == 0) /* objects with op->nrof require this check */ 1485 if (i == 0) /* objects with op->nrof require this check */
1794 return op; 1486 return op;
1795 1487
1796 if (i > op->nrof) 1488 if (i > op->nrof)
1797 i = op->nrof; 1489 i = op->nrof;
1798 1490
1799 if (QUERY_FLAG (op, FLAG_REMOVED)) 1491 if (QUERY_FLAG (op, FLAG_REMOVED))
1492 op->nrof -= i;
1493 else if (op->env)
1494 {
1495 /* is this object in the players inventory, or sub container
1496 * therein?
1497 */
1498 tmp = op->in_player ();
1499 /* nope. Is this a container the player has opened?
1500 * If so, set tmp to that player.
1501 * IMO, searching through all the players will mostly
1502 * likely be quicker than following op->env to the map,
1503 * and then searching the map for a player.
1504 */
1505 if (!tmp)
1506 for_all_players (pl)
1507 if (pl->ob->container == op->env)
1508 {
1509 tmp = pl->ob;
1510 break;
1511 }
1512
1513 if (i < op->nrof)
1514 {
1515 sub_weight (op->env, op->weight * i);
1516 op->nrof -= i;
1517 if (tmp)
1518 esrv_send_item (tmp, op);
1519 }
1520 else
1521 {
1522 op->remove ();
1523 op->nrof = 0;
1524 if (tmp)
1525 esrv_del_item (tmp->contr, op->count);
1526 }
1800 { 1527 }
1528 else
1529 {
1530 object *above = op->above;
1531
1532 if (i < op->nrof)
1801 op->nrof -= i; 1533 op->nrof -= i;
1802 } 1534 else
1803 else if (op->env != NULL) 1535 {
1804 { 1536 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; 1537 op->nrof = 0;
1538 }
1539
1540 /* Since we just removed op, op->above is null */
1541 for (tmp = above; tmp; tmp = tmp->above)
1542 if (tmp->type == PLAYER)
1543 {
1825 if (tmp) { 1544 if (op->nrof)
1826 esrv_send_item(tmp, op); 1545 esrv_send_item (tmp, op);
1827 } 1546 else
1828 } else {
1829 remove_ob (op);
1830 op->nrof = 0;
1831 if (tmp) {
1832 esrv_del_item(tmp->contr, op->count); 1547 esrv_del_item (tmp->contr, op->count);
1833 } 1548 }
1834 }
1835 }
1836 else
1837 { 1549 }
1838 object *above = op->above;
1839 1550
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) { 1551 if (op->nrof)
1857 return op; 1552 return op;
1858 } else { 1553 else
1859 free_object (op); 1554 {
1555 op->destroy ();
1860 return NULL; 1556 return 0;
1861 } 1557 }
1862} 1558}
1863 1559
1864/* 1560/*
1865 * add_weight(object, weight) adds the specified weight to an object, 1561 * add_weight(object, weight) adds the specified weight to an object,
1866 * and also updates how much the environment(s) is/are carrying. 1562 * and also updates how much the environment(s) is/are carrying.
1867 */ 1563 */
1868 1564
1565void
1869void add_weight (object *op, signed long weight) { 1566add_weight (object *op, signed long weight)
1567{
1870 while (op!=NULL) { 1568 while (op != NULL)
1569 {
1871 if (op->type == CONTAINER) { 1570 if (op->type == CONTAINER)
1872 weight=(signed long)(weight*(100-op->stats.Str)/100); 1571 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1873 } 1572
1874 op->carrying+=weight; 1573 op->carrying += weight;
1875 op=op->env; 1574 op = op->env;
1876 } 1575 }
1877} 1576}
1878 1577
1578object *
1579insert_ob_in_ob (object *op, object *where)
1580{
1581 if (!where)
1582 {
1583 char *dump = dump_object (op);
1584 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1585 free (dump);
1586 return op;
1587 }
1588
1589 if (where->head)
1590 {
1591 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1592 where = where->head;
1593 }
1594
1595 return where->insert (op);
1596}
1597
1879/* 1598/*
1880 * insert_ob_in_ob(op,environment): 1599 * env->insert (op)
1881 * This function inserts the object op in the linked list 1600 * This function inserts the object op in the linked list
1882 * inside the object environment. 1601 * inside the object environment.
1883 * 1602 *
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 1603 * The function returns now pointer to inserted item, and return value can
1890 * be != op, if items are merged. -Tero 1604 * be != op, if items are merged. -Tero
1891 */ 1605 */
1892 1606
1893object *insert_ob_in_ob(object *op,object *where) { 1607object *
1608object::insert (object *op)
1609{
1894 object *tmp, *otmp; 1610 object *tmp, *otmp;
1895 1611
1896 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1612 if (!QUERY_FLAG (op, FLAG_REMOVED))
1897 dump_object(op); 1613 op->remove ();
1898 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1614
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) { 1615 if (op->more)
1616 {
1912 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1617 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1913 op->name, op->count);
1914 return op; 1618 return op;
1915 } 1619 }
1620
1916 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1621 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1917 CLEAR_FLAG(op, FLAG_REMOVED); 1622 CLEAR_FLAG (op, FLAG_REMOVED);
1918 if(op->nrof) { 1623 if (op->nrof)
1624 {
1919 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1625 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1920 if ( CAN_MERGE(tmp,op) ) { 1626 if (object::can_merge (tmp, op))
1627 {
1921 /* return the original object and remove inserted object 1628 /* return the original object and remove inserted object
1922 (client needs the original object) */ 1629 (client needs the original object) */
1923 tmp->nrof += op->nrof; 1630 tmp->nrof += op->nrof;
1924 /* Weight handling gets pretty funky. Since we are adding to 1631 /* Weight handling gets pretty funky. Since we are adding to
1925 * tmp->nrof, we need to increase the weight. 1632 * tmp->nrof, we need to increase the weight.
1926 */ 1633 */
1927 add_weight (where, op->weight*op->nrof); 1634 add_weight (this, op->weight * op->nrof);
1928 SET_FLAG(op, FLAG_REMOVED); 1635 SET_FLAG (op, FLAG_REMOVED);
1929 free_object(op); /* free the inserted object */ 1636 op->destroy (); /* free the inserted object */
1930 op = tmp; 1637 op = tmp;
1931 remove_ob (op); /* and fix old object's links */ 1638 op->remove (); /* and fix old object's links */
1932 CLEAR_FLAG(op, FLAG_REMOVED); 1639 CLEAR_FLAG (op, FLAG_REMOVED);
1933 break; 1640 break;
1934 } 1641 }
1935 1642
1936 /* I assume combined objects have no inventory 1643 /* I assume combined objects have no inventory
1937 * We add the weight - this object could have just been removed 1644 * We add the weight - this object could have just been removed
1938 * (if it was possible to merge). calling remove_ob will subtract 1645 * (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 1646 * the weight, so we need to add it in again, since we actually do
1940 * the linking below 1647 * the linking below
1941 */ 1648 */
1942 add_weight (where, op->weight*op->nrof); 1649 add_weight (this, op->weight * op->nrof);
1650 }
1943 } else 1651 else
1944 add_weight (where, (op->weight+op->carrying)); 1652 add_weight (this, (op->weight + op->carrying));
1945 1653
1946 otmp=is_player_inv(where); 1654 otmp = this->in_player ();
1947 if (otmp&&otmp->contr!=NULL) { 1655 if (otmp && otmp->contr)
1948 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1656 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1949 fix_player(otmp); 1657 otmp->update_stats ();
1950 }
1951 1658
1952 op->map=NULL; 1659 op->map = 0;
1953 op->env=where; 1660 op->env = this;
1954 op->above=NULL; 1661 op->above = 0;
1955 op->below=NULL; 1662 op->below = 0;
1956 op->x=0,op->y=0; 1663 op->x = 0, op->y = 0;
1957 op->ox=0,op->oy=0;
1958 1664
1959 /* reset the light list and los of the players on the map */ 1665 /* reset the light list and los of the players on the map */
1960 if((op->glow_radius!=0)&&where->map) 1666 if ((op->glow_radius != 0) && map)
1961 { 1667 {
1962#ifdef DEBUG_LIGHTS 1668#ifdef DEBUG_LIGHTS
1963 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1669 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1964 op->name);
1965#endif /* DEBUG_LIGHTS */ 1670#endif /* DEBUG_LIGHTS */
1966 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1671 if (map->darkness)
1672 update_all_los (map, x, y);
1967 } 1673 }
1968 1674
1969 /* Client has no idea of ordering so lets not bother ordering it here. 1675 /* Client has no idea of ordering so lets not bother ordering it here.
1970 * It sure simplifies this function... 1676 * It sure simplifies this function...
1971 */ 1677 */
1972 if (where->inv==NULL) 1678 if (!inv)
1973 where->inv=op; 1679 inv = op;
1974 else { 1680 else
1681 {
1975 op->below = where->inv; 1682 op->below = inv;
1976 op->below->above = op; 1683 op->below->above = op;
1977 where->inv = op; 1684 inv = op;
1978 } 1685 }
1686
1687 INVOKE_OBJECT (INSERT, this);
1688
1979 return op; 1689 return op;
1980} 1690}
1981 1691
1982/* 1692/*
1983 * Checks if any objects has a move_type that matches objects 1693 * Checks if any objects has a move_type that matches objects
1997 * 1707 *
1998 * MSW 2001-07-08: Check all objects on space, not just those below 1708 * 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 1709 * object being inserted. insert_ob_in_map may not put new objects
2000 * on top. 1710 * on top.
2001 */ 1711 */
2002 1712int
2003int check_move_on (object *op, object *originator) 1713check_move_on (object *op, object *originator)
2004{ 1714{
2005 object *tmp; 1715 object *tmp;
2006 tag_t tag;
2007 mapstruct *m=op->map; 1716 maptile *m = op->map;
2008 int x=op->x, y=op->y; 1717 int x = op->x, y = op->y;
1718
2009 MoveType move_on, move_slow, move_block; 1719 MoveType move_on, move_slow, move_block;
2010 1720
2011 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1721 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; 1722 return 0;
1723
1724 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1725 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1726 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1727
1728 /* if nothing on this space will slow op down or be applied,
1729 * no need to do checking below. have to make sure move_type
1730 * is set, as lots of objects don't have it set - we treat that
1731 * as walking.
1732 */
1733 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1734 return 0;
1735
1736 /* This is basically inverse logic of that below - basically,
1737 * if the object can avoid the move on or slow move, they do so,
1738 * but can't do it if the alternate movement they are using is
1739 * blocked. Logic on this seems confusing, but does seem correct.
1740 */
1741 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1742 return 0;
1743
1744 /* The objects have to be checked from top to bottom.
1745 * Hence, we first go to the top:
1746 */
1747
1748 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1749 {
1750 /* Trim the search when we find the first other spell effect
1751 * this helps performance so that if a space has 50 spell objects,
1752 * we don't need to check all of them.
1753 */
1754 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1755 break;
1756 }
1757
1758 for (; tmp; tmp = tmp->below)
1759 {
1760 if (tmp == op)
1761 continue; /* Can't apply yourself */
1762
1763 /* Check to see if one of the movement types should be slowed down.
1764 * Second check makes sure that the movement types not being slowed
1765 * (~slow_move) is not blocked on this space - just because the
1766 * space doesn't slow down swimming (for example), if you can't actually
1767 * swim on that space, can't use it to avoid the penalty.
1768 */
1769 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1770 {
1771 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1772 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1773 {
1774
1775 float
1776 diff = tmp->move_slow_penalty * FABS (op->speed);
1777
1778 if (op->type == PLAYER)
1779 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1780 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1781 diff /= 4.0;
1782
1783 op->speed_left -= diff;
1784 }
1785 }
1786
1787 /* Basically same logic as above, except now for actual apply. */
1788 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1789 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1790 {
1791 move_apply (tmp, op, originator);
1792
1793 if (op->destroyed ())
1794 return 1;
1795
1796 /* what the person/creature stepped onto has moved the object
1797 * someplace new. Don't process any further - if we did,
1798 * have a feeling strange problems would result.
1799 */
1800 if (op->map != m || op->x != x || op->y != y)
1801 return 0;
1802 }
1803 }
1804
1805 return 0;
2092} 1806}
2093 1807
2094/* 1808/*
2095 * present_arch(arch, map, x, y) searches for any objects with 1809 * present_arch(arch, map, x, y) searches for any objects with
2096 * a matching archetype at the given map and coordinates. 1810 * a matching archetype at the given map and coordinates.
2097 * The first matching object is returned, or NULL if none. 1811 * The first matching object is returned, or NULL if none.
2098 */ 1812 */
2099 1813object *
2100object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1814present_arch (const archetype *at, maptile *m, int x, int y)
2101 object *tmp; 1815{
2102 if(m==NULL || out_of_map(m,x,y)) { 1816 if (!m || out_of_map (m, x, y))
1817 {
2103 LOG(llevError,"Present_arch called outside map.\n"); 1818 LOG (llevError, "Present_arch called outside map.\n");
2104 return NULL; 1819 return NULL;
2105 } 1820 }
2106 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1821
1822 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2107 if(tmp->arch == at) 1823 if (tmp->arch == at)
2108 return tmp; 1824 return tmp;
1825
2109 return NULL; 1826 return NULL;
2110} 1827}
2111 1828
2112/* 1829/*
2113 * present(type, map, x, y) searches for any objects with 1830 * present(type, map, x, y) searches for any objects with
2114 * a matching type variable at the given map and coordinates. 1831 * a matching type variable at the given map and coordinates.
2115 * The first matching object is returned, or NULL if none. 1832 * The first matching object is returned, or NULL if none.
2116 */ 1833 */
2117 1834object *
2118object *present(unsigned char type,mapstruct *m, int x,int y) { 1835present (unsigned char type, maptile *m, int x, int y)
2119 object *tmp; 1836{
2120 if(out_of_map(m,x,y)) { 1837 if (out_of_map (m, x, y))
1838 {
2121 LOG(llevError,"Present called outside map.\n"); 1839 LOG (llevError, "Present called outside map.\n");
2122 return NULL; 1840 return NULL;
2123 } 1841 }
2124 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1842
1843 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2125 if(tmp->type==type) 1844 if (tmp->type == type)
2126 return tmp; 1845 return tmp;
1846
2127 return NULL; 1847 return NULL;
2128} 1848}
2129 1849
2130/* 1850/*
2131 * present_in_ob(type, object) searches for any objects with 1851 * present_in_ob(type, object) searches for any objects with
2132 * a matching type variable in the inventory of the given object. 1852 * a matching type variable in the inventory of the given object.
2133 * The first matching object is returned, or NULL if none. 1853 * The first matching object is returned, or NULL if none.
2134 */ 1854 */
2135 1855object *
2136object *present_in_ob(unsigned char type, const object *op) { 1856present_in_ob (unsigned char type, const object *op)
2137 object *tmp; 1857{
2138 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1858 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2139 if(tmp->type==type) 1859 if (tmp->type == type)
2140 return tmp; 1860 return tmp;
1861
2141 return NULL; 1862 return NULL;
2142} 1863}
2143 1864
2144/* 1865/*
2145 * present_in_ob (type, str, object) searches for any objects with 1866 * present_in_ob (type, str, object) searches for any objects with
2153 * str is the string to match against. Note that we match against 1874 * 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 1875 * 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 1876 * spell code can use one object type (force), but change it's name
2156 * to be unique. 1877 * to be unique.
2157 */ 1878 */
2158 1879object *
2159object *present_in_ob_by_name(int type, const char *str, const object *op) { 1880present_in_ob_by_name (int type, const char *str, const object *op)
2160 object *tmp; 1881{
2161
2162 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1882 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2163 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1883 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2164 return tmp; 1884 return tmp;
2165 } 1885
2166 return NULL; 1886 return 0;
2167} 1887}
2168 1888
2169/* 1889/*
2170 * present_arch_in_ob(archetype, object) searches for any objects with 1890 * present_arch_in_ob(archetype, object) searches for any objects with
2171 * a matching archetype in the inventory of the given object. 1891 * a matching archetype in the inventory of the given object.
2172 * The first matching object is returned, or NULL if none. 1892 * The first matching object is returned, or NULL if none.
2173 */ 1893 */
2174 1894object *
2175object *present_arch_in_ob(const archetype *at, const object *op) { 1895present_arch_in_ob (const archetype *at, const object *op)
2176 object *tmp; 1896{
2177 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1897 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2178 if( tmp->arch == at) 1898 if (tmp->arch == at)
2179 return tmp; 1899 return tmp;
1900
2180 return NULL; 1901 return NULL;
2181} 1902}
2182 1903
2183/* 1904/*
2184 * activate recursively a flag on an object inventory 1905 * activate recursively a flag on an object inventory
2185 */ 1906 */
1907void
2186void flag_inv(object*op, int flag){ 1908flag_inv (object *op, int flag)
2187 object *tmp; 1909{
2188 if(op->inv) 1910 if (op->inv)
2189 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1911 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1912 {
2190 SET_FLAG(tmp, flag); 1913 SET_FLAG (tmp, flag);
2191 flag_inv(tmp,flag); 1914 flag_inv (tmp, flag);
2192 } 1915 }
1916}
1917
2193}/* 1918/*
2194 * desactivate recursively a flag on an object inventory 1919 * deactivate recursively a flag on an object inventory
2195 */ 1920 */
1921void
2196void unflag_inv(object*op, int flag){ 1922unflag_inv (object *op, int flag)
2197 object *tmp; 1923{
2198 if(op->inv) 1924 if (op->inv)
2199 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1925 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1926 {
2200 CLEAR_FLAG(tmp, flag); 1927 CLEAR_FLAG (tmp, flag);
2201 unflag_inv(tmp,flag); 1928 unflag_inv (tmp, flag);
2202 } 1929 }
2203} 1930}
2204 1931
2205/* 1932/*
2206 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1933 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2207 * all it's inventory (recursively). 1934 * all it's inventory (recursively).
2208 * If checksums are used, a player will get set_cheat called for 1935 * 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. 1936 * him/her-self and all object carried by a call to this function.
2210 */ 1937 */
2211 1938void
2212void set_cheat(object *op) { 1939set_cheat (object *op)
1940{
2213 SET_FLAG(op, FLAG_WAS_WIZ); 1941 SET_FLAG (op, FLAG_WAS_WIZ);
2214 flag_inv(op, FLAG_WAS_WIZ); 1942 flag_inv (op, FLAG_WAS_WIZ);
2215} 1943}
2216 1944
2217/* 1945/*
2218 * find_free_spot(object, map, x, y, start, stop) will search for 1946 * 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 1947 * 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 1961 * 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 1962 * 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 1963 * the archetype because that isn't correct if the monster has been
2236 * customized, changed states, etc. 1964 * customized, changed states, etc.
2237 */ 1965 */
2238 1966int
2239int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 1967find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1968{
2240 int i,index=0, flag; 1969 int index = 0, flag;
2241 static int altern[SIZEOFFREE]; 1970 int altern[SIZEOFFREE];
2242 1971
2243 for(i=start;i<stop;i++) { 1972 for (int i = start; i < stop; i++)
1973 {
2244 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 1974 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2245 if(!flag) 1975 if (!flag)
2246 altern[index++]=i; 1976 altern [index++] = i;
2247 1977
2248 /* Basically, if we find a wall on a space, we cut down the search size. 1978 /* 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. 1979 * 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 - 1980 * 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 1981 * 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 1982 * spaces in all the other directions, this will reduce the search space
2253 * to only the spaces immediately surrounding the target area, and 1983 * to only the spaces immediately surrounding the target area, and
2254 * won't look 2 spaces south of the target space. 1984 * won't look 2 spaces south of the target space.
2255 */ 1985 */
2256 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 1986 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2257 stop=maxfree[i]; 1987 stop = maxfree[i];
2258 } 1988 }
2259 if(!index) return -1; 1989
1990 if (!index)
1991 return -1;
1992
2260 return altern[RANDOM()%index]; 1993 return altern[RANDOM () % index];
2261} 1994}
2262 1995
2263/* 1996/*
2264 * find_first_free_spot(archetype, mapstruct, x, y) works like 1997 * find_first_free_spot(archetype, maptile, x, y) works like
2265 * find_free_spot(), but it will search max number of squares. 1998 * find_free_spot(), but it will search max number of squares.
2266 * But it will return the first available spot, not a random choice. 1999 * 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. 2000 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2268 */ 2001 */
2269 2002int
2270int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2003find_first_free_spot (const object *ob, maptile *m, int x, int y)
2271 int i; 2004{
2272 for(i=0;i<SIZEOFFREE;i++) { 2005 for (int i = 0; i < SIZEOFFREE; i++)
2273 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2006 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2274 return i; 2007 return i;
2275 } 2008
2276 return -1; 2009 return -1;
2277} 2010}
2278 2011
2279/* 2012/*
2280 * The function permute(arr, begin, end) randomly reorders the array 2013 * The function permute(arr, begin, end) randomly reorders the array
2281 * arr[begin..end-1]. 2014 * arr[begin..end-1].
2015 * now uses a fisher-yates shuffle, old permute was broken
2282 */ 2016 */
2017static void
2283static void permute(int *arr, int begin, int end) 2018permute (int *arr, int begin, int end)
2284{ 2019{
2285 int i, j, tmp, len; 2020 arr += begin;
2021 end -= begin;
2286 2022
2287 len = end-begin; 2023 while (--end)
2288 for(i = begin; i < end; i++) 2024 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} 2025}
2297 2026
2298/* new function to make monster searching more efficient, and effective! 2027/* new function to make monster searching more efficient, and effective!
2299 * This basically returns a randomized array (in the passed pointer) of 2028 * 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 2029 * 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 2030 * 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 2031 * 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. 2032 * the 3x3 area will be searched, just not in a predictable order.
2304 */ 2033 */
2034void
2305void get_search_arr(int *search_arr) 2035get_search_arr (int *search_arr)
2306{ 2036{
2307 int i; 2037 int i;
2308 2038
2309 for(i = 0; i < SIZEOFFREE; i++) 2039 for (i = 0; i < SIZEOFFREE; i++)
2310 {
2311 search_arr[i] = i; 2040 search_arr[i] = i;
2312 }
2313 2041
2314 permute(search_arr, 1, SIZEOFFREE1+1); 2042 permute (search_arr, 1, SIZEOFFREE1 + 1);
2315 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2043 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2316 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2044 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2317} 2045}
2318 2046
2319/* 2047/*
2320 * find_dir(map, x, y, exclude) will search some close squares in the 2048 * find_dir(map, x, y, exclude) will search some close squares in the
2321 * given map at the given coordinates for live objects. 2049 * given map at the given coordinates for live objects.
2326 * Perhaps incorrectly, but I'm making the assumption that exclude 2054 * 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 2055 * 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 2056 * because we have to know what movement the thing looking to move
2329 * there is capable of. 2057 * there is capable of.
2330 */ 2058 */
2331 2059int
2332int find_dir(mapstruct *m, int x, int y, object *exclude) { 2060find_dir (maptile *m, int x, int y, object *exclude)
2061{
2333 int i,max=SIZEOFFREE, mflags; 2062 int i, max = SIZEOFFREE, mflags;
2063
2334 sint16 nx, ny; 2064 sint16 nx, ny;
2335 object *tmp; 2065 object *tmp;
2336 mapstruct *mp; 2066 maptile *mp;
2067
2337 MoveType blocked, move_type; 2068 MoveType blocked, move_type;
2338 2069
2339 if (exclude && exclude->head) { 2070 if (exclude && exclude->head)
2071 {
2340 exclude = exclude->head; 2072 exclude = exclude->head;
2341 move_type = exclude->move_type; 2073 move_type = exclude->move_type;
2342 } else { 2074 }
2075 else
2076 {
2343 /* If we don't have anything, presume it can use all movement types. */ 2077 /* If we don't have anything, presume it can use all movement types. */
2344 move_type=MOVE_ALL; 2078 move_type = MOVE_ALL;
2079 }
2080
2081 for (i = 1; i < max; i++)
2345 } 2082 {
2346 2083 mp = m;
2347 for(i=1;i<max;i++) {
2348 mp = m;
2349 nx = x + freearr_x[i]; 2084 nx = x + freearr_x[i];
2350 ny = y + freearr_y[i]; 2085 ny = y + freearr_y[i];
2351 2086
2352 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2087 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2088
2353 if (mflags & P_OUT_OF_MAP) { 2089 if (mflags & P_OUT_OF_MAP)
2354 max = maxfree[i]; 2090 max = maxfree[i];
2355 } else { 2091 else
2356 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2092 {
2093 mapspace &ms = mp->at (nx, ny);
2357 2094
2095 blocked = ms.move_block;
2096
2358 if ((move_type & blocked) == move_type) { 2097 if ((move_type & blocked) == move_type)
2359 max=maxfree[i]; 2098 max = maxfree[i];
2360 } else if (mflags & P_IS_ALIVE) { 2099 else if (mflags & P_IS_ALIVE)
2361 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2100 {
2362 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2101 for (tmp = ms.bot; tmp; tmp = tmp->above)
2102 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2363 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2103 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2364 break; 2104 break;
2365 } 2105
2366 } 2106 if (tmp)
2367 if(tmp) {
2368 return freedir[i]; 2107 return freedir[i];
2369 } 2108 }
2109 }
2370 } 2110 }
2371 } 2111
2372 }
2373 return 0; 2112 return 0;
2374} 2113}
2375 2114
2376/* 2115/*
2377 * distance(object 1, object 2) will return the square of the 2116 * distance(object 1, object 2) will return the square of the
2378 * distance between the two given objects. 2117 * distance between the two given objects.
2379 */ 2118 */
2380 2119int
2381int distance(const object *ob1, const object *ob2) { 2120distance (const object *ob1, const object *ob2)
2382 int i; 2121{
2383 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2122 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} 2123}
2387 2124
2388/* 2125/*
2389 * find_dir_2(delta-x,delta-y) will return a direction in which 2126 * 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 2127 * an object which has subtracted the x and y coordinates of another
2391 * object, needs to travel toward it. 2128 * object, needs to travel toward it.
2392 */ 2129 */
2393 2130int
2394int find_dir_2(int x, int y) { 2131find_dir_2 (int x, int y)
2132{
2395 int q; 2133 int q;
2396 2134
2397 if(y) 2135 if (y)
2398 q=x*100/y; 2136 q = x * 100 / y;
2399 else if (x) 2137 else if (x)
2400 q= -300*x; 2138 q = -300 * x;
2401 else 2139 else
2402 return 0; 2140 return 0;
2403 2141
2404 if(y>0) { 2142 if (y > 0)
2143 {
2405 if(q < -242) 2144 if (q < -242)
2406 return 3 ; 2145 return 3;
2407 if (q < -41) 2146 if (q < -41)
2408 return 2 ; 2147 return 2;
2409 if (q < 41) 2148 if (q < 41)
2410 return 1 ; 2149 return 1;
2411 if (q < 242) 2150 if (q < 242)
2412 return 8 ; 2151 return 8;
2413 return 7 ; 2152 return 7;
2414 } 2153 }
2415 2154
2416 if (q < -242) 2155 if (q < -242)
2417 return 7 ; 2156 return 7;
2418 if (q < -41) 2157 if (q < -41)
2419 return 6 ; 2158 return 6;
2420 if (q < 41) 2159 if (q < 41)
2421 return 5 ; 2160 return 5;
2422 if (q < 242) 2161 if (q < 242)
2423 return 4 ; 2162 return 4;
2424 2163
2425 return 3 ; 2164 return 3;
2426} 2165}
2427 2166
2428/* 2167/*
2429 * absdir(int): Returns a number between 1 and 8, which represent 2168 * absdir(int): Returns a number between 1 and 8, which represent
2430 * the "absolute" direction of a number (it actually takes care of 2169 * the "absolute" direction of a number (it actually takes care of
2431 * "overflow" in previous calculations of a direction). 2170 * "overflow" in previous calculations of a direction).
2432 */ 2171 */
2433 2172
2173int
2434int absdir(int d) { 2174absdir (int d)
2435 while(d<1) d+=8; 2175{
2436 while(d>8) d-=8; 2176 while (d < 1)
2177 d += 8;
2178
2179 while (d > 8)
2180 d -= 8;
2181
2437 return d; 2182 return d;
2438} 2183}
2439 2184
2440/* 2185/*
2441 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2186 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2442 * between two directions (which are expected to be absolute (see absdir()) 2187 * between two directions (which are expected to be absolute (see absdir())
2443 */ 2188 */
2444 2189
2190int
2445int dirdiff(int dir1, int dir2) { 2191dirdiff (int dir1, int dir2)
2192{
2446 int d; 2193 int d;
2194
2447 d = abs(dir1 - dir2); 2195 d = abs (dir1 - dir2);
2448 if(d>4) 2196 if (d > 4)
2449 d = 8 - d; 2197 d = 8 - d;
2198
2450 return d; 2199 return d;
2451} 2200}
2452 2201
2453/* peterm: 2202/* peterm:
2454 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2203 * 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 2206 * 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. 2207 * 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 2208 * Moved from spell_util.c to object.c with the other related direction
2460 * functions. 2209 * functions.
2461 */ 2210 */
2462
2463int reduction_dir[SIZEOFFREE][3] = { 2211int reduction_dir[SIZEOFFREE][3] = {
2464 {0,0,0}, /* 0 */ 2212 {0, 0, 0}, /* 0 */
2465 {0,0,0}, /* 1 */ 2213 {0, 0, 0}, /* 1 */
2466 {0,0,0}, /* 2 */ 2214 {0, 0, 0}, /* 2 */
2467 {0,0,0}, /* 3 */ 2215 {0, 0, 0}, /* 3 */
2468 {0,0,0}, /* 4 */ 2216 {0, 0, 0}, /* 4 */
2469 {0,0,0}, /* 5 */ 2217 {0, 0, 0}, /* 5 */
2470 {0,0,0}, /* 6 */ 2218 {0, 0, 0}, /* 6 */
2471 {0,0,0}, /* 7 */ 2219 {0, 0, 0}, /* 7 */
2472 {0,0,0}, /* 8 */ 2220 {0, 0, 0}, /* 8 */
2473 {8,1,2}, /* 9 */ 2221 {8, 1, 2}, /* 9 */
2474 {1,2,-1}, /* 10 */ 2222 {1, 2, -1}, /* 10 */
2475 {2,10,12}, /* 11 */ 2223 {2, 10, 12}, /* 11 */
2476 {2,3,-1}, /* 12 */ 2224 {2, 3, -1}, /* 12 */
2477 {2,3,4}, /* 13 */ 2225 {2, 3, 4}, /* 13 */
2478 {3,4,-1}, /* 14 */ 2226 {3, 4, -1}, /* 14 */
2479 {4,14,16}, /* 15 */ 2227 {4, 14, 16}, /* 15 */
2480 {5,4,-1}, /* 16 */ 2228 {5, 4, -1}, /* 16 */
2481 {4,5,6}, /* 17 */ 2229 {4, 5, 6}, /* 17 */
2482 {6,5,-1}, /* 18 */ 2230 {6, 5, -1}, /* 18 */
2483 {6,20,18}, /* 19 */ 2231 {6, 20, 18}, /* 19 */
2484 {7,6,-1}, /* 20 */ 2232 {7, 6, -1}, /* 20 */
2485 {6,7,8}, /* 21 */ 2233 {6, 7, 8}, /* 21 */
2486 {7,8,-1}, /* 22 */ 2234 {7, 8, -1}, /* 22 */
2487 {8,22,24}, /* 23 */ 2235 {8, 22, 24}, /* 23 */
2488 {8,1,-1}, /* 24 */ 2236 {8, 1, -1}, /* 24 */
2489 {24,9,10}, /* 25 */ 2237 {24, 9, 10}, /* 25 */
2490 {9,10,-1}, /* 26 */ 2238 {9, 10, -1}, /* 26 */
2491 {10,11,-1}, /* 27 */ 2239 {10, 11, -1}, /* 27 */
2492 {27,11,29}, /* 28 */ 2240 {27, 11, 29}, /* 28 */
2493 {11,12,-1}, /* 29 */ 2241 {11, 12, -1}, /* 29 */
2494 {12,13,-1}, /* 30 */ 2242 {12, 13, -1}, /* 30 */
2495 {12,13,14}, /* 31 */ 2243 {12, 13, 14}, /* 31 */
2496 {13,14,-1}, /* 32 */ 2244 {13, 14, -1}, /* 32 */
2497 {14,15,-1}, /* 33 */ 2245 {14, 15, -1}, /* 33 */
2498 {33,15,35}, /* 34 */ 2246 {33, 15, 35}, /* 34 */
2499 {16,15,-1}, /* 35 */ 2247 {16, 15, -1}, /* 35 */
2500 {17,16,-1}, /* 36 */ 2248 {17, 16, -1}, /* 36 */
2501 {18,17,16}, /* 37 */ 2249 {18, 17, 16}, /* 37 */
2502 {18,17,-1}, /* 38 */ 2250 {18, 17, -1}, /* 38 */
2503 {18,19,-1}, /* 39 */ 2251 {18, 19, -1}, /* 39 */
2504 {41,19,39}, /* 40 */ 2252 {41, 19, 39}, /* 40 */
2505 {19,20,-1}, /* 41 */ 2253 {19, 20, -1}, /* 41 */
2506 {20,21,-1}, /* 42 */ 2254 {20, 21, -1}, /* 42 */
2507 {20,21,22}, /* 43 */ 2255 {20, 21, 22}, /* 43 */
2508 {21,22,-1}, /* 44 */ 2256 {21, 22, -1}, /* 44 */
2509 {23,22,-1}, /* 45 */ 2257 {23, 22, -1}, /* 45 */
2510 {45,47,23}, /* 46 */ 2258 {45, 47, 23}, /* 46 */
2511 {23,24,-1}, /* 47 */ 2259 {23, 24, -1}, /* 47 */
2512 {24,9,-1}}; /* 48 */ 2260 {24, 9, -1}
2261}; /* 48 */
2513 2262
2514/* Recursive routine to step back and see if we can 2263/* Recursive routine to step back and see if we can
2515 * find a path to that monster that we found. If not, 2264 * find a path to that monster that we found. If not,
2516 * we don't bother going toward it. Returns 1 if we 2265 * we don't bother going toward it. Returns 1 if we
2517 * can see a direct way to get it 2266 * can see a direct way to get it
2518 * Modified to be map tile aware -.MSW 2267 * Modified to be map tile aware -.MSW
2519 */ 2268 */
2520 2269int
2521
2522int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2270can_see_monsterP (maptile *m, int x, int y, int dir)
2271{
2523 sint16 dx, dy; 2272 sint16 dx, dy;
2524 int mflags; 2273 int mflags;
2525 2274
2275 if (dir < 0)
2526 if(dir<0) return 0; /* exit condition: invalid direction */ 2276 return 0; /* exit condition: invalid direction */
2527 2277
2528 dx = x + freearr_x[dir]; 2278 dx = x + freearr_x[dir];
2529 dy = y + freearr_y[dir]; 2279 dy = y + freearr_y[dir];
2530 2280
2531 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2281 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2532 2282
2533 /* This functional arguably was incorrect before - it was 2283 /* This functional arguably was incorrect before - it was
2534 * checking for P_WALL - that was basically seeing if 2284 * checking for P_WALL - that was basically seeing if
2535 * we could move to the monster - this is being more 2285 * we could move to the monster - this is being more
2536 * literal on if we can see it. To know if we can actually 2286 * 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 2287 * move to the monster, we'd need the monster passed in or
2538 * at least its move type. 2288 * at least its move type.
2539 */ 2289 */
2540 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2290 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2291 return 0;
2541 2292
2542 /* yes, can see. */ 2293 /* yes, can see. */
2543 if(dir < 9) return 1; 2294 if (dir < 9)
2295 return 1;
2296
2544 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2297 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2545 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2298 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2546 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2299 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2547} 2300}
2548 2301
2549
2550
2551/* 2302/*
2552 * can_pick(picker, item): finds out if an object is possible to be 2303 * 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 2304 * picked up by the picker. Returnes 1 if it can be
2554 * picked up, otherwise 0. 2305 * picked up, otherwise 0.
2555 * 2306 *
2557 * core dumps if they do. 2308 * core dumps if they do.
2558 * 2309 *
2559 * Add a check so we can't pick up invisible objects (0.93.8) 2310 * Add a check so we can't pick up invisible objects (0.93.8)
2560 */ 2311 */
2561 2312
2313int
2562int can_pick(const object *who, const object *item) { 2314can_pick (const object *who, const object *item)
2315{
2563 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2316 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2564 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2317 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2565 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2318 !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} 2319}
2568
2569 2320
2570/* 2321/*
2571 * create clone from object to another 2322 * create clone from object to another
2572 */ 2323 */
2324object *
2573object *object_create_clone (object *asrc) { 2325object_create_clone (object *asrc)
2326{
2574 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2327 object *dst = 0, *tmp, *src, *part, *prev, *item;
2575 2328
2576 if(!asrc) return NULL; 2329 if (!asrc)
2330 return 0;
2331
2577 src = asrc; 2332 src = asrc;
2578 if(src->head) 2333 if (src->head)
2579 src = src->head; 2334 src = src->head;
2580 2335
2581 prev = NULL; 2336 prev = 0;
2582 for(part = src; part; part = part->more) { 2337 for (part = src; part; part = part->more)
2583 tmp = get_object(); 2338 {
2584 copy_object(part,tmp); 2339 tmp = part->clone ();
2585 tmp->x -= src->x; 2340 tmp->x -= src->x;
2586 tmp->y -= src->y; 2341 tmp->y -= src->y;
2342
2587 if(!part->head) { 2343 if (!part->head)
2344 {
2588 dst = tmp; 2345 dst = tmp;
2589 tmp->head = NULL; 2346 tmp->head = 0;
2347 }
2590 } else { 2348 else
2591 tmp->head = dst; 2349 tmp->head = dst;
2592 } 2350
2593 tmp->more = NULL; 2351 tmp->more = 0;
2352
2594 if(prev) 2353 if (prev)
2595 prev->more = tmp; 2354 prev->more = tmp;
2355
2596 prev = tmp; 2356 prev = tmp;
2597 } 2357 }
2598 /*** copy inventory ***/ 2358
2599 for(item = src->inv; item; item = item->below) { 2359 for (item = src->inv; item; item = item->below)
2600 (void) insert_ob_in_ob(object_create_clone(item),dst); 2360 insert_ob_in_ob (object_create_clone (item), dst);
2601 }
2602 2361
2603 return dst; 2362 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} 2363}
2613 2364
2614/* GROS - Creates an object using a string representing its content. */ 2365/* 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 */ 2366/* 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, */ 2367/* 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. */ 2368/* 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. */ 2369/* Remember not to use load_object_str in a time-critical situation. */
2619/* Also remember that multiparts objects are not supported for now. */ 2370/* Also remember that multiparts objects are not supported for now. */
2620 2371object *
2621object* load_object_str(const char *obstr) 2372load_object_str (const char *obstr)
2622{ 2373{
2623 object *op; 2374 object *op;
2624 FILE *tempfile;
2625 char filename[MAX_BUF]; 2375 char filename[MAX_BUF];
2376
2626 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2377 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2378
2627 tempfile=fopen(filename,"w"); 2379 FILE *tempfile = fopen (filename, "w");
2380
2628 if (tempfile == NULL) 2381 if (tempfile == NULL)
2629 { 2382 {
2630 LOG(llevError,"Error - Unable to access load object temp file\n"); 2383 LOG (llevError, "Error - Unable to access load object temp file\n");
2631 return NULL; 2384 return NULL;
2632 }; 2385 }
2386
2633 fprintf(tempfile,obstr); 2387 fprintf (tempfile, obstr);
2634 fclose(tempfile); 2388 fclose (tempfile);
2635 2389
2636 op=get_object(); 2390 op = object::create ();
2637 2391
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; 2392 object_thawer thawer (filename);
2645 load_object(tempfile,thawer,op,LO_NEWFILE,0); 2393
2394 if (thawer)
2395 load_object (thawer, op, 0);
2396
2646 LOG(llevDebug," load str completed, object=%s\n",op->name); 2397 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2647 CLEAR_FLAG(op,FLAG_REMOVED); 2398 CLEAR_FLAG (op, FLAG_REMOVED);
2648 fclose(tempfile); 2399
2649 return op; 2400 return op;
2650} 2401}
2651 2402
2652/* This returns the first object in who's inventory that 2403/* This returns the first object in who's inventory that
2653 * has the same type and subtype match. 2404 * has the same type and subtype match.
2654 * returns NULL if no match. 2405 * returns NULL if no match.
2655 */ 2406 */
2407object *
2656object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2408find_obj_by_type_subtype (const object *who, int type, int subtype)
2657{ 2409{
2658 object *tmp;
2659
2660 for (tmp=who->inv; tmp; tmp=tmp->below) 2410 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2661 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2411 if (tmp->type == type && tmp->subtype == subtype)
2412 return tmp;
2662 2413
2663 return NULL; 2414 return 0;
2664} 2415}
2665 2416
2666/* If ob has a field named key, return the link from the list, 2417/* If ob has a field named key, return the link from the list,
2667 * otherwise return NULL. 2418 * otherwise return NULL.
2668 * 2419 *
2669 * key must be a passed in shared string - otherwise, this won't 2420 * key must be a passed in shared string - otherwise, this won't
2670 * do the desired thing. 2421 * do the desired thing.
2671 */ 2422 */
2423key_value *
2672key_value * get_ob_key_link(const object * ob, const char * key) { 2424get_ob_key_link (const object *ob, const char *key)
2673 key_value * link; 2425{
2674
2675 for (link = ob->key_values; link != NULL; link = link->next) { 2426 for (key_value *link = ob->key_values; link; link = link->next)
2676 if (link->key == key) { 2427 if (link->key == key)
2677 return link; 2428 return link;
2678 } 2429
2679 } 2430 return 0;
2680 2431}
2681 return NULL;
2682}
2683 2432
2684/* 2433/*
2685 * Returns the value of op has an extra_field for key, or NULL. 2434 * Returns the value of op has an extra_field for key, or NULL.
2686 * 2435 *
2687 * The argument doesn't need to be a shared string. 2436 * The argument doesn't need to be a shared string.
2688 * 2437 *
2689 * The returned string is shared. 2438 * The returned string is shared.
2690 */ 2439 */
2440const char *
2691const char * get_ob_key_value(const object * op, const char * const key) { 2441get_ob_key_value (const object *op, const char *const key)
2442{
2692 key_value * link; 2443 key_value *link;
2693 const char * canonical_key; 2444 shstr_cmp canonical_key (key);
2445
2446 if (!canonical_key)
2694 2447 {
2695 canonical_key = find_string(key);
2696
2697 if (canonical_key == NULL) {
2698 /* 1. There being a field named key on any object 2448 /* 1. There being a field named key on any object
2699 * implies there'd be a shared string to find. 2449 * implies there'd be a shared string to find.
2700 * 2. Since there isn't, no object has this field. 2450 * 2. Since there isn't, no object has this field.
2701 * 3. Therefore, *this* object doesn't have this field. 2451 * 3. Therefore, *this* object doesn't have this field.
2702 */ 2452 */
2703 return NULL; 2453 return 0;
2704 } 2454 }
2705 2455
2706 /* This is copied from get_ob_key_link() above - 2456 /* This is copied from get_ob_key_link() above -
2707 * only 4 lines, and saves the function call overhead. 2457 * only 4 lines, and saves the function call overhead.
2708 */ 2458 */
2709 for (link = op->key_values; link != NULL; link = link->next) { 2459 for (link = op->key_values; link; link = link->next)
2710 if (link->key == canonical_key) { 2460 if (link->key == canonical_key)
2711 return link->value; 2461 return link->value;
2712 } 2462
2713 } 2463 return 0;
2714 return NULL;
2715} 2464}
2716 2465
2717 2466
2718/* 2467/*
2719 * Updates the canonical_key in op to value. 2468 * 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 2472 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2724 * keys. 2473 * keys.
2725 * 2474 *
2726 * Returns TRUE on success. 2475 * Returns TRUE on success.
2727 */ 2476 */
2477int
2728int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) { 2478set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2479{
2729 key_value * field = NULL, *last=NULL; 2480 key_value *field = NULL, *last = NULL;
2730 2481
2731 for (field=op->key_values; field != NULL; field=field->next) { 2482 for (field = op->key_values; field != NULL; field = field->next)
2732 if (field->key != canonical_key) {
2733 last = field;
2734 continue;
2735 }
2736 2483 {
2737 if (field->value) FREE_AND_CLEAR_STR(field->value); 2484 if (field->key != canonical_key)
2738 if (value) 2485 {
2739 field->value = add_string(value); 2486 last = field;
2740 else { 2487 continue;
2488 }
2489
2490 if (value)
2491 field->value = value;
2492 else
2493 {
2741 /* Basically, if the archetype has this key set, 2494 /* Basically, if the archetype has this key set,
2742 * we need to store the null value so when we save 2495 * we need to store the null value so when we save
2743 * it, we save the empty value so that when we load, 2496 * it, we save the empty value so that when we load,
2744 * we get this value back again. 2497 * we get this value back again.
2745 */ 2498 */
2746 if (get_ob_key_link(&op->arch->clone, canonical_key)) 2499 if (get_ob_key_link (&op->arch->clone, canonical_key))
2747 field->value = NULL; 2500 field->value = 0;
2748 else { 2501 else
2749 /* Delete this link */ 2502 {
2750 if (field->key) FREE_AND_CLEAR_STR(field->key); 2503 if (last)
2751 if (field->value) FREE_AND_CLEAR_STR(field->value); 2504 last->next = field->next;
2752 if (last) last->next = field->next; 2505 else
2753 else op->key_values = field->next; 2506 op->key_values = field->next;
2754 free(field); 2507
2755 } 2508 delete field;
2756 } 2509 }
2510 }
2757 return TRUE; 2511 return TRUE;
2758 } 2512 }
2759 /* IF we get here, key doesn't exist */ 2513 /* IF we get here, key doesn't exist */
2760 2514
2761 /* No field, we'll have to add it. */ 2515 /* No field, we'll have to add it. */
2762 2516
2763 if (!add_key) { 2517 if (!add_key)
2764 return FALSE; 2518 return FALSE;
2765 } 2519
2766 /* There isn't any good reason to store a null 2520 /* There isn't any good reason to store a null
2767 * value in the key/value list. If the archetype has 2521 * value in the key/value list. If the archetype has
2768 * this key, then we should also have it, so shouldn't 2522 * this key, then we should also have it, so shouldn't
2769 * be here. If user wants to store empty strings, 2523 * be here. If user wants to store empty strings,
2770 * should pass in "" 2524 * should pass in ""
2771 */ 2525 */
2772 if (value == NULL) return TRUE; 2526 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; 2527 return TRUE;
2528
2529 field = new key_value;
2530
2531 field->key = canonical_key;
2532 field->value = value;
2533 /* Usual prepend-addition. */
2534 field->next = op->key_values;
2535 op->key_values = field;
2536
2537 return TRUE;
2783} 2538}
2784 2539
2785/* 2540/*
2786 * Updates the key in op to value. 2541 * Updates the key in op to value.
2787 * 2542 *
2789 * and not add new ones. 2544 * and not add new ones.
2790 * In general, should be little reason FALSE is ever passed in for add_key 2545 * In general, should be little reason FALSE is ever passed in for add_key
2791 * 2546 *
2792 * Returns TRUE on success. 2547 * Returns TRUE on success.
2793 */ 2548 */
2549int
2794int set_ob_key_value(object * op, const char * key, const char * value, int add_key) { 2550set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2795 const char * canonical_key = NULL; 2551{
2796 int floating_ref = FALSE; 2552 shstr key_ (key);
2797 int ret; 2553
2554 return set_ob_key_value_s (op, key_, value, add_key);
2555}
2556
2557object::depth_iterator::depth_iterator (object *container)
2558: iterator_base (container)
2559{
2560 while (item->inv)
2561 item = item->inv;
2562}
2563
2564void
2565object::depth_iterator::next ()
2566{
2567 if (item->below)
2798 2568 {
2799 /* HACK This mess is to make sure set_ob_value() passes a shared string 2569 item = item->below;
2800 * to get_ob_key_link(), without leaving a leaked refcount. 2570
2801 */ 2571 while (item->inv)
2572 item = item->inv;
2802 2573 }
2803 canonical_key = find_string(key); 2574 else
2804 if (canonical_key == NULL) { 2575 item = item->env;
2805 canonical_key = add_string(key); 2576}
2806 floating_ref = TRUE; 2577
2807 } 2578
2579const char *
2580object::flag_desc (char *desc, int len) const
2581{
2582 char *p = desc;
2583 bool first = true;
2584
2585 *p = 0;
2586
2587 for (int i = 0; i < NUM_FLAGS; i++)
2808 2588 {
2809 ret = set_ob_key_value_s(op, canonical_key, value, add_key); 2589 if (len <= 10) // magic constant!
2590 {
2591 snprintf (p, len, ",...");
2592 break;
2593 }
2594
2595 if (flag [i])
2596 {
2597 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2598 len -= cnt;
2599 p += cnt;
2600 first = false;
2601 }
2810 2602 }
2811 if (floating_ref) { 2603
2812 free_string(canonical_key);
2813 }
2814
2815 return ret; 2604 return desc;
2816} 2605}
2606
2607// return a suitable string describing an object in enough detail to find it
2608const char *
2609object::debug_desc (char *info) const
2610{
2611 char flagdesc[512];
2612 char info2[256 * 4];
2613 char *p = info;
2614
2615 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2616 count, uuid.seq,
2617 &name,
2618 title ? "\",title:" : "",
2619 title ? (const char *)title : "",
2620 flag_desc (flagdesc, 512), type);
2621
2622 if (env)
2623 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2624
2625 if (map)
2626 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2627
2628 return info;
2629}
2630
2631const char *
2632object::debug_desc () const
2633{
2634 static char info[256 * 4];
2635 return debug_desc (info);
2636}
2637
2638const char *
2639object::debug_desc2 () const
2640{
2641 static char info[256 * 4];
2642 return debug_desc (info);
2643}
2644

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